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Rappan Athuk

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Necromancer
Games

Frog God
Games

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Concept and Design: Bill Webb


Authors: Bill Webb, Clark Peterson, WDB Kenower, Gabor Lux,
Greg Ragland, Matt Finch, Greg Vaughan, John B. Webb, and Skeeter Green
Developer: Bill Webb and Skeeter Green
Producers: Bill Webb and Charles A. Wright
Editors: Patrick Lawinger, Bill Webb, Dawn Fischer,
Skeeter Green, and Aaron Zirkelbach
Ruleset Conversion: Skeeter Green, John Stater, Matt Finch, John Ling,
Stefen Styrsky, Erica Balsley, Greg Ragland, Liz Courts
Electronic File conversions: Karen McDonald (God-Empress of the
Universe), Vance Ludemann (Bigkilla), and Robb Lukasik
Layout and Graphic Design: Charles A. Wright
Interior Art: Rowena Aitken, Brian LeBlanc, Jason Sholtis
Cartography: Ed Bourelle and Rick Sardinha

Alan (Ho-chi-Mihn) Belardinelli, Lisa (but I like druids) Brown,


Scott Ragland, Janet Kirkland, Skeeter Green, Bob Sarvas,
Dan Frost Corwin, Ken McKinney, Adam Grim,
Fred Clevenger, Richard Hughes, Kyle Haberman, James Serra,
Robert Geiger, Jeremy Foglesong, Stephanie Christianson, Jon Bursch,
Kristine Bryan, Rick Bulpin, Scott Harlen, Garrett Mercier, Zeb Corey,
Karl Johnson, C.J. Land, David Peterson, John Ackerman,
Mike Weber, Chip Schweiger, Joe Weimortz, Christopher Laurent,
Conrad Claus, Timothy Laurent, Karl Harden, Nicolas Laurent,
the GenCon 2001, 2002, 2003, 2004, and 2005 Demo Teams, Ainsley
Christofferson, Kathy Christofferson, Donna and Emily Peterson,
and Jillian (Demon-Baby), John B. and Krista Webb.
Special Thanks: Gary Gygax, Bob Bledsaw, Dave Arneson, and
Robert J. Kuntz for giving us first edition feel in the first place.
Most of all we want to thank our fans who have supported Necromancer
in its quest to get back to the dungeon. Bill also wants to thank
Scott Stabbert Victor Armer, and Richard for inspiring that little kid to
learn how to kill their PCs way back in 1977. At last count, there have
been 446 characters killed since I first conceived this place.

Playtesters: Richard (Bixby) Oliver, Eric (Elision) Lillywhite,


Fraser (Alickthron) McKay, Dale (Flail the Great) Haines,
John (Speigel) Murdoch, Ian (Helman)Thompson, Pearson (Frac) Keyes,
J.P. (They/Them) Johnston, Louis (The Berserker) Roberts,
Jennifer (Lydia Deets) Chalfan, Brian (I AM a Wizard) Wilson,
Mike (Bofred) Tierney, Dean (Vorpal Bunny) Yasuda,

Frog God Games is


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CEO
Bill Webb

Staff Editor
Dawn Fischer

Creative Director: Swords & Wizardry


Matthew J. Finch

V. P. of Marketing & Sales


Rachel Ventura

Creative Director: Pathfinder


Greg A. Vaughan

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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Level 8B: The Steam Jungles................................................................. p. 299


Level 9: The Lower Temple of Orcus.......................................................p. 304
Level 9A: Caves and CavernsThe Hydras Lair..........................................p. 311
Level 9B: The Well of AgamemnonUpper Level...................................... p. 322
Level 9C: The Well of AgamemnonLower Level...................................... p. 329
Level 9D: The Bloodways (4 sublevels)......................................................p. 335
Level 10: The Lava Pit.......................................................................... p. 365
Level 10A: The Giant Cavern................................................................. p. 372
Level 10B: The Goblin Outpost.............................................................. p. 389
Level 10C: The Talon of Orcus.............................................................. p. 396
Level 11: The Waterfall and Akbeths Grave.............................................. p. 406
Level 11A: The Gates to the Goblin City and the Vampire Lair....................... p. 412
Level 12: The Slave Pits........................................................................ p. 418
Level 12A: The Goblin City and the Hall of the Titan Cyclops....................... p. 432
Level 12B: Tiamats Puzzle....................................................................p. 454
Level 12C: Beetle-Juice?....................................................................... p. 460
Level 13: The Portal of Darkness.............................................................p. 467
Level 13A: The Goblin Barracks.............................................................. p. 471
Level 13B: The Dark River....................................................................p. 477
Level 13C: Zombieland......................................................................... p. 483
Level 14: The Chapel of Orcus............................................................... p. 496
Level 14A: The Refugees of Tsar............................................................p. 502
Level 14B: The Grand Cornu of Orcus..................................................... p. 512
Level 14C: The Architects Workshop...................................................... p. 523
Level 15: The Den of the Master.............................................................. p. 543
Appendix A: New Monsters ................................................................... p. 551
Appendix B: New Classes ...................................................................... p. 572
Appendix C: New Magic Items ............................................................... p. 576
Appendix D: Gods and Demons of Stoneheart Valley ................................... p. 585
Appendix E: Pre-Gens ......................................................................... p. 590
Appendix F: Battle Maps ...................................................................... p. 600
Appendix G: The Faithful Orcus and Tsathogga ......................................... p. 638
Legal Appendix ..................................................................................p. 648

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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.

568708

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

Once upon a time, there was an ideaan idea formulated by Gary


Gygax and Dave Arneson in 1974 and published in a little paperback book
called Underworld Adventures. The idea was simple: it is a lot of fun
to go into a dungeon and kill evil monsters. Why is the dungeon there?
No one knows. Why do the monsters usually fight rather than talk? We
arent really sure. Why are there 16 trolls in a cave with a jug of alchemy?
No one cares. What do all the monsters eat? We dont know that either
(although adventurer probably tops the list). And we dont have to
know these things. This isnt an ecology experiment, its a dungeonthe
quintessential setting for pure swords and sorcery adventuring.
This adventure pays homage to that original idea. True, there are
opportunities for role playing, but most of this module is dedicated to
roll playing. Hopefully, while exploring the halls of Rappan Athuk, you
will recall the thrill of discovery, the terror in your heart when you fought
your first skeleton, the joy of rolling your first natural 20 and the despair
you felt when that 1 came up for your poison save.
This module, Rappan AthukThe Dungeon of Graves, is nothing more
and nothing less than a good, oldfashioned, First Edition dungeon crawl
updated for the Pathfinder Roleplaying Game. Very difficult, it should
strike fear into the hearts of the most stalwart adventurers. It offers an
abundance of traps, tricks and monsters.
We hope that you find this module as fun and exciting as those hundreds
of players who have ventured into (and not as often out of) the endless
caverns and mazes of Rappan AthukThe Dungeon of Graves.
Rappan Athuk is a difficult dungeon. Even the upper dungeon levels
should not be attempted by a party of less than six characters of 4th
level. Only truly veteran players should attempt this dungeon with lower
level characters. Parties delving deeper than the 1st or 2nd levels of the
dungeon should be of 5th level or higher. Entering the dungeon through
The Well (which leads to level 3A) is dangerous, best avoided by parties
of less than 7th level.

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.

Why did we do this


revision (again)?
Rappan Athuk is the granddaddy of all dungeons, conceived when the
game was new, renowned as the real deal by GMs and players alike.
Perhaps the greatest statement a player can make about sheer terror his
character is feeling is to say: I was more scared than when we were in
Rappan Athuk.
Rappan Athuk was originally released under the 3.0 rules in 2000.
Two additional tomes of material were released in 2001. The areas of
wilderness surrounding the dungeon and several other nifty tidbits were
released as web-support over time as well. It was revised for the 3.5 ruleset
in 2006 and expanded upon. Now updated to the Pathfinder system, the
original dungeon has been expanded even further to excite and torture a
new generation of PCs!
This book contains 19 never-before seen levels and an even more
detailed wilderness section. It also has revised and amended statistics and
tactic of the various NPCs and monsters that replace our earlier efforts.
This book is simply bigger, better and more complete than its
predecessors. With a little effort, its the only dungeon you will ever need,
even if it doesnt use all the monsters ever created. Oh, and yes, Level
15 is still just intended for the GM to readOrcus is still supposed to be
unbeatable. After all, we cant let an icon get killed!

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introduction

Rumors About Rappan Athuk


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In addition to the above Legend of Rappan Athuk, each character has


a chance of knowing up to two rumors about the complex from common
legends. Each character can make two DC 13 Intelligence checks. Each
success earns the character a rumor. Wizards, clerics and bards (but not
sorcerers) may another DC 20 attribute check, basing it upon the higher
of their Intelligence, Wisdom, or Charisma characteristics; a success earns
the an additional rumor. Bards may add 1/2 their bard levels to this roll, to
account for their Bardic Knowledge class ability. Roll each rumor randomly
on 1d100 on the table below or select an appropriate rumor as you see fit.
1


2



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Zelkor, the good wizard of old, is now an evil lich living


in the upper levels protecting the evil temple and descent
into it. (Partially true)
A high priestess of Hecate, the goddess of magic, was turned
into a statue of living rock, and is entombed in the dungeon.
She had a magic ring that allowed her to shape change. Her
name is Akbeth. (True)
A rich gold mine can be found if one can find a cavern with a
man-made river channel and defeat the monsters there.
(Mostly true)
The temple of Orcus no longer exists within the dungeon. Its
existence is a lie told by adventurers to keep others away.
(False)
A great oracle can be found beyond a massive cavern.
He can tell all to anyone willing to pay his price.
(Mostly true)
A company of dwarves recently went to look for a gold
mine said to be in the dungeon. None of them returned.
(True)
Orcus put a curse on the complex when he built it. Any
that disturb his temple will become slaves of darkness,
never to return (False)
A great city of goblins lies deep in the complex, and they are
followers of Orcus. (True)
The entrance to Hell lies deep in a maze complex. It can be
found only by swimming through a pool of water.
(True, though only in a figurative sense. The level is called
Hell by any that have been in it.)
A great priest was entombed within the complex behind a
door sealed with seven seals. If released, the powers of good
would be greatly aided. (True)
The dungeon was originally a good fortress built to protect
the advancing hordes of evil. Evil overcame its defenders.
(False)
Magical black skeletons inhabit the dungeon. They are
greatly feared, as clerics cannot turn them. (Partially true.
Clerics have a substantially reduced chance to turn them.)
A powerful illusionist lives near the surface. Do not believe
everything you see. He is cannibalistic and possesses great
powers. (Mostly true. The illusionist is actually Scramge
the rakshasa.)
There is a monster immune to everything on the first level.
It is amorphous, and smells terrible. A wise man flees from
it. (As your party will see, this is very true.)
Inside a great labyrinth lies a strange mushroom that can
restore youth to a human. They are blue with red spots, and
lie under a bridge. (Partially True. The mushrooms resets
your age to a random age, which for most means youth.)
Some of the tunnels dug by the giant rats of the complex lead
to interesting places. Some lead nowhere. (Very True)
A wise man uses the rivers to travel in this place. They
are dangerous, though. Many men who did not know the
correct paths have drowned. (True)

Deep in the dungeon lies a vast cavern with monsters of


gigantic size. (True.)
A magical pool leads to a wishing well. If one casts a magic
item into it, he would get a wish. (False)
There is a corridor of solid white stone, which is cursed.
Anyone who walks its length is lost forever. (Almost True.
Most, but not all, who walk the corridor will die.)
On the fourth level, there are no monsters, but wondrous
amounts of gems. (False. Give us a break.)
The caves are safer than the carved passages. The upper
levels are also very tough in the carved areas. (False. The
caves are no safer than the carved passages. Both are
dangerous.)
As the great mage Speigle said, Beware of purple worms.
A wise man heeds his advice. (So true its written on the
wall on Level 3)
In the lower levels, spells cannot be regained due to
the evil powers in this place. Conserve spells on deep treks.
(True)
Solid mithral gates bar the way into a great treasure horde
guarded by a lich in the great cavern. If one can access them,
they would be richer than an emperor. (Partially true)
Deep within the hill lies a pool of lava guarded by demonic
lizards. If one can defeat them, pure gold can be distilled
from the liquid rock. (Partially truethere are
salamanders but no gold)
Giant scorpions guard the way to the tomb of a fell king.
(True)
It is said that the great paladin Bannor was overcome
by a horde of enemies in the dungeon. His mighty holy
sword, Gurthdurial, is rumored to have been lost in the Hall
of the Cyclops King. (Completely False)
A new form of troll, a swimmer, was seen to aid goblin
miners in a deep cavern complex. (True; this sighting
confirms the existence of river trolls [Level 8].)
The tomb of a fallen paladin is hidden near the goblin city.
The paladin was corrupted by the sorceress Deserach. (True.
Referees should make the tomb on Level 9A very hard to
find, as it is one of the most challenging encounters in
the dungeon.)
Prayers to Hecate can sometimes be used to defeat guardians
sacred to her. (True. This rumor offers a means to defeat a
Lernaean pyrohydra, if wisely employed.)
Kazleth rules as Lord of the Maze. He is a titanspawn
abomination, with the head of a bull atop the body of an ogre.
(True; he is the phase minotaur king of Level 7A.)
A demonic spider queen lurks near her pets. (Partially true;
she is a wizard, not a demon.)
The goblin citys entrance lies unguarded. The goblins allow
free trade with anyone who visits them. (False. Two shadow
dragons guard the entrance and prevent the passage of
non-goblins.)
A benevolent old wizard lives near the temple of Orcus. He
reportedly offers refuge to those who kill the servants of the
evil one. (False. Banth is possibly more evil than the
priests of Orcus. Banth will slay or transmute any PC
who crosses his path).
There are caverns inhabited by living statues; one-time
explorers transformed by evil, they ambush the unsuspecting.
(False)
A terrible dragon called Gath the Ravager was sealed long
ago deep within the dungeon by powerful priests, whose
spirits still guard his restless sleep. (False)

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Rumors About Rappan Athuk


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A great library, once the property of the followers of Orcus,


lies forgotten in a hidden level. Though it contains works of
great evil, it also holds books that could be of great value to
sages and adventurers as well. (True)
A powerful adventuring group called the Dancing Blades
were slain in the dungeon. Their restless spirits now wander
its halls, attacking anyone they come across with their
phantom weapons. (False)
There is a level of flooded passages ruled by evil, lenticular,
fishlike things who can take over your mind. They are the
secret rulers of the dungeon. (False)
A potent artifact called the Seal of Power was carried into
the dungeon long ago by the mage-priest Donov. He hoped
to use it to seal away the evil, restless spirits of the dungeon.
(False)
The skeletons violently explode when they are brought
down. The zombies dissolve into foul greenish goo that
will eat your flesh and turn you into one of them!
(False)
There is an insane blackguard named Ian the All-Seeing
who collects the eyes of all he meets. He is said to have
thousands of eyeballs in his collection now. He can control
them, make them move about, and see things for him.
(False)
The goblins of the dungeon are actually mutated giants.
Although they are small and stunted in appearance, they are
incredibly strong. (False)
Recently the champion Corondel fought and defeated
the green dragon Springdread in the Forest of Hope.
Corondel subsequently disappeared. It is rumored that the
dragon was merely badly wounded, and now lurks deep
within the forest, killing all who stray too deep.
(Partly true; Corondel did fight and kill a green dragon
and then disappear)
Gnolls have been spotted along the caravan route south of the
Foothills. They are said to be holed up in a ruined keep
overlooking the caravan route. (Partly true; the bugbears
have been mistaken for gnolls)
Pirates sometimes hazard the reefs along the coast to land
at secret inlets and bays and stash great treasure; woe betide
the adventurer caught spying upon them! (True)
Outlaws sometimes hazard the dangers of the wilderness,
seeking refuge from the law. It is said that some have even
banded together, to start their own community. (True)
Though some brigands attack caravans that pass through the
area, others specialize in taking on adventurers exiting
dungeons and lairs, weakened but fat with loot. (True)
A great red dragon has been seen flying about the region. It is
said to lair somewhere to the south. (True)
The Troll Fens are aptly named. They are brimming
with trolls, poisonous snakes, quicksand, and other hazards.
(True)
A druid is said to live within the Forest of Hope, and she is
hostile to any who invade its bowers uninvited. (True)

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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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!!!

Room and Level Numbering


Because Rappan Athuk is a complex dungeon with numerous levels,
rooms are numbered by level prefix with a following room number for that
level. For example, Zelkors lair is Room 3A8, meaning room number
8 on Level 3A. Rappan Athuk also uses an old-style level numbering
convention with main levels and side levels. The main levels
are numbered consecutively, indicating relative depth below ground.
The side levels (those marked with A or B), often skip numbers. The
numbers of the side levels indicate depth relative to the main levels. For
example, Level 3A (beneath the Well) is approximately the same depth
underground as Level 3. A cross-sectional view of the levels of Rappan
Athuk is shown in Map RA Cross-section. This map also details the
entrances and exits from and to various parts of the dungeon.

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.

Monsters and NPCs


Monster statistics for all monsters not found in the Pathfinder
Roleplaying Game Bestiaries or the Frog God Games The Tome of
Horrors Complete are detailed fully in the Monster Appendix at the end
of this module.

The Wilderness Surrounding


Rappan Athuk
As with any major entrance to the underworld, the wilderness around
Rappan Athuk is a dangerous placepopular with bandits, marauding
monster bands and worse. Merchants and patrols are quite rare. The
woods and hills surrounding the area are untamed. The area surrounding
Rappan Athuk has attracted various bandit groups. Several of these groups
spy on parties entering Rappan Athuk, only to strike them on the way
out of the underworld. In addition to bandits, there are a large number of

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The Levels of Rappan Athuk


Level 8A: The Tomb of the Beacon
Level 8B: The Steam Jungles
Level 9: The Lower Temple of Orcus
Level 9A: Caves and CavernsThe Hydras Lair
Level 9B: The Well of AgamemnonUpper Level
Level 9C: The Well of AgamemnonLower Level
Level 9D: The Bloodways (4 sublevels)
Level 10: The Lava Pit
Level 10A: The Giant Cavern
Level 10B: The Goblin Outpost
Level 10C: The Talon of Orcus
Level 11: The Waterfall and Akbeths Grave
Level 11A: The Gates to the Goblin City and the Vampire Lair
Level 12: The Slave Pits
Level 12A: The Goblin City and the Hall of the Titan Cyclops
Level 12B: Tiamats Puzzle
Level 12C: Beetle-Juice?
Level 13: The Portal of Darkness
Level 13A: The Goblin Barracks
Level 13B: The Dark River
Level 13C: Zombieland
Level 14: The Chapel of Orcus
Level 14A: The Refugees of Tsar
Level 14B: The Grand Cornu of Orcus
Level 14C: The Architects Workshop
Level 15: The Den of the Master

Ground Level: The Sunken Graveyard and the Mausoleum


Level 0A: The Cavern of the Kraken
Level 0B: The Cloister of the Frog-God
Level 0C: Zelkors Ferry
Level 1: The Lair of the Dung Monster
Level 1A: The Temple of Final Sacrament
Level 1B: The Bastion
Level 1C: The Mouth of Doom
Level 2: Martheks Place and Ambros Base
Level 2A: Teleportals
Level 2B: The Demons Gullet
Level 3: Beware of Purple Worms!
Level 3A: The WellZelkors Lair
Level 3B: Down the Well
Level 3C: Fountain of Pestilence
Level 4: The Upper Temple of Orcus
Level 4A: The Basilisk Caverns
Level 4B: The Gut
Level 5: Banths Lair and the Wight Catacombs
Level 5A: The Prison of Time
Level 5B: Alladins Torment
Level 6: The Maze
Level 6A: Caves and CavernsThe Lair of the Spider Queen
Level 7: The Gates of Hell
Level 7A: The Hall of Kazleth, the Phase Minotaur King
Level 8: Caves and CavernsThe Tomb of the Evil King

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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.

The Wilderness Area


Surrounding the
Dungeon of Graves

The Sea Coast Road


This area serves as the primary trade route for commerce along the
coast. Coastal patrols from nearby cities attempt to keep bandits and other
malicious creatures clear of the road by day; by night is a different matter.
Certainly the safest of the wilderness areas, this road is still plagued with
bandits and other robber creatures, eager to prey on the daring merchants
traveling the road.

Sea Coast Road


Wandering Monsters

Rappan Athuk is a dungeon of legend. As such, most know where the


dungeon is located off the Sea Coast Road, in the hills east of the Forest
of Hope. Prior adventuring bands (and some local bandits) have marked
the general area with several signs indicating the way to the dungeon (and
to their ambush). The difficulty of Rappan Athuk has never been locating
it. Getting home alive is another matter entirely
As with any major entrance to the underworld, the wilderness
around Rappan Athuk is a dangerous placepopular with bandits,
marauding monster bands and worse. Merchants and patrols are quite
rare and stay entirely on the road, as the woods and hills surrounding
the area are untamed. This is not to say that the area is unpopular with
adventurers. Legends of great treasure and glory abound for hundreds
of miles, and the draw is too great for many to resist. So, off they go
in search of the proverbial fortune and glory. Most find only death and
despair.

Wilderness Areas and


Wandering Monster Tables
For gaming purposes, the wilderness area surrounding the dungeon can
be divided into five regions: the Sea Coast Road, the Forest of Hope, the
Dragonmarsh Lowlands, the Foothills and the Beach. Each is detailed
below.
Each of the above regions has its own wandering monster table. The
GM should use these encounters with some forethought. For example,
Drusilla the Druid or Simrath the Vampire could annihilate many parties if
used unadvisedly. These encounters can provide roleplaying opportunities
as desired instead of being yet another monster-slugfest. Some of the
personalities lead to new and exciting adventures, well beyond the
original scope of the dungeon of Rappan Athuk. Also note that there is
only one of each of the specialty NPCs such as the Simrath, Drusilla, or
the specific bandit leaders. Once slain, they are no longer available as an
encounter. This is not to say that they could not be replaced by something
else, possibly worse.

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 one mile off
the main merchant road; +2 if the encounter occurs at night.
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35
67
89
1011
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

Merchant Caravan: A merchant caravan is encountered making its way


along the road. The caravan contains 1d8 wagons or carts, with an appropriate
number of accompanying pack animals per cart as well as 1d6 caravan guards
per cart or wagon. There are 1d3 merchants per cart as well. Merchants on this
route are on guard and want little to do with adventurers; they start with an initial
attitude of unfriendly. If the characters can improve their attitude to friendly,
they would be willing to provide general information about road conditions; if
their attitude is improved to helpful they would be willing to allow the PCs to
travel with them. They do not otherwise offer any aid to the party.
CARAVAN GUARD
XP 400
Male or female human fighter 2
N Medium humanoid (human)
Init +5; Perception +4

CR 1

AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge,


+1 shield)
hp 16 (2d10+2 plus 2)
Fort +4; Ref +1; Will +0 (+1 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.

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Melee longspear +4 (1d8+1/x3), or short sword +3 (1d6+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 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
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 22 (4d8 plus 4)
Fort +1; Ref +1; Will +4
Speed 30 ft.
Melee dagger +2 (1d41/1920)
Ranged light crossbow +3 (1d8/1920)
Str 8, Dex 10, Con 11, Int 12, Wis 11, Cha 13
Base Atk +3; CMB +2; CMD 11

CR 2

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
Combat Gear 1d4 of the following potions (roll 1d6): (1)
cats grace, (2) eagles splendor, (3) invisibility, (4) cure
light wounds, (5) cure moderate wounds, (6) longstrider;
Other Gear masterwork leather armor, buckler, masterwork
dagger, light crossbow, 10 bolts, 2d10 gp; additional coffer
of coins hidden in wagon, total value of approximately 10 x
total HD of all NPCs in caravan.
Foot Patrol: These patrols consist of eight footmen, two knights,
and a sheriff. They travel the coast road in search of brigands and other
outlaws. They approach the party in a hostile fashion, expecting the worst.
If the party is cooperative and answers questions reasonably, they do not
trouble the players further and leave them to their business. Likewise, if
the party engages in banditry, they take no prisoners. Once the PCs are
well known (as good guys presumably), these patrols are friendly. The
GM should use this as an opportunity to roleplay with the PCs and build
their egos about their fame (or infamy) in the local region. The knights and
sheriff ride warhorses, while the footmen walk.
FOOTMAN
XP 400
Male human fighter 2
LN Medium humanoid (human)

CR 1

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Init +5; Perception +4

masterwork longsword, surcoat bearing the insignia of their


ruler, writ of authority, five 20 gp gems, 2d10 gp, 2d10 sp.

AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)


hp 19 (2d10+2 plus 2)
Fort +4; Ref +1; Will +0 (+1 vs. fear)
Defensive Abilities bravery +1

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)

AC 18, touch 13, flat-footed 14 (+3 armor, +4 Dex, +2 natural, 1


size)
hp 24 (2d8+10)
Fort +8; Ref +7; Will +3

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

Cavalry Patrol: These patrols consist of 6 knights and a sheriff, all


mounted on warhorses. They keep to the road for the most part, riding down
fleet enemies and moving quickly in pursuit of recently sighted fugitives. If
they suspect the PCs of malfeasance, they make a pass with lances, and
then return with longswords, attacking from all directions. Otherwise, they
behave much like the foot patrol with regard to cooperative PCs.

Speed 20 ft. (base 30 ft.)


Melee lance +8 (1d8+3/x3), or longsword +8 (1d8+3/1920)
Space 5 ft., Reach 5 ft. (10 ft. with lance)

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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

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge,


+1 shield)
hp 36 (2d8+3d10+5 plus 2)
Fort +4; Ref +3; Will +5
Speed 30 ft.
Melee longsword +5 (1d8+1/1920)
Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 14
Base Atk +4; CMB +5; CMD 18
Feats Alertness, Dodge, Combat Expertise, Improved
Initiative, Mounted Combat, Skill Focus (Diplomacy)
Skills Diplomacy +13, Handle Animal +10, Knowledge (local)
+10, Perception +10, Ride +10, Sense Motive +11
Languages Common, Giant, Goblin
Combat Gear 2 potions of cure serious wounds; Other
Gear masterwork chain shirt, masterwork light steel shield,

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.

AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)


hp 34 (4d10+8 plus 4)
Fort +6; Ref +3; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1

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

Brigands: These bandits consist of 2d4 brigands led by a brigand


leader. They attempt to ambush the party from the roadside, seeking to
slay mounts and lightly armored individuals with sneak attacks from their
bows. They run if their leader or 25% or more of their company is slain.
BRIGAND
XP 600
Male or female human rogue (thug) 3(Pathfinder
Roleplaying Game Advanced Players Guide Thug)
NE Medium humanoid (human)
Init +1; Perception +6

CR 2

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
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

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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

Shadows: These beings only attack at night, or may be encountered


in caves or densely wooded areas. They attack as soon as they sense
intelligent beings nearby, using no tactics, and fight until destroyed.
SHADOW
CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Shadow)

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

Simrath the Vampire: See Wilderness Area 17 for details. If encountered


in this fashion, Simrath has ventured forth from his lair and haunts the night,
perhaps in bat or dire wolf form, accompanied by a pack of 2d6 worgs. The
GM may decide he simply passes the PCs by on some other errand. If he
attacks, he does so to his fullest ability, summoning companions to aid him.
It is best to have him ignore low-level parties. Simrath normally preys on
merchant caravans, slipping in and taking one guardsman on night watch,
without a sound. He always destroys the bodies of those he sucks dry,
usually weighting them with rocks and throwing them in a nearby stream or
river, as he has no desire for other vampires in his service.
SIMRATH THE VAMPIRE
XP 9,600
hp 88 (see Wilderness Area 17)

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

The Forest of Hope

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
35

67
89

1011
12
13
14
1516

Foot Patrol (8 footmen, 2 knights, 1 sheriff)


Outlaws (2d6 Commoner 13 outlaws, hiding from
patrols)
1d6 large monstrous hunting spiders
Brigands (6d4 brigands and 3 brigand leaders, led by
a brigand warlock)
1d3 worgs and 1d12 wolves
Drusilla the Druid and her pack of 30 wolves
1d3 trolls
3d6 stirges
Nest of 3d6 large monstrous web-spinning spiders

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and game are abundant, and a xenophobic druid lives within the woods.

Male or female human sorcerer 9


NE Medium humanoid (human)
Init +6; Perception +5

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

AC 10, touch 10, flat-footed 10


hp 6 (1d6+3)
Fort +2; Ref +0; Will 1
Speed 30 ft.
Melee improvised club +1 (1d4+1)
Ranged sling 1 (1d3+1)

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.

Brigands: This is a group of 6d4 brigands, with 3 brigand leaders


and a brigand warlock. Much more numerous in their forest home, a
couple of these brigands try to act friendly, while the rest surround the
party and fill them with arrows. They attack spellcasters first. These men
are quite cunning, and the GM should allow them a chance to build up
some trust with the PCs before they attack in full, perhaps the next day.
Once they engage, they use flanking, cover, and surprise as best they can
to gain an advantage over their opponents.

BRIGAND LEADER
XP 1,200
hp 35 (see Brigands, above)

CR 4

BRIGAND WARLOCK
XP 4,800

CR 8

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Worgs and Wolves: Treat these encounters exactly like encounters of


the same type on the Coast Road.

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

Str 12, Dex 11, Con 15, Int 9, Wis 9, Cha 10


Base Atk +0; CMB +1; CMD 11
Feats Catch Off-Guard, Endurance
Skills Climb +5, Perception +3
Languages Common
Gear improvised club, sling, 10 stones

BRIGAND
XP 600
hp 16 (see Brigands, above)

AC 12, touch 12, flat-footed 10 (+2 Dex)


hp 67 (9d6+18 plus 18)
Fort +7; Ref +5; Will +10; +4 bonus on saves against poison
and sleep effects*

WORG
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)

CR 2

WOLF
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Wolf)

CR 1

Drusilla the Druid: See Wilderness Area 14, below. If met as a


random encounter, Drusilla is on some errand and even less inclined
to tolerate the presence of the PCs. She may ignore the PCs because
of the pressing nature of her errand. If the PCs attempt to speak with
her persuasively (and succeed at a DC 20 Diplomacy check), she may
assign them an errand such as clearing out the den of monstrous spiders
(Wilderness Area 16), as they have grown too numerous and are
disrupting the balance. If diplomacy fails, she dispatches some of her
wolves to kill the party.
DRUSILLA THE DRUID
XP 19,200
hp 145 (see Wilderness Area 14)

CR 12

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SHEIJU, WOLF ANIMAL COMPANION


XP 0
hp 88 (see Wilderness Area 14)

Wilderness Areas

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.

MONSTROUS SPIDER (PROMETHEAN JUMPING SPIDER)


CR 3
XP 800
hp 22 (Pathfinder Roleplaying Game Bestiary, Spider, Giant
Black Widow, with the following changes: add hunter
variation)

1

23

45
67

8
910
1113
14
15

16
17+

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Spider Nest: This is a nest of large monstrous web-spinning spiders.


The react just like the hunting spiders except that they get a DC 15 Will
save for the fire and visual effects scenario. If they save, they continue
fighting instead of retreating.
MONSTROUS SPIDER (GIANT BLACK WIDOW)
CR 3
XP 800
hp 22 (Pathfinder Roleplaying Game Bestiary, Spider, Giant
Black Widow)

Foot Patrol (8 footmen, 2 knights, 1 sheriff)


non-swamp only
Outlaws (2d6 commoner 13 outlaws, hiding from
patrols)
Brigands (2d4 brigands and 1 brigand leader)
2d4 medium vipers swamp only; otherwise 2d6
dire wolves
2d4 trolls
4d6 dire rats
Quicksand swamp only; otherwise 4d6 dire rats
1 Froghemoth swamp only; otherwise 2d4 trolls
1 Shambling mound swamp only; otherwise
2d4 trolls
1d6+2 swamp lions
1d3 will-o-wisps swamp only; otherwise
2d6 worgs

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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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many venomous snakes cottonmouths and rattlesnakes primarily. While


not aggressive, they resent being disturbed. Rattlesnakes like to lurk
among rocks and in underbrush. Cottonmouths prefer to lounge on rocks
or in tree branches on swamp shores, and may drop on those passing
beneath. For some reason, the local snakes are often encountered in clusters.
COTTONMOUTH SNAKE
CR 1
XP 400
hp 22 (Pathfinder Roleplaying Game Bestiary, Snake,
Venomous, with the following changes: add Necrosis
(Ex) When a victim takes ability damage from the poison,
he must succeed on another Fortitude save (same DC)
or 1 point of damage is actually permanent ability drain
instead).
Poison (Ex) Biteinjury; save Fort DC 13; frequency 1/round
for 6 rounds; effect 1d2 Con and necrosis; cure 1 save)
DRAGONMARSH RATTLESNAKE
CR 1
XP 400
hp 22 (Pathfinder Roleplaying Game Bestiary, Snake,
Venomous, with the following changes: add Necrosis (Ex)
When a victim takes ability damage from the poison, he must
succeed on another Fortitude save (same DC) or 1 point of
damage is actually permanent ability drain instead).
Poison (Ex) Biteinjury; save Fort DC 15; frequency 1/round
for 6 rounds; effect 1d2 Con and necrosis; cure 1 save

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.

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 or 2 on
1d10. If an encounter is indicated, roll 1d10 using the table below,
adding +6 if the encounter occurs at night.
1

23

45
6
7
89
1011
12
13
1415
16

CR 13

Shambling Mound: This creature appears to be no more than another


pile of muck until it attacks. When it attacks, it uses its Stealth skill to
sneak up on the PCs, staying still until they get close. Once the PCs are
within 20 ft., a Perception check (opposed by a +16 Stealth check) can be
made to detect the beast. This is when it attacks. It is a plant, and as such
fights until slain.

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Froghemoth: There is only one froghemoth in the swamp. It lairs in a


deep bog at Wilderness Area 1. If encountered as a random encounter,
the froghemoth is hunting for food. This is a potentially deadly encounter,
and it is advised with lower-level groups to provide some foreshadowing
of this creatures arrival rather than simply springing it upon them. The
froghemoth always sticks close to swamps and pools, so it has a place to
escape to if badly injured.
THE DRAGONMARSH FROGHEMOTH
XP 25,600
hp 184 (Pathfinder Roleplaying Game Bestiary,
Froghemoth)

CR 4

Outlaws (2d6 commoner 13 outlaws, hiding


from patrols)
Brigands (6d4 brigands and 3 brigand leaders, led by a
brigand warlock)
4d6 goblins and 2d3 goblin leaders
1d4+1 giant bees
Aragnak the Red Dragon
1d3 worgs and 1d12 wolves
3d6 dire rats
3d6 stirges
1d3 trolls
2d6 ogres
2d6 wraiths

Outlaws: As described in the Forest of Hope encounter, except that


these outlaws must be incredibly desperate or suicidal to hide here.
Brigands: Treat these encounters exactly like encounters of the same

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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.

Beach Wandering Monsters

Worgs and Wolves: Treat these encounters exactly like encounters of


the same type on the Coast Road.

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
1d20. If an encounter is indicated, roll 1d10 using the table below.

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

Merchant Ship: Treat these encounters exactly like encounters of


Merchants on the Coast Road, with the exception that they do not bother
with the PCs unless hailed or approached.
Pirate Ship: A pirate ship is sighted off the coast. The pirate vessel
is crewed by a pirate captain, a pirate priest, 1d3 pirate mates, and
10+3d6 pirate ruffians. They may land a raiding/foraging party at night
within 5 miles of where they were spotted (see below).
Tactics: If morale is good, the captain has his pirate ruffians charge into battle,
followed by the pirate mates, who go after particularly juicy or troublesome
targets. The captain usually takes on the biggest threat remaining. The pirates
have no compunction against ganging up to take out a foe to maximize their
sneak attacks. If morale is bad, then instead the captain and the mates charge
first, to inspire the remaining pirates to enter the fray the following round. In
any case, the pirate priest always hangs back and supports the crew with spells.
Dirty Tricks: The pirate mates and captains are fond of an assortment of
nasty tricks in combat to gain them an advantage. Typically, pulling off a trick
requires a CMB check; if successful, it produces an effect that lasts one round,
plus one round for every 5 points by which the opponents CMD was beaten.
Removing condition generally requires a move action. Pirates with the Improved
Dirty Trick feat do not provoke attacks of opportunity when attempting such a
maneuver; those with the Greater Dirty Trick feat have the duration of the effect
extended to a base 1d4 rounds, and removing the condition generally requires a
standard action. For further details on performing dirty tricks, see the Pathfinder
Roleplaying Game Advanced Players Guide. Common tricks include:

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Kicking or flinging sand in the face of opponents (blinds)


Grabbing nearby ropes, vines, or other objects and trying to trip up the
foe (entangles)
Spraying rancid fish oil or foul beer into the faces of opponents (sickens)
Yanking back clothing to expose a particularly appalling wound from a
past battle (shaken)
Screaming into the ears of their opponent point-blank (deafens)
The ever-popular knee to the groin (sickens)
PIRATE RUFFIAN
CR 2
XP 600
Male human rogue (pirate) 3 (Pathfinder Roleplaying Game
Ultimate Combat, Pirate)
CE Medium humanoid (human)
Init +1; Perception +6
AC 15, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 dodge,
+1 shield)
hp 16 (3d8 plus 3)
Fort +1; Ref +4; Will +1 (+2 vs. fear and mind-affecting
effects)
Defensive Abilities evasion, unflinching
Speed 30 ft.

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Melee cutlass +3 (1d6+1/1920) or dagger +3 (1d4+1/1920)


Ranged light crossbow +3 (1d8/1920)
Special Attacks sneak attack +2d6

Domain Spell-Like Abilities (CL 6th)


5/daystormburst
Spells Prepared (CL 6th; ranged touch +5)
3rdcall lightning D (DC 15), cure serious wounds, prayer
2ndcalm emotions (DC 14), cure moderate wounds, fog
cloudD, hold person (DC 14), make whole
1stbane (DC 15), bless, command (DC 13), cure light
wounds, divine favor, obscuring mistD
0 (at will)create water, detect magic, guidance,
resistance
D Domain spell Domains Oceans*, Storms*

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

AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)


hp 68 (5d8+4d10+9 plus 5)
Fort +6; Ref +8; Will +3 (+4 vs. fear and mind-affecting
effects)
Defensive Abilities bravery +1, evasion, uncanny dodge

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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

AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge)


hp 48 (6d8+12 plus 6)
Fort +7; Ref +3; Will +7
Resist cold 10
Speed 30 ft.
Melee +1 returning harpoon* +6 (1d8+2/x3) or mwk
punching dagger +6 (1d4+2/x3)
Ranged +1 returning harpoon* +6 (1d8+2/x3)
Special Attacks channel energy (4/day, 3d6, DC 14), gale
aura*, surge*

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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PCs, or a group seeking to bury or uncover ill-gotten pirate booty. Such


groups consist of the entire complement of the pirate ship (see above),
minus a skeleton crew of 1 pirate mate and 6 pirate ruffians, who remain
aboard the ship.

Bandit Group 1. Vorlak and His


Kobold Gang (CR 11)

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.

Sirens: These creatures closely resemble mermaids, and enjoy


lounging on coastal rock formations, singing their enthralling songs
and luring sailors and travelers to their doom. They use their siren song
ability to captivate as many as they can, and draw them into deep water
where they unfortunate victims drown and are eaten. Occasionally a
siren may find a land-dweller particularly appealing and spare him, to
bring him down to their underwater grottoes to dwell with themuntil
they tire of him.
SIREN
CR 5
XP 1,600
hp 52 (Pathfinder Roleplaying Game Bestiary 2, Siren, with
the following changes; add [aquatic] subtype; remove
Speed fly 60 ft., add swim 40 ft.; add Spell-Like Abilities 3/
daywater breathing
Marty the Imp: If Marty is encountered, the characters likely never
notice him, as he does not engage with them, instead preferring to follow
them, using Stealth and invisibility to remain unobserved while noting the
exploits of the PCs. The three sea hags he serves often send him out on
such missions to keep tabs on activities in the region.
If the characters have started making a reputation for themselves as
people the hags might wish to meet, they may arrange to have Marty
lure them to their lair with subtle hints and clues, like treasure maps
placed amid the possessions of enemies the party has just defeated. This
might be done if the hags wish to employ the PCs or desire an item or
knowledge the PCs possess. Should the PCs detect Marty, he does his
best to evade capture or attack. If they should manage to kill him, they
earn the eternal enmity of the sea hags, who stop at nothing to avenge
their loss.
MARTY THE IMP
XP 1,600
hp 108 (see Wilderness Area 19)

VORLAK THE OGRE


XP 800
hp 40 (Pathfinder Roleplaying Game Bestiary, Ogre)

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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Bandit Groups
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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AC 14, touch 10, flat-footed 14 (+4 armor)


hp 42 (6d6+18 plus 6)
Fort +5; Ref +4; Will +5 (+7 vs. enchantment)
Immune sleep

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)

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)

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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aura cast on it to look non-magical); Other Gear club, robes,


leather pendant (arcane focus; has magic aura cast on
it to appear non-magical), platinum ring worth 50 gp (has
magic aura cast on it to appear magical, with moderate
transmutation aura), spell component pouch, backpack,
295 gp.
Spellbook: All spells prepared above plus: 1stalarm,
detect secret doors, disguise self, endure elements,
expeditious retreat, feather fall, grease, magic aura, mount,
obscuring mist, ventriloquism; 2ndarcane lock, knock, resist
energy, see invisibility, and web; 3rddaylight, dispel magic,
invisibility sphere, major image, tongues.

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

Feats Dodge, Mobility, Weapon FinesseB


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.

DAAROG
XP 3,200
hp 77 (see Wilderness Area 7)

CR 7

CRUSHER, HEAVY WARHORSE


XP 600
hp 24 (see Wilderness Area 7)

CR 2

ZORZUNAR
XP 3,200
hp 38 (see Wilderness Area 7)

CR 7

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HOBGOBLINS (42)
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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Tactics: If Aragnak is encountered as a bandit encounter, he lies in


wait as the PCs are exiting the dungeon. Aragnak is well aware that Joe
Platemail III, if strong enough to survive the depths of Rappan Athuk, is a
fearsome opponent. Aragnak reveals himself 100 ft. away from the party,
with a fierce roar and flapping of wings. In a booming voice, he demands
that the players strip and leave everything they have on them in a pile. If
they refuse, he flames them once and makes his demand again. If they
charge him, he flies up and attacks from the air, using his breath weapon
and snatch attacks. Only once they are mostly (or all) dead or incapacitated
he lands and pick through the remains. If Aragnak is seriously wounded
(over 50% HPs lost), he retreats and flies off to his island lair.

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

AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge,


+1 shield)
hp 46 (2d8+4d10+6 plus 2)
Fort +5; Ref +3; Will +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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Tactics: Turane watches any PC parties containing potential arcane


spell casters using his various magic spells. Once he finds such a PC group,
he keeps an eye on them until they enter and return from the dungeon. He
then sends his trolls to attack the party, using his spells to support them,
while he remains invisible. He watches and identifies the lead character
of the PCs and holds him or her using his wand of hold person. He then
appears and agrees to call off his trolls (and free the held PC) if the party
agrees to surrender to him all the magic items they recovered from the
dungeon. He notes that he is being reasonable by only requiring them
to turn over the items they recovered from the dungeon rather than all
their items, commenting that he could simply allow his trolls to kill the
PCs and take all their items. He casts dominate person on the held PC and
forces that PC to tell if the party is properly revealing to him their newly
acquired magic items. If the PCs did not recover any magic items from the
dungeon he requires them to surrender one of their current magic items
of his choosing. If the PCs do not agree, he orders the trolls to slaughter
them. He casts greater invisibility and uses his spells to attack the PCs. If
harried he casts dimension door to escape and flies away to his lair.

Bandit Group 6. The Dishonest


Patrol (CR 10)
This is a dishonest group of the Coastal Patrol, led by the Sheriff
Ostland and his captain Felrara, and includes two sergeants, Erlin and
Gortizin, and 14 footmen. Felrara is in fact the motivating force behind
the corruption of this patrol and is the actual leader, though she makes it
appear that Ostland is in charge. These soldiers ostensibly patrol the Coast
Road, but they have turned corrupt and now pick up an extra tax from
adventurers coming out of the dungeon. The bandits maintain a hideout in
the Forest of Hope at Wilderness Area 6.

AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)


hp 66 (6d10+12 plus 6)
Fort +7; Ref +3; Will +1 (+3 vs. fear)
Defensive Abilities bravery +2
Speed 20 ft. (base 30 ft.)
Melee +1 keen greataxe +12/+7 (1d12+8/1920/x3)
Ranged +1 composite shortbow +8/+3 (1d6+3/x3)
Special Attacks weapon training (axes +1)
Str 17, Dex 12, Con 14, Int 15, Wis 8, Cha 9
Base Atk +6; CMB +9; CMD 20
Feats Blind-Fight, Improved Initiative, Mounted Combat,
Point-Blank Shot, Precise Shot, Quick-Draw, Weapon Focus
(greataxe), Weapon Specialization (greataxe)
Skills Climb +8, Handle Animal +8, Perception +5, Ride +6,
Swim +8
Languages Common, Giant, Halfling
SQ armor training 1
Combat Gear potion of cure serious wounds, potion of
enlarge person, potion of lesser restoration; Other Gear
masterwork banded mail armor, +1 keen greataxe, +1
composite shortbow[Str +2], five +1 flaming burst arrows, 40
arrows, surcoat bearing the insignia of her ruler, 303 gp, 106
sp.
ERLIN & GORITIZEN
XP 600
Male half-orc fighter 3
NE Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +1

CR 2

AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)


hp 36, 34 (3d10+9 plus 3)

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Fort +6; Ref +2; Will +0 (+1 vs. fear)


Defensive Abilities bravery +1, orc ferocity

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Due to the lethality of this encounter, it is recommended that it be used


initially as a harbinger of things to come the bugbears may be spotted
observing the PCs and retreating, only to strike when they have become
a bit more seasoned.

Speed 20 ft. (base 30 ft.)


Melee longsword +8 (1d8+4/1920)
Ranged light crossbow +4 (1d8/1920)

Monster Lairs and


Encounter Areas

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

BUGBEAR RAVAGERS (10)


XP 1,600
hp 52 (64 raging) (see Wilderness Area 23)

CR 5

Tactics: If they do decide to fight, four ravagers lead an attack from


one direction to provide a distraction, then Ghotan, Scarl, and the other
six attack from the opposite side. They seek to close with their prey as
quickly as possible, cut down any defenders in melee, and make off with
their booty. They only rage if wounded below 50% of their hit points or
if Ghotan or Scarl call for it. If they lose more than half their numbers
Ghotan sounds a retreat, but should either leader fall, the remaining
bugbears fight to the death.

Area 1. Bog of the Dragonmarsh


Froghemoth (CR 13)
There is only one froghemoth in the swamp. It dwells in a particularly
fetid bog deep in the heart of the Dragonmarsh mires, although it often
slithers out into the surrounding wetlands, looking to feed its voracious
appetite. Although it is not intelligent or avaricious, its penchant for dragging
kills back to its lair for later consumption has resulted in a fair collection of
valuable items, although finding them may be difficult in the boggy water.
The froghemoths pool is roughly 50 ft. in diameter and 40 ft. deep; its
murky water blocks visibility more than five feet. Scattered in the muck at
the bottom of this pool is the froghemoths treasure: 800 gp in loose coin, a
suit of +1 full plate armor, a +1 battle axe of speed, and a rod of splendor.
THE DRAGONMARSH FROGHEMOTH
XP 25,600
hp 184 (Pathfinder Roleplaying Game Bestiary,
Froghemoth)

CR 13
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Area 2. Grove of the Fethine (CR 15)


The Fethine is a clan of 36 pixies and 23 grigs, along with innumerable
softly glowing balls of light produced by a creature called a witchlight.
The clan is ruled by King Elmander and Queen Kaja, along with their
children, Erika and Willow; the leader of the grigs is a musician and
composer named Krrka Tink. See Whos Who in the Fethine for
further details on the members of the Fethine.
The clan dwells in a clearing in the midst of a small wooded valley. PCs
may notice this area in one of two ways: by night, they may see witchlights
disporting above the woods, which could attract their curiosity, and by
day, they may be approached by Erika Thistledown, a pixie fascinated by
humans and other Big Folk; she sometimes goes on excursions to the
Coast Road to spy on them as they pass.
The clearing is a flat, level sward 60 ft. in diameter, with a stream
running along it to the west and a rock formation that serves as the kings
throne at the southern end. The pixies live in small nests in the surrounding
trees, while the grigs favor cozy burrows along the stream bank. The
fey spend much of their time in the clearing, flitting about and playing.
Badger racing (with the cooperation of the local badgers) is a common
entertainment. They run a complete circuit of the clearing while the pixies
flutter overhead cheering them on, and then the winner is decorated and
fawned over. The current champion is a honey-furred fellow marked with
dark streaks, which they have named Sir Buzzlebum.
Though a carefree and insular people, the Fethine do have one persistent
thorn in their collective side a fearsome beast called a bone crawler,
that dwells beneath a nearby temple (see Wilderness Area 3). On those
occasions that the Fethine attract worthy guests, they arrange a meeting
with this beast, in the hopes that their guests can weaken it, then follow it
into the temple and finish it off.

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Whos Who in the Fethine


King Elmander: Ruler of the Fethine, the king is a wizened old pixie
with skin the color of burnished wood. He speaks and moves seldom,
but when he does talk his words are unquestioned laws. Elmander spends
most of the evening watching the PCs and gauging their attitudes.
Queen Kaja: Elmanders wife, Kaja is still a great beauty for a pixie,
and knows it. She delights in compliments, courtly manners and flattery,
but is not particularly vindictive or cruel if she does not receive these.
A half dozen fluttery pixie handmaidens form her entourage; they spend
much of their time giggling and whispering to each other while studying
the PCs. Queen Kaja also keeps a trio of elder witchlights at her side as
pets, which she has named Ebb, Flow, and Dropsy.
Erika Thistledown: Erika is the youngest daughter of Elmander and
Kaja, and harbors an unusual fascination for outsiders. Though most of
her kind enjoys playing pranks or taunting humanoids, she is genuinely
curious, and flutters about, asking them questions like, how do they avoid
tripping with their huge ft.? Why doesnt the ground shake when they
fall? Isnt all that hair growing on their chins itchy? If driven off, she may
continue to observe them at a distance, to see what they do.
Thub Dourberry: Every tribe of sprites has to have one master of
pranks, or Puck, and Thub is the duly appointed prankster of the Fethine.
He was given this duty because, according to Kaja, hes as uptight as
a sprig-tick, and she thought this would help loosen him up. In fact,
Thub hates his position, as he is unusually scholarly for a pixie and would
much rather spend his time observing the breeding habits of mayflies or
charting the ripening times of spring strawberries. Unfortunately for him,
on occasions such as parties involving non-sprites, he is honor-bound to
try a few good pratfalls at the expense of the guests.
Willow Clouddancer: Willow is the king and queens eldest son. He
has a sour, cruel-hearted disposition that makes him ideal for the position
Thub currently occupies. Willow was actually the tribes Puck until Kaja
appointed Thub to it, and he is now quite jealous. He spends much of his
time these days sulking.
Krrka Tink: Krrka is the leader of the grig musicians, and their
conductor. She is very shy and does not speak to non-sprites if she can help it.
KING ELMANDER
XP 1,600
Male pixie aristocrat 5 (Pathfinder Roleplaying Game
Bestiary, Pixie)
NG Small fey
Init +5; Senses low-light vision; Perception +15

CR 6

AC 22, touch 21, flat-footed 16 (+5 Dex, +1 dodge, +4 luck,


+1 natural, +1 size)
hp 65 (4d6+5d8+18 plus 14)
Fort +8; Ref +14; Will +15
Defensive Abilities invisibility; DR 10/cold iron; SR 25
Speed 20 ft., fly 60 ft. (good)
Melee +3 mithral short sword (1d4+2/1920)
Ranged longbow +10 (1d61/x3)
Special Attacks special arrows
Spell-Like Abilities (CL 8th)
Constantdetect chaos, detect evil, detect good, detect law
1/daydancing lights, detect thoughts (DC 15), dispel
magic, entangle (DC 15), lesser confusion (DC 15),
permanent image (DC 20, visual and auditory elements
only), shield
Str 8, Dex 20, Con 14, Int 16, Wis 16, Cha 18
Base Atk +4; CMB +2; CMD 18
Feats Dodge, Ability Focus (special arrows), Leadership,
Toughness, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Diplomacy +16, Escape Artist
+12, Fly +19, Knowledge (nature) +15, Perception +15, Sense
Motive +15, Stealth +21, Use Magic Device +16

Languages Common, Sylvan


Combat Gear scepter of the fey kings (50 charges; as rod of
wonder, but an established ruler of the fey type can choose
which effect it generates with each charge, and it regains
1 charge every night at midnight while in the possession of
a fey king); Other Gear mothwing cloak (+4 luck bonus on
all saves and to AC, but only when worn by a pixie; if taken
from an unwilling owner it dissolves within 1 hour), +3 mithral
short sword, longbow, 15 arrows
Special Arrows (Ex) A pixie can sprinkle his arrows with pixie
dust before shooting them as a free action as long as it is
then fired by that same pixie. King Elmander can generate
20 uses of dust per day. Once applied to an arrow, it persists
on that missile for one round. A pixie can choose from the
following three effects; save DCs are Charisma-based.
Charm: Succeed on DC 18 Will save or be affected as
though by charm monster for 10 minutes.
Memory Loss: Succeed on a DC 18 Will save or be affected
by a modify memory spell (this effect can only eliminate the
previous 5 minutes of memory).
Sleep: Succeed on a DC 18 Will save or fall asleep for 5
minutes.
QUEEN KAJA
CR 6
XP 1,600
Female pixie aristocrat 5 (Pathfinder Roleplaying Game
Bestiary, Pixie)
NG Small fey
Init +9; Senses low-light vision; Perception +9
AC 22, touch 21, flat-footed 16 (+5 Dex, +1 dodge, +4 luck,
+1 natural, +1 size)
hp 52 (4d6+5d8+19 plus 5)
Fort +8; Ref +14; Will +14
Defensive Abilities invisibility; DR 10/cold iron; SR 25

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Speed 20 ft., fly 60 ft. (good)


Melee mithral short sword +11 (1d42/1920)
Ranged +3 longbow +13 (1d6+1/x3)
Special Attacks special arrows
Spell-Like Abilities (CL 8th)
Constantdetect chaos, detect evil, detect good, detect law
1/daydancing lights, detect thoughts (DC 15), dispel
magic, entangle (DC 15), lesser confusion (DC 15),
permanent image (DC 20, visual and auditory elements
only), shield
Str 7, Dex 21, Con 14, Int 16, Wis 14, Cha 18
Base Atk +4; CMB +2; CMD 18
Feats Combat Reflexes, Dodge, Improved Initiative,
Leadership, Weapon Finesse
Skills Acrobatics +12, Bluff +13, Diplomacy +12, Escape
Artist +12, Fly +19, Knowledge (nature) +15, Perception +9,
Perform (dance) +17, Sense Motive +11, Stealth +21, Use
Magic Device +16
Languages Common, Sylvan
Combat Gear butterfly pendant (at will, swift action, allows
wearer to take on the illusory appearance of a butterfly;
functions only for pixies); Other Gear mothwing cloak (+4
luck bonus on all saves and to AC, but only when worn by
a pixie; if taken from an unwilling owner it dissolves within 1
hour), +3 longbow, 20 arrows, mithral short sword
Special Arrows (Ex) A pixie can sprinkle his arrows with pixie
dust before shooting them as a free action as long as it is
then fired by that same pixie. Queen Kaja can generate 20
uses of dust per day. Once applied to an arrow, it persists
on that missile for one round. A pixie can choose from the

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following three effects; save DCs are Charisma-based.


Charm: Succeed on DC 16 Will save or be affected as
though by charm monster for 10 minutes.
Memory Loss: Succeed on a DC 16 Will save or be affected
by a modify memory spell (this effect can only eliminate the
previous 5 minutes of memory).
Sleep: Succeed on a DC 16 Will save or fall asleep for 5
minutes.

ERIKA THISTLEDOWN, FEMALE PIXIE


CR 4
XP 1,200
hp 18 (see the Pathfinder Roleplaying Game Bestiary,
Pixie, with the following changes: add Int 18, Cha 18; add
Skills Knowledge (local) +10, Linguistics +6; add Languages
Elven, Goblin, and Gnome)
WILLOW CLOUDDANCER, MALE PIXIE
XP 1,200
hp 24 (Pathfinder Roleplaying Game Bestiary, Pixie)

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

GRIG FIDDLERS (2)


XP 1,200
N Tiny fey
Init +4; Senses low-light vision; Perception +5

CR 4

AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)


hp 23 (5d6+5)
DR 5/cold iron; SR 20
Fort +2; Ref +6; Will +1
Speed 30 ft., fly 40 ft. (average)
Melee short sword +2 (1d32/1920)
Ranged longbow +8 (1d42/x3)
Space 21/2 ft.; Reach 0 ft.
Special Attacks fiddle
Spell-Like Abilities (CL 9th)
3/daydisguise self, entangle (DC 15), invisibility (self only),
pyrotechnics (DC 16)
Str 6, Dex 18, Con 13, Int 10, Wis 13, Cha 18
Base Atk +2; CMB +6; CMD 14 (20 vs. trip)
Feats Dodge, Ability Focus (fiddle), Skill Focus (Perform)
Skills Acrobatics +12 (+16 jump), Escape Artist +12, Fly +16,
Perception +9, Perform (string) +15, Stealth +20
Languages Common, Sylvan
Gear short sword, longbow, 20 arrows
Fiddle (Su) Grigs are capable of rubbing their legs together
like a cricket to create a surprisingly pleasant sound not
unlike that of a tiny fiddle. As a standard action, a grig can
create a catchy tune that compels any creature within a

20 ft. spread to dance and caper. A creature can resist this


compulsion by making a DC 12 Will save. Creatures that
fail are compelled to dance and shuffle their feet, and are
effectively staggered as long as the grig continues to fiddle.
A grig can maintain this effect for up to 10 rounds per day
by concentrating. Once a creature makes the save against
a grigs fiddle, it is immune to further fiddle effects from that
grig for 24 hours. This is a sonic mind-affecting effect. The
save DC is Charisma-based.

ELDER WITCHLIGHTS (3)


XP 100
N Fine fey
Init +4; Senses low-light vision; Perception +4

CR 1/4

AC 21, touch 21, flat-footed 18 (+3 Dex, +8 size)


hp 4 (1d62)
Fort 2; Ref +5; Will +3
Speed fly 30 ft. (perfect)
Melee none
Spell-Like Abilities (CL 1st)
At willdaze (DC 11), ghost sound (DC 11), virtue (elder #1)
At willdancing lights, flare (DC 11), purify food and drink
(1/hour) (elder #2)
At willdaze (DC 11), light, prestidigitation (elder #3)
Str 1, Dex 16, Con 6, Int 3, Wis 13, Cha 12
Base Atk +0; CMB 5; CMD 0
Feats Skill Focus (Perception)
Skills Acrobatics +7, Fly +19, Perception +8, Stealth +19
Languages Sylvan (limited)
Glimmer (Su) Witchlights produce a luminance in their larval
stage equal to a candle in brightness. In their adult and
elder stage the light is up to half torchlight intensity (bright
light in a 10 ft. radius). They can change the intensity or
extinguish this light as a free action. The glimmer is a steady,
soft glow, and may be silvery-white or just about any color,
though the fey that raise them favor pastel shades. Each
witchlight has its own unique color which it cannot change.

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CR
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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The Sprite Festival


The encounter begins when the party is approached by Erika
Thistledown, either while they travel the Coast Road or in their expeditions
in the northern Foothills region (within 10 miles of their home). Assuming
the characters treat her diplomatically, Erika invites them to a little party
the Fethine are having. If asked about Rappan Athuk or about the local
area, she hints and teases that she knows valuable information (which she
does), using this as a lure to get them to come to the festival.
The Fethine have parties every night, and this night would have been
no exception. However, upon learning of the arrival of outsiders, the tribe
intends to go out of its way to make this a memorable occasion for all
concerned and perhaps deal with a nasty threat in the process.
Assuming the PCs agree to Erikas proposal to join them for a party, she
eagerly leads them back to the Fethine grove, where word has preceded
her and preparations are already underway for the party. Spider silk is
being strung from tree to tree, where witchlights can perch and glimmer at
night. Flat stones are lugged out to serve as banquet tables, and pixie lads
and maidens busily prepare thimble-sized leaf cups to hold berry wine,
nuts, and other tasty party treats.
The festival should take place over several stages, as follows:
A. Meet the Court The PCs are escorted to the King and Queen,
to make the usual courtesies, and to get a look at the faerie court. How
diplomatic they are, and how much in particular they flatter the Queen, go a
long way toward how they are regarded by the rest of the court that evening.
B. The Puck At some point, Thub approaches a PC when the other
fey are distracted and begs a favor of them. He explains that it is his job to
play pranks on them, but hes not very good at it, and he would be grateful
for any cooperation they could show maybe by acting surprised and
dismayed when he pulls one off. He looks woefully unhappy, peering at
the ground from behind tiny spectacles.
As the night continues, he plays a few pranks on the characters, but
they are all particularly lame, clichd things, like tying bootlaces together,
putting weevils in their wine, setting off an anemic stink bomb that
produces a not-unpleasant odor, or even (if desperate enough) flying up
behind one invisibly and yelling Boo! If PCs react suitably scared and
chagrined, Thub is happy, though the Queen a bit upset at the weak pranks
and the fact that the PCs are falling for them. If they fail to fall for them,
the Queen berates Thub, and he becomes even more miserable. However,
if they were to help him come up with some better pranks without the
Queens knowledge, she would be impressed and Thub eternally grateful.
C. Erika and Willow Erika spends quite a bit of time with the PCs,
twittering and observing everything they do. If theres time before the
party, she offers to take them to meet the local badgers. She does not
answer questions about the region or Rappan Athuk except to say that the
King shall answer their questions later on.
Willow, her brother, has been sulking since he lost his position as
Puck, and is further jealous of all the attention Erika is receiving from the
PCs. He becomes increasingly acrid and petulant in his comments as the
party progresses. There is little the PCs can do to assuage him, short of
humiliating Erika or the king and queen.
D. Early Evening The party begins as dusk ends and night falls.
The witchlights all start to glow in beautiful pastel hues, and millions of
tiny pinpricks of light gleam on foliage throughout the clearing. The grig
musicians play a merry jig, which immediately gets the pixies out dancing
through the air in the clearing. Several of the pixies fly up to the PCs and
invite them to go out and dance with them. If the party does so and dances
very well (DC 15 Perform [dance] or DC 20 Acrobatics) they earn some
measure of esteem from the Fethine.
As the evening continues, Thub begins playing his sorry excuses for
pranks on the PCs, and the queen gauges his success. Willow refuses to
dance, even with the comeliest of the pixie maidens, though a female
PC may lure him out to dance with an exceptionally good Diplomacy or
Charisma check (DC 25, 23 if made by an elf).
E. Mid-Evening and the Fight! At about 10 PM, at the height of
the festivities, the witchlights to the north of the clearing wink out, and a
whisper of unease passes through the celebration. King Elmander makes

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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Area 3. The Black Fane


At the center of a clearing, surrounded by stunted pine trees, stands
a weathered building constructed of pure black marble. It has a gently
peaked roof protecting a single central chamber. The roof is supported
along its periphery by black, Parthenon-style pillars. No flora grows
within 15 ft. of the structure, and the ground bears a dark reddish taint, as
if it has soaked up countless gallons of blood.
The fane is 30 ft. wide and 40 ft. deep. The opening to the central
chamber is 20 ft. wide and 18 ft. high. The entire structure seems to drink
in all light that shines upon it.
A large memorial plaque similar to a gravestone is set into the ground
before the entrance, made of the same black marble as the rest of the
structure, inscribed with the Epitaph of Final Sacrament (see sidebar).
The vaulted interior is empty save for a ramp 20 ft. wide that gently
descends 50 ft. to Area 1A1 of Rappan Athuk. 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 and shards of bone also litter the ground in and near the
fane.
If the bone crawler has been tracked here after an encounter at
Wilderness Area 2, the tracks lead directly up to the fane and down the
ramp.

The Epitaph of Final Sacrament


Where for the glory of the Horned One does the true essence lie?
Not in the skin, that tattered rag that clothes us; strip it away.
Not in the flesh, mere meat to rot to nothing; let the worms
feast upon it.
Not in the brain, for thought is fleeting, ever changing; crack
the skull and suck it forth.
Not in breath, that most fragile of sighs so easily stolen; drown
it in tears and pain.
Not in the belly, that furnace of power, for it so easily turns;
dissolve it in acids of its own creation.
Not in the seed of man and woman, the agent but not
the source of the spark; it shall waste away in the shadow of
false hope.
Not in the bones, the final dancing relic of the dead; crush
them to dust and let the wind take them.
Where then does the true spark hide?
(The final line of the Epitaph has been chiseled away.)

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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.

Area 4. The Troll Mound


(CR varies, 14-plus)
This lair contains a large tribe of 42 trolls, led by a matriarch troll
priestess. These trolls are loosely aligned with the evil wizard Turane
(see Wilderness Area 5, below), and provide him safe haven in return
for gold, gems, and arcane potions. Several particularly adventurous trolls
actually serve the wizard as bodyguards. The troll mound consists of a
large troll-made hill, connected to many entrances via a series of tunnels,
both dry and water filled. There are 11 such entrances (see Wilderness
Map 2). All movement in the swamp is at 3/4 normal, and running or
charging requires a DC 12 Acrobatics check. Failure indicates that the
individual in question has rather unceremoniously fallen into a pool of
muck. Trolls are unaffected.
While the trolls are quite aggressive, they have also become the
masters of this swamp, and as such, have become quite lethargic about
keeping watch on their domain. Hence, there is only a 50% chance per 10

The Entrance Tunnels: Of the 11 tunnels shown, 15 are dry, 69


are partially water-filled, and 1011 are completely submerged beneath
the fetid marsh water. The dry tunnels may be crossed with ease, the
partially water-filled tunnels require any creature less than 3 ft. tall to
make DC 12 Swim check, and the water filled tunnels require DC 10
Swim checks to pass. Failure to make the checks may result in drowning
(see the Pathfinder Roleplaying Game Core Rulebook, Environment,
Drowning, for additional information)
Within the Mound: At any given time, there are 4d6 regular trolls and
the troll matriarch, Fedorla in the mound. Fedorla is also a cleric. These
creatures are randomly distributed throughout the mound, going about
their daily business, though Fedorla keeps to the center of the mound.
The interior of the mound is 100 ft. in diameter, the ceiling supported by
the natural high points of the land, with three water pools (each leading
to an underwater tunnel). The roof itself is made of wet grass and hides,
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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)

5thflame strike (DC 18), slay livingD (DC 18)


4thdivine powerD, freedom of movement, spell immunity
3rdanimate deadD, blindness/deafness (DC 16), dispel
magic, prayer, protection from energy
2nddeath knellD (DC 15), cure moderate wounds,
desecrate, hold person (DC 15), resist energy (x2)
1stbless, cause fearD (DC 14), command (DC 14), divine
favor, entropic shield, shield of faith
0 (at will)detect magic, guidance, read magic, resistance
D Domain spell Domains Death, War
Str 23, Dex 14, Con 23, Int 10, Wis 16, Cha 12
Base Atk +10; CMB +17; CMD 29
Feats Brew Potion, Combat Casting, Critical Focus,
Intimidating Prowess, Iron Will, Lightning Reflexes, Selective
Channeling, Skill Focus (Perception)
Skills Intimidate +16, Knowledge (religion) +12, Perception
+15, Spellcraft +12
Languages Giant
Combat Gear 3 potions of lesser restoration, potion of invisibility,
potion of fly, potion of mirror image, scroll of ethereal jaunt and
silence (CL 14th); Other Gear masterwork chain shirt armor,
large +1 morningstar, wooden holy symbol of Bowbe, spell
component pouch, silver bracelet (50 gp), sack holding 300
gp, twenty 25 gp onyx gems, fish bones, and a chunk of meat.
ELITE TROLLS (4)
XP 1,600
hp 84 (Pathfinder Roleplaying Game Bestiary, Troll)

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.

Area 5. Cave of Turane and his


Trolls (Bandit Group 5)
(CR 0 or 11)
This group makes its home near the Troll Mound in the Troll Fens (see
Wilderness Area 4, above). The lair consists of a cave with an iron door
that Turane has sealed with an arcane lock, behind which is a series of
five smaller caverns. The first four caverns are occupied by Turanes
trolls. The final cavern contains the living quarters of Turane.
Tactics: Whether encountered inside the lair or outside, Turanes tactics
remain similar: have the trolls swarm his enemies from several directions if
possible, setting up flanks if they can. Meanwhile, he stays behind their front line,
sniping at the enemy with spells. If he has time before battle, he buffs himself
with invisibility, mage armor, mirror image, see invisibility, displacement,
and fly. Once battle is joined he casts greater invisibility on himself and starts
casting offensive spells on his opponents, beginning with dominate person
and confusion. He saves his silent dimension door and silent still fly spells for
escape. Turane views the trolls as expendable, but he is not willing to risk his
own neck needlessly, and flees if badly injured or clearly outmatched.
Treasure: Turanes cavern holds a cot, several bookcases containing
Turanes spellbooks, as well as a limited wizards laboratory. Also in his
chamber is a locked and trapped chest that activates if anyone other than
Turane handles it. The chest contains a helm of underwater action as well
as 3,059 gp, 403 sp and 21 gems (10250 gp value each).
TURANE
XP 4,800
Male human enchanter 9
NE Medium humanoid (human)

CR 8

Init +2; Perception +7


AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 61 (9d6+18 plus 9)
Fort +5; Ref +5; Will +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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Wooden Chest: 1 in. thick; hardness 5; hp 10; Break DC 15;


Disable Device DC 28.
PHANTASMAL KILLER TRAP
XP 1,600
Type magic; Perception DC 29; Disable Device DC 28

CR 5

Trigger proximity (alarm); Reset none


Effect spell effect (phantasmal killer, DC 16 Will disbelief,
then DC 16 Fortitude partial)

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Area 6. Hideout of the


Dishonest Patrol (Bandit Group 6)
(CR 0 or 9)
This group does not have a traditional lair. They travel the Coast Road
alongside the legitimate patrols, even returning to their respective cities when
their patrol stint is completed. It is possible that the PCs could meet up with
the members of this group back in a nearby city once the PCs return from the
dungeon. The patrol does, however, maintain this small hideout in the Forest
of Hope with additional supplies and provisions. This hideout is not detailed
here, for it does not contain guards or treasure, only supplies and cots.

Area 7. Lair of Daarogs Ruffians


(Bandit Group 3) (CR 8 or 11)
These bandits make their lair in a cave beneath the ruined remains of
an ancient village. See Wilderness Map 3 for a layout of the cave. The
cave is very defensible and well-guarded by an additional 20 hobgoblins.
Deeper within the cave complex are 26 more male hobgoblins, 31
beaten down and oppressed hobgoblin females and 16 hobgoblin young.
The females only fight to defend themselves if directly attacked, using
unarmed attacks; the young do not defend themselves. Killing the females
and young earns no experience, and might involve a penalty depending on

the alignment and ethos of the party members.


A few notes on the layout of the lair:
Arrow slits: These provide improved cover for those using them (+8
bonus to AC, +4 bonus on Reflex saves, and the benefits of the improved
evasion class feature).
Pits and earthen walls: The walls slope directly down into the pits;
those attempting to leap the pits and clear the wall must make a DC 20
Acrobatics check (doubled without a running start). Failure by 10 or less
means they have cleared the pit but not the wall, and must make a DC 20
Reflex save or slip off the wall into the pit. The hobgoblins keep wooden
planks behind their three-foot walls to extend out as bridges to span the
gaps. If forced to retreat from the second pit, fleeing hobgoblins grab these
planks if possible to deny them to their enemies.
The secret passage: The hobgoblins are aware of the passage behind
the secret doors. They may use it to circle behind intruders or flee the lair
if they are being decimated. Both secret doors have locks in the form of
small natural-looking depressions that must have a small stone skull key
pressed firmly into place to unlock. The same key opens unlocks both
doors, and both Zorzunar and Daarog each possess a copy of the only key.
Secret Stone Doors: 4 in. thick; hardness 8; hp 60; Break DC 28;
Perception DC 25; Disable Device DC 30.
Treasure: Daarog keeps his treasure in a coffer in the back of his chamber,
half-buried by tattered animal hides and other rubbish, requiring a DC 20
Perception check to find. The coffer is 6 ft. x 1 ft. x. 2 ft., made of ivory
sheets, and carved on top and sides with battle scenes. The hinges and locking
mechanism are made of adamantine, and the entire coffer is worth 1,000 gp
undamaged. The coffer is unlocked (Daarog having long since lost the key),
but it is trapped with a nasty glyph of warding that activates if the coffer is

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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

Trigger proximity (alarm); Reset none


Effect spell effect (contagion; all targets in a 10 ft. radius;
cackle feveronset immediate, damage 1d6 Wisdom, save
DC 16 Fortitude 1/day, cure 2 consecutive saves)
DAAROG
XP 3,200
Male half-orc barbarian 8
NE Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +2

CR 7

AC 15, touch 9, flat-footed 15 (+4 armor, +1 Dex, +2 shield,


2 rage)
hp 92 (8d12+32 plus 8)
Fort +10; Ref +3; Will +2
Defensive Abilities improved uncanny dodge, orc ferocity,
trap sense +2; DR 2/
Speed 45 ft.

Melee mwk spiked gauntlet +15 (1d4+6), or mwk shortspear


+15 (1d6+6)
Ranged mwk shortspear +10 (1d6+6), or composite longbow
[+4 Str] +9 (1d8+4/x3)
Special Attack rage (26 rounds/day), rage power (ferocious
mount)*
Str 23, Dex 12, Con 18, Int 6, Wis 7, Cha 13
Base Atk +8; CMB +14; CMD 25
Feats Extra Rage, Mounted Combat, Power Attack, QuickDraw
Skills Intimidate +11, Linguistics 2, Perception +2, Ride +7
Languages Common, Goblin, Orc
SQ fast movement, rage power (no escape), rage power
(swift foot)
Combat Gear 3 flasks alchemists fire, 2 tanglefoot bags,
potion of enlarge person (CL 5th); Other Gear masterwork
chain shirt, masterwork heavy steel shield, masterwork spiked
gauntlet, masterwork shortspear, composite longbow [+4
Str], 6 +2 arrows, 40 arrows, heavy warhorse Crusher, 211
pp, 4,817 gp, pink pearl worth 700 gp, 5 gems (325 gp total
value)
*See Pathfinder Roleplaying Game Advanced Players
Guide
Base Statistics When not raging, Daarogs stats are AC 17,
touch 11, flat-footed 17; hp 77; Fort +8; Will +0; DR 1/;
Speed 40 ft.; Melee mwk spiked gauntlet +13 (1d4+4), or
mwk shortspear +13 (1d6+4); Ranged mwk shortspear +10

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(1d6+4), or composite longbow [+4 Str]+9 (1d8+4/x3); Str 19,


Con 14; CMB +12; CMD 23
CRUSHER, HEAVY WARHORSE
XP 600
N large animal
Init +4; Senses low-light vision; Perception +8

CR 2

AC 18, touch 13, flat-footed 14 (+3 armor, +4 Dex, +2 natural,


1 size)
hp 24 (2d8+10)
Fort +8, Ref +7, Will +3
Speed 50 ft.
Melee 2 hooves +6 (1d4+5)
Space 10 ft., Reach 5 ft.

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.

Area 8. Damsels in Distress


(CR 11)

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

Gear +1 half-plate armor, +1 longspear, heavy crossbow, 20


bolts, headband of inspired wisdom +2, silver holy symbol,
priestly vestments, 12 gp, 1 gem worth 12 gp

CR 7

AC 18, touch 9, flat-footed 18 (+9 armor, 1 Dex)


hp 36 (8d88 plus 8)
Fort +5; Ref +1; Will +10
Defensive Abilities orc ferocity
Speed 20 ft. (base 30 ft.)
Melee +1 longspear +10/+5 (1d8+4/x3)
Ranged heavy crossbow +5 (1d10/1920)
Special Attacks channel energy (3/day, 4d6, DC 14), might
of the gods (8 rounds/day), weapon master (8 rounds/day)
Domain Spell-Like Abilities (CL 8th)
7/daybattle rage, strength surge
Spells Prepared (CL 8th; ranged touch +5)
4thair walk, cure critical wounds, divine powerD, greater
magic weapon
3rdcure serious wounds, dispel magic, prayer, searing
lightD, speak with dead
2ndbulls strength, cure moderate wounds, hold person
(DC 16), silence (DC 16), spiritual weaponD
1stbane (DC 15), bless, command (DC 15), cure light
wounds, enlarge personD, divine favor
0 (at will)create water, detect magic, guidance,
resistance
D Domain spell Domains Strength, War

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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CR 5
XP 1,600
hp 60 (Pathfinder Roleplaying Game Bestiary, Lion, Dire)
HARPIES (2)
CR 4
XP 1,200
hp 38 (Pathfinder Roleplaying Game Bestiary, Harpy)

Str 15, Dex 8, Con 9, Int 9, Wis 19, Cha 10


Base Atk +6; CMB +8; CMD 17
Feats Combat Casting, Improved Initiative, Scribe Scroll,
Weapon Focus (longspear)
Skills Heal +9, Knowledge (religion) +6, Linguistics +3,
Perception +4, Spellcraft +3
Languages Common, Orc, Goblin
Combat Gear potion of delay poison, scroll of flame strike
(CL 10th), scroll of spiritual weapon, inflict moderate wounds,
and remove curse (CL 5th), 12 vials unholy water; Other

Tactics: The lions consider the harpies charm song to be a dinner


bell, and have gathered in the bushes near the lair to await their meal.
They attack the PCs as soon as they enter the clearing. If either group is
obviously weakened to the point that the harpies believe they can win the
fight, they attack.
The harpies tree can be climbed with a DC 15 Climb check. A human
sized entrance is present 15 ft. up. Anyone fighting inside the tree suffers
a 4 circumstance penalty to attack and damage rolls when using Medium
weapons, and cannot wield larger weapons, due to the narrow confines of
the interior.
Treasure: In the bottom of the tree in the nesting material (requiring 20
minutes to search and a DC 20 Perception check) are several gems: a 50
gp chalcedony, 100 gp garnet, 12 gp lapis lazuli, 10 gp turquoise, 50 gp
chrysoprase and a gem of brightness (36 charges). The lions do not have
any treasure.

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Area 9. Rappan Athuk: The


Mausoleum

Area 14. Drusillas Grove (CR 13)

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.

Area 10. Canyon River Entry


The river south of the Troll Fens narrows and flows through a 60 ft.
deep gorge. At this point, a subterranean river flows out through a crack
in the rock and joins the rivers eastward course to the sea. Due to the
narrowness of the gorge and an overhanging rock ledge, this outlet is
nearly impossible to spot from above, though individuals traveling up
or down the river itself through its turbulent rapids have a much better
chance of locating it with a DC 20 Perception check.
If the underground river is followed upstream, it eventually leads to
Area 10A41 on Level 10A: The Giant Cavern in Rappan Athuk.

Area 11. The Goblins Back Door


The hills around Rappan Athuk are riddled with caves, most no more
than a single chamber deep. However, at this point a narrow cave opening
partly choked by brush leads back and downwards to the southwest,
eventually coming to Area 1B1 in Level 1B: The Abandoned Bastion
in Rappan Athuk. The goblins use this as a secret way out into the
countryside, and are very careful to mask it with thorn bushes and avoid
making a trail leading to it. However, should a goblin patrol be followed,
there is a good chance it leads back here, and can be followed deep into
the heart of the dungeon.

Area 12. Small Grove Entry


In a small, wooded grove, at the base of a large oak tree, a crack
between a thick pair of roots leads downward into a narrow passage that
looks in several places as if it may dead end. Perseverance, however, leads
one eventually to Area 118C on Level 11: The Waterfall and Akbeths
Grave in Rappan Athuk.
As this passage sees no traffic by adventurers or dungeon residents, it is
nearly impossible to locate accidentally unless you wish for the PCs to
travel immediately into the depths of Rappan Athuk, that is!

Area 13. Giant Honeybee Entry


(CR 4)
A rocky cleft at the top of a rugged hill occasionally disgorges giant
honeybees, which search the surrounding area for food for their nest. If
the cleft is investigated, it reveals a tunnel which descends northeast,
eventually terminating at their nest in Area 59 on Level 5: Banths
Lair and the Wight Catacombs in Rappan Athuk. Of course, anyone
descending the passage has to deal with all the giant bees. At any time,
1d4 giant bees can be encountered here, and a check for an additional
1d41 bees should be made three times when descending into their lair.
Angry bees do not pursue PCs more than 100 ft. from the entrance to their
hive.
GIANT BEES
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary 2, Bee,
Giant)

CR 1

Drusilla is a vengeful druid, her original animal companion having


been slain by humans 20-some years ago. She lives in a small grove. She
harasses anyone within 20 miles of her lair. She does not want the PCs
here, does not want to be friends, and does not want to negotiate. If she
encounters PCs, she provides them with a simple choice: leave or die. She
is accompanied by her animal companion, Sheiju, along with a pack of 30
wolves that obey her commands (the wolves know the tricks attack, come,
defend, down, and guard; further, they regard Sheiju as their pack leader,
and follow his lead if in doubt). Drusillas wolves would die to protect
her, and they intercept anyone who approaches her. If and only if the PC
party contains a druid, she may negotiate, or even let the party stay in her
territory. This requires a DC 22 Diplomacy check. (she is Unfriendly) If
Drusillas wolf companions have been slain by the party, she is Hostile;
increase the Diplomacy check DC to 27, +1 per 3 wolves killed. Drusilla
is an equal opportunity bitch, and kills local monsters as well as PCs.
They do not know what she is, but they fear her. If the Diplomacy check
is successful, she may (50%) request that the PCs clear out the den of
giant spiders (see Wilderness Area 16 below), as they have grown too
numerous and are disrupting the balance.
DRUSILLA
XP 19,200
Female human druid 13
N Medium humanoid (human)
Init +7; Senses low-light vision; Perception +26

CR 12

AC 16, touch 14, flat-footed 13 (+2 armor, +1 deflection, +3


Dex)
hp 145 (13d8+39 plus 26)
Fort +5; Ref +7; Will +12
Defensive Abilities resist natures lure; Immune poison
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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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protection +1, ring of regeneration, cube of force, holy


symbol, spell component pouch
*Pathfinder Roleplaying Game Advanced Players
Guide

SHEIJU (ANIMAL COMPANION)


CR
XP
N Large animal
Init +3; Senses low-light vision, scent; Perception +14
AC 24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12
natural, 1 size)
hp 100 (11d8+44)
Fort +11; Ref +10; Will +6
Defensive Abilities evasion
Speed 50 ft.
Melee bite +15/+10 (2d6+12 plus trip)
Str 26, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Base Atk +8; CMB +17; CMD 31 (34 vs. trip)
Feats Dodge, Improved Natural Attack, Iron Will,
Mobility, Skill Focus (Perception), Spring Attack
Skills Perception +14, Stealth +5, Survival +8 (+12 scent
tracking)
SQ link, share spells, devotion
WOLVES (30)
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Wolf)
Tactics: Drusilla has several possible battle tactics. She may
prepare with antilife shell, freedom of movement, and air walk, and
cast barkskin on Sheiju, then target her enemies with insect plagues,
creeping doom, and call lightning spells, possibly preparing
beforehand with her staff of control weather to boost the damage
of her lightning bolts. Or she may buff herself, wild shape into
a powerful form like a Huge earth elemental, and work with her
wolves to surround and take down her opponents. She uses the cube
of force in reserve as backup protection if her antilife shell should
fall or she is confronted by serious spellcasting. Drusilla retreats if
reduced to less than 50 hit points, and henceforth is an implacable
enemy of those who defeated her. She is also merciless against
anyone who would dare to slay her animal companion.

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Area 15. Lair of Corrak and her


Brigands (Bandit Group 2)
Corrak has a lyre of building which she extorted from a group of
adventurers she and her cohorts waylaid coming from the dungeon.
Once a week they move their encampment, tearing down the walls
and filling in the ditches of their old one (so as not to be used by
enemies), then moving 5-15 miles away and using the lyre to build
a new encampment. Thus, the location of their lair on the wilderness
map is only an estimate, in general, however, they prefer to build
their encampments somewhere along the outskirts of the Forest of
Hope. The exact layout of the fortified camp is left to the GMs
discretion, but typically includes a ditch lined with spikes, a low
wall from which brigands with bows can shoot with cover, and a low
stone building to shelter in, complete with arrow slits in the walls
and a door that can be triple-barred. However, if an unusual terrain
feature presents itself, they may incorporate it into their defense.
Usually they seek a hidden location over one that is defensible, and
so avoid camping on open hilltops.

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Area 16. The Giant Spider Colony


(CR varies, 11 to 14)

of 45 is reached. Each spider has a 2 in 6 chance of using its web ability;


otherwise it descends and bites. The spiders are defending their nest, and
do not flee. Fire rules apply as described above. Webs burn at a rate of 5
ft. per round.

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

Treasure: As might be expected, a huge lair of spiders has accumulated


a number of items of interest from its victims. Careful search (requires 3
days) of the webs and nests reveals the following: 2,100 gp in seven sacks;
4,200 sp in 11 sacks; 42 assorted gemstones worth 1d20 x 10 gp each; 2
suits of full plate armor; 8 suits of chainmail; 2 dozen assorted weapons of
mundane nature; a masterwork bastard sword with a gilded handle and a
jeweled pommel (worth 900 gp); potions of blur, water breathing, remove
disease, fly, darkvision, swimming, cats grace, and haste; a cursed robe
of powerlessness; a gem-studded collar of moderate fortification (as the
armor property, but with no armor bonus added to AC, and takes up the
neck body slot); a horn of blasting; and a +2 light steel shield.
If the webs are burned, a check should be made for certain items to
determine if they survived the fire, as follows: the potions have a 75%
chance of destruction (roll individually for each), 60% for the cursed robe,
50% for the collar, 40% for the horn, 20% for the light steel shield, and
15% for the masterwork bastard sword.

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Area 17. Simraths Tomb (CR 12)


Simrath the vampire is the long-undead lord of a small barony in the
foothills. He was once a great general of good, and was much loved by
his troops. Like many other heroes of the region, Simrath rode off against
the forces of Orcus. He was slain in a nighttime battle at the field east of
the ford of the Wild Edge River by a vampire serving the evil priests. That
vampire was slain by the holy light of a sun priest. Simraths companions
were unaware of his fate (being turned to a vampire), and buried him with
full honors in the foothills near the battlefield, in a wild grove of great
beauty. There he rests by day.
The tomb itself is an ancient stone structure 30 ft. square shrouded in
the shadow of a stand of 100 ft. tall trees. The interior and exterior of
this tomb are depicted in Wilderness Map 4. The door is made of thick
iron, in surprisingly good shape and barred from within during the day.
Simraths coat of arms, a pair of stags facing each other with the horns
interlocked, is carved in the stone over the door. Anyone forcing the door
has a chance of waking Simrath if the attempt is made by day (see below).
Thick Barred Iron Door: 3 in. thick; hardness 10; hp 90; Break
DC 32.
Within, a single stone crypt rests against the far wall, with Simraths
coat of arms again carved into the wall above it. Rusted sconces are bolted
into the side walls, and the floor is covered with rubble, twigs, and other
debris.
Should the tomb be approached by day, Simrath has three chances to
notice intruders: first, if the door is forced open in a loud manner, he is
allowed a DC 20 Perception check to awaken; second, he is allowed another
Perception check against the Stealth checks of anyone moving through the

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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.)

Melee +2 bastard sword +18/+13 (1d10+14/1720), or slam


+14 (1d6+6 plus energy drain)
Special Attacks blood drain, children of the night, create
spawn, dominate (DC 16), energy drain (2 levels, DC 16),
weapon training +1 (heavy blades)
Str 22, Dex 20, Con , Int 12, Wis 16, Cha 15
Base Atk +8; CMB +14; CMD 30
Feats AlertnessB, Blind-Fight, Combat ReflexesB, DodgeB,
Exotic Weapon Proficiency (bastard sword), Flanking
Foil*, Great Fortitude, Improved Critical (bastard sword),
Improved InitiativeB, Iron Will, Lightning ReflexesB, Mobility,
Power Attack, ToughnessB, Weapon Focus (bastard sword),
Weapon Specialization (bastard sword)
Skills Bluff +10, Handle Animal +9, Knowledge (history) +3,
Knowledge (local) +5, Knowledge (nobility) +5, Perception
+21, Ride +13, Sense Motive +15, Stealth +10
Languages Common (archaic), Celestial
SQ armor training +2
Gear masterwork full plate armor, +2 bastard sword.
*Pathfinder Roleplaying Game Ultimate Combat
WORGS (12)
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)

CR 2

Tactics: If awakened in his tomb, Simrath calls 12 worgs that are


utterly loyal to him, and den nearby. They arrive in 1d6+4 rounds after he
sends out the mental summons. He may then attempt to parley, allowing

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them a chance to arrive, before he attacks the intruders. However, Simrath


accepts challenges of single combat if offered, using only his bastard
sword. If his foe displays cowardice, he uses his energy drain ability to
full effect.
Treasure: His tomb contains no treasure. Aside from his armor and
weapons, all his wealth passed to his heirs, and he has no interest in the
spoils of those slain from his attacks.

Area 18. Lair of Vorlak and his


Kobold Gang (Bandit Group 1)
(CR 10)

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.

This cave is located in wooded lowlands. Wilderness Map 5 details


this location. The kobold lair contains any kidnapped survivors from
encounters with the bandit group, as well as 43 additional male kobolds,
165 noncombatant females and young, and 8 giant porcupine pets.
VORLAK THE OGRE
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Ogre)

KOBOLD FEMALES & YOUNG (165)


CR 1/4
XP 100
hp 2 (Pathfinder Roleplaying Game Bestiary, Kobold);
these are unarmed noncombatants with no gear or
treasure.

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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Treasure: Treasure can be found in Vorlaks chamber, and


includes 2,700 sp, three 100 gp topaz gems, a jeweled
necklace composed of platinum and rubies (worth 5,000
gp), two suits of half-plate armor, five suits of chainmail (4
Medium size, 1 Small), assorted weapons and lesser armor
(all in need of repair, but serviceable), a spyglass, and a +3
spear which sheds golden light in a 20 ft. radius when held in
hand.

crafting wands, wondrous items, and scribing scrolls, particularly in the


case of devices that cause harm or are to be used for evil. Bargains that can
be made with PCs are left to the discretion of the GM.
MARTY THE IMP
CR
XP 0
LE Tiny outsider familiar (devil, evil, extraplanar, lawful)
(Pathfinder Roleplaying Game Bestiary, Devil, Imp)
Init +3; Senses darkvision 60 ft., detect good, detect magic,
see in darkness; Perception +11

Area 19. The Coven of Sea Hags


(CR 11)
This encounter can be played in one of two ways, either as a straight
up fight, or (better) as a roleplaying opportunity. Three sea hag sisters
(Rylshna, Shralynn and Marmtroth) live along the coast in a cave.
They possess a powerful artifact, known as the cauldron of blood that
allows them to gaze across the boundaries of time, seeing either the past
or the future. These hags have developed skill as witches in addition to
their innate powers. The PCs most likely encounter Marty the Imp, the
sisters familiar, before they ever meet the hags. Marty spies for the ladies
and keeps them informed as to the comings and goings near their lair.
He never fights, and always runs if confronted. If the lair is approached,
Rylshna covers her face and approaches the party. She asks what they
seek, and is friendly, if distant in her conversation. She would much rather
bargain than fight. Layout of their cave is shown as Wilderness Map 6.
Suggested fees for using the cauldron of blood to see past or future are
given in the side bar. In addition to its use, the three hags are capable of

AC 24, touch 16, flat-footed 20 (+3 Dex, +1 dodge, +8


natural, +2 size)
hp 108 (1/2 combined total hp of the three witches;
effective HD 15)
Fort +1; Ref +6; Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold
10
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +11 (1d4 plus poison)
Space 21/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constantdetect good, detect magic
At willinvisibility (self only)
1/dayaugury, suggestion (DC 15)
1/weekcommune (6 questions, CL 12th)
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14

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Base Atk +6; CMB +4; CMD 18


Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Appraise +5, Bluff +8], Craft (alchemy)
+13, Diplomacy +4, Fly +21, Heal +4, Knowledge (arcana)
+10, Knowledge (geography) +2, Knowledge (history) +8,
Knowledge (local) +2, Knowledge (nature) +8, Knowledge
(planes) +13, Knowledge (religion) +2, Perception +11, Sense
Motive +7, Spellcraft +10, Stealth +13, Survival +2, Swim +4,
Use Magic Device +9
Languages Common, Infernal
SQ change shape (boar, giant spider, shark or vulture, beast
shape I)
Coven Familiar (Ex) Marty is treated as a familiar of a
15th-level master, and uses this number for the purpose
of effects related to Hit Dice. Marty uses the best skill
bonus from the three witches. His hit points are based
on half the hit points of each of the three witches
combined. He uses the best base attack bonus from
his masters (Rylshnas), and uses the best save bonus
available (again, Rylshnas).
Poison (Ex) Stinginjury; save Fort DC 13; frequency 1/round
for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is
Constitution-based, and includes a +2 racial bonus.
Spells Known Marty knows the following Witch spells. The
three sea hags can prepare any of these spells known
(Marty himself is unable to use them).
3rdarcane sight, bestow curse, deep slumber, dispel
magic, fly, glyph of warding, lightning bolt, locate object,
ray of exhaustion, remove blindness/deafness, remove
curse, remove disease, screech, seek thoughts, speak with
dead, stinking cloud, suggestion, tongues, vampiric touch
2ndalter self, augury, blindness/deafness, cure moderate
wounds, daze monster, death knell, delay poison, detect
thoughts, false life, find traps, fog cloud, glide, glitterdust,
hidden speech, hold person, inflict moderate wounds,
levitate, perceive cues, pox pustules, scare, see invisibility,
spectral hand, status, summon monster II, touch of idiocy,
web, zone of truth
1stbeguiling gift, burning hands, cause fear, charm
person, chill touch, command, comprehend languages,
cure light wounds, dancing lantern, detect secret doors,
enlarge person, hypnotism, identify, ill omen, inflict light
wounds, mage armor, mask dweomer, mount, obscuring
mist, ray of enfeeblement, reduce person, sleep, summon
monster I, unseen servant.
0bleed, dancing lights, daze, detect magic, detect
poison, guidance, light, mending, message, putrefy food
and drink, read magic, resistance, spark, stabilize, touch of
fatigue.

Speed 30 ft., swim 40 ft.


Melee 2 claws +10 (1d6+4),
Ranged mwk light crossbow +8 (1d8/1920)
Special Attacks coven spells, hex (evil eye, DC 17)

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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AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)


hp 66 (4d10+3d6+28)
Fort +6; Ref +8, Will +8
SR 15

CR 9
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

Spells Prepared (CL 5th; ranged touch +9)


3rdfly, stinking cloud (DC 18)
2ndblindness/deafness (DC 17), detect thoughts (DC 17),
web (DC 17)
1stcharm person (DC 16), identify, mage armor, ray of
enfeeblement (DC 16) (x2)
0 (at will)dancing lights, detect magic, guidance,
mending

Speed 30 ft., swim 40 ft.


Melee 2 claws +9 (1d6+4), or mwk dagger +10 (1d4+4)
Special Attacks coven spells, hex (evil eye, DC 14)
Spells Prepared (CL 3rd; ranged touch +8)
2ndblindness/deafness (DC 14), glitterdust (DC 14)
1stcharm person (DC 13), identify, mage armor
0 (at will)guidance, message, read magic, touch of
fatigue (DC 12)
Str 19, Dex 16, Con 18, Int 14, Wis 13, Cha 19
Base Atk +5; CMB +9; CMD 22
Feats Allied Spellcaster*, Brew PotionB, Improved Familiar, Skill
Focus (Perception), Skill Focus (use magic device)
Skills Bluff +5, Craft (alchemy) +11, Knowledge (arcana) +12,
Knowledge (nature) +12, Perception +12, Sense Motive +2,
Spellcraft +12, Stealth +7, Swim +16, Use Magic Device +17
Languages Aquan, Common, Giant, Infernal
SQ alertness, coven familiar, empathic link, hex (cauldron),
hex (coven), share spells
Combat Gear wand of burning hands (CL 5th, 22 charges),
wand of cure light wounds (CL 1st, 36 charges); Other Gear
masterwork dagger, spell component pouch
*Pathfinder Roleplaying Game Advanced Players Guide

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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

Aura strong (divination); CL 20th


Slot none; Weight 100 lbs. (800 lbs. when filled with
liquid)

AC 17, touch 14, flat-footed 14 (+1 deflection, +3 Dex, +3


natural)
hp 63 (4d10+3d6+28 plus 3)
Fort +6; Ref +8; Will +8
SR 15

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.

Speed 30 ft., swim 40 ft.


Melee 2 claws +9 (1d6+4), or mwk dagger +10 (1d4+4)
Ranged touch +6 (by spell)
Special Attacks coven spells, hex (evil eye, DC 14)
Spells Prepared (CL 3rd)
2ndblindness/deafness (DC 15), web (DC 15)
1stcharm person (DC 14), mage armor, ray of
enfeeblement (DC 14)
0 (at will)detect magic, guidance, message, stabilize
Str 19, Dex 16, Con 18, Int 16, Wis 13, Cha 15
Base Atk +5; CMB +9; CMD 22
Feats Allied Spellcaster*, Brew PotionB, Improved Familiar, Skill
Focus (knowledge [history]), Skill Focus (Perception)
Skills Appraise +4, Bluff +6, Craft (alchemy) +13, Knowledge
(arcana) +13, Knowledge (history) +16, Perception +12,
Sense Motive +4, Spellcraft +13, Stealth +7, Swim +18, Use
Magic Device +10
Languages Aquan, Common, Giant, Goblin, Infernal
SQ alertness, coven familiar, empathic link, hex (cauldron),
hex (coven), share spells
Combat Gear potion of cure serious wounds; Other Gear
ring of protection +1, masterwork dagger, spell component
pouch
Coven Familiar (Ex) Because of their unity in a coven, the
three hags have pooled their ability and knowledge to
share a single more powerful familiar than any can control
alone. The abilities of the familiar are based on the highestlevel witchs witch level, plus half the witch levels of the
other coven members (rounded down). Because of their
hag affinity for witch magic, their racial hit dice also count
toward these totals. The familiars hit points are determined
from the hit points of all three hags, and it uses whichever
skill bonus is best. The familiar stores the spells of all three
hags, and all three can share in each others spell lists. The
trade-off: should their familiar Marty the Imp be captured or
slain, the spellcasting of all three hags will be crippled.
Horrific Appearance (Su) The sight of a sea hag is so
revolting that anyone within 60 ft. (other than another hag)
who sets eyes upon one must succeed on a DC 14 Fortitude
save (DC 16 for Shralynn) or be instantly weakened, taking
1d6 points of Strength damage. Creatures that are affected
by this power or that successfully save against it cannot
be affected again by the same hags horrific appearance
for 24 hours. This is a mind-affecting effect. The save DC is
Charisma-based.
Hag Coven (Sp) When all three hags are within 10 ft. of one
another, they can work together as a group to generate
one of the following spell-like abilities as a full-round action.
All coven spell-like abilities function at CL 9th (or at the
highest CL available to the most powerful hag in the coven).
The save DCs are Charisma-based, and function as if with a
Charisma score of 18.


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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*Damage is applied to both current hit points and


Constitution. Both heal at the normal rate. Note that
a user cannot bring his Constitution below 1 using
the cauldron. The damage lost also represents the
effective caster level of the cauldron to penetrate
any magical wards against such scrying.
**This base price excludes the blood/Con loss required
to fuel the cauldron; the value listed is suggested as
a starting point for bargaining. They go as low as 75%
of this value if the negotiation is sufficiently skillful.
Alternately, they may require in lieu of this fee that
the PC fetch them a particular item, such as a lock of
hair from a kings daughter, an enchanted lyre in the
keeping of an ogre mage, or the skull of the Oracle of
Rappan Athuk (see Level 3, Area 37).
DESTRUCTION
The cauldron of blood is destroyed if it is filled with 500
flasks worth of holy water that is brought to a boil and
allowed to boil away over a period of 24 hours.
Coven Spells: At willanimate dead, baleful polymorph
(DC 19), blight (DC 18), bestow curse (DC 18),
clairaudience/clairvoyance, charm monster (DC 18),
commune, control weather, dream, forcecage, mind blank,

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mirage arcana (DC 19), reincarnate, speak with dead, veil


(DC 20), vision.
*Pathfinder Roleplaying Game Advanced Players Guide

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.

Area 20. The Wasp Nest (CR 14)


A sizable giant wasp nest can be found at this location in the Foothills,
in a cave filled in with paper. The lair has five exits of various sizes
allowing the wasps to fly in and out. The trees surrounding the cave for
about 100 yards in all directions show signs of infestation by the giant
vermin, tipping the PCs off to the presence of the wasps on a successful
DC 20 Survival or Knowledge (nature) check. Inside the lair are a total of
40 giant wasps. PCs wandering near the lair encounter small groups of
1d4+1 wasps who aggressively defend their territory. If the PCs actually
enter the lair they are attacked by all remaining wasps within the hive
except the queen, 1d4+1 appearing each round as soon as the nest is
disturbed. If fire is introduced to the nest, the paper within ignites quickly,
burning for three rounds and inflicting 2d6 points of damage per round
to all creatures in the nest (including the queen). Additionally, all wasps
burned in this manner lose the ability to fly. While this is an efficient
method to clear the hive, burning it automatically destroys the treasure
hidden within.
GIANT WASPS (40)
XP 800
hp 34 (Pathfinder Roleplaying Game Bestiary, Wasp,
Giant)

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.

Area 21. Outlaw Camp


(CR varies, 3-plus)
This lair is a rag-tag amalgamation of tents, lean-tos and bedrolls set
within the wilderness where outlaws from various towns and countries
have banded together for mutual defense. At any given time there are
6d8 outlaws here (commoner 13s, see the Forest of Hope, Wandering
Monsters, above) as well as 1d8 more skilled persons (treat at brigands,
above). Their current leader is a female barbarian named Bugjuice. She
speaks little, but has a keen sense of honor and justice. The joyful glow
that fills her eyes when she is crossed keeps all but the most unobservant
and foolish from annoying her.
It should be noted that in many instances these outlaws are not evil.
They may have committed crimes in their homeland, and they are on the
run from the justice accompanying those crimes, but this is not a den of
murderers. Those types of criminals are not allowed in this camp which
possesses a strange morality of its own. Though the outlaws can certainly
be brought to justice, as they are fugitives, GMs are encouraged to use this
camp as a chance for roleplaying. Possibly, if the PCs assist the outlaws
they may become outlaws themselves.
BUGJUICE
XP 800
Female human barbarian 3
CG Medium humanoid (human)
Init +3; Perception +7

CR 3

AC 11, touch 11, flat-footed 8 (+3 Dex, 2 rage)


hp 37 (3d12+66 plus 3)
Fort +10; Ref +4; Will +3
Defensive Abilities trap sense +1
Speed 40 ft.
Melee greatsword +9 (2d6+9/1920)
Ranged composite longbow +6 (1d8+4/x3)
Special Attacks rage (10 rounds/day), rage powers (surprise
accuracy, +1)

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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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Area 22. The Wrecked Pirate Ship


(CR 8-plus)
This lair consists of the sunken remains of the pirate ship Scarfist,
which ran aground on the reefs during a stormy night thirty years past. The
water around the wreck is fairly shallow (40 ft.), but the reefs and riptides
make approach to this lair impossible for any craft larger than a dinghy.
Sea life is abundant around the wreck; small brightly colored fish swim in
and around the ship. The site of the wreck cannot be seen from land, but
is easily spotted from the air. Sharks roam the area freely, and in great
numbers. Swimming in the water draws attack from 2d6 Medium sharks
20% of the time; this chance increases to 50% if there is a lot of splashing
or noise. Blood in the water; from combat or other means, brings 3d6
sharks, which immediately attack anything that moves.
The ship was a great galley and is over 80 ft. in length. It sunk in
a storm, with the loss of all hands. A map of the pirate ship interior is
provided as Wilderness Map 7. While most of the crew died, the captain
and his most ruthless pirates rose again in undeath. The crew now consists
of 12 brine zombies, and Captain Killbessa, a mummy of the deep. They
attack any who enter the lower levels of the wreck.
SHARKS
XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary, Shark)

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.

Treasure: The captains stateroom holds a locked but rotted chest,


which falls apart when lifted from the water (spilling all contents over the
ocean floor below). Inside are 3 bottles of fine rum, 250 gp, and a silver
horn of Valhalla. Also within the chamber, requiring a DC 30 Perception
check to locate, is an ivory scroll tube sealed with wax; within is a chart
providing directions to the Isle of Bonjo Tombo. For more details on
this perilous island, see Dead Mans Chest by Necromancer Games.
Alternately, the GM may replace this map with a treasure map or scroll of
his own choosing.
Development: Should any of his treasure be stolen yet Killbessa
survive the encounter, he seeks the thieves, tracking them through the
sea and to land if need be. He never travels more than 500 ft. from the
sea.

Area 23. Ruined Fort


(Bandit Group 7) (CR 14 or 15)
This crumbling ruin of a fortress stands perched on a spur overlooking
the Coast Road. Wilderness Map 8 shows the layout of this keep. Once
it provided a defense against bandits and hostile warbands. Time and the
depredations of Aragnak conspired to reduce it to a crumbling relic of a
better time, hunched above the road like an old man beaten down by the
rain.

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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3 pp, 17 gp, 29 sp.

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

Wasting (Ex) Oracles Curse. Scarls body appears to be


slowly rotting, with patches of fur missing and decayedlooking skin. He has a 4 penalty on Charisma-based skill
checks, except Intimidate, gets a +4 competence bonus
on saves against disease, and is immune to the sickened
condition.
*Pathfinder Roleplaying Game Advanced Players Guide
CR 5
BUGBEAR RAVAGERS (26)
XP 1,600
Male bugbear barbarian 3 (Pathfinder Roleplaying Game
Bestiary, Bugbear)
CE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft., scent; Perception +9
AC 16, touch 10, flat-footed 16 (+2 armor, +2 Dex, +3 natural,
+1 shield, 2 rage)
hp 67 (3d8+3d12+30 plus 6)
Fort +9; Ref +6; Will +5
Defensive Abilities trap sense +1, uncanny dodge

*Base Statistics When not raging, Ghotans stats are AC 18,


touch 10, flat-footed 16; hp 125; Fort +13; Will +6; Melee +1
morningstar of speed +18/+18/+13 (1d8+9); Ranged javelin
+12/+7 (1d8+5); Str 20, Con 18; CMB +15; CMD 27; Climb +14
SCARL
CR 6
XP 3,200
Male bugbear oracle 6 (Pathfinder Roleplaying Game
Bestiary, Bugbear, Pathfinder Roleplaying Game
Advanced Players Guide)
CE Medium humanoid (goblinoid)
Init +0; Senses darkvision 60 ft., scent; Perception +9
AC 16, touch 12, flat-footed 16 (+2 deflection, +3 natural, +1
shield)
hp 73 (9d8+27 plus 6)
Fort +6 (+10 vs. disease); Ref +5; Will +6
Defensive Abilities armor of bones; Immune sickened
condition
Speed 30 ft.
Melee mwk morningstar +10/+5 (1d8+3)
Ranged javelin +6 (1d6+3)
Special Attacks bleeding wounds
Spells Known (CL 6th; melee touch +9, ranged touch +6)
3rd (4/day)animate dead, cure serious wounds, prayer
2nd (6/day)cure moderate wounds, eagles splendor,
false life, hold person (DC 15), inflict moderate wounds (DC
15), resist energy
1st (7/day)cause fear (DC 14), command (DC 14), cure
light wounds, divine favor, inflict light wounds (DC 14), magic
weapon
0 (at will)bleed (DC 13), create water, detect magic,
guidance, mending, resistance, stabilize
Mystery Bones Oracles Curse Wasting
Str 17, Dex 10, Con 16, Int 10, Wis 11, Cha 17
Base Atk +6; CMB +9; CMD 21
Feats Combat Casting, Expanded Arcana (eagles
splendor, resist energy)*, Extra Revelation (armor of bones)*,
Intimidating Prowess, Skill Focus (Perception)
Skills Bluff +7, Diplomacy +8, Heal +8, Intimidate +14,
Knowledge (history) +4, Knowledge (planes) +4, Knowledge
(religion) +9, Linguistics +1, Perception +9, Sense Motive +5,
Spellcraft +6, Stealth +6; Racial Modifiers +4 Intimidate, +4
Stealth
Languages Common, Draconic, Goblin
SQ stalker, voice of the grave
Combat Gear wand of cure light wounds (33 charges),
potion of owls wisdom; Other Gear ring of protection +2,
buckler, masterwork morningstar, steel holy symbol of Orcus,

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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Base Statistics When not raging, the bugbear ravagers stats


are AC 16, touch 10, flat-footed 14; hp 52; Fort +7;Will +3;
Melee morningstar +11 (1d8+5); Ranged javelin +7 (1d8+5);
Str 20, Con 17; CMB +10; CMD 22; Intimidate +8
Tactics: When encountered outside their lair, Ghotan and his bugbears
attempt using Stealth and their good Perception to stage an ambush.
While on the move Scarl has his armor of bones active, boosting his AC
to 20, as well as a casting of false life, granting him 1d10+6 temporary hit
points. Battle typically starts with a volley of javelins, followed by Ghotan
and the ravagers charging into melee while Scarl supports them with a
prayer spell. In subsequent rounds the barbarians attempt to surround and
eliminate opponents while Scarl supports them with offensive spells such
as hold person and command. If Scarl should get into melee he enjoys
causing bleeding wounds on his opponents with his inflict wounds spells.
If the bugbears are encountered within the fort, they fight to the death. The
walls of the fortress have long crumbled or been rent apart by Aragnaks claws,
leaving the fortress little more than a square shell, open to the sky. Nonetheless,
the bugbears attempt to use the walls as best they can to defend themselves.
Treasure: Hoping to appease Aragnak with gold and a share of the spoils
from future raids, Ghotan has brought along a sizeable treasure to give to the
dragon as an offering. It is located in a locked (DC 25 Disable Device check
to unlock) but untrapped wooden chest in the fortresss ruined cellars and
dungeon, safe from prying eyes. The chest contains the following: 8,763
gp, 200 pp, five potions of cure serious wounds (which the bugbears do not
hesitate to use if need be), and their prize offering an unhatched brass
dragon egg in an ornate golden casket. The casket is worth 500 gp; the egg
is worth much more to its mother should she be found.

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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.

Area 24. The Island Lair of


Aragnak (Bandit Group 4)
(CR 14-plus)

SHARKS (12)
XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary, Shark)

Thirty miles offshore is the remains of an old pirate stronghold. This


island controls a narrow stretch of safe water in the otherwise reef-filled
waters surrounding this coastal area. The island is about two miles in
diameter, of reasonably flat relief, and features a small harbor, a good
supply of spring-fed fresh water, and dozens of wild goats, left behind by
pirates when they were rather rudely evicted from the island by Aragnak.
The island is heavily wooded, and underbrush grows thickly to within
a few feet of the shore. Near the harbor is a small wood and stone fort,
partially wrecked and caved in, wherein lairs the dragon.
Sailing to the island: If the PCs attempt to reach the island by boat,
they encounter the dangerous reefs and sandbars that made this location
desirable as a base to the former inhabitants. Sharks and other natural
creatures frequent these reefs, as they provide an abundant source of fish
and other prey animals. The only safe passage through the reefs for any
craft larger than a small boat leads directly into the harbor. Attempts to
land at any other point with a larger vessel requires a DC 30 Profession
(sailor) check. Navigation into the harbor itself requires a similar test (DC
20) to avoid destroying the ship. If this test fails, they ship is destroyed 1d6
miles from the island. If a ship is destroyed, it sinks 2d10 ft. in the shallow
waters, and all aboard take 2d10 points of damage in the wreck. There is
a 40% chance per hour that 2d8 sharks are attracted to any wreck. They

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).

Sleepin Like a Baby: If Aragnak is asleep, he can be found nestled on


top of his vast hoard of treasure, carefully placed and arranged inside the
fort. A detailed map of the fort is provided as Wilderness Map 9. Entry
into the fort can only be made by climbing its 8 ft. walls, as all entrances
at ground level have been blocked by debris. The inside of the fort is 100
ft. square, with the last 65 ft. having a collapsed roof. Anyone climbing
the walls must make a Stealth check opposed by Aragnaks Perception
skill or awaken the sleeping dragon. Otherwise, the dragon sleeps until
approached within 10 ft., is disturbed or is attacked.
Loose bones, rusted armor and weapons, and other debris litter the
ground around the lair of Aragnak, rendering it difficult terrain for any
creature of Large size or smaller. Aragnak fights to the death to defend
his lair.
ARAGNAK
CR 14
XP 38,400
hp 212 (Pathfinder Roleplaying Game Bestiary, Dragon,
Red Adult Red Dragon)
Treasure: The dragons lair contains a vast hoard of wealth, stolen from
the pirates and from dozens of adventuring parties over the years. The
hoard contains numerous suits of mundane armor, mundane weapons and
the following: 26,000 gp, 173,000 sp, 42 gems of various values (1d100 x
1d6 gp value each), 26 pieces of jewelry of various values (1d1000 x 1d8
gp value each), a fancy cloak of silver wolf fur (300 gp), a fancy cloak of
winter wolf fur (875 gp), an ancient calendar embellished with turquoise
(800 gp), an oaken staff shod with meteoric iron and smoky quartz gems
set in the head (1,000 gp), a silver flask etched with snowflake patterns
(700 gp), a silver-plated steel gorget chased with stellar designs (75 gp),
a simple platinum ring with a vine motif (60 gp), a set of spice jars made
from hammered gold (4000 gp), a suit of +3 full plate of spell resistance 13
that is actually cursed so that any hostile spell that penetrates the armors
spell resistance is treated as being maximized (as the feat) if applicable,
a +5 sickle, a +1 icy burst heavy flail that sheds pale silvery in a 20 ft.
radius, a +1 heavy steel shield, a rod of negation, and a rod of the viper.
All of these items are mixed in with literally thousands of mundane items.
Days or even weeks would be needed to inventory everything.

Area 25. The Cloister of the FrogGod (CR 8-plus)


See Chapter 0B: The Cloister of the Frog-God.

Area 26. The Cavern of the Kraken


(CR 9-plus)
See Chapter 0A: The Cavern of the Kraken.

Area 27. Zelkors Ferry (CR


1-plus)
See Chapter 0C: Zelkors Ferry.

Area 28. The Refugees of Tsar


(CR 15-plus)
See Chapter 14A: The Refugees of Tsar.

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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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Detections: The entire level detects faintly of evil.


Standard Features: Unless otherwise noted, all doors
on this level are made of iron-reinforced wood (2 in.
thick; hardness 5; hp 20; Break DC 23). If doors are
described as locked add Disable Device DC 20.

G1. Tombstone and Key


In the courtyard is a life-sized statue of a dwarf on a 4 ft. by 4 ft. stone
block. He looks to have been a great warrior, and dwarven runes adorn the
front of the pedestal. This rather large tombstone, crested with the statue
of a dwarf, seems to have been visited frequently. The dwarven runes
read Blessed is he who spares these stones/And cursed be the man who
moves my bones. Examination of the base of the statue (DC 8 Perception)
reveals a small compartment that is easily opened. It is not trapped. Inside
is the magical iron key to Rappan Athuk that opens the doors to the Main
Mausoleum at Area G6 below. Once used to unlock the doors of the
mausoleum, it teleports back to this compartment.

3d6 dire rats with 1d2 wererats (these


creatures dig their way to the Ground Level
from Area G3 below. If wererats are
encountered, there is a 75% chance that they
simply spy on the party rather than attack and
report their observations to the wererats
Level 1, Areas 112 and 113)
2d6 ghouls and 25% chance of 1d3 ghasts
3d6 normal rats
1d3 green guardian gargoyles animate and
attack (see Area G6)
No encounter

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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G2. A Dire Warning


Nine graves lie filled with fresh earth and makeshift markers. Some
of you recognize a few of the famous names, those legends of your own
time a grim foreshadowing of things to come. A tenth grave is present
as well, only it is empty and freshly dug. Towering over it, a marble
gravestone bears a PCs name.

G3. Rat Tunnels


(CR varies, 1/4-plus)
There is a 3 ft. diameter hole leading down into darkness; bits of cloth
and bone lie about the entrance to the hole. There is a 10% chance every
10 minutes the PCs spend in this area that they encounter some form of
rat (roll 1d20): 15 = 1d10 normal rats; 619 = 1d6 dire rats; 20 = 1d2
wererats. Any wererats encountered are spies for the many creatures in
the dungeon. They rarely attack a large party. Instead they retreat to report
to their superiors on level one below. They may serve more nefarious
masters who reside deeper in the dungeon.
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)
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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ground level

Rappan Athuk Graveyard The Grave Markers


Littering the sunken landscape surrounding the three mausoleums above Rappan Athuk are an abundance of grave markers, noting the gone
but not forgotten; some formal headstones, some half-buried shields, a few basic stick-markers. In all, a sad reminder of the souls lost in and
around the Dungeon of Graves.
Some of the more famous markers are as follows:
Ben Bullock, That is not dead
which can lie eternal
Willgar, Shed not for her the bitter tear,
Tis but mere ashes that lie here
Beneath this simple stone, That marks his
resting place, Aaron F Stanton sleeps
alone, In the grounds long embrace
No pain, no grief, no gripping fear, can
reach Aidan Domogalla, sleeping here
Eternal Artificer Crux, the Mad Captive,
Dont mourn my loss, I am home
Alex Bianchi, We miss you very much
and love you dearly
Alex Hoggett, Earth has no sorrow
that the heavens cannot heal
Andrew Daley, Gone, but not forgotten
Lee Darby, Entered into rest
thaumaturgan, The song is ended, but the
melody lingers on

Jason Hierax Verbitsky,


Stop by here my friends, As you pass by,
As you are now, So once was I
Liz Courts, Sweet Soul
IN MEMORY OF OUR PATRIARCH,
James Redmon
JMEP Cornelius,
AT PEACEFUL REST LIES
In Memory of Sterno, Whom I Loved,
Now He Resides in the Realms Up Above
Lordan Ironwolf, OUR FRIEND
UNTIL THE END
SolitonMan, What we gave, we have,
What we left, we lost
DaveMage, Good friend laid low,
He gave many a killing blow
James Van Horn, Sad cause of
grief for here in dust lies a
dear friend, good, virtuous, and just
Erica Balsley, Our Angel

Stefen Styrsky, Quick of Foot,


the Arrow was faster

Phage Neurospora, A loved one sleeping

Adam Graham, Step softly,


a dream lies buried here

David W. Kaufman II,


He died rejoicing in hope.

Derrick A. Landwehr, His true wealth


was in his generous heart

Marshall leadjunkie Mahurin,


A Man amongst men

Andreas Lenhart, In Sacred Memory

Robb Lukasik, He stood his ground

Here lies Edmond Courtroul,


His Luck Ran Out Before He Did

Johon De the One-Handed Archer,


One miss was Enough

Henrik Landervik, Until We Meet Again

John Ling, Rolled Down the River

James Johnson, Hero, Legend, Friend

Terry Demeter / Lord Metal-Demon,


His soul is Spoken for

Lyle LaRue, One Man


Who Fought Like Two
Scott Kehl, Favored Son
Boodro H Viperion, He did it His way
Nidor Dacson, The good die young
Here lies Cheragh Ali, And there lies
Cheragh Ali, And there . . .
Jakk, He bit off more than he could chew
Sykoholic, I told you I was sick!
dafaddu, Once I wasnt, Then I was,
Now I aint again
James Douglas IV, Any day
above ground Is a good day
DaemonSlye, While living men my tomb do
view, Remember well, theres room for you
Greg Ragland, Feaster of Blood

Tom and Donna Harvey, Stood Close


Together To the Bitter End
Dragnmoon, A crack shot And a Good Man
Aarok Hawethorne,
Our Love knows No bounds
Ryan Simm, Gave it his All
Jerry Ward, Lived and Died by the Sword
Jim OSullivan, A finer man was never
buried; John K Morris, Who traps a book?
John N. Caparso, Nothing but the Best
Johnathan L Bingham, Trollfood
Andy Reynolds, Attacked by a Toilet

Thark, Couldnt outrun Fate


Mark Basgall, Saved Soul
Bracton, Sings the Song of Sleeping
Mark W. H. Lambe,
Saved all naught himself
Martin Britt, Did not see that Coming!
Scantrontb, Until we meet in the Heavens
Mainspur, Our Silver Lining
Zomblebees, ware the gargoyles!
Michael Salt, The Best among Us
Michael David, A Poor man, Rich of Soul
drnate29, You drank what?
Aelrik Ravenmane, One room too many
beasterbrook,
We never saw anything like it
Napoleon Einstein von Smith,
The prettiest Man I ever Saw
Scathaigh, A song of heaven plays for you
Paulon, Mitra have Mercy

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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

Joseph C. Fox, Dont go down the Well!

Mark MarsPetrick,
the Hand of Vengeance Shall Redeem

Awsomer Lockwood,
Cookies for you in heaven

The Death Tribble,


In his Furry Embrace We find Warmth

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ground level

Level 1 in Room 111; 1518 = Level 2 in Room 210; 1920 = Level


2 in Room 220.

The Front Doors of the Mausoleum

G4. The Well

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).

An ornately-carved well is located on the other end of the sunken


graveyard, opposite the mausoleum. The finely crafted artwork of the well
is diminished only by the horrific images of demons, devils, and undead
things that form the bas-relief carvings. Runes and scribbling adorn the
spaces empty of these carvings. Anyone gazing down inside sees large,
grooved scratches along the interior stones, as if something tried to claw
its way up the sides. The well ends in water some 90 ft. below. The well
opens up into a larger cavern at the bottom. This well is the entrance to
Level 3A of the dungeon. See Level 3A, Area 3A1.

G5. Empty Mausoleums


Both of these buildings are made of the same green stone as the main
mausoleum, detailed below. They lack the intricate carvings and the green
stone gargoyles of that building. The doors on each of these buildings are
standard locked iron doors. The buildings themselves contain numerous
destroyed sarcophagi. Roll for a wandering monster when the party enters
one of these buildings, ignoring the gargoyle result. There is no treasure.
Locked Iron Doors: 2 in. thick; hardness 10; hp 60; Break DC
28; Disable Device DC 20.

G6. The Main Mausoleum (CR 10)


This is a huge stone building, its outer side carved in a grisly bas-relief of
demons, devils and other creatures of the underworld. Hundreds of skulls
have been carved into the stone. The building extends fully 60 ft. long and is
over 40 ft. wide. There is a set of carved stairs leading down to a set of huge
iron doors. Ringing the top of the building are numerous demonic statues
made of a strange green stone. They seem to stare at the PCs.
This structure is the main mausoleum within the graveyard. It is made of
solid granite construction with 4 ft. thick walls, 20 ft. tall. The mausoleum
itself radiates magic. The walls of the place seem alive. Enchanted, they
repair any damage done to it in one day, with stones crawling back into
place of their own volition. Stairs carved into the outside earth descend 20
ft. to the foot of the mausoleum wall. At the terminus of the stairs, set within
the mausoleum wall, is a set of ornately worked iron doors. Ringing the top
of the mausoleum are 8 green guardian gargoyles of Rappan Athuk. They
animate and attack when approached or whenever they are touched.
GARGOYLE, GREEN GUARDIAN (8)
CR 4
XP 1,200
hp 38 (Frog God Games The Tome of Horrors Complete,
Gargoyle, Green Guardian)
The gargoyles are carved of a strange green stone and each gargoyle
has two eyes of jet which a DC 15 Appraise check reveals to be worth
500 gp each. The eye gems radiate magic and evil. Unless the gems are
crushed, both dispel magic and remove curse spells cast over them and the
fragments scattered, they reform as gargoyles of the same type in 1d8+2
days. Even if the gem eyes are carried away, any gargoyles killed are
replaced within 1d8 days.
Tactics: The gargoyles animate and attack, attempting to grapple
victims. Once held, the gargoyle attempts to fly off with the victim. One
gargoyle can lift a grappled opponent weighing 150 pounds or less. Two
gargoyles working together can lift a held opponent weighing up to 300
pounds. If the party is of very low level, simply have one of the gargoyles
animate and fly off to report to some unknown master or have less than the
full 8 gargoyles animate.

Locked Magical Iron Double Doors: 2 in. thick; hardness 15;


hp 80; SR 20; Break DC 50; Disable Device DC 35.
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.

G7. Inside the Main Mausoleum


(CR 9)
The mausoleum itself is filled with damp, musty air. Dust covers most
of this barren room of solid stone. Several broken and rusted weapons lie
on the floor along with the butt-ends of several used torches. The rooms
sole feature is a large stone sarcophagus, on top of which stand two brass
candelabras, each holding a black candle.
The candles radiate magical evil. They are lit with heightened continual
light spells and are impossible to extinguish. An astute character may notice
with a successful DC 18 Perception check that there is an indentation in the
ceiling of the mausoleum identical in dimension to the stone sarcophagus.
The candles are effectively minor artifacts; if destroyed or removed from
the mausoleum, they reappear here, lit and fully intact, at the next sunset.
Inside the sarcophagus is a black skeleton. It animates only if the
sarcophagus is disturbed (DC 23 Strength check to open). If the floor trap
is triggered (see below), the skeleton shrieks hideously and laughs at the
players as they meet their doom. It is gladly destroyed along with them,
as it reforms in a week.

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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.

G8 Hallway to Level One


This is a circular shaft descending into the darkness below. The smell of
death radiates from the pit as it descends down into oblivion. The circular
shaft descends 30 ft. below the floor of the mausoleum above to a dirtfloored hallway. There are some blood stains and smears on the walls of
the hallway, which are made of roughly worked stone, including one rather
recent large hand smear of blood on the north wall. The passage leads east
and comes to a dead end some 100 ft. later. At the end of the passage is an
obvious ten-foot deep 5 ft. by 5 ft. pit. There is a rope pegged into the wall
that descends into the pit. At the bottom of the pit is a poorly hidden (DC
10 Perception) man-sized secret door, which leads to Area 11. The door
begins 3 ft. off the ground from the floor of the pit and opens by pulling
up and out on a small knob on the bottom of the door.

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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

Detections: Strong evil emanates from the water at


Area 0A3.
Shielding: None, however all treasure in Area 0A3 is
buried under several ft. of muck, requiring a locate
object, potion of treasure finding or other means to
effectively locate it.
Standard Features: The floors and ceilings are covered
with stalagmites and stalactites. The sound of the
waterfall makes hearing most noises impossible in
Area 12. Walls, columns and other features on this
level are wet and slippery. Climbing all features
requires a DC 15 Climb check unless otherwise noted.
Light sources used by PCs result in automatic surprise
for most monsters. This area is fungus-filled. 20% of the
fungus is edible while 10% is poisonous.
POISONOUS FUNGUS
Type poison, ingested; save Fortitude DC 16
onset 10 min; frequency 1/min for 5 min
effect 1d6 Con; cure 1 save
A DC 20 Knowledge (nature) or Survival check (DC 14
for dwarves, gnomes and other underground-dwelling
creatures) lets the characters tell which are edible.

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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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.

0A1. Secret Entrance (CR 1)


Hidden beneath the waves on the side of a near shore (40 ft. from shore)
coral reef is a tunnel (DC 20 Perception check to notice). The entrance is
approximately 6 ft. in diameter and roughly circular, at a slight angle cut
into the pink coral. The entrance teems with marine life, and dozens of sea
anemones and fish play near the entrance. For some reason, the entrance
itself is lined with peppermint shrimp in a large colony. A small octopus
(shades of things to come) lairs in the roof 5 ft. inside (harmless). At low

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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.

0A2. Empty Caverns


Self-explanatory, although this is a good time to roll for wandering
monsters. The GM should also fill these areas with whatever dungeon
dressing they feel is appropriate, perhaps noting the abundance of stalactites
(setup for a later roper of piercer encounter), an inside-out rat corpse, or the
presence of evil-looking green pools of water (all harmless of course).

0A3. Cavern of the Kraken


(CR 18)
Open to the ocean at high tide, and to a 40 ft. stretch of beach at low
tide, is a vast cavern. The entrance itself is shielded by a rocky outcrop of
57 ft. boulders spaced every few feet. The entrance is approximately 100
ft. across in a semi-circle with a peak height approximately 50 ft. above
the beach surface. At high tide, the entrance is 10 ft. underwater (DC 15
Perception check to notice the entrance). A few feet past the entrance, the
land drops off to a deep tide pool inside the cave.
The cave itself is over 400 ft. in diameter, and roughly oval shaped. Along
the edges, a sandy beach runs from 10 to 40 ft. from the waters edge (no beach
at high tide, although the edge is very shallow), terminating in steep walls that
gently slope to the roof apex, giving the whole a strange egg shape. At the far
end of the cavern, a rough-cut tunnel leads up into Area 0A5.
The water surface is filled with wood and other debris, with this area
acting like a sump, and retaining floating material as well as fine grained
sand and silt. The water inside the pool is dark and silty, and visibility is
limited to ten feet underwater. There are the remains of several (7 total; 2
large and 2 small galleys, a caravel, and two merchantmen) crushed ships,
some broken in two, others with sides dashed in, partially submerged.
Within the hull of one large galley resides an evil horror.
If the water is disturbed in any way, a kraken knows there are intruders
and attacks. A careful (read: stealthy) group can avoid the encounter if
they work their way around the beach at low tide, but even the slightest
amount of noise of rippling of the water is noticed.
KRAKEN
CR 18
XP 153,600
hp 290 (Pathfinder Roleplaying Game Bestiary, Kraken)
Tactics: If the kraken attacks (it can reach 60 ft.!), all that can be seen
initially is grasping tentacles. Two rounds after it attacks, its body crests
the surface. It attacks primarily with its tentacles, dropping its poisonous
ink cloud into the water two rounds after it attacks. If it loses half its

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.

0A4. The Back Door (CR 12)


The corridor stone changes color from slate gray to reddish brown as the
PCs enter this chamber. Torchlight gleams off of the calcite and halite that
line the corridor and ceiling, and drops of water ping on the ground as they
drip from above. The temperature of the room is noticeably warmer, and the
air feels humid. Hiding among the columns and stalagmites that cover the
floor is a single roper that attacks as soon as the party moves to the exit.
Due to the uneven and rock-cluttered floor, no more than 3 characters can
melee the roper at any given time. All targets in the room greater than 10 ft.
away from each other are considered to have 50% cover (+4 to AC).

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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.

0A5. The Way is Up! (CR 12)


This tunnel leads out of the Krakens lair in a steep (30 degree) climb
up loose, wet rock. Inside this 200 ft. tunnel are 20 stirges, who attack
at the 100 ft. point. Importantly, each melee round that someone actually
swings a weapon or tries to move at greater than one-half speed, the PC in
question must make a DC 15 Acrobatics check or slip and fall down the
slippery slope and land in the pool below (possibly waking the kraken).
If a PC slides into a comrade downslope of him, that PC must in turn roll
a DC 20 Acrobatics check or both will slide. Each further save (cascade
effect) is made at a penalty of 2 over the previous save, hence if the 5th
character in line (with the first 4 sliding) must save with a penalty of +8 on
his save (DC 28). Damage from the slide is 1d2 per 10 ft. slid. They have
no treasure. The top of the tunnel the stirges come from daylights in an
empty cave on the top. The cave has sunlight shining through at its apex,
and holes big enough for the stirges to pass through. Just outside this hole
in the ceiling is a patch of twilight mushrooms (inactive in daylight), that
affect any that climb through the 4 ft. wide exit at night.
STIRGES (20)
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
TWILIGHT MUSHROOMS
CR 7
XP 3,200 (Frog God Games The Tome of Horrors Complete,
Hazards)
Twilight mushrooms are purplish-black mushrooms about 4 to 6 inches
in height. They grow in patches of 510 mushrooms and are only found
in damp, dark underground areas. Twilight mushrooms sense vibrations
and burst forth a cloud of noxious and choking dust when a living creature
comes within 10 feet of a patch. Creatures within the area must succeed
on a DC 15 Fortitude save or take 2d6 points of Constitution damage. One
minute later another Fortitude save (same DC) must be made even by
those who succeeded on the first one to avoid another 1d6 points of
Constitution damage. Whether or not the saves are successful, a creature
is disabled for 2d4 rounds from fits of choking and coughing. Such a
creature can take no action other than to defend itself.
Sunlight renders twilight mushrooms dormant, and cold instantly
destroys them.
Tactics: The stirges are hungry. They are tired of rats, and they wanna
eat! They attack in swarms of up to 5 per PC (then they crowd the rest
out). They avoid the pool of course, and will not attack a PC within 40 ft.,
even abandoning a PC they are attached to as soon as possible if they get
within that range.

0A6. The Hot Springs (CR 1)


Clouds of steam billow from the ground ahead, and gurgling water
noises can be heard. The air smells of sulfur, and gets warmer as the pools
are approached. Steam fills the air, and vision is limited to 10 ft. Anyone
running through the room has a 1 in 3 chance of falling into a pool (and
suffering 6d6 damage).
This area contains a series of pools of water fed by a geothermal
pipe from Level 10. The water is hot (180 degrees Fahrenheit) and full
of minerals. Pools range from 5 to 25 ft. deep. The pools contain large
colonies of bacteria (harmless), and fungus grows in abundance near the
hot springs. Bats, rats and other small inhabitants of the cavern frequent
this area, as the abundant fungus provides a large supply of food. There is
a 50% chance of a wandering monster here due to the abundance of easy
to catch food.
The left tunnel leads back 50 ft. and then drops off a cliff 80 ft. to Area
0A7. The right tunnel leads to Level 12C, Area 12C1.

0A7. The Slippery Slope (CR 7)


Torchlight seems to lose some of its vigor, and the swirling mists of
the hot springs create a surreal effect of shimmering colors as light is
reflected back by the mists. One can see there is a pit into an abyss, but
cannot tell if its ten feet down or a hundred. Water spills down the cliff,
creating a slimy, slippery climbing surface (DC 25 Climb check. The cliff
to the bottom drops from 80 ft. above into a shallow 40 ft. diameter pool
of warm, mineral rich (and slippery) water. Any movement beyond half
speed, or combat, requires a DC 18 Reflex check or the PC in question
slips and falls (no damage). At the center of the pool, 20 ft. away from the
bottom of the cliff is a black pudding. It is surprised by anyone entering
the pool, and fails to react for 2 full rounds. The PCs may not notice it
due to the steamy mists unless they approach within 10 ft. before it reacts
(DC 30 Perception check to notice the pudding in the steam). The tunnel
leading past the pool and chamber leads to Area 0A8. Sounds of combat
in this area (splashing and shouting) draw the will-o-wisp from that area.
Behind the waterfall is a second tunnel leading to Area 0A10.

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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).

0A-8. The Will-o-Wisp Lair


(CR 7)
The tunnel from Area 0A7 leads 20 ft. down to another mist-filled 100
ft. diameter cave of hydrothermal pools and cluttered debris. Movement
through the area is at half speed at best. Combat or movement over 1/4
speed requires a DC 20 Reflex or the PC falls prone (25% chance of
falling into a pool). These pools are far more acidic than those in other
areas. Sulfuric acid in the pools causes 1 point of damage if touched, and

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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.

0A9. Out of Gas (CR varies)


This 120 ft. tunnel leads up 40 ft. at a 30 degree slope out of the poison
gas area. The mists are heavy, and end at the 40 ft. mark (players still on
their feet take damage now). The room has no denizens unless the PCs are
still in combat with the wisp. A cool, clear stream of water flows down the
far side of this chamber, pooling at the end and running down the 30 ft.
wide tunnel leading out to Area 0A10. The water is potable.
This passage leads for about a mile into Level 10A, Area 10A43.
Occasional wandering monsters come up from that level to hunt or head
out to the ocean. Trolls are particularly common in this passage (50%
chance an encounter is 1d3 trolls, otherwise roll as usual).

0A10. Behind the Falls (CR 1)


This narrow passageway is 6 ft. off the ground (noticeable with a
DC 15 Perception check) and travels in a winding pattern for over
200 ft. before leading into Area 0A11. The passage is only 34 ft. wide
in places, and varies in height between 3 and 8 ft. After the 100 ft. mark,
the tunnel becomes very noisy, and the sound of the waterfall in Area
0A11 drowns out normal speech. After 175 ft., verbal communication
becomes impossible except by shouting. In some areas, Medium creatures
must crawl and squeeze. The end of the passage is 20 ft. off the floor of
a large (200 ft. diameter) cavern. Due to limited visibility, unless care is
taken to move slowly and carefully, a DC 10 Acrobatics check must be
made to avoid falling out of the end and taking 2d6 damage.

0A11. The Loud Cave


This cavern is over 200 ft. across, with a floor almost completely
covered with water. In most places, the water is only inches deep, but
there are randomly spaced holes, ranging in size for a few inches to several
feet across. None of these is particularly dangerous, though characters
could get wet if they are not careful. At the far end of the cavern, opposite

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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The answer to this of course, is glacier or ice, and is precisely the


way the block can be moved. Water in the cracks of the wall expand when
frozen, pushing the v-shaped 120-ton block of stone free, and allowing
passage beyond to Area 0A12. Any source of magical cold serves this
purpose. If the water in the cracks is frozen, the block moves forward 4 ft.,
allowing passage beyond.

0A12. Stasis Chamber


(CR 10 if Naga is freed)
This cut-stone room is adorned with symbols of Thyr and Muir, and
appears for all intents to have once been a holy shrine of some sort. In
the center of the room, cast in a bluish force field is a guardian naga.
All wealth and other matter has long-since been removed by the evil that
trapped it. This naga is in temporal stasis, the result of a spell cast upon
him. If this can somehow be reversed (dispelled, disjoined, etc.), a good
aligned party gains a powerful new ally. The naga serves any PC with the
Leadership feat as a cohort, regardless of the PCs Leadership score (see
the Pathfinder Roleplaying Game Core Rulebook, Feats, Leadership,
for more information). If no PC has the Leadership feat, the naga serves
the PC with the highest Charisma modifier for 1d6 days, or until the party
leaves the area of Rappan Athuk.
CR 10
GUARDIAN NAGA
XP 9,600
hp 114 (Pathfinder Roleplaying Game Bestiary, Naga, Guardian)

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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.

Normally (during the daytime), the cultists arent hostile. If a group


of characters approaches their temple and dont display obvious holy
symbols or signs typical of do-gooders, they are welcomed as pilgrims,
and admitted if they agree to lay down their arms at the entrance and
offer tokens of their goodwill. Significant material contributions (over
120 gp) earn a blessing and probably an audience with the Abbot (DC 16
Diplomacy check). A chaotic evil character may even accept Tsathogga as
a patron and become his champion if proven worthy.
The good brothers sell unholy water for a mere 10 gp per vial,
deathblade poison for 1,500 gp (a bargain!) and potions of foul water
for 60 gp (this non-magical concoction renders 1,000 cubic feet of water
undrinkable and immediately desecrates a font of holy water). Worthy
servants may gain additional giftsmostly potionsfor their services.
Possible missions include recovering items from dangerous locales,
furthering the cause of Tsathogga, assassinating undesirables or anything
the GM can think up.
During the night, there is a 50% chance a sermon is in progress.
In this case, all doors to the temple are locked save the front one
(where six zombies and an acolyte stand guard), and the whole
congregation is down in Area DL1A. Visiting worshippers who wear
dark, hooded robes may be admitted if they dont behave out of order
(or dont look heavily armed!). Otherwise, it is assumed that half
of the acolytes and under-clerics are asleep in their cells while the
others hold vigil in the upper temple. Abbot Grosso and the zombies,
of course, are ever vigilant: the former experiments in the laboratory
(Area DL1C), and the latter stand by his door to make sure he isnt
bothered.
In case of an assault, the acolytes and the under-clerics attack
immediately, making a fighting retreat into the dungeons if their foes
prove superior. Abbot Grosso is informed by an acolyte if he isnt present,
and sends all zombies against the invaders. He only joins the fight from
behind, and flees if things go badly, retreating through the catacombs to
seek allies and vengeance against the defilers.

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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

AC 10, touch 10, flat-footed 10


hp 19 (2d10+4 plus 4)
Fort +7; Ref +0; Will +0 (+1 vs. fear, +4 vs. mind-affecting
effects)
Defensive Abilities bravery +1, fanatical

The Green-Robed Men (CR 9, 11


if Abbot Grosso is involved)
Greatly diminished, the order of Tsathogga now counts 8 acolytes
(all heavily armed ruffians), and 4 under-clerics, who in turn control
16 zombies raised in the under-temple. The leader of the congregation
is Abbot Grosso, a grossly obese, graying man with a tonsure, an
unnaturally wide smile, and bulging eyes. The Abbot is awake day and
night, concocting witching brews and performing unwholesome rituals
beneath the ground.

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

Skills Intimidate +3, Perception +2


Languages Common
Gear flail, dark green felt robes with face-covering cowls,
symbol of Tsathogga
Fanatical (Ex) Due to dogmatic brainwashing, acolytes
of Tsathogga gain a +4 on their Will saves against mindaffecting spells.
TSATHOGGAN UNDER-PRIESTS (4)
XP 600
Male human cleric of Tsathogga 3
CE Medium humanoid (human)
Init1; Perception +4

CR 2

AC 9, touch 9, flat-footed 9 (1 Dex)


hp 22 (3d8+3 plus 6)
Fort +6, Ref +0, Will +5 (+9 vs. mind-affecting effects)
Defensive Abilities fanatical
Speed 30 ft.
Melee sickle +3 (1d6+1)
Special Attacks channel negative energy (2/day, 2d6, DC
10)
Domain Spell-Like Abilities (CL 3rd; melee touch +3)
5/dayicicle (1d6+1), touch of evil
Spells Prepared (CL 3rd)
2ndfog cloudB, hold person (DC 14), spiritual weapon
1st command (DC 13), bless, curse water, protection from
goodB
0detect magic, detect poison, create water, read magic
D Domain spell Domains Evil, Water

CL1CL7 Outer Cloister


CL1. Entrance

CL2. Upper Temple (CR 10)

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.

Fanatical (Ex) Due to dogmatic brainwashing, acolytes


of Tsathogga gain a +4 on their Will saves against mindaffecting spells.

AC 10, touch 7, flat-footed 10 (+3 armor, 3 Dex)


hp 70 (9d8+18 plus 9)
Fort +10; Ref +0; Will +9
Resist cold 10

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

Str 12, Dex 8, Con 12, Int 8, Wis 14, Cha 8


Base Atk +2; CMB +3; CMD 12
Feats Combat Casting, Great Fortitude, Toughness
Skills Knowledge (religion) +2, Perception +4, Spellcraft +1
Languages Common
Combat Gear potion of gaseous form, 3 doses of unholy
water; Other Gear sickle, dark green felt robes with facecovering cowls, symbol of Tsathogga, spell component
pouch, key (cells; one also has a key to the entrances)

ABBOT GROSSO
XP 4,800
Male human cleric of Tsathogga 9
NE Medium humanoid (human)
Init3; Perception +8

3rdanimate dead, bestow curse (painful warts, 4 on


attack rolls, saves and checks), locate object, prayer, water
breathingB
2ndaugury, cure moderate wounds, enthrall (DC 15), hold
person (DC 15), shatterB (DC 15), spiritual weapon
1stbane (DC 14), cure light wounds, curse water, detect
good, sanctuary (DC 14), true strikeB
0detect magic, detect poison, read magic, resistance
D Domain spell Domains Destruction, Water

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

KILLER FROGS (18)


CR 1
XP 400
hp 15 (Pathfinder Roleplaying Game Bestiary, Frog, Giant)

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.

CL5. Anteroom (CR 2)

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).

CL7. Peaceful Pond (CR 8)

CL8. Old Ruins

Here on the windswept plateau stood other buildings of the cloister.


Razed by the superstitious village-folk and further ruined by time, only a
few walls and the stump of a bell tower remain among the hardy shrubs.
One of the ruined structures to the west, a small rectangular building,
hides a barred shaft under a pile of planks. The shaft leads down to the
catacombs at Area DL1M.

CL9. Cave Entrances

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.

CL10AC. Vineyards (CR 7)

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)

CL1117 Inner Cloister (CR 11)


Silence mixed with an area of dread desolation shrouds the inner cloister,
battered by constant winds. This is a place of decay and abandonment. Due
to a conjuration gone wrong, 4 invisible stalkers were set free by the former
abbot, and they proceeded to slay all within the walls. Those who investigated
from the outer cloister were attacked by the thin air itself, which tore a few
hapless acolytes to bloody bits. Nobody dares bother this place now.
The extraplanar monsters still roam the empty halls looking for live
prey. They may be encountered anywhere within the inner cloister, but
usually remain inside the building (except one, which likes to grind
human bones in the mill). They attack from surprise and retreat for a while
if heavily wounded.

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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!

CL12. Gates and Courtyard

KILLER FROGS (15)


CR 1
XP 400
hp 15 (Pathfinder Roleplaying Game Bestiary, Frog, Giant)

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.

CL14. Northwest Tower

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CL15. Northeast Tower

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.

CL16. Inner Garden (CR 5)

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)

CL21. Southeast Tower Basement


(CR varies)

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

CL17. Southwest Tower

The lower level of the tower is reasonably intact. It contains three


barrels of fine wine, smoked meats (rotten), glass bottles (distilled spirits
worth 50 gp per bottle, ten bottles) and chopped firewood, all of it stored
neatly. Someone has hidden a small package between two barrels (DC 14
Perception locates). The oilskin bundle (see sidebox) holds a parchment
and three potions of cure light wounds. The hastily scribed script reads:
Having secured the cross in the observatory with the unblessed oil-skin,
I now depart this sorrowful demesne and hide this message so [smudged
lines] mercy, for the malevolent unseen remain about, waiting, ever
waitingfor me, the last monk of Abbot Thum.

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 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
ithardness 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).

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

CL18. Common Room

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.

CL22. Prayer Rooms

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.

Each cell used to be inhabited by three monks. Their possessions are


broken and useless. Four bodies lie in the corridor.

CL20. Carnage Site

CL24. Abbots Cell

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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CL25. Southwest Tower, Upper Floor

A storeroom like the lower level, this place wasnt spared by the wrath
of the invisible stalkers. Nothing of value remains.

CL26. Southeast Tower Armory

Weapon racks hold 45 maces, 11 morningstars, six heavy crossbows,


55 bolts, 7 halberds, 2 glaive-guisarmes, 3 guisarme-voulges and 4
longswords. 50% of the weapons are too old to be usable. Two chests
contain seven well-oiled chain shirts and a suit of +1 chainmail. A spiral
staircase in the southwest corner leads to a trapdoor in the roof.

Within the Vaults


The catacombs and caverns beneath the cloister are damp and moldy,
exhaling an unpleasant, sickly smell that is always mixed with the stench
of the grave. It is perpetually cold down there. The silence is occasionally
broken by the sound of dripping water or a gust of wind racing down long
halls and blowing out unshielded light sources (accompanied by a quick
random encounter check, of course). Each dungeon level lies 30 ft. below
the previous oneLevel One, Area DL1, at 30 ft. below the cloister,
Level Two, DL2 at 60 ft., and Level Three, DL3 at 90 ft.

CL27. Observatory

Within the Vaults

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

If the party finds a reasonably out of the way retreat,


they may rest peacefully without worrying about
interruptions, and the undead never venture into the
caverns or the Lower Temple of Tsathogga (DL1A).
Zombies wear the dark green habits of the frogworshippers. There are a total of three gray oozes and
only one gelatinous cube in the catacombs.
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).

Aura moderate necromancy [good]; CL 12th


Slot none; Weight 1 lb.
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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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DL1A. The Lower Temple of


Tsathogga (CR varies, 4-plus)
Unless a sermon is in progress, there are 8 zombies in the room. At night,
there is a 50% chance the whole congregation (except 6 zombies and an acolyte
guarding the cloister) is present along with Abbot Grosso himself! The area
gains the benefits of a permanent bless spell affecting worshippers of Tsathogga.
This sinister worship-room presents a scene straight out of some
Stygian hell. Squat columns support the ceiling, while heavy smells of
burning tallow and boiling fat mingle as candles burn in wrought-iron
sockets and a grotesquely large cauldron bubbles with foul steam. The
peering gemstone eyes of a gross idolthe demon-lord Tsathoggagaze
at the scene with morbid indifference. Stairs of slick olive stone climb to
the altar and the cauldron, then the idol.
The altar is a simple soapstone block, vile and venomous (as per the
idol in Area CL2). Upon its surface are several carved eyes that resemble
warts. Yet the worst is the cauldron behind. Enchanted fire burns
constantly, heating the vile broth it contains. The stew is viscous, smelling
of molten fat and waste. Occasionally, a cooked limb or head bounces
up to the surface before sinking back. Just above the cauldron is an iron
hook connected to a pulley system by the side used for lowering hapless
sacrificial victims, bit by bit, into their most unpleasant demise. The
cauldron is hot to the touch (1d4 points of fire damage) and its contents
are scalding (6d6 points of damage in the case of full immersion). The
broth causes four different kinds of disease if sampled: blinding sickness
(DC 16), filth fever (DC 13), red ache (DC 15) and slimy doom (DC 14).
The idols gemstone eyes (emeralds worth 3,000 gp each) bear a potent
curse: they induce a plague equivalent to mummy rot if possessed for
more than a day. A well hidden secret door behind the idol leads to the
catacombs. It may be opened by pulling a lever hidden behind the statue.
Pushing it upwards releases a cloud of acidic gas from the idols mouth;
triggering the trap requires a DC 14 Acrobatics check or anyone standing
in front of the statue is knocked into the cauldron. Determining the right
direction requires a DC 18 Disable Device check.

Xor of Un, a thoroughly chaotic evil swordsman and a distant cousin


of Bithan; speaks about himself in the third person, and has a hollow,
menacing voice. Predictably, his first deed once freed is betraying the PCs
to whoever is most convenient.
Vilis Mil, Amazon worshipper of Athena. She has a concealed dagger in one
of her leather boots, and isnt afraid to use it if a good opportunity presents itself.
BITHAN OF UN
XP 1,600
Male human fighter 6
LE(N) Medium humanoid (human)
Init +2; Perception +5
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 41 (6d10); currently 5
Fort +5; Ref +6; Will +1 (+3 vs. fear)
Defensive Abilities bravery +2
Speed 30 ft.
Melee unarmed strike +6/+1 (1d3)
Special Attacks weapon training 1 (bows +1)
Str 11, Dex 14, Con 11, Int 12, Wis 9, Cha 12
Base Atk +6; CMB +6; CMD +18
Feats Far Shot, Lightning Reflexes, Point-Blank Shot, Precise
Shot, Rapid Shot, Weapon Focus (heavy mace), Weapon
Focus (longbow), Weapon Specialization (longbow)
Skills Climb +9, Perception +5, Stealth +8, Survival +5, Swim +6
Languages Common, Goblin
SQ armor training 1
MORTON
XP 600
Male elf fighter 3
N Medium humanoid (elf)
Init 1; Senses low-light vision; Perception +4

ACIDIC GAS TRAP


CR 4
XP 1,200
Type mechanical; Perception DC 24; Disable Device DC 24

AC 10, touch 10, flat-footed 9 (+1 Dex, +1 dodge)


hp 17 (3d103 plus 3)
Fort +2; Ref +1; Will +1 (+3 vs. enchantment, +2 vs. fear)
Defensive Abilities bravery +1; Immune sleep

Trigger touch; Reset repair


Effect acid blast (3d6 damage); never miss; multiple targets
(all targets in the 5 ft. space before the idol)

Speed 30 ft.
Melee improvised club +1 (1d6+2)

ZOMBIES (8)
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie)

DL1B. Holding Cells


(CR varies, 3-plus)
As Tsathogga needs a steady stream of sacrifices, these rooms hold
abducted travelers awaiting their dreadful fate. They are locked behind
barred doors; the keys being held by the ogre on Level Two, Area DL2B.
Of the captives, three are insane wrecks, another three common farmers,
while six are adventurers:
Bithan of Un, an evil fighter. If freed and armed, he fights by the
partys side and may even convert to a good alignment if treated well. He
is distrustful of Xor, his distant cousin.
Morton the Elf, better known as the Hand for the member he displays
on his (fake) coat of arms. Morton is wanted in three towns for forgery and
fraud. He denies all rumors as fabrications and slander.
Frederik and Carolus, seasoned veterans looking for adventure. Both
are rather dim, but likable that way.

CR 5

CR 2

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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

AC 11, touch 11, flat-footed 10 (+1 Dex)


hp 25 (3d10+3 plus 6)
Fort +6; Ref +2; Will 1 (+0 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee unarmed strike +5 (1d3+2)
Str 14, Dex 12, Con 13, Int 8, Wis 7, Cha 8

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Base Atk +3; CMB +5; CMD 16


Feats Endurance, Great Fortitude, Power AttackB, Toughness,
Weapon Focus (longsword)B
Skills Intimidate +4, Perception 2, Ride +6, Swim +7
Languages Common
SQ armor training 1
XOR OF UN
XP 600
Male human fighter 3
CE Medium humanoid (human)
Init +4; Perception +1

CR 2

AC 10, touch 10, flat-footed 10


hp 27 (3d10+3 plus 3)
Fort +4; Ref +1; Will 1 (+0 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee unarmed strike +5 (1d3+2)
Str 14, Dex 11, Con 12, Int 10, Wis 7, Cha 10
Base Atk +3; CMB +5; CMD 15
Feats Blind-Fight, Improved Initiative, Power Attack, Quick
Draw, Weapon Focus (longsword)
Skills Intimidate +5, Perception +1, Ride +5, Swim +7
Languages Common
SQ armor training 1
VILIS MIL
XP 600
Female human ranger 3
LG Medium humanoid (human)
Init +1; Perception +6

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

AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)


hp 24 (3d10+3 plus 3)
Fort +4; Ref +6; Will +1

CR 4
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Trigger proximity (alarm); Reset none


Effect spell effect (glyph of warding, CL 9th, contagion [slimy
doom], DC 16 Fort save avoids)

Speed 30 ft.
Melee dagger +4 (1d4/1920)
Special Attacks favored enemy (monstrous humanoid +1)

GLYPH OF WARDING TRAP


XP 1,200
Type magic; Perception DC 28; Disable Device DC 28

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

Trigger proximity (alarm); Reset none


Effect spell effect (glyph of warding, CL 9th, inflict serious
wounds [3d8+9 damage], DC 16 Will save negates)

Hand of the Revenant


Aura moderate necromancy; CL 7th
Slot neck; Price 21,000 gp; Weight 2 lbs.

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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DL1F. Pit (CR 2)

Elixir of All-Seeing Doom

A covered pit trap leads down to the pool at Area DL2C.

Aura moderate necromancy [evil]; CL 12th


Slot ; Weight ; Price 13,332 gp

COVERED PIT TRAP


CR 2
XP 600
Type mechanical; Perception DC 22; Disable Device DC 20

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.

Trigger location; Reset manual


Effect 40-ft.-deep pit (4d6 falling damage, DC 14 Reflex avoids)

DL1G. Chthonic Crypts (CR 6)


Faint, dissonant music resonates within the hall. Letters in the floor
identify the place as THE CHTHONIC CRYPTS. The side chambers are
laden with stone caskets, each containing miscellaneous bones of human
and animal (?) origin. Horned heads, hooves and bent bones are common.
On a dais to the east stands the statue of a goat-legged shepherd playing
a set of metal panpipes. The music is coming from the statue as the wind
blows through the instrument. Characters who stop and listen must make
a DC 14 Will save or start dancing a tarantella in the crypt. A new save can
be attempted every three rounds to break the effect.
If they dance, bizarre goat-human skeletons emerge from the stone
caskets at a rate of 3 every round to join them, up to a maximum of
24. They do not attack until the characters attempt to leave, or they are
themselves attacked. Dancing characters have a 3 to hit. Characters who
dance for a full hour (DC 16 Fortitude) receive a dark blessing which
gives them a permanent +6 to Acrobatics checks to jump, but turns their
feet into hooves. A character collapsing from exhaustion may crawl away
without being attacked, but may be trod upon (DC 12 Escape Artist, 1d6
damage per 3 points of failure).
The pipes do not function outside this place, but they are made of a rare
alloy that makes them worth 900 gp. It takes a DC 20 Strength check to
dislodge them.

CONSTRUCTION
Requirements Brew Potion, bestow curse, polymorph
any object, cleric of Tsathogga; Cost 6,666 gp

DL1D. Lost Catacombs


Moldering coffins lay along the walls, each with a decayed corpse
inside. At Area DL1DA, a spiral staircase leads to Area CL19, above.

DL1E. Graves of the Lower


Priesthood (CR 7)
Letters carved into the floor of this gray and cobwebbed burial chamber
identify it as THE GRAVES OF THE LOWER PRIESTHOOD. Each of
the side rooms contains sixteen wooden sarcophagi surrounding a round
stone table, illuminated by a single everburning lantern glowing with
greenish-blue light. A small dais on the northern end of the hall holds
a stone statuette of a man clad in monastic robes. This statuette wears a
golden diadem on its head (240 gp worth).
If the characters disturb the sarcophagi, the lanterns or the diadem, the
statue emits a loud croak and 6 zombies from the burial chambers spring
to attack! They are blackish, with unnaturally thin limbs, and move with
dreadful speed (as if hasted).
PUTRID ZOMBIES (6)
CR 2
XP 600
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie,
with the following changes; add Special Attack disease [filth
fever]; add Spell Like Ability Constanthaste)

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SKELETONS (24)
CR 1/3
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Skeleton)

DL1H. Hall of Entombment (CR 5)


A sign on the stone door reads: THE HALL OF ENTOMBMENT.
THEY WHO HAVE RISEN GAINST THE GREAT FROG-GOD, THEY
SHALL SEE NO REST. The portal is locked (DC 18 Disable Device)
and secured with chains. Inside are the gnawed-on skeletons of some
thirty frog-cultists who had rebelled against a long-dead abbot, but were
put down to face live entombment. Five of them remain as ghouls inside
the room, envious of the living. One of the skeletons has a wand of cure
moderate wounds (20 charges).
GHOULS (5)
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)

DL1I. First Wine Cellar (CR 4)


Casks of sour wine stand in the recesses of this vaulted, moldy cellar. The place
has been ransacked and there are no valuables; however, 8 stirges lair here.
STIRGES (8)
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)

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DL1J. Second Wine Cellar (CR 3)


Accessible from the upper reaches through Area CL10B, this looted
wine cellar is clearly inhabited by an intelligent being. There is a smell of
human presence, and the western tunnel of the cellar has been turned into
living quarters with a bed made of rags, a small fireplace with a kettle, a
lantern and a drinking cup.
There is a 60% chance the wererat Smir is present. If encountered, he
poses as an insane hermit ranting about undead, and tries to lead the party
away from his lair and his treasure behind one of the casks. The treasure
consists of 680 gp, a silver mirror wrapped in black velvet (22 gp), a
potion of cure serious wounds and a short sword.
SMIR
CR 3
XP 800
Human natural wererat rogue 3 (Pathfinder Roleplaying
Game Bestiary, Lycanthrope, Wererat)
LE Medium humanoid (human, shapechanger)
Init +3; Senses low-light vision, scent; Perception +7
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 24 (3d8+6 plus 3)
Fort +3; Ref +6; Will +2
Defensive Abilities evasion, trap sense +1
Speed 30 ft.
Melee +2 dagger +8 (1d4+3/1920)
Ranged +2 dagger +8 (1d4+3/1920)
Special Attacks sneak attack +2d6
Str 13, Dex 17, Con 14, Int 10, Wis 13, Cha 8
Base Atk +2; CMB +3; CMD 17
Feats Dodge, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +9, Bluff +5, Climb +7, Intimidate +5,
Knowledge (local) +6, Perception +7, Sense Motive +7,
Stealth +9, Swim +7
Languages Common
SQ change shape (human, hybrid, and dire rat; polymorph),
rogue talent (fast stealth), lycanthropic empathy (rats and
dire rats), trapfinding (+1)
Gear +2 dagger
CR 3
SMIR (HYBRID FORM)
XP 800
Human natural wererat rogue 3 (augmented humanoid)
(Pathfinder Roleplaying Game Bestiary, Lycanthrope,
Wererat)
LE Medium humanoid (human, shapechanger)
Init +3; Senses low-light vision, scent; Perception +7
AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge,
+2 natural)
hp 20 (2d8+8)
Fort +4; Ref +6; Will +2
Defensive Abilities evasion, trap sense +1; DR 10/silver
Speed 30 ft.
Melee +2 dagger +8 (1d4+4/1920) or bite +0 (1d4+2 plus
disease and curse of lycanthropy; DC 15)
Ranged +2 dagger +8 (1d4+4/1920)
Special Attacks sneak attack +2d6
Str 15, Dex 17, Con 16, Int 10, Wis 13, Cha 8
Base Atk +2; CMB +4; CMD 18
Feats Dodge, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +9, Bluff +5, Climb +7, Intimidate +5,
Knowledge (local) +6, Perception +7, Sense Motive +7,

Stealth +9, Swim +7


Languages Common
SQ change shape (human, hybrid, and dire rat; polymorph),
rogue talent (fast stealth), lycanthropic empathy (rats and
dire rats), trapfinding (+1)
Gear +2 dagger

Disease (Ex) Filth fever: Biteinjury; save Fort DC 14; onset


1d3 days; frequency 1/day; effect 1d3 Dex damage and
1d3 Con damage; cure 2 consecutive saves. The save DC is
Constitution-based.

DL1K. Third Wine Cellar


This cellar has been looted like the others (through Area CL10C).
Grotesque skeletons with gnarled limbs and half-dissolved bones lie
everywhere, and there is a glistening trail over them and all over the floor,
walls and ceiling. However, the mysterious assailant is long gone.

DL1L. The Vault of Abbot


Cyngamon (CR 9)
A circular corridor with stone slabs set in the walls sealing burial niches.
Each slab depicts a mailed warrior; they do not open normally.
The entrance to the vault is a brass-inlaid iron door flanked by large, sooty
copper braziers still burning with flames. Letters on the door read: THE
VAULT OF ABBOT CYNGAMON. HE LIT THE SCENTED OIL BEFORE
THE GREAT FROG-GOD, AND THE FROG-GOD WAS PLEASED
THEREBY. The door is locked (DC 24 Disable Device); however, burning
some scented oil, perfume or oil mixed with incense in the braziers allows
passage. On a failed lock picking attempt, the flames leap at the offender!
(Equivalent to produce flame, +6 ranged touch attack, damage 1d6+5.)
The gray vault is inlaid with carved stones, and an arched canopy with blue
stucco. All is very old, and smells faintly of scented oils. A font by the western
wall has clear water inside, healing 1d6 damage each time it is sampled (there is
water for four quaffs). A metal hatch in the floor can be opened to descend to Area
DL2M; the way is barred by a metal grille on the bottom (DC 18 Strength check).
In the northern chamber, the mummified frame of Abbot Cyngamon
still slumbers atop a stone bier, surrounded by 62 vials of perfume worth
15 gp each. His scepter is worth 1,300 gp, and he has a ring of mind
shielding. However, he is also a wight, and if he attacks, the burial niches
in the outside corridor also open to release his guardians, 8 undead
swordsmen in mail and coif. The swordsmen first attempt to come
through the northeastern door. If they find it blocked, four stand guard and
four go around through the secret doors to finish the interlopers.

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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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Melee longsword +7 (1d8+3/1920)

level 0b

DL1Q. Webbed Chamber

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

DL1M. Looted Crypt

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.

DL1R. Tomb of the Red Death


(CR 6)

DL1N. Collapse
Letters in the floor read: THE CRYPT OF CALLIXT. The way is
choked with rubble and impassable.

DL1O. The Tomb of Kynos (CR 5)


A sign above the iron door reads, THE TOMB OF KYNOS. The
growling heard before entering the chamber turns out to come from a hell
hound; the monster is accompanied by a solitary wight.
In the middle of the tomb is a statue depicting Kynos in his life, with
his faithful pet hound. At the base of the statue is a sign reading KYNOS;
behind the sign is a secret compartment with the wooden statuette of a dog
and two potions of fire resistance.
Standing by the walls are ten unmarked stone coffins. The bones inside are
gnarled and twisted. Some skulls have more than two eye sockets; others have
small horns or bumpy protrusions. One of the coffins contains diseased grave
dust: DC 20 Fortitude save or contract mummy rot. This rot is extremely fast,
with a mere 1 hour incubation period and ability loss every two hours thereafter.

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)

Dungeon Level Two

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)

DL1P. The Tomb of Gwoth (CR 3)


A sign above the iron door reads, THE TOMB OF GWOTH-WHO-ISTWO. The bricks of the decaying wall in this domed chamber have started
to fall and the whole structure is on the brink of collapse: 50% probability
every time the walls are disturbed, 6d6 damage, DC 18 Reflex save for half.
Hidden behind beardlike growths of putrid mold, 3 ghouls wait
patiently to leap at intruders. They are covered in the stuffhopefully,
none of the PCs are allergic! In addition to the ghouls, there is a grotesque
skeleton in the middle of the room suspended in a murky liquid in a thick
glass tube. This strange, deformed being was some sort of human-frog
hybrid, and while no traces of flesh remain, the wide jaws, bent spine and
muscular legs are still apparent.
GHOULS (3)
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)

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DL2A. Empty Chamber


This rough-hewn room looks half finished, as if construction had been
abandoned and never resumed. A deep, narrow crack spans the stone floor.
Wedged into the crack is a rusty chisel.

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charm effect. The save DC is Charisma-based.

DL2B. Ogre Lair (CR 3)


The jailer, a hunchbacked, nameless ogre lairs here. As he has received
no victims for a while, he is hungry and irritated. The chamber is cold
and empty, and its only furnishings are a bed of flea-ridden furs, a bucket
of water, and a shelf of goblin and human skulls. A key ring opening all
cells at Area DL1B hangs on a nail. The way to the caverns has been
barricaded with a barrier of nailed-together planks.
OGRE
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Ogre)

CR 3

DL2C. Amber Death (CR 6)


Enchanted phosphorescence glows in a 6 ft. deep pool of hazy amber
liquid. It illuminates a haggard, mossy tree, and ten moss-covered statues
along the walls. The statues are humanoid, being from 10 ft. to 18 ft. tall.
The centermost is a figure of a six-armed human, pointing to the east.
The inhabitants of the strange shrine are 4 harpies. They usually perch
on the statues if they hear someone approach, and start singing to lure
unsuspecting PCs into the amber pool. The thick liquid therein is paralytic
(DC 14 Fortitude save negates, lasts 2d6 rounds) and dissolves flesh at
the rate of 1d12 points of damage per round. Inorganic materials are
unaffected. Once a sufficient number of PCs are in the pool, the harpies
rush the remaining heroes to tear them limb from limb.
Lying on the bottom of the pool are an iron flask, a masterwork dagger
and 70 gold coins. The flask contains rough brandy. Above the pool, there
is a chute leading up to the pit trap at Area DL1F.
WEAKENED HARPIES (4)
CR 2
XP 600
CE Medium monstrous humanoid (Pathfinder Roleplaying
Game Bestiary, Harpy)
Init +2; Senses darkvision 60 ft.; Perception +7
AC 16, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 dodge,
+1 natural)
hp 18 (3d10)
Fort +1; Ref +5; Will +4
Speed 20 ft., fly 80 ft. (average)
Melee club +3 (1d6), 2 talons +3 (1d3)
Special Attacks captivating song (DC 14)

DL2D. Walled-up Archway


This doorway has been bricked up. The construction is ancient, and
easy to knock down (DC 14 Strength check).

DL2E. The Imprisoned


An observant character (DC 24 Perception check) may notice odd
fissures in the northern wall with something gleaming within. Excavation
reveals that the objects in question are sizable slabs of sea-green glass, with
shadowy, humanoid skeletal forms frozen under their smooth surface. There
are five slabs in all and they radiate magic and evil. No magic or weapon
can penetrate the glass, but listening to the thoughts of the skeletons with
detect thoughts or similar powers broadcasts such fear and shrieking pain
that the character has to make a DC 14 Will save or go permanently insane.

DL2F. Rubble Hall


Large mounds of crushed stone fill this chamber, a building half
inside the caverns. It was once used for religious purposes a group of
supplicants in hooded robes is still visible on a faded fresco. The space has
been filled in so thoroughly that crawling through is no easy feat in bulky
equipment DC 12 Escape Artist or get stuck.

DL2G. Small Grotto (CR 4)


In this single grotto live 2 giant rats, attracted to a half-buried copper
ball that radiates a pleasant warmth and glows with a faint coppery light.
They protect their lair ferociously.

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GIANT DIRE RATS (2)


CR 2
XP 600
Advanced dire rat (Pathfinder Roleplaying Game Bestiary,
Rat, Dire)
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 26 (4d8+4)
Fort +5; Ref +7; Will +2

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

Speed 40 ft., climb 20 ft., swim 20 ft.


Melee bite +7 (1d4 plus disease)
Special Attacks disease

Captivating Song (Su) A harpys song has the power to infect


the minds of those that hear it, calling them to the harpys
side. When a harpy sings, all creatures aside from other harpies
within a 300 ft. spread must succeed on a DC16 Will saving
throw or become captivated. A creature that successfully
saves is not subject to the same harpys song for 24 hours. A
victim under the effects of the captivating song moves toward
the harpy using the most direct means available. If the path
leads them into a dangerous area such as through fire or off a
cliff, that creature receives a second saving throw to end the
effect before moving into peril. Captivated creatures can take
no actions other than to defend themselves. A victim within 5
feet of the harpy simply stands and offers no resistance to the
harpys attacks. This effect continues for as long as the harpy
sings and for 1 round thereafter. This is a sonic mind-affecting

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.

DL2H. Steam-filled Grotto


Hot water flows from the cracks of the wall to the central sinkhole,
vanishing to level three. The ground around the sinkhole is slippery; DC
12 Acrobatics check or fall (cushioned by the pool below, 2d6 damage).

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DL2I. Graves of the Upper


Priesthood (CR 4)

DL2M. The Hall of the Brothers

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.

DL2J. The Crypt of


Monos Diarmos
Carved letters above the entrance read, THE CRYPT OF MONOS
DIARMOS. MAGIC AND ENCHANTMENT GUARD HIS WAY. Two
barriers consisting of thick iron bars separate this crypt into three sections,
although the doors allowing passage through them are both unlocked.
There are signs of a previous battle: soot-blackened stones, broken arrows
and weapons, smashed bones and split shields.
If the PCs enter the middle area, both doors slam and lock (DC 18
Disable Device), while an evil voice chuckles in glee. Beyond the bars,
a faint apparition of a wild-eyed phantom in billowing robes, clutching
an ebon staff and displaying a gem-set ring murmurs unknown words of
power as the lights dim and an unnatural silence falls on the scene. The
phantom is a mere illusion of no substance; however, the iron bars have
been enchanted to reflect 50% of the spells cast at, or through them.
Various tombs are found in the vault: sarcophagi, niches in the walls
and slabs of stone in the floor. Many have been looted and broken into,
but one (DC 16 Perception check) still contains the intact body of a young
ladybut that, too, falls apart with a moan in a shower of dust if touched.

DL2K. Lower Cellar


The walls of the damp cellar are black with mold. Ancient oak barrels
full of wine stand in wall niches and orderly stacks. Some of them are
still full, and three crystal bottlesworth 105 gp for their antiquity and
workmanshipin a small, locked wooden case contain an excellent
vintage equivalent to potions of cure light wounds.

DL2L. Abandoned Vampire Lair


A corroded brass lantern suspended from the ceiling burns with a magical
flame. Four suits of rusted armor with bardiches guard a dirt filled coffin. The
coffin has not been used in ages, as its inhabitant was slain by adventurers. If
the lantern-light is extinguished, continual darkness falls on the roomthis
inky black veil may not be removed short of a break enchantment.

A plaque at both ends of the vaulted hallway reads: THE HALL OF


THE BROTHERS. Standing coffins flank the way on both sides; many
looted, the others nailed shut and containing corpses in dark green habits.
A barred shaft above the north-eastern segment of the passage leads up to
the vault of Abbot Cyngamon (Area DL1L).

DL2N. Looted Crypt (CR 2)


The coffins in the room have been broken open and their contents
despoiled. Soot and ashes cover the floor. A bent brass plaque, discarded
in a corner reads: WIZARDS LIGHT, WIZARD MIGHT, LIGHT OF
FIRE, FUNERAL PYRE. The secret door in the wall is relatively easy
to find (DC 12 Perception check), and the operating mechanism is hidden
under a loose flagstone (DC 20 Perception check): a brass valve with the
relief of a grinning skull, its mouth open, must be rotated. This also opens
reserves of flammable gas; the mouth of the skull itself is the release pipe.
If there are open lights nearby, the gust of flame ignites as burning hands
(DC 14 Reflex, 4d4 damage), and burns for three rounds before the valve
automatically shuts itself. There is sufficient gas for six operations.

DL2O. Secret Passage


The walls of the passage are laden with a thick layer of mold. Any
movement disturbs a huge cloud of spores (DC 16 Fortitude or 1 to rolls
as long as they remain in this place and for 1d3 x 10 minutes afterwards
due to coughing). Three skeletons lie in the passage, having fallen prey
to now defunct spear traps in the walls. They are covered with a thick
crust of growth, and still seem to be somewhat alive, emitting wheezing,
gasping noises if they are moved or disturbed.

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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.

DL2R. The Circle of Exchanges


A magical enigma, named THE CIRCLE OF EXCHANGES.
BROTHER ARN SEES TO HIS AMUSEMENT in a mosaic circle on the
floor. The statue of a hooded monk watches over a domed chamber with
four pedestals. Clockwise, from the northwest, the following objects rest
on top of them: a nugget of molten iron, a skull, a dagger and a potion
of cure serious wounds. Approaching any object, they are immediately
exchanged with (1d3):
1the one across them
2the one to their left
3the one to their right
The speed of exchange is such that it is almost impossible to capture
an object (DC 24 Sleight of Hand check). However, the pedestals can be
loaded with extra objects, in which case only a random object moves and
the rest remain dormant, possible to remove from their place.

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DL2S. Chambers of the Frog-Men


(CR 8)
Slime and glowing fungus covers the floor and walls, thriving on the
wet rot. Rough stone pillars support the low ceiling of these irregularly
hewn chambers.
The inhabitants of this place are 5 frog-man monks. Lurking
beneath the overworld, these ancient, wrinkled pilgrims still tend their
ancient shrine after their human disciples have fallen. They move with a
shambling gait and like to capture victims with nets. They obey their high
priest (Area DL3T) and come to his aid if they are needed.
TSATHAR SCOURGES (5)
CR 3
XP 800
hp 26 (Frog God Games The Tome of Horrors Complete,
Tsathar)

DL2T. The Secret Temple (CR 6)


Slimy, green-gray clumps of mold cling to the ceiling. The walls
are adorned with an endless throng of dancing figures, contorted and
repulsive. The procession ends in the inner shrine to the west, where two
hunched statues of hooded frog-men flank a great, bloated idol seated on a
slab of translucent lime-green glass. The frog-idol of Tsathogga is flanked
by two heavy golden candelabra (800 gp each, but tainted and evil). There
is a continuous desecrate radiating from the idol.
Fortunately, the place is mostly abandoned. Its only caretaker is a frogman priest. This misshapen mongrel is clad in the grotesque garments

Staff of the Batrachian

Aura strong necromancy; CL 13th


Slot none; Price 25,000 gp; Weight 5 lbs.
DESCRIPTION
This quarterstaff-length rod, appearing as a
grotesque amalgamation of toads, tadpoles, and
less savory things, is in fact a cursed rod of withering,
worth at least 6,000 gp as a bizarre curiosity in itself
(not to mention its value to frog-cultists).
Alas, if an unbeliever holds the staff for even a
moment, the touch of Tsathogga is upon them. The
bearer of the staff contracts slimy doom with no save;
such is the power of the rod that the wasting disease
incubates in a minute and causes ability damage every
hour thereafter! A character immediately renouncing
the staff after the disease manifests may roll a DC 16
Fortitude save to avoid further harm. Wrapping the staff
in blessed or holy water-soaked cloth grants resistance
for 24 hours, but not a minute more.

Tsathoggas Touch (Slimy Doom)

Type disease, contact; save initial none; continued


contact requires a DC 17 Fortitude save
onset 1 minute; frequency 1/hour; effect 1d4 Str and
Con damage, target must make a second Fort save or
1 point of the damage is drain instead, on a critical hit
the damage is permanent; cure 2 consecutive saves
CONSTRUCTION
Requirements Craft Rod, contagion, creator must be
the reigning high priest of Tsathogga; Cost 12,500 gp

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.

TSATHAR SCOURGE HIGH PRIEST


CR 6
XP 2,400
Advanced tsathar scourge (Frog God Games The Tome of
Horrors Complete, Tsathar)
CE Medium monstrous humanoid (aquatic)
Init +7; Senses darkvision 90 ft., scent; Perception +12
AC 26, touch 16, flat-footed 23 (+4 armor, +3 deflection, +3
Dex, +6 natural)
hp 73 (6d10+24 plus 6)
Fort +6; Ref +8; Will +7
Defensive Abilities slimy
Weaknesses light blindness
Speed 30 ft., swim 30 ft.
Melee staff of the Batrachian +10/+5 (1d6+3) or 2 claws +9
(1d6+3) and bite +9 (1d4+3)
Special Attacks leap
Str 16, Dex 16, Con 18, Int 12, Wis 15, Cha 14
Base Atk +6; CMB +9; CMD 25 (37 vs. grapple)
Feats Skill Focus (Perception)B, Improved Initiative,
Toughness, Weapon Focus (quarterstaff)
Skills Acrobatics +7 (+21 long jumping, +31 high jumping),
Climb +10, Escape Artist +33, Handle Animal +9 (+17 with
amphibians), Knowledge (religion) +9, Perception +12,
Stealth +10, Swim +18; Racial Modifiers +14 Acrobatics when
long jumping or +24 Acrobatics when high jumping, +12
Escape Artist, +8 Handle Animal (amphibians only)
Languages Abyssal, Tsathar
SQ amphibious, implant (DC 25)
Gear+2 leather armor, ring of protection +3, staff of the
Batrachian

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Implant (Ex) Tsathar are sexless, reproducing by injecting


eggs into living hosts. An egg can be implanted only into
a helpless host creature. The host must be of Small size or
larger. Giant frogs, bred for this very purpose, are the most
common host. Implanting an egg requires one minute to
perform.
Accompanying the egg is an anaesthetizing poison
that causes the host to fall unconscious for the two-week
gestation period of the egg unless the host succeeds on a
Fortitude saving throw; this save is Constitution based and
includes a +8 racial bonus. If the save succeeds, the host
remains conscious, but is violently ill (10 penalty on attack
rolls, saving throws, ability checks, and skill checks) 24 hours
before the eggs hatch. When the eggs mature, the young
tsathar emerges from the host, killing it in the process.
A remove disease spell rids the victim any implanted
eggs. A Heal check (same DC as the original save) can be
attempted to surgically extract an egg from a host. If the
check fails, the healer can try again, but each attempt
(successful or not) deals 1d6 points of damage to the
patient.
Leap (Ex) Tsathar are incredible jumpers, able to leap up to
30 feet horizontally or 10 ft. vertically. They have a +14 racial
bonus on horizontal jumps, or +24 on vertical jumps, and
they do not need to make a 10 ft. minimum running start
before jumping to avoid doubling the jumping DCs. Tsathar
can always take 10 when making an Acrobatics check to
jump.

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When a tsathar begins its round by jumping next to an


opponent it can make a full attack in the same round.
A tsathar wearing medium or heavy armor or carrying a
medium or heavy load cannot use this ability.
Slimy (Ex) Because tsathar continuously cover themselves
with muck and slime, they are difficult to grapple. Webs,
magic or otherwise, do not affect tsathar, and they usually
can wriggle free from most other forms of confinement.
This grants them a +12 racial bonus to their CMD to escape
grapples, and to their Escape Artist checks.

DL2U Laboratory (CR 5, 11 if the


trap is triggered)
The door to the east is locked (DC 24 Disable Device). This chamber,
resembling a cluttered storeroom, is an abandoned laboratory once used
by the priests, both frog-man and human, but now avoided by both. One
of three sarcophagi contains an animated mummy wearing a ring of spell
turning and wielding a +3 anarchic longsword. It emerges from its resting
place if any of the doors into the laboratory are opened, and defends the
place vigorously.

Globe of Devious Entrapment


Aura strong conjuration; CL 17th
Slot none; Weight 3 lb.; Price 81,000 gp
DESCRIPTION
This item looks like a 1 ft. diameter glass orb filled with
water. Its surface is cool to the touch. Maintaining
contact for more than a round shrinks and draws the
individual into the orb unless he succeeds at a DC
18 Will save. The water inside the orb is a gate to the
Plane of Water, where the character is imprisoned
(unless rescued by an expedition). The globe has
hardness 10 and takes 30 hit points to crack. If it is
cracked within 2d6 rounds of trapping a character,
the character within may escape from imprisonment.

Everywhere one turns, there are shelves of dusty glass implements,


ceramic containers, boxes, dried homunculi, mummy wrappings, spices
and so forth. There are also great trunks full of crumbling garments,
heavy laboratory equipment, ruined components and bottles of barely
potent acid. Six heavy bars of a silvery metal (mithral) are hidden under
moldering rags in one of the trunks (DC 18 Perception check). The mithral
is sufficient for one suit of Medium armor.
The entrance to the southern closet is concealed behind one of the
shelves (DC 24 Perception check). The shelf turns on hinges to reveal
a wall of swirling blue mist obscuring the entrance. The mist radiates
extreme cold, and even being near it (within 10 ft.) inflicts 1 point of
damage. Anyone passing through suffers the full chilling effects (see
below).
The closet beyond the wall contains a number of enchanted items,
including two spellbooks. The items are: a +2 heavy mace, a ring of
telekinesis, a globe of devious entrapment, and a prism of separation. The
spellbooks contain the following spells:
Book #1: 0detect magic, dancing lights, light, mage hand, ray of frost,
arcane mark; 1stburning hands, charm person, identify, mage armor,
magic missile, shocking grasp; 2nddetect thoughts, levitate, locate object,
mirror image, web; 3rdfireball, hold person, lightning bolt, suggestion;
4tharcane eye, charm monster, dimension door, fear, wall of fire.
Book #2: 0detect magic, read magic; 1stcause fear, floating disk,
unseen servant; 2ndarcane lock, command undead, pyrotechnics;
3rdexplosive runes, clairaudience/clairvoyance, fly, lightning bolt, wind
wall; 4thanimate dead, bestow curse, minor globe of invulnerability,
phantasmal killer; 5thbreak enchantment, dismissal, lesser planar
binding, teleport.
MUMMY
CR 5
XP 1,600
LE Medium undead (Pathfinder Roleplaying Game Bestiary,
Mummy)
Init +0; Senses darkvision 60 ft.; Perception +16
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16
negates)
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 81 (8d8+24)
Fort +4; Ref +2; Will +8
DR 5/; Immune undead traits
Weaknesses vulnerable to fire

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

Str 24, Dex 10, Con , Int 6, Wis 15, Cha 15


Base Atk +6; CMB +13; CMD 23
Feats Power Attack, Skill Focus (Perception), Toughness,
Weapon Focus (longsword)
Skills Climb +10, Perception +16, Stealth +11
Languages Common
Gear +3 anarchic longsword, ring of spell turning

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.

568792

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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DL2V. Frog-pit (CR 4)

DL3B. Catacombs

Those unfortunates who died before the loathsome idol of Tsathogga


were disposed of in the deep pit in this rock grotto. At other times, they
were thrown alive among the carnivorous giant frogs to be devoured
screaming. The frogs are all dead, but the pit is still a peril for the curious
and the foolhardy.
The chamber above the pit is a bare, simple place. A set of irregular
stairs descends to the east, and, as the letters above the portal declare, they
go TO RAPPAN ATHUK, THE DUNGEON OF GRAVES BE WARE,
O PILGRIM, OF THIS JOURNEY. After many hours of travel (possibly
a few days, roughly 2530 miles underground), the passage terminates at
Level 4A-1 in Rappan Athuk.
The round opening is covered with a corroded iron grille (50%
probability of breaking under a heavy weight). A system of winches and
pulleys used to lower victims is in the same sorry state: it appears sturdy
on a casual observation (sturdy enough to climb down on its chains), but
a more careful study (DC 14 Perception check) reveals the weaknesses
which would send any foolhardy character down into the depths.
The pit is 50 ft. deep and contains several rotted corpses. The corpses
are covered by a 4 ft. thick layer of green slime which forms a gelatinous
plug above the mass of bodies, which in turn rests below 4 ft. of water.
Anyone falling in the pit gets stuck in the slime, suffering Constitution
loss every round until (and if) rescued or turned into green slime, and
almost certainly meets a most unpleasant demise. There is, predictably, no
treasure to be had here.

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.

DL3C. Caverns (CR 5)


Rough, irregular chambers make up this section of the level. No undead
visit its solitude, and only the dripping of water and the sound of the
waterfall to the northeast breaks the silence.
Nest to a deep pool of water, there is a motley collection of five statues,
three adventurers and two zombies who have strayed into this place. This
is the work of a basilisk. The beasts hide, a sparkling shield of gemstones,
is worth 1,600 gp; its blood imbues normal gems with a rainbow radiance.
BASILISK
CR 5
XP 1,600
hp 52 (Pathfinder Roleplaying Game Bestiary, Basilisk)

DL3D. Tomb Entrance


This part of the caverns is unlike the rest of the dungeon: from the
cyclopean stone blocks used in its construction to the bizarre abstract
patterns adorning its walls, it looks like a relic from an eldritch past. This
vault (along with Areas DL3EF) is the tomb of Prince Koshag.
The false stone doors leading to the west bear the markings of several
pickaxes. The true entrance, however, is out of sight: to the south, a layer
of stones are more shallow than usual (DC 26 Perception check to notice),
and the stucco can be removed to reveal the outlines of a stone door with
ancient glyphs (DC 18 Linguistics or comprehend languages) declare:
This is the [going under] of Prince KOSHAG XANTOLLAN
/ he was the [final one] / sailed three times six, sailed
four times four [great water] / alas, the world is no
more / [unworthy] live now and forever.

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DL3E. Shadow Gallery (CR 5)


This room is crisscrossed with several shadows forming a sort of web
that fills the entire area. A character crossing the room must make a DC 16
Acrobatics check, Escape Artist check or a Reflex save to avoid touching
the shadows 1d3 times. Gaseous form provides a +4 on the checks. Each
touch is like the touch of a shadow (Atk +3 incorporeal touch, damage
1d6 Str). A character reduced to 0 Str becomes a part of the shadowy web
himself (add +1 to all DCs).
Characters accompanied by daylight or its equivalent are unaffected;
a successful break enchantment, dispel evil or holy word destroys them
permanently (along with all absorbed characters).

Dungeon Level Three


Difficulty Level: 8
Entrances: Area DL3A
Exits: None
Detections: Moderate 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).

DL3F. The Hidden Tomb of


Prince Koshag Xantollan (CR 3)

DL3A. Room of the Stone Head


The walls are inlaid with semi-precious stones. A huge stone head
wearing a diadem rests on a marble slab. Spells cast at the image either
prove ineffective or are reflected back on the caster (GMs discretion).

This is the final resting place of Prince Koshag Xantollan, ancient


warlord and conqueror. Neither the frog-men nor their human followers
have discovered the place. The tomb is a simple room, decorated with
a few ornamental patterns on its walls, and the following glyphs (DC
18 Linguistics): Thief, defiler / great wrath / run fast /
[illegible line] / KOSHAG is here. There are six desiccated
corpses in antique bronze banded mail propped against the wall here.
They are zombies who animate if the tombs contents are disturbed. They

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surround a stone bier where a mummy in bronze half-plate slumbers.


The mummy holds a heavy bastard sword made of some unknown bluish
metal. It is inanimate, although it has been treated with enchanted oils,
making it resistant to age. Next to Koshag Xantollans stone bier lies a
great cauldron filled with 4,000 ancient gold coins.

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.

AC 30, touch 14, flat-footed 26 (+10 armor, +3 Dex, +1


dodge, +6 natural)
hp 86 (8d10+16 plus 16); fast healing 5
Fort +8; Ref +7; Will +4 (+6 vs. fear)
Defensive Abilities bravery +2, channel resistance +4; DR 10/
magic and silver; Immune undead traits; Resistance cold 10,
electricity 10
Weaknesses vampire weaknesses
Speed 30 ft.
Melee +1 lifedrinker longsword +15/+10 (1d8+8 plus 2
negative levels/1720) or slam +12 (1d4+4 plus energy drain)
Special Attacks blood drain, children of the night, create
spawn, dominate (DC 16), energy drain (DC 16), weapon
training (heavy blades +1)

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)

DL3G. Storage (CR 7)


The cramped room is a well-stocked storehouse of weapons. There are
10 short swords, 60 scimitars, 40 light maces, 20 heavy maces, 10 flails,
18 longswords, 30 battleaxes and 70 shortspears in unruly stacks. Three
extraordinarily ugly stone statues; gargoyles slumber in wall niches. The
monsters activate to attack from surprise.
In one of the niches (hidden behind a gargoyle) is a larger stone slab
engraved with an open eye (DC 26 Perception check). The slab turns on
hinges to reveal a cavity containing a black iron box, containing a slightly
mold-eaten black tome of weird dweomer:
Spellbook: 3rdclairaudience/clairvoyance, fireball, lightning bolt;
4thanimate dead, wall of ice, wall of fire; 5thbaleful polymorph,
cloudkill, dominate person, feeblemind, magic jar, permanency, teleport,
wall of stone; 6thacid fog, create undead, disintegrate, symbol of fear.
CR 4
GARGOYLES (3)
XP 1,200
hp 42 (Pathfinder Roleplaying Game Bestiary, Gargoyle)

DL3H. Sword Tomb (CR 11)


Hundreds of rusty swords hang from the walls in a neat order. They all

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

568794

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.

DL3J. Frog Tomb (CR 18-plus)


This sepulchral vault contains the mortal remains of Zodmar Adatres,
feared champion and disciple of Tsathogga, founder of the cloister. To
show dedication to his harsh master, Zodmar consumed an elixir of allseeing doom when he grew old and frail (see Area DL1C). Thus, his awed
and fearful apprentices made sure he would get a heros burial and a
place he couldnt escape from once dead.
The grand tomb is painted with colorful frescoes depicting Zodmars
deeds: his conversion at the altar of the frog-god, his crusade against the
innocent, his sacking of Tal Zun, a now-forgotten town, and finally his
self-sacrifice. Four everburning censers in the four corners of the outer
room provide illumination. Large clay jars once contained gold and silver
in abundance. Unfortunately, they have already been ransacked: only clay
shards and 7 gp remain. The great stone coffin is where Zodmar Adatres
was laid to his final rest. It is securely bound with sturdy iron chains
(DC 18 Disable Device, three locks). All three locks are sealed with lead
and bear the mark of an ancient seal. Even the crack between the lid and
the sarcophagus is filled with old, hardened beeswax, sealing the coffin
hermetically. Faint gurgling, bubbling sounds, cackling and croaks may
be heard from inside.
Foolishly opening the sarcophagus reveals a gruesome horror: Zodmar
Adatres, now nothing more than a mindless mass of flesh, slime and
peering egg-eyes, has become an unnatural host to his lords minions.
A mere round after the lid is opened, the eyes hatch and killer frogs
come streaming out. Ten frogs emerge every round, up to a maximum
of six hundred sixty-six. Even replacing the lid is useless: the small
horrors push it open with surprising strength! Unless sealed inside the
tomb (by blocking the entrance with rubble, for example), they emerge
into the outside and march on the cloister, then the close villages, most
likely dealing a dreadful blow to civilization in the area. Together, the frog
swarm possesses a collective intelligence (Int 16), and is thus capable of
rational planning. There is no treasure in the sarcophagus.

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KILLER FROGS (666)


CR 1
XP 400
hp 15 (Pathfinder Roleplaying Game Bestiary, Frog, Giant)

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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.

Rumors in Zelkors Ferry


Each member of the adventuring party automatically gains one rumor
about the Mouth of Doom or the area surrounding the Ferry, in addition to
the rumors listed in the Introduction.
1

2

3

4


5


6


7



8


9


10

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).

568798

Base Value 220 gp; Purchase Limit 1,000 gp;


Spellcasting 2nd
Minor Items 1d6 items; Medium Items ; Major Items

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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.

Guests and Arrivals


In addition to the inns staff, there are some travelers staying at the inn.
Some of these are mercenaries hoping to pick up work as caravan guards
when the next river boat comes in, some are travelers waiting for upstream
passage when the next boat arrives, and some may even be adventurers
who are in the area for the same reason as the player characters. Roll twice
on the Travelers table below to see who is already staying at the inn.

Travelers

1
2
3
4
5

6
7
8
9
10

Solitary fighter (level 1d4)


Solitary cleric (level 1d4)
Solitary wizard (level 1d4)
Solitary rogue (level 1d4)
Adventuring party (1d4 NPC characters). Roll 1d4 on this table for
each NPC to determine class and level.
Merchants (see below)
1d4 fighters (level 1d2)
1d6 outlaws (see below)
Patrol (see below)
2d6 mercenaries (see below)

New Arrivals in Zelkors Ferry

Merchants: Merchants arriving by road have 1d8 wagons or carts, with


an appropriate number of accompanying pack animals per cart as well as
1d6 caravan guards and 1 sergeant-guard per cart or wagon. There are
1d3 merchants per cart as well, and a 5% chance per wagon that a single
wizard accompanies the group. Merchants arriving by boat bring wagons
and draft animals along since they know none are likely to be for hire
at the Ferryonly 1d2 wagons are loaded onto the riverboat. Whether
arriving by boat or on foot, if the merchants do not have at least 3 footmen
per wagon, they are seeking to hire more guards.
CARAVAN GUARD
XP 400
Male or female human fighter 2
N Medium humanoid (human)
Init +5; Perception +4

AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge,


+1 shield)
hp 16 (2d10+2 plus 2)
Fort +4; Ref +1; Will +0 (+1 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee longspear +4 (1d8+1/x3), or short sword +3 (1d6+1/19
20)
Ranged light crossbow +3 (1d8/1920)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)

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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.

In addition to the people who are already staying at Zelkors


Ferry, there is a chance each day that a new set of travelers arrive.
Roll 1d100 each day to check for arrivals. It is not necessary to
track these events closely unless they are of interest to a party
waiting for possible hirelings or waiting for passage on a boat.

MERCHANT
XP 600
Male or female human expert 4
N Medium humanoid (human)
Init +1; Perception +4

0105

06

0709

1000

AC 12, touch 10, flat-footed 12 (+2 armor)


hp 22 (4d8 plus 4)
Fort +1; Ref +1; Will +4

A keelboat (see list below) arrives at the Ferry from


the West
Wayfarers arrive on foot from the West, along the
Old Path
Wayfarers arrive on foot from the East, along the
Old Path
No new arrivals

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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Combat Gear 1d4 of the following potions (roll 1d6): (1)


cats grace, (2) eagles splendor, (3) invisibility, (4) cure
light wounds, (5) cure moderate wounds, (6) longstrider;
Other Gear masterwork leather armor, buckler masterwork
dagger, light crossbow, 10 bolts, 2d10 gp; additional coffer
of coins hidden in wagon, total value of approximately 10 x
total HD of all NPCs in caravan.
SERGEANT-GUARD
XP 800
Male human fighter 4
LN Medium humanoid (human)
Init +6; Perception +5

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

AC 10, touch 10, flat-footed 10


hp 6 (1d6+3)
Fort +2; Ref +0; Will 1

AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)


hp 34 (4d10+8 plus 4)
Fort +6; Ref +3; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1

Speed 30 ft.
Melee improvised club +1 (1d4+1)
Ranged sling 1 (1d3+1)

Speed 20 ft. (base 30 ft.)


Melee longsword +8 (1d8+3/1920)
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 (longsword), Weapon Focus
(longsword)
Skills Handle Animal +8, Perception +5, Ride +9
Languages Common
SQ armor training 1
Gear chainmail, heavy steel shield, longsword, 2d10 gp,
40+2d10 sp.
WIZARD GUARD
XP 600
Male human wizard 3
LN Medium humanoid (human)
Init +1; Perception +0

COMMONER OUTLAWS
XP 135
Male and female human commoner 1
N Medium humanoid (human)
Init +0; Perception +3

CR 2

Str 12, Dex 11, Con 15, Int 9, Wis 9, Cha 10


Base Atk +0; CMB +1; CMD 11
Feats Catch Off-Guard, Endurance
Skills Climb +5, Perception +3
Languages Common
Combat Gear improvised club, sling, 10 stones
Patrol: Patrols consist of 8 footmen and a knight. The knight rides a
warhorse, and the footmen walk.
FOOTMAN
XP 400
Male human fighter 2
LN Medium humanoid (human)
Init +5; Perception +4

CR 1

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AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)


hp 19 (2d10+2 plus 2)
Fort +4; Ref +1; Will +0 (+1 vs. fear)
Defensive Abilities bravery +1

AC 11, touch 11, flat-footed 10 (+1 Dex)


hp 13 (3d6+3)
Fort +2; Ref +2; Will +3

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

AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)


hp 34 (4d10+8 plus 4)
Fort +6; Ref +3; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1

Each wagon contains 1d4 x 200 gp worth of trade goods, of various


types.

Speed 20 ft. (base 30 ft.)


Melee lance +8 (1d8+3/x3), or longsword +8 (1d8+3/1920)

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Space 5 ft., Reach 5 ft. (10 ft. with lance)

level 0c

Defensive Abilities bravery +1

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

AC 18, touch 13, flat-footed 14 (+3 armor, +4 Dex, +2 natural,


1 size)
hp 24 (2d8+10)
Fort +8; Ref +7; Will +3
Speed 50 ft.
Melee 2 hooves +6 (1d4+5)
Space 10 ft., Reach 5 ft.
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.

Mercenaries: Mercenaries are wandering soldiers looking for work.


CR 1

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.

The Yellow Dagger


The Yellow Dagger is a fast riverboat that usually traffics in furs, ale,
and wool. The captain is Riko Jaskin, who travels with a crew of 3 sailors
and his guard, Orik. Riko also has a lynx named Ramakin, who attacks
anyone threatening Riko. Cargoes on the Yellow Dagger generally run
approximately 1d4 x 200 gp worth of trade goods, of various types.
RIKO JASKIN
XP 600
Male human fighter 3
CN Medium humanoid (human)
Init +2; Perception +1
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 24 (3d10+3)
Fort +4; Ref +3; Will +2 (+3 vs. fear)

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

AC 15, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 Dodge,


+1 shield)
hp 25 (3d8+9 plus 3)
Fort +4; Ref +4; Will +2
Defensive Abilities evasion, trap sense +1
Speed 30 ft.
Melee short sword +4 (1d6+2/1920)
Ranged mwk hand crossbow +4 (1d4/1920)
Special Attacks sneak attack +2d6

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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AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge)


hp 13 (1d8+1d10+2 plus 1)
Fort +3, Ref +1, Will +2
Speed 30 ft.
Melee scimitar +2 (1d6+1/1820) or dagger +2 (1d4+1/1920)
Ranged composite longbow [+1 Str] +2 (1d8+1/x3)
Str 13, Dex 13, Con 12, Int 8, Wis 10, Cha 9
Base Atk +1; CMB +2; CMD 14
Feats Dodge, Skill Focus (Profession [sailor])
Skills Acrobatics +5, Climb +5, Craft (ships) +3, Perception
+4, Profession (fisherman) +4, Profession (sailor) +8, Survival
+4, Swim +5
Languages Common
Gear masterwork studded leather, scimitar, 2 daggers,
composite longbow [+1 Str], 20 arrows

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RAMAKIN, LYNX
CR 2
XP 600
hp 13 (Frog God Games The Tome of Horrors Complete, Lynx)

The Brawler

The Lucky Oak

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.

The Lucky Oak is a keelboat captained by Petrus Kolvio. It is manned by 4


sailors and 1 guard. The boat also keeps 2 guard dogs. Cargoes on the Lucky Oak
generally run approximately 1d4 x 200 gp worth of trade goods, of various types.
PETRUS KOLVIO
XP 800
Male human fighter 4
N Medium humanoid (human)
Init +7; Perception +5

CR 3

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)


hp 34 (4d10+8)
Fort +6; Ref +4; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee cutlass +8 (1d6+5/1920)
Ranged shortbow +7 (1d6/x3)

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)

BEORIC THE WHALE


XP 1,200
Male human fighter 5
CN Medium humanoid (human)
Init +0; Perception 1
AC 14, touch 10, flat-footed 14 (+4 armor)

CR 1/2

CR 1

SAILORS (10)
XP 200
hp 13 (see the Yellow Dagger, above)

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Locations in Zelkors Ferry


A. Bristlebacks Inn

AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge,


+1 shield)
hp 16 (2d10+2 plus 2)
Fort +4; Ref +1; Will +0 (+1 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee short sword +4 (1d6+1/1920)
Ranged light crossbow +3 (1d8/1920)
Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 15
Feats Alertness, DodgeB, Improved InitiativeB, Weapon Focus
(short sword)
Skills Intimidate +4, Perception +4, Sense Motive +2, Swim +5
Languages Common
Gear studded leather armor, buckler, longspear, short
sword, light crossbow, 20 bolts, 1d4 gp, 2d4 sp, 3d8 cp.
GUARD DOGS (2)
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Dog, Riding)

Bristlebacks Inn is the sort of place one would expect to find in a


remote settlement. A cracked and peeling wooden sign creaks from its
iron bracket by the door, showing a picture of a wild boar in badly-faded
paint. It is an old building, small for an inn, and is not in the best of
repair. Room and board costs 1 gp per night, with an extra silver piece
charged for stabling a horse or mule. Odo Bristleback, the innkeeper,
owns and operates the entire settlement of Zelkors Ferry, a business that
has been in his family for generations. He hires the guards for the fort,
and collects rent from the smith, the merchants, and the necromancer.
Other members of the inns staff include Odos wife Amelia, two
serving wenches named Ysbel and Tallie, and Gumbel the Cook. With
the exception of Odo, all the inns staff are normal humans (Commoner
1; hp 3).
Odo himself is the main reason why this small settlement is capable of
surviving in the middle of the howling wilderness. For many generations
his family bloodline has been stained with lycanthropy of the wereboar,
inherited from some long-forgotten ancestor. Most of the full-time
inhabitants of Zelkors Ferry are aware of this, but it is not discussed
with outsiders. Unless the party attacks the settlement they are unlikely to
learn Odos secret, although if they like bacon for breakfast they may be
irritated by the fact that the inn never seems to serve any pork. Needless
to say, once the various bandits and humanoids in the area realized that
they would need silver weapons to attack Odos inn, they decided to find
easier prey elsewhere.

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ODO BRISTLEBACK (WEREBOAR)


XP 600
hp 31 (Pathfinder Roleplaying Game Bestiary 2,
Lycanthrope, Wereboar)

level 0c
CR 2

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

AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)


hp 25 (3d10+6 plus 3)
Fort +4; Ref +2; Will +0
Speed 30 ft.
Melee spear +4 (1d6+1/x3) or dagger +2 (1d4+1/1920)
Ranged shortbow +5 (1d6/3)

AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)


hp 18 (4d6+4)
Fort +2; Ref +2; Will +2

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

Skills Craft (blacksmithing) +10, Intimidate +5, Knowledge


(local) +6, Perception +7, Profession (blacksmith) +10
Languages Common
Gear leather armor, warhammer, longbow, 20 arrows, forge
hammer, keys to building, 2d6 sp

CR 1

AC 11, touch 9, flat-footed 11 (+2 armor, 1 Dex)


hp 17 (2d8+1d10+6)
Fort +4; Ref +1; Will +4

CAPTAIN SKORMA
XP 600
Male human warrior 4
N Medium humanoid (human)
Init +2; Perception 1

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AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 dodge)


hp 30 (4d10)
Fort +4; Ref +3; Will +0
Speed 30 ft.
Melee spear +7 (1d6+2/x3) or short sword +7 (1d6+2/1920)
Str 14, Dex 14, Con 11, Int 10, Wis 8, Cha 9
Base Atk +4; CMB +6; CMD 19
Feats Dodge, Weapon Focus (short sword), Weapon Focus
(spear)
Skills Climb +7, Handle Animal +4, Intimidate +4, Ride +7,
Stealth +8
Languages Common
Gear leather armor, spear, short sword

E. Rasmus Pyes Trading Post

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

AC 11, touch 11, flat-footed 10 (+1 Dex)


hp 14 (2d8+2d6+4 plus 2)
Fort +1; Ref +1; Will +9
Speed 30 ft.
Melee unarmed strike +2 (1d3)
Special Attacks hand of the apprentice (+5, 6/day)
Wizard Spells Prepared (CL 2nd; melee touch +2, ranged
touch +3)
1stcharm person (DC 14), sleep (DC 14), unseen servant
0detect magic, mage hand, open/close
Str 10, Dex 12, Con 12, Int 16, Wis 12, Cha 14
Base Atk +2; CMB +2; CMD 13
Feats Iron Will, Skill Focus (Bluff). Skill Focus (Profession), Scribe
ScrollB
Skills Appraise +9, Bluff +11, Craft (alchemy) +9, Diplomacy
+8, Knowledge (arcana) +9, Knowledge (local) +9,

Perception +7, Profession (shopkeeper) +10, Spellcraft +9,


Use Magic Device +8
Languages Common

F. The Necromancer

Ulman Dark is a necromancer with certain strange abilities derived


from his studies in black magic, astrology, and necromancy. Having been
exiled from a number of civilized communities, he has chosen to live in
the remote settlement of Zelkors Ferry, where his studies are tolerated
within limitssince he has significant abilities as a healer, no matter how
questionable the source of these abilities might be.
Ulman is able to remove the effects of poison, and even has a certain
chance to bring the dead back to life if the stars are right and the expensive
materials are available. He can brew weak healing draughts, and has a
chance to cure diseases. These skills are based upon combinations
of alchemy and dark knowledge that have no connection to the rules
applicable to player characters; he should simply be treated as an NPC
with unusual abilities. His ability to succeed at one of these tasks is not
guaranteed, and he expects payment up front whether his attempt is
successful or not.
Removing Poison: A character that has been poisoned within the last
24 hours may be purged of the poison. The procedure involves replacing
the patients blood, using a quantity of goats blood as well as drawing
10 hit points worth of blood from humans to include in the transfusion.
Ulman requires payment of 800 gp to make the attempt, and there is a 20%
chance of failure.
Curing Diseases: Ulman uses a combination of purging, leeching, and
medicinal concoctions to cure diseases, charging 500 gp for the attempt.

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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

Character remains dead


Character returns from the dead but with 1d2 lost
Constitution points and must rest for 2 weeks
Characters body turns into a grey ooze (not the monster,
just disgusting putrescence)
Character returns from the dead, but grows to ogre size, gaining
4 extra hit points but losing 1d4 points of Intelligence
Characters body remains dead, characters soul returns as a
wraith and attacks
Character remains dead

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

Special Attacks favored enemies (human, +2)


Spells prepared (CL 1st)
1/dayaspect of the falcon
Str 10, Dex 18, Con 14, Int 13, Wis 12, Cha 8
Base Atk +4; CMB +4; CMD 17
Feats Endurance, Fleet, Point Blank Shot, Precise Shot, Rapid
Reload
Skills Acrobatics +5, Climb +3, Escape Artist +5, Handle
Animal +6, Heal +6, Knowledge (geography) +5,
Knowledge (local) +2, Knowledge (nature) +5, Perception
+8, Profession (trapper) +8, Ride +4, Sense Motive +5,
Stealth +11, Survival +8
Languages Common, Goblin
SQ animal companion link (currently none), favored terrain
(forest, +2), share spells, Track (+2), Wild Empathy (+3)
Gear masterwork leather armor, masterwrok light crossbow,
5 +1 bolts, 35 bolts, masterwork longsword, 3 daggers,
backpack , bedroll, chain (10 ft.), good quality lock,
masterwork manacles, signal horn, spyglass, signal whistle
Treasure: Ulman owns various alchemical devices worth a total of
1,000 gp, chemicals worth a total of 500 gp, and has 300 gp hidden in
a chest under one of the flagstones of his floor, protected with a poison
needle trap.
POISON NEEDLE TRAP
CR 4
XP 1,200
Type mechanical; Perception DC 15; Disable Device DC 25
Trigger touch; Reset manual
Effect Atk +13 melee (1 plus poison, needle); poison

AC 11, touch 11, flat-footed 10 (+1 Dex)


hp 18 (4d6+4)
Fort +2; Ref +2; Will +2

MEDIUM SPIDER VENOM


Type poison (injury); save Fortitude DC 14
frequency 1/round for 4 rounds
effect 1d2 Str damage; cure 1 save

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.

Ulman is sometimes joined here by his wife. Kanndra Dark is a


successful bounty hunter and spends most of her time away from home,
which is one reason the pair get along as well as they do. She also picks
up various exotic herbs and ingredients on her travels, which Ulman can
then try in his potions and nostrums.

GUTMARK THE FERRYMAN


XP 100
Male human commoner 1
N Medium humanoid (human)
Init +0; Perception +0

KANNDRA DARK
XP 800
Female human ranger 4
LN(E) Medium humanoid (human)
Init +4; Perception +8

AC 12, touch 10, flat-footed 12 (+2 armor)


hp 4 (1d6+1)
Fort +1; Ref +0; Will +0

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)


hp 36 (4d10+8)
Fort +6; Ref +8; Will +2
Speed 30 ft.
Melee mwk longsword +4 (1d8/1920) or dagger +4
(1d4/1920) or unarmed strike +0 (1d3)
Ranged mwk light crossbow +9 (1d8/1920)

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

Kalgor is a retired wanderer, a dwarf who happens to prefer living on


the surface rather than underground. This may be related to the fact that
his vision is not as acute as it is for most dwarves; he uses spectacles even
in daylight, and can see no further than 10 ft. in the dark. Kalgor does not
under any circumstances agree to join an adventuring party. His income
mainly comes from occasional work as a gemcutter; rough gemstones
found in the area usually make their way to his worktable eventually
before they are sold upriver. Kalgor appraises a gem for payment of 10%
of its value (he is honest and accurate with his appraisals). He buys gems
for 90% of value (the appraisal still costs 10%, though), and sells a gem
for 110% of its value. At any given time, Kalgor has 1d4+6 gems available
for sale. Roll 1d10 for each gem to determine their value:

15
67
89
10

20 gp gem (sells for 22 gp)


50 gp gem (sells for 55 gp)
100 gp gem (sells for 110 gp)
250 gp gem (sells for 275 gp)

3. Cave of the Stirges (CR 3)


When the characters approach this cave entrance, they immediately
notice the nasty smell wafting out from it. The cave entrance itself is too
narrow for more than one person to enter at a time. The area within is
small, and is the lair of 5 stirges.
STIRGES (5)
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Stirge)
Treasure: A total of 2,000 cp, 125 sp, and 300 gp can be found scattered
amongst the various bones and rubbish in the stirge lair, in addition to 3
gems worth 50 gp each.

4. Demon Statue

If Kalgor is hired to re-cut a gem so as to increase its value, he charges


10% of the gems initial value to make the attempt, and tells the characters
up front that they run the risk of the gem being ruined. If they still want
him to re-cut the gem, roll 1d10 on the table below to determine the result:

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

Gem is ruined and is now worthless.


The gem is not ruined, but its value declines by 20%
The gem is not ruined, but its value declines by 10%
The gems value increases by 10%
The gems value increases by 20%
The gems value increases by 50%
The gems value increases by 100%

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

6. Gnoll Outpost (CR 5)


Gnolls from the Mouth of Doom have established a small camp on this
hill, which serves as a lookout point. At any given time there are 5 gnolls here.
The gnolls notice anyone fording the river in Area 5, and track them
quietly until they have a chance to attack with surprise.
GNOLLS (5)
XP 400
hp 11 (Pathfinder Roleplaying Game Bestiary, Gnoll)

AC 9, touch 9, flat-footed 9 (1 Dex)


hp 40 (5d8+15)
Fort +4; Ref +0; Will +5
Defensive Abilities defensive training

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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

2. Old Path and the Milestone


The Old Path runs along the southern bank of the river, eventually
joining the Coast Road on the far side of the rivers tributary, after one
crosses at Zelkors Ferry. At this point along the trail there is an ancient
stone marker with the number 50 carved into it, although the marks
of the chisel are almost faded away by time and weather. The stone is a
markerapproximatelyof the fifty miles of distance remaining from
here to the Coast Road.

7. Small Lake (CR varies)


Although the lake itself is not the lair of any unusual monsters, various
animals come here to drink. Any time the characters come into this area,
roll on the table below to find out what might be in the vicinity:
17
8
9
10
1120

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

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)

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hp 32 (5d8+10)
Fort +6; Ref +7; Will +2

9. Large Forest

Speed 40 ft.
Melee 2 claws +6 (1d4+3 plus grab), bite +6 (1d4+3)

9A. Den of the Red Bear (CR 7)

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)

THE RED BEAR


CR 7
XP 3,200
hp 95 (Pathfinder Roleplaying Game Bestiary, Bear, Dire)
Treasure: The red bears den is in the hollow of a massive tree, which
is almost 20 ft. in diameteralthough the tree itself is quite squat, being
only fifty feet in height. Over the course of time, the bear has dragged
several of its victims into this lair to eat them at leisure. Although most
of this equipment is clearly that of wandering humans, ruined and with
no particular value, some of the items are worth something. There are
two suits of plate mail that have been broken open to get at the tasty meat
inside, but the pieces have not been damaged and can be reassembled.
Additionally, there is a crushed skeletal hand tossed in with the other
bones and scraps in the tree hollow, and there is a ring of protection +1
remaining on one of the fingers.

9B. Ruined Hut (CR 2)

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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Treasure: The worg does not keep treasure, but among the bones inside
the hut there is a belt pouch containing 5 gems worth 100 gp each.

10. Ruined Cottage


This is a stone cottage that has been abandoned and fallen into disrepair.
The thatched roof is gone, and grass grows from the dirt floor of the
building.

11. The Mouth of Doom


The Mouth of Doom is a huge, stone demon face (the visage is that
of Orcus) carved into the side of the hill. Its open mouth is ten feet tall;
within the gaping stone maw, stairs of black stone lead downward into the
darkness. Descending the stairs will lead the party to Level 1C, the Mouth
of Doom, in Area 1C1.

Treasure: Inside Yorgalas hut there is a large cauldron, a selection of


knives, a wooden table, an ogre-sized bed, and a large and elaborate silver
mirror (1,000 gp total).

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Level 1: The Lair of the


Dung Monster

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

11. Entrance Chamber (CR 4)


The room is strewn with bits of bones and loose dirt. A cool breeze
blows by, and whispering can be heard off in the darkness. This room has
several small piles of bones looted from the graveyard above. The air is
drafty and rather fresh. A search of the bones (DC 5 Perception) reveals
a rat corpse that has been eaten as if by acid and has some residual green
slime.

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.

3d6 dire rats with 1d2 wererats. If wererats


are encountered, there is a 75% chance that
they simply spy on the party rather than attack
and report their observations to the wererats
at Area 112 and 113.
2d6 ghouls and 25% chance of 1d3 ghasts
1 gelatinous cube
The Dung monster(see Room 19)
No encounter

Detections: Faint evil from the whole place; slightly


more to the south east.
Continuous Effects: The stench of this level requires
all characters to make a DC 10 Fortitude save upon
entering the level and every 30 minutes thereafter or
all rolls are at 2 morale penalty due to the distraction
caused by the overpowering smell.
Standard Features: Unless otherwise noted, all doors
on this level are made of iron-reinforced wood (2 in.
thick; hardness 5; hp 20; Break DC 23) and all secret
doors are made of stone (4 in. thick; hardness 8;
hp 60; Break DC 28; Perception DC 20). If a door is
described as locked add DC 20 Disable Device.

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ignored by previous adventuring parties.

12. Empty Room


The worked passage opens into a small room. On the far end, near an
archway leading to a passage beyond, rests a coffin without a lid. There is
nothing in the coffin, having been looted long ago.

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)

13. Collapsed Room


The passage ends in a cave-in. Unless the party desires to spend one week
digging, which draws a possible wandering monster with twice the normal
frequency, this is a dead end. If the party manages to find a way through
the rubble (which fills the room to the ceiling), they come to a section of
the room that has not collapsed. Inside this section of the room is an ornate
coffin, not yet stripped of its finery. The silver edging may be removed and
sold (10 gp). The wood of the casket is of fine quality. The coffin contains
an inanimate skeleton. Beneath the skeleton, recessed into the lining of the
coffin (DC 12 Perception check or automatically perceived if they move
the skeleton) is a +1 keen short sword and an ivory scroll case worth 25 gp
containing a scroll of 3 arcane spells: mage armor, enervation and levitate.

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14. Viewing Room

17. The Pit (CR 2)

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.

At this location is a covered pit that opens when 75 pounds of pressure


or more is applied to it. The lid resets itself in 4 minutes.

15. The Trapped Step (CR 5)


One stair within these stone steps is trapped to break away when 50
pounds of pressure or more is applied to it. Anyone of sufficient weight
has a 1 in 6 chance of stepping on the trapped stair. Beneath the false
breakaway stair are several downward-pointing spikes on the side wall
of the false stair which are coated with poison. These downward spikes
prevent removal of the trapped limb by any Medium or creature. Small
sized creatures may make a DC 15 Dexterity check to remove their
trapped limb. If trapped, the spikes must somehow be removed for the
foot to be rescued. If the trap is triggered or disabled it is reset by the evil
priests in 2 weeks.
CR 5
FOOT CATCHER TRAP WITH POISONED SPIKES
XP 1,600
Type mechanical; Perception DC 20; Disable Device 23
Trigger location; Reset manual
Effect downward-facing spikes catch ft. (no damage
initially, but 1d3 poisoned spikes automatically deal 1
damage each when trying to remove ft.); DC 20 Reflex
avoids.

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)

18. Warning Room


Three broken arrows stick out of the wall in the entryway and a smashed
wooden door lies at the entrance of the room. Two human-sized skeletons
are hereone is headless and both show signs of extreme corrosion, as if
by acid. Everything in the room is smashed and corroded except for a small
desk in the north east corner. The room itself has walls of rough stone.
Treasure: The top drawer of the desk contains six vials: three are full
of embalming fluid (DC 15 Intelligence or Heal or DC 10 Craft [alchemy]
to identify; Type ingested; save Fort DC 17; frequency 1/rd. for 6 rds.;
effect 1d4 Con; cure 2 saves), 4 and 5 are empty and 6 is a bottle of holy
water with a wax seal.
Secret Door: The secret door on the north wall is very easy
to spot (DC 5 Perception) because it is open a crack. A
horrible smell issues from Area 19, below.

LARGE SCORPION VENOM


Type injury; save Fort DC 17
frequency 1/rd. for 6 rds.; effect 1d2 Str; cure 1 save

19. The Lair of the Dung


Monster (CR 10)

Note: When the trap is triggered immediately make a


wandering monster check.

16. Poker Room (CR 1)


Broken furniture is everywhere, and a skeleton sits in a large chair
facing you. Red, poisonous-looking ants crawl all over the skeleton and
chair. On the table with the skeleton is a deck of cards. A tapping sound
emanates from the hallway.
On the lap of the skeleton is a trapped deck of cards. Water drips from
the ceiling into a tilted metal dish in the hallway area to Area 16, right
next to the pit at Area 15, making a tapping sound.
Trap: The top card is the ace of spades. It is coated in contact poison.
POISON CARD TRAP
CR 1
XP 400
Type touch; Perception DC 15; Disable Device DC 10 (wiping
off the poison)
Effect poisoned cards
STRISSIC EXTRACT POISON
Type contact; save Fort DC 18
frequency 1/rd. for 6 rds.; effect 1d2 Str; cure 1 save
Treasure: A broken sculpture of a horse (DC 10 Appraise check
discovers its value would be 25 gp if mended) rests under some debris in
the corner of the room.

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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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weapon. Strong alcohol or universal solvent dissolves the


adhesive, but the dung monster can still grapple normally.
The dung monster can dissolve its adhesive at will, and
the substance breaks down 5 rounds after the creature
dies. The save DC is Strength-based.
Creeping (Ex) The dung monster can climb any vertical
surface and can hang from the underside of any horizontal
surface as long as a third of its mass touches a vertical
surface. It can pass through any opening through which
water could pass.
Engulf (Ex) Although it moves slowly, the dung monster
can simply engulf Large or smaller creatures in its path as
a standard action. It cannot make a slam attack during
a round in which it engulfs. The dung monster merely has
to move over the opponents, affecting as many as it
can cover. Opponents can make attacks of opportunity
against the dung monster, but if they do so they are not
entitled to a saving throw. Those who do not attempt
attacks of opportunity can attempt a DC 20 Reflex save
to avoid being engulfedon a success, they are pushed
back or aside (opponents choice) as the dung monster
moves forward. Engulfed creatures are subject to the
dung monsters acid, gain the pinned condition, are in
danger of suffocating, and are trapped within its body
until they are no longer pinned. The save DC is Strengthbased.
Immunity to Magic (Ex) The dung monster is immune to any
spell or spell-like ability that allows spell resistance.
Mimic Object (Ex) The dung monster can assume the
general shape of any Large object, such as a massive chest,
a stout bed, or a door. The creature cannot substantially
alter its size, though. The dung monsters body is hard and
has a rough texture, no matter what appearance it might
present. The dung monster gains a +20 racial bonus on
Disguise checks when imitating an object in this manner.
Disguise is a class skill for the dung monster.
Rejuvenation (Ex) Even if the dung monster is somehow
destroyed, trapped, transported away, or otherwise
rendered inert, it returns to roam Level 1 (and any other level
the GM chooses) after 1d4 days.

hp 115 (10d8+60 plus 10); fast healing 25


Fort +9; Ref +6; Will +8
Defensive Abilities rejuvenation; DR 15/epic; Immune ability
damage, ability drain, acid, cold, critical hits, electricity,
energy drain, exhaustion, fatigue, fire, magic, mindaffecting effects, nonlethal damage, paralysis, poison,
polymorph, sleep effects, sonic, stunning
Weakness cannot run

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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.

Speed 10 ft. (cannot run), climb 10 ft.


Melee 2 slams +12 (1d8+5 plus 1d8 acid plus adhesive)
Space 10 ft.; Reach 10 ft.
Special Attacks acid, adhesive, constrict (slam, 1d8+5 plus
1d8 acid), engulf
Str 21, Dex 12, Con 22, Int 10, Wis 13, Cha 10
Base Atk +7; CMB +13; CMD 24 (cant be tripped)
Feats Lightning Reflexes, Skill Focus (Perception), Step Up,
Toughness, Weapon Focus (slam)
Skills Climb +26, Disguise +33, Escape Artist +14, Perception
+20; Racial Modifiers +20 Disguise
SQ creeping, mimic object
Acid (Ex) The dung monsters acid does 1d8 damage
with each successful hit and per round to any creature
engulfed.
Adhesive (Ex) The dung monster exudes a thick slime that
acts as a powerful adhesive, holding fast any creatures
or items that touch it. The dung monster automatically
grapples any creature it hits with its slam attack.
Opponents so grappled cannot get free while the dung
monster is alive without removing the adhesive first. A
weapon that strikes the dung monster is stuck fast unless
the wielder succeeds on a DC 20 Reflex save. A successful
DC 20 Strength check is needed to pry off a stuck

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.

110. The Trapped Ghast (CR 2)


Secret Door: The secret door in the corridor is actually a false
stone door made of wood that slides up. It can be detected
by a DC 15 Perception check. It feels false when touched.
The thin passage beyond leads to the often-neglected horror of this
level: a ghast. He is so overjoyed to be discovered by adventurers that he
shouts praises and congratulations to the party as he attacks them. He was
once a wealthy merchant who dabbled in magic.

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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).

111. The Rat Spies


(CR varies, 1-plus)
The passage opens into a large cavern. Rats are everywhere! A shrill
female voice is heard from inside the cavern, crying for help. A stream
runs through the room and leads two thirds of a mile through a fairly
passable channel (never deeper than 5 ft. and the ceiling never impossibly
low) to Level 9. Several rat tunnels lead from this room: one leads outside
to the graveyard above ground at G3, the second leads nowhere, and the
third leads to Area 114. A pile of rubble blocks access to Area 112.
The far southern section of the room beyond the river is scorched, as if a
fireball spell had previously been cast here.
This room is the advanced outpost for some wererats and their rat
servants. There are 4d10 normal rats, 2d10 dire rats and a 30% chance
for each wererat listed below at Area 112 to be present in rat form. If
wererats are present, they retreat to Area 112, except for Fiilaar, as noted
in the tactics discussion below.
RATS
CR 1/4
XP 100
hp 4 (Pathfinder Roleplaying Game Bestiary, Familiar, Rat)
DIRE RATS
CR 1/3
XP 135
hp 5 ( Pathfinder Roleplaying Game Bestiary, Rat, Dire)
Tactics: If the party does not appear to be extremely powerful, Fiilaar
assumes humanoid formthat of a half-elf female in tattered and bloody
robes, appearing to be a rogue or a wizard. She pretends to be under attack
from the rats. She screams for help and flees over the rock wall at Area
112, where the other wererats and more dire rats ambush the party, as
described below.

112. Stairs to Level 2 and the


Wererat Ambush (CR 7)
A large pile of rubble blocks access to the passage from the rat room.
Once the rubble is negotiated, it can quickly be seen that there are stairs
beyond. Past the rubble, the walls and floor are covered with spattering of
blood, several broken weapons and marrow-sucked bones.
Jarvik the Wererat, 3 wererats in hybrid form as well as Fiilaar the
female Wererat are here along with 20 dire rats, which Fiilaar normally
commands to attack the party (see Encounter Modification, below).
They attack in 4 groups of 5 rats each. The wererats are perched in small
cubbyholes 10 ft. up in the wall, connected to each other by rat tunnels.
If they attack, they do so from positions of cover (see the Tactics section,
below).
FIILAAR THE WERERAT (HUMAN FORM)
XP 600
Female human afflicted wererat rogue 2 (Pathfinder
Roleplaying Game Bestiary, Lycanthrope, Wererat)
NE Medium humanoid (human, shapechanger)

CR 2

Init +3; Senses low-light vision, scent; Perception +7

AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)


hp 14 (2d8+2)
Fort +1; Ref +6; Will +2
Defensive Abilities evasion
Speed 30 ft.
Melee rapier +4 (1d6+1/1820)
Ranged shortbow +4 (1d6/ x3)
Special Attacks sneak attack +1d6
Str 13, Dex 16, Con 12, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats DodgeB, Weapon Finesse
Skills Acrobatics +8, Bluff +2, Climb +6, Escape Artist +8,
Knowledge (dungeoneering) +7, Knowledge (local) +7,
Intimidate +2, Perception +7, Sense Motive +7, Sleight of
Hand +8, Stealth +8, Swim +6
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
FIILAAR THE WERERAT (HYBRID FORM)
XP 600
Female human afflicted wererat rogue 2 (Pathfinder
Roleplaying Game Bestiary, Lycanthrope, Wererat)
NE Medium humanoid (human, shapechanger)
Init +3; Senses low-light vision, scent; Perception +7

CR 2

AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2


natural)
hp 16 (2d8+4)
Fort +2; Ref +6; Will +2
Defensive Abilities evasion; DR 5/silver

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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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NE Medium humanoid (human, shapechanger)


Init +4; Senses light vision, scent; Perception +3

level 1

WERERAT WARRIOR (HYBRID FORM)


CR 1/2
XP 200
Male and female human natural wererat warrior 1
(Pathfinder Roleplaying Game Bestiary, Lycanthrope,
Wererat)
NE Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +1

AC 10, touch 10, flat-footed 10


hp 25 (2d10+8 plus 2)
Fort +7; Ref +2; Will +1 (+2 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee rapier +5 (1d6+2 plus poison/1820)
Ranged shortbow +2 (1d6 plus poison/x3)
Str 15, Dex 11, Con 18, Int 12, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 14
Feats Improved Initiative, Lightning ReflexesB, Power AttackB,
Weapon FocusB
Skills Climb +5, Craft (carpentry) +5, Handle Animal +5,
Perception +3, Swim +6
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
PURPLE WORM POISON
Type injury; save Fort DC 24; frequency 1/round for 6 rounds;
effect 1d3 Strength damage; cure 2 consecutive saves
JARVIK THE WERERAT (HYBRID FORM)
XP 600
Male human natural wererat fighter 2 (Pathfinder
Roleplaying Game Bestiary, Lycanthrope, Wererat)
NE Medium humanoid (human, shapechanger)
Init +4; Senses light vision, scent; Perception +3

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

PURPLE WORM POISON


Type injury; save Fort DC 24; frequency 1/round for 6 rounds;
effect 1d3 Strength damage; cure 2 consecutive saves

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)

AC 12, touch 10, flat-footed 12 (+2 natural)


hp 27 (2d10+10 plus 2)
Fort +8; Ref +2; Will +1 (+2 vs. fear)
Defensive Abilities bravery +1; DR 10/silver

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.

AC 12, touch 10, flat-footed 12 (+2 natural)


hp 11 (1d10+2 plus 4)
Fort +4; Ref +1; Will +1
DR 10/silver

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.

113. Wererat Den


This is the wererats nest. It is made of strips of cloth and dried grass
from the surface. It has the foul reek of vermin. The wererats keep their
treasure here.

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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.

114. The Dire Rat Lair (CR 4)


The skeleton of a dwarf half blocks the tunnel into this place. He is
missing his skull. There are 12 dire rats here. Next to the corpses body is
a helm of comprehend languages and read magic with a broken chinstrap.
The only other contents of the nest are innumerable worthless shiny things.
DIRE RATS (12)
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)

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Level 1A: The Temple of


Final Sacrament

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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CR 12

AC 11, touch 11, flat-footed 8 (+3 Dex, 2 size); or AC 18,


touch 8, flat-footed 18 (+10 natural armor, 2 size) in bone
armor
hp 114 (12d8+60)
Fort +13; Ref +9; Will +10
Defensive Abilities bone armor, cannot be flanked; SR 23
Speed 30 ft., or 20 ft. in bone armor; climb 10 ft.
Melee up to 12 bone blades +16 (1d8+8/1920) and/or up to
12 whipfronds +15 (1d4+8)
Space 15 ft.; Reach 10 ft.
Special Attacks bone blades, whipfronds, whirling frenzy
Str 26, Dex 16, Con 21, Int 9, Wis 15, Cha 9
Base Atk +9; CMB +19; CMD 32
Feats Cleave, Improved Critical (bone blade), Lightning
Reflexes, Lunge, Power Attack, Weapon Focus (bone blade)
Skills Acrobatics +9, Climb +25 (+15 in bone armor), Disguise
+5 (+15 disguised as mound of bones), Perception +15,
Stealth +8; Racial Modifiers when in bone armor, a bone
crawler gains a +10 on disguise checks to resemble a

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mound of bones, and takes a 10 armor check penalty on


Climb checks
Languages Aklo

Bone Armor (Ex) The bone crawler is normally encountered


encased in a shell of iron-hard bones. This shell has a hardness
of 10, takes half damage from energy attacks (except sonic
attacks) and has hit points equal to 10 x (HD + 1). Bone armor
weighs 1 pound per hit point. It can take damage like any
object, though it receives the bone crawlers saving throws
and spell resistance. Unlike carried objects, area of effect
attacks require the bone crawler to roll a separate saving
throw for its bone armor, even if it makes the saving throw
itself. Spell resistance is checked just once for the overall
creature and its armor, however. While it bears bone armor,
the bone crawler receives no bonus to AC for its Dexterity.
After the first 10 hit points of damage, every 10 hit points
worth of bone armor provides the bone crawler with one
bone blade that it can use in melee as described below.
As its armor receives damage, it likewise loses these bone
blades. The last 10 hit points of bone armor represent those
protecting the main body itself; until the armor is destroyed,
the central body is considered to have total cover.
A bone crawler can repair its armor by absorbing new bones
into its mass. This requires a 24-hour period while enzymes
secreted by specialized tendrils harden the bone. The number
of hit points gained depends on the size of the skeleton or bone
collection absorbed: a Tiny skeleton repairs 1 hit point, a Small
skeleton 1d4 hit points, a Medium skeleton 2d4 hit points, and
Large and larger skeletons 4d4 hit points. Note that skeletons of
Huge size and larger contain many bones that are too large for
the bone crawler to absorb effectively into its mass, which is why
the hit points gained do not increase after Large size.
Bone Blade (Ex) The bone crawler has a number of bony
limbs that it can manipulate with its whipfronds. When
attacking with these, it gains its full attack bonus as a
primary weapon attack. It can only attack a creature or
creatures in a single 5 ft. square with a maximum of 4 bone
blades at once. Sunder attacks directed at bone blades do
damage to the creatures bone armor (see above).
Whipfrond (Ex) The bone crawlers primary attacking
tentacles are called whipfronds. It has one whipfrond per hit
die. A whipfrond can be severed with a successful Sunder
attack with a slashing weapon that inflicts, in a single blow,
a number of points of damage equal to or greater than the
bone crawlers hit dice. Whipfronds cannot be sundered
while encased in bone armor; the armor must be destroyed
first. As with the bone blades, the bone crawler can only
attack a single 5 ft. square area with up to 4 whipfronds at a
time, no more.
Whirling Frenzy (Ex) As a full round action the bone crawler
may whirl its bone blades around it in a swirling storm
of sharpened edges. This attack inflicts 1d8+4 points of
damage per three bone blades used (round down) on
anyone within the bone crawlers reach. A DC 19 Reflex
save is allowed to take only half damage from this attack;
alternately, a targeted creature may opt instead to make
an attack of opportunity against the bone crawler instead.
The save DC is Dexterity-based.
Treasure: A pouch holding 23 gp and 8 pp, a lions shield, and a scroll
scribed by a paladin holding the spells heal mount, greater magic weapon,
and prayer (CL 12th).
Tactics: The bone crawler waits until people come up to inspect the
wall more closely, and then lurches out with surprise. It retreats if it loses
its armor or is reduced to 30 hit points, and fights anyone to the death who
makes it past the illusory wall in pursuit. Victims of its slicing bone blades
soon come to resemble the flayed victims depicted on the wall.

The Epitaph of Final Sacrament


Chiseled into a stone marker on the surface is a set of cryptic
writings, written in Abyssal. It is part of an obscure prayer liturgy
to Orcus, and reads as follows:
Where for the glory of the Horned One does the true essence
lie?
Not in the skin, that tattered rag that clothes us; strip it away.
Not in the flesh, mere meat to rot to nothing; let the worms feast
upon it.
Not in the brain, for thought is fleeting, ever changing; crack
the skull and suck it forth.
Not in breath, that most fragile of sighs so easily stolen; drown
it in tears and pain.
Not in the belly, that furnace of power, for it so easily turns;
dissolve it in acids of its own creation.
Not in the seed of man and woman, the agent but not the source
of the spark; it shall waste away in the shadow of false hope.
Not in the bones, the final dancing relic of the dead; crush them
to dust and let the wind take them.
Where then does the true spark hide?
The final line of the Epitaph has been chiseled away. This
message was not placed idly; it is designed to mock and taunt
intruders, while reminding the faithful of the dangers that lie
beneath the black fane. Each of the lines is reflected in a guardian
or challenge contained within the complex, and perspicacious
characters may realize this to their advantage.

1A3. Sloping Trap (CR 11)

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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.

Speed 5 ft. (cannot run), fly 50 ft. (perfect)


Melee 2 claws +10 (1d24)
Ranged lash of fury +11/+6
Space 21/2 ft.; Reach 0 ft. (30 ft. with lash)
Special Attacks death curse, lash of fury, pain wail
Str 3, Dex 14, Con , Int 7, Wis 18, Cha 23
Base Atk +6; CMB +6; CMD 18
Feats Ability Focus (lash of fury), Improved Initiative, Skill
Focus (Perception), Weapon Finesse, Weapon Focus (ray)
Skills Fly +19, Perception +18, Stealth +21
Lifesense (Su) A mordnaissant notices and locates living
creatures within 60 ft., just as if it possessed the blindsight ability.
Death Curse (Su) As a final cruel jest to the individual that
puts a mordnaissant out of its misery, the slayer must make
a DC 20 Will save or suffer from a terrible curse that reduces
all subsequent experience points awarded by 50%. The save
DC is Charisma-based.
Lash of Fury (Su) The mordnaissant can lash out with its
negative energy powers and directly attack the vitality of
living creatures, in the form of a twisting stream of black
energy. The mordnaissant must make a ranged touch attack
against its target as an attack action. If the ray hits, the
victim must make a DC 22 Fortitude save for half damage
or duration, depending on the specific effect chosen by the
mordnaissant. The save DC is Charisma-based. The lash of
fury has a range of 30 ft. with no range increment.
The mordnaissant can pick from three possible lashes; it
must make its choice prior to rolling the attack. The three
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.
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.

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

AC 6, touch 6, flat-footed 6 (2 Dex, 2 size)


hp 100 (8d8+56 plus 8)
Fort +9; Ref +2; Will +4
Defensive Abilities negative energy affinity; Immune acid,
disease, ooze traits, sonic
Speed 20 ft., swim 20 ft.
Melee slam +12 (3d6+10 plus 2d6 acid plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks disease (slimy doom, DC 21)
Str 24, Dex 7, Con 24, Int 8, Wis 14, Cha 3

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Base Atk +6; CMB +15 (+19 to grapple); CMD 23 (cant be


tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus
(Stealth), ToughnessB, Weapon Focus (slam)
Skills Stealth +1

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.

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.

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

1A6. Crypt of the Hallowed


This large chamber is lined with rows of red marble sarcophagia total
of 20 each to the left and right. The tops of the sarcophagi have been
carved with representations of warriors and explorers at rest. Unnervingly,
several of these bear an uncanny resemblance to party members.
This resemblance is due to a phantasm (CL 16th, DC 20 Will save
[disbelief]), that causes sarcophagi to shift appearance to match anyone
entering the room. Despite this ominous portent, the room holds no
dangers. Moving a sarcophagus lid requires a successful DC 20 Strength
check, and they are all completely empty. The sarcophagi lids have a
hardness of 8 and 60 hit points each. All radiate moderate illusory magic.
At the far end of the room, an alcove in the north wall holds a circular
shaft leading downward, with an iron ladder still in excellent shape
descending along the side.

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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legacy of past bonesucker victims. These shamble out of the shadows to


throttle intruders, possibly fighting alongside the bonesuckers.
The cavern is about 6080 ft. wide and well over 100 ft. long. Against
the northern wall are several places where large and dire rats sometimes
come in to nibble at the fungus, but they are shy and retreat from any
loud noises or light, only attacking if their prey is helpless. The rest of the
fungus in the room is likewise harmless. At the western end of the cavern,
it divides into two 20 ft. wide passages that lead to Area 1A9.
BONESUCKERS (3)
CR 7
XP 3,200
hp 60 (Frog God Games The Tome of Horrors Complete,
Bonesucker)
HUMAN MEAT PUPPETS (8)
XP 1,200
NE Medium undead (see Appendix A)
Init +6; Senses darkvision 60 ft.; Perception +9

CR 4

AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)


hp 21 (4d8+8 plus 4); regeneration 4 (cold iron or good)
Fort +3, Ref +3, Will +6
Defensive Abilities channel resistance +4; DR 5/slashing or
piercing; Immune undead traits
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 +6 (+10 to grapple); CMD 19
Feats Dodge, Improved Initiative, ToughnessB
Skills Perception +9

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

confused as by a confusion spell (CL 8th) for the next 1d4


hours.

1A10. Crypt of the Damned


(CR 0 or 8)
This chamber bears a great resemblance to Area 1A6, the Crypt of the
Hallowed. It contains 20 red marble sarcophagi whose tops are carved to
resemble warriors and adventurersthe same ones as seen in the previous
crypt. However, this time they are depicted as suffering great agonies:
one seems to be screaming as its flesh is devoured by burrowing worms;
another stares out in madness while its skin has been stripped away in
patches, exposing flesh and organs; a third is a shriveled husk; and so on.
Those bearing images of PCs likewise show signs of torture and madness.
This again is caused by a phantasm (CL 16th, DC 20 Will save [disbelief]).
Unlike the previous crypt, several of the sarcophagi in this room are
occupied. The bodies bear signs of having died in the manner depicted on
the lidthe sarcophagus depicted with a warrior being devoured alive by
worms bears obvious signs of worm holes throughout its flesh, and so on.
The sarcophagi bear an additional enchantment that is only activated
if someone is teleported into one from Area 1A14. When this occurs,
the person trapped within immediately undergoes the torture they were
depicted as suffering in the phantasm on the sarcophagus lid. No matter
the form of doom, the victim must make a DC 18 Fortitude save each round
or sustain 1d4 points of Constitution damage. When their Constitution
reaches zero they die, and the lids surface transforms, so the depiction is
no longer a phantasm. Those trapped within a sarcophagus may attempt
a DC 20 Strength check each round to move the lid and escape, though
there is a 2 circumstance penalty to this roll due to the tight confines of
the sarcophagus interior. The victim can also escape if the lid is destroyed
(hardness 8, hp 60).
Beyond the crypt, another ladder descends through a circular shaft in
the floor, dropping 50 ft. to an antechamber facing a black marble door.
This door opens inward, toward the person pulling it.

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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

1A12. Deathwalk and Riddles


(CR 5)
Once the stone block in the southwest end of Area 11 has been raised,
a 20 ft. wide hall is revealed, descending black marble steps to a set of
double doors, each of which is carved with a depiction of Orcus. These
doors are neither locked nor trapped. They swing open majestically into
a downward-sloping passage 20 ft. wide and 15 ft. tall that descends
to Area 1A13. The walls of this grand hall are coated with a layer of
plaster upon which has been painted images of funerary rites. These rites
begin normally enough, but as one continues downward they become
increasingly morbid, until live interments, necrophilia, cannibalism, and
other even less savory images are depicted.
Each section of the deathwalk (1A12A, B, and C) is guarded by
invisible quasits that has the unique ability of being able to merge with
the depictions similar to a meld into stone spell. While so merged they can
see out into the corridor, and can stay in this state indefinitely. Melding
and emerging is a move-equivalent action for one of these quasits.
The quasits normally spend their time melded with the walls, and only
emerge when intruders make themselves known. When this occurs, they
come forth invisibly and state a riddle. If the riddle is correctly answered,
they re-merge with the wall and allow the group to pass; if not, they fly at
top speed for Area 1A13, where they merge with the demon depictions
there (see below). The three riddles are as follows:
Quasit #1 (Thuxton): Who is the greatest of all masters? (answer
= Orcus)
Quasit #2 (Virikkil): What is the Third Sacrament? (answer =
cracking open the skull and drawing forth the brains, as described in the
Epitaph of Final Sacrament)
Quasit #3 (Umborit): For whom is our lords mercy granted?
(answer = this is a bit of a trick question; the answer is for nobody.
Orcus is not known for his mercy)
Depending on how they answer these riddles, the characters may face
between zero and three demons in Area 13 beyond. Failing to answer the
question within 30 seconds (5 rounds) is considered a false answer, and
the quasit flies down to merge with the vrocks as described above. You
may wish to secretly time the players to see how long they come up with
an answer.
QUASITS (3)
CR 2
XP 600
hp 16 (Pathfinder Roleplaying Game Bestiary, Demon,
Quasit)

1A13. Demonic Guardians


(CR 0, 9, 11, or 12)
At the end of the Deathwalk, the hall widens into a 40 ft. wide, 50 ft.
long room with a vaulted ceiling that reaches up to a height of 30 ft. The
walls of this room are again coated with plaster, upon which is depicted
an incredible array of cavorting demons inflicting pain and suffering upon
screaming mortals. Sometimes the torturers are not demons, but humans
themselves with a demonic aspect, bearing symbols of Orcus upon them.
The entire wall radiates strong conjuration and transmutation magic if it
is detected for.
Amid the paintings, a total of 3 vrocks are depicted. Each of these
images can be inhabited by one of the quasits of Area 1A12, who bring
it forth to attack intruders. In addition, if the plaster walls of this room are
damaged in any way, all three demons step forth to do battle. Any plaster
damaged repairs itself within one day. Vrocks that are slain fade away, and
cannot return for 24 hours.
VROCKS
CR 9
XP 6,400
hp 112 (Pathfinder Roleplaying Game Bestiary, Demon,
Vrock)
In the center of the eastern wall, a secret door is cunningly concealed
within the plaster. This can be opened by pushing the eyes of four
nearby victims simultaneously. This door is specifically protected by an
abjuration spell against detection by spells and effects of 3rd level or less,
and must be found manually. The enchantment itself is shielded against
magical detection.
Secret Door: hardness 8, hp 60; Perception DC 25; Break DC 30. Note
that if the plaster on the secret door is damaged, the vrocks animate as
described above; opening the secret door using the proper trigger does not
damage the plaster.

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1A14. The Last Respite


(CR 0 or 10)
Beyond the secret door, stairs descend steeply 20 ft. to a 20 ft. x 30 ft.
room. To the north is a large, circular steel vault door, while the southern
end of the room holds a red stone throne bearing a humanoid figure
swathed in a tattered black robe; skeletal hands protrude from the sleeves
of the robe, and its face has long since rotted away, save for the glossy hair
that cascades over its shoulders. This is Aaphia, a crypt thing and the final
guardian of the Temple.
Aaphia does not move or act in any way unless the doors are touched,
she is addressed, or she is approached within 10 ft. She allows undead and
clerics of Orcus (who must present their holy symbols and expend one use
of their channel negative energy ability) to pass through the vault into the
shaft room beyond. For all others, she defends herself and the entrance to
the Shaft. She does not attack those leaving through the Shaft portal unless
attacked first.
AAPHIA
CR 10
XP 9,600
Female crypt thing sorcerer 8 (Frog God Games The Tome of
Horrors Complete, Crypt Thing)
N Medium undead
Init +7; Senses darkvision 60 ft., low-light vision; Perception +26
Aura fear (10 ft., frightened for 1d4 rounds, Will DC 19
negates)
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 115 (8d8+8d6+80 plus 8)

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Fort +9; Ref +9; Will +16


Defensive Abilities channel resistance +2; DR 10/
bludgeoning or magic; Immune undead traits

level 1a

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.

1A15 The Shaft


This 40 ft. square room lies at the nadir of the Temple of Final
Sacrament. It is filled nearly completely with a circular shaft 30 ft. wide
that descends into blackness. The stone beneath the floors black marble is
limestone, into which has been carved a series of footholds that allow one
to climb down the 400 ft. shaft into a passage leading to Level 9D: The
Bloodways. From this side, the vault door leading to Area 1A14 can be
opened by rotating a wheel set in its centerno key is needed to unlock
it from the inside.
Starting in this area, roll for wandering monsters using the random
encounter table for Level 9D, checking once every eight hours.

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Teleporting Burst (Su) Once per day, Aaphia can teleport


all creatures within 50 ft. of her to randomly determined
locations. She can only affect creatures she is aware of and
to which she has line of sight. A successful DC 19 Will save
negates this effect. An affected creature is teleported into
one of the sarcophagi in the Crypt of the Damned (Area
1A10). A creature that succeeds on this save is immune to
Aaphias teleporting burst ability for 24 hours. The save DC is
Charisma-based.
Tactics: If Aaphia senses the approach of guests, she prepares with
an extended shield spell. Once battle begins, Aaphia starts off using
her teleporting burst ability, then her offensive spells against those who
remain or return. She prefers to immobilize opponents first, then focusing
damaging spells on one foe at a time. She does not leave the throne
willingly. Common spell castings include casting slow or hideous laughter
augmented by Extend Spell using her metamagic adept ability to both cast
it quickly and increase the DC by 1. She also likes to use enervation, ray
of exhaustion, and ray of enfeeblement to weaken or incapacitate those
who threaten her.
Due to the magic of the throne, Aaphia reforms within 1d4 days even
if destroyed. The only way to truly end her existence is to slay her body
and then destroy the throne (hardness 8, hp 200) and cast a hallow spell on
the wreckage. The amulet she wears teleports back to her whenever she
reforms, but the items hidden within the throne do not.
Treasure: The throne Aaphia sits upon is magical, and provides anyone
seated upon it with the benefits of a lesser globe of invulnerability and
true seeing, both at CL 15th. The throne is 10 ft. square, 6 ft. tall, and

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Level 1B:
The Abandoned Bastion

The Abandoned Bastion was originally excavated as a fortification by


the priests of Orcus after the battle with the army of Light, intended as
an additional defense against possible future assaults. As years stretched
into decades, and decades stretched into a century without any significant
attacks against them, the priests eventually withdrew their forces from the
upper levels, abandoning the Bastion to any subterranean creatures that
might choose to occupy it. In later years, the Bastion has mainly served
the goblins of Greznek (Level 12A) as a staging area for raids beyond
the dungeon, since it is conveniently close to the surface. Goblin raiders,
usually led by hobgoblins, camp in the Bastion for long periods of time,
resting and raiding at intervals. The raiding force currently in residence
is led by a very strong hobgoblin by the name of War Leader Jang. The
Bastion is shown on Map RA1B.

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.

1B2. Empty Alcove-Room

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

1B1. Entry Chamber


(Broken Defense Wall)

1B3. Mist-Alcove of the


Otherworlds (CR 1)

3d6 goblins (see Area 1B17)


1d6+6 goblins, 1d6 hobgoblins, and
1 worg (see Area 1B17)
1d6 stirges
No encounter

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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:

Standard Features: Unless otherwise noted, all doors


on this level are made of iron-reinforced wood (2
in. thick; hardness 5; hp 20; Break DC 18. If doors
are described as locked add Disable Device DC
20. Unless otherwise noted, all secret doors (6 in.
thickness; hardness 8; hp 90; Break 28; Disable Device
25) require a DC 20 Perception check. Pit traps are
covered and 10 ft. deep, but the covers do not lock
upon closing unless otherwise noted. Portcullises are
standard, and each has an opening lever on the far
side from the dungeons entrance at 1B1.

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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level 1b

1B4. Empty Alcove-Room

1B6. Large Hallway

There is nothing of interest in this area.

1B5. Den of the Worg-Pack (CR 7)


Eight messy piles of torn bedding material are spaced widely apart
in this room, the floor of which is scattered with some skulls, shards of
cracked bone and other garbage. The figures of four huge wolves stand
ready to spring.
This large room is the lair of 8 worgs, but only 4 of them are actually
here at any given time. The worgs of this level, unlike the goblins, are
permanent inhabitants of the upper level rather than visitors camping
here temporarily while raiding the surface. The worgs are led by the pack
leader Ohakaal Uo. Ohakaal is extremely intelligent and cunningthe
spirit behind this creatures eyes is demonic and merciless. He responds
to threats creatively and intelligently, although he generally follows the
plans set out by War Leader Jang (see Area 1B21). The worg leader
considers Jang to be the best raider-chief to seize control of this level in
quite a while, and is willing to cooperate with the burly hobgoblin as long
as his worg pack is not placed in unnecessary danger.
Hanging on a low peg in the room is a strange suit of black plate armor
which is, upon inspection, a set of worg-sized barding. Ohakaal wears
this armor into pitched battles, although not on raids when speed is of the
essence. If the worgs are warned ahead of time, and a goblin is present to
help Ohakaal don the armor, Ohakaal is wearing it when he encounters
the party. He cannot put it on without help, however, so he is not armored
unless the goblins and the worgs have had a chance to prepare.
WORGS (4)
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)

CR 2

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OHAKAAL THE PACK LEADER


XP 800
NE Medium advanced magical beast (Pathfinder
Roleplaying Game Bestiary, Worg)
Init +4; Senses darkvision 60 ft., low-light vision, scent;
Perception +13

CR 4

The temperature in this wide hallway becomes perceptibly warmer


toward the southern end.

1B7. The Gate of Cauldrons


The wide hallway terminates here, blocked by a massive set of bronze
double doors. The doors are held together by a massive bronze plate
fashioned into the shape of a demons face. Rams horns curl around the
bestial, goat-like visage, which bears the mark of a skull etched deeply
into the center of its forehead. Along the top of the doors there is an
inscription (see side box). The doors are slightly warm to the touch.
The Inscription of the Gate of Cauldrons:
The Gate of Cauldrons is sealed and forbidden
At the peril of life
At the peril of soul
At the peril of fire and eternal undeath
Turn back before the Seal of the Great Goat
Turn back before the Seal of the Master of Corpses
Turn back before the Seal of the Great Prince of the Abyss
On the far side of the Gate of Cauldrons, the corridor wall is of natural
stone. This is where the excavations opened upon a pre-existing tunnel
through the stone, and when the priests discovered what was in the depths
below, they sealed off the area. The tunnel leads to Level 5A, The Prison
of Time, arriving in Area 5A1.

1B8. The Horrible Smokehouse


(CR 3)

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When the door of this room is opened, it is immediately obvious that


the room is filled with smoke; a tangy, savory smell fills the area as the
smoke drifts out of the room and up to the corridor ceiling. Visibility is
extremely poor inside the room, limited to only a couple of feet.
This is where the goblins cure meat, much of which is their preferred
diet of human. A smoke mephit makes its lair beneath a grating in the
floor, producing the smoke which cures the meat. Because the smoke
mephit is aggressive and territorial, the goblins do not enter this room
without at least one of the worgs from Area 1B5. The smoke mephit has
tangled with the worgs before, and learned that they are not to be trifled
with. It does not bother anyone who enters the area with a large dog, but
otherwise it attacks intruders when it deems the time to be right.
The room contains six human and three pig bodies hung by hooks from
the ceiling. Since visibility in the room is limited to approximately 2 ft.,
and it is likely that the characters find the bodies by bumping into one
of theman unpleasant surprise. Once a party member has entered the
room, the mephit waits for the optimal time and then attack.

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural); AC 21,


touch 14, flat-footed 17 (while armored)
hp 26 (5d10+4)
Fort +7; Ref +8; Will +5
Speed 50 ft. (30 ft. when armored)
Melee bite +11 (1d6+5 plus trip)
Str 21, Dex 19, Con 17, Int 10, Wis 18, Cha 14
Base Atk +5; CMB +10 (+12 to trip); CMD 24 (28 vs. trip)
Feats Run, Skill Focus (Perception), Weapon Focus (bite)
Skills Climb +12, Perception +13, Stealth +9 (+3 when
armored), Survival +9; Racial Modifiers +2 Perception,
+2 Stealth, +2 Survival
Languages Common, Goblin
Treasure: Although they are not highly motivated by treasure or
wealth, Ohakaal makes sure that his worgs take a share of the pillage
when they raid, predominantly to remind the goblins of how much their
success depends on Ohakaals pack. The contents of the first seven piles
of bedding may be determined as follows: 2d100 gp, 2d1000 sp, 1d6 gems
(1d6 x100 gp). Additionally, bed #2 contains a potion of energy resistance
(fire) and bed #6 contains a potion of heroism. The eighth pile of bedding
is that of Ohakaal himself, containing 400 gp, a gem worth 300 gp, and a
skeletal hand wearing a ring of protection +1.

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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1B9. Empty Room

1B14. Storeroom

This room contains nothing that would be of interest to a party of


adventurers.

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.

Treasure: The mephit has accumulated a small amount of treasure,


items that the goblins did not notice on bodies they placed in the room for
smoke-curing. Underneath the mephits grate there are 17 gp, 40 sp, and
a gem worth 200 gp.

1B10. Phase Spiders (CR 7)


The goblins avoid this room, which contains a pair of phase spiders
that has taken up residence here, occasionally sneaking through the
walls to browse through the goblins smokehouse in Area 1B8. If the
characters make friendly contact with the goblins of this level, the goblins
may offer to pay them a small sum to destroy these predators.
PHASE SPIDERS (2)
XP 1,600
hp 51 (Pathfinder Roleplaying Game Bestiary, Phase
Spiders)

CR 5

Treasure: The phase spiders have accumulated a small amount of


treasure from prey they have brought back to their lair. Scattered on the
floor of the room, searchers find 57 gp, 70 sp, an opal set into a gold chain
(100 gp), and a small ivory statue of a demon (200 gp).

1B15. Empty Room


This room is empty, but a direct path between the two doors is clearer
of dust than the rest of the room, indicating that some creature or creatures
pass through the room from time to time. An expert in tracking might be
able to tell that something has passed through here within the last four or
five hours.

1B16. The Goblin Trap (CR 4)

1B11. Empty Room

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.

This room is empty.

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.

1B13. Kitchen (CR 4)


The large fireplace and stone countertops against the eastern walls of
this room immediately identify it as a kitchen; obviously, though, it has
not been in use for quite some time. There are a few bent or broken kitchen
implements lying on the countertops, and some rusted iron hooks hanging
from the ceiling. Light reflects off what appears to be a large puddle of
water in and surrounding the fireplace; this is actually a gray ooze. The
ooze does not generally hunt in the corridors of this level; it squeezes its
way up the chimney (rock falls have effectively blocked the chimney to
anything other than an ooze) and hunts by night on the surface.

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THE GOBLIN TRAP


CR 4
XP 1,200
Type mechanical; Perception DC 10; Disable Device DC 20

WORG
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)

Trigger location; Reset manual


Effect poisonous gas (see above); multiple targets (all
targets in room); never miss (see above)

Treasure: Each goblin carries 1d10 gp; each hobgoblin carries 1d20
gp. The worg carries no treasure.

1B20. The Unfinished Idol

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

1B17. Goblin Guards (CR 5)


This room is guarded by 10 goblins, a hobgoblin, and a worg.
GOBLINS (10)
CR 1/3
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Goblin)
HOBGOBLIN
CR 1/2
XP 200
hp 17 (Pathfinder Roleplaying Game Bestiary, Hobgoblin)
WORG
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)

CR 2

CR 2

Treasure: Each goblin carries 1d10 gp; each hobgoblin carries 1d20
gp. The worg carries no treasure.

1B18. Goblin Guards (CR 2)


This room is guarded by 5 goblins. One of them has a bell to ring in
case of attack; if he has time to sound the alarm, the ringing of the bell
alerts the goblins in Room 1B19. See the description of 1B19 for a
description of the response.

The northern wall of this room is dominated by what appears to be


the half-completed idol of a demon, its outlines hacked roughly from the
stone to reveal a fat body with goat-legs and bat wings. The face has been
left featureless, and none of the statue bears any fine detail. Its crossed
legs are draped with a carpet of high quality, upon which a few gold coins
have been scattered.
If anyone takes coins from the statue, the thief is affected with a minor
cursethe character must make a DC 15 Will save or flee in terror from
the room for a period of 1d3 x 10 minutes, the direction of flight being
randomly determined whenever a choice is offered. Even after the terror
has lifted, the character must make another save (DC 15 Will) when
trying to enter the room, or be similarly affected. Disposing of the coins
has no effect; this is a permanent curse unless it is magically removed
(CL 10th). Taking the carpet from the demons lap has no magical effect,
although it does reveal a rather prominent part of the statue that was
concealed before.

1B21. Goblin Headquarters (CR 10)


This large room is the living quarters and common room for the
various goblins that inhabit this upper level of the dungeons. Because
the entrance is well-concealed (DC 20 Perception check to notice), the
goblins consider it more of a staging area for raids than a defensive
perimeter for the lower levels. Nevertheless, War Leader Jang is a
cagey veteran of many desperate battles in the deeps of Rappan Athuk,
and enforces a level of defensive organization unusual among goblin
hordes and raiding parties.
Numerous bedrolls are scattered around the room in no particular
order, and the room is filthy with scraps of garbage and other refuse.

CR 1/3
GOBLINS (5)
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Goblin)
Treasure: Each goblin carries 1d10 gp in a belt pouch

1B19. Goblin Strongpoint (CR 6)


If the goblins in this room hear an alarm from Room 1B18, they send
their worg to cut off the attackers retreat (through Room 1B20 to Room
1B17 to Room 1B15). If the worg comes tearing through Room 1B17
and there are still any goblins alive in that room, they follow the worg.
One of them also runs to Room 1B20 to alert the rest of the goblins
on this level. The remaining goblins proceed directly to Room 1B18 to
join the defense, although it takes them 2 combat rounds to get ready and
arrive.
GOBLINS (15)
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)

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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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Speed 30 ft. (40 ft. base)


Melee 2 greatclubs +7/+7 (2d8+5)
Ranged 2 javelins +1/+1 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks superior two-weapon fighting

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

Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7


Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +7; Racial Modifiers +2 Perception
Languages Giant
Gear hide armor, 2 greatclubs, 4 javelins

Base Statistics When not raging, Jangs statistics are: AC 16,


touch 12, flat-footed 13; hp 38; Fort +8; Ref +3, Will +1;
Melee +1 halberd +9 (1d10+5); Str 16, Con 18; CMB +7;
Skills Climb +7, Swim +8
CR 3
HARMEK THE SHAMAN
XP 800
Male hobgoblin adept 5 (Pathfinder Roleplaying Game
Bestiary, Hobgoblin)
N Medium humanoid (goblinoid)
Init1; Senses darkvision 60 ft.; Perception +8

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

AC 17, touch 8, flat-footed 17 (+4 armor, 1 Dex, +5 natural,


1 size)
hp 37 (4d8+12)
Fort +6; Ref +0; Will +3
Defensive Abilities bonus will save

Speed 40 ft.
Melee +1 halberd +11 (1d10+8)
Special Attacks rage (14 rounds/day), rage power
(intimidating glare), rage power (roused anger)

AC 9, touch 9, flat-footed 9 (1 Dex)


hp 27 (5d6+5 plus 5)
Fort +1; Ref +0; Will +7

1stcure light wounds (x2), protection from good


0guidance, read magic, touch of fatigue (DC 13)

Bonus Will Save (Ex) Because of his three heads, Kerberus


may make two Will saves against any kind of magic effect
or spell he encounters.
Superior Two-Weapon Fighting (Ex) Kerberus fights with a
greatclub or javelin in each hand. Because of each of its
three heads, the bizarre ogre does not take a penalty on
attack or damage rolls for attacking with two weapons.
Obviously, there was some ettin in Kerberuss lineage at
some point.
Treasure: War leader Jang has a chest (locked and trapped with a
poison needle) that contains 3,000 gp, 8,000 sp, a necklace (1,000 gp), a
potion of cure moderate wounds and a potion of water breathing. A second
chest, belonging to Harmek the Shaman, contains 17 voodoo dolls, a
cluster of vulture feathers, a potion of levitation, a smoke bomb, six silver
knives (5 gp each), a dried human eyeball, a scroll of cure light wounds,
and five worthless but colorful rocks.

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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
Each of the goblins carries 1d10 gp in a belt pouch; each hobgoblin
carries 1d20 gp. The worg carries no treasure.

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Level 1C:
The Mouth of Doom

The Mouth of Doom is a subterranean fortification connected at its


deepest level to the rest of Rappan Athuk by a miles-long tunnel. This
outlying entrance to the main dungeon was built by the Priests of Orcus
to be used as an escape tunnel or as a way of sneaking their troops to the
surface in case the main entrance were to fall under siege. Because of the
great distance between the Mouth of Doom and the central environs of
the dungeons vast catacombs, this is perhaps the least dangerous region
in Rappan Athukwhich isnt saying much, but at least the chances of
survival for a low-level adventuring party are somewhat better here. With
a bit of luck, low-level adventurers will figure this out and begin their
explorations at the Mouth of Doom, rather than marching directly into the
core levels of Rappan Athuk which represent almost certain death for
first or second level characters. If they dont figure it out, thats what dice
and blank character sheets are for. This area is shown on Map RA1C.

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

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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

Standard Features: Unless otherwise noted ,all doors


in the Mouth of Doom are made of iron-reinforced
wood (2 in. thick; hardness 5; hp 20; Break DC 23)
and all secret doors are sliding stone unless otherwise
noted (4 in. thick; hardness 8; hp 60; Break DC 28;
Perception DC 25). If a door is described as locked
add DC 20 Disable Device.

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)

1C1. The Chamber of Doors (CR 3)


Black stone stairs lead down to this room from the ruined tower above
in a staircase that the characters estimates has taken them about forty feet
underground. The room at the bottom of the staircase has six doors leading
out, each one set into the far end of a ten-foot-by-ten-foot alcove in the
wall. There is a faint smell of old rot in the air, like a graveyard, and any
torches carried by the characters gutter slightly in the stale air.
A. Trapped False Door. In the stone over the top of this alcove, there

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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.

1C3. Empty Room


This room is featureless and empty, yielding no clues about its original
purpose.

PIT TRAP
CR 1/2
XP 200
Type mechanical; Perception DC 20; Disable Device DC 20

1C4. The Abandoned Kitchenette

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)

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.

1C2. Old Cobwebs


The ceiling of this room is hung with abnormally large cobwebs, but
they crumble at the touch, being extremely old.

1C5. The Infested Mosaic


(CR varies, 2-plus)
The angled northwestern wall of this room is a mosaic depicting
numerous different kinds of plants and animals, most of which are
immediately recognizable to the characters. The central figure in the
mosaic is a dark, human-like figure that was once carrying something, but
the glass tiles of the carried object have all been broken away, revealing
the plaster behind them. Wet plaster has given way in several other places,
most of which are near the ceiling. There is nothing otherwise unusual
about the mosaic itself.
In the places where the plaster has begun to rot and fall away due to
seeping water, there are several nests of giant centipedes. They do not all
come out at once; in the course of a single combat only 1d6 centipedes
emerge initially, with an additional centipede emerging each round for
1d6 rounds. In total, however, if the party keeps returning to the room,
there are 50 centipedes. Once these are all killed in a series of combats, no
more appear in subsequent visits to the room.

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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.

1C6. Tapestry Room (CR 1)


This room is decorated with tapestries, although anyone looking at
them immediately realizes that the rough cloth and crude sewing makes
them worthless. The tapestries depict the outside of the dungeonthe
demon-mouth which conceals the stairway down into this level. Around
the demon-mouth, a battle appears to be raging between a small army of
human archers and a larger force made up of ogres, who are led by three
black-robed figures wearing helmets decorated with curling rams horns.
These leaders are apparently human, and each one carries a mace topped
with a metal skull.
At the bottom of the concealed pit trap in the northeast corner of
the room, there is a skeleton wearing leather armor, which is pierced
in several places by arrows. The leather armor is worthless, and only 3
unbroken arrows can be recovered. The skeleton also has a good backpack
(containing 5 iron spikes, a lantern, a pint of oil, and 50 ft. of rope), a belt
pouch (200 gp), and a pair of extremely fashionable leather boots (10 gp).
CONCEALED PIT TRAP
CR 1
XP 400
Type mechanical; Perception DC 22; Disable Device DC 20
Trigger location; Reset manual

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Effect Concealed 20-ft.-deep pit (2d6 falling damage); DC


20 Reflex avoids; multiple targets (all targets in a 5-ft.-square
area)

1C7. Suffocated Room (CR 3)


It is more difficult than normal to open the door of this room
(hardness 5; hp 20; Break DC 28), and once it is forced open the
reason is apparent; it was spiked shut from the inside, and a skeleton
was leaning with its back against the door. When the spike has been
knocked out and the skeleton toppled forward, the adventurers can
get into the room, where they find two more skeletons wrapped in
bedrolls. A burned-out lantern stands on the floor in the middle of the
room. The room also contains an old-looking wooden chest, which is
not locked. It contains ten sets of garments: eight of these appear to be
servants clothing, one of them is a silk gown (30 gp), and one of them
is a crimson wizards robe embroidered with stars and astrological
symbols (20 gp). There is also a backpack beside each of the two
bedrolls; these contain a large ball of twine, a bottle of holy water,
30 sp, and sketched map from Zelkors Ferry to the Mouth of Dooms
entrance.
This room has an extremely slow draft of poisonous air: falling asleep
in the room requires making a save against this poison or falling into a
deep sleep that may end in suffocation.
COMATOSIAN REST GAS
CR 3
XP 800
Type poison (injury); save Fortitude DC 13
frequency 1/minute while in area
initial effect unconsciousness for 1 minute; secondary effect
unconsciousness for 2d4 hours, if more than 4 hours, DC 15
Fortitude save or the targets suffocate and die; cure 1 save

1C8. Abandoned Barracks


This room has recently been used as a barracks for bandits, and all traces
of its original function have been cleared away. There are ten crudely-built
wooden beds in the room, each with a wooden footlocker underneath. All
of the footlockers are empty, with the exception of a candle stub, a mouse
skeleton, a needle and thread, and a bent copper piece. The blankets on
the beds are intact and can be used, although they are only worth a couple
of copper pieces each.

1C9. Collapsed Room


The southern portion of this room has collapsed, and is filled with
rubble and dirt. There is nothing of interest in the intact part of the room,
but if anyone enters there is a 1 in 6 chance that the movement causes the
rest of the room to collapse for 6d6 points of damage.

1C10. Beneath the


Slime Pocket (CR 4)

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.

1C11. Hidden Treasure


Chests (CR 5)

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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

The entire ceiling of this room is coated with green slime so


much so that it is immediately visible when the characters look into the
room. The room itself is located directly underneath a very large natural
reservoir-like pocket of living slime, and the slime seeps and drips into
the room below. Even if the characters burn away the ceiling slime, a
character who remains in the room (searching for secret doors being the
main issue here), the character has a 10% chance (per round) to be hit
by a falling droplet of slime that has oozed through the ceiling after the
original mass of it was burned away. These droplets cause 1 hit point of
damage immediately when they turn flesh into slime, and it only takes

ALCHEMICAL BOMB TRAP


CR 4
XP 1,200
Type mechanical; Perception DC 25; Disable Device DC 25
Trigger touch; Reset none
Effect explosion (2d10 fire damage; DC 20 Ref save for half);
multiple targets (all within 5 ft. of the chest)

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1C12. The Chapel of Green Flame


(CR 5)

Treasure: The bandits have no treasure other than their possessions,


but there is a 25 gp reward for them, dead or alive, that can be collected
in Zelkors Ferry if sufficient evidence of the bandits demise can be
provided.

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.

1C15. Main Bandit Hideout (CR 5)

GIANT FIRE COBRA


CR 5
XP 1,600
hp 51 (Pathfinder Roleplaying Game Bestiary 2, Snake,
Emperor Cobra, with the following changes: add Immune
fire)
Treasure: The snake is a brilliant emerald-green color, and its skin is
quite valuable both for its beauty and for its fire-resistant properties. If the
snakeskin is sold, it is worth 1,000 gp.

1C13. The Pile of Skulls


There is a pile of 8 skulls in the northeast corner of this room, which
is otherwise completely empty and filled with dust and normal cobwebs.
The skulls are normal, but each one has a small hole bored into the top.

1C14. Small Bandit Hideout (CR 4)


This room is the lair of 4 bandits who hide out here between their
sorties to the surface. They are part of the group in Room 15, and if they
are faced with overwhelming odds they may try to trick the party into a
situation where the rest of the group can reinforce or rescue them.
BANDITS (4)
XP 200
Male human warrior 2
CN Medium humanoid (human)
Init +2; Perception 1

CR 1/2

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge,


+1 shield)
hp 11 (2d10)
Fort +3; Ref +2; Will 1
Speed 30 ft.
Melee short sword +3 (1d6+1/1920)
Ranged composite longbow [+1 Str] +4 (1d8+1/x3)
Str 13, Dex 14, Con 11, Int 10, Wis 8, Cha 9
Base Atk +2; CMB +3; CMD 16
Feats Dodge, Point-Blank Shot
Skills Climb +4, Handle Animal +3, Intimidate +3, Ride +5,
Stealth +2
Languages Common
Gear studded leather, buckler, composite longbow [+1 Str],
20 arrows, short sword

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

TALL JACK RAT


XP 600
Male human rogue 3 (Pathfinder Roleplaying Game
Advanced Players Guide, Thug)
NE medium humanoid (human)
Init +1; Perception +6

CR 2

AC 14, touch 12, flat-footed 12 (+2 armor, +1 Dex, +1 dodge)


hp 16 (3d8+3)
Fort +1; Ref +4; Will +1
Defensive Abilities evasion
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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.

1C16. Zombies (CR 3)


This room contains 4 zombies. They do not roam around the dungeon
because they were raised to protect the rooms treasure. The bandits in
Room 15 use this room as an ingenious way of guarding the back door of
their own lair, and as an escape route. The zombies are slow enough that a
person running through here at top speed can cross the room without being
attacked. To increase the zombies efficacy as a rearguard, and prevent
others from using their run-through-fast trick, the bandits spent several
quick excursions into the room to install a tripwire halfway through it. The

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tripwire runs north-south; anyone moving through this area has a 3 in 6


chance to trip on the wire (DC 20 Reflex avoids falling prone). Somehow,
the zombies do not get tangled up in the wire.

1C18. Stirge Nests (CR 6)

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)

1C17. The Chamber of Magic


Pools (CR 2 or 6)

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)

This room contains 5 circular pools, each of which is 5 ft. in diameter


and has a 1 ft. tall stone lip. Once the characters have entered the room,
they notice a hole beside the north door of the room; it was obviously
once a much smaller murder hole used to guard the door, but it has been
partially battered away, and the opening is now about one foot by two
feet large.
The stirges from Room 18 begin coming through this hole soon after
they perceive light or movement in the room, emerging one per round for
2d6 rounds. This does not account for all the stirges in Room 18 some
do not come out at all, being asleep or full. If a stirge is wounded before
attaching, it goes back through the hole into Room 18.
The water in each pool is 3 ft. deep.

1C19. Broken Trap Room

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.

1C20. Rat Nest (CR 5)

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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.

1C21. Altar of the Gods of


Chance (CR varies)
There are 11 alcoves in the room, ten of which contain statues that
appear to be idols or religious statues of gods. They are all quite different
in style and appearance, but they seem to have one characteristic in
common; all of them are depicted holding dice, cards, or some other sort
of gambling imagery. The one alcove that does not contain a statue is the
one at the middle of the north wall, directly across from the entrance. This

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alcove contains an altar with a bowl-shaped indentation in the top.


Each of the three alcoves in the rooms northern wall has the indented
impression of a hand pressed into the back wall of the alcove. If anyone
places a hand into the impression, a glowing rune appears in that alcove.
It is not necessary to place money in the bowl in order to make the runes
appear or to get magical effects from the altar, but most of the beneficial
results are based on how much money is in the altar bowl.
Roll 1d6 to see which rune appears:
1 Skull
2 Sword
3 Circle
4 Pentagram
5 Moon
6 Demon
There is no result until the handprints in all three of the alcoves have
been pressed, and three glowing runes have appeared. Once the runes
have appeared, the combination of them forms a magical effect, which
affects only the person who triggered the last rune in the sequence. The
dice must be rolled in order as shown (e.g., a roll of 616 is not Demon
DemonSkull). A character may only attempt the game five times, after
which runes no longer appear for that character. Using dead goblin hands
and other attempts to bypass the system do not work.

Major Combinations:
111
123

222



333

444


456

555

661

662

663

664

665

666

SkullSkullSkull; Make a DC 15 Fortitude save or die


SkullSwordCircle; The amount of money in the altar bowl
is doubled.
SwordSwordSword; A magic sword appears, with an
enchantment as follows (d100): 0175 sword is +1;
7695 sword is +2; 9698 sword is +2 undead bane;
9900 sword is +2 holy.
CircleCircleCircle; The amount of money in the altar bowl
is multiplied by 10 and the character gains 100 XP.
PentagramPentagramPentagram; The amount of money in
the altar bowl is multiplied by 12 and the character gains
1d4 x100 XP.
PentagramMoonDemon; The amount of money in the altar
bowl is doubled.
MoonMoonMoon; The amount of money in the altar bowl
is multiplied by 50 and the character gains 1d6 x100 XP.
DemonDemonSkull; The amount of money in the altar
bowl is doubled.
DemonDemonSword; The amount of money in the altar
bowl is tripled.
DemonDemonCircle; The amount of money in the altar
bowl is quadrupled.
DemonDemonPentagram; The amount of money in the altar
bowl is multiplied by 5.
DemonDemonMoon; The amount of money in the altar
bowl is multiplied by 6
DemonDemonDemon: A demon is summoned and attacks.

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)

1C22. Secret Treasure Room (CR 5)


This heretofore-undiscovered room served as the hidey-hole for
the treasure of some long-dead inhabitant of the dungeon. There
is a treasure chest against the south wall of the room. The chest
contains 207 gp, 3,072 sp, and 5,184 cp, together with a +1 dagger.
It is trapped; the chest rests on a pressure plate that releases a heavy
stone block from the ceiling if a significant weight is removed from
the chest. The block falls directly in front of the chest (to the north).
The block is tremendously heavy: anyone failing the saving throw is
crushed into pulp.
THIEF-CRUSHER TRAP
CR 5
XP 1,600
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect Atk +15 melee (stone block; 6d6); multiple targets (all
targets in a 10 ft. square)

1C23. Pit-Shaft Chamber (CR 1/2)


This chamber is empty, but there is a covered pit trap in the middle
of the floor. The pit is 10 ft. deep; at the bottom there is a small side
chamber with another pit leading downward. The side-pit is not covered,
and has iron rungs set into the stone as a ladder. The shaft leads down to
the second level (Area 2B36).
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 5-ft.-square area)

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1C24. Empty Room


This room is featureless and empty, yielding no clues about its original
purpose.

1C25. Gelver the Lunatic (CR 1/2)


The door to this room is spiked shut from the inside, and it takes
quite a bit of effort to open (hardness 5; hp 20; Break DC 28). Inside,
the stone floor is scattered with human and goblin bones. A human is
crouched in one corner, holding a shield over his head in a vain attempt
to remain concealed. This is Gelver the Lunatic, the sole survivor of
an adventuring expedition that was wiped out here by goblins. Gelver
offers to remain with the party until they return to the surface, but he
has a tendency to shriek wildly if he is faced with combat, and his
screaming immediately causes a check for wandering monsters (highly
inconvenient since he does this when the party is already facing combat).
He also breaks out into screaming if anyone in the group is killed by a
trap or other such hazard.
GELVER THE LUNATIC
XP 200
Male human warrior 2
NG Medium humanoid (human)
Init +0; Perception 1

CR 1/2

AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)


hp 13 (2d10+2)

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Fort +4; Ref +0; Will3

1C29. Gelatinous Cube (CR 3)

Speed 30 ft.
Melee longsword +5 (1d8+2/1920)
Ranged longbow +2 (1d8/3)

This room is the lair of a gelatinous cube. It is immune to the glue in


Room 1C31. The room is completely empty, with the exception of the
treasure still suspended in the cubes gelatinous body.

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.

Treasure: The gelatinous cube contains a suit of chainmail, a spearhead,


five arrows (one of which is +1), 40 gp, and a gem worth 250 gp.

1C30. Empty Room


This room is empty, and contains no clues about its original purposes
or use.

1C26. Stairs and the Great


Skeleton Statue (CR 8)

1C31. Woe Betide the Barefoot


Halfling (CR 2)

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.

GIANT LEECHES (9)


XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, Leech,
Giant)

CR 2

Treasure: The skeleton of a dead adventurer lies in the chamber


underneath the statue. It wears chainmail and has a longsword and a short
bow, in addition to a belt pouch containing 30 gp and a gem worth 50 gp.
The stairs in this room lead down to the third level of the dungeons;
a DC 15 Perception check reveals that the stairs must be going down by
more than just one level. Remember that a dwarf thatgains a +2 bonus on
this roll, and can take 10 on the check.

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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.

1C32. Room of the Grim Fossils

1C27. Sub-Tunnel Steps


This short flight of wooden steps leads up from (or down into) the subtunnel between here and Area D of Room 1C1. One of the steps creaks
loudly, but it is a normal creak due to age, and is not loud enough to alert
any monsters that might be wandering nearby.

1C28. Empty Room


This room is featureless and empty, yielding no clues about its original
purpose.

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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1C33. The Cobra Stairs (CR 4)


This room is relatively featureless, but it is an important discovery.
In the southern part of the room, there is a stairway leading down into
the darkness, flanked on either side by iron statues of cobras. Both cobra
statues are coiled, but with the head raised and the hood out, as if ready
to bite. Each of the statues sits upon a short stone pedestal six inches in
height. One of the two statues is an iron cobra, a magical, machine-like
creation that has been placed here to guard the stairs from intruders.
The stairs in this room lead down to the second level of the dungeon
(Level 2B: The Demons Gullet, Area 2B1), and they are rigged with a
trap. Ten feet down, there is a stair that, if pressed, causes each step to
flip over into a smooth ramp, coated with an almost frictionless substance
that slides anyone down to the bottom of the stairs. There is no damage
from the descent, but the stairs do not reset for 24 hours, possibly trapping
the party on the lower level. The walls of the staircase remain normal,
and could be climbed even while the frictionless slide-floor of the stairs
is still face up.
FLIPPING STAIRS
CR 2
XP 600
Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Reset automatic
Effect pivoting floor (see above)
IRON COBRA
CR 2
XP 600
hp 15 (Pathfinder Roleplaying Game Bestiary, Iron Cobra)
Treasure: The stone pedestal that supports the iron cobra has also been
used as concealment for a small amount of treasure (DC 15 Perception to
notice). The pedestal can be unscrewed from the floor to reveal a small
chamber beneath, containing three gems worth 100 gp each.

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Level 2: Martheks Place


& Ambros Base

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

Fort +4; Ref +10; Will +1


Defensive Abilities evasion, trap sense +2, uncanny dodge

3d6 dire rats and 1d2 wererats


2d6 ghouls and 1d3 ghasts (see Area 222)
1d3 ogres (see Area 218)
A company of goblin scouts2d4 goblin
scouts accompanied by 1d3 goblin leaders
1d3 black skeletons (see Area 22)
Marthek (see Area 25)
2d6 ghouls (see Area 222)
No encounter

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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

Detections: Faint evil from the whole place.


Standard Features: Unless otherwise noted, all doors
on this level are made of iron-reinforced wood (2 in.
thick; hardness 5; hp 20; Break DC 23) and all secret
doors are made of stone (4 in. thick; hardness 8;
hp 60; Break DC 28; Perception DC 25). If a door is
described as locked add DC 20 Disable Device.

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

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

AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size)


hp 48 (6d8+18)

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level 2

21. Entrance

24. Crypt (CR 4)

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.

22. Skeleton Surprise (CR 10)


If the secret door to this room is opened, or 5 rounds after the door to
Room 23 is opened, 6 black skeletons emerge shrieking. One of the
black skeletons is further enchanted with a continuous deeper darkness
spell; all of them have blindsight instead of regular darkvision. If the head
of this skeleton is severed and cast upon the ground, it springs up and acts
as a servant to the caster, remaining for 2d6 days before falling to pieces
at which point it is utterly destroyed.
CR 5
BLACK SKELETONS (6)
XP 1,600
hp 45 (Frog God Games The Tome of Horrors Complete,
Skeleton, Black)

23. The Ball Room (CR 6)


Dim firelight can be seen coming from south. The corridor beyond the
archway is filled with smashed bits of armor, bones, etc. A huge ball rolls
back and forth sporadically along this corridor. It is 3 ft. in diameter and
covered with sharp spikes. The corridor leaves enough room between
the wall and the spiked ball for the very brave to attempt to pass. The
attempt requires a DC 22 Reflex save (adjust for armor check penalties in
this specific case) to avoid being contacted by the spiked ball, and failing
this a Fortitude save to avoid being knocked down and taking another
1d3 rounds worth of punishment. Any Break check attempts subject the
instigator to the hazards affects. In addition, the west wall of the hallway
is covered in brown mold.

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.

ROLLING SPIKED IRON BALL


CR 5
XP 1,600
Type mechanical; Perception DC 1; Disable Device DC 30
Trigger constantly on; Reset n/a
Effect spiked ball (2d6 piercing and bludgeoning damage
and knocked prone for 1d3 rounds); DC 22 Reflex avoids,
DC 22 Fortitude to avoid being knocked prone if hit;
hardness 10; hp 90; Break DC 40.
BROWN MOLD
CR 2
XP 600 (Pathfinder Roleplaying Game Bestiary, Hazards)
Brown mold feeds on warmth, drawing heat from anything
around it. It normally comes in patches 5 ft. in diameter,
and the temperature is always cold in a 30 ft. radius around
it. Living creatures within 5 feet of it take 3d6 points of
nonlethal cold damage. Fire brought within 5 ft. of brown
mold causes the mold to instantly double in size. Cold
damage, such as from a cone of cold, instantly destroys it.

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level 2

25. Martheks Lair


(CR 5, or 7 if Marthek uses the
jars of green slime)
This room appears to be a campsite of some sort. Bedding and bones
litter the floor. A metal spike covered with blood sticks out of the wall
near the corridor entrance, about four feet above the floor, indicating
something must have recently been impaled on it. Marthek the madman
is here 90% of the time. He is asleep on a 12 on 1d6. At A is a twofoot long metal spike protruding from the wall. Martheks nest of furs and
debris is located at B.
MARTHEK, THE INSANE GUARD
XP 1,600
Male human barbarian 6
CE Medium humanoid (human)
Init +3; Perception +11

CR 5

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.

Note: Marthek is under a curse cast by the evil priests on Level 4. He


was once neutral good in alignment. He is now chaotic evil, and remains
so until healed of his affliction. Marthek was placed here as a guardian by
the evil priests, and serves them as his masters. None of the other denizens
controlled by them (the ghouls, ghasts and ogres) dare harm him, though
all fear him. If he is cured of his insanity by a heal, dispel evil, remove
curse or remove disease (CL 8th), he joins the party as a loyal member.
Treasure: His nest contains 3 ceramic jars of green slime, various
bones, a beaver pelt worth 22 gp, a gold bar worth 400 gp, 62 cp and a
spell book with the following spells: flare, grease, mending, erase, hold
person, and a secret page containing cloud kill.

AC 15, touch 11, flat-footed 12 (+4 armor, +3 Dex, 2 rage)


hp 80 (6d12+30 plus 6)
Fort +10; Ref +5; Will +4
Defensive Abilities improved uncanny dodge, uncanny
dodge; Immune mind affecting spells and effects

26. Pantry (CR 5)

Speed 30 ft. (base 40 ft.)


Melee +2 greatclub +16/+11 (1d10+14) or unarmed strike
+14/+9 (1d3+8)
Special Attacks rage (17 rounds), rage power (intimidating
glare), rage power (knockback), rage power (no escape)
Str 27, Dex 16, Con 20, Int 10, Wis 11, Cha 10
Base Atk +6; CMB +14; CMD 27
Feats Alertness, Blindfight, Improved Unarmed Strike, Power
Attack
Skills Acrobatics +10, Climb +12, Intimidate +9, Perception
+11, Sense Motive +6, Survival +9, Swim +12
Languages Common
SQ fast movement, trap sense (+2)
Gear hide armor, +2 greatclub, loincloth, rat tooth necklace,
fleas, and the key to the storage room at Area 26
Insane (Ex) Marthek is completely immune to all mind
affecting spells and effects. No saving roll need be made to
these types of effects. Likewise, he must always use his rage
ability at the start of any combat.
Tactics: Marthek attacks wildly, using his unbelievable Strength to
great effect. He uses his club and attempts to grapple and throw or slam
any lightly armored characters onto the metal spike (treat as charge attack
against a set spear, base damage 1d12+6 [+8 when enraged]/17 20/
x3, plus Fortitude save [DC equal to damage done] or stunned for 2d6
rounds). If wounded for over half of his hit points, Marthek flees to his
nest at B, where he pretends to cower in fear, but then begins to throw
jars of green slime at armored characters.

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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DIRE RATS (16)


CR 1/3
XP 135
hp 3 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)

27. Forgotten Pantry


The outside door to this room has an excellent quality lock (DC 25
Disable Device to open). Marthek has lost the key. The room contains 11
rat skeletons and smells horrible. The opposite door leads down to Level
3. There is also an old brass spittoon which contains a thick layer of vile
liquid. Inside the spittoon can be found (DC 8 Perception) a small gold
chain with a ruby on it worth 300 gp.

28. Storage Room


The door to this room is locked (DC 20 Disable Device). The room
contains 20 smashed boxes and chests, though nothing of apparent value.
A detect magic reveals an elixir of stone to flesh (special wondrous item
as per the spell stone to flesh, CL 12th) with four doses under a pile of
rubble.

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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level 2

The patches marked C contain 6 colonies of violet fungi.

29. The Dirt Room

VIOLET FUNGI (12)


CR 3
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Violet Fungi)

Once the door to this room is opened, read the following:


Strangely, the walls, ceiling and floor of this room are made of
hard-packed dirt. As you look up, a slight trickle of loose dirt falls
from the ceiling to the ground.

211. Ice Box

This whole room is made of dirt and appears to be very unstable. No


dwarf in his right mind would cross this room. With each step, bits of dirt
fall from the ceiling. Nevertheless, the room is actually completely stable
and can withstand even magical assault without collapsing.

210. Fungus Garden


(CR varies, 11-plus)
Sunlight penetrates the ceiling of this cavern. Innumerable fungi cover
the walls and floor. Bats can be seen flitting about the ceiling, and rat
squeaks can be heard within the cave. A rotted rat corpse lies a few feet
inside. Various mosses, plants and rat tunnels occupy this room. There is
a 1 in 10 chance per turn of 1d6 dire rats showing up if the characters are
using light or making noise in this room. The room is rather humid. Most
of the fungus is harmless, and can be eaten (1 in 10 chance it is poisonous).
POISONOUS FUNGUS
Type poison (ingested); save Fortitude DC 12
onset 1 round; frequency 1/round for 4 rounds
effect 1d6 Con damage; cure 1 save
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
Patches marked A are shrieker colonies, each containing 2d6
shriekers, orange/red in color, streaked with white. They stand in 3 ft.
tall clumps. They shriek if approached with a light source within 30 ft. or
movement within 10 ft.
Note: Their shrieks attracts both Marthek and the violet fungus at C below.
It scares away any rats in the room (they know and fear the violet fungi.)
SHRIEKERS
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.
The patches marked B are yellow mold, which erupt with deadly
spores if disturbed. Note that one patch is located right by the large rat
tunnel that leads to a cave outside.
CR 6
YELLOW MOLD
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.

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.

212. The Entrance Chamber to


the Tomb of Saracek (CR 4)
This door is different than all the others so far seen in the dungeon. It is
finely crafted, made of ebony wood and bound with gold. The door has an
obvious internal lock, also of fine quality. Strange runes are rudely carved
in the door. Simply looking at them makes one uneasy.
The door itself is worth 500 gp intact. The carving on the door mockingly
uses the Infernal alphabet to spell out words in Celestial: Saracek: In life
a deluded slave of blinding light; In death a dark warrior-king. Unless
the characters can read both languages, the writing is indecipherable
without magical aid. This evil warning has kept the crypt beyond from
being disturbed by adventurers. It is not intended that a low level party
enter this crypt.
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Outer Locked Ebony Door: 2 in. thick; hardness 5; hp 30; Break DC


25; Disable Device DC 30.
Once the characters bypass the exterior door, read the following text:
Beyond the ebony door is a richly-appointed anteroom. Runes
and frescoes adorn the walls, depicting a heroic man in the prime
of life fighting evil creatures. The last frame of the fresco, however,
shows the same man kneeling before a black altar with a shadowy
demonic figure above him. An intricately locked door, similar to
the one just entered, appears to lead to a tomb beyond.
This is the entrance to the tomb of an evil warrior. The small antechamber
contains ancient runic text (written in Infernal) along the walls of the room
indicating that the tomb of Saracek lies beyond and should not be entered.
A lengthy description is given of Saracek and his lineage.
A character who succeeds on a DC 18 Knowledge (history) check may
recall that Saracek was a paladin of great renown and was one of the
heroes who went with the army of light in pursuit of the evil priests of
Orcus many years ago.
As with the outer door, the inner door is also worth 500 gp intact. In
addition, the inner door is trapped with a poison needle trap.
Inner Locked Ebony Door: 2 in. thick; hardness 5; hp 30;
Break DC 25; Disable Device DC 30.
CR 4
POISON NEEDLE TRAP
XP 1,200
Type mechanical; Perception DC 15; Disable Device DC 25
Trigger touch; Reset manual
Effect Atk +13 melee (1 plus poison, needle); poison

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MEDIUM SPIDER VENOM


Type poison (injury); save Fortitude DC 14
frequency 1/round for 4 rounds
effect 1d2 Str damage; cure 1 save

level 2

213. Saraceks Tomb (CR 10)


This room is the tomb of a rich man who in life was a warrior. The main
tomb itself is richly appointed and has never been looted. Fine tapestries
hang on the walls, though now mostly in tatters. There are a number
of ornate funerary items worked of gold, including several censers of
incense. There is also an intricately-carved wooden chair here. Once rich
rugs lie one on top of the other on the floor. Evil runes cover the walls.
If Saracek the Fallen is here, he is seated on the great wooden chair is a
skeletal figure bearing a greatsword and wearing a bejeweled crown.
The funerary items are worth a total of 500 gp. The rugs and tapestries
can be salvaged for a total of 250 gp, though they would require several
pack animals to transport out of the dungeon. The door to Area 216 is an
ebony door identical to the outer door to the anteroom above.
If the shriekers in Room 210 have shrieked, if significant combat
has taken place on this level or if the party is using a great deal of light,
Saracek is in this room, seated on his chair. He attacks the party if they
are of good alignment. If they are evil, he may talk with them and offer
them some task. If not so alerted, Saracek molders in his crypt, at Area
214, below.

SARACEK THE FALLEN


CR 10
XP 9,600
Male skeletal champion antipaladin 10 (Pathfinder
Roleplaying Game Bestiary, Skeleton Champion,
Pathfinder Roleplaying Game Advanced Players Guide,
Antipaladin)
CE Medium undead
Init +7; Senses darkvision 60 ft.; Perception +15
Aura cowardice (10 ft.), despair (10 ft.), evil, fear (30 ft., DC
19)
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 126 (10d10+2d8+48 plus 10)
Fort +15; Ref +12; Will +16
Defensive Abilities unholy resilience; DR 10/bludgeoning;
Immune channel energy, cold, disease, undead traits; SR 26
Speed 30 ft.
Melee +2 unholy wounding greatsword +20/+15 (2d6+11
plus 1 bleed plus 2d6 to good targets/1720), or 2 claws +17
(1d4+6)
Special Attacks channel negative energy (7/day, 5d6, DC
19), cruelty (cursed as bestow curse CL10th, or shaken 10
rounds, or staggered 5 rounds, DC 19), smite good (4/day,
+4 to hit, +10/+20 damage, +4 AC), touch of corruption (9/
day, 5d6)
Spell-like Abilities (CL 10th)
At willdetect good, discern location (circlet only)
Spells Prepared (CL 7th)

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3rdmagic circle against good


2nddesecrate (x2)
1stcause fear (DC 15), doom (DC 15), protection from
good

level 2

215. Rats Nest (CR 1)

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.

214. Saraceks Crypt (CR 2)


Beyond the locked entrance lies an ornate crypt. A bronze chest with
intricate designs lies in front of a large stone sarcophagus. Standing next
to the chest, leaning against the wall of the crypt is a steel shield. A large
chair sits to the left of the crypt. If Saracek was not encountered in the
tomb, he is here seated on his chair. Use the description and statistics
above.
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Locked Bronze Chest: 1 in. thickness; hardness 9; hp 25;


Break DC 20; Disable Device DC 25; poison dart trap.
POISONED DART TRAP
CR 2
XP 600
Type mechanical; Perception DC 22; Disable Device DC 20
Trigger touch; Reset none
Effect Atk +10 ranged (1d3 plus poison)
GREENBLOOD OIL
Type poison (injury); save Fortitude DC 13
frequency 1/round for 4 rounds
effect 1 Con damage; cure 1 save
Treasure: Inside the chest are 2,500 cp, 3,219 sp and 982 gp as well as
12 50 gp gems. Also found inside the chest are an arcane scroll (protection
from energy, CL 10th), a +2 tome of understanding, and 16 +1 arrows
in a rotten quiver. Inside a hidden compartment in the lid of the chest
(DC 12 Perception check to discover) are 3 potions: reduce person,
delusionary cure light wounds (PC believes he is healed for 2d6 hp), and
cure serious wounds. Next to the chest is a +2 holy blinding heavy steel
shield (enchanted as both a weapon and shield) that Saracek can no longer
use due to his evil nature.

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.

216. Storage Room


Along the walls lie piles of wood and tools, neatly stacked. A large
box sits in the center of the Room. Various carpentry equipment used for
making coffins is stored here, including 120 8 ft. long 2x4s, 3 hammers,
2 saws, one axe, a chisel and 10,000 rusty but usable nails in an iron box.

217. Broom Closet


Everything is this room is smashed, but is kept in a neat pile by a
magical broom that sweeps everything into the center of the room. The
broom sweeps continuously and on command (sweep). It could be sold
to an upper-class housekeeper or to a curio collector for 750 gp.

218. An Ogre and his Money (CR 9)


This room contains Ambro the ogre and his 4 ogre buddies. On the
floor of the room are 3 rows of 100 cp each. The first row is all heads,
the second is all tails, and the third all heads again. Unfortunately, before
the party can determine this unusual arrangement, they must deal with
the ogres who are intently sorting the coins, and who quickly grab their
weapons and attack.

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AMBRO THE OGRE


CR 7
XP 3,200
Male ogre fighter 4 (Pathfinder Roleplaying Game Bestiary,
Ogre)
CE Large humanoid (giant)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +4
AC 19, touch 11, flat-footed 17 (+3 armor, +2 Dex, +5 natural,
1 size)
hp 104 (4d8+4d10+48 plus 16)
Fort +14; Ref +3; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft. (40 ft. base)
Melee greatclub +14/+9 (2d8+12)
Space 10 ft.; Reach 10 ft.
Str 24, Dex 12, Con 23, Int 8, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 26
Feats Cleave, Improved Initiative, Power Attack, Toughness,
Vital Strike, Weapon Focus (greatclub), Weapon
Specialization (greatclub)
Skills Climb +11, Intimidate +4, Perception +4
Languages Common, Giant
SQ armor training 1
Gear hide armor, greatclub, sack with human skull and
hunk of uncooked meat, empty sack which previously
held his 300 cp, a 5 sp silver ring and a map to the

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Stoneheart Mountain Dungeon where his brother Gorbash


lives (the Stoneheart Mountain Dungeon and Ambros
brother Gorbash are detailed in the Necromancer Games
adventure The Tomb of Abysthor)
OGRES (4)
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Ogre)

222. Star-Shaped Room (CR 10)

CR 3

Treasure: Each of the normal ogres possesses 3d12 gp and 4d10 sp.

219. Ambros Base


This room is the den of the ogres. It consists of a 5 piles of skins
including a bearskin (300 gp). Buried in the soiled furs the PCs find (with
a DC 10 Perception check) a masterwork silver-edged two-handed sword,
several half-eaten rat corpses, a keg of wine, a bottle of brandy (which
Ambro thinks is magic because it makes him go to sleep), and a magic
potion of flying (which he thinks is poison because it tastes icky).

220. Dirt Cave


The walls, ceiling and floor of this Room are made of hard-packed dirt.
As you look up, a slight trickle of loose dirt falls from the ceiling to the
ground. Two large tunnels are present on the far wall.
This room is a boring, featureless dirt cave. The tunnel to the outside is
nearly vertical (80 degree slope). Unless precautions are taken such as
using a rope navigating either the passage to the surface or the passage
to Level 4 requires a DC 12 Reflex save or the passage is treated as a slide,
with characters being rudely (and rather noisily) deposited in a cavern on
Level 4, or back in this room if they were attempting to use the passage
to the surface.
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221. Ghouls and Ghasts

This star-shaped room has a pentagram inscribed within a hexagon in


the center of the room. In each of the points of the star there are numerous
wooden coffins, some broken. Dozens of hunched humanoids move in
flickering torchlight.
This room is the lair of 21 ghouls and 6 ghasts. The GM should subtract
any slain as wandering monsters from this total, though slain ghouls are
replaced within one week. These creatures were common soldiers of the
army of good, buried within the room and reanimated by the evil presence
of the priests of Orcus. They primarily remain in this room, only venturing
forth in search of food. They are prevented from attacking Marthek
due to the priests orders. These creatures are primarily responsible for
destroying most low-level parties that enter Rappan Athuk. As such, they
have a large amount of treasure.
GHOULS (21)
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)
GHASTS (6)
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: Scattered about the opened crypts are 2,301 gp, 4,204 sp,
2,910 cp, all manner of common weapons and armor, including several
suits of chainmail, a breastplate, a full suit of dwarf-sized half-plate, two
masterwork steel shields (one heavy and one light), a masterwork heavy
mace, a masterwork short sword, a masterwork morningstar, a silver
dagger, a composite short bow (+1 Str), 18 +1 arrows, a +1 keen dagger,
a +1 keen throwing axe and a +2 warhammer and three potions: 2 potions
of cure light wounds and a potion of remove disease (DC 20 Perception
for each item).

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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 level is a group of unconnected rooms linked by a web of teleport


lines that ultimately join the Mouth of Doom levels with the Crypt.
Various monsters pass through the area, with intelligent beings using the
teleportals deliberately, and in the case of heavy-enough unintelligent
monsters, often entirely by accident. This are is shown on Map RA2A.

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

2A1. Entrance from the


Pools of Pestilence

Shadow (see Area 2A3)


Ghoul
Dire Rat (see Area 2A10)
No encounter

Detections: This entire level radiates faint magic, due


to the various teleportation pathways that cross and
crisscross it throughout. The teleporters themselves all
radiate magic.
Standard Features: All of the rooms in this level, with
the exception of the natural cavern at Area 2A12,
have flaking, black-painted walls as described in
Room 2A1. Unlike Room 2A1, the other rooms
are not filled with cobwebs, for creatures do move
through them from time to time using the teleporters.
The Teleportals: The description of each teleporter has
its destination(s) in parentheses, and the pathways
are also marked on the map for quick reference. After
any of the teleportals in this level have been used, it
requires 3 rounds to recharge before it can be used
again. In order for one of the teleporters to be used
a second time, it is necessary to step off the disk and
then step back on again. Teleportation into a room
from anywhere else arrives at the same teleporter
each time, which is noted in the teleporters
description as all arrivals. The exception to this rule
is the two arrival points in Room 2A9, which do not
have teleportal-dials at all.

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2A2. Giant Spiders (CR 4)

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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level 2a

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.

2A3. Shadows (CR 7)


This room is the abode of three shadows, which are virtually invisible
against the black-painted stone of the walls and often lurk within the stone
itself.
North Teleporter: The north teleporter points only to the northwest
(Room 2A1) or to the north (Room 2A9A).
South Teleporter (all arrivals): The south teleporter points only to the
south (Room 2A5) or to the southeast (Room 2A9B)
SHADOWS (3)
CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Shadow)

2A4. Empty Room


This room contains nothing other than two teleport-dials, both in the
southern part of the room only two feet from each other, one slightly
further north than the other.
North Teleporter (all arrivals): The north teleporter only points to the
northwest (Room 2A2).
South Teleporter: The south teleporter only points to the northeast
(Room 2A3) and the southeast (Room 2A8).

2A5. Empty Room


There is one teleport-dial in the western half of this room, and a second
in the eastern half. Other than the teleport-dials, the room is empty.
West Teleporter (all arrivals): The west teleporter only points to the
west (Room 2A4)
East Teleporter: The east teleporter only points to the southwest
(Room 2A8) or to the southeast (Room 2A6)

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.

2A8. Giant Ticks (CR 4)


This room has three teleporter-disks in it. Three giant ticks have
situated themselves over the arrival-teleporter in this room, where anyone
teleporting into the room materializes. These creatures teleport from room
to room (often accidentally), but they spend most of their time simply
waiting for other creatures to appear, as a convenient source of food. As
soon as anyone appears on the teleporter disk, the ticks drop down and
attack.
Northwest Teleporter (all arrivals and the ticks are here): This
teleporter can only be pointed to the northeast (Room 2A5).
Northeast Teleporter: This teleporter can only be pointed to the east
(Room 2A6) or to the southeast (Room 2A11).
South Teleporter: This teleporter turns all the way around without ever
dropping into a groove (it is not broken; it was simply never completed
and cannot be used for teleportation).
GIANT TICKS (3)
CR 1
XP 400
hp 9 (Frog God Games The Tome of Horrors Complete, Tick,
Giant)
Treasure: In various places scattered on the floor, the characters can
find a total of 122 gp and 900 sp.

2A6. Empty Room

2A9. Nexus Room

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.

2A7. Stone Adventurers (CR 9)

2A10. Giant Rat Nest


(CR varies, 7-plus)

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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MONSTOUSLY HUGE DIRE RATS (4)


XP 200
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

level 2a

CR 1/2

AC 12, touch 12, flat-footed 10 (+2 Dex)


hp 19 (3d8+6)
Fort +5; Ref +5; Will +2

2A12. Crystal Lake of the Hydra


(CR 4)
The floor and ceiling of this natural cavern are very uneven and are
filled with stalagmites and stalactites. In the approximate center of the
chamber there is a lake of crystal-clear water. An island of rock rises from
the middle of the lake, and one of the teleportation disks can be seen at the
top of the island. A five-headed hydra makes its lair under the waters of
the lake, and attacks anyone attempting to reach its island.
This room contains two teleporter-disks, one on the island in the middle
of the lake, and the other in the northeastern part of the cavern.

Speed 40 ft., climb 20 ft., swim 20 ft.


Melee bite +4 (1d6+3 plus disease)
Special Attacks disease
Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 4
BaseAtk+2; CMB +4; CMD 16 (20 vs. trip)
Feats Ability Focus (filth fever), Skill Focus (Perception)
Skills Climb +10, Perception +8, Stealth +7, Swim +10

HYDRA
CR 4
XP 1,200
hp 47 (Pathfinder Roleplaying Game Bestiary, Hydra)

Disease (Ex) Filth fever: Biteinjury; save Fort DC 15; onset


1d3 days; frequency 1/day; effect 1d3 Dex damage and
1d3 Con damage; cure 2 consecutive saves. The save DC is
Constitution-based.
Treasure: The rubbish and filth in the room contains scattered coins
and treasure. It takes a full turn to collect it all, but the total amount is 40
gp, 300 sp, 900 cp, and 2 gems worth 50 gp each.

2A11. Death Bubbles (CR 4)


The narrow, central part of this room is filled with dark green bubbles
that are about 1 ft. in diameter, packed so closely that they have to be
pushed aside in order to get through. This also means that anyone entering
the room is not be aware that there is a southern half to the room at all; it
is clear that there is some sort of bubble-filled alcove, but neither the depth
nor the fact that it opens up on the far side is apparent.
In addition to the tightly packed bubbles in the rooms narrow center,
there are 1d4+1 bubbles floating around in each of the rooms northern
and southern chambers. They float between waist and head height.
It is easy to puncture one of the bubbles; the merest touch of an
unsheathed sword or spear point cause a bubble to explode. The blast is
quite minor, with only a 50% chance per individual to inflict 1 hit point of
damage within 10 ft. However, the chain reaction of an explosion in the
center of the room is absolutely devastating; everything in both chambers
of the room suffers 4d10 points of damage if the bubbles in the middle of
the room explode. The only safe way through is to push through the wall
of bubbles with all weapons sheathed or covered. Note: If the players
have already figured out the possibility of a chain reaction, and are about
to set off the bubbles from a distance in order to cause one, it is only
fair to point out to them that the range of a massive explosion would be
increased beyond the 10 ft. range of a single exploding bubble. There is no
way of estimating how far the shock wave of a large explosion would be.
Bypassing the bubbles is equivalent to defeating a CR 4 creature.
The room has four teleporter-disks in it, located in the northwest,
northeast, southwest, and southeast corners.
Northwest Teleporter (all arrivals): This teleporter can only be
pointed to the northwest (Room 2A8)
Northeast Teleporter: This teleporter can only be pointed to the
southwest (Room 2A12)
Southwest Teleporter: This teleporter can be pointed to the north
(causes arrival at the northwest teleporter of the same room) and south
(which does not function at all).
Southeast Teleporter: This teleporter can only be pointed to the south
(Room 2A13) and the northwest (Room 2A8).

Island Teleporter (all arrivals): This teleporters dial points only to


the east (Room 2A11)
Northeast Teleporter: This teleporter also points only to the east (and
also goes only to Room 2A11).

2A13. The Graveyard Express


(Exit to G1)
The walls of this room were once painted a bright yellow, but the paint
has faded and is peeling in strips from the damp stone walls. There are two
teleporter disks in the room.
North Teleporter: This teleporter (all arrivals) points only to the north
(Room 2A11).
South Teleporter: This teleporter points north, south, east, and west.
However, any use of the teleporter, in any direction, is a one-way teleport
to the surface above the main levels of Rappan Athuk, many miles away
from Zelkors Ferry. The characters arrive standing in front of location
G1.

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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.

2B2. The Taunting Gate


There is a pressure plate in the floor to the east of the portcullis (just
where the corridor turns southward). When a persons weight depresses
the plate, the portcullis drops closed and locks itself in place. It unlocks
and rises again after 24 hours. In the center of the portcullis a demonic
looking face has been fashioned onto a disk of metal; when the portcullis
falls, the face issues a deep, amused chuckle before falling silent, although
any time an unsuccessful attempt is made to open the portcullis, the face
chuckles again. Any time that there is no one within 20 ft. of the portcullis
(to either direction), the lock at the bottom audibly clicks open but
remains unlocked for no more than a second before re-locking. By using
the right tools, the party might be able to take advantage of this annoying
behavior, but it would be difficult in the very short period during which
the portcullis is unlocked. Most likely they are simply be trapped on one
side of the corridor.

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The Taunting Gate: 1 in. thick iron; hardness 10; hp 30; Break
DC 24; Disable Device DC 25.

2B3. Statue and Reflecting Pool


(CR 2)

Standard Features: Unless otherwise noted, all doors in


the Demons Gullet are made of iron-reinforced wood
(2 in. thick; hardness 5; hp 20; Break DC 18. If doors are
described as locked add Disable Device DC 20.
Unless otherwise noted, all secret doors are sliding stone
(6 in. thickness; hardness 8; hp 90; Break 28; Disable
Device 25) and require a DC 20 Perception check.

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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level 2b

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).

2B7. Gnoll Den (CR 5)

Speed fly 20 ft. (poor)


Melee bite +3 (1d6)
Str 10, Dex 14, Con, Int, Wis 1, Cha 1
Base Atk +3; CMB +2; CMD 14
Skills Fly +0
SQ 1 construction point (used for fly speed)
Regeneration (Ex) No form of attack suppresses the stone
bats regeneration ability. It always reforms.
Treasure: Raking the bottom of the reflecting pool to get below the scum
on its surface allows the characters to find 20 gp, 100 sp, a broken tooth,
and an old boot with a 100 gp gem sewn into the heel. The gem is easily
(automatically) found if the boot is closely inspected or if it is tried on; it is
unlikely to be detected by a casual glance (DC 20 Perception check).

2B4. Empty Room


This room has obviously been used recently by some unsavory characters,
for there are freshly gnawed bones scattered about the floor, a broken iron
cooking pot in one corner, and scorch marks where a campfire was built
directly on the stone floor. There is a large ventilation grill in the northern
part of the rooms eastern wall, an iron grate three feet in diameter. Note that
looking through the grille does not allow characters to see anything because
there is a permanent darkness spell (CL 12th) cast in the center of the short
passageway in between the grille here and the one in Room 2B7.
This room serves as a common room for the gnolls who lair in Rooms
2B6 and 2B7. Sounds in any of these three rooms can be heard in the
others.

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).

2B8. Empty Room


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2B9. Trapped Door and Cells


(CR 5)
When the door into this corridor-room is opened, a poisoned dart
shoots from the far wall.
POISON DART TRAP
CR 5
XP 1,600
Type mechanical; Perception DC 20; Disable Device DC 20

2B5. Scrawled Message


Scrawled on back wall of room: Dam it is alive. Have to sleep, or die.
This message refers to the living dam in Room 22, but the word Dam
in this message might easily be taken as a swear word rather than a noun,
even though the spelling is actually correct as written. Have to sleep is
actually an instruction for handling the dam rather than a comment about
the authors state of exhaustion. It is a good idea to write the message for
the players to see, so they have a chance to notice the strange spelling.
Other than the message on the wall, the room is bare.

2B6. Gnoll Den (CR 6)


This room is the lair of 5 gnolls, part of the same band as the ones
in Room 2B7. They have not explored any of the dungeon other than
the hallway between here and the stairs at location 2B1, for they use
this room as nothing more than an underground denthey do all their
prowling and hunting on the surface rather than in the dungeons. The
gnolls are accompanied by 2 pet hyenas.
GNOLLS (5)
XP 400
hp 11 (Pathfinder Roleplaying Game Bestiary, Gnoll)

HYENAS (2)
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Hyena)

CR 1

Trigger touch; Reset none


Effect Atk +10 ranged (poison dart; 1d3 plus poison)
WYVERN POISON
Type poison (injury); save Fortitude DC 17
frequency 1/round for 6 rounds
effect 1d4 Con damage; cure 2 consecutive saves
This corridor has three iron doors along its southern wall, each with a
small barred window in the center of the door.
A. Empty, although there is a scattering of straw on the floor.
B. Empty, also with some straw scattered about.
C. This cell has straw on the floor like the others, but there is also another dart
trap directly across from the little barred window. Under one of the flagstones
of the floor of this small cell, there is a cache of items: 200 gp, a holy symbol, a
vial of holy water, and an ornate mirror in a gold frame (100 gp).
CR 1
DART TRAP
XP 200
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger touch; Reset none

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level 2b

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.)

may come to investigate. Moreover, if anyone becomes insane in the room


as a result of reading the writings on the wall, Yaza Mongro hears the
insanity and knows that there are intruders in his lair.

This room is a trap (actually, two traps!), perhaps designed to protect


the treasure kept in Room 2B11.

This room is comfortably furnished with a bed, chairs, a small table,


and a locked wooden chest.
This is the home of Yaza Mongro, an insane evil cleric of Orcus who
hears the voices of the mad voids of space whispering in his head. He
wears a helmet fashioned to look like an array of curling tentacles, and the
irises of his eyes are a strange yellow color.

2B14. Yaza Mongros


2B10. Teleportation Trap (CR 5) Bedchamber (CR 2)
PIT TRAP
CR 1
XP 400
Type mechanical and magical; Perception DC 2; Disable
Device DC
Trigger location; Reset automatic
Effect 20 ft. deep pit (2d6 falling damage); No save (if
eastern door touched); multiple targets (all targets touching
the door). Note: The pit trap in front of the western wall of
the room is not covered and is easily visible from the rooms
entrance. Anyone who touches the door in the eastern wall
of the room, whether directly or by using a tool of some
kind, is instantly teleported over the top of the pit (and then
fall into it). At the bottom of the pit, there is an iron button
shaped like a gargoyles face, recessed an inch deep into
the wall. If this button is pressed, a stone block falls from the
ceiling above, leading to the falling block trap.
FALLING BLOCK
CR 5
XP 1,600
Type mechanical; Perception DC 20; Disable Device DC 25
Trigger location; Reset automatic
Effect Atk +25 melee (10 ft. stone block; 3d6); multiple
targets (all targets in a 10 ft . square). Note: Anyone
leaning over the pit hears the block starting to slide, and
can withdraw without being damaged. The stone block is
attached to a chain, and automatically cranks back up
after an hour.
When the button is pressed, the teleportation trap on the
door is deactivated, and the door may be opened normally.

2B11. Treasure Room


Because of the trap in Room 2B10, this treasure room has never been
looted. It contains a deep pool (30 ft. deep) filled with clear water. At
the bottom of the pool there is a golden skull with gems set into the eye
sockets (1,000 gp value).

2B12. Empty Room

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

AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)


hp 29 (4d8+4 plus 4)
Fort +5; Ref +3; Will +7
Defensive Abilities deaths embrace
Speed 20 ft.
Melee +1 light mace +6 (1d6+3)
Special Attacks channel negative energy (DC 13, 2d6, 4/
day), deaths kiss (2 round, 6/day)
Spells Prepared (CL 3rd)
2ndaid, darkness, ghoul touchD (DC 15), hold person (DC 15)
1stcause fearD (DC 14), doom (DC 14) (x2), endure
elements, summon monster I
0 (at will)create water, detect magic, read magic, virtue
D Domain spell Domain Undead*

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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).

2B15. The Head of Steam

2B13. Yaza Mongros


Notes From the Void
The walls of this room are covered in bizarre pictures and symbols,
hastily splashed on with messy, slashing brush-strokes. The words are in
the Common tongue, but they make no sense whatsoever. Any attempt
to magically comprehend the language requires that the caster of the
spell make a DC 20 Will save or fall into a catatonic state of insanity for
3d6 turns. These are the scrawlings of Yaza Mongro (see Room 2B14),
attempts to record things that he hears in his head from the whispering of
the chaotic voids. If there is any unusual noise in this room, Yaza Mongro

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

Shrink to one foot in height for 3d6 turns


Coughing and paralyzed for 1d6 turns
Become invisible for 1d6 turns
See hallucinations for 1d6 turns (GM to describe, be creative!)

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level 2b

2B16. Empty Room

2B21. Sunken Corridor

2B17. Shrieker Room

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.

2B18. Gas-Trap Room (CR 10)

2B22. The Dam (CR 8)


Water trickles from a crack in the ceiling in the eastern side of this
room, where it gathers behind a thirty-foot long stone dam that is about a
foot in height. On the eastern wall, on the far side of the gathered water,
there is a niche in the wall. The niche is one foot tall, six inches wide, and
six inches deep. The bottom of the niche is ten feet above the surface of
the water (the rooms ceiling is fifteen feet high).
The thirty-foot long dam which holds back the water is alive, a
magically constructed serpent. It is automatically vulnerable to a sleep
spell, which is the way in which the trap was bypassed, when necessary,
by those who created it. If put to sleep, it slumbers until someone crosses
the threshold to enter the room. The dam-thing is completely immune to
weapons, but can be affected by spells.
DAM-THING
CR 8
XP 4,800
N Huge construct (Pathfinder Roleplaying Game Bestiary,
Animated Object)
Init2; Senses darkvision 60, low-light vision; Perception5
AC 15, touch 6, flat-footed 15 (2 Dex, +9 natural, 2 size)
hp 58 (7d10+40 size)
Fort +2; Ref +0; Will 3
Immune construct traits, weapon damage
Weaknesses sleep spell
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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)

2B19. Empty Room


2B20. Shaft to the Mouth of Doom
A shaft leads upward through the ceiling of this room, with iron rungs
set into the side as a ladder. The shaft leads upward to Room 1C17B,
and one of the rungs is dangerously rusted through (see description in
1C17B).

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.

2B23. Reflections on Greed


Note: When describing this room to the players, remember that the
stairs against the south wall are invisible, and can only be seen in the
painting.

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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.

2B24. Empty Room

2B29. Hidden Crypt (CR 6)


This room contains three tone sarcophagi and the remains of two
wooden coffins that appear to have rotted mostly away, revealing
the skeletons they once held. The skeletons in the wooden coffins
wear scraps of black shrouding, are normal skeletons, and have
no treasure. Sarcophagus 2 contains a black skeleton. Each
sarcophagus has a stone latch that requires the strength of two people
to open.
Sarcophagus 1: Normal skeleton wearing necklace worth 100 gp
Sarcophagus 2: Black skeleton wearing bracelets worth 200 gp each,
and a ruby necklace worth 1,000 gp.
Sarcophagus 3: The stone latch of this sarcophagus is trapped with a
poison gas spray. If the trap has not been detected and deactivated before
it is opened, the poison gas causes all in the room to become sickened (or
nauseated). What is worse, if the trap is activated it also awakens the black
skeleton in sarcophagus 2. The sarcophagus contains a normal skeleton
in tattered black robes, carrying a golden scepter with a skull at the tip,
worth 500 gp.

2B25. Empty Room

POISON GAS TRAP


CR 3
XP 800
Type mechanical; Perception DC 20; Disable Device DC 20

2B26. Empty Room

Trigger touch; Reset automatic


Effect poison gas spray; multiple targets (all targets in room);
never miss

2B27. The Glistening Webs (CR 2)


Water drips from the ceiling of this room, sparkling and glistening on
thousands of spider webs that are as thick as string. The room is the lair of
2 giant spiders. Due to the rooms dampness, the webs cannot be burned.
GIANT SPIDERS (2)
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary, Spider,
Giant)

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.

2B28. Room of Secret Panels


(CR 1)
This room appears to be empty but has 3 secret panels in the floor,
which may be detected with a DC 15 Perception check.
Treasure: Each panel contains a leather bag. The bag in the first panel
contains 200 gp. The bag in the second panel contains a scroll of read
magic and 15 sp. The bag in the third panel is saturated with contact
poison, and contains a small ivory figurine worth 1,000 gp.
MALYASS ROOT PASTE
XP 400
Type poison (contact); save Fortitude DC 16
onset 1 minute; frequency 1/minute for 6 minutes
effect 1d2 Dex damage; cure 1 save

CR 1

SICKENING GAS SPRAY


Type poison (inhaled); save Fortitude DC 15
frequency 1/round while in area
initial effect sickened; secondary effect nauseated; Cure 1
save
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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)

2B30. Cursed Altar (CR 2)


This room contains an altar with black candles on it. The candles light
themselves when anyone enters the room. Removing one of the candles
from the altar requires a DC 10 Fortitude save or the character immediately
drops to 1 hp from the altars curse.

2B31. Empty Room


2B32. The Statue of Wishes (CR 5)
There is a large statue of a head, ten feet in height, against the southern
wall of this room. A large, circular flagstone, five feet in diameter, is set
into the normal flagstones of the floor directly in front of the statue. When
anyone enters the room, the statues mouth animates, and it speaks: What
do you wish? Experience or a reawakening?
Standing uponor being placed uponthe circle allows anyone in the
room to state a wish that affects the person on the circle. The only two
permissible wishes, as the statue has indicated, are for experience or for
reawakening, by which the statue means raising a person from the dead

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level 2b

(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.

2B33. The Fire-Floor Chamber


The floor of this room is five feet lower than the doors, and the entire
floor burns with magical flames reaching to a height of two feet. In other
words, there is a three foot gap from door level down to the top of the
flames, the flames are two feet high, and the floor is at the bottom. To
anyone standing at the level of the doors, there is no heat emanating from
the flames. However, if the characters reach down to test for heat, they
discover that the heat starts one foot above the level of the flames and that
the flames themselves are as hot as normal flamesthe heat just doesnt
rise very high, for some reason.
Each door has a button next to it on the inside of the room to the left of
the door. The button can easily be reached from the door without any risk
of falling into the flames.
In addition to the fiery floor and the buttons, the room has a third strange
feature: chains hang from the twenty foot tall ceiling at ten-foot intervals,
each chain fifteen feet in length. Thus, a six foot tall person hanging from
the end of the chain would have his feet approximately at the point where
the heat of the fire begins. It is obvious that one way of crossing the room
would be to swing across by using the chains (hold your feet up!), catching
the next chain at the end of each swing. If the characters attempt this, the
GM may use any sensible means of determining success with each swing.
One method is to treat each attempt to catch a new chain as an attack roll
against AC 15, with failure requiring a DC 15 Reflex save to avoid falling
into the flames.
Pressing one of the buttons by the east or west doors releases a thirtyfoot bridge from beneath the door, which extends at door level (three feet
above the fire). There is a similar bridge under the southern door, but
it extends only twenty feet (joining up with the east-west bridge, if that
bridge is also extended). A button directly across from the door can be
pressed by hitting it with a small ranged object (such as a crossbow bolt,
arrow, sling bullet, rock, etc.), but this is extremely difficult, requiring a
roll to hit AC 25. Each arrow, of course, falls down into the fire and burns
after it hits the wall.

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2B34. Empty Crypt


This room contains five sarcophagi; the lid of each one contains a small
dent where something has been dug out from the stone. The first three
sarcophagi have already been opened and stand empty with their lids
beside them. The fourth and fifth sarcophagi are still closed: the fourth
sarcophagus contains a normal skeleton and a nest of mice, and the fifth
sarcophagus contains a normal skeleton holding a rusted (and worthless)
dagger.

2B35. Shadow Crypt (CR 4)


This room contains three sarcophagi, each with a single ruby set into
the stone lid.
Sarcophagus 1: Contains a skeleton wearing rusted chain mail and
holding a sword (+1 longsword). It also contains a shadow which attacks
when the sarcophagus is opened.
Sarcophagus 2: Contains a skeleton holding a silver goblet (100 gp)
Sarcophagus 3: Empty, with the exception of dust and cobwebs.
SHADOW
CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Shadow)
SKELETONS (2)
CR 1/3
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Skeleton)
Treasure: In addition to the contents of the sarcophagi, the rubies in the
three sarcophagus lids are worth 250 gp each.

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level 2b

2B38. Shaft to First Level


The end of this corridor has a large, 10 ft. x 10 ft. opening in the ceiling
which leads upward into darkness. This is the bottom of the pit/shaft
described in Area 1C23; it leads to a side alcove at the bottom of a pit
trap. This shaft can be used to reach Level 1C, The Mouth of Doom.

2B39. Chamber of Eternal Sleep


(CR 3)

2B36. Round Statue Room


The round room contains a statue at the center, mounted on a dais
three steps high. The statue depicts a man in full plate armor, the armor
chiseled with evil-looking runes and the helmet decorated with curling
rams horns.
The statue is not dangerous in any way; it is a normal statue.

As soon as anyone enters this room, several candles in small wall


alcoves ignite, dimly illuminating the room. In the center of the room there
is a square red carpet ten feet by ten feet in size. Anyone stepping onto
the carpet falls asleep (no save), and cannot be awakened for 24 hours,
at which time the sleeper awakens automatically (unless suffocated: see
below).
Beneath the carpet there is a trap door to a ten foot by ten foot chamber
underneath the floor level. If the trap door is opened, everyone in the
room must make a DC 15 Will save to avoid falling into the same magical
slumber caused by stepping onto the carpet itself. This is the effect of a
magic effect, not a sleeping gas. Inside the chamber beneath the carpet is
a treasure chest containing 1,000 cp, 207 sp, and 201 gp along with a gem
worth 10 gp. There is also a secret cabinet (DC 20 Perception check to
notice) in the side of the sub-chamber. If this is opened, anyone in the subchamber must make a DC 15 Will save or fall into enchanted sleep. The
secret cabinet contains a gem worth 100 gp, which sits on a small velvet
cushion (worth 1 gp).
The candles in this room are magical and do not use oxygen. In fact, this
room presents a danger of suffocation if anyone remains within for more
than an hour with the door closed (see the Pathfinder Roleplaying Game
Core Rulebook, Environment, Suffocation). The candles continue to
burn merrily as people fall asleep and die from suffocation. A person who
is awake during this period of time has a 1 in 6 chance to notice a creeping
sense of fatigue in the last ten minutes or so before being overcome by
sleep and subsequent death.
ETERNAL SLEEP TRAP
XP 800
Type magic; Perception DC 22; Disable Device DC 27

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CR 3

Trigger location; Reset automatic


Effect spell effect (modified sleep spell, DC 15 Will save
negates, see room description)

2B37. Gargoyle Chamber (CR 4)


The corridor broadens into an open chamber here, with a very high
ceiling (60 ft.). The northern wall is lined with five statues of gargoyles in
niches; four are normal statues and one is a living gargoyle. The gargoyle
has only a 1 in 6 chance to attack passers-by unless someone tampers with
it, touches it, or annoys it in some way. Check each time the party passes
through the area to see if the gargoyle attacks.
GARGOYLE
CR 4
XP 1,200
hp 42 (Pathfinder Roleplaying Game Bestiary, Gargoyle)
Treasure: The gargoyle keeps its treasure behind it in the niche it
occupies, which is carved deeper than the niches in which the normal
statues have been placed. The niche contains a potion of cure light wounds,
a scroll of protection from evil, a gem worth 500 gp, and 27 gp.

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Level 3:
Beware of Purple Worms!

Painted in magic runes by the famous wizard, Speigel, his warning


Beware of Purple Worms is well-heeded by all adventurers. Though at
first blush this level is incredibly difficult, the characters can avoid most
trouble by sticking to the wall of the cavern and heading due south past
the traps to the ghoul room before they encounter any creatures. Be sure
to pay attention to the food chain that exists on this level. Disturbing the
balance can have disastrous results: killing several worms triples the rat
population; killing the rats makes the worms hunt more aggressively and
thus brings more gugs. Adjust the wandering monster table accordingly.
The map of this level is shown in Map RA3.

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

NE Small humanoid (goblin)


Init +2; Senses darkvision 60 ft.; Perception +8

AC 18, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1 dodge,


+1 shield, +1 size)
hp 36 (5d8+5 plus 5)
Fort +2; Ref +6; Will +1
Defensive Abilities evasion, trap sense +1, uncanny dodge
Speed 30 ft.
Melee handaxe +6 (1d4/x3) or dagger +6 (1d3/1920)
Ranged shortbow +7 (1d4/x3)
Special Attacks rogue talent (finesse rogue), rogue talent
(weapon training), sneak attack +3d6
Str 10, Dex 14, Con 12, Int 13, Wis 11, Cha 10
Base Atk +3; CMB +2; CMD 15
Feats Dodge, Mobility, Point-Blank Shot, Weapon FinesseB,
Weapon Focus (shortbow)B
Skills Acrobatics +9, Appraise +9, Bluff +8, Climb +7, Disable
Device +9, Escape Artist +9, Perception +8, Ride +10, Stealth
+17; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Gnoll, and Goblin
SQ trapfinding (+2)
Gear masterwork small studded leather armor, small buckler,
small shortbow, 40 arrows, small handaxe, small dagger,
mining tools, thieves tools, 2d4 sp, 2d4 cp

1 purple worm if in Area 31 or 32, otherwise


no encounter (see Area 32)
2 gugs hunting for purple worms if in Area 31
or 32, otherwise no encounter (see Area 32)
3d6 dire rats (see Area 32)
1d3 trolls (see Area 32)
A company of goblin scouts2d4 goblins with
1d2 goblin leaders
1 undead ooze
A party of acolytes of Orcus (see Area 36)
No encounter

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UNDEAD OOZE
CR 6
XP 2,400
hp 27 (Frog God Games The Tome of Horrors Complete,
Ooze, Undead)

31. Level Entrance

Detections: The magic at 33 used to hide the stairs


cannot be detected by simple spells and thus does
not register. This level (falsely) detects as having much
less evil because of the shielding.
Shielding: Scramges lair (35) is shielded; the secret
cave (33) and the oracle room (37) are also fully
shielded. All these rooms are shielded with lead and
no magical detections or magical means of transport
in or out (such as teleportation) is allowed.
Standard Features: Unless otherwise noted, all doors
on this level are made of iron-reinforced wood (2
in. thick; hardness 5; hp 20; Break DC 18. If doors
are described as locked add Disable Device DC
20. Unless otherwise noted, all secret doors (6 in.
thickness; hardness 8; hp 90; Break 28; Disable Device
25) require a DC 20 check.

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.

32. Cavern (CR varies, 1/3 to 12)

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)

33. Secret Room on the Rocks


(CR 13)

PURPLE WORM
CR 12
XP 19,200
hp 200 (Pathfinder Roleplaying Game Bestiary, Purple Worm)

There is a magically hidden (invisible and illusion-covered) staircase


leading up this otherwise sheer cave feature. In order to find it, the
characters must make a DC 40 Perception check; dwarves can add their

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stonecunning bonus to the check. True sight automatically detects the


staircase. If characters find the staircase, read the following:

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.

As you look at the stone formation, you see a shimmering


staircase leading up the rocks. Near the top is a small landing and
what appears to be a flat rock-face.
Secret Door: Once at the landing, a successful DC 30 Perception check
reveals the secret door. True sight allows automatic detection. The door
can be opened easily from either side and is not locked. It slides up into
a recess above and resets itself in 2 minutes. The door is lined with lead
inside and magic cannot be cast through the door. The door is trapped
with a permanent symbol of insanity. The symbol is scribed on the bottom
of the door. Once the door slides up into the recess, the symbol is active
and noticeable (thus, the near impossible Perception check to find the
symbol before the door is activated).
Secret Stone Door: 6 in. thickness; hardness 8; hp 90; Break DC 28;
DC 30 Perception.
SYMBOL OF INSANITY TRAP
XP 6,400
Type magic; Perception DC 38; Disable Device DC 33

CR 9

Trigger spell; Reset automatic reset


Effect spell effect (special permanent symbol of insanity, CL
20th, DC 22 Will save or permanent insanity, 60 ft. range);
multiple targets (closest first, all within 60 ft.)
Interior Room: This room is totally sealed with lead and only direct
physical egress is possible. Inside is a marble casket of an arch mage. Mystical
runes are engraved on all the walls and the casket. The casket can be opened
with a DC 20 Strength check; or through bashing it (hardness 8; hp 30; break
DC 28). When the coffin is opened a flame jet trap engulfs the entire room.
FLAME JET TRAP
XP 19,200
Type mechanical; Perception 30; Disable Device 30

CR 12

Trigger touch (opening the casket); Reset automatic


Effect massive jets of flame (8d6 fire damage, DC 20 Reflex
save for half damage); multiple targets (all in room)
Treasure: Inside the casket on the corpse of an unknown mage lies a
staff of power (45 charges), a gray robe of the archmagi, a jeweled bracelet
of platinum and emeralds worth 3,000 gp, a mithral ring set with a huge
ruby worth 6,000 gp and a ring of counterspells. But each of these items
bears a horrible curse (see SIDE BOX).

Curse of the Archmage


Type curse; Save none
Effect Anyone who leaves the room with any of these
items will never able to touch treasure again. Coins
and gems cause one point of damage per 5 gp value
as they are transformed into lead and glass. This curse
can only be removed by a dispel magic followed by
a limited wish, wish, or miracle, and then a remove
curse. If the curse is removed, the accursed individual
is subjected to a geas to destroy the evil temple on
Level 12 of Rappan Athuk, which must be completed
within a year and a day or the individual begins to
incurably lose 1 point of Constitution per month until
the individual dies. A character killed by this curse
cannot be raised.

34. Empty

35. The Lair of Scramge, the


Rakshasa (CR varies, 13 or 16)
The air in this area is clear and smells of incense. The floors are free of
dust and it is surprisingly warm. This is the lair of Scramge, a very old
and exceptionally powerful rakshasa samrata. He keeps 6 jackalweres as
pets/slaves. Though he does not worship Orcus, he is allowed to remain in
the dungeon because of his extreme evil and because no one wants to be
the one to tell him to leave. Read this encounter very carefully before you
attempt to run this portion of the adventure.
Scramge the rakshasa is aware of the partys arrival because of
his magical mirror (see Room C below). It is assumed that unless
the party used some means of egress other than teleport, that he has
been watching them for some time. Rooms A and B vary in character
depending on the partys power and Scramges wishes, thoughts, and
desires. Room A is the set-up room. That room contains illusions
designed to make the encounter in room B more believable. Room
B contains the actual encounter with Scramge, where he utilizes the
illusions detailed below:
Scramges Various Illusions: The room is disguised using
a programmed image in one of the following ways. If the party
numbers over seven, Scramge appears in Room B as a cleric holding
6 werewolves at bay behind illusory bars. If the party numbers 3 to 6,
he appears in Room B as a man chained to a wall and uses his powers
to make his helpers appear as orcs torturing him. If the party numbers
1 or 2, or if they are of low level (less than 6th), he appears in Room
B as a hospitable oracle with his jackalweres disguised as beautiful
maidens using a veil effect. Scramges alignment registers as the
major alignment of the party, or lawful good due to a misdirection
spell.

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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.

35B. The Trap Room (CR 16)


This room is the culmination of the illusory set-up by Scramge. In
this room Scramge uses another veil as a free action to create one of the
three scenarios outlined above: cleric with werewolves, man with orcs, or
oracle with maidens. Once the party enters the room and interacts with his
illusion for a few rounds (either to help the cleric or the man, or to talk to
the oracle), Scramge springs his trap. He does this so that he can have a
chance to observe the partys cleric so that he can properly imitate him or

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her. Once he springs his trap, read the following text:

level 3

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.

Spells Prepared (CL 16th; ranged touch +20)


8th (3/day)polymorph any object (DC 25)
7th (6/day)deflection, project image (DC 26)
6th (7/day)greater dispel magic, mislead, programmed
image (DC 25)
5th (7/day)false vision (DC 24), persistent image (DC 24),
silent greater invisibility, teleport
4th (7/day)confusion (DC 21), dimension door, greater
invisibility, phantasmal killer (DC 23)
3rd (8/day)blood biography, displacement, major image
(DC 22), nondetection
2nd (8/day)blur, invisibility, mirror image, obscure object,
see invisibility
1st (8/day)charm person (DC 20), magic missile, obscuring
mist, shield, ventriloquism
0 (at will)daze, dancing lights, detect magic, flare, ghost
sound, mage hand, message, read magic, resistance

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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level 3

Scramge can use all illusion spells as a sorcerer of his hit


dice. His most frequently used spells are listed above. In
addition, Scramge may use a phantasm effect at will in
any round he doesnt cast a spell. This effect cannot cause
damage, but is in every other sense real. All 5 senses are
affected. This is a supernatural ability unique to Scramge.
The effect is similar to the permanent image and veil spells
(Will DC 25), and Scramge counts as an 16th level caster for
purposes of this ability.
JACKALWERES (6)
XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary 3,
Jackalwere)

CR 2

C. The Pantry (CR 13)

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.

Mirror of Mental Prowess


Aura strong conjuration and divination; CL 17th
Slot ; Price 175,000 gp; Weight 40 lbs.
DESCRIPTION
This mirror resembles an ordinary looking glass 5 ft. tall
by 2 ft. wide. The possessor who knows the proper
commands can cause it to perform as follows.
Read the thoughts of any creature reflected
therein, as long as the owner is within 25 ft. of the
mirror, even if those thoughts are in an unknown
language.
View other places as if with clairvoyance, but
vision extends even onto other planes if the viewer is
sufficiently familiar with them.
Use it as a portal to visit other places. The user
first views the place with the clairvoyance function,
then steps through the mirror to the place pictured.
Others can follow her through the mirror if they like.
An invisible portal remains on the other side where she
arrives, and she can return through 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
Craft Wondrous Item, detect thoughts, clairaudience/
clairvoyance, gate, legend lore; Cost 87,500 gp

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Wooden Chest: 2 in. thickness: hardness 5; hp 15; Break DC


23; Disable Device DC 23. The wood chest is very large (8 ft.
long) and has a poison gas trap.
CR 10
POISON GAS TRAP
XP 9,600
Type mechanical; Perception DC 21; Disable Device DC 25
Trigger touch (chest); Reset repair
Effect cloud of poison gas (burnt othur fumes; Type inhaled;
save DC 18 Fort; frequency 1/rd. for 6 rds.; effect 1 Con
drain/1d3 Con; cure 2 saves); multiple targets (all in 20 ft.
radius); never miss
CR 2
SNAGGLETOOTH, THE FAERIE DRAGON
XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary 3, Dragon,
Faerie)

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level 3

Bronze Chests: 1 in. thickness; hardness 9; hp 25; Break DC


25; Disable Device DC 25; first has a poison needle trap, the
second a globe of cold trap.

POISON NEEDLE TRAP


CR 4
XP 600
Type mechanical; Perception DC 22; Disable Device DC 20
Trigger touch; Reset manual
Effect Atk +17 melee (1 plus poison; greenblood oil; Type
injury; save DC 13 Fort; frequency 1/rd. for 4 rds.; effect 1
Con; cure 1 save)
This chest contains silk, opium and pipes worth 2,000 gp. It has a secret
compartment (DC 28 Perception) containing a ring of three limited
wishes.
GLOBE OF COLD TRAP
XP 19,200
Type magic; Perception DC 31; Disable Device 31

CR 12

Trigger touch; Reset automatic


Effect spell effect (freezing sphere, 15d6 cold damage, DC
20 Reflex for half damage); multiple targets (all targets in a
40 ft. radius)
The second bronze chest contains 2,000 illusory platinum pieces that
dissipate to lead once removed from the room.

36. Room Complex (CR 7)


These normally barren rooms occasionally contain a party of 3
acolytes led by a priest from the temple of Orcus traveling here to
consult the oracle at the direction of the more powerful priests of the
temple. The higher level priests send acolytes and lower-level priests
because they fear the Oracles wisdom drain beam. There is a 50%
chance that a group of acolytes are within this complex of rooms. If
present, roll 1d4 to determine which of the hexagonal rooms the priests
are using as their camp, other than the first hexagonal entrance room and
the oracle room. Then determine whether or not the groups priest has
yet consulted the oracle (there is a 50% chance either way). If not, the
priest has an item of importance to sacrifice to the oracle. If so, then the
priest does not possess the listed special itemhaving already sacrificed
it to the oracle.
PRIEST
CR 5
XP 1,600
Male orc disciple of Orcus 6 (Pathfinder Roleplaying Game
Bestiary, Orc, see Appendix B)
CE Medium humanoid (orc)
Init 1; Senses darkvision 90 ft.; Perception +5
AC 18, touch 9, flat-footed 18 (+7 armor, 1 Dex, +2 shield)
hp 42 each (6d8+6 plus 6)
Fort +6; Ref +1; Will +9
Defensive Abilities orc ferocity
Weaknesses light sensitivity
Speed 20 ft. (30 ft. base)
Melee mwk heavy mace +8 (1d8+2)
Special Attacks channel negative energy (DC 14, 3d6, 6/
day), deaths kiss (3 rounds, 4/day)
Spells Prepared (CL 6th)
3rdanimate deadD, blindness/deafness (DC 17), invisibility
purge, prayer
2ndalign weapon, bears endurance, ghoul touchD (DC
16), hold person (DC 16), spiritual weapon
1stbane (DC 15), cause fearD (DC 17), entropic shield,

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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37. Oracle Room (CR 5)


Inside this otherwise barren room is a small pentagram inscribed on
the floor with a human skull in the center. When the party approaches, it
rises into midair and the eye sockets glow with a red flame. It then speaks:
I am the Oracle, possessor of all knowledge. Ask what you wish and you
shall learn the answer you seek.
The Oraclea disembodied human skullanswers one general
knowledge question per week, and it usually answers truthfully, though
cryptically. For serious questions, it demands a sacrifice to be placed within
its pentagram and the item then disappears. It is neutral evil. The Oracle
knows and can reveal allfor a price. It can be fed life levels, attribute
points, gems, unique items or magic items. The GM should decide what
price is fair. Normally, 500 gp is required for answers to simple questions,
1,000 gp value or more for answers to difficult questions and 5,000 gp value
or more for answers to extremely difficult questions, puzzles or command
words. It can provide the command word to free the faerie dragon described
above for 2,000 gp value. It considers any question about Rappan Athuk
a simple question unless it pertains to a shielded room or item, which it
considers a difficult question. There is nothing about Rappan Athuk it does
not know. It does not, however, know its own name and fails to function
thereafter if asked this question, since it searches forever to find the answer.
If attacked, the oracle retaliates. It is seemingly impervious to attacks.
Though he knows it not, the Oracles true name is Obares Sin. His
origins antedate the arrival of the followers of Orcus long ago, so long
that even he remember it but dimly. The secret to the Oracles origins are
further described in the introduction to Level 3B.

THE ORACLE
XP 1,600
NE Tiny outsider (evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +5

CR 5

AC 20, touch 12, flat-footed 20 (+8 natural, +2 size)


hp 52 (8d10 plus 8)
Fort +2; Ref +6; Will +11
DR 15/epic; Immune ability damage, ability drain; SR 40
Speed fly 10 ft. (poor)
Ranged ray +10 touch (1d6 Wisdom drain)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks Wisdom drain beam
Str 10, Dex 10, Con 10, Int 30, Wis 20, Cha 12
Base Atk +8; CMB +6; CMD 16 (cant be tripped)
Feats Flyby Attack, Hover, Improved Initiative, Toughness
Skills Knowledge (arcana) +35, Knowledge (dungeoneering)
+35, Knowledge (engineering) +35, Knowledge (geography)
+35, Knowledge (history) +35, Knowledge (local) +43,
Knowledge (nature) +35, Knowledge (nobility) +35,
Knowledge (planes) +35, Knowledge (religion) +35; Racial
Modifiers +20 on all Knowledge skills
Languages all
SQ knowledge
Immunity (Ex) The Oracle is immune to all natural and

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level 3

magical forms of ability drains and damage.


Knowledge (Ex) The oracle can contact a greater deity of
the outer planes as per a contact other plane spell once
per week. Any result of dont know on the contact other
plane table becomes lie. The Oracles also has knowledge
that permits it the equivalent of +20 with all Knowledge skills
(including all bonuses). Furthermore, all Knowledge skills are
class skills for the Oracle.
Wisdom Drain Beam (Ex) The oracle can fire a beam as a
standard action. If successful, the target suffers 1d6 Wisdom
drain. There is no save allowed. Wisdom drained in this
manner can only be restored through magical means of
greater restoration, wish, or miracle.

38. Traps. (CR varies, 4 or 8)


This area contains three traps, at each of the locations A,B, and
C, as detailed below:

39. Burial Room (CR 7)


The passage to this room reeks of rotting corpses. The large room
beyond appears to have a smaller chamber set within it. The walls are
lined with recesses containing smashed caskets. Bloody debris and rat
corpses litter the room. In the flickering torchlight, the characters can see
hunched human forms. This room is the lair of 12 ghouls.
CR 1
GHOULS (12)
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)
Treasure: A DC 18 Perception check reveals a total of 2,055 sp, 451
gp and 19 gems worth 20 gp each. In the most southwesterly alcove are 4
potions: ghoul touch, levitate, lesser restoration and remove paralysis; a
+2 light generating longsword (generates light constantly), and a +1 light
wooden shield of arrow deflection.

39A. Inset Room

38A. Gold Piece Arrow Trap (CR 4)

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.)

38B. One-Way Stone Door

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).

38C. Flooding Pit Trap (CR 8)

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.

39B. Secret Tomb

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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Level 3A: The Well


Zelkors Lair

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

1d8 stirges (see Area 3A5)


1 gas spore
3d6 dire rats
1 undead ooze
1d3 juju zombies that hang upside down from
the ceiling and attack from above
(see Area 3A9)
1d3 wights
1d2 tangtals (see Area 3A4)
No encounter

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Shielding: Room 3A8 (Zelkors lair) is shielded with


magic, preventing detection.
Detections: Zelkor is aware of anyone opening the
secret in the south side of Room 3A7. The level is
permeated with evil. It is strongest from the southern
half of the map. Since Room 3A8 is shielded, nothing
is detectable from that direction.
Continuous Effects: The entirety of this level is subject
to two magical effects. The first is an effect similar to a
cause fear spell. Characters must make a DC 12 Will
save upon entering the level. They must also make
a similar save every time they take a major action
opening or passing through a door out of or into a
numbered area, entering a pool, climbing a cliff, etc.
Characters of 9th level or higher are not affected.
Failure means that the character gains the shaken
condition; they are reluctant to take the action (though
he or she will if forced) and all his or her rolls are at
2. These effect last for the entire time the character
remains on the level or until a remove fear is cast on
the character. If all characters are afraid, Zelkor sends
some of his minions (4 wights) to kill them. In addition,
the entire level is covered with blanket of darkness a
spell causing all light sources to shed light at half its
normal radius. Darkvision is unaffected. Because of this
darkness, Stealth checks to hide are made at +2 on this
level against viewers not possessing darkvision.
Standard Features: The doors on this level are made
of iron and are locked (2 in. thick; hardness 10; hp 60;
Break DC 30; Disable Device DC 20), unless otherwise
noted. The secret doors are made of stone and are of
a much higher quality than normal (DC 28 Perception;
2 in. thick; hardness 8; hp 200; Break DC 45).

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3A1. Down The Well


As you descend through the darkness of the legendary well, the
warnings of numerous adventurers resound in your mind: Dont
go down the Well. A group of bats surprises you and flies past you,
into the sky above. A small cave appears to be opening below you
at the end of the well. The entirety of the cave floor is covered in
greenish-black water of unknown depth. Small objects float in the
water. About three feet up from the water on either side of the cave
are two small openings. There do not appear to be any other exits
from this room aside from the way you came in.
The well is 10 ft. in diameter and descends 90 ft. into a small cavern
with two small, tunnel-like exits each about 3 ft. up the wall. The bottom
of the well is covered in 2 ft. of green slimy water. Bits of human bones
and wood float about in the water. The floor is quite slippery and footing is
difficult due to all the bones and bits of armor, rusty metal and rotten filth
that litters the bottom of the well beneath the water. Any movement in the
cave requires a DC 10 Reflex save or the character falls into the brackish
water, possibly extinguishing torches or light sources. The walls appear to
have been clawed by some large monster, trying to climb out.

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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3A2. The Claw-Shaped Cavern


(CR 6)

3A4. The Rat Cliff and Tangtals


(CR varies, 9 or 10)

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.

3A3. The Weird Room


Stone spikes protrude horizontally from all of the walls. The ceiling and
floor are flat and devoid of stalactites. It is as if the cavern walls have been
switched with the floor and ceiling.
This cavern has been recently horizontally faulted so that the stalactites
and stalagmites point out horizontally from the walls. It has no monsters
and no treasure. It slopes down into the middle, since this used to be the
ceiling. If there is a wandering monster encounter in this room, the spikes
may be used as weapons. Any creature thrown against them suffers an
attack as per a charge attack from a longspear with an automatic critical
(Atk +15; 1d8/x3 piercing damage).

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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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CR 7
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.

3A5. Stirge Room (CR 7)


A large, still pool of black water stands in the center of this room.
The cavern is filled with extraordinarily large stalactites and stalagmites,
many of which have formed large columns. Water drips into the pool from
the stone above. There is a horrible whirring noise, like that of gigantic
mosquitoes, and several bat-like creatures attack!
This large cavern is adorned with large stalactites and stalagmites with
a pool of dark water at its center. It is inhabited by 21 stirges. However,
only 1d6 stirges attack per 6 rounds spent in this room, unless they are
stirred up or a great amount of noise is made. The pool is 120 ft. deep,
with sheer sides, though it has a ledge 10 ft. below the water surface on
the south end that contains a passage to Room 3A9. This passage can be
seen by those examining the pool from the cave on a successful DC 22
Perception check. Anyone attempting to swim from this room to Room
3A9 finds the swim an easy one, requiring a DC 10 Swim check. Any
character attempting this swim must make a DC 12 Will save versus fear
as described in Continuous Effects in the sidebar.
STIRGES (21)
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)

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.

3A6. Undead Menace (CR 8)


The twisting cavern corridor opens to a series of small alcoves.
Torchlight cannot penetrate the darkness of these niches. As the PCs draw
closer, black skeletons emerge from the alcoves, shrieking in an arcane
language as they attack!
These alcoves each contain a false black skeleton (8 total) which are
simply skeletal champions painted black. Their attack triggers a fear
check, as described in Continuous Effects in the sidebar.
CR 2
FALSE BLACK SKELETONS (8)
XP 600
hp 17 (Pathfinder Roleplaying Game Bestiary, Skeletal
Champion)
Blocked Passage: There is a rubble wall blocking entrance to the
passage to Room 3A7. It requires 4 characters working for 30 minutes
to clear a crawl space, three times as long to clear the passage completely.
Roll one wandering monster check for every 15 minutes of noisy digging.

3A7. The Pool Room (CR 7)

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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.

3A8. The Lair of Zelkor


(CR varies, 16 to 17)
Passing through the corridor from Room 3A7 to Room 3A8 requires
a save against the fear effect as described under Continuous Effects in
the sidebar.
Secret Door to Zelkors Lair: A DC 8 Perception check at the end of
the corridor reveals a small panel with three holes approximately armsized. Magical runes (requiring read magic) instruct the reader to insert
his arm into a hole. They also state that anyone opening this door will have
his hand cut off. It requires a fear check as described under Continuous

Effects in the sidebar to place a hand in one of the holes. In addition to


the results described above, a player failing this save will not put his arm
in any of the holes until the fear is removed.
The holes are trapped. The left and center holes have levers at the end
that if pulled cut off the manipulators hand. Pulling the lever in the righthand hole opens the secret door and sets off a second silent alarm spell
in Room 3A8. There is no way, other than trial and error, to learn which
of the three levers opens the secret door. Any attempt to disable the trap
requires the person attempting to disable it to insert their hand into one of
the holes. Two rounds after the secret door is opened, it closes. From the
inside, the door can only be opened either by Zelkor or by a targeted DC
20 dispel magic spell which allows the door to be opened for 5 rounds. A
knock spell has no effect on the door.
ARM CHOPPER TRAP
CR 6
XP 2,400
Type mechanical; Perception DC 24; Disable Device DC
30 (failure results in the person attempting to disable the
trap losing his or her hand, unless attempting to disable the
device from the right-hand hole)
Trigger touch; Reset automatic
Effect scything blade (4d6 slashing damage plus 4 points of
Dexterity drain; subjects hand is cut off at mid wrist; lesser
restoration and restoration can remove the Dexterity drain
but only regeneration can fully restore the hand; until the
hand is restored the character cannot wield 2-handed
weapons or two weapons, and takes a 4 penalty on any

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skill or ability check that requires two hands); never miss

level 3a

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)

Fort +6; Ref +6; Will +8


Defensive Abilities incorporeal, channel resistance +6;
Immune undead traits
Weaknesses resurrection vulnerability, sunlight powerlessness
Speed fly 80 ft. (perfect)
Melee incorporeal touch +10 (1d8 plus energy drain)
Special Attacks create spawn, energy drain (2 levels, DC
17), magic jar (DC 17)
Spells Prepared (CL 11th; melee touch +10, ranged touch +9)
6thchain lightning (DC 20)
5thcloudkill (DC 19), hold monster (DC 19), waves of
fatigue
4thgreater invisibility, lesser globe of invulnerability, wall
of fire
3rddispel magic, fireball (DC 17) (x3), ray of exhaustion
(DC 17)
2ndblur, glitterdust (DC 16), scorching ray, mirror
image (x2)
1stcharm person (DC 15), magic missile (x3), obscuring
mist
0 (at will)dancing lights, daze (DC 14), flare (DC 14),
resistance

Str , Dex 16, Con , Int 19, Wis 14, Cha 17


Base Atk +6; CMB +6; CMD 22
Feats Blind-Fight, Combat Reflexes, Eschew MaterialsB,
Improved Initiative, Scribe ScrollB, Spell Mastery (dispel
magic, fireball, magic missile, mirror image), Weapon Focus
(touch)
Skills Fly +22, Intimidate +14, Knowledge (arcana) +15,
Knowledge (history) +12, Knowledge (religion) +15,
Linguistics +6, Perception +13, Sense Motive +11, Spellcraft
+15, Stealth +14
Languages Abyssal, Celestial, Common, Draconic, Elven,
Infernal, Sylvan

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Create Spawn (Su) Any humanoids slain by a spectre


become spectres themselves in 1d4 rounds. Spawn so
created are less powerful than typical spectres, and suffer
a 2 penalty on all d20 rolls and checks, receive 2 hp per
HD, and only drain one level on a touch. Spawn are under
the command of the spectre that created them and
remain enslaved until its death, at which point they lose
their spawn penalties and become full-fledged and freewilled spectres. They do not possess any of the abilities
they had in life.
Magic Jar (Su) A gift from Orcus on converting to evil,
Zelkor was given the ability to magic jar as per the spell
at will as a supernatural ability. The high priests of Orcus
from the lower temple gave Zelkor the peridot gem that
he uses as the receptacle for the spell. Using his magic jar
ability is a full round action. The room is designed so that
anyone within the room is within the range of the magic
jar spell.
Resurrection Vulnerability (Su) A raise dead or similar spell
cast on a spectre destroys it (Will negates). Using the spell in
this way does not require a material component.
Sunlight Powerlessness (Ex) Spectres are powerless in
natural sunlight (not merely a daylight spell) and flee
from it. A spectre caught in sunlight cannot attack and is
staggered.
Turn Resistance (Su) An additional effect from the gift of
Orcus increases Zelkors turn resistance to +6.
Unnatural Aura (Su) Animals, whether wild or domesticated,
can sense the unnatural presence of a spectre at a
distance of 30 ft. They do not willingly approach nearer than
that and panic if forced to do so unless a master succeeds
at a DC 25 Handle Animal, Ride, or wild empathy check. A

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panicked animal remains so as long as it is within 30 feet of


the spectre.

Treasure: In Zelkors cryptlocated in the lowered portion of the


room to the northis a box made of ebony (2 ft. by 2 ft. by 2 ft.) worth
2,200 gp. The box is locked and trapped with a poison needle trap and a
cloudkill trap.
Locked and Trapped Ebony Box: 1 in. thick; hardness 5; hp
15; Break DC 20; Disable Device DC 30
POISON NEEDLE TRAP
CR 6
XP 2,400
Type mechanical; Perception DC 20; Disable Device DC 16
Trigger touch; Reset manual
Effect Atk +14 melee (1 plus poison, needle)

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.

3A9. Juju Means


Bad Luck, Mon (CR 9)

Trigger touch; Reset none


Effect spell effect (cloudkill, CL 9th, DC 19 Fort save partial);
multiple targets (20 ft. radius, 20 ft. high spread)
The ebony box contains 720 pp in a silken bag and a small crystal box
worth 2,000 gp. The crystal box is trapped with a chain lightning trap. The
trap is triggered by anyone touching the box.
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Trigger touch; Reset automatic


Effect spell effect (delayed blast fireball, 14d6 fire damage,
DC 22 Reflex save for half); multiple targets (all targets in a
20 ft. radius spread)

Zelkors Journal contains many informative tidbits about Rappan


Athuk (roll 10 times on the rumor list). In addition, it tells of the phase
minotaurs on level 7A and the confusion gas in the maze which he notes
is unavoidable; it discusses his plans to capture a rust monster and charm
him to use against his enemies on a cavernous level nearby; and finally
it tells that he is looking for Akbeth so that he can ask her where she hid
her ring.

WYVERN POISON
Type injury; save DC 17 Fortitude
frequency 1/rd. for 6 rds.
effect 1d4 Con; cure 2 saves)

Crystal Box: 1/4 in. thick; hardness 1; hp 5; Break DC 3.


CHAIN LIGHTNING TRAP
XP 6,400
Type magic; Perception DC 31; Disable Device DC 31

DELAYED BLAST FIREBALL TRAP


CR 11
XP 12,800
Type magic; Perception DC 32; Disable Device DC 32

CR 9

Trigger touch; Reset automatic


Effect spell effect (chain lightning, 11d6 electricity damage,
DC 19 Reflex save for half); multiple targets (up to 11 targets
no more than 30 ft. apart)
The crystal box contains several items including:
A potion testing stick (an alchemical item; dip it in a liquid and it
changes colorred equals poison, blue equals magic, white equals neither)
A miniature sword (the size of a toothpick) which enlarges to a +2
keen longsword when the word Azathar is spoken and shrinks again
when the word Torizuth is spoken.
Three potions: elixir of life (one dose, as raise dead), a potion of
heroism and a potion of protection from energy (determine type randomly).
Two scrolls: a scroll of 2 wizard spells: stone to flesh and power word,
kill and a scroll of 6 wizard spells: slow, lightning bolt, statue, wish, clone
and wall of force.
A crystal ball.
A wand of summon monster V with 42 charges (CL 9th, command
word: Gurth-arajur)
Last but not least there is a beautiful 10,000 gp peridot gem which
serves as Zelkors magic jar. If the magic jar is destroyed, any soul within
is lost foreverirrevocably.
Underneath the crypt are Zelkors spellbooks (1 each of levels 15) and
perhaps two even more important works: an iron golem manual trapped
with a delayed blast fireball (14d6+14), and his journal. Of course, the
fireball more than likely destroys the booksbooks failing a DC 22
Fortitude save are destroyed.

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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JUJU ZOMBIE FIGHTERS (6)


CR 4
XP 1,200
Male human juju zombie fighter 4 (Pathfinder Roleplaying
Game Bestiary 2, Zombie, Juju)
NE Medium undead (augmented human)
Init +7; Senses darkvision 60 ft.; Perception +4
AC 22, touch 13, flat-footed 19 (+6 armor, +3 Dex, +3
natural)
hp 42 (4d10+8 plus 8)
Fort +6; Ref +4; Will +1 (+2 vs. fear)
Defensive Abilities bravery +1, channel resistance +4; DR 5/
magic and slashing; Immune cold, electricity, magic missile,
undead traits; Resist fire 10
Speed 30 ft.
Melee longsword +10 (1d8+7/1920) or slam +9 (1d6+7)
Str 21, Dex 16, Con , Int 4, Wis 10, Cha 14
Base Atk +4; CMB +9 (+11 to sunder); CMD 22 (24 vs. sunder)
Feats Alertness, CleaveB, Improved InitiativeB, Improved
SunderB, Power AttackB, ToughnessB, Weapon Focus
(longsword), Weapon Specialization (longsword)
Skills Acrobatics +0, Climb +13, Perception +4, Ride +0,
Sense Motive +2; Racial Modifiers +8 Climb

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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

This level is both difficult to find and extremely deadly. It is a vault


holding a weapon of great power, placed here in a time before the coming
of the followers of Orcus, and has been disturbed only a few times in
recent history. Finding the vault accidentally through its hidden entrance
on Level 3A is unlikely; opening it is even more difficult. And those who
do survive its perils may unwittingly unleash a great threat to the world at
large in their overeager delvings. Such are the perils of adventuring. The
map of this level is shown in Map RA3B.

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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Finding the Vault


There are a number of ways adventurers might discover and enter Level
3B. First, they may find it simply through thorough exploration, and find
a means to penetrate it. Second, they may find one of the keys to the vault
door (see below), and through magical inquiry locate the door to which
they go. Third, they may be sent in quest of the vault specifically, after a
vision or prophecy reveals that a terrible menace will soon arise from the
earth if it is not stopped. Finally, the wards around the Ravager may have
weakened so much that another of its offspring awakens and wins free; in
this case they may follow in the footsteps of the adventurer Mailliw and
track it back to this level, seeking its origins.

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level 3b

Entering the Vault

Further information on the vault door is contained in the entry for


Area 3A1. Information on what occurs when the door is opened is
detailed in Area 3B1.

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.

3B1. Vacuum Slide (CR 5)

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.

If the valve-like hatch in Area 3A1 is unsealed, it opens violently


downwards on recessed hinges, and the vacuum beyond sucks all in that
room through to 3B2. Characters may make a DC 25 Strength check to
avoid being hauled through, and anyone wise enough to secure anchor
themselves beforehand can avoid this fate.
Once the vault door has been opened, the three dagger keys used to
unlock it can be easily retrieved from their slots. The vault hatch can then
be closed from beneath with a successful DC 30 Strength check, and a
wheel on its underside allows it to be reopened with no difficulty.
The hatch opens into a large, rocky cavern, with a slightly concave
stone ramp dropping rapidly northeast, running through the center of the
room. The chamber is airless, so when the hatch is opened, air is pulled in
from Level 3A and down through the well shaft into the chamber, filling it
in a round. It also sucks anyone near the opening onto the slide.
Those on the ramp are allowed a DC 20 Acrobatics check to flip off to
one side or the other before reaching the bottom, where a pit gapes open.
Those rolling off the side suffer 6d6 of falling damage as they land on the
jagged rubble on the ground. Those failing the check or not attempting to
roll off the ramp fall into the pit at 3B3 and take 3d6 points of damage
from the fall. The pit lid then closes and locks in place (see below).
Walking on the rubble lining the sides of the cavern slows movement to
1/4 and requires a DC 15 Acrobatics check to avoid twisting or breaking
an ankle, which causes 2d6 points of damage and slows walking speed by
half until the damage is healed.
VAULT DOOR SUCTION TRAP
CR 5
XP 1,600
Type mechanical; Perception* DC N/A; Disable Device* DC
N/A
Type touch (when vault door is opened); Reset manual
timed (door closed 1 week)

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Effect sucks all in room into area beyond (DC 25 Strength


check avoids if something can be used as an anchor);
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, which
cannot be accessed without opening the vault door and
setting off the trap.

3B2. Vacuum Pit (CR 14)


The vacuum held this pit open, through a mechanism buried within the
stonework. Once air floods into the complex, the suction releases its hold,
and a 2-ton slab of stone swings down to cover the pitand reveal the
doorway it had been blocking. Once it touches down, it locks into place, and
the pit lid does not release until the chamber is once again drained of air,
a process that takes one week, assuming the vault door is shut and sealed.
The pit drops 30 ft. into 3B5. Those falling into the pit suffer 3d6 damage.
The pit lid is trapped with a magical glyph on its underside that activates
only if the stone is damaged in any way. The glyph is a permanent part of
the stone lid, and regenerates just as the lid does.
HARM TRAP
CR 14
XP 38,400
Type magic; Perception DC 31; Disable Device DC 31
Trigger touch; Reset regeneration (see above)
Effect spell effect (harm, +16 melee touch, 130 damage, DC 19
Will save for half, cannot be reduced to less than 1 hit point)

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3B3. The Lower Chamber of


Pillars (CR 17)
This lower chamber lies 30 ft. directly beneath the Upper Chamber,
Area 3B04. Those who fall through the pit at the end of the slide are
deposited at one end of it. The chamber height is only 4 ft., and it is filled
with staggered rows of stone pillars 2 ft. square, with 3 ft. gaps between
them.
The chamber is guarded by 9 dread wraiths, that attack anyone
entering the chamber, through the pit or otherwise.
DREAD WRAITH (9)
CR 11
XP 12,800
LE Large undead (incorporeal) (Pathfinder Roleplaying
Game Bestiary, Wraith)
Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Perception
+23
Aura unnatural aura (30 ft.)
AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1
dodge, 1 size)
hp 184 (16d8+112)
Fort +12; Ref +14; Will +14
Defensive Abilities channel resistance +2, incorporeal;
Immune undead traits
Weakness sunlight powerlessness
Speed fly 60 ft. (good)
Melee incorporeal touch +20 (2d6 negative energy plus 1d6
Con drain)
Space 10 ft.; Reach 10 ft.
Special Attacks Constitution drain (DC 25), create spawn
Str , Dex 28, Con , Int 17, Wis 18, Cha 24
Base Atk +12; CMB +13; CMD 40
Feats Improved Natural Attack (incorporeal touch), BlindFight, Combat Reflexes, Improved Initiative, Dodge, Mobility,
Spring Attack, Step Up
Skills Diplomacy +23, Fly +30, Intimidate +26, Knowledge
(planes) +19, Knowledge (religion) +22, Perception +23,
Sense Motive +23, Stealth +24
Languages Abyssal, Common, Giant
Create Spawn (Su) A humanoid slain by a dread wraith
becomes a wraith in 1d4 rounds. These spawn are less
powerful than typical wraiths, and suffer a 2 penalty on all
d20 rolls and checks, receive 2 hp per HD, and only drain
1d2 points of Constitution on a touch. Spawn are under the
command of the dread wraith that created them until its
death, at which point they lose their spawn penalties and
become free-willed wraiths. They do not possess any of the
abilities they had in life.
Constitution Drain (Su) Creatures hit by a dread wraiths
touch attack must succeed on a DC 25 Fortitude save or
take 1d8 points of Constitution drain. On each successful
attack, the wraith gains 5 temporary hit points. The save DC
is Charisma-based.
Lifesense (Su) A wraith notices and locates living creatures
within 60 feet, just as if it possessed the blindsight ability.
Sunlight Powerlessness (Ex) A wraith caught in sunlight
cannot attack and is staggered.
Unnatural Aura (Su) Animals do not willingly approach within
30 feet of a wraith, unless a master makes a DC 25 Handle
Animal, Ride, or wild empathy check.
Tactics: The dread wraiths use the pillars and low ceiling to their
advantage to gain a +4 cover AC bonus against attacks. Because of the

cramped quarters, large-sized weapons cannot be wielded at all. Corporeal


creatures taller than 4 ft. suffer a 4 circumstance penalty to attack rolls
due to the need to crouch, and move at half speed. Creatures more than 8
ft. tall must crawl, move at quarter speed, lose their Dex bonus to AC, and
suffer a 6 circumstance penalty to attack rolls. Anything larger cannot fit
into the chamber.
In the east wall, a secret door opens onto a set of spiral stairs leading
up to Area 3B4.

3B4. The Upper Chamber of


Pillars (CR 10)
The room beyond the door is filled with circular steel pillars 1 ft. in
diameter (hardness 10; hp 120 each), set in staggered rows 5 ft. apart.
At the far end of the room is another vault door, this one set with a
circular wheel. If the wheel is cranked counterclockwise, all the metal
pillars descend 1 ft. for every revolution of the wheel. Cranking the wheel
requires one DC 20 Strength check per revolution. For the door to open,
the wheel must be turned 12 times, which causes the pillars to fully lower
into the floor and lock into place. After 4 turnings, the tops of the pillars
are revealed, where they taper to sharp points like upward-pointing spears.
If the wheel is released before 12 revolutions, the wheel whips back to its
original position, slamming the pillars into the ceiling. Once the pillars
have locked in place, bolts within the mithral hatch release, and the door
swings open.
Opening the vault door in effect transforms this chamber into a trap
designed to snare Gargantuan creatures. It activates if more than 8 tons of
weight are applied to the floor, which causes the vault door to slam shut
and the sharpened pillars to stab upward.
Creatures in the chamber when this happens are effectively attacked by
one pillar per 5 ft. square of space they occupy (1 for Medium creatures,
4 for Large, 9 for Huge, etc.). Any target struck by a pillar takes 10d10
piercing damage and is subject to an automatic grapple check (CMB
+30, +2 per pillar that hit). If the grapple check is successful, the target is
pinned to the ceiling. Breaking free requires a grapple check against the
pillars base CMD of 40, +2 per additional pillar pinning the target.

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STEEL PILLAR TRAP


CR 10
XP 9,600
Type mechanical; Perception DC 10; Disable Device DC 40
Trigger location; Reset manual
Effect Atk +20 melee (10d10 piercing plus grab/1920/x3);
pin to ceiling (CMB +30, +2 per additional pillar that hits)
In the east wall, a one-way secret door opens into the room from the
secret staircase up from Area 3B4. Finding the secret door on this side is
very difficult (DC 30 Perception), and it cannot be opened without magic
or brute strength from this side.
Development: Should the Ravager be caught in here, the spears impale
it, pinning it to the ceiling, which requires it to rip the steel pillars apart
to break free. This process takes two rounds per pillar. It then rests until it
has at least 3/4 of its hit points back, and continues its bid for the surface.
The Ravagers offspring each weigh approximately 2 tons, so it takes four
of them in the chamber to set off the trap.

3B5. Hall of False Offerings


(CR 16)
This area is used to store offerings, supposedly burial goods for those
interred in the Crypt of Floating Skulls beyond. This is intended as
camouflage, to disguise the level as a simple burial chamber for some
important official or ruler of ancient times. The offerings are real, though

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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.

3B6. Crypt of the Floating Skulls


(CR 18)
Beyond the vault door, a wall of crackling violet energy separates the
entry from deeper into the room. This is a brilliant energy field that acts
similar to the weapon property all nonliving material passes through
it unharmed, but living tissue is cut into one inch square cubes by it.
Anyone attempting to move through it suffers 10d10 points of damage,
typically emerging on the far side as fleshy cubes still contained within
intact garments and armor. A hidden lever inside a secret panel (DC 35
Perception locates it) deactivates the field. Otherwise, inflicting at least
120 points of damage to the surrounding stonework disrupts the field.
Remember that the stonework self-repairs; once it has repaired to 120 hit
points, the energy field reactivates.
Beyond the field, the chamber opens into a crypt, with three stone
plinths upon which rest bodies. PCs may notice on a DC 15 Perception
check that the skulls of the ones to left and right are missing. The body at
the end looks fully preserved, wearing full plate armor with a greatsword
across its chest.
PCs may also wonder why the dust/bones were not disturbed when the
vault door was opened and air rushed in. This is due to the fact that each
set of remains is protected by a wall of force.
If any of the walls of force or the plinths is touched, two panels slide
open in the side walls, and a pair of floating skulls emerge, with gems in
their eye sockets and as teeth. Though these resemble demiliches, they are
in fact powerful illusions, designed to scare away would be looters.
Anyone interacting with them, or spending one round studying them,
requires a successful DC 30 Will save (disbelief) to recognize them for
what they are; this is considered a 9th level spell effect at CL 20th.
Assuming they are not disbelieved, the demilich apparitions unleash
their death wails, then start using imprisonment on intruders; see Area
3B20C below for more details on their tactics. Any PC that succumbs to
their attacks falls to the ground in a catatonic state, which lasts until the
effect has been dispelled from them. Should the entire party fall victim
to these illusions, Amurru in Area 3B13 arrives within 24 hours to slay
slumbering intruders, collect the bodies, and return with them and their
gear to Area 3B18.
Once the illusions have been dealt with, PCs may explore the area more
thoroughly. None of the remains is magical or remarkable in any way
the armor and greatsword are masterwork, but not magical. However,
beneath that body (preserved with a permanent gentle repose spell) is a

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).

3B7. The Memorial Gallery


(CR varies, 11-plus)
The walls are scribed with thousands of names in ancient, dead language
related to Druidic; these are people who lost their lives in the long ago
war, recorded here as a memorial. This area also serves as a repository for
a number of devices from that long ago war.
In each 10 ft. alcove is a pedestal of white marble, smooth and
featureless. Atop each is a different item. In all cases, the items are
surrounded by permanent prismatic spheres. The contents of each alcove
are as follows:
A. Sword/weapon with a blade of obvious quality, shining silver and
sleek, and a handle of polished darkwood. The weapon identifies as a +6
weapon, preferably of a type wielded by one of the partys main fighters
(adjust as needed to suit power level of your campaign it should be
a nice plum, but not wildly overpowered). In actuality, it is a cursed +1
weapon that drains 1 Constitution every round it is wielded in battle. The
wielder does not realize the blade is responsible for the loss, though others
might notice the weakening as the Con loss mounts. This cursed blade has
been deliberately placed here as a trap for looters.
B. A rod of reddish metal, etched with arcane runes related to fire and
evocation. This is a rod of meteor swarm (useable 1/day, CL 18th).

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C. A golden necklace on a marble bust. The necklace is set with mithral


plaques bearing sigils of power and puissance. This jewelry is the necklace
of ultimate command. It provides its wearer a +10 enhancement bonus to
Charisma and a +4 resistance bonus to all saves against enchantments
and fear or charm effects. However, the necklace has a drawback: when
worn, it induces a sense of megalomania in the wearer (requiring a DC
of 20 Will save when first donned, and every hour thereafter, increasing
by +1 for each full hour it has been worn). Victims of this effect believe
that all others must bow to their will, and that none can stand against
them. Because of this effect, the necklace of ultimate command was only
employed in the direst of circumstances to rally despairing troops before
important battles. The megalomania effect suffered by the wearer can only
be removed by a wish or miracle spell, and then only if the necklace is first
removed and never worn again.
D. The item on this pedestal resembles a square glass bottle 1 ft. tall,
filled with murky darkness. If the stopper is removed, a dread wraith
emerges. The opener may attempt to make a Command Undead attempt
as a free action to gain control of it, provided he has this ability. If control
is not gained, the dread wraith begins to attack any living creature nearby.
The bottle continues to produce one dread wraith every 1d3 rounds, and
can produce a maximum of 20 total. However, any dread wraiths that are
destroyed re-manifest in the bottle 1 round later. The bottle has hardness
10 and 30 hit points. If destroyed, any dread wraiths contained within are
freed at once.
DREAD WRAITH
XP 12,800
hp 184 (see Area 3B3)

CR 11

E. A strange contraption rests here, resembling a sphere encircled by


several bands that can rotate on an axis around it. When activated (DC

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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.

F. Within the prismatic sphere on this pillar is no object, but simply a


glowing field of energy. The field radiates alteration at an intense level if
checked for. It is part of an ancient enchantment used in the creation of
artifacts an art lost millennia ago. If an item is placed on the pedestal
and left for 24 hours, the field is absorbed into the object, and it gains
lesser artifact status. Weapons so imbued become epic for the purposes
of damage reduction and other special effects. How the new artifact
is subsequently used influences its development as it grows into a full
artifact. If it is used in a manner noble and just, it becomes an artifact
of good; if the person using it is evil or betrays another, it becomes a
corrupting artifact. The exact nature of this enchantment, as an artifactlevel effect, should not be immediately apparent to divinations.
G. A small cauldron one foot in diameter rests here, holding what appears
to be quicksilver. This oily substance is actually oil of stoneskin (CL 16th).
Applying a dose of this oil on a person takes one minute. The cauldron
holds ten doses, and replenishes the substance at the rate of one dose per
hour. Oil removed from the cauldron must be used within 10 minutes, or
it disenchants. The ancients used this oil to protect their elite champions.
H. Atop this pillar, a delicate ceramic bowl rests upon a soft cushion.
Within the bowl are a dozen acorns. These nuts belong to a species of
tree long extinct, a relative of the yew, with wood especially prized in
the manufacture of bows and other wooden weapons and devices. The
wood can also be easily manufactured into darkwood-equivalent items.
Any items made from this wood have their material costs halved. Druids,
wood elves, and botanists would find these nuts extremely valuable, for
they would allow the restoration of a species of tree long ago harvested
to extinction.
I. A vase rests atop this pedestal, holding a bouquet of fresh flowers.
The blossoms are kept magically preserved, but otherwise there is nothing
remarkable about them; this arrangement was placed long ago simply to
provide a memory of the joys of nature to Amurru and others guarding
the vault.

3B8. The Forgotten Cavern (CR 3)


This chamber was walled off when the complex was first built,
deliberately kept isolated from the existing complex. It serves as a prison
for Amurru to teleport intruders to, should they reach him in Area 3B13.
At the center of the chamber a small pool boils and froths, producing a
constant supply of air through electrolysis, which keeps the chamber from
being sucked clean of air by the vacuum. Despite its boiling appearance,
the water is not heated, though it does tingle to the touch.
The chamber also holds a pair of bodies: one the corpse of the adventurer
Mailliw Catspar, and the other the remains of a priest of Orcus. The latter
corpse has reanimated as a ghast. The ghast has armed itself with magic
gear he found on the other corpse nearby. (This extra gear accounts for its
increased CR).
GHAST
CR 3
XP 800
CE Medium undead (Pathfinder Roleplaying Game Bestiary,
Ghoul)
Init +4; Senses darkvision 60 ft.; Perception +9
Aura stench (10 ft., DC 15, 1d6+4 minutes)
AC 30, touch 14, flat-footed 26 (+9 armor, +3 Dex, +4 natural,

+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.

3B9. The Elevator (CR 17)


This 20 ft. high cylindrical chamber accessed by 10 ft. wide, 10 ft. tall
arch. The room is covered on the walls and ceiling with wood paneling.
Hanging from the ceiling by a thread is a golden key, dangling about 4 ft.
off the ground.
There are no secret compartments in the chamber walls, though rapping
on the ceiling elicits a hollow sound, and close examination of the thread

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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.

Skills Intimidate +25, Knowledge (history) +24, Knowledge


(planes) +24, Perception +33, Sense Motive +27, Stealth +15
(+21 in stony underground areas); Racial Modifiers +6 Stealth
in stony underground areas
Languages Sylvan, Terran
SQ radial symmetry

FALLING GRILLE TRAP


CR 17
XP 102,400
Type mechanical; Perception DC 25; Disable Device DC 28

Acidic Blood (Ex) Anyone striking the stone treant with a


piercing or slashing attack and inflicting damage releases
a gout of acidic blood, which causes 5d4 points of acid
damage to the person who struck it. A DC 20 Reflex save
reduces this damage by half. The blood becomes inert one
round after leaving the elementals body.
Radial Symmetry (Ex) Because of its shape, the stone treant
can bring no more than four of its slam attacks to bear on
any one target. However, it also perceives the area around
it equally well, and thus it cannot be flanked.

Trigger touch (jarring key or thread); Reset repair


Effect two ton spiked grille falls (10d10 piercing damage; DC
30 Reflex avoids); multiple targets (all in the chamber)
The weight of the grille hitting the floor activates the elevator: the entire
chamber starts to descend at a rate of 2 ft. per round, revolving slowly
counterclockwise as it descends. Thus, the opening sinks below the level
of the floor outside the chamber in 5 rounds.
The chamber descends 120 ft. until it reaches the access point to 3B10,
where it halts at a passage leading 40 ft. to that area.
Above the elevator chamber there is a 10 ft. space where the grille was
anchored, and above that solid stone. Anyone wishing to get down after
the shaft has descended, or to get back up, must somehow bore through 95
ft. of solid rock to do so.
Development: Once the Ravager has been freed (see Area 3B21),
an extradimensional portal appears at the entrance to 3B10, which
transports any Medium or smaller creature that steps through it back to
the Memorial Gallery (3B7). This is a one-way transportation. Once
the Ravager reaches it, its natural antimagic properties disrupt the portal,
dispelling it permanently.

3B10. Six Stone Trees (CR 21)


The passage opens into a chamber that looks like a forest, with a ceiling
40 ft. high. The walls and ceiling have been carved in bas reliefs, depicting
a forest scene.
Six of the trees are actually stone treants, ancient, stony creature native
to an obscure part of the Plane of Earth. They cannot be dismissed or
dispelled while they guard this room. The stone treants have an effective
Stealth score of +21 in this chamber.
Should one of these guardians be destroyed, a new one appears to
replace it 24 hours later, so long as the Ravagers containment field holds.
STONE TREANTS (6)
XP 76,800
N Huge outsider (earth, elemental, native)
Init 1; Senses darkvision 60 ft., tremorsense 120 ft.;
Perception +27

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.

3B11. The Wringer (CR 10)


This area is activated when the vault is first opened. Four spinning
columns, rotating in the direction marked on the map, fill the intersection
with a whirling array of hooked blades. Anyone passing through the four
points marked X on the map are subject to attack by the wringers
blades. The pillars and blades are made of the iridescent stone of the
complex, and self-repair if damaged, even regenerating from the floor and
ceiling if completely removed or disintegrated.
WRINGER TRAP
CR 10
XP 9,600
Type mechanical; Perception DC N/A; Disable Device DC
35, while moving

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Trigger proximity; Reset automatic


Effect Atk 1d6 blades +18 melee (1d8+10 and DC 20 Reflex
save, +2 per blade that hits, or be swept between pillars);
grapple/pin (Large or smaller creatures swept between
pillars are grappled vs. CMB +22, and each round they
remain there they are automatically struck by 2d6 blades;
Huge or larger creatures instead jam the mechanism,
pinning them until they make a successful grapple check,
but otherwise causing no further damage)
Development: Once the Ravager is freed, it pauses in this area to
destroy each spinning pillar, one by onea process that takes it 8 rounds.
Any offspring freed beforehand may be trapped by these pillars for a
longer amount of time.

AC 22, touch 7, flat-footed 22 (1 Dex, +15 natural, 2 size)


hp 346 (21d10+210 plus 21)
Fort +17; Ref +13; Will +17
DR 10/slashing and adamantine; Immune elemental traits;
SR 31

3B12. The Angel of Death (CR 22)

Speed 30 ft., burrow 5 ft.


Melee 6 slams +32 (3d8+12)
Space 15 ft.; Reach 15 ft.
Special Attacks acidic blood (5d4 acid, DC 20 Reflex half),
trample (3d8+18, DC 32)
Str 35, Dex 8, Con 30, Int 10, Wis 16, Cha 12
Base Atk +21; CMB +35 (+39 to bull rush and sunder); CMD 44
Feats Awesome Blow, Cleave, Greater Sunder, Improved
Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes,
Power Attack, Toughness, Vital Strike, Weapon Focus (slam)

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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to intercept anyone moving into the cavern.


All golems are made of the same iridescent stone that coats the walls
of this cavern, and even if completely destroyed they regenerate from the
walls at the rate listed below, so long as the stone remains magical.
GREATER STONE GOLEM
CR 20
XP 307,200
N Huge construct (Pathfinder Roleplaying Game Bestiary,
Golem, Stone)
Init 2; Senses darkvision 60 ft., low-light vision; Perception +0
AC 27, touch 6, flat-footed 27 (2 Dex, +21 natural, 2 size)
hp 400 (42d10+40); fast healing 1 as long as the Ravager is
contained
Fort +14; Ref +12; Will +14
DR 10/adamantine; Immune construct traits, magic
Speed 20 ft.
Melee 2 slams +53 (4d8+13)
Space 15 ft.; Reach 15 ft.
Special Attacks slow
Str 37, Dex 7, Con 0, Int 0, Wis 11, Cha 1
Base Atk +42; CMB +57; CMD 65
Immunity to Magic (Ex) A greater stone golem is immune
to any spell or spell-like ability that allows spell resistance.
In addition, certain spells and effects function differently
against the creature, as noted below.
A transmute rock to mud spell slows a greater stone golem
(as the slow spell) for 2d6 rounds, with no saving throw, while
transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the
golems structure but negates its damage reduction and
immunity to magic for 1 full round.
Slow (Su) A greater stone golem can use a slow effect, as
the spell, as a free action once every 2 rounds. The effect
has a range of 10 feet in a burst centered on the golem
and a duration of 7 rounds, requiring a DC 31 Will save to
negate. The save DC is Constitution-based.
CR 12
HASTED STONE GOLEMS (20)
XP 19,200
hp 107 (Pathfinder Roleplaying Game Bestiary, Golem,
Stone, with the following changes: add hp fast healing 1,
as long as the Ravager is confined; add Spell-Like Ability:
Continuous haste)
Tactics: The stone golems move to intercept intruders, attacking from
all sides until destroyed. If any intruders are present by the time one fully
reforms, it moves forth once again to attack. The greater stone golem only
attacks the Ravager, ignoring all other targets.
Development: Should the Ravager engage the greater stone golem, it
manages to destroy it in 1d6+6 rounds. The Ravager then rests a number
of rounds equal to the battle, and presses on.

3B13. Crypt of the Servitors (CR 24)


The vault door opens into another crypt chamber, its walls lined with
niches containing mummified corpses of muscular humans. Each wears
an ancient breastplate, and wields a 2-handed curved sword.
Atop a dais at the far end of the room stands another figure, his body
desiccated but intact, eyes gleaming with a fierce light even after all
these centuries. This is Amurru, the guardian of the vault, keeper of the
Ravager.
If intruders approach with hostility, Amurru does not waste time in
conversation. If they try to speak, he bids them return this one time, saying

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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+33, Sense Motive +33, Spellcraft +29, Stealth +16


Languages Abyssal, Aklo, Aquan, Auran, Celestial,
Common, Draconic, Dwarven, Elven, Ettin, Giant, Gnome,
Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran,
Undercommon
Combat Gear scroll of harm, 2 scrolls of mass inflict critical
wounds, scroll of banishment, scroll of greater invisibility,
ring of counterspells (greater dispel magic); Other Gear
+3 dragonhide half-plate armor of acid, fire, and sonic
resistance 10, +5 defending light mace, ring of protection
+4, robes of resistance (as cloak of resistance) +4

mind-affecting fear affect. The save DC is Charisma-based.


Mummy Rot (Su) Curse and diseaseslam; save Fort DC 16;
onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6
Cha; cure .

Spells Amurru casts divine spells as an 18th-level cleric,


which can be chosen from the cleric, druid, and wizard spell
lists. However, he does not gain access to clerical domains,
cannot spontaneously convert his spells, and has no power
to turn or control undead.
Teleport Other (Sp) As a full-round action, Amurru can teleport
all creatures within a 50 ft. radius of her that fail a DC 29 Will
save to a random location within the complex (roll 1d6: 1 =
3B8; 2 = 3B14; 3 = 3B15; 4 = 3B1; 5 = middle of the maze,
3B17; 6 = 3B1). Roll randomly for each creature that fails
its save. A creature that succeeds at its save is unaffected
Amurrus teleport other ability for one day. The effect is
equivalent to a 7th level spell; the save DC is Wisdom-based.

3B14. Cavern of the Pool

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.

MUMMY GUARDIANS (10)


CR 15
XP 51,200
Male mummy fighter 10 (Pathfinder Roleplaying Game
Bestiary, Mummy)
LN Medium undead
Init +7; Senses darkvision 120 ft.; Perception +19
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16
negates)
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AC 29, touch 14, flat-footed 25 (+5 armor, +3 Dex, +1 dodge,


+10 natural)
hp 155 (8d8+10d10+36 plus 28)
Fort +13; Ref +8; Will +14 (+17 vs. fear)
Defensive Abilities bravery +3, turn resistance +4; DR 5/;
Immune undead traits; Resist fire 20
Weaknesses vulnerable to fire
Speed 20 ft.
Melee mwk khopesh sword +28/+23/+18/+13 (2d4+14/15
20), or slam +25 (1d8+11 plus mummy rot)
Special Attacks weapon training (heavy blades +2, natural +1)
Str 24, Dex 16, Con , Int 6, Wis 16, Cha 15
Base Atk +16; CMB +23; CMD 37
Feats Alertness, Combat Reflexes, Dodge, Great Fortitude,
Greater Weapon Focus (khopesh), Improved Critical
(khopesh), Improved Initiative, Iron Will, Mobility, Power
Attack, Toughness, Skill Focus (Perception), Weapon Focus
(khopesh), Weapon Focus (slam), Weapon Specialization
(khopesh)
Skills Intimidate +15, Perception +19, Sense Motive +5,
Stealth +14
Languages Common
SQ armor training 2
Gear mithral breastplate, masterwork khopesh (as falchion),
fire-retardant bandaging (alchemical item, provides fire
resistance 20 and takes up a body slot)
Despair (Su) All creatures within a 30 ft. radius that see a
mummy must make a DC 16 Will save or be paralyzed by
fear for 1d4 rounds. Whether or not the save is successful,
that creature cannot be affected again by the same
mummys despair ability for 24 hours. This is a paralysis and a

This cave resembles 3B8, above. It is completely isolated, and holds


only a pool of frothing water. Unlike that chamber, there are no bodies
here, and chemicals in the water have poisoned the air. Every minute a
character breathes the air in, they must make a DC 25 Fortitude save or
suffer 1 point of Constitution damage.

3B15. The Low Cave


This cave has a ceiling height of only 3 ft., and is filled with a foul,
rancid stench emanating from a lone passage leading away. The air is cold
enough to cause plumes of steam when people exhale.
Everyone within the room must make a Fortitude save or be sickened
for as long as they stay in Areas 3B15 and 16. Those who make the save
still need to re-roll once every 10 minutes or succumb to this effect.

3B16. The Pit (CR 18)


A narrow tunnel from 3B15 worms its way through the stone,
narrowing at points to little more than 21/2 ft. in diameter. Eventually it
opens onto a ledge running along the side of a 30 ft. deep pit. The cold is
very strong here, coating the pathway with a rime of ice.

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The ledge is only 2 ft. wide, and requires a DC 10 Acrobatics check


to traverse at 5 ft. per round. Those wishing to move faster can move
at quarter speed if they succeed at a DC 15 Acrobatics check, or half
their speed at DC 20. Anyone attempting to fight on the ledge, or hit and
damaged, must also make a DC 15 Acrobatics check or fall into the pit for
3d6 points of damage. Dwelling within the pit is a nightcrawler, which
moves to attack anyone traversing the ledge once they are halfway across.
Those who make it past the pit find themselves in another meandering
passage that eventually dead-ends; however, at the point where it ends
the stone is smooth and worked, and a bit of digging allows one to tunnel
through into the main passage beyond.
NIGHTCRAWLER
XP 153,600
hp 312 (Pathfinder Roleplaying Game Bestiary 2,
Nightshade, Nightcrawler)

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.

3B17. Chamber of the Maze


The secret door at the back of Amurrus crypt opens into an innocuouslooking 30 ft. square chamber, with openings at the center of each wall.
However, the chamber is actually filled with a permanent maze effect
(CL 18th). Anyone entering disappears, and is seen as brief flickers as
they traverse the extradimensional labyrinth. Should they make their

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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.

3B18. Workshop (CR 20)


This room is a combination storeroom, work room, and laboratory.
Construction materials are present, to repair damage to non-stonework items
in the complex, along with replacement parts for damaged traps and the like.
There is also a small library, holding ancient texts of long-lost lore. The
texts may also hold ancient or epic spells, as it suits the GM. The laboratory
is suitable for brewing potions, scribing scrolls, and crafting items, and has
been specifically adapted to function in a vacuum. A number of scrolls and
other items are also located amid the shelves (see Treasure below).
As a final defense, an enchantment has been laid upon this room,
causing everything within to animate and attack should any living
creatures enter it. Note that area of effect spells are liable to damage much
of the chambers contents.
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
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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

items, it is considered to be using them as if a person of


the required class, with a 20 in any relevant ability scores
(or its natural scores, whichever are better). Furthermore,
because of its innate magical nature, the save DC against
any effects produced by magic items is 2 greater than
normal. Finally, it can wield weapons and items as if it were
of the appropriate size class for their type, so it suffers no hit
penalties for being a Gargantuan construct with such items.
Unless instructed otherwise, the amalgamation uses items
at random from its bulk. However, it does not target them
randomlyit uses them with care and precision, as if it had
18 Intelligence. Items with limited uses, such as scrolls and
wands, are expended normally.
Multiple Attacks (Ex) The amalgamation can activate and
use up to five items per round. It can therefore attack with
weapons, activate magic items, hurl alchemical items like
thunderstones, or slam random objects against opponents.
Swarm Attack (Ex) The amalgamation can move over
enemies and damage them with the flying weapons and
objects composing its bulk. It does this simply by moving
over its victims, who are allowed either a DC 34 Reflex save
or an attack of opportunity against the amalgamation, at
their option.
Anyone who begins their turn engulfed by the
amalgamation takes 10d6 points of damage per round,
with a DC 34 Reflex save allowed for half. This is not
considered an area effect for the purposes of evasion and
similar abilities. The damage inflicted by the amalgamation
overcomes all forms of damage reduction except
epic. Further, this damage is considered continuous for
the purposes of determining if it disrupts spellcasting,
concentration and the like. The save DC for both Reflex
saves is Dexterity-based.
Immunity to Magic (Ex) The amalgamation is immune to
any spell or spell-like ability that allows spell resistance.
In addition, certain spells and effects function differently
against the creature, as noted below.
Dispel magic and greater dispel magic can be used to
deactivate magic items, as per a targeted item dispel.
Mages disjunction causes it to subside into quiescence for
1d4+1 rounds, during which time it is considered helpless.

Item Use (Su) The amalgamation can use any of the


items contained within its bulk. When activating magic

Treasure: An amalgamation should incorporate at least one magic item


per hit die, and the total value of the items forming it should be at least
100,000 gp. Once it is destroyed, there is a flat 70% chance that a given
item has been destroyed or disenchantedassuming the item was not
already expended in battle.

Items that can be found on the shelves in Area 3B18


Die Roll Result

Die Roll Result


1
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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Construction The creation of an amalgamation is a process lost to time.


In addition to the 100,000-plus gold piece value of magic items listed in
the treasure section above, another 100,000 gp in components must be
expended to summon the necessary binding forces, and multiple wish or
miracle spells are required to anchor the forces together.

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).

by turning the wheel counterclockwise one complete revolution.


The door opens into a 100 ft. diameter chamber, dominated at its center
by a three-sided pyramid composed of prismatic light. At each of the outer
points of the pyramid, a five-foot diameter beam of colored energyone
yellow, one red, and one bluemoves out from the pyramid and through
a 5 ft. wide passage in the outer wall.
On the floor, a mithral band encircles the pyramid, touching it at each
of its three points. Tiny iridescent runes seem to float and swim within it,
should it be examined closely.
Around the periphery of the room, a metal gantry encircles the chamber
20 ft. up, accessed by iron ladders on either side of each beam. This gantry
can be used to circumvent the energy beams if that is desired.
On a successful DC 25 Perception check while in the northeastern
portion of the room, a vein of jet-black material can be seen running along
the floor, through the outer circle, and intersecting the base of the energy
pyramid. This dark intrusion represents the influence of Orcus. There is
a slight weakening of the energies in the pyramid where it intersects; if a
study is made with detect magic or the like, it can be determined that there
is a small but perceptible weakening in the field here, though not enough
of one for the PCs to exploit.
Investigation of the pyramid reveals it to be some form of wall of force,
preventing anything from going in or coming out. Even spells such as wish
are not sufficient to penetrate the barrier. Only by following each of the
beams to its source, and deactivating it there, can the pyramid be dispelled.
Once a single beam has been disrupted, that color vanishes from
the spectrum within the pyramid. After the second beam shuts off, the
pyramid retains only the color of the third beam. With even a single beam
shut off, the pyramid becomes permeable to certain effects, as indicated
in the sidebar.
Entering any of the beams renders one susceptible to their malign
effects. Those within the red beam take 6d8+5 points of damage per round
(DC 25 Fort for half). Anything inside the blue beam is subject to a dispel
magic effect every round, and any spell or effect produced within the
beam is treated as if someone had attempted to counterspell it with dispel
magic at CL 10th. Those within the yellow beam must make a DC 25 Will
save each round or be dazed, as the spell. However, anyone holding one of
the original keyed daggers used to enter this level is immune to the effects
of the corresponding colored beam.

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Development: Because of the weakening caused by Orcuss influence,


the Ravager and his brood have slept lightly. Once the first beam is shut
off, one of the offspring starts to awaken; after the second beam is shut
off it is able to penetrate the barrier and escape. Before the party can shut
off the third beam, they need to deal with this escapee.
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

CONSTRUCTION
Requirements Craft Wondrous Item, creator must
have the bardic music class feature, sound burst;
Cost 6,000 gp

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

3B19. The Uttermost Vault


(CR 20)
This final area is the vault where the Ravager has long been kept in
stasis. Due to the influence of Orcus in recent centuries, the Ravager
has produced spawn, which share its imprisonment. Should the three
energy beams that hold it in place be disrupted, the Ravager will be freed
immediately, and should even one be disrupted, its awakening becomes
inevitable. Thus, unless the PCs realize that some things are best not
tampered with, it is likely that they unleash upon the world a terror the
likes of which it has not seen in millennia.
The passage past the laboratory ends at a final vault door, easily opened

Speed 40 ft., burrow 10 ft.


Melee bite +37 (3d8+9/1920/x3), 4 claws +37 (2d8+9/1820)
Space 15 ft.; Reach 10 ft.
Str 28, Dex 20, Con 30, Int 5, Wis 25, Cha 18
Base Atk +30; CMB +41 (+43 to bull rush); CMD 56 (58 vs. bull
rush, 60 vs. trip)
Feats Cleave, Combat Reflexes, Critical Focus, Great
Cleave, Great Fortitude, Improved Bull Rush, Improved
Critical (bite), Improved Natural Armor (x3), Improved
Natural Attack (bite), Improved Natural Attack (claw), Iron

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Will, Power Attack, Toughness


Skills Perception +40
SQ form-shifting

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

though it is not considered helpless.


Magic Disruption (Su) Every time a Ravager spawn 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) A Ravager spawn treats all damage as
subdual, except damage from epic-level weapons and
artifacts.
Vampiric Healing (Su) Whenever a Ravager spawn 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.

3B20. Chambers of the


Three Aspects

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

Each of the beams originates in a 35 ft. diameter circular chamber, with


a pedestal at its center. Resting upon each of the pedestals, encapsulated
by a field of the corresponding energy, is an object that powers the effect.
Each of the beam chambers is filled with the same effects as the beam that
exits the chamber, and each chamber has a guardian, described below.
To retrieve the item atop the pedestal, each sphere must be shattered.
They can only be harmed by using the dagger whose pommel gem color
corresponds to that of the beam and sphere. The each sphere must take 60
points of damage from the appropriate dagger to shatter, and each regenerates
hit points at the rate of 1 per round, until such time as it is shattered.
The astral and ethereal planes cannot be accessed from within the three
chambers.

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

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Shutting Down the Beams


As each beam is shut down, the pyramid walls lose that
corresponding color. This makes the pyramid permeable, but also
starts to rouse the Ravager and its spawn within. Beam shutdown
effects are cumulative.
Beams Off
Red
Blue
Yellow

Red + Blue
Red + Yellow

Blue + Yellow

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

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

Each beam contributes to the stasis field within, and so long as


it remains active, anyone passing into the pyramid is subject to its
effects. These are as follows:
Red
Aging stops
Blue
All magic effects suppressed
Yellow Coma

Death Resistance (Ex)A Ravager spawn 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) A Ravager spawn possesses energy
resistance against all forms of energy attack (fire, cold,
electricity, acid, and sonic).
Form-Shifting (Ex) A Ravager spawn 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,

There is no save against any of these effects.


If a single beam is shut off, the Ravager and its brood break
the shackles of the stasis in one month. If two beams are shut off,
they awaken in 1d6 days. If all three are shut off, the offspring
awaken in 1d10 rounds, and the Ravager in 1d10 minutes, though
any attacks upon them awakens them immediately. See 3B21 for
further details on the Ravager and its children.

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level 3b

Racial Modifiers +4 Perception


Languages all
SQ flight

3B20A. Chamber of the Body


(CR 20)
This chamber is filled with lurid red light; no other colors are visible
within the room. The chamber is guarded by Luke the pit fiend.
PIT FIEND
CR 20
XP 307,200
hp 350 (Pathfinder Roleplaying Game Bestiary, Devil, Pit
Fiend)
Tactics: The pit fiend cannot use its summoning ability while in this
chamber, so it does not bother to try. It starts with a meteor swarm, then
closes and engages in melee, attacking first whoever holds the red-hilted
dagger. Should the red sphere be shattered, the pit fiends service is ended,
and it gratefully teleports away to its home plane.
Treasure: Once the sphere is shattered, the object can be retrieved: a
+6 epic brilliant energy weapon composed of red light. Through a simple
act of concentration, the wielder of the blade can cause it to resize or
transform into any one-handed melee weapon desired.

3B20B. Chamber of the Mind


(CR 27)
This chamber is guarded by a gibbering orb, whose beam powers are
not disrupted by the blue glow that otherwise pervades this chamber.
GIBBERING ORB
CR 27
XP 3,276,800
CE Huge aberration
Init +16; Senses darkvision 60 ft.; Perception +37
AC 48, touch 32, flat-footed 36 (+12 Dex, +12 insight, +16
natural, 2 size)
hp 337 (27d8+216)
Fort +17; Ref +21; Will +24
Defensive Abilities all-around vision; DR 10/epic; Immune
critical hits, flanking; SR 37

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.

Speed 5 ft., fly 20 ft. (good)


Melee 12 bites +30 (2d8+11/1920 plus grab)
Ranged 24 eye rays +31 touch
Space 15 ft.; Reach 10 ft.
Special Attacks eye rays, gibbering (60 ft., Will DC 29), steal
spell, steal spell-like ability, swallow whole (4d8 constriction
damage plus 3d10 acid damage, AC 18, hp 33)
Spell-like Abilities (CL 27th, save DC 16 + spell level)
At will two stolen spells or spell-like abilities per round

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;

Treasure: Resting in a slot in the center of the pedestal is a staff of the


magi, which is responsible for powering the beam.

3B20C. Chamber of the Spirit


(CR 20)
This chamber is guarded by an advanced demilich.
ADVANCED DEMILICH
CR 20
XP 307,200
NE Tiny undead (Pathfinder Roleplaying Game Bestiary 3,
Demilich)

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Init +4; Senses darkvision 60 ft.; Perception +26

level 3b

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.

AC 29, touch 19, flat-footed 28 (+1 dodge, +10 natural, +6


profane, +2 size)
hp 220 (21d8+126)
Fort +21; Ref +16; Will +24
Defensive Abilities unholy grace; DR 20/; Immune acid,
cold, electricity, magic, polymorph, turning, undead traits
Weaknesses torpor, vorpal susceptibility
Speed fly 30 ft. (perfect)
Space 21/2 ft.; Reach 0 ft.
Special Attacks devour soul (DC 32)
Spell-like Abilities (CL 21st)
Constanttrue seeing
At willgreater bestow curse (DC 25), telekinesis (DC 22),
wail of the banshee (40 ft. radius spread centered on
demilich, DC 28)
Str 10, Dex 10, Con , Int 24, Wis 20, Cha 24
Base Atk +15; CMB +13; CMD 37 (cant be tripped)
Feats Ability Focus (devour soul) (x2), Ability Focus (greater
bestow curse), Ability Focus (wail of the banshee),
Alertness, Dodge, Defensive Combat Training, Great
Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus
(Knowledge [arcana])
Skills Diplomacy +27, Fly +33, Intimidate +30, Knowledge
(arcana) +35, Knowledge (religion) +29, Linguistics +26,
Perception +33, Sense Motive +33, Spellcraft +29, Stealth
+32, Use Magic Device +27
Languages any
SQ rejuvenation

Tactics: Tactics for a demilich should not tax your brain too hard.
Suffice to say liberal application of devour soul should suffice.

Devour Soul (Su) As a standard action with a range of 300


ft., a demilich can imprison the soul of a living creature
within one of 10 special gems embedded in its skull. If the
target succeeds at a DC 27 Fortitude save, it gains two
permanent negative levels. If it fails, its soul is immediately
drawn into one of the gems in the demilichs skull. The soul
remains trapped within the gem, visible as but a gleam
except under true seeing. The soulless body corrupts and
decays rapidly, reducing to dust in a single round. As long as
the dead creatures soul remains trapped in the gemstone,
it cannot be restored to life via any means save direct
divine intervention. Gems with souls trapped in them can
be retrieved from a destroyed demilich, at which point
they can either be crushed to release any souls within to
their afterlife or used in the place of the usual material
components to restore the soul and body with resurrection or
true resurrection. After 24 hours, the demilich can choose to
consume any soul trapped in a gem, healing it 1d6 hit points
per Hit Die of the soul, at which point only miracle or wish can
restore the dead creature to life. The save DC is Charismabased, and includes a +2 bonus for the Ability Focus feat.
Greater Bestow Curse (Sp) This spell-like ability functions like
bestow curse, but can have one of the following effects:
12 to one ability score; 6 to two ability scores; 8 penalty
on attack rolls, saves, and checks; or a 25% chance to act
normally. This ability is treated as a 6th-level spell.
Immunity to Magic (Su) A demilich is immune to any spell
or spell-like ability that allows spell resistance. In addition,
certain spells function differently against the creature, as
noted below.
A dispel evil spell deals 2d6 points of damage, with no
saving throw.
Holy smite affects a demilich normally.
A power word kill spoken by an ethereal caster deals 50
points of damage to the demilich if it fails a Fortitude save
(with a DC determined as though the spell allowed a saving

Treasure: Inside the sphere is a skull, which is intelligent and animate.


It is animated by the spirit of Nycristi, who was once the sister and lover
of Obares Sin (better known today as The Oracle). She has all the powers
of the Oracle, and remembers his name.
Development: Should Nycristi and the Oracle meet, they remember
one another, and understand their duties with regard to the Ravager. They
then seek to aid any who seek to destroy the Ravager and his brood as best
they can. Once this task has been accomplished, they can finally abandon
their mortal shells and transcend to the outer planes, their duties fulfilled.

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3B21. That Which is


Bound (CR 31)
At the center of the pyramid rests the Ravager, a Gargantuan creature
that in its current form looks something like a giant, hairless ferret, with
bulging muscles rippling along its sides, teeth the size of greatswords, and
claws that can eviscerate a man in one swipe. Piled around it are 8 smaller
versions of it (merely Huge); these are in addition to the one that the PCs
face after breaking the second sphere.
THE RAVAGER (CRAWLER 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 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/
epic; Immune energy drain; Resist death, energy 20
Speed 50 ft., burrow 20 ft.
Melee bite +46 (6d6+15/1920/x3), 4 claws +46 (4d6+15/1520)
Space 20 ft.; Reach 15 ft.

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Special Attacks trample (4d6+22, DC 42)

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

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.
RAVAGER SPAWN (8, CRAWLER FORM)
XP 307,200
hp 510 (see Area 3B19)

CR 20

The Ravager Awakens

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Assuming their sleep is not disrupted ahead of schedule, the offspring


begin to awaken before the parent. Parties that faced the lone offspring
before should realize the trouble they are in, and either flee at once or
attempt to kill each offspring as it awakens. Ultimately, however, they
likely need to flee.
The Ravager and offspring all have one imperative: cause as much
mayhem as possible. They start by attacking anyone in the chamber
with them. If no targets present themselves, they make their way for the
entrance to the level, destroying as they go. Should they reach it, they all
split and go their separate ways; one or two of the offspring that survive
this far likely work their way deeper into Rappan Athuk, causing great
damage until they are stopped. On the surface, even one of the offspring is
a deadly adversary; having several of them plus the Ravager itself creates
a widening swath of destruction as they spread and systematically destroy
every dwelling and sentient creature they come across. Ultimately, it is
likely that the party members shall need to seek allies, possibly even with
great enemies, to amass enough firepower to put these creatures down for
good.
Alternately, should you not wish these doomsday weapons unleashed,
you might allow the characters the opportunity to restore the field. Nycristi,
the sister of the Oracle, can inform them how to do this. Three PCs must
volunteer for sacrifice, giving up their life forces forever to restore each
of the three energy beams. Their remains become new, undead guardians
for the beam.
If you wish to have a less tragic outcome, you could also reduce the
number of offspring, or eliminate them entirely. Armed with the weapons
and devices located within this complex, along with their own native
ability, the PCs should have a good chance of halting the Ravager before
it reaches the surface.

Death Resistance (Ex) The Ravager possesses an innate

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Level 3C: The Fountain


of Pestilence

The original purposes of the level known as the Fountain of Pestilence


can no longer be guessed at from the levels geography, for major events
after the abandonment of the dungeons have made radical changes in this
area. A number of years after the battles between the Priests of Orcus
and the Army of Light, a religious order of healers entered the Mouth of
Doom to establish a hermitage in the catacombs below. Healers from the
shrine would travel throughout the lands, offering cures and medicines
to the peasantry or such was the plan. The mission of this small
community worked well for many years, and the healers were welcome
guests in the hamlets and villages for a hundred miles around. The healers
kept the location of their shrine a secret, and accepted no payment for
their services other than freely-granted contributions to their cause of
eliminating disease from the world.
During this time, the underground sanctuary of the healers grew
considerably, as new novices were admitted into training by the original
healers. At the same time, the religious aspect of the hermitage increased.
The hermitage became less focused upon service to the outlying
communities, and more focused upon its status and responsibilities as a
temple to the healing god. To the second generation of healers, trained
with a greater emphasis on religion, it began to seem that a greater
blow could be struck against disease than merely traveling through the
countryside to fight it where it appeared. A group of the healers developed
a plan to take a more active role in the eternal battle between the great
supernatural forces, striking their own blow against the greater servants
of pestilence and plague. By mystical auguries and arcane research, they
eventually pieced together enough clues to learn the name of one of the
greater demons of pestilence. Armed with this knowledge, they made their
plans to destroy this demon.
They failed.
This area is shown on Map RA-3C.
OCHRE JELLY
CR 5
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Ochre Jelly)
SWARM OF ROACHES
CR 2
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary 2, Cockroach
Swarm)

3C1. Entry to the Healers Hospice


When the party enters this room, they hear a loud rustling sound as an
undulating carpet made up of thousands of roaches scatters for the walls
and disappears into the cracks and gaps between the stones. The room
once contained several wooden chairs that were apparently broken and
scattered; only a few intact pieces give any clue to the fact that they were
once furniture. Inspection of the pieces of wood (DC 15 Perception check)
reveals very old bloodstains. Over the north door, the words Healing
and Recovery have been carved into the stone. Over the south door,
there is only the word Forbidden. Close inspection of the carved word
Forbidden reveals that some scratches next to it actually read, in very
small print, the scrawled words Until now.

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

1d4 plague zombies (see Area 3C12)


1d2 pestilenzi demon (see Area 3C22)
3d4 dire rats (see Area 3C15)
Ochre jelly
Swarm of roaches
No Encounter

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
sliding stone (1 in. thick; hardness 8; hp 20; Break DC
22, Disable Device DC 20, Perception DC 20) and
do not have independently hidden mechanisms to
open them; when the door is found, so is the opening
mechanism. Pit traps are covered (concealed trap
doors) but do not lock.
The Pestilence: The Pestilence is a disease that was
spread into this level of the dungeon when the
Healers failed to control the demonic power they had
summoned. Various monsters and hazards in the level
can infect intruders with the Pestilence.

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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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3C2. The Hospital Ward

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!

Teleportal A leads to hallway 3C3B, and the length of the journey is


four seconds. A spellcasters touch is required.
Teleportal B leads to Room 3C5B, the Isolated Workroom. A
spellcasters touch is required, and the length of the journey is one second.
Teleportal C leads to Room 3C6, an Isolated Ward. The portal can be
entered by a non-spellcaster (this is not the case on the way out, however).
The journey takes three seconds.
Teleportal D leads to Room 3C7, an Isolated Ward. As with teleportal
C, a non-spellcaster can make it work from here, but not on the return
journey. The journey takes three seconds.

3C3. Hallway (CR 2)

3C5. Isolated Workroom


(CR varies, 6 or 13)

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.

3C4. The Center of Isolation


This room has the bas-relief carving of a left hand on each wall, and
has no doors at all. There is an intact but rotted table in the center of
the room. A skeleton dressed in tattered white robes and holding a scroll
of red parchment in its right hand lies beside the table. Its left hand is
missing, and if anyone gets close to the bones (searching for treasure,
for example) there is a faint but distinctly foul odor emanating from the
bones themselves. On further inspection, the bones can also be found to
be slightly pitted and decayed in places. These are the remains of a healer
who managed (almost) to escape the carnage in the temple and get into
these rooms, where he died of the pestilence before being able to cast the
remove disease spell written on the scroll.
The four bas-reliefs in the room are all teleportals similar to the one
in 3C3B. Portals C and D work without a spellcasters touch (on the
outbound journey). A and B require a spellcasters touch to function, but

Treasure: The red scroll in the skeletons right hand is a scroll of


remove disease (CL 16th).

This room contains three intact workbenches, an armchair in very bad


condition, and five cabinets. There are two bas-relief carvings on the
walls, both of a left hand, and both of which are teleportals (one of these
is the one used by the party to enter the room, so it is on the wall directly
beside them.
This room also contains a guardian that was kept by the Healers to
defend this room against intruders. The guardian is a floating globe of
light that fires small lightning bolts, and it attacks immediately when the
party materializes in the room. It was warned of their approach by the aura
of their teleportation and cannot be surprised.
DEFENDER GLOBE
XP 800
N Small outsider (elemental, native)
Init +3; Senses darkvision 60 ft.; Perception +8

CR 3

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AC 17, touch 17, flat-footed 13 (+2 deflection, +3 Dex, +1


dodge, +1 size)
hp 26 (4d10+4)
Fort +2; Ref +7; Will +5
Defensive Abilities awareness, defensive aura; Immune
electricity; Resist cold 10, fire 10
Speed 5 ft., 40 ft. fly (perfect)
Ranged electrical bolt +8 (2d6 electricity)
Spell-Like Abilities (CL 4th)
Continuouslight
Str 4, Dex 16, Con 12, Int 4, Wis 12, Cha 14
Base Atk +4; CMB +0; CMD 16 (cant be tripped)
Feats Dodge, Mobility
Skills Fly +20, Knowledge (planes) +4, Perception +8
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.
Teleportal A leads to Room 3C27. The teleporter can only be made
to function by the touch of a spellcaster, and the journey takes 47 seconds.
Teleportal B leads to Room 3C4(B). The teleporter can only be made
to function by the touch of a spellcaster, and the journey takes 1 second.

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The five cabinets:


Cabinet 1 contains lots of old parchment, several quill pens, bottles
of now-solidified ink, ten vials of very fine sand, and a rusty razor
blade.
Cabinet 2 contains six books: (a) Amadors Basic Anatomical Textbook (100
gp), (b) Zovars Catalogue of Diseases and Pestilences (10 gp), (c) Tharos
Introduction to Purgatives and Herbal Remedies, second edition (250 gp),
(d) Polodors Collected Essays on Contagions and Cures (75 gp), (e) Omens,
Portents, and Prophesies of the Healing Gods (25 gp), and a sixth book that
does not seem to match the others. The sixth book has no title on the cover,
and the thick leather binding is held closed with a massive lock. This book is
the iniquitous Tome of Draav, which contains the names and descriptions of a
large number of demons. Perusing the Tome for 30 minutes or more reveals that
the entries for five of the demons have been carefully annotated with notes and
diagrams. It is at these five pages where the books binding cracks open, and the
parchment at the edges of these pages is worn thin.
Cabinet 3 contains a row of twenty bottles of liquid. Five of these are
specimen bottles of urine that were awaiting testing when the pestilence
arrived. Two of the bottles are potions of cure moderate wounds. Four
of the bottles were once medicines, but now have no effect after the
passage of time. One bottle contains a liquid that was once medicinal but
is now poison (same effect as oil of taggit), and the other 8 bottles are
still working medicines. These are not powerful enough to cure magical
diseases, but drinking one of them after being infected with the pestilence
delays the onset of the pestilence for a full hour.
Cabinet 4 has been occupied by a quantity of green slime, which slides
and splatters onto anyone opening the cabinet in a normal fashion. The
slime can be avoided with a DC 15 Reflex save.
Cabinet 5 contains two scrolls written on red parchment, and a locked,
leather-bound book. The red scrolls are scrolls of remove disease. The
book is filled with various notes, most of which are in code and cannot be
deciphered. More information about this book is provided below.
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-foot square of green slime deals 1d6 points of
Constitution damage per round while it devours flesh. On
the first round of contact, the slime can be scraped off a
creature (destroying the scraping device), but after that it
must be frozen, burned, or cut away (dealing damage to
the victim as well). Anything that deals cold or fire damage,
sunlight, or a remove disease spell destroys a patch of green
slime. Against wood or metal, green slime deals 2d6 points
of damage per round, ignoring metals hardness but not
that of wood. It does not harm stone.
The Book of Notes: As mentioned, most of the handwritten notes in this
book are in code, so neither magical translation nor a Linguistics check
make them readable. At least five different handwritings can be picked out
in the encrypted notes, although there are some passages here and there
all in the same handwritingthat are not encoded. These read as follows:
This is a terrible idea. (page 1)
There is an error in the mathematics at this point. (page 17)
Did you even read what the ToD says about this being? (page 22)
I do not think this would be enough. (page 23)
Because of the vow of silence, thats why. (page 25)
So are you. (page 26)
Because no one is going to be left alive to read it anyway, thats why.
(page 27)
We should stick to what we do; attacking demons is work for warriors,
not healers. (page 29)
I had a strange dream last night, and the god told me that my help

would be necessary for this project. Although I still think it is ridiculous to


write the notes in code. (page 40)
Very well, but I still think it is ridiculous. (also on page 40)
There are no more non-coded comments in the notes, although they
continue for another 103 pages, up to page 140. After page 140, the rest of
the book is blank. On page 41, just after the last un-coded entries, a set of
numbers begins to appear in the notes over and over again (the first time
it appears, it is in the handwriting of the individual who initially refused
to write in code). The numbers are: 126918124. Each number
corresponds to a letter in the alphabet; if any of the players figures this out
and says the word Azirax out loud, the consequences are as follows: (1)
a huge billow of smoke fills the room, and everyone inside must make a
DC 20 Fortitude save or immediately be infected with the Pestilence, (2) a
diseased-looking, glabrezu demon is summoned into the room and attacks.
It cannot leave through the portals, so if the party survives long enough to
escape by teleportation, it does not pursue The demon remains in the room
for one year and one day, before giving up and returning to its home.

AZIRAX THE GLABREZU


CR 13
XP 25,600
hp 129 (Pathfinder Roleplaying Game Bestiary, Demon,
Glabrezu)

3C6. First Isolated Ward


There is only one bas-relief carving of a hand in this small chamber.
Anyone teleporting into the chamber arrives standing almost on top of a
skeleton that lies on the floor. Its hand is outstretched to touch the carving
of the hand, which bears many scratch marks.
The room contains the remnants of a bed, but nothing else.
The bas-relief carving of the hand is, like the others, a teleporter back
to Room 3C4(C), but from this side it only functions for a spellcaster,
and it does not allow anyone who is diseased to pass through, even if that
person is in physical contact with the spellcaster. Anyone infected by the
Pestilence is trapped in this chamber until the disease is gone.

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3C7. Second Isolated Ward


This room is identical to Room 3C6, but there is no skeleton.

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.

3C9. Storage Chamber


This chamber was either a storeroom or it has been used as a trash
dump. It is filled with broken wood, ripped bags, shattered barrels, and
broken earthenware. Searching the room for ten minutes turns up 250 cp
and a small silver statue (100 gp). The statue is of the god of the Healers
(also shown in the murals of Room 3C2).

3C10. Healers Common Area


This room contains a broken table, with a lantern fallen to the floor
beside it, and some wall hangings that have been slashed to ribbons. The
room is otherwise empty. The two small (10 ft. x 10 ft.) rooms leading off
from this room contain dilapidated beds but nothing else.

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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.

3C12. Bedchamber (CR 1/2)


This room was obviously once used as a bedchamber. There are
bloodstains spattered on the walls and even some on the ceiling. A plague
zombiethe former occupantstill inhabits the room, and the characters
notice that it has no left hand. It is dressed in the tatters of what was once
a white robe, although the robe is stained with blood.
PLAGUE ZOMBIE
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie,
Variant)
Treasure: The zombie wears a jeweled holy symbol of the healing god
(300 gp).

3C13. Empty Bedroom (CR 1/2)


This room contains a bed, a nightstand, and a small chest beneath the
bed. The chest is locked (DC 15 Disable Device to open) and it is also
protected by a dart trap. The chest contains no treasure, but it does contain
several pages of written parchment. These are notes, and they apparently
have something to do with demon-summoning. The notes are written in
very sparse shorthand, which makes them fairly useless. However, they
appear to have something to do with a specific but unnamed demon,
and the demon seems to have something to do with disease. Sold to a
necromancer or other practitioner of black magic, the notes would have
some value, but not much (20 gp) due to their overall incomprehensibility.

PLAGUE ZOMBIES (2)


CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie,
Variant)
DIRE RATS (12)
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
GIANT DIRE RAT
CR 1/2
XP 200
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

AC 12, touch 12, flat-footed 10 (+2 Dex)


hp 28 (3d8+15)
Fort +5; Ref +5; Will +2
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d6+3 plus disease)
Special Attacks disease
Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 4
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Ability Focus (Filth Fever), Skill Focus (Perception)
Skills Climb +10, Perception +8, Stealth +6, Survival +4, Swim +10
Disease (Ex) Filth fever: Biteinjury; save Fort DC 15; onset
1d3 days; frequency 1/day; effect 1d3 Dex damage and
1d3 Con damage; cure 2 consecutive saves. The save DC is
Constitution-based.

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.

Treasure: When constructing the nest, the barely-intelligent plague


zombies did not particularly distinguish items that would make good nesting
material, and collected several bizarre oddments in addition to wood and
cloth. The items in the nest include: an iron kettle, a small earthenware statue
of the healer-god (1 gp), seven forks, one spoon, one utensil that seems to be
a mix of fork and spoon (a spork), 272 cp, 307 sp, 256 gp, a sapphire gem
(100 gp), a jeweled coronet (400 gp), six daggers (one of these is +1), and
a scrap of gold-embroidered cloth (200 gp). The gold-embroidered cloth is
hung on a nail in the nest, and there is a 25% chance that it is ripped when
removed, cutting its value in half. The spork is enchanted to detect poison
once per day, and can be used as a +1 magic weapon, although it inflicts
only 1d2 points of damage with a successful hit.
The Wall Carving: The bas-relief carving across from the entryway
is a teleportal that leads to the main levels of Rappan Athuk (via Level
2A). Anyone approaching the carving within 5 ft. discovers that it requires
more and more effort to press closer toward the carving. To force through
this magical repulsion all the way, and actually make contact with the
carving, requires a DC 12 Strength 15 check. Two people can assist a
weaker character to reach the carving by pushing from behind. If anyone
makes physical contact with the carving, that person and anyone directly
touching that person is instantly be turned to dust, the mouth of the carving
opens, the dust is sucked inside, and the characters are reconstituted (with
all their gear) in Room 2A-1 on Level 2A.

3C15. Refectory (CR 5)

3C16. Spiders Storeroom (CR 1)

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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Treasure: The various contents of the storeroom, if searched, include


the following more unusual items: 12,104 cp in a non-trapped box, a silver
plate (50 gp), a bag of 245 sp, and a box of spices (200 gp).

3C17. Memorial Room


This room is painted with murals depicting five men in white robes
standing next to each other (these are the first and subsequent high priests
of the healing order). The last figure in line has had its left hand blacked
out with paint, but the others are not defaced in this way. There is a large
bloodstain (very old) in the center of the room.

3C18. Empty Room


This room contains no identifying decorations or furniture. There are a
few small holes drilled into the stone walls to hold torch sconces, but the
holes have nothing interesting about them. A conversational level of noise
in this room has a 10% chance to attract the giant rat in Room 3C19,
and an extremely loud noise (shouting or combat) automatically attracts
the rat.

3C19. Monster Room (CR 2)


This room is the lair of a giant diseased giant rat that is almost ten
feet long. It only has a few patches of fur sticking out from its pale hide,
which is covered with oozing boils. Its eyes are bright red, and glitter with
intelligence. The rat has very acute hearing, and emerges if it hears noise
in Room 3C18 or Room 3C20.
GIANT PESTILENTIAL DIRE RAT
XP 600
N Large animal
Init +1; Senses low-light vision, scent; Perception +9

CR 2

There are three pictures on the nightstand, each of which is a charcoal


sketch of a different womans face. There is nothing of value in the room
itself. However, the secret door in the north wall of the room contains some
interesting items. The contents of the secret room are: (1) an earthenware jar
containing five golden rings each with the inscription To my one and only,
worth 50 gp each; (2) a silver-headed light mace (100 gp), (3) a leather bag
containing 500 gp, (4) an earring with an obsidian sphere dangling from
it, inscribed with the words Rappan Athuk, (5) three red scrolls (remove
disease) tied together with a parchment note that reads, Jossel, if you plan
on continuing your activities with the young ladies of the various villages
where you are assigned, the High Priest suggests that you might need these.

3C21. Fountain Room


This room reeks; when the door is opened, the stench rolls out of the
room like heat from a blast furnace. At the center of the room there is a
seething puddle of unbelievable putrescence, so foul that just the sight
of it is enough to make the observers eyes water. Anyone choosing to
enter the room must make a DC 13 Fortitude save or be infected with the
Pestilence; a save must be made each time a character comes within 10 ft.
of the pool. After a successful save the character may remain in the area
without making further saves unless he exits the room and returns after at
least an hour has passed.
Characters can see from the door that the pool is fed from a rivulet that
runs into the room through a crack in the stones of the north wall.

3C22. Treasure Room (CR 4)


This room contains the remnants of a bed and a desk, both of which
have been vandalized, and there are old bloodstains on the floor. A locked
treasure chest has been broken open beside the bed, and coins gleam in
the light. A pestilenzi demon and 4 dire rats lair in this room. All of the
giant rats are diseased, although they are infected with a normal disease,
not by the Pestilence.

AC 12, touch 10, flat-footed 11 (+1 Dex, +2 natural, 1 size)


hp 38 (4d8+20)
Fort +8; Ref +5; Will +2

DIRE RATS (4)


CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)

Speed 40 ft., climb 20 ft., swim 20 ft.


Melee bite +8 (1d8+9 plus disease)
Special Attacks disease, vomit pestilence (3/day, 60 ft.
cone, DC 17 Fort resists)

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

AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)


hp 30 (4d10+8)
Fort +6; Ref +10; Will +3
DR 5/cold iron or good; Immune electricity, poison; Resist
acid 10, cold 10, fire 10

Disease (Ex) Filth fever: Biteinjury; save Fort DC 19; onset


1d3 days; frequency 1/day; effect 1d3 Dex damage and
1d3 Con damage; cure 2 consecutive saves. The save DC is
Constitution-based.
Vomit Pestilence (Ex) The pestilential rat can vomit forth
a spray of disgusting pestilence 3/day. The spray is coneshaped, with a range and final width of 60 ft. Anyone in
the area of the spray must make a DC 17 Fortitude save or
contract the Pestilence.

CR 3

Speed 20 ft., fly 60 ft. (perfect)


Melee bite +5 (1d6 plus 1d6 acid and pestilenzi rot)
Spell-Like Abilities (CL 8th)
At willgreater teleport (self plus 50 lbs. of objects only),
invisibility (self only)
3/daygrease, summon swarm, whispering wind
1/daysummon (level 3, 1 pestelenzi or 1d4 dretches, 40%)

3C20. Jossels Room

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.

This room contains a rotted bedframe, a nightstand, and a wooden chest


under the bedframe. The chest has already been broken open, and is empty.

Pestilenzi Rot (Su) Diseasebite; save Fort DC 14; onset 1

Treasure: None.

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PLAGUE ZOMBIES (4)


CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie,
Variant)
Treasure: None.

3C24. Empty Room


This room has no distinguishing features in it.

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.

3C26. Treasure Room


This room contains three semicircular alcoves, with a stone shelf in
each one. Each shelf holds a small statue made of gold: one is a gargoyle,
one is a winged horse, and one is a unicorn. The gargoyle and the winged
horse statues are worth 2,000 gp each. However, if anyone touches the
unicorn statue, it and one of the other two statues crumble to worthless
dust.

3C27. Library (CR 4)


minute; frequency 1/day; effect 1d6 Con damage and 1d6
Cha damage; cure . A creature suffering from pestilenzi
rot cannot recover naturally over time. Anyone casting a
conjuration (healing) spell on the afflicted creature must
succeed on a DC 10 caster level check, or the spell is
wasted and the healing has no effect. Anyone who dies
from pestilenzi rot turns to dust and cannot be raised without
a resurrection or greater magic. The save DC is Constitutionbased.
Treasure: The treasure chest is already broken open. It contains
20,360 cp; 10,349 sp; 2,000 gp; 4 gems (100 gp each), and a golden wand
encrusted with pearls (2,000 gp).

There is a pool of Pestilence in the center of this room, essentially


identical to those in Rooms 3C21 and 3C23. If the party remains in the
room for more than ten minutes, 3 plague zombies rise out of the pool,
drawing their substance directly from the foul liquid.
The room contains a shelf with ten large, leather-bound books on it, as
well as several copying tables. There is also a locked cabinet bolted to the
north wall. At the north end of the rooms west wall, there is a bas-relief
carving of a left hand.
The bas-relief carving: This carving is a teleportal similar to those in
the rest of the level. It can only be made to function by the touch of a
spell caster. The teleportal leads to Room 3C5, and the transit time is
47 seconds.
The books: The ten books are the following:
Mystical Diagnostics (200 gp)
Introversions of Toxins (100 gp)
Orminiods Essays on Medicine (100 gp)
Kariloodians Second Treatise on Anatomy (100 gp)
Modrs Incomprehensiblium (5 gp)
Yrarics Surgical Guidelines (50 gp)
Jamallis Robusto (coated in contact poison: see below)
Thryns Book of Medicines (50 gp)
Kormons Catalogue of Internal Organs (25 gp)
Redrallions Investigations Into Natural Philosophy (100 gp)

3C23. The Antechamber (CR 2)


The walls of this room are covered with murals depicting a glowing,
white robed figure in various different scenes. In each scene, the figure
seems to be healing powerful mythological creatures, and even one or two
figures that can be recognized as well-known deities.
These details will likely be only a first impression, however, for the
room also contains deadly threats. In the northeastern part of the room,
there is a puddle of vile putrescence that bubbles and seethes, giving
off a horrible smell. Four plague zombies are standing around this pool,
apparently drinking from it, and they immediately move to the attack
when they perceive the partys presence.
As with Room 3C21, anyone coming within 10 ft. of the pool must
make a DC 15 Fortitude save or be infected with the Pestilence; a new
save must be made each time a character comes within 10 ft. of the pool.
After a successful save the character may remain in the area without
making further saves unless he exits the room and returns after at least an
hour has passed.

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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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POISON NEEDLE TRAP


CR 1
XP 400
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger touch; Reset none
Effect Atk +10 ranged (poison dart; 1d3 plus greenblood oil)
GREENBLOOD OIL
Type poison (injury); save Fortitude DC 13
frequency 1/round for 4 rounds
effect 1 Con damage; cure 1 save
PLAGUE ZOMBIES (3)
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie,
Variant)

3C28. Stairs Down to Level 4B


This staircase leads down to location 4B1 in Level 4B.

3C29. Puddle of Pestilence


The corridor is filled at this point by a reeking, seething pool of
Pestilence, similar to the others described in this level. Anyone coming
within 10 ft. of the pool must make a DC 15 Fortitude save or be infected
with the Pestilence; a new save must be made each time a character comes
within 10 ft. of the pool. After a successful save the character may remain
in the area without making further saves unless he exits the room and
returns after at least an hour has passed

3C30. The Fountain of Pestilence


(CR varies, 7-plus)

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The Fountain of Pestilence formed here when the Healers attempted


to use summoning spells to directly attack a powerful demon of disease.
Their lack of experience, and the fact that they challenged a being far
beyond their capability to control, caused a horrible counterattack from
the demon, which is responsible for the slaughter evident throughout this
level of the dungeons.
This huge room reeks with the smell of rot and disease, an
overwhelming miasma that rises from a huge central pool of pus and
filth. At the middle of the pool, the horrid liquids fountain upward to
a height of five feet. Five large rivulets of the fluid trickle away from
the fountain, threading their way across the floor to disappear down
corridors or through gaps in the walls.
The room itself was obviously once used as a temple: a huge alcove
in the northern part of the room contains a ten-foot-tall statue of a
benevolent-looking figure wearing white-painted robes. However, the
statue is splashed with blood and filth, and a grisly necklace made of
human hands has been draped around the statues neck like some sort of
psychopathic offering. All of these are left hands: the ones that are missing
from all the plague zombies the party has encountered.
The Fountain of Pestilence is similar to the smaller pools that the party
may have encountered already on this level. Anyone coming within 10 ft.
of the fountain must make a DC 20 Fortitude save or be infected with the
Pestilence; a new save must be made each time a character comes within
10 ft. After a successful save the character may remain in the area without
making further saves unless he exits the room and returns after at least an
hour has passed.
If the party enters the room at all, the fountain begins creating and
calling various monsters to slay the intruders. The order in which these
monsters are called, and other details, are set forth below. Creatures
formed from the Fountains substance take two rounds to be completed.

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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Level 4: The Upper


Temple of Orcus

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

1d4 ogres (see Area 47)


1d4 wights
3d6 dire rats
2d6 stirges
1d6 acolytes of Orcus (see Area 49)
No encounter

Detections: Characters detect major evil from Room


49, owing to the presence of a temple of
Orcus.
Shielding: None.
Continuous Effects: Due to the proximity of the temple,
turning rolls on this level are at 4, and the temple
area acts as if a permanent dispel good has been
cast (Areas 48 through 10 only)!
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 (1 in. thick; hardness 8; hp 20; Break DC 22,
Disable Device DC 20, Perception DC 20).
Traveling in Small Tunnels: Characters must crawl
through a number of tunnels to access certain areas
on this level. Primary tunnels (dotted lines) are 3 to 5 ft.
in diameter and can be walked through only by Small
creatures. Huge creatures cannot pass through these
tunnels unless they are long and slender or flexible.
Gargantuan creatures cannot traverse these areas
at all. Huge creatures make attack rolls at a 16,
Large creatures 8, and Medium creatures using all
but thrusting weapons attack at 4. Effects requiring
a Reflex saving throw are at 10 while in the primary
tunnels.
Smaller tunnels (solid lines) are less than 3 ft. in
diameter; even Small creatures must crawl. Large
creatures cannot pass through these tunnels unless
they are long and slender or flexible. Huge creatures
cannot pass at all. Medium creatures make all attack
rolls at 8, but Small creatures using all but thrusting
weapons attack at 4. Area effects with Reflex saving
throws automatically succeed in these small tunnels.

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.

43. Water, Water, Everywhere!


(CR 2)
Oily bubbles regularly spout to the surface of this water-filled room,
creating a rippling, iridescent sheen. The walls and ceiling, colored a
glossy black, cast weird reflections from the partys torches.
Despite its appearance, there is nothing particularly hazardous in this
room except to halflings! Three feet deep, the water covers a footthick floor of organic mud (the decomposing matter of which creates the
bubbles). All movement in this room is at 1/8 normal speed. On the south

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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

Trigger touch; Reset automatic


Effect spell effect (touch triggers an alarm in Area 48);
locked door (2 in., hardness 10, hp 80, Break DC 30; Disable
Device DC 32)

44. The Trap, Part 1


The Monster and Gate (CR 8)

AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, 1 size)


hp 51 (6d8+18 plus 6)
Fort +5; Ref +3; Will +7
Immune disease

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

45. The Trap, Part 2


The Trigger (CR 8)
The secret door in this area is a false door that springs the trap.
Relatively easy to find and unlock requiring only a successful DC 5
Perception check and a DC 10 Disable Device check the secret door
opens outward. One round after it is opened, the trap springs: the portcullis
drops, and the pudding in Area 44 is released. The pudding arrives in 5
rounds, oozing through the bars to attack the PCs. The secret door opens
to reveal a blank wall. A portcullis slams shut 40 ft. behind the PCs. A
grinding noise can be heard and a large blob oozes out of the wall, about
100 ft. behind the portcullis. It begins to slither toward towards its trapped
dinner!

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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Treasure: +1 holy longspear, +2 light steel shield, full plate armor.


Max possesses several treasure items that the PCs cannot find in the overthree-feet-deep piles of filth in which he lives. Max might give these items
as gifts to the PCs, depending on the players roleplaying or the size and
quantity of presents that the PCs give Max. PCs cannot locate these items
without Maxs help.

47. The Monster and


Treasure Room (CR 9)
These 8 ogres wandered up from Level 12A via Levels 6A and 9A
and established their den in this cave. They have been quite happy here,
sniping at the local fauna or the amusing adventurers who occasionally
cross their path. The ogres have an uneasy truce with the inhabitants of
both the evil temple and Level 5; they do not readily venture to either
area, preferring a more circuitous route that avoids them since a member
of their party got himself killed on Level 5, and Banth cannibalized him
for spare parts to create a flesh golem. The ogres attack immediately, but
retreat to Level 6A if sorely injured.

46. Maxs Lair (CR 4)

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,
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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

Treasure: standard (hide armor, greatclub, 4 javelins, 3d12 gp, 4d10


sp) each plus a sack containing quite the hoard:
Sack one contains three dead dire rats, a large wheel of cheese, 140
gp, 3 oil flasks, three tanglefoot bags and a large, pretty rock (uncut,
unpolished alexandrite worth 2,000 gp).
Sack two contains half of a week-dead elf wearing elven chain, a +1
keen longsword, six +3 arrows in an efficient quiver and 230 sp.
Sack three contains a small cask of fine brandy, a masterwork heavy
crossbow, a masterwork dwarven breastplate, a ceramic pot full of
antitoxin (six doses), 325 cp and 120 sp.
Sack four contains a two-foot-square silver mirror, a silver and sapphire
ring worth 30 gp, three potions of water breathing, a mummified human
arm, a battered book written in Halfling (titled The Wanderings of Helman
Hairfoot) with a rose pressed inside it, and a rusted crowbar (which is
really an immovable rod).
Sack five contains an ivory scroll case (30 gp) that contains a scroll of
5 arcane spells (antimagic field, rage, rope trick, shocking grasp, and wall
of stone), 44 gp, a silver helmet with a garnet set in the forehead (worth 60
gp), two dead rats and one dead stirge.
Sack six contains the body of a dead wizard wearing tattered robes and
a masterwork dagger, four large but worthless shiny rocks, a thoroughly
destroyed spellbook with only two spells still usable for study (contagion
and dispel magic) and 340 gp.
Sack seven contains a pair of magical boots of the frog (adds +6 to all
Acrobatics checks to jump and +4 to all Swim checks; the wearer also
develops a taste for insects), three flasks of holy water and a case of 12
crossbow bolts.
Sack eight contains a mantle of faith, five dead dire rats, a severed
halfling head wearing an earring made of gold worth 10 gp, six large but
rusty iron spikes and a small sack of fresh oranges (10).

Trigger touch; Reset automatic


Effect spell effect (cold fireball, 5d6 cold damage, DC 15
Reflex save for half damage)

48. The Priests Quarters (CR 14)


This room functions as the temple priests sleeping quarters. The
room contains six beds, evenly spaced apart, and six wooden chests, one
situated at the foot of each bed. The beds and chests are of simple yet
practical construction.
The priests, most likely absent when the PCs arrive, are preparing for
combat on unholy ground (Area 49). They have left behind several
surprises for the party: the chests are trapped, as is the door leading to
Area 49! The chests all contain non-magical robes, cloaks and daggers.
The third chest also contains a vacuous grimoire and a ring of the weak
mind (that instead detects as a ring of Iron Will [as the feat]), which gives
the wearer 4 on all Will saves. The traps are as follows:

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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49. The Upper Temple (CR 15)


This area is a set of huge double doors, carved from deep-black stone.
The doors bas-relief carvings indicate that some great evil lies beyond.
Lifelike details in the skulls, screaming faces, unholy symbols and demons
are carved into the doors.
The shrine doors themselves are trapped, but not locked. Once the

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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

telekinesis; Other Gear breastplate, heavy steel shield, +1


heavy mace, mantle of spell resistance (included above),
gold unholy symbol of Orcus
* Pathfinder Roleplaying Game Advanced Players Guide

Gold Unholy Symbol of Orcus


Aura moderate enchantment; CL 8th
Slot ; Weight 1 lb.; Price 12,000 gp
DESCRIPTION
Once per day, a cleric of Orcus may cast prayer as a
spell-like 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
PRIEST OF ORCUS (5)
CR 5
Male human disciple of Orcus 5/zealot of Orcus 1 (see
Appendix B)
CE Medium humanoid (human)

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Init 1; Senses darkvision 60 ft.; Perception +4

level 4

NARGARSHAPAN
CR 9
XP 6,400
hp 112 (Pathfinder Roleplaying Game Bestiary, Demon,
Vrock)

AC 17, touch 9, flat-footed 17 (+6 armor, 1 Dex, +2 shield)


hp 33 (6d8+6)
Fort +6; Ref +0; Will +11

NADROJ THE SPECTRE-WIZARD


CR 13
XP 25,600
Male spectre wizard 7 (Pathfinder Roleplaying Game
Bestiary, Spectre)
CE Medium undead (incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +24
Aura unnatural aura

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

AC 16, touch 9, flat-footed 16 (+6 armor, 1 Dex, +1 shield)


hp 17 (3d8 plus 3)
Fort +3; Ref +0; Will +7
Defensive Abilities deaths embrace
Speed 20 ft.
Melee heavy mace +4 (1d8+1)
Special Attacks channel negative energy (3/day, DC 11,
2d6), deaths kiss (5/day, 1 round)
Spells Prepared (CL 3rd)
2ndbulls strength (DC 14), death knellD (DC 14), hold
person (DC 14)
1stbane (DC 13), doom (DC 13), hide from undead (DC
13), protection from goodD (DC 15)
At willbleed (DC 12), create water, guidance, resistance
D Domain spell Domain Undead*
Str 12, Dex 8, Con 11, Int 9, Wis 15, Cha 10
Base Atk +2; CMB +3; CMD 12
Feats Blind-Fight, Command UndeadB, Iron Will, Toughness,
Weapon Focus (heavy mace)
Skills Heal +7, Knowledge (history) +3, Knowledge (religion)
+5, Linguistics+3, Spellcraft +7
Languages Abyssal, Common
SQ undead lords proxy, variant channeler
Combat Gear 3 vials unholy water, 3 flasks of oil; Other Gear
chainmail, light steel shield, heavy mace, flint and steel, iron
unholy symbol of Orcus
* Pathfinder Roleplaying Game Advanced Players Guide

AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1


dodge)
hp 120 (8d8+7d6+60) (137 with false life)
Fort +8; Ref +8; Will +15
Defensive Abilities incorporeal, channel resistance +2
Weaknesses resurrection vulnerability, sunlight powerlessness
Speed fly 80 ft. (perfect)
Melee incorporeal touch +14 (1d8 plus energy drain)
Special Attacks create spawn, energy drain (2 levels, DC
19), hand of the apprentice (ranged touch +13, 7/day)
Spells Prepared (CL 7th; ranged touch +13)
4thblack tentacles, crushing despair (DC 18)
3rddeep slumber (DC 17), fireball (DC 17), slow (DC 17)
2nddarkness, false life, scorching ray, web (DC 17)
1stmage armor, magic missile (x2), shocking grasp,
obscuring mist
At willdetect magic, message, ray of frost, read magic
Str , Dex 18, Con , Int 19, Wis 19, Cha 19
Base Atk +9; CMB +13; CMD 32
Feats Blind-Fight, Combat Casting, Dodge, Improved
Initiative, Mobility, Scribe ScrollB, Skill Focus (Fly), Skill Focus
(Perception), Spell Focus (conjuration)B, Weapon Focus
(touch)
Skills Appraise +10, Bluff +10, Fly +20, Intimidate +17,
Knowledge (arcane) +18, Knowledge (history) +20,
Knowledge (religion) +20, Perception +24, Profession
(merchant) +15, Spellcraft +18, Stealth +18, Survival +12
Languages Abyssal, Common, Daemonic, Ignan, Infernal
SQ bonded object (amulet of Orcus)

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Bonded Object (amulet) (Sp) Once per day, Nadroj may


cast a spell from his spellbook for free. If he does not have
his bonded object, he must make a concentration check
equal to DC 20 + the spell level to cast spells.
Create Spawn (Su): Any humanoids slain by a spectre
become spectres themselves in 1d4 rounds. Spawn so
created are less powerful than typical spectres, and suffer
a 2 penalty on all d20 rolls and checks, receive 2 hp per
HD, and only drain one level on a touch. Spawn are under
the command of the spectre that created them and remain
enslaved until its death, at which point they lose their spawn
penalties and become full-fledged and free-willed spectres.
They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su): A raise dead or similar spell
cast on a spectre destroys it (Will negates). Using the spell in
this way does not require a material component.
Sunlight Powerlessness (Ex): Spectres are powerless in
natural sunlight (not merely a daylight spell) and flee
from it. A spectre caught in sunlight cannot attack and is
staggered.
Unnatural Aura (Su): Animals, whether wild or domesticated,
can sense the unnatural presence of a spectre at a
distance of 30 feet. They do not willingly approach nearer
than that and panic if forced to do so unless a master

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succeeds at a DC 25 Handle Animal, Ride, or wild empathy


check. A panicked animal remains so as long as it is within
30 feet of the spectre.

410. Nadrojs Lair (CR 10)

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).

The room contains four crypts, each featuring an intricately carved,


knightly figure. A great uneasiness envelops those PCs who enter. As soon
as PCs cross the threshold, 3 spectres rise from the crypts. These horrors
the souls of paladins slain by Nadroj attack immediately.
SPECTRE (3)
CR 7
XP 3,200
hp 52 (Pathfinder Roleplaying Game Bestiary, Spectre)
Tactics: The spectres attack as a group, draining one opponent entirely
before attacking another. They preferentially attack priests and paladins.
Treasure: The crypts contain the remains of the three dead paladins.
Each paladin wears some useful items, which the evil priests have left
intact. Each crypt contains a suit of masterwork full plate armor, a
masterwork shield, a masterwork great helm, and the following items:
Crypt one contains a +2 holy flaming longsword. Crypt two contains a
+3 axiomatic greatsword. Crypt three contains a +1 keen adamantine
longsword, an amulet of negative energy protection (24 charges, acts as
a death ward spell, CL 10th) and a rod of resurrection (8 charges, as a
resurrection spell, CL 15th).

411. Stairs Down


These stairs descend into Level 5. They are neither trapped nor
otherwise dangerous.

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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Level 4A:
The Upper Caverns

This level is full of wandering monsters. Most intelligent denizens of


the dungeon avoid this level whenever possible because of the basilisks.
The evil denizens have a loose alliance with each other, but no such
agreement can be reached with these dangerous reptiles. There are a total
number of 11 basilisks and 6 rust monsters on this level. Any killed as
wandering monsters should be subtracted from these totals. The map of
this level is shown in Map RA4A.

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.

Difficulty Level: 5 (Area 4A4 is difficulty Level 11)


Entrances: Stairs from 3A.
Exits: Rat tunnel to 6A; River to 9A; Rat Tunnel to 7A.
Wandering Monsters: Check once per 30 minutes on
1d20:

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

4A2. Basilisk Caverns (CR 5 to 8)

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All of these caverns (A through D) have low ceilings (less than 20


ft.) and are filled with rubble causing all movement to be at half normal
movement rate, except for monsters which are accustomed to the
condition. Full movement or running requires a DC 14 Reflex save or the
character falls and takes 1d3 subdual damage. In all of these rooms, if a
wandering monster is indicated, it has an immediate 50% chance of being
1d3 basilisks. Otherwise use the result rolled.

Detections: The rear crypt of Area 4A4 does not


detect as evil due to shielding.
Shielding: The Area 4A4 complex is shielded and
lead lined by a wish spell and covered with the
moonlight and stars illusion.
Standard Features: There are no doors or secret doors
on this level.

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)

4A1. Entrance Cavern (CR 7)


This large cavern has a relatively low (20 ft.) ceiling. The floor is
covered with rocks and debris, and the going is tough. Water can be heard
off to the left, and a monolithic column rises to merge with the ceiling
a few dozen feet ahead. This large cavern is filled with rubble and all
movement is at half normal, except for monsters which are accustomed to
the condition. Full movement or running requires a DC 14 Reflex save or
the character falls and takes 1d3 subdual damage. Any wandering monster
checks in this room are made at 2. The stream is quite shallow in this
area, and can be waded.
Large rat tunnels dot the walls of this cavern. They are large enough for
Small sized creatures to travel normally and for Medium sized creatures to

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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If revived, he is a fighter who gladly joins the party as a henchman if they


are not evil. Note that if his ring is pried off while still stone, it breaks.
GIBLET
XP 1,600
Male dwarf fighter 5
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3

CR 4

AC 16, touch 10, flat-footed 16 (+6 armor)


hp 42 (5d10+10 plus 5)
Fort +8; Ref +3; Will +4 (+5 vs. fear); +2 vs. poison, spells, and
spell-like abilities
Defensive Abilities bravery +1, hardy, stability

BASILISK
CR 5
XP 1,600
hp 52 (Pathfinder Roleplaying Game Bestiary, Basilisk)

Treasure: In the southwest spur of the cavern is a small vein of gold.


A dwarf or a miner could extract this given 4 weeks of mining and obtain
40,000 gp. It would take several treks to carry all of the gold out of this
cavern.

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

C. Statues and a Hole in the Ground


(CR 5 to 8)

Note: Except for Room A, add 1 to any wandering monster check.


The basilisks do not venture far into the other caves, which are populated
primarily by rust monsters that seem for some reason to be immune to the
basilisks gaze. All caverns, except for C, are fungi-filled and also contain
many stalactites and stalagmites.

A. Sinkhole Room (CR 6)

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.

D. The Lair of the Basilisks (CR 8 to 10)

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.

B. Wraith Lair (CR 5)

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.

C. Hide the fighters! (CR 3 to 6)

The walls of this cavern appear to be corroded as if by acid. The walls


themselves appear to be made of alternating bands of red and silver stone.
The silver portions have an outer coating of red flakes that look like rust.
This room is situated within the eaten-out portion of a large vein of
iron, and was formed by the rust monsters nibbling away at it. 1d3 rust
monsters are always here. There are a total of six of these creatures in the
caves.
RUST MONSTER
XP 800
hp 27 (Pathfinder Roleplaying Game Bestiary, Rust
Monster)

CR 3

D. Death from Above! (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.

E. Deadly Fungus (CR 7)

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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TRIP WIRE TRAP


CR 1/3
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset repair
Effect trip (stun for 1d3 rounds); DC 20 Reflex avoids
If the party is extremely noisy, numerous, or uses light, the goblins at F
are alerted and ready.

F. Lost Goblins (CR 11)

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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and seeks to eliminate PC spellcasters first. His displacement ability,


potion of heroism, and the greater invisibility spell cast on him by Gurran
make him likely to kill a PC wizard. Zagros uses his scroll only in a dire
emergency, and otherwise stays near Gurran and defends him. Gurran use
his wand every round unless there is a good reason not to (like harming
his comrades).
GIANT CENTIPEDE (3)
hp 5 (Pathfinder Roleplaying Game Bestiary, Centipede,
Giant)

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

FIENDISH DIRE LION (9 rounds)


hp 60 (Pathfinder Roleplaying Game Bestiary, Dire Lion,
Fiendish)
FIENDISH DIRE RAT (6 rounds)
hp 5 (Pathfinder Roleplaying Game Bestiary, Dire Rat,
Fiendish)

Speed 30 ft.
Melee mwk battleaxe +11 (1d6+6/x3)
Special Attacks weapon training (axes +1)

FIENDISH WOLF (2) (7 rounds)


hp 13 (Pathfinder Roleplaying Game Bestiary, Wolf,
Fiendish)
GURRAN
CR 8
XP 4,800
Male goblin wizard 9 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft., see invisibility; Perception +8
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 43 (9d6+9)
Fort +4; Ref +5; Will +7
Resist fire 10

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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telekinesis, wall of fire), spell component pouch, sack with


11 gp

Melee dagger +5 (1d3/1920)


Special Attacks hand of the apprentice (6/day)
Spells Prepared (CL 9th; ranged touch +7)
5thsummon monster V
4thgreater invisibility, stoneskin (DC 17)
3rdhaste (DC 16), summon monster III, silent stilled color
spray (DC 14), tongues (DC 16)
2ndacid arrow, invisibility (DC 15), mirror image (DC 15),
protection from arrows (DC 15), see invisibility
1stcolor spray, disguise self (DC 14), magic missile (x2),
summon monster I
0dancing lights, flare (DC 13), read magic, resistance
(DC 13)

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AC 21, touch 17, flat-footed 15 (+4 armor, +5 Dex, +1 size, +1


dodge)
hp 50 (7d8+14 plus 7)
Fort +4; Ref +10; Will +2
Defensive Abilities evasion, trap sense +2, uncanny dodge

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,

Melee +1 short sword +12 (1d4+1/1920)


Special Attacks rogue talent (bleeding attack), rogue talent
(combat trick [improved initiative]), rogue talent (finesse
rogue), sneak attack +4d6
Str 11, Dex 20, Con 14, Int 12, Wis 10, Cha 6
Base Atk +5; CMB +4; CMD 20
Feats Alertness, Dodge, Improved InitiativeB, Mobility, Spring
Attack, Weapon FinesseB
Skills Acrobatics +15, Appraise +5, Bluff 1, Climb +1, Craft
(traps) +11, Diplomacy 1, Disable Device +18, Disguise
1, Escape Artist +16, Heal +1, Intimidate 1, Knowledge
(dungeoneering) +9, Perception +12, Ride +10, Sense Motive
+12, Sleight of Hand +15, Stealth +23, Use Magic Device +8
Languages Common, Goblin
SQ trapfinding (+3)
Combat Gear 3 potions of invisibility; Other Gear +2 leather
armor, +1 short sword, figurine of wondrous power (golden
lions), masterwork artisans tools (trapmaking), masterwork
thieves tools, small sack with 2 gp

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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

Languages Common, Goblin


SQ armor training 1, trapfinding (+1)
Gear +1 studded leather, +3 short sword, short sword, cloak of
minor displacement, gold and ruby necklace (800 gp value).
Treasure: In the northeast corner of the room is a large box containing:
4 weeks of iron rations, a magical waterskin which refills itself once every
12 hours, and a locked strong box with 400 gp (the key is on Org).

4A4 The Vampire Lair (CR 13)


This minilevel revolves around a pair of horrible monster lovers: a
vampire and a succubus, who have established a safe haven in a small
cave complex. This is not to say that they do not venture out in search
of prey (humans), but they are much happier staying together in their
unholy matrimonial chamber. The PCs had better hope they have plenty
of restoration spells available!

A. The Secret Arcane Locked Door (CR 11)

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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B. The Courtyard of the Moon (CR 10)

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),

Improved Unarmed Strike, Improved Grapple, Improved


InitiativeB, Lightning ReflexesB, MobilityB, Spring AttackB,
Toughness, Weapon Focus (halberd)B, Weapon
Specialization (halberd)B, Whirlwind AttackB
Skills Acrobatics +9, Appraise +2, Bluff +20, Climb +14,
Diplomacy +4, Disguise +4, Escape Artist +4, Fly +4, Heal +1,
Intimidate +4, Knowledge (arcane) +3, Knowledge (history)
+3, Knowledge (nobility) +3, Perception +19, Ride +4, Sense
Motive +15, Stealth +20, Survival +1, Swim +7
Languages Abyssal, Common, Dark Folk
SQ armor training 2, change shape (dire bat or wolf, beast
shape II), gaseous form, shadowless, spider climb
Gear +3 halberd, cloak of resistance +2, rust bag of tricks,
chime of interruption
Tactics: Corinaria pretends to be very enthusiastic about being
released, kissing the person who freed her, again subjecting the person
to her energy drain ability. In fact, she attempts to show her affection
to all of her male saviors. While she is doing so Shekahn flies behind
the pillar (+15 circumstance bonus to his Stealth checks), changes shape
and activates the chime. Once the party realizes they are being attacked,
Corinaria pleads to be saved from Shekahn, whom she claims has held her
prisoner (she reinforces her pleadings with a suggestion spell). She does
not attempt to summon a babau at this time. She cowers behind the PCs,
acting as if she needs their protection. Instead, she surreptitiously uses
the word of chaos ability of her chaos diamond. She then uses her charm
and suggestion abilities every round, suggesting such things as use silver
to slay the vampire, or kiss me again, only love can defeat him. She
tells charmed persons to stay out of the fight or restrain their comrades (to
prevent bloodshed, which princesses cannot bear to see). If attacked, she
teleports away or becomes ethereal to avoid combat.
After ringing his chime, Shekahn calls for rats. He then uses his dominate
ability, Dodge and Mobility feats to avoid combat until he is cornered. Unlike
most vampires, Shekahn wants to make spawn rather than kill the PCs
outright. He uses his bag of tricks to delay entering combat. Anyone taken
prisoner is drained and turned into spawn. If Shekahn is slain, he turns to gas
and flees to Room C. If this happens, Corinaria turns ethereal and follows
him, unless she still successfully fools the party into believing she is one of the
good guys, in which case she continues to charm PCs. If she takes over 30
points of damage, she flees ethereally to Room C. The pair remains inside the
bedroom and regenerate until they are discovered. If allowed to fully recover,
they hunt the party in the dungeon, attacking when the PCs are wounded,
sleeping, or low on spells, summoning servitor creatures to soften up the
PCs before they attack. Their vengeance is frightening to behold.

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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.

C. The Bedroom of Evil

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

The Gut, as it is known, is a long underground tunnel (approximately


4050 miles) that links the outlying Mouth of Doom levels to the central
dungeon regions of Rappan Athuk. The Gut is a high-ceilinged corridor
twenty feet wide, passing through six more detailed sub-areas (or possibly
more, if the GM chooses to add additional sub-areas). Because of its
length, the tunnel has one overview map to show the arrangement of the
six major points of interest, and smaller-scale maps to illustrate the details
of these far-separated areas.
The Gut has always been used as a thoroughfare between the Mouth of
Doom and the deeper levels of Rappan Athuk. In Rappan Athuks earliest
days, zombie horses and messengers, along with goblin slaves and the
even stranger minions of the dark priests, carried the almost constant
flow of supplies, slaves, messages and agents required for such a vast
centralization of evil power. Even though the Mouth of Doom is no longer
a major strategic outpost for the priests, the Gut is still well-traveled by a
variety of unpleasant creatures. For the most part, travelers in the Gut are
not making the journey all the way from the deep levels of Rappan Athuk
to the Mouth of Doom. The long corridor is pockmarked with numerous,
extremely well-hidden secret doors that lead away to catacombs and
warrens in the miles and miles of underground rock between the Mouth
of Doom and the lowest regions of Rappan Athuk. Most of the creatures
traveling the Gut are journeying between two such secret access points
rather than within Rappan Athuk itself.
For the GM, the Gut is an ideal level of the dungeon to place any
additional underground areas you may have designed, as they can easily
be placed anywhere along the Gut in one of the gaps between the levels
six sub-areas.
The six sub-areas, and the distance between them, are as follows:
A. The Zombie Stables (directly below Level 3C). The distance
between the Zombie Stables and The Last One Inn (B) is 11 miles.
B. The Last One Inn. Distance to the Zombie Stables (A) is 11 miles;
distance to the Weird Plantation (C) is 15 miles; distance to the RiverDrippings (D) is 18 miles.

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

1d6 zombies on zombie warhorses


1d6+6 goblins
1d6 ogres
No encounter

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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AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, 1 size)


hp 22 (4d8 plus 4)
Fort +1; Ref +2; Will +4
DR 5/slashing; Immune undead traits
Speed 50 ft.
Melee slam +6 (1d8+4) and 2 hooves +1 (1d4+2)
Space 10 ft., Reach 5 ft.
Str 18, Dex 12, Con , Int , Wis 10, Cha 10
Base Atk +3; CMB +8; CMD 19 (23 vs. trip)
Feats ToughnessB
SQ non-staggered
Gear saddle, rotting saddlebags
Non-Staggered (Ex) The zombie warhorse does not gain the
staggered condition as other zombies.
GOBLINS
CR 1/3
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Goblin)
OGRES
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Ogre)

CR 3

Standard Features: Secret doors are all detected with


a DC 20 Perception check unless otherwise noted. All
doors on this level are made of locked, sturdy wood
(2 in. thick; hardness 3; hp 10; Break DC 15, Disable
Device DC 20).

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A. The Zombie Stables

ZOMBIE WARHORSES (2)


XP 400
hp 22 (see Wandering Monsters, above)

4B1. The Stable Stairs.

4B3. Entrance to the Gut

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.

4B2. Stables (CR 2)


There are two zombie horses in here. They can be ridden, but each day
the horse must make a DC 15 Fortitude save or it will come apart. If the
horse is ridden faster than normal walking speed, the saving throw will
be made at 1.

B. The Last One Inn


4B4. Sign of the Succubus
At this point in the corridor, the northern wall is slathered over with a thick
layer of what must once have been brightly-colored paint. The lurid colors are
now faded, but the sign is still visible, showing a bat-winged succubus holding a
sign that reads The Last One Inn. To the east, the corridor enters a T-junction,
dividing into corridors leading one to the north and one to the south.

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4B5. The Privy (CR varies)

4B8. Guest Room (CR 6)

A small, foul-smelling alcove in the wall contains a two-seat privy. The


pit beneath the stone slab (in case anyone is odd enough to investigate this)
is narrow, and descends over a thousand feet into the depths; it eventually
terminates in a vast cavern filled with Cyclopean stone shapes, inhabited
by hundreds of ghouls and the horrid king and queen who rule them.

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.

4B6. Stable of the Last One Inn


This chamber is the stable for horses or draft animals staying at the Last
One Inn.

4B-7. Common Room of the Last


One Inn (CR 7)
This large room is clearly the common room of a tavern, for it contains
two large wooden tables, chairs, and a bar for serving drinks. Behind the
bar stands a large, roach-like creature the size of a short human being. This
is Urovok the Roach-man, the latest proprietor of the Last One Inn. The
Inn sells rations at twice normal prices, drinks at twice normal prices, and
sausage at half normal prices (normal prices meaning the price on the
surface). Urovok does not disclose the source of the sausages; he claims
that the source is a trade secret. Rooms A, B, and C are available at a rate
of 10 gp per night. Each of these small rooms contains two human-sized
beds, a wooden table, and a nightstand. Rooms 8 and 9 (see below) are
rented at 50 gp per night.
UROVOK, THE ROACH-MAN
CR 7
XP 3,200
Male mongrelman rogue 6 (Frog God Games The Tome of
Horrors Complete, Mongrelman)
CN Medium monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +10
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 68 (2d10+6d8+24 plus 6)
Fort +5; Ref +12; Will +6
Defensive Abilities evasion, trap sense +2, uncanny dodge;
SR 25
Speed 30 ft.
Melee 2 claws +12 (1d6+5 plus grab), slam +11 (1d4+5)
Special Attacks constrict (+1d6 bludgeoning), rogue talent
(befuddling strike)*, sneak attack +3d6
Spell-Like Abilities (CL 6th)
1/dayhaste (3 round burst)

POISON GAS ROOM


CR 6
XP 9,600
Type mechanical; Perception DC 20; Disable Device DC 25
Trigger touch; Reset automatic
Effect poison gas (poison [inhaled]; save Fort DC 16;
frequency 1/round while in area; effect 1d4 Con damage;
cure 1 saves); never miss

4B9. Guest Room (CR 8)

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As with 4B8 above, this room is furnished with a comfortable double


bed, a table, and a sofa. Unlike room 4B8, there is no fireplace or totem
pole. There is, however, a luxurious rug on the floor, almost ten feet by
ten feet. At night, the rug reveals its true form, a manta-ray-like creature
(a trapper) that will engulf anyone sleeping on the carpet. If no one is
sleeping on the carpet, the trapper will undulate its way to the bed, and
lunge over the top of the bed to make its enfolding attack. Hiding under
the bed is the safest place to sleep in this room. Incidentally, if the trapper
itself is skinned and sold as a carpet, it is worth 1,000gp.
TRAPPER
CR 8
XP 4, 800
hp 117 (Frog God Games The Tome of Horrors Complete,
Trapper)

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

Treasure: In an indentation beneath the trappers station on the floor,


there are three skeletons worth of crushed bone, a ring of fire resistance,
and a ring set with a diamond, worth 5,000 gp.

4B10. Urovoks Room


Urovoks room contains a noisome nest of human bones and rubbish,
all taken from past victims of Room 4B8. An earthenware pot with a
firmly closed lid stands in the southwest corner, and close investigation
will reveal a clay pipe at the back, connecting the pots interior to the
totem pole in 4B8 through the wall. This pot is used to dispense gas into
the trap in Room 4B8. There are five vials of poison gas in Urovoks nest,
along with 400 gp, a golden figurine worth 300 gp, a potion of invisibility,
an emerald-studded ring worth 500 gp, and a wand of magic missiles (10
charges remaining).

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C. The Weird Plantation


4B11. Plantation Room
(CR varies, 5-plus)
All the details of this room will likely not be immediately visible to
the adventurers unless they are carrying an extraordinarily powerful light
source. Most of the floor is open to a second floor 30 ft. below, with a
curving walkway leading across the room. A ramp leads down to the
rooms lower floor, crossing beneath the walkway. There are two exits
from the rooms lower floor. Two glowing sources of blue light can be seen
from the floor below, although these are not bright enough to illuminate
their surroundings.
The entirety of the lower floor is apparently being used to cultivate
flowers, vegetables, and mushrooms; the area is a riot of colors, and a
mix of strange fragrances rises to the upper floor. These cultivations are
the property of the plantoids that reside in Room 4B12. At any given
time, 1d2 plantoids and 1d4 plantoid servitors will be found in this
room, tending the plants. If the adventurers appear to be headed into the
tunnel to Room 4B12, if they walk in the plants at all, or if they speak to
the plantoids, the plantoids will attack. A brisk walk down the ramp and
directly to the exit at 4B13, ignoring everything in the room, will allow
the party to avoid a battle.
The plants in the room are generally unremarkable, with the exception
of two flowers that glow (these are the sources of blue light mentioned
above). The glowing blue flowers are in the middle of other plants and
cannot be reached without walking into the plants which will, of course,
enrage the plantoids. These flowers are of a tough mineral consistency,
and can be sold as jewels for 1,000 gp each.
PLANTOIDS
XP 1,200
N Medium plant (extraplanar)
Init +1; Senses low-light vision; Perception +11

CR 4

AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2


natural)
hp 42 (5d8+10)
Fort +6; Ref +2; Will +4
Immune bludgeoning damage, plant traits
Speed fly 40 ft. (perfect)
Melee 4 tendrils +3 (1d41 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tendrils)
Special Attacks control, create servitor, moss tendrils (+1 to
grapple per tendril)

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

AC 14, touch 10, flat-footed 14 (+4 natural)


hp 22 (3d8+6 plus 3)
Fort +5; Ref +1; Will +1
Immune plant traits
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 DiehardB, Endurance, Toughness
Skills Perception +4, Stealth +5
Combat Gear 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.
Poison (Ex) Transformative Poison: Biteinjury; save Fort DC
13; frequency 1/round for 4 rounds; effect special; cure 1
save. On the first failed save, the victim is paralyzed for 1d6
rounds. On the second failed saving throw, moss rapidly
grows on all skin surfaces. The victim gets a +2 bonus on
the third saving throw, but if the third save fails the victim
becomes a plantoid servitor under the control of the nearest
plantoid. There is a 25% chance that the victim becomes
a new plantoid in a hideous transformation that takes 24
hours. If the victim succeeds on his third saving throw, the
moss that grew on him withers and dies and falls away within
a few minutes. The save DC is Constitution-based.

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4B12. Lair of the Plantoids (CR 9)

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

PLANTOID SERVITORS (5)


XP 600 (see above)
hp 22

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.

4B13. Exit Tunnel


This tunnel is a continuation of the Gut. From this point onward, the
corridor begins an almost undetectable slope downward.

D. The River-Drippings

Skills Acrobatics +9, Climb +16, Perception +13, Stealth +6,


Swim +18; Racial Modifiers +8 Acrobatics, +4 Perception, +4
Stealth

Poison (Ex): Biteinjury; save Fort DC 19; frequency 1/round


for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.
Treasure: 2,240 sp, 312 gp, 1 bronze figurine of a woman with fangs
and a necklace of skulls (250 gp).

4B16. The Drippings (CR 2)

4B14. Statue Cavern


This natural limestone cavern has stalactites on the ceiling, stalagmites
on the floor, and several pools of water in the cavern floor the largest
pools are marked on the map. The pools reach a bottom depth of 40 ft.
Drops of water fall constantly from the ceiling of the cavern (which is
located directly under a river). The caverns most remarkable feature is an
enormous, forty-foot tall statue of a woman with fangs and a necklace of
skulls, wearing a long, flowing gown and carrying a water jug balanced on
her head. If the players inquire, the jug is ten feet tall and has a neck that
appears to be three feet wide it is NOT clear from the ground whether
the jug is hollow or not.
If a character climbs up the body of the statue (DC 25 Climb check) and
the side of the jug to look inside, the jug will be revealed as hollow, and
at the bottom there is a massive blue gem the size of a head, surrounded
by human bones. Anyone looking at the gem must make a DC 20 Will
save or become enthralled with the sight of the stone, attempting to climb
down into the water jug to sit beside it and contemplate it for all time.
The gem itself is worth 5,000 gp if it can be removed from the statue, and
there is a scroll of read magic, fireball, and cone of cold in the bones and
rubbish that encircle the gem. Disturbing an enthralled person will enrage
him, and he will attack ceaselessly until anyone in sight is dead (DC 20
Will save to resist attacking associates), then return to contemplation of
the gem until dying from thirst and starvation (DC 20 Will save each day
to throw off the effects, +1 to DC for every day failed) . The gem loses its
enthralling powers if it is taken more than 100 ft. from the statue.

4B15. Hidden Chamber (CR 6)


This chamber can only be reached by swimming under the water to
a depth of 20 ft. to find the entrance tunnel (DC 15 Swim check). The
tunnel rises above the water level and the chamber itself is filled with air,
although it is stale and thin. The cavern is the lair of a giant, venomous
water snake (the snake has 16 vestigial legs, but they have no effect on
anything in game terms).

This enormous cavern contains a large pool of water that feeds a


stream. The stream winds its way down a wide tunnel to the southeast.
Like the cavern at 4B14, the floor and ceiling are filled with stalagmites
and stalactites.
Three piercers (2 2 ft., 1 4 ft.) make their lair at the mouth of the
streams tunnel, on the northern bank of the stream. If the party is traveling
down the streams southern bank, the piercers will not molest them.
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
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.
Treasure: None.

GIANT VENOMOUS WATER SNAKE


CR 6
XP 2,400 (Pathfinder Roleplaying Game Bestiary 2, Snake,
Emperor Cobra, Pathfinder Roleplaying Game Bestiary,
Giant)
N Huge animal
Init +5; Senses low-light vision, scent; Perception +13

E. The Rune-Caverns

AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, 2 size)


hp 63 (6d8+36)
Fort +11, Ref +6, Will +5

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

Speed 30 ft., climb 30 ft., swim 30 ft.


Melee bite +13 (3d6+15 plus poison)
Space 15 ft.; Reach 15 ft.
Str 30, Dex 13, Con 22, Int 1, Wis 17, Cha 2
Base Atk +4; CMB +14; CMD 25 (cant be tripped)
Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)

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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)

will emerge and attack.


SHADOWS (4)
CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Shadow)
Treasure: none.

4B20. Side Cavern

4B18. Empty Cavern

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.

4B21. Skeletal Remains

4B19. Chamber of the Shadow


Crystal (CR 7)
The south wall of this otherwise normal cave chamber is entirely made
of a reflective crystal that functions almost as well as a mirror. If anyone
looks at the mirror for more than a glance, shadowy figures will be seen
moving forward from the depths of the mirror toward the adventurers. If
the characters (even one of them) meets the approaching figures eye to
eye and stares them down, they will retreat back into the depths of the
crystal. However, if the party turns away from the mirror, the 4 shadows

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.

4B22. Lair of the Spiker (CR 4)


This natural cave chamber contains a wooden bed and a table, but its
most noticeable feature is the fact that forty skeletons have been spiked
to the wall in the same way as those in the chamber outside. Sitting on
the bed is an unnaturally thin humanoid, holding a hammer and a long
steel spike. When he sees the adventurers, his eyes will glow yellow, and
anyone seeing this must immediately make a DC 15 Will save or walk

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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.

4B23. Bat Cavern


This cavern contains a multitude of bats; if they see a light source they
will swarm it, causing anyone in the path of the swarm to make a DC
15 Reflex save or drop all items held. Open flames other than lanterns,
whether dropped or not, have a 90% chance to be extinguished. The
cavern contains no treasure, but the floor is covered in a six-inch carpet
of bat guano.

F. The Gates of Gloom


4B24. The Gates of Gloom
This large chamber is constructed of huge blocks of chiseled volcanic
stone, darker and smoother than the native limestone. The stream running
from the northwest widens out into a moat in the eastern part of the room,
to surround a short flight of black steps that lead from the water up to
a gleaming stone platform. The back of the platform is a wall of metal
bars, and there is a huge door in the middle of the bars, apparently carved
from the same stone as the walls. Upon the door there are three large
runes, depicting a demon, a circle, and a square. The runes will shift on
the surface of the door if they are touched (a ten-foot pole or other item
will work as the touch). The door will open if the three runes are moved
to superimpose each other, placing the demon within the circle within the
square (the circle is slightly smaller than the square, so this is the only
way to arrange them on top of each other; it is not necessary for a player
to state whether the circle is within the square or vice versa). When the
three runes are superimposed, the door will open. If the players cannot
figure out how to open the door using the runes, it is also possible to pick
the lock (DC 20 Disable Device), use a knock spell, or break the door in
(Break DC 25).
Coming from the east to the west, the door can be opened by use of a
recessed handle in the middle.

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4B25. Chamber of the Blackbone


Guard (CR 9)
There are 2 black skeletons in the northern chamber and 2 more in
the southern chamber. To avoid combat, the party must run through this
chamber at top speed, in which case the skeletons will not attack. Moreover,
the skeletons will not move more than fifty feet from the chamber itself in
pursuit or in combat. If the adventurers are attacked and simply hold their
ground in the chamber, the skeletons will fight to the death. The bones will
re-form into black skeletons after a full week has passed.
BLACK SKELETONS (4)
CR 5
XP 1,600
hp 45(Frog God Games The Tome of Horrors Complete,
Black Skeleton)
Treasure: One of the black skeletons wears a jeweled necklace worth
500 gp.

Treasure: Under the Spikers bed, there is a small treasure trove. It


includes 12 usable pairs of boots (and a considerable quantity of footwear
that is so old as to be unusable), 2 pointed hats, 6 suits of chain mail, 1
suit of full plate, 8 longswords, 7 helmets, 9 light steel shields, 4 lanterns,
3 vials of holy water, 13 backpacks, a small birdcage, a spare hammer,
and 30 long iron spikes. There is a bag containing 614 gp and 1,358 sp,
a turquoise ring (100 gp), and a plain gold necklace (50 gp). One of the
helmets is enchanted, lending the wearer a +1 on all saving throws (as a
cloak of protection+1).

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Level 5: Banths Lair and


the Wight Catacombs

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

1d6 wights(see Area 51)


3d6 dire rats
Kupra and the flesh golem (see Area 56)
1d6 Acolytes of Orcus, en route to Level 4
No encounter

Defensive Abilities deaths embrace

Speed 20 ft. (30 ft. base)


Melee heavy mace +4 (1d8+1)
Special Attacks channel negative energy (3/day, DC 11,
2d6)
Spells Prepared (CL 3rd)
2ndbulls strength (DC 14), death knellD (DC 14), hold
person (DC 14)
1stbane (DC 13), doom (DC 13), hide from undead (DC
13), protection from goodD (DC 15)
At willbleed (DC 12), create water, guidance, resistance
D Domain spell Domain Undead*
Str 12, Dex 8, Con 11, Int 9, Wis 15, Cha 10
Base Atk +2; CMB +3; CMD 12
Feats Blind-Fight, Command UndeadB, Iron Will, Weapon
Focus (heavy mace)
Skills Heal +8, Knowledge (religion) +2, Linguistics+2,
Spellcraft +2
Languages Abyssal, Common
SQ undead lords proxy, variant channeler
Combat Gear 3 vials unholy water, 3 flasks of oil; Other Gear
chainmail, light steel shield, heavy mace, flint and steel, iron
unholy symbol of Orcus, spell component pouch
* Pathfinder Roleplaying Game Advanced Players Guide

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51. Entrance (CR 8)

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

Tactics: The wights gang up on one character at a time; any PC killed


by a wight adds to their number and joins the fight on their side. The
wights attack clerics and paladins first. They fight until slain (again).

CR 2

AC 16, touch 9, flat-footed 16 (+6 armor, +1 shield, 1 Dex)


hp 14 (3d8)
Fort +3; Ref +0; Will +7

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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.

53. The Secret Arcane-locked


Door (CR 2)
With a successful DC 20 Perception check, alert PCs note a 5 ft. wide
metal section of the corridor wall. This door is arcane locked (CL 11th)
but can be bypassed by normal means, providing access to a laboratory
area and Banths lair. The door pivots open along a central axis.
ARCANE LOCKED AND TRAPPED SECRET DOOR
XP 600
Type magic; Perception DC 20; Disable Device DC 20

CR 2

Trigger touch; Reset automatic


Effect spell effect (touch triggers an alarm in Area 48);
locked door (2 in., hardness 10, hp 80, Break DC 30; DC 32
Disable Device)

55. The Greater Wight Lair


(CR 11)
The temperature continues to drop as the PCs pass through burial
chamber after burial chamber. As they open the final door, they see
numerous intact crypts and witness horrid undead crawling from within
them.
Twelve of these creatures are wights those crypts marked with an
X and one is a barrow wight the solid-shaded crypt a servant
of the demon lord, Orcus, himself. These creatures protect Banth and
serve the priests on Level 4.
ADVANCED BARROW WIGHT
CR 5
XP 1,200 (Frog God Games, The Tome of Horrors Complete,
Wight, Barrow)
CE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +14
AC 28, touch 11, flat-footed 27 (+9 armor, +1 Dex, +8
natural)
hp 56 (5d8+20)
Fort +4; Ref +4; Will +7
Defensive Abilities channel resistance +2 (+6 on Level 5);
Immune undead traits
Weaknesses resurrection vulnerability
Speed 30 ft.
Melee slam +7 (1d4+4 plus energy drain)
Special Attacks create spawn, energy drain (1 level, DC 16),
insanity gaze

54. The Blackened Room


A huge, iron portcullis, flanked on either side by two pairs of blackstained, smooth-stone pillars, bars the path. Before the pillars stand two
huge vats, fashioned from blue stone that contain a smoking, smoldering,
superheated substance. Waves of heat blur and distort the air above the
vats. The soot and smoke emanating from the vats have blackened the
walls and ceiling.
This room, seemingly very dangerous, is actually quite harmless
unless the party does something really stupid or someone from Area
56A is dropped through the pit trap into a vat. Otherwise, there is nothing
to fear.
The iron portcullis (1 in. thick; hardness 10; hp 40 per bar; DC 38 Break,
DC 25 Strength to lift [max. 3 PCs]) marks the entrance to the maze on
Level 6 and can be raised as described below. Unlike the soot-stained
granite pillars, the vats have been magically constructed to remain very,
very hot (over 2,000 F), and they contain molten rock. Immersion in
these vats deals 10d10 points of fire damage per round (no save). Contact
with the liquid deals 6d6 points of fire damage per round (DC 20 Reflex
for half damage).
Treasure: Soot on the southwest pillar masks a fine vein of living
rock, a magical metal that can be used to construct weapons with a +5
enhancement. A PC succeeding on a DC 30 Knowledge (arcane) or
applicable Craft skill check can recognize this material. PCs need a +3 or
better weapon to extract it, ruining their weapon in the process if it has less
than a +5 enhancement bonus. A stone to flesh or transmute rock to mud
spell would more effectively and completely remove it. Additionally, this
material has anti-magical qualities. A dagger-sized piece increases spell
failure by 10% (or spell resistance by 5) when touching a persons body.
Larger pieces can double or even triple the nullifying effects. A short
sword-size weapon (the equivalent of two daggers) might be fashioned
from the living rock present here. A PC can forge this material into a
weapon or armor with magical fire and a successful DC 30 Craft (armoring
or weaponsmithing) check.

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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Create Spawn (Su) Any humanoid creature that is slain by


a barrow wight becomes a barrow wight itself in only 1d4
rounds. Spawn so created are less powerful than typical
barrow wights, and suffer a 2 penalty on all d20 rolls and
checks, as well as 2 hp per HD. Spawn are under the
command of the barrow wight that created them and
remain enslaved until its death, at which point they lose their
spawn penalties and become full-fledged and free-willed
barrow wights. They do not possess any of the abilities they
had in life.
Insanity Gaze (Su) Anyone within 30 ft. that meets a
barrow wights gaze is affected as if by an insanity spell. A
successful DC 16 Will save negates the effect and renders
the target immune to the same barrow wights insanity gaze
for 24 hours. The save DC is Charisma-based.
Resurrection Vulnerability (Su) A raise dead spell cast on a
barrow wight destroys it (Will negates). Using the spell in this
way does not require a material component.
CR 3
WIGHTS (12)
XP 800
hp 26 (Pathfinder Roleplaying Game Bestiary, Wight)
Tactics The wights gang up on one character at a time; any PC slain
adds to their number and joins the fight on their side. The wights try to

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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.

56. Banths Laboratory (CR


varies, 11-plus)
This area, accessed through the secret door at Area 53, constitutes the
laboratory and living quarters of the evil wizard, Banth.
Area 56A: A guardroom, populated by zombies that act as an early
warning system for the wizard.
Area 56B: Banths victim-storage area, containing cages that house
unfortunate creatures.
Area 56C: A vivisection laboratory.
Area 56D: Banths living quarters and private study.
Area 56E: The living quarters of Kupra, Banths not-so-loyal
apprentice.
Determine the locations of Banth, Kupra and the flesh golem and their
respective activities by rolling 1d10 for each character and consulting the
table at the bottom of the page.

Ring of Pure Form


Aura strong abjuration; CL 9th
Slot ring; Price 100,000 gp; Weight
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

BANTH
XP 12,800
Male human transmuter 12
NE Medium humanoid (human)
Init +6; Perception +7

CR 11

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)


hp 78 (12d6+36)
Fort +7; Ref +6; Will +9
Melee dagger +6 (1d4/1920) or touch +6 (by spell)
Ranged mwk light crossbow +9/+4 (1d8/1920)
Transmuter Spell Like-Abilities (CL 12th; ranged touch +8)
7/daytelekinetic fist (1d4+6)
Spells Prepared (CL 12th; ranged touch +8)
6thbeast shape IV, repulsion (DC 20), transformationB
5thbaleful polymorphB (DC 19), cone of cold (DC 19),

empowered fireball (DC 17), polymorph (DC 19)


4thbeast shape IIB, greater invisibility (DC 18), phantasmal
killer (DC 18) (x2), stoneskin (DC 18)
3rddispel magic, displacement (DC 17), gaseous formB,
haste (DC 17) (x2), slow (DC 17)
2ndanimal aspect, invisibility (DC 16), mirror image, rope
trickB, see invisibility
1stdisguise self, expeditious retreatB, mage armor (DC 15),
magic missile (x2)
0dancing lights, daze (DC 14), read magic
Arcane School transmutation Opposition Schools
conjuration, divination
Str 10, Dex 15, Con 16, Int 18, Wis 13, Cha 8
Base Atk +6; CMB +6; CMD 18
Feats Arcane Blast*, Combat Casting, Craft Staff, Empower
Spell, Improved Initiative, Quicken Spell, Scribe ScrollB, Spell
MasteryB (x2) (alter self, baleful polymorph, beast shape I,
disguise self, monstrous physique I, polymorph, vermin shape
I)
Skills Acrobatics +2, Appraise +4, Climb +0, Craft (alchemy)
+19, Craft (leatherworking) +19, Escape Artist +14, Heal
+13, Knowledge (arcana) +19, Knowledge (local) +19,
Knowledge (nature) +13, Perception +7, Ride +2, Sense
Motive +1, Spellcraft +19, Stealth +2, Survival +1, Swim +0
Languages Abyssal, Aklo, Common, Draconic,
Undercommon
SQ arcane bond (ring of pure form), arcane discovery
(Golem Constructor** [flesh]), change shape (beast shape II
or elemental body I, 12 rounds/day), physical enhancement
(Dexterity)
Combat Gear 2 potions of bulls strength, potion of cure
serious wounds, potion of invisibility,; Other Gear bracers
of armor +3, staff of transmutation, ring of pure form,
masterwork light crossbow, 2 daggers, 12 crossbow bolts,
belt pouch, robes, spellbook, spell component pouch.

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Spellbook all of the above spells plus: 0arcane mark,


detect magic, detect poison, ghost sound, light, mage
hand, mending, message, open/close, prestidigitation,
ray of frost, resistance, spark; 1stshield; 2ndalter
self, protection from arrows; 3rdbeast shape I, fireball,
monstrous physique I; 4thvermin shape I; 5thwall of force
* Pathfinder Roleplaying Game Advanced Players Guide
** Pathfinder Roleplaying Game Ultimate Magic
Tactics: Unless Banth is surprised (unlikely), he meets the PCs in
Room 56A. But if Banth is asleep when the PCs encounter the zombies,
Banth first conjures a fire elemental (using the brazier in Room 56D)
while dispatching the flesh golem to aid the zombies. He uses his arcane
bond ability to cast wall of force and block Room 56Cs door until he
is properly prepared. Given the opportunity, Banth throws a cone of cold
into Room 56A or 5 6B (golems are unaffected). Before closing to
fight, Banth casts the following spells in this order: haste (on either the
fire elemental or flesh golem, whichever is closest to the PCs), stoneskin,
displacement, mirror image, greater invisibility, phantasmal killer (from
behind the wall of force), slow, and repulsion.
Banth attacks using his fire elemental and staff until all PCs are either
dead or turned into mice (his favorite baleful polymorph creature). If
pressed, he tosses white mice (which are actually baleful polymorphed
creatures) into the PCs midst and casts dispel magic (adding three very

For use with 56 A, B, C, D, E


68
910
Person 12 35
Banth
Room B, examining animals
Room D, studying
Room C, working
Room D, asleep
Kupra
Making rounds
Room E, studying
Room B, feeding animals
Room E, asleep
Flesh golem
Making rounds
Room B
Room B, carrying food
Room B

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confused cockatrices and a monk) to the fray. Then he retreats to Room


56D. He is loath to kill his experimental subjects in Room 56B and
only uses cone of cold there if desperate.
If Banth is sure he will lose the fight, he retreats to Room 56D, grabs
his spellbooks and journal and changes into gaseous form. He follows the
PCs to seek revenge later, hiding on Level 4 in the temple area. If cornered
and without an escape spell, Banth uses transformation to fight the PCs.
COCKATRICE (3)
CR 3
XP 800
hp 27 (Pathfinder Roleplaying Game Bestiary, Cockatrice)

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

AC 12, touch 12, flat-footed 10 (+2 Dex)


hp 22 (4d6+4)
Fort +2; Ref +3; Will +4
Melee +1 silver dagger +1 (1d41/1920)
Ranged dagger +2 (1d41/1920)
Transmuter Spell-Like Abilities (CL 4th; ranged touch +4)
7/daytelekinetic fist (1d4+2)
Spells Prepared (CL 4th; ranged touch +4)
2ndarcane lock, extended touch of gracelessnessB (DC
15)*, invisibility (DC 16) (x2)
1stcolor spray (DC 15) (x2), disguise self, enlarge person
(DC 15), expeditious retreatB (DC 15)
0dancing lights, daze (DC 14), read magic
Arcane School transmutation Opposition School conjuration,
divination
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +2; CMB +1; CMD 13
Feats Combat Casting, Extend Spell, Scribe ScrollB, Spell Mastery
(disguise self, enlarge person, expeditious retreat, invisibility)
Skills Acrobatics +2, Appraise +4, Bluff +3, Craft (alchemy)
+9, Diplomacy +6, Disguise +2, Escape Artist +2, Heal +4,
Intimidate +2, Knowledge (arcana) +10, Knowledge (planes)
+10, Perception +2, Ride +2, Sense Motive +3, Spellcraft +11,
Stealth +4, Survival +3
Languages Abyssal, Common, Draconic, Elven, Orc
SQ arcane bond (+1 silver dagger), physical enhancement
(Dexterity)
Gear+1 silver dagger, 2 daggers, scholars outfit, belt pouch

(22 gp), spellbook, spell component pouch


Spellbook all of the above spells plus: 0arcane mark,
detect magic, detect poison, ghost sound, light, mage
hand, mending, message, open/close, prestidigitation, ray
of frost, resistance, spark; 1stanimate rope; 2ndbulls
strength, cats grace, darkness, rope trick, spider climb
*Pathfinder Roleplaying Game Advanced Players Guide

Tactics: Because of Banths horrendous treatment of her, Kupra is a


coward. She retreats and hides in Room 56C (under a table) or in Room
56E (under her bed), casting arcane lock on the door and invisibility
on herself. If encountered outside of the lair, Kupra becomes invisible
and retreats to warn Banth. If Banth is slain or if she is captured, Kupra
surrenders and tries to double-talk her way out of trouble. She is not evil
a fact that the monk, Socrates, can support, if he lives. She would make
a fine apprentice for an up-and-coming PC wizard.
SOCRATES
XP 1,600
Male human monk 5
LG Medium humanoid (human)
Init +1; Perception +11

CR 4

AC 17, touch 17, flat-footed 15 (+1 Dex, +1 dodge, +2 monk,


+3 Wis)
hp 32 (5d8+5)
Fort +5; Ref +5; Will +7 (+9 vs. enchantment spells and
effects)
Defensive Abilities purity of body, slow fall 20 ft., still mind;
Immune disease
Speed 40 ft.
Melee flurry of blows +5/+5 (1d10+2) or unarmed strike +5
(1d10+2)

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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.

56A. The Entryway


(CR varies, 7 to 9)
The arcane locked door opens into a large hallway. After the PCs
navigate it, they find themselves in a large room, with a door on the farright wall. Twelve men in plate mail occupy this room and begin to shuffle
toward the PCs. These shuffling warriors, armed with halberds, exude a
stench of decay.
These men, actually zombies in plate armor, should not present
much of a challenge to the PCs and are there only to delay the PCs entry
into Banths inner sanctum.
Note the pit trap in the far, eastern section of the room. This trap,
leading to a chute, channels thrown or falling PCs into one of the vats
detailed in Area 54 above (treat any PCs thusly dropped as immersed).
The door to Area 56C is arcane locked (CL 11th). The secret door to

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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.

ZOMBIES IN PLATE (12)


CR 1
XP 400
Male human zombie (Pathfinder Roleplaying Game Bestiary,
Zombie)
NE Medium undead
Init1; Senses darkvision 60 ft.; Perception +0
AC 20, touch 9, flat-footed 20 (+9 armor, 1 Dex, +2 natural)
hp 17 (2d8+3)
Fort +0; Ref1; Will +3
DR 5/slashing; Immune undead traits

Str 14, Dex 8, Con , Int , Wis 10, Cha 10


Base Atk +1; CMB +3; CMD 12
Feats ToughnessB
Skills Acrobatics 6, Climb +0, Escape Artist 7, Stealth 7,
Swim +0
SQ staggered
Gear full plate armor, halberd

Trigger touch; Reset none

PIT TRAP TO MOLTEN ROCK


CR 6
XP 2,400
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset automatic
Effect 20 ft. deep pit (2d6 falling damage plus 10d10 fire per
round); DC 20 Reflex avoids; multiple targets (all targets in a
10 ft. square area)

56B. Tigers and Monkeys and


Rats, Oh My! (CR varies, 0 or 8)

Speed 20 ft.
Melee halberd +3 (1d10+3/x3) or slam +3 (1d6+3)

ARCANE LOCKED DOOR


XP 600
Type magic; Perception DC 20; Disable Device DC 30

Effect locked door (2 in., hardness 10, hp 80, Break DC 38;


Disable Device DC 30)

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

FEMALE DIRE TIGER


CR 8
XP 4,800
hp 105 (Pathfinder Roleplaying Game Bestiary, Tiger, Dire)

Aura strong conjuration; CL 13th


Slot ; Price 100,000 gp; Weight 5 lbs.

NEWBORN NONCOMBATANT DIRE TIGER (2)


CR
XP
hp 9 (Pathfinder Roleplaying Game Bestiary, Tiger, Dire,
Young [2])
Tactics If freed, the dire tiger attacks anyone who approaches her,
particularly Banth if in sight. If PCs address her through speak with
animals or a wild empathy check (her initial attitude is hostile), she
becomes a powerful ally against Banth and his minions (she hates Banth,
as he dissected and killed her mate). She will aid the PCs and then travel
to the surface to freedom. If the PCs aid her in slaying Banth and reaching
the surface, she watches over them whenever they are on the surface and
near the entrance to the dungeon. In this case, the party never encounters
any of the humanoid brigands on the surface, as they all fear the powerful
cat. She cannot become an animal companion as she has cubs to care for.
The two dire tiger cubs are noncombatants, and the mother will fight to
the death to defend them.

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).

56C. The Laboratory

CONSTRUCTION
Requirements Craft Wondrous Item, summon monster
VII; Cost 50,000 gp

Banth furnished his laboratory with numerous tables and shelves,


upon which sit horrible instruments of torture, various wizardly tools
and a goodly supply of the most common (and many not-so-common)
alchemical ingredients. Several humanoid and animal body parts rest on
two of the larger tables. On a third table, a strange beast has been sewn
togethercombining parts of a man with those of a tiger, sporting duck
paddle-feet. The creature on the table is dead, the experiment a failure.
Randomly sampling alchemical materials can be very dangerous. A brave
imbiber will endure an effect according to the following list (roll d%):
0112
Deadly poison (ingested; save Fort DC 20; frequency 1/round

for 3 rounds; effect 2d6 Con damage; cure 1 save)
1325
Imbiber goes into deep sleep for 2d100 days (DC 30 Fort save

avoids)
2635
Imbiber becomes delusional believes that he is invisible,

can fly, etc.., for 2d10 hours (DC 20 Will save avoids)
3650 Imbiber polymorphed into a mouse (as per baleful polymorph,

CL 9th, DC 20)
5180
No effect
8195
Tastes great! The imbiber gains immunity to transmutation

spells for 2 hours.
9699
Imbiber is either (13) stoneskinned (CL 9th) or (46)

weakened (1d4 Str) for 8 hours.
100
Imbiber gains 1 point of natural AC permanently
Treasure: A wizard or alchemist might pay 10,000 gp for the labs
contents. Removing the labs contents from the dungeon would require
several trips by several people. On one bookshelf, among Banths journals
full of insane ramblings, PCs find a flesh golem manual.

56D. Banths Quarters


Banth furnished his bedroom with bookshelves and a desk, in addition
to a plain and serviceable bed. Several oil lamps light the room, and a large
brazier of coals provides heat. The lackluster nature of the furnishings
reflects Banths personality all work and no play make Banth a dull
boy! Banth retreats to this room if losing any battles with PCs, grabs his
books and flees. He leaves all other treasure and items behind (including
his apprentice, Kupra).

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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56E. Kupras Quarters


This room, Kupras bedroom, features only a small desk and a straw
bed. When PCs explore this room, Kupra is most likely present, hiding
(her stats and tactics are detailed in Room 56, above). She avoids contact
with the party and surrenders if discovered. If a PC kills her, he discovers
her spellbook tucked into her robe. She has hidden a potion of neutralize
poison (DC 15 Perception) in the desk. A stuffed toy bear sits on the bed.

57. Slimy Stuff (CR 4)


This vacant rooms most obvious feature is a pile of corroded metal
and bits of bone. Escaping immediate notice is the large colony of green
slime clinging to the ceiling. The slime can be discovered on a successful
DC 15 Perception check, or automatically if any PC specifically looks up.
It falls on any PC moving more than 5 ft. into the room (DC 15 Reflex
save avoids).
GREEN SLIME
CR 4
XP 1,200 (Pathfinder Roleplaying Game Bestiary, Hazards)
This dungeon peril is a dangerous variety of normal slime.

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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.

Treasure: A figurine of wondrous power (obsidian steed) lies buried in


the debris. A PC can discover it with a successful DC 12 Perception check.
Of course, searching the pile exposes the PC to the falling slime.

58. The Endless Pit (CR 5)


The mouth of a seemingly bottomless pit dominates the center of
this room. PCs hear a loud buzzing noise from the craggy, uneven west
wall, which appears to be made of a thick, waxy, folded, and wrinkled
parchment that can be broken through easily. (The wall, bordering Area
59, is part of the beehive).
CR 5
THE ENDLESS PIT
XP 1,600
Type magic; Perception automatic; Disable Device not
possible wish or similar effects remove the plane shift
effect
Trigger location; Reset automatic
Effect 100 ft. deep pit (plane shifted to astral plane); multiple
targets (all targets in a 10 ft. square area)
The pit empties into a permanent plane shift trap set 100 ft. below the
rim. The pit itself is only 110 ft. deep, but nothing falling ever hits the
bottom because of the plane shift effect. Magic has no effect after the
100 ft. mark (this allows about 2 rounds for action). Anyone falling is
lost forever on the astral plane. PCs can use their plane travel abilities to
rescue fallen comrades.

59. The Beehive (CR 9)


The paper wall tears apart, revealing a small cavern. The buzzing noise
intensifies. PCs survey a giant, honeycomb-shaped honeybee nest clogging
the room. Giant worker bees crawl in and out of the hive, busily attending
their tasks; they seem uninterested in the PCs. The bees, generally nonaggressive, do not attack unless harassed or too much honey is taken (see
below). Angry bees do not pursue PCs more than 100 ft. from the hive.
Behind the hive, a tunnel leading to the surface emerges about 3 miles
from the hilltop dungeon entrance. If PCs burn the hive, all bees lose their
flight ability, the queen (deep inside the hive) leaves and the honey is lost.
GIANT BEE (24)
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary 2, Bee,
Giant)

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.

510. The Super-Secret Door


PCs can only find this door (Super Secret Door: 2 in. thick; hardness 30;
hp 80; Break DC 40) if using true seeing or by carefully and methodically
probing the walls with their fingers (taking double the normal amount of
time to search the area, then a DC 35 Perception check). If successful, the
PCs discover a small keyhole in the wall at shoulder height. This entrance
is magically hidden. Nothing short of a wish or miracle spell opens the
secret door, unless the PCs obtain the doors key from the high priest on
Level 9. The corridor beyond leads to Room 511.

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511. The Passage to the Chapel of


Orcus
An atmosphere of unspeakable evil chokes this area. The stench of
death and decay is so thick that it makes the PCs eyes tear. Anyone within
20 ft. gets the sinking feeling that something other than darkness awaits at
the foot of the ladder before them.
If the PCs descend the ladder, only those who succeed on a DC 27 Will
save overcome the magical fear power of the level below. Anyone who
fails the save cannot voluntarily descend the ladder but instead cowers in
fear, huddled in a corner (they may retry in one week). The ladder leads
to Level 14. It is not trapped, and no harm befalls anyone that descends
it (other than transporting him to one of the most vicious levels of the
dungeon).

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

A river of lava enters these tunnels from Level 1B above, running


through this level and then down through Level 8B: The Steam Jungle,
eventually finding an outlet in Level 10: The Lava Pit. Unlike the
supernatural, elemental quality of the Lava Pit, the magma flowing
through this level is natural molten rock stemming from the mild volcanic
activity responsible for shaping many of the caves and caverns of the
Rappan Athuk dungeons. The area is shown on Map RA5A.

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.

The passageway leading downward from Level 1B: the Abandoned


Bastion in Area 1B7 is roughly 20 ft. wide at most points, and is formed
naturally from the rock. It descends steeply, and in some places stairs
have been hacked into the stone where there would otherwise be a steep
drop. As the party descends the tunnel, the temperature continues to
increase; by the time they arrive on this level, the heat has become mildly
uncomfortable.

5A2. The Flame of Tinorij


(CR 6)
A small stone pedestal is built in the middle of the passageway here,
its top burning with a strange blue flame. To the south of the pedestal,
illuminated in the blue light, stand the statues of two beautiful women,
one against each wall. The statues are slender and graceful, but their
expressions are stern and serious. The statues are caryatid columns, and
if anyone comes within ten feet of them, they animate and attack.

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CARYATID COLUMNS (3)


CR 3
XP 800
hp 42 (Frog God Games The Tome of Horrors Complete,
Caryatid Column)
Treasure: When the caryatid columns are slain, their stone shatters but
their swords remain. These stone weapons are heavy and must be wielded
two-handed, but they are effectively masterwork weapons. Unfortunately,
on a natural 1 on an attack roll, it shatters.

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

5A1. Entrance Tunnel

2d6 Small Fire Crabs (see Area 5A6)


1d6 Medium Fire Crabs (see Area 5A6)
Rjodrun (see Area 5A8)
Indistinct voices intrude into characters
thoughts (see Area 5A18)
No encounter

Standard Features: The caverns of this level are


all uncomfortably hot, but not enough to cause
damage or debilities. All of the lava areas in this level
of the dungeon contain strange firefish that inhabit
the magma. These look and act like normal (red) fish.
They are pretty, but poisonous.

5A3. Empty Cavern


The ceiling in this area is spotted with patches of an orange mold, but it
is not dangerous in any way.

5A4. Bridge Over Troubled Sands


The floor of this cavern is covered with sand. A very high, arched bridge
rises over the sands, joining the north and south entrances of the cave. The
top of the bridge reaches to within five feet of the cavern ceiling.
Most of this cavern is filled with hot quicksand, although there is a
bridge leading over the pit. The bridge is very steeply arched, rising to a
height of thirty feet at the top of the arch, only five feet above the cavern
ceiling. Sulfuric gases rise from the quicksand, filling the top of the
cavern, and anyone crossing the bridge breathes these gases unless they
are deliberately holding their breath. Breathing the gas requires a DC 12
Fortitude save or the character becomes dizzy and loses his balance and
falls into the quicksand.
Falling into the quicksand is deadly, for it is not only extremely hot but
anyone falling into it sinks rapidly into the scorching sand. Each round
of contact with the quicksand inflicts 1d6 points of damage in addition

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to normal quicksand rules (see the Pathfinder Roleplaying Game Core


Rulebook, Environment) If a character remains under the surface for
6 full rounds, death by suffocation is automatic even if the heat has not
already killed the victim.

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).

5A5. Strange Stalactites

5A7. Cavern of the


Madmans Message

This is an empty cavern, although a quantity of stalactites have formed


on the ceiling. They look extraordinarily blunt and short for stalactites,
although a DC 15 Knowledge (dungeoneering) realizes that this is because
they are not caused by the normal process of dripping limestone leaving
sediment behind, but by magma that must have dripped and cooled in this
cavern at some time in the past.

5A6. Fire Crabs (CR 11)


This cavern is infested with fire crabs of varying sizes. They defend
their territory aggressively against intruders.
SMALL FIRE CRAB (50)
XP 200
N Tiny vermin (fire) (see Appendix A)
Init +2; Senses darkvision 60 ft.; Perception +4

CR 1/2

AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)


hp 5 (1d8+1)
Fort +3; Ref +2; Will +0
Immune fire, vermin traits
Weaknesses vulnerability to cold

5A8. Lair of the Fire Giant


(CR 10)

Speed 30 ft., swim 20 ft.


Melee 2 claws +0 (1d22 plus grab and heat)
Space 21/2 ft.; Reach 0 ft.
Special Attacks constrict (1d22), heat (1d4 fire damage)
Str 7, Dex 15, Con 12, Int , Wis 10, Cha 2
Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip)
Skills Perception +4, Swim +10; Racial Modifiers +4
Perception
MEDIUM FIRE CRAB (10)
XP 600
N Medium vermin (fire) (see Appendix A)
Init +1; Senses darkvision 60 ft.; Perception +4

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

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)


hp 19 (3d8+6)
Fort +5; Ref +2; Will +1
Immune fire, vermin traits
Weaknesses vulnerability to cold

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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)

Speed 30 ft., swim 20 ft.


Melee 2 claws +4 (1d4+2 plus grab and heat)
Special Attacks constrict (claw, 1d4+2), heat (+1d6 fire
damage)
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
Tactics: The fire crabs simply charge into combat without regard for
life or tactics.
Treasure: There is a small quantity of treasure in the room, left by the
fire crabs victims, and it can be gathered up in 1 round. However, during

Treasure: Rjodrun has an iron chest in which he stores treasure and


other items, and a bag in which he carries oddments he considers to
be more useful. The iron chest is trapped with an amazingly obvious
gadget: a foot-long spring on the outside of the chest is held back by a
latch (connected to the latch that actually opens the chest). The spring is
connected to a 3 ft. iron spike. Any idiot can see that unlatching the chest
drives the iron spike forward into anyone standing directly in front of the
chest. There is nothing more subtle about this trap; it is exactly what it
appears to be, and works exactly in the way it appears to work. Opening
the chest from the other side, so that the iron spike does not point directly
at anyone, is completely safe. The chest contains: three sets of giant-sized
clothing, four giant-sized teeth, a stick, 2,037 gp, 3,400 sp, a fake glass
diamond (2 gp), a real diamond (1,000 gp) and a human thighbone with
large tooth-marks bitten into it.
The giants bag contains 250 gp, 100 sp, 5 firefish skeletons, four
polished pieces of red obsidian (25 gp each), a drinking cup, a large
bronze platter, a mummified goblin head, a crumpled piece of gold that

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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.

IRON SPIKE TRAP


CR 1
XP 400
Type mechanical; Perception DC 2; Disable Device DC 10
Trigger touch; Reset manual
Effect +5 melee (ld6+4/x3) (see above)

5A9. Bugs and Bones


The floor of this chamber is scattered with hundreds of fish skeletons of
a strange blue-black color. Thousands of tiny bugs feed on the rotting fish
scraps left behind; these swarm over anyone entering the room, doing no
damage. However, anyone failing a DC 15 Fortitude save is affected by
the tiny, itching bites, suffering a penalty of 1 on all attacks and damage
for the next 3d6 x 10 minutes.
The bones are those of firefish (see Area 5A14) eaten by Rjodran the
fire giant (see Area 5A8).
Treasure: There is an exceedingly small quantity of treasure in this
room; even diligent and time-consuming searching only yields 10 gp, 30
sp, and an opal worth 25 gp.

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.

5A11. Empty Cavern

5A13. Empty Cavern


This cavern is nothing but bare, irregular rock.

5A14. Source of the Fire-River


(CR varies, 1-plus)
A stream of magma rolls down the wall in the northwest corner of this
cavern from a large crevice above, forming a wide, slow-moving river of
molten rock that cuts through the middle of the chamber. At the center of
the cavern this river widens into a small lake of fire before continuing its
meandering journey southward down the almost undetectable southward
slope of the caverns. Apparently some sort of fish inhabits the lava; every
so often one of them leaps above the surface with a fiery splash. The fish
are a reddish-orange in color, and vaguely resemble catfish.
FIRE FISH
CR 1
XP 400
N Small animal (aquatic*, fire) (see Appendix A)
Init +6; Senses low-light vision, tremorsense 10 ft.; Perception
+7
Aura heat (5 ft. radius)
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 13 (3d8)
Fort +3; Ref +5; Will +2
Immune fire
Weaknesses vulnerability to cold
Speed swim 40 ft.
Melee slam 1 (1d44 plus heat)
Special Attacks heat (1d4 fire damage)

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Str 3, Dex 14, Con 10, Int 1, Wis 12, Cha 5


Base Atk +2; CMB +0; CMD 12
Feats Alertness, Improved Initiative
Skills Perception +7, Sense Motive +3, Swim +15; Racial
Modifiers modifies Swim with Dex
Aquatic Firefish can swim and breathe in molten lava as
easily as a regular fish in water. They are aquatic only in the
sense that their natural environment is lava instead of water.

5A15. Fire-Crab Mating Cavern

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

5A16. Fire Lizard (CR 8)

This chamber contains several stone demon-statues, all facing the


southwest exit, and all showing expressions of horror upon their faces.
These are the remnants of demons summoned during a short battle
between the priests of Orcus and the guardians of the Thelaroi timeprisoners (see Area 5A18). The means by which the demons were turned
to stone cannot be determined, for it is beyond the scope of normal magic
in this plane of existence. The room is otherwise empty.

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).

5A17. Beach of the Magmoid


(CR 7)
This beach, and the lava river to the east of it, is the haunt of a magmoid,
a spherical creature of pure lava. It generally spends its time swimming in
the river, singing to itself in a deep voice; if the characters are approaching
the area in complete silence, there is a chance that the singing alerts them
to the magmoids presence. The magmoid becomes intensely annoyed if
anyone comes into the area, and it attempts to kill all intruders.
MAGMOID
CR 7
XP 3,200
hp 52 (Frog God Games The Tome of Horrors Complete,
Magmoid)
Tactics: If the characters are moving along the narrow walkway on the
eastern bank of the river, the magmoid rolls up the side of the river behind
them, and spit its blast of deadly magma down the entire length of their
line. If they are approaching on the wider western bank, it simply waits
for its best opportunity to attack them, secure in the knowledge that it is
essentially invisible as part of the rivers magma flow.

immediately begin communicating by telepathy, asking the characters to


free them from the prison. They offer four magic items (one from each of
them) in exchange for their freedom: a +2 evil outsider bane longsword, a
+1 holy mace, a ring of major energy resistance (fire), and a bag of holding
(largest size). The offer is legitimate; if characters free the Thelaroi from
their confinement, they hand over these items and then disappear back to
their own plane and time of existence.
If one of the torches is extinguished by picking its lock, the Prison of
Time opens.
Before the characters reach the Prison of Time, they are forced to deal
with its guardians, 4 time elementals summoned in ages past by the Dark
Thelaroi as a jailer for the exiles.
COMMON TIME ELEMENTALS (4)
CR 8
XP 4,800
hp 102 (Frog God Games The Tome of Horrors Complete,
Elemental, Time)
Treasure: The only treasure in the room are the magical items given
by the Thelaroi.

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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5A18. The Prison of Time


(CR 12)
This large cavern glows with a hellish red illumination, for it is filled
with a lake of molten lava. The tunnel floor ends at the cavern entrance,
forming a steep slope down to the bubbling magma. There are several
islands of black rock jutting up from the molten lake, and at the far
southern end of the cavern the characters can make out the shape of a
much more unusual structure. It is a large island of black rock similar to
the others, but a silvery dome of some kind has been built on it.
The Island Prison is a dome of silvery light. There is a metal torch
burning with a strange purple flame at each of the four quarters of the
compass, just outside the dome. Each of the torches has an hourglassshaped keyhole fashioned into its base. The torches are fixed into the
stone and cannot be removed by any ordinary means. The only way to
extinguish one of the torches is to turn its key in the keyhole, and since the
keys are not located in this plane of existence (or in this time channel), the
only way to work one of the keyholes is to pick the lock (DC 20 Disable
Device). A knock spell does not suffice for the purpose of extinguishing
the flame (since the key would be used to close, rather than to open), but
casting the spell causes the keyhole to make a repeated clicking sound for
a full hour before it stops.
Inside the dome, four figures are faintly visible. They appear to be
human, although they are much taller and thinner than normal. Each wears
a flowing robe of some kind, and a tall headdress of glass, feathers, and
metal. These are the Grey Thelaroi, banished from the Changing City
of Raath in eons past. When they perceive the adventurers nearby, they

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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)

5B1. The False Wall (CR 2)


The tunnel from Level 4A ends in a blank wall. This wall is illusory,
and requires a save to disbelieve it. Even if touched or disbelieved (DC
15 Will save), the illusion of the wall remains. Anyone who witnesses
another walking through it may reroll his save with a +4 circumstance
bonus. Anyone that fails the save may not pass through the wall, even if
his comrades do so. A dispel magic temporarily causes the wall to disappear (4 rounds).
Bypassing the wall is equivalent to a CR 2 encounter.

5B2. The Fountain


(CR varies, 8 to 12)
This cavern contains an ornate 20 ft. diameter fountain, built of fine
bricks with an alabaster carving of a djinni, a marid, an efreeti and a shaitan (the 4 elemental genies). The genies mouths spout crystal clear water,
and they all are gathered around a central platform facing west. Each has
one hand supporting the platform, which consists of a 2 ft. square flat, red
stone. Water trickles off the platform, forming a 2 ft. deep pool of water
in the fountain basin.
Engraved on the front edge of the platform are symbols of each of the
elements; earth, air, fire and water. The platform remains empty unless the

ENRAGED EFREETI
CR 8
XP 4,800
hp 140 (Pathfinder Roleplaying Game Bestiary, Genie,
Efreeti)

5B3. The Man of Fire (CR 15)


This room is long and rectangular, and appears to be a wide section of
tunnel with a black, sandy floor. The sand itself seems to have a soluble
dye on it. Anyone handling the sand has their hands (temporarily) stained
black. This sand can be used in Area 5B2. Carvings and writings on the
wall depict images of fire demons and elementals burning villages and
humans. Careful examination of the writings reveals a pattern and use of
a comprehend languages spell or DC 20 Linguistics check translates the
writings as follows:
The face of the demon leads one to eternal life
The elements conflict, and the path of water devours the fires of hell
Crossed spider webs (actually wires) cover the last 60 ft. of the room
with thousands of thin strands. If any of these strands is disturbed, it creates a chain reaction of magnesium sparks that cover the room (1d6 fire

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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.

5B4. Blind Faith (CR 5)

5B6. Speed Doesnt Kill (CR 19)

This large cavern appears to be completely broken in half by a 60 ft.


deep, 40 ft. wide chasm with water in the bottom. In the water, dozens of
large crocodiles splash and swim, occasionally leering up at anyone peeking over the edge. The walls of the chasm appear glass-slick and impossible to climb. Any attempts to climb the walls at the edges automatically
meet with failure (in the mind of the climber). Any attempts to toss grappling hooks across or secure ropes/spikes etc. also appear to fail. Anyone
attempting to fly across appears to have his spell dispelled right at the
chasms edge.
A statue is carved from the bedrock at the edge of the chasm. The statue
depicts three monkeys. One has his hands over his ears (right side). The
left monkey has his hands over his mouth, and the center monkey is covering his eyes. Cryptic writing below the monkeys reads:

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.

5B5. Gold at the End of the


Rainbow (CR 4)
This 80 ft. long section of tunnel is 20 ft. wide and consists of an iceslick set of stone walls, a 10 ft. deep pool of green slime, and a 3 ft.
wide stone bridge section crossing the pit, and leading to Area 5B7.

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Past this hall, the corridor opens into Area 5B8.


SCYTHING BLADE HALLWAY
CR 19
XP 204,800
Type mechanical; Perception DC 30; Disable Device DC 30
Trigger location; Reset automatic
Effect Atk +25 melee (2d100); multiple targets (all targets in a
20 ft. by 120 ft. hallway)

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5B7. Purple Sky


The entire floor of the cavern is covered in tiled scenes of mountains
earth and rock, some of which appear to be vaguely alive and with creature form. On top of one mountain is a throne with an earth god wearing a black robe. Strange cave paintings of an ocean god, mermaids, and
mermen cover the northern walls. The sea god wears a blue robe. The
ceiling is painted with scenes of clouds where angels play, and strange air
creatures are hinted at in rough forms that look alive, all gathered around
a throne with an air deity seated upon it, wearing a purple robe. The southern walls are covered in scenes of fire, with creatures of fire surrounding a
throne. The fire god wears a red robe.
These scenes are a hint at the solution to the puzzle in Area 5B2. To
free the air creature (the djinni), the players must figure out to use the red
and blue sand from Area 5B11 to create a purple color in the fountain.
The red, black and blue sand used alone cause bad things to happen.

5B8. Red Cave


This cave contains 2 ft. of course red mixed sand and gravel on its
floor. If the sand is handled, its color comes off in water or sweat, leaching a dye-like substance. The sand itself seems to have a soluble dye on
it. Anyone handling the sand has their hands (temporarily) stained red.
This sand can be used in Area 5B2.The air here is particularly dry, and
on the southeast wall is a secret door leading to Area 5B11 (south tunnel). Beyond the secret door is a tunnel that winds over 200 ft. to this area.
The color of the sand, when mixed with the blue sand from Area 5B10
is a clue that the purple bottle should be selected in Area 5B2. If only
red sand is used, the bottle received from the fountain is a cursed efreeti
bottle.

when they pass randomly.


At the 180 ft. mark in the tunnel is a deep (80 ft.) pit. Once the water
energy has dissipated (after 9 rounds), this pit is 40 ft. deep with water. The smooth walls make difficult climbing (DC 20 Climb check), and
characters that cannot climb out eventually drown. Anyone who misses a
sufficient quantity of checks to have moved 180 ft. (6 failed checks), lands
in the pit, whether or not they were smashed to goo by the grinding wheel.
CR 9
FROG IN A BLENDER TRAP
XP 6,400
Type mechanical; Perception DC 20; Disable Device DC 30
Trigger location; Reset automatic
Effect Atk +20 melee (2d10/x3); multiple targets (all targets in
a 20 ft. by 120 ft. hallway)

5B10. Blue Cave


This cave contains 2 ft. of course blue mixed sand and gravel on its
floor. The air here is particularly dry, and on the southeast wall is a secret
door leading to Area 5B11 (north tunnel). If the sand is handled, its
color comes off in water or sweat, leaching a dye-like substance. The sand
itself seems to have a soluble dye on it, and anyone handling the sand has
their hands (temporarily) stained blue. This sand can be used in Area 5B
2. Beyond the secret door is a tunnel that winds over 200 ft. to this area.
The color of the sand, when mixed with the red sand from Area 5B8 is
a clue that the purple bottle should be selected in Area 5B2. If only blue
sand is used, the bottle received from the fountain is a flask of curses.

5B11. Lever Rooms


These two rooms (one down each tunnel from Areas 5B8 and 5B10)
are mirror images of one another. Each contains a simple brick wall with a
lever. The levers have up, down and neutral positions. They are currently
in the neutral position. Both levers must be set to the down position to
phase in the fountain in Area 5B2.

5B9. Pink Slime (or Frog in a


Blender) (CR 9)

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This tunnel slopes sharply down at a 30-degree angle towards Area


5B10. The walls and floor are made of smooth bricks, almost too
smooth. Inscribed on the floor in cryptic writing is the following:
The Rain washes away the filth of man, ants trampled underfoot of
the angry god. The wise pause before the foot of the god to pay their
respects.
Careful examination of the ceiling mortar reveals that it is not very
strong; in fact, it is little more than loosely packed sand and dust, creating
gaps between the stones. At the 60 ft. mark in the tunnel is a pressure plate
covering the entire floor for a 10 ft. section. Any weight over 30 pounds on
this plate shifts a valve on a large reservoir above the tunnel and releases
200,000 gallons of water stored there. This water easily washes out the
sand and dust mortar and unleashes a torrential wash of water in the tunnel, washing all present down the hall towards Area 5B10. Characters
must make a DC 15 Acrobatics check each round or be swept 30 ft. down
the tunnel. A successful check indicates the character moves 10 ft.
At the 120 ft. mark is a 3 ft. diameter grinding wheel, shaped like a
large foot, which slides up and down the narrow tunnel, filling the entire
width of the passage (roll 1d6: 12, at floor, 34, at 3 ft., 56 at 6 ft.
above the corridor floor). Anyone squished by the grinding wheel takes
5d20 bludgeoning damage, and must make a DC 15 Escape Artist check
or be trapped and rolled by the wheel the next round (for 5d20 additional
damage). Avoiding the foot requires a character to specifically time his
passage for when the grinder is in an up phase to pass under it. The player
must state they are trying to do this, and then time the passage (an opposed
d20 roll is required; the PCs may use their initiative modifier; the foot has
a +2 bonus ) to get under the wheel when they are washed through. It is
also possible that the character gets lucky and the foot is at the 60 ft. mark

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Level 6:
The Maze

This infamous level, the subject of cautionary tales spoken of in hushed


tones by adventurers, proved fatal to a powerful, monster-stomping party
that got lost and starved to death. Few monsters (other than random
wanderers) populate this level. The chief difficulty is its numerous,
insidious, shifting, sliding, teleporting maze sections. This maze foils
even magical attempts to discern the proper route as a passagecorrect
a moment agoshifts, diverting the party into a random, new direction.
Level 6 contains only two difficult encounters: the will-o-wisps and the
undead storm giant, Kor, in the Hall of Ereg Tal. But even these trials are
avoidable. The maze is not.
GM Note: This is a very critical level. Area 615 offers the only
means to reach Level 7, which in turn accesses Levels 13 and 15. To
completely eradicate the evil of this dungeon, stalwart adventurers must
eventually visit these levels; therefore, they must navigate this level.
Also, several Level 6 features were described in the rumors section of the
Introductionincluding the infamous white corridor, the mushroom
of youth and of course the entrance to Hell. The map of this level is
shown in Map RA6. Three example maze sections are depicted in Maps
RA6 Maze 1, 2, and 3.

MEDIUM MONSTROUS SPIDERS


XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary, Spider,
Giant)

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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Level 6
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

1d3 mustard jellies (see Area 62)


1d6 medium monstrous spiders
2d6 dire rats
1d3 minotaurs
3d6 normal rats (see Area 64)
1d4 wererats
1 will-o-wisp (see Area 612)
2d6 stirges
1d2 intellect devourers with 1d4 hell hounds
No encounter

Detections: Magic emanates from Area 65. Good


radiates from Area 67.
Shielding: None.
Standard Features: The ground, in all areas except
Area 63, is level and offers good footing. Walls,
columns and so onunless otherwise notedhave
numerous handholds and holes, making them easy
to climb. Climbing all features requires a successful
DC 10 Climb check, unless otherwise noted. Fungus
encrusts most surfaces in the natural cavern areas
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.) Mazes and
cut corridors are free of fungus.
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
Traveling in Small Tunnels: Smaller tunnels (solid lines) are
less than 3 ft. in diameter and require that even Small
creatures crawl. Large creatures cannot navigate these
tunnels unless they are long and slender or flexible. Huge
creatures cannot pass at all. Medium creatures make
all attack rolls at 4 and take a 4 penalty to AC. Small
creatures using all but thrusting weapons attack at 4. No
saves are allowed for area effects in small tunnels. See
rules for squeezing into narrow spaces in the Pathfinder
Roleplaying Game Core Rulebook, Combat.
The River and Swimming: The river channel beyond
Area 614 is moderately hard to swim. Any creature
attempting to swim to Level 10A must succeed on a DC
15 Swim check (see the Pathfinder Roleplaying Game
Core Rulebook, Environment, Drowning, for additional
information). Drowned creatures are dead on arrival at
Level 10A. Swimming upstream is impossible, and leads
nowhere in any case.

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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)

61. The Portcullis

65. The White Corridor (CR 7)

The portcullis from Level 5 closes itself after 2 turns. PCs returning to
Level 5 must move it again.

This corridor, seemingly constructed of seamless white stone (despite


its cavernous shape), stretches 180 ft. and leads to Area 66. A few feet
inside the corridor, the skeletal remains of rats and bats clutter the floor.
A few feet beyond them, the remains of a large humanoid creature lay in
twisted repose. A magical effect renders the floor, walls and ceiling of the
corridor poisonous. A PC who touches these surfaces must succeed on a
DC 20 Fortitude save; a failure means the PC takes 1d3 points of Strength
damage per round of contact. PCs can drag their unconscious comrades
free before they slowly starve to death. A similar Fortitude save must be
made one minute later, whether or not the initial save was successful and
regardless of whether the PC is within or outside the corridor. The GM
must record the number of rounds a PC is inside the corridor and/or in
contact with it. PCs must make a save every round they are in the corridor
and subsequent saves one minute later for each round they were in the
corridor.
The poison is magically transmitted through any material in contact
with an individuals skin, including boots and gloves. Double-layering
clothing or layering stones or other items to walk across does not prevent
contact with the magical poison, as the poison is magically conducted to
any living being in the corridor. Passing through the corridor successfully
requires making no physical contact with it. PCs might use magical flight
or levitation to successfully negotiate the poisoned passage.
A successful DC 30 Craft (alchemy) or Knowledge (arcana) check
allows a PC to recognize the corridor for what it is. A rogue can also detect
the poison with a DC 30 Perception check. The corridor also radiates
moderate necromancy.
GM Note: Any magical transport activated within this corridor
(dimension door, teleport, etc.) immediately teleports a PC to an
extraplanar location known as The Sorcerers Citadel (as detailed in
Demons and Devils from Necromancer Games). This citadel has a
similarly constructed area. Some scholars correctly assert that Crane
the sorcerer safeguarded this corridor for Ereg Tala fact that can be
confirmed by the Oracle on Level 3 of this dungeon.

Iron Portcullis: 1 in. thick; hardness 10; hp 40 per bar; Break


DC 38 or Lift DC 25 Strength check; a maximum of 3 people
may combine their efforts.

62. Mazes and Monsters


(CR 7 per maze section)
The areas designated 62 on the map are maze sections. There are 3
maps provided for the GM to use while PCs explore these mazes. While
PCs move through a maze section, they encounter wandering monsters
as usual. All shifting/sliding walls move every time a door is opened.
The doors are magically constructed, so only one door per room may be
opened at a time. GMs should intentionally give PCs wrong directions
(i.e., left = right) at all times, unless the PCs succeed on a DC 30
Knowledge (dungeoneering) on which they cannot take 20. GMs should
improvise or alter each section to frustrate and bewilder their PCs. PCs
attempts to retrace their steps prove futile, and the shifting nature of the
maze prohibits classical means of maze solving (e.g., string). This maze
affords GMs a rare opportunity to toy with players; have fun!
Each time a maze is entered, a mustard jelly attacks after 1d8 rounds.
It is an intelligent monster; it instinctively divides itself to chase PCs if the
party splits into separate groups to escape.
MUSTARD JELLY
CR 7
XP 3,200
hp 105 (Frog God Games The Tome of Horrors Complete,
Jelly, Mustard)

63. The Rubble Room


Uneven and broken, the floor of this cavern suggests that the ceiling has
collapsed. Huge piles of rubble block the passage, which must be climbed
or cleared to make any progress. The large cavern beyond, filled with
rubble, reduces all movement to half-normal. Full movement or running
requires a successful DC 14 Reflex save; failure means the character
falls and takes 1d3 nonlethal damage. The ceiling is 30 ft. overhead, and
the rubble can be crossed at the dotted line area (see the map) without
clearing away any material. Locating this crossing requires a successful
DC 20 Perception check. Wandering monsters use the narrow path to their
advantage.

64. The Cliff (CR varies, 1 to 12)


An 80-ft.-high cliff, dotted by numerous rat holes, looms before the
party. Normal rats infest the cliff. The rats attack anyone climbing the
cliff; they also gnaw at ropes. As PCs scale the cliff(DC 20 Climb check)
by hand or rope, 2d6 normal rats attack each PC. Since the PCs are
dangling on a rope, no Dexterity or shield bonuses may be used while
climbing (deflection and armor bonuses apply normally, however).

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66. The Hall of Ereg Tal


This is a grand hall made of polished marble and decorated with
beautiful mosaics. To the south, a set of granite stairs descends into a
cavern. To the north, two sets of 20-ft.-high double doors, made of pure
bronze and carved with bas-relief animals and men, dominate the wall.
Between the staircase and doorways are two huge statues: The first a
20-ft.-tall man, his bearing serene and noble and his face possessing the
most perfect features you have ever seen. The second a rough carving
suggesting a bearded man, at once beautiful but terrible and less perfect
than its companion piece. The latter statue holds a lightning bolt above its
head. Script adorns the base of each statue.
This hall comprises the gateway to the final resting place of the fallen
titan, Ereg Tal, and his lifelong friend Kor, a storm giant. The statues are
just statues, and there is no danger here unless the PCs disturb Area 68.
The bronze doors require a DC 24 Strength check to pull open.
Ereg Tal died over 5,000 years ago and was entombed here, far beneath
the earth. Centuries passed. Then the evil priests and wizards who built
Rappan Athuk stumbled upon the subterranean gravesite. Leaving Ereg
Tals tomb undisturbed (out of fear), the priests and wizards instead built
a secret entrance to their infernal levels that could only be accessed by

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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.

This beautifully sculpted cavern houses a huge sarcophagus, carved in


the form of the shorter statue in the hall outside. The walls and ceiling of
the cavern are painted to resemble a clear, daytime sky, with a blazing sun
and few clouds. Those in the room can almost feel a faint and refreshing
breeze. Entering this room invokes the ghost of Kor the storm giant. If
the party bravely presents the golden torc found in Area 67, above, the
ghost leaves in peace, never to return. If it does not, the party is in trouble!
Kor retains all his abilities and has gained several new ones, making him
a formidable opponent.
KOR
CR 15
XP 51,200
Storm giant ghost (Pathfinder Roleplaying Game Bestiary,
Ghost; Giant, Storm)
CG Huge undead (augmented humanoid, incorporeal)
Init +2; Senses darkvision 60 ft., low-light vision; Perception
+28
AC 22, touch 14, flat-footed 20 (+8 armor, +4 deflection, +2
Dex, 2 size)
hp 161 (19d8+76)
Fort +15; Ref +8; Will +13
Defensive Abilities channel resistance +4, incorporeal,
rejuvenation, rock catching; Immune electricity, undead
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68. The Tomb of Kor the


Storm Giant (CR 15)

To unravel the details of this story, PCs must succeed on a DC 30


Knowledge (history) or Knowledge (religion) check. Success means that
the PCs learn that these two figures represent a good-aligned titan and
a storm giant. The god of death himself killed the titan during a great
battle among the gods. PCs that make a DC 35 Knowledge (history) or
Knowledge (religion) check also learn that Kor gave Ereg Tal a golden
torc, symbolizing his fealty to the titan. When Kor himself was near death,
he brought his titan friend to this very place and buried him. These events
transpired thousands of years before the dungeon existed. If the party
acquires all of this information, give them a story award of 2,000 XP.
Note: The golden torc detail proves invaluable should the PCs open Area
68.

67. The Tomb of Ereg Tal


This beautifully sculpted cavern houses a huge sarcophagus, sculpted
like the taller statue in the hall outside. The walls and ceiling of the
cavern are painted like a sky at night, with stars and a full moon glowing
with magical light. This room holds little else of interest, unless the PCs
somehow open the crypt.
Treasure: The crypt lid weighs 3,000 pounds and can only be lifted
with a successful DC 35 Strength check. This is not to say that intelligent
but weak adventurers cannot get it open; rock to mud, stone to flesh
(messy but effective) and other contrivances may prove equally if not
more effective. Within the crypt, PCs find the bones of a titan. A large
golden torc (worth 5,000 gp) encircles the titans cervical vertebrae. The
torc was fashioned in the likeness of an eagleits claws curving around
in front and its wings folded along the sides. If taken to a great city where
its unique origin might be recognized and prized, this rare and historical
piece would easily fetch 10 times its gold value from a discriminating
collector. This torc also has the power to give peace to the undead form of
Kor in Area 68, below. The torc is not otherwise magical.

Speed fly 30 ft. (perfect)


Melee mattock of the titans +17 (4d6+3/1920/ x3) or
corrupting touch +14 (15d6, Fort DC 23 half)
Space 15 ft.; Reach 15 ft.
Special Attacks corrupting gaze (DC 23), frightful moan (DC
23), malevolence (DC 23), telekinesis (DC 23)
Spell-like Abilities (CL 15th)
Constantfreedom of movement
2/daycontrol weather, levitate
1/daycall lightning (DC 17), chain lightning (DC 20)

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Str , Dex 14, Con , Int 16, Wis 20, Cha 19


Base Atk +14; CMB +18 (+20 to bull rush and sunder); CMD 32
(34 vs. bull rush and sunder)
Feats Awesome Blow, Cleave, Combat Reflexes, Improved
Bull Rush, Improved Critical (maul), Improved Sunder,
Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills Acrobatics +16, Climb +15, Craft (weaponsmithing)
+13, Fly +6, Intimidate +20, Perception +28, Perform (sing)
+10, Sense Motive +20, Stealth +2, Swim +20; Racial Modifiers
+8 Perception, +8 Stealth
Languages Auran, Common, Draconic, Giant
SQ militant, water breathing
Gear +2 breastplate, mattock of the titans, belt of titan
strength +8
Tactics: Kor uses his spell-like abilities and special attacks first (chain
lightning, frightful moan, and corrupting gaze), then his telekinesis ability
to hurl someone off the cliff into the pool at Area 610. At this point,
Kor uses malevolence on a fighter character and attacks spellcasters using
the fighters body. Only after all remaining PCs have saved against the
malevolence ability does he step forward and attack using his mattock or
corrupting touch. While in the crypt Kors mattock and items possess the
ghost touch ability. He fights until slain, but does not pursue the PCs into
Areas 65 or 10. GMs neednt be creative when using Kor to destroy
their parties. PCs should either retreat (fast!) or use the torc to banish his
ghost. Those PCs who fight Kor should be ruthlessly punished.

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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.

69. The Cavern Crossing

Tactics: The will-o-wisp gains life energy by drowning people. It


avoids combat, and unless affected by maze or slain with magic missile, it
shocks everyone in the water every round for 2d8 points of damage (30 ft.
range in water; DC 20 Fort save for half).

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.

610. The Pool


Cold and clear water pools at the chasms base. The pools bottom
cannot be seen. A water passage to the west extends into darkness, though
flickering lights can be seen. The water is calm but requires a successful
DC 10 Swim check to navigate; if the PCs are protected from the cold, no
check is needed for 10 minutes of swimming. Coincidentally, the swim to
Area 611 takes about 10 minutes.

611. The Ambush (CR 6)


Under these circumstances, this encounter bodes illa will-o-wisp
attacks PCs in the water. The PCs must either retreat to Area 69 or swim
on to Area 612. The will-o-wisp gives pursuit until the PCs leave the

WILL-O-WISP
CR 6
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, Will-o-Wisp)

612. The Wisp Lair (CR 9)


Strange, eerie lights fade in and out within this cavern. A deep pit in
the caves center seems to be the source of the light. This area is the lair
of the will-o-wisps that inhabit this level. They generally attack at Area
611 (see above), but one or more may be here when the PCs reach this
area. This room may also be accessed from Area 616 through the stream
and from Area 614both avenues that avoid the dangers of Area 611.
The S shaped cliffs on the north side of the area lead to Areas 613
through 615.
WILL-O-WISPS (3)
CR 6
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, Will-o-Wisp)
Tactics: The will-o-wisps attempt to draw PCs to the pits edge, where

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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.

615. The Passage to the


Gates of Hell

Treasure: There is a 40-ft.-deep sinkhole in the rooms center. This


pit contains the wisps treasure, namely the remains of two adventurers.
One, a fighter, still wears his masterwork full plate mail and a ring of
intelligence +2 (as a headband of vast intelligence +2); he also has a
rotted sack containing 230 gp. The other, a monk, still has a pair of +1
kamas and wears a vest of escape.

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).

613. The Wishing Rock


A large, red boulder divides the corridor in two. There is a 2-in.diameter hole on one side of it. Surrounded by walls of slate-gray stone,
the red color is unusual for these caves. For some bizarre reason, someone
used a teleport spell to transport this boulder to this locale. The 2-in. hole
extends 6 ft. into the rock. Carefully wedged at the end of the hole is a ring
of three wishes. The ring cannot be seen without directed light, and a PC
trying to extract it must succeed on a DC 25 Dexterity check, assuming
that a fishing hook and line (or their equivalents) are available. Rogues
may use their Disable Device skill (same DC) instead.

614. The Bridge over Troubled


Water (CR 3)
A huge, carved bridge runs over a stretch of river. Skulls and screaming
faces adorn every surface of the stonea grim warning to those who
would cross. Forty feet below, PCs can see a shallow rapids rushing
between two narrow banks. Strange fungi grow on the banks of the river,
some of which glow faintly in the dark below.
The bridge itself is harmless, though it does lead to Area 615. The
area of real interest, however, is the southern bank of the river, which is
choked by six kinds of magical fungi. A PC who succeeds on a DC 30
Knowledge (dungeoneering or nature) or Survival check can identify the
following mushrooms, except for fungus 6:

616. The Lost Goblins, Part 2


(CR 12)
A party of goblins14 goblin rogues, 4 goblin leaders and Ubar the
goblin wizardbecame lost in this levels mazes and have been unable
to escape; they hide out here. They attack anything that enters the room
and are particularly afraid of the will-o-wisps and mustard jellies that
have already eaten several of their comrades. Led by a goblin wizard,
this party defends its lair well. The wizard, using his set of pipes of the
sewers, summons hordes of rats to both distract attacking monsters and
supplement the goblins diet.
CR 8
UBAR
XP 4,800
Goblin evoker 9 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +2
AC 18, touch 16, flat-footed 13 (+2 armor, +4 Dex, +1 dodge,
+1 size)
hp 57 (9d6+18 plus 8)
Fort +7; Ref +7; Will +10

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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)

Area 6-14 Mushrooms


1




2

3

4



5


6





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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Evoker Spell-Like Abilities (CL 9th; ranged touch +8)


7/dayforce missiles (1d4+4)
1/dayelemental wall (9 rounds)
Spells Prepared (CL 9th; ranged touch +8)
5thcone of coldB (DC 20), summon monster V
4thfear (DC 18), greater invisibility, ice stormB, stone skin
3rdblink, dispel magic, haste, lightning boltB (DC 18), slow
(DC 17)
2ndacid arrow. invisibility, mirror image, protection from
arrows, scorching rayB
1stcolor sprayB (DC 15), mage armor, magic missile (x2),
shield, shocking grasp
0 (at will)flare, read magic, resistance
Arcane School evocation Opposition Schools divination,
enchantment

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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Treasure: In addition to the possessions listed, goblin leader #1 has


a potion of invisibility, #2 has a potion of cure serious wounds, #3 has
a potion of swimming and #4 has a potion of bulls strength. The GM
determines their use. Ubars traveling spellbook contains only those spells
listed and one additional 5th-level spell: transmute mud to rock.

617. The Goblins Trap (CR 4)


The goblins in Area 616 set this nasty trap to dissuade monsters and
adventurers from approaching their lair. The goblins soaked a spongy
patch of lichen and fungus with oil; a flask of alchemists fire triggers the
trap. Triggering the trap alerts the goblins, allowing them to prepare for
the partys arrival. Summoned by the goblin wizard, a large pack of rats
rush the PCs from behind.
GOBLIN FIRE TRAP
CR 4
XP 1,200
Type mechanical; Perception DC 20; Disable Device 20
Trigger location; Reset none
Effect fiery burst (5d6 fire, plus 1d6 fire per round for 1d6
rounds, DC 18 Reflex save for half damage, all targets in a 5
ft.-radius)

GOBLIN SCOUTS (14)


CR 2
XP 800
Goblin rogue 3 (Pathfinder Roleplaying Game Bestiary,

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Level 6A: Caves and


Caverns The Lair of
the Spider Queen
This cavern connects the upper and lower levels of the Dungeon of
Graves, and in most instances, PCs must traverse it to delve deeper into
the hill. The cavern consists of several individual cave complexes linked
by dire rat tunnels and river channels. The Spider Queen, Aldeth, an evil
enchantress obsessed with small, hairy, eight-legged beasts, makes her
home high above one caves floor. The goddess (the demon queen of
spiders and goddess of the drow) Aldeth worships has placed a demonic

retriever in Aldeths service. The wererats on Level 1 report any activity


to Aldeth. The PCs discover two tombs on this level: one houses the
remains of a greedy merchant, and the other is a wizards crypt, containing
a trapped intellect devourer. Area 6A9 represents the lair of particularly
large and intelligent trolls who use magic items and are affectionately
known as the naughty trolls by those few who have survived their
encounters. The map of this level is shown in Map RA6A.

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

3d6 normal rats


1d6 giant spiders (see Area 6A1)
2d6 dire rats
1d3 trolls (not those from Area 6A9)
A company of goblin scouts2d4 goblins
accompanied by 1d4 goblin leaders
1d4 wererats (see Area 6A4)
2d6 giant spiders (see Area 6A1)
2d6 stirges
1d3 piercers
No encounter

Detections: Evil emanates from Area 6A4.


Shielding: The shielding around Area 6A6 allows only
astral or ethereal entry.
Standard Features: The floor in these caves is sandy and
offers good footing. Walls, columns and so onunless
otherwise notedhave numerous handholds and holes,
making them easy to climb, unless they are wet and
slippery. Climbing all features requires a successful DC
10 (15 if slippery) Climb check unless otherwise noted.
Fungus encrusts most surfaces in the natural cavern
areas 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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Traveling in Small Tunnels: Characters must crawl


through a number of tunnels to access various areas
of this level. Primary tunnels (dotted lines) are 3 to 5
ft. in diameter and can be walked through by Small
creatures. Huge creatures cannot navigate these
tunnels unless they are long and slender or flexible
(spiders are unaffected), and Gargantuan creatures
cannot pass at all. Large creatures make all attack
rolls at 4 and take a 4 penalty to AC, and Medium
creatures using all but thrusting weapons attack at
4. All area affect saves are at 10 while in primary
tunnels.
Smaller tunnels (solid lines) are less than 3 ft. in diameter
and require that even Small creatures crawl. Large
creatures cannot navigate these tunnels unless they are
long and slender or flexible (spiders are unaffected).
Huge creatures cannot pass at all. Medium creatures
make all attack rolls at 4, and take a 4 penalty to
AC and Small creatures using all but thrusting weapons
attack at 4. No saves are allowed for area effects in
small tunnels.
See also the rules for squeezing into narrow spaces
in the Pathfinder Roleplaying Game Core Rulebook,
Combat.
The River and Swimming: The river channel beyond
Area 6A9 is moderately hard to swim. Any creature
attempting to swim to Level 10A must succeed on a DC
15 Swim check (see the Pathfinder Roleplaying Game
Core Rulebook, Environment, Drowning, for additional
information). Drowned creatures are dead on arrival at
Level 10A.

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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

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

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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6A1. The Spiders Nest (CR 10)


This cavern serves as a huge nesting area for the monstrous spiders that
live on this level. Thus, 2d6 giant spiders attack the party 3 rounds after
it emerges from the small tunnel. As usual, the spiders try to ambush the
PCs (the spiders Stealth check is opposed by the PCs Perception check).
Every 3 rounds, 1d3 additional spiders join the attack until all spiders
are slain. The spiders are spread out over the caverns entire length, so
weapons of mass destruction (e.g., cloudkill) wont kill more than 1d6
of them, unless such a spell is cast in dangerously close proximity to the
party. Various nests and hundreds of eggs festoon the cavern. One PC
working for 2 hours might clean it out; if the cavern is not cleared of eggs,
the spider population recovers at a rate of 15 per month. If the nests are
cleared, add a story award of 500 XP to the encounter experience.
Development: Clearing out the cavern draws the denizens of Areas
6A3 through 6A5 to the cavern. The remaining spiders and the retriever
(from Area 6A5) attack the PCs while they are burning the nests. The
Spider Queen remains in her lair above but supports her attacking spider
pets with spells (see below). These spiders have no treasure.
GM Note: PCs can access this level by using the teleportal from Level
3A, Area 3A10.
GIANT SPIDERS (35)
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary, Spider,
Giant)

CR 1

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6A2. Empty Caves

ALDETH THE SPIDER QUEEN


XP 12,800
Female human spider-thing wizard 12
NE Medium humanoid (augmented human)
Init +8; Perception +18
Aura despair (30 ft., 12 rounds/day)

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.

AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5


natural)
hp 81 (12d6+24 plus 12)
Fort +6 (+8 vs. spider venom); Ref +8; Will +10
Defensive Abilities evasion; DR 5/magic

6A3. The Spider Bridge (CR 7)

Speed 30 ft., climb 20 ft.


Melee bite +10 (1d4 plus poison) or +2 dagger +12/+7
(1d4+2/1920)
Special Attacks hand of the apprentice (+10, 7/day)
Spells Prepared (CL 12th; ranged touch +10)
6thcircle of death (DC 20), mass suggestion (DC 22)
5thdominate person (DC 21), feeblemind (DC 21), wall of
force
4thconfusion (DC 20), greater invisibility, solid fog, stoneskin
3rddisplacement, gaseous form, haste, slow (DC 17),
stinking cloud
2nddarkness, invisibility, protection from arrows, see
invisibility, web
1stcharm person (DC 17), disguise self, obscuring mist, ray
of enfeeblement, shield
0 (at will)dancing lights, daze (DC 16), read magic,
resistance

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.

6A4. The Lair of the Queen


(CR 13, 14 if Boris is present)
This area marks the entrance to the lair of the Spider Queen, Aldeth.
She does not bargain with intruders, especially those who have slain
her spiders, whom she considers her children. Aldeth, a human wizard,
has long served the goddess. The Spider-Goddess blessed Aldeth
with several mutations, including chitinous skin and a poisonous
bite. The Spider Queen employs wererats as spies; they are very
loyal to her. She despises all worshipers of Hecate and preferentially
targets any PC devoted to that deity. (Hecate cursed and destroyed
Aldeths sister, Akbeth.) Aldeth developed an affinity with spiders
and can communicate with them. All spiders that can hear her voice
immediately obey her every command. She is currently tended by 12
giant spiders. If Boris the retriever has not yet been encountered, it
enters through the west cave entrance 2 rounds after the PCs land on
the bridge. Aldeth hides as the PCs approach, casting spells from her
hiding place. Her other servants, 8 wererats (in rat form), sneak along
the ground until they are in the partys midst, change into hybrid form
and attack.

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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Poison (Ex) Biteinjury; save Fort DC 19; frequency 1/round


for 4 rounds; effect 1d3 Con damage; cure 1 save. The save
DC is Constitution-based in includes a +2 racial bonus.
Spider Skin (Ex) The Demon Queen of Spiders blessing
gifts Aldeth with a thick, chitinous hide that adds +5 to her
natural AC and grants her DR 5/magic.
GIANT SPIDERS (12)
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary, Spider,
Giant)

CR 1

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.

6A5. Demon Spider Nest (CR 11)


The Spider Queens pet retriever, Boris, lives here. It attacks all nonspider, non-wererat, non-Queen beings it sees. It fights until slain or until
Aldeth tells it otherwise. Aldeth uses the retriever to keep this area clear
of those things that would prey on her pet spiders, and most monsters
in the adjacent few levels know this and are afraid. The retriever cannot
leave this area, as it is too large to successfully negotiate any of the exit
tunnels.
BORIS THE RETRIEVER
CR 11
XP 12,800
hp 137 (Pathfinder Roleplaying Game Bestiary, Retriever)
Tactics: Boris shoots all 4 eye beams (2 per round for rounds 1 and 2)
before closing to attack. Boris uses its eye beams every 6th and 7th round
thereafter. Anyone grabbed loses all Dexterity and shield bonuses and is
attacked with all 4 claws until slain.

6A6. The Wizards Crypt and


Psychic Surprise (CR 8)
A 20- ft.-high pyramid of black stone constitutes the southern portion
of this cavern. Runes and writings cover the pyramids entire surface. The
ominous script, written in Draconic, reads as follows:
MeNak has gone into the void
Enter his tomb and be destroyed.
Beware intruders who disturb MeNaks rest;
You are not welcome, do not molest,
Nor enter to respects be paid
You are not welcome at this grave.
Pyramid ensorcelled tomb
MeNak has warned thee of thy doom!
This pyramid, the crypt of a long-dead wizard, is protected to prevent
theft of the treasures within. Accessing the tomb requires astral or ethereal
projection, as there is no mundane entrance. The 3-ft.-thick stone of which
the pyramid is constructed resists magic and has hardness 15 (500 hp) and
SR 30. The crypts protective features once included a temporal stasis
spell, but an intellect devourer triggered that trap when attempting to
enter the tomb astrally and has been stuck in the stasis field ever since. Any
PC entering the crypt releases the intellect devourer from its confinement.
Battle then commences on the ethereal plane.

Note: If a creature ceases to be ethereal when inside the tomb and


cannot immediately reassume that state, it is forever trapped within the
crypt!
INTELLECT DEVOURER
CR 8
XP 4,800
hp 84 (Pathfinder Roleplaying Game Bestiary, Intellect
Devourer)
Tactics: The intellect devourer is just as surprised as the PC who
entered the tomb and triggered its release. Locked in stasis for over three
years, the intellect devourer is caught unaware during the first round
of combat. Following the first round, the intellect devourer uses daze
monster every round until all PCs are stunned. It then uses its body thief
ability to take control of a physically powerful character. If directly
engaged in melee, it becomes invisible and retreats, repeating the blast/
eat scenario. It does not willingly engage an opponent who is not dazed
or confused.
Treasure: The tomb contains a gold circlet set with a diamond (worth
3,300 gp), a robe of eyes, an arcane scroll of 5 spells (CL 16th; antipathy,
dismissal, fear, reverse gravity and wall of iron), a tome of clear thought
+2 and a periapt of wound closure. The intellect devourer carries a journal
(written in his native tongue which requires a comprehend languages spell
to translate) that contains a brief description of Level 6providing a clue
as to the one-and-only hidden entrance to Level 7. The intellect devourers
alien text can be roughly translated as follows:
Had wet day after silly swim from home. Found odd fungus things
near path over water made by man-things. One was time changer for
man-things. Very dangerous. Need new entrance to home to avoid
swim wet, but man-things and dead-man things no find home because
of swim wet. Mazes confuse one bunch of man-things, and they swim
past ball of light, find home. Brains small, but taste good. No more
man-things find home, so me go get some to eat. Find strange manthing of stone; will look into stone-thing to see power within. Must
look inside.

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The rest is either undecipherable code, gibberish or unimportant. GMs


should note that the above describes in great detail Areas 613 through
15. The pool on Level 6, Area 615, is the only entrance to Level 7.

6A7. Nadrojs Tomb


(CR 2, unless Nadroj is present)
Though difficult to locate, the secret entrance, if found, leads to a small room
containing a stone sarcophagus. The secret door opens by sliding up. Opening
the stone sarcophagus requires a successful DC 20 Strength check. A wealthy
and exceedingly evil merchant-prince paid a high price to be entombed here.
His soul lingers elsewhere. He is otherwise known as Nadroj the spectre and
lives on Level 4 of this dungeon. Other than the difficult-to-find entrance, there
are no traps or monsters in this crypt. This should terrify the PCs.
Note: If this tomb is robbed by the PCs, Nadroj is permanently
destroyed if he is subsequently slain on Level 4. Conversely, if Nadroj
was previously slain by the PCs, he is here at full strength.
Secret Trap Door: 2 in. thick; hardness 5; hp 20; Perception
DC 20; Break DC 20; Disable Device DC 20.
Treasure: Hidden in a secret compartment in the crypt is an arcane
scroll of 3 spells (control weather, ethereal jaunt and prismatic wall, CL
16th). The crypt contains jewelry worth 1,300 gp (a gold and sapphire
necklace, a ring and broach). Nadrojs corpse wears a headband of
inspired wisdom +2.

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Secret Wooden Compartment: 2 in. thick; hardness 5; hp 20;
Perception DC 30; Break DC 20.

6A8. The Cathedral Cave


This cave has a very high ceiling, arching higher than torchlight can
illuminate. The cavern is immense, containing a large lake where a
river slows to flow around a central island. From the island, two huge,
natural stone columns, each fully 70 ft. thick at the base, ascend into the
darkness above. This island (Area 6A9) is home to 3 trolls (see below).
The river runs from Level 3 above, down to Level 10A. Any creature
attempting to swim to Level 10A must succeed on a DC 15 Swim check
(see the Pathfinder Roleplaying Game Core Rulebook, Environment,
Drowning, for additional information). Drowned creatures are dead on
arrival at Level 10A.

6A9. The Naughty Trolls


(CR 11)
These trolls are very intelligent (as trolls go) and use several magical
goodies acquired over the years. These items make them far more
dangerous than ordinary trolls.
GM Note: Do not treat these trolls as normal. Read their statistics
and magic items very carefully before running this encounter. The
naughty trolls are old, wise, and very cunning. If overmatched they try
to escape to fight later (actually, they hunt for the party almost anywhere
in the dungeon) and neither die stupidly nor fight to the death if they see
they are losing.
GURANG, THE SPEEDY TROLL
XP 4,800
Male river troll fighter 4 (Pathfinder Roleplaying Game
Bestiary, Troll)
CE Large humanoid (aquatic, giant)
Init +7; Senses darkvision 60 ft., low-light vision, scent;
Perception +10

CR 8

WARASCH, THE SNEAKY TROLL


XP 4,800
Male river troll rogue 4 (Pathfinder Roleplaying Game
Bestiary, Troll)
CE Large humanoid (aquatic, giant)
Init +8; Senses darkvision 60 ft., low-light vision, scent;
Perception +20

CR 8

AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5


natural, 1 size)
hp 119 (6d8+4d8+70 plus 4); regeneration 5 (acid or fire)
Fort +13; Ref +10; Will +6
Defensive Abilities evasion, trap sense +1, uncanny dodge;
Resist fire 10
Speed 30 ft., swim 40 ft.
Melee bite +13 (1d8+7), 2 claws +14 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+10), rogue talent
(weapon focus), sneak attack +2d6
Str 24, Dex 18, Con 25, Int 6, Wis 13, Cha 4
Base Atk +7; CMB +15; CMD 30
Feats Dodge, Improved Initiative, Iron Will, Skill Focus
(Perception), Skill Focus (Stealth), Weapon Focus (claw)B
Skills Intimidate +10, Perception +20, Stealth +24, Swim +15
Languages Giant
SQ amphibious, rogue talent (fast stealth), trap finding (+2)
Gear ring of minor energy resistance (fire, included above),
cloak of chameleon power (as ring, included above)
CR 9
ZOOLBING, THE SCARY TROLL
XP 6,400
Advanced male river troll fighter 4(Pathfinder Roleplaying
Game Bestiary, Troll)
CE Large humanoid (aquatic, giant)
Init +7; Senses darkvision 60 ft., low-light vision, scent;
Perception +12

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AC 24, touch 12, flat-footed 21 (+3 Dex, +5 natural, +7 shield,


1 size)
hp 183 (9d8+4d10+117 plus 4); regeneration 5 (acid or fire)
Fort +19; Ref +7; Will +5 (+6 vs. fear)
Defensive Abilities bravery +1

AC 19, touch 13, flat-footed 15 (+3 Dex, +1 dodge, +6


natural, 1 size)
hp 133 (6d8+4d10+80 plus 4); regeneration 5 (acid or fire)
Fort +17; Ref +6; Will +8 (+9 vs. fear)
Defensive Abilities bravery +1

Speed 30 ft., swim 40 ft.


Melee bite +19 (2d6+10), claw +19 (1d6+10 plus rust)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+15)

Speed 40 ft., swim 40 ft.


Melee bite +15 (1d8+8), 2 claws +15 (1d6+8)
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 +8; CMB +17; CMD 31
Feats Cleave, DodgeB, Improved Initiative, Improved Natural
ArmorB, Intimidating Prowess, Iron Will, Power AttackB, Skill
Focus (Perception)
Skills Acrobatics +3 (+12 jumping), Intimidate +13,
Perception +10, Swim +16
Languages Giant
SQ amphibious, armor training 1
Gear boots of striding and springing, ring of great will +4 (+4
on Will saves, included above)

Str 30, Dex 16, Con 28, Int 8, Wis 9, Cha 4


Base Atk +10; CMB +21; CMD 34
Feats CleaveB, Improved Initiative, Improved Iron Will,
Improved Natural Attack (bite), Intimidating Prowess,
Iron Will, Power AttackB, Skill Focus (Intimidate), Skill Focus
(Perception), Tower Shield ProficiencyB, Vital Strike
Skills Intimidate +19, Perception +12, Swim +10
Languages Giant
SQ amphibious, armor training 1
Gear +3 tower shield, belt of giant strength +4, gauntlet of
rust, key to iron box
Tactics: Gurang immediately engages the PCs at close range using
his great speed. He attacks one opponent only until his strong brother
Zoolbing catches up and helps him. They then gang-attack one PC until
the opponent falls. Meanwhile, Warasch sneaks around behind the PCs
and attacks lightly armored individuals, preferentially spellcasters, from
the rear. Zoolbing uses his gauntlet and shield against all armored foes,
dropping the shield to directly engage those opponents not wearing metal.

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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.

6A10. The Troll Bridge


Visible just four inches below the waters surface, large stones look as
though someone had deliberately placed them there, creating a path of
stepping stones leading to the island. Crossing the stones requires a DC 5
Dexterity check to avoid falling into the river.

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Level 7:
The Gates of Hell

This extraordinarily difficult level houses a clan of encephalon gorgers


and its kennel of hell hounds. The level also provides the only entrance to
the Portal of Darkness (Level 13), which itself leads to the central power
source for the entire dungeon: The Den of the Master (Level 15). As such,
Level 7 functions as a testing ground for PCs: no party should proceed
deeper into the dungeon if it cannot first survive the Gates of Hell.
The encephalon gorgers use this levels most unique feature, the
teleportals, to quickly traverse the areas twisting passages and tunnels.
Due to the encephalon gorgers solitary and secretive nature and because
the other dungeon denizens fear these treacherous creatures, many rooms
remain empty. The map of this level is shown in Map RA7.

Difficulty Level: 12 (unless otherwise indicated)


Entrances: Water tunnel from Level 6
Exits: Secret staircase to Level 13; river tunnel to Level
11A; chute to Level 12
Wandering Monsters: Check once every 60 minutes
on 1d20:
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GELATINOUS CUBE
CR 3
XP 800
Hp 50 (Pathfinder Roleplaying Game Bestiary, Gelatinous
Cube)

71. Entrance Chamber


Swimming through the pool of water on Level 6, PCs emerge here.
This caves atmosphere is surprisingly warm and dry; a stiff gust of hot air
blows from Area 73.

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

Detection: Characters detect great evil in Area 714


and down the staircase in Area 718.
Shielding: The crypt in Area 718 is shielded. No
magic, aside from the secret door located there,
functions in this area. Due to the inherent evil of
this level, clerical spells above 2nd level cannot be
recovered while resting.
Standard Features: Most surfaces of the level are of
cut stone; all the footing, except where noted, is
even. Though few creatures from the other levels ever
venture to the Gates of Hell, rats are ever-present.
Secret Doors: Unless otherwise noted, all secret doors
have a DC 20 Perception check to locate.
The River and Swimming: The channel leading to Level
11A is swift and deep, and it is nearly impossible to
swim against this current (DC 35 Swim check). Travel
upstream leads to a subterranean river and drops
further underground. Running beside the channel, a
3-foot-wide path cut into the rock allows PCs safe,
single-file passage.

72. Empty Rooms


The occasional piece of junk clutters the otherwise empty areas marked
72. GMs should spice up each of these areas with various minor additions
such as pieces of furniture, a unique feature such as pock-marked floors,
or a minor item with no relative value such as a brass brazier with redhot coals. GMs should also roll a wandering monster check each time
characters enter a room labeled 72.
However, Area 72a differs from the areas marked 72 by having
three crawlspaces that diverge from iteach crawlspace no more than
three feet high and two feet wide. Small creatures can traverse the narrow
passages by crouching or crawling; Medium creatures must succeed on
a DC 20 Escape Artist check to negotiate the twisting tunnels without
getting stuck. Once stuck, the PC may attempt another DC 20 Escape
Artist check to become unstuck. A PC can always attempt to take 20 to
become unstuck; however, should they choose to do so, a few dire rats
arrive in the middle of the attempt and begin feeding on the helpless PC,
spoiling the attempt. Large creatures cannot pass through the crawlspaces.

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73. The Warm Room


This room radiates a strange, magical heat, creating the warm breeze
felt in Area 71. A red glow emanates from Area 74.

74. The Gates of Hell (CR 16)


A huge iron gate dominates the eastern end of this chamber. The gate is
locked (see below); the bars, set three inches apart, are fully 4 inches thick.
Carvings of demons and devils and infernal inscriptions appropriately
adorn the gate.
Behind the gate, Revirax the giant abyssal 3-headed hell hound stands
poised to attack anyone other than an encephalon gorger who approaches
within range of his breath weapon. The gate provides improved cover to the
hell hound, which fights to the death to prevent passage through the gate.
The monstrous hound can open and close the gates by mental command. It
pursues those that disturb it, though never straying far from the gates. This
beast was created by Orcus avatar in the dungeonthe Master.

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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

Skills Intimidate +24, Perception +36, Stealth +26, Survival +26


(+34 tracking by scent); Racial Modifiers +4 Perception, +4
Stealth, +8 Survival tracking by scent
Languages Abyssal, Common, Draconic, Fiendish
(understands, but cant speak)
Breath Weapon (Su) Each head can use Reviraxs breath
weapon once every 2d4 rounds.
Fiery Bite (Su) Reviraxs bite attack inflicts an extra 1d10
points of fire damage. On a successful critical hit, this
damage increases to 2d10 fire damage.
Heated Iron Gates of Hell: hardness 10; hp 60; Break DC 25;
Disable Device DC 25. In addition, the gates are treated as if
under the permanent effects of a heat metal spell, inflicting
2d4 points of fire damage per round to all who touch it
including those trying to pick the lock or break the bars. This
effect cannot be dispelled.

AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, 2 size)


hp 247 (26d10+104)
Fort +14; Ref +16; Will +15
DR 15/good and magic; Immune fire; SR 27
Weaknesses vulnerability to cold
Speed 60 ft.
Melee 3 bites +33 (3d8+8/1920 plus 1d10 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (30 ft. cone, 5d6 fire
damage, Reflex DC 27 half, usable every 2d4 rounds), fiery
bite
Str 26, Dex 13, Con 18, Int 6, Wis 10, Cha 6
Base Atk +26; CMB +36 (+38 to sunder); CMD 47 (49 vs.
sunder, 51 vs. trip)
Feats Bleeding Critical, Cleave, Critical Focus, Great Cleave,
Great Fortitude, Improved Critical (bite), Improved Great
Fortitude, Improved Initiative, Improved Sunder, Power
Attack, Skill Focus (Perception), Snatch, Weapon Focus (bite)

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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level 7

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:









75A west leads to 75C


75A east leads to 75E
75B north leads to 75D
75B south leads to 75A
75C north leads to 75E
75C south leads to 75B
75D south leads to 75F
75E northwest leads to 75B
75E southeast leads to 75C
75F southeast leads to 75A

76. The River Path


This 10-foot-deep river and the 3-foot-wide riverbank path that parallels
it wind down several hundred feet to Level 11A. There are no encounters
along this footpath, and PCs may pass safely by traveling single file and
moving no faster than a hustle. PCs falling into the water are quickly
carried downstream to Level 11A. A PC who is a fantastic swimmer and
succeeds on a DC 35 Swim check can reach the shore before being swept
away. Consult the rules for drowning (see the Pathfinder Roleplaying
Game Core Rulebook, Environment, Drowning, for additional
information) for any PC carried along by the current.

77. The Encephalon Gorger


Shrine (CR 17)
Black and red veins streak the polished stone that constitutes this large
temples floors and walls. Twelve pillars of the same veined stone display
grotesque and abstract carvings. Against the west wall, three wide marble
steps lead to a dais that supports a stone pedestal with three gold panels
(see Magic Panel Trap below). This shrine, sacred to the encephalon
gorgers, is their unholy place of dark worship. The shrines iron door is
lockedbolted from the inside.
Locked Iron Door: hp 30; hardness 15; Break DC 35; Disable
Device DC 40.
Currently, 6 encephalon gorgers, led by their priest, Gilth, are
performing a Ritual of Melding, whereby they commune psychically to
enhance their power. Any disturbance outside the door disrupts this unholy
ritual, thoroughly enraging the encephalon gorgers who immediately
prepare for battle.
CR 8
ENCEPHALON GORGERS (6)
XP 4,800
hp 65 (Frog God Games The Tome of Horrors Complete,
Encephalon Gorger)
GILTH
CR 18
XP 51,200
Male encephalon gorger disciple of Orcus 11(Frog God
Games The Tome of Horrors Complete, Encephalon
Gorger; see Appendix B)
LE Medium aberration (extraplanar)

Init +8; Senses darkvision 120 ft., mindsense, see in magical


darkness; Perception +30
AC 23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1
dodge, +6 natural)
hp 168 (10d8+11d8+63); fast healing 5
Fort +12; Ref +12; Will +20
Defensive Abilities deaths embrace, mind screen; Resist
cold 10

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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Adrenal Surge (Ex) Twice per day, an encephalon gorger


can create an effect on itself equivalent to a haste spell
(caster level 10th).
Mindfeed (Su): If an encephalon gorger begins its turn
grappling an opponent, it can attempt to suck its brain fluid
with a successful grapple check. If it pins the foe, it drains
cerebral fluid, dealing 1d4 points of Intelligence drain each
round the pin is maintained. On each successful mindfeed
attack, the encephalon gorger gains 5 temporary hit points.
This ability does not work against nonliving creatures or
creatures without a central brain mass. The encephalon
gorger must be able to reach the head or neck of the
target creature to use this ability.
Mindsense (Su) As a move action, an encephalon gorger
can gauge the relative intelligence level of any creature
within 60
feet as follows: unintelligent, animal (Int 12), low (38),

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average (812), high (1316), genius (1720), or supra-genius


(21+).
Mind Screen (Ex): The mind of an encephalon gorger is an
alien and dangerous place. Should a creature attempt
to scan the mind or read the thoughts of an encephalon
gorger (with detect thoughts, telepathy, or the like), it
must make a successful (DC 20) Will save or be driven
permanently insane (as by an insanity spell, caster level
15th); if the save succeeds, the creature is instead confused
(as the spell) for 1d4 rounds. The save DC is Intelligencebased.
* Pathfinder Roleplaying Game Advanced Players Guide

Tactics: As soon as the encephalon gorgers detect intruders trying to


enter the temple, they position themselves 40 ft. from the door. Then,
depending on how long it takes the PCs to break through the door, the
encephalon gorgers take the following actions:
Round 1: Encephalon gorgers take up position; Gilth casts shield of
faith.
Round 2: The encephalon gorgers each use mindsense to determine the
size of the invading party; Gilth casts entropic shield.
Round 3: The encephalon gorgers concentrate using mindsense to
determine the number and strength of the minds beyond the door; Gilth
casts magic circle against good.
Round 4: The encephalon gorgers activate adrenal surge. Gilth casts
resist energy (fire).
When the door opens, assuming that they have prepared themselves as
above, the encephalon gorgers hit the PCs as follows:
Each of the encephalon gorgers moves to attack a foe entering the
room, working in pairs. One encephalon gorger attacks and attempts to
grapple, while the other in the pair performs an aid another action to assist
on the grapple attack.
Gilth casts bane.
For the remainder of combat, the encephalon gorgers keep attacking
with their claws and making grapple checks. Encephalon gorgers who
performed aid another actions the first round jump into the fray in the
second round, hoping to get some yummy brain juice; Gilth uses his wand
and magic for as long as possible.
If the PCs penetrate the door without alerting the encephalon gorgers,
the encephalon gorgers immediately act as listed above starting with
round 4s tactics, but Gilth first casts shield of faith. Encephalon gorgers
target fighters and clerics before more lightly armored foes; they consider
Joe Platemail III more dangerous than his wizard friends (due to their
spell resistance).
Treasure: Each encephalon gorger carries 10 to 20 pp; Gilth wears
his gold torque and carries his wand of searing light. Hidden within the
pedestal is a ring of wizardry III.
CR 10
MAGIC PANEL TRAP
XP 9,600
Type magic; Perception DC 30; Disable Device DC 35
Trigger touch; Reset none
Effect spell effect ([see below] target is stunned, and must
make a DC 25 Will save or lose 1 point of Intelligence)
Note: To access the ring of wizardry III, PCs must press the three
gold panels in the correct order (from left [A] to right [C]): B, A, C, B.
Deviating from this orderfor instance, pressing panel A first or pressing
B then Ctriggers a blast of red light from the pedestal. Any PC within 30
ft. of the pedestal must succeed on a DC 20 Will save or fall unconscious
for 1d4 hours and lose 1 point of Intelligence permanently. This magical
trap cannot be disabled, although a rogue may detect the presence of a
trap with a successful Perception check. Additionally, with a successful
Disable Device check, that rogue might be able to tell that something very
bad will happen if the panels are not pressed in the correct order. Short of
a divination spell, there is no way to determine the buttons correct order.
The panels trap cannot be dispelled.

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.

78. Secret Staircase


Seemingly a simple, empty room, even the secret door to the west
discovered on a successful DC 25 Perception checkappears ordinary.
Once discovered, however, it becomes clear that this is no ordinary
secret door. Upon finding the door, the PCs discover a secret keyhole, but
there is absolutely no way to get this door open without the key from Area
712. No magic can destroy or bypass this door, and the lock cannot be
picked. Once opened, the door reveals a staircase stretching down into the
darkness, leading eventually to Level 12, Area 121.

79. The Basin of the Mind


Against the western wall of this otherwise empty chamber is a 10-footwide, 5-foot-deep pool of still, black water. The water gives off a faint,
minty odor. A PC touching the water with bare skin feels a slight burn,
as if exposing an open cut to a mildly acidic juice. The water radiates
moderate abjuration magic.
Any PC who tastes the water finds it refreshing and delicious and must
succeed on a DC 20 Will save to avoid gulping down a full quart of the
stuff. Immediately casting either a successful dispel magic (CL 15th)
or a remove curse can cure the afflicted PC of his desire to drink. After
consuming the water, the PC must succeed on a DC 25 Fortitude save or
be cursed with a 4 to all subsequent Will saves. This curse can only be
broken with a remove curse, miracle, wish, or limited wish.
On the other hand, if a PC removes all armor and/or clothing and
immerses himself fully in the stinging water, he receives full immunity to
all karmic tempest attacks (see below) for the next week. Unaware of this
benefit, the PC notices only a strong tingling sensation in his scalp for the
next 20 minutes.

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710. The Kennel (CR 12)


These small, interconnected chambers house the encephalon gorgers
litter of hell hounds. Twenty-one beasts roam the five rooms, attacking
anyone who sets foot in the northernmost chamber. The final, southernmost
chamber is the lair of the den mothera large, 8 HD hell hound that only
joins combat should it progress beyond the first room.
The hell hounds have no treasure.
HELL HOUNDS (21)
CR 3
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Hell Hound)
DEN MOTHER
XP 2,400
Female advanced hell hound (Pathfinder Roleplaying
Game Bestiary, Hell Hound)
LE Large outsider (evil, extraplanar, fire, lawful)
Init +6; Senses darkvision 60 ft., scent; Perception +13

CR 6

AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, 1 size)


hp 92 (8d10+48)
Fort +12; Ref +8; Will +6
Immune fire
Weaknesses vulnerability to cold
Speed 40 ft.
Melee bite +14 (2d6+10 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (10 ft. cone, 2d6 fire, Reflex

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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)

711. Entrance to the Slave Pits


(CR 8)
This room is empty. A half-hexagon shape extends from floor to ceiling
along the middle of the north, east and west walls. While there is nothing
interesting or special about the north or east walls, the west walls trapped
secret door leads to a series of small, hexagonal-shaped rooms, each with
its own trapped secret door, as follows:
When Area 711As door is opened, a poisoned crossbow bolt is fired
from Area 711As eastern wall, striking the first PC in its path.
When Area 711Bs door is opened, a poisoned crossbow bolt is fired
from Area 711Bs southern wall, striking the first PC in its path.
While Area 711Cs door is not trapped, there is a pressure plate on
the floor directly beyond the threshold. When the plate registers 20 footpounds of pressure, a poisoned crossbow bolt is fired from the northern
wall of Area 711C, striking the first PC in its path.
When Area 711Ds door is opened, a deadly, poisonous gas is
released.
All the secret doors require a successful DC 25 Perception check to
discover.
POISONED CROSSBOW BOLT TRAP
CR 5
XP 1,600
Type mechanical; Perception DC 25; Disable Device DC 25
Trigger location; Reset manual
Effect Atk +12 ranged (1d8 plus purple worm poison/1920)
Purple Worm Poisoninjury, save Fort DC 24, frequency
1/round for 6 rounds, effect 1d3 Str damage, cure 2
consecutive saves)
CR 7
POISON GAS TRAP
XP 3,200
Type mechanical; Perception DC 25; Disable Device DC 25
Trigger location; Reset repair
Effect poison gas; multiple targets (all targets in a 5 ft. by
5 ft. area directly in front of the door); never Burnt Othur
Fumesinhaled, save Fortitude DC 18, frequency 1/round
for 6 rounds, effect 1 Con drain/1d3 Con damage, cure 2
consecutive saves
Area 711D contains an eight-foot-diameter circular chute that
descends 40 ft. at a 70-degree angle to Area 1238.

712. Pillars of Sacrifice


A PC succeeding on a DC 25 Perception check to search in this area
reveals the secret door leading to Area 712. This room contains four
thick but unremarkable stone pillars. Painted in the center of the floor is a
six-foot-diameter yellow circle ringed in red. PCs closely examining the
western pillar and succeeding on a DC 20 Perception check notice a small,
carved relief in the shape of a key.

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.

713. Doors and Exits


Each of the four, equidistant alcoves in this empty, circular chamber
contains a heavy, unlocked iron door, cool to the touch. Listening at
the doors, PCs succeeding on a DC 15 Perception check hear a strange,
moaning wind. Opening the doors reveals a curtain of silvery mist. PCs
can see nothing beyond the mist. A PC extending his hand or other body
part through the ephemeral curtain feels only cool, dry air.
These doorways, one-way teleportals that function like those in Area
75, lead to separate locations, as follows:
North: To the island lair of the dragon, Aragnak, as described in the
wilderness section.
West: Forty miles into the eastern desert, near the Pit of Despair
adventure detailed in Demons and Devils by Necromancer Games.
South: To Area 3A10.
East: To the basement of the Fortunes Fool casino in Bards Gate,
detailed in the Bards Gate supplement by Necromancer Games.

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714 The Hall of the Overmind


(CR 18)
PCs can reach the Hall of the Overmind by one of two steep, stone
stairwells that ascend through the floor of this enormous, arena-like
chamber. The stairwells, 5 ft. wide and 20 ft. long, end at a landing that
is flush with the floor of the hall itself. The ceiling arches 30 ft. above the
polished, stone floor, and 2 enormous braziers, both 10 ft. in diameter,
burn brightly at the north end of the great hall. In the center of the chamber,
surrounded by 15-foot-high stone pillars, is the pool of the Overmind, the
bodiless, sentient soul of the encephalon gorgers.
Presently, 10 encephalon gorgers and 8 morlock slaves attend to the
Overminds needs. Only encephalon gorgers or their slaves may enter this
sacred place. The Overmind automatically recognizes the identity (that is,
encephalon gorger or otherwise) and intent of anyone setting foot on the
stairs and immediately warns its minions telepathically of approaching
danger. Once alerted, the encephalon gorgers spring into action.
Tactics: First, the morlocks position themselves, four to a stairwell,
to block the chambers entrances. Meanwhile, the encephalon gorgers,
divided evenly, position themselves 30 ft. behind the morlocks. While
waiting for the intruders, the Overmind scans the minds of the PCs and
relates their strength and numbers to the encephalon gorgers. Once the
PCs reveal themselves, the morlocks attack with their battleaxes, while
the encephalon gorgers use their karmic tempest ability (Morlocks are
immune to the karmic tempests effects.) The encephalon gorgers
tactics: keep the morlocks between themselves and the PCs for as long as
possible, and wear the PCs down with wave after wave of mental blasts.
If necessary, the encephalon gorgers retreat to within the circle of pillars
surrounding the Overmind (see The Overmind below). Although an

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encephalon gorger normally abandons companions and treasure alike if


its own life seems threatened, no encephalon gorger leaves the hall alive
until all intruders are slain. Trulyits a fight to the death!
ENHANCED ENCEPHALON GORGERS (10)
CR 9
XP 6,400
Male or female encephalon gorger (Frog God Games The
Tome of Horrors Complete, Encephalon Gorger)
LE Medium aberration (extraplanar)
Init +7; Senses darkvision 60 ft., mindsense; Perception +21
AC 24, touch 18, flat-footed 20 (+4 deflection, +3 Dex, +1
dodge, +6 natural)
hp 65 (10d8+20); fast healing 5
Fort +5; Ref +6; Will +9
Defensive Abilities mind screen; Resist cold 10

AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1


natural)
hp 75 (3d10+5d10+24 plus 8)
Fort +8; Ref +10; Will +6 (+7 vs. fear)
Defensive Abilities bravery +1; Immune disease, poison,
psychic energy
Weaknesses light blindness
Speed 40 ft., climb 30 ft.
Melee+1 battleaxe +15/+10 (1d8+10/x3)
Special Attacks leap attack, sneak attack +1d6, swarming,
weapon training (axes +1)

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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MORLOCK SLAVES (8)


CR 5
XP 1,600
Male or female morlock fighter 5 (Pathfinder Roleplaying
Game Bestiary, Morlock)
NE Medium monstrous humanoid
Init +4; Senses darkvision 120 ft., scent; Perception +12

Adrenal Surge (Ex) Twice per day, an encephalon gorger


can create an effect on itself equivalent to a haste spell
(caster level 10th).
Karmic Tempest (Su) An enhanced encephalon gorger
can emit a blast of psychic energy in a 45 ft. cone. Living
creatures within the area (excluding other encephalon
gorgers, morlocks, or the Overmind) must succeed on a DC
20 Will save or be stunned for 2d4 rounds. This ability is mindaffecting, and the save DC is Charisma-based.
Mindfeed (Su): If an encephalon gorger begins its turn
grappling an opponent, it can attempt to suck its brain fluid
with a successful grapple check. If it pins the foe, it drains
cerebral fluid, dealing 1d4 points of Intelligence drain each
round the pin is maintained. On each successful mindfeed
attack, the encephalon gorger gains 5 temporary hit points.
This ability does not work against nonliving creatures or
creatures without a central brain mass. The encephalon
gorger must be able to reach the head or neck of the
target creature to use this ability.
Mindsense (Su) As a move action, an encephalon gorger
can gauge the relative intelligence level of any creature
within 60 feet as follows: unintelligent, animal (Int 12), low
(38), average (812), high (1316), genius (1720), or supragenius (21+).
Mind Screen (Ex): The mind of an encephalon gorger is an
alien and dangerous place. Should a creature attempt
to scan the mind or read the thoughts of an encephalon
gorger (with detect thoughts, telepathy, or the like), it
must make a successful (DC 20) Will save or be driven
permanently insane (as by an insanity spell, caster level
15th); if the save succeeds, the creature is instead confused
(as the spell) for 1d4 rounds. The save DC is Intelligencebased.

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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The Overmind: Also known as the elder-brain, the wholly evil


Overmind is a five-foot-wide, five-foot deep pool of briny fluid containing
the brains of this communitys dead encephalon gorgers. Any non-evil
being passing between the pillars that surround the Overmind must
succeed on a DC 30 Will save or lose 2 points of Wisdom. These points
can be regained either by magical means or with one weeks bed rest in
a good-aligned church and a successful DC 25 Will save. In addition to
the Wisdom drain, the Overmind emits a powerful mind blast that affects
anyone within the pillars perimeter. This attack requires a successful
DC 25 Will save, and, unlike a normal mind blast, instead of stunning its
victims the blast knocks them unconscious for 4d10 minutes.
The Overmind enjoys immunity to fire, electricity, cold, magic missiles
and acid, and it cannot be harmed by physical attacks. Touching the
Overmind conveys a lethal shocking grasp attack for 1d8+20 points
of electricity damage; DC 20 Fortitude for half damage. This attack
automatically repeats every round that a PC remains in physical contact
with the Overmind, no matter how slight.

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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).

715. The Ziggurat of Faith (CR 8)


The short passage widens, becoming a narrow chamber, faced on
the north by three steps, each five feet high, five feet wide and of
diminishing lengths. On the topmost step, just visible through the gloom
at the center of a yellow glow, a pedestal supports a large tome. Carved in
the chambers floor is the legend: Ziggurat of Faith.
Each step is a test. Only a cleric, druid, or paladin of at least 10th level
can attempt the test. PCs of different classes or of insufficient levels suffer
enough temporary Strength damage to reduce them to 1 in that attribute
upon touching the stone stepsno save. Likewise, all magical attempts to
reach the tome (e.g., dimension door, flying) fail. No magic, except that
protecting the tome, functions on or above the steps.
Step One: When an appropriate PC pulls himself onto the step, he
hears a voice in his head. (Note: Only the player controlling the tested PC
should be allowed to hear the voice, for only he can answer the question.
If the player attempts to ask for help from his fellow players, the PC is
thrown from the steps [see Wrong Answers, below].) The voice asks,
Where is the seat of faith: the mind, the soul, or the sword? The correct
answer is, of course, the soul. Speaking the answer aloud permits the
PC to scale the next step.
Step Two: Upon reaching this step, the PC again hears a voice. From
whence is the faithful protected: resistance, forgiveness, or acceptance?
The correct answer is acceptance. (This step operates exactly as step 1.)
Step Three: The final test! This time the PC hears no voice. Instead,
one round after the PCs arrival at the light-enshrouded pedestal and tome,
a skeletal figure wearing chainmail and wielding a black greatsword rises
out of the darkness and steps toward the PC. The PC has two chances
for success: she can disbelieve the creature if she succeeds on a DC 25
Will save or she can do nothing. If the PC successfully saves, the image
disappears. The shimmering light around the pedestal also vanishes,
allowing the PC to take the tome. If the PC does nothing, the blade passes
harmlessly through her, the skeleton vanishes and she may take the tome.
Treat any other responsedrawing a sword or casting a spell as a

wrong answer. There is one exception: clerics or paladins may attempt to


turn the skeletal figure, as this action requires faith.
Note: PCs attempting to grab the tome and run discover that the
shimmering yellow light is a protective field. No physical body can pass
through it, and no magic (e.g., telekinesis) affects the tome inside.
Treasure: tome of understanding +2.
Wrong Answers: The moment a PC delivers a wrong answer, a
powerful telekinetic force hurls the PC from the step to the floor below.
The PC takes 1d6 hp falling damage per step ascended. Once a PC has
given a wrong answer, he may not attempt the Ziggurat of Faith again and
is treated as though he were of the wrong class or level when touching
the steps.

716. Testing Pillars (CR 6)


This cave contains nothing but two stone pillars. Carved on the floor
in Common, a legend reads as follows: Whosoever wishes to take the
test of strength, pass between the pillars. Walking around or behind the
pillars or examining them closely reveals nothing beyond the fact that
they are simple, unadorned stone columns. Any PC who passes between
the pillars, though, immediately vanishes, and all of his belongings
weapons, armor, supplies, jewelryEverything!drops into a heap
between the pillars bases.
The PC awakens in a dreamlike setting. He stands in the middle of a
huge amphitheaters arena. He sees no entrances or exits and thousands of
empty seats. He wears only sandals and leather armor and spots a simple
wooden club at his feet. Sixty feet away, carrying a greatclub in each
hand and glaring with bloodlust in his eyes, stands an ettin. The test is
straightforward: Defeat the ettin armed with your club and your wits or
perish. No magic of any kind functions within the arena. Should the PC
triumph, he finds himself returned to the cave of the testing pillarsnaked
and carrying not his club but a manual of gainful exercise +2. Any wounds
incurred during the battle are quite real and must be healed. Should the
PC lose, his body returns to the cave where he may or may not be healed,
depending on how deadly was the ettins final blow. In any event, that PC
may not attempt the test of strength again. Another may, but only if the
first failed. The pillars reactivate exactly a year and a day after someone
passes the test.
ETTIN
XP 2,400
hp 65 (Pathfinder Roleplaying Game Bestiary, Ettin.)

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717. The Crater Cave (CR 10)


Two tunnels terminate in this enormous cavern: the northern tunnel
descends from the western staircase in Area 714, and the western
entrance is little more than a crawlspace from Area 72a. By whichever
means they arrive, the PCs are greeted by a staggering sight. Rising 65
ft. into the darkness and stretching 40 ft. across and 60 ft. end-to-end is a
massive, oval rock formation containing a vast crater. To reach the interior
crater, however, PCs must first fly up or scale (DC 18 Climb check,
without rope) the sheer cliff face of the rock formation.
Dark, still water fills the crater, rising to within 20 ft. of the craters lip.
The craters interior slopes down sharply to the water and PCs descending
without ropes and climbing gear must succeed on a DC 25 Climb or fall
into the lake. PCs taking the time to investigate might notice, with a
successful DC 25 Perception check, subtle ripples on the surface of the
water, betraying the presence of the dire shark zombie that protects the
secret entrance to Area 718, located at the base of the lake. The water is
45 ft. deep, and there is no hope of either defeating the dire shark zombie
or finding the secret entrance without securing a means to breathe
underwater. Even then, PCs must succeed on a DC 30 Perception check to

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locate the hidden entrancebeneath a large rock (DC 22 Strength check


to lift).
The dire shark zombie attacks PCs 1d3 rounds after they enter the water.

ADVANCED DIRE SHARK ZOMBIE


CR 10
XP 12,800
Advanced dire shark zombie (Pathfinder Roleplaying Game
Bestiary, Shark, Dire, Zombie)
NE Gargantuan undead (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +2
AC 31, touch 9, flat-footed 28 (+3 Dex, +22 natural, 4 size)
hp 210 (28d8+84)
Fort +11; Ref +12; Will +18
DR 5/slashing; Immune undead traits

Secret door: hardness 10; hp 20; Perception DC 20; Disable


Device (n/a).
Within the crypt, against the west wall, is a single stone sarcophagus
the likeness of a great demonic warrior carved on its lid. The sarcophagus
is entirely empty. In the middle of the floor is a secret trap door,
discovered on a successful DC 20 Perception check. The handholds for
this door, however, have long since worn smooth, so a successful DC 25
Strength check is required to pry it open. The trap door opens to reveal
a 5-foot-wide, 50-foot-long sloping passage that ends in a set of rough,
carved stairsstairs lead to Level 13, Area 131.

Speed swim 60 ft.


Melee bite +30 (4d10+13), tail slam +30 (2d8+13)
Space 20 ft.; Reach 20 ft.
Str 36, Dex 17, Con , Int , Wis 10, Cha 10
Base Atk +21; CMB +38; CMD 51
Feats ToughnessB
Skills Swim +21
SQ staggered
Staggered (Ex) Zombies have poor reflexes and can only
perform a single move action or standard action each
round. A zombie can move up to its speed and attack in the
same round as a charge action.

718. Trapped Tunnel, the Stone


Crypt and Stairway to Hell (CR 6)

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Trapped Tunnel. The twisting tunnel narrows briefly to a width of five


feet. The walls of this portion of the tunnel are smooth and manmade. One
hundred foot-pounds of pressure, exerted on the floor between the smooth
walls, activates this deadly trap: two dozen poisoned spears, 12 from
each wall, spring out and impale anyone between the walls!
POISONED SPEAR TRAP
CR 6
XP 2,400
Type mechanical; Perception DC 25; Disable Device DC 25
Trigger location; Reset automatic
Effect Atk +20 melee (1d4+1 shortspears, 1d8+3 plus
deathblade poison/ x3)
Deathblade Poisoninjury, save Fortitude save DC 20,
frequency 1/round for 6 rounds, effect 1d3 Con damage,
cure 2 consecutive saves)
Crypt Room: Painted images of Orcus and his minions slaying
the unfaithful and reigning for an eternity in a fiery abyss adorn the
walls of this square chamber. In the center of the room, a square, stone
crypt bears a painting of a door on each exterior face. The western
painted door resembles a barred gate; the southern painted door, a
solid, iron-bound wooden door; the eastern painted door, a stone door;
and the northern painted door, an iron door. Inscribed above each
door, in Abyssal, is a single word: Abase (west), Thee (south), And
(east), Enter (north). Should anyone kneel before the northern wall
of the crypt and declare his devotion to, reverence for, and awe of
Orcus, a light surrounds the painted portal and a secret door swings
open. There is no other way to open this secret door; it cannot be pried
or jimmied and, as stated earlier, no magic except that of the door
functions in this area.

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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)

7A1. The Entrance


The unlocked and trapless door from Level 3A, room 3A4, opens into
this area.

7A2. Empty Rooms


The occasional piece of junk or debris litters those rooms marked 7A2.
GMs should spice up each of these rooms with various minor additions
such as pieces of furniture, a unique feature such as pock-marked floors,
or a minor item with no relative value such as a brass brazier with red-hot
coals, etc. Also, roll a wandering monster check each time PCs enter a
room labeled 7A2.
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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

1 gelatinous cube (see Area 7A4)


2d6 dire rats
1d3 phase minotaurs (see Area 7A3)
3d6 normal rats
A company of goblin scouts2d4 goblins
accompanied by 1d2 goblin leaders
(see Area 7A6)
No encounter

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

room on this level, except the (better-ventilated) exit


areas.
The ground, level in all areas, offers good footing.
Walls, columns and other features, pockmarked with
numerous handholds and holes, are easy to climb;
PC need only to succeed on a DC 10 Climb check to
scale them unless otherwise noted. Fungus encrusts
this levels natural cavern areas; 20% of the fungus
is edible, while 10% is poisonous (DC 16 Fort save or
take 1d6 Con damage/1d6 Con damage). 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.) Mazes and manmade corridors
are free of fungus.
The River and Swimming: The channel in Area 7A3
runs swift and deep, and no human could possibly
swim against this current; a creature in the water must
succeed on a DC 35 Swim check to keep above water.
PCs wishing to travel upstream (to Area 7A9) must
employ some other means (i.e., water walking or flying).
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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7A3. The Hall of Kazleth (CR 17)


Stalactites and stalagmites accent this large, rubble-filled cavern.
PCs falter through at half their normal movement, but monsters move
normally, having adjusted to the areas condition. A PC engaging in full
movement or running must succeed on a DC 14 Reflex save or fall and
suffers 1d3 points subdual damage. The ceiling is visible, 30 ft. overhead,
and PCs can navigate the rubble without clearing away any material by
following the route highlighted on the map (the dotted line). Finding this
route requires that PCs succeed on a DC 12 Perception check. The fallen
rubble creates a maze-like effect within the cave.
Kazleth the Phase Minotaur King and 12 phase minotaur servitors
make this cave their den. The minotaurs attack immediatelyneither asking
for nor giving any quarter. Kazleth appears two rounds after battle is joined.
PHASE MINOTAURS (12)
CR 6
XP 2,400
Male or female phase minotaur (Frog God Games The Tome
of Horrors Complete, Phase Creature)
CE Large magical beast (augmented monstrous humanoid)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +10
AC 15, touch 9, flat-footed 15 (+6 natural, 1 size)
hp 66 (7d10+28)
Fort +11; Ref +5; Will +4
Defensive Abilities natural cunning
Speed 40 ft.

Melee greataxe +12/+7 (3d6+7/x3), gore +6 (1d4+2)


Space 10 ft.; Reach 10 ft.
Special Attacks ethereal ambush, powerful charge (gore,
2d4+7)
Str 21, Dex 10, Con 19, Int 7, Wis 14, Cha 10
Base Atk +7; CMB +13; CMD 23
Feats Great Fortitude, Improved Bull Rush, Improved
InitiativeB, Power Attack, Weapon Focus (greataxe)
Skills Intimidate +2, Perception +10, Stealth +2, Survival +7;
Racial Modifiers +4 Perception, +4 Survival
Languages Giant
Gear greataxe
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 flatfooted.

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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.

Hey! The Rules Say . . .


Yes, we know that, technically at least, the phase template
that appears in Tome of Horrors Complete cannot be applied to
a minotaur, as the template rules state it can only be applied to
vermin. Sometimes, the Rule of Cool needs to trump the Rules
as Written in the books. If the thought of bending the rules in order
to apply this template is something that seriously bothers you,
please instead consider the phase minotaur as a completely new
creature. The encounter works the same either way.
KAZLETH THE PHASE MINOTAUR KING
CR 16
XP 76,800
Male phase minotaur fighter 11 (Frog God Games The Tome
of Horrors Complete, Phase Creature)
CE Large magical beast (augmented monstrous humanoid)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +12
AC 24, touch 10, flat-footed 23 (+8 armor, +1 Dex, +6 natural,
1 size)
hp 235 (18d10+137)
Fort +22; Ref +12; Will +9 (+12 vs. fear)
Defensive Abilities bravery +3, natural cunning
Speed 40 ft.
Melee +1 vorpal greataxe +30/+25/+20/+15 (3d6+17/1920/
x3), gore +21 (1d4+5)
Space 10 ft.; Reach 10 ft.
Special Attacks ethereal ambush, powerful charge (gore,
2d4+12), weapon training (axes +2, natural +1)

Treasure: The minotaurs have situated several bed-down areas


throughout the cavern Kazleth sleeps near a large thrones base. His
bedding of soft debris contains the following: 4,100 gp worth of gold ore
and nuggets (weighing 160 pounds); an intricately carved jade statue of a
three-eyed frog, fully 1 foot in diameter (worth 3,000 gp); 14 large uncut
gems (250 gp value each); and a large ivory drinking horn, set with gold and
emeralds (5,000 gp). The throne itself, weighing 1,500 lb., is constructed of
fine wood, inlaid with gold filigree and inset with semiprecious gemsits
value altogether over 10,000 gp, if it could be transported to the surface.

7A4. The End of the Maze (CR 3)


This areas maze terminates in a 40 ft. diameter, circular room. Fixed
in its ceiling a secret door, which requires a PC to succeed on a DC 20
Perception check to discover, offers access to a 60 ft. diameter, circular
room with one exit: to the south, which leads to another maze section and
eventually to Area 7A7. Three rounds after PCs enter the upper room,
a hidden gelatinous cube enters and heads for the PCs. It uses no tactics,
but PCs may not immediately notice the transparent cube.
GELATINOUS CUBE
CR 3
XP 800
hp 50 (Pathfinder Roleplaying Game Bestiary, Gelatinous
Cube.)

7A5. The Entrance from Level 4A

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

This small (3-foot-diameter) tunnel leads from room 4A2C on Level


4A. The climb to Level 4A is steep, but not too difficult.

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7A6. The Goblin Outpost (CR 12)


Several very confused, very frightened goblins inhabit this area. They
had become trapped in the maze and wish only to return to Level 12A.
Because the phase minotaurs have eaten several of their comrades, the
goblins do not willingly pass through the minotaur lair, even to escape.
Nor do they go through Level 10 to return home. Thirteen goblins have
survived12 rogues and a cleric. If the PCs are using a light source, the
goblins become aware of their presence with a successful DC 10 Perception
check. The goblins strategy is to capture a wizard or lightly armored PC
using four sneak attacks, then ransom that hostage, demanding proof that
the minotaurs are dead. They avoid direct confrontations with PCs. The
goblins have no treasure beyond what they carry.
SHANA
XP 3,200
Female goblin rogue 8 (Pathfinder Roleplaying Game
Bestiary, Goblin)
LE Small humanoid (goblinoid)
Init +9; Senses darkvision 60 ft.; Perception +11

CR 7

AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size)


hp 63 (8d8+24)
Fort +4; Ref +11; Will +4
Defensive Abilities evasion, improved uncanny dodge, trap
sense +2
Speed 30 ft.
Melee short sword +12/+7 (1d4+1/1920), dagger of venom
+13/+8 (1d3+1/1920)

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Ranged shortbow +12/+7 (1d4/x3)


Special Attacks rouge talent (bleeding attack), rouge talent
(finesse rogue), rouge talent (surprise attack), sneak attack +4d6

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)

Fort +4; Ref +10; Will +1


Defensive Abilities evasion, trap sense +2, uncanny dodge
Speed 30 ft.
Melee +1 dagger +11 (1d3+1/1920)
Ranged shortbow +10 (1d4/x3)
Special Attacks rogue talent (finesse rogue), rogue talents
(slow reactions), 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 +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.

7A7. Passage to the Lava Pit


This very warm corridors temperature increases as the PCs follow it to a
locked door (DC 18 Disable Device check to open) that leads to Level 10.

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7A8. Passage to the Hydras Lair

(because it flushes crimson, hence the name), and suffers a


4 circumstance penalty to AC. These effects last for 1 hour.

This passage, extending 50 ft. into eerie darkness, ends at rough-carved


stairs that lead down to Level 9A.

CR 4
WATER WEIRD (3)
XP 1,200
CE Large outsider (elemental, water) (see Appendix A)
Init +6; Senses darkvision 60 ft.; Perception +12

7A9. The Secret Tombs (CR 11)


The party can reach this area only by way of the river channel in Area 7A
3. PCs wishing to travel upstream, against the channels strong current, must
employ some means other than swimming (i.e., water walking or flying).
This room contains three sunken crypts, and its floor lies beneath two feet of
water. The crypts lids rise 3 inches above the water line. The crypts, made of
common stone, require that a PC succeed on a DC 15 Strength check to pry
open. They contain the remains of an evil sorcerer and his two apprentices
(refugees from Tsar). Deviating from standard Rappan Athuk protocol, the
wizards are actually dead; they neither reanimate nor attack PCs.
This is not to say that the crypt is unguarded. A crimson death makes
this area its home. This very hungry creature has not eaten in some time,
enduring only by force of will and supernatural strength. Ravenous, it
attacks immediately. The creature is only sated after devouring 24 points of
Constitution. After feeding, it moves further upstream and hides underwater.
Also note: In addition to a waterlogged, lifeless corpse, each of the
three submerged tombs contains a water weird.
CRIMSON DEATH
XP 9,600
NE Medium aberration (see Appendix A)
Init +8; Senses darkvision 60 ft.; Perception +29

CR 10

AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)


hp 127 (17d8+51)
Fort +10; Ref +11; Will +15
DR 5/magic and silver; SR 21
Speed 60 ft. (30 ft. after feeding)
Melee 2 tentacles +17 (1d6 plus engulf)
Special Attacks engulf (DC 18, 1d6 plus 1d6 Con)
Str 11, Dex 18, Con 16, Int 17, Wis 16, Cha 16
Base Atk +12; CMB +16; CMD 26
Feats Agile Maneuvers, Great Fortitude, Improved Initiative,
Iron Will, Lightning Reflexes, Skill Focus (Perception), Skill
Focus (Stealth), Weapon Finesse, Weapon Focus (tentacles)
Skills Climb +20, Escape Artist +24, Knowledge (dungeoneering)
+23, Perception +29, Stealth +30 (+42 in mist or fog), Survival +23,
Swim +20; Racial Modifiers +12 Stealth in mist or fog
Languages Aklo (cant speak)
SQ susceptibility
Engulf (Ex) When a crimson death strikes a target with one of its
tentacles, it can immediately make an engulf attack, including
moving into the opponents square. Targeted creatures can
make attacks of opportunity against the crimson death, but if
they do so, they are not entitled to a saving throw against the
engulf attack. Those who do not attempt attacks of opportunity
can attempt a Reflex (DC 18) save to avoid being engulfed
on a success, they are pushed back or aside (targets choice)
as the crimson death moves forward. Engulfed opponents gain
the pinned condition, are in danger of suffocating, are trapped
within the crimson deaths body until they are no longer pinned,
and suffer 1d6 points of damage and 1d6 points of Constitution
damage every round. A victim reduced to 0 Constitution dies.
The save DC is Strength-based.
Susceptibility (Ex) After draining its victims Constitution,
the crimson death, sated from its feeding, moves at half
its normal speed, loses its racial bonus to Stealth checks

AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, 1 size)


hp 26 each (4d10+4)
Fort +2; Ref +6; Will +6
Defensive Abilities reform body, transparent; DR 10/
bludgeoning; Immune elemental traits
Speed 30 ft., swim 90 ft.
Melee slam +6 (1d6+4 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks control water elemental, drown (DC 15),
water mastery
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
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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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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Level 8: Caves and


Caverns The Tomb of
the Evil King
A nexus point in the dungeon, this cavern connects both Levels 6 and 6A with
Rappan Athuks lower reaches. Several individual cave complexes, separated
by large river channels, comprise this cavern level. In addition to Goov, the
undead king, and Yokim, his concubine, this level contains a manticore lair, a
nest of river trolls and numerous goblins that mine for gold on Level 10A. The
goblins know and fear Area 83, which contains a nest of huge, blind cave
scorpions that serve the evil king. Gundar, a creature related to an eye of the
deep resides here as well. The map of this level is shown in Map RA8.
CR 1/3
DIRE RATS
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
NORMAL RATS
XP 50
hp 2 (Pathfinder Roleplaying Game Bestiary, Rat)

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

though somewhat wet and slippery, are pockmarked with


numerous handholds and holes and are easy to climb,
requiring a DC 10 Climb check, unless otherwise noted.
Fungus encrusts this levels cave areas; 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.)

1 manticore (see Area 811)


Gundar (see Area 88)
2d6 dire rats
1d3 river trolls (see Area 816)
A company of goblin miners2d4 goblin scouts
accompanied by 1d4 goblin leaders
(see Area 813)
1d6 large, monstrous scorpions (see Area 83)
4d6 normal rats
2d6 stirges
1d2 manticores (see Area 811)
No encounter

Detections: Evil emanates from Area 815s tomb.


Shielding: Lead shields Area 815 from magical
detections and any magical transportation into or out of
the area (e.g., teleportation).
Standard Features: The ground in this level, though sandy,
offers good footing. Walls, columns and other features,

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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82. Empty Caves

83. The Scorpion Nest (CR 14)

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.

Be wary, Travelers, of the scorpions nest,


And manticoresdoth dearly test;
In this cave did Gaylon rest.
Before King Goovs lair to seek,
And past the many-eyed Gundar sneak,
I know neither within this darkened cave
How long I have traveled nor the day.
Horrors I have seen and more,
In search of the fabled Mithral door.
With fearless Bannor and the Bulviegh at my side,
We take a rest thats been long denied.
When we wake we shall proceed
To traverse the darkness of the demons lair
In hopes that Orcus shall not prevail.
Gaylon the Sword Singer

CAVE SCORPIONS (48)


CR 3
XP 800
hp 37 (Pathfinder Roleplaying Game Bestiary, Scorpion,
Giant, with the following changes: Speed 50 ft., swim 20 ft.;
Skills Swim +12)
Tactics: The scorpions swarm the nearest opponent until no more
scorpions fit; the remainder move on to the next-closest victim. They
concentrate their frenzied attacks due to hunger, not intellect.
Treasure: The scorpions have secreted their egg nest in a cave behind
the beach. These eggs look like hard-shelled, oval objects about 1 ft. in
diameter. There are hundreds of them. If this nest is destroyed, scorpion
losses are permanent; GMs should award 1,000 XP. If PCs leave the nest
intact, scorpions repopulate the area at a rate of 1d6 per week, until reaching

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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

84. The Rope Bridge

AC 29, touch 15, flat-footed 25 (+2 deflection, +3 Dex, +1


dodge, +14 natural, 1 size)
hp 152 (16d8+64 plus 16)
Fort +11; Ref +10; Will +15
DR 10/magic

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.

85. The Cliff Up


This cave entrance opens into a larger passage. The tunnel behind it
leads up at a sharp angle but offers enough headspace to walk upright. The
cliff itself, merely 20 ft. high, is easily climbed with a DC 10 Climb check.
The tunnel slopes up for 100 ft. and opens into room 87.

86. The Brick Wall


A shoddy, hastily fashioned brick-and-mortar wall suggests that
something had been entombed by a person or persons with limited skills
or time! Because it is not really a secret door, opening it means removing
bricks. The bricks, layered six feet thick, take two characters three hours
work to clear away. This activity, generating a lot of noise, definitely
attracts Gundar from Area 88. Additionally, GMs should perform
wandering monster checks at twice their normal frequency during deconstruction activities. Beyond the wall, a 60 ft., winding tunnel leads to
Yokims tomb (Area 89).

87. Gundars Doorstep


On the opposite wall of this rectangular cavern, a cliff leads down. A
stone, dire rat statue, poised on the cliffs edge, seems to peer into the
darkness. The cliff facea descent of 40 ft. (DC 20 Climb)leads to
Area 88. As all the local denizens know what lives in Area 88, few
monsters willingly wander here.

88. The Eyes Lair (CR 13)


Gundar lurks here. The aberration belongs to a group of subterranean
creatures related to the aquatic race known as eyes of the deep. Because
King Goov does not get out much, Gundar is by far the most powerful
monster on this level. This levels other monsters give Gundar a wide
berth. Gundar sometimes bargains and trades with the goblin miners in
Area 813 and remains neutrally disposed toward themas long as they
stay away from his lair! He feeds on scorpions, rats and the occasional,
amusing adventurer who crosses his path. Wise in the ways of the world,
Gundar usually attacks PCs on sight (and he sees very well). If PCs
instead pursue a more diplomatic course of action, Gundar may parlay
with a successful DC 25 Diplomacy check. If successful, he allows only
one PC to approach within 50 ft. Any proposition must be to his benefit.
This encounter offers GMs a good roleplaying opportunity beyond a
more typical monster slugfest. Specifically, Gundar wants the PCs to slay
the lesser gibbering orb on Level 10A. This orb (Villix by name) drove
Gundar out of his own lair on that level, and Gundar wants very much to
return to it. If this deed can be proven, he rewards the PCs with a pair of
wings of flying from his treasure hoard.

Speed 5 ft., fly 30 ft. (good)


Melee 2 pincers +18 (2d6+6 plus grab), bite +17 (2d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (2d8+6), eye rays (DC 21), stun
cone (30 ft. cone, DC 21, stunned 2d4 round)
Str 22, Dex 16, Con 18, Int 14, Wis 17, Cha 17
Base Atk +12; CMB +19 (+23 to grapple); CMD 35
Feats Dodge, Flyby Attack, Great Fortitude, Improved
Initiative, Iron Will, Lightning Reflexes, Toughness, Weapon
Focus (pincers)
Skills Bluff +19, Fly +6, Intimidate +22, Knowledge (arcana,
dungeoneering) +21, Perception +26, Stealth +18; Racial
Modifiers +4 Perception
Languages Aklo, Common, Undercommon
Combat Gear ring of protection +2
All-Around Vision (Ex) Gundars stalked eyes allow him to
see in all directions at once. He cannot be flanked.
Eye Rays (Su) Each of Gundars eye stalks can produce a
magical ray once per round as a free action. He can aim
both of his eyes in any direction. Each eye ray resembles
a spell cast by a 12th level caster and follows the rules for
a ray. Each ray has a range of 150 ft. and DC 21 save. The
save DC is Charisma-based. The left eye produces a ray that
mimics hold person. The right produces a ray that mimics
hold monster. By combining the rays of both eyes, Gundar
can replicate minor image. He does not have to succeed
on an attack roll to use this ray. The illusion is generated at
any point within range and in Gundars line of sight.
Stun Cone (Su) Gundars central eye can, once per round,
produce a cone extending straight ahead from its front to
a range of 30 ft. Creatures in the cone must succeed on a
DC 21 Will save or be stunned for 2d4 rounds. The save DC is
Charisma-based.

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Tactics: Gundar typically attacks half of the party when it is descending


the cliff, which allows him to use all of his eye rays during each round of
action. Gundar uses his hold person and hold monster rays on fighter types
but concentrates his stun cone on any obvious spellcasters.
Treasure: Gundars treasure lies hidden under a 500-pound rock in the
caves north wall, so GMs should treat this rock as a secret door. Moving
the rock reveals the following items: a human skeleton wearing a set
of druids vestments; a pair of wings of flying, folded up in a blue silk
cloth (worth 500 gp); a small coffer holding 2 potions (protection from
elements [cold] and foxs cunning) and an elixir of truth; a pair of gloves of
swimming and climbing and an ivory scroll case (worth 50 gp) containing
a scroll of 3 arcane spells (CL 11th: mind fog, repulsion and wall of ice).
Secret Rock Door: 2 in. thick; hardness 8; hp 160; Roll aside (DC 26
Str check); Perception DC 25.

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89. Yokims Tomb (CR 13)


Beyond the brick wall, a corridor leads down to a small crypt: Yokims
tomb. The acolytes of Orcus entombed Yokim, the unwilling elven
concubine of King Goov during life, aliveher crypt sealed and walled up
so that she could not leave Goov after his undeath. As she starved to death,
sealed in her coffin, Yokim transformed into a banshee. Bound by her
curse to Goov, she nonetheless hates him and speaks with the PCs unless
they immediately attack her. She pleads with them, asking them to free her
spirit by destroying Goov, and gives them a key to his underwater door.
Though bound to help him when called, she explains, she is unwilling to
serve him; she does not use her wailing voice against the PCs if they agree
to help her. When called (arriving in 1d6 rounds) to Goovs lair (Area
815), Yokim attacks physically. Destroying Goov frees Yokim, allowing
her to finally die, thus leaving the PCs in peace. If the PCs refuse to help
her, she wails twice and attacks them. Full experience for encountering
Yokim should be awarded in either case.
YOKIM
CR 13
XP 25,600
hp 161 (Pathfinder Roleplaying Game Bestiary 2, Banshee)
Treasure: Yokims crypt contains rotted finery, a gold ring worth 50 gp
(Goov was a notorious cheapskate) and a potion of eagles splendor, as
well as the key to Goovs tomb (Area 815).

810. The Playground


This sandy beach serves as the primary attack zone of Area 811s
manticores. The beachs condition betrays their presence: piles of bones,
disturbed earth and catlike footprints. The manticores favor this spacious
area, as it allows them to use their flight and tail-spike-throwing abilities.
A steep hill leads to Area 811. Three rounds after the PCs land on the
beach, all living manticores (up to 5) from Area 811 swoop down to
attack.

811. The Manticore Nest (CR 10)


The nest houses as many as 1d4+1 manticores at all times, unless PCs
slew one or more as wandering encounters. The manticores attack as soon
as the PCs reach the beach. Three are male, two female. They enjoy an
uneasy truce with both the goblins and Gundar.

or DC 24 (respectively) Reflex save (Area 81 is too small and offers no


purchase). Failing all saves, waterborne PCs drown, swept downstream.
The current also impedes PCs attempt to recovering their comrades
bodies or belongings.

813. The Goblin Camp (CR 14)


Goblins laboring on Level 10A established and populate this mining
camp. The goblins42 normal goblins and 7 goblin leadersgather ore
here, bribe the trolls at Area 816 to ferry it to Level 6A and then carry
it themselves to Levels 4A, 9A and 12A (wherein lies the goblin city!).
CR 4
GOBLIN LEADERS (7)
XP 1,200
Male or Female 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, trap sense +1, uncanny dodge
Speed 30 ft.
Melee mwk short sword +6 (1d4/1920)
Ranged mwk shortbow +8 (1d4/x3)
Special Attacks rogue talent (Weapon Focus), 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 +8, Disable
Device +9, Escape Artist +11, Perception +8, Ride +7, Sleight
of Hand +11, Stealth +19; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin,
SQ rogue talent (fast stealth), trap finding (+2)
Gear masterwork studded leather armor, buckler,
masterwork short sword, masterwork shortbow, 20 arrows,
dagger, mining tools, thieves tools, 2d4 sp, 2d4 cp

MANTICORES (5)
CR 5
XP 1,600
hp 57 (Pathfinder Roleplaying Game Bestiary, Manticore)

GOBLIN SCOUTS (42)


CR 2
XP 800
Male or Female goblin rogue 3 (Pathfinder Roleplaying
Game Bestiary, Goblin)
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +6

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.

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

Treasure: A pile of debris in the manticore nest contains some


valuables: a suit of masterwork full plate, a +3 keen short sword and 2,100
gp worth of gold ore stolen from goblins (weighing 4,200 gp). Beneath
skeletal remains, PCs find a magical flute with a DC 20 Perception check.
When played, the instrument acts as pipes of haunting.

Speed 30 ft.
Melee short sword +2 (1d41/1920)
Ranged mwk shortbow +6 (1d4/x3)
Special Attacks sneak attack +2d6

812. The Swift River


The rivers current, very strong and fast, makes swimming impossible.
Anyone entering the water, voluntarily or otherwise, is in real trouble. PCs
might catch land at Area 82, 3 or 4 with a successful DC 20, DC 12

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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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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
Tactics: The goblins scatter, negating the effectiveness of area-affect
spells, and rain missile fire on their opponents. They do not pursue anyone
who leaves them alone. Guarding quite a stash of loot has elevated their
morale; they withdraw only after all of the leaders and over half of the
remaining goblins are dead. One leader, using a ring of swimming, travels
to and requests help from Area 816s trolls upon the PCs arrival. The
trolls arrive 3d6 rounds after the battle begins. If the PCs try to negotiate,
the trolls attack from the river, surprising both the PCs and the goblins
(except the goblin leader accompanying the trolls). The next round, the
goblins attack. If the PCs leave in peace before the trolls arrive, the trolls
swim further, looking for later opportunities to ambush the party.
Treasure: Piled around the goblin camp are 12 man-months worth of
food (edible, but not appetizing), 49 sets of mining tools and 15,600 gp
worth of gold ore (weighing 31,200 gp). One goblin leader owns a ring
of swimming.

814. Down, Down, Down You Go


A roughly carved staircase descends for over 100 ft. At its terminus,
a landing guides PCs to another set of stairs running switchback and
descending another 100 ft. Goblin miners carved these stairs to reach the
gold mine on Level 10A. On the switchback, a DC 20 Perception check
reveals a gold nugget worth 22 gp.

815. King Goovs Tomb (CR 10)


Forty feet below the pools surface, a manmade structure, a stone box
10 ft. square, seems curiously out of place. From above the surface of the
water this structure is noticeable with a DC 30 Perception check. A person
underwater only needs to succeed on a DC 20 Perception check. An intricate
lock and what is obviously a door together adorn one of its faces.
Locked Stone Door: 2 in. thick; hardness 8; hp 40; Break DC 25;
Disable Device DC 25.
The door opens into an upward-sloping corridor that terminates in the
lair of the greater mummy, King Goov. Egotistical, thoroughly evil but
incredibly stupid, King Goov ruled ineffectually. Lacking charisma
owing to his horrible personality and disfigured, pear-like shapeGoov
wielded a rod of rulership to coerce fealty from his unfortunate subjects
and his unwilling concubine, Yokim. Goov made a covenant with Orcus
to remain alive after death. In trade, Goov sacrificed 500 young maidens
to the evil god, which triggered a revolt among his people, leading to
regicide. Honoring his promise, Orcus made Goov undead. Discovering
his concubine in a tryst with a halfling named Helman, Goov kidnapped
Yokim by the dark of night and whisked her away to Level 4s evil temple.
CR 10
KING GOOV, THE MUMMY
XP 9,600
Advanced variant mummy (Pathfinder Roleplaying Game
Bestiary, Mummy)
CE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +25
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 19
negates)
AC 30, touch 11, flat-footed 29 (+9 armor, +1 Dex, +10
natural)
hp 112 (15d8+30 plus 15)
Fort +9; Ref +8; Will +12
Defensive Abilities channel resistance +4; DR 5/; Immune

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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816. The Troll Lair (CR 9)


This is the lair of a new strain of troll. These creatures, river trolls,
bear some resemblance to normal trolls. While they lack normal trolls
climbing acumen, they are instead fine swimmers. They must also spend
at least 4 hours each day in the water; otherwise, they dry out and lose
their regenerative abilities. This encounter assumes that the trolls have not
helped the goblin miners in Area 813 or at least have had time to return
to their lair.
RIVER TROLLS (3)
XP 1,600
CE Large humanoid (aquatic, giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent;
Perception +8

CR 5

AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, 1 size)


hp 63 (6d8+36); regeneration 5 (acid or fire)
Fort +11; Ref +4; Will +3
Speed 30 ft., swim 40 ft.
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)
Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +10; CMD 22
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +9, Perception +8, Swim +13

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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

This level is a large, primarily vertical cavern, with a few smaller


adjoining cavern and tunnel complexes. At its narrowest point it is about
375 ft. in diameter; this increases to over 500 ft. in diameter near the top
of the cavern, and about 1,000 ft. in diameter on the cavern floor. From the
center of the ceiling to the lake at the bottom, there is a 1,500 ft. drop. This
cavern is located in an out-of-the way part of Rappan Athuk, and contains
the crypt of a powerful spellcaster. The map of this level is shown in Map
RA8A. Detail maps of the upper and lower reaches are depicted in Map
RA8A Upper and Lower Reaches, and several key detail sections are
shown in Map RA8 Detail.

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

1d4+2 flumphs, with 30% chance one hunter or


one protector (See Areas 34)
1d3 blood orchids (see Area 5)
Xulux, the gibbering abomination (see Area 6B)
1d4 cave fishers
1d4 albino cave spiders
No encounter

Detections: Areas 8A3 and 4 cannot be scried, although


detection spells work within these Areas.
Shielding: Areas 8A3 and 4 are shielded with an
antimagic effect which blocks magical transport
(teleport, ethereal jaunt, etc.), scrying, summoning of
creatures, and communications spells (commune, crystal
ball use, etc.). Praying for divine spells still works normally.
Due to the antimagic effect, spells cast to destroy, alter,
or bypass the stone and runes also fail.
Continuous Effects: There are two antimagic wards in
Area 8A3; see that area for details.

The slopes (Area 1): The map of the upper cavern


shows contour lines where the ground reaches a certain
angle. In the area with a 30 degree inclination, running
and charging characters must make DC 10 Acrobatics
checks to avoid slipping and falling. A DC 10 Dexterity
check is allowed to catch oneself once one has fallen; if
this fails, the person starts to slide downslope.
The 45 degree slopes are much more dangerous.
Simply moving at normal speeds or performing vigorous
activities like melee combat on these provokes a DC 15
Acrobatics check, and fallen people must make a DC 15
Dexterity check to catch themselves; this Dexterity check
also applies to people who have fallen and are sliding
from upslope.
The 60 degree slopes are too steep to walk on, and
require a DC 15 Climb check to move around. People
falling or sliding on these slopes are allowed a final DC 20
Reflex save to catch themselves; otherwise, they go over
the edge and into the abyss.
Falling: Anyone who goes over the edge plummets down
to the bottom of the cavern 200 ft. below, and suffers
20d6 points of damage. This applies even if they fall
into the lake, as it is too shallow to cushion a fall. Falling
PCs are entitled to a single free or immediate action to
activate a feather fall spell or the like, but they do not
have time for a standard or move action.

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level 8a

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)

Combat Style Because they cannot use their nauseating spray


more than once a round, the flumph hunter gains the Far Shot
bonus feat instead of Rapid Shot in its ranged combat style.
FLUMPH MASTER HUNTER
CR 5
XP 1,600
Flumph ranger 4 (Frog God Games The Tome of Horrors
Complete, Flumph)
LG Small aberration
Init +9; Senses darkvision 60 ft., low-light vision; Perception
+13

Speed 5 ft., fly 20 ft. (perfect)


Melee sting +12 (1d4+1 plus acid injection)
Special Attacks acid injection, favored enemy (vermin),
hunters bond (hunting companions), stench spray (DC 15,
1d6 rounds, every 1d4 rounds)
Spells Prepared (CL 4th; concentration +6)

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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Combat Style Because they cannot use their nauseating


spray more than once a round, the flumph master hunter
gains the Far Shot bonus feat instead of Rapid Shot in its
ranged combat style.

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

AC 20, touch 16, flat-footed 15 (+5 Dex, +4 natural, +1 size)


hp 46 (2d8+4d10+12 plus 3)
Fort +6; Ref +9; Will +6
Resist acid 10

1stmagic fang

FLUMPH PROTECTORS (5)


CR 3
XP 800
Flumph sorcerer 3 (Frog God Games The Tome of Horrors
Complete, Flumph)
LG Small aberration
Init +6; Senses darkvision 60 ft., low-light vision; Perception
+10
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 26 (2d8+3d6+5 plus 2)
Fort +2; Ref +3; Will +10
Resist acid 10
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Special Attacks acid injection, long limbs, stench spray (DC
13, 1d6 rounds, every 1d4 rounds)
Bloodline Spell-Like Abilities (CL 3rd; ranged touch +4)
6/dayacidic ray (1d6+1)
Sorcerer Spells Known (CL 3rd; ranged touch +4)
(see below)
Bloodline Aberrant
Str 10, Dex 14, Con 13, Int 12, Wis 18, Cha 15
Base Atk +2; CMB +1; CMD 13
Feats Combat Casting, Eschew MaterialsB, Improved
Initiative, Weapon Finesse
Skills Diplomacy +6, Fly +17, Knowledge (arcana) +8,

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Roleplaying the Flumphs

Spells: Each flumph protector knows a different number of


spells. They are as follows:
Protector #1:
1st (6/day)color spray (DC 13), enlarge person, shield,
unseen servant
0dancing lights, flare, mage hand, ray of frost, resistance
Protector #2:
1st (6/day)color spray (DC 13), enlarge person, magic
missile, shield
0detect magic, flare, prestidigitation, ray of frost,
resistance
Protector #3:
1st (6/day)burning hands, enlarge person, sleep (DC 13),
shield
0detect magic, mage hand, prestidigitation, ray of frost,
read magic
Protector #4:
1st (6/day)cause fear (DC 13), enlarge person, magic
missile, shield
0flare, mage hand, ray of frost, read magic, resistance
Protector #5:
1st (6/day)color spray (DC 13), enlarge person, magic
missile, ray of enfeeblement
0dancing lights, detect magic, flare, mage hand,
prestidigitation

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

Blood orchids: A nest of blood orchids has recently appeared in the


cavern, and is steadily gaining in power relative to the flumphs. They nest
in Area 5, behind the waterfall.
The blood orchid nest houses a total of 15 blood orchids, plus 2 savants
and a grand savant. All blood orchids killed come from these totals; they
are replaced at 1 orchid per month, one savant at three months per caster
level, and if the grand savant is killed, a savant evolves into a new one as
soon as possible. If the grand savant and all lesser savants are killed, any
surviving blood orchids flee back into the Under Realms.
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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.

Speed 5 ft., fly 20 ft. (perfect)


Melee sting +7 (1d4 plus acid injection)
Special Attacks acid injection, long limbs, stench spray (DC
15, 1d6 rounds, every 1d4 rounds)
Bloodline Spell-Like Abilities (CL 6th; ranged touch +4)
6/dayacidic ray (1d6+1)
Sorcerer Spells Known (CL 6th; ranged touch +4)
3rd (4/day)slow (DC 16)
2nd (6/day)blindness/deafness (DC 15), hypnotic pattern
(DC 15), see invisibility
1st (7/day)burning hands, color spray (DC 14), enlarge
person, magic missile, shield
0 (at will)daze, flare, light, mage hand, ray of frost, read
magic, resistance
Bloodline Aberrant

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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Space 2 1/2 ft.; Reach 2 1/2 ft.

CR 12
AAMAZD THE ROPER
XP 19,200
hp 162 (Pathfinder Roleplaying Game Bestiary, Roper)

Str 4, Dex 18, Con 10, Int , Wis 10, Cha 3


Base Atk +0; CMB +2; CMD 9
Feats Weapon FinesseB
Skills Acrobatics +4 (+12 jump), Climb +12, Stealth +16;
Racial Modifiers +8 to Acrobatics when jumping, +4
Perception, +4 Stealth; use Dex to modify Climb

Tactics: Aamazd waits until someone comes close to investigate the


rope and hook, and then he attacks with all his strands on that person.
When their strength has been drained, he releases them and attacks
another target. Aamazd understands some Common, and eavesdrops on
any conversations he can and adjusts his tactics accordingly. If badly
injured, he attempts to negotiate. He can offer them information on the
aerial inhabitants of the level; but knows little about the cavern floor.

Poison (Ex) Biteinjury; save Fort DC 14; frequency 1/round


for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
The save DC is Constitution-based and includes a +4 racial
bonus.
Cave Fishers: These nest in the many crevices and fissures located
in the main cavern walls below the waterfall. They attack anything that
comes within range.
CAVE FISHER
CR 2
XP 800
hp 22 (Pathfinder Roleplaying Game Bestiary, Cave Fisher)
Fungus: The cavern floor areas sport a large variety of mold,
mushrooms, and other fungi. Fully 30% of these are edible and 10% are
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

Treasure: If Aamazds corpse is cut open, a pair of diamonds can be


found lodged in his gullet. One of these is a beautiful specimen worth
5,000 gp, and the other is flawed but still valuable at 2,500 gp.
Development: If the characters manage to kill the roper, the flumphs
drifting about the cavern are intrigued, and a few move over to have a
closer look at the PCs. See Area 3 for further details regarding interacting
with the flumphs.

8A1B. Sheltered Alcove


This area is one of the few flat locations on the upper portion of the
cavern complex. It is empty of all but a few toadstools and a charred fire
ring near the back, the spoor of a past adventuring group. Roll a wandering
monster check when the PCs arrive here.

8A2. The Waterfall

8A1. Great Shaft Upper Reaches


Access to the great shaft is difficult to find. The primary means of entry
to the great cave is through one of several passages exiting from the mazes
located on Level 6. The passageway from the mazes leads downward a half
mile, until it comes out onto a rock shelf in the upper third of the chasm.
About 30 ft. from the entry, the cavern floor starts sloping down into the
pit. During the day, light filters from a hole in the ceiling, illuminating the
great cavern. Creatures which look something like airborne jellyfish or
floating pies with dangling tendrils drift through the air in the distance.
Opposite the entry, on the far wall of the cavern several hundred feet
away, water gushes from the stone wall, cascades down a steep slope, and
then spills over in a waterfall that plummets into unknown depths. Great
stalactites, some taller than a house, hang overhead, though none loom
near the recessed area from which the light shines.
On the ledge before the entry, many varieties of fungus up to three feet
tall grow in large patches, with stalagmites rising from their midst like
monoliths.

8A1A. Roped Pillar (CR 12)


At 1A stands a 12 ft. tall stalagmite, with a grappling hook-equipped
rope wrapped around it. The rope, rotting and frayed but still intact,
stretches down the slope from the pillar and over the edge of the pit.
This stalagmite is actually Aamazd the Roper. It devoured the people
who set the rope, but decided to leave it as a lure for future adventurers.
Besides the rare cave explorer, Aamazd also enjoys dining on the
occasional foolhardy flumph that drifts close enough for its sticky tendrils
to reach. When looking for a meal, he very carefully sets himself to look
like an innocuous stalagmite, effectively taking 20 on Stealth checks.
Identifying Aamazd as being other than a rock pillar thus requires a
successful DC 46 Perception check.

Opposite the main entryway, water pours in from an underground


passageway in a torrent (swimming up this is nearly impossible, requiring
a DC 35 Swim check). Upstream, the watery passage goes underground
and does not lead anywhere.
Movement within 30 ft. of the waterfall is treacherous, due to the slick,
mossy coating on the rocks (6 penalty to all Dexterity-based checks).
Further, the noise of the water muffles sound, imposing a 4 penalty to
Perception checks.

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8A3. The Upper Reaches (CR 7)


Where the central cavern arches overhead, the ceiling is festooned with
stalactites. However, at the center of the ceiling there is a 40 ft. diameter
circular opening that has obviously been carved from the native stone.
Around the inside circumference of this opening, magical runes have been
carved into the stone, and they radiate a very faint bluish light (DC 20
Perception check to notice these before they activate from farther than 10
ft. away; if observers are in melee or otherwise engaged, this DC increases
to 30).
The opening goes up into a domed area 20 ft. high, and at the center
is a 10 ft. diameter hole from which the light that illuminates the cavern
shines. Around the inside circumference of this hole as well there are more
magical runes with the same appearance as the ones described above. The
shaft leads up 20 ft. into Area 8A4.
The rune circles mark the location of a pair of wards that are triggered
whenever a magical device or active spell crosses their threshold. Spells
that pass over are instantly nullified as if they had hit an antimagic field,
and creatures with magic items or spells in effect (most notably including
fly spells) find themselves encased in a blue shimmering aura that acts as
an antimagic field, and lasts for three rounds. During this time, no magic
or supernatural effects function and spellcasting fails. The typical result of
this for an adventurer is a sudden drop to the bottom of the cavern, where
he suffers 20d6 points damage.
There are always at least 6 common flumphs floating about in the
upper cavern, along with at least a protector and 2 hunters. They are

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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).

8A4. The Hidden Tomb (CR 11)


This area, above the doubly-warded roof of the cavern, is where
Praetor Auris Veng was trapped. It is now the home of the flumph colony
in the cavern. The entire area is warded against scrying and teleportation/
transportation type magics. Also, summoning spells and effects do not
work here, as the area has been warded to prevent any sort of magical
contact with the world beyond.

8A4A. The Main Chamber (CR 9)


The 10 ft. diameter shaft goes up 20 ft. and into a large rectangular
room. Two walls have passages leading away from the chamber, and the
other two are covered with 5 ft. wide niches. On either side of the opening
is a pair of semicircular stone slabs on tracks which would cause them to
slide down into the opening, sealing it off; a series of small stone wedges
easily removable by the flumphs are all that hold it open.
Directly over the entryway shaft, in the ceiling 20 ft. above, there is a
10 ft. wide circular mirror-like object inset five feet into the ceiling, held
in place by a trio of ebon claws. During daylight hours, this mirror (half of
the Auren Beacon) sheds light too intense to be looked at directly, bathing
the tomb with warmth. At night, it glows dimly, its light increasing and
decreasing with the waxing and waning of the moon.
The claws that hold it in place are composed of an evil-enhanced
darkness forged of Orcuss will. So long as even one remains, the
mirror cannot be budged. In order to remove the claws, each of the three
temples to Orcus in Rappan Athuk must be cleansed, which weakens a
corresponding claw, causing it to become brittle and easily shattered.
There are always 12 or more flumphs in here, some floating about,
others resting in the niches. Further, at least 2 protectors and 2 hunters
are always present.
Tactics: If battle starts, the flumphs attack en masse, with the protectors
entering melee only after their spells have been exhausted. They fight to
the death to defend their lair. In addition, the flumph leader and any
flumphs with him join in the battle within 1d3 rounds.

8A4B. Vengs Tomb


This chamber contains a large stone sarcophagus resting in the center of
the room. Chiseled upon the lid of the sarcophagus in antiquated Common
is Praetor Auris Veng Here Rests a Pawn of Light. The entire tomb
is protected with a hallow spell.
Opening the sarcophagus exposes the remains of Veng to view, a
mummified corpse clad in a +4 heavy fortification mithral shirt, with a +3

heavy mace of disruption and wrapped in a white robe of the archmagi.


The robe is secured in place with an amulet of natural armor +5. Upon
his brow rests a platinum circlet (1,000 gp value) inset with a jewel that
functions both as a gem of brightness and a headband of inspired wisdom
+6. On his feet he wears winged boots.
Those looking upon the remains feel a strong sense of being observed.
If anyone touches the body or its equipment, a phantasmal figure appears
the spirit of Auris Veng. It warns the PCs that a powerful curse protects
his remains, and the only way to avoid it is to discover the fate of the great
adventurer Bofred, rescue him if he is somehow still alive, or return his
remains to the surface for a proper burial if not. He tells them who he was
if asked, and tells them a bit about the Auren Beacon, including how to
free it (destroy all three temples to Orcus).
Anyone looting or molesting the body is indeed cursed, losing their
sense of sight, hearing, and touch. This curse cannot be removed from the
items, but a remove curse spell cast by a 19th-level or higher caster rids
someone of its influence. Paladins and good-aligned priests participating
in the looting lose their class-granted special abilities until they atone.

8A4C. Vengs study


This room contains a very old wooden desk, along with a pair of
wooden chairs and a small table. A bookcase also stands on a wall next to
the desk, with several books and scrolls upon it.
During the long years of his imprisonment, Auris Veng spent much
time here reading and writing works of philosophy using materials made
from the fungal forest below, brought to him by the flumphs. Besides an
old, tattered prayer book and several works on magic, there are a half
dozen volumes of philosophy and poetry written by the Praetor which
could be sold to collectors for 100 gp each. Careful study of these works
over several weeks should give the reader a fair idea of who Auris Veng
was, and what happened to him (as detailed in the history section for this
adventure).
Also on the shelf is a collection of old scrolls of divine spells that the
flumphs cannot use. All are written at a CL 10th. They are: silence, dispel
magic, magic circle against evil, remove disease, cure critical wounds,
commune, flame strike, and heal.

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8A4D. The Flumph Leaders


Aerie (CR 8)
This chamber is filled with a rock garden. The floor is buried in a six
inch layer of grayish sand, with several interesting-shaped rocks and
gleaming crystals thrusting out of it. The sand has abstract patterns traced
in it by the flumphs, who find studying such patterns soothing. Against
the far wall is an old, ornate-looking chair, with a staff propped against it.
This chamber was once Auris Vengs bedroom, and has since been
turned into the private chamber of the flumph leader, who rests upon
the wooden chair. The leader also always has an entourage of protectors
and common flumphs: the colonys master hunter, 2 protectors, and 4
common flumphs.
Tactics: In the unlikely event that combat breaks out here, the Master
Hunter and common flumphs swarm the enemies while the Protectors and
Leader stay back and cast protective spells on themselves, followed by
offensive spells at any opponents. If he has time, the leader may also use
the wand of mirror image to further protect himself and his fellows. Any
flumphs left in the other areas of this complex come to assist in the battle
1d3 rounds after combat begins. They fight to the death.
Treasure: The staff propped against the chair is Auris Vengs old staff of
healing with 3 charges remaining. Also resting on the chair seat are a pair
of wands and several scrolls, which the leader wields to defend the lair.
The first is a wand of maximized magic missiles (5 missiles doing 5 points
damage each, 11 charges) fashioned out of a rare crystal whose matrix is

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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.

Development:If the PCs have managed to enter negotiations with the


flumphs, one of them is hauled up and escorted to this chamber. Here the
leader can communicate with them by smoothing a patch of sand and
writing messages to them in Common.
The flumphs would love to have someone eradicate the blood orchids,
and they would also be pleased if the gibbering abomination were taken
care of. If one of these threats is dealt with, they reward the party with
the staff of healing; if both are taken care of, they also give the PCs the
scrolls from Vengs study. If the PCs do take care of both threats, and show
respect for the flumphs, they are allowed to shelter in their lair when they
come through the cavern complex, which could be quite useful for deep
delvings in Rappan Athuk! They inform any who ask that Vengs remains
are not to be disturbed.

8A5. The Blood Orchid Nest


(CR varies, 13-plus)
Located behind the waterfall is a shaft leading upward into the
overhanging cliff face. This location is inaccessible without extensive
climbing up a difficult rock wall or some means of flying. A small group
of blood orchids settled here a few years back, having fled here after the
destruction of their previous lair in the Under Realms. They have been
maintaining a low profile until recently, subsisting mostly on cave rats.
Now that their numbers have grown to 15 blood orchids, plus 2 savants
and a grand savant, they are getting more aggressive, especially towards
the flumphs. Unless something changes the balance of power with the
caverns, the orchids clear out the flumphs within six to eight months.
The lair itself is a series of rocky caverns with treacherous floors, and
many steep climbs, ledges, and descents. Air is slightly warmer and more
humid than the main cavern area, and the air is redolent with the smell of
blood, rotting flesh, and compost.
Note: Although this lair looks extremely dangerous, remember to
subtract any blood orchids fought elsewhere from the total encountered
here. This significantly decreases the threat level of this area. Furthermore,
assume that unless alerted of a possible attack, there are only 2/3 of the
regular blood orchids here at any given time.
BLOOD ORCHIDS (15)
CR 5
XP 1,600
LE Large aberration (see Appendix A)
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
Speed 5 ft., fly 30 ft. (good)
Melee 6 tentacles +7 (1d3+2 plus grab plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain
Str 15, Dex 12, Con 16, Int 11, Wis 12, Cha 13
Base Atk +5; CMB +8 (+12 to grapple); CMD 19
Feats Improved Initiative, Iron Will, Lightning Reflexes,
Weapon Focus (tentacle)
Skills Fly +7, Intimidate +10, Knowledge (dungeoneering)
+10, Perception +15, Stealth +7; 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 16; frequency 1/
round for 4 rounds; effect unconsciousness; cure 1 save.
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.
BLOOD ORCHID SAVANTS (2)
CR 6
XP 2,400
Blood orchid sorcerer 4 (see Appendix A)
LE Large aberration
Init +6; Senses all-around vision, darkvision 60 ft.; Perception +21
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, 1 size)
hp 70 (7d8+4d6+22 plus 3)
Fort +5; Ref +7; Will +14
Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10
Speed 5 ft., fly 30 ft. (good)
Melee 6 tentacles +9 (1d3+2 plus grab plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain, long limbs
Bloodline Spell-Like Abilities
7/dayacidic ray (1d6+1)
Spells Known (CL 4th; concentration +12)
2nd (4/day)touch of idiocy
1st (7/day)burning hands, cure light wounds, magic
missile, shield
0 (at will)daze, detect magic, flare, light, mage hand,
resistance
Bloodline Aberrant

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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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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.

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.

BLOOD ORCHID GRAND SAVANT


CR 9
XP 6,400
Blood orchid sorcerer 7 (see Appendix A)
LE Huge aberration
Init +5; Senses all-around vision, darkvision 60 ft.; Perception +22

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.

8A5A. Entry (CR 5)

8A5B. Intersection
(CR varies, 5 or 7)

AC 22, touch 12, flat-footed 20 (+2 deflection, +1 Dex, +1


dodge, +10 natural, 2 size)
hp 117 (7d8+7d6+56 plus 6)
Fort +8; Ref +7; Will +15
Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10

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.

Speed 5 ft., fly 30 ft. (good)


Melee 6 tentacles +14 (1d3+6 plus grab plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain, long limbs
Bloodline Spell-Like Abilities
8/dayacidic ray (1d6+1)
Spells Known (CL 7th; melee touch +13, ranged touch +8)
3rd (5/day)lightning bolt (DC 18), vampiric touch
2nd (7/day)cure moderate wounds, false life, scorching
ray, touch of idiocy
1st (8/day)burning hands, color spray (DC 16), cure light
wounds, mage armor, magic missile, shield
0 (at will)daze, dancing lights, detect magic, flare, light,
mage hand, resistance
Bloodline Aberrant

8A5C. Blood orchid nests


(CR varies, 8 or 9)

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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The four chambers marked 5C represent lairs for 34 blood orchids


(15 total divided among the four caves). The caves themselves are layered
with rotted fungus, soil, and the carcasses of normal and dire rats and the
occasional flumph.
Each nest has a 40% chance of being occupied by its tenants, bearing
in mind the maximum number of orchids possible for the lair overall. If
present, the orchids investigate any unusual activity they sense in nearby
passageways, or at the telepathic summons for aid from one of their
comrades. They have no treasure.

8A5D. Vertical shaft


(CR varies, 5-plus)
The corridor terminates in a 200 ft. deep shaft. Elevations of passages
leading off the shaft are given on the map, relative to the floor of the pit.
When PCs reach this point, there is a 30% chance of another encounter
with 13 blood orchids. The orchids drop paralyzed victims into the shaft
whenever they have the opportunity to do so.

8A5E. Larder (CR 4)


An 8 ft. wide slanting crack drops 60 ft. into a low (8 ft. high ceiling)
cavern cluttered with rubble. Currently 12 starved dire rats scuttle about
in here, ready to provide a snack for an indolent blood orchid. The rats
gnaw anything edible that comes within reach.
DIRE RATS (12)
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)

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8A5F. Cave of the Savants


(CR varies, 10-plus)

8A6B1. Entry Pit

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).

8A6 The Winding Path


To reach the bottom of the pit without falling or flying, this is the only
feasible means of travel, other than simply attempting to climb the walls
(DC 25 Climb check). This path starts by plunging through solid rock,
into a long, winding passage that descends the side of the great cavern.
About three quarters of this route is through tunnels, which occasionally
have pits opening up to one side or in the center of the passageway (40%
of these open back up into the main cavern area).
However, a quarter of the winding path follows ledges on the sides
of the cavern walls. These ledges are usually about 10 ft. wide, but
because the cliff face overhangs the path, travel along these sections can
be hazardous for larger creatures. Small creatures can move normally,
but Medium creatures must move at half speed or else prompt a DC 15
Acrobatics check to avoid falling, with a single DC 15 Dexterity check
allowed to try catching the edge of the pathway. Large creatures must
crawl at quarter speed, and creatures of Huge or greater sizes cannot fit on
the ledge. These ledges are often inhabited by normal and dire rats, which
generally flee any non-rats that approach; they are also frequently scoured
by hungry blood orchids, cave fishers, and the gibbering abomination as
well; a wandering monster check should be made each time they have to
progress along a series of ledges.

8A6A. Entry and Upper Caves


On the south side of the upper part of the great cavern, a recess in the
wall opens into a pair of passages. One goes into a series of small caves
which are uninhabited, and used by the flumphs for mating. There is a
50% chance that a pair of flumphs can be found here at any time, and they
are likely to regard any intrusions unfavorably (probably resulting in a
barrage of nauseating sprays, and them fleeing). The other opening is the
start of the winding path itself; it levels off, then quickly starts to descend.

8A6B. Xuluxs Lair


(CR varies, 0 or 13)
The paranoid gibbering abomination Xulux has set up a lair about two
thirds of the way down the switchbacking trail, in a series of shafts with
two points of entry, so he has a direction to flee in. There is a 75% chance
that he is cowering in his lair, and if he is, he is asleep 40% of the time.

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.

8A6B2. Nest (CR 13)


About two thirds of the way down the side of the pit there is an opening
in one wall, going into an inclined passage. At the base of this passage, in
a bowl-shaped depression, Xulux makes his lair.
Xulux is a gibbering abomination, a horrifying arcane amalgam of
humanoid body parts and internal organs. After narrowly escaping death
in his youth at hands of the wizard who created him, Xulux has become
exceptionally paranoid, even for a gibbering abomination. This gives him
a 2 penalty against Bluff and Intimidation attempts to cow him.
Xulux has been a resident of this cavern for several years. He generally
leaves the flumphs alone, and while he could probably deal with the blood
orchids without too much trouble, he has been leaving them alone as
well, hoping that they clear the flumphs out for him, and then he can wipe
them out at his leisure. That would allow him the opportunity to finally
investigate the tomb at the top of the cavern, about which he has a burning
curiosity.
It is possible for PCs to enter negotiations with Xulux if they can
convince him that they are much stronger than he is. In such a case, the
gibbering abomination usually talks only until he can escape them. He
mentions the presence of the blood orchids, that the flumphs are hiding
great treasures, and in general tries to get the PCs more interested in the
caverns other dangerous inhabitants.
XULUX
CR 13
XP 25,600
CE Large aberration (see Appendix A)
Init +7; Senses all-around vision, darkvision 60 ft., tremorsense
60 ft.; Perception +18

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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)
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

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SQ deathless

level 8a

All-around Vision (Ex) A gibbering abomination sees in all


directions at once. It cannot be flanked List special ability
info here.
Amorphous (Ex) A gibbering abominations body is
malleable and shapeless. It is immune to precision damage
(like sneak attacks) and critical hits, and can move through
an area as small as one-quarter its space without squeezing
or one-eighth its space when squeezing.
Arcane Frenzy (Ex) A gibbering abomination is capable
of using its spell-like abilities more frequently than other
creatures. It may use a single spell-like ability each round
as a swift action, two spell-like abilities as a standard
action, or four spell-like abilities as a full-round action; it
may not choose to do more than one of these in the same
round, and cannot use this ability in the same round it
uses Disruptive Cacophony. When engaging in an arcane
frenzy, the gibbering abomination may use the same spelllike ability multiple times, but may not use the same spelllike ability against the same target twice in one round. If
more than one spell-like ability is used, the specific spell-like
abilities and their targets must be determined before any
effects are determined, including saves and attack rolls.
Blood Drain (Ex) On a successful grapple check after
grabbing, several of the creatures mouths attach to its
target. Each round it maintains its grapple, the gibbering
abomination automatically deals 3d6+12 points of bite
damage and 1 point of Constitution damage as it drains its
victims blood.
Deathless (Su) When a gibbering abomination is slain, it is
not truly dead, and 1 hour later it returns to life at 0 hit points,
allowing fast healing thereafter to resume healing it. A
gibbering abomination can be permanently destroyed only
with death magic or complete incineration of its remains
(such as dumping it into a pool of magma).
Disruptive Cacophony (Su) As a free action the gibbering
abomination may produce a horrible quasi-arcane
chanting that is highly disruptive to nearby magic effects.
Any creature that can clearly hear this chanting (maximum
range 100 ft.) must make a concentration check (DC 20
plus level of spell) to successfully cast a spell or use a spelllike ability. The check DC is Charisma-based. A gibbering
abomination that uses this ability may not use any of its spelllike abilities on its current turn, or until the start of its next turn.
Pain Immunity (Ex) Because the gibbering abomination
is already in incredible pain, it is immune to any effect or
condition caused as a result of extreme pain or agony. This
ability does not protect it against any physical damage it
might suffer as well, however.
Tactics: When in his lair, if he hears people on the path above, he
slowly moves up until he can spot them. Unless they look overwhelmingly
powerful, he ambushes them with his arcane frenzy. He uses his powers
as follows: confusion used against melee fighter types over spellcasters
and ranged attackers; enfeeblement on anyone who poses a physical
threat, especially those who are already moving more slowly due to heavy
encumbrance; fear used against the most threatening enemies or ranged
attackers; daze monster used on support people or on rogues and other
sneaky types; freezing ray used on arcane spellcasters or those who
look badly damaged, to finish them off; telekinesis used to yank foes
off ledges and hold back melee fighters. He uses his disruptive cacophony
against clusters of spellcasters.
When hunting, Xulux likes to use his telekinesis to seize prey on ledges
and throw them off. Xulux finds that the plummet to the bottom of the
cavern nicely tenderizes his meals for him. If he does achieve such a
kill, he ignores the rest of the group and descends to feast. When in the
open, he targets flying enemies before land-bound ones assuming they are
of roughly equivalent threat.

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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Effect Atk +17 melee (1 plus shadow essence poison)
This poisoned needle trap is part of the chests magic; a
successful Disable Device roll only allows it to be bypassed
one time, and it is self-rearming and self-repairing if broken.
If the Disable Device roll beats DC 27, however, the disabler
has figured out how it works and knows the procedure for
picking the lock without setting the trap off.
SHADOW ESSENCE
Type poison, injury; save Fortitude DC 17
onset 1 minute; frequency 1/round for 6 rounds
initial effect 1 Str drain; secondary effect 1d2 Str damage;
cure 1 save

8A6B3. Shrieker
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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8A6B4. Escape Shaft

8A7C. Shaft to the Under Realms

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.

Partially obscured by the fungus at this location is an open pit 12 ft. in


diameter (DC 15 Perception check to avoid walking into it by accident).
It descends vertically hundreds of feet before winding its way into the
Under Realms. It is through this shaft that the blood orchids, gibbering
abomination, and flumphs all originally immigrated, and all three groups
know of its existence.

8A6C. Exit to Cavern Floor


In the bottom quarter of the winding passage, it moves away from the
main cavern and slopes down more steeply to an exit point on the eastern
side of Area 7. Traversing this sloping passage requires a successful DC
15 Acrobatics check or the PC falls en route for 1d6 points of buffeting
damage.

8A7. The Cavern Floor


The base of the cavern is home to a teeming population of rats, spiders,
and fungi, with a lake at the center.

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.

8A7D. Rat Warren (CR varies)


To the north and south, the cavern wall has split in numerous places
along natural fault lines, and rats have taken advantages of the many
passages now riddling these areas. Because the warrens are naturally
formed, their ceiling height ranges from 5 to 15 ft., and width from 5 to
10 ft.
Unlike the rats elsewhere in the cavern, normal and dire rats within the
rat tunnels attack anyone who invades their home, and experience should
be rewarded for them normally. When characters explore these areas,
roll for a rat encounter every five minutes on a d20: 16 = a pack of ten
standard rats; 79 = a rat swarm; 1015 = 2d4 dire rats, and 1620 = no
encounter. The rats do not have any treasure.

8A8. Lower Entry


At the eastern end of the cavern floor, not far from where the winding
passage is located, a 10 ft. wide passage is nestled among a series of rat
tunnels. This passage slopes downward, and eventually comes out in the
ceiling of Level 10A, The Great Cavern, 80 ft. over the southern portion
of the central lake.
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8A7B. Fungus Forest


A profusion of toadstools up to eight feet tall cover the majority of the
cavern floor. Where toadstools arent present, the ground is carpeted in a
variety of molds, intercut with game trails left by the many dire rats who
feast on the fungus and insects that live here. Albino cave spiders are
a particular threat amid the toadstools, and jump out when prey comes
within reach. Spotting them before they attack requires a DC 28 Perception
check. On random encounter checks rolled here, treat rolls of 1011 as
spider encounters. Remember that the normal and dire rats normally flee.

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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.

8B3. Welcome to the Jungle (CR 5)

Difficulty Level: 710


Entrances and Exits:Lava river down from Level 5B: the
Prison of Time; river continues downward to Level 10:
The Lava Pit
Wandering Monsters: Roll on the table below once
per 30 minutes on a d20
16
7
8

8B2. Jungle Idol

The eastern half of this cavern is filled with fleshy, tropical-looking


trees. They resemble short, squat palm trees about ten to fifteen feet in
height, with spongy pink bark and feathery fronds. Hair-like strands of
bluish moss hang down from the fronds, making it impossible to see very
far into this bizarre subterranean jungle. Condensed water drips constantly
from the ceiling, and wisps of steam constantly form and then disappear
in the air. Lurking in the jungle about 20 ft. from the edge are 3 giant
leeches.

2d6 carnivorous apes


3d6 giant centipedes
Ochre Jelly

GIANT LEECHS (3)


XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, Leech,
Giant)

Standard Features: Areas shown with trees have a


visibility range of 10 ft.

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)

8B1. The Lava River


The lava river enters this level from the upper regions of 5A19 in
Level 5A: the Prison of Time. At this point, the tunnel widens into a large
cavern, dimly lit by the reddish glow of the lava river. Immediately upon
entering the cavern, the characters are almost choked by the unbelievable
steam and humidity: this level is located directly below an underground
cistern-lake, and water seeps down through the rock to drip from the
cavern ceiling. Enough water falls into the lava river, boiling into steam,
or condenses on the ceiling from the general heat, to turn this entire level
of the dungeon into a wet, tropical, steam-bath.

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8B4. Jungle Cavern


This cavern is entirely filled with the strange subterranean trees found
in this level, but other than the trees the cave is empty.

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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level 8b

8B8. Cavern of Niches


When the characters emerge from the trees that fill the passageway into this
room, they find a clear area in the cavern chamber. The walls of the cavern are
of natural stone, but several small, shallow niches have been hacked into the
walls. These appear to have been used as shelves or storage, for small items
of various different kinds have been placed into many of the niches. These
are remnants from the time when the (now extinct) semi-intelligent monkeys
inhabited this level. For the most part, the carnivorous apes have ignored the
collection of trinkets, considering them to be of little interest.
Other than the possibility of wandering monsters, there is no hazard in
this room, and the characters can search through the contents of the niches.
There are a vast number of these niches, and it takes a long time to
search all of them. Each character searching for a full 10 minutes can
assemble an array of items, most of which are worthless. Roll once on
the following table per character per minute spent. After two hours of
searching, the niches are empty.

8B6. Mounds of Moss (CR 9)


The floor of this cavern is covered in deep moss, mostly either a bright
blue or a sickly, pale green. The bright blue moss is a predator that forms
itself into a shambling mound of vegetation; there is enough moss in
the cavern to form three of these human-shaped plant creatures. Although
these creatures are made of moss rather than swamp vegetation, they are
effectively identical to the sort of shambling mound that would be found
in a swamp.
SHAMBLING MOUNDS (3)
CR 6
XP 2,400
hp 67 (Pathfinder Roleplaying Game Bestiary, Shambling
Mound)
Treasure: Beneath the mossy carpet that covers the cavern floor, there
is a considerable amount of treasure left behind by adventurers or hapless
monsters that have wandered into the cavern and been killed by the blue
moss. This includes 4,000 gp, 10,000 sp, 5 pearls (250 gp each), 1 emerald
(500 gp), a jewel-studded dagger (1,500 gp), 4 rusted daggers (worthless),
2 coin-sized disks made of wood (worthless), a nicely-worked bronze
goblet (only 10 gp), a small ivory statue of a dragon (50 gp), a torn paper
fan (worthless but still radiates a small amount of some now-expended
magic), a fragile china drinking cup (1,000 gp), a scroll of remove disease,
a scroll of magic circle against evil, and a potion of cure light wounds.

8B7. Arbor of Hallucinations


Some of the trees in this cavern give off a subtle (undetectable) smell
that is hallucinatory after prolonged exposure. Anyone who remains in
this cavern longer than one turn may fall subject to the hallucination
of being covered with biting bugs. No saving throw is permitted, and
the hallucinatory bugs actually cause 1 hp of damage per round (in the
same manner as a major image spell, although they cannot simply be
disbelieved). Leaving the room immediately and entirely dispels the
hallucinations.

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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level 8b
+10

Banana of Holding

AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, 1 size)


hp 63 (6d10+30)
Fort +10; Ref +9; Will +7

Aura moderate conjuration; CL 9th


Slot ; Price 1,200 gp; Weight 1 lb.

Speed 30 ft., climb 30 ft.


Melee bite +11 (1d6+6), 2 claws +11 (1d4+6)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+6)

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

8B9. Face of the Fire Monkey God


At the location marked A in this chamber there is a huge monkeyface carved into the wall, about ten ft. in height. The carvings mouth
is a deep hole into the wall rather than one of the shallow indentations
defining the rest of the face. If anyone approaches within thirty feet of
the face, it breathes fire on them for 2d6 points of damage, and continues
doing so once per round unless they leave the thirty foot radius. There is
no treasure here.
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8B10. Trees of the Carnivorous


Apes (CR varies, up to 14)
This jungle-filled cavern is the abode of a large tribe of 50 carnivorous
apes (their numbers reduced by any that have previously been killed
in wandering monster encounters). First contact with the apes is likely
with only 2d6 of them, but another 1d6 emerge from the trees in each
subsequent round of combat until the entire tribe is engaged in the battle.
CR 3
CARNIVEROUS APES (50)
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Ape, Dire)
Treasure: There is no treasure in this area, for it is kept in the ChiefApes cavern (Area 8B11)

8B11. Cavern of the Ape


Chieftain (CR 4)
There is a large throne hacked from the natural stone of the cavern in
the eastern end of this cave chamber. An enormous fanged ape sits upon
the throne, which is surrounded by broken human skulls. The cavern also
contains a very large iron cauldron sitting upon a fire-pit.
CARNIVOROUS APE CHIEFTAIN
CR 4
XP 1,200
NE Large magical beast (Pathfinder Roleplaying Game
Bestiary, Ape, Dire)
Init +4; Senses darkvision 60 ft., low-light vision; Perception

Treasure: Generations of carnivorous apes have accumulated lots of


shiny treasure from now-eaten adventurers, and the ape chieftain keeps
almost all of it in his cavern chamber. It is kept in a pile, for all the apes
to look at and play with, and comprises: 230,427 cp; 15,010 sp; 3,371 gp,
14 gems (4 x 10 gp, 3 x 50 gp, 3 x 100 gp, 2 x 250 gp, 2 x 1,000 gp); a
golden tiara with sapphires (2,000 gp); a +2 heavy mace; 2 potions of cure
moderate wounds; 1 potion of flying, 1 potion of energy resistance (fire);
and 1 scroll of cone of cold.

8B12. Slipping and Sliding


with Stirges (CR 7)
This room is one of the places where a fairly large quantity of water
drips into this level. The natural stone floor slopes sharply down from
the cavern entrance southeast toward the back of the cave. It is so filled
with drifting mist that visibility is restricted to 5 ft., and the floor is very
slippery. Anyone entering the room must make a DC 15 Acrobatics check
or slip and fall, moving at a rate of 20 ft. per round to the southeast. A
new check is permitted each round to recover. If anyone reaches the
southeastern part of the cavern, standing or sliding, this alarms and angers
the 20 stirges that live in mud nests on the ceiling. These fan through the
chamber looking for intruders. They are effectively invisible in the steam
until they land on someone to attack. Attacks against airborne stirges miss
automatically unless the attack is made in the correct general direction,
and even then the attack is made at 4 to hit. Anyone who has fallen and
cannot get up (has not made an Acrobatics check against slipping) is still
able to fight with hand weapons, but also at a 4 to hit.

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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.

8B13. The Promontory Cavern


This large cavern is mainly a sea of molten lava, but there is a narrow
stone lip around the edges and a stone peninsula jutting out into and above

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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.

8B14. Exit to Level 10:


The Lava Pit
At this point, the wide tunnel begins to descend in stages, a series
of short waterfalls of lava, usually no more than 5 ft. in height. The
river winds its way down to Level 10: The Lava Pit, where it eventually
emerges from the ceiling of Area 107 in its last drop.

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Level 9: The Lower


Temple of Orcus

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

1d3 acolytes of Orcus (see Area 98)


1d6 minotaurs (see Area 94)
3d6 dire rats (cavern areas only, otherwise no
encounter)
1d3 leucrottas (see Area 95)
A company of goblin troops 2d4 goblin
fighters accompanied by 1d2 goblin leaders
1d2 vrocks
1d3 piercers (cavern areas only, otherwise no
encounter)
No encounter

Detections: Strong evil emanates from the temple at


Area 98.
Shielding: 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 23,
Disable Device DC 20). All secret doors require a DC
20 Perception check to notice and are made of stone
(2 in. thick; hardness 8; hp 30; Break DC 25, Disable
Device DC 20).
All attempts to turn undead receive a 4 profane
penalty due to the evil temple. No turning is possible
in the temple area itself. Areas 98 to 911 radiate a
continuous dispel good aura.
Fungus encrusts most cave 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

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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level 9

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.

94. Gathering Ground

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.

95. Leucrotta Caves


Two interconnected areas are labeled as 95 on the map. Each serves
as the den for a pack of 6 leucrottas that are used as guardian animals
by Gudmund. These packs do not care for each other. Any combat in one
area is only 30% likely to draw additional leucrottas from the other area.
The river in this area can be swam (DC 15 Swim), though downstream it
leads nowhere. The source of the river is Level 1, Area 114. The beasts
have no treasure.
LEUCROTTAS (6)
CR 5
XP 1,600
hp 57 (Pathfinder Roleplaying Game Bestiary 2, Leucrotta)

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.

92. Empty Areas

96. The Maze

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.

93. The False Wall


The wall on the north side of this room simply looks fake. It is made of
very weak paper and mortar, and can be easily broken down. If this occurs,
an alarm is triggered in the evil temple at Area 98, and the gorgons are
sent to the area by Gudmund from Area 97. Other than that, this area is
yet another time waster.

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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.

97. Cave of the Gorgons


Only Gudmund himself dares enter this room, as his amulet protects
him from the breath of the foul creatures stabled here. This cave complex
smells of cow dung and vermin. Careful inspection of the area behind
the door (DC 15 Perception to locate) reveals a whole troop of small rat
statues, 20 in total. Here and there a stone stirge may be found as well.
Each minute spent north of the door from Area 94 brings a 35% chance
of an encounter with 1d3 gorgons. These beasts are used as a weapon
by the evil priests of this level and are kept well fed with slaves, goblin
trespassers, and adventurers. The gorgon lair (statuary, really) is in the
back corner of Area 97. Gudmund removes all treasure.
GORGONS (4)
CR 8
XP 4,800
hp 100 (Pathfinder Roleplaying Game Bestiary, Gorgon)
Tactics: Moooo!!! Charge, breathe, charge, breathe, charge, etc.
Treasure: In a large pile of offal a long lost iron flask containing a
vrock can be found with a DC 32 Perception check. The command word
for the flask is Muzekseg.

98. The Lower Temple of Orcus


Entrance Portals: The divided corridor leads down an 80-ft. hall and
ends in a set of huge, carved double doors. Unholy scenes of demonic
faces and rites are carved in these bas-relief halls and doors, evidence that
something wicked this way comes. The doors are unlocked, and may be
opened easily by pulling on their great brass handles. The doors are, of
course, trapped.
Stone Double Doors: 3 in. thick; hardness 8; hp 45; Break DC 30;
Disable Device DC 30
GLYPH OF WARDING TRAP
XP 2,400
Type magic; Perception DC 28; Disable Device DC 28

Trigger proximity (alarm); Reset none


Effect spell effect (glyph of warding, bestow curse, 6
Wisdom, CL 9th), DC 18 Will save negates; multiple targets
(all non-evil creatures passing through the portal)
Beyond the Doors: Inside is the Lower Temple of Orcus, the last of
the human-occupied shrines of power dedicated to this evil god. Like the
Upper Temple (Level 4), this area is designed to be horribly deadly and
should not be taken as just another encounter by the GM. It is critical
that the PCs destroy this power source if they want to have any chance of
defeating the evil of Rappan Athuk.
The room itself is shaped like a cross, with two large pools of bubbling blood
flanking a large altar upon which rests a shimmering globe of scintillating
colors. The globe spins wildly along its axis, creating a blur effect within

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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

key to the secret door in Area 511, gold unholy symbol


(grants permanent prayer spell to bearer if servant of Orcus),
spell component pouch
* Pathfinder Roleplaying Game Advanced Players Guide

GEELZABIGTH THE GLABREZU


CR 13
XP 25,600
hp 186 (Pathfinder Roleplaying Game Bestiary, Glabrezu,
Demon)
CLAY GOLEM
CR 10
XP 9,600
hp 101 (Pathfinder Roleplaying Game Bestiary, Golem,
Clay)
PRIESTS (6)
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

AC 18, touch 9, flat-footed 18 (+7 armor, 1 Dex, +2 shield)


hp 39 (6d8+6 plus 6)
Fort +6; Ref +1; Will +11
Speed 20 ft. (30 ft. base)
Melee mwk heavy mace +8 (1d8+3)
Special Attacks channel negative energy (DC 14, 3d6, 6/
day), deaths kiss (3 rounds, 4/day)
Spells Prepared (CL 6th; melee touch +6)
3rdanimate deadD, blindness/deafness (DC 17), invisibility
purge, prayer
2ndalign weapon, bears endurance, ghoul touchD (DC
16), hold person (DC 16), spiritual weapon
1stbane (DC 15) (x2), cause fearD (DC 17), entropic shield,
obscuring mist
0 (at will)bleed (DC 14), detect magic, detect poison,
guidance
D Domain spell Domain Undead*

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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

AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)


hp 23 (3d8+3 plus 3)
Fort +4; Ref +3; Will +6
Speed 20 ft. (30 ft. base)
Melee mwk light mace +5 (1d6+2)
Special Attacks channel negative energy (DC 10, 2d6, 4/
day), deaths kiss (1 round, 2/day)

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Spells Prepared (CL 3rd; melee touch +4)


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*

Treasure: Other than the priests respective treasures, as listed above,


the Sphere of Souls appears to be quite valuable (in excess of 10,000
gp). It radiates non-detection, and may be simply removed or taken away
by unwise PCs. It is the power focus for this evil temple, and unless
destroyed, the avatar on Level 15 loses no vitality. The sphere may be
destroyed simply by smashing it to bits (hardness 5, hp 10).

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

99. The Priests Quarters

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.

910. The Hidden Room

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 room functions as the temple priests sleeping quarters. The


room contains six beds, evenly spaced apart, and six wooden chests, one
situated at the foot of each bed. The beds and chests are of simple yet
practical construction. The acolytes sleep on the floor. One more bed is
hidden, however, in Area 910. All of the chests contain various mundane
items, unholy writings, black robes, and other minor priestly trappings.
Nothing of value is present in this room. The secret door to Area 910 is
very difficult to find.
Secret Stone Door: 2 in. thick; hardness 8; hp 30; Break DC
28; Perception DC 30.

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

POISON NEEDLE TRAP


CR 6
XP 2,400
Type mechanical; Perception DC 22; Disable Device 20

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Effect Atk +8 ranged (1 plus deathblade poison)

Chest No. 2

LIGHTNING BOLT TRAP


XP 2,400
Type magic; Perception DC 28; Disable Device DC 28

CR 6

Trigger touch; Reset automatic


Effect spell effect (lightning bolt, 5d6 electricity, DC 14 Reflex
save for half damage); multiple targets (all targets in a 5-ft.wide by 50 ft.-long area)

Chest No. 3

TRAP THE SOUL TRAP


CR 9
XP 6,400
Type magic; Perception DC 33; Disable Device DC 33 (or 43
without taking 20 to keep the emerald intact)
Trigger touch (alarm); Reset automatic (until one person is
successfully trapped)
Effect spell effect (trap the soul, DC 22 Will resists) soul
trapped into a 25,000 gp emerald fully encased within the
lock of the chest; disarming the trap or freeing the captured
soul destroys the gem, leaving pieces of the gem worth only
of 3d6 x 100 gp
Treasure: This room contains the vast wealth of this temple. The
tapestries alone are worth over 5,000 gp, though finding buyers of the evil
scenes depicted may be difficult. Six large pieces of artwork are present.

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The first is a silver water fountain enchanted to run water continuously.


The fountain is in the shape of a swan in a pool, and the whole is worth
3,000 gp. The second is a large statue of Hecate, made of pure platinum
and with emeralds for eyes, worth over 10,000 gp in precious materials
alone. This statue is hallowed, though its aura is suppressed by the
unhallow effect of the temple. The third piece of art is a golden flute,
inlaid with fine gemstones and of purest quality, worth 1,500 gp. The final
two items are a pair of ornamental swords, inlaid with gems and edged
with platinum; their hilts are wrapped with mithral. These two swords are
worth 6,000 gp as a set. A bronze horn of Valhalla rests on the wall. Chest
#1 contains 2,800 sp and 3 arcane scrolls. The first arcane scroll contains
the spell stone to flesh, the second freedom, and on the last is inscribed a
single wish. Chest #2 contains velvet lining and is filled with 8 potions; all
potions are unmarked. There are 3 potions of cure serious wounds, two of
heroism, and one each of tongues, haste, and owls wisdom. The last chest
contains a decanter of endless water, and a long, thin puzzle box made of
adamantine. This box requires a DC 25 Intelligence check to open (having
5 or more ranks in the Disable Device skill adds a +2 bonus). The box
contains a wand of ice storm. Hidden in a secret compartment of this chest
is a pearl of power (3rd). This compartment is also trapped.
Secret Compartment: 0.5 in. thick; hardness 10; hp 10;
Perception DC 30; Break DC 28, Disable Device DC 33
POISON GAS TRAP
CR 10
XP 9,600
Type mechanical; Perception DC 25; Disable Device DC 25
Trigger touch; Reset repair
Effect poison gas (burnt othur fumes); never miss; multiple
targets (all targets in 20 ft. radius)

911. Land of the Dead

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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: Caves and


Caverns The Hydras Lair
This cavern, a large nexus point in the dungeon, leads to the goblin city
on Level 12A and is the only access to the city within the halls of Rappan
Athuk. The goblin clergy have set several allied and guardian creatures
here (gargoyles, trolls and shadow dragons) to man the gates. A number
of other creatures reside on this level, either known to the goblins (e.g.,
gugs and will-o-wisps) or unknown (e.g., Lord Navarre). The goblins,
unable to open the mithral gates, have no idea what lies beyond them. The
main cavern requires several days exploration to fully examine, as it is
over 2 miles long and 1/3 mile wide. Numerous support columns stand
fast throughout the cavern, and the limestone within the cavern is very
much alive, as evidenced by the thousands of stalactites and stalagmites
growing from the ceilings and floors, respectively. Blind cavefish
populate the rivers in great numbers, and rats, bats and other vermin thrive
in the fungus-encrusted gloom. A map of this level is depicted in Map
RA9A.
PURPLE WORM
CR 12
XP 19,200
hp 200 (Pathfinder Roleplaying Game Bestiary, Purple
Worm)
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)
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,

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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Detections: Strong evil emanates from the shadow


dragon lair at Area 9A7.
Shielding: Lead shields Lord Navarres lair (9A2)
and the mithral gates area, preventing magical
detections and any magical means of transport (such
as teleportation) into or out of them.
Standard Features: Because the ground is slippery
and uneven, each round of melee or running
requires a DC 5 Dexterity 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. Mist enshrouds all areas east of
the hot springs, limiting vision to 60 ft. The umbral
dragons and will-o-wisps see normally, as they do
not need eyes to see. Monsters automatically
surprise PCs using light sources, except for purple
worms, which burrow up from below and cannot
see the light source. Fungus encrusts most of the
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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Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +6

level 9a

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
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
STIRGES (15)
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
PIERCER
CR 1/4
XP 100 (Frog God Games, The Tome of Horrors Complete,
Hazards)
Piercers resemble 1ft . 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.

9A1. Entrance (CR varies, up to 15)


The tunnel opens into a vast cavern; dozens of rat tunnels dot its walls.
Stalactites and stalagmites reach toward one another like hundreds of
bony fingers. The roof of the cave is too high to see, and bats swarm in
the torchlight. The path is smooth and slippery. PCs hear running water
somewhere off in the distance. As the PCs enter the cavern, they may hear

an evil chattering with a DC 20 Perception check a chilling cacophony


comprising dozens of obscene, whispery voices emanating from the 48
gargoyles that reside in the six caves above the entrance area. Numerous
gargoyles immediately attack the PCs (see Tactics, below). Immediately
check for an additional wandering monster if the PCs are using light to
illuminate their path. Monsters equate light with fine dining.
CR 4
GARGOYLES (48)
XP 1,200
hp 42 (Pathfinder Roleplaying Game Bestiary, Gargoyle)
Tactics: Immediately, 4d6 gargoyles swoop in, attacking; an additional
1d6 gargoyles join the fray each round until all 48 are involved in the
battle. Slaves of the goblin priests on Level 12A, the gargoyles have
been quested to slay all humans and non-goblin humanoids that enter the
cavern through the passage from Level 7A. Gargoyles not swooping in
immediately use their freeze ability to appear as stone, thus confusing any
attempt to verify their numbers. Attacking from above, the gargoyles try
to fly away with grappled victims, carrying them to the caverns roof and
dropping them from heights of over 60 ft. One gargoyle can lift a held
opponent weighing up to 150 pounds. Two gargoyles working together
can lift a held opponent weighing up to 300 pounds 20 ft. per round.
Gargoyle Caves: The six caves that crown the caverns entrance
contain the gargoyles nest areas. Because the caves are 40 ft. off the
ground, PCs must make a DC 15 Climb check to reach them. Most caves
contain little treasure, since the evil priests of Orcus routinely clean them
out. However, cave number 4 does contain some treasure.
Treasure: Acquired from less-fortunate visitors to the cavern, the
stash in cave number 4 contains the following items: 220 gp and 166 sp;
a gold music box worth 2,500 gp; 3 uncut pieces of amber worth 200 gp
each; a huge golden-yellow topaz worth 1,000 gp; a suit of +2 slick silent
movement leather armor; potions of blur, water breathing, cure serious
wounds, gaseous form, heroism, aid and neutralize poison; and a scroll of
three arcane spells (CL 12th; legend lore, nondetection and freedom). The
numerous articles of non-magical gear include 4 longswords, 2 maces, 6
daggers, 4 oil flasks, 5 vials of holy water, a suit of masterwork chainmail,
a masterwork heavy steel shield, a masterwork bastard sword, 2 suits of
plate mail and holy symbols of Set, Hecate, Thyr and Ra. Hidden in one
daggers hilt is a ring of freedom of movement. The hidden catch can be
found on a DC 25 Perception check. The hollow, lead-lined hilt prevents
magical detection.

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9A2. The Tomb of Lord Navarre


(CR varies, 26 to 29)
Special note to the GM: PCs find this very dangerous and well-hidden
lair only by carefully searching below the rivers water line, and only then
on a successful Perception check (see below). Even if the PCs locate the
lair, none are likely to survive their encounter with its occupants. In the
unlikely event that they triumph, the PCs gain two very powerful magic
items. This area is intended for later adventuring or as a set piece for
a quest, after high-level PCs hear some legend or consult a sage about
Navarre or Deserach.
Four feet below the waters surface, the PCs spy a strange symbol
carved on the steep side of the river wall: crossed swords over a holy
symbol of Set. This symbol covers a secret door leading to the longundisturbed tomb of Lord Navarre, an antipaladin who has degenerated
further, becoming a demonic knight. Undiscovered for over 500 years,
the secret door is trapped with a symbol of death (see below). Detecting
and opening the door exposes a 60 ft. long underwater passage that leads
to an underground grotto featuring a cave opening. Sixty feet through that
passage, the PCs enter a 50 ft. diameter cave that contains a single tomb.
Opening the secret river door awakens Lord Navarre, and he is awaiting
the PCs arrival.

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Locked, Well-hidden, Underwater Stone Secret Door: 1 in.


thick; hardness 8; hp 20; DC 25 Perception if underwater,
DC 40 Perception from the surface; Break DC 30 (due to the
water pressure); Disable Device DC 30. This secret door is
trapped with a symbol of death.
CR 15
SYMBOL OF DEATH TRAP
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)
LORD NAVARRE THE DEMON KNIGHT
CR 26
XP 2,460,00
Demonic knight antipaladin 14 (Frog God Games
The Tome of Horrors Complete, Demonic Knight,
Pathfinder Roleplaying Game Advanced Players Guide,
Antipaladin)
CE Medium outsider (chaotic, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +43
Aura cowardice (10 ft.), despair (10 ft.), fear (30 ft., DC 18)
AC 36, touch 15, flat-footed 35 (+12 armor, +1 Dex, +9
natural, +4 profane)
hp 316 (9d10+14d10+136 plus 23)
Fort +23; Ref +21; Will +25
Defensive Abilities spell turning, unholy resilience; DR 15/cold
iron or magic; Immune acid, disease, polymorph; Resist fire

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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Feats Alertness, Blind-Fight, Cleave, Great Cleave, Improved


Critical (greatsword), Improved Initiative, Improved Sunder,
Lightning Reflexes, Power Attack, Toughness, Vital Strike,
Weapon Focus (greatsword)
Skills Bluff +25, Climb +26, Diplomacy +23, Intimidate +31,
Knowledge (planes) +24, Perception +43, Sense Motive +27,
Spellcraft +24, Stealth +20, Survival +23; Racial Modifiers +8
Perception
Languages Abyssal, Aklo, Common, Infernal, Terran,
Undercommon
SQ fiendish bond (greatsword), lay on hands
Gear +3 full plate, +2 vorpal greatsword (poisoned), greater
ring of elemental resistance (fire, included above), unholy
symbol, spell component pouch

Breath of Unlife (Su) Once every 1d4 rounds, the Lord


Navarre can exhale a blast of negative energy in a 10 ft.
cone. Creatures in the area must succeed on a DC 27 Reflex
save or take 2d4 points of Strength damage. A creature
reduced to 0 Strength dies. The save DC is Constitutionbased.
Create Spawn (Su) Any humanoid slain by a Lord Navarres
breath of unlife becomes a shadow demon in 2d4 rounds.
Spawn are under the command of Lord Navarre and
remain enslaved until his death. They do not possess any of
the abilities they had in life.
Dark Blessing (Su) The blessing bestowed by Orcus on
Navarre allows him to wear any type of armor with the
normal associated movement and AC modifier penalties.
Lay on Hands (Su) Navarre may use his touch of corruption
ability to heal damage to himself as if he were a paladin
equal to level in antipaladin.
Spell Turning (Su) Spells not resisted by Navarre have a 55%
chance of being reflected back at the caster. Unlike a
ring of spell turning, the entire spell is reflected back at the
caster.
CR 13
GLABREZU
XP 25,600
hp 186 (Pathfinder Roleplaying Game Bestiary, Glabrezu,
Demon)

must be played on a harp by someone of talent (DC 35 Perform [strings]


check). The intricate tune if played even a little improperly has no effect
on the chest. When the musical key is properly played, the chest enlarges
to full size and opens.
Chest #1: This chest contains 2,200 gp and 16 finely matched rubies
worth 20,000 gp if sold as a set or 1,000 gp each if sold individually.
Locked Iron Chest: 3 in. thick; hardness 10; hp 90; Break DC
45; Disable Device DC 25.
Chest #2: This chest contains a masterwork harp of silver and gold
(worth 12,000 gp), wrapped in a silk blanket. The chest also contains
a platinum locket, inside of which is a miniature painting of Deserach
playing the harp, worth 2,000 gp (5,000 gp if Deserach is recognized).
Locked Iron Chest: 3 in. thick; hardness 10; hp 90; Break DC
45; Disable Device DC 25.
Chest #3: This chest contains 5,000 sp and the secret compartment
mentioned above.
Secret Compartment: 1 in. thick; hardness 5; hp 20; Break DC
20, Perception DC 30.
Locked Iron Chest: 3 in. thick; hardness 10; hp 90; Break
DC 45; Disable Device DC 25. This chest is trapped with a
cloudkill trap.
CLOUDKILL TRAP
XP 2,400
Type magic; Perception DC 30; Disable Device DC 30
Trigger proximity; Reset none
Effect spell effect (cloudkill, CL 21st, DC 21 Fort); multiple
targets (all targets in a 20 ft. radius)

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Deserachs Chest: 1 in. thick; hardness 100; hp 10; Break


(impossible); Disable Device (impossible).

Deserachs Chest

DRETCHES
CR 2
XP 600
hp 18 (Pathfinder Roleplaying Game Bestiary, Demon,
Dretch)

Aura strong transmutation; CL 15th


Slot ; Price 25,000; Weight 10 lbs.

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

Deserachs chest contains the following:


Spellbooks containing twelve each 1st through 6th-level spells, nine
each 7th and 8th-level spells and five 9th-level spells.
The shadowstaff
Four ioun stones (pink; vibrant purple; pearly white; and lavender and
green, 32 charges remaining).

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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

DESERACH THE DEMILICH


CR 27
XP 3,276,800
Female human awakened demilich wizard 15/archwizard
10 (Pathfinder Roleplaying Game Bestiary 3, Demilich,
Awakened, see Appendix B)
NE Tiny undead
Init +15; Senses darkvision 60 ft., true seeing; Perception +38
AC 37, touch 33, flat-footed 29 (+7 Dex, +4 deflection, +1
dodge, +4 natural, +9 profane, +2 size)
hp 350 (15d6+10d6+225 plus 50)
Fort +26; Ref +26; Will +34
Defensive Abilities channel resistance +5, rejuvenation,
unholy grace; DR 20/; Immune acid, cold, electricity,
magic, polymorph, undead traits
Weaknesses torpor, vorpal susceptibility
Speed fly 40 ft. (perfect)
Space 21/2 ft.; Reach 0 ft.
Special Attacks archwizardry (4/day), bypass spell resistance,
devour soul, hand of the apprentice (+25, 16/day)
Spell-Like Abilities (CL 25th; ranged touch +19)
Constanttrue seeing
At willalter self, astral projection, create greater undead,
create undead, death knell, enervation, greater bestow
curse (DC 25), greater dispel magic, harm, summon monster
IIX, telekinesis (DC 24), wail of the banshee (20-ft.-radius
spread centered on the demilich; DC 28), weird (DC 28)
2/daygreater planar ally
3/dayquickened summon monster VI
Spells Prepared (CL 25th; melee touch +12, ranged touch +19)
10thempowered, maximized, silent delayed blast fireball
(DC 32), empowered, maximized horrid wilting (DC 33),
empowered, maximized polar ray
9thmages disjunction (x2), power word kill, prismatic
sphere (DC 32), time stop, wish
8thcharm monster (DC 31), greater shout (DC 31), polar
ray, horrid wilting (DC 33), polymorph any object (DC 31),
prismatic wall (DC 31)
7thdelayed blast fireball (DC 32), finger of death (DC 32),
grasping hand, greater teleport, mass hold person (DC 30),
reverse gravity
6thacid fog, chain lightning (DC 31), flesh to stone (DC
29), greater dispel magic (x2), mislead (DC 29)

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Blessing of Orcus (Ex) The power of Orcus imbues Deserach


with several advantages. First the demilich can cast spells
as a 15th-level wizard/10th-level archwizard and can also
cast three spells equivalent to 10th level spells: empowered,
maximized, silent delayed blast fireball, empowered,
maximized horrid wilting, empowered, maximized polar
ray. The blessing of Orcus grants Deserach several spell-like
abilities, and has allowed Deserach to retain most of the
skills (including their ranks) and feats the lich possessed as a
25th level spellcaster. The abilities perfect automatic still spell
and phylactery transference result from Orcuss blessing.
Devour Soul (Su) As a standard action with a range of 300 ft.,
a demilich can imprison the soul of a living creature within one
of 10 special gems embedded in its skull. If the target succeeds
at a DC 28 Fortitude save, it gains two permanent negative
levels. If it fails, its soul is immediately drawn into one of the
gems in the demilichs skull. The soul remains trapped within
the gem, visible as but a gleam except under true seeing. The
soulless body corrupts and decays rapidly, reducing to dust
in a single round. As long as the dead creatures soul remains
trapped in the gemstone, it cannot be restored to life via
any means save direct divine intervention. Gems with souls
trapped in them can be retrieved from a destroyed demilich,
at which point they can either be crushed to release any souls
within to their afterlife or used in the place of the usual material
components to restore the soul and body with resurrection or
true resurrection. After 24 hours, the demilich can choose to
consume any soul trapped in a gem, healing it 1d6 hit points
per Hit Die of the soul, at which point only miracle or wish can
restore the dead creature to life. The save DC is Charismabased, and includes a +2 bonus for the Ability Focus feat.
Greater Bestow Curse (Sp) This spell-like ability functions like
bestow curse, but can have one of the following effects:

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12 to one ability score; 6 to two ability scores; 8 penalty


on attack rolls, saves, and checks; or a 25% chance to act
normally. This ability is treated as a 6th-level spell.
Immunity to Magic (Su) A demilich is immune to any spell or
spell-like ability that allows spell resistance. In addition, certain
spells function differently against the creature, as noted below.
A dispel evil spell deals 2d6 points of damage, with no
saving throw.
Holy smite affects a demilich normally.
A power word kill spoken by an ethereal caster deals 50
points of damage to the demilich if it fails a Fortitude save
(with a DC determined as though the spell allowed a saving
throw).
A shatter spell deals 1d6 points of damage per two caster
levels (maximum 10d6), with no saving throw.
Perfect Automatic Still Spell (Ex) Deserach can cast all the
spells she knows with the still spell feat without increasing
their level or casting time.
Phylactery Transference (Su) Headbands, belts, rings, cloaks
and other wearable items kept in close association with the
demilichs phylactery transfer all their benefits to the demilich
no matter how far apart the demilich and the phylactery
are located. The standard limits on types of items utilized
simultaneously still apply. The bonuses granted from the items
in the demilichs treasure are already included in its statblock.
This ability also allows Deserach to use the shadowstaff.
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 spelllike 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.
NOTE: Deserach is a very special opponent, and greatly
exceeds current rules. GMs are strongly encouraged to
weigh this encounter for playability in each campaign.

Tactics: Deserach casts time stop immediately upon being brought


forth, teleports 120 ft. away from the PCs and casts mages disjunction on
the parties area, then casts prismatic sphere. If she still has time-stopped
actions, she uses her trap the soul ability until it expires. She then casts
empowered horrid wilting and prismatic wall to maintain her distance and
provide barriers between herself and any fighter types. She then attacks
spellcasters (and anyone else) with her trap the soul until all of her teeth
(9) and eyes (2) are full. The GM is free to select any other attacks after
this, until all are slain (or, hypothetically, until she is slain).
The Tomb: Navarres tomb contains nothing of value rotted material
and some burrowing grubs.
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

9A3. The Mithral Gates of


Akbeth (CR 13)
As the PCs follow the river, it seems to disappear ahead. Upon
investigating this odd phenomenon, the PCs stumble upon a wondrous site.
Two huge gates, fully 20 ft. tall and half again as wide, block the rivers
course. A fine-meshed grate allows water to flow beneath the gate. Runes
and writing cover the faces of both solid-mithral doors. Agamemnon the
wizard, directed by the goddess Hecate, used mighty magics and built this
barrier to imprison Akbeth, betrayer of Hecate. Only a wish or miracle
opens the doors, except as described below. This gateway is the only
entrance to Level 11.
The doors magically written inscriptions comprise a series of prayers to
Hecate. Read magic translates them. Most of these prayers are meaningless
to the PCs, but one reveals the secret to opening the gates, as follows:
Enchanted water to the goddess feed
Bring her the blessings to heal her pain
And pass ye through the mithral fane
Know ye devout of the goddess the verse
Ever faithful finds ever cursed
Reciting this prayer opens the gates only if a healing potion (of any
kind) is spilled into the river or the water is blessed. Once the ritual is
performed, the gates slowly slide open of their own accord, revealing the
room beyond.
Beyond the mithral gates lurks a 12-headed pyrohydra. Under no
circumstances does it leave this room. The river bisects this 60 ft. diameter
room, flowing to and exiting on the far side, leading to a shallow river
passage (through which the PCs can wade) to the top of the waterfall on
Level 11. The pyrohydra attacks all intruders except priestesses of Hecate
and can be calmed with a DC 10 Charisma check by anyone dramatically
wielding a holy symbol of Hecate.

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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

Tactics: None to speak of. Gugs just attack. On a 1 on 1d6, checked


once per turn, an additional gug (up to a total of 4) arrives from another
area.

Hecate, the lawful evil goddess of magic, accepts only


virgin priestesses as her clerics. Hecates priestesses are always
multiclassed female wizard/clerics. Infamous for her strict and
very unforgiving nature, Hecate requires that her priestesses
dedicate themselves to the quest for knowledge and nothing
else. Once a priestess commits any violation of those devotional
precepts, she loses one level in each class. Serious transgressions
(like those of Akbeth) result in a loss of all powers and other perils
(like being turned into a statue). Numerous male wizards worship
her, and she sometimes blesses them with knowledge beyond that
normally attainable by mortals. Her symbol is a many-headed
hydra poised before a flaming sphere.

9A5. Sixteen Trolls with a Jug of


Alchemy! (CR varies, 14 to 16)

9A4. Lair of the Gugs (CR 14)


The caverns stone changes form as you enter this tunnel. Torchlight
gleams and refracts against the quartz crystals that bejewel the corridor.
With a DC 25 Knowledge (dungeoneering) check a PC can tell the scrape
marks on the walls and ceiling suggest that four-armed creatures often
move through the area.
This area is the home of 4 gugs. While the rest hunt for food, 1d31
gugs lurk in the main cave area. They have no treasure; however, a large
vein of gold can be seen in the north corner of the room. If mined, it yields
200,000 gp of raw ore (weighing 10 times as much).

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.

MATURE ADULT MALE AND FEMALE


UMBRAL DRAGONS (2)
CR 15
XP 51,200
CE Huge dragon (extraplanar) (Pathfinder Roleplaying
Game Bestiary 2, Primal Dragon, Umbral)
Init +4; Senses dragon senses; Perception +27
Aura frightful presence (210 ft., DC 24)

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

AC 29, touch 8, flat-footed 29 (+21 natural, 2 size)


hp 218 (19d12+95)
Fort +16; Ref +11; Will +16
DR 10/magic; Immune cold, death effects, negative energy,
paralysis, sleep; SR 26

CONSTRUCTION
Requirements Craft Wondrous Item, minor creation,
creator must have at 10 ranks in Craft (alchemy);
Cost 16,500

9A6. The Hot Springs


Clouds of steam billow from the ground ahead, and water gurgles
noisily. The air smells sulfurous and gets warmer as PCs approach the
pools.
A geothermal pipe from Level 10 feeds a series of pools in this area
with hot (110+ F), mineral-rich water. Ranging from 5 to 25 ft. deep,
the pools nurture large colonies of harmless bacteria, and fungus grows
opportunistically in the humid environment. While the pools present no
inherent danger, vision is obscured within 500 ft. of the pools due to
steam, limiting visibility to 60 ft. Bats, rats and other small inhabitants of
the level frequent this area, feeding off the overabundant fungus.

9A7. The Umbral Dragons Lair


(CR 17)
Torchlight loses some of its vigor, and the hot springs swirling mists
create a surreal effect of shimmering colors as they reflect the feeble
light. A vast darkness can be seen moving against the distant, gloomy

Speed 40 ft., fly 200 ft. (poor)


Melee bite +26 (2d8+13/1920), 2 claws +26 (2d6+9), tail slap
+24 (2d6+13), 2 wings +24 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, 14d8 negative
energy, DC 24), crush, shadow breath (7 Str)
Spell-like Abilities (CL 19th; melee touch +26)
At willdarkness, shadow walk, vampiric touch
Spells Known (CL 9th; ranged touch +17)
4th (5/day)inflict critical wounds (DC 19), shadow
conjuration (DC 19)
3rd (7/day)dispel magic, inflict serious wounds (DC 18), ray
of exhaustion (DC 18)
2nd (7/day)command undead (DC 17), false life,
invisibility, web (DC 17)
1st (8/day)grease (DC 16), inflict light wounds (DC 16),
magic missile, reduce person (DC 16), shield
0 (at will)bleed (DC 15), detect magic, detect poison,
disrupt undead (DC 15), ghost sound, mage hand, ray of
frost, read magic

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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

9A8. The Will-o-Wisp Lair


(CR 9)

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.

Tactics: The will-o-wisps do everything within their power to keep


PCs in the poisoned air, even gang-attacking those who try to escape while
avoiding all the others. Opportunistic, they attack ropes or PCs, sending
rope-climbing victims back into the mud. Individually, they bait PCs into
the lair area, but fly away once the lair is reached. The will-o-wisps feed
less heartily on creatures they kill than on those that suffocate. If reduced
below 5 hp, a will-o-wisp retreats into its lair and blinks out, not returning
to the fight.

The passage narrows and winds a seemingly endless maze! The


slippery ground confounds PCs, who repeatedly lose their footing in foulsmelling mud. When the passage suddenly slopes downward, the PCs take
a one-way trip down the slippery slope.
The slide deposits PCs in a natural depression filled with bad air and
loose, knee-deep mud. Ascending the 120-ft. hill of mud that rises before
the PCs requires a DC 20 Climb check. The acrid, stagnant air (make a
DC 20 Con check each turn, or take 1d3 Con damage) and poor footing
limit movement to 50% normal rates. One hundred feet past the mudslides nadir is a den of 3 will-o-wisps. Hearing the PCs, they venture out
to look for food though they prefer to have food come to them, dying
slowly in the mud and poisoned air! The will-o-wisps attack as soon as a
PC moves to a point about 50 ft. between the hill and their lair. Bones and
mundane equipment lie buried in the corrosive mud, all of it ruined and
beyond use. PCs could spend weeks searching through the mud and gain
nothing of value.

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WILL-O-WISP (3)
CR 6
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, Will-o-Wisp)

9A9. Passage to the Goblin City


The once-natural tunnel has been worked and cleared. Lights shine
dimly along the way, seemingly radiating from the rocks themselves. The
sandy floor reveals evidence of wagon tracks and humanoid footprints.
Sloping slightly downward, the passage measures about 100 ft. across.
Following this passage for about two miles, PCs discover the goblin
city (Level 12). Encounters along this passage are limited to wandering
goblin parties, trolls and vermin (see the Wandering Monster encounter
table above, ignoring gug, will-o-wisp and gargoyle results). Other
creatures know better than to venture down this road. Permanent light
spells, cast on rock walls every 100 ft., illuminate the way to the city.

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Level 9B: The Well of


Agamemnon, Upper Level

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

1d4 crazed humans (see Area 9B4)


1d4 crazed goblin scouts
3d6 dire rats
2d6 stirges
The Frogman (see Area 9B23)
No encounter

Shielding: The entire level is shielded, and no means


of magical transport such as teleport, dimension
door, plane shift, ethereal jaunt, and so forth functions
on this level, except for the teleportals at Areas
9B15 and 9B16. In addition, no spells or powers
involving extra-planar contact, such as summoning or
commune, operate on this level.
Continuous Effects: No magic of any kind functions
in room 9B26, or in the whirlpool area (9B27)
beyond. The entire level radiates soft light (equal
to a light spell). Being on this level causes the loss
of 1 permanent Wisdom point per day spent here,
no save. At Wis 0, a PC is transformed into a crazed
cannibal (see Area 9B4, below). Only a heal spell
can restore a lost soul affected in this way.
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 23;
Disable Device DC 20). All secret doors are made
of stone (2 in. thick; hardness 8; hp 30; Break DC 25;
Disable Device DC 20; DC 20 Perception).
The river on this level creates a circular, clockwise
route that continuously runs around the levels center
portion. The channel is carved and smooth, and
the current is swift. Channel depth is approximately
15 ft., and the width varies from 15 to 25 ft. across.
Swimming with the current (moving 60 ft. per round)
is reasonably easy, requiring a DC 12 Swim check.
Swimming against the current is more challenging,
needing a more challenging DC 24 Swim check.

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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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.

9B3. The Entrance Foyer


This room stands as a monument to the wizard Agamemnon, and the 5
pillars along the west wall of the room depict the deeds and fortunes of
the great man. Doors lead out to the north and south, and a carved passage
leads to the northwest. All the writings inscribed on the columns are in
ancient Draconic and require a DC 25 Linguistics check to read. Several
clues can be gained if the writings are deciphered. Details of the pillars
include the following information:
Pillar #1 has writings describing Agamemnons rise from an apprentice
to become the lover and servant of the priestess Akbeth. It tells of
superhuman deeds, slaying of dragons, and communing with the great
goddess Hecate. It details Agamemnon being granted a divine gift from
the goddess, a sword of glowing green metal (this is Butcher, the Sword
of Agamemnon).
Pillar #2 has writings describing Akbeths fall from grace and eventual
transmutation by the goddess. It explains how Agamemnon remained true
to the goddess, and describes the building of the mithral gates on Level 9A
by the wizard to guard the remains of his lost love. It tells of terrible conflict
in his heart as he was forced to choose between his lover and his goddess.
Pillar #3 has writings describing Agamemnons quest for immortality
and how he searched the world for the secret of it. It tells of his quests
and travels, and how finally only divinity or undeath would save him. It is
clear that Agamemnon was an avid sailor, and the writings mention that he
traveled to legendary lands in the great ships Tarun and Malgedesh (these
are the command words for the folding boat in Area 9B9).
Pillar #4 describes the building of the well. It describes that only with a
divine force can the well be exited, and only with the steel of the gods may
someone open the lock that holds the gate closed. This describes how the exit
can be accessed through the center pillar (#3) using the sword as a key.
Pillar #5 shows a slow slip into evil for the old wizard, and speaks
of his desire to starve any that pillage his resting place. It talks of blood
being the key to divinity, and only through consumption of the living can
a person achieve godhood (this is a clue that Agamemnon has become a
vampire).

9B4. The Fountain (CR 12)


This room contains an intricately carved fountain in the form of a
beautiful woman standing in a circular pool of water. Those who have seen
Akbeths statue or a form or picture of her recognize the woman as
her. Unfortunately, before the PCs can fully take in the view, they must
deal with the crazed cannibalistic humans who occupy this room. These
men have been stuck in the well for years, subsisting on cavefish and
newcomers. They eat the occasional rat or stirge to supplement their
diet. These men are beyond help, except as described above, and fight
maniacally until slain. If cured of their insanity, they join the party and aid
the PCs in the quest to get out of the well. Their only tactic is to charge,
kill, and eat the PCs.

CRAZED RAGING CANNIBALISTIC HUMANS (8)


XP 2,400
Male crazed human barbarian 7 (see Appendix A)
N Medium humanoid (human)
Init +1; Perception +5

CR 6

AC 13, touch 9, flat-footed 12 (+4 armor, +1 Dex, 2 rage)


hp 93 (7d12+35 plus 7)
Fort +10; Ref +3; Will 1
Defensive Abilities improved uncanny dodge, rage power
(renewed vigor, 1d8+7 hp), trap sense +2, DR 2/
Speed 40 ft.
Melee greatsword +12/+7 (2d6+6/1920) and bite +6 (1d6+2
plus disease)
Special Attacks disease, rage (19 rounds/day), rage power
(intimidating glare), rage power (no escape)
Str 19, Dex 13, Con 21, Int 12, Wis 0, Cha 8
Base Atk +7; CMB +11; CMD 22
Feats Cleave, Combat Reflexes, Improved Natural Attack
(bite), Power Attack, Weapon Focus (greatsword)
Skills Climb +11, Escape Artist +5, Intimidate +9, Perception
+5, Survival +5, Swim +11
Languages Common, Draconic
SQ fast movement, insane
Gear hide armor, greatsword, collection of teeth
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.

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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.

9B5. The Underwater Tunnel


The south door leads to a downward sloping tunnel. The corridor slopes
steeply down, enters the water, proceeds 15 ft., then slopes steeply up into
Area 9B19.

9B6. The Hidden Servant (CR 8)


Waiting patiently in this room is the bound demon, Nargallamar.
Nargallamar was bound by Agamemnon to guard this area; however, the
wizard never told him how large the area was, hence he only guards this room.
Due to the lack of abilities, the CR for Nargallamar is reduced (he cannot use
his normal teleport or summoning abilities due to the shielding present on this
level). He attacks all that remains in this room, but does not pursue out of it.
NARGALLAMAR THE VROCK DEMON
CR 8
XP 4,800
hp 112 (Pathfinder Roleplaying Game Bestiary, Demon,
Vrock, with the following changes: remove Spell-Like
Abilities teleport and summon.)

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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.

Treasure: There are the remains of several adventurers here. Though


these adventurers were stripped and devoured, 4 suits of full plate armor
are still present here, as is a backpack with 6 sunrods, 3 flasks of acid, and
an ivory case (200 gp value) containing an arcane scroll of legend lore
(CL 14th).

9B7. The Pool (CR 7)


A spiral staircase leads down to a large cavern flooded with 5 ft. of
water. The water is murky and still. Faint ripples can be seen if the water
is entered. Three rounds after it is entered, an aquatic black pudding
attacks. It does not pursue out of the water.
BLACK PUDDING
XP 3,200
hp 105 (Pathfinder Roleplaying Game Bestiary, Black
Pudding)

CR 7

9B11. The Laboratory

This room is obviously a wizards laboratory. It contains numerous


tables and shelves filled with various powders and liquids. Two halffinished flesh golems molder on a large table, inert and never animated. If
materials were recovered from this room, they would fetch over 20,000 gp
on the open market. This would require transport of approximately 12 tons
of gear to the surface, however. Against the north wall is a secret door.
Beyond this door is a storeroom of magical potions. Due to the presence
of the iron golems in Area 10, no one has yet looted this storeroom.
Wooden Secret Door: 2 in. thick; hardness 5; hp 20;
Perception DC 30 ; Break DC 20 , Disable Device DC 20 .
Potions: Along the shelves in the hidden chamber are the following
potions, all unlabeled: 6 cure light wounds, 3 foxs cunning, 2 cats grace, 3
darkvision, levitate, 2 invisibility , 3 lesser restoration, 6 water breathing,
2 fly, 2 gaseous form and 3 remove disease. There are also 5 vials of
magical poison; each registers as magical, but is instead potent venom
(save Fort DC 23; onset 1 round; frequency 1/minute for 6 minutes; effect
1d10 Con; cure 2 saves).

9B12. The Cannibal Lair (CR 13)

9B8. The Cursed Door (CR 2)


This door is obviously not just a normal door. It is covered with runes
and writings. If a DC 25 Linguistics check is made to decipher the script,
it can be determined that there is a great curse upon the door. The curse
states that any passing through the portal suffers a curse of drowning.
This is true. Any who pass through the portal must make a DC 22 Will
save or be permanently cursed with a 10 competence penalty on all
Swim checks. The door is unlocked and can be easily opened.

9B9. The Boat Room


This room contains a series of artistically sculpted boats and rafts of
all shapes and sizes. All of the boats are old, brittle, and beyond use. Any
attempt to use them in the river results in a 50% chance per 10 minutes
of use that they break apart and sink. One exception to this is present.
Appearing as a toy boat, about 6 inches long and in the shape of a canoe,
is a magical folding boat. Use of this boat requires a command word to
be determined. The words are Tarun (boat) and Malgedesh (ship), as
noted in Area 9B3.

9B10. The Laboratory Entrance


(CR 15)
Agamemnon left two nasty guardians to protect his laboratory. He had
no reason to let intruders access his private laboratory, and took great
pains to prevent entrance. To this end, 2 iron golems bar the way to the
door to room 9B11. The door itself is arcane locked at 18th level.
IRON GOLEMS (2)
CR 13
XP 25,600
hp 129 (Pathfinder Roleplaying Game Bestiary, Golem,
Iron)

The entrance to this room can only be accessed by grabbing onto an


iron bar that juts out of the wall into the space above the river. In the
distance, an arched bridge is visible over the river (Area 9B13). Other
than by flight, the only way to grab the bar is to make a successful melee
touch attack against AC 20 while passing by it, either swimming or in a
boat. Failure indicates that the bar has been missed and the PC grabbing
for it has proceeded down river. Meanwhile, there is a 50% chance that the
crazed inhabitants of this room complex rush forth and attack as described
in Area 9B13. The door is standard for this level and is unlocked.
The room beyond the entrance door contains six intact 2-person boats,
carved from woodwork within the dungeon and totally functional. It also
contains the rough sleeping quarters of 10 crazed cannibalistic humans.
They inhabit Area 9B13 and the empty room beyond, though they have
not found the secret door to Area 9B14. They fight maniacally until slain.
CRAZED CANNIBALISTIC HUMANS (10)
XP 2,400
hp 93 (see Area 9B4, above.)

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CR 6

9B13. The Great Arched Bridge


This area consists of a 15 ft. wide, 40 ft. tall arched bridge of magical
brickwork. It is inscribed with pictograms and writings. It can withstand
any degree of magical assault and is made of stone that resists all blows
from many weapons (hardness 20, 540 hp). There is a 50% chance that
the crazed humans described in Area 9B12 are present on the bridge,
and they leap from the bridge to boats below in order to attack. The bridge
itself grants cover to all who are on it. On the underside of the bridge is
an inscription of note, written in silver inlaid script. The writings are in
ancient Draconic and require a DC 25 Linguistics check to read. They
read:

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).

To seek the sword,


And freedom find,
Remove the curse of gods gone by,
Purge the doors of sin and blight,
Beyond the wall, of blackest night.

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9B14. The Lost Room

9B20. The Pool of Oblivion

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.

Secret Door: 2 in. thick; hardness 5; hp 20; Perception DC 20;


Break DC 20, Disable Device DC 20.

9B15. The Teleportal


This area teleports anyone landing on it to Area 9B16, unless they
were teleported from Area 9B16.

9B16. The Second Teleportal


This area teleports anyone landing on it to Area 9B15, unless they
were teleported from Area 9B15.

9B17. The Cannibals Den


This is the living quarters of the crazed cannibalistic humans encountered
in Area 9B3. If they were not found there, they are here when the PCs
arrive (see Area 9B3). This room contains piles of human bones, musty,
rotted pallets of bedding, and an assortment of old equipment.
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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.

9B18. The Boneyard


This room is stacked with piles and piles of bones. Humanoid, fish, rat,
and other monster bones lie strewn about in piles. A locked secret door to
the south leads to Area 9B19.
Secret Door: 2 in. thick; hardness 5; hp 20; Perception DC 20;
Break DC 30, Disable Device DC 20.

9B19. Feet of Clay (CR 10)


The floor of this room is covered in slippery mud and wet clay. Two
rounds after it is entered, the ground begins to tremble. Two rounds later, a
clay golem pulls itself free and attacks. This golem acts as the first line of
defense for the priest buried at Area 9B21. A secret door 6-inches under
the mud hides the access to Areas 9B20 and 9B21.
CR 10
CLAY GOLEM
XP 9,600
hp 101 (Pathfinder Roleplaying Game Bestiary, Golem,
Clay)
Tactics: The golem fights until slain, but does not pursue out of this
room to the north.
Secret Door: 2 in. thick; hardness 5; hp 20; Perception DC 30, 15 if
area is dug into; Break DC 30, Disable Device DC 20.

Hidden Door: 2 in. thick; hardness 5; hp 20; Perception DC


30, when underwater only; Break DC 20.

9B21. Underwater Angel


This is the tomb and final resting-place of Nemethiar, a priestess of
Hecate and friend of Agamemnon. She is long dead and cannot trouble
the PCs. The entire chamber is underwater, and due to the presence of the
black water, no vision is possible here either. The GM should have fun
with this. Even with a water breathing spell or potion, it is really creepy
to be swimming in total darkness. Cold or warm water may pass by the
PCs, floating debris may brush against their skin, or other creepy effects;
this is all up to the GM to improvise. If multiple PCs are in the water, they
may even attack each other in the darkness. No monsters or treasure are
present in this room.

9B22. The Bar Across the River


Across the river, at a height of 3 ft., is a huge steel bar. Passersby in a
boat may grab this bar easily. Passing swimmers may grab the bar with
a successful DC 20 Swim check. On the south side of the bar is a tunnel
entrance leading to Area 9B25.

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9B23. The Frogmans Lair


(CR 6)
This room is the lair of the frogman, a reasonably tough creature
of unknown origin. The frogman is not necessarily unfriendly and can
be bargained with, even befriended if approached properly. He feeds
exclusively on cave fish and bugs, and is not predatory to humans.
Secret Door: 2 in. thick; hardness 5; hp 20; Perception DC 30;
Break DC 20.
The secret door to his lair is hard to find, though it is possible that wet
footprints may lead the PCs to his lair if they either encounter him as a
wandering monster or if they are in dire need of a little GM intervention
to cross the whirlpool in Area 9B29.
When the PCs encounter the frogman, he cautiously awaits their
reaction, diving into the river to escape if they appear hostile. He appears
as a bulbous-eyed, green-skinned humanoid, about six feet tall, and with
webbed feet. If the characters can communicate with him, he may assist
them in crossing the whirlpool area or in other waterborne adventuring with
a successful Diplomacy check. His typical starting attitude is unfriendly
(DC 19), as he starts the encounter cautious and wary of strangers. How
the players roleplay their initial interactions with the frogman can affect
his starting attitude.
THE FROGMAN
XP 2,400
N Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft., scent; Perception +12

CR 6

AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)

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hp 73 (7d8+42); fast healing 5


Fort +8; Ref +6; Will +5
Speed 30 ft., swim 60 ft.
Melee 2 claws +6 (1d4+1), bite +6 (1d6+1)
Str 12, Dex 14, Con 23, Int 14, Wis 11, Cha 9
Base Atk +5; CMB +6; CMD 19
Feats Alertness, Dodge, Improved Initiative, Lightning
Reflexes
Skills Climb +11, Escape Artist +9, Knowledge
(dungeoneering) +8, Perception +12, Sense Motive +2,
Stealth +12, Survival +10, Swim +19
Languages Aquan, Frogman, Undercommon
SQ amphibious

9B24. The Food Cave (CR 6)


This cavern is fungus-filled and contains a biomass greater than most
swamps. Hundreds of types of fungi are present here: 20% of the fungus is
edible while 10% is poisonous (DC 16 Fortitude save or take 2d6 Con/2d6
Con). 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 enough material here to sustain a party of 12 PCs indefinitely.
There are 2 other inhabitants of the cavern as well. These look like giant
floating eyes, but are in reality 2 gas spores.
GAS SPORE (2)
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 (DC 30

Perception check 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-foot radius. A successful DC 15 Reflex
save reduces the damage by half.

9B25. Down, Down, Down


You Go, Where You Stop,
No One Knows . . .
This nondescript room contains very little in the way of interest,
except for a bas-relief of a demonic face on the floor leading to Area
9B26. The mouth of the four-horned, red-faced demon is 10 ft. in
diameter and provides access to the watercourse leading to Level 9C,
20 ft. below.

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9B26. Passage to the Whirlpool


This area leads to the whirlpool and eventually to Level 9C. The water
in the baffled area is only 3 ft. deep and provides stability for those wishing
to load boats or to rest before trying to make the trip across the whirlpool.
No magic functions in this area. The passage leads 200 ft. south, gradually
deepening to a maximum of 20 ft. at the outlet to Area 9B27.

9B27. The Whirlpool (CR 12)


This area leads either to death or to Level 9C, depending on the fortunes
of those attempting to cross it. For this area, use the separate map provided
(Whirlpool Map). No magic functions in this area. The cavern itself is vast
(300 ft. in diameter) and is totally water-filled. In the center of the cavern
is a suction funnel of water leading into an abysmally deep underground
lake with no air source and no escape. The only method of passage is to
stay as far from the center as possible, be a strong swimmer or boater, and
have good luck. Anyone lost in the whirlpool is dead and gone and can
only be brought back by a wish or miracle. There are four zones present in
this water. Difficulties and result of success and failure for those trying to
cross the pool are as follows:
Zone 1: DC 20 Swim, Boat (DC 15 Str check). Success indicates a full
move is made at the rate of the swimmer/boater and that he remains in this
zone. Failure means that the PC in question moves to Zone 2, and moves
1/2 the desired distance toward the targeted destination.
Zone 2: DC 25 Swim, Boat (DC 20 Str check). Success indicates a full
move is made at the rate of the swimmer/boater and that he remains in this
zone, or he may move 1/2 and return to Zone 1. Failure means that the PC
in question moves to Zone 3 and moves 1/2 the desired distance toward
the targeted destination.
Zone 3: DC 30 Swim, Boat (DC 25 Str check). Success indicates a full
move is made at the rate of the swimmer/boater and that he remains in this
zone, or he may move 1/2 and return to Zone 2. Failure means that the PC
in question moves to Zone 4.
Zone 4: Cannot swim or boat in. The other PCs watch helplessly as the
victim is slowly drawn into a death spiral.

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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: The Well of


Agamemnon, Lower Level

above. Swimming through this passage requires a DC 15 Swim check.


Failure indicates that the PC begins to drown.

Level 9C

9C3. The Hanging Door

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

This door hangs in mid-air and is similar to those on Level 3A and


Level 7. Writing above the door reads, in Elven, Only with Butcher may
the Faithful open. The door cannot be opened in any way, unless the
person opening it holds the magic sword from Area 9C19. The door
opens easily for anyone holding the sword. It is a one-way door, and PCs
cannot travel back into the dungeon through this door. Those attempting
to do so are stranded on the astral plane. This one-way door leads to a
cave on the ground level outside the dungeon, over a mile away from the
main entrance. The cave entrance is covered with a permanent image and
a permanent screen spell, hiding it from detection. The PCs may rest here
without fear of detection.

1d4 crazed humans (see the Level 9B,


Area 9B4)
1d4 crazed goblin scouts (see the Level 9B)
3d6 dire rats
2d6 stirges
1 black pudding
No encounter

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).

9C4. The Stirge Cavern (CR 10)


This cavern contains a great mass of stirges, having flown in from the
area beyond the whirlpool. They are quite hungry, subsisting so far on
only those lucky enough to get here and the few dire rats on this level.
They attack en masse as soon as the bottom of the spiral stairs is reached.
They have no treasure.

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STIRGE SWARMS (4)


CR 6
XP 2,400
N Tiny magical beast (swarm) (Pathfinder Roleplaying Game
Bestiary, Stirge, see Appendix A)
Init +8; Senses darkvision 60 ft., low-light vision; Perception
+11

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.

9C2. Underwater Passage


Spiral stairs lead down to a water-filled passage. This passage is 60 ft.
long and ends in another set of spiral stairs leading up to the dry corridor

AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)


hp 78 (12d10 plus 12)
Fort +8; Ref +14; Will +5
Defensive Abilities swarm traits
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
SQ Diseased
Diseased (Ex) Stirges are harbingers of disease. Any creature
subjected to a stirges blood drain attack has a 10% chance
of being exposed to filth fever, blinding sickness, or a similar

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disease (Pathfinder Roleplaying Game Core Rulebook,


Diseases). Once this check is made, the victim can no
longer be infected by this particular stirge, though attacks
by different stirges are resolved normally and may result in
multiple illnesses.

9C9. The Hall of Agamemnon

9C5. The Floor of Mud


This area contains 4 ft. of soft, slippery mud. This poses no real hazard
to anyone taller than 5 ft., though all ground movement in this area is
reduced to 5 ft. per round. At the far end of the room, the floor rises up
slowly and exits the mud at the intersection.

9C6. The Cursed Door of


Agamemnon
This column-lined hall is filled with 8 ft. of water except on the path
between the columns. A curse is inscribed in ancient Draconic upon each
pair of columns, each curse more terrible than the first, though none have
any power, magical or otherwise. All warn intruders that to disturb the rest
of Agamemnon is to invite plague, ill fortune, and death. At the end of the
hall is a set of large stone steps made of pure white marble. At the top of
the steps is a huge set of double doors, made of red stone and having no
noticeable means of egress. The doors can only be opened by the casting
of a remove curse spell, at which point they begin to bleed human blood,
pouring pints of it all over the staircase and into the water. The bleeding
doors are quite creepy, though the blood has no actual game effect. The
doors then swing open, allowing entrance in to Area 9C9. The doors
cannot be bypassed by any other means.

9C7. Leeches Dont Suck,


They Bite (CR 2)

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.

9C10. The Black Pyramid


(CR varies, 0 or 10)
Faint light can be seen within the pyramid, and ghostly white figures
can be seen periodically pressing their faces against the sides. There
is no obvious means of opening the pyramid, though it can be bashed
in (hardness 8, hp 30). If this happens, 3 groaning spirits are released
and attack immediately. At the far south point of the pyramid is a secret
latch. This latch must be carefully searched for by hand, and no means
of magical detection discovers it. If it is found, it can be sprung, and the
north-facing wall sinks into the slab, revealing an opening to the inside of
the pyramid. If the pyramid is opened in this fashion, the groaning spirits
do not attack, but instead become ethereal and leave the PCs in peace.
Secret Latch: CR 2; DC 40 Perception.
GROANING SPIRIT (3)
CR 7
XP 3,200
hp 85 (Frog God Games The Tome of Horrors Complete,
Groaning Spirit)
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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.

9C8. The Star Room


This room radiates starlight, and the ceiling looks like the outdoor area
surrounding the dungeon at night. Grass grows all over the ground, and
trees dot the landscape. Birds and small animals scurry about, and berries
grow on bushes. This room in all ways appears as if it were truly outdoors
at night. This is in reality a powerful permanent image, CL 18th. The PCs
could actually wander for years in this room, traveling for miles, only to
have it remain continually night. The animals are part of the illusion, and
cannot be caught or conversed with in any way. Plants or berries picked
can be eaten, but they provide no nourishment. It is possible that monsters
may wander in here from time to time, as the aesthetics of this room fool
them as well. In that case, the PCs may interact with the monsters (or
the other way around, of course). The GM is encouraged to make the
players believe they are outside, though their wanderings never seem to
lead anywhere.

Inside the Pyramid: Within are three preserved bodies of beautiful


women, in life the concubines of Agamemnon. They are dressed in royal
finery and gold jewelry and preserved with a permanent gentle repose
spell. The woman in the center was particularly favored and still wears
a large gold medallion (worth 500 gp) with the crest of Agamemnon
inscribed upon it. This medallion is the key to the crypt of Agamemnon
himself and is the only means for the PCs to find a way out of this level.
If the bodies are disturbed in any way, or if a raise dead spell or similar
magic is used, the groaning spirits re-materialize and attack. If the
medallion is taken, no harm comes to the party, but the corpses wither
away to dust in 10 minutes.

9C11. Stasis Chamber (CR 10)


This room contains a horrible trap as well as an illusory pile of treasure
against the far wall to the south. Ten rounds after the room is entered, a
temporal stasis trap is triggered. This trap is triggered by opening the
door, and hence has no chance of being disarmed. A DC 34 Knowledge
(arcana) check determines that some form of magical trap has gone off
and allows retreat from the room in time to avoid its effects. The effects
of this spell are permanent until a successful dispel magic (vs. CL 18th)
is made.
TEMPORAL STASIS TRAP
CR 10
XP 9,600
Type spell; Perception DC special; Disable Device DC
Trigger proximity (alarm); Reset automatic (1 week)
Effect spell effect (temporal stasis, CL 18th, DC 34
Knowledge [arcana] check avoids); multiple targets (all
targets in room)

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9C12. The Mummies Tomb


(CR 12)

9C13. The Egg Stone

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.

9C14. The Door to the


Inner Sanctum
This secret door is extraordinarily well hidden in the floor. It cannot be
magically detected nor opened. An antimagic ward has been placed on the
door area (like a permanent antimagic field), covering an area within 10
ft. of the door. Somehow noticing this antimagic area and thus tipping
the PCs off that something in the corner of this room is unusual is
most likely the only way their attention is drawn to the door. Otherwise,
it requires a DC 40 Perception check to locate the door. Remember that
because of the antimagic field, magic does not locate the door.

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Reinforced Wood Secret Door: 2 in. thick; hardness 5; hp 20;


Perception DC 40; Break DC 20, Disable Device DC 20.

9C15. The Unmoving Stone


(CR 2)
This hallway is blocked by a large boulder of blue stone, far different
in make and texture from the corridor itself. In order for the party to pass
the stone, it must be moved or destroyed. The stone is not magical, nor is
there any easy way to move it. Many spells may be used to move it (such
as transmute rock to mud, stone to flesh, disintegrate, and others), or it can
be simply battered through.
Stone Boulder: hardness 8: hp 500; DC 30 Strength check to
move.

9C16. The Weird Hall (CR 10)


Ten rounds after this seemingly non-descript tomb is entered, the secret
door to the north slams shut, held with an arcane lock (CL 18th). At this
point, a weird spell trap goes off, covering the entirety of the hall. The
secret door to Area 9C18 is fairly difficult to find and is located in the
floor of this room.
WEIRD TRAP
XP 9,600
Type spell; Perception DC 34; Disable Device DC 34

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

9C19. The Inner Crypt (CR 18)

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

This is the lair of Agamemnon, the Vampire-Wizard. The room appears


to be an empty circular chamber, carved and painted in intricate relief with
horrific images of blood sacrifice and murder. In the center of the chamber
is an inlaid tile depression, bearing the trademark seal of Agamemnon.

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,

Trigger proximity (alarm); Reset automatic (1 hour)


Effect spell effect (weird, CL 18th, DC 34 Fortitude save for
partial damage); multiple targets (all who enter the room)
Reinforced Wood Secret Door: 2 in. thick; hardness 5; hp 20;
Perception DC 30, floor only; Break DC 20; Disable Device
DC 20.

9C17. False Tomb


This room contains a huge ornate crypt, carved of marble in the shape
of a wizard. The crypt itself is worth over 10,000 gp for precious materials
and workmanship alone. The top of the crypt is heavy (DC 22 Strength
check to remove). Inside is the decayed skeleton of a man in wizards
robes. Across his chest is a long, thin bastard sword made of a strange
green metal. It radiates a strong aura of enchantment magic. The sword
is a 5 cursed sword and does not open the door in Area 9C3 to allow
escape. The sword remains attached to the hand of whoever grabs it and
requires a remove curse spell (vs. CL 16th) to remove.

9C18. The Passage to the Crypt


This passage appears to reach a dead-end in a rubble wall. The rock must
be cleared slowly (there is 2,000 pounds of it) in order to continue on. This
takes 3 hours if 4 or more characters work in tandem removing rock from
the tunnel. Subtract 1 hour if 2 or more characters have stonecunning, or
if 2 additional PCs join the effort. Any more people simply get in the way.

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Craft Magic Arms and ArmorB, Craft Wondrous ItemB,


DodgeB, Extend SpellB, Improved Critical (slam), Improved
InitiativeB, Improved Trip, Lightning ReflexesB, Martial
Weapon Proficiency (longsword), Scribe ScrollB, Skill Focus
(Perception), Step Up, ToughnessB, Weapon Focus (slam)
Skills Acrobatics +22, Appraise +29, Bluff +19, Diplomacy
+13, Fly +25, Knowledge (arcana) +29, Knowledge
(dungeoneering) +22, Knowledge (engineering) +20,
Knowledge (geography) +20, Knowledge (history) +21,
Knowledge (local) +22, Knowledge (nature) +20, Knowledge
(nobility) +20, Knowledge (planes) +29, Knowledge (religion)
+29, Linguistics +16, Perception +30, Sense Motive +12,
Spellcraft +29, Stealth +13; Racial Modifiers +8 Bluff, +8
Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aquan, Auran, Celestial, Common,
Daemonic, Draconic, Dwarf, Elven, Ignan, Infernal, Giant,
Terran, Undercommon
SQ arcane bond (Butcher), forewarned, change shape (dire
bat or wolf, beast shape II), gaseous form, scrying adept,
shadowless, spider climb
Gear Butcher, belt of physical might (Str, Dex) +4,
headband of mental prowess (Int, Cha) +6, spellbooks, spell
component pouch (including all focuses and expensive
components)
Spellbook: In addition to his prepared spells, Agememnons
spellbooks contain the following:
0All exception enchantment and illusion
1stalarm, enlarge person, identify, shocking grasp,
summon monster I
2ndarcane lock, continual flame, ghoul touch, obscure
object, shatter, summon monster II
3rdclairaudience/clairvoyance, dispel magic, explosive
runes, fireball, gentle repose, summon monster III
4thdimension door, dimensional anchor, secure shelter,
scrying, summon monster IV
5thbreak enchantment, contact other plane,
permanency, summon monster V, teleport
6thanalyze dweomer, antimagic field, contingency,
legend lore, planar binding, summon monster VI
7thbanishment, control weather, summon monster VII
8thdiscern location, maze, summon monster VIII, trap the
soul
9thsummon monster IX, wish

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.

The Legend of Agamemnon


Agamemnon was a 19th level wizard who quested for
immortality. To this end, as his life drew to a close, he willingly
became a vampire, summoning and dominating a member of the
undead to do his will. Using a wish spell, he devised a ritual that
destroyed his creator after he was transformed, making him free
to roam and do as he pleased without a controlling master. Sadly,
this process caused him to lose 2 levels of experience; hence, now
Agamemnon is only a 17th level wizard. He roamed the world
for many years, eventually becoming bored, and returned here to
guard his crypt and seek to recover his lost priestess. After many
years, he gave up trying to save her, and as the evil blood finally
completed its work, he became a lost soul, seeking only to destroy
the living and drink their blood.
Earlier in life, Agamemnon was the lover of Akbeth and a
faithful servant of Hecate, goddess of magic. He remained faithful
to the goddess even when she destroyed his mate, and as a reward
he was given a powerful magic sword, known as Butcher.

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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.

Running the Bloodways


The Bloodways is a seemingly endless tangle of passageways, with
occasional rooms encountered within the maze. Because of the confusion
effect present within the maze, combined with frequently shifting walls in
the corridors, an option has been provided for you to chart the characters
progress through the labyrinth using the flowchart provided below.
Between encounter areas, you are welcome to describe passages, galleries,
halls, chasms, and so forth as you see fit, perhaps drawing inspiration
from the Bloodways maps and the encounter areas not included in the
flowchart.
Four Sublevel Maps (for Sublevels 9DI through IV) have been
provided. Further, an additional 41 encounter areas are detailed (9D
29 through 70) which briefly summarize additional areas found on the
four-sublevel labyrinth maps. Note that using these supplemental maps
and areas may seriously prolong a partys sojourn in the Bloodways,
particularly if teleportation areas are liberally employed.
Alternately, the additional encounter areas and the corresponding maps
can be broken apart and used elsewhere in Rappan Athuk, to provide
additional small lairs and encounter areas.
Keyed Entry Map Notations: Each keyed entry provided below
includes a reference to one of the Detail Maps (9DA through N) where
appropriate, as well as the Sublevel Map (9DI through IV), to aid the
GM in locating it when sublevel maps are employed.

Describing the Halls


When describing the corridors, free reign is given to the GM to make
the partys progress vivid and provocative.
First, remind the players frequently of the mist, describing how it moves,
how warm or cold it is, how dense, its smell, and the like. Remember that
the density of the mist affects the distance characters can see.
Second, consider any sounds the characters might hear, particularly
when setting up a random encounter. This may include splashing or
squelching noises if there is a layer of water on the floor, or the distant
sounds of scales rasping against stone. Also, be sure to keep the players
informed of any noises their characters make how loud they are,
whether they echo, and so on.
Third, while it is a good idea to vary the style of the passages the
characters encounter, consider creating a gradual but definite progression
as they proceed through the Bloodways. This gives them the sense they
are making headway, even while they remain utterly lost.
Fourth, you can always spice things up with special magical effects:
dim lighting, strange persistent noises, an area saturated with an antimagic
field, caverns where magical lighting does not work, or an area filled with
an unhallow effect and lurking undead.
Here are some suggestions of possible passageway styles the group
might run into:
A 15-foot-wide smooth-walled passage with the floor coated in an
inch of blood-red liquid
A shaft leading upward from a corridor; investigation reveals it to end
at the underside of a pit trap door.
A set of spiral stairs leading up and down, with passages leading
outward at irregular intervals; there may also be secret doors or openings
on the inward side of the curve that open into a narrower set of stairs
spiraling in the opposite direction. An entire session could be spent
exploring interconnected spiral staircases.
A straight set of stairs with a drop-off into darkness on either side. 10

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Using the Bloodways Flowchart


When PCs enter the labyrinth, they travel for approximately 1d20 minutes before encountering any of the keyed areas. To determine what area they reach,
roll 1d6 on the table below. If they go through the area and exit using a different passage, check that entry off on the chart, and when that number is rolled again,
move to the next entry. Some areas are marked on the flowchart more than once, as PCs stumble back upon old areas they have explored earlier.
A note on the maps: Several locations are keyed to use the same detail map. This is because there are several similar-looking locations throughout
the Bloodways, and the characters might well confuse one for another.

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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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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The Bloodmists: The entire labyrinth is filled with a swirling


crimson mist. Its consistency and movement vary. In some
places, it fills the halls in thick billows, while in others it
flows along the floor in a swift current. Temperature varies
from bone cold to clammy to slightly sticky warmth.
The coloration of the mists is caused by algae which
feed off the magical emanations of the Bloodways. It
has a tendency to condense on creatures, and those
who spend much time in the passages look as though
they have been doused with blood or red dye. This red
pigmentation is difficult to wash out. The mists have a
coppery reek, similar to blood, with an undercurrent
of vinegar and rotting flesh, the latter a legacy of past
victims rather than a property of the mists themselves.
Despite their ominous appearance, they are not in and
of themselves harmful.
The bloodmists obscure vision, reducing maximum
visibility to a distance of 30 to 60 feet, depending on how
dense the mist is at any given point. Creatures within the
last third of this range have 20% concealment due to the
mists.

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Wandering Monsters

Melee swarm (blood drain)


Space 10 ft.; Reach 0 ft.
Special Attacks create spawn, distraction (DC 20)

Roll or select from the table below once an hour, or when you grow
bored.

Str 1, Dex 19, Con , Int 8, Wis 16, Cha 16


Base Atk +10; CMB ; CMD
Feats Dodge, Great Fortitude, Improved Channel
Resistance, Lightning Reflexes, Mobility, Skill Focus
(Perception), Skill Focus (Stealth)
Skills Fly +27, Perception +26, Stealth +20 (+30 in the
Bloodways); Racial Modifiers +10 circumstance bonus on
Stealth checks while in the red mists of the Bloodways

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

Blood Drain (Ex) Creatures in the devouring mists space


at the end of its movement each round take 1d4 points of
Constitution damage as it siphons blood out of the victims
body. For every point so drained, the devouring mist heals
5 hit points of damage. Creatures without blood take no
damage from the devouring mist.
Create Spawn (Su) Any creature slain by a devouring mist
rises as a vampire spawn in 1d4 days, unless the remains are
blessed. If the victim had more than 5 hit dice, there is a 1%
chance per hit die that it arises as a full-fledged vampire
instead, or a 5% chance per hit die if the victim was of the
humanoid type.

New Feat

Blood Golem: These slithery horrors try to ambush the PCs in an


intersection or from a hidden crevice in the stonework. They fight until
dead. They resemble a 10-foot-long crimson-colored slug-like creature
with two long, spindly arms protruding from its sides, and a toothy,
sphincter-shaped maw. They are essentially living blood animated by the
influence of the Bloodwraith. Treasure: None.
CR 5
BLOOD GOLEM
XP 1,600
hp 38 (Frog God Games The Tome of Horrors Complete,
Golem, Blood)
Crimson Jelly: This ooze seeps from cracks or tries dropping from
above onto unsuspecting characters. It fights until destroyed. It resembles
a giant, dark red amoeba. Despite its unusual coloration, its stats are
identical to those of a standard ochre jelly. Treasure: None.
CR 5
CRIMSON JELLY
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Ochre Jelly)
Devouring Mist: A fearful exhalation of the Bloodwraith, the devouring
mist seeks only to feed its insatiable hunger for blood. It slips up to the
group concealed by the mists, then tries to latch onto one victim and drain
him completely if it can. It fights to the death. Treasure: None.
DEVOURING MIST
XP 9,600
NE Large undead (swarm) (see Appendix A)
Init +4; Senses darkvision 60 ft.; Perception +26

CR 10

AC 13, touch 13, flat-footed 9 (+3 Dex, +1 dodge, 1 size)


hp 133 (14d12+42)
Fort +9; Ref +10; Will +12
Defensive Abilities channel resistance +4, swarm traits;
Immune undead traits, weapon damage; SR 24
Weaknesses swarm traits
Speed fly 40 ft. (perfect)

Improved Channel Resistance


Some undead are too anchored to an evil area to
flee.
Prerequisite: Undead type, channel resistance.
Benefit: Add +2 to any existing channel resistance. This
feat can be taken multiple times; its effects stack.

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Gelatinous Cube: Mindless sweepers of the dungeon such as this use


no tactics against PCs. The Perception check to notice one gains a +4
circumstance bonus due to the fact that there is no mist in the space they
occupy; accordingly, they are best placed in pits and around blind corners.
Treasure: Zero to 600 gp in loose coins and gems scattered through its
mass; 5% chance of a random magic item (something that would not
dissolve in its acidic embrace, like a weapon, armor, or a potion vial).
CR 3
GELATINOUS CUBE
XP 800
hp 50 (Pathfinder Roleplaying Game Bestiary, Gelatinous
Cube)
Invisible Stalker: These creatures were actually summoned by the
priests of Orcus to patrol the halls and keep the mists flowing evenly, as
well as to do battle with intruders. They fight to the death, though it is
possible for one to be questioned if a PC speaks Auran. Treasure: None.
CR 7
INVISIBLE STALKER
XP 3,200
hp 80 (Pathfinder Roleplaying Game Bestiary, Invisible Stalker)
Meat Puppet (human): These loathsome, twitching undead either
descended from the Temple of Final Sacrament, or arose spontaneously
from the corpses of victims slain within the Bloodways. They fight to the
death. Treasure: None.
HUMAN MEAT PUPPET
XP 1,200
NE Medium undead (see Appendix A)

CR 4

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Init +6; Senses darkvision 60 ft.; Perception +9

level 9d

Feats Ability Focus (poison), Skill Focus (Perception), Skill


Focus (Stealth), Weapon Focus (bite)
Skills Climb +15, Perception +12, Stealth +4 (+14 in dimly lit &
unlit areas), Swim +15; Racial Modifiers +10 racial bonus on
Stealth checks in areas of dim or no light.
SQ hunt by scent

AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)


hp 21 (4d8+8 plus 4); regeneration 4 (cold iron or good)
Fort +3; Ref +3; Will +6
Defensive Abilities channel resistance +4; DR 5/slashing or
piercing; Immune undead traits
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
Meat Puppet (otyugh): Some years back several clusters of otyughs
swarmed into the Bloodways, only to fall victim to its malign influence.
Now the remains of these long-dead creatures roam the halls, attacking
any living creature they come upon. Treasure: None.
OTYUGH MEAT PUPPET
XP 4,800
NE Large undead (see Appendix A)
Init +7; Senses darkvision 60 ft.; Perception +16

CR 8

AC 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4


natural, 1 size)
hp 82 (11d8+22 plus 11); regeneration 11 (cold iron or good)
Fort +5; Ref +7; Will +9
Defensive Abilities channel resistance +4; DR 5/slashing or
piercing; Immune undead traits
Speed 30 ft.
Melee 3 slams +15 (2d6+7/1920 plus grab)
Special Attacks constrict (1d8+7)

Mordnaissant: A rare but deadly creature, the mordnaissant attempt


to ambush any intruders within the Bloodways, though they retreat if
outmatched, using small passageways to their advantage to evade pursuit.
Treasure: None.
MORDNAISSANT
CR 7
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,)
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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Speed 5 ft. (cannot run), fly 50 ft. (perfect)


Melee 2 claws +10 (1d24)
Ranged lash of fury +11/+6
Space 21/2 ft.; Reach 0 ft. (30 ft. with lash)
Special Attacks death curse, lash of fury, pain wail

Str 24, Dex 14, Con , Int 3, Wis 14, Cha 14


Base Atk +8; CMB +16 (+20 to grapple); CMD 29 (31 vs. trip)
Feats Dodge, Improved Critical (slam), Improved Initiative,
Improved Natural Attack (slam), Lightning Reflexes,
ToughnessB, Weapon Focus (slam)
Skills Perception +16
Shadow Hunters: A lone shadow hunter may try to ambush the PCs;
two or three instead stalk the party, cornering them, and then striking
from several directions, or one may drive the characters toward a location
where another lies in wait. Treasure: Standard, located in slimy or crusty
piles where it was disgorged during the digestion process.
SHADOW HUNTER
XP 4,800
N Huge magical beast (see Appendix A)
Init +2; Senses darkvision 60 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +12

Hunt by Scent (Ex) Shadow hunters are expert at tracking


prey through the dim warrens where they dwell. They can
track using their Perception skill in place of Survival.
Poison (Ex) Biteinjury; save Fort DC 20; frequency 1/
round for 6 rounds; effect 1d4 Constitution damage;
cure 2 consecutive saves. The save DC is Constitutionbased.
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.

CR 8

AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, 2 size)


hp 76 (8d10+32)
Fort +10; Ref +8; Will +4
Defensive Abilities shadow blend
Speed 30 ft., climb 20 ft., swim 30 ft.
Melee bite +14 (1d8+10 plus poison plus grab)
Space 15 ft.; Reach 10 ft.
Str 24, Dex 15, Con 19, Int 5, Wis 14, Cha 3
Base Atk +8; CMB +17 (+21 to grapple); CMD 29 (cant be
tripped)

Str 3, Dex 14, Con , Int 7, Wis 18, Cha 23


Base Atk +6; CMB +6; CMD 18
Feats Ability Focus (lash of fury), Improved Initiative, Skill
Focus (Perception), Weapon Finesse, Weapon Focus (ray)
Skills Fly +19, Perception +18, Stealth +21
Vampire Spawn: These debased vampires are constantly hunting
for fresh, warm blood. They attack swiftly and voraciously. Treasure:
Approximately 1,000 gp per spawn in equipment, magic items, etc.
CR 4
VAMPIRE SPAWN
XP 1,200
hp 26 (Pathfinder Roleplaying Game Bestiary, Vampire)
Will-o-Wisp: These creatures lure victims into pits or other hazards.
Or they may simply attack. Unlike most other creatures of the Bloodways,
they retreat if they suffer more than half their hit points in damage, or over
half are slain. Treasure: None.
WILL-O-WISP
CR 6
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, Will-o-Wisp)
Goblin Patrol: A patrol of goblins from the nearby goblin outpost
(Level 10B). The patrol consists of 7 goblin lieutenants led by
Morask, a 10th-level goblin rogue. The goblins are observing
the conditions in the labyrinth, and keeping an eye out for unusual
developments or intruders.

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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

The Fire Hawks

CR 4

The Fire Hawks are a band of experienced adventurers who


journeyed into Rappan Athuk in the recent past (within the last
month or so), accessing it via the Temple of Final Sacrament
(Level 1A) and traveling to the Bloodways (Level 9D). There
they came to a bad end when they encountered a group of priests
from the Talon of Orcus (Level 10C) at Area 9D3. Although
they defeated the evil leader of the Talon, transforming him into
9D3s current inhabitant, the members of the Fire Hawks were
badly wounded and forced to flee, splitting up in the process. The
members of the group and their ultimate fate are given here.
Azarthraine of Hallowfall (male half-elf wizard 15): Party
leader. Spells nearly exhausted, he came to an ignominious end
in the clutches of several mustard jellies in Area 9D9 (it is his
headless skeleton there). His companion Mezuryk was able to
retrieve his head, hoping to escape to the surface and have him
resurrected. Instead, Mezuryk was captured (see below), and the
skull of Azarthraine now decorates the Seers private chambers in
Level 10C, Area 10.
Mezuryk (male human rogue 12) The Fire Hawks trap
disarmer and lock opener. Priests of Orcus captured him, and he
has been tortured and driven insane. He remains a prisoner in the
Talon of Orcus (Level 10C, Area 13A).
Kalina (female human cleric 10) A follower of a god of
knowledge, Kalina was separated from the rest of the group. She
too was captured, and tortured to death at the Talon of Orcus. Her
lifeless corpse was then reanimated, and now stands ready to serve
her former captors in the Talon as one of the zombies in Area
10C7.
Oldaric (male human fighter 6) He died early on in the
Bloodways after a devouring mist sucked him dry. He has become
one of the many vampire spawn that lurk within the labyrinth.
Andwyn (male dwarf fighter 7) Andwyn died trying to hold off
the priests so the rest of the group could escape area 9D3. The
fate of his remains is unknown.
Adrenai (female elf fighter 2/rogue 4) Adrenai was separated
from the group and became lost in the labyrinth just before the
priests of Orcus were encountered; she eventually became a snack
for a shadow hunter serpent.
Marsenter (male human fighter 6) Separated from his
companions during the battle and hounded through the dungeons,
he sought to evade his pursuers by hiding in a pool of water,
using a magical helmet to breathe like a fish. However, the chill
temperature of the water induced hypothermia, and he ended up
falling asleep and dying. His remains can now be found in Area
9D8 of the Bloodways.

Priest of Orcus Patrol: A patrol of 8 acolytes of Orcus and 4 priests


of Orcus, led by Hesperix, from the Talon of Orcus (Level 10C). They
are in the process of surveying the maze and performing maintenance on
the fresco rooms, traps, and the like.
HESPERIX
XP 19,200
hp 154 (see the introduction to Level 10C)

CR 12

PRIESTS OF ORCUS (4)


XP 1,200
hp 55 (see the introduction to Level 10C)

CR 4

ACOLYTES OF ORCUS (8)


XP 800
hp 28 (see the introduction to Level 10C)

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

Trigger location; Reset automatic reset


Effect teleport to another location in the Bloodways; DC 15
Reflex avoids

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9D1. Entry (9DII)


(Sublevel 9DII)

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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9D2. Fresco Room 1


(Sublevel 9DI; Detail Map 9DA)

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.

9D3. Chaos Den (CR 12)


(Sublevel 9DII; Detail Map 9DB)

This 20-foot diameter circular chamber looks like an abattoir chunks


of flesh and bone lie strewn about the floor, and the entire area is thick with
the stench of blood. Even the ceiling is covered with thick clots of meat,
dangling intestines, and other less identifiable things. The air is hot and
acrid, searing the nostrils even over the stench of death saturating the room.
The bloodmists are particularly thick in here, almost as if they are feeding
on the unwholesome remains, filling the air with a thick, roiling haze.
Examination of the remains produces indeterminate results there are
definitely some humanoid remains, along with those of other creatures,
but from the few fragments of bones, loose organs, and shredded muscle
tissue it is impossible to determine exactly what creatures these once were.
Clinging to the ceiling of this room is a chaos beast all that remains
of Aaban Bonegnasher, one-time leader of the Talon of Orcus, Level 10C.
During a battle with adventurers several months ago, a magical mishap
transformed Aaban into his present form.
ADVANCED CHAOS BEAST
XP 19,200
CN Large outsider (chaotic, extraplanar) (Pathfinder
Roleplaying Game Bestiary 2, Chaos Beast)
Init +8; Senses darkvision 60 ft.; Perception +25

CR 12

AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9


natural, 1 size)
hp 184 (16d10+96)
Fort +15; Ref +14; Will +11
Defensive Abilities amorphous, resistant to transformation; SR
25
Speed 20 ft.
Melee 4 claws +22 (1d8+6/1920 plus corporeal instability)
Space 10 ft., Reach 5 ft.
Str 22, Dex 19, Con 20, Int 10, Wis 22, Cha 11
Base Atk +16; CMB +23; CMD 38 (cant be tripped)
Feats Critical Focus, Dodge, Improved Critical (claw),
Improved Initiative, Mobility, Sickening Critical, Toughness,
Weapon Focus (claw)
Skills Acrobatics +23 (+19 to jump), Climb +25, Escape Artist
+23, Perception +25, Stealth +19, Swim +25
Corporeal Instability (Su) Clawcontact (curse); save Fort

DC 23; effect amorphous body and 1 Wisdom drain per


round (see below); cure 3 consecutive saves. The save DC is
Constitution based.
A creature cursed with an amorphous body becomes
a spongy, shapeless mass. Unless the victim manages to
control the effect (see below), its shape constantly melts,
flows, writhes, and boils. An affected creature is unable to
hold or use any item. Clothing, armor, helmets, and rings
become useless. Large items worn or carried armor,
backpacks, even shirts hamper more than help, reducing
the victims Dexterity by 4. Speed is reduced to 10 feet or
one-quarter normal, whichever is less. The victim gains the
amorphous quality, but cannot cast spells or use magic
items, and it attacks blindly, unable to distinguish friend
from foe (4 penalty on attack rolls and a 50% miss chance,
regardless of the attack roll).
A victim can temporarily regain its own shape by taking
a standard action to attempt a DC 15 Will save. A success
reestablishes the creatures normal form for 1 minute. Spells
that change the victims shape (such as alter self, beast
shape, elemental body, and polymorph) do not remove the
curse, but hold the creature in a stable form (which might
not be its own form, depending on the spell) and prevent
additional Wisdom drain for the duration of the spell;
shapechange and stoneskin have a similar effect. The victim
takes 1 point of Wisdom drain from mental shock every
round that it ends its turn in an amorphous shape upon
being drained to 1 Wisdom, further Wisdom drain ceases
and the amorphous body effect is permanent until removed
via magic (no further number of saving throws can cure the
condition at this time).
Due to the magic permeating the Bloodways, a victim
reduced to a Wisdom score of 1 from this ability has a 10%
chance of actually transforming into a chaos beast. Victims
that do so have a 10% chance of retaining their original
Hit Dice and ability scores if they are better than those of
a standard chaos beast (see the Pathfinder Roleplaying
Game Bestiary 2 for stats for a standard chaos beast).
Resistant to Transformation (Ex) Transmutation effects, such
as polymorphing or petrification, force a chaos beast into
a new shape, but at the start of its next turn, it immediately
returns to its normal form as a free action.

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Tactics: The beast takes advantage of the obscuration of the mists to


hide from intruders; the mists add a +4 circumstance bonus to its Stealth
checks to conceal itself as the meat and organs plastered on the ceiling.
It tries to attack with surprise, going for a random target within range
each round. Once it attacks its appearance changes to a writhing mass of
barbed tentacles, glistening eyes, jutting fangs, and half-formed limbs that
constantly evolves and reshapes each round. It fights to the death as long
as anyone remains in the room, but does not give chase more than 30 feet
outside its lair.
Treasure: A single bracer of armor +4 lies amid the carnage. Although
its mate has been destroyed, a new one could be manufactured to match it
for half the cost of making a complete set of bracers of armor +4.
One of the doors leading out of this chamber is stuck with gore from the
chaos beasts past victims. It can be pushed open with a successful DC 15
Strength check. However, it opens immediately upon a 70 ft. deep pit, and
the person forcing the door may end up tumbling in.
CR 3
PIT TRAP
XP 4,800
Type mechanical; Perception DC 30; Disable Device DC N/A
Trigger location; Reset manual
Effect 80-ft. deep pit (8d6 falling damage); DC 20 Reflex
avoids

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level 9d

bonus on Disguise checks when imitating an object in this


manner. Disguise is always a class skill for a mimic.
*Pathfinder Roleplaying Game Ultimate Combat

9D4. Looted Crypt


(Sublevel 9DII; Detail Map 9DM)

This hallway is obviously a crypt. Upright sarcophagi stand facing each


other across the hall, with red mist swirling at their feet. The sarcophagi
depict warriors with a sword in one hand and a shield in the other. All look
to be in fairly good condition.
The crypt has been thoroughly looted. A few scraps of cloth and bone
fragments remain within each, but items of value including the corpses
were stolen away long ago. However, this is a good time to roll for
wandering monsters.

9D5. The Mimics Crypt (CR 10)


(Sublevel 9DII; Detail Map 9DM)

This hallway is obviously a crypt. Upright sarcophagi seven feet tall


stand facing each other across the hall, with red mist swirling at their
bases. The sarcophagi depict warriors with a sword in one hand and a
shield in the other. All look to be in fairly good condition.
The crypt has also been looted; however, one of the sarcophagi is
actually a mimic named Gaeleron that attacks when the best opportunity
presents itself.
CR 10
GAELERON
XP 6,400
Male mimic fighter 6 (Pathfinder Roleplaying Game Bestiary,
Mimic, Pathfinder Roleplaying Game Ultimate Combat,
Unarmed Fighter)
N Medium aberration (shapechanger)
Init +5; Senses darkvision 60 ft.; Perception +17
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AC 17, touch 12, flat-footed 15 (+1 Dex, +1 dodge, +5


natural)
hp 160 (7d8+6d10+65)
Fort +11; Ref +7; Will +8; +2 on saves vs. sleep, paralysis, and
stunning effects, and effects that would cause the fatigued,
exhausted, or staggered conditions, or which would inflict
temporary ability score damage
Defensive Abilities harsh training, tough guy; Immune acid
Speed 10 ft.
Melee slam +18/+13/+8 (2d6+10 plus adhesive)
Special Attacks constrict (slam, 1d8+7), weapon training
(natural +1)
Str 20, Dex 13, Con 18, Int 12, Wis 13, Cha 10
Base Atk +11; CMB +16; CMD 28 (cant be tripped)
Feats Ability Focus (adhesive), DodgeB, Dragon Ferocity*,
Dragon Style*, Improved Initiative, Improved Natural Attack
(slam), Improved Unarmed Strike, Lightning Reflexes, Skill
Focus (Perception), Stunning FistB, Toughness, Weapon Focus
(slam)
Skills Acrobatics +14, Climb +14, Disguise +16 (+36 when
mimicking objects), Knowledge (dungeoneering) +11,
Knowledge (local) +10, Linguistics +2, Perception +17, Swim
+11; Racial Modifiers +20 Disguise when mimicking objects
Languages Common, Goblin, Orc, Undercommon
SQ mimic object
Mimic Object (Ex)
A mimic can assume the general shape of any Medium
object, such as a massive chest, a stout bed, or a door. The
creature cannot substantially alter its size, though. A mimics
body is hard and has a rough texture, no matter what
appearance it might present. A mimic gains a +20 racial

Tactics: Gaeleron is familiar with the Dung Monster of Level 1, and


capitalizes on its reputation to dissuade intelligent creatures. When he first
attacks, he releases a flood of fecal material and rotted flesh from a pocket
within his mass, producing a horrible stench reminiscent of his distant cousin.
Characters who have encountered the Dung Monster and are familiar with it may
notice, however, that while foul-smelling, Gaelerons stench and appearance
do not match those of the Dung Monster. Kindly GMs may allow characters
observing the beast a DC 15 Intelligence check to realize this.
Gaeleron prefers to wait until an unsuspecting opponent attempts to
search or open him, whereupon he attempts to lash out with a surprise
slam attack using his Stunning Fist feat, achieve a hold, and constrict.
Once he secures a hold he ejects the fecal material as a swift action to
intimidate his prey and drive off any allies.
Treasure: Gaelerons treasure is contained in a compartment in its
body, and can be found only through a thorough search (DC 20 Perception
check) of its remains. He has 278 gp, two opals worth 500 gp each, and
a plain ebony baton that is actually a wand of darkness with 31 charges
remaining.
Development: If reduced to below 20 hp, Gaeleron attempts to
surrender, offering information or valuables in exchange for his poor,
miserable existence. He has some knowledge of the layout of the
Bloodways, and knows of many of the creatures that roam its halls. He
may therefore be a valuable source of information. He never encountered
the Fire Hawks, and has had no dealings with the clerics of Orcus or the
goblins in their nearby outpost, except to snack on their patrols.

9D6. Fresco Room 2 (CR 9)

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This is the second 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 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 corners of this chamber hold frescoes depicting people
from a pursuing army (see Fresco Room 1, Area 9D3) invading Rappan
Athuk and getting slaughtered by Orcus cultists, monsters, and other
gruesome but not readily identifiable means. Many of the depictions are
rather graphic.
However, before they have a chance to do much examining, the PCs
are likely to trigger the trap. Any pressure on the frescoed walls, including
trying to brush off accumulated cobwebs and dust, triggers four pistons in
the ground right in front of the frescoed areas. These pistons slam up into
the ceiling, taking anyone standing near the frescoes with them. All four
are triggered simultaneously, so if the party tries studying several sections
at once, it is possible that several people may be nabbed. While the pistons
are raised, the bulk of the frescoes cannot be seen.
SLAMMING PILLAR TRAP
CR 9
XP 6,400
Type mechanical; Perception DC 28; Disable Device DC 30
Trigger location; Reset automatic
Effect Atk +20 (10d6 plus grapple check vs. +20 or target
is pinned to ceiling, taking 1d6 damage each round until
escape is managed or the trap is disabled; automatically
resets after 1 hour)

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9D7. Charred Room

Handy Charm Bracelet

(Sublevel 9DI; Detail Map 9DB)

Aura moderate conjuration and transmutation; CL 8th


Slot none; Weight ; Price 10,000 gp

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.

9D8. Corrupted Pool


(Sublevel 9DIII; Detail Map 9DC)

A two-foot wide channel bisects this kite-shaped chamber, running


from a raised area holding a pool at one end to a large algae-shrouded
grate at the other. Water gurgles from the pool, through the channel, and
empties into the damp grating. Two doors face each other at either side
of the chamber. A current of cool air keeps the blood-tinged mists to a
minimum.
This room is one of several pool rooms throughout the Bloodways. The
water comes from one of the local rivers. There is a faint, foul smell like
stagnation, emanating from the water. Inspection of the five foot deep pool
reveals the source: the bloated body of a human in plate armor lies curled
on the bottom. These are the remains of Marsenter, one time member of a
band of adventurers called the Fire Hawks. After becoming separated from
his comrades, he took shelter from his pursuers in this pool. He relied on
his ring of underwater action to stay alive. Unfortunately, the helm did not
protect against the cold and blood loss, so eventually Marsenter fell asleep
and died of hypothermia. His rotting remains now contaminate the water:
anyone who drinks from it is subjected to a particularly virulent form
of blinding sickness (save Fort DC 18, onset 1d3 days, frequency 1/day,
effect 1d4 Str damage, if more than 2 Str damage, target must make an
additional Fort save or be permanently blinded, cure 3 consecutive saves).
Searching the body reveals the following arsenal: a helm of underwater
action, +1 full plate armor, +2 bastard sword, 286 gp, 178 pp, 2 gems
worth 100 gp each, four empty potion flasks, and standard adventuring
gear that has been exposed to water for a long period of time.

9D9. Abandoned Lair


(Sublevel 9DII; Detail Map 9DG)

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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9D10. Healing Spring


(Sublevel 9DIII; Detail Map 9DC)

A two-foot wide channel bisects this kite-shaped chamber, running


from a raised area holding a pool at one end to a large algae-shrouded
grate at the other. Water gurgles from the pool, through the channel, and
empties into the damp grating. Two doors face each other at either side
of the chamber. A current of cool air keeps the blood-tinged mists to a
minimum.
This rooms pool of water is quite refreshing, and the water within the
basin radiates strong transmutation magic. Those who drink from it feel
refreshed, as if they had spent a full day resting. Hit points, ability score
points, etc. return as per a full day of rest, and spells can be re-prepared.
A person gets this benefit only once per week. The process also ages the
drinker one day, which may affect secondary poison saves and disease
checks. The duration of magical effects, such as spells previously cast on
the imbiber, does not change.
This area is also quite popular with maze inhabitants; while in this
room, the frequency of wandering monster encounters is tripled.

9D11. The Floodgate (CR 11)


(Sublevel 9DIV; Detail Map 9DE)

Traveling downward through some especially convoluted passages, the


PCs come out to a sandy shore bordering a small underground river. The
river disappears beneath the walls to the left and right. It is swift-flowing,
deep, and about eight feet wide. Opposite the shore is another clear area,
at the back of which stands one of the dungeons stone doors. Because

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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.

RUSHING WATER TRAP


CR 9
XP 6,400
Type mechanical; Perception DC 22; Disable Device DC 20
Trigger location; Reset manual
Effect Atk +30 bull rush; multiple targets (all in line between
door and river); successful DC 20 Reflex save adds +10 to
CMD against this attack; see below for additional effects if
creatures end up in the river

CRIMSON JELLY (3)


CR 5
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Ochre Jelly)

9D12. Obligatory Chess Room


The door opens into a rough-hewn room filled with a fine red haze, and
lit by some dim unseen ruby glow, washing over the chamber like old
wine. About 30 ft. ahead, the chamber narrows, and its floor is covered
with a checkerboard pattern. Curiously, the mist does not drift over this
surface like it does elsewhere; instead, it looms in dusky columns over the
darker squares. Mounted on the floor just in front of the black and white
squares is some sort of metal plaque on a low stone pedestal.
The worshippers of Orcus can have a strange sense of humor, as
witnessed by this chessboard trap. It is designed solely to torment overly
clever adventurers while priests of Orcus observe the room remotely from
the Talon of Orcus (Area 10C9) and observe the would-be tomb raiders
perform for their amusement. The Seer, who oversees all scrying from
that location, has managed to pierce the veil that protects this part of the
Bloodways from remote visualization.
The plaque on the floor bears a message to explorers to encourage them
to experiment with the floor. Though it contains cryptic-seeming clues,
these ultimately have no meaning. The plaque is made of oily-looking
steel, and reads as follows:
Life is a dirge of shadow and light
A terrible chore ere blessed sleep
Resting in peace of eternal night
A knightly prize for those who would leap

Seek the prize within the eightfold field.


Orcus watches and cheers the struggle.
Also written in chalk at the base of the statue is some sort of inscription
in Common. Most of it has been subsequently erased, but a successful DC
25 Linguistics check reveals the inscription to read:

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.

(Sublevel 9DII; Detail Map 9DK)

Into the fray knowing their right


A foolish whim whose meaning is deep
Fraught with the force of clerical might
A bound to the left and so we shall reap
Yet stay the true course in blooded sight
A castle falls east in a weatherworn heap
Then comes freedom to victors of peril-fraught fight
And journey continues with prize one can keep.

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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.)

Crossing the Chessboard

Examination of the board itself yields the following information: The


entire area radiates magic, centered on the tiles of the board. The tiles
are separated from each other by a six inch wide decorative border of
bloodstone, inlaid with gold images of demons eating mortals.
Each of the tiles of the chessboard is trapped with a variant glyph of
warding, set off if anyone steps on a tile or tries to cross over a tiled space
by means other than walking. The effects of each tile on the chessboard
are given on the chart in the sidebar. Once a person has triggered a tile,
they may move about on it safely, but if they leave it and then return to it,
it triggers again. The glyphs affect everyone standing on or moving over
the tile, not just the person who triggered it.
There are several ways past the chessboard. Teleport and dimension
door spells work just fine to shuttle PCs across, or the walls could be
tunneled through to bypass the board. A simpler method is to walk across
on the six inch border between tiles. To do this a DC 15 Acrobatics check
must be made to avoid inadvertently stepping on a tile each round a
character balances on the border. Characters may take 10 on these checks,
but cannot take 20. A find the path spell reveals that this is the most direct
way to cross.
If twelve tiles are triggered, a one-round window of opportunity
occurs for people to move across the board safely. Characters could send
summoned monsters or animated dead across the board until enough tiles
are triggered to allow this. A stone tell spell could also be used to read
the erased warning, which originally stated: The poem above is entirely
false. Walk the true lines between squares; follow these and do not step
on the tiles. This was written by Azarthraine, leader of the Fire Hawks
adventuring group; Marsenter (Area 9D8) could also state what it said if
he were somehow put to the question.
In addition to the traps sprung when stepping on a tile, there are
additional effects that occur depending upon how many are trod upon:
Four tiles triggered: All white squares turn blood-red, a transformation
taking 1 round. This has no effect on the function of the tiles.
Eight tiles triggered: The entire board turns jet black for 3 rounds;
during this time, anyone stepping onto the board or traveling over it
(including on the borders) must make a DC 18 Fortitude save or die; those
who save take 3d8+15 points of damage instead. People already standing
on the board are safe as long as they do not move during this period. After
3 rounds, the tiles resume their previous blood red and black coloration
Twelve tiles triggered: The blood red tiles turn black, and the black
tiles turn blood red, in a transformation taking one round to complete. The
mist held in place over the black tiles is freed during this time, until it gets

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Area 9D12 (Chess Room) Glyph Chart (CR varies, up to 12)


Note: All save DCs are 18 unless otherwise noted, and are CL 16th. Further, effects target the victim and everyone else in the squares area
whenever a glyph is triggered. If no save is specified, there is none for the effect.

Inflict serious
wound
(Fort half)

Deafness
(Fort neg.)

5d8 acid
damage
(Ref half)

Teleport to
start location

All hair falls


out (Will neg.)

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)

Fear: flee for


1d4 rds
(Will neg.)

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.)

Fear: flee for


1d4 rds
(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:

If PCs show ingenuity in getting across this chamber, award them


experience for defeating a CR 12 creature, but drop this CR by 1 point
for every three tiles they themselves trigger (as opposed to remotely
triggering by summoned creatures, captives, etc.).

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9D13. Fresco Room 3


(Sublevel 9DII; Detail Map 9DA)

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.

9D14. Entrance to Goblin


Outpost
(Sublevels 9DIII and IV)

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.

9D15. River Crossing


(Sublevel 9DIV; Detail Map 9DL)

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.

9D16. The Chute and the Pit


(CR 8)
(Sublevels 9DI through III;
Detail Maps 9DB and F)

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

from the DC of the trap search check.


If the trap is triggered, the floor swings down in eight pie-shaped
wedges, dumping everyone in the room into a 15-foot diameter chute
which slopes down steeply, dumping victims into a lower cavern (see
below). Although the chute is 120 ft. long, most of it is sliding (not falling),
so falling damage is minimal. The sides of the chute are slick with water
and slimy moss, making Climb checks difficult (DC 30). While sliding,
victims are allowed a single swift action before reaching the cavern below.
CHUTE TRAP
CR 2
XP 600
Type mechanical; Perception DC 30; Disable Device DC 25
Trigger location; Reset automatic
Effect 120-ft. slide (2d6 falling damage); successful DC 20
Reflex save avoids
If any PCs fall through the chute, they see a cavern filled with bones,
garbage, feces, and other debris. A sharp, sour stench predominates, with
the gagging odor of rotted flesh beneath that. The debris is mounded
particularly thick against the center of the northwest wall. Anyone entering
by way of the chute gets dumped atop the refuse pile.
The room is home to a trio of advanced variant otyughs. Living in the
Bloodways has made them tougher and more belligerent, but also made them
stupider. They attack all who enter. The otyughs get most of their nourishment
from the chute trap, and come scurrying the moment they hear it open.
As if the otyughs werent bad enough, the refuse pile is also riddled
with vile crimson worms two inches long, laced with pulsing black veins;
these are rot grubs. Anyone coming in contact with the mound is subject
to infestation by these foul parasites. Those who fall through the chute
onto the pile are automatically exposed and infested by the grubs; those
who come through but do not land on the pile have a chance of seeing
them before coming into contact with the worms.
Buried in the refuse pile among the burrowing grubs, rotting flesh,
offal, and rusted bits of metal is a wand of magic missiles, (CL 5th, 33
charges). The wizard who enchanted this wand attempted to cut costs
in the enchantment process, and in the stress of use a nasty quirk has
developed: each time this wand is used, there is a 30% chance that the
wand fires off an additional volley of magic missiles, one charge per
round, for the next 1d4+1 rounds. Each missile fired off is directed at
a random target within 60 ft. of the wand, provided the target can be hit
(e.g., is not behind a closed door or other barrier that the missile cannot
move around). There is no way to remove this flaw from the wand without
destroying it, short of a wish or miracle spell.

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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

Stunning Rend (Ex) When one of these otyughs hits with


both tentacle attacks, the creature struck must make a DC
20 Fortitude save or be stunned for 1 round. If one of the
tentacle attacks is a critical hit, the duration is 2 rounds; if
both are critical hits, the duration is 4 rounds. The save DC is
Constitution-based.
Disease (Ex) Bubonic plague: Biteinjury; save Fort DC 17;
onset 1 day; frequency 1 day; effect 1d4 Con damage and 1
Cha damage and target is fatigued; cure 2 consecutive saves

9D17. Throne of Minos (CR 7)


(Sublevel 9DII; Detail Map 9DD)

What maze would be complete without a minotaur? This particular


labyrinth is sadly short of the beasts. Fortunately, this room helps correct
this deficiency.
This large, rectangular chamber is dominated at one end by a great
stone throne. The wall behind the throne is decorated with a huge bas
relief of a minotaur flexing its thews and bellowing furiously. A pair of
wooden doors flanks the throne. Red mist crawls across the floor in slow,
lazy curls a foot deep.

If magic is detected for, the throne radiates moderate transmutation and


enchantment magic. Anyone with any sense should know better than to sit
upon the throne; adventurers being what they are, however, one of them
likely tries out the granite seat. Doing so activates its magic. If someone
sits voluntarily to see what happens, there is no save or spell resistance.
However, if they are forced struggling into the chair, give them a DC 20
Reflex save against the effect.
Whoever sits on the throne is instantly transformed into a minotaur,
with all its special attacks and qualities (see stat block, below). Further, the
victim is filled with a frenzied rage. The transformed person immediately
attacks anyone it sees. This rage is intrinsic to the transformation, and
cannot be removed until someone dispels it (a CL 15th effect similar to
polymorph any object).
The rage provides benefits similar to that of a barbarians rage: +4 bonus
to Strength, Constitution, and +2 morale bonus to Will saves, and a 2 AC
penalty; these bonuses have been calculated into the stat block below.
Note also that this transformation causes all of the victims items to
merge with the form, and become unusable. However, the minotaur gains
the use of a greataxe; this weapon has the same special qualities derived
from magic or special materials as the victims primary weapon. Finally,
the transformation process heals the victim as if he or she rested a full day.
Killing the minotaur returns the character to his or her natural form
(dead), as does any other means that annuls polymorph spells and effects.

TRANSFORMED RAGING MINOTAUR


CR
XP
CN Large monstrous humanoid (Pathfinder Roleplaying
Game Bestiary, Minotaur)

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Init +0; Senses darkvision 60 ft.; Perception as PC

level 9d

AC 14, touch 9, flat-footed 14 (+5 natural, 1 size); 2 AC


while raging
hp and HD as PC, modified by the new Constitution score
Saves use the PCs base saves, modified by the new ability
scores, added bonus feats, and a +2 to Will saves while
raging
Defensive Abilities natural cunning
Speed 30 ft.
Melee greataxe (use PCs BAB modified by new Strength,
size, and any weapon properties of the characters main
weapon (1d12+6/x3 [1d12+9 while raging])
Space 10 ft.; Reach 10 ft.
Special Attacks powerful charge (gore, 2d6+6), rage
Str 19(23), Dex 10, Con 15(19), Int, Wis, and Cha are as PC
Base Atk as PC; CMB and CMD as PC, adjusted for new stats
Feats as PC, provided they are usable in the new form; also
gains Great Fortitude, Improved Bull Rush, and Power Attack
as bonus feats if did not already possess them
Skills as PC, modified for new stats; note that while raging
many skills are unusable
Natural Cunning (Ex) The transformed PC possesses a
minotaurs natural cunning ability while transformed. This
grants immunity to maze spells and prevents him from ever
becoming lost. Further, the transformed individual is never
caught flat-footed.
Rage (Ex) The transformed PC is in a permanent state of
rage, granting a +4 bonus to Strength and Constitution,
a +2 bonus on Will saves, and a 2 penalty to AC. If the
transformed creature already had the rage ability, use the
modifiers provided by that ability instead if they are better.
The transformed PC gains no barbarian rage powers or
other abilities. If the transformation is reversed or the rage
effect ended, the person still must deal with the usual postrage fatigue period.
If the PCs are driven off, the transformed creature makes
this chamber its lair, and starts to roam the maze, looking for
prey.
If searched, the throne contains a secret compartment under its seat (DC
33 Perception check to locate). This holds 88 pp and 220 gp.
THRONE TRAP
XP 600
Type magic; Perception DC 30; Disable Device DC 33

CR 2

Trigger proximity (alarm); Reset automatic (see text)


Effect transform into raging minotaur (see text)

9D18. Pause and Reflect (CR 10)


(Sublevel 9DIII; Detail Map 9DN)

This large, square room is dominated by the statue of a skeletal figure at


its center, lit from above by a lurid green glow that endows the thin wisps
of red mist in here with a truly diseased coloration. The statue stands ten
feet tall, and seems to be that of a large humanoid with large, bony hooks
mounted where hands should be, not unlike the claws of a praying mantis.
Despite its skeletal appearance, it is made out of metal, not bone.
In addition to the central figure, the walls are mounted with large
mirrors on all the walls of the chamber, barring only the center point of
each wall where another door stands.
Once the PCs have entered the room the statue activates, sending a
strange aspect of itself forth to slay the intruders. This aspect is not the

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.

BONE REAPER REFLECTION


CR 10
XP 9,600
N Large Construct (see Appendix A)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, 1 size)
hp 90 (11d10+30)
Fort +3; Ref +5; Will +3
Defensive Abilities reflection; DR 15/adamantine; Immune
bone reaper traits, construct traits
Speed 40 ft. (cant run)
Melee 2 claws +15 (1d8+5/x4)
Space 10 ft.; Reach 10 ft.
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Str 20, Dex 14, Con , Int , Wis 11, Cha 1


Base Atk +11; CMB +17; CMD 29
Bone Reaper Traits (Ex) The bone reaper reflection takes no
damage from fire attacks; instead, fire heals the reaper one
hit point for every 3 points of damage inflicted, and breaks
any slow effects. At least 5 points of electrical damage in
a single attack slows the reaper for 1 round. It is affected
by rust attacks normally. It is immune to all other spells and
effects that would not affect a golem. Finally, any damage
that is done to the statue anchoring the bone reaper is also
inflicted upon the bone reaper reflection (and vice versa).
Reflection (Su) The bone reaper can only be directly
attacked by viewing its reflection and striking blindly
at where it would be from that view. This incurs a 4
circumstance penalty to attack rolls and CMB checks and a
2 circumstance penalty to AC against its attacks. Note that
this is not invisibility, and see invisibility or even true seeing
does not allow one to look directly at the bone reaper
reflections effective location.
Treasure: The statue is constructed of mithral with a steel core.
Once the reflected bone reaper is destroyed, the statues remains can be
harvested for 10,000 gp worth of the silvery metal.

9D19. The Abandoned Throne


(Sublevel 9DI; Detail Map 9DD)

A great stone throne dominates one end of this large rectangular


chamber. Badly scarred and chiseled bas reliefs encrust the wall behind
the throne, and a pair of wooden doors flanks it. A uniform thickness of
red mist a foot deep obscures the floor.

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If magic is detected for, the throne radiates moderate transmutation and


enchantment magic. The magical emanation is from a magic aura spell,
and has no adverse effects.
The seat of the throne holds a concealed compartment (DC 33
Perception) which is empty. This compartment is in the same location
as the one at the Throne of Minos (Area 9D17), and if one is found,
the other can be automatically located and opened, no Perception check
required.
The wooden doors lead to a pair of small antechambers. The left
one is empty, but the right one holds the desiccated corpses of half
a dozen goblins that a devouring mist feasted upon some time ago.
Each room also holds a secret door (DC 25 Perception check to
locate) opening on a connecting passage. Within this passage are the
remains of another dead goblin; it carries studded leather armor, a
shortbow, 13 arrows, a handaxe, 3 sp, 5 cp, a potion of rage, and a
rough semi-translucent gemstone that looks like an agate worth 10
gp, which a successful DC 17 Appraise check reveals to be an uncut
diamond worth 5,000 gp.

9D20. Entrance to the


Talon of Orcus

SHREEE, GREATER AIR ELEMENTAL


CR 9
XP 6,400
hp 123 (Pathfinder Roleplaying Game Bestiary, Elemental, Air)
Tactics: The elemental assumes its whirlwind form and delights in snatching
up targets, battering them a bit, then tossing them against walls, only to snatch
them up again. If seriously threatened it focuses on killing off one opponent at a
time, favoring targets that seem most susceptible to its attacks.
Treasure: Lodged high in a crack in the wall near the ceiling of this
chamber are the splintered remains of the top third of a gnome adventurer,
requiring a DC 20 Perception check to find. If his corpse is pried loose, a
search of it reveals a mithral dagger whose hilt (not blade) has been coated
with terinav root poison. This item belonged to a glove-wearing assassin
who used it as a lure for his prey, whom he would kill once the poison did
its work. The body also carries in a leather pouch at its hip, a collection of
teeth from various creatures. Amid the dross are three capped with gold,
worth 1 gold piece each; a hollow tooth filled with blue liquid (a false tooth
that can be placed in an empty tooth socket, and when bit upon it releases an
ingested poison; used by assassins on suicide missions). The blue liquid is
a form of cyanide (type ingested; save Fortitude DC 20; frequency 1/round
for 10 rounds; effect 1d3 Con damage; cure 2 consecutive saves). Another
tooth, actually a half-orc tusk, is scrimshawed with delicate patterns and
worth 10 gp. Finally, one tooth is a tooth of emergency air (see sidebar).

(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.

Tooth of Emergency Air


Aura strong transmutation; CL 12th
Slot none; Weight ; Price 15,000 gp

9D21. Red Vortex (CR 9)

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.

(Sublevel 9DI through IV)

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

9D22. Lair of the Bloodwraith


(CR 14)
(Sublevel 9DIII; Detail Map 9DJ)

This is a roughly square chamber crowded with sarcophagi. A door


stands at the center of each wall, flanked by a pair of upright sarcophagi
carved to resemble warriors wielding a variety of different weaponry. The
central portion of the room is raised slightly, and a ring of six sarcophagi
surround a seventh, which is slightly larger and raised above the others at
the center of the room. The six encircling sarcophagi depict warriors with
greatswords lying upon their bodies.
The air in this room is very cold, and the ubiquitous red mist is particularly
thick in here. Condensation of the mist coats the walls and sarcophagi,
giving them the appearance of being coated in a layer of fresh-spilled blood.
The sarcophagi in this chamber are all occupied by undead tenants. Any
attacks that damage the sarcophagi or any attempts to open them result in their

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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

AC 21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +4


natural)
hp 60 (8d8+16 plus 8)
Fort +4; Ref +3; Will +7
Defensive Abilities channel resistance +4, undead traits
Speed 20 ft. (base 30 ft.)
Melee greatsword +8/+3 (2d6+1/1920 plus energy drain), or
slam +7 (1d4+1 plus energy drain)
Str 12, Dex 12, Con , Int 11, Wis 13, Cha 15
Base Atk +6; CMB +7; CMD 18
Feats Blind-Fight, Skill Focus (Perception), Toughness,
Weapon Focus (greatsword)
Skills Acrobatics +4, Climb +7, Perception +15, Stealth +12
SQ sword channel
Gear chainmail, greatsword, gold circlet set with a sapphire
(worth 800 gp for the gem, or 1,000 gp for the entire circlet)
Sword Channel (Ex) A sword wights energy drain ability

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

Deathless (Su) A bone warrior is destroyed when reduced


to 0 hit points, but it returns to unlife 1 hour later at 1 hit
point, allowing its fast healing thereafter to resume healing
it. A bone warrior can be permanently destroyed only if the
Bloodwraith is destroyed.
Fighters Legacy (Ex) Although they are mindless undead, the
power of the Bloodwraith is such that, when created, the bone
warriors retain their fighter feats, special abilities, and favored
class hit points. They do not keep any feats from other sources
such as hit dice, nor do they retain any skill ranks.
SWORD WIGHT (6)
XP 2,400
LE Medium undead (see Appendix A)
Init +1; Senses darkvision 60 ft.; Perception +15

functions through melee weapon attacks it makes, in


addition to its slam attacks.

Constitution Drain (Ex) Creatures hit by the Bloodwraiths


touch must succeed on a DC 24 Fortitude save or take 1d6
points of Constitution drain. On each successful attack, the
Bloodwraith gains 5 temporary hit points. These hit points are
lost after 1 hour. The save DC is Charisma-based.
Create Devouring Mist (Ex) As a move action that provokes
attacks of opportunity, the Bloodwraith can cough up a
devouring mist. He can do this up to three times per day, but
must wait one minute before he can produce another.
Create Spawn (Su) Any humanoid slain by the Bloodwraith rises as
a sword wight in 1d4+1 rounds. Spawn are under the command
of the Bloodwraith and remain enslaved until his destruction. They
do not possess any of the abilities they had in life.
Lifesense (Ex) The Bloodwraith notices and locates living
creatures within 60 ft., just as if he possessed the blindsight
ability.
Malevolence (Su) The Bloodwraith has a limited ability to seize
control of the bodies of a creature on the Material Plane,
similar to a ghost. He can only use this ability on creatures
possessing, carrying, or wielding his remains or any of the
gear found with them. This ability is similar to magic jar (CL
12th), except that it does not require a receptacle. To use
this ability, the Bloodwraith must be adjacent to the target.
The target can resist the attack with a successful DC 22 Will
save. A creature that successfully saves is immune to the
Bloodwraiths malevolence ability for 24 hours. Any bonuses
to saves the target possesses derived from the Bloodwraiths
equipment are ignored when making this Will save.
Object Teleportation (Su) As a standard action, the
Bloodwraith can teleport himself, as with the greater teleport
spell (CL 20th), but he can only teleport to a location
adjacent to his remains or an item looted from his remains
that has not been cleansed of his taint. He can use this
ability while possessing another creature with malevolence,
but doing so instantly ends the malevolence effect.
Rejuvenation (Su) Even if his incorporeal form is destroyed,
the Bloodwraith is not permanently destroyed, and reforms
in 2d4 days. To be permanently destroyed his remains must
be properly interred and all his magical gear cleansed of his

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evil taint; see sidebar for further details.


Sunlight Powerlessness (Ex) If caught in sunlight, the Bloodwraith
cannot attack and is staggered.
Unnatural Aura (Ex) Animals do not willingly approach within 30 ft.
of the Bloodwraith, unless a master makes a DC 25 Handle Animal,
Ride, or wild empathy check.

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

Trigger proximity (alarm); Reset none


Effect spell effect (heightened bestow curse, causing hemophilia
(anytime the victim takes damage from a physical attack, they
additionally take 1 point of bleed damage that continues each
round until subject to magical healing or a successful DC 20
Heal check to stop the bleeding; this stacks with any other bleed
damage the attack might cause; this is a 9th-level spell effect
created by an 18th-level caster); DC 25 Will save negates

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Laying the Duke to rest


In order to permanently lay Duke Aerims spirit to rest, the following
must be done:
1. Before anything else, his remains must be properly buried in a
sanctified ceremony at the graveyard of a good-aligned deity.
2. Each of the items need to be taken on a quest and blessed after a
specific deed has been performed:
The circlet must be placed upon the brow of his brother Damien, now
a lich in the service of Orcus at a location of the GMs choosing.
The sword must be touched by the tears of Duke Aerims mother.
Her body currently resides in the demon- and undead-haunted cellars in
the crumbling ruins of Duke Aerims ancestral home; her spirit needs
to be contacted there to perform this service. When done, the sword
permanently gains the holy property.
The armor must be worn by a devout worshipper of a lawful good
deity in a battle where a priest of Orcus of at least 15th level is defeated. If
the wearer of the armor acquits himself particularly well, the armor gains
the benefit of granting its wearer DR 5/evil.
The cloak must be worn by a demon that repents of its evil ways,
and throws itself at the mercy of good-aligned outsiders for redemption.
The GM should feel free to substitute quests of his own design in place
of these to properly fit in with his campaign.

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9D23. Orcuss Hall


(Sublevel 9DIII; Detail Map 9DH)

A 20-foot-tall statue of Orcus dominates the angle of this L-shaped hall.


The statue is hewn from black marble with virulent red veins running
through it like a disease, seeming to pulse with unholy vibrancy beneath
the unpolished black surface. Before the statue is an oval altar of the same
stone, about five feet wide and 15 ft. long. Billows of mist hang about the
hall near the doorways, but the area around the statue and altar is free of
vapors.
The surface of the altar is covered with bloodstains, some old and
crusty, others fairly new. On close inspection, flecks of gold can also be
made out amid the bloodstains.
Aside from their menacing appearance, no harm comes to the PCs here
unless they (a) desecrate the statue or altar, or (b) offer up a sacrifice. If
desecration occurs, the GM is left to determine what sort of punishment,
if any, would be appropriate, depending on how serious the desecration is
(ranging from disparaging remarks, to pouring holy water on the altar, to
urinating/defecating on the altar, to trying to destroy the altar or statue).
On the other hand, parties can benefit from a sacrifice: for each sentient
creature slain on the altar and dedicated to Orcus, or for every 5,000 gp in
treasure that is offered up, one room (rolled randomly on the Bloodways
Flowchart) should be marked as having been explored. This benefit can
be gained for no more than three rooms. Any subsequent desecration
immediately negates this benefit. If not using the flowchart method, the
PC instead gains an intuition that helps guide them toward their next goal
in the labyrinth, whatever it may be.

9D24. Fresco Room 4


(Sublevel 9DI; Detail Map 9DA)

This is the fourth 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 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 corners of this chamber hold frescoes depicting creatures
sculpting, reinforcing, and designing passageways in an underground
labyrinth. Unlike the previous frescoes, some effort has gone into making
these passageways realistic in outline.
Anyone studying the maps for a half hour or so gets a general idea of the
overall layout of Rappan Athuk, and the Bloodways location within its
overall structure. The maps are not complete, so feel free to hold back any
areas the players should not know about at this stage of their exploration.
This is also a good place to plant directions to specific hidden locations,
such as the secret entrance to Level 7 located in Area 615.

9D25. Water, Water Everywhere


(CR 9)
(Sublevel 9DIII; Detail Map 9DC)

A two-foot wide channel bisects this kite-shaped chamber, running


from a raised area holding a pool at one end to a large algae-shrouded
grate at the other. Water gurgles from the pool, through the channel, and
empties into the damp grating. Two doors face each other at either side
of the chamber. A current of cool air keeps the blood-tinged mists to a
minimum.
This room is one of several pool rooms throughout the Bloodways. Close

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.

AGORAGIA, GREATER WATER ELEMENTAL


CR 9
XP 6,400
hp 160 (Pathfinder Roleplaying Game Bestiary, Elemental,
Water)
Tactics: The elemental attacks until reduced to 25 hit points or less, at
which point it retreats down the shaft of the well. If the water flooding the
room reaches a depth of 10 ft. before this happens, the elemental creates
a vortex.
Ten minutes after the room completely fills, assuming no outlet is found
for the water, the trapdoor and grate at the drainage area both swing open
and the water leaves the room in a rush. Unsecured characters are allowed
a DC 20 Reflex save to grab onto something before they are swept away;
characters with freedom of movement in effect receive a +5 bonus to this
roll, but still must check. Those who fail their saves get swept down a
winding underwater channel to Area 9D64, or whatever other location
you may prefer.
The stone box within the pool shaft is locked (DC 25 Disable Device;
Break DC 30) but not trapped. It contains a small, locked, watertight
steel box that can be picked (DC 40 Disable Device) or smashed open
(Break DC 35). The steel box contains five lustrous pearls that function
as elemental gems, each one summoning a Large water elemental when
shattered.

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9D26. The Square Room


(Sublevel 9DII; Detail Map 9DN)

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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9D27. The Nagas Den (CR 11)


(Sublevel 9DI; Detail Map 9DC)

A two-foot wide channel bisects this kite-shaped chamber, running


from a raised area holding a pool at one end to a large algae-shrouded
grate at the other. Water gurgles from the pool, through the channel, and
empties into the damp grating. Two doors face each other at either side
of the chamber. A current of cool air keeps the blood-tinged mists to a
minimum.
This room is one of several pool rooms throughout the Bloodways. The
water in the pool flows from one of the local rivers.
Beneath the grate at the opposite end of the room is the lair of a large
water naga named Moigil, who takes great pleasure in eating intruders.
The nagas lair is an underwater cave located beneath the grate, about
25 ft. in diameter. Water flows from the cavern back into the underground
river system.
MOIGIL
CR 11
XP 12,800
Water naga sorcerer 4 (Pathfinder Roleplaying Game
Bestiary 3, Naga, Water)
NE Large aberration (aquatic)
Init +7; Senses darkvision 60 ft.; Perception +22
AC 21, touch 16, flat-footed 14 (+7 Dex, +5 natural, 1 size)
hp 134 (8d8+4d6+84)
Fort +10; Ref +12; Will +12
Speed 30 ft., swim 50 ft.
Melee bite +11 (2d6+4 plus poison), tail slap +6 (1d8+2)
Ranged touch +15
Special Attacks poison (DC 23)
Space 10 ft.; Reach 5 ft.
Spells Known (CL 11th; melee touch +11, ranged touch +14)
5th (5/day)feeblemind (DC 20), dominate person (DC 20)
4th (7/day)black tentacles, confusion (DC 19), fear
(DC 19)
3rd (7/day)deep slumber (DC 18), dispel magic, slow (DC
18), stinking cloud (DC 18)
2nd (7/day)acid arrow, blur, mirror image (1d4+3 images),
see invisibility, web (DC 17)
1st (8/day)charm person (DC 16), hypnotismB(DC 16),
mage armor, magic missile, ray of enfeeblement (DC 16),
shield
0 (at will)daze (DC 15), detect magic, disrupt undead,
flare (DC 15), mage hand, open/close, ray of frost, read
magic, resistance
Bloodline Serpentine*
Str 18, Dex 25, Con 24, Int 10, Wis 15, Cha 20
Base Atk +8; CMB +13; CMD 30 (cant be tripped)
Feats Combat Casting, Eschew MaterialsB, Lightning
Reflexes, Silent Spell, Skill Focus (Perception), Skill Focus
(Stealth), Still Spell
Skills Knowledge (arcana) +7, Knowledge (local) +4,
Perception +22, Spellcraft +11, Stealth +17, Swim +17
SQ serpentfriend
Languages Aquan, Common
Poison (Ex) Biteinjury, save Fortitude DC 23, frequency 1/
round for 10 rounds, effect 1 Constitution damage, cure 1
save.
Serpentfriend (Ex) Moigil can speak with reptilian animals at
will (including various forms of dinosaurs, lizards, and other
cold-blooded creatures).
*Pathfinder Roleplaying Game Advanced Players Guide

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).

Supplemental Areas for


Level 9D

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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.

9D29. Strange Haunts


(Sublevel 9DI through IV)

These tunnels are composed of smooth circular 10 ft. wide passages


disintegrated out of the stone, with numerous circular chambers for
nesting or other unknown uses. Vertical shafts lead up and down between
levels, connecting them. The creature that created these shafts is long
gone, but its passages remain.

9D30. Worked Passages


(Sublevel 9DI)

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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9D31. Long Hall


(Sublevel 9DI)

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.

9D32. Hunting Grounds

9D34. Snake Warrens


(CR varies, 8-plus)
(Sublevels 9DI through IV)

(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

SHADOW HUNTER HATCHLINGS


XP 600
N Medium magical beast (see Appendix A)
Init +1; Senses darkvision 30 ft., low-light vision, scent,
tremorsense 30 ft.; Perception +9

CR 2

AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)

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hp 22 (3d10+3)
Fort +4; Ref +4; Will +1
Defensive Abilities shadowblend

level 9d

of GMs choice; 4 (counterclockwise double helix) transport to the


Healing Spring chamber (Area 9D10).

9D38. Chasm

Speed 20 ft., climb 10 ft., swim 20 ft.


Melee bite +6 (1d4+3 plus poison plus grab)
Str 16, Dex 13, Con 12, Int 5, Wis 10, Cha 3
Base Atk +3; CMB +6 (+10 to grapple); CMD 17 (cant be
tripped)
Feats Ability Focus (poison), Skill Focus (Perception)
Skills Climb +14, Perception +9, Stealth +14 (+24 in dimly lit &
unlit areas), Swim +14; Racial Modifiers +10 racial bonus on
Stealth checks in areas of dim or no light.
SQ hunt by scent
Hunt by Scent (Ex) Shadow hunters are expert at tracking
prey through the dim warrens where they dwell. They can
track using their Perception skill in place of Survival.
Poison (Ex) Biteinjury; save Fort DC 14; frequency 1/
round for 6 rounds; effect 1d4 Constitution damage; cure 2
consecutive saves. The save DC is Constitution-based.
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.

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.

9D39. Upper Chasm


(Sublevel 9DI)

Separated from Area 9D38 by an earthquake millennia ago, this


chamber has a ceiling reaching up 100 ft.

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

SHADOW HUNTER HATCHLINGS


XP 600
hp 22 (see Area 9D34, above)

CR 2

9D40. Geodes
(Sublevels 9DI and II)

These spherical caverns were created through volcanic activity eons


ago. Once lined with thousands of beautiful amethyst crystals, the geodes
were harvested long ago by priests of Orcus for their coffers. However,
the smallest geode, 40C, still has about a third of its crystals left un-mined
mostly on the ceiling. The exact quantity and value, and difficulty
in harvesting these gem deposits, is left for the GM to determine. Area
9D40C is also the only one to reach down as far as the level below.

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9D41. Blood Liquid Reservoir

9D35. Circle Maze

(Sublevels 9DI to III)

(Sublevel 9DI)

This area is filled with identical 20 ft. diameter circular rooms,


interconnected by plain stone archways. Ceilings are domed, and rise up
30 ft. at their apex.

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)

(Sublevels 9DI through IV)

A network of passages surround a central point that ironically cannot


be accessed from them. The chamber at the center of the web holds a
teleportation device resembling a swirling helix of air, made visible by the
bloodmist. It has four settings, which change randomly every 12 hours:
1 (clockwise helix) transport to random point of GMs choice in the
Bloodways; 2 (counterclockwise helix) transport to Entry (Area 9D
1); 3 (clockwise double helix) transport to distant location on surface

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).

9D42. Double Spiral Stairs


(Sublevels 9DI through IV)

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.

9D43. Grand Halls of Blood (CR 4)


(Sublevel 9DII)

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)

9D44. Stream Cave

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).

9D45. Symbol Room


(Sublevel 9DII)

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.

Trigger location; Reset automatic


Effect 120 ft. deep pit (12d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 10 ft. square)
CR 5
FALLING BOULDER TRAP
XP 1,600
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect Atk +15 melee (6d6); multiple targets (all targets in a
10 ft. square)

9D49. The Water Pillar


(Sublevel 9DII)

(Sublevel 9DII and III)

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.

9D47. Narrow Fissure

9D50. Purple Worm Haven


(CR 12-plus)

9D46. Pit Base


Bones from several past fallen victims of the pit trap in Area 9D3 litter
the floor at the base of the pit. Careful inspection turns up broken and tattered
equipment, but also 33 gp, 29 sp, and a potion of lesser restoration in a steel vial.
Furthermore, inspection of the remains with a successful DC 15 Heal
check reveals one set of humanoid remains near the passage leading out
of the chamber, that appear strangely porous (this is from a victim of the
disintegration effect of the teleporter in Area 9D54.

(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.

9D48. Boulder Bait and Switch


(CR 9)
(Sublevels 9DII through IV)

The east-west passage on Sublevel 9DII slopes down noticeably to


the east. Those approaching the west end of the hall note a large boulder,

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(Sublevels 9DII through IV)

Stretching from a single cavern on Sublevel 9DII, down through a


network of tunnels on Sublevels 9DIII and IV, these 20 to 30 ft. wide
tunnels have been bored out by purple worms, who use this area for
nesting and breeding, as such, purple worms are encountered in frequency
here.
At the point marked 9D50A, water flows in from a crack in the ceiling
(from Area 9D44) and into a large pool that fills most of the chamber.
This area is particularly likely to hold purple worms involved in mating
rituals.
PURPLE WORM
CR 12
XP 19,200
hp 200 (Pathfinder Roleplaying Game Bestiary, Purple Worm)

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9D51. Damned With Faint Praise 9D56. The Forgotten Tombs


(CR varies, 1519)
(Sublevel 9DII)
These interconnected rooms are coated with stucco, over which a
thousand maledictions against Duke Aerim were inscribed long ago. Over
time, the stucco has been damaged, but a few months ago it was fully
repaired, so the writings have a fresh, well-maintained look.

9D52. Approaches to the


Bloodwraiths Lair
(Sublevel 9DIII)

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.

9D53. Where the Boulders Come


From
(Sublevel 9DIII)

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.

9D54. The Atomizer


(Sublevel 9DIII)

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.

9D55. Dire Rat Nest (CR 9)


(Sublevel 9DIII)

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)

(Sublevels 9DIII and IV)

In this isolated portion of the Bloodways, tombs were consecrated


long ago when the Bloodways were first founded, and they have not been
visited since. As such, the original wards and contents of these tombs are
undisturbed.
On Sublevel 9DIII, two 3 ft. high, 3 ft. wide side passages lead to
20 x 30 ft. tombs, each holding a large stone sarcophagus. Within each
sarcophagus is a mummy priest of Orcus, which rouses if either chamber
is entered, or the guardians on Sublevel 9DIV are aroused.
On Level 9DIV, the stairs connecting these areas end at a 10 ft.
wide hall connecting two additional tombs, each 40 ft. square, with the
sarcophagus located on a dais at the far end of the chamber. Entering
either tomb alerts the guardians who defend this area the two mummy
priests on Sublevel 9DIII (which take 1 minute to open their sarcophagi,
descend the stairs, move down the hall and enter the violated chamber),
and a pair of demons, one per chamber, summoned straight from the
Abyss. The western chamber summons 1 marilith, while the eastern crypt
summons 2 nalfeshnees.
The mummy priests on Sublevel 9DIII, and two buried individuals
in the tombs on Sublevel 9DIV, should be interred with valuables and
magic equivalent to about 80,000 gp value. The exact identity of the
fellows buried here and their treasure is left for the GM to determine.
MUMMY PRIESTS OF ORCUS (2)
CR 15
XP 51,200
Male human mummy cleric of Orcus 10 (Pathfinder
Roleplaying Game Bestiary, Mummy)
CE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +29
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 23
negates)

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AC 29, touch 11, flat-footed 28 (+8 armor, +1 Dex, +10


natural)
hp 200 (18d8+72 plus 28)
Fort +15; Ref +8; Will +22
DR 5/; Immune undead traits; Resist fire 10
Weaknesses vulnerable to fire
Speed 20 ft.
Melee slam +22 (2d6+12 plus mummy rot)
Special Attacks channel energy (7/day, 5d6, DC 19),
deaths kiss (5 rounds, 10/day), fury of the Abyss (+5, 10/
day), scythe of evil (5 rounds, 1/day)
Spells Prepared (CL 10th; melee touch +21, ranged touch +14)
5thflame strike (DC 22), righteous might, slay livingD (DC
24), wall of stone
4thchaos hammer (DC 21), divine power, enervationD,
poison (DC 23), unholy blight (DC 21)
3rdanimate deadD, bestow curse (DC 22), blindness/
deafness (DC 22) (x3), protection from energy
2ndbulls strength, desecrate, ghoul touchD (DC 21), hold
person (DC 19), owls wisdom, resist energy, sound burst (DC 21)
1stbane (DC 18) (x2), doom D (DC 20) (x2), entropic shield,
protection from good, shield of faith
0 (at will)bleed (DC 19), detect magic, guidance, read
magic
D Domain spell Domains Demon*, Undead*
Str 26, Dex 12, Con , Int 10, Wis 24, Cha 18
Base Atk +13; CMB +21; CMD 32
Feats Combat Casting, Greater Spell Focus (necromancy),
Improved Natural Attack (slam), Power Attack, Toughness,

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Skill Focus (Perception), Spell Focus (necromancy), Vital


Strike, Weapon Focus (slam)
Skills Knowledge (religion) +13, Knowledge (planes) +13,
Perception +29, Spellcraft +13, Stealth +12
Languages Abyssal
Combat Gear brooch of shielding (50 charges), 5 vials
unholy water, scroll of greater dispel magic and harm (CL
12th); Other Gear +4 chain shirt, cloak of resistance +2, ring
of minor energy resistance (fire, included above), 125 gp
silver dust (for desecrate spell), 20 onyx gems worth 25 gp
each (for animate dead spell), unholy symbol of Orcus, spell
component pouch
* Pathfinder Roleplaying Game Advanced Players Guide

9D59. Stair Trap (CR 6)

CR 17
MARILITH
XP 102,400
hp 264 (Pathfinder Roleplaying Game Bestiary, Demon,
Marilith)

Trigger location; Reset automatic


Effect 80 ft. deep pit (8d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 10 ft. square area)

NALFESHNEE (2)
CR 14
XP 38,400
hp 203 (Pathfinder Roleplaying Game Bestiary, Demon,
Nalfeshnee)

9D57. Teleport Chambers


(Sublevel 9DIII)

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.

9D58. Whirlpool and Golem


(CR 11)

(Sublevel 9DIII)

At a landing on a stairwell, a standard issue pit trap dumps anyone


unlucky enough to trigger it down an 80 ft. shaft to a rough stone cavern
on Sublevel 9DIV. After activating, the stone lid closes and locks shut,
and does not reset until an hour has passed.
CR 6
PIT TRAP
XP 2,400
Type mechanical; Perception DC 20; Disable Device DC 20

9D60. The Grand Basin (CR 5)


(Sublevel 9DIII)

This large stone chamber is dominated by a working fountain. On a


stone platform to the southwest, a 20 ft. tall statue of a pit fiend stands
clutching a pair of human figures; blood-red liquid gushes from their
mouths, ears, and rents in their sides, filling the pool with the foul stuff.
This liquid is condensed bloodmist, identical to that found in Areas 9D
41 and 43 (see above), and apart from its color and foul taste, is harmless.
Behind the statue, a passage leads southwest to Area 9D42.
Ceiling height in this chamber is 40 ft.; the blood liquid filling the pool
is only 2 ft. deep. This is a popular location for blood golems, which feel
soothed by the liquid, and there is an 80% probability 12 of them are
present, sloshing about in the liquid.
BLOOD GOLEM
CR 5
XP 1,600
hp 38 (Frog God Games The Tome of Horrors Complete,
Golem, Blood)

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9D61. Fungus Caverns

(Sublevel 9DIII)

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.

9D62. Gallery and Fighting Pit


(Sublevel 9DIV)

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.

9D63. Unfinished Construction


(Sublevel 9DIV)

Like Area 9D62, this chamber is the legacy of an early intent to


convert this part of the labyrinth into a home for the faithful of Orcus.
When the Duke was interred here and made his influence known, they
ended up moving elsewhere. This chamber was being excavated when
that long ago decision was made; a few ancient picks with hafts rotted
away still lie near the southern wall.

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9D64. Waterfalls

9D69. The Lake

(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

The southeastern portion of the lowest level of the Bloodways labyrinth


is dominated by a large subterranean lake. Water from several streams,
many of which have descended from higher sublevels, ultimately lead
here. The lake is teeming with blind freshwater fish, along with any other
aquatic predators you see fit to provide.

9D69A. Upstream

(Sublevel 9DIV)

Water and other materials sucked through the whirlpool on Sublevel 9D


III (Area 9D58) is flushed through a long, smooth passageway eastwards
to where it joins up with another river flowing in from the north. At the
point marked 9D65A, a smooth bore leads straight up to the Bloodways
exit cavern (Area 9D28). Mist drains down through it and merges with the
water here. Swim checks against the current have a DC of 35.

9D66. Cavern of Fissures

(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.

9D69B. Main Lake

(Sublevel 9DIV)

This large cavern is split by numerous fissures, running north to south.


Some are little more than cracks in the floor, while others are large enough
to swallow an ogre whole. They range in depth from 10 to 50 ft. Moving
around requires a DC 15 Acrobatics check, and if anyone falls into a
crack, they take falling damage and are 75% likely to get stuck, requiring
a DC 25 Strength check to get back out.
Note that two of the fissures on the southern end of the cavern actually
widen into southward-running passages 20 ft. beneath the caverns floor.
Locating these without falling into them requires a DC 20 Perception
check.

(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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9D67. Mordnaissant Lair (CR 12) 9D69C. Downstream


(Sublevel 9DIV)

(Sublevel 9DIV)

A nest of 6 mordnaissants have formed an alliance of pain, and have


taken over these six caves as their domain. Should one be disturbed, its
cries bring the others in 1d4 rounds.
MORDNAISSANTS (6)
XP 3,200
hp 94 (see Wandering Monsters, above)

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.

9D68. Crystal Obelisk


(CR 13-plus)

9D69D. Cathedral of Water

(Sublevel 9DIV)

This northern antechamber of the lake is populated by a number of


natural stone pillars 10-20 ft. in diameter. Symbols of Orcus and other
graffiti have been chiseled onto these in a few locations. There are a
number of ledges and passages leading off near the edge of this cavern.

(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.

9D70. The Lonely Isle


(Sublevel 9DIV)

This 20 ft. diameter knob of rock seems completely desolate, as in


fact it is, save for the permanent teleportation zone at its center. Anyone
coming within the centermost 10 ft. of the island is whisked away to a
distant location on the surface; the exact location changes every midnight,
and is never the same twice.

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Level 10:
The Lava Pit

This level contains a huge lava pit, directly connected to a subterranean


magma chamber linked to the Plane of Fire. Due to this link, numerous
fire creatures live in or visit this area. Great heat emanates from all corners
of this complex, as well as to adjoining levels (the tar pits of Level 10A,
the hot springs of Level 9A). The area is ruled by a pack of salamanders,
evil elemental creatures that serve the demon god Orcus. There are an
infinite number of salamanders available for the PCs to encounter, as the
magma chamber of this level is linked to the Plane of Fire. The GM should
note that a large amount of treasure is present on this level, and should
be very careful about letting PCs run off with any of it. Only very clever
PCs should be able to escape with any of the gold found here, due to the
inherent problems associated with the heat. A map of this level is depicted
in Map RA10.

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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AC 20, touch 17, flat-footed 14 (+3 armor, +5 Dex, +1 dodge,


+1 size)
hp 41 (5d8+10 plus 5)
Fort +3; Ref +9; Will +0
Defensive Abilities evasion, trap sense +1, uncanny dodge

1d4 salamanders (see Area 107)


3d4 goblin warriors2d4 accompanied by
1d2 goblin leaders
3d6 lava children
1d6 acolytes of Orcus
No encounter

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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CE Medium humanoid (orc)


Init +0; Senses darkvision 90 ft.; Perception +2

level 10

105. The Shifting Wall

AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)


hp 23 (3d8+3 plus 3)
Fort +4; Ref +1; Will +4
Defensive Abilities orc ferocity
Weaknesses light sensitivity
Speed 20 ft.
Melee mwk light mace +7 (1d6+4)
Special Attacks channel negative energy (DC 9, 2d6, 3/
day), deaths kiss (1 round, 4/day)
Spells Prepared (CL 3rd; melee touch +6)
2ndaid, ghoul touchD (DC 13)
1stcause fearD (DC 12), endure elements, magic weapon,
summon monster I
0 (at will)create water, detect magic, read magic, virtue
D Domain spell Domain Undead*
Str 18, Dex 10, Con 13, Int 10, Wis 13, Cha 6
Base Atk +2; CMB +6; CMD 16
Feats Alignment Channel (evil), Command UndeadB (DC 9),
Extra Channel
Skills Knowledge (planes) +5, Knowledge (religion) +5,
Perception +2, Spellcraft +4
Languages Common, Orc
SQ undead lords proxy, variant channeler
Combat Gear 2 potions of cure light wounds, potion of
entropic shield, wand of inflict light wounds (50 charges);
Other Gear masterwork scale mail, masterwork heavy
wooden shield, masterwork light mace, 30 gp
* Pathfinder Roleplaying Game Advanced Players Guide

101. Entrance from Level 9


These stairs lead from Level 9. As the bottom of the stairs is reached,
it becomes apparent that great heat permeates all of this level. See
Continuous Effects, in the side box.

102. Empty Rooms


The occasional piece of junk or debris litters those areas marked 102.
Only heat tolerant items are found. Paper, wood, and the like have long
been destroyed. For such items, treat random items as ash or nothing
found. GMs should also roll a wandering monster check each time PCs
enter areas designated 102.

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.

106. Traps and Heat (CR 4)


This room contains many things that could cause the PCs to waste time
and get overheated. Numerous alcoves contain loose bricks and stones,
but none contain secret doors or exits. Two large pit traps are on the floor.
PIT TRAP
CR 2
XP 800
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 10-ft.-square area)

107. The Salamander Cavern


(CR 14)
This cavern contains a huge pit of lava and is much hotter than the
surrounding areas; this room and Areas 108, 10, 11, 13, 14, and
17 radiate extreme heat (see the Pathfinder Roleplaying Game Core
Rulebook, Environment, Heat Dangers, for additional information). It
is excruciatingly hot in here. There are 15 salamanders in this cavern.
These creatures are thoroughly evil and attack anyone who enters the
cavern area. They have no treasure (though Area 1015 has some). They
also get help from those salamanders present in Area 1016.
SALAMANDERS (15)
XP 2,400
hp 76 (Pathfinder Roleplaying Game Bestiary,
Salamander)

CR 6

103. The Bone Room

Tactics: The salamanders attack as a group, pairing off to attack each


PC until all have at least one attacker. If three or more can manage to
attack a single PC, they attempt to grapple and swim with their victim in
the magma. They fight until reduced to 10 or fewer hp, at which point they
jump into the lava and return to their home plane. Each 10 minutes, 1d3
salamanders arrive from the Plane of Fire to replace losses and/or patrol
the cavern. They are neither particularly bright nor organized.

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.).

104. The Cool Room

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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108. The Pits of Death (CR 7)


These pit traps are similar to those in Area 106; however, instead of
emptying into a pit, they cause free-fall into the lava pit (Area 107)

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LAVE PIT TRAP


CR 7
XP 3,200
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset automatic
Effect 30-ft.-deep pit (3d6 falling damage, immersion in
lava, see the Pathfinder Roleplaying Game Core Rulebook,
Environment, lava effects); DC 20 Reflex avoids; multiple
targets (all targets in a 10-ft.-square area)

PCs encounter some very surprised goblin guards.


PIT TRAP
CR 2
XP 800
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 10-ft.-square area)

109. Thoqqua Surprise (CR 7)

1011. The Infernal Bridge

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.

1010. The Chute to the Goblin


Barracks (CR 2)

1012. The Salamander Treasure


House (CR 10)

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

Behind this secret door (2 in. thick; hardness 10; hp 30; DC 28


Break; DC 25 Perception; DC 30 Disable Device) is a vast horde
of monetary wealth. The room is filled with gold and silver bullion,

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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.

1013. The Island of Heat


This island in the center of the lava pool contains the magical treasures
of the salamanders. Anyone approaching the island within 20 ft. (assumed
to be flying) is affected as if they were inside a wall of fire spell (CL 12th).
On the island are several magical treasures for those who can brave the
heat. These treasures, while very potent, should be almost impossible to
retrieve.
Treasure: On the island in plain sight are a +4 flaming greatsword,
a suit of +3 chainmail of improved fire resistance, and a rod of meteor
swarm (useable 1/day, CL 18) constructed of red dragon bone.

1014. The Farthest Shore


(CR varies, 8 to 13)
This area contains a rocky beach along the shore of the lava lake, where
salamanders sun themselves and practice combat. At any time, there are
2d6 salamanders present. They aid those normally found in Area 107.
SALAMANDERS
XP 2,400
hp 76 (Pathfinder Roleplaying Game Bestiary,
Salamander)

CR 6

Secret Door: There is a secret door leading to Area 1016; 2


in. thick; hardness 10; hp 60; Break DC 28, Disable Device DC
20, Perception DC 20.

1015. The Secret Passage


In the floor of this chamber is a secret back door to the beach and
surrounding areas. If the floor is searched, a passage may be discovered
leading to Area 1019.
Secret Door: 2 in. thick; hardness 10; hp 60; Break DC 28,
Disable Device DC 20, Perception DC 20 (floor only).

1016. The Salamander Guardians


(CR 14)
This room contains the temple guardians. These 2 noble salamanders
prevent entry by any that would disturb Areas 1018 and 19. They always
fight to the death, never asking for nor giving quarter. A large brass gong
hangs from a rack in the center of the room. The first action taken by either
salamander is to ensure that this gong is rung, warning the priests and sorcerer
in the temple area. These salamanders have no treasure other than their spears.
NOBLE SALAMANDERS (2)
CR 12
XP 19,200
CE Large outsider (extraplanar, fire) (Pathfinder Roleplaying
Game Bestiary, Salamander, Advanced)
Init +1; Senses darkvision 60 ft.; Perception +26
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, 1 size)
hp 172 (15d10+90)
Fort +15; Ref +10; Will +7
DR 15/magic; Immune fire
Weaknesses vulnerability to cold
Speed 20 ft.
Melee longspear +24/+19/+14 (2d6+10 plus 1d8 fire/x3), tail
slap +16 (2d8+3 plus 1d8 fire and grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tail)
Special Attacks constrict (2d8+7 plus 1d8 fire), heat
Spell-like Abilities (CL 15th)
3/dayburning hands (DC 12), fireball (DC 14), flaming
sphere (DC 13), wall of fire (DC 15)
1/daydispel magic, summon monster VII (Huge fire
elemental)

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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.

1017. The Back Door (CR 8)


This room provides a secret entrance to the inner areas of the
Salamander Temple. The door is lockedrequiring a successful DC 35
Disable Device check to openand trapped.
DELAYED BLAST FIREBALL TRAP
XP 4,800
Type magic; Perception DC 33; Disable Device DC 33

CR 8

Trigger proximity (alarm); Reset none

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level 10

Effect spell effect (delayed blast fireball, 20d6 fire damage,


DC 25 Reflex save for half damage); multiple targets (all
targets in Area 1019)

1018. The Hall of the Salamanders


The secret door leading to this area is relatively easy to find. Once
located, the hall may be entered.
Secret Door: 2 in. thick; hardness 10; hp 60; Break DC 28,
Disable Device DC 20, Perception DC 20. Inside, the PCs
encounter a strange and terrible sight: bas-relief carvings of
demonic fire creatures cover the walls and floors. Stale air
and baking hot breezes waft through the room, smelling of
sulfur and brimstone. If the gong from Area 1016 has been
sounded, the salamander priests and sorcerer attack the
party here (see Area 1019).

1019. The Salamander Temple


(CR 29)
This is a temple dedicated to an evil fire god. Orcus tolerates its presence,
as he and the fire god are sometime allies. In any case, the minions
worshipping here also pay homage to the Lord of the Dead and serve to
protect his interests as well. This room houses the leaders of the elemental
forces present on this level. Inside this temple are 4 noble salamanders,
3 noble salamander priests, and Irtuk the salamander sorcerer. These
creatures all fight to the death to protect the altar of their god, though Irtuk
temporarily flees to arrange aid if the battle looks like it is lost.
In the center of the chamber is a large block of gravity-defying molten
metal; seemingly held up by some strange force field. This altar is in reality
a permanent gate to the Plane of Fire. Anyone touching it must succeed
on a DC 22 Will save or be transported to that plane. The GM can either
continue the adventure there (not described further in this text) or assume
anyone transported is simply dead and gone. Anyone succeeding at the
save takes 6d6 fire damage from contact with the molten metal and must
succeed on a DC 30 Fortitude save or lose the use of the body part with
which they touched the altar as it is painfully incinerated. Only powerful
healing magic such as regeneration can restore the use of a limb lost in
this way The form and substance of this elemental worship is impossible
for mortals to understand, though any prisoners captured are cast onto the
altar and either burned alive or sent to the Plane of Fire. The only treasure
present is the personal magic items of the NPCs.
IRTUK
CR 28
XP 819,200
Male noble salamander sorcerer 17 (Pathfinder Roleplaying
Game Bestiary, Salamander, Advanced)
CE Large outsider (extraplanar, fire)
Init +7; Senses darkvision 60 ft.; Perception +33
AC 34, touch 16, flat-footed 30 (+4 armor, +2 deflection, +3
Dex, +1 dodge, +1 insight, +10 natural, +4 shield, 1 size)
hp 382 (15d10+17d6+224 plus 17)
Fort +21; Ref +19; Will +21
Defensive Abilities moment of prescience; DR 15/magic;
Immune cold (120 points), fire; Resist fire 20
Weaknesses cold
Speed 50 ft.
Melee +3 longspear +33/+28/+23/+18 (2d6+13 plus 1d8 fire/
x3), tail slap +24 (2d8+3 plus 1d8 fire and grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tail)
Special Attacks constrict (2d8+7 plus 1d8 fire), heat (1d8 fire
fire)

Spell-Like Abilities (CL 17th; ranged touch +26)


11/dayelemental ray
3/dayburning hands (DC 19), fireball (DC 21), flaming
sphere (DC 20), wall of fire (DC 22)
2/dayelemental blast (DC 26)
1/daydispel magic, summon monster VII (Huge fire
elemental)
Spells Known (CL 17th; melee touch +29, ranged touch +26)
8th (5/day)irresistible dance (DC 26), moment of
prescience, summon monster VIII (elementals only)
7th (7/day)delayed blast fireball (DC 27), elemental body
IV, finger of death (DC 25), forcecage (DC 27)
6th (7/day)antimagic field, chain lightning (DC 26),
greater dispel magic, elemental body III
5th (7/day)cloudkill (DC 23), dominate person (DC 23),
elemental body II, feeblemind (DC 23), teleport
4th (8/day)black tentacles, crushing despair (DC 22),
elemental body I, wall of fire, shout (DC 24)
3rd (8/day)fireball (DC 23), haste, hold person (DC 21),
protection from energy, vampiric touch
2nd (8/day)acid arrow, glitterdust, hideous laughter (DC
20), resist energy, scorching ray, see invisibility
1st (8/day)burning hands (DC 21), charm person (DC 19),
chill touch (DC 19), grease (DC 19), mage armor, shield
0 (at will)dancing lights (DC 18), detect magic, detect
poison, flare (DC 18), mage hand, message, prestidigitation,
read magic, touch of fatigue (DC 18)
Bloodline Elemental (fire)
Already cast

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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NOBLE SALAMANDER PRIESTS (3)


CR 21
XP 102,400
Male noble salamander cleric of god of fire 10 (Pathfinder
Roleplaying Game Bestiary, Salamander, Advanced)
CE Large outsider (extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +29
AC 22, touch 12, flat-footed 21 (+2 deflection, +1 Dex, +10
natural, 1 size)
hp 327 each (15d10+10d8+175 plus 25)
Fort +25; Ref +15; Will +21; +4 vs. death effects, death spells
DR 15/magic; Immune negative energy, fire; Resist fire 10; SR
22
Weaknesses cold
Speed 20 ft.
Melee +3 longspear +31/+26/+21/+16 (2d6+12 plus 1d8 fire/
x3), tail slap +22 (2d8+3 plus 1d8 fire plus grab)

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Space 10 ft.; Reach 10 ft. (20 ft. with tail)


Special Attacks channel negative energy (DC 19, 5d6, 7/
day) , constrict (2d8+6 plus 1d8 fire), heat (1d8 fire fire),
scythe of evil (5 rounds, 1/day)
Spell-Like Abilities (CL 15th)
3/dayburning hands (DC 15), fireball (DC 17), flaming
sphere (DC 16), wall of fire (DC 18)
1/daydispel magic, summon monster VII (Huge fire
elemental)
Domain Spell-Like Abilities (CL 10th; ranged touch +23)
8/dayfire bolt, touch of evil
Spells Prepared (CL 10th; ranged touch +23)
5thfire shieldD, flame strike (DC 20), slay living (DC 20), spell
resistance
4thdeath ward, freedom of movement, poison, unholy
blight (DC 19), wall of fireD
3rdbestow curse (DC 18), blindness/deafness (DC 18),
cure serious wounds, fireballD (DC 18), invisibility purge
2ndbears endurance, cure moderate wounds, hold
person, produce flameD (DC 17), sound burst (DC 17),
spiritual weapon
1stbane (DC 16), bless, burning handsD (DC 16), cure light
wounds (x3), divine favor
0 (at will)create water, detect poison, mending, read magic
D Domain spell Domains Evil, Fire

NOBLE SALAMANDER (4)


XP 9,600
hp 162 (see Area 1016)

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

This level is comprised of one enormous cavern and numerous side


caves, and is home to a wide variety of monsters, including goblins, giant
ants, a massive purple worm, undead, and shambling mounds. Wandering
monsters, however, are perhaps the greatest threat, as the PCs are going to
spend most of their time in the open where the sound of their combat is
likely to attract other creatures. A map of this level is depicted in Map RA
10A. Several areas are more finely mapped in RA10 Detail Maps 12.

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)

GIANT WORKER ANTS


CR 1
XP 400
hp 17 (Pathfinder Roleplaying Game Bestiary, Ant, Giant)

STIRGE
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)

GIANT SOLDIER ANTS


CR 2
XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, Ant, Giant)

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

1d2 caterprisms (see Area 10A4)


1d3+1 trolls
3d6 worker ants and 2d4 soldier ants
1 will-o-wisp
2d4 gargoyles
3d6 ghouls
2d6 stirges
1 xorn
2d4 goblin miners and 1 goblin leader
(see Area 10A22)
No encounter

Detection: Great evil is detectable in Areas 10A12 and


10A19.
Standard Features: In general, the roof of this enormous
cavern is anywhere from 80 to 90 ft. high, except where
noted and in the side caves. Fungus encrusts most
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10% is poisonous (DC 16 Fortitude save or take 1d6


Con damage/1d6 Con damage). 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.)
Unless otherwise noted, all secret doors are made of
stone (2 in. thick; hardness 8; hp 40; Break DC 22, Disable
Device DC 20, Perception DC 20).
The River and Swimming: Unless PCs have some way to
avoid swimming (e.g., flying, water walking), they will
encounter difficulties navigating this level. For instance,
all down-gradient movement (north of Area 84) is a
lethal, one-way trip. The channel near Area 10A3 runs
swift and deep, and no normal human could possibly
swim against this current (DC 45 Swim check). This is the
entrance area from Level 6A. The river entrance from
Level 6 is less hazardous and can be navigated with a
DC 15 Swim check, as the water stagnates and becomes
fairly shallow near Area 10A5. The river from Level 7A
is also located here. The river passage from Level 9A is
similarly easy to swim and can even be waded in many
places. The river passage to Level 11 flows from the huge
central lake south and out of the cavern. It follows a
relatively deep yet slowly flowing passage leading to
the bottom of the lake in the center of Level 11 (Area
117). The final 200 yards of this passage are underwater,
requiring a DC 30 Swim to survive.
All other exits off the mapped area cannot be navigated
and do not exit nor have adequate breathing space. If
any PCs exit down one of these tunnels they are doomed
(unless they can breathe water), as the river flows
through a subterranean sluice and does not resurface.

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level 10a

within 1 square of the sarcophagus)

10A1. Tomb Entrance (CR 2)


The door to this side cave is locked. The ceiling here is low only 4 1/2
ft. tall forcing Medium creatures to crouch, reducing their movement
by a third and incurring a 2 circumstance penalty to their AC. Large
creatures must crawl (half movement and 5 circumstance penalty to AC).
Huge creatures cannot enter this cave. Small creatures are unaffected.
Sharp Drop: The floor in the south drops down 20 ft. to a large pit
filled with sharp rocks. Unless the PCs light source is equal to daylight,
they must succeed at a Perception check (see below) or stumble down the
steep slope.
20 ft. DROP
CR 1
XP 400
Type mechanical; Perception DC 15/20 with no light; Disable
Device N/A
Trigger location; Reset manual
Effect 20-ft. drop (2d6 falling damage); DC 20 Reflex avoids
Open Pit: There is also a 10 ft. pit against the southern wall near the
entrance. The PCs must succeed at a Perception check (see below) or fall
into the hole. The pit is 5 ft. square.
OPEN PIT TRAP
CR 1
XP 400
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
Secret Door: There is a stone secret door (2 in. thick; hardness
8; hp 40; Break DC 22, Disable Device DC 20, Perception DC
20) on the southern wall of the pit that leads to the tunnel to
Area 10A2.

10A2. The Guarded Tomb (CR 11)


Three unmarked sarcophagi sit against the western wall of this cave.
A stone golem, placed here centuries ago to guard the tombs unnamed
occupants, attacks anyone who enters.
CR 11
STONE GOLEM
XP 12,800
hp 107 (Pathfinder Roleplaying Game Bestiary, Golem,
Stone)
All three sarcophagi contain nothing but the bones of long-dead humans
and dust.
Secret Compartment: The middle sarcophagus has a secret
compartment, discoverable on a DC 25 Perception check.
Unfortunately, opening this compartment causes the ceiling
to collapse, burying the sarcophagi and everyone within
5 ft. of them in rocks. Once the trap has been triggered,
the sarcophagi and any PCs who fail their saving throws
are trapped beneath a pile of rocks that takes one hour to
clear. The secret compartment contains the treasure.
FALLING ROCK TRAP
CR 5
XP 1,600
Type mechanical; Perception DC 23; Disable Device DC 25
Trigger location; Reset manual
Effect Atk +15 melee (rocks; 6d6); multiple targets (all targets

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.

10A3. River Entrance and Lesser


Gibbering Orb Chasm (CR 11)
The chasm, whose steep rocky walls are 30 ft. high and require a
successful DC 15 Climb check to descend, is home to a lesser gibbering
orb named Villix. Villix defends his chasm fiercely and attacks anyone
attempting to climb into it (see Tactics below).
Villix is looking for someone or something to do a job for him. This
lesser gibbering orb is a sworn enemy of Gundar, the variant floating eye
on Level 8, Area 88. Recently, Gundar sent four high-level goblins to the
great cave to slay Villix. They failed and have since been devoured, but
Villix himself was nearly killed in the combat and wants revenge. Thus, if
he spies the PCs near his chasm, he flies up and offers them the following
deal: for the eyes of Gundar (as proof of his death), he rewards the PCs
with a wand of ice storm (see Treasure, below). If the PCs accept, Villix
is true to his word and rewards them with the wand. If the PCs refuse, he
leaves them alone, but warns them not to venture into this chasm.
VILLIX
XP 12,800
CE Large aberration
Init +7; Senses darkvision 60 ft.; Perception +23

CR 11

AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, 1 size)


hp 91 (14d8+42)
Fort +7; Ref +7; Will +13
Defensive Abilities all-around vision; Immune critical hits,
flanking; SR 21

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Speed 5 ft., fly 30 ft. (good)


Melee 6 bites +12 (1d8+3 plus grab)
Ranged 6 eye rays +13 touch
Space 10 ft.; Reach 5 ft.
Special Attacks eye rays, gibbering (60 ft., Will DC 23),
steal spell, steal spell-like ability, swallow whole (1d8 acid
damage, AC 14, hp 9)
Spell-like Abilities (CL 14th, save DC 16 + spell level)
Constantfly
At will one stolen spell or spell-like ability per round
Str 16, Dex 17, Con 17, Int 20, Wis 14, Cha 22
Base Atk +10; CMB +14 (+18 grapple); CMD 27 (cant be
tripped)
Feats Diehard, Endurance, Flyby Attack, Improved Initiative,
Iron Will, Vital Strike, Weapon Focus (eye ray)
Skills Acrobatics +20, Fly +22, Intimidate +23, Knowledge
(arcana) +22, Knowledge (dungeoneering) +19, Linguistics
+19, Perception +23, Sense Motive +16, Stealth +16;
Racial Modifiers +4 Perception
Languages all
SQ flight
Eye Rays (Su) Six of the eyes can produce a magical ray
per 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

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level 10a

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: daze monster, dispel magic, flaming
sphere, inflict moderate wounds, magic missile, and ray of
enfeeblement. The save DC is Charisma-based.
Flight (Sp) The gibbering orbs body is naturally buoyant. This
buoyancy allows it to cast fly, as the spell, as a free action,
at a speed of 30 ft. This buoyancy also grants it a permanent
feather fall effect with personal range.
Gibbering (Su) As a free action, no more than once per
1d4 rounds, a gibbering orb can emit a cacophony of
maddening sound. All creatures other than gibbering
mouthers and gibbering orbs within 60 feet must succeed
on a DC 23 Will save or be confused for 1d4 rounds. This is a
mind-affecting compulsion insanity effect. A creature that
saves cannot be affected by the same orbs gibbering for
24 hours. The save DC is Charisma-based.
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 one 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.

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)

10A5. River Entrance


PCs exiting Levels 6 and 7A via the river channel are deposited here.

10A6. Mithral Vein


(CR varies, 6 to 10)
Both entrances to these veins are hidden, requiring a successful DC
15 Perception to discover. In both locales can be found 1,000 pounds of
50%-grade mithral ore (25 gp value per pound). There is a 60% chance
that 14 caterprisms from Area 10A4 are here. They love the ore and
attack anyone who enters.
CATERPRISMS
XP 2,400
hp 57 (see Area 104)

CR 6

10A7. Chasm and Bridge

Treasure: Villix stored the goblins more precious items in a nook in


the northern wall of the chasm, discoverable on a DC 25 Perception check.
Here can be found two small suits of masterwork chainmail, a small suit
of masterwork studded leather armor, four masterwork light crossbows,
sixty masterwork crossbow bolts, three masterwork short swords, a +1
short sword, a +1 buckler, and a wand of ice storm (CL 7th, 18 charges).

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.

10A4. Caterprism Lair


(CR varies, 6 to 13)

10A8. Gargoyle Ledge


(CR varies, 6 to 13)

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.

A high ledge (25 ft.) is home to a wing of 30 gargoyles, although only


20 to 25 (1d6+19) of them are ever present at one time. If the PCs pass
within 30 ft. of the ledge at ground level, 2d4 gargoyles swoop down
and attack. If the PCs prove too difficult (one or two gargoyles killed
in the first three rounds), the monsters retreat to the ledge and warn the
remaining gargoyles of the potential threat. All the gargoyles attack
anyone attempting to scale the ledge walls (a DC 20 Climb check) or
flying within 20 ft. of the ledge.

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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10A9. Entrance from Level 8


These stairs lead down from Level 8, Area 814 above. They are
neither trapped nor dangerous in any way.

10A10. Devil Horns


Both of these short passages are covered in hieroglyphs and paintings
depicting devils and demons engaged in unspeakable atrocities. Though
harmless, the PCs get a dark and unsettling feeling while viewing these
hideous images.

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

Trigger location; Reset manual


Effect poison cloud (affects all creatures within 20 ft. of the
door; save Fort DC 18; frequency 1/round for 4 rounds;
effect 1d6 Con; cure 1 save)
SECRET DOOR B, FIREBALL TRAP
XP 1,600
Type magic; Perception DC 28; Disable Device DC 28

10A11. The Mother of All


Purple Worms (CR 15)
This wide tunnel stretches north 100 ft. before opening into a huge cavern
(200 ft. x 300 ft.), wherein lives a purple worm of massive proportions.
If the worm bothers to notice the PCs, it attacks immediately. More than
likely, though, it cannot be bothered with something as small as humanoids.
CR 15
MOTHER OF ALL PURPLE WORMS
XP 51,200
Female advanced purple worm (Pathfinder Roleplaying
Game Bestiary, Purple Worm)
N Gargantuan magical beast
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.;
Perception +32
AC 30, touch 6, flat-footed 30 (+24 natural, 4 size)
hp 406 (28d10+252)
Fort +25; Ref +18; Will +10

CR 4

Trigger proximity (alarm); Reset none


Effect spell effect (fireball, 10d6 fire damage, CL 10th, DC 14
Reflex save for half damage); multiple targets (all targets in
a 20-ft.-radius burst centered on door)
Inner Crypts: Beyond the secret doors lie two crypts, both homes
to powerful mummies. The crypts are more or less identical: a stone
sarcophagus on a raised marble platform, and smooth stone walls painted
with swirls of red and black. A mummy rises from its sarcophagus and
attacks as soon as its crypt is entered. Furthermore, when one crypt is
entered the other mummy rises and joins the combat, probably surprising
the PCs from the rear.
GM Note: each mummy is able to open and close the door to his crypt
without setting off the trap. The mummy in Area 12A is Plethor, who was
in life a 15th-level cleric; the mummy in Area 12b is Xillin, who was in
life a 15th-level wizard.
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Speed 20 ft., burrow 20 ft., swim 10 ft.


Melee bite +39 (4d8+14/1920 plus grab), sting +39 (2d8+14
plus poison)
Space 20 ft.; Reach 15 ft.
Special Attacks poison, swallow whole (4d8+21 bludgeoning
damage, AC 22, hp 40)
Str 39, Dex 10, Con 29, Int 1, Wis 12, Cha 12
Base Atk +28; CMB +46 (+48 to bull rush, +50 to grapple);
CMD 56 (58 vs. bull rush, cant be tripped)
Feats Awesome Blow, Bleeding Critical, Critical Focus,
Critical Mastery, Improved Bull Rush, Improved Critical (bite),
Lightning Reflexes, Lunge, Power Attack, Sickening Critical,
Staggering Critical, Stunning Critical, Weapon Focus (bite),
Weapon Focus (sting)
Skills Perception +32, Swim +22
Poison (Ex) StingInjury; save Fort DC 33; frequency 1/round
for 6 rounds; effect 1d4 Str damage; cure 3 consecutive
saves.

10A12. The Mummies Crypts


(CR 21)
Thirty feet up on the northern wall is a ledge beyond which is a large
cave. Unless they are flying, PCs must succeed on a DC 30 Perception
check to discover the ledge and cave in normal lighting. In daylightequivalent lighting the DC is 25. The cave itself, in addition to being quite
large (15 ft. high ceiling), also appears to contain nothing but bones and
dung possibly from bats or stirges.

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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4thdeath wardD, dismissal (DC 20), divine favor, orders


wrath (DC 20), spell immunity, unholy blight (DC 20)
3rdbestow curse (DC 19), deeper darkness, dispel magic,
invisibility purge, rageD, wind wall
2ndaid, bulls strength, death knell D (DC 18), desecrate,
resist energy, shatter (DC 18), sound burst (DC 18)
1stbless, deathwatch, divine favor, doom (DC 17),
obscuring mist, sanctuary (DC 17), true strikeD
0 (at will)detect magic, guidance, light, read magic
D Domain spell Domains Destruction, Death

Str 24, Dex 12, Con , Int 8, Wis 22, Cha 19


Base Atk +17; CMB +24; CMD 35
Feats Ability Focus (despair), Bloody Assault*, Command
Undead, Extend Spell, Extra Channel, Improved Initiative,
Lightning Reflexes, Power Attack, Selective Channeling, Skill
Focus (Perception), Toughness, Weapon Focus (slam)
Skills Knowledge (arcana) +12, Knowledge (religion) +12,
Perception +26, Spellcraft +17, Stealth +12
Languages Common
SQ aura, deaths embrace
Combat Gear wand of hold person (CL 6th, 21 charges);
Other Gear +1 chain shirt, +2 keen shocking shortspear,
amulet of natural armor +1, cloak of resistance +2, holy
symbol, spell component pouch
* Pathfinder Roleplaying Game Advanced Players Guide
XILLIN CR 19
XP 102,400
Male mummy wizard 15 (Pathfinder Roleplaying Game
Bestiary, Mummy)
LE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +31
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 25 negates)
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AC 23, touch 13, flat-footed 22 (+2 deflection, +1 Dex, +10


natural)
hp 218 (8d8+15d6+92 plus 46)
Fort +14; Ref +13; Will +17
Defensive Abilities evasion; DR 5/; Immune undead traits
Weaknesses vulnerability to fire
Speed 20 ft.
Melee slam +21 (2d6+10 plus mummy rot)
Special Attacks disease (mummy rot, DC 25), hand of the
apprentice (9/day)
Spells Prepared (CL 15th; ranged touch +14)
8thmaze
7thfinger of death (DC 23), forcecage (DC 23)
6thacid fog, chain lightning (DC 22), disintegrate (DC 22),
mass suggestion (DC 22)
5thbaleful polymorph (DC 21), dominate person (DC 21),
feeblemind (DC 21), summon monster V, waves of fatigue
4thenervation, ice storm, lesser globe of invulnerability,
rainbow pattern (DC 20), shout (DC 20)
3rdfly, protection from energy, ray of exhaustion, stinking
cloud (DC 19), vampiric touch
2ndglitterdust (DC 18), hideous laughter (DC 18),
extended mage armor, protection from arrows, spectral
hand, web (DC 18)
1stchill touch, grease, obscuring mist, ray of
enfeeblement, shocking grasp, silent image (DC 17)
0 (at will)acid splash, detect magic, ghost sound (DC 16),
touch of fatigue
already cast
Str 24, Dex 12, Con , Int 22, Wis 8, Cha 19
Base Atk +13; CMB +20; CMD 33
Feats Brew Potion, Combat Casting, Craft Wondrous

ItemB, Extend SpellB, Greater Spell Penetration, Improved


Initiative, Improved Natural Attack (slam), Lightning Reflexes,
Power Attack, Scribe ScrollB, Skill Focus (Perception), Skill
Focus (Knowledge [arcana]), Spell Penetration, Still SpellB,
Toughness, Weapon Focus (slam)
Skills Appraise +19, Fly +14, Knowledge (arcana) +38,
Knowledge (dungeoneering) +24, Knowledge (engineering)
+13, Knowledge (history) +14, Knowledge (local) +21,
Knowledge (planes) +21, Knowledge (religion) +21,
Linguistics +14, Perception +31, Sense Motive +25, Spellcraft
+32, Stealth +27
Languages Abyssal, Celestial, Common, Draconic, Dwarven,
Elven, Giant, Infernal, Orc, Sylvan, Terran, Undercommon
SQ arcane bond (ring), metamagic mastery (4/day)
Combat Gear wand of magic missiles (CL 7th, 27 charges);
Other Gear ring of protection +2, cloak of resistance +3, ring
of evasion, spell component pouch.
Spellbook: In addition to his prepared spells, Xillins spellbook
contains:
0All
1sthold portal, identify, magic missile, shield, true strike
2nddetect thoughts, fog cloud, ghoul touch, summon
monster II, touch of idiocy
3rdclairaudience/clairvoyance, dispel magic, lightning
bolt, tiny hut
4tharcane eye, dimensional anchor, scrying, solid fog
5thcloudkill, contact other plane, magic jar, sending
6thanalyze dweomer, legend lore, repulsion, summon
monster VI
7thplane shift, vision
8thdiscern location, prismatic wall
Tactics: What spells the mummies choose to cast depends greatly
on which secret door is opened first. Plethor prefers spells to melee,
but if engaged uses his shortspear over his slam attack. Xillin attempts
to cast protection from energy (fire), summon monster V, lesser globe of
invulnerability, and spectral hand before casting his offensive spells and
using his wand. He especially enjoys casting spells that normally have
a touch range, such as vampiric touch, shocking grasp, and (especially)
enervation through his spectral hand.

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10A13. The Door to Nothing


A large shelf-cave lies 25 ft. up on the southern wall of this wide tunnel.
On the southern wall of the cave is a pair of iron double doors set into a
finely made stone wall. The room beyond the doors was once a vault that
housed a fortune in mithral. Unfortunately, all of the mithral was eaten by
a xorn. The vault is entirely empty now.
Locked Iron Double Doors: 6 in. thick; hardness 10; hp 200;
Break DC 35; Disable Device DC 35.

10A14. Fungus Garden and


Fungus Man Colony
(CR varies, 0 to 15)
A large fungus garden, spanning both sides of the river, grows in this
corner of the Great Cavern. All varieties of bizarre, Under Realms fungus
can be found here, most of which are edible, some of which are even tasty.
If the PCs decide to experiment on their own with the fungus, assume
there is a 10% chance every time they try a new variety that the mushroom
is poisonous (save Fort DC 15; frequency 1/round for 6 rounds; effect 1d6
Str damage; cure 1 save). A DC 20 Knowledge (dungeoneering or nature)
or Survival check allows PCs to determine which are edible. (Gnomes and

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other underground creatures gain a +2 bonus to their checks.)


There is also a small colony of fungus men living here 75 common
fungus men plus their king. As the PCs approach the garden, a dozen or
so of the fungus men come shambling out to the perimeter of the fungus.
The fungus men are not aggressive, and only attack if threatened or if
the fungus garden is damaged. The fungus men have no known spoken
language and do not understand Common or Undercommon, but they can
communicate with crude hand gestures or via a speak with plants spell.
FUNGUS MAN (75)
XP 600
N Small plant (see Appendix A)
Init +2; Senses low-light vision; Perception +9

CR 2

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)


hp 16 each (3d8+3)
Fort +4; Ref +3; Will +2
DR 5/slashing or piercing; Immune poison, plant traits,
Resist cold 5
Weaknesses vulnerable to fire
Speed 20 ft.
Melee slam +5 (1d32)
Special Attacks spore cloud
Str 6, Dex 15, Con 13, Int 9, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 11
Feats Agile Maneuvers, Skill Focus (Perception), Weapon
FinesseB
Skills Perception +9, Stealth +10
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 12 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.
FUNGUS MAN KING
XP 1,200
Male giant fungus man (see Appendix A)
N Medium plant
Init +1; Senses low-light vision; Perception +12

CR 4

Treasure: Hidden in this fungus grove (DC 20 Perception) are several


trinkets special to the king: three potions of plant growth, a +2 dagger, and
a velvet bag containing seven diamonds worth 100 gp each. In addition,
the king wears a gold necklace inset with various gems worth 500 gp.
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Development: If the PCs have the means to communicate with the


fungus men, the fungus men are happy to tell them what they know. They
warn the PCs not to cross the rope bridge to the north, and that there is a
powerful creature living nearby. They also warn of an enormous worm
to the northeast.

10A15. Rope Bridge (CR 2)


A rickety rope bridge spans the river. There is a 50% chance every
round that if more than 150 pounds is placed on the bridge that it collapses,
sending all those on it into the river. Those who succeed at a DC 18 Reflex
save may grab onto the broken strands of the rope bridge. Otherwise, they
suffer 1d6 points of falling damage and must succeed at a DC 14 Swim
check or be swept along in the current.

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)


hp 45 (6d8+18)
Fort +8, Ref +3, Will +5
DR 5/slashing or piercing; Immune poison, plant traits;
Resist cold 5
Weaknesses vulnerability to fire

10A16. Heat Rift (CR 2)

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.

10A17. Glop Lake


(CR varies, 9 or 10)
This large subterranean lake bowls down to a depth of 100 ft. and is
fed from a high waterfall in the south (see Area 10A18). The water is
cool, with a gentle current that flows north to the river. Should the PCs

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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.

10A19. Tomb of Slavish, the


Arch-Lich (CR 20)
The Door to the Tomb

The stairs terminate in what appears to be a solid stone wall crudely


painted with the image of a set of double doors. No amount of searching,
however, detects any seam or hinges. A detect secret doors spell reveals
that a portal exists where one is painted on the wall, but there appears to
be absolutely no way to open it. A see invisibility or true seeing spell,
though, reveals the following words written in Draconic above the image
of the door: Speak His Name and Enter. The name the PCs must speak
is Slavish. How they come to learn this is up the PCs or the GM. A
legend lore, limited wish, wish, or miracle spell would work. A successful
DC 40 Knowledge (history) check might also know about the powerful
lich entombed beneath a waterfall in a giant cavern. Alternately, Villix,
the lesser gibbering orb in Area 10A3, might, at the GMs discretion,
know the name of the lich and, as payment for slaying his nemesis, be
willing to part with the information. The PCs might also choose to consult
The Oracle in Area 37 in The Upper Levels. Lastly, destroying the lich
and/or procuring his considerable fortune might be a quest the PCs took
on before entering the Dungeon of Graves, perhaps after acquiring a map
with the word Slavish scrawled across it. In any case, there is absolutely
no way to open this portal without uttering the lichs name. The door
is unbreakable, and transmute rock to mud, stone to flesh, passwall, or
similar magic do not work on this door. Additionally, the chamber beyond
is warded so that it may not be entered by teleportation or by astral or
ethereal creatures.
Once the PCs speak the word Slavish, the painted doors glow with a
red light, seams appear where none had been, and the doors swing open,
revealing the tomb of the arch-lich.

The Tomb

This small square chamber contains an open stone sarcophagus, and,


in the south, three tall brass urns overflowing with gems and gold. As the

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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Languages Common, Elven, Infernal


SQ bloodline arcana, infernal resistances, on dark wings
Combat Gear staff of harming (10 charges); Other Gear
ring of protection +4, amulet of natural armor +3, belt of
incredible dexterity +4, headband of alluring charisma +6

Staff of Harming

Rejuvenation (Su) When Slavish is destroyed, his phylactery


(see below) immediately begins to rebuild his body nearby.
This process takes 1d10 days if the body is destroyed
before that time passes, the phylactery merely starts the
process anew. After this time passes, Slavish wakens fully
healed (albeit without any gear it left behind on its old
body), with a burning need for revenge against those who
previously destroyed it.

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)

Aura moderate necromancy; CL 8th


Slot ; Price 21,600 gp; Weight 5 lbs.

Tactics: Unless the PCs are extremely high-level, and somehow


fully rested after fighting their way through ten levels of the Dungeon
of Graves, they have no hope of defeating the lich. Slavish is aware of
the PCs presence. Once they approach his door he casts detect thoughts,
allowing him to know how many PCs there are, and what their general
plans are. Once PCs seem to be on the verge of entering his chamber,
Slavish casts spell turning as a precaution. As stated above, once the PCs
enter his chamber, Slavish rises from his sarcophagus and asks who sent
them. Slavish assumes no mortal would be so foolish as to challenge him.
Thus, he does not attack immediately, choosing instead to question the
PCs. He is specifically interested in determining if the PCs are agents of
Orcus or, he hopes, agents sent to seek help from him to destroy Orcus.
If the PCs are somehow able to convince him they have been sent or are
aiming to kill Orcus, he tells them how they can reach Level 15. He may
even provide them with Demonbane (see below and side box). Otherwise,
he attacks.
Once combat has begun, Slavish opens with time stop (making use
of moment of prescience, if necessary, as a means to win initiative) and
casts the following spells: 1) quickened summon monster V, bringing
forth a bearded devil, followed by a summon monster VI, bringing
forth an erinyes; 2) quickened lesser globe of invulnerability followed
by protection from good; 3) if Slavish has a 3rd round of time stop and
has expended his moment of prescience, he recasts it now. He spends any
remaining time positioning himself strategically in the room.
Slavishs first order of business once the time stop expires is to remove
an arcane caster. He casts either baleful polymorph or flesh to stone on
such a target. If a party has multiple arcane casters, hell use Quicken
Spell to cast twice, targeting each arcane caster with one of the effects.
In the second round of combat, Slavish casts dominate person on either
a rogue-like character (light or no armor and light weapons) or a fighterlike character (heavy armor with no prominent holy symbol), seeking to
gain a further advantage of numbers. In the third round of combat, he
casts feeblemind on another caster, likely a divine caster. In the fourth
and subsequent rounds, he reacts accordingly, all the while directing his
minions the summoned devils and (hopefully) the dominated PC to
attack appropriately.
Treasure: The urns contain 150,000 gp in gems, jewels, and assorted
coins. In addition, there are a handful of minor magical rings: a ring of
protection +1, a ring of water walking, and a ring of jumping. Lastly,
Slavish possesses Demonbane a powerful artifact. The fact that Slavish
possesses Demonbane is why he and Orcus are currently not on friendly
terms.
Slavishs Phylactery: The lich hides his phylactery in a small chamber
10 ft. beneath his tomb. The chamber was created over time through
judicious use of stone shape, and has no natural entrances; instead,
should he ever need to go there (or, worst case, exit) Slavish uses greater
teleport to make the journey. This hidden antechamber is empty save for
the phylactery and a five potions of inflict serious wounds. The entire
area is covered by an alarm spell, and the phylactery itself is hidden by a
sequester spell, both of which Slavish renews regularly.

CONSTRUCTION
Requirements Craft Staff, blindness/deafness,
contagion, inflict serious wounds; Cost 10,800 gp.

Major Artifact
Demonbane

Aura strong evocation and transmutation; CL 20th


Slot ; Weight 7 lbs.
DESCRIPTION
Demonbane was forged with one purpose in
mind: to kill demons, specifically Orcus. Strangely,
Demonbane was created not by paladins or clerics
of good, but rather by the arch-devil, Baalzebul,
who proposed to overthrow the Lord of the Undead.
Because of their mutual evil alignments, the sword
focuses on law versus chaos. Also, because the archdevil did not particularly care who used the sword
against Orcus, he made it lawful neutral, rather than
lawful evil.
This sword functions as a +3 cold iron axiomatic
keen bastard sword: Int 14, Wis 14, Cha 18, Ego 27;
Alignment LN; telepathy; Primary Powers detect
chaos (at will), bulls strength (30 minutes, 1/
day), dictum (1/day), wielder gains a +4 insight
bonus on all saves against attacks from demons,
the sword automatically ignores the damage
reduction of any demon it strikes, and the wielder
of Demonbane is immune to the wand of Orcus.
If used against a devil (or any other lawful evil
outsider), the sword becomes powerless and nonmagical for 24 hours.

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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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10A20. Huge Fungus Garden


All varieties of small and large exotic subterranean fungi grow here. All
movement through the fungus is at half normal rate, owing to the density
of the growth and the soft damp ground. Seventy-five percent of the fungi
are edible; the other 25% are poisonous (DC 15 Fort save or 1d6/1d6
points of Constitution damage). Scattered among the harmless fungi are
12 shriekers which sound their alarm as the PCs approach. Roll once
every minute that the shriekers are shrieking for a wandering monster,
with this exception: a roll of 1820 results in 25 shambling mounds
from Area 10A21 lumbering over to investigate.
SHRIEKERS (12)
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.

10A21. Shambling Mound Lair


(CR 12)
Nesting in this corner of the cave are 8 shambling mounds. They
attack en masse anyone wandering nearby. They have no treasure.
SHAMBLING MOUNDS (8)
CR 6
XP 2,400
hp 67 (Pathfinder Roleplaying Game Bestiary, Shambling
Mound)

10A22. Goblin Mining Camps


(CR 9)
A tribe of goblins mines a number of different areas within the Great
Cavern. Each site is worked by 10 goblin miners and 1 goblin leader. The
goblins are more interested in harvesting gold and mithral than fighting,
but they do protect themselves if attacked.
The goblins have not been mining long, so their veins are still relatively
small: assume a tunnel 30 ft. wide and 100 ft. long (except where noted
on the map).
GOBLIN MINERS (10)
CR 2
XP 600
Male goblin rogue 3 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +7

Skills Acrobatics +10, Climb +8, Knowledge (engineering)


+2, Perception +7, Ride +8, Stealth +18, Survival +4, Swim +8;
Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ rogue talent (ledge walker), trapfinding (+1)
Gear leather armor, masterwork light mace, mining
equipment, 2 flasks of oil, 3d6 sp

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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Treasure: Stored in locked wooden boxes (DC 20 Disable Device) are


that days harvest: 200 gp worth of 50%-grade mithral and gold ore (25 gp
value per pound of ore).

10A23. Large Gold Vein


(CR 10-plus, depending on how
many goblins arrive)

AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)


hp 26 each (3d8+6 plus 3)
Fort +3; Ref +7; Will +2
Defensive Abilities evasion, trap sense +1

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

TAR MEPHITS (25)


CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Mephit,
Ooze, with the following changes: add Spell-like Abilities
(CL 6th) 1/ hour a tar mephit can fire a steaming bolt of
tar that functions like an acid arrow, though it deals fire
damage instead of acid damage. 1/day it can create a
mass of rancid fog that duplicates the effect of a stinking
cloud. Fast healing only functions while within tar).

The Tar Pit Ladder

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.

10A25. The Mausoleum (CR 10)


Atop this small hill stands a solid stone mausoleum. It is square, 20 ft.
by 20 ft., and 10 ft. high. The doors to the mausoleum are made of iron
and arcane locked. The doors are also trapped. If they are opened without
the word Arkbannon being uttered first, a meteor swarm centered on
the 5 ft. directly in front of the doors to the mausoleum reigns down on
the hilltop.

Poison (Ex) JavelinInjury (Large Scorpion Venom); save


Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str;
cure 1 save.
Tactics: At the first sign of trouble, the guards sound the alarm and
two leaders and 10 miners arrive five rounds later. The goblins look to
strike from afar first, firing poison bolts, throwing poison javelins, and
lobbing burning oil. Once engaged, or if it appears their opponents are
formidable, the third leader and the rest of the miners are called for.
These reinforcements arrive in 1d4+1 rounds. While in melee, the leaders
and the miners attempt to flank their opponents and gain a sneak attack
whenever possible.
GM Note: If the goblins have a chance to use their poison and flaming
oil, add 20% to the XP awarded in this encounter.
Treasure: As stated earlier, this is a very lucrative mine. Currently,
there are dozens of wheelbarrows full of gold ore stored near the rear
of the vein. In all, there is 10,000 gp worth of ore, weighing over 2,000
pounds. The ore is guarded at all times by one of the leaders. This leader
only leaves his post at the ore if there is significant trouble at the entrance
(see above).

10A24. Huge Tar Pit


(CR varies, 5-plus)
This massive, 40 ft. deep crater is filled with bubbling, steaming tar. A
thin coating of water covers the tar, disguising its true nature somewhat
at first glance it appears to be a large lake, somehow superheated from
below. The tar smell, however, is ripe in the air, and anyone investigating
the water quickly learns what lies beneath it.
A tribe of 25 tar mephits inhabits the crater. The mephits are protective
of their tar, and any creature attempting to enter it or spending an
inordinate amount of time investigating it (5 minutes or more) is attacked
by 2d6 mephits (up to 25 total).

Arcane locked iron doors: 5 in. thick; hardness 10; hp 200;


Break DC 40; CL 20th.

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METEOR SWARM TRAP


CR 10
XP 9,600
Type magic; Perception DC 34; Disable Device DC 34
Trigger proximity (alarm); Reset automatic
Effect spell effect (meteor swarm, 2d6 bludgeoning damage
plus 6d6 fire damage [x4], +10 ranged touch, CL 17th, DC
23 Reflex save for half damage); single target (all meteors
focused on door opener)
Treasure: Within the mausoleum is a stone sarcophagus containing the
remains of a long-dead warrior. On the skeletons right index finger is a
ring of feather falling. In his bony hands is clutched a +2 longsword, and
he wears a suit of +3 splint mail of fire resistance.

10A26. The Cursed Tomb (CR 11)


On top of this short hill is a hidden, locked trapdoor (DC 25 Perception
check to discover and a DC 20 Disable Device check to open). Once opened,
it reveals a narrow set of stairs that descends 20 ft. to a paved stone landing
and an iron bound oak door. Written in Undercommon across the top of the
door are the words, Those Who Enter Will Someday Return.
Beyond the door is a tomb, 30 ft. square, containing 4 spectres who
attack immediately. Anyone who crosses the threshold of the tomb is
instantly cursed (no saving throw; see below). While there are many open
chests, sarcophagi, and urns throughout the chamber, all are empty.
GM Note: The spectres cannot leave the tomb.
SPECTRES (4)
CR 7
XP 3,200
hp 52 (Pathfinder Roleplaying Game Bestiary, Spectre)

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The Curse

A cursed PC is doomed to one day return to the tomb as a spectre. When


that PC dies, he is immediately transformed into a spectre and begins
journeying back to the tomb to guard it against intruders. A cursed PC
who dies cannot be aided by a raise dead or resurrection spell. Moreover,
a cursed PC cannot remove the curse, either on himself or another, with
a remove curse spell; only a non-cursed cleric can do so. A cursed PC
is not aware of his affliction while alive except that once a year, on the
anniversary of the day he was cursed, the PC is overwhelmed with a sense
of doom and hopelessness. The feeling passes the next day. Powerful
divination magic is necessary to determine the source of this annual ennui.

10A27. Gug Lair


(CR varies, 10-plus)
The areas marked 27 are home to a group of 12 gugs. Each of the
chambers contains the following:
27A: 2 gugs.
27B: 4 gugs.
27C: 2 gugs.
27D: 1 gug.
27E: 3 gugs.
27F: 50%grade gold ore, worth 500 gp, piled about.
27G: 100 ft. deep sinkhole; 10d6 points of falling damage to anyone
falling or thrown into hole; DC 15 Climb check to escape.
SINKHOLE PIT TRAP
CR 5
XP 1,600
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset none
Effect 100-ft.-deep hole (10d6 falling damage); DC 20 Reflex
avoids
GUGS (12)
CR 10
XP 9,600
hp 127 (Pathfinder Roleplaying Game Bestiary 2, Gug)
Tactics: The gugs attack intruders immediately. Gugs in adjacent
chambers arrive 1d4 rounds after the start of combat.

10A28. River Entrance from


Level 9A

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

Scroll (see the Pathfinder Roleplaying Game Core Rulebook,


Magic Items, Scrolls, Minor)
Potion (see the Pathfinder Roleplaying Game Core Rulebook,
Magic Items, Potions, Minor)
+1 dagger
Ring of protection +1
Masterwork short sword
+1 arrow
+1 bolt
Ring of protection +2
Potion of cats grace (CL 5th)
+2 short sword
Scroll of lightning bolt (CL 7th)

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10A30: Giant Ant Anthill (CR 9)


This area is similar to Area 10A29, with the following exceptions:
tunnels within the colony connect to Areas 10A29 and 10A33, and the
queen ant resides in the lowest chamber of this colony. The Queen Ants
chamber is 20 ft. square and is guarded at all times by 10 soldier ants.

Anyone swimming from the river from Level 9A arrivers here.

10A29. Giant Ant Anthill


(CR varies)
A large colony of giant ants (400+) works this area of the Great Cavern.
The anthill is a 20 ft. tall cone of dirt and gravel. The hill is guarded by
four soldier ants, which oversee the constant flow of worker ants going in
and out of the hill (assume 2d6 worker ants on or near the hill at one time).
The worker ants do not attack except to defend themselves; the soldier
ants, however, attack all non-ants who attempt to enter the anthill.
The ants pay no attention to anyone or anything unless they are on the
anthill itself, so the PCs can simply pass by the ant colony without incident.
If they decide to enter the anthill, they find themselves in a labyrinthine
series of tunnels and chambers all filled with busy ants. The tunnels are
approximately 5 ft. high and 5 ft. wide, and so can be traversed easily by most
PCs, though the constant comings and goings of the ants slows movement

GIANT ANT QUEEN


CR 4
XP 1,200
N Large advanced giant vermin (Pathfinder Roleplaying
Game Bestiary, Ant, Giant)
Init +1; Senses darkvision 60 ft., scent; Perception +7
AC 20, touch 10, flat-footed 19; (+10 natural, +1 Dex, 1 size)
hp 26 (2d8+17)
Fort +10; Ref +1; Will +3
Immune mind-affecting effects
Speed 10 ft.
Melee bite +6 (1d8+6 plus grab), sting +6 (1d6+6 plus poison)
Str 22, Dex 12, Con 25, Int , Wis 17, Cha 15
Base Atk +1; CMB +8 (+12 grapple); CMD 19 (27 vs. trip)

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Feats ToughnessB
Skills Climb +14, Perception +7, Survival +5; Racial Modifiers
+4 Perception, +4 Survival

Poison (Ex) Stinginjury; save Fort DC 18; frequency 1/round


for 4 rounds; effect 1d2 Str; cure 1 save
GIANT SOLDIER ANTS (10)
CR 2
XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, Ant, Giant)

10A35. Goblin Mining Camps


(CR 10-plus)
These camps are similar to Area 10A22, except that the goblins here
are quite scared of the giant ants and are therefore more prepared for
combat. One goblin guard patrols each mine, and the remaining goblins
respond quickly to sounds of combat (13 rounds).
GOBLIN GUARDS
XP 1,200
hp 47 (see Area 10A23, above)

10A31. Fungus Garden


(CR varies, 2-plus)
This huge fungus garden is similar to Area 10A20, except the
shriekers here do not attract any gug. As well, the ants from Areas 10A
29 and 30 frequent the garden, as the fungi herein are a source of food.
Assume there are always 2d4 worker ants harvesting fungus at any one
time. The ants know to avoid the shriekers.
CR
SHRIEKERS (12)
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 feet. 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.

10A36. False Mithral Gates


The river widens somewhat as it flows through what appears to be a
set of mithral gates. These gates are similar to those on Level 9A, Area
9A3. They stretch to the ceiling of the cave (now only 30 ft. from the
cave floor), and a fine meshed grate allows the water to flow beneath the
gates (the mesh extends through the water to the floor of the riverbed, so
swimming beneath the gates is not an option). Unlike the portal on Level
9A, these doors are merely iron with mithral plating. They are, however,
virtually indestructible (hardness 20, hp 400) and locked with powerful
magic only a wish or a miracle opens them, except as described below.
The gates are inscribed with ancient and obscure runes. A read magic
or comprehend languages spell translates these phrases, although what
results is just about as incomprehensible as before.
The poem inscribed on the gates is as follows:
My life as a wanderer has met its end.
Doom begetting a faithful friend
Awaits the turns of the untraveled course. Now
Me and mine and upon a lame horse
Beyond the shadow of the rising dawn
These arms, these eyes, are tired and drawn, these
Gates are empty; all hope is gone.

GIANT WORKER ANTS


CR 1
XP 400
hp 17 (Pathfinder Roleplaying Game Bestiary, Ant, Giant)

10A32. Tar Pits


These two craters contain pits of steaming tar similar to Area 10A25,
except that there are no tar mephits nor is there a subterranean passage to
another level of Rappan Athuk. There are, however, several dead or dying
giants ants stuck on the surface of the tar pit.

10A33. Giant Ant Anthill


(CR varies)

CR 4

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The poem is meaningless and meant to confuse those wishing to enter.


If, however, the first word of each line is recited in order, My doom awaits
me beyond these gates, the portals open.

10A37. The Cursed Island (CR 11)


The river flows around a small island. There is a rectangular stone
structure on the island and a dock with one rowboat moored to it. The
structure is 15 ft. wide, 20 ft. long, and 12 ft. high. There is a wooden
door on the north face of the building, and it is ajar. In the building reside
3 gorgons, and they attack anyone who attempts to land on the island.

This area is similar to Area 10A29.

10A34. Lake (CR varies, 8 to 10)


This lake bowls down to a depth of 70 ft. and has a gentle current that
flows from west to east. Should the PCs decide to swim or bathe in the
lake, they are 75% likely to be attacked by 24 of the giant gars that hunt
these waters. As blood fills the waters, another gar arrives every 6 rounds
after the first blow is landed.
GIANT GAR
CR 6
XP 2,400
hp 73 (Pathfinder Roleplaying Game Bestiary II, Gar, Giant)

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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10A38. Will-O-Wisp Lair


(CR 9)

10A40. Fungus Garden

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)

10A39. Roper Lair


(CR 14 in passage, 19 in main cave)
A series of cliff face steps, each 10 ft. higher than the next, ascends
into the darkness. Each step contains a cave opening that leads via a rough
natural passage to a large cave that is home to 12 ropers. Two ropers
guard each passage leading to the cave; the remaining six await their
victims in the main chamber.
ROPERS (12)
CR 12
XP 19,200
hp 162 (Pathfinder Roleplaying Game Bestiary, Roper)
Tactics: In the passages, the two ropers are adjacent to one another and
attack in tandem. In the main chamber, once combat has begun, the ropers
attempt to position themselves so they are all within strand-range of the
PCs. The ropers to do not pursue the PCs out of the cave.
Treasure: The bones of three dead goblins can be found in the northeast
corner of the cave. Piled among the bones are three change purses, each
containing 50 pp. One skeleton wears a +2 light steel shield, and another
wears a belt of mighty constitution +2.

This large fungus garden contains no shriekers. There is a 50% chance,


however, that some creature is here, eating or looking for prey (roll once
on wandering monster chart, treating a result of no encounter as being
2d8 dire rats).

10A41. River Out


These narrow rivers flow in a generally easterly direction for 5 miles
before emptying out in a deep river canyon. The walls of this canyon are
250 ft. high, requiring a DC 15 Climb check to scale. Both branches of
the river have banks that can be walked. This is a long way in or out of
Rappan Athuk, but PCs not wishing to fight their way back up to get out,
or back down to return, might want to take advantage of this exit/entrance.

10A42. Phosphorescent Pool


The water of this large pool glows brightly in the dark of the cave. The
pool contains no harmful creatures, and the water is potable, although the
imbibers urine has an eerie glow to it for 24 hours after consumption. If
removed from the pool, the water continues to glow for 29 days.

10A43. Bubbling Shoreline


The water along the shoreline in this area is constantly churning and
boiling, the result of an underground mixture of water and air through the
tunnels to Area 0A9 in the Krakens Cove area. The churning water is
fascinating to many of the creatures of the Great Cavern, and occasionally
trolls and worse jump into the water to play, ending up in Krakens
Cove.

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10A44. The Dark River


This offshoot of the great lake descends through Level 13C, Areas
13C1 and 13C14, then continues to Level 13B, finally creeping its way
to some unknown locale in the Under Realms.

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Level 10B:
The Goblin Outpost

The followers of Orcus have a vested interest in this portion of Rappan


Athuk, both to monitor activity in and around the Bloodways, and because
it provides an alternate access to the surface world. To look over their
interests, a small fortress was therefore constructed and manned by
goblins. This level is shown on Map RA10B.

goblin regulars; Oolarg and his berserkers, a band of swaggering braggarts


who regard the scouts stationed here with disdain, and are out to make a
name for themselves; and Mesifin Styx, the priest of Orcus stationed
here, who is looking out for the interests of Hesperix as well as his own.
It is possible that PCs may be able to get these groups to fight against one
another, particularly if characters are captured or the outpost is infiltrated.

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.

AC 17, touch 14, flat-footed 13 (+3 armor, +2 Dex, +1 dodge,


+1 size)
hp 17 (3d8 plus 3)
Fort +1; Ref +5; Will +1
Defensive Abilities evasion, trap sense +1
Speed 30 ft.
Melee handaxe +2 (1d41/x3) or dagger +2 (1d31/1920)
Ranged shortbow +5 (1d4/x3)
Special Attacks sneak attack +2d6

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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

Running the Outpost


Inhabitants
Normally the goblin outpost is manned by 48 goblin scouts and 16
goblin lieutenants, and are led by Morask and his aide, Kamlyss. Due
to recent activity within Rappan Athuk, an additional contingent of 10
goblin berserkers led by the goblin Oolarg have been stationed here.
Significant tension exists between Oolargs band and the other goblins,
and this has led to occasional fistfights. Nevertheless, the goblins work
together to repel any intruders.
In addition to the goblins, the priest Mesifin Styx and 3 acolytes of
Orcus from the Talon of Orcus (Level 10C) are stationed here to keep an
eye on things.
There is currently an uneasy three-way alliance between Morask and the

AC 17, touch 14, flat-footed 13 (+3 armor, +2 Dex, +1 dodge,


+1 shield, +1 size)
hp 32 (5d8+5 plus 5)
Fort +2; Ref +6; Will +1
Defensive Abilities evasion, trap sense +1
Speed 30 ft.
Melee handaxe +6 (1d4/x3) or dagger +6 (1d3/1920)
Ranged shortbow +6 (1d4/x3)
Special Attacks rogue talent (bleeding attack), scouts
charge, sneak attack +3d6
Str 10, Dex 15, Con 12, Int 13, Wis 11, Cha 10

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level 10b

Base Atk +3; CMB +2; CMD 15


Feats Dodge, Mobility, Weapon Finesse
Skills Acrobatics +10, Appraise +7, Climb +7, Disable
Device +10, Escape Artist +8, Intimidate +8, Knowledge
(dungeoneering) +8, Knowledge (local) +6, Perception +8,
Sleight of Hand +7, Stealth +18, Swim +5
Languages Common, Goblin
SQ rogue talent (trap spotter), trapfinding (+2)
Gear masterwork studded leather armor, buckler, shortbow,
40 arrows, 10 +1 arrows, handaxe, dagger, thieves tools,
2d4 sp, 2d4 cp.

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.

Combat Gear potion of cure serious wounds, potion of bulls


strength; Other Gear masterwork studded leather armor,
masterwork buckler, 3 javelins, masterwork heavy pick, thieves
tools, 1d10 pp, 2d10 gp, 1d10 sp, 1d61 gems worth 10 gp each.
Base Statistics When not raging, the goblin berserkers stats
are AC 17, touch 13, flat-footed 15; hp 36; Fort +6; Will +1;
Melee heavy pick +8 (1d4+3/x4); Ranged javelin +6 (1d4+3);
Str 16, Con 17; CMB +5; CMD 16; Climb +7
* Pathfinder Roleplaying Game Advanced Players Guide
ACOLYTES OF ORCUS (8)
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

AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)


hp 23 (3d8+3 plus 3)
Fort +4; Ref +3; Will +6
Speed 20 ft. (30 ft. base)
Melee mwk light mace +5 (1d6+2)
Special Attacks channel negative energy (DC 10, 2d6, 4/
day), deaths kiss (1 round, 6/day)
Spells Prepared (CL 3rd; melee touch +4)
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*
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 ReflexesB
Skills Knowledge (planes) +7, Knowledge (religion) +7,
Perception +6, Spellcraft +7
Languages Abyssal, Common
SQ 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, lantern, 3
flasks oil, flint and steel, iron key to door of Area 10B5.
* Pathfinder Roleplaying Game Advanced Players Guide
MESIFIN STYX
XP 1,600
Male half-orc disciple of Orcus 6 (see Appendix B)
CE Medium humanoid (human, orc)
Init +0; Senses darkvision 120 ft.; Perception +5

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CR 5

AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)


hp 51 (6d8+18 plus 6)
Fort +8; Ref +2; Will +9
Defensive Abilities orc ferocity
Speed 20 ft. (30 ft. base)
Melee +1 unholy morningstar +10 (1d8+5 plus 2d6 vs. good)
Special Attacks channel negative energy (DC 14, 3d6, 6/
day), deaths kiss (3 rounds, 7/day
Spells Prepared (CL 6th; melee touch +4)
3rdanimate deadD, bestow curse (DC 17), blindness/
deafness (DC 17), prayer
2ndcure moderate wounds, ghoul touchD (DC 16), hold
person (DC 16), resist energy, silence (DC 16)
1stbane (DC 14), cause fear D (DC 15), command (DC 15),

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cure light wounds, sanctuary (DC 15)


0 (at will)detect magic, guidance, read magic, resistance
D Domain spell Domain Undead*

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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AC 19, touch 10, flat-footed 18 (+6 armor, +1 Dex, +1 shield,


+1 size)
hp 117 (4d8+ 4d12+6 plus 4)
Fort +13; Ref +6; Will +4
Defensive Abilities evasion, uncanny dodge

AC 20, touch 15, flat-footed 16 (+4 armor, +3 Dex, +1 dodge,


+1 shield, +1 size)
hp 63 (8d8+16 plus 8)
Fort +4; Ref +9; Will +3
Defensive Abilities evasion
Speed 30 ft.
Melee mwk dagger +10/+6 (1d4/1920)
Ranged mwk shortbow +11/+6 or +9/+9/+4 (1d4/x3)
Special Attacks rogue talent (snipers eye)*, rogue talent
(weapon training), scouts charge, skirmisher, rogue talent
(snap shot)*, sneak attack +4d6
Str 11, Dex 17, Con 15, Int 14, Wis 13, Cha 14
Base Atk +6; CMB +5; CMD 19
Feats Dodge, Point-Blank Shot, Precise Shot, Rapid Shot,
Weapon Focus (shortbow)B
Skills Acrobatics +14, Appraise +13, Bluff +13, Climb +11,
Disable Device +16, Escape Artist +14, Perception +12,
Sleight of Hand +14, Stealth +22, Use Magic Device +13
Languages Common, Goblin, Orc
SQ accuracy, deadly range (+20 ft.), rogue talent (trap spotter)
Combat Gear potion of cure serious wounds, wand
of improved invisibility (7 charges, CL 10th), wand of
expeditious retreat (18 charges, CL 7th); Other Gear +1
studded leather armor, buckler, masterwork shortbow, 50
arrows, 10 +1 frost arrows, masterwork handaxe, thieves
tools, 18 gp, 24 sp, two aquamarines worth 100 gp each,
platinum ring worth 80 gp, amber scarab worth 250 gp.
*Pathfinder Roleplaying Game Advanced Players Guide

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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

AC 23, touch 15, flat-footed 23 (+6 armor, +3 Dex, +1 dodge,


+2 shield, +1 size)
hp 69 (10d8+10 plus 10)
Fort +4; Ref +10; Will +4
Defensive Abilities evasion, improved uncanny dodge
Speed 30 ft.
Melee mwk handaxe +6/+1 (1d4+1/x3) or dagger +9/+4
(1d3+1/1920)
Ranged +1 frost shortbow +13/+8 (1d4+1 plus 1d6 cold/x3)
Special Attacks rogue talent (bleeding attack), rogue talent
(snap shot)*, rogue talent (snipers eye)*, sneak attack +5d6
Str 12, Dex 17, Con 12, Int 11, Wis 13, Cha 10
Base Atk +7; CMB +7; CMD 21
Feats Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, Skill
Focus (Stealth), Weapon Focus (shortbow)B
Skills Acrobatics +16, Appraise +7, Bluff +8, Climb +9, Disable
Device +16, Escape Artist +13, Knowledge (dungeoneering)
+8, Knowledge (local) +4, Linguistics +4, Perception +14,
Sleight of Hand +16, Stealth +30, Swim +6
Languages Common, Goblin

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SQ accuracy, deadly range (+20 ft.), rogue talent (stealthy


sniper)*
Combat Gear potion of cure critical wounds, potion of
invisibility; Other Gear +3 studded leather armor, +1 buckler,
+1 frost shortbow, 20 arrows, 20 +2 arrows, masterwork
handaxe, 3 daggers, thieves tools, 6,000 gp in gems.
*Pathfinder Roleplaying Game Advanced Players Guide

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

passage to Greznek and the Talon of Orcus remains open. Reinforcements


arrive in the following sequence:
8 hours after any assault replacement for the priest and acolytes of
Orcus, though the priest is only replaced once and the acolytes twice at a
maximum; equipment and supplies are also replenished at this point
12 hours after any assault enough goblin scouts and lieutenants to
replace any that have fallen including any goblins from reinforcements
listed below
12 hours after second assault an additional force of 5 lieutenants
and 30 scouts to shore up the defenses; these only show up if at least 20
scouts or 8 lieutenants in total have been killed
12 hours after third assault a force of 12 ogres led by an ogre
barbarian 6 arrive to reinforce the outpost; these only show up if at least
30 scouts or 12 lieutenants have been killed, or if Oolarg and his band
have been wiped out
24 hours after fourth assault a large expeditionary force of 100
goblin 1st-level warriors, led by a 6 priests (5th-level clerics of Orcus)
arrive to deal with the problem; these only show up if at least 60 goblin
scouts, 20 lieutenants, or half the ogres are killed

10B1. Bloodways Approaches


(CR 2)
The primary point of defense for the outpost is against these three
passages, each of which leads directly into Level 9D. Due to the number
of hostile creatures that come wandering down this way, and the relative
security of the other entrances, most attention toward possible invasion is
directed at these areas.
Sixty feet down the passage from the outposts three gates, the holy
symbol of Orcus is engraved into the stone floor. This symbol has two
effects: first, it commands any undead not accompanied by a priest of
Orcus to go back. 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 to make the attempt unless they are pursuing
tasty prey. The effect is at CL 15th. The second benefit of the inscribed
symbols is to prevent passage of the red mist of the Bloodways.
At the entrance to the outpost, the three passages open out into a large,
70 x 90 ft. diameter cavern. Further progress is blocked by a 12-foot-high
wall with crenellations at the top. The last 10 ft. of the passage forms a
stone bridge over a crevasse. Set into the wall is a stout, iron-reinforced
gate barred from within. The gate and the wall to either side are fitted with
arrow slits, so goblins in the courtyard (Area 10B3) can fire directly out
at intruders.
The cavern beyond the wall has a large domed ceiling about 50 ft. high
at its apex. A 20-foot- wide column rises up through the center of the
cavern and connects to the ceiling. An area near the top (Area 10B8) is
riddled with arrow slits as well, which allow goblins there to fire down
into the approaches to the outpost, although anyone within 10 ft. of the
wall has total cover against this missile fire.
Just inside each gate there is a lever that causes the floor in the 10 ft. closest
to the gate to drop suddenly, dumping anyone standing there into the snake
run (Area 10B12). The goblins direct their fire preferentially at those more
than 10 ft. from the gate, to encourage them to move onto the trapped section.
They then dump victims into the snake run, hoping to separate intruders and
allow them time to get their forces into position. The goblins also have access
to tanglefoot bags and thunderstones, and use them liberally on intruders
to divide them and hinder spellcasters. The alchemists fire is saved for use
against creatures particularly susceptible to or fearful of fire.

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Steel-Reinforced Wood Gates: hardness 5, hp 80, Break DC 30.


PIT TRAP
CR 2
XP 600
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger manual (lever); Reset manual

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Effect 20 ft. deep pit (2d6 falling damage); DC 20 Reflex


avoids; multiple targets (all targets in a 10-ft.-by-20-ft. area)

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.

10B3. Courtyard (CR varies)


A central courtyard connects the three gateways; there are usually 2d4
scouts and 1d4 berserkers wandering around in here at any time, with an
80% chance of 12 lieutenants and a 30% chance of Oolarg, Mesifix Styx,
or Kamlyss (roll separately for each).
The courtyard is composed of flagged stone, to allow purchase for
running goblin feet. There are three low (10 ft. high) buildings, opening
into Areas 10B4, 10B5, and 10B6. In addition, there is a heavily
reinforced wooden door that opens into the central stairwell at Area 10B
7. The walls of this central pillar are studded with both shackles embedded
in the stone and arrow slits for missile fire from Area 10B7. Corporal
punishment of goblins takes place here, witnessed by the majority of the
goblins in the outpost.

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.

10B5. Shrine of Orcus


The door to this room is locked but untrapped. Use of a key or a
successful DC 20 Disable Device check bypasses the lock.
The priest Mesifin Styx and his 3 acolyte aides dwell here. Mesifin
made the mistake of killing a torture victim prematurely a few months
ago, and as punishment his superior appointed him as the current liaison
between the Talon of Orcus and the outpost. This has sat poorly with
the ambitious Mesifin. He spends an equal amount of time plotting his
revenge and whining to his acolytes, who in turn have little love for the
egotistical priest.

10B6. Storage Room


This room holds several weeks worth of rations for the goblins
mushroom paste, pickled and preserved meats, and two tuns of aptlynamed Crack-Snout, a potent goblin ale. A pair of cages in the southern
end of the room holds 3 kobold slaves used to perform menial work. The
keys to the cages hang on a hook on the north wall.
KOBOLD SLAVE (3)
CR
XP
hp 2 (Pathfinder Roleplaying Game Bestiary, Kobold)

Iron-reinforced wooden door: hardness 6, hp 60, Break DC 28.

10B8. Upper Aerie


The stairs from Area 10B7 spiral up about 30 ft. through solid rock
before opening into this chamber. It is outfitted much like the room below,
with weapon racks, arrow bins, and the like. There are always several
goblins on guard here.
The spiral stairs continue up and end at a large wooden trapdoor that
is kept barred from within. On the far side of this trapdoor, the stairs
continue, traveling upward several hundred feet before emerging into the
back of a small cave that opens out onto a thorn-choked defile located
several miles north of Rappan Athuks main entrance; see Wilderness
Area 11.
Iron-reinforced wooden trapdoor: hardness 6, hp 60, Break
DC 28.

10B9. Common Room

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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.

10B10. Lieutenants Quarters


The goblin lieutenants once laired here, but it has been taken over by
Oolarg and his band. Half of this group of goblin barbarian/rogues can
be found here at any time, with the others in small gangs of three or four
wandering elsewhere in the outpost, bullying scouts. The once neatlyarranged beds in the area are now scattered about and in bad shape thanks
to the depredations of the berserkers.

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10B11. Morasks Room (CR 8)

10B13. Lower Bunker

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.

Stone secret door: hardness 8, hp 60, Break DC 28;


Perception DC 22.
Locked wooden chest: hardness 5, hp 20, Break DC 27;
Disable Device DC 30.
MOHRG
CR 8
XP 4,800
hp 60 (Pathfinder Roleplaying Game Bestiary, Mohrg)
Treasure: Inside the chest are Morasks extra clothes, along with a
diamond-studded tiara worth 2,500 gp. The secret chamber holds 32 gp,
283 sp, 130 cp, 20 flasks of fire oil, 15 thunderstones, 8 tanglefoot bags, 4
potions of cure moderate wounds, 2 potions of invisibility, and an arcane
scroll with haste, slow, and confusion (CL 10th).

10B12. Snake Run (CR 10)


This circular passageway has no exits except through the three openings
20 ft. up. Some time ago the goblins lured 2 shadow hunter serpents into
this area, and here they remain, prowling the passage, feeding on anyone
dumped into their lair.
In addition to the snakes, the area is filled with the bones of digested
victims that litter the floors, sometimes in drifts. The area is regularly
harvested of loot soon after a feeding, when the snakes are sluggish as
they digest, so there are no valuables to be found down here.
In case a PC is dropped into this area from above, they attract the
attention of the two serpents in 1d6 rounds (roll separately for each).
SHADOW HUNTERS (2)
XP 4,800
hp 76 (see Level 9D)

Iron-reinforced wooden door: hardness 6, hp 30, Break DC 28.

10B14. Access Tunnel (CR 8)


This 10 ft. wide passage runs north and south. To the north the passage
descends, and winds down into the earth until it connects with the goblin
city of Greznek (Level 12A, Area 12A12A); this is a 15-minute journey
by foot at Speed 30 ft., though a running goblin scout can make the trip in
just 5 minutes. To the south, the passage travels 300 ft. on the level before
coming to the entrance to the Talon of Orcus (Level 10C).
The passage to Greznek is trapped, though this trap can only be
activated by pulling a lever in Area 10B13 or a lever on the left hand
wall 60 ft. down the passage. Pulling the lever collapses the ceiling in the
first 40 ft. of corridor north of the entrance to 10B13. This serves to seal
off access to Greznek in case of dire need.
COLLAPSING CEILING TRAP
CR 8
XP 4,800
Type mechanical; Perception DC 30; Disable Device DC 30
Trigger manual (lever); Reset none
Effect 40-ft. length of passage caves in, dealing 6d6
damage and burying alive those in the area; DC 20 Reflex
avoids for targets within 10 ft. of either end of the trapped
zone; multiple targets (all targets in the 40 ft. section
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Level 10C:
The Talon of Orcus

NOTE: This is a large and complex location; the GM should familiarize


himself with the entire area before running it.
To support the nearby Goblin Outpost (Level 10B) and keep an eye on
the Bloodways (Level 9D), a small temple to Orcus was established some
years past. Over time, as the Bloodwraiths influence in the Bloodways
has grown, the temple has been enlarged and expanded. This area is
shown on Map RA10C.

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

The Talon of Orcus is overseen by Hesperix, a cleric of Orcus. Day-to-day


activities are overseen by 12 priests of Orcus, and run by 20 acolytes. In addition,
the Talon is also the home of the Seer, a wizard specializing in scrying magic.
CR 2

AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)


hp 23 (3d8+6 plus 3)
Fort +5; Ref +2; Will +6
Speed 20 ft. (30 ft. base)

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AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)


hp 46 (5d8+15 plus 5)
Fort +7; Ref +3; Will +7

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

Melee heavy mace +5 (1d8+2)


Special Attacks channel energy (4/day, 2d6, DC 12),
deaths kiss (1 round, 6/day)
Spells Prepared (CL 3rd; melee touch +3)
2ndbulls strength, ghoul touchD (DC 15), hold person
(DC 15)
1stbane (DC 14), cause fearD (DC 14), command (DC 14),
cure light wounds
0 (at will)create water, detect magic, guidance,
resistance
D Domain spell Domain Undead*

Speed 20 ft. (30 ft. base)


Melee +1 unholy morningstar +8 (1d8+4 plus 2d6 vs. good)
Special Attacks channel energy (8/day, 3d6, DC 15),
deaths kiss (2 rounds, 6/day)
Spells Prepared (CL 5th; melee touch +6)
3rdanimate deadD, bestow curse (DC 16), blindness/
deafness (DC 16)
2ndbulls strength, ghoul touchD (DC 15), hold person (DC
15), silence (DC 15)
1stbane (DC 14), cause fearD (DC 14), command (DC 14),
cure light wounds, protection from good
0 (at will)detect magic, guidance, light, resistance
D Domain spell Domain Undead*
Str 17, Dex 14, Con 16, Int 16, Wis 17, Cha 16
Base Atk +3; CMB +6; CMD 18
Feats Combat CastingB, Command UndeadB (DC 15),
Extra Channel, Selective Channeling, Weapon Focus
(morningstar)
Skills Appraise +7, Diplomacy +7, Heal +11, Intimidate +6,
Knowledge (arcana) +10, Knowledge (dungeoneering)
+4, Knowledge (engineering) +4, Knowledge (history)

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+7, Knowledge (religion) +11, Knowledge (planes) +7,


Perception +6, Sense Motive +7, Spellcraft +11
Languages Abyssal, Common, Goblin, Undercommon
SQ undead lords proxy, variant channeler
Gear masterwork chainmail, heavy steel shield, +1 unholy
morningstar, holy symbol of Orcus, prayer book, 1d6 pp,
5d10 gp, platinum ring (worth 50 gp), small gold key to door
of Area 10C6a, 6b, or 6c.
* Pathfinder Roleplaying Game Advanced Players Guide

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

Troop Layout and Tactics


The various priests can be encountered throughout the complex.
They are most often located around their quarters (Areas 10C4 to 6),
in the Shrouded Shrine conducting services (Area 10C3), or torturing
a prisoner in Area 10C11. However, they can be encountered almost
anywhere except the Seers lair (Areas 10C9 and 10) and Hesperixs lair
(Areas 10C14 to 16). They may also be encountered in the Bloodways
nearby, or in the passage running between this area and the Goblin Outpost
(Level 10B).
When intruders are discovered, the priests raise an alarm immediately if
they can, and fight defensively, using their environment as best they can to
protect themselves, until help arrives. This aid arrives within 1d6 rounds
from just about anywhere in the complex. When it comes, the acolytes
switch to a more offensive role, while their superiors stay behind the
front lines, protecting them and casting spells to weaken the enemy. The
Seer does not respond to any alarms, contenting himself with scrying the
combat from afar and casting preparation spells if he thinks his sanctum
may soon be violated. Hesperix, should he be present in the complex,
takes advantage of his underlings holding action to buff himself and
summon allies, then blasts the enemy with his most potent spells.
Because of the number of clerics occupying the Talon, such a pitched
battle almost certainly spells doom for the PCs. Parties should be prepared
to retreat if they wish to survive.
The Talon of Orcus receives reinforcements at the rate of two acolytes
and one priest per day. The Seer, his apprentice, and Hesperix are not
replaced. The temple is only abandoned if the Seer and all priests over 5th
level are slain.
If needed, Hesperix is also willing to use or pass out items from the
trove of magic in the Vault (Area 10C16).
There is a 15% chance at any given time that Hesperix is away from the
lair, either patrolling Level 9D with 4 priests and 8 acolytes, or visiting
one of the other goblin or priestly complexes in Rappan Athuk.

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The doors swing open from the Bloodways proper into each of these
ten foot wide hallways. Just above the lintel inside the door, the symbol

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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.

10C2. Hall of Chains (CR 11)


This hall connects the passage leading to the Goblin Outpost (Level
10B) and Greznek (Level 12A) with the Talon of Orcus. It is designed to
intimidate goblin petitioners and terrify prisoners.
The hall is 20 ft. wide, and the walls are stained with layers of blood
and gore, so thick that it is sometimes difficult to discern the wall
frescoes beneath it depicting goblins being tortured and sacrificed on
altars. Chains, many ending in barbed hooks, dangle from the 20 ft. high
ceiling, reaching down as far as 15 ft. in places. The chains are coated
with gore, and gobbets of flesh still adhere to some of the hooks. There
are also a dozen bodies attached to chains and hooks suspended overhead,
constantly writhing and moaning softly in agony. Their motions keep the
chains gently swinging and clinking against one another. These are goblin
juju zombies, and do not free themselves unless attacked, or commanded
by a priest of Orcus. The hallway is unlit.
These zombies serve both to intimidate visitors to the Talon, and as
a means of defense. If called upon by any cleric of Orcus, they pull
themselves down and attack any intruders, flanking and using sneak attack
if possible.
GOBLIN SCOUT JUJU ZOMBIE (12)
CR 3
XP 800
Male goblin rogue 3 (Pathfinder Roleplaying Game Bestiary
2, Zombie, Juju)
CE Small undead (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +6
AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +3
natural, +1 size)
hp 20 (3d83 plus 3)
Fort +0; Ref +6; Will +1
Defensive Abilities channel resistance +4, evasion, trap
sense +1; DR 5/magic and slashing; Immune cold, electricity,
magic missile, undead traits; Resist fire 10
Speed 30 ft.
Melee slam +4 (1d6+1)
Special Attacks sneak attack +2d6
Str 12, Dex 16, Con , Int 10, Wis 11, Cha 8
Base Atk +2; CMB +0; CMD 13
Feats Dodge, Improved InitiativeB, Mobility, ToughnessB
Skills Acrobatics +9, Appraise +5, Climb +14, Disable Device
+9, Escape Artist +8, Knowledge (dungeoneering) +6,
Perception +6, Sleight of Hand +7, Stealth +17, Swim +6
Languages Goblin
SQ rogue talent (trap spotter), trapfinding (+1)

10C3. Shrouded Shrine (CR 9)


This large square room is shrouded in perpetual gloom, save for certain
key areas that are magically lit.
There is a 50% chance each of 1d6 acolytes and 1d3 priests being in this
room at any given time, performing maintenance, praying before the altar,
or just passing through. Theres also a flat 5% chance that a ceremony is
underway, involving rituals that require all the priests and acolytes in the
temple to be in attendance.
The doors to 10C1 and 2 are flooded with a faint, nauseous yellow
radiance. Before the door to Area 10C2, this glow extends forward into
the room, and illuminates a 10 ft. diameter pit filled with a roiling deep
red slime, like semi-congealed blood. At the far end of the room stands the
Talons main shrine, illuminated with a hellish red light emanating from
an unseen point just over the altar, casting lurid shadows on the nearby
statues, and throwing the wall behind the statues into darkness.
The unlit areas are filled with magical shadow should be considered
dimly lit, providing concealment for creatures in these areas. The darkness
is considered a 5th level effect at CL 16th for the purposes of countering
or dispelling it.
There are four doorways leading out from the corners of the room,
which require a DC 25 Perception check to notice. In addition, hidden
in the darkness at areas indicated on the map are patches of caltrops (DC
30 Perception to spot them), designed to be a simple defense against
intruders. These caltrops are moved about regularly, and always are after
any assault. Finally, there is a set of three steps leading from the area of
the pit up to the location of the altar, and if these steps are not noticed
(DC 25 Perception), a person moving past them in the gloom must make
a DC 15 Acrobatics check or stumble and fall, sustaining 1d6 points of
nonlethal damage.
The pit near the southern end of the chamber is filled with a red
gelatinous substance that is harmless, but lurking beneath the surface are 2
advanced blood golems, whose movements cause the surface of the pool
to roil. The golems are under the control of the priests of the temple, and
are under orders to attack anyone who comes within 5 ft. of the edge of
the pit, or emerge and attack if commanded by any of the priests. The pit
itself is 20 ft. deep, filled nearly to the brim with red slime and the blood
golems. There is no treasure within it.
The altar is made of obsidian, rough-hewn on the side but sharpened
into many razor-edged spikes on top. The top is also liberally stained with
blood and other exudates from sacrificed creatures, and reeks with a foul
charnel smell. Behind the altar, looming 17 ft. tall (nearly to the ceiling) is
a great statue of Orcus, carved of granite. Flanking the statue of Orcus is
a pair of human-sized cowled statues bearing scythes; the faces within the
cowls are skeletal. Despite their ominous appearance, neither the statues
nor altar have any unusual magical properties.
Behind the statue of Orcus a cunningly hidden and locked sliding secret
door allows access to the Seeing Room, Area 10C9.

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Secret Door: hardness 7, 60 hp; Perception DC 30, Break DC


25, Disable Device DC 25.
CR 7
ADVANCED BLOOD GOLEMS (2)
XP 3,200
N Large aberration (Frog God Games The Tome of Horrors
Complete, Golem, Blood)
Init +5; Senses blindsight 20 ft., tremorsense 60 ft.; Perception
+21
AC 21, touch 9, flat-footed 21 (+12 natural, 1 size)
hp 66 (12d8 plus 12)
Fort +6; Ref +6; Will +8
DR 10/magic and bludgeoning; Immune construct traits,
mind-affecting effects; Resist fire 10
Weaknesses vulnerability to magic
Speed 30 ft., swim 30 ft.

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Melee 2 slams +16 (2d6+7 plus blood consumption)


Space 10 ft.; Reach 5 ft.

level 10c

16 Reflex save reduces damage by half

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.

10C4. Hall of Victories (CR 8)


Running from a door in the southeast corner of the Shrouded Shrine is
a five-foot wide hallway decorated with more frescoes, these depicting
images of victories won by the followers of Orcus. Villages are sacked,
paladins and clerics of good gods sacrificed, and exultant priests receive
blasphemous blessings from Orcus. The hall is lit by three lanterns with
red-tinted glass hoods hanging from hooks in the walls.
The door at the end of the hall opens onto another corridor, decorated
with more of the frescoes, but these depict priests engaging in foul acts
with various corpses, demons, and undead. The hall is lined with small,
elegant tables carved with screaming faces, expensive gold lamps with
tinted red hoods and engraved with leering demons, and other valuable
but grim furnishings weighing a total of 1,000 pounds and worth 5,000
gp to a collector who would be interested in buying such dubious items.
Doors in the south side of that hall lead into the priests quarters (Area
10C6). All these doors are locked, and only the priests and Hesperix
possess keys to them. The doors also bear glyphs of warding that are
triggered if the lock is touched or the door is opened without using the key.
CR 5
GLYPH OF WARDING TRAP (WESTERN DOOR)
XP 1,600
Type magical; Perception DC 28; Disable Device DC 28
Trigger proximity (alarm); Reset none
Effect spell effect (glyph of warding, 2d8 cold damage); DC

GLYPH OF WARDING TRAP (CENTRAL DOOR)


CR 5
XP 1,600
Type magical; Perception DC 28; Disable Device DC 28
Trigger proximity (alarm); Reset none
Effect spell effect (glyph of warding, 2d8 electricity
damage); DC 16 Reflex save reduces damage by half
GLYPH OF WARDING TRAP (EASTERN DOOR)
CR 5
XP 1,600
Type magical; Perception DC 28; Disable Device DC 28
Trigger proximity (alarm); Reset none
Effect spell effect (contagion, cackle fever); DC 16 Fortitude
save avoids

10C5. Acolytes Quarters


(CR varies)
Tiers of bunks line the eastern wall of this room, and the center is taken
up by several tables and chairs. Oil lanterns on the north and south walls
produce a steady light. Near the southwest corner lies a small, covered
circular well; the key to the lid hangs on a hook on the wall next to it.
In front of the bunks stand a total of 20 wooden chests. The chests are
all unlocked, and contain garments and other relatively valueless items.
Unless a ceremony or a pitched battle is taking place in the temple
complex, there are always at least 2d4 off-duty acolytes in here, sleeping,
studying chapbooks of occult lore, or engaging in discussion with one
another.
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10C6. Priests Quarters (CR 8)


The doors to these rooms are locked and warded with magical glyphs
(see Area 10C4 for details). Within, each chamber holds two sets of
bunk beds, a table, chest of drawers, and a small scroll rack cluttered with
writings on Orcus, occult lore, and other unsavory topics. Each room is
lit by a standard oil lamp hanging from a hook by the doorway. There is
a 70% chance each room contains 1d4 priests, unless an alarm has been
sounded elsewhere or a ceremony is taking place. A scroll in the rack in
the western chamber contains a scroll of raise dead (CL 9th), while the
rack in the eastern chamber holds a cursed scroll (CL 13th) that steals the
voice of whoever opens it; a DC 20 Will save evades the effect. The rooms
otherwise contain little of value.

10C7. Maintenance Wing (CR 5)


This area has been undergoing recent expansion. The door from the
Shrouded Shrine opens into a 10 ft. wide hallway that runs about 45 to 50
ft. before ending at an area of construction. There is a door on the western
wall, and an opening further south that leads to another room undergoing
construction.
In the southern end of this corridor, a total of 7 skeletons and 8
zombies stand side by side, awaiting orders from the priests or acolytes.
The zombies hold mining picks (treat as heavy picks), while the skeletons
wield large hammers (treat as greatclubs). None attack unless commanded
by a priest of Orcus, or unless attacked themselves.
MEDIUM HUMAN SKELETONS (7)
CR 1/3
XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary, Skeleton, with
the following changes: add Melee heavy pick +0 [1d6/x4])

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MEDIUM HUMAN ZOMBIE (8)


CR 1/2
XP 200
hp 12 (Pathfinder Roleplaying Game Bestiary, Zombie,
with the following changes: add Melee large hammer +4
[1d10+3])

construct never attacks any creature that wears this ring,


nor any creatures within 10 ft. of the ringwearer, unless one
of those creatures attacks the ringwearer first.
See Invisibility (Su) An Orcus golem constantly sees invisible
creatures and objects, as per the spell see invisibility.

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.

10C9. The Seeing Room (CR 13)


This room is well-lit thanks to continual flame-lit torches lining the east
and west walls. The room is divided into two portions. The entire area
is shrouded with a permanent nondetection effect that prevents magical
detection into or within the room, but does not prevent scrying out of the
room.
The southern part of the room is 15 ft. deep and 20 ft. wide. The east
and west walls hold three niches, each containing a mummified body
with gems where its eyes should be. At the center of the northern wall,
a series of three stone steps lead up into a 10 ft. square alcove, holding
a basin resting atop a stone altar draped with gold cloth. Behind the altar
loom two fat statues of Orcus, each clutching a wand in one hand and a
humanoid skull in the other.
Hesperix, the priests, and the Seer use this room for scrying, as the
unholy water font can also be used as a crystal ball with see invisibility
by worshippers of Orcus (the font bypasses all protections against scrying
on this level). The room is well defended, however, by both the 2 Orcus
golems and by the Seer, who resides in this area. Though he does not take
part in conflicts in the main temple, any intruders here must face him, and
suffer his wrath if they prove hostile.
ORCUS GOLEMS (2)
CR 6
XP 2,400
N Medium construct (Frog God Games The Tome Of Horrors
Complete, Golem, Stone Guardian)
Init +1; Senses darkvision 60 ft., low-light vision, see invisibility;
Perception +0
AC 21, touch 11, flat-footed 20 (+1 Dex, +10 natural)
hp 54 (6d10+20)
Fort +2; Ref +3; Will +2
Defensive Abilities moderate fortification; Immune construct
traits; Resist cold 5, fire 5, electricity 5
Speed 20 ft.; dimensional step
Melee 2 slams +13 (1d8+7)
Str 25, Dex 13, Con , Int , Wis 11, Cha 1
Base Atk +6; CMB +13; CMD 24
SQ ring link
Dimensional Step (Su) As a move action, an Orcus golem
can teleport itself and up to 50 pounds of gear up to 100
feet. It can continue to take its normal actions for the
round when it reaches its destination. Otherwise, this ability
functions as the dimension door spell.
Moderate Fortification (Ex) An Orcus golem has a 50%
chance to ignore additional damage caused by critical hits
or sneak attacks.
Ring Link (Su) An Orcus golem is linked to a magic ring. The

CR 12

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)


hp 88 (13d6+13 plus 26)
Fort +10; Ref +9; Will +13
Speed 30 ft.
Melee adamantine dagger +7/+2 (1d4/1920)
Diviner Spell-Like Abilities
10/daydiviners fortune (+6)
Spells Prepared (CL 13th; ranged touch +8)
7thgreater arcane sight, greater scryingB, limited wish
6thquickened mirror image, summon monster VI, true
seeingB
5thdominate person (DC 22), feeblemind (DC 22), prying
eyesB, quickened true strike, wall of stone
4thconfusion (DC 21), dimension door, enervation, scryingB
(DC 22) (x2), stoneskin
3rdclairaudience/clairvoyanceB (DC 21), dispel magic, fly,
halt undead (DC 20), slow (DC 20), stinking cloud (DC 20)
2nddetect thoughts (DC 20) (x2), extended mage armor,
mirror image (1d4+4 images), resist energy, see invisibilityB
1stgrease (DC 18), magic missile, protection from good,
ray of enfeeblement (DC 18), shield, true strikeB
0 (at will)detect magic, light, prestidigitation, read magic
Arcane School divination Opposition Schools illusion,
evocation
already cast

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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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Tactics: If the Seer is attacked, or feels an attack is a foregone


conclusion, he immediately calls the Orcus golems to his aid and positions
himself behind the holy water font, using it as cover while he casts spells
at the party. The golems use their dimensional step ability to flank wizards
or other weak-looking opponents that the Seer designates, though if he
is reduced to half his hit points he commands them to return and move
between any melee attackers and himself. If reduced to less than 15 hit
points, he uses his quickened mirror image, dimension doors to travel to
Area 10C20J, gathers his possessions as quickly as possible, murders
his apprentice, and uses his scroll of teleport to escape.

Headband of Spiritual Focus


DESCRIPTION
The headband of spiritual focus is a heavy iron
headpiece that grants the wearer a +4 enhancement
bonus to Intelligence, a +2 enhancement bonus to
Charisma, and a +5 insight bonus on Concentration
checks.

Treasure: The books on the shelves deal primarily with scrying,


divination, and prophecy. They would be worth 2,000 gp to a collector.
The Seers spellbooks are also on one of the shelves, and contains all the
spells listed in his repertoire, along with any others the GM sees fit to
provide. The skull atop the bookcase is that of Azarthraine, former leader
of the adventurer band the Fire Hawks. In addition, the lab table contains
1,000 gp worth of chemicals and reagents, though these are in fragile
containers and weigh 20 pounds.

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.

10C10. The Seers Retreat


Past the locked secret door in Area 10C9 a crude passage descends
via rough stone steps down to a roughly 15 ft. diameter cave. The cave
contains a large, iron-framed bed, a table, several shelves of books with a
fresh skull resting atop it, a small lab table, and a woman in a torn smock
chained to the foot of the bed.
The chained woman is Zatalya, the Seers current apprentice, whom he is still
in the process of breaking and molding to suit his needs. She has considerable
native talent, but has been reduced to a fearful, cringing wretch, and does little
to protect herself other than curl into a fetal ball. Killing her should earn goodaligned PCs an XP penalty, and freeing her should earn them a reward.
If Zatalya is freed and calmed, a charismatic character may be able
to get some information from her about the Seer. She does not know his
name, but does know that he has only come here within the last month or
so, muttering something about a finding a staff.
CR 1/2

AC 12, touch 12, flat-footed 10 (+2 Dex)

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

Aura strong transmutation; CL 12th


Slot headband; Price 37,000 gp; Weight 1 lb.

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

10C11. Torture Room


The rack, dangling chains, straps, and racks of sharpened blades,
pokers, clamps, and other devices all attest to this rooms purpose as a
torture chamber. Four everburning torches set in sconces on the walls
produce a blood-red flame, lending the chamber an infernal look. In the
north wall four small, barred windows open into cells in Area 10C13,
and the sounds of screaming, sobbing, or insane laughter may be heard
from beyond.
The priests of Orcus use this room daily, both for religious observances
and for pleasure. Prisoners that enter this room and the prison beyond do
not leave the area alive.

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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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Steel Door to cell 10C13i: hardness 12, hp 80, Break DC 32,


Disable Device DC 30.

The contents of the cells are as follows:


10C13a: Mezuryk, a 12th level human male rogue and once a
member of an adventuring group called the Fire Hawks, sits huddled in
the corner of this cell, naked save for a thin flea-infested blanket. His body
is crisscrossed with lesions and scars, both fresh and old, from his time as
a prisoner. Mezuryk immediately rushes over and begs for freedom once
he realizes it is not priests of Orcus at the door. He is as informative and
helpful as possible, and if healed and equipped, offers to aid the party as
best he can.
Mezuryk has been tortured and broken by the priests of Orcus, resulting
in a split personality. The following are some of the initial personalities
he may exhibit:
Helpful Mezuryk: This is his initial personality; it is neutral good in
alignment, and endeavors to be as helpful and useful as possible. As time
progresses, this personality becomes increasingly eager to please, until
it is little more than a cringing sycophant, fawningly obeying any order
given.
Demented Mezuryk: In this state, Mezuryk initially behaves with the
intellect of a five-year-old child; he has an alignment of neutral, and an
effective Intelligence of 3. Over time the mental deterioration continues,
his intellect drops, until finally he is a drooling vegetable.
Berserk Mezuryk: This personality is most likely to manifest in battle.
He flies into a barbarian rage (as the barbarian ability) that lasts until
there are no more enemies within view. Unfortunately, he has trouble
distinguishing friend from foe in this state, and needs to roll a DC 12 Will
save to pick the correct target once his current opponent drops. Once all
enemies have died, a final Will save is required to avoid continuing to
attack allies, and coming out of the rage. Over time, the DC for the Will
save increases as Mezuryks mind continues to disintegrate. Mezuryk the
berserk is chaotic neutral.
Gretalla the Great, Bard to Kings: Mezuryk always had a fondness
for music, and with this personality his love for music has been twisted
so that he believes he is a world-famous female elven bard; he speaks
grandiloquently, affecting a husky voice, and flirts outrageously with
charismatic male PCs. As the mental deterioration continues, the
Gretalla personality becomes less coherent, with songs blending one
into another or being sung with nonsense words. Gretalla has a true
neutral alignment.
Mezuryk the psychopath: Hidden beneath all the other personalities
is this one, a lurking monster that maintains a low-grade awareness even
when other personalities manifest. It possesses a hatred for everyone,
and delights in slaying anyone it can get a drop on. Due to Mezuryks
rogue abilities, this makes him very dangerous when the psychopathic
personality comes to the fore. Over time, this personality becomes
stronger, able to seize control from another personality. Mezuryk must
make a DC 15 Will save initially, dropping over time, or the psychopath
comes to the fore. The psychopath is chaotic evil.
Other personalities may appear or disappear, but the above represents
the dominant personalities contained within his skull. A DC 30 Heal check
allows a PC to determine Mezuryk is insane. To cure this insanity, a heal
or greater restoration spell is required.
MEZURYK
XP 12,800
Male human rogue 12
CN Medium humanoid (human)
Init +8; Perception +17

CR 11

AC 14, touch 14, flat-footed 14 (+4 Dex)


hp 93 (currently 13) (12d8+12 plus 24)
Fort +5; Ref +12; Will +6
Defensive Abilities evasion, improved uncanny dodge,
rogue talent (resiliency), rogue talent (slippery mind), trap
sense +4
Speed 30 ft.

Melee unarmed strike +13/+8 (1d3+2 nonlethal)


Special Attacks rogue talent (opportunist), rogue talent
(surprise attack)
Str 14, Dex 19, Con 13, Int 15, Wis 14, Cha 11
Base Atk +9; CMB +11; CMD 25
Feats Combat Expertise, Combat Reflexes, Improved Critical
(rapier), Improved Feint, Improved Initiative, Toughness,
Weapon Finesse
Skills Acrobatics +19, Appraise +17, Bluff +15, Climb +17,
Disable Device +23, Disguise +15, Escape Artist +13,
Knowledge (dungeoneering) +11, Knowledge (local) +11,
Perception +17, Sleight of Hand +13, Stealth +19, Use Magic
Device +15
Languages Common, Elven, Undercommon
SQ rogue talent (fast stealth), rogue talent (trap spotter),
trapfinding (+6)
10C13b: Empty.
10C13c: Holds the corpse of a goblin prisoner. After being tortured
for information on nonexistent conspiracies by the goblin Morask (see
Level 10B) against Hesperix, he was locked in this cell and forgotten. The
body has not risen as an undead yet.
10C13d: Empty.
10C13e: Empty.
10C13f: Contains a goblin scout that has only begun to be tortured.
Nonetheless, the fear of pain has driven him insane, and he now spends
most of his waking time shrieking in terror.

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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AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 size)


hp 17 (3d8 plus 3)
Fort +1; Ref +5; Will +1
Defensive Abilities evasion, trap sense +1
Speed 30 ft.
Melee unarmed strike +2 (1d21)
Special Attacks sneak attack +2d6
Str 8, Dex 14, Con 11, Int 10, Wis 11, Cha 8
Base Atk +2; CMB +0; CMD 13
Feats Dodge, Mobility
Skills Acrobatics +8, Appraise +6, Climb +5, Disable Device
+7, Escape Artist +7, Knowledge (dungeoneering) +6,
Perception +6, Sleight of Hand +6, Stealth +15, Swim +3
Languages Goblin
SQ rogue talent (trap spotter), trapfinding (+1)
10C13g: Empty.
10C13h: A dark-skinned humanoid lies huddled against the far wall
of this room, sobbing in fear and pain. The floor of the cell is thick with
dirt and debris. This is a vampire spawn, captured by the priests in the
Bloodways, who have stored it here to keep it out of trouble. The cell
serves as the vampire spawns coffin.
CR 4
VAMPIRE SPAWN
XP 1,200
hp 26 (Pathfinder Roleplaying Game Bestiary, Vampire)

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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

Stone Door: hardness 8, hp 120; Break DC 35, Disable Device


DC 30.
POISON NEEDLE TRAP
CR 2
XP 600
Type mechanical; Perception DC 22; Disable Device DC 20
Trigger touch; Reset manual
Effect Atk +17 melee (1 plus medium spider venom)
MEDIUM SPIDER VENOM
type poison (injury); save Fortitude DC 14
frequency 1/round for 4 rounds
effect 1d2 Str damage; cure 1 save
BURNT OTHUR FUMES TRAP
CR 7
XP 3,200
Type mechanical; Perception DC 25; Disable Device DC 22
Trigger touch; Reset manual
Effect poison gas (burnt othur fumes); never miss; onset
delay (3 rounds); multiple targets (all creatures in a 10 ft.
radius
BURNT OTHER FUMES
type poison (inhaled); save Fortitude DC 18
frequency 1/round for 6 rounds
initial effect 1 Con drain; secondary effect 1d3 Con
damage; cure 2 consecutive saves

AC 11, touch 11, flat-footed 10 (+1 Dex)


hp 78 (9d8+27 plus 9), currently 33
Fort +9; Ref +4; Will +12 (+14 vs. enchantment)
Immune sleep
Speed 30 ft.
Melee unarmed strike +6/+1 (1d3 nonlethal)
Special Attacks channel energy (8/day, 5d6, DC 17),
destructive smite (+4, 7/day), scythe of evil (4 rounds, 1/day)
Domain Spell-Like Abilities
7/daytouch of evil
Spells Prepared (CL 9th; melee touch +6, ranged touch +7)
5thshoutD (DC 19)
4thdismissal (DC 18), inflict critical woundsD (DC 18),
tongues
3rdprayer, rageD
2nddarkness, shatterD (DC 16), zone of truth (DC 16)
1stcommand (DC 15), true strikeD
0 (at will)detect poison, guidance, light, resistance
D Domain spell Domains Destruction, Evil
Str 10, Dex 13, Con 16, Int 13, Wis 19, Cha 17
Base Atk +6; CMB +6; CMD 17
Feats Combat Casting, Extra Channel, Iron Will, Scribe Scroll,
Skill Focus (Diplomacy)B, Spell Focus (necromancy)
Skills Diplomacy +16, Heal +10, Knowledge (religion) +13,
Perception +7, Sense Motive +12, Spellcraft +6
Languages Common, Goblin, Elven
Note: Due to his captivity, Setiathet has no equipment, and fewer than
his maximum number of spells. Any XP awards should be reduced or
eliminated for attacking and killing him in his present condition.

10C14. Sitting Room (CR 11)


This sitting room serves as an antechamber and guard room for
Hesperixs private domain. Light floods the chamber from a pair of
lanterns containing continual flame hanging from brass hooks on the north
wall. A black carpet edged in gold covers nearly the entire floor. Against
the east wall is an ottoman, in front of which is a low table. A cabinet
holding high-quality liquor stands in the southwest corner.
The stone door on the western wall is locked, and only Hesperix
possesses the key to it. It also has three traps upon it.

BESTOW CURSE TRAP


CR 5
XP 1,600
Type magical; Perception DC 28; Disable Device DC 28
Trigger proximity (alarm); Reset none
Effect spell effect (bestow curse, causing 4 penalty on
attack rolls, saving throws, ability checks, and skill checks);
DC 17 Will save negates

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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])

10C15. Hesperixs Bedroom


A great four-poster bed dominates the western end of this 30 x 40 ft.
chamber. The walls to the north and south are lined with bookshelves,
a wardrobe, and several tapestries,: one depicting the symbol of Orcus,
another a detailed anatomical study of a dissected human, and a third
showing a pastoral surface scene. The floor is covered with wolf pelts to
ward away the chill of the stone floor. A small table with a chair stands in
the northeast corner, and to the southeast stands an empty manikin of the
type used to display armor.
A thorough search of the room turns up 1,000 gp in knickknacks,
furnishings, and the like, weighing a total of 250 pounds. The bookshelves
primarily contain tomes dealing with necromancy, anatomy, and proOrcus doctrine, though one shelf does have a copy of Pirates of the
Purple Dawn, a lurid tale of romance and adventure on the high seas. The
wardrobe contains spare clothes for Hesperix.
Behind the tapestry displaying the symbol of Orcus on the north wall,

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one section of stone has been replaced with a smooth, non-reflective


jet black surface. Those touching the surface feel a mild electrical jolt
(dealing 1d4 points of damage per round of direct contact). This black
surface blocks access to Area 10C16. The key to pass this barrier is
the black energy blade of Hesperixs scythe Dacris. When it comes into
contact with the black surface, the barrier melts away, forming a steep set
of stairs leading up to the vault beyond. This opening lasts for one minute
before resealing.
The black barrier cannot be dispelled, though it can be bypassed or
destroyed in the same manner as a wall of force. Even if it is destroyed,
the black barrier returns in exactly one minute.
Black Barrier: hardness 30, hp 2,000; self-repairs 200 hp per
minute.

10C16. The Vault


This chamber contains the treasury of the Talon of Orcus, along with
any valuable possessions looted from captives that have not been sent on
to temples deeper within Rappan Athuk. The chamber is 20 ft. square,
with half the southern wall being a black surface that bars access to Area
10C15. The rest of the walls are lined with shelves, and a pair of chests
sits on the floor in the western part of the room.
The first chest is unlocked and untrapped, and holds the Talons funds:
863 gp, 1,043 sp, and 163 cp. The second chest is likewise unlocked and
untrapped, and holds funds set aside to be transported to other strongholds
of Orcus: 93 pp, 200 gp, 83 sp, five 50 gp amethysts, and four 100 gp
pearls.
The shelves hold the following:
20 vials of unholy water, all clearly stamped with the symbol of Orcus
a small rack containing a dozen potions: three cure moderate wounds,
one bulls strength, two haste, one fly, one gaseous form, two invisibility,
one remove blindness/deafness, and one neutralize poison; all potion
flasks are engraved with cryptic symbols that identify their contents to
Hesperixs eyes

another rack holding 14 scrolls, each containing one spell at the


minimum required caster level unless otherwise noted: cure critical
wounds (x3), dispel good, dispel magic (CL 10th) (x2), lesser restoration
(x3), magic circle against good, remove disease, remove curse, restoration,
and speak with dead (CL 10th)
a trio of wands in a small rack: a wand of cure light wounds (32
charges, CL 5th), a wand of bears endurance (16 charges, CL 6th), and a
wand of slow (6 charges, CL 5th)
a weapon rack holding five masterwork heavy maces, three +1 heavy
maces and an +1 unholy morningstar
a set of magical boots resting near one of the chests; these identify as
boots of striding and springing, but are actually cursed boots of dancing
a magical lute that provides a +5 competence bonus to Perform checks
made while playing upon it
a bundle containing some of Mezuryks equipment: a +3 mithral chain
shirt, a set of masterwork thieves tools, a +1 ghost touch short sword, and
a +3 short sword; the rest of his equipment has been filed elsewhere in this
room, claimed by other priests of the Talon, or sent elsewhere in Rappan
Athuk
another bundle containing the remains of Setiathets gear: a suit of +2
half plate, a +1 heavy steel shield, two unmarked vials containing unholy
water, a holy symbol of Set, a magical small golden statuette of Setiathets
god that serves as a phylactery of faithfulness for worshippers of that deity
only, and a rod of the viper
a third bundle composed of items stripped from another NPC fighter:
a suit of banded mail of luck, a +1 flaming greataxe that can cast bulls
strength on its user once per day as a standard action, lasting one hour, a
masterwork mighty (+2) composite longbow, 40 masterwork arrows, and
7 +2 arrows.
Note: Although the contents of this treasury are quite valuable, and
may seem overbalancing, be sure to have Hesperix make use of these
items liberally when defending the Talon or stalking the PCs within
the Bloodways. Further, if Mezuryk or Setiathet is freed, they insist on
regaining their equipment.
This chamber is a good location to place maps, diaries, or other hooks
for possible future adventures.

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Level 11: The Waterfall


and Akbeths Grave

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

112. Empty Cavern

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

This waterfall is an incredibly impressive structure, towering over the


lake below. It consists of a 220 ft. drop from Area 111 into a pool of
water over 100 ft. deep. Anyone swept over the edge takes 18d6 points
of damage, and must succeed at a DC 25 Swim check or begin drowning
by the weight of water pounding down from above (see the Pathfinder
Roleplaying Game Core Rulebook, Environment, Drowning, for
additional information). The pool of water spreads out to fill the cavern,
becoming less deep and more still as one moves away from the falls.
Vision within 100 ft. of the bottom of the falls is limited to 20 ft. Note that
non-magical light sources do not remain lit within 100 ft. of the bottom
of these falls, due to the spray of water and misty conditions. Anyone
inquiring about the area behind the falls should be told that there is a
recessed ledge behind the waterfall, leading from shore to shore behind
it, but should not be told of the entrance (see below) unless flying or
climbing.

1d6 fire beetles (monstrous crayfish in the wet


caverns) (see Area 119A or 1110B)
1d4 river trolls (see Area 118B)
3d6 dire rats
2d6 stirges
1 neothelid (see Area 114)
1d3 phase spiders (see Area 118A)
No encounter

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

113. The Waterfall

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Cave Entrance: Approximately 40 ft. up, behind the falls (which


can be flown to and/or climbed behind), is a small cave entrance (6 ft.
in diameter) leading to Area 114. Climbing the cliff behind the falls
requires a DC 25 Climb check. Failure results in a fall of 30 ft. (1d6 points
of falling damage) and drowning, as above. The cave entrance may only
be noticed on a successful DC 25 Perception check within 20 ft.

114. The Hidden Lair of


Zaggothma the Neothelid (CR 13)
The cave entrance from Area 113 leads to the lair of the young
neothelid, Zaggothma. He was born with an innate ability for magic
exceptional even in his race. Zaggothma hearkens back to a time when

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neothelids ruled the world or represents the next step of neothelid


evolution. Though Zaggothma has yet to reach full maturity, he already
possesses incredible powers.
Any time someone comes to the area behind the waterfall, Zaggothma
can make a Perception check to notice and ambush the intruder. If he
fails these checks, he is either in his lair (14 on 1d6) or out hunting
(56 on the 1d6 roll). If he is out, there is a 12 chance on a 1d6 of him
returning every 10 minutes. Zaggothma is the undisputed king of this level
and all other creatures avoid him. He selected this lair due to the natural
advantages it affords him, and he uses the terrain effects to his advantage.
He is a cunning fighter and even lets the PCs pillage his lair to gain the
advantage of the narrow tunnel and steep drop. The cave itself is a narrow
(12 ft. wide), flat passage, sloping slightly toward the entrance. It provides
no cover for those inside, creating a sort of shooting gallery for the
neothelid floating outside the cave, using his spells and psychic abilities
on the fish in a barrel PCs.
CR 13
ZAGGOTHMA
XP 25,600
Immature neothelid (Pathfinder Roleplaying Game Bestiary,
Neothelid, Young [x2])
CE Large aberration
Init +6; Senses blindsight 100 ft., trace teleport 60 ft.;
Perception +25
AC 33, touch 11, flat-footed 31 (+2 Dex, +22 natural, 1 size)
hp 150 (20d8+60)
Fort +11; Ref +10; Will +16
DR 10/cold iron; SR 24

energy at any one target within 60 ft., inflicting 13d10 points


of damage. A successful DC 25 Will save negates the effect.
This effect can only harm creatures with Intelligence scores.
This is a mind-affecting effect. The save DC is Charismabased.
Psychic Crush (Su) As a standard action up to three times a
day, Zoggothma can attempt to crush the mind of a single
creature within 60 ft. The target must make a DC 25 Will
save or collapse, becoming unconscious and dying at 1
hit points. If the target succeeds on the save, it takes 6d6
points of damage and is sickened for 1 round. This is a mindaffecting effect. The save DC is Charisma-based.
Trace Teleport (Ex) Zaggothma telepathically and
reflexively learns the mental coordinates of the destination
of all creatures that teleport within 60 ft. of it, gaining an
awareness of the location equivalent to seen casually.
This knowledge fades and is lost after 1 minute. This power
does not grant any environmental information about the
conditions of the destination.
Tactics: The neothelid levitates 40 ft. above the entrance (vision is limited
to 20 ft., due to the waterfall) and allows the PCs to enter and loot the lair.
While they do this he casts greater invisibility, protection from arrows, shield
and false life on himself. He then floats down to the cave entrance, staying 15
ft. back, and casts spells into the tunnel. His first action is to use psychic crush
against a fighter-type and then follow this with area spells such cone of cold

Speed 30 ft., fly 60 ft. (good)


Melee 4 tongues +20 (1d8+6/1920 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (50 ft. cone, 12d10 acid, DC
23 Reflex save for half, once every 1d4 rounds), mind thrust,
psychic crush, swallow whole (1d6+6 plus 2d6 acid, AC 21,
hp 15)
Spell-like Abilities (CL 20th)
Constantfly
At willdetect thoughts (DC 17), charm monster (DC 19),
clairvoyance/clairaudience, suggestion (DC 18), telekinesis
(DC 20), teleport, poison (DC 19)
3/dayquickened suggestion (DC 18)
Spells Known (CL 10th; ranged touch +16)
5th (4/day)cone of cold (DC 22)
4th (6/day)greater invisibility, scrying (DC 19)
3rd (7/day)dispel magic, fireball (DC 20), ray of exhaustion
(DC 18)
2nd (8/day)blindness/deafness (DC 17), false life,
protection from arrows, scorching ray
1st (8/day)mage armor, magic missile, ray of
enfeeblement (DC 16), shield, true strike
0 (at will)acid splash, arcane mark, bleed, detect magic,
ghost sound (DC 15), mage hand, prestidigitation, ray of
frost, resistance
Str 22, Dex 15, Con 16, Int 16, Wis 15, Cha 21
Base Atk +15; CMB +22 (+26 grapple); CMD 34 (cant be
tripped)
Feats Arcane Strike, Great Fortitude, Greater Spell Focus
(evocation), Improved Critical (tongue), Improved Initiative,
Iron Will, Lightning Reflexes, Quicken Spell, Quicken Spell-Like
Ability (suggestion), Spell Focus (evocation)
Skills Bluff +25, Climb +29, Diplomacy +25, Fly +4, Intimidate
+28, Knowledge (arcana) +25, Perception +25, Spellcraft +25
Languages Aklo, Terran, Undercommon; telepathy 100 ft.
Mind Thrust (Su) As a standard action up to three times a
day, Zoggothma can deliver a massive blast of mental

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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115. The Great Lake


This huge lake dominates much of this level. Numerous underground
springs and rivers lead into and out of it. The lake is alive with fish and
crustaceans, all blind and accustomed to the dark cave. Despite the usual
Rappan Athuk tradition, most of these creatures are harmless. The one
risk of being near the lake is that the trolls, beetles, and other predators
present on this level feed here. Wandering monster checks are made every
10 minutes while within 30 ft. of the lake. On the south side of the lake, a
subsurface channel leads to Level 10A. This channel looks like all of the
others (there are 12 total) and cannot be distinguished except by magic.
Traversing this channel requires a DC 20 Swim check (see the Pathfinder
Roleplaying Game Core Rulebook, Environment, for more details).

116. The Isle of Akbeth


In the center of the great lake is a small island made of rough stone. The
island measures 40 ft. in diameter and is adorned with a single feature.
The statue of Akbeth stands in the very center of the island.

The Statue of Akbeth (CR 10)

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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117. The Nexus Cavern


and fireball. He avoids close combat at all costs, levitating above the ground.
Zaggothma uses his mind thrust and psychic crush on fighter types, focusing
on those with missile weapons, but also uses dispel magic on any obvious
spellcasters, especially those who are flying or levitating, plunging them into
the waterfall below. He also uses his telekinesis to dislodge ropes or other
climbing devices in order to drop PCs into the water below.
Treasure: In the cave lair of Zaggothma are the bodies of six
adventurers who long ago found this lair and passed the mithral gates
using a holy symbol of Hecate to turn the hydra aside. The neothelid is a
poor housekeeper and merely leaves this stash lying all over the cave floor.
The hoard contains 2 suits of full plate, rusty, but restorable (they have the
broken condition until restored); 1 gold holy symbol of Hecate, worth 120
gp; a suit of +3 leather armor; 2 potions of heroism, an adamantine heavy
steel shield, a ring of force shield, a set of vestments of faith, 220 gp, 122
sp, and 5 small garnets worth 25 gp each, miscellaneous adventuring gear
(ropes, spikes, etc.), and Demonclaw (see SIDE BOX).

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.

118. The Spider Caves


Examination of this area reveals that no beetle or rat tracks are present
in the vicinity. This cave area contains a nest of phase spiders. There are
finely strung webs covering the entrance to Area 118B.

118A. Greetings at the Gate (CR 12)


The webs can be seen prior to entry into the first cave on a successful
DC 22 Perception check. If they are not spotted, anyone entering this area
trips on them, alerting the 12 phase spiders within. All 12 immediately

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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.

118C. The Hidden Exit

PHASE SPIDERS (12)


XP 1,600
hp 51 (Pathfinder Roleplaying Game Bestiary, Phase
Spider)

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

118B. The Nest (CR 5)


This area contains numerous caches of spider eggs and mummified
corpses of rats and beetles. One cocoon contains a very sick yet still living
troll, kind of a renewable resource for the spiders, who continue to feed
on the trapped beast, even as he continues to regenerate. If freed, the troll,
mad with the torture of being constantly fed upon, attacks with great rage.
There is no treasure here, though 1d6 baby spiders hatch each week to
replace losses unless this nest is destroyed.
CR 5
ENRAGED RIVER TROLL
XP 1,600
hp 63 (see Level 8, with the following changes: add AC 14,
touch 9, flat footed 12; Melee bite +12 [1d8+9], 2 claws +12
[1d6+9], rend [1d6+13])

119A. The Beetle Caverns (CR 1)


These caverns contain numerous fire beetles, fire beetle nests, and fire
beetle eggs. They are filled from wall to wall with the fungus on which
these critters feed, and an eerie red light emits from this area from the
glowing glands in the beetles heads. Once every 10 minutes, 1d3 fire
beetles attack anyone near these caves.
CR 1/3
FIRE BEETLES
XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary, Beetle, Fire)

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level 11

119B. Bugs! (CR 9)


This room contains much fungus and many vermin. Dozens of giant
fire beetles swarm all over this cave, nibbling at the fungus and hoping for
some more fleshy morsels. There are a total of 80 beetles here, though
only 2d12 attack every 10 minutes, the others are busy feasting. If beetle
bodies (or any other bodies for that matter) are left here, they are devoured
in 3d6 minutes. There is no treasure here.
FIRE BEETLES (80)
CR 1/3
XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary, Beetle, Fire)

119C. The Crystal Cave


This cavern is filled from floor to ceiling with a vast array of growing,
reflective crystals of all shapes, colors, and sizes. The light of the PCs
torches reflects weird patterns off all the walls, creating a rainbow hue
of colors throughout the area. None of these are particularly valuable,
netting anyone trying to market these stones around 5 gp per pound of
material. The trolls living on this level find this room disturbing and do
not willingly enter it. Likewise, if the neothelid attacks while the PCs are
in this room, any ray spells that miss are reflected at another random target
(including the neothelid itself).

119D. The Lost Altar of Hecate


This area was once the private shrine of Akbeth. In the far corner of the
cavern is a fungus covered, brilliantly carved altar dedicated to the goddess
of magic. It is not noticed unless someone makes a successful DC 20
Perception within 20 ft. due to the current state of disuse. The altar is carved
from a block of pure white marble, inlaid with gold and silver. It stands 8 ft.
tall and is 20 ft. wide along the rear of this cave. A large symbol of a manyheaded hydra is etched into the back plate above the altar stone.
If the altar is cleaned and restored, the goddess blesses all who
participate, causing them to automatically succeed on their next saving
throw against any magical effect. The next spell cast by any spellcaster
participating in the restoration automatically has maximum effect; apply
the effects of any one Metamagic Feat of the players choice to that spell.
Each of these effects occurs only once for each individual. If a worshipper
of Hecate of any class is involved with restoring this altar, that individual
gains enough XP to bring him or her to the next level of experience as
well. Likewise, anyone defacing the altar (e.g., prying out the 200 gp
worth of precious metals, etc.) suffers the reverse fate (automatically fails
next save, next spell is minimum effect, loses 1 level).

1110A. The Wet Caverns (CR 8)


These caverns are either partially or totally flooded, depending on
the season. For purposes of the adventure, the GM should make them
accessible the first time they are encountered. At the entrance to these
caves lives a small group of 3 river trolls. These trolls like the steady
food source in these caves and fight off any intruders. They do not pursue
anyone retreating away from these caves, however, as they have easy prey
here and do not desire to fight to get food. They have no treasure.
RIVER TROLLS (3)
XP 1,600
hp 63 (see Level 8)

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

trolls do not fight to the death unless cornered. Under no circumstances do


they pursue opponents out of these caves, unless they may remain in a water
area and retain the advantage. They typically grab their opponents and either
throw them into the water or jump in while grappling them. The latter can be
done successfully with a grapple check. 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.

1110B. Crayfish Boil (CR 10)


This area contains a warm, bubbling fumarole that jets hot water from
Level 10. The high water temperature results in numerous minerals being
deposited along the walls and floor of these pools. It also creates a warm,
happy living area for a group of 10 monstrous crayfish. These critters are
always hungry, mindlessly attacking any that enter the cave.
MONSTEROUS CRAYFISH (10)
XP 800
hp 26 (Frog God Games Tome of Horrors Complete,
Crayfish, Monstrous)

CR 3

1110C. Big Fish, Little Fish (CR 6)


When this area is reached, the tunnel floor drops down and the water deepens
to 20 ft. During periods of flooding, this area connects to the lake itself. Also
during these periods, some critters normally living in the lake migrate here,
only to become trapped later when the water level falls. Recently, a giant gar
traveled from Level 10A to this level and became trapped when the water
level declined. It is well fed (from crayfish and smaller prey), though anyone
swimming in this murky water is immediately attacked. The giant gar retreats
if wounded for over 50% of its hit points, hiding in an underwater cave jutting
back 30 ft. under the northern lip of the pool.
GIANT GAR
XP 2,400
hp 73 (Pathfinder Roleplaying Game Bestiary 2, Gar,
Giant)

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CR 6

1110D. The Beach (CR 8)


This sandy area rises up from Area 1110C to form a shallow water
beach area, no more than 2 ft. deep with water at any point. Most of
the area is covered with large, clear eggs. Guarding these eggs are 6
monstrous crayfish. If the eggs are not destroyed, crayfish are replaced at
a rate of 10 per month, though most are eaten while still juveniles by the
giant fish at Area 1110C. The crayfish attack any that invade their nest.
MONSTROUS CRAYFISH (6)
XP 800
hp 26 (Frog God Games Tome of Horrors Complete,
Crayfish, Monstrous)

CR 3

1110E. The Vein of Mithral


(CR varies, 5 to 7)
A very careful search of this cave wall reveals a vein of pure mithral
along a seam in the wall. This vein contains 12 pounds of pure mithral,
enough to make 3 Small, 2 Medium, or 1 Large weapon. There are also
3d6 dire bats here at all times.
DIRE BATS
CR 2
XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary, Bat, Dire)

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Level 11A: The Gates


of the Goblin City &
Vampire Lair
This level contains a lost vampire lair, with a family of vampires
imprisoned by the forces of good that attacked this complex many years
ago. The entrance to their lair has been warded by the minions of Orcus with
two major encounter areas: a corridor trapped to allow swarms of undead to
be unleashed upon the party; and a trapped gate, set to release two demons.
Finally, this level contains a long-unused back gate to the Goblin City on
Level 12A. A map of this level is depicted in Map RA11A.

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

This cavern appears to be just another of many located in the depths


of Rappan Athuk. Numerous stalactites and stalagmites cover the ceiling
and floor, and cave critters scurry about. Fungus grows on many surfaces
and the damp stench of decay fills the air. The river flows underground
from Level 7 and leads nowhere. The one exception to the norm is that
3 ropers have made this out of the way cavern their home. They have
little competition for the rats and bats that inhabit their cave, though they
are always on the lookout for larger prey. All three hide among the stone
garden of stalactites, making them impossible to detect without a DC 40
Perception check or until they attack. Their usual location is near the river,
in the southern half of the cavern, by the exit to Area 11A3. They attack
as soon as over half the party is in range.
ROPERS (3)
CR 12
XP 19,200
hp 162 (Pathfinder Roleplaying Game Bestiary, Roper)

1d4 acolytes of Orcus


(see Level 14, Area 147)
2d4 goblin scouts
(see Level 10C, Area 10C13F)
2d6 dire rats
1d6 stirges
1d4 trolls
No encounter

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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.

11A2. Empty Room


The occasional piece of junk or debris litters those areas marked 11A
2. GMs should also roll a wandering monster check each time PCs enter
areas designated 11A2.

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)

11A1. The Roper Cavern (CR 15)

CR 5

11A3. The Demon Gate (CR 12,


16 if demons are summoned)
The passage from Area 11A1 leads down a stone corridor and ends
in a gate. This gate is forged of solid steel and is adorned with grotesque
carvings of demonic figures and faces. It is also locked and trapped. Once
opened, the area to the south may be accessed.
Locked Iron Gate: 2 in. thick; hardness 10; hp 60; Break DC
25; DC 30 Disable Device.

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GATE TRAP
XP 9,600
Type magic; Perception DC 34; Disable Device 34

CR 10

Trigger proximity (alarm); Reset automatic


Effect spell effect (gate, pulled to a location; DC 23 Will to
resist, all targets within a 20 ft. radius)
GATE TRAP
XP 9,600
Type magic; Perception DC 34; Disable Device 34

CR 10

Trigger opening the iron gate; Reset manual


Effect spell effect (gate, summons 2 glabrezu demons, which
attack immediately)
GLABREZUS (2)
CR 13
XP 25,600
hp 186 (Pathfinder Roleplaying Game Bestiary, Demon,
Glabrezu)
Tactics: They cast mirror image, followed by confusion (one) and
reverse gravity (two). They use their teleport ability to stay away from
fighter types, using their chaos hammer and unholy blight abilities until
they are forced to fight hand-to-hand. They fight until slain.

11A4. The Hall of Heroes (CR 16)


This long hallway appears to be made of brilliant red tiles contrasting
with polished granite walls and blue stone columns. Along a central path
are inscribed runes that seem to be in some sort of code (actually gibberish),
leading between two sets of 20 columns. The hallway leads 200 ft. to a dead
end. Each 10 ft. on either side of a central walkway are two pillars. As long as
the PCs head south (toward the dead end), nothing happens. Once they begin
to walk back toward the door, however, a terrible event happens. When passed
from south to north, each column emits a wraith that attacks. If a PC tries to
escape by running away, it is possible that up to 40 of these horrors could be
faced at once. There is no treasure. The wraiths fight until destroyed.
CR 5
WRAITHS (40)
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary, Wraith)

11A5. The Keys to the Kingdom


Hidden behind a locked secret panel (DC 30 Perception to notice; DC
25 Disable Device to open) in this otherwise nondescript room (treat as
if this were another Area 11A2) is the means of finding the lairs of the
vampires in Area 11A6. This panel is warded with an antipathy spell
(DC 33 Will save to open) and was placed here by the great cleric Bofred
to prevent access to the vampire lairs in Area 11A6. Once the panel is
accessed and opened, a small coffer can be found beyond. This coffer
contains four small objects: a silver spoon, a jade carving of a cat, a lapis
earth-mother figurine, and a miniature mithral sword. None are magical.

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level 11a

11A6. The Vampire Lair (CR 16)


This room appears to be a simple rectangular room, with no apparent exits
other than the corridor leading in. The walls and ceiling are made of simple
stone and mortar, crudely finished and indistinguishable from other walls of the
dungeon. In the center of the floor is a faded painting of a holy nature, showing
deeds of good and law and with an artists signature reading Bofred. There
are four small depressions in this painting, which can only be found if the dirt
and dust are swept away. Each depression fits perfectly the silver spoon, the jade
carving of a cat, the lapis earth-mother figurine, and the miniature mithral sword
found in Area 11A5. If all four objects are placed in the depressions, four
panels slide aside, and the vampires hidden in the alcoves (AD) spring forth.
They have been imprisoned for nearly 3 centuries (by the ward placed
by Bofred) and are very hungry.
CR 15
TREZELLE
XP 51,200
Male human vampire fighter 14 (Pathfinder Roleplaying
Game Bestiary, Vampire)
CE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft.; Perception +28
AC 37, touch 15, flat-footed 32 (+12 armor, +4 Dex, +1
dodge, +6 natural, +4 shield)
hp 147 (14d10+42 plus 28); fast healing 5
Fort +12; Ref +10; Will +8 (+12 vs. fear)
Defensive Abilities bravery +4, channel resistance +4;
DR 10/magic and silver; Immune undead traits; Resist cold
10, electricity 10
Weaknesses vampire weaknesses
Speed 20 ft.
Melee +3 keen wounding longsword +29/+24/+19 (1d8+17
plus bleed and energy drain/1720) or slam +23 (1d6+9 plus
energy drain)
Special Attacks blood drain, children of the night, create
spawn, dominate (DC 20), energy drain (DC 20), weapon
training (heavy blades +3, spears +2, natural +1)
Str 24, Dex 19, Con , Int 14, Wis 15, Cha 16
Base Atk +14; CMB +21; CMD 36
Feats AlertnessB, CleaveB, Combat ReflexesB, Critical Focus,
DodgeB, Greater Weapon Focus (longsword)B, Greater
Weapon Specialization (longsword)B, Improved InitiativeB,
Improved Natural Attack (slam), Improved Vital Strike, Iron
Will, Lightning ReflexesB, Mounted CombatB, Power AttackB,
Sickening CriticalB, ToughnessB, Trample, Vital Strike, Weapon
Focus (longsword)B, Weapon Focus (slam), Weapon
Specialization (longsword)B, Weapon Specialization (slam)B
Skills Bluff +11, Climb +15, Craft (alchemy) +8, Craft
(weapons) +10, Handle Animal +15, Perception +28, Ride
+17, Sense Motive +23, Stealth +15; Racial Modifiers +8 Bluff,
Perception, Sense Motive, Stealth
Languages Common, Draconic, Infernal
SQ armor training 3, change shape (dire bat or wolf, beast
shape II), gaseous form, shadow less, spider climb
Gear+3 full plate, +3 keen wounding longsword (The Glutton),
+2 heavy steel shield (casts protection from good once per day)

+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)

AC 24, touch 14, flat-footed 20 (+4 armor, +3 Dex, +1 dodge,

Str 23, Dex 18, Con , Int 12, Wis 12, Cha 16

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level 11a

Base Atk +8; CMB +14; CMD 29


Feats Alertness B, Combat Reflexes B, Dodge B, Improved
Initiative B, Improved Natural Attack (slam), Iron Will,
Lightning Reflexes B, Mounted Combat, Stand Still, Toughness
B
, Trample
Skills Acrobatics +12, Bluff +11, Climb +11, Craft (armor) +8,
Disable Device +4, Heal +5, Perception +17, Ride +14, Sense
Motive +11, Stealth +14; Racial Modifiers +8 Bluff, Perception,
Sense Motive, Stealth
Languages Common, Draconic
SQ change shape (dire bat or wolf, beast shape II), gaseous
form, shadow less, spider climb
Gear+3 chain shirt, +3 shortspear, amulet of natural armor
+2, thieves tools, a red diary of the 200 years of hunger the
vampires have faced, bound in human skin and penned in
Mhaos blood.
SWOANA
XP 800
Female human vampire commoner 3 (Pathfinder
Roleplaying Game Bestiary, Vampire)
CE Small undead (augmented humanoid)
Init +6; Senses darkvision 60 ft.; Perception +19

do anything but attack at once. He wears chainmail and is otherwise a


common appearing man. He has reddish blond hair and brown eyes.
Itara was Grezells wife in life, a sorceress of some power. She alone
retains the will to think rather than just attack. She selects spells according
to what is happening, beginning with a haste spell on Grezell. She alone
uses her dominate person ability, saving hand-to-hand fighting as a last
resort. She is beautiful, looking the part of the noblewoman she was, with
light gray eyes and jet-black hair. She wears fine silks and jewels, and only
her fangs and pale skin show that she is undead. If Swoana is threatened,
she rages and attacks as Grezell above.
Swoana was a common human child before her family was changed
to vampires. She has the mind of a ten-year old girl and is too hungry to
do any thinking; she attacks at once, searching out the smallest victim
possible. She looks like Shirley Temple with fangs, dressed in a childs
dress and carrying her teddy bear.

The Glutton

CR 3

Aura moderate evocation and 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.

AC 23, touch 14, flat-footed 20 (+2 Dex, +1 dodge, +9


natural, +1 size)
hp 25 (3d6+12 plus 3); fast healing 5
Fort +5; Ref +5; Will +7
Defensive Abilities channel resistance +4; DR 10/magic and
silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
Speed 35 ft.
Melee slam +4 (1d3+2 plus energy drain)
Special Attacks blood drain, children of the night, create
spawn, dominate (DC 15), energy drain (DC 15)

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)

Vampire Personalities and Tactics

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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In each alcove is a simple coffin, made of stone and containing the


remains of each vampire.

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.

This alcove contains the remains of a male servitor vampire of Grezells,


named Mhao. He prefers to fight using his bare hands and leaves the spear
in place while he attacks.

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 11a

11A7. The Gates to the


Goblin City
This room contains a secret hidden gate to the Goblin City. It is barred
from the side of Level 12A with a 2 ft. thick stone slab. This gate cannot
be opened from this side, though this room could be accessed from
Level 12A if the PCs find the gate from the other side. The gate radiates
a permanent magic circle against evil aura. Likewise, spells such as
passwall or ethereal jaunt allow PCs to pass through this gate in either
direction. It opens into Area 12A29, the Hall of the Titan Cyclops. This
gate is never used by the goblins, as the goblin priests fear the vampires
living on this level and have warded the gates against their intrusion.

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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

4 troll fighters (see Area 121).


1d4+1 goblin guards (see Area 125).
2 goblin slavers (see Area 1221A) leading 2
human slaves
1 torturer (see Area 128).
No encounter.

Detections: Great evil emanates from Areas 122, 1217,


and 1225; moderate evil emanates everywhere else.
Spell Recovery: Clerics of any deity other than Orcus
cannot recover spells while on this level.
Standard Features: The walls and floor are cut from
the natural rock and are smooth and even. All doors,
unless otherwise noted, are iron-bound wooden
doors (2 inches thick; hardness 5; hp 20; Break DC 23).
Locked doors, unless otherwise noted, require a DC 25
Disable Device check to open. The locks to the Slave
Pits (Areas 1221D through 21R) are exceptional (DC
25 Disable Device check to open).
Light: All areas except 125, 126, 1217, and 1225
are unlit.
Narrow Tunnel: The tunnel connecting Areas 1217
and 1223 is 3 ft. wide. Small and Medium creatures
can crawl through this passage; larger creatures
cannot navigate this tunnel unless they are long and
slender or flexible, and Huge creatures cannot pass
at all. Medium creatures suffer a 8 penalty to all
attack rolls, and Small creatures using all but thrusting
weapons suffer a 4 penalty to attack. No Reflex
saves are permitted for area spells in this tunnel.

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.

121. Entrance Chamber (CR 14)


Slaves are brought to the pits via the trapdoor leading to Level 7 and the
long twisting passage (Area 1224) to Level 12A. In the northeast corner
of the chamber is a wide spiral staircase set in the floor, from which wafts
a putrid odor. Prisoners are led directly down these stairs and to their cell.
The guards, 4 trolls, are stationed here at all times. The trolls immediately
attack anyone not accompanied by goblins or priests of Orcus.
TROLL GUARDS (4)
CR 10
XP 9,600
Male troll fighter 5 (Pathfinder Roleplaying Game Bestiary,
Troll)
CE Large humanoid (giant)
Init +7; Senses darkvision 60 ft., low-light vision, scent;
Perception +13
AC 23, touch 12, flat-footed 20 (+4 armor, +3 Dex, +5 natural,
+2 shield, 1 size)
hp 142 (6d8+5d10+88); regeneration 5 (acid or fire)
Fort +17, Ref +6, Will +4 (+5 vs. fear)
Defensive Abilities bravery +1

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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

122. Curtain of Evil (CR 4)


On the northern wall of this corridor is a 10 ft. wide shimmering black
curtain of energy. The curtain emanates evil and strong necromantic
magic. Anyone may pass through the energy field, but good-aligned PCs
must succeed at a DC 20 Will save or gain 2 negative levels (DC 17) from
the shock of evil. A dispel evil cast upon a PC allows him to pass through
the curtain without harm. Bypassing the curtain without taking negative
levels is equal to defeating a CR 4 challenge.

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123. Small Worship Area

126. Sacrifice Chamber (CR 13)

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).

This ghastly room contains the means by which good-aligned men


and women are put to death to feed Orcus evil. Attached to the northern
wall are three sets of manacles. Each set of manacles is placed such that
a Small, Medium, and Large sized humanoid could be chained spreadeagle to the wall. Also by the north wall is a steel table containing several
cruel-looking knives, needles, razors, and prongs. All these instruments,
as well as the floor surrounding the manacles, are bloodstained. Within the
chamber are the Executioner, the Overseer, and 3 Enforcers.

124. Guard Room (CR 9)


Standing watch over the entrance to the Viewing Area are 6 goblin
guards. Only High Priests are allowed beyond the doors in the north.
PCs disguised as goblins are told to leave, and non-goblins are attacked
immediately. The iron-bound wooden double doors are locked and very
sturdy (2 in. thick; hardness 8; hp 20; DC 22 Break; DC 20 Disable
Device).
CR 4
GOBLIN GUARDS (6)
XP 1,200
Male and Female goblin fighter 5 (Pathfinder Roleplaying
Game Bestiary, Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +5
AC 20, touch 15, flat-footed 16 (+3 armor, +3 Dex, +1 dodge,
+2 shield, +1 size)
hp 36 (5d10+5 plus 4)
Fort +5; Ref +4; Will +1 (+2 vs. fear)
Defensive Abilities bravery +1
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 ShotB, Improved Initiative,
Weapon Finesse, Weapon Focus (short sword)B, Weapon
Specialization (short sword)B
Skills Perception +5, Ride +11, Stealth +17, 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

125. The Viewing Area


The double doors in the south open to reveal a chamber in which
the northern portion is blocked by a portcullis. Beyond the portcullis is
the Viewing Area: a platform with five high-back chairs set facing out
onto Area 126. The portcullis can only be raised by uttering the words
culminus ovary, succeeding at a DC 28 Strength check, or by casting a
knock spell.
The actual viewing area stands 5 ft. above the chamber that surrounds it.
Sconces in the walls contain everburning torches; Area 126 is likewise lit.
If the occupants of Area 126 see anyone other than the high priests
enter Area 125 they immediately spring into action (see Area 126 for
details).

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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Poison: Injury; save Fort DC 18; frequency 1/round for 4


rounds; effect 1d4 Dex; cure 2 consecutive saves
CR 9
THE OVERSEER
XP 6,400
Male goblin necromancer 10 (Pathfinder Roleplaying Game
Bestiary, Goblin)
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +2
AC 24, touch 18, flat-footed 20 (+4 armor, +3 deflection, +4
Dex, +2 natural, +1 size)
hp 74 (10d6+20 plus 19)
Fort +7; Ref +7; Will +12
Speed 30 ft.
Melee +2 dagger +8 (1d3+2/1920)
Ranged +2 dagger +12 (1d3+2/1920)
Necromancer Spell-Like Abilities
8/daygrave touch (5 rounds)
Spells Prepared (CL 10th; melee touch +5, ranged touch +9)

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5thanimate deadB, cone of cold (DC 20), magic jar (DC


21), waves of fatigue
4thbestow curse, enervationB, fear (DC 20), ice storm (DC
19), lesser globe of invulnerability
3rddispel magic, lightning bolt (DC 18), slow (DC 18), ray
of exhaustion (DC 19), vampiric touchB (DC 19)
2ndcommand undeadB, ghoul touch (DC 18), false life,
hypnotic pattern (DC 17), mirror image, spectral hand
1stcause fearB (DC 16), expeditious retreat, mage armor,
magic missile (x2), shield, ray of enfeeblement
0 (at will)daze (DC 15), detect magic, disrupt undead,
read magic
Arcane School necromancy Opposition Schools conjuration,
enchantment
Str 11, Dex 18, Con 15, Int 20, Wis 16, Cha 11
Base Atk +5; CMB +4; CMD 18
Feats Combat CastingB, Command UndeadB, Great
Fortitude, Scribe ScrollB, Spell Focus (necromancy), Spell
MasteryB, Toughness
Skills Craft (alchemy) +17, Intimidate +10, Knowledge
(arcana) +18, Knowledge (religion) +18, Perception +13,
Ride +8, Spellcraft +16, Stealth +25; Racial Modifiers +4 Ride,
+4 Stealth
Languages Common, Draconic, Giant, Goblin, Orc,
Undercommon
SQ arcane bond (wand), life sight 10 ft. (10 rounds), power
over undead
Combat Gear wand of magic missile (29 charges, CL 7th),
scroll of fireball, scroll of interposing hand, scroll of telekinesis;
Other Gear +2 dagger, ring of protection +3, amulet of
natural armor +2, crystal worth 100 gp, spell component
pouch

invulnerability, and the Enforcers take up positions by the viewing area


and swallow their potions of bears endurance. As long as the PCs remain
trapped behind the portcullis, and no more than two of the monsters are
killed, the Executioner continues to fire his crossbow and the Enforcers
hurl javelins while the Overseer casts the following spells: shield, spectral
hand, ice storm, and then other offensive spells. What spells the Overseer
actually casts may depend upon what actions the PCs take. If the PCs
magic and ranged weapons capabilities are such that it appears the
monsters are likely to lose even while the portcullis remains closed, they
retreat to Area 127 to regroup.
Once the PCs have raised the portcullis, the Executioner casts invisibility
and, assuming there are enough Enforcers left standing to protect the
Overseer, attempt to observe a PC (whichever has been dealing the most
damage to that point) and then deliver his death attack. If he does not
have time for the death attack, he simply attempts to sneak attack a weaklooking PC in order to shift the odds to his favor. In any event, whenever
possible, the Executioner always attempts to flank an opponent. The
Overseer uses his prepared magic missiles before his wand. If engaged by
a fighter, he attempts to use his interposing hand scroll.
There is a 15% chance per round that the occupants of Areas 128
and 1212 (assuming they are still alive) hear the combat in the Sacrifice
Chamber and hurry to investigate (roll separately for each area).
If the chamber is entered via Areas 127, 1210, or 1213, the Enforcers
rush to form a line of defense while the Executioner casts invisibility and
so on. The Overseer prefers to cast lesser globe of invulnerability, shield,
and spectral hand before casting offensive spells, but he may not have that
luxury depending on how the combat progresses.
Treasure: The execution tools are finely crafted and could fetch around
1,000 gp. Good-aligned PCs who destroy these, however, gain a 500 XP
bonus.

Claw of Orcus

THE ENFORCERS (3)


CR 7
XP 3,200
Male goblin fighter 8 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +11

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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 temporary
Strength loss for as long as it remains around their
neck. A non-worshipper must succeed at a DC 18
Will save or refuse to remove the claw, believing it is
granting him great power.

AC 22, touch 14, flat-footed 19 (+8 armor, +3 Dex, +1 size)


hp 67 (8d10+16 plus 7)
Fort +8; Ref +7; Will +5 (+7 vs. fear)
Defensive Abilities bravery +2
Speed 20 ft. (30 ft. base)
Melee +1 greatsword +18/+13 (1d8+11/1920)
Ranged mwk javelin +14 (1d4+5)
Special Attacks weapon training (heavy blades +1)

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

About the Entrance Rooms

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

There are three entrance chambers described below, each adversely


affecting different character classes. If a PC is multi-classed, the class
in which he has the most levels should be used to determine which room
affects him. If his levels are evenly distributed, then, unfortunately, he
must save for each room in which he has levels, unless, of course, he has
levels in fighter and ranger or wizard and sorcerer. Monks, rogues, and
bards are exempt from all the rooms.

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127. Arcane Torture Chamber


Entrance (CR 4)
This simple room appears to be nothing more than an antechamber
between Area 126 and Areas 128 and 129; however, the entire
chamber radiates magic. Any arcane caster who sets foot in this chamber
must succeed at a DC 20 Will save or suffer 1d6+2 Constitution damage.
A spell caster who makes the save must continue to make saves each
successive time he or she enters this area. An arcane caster can only suffer
the effects of this chamber once per day, however, so once he has failed,
that spell caster is safe to pass through this chamber without further harm.
GM Note: Worshipers of Orcus are immune to the effects of this area.

128. Wizard Torture Chamber


(CR 11)
The goblins and High Priests are interested in whether clerics, arcane
spell casters, and warriors succumb to torture differently. Thus, they have
built separate torture chambers for each class. This room is dedicated to
the torture of wizards. Aside from an iron maiden, rack, and whipping post,
there is a bench containing alchemy paraphernalia, and a locked hutch
(see Treasure). The Torturer concocts evil brews to torment wizards and
sorcerers. There is only one completed brew on the table: a small vial
containing a grayish liquid. Any arcane spellcaster who consumes this vile
potion must succeed at a DC 18 Fortitude save or go mad, suffering 2d6+2
points of Intelligence drain.
TORTURER
CR 11
XP 12,800
Male goblin rogue 6/wizard 6 (Pathfinder Roleplaying Game
Bestiary, Goblin)
CE Small humanoid (goblinoid)
Init +9; Senses darkvision 60 ft.; Perception +19
AC 23, touch 17, flat-footed 17 (+4 armor, +5 Dex, +1 dodge,
+2 natural, +1 size)
hp 77 (6d8+6d6+12 plus 17)
Fort +5, Ref +12, Will +7
Defensive Abilities evasion, trap sense +2, uncanny dodge
Speed 30 ft.
Melee +2 short sword +15/+10 (1d4+3/1920)
Ranged +1 dagger +14 (1d3+2/1920)
Special Attacks hand of the apprentice (+11, 7/day), rogue
talent (bleeding attack), rogue talents (finesse rogue), sneak
attack +3d6
Spells Prepared (CL 6th)
3rdhaste, keen edge, slow (DC 17)
2ndalter self, cats grace, invisibility, mirror image
1stburning hands, mage armor, magic missile, spider climb
0 (at will)daze (DC 14), detect magic, ghost sound (DC
14), resistance
Already cast
Str 12, Dex 20, Con 13, Int 18, Wis 10, Cha 12
Base Atk +7; CMB +7; CMD 23
Feats Alertness, Brew PotionB, Combat Expertise, Dodge,
Improved Initiative, Scribe ScrollB, Skill Focus (Craft
[Alchemy]), Toughness, Weapon FinesseB
Skills Acrobatics +20, Bluff +16, Climb +7, Craft (alchemy)
+17, Diplomacy +9, Escape Artist +14, Intimidate +12,
Knowledge (arcana) +17, Perception +19, Ride +9, Sense
Motive +10, Sleight of Hand +13, Spellcraft +17, Stealth +26;

Racial Modifiers +4 Ride, +4 Stealth


Languages Abyssal, Common, Dwarf, Common
SQ arcane bond (short sword), trap finding
Combat Gear 2 potions of bulls strength; Other Gear +2
short sword, 2 +1 daggers, amulet of natural armor +2, spell
component pouch
Tactics: If intruded upon, the Torturer casts the following spells:
invisibility, haste, cats grace, and keen edge, and then swallows his
potion of bulls strength. If the party seems sufficiently weakened, he casts
slow, and then attempts a sneak attack. If the PCs appear very strong, the
torturer casts alter self and takes the form of a crippled halfling wizard left
here to die. He keeps this ruse up for as long as possible, accepting healing
and so on, and even giving false details about the slave pits. If asked, he
agrees to accompany the PCs, but, of course, looks to escape or sneak
attack the first chance he gets.
If the Torturer joins the combat in Area 126, he prefers to cast haste,
cats grace, and keen edge on himself first. Once in combat, he uses his
slow spell, and then attempts to sneak attack.
Treasure: The hutch (1 inch-thick wood; hardness 2; hp 10; Break DC
12, see below; Disable Device DC 20) holds a variety of potion-making
ingredients contained in small glass vials and jars. In total, there are 40
vials and 22 jars. Each vial weighs about a quarter of a pound, and each
jar weighs a pound. These ingredients are worth 2,500 gp altogether. Also,
there is a 50% chance that the ingredients for any 1st to 3rd level potion
can be found in these containers. If the hutch is broken into by force,
however, half the ingredients are lost, the value drops in half, and the
chance to find the necessary ingredient for any potion drops to 25%.

129. Sorcerer Torture Chamber


This room contains an iron maiden, rack, and whipping post but nothing else.
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1210. Entrance to Fighter Torture


Chamber (CR 4)
This chamber is similar in all ways to Area 127 except that fighters,
rangers, paladins, and barbarians must succeed at a DC 20 Will save or
suffer 1d6+2 Constitution damage.

1211. Ranger and Paladin Torture


Chamber (CR 11)
This room is identical to Area 128, but with the following exception:
the torturer here has prepared a special brew for Sir Kingsly (see Area
1221R). On the table is a vial containing a green liquid. If consumed, the
imbiber must succeed at a DC 25 Fortitude save or suffer 1d6+2 Wisdom
damage and 1d6+2 Charisma damage.
TORTURER
XP 12,800
hp 77 (see Area 128)

CR 11

Treasure and Tactics: As per Area 128, above.

1212. Fighter and Barbarian


Torture Chamber
This room is similar in all ways to Area 129, with one exception:
there is a dead fighter strapped to the whipping post who the torturers

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Treasure: Same as Area 128.

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.

1215. Druid Torture Chamber

1213. Entrance to Divine Spell


Caster Torture Chamber (CR 4)

1216. Guard Post (CR 8)

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.

1214. Cleric Torture Chamber


(CR 4)

This room is identical to Area 129 except that it is covered in dust.


The goblins do not see many druids.

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)

This chamber is identical to Area 128 except that there is no torturer


present, and there is a dead cleric on the rack. If a speak with dead spell is
cast, Sephron, the cleric, reveals the same information as Clafford in Area
1212, with the following additions: he has been dead one day; clerics of
good-aligned faiths cannot regain spells on this level of the dungeon; goodaligned humanoids are sacrificed nearby to feed Orcus strength and evil.

1217. Cursed Hall


This long, wide hall leading to the temple has been painted with swirls
of red and black and is lit by everburning torches. Good- or neutral-aligned
creatures crossing the spot marked A on the map must succeed at a

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DC 20 Will save or be overcome with a sense of doom and suffer 1d6+1


Wisdom damage. Dimension door, teleport, or similar magic avoids this
effect; flying does not.

1218. Goblin Chamber (CR 11)


The goblin guards and their priest are housed here. There are enough
beds and footlockers for 12 guards, though at the moment only 6 guards
and the priest are present.
GOBLIN GUARDS (3)
XP 1,600
hp 44 (see Area 124)

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

Trigger proximity (alarm); Reset none


Effect spell effect (glyph of warding, hold person, CL 5th, DC
14 Will save negates)

1219. Human Priests Chambers


Both doors leading to this well-appointed room are locked. There is a
four-poster bed, a nightstand, an armoire, and a locked, ironbound chest
containing the treasure. The walls are decorated with three paintings
plundered from the palaces of kings (see treasure below).

AC 22, touch 12, flat-footed 21 (+8 armor, +1 Dex, +2 shield,


+1 size)
hp 74 (10d8+20 plus 9)
Fort +9; Ref +4; Will +12
Speed 20 ft. (30 ft. base)
Melee +2 light mace +11/+6 (1d4+2)
Special Attacks channel negative energy (6/day, DC 18,
5d6) destructive aura (30 ft., 10 rounds), destructive smite (8/
day, +5 damage), scythe of evil (1/day, 5 rounds)
Domain Spell-Like Abilities (CL 10th)
8/daytouch of evil
Spells Prepared (CL 10th; melee touch +7, ranged touch +8)
5thdispel goodD, greater command, mass inflict light
wounds (DC 21), slay living (DC 21)
4thcure critical wounds, divine power, poison (DC 20),
summon monster IV, unholy blightD
3rdanimate dead, cure serious wounds, desecrate, dispel
magic, magic circle against goodD
2ndbulls strength, cure moderate wounds, hold person
(DC 17), inflict moderate wounds (DC 18), shatterD (DC 18),
sound burst (DC 17), spiritual weapon
1stbane, cure light wounds, divine favor, doom (DC
17),sanctuary, shield of faith, truestrikeD
0 (at will)bleed, detect magic, guidance, read magic
D Domain spell Domains Destruction, Evil
Str 10, Dex 13, Con 15, Int 10, Wis 20, Cha 17
Base Atk +7; CMB +6; CMD 17
Feats Alertness, Combat Casting, Improved Initiative, Spell
Focus (necromancy), Weapon Focus (mace)
Skills Knowledge (religion) +10, Perception +15, Ride +1,
Sense Motive +7, Spellcraft +8, Stealth +5; Racial Modifiers +4
Ride, +4 Stealth
Languages Goblin
Combat Gear wand of searing light (30 charges, CL 8th);
Other Gear +2 chainmail, +1 light steel shield, +2 light mace,
unholy symbol, spell component pouch
Tactics: Very simply, the guards do everything they can to protect the
priest, who casts the following spells in this order (if possible): magic circle
against good, darkness, bane, summon monster IV, hold person, doom
(against whichever PC is doing the most damage), and finally bulls strength
on himself in anticipation of joining melee. The priest prefers to stand back
and use his wand of searing light, but if combat is going poorly he steps in and
casts slay living, mass inflict light wounds, poison, and then his other inflict
wounds spells, starting with critical and working his way down to light.

Treasure: The locked chest contains 7,450 gp, a diamond encrusted


gold torque worth 4,500 gp, and a scroll of three divine spells: greater
restoration, create greater undead, and firestorm, all CL 16th (a gift from
the high priest). Each painting could fetch between 2,5005,000 gp, if an
appropriate buyer was found, but their dimensions (4 ft. by 6 ft.) make
transporting them difficult. Removing the paintings from their heavy,
silver frames (100 gp value) requires a successful DC 25 Disable Device
check to avoid damaging the paintings and thereby diminishing the value
by 10% for every point by which the roll was failed.
Locked ironbound chest: hardness 3; hp 20; Break DC 20;
Disable Device DC 23.

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Chambers
Both doors to this chamber are locked. There are four nice beds two
in the north and two in the south four chests, four nightstands, and a
table with four chairs in the center of the room. The chests are unlocked
and contain various personal effects of the lower priests and the treasure.
Treasure: 4,000 gp, and 7 gems worth 200 gp each.

1221. The Slave Pits


This small sub-level really just Level 12s basement contains the
slave pits themselves. It is reached via the spiral staircase in Area 121.

1221A. The Slavers


(CR 12, 13 if 4th Slaver is present)

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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Init +7; Senses darkvision 60 ft.; Perception +12

level 12

and for 1d6 rounds thereafter.

AC 23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +1 dodge,


+2 shield)
hp 99 (5d8+5d10+40 plus 5)
Fort +12; Ref +5; Will +9 (+10 vs. fear)
Defensive Abilities bravery +1
Speed 20 ft., (30 ft. base)
Melee +1 longsword +16/+11 (1d8+9/1720)
Ranged mwk heavy crossbow +12 (1d10/1920)
Special Attacks channel negative energy (2/day, DC
11, 3d6), destructive smite (7/day, +2 damage), weapon
training (heavy blades +1)
Spell-Like Abilities (CL 5th)
7/daytouch of evil
Spells Prepared (CL 5th; melee touch +13, ranged touch
+11)
3rdcontagionD (DC 17), cure serious wounds, dispel magic
2ndbulls strength, cure moderate wounds, hold person
(DC 16), shatterD (DC 16)
1stcure light wounds, divine favor, doom (DC 15),
protection from good, true strikeD
0 (at will)bleed, detect magic, guidance, resistance
D Domain spell Domains Destruction, Evil
Str 20, Dex 16, Con 18, Int 8, Wis 18, Cha 8
Base Atk +8; CMB +13; CMD 27
Feats Alertness, Combat Casting, Dodge, Improved Critical
(longsword), Improved InitiativeB, Toughness, Weapon Focus
(longsword)B, Weapon Specialization (longsword)B
Skills Perception +12, Sense Motive +6, Spellcraft +8, Stealth
+9; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ armor training 1
Gear +1 chainmail, heavy steel shield, +1 longsword,
masterwork heavy crossbow, 20 adamantine bolts, unholy
symbol, spell component pouch, pouch with 100 gp.
Tactics: If the slavers hear the PCs in Area 1221C, they prepare
themselves for combat with the following spells: bulls strength, protection
from good, and divine favor. They alert the fourth slaver patrolling the
slave cells, and then, if the PCs are still in Area 1221C, attempt to
surprise them. If possible, the slavers start by casting doom (two slavers)
and hold person (the other two slavers). If surprised, the slavers attempt
to cast bulls strength during the first round of combat. Once in melee, the
hobgoblins, alternate between sword attacks and offensive spells.
If combat occurs in Area 1221A, the fourth slaver arrives four rounds after
combat starts, having already cast bulls strength and protection from good.
Treasure: The kitty for the card game totals 250 gp. The wine is of no
value, but the four goblets are made of gold and worth 200 gp each.

GM Note: The Slavers are immune to the nausea.

1221D through 21Q. The Slave Cells (CR 9)

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.

1221D: Empty Cells

If the PCs are thrown into the slave pits, each winds up in one of these
cells, chained to the wall.

1221E: Encephalon Gorgers (CR 11)

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.

1221F: Thiris, Elven Fighter (CR 3)


This cell contains a wounded fighter.

1221B: Slavers Chambers

THIRIS
XP 800
Male elf fighter 4
LN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +6

Treasure: Besides the slavers personal effects, the trunks contain


6,500 gp, and three scrolls containing one divine spell each, all CL 16th:
righteous might, animate objects, and spell immunity.

AC 12, touch 12, flat-footed 10 (+2 Dex)


hp 26 (4d104) , currently 8
Fort +3; Ref +3; Will +1 (+3 vs. enchantment, +2 vs. fear)
Defensive Abilities bravery +1; Immune sleep

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.

1221C. The Mass Grave (CR 2)

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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level 12

GABRIEL
XP 1,600
Male human cleric of the sun 6
NG Medium humanoid (human)
Init +0; Perception +3

Weapon Focus (longsword)B, Weapon Specialization


(longsword)B
Skills Climb +8, Heal +4, Perception +6; Racial Modifiers +2
Perception
Languages Common, Elven
SQ armor training 1

Development: If healed and provided with weapons and armor, Thiris


gladly helps the PCs in any way he can. Otherwise, he wishes to be
returned to the surface as quickly as possible.

1221G: Dryot, Gnome Illusionist (CR 2)


This cell contains a wounded gnome.
DRYOT
XP 400
Male gnome illusionist 3
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +7

CR 2

CR 5

AC 10, touch 10, flat-footed 10


hp 44 (6d86 plus 5), currently 38
Fort +6; Ref +2; Will +8
Speed 30 ft.
Special Attacks channel energy (5/day, 3d6, DC 15)
Domain Spell-Like Abilities
6/dayrebuke death, strength surge
Spells Prepared (CL 6th; concentration +9)
none
D Domain spell Domains Healing, Strength
Str 14, Dex 11, Con 8 (10), Int 9, Wis 16, Cha 15
Base Atk +4; CMB +6; CMD 16
Feats Brew Potion, Great Fortitude, Scribe Scroll, Skill Focus
(Heal)B
Skills Heal +13, Knowledge (religion) +6, Spellcraft +6
Languages Common
SQ healers blessing

AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)


hp 13 (3d6), currently 10
Fort +1; Ref +4; Will +3 (+5 vs. illusion)
Defensive Abilities defensive training
Speed 20 ft.
Special Attacks hatred
Spell-like Abilities (CL 3rd)
1/daydancing lights, ghost sound (DC 10), prestidigitation,
speak with animals
Illusionist Spell-like Abilities (CL 3rd)
5/dayblinding ray
Spells Prepared (CL 3rd)
none
Arcane School illusion Opposition Schools evocation,
necromancy

Development: If freed and taken from this level, Gabriel immediately


prays for spells (his domains are Healing and Strength), heals himself (if
the PCs have not already), and, if equipped with a weapon and armor, is
quite willing to return to the pits to aid in the assault. Otherwise, he wishes
to return to the surface as quickly as possible. Remember that he cannot
regain spells as long as he remains on this level.

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

Development: Dryots spellbook has been destroyed. Without it, he is


of little use to the PCs.

Speed 30 ft.
Special Attacks hand of the apprentice (+5, 6/day)
Spells Prepared (CL 5th)
none

This cell contains 6 goblins who have been declared traitors.


GOBLINS (6)
CR 1/3
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Goblin)
Development: These poor souls were once residents of Greznek (Level
12). Now they have been left here to rot and die. If freed, they ask to be
returned to the surface.

This cell contains a captured cleric.

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An imprisoned wizard languishes in this cell.


CR 4

AC 12, touch 12, flat-footed 10 (+2 Dex)


hp 22 (5d6 plus 5), currently 3
Fort +0; Ref +3; Will +5

1221H: The Fallen Goblins (CR 1)

1221I: Gabriel, human priest of the neutral


good god of the sun (CR 5)

1221J: Zildjin, Human Wizard (CR 4)

Str 8, Dex 14, Con 8, Int 16, Wis 12, Cha 9


Base Atk +2; CMB +1; CMD 13
Feats Brew PotionB, Combat Casting, Scribe ScrollB, Silent
Spell, Skill Focus (linguistics), ToughnessB
Skills Craft (alchemy) +11, Knowledge (arcana) +11,
Knowledge (history) +10, Linguistics +11, Perception +6,
Stealth +7, Survival +6
Languages Abyssal, Aklo, Common, Draconic, Drow, Eleven,
Gnome, Infernal, Undercommon
SQ arcane bond (cat)
Development: Zildjins spellbook has been destroyed. He lives in
Bards Gate (or a major city of the GMs choice), however, and his master
is a wizard 14 who gladly rewards the PCs with either a wand of a 4th
level spell, or the opportunity for a PC wizard to copy spells from his
spellbook.

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level 12

1221K: Barthum Cobb, Half-Orc Barbarian


(CR 4)

1221M: Elgar, Human Wizard (CR 9)

This cell is the prison of a raging half-orc barbarian.


BARTHUM COBB (RAGING)
XP 1,200
Male half-orc barbarian 5
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception 1

CR 4

CR 9

AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)


hp 64 (10d6+10 plus 19), currently 12
Fort +3; Ref +5; Will +8

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.

1221L: Silas Barnes, Diamond Exporter (CR 2)


This cell contains a non-adventurer, a diamond merchant, captured in
a surface raid.
CR 4

AC 10, touch 10, flat-footed 10


hp 27 (6d812), currently 15
Fort +0; Ref +2; Will +5

A heavily-chained wizard resides in this cell.


ELGAR
XP 6,400
Male human wizard 10
CG Medium humanoid (human)
Init +2; Perception +15

AC 11, touch 11, flat-footed 10 (+2 Dex, +1 dodge, 2 rage)


hp 61 (5d12+20 plus 4), currently 25
Fort +8; Ref +3; Will +2
Defensive Abilities improved uncanny dodge, orc ferocity,
trap sense +1

SILAS BARENS
XP 1,200
Male human expert 6
NG Medium humanoid (human)
Init +0; Perception +11

Development: Silas is of little help to the PCs in the dungeon, but if


returned to his home in Bards Gate (or a large city of the GMs choosing),
he gladly rewards each PC with a diamond worth 500 gp.

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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Development: Although Elgars spellbook was destroyed, his two Spell


Mastery feats allow him to have spells available at every level. His mastered
spells are: mage armor, magic missile, acid arrow, dispel magic, fireball, fly,
dimension door, hypnotic pattern, cone of cold, and summon monster V. The
Slavers are wary of this cagey old wizard and never permit his hands to go
unchained or his mouth to go ungagged at any time. Elgar is itching to exact
revenge on his captors and, once healed, gladly joins the PCs in their assault
on the slave pits. Afterwards, however, he is eager to return to the surface.

1221N: Craven, human rogue (CR 3)


An unwilling rogue occupies this cell.

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

AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)


hp 25 (4d8+4 plus), currently 4
Fort +1; Ref +7; Will +1
Defensive Abilities evasion, trap sense +1, uncanny dodge
Speed 30 ft.
Special Attacks sneak attack +2d6
Spell-like Abilities (CL 4th)

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level 12

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

Development: The Slavers do not consider these poor men worth


sacrificing or torturing. Thus, they are probably just going to be left in
their cells to die of thirst and starvation.

1221P: Dwarven Warriors (CR 1)


This cell contains a pair of dwarven warriors.
DWARF WARRIORS (2)
XP 200
Male dwarf warrior 2
LN Medium humanoid (dwarf)
Init +0; Senses darkvison 60 ft.; Perception +0

CR 1/2

AC 11, touch 11, flat-footed 10 (+1 Dex)


hp 101 (12d10+12 plus 23)
Fort +13; Ref +9; Will +15
Immune charm, disease, fear
Speed 30 ft.
Special Attacks channel energy (7/day, 6d6, DC 20), divine
bond, smite evil (4/day, +4 to hit, +12 damage)
Spell-like Abilities (CL 12th)
At willdetect evil
Spells Prepared (CL 12th)
none
Str 16, Dex 12, Con 13, Int 9, Wis 16, Cha 18
Base Atk +12; CMB +15; CMD 26
Feats Cleave, Improved Critical (longsword), Improved
Initiative, Leadership, Power Attack, Toughness, Weapon
Focus (longsword)B
Skills Heal +18, Perception +3, Ride +16
Languages Common
SQ lay on hands (10/day, 6d6), mercy (fatigued, diseased,
exhausted, blinded)
Development: Sir Kingsly is a recent arrival to the slave pits. Because of
his lay on hands ability, he is still at full strength (starvation and dehydration
have not yet begun to deteriorate his Constitution). Because he does not
possess a holy symbol, he cannot use his channel energy ability to aid his
fellow prisoners, a situation not lost on his captives (they constantly remind
him he cannot help them). Needless to say, if the PCs free and arm Sir Kingsly,
he gladly joins them in their efforts against the priests and slavers; in fact, he
considers it his holy duty to wipe out this evil cult, and if the PCs are not
up to the job, he returns to the surface in search of brave companions who
are. Sir Kingsly, though not a man to grow attached to earthly possessions,
is nonetheless curious as to the whereabouts of his sword, which, he says,
Cannot be held by evil hands (it is, in fact, hidden in Area 1222).

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AC 10, touch 10, flat-footed 10


hp 16 (2d10+4 plus 1), currently 4
Fort +3; Ref +0; Will +0; +2 vs. poison, spells and spell-like
abilities
Defensive Abilities defensive training
Speed 20 ft.
Special Attacks hatred
Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14 (18 vs. bull rush, trip)
Feats Weapon Focus (battle axe)
Skills Climb +7, Profession (miner) +5
Languages Common, Dwarf
SQ slow and steady, stonecunning
Development: These two brothers are far too weak, even fully healed and
equipped with weapons and armor, to be of service to the PCs. If returned
to the dwarven kingdom from which they were snatched (GMs choice),
however, their king rewards the PCs with a +2 heavy steel shield.

1221Q: Sir Kingsly (CR 11)


This cell houses a valiant paladin.
SIR KINGSLEY
XP 12,800
Male human paladin 12

LG Medium humanoid (human)


Init +5; Perception +3
Aura courage, justice, resolve

CR 11

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.

1222. High Priests Chambers


(CR 11)
This lavishly adorned chamber contains a mahogany four-poster bed and
nightstand, a teak armoire, and a solid oak desk and chair. The western door

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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.

1223. The Tar Pits and Home of


Eloh, the Mad Storm Giant (CR 13)
This large cave is home to several pits of stinking, bubbling black tar,
as well as Eloh, a mad, corrupted storm giant. How Eloh lost his mind and
came to be evil is not known exactly. Once the change occurred, however,
the giant sought out like-minded souls and ended up here in Rappan
Athuk. The priests and goblins leave Eloh alone, although he does go to
worship at the temple from time to time. If the temple comes under attack,
it is possible that Eloh senses this (25%) and goes to aid the priests. If, on
the other hand, Eloh is attacked here in the tar pits, the priests do not come
to his aid frankly, the giant worries them. He is a little crazy, and they
are not entirely certain that he will not view them as enemies someday.
Though mad and evil, Eloh is not immediately hostile to intruders.
Part of his insanity is the belief well grounded, of course that he
is invincible. Thus, he does not rush to attack the PCs. Instead, he waits
to see why they have come to pay him homage. Being a storm giant, the
PCs should not automatically assume he is a potential threat. Have fun
roleplaying this encounter. Eloh is crazy but lucid; he sees nothing odd
about being deep beneath the earth surrounded by high-level worshipers
of Orcus. He might decide to ask the PCs who they are and how they got
here. He might grow bored and dismiss them. Of course, any hostile move
on the PCs part draws his immediate wrath.
ELOH THE MAD STORM GIANT
CR 13
XP 25,600
hp 210 (Pathfinder Roleplaying Game Bestiary, Giant,
Storm)
The Tar Pits: Anyone thrown into the tar pits suffers 1d6 fire damage
every round spent in the tar. Once out of the tar, they continue to suffer
1d6 points of subdual damage every round for 1d3 rounds from the heat
until stripped of their armor or clothing after they are out of the tar.
Treasure: A narrow, 5 ft. deep stream flows through the eastern tip of
the cave. Sunken at the bottom of the stream is a steel chest containing
7,568 sp, 2,500 gp, 300 pp, a silver box (150 gp) containing two emeralds
worth 450 gp each, a small gold statue of a mermaid riding a dolphin (700
gp), a potion of cure serious wounds, a potion of owls wisdom, and an +2
amulet of health (similar to a belt of mighty constitution). Lifting the chest
out of the water requires a successful DC 25 Strength check. This cave
may be reached via the tar pit ladder in the northern corner (see Area
10A24 on Level 10A).

1224. Tunnel from Level 12A


Slaves are led to the slave pits from Greznek by way of a narrow
winding tunnel that terminates in a small square chamber. Here they are
blindfolded and led down the stairs to Area 121, and then into the pits
themselves.

1225. The Temple


(CR 19, 21 with Balor)
A set of wide marble steps ascends 10 ft. to a large, black dais dominated
by an enormous (15 ft. high) statue of Orcus. Three tiers of bronze steps
ring the front of the dais on either side of the marble stairs. Within the
temple are 5 human priests of Orcus, four standing atop the dais, and one
either Tibor, Relnek, or Phesor at the bottom of the steps keeping
watch on Area 1217. These powerful clerics spend their days devoutly
worshiping the dark god and attending the occasional sacrifice in Area 12
5. For the most part, the priests are too busy to bother with any disturbances
beyond the temple, but if a significant clamor is raised in Areas 121, 122,
or 1217, Theron sends Tibor, Relnek, or Phesor to investigate.
THERON
CR 15
XP 51,200
Male human disciple of Orcus 16 (see Appendix B)
CE Medium humanoid (human)
Init +7; Senses darkvision 90 ft., see in darkness; Perception
+26
AC 27, touch 13, flat-footed 26 (+10 armor, +2 deflection, +1
Dex, +4 shield)
hp 135 (16d8+48 plus 15)
Fort +15; Ref +12; Will +18
Defensive Abilities deaths embrace

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Speed 20 ft., (30 ft. base)


Melee +3 flaming heavy mace +18/+13/+8 (1d8+5 plus 1d6
fire)
Special Attacks channel negative energy (6/day, 8d6, DC
23), deaths kiss (9/day), touch of darkness (16/day, DC 21)
Spells Prepared (CL 16th; concentration +22)
8thcreate greater undeadD, mass cure critical wounds,
unholy aura
7thblasphemy, destructionD (DC 24), repulsion, summon
monster VII
6thblade barrier, create undeadD, greater dispel magic,
harm (DC 23), heal
5thenervationD, flame strike, greater command (DC 22),
slay living (DC 22), spell resistance
4thcure critical wounds, death wardD, divination, poison
(DC 21) (x2)
3rdanimate deadD, bestow curse (DC 20), cure serious
wounds, dispel magic, invisibility purge, searing light
2ndbears endurance, bulls strength, cure moderate
wounds, ghoul touchD, hold person (DC 18), silence, sound
burst (DC 18),
1stbane, cause fearD (DC 18), cure light wounds, detect
good, divine favor, doom (DC 18), endure elements
(lightning)
0 (at will)virtue, detect magic, guidance, read magic
D Domain spell Domain Undead*
Str 14, Dex 16, Con 17, Int 13, Wis 22, Cha 16
Base Atk +12; CMB +14; CMD 29
Feats Alertness, Combat Casting, Command UndeadB,
Improved Channel, Improved Initiative, Lightning

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level 12

Reflexes, Scribe Scroll, Selective Channeling, Spell Focus


(necromancy)B, Weapon Focus (heavy mace)
Skills Knowledge (planes) +20, Knowledge (religion) +20,
Perception +26, Sense Motive +8, Spellcraft +20
Languages Abyssal, Common
SQ undead creation mastery, undead lords proxy, variant
channeler
Combat Gear wand of unholy blight (CL 10th, 18 charges);
Other Gear +1 full plate, +2 heavy steel shield, +3 flaming
heavy mace, belt of mighty constitution +2, cloak of
resistance +2, ring of protection +2, spell component pouch,
golden unholy symbol of Orcus (350 gp)
* Pathfinder Roleplaying Game Advanced Players Guide
CELLEEN
XP 25,600
Female human cleric of Orcus 14 (see Appendix B)
CE Medium humanoid (human)
Init +6; Perception +23

CR 13

AC 23, touch 12, flat-footed 21 (+8 armor, +2 Dex, +3 shield)


hp 90 (14d8+14 plus 13)
Fort +10; Ref +8; Will +14
Speed 20 ft., (30 ft. base)
Melee +2 heavy mace of frost +14/+8 (1d8+3 plus 1d6 cold)
Special Attacks channel negative energy (6/day, 9d6, DC
20), destructive aura 30 ft. (7 rounds/day), destructive smite
(8/day, +7 damage), scythe of evil (7 rounds, 2/day)
Domain Spell-Like Abilities (CL 12th; melee touch +11)
8/daytouch of evil
Spells Prepared (CL 12th; ranged touch +12)
7thblasphemy, disintegrateD (DC 22), summon monster VII
6thgreater dispel magic, harmD (DC 21), harm (DC 21),
heal
5thbreak enchantment, dispel goodD, mass cure light
wounds, slay living (DC 20), spell resistance
4thcure critical wounds, death ward, divination, inflict
critical woundsD (DC 19), poison (DC 19), unholy blight (DC
19)
3rdblindness/deafness (DC 18), cure serious wounds, dispel
magic, invisibility purge, magic circle against goodD, searing
light
2ndbulls strength, cure moderate wounds, death knell, hold
person (DC 17), owls wisdom, shatterD (DC 17), spiritual weapon
1stbane, cure light wounds, detect good, divine favor,
doom (DC 16), endure elements (electricity), sanctuary, true
strikeD
0 (at will)detect magic, guidance, read magic, resistance
D Domain spell Domains Destruction, Evil
Str 13, Dex 15, Con 12, Int 13, Wis 20, Cha 16
Base Atk +10; CMB +11; CMD 23
Feats Alertness, Brew Potion, Combat Casting, Improved
Initiative, Lightning Reflexes, Quicken Spell, Selective
ChannelingB, Weapon Focus (heavy mace)
Skills Bluff +16, Knowledge (religion) +18, Perception +23,
Sense Motive +8, Spellcraft +18
Languages Abyssal, Common
Gear +2 chainmail, +1 heavy steel shield, +2 heavy mace of
frost, ring of freedom of movement, phylactery of negative
channeling, spell component pouch, silver unholy symbol of
Orcus (200 gp)
TIBOR, RELNEK, PHESOR
XP 12,800
Male human cleric of Orcus 5/zealot of Orcus 7 (see
Appendix B)
CE Medium humanoid (human)

CR 11

Init +5; Senses darkvision 60 ft.; Perception +20


Aura death aura (10 ft.)
AC 23, touch 12, flat-footed 21 (+8 armor, +2 Dex, +3 shield)
hp 82 (5d8+7d8+12 plus 16)
Fort +10, Ref +8, Will +13
Defensive Abilities indomitable casting, rite of Orcus
(undead body)

Speed 20 ft. (30 ft. base)


Melee +2 heavy mace +15/+10 (1d8+6)
Special Attacks channel negative energy (5/day, 3d6, DC
14), rite of Orcus (death aura), rite of Orcus (necromantic
strike)
Domain Spell-Like Abilities (CL 12th; melee touch +12)
7/daytouch of evil
Spells Prepared (CL 10th; ranged touch +10)
5thdispel goodD, flame strike, slay living (DC 20)
4thcure critical wounds, death ward, inflict critical
woundsD (DC 19), poison (DC 19)
3rdcontagion (DC 18), cure serious wounds, dispel magic,
magic circle against goodD, invisibility purge
2ndalign weaponD (evil), bulls strength, cure moderate
wounds, desecrate, hold person (DC 16)
1stbane, bears endurance, cause fear, divine favor,
doom (DC 16), endure elements, protection from goodD
0 (at will)bleed, detect magic, read magic, resistance
D Domain spell Domains Destruction, Evil
Str 18, Dex 14, Con 12, Int 13, Wis 18, Cha 14
Base Atk +8; CMB +12; CMD 25
Feats Alertness, Channel SmiteB, Combat Casting, Greater
Spell Focus (necromancy)B, Improved Initiative, LeadershipB,
Lightning Reflexes, Spell Focus (necromancy), Toughness,
Weapon Focus (heavy mace)
Skills Intimidate +14, Knowledge (religion) +16, Perception
+20, Sense Motive +6, Spellcraft +16
Languages Abyssal, Common
SQ rite of Orcus (darkvision), undead leadership
Combat Gear 2 potions of cure serious wounds; Other Gear
+2 chainmail, +1 heavy steel shield, +2 heavy mace, cloak
of resistance +1, belt of giant strength +2, blackened iron
unholy symbol of Orcus, spell component pouch

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ADVANCED MOHRGS (3)


CR 9
XP 6,400
Advanced mohrg (Pathfinder Roleplaying Game Bestiary,
Mohrg)
CE Medium undead
Init +11; Senses darkvision 60 ft.; Perception +19
AC 28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10
natural)
hp 119 (14d8+56)
Fort +8; Ref +13; Will +11
Immune undead traits
Speed 30 ft.
Melee 2 slams +17 (2d8+7 plus grab), tongue +12 melee
touch (paralysis)
Special Attacks create spawn, paralysis (1d4 minutes, DC 23)
Str 25, Dex 23, Con , Int 15, Wis 14, Cha 18
Base Atk +10; CMB +17; CMD 35
Feats Ability Focus (paralysis), Dodge, Improved Initiative,
Lightning Reflexes, Mobility, Skill Focus (Perception), Spring
Attack
Skills Climb +24, Bluff +14, Intimidate +21, Sense Motive +14,
Perception +19, Stealth +24, Swim +21

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Priest Tactics

If surprised in their temple, Celleen and Theron each cast summon


monster VII, calling forth a bebilith and a fiendish dire tiger, respectively.
Meanwhile, the three lower-level priests cast bulls strength on themselves.
Then, while the two summoned monsters engage the PCs, the priests cast
the following spells:
Theron: Casts unholy aura, spell resistance, death ward, bulls
strength, endurance, destruction, blasphemy, and then unholy blight,
using his prepared spells first and then the wand. Once he moves into
combat, Theron casts blade barrier and then his offensive touch spells
first in this order: harm (twice), slay living, poison, and then his inflict
wounds spells, starting with critical and working his way down.
Celleen: Casts protection from good, spell resistance, death ward, bulls
strength, endurance, disintegrate, blasphemy, and flame strike. Once in
combat, Celleen uses her offensive touch spells first in this order: harm
(twice), slay living, poison, and then her inflict wounds spells, starting with
critical and working her way down. She also uses Selective Channeling
as much as possible to heal the mohrgs and damage PCs but also to keep
Tibor, Relnek and Phesor out of the effects of negative energy.
Tibor, Relnek, and Phesor: They order their mohrg cohorts to attack
and then cast bears endurance, death ward, protection from good, bane
(one priest) or doom (the other two), and flame strike. Once in melee,
they use their touch spells first in this order: slay living, poison, and then
spontaneously casting their inflict wounds spells, starting with critical and
working their way down. They combine necromantic strike with these
touch spells against lightly armored targets.
This, of course, is only a general plan. These priests are smart and
adjust quickly to different situations. If the summoned monsters are doing
poorly, for instance, Theron sends one or two of the lower priests into the
melee while he and Celleen begin casting flame strikes. The GM should
look over the spell lists carefully and try to make the best choices possible
for a given round of combat.

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.

Summoning the Balor

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

10 ogres, trading bowls, cups, and silverware they


plundered from a human town, perhaps one of
the PCs hometowns This encounter occurs only
once; otherwise treat as no encounter.
fire giant with 4 human slaves. This encounter
occurs only once; otherwise treat as no
encounter.
Knoob Chimneybuckles (see Area 12A10) out
walking his dire wolves. If dead, treat as no
encounter.
A hobgoblin trader, with a cargo of fresh fruit (a
rarity this far below ground) to sell. This encounter
occurs only once; otherwise treat as no
encounter.
2d8 goblin thugs looking for a fight (see Running
Greznek).
A goblin patrol looking for suspicious characters
(see Running Greznek).

8

920

2 underpriests (see Area 12A37) looking for


infidels.
No encounter.

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There are fewer wandering monsters in the northern part


of the city (Areas 12A21 to 12A46). Check once every
30 minutes on the following chart:
12

3
45
620

1d4+1 hobgoblin fighter


(see Area 12A24, below).
goblin underpriest (see Area 12A22, below).
ogre guard (see Area 12A36, below),
No encounter.

There are no wandering monsters in Areas 12A37


through 12A45.
Detection: Evil in temple (Areas 12A37 to 12A39), Area
12A7, Area 12A43, and on the Unholy
Island (Area 12A45).
Standard Features: Unless otherwise noted, all
doors on this level are assumed to be made of wood
(2 inches thick; hardness 3; hp 20, Break DC 15). If
doors are described as locked, a character must
succeed on a DC 20 Disable Device check to open
them. For the most part, secret doors require
a successful DC 20 Perception check and rotate
on a central axis. Except were specified, all areas
are unlit.
Water: In general, the river is between 8 and 12 ft. deep,
cold, and swiftly flowing (requiring a successful DC 12
Swim check to navigate). Where the river does not
pass through caves, assume there is between 6 in. and
2 ft. separating the waters surface and the top of the
channel.

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level 12a

Ringmaster, the arena boss (CE male hobgoblin fighter 5)


Purbok, priest of Orcus (LE male hobgoblin fighter 8/cleric 3)
Grimb, the ranger (NE male goblin ranger 8)
Trillok, captain of the guard (NE male goblin fighter 8)
Tribitz, the high priest of Orcus (CE male goblin cleric 12)

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.

AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1


shield, +1 size)
hp 6 (1d10+1)
Fort +3; Ref +2; Will 1

GOBLIN WARRIORS (8)


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

Speed 30 ft.
Melee short sword +2 (1d4/1920)
Ranged javelin +4 (1d4)

AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield,


+1 size)
hp 13 (2d10+2)
Fort +3; Ref +4; Will 1

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 consist of 6 guards and a leader, and are often


accompanied by several worgs.
CR 2
GOBLIN FIGHTERS (6)
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 morningstar +7 (1d6+1)
Ranged mwk heavy crossbow +8 (1d8+1/x3)

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

Influencing the Goblins


Goblin reactions are based on points accumulated by the
PCs. When they enter the city, they have 10 points, and goblins
are unfriendly. The chart below details what actions modify the
partys points and what reaction level the goblins have to the PCs.
GM Note: Regardless of points, elves, dwarves, and clerics
displaying symbols of good deities always earn a hostile
reaction.

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

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)

Adjust the PCs score according to the following actions or


situations:
Action/situation Adjustment
Each good cleric in party
10 points
5 points
Each elf, dwarf, or gnome in party
PCs overheard speaking disparagingly 1 per 5 goblins who
about goblins
overheard remarks
PCs are known to have killed a goblin 2 per goblin killed
PCs attack a goblin patrol
20
25
PCs kill a highlevel goblin
PCs insist on speaking Common
2 points
Each PC who speaks Goblin
+2 points
PCs change an individual goblins
+2 per goblin
attitude to friendly
PCs change an individual goblins
+4 per goblin
attitude to helpful
PCs defeat the hydra in Area 12A32 +15
PCs are disguised to look like goblins +10 (though no bonus

for speaking Goblin)

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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12A1. Entrance Cavern


A wide set of stone stairs from Level 9A descends to a large cave
bordered by a stream; the roof arches 18 feet above the cave floor. Across
the water, a 12 ft. high cliff face rises into the darkness. Characters
attempting to scale the cliff must succeed at a DC 15 Climb check. Debris
is scattered everywhere: shield straps, bones, offal, sword pommels,
broken cups, twisted wire, and cracked helmets. With every step the PCs
take, something old and forgotten crunches under foot.
There are two doors leading out of the cave. The eastern door opens
into the cave and leads to a tunnel that slopes down at a sharp angle. This
natural passage winds downward for approximately half a mile before
joining up with Under Realms. The GM is free to design the portion of the
Under Realms to which it is connected, or, if he prefers, simply to omit
the door entirely.
The second door is made of iron and locked (hardness 10; hp 40; Break
DC 28, Disable Device DC 25). There is, however, a large, brass knocker
placed squarely in the center of the door. Engraved in Goblin above the
knocker are the words, strike thrice to enter. Three evenly spaced knocks
signals the goblin guards in Area 12A3A to unlock and open the doors.
Should the PCs make any effort to open the door without knocking, a
small slot below the knocker slides open and one of the guards peeks out
and calls (in Goblin), Oy! What ya doin? Cant ya read? Ya want a
mouth full o me axe? and so on. If the PCs attack or continue to attempt
to open the door, a patrol is summoned (10 points on the Influencing
the Goblins chart, above).

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12A2. The Low-Roofed Cave


(CR 11)
The caves ceiling is a mere 6 feet high, forcing most PCs to crouch as
they explore. Small weapons can be used without penalty here, but the
use of Medium weapons incurs a 2 circumstance penalty on attack and
damage rolls, and Large and bigger weapons are entirely useless.
The southern portion of the cave is home to 3 huge monstrous
scorpions, all of which attack if the PCs approach within 20 ft.
HUGE DEADFALL SCORPIONS (3)
CR 8
XP 4,800
hp 95 (Pathfinder Roleplaying Game Bestiary, Scorpion,
Giant)

12A3. The Great Cavern (CR varies)


This huge cavern serves as both Market Square and gathering place for
the citizenry of Greznek. Denizens of the Under Realms and Rappan Athuk
itself travel here to buy, sell, and trade their wares. Because it is forever
midnight in the Under Realms, the market stays open continuously, with
one goblin merchant closing down his stall only to be quickly replaced
by another. When needed, the great cavern is cleared of merchants stalls

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.

3A. Guard Post (CR 6)

Standing watch at one of the two main entrances are 2 well-armored


elite goblin guards. Anyone wishing to leave Greznek may do so without
question (assuming the city is not hostile toward them), but a price of 1
gp per non-goblin must be paid to enter. The guards keep a locked iron
strongbox (hardness 10; hp 30; DC 18 Break, DC 20 Disable Device)
by their side, into which they deposit the entrance fees through a small
slot. Needless to say, attempting to steal the strongbox (which contains
between 50100 gp) incurs the wrath of the goblin patrols and a 10
penalty on the Influencing the Goblins chart, above.
ELITE GOBLIN GUARDS (2)
CR 4
XP 1,200
Male goblin fighter 5 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +5
AC 20, touch 15, flat-footed 16 (+3 armor, +3 Dex, +1 dodge,
+2 shield, +1 size)
hp 36 (5d10+5 plus 4)
Fort +5; Ref +4; Will +1 (+2 vs. fear)
Defensive Abilities bravery +1
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 ShotB, Improved Initiative,
Weapon Finesse, Weapon Focus (short sword)B, Weapon
Specialization (short sword)B
Skills Perception +5, Ride +11, Stealth +17, 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.

3B. Guard Post (CR 7)


Similar in all ways to Area 12A3A except that there are 3 elite goblin
guards and the strongbox contains 100200 gp.
ELITE GOBLIN GUARDS (3)
XP 1,200
hp 36 (see Area 3A, above)

CR 4

3C. The Raised Sepulcher (CR 5)


Atop this 15 ft. tall mound stands a 6 ft. long, 3 ft. high stone block carved
with various images of Orcus in all his bestial glory. Within the top of the
block is a curved depression in which rests a gold offering bowl. Goblins, or
anyone else who so chooses, may climb the mound and place their offering
to Orcus in the bowl. A hobgoblin guard stands guard over the offering
bowl at all times. Every 12 hours another hobgoblin arrives to relieve the
first, who takes that shifts haul to the clerics in Area 12A37. Making
an offering of more than 25 gp to Orcus gains the PCs a +2 bonus on the
Influencing the Goblins chart, above. Good-aligned clerics or paladins who
make such an offering, however, must succeed at a DC 20 Will save or lose
5,000 XP. An atonement spell reverses the effects of this curse.

HOBGOBLIN OFFERING GUARD


XP 1,600
Male hobgoblin fighter 3/cleric of Orcus 3 (Pathfinder
Roleplaying Game Bestiary, Hobgoblin)
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +8

CR 5

AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)


hp 44 (3d10+3 plus 3d8+3 plus 9)
Fort +7; Ref +4; Will +6 (+7 vs. fear)
Defensive Abilities bravery +1
Speed 20 ft. (30 ft. base)
Melee +1 battleaxe +10 (1d8+4)
Special Attacks channel negative energy (DC 11, 2d6, 3/
day), destructive smite 5/day (+1 damage)
Domain Spell-like Abilities (CL 3rd; melee touch +8)
5/daytouch of evil
Spells Prepared (CL 3rd)
2ndbulls strength, cure moderate wounds, desecrateD
1stbane, cause fear (DC 13), protection from goodD,
shield of faith
0 (at will)detect magic, guidance, vigor, resistance
D Domain spell Domains Destruction, Evil
Str 16, Dex 15, Con 12, Int 10, Wis 14, Cha 10
Base Atk +5; CMB +8; CMD 20
Feats Combat Casting, CleaveB, Power Attack, Toughness,
Weapon Focus (battleaxe)B
Skills Knowledge (religion) +6, Perception +8, Spellcraft +6,
Stealth +2; Racial Modifiers +4 Stealth
Languages Common, Goblin
Gear masterwork breastplate, heavy steel shield, +1
battleaxe, holy symbol (Orcus), spell component pouch
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The guard only leaves his post if a significant disturbance occurs in


the cave below. Needless to say, stealing or attempting to steal from the
offering bowl is an unpardonable, capital offense.

3D. The Amphitheater

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.

3E. Locked Door

This door is ironbound and well-locked (Hardness hardness 5; hp 20;


Break DC 23, Disable Device DC 28). Only the clerics of Orcus possess
keys to this door. Anyone else seen attempting to gain entrance here is
arrested by the patrol and made to fight Droog in Area 12A17.

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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12A4. Weapons Cache

NE Small humanoid (goblinoid)


Init +2; Senses darkvision 60 ft.; Perception +8

The goblins store hundreds of rudimentary weapons here in case the


city is attacked. In all, there are 75 light maces, 35 short swords, 150
javelins, 80 light wooden shields, 30 light crossbows, 20 shortbows, 200
bolts, and 150 arrows piled about the cave. Most of these are Small sized,
but there are also many Medium weapons as well (for the hobgoblins).
The patrols attempt to apprehend anyone seen trying to enter this area.

AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)


hp 15 (3d8 plus 2)
Fort +1; Ref +5; Will +1
Defensive Abilities trap sense +1, uncanny dodge

12A5. Magic Weapons Cache


The goblins keep a small number of magic weapons stored here.
These include 12 +1 light maces, 4 +1 short swords, 8 +1 javelins,
and 10 +1 light wooden shields. Most of these are Small sized, but
there are also many Medium weapons as well (for the hobgoblins). As
always, attempting to enter this room draws the immediate attention of
the patrols.

12A6. The Cave of the Hermit


(CR 2)
A narrow cave opening abuts the river, before which the current swirls
and eddies, allowing a vessel time to moor or a swimmer to climb ashore.
Lothum, a half-goblin rogue and outcast of Greznek, occupies the cave.
His meager belongings are strewn about: a lidless chest containing scraps
of rags, ratty pants, tattered shirts, broken jewelry, four pairs of boots, fish
bones. If Lothum hears anyone in or near the cave mouth, he immediately
hides and tries to determine the strength and identity of the intruders. The
half-goblin is a persona non grata in Greznek, and he lives in fear that
certain higher powered goblins might find and kill him. He believes his
predicament is entirely the work of one goblin, Knoob Chimneybuckles,
and Lothum dreams of the day he can exact his revenge.
This pathetic creature is absolutely uninterested in combat, though if
only one intruder finds his way into the cave, Lothum attempts, briefly,
to scare him off with wild, and ultimately empty, threats. He quickly
abandons this ploy, however, if it appears to have no effect or if it elicits a
threatening response. If he cannot scare off a lone intruder, or if he is beset
by more than one, Lothum pleads for his life and asks to be left alone. If
the PCs leave him be, he makes them an offer. He tells them he possesses
a powerful magic item that he gladly hands over as payment for the head
of Knoob Chimneybuckles. On his right thumb he wears a ring of water
walking, which has come in very handy while at his current residence,
but which he would gladly trade for the death of his nemesis. Lothum
is unwilling to show the PCs the ring before they have completed their
mission, though if pressed he is does describe its properties. If the PCs
question Lothum about what Knoob has done to warrant assassination, the
half-goblin is vague. Lied and cheated, he responds. Smeared my good
name! He is no more exact than this.
Should the PCs agree to the quest, he tells them that Knoob lives alone
in a small cave in the southern corner of Greznek and that he is, much to
Lothums chagrin, very well-liked among the residents.
If the PCs are successful, Lothum happily gives them the ring. He is
also willing to tell them what he knows about the layout of the Greznek,
which is as follows:
There is a temple near the Great Lake where the clerics all live. The
clerics are very powerful and rule the city.
A hydra has recently moved into the northernmost caves.
There is a chamber near the barracks where the clerics all go with
gold and gems.
LOTHUM
CR 2
XP600
Male goblin rogue 3 (Pathfinder Roleplaying Game Bestiary,
Goblin)

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.

12A7. Unholy Bath (CR 12)


Whenever a cleric of Orcus is plagued by good or pure thoughts, he
comes to this chamber to cleanse himself and return to a state of utter
evilness and impurity. The pool is fed by an underground stream and is
12 ft. deep. Any paladin or good-aligned cleric who enters the water must
succeed at a DC 20 Will save or gain one negative level. Only atonement
or restoration can return a lost level. The cave is guarded by 2 clay
golems, which attack any non-cleric who enters.
CLAY GOLEMS (2)
CR 10
XP 9,600
hp 110 (Pathfinder Roleplaying Game Bestiary, Golem,
Clay)

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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.

12A8. Empty Caves (CR 0 or 1)


These caves contain nothing of interest. As always, the ubiquitous
goblin garbage litters the floor, but no amount of searching turns up
anything of value. There is a 10% chance that 1d3 common goblins are
here rummaging about looking for odds and ends.
GOBLINS
XP 135
hp 5 (see the Common Goblins SIDE BOX)

CR 1/3

12A9. Communal Living Areas


(CR varies)
Goblins know nothing of privacy. They live like rats or worms, sprawling
beside one another amid their trash and fetid smell. Occasionally, the odd
goblin employs a blanket or bedroll of some kind, but more often they
simply lie down on the cave floor wherever there is a free spot.
Each cave houses 70 to 80 common goblins (except the areas marked
9A, which house only 25 to 40), half of whom are present in the living
areas at any given time. It is unusual to see non-goblins in these caves,

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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

Wooden Chest: hardness 2; hp 20; Break DC 18; Disable


Device DC 20.

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

AC 14, touch 14, flat-footed 13 (+2 deflection, +1 Dex, +1


size)
hp 32 (6d6 plus 11)
Fort +2 (+4 vs. poison); Ref +3; Will +5
Resist electricity 5
Speed 30 ft.
Melee +1 short spear +4 (1d4)
Special Attacks claws (6 rounds/day)
Spells Known (CL 6th; ranged touch +4)
3rd (4/day)lighting bolt (DC 16)
2nd (6/day)acid arrow, bulls strength, spider climb
1st (7/day)cause fear (DC 14), disguise self, magic missile,
ray of enfeeblement (DC 14), shocking grasp
0 (at will)dancing lights, detect magic, mending, read
magic
Bloodline Abyssal
Str 8, Dex 13, Con 10, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +1; CMD 14
Feats Alertness, Brew Potion, Eschew MaterialsB, Toughness
Skills Craft (alchemy) +10, Spellcraft +10, Perception +8,
Sense Motive +2, Stealth +9; Racial Modifiers +4 Stealth

DIRE WOLVES (2)


CR 3
XP 800
hp 40 (Pathfinder Roleplaying Game Bestiary, Wolf, Dire)
Treasure: 1,500 gp, 3 potions of bulls strength (CL 3rd), 2 emeralds
worth 250 gp each, all in a locked wooden chest.

12A10. Knoob Chimneybuckles


Cave (CR 7)

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

Languages Goblin, Undercommon


SQ bloodline arcana
Combat Gear scroll of dispel magic (CL 7th); Other Gear +1
shortspear, ring of protection +2

12A11. Kennel (CR 11)


This room is a kennel, and 24 worgs are kept and fed here. They growl
menacingly at any non-goblin who enters and then attack as a pack if the
intruders remain for more than two rounds. Any combat here draws the
attention of the guards in Area 12A12.
WORGS (24)
XP 400
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)

CR 2

12A12. Barracks (CR 12)


The goblin guards and patrol leaders are stationed here. There are 40
cots along the north and east walls for the guards and another dozen cots
along the south wall for the patrol leaders. At any time, half the guards (20)
and patrol leaders (6) are on duty patrolling the city, while the other half
remain here, sharpening their weapons and fixing their armor. Trillok, the
captain of the guard, is also stationed here. His quarters, Area 12A12A,
contain a cot, a locked chest (see below), a small table, and a stool.
Only members of the guard or clerics are allowed in the barracks.
Anyone else is considered an intruder and given 2 rounds to vacate. The
passage to the north leads to Level 10B, Area 10B14, with a side tunnel
leading to Level 13A after 400 yards.
GOBLIN FIGHTERS (20)
XP 600
hp 21 (see Goblin Patrol, above)

CR 2

GOBLIN PATROL LEADERS (6)


XP 600
hp 29 (see Goblin Patrol, above)

CR 3

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TRILLOK, CAPTAIN OF THE GUARD


CR 7
XP 3,200
Male goblin fighter 8 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +10
AC 23, touch 15, flat-footed 19 (+6 armor, +3 Dex, +1 dodge,
+2 shield, +1 size)
hp 36 (8d10+8 plus 7)
Fort +7; Ref +5; Will +2 (+4 vs. fear)
Defensive Abilities bravery +2
Speed 30 ft.
Melee +2 longsword +16/+11 (1d6+7/1720)
Special Attacks weapon training (heavy blades +1)
Str 15, Dex 16, Con 12, Int 12, Wis 11, Cha 8

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level 12a

Base Atk +8; CMB +9; CMD 23


Feats Alertness, Dodge, Cleave, Improved Critical
(longsword)B, Improved Initiative, Power Attack, Weapon
Focus (longsword)B, Weapon Specialization (longsword)B
Skills Climb +9, Perception +10, Ride +14, Sense Motive +2,
Stealth +22; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ armor training 2
Combat Gear potion of cure moderate wounds; Other Gear
+2 chain shirt, +1 light steel shield, +2 longsword

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.

12A13. Guard Post (CR 6)


Stationed here at all times are 2 elite guards. No one other than a
member of the guard or a cleric is allowed east of this area. Any combat
here attracts the attention of the occupants of Area 12A12, who arrive
in 3 rounds.
ELITE GOBLIN GUARDS (2)
XP 1,200
hp 36 (see Area 3A, above)

CR 4

12A14. Teleportation Waters


(CR 4)
The door to this chamber is made of iron and securely locked (2 in.
thick; hardness 10; hp 60; Break DC 28, Disable Device DC 25). An elite
guard stands outside at all times. Only clerics possessing a key to the door
are allowed to enter this area.
ELITE GOBLIN GUARD
XP 1,200
hp 36 (see Area 3A, above)

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.

12A15 Arrival Point


An individual teleported from Area 12A14 arrives here.

12A16. Treasure Vault (CR 10)


The clerics hide their most valuable plundered works of art and jewelry
in Area 12A16B. Area 12A16A, however, contains a bebilith, on loan
from Orcus himself, which attacks any non-cleric who enters.
BEBILITH
CR 10
XP 9,600
hp 150 (Pathfinder Roleplaying Game Bestiary, Bebilith)
Piled around Area 12A16B are hundreds of works of art and pieces
of jewelry: framed paintings, gold vases, onyx statues, gem encrusted

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.

12A17. The Fight Circles


(CR varies, 4-plus)
Distributed throughout this large cave are four Fight Circles, actually just a
series of stakes hammered into the cave floor in the form of a circle. A favorite
past time for the goblins of Greznek in fact, the only past time for the goblins
of Greznek is the blood sport called Circle Fighting. Two contestants are
placed usually by choice within the circle of stakes, each is handed a
club, and the combatants then proceed, cheered on by spectators who wager the
fights outcome, to slug it out until only one is left standing. The winner is given
a purse of 5 gp, dispersed by a hobgoblin who serves as a kind of ringmaster,
and the loser is dragged from the ring and piled in Area 12A17A where he is
left to live or die, depending on his luck and constitution.
Usually, only two or three Circles are in use at one time, though
occasionally all four see action simultaneously. A typical fight has 12 to 25
spectators, normally 100% goblins. No goblin willingly steps into the ring
with a non-goblin. Only Droog, the ogre in Area 12A17B challenges
non-golinb humanoids. Certain offenses, such as insulting goblins as a
race or petty theft, might result in the perpetrator having to face Droog in
a blood match. Droog or conceivably his opponent, though Droog has
never lost receives a purse of 15 gp.
GM Note: Droog is permitted to use his large greatclub, while his
opponent is given a standard club.

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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

12A17A. Recovery Room

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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level 12a

12A17B. Droogs Cave (CR 7)

This ogre makes a living demolishing the odd opponent in a fight


circle. The cave contains a pile of furs and skins in one corner (his bed),
and bones and refuse everywhere else.
DROOG
CR 8
XP 4,800
Male ogre fighter 5 (Pathfinder Roleplaying Game Bestiary,
Ogre)
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception
+12
AC 18, touch 9, flat-footed 18 (+4 armor, +0 Dex, +5 natural,
1 size)
hp 94 (4d8+5d10+36 plus 13)
Fort +12; Ref +2; Will +5 (+6 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft. (40 ft. base)
Melee mwk greatclub +18/+13 (2d8+15)
Ranged javelin +7 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks weapon training (hammers +1)
Str 26, Dex 10, Con 19, Int 6, Wis 12, Cha 5
Base Atk +8; CMB +17 (+19 to sunder); CMD 27
Feats CleaveB, Improved Initiative, Improved Sunder, Iron
Will, Power Attack, Toughness, Weapon Focus (greatclub)B,
Weapon Specialization (greatclub)B
Skills Climb +11, Perception +12
Languages Giant
SQ armor training 1
Gear masterwork hide armor, masterwork greatclub, 4
javelins, 175 gp

Treasure: Hidden beneath a stone in the area marked 18A (DC 15


Perception) is a sack containing 370 pp and 10 diamonds worth 250 gp
each.
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12A19. Guard Post (CR 4)

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)

12A18. Cave of the Dire Tigers


(CR 12)

AC 21, touch 15, flat-footed 17 (+6 armor, +4 Dex, +1 size)


hp 61 (8d10+10 plus 7)
Fort +7; Ref +10; Will +4

Melee +1 short sword +15/+10 (1d4+2) or +1 short sword


+13/+8 (1d4+2) and +1 dagger +12/+7 (1d3+1)
Ranged +1 composite longbow +14/+9 (1d6+2)
Special Attacks favored enemy (magical beast +4, vermin
+2), hunters bond (companions)
Ranger Spells Prepared (CL 8th)
1stalarm, speak with animals

Positioned here at all times are 2 goblin guards. Non-goblins wishing


to proceed beyond this point, either through the door or into Area 12A
17, must first answer a brief series of questions: Who are you? Where are
you from? Why are you coming here? and, How long will you stay?
Basically, the goblins expect to hear that the PCs have come to trade with
the goblins and then leave. Of course, if the PCs have other answers, the
GM is free to roleplay this encounter however he wishes.
Absolutely no non-goblins are permitted into Area 12A20. A skirmish
here draws the attention of that areas occupants.
GOBLIN GUARDS (2)
XP 600
hp 21 (see Area 12A12)

CR 2

12A20. The Flames of Orcus


(CR 13)
This cavern contains six 3 ft. wide circular openings in the cave floor.
Each opening belches forth a jet of flames every 4 to 5 minutes; thus, because
the holes are on different schedules, one of the six holes is flaming about
every 45 seconds. The holes lead to 3 ft. diameter chutes that drop 30 ft. to
molten lava. Anyone falling into the lava 20d6 points of fire damage per
round unless protected from the fiery rock by some magical means.
Posted here at all times are 2 goblin clerics and 4 elite hobgoblin guards.
This cave is a holy place to goblins, and the clerics chant a sacred prayer
to Orcus every hour on the hour. Intruders are told to leave; failure to do so
immediately results in a swift attack from the goblins and hobgoblins. The
only exception to his rule would be if the PCs have been hired to kill the
hydra in Area 12A32, in which case one of the hobgoblins brings them to

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Area 12A22, where they are then escorted to the hydra.


GOBLIN CLERICS (2)
XP 6,400
Male goblin cleric of Orcus 10 (Pathfinder Roleplaying
Game Bestiary, Goblin)
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +15
Aura destructive aura (10 rounds/day, 30 ft.)

level 12a
CR 9

AC 22, touch 12, flat-footed 21 (+8 armor, +1 Dex, +2 shield,


+1 size)
hp 54 (10d8 plus 9)
Fort +9; Ref +4; Will +11
Defensive Abilities deaths embrace
Speed 20 ft. (30 ft. base)
Melee +2 morningstar +11/+6 (1d6+2)
Special Attacks channel negative energy (4/day, 5d6, DC
16), destructive smite (7/day, +5 damage), scythe of evil (1/
day, 5 rounds)
Domain Spell-like Abilities (CL 10th; melee touch +8)
7/daytouch of evil
Spells Prepared (CL 10th; ranged touch +8)
5thdispel goodD, slay living (DC 19), spell resistance
4thchaos hammer, divine power, poison (DC 18), summon
monster IV, unholy blightD
3rdbestow curse (DC 17), blindness/deafness (DC 17), cure
serious wounds, dispel magic, magic circle against goodD
2ndbulls strength, cure moderate wounds, hold person
(DC 16), shatter (DC 16)D, sound burst (DC 16)
1stbane (DC 15), cause fear (DC 15), cure light wounds,
doom (DC 15), entropic shield, true strikeD
0 (at will)detect magic, guidance, read magic, resistance
D Domain spell Domains Destruction, Evil
Str 10, Dex 13, Con 10, Int 12, Wis 18, Cha 12
Base Atk +7; CMB +6; CMD 17
Feats Alertness, Combat Casting, Great Fortitude, Scribe
Scroll, Weapon Focus (morning star)
Skills Heal +17, Knowledge (religion) +14, Perception +15,
Sense Motive +6, Stealth +9; Racial Modifiers +4 Ride, +4
Stealth
Languages Abyssal, Goblin
Combat Gear 3 potions of cure serious wounds; Other Gear
+2 chainmail, +1 light steel shield, +2 morning star, unholy
symbol, spell component pouch, pouch with 100 pp
ELITE HOBGOBLIN GUARDS (4)
CR 7
XP 3,200
Male hobgoblin fighter 8 (Pathfinder Roleplaying Game
Bestiary, Hobgoblin)
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +11
AC 22, touch 12, flat-footed 20 (+8 armor, +1 Dex, +1 dodge,
+2 shield)
hp 82 (8d10+24 plus 14)
Fort +9; Ref +4; Will +3 (+5 vs. fear)
Defensive Abilities bravery +2
Speed 20 ft. (30 ft. base)
Melee +1 longsword +16/+11 (1d8+8/1920)
Ranged mwk javelin +11 (1d6+4/x3)
Special Attacks weapon training 1 (heavy blades +1)
Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +12; CMD 25
Feats Alertness, Cleave, DodgeB, Greater Weapon Focus

(longsword)B, Improved Initiative, Power Attack, ToughnessB,


Weapon Focus (longsword)B, Weapon Specialization
(longsword)B
Skills Perception +11, Sense Motive +3, Stealth +12; Racial
Modifiers +4 Stealth
Languages Common, Goblin
SQ armor training 2
Gear +1 banded mail, heavy steel shield, +1 longsword, 4
masterwork javelins, 50 pp.
Tactics: The hobgoblins rush to engage the PCs while the clerics cast
spells in this order: bulls strength (on themselves), spell resistance (on
themselves), summon monster IV, blindness (on toughest looking fighters),
and hold person. When engaged, the clerics look first to use their slay
living spells. If the clerics get time to prepare, they cast spells in this order:
bulls strength, spell resistance, and entropic shield.

12A21. The Stepping Stones


Water from the river flows between a row of stepping stones into the
Unholy Lake. Crossing the stones requires a successful DC 20 Acrobatics
check to avoid falling into the swiftly flowing water and, unless a successful
DC 12 Swim check is made, being carried out into the lake. If a rope can be
strung across the rocks and secured in Area 12A22, then the Acrobatics
check DC drops to 10, with a DC 15 Reflex save permitted to determine if
the PC who slipped was able to grab the rope before falling into the water.
Unless the PCs are accompanied by a hobgoblin from Area 12A20,
the goblins in Area 12A22 fire on the PCs as they attempt to cross the
rocks. If the PCs are accompanied by a hobgoblin, one of the fighters from
Area 12A22 paddles across with a boat to ferry the PCs to shore.

12A22. The Docks


(CR 10, 13 with hobgoblins
from Area 12A24)

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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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level 12a

Melee +2 morning star +10/+5 (1d6+2)


Ranged +1 light crossbow +9 (1d6+1)
Special Attacks channel negative energy (4/day, 4d6, DC
15), destructive smite (7/day, +4 damage), scythe of evil (1/
day, 4 rounds)
Domain Spell-like Abilities (CL 8th; melee touch +6)
7/daytouch of evil
Spells Prepared (CL 8th; melee touch +6, ranged touch +7)
4thdivine power, poison (DC 19), summon monster IV,
unholy blightD (DC 18)
3rdbestow curse (DC 18), blindness/deafness (DC 18),
cure serious wounds, dispel magic, magic circle against
goodD
2ndbulls strength, cure moderate wounds, hold person
(DC 16), shatterD (DC 16), sound burst (DC 16)
1stbane (DC 15), cause fear (DC 16), cure light wounds,
doom (DC 16), entropic shield, true strikeD
0 (at will)detect magic, guidance, read magic, resistance
D Domain spell Domains Destruction, Evil
Str 10, Dex 13, Con 10, Int 12, Wis 18, Cha 12
Base Atk +6; CMB +5; CMD 16
Feats Alertness, Great Fortitude, Spell Focus (necromancy),
Weapon Focus (morning star)
Skills Heal +15, Knowledge (religion) +12, Perception +13,
Sense Motive +6, Stealth +8; Racial Modifiers +4 Ride, +4
Stealth
Languages Dwarven, Goblin
Combat Gear 3 potions of cure serious wounds; Other Gear
+2 chainmail, light steel shield, +2 morning star, unholy
symbol, spell component pouch, pouch with 80 pp

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.

1222A. Tunnel to Level 12

This winding passage descends for about a quarter mile until terminating
at Level 12, Area 1224.

12A23. Sloping Passage

These narrow winding passages slope down at a dramatic angle of


nearly 30 degrees away from Area 12A22. As well, these passages are
damp and littered with loose stones. Characters attempting to run down
these tunnels must succeed at a DC 15 Acrobatics check to avoid falling.
Movement up these tunnels is reduced by one third.

12A24. Hobgoblin Cave (CR 13)

A small band of hobgoblinsdevout worshipers of Orcus allhas


taken up residence here. These warrior pilgrims traveled to Greznek when
their leader, Purbok, received a message in a dream from his dark master
to serve the goblin clerics. This the hobgoblins now do without question.
Purbok and his two captains camp in Area 12A24A, while the rest of
the hobgoblins are stationed in the main cave.

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,

HOBGOBLIN FOOT SOLDIERS (15)


CR 1/2
XP 200
Male hobgoblin warrior 2 (Pathfinder Roleplaying Game
Bestiary, Hobgoblin)
LE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +2
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 15 (2d10+2 plus 2)
Fort +3; Ref +1; Will +0
Speed 30 ft.
Melee longsword +3 (1d8+1/1920)
Ranged javelin +3 (1d6+1)
Str 13, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 14
Feats Toughness
Skills Perception +2, Stealth +8; Racial Modifiers +4 Stealth
Languages Common, Goblin
Gear studded leather armor, light wooden shield,
longsword, 4 javelins, pouch with 10 gp
ELITE HOBGOBLIN FOOT SOLDIERS (10)
XP 600
Male and Female hobgoblin fighter 3 (Pathfinder
Roleplaying Game Bestiary, Hobgoblin)
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +4

Poison scorpion venominjury; save Fort DC 17; frequency


1/round for 6 rounds; effect 1d2 Strength damage; cure 1
save.
Tactics: Four goblins are stationed at all times atop the platform. If
intruders are spotted crossing Area 12A21, the goblins on the platform
sound the alarm while they begin firing. The remaining four guards take

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AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge,


+1 shield)
hp 30 (3d10+9 plus 5)
Fort +6; Ref +3; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee mwk longsword +7 (1d8+2/1920)

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level 12a

Ranged javelin +5 (1d6+2)

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

AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge,


+2 shield)
hp 41 (4d10+12 plus 7)
Fort +7; Ref +3; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee mwk longsword +9 (1d8+5/1920)
Ranged javelin +6 (1d6+3)
Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats DodgeB, Improved Initiative, ToughnessB, Weapon
Focus (longsword)B, Weapon Specialization (longsword)
Skills Perception +5, Stealth +11; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ armor training 1
Gear masterwork chain shirt, heavy steel shield, masterwork
longsword, 4 javelins, 20 gp
HOBGOBLIN CAPTAINS (2)
CR 4
XP 1,200
Male hobgoblin fighter 5 (Pathfinder Roleplaying Game
Bestiary, Hobgoblin)
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +8
AC 20, touch 13, flat-footed 17 (+4 armor, +2 Dex, +1 dodge,
+3 shield)
hp 51 (5d10+15 plus 9)
Fort +7; Ref +3; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee +1 longsword +11 (1d8+7/1920)
Ranged javelin +7 (1d6+3)
Special Attacks weapon training 1 (heavy blades +1)
Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +8; CMD 21
Feats Alertness, DodgeB, Improved Initiative, ToughnessB,
Weapon Focus (longsword)B, Weapon Specialization
(longsword)
Skills Perception +8, Sense Motive +3, Stealth +13; Racial
Modifiers +4 Stealth
Languages Common, Goblin
SQ armor training 1
Gear masterwork chain shirt, +1 heavy steel shield, +1
longsword, 4 javelins, 50 gp

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

Speed 20 ft. (30 ft. base)


Melee +3 longsword +19/+14 (1d8+9/1720)
Ranged mwk composite longbow [+3 Str] +13/+8 (1d8+3/x3)
Special Attacks channel negative energy (4/day, 2d6, DC
12), destructive smite (5/day, +1 damage), weapon training
(heavy blades +1)
Domain Spell-like Abilities (CL 3rd; melee touch +13)
5/daystrength surge
Spells Prepared (CL 3rd; melee touch +13)
2ndbulls strengthD, cure moderate wounds, hold person
(DC 14)
1stcure light wounds, divine favor, doom (DC 13), true
strikeD (DC 13)
0 (at will)detect magic, guidance, resistance, stabilize
D Domain spell Domains Destruction, Strength
Str 16, Dex 15, Con 14, Int 11, Wis 14, Cha 12
Base Atk +10; CMB +13; CMD 26
Feats Alertness, Combat Casting, DodgeB, Greater
Weapon Focus (longsword)B, Improved Critical (longsword)
B
, Improved Initiative, Lightning Reflexes, Power Attack,
Toughness, Weapon Focus (longsword)B , Weapon
Specialization (longsword)B
Skills Knowledge [religion] +8, Perception +17, Sense Motive
+4, Stealth +11; Racial Modifiers +4 Stealth
Languages Common, goblin
SQ armor training 2
Combat Gear potion of cure serious wounds; Other Gear +2
full plate,+ 2 heavy steel shield, +3 longsword, masterwork
composite longbow [+3 Str], 20 arrows, unholy symbol, spell
component pouch, 300 pp

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Development: If asked by the high priest, Purbok would willingly


lead his troops against the hydra. He fears, rightfully, that doing so would
result in the loss of most, if not all, of his foot soldiers. The PCs might
be able to convince Purbok and his captains to join in their attack on the
hydra. Were Purbok to agree, however, he would insist on being the leader
of the assault and that, once slain, the hydras treasure be given to the
temple of Orcus.

12A25. Empty Caves


These caves are empty except for a few bones and the odd copper piece
scattered here and there.

12A26. Hall of Pillars


This long hall is lined with thick stone pillars carved with images of
Orcus. At the end of the passage are a set of locked double doors (hardness
5; hp 20; DC 21 Break; DC 25 Disable Device) and an ironbound, bolted
door (standard door; DC 35 Break from Area 12A31).

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level 12a

DR 10/adamantine; Immune construct traits, magic

12A27. Trapped Hall (CR 7)


This hallway appears to be empty and to terminate in a dead end. A
deadly trap, however, is set 10 ft. from the double doors. If even 20
pounds of pressure is placed on the floor, dozens of poisoned spears spring
from both walls, impaling the victim from head to toe.
HAIL OF POISONED SPEARS
CR 7
XP 3,200
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset repair
Effect Atk +15 melee (1d6 poisoned spears per target;
1d6+6 plus poison); multiple targets (all targets in 4 adjacent
squares directly in front of doors); poison (large monstrous
scorpion venom (DC 18 Fortitude resists, 1d6/1d6 Strength
damage).
At the far end of the passage is a hidden trap door, discovered with a
successful DC 25 Perception check. It has no hinges, however, and lifting
the heavy stone out of the floor from its resting place requires a successful
DC 22 Strength check.
Note: up to two PCs may aid the PC trying to lift the door. Once open,
the trapdoor appears to give way to an abyss. In fact, it is a 65 ft. drop
from the trap door to the cave floor in Area 12A25, but, without proper
lighting, there is no way to determine this.

12A28. Cave of the Xorns (CR 8)


A mated pair of elder xorns has taken up residence in this large cavern.
They burrow to and fro beneath the cave floor, feasting on the rock and, in
general, enjoying their time on the Material Plane If the PCs possess more
than 2,000 coins of any kind between them, the xorns smell the potential
food and surprise the PCs from below.
ELDER XORN (2)
XP 2,400
hp 84 (Pathfinder Roleplaying Game Bestiary, Xorn)

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.

12A29. Hall of the Titan Cyclops


(CR 16)
At the northern end of the large-roofed cavern (25 ft.) stands an 18
ft. tall statue of a cyclops. Strong transmutation magic emanates from
the statue if detected. On the eastern side of the cave is a 15 ft. tall cliff
leading to a natural rock shelf dotted with stalagmites.
The statue remains inanimate unless awakened by the high priests (see
Area 12A45) or attacked in any way. Once it comes to life, it wrenches
stalagmites from the cave shelf (a move-equivalent action) and hurls them
like huge spears.
TITAN CYCLOPS STATUE
CR 16
XP 76,800
Advanced stone golem (Pathfinder Roleplaying Game
Bestiary, Golem, Stone)
N Huge construct
Init 2; Senses darkvision 60 ft., low-light vision; Perception +0
AC 27, touch 6, flat-footed 27 (2 Dex, +21 natural, 2 size)
hp 155 (21d10+40)
Fort +7; Ref +5; Will +7

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

12A30. Strangers in a Strange


Land (CR 12)
Several days ago, a failed experiment in teleportation landed 4
unfortunate drow in this cavern. Preliminary scouting by Vertek, their
rogue, revealed that they were pinned between the xorns (with a pocketful
of coins, he narrowly avoided being devoured), and the goblins in Area
12A22. Further investigation by Teran, using her arcane eye, confirmed
what she had already suspected that they were trapped in Greznek,
the infamous goblin city. Because Zerna worships the demon queen of
spiders, a sworn enemy of Orcus, the drow believe there is little hope
of parlaying with the goblins. Thus, Teran sealed the three secret doors
leading to this cavern with arcane lock spells, and the drow remain where
they are, camped in this large cave, deciding whether they should fight
their way back to the Under Realms.
ZERNA
CR 8
XP 4,800
Female drow noble cleric of the Demon Queen of Spiders 8
(Pathfinder Roleplaying Game Bestiary, Drow)
CE Medium humanoid (elf)
Init +7; Senses darkvision 120 ft.; Perception +6
Aura destructive aura (30 ft., 8 rounds/day)

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AC 22, touch 14, flat-footed 19 (+6 armor, +1 deflection, +3


Dex, +2 shield)
hp 51 (8d8+8 plus 7)
Fort +7; Ref +5; Will +10 (+12 vs. enchantment)
Immune sleep; SR 19
Weaknesses light blindness
Speed 30 ft.
Melee +2 heave mace +9/+4 (1d8+3)
Ranged mwk hand crossbow +10 (1d4 plus poison)
Special Attacks channel negative energy (6/day, 5d6, DC
17), destructive smite (7/day, +4 damage) scythe of evil (1/
day, 4 rounds), touch of evil (8/day)
Domain Spell-like Abilities (CL 8th; melee touch +7)
5/daystrength surge
Spell-like Abilities (CL 8th)
At willdancing lights, deeper darkness, faerie fire, feather
fall, levitate
1/daydivine favor, dispel magic, suggestion (DC 16)
Spells Prepared (CL 8th; melee touch +7)
4thcure critical wounds, divine power, divination, inflict
critical woundsD (DC 18)
3rdblindness/deafness (DC 17), create food and water,
cure serious wounds, dispel magic, magic circle against
goodD
2ndaugury, bulls strength, cure moderate wounds, hold
person (DC 16), shatterD
1stbane, cure light wounds, divine favor, doom, entropic

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level 12a

shield, true strikeD


0 (at will)detect magic, guidance, read magic, resistance
D Domain spell Domains Destruction, Evil
Str 12, Dex 17, Con 12, Int 10, Wis 18, Cha 16
Base Atk +6; CMB +7; CMD 21
Feats Brew Potion, Combat Casting, Improved Initiative,
Scribe Scroll
Skills Heal +17, Knowledge (religion) +11; Racial Modifiers +2
Perception
Languages Elven, Undercommon
SQ poison use
Combat Gear 20 bolts coated in sleep poison, potion of
bulls strength, scroll of cure critical wounds; Other Gear +2
chain shirt, heavy steel shield, +2 heavy mace, masterwork
hand crossbow, ring of protection +1,unholy symbol, spell
component pouch, pouch with 100 pp and four rubies
worth 300 gp each

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.

Melee +1 keen rapier +12/+7 (1d6+1/1520)


Ranged mwk hand crossbow +11 (1d4 plus poison)
Special Attacks rogue talent (bleeding attack), rogue talent
(weapon training), sneak attack +5d6
Spell-like Abilities (CL 9th)
1/daydancing lights, darkness, faerie fire
Str 10, Dex 19, Con 11, Int 14, Wis 12, Cha 10
Base Atk +6; CMB +6; CMD 21
Feats Alertness, Dodge, Mobility, Spring Attack, Weapon
Finesse, Weapon Focus (rapier)B
Skills Acrobatics +15, Appraise +16, Climb +11, Disable
Device +16, Escape Artist +16, Knowledge (dungeoneering)
+14, Perception +17, Sense Motive +3, Sleight of Hand
+16, Stealth +15, Swim +11, Use Magic Device +12; Racial
Modifiers +2 Perception
Languages Aklo, Elven, Undercommon
SQ poison use, rogue talent (fast stealth), trapfinding (+4)
Combat Gear 20 bolts coated in sleep poison, potion of
cats grace; Other Gear +2 studded leather armor, +1 keen
rapier, masterwork hand crossbow, masterwork thieves
tools, sack with 500 sp, 1,500 gp and 45 pp
TERAN
XP 4,800
Female drow wizard 9 (Pathfinder Roleplaying Game
Bestiary, Drow)
LE Medium humanoid (elf)
Init +1; Senses darkvision 120 ft.; Perception +12

CR 8

AC 14, touch 14, flat-footed 12 (+2 deflection, +1 Dex, +1


dodge)
hp 48 (9d6 plus 17)
Fort +3; Ref +4; Will +7 (+9 vs. enchantment)
Immune sleep; SR 15
Weaknesses light blindness

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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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level 12a

Development: If it would gain their freedom, the drow might be talked


into joining the PCs in their battle against the hydra, or, possibly, an attack
on the city itself. They are suspicious of good characters, of course, so
a high Diplomacy check (suggested DC 25), or expert roleplaying, is
required to convince the drow that the PCs can be trusted. Indeed, just
gaining entrance to the cave without a fight is not easy. The drow are
paranoid and on edge, and if the PCs just burst in, they are greeted by a
volley of poisoned bolts and lightning bolts.

12A31. Cave of Carnage


This cave contains the bloodied remains of the unfortunate goblins who
came to investigate the strange sounds heard coming from Area 12A32.
The hydra devoured its victims once it slew them, but there are a few
fingers, toes, eyeballs, teeth, and bits of armor scattered about. A character
succeeding at a DC 15 Perception check discovers scorch marks on the
walls. The doors to Area 12A32 are ajar.

12A32. Hydra Lair (CR 13)


A 12headed pyrohydra has taken up residence here. It wandered up
via the northern passage, which stretches north for several miles before
it connects with a long, wide, east-west tunnel in the Under Realms.
The hydra was sent by Hecate, the lawful evil goddess of magic, as a
curse against the Orcus clerics for corrupting Phalen, one of her prized
disciples (see Area 12A33, below). The beast can just fit through the
double doors in the south, so sustained noise in Area 12A31 draws
its attention. In general, however, the hydra is content to let its victims
come to it.
TWELVE-HEADED PYROHYDRA
CR 13
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 (1d8+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
Treasure: Piled about the cave are 7,000 gp, 800 pp, various gems and
trinkets worth 12,000 gp, a +2 greataxe, a +2 tome of understanding, and
a wand of haste (CL 5th, 22 charges).
Development: Since the hydra has only taken up residence in the citys
outskirts and does not threaten Greznek directly, the clerics are, so far,
unwilling to awaken the Titan Cyclops or summon the demons.

12A33. Large Burial Chamber


(CR 11)
Non-clerical goblins of some renown are buried in small, unmarked graves
throughout this large cavern. The goblins bury nothing of value with their
dead, so if the PCs are of a mind to rob graves, they are sorely disappointed.
Hovering nearby, however, is Phalen, the ghost of an evil elven wizard. Once
a devout worshiper of Hecate, Phalen was corrupted by the Orcus clerics and
damned to guard their burial grounds for eternity. The ghost immediately
attacks anyone other than a cleric of Orcus seen attempting to use to the secret
door, or anyone other than a goblin or hobgoblin entering the burial chamber.
PHALEN
CR 11
XP 12,800
Male elf ghost wizard 10 (Pathfinder Roleplaying Game
Bestiary, Ghost)
LE Medium undead (augmented humanoid)
Init +2; Senses darkvision 60 ft.; Perception +22
AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
hp 55 (10d6+20)
Fort +5; Ref +5; Will +8 (+10 vs. enchantment)
Defensive Abilities channel resistance +4, incorporeal,
rejuvenation; Immune undead traits
Speed fly 30 ft. (perfect)
Melee corrupting touch +7 (11d6, Fort, DC 17 half)
Special Attacks corrupting gaze (DC 17), hand of the
apprentice (+10, 8/day), malevolence (DC 17)
Spells Prepared (CL 11th; ranged touch +7)
5thempowered fireball (DC 18), feeblemind (DC 20),
summon monster V
4thbestow curse (DC 19), fear (DC 19), minor globe of
invulnerability, solid fog
3rddispel magic, fireball (DC 18), lightning bolt (DC 18),
slow (DC 18)
2ndacid arrow, blindness/deafness (DC 17), detect
thoughts (DC 17), mirror image, see invisibility
1stcause fear (DC 16), magic missile (x3), shield, ray of
enfeeblement (DC 16)
0 (at will)dancing lights, daze, detect magic, flare (DC 15)

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Str , Dex 14, Con , Int 20, Wis 12, Cha 14


Base Atk +5; CMB +5; CMD 19
Feats Brew PotionB, Craft Rod, Craft Wand, Craft Wondrous
Item, Empower SpellB, Eschew Materials, Scribe ScrollB, Skill
Focus (Spellcraft)
Skills Craft (alchemy) +18, Fly +10, Knowledge (arcana) +18,
Knowledge (religion) +18, Linguistics +18, Perception +22,
Spellcraft +24, Stealth +23; Racial Modifiers +8 Perception, +8
Stealth
Languages Abyssal, Celestial, Common, Draconic, Elven,
Gnome, Goblin, Infernal, Orc, Sylvan
SQ metamagic mastery (2/day)
Tactics: First, Phalen withers the PCs with his corrupting gaze; next,
he attempts to control the strongest-looking fighter using his malevolence
power; then, if unable to possess a PC, or if the PC so possessed is subdued
or killed, Phalen begins using his spells. If possible, he prefers to cast
the following spells in this order: empowered fireball, summon monster V
(an achaierai), mirror image, minor globe of invulnerability, feeblemind,
bestow curse, and then fireball. This sequence might have to be changed
depending on the circumstances.
If the PCs flee back down the narrow passage to Area 12A24, Phalen
does not follow. If, on the other hand, the PCs attempt to flee through the
secret door leading to Area 12A34, Phalen pursues until destroyed.

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level 12a

12A34. Sacred Burial Chamber


Fifteen goblin-sized stone sarcophagi fill this large cavern, the lids of
which are carved with images of goblins adorned in religious vestments.
The western secret door is particularly difficult to find; a character must
succeed at a DC 28 Perception check to find it.
Should the sarcophagi be disturbed in anyway, a thin black mist
begins to form near the caves ceiling. Unless a PC actually states he
or she is looking up while the sarcophagi are being tampered with, the
black mist goes undetected. Even a PC looking up requires a successful
DC 15 Perception check to notice the mist against the blackness of the
ceiling. The mist, which radiates evil and cannot be harmed in anyway,
swirls overhead for 5 rounds and then descends. Any PC caught within
the mist must succeed at a DC 18 Will save or become chaotic evil.
PCs who become chaotic evil do not announce their alignment change;
instead, these PCs wait until the proper moment to backstab their good- or
neutral-aligned companions. Only an atonement, remove curse, limited
wish, miracle, or wish spell can reverse the effects of this terrible curse.
Treasure: Fourteen of the sarcophagi are empty; one, however,
contains a secret compartment (DC 20 Perception check) that holds a
wand of neutralize poison (CL 9th, 18 charges).

12A35. Barrows (CR 8)


These small burial caves each contain the graves of lower-level clerics.
No treasure is buried with these ex-goblins, but a powerful wraith guards
each cave against intruders.
CR 8
UNDEAD GUARDIAN
XP 4,800
Advanced wraith (Pathfinder Roleplaying Game Bestiary,
Wraith)
LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +19

BRIDGE GUARDS (2)


CR 10
XP 9,600
Male ogre fighter 8 (Pathfinder Roleplaying Game Bestiary,
Ogre)
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception
+14
AC 22, touch 9, flat-footed 22 (+6 armor, +0 Dex, +5 natural,
+2 shield, 1 size)
hp 141 (4d8+8d10+60 plus 19)
Fort +15; Ref +3; Will +6 (+8 vs. fear)
Defensive Abilities bravery +2
Speed 30 ft. (40 ft. base)
Melee mwk longsword +21/+16/+11 (2d6+11/1720)
Ranged spear +10 (1d8+8/x3)
Special Attacks weapon training (heavy blades +1)
Space 10 ft.; Reach 10 ft.
Str 27, Dex 10, Con 20, Int 6, Wis 12, Cha 5
Base Atk +11; CMB +20 (+22 to Sunder); CMD 30
Feats CleaveB, Greater Weapon Focus (longsword),
Improved Critical (longsword)B, Improved Initiative,
Improved Shield BashB, Improved Sunder, Iron Will, Power
Attack, Toughness, Weapon Focus (longsword)B, Weapon
Specialization (longsword)B
Skills Climb +8, Perception +14
Languages Giant
SQ armor training 2
Gear chainmail, heavy steel shield, masterwork longsword, 2
spears, pouch with 400 gp

12A37. Outer Temple (CR 11, 14


with Tribitz and fourth cleric)

AC 19, touch 19, flat-footed 15 (+6 deflection, +3 Dex)


hp 105 (10d8+60)
Fort +8; Ref +8; Will +11
Defensive Abilities channel resistance +2, incorporeal;
Immune undead traits

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.

Speed fly 60 ft. (good)


Melee incorporeal touch +10 (1d6 negative energy plus 1d6
Con drain)

UNDERPRIESTS (4)
XP 3,200
hp 54 (see Area 12A22)

Str , Dex 16, Con , Int 14, Wis 14, Cha 22


Base Atk +7; CMB +7; CMD 26
Feats Alertness, Blind-Fight, Combat Reflexes, Improved
Initiative, Iron Will
Skills Diplomacy +19, Fly +7, Intimidate +19, Knowledge
(planes) +12, Perception +19, Sense Motive +19, Stealth +16
Languages Common, Infernal

12A38. Inner Temple (CR 12)

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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.

12A36. Bridge with Guards


(CR 12, 13 with clerics)
A sturdy rope bridge spans the river here. Stationed on the east side of
the bridge at all times are 2 ogre guards. The guards attack anyone not
accompanied by a cleric of Orcus. Should combat in a barrow cave last more
than two rounds, one of the ogres goes to investigate. If he spots the PCs in
any of the chambers, he returns immediately to the bridge. The two guards
then cross to the western side of the bridge and ready their spears while calling
for help from the clerics in Area 12A37. The clerics arrive in 26 rounds.

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

Speed 20 ft., (30 ft. base)


Melee +2 unholy morning star +14/+9 (1d6+3 plus 2d6 vs.
good)
Ranged mwk light crossbow +12 (1d6)
Special Attacks channel negative energy (7d6, DC 18, 5/
day), destructive smite (8/day, +6 damage), scythe of evil
(2/day, 6 rounds)
Domain Spell-like Abilities (CL 3rd; melee touch +10)
8/daytouch of evil
Spells Prepared (CL 12th; ranged touch +11)
6thcreate undeadD, greater dispel magic, harm (DC 21)
5thdispel goodD, flame strike, greater command (DC 20),
slay living (DC 20), spell resistance
4thcure critical wounds, divine power, poison (DC 19),
summon monster IV, unholy blightD
3rdblindness/deafness (DC 18), cure serious wounds, dispel
magic (x2), magic circle against goodD, prayer
2ndcure moderate wounds, darkness, hold person (DC 17)
(x2), shatterD (DC 17), silence
1stbane (DC 16), cause fear (DC 16), cure light wounds,
divine favor, doom (DC 16), entropic shield, sanctuary, true
strikeD
0 (at will)detect magic, guidance, read magic, resistance
D Domain spell Domains Destruction, Evil
Str 12, Dex 13, Con 10, Int 12, Wis 20, Cha 14
Base Atk +9; CMB +9; CMD 20
Feats Alertness, Combat Casting, Great Fortitude, Lightning
Reflexes, Toughness, Weapon Focus (morning star)
Skills Heal +18, Knowledge (religion) +16, Perception +21,
Sense Motive +11, Stealth +8; Racial Modifiers +4 Ride, +4
Stealth
Languages Abyssal, Goblin
Combat Gear 3 potions of cure serious wounds; Other Gear
+2 full plate, +1 light steel shield, +2 unholy morning star,
masterwork light crossbow, 20 bolts, headband of Wisdom
+2, holy symbol, spell component pouch, key to Area 12A
39 on chain around neck
UNDERPRIEST
XP 3,200
hp 54 (see Area 12A22)

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.

12A39. Tribitzs Chambers (CR 4)


This small room contains a bed, a dresser, and a locked chest (see
below). In a secret compartment (DC 20 Perception check) in the dresser
are four keys: one to the door leading to Area 12A41, one to the door
leading to Area 12A42, one to Area 12A14, and one to the chest.
Treasure: The chest contains 2,500 gp, 500 pp, and an onyx scepter
that is actually a wand of restoration (CL 9th, 15 charges).
Wooden Chest: hardness 5; hp 15; Break DC 15; Disable
Device DC 25. The chest is trapped with a glyph of warding.
GLYPH OF WARDING TRAP
XP 2,400
Type magic; Perception DC 28; Disable Device DC 28

CR 4

Trigger proximity; Reset none


Effect spell effect (glyph of warding, 5d8 sonic damage, CL
10th, DC 14 Reflex for half damage)

12A40. Underpriests Chambers


Each of these small, hidden rooms contains 2 beds, 2 trunks, and a
small stone statue of Orcus. The trunks contain the underpriests personal
effects. There is nothing of value here.

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12A41. The House Guests (CR 15)

CR 7

Tactics: If possible, Tribitz casts the following spells before entering


combat: divine power, spell resistance, and entropic shield. Once in
combat, Tribitz uses unholy blight, flame strike, greater command, slay
living, harm, and inflict critical, serious, and moderate wounds before
attacking with his unholy morningstar.
Development: Tribitz is eager to be rid of the hydra in Area 12A32.
Although it poses no real threat to the city, its presence erodes somewhat
the goblins confidence in their leader. If no other options present
themselves, Tribitz eventually commands the hobgoblins, accompanied
by two underpriests, to attack the hydra.
If word reaches Tribitz that the PCs are willing to attempt to slay the
hydra, he sends for them. One underpriest searches them out and leads
them to Area 12A12A. Here, Tribitz, surrounded by 6 elite guards and
2 underpriests, conducts a serious interview. He has little trust of humans
and their allies, and he wants to determine their motivation for slaying
the hydra. Tribitzs primary concern is that in order to attack the hydra,
the PCs must first pass through several off-limits areas, namely Areas
12A22 and 12A26. Access to these areas is not granted to just anyone.
Therefore, when talking to the PCs, Tribitz is trying to determine if these
adventurers have ulterior motives. If Tribitz decides he does not trust

Three days ago 3 serpentfolk arrived in Greznek and were immediately


granted special status by Tribitz. The high priest is hoping these cunning
creatures might be willing to take on the hydra if treated well enough.
Thus he has supplied them with fine beds and three meals a day. The
serpent folk have no intention of fighting the hydra, but they are tired and
in need of a rest.
This evil threesome recently fled their home city deep in the Under Realms.
They despise humans and their close kin, but are in need of help that the PCs
might be willing to provide. The serpentfolk are hoping to find their way to
the surface and then to a serpentfolk colony (somewhere in a large forest of
the GMs choice). These refugees are willing to swap knowledge about the
Under Realms for information about Rappan Athuk and the world above. A
character with an Intelligence of 14 or greater who sits down and talks with
the serpentfolk may purchase skill ranks in Knowledge (dungeoneering) the
next time she levels up without having to do any special studying or research.
They may purchase 1 rank in the skill per hour they have spent talking, up to
the maximum allowable by class level.
CR 10
QUANALL
XP 9.600
Female serpentfolk sorcerer 9 (Pathfinder Roleplaying Game
Bestiary 2, Serpentfolk)
NE Medium monstrous humanoid
Init +8; Senses darkvision 60 ft., scent; Perception +24
AC 22, touch 17, flat-footed 17 (+4 Dex, +2 deflection, +1
dodge, +5 natural)
hp 123 (5d10+9d6+56 plus 9)

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level 12a

Fort +11; Ref +12; Will +16


Defensive Abilities bloodline arcana, fated; Immune mindaffecting effects, paralysis, poison; SR 24

20) and +1 short sword +20/+15/+10 (1d6+2)


Ranged +1 composite longbow +22/+17/+12 (1d8+3)
Special Attacks favored enemy (humanoid [elf] +4, magical
beasts +2), hunters bond (companions)
Spell-like Abilities (CL 9th)
At willdisguise self (DC 13), ventriloquism
1/dayblur, dominate person (DC 18), major image (DC
15), mass suggestion (DC 18), mirror image, suggestion (DC
15), teleport
Spells Prepared (CL 6th)
2ndbears endurance, detect good
1stalarm, longstrider, pass without trace

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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level 12a

3rdblindness/deafness (DC 18), cure serious wounds, dispel


magic, invisibility purge, magic circle against goodD (DC 18)
2ndaid, bulls strength, cure moderate wounds,
desecrateD, hold person (DC 17), sound burst (DC 17)
1stbane (DC 16), cause fear (DC 16), cure light wounds
(x2), doom (DC 16), entropic shield, protection from goodD
0 (at will)detect magic, guidance, read magic, resistance
D Domain spell Domains Death, Evil
Str 12, Dex 19, Con 20, Int 18, Wis 20, Cha 18
Base Atk +11; CMB +12; CMD 26
Feats Alertness, Combat Casting, Dodge, Great Fortitude,
Improved Initiative, Toughness, Weapon Finesse
Skills Acrobatics +18, Appraise +15, Disguise +10, Diplomacy
+16, Escape Artist +18, Knowledge (arcana) +20, Knowledge
(religion) +21, Perception +26, Sense Motive +12, Spellcraft
+14, Use Magic Device +16; Racial Modifiers +8 Escape
Artist, +4 Use Magic Device
Languages Aklo, Common, Draconic, Undercommon;
telepathy 100 ft.
Combat Gear wand of cure serious wounds (CL 5th, 20
charges), scroll of raise dead (CL 12th); Other Gear +2 chain
shirt, +1 flaming scimitar, +1 composite longbow [+1 Str],
20 arrows, amulet of natural armor +2, unholy symbol, spell
component pouch, pouch containing 500 pp.

Fort +6; Ref +8; Will +8


Defensive Abilities turn resistance +8; DR 5/bludgeoning;
Immune cold, undead traits
Speed 30 ft.
Melee 2 claws +8 (1d4+8)
Str 15, Dex 14, Con , Int , Wis 10, Cha 10
Base Atk +2; CMB +10; CMD 22
Feats Improved InitiativeB

ENHANCED HUMAN ZOMBIE (100)


CR 4
XP 1,200
NE Medium undead (Pathfinder Roleplaying Game Bestiary,
Zombie)
Init +0; Senses darkvision 60 ft.; Perception +0
AC 18, touch 16, flat-footed 18 (+2 natural, +6 profane)
hp 54 (6d8 plus 6)
Fort +8; Ref +8; Will +11
Defensive Abilities turn resistance +8; DR 5/slashing; Immune
undead traits
Speed 30 ft.
Melee slam +13 (1d6+10)
Str 17, Dex 10, Con , Int , Wis 10, Cha 10
Base Atk +4; CMB +13; CMD 23
Feats ToughnessB
Special Qualities staggered

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.

12A42. Cave of the Undead Army


12A43. The Falls of Hell
(CR 18-plus)
The narrow tunnel opens onto a damp precipice standing 30 ft. above
Tribitz is gradually assembling a large, unusually skilled undead
army. The skeletons and zombies are stationed here until needed. In
all, there are 100 zombies and 85 skeletons, packed together in tight, even
rows. Anyone entering the chamber who is not a cleric of Orcus or is not
accompanied by such a cleric is attacked.
In the eastern corner of the cave is a 5 ft. high statue of Orcus. This idol
permits Tribitz to cast a special and very powerful permanent desecrate
spell. Any skeleton or zombie created within the cave receives triple its hit
dice (to a maximum of 20 HD for skeletons and 10 HD for zombies) and
a maximum number of hit points per Hit Die for the first 10 Hit Dice, a +4
profane bonus to AC, and a +6 profane bonus to attack, damage, and saving
throws, CMB and turn resistance +8 (these bonuses are incorporated into
the stats below). Without the idol, however, the undead return to their
normal state. The small statue is made of solid gold and weighs 50 pounds
(2,500 gp value if the desecrate is dispelled). Anyone other than a cleric
of Orcus who touches the idol must succeed at a DC 19 Fortitude save or
suffer 1d6 Strength damage; protection from evil grants a +2 save bonus.
Simply removing the statue from the cave, however, is not sufficient to
de-power the undead, as the skeletons and zombies pursue the idol to the
best of their ability. As long as they are within 50 yards of the statue, the
undead retain their heightened power. A typical consecrate spell does not
counter this desecrate spell, but dispel magic cast by a good-aligned cleric
of at least 12th level cancels the idols power.

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

AC 20, touch 16, flat-footed 18 (+2 armor, +2 Dex, +2 natural,


+4 profane)
hp 24 (3d8)

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12A44. Unholy Lake


This large body of water is 40 ft. deep. It is fed from four sources,
including the waterfall and an underground stream in the north. The water
flows out through a wide channel in the southwest and anyone in the water
must succeed at a DC 12 Swim check to avoid being carried off by the
current. PCs unlucky enough to be swept away in the channel with no
means of breathing water eventually drown, as the channel is 10 miles
long and has several stretches of more than two miles where there is no
headspace to permit breathing.

12A45. Unholy Island


(CR 17 with glabrezus)

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level 12a

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)

12A46. Hobgoblins (CR 13)


This cave houses all the elite hobgoblins that perform the special
services for the clerics throughout the city. In all, 30 hobgoblins call this
cave home, though only half are ever present here at one time. There are
30 bedrolls, 30 trunks or small chests containing personal belongings,
and, in the eastern corner of the cave, a small silver statue of Orcus (see
treasure below).
HOBGOBLIN FIGHTERS (6)
CR 4
XP 1,200
Male hobgoblin fighter 5 (Pathfinder Roleplaying Game
Bestiary, Hobgoblin)
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +8
AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge,
+2 shield)
hp 41 (5d10+15 plus 9)
Fort +7; Ref +3; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee mwk longsword +11 (1d8+6/1920)
Ranged javelin +7 (1d6+3/x3)

Special Attacks weapon training 1 (heavy blades +1)

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

HOBGOBLIN OFFERING GUARDS (4)


XP 1,600
hp 44 (see Area 3C)

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

This dungeon level contains a series of puzzles culminating in an epic


encounter in a temple to the dragon goddess Tiamat. The area is shown
on Map RA12B.

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.

Patch of green slime on ceiling


Phasma (if killed deduct from Area 12B4)
3d6 dire rats
1d2 mustard jelly
Slithering Tracker
Patch of purple moss
2d6 wraiths (any killed deduct from
Area 12B5)
1d6 crimson basilisks
No encounter

Detections: Faint evil and conjuration radiates from


each door to Area 12B8
Shielding: Area 12B8 is shielded by lead, and its doors
each have the equivalent of an antimagic field in a 2
ft. radius around them.
Standard Features: The floors and ceilings are carved
and smooth. Doors (except those to Area 12B8)
require standard checks to open and are unlocked.

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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.

12B2. Empty Rooms (CR varies)


Self-explanatory, although this is a good time to roll for wandering monsters. The GM should also fill these areas with whatever dungeon dressing
he feels is appropriate, perhaps noting the abundance of stalactites (setup for
a later roper or piercer encounter) an inside-out rat corpse, or the presence of
evil-looking green pools of water (all harmless of course).

12B3. The Spinning Room (CR 3)


This room is circular with walls of rough masonry into which four ironbanded doors have been set, equidistant from each other. Starting at knee
height and extending to the top of the doors are five bands of colored stone
running the entire circumference of the room. Each is 6 inches wide and
separated from the next by a hands span of normal gray masonry and has

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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)

12B4. Consequence of Illusion


(CR 14)

12B3A. Corridor of Fiery


Torment (CR 5)
Around the second turn in this corridor (from Area 3), the walls are
painted with scenes of a fiery, parched desert land with jagged mountains of sharp-edged obsidian. A blood-red sun looks down from above
where thousands of naked figures, stooped with heat and fatigue work to
construct immense stepped ziggurats of the knife-edged stone. A DC 20
Knowledge (religion) recognizes this as a depiction of the underworld
where souls condemned to an eternity of torment toil for the dragon goddess Tiamat.
Anyone walking into the east-west portion of the corridor that leads
into Area 5 finds that the baking sun and parched winds become all too
real the hall becomes sweltering with waves of heat rising from the
baking stone. Every 10 ft. that an individual proceeds forward in the last
50 ft. requires a DC 18 Fortitude save. On the first failed save, the victim becomes fatigued. On the next failed save, he takes 1d6 fire damage.
This damage doubles with each failed save until the individual either turns
back or makes it into Area 5. Once the damage stops accruing, the fatigue
and any damage already suffers remains until recovered from naturally or
by magic. The most insidious aspect of this corridor is that if it is entered
from the eastern end at Area 5 then the damage starts at 8d6 as if the
individual had proceeded all the way from the west and failed his save
every 10 ft. However, in this case, on advancement down the corridor east
to west the damage diminishes as the inverse of how it is accrued when
traveling from west to east. Old damage is not healed, it just uses half of
the damage dice with each 10 ft. of advancement where a save is failed.
FIERY TORMENT TRAP
CR 5
Type magical; Perception DC 18; Disable Device DC N/A
Trigger touch; Reset automatic
Effect fire damage (1d6 fire damage to 8d6 fire damage,
save allowed see description above); multiple targets (all
targets that enter and/or progress through the corridor)

12B3B. Corridor of Cold


Condemnation (CR 5)

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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.

12B5. King E-Head Redux (CR 12)


The interior of this chamber is decorated like a royal tomb. Two gilded
doors enter from the east, and the walls are covered with mosaics depicting regal dragons in flight and in rulership over lesser creatures. Engaged
columns line the walls and have been carved to resemble palm trees with
their fronds extending out over the 40 ft. ceiling as vaulting supports. At
the far end of the room is a gilded sarcophagus, its top open to reveal the
desiccated, perfectly preserved body of a slender boy in his early teens.

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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

Naphthra-Tep must make a DC 19 Will save or be paralyzed


by fear for 1d4 rounds. Whether or not the save is successful,
that creature cannot be affected again by his despair
ability for 24 hours. This is a paralysis and a mind-affecting
fear affect. The save DC is Charisma-based.
Mummy Rot (Su): Curse and diseaseslam; save Fort DC
19; onset 1 minute; frequency 1/day; effect 1d6 Con and
1d6 Cha; cure . Mummy rot is both a curse and disease
and can only be cured if the curse is first removed, at which
point the disease can be magically removed. Even after the
curse element of mummy rot is lifted, a creature suffering
from it cannot recover naturally over time. Anyone casting
a conjuration (healing) spell on the afflicted creature must
succeed on a DC 20 caster level check, or the spell is wasted
and the healing has no effect. Anyone who dies from mummy
rot turns to dust and cannot be raised without a resurrection or
greater magic. The save DC is Charisma-based.
Tactics: As soon as intruders enter the tomb, the wraiths arise from the
dragon heads, taking the shape of shadowy dragons in flight, and attack,
their incorporeal touch attacks appearing to be close range uses of their
breath weapons. They fight until destroyed and are immune to the effects of
channeled positive energy as long as the sheet of glass over the sarcophagus
is intact, as is the mummy. The boy-mummy within the sarcophagus is actually rather frail and does not make any motions or give any signs that it is
animate. It has the natural ability to use Still Spell and Silent Spell on all the
spells it casts without using higher level spell slots, so the only indication
that it is casting spells is from a glow that encompasses the corpse as the
spell is cast. The spell itself manifests from one of the stuffed dragon heads,
though even if these heads are destroyed the spells continue to manifest.
To get to the mummy, the sheet of glass sealing it within its tomb must be
destroyed (hardness 3; hp 30; Break DC 35). If this happens, the mummy
rises to cast spells normally and enter melee if necessary.
Treasure: The mummys golden diadem is worth 3,500 gp. A secret
compartment lies in the hollow sarcophagus below where the mummy reclined. If it is discovered with a DC 23 Perception check, it can be opened
to reveal a hoard of 12,800 sp, 3,400 gp, and three clay urns overflowing
with jewels (2,500 gp per urn).

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12B6. Wall Murals


This pentagonal room has a large mural painted in the center of each
wall. As follows:
a. An overgrown swamp filled with black pools, and the barest glimpse
of stony ruins through the foliage.
b. Mountainous terrain with knife-edged cliffs and bottomless chasms
beneath a brilliant blue sky.
c. A vast desert of rolling dunes and salt flats. A brazen sun burns overhead in a sky white with heat.
d. A thick forest of ancient trees with great, twisted boles and a canopy
of green stretching for miles in all direction.
e. Ice caverns in a glacier hanging above a Northern fjord.
As soon as the door is opened a magic mouth booms, Look left to find the
way, before falling silent. The magic mouth activates each time the room is
entered. This is a clue to the order of doors in Room 8 and indicates that the
habitats revealed in the murals starting to the left of the door and working
around the room indicate the order of the colored doors to be entered in Room
8. If the PCs think of it, a DC 15 Knowledge (arcana) reveals the type of
chromatic dragon commonly found in the pictured habitats: swamp black,
mountains red, desert blue, forest green, and glacier white.

12B7. False Room (CR 10)


This oddly shaped room is heaped with broken stone and debris that
is smeared with dried blood stains. The air bears the stink of sulfur and

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blood. The entire chamber is considered difficult terrain. A small pool


near the back of the room is fed by a spring. The chamber is inhabited by
4 crimson basilisks that hide among the stony ruin. The pool at the back
of the chamber is actually a permanent image (CL 15th). In reality it is
a 15-foot-deep pool of fuming sulfuric acid that deals 3d6 acid damage
to anyone who touches it or 10d6 acid damage per round of immersion.
The basilisks know better than to try and drink from this pool. If anyone
is able to dive to the bottom of the pool, he finds a stone trapdoor that
opens onto a tunnel leading to Room 7A. It can only be located with a
DC 15 Perception check if someone braves swimming to the bottom of
the muck. If opened, it floods Room 7A to a depth of 1 ft., but leaves
the pit drained.
CRIMSON BASILISKS (4)
XP 2,400
hp 68 (see Wandering Monsters, above)

CR 6

12B7A. True Room


This low-ceilinged chamber (5 ft. high) contains a massive stack of
silver bars. Each bar weighs 20 lbs. and is worth 100 gp. There are a total
of 150 of the bars, but they should prove extremely difficult to move from
their hiding place in order to sell.

12B8.Tiamets Cathedral (CR 13)


Each door to this chamber is made of an unidentifiable metal of a single
color: A white, B green, C blue, D red, and E black. The
doors radiate faint evil and conjuration magic. In addition, each door has
the equivalent of an anti-magic shell extending out from them for 2 ft. As
each door is opened, it reveals only solid stone beyond and unleashes a
blast of energy into the 10 ft. in front of the door dealing 6d6 damage as if
from the breath weapon of a dragon of the corresponding color. This occurs each time a door is opened in the wrong order (see below).
In fact, the room beyond exists out of phase with the rest of the dungeon complex. To successfully enter the room beyond, the doors must be
opened in the proper order as described in Room 6 (white, green, blue,
red, and black). If this is done, then when the black door is opened, it reveals Room 8 beyond. Once inside the room, any of the doors can be used
as an exit, but once the door has closed the room can only be re-entered by
opening them in the proper sequence again.
Beyond the door is a vast cathedral chamber supported by vaulting
pillars. Its walls are lined with lead sheets. Above each of the colored
doors is a massive sculpture of the neck and head of the corresponding
type of dragon, its mouth agape as if firing its breath weapon towards
the center of the room. In the center of the room is a massive pile of
glittering gold and silver coins with a number of weapons and other
items protruding from it a true dragons hoard. This hoard is guarded,
though. If anyone touches it, 5 young dragons are instantly summoned
(as the spell, CL 24th) one for each color. These dragons immediately
attack anyone in the room.
YOUNG BLACK DRAGON
CR 7
XP 3,200
hp 76 (Pathfinder Roleplaying Game Bestiary, Chromatic
Dragon, Black)
YOUNG BLUE DRAGON
CR 9
XP 6,400
hp 95 (Pathfinder Roleplaying Game Bestiary, Chromatic
Dragon, Blue)
YOUNG GREEN DRAGON
CR 8
XP 4,800
hp 85 (Pathfinder Roleplaying Game Bestiary, Chromatic
Dragon, Green)

YOUNG RED DRAGON


CR 10
XP 9,600
hp 115 (Pathfinder Roleplaying Game Bestiary, Chromatic
Dragon, Red)
CR 6
YOUNG WHITE DRAGON
XP 2,400
hp 66 (Pathfinder Roleplaying Game Bestiary, Chromatic
Dragon, White)
Tactics: The dragons appear in front of their respective doors, and immediately take flight to perch high upon the pillars in order to catch the
PCs with their breath weapons. If anyone takes flight or seeks to climb a
pillar, the dragons concentrate their attacks on that individual. They fight
to the death to protect their queens hoard.
Treasure: The hoard contains 3,800 gp, 5,500 sp, 19,345 cp, a torc
of twisted gold and silver (1,200 gp), a brass ring with a large ruby (550
gp), a suit of masterwork full plate armor, an adamantine longsword, a +2
dragon-bane longspear, and a rod of the python.

12B9. Far From Home (CR 12)


The door to the chamber is locked (hardness 5; hp 15; Break DC 25; Disable Device 20). This chamber is largely isolated from the rest of the complex,
which is for the best considering it is inhabited by a massive abyssal apelike
creature with red fur, twisted horns, and a fanged maw in the center of its chest
called a baregara. How the creature came to be here is a mystery, but it is
tasked with guarding the rooms treasure, and never leaves its post.
BAREGARA
XP 19,200
hp 168 (Pathfinder Roleplaying Game Bestiary 3,
Baregara)

CR 12
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Tactics: As soon as the baregara hears intruders at the door, it begins


summoning 1d4 dire apes followed by a quickened hold person once the
door opens. Once the apes appear in front of the PCs, the bargara teleports
behind the party and uses another quickened hold person. It then proceeds
to attack the rear ranks of the party while the apes deal with the front.
Treasure: Hidden beneath a loose flagstone (DC 17 Perception) is
a velvet lined cavity. Within this cavity lies The Sword of Princes and
Princesses (see sidebar).

12B10. The Sword in the Stone


(CR 9)
A sword is embedded in the center of this rooms stone floor. Its golden hilt
and 2 ft. of shining steel blade are visible. This chamber is a trap. The sword
is actually just part of a gilded and painted longsword that was broken and set
into the floor. It is valueless and can only be removed with a DC 22 Strength
check. The real purpose of the room is as a trap. When anyone steps foot more
than 5 ft. into the room, the entire floor electrifies and shocks anyone standing on it. Flying above the floor does not set off the trap and avoids damage
if the trap is activated. Once the trap has been activated, it does not reset until
someone touches the hilt of the sword. This immediately resets the trap and
activates it if anyone still stands on the floor. This can occur multiple times.
SHOCKING FLOOR TRAP
CR 9
Type magical; Perception DC 26; Disable Device DC 26
Trigger touch; Reset manual
Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in the room)

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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.

The Sword of Princes and


Princesses

GREEN SLIME
XP 1,200 (see Wandering Monsters, above)

Aura faint transmutation; CL 12th


Slot none; Weight 2 lbs.

CR 4

12B12A. The Hidden Crypt


(CR 12)

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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12B13. Chutes and Ladders


(well, Chutes)

12B11. The Distorted Maze


(CR varies)
This maze is under a powerful magical effect that distorts the distances
traveled so that it seems to be approximately 2 miles long and takes the
time and resources necessary to cover such a distance in order to reach
the middle. As a result, wandering monsters frequently become trapped in
here. Double the frequency of random encounters occurring in this area.
The magical distortion can be removed with a wish or break enchantment
(CL 20th). The secret door in the floor at its center can be found with a
DC 15 Perception check, though there is a large pile of bloody crimson
basilisk dung that lies on the center of it and will need to be removed to
avoid getting it on the PCs in a bloody mess.

A permanent image (CL 20th) on this corridor makes it appear to


stretch another 60 ft. before making a sharp turn to the left. In reality it
dead ends with a pit trap in the floor directly before the blank stone wall.
The pit trap is covered by the illusion, so it can only be discovered (with a
DC 16 Perception check) if the illusion is first disbelieved. Anyone falling
through the pit finds themselves on a chute that deposits them (no damage) in Level 13C, Area 1. Climbing back up the cute requires a DC 23
Climb check.

12B12. The Green Tunnel (CR 20)


The trapdoor in Room 11 drops 5 ft. into a 5-foot-high tunnel that extends to another trapdoor 5 ft. above leading into Room 12. The entire
tunnel is completely filled with a massive colony of green slime (the
equivalent of 280 patches). Rusted iron rungs are secured to the stone
just above the level of the slime to allow the two trapdoors to be reached
(though each rung has a 50% chance of breaking if any weight is put on it
and dumping a climber into the slime below). Moving through this tunnel

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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

12 giant stag beetles (in areas near


Area 12C9)
3d6 fire beetles (in areas near Area 12C9)
3d6 dire rats
1d2 cave leeches
1 slithering tracker
1 patch of purple moss
1 tunnel worm (90% chance) or greater
medusa (10% chance)
1d6 carrion claws (see Area 12C8)
1d3 piercers
No encounter

Detections: Faint evil radiates from the bottom of Area


12C5 (the Zombie Stone from Level 13C).
Shielding: None.
Standard Features: The floors and ceilings are
covered with stalagmites and stalactites. Walls,
columns and other features on this level are wet
and slippery. Spider webs are all over Area 12C9.
Climbing all features requires a DC 15 Climb check
unless otherwise noted. Light sources used by PCs
result in automatic surprise for most monsters. This
area is fungus-filled. About 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 4 minutes
effect 1d6 Con damage; cure 1 save

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
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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.

12C1. Tunnel Entrance (CR 5)


This tunnel leads 500 ft. from Area 0A6 and terminates in a 40 ft.
diameter cavern. As the cavern is approached from the tunnel, strange,
moving red lights can be seen in the distance, dozens of them. This is the
result of a swarm of 20 fire beetles that inhabit these chambers. They are
all over the walls, floor and ceiling. The beetles attack any who enter the
chamber at a rate of 1d6 per round joining in (they are unintelligent and do
not attack until they notice food is nearby). They have no tactics, they
attack the nearest opponent. Beetles are easily distracted by food thrown
near them, and allow characters to pass if they are busy eating (2 days of
food per beetle distracts it for 2d6 rounds).
FIRE BEETLES (20)
CR 1/3
XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary, Beetle, Fire)

12C2. Empty Caverns


Self-explanatory, although this is a good time to roll for wandering
monsters. The GM should also fill these areas with whatever dungeon
dressing he feels is appropriate, perhaps noting the abundance of stalactites
(setup for a later roper or piercer encounter) an inside-out rat corpse, or
the presence of evil-looking green pools of water (all harmless of course).

12C3. Parkour? (CR 1)


This vertical zigzag section of corridor consists of a series of 5 walls
and crawls that must be bypassed to pass through to the cave beyond.
The first wall is 8 ft. high (open at the top), followed by a 5 ft. flat area,
with a hole to the next section of tunnel at its base (its top connects to
the ceiling, open at the bottom). Past this crawlspace, there is a 3 ft. flat
section, followed by another wall, 12 ft. high (open at the top), that must
be climbed to move to the 4th area, also flat with the floor for 7 ft. Then
there is another 9 ft. wall with an opening 7 ft. up, only 2 ft. wide that must
be crawled through (it connects both floor and ceiling) that after 8 ft. turns
sharply down, creating a 20 ft. 60 degree angle, slide into Area 12C2
beyond. Climbing back through this requires a DC 10 Climb check. While
this area is not difficult to pass through, Joe Platemail III likely has to get
naked to make it, and the chance of a wandering monster happening by is
a real possibility. Anyone attempting to crawl through in heavy armor has
a 40% chance of becoming partially stuck (can be freed by friends after
2 rounds) and a 10% chance of becoming horribly stuck (like cut your
armor off and take 1d6 damage while your friends drag you out, crushing
you stuck) at each passage. The GM should properly warn players that Joe
just aint likely to make it through the hole.

12C4. Bigger Bugs! (CR 10)


This room contains what looks to be several large boulders. These
boulders are in reality 6 giant stag beetles and 1 goliath beetle. A DC
20 Perception check notices 12 of the boulders are slightly moving!
They are simply resting when the players arrive, and 12 start attacking
each round until all are engaged in combat. They are big, dumb and
hungry, and simply attack the nearest opponent until slain. Beetles are

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)

12C5. The Chasm to Zombieland


(CR 9)
A 5 ft. path runs 80 ft. along the side of the tunnel. Below is a deep
chasm sinkhole. The sinkhole drops down 70 ft. to another cave below.
If detect evil is cast, the cavern below (and all of Level 13C) radiates
strong evil (from the zombiestone of Akarno). The walls and sides of the
tunnel are full of large holes and handholds, making passage across the
pathway easy. The only problem with the crossing is the 3 cave leeches
that rest in these holes. The leeches attack when the first creature reaches
the mid-point of the narrow section. Combat while on the path requires
a DC 10 Acrobatics check with a +5 circumstance bonus each round.
Failure indicates that either the player has slipped and fallen (50% chance,
8d6 damage) or dropped any held items (50% chance) down the sinkhole.
Anything that dies from the fall, or is dead and cast down the sinkhole, is
subject to zombification as noted in Level 13C.
CAVE LEECHES (3)
CR 6
XP 2,400
hp 76 (Frog God Games The Tome of Horrors Complete,
Cave Leech)

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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.

12C6. Beetles, Beetles Everywhere


(CR varies)
This large cavern literally crawls and moving lights can be seen
everywhere (fire beetles). Hundreds of beetles of all shapes and sizes
swarm over the area, feasting on the large colonies of fungus (and one
another) that cover almost every square inch of wall, floor and ceiling.
Thousands of bats (normal bats) nest in the 200 ft. high cavern ceiling.
This room is considered to be lit (so many fire beetles), and all exits from
the tunnels can be seen.
The beetles attack any who enter the chamber at a rate of 1d6 per round
joining in (they are unintelligent and do not attack until they notice food
is nearby). They have no tactics, they attack the nearest opponent. Beetles
are easily distracted by food thrown near them, and allow characters to
pass if they are busy eating (2 days of food per beetle distracts it for 2d6

rounds). The type of beetle attacking the players is randomly generated as


follows (roll 1d8):

13
45
67
8

Beetle Swarm (up to 20 total)


Fire Beetle (up to 40 total)
Stag Beetle (up to 12 total)
Goliath Beetle (up to 4 total)

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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12C7. Tunnel to the Great Cavern


The far eastern tunnel from Area 12C6 leads back 50 ft. and then drops
off a cliff 20 ft. to another wide tunnel leading off 1,600 ft. This tunnel
terminates along a river course that leads in from the north side of Area
12A36, Level 12A. There is no path along the cold, swift-moving river,
though it can be waded (less than 3 ft. deep) all the way to Level 12A.

12C8. New Bugs (CR 10)


This cave is covered with hundreds of dead beetle shells that appear to
have been eaten by something. Examination of the shells reveals each has
been cracked by what looks like a spear or several spears. Three rounds
after the players enter the room, they are attacked from above by 4 carrion
claws. These creatures are hiding on the ceiling and can be spotted only if
their natural stealth is overcome.
Tactics: Surprise attack, grapple and drag away. These beasts are
looking for food, nothing else.
CARRION CLAWS (4)
CR 6
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)

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.

12C9. Heaven and Hell (CR varies)


This cavern looks like some strange scene out of a diorama or perhaps even
a Chinese Emperors tomb. Dozens of intricate stone statues of men, elves, a
giant lizard, a giant spider, and even a troll, carved as if by a master craftsman,
appear randomly spaced throughout the cave in various poses some locked
in combat, some kneeling, standing and even prone. These statues are the
result of encounters with the Greater Medusa in Area 12C11. Hundreds of
small piles of rubble remain where the medusa has destroyed statues she is

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GIANT BLACK WIDOW SPIDER


CR 3
XP 800
N Large vermin (Pathfinder Roleplaying Game Bestiary,
Spider, Giant Black Widow)
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception
+4
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, 1 size)
hp 37 (5d8+15)
Fort +7; Ref +3; Will +1
Immune mind-affecting effects
Speed 30 ft., climb 30 ft.
Melee bite +6 (1d8+6 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks web (+4 ranged, DC 19, 5 hp)
Str 19, Dex 15, Con 16, Int , Wis 10, Cha 2
Base Atk +3; CMB +8; CMD 20 (32 vs. trip)
Skills Climb +20, Perception +4, Stealth +2 (+6 webs); Racial
Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 webs)
Poison (Ex) Biteinjury; save Fort DC 17; frequency 1/round
for 6 rounds; effect 1d3 Con and staggered; cure 2 saves.
Save DC is Constitution based with a +2 racial bonus.
CR 7
MEDUSA
XP 3,200
hp 76 (Pathfinder Roleplaying Game Bestiary, Medusa)

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GIANT FRILLED LIZARD


CR 5
XP 1,600
hp 59 (Pathfinder Roleplaying Game Bestiary, Lizard, Giant
Frilled)

12C10. Spiders and Snakes (CR 8)


This cavern has a 70 ft. ceiling, and looks like a crowded forest of
stone pillars. This area is covered with stalactites and columns, and
contains a hundred of large and small rocks and rubble (cover 50%
chance at any given location, maximum 3 creatures can engage in hand
to hand combat due to rubble piles and stalactites), the remains of
statues crushed to dust by Ophidia, the Greater Medusa. The things
she has not destroyed are 3 dozen giant spider statues, remnants of
her victims from Level 6A. The spider statues are piled high
against the north wall, effectively blocking it off from view of her
lair. There is a 50% chance that she is present here, otherwise she is in

Area 12C11 (40%) or wandering about (10%).

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.

New Magic Items


The Sword of Kings and Queens
Aura strong divination, illusion, and transmutation; CL 15th
Slot none; Weight 4 lbs.
DESCRIPTION
This jewel encrusted +3 longsword is made of an
unbreakable, purplish metal engraved with twin crowns.
It contains the souls of both a demon and an angel. It is
neutrally aligned. It can emit a blinding flash 1/day (DC
20 Fortitude save avoids blindness for 2d4 rounds to all
within 30 ft., the sword wielder is not affected), and it has
the ability to erase a sleeping creatures dreams 1/day
(spellcasters may not recover spells, no natural daily healing
is received, daily abilities are not recovered). It can cast
find the path 1/week (to locate the Sword of Princes and
Princesses only until found). Further, the sword gains the
ability to cast the dream spell 1/week. The sword has an
ego of 21, and an intelligence of 13. The major drawback
to this sword is that it carries a curse and a geas.
This curse can only be removed by a miracle, wish or
by the prescribed method. The curse attracts monsters
and creates hostility towards non-neutral creatures; with
triple normal chances of wandering monsters occurring
while a being possesses the sword, and a 4 Charisma
modifier when determining actions of non-neutral
creatures towards the wielder.
Magic runes inscribed on the blade read destroy
me if a read magic is cast. If destroyed, this action frees
both the demon and angel from the sword. Both then
disappear. This lifts the curse from the owner. Better yet,
the sword then reappears in the owners possession (in a
non-cursed state) the first time he is unarmed, disarmed, or
in danger or combat and without a weapon. The owner
does not know of this last effect until it actually happens.
The geas on this sword forces the owner to quest for
what it considers its offspring, the Sword of Princes and
Princesses, located on Level 12B, Area 12B9. Its powers
and description are listed here as well for reference.

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). The
sword is forged from a bluish metal with nursery rhymes
engraved on it. It has the ability to cast locate object
(for the Sword of Kings and Queens only) 1/hour, 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 noncursed parent sword (spanking it).

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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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GIANT BLIND AMPHISBAENA ANACONDA


CR 12
XP 19,200
N Gargantuan magical beast (Frog God Games The Tome
of Horrors Complete, Templates, Amphisbaena)
Init +5; Senses scent; Perception +29 (non-sight related)

The Dragon Hook of Eathe


Aura faint transmutation; CL 6th
Slot none; Price 7,000 gp; Weight 5 lbs.

AC 21, touch 7, flat-footed 20 (2 blind, +1 dodge, +16


natural, 4 size)
hp 195 (15d10+105)
Fort +16; Ref +10; Will +6
Defensive Abilities split; Resist cold 10
Weaknesses blind

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.

Speed 20 ft., climb 20 ft., swim 20 ft.


Melee bite +30 (6d6+22/1920 plus grab) and bite +30
(6d6+22/1920 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (6d6+21)
Str 40, Dex 12, Con 25, Int 1, Wis 13, Cha 2
Base Atk +15; CMB +34 (+38 to grapple); CMD 43 (cant be
tripped)
Feats Blind-Fight, Dodge, Improved Critical (bite), Improved
Initiative, Improved Natural Attack (bite), Power Attack, Skill
Focus (Perception), Weapon Focus (bite)
Skills Climb +23, Perception +29 (non-sight related), Swim
+23; Racial Modifiers +8 Climb, +4 Perception, +8 Swim

CONSTRUCTION
Requirements Craft Wondrous Item, animate objects,
animate rope; Cost 3,500 gp

12C11. The Slithering Lair (CR 12)


Hidden behind the pile of 36 giant spider statues is a small tunnel leading
to the lair of Ophidia. Inside are the tattered remains of fine linens, tapestries
and other fineries, long since torn and made filthy by the evil medusa. Hiding
within the piles of cloth is a blind giant amphisbaena, the pet of the medusa.
It attacks as soon as anyone touches the cloth or the medusas bed. Strewn
about the room are various treasures and mundane items. These include:
A total of 6,800 gp, 23,000 sp, and 12,000 cp
14 gems (3 beryls, worth 800 gp each or 3000 gp as a matched set, a
huge chunk of turquoise worth 100 gp, a yellow topaz worth 250 gp, an
aquamarine (50 gp), a tourmaline (60 gp), 2 pearls (100 gp each), a black
pearl (2000 gp, but detect magic reveals this to be a pearl of power (4th
level), a ruby (500 gp), a sapphire (500 gp), an emerald (1000 gp) and
a star sapphire (2500 gp). A golden cup picturing a stag hunting scene,
encrusted with semiprecious stones (1,200 gp)
A magical tapestry (does not wear out or get dirty) depicting a pastoral
scene and a castle, worth 800 gp
A silver necklace set with pearls (2,200 gp)
A bolt of cloth woven with silver and gold thread, weighs 60 pounds
(1,000 gp)
A magical brazier that gives off heat, but consumes no fuel (2 ft.
square in size, weighs 30 pounds)
Over 20 non-magical weapons and 7 sets of random non-magical armor
6 books of various titles, worth 10d10 gp each

Blind The creature cannot see. It takes a 2 penalty to Armor


Class, loses its Dexterity bonus to AC (if any), and takes a 4
penalty on most Strength- and Dexterity-based skill checks
and on opposed Perception skill checks. All checks and
activities that rely on vision (such as reading and Perception
checks based on sight) automatically fail. All opponents
are considered to have total concealment (50% miss
chance) against the blinded character. Characters who
remain blinded for a long time grow accustomed to these
drawbacks and can overcome some of them.
Split (Ex) Each of the amphisbaenas heads functions
independently of the other. An amphisbaena that is cut in
half by 10 or more points of slashing damage from a single
attack for a Tiny creature, 20 or more points of damage for
a Small or Medium creature, 30 or more points of damage
for a Large creature, 40 or more points of damage for
a Huge creature, 50 or more points of damage for a
Gargantuan creature, and 60 or more points of damage
for a Colossal creature continues to function normally
(each with half its current hit points) and reattaches its body
together in 1d2 days. An amphisbaena that has been split
cannot be split again until it reattaches.

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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

131. The Guardian at the Gates


(CR 14)
These stairs descend from Level 7. They are neither trapped nor
dangerous in any way. All of the walls, floor, and ceiling are made of
seamless white stone. The staircase opens into a 60 ft. by 40 ft. room, of
the same white stone as before. In the room are two huge pillars, carved in
the shape of demons, as well as piles of moldering bones and rusted metal.
A wicked looking set of double doors stands before the party, etched with
horrific scenes of demons, slaughter, and blood sacrifices to the demon
prince, Orcus. Mithral runes are inlaid into the doors in magical script.

Speed fly 30 ft. (perfect)


Melee +4 ghost touch longsword +18/+13/+8 (1d8+5/1920)
or corrupting touch +13 (12d6, DC 13)
Ranged +2 ghost touch longbow +15/+10/+5 (1d8+2/x3)
Special Attacks aura of vengeance (10 ft.), channel
negative energy (DC 21, 6d6, 8/day), corrupting gaze,
cruelty (paralyzed, frightened, sickened, staggered), frightful
moan, smite good (4/day, +5 attack and AC, +12 damage),
telekinesis, touch of corruption (6d6, 11/day)
Spell-Like Abilities (CL 12th)
At willdetect good
Spells Prepared (CL 12th; melee touch +12)
3rdbestow curse (DC 18), defile armor
2ndblindness/deafness, eagles splendor, hold person (DC 17)
1stbane, command (DC 16), doom, inflict light wounds (DC 16)
Str , Dex 12, Con , Int 14, Wis 13, Cha 20

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level 13

Base Atk +12; CMB +13; CMD 29


Feats Endurance, Improved Initiative, Power Attack, Run, Skill
Focus (Knowledge [religion])B, Toughness, Weapon Focus
(longsword)
Skills Bluff +13, Craft (sculpture) +13, Handle Animal +16,
Heal +13, Knowledge (religion) +16, Perception +21, Stealth
+9, Sense Motive +12; Racial Modifiers + 8 Perception,
Stealth
Languages Abyssal, Celestial, Common
SQ fiendish bond (weapon +2, 2/day), ghostly possessions,
unholy resilience
Gear +1 ghost touch full plate, +1 ghost touch heavy steel
shield, +4 ghost touch longsword, +2 ghost touch longbow,
12 +1 ghost touch arrows

Corrupting Gaze (Su) The ghost is disfigured through age or


violence, and has a gaze attack with a range of 30 feet that
causes 2d10 damage and 1d4 Charisma damage (Fortitude
save negates Charisma damage but not physical damage).
Ghostly Possessions (Su) A side effect of Ignis transformation
was to imbue his armor and weapons with the ghost touch
enhancement. However, Ignis gear is also considered
incorporeal so only creatures on the ethereal plane can
hold or wear Ignis sword, bow and armor.
Frightful Moan (Su) The ghost died in the throes of crippling
terror. It can emit a frightful moan as a standard action. All
living creatures within a 30-foot spread must succeed on a

Will save or become panicked for 2d4 rounds. This is a sonic


mind-affecting fear effect. A creature that successfully
saves against the moan cannot be affected by the same
ghosts moan for 24 hours.
Telekinesis (Su) The ghosts death involved great physical
trauma. The ghost can use telekinesis as a standard action
once every 1d4 rounds (caster level 12th or equal to the
ghosts HD, whichever is higher).

132. The Demon Gate (CR 15)


These doors appear as an artistic marvel of depravity. No scene of terror
is spared in the carvings and inlays on these doors. Hearts are ripped out of
living victims, demons devour babies, men are impaled on spikes, women
are dismembered, and other scenes too grisly to describe are carved in
detail from floor to ceiling. The doors are not locked, but they are trapped.
The mithral inlay is a set of magical runes. If read magic is used to view
the runes, they say:
Beware the crossing,
For those who disturb the Masters rest
Gain only eternal torment
Anyone passing through the doors is subjected to a curse equivalent to
an imprisonment spell cast by a 27th level wizard. Those failing the DC
30 Will save are trapped in one of the pillars in Area 134 until released

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by a freedom spell or its equivalent.


Creatures: When the doors are opened, the 2 glabrezu guardians
awake and step out of the two demonic pillars in front of the door.

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.

133. War and Peace


The corridor beyond the demon gate is set with bricks of pure white
on the right side and of glossy red brick on the left. The dividing line
running between the two is made of a 2 ft. wide strip of strange greenish
metal. Painted on the right wall are pastoral scenes, happy times on the
farm, and other peaceful tidings. Painted on the left wall are scenes of war
and destruction, fighting and killing. Inscribed on the floor of the room,
immediately beyond the demon gate, is the following magical text:
The struggles of life for the good are many,
for the evil are few and dictate the path chosen.
War and peace, one and the same,
To fail in war is to lose peace, and war the way
to win it. Tis a fine line the good men walk.

134. The Chamber of the Portal


This 200 ft. diameter room is lit with an eerie golden glow. It contains
numerous huge pillars that hold tortured souls imprisoned by the gate
passing described in Area 132. All told, 12 individuals, as well as any
PCs so imprisoned, are present in the pillars. The horrible sight of men
in pain, trapped inside the columns, is enough to bring tears to even the
eldest dwarfs eyes. These individuals can be seen moving and writhing
within the stone, but no means short of a freedom, wish, or miracle spell
frees them. Any NPCs freed from the pillars are assumed to be goodaligned characters of 12-15th level (companions of Igni, for instance),
and may join or serve the PCs as a reward for being freed. The GM can
generate these NPCs as needed. The remaining pillars are empty of souls
and are merely nicely carved stone. In the center of the room is a reflective
black circular pit, and in front of it lies an altar covered in blood, with
several sponges, knives, and bowls atop its black stone exterior.

135. The Altar of Blood


This altar consists of a solid black piece of rock about 6 ft. long and
2 ft. wide, with one shelf-like protrusion on the south side. On the shelf
are three silver bowls, coated in dried blood, three sharp knives made of
obsidian, and three sponges stained with the blood of men. The altar is
inscribed with words in Common. They read:
To pass the portal of oblivion
One must cover themselves for the dark god
in only a coat of his own crimson.

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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136. The Portal of Darkness


This pure black circle shimmers and reflects back all light that touches
it. As mentioned above, those who coat their naked bodies with their own
blood may pass through the portal unharmed and thus pass into Level 15,
Area 151, where the Master awaits.

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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

AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1


shield, +1 size)
hp 13 (2d10+2)
Fort +4; Ref +2; Will 1

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.

13A1. Stairs from Level 12A


The steep stairs from Level 12A terminate in a landing blocked by a
solid iron portcullis (hardness 10; hp 100; DC 30 Break).

13A2. Chute from Level 10

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.

13A3. Portcullis and Guard (CR 9)

ELITE GOBLIN GUARDS (5)


CR 4
XP 1,200
Male and Female goblin fighter 5 (Pathfinder Roleplaying
Game Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +5

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

AC 20, touch 15, flat-footed 16 (+3 armor, +3 Dex, +1 dodge,


+2 shield, +1 size)
hp 42 (5d10+5 plus 5)

The chute from Level 10 empties out into this small cavern. A set of
stairs leads up to Area 13A1.

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Fort +5; Ref +4; Will +1 (+2 vs. fear)


Defensive Abilities bravery +1

level 13a

masterwork morningstar, masterwork heavy crossbow, 10 +1


bolts, 20 gp.

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)

13A5. Elite Common Room


(CR 10)

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.

13A4. Guard Rooms (CR 4)


Each room contains a small table, a stool, and a barrel holding 50
normal crossbow bolts. Standing guard here 2 goblin fighters armed with
heavy crossbows. The goblin fighters are not particularly alert, however,
and so take 10 on all their Perception checks. If either goblin hears the
sounds of combat in Area 13A3, they immediately investigate. If there is
trouble at the portcullis, and intruders are still on the south side of the gate,
the goblins fire their crossbows through the arrow slits until the enemy is
out of range, at which point they head for Area 13A3.
GOBLIN FIGHTERS (2)
CR 2
XP 600
Male and female goblin fighter 3 (Pathfinder Roleplaying
Game Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +3
AC 19, touch 15, flat-footed 15 (+3 armor, +3 Dex, +1 dodge,
+1 shield, +1 size)
hp 29 (3d10+3 plus 3)
Fort +4; Ref +4; Will +1 (+2 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee mwk morningstar +6 (1d6+1)
Ranged mwk heavy crossbow +8 (1d8/x3)
Str 13, Dex 16, Con 12, Int 10, Wis 11, Cha 6
Base Atk +3; CMB +3; CMD 17
Feats Dodge, Improved Initiative, Weapon Finesse B,
Weapon Focus (short sword) B
Skills Perception +3, Ride +11, Stealth +15, Swim +5; Racial
Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ armor training 1
Combat Gear potion of cure light wounds; Other Gear
masterwork studded leather armor, light wooden shield,

Creatures: Currently, 8 goblin fighters and 1 hobgoblin lieutenant are


lounging about here, drinking ale and belching. They are not particularly alert
(assume a 5 for all Perception checks), but are fully armored and capable of
being ready for combat in 3 rounds. If combat is joined here, they call for help
from Areas 13A6, 13A7, and 13A8, and attempt to alert Herzord.
HOBGOBLIN LIEUTENANT
CR 7
XP 3,200
Male hobgoblin fighter 8 (Pathfinder Roleplaying Game
Bestiary Hobgoblin)
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +9
AC 21, touch 13, flat-footed 18 (+5 armor, +2 Dex, +1 dodge,
+3 shield)
hp 86 (8d10+24 plus 14)
Fort +9; Ref +6; Will +3 (+5 vs. fear)
Defensive Abilities bravery +2
Speed 30 ft.
Melee +1 longsword +15/+10 (1d8+7/1720)
Ranged mwk composite longbow +11/+6 (1d8+3/x3)
Special Attacks weapon training (heavy blades +1)

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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

13A6. Goblin Fighters Chambers


(CR 11)
This barracks houses 20 goblin fighters. There are 20 cots, 20 trunks,
two small tables, and trash everywhere. Currently 12 goblin fighters are
resting in this chamber. They are unarmored at the moment (AC 14) and
require one minute to don their studded leather armor hastily.
GOBLIN FIGHTERS (20)
XP 600
hp 21 (see Area 13A4)

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.

Treasure: The iron trunks contain the lieutenants personal belongings.


In one trunk is a winter cloak, in the pocket of which is a diamond ring
worth 2,500 gp (DC 15 Perception to notice).

13A7. Elite Guards Chambers


(CR 8)

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

13A8. Lieutenants Chambers (CR 11)


Herzords three lieutenants are housed here. The room contains three
beds, three locked iron trunks (DC 25 Break; each lieutenant has a key),
a table with a jug of wine and three goblets upon it, and three wooden
chairs. At the moment, 2 lieutenants are relaxing here. They are fully
armored, however, and can be ready for combat in 3 rounds.
HOBGOBLIN LIEUTENANTS (4)
XP 3,200
hp 83 (see Area 13A5)

CR 7

The door to this chamber is locked (DC 20 Disable Device, DC 25


Break). The room contains spare weapons and armor stored on racks, in
crates, or just piled about. In all there are 15 short swords (one of which
is a +1 short sword), 50 morningstars, 250 javelins, 4 masterwork heavy
crossbows, 300 crossbow bolts, 25 +1 crossbow bolts, 2 small breastplates,
3 small suits of chainmail, 40 small suits of leather armor, 3 small light
steel shields, and two heavy steel shields.

13A10. Herzords Office (CR 11)


Herzord keeps the door to his office locked (DC 25 Disable Device, DC 25
Break) when he is away and unlocked when he is present. This room serves as an
office and meeting area, and it contains a wooden table (Herzords desk), a lamp,
and five wooden chairs. A whip hangs on a hook on the western wall, directly
behind the desk. Herzord makes frequent use of the whip when patrolling the
ranks, and it is entirely possible the PCs might come upon the captain in the
midst of disciplining a foot soldier. On the table are a quill pen and several
sheets of vellum with information about the troops and their general state of
readiness. Although statistics for Herzord are given here, it is not necessary he
remain in his chambers while the PCs explore the barracks. Herzord is an active
leader and likes to wander among his troops, sniffing out slackers, instilling
discipline, and even, from time to time, attempting to keep up morale.

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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.

13A11. Herzords Bedchamber


This room contains a four-poster bed, a nightstand, an armoire, and an
oak trunk. On the walls are tapestries depicting goblinoids felling scores
of men in battle. The trunk is locked (DC 25 Disable Device; Herzord
has the key) and holds many fine winter cloaks, fine leather boots, a dress
sword (masterwork rapier), and several nice wool hats. The armoire holds
three capes, a suit of masterwork chainmail, a masterwork halberd, and a
masterwork heavy crossbow.

13A12. Herzords Treasure Room


(CR 7)
The door to this secret room is locked (DC 25 Perception to notice, DC
25 Disable Device, DC 25 Break; Herzord has the key). It is also trapped
(see below). The room contains only the treasure.
POISON GAS TRAP
CR 7
XP 3,200
Type mechanical; Perception DC 20; Disable Device DC 22
Trigger touch (door); Reset repair
Effect poison gas (burnt othur fumes); onset delay (1 round);
multiple targets (all targets within 20 ft. of the door)
Burnt othur fumes (poison)inhaled; save DC 18 Fort;
frequency 1/round for 6 rounds; initial effect 1 Con drain;
secondary effect 1d3 Con; cure 2 consecutive saves.
Treasure: A small unlocked iron chest containing 3,500 gp, 1,000 pp,
and a staff of fire (10 charges).
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13A13. The Bridge and River


A solid stone bridge spans the river, connecting the two portions of the
barracks. While unlikely to break, the bridge is without sides or handrails
and slightly damp. Anyone attempting to run on the bridge must succeed
at a DC 15 Acrobatics check or slip and fall into the water.

13A14. Common Room


(CR varies)
The mass of goblin warriors gather here to eat, argue, brawl, and
complain. There are two dozen long wooden tables and over a hundred
small wooden stools scattered about this large chamber. At present, 100
goblin warriors are engaged in all the above listed activities. The place is
foul smelling and utterly filthy. From time to time, Herzord or one of his
lieutenants comes through and commands the warriors to clean the place
up, but this has not happened recently.
The goblins here do not automatically assume the PCs are hostile. They
grow suspicious, however, if the PCs attempt to enter Area 13A16, and
a band of twenty or so demands some explanations. If, however, the PCs
simply poke their heads into the common room to investigate, the goblins
take notice but ignore them.
GOBLIN WARRIORS (100)
XP 200
hp 13 (see Area 13A)

CR 1/2

Tactics: Without a leader to rally or guide them, the warriors really


have no battle plan. If attacked, they charge their assailants. If the PCs
prove too formidable, they retreat to the caves, where they are joined by
the rest of the warriors and stage a last defense.

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GM Note: the wholesale slaughter of low-level goblins by high-level


PCs should not be rewarded with a pile of experience points. Use your
discretion.
If the goblins hear the sounds of combat in Area 13A5, a group of 20
goes to investigate. These warriors are not very alert, however, and so take
5 on their Perception checks, thus requiring a very loud combat to draw
their attention.

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.

13A16. The Warriors Caves


(CR varies, up to 9)
Both these large caves house the barracks 200 goblin warriors.
Presently, 50 goblin warriors are relaxing in each cave. These areas are
unlit and are scattered with debris and piles of cloth and hides that might
or might not be bedding.
Creatures: The goblins, as they are wont to do, simply lie down
wherever seems comfortable. As in Area 13A14, these goblins are
not alert, although they question anyone they do not recognize. Unless
successfully bluffed, they become hostile. If attacked, they defend
themselves as best they can. If combat breaks out in Area 13A14, 4d6 of
these goblins grab their weapons and run to investigate. The rest arrive 10
rounds later, if combat continues.
GOBLIN WARRIOR (50)
XP 200
hp 13 (see Area 13A)

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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

Standard Features: The floors and ceilings are natural


stone formations and tend to be cramped and
convoluted with ceiling heights ranging from 5 to 7 ft. in
tunnels. The tunnels between caverns are considered
squeezing for Medium and larger creatures. Caverns
have ceiling heights that vault as high as 50 ft. and have
many stalactites and stalagmites on ceiling and floor
respectively.
The Dark River: The river flowing through this level is
swift and deep. Its dark waters descend 20 ft. to its
pebble-strewn floor, and the stalactite-laden ceiling
rises 20 ft. above with at least one stalactite extending
down to within 10 ft. of the waters surface in every
10 ft. square. The water flows at a speed of 20 ft. per
round and requires a DC 15 Swim check. Climbing the
condensation-slick walls or stalactites of the river tunnels
requires a DC 25 Climb check.
At the southern end of the level is an old rock fall that
partially dams the river and creates a 30 ft. waterfall.
The Swim checks within 50 ft. of the waterfall rise to
DC 25. Anyone going over the falls takes 5d6 damage

from battering on the rocks. The catch basin below the


fall forms a whirlpool (also DC 25 Swim check) and a
sort of sump that traps most of the heavy particles that
come over the falls before the water continues on its
way into the Under Realms. The water of this basin is 30
ft. deep, and the floor of it is strewn with broken bones
and equipment of those who have gone over the falls
in ages past. Even a successful Swim check in this pool
still deals 1d6 damage per round from the constant
buffeting. A failed check results in 3d6 damage per
round. Caught within this swirling pool is a still functional,
though half-submerged, folding boat in its rowboat form.
Searching the bottom of this pool (one DC 20 Perception
check allowed per minute of searching) can turn up the
following items:
Split leather backpack spilling 155 gp
Ogre skull with a still-serviceable greater aberrationslaying arrow protruding from its forehead
Pair of gauntlets chased with silver and electrum (120 gp)
Brass spittoon (5 gp) with Sweep, Shroud, and Stow
engraved on it (command words for the folding boat)
Gold ring with a flawed emerald (75 gp)
Half-buried skeletal legs still wearing boots of friendly
terrain (underground)*
*Pathfinder Roleplaying Game Advanced Players Guide

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Wandering monsters are not encountered for those


boating on the river, but as soon as someone enters
the water, roll 1d6 and consult the table below for the
natural denizens of the water that attack swimmers.
These creatures are accustomed to the current and are
able to move freely about in it without danger of being
swept away.
1
2
3
46

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)

13B1. River Landing (CR 9)


The river slows slightly here as it washes up on gravel beach. All sorts
of detritus have washed up on this beach just above the waterline. Just past
this line of debris wash are lined up three small coracles made of some
sort of lizard hide stretched over the wing appendages of some massive
breed of bat. Each is capable of holding up to 2 Small creatures, though
the mites that use them for fishing know to use hooked 10 ft. poles (four
are stacked just inside the nearby tunnel entrance next to a heap of fishing
nets) to catch the lower-hanging stalactites in order to check their progress
and not be swept downriver. Doing this without practice requires a touch
attack against AC 10 with a 4 penalty for non-proficiency.
The coracles are overturned, and under each one is a poisoned arrow
trap left by the mites who use them for fishing the Dark River.
POISON ARROW TRAP
CR 6
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger touch; Reset manual
Effect Atk +15 ranged (1d4 plus wyvern poison/x3)

MONSTROUS CRABS (3)


CR 2
XP 600
hp 19 (Frog God Games The Tome of Horrors Complete,
Crab, Monstrous)

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.

13B4. Solitary Vigil (CR 10)


Seated atop a boulder in a side alcove off of this chamber is a single
mite, apparently lost in thought. This creature is actually an ogre mage
using its change shape ability to appear as one of the Small fey. The corpse
of another mite lies in the center of the floor, a Large arrow bisecting its
body (the handiwork of the ogre mage). Since mites are fey and the ogre
mages change shape ability only works to perfectly reproduce the appearance of a humanoid, a DC 15 Knowledge (nature) check is able to
detect that the creature only strongly resembles a mite but is not, in fact,
one of the fey. The ogre mage is part of a small band of his fellows that
have infiltrated the mite tribe in order to usurp it and use it for their own
nefarious ends. The fact that the mites are generally rather dim-witted and
are more than over-awed by the power of these new members of the tribe
has prevented them from detecting the duplicity themselves.
CR 8
OGRE MAGE
XP 4,800
hp 92 (Pathfinder Roleplaying Game Bestiary Oni, Ogre
Mage)

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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

13B2. Empty Rooms


Self-explanatory; although this is a good time to roll for wandering monsters. The GM should also fill these areas with whatever dungeon dressing
he feels is appropriate, perhaps noting the abundance of stalactites (setup for
a later roper of piercer encounter) an inside-out rat corpse, or the presence of
evil-looking green pools of water (all harmless of course).

13B3. Crabs and Mites (CR 6)


A group of 5 mites small, bulging-eyed, ugly humanoids with pointed
ears and bulbous noses sit around a small pit of smoldering coals over
which they roast soft-shelled cave crabs for their dinner. Near one wall are
3 monstrous crabs that serve the strange little creatures and steeds and
guardians that scuffle over the rotting corpse of a well-gnawed dire rat.
MITES (5)
CR 1/2
XP 200
hp 6 (Frog God Games The Tome of Horrors Complete,
Mite)

Trigger touch; Reset none


Effect Atk +15 melee (10d6); multiple targets (all targets in
spell area of effect)
Tactics: The ogre mage is easily annoyed by the mites of the tribe and
has retreated here for some solitude. One of the irritating fey that followed
him recently received an arrow from the creatures composite longbow
for its troubles. When the mite/ogre mage spots intruders, it immediately
turns invisible and flies straight up in the air to ceiling level. It then unleashes its cone of cold above the party so that the stalactites along the
length of this cone are caused to fall upon the PCs below. It then flies
among the remaining stalactites and turns invisible again to try and provoke the PCs in unleashing more area effect spells above them that could
bring down more of the stone missiles. Individual attacks are insufficient
to knock down enough of the stalactites to make attacks on people below.
If reduced to below 20 hp, it retreats to Area 5 to try and lead the PCs into
an ambush.
Treasure: The ogre mage wars a gold and jade pectoral (350 gp) and
carries a bag with 212 gp. Also in the bag is a small, leather tobacco pouch
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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.

13B5. The Grand Trap Room


(CR 10)
This vast cavern is littered with a field of boulders and debris from
many ceiling collapses over the ages, and the ceiling itself 50 ft. above
is lost in darkness. The floor is so strewn with large pieces of detritus
that any creature of size Medium or larger considers it to be difficult terrain (smaller creatures are able to pick out paths between the rubble) and
creatures of size Small or smaller have cover against attacks by larger
creatures. The west corridor leads to the Winding Passage (see below)
and has a large stack of round boulderseach approximately the size of a
humans headset beside it.
In addition to the nearly indiscernible paths through the rubble, the floor
of the cavern is likewise honeycombed with tunnels that allow a Small
creature passage but are a squeeze for Medium creatures, and require a
DC 25 Escape Artist check for Large creatures. These tunnels are accessible through two hidden openings (one near the south entrance and one
at the far end of the Winding Passage that require a DC 30 Perception
check to notice). Likewise several concealed ledges have been cut into
the rock of the ceiling. All of these features serve to make the room the
perfect ambush for the mite tribe that inhabits this level. Always on guard
in this room are 12 mites, 10 pesties (the slightly taller, mute cousins of
the mites), and their trained giant whiptail centipede and 4 cave fishers.
A pestie lookout always keeps watch on the northern and western passages, so an approaching party is likely to be detected and ambushed as
explained under Tactics below.
MITES (12)
XP 200
hp 6 (see Area 3)

CR 1/2

GIANT WHIPTAIL CENTIPEDE


CR 3
XP 800
hp 38 (Pathfinder Roleplaying Game Bestiary 2, Centipede,
Giant Whiptail)
CAVE FISHERS (4)
CR 2
XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary, Cave Fisher)
PESTIES (10)
CR 1
XP 400
hp 7 (Frog God Games The Tome of Horrors Complete,
Mite)
The Winding Passage: Opening off to the west of Area 5, this passage wends back and forth making progress frustrating for creatures of
Medium size or larger, due to its narrow confines. One of the crawl tunnels
from Area 5 runs underneath this passage and opens at its southern end
(where is can be located with a DC 30 Perception check). The entire passage has a detectable slope to the southwest. When intruders are detected
in this passage, the mites in Area 5 push the round boulders over, and they
begin to roll down the passage (speed 40 ft.), violently colliding with the
walls, each other, and anything that gets in their way. This continues for
5 rounds until all of the boulders have been exhausted and have collected

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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Treasure: Searching the room and making a DC 25 Perception check


uncovers the mites small cache of treasure totaling 23 gp, and a pair of
yellowed ivory tusks taken from a strange Under Realms fish caught in the
river years ago. These tusks are worth 120 gp each.

13B6. Tribal Den (CR 8)


This room is a mess of rotten food, discarded trash, soiled clothing,
and other detritus of habitation by creatures of little intelligence and less
cleanliness. There are a total of 17 mites in here along with another 33
noncombatant females and young. With them are 5 giant spiders that
serve as guards and beasts of burden. The combatants and spiders immediately move to face any intruders, while the rest cower against the
southeast wall. The mites here fight to the death. A small passageway in
the floor near the west wall can be found with a DC 17 Perception check,
but none of the mites use it to try to escape, too fearful of their bosses
with their scary masks that stay down there.
MITES (17)
XP 200
hp 6 (see Area 3)
GIANT SPIDERS (5)
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary, Spider,
Giant)

CR 1/2

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).

13B7. Treasury (CR 11)


Heaped around this elongated cave are a number of old chests, now
rotten and broken open from which spill coins and gems. Hanging on the
walls are six fiendish masks. Seated at a small table at the center of the
room are 2 mites. These creatures are actually 2 ogre magi using their
change shape ability like the one in Area 4. In addition the masks are actually 6 spirit oni that they have brought in to use as spies and enforcers
over their mite underlings. Realizing their ruse has been discovered, they
fight to the death.
CR 8
OGRE MAGI (2)
XP 4,800
hp 92 (Pathfinder Roleplaying Game Bestiary, Oni, Ogre
Mage)
SPIRIT ONI (6)
CR 2
XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary 3, Oni, Spirit)
Treasure: The chests contain the treasures the oni have collected during their time on the Dark River. These treasures total 2,290 gp, 6,586 sp,
17,050 cp, and gems worth a total of 5,500 gp.

13B8.Pestie Beach (CR 8)


A net stretches across the river here just below water level so that it
does not catch boats but does catch anything submerged in the water. The
pesties use this to scavenge for valuable and edible items. Currently 3
gulper eels writhe around the base of net looking for something to eat.
They attack anyone who enters the water. Two small rafts composed of
bits of broke wood (doors, shields, etc.) that have drifted down the river
are pulled up on shore here. In the center of the cave is a small 5-foot-deep
pool, the bottom of which opens into a tunnel that leads to Area 10. Any
light source brought into the cave reflects off the surface of the pool and
makes the tunnel invisible from above due to the glare (DC 30 Perception check to notice). It is easily discernible with darkvision. The narrow
tunnel itself is water-filled, requiring anyone using it to hold their breath
if they are unable to breathe underwater (see the Pathfinder Roleplaying
Game Core Rulebook, Environment, Drowning). A DC 16 Perception
check reveals a rock-filled niche in one wall of the cavern at floor level.
Inside it our four old wineskins that have been thoroughly oiled and made
airtight for use as breathing devices. Anyone inflating it can use it to draw
three additional breaths of air while swimming through the passage beneath as the pesties do.

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)

13B10. Pestie Ambush (CR 7)


This small tunnel is air-filled and connects to the river cavern just above
eater level (DC 23 Perception check to notice for anyone traveling along
with the current). In addition, a small pool in one corner is actually a water-filled tunnel that connects to Area 8. Two of the well-oiled wineskins
are stacked nearby to allow the pesties to safely come and go through the
tunnel. The river outside is watched by 6 fuath gremlins, distant cousins
to the pesties and mites. They watch through the hidden openings for anyone traveling along the river. They attack anyone who passes by in a boat
and attempt to drown them using their congeal water ability. Any who
dont succumb are the targets of a sleep spell followed by an attempt to
tip their boat. There are also 5 pesties in this small chamber. If an attack
occurs, they slip through the water tunnel to Area 8 to kill any survivors
that wash downstream and salvage any goods from the net there.
CR 1
FUATH GREMLINS (6)
XP 400
hp 7 (Pathfinder Roleplaying Game Bestiary 3, Gremlin,
Fuath)
PESTIES (5)
XP 400
hp 7 (see Area 5)

CR 1

13B11. Poison Cavern (CR 12)

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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.

GULPER EELS (3)


CR 5
XP 1,600
hp 60 (Frog God Games The Tome of Horrors Complete, Eel,
Gulper)

CATOBLEPAS
XP 19,200
hp 161 (Pathfinder Roleplaying Game Bestiary 2,
Catoblepas)

CR 12

13B9. Oni Conclave (CR 4)

13B12. Lost Treasure Cache (CR 10)

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 )

Tactics: The sepia snake comes instantly awake as soon as it hears


someone moving about in the tunnel outside its lair (+9 Perception automatic if a battle is fought against the catoblepas or a chime is sounded).
Its orders are to attack any intruders that fail to sound the iron chime
before entering. It recognizes that chimes distinctive tone, and knows if
the wrong one was sounded. If either of the other two chimes are sounded
or intruders enter without sounding any chime, it fires its cocoon web at
anyone in the doorway. It then uses it gaze attack on those who escape
its web. It fights to the death to defend its treasure. If the iron chime was
sounded, it lets the PCs enter the room with impunity and take whatever
they like, though if attacked it immediately becomes hostile and attempts
to kill the intruders.
Treasure: The treasure in this chamber is stored in seven copper cauldrons (worth 30 gp each). They contain the following: #1. 7,305 cp; #2.
10,550 sp; #3. 6,800 gp mixed with 855 pp; #4. 5 royal outfits of black
silk (200 gp each) and accompanying jewelry worth a total of 800 gp;
#5. 8,030 cp; #6. a marble bust of a the arch-devil Gorson (known as The
Blood Duke) with twisting horns of hammered bronze, bloodstone eyes,
and a mane of spun gold thread (worth 7,000 gp and weighing 245 lbs.);
#7. a satchel holding 16 arcane scrolls: (1stghost sound; 3rdarcane
sight, major image, protection from energy, sepia snake sigil; 4thanimate dead, detect scrying, enervation, scrying; 5thhold monster, mind
fog, mirage arcana, sending, telekinesis, transmute rock to mud; 6th
create undead) and a silver ewer (75 gp) filled with small seed pearls (250
gp total).

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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);

Immune undead traits

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:

or Knowledge (nature) check allows PCs to determine


which are edible. (Gnomes and other underground
creatures gain a +2 bonus to their checks.)

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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)

Continuous Effects: Any creature slain on this level rises as a


zombie in 1d3 rounds (except in Areas 13C9 and 13C10)
of HD equal to 1+ the racial HD of the creature (drop all
class levels). These zombies have DR 10/slashing and DR 5/,
if they are north of Area 13C12 and channel resistance is
+4 (or existing channel resistance is increased +4), and have
DR 15/slashing and DR 10/ if in Areas 13C78, and channel
resistance is +4 (or existing channel resistance is increased
+4). In Area 13C11 and 13C13, all zombie creatures (and
other undead) have DR 15/ and is immune to channeled
energy. In addition, all of Area 13C11 is protected by a
magic circle against good. Fire and holy water affect them
normally (assumes pieces must be chopped off to slay them,
and even then slay is the wrong word).
Zombies have no tactics; they mindlessly follow and
attack any living creature. Anyone returned as a zombiecreature cannot be raised from the dead or resurrected
by any power short of a wish or miracle. These zombies
are terrifying in appearance. They are maggot ridden,
and never actually de-animate unless burned to ashes.
Bits and pieces of them continue to wiggle and crawl
about even if the whole is hacked to tiny bits. All zombies
immediately cease to be animate if the Zombiestone is
destroyed.

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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

ZOMBIE DIRE RATS


CR 1/2
XP 200
NE Small undead (Pathfinder Roleplaying Game Bestiary,
Rat, Dire, Zombie)
Init +2; Senses darkvision 60 ft.; Perception +0
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 11 (2d8+3)
Fort +0; Ref +2; Will +3
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead
traits

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)

Speed 40 ft., climb 20 ft., swim 20 ft.


Melee bite +3 (1d4+1) and slam +3 (1d4+1)

ZOMBIE OGRE SPIDER


CR 5
XP 1,600
NE Huge undead (Pathfinder Roleplaying Game Bestiary,
Spider, Giant, Zombie)
Init +1; Senses darkvision 60 ft.; Perception +4

Str 12, Dex 15, Con , Int , Wis 10, Cha 10


Base Atk +1; CMB +1; CMD 13 (17 vs. trip)
Feats Toughness
Skills Climb +10, Stealth +6, Swim +10
SQ staggered

AC 21, touch 9, flat-footed 20 (+1 Dex, 2 size, +12 natural)


hp 60 (11d8+11)
Fort +3; Ref +4; Will +7
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead traits

Disease (Ex) Filth fever: Biteinjury; save Fort DC 11; onset


1d3 days; frequency 1/day; effect 1d3 Dex damage and
1d3 Con damage; cure 2 consecutive saves. The save DC is
Constitution-based.

Speed 40 ft., climb 40 ft.


Melee bite +12 (2d8+6) and slam +12 (2d6+9)
Space 15 ft.; Reach 15 ft.

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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Str 23, Dex 13, Con , Int , Wis 10, Cha 10


Base Atk +8; CMB +16; CMD 27 (35 vs. trip)
Feats Toughness
Skills Climb +30, Perception +4, Stealth 3
SQ staggered
CR 1
PIERCERS
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

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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.

13C1. Chasm from Above (CR 5)


Above this deep chasm is a sinkhole. The sinkhole rises 70 ft. to a cave above
(see Area 12C5). Strange undead bugs crawl around on the floor (harmless,
but surprisingly difficult to squash. Three rounds after the room is entered, 6
humanoid zombies and 1 giant crawfish zombie rise and attack from the river.
They appear as bloated, rotting corpses, with chunks taken out of them. Due to
the water saturation, these zombies have fire resistance 10. Note zombie creatures here absorb the first 4 hit points of damage from any attack as noted above.
CR 1/2
ZOMBIES (6)
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; Resist fire 10)
MONSTROUS CRAYFISH ZOMBIE
CR 2
XP 600
NE Large undead (aquatic) (Frog God Games The Tome
of Horrors Complete, Crayfish, Monstrous, Pathfinder
Roleplaying Game Bestiary, Zombie)
Init 1; Senses darkvision 60 ft.; Perception +0
AC 18, touch 9, flat-footed 18 (1 size, +9 natural)
hp 36 (6d8+6)
Fort +2, Ref +1, Will +5
Defensive Abilities channel resistance +4; DR 10/slashing

and DR 5/ (see Continuous Effects, above); Resist fire 10;


Immune undead traits
Speed 20 ft., swim 40 ft.
Melee 2 claws +7 (1d6+4/1920), slam (1d8+4)
Space 10 ft.; Reach 5 ft.
Str 18, Dex 8, Con , Int , Wis 10, Cha 10
Base Atk +4; CMB +9 (+13 to grapple); CMD 18 (30 vs. trip)
Feats Toughness
Skills Climb +4, Stealth 1, Swim +12
SQ staggered

13C2. Empty Rooms


Self-explanatory, although this is a good time to roll for wandering
monsters. The GM should also fill these areas with whatever dungeon
dressing he feels is appropriate, perhaps noting the abundance of stalactites (setup for a later roper of piercer encounter) a hacked apart and still
wiggling pile of zombie bits, or the presence of evil-looking green pools
of water (all harmless of course).

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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ZOMBIE DIRE RATS (14)


XP 200
hp 11 (see Wandering Monsters, above)

CR 1/2

ZOMBIE FIRE BEETLES (8)


XP 200
hp 12 (see Wandering Monsters, above)

CR 1/2

DR 5/ (see Continuous Effects, above); Immune undead traits


Speed 20 ft.
Melee +1 halberd +4 (1d10+4/x3) or slam +3 (1d6+3)

ZOMBIE OTYUGH
CR 3
XP 800
NE Large undead (Pathfinder Roleplaying Game Bestiary,
Otyugh, Zombie)
Init 1; Senses darkvision 60 ft.; Perception +0

Str 14, Dex 8, Con , Int , Wis 10, Cha 10


Base Atk +1; CMB +3; CMD 12
Feats Toughness
Skills Climb 3, Escape Artist 6, Stealth 6, Swim 3
SQ staggered
Combat Gear 3 potions (cure light wounds, energy
resistance [fire], heroism); Other Gear +1 full plate, +1
halberd, backpack, 22 gp, 123 sp

AC 19, touch 8, flatfooted 19 (1 Dex, 1 size, +11 natural)


hp 42 (8d8+8)
Fort +2; Ref +1; Will +6
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead traits

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.

AC 12, touch 10, flat-footed 12 (+2 natural)


hp 11 (2d8+3)
Fort +2; Ref +2; Will +5
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead traits

Str 20, Dex 8, Con , Int , Wis 10, Cha 10


Base Atk +6; CMB +12 (+16 to grapple); CMD 21
Feats Toughness +8
Skills Climb +5, Stealth 5
SQ staggered

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

Str 12, Dex 10, Con , Int , Wis 10, Cha 10


Base Atk +1; CMB +2; CMD 12
Feats Toughness
Skills Perception +2
SQ staggered
Gear quarterstaff, cloak of resistance +2, backpack, 11 gp,
44 sp, 22 cp, spellbook, spell component pouch

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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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1. A human fighter wearing +1 full plate and carrying a +1 halberd. In


his pack are 22 gp, 123 sp, and 3 potions (cure light wounds, fire resistance and heroism)
2. An elf wizard wearing a cloak of resistance +2 and carrying a normal quarterstaff (still only does 1d8 damage). His pack contains a bloodstained spellbook (1d6 spells of each level 15 are still readable), 11 gp,
44 sp and 22 cp. Imbedded in his back is a +2 keen short sword.
3 A human thief wearing a ring of spell storing (6 levelscurrently
contains water breathing and invisibility)

13C4. The Fungus Garden (CR 7)


This side of the river appears at first to be zombie free. Heavy growths
of fungus cover the area, hanging from the roof and walls in thick, multicolored clumps. The fungus is mostly harmless, except on the far south
side of the cavern. This section is covered with a large colony of yellow
mold. Moreover, rotting in the mold is a yellow mold encrusted troll
zombie, also covered in the mold. Every blow inflicted on this creature
releases a cloud of mold spores until the creature is burned for 10 points of
damage (slays mold, even if the troll-zombie is still alive).
CR 6
YELLOW MOLD
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.
ZOMBIE TROLL
CR 3
XP 800
hp 43 (see Wandering Monsters, above with the following
changes: add Defensive Abilities channel resistance +4;
DR 10/slashing and DR 5/ (see Continuous Effects, above)

13C5. Sinkhole to Safety?


This sinkhole descends at a 60-degree angle thirty feet below the floor
of this cavern. Rubble on the floor blocks a small crawlspace. If the rubble
is moved aside, a 3 ft. diameter tunnel leading to Area 13C9 is found.
The good news is no zombie creatures have found Areas 13C9 and
13C10 beyond this tunnel. No set encounters are present in this cavern;
however, a wandering monster check is appropriate upon first entering
the chamber.

13C6. Zombie King (CR 10)


Several years ago, a particularly tough adventuring group journeyed
down into these depths and encountered a behir that had taken up residence in these caves. After a long battle, they slew the beast, only to have
it rise again and destroy them. The tunnel leading to this area is scarred
with lightning burns and melted sections of rock (the behir found that
lightning destroyed the zombies that harassed it). Large broken rocks litter
the floor, and about halfway up the tunnel, under a large boulder, a human
hand protrudes, grasping at anything that walks by (no effective attacks).
This zombies arm and hand continues to live its undead existence, even
though crushed to pulp under two tons of rock.
In the cavern itself are the zombified remains of the behir and the 4 adventurers who killed it, now allied in an unknowing, un-living alliance.
Note: zombie creatures here absorb the first 4 hit points of damage from
any attack as noted above.

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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Str 14, Dex 8, Con , Int , Wis 10, Cha 10


Base Atk +1; CMB +3; CMD 12
Feats Toughness
Skills Climb 3, Escape Artist 6, Stealth 6, Swim 3
SQ staggered
Combat Gear elixir of tumbling, 3 vials holy water; Other
Gear full plate armor, boots of striding and springing, belt
pouch, 12 gp, 23 sp
ZOMBIE CLERIC
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 16 (2d8+3)
Fort +2, Ref 1, Will +4
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 light mace +1 (1d6+1) and slam 4 (1d6+1)
Str 12, Dex 8, Con , Int , Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 10
Feats Toughness
Skills Climb 2, Stealth 4
SQ staggered
Gear full plate, light mace, backpack, 6 flasks oil, tinderbox,
4 sticks incense of meditation, +2 phylactery of Thyr (see
sidebox), bracers of the ape (see sidebox)

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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)

AC 14, touch 12, flat-footed 14 (+2 deflection , +2 natural)


hp 12 (2d8+3)
Fort +0; Ref +0; Will +3
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead traits

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)

Bracers of the Ape

Ring of Protection from


Lycanthropy

Aura moderate transmutation; CL 7th


Slot wrists; Weight 1 lb.; Price 10,600 gp

Aura faint abjuration; CL 10th


Slot ring; Weight ; Price 26,500 gp

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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13C7. Aint Nothing Gonna Keep


Me Down! (CR 12)
This room teems with zombies of all sizes. The real problem with
these is that they are very close to the Zombiestone, and thus significantly
tougher. The cavern itself is full of detritus and rubble, and the entire room
is considered difficult terrain (zombies move normally, as they are immune to pain, sprains and twisted ankles etc.). There are a total of 42
zombie-creatures in this room:
CR 1/2
ZOMBIE DIRE RATS (12)
XP 200
hp 11 (see Wandering Monsters, above with the following
changes: add Defensive Abilities channel resistance +4; DR
15/slashing and DR 10/, and see Continuous Effects)
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 15/slashing and DR 10/, and see
Continuous Effects)
CR 1/2
GOBLIN ZOMBIES (7)
XP 200
NE Small undead (Pathfinder Roleplaying Game Bestiary,
Goblin, Zombie)
Init +1; Senses darkvision 60 ft.; Perception +0
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size,)
hp 11 (2d8+3)
Fort +0; Ref +1; Will +3
Defensive Abilities channel resistance +4; DR 15/slashing and
DR 10/ (see Continuous Effects, above); Immune undead
traits

Speed 60 ft., fly 200 ft. (clumsy), swim 60 ft.


Melee bite +19 (2d6+12) and 2 claws +19 (1d8+8) and slam
+19 (1d8+12) and tail slap +14 (1d8+12) and 2 wings +14
(1d6+4)
Space 10 ft.; Reach 5 ft.
Str 27, Dex 10, Con , Int , Wis 10, Cha 10
Base Atk +12; CMB +21; CMD 31 (35 vs. trip)
Feats Toughness
Skills Climb +8, Fly 6, Stealth 4, Swim +16
SQ staggered
ZOMBIE GUG
CR 7
XP 3,200
NE Large undead (Pathfinder Roleplaying Game Bestiary 2,
Gug, Pathfinder Roleplaying Game Bestiary, Zombie)
Init +0; Senses darkvision 60 ft.; Perception +0
AC 26, touch 9, flat-footed 26 (+17 natural, 1 size)
hp 96 (17d8+17)
Fort +5; Ref +5; Will +10
DR 10/slashing and DR 5/ (see Continuous Effects, above);
Immune undead traits
Speed 40 ft., climb 20 ft.
Melee bite +19 (1d8+8) and 4 claws +19 (1d6+8) and slam
+19 (1d8+12)
Space 10 ft.; Reach 15 ft.
Str 27, Dex 10, Con , Int , Wis 10, Cha 10
Base Atk +12; CMB +21; CMD 31
Feats Toughness
Skills Climb +16, Escape Artist +4, Stealth 4
SQ staggered

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CR 8
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

Defensive Abilities channel resistance +4; DR 15/slashing and


DR 10/ (see Continuous Effects, above); Immune undead traits

AC 32, touch 3, flat-footed 32 (3 Dex, +29 natural, 4 size)


hp 140 (22d8+22)
Fort +7; Ref +4; Will +13
DR 10/slashing and DR 5/ (see Continuous Effects, above);
Immune undead traits
Speed 20 ft., burrow 20 ft., swim 10 ft.
Melee bite +25 (4d8+13/20/x2) and slam +25 (3d6+19) and
sting +25 (2d8+13)
Space 20 ft.; Reach 15 ft.
Str 37, Dex 4, Con , Int , Wis 10, Cha 10
Base Atk +16; CMB +33; CMD 40 (cant be tripped)
Feats Toughness
Skills Stealth 15, Swim +21
SQ staggered

13C8. They Just Wont Die!


(CR 12)
This cavern is also crawling with maggot-ridden undead. They are less
numerous than in Area 13C7, but dangerous nonetheless as they are very

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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

ZOMBIE TROLLS (4)


CR 3
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)
ZOMBIE FIRE BEETLES (6)
CR 1/2
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)
ZOMBIE STAG BEETLE
CR 3
XP 800
NE Large undead (Pathfinder Roleplaying Game Bestiary,
Beetle, Giant Stag, Zombie)
Init 1; Senses darkvision 60 ft.; Perception +0
AC 19, touch 8, flat-footed 19 (1 Dex, +11 natural, 1 size)
hp 50 (9d8+9)
Fort +3; Ref +2; Will +6
Defensive Abilities channel resistance +4; DR 15/slashing and
DR 10/ (see Continuous Effects, above); Immune undead
traits

GRAY RENDER ZOMBIE


CR 4
XP 1,200
NE Large undead (Pathfinder Roleplaying Game Bestiary
2, Gray Render, Pathfinder Roleplaying Game Bestiary,
Zombie)
Init +0; Senses darkvision 60 ft.; Perception +4

AC 23, touch 9, flat-footed 23 (+14 natural, 1 size)


hp 55 (10d8+10)
Fort +3, Ref +3, Will +7
Defensive Abilities channel resistance +4; DR 15/slashing and
DR 10/ (see Continuous Effects, above); Immune undead
traits
Speed 30 ft.
Melee bite +14 (2d6+8), 2 claws +14 (1d8+8) and slam +14
(1d8+12)
Space 10 ft.; Reach 10 ft.
Str 27, Dex 11, Con , Int , Wis 10, Cha 10
Base Atk +7; CMB +16 (+18 to Bull Rush, +20 to Grappling);
CMD 26 (28 vs. Bull Rush)
Feats Toughness
Skills Perception +4, Stealth 4
SQ staggered
Treasure: If the area is thoroughly searched (DC 30
Perception check), one of the moldering corpses covers
(with a mound of spores, causing exposure to violet fungus
unless burned away) a golden crown (in reality a major
crown of blasting).
CR 3
VIOLET FUNGI
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Violet Fungi)

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13C9. The Secret Tunnel (CR 7)


The tunnel from Area 13C5 opens into the bottom of yet another sinkhole.
The walls can be climbed normally, and at the top is a rough-hewn cavern.
Strange murals and cave paintings adorn the walls, painted with red ochre and
charcoal. The paintings depict cavemen and old, now extinct beasts like mastodons, diamotheres and sabre-tooth tigers (well maybe not totally extinct).
To the south, the sound of running water can be heard. The murals look as if
they are alive, and are quite well drawn. Translation of the pictograms (using
comprehend languages or a DC 25 Linguistics check) gives primitive prayers
and chants to various deities unknown in current times. The names do not even
make sense, but rough understanding of their particular animal totem (bears,
lions, and mastodons) can be roughly associated with each. Sadly, before this
can all be examined, the party must deal with the gorgimera that broke free of
its chains on Level 0A. It has no treasure, but wears an iron collar.
CR 9
GORGIMERA
XP 6,400
hp 95 (Frog God Games The Tome of Horrors Complete,
Gorgimera)

Speed 20 ft., fly 20 ft. (clumsy)


Melee bite +10 (2d8+5) and slam +10 (1d8+7)
Space 10 ft.; Reach 5 ft.

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.

Str 21, Dex 8, Con , Int , Wis 10, Cha 10


Base Atk +6; CMB +12; CMD 21 (29 vs. trip)
Feats Toughness
Skills Climb +5, Fly 7, Stealth 5
SQ staggered

13C10. The Lost Temple (CR 12)


Seemingly sculpted by natural processes, this cavern contains four large,
crudely carved statues of a sabre-tooth tiger, a cave bear, a mastodon and
a wooly rhinoceros. They are arranged on a nearly perfect rectangle around

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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

AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, 2 size)


hp 133 (14d8+70)
Fort +14; Ref +10; Will +7
Defensive Abilities 15/magic; SR 20
Speed 40 ft.
Melee gore +21 (2d8+12) and slam +20 (2d6+12)
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d8+18, DC 29)

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

AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, 1 size)


hp 154 (14d8+42)
Fort +12; Ref +11; Will +5
Defensive Abilities 15/magic; SR 20

AC 19, touch 9, flat-footed 19 (+10 natural, 1 size)


hp 104 (8d8+40)
Fort +13; Ref +6; Will +3
Defensive Abilities 15/magic; SR 20

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

13C11. The Zombiestone of


Karsh (CR 8)
This cavern glows from a hellish purple light radiating from a small
block of stone (see sidebox) in its center. The evil and magic of the stone
can almost be felt; a deep sense of dread and a sharp chill running down
any living creatures spine, can be felt within 100 ft. of the stone. Anyone
here feels uncomfortable, and wants to get away from the stone, badly.
Within this chamber are 11 zombies. One of the humanoid zombies wears
a brooch of shielding. No other treasure exists in this hellish place.
ZOMBIES (5)
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie, with
the following changes: add DR 15/; Immune channeled
energy; see Continuous Effects, above)

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UNDEAD FIRE BEETLES (3)


CR 1/2
XP 200
NE Small undead
hp 12 (see Area 13C3, with the following changes: add DR
15/, see Continuous Effects, above; Immune channeled
energy)

The Zombiestone of Karsh


Aura strong necromancy; CL 20th
Slot none; Weight (immobile)

ZOMBIE TROLLS (2)


CR 3
XP 800
hp 43 (see Wandering Monsters, above with the following
changes: add DR 15/, see Continuous Effects, above;
Immune channeled energy)

This 2 ft. square stone of eerily glowing purple material


seems to waver in shape and form, and at times even
seems to bleed a black ichor. No carvings or markings
are present on the stone, except some faint chisel
marks on the exposed top. The stone radiates chaos,
evil and magic of the greatest power.
The stone has several necromantic powers.
bestow curse (effects all living creatures in a 60 ft.
radius, as a doom spell, no save, continuous)
contagion (40 ft. radius, continuous , DC 20 Fortitude
save avoids for 5 rounds each save)
unhallow (100 ft. radius, all undead immune to
channeled energy; 100 ft. to 800 ft. undead gain
channel resistance +4, continuous)
Bolster undead (100 ft. radius, DR 15/; 300 ft. radius,
DR 15/slashing and DR 10/; 700 ft. radius, DR 10/
slashing and DR 5/; continuous)
antimagic field (continuous, all magic except
artifact or deity level powers)
Rise to Undeath (any creature slain on this level
immediately rises as a zombie within 1d3 rounds
[except in Areas 13C9 and 13C10], see Level 13C
Continuous Effects, above). The possessor of the
stone cannot control the newly risen zombies.
Overcome by Evil (alignment shifts to chaotic evil,
DC 25 Will save avoids, new check 1/ hour) if exposed
to the stone for more than 1 hour (within 100 ft.)
Wisdom drain (DC 20 Will save negates 1 point of
Wisdom drain per hour within 100 ft. of the stone)

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.

13C12. Behind the Rocks


The cavern wall here is collapsed in a rockfall. If cleared (takes 20
minutes), a 2 ft. wide, 6 ft. high passage can be opened leading to Area
13C13. The passageway slopes slightly downward, and the entrance is
protected by a permanent wall of force.

13C13. You Dont Always Like


What You Find (CR 23)
This encounter area is likely far beyond the power of most characters.
After all, this is Rappan Athuk, and if we didnt include a ridiculously unbalanced and overpowered monster at least somewhere in the new levels,

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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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Init +6; Senses darkvision 60 ft.; Perception +10


Aura fear (60 ft. radius, DC 24)

+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

Speed 20 ft. (30 ft. base)


Melee +1 grayflame, unholy, vicious heavy mace +17/+12/+7
(1d8+2/1920) or touch +16 (1d8+10 plus paralysis)
Special Attacks channel energy (10d8, DC 23, 11/day),
paralysis (DC 23), scythe of evil (10 rounds, 4/day)
Necromancer Spell-Like Abilities (CL 20th; melee touch +16,
ranged touch +14)
9/daybleeding touch, touch of evil
Spells Prepared (CL 20th; melee touch +11, ranged touch +9)
9thenergy drain (DC 26), implosion (DC 25), miracle (DC
25), summon monster IX, wail of the bansheeD (DC 26)
8thfrightful aspect (DC 24)*, mass inflict critical wounds
(DC 25), summon monster VIII, unholy auraD (DC 24), unholy
aura (DC 24)
7thblasphemyD (DC 23), blasphemy (DC 23), destruction
(DC 24), repulsion (DC 23), summon monster VII
6thcreate undeadD, greater dispel magic, harm (DC 23),
harm (DC 23), summon monster VI, word of recall
5th dispel good (DC 21), greater command (DC 21),
righteous might (DC 21), slay livingD (DC 22), slay living (DC
22), true seeing
4thcontrol summoned creature (DC 20), dimensional
anchor, divine power, spell immunity, summon monster IV,
unholy blightD (DC 20)
3rddispel magic, invisibility purge (DC 19), magic circle
against goodD (DC 19), magic vestment (DC 19), prayer,
protection from energy (DC 19)
2ndalign weaponD (evil), desecrate, lesser restoration,
owls wisdom, silence (DC 18), spiritual weapon, weapon of
awe
1st bane (DC 17), deathwatch, divine favor, forbid action
(DC 17), murderous command (DC 17), protection from
goodD, shield of faith
0 (at will)bleed (DC 17), resistance, read magic, virtue
D Domain spell Domains Death, Evil
Str 13, Dex 8, Con , Int 12, Wis 23, Cha 17
Base Atk +15; CMB +16; CMD 25
Feats Allied Spellcaster, Channel Smite, Combat Casting,
Divine Interference, Extra Channel, Greater Channel Smite,
Improved Channel, Improved Critical (heavy mace),
Persistent Spell, Spell Focus (necromancy), Toughness
Skills Diplomacy +20, Heal +20, Intimidate +25, Knowledge
(Arcana) +20, Knowledge (Planes) +20, Knowledge
(Religion) +24, Perception +14, Sense Motive +14, Spellcraft
+8, Stealth +1
Languages Abyssal, Common
SQ Cleric Channel Negative Energy 10d6 (8/day) (DC 25)
(Su), Cleric Domain: Death, Cleric Domain: Evil, Fear Aura
(DC 23), Rejuvenation (Su), Ring of Shooting Stars, Rod of
Absorption, Spontaneous Casting
Combat Gear ring of shooting stars, rod of absorption; Other
Gear +5 breastplate, +4 heavy steel shield, +1 grayflame,
unholy, vicious heavy mace, cloak of resistance +3, bone
holy symbol of Orcus, spell component pouch
*Pathfinder Roleplaying Game Ultimate Combat
ARIMIC THE SORCERER-LICH
CR 21
XP 307,200
Male human lich sorcerer 20 (Pathfinder Roleplaying Game
Bestiary, Lich)
CE Medium undead (augmented humanoid)

AC 30, touch 17, flat-footed 28 (+8 armor, +2 Dex, +5


deflection , +5 natural)
hp 182 (20d6+80)
Fort +10; Ref +8; Will +14
Defensive Abilities rejuvenation; DR 15/; Immune
channeled energy (due to proximity to the Zombiestone),
cold, electricity, mind-affecting, polymorph, undead traits
Speed 30 ft.
Melee touch +11/+6 (1d8+10 plus paralyzing touch)
Special Attacks paralyzing touch (DC 24)
Spells Known (CL 20th, melee touch +11, ranged touch +12):
9th (6/day)wall of suppression*, wail of the banshee (DC
25), weird (DC 23), wishB
8th (6/day)horrid wilting (DC 26), mass charm monster (DC
24), prismatic wall (DC 22), power word stunB
7th (6/day)finger of death (DC 25), greater teleportB,
prismatic spray (DC 21), waves of exhaustion
6th (6/day)flesh to stone (DC 20), globe of invulnerability,
true seeingB, unwilling shield (DC 22)*
5th (6/day)dominate person (DC 21), feeblemind (DC 21),
magic jar (DC 23), overland flightB, teleport
4th (7/day)dimension doorB, enervation, greater false
life**, greater invisibility, stoneskin
3rd (7/day)dispel magicB, fly, lightning bolt (DC 17), spiked
pit (DC 17)*, suggestion (DC 19)
2nd (7/day)foxs cunning, glitterdust (DC 16), invisibilityB,
spectral hand, summon swarm, web (DC 16)
1st (7/day)break (DC 15)*, identifyB, magic missile,
protection from good, shield, unseen servant
0 (at will)acid splash, arcane mark, bleed (DC 16), detect
magic, disrupt undead, flare (DC 14), open/close, mage
hand, resistance, read magic, touch of fatigue (DC 18)
Bloodline Arcane

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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.

13C14. Passage Down


This river passage leads down to Level 13B, Area 13B1. Conveniently, someone has stashed a small box here (DC 25 Perception check to
notice). This hidden box is a folding boat. If the magical nature of the boat
is detected, and the command word is somehow determined (GMs discretion), the PCs have gained a very useful item indeed.

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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.

143. The Great Golden Idol


This room contains a huge statue, made of solid gold, in the form of
a bloated, wart-covered demonic mass of flesh (Tsathogga). The statue
radiates evil to such a degree that anyone attempting to use a spell or
ability to detect such on it must make a DC 40 Will save or be stunned
for 2d4 hours from sheer mental overload. The statue itself is all but
indestructible (hardness 30; hp 500), and anyone successfully damaging
it is cursed (DC 35 Will save to avoid) with a rotting disease similar to
mummy rot, but removable only by heal, wish, limited wish, or miracle
spell. Even paladins are affected. This statue allows evil priests and
demons to commune with Tsathogga in cases where a second opinion
is needed. Aid from this demon prince was needed to seal the crypt of
Bofred. This vile deed required the powers of both avatars (Orcus and
Tsathogga). If the statue is somehow disenchanted or destroyed, a story
award of 10,000 XP should be awarded. The gold in the statue carries the
curse as well (permanently), so while worth almost 1 million gp, it is truly
of no value.

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

142. Empty Areas

2d3 acolytes of Orcus (see Area 148)


1d6 shadows
1d6 wraiths
1d3 priests of Orcus and acolytes of Orcus
(see Area 148)
1d2 vrock demons
No encounter

Detections: Strong evil emanates from the whole level.


Shielding: 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; DC 23 Break, DC
20 Disable Device). All secret doors are made of stone
(2 in. thick; hardness 8; hp 30; DC 22 Break, DC 20
Disable Device, DC 25 Perception).
All attempts to turn undead suffer a 4 profane
penalty due to the evil temple. No turning is possible
in the chapel area itself. The entire level radiates a
continuous dispel good aura.
Humanoid bones litter all halls and rooms as well,
crushed and gnawed on by some evil being.

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New Curse and Disease


Tsathoggan Rot: curse and diseaseslam; save Will DC 35;
onset 1 minute; frequency 1/day; effect 2d6 Con and 1d6 Cha
drain; cure .
Tsathoggan Rot is both a curse and disease and can only be
cured if the curse is first removed, at which point the disease can be
magically removed. Even after the curse element of Tsathoggan rot
is lifted, a creature suffering from it cannot recover naturally over
time. Anyone casting a conjuration (healing) spell on the afflicted
creature must succeed on a DC 35 caster level check, or the spell
is wasted and the healing has no effect. Anyone who dies from
Tsathoggan Rot turns into slimy mass of flesh and putrescence and
cannot be raised without a resurrection or greater magic.

141. Entrance
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.

144. The Seven Seals (CR 12)


When the demon princes finally defeated Bofred, the high priest
of Thyr, they created a nearly impenetrable set of wards to prevent his
escape. Bofred was an extraordinarily powerful priest (26th level!), and
while neither avatar could alone defeat him, Orcus and Tsathogga were
able finally to entrap and imprison him behind 7 binding seals, breakable
only by members of diverse classes and alignments. Bofred remained
alive for many years in this prison, finally succumbing to old age and
joining his god in the Seven Heavens. Writing on the floor provides some

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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

Each seal detects as a specific alignment if appropriate divination


magic is used. Each seal has an area behind it leading into the stone
that can be safely passed into once the curse is triggered. Each curse
may affect each individual once. No method of bypassing the seals is
allowed, due to the power of the binding put down by the demon lords.
Remember, these seals contained a 26th level priest! Not even a miracle
spell worked to bypass them. Each seal is considered a CR 7 encounter if
bypassed successfully. The seven seals effects and methods of breaking
are as follows:
Seal 1: The first seal is a door with a lock, warded to allow only a rogue
of chaotic neutral alignment to open by picking it with a DC 35 Disable
Device check. Anyone else of an alternate class or alignment crossing
the seal is cursed (DC 32 Will save avoids) with weakness (6 Strength),
removable only by a heal, wish, limited wish, or miracle spell. This seal
detects as chaotic neutral.
Seal 2: The second seal is a prismatic wall warded to allow only a lawful
neutral wizard to cast the counterspells to bring it down. Anyone else of an
alternate class or alignment crossing the seal is cursed (DC 32 Will save
avoids) with a curse of stupidity (6 Intelligence) removable only by a
heal, wish, limited wish, or miracle spell. This curse is in addition to the
effects of the wall. This seal detects as lawful neutral.
Seal 3: The third seal is a simple fence created from wood, which
allows only a barbarian of chaotic good alignment to chop down safely.
Anyone else of an alternate class or alignment crossing the seal is cursed
(DC 32 Will save avoids) with clumsiness (6 Dexterity), removable only
by a heal, wish, limited wish, or miracle spell. This seal detects as chaotic
good.
Seal 4: The fourth seal is an illusion of a wall of fire, which can only be
passed by a sorcerer of any alignment. Having the sorcerer simply touch
the wall of fire, dispelling it, can do this. Anyone else of an alternate class
or alignment crossing the seal is cursed (DC 32 Will save avoids) with
ugliness (6 Charisma), removable only by a heal, wish, limited wish, or
miracle spell. This seal has no alignment.
Seal 5: The fifth seal is a wall of rushing air, creating a loud noise. Only
a bard of neutral alignment playing loudly may break a hole in this wall
of sound on a DC 35 Perform check. Anyone else of an alternate class or
alignment crossing the seal is cursed (DC 32 Will save avoids) with illness
(6 Constitution), removable only by a heal, wish, limited wish, or miracle
spell. This seal detects as neutral.
Seal 6: The sixth seal is a wall of stone, with bricks set without mortar.
Only a lawful good priest may dismantle the wall and cross the threshold.
This is easy and takes about 20 minutes. Anyone else of an alternate class
or alignment crossing the seal is cursed (DC 32 Will save avoids) with
foolishness (6 Wisdom), removable only by a heal, wish, limited wish, or
miracle spell. This seal detects as lawful good.
Seal 7: The seventh seal is a cloth curtain of pure white. It can only
be passed by soiling it with the blood of a chaotic evil creature. Anyone
attempting to pass the curtain finds themselves transported to the Astral
Plane (DC 32 Will save avoids, but does not allow passage), with no way
to return. If the cloth is coated in evil blood, it may be passed easily, and
Area 146 accessed. This seal detects as chaotic evil.

145. Shadow Boxing (CR 12)


This room contains many niches and wall cracks. The walls and
ceilings look unstable and the occasional trickle of loose dirt falls from the
roof. The room is unnaturally dim and shadowy, partly from the inherent
darkness of the cave-like setting, but mostly from the presence of the
24 shadows that inhabit this area. These creatures attack immediately.
Remember, turning undead suffers a 4 profane penalty on this level.
They have no treasure.
SHADOWS (24)
CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Shadow.)
Tactics: These nasties are trained by their masters to attack in groups.
Six attack one individual, attempting to drain that person prior to attacking
someone else. They fight until slain, only retreating in the face of a
daylight spell or its equivalent. If forced to flee, the shadows hang on the
edges of the light effect, waiting until the spell wears off before resuming
the attack. Remember that shadows can attack from within a wall or floor,
gaining concealment in addition to their incorporeal nature.

146. Bofreds Tomb (CR 10)


This room contains the final resting place of Bofred, the high priest of
Thyr who led the mighty army of good to destroy this place. Bofred nearly
succeeded in this feat. He was imprisoned by the combined demonic
forces of Tsathogga and Orcus, his tomb sealed by the wards described
in Area 144. The room is simple, containing only a pile of moldering
bones, some rusty metal, and dust. Hidden in the room, and warded with a
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Major Artifact
Thyrs Gavel

Aura strong transmutation; CL 22nd


Slot none; Weight 8 lbs.
DESCRIPTION
The Lawgiver bestows this unique warhammer
upon his greatest champion, typically a high priest or
paladin, though warriors have been known to wield
the weapon at times as well. The weapon currently
sits deep underground, in a makeshift tomb of the
last Champion of Thyr, a priest named Bofred. Thyr
patiently bides his time, waiting for a new champion
to rise up and claim the weapon.
Thyrs Gavel is a +6 holy axiomatic cold iron
warhammer. If the weapon is willingly picked up by an
undead, evil outsider or chaotic outsider, that creature
must make a DC 37 Will save or be slain (no additional
save). If the creature is successful, a new save must
be attempted every hour, and it still suffers from the
negative levels imposed by the holy and axiomatic
weapon properties. The wielder of Thyrs Gavel can
cast daylight at will as a spell-like ability (CL 20th). If the
wielder is a follower of Thyr, she may add her Charisma
bonus (if any) to her armor class as a sacred bonus
and to her saving throws as a luck bonus.
DESTRUCTION
Thyrs Gavel will be cracked and powerless when all
chaos is eliminated, and ultimate Law reigns.

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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.

147. Transport to the Stoneheart


Mountain Dungeon
The wall on this corridor shimmers with a silvery light. The surface
appears to be polished steel, and little flashes of electric energy pulse
constantly over the mirror. This wall is in reality a teleportal to Level
5, Area 27 of the Stoneheart Mountain Dungeon, detailed in the
Necromancer Games adventure D1: The Tomb of Abysthor. Anyone
touching the wall is instantly teleported to that location. The priests of
Orcus from Rappan Athuk have expansion plans, and are seeking a great
power contained in the Stoneheart Mountain Dungeon: a black monolith
of ancient evil. They have sent a delegation there through this teleportal.
See that module for more details.

148. The Chapel of Orcus (CR 22)


The final temple to Orcus in Rappan Athuk is manned by one of his
demonic lieutenants, Maphistal and his retinue of demons, undead, and
priests. There are a total of 8 wraiths, 12 shadows, 8 acolytes, 4 priests,
2 high priests (Wharaz and Gernaldra), and 2 mariliths here. Unlike
the other temples, the entrance to the Chapel of Orcus appears unguarded,
and no gates or doors prohibit entrance into it. It appears to be a 40 ft. deep
room, ending in an ornate altar to Orcus. This is a permanent image. The
room is in fact a 200 ft. by 100 ft. long hall, ending in a vast onyx altar
coated with blood and gore. The altar is flanked by pillars of pure bronze,
and the tile inlaid floor contains scenes of horror and malaise, evil deeds
beyond comprehension.
If the room is entered, the shadows and wraiths attack appearing to
come right through the back wall giving the priests and demons a few
rounds to cast spells. Then evil priests and demons seem just to appear
from nowhere, passing through the illusory walls to attack.
Magical Protections: The chapel is under the effects of unhallow and
dispel good spells. Each pillar radiates an unholy aura, as does the altar
itself and the statue of Orcus. In addition, the room is guarded with a
forbiddance spell, preventing access by non-evil creatures (CL 18th).

CE Medium humanoid (human)


Init +4; Senses darkvision 90 ft., see in magical darkness;
Perception +3
AC 25, touch 12, flat-footed 23 (+10 armor, +1 Dex, +1
dodge, +3 shield)
hp 108 (5d8+5d8+30 plus 10)
Fort +10; Ref +7; Will +13
Defensive Abilities deaths embrace

Speed 20 ft. (30 ft. base)


Melee +1 heavy mace +9/+4 (1d8+3)
Special Attacks channel negative energy (4/day, DC 16,
5d6), deaths kiss (2 rounds, 7/day), rite of Orcus (channel
energy, +4 levels), rite of Orcus (necromantic strike)
Spells Prepared (CL 9th; melee touch +8, ranged touch +10)
4thcure critical wounds, enervationD (DC 20), poison (DC 20)
3rdanimate deadD, blindness/deafness (DC 19) (x2), dispel
magic, meld into stone
2ndbulls strength, ghoul touchD (DC 18), hold person (DC
16), shatter, spiritual weapon
1stbane (DC 17), cause fearD (DC 17), cure light wounds
x2, deathwatch, obscuring mist
0 (at will)bleed (DC 14), detect magic, light, read magic
D Domain spell Domain Undead*
Str 14, Dex 18, Con 16, Int 11, Wis 19, Cha 12
Base Atk +6; CMB +10; CMD 23
Feats Agile Maneuvers, Combat Casting, Command
UndeadB, Dodge, Greater Spell Focus (necromancy)B,
Iron Will, LeadershipB, Selective Channeling, Spell Focus
(necromancy)
Skills Heal +12, Knowledge (arcana) +4, Knowledge (planes)
+7, Knowledge (religion) +13, Spellcraft +13
Languages Common

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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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level 14

SQ undead lords proxy, variant channeler


Combat Gear potions of cure serious wounds; Other Gear
+1 full plate, +1 heavy steel shield, +1 heavy mace, cloak
of resistance +1, ring of counterspells (dispel magic), spell
component pouch, unholy symbol of Orcus, silver necklace
with jade lion-shaped pendant (100 gp), 18 gp.
* Pathfinder Roleplaying Game Advanced Players Guide

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

AC 18, touch 9, flat-footed 18 (+7 armor, 1 Dex, +2 shield)


hp 48 (6d8+6 plus 12)
Fort +7; Ref +2; Will +10
Speed 20 ft. (30 ft. base)
Melee mwk heavy mace +8 (1d8+2)
Special Attacks channel negative energy (DC 14, 3d6, 6/

day), deaths kiss (3 rounds, 4/day)


Spells Prepared (CL 6th; melee touch +6)
3rdanimate deadD, blindness/deafness (DC 17), invisibility
purge, prayer
2ndalign weapon, bears endurance, ghoul touchD (DC
16), hold person (DC 16), spiritual weapon
1stbane (DC 15), cause fearD (DC 17), entropic shield,
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, ToughnessB,
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, masterwork heavy mace, cloak of resistance +1,
spell component pouch, unholy symbol of Orcus, 18 gp,
* Pathfinder Roleplaying Game Advanced Players Guide
ACOLYTES (8)
XP 600
Male human disciple of Orcus 3 (see Appendix B)
CE Medium humanoid (human)
Init +0; Senses darkvision 60 ft.; Perception +6

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CR 2

AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)


hp 23 (3d8+3 plus 3)
Fort +4; Ref +3; Will +6
Speed 20 ft. (30 ft. base)
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; melee touch +4)
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*
Str 14, Dex 10, Con 13, Int 12, Wis 17, Cha 8

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level 14

Base Atk +2; CMB +4; CMD 14


Feats Alignment Channel, Command UndeadB, Extra
Channel, Lightning ReflexesB
Skills Knowledge (planes) +7, Knowledge (religion) +7,
Perception +6, Spellcraft +7
Languages Abyssal, Common
SQ 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

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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level 14a

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)

1d3 vampire harlots


1d6 shadows
1d2 ghost noblemen
1 lich
1 devourer
1 nalfeshnee demon
2d4 shadows
2d6 wraiths
1d3 underpriests of Orcus (see Area 14A4)
No encounter

14A1. Grand Arrival (CR 16)

Detections: Strong evil 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
beyond the Black Garrison (Area 14A2), except in
very specific areas (the Mall, Area 14A3, the stage
bearing the High Altar at Area 14A4). 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, however, placing good-aligned PCs at
a distinct disadvantage. The entire level radiates an
unhallow spell.
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 23,
Disable Device DC 20).
GM Note: This is a high-level area. The possible actions
of the PCs at this level are too varied to plan for, so
the level is much less structured than other locations.
There are a lot of wandering groups on this level,
and it is supposed to feel like an area in flux, where
anything may change when you go around a corner.
Please plan out a few encounters, but let the chips
fall where they may. If the PCs are lucky, they may be
able to walk away unscarred!

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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AC 17, touch 6, flat-footed 17 (+11 natural, 4 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.

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Melee horde attack (6d6)


Space 30 ft.; Reach 5 ft.
Special Attacks feral rage, rend (+3d6)

level 14a

Str 22, Dex 10, Con , Int , Wis 10, Cha 10


Base Atk +15; CMB +25; CMD 35 (cant be tripped
Feats Improved OverrunB, ToughnessB
Skills Stealth 13
Feral Rage (Ex) The horde attacks as a ruthless mob, intent
only on tearing apart those that fall into their clutches. This
frenzy prevents them from using any sort of tactics, and frees
them from any form of control by other beings. However,
the sheer force of the wave attack allows them to deal
6d6 points of damage to any creature whose space they
occupy at the end of their move. This ability is lost if the
horde is broken up.
Horde Traits (Ex) Hordes are not so called because of the
size of the group but rather the size of the creatures that
compose the horde. Unlike normal swarms, hordes are
composed of Medium creatures which are usually a normal
version of a creature but otherwise behave in a swarmlike manner. There are usually around 50 creatures in a
horde. The net effect is that they take only half damage
from piercing weapons but take normal damage from
other weapons. In addition when the swarm is reduced
to 0 hit points or lower and breaks up, unless the damage
was dealt by area-affecting attacks, then 2d6 surviving
members of the horde continue their attack, though now
only as individual creatures. Otherwise, a horde conforms to
all of the other swarm traits as described in the Pathfinder
Roleplaying Game Bestiary.
Rend (EX) Due to the grasping and clawing nature of the
zombie horde attack, any time the horde does more than
25 points of damage, add 3d6 slashing damage from the
additional pulling and tearing. This ability is lost if the swarm
is broken up.

14A2. The Black Garrison


(CR varies, 18-plus)
This enormous gatehouse has been carved out of the strange black stone
of the cavern itself; no seams or joints can be found along its face. This
makes the towering walls (50 ft. tall) nearly impossible to scale (DC 40
Climb, checked every 20 ft.). Nearly 25 ft. thick, and topped with machicolated battlements, the walls offer an excellent view of the surrounding area for the 3d6 black skeletons lurking atop the walls. The walls
are composed of a strangely resilient, almost squishy-feeling black stone.
This flexibility grants it additional resistance to damage (hardness 10, hp
500 per 5 ft. section), even though it is slightly pliable and squishy., DC
25 Climb checks unless otherwise noted.
The massive drawbridge is tethered by huge iron chains, each link half
the height of a man. The drawbridge is down unless an alarm has been
sounded.
The courtyard behind the garrison leads to buildings to the east (2B)
and west (2A), and to the Great Mall (Area 14A3). The four-story building to the east holds undead troops of various types, ready to deploy at any
time. As the occupants have no need of rest or refreshment, the building
functions as a giant warehouse; consisting of 4 floors, each completely
open with no furnishings other than weapons stored along the perimeter
of the room. Each floor is dedicated to a different type of undead troop.
Packed in like terra-cotta soldiers, the first floor of the barracks contains 100 normal skeletons; while the second floor is more sparsely
populated with 50 normal zombies. The third floor houses the elite
guard, 50 black skeletons, and the fourth floor holds another 30 black
skeletons armed with various missile weapons. The fourth floor has a

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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BLACK SKELETON ARTILLERY (30)


CR 5
XP 1,600
CE Medium undead (Frog God Games The Tome of Horrors
Complete, Black Skeleton)
Init +8; Senses blindsight 60 ft.; Perception +10
Aura frightful presence (60 ft., DC 15)
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 45 (7d8+14)
Fort +4; Ref +6; Will +5
Defensive Abilities channel resistance +4; DR 10/
bludgeoning and good; Immune undead traits
Speed 40 ft.
Melee 2 claws +9 (1d4 plus 1d3 Strength damage)
Ranged +1 longbow +11 (1d8+1/x3 plus 1d3 Strength
damage)
Special Attacks superior two-weapon fighting
Str 11, Dex 19, Con , Int 13, Wis 10, Cha 14
Base Atk +5; CMB +5; CMD 19
Feats Improved Initiative, Two-Weapon Fighting, Weapon
Finesse, Weapon Focus (longbow)
Skills Acrobatics +11, Climb +10, Escape Artist +11,
Perception +10, Stealth +14
Languages Abyssal, Common
Gear +1 longbow, 40 arrows
Strength Damage (Su)A black skeletons attacks (either by
a weapon or natural attack) deal 1d3 points of Strength
damage to a living creature. This is a negative energy
effect. This is a function of the black skeleton itself, not its
weapons.

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level 14a

Superior Two-Weapon Fighting (Ex) A black skeleton usually


fights with a short sword in each hand. Because of its
magical nature, its Two-Weapon Fighting feat allows it to
attack with both weapons at no penalty.

PATROL CAPTAIN LUTHER


CR 15
XP 51,200
Male dwarf graveknight barbarian 2/fighter 12 (Pathfinder
Roleplaying Game Bestiary 3, Graveknight)
NE Medium undead (augmented humanoid)
Init +6; Senses darkvision 120 ft; Perception +28
AC 29, touch 10, flat-footed 27 (+12 armor, +2 Dex, +7
natural, 2 rage)
hp 166 (2d12+12d10+56 plus 26)
Fort +13 (+15 vs. poison); Ref +6; Will +9; (+11 vs. spells, spelllike abilities, +12 vs. fear)
Defensive Abilities Bravery +3, channel resistance +4,
rejuvenation, uncanny dodge; DR 10/magic and 3/;
Immune acid, cold, electricity, undead traits; SR 26
Speed 20 ft.
Melee +2 frost, vicious dwarven waraxe +31/+26/+21
(1d10+19 plus 3d6 acid/1920/x3) and slam +20 (1d4+5 plus
3d6 acid)
Special Attacks channel destruction, devastating blast (8d6
acid, DC 19), hatred, rage (6 rounds/day), rage powers
(strength surge +2), undead mastery (DC 19), weapon
training (axes +2, hammers +1)
Str 33, Dex 14, Con , Int 12, Wis 16, Cha 14
Base Atk +14; CMB +25; CMD 35 (39 vs. bull rush and trip)
Feats Cleave, Crippling Critical*, Critical Focus, Deep
Sight*, Greater Weapon Focus (dwarven waraxe)B, Greater
Weapon Specialization (dwarven waraxe)B, Improved
Critical (dwarven waraxe)B, Improved InitiativeB, LungeB,
Mounted CombatB, Power AttackB, Ride-By AttackB,
Staggering Critical, Step Up, ToughnessB, Vital Strike,
Weapon Focus (dwarven waraxe)B, Weapon Specialization
(dwarven waraxe)B
Skills Acrobatics +0, Climb +9, Escape Artist +14, Intimidate
+27, Knowledge (dungeoneering) +8, Perception +28 (+30
unusual stonework), Ride +8, Stealth +0, Swim +9; Racial
Modifiers +8 Intimidate, +8 Perception, +8 Ride
Languages Common, Dwarven, Goblin
SQ armor training 3, fast movement, phantom mount,
ruinous revivification, stonecunning
Gear +2 frost vicious dwarven waraxe, +3 moderate
fortification unrighteous* adamantine full plate armor,
amulet of natural armor +3, belt of giant strength, +6, boots
of speed
* Pathfinder Roleplaying Game Advanced Players Guide

time it is summoned. If the mount is destroyed, it can be


summoned again with full hit points 1 hour later.
Rejuvenation (Su): One day after Patrol Captain Luther
is destroyed, his armor begins to rebuild the undead
horrors body. This process takes 1d10 days if the body
is destroyed before that time passes, the armor merely
starts the process anew. After this time has elapsed, Luther
wakens fully healed.
Ruinous Revivification (Su): At the time of its creation, a
graveknight chooses one of the following energy types:
acid, cold, electricity, or fire. This energy type should be
relevant to the graveknights life or death, defaulting to fire if
none are especially appropriate. This energy type influences
the effects of several of a graveknights special abilities.
Patrol Captain Luthers chosen energy type is acid.
Sacrilegious Aura (Su): Patrol Captain Luther constantly
exudes an aura of intense evil and negative energy in a
30-foot radius. This aura functions as the spell desecrate
and uses his armor as an altar of sorts to double the effects
granted. He constantly gains the benefits of this effect
(including the bonus hit points, as this aura is part of the
graveknights creation). In addition, this miasma of fell
energies hinders the channeling of positive energy. Any
creature that attempts to summon positive energy in this
area such as through a clerics channel energy ability,
a paladins lay on hands, or any spell with the healing
subtype must make a concentration check with a DC
equal to 10 + 1/2 Luthers Hit Dice + his Charisma modifier.
If the character fails, the effect is expended but does not
function.
Undead Mastery (Su): As a standard action, Patrol Captain
Luther can attempt to bend any undead creature within
50 feet to his will. The targeted undead must succeed at a
Will save or fall under his control. This control is permanent
for unintelligent undead; an undead with an Intelligence
score is allowed an additional save every day to break free
from Luthers control. A creature that successfully saves
cannot be affected again by the same graveknights
undead mastery for 24 hours. Luther can control 5 Hit Dice of
undead creatures for every Hit Die he has. If he exceeds this
number, the excess from earlier uses of the ability becomes
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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

Channel Destruction (Su): Any weapon Patrol Captain


Luther wields seethes with energy, and deals an additional
1d6 points of damage for every 4 Hit Dice he has. This
additional damage is of the energy type determined by the
ruinous revivification special quality.
Devastating Blast (Su): Three times per day, Patrol Captain
Luther may unleash a 30-foot cone of energy as a standard
action. This blast deals 2d6 points of damage for every 3 Hit
Dice he has (Reflex for half). This damage is of the energy
type determined by his ruinous revivification special quality.
Phantom Mount (Su): Once per hour, Patrol Captain Luther
can summon a skeletal horse similar to a phantom steed.
This mount is more real than a typical phantom steed, and
can carry one additional rider. The mounts powers are
based on Luthers total Hit Dice rather than caster level. His
mount looks distinctive and always appears the same each

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

around the deathleech creature. The save DC is Charismabased.


Aura of Evil (Su) Naphrathoth radiates an aura in a 30 ft.
radius spread around his form. Any non-good creature in this
area must succeed on a DC 25 Will save or be overcome
with awe and unable to attack him that round.
Good creatures within the area must make a successful
DC 25 Will save or be unable to even look at Naphrathoth
for one day. An affected good creature functions
as if blinded (as the blindness spell) when attacking
Naphrathoth. On a successful save, a creature is immune
to Naphrathoths aura of evil for one day. The save DC is
Charisma-based and includes a +2 bonus.
Death Knell (Su) Once per day for each 3 Hit Dice plus
class levels (if any) a deathleech has, it can draw forth the
ebbing life force of a creature to fuel its own power. This
functions as a death knell spell with a caster level equal to
the deathleechs total Hit Dice plus class levels (if any).
Deathsight (Su) A deathleech can determine the condition
of creatures near death within 30 feet. (This range
doubles for every 10 HD a deathleech has.) This functions
as a deathwatch spell with a caster level equal to the
deathleechs Hit Dice. This ability is always on, but can be
suppressed or negated. A deathleech can restart it again as
a free action on its next turn.
Greater Death Knell (Su) Once per month for each 8 Hit Dice
plus class levels (if any) a deathleech has, it musters enough
negative energy to perform a greater death knell. This ability
functions as a death knell spell, except the hit points and
Strength gained are permanent. If the target succeeds on
its Will save, the deathleech actually loses 1d8 hit points
permanently and takes 2 points of Strength drain.
A deathleech can only ever gain a number of hit points
equal to three times its Hit Dice from using this ability. It can
never gain more than 6 Strength points from this ability.
Naphrathoth has used this ability to gain 6 points of Strength
and 15 permanent hit points, and now may only drain 24
more hit points and gain the temporary caster level.
Unholy Blast (Su) Once per day, Naphrathoth can increase
the radiance of his form and release it in a cone-shaped
blast to a range of 60 ft. that deals 15d6 points of damage
and blinds any creature in the area (as the blindness spell)
for 3d6 minutes. Affected creatures can make a successful
DC 22 Reflex save to halve the damage and avoid being
blinded. The save DC is Constitution-based.

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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.

Aura of Death (Su) Deathleeches radiate an unnerving aura


of death and destruction. Undead recognize this aura and
the powerful necromantic energy that it represents. Mindless
undead do not attack a deathleech unless attacked
first. Intelligent undead with Hit Dice at least equal to the
deathleechs total Hit Dice plus class levels must succeed
on a DC 23 Will save to attack a deathleech. Once it makes
a successful save, that undead creature never again has
to make a save to attack that same deathleech. Intelligent
undead with more Hit Dice than the deathleech are
unaffected by this aura. This aura radiates in a 5-foot radius

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.

14A3. The Great Mall (CR varies)


This area is simply a vast open square with hundreds of beings milling about. Large abhorrent murals decorate the walls, with all manner of
atrocities depicted. The depravity of the art is like none the PCs have ever

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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.

14A4. Grand Cathedral of Orcus


(CR varies, 15-plus)
The seat of the High Altar of Orcus (the Demon Lords primary point
of worship), this area is the grandest temple anywhere in Rappan Athuk.
With towering arched ceilings, gilt fixtures and lavish appointments
everywhere to be seen, this sanctuary overflows with opulence. Lit by
multitudes of black candles giving off shadows that dance and frolic as
if they were alive (or undead), the cathedral looks like some deranged
artists nightmarish rendition of a gothic chapel.
Usually, the cathedral appears empty save for the few underpriests
tasked to replace the candles and keep the chamber immaculate. A score
of zombies, swaying hypnotically in the northwest corner act as a morbid choir, replicating the loathsome cacophony of the haunted choir
(Area 14A1B). These zombies have orders to maintain this singing,
but will attack en masse if threatened or ordered by the underpriests.
Should the PCs appear in the cathedral during one of Orcuss unholy
days, or when the Grand Cornu Lorvius is exhorting his congregation, the
scene is much different; intelligent undead line up in ordered rows, all
eyes facing the High Altar, in rapt awe. The PCs gain a +5 circumstance
bonus to Stealth if the Grand Cornu is in mid-sermon when they arrive;
Lorvius can capture a crowd! However, should even one creature notice
the PCs, heads slowly begin turning in their direction, as a ripple across a
very still pond. As the last head turns, the PCs may notice the Grand Cornu
has stopped speaking, and is staring directly at them. Time to run!
Area 14A4A is the High Altar itself. This massive, jet-black, sarcophagus is roughly 4 ft. tall, fully 20 ft. long and nearly 10 ft. wide, and
looks like nothing so much as a giant ebony coffin. Upon closer inspection (within 10 ft. of the altar), a casual DC 10 Perception check reveals
the top of the altar is a lid. Any being of non-evil alignment approaching
the altar within 5 ft. must make a DC 25 Will save, or flee in absolute panic (as the fear spell, CL 20th). Should anyone except the Grand
Cornu of Orcus attempt to raise the lid of the altar, they must make a DC
30 Will save or flee the entire level (beings of good alignment suffer a
10 penalty to the save). The lid is heavy, and requires a DC 25 Strength
check for anyone besides the Grand Cornu; for him, the lid rises easily.
Inside the altar is a most unusual sight; it is a delicate, desiccated elven corpse. What may have once been a beautiful drow noblewoman is
now a dried and leathery husk. Silver jewelry and gossamer veils drape
the body, with iron manacles at wrists and ankles. A silver dagger protrudes from the corpses chest, acid slowly eating away at the body, but
never fully destroying it, as if the corpse continues to fend off annihilation. Whatever this being once was, she must have great importance to
the clergy of Orcus.

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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

This wide corridor is painted with images of Orcus, various demons


and undead, and scenes of atrocities galore. The scenes seem to become
less abhorrent as one approaches Level 14, almost as if intentionally noting that Level 14A is more sinister and terrible. Wraiths haunt this promenade in packs (47), eagerly waiting for any non-priests to torment. The
wraiths do not approach anyone wearing the unholy garb of Orcus and
suffer a 4 circumstance penalty to Perception checks to notice a creature
so disguised.
WRAITHS
CR 5
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary, Wraith)

AC 18, touch 9, flat-footed 18 (+7 armor, 1 Dex, +2 shield)


hp 48 (6d8+6 plus 12)
Fort +7; Ref +4; Will +10

14A6. The High Reliquary (CR 14)


This dismal vault hangs heavy with an uneasy pall; something here
drains the very life out of the air. Shelves made of solid, black wood
line the walls, and each of the 3 ft. risers. Every shelf contains grisly and
bizarre trophies; a skull here, a necklace made of bones there, goblets
encrusted with blood and tissue, weapons of every make, a seemingly
freshly-severed hand, etc. these items are the holy relics of the clergy of
Orcus, gathered from across the land. Many of these items hold only sentimental or nostalgic value, but a few items bear mentioning.

Speed 20 ft. (30 ft. base)


Melee mwk heavy mace +8 (1d8+2)
Special Attacks channel negative energy (DC 14, 3d6, 6/
day), deaths kiss (3 rounds, 4/day)
Spells Prepared (CL 6th; melee touch +6)
3rdanimate deadD, blindness/deafness (DC 17), invisibility
purge, prayer
2ndalign weapon, bears endurance, ghoul touchD (DC
16), hold person (DC 16), spiritual weapon
1stbane (DC 15), cause fearD (DC 15), doom (DC 15),
entropic shield, obscuring mist
0 (at will)bleed (DC 14), detect magic, detect poison,
guidance
D Domain spell Domain Undead*
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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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The reliquary is a very popular location on this level, as many wish to


bask in the glory of Orcus. Wandering monster checks are made every 5
minutes, and there are always 3 dread wraiths stationed here to make
sure items are not removed. These dread wraiths will pursue anyone removing any items from this room until they are retrieved or the wraiths
are destroyed.
DREAD WRAITHS (3)
CR 11
XP 12,800
LE Large undead (incorporeal) (Pathfinder Roleplaying
Game Bestiary, Wraith)
Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Perception
+23
Aura unnatural aura (30 ft.)
AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1
dodge, 1 size)
hp 184 (16d8+112)
Fort +12; Ref +14; Will +14
Defensive Abilities channel resistance +2, incorporeal;
Immune undead traits
Weakness sunlight powerlessness
Speed fly 60 ft. (good)
Melee incorporeal touch +20 (2d6 negative energy plus 1d6
Con drain)
Space 10 ft.; Reach 10 ft.

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Special Attacks Constitution drain (DC 25), create spawn


Str , Dex 28, Con , Int 17, Wis 18, Cha 24
Base Atk +12; CMB +22; CMD 40
Feats Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch),
Mobility, Spring Attack, Step Up
Skills Diplomacy +23, Fly +30, Intimidate +26, Knowledge
(planes) +19, Knowledge (religion) +22, Perception +23,
Sense Motive +23, Stealth +24
Languages Abyssal, Common, Giant

14A7. Stairs to Level 14B (CR 17)


These stairs lead down to the High Cornus private suites. Each step is
graven with foul symbols, images, prayers to Orcus, and the like. If magic
is checked for, no auras are discerned. 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.

Create Spawn (Su) A humanoid slain by a dread wraith


becomes a wraith in 1d4 rounds. These spawn are less
powerful than typical wraiths, and suffer a 2 penalty on all
d20 rolls and checks, receive 2 hp per HD, and only drain
1d2 points of Constitution on a touch. Spawn are under the
command of the dread wraith that created them until its
death, at which point they lose their spawn penalties and
become free-willed wraiths. They do not possess any of the
abilities they had in life.
Constitution Drain (Su) Creatures hit by a dread wraiths
touch attack must succeed on a DC 25 Fortitude save or
take 1d8 points of Constitution drain. On each successful
attack, the wraith gains 5 temporary hit points. The save DC
is Charisma-based.
Lifesense (Su) A wraith notices and locates living creatures
within 60 feet, just as if it possessed the blindsight ability.
Sunlight Powerlessness (Ex) A wraith caught in sunlight
cannot attack and is staggered.
Unnatural Aura (Su) Animals do not willingly approach within
30 feet of a wraith, unless a master makes a DC 25 Handle
Animal, Ride, or wild empathy check.

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)

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Level 14B: The Grand


Cornu of Orcus

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.

The Grand Cornu


The current Grand Cornu, Lorvius, has held the position since shortly
after the fall of Tsar and the retreat to Rappan Athuk by the army of Twilight. Opening the gateway, thus allowing the army to get to their new
garrison at Rappan Athuk, proved to be too much for then-Cornu Jeravix
(see Frog God Games Slumbering Tsar for more information on Jeravix),
and as the gate closed, and neither the Grand Cornu, nor any of the Voices
of the Master arrived, then-Canon Lorvius took control of the situation. As
second in command to the Seneschal of Tsar, Lorvius had tasted power in
the past, and looked forward to solidifying his position.
After some immediate preparation, the army of Light found where the
survivors of Tsar had fled. In their haste, the army of Light split their
forces; some remained in Tsar to cleanse that wicked place, while the rest
pursued the refugees. Not knowing Jeravixs plan all along was to send
the army of Twilight to Rappan Athuk, the army of Light was woefully
unprepared for what awaited them upon their arrival.
After the defeat of the army of Light, Lorvius celebrated as only he
knew how. Always a sadomasochistic and deviant man, he did not allow the army of Light to rest after death. Animating their bodies, Lorvius
positioned many of the fallen army to posts in Rappan Athuk. Over time,
as other undead and despicable beings were drawn to the Dungeon of
Graves, Lorvius lost track of the army, and now only on occasion can a
former soldier of the army of Light be recognized by a scrap of armor or
a standard.
During the rebuilding, the Archbishop of Orcus, Pagonis, came to Rappan Athuk. Having attempted to create a center of worship in the city of
Tercople, Pagonis was not part of the evacuation, and was looked upon
as an outsider in Lorviuss eyes. In the years Lorvius served Seneschal
Vrrius, Pagonis had always lorded his status over Lorvius and all the other
disciples. Now that Lorvius had secured Rappan Athuk, and was preparing the coronation ceremony for the next Grand Cornu, who was Pagonis
to come in and take control? Lorvius planned a very clever assassination
to remove his rival. Successful, Lorvius had the archbishops body brought
to the Cathedral (Area 14A4) and before his body was cold, Lorvius
bathed the new High Altar with the former archbishops blood, thus elevating himself to High Cornu of Orcus.
After the ceremony, and upon returning to his own personal level of the
dungeon, Grand Cornu Lorvius retired to his private lounge for relaxation.
Upon entering, he was horrified to find the shadowy figure of Archbishop
Pagonis standing there waiting for him. Upon his death, Orcus had decided to send the archbishop back to the material plane to act as an advisor to the new Grand Cornu, and maintain his position as Archbishop is

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.

GRAND CORNU LORVIUS


CR 18
XP 153,600
Male human cleric 10/Tsar disciple of Orcus 9 (Frog God
Games Slumbering Tsar, HC: 5, The Mind of Chaos)
CE medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +11

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AC 25, touch 13, flat-footed 23 (+9 armor, +2 Dex, +3


natural)
hp 218 (10d8+9d8+114 plus 29)
Fort +25; Ref +13; Will +26
Defensive Abilities friend of death (DC 25)
Speed 20 ft. (30 ft. base)
Melee +1 grayflame, unholy, wounding cold iron heavy
mace +19/+14/+9 (1d8+5) or rod of withering, melee touch
+18/+13/+8 (1d4 Strength and 1d4 Constitution)
Special Attacks channel energy (10d6, DC 25, 11/day),
destructive aura (10 rounds, +5 damage, 30 ft. radius),
destructive smite (+5 damage, 12/day), scythe of evil (5
rounds, 1/day), summon undead (38 hd/day, 19 rounds),
touch of the death god (2d4 negative levels, DC 21)
Domain Spell-like Abilities (CL 19th; melee touch +17)
12/daytouch of evil (5 rounds)
3/dayanimate dead, speak with dead
Spells Prepared (CL 19th; melee touch +17, ranged touch
+15)
9thimplosionD (DC 28), implosion (DC 28), miracle, polar
midnight (DC 28) (x2)*
8thdiscern location (x2), frightful aspect#, greater spell
immunity, unholy auraD (DC 29)
7thblasphemyD (DC 26), destruction (DC 28), greater
scrying (DC 26), regenerate, repulsion (DC 26) (x2)
6thantilife shell, banishment (DC 25), blade barrier (DC 25),
harmD (DC 27), undeath to death (DC 25), word of recall
5thbreak enchantment, dispel goodD (DC 24), dispel good

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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.

+23, Linguistics +9, Perception +11, Perform (Oratory) +14,


Sense Motive +13, Spellcraft +12
Languages Abyssal, Aklo, Celestial, Common, Draconic,
Elven, Goblin
SQ cloak of Orcus (channel resistance +4, 30 ft. radius),
greater summoning, improved animation, necromantic
power
Gear +3 ghost touch, glamered, unrighteous adamantine
breastplate, +1 grayflame, unholy, wounding cold iron
heavy mace, rod of withering, amulet of natural armor +3,
belt of physical might (Str & Con) +6, cloak of resistance +5,
crown of the grand cornu (see sidebar), three ioun stones
(dusty rose prism, orange prism, and pearly white spindle),
mask of the skull, ring of delayed doom, ring of spell turning,
vault keys, spell component pouch, wooden holy symbol of
Orcus (chipped and scratched)
* Pathfinder Roleplaying Game Ultimate Magic
** Pathfinder Roleplaying Game Advanced Players Guide
# Pathfinder Roleplaying Game Ultimate Combat

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

AC 29, touch 29, flat-footed 19 (+9 Dex, +9 deflection, +1


dodge)
hp 257 (19d8+171)
Fort +15; Ref +15; Will +18
Defensive Abilities channel resistance +2, incorporeal; DR
10/good; Immune undead traits; Resist cold 15, fire 15; SR 20
Speed fly 40 ft. (good)
Melee incorporeal touch +24 (1d8 Strength/1920)
Special Attacks create spawn, smite good (1/day, +9 to hit,
+19 damage), strength damage

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Str , Dex 28, Con , Int 15, Wis 24, Cha 29


Base Atk +14; CMB +14; CMD 42
Feats Combat Reflexes, Critical Focus, Dodge, Flyby Attack,
Improved Critical (touch), Mobility, Skill Focus (Perception),
Skill Focus (Stealth), Spring Attack, Weapon Finesse, Weapon
focus (touch)
Skills Diplomacy +19, Intimidate +19, Fly +25, Knowledge
(arcana) +24, Knowledge (religion) +24, Perception +31,
Sense Motive +28, Stealth +35, Swim +3; Racial Modifiers +4
Stealth in dim light, -4 in bright light
Languages Abyssal, Common, Goblin
Create Spawn (Su) A humanoid creature killed by a
shadows Strength damage becomes a shadow under the
control of its killer in 1d4 rounds.
Strength Damage (Su) A greater shadows touch deals
1d8 points of Strength damage to a living creature. This is
a negative energy effect. A creature dies if this Strength
damage equals or exceeds its actual Strength score.
CR 7
SPECTRES (4)
XP 3,200
hp 52 (Pathfinder Roleplaying Game Bestiary, Spectre)

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

14B1. Entry (CR 17)

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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)

14B2. Torturatorium (CR varies)


The current Grand Cornu of Orcus, Lorvius, has a long history of
sadomasochism and deeply deviant behavior. Much of this abuse is
self-directed, but ever the vanguard of mutilation, Lorvius has been
directing his attentions lately to testing new theories of torment on
others before inflicting the punishment on himself. To this end, he has
enlisted the aid of a being called Doctor Tremble, an interlocutor
kyton. The doctor has worked with Lorvius and the master trapsmith
Sourfang to develop this torture testing-ground for Lorviuss entertainment and enlightenment.
In the central chamber stand six pillars, each 3 ft. tall, with a dark,
smoothly polished crystal lens approximately the size of a small shield
affixed to the top of each. These crystals are magical scrying devices allowing those activating them to gaze into the specialized torture rooms
(Areas 14B2A through F; see below). The crystals are permanently

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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KYTON AIDES (4)


CR 12
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) +17,
Profession (engineer) +17, Profession (torturer) +21, Sense
Motive +20, Sleight of Hand +15, Spellcraft +11, Use Magic
Device +15
Languages Abyssal, Aklo, Common, Daemonic, Draconic,
Elven, Infernal, Undercommon
SQ chain armor
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 (DC 18) (Su) A kyton can control up to
four chains within 20 feet 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 feet
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 15 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 Charisma-based.
Unnerving Gaze (DC 18) (Su) Range 30 ft., Will DC 15
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 mind-affecting fear effect. The save DC is Charismabased.

Tactics: If the opposition from any intruders seems minimal, Doctor


Tremble and his aides seek to immobilize their opponents, either through
grappling or by trying to force them into one of the teleportal alcoves.
Should they face more serious opposition, they animate the chains hanging throughout the room to cause general mayhem while Doctor Tremble
focuses his attentions on one threat at a time. Any combat within this area
can be heard throughout the level, and will likely bring the swift attention
of the Grand Cornu if he is not already present.

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.

14B3. Teleportal (CR 17)


The floor of this room is dominated by a massive circle of lines and
runes permanently etched into the floor and inlaid with platinum, obviously a summoning circle of some kind. The area within this circle is one
of the few locations on the level not shielded against magical transport.
The chamber is guarded at all times by 8 bodak priests who defend it
against any unauthorized intrusion.
The circle inscribed in the floor is frequently used in conjunction with
magic circle against good when Lorvius wishes to try to lure or force a
Good-aligned outsider into his domain, as a precursor to binding it and
trying out his latest torture experiments upon it.
BODAK PRIESTS (8)
CR 11
XP 12,800
Male bodak cleric 6 (Pathfinder Roleplaying Game Bestiary
2, Bodak)
CE Medium undead (extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +19
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8
natural)
hp 168 (10d8+6d8+80 plus 16)
Fort +13, Ref +11, Will +20
DR 10/cold iron; Immune electricity, undead traits; Resist
acid 10, fire 10
Weakness vulnerability to sunlight
Speed 20 ft.
Melee 2 slams +13 (1d8+1)
Special Attacks channel energy (3d6, DC 20, 10/day), death
gaze (DC 20)
Domain Spell-Like Abilities (CL 6th; melee touch +12)
11/daybleeding touch (3 rounds), touch of evil (3 rounds)
Spells Prepared (CL 6th; melee touch +12, ranged touch
+13)
3rdbestow curse (DC 21) (x2), contagion (DC 21), magic
circle against goodD, prayer
2ndbulls strength, death knellD (DC 20), dread bolt (DC
20)*, desecrate, hold person (DC 20), shatter (DC 20)
1stbane (DC 19), divine favor, murderous command (DC
19)*, protection from goodD, ray of sickening (DC 19)*, shield
of faith
0 (at will)bleed (DC 18), guidance, read magic, resistance
D Domain spell Domains Death, Evil
Str 13, Dex 18, Con , Int 8, Wis 26, Cha 20
Base Atk +11; CMB +12; CMD 27
Feats Dodge, Extra Channel, Improved Channel, Improved
Initiative, Lightning Reflexes, Mobility, Toughness, Weapon
Focus (slam)
Skills Intimidate +16, Knowledge (Planes) +7, Knowledge
(Religion) +10, Perception +19, Spellcraft +8, Stealth +1
Languages Common
Gear holy symbol of Orcus, spell component pouch

negates. The save DC is Charisma-based. A humanoid slain


by a bodaks death gaze rises as a bodak 24 hours later. This
is a death effect.
Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for
its merest touch burns their impure flesh. Each round of
exposure to direct sunlight deals 2d6 points of damage to a
bodak.
*Pathfinder Roleplaying Game Ultimate Magic

14B4. Grand Cornus Office


(CR 17)
Entering this area from the previous debauchery is quite a shock to the
senses; this is a very ordered and business-like den. A large darkwood
desk sits along the southern wall, with just enough space for the overstuffed chair behind it, and a huge (10 ft. by 15 ft.) tapestry showing the
landscape of Tsar. Paintings and tapestries cover the other walls, lending a
warm, pleasant feel to the room. A large fireplace sits in the western wall,
with a warm fire blazing merrily within. A dozen rather uncomfortable
chairs are arrayed in a semicircle about the center of the room, surrounding a large bas relief set into the floor depicting a massive angelic figure,
bound and suffering from the gleeful tortures of surrounding demons.
Lorvius only meets important underlings in this room for private
conversations and official business requiring face-to-face discussion.
If the Cornu wishes to meet with someone in a less formal manner, he
meets them at the Torturatorium (Area 14B2) and they conduct their
business there.
Lorvius remembers well the path he took to gain his position as the
Grand Cornu, and is ever vigilant with his protections and defenders. The
animated darkwood desk itself is a bodyguard, and a group of 6 greater
shadows lurk in the corners, and the bas relief set in the center of the floor
is actually a stone golem.In addition, the set into the floor, and the illusary
fireplace is an illusion that covers a symbol of death (Lorvius is attuned to
the symbol, thus immune to its effect); it activates immediately should the
fireplace be dispelled or disbelieved and the symbol seen. In addition, the
tapestry behind Lorviuss chair covers another symbol of death, a symbol
of strife, and a symbol of weakness (again, Lorvius is attuned to all of them
and immune to their effects). The tapestry can be dropped with a moveequivalent action from anyone behind the desk.

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DARKWOOD DESK (LARGE ANIMATED OBJECT)


CR 5
XP 1,600
N Large construct (Pathfinder Roleplaying Game Bestiary,
Animated Object)
Init 1; Senses darkvision 60 ft., low-light vision; Perception 5
AC 14, touch 8, flat-footed 14 (1 Dex, +6 natural, 1 size)
hp 52 (4d10+30)
Fort +1; Ref +0; Will 4
Defensive Abilities hardness 5; Immune construct traits
Speed 30 ft.
Melee slam +9 (3d6+9/1920)
Space 10 ft.; Reach 10 ft.
Str 22, Dex 8, Con , Int , Wis 1, Cha 1
Base Atk +4; CMB +11; CMD 20
SQ construction points (3, augmented critical*, exceptional
reach*, improved melee attack*)
* Pathfinder Roleplaying Game Ultimate Magic
CR 8
GREATER SHADOWS (6)
XP 4,800
hp 58 (Pathfinder Roleplaying Game Bestiary, Shadow,
Greater)

Death Gaze (Su) 1d4 negative levels, 30 ft.; Fortitude DC 20

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level 14b

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.

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 18th, DC 26 Fortitude
negates); multiple targets (up to 150 hit points of creatures in
a 60 ft. area)

[large area scraped off]


and after the Canon led the advance guard from the treachery
of Tsar at the hands of the Unnamed Heretic, the High Atrociter
began to build, with [scraped off] only his faith in Our Horned
Father, the new High Altar of Orcus in the depths below the Forest
of Light.
Luring the remnants of the Fools Errand to the fortification,
the High Atrociter and His Twilight Army decimated their foes,
converting some to the One True Faith, while utterly annihilating
the Unbelieving. It was over the course of many months, but final
victory was assured.
After the Great Purge, when naught were left of the Fools
Errand, but perhaps a few stragglers saved for later use, the High
Atrociter declared the consecration of the High Altar to be nigh.
The Time of Blackest Night was upon us, the greatest of holy days
to Our Horned Father. The High Atrociter sought the Sign of
Orcus in the sky, the waning moon with the Face of Death upon
it, when he noticed [scraped off] the Betrayer returned to fortified
Rappan Athuk!
Seeking to steal the High Altar and supplant our High Atrociter
in the eyes of the Horned Father, the Betrayer made his intentions
of becoming the new Grand Cornu known. Upon hearing the
proclamation, our Leader knew the time for action in the name of
Orcus was upon him. Seeing the Betrayer not as a challenge to his
authority and rightful place as Grand Cornu, but as a gift from the
Horned Father to be used in consecration of the High Altar, the
High Atrociter used his [scraped off] righteous might to subdue
the Betrayer, lash him to the Altar, and offer his soul to the Horned
Father in supplication. The Blood Ceremony complete, the High
Atrociter placed the Horned Crown upon his brow, declaring
himself the new Grand Cornu of Orcus!

SYMBOL OF STRIFE TRAP


CR 10
XP 9,600
Type magic; Perception DC 34; Disable Device DC 34
Trigger proximity; Reset none
Effect spell effect (symbol of strife*, CL 18th, DC 27 Will
negates); multiple targets (all creatures in a 60 ft. area)
* Pathfinder Roleplaying Game Ultimate Magic
SYMBOL OF WEAKNESS TRAP
XP 4,800
Type magic; Perception DC 32; Disable Device DC 32

CR 8

Trigger proximity; Reset none


Effect spell effect (symbol of weakness, CL 18th, DC 25
Fortitude negates); multiple targets (all creatures in a 60 ft.
area)
Treasure: The 8 paintings are all masterpieces, and will fetch 2,000 to
5,000 gp each to a collector. The 10 tapestries are all large and well-made
and are worth 300 to 1,800 gp each. The paintings weigh 20 pounds each
while the tapestries each weigh 40 pounds.

14B5. Library (CR 18)


This area is crammed with many tomes, folios, scrolls and other media.
There is a dizzying amount of information in this place. Floor to ceiling
bookshelves groan under the weight of all the books. Volumes dedicated
to torture, pain, healing, and alchemy compete with books of clerical
dogma, humanoid sacrificial rites, while strange metal plates engraved
with numerical ciphers lie stacked against, stone tablets with etched indecipherable scratches.
There seems to be a fairly well-arranged order to the library, and should
the PCs somehow get the time to study these books, they could gain quite
a boost to the appropriate Knowledge skill (add a +1d10 insight bonus to
any of the following Knowledge skills: arcana, history, nature, and planes;
and add a +2d12 insight bonus to religion). The Knowledge boost is only
granted after 1 week of study. Assume there are plenty of books to go
around.
A small stack of parchment sheets and several journals lie on the floor
near the center of the room, arranged in a small circle (Lorvius prefers

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[Another large area scraped off]


These facts are documented for my Lord; the High Atrociter;
the Hand of Orcus; the Will of Our Horned Father; the Dark
Archbishop; the Flayed Canon; Lorvius, the Grand Cornu of
Orcus
Ashfallen, Annalist of the Grand Cornu

Deciphering all this information in the library may be a difficult task, as


the PCs are not alone! The librarian makes an appearance 1d6 rounds after

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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

Skills Bluff +36, Diplomacy +33, Disable Device +16, Disguise


+27 (+31 as Medium humanoid), Intimidate +28, Knowledge
(arcana) +30, Knowledge (planes) +30, Knowledge (religion)
+17, Linguistics +34, Perception +32, Profession (sailor) +13,
Sense Motive +30, Sleight of Hand +25, Spellcraft +30, Stealth
+26, Use Magic Device +38; Racial Modifiers +4 Disguise as
Medium humanoid
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial,
Common, Daemonic, Dark Folk, Draconic, Drow Sign
Language, Elven, Giant, Goblin, Ignan, Infernal, Protean,
Shae, Sylvan, Terran, Undercommon, Yithian; tongues
SQ bloodline arcana, combat precognition (+2 Init)
Combat Gear cube of force; Other Gear amulet of natural
armor +3, cloak of resistance +3, bracers of armor +5, deck
of many things, headband of mental superiority +4,
warden ring
Dexterity Drain (Su) The otherworldly teeth and tongues of
a denizen of Leng deal 1d6 points of Dexterity drain with a
bite. Constructs, elementals, and other creatures that do not
possess flesh are immune to this effect. A successful DC 19
Fortitude save reduces the Dex drain to 1 point. The save DC
is Constitution-based.
Planar Fast Healing (Su) A denizen of Leng maintains a
connection to Leng at all times, and when away from
Leng, it has fast healing 5. It loses this ability on Leng or in
areas where planar connections do not function. If killed,
a denizens body dissolves into nothingness. Ashfallen
maintains his connection as long as he wears the
warden ring.
Unusual Anatomy (Ex) A denizens internal anatomy varies
from individual to individual, and has a 50% chance to treat
any critical hit or sneak attack against it as a normal hit.
* Pathfinder Roleplaying Game Ultimate Magic
# Pathfinder Roleplaying Game Ultimate Combat

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14B6. The Lounge (CR 16)


Decorated in the plush style of the desert genies, the room is covered in
lush throw rugs, satin pillows of various sizes, hanging draperies of gossamer silk, with iron braziers and golden stools punctuating the perimeter.
Smoke drifts from the incense smoldering in the braziers, filling the air
with stifling heat and cloying, exotic smells.
This area is the Grand Cornus relaxation chamber, for his less abusive
indulgences. While not on the level of his typical atrocities, the usual inhabitants of this room are no less deviant.
Twelve kytons typically inhabit this room, indulging their own brand
of abuses and abhorrent behaviors. Should the PCs enter this room unattended by the Grand Cornu or one of his minions, they are considered
fair game by the kytons, and they ply their expert ministrations upon
the party.
KYTON COURTESANS (12)
CR 9
XP 6,400
Male and Female kyton expert 6 (Pathfinder Roleplaying
Game Bestiary, Kyton)
LE Medium outsider (evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft.; Perception +18
AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex, +4
natural)
hp 99 (8d10+6d8+28); regeneration 2 (good weapons and
spells, silver weapons)
Fort +10; Ref +12; Will +8
DR 5/good or silver; Immune cold; SR 17
Speed 30 ft.
Melee 4 chains +15 (2d4+2)

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level 14b

Space 5 ft.; Reach 5 ft. (10 ft. with chain)


Special Attacks dancing chains (DC 19), unnerving gaze
(DC 19)

14B8. Vault (CR 15)

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.

14B7. The Grand Cornus Suite


(CR 19)

Due to Grand Cornu Lorviuss increasing paranoia, he had his own


personal vault created, and after its construction, he slew the builders and
tasked their undead forms to guard the treasures within. The massive iron
door of this vault (6 in. thick; hardness 10; hp 180; Break DC 32, Disable
Device DC 50 [x3]) has three superior locks (the keys are always with
Lorvius) and each is protected with an arcane lock .
The vault door opens into a 20 ft. hallway, and terminates at a shimmering, rainbow-colored wall. This is a permanent prismatic wall that
reforms 1 hour after all layers are disabled. Beyond the wall is the entrance to the Grand Cornus treasury. Vast wealth fills this 30 ft. by 50 ft.
chamber. Suits of armor, weapons and oddly-shaped items are stacked
and placed upon the racks, stands and shelves that cover the walls. Coins,
gems, statuettes, and even more obscure jewelry items litter the floor, are
piled upon tables, and swept into corners. The value of this trove is obvious to anyone who sees it; indeed, it almost seems to whisper invitations
to gather as much as one can carry away.
The treasure within the chamber is protected by the grand curse (see
sidebar). Anyone entering the room, except Lorvius, must make a DC 25
Will save or be compelled to gather all the treasure they can. The compulsion is so strong that friends will turn on friends; partner will fight partner;
and a group of adventurers will kill each other to be the last one to leave
with everything.
In addition to the magical wards in the room, the former builders of the
room are very angry with anyone able to bypass the protections and enter
without Lorvius. The 10 builders have become powerful allips, and the
wizard who created the prismatic wall is bound here as a horribly malignant spectre. As all their bones were ground to powder and included in the
finishing touches of the room, their restless spirits cannot leave the room,
nor pursue beyond the vault door.
CR 7
ADVANCED ALLIPS (10)
XP 3,200
CE Medium undead (incorporeal) (Pathfinder Roleplaying
Game Bestiary 3, Allip)
Init +9; Senses darkvision 60 ft.; Perception +14
Aura babble (60 ft., DC 24)

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AC 22, touch 20, flat-footed 17 (+7 deflection, +5 Dex)


hp 115 (10d8+70)
Fort +10; Ref +8; Will +11
Defensive Abilities incorporeal, channel resistance +2;
Immune undead traits
Speed fly 30 ft. (perfect)
Melee incorporeal touch +12/+7 (1d4 Wisdom damage)
Special Attacks touch of insanity (DC 22)

This is the bedchamber of Lorvius, although the furnishings certainly


indicate a decorator of suspect taste and decorum. A raised platform 2 ft.
off the ground is actually a bed of barbed nails; a large vanity mirror and
table look to be coated in a sticky, coppery substance resembling dried
blood; a 15 ft. tall statue of Orcus in the center of the room is alternately
coated in blood, tissue and what looks like flowers. Scourges, whips, fine
fillet knives, branding irons, braziers, and other hideous implements litter
the room.
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.
The contents of the room, while disturbing, are all of masterwork quality and quite valuable. In bulk, if all the implements of torture were gathered and removed from here, the PCs could fetch 30,000 gp from a collector of such items. Any Good clerics or paladins should surely frown on
distributing these items outside this accursed place.

Str , Dex 20, Con , Int 19, Wis 19, Cha 24


Base Atk +7; CMB +12; CMD 34
Feats Ability Focus (babble), Improved Initiative, Lightning
Reflexes, Skill Focus (Profession), Weapon Finesse
Skills Fly +22, Intimidate +18, Knowledge (dungeoneering)
+14, Knowledge (engineering) +14, Perception +14,
Profession (construction) +13, Stealth +14
Languages Abyssal, Common
SQ madness
Babble (Su) An allip constantly mutters and whines to itself,
creating a hypnotic effect. All sane creatures within 60 ft. of
the allip must succeed on a DC 22 Will save or be fascinated
for 2d4 rounds. While a target is fascinated, the allip can
approach without breaking the effect, but an attack by
the allip breaks the effect. This is a sonic, mind-affecting
compulsion effect. Creatures that successfully save cannot
be affected by the same allips babble for 24 hours. The

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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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Str , Dex 20, Con , Int 26, Wis 20, Cha 19


Base Atk +13; CMB +13; CMD 30
Feats Ability Focus (energy drain), Blind-Fight,
Improved Initiative, Iron Will, Lightning Reflexes,
Skill Focus (Knowledge [arcana]), Skill Focus
(Perception), Skill Focus (Spellcraft), Weapon
Finesse
Skills Fly +17, Intimidate +13, Knowledge (arcana)
+37, Knowledge (history) +13, Knowledge
(religion) +13, Knowledge (the planes) +25,
Perception +36, Spellcraft +36, Stealth +14,
Survival +11
Languages Common
Create Spawn (Su)) Any humanoids slain by a
spectre become spectres themselves in 1d4
rounds. Spawn so created are less powerful
than typical spectres, and suffer a 2 penalty
on all d20 rolls and checks, receive 2 hp per
HD, and only drain one level on a touch. Spawn
are under the command of the spectre that
created them and remain enslaved until its
death, at which point they lose their spawn
penalties and become full-fledged and freewilled spectres. They do not possess any of the
abilities they had in life.
Resurrection Vulnerability (Su) A raise dead or
similar spell cast on a spectre destroys it (Will
negates). Using the spell in this way does not
require a material component.
Sunlight Powerlessness (Ex) Spectres are powerless
in natural sunlight (not merely a daylight spell)
and flee from it. A spectre caught in sunlight
cannot attack and is staggered.

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Unnatural Aura (Su) Animals, whether wild or domesticated,


can sense the unnatural presence of a spectre at a
distance of 30 feet. They do not willingly approach nearer
than that and panic if forced to do so unless a master
succeeds at a DC 25 Handle Animal, Ride, or wild empathy
check. A panicked animal remains so as long as it is within
30 feet of the spectre.
Treasure: It takes hours to gather all the items in this room, but the area
contains the following:
1. Gems and jewelry worth a total of 115,000 gp.
2. 40,000 gp in fine clothing, furnishings, and objets dart.
3. Coins, both loose and in stacks; in total there are 600,000 cp, 240,000
sp, 54,000 gp, and 3,600 pp.

In addition, Lorvius has amassed a sizable hoard of magical items,


mixed in within the valuables listed above:
1. Magic weapons: +2 quarterstaff, +1 hand crossbow, +3 sickle, +4
darkwood spear, two +2 light crossbows, a nine lives stealer bastard
sword, two maces of terror, a life-drinker greataxe, and a sword of the
planes.
2. Magic armor: +3 full plate, +3 half-plate, +2 half-plate, +4 banded
mail, +2 scale armor, three +2 heavy steel shields, a +2 buckler, and a
+3 tower shield.
3. Thirteen wands (choose randomly).
4. Four rings (choose randomly).
5. 25 potions (choose randomly).
6. Four scrolls: orders wrath, bestow curse, and stone shape; confusion, invisibility sphere, magic circle against law, and lesser planar binding; air walk; and dispel magic (CL 10th).
7. Miscellaneous items: bracers of armor +4, a pair of golden lion figurines of wondrous power, a carpet of flying (5 ft. by 5 ft.), and a crystal
jar holding a single red mushroom with yellow spots magically preserved
within (the jar loses its magic if opened; the mushroom within is one of
the famous mushrooms of youth from Area 614 of Level 6).

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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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

2 iron golems and 1 lilin sorceress, patrolling


the hallways
4 yithians (see Area 14C3G)
1d3 pixies (see Area 14C3H)
1 moon beast with 2d4 denizen of Leng
minions (see Area 14C3G)
1 eremite (see Area 14C3B), only occurs
once
1d2 interlocutors with 8 kyton aids
(see Area 14C3B)
1 brass golem
Roll again on this table. 1d3 mercane
haggling with the secondary result
(see 14C3C)
1d6 serpentfolk technicians
(see Area 14C3A)
Glazerel
No encounter

Detections: Strong evil and magic emanates from the


entire level.
Shielding: The entire level is shielded, and no means
of divination or magical transport such as teleport,
dimension door, plane shift, ethereal jaunt, and so on
functions except in very specific areas (Area 14C1).
Each of the workshop demiplanes has their own
features (GMs discretion).
Standard Features: Unless otherwise noted, all doors
on this level are made of locked, solid metal doors
(2 in. thick; Hardness 10; hp 90; DC 28 Break, DC 30
Disable Device).

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.

IRON GOLEMS (2)


CR 13
XP 25,600
hp 129 (Pathfinder Roleplaying Game Bestiary, Golem,
Iron)
LILIN SORCERESS
CR 16
XP 76,800
Female lilin sorcerer 10 (Frog God Games The Tome of
Horrors Complete Devil, Lilin)
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft.; Perception +19

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AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)


hp 158 (7d10+10d6+85) (180 with greater false life);
regeneration 5 (good, silver)
Fort +10; Ref +15; Will +18
DR 10/silver; Immune fire, poison; Resist acid 10, cold 10; SR 17
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +14 (1d6+2)
Special Attacks hellfire (1/day, 10d6, DC 25)
Spell-Like Abilities (CL 9th; melee touch +14, ranged touch
+17)
At willcharm monster (DC 29), greater teleport (self plus 50
pounds of objects only), protection from good, suggestion
(DC 28)
3/dayanimate dead
1/dayunholy aura, summon (level 3, 2d10 lemures, or 1d4
bearded devils or hellstokers, or 1 hellcat 50%)
Spells Known (CL 10th; melee touch +5, ranged touch +5):
5th (5/day)fire snake (DC 25)*
4th (7/day)confusion (DC 24), greater false life**
3rd (8/day)fireball (DC 23), ray of exhaustion (DC 23), wind
wall
2nd (9/day)eagles splendor (DC 22), flaming sphere (DC
22), scorching ray, see invisibility, web (DC 22)
1st (9/day)alarm, burning hands (DC 21), mage armor,
magic missile, shield
0 (at will)arcane mark, bleed (DC 20), daze (DC 20),
detect magic, disrupt undead, mage hand, message,

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level 14c

open/close, read magic


Bloodline Infernal

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

AC 26, touch 17, flat-footed 24 (+8 armor, +5 deflection, +1


Dex, +1 dodge, +1 natural; +16 deflection vs. good)
hp 148 (23d6+46)
Fort +15 (+19 vs. poison); Ref +16; Will +27
Defensive Abilities mages evasion spell in effect (see
below); DR 10/magic; Immune poison; Resist acid 10, cold
10, electricity 10, fire 10; SR 35
Speed 30 ft., fly 60 ft. (good)
Melee bite +12 (1d6+1) and 2 claws +12 (1d4+1)
Special Attacks hellfire (15d6, 1/day, DC 28), smite good (1/
day, +11 to hit, +23 damage, +11 deflection)
Spell-Like Abilities (CL 23rd; melee touch +12, ranged touch +12)
14/daycorrupting touch (7 rounds)
3/daydarkness (3/day), poison (DC 26), unholy aura (DC
29)
1/dayblasphemy (DC 28), contagion (DC 25), desecrate,
destruction (DC 28), horrid wilting (DC 29), summon monster
IX (fiends only), unhallow (DC 26), unholy blight (DC 25)
Spells Known (CL 23rd; melee touch +12, ranged touch +12)
9th (7/day)gate, time stop, wish
8th (7/day)dimensional lock, polymorph any object (DC 29),
telekinetic sphere (DC 29)
7th (8/day)greater teleport, limited wish, prismatic spray
(DC 28)
6th (8/day)flesh to stone (DC 27), legend lore, planar
binding (DC 27), true seeing
5th (8/day)baleful polymorph (DC 26), break
enchantment, contact other plane, dominate person (DC
26), telekinesis
4th (8/day)charm monster (DC 27), detect scrying, greater
invisibility, scrying (DC 25), stoneskin
3rd (9/day)arcane sight, dispel magic, suggestion (DC 24),
tongues
2nd (9/day)arcane lock, detect thoughts (DC 23), eagles
splendor, levitate, scorching ray, see invisibility
1st (9/day)comprehend languages, identify, mage armor,
magic missile, protection from good, unseen servant
0 (at will)detect magic, flare (DC 21), jolt, light, mage
hand, mending, message, open/close, read magic

School evocation Level sorcerer/wizard 9


Casting Time: at least 10 minutes; see text
Components: V, S, M, (quicksilver, and an eyelash
from the caster), F (silver statuette of the caster worth
5,000 gp)
Range: personal
Target: you
Duration: 1day/level or until discharged
This powerful variant of the contingency spell
transfers you and everything you carry (except for
other creatures or objects that weigh more than
50 pounds) to a destination you designate at the
time of casting. When casting mages evasion, you
must specify the locale and detail up to six specific
conditions that trigger this spell. When any of these
conditions occurs, your body, mind, and soul are
transported to the target destination. The location
can be any place you have familiarity (studied
carefully, as defined by the teleport spell), even
another plane.
When casting the spell, you cast greater teleport
and possibly other spells that take effect when
you arrive at your destination point. The 10 minute
casting time is the minimum total for all spells cast
(if the companion spells have combined casting
times longer than 10 minutes, use the combined
casting times instead). In addition to any material
components required by the companion spells, the
initial casting of mages evasion drains 1d6 hp from
the spellcaster. These hit points are stored in the
spell, and may be regained by the caster normally.
The stored hit points are immediately recovered by
the caster upon the triggering of the evasion.
The greater teleport aspect of this spell takes you
to your destination, so any condition that prevents
teleporting also prevents mages evasion. Once
reaching the destination point, the companion spells
included in the evasion instantly and simultaneously
take effect. The companion spells must be ones that
have a range of personal and be of a spell level no
higher than one-third of your caster level. The total
combined level of companion spells may not exceed
your caster level. The conditions you specify to bring
the spell into effect must be clear, although they can
be general in nature (see the contingency spell, in
the Pathfinder Roleplaying Game Core Rulebook for
guidelines).
The spell pulls together your mind, body, and soul
if they have been separated. For example, if your
soul is trapped in a magic jar when the evasion is
triggered, your soul returns to your body (breaking
the magic jar spell).If your body or soul has been
bound (for example, with a binding, imprisonment,
or trap the soul spell), you must succeed at a
opposed caster level check (DC 11 + the caster
level of the person who cast the trapping spell) to
break free.
You may only use one mages evasion spell at a
time; if a second is cast, or if a contingency spell is
cast, the first spell (if still active) is dispelled.

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level 14c

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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14C1. The Arrival (CR 16)


As the PCs arrive at the teleportal receiver, the first thing they notice is
a set of vast (30 ft. tall by 40 ft. wide) double doors directly ahead of them.
Seemingly made of some kind of polished metal (DC 30 Knowledge
[alchemy] discovers the metal is actually hardened mercury), the doors
have no handles or obvious method of opening. A single seam runs
vertically down the center.
In addition to the metal doors, a large (20 ft. x 20 ft. x 30 ft. tall) hallway
runs to the left and right. Crafted of tight-fitting flagstones, the hallway
is not the typical dungeon affair; it is very clean, with no trace of dust or
grime of any kind. Ambient light radiates form unseen locations giving
the walkway an even, almost pleasant glow. The absence of any odor
(even the stones forming the hallway) is slightly unsettling, and naturebased PCs (druids, some rangers, etc.) may find this disconcerting. Any
animal companions certainly balk at the strange sterility of the level (DC
25 Handle Animal check to calm any creature of Animal or lower Int; in
addition, the Scent special ability does not work here). No sounds are
immediately apparent, although a DC 25 Perception check notices a slight
hum from the direction of the large metal doors.
If the PCs do not move from this position, or spend time investigating
the doors ahead, a patrol happens by after 2 minutes.

New Magic Items


Wardtoken

Aura faint universal; CL 3rd


Slot ; Price 2,500 gp; Weight .
DESCRIPTION
These small, specialized tokens are crafted of a
material similar in texture to bone, but much stronger
and more durable (hardness 10; resist 10 [all energy
types]; hp 100). The tokens are 2 in. wide by 3 in. tall,
and 1/2 in. thick, and have a glowing rune on one
side (a permanent arcane mark). They can be worn
around the neck like a necklace, but not take up the
neck slot for other items.
The wardtokens sole purpose is to open the door
at Area 14C2 in Rappan Athuk. They are useless
elsewhere.
CONSTRUCTION
Requirements Craft Wondrous Item, arcane mark;
Cost 1,250 gp

Warden Ring

Aura strong conjuration; CL 20th


Slot ring; Price 140,000 gp (warden ring); Weight
DESCRIPTION
This plain-looking steel band bypasses the shielding
on Level 14C of Rappan Athuk, allowing the wearer
to teleport normally and use any planar traveling
abilities. The ring does not grant the ability to teleport
or summon aid by itself.
There is a more powerful version of the ring, the
greater warden ring, which controls the lesser rings.
The greater warden ring can suspend the powers of
any warden ring as long as the wearer of the greater
warden ring desires, as a move-equivalent action that
does not provoke attacks of opportunity. The greater
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CONSTRUCTION
Requirements Forge Ring, limited wish; Cost 71,500 gp
(warden ring)

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

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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14C2. The Anima Engine


(CL varies, 19 or 26)

As the shimmering portal opens, you see before you an incredible


sight: a huge, looming geometric shape. Reaching some forty feet
in diameter, it appears to be some kind of misshapen sphere, the
sides ground down into facets, somewhat resembling a gemstone,
with twenty or more sides. The object is looks to be formed of
a jumble of materials; steel, glass, crystal and more are fused
together to fashion the sphere.
Towering metal scaffolding surrounds the orb, with ladders and
stairs at various locations. Catwalks cross above and to the sides
of the object, granting access to all sides of it. Around the base,
various box-like containers surround the structure.
The room itself is dim, as if light itself is being drawn into the
orb. Any light source brought into the room has its illumination
reduced one step.

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:

Major Artifact - Anima Engine


Major Artifact
Anima Engine

Aura overwhelming transmutation, strong (all schools); CL 30th


Slot none; Weight 8 lbs.
DESCRIPTION
This great contraption seems to be an endless series
of winding tubes, glass spheres, metallic and crystal
structural beams, and even more exotic materials fused
into an icosahedral shape. The facets of the engine
cascade with electrical and eldritch energies. Roughly
40 ft. in diameter, the engine is a marvel of craftsmanship
for its sheer size alone. Surrounding the base of the
structure are nine box-like containers of various sizes.
Aside from its size and obvious power, the most
frightening aspect of the anima engine is what it is
able to do. The engine captures the latent soul energy
of any being dying within a 1 mile radius. This energy
is stored in the engine and may be used to fuel both
arcane and divine magic. Souls are not immediately
used by the engine; they are stored within the machines
power reservoir for a matter of time (GM to determine
exact length of time if necessary; allow any dead PCs
the chance at resurrection). The limits on what can be
accomplished with the anima engine are unknown. In
addition to passively collecting soul energy, the anima
engine may be used to actively drain a target of its
animating force. The necromantic power of the engine
is strong enough that if a target is placed in one of the
sarcophagus-shaped retainers surrounding the engine,
the targets soul is torn from the still living body (DC 40
Fortitude save allows the target to withstand the process
for 1 round; save each round). This process of draining
splits the victim into two parts; soul energy, captured in
the engine, and a soulless husk of a still-living being. The
victims body is then freed to be used as a physical tool
for Orcus (by his ally, Glazerel), ideally giving the Demon
Lord both benefits: a soul to be used to fuel his dungeon
and shrines, and a physical being to be used to do his
bidding (the victims of the anima engine gain the soulless
template [see Appendix A]).
The anima engine has 9 receptacles encircling its
bulk; 3 Small, 3 Medium, 2 Large, and 1 Huge. Each of

the receptacles can receive an appropriately-sized


occupant, and a smaller subject may be placed in a
receptacle one size larger than they are (a Small subject
may be placed in a Medium receptacle, but not a Large).
Targets subjected to the anima engine suffer the
effects of losing their soul, but retain most of their abilities
(subject to the soulless template). Their memories are
intact (a tormenting reminder of their former lives),
but they follow the orders of Orcus implicitly, not as
automatons but as fully capable beings.
Currently, there is only one being in the multiverse
that knows the proper way to use the anima engine,
the diabolic archwizard Glazerel. If the anima engine
falls into the control of the PCs, allow any with an
Intelligence of 24 or better the opportunity to make a DC
50 Use Magic Device check to attempt to control the
engine, and loose some of its energy. Failure indicates
magical backlash (a defense mechanism constructed
into the engine by Glazerel, as a safeguard he is never
replaced), requiring a DC 40 Fortitude save or the
controller is subject to a maximized disintegration (CL
30th), and anyone within 30 ft. of the engine (including
the operator) is subject to a heightened chain lightning
(CL 30th, spell level 9th, DC 26 Reflex save for half).
Should the PC manage to successfully harness the
power of the anima engine, allow them the ability
to duplicate any one spell effect (divine or arcane),
modified with any metamagic feats, up to a combined
spell level of 10th; i.e. the PCs might create the effect
of a maximized prismatic spray or such. Note that
once the PCs determine what the engine is, and how
it works (preparing to Use Magic Device), actually
using it is considered an evil act. PCs with alignment
considerations will be severely affected (good clerics
lose spellcasting powers for 1 week, paladins stripped
of abilities until they atone, etc.). The anima engine
currently stores enough soul energy for 2 successful
magical effects before new subject must be placed in
the receptacles.
The anima engine was used in the construction of
Rappan Athuk, and is the power source for many of the
unusual magic effects present in the dungeon.

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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

applications of create demiplane, and may be morphed and changed as


the room owner desires to facilitate their individual experiments and
research (within reason; a demiplane controller could not simply crush
all intruders once they enter the plane; see Pathfinder Roleplaying Game
Ultimate Magic, Create Demiplane, for more information).
Entering each of these rooms is a simple process. Approach the door,
touch the rune in the center of the door, and it melts away into nothingness
for 3 rounds. If the party needs more time, the next person in line can
simply touch the door and have it open. Any attempts to break the door
or bash it down are futile; the doors are anchored in time and space, and
are impervious to any harm (as long as the anima engine is functioning).
Each of the following areas are accompanied by several paragraphs of
description, but these are merely designed as starting points. PCs with the
power and experience needed to reach this level may desire specific or nontraditional gaming to interest them, and this is an excellent opportunity to
add your own personal twists to Rappan Athuk. Many of these levels are
below the power level of the PCs if they are capable of traveling to Level
14C. Treat these levels as a pleasant distraction to the horror of Rappan
Athuk, and allow the PCs a chance to embrace their explorer spirit and
have some fun!
The sub-rooms are:

14C3A. The Beginning of Time

14C3. The Workshops


Each of the workrooms beyond their respective doors is a selfcontained demiplane. The rooms were created by Glazerel with liberal

The door opens up on a high mountainside, affording the PCs an


excellent view of the verdant valley below. Lush tropical foliage and huge
plants stretch as far as the eye can see. Large bodies of deep blue water
and an occasional rock hillock break up the blanket of greenery. The heat
and humidity are staggering, and anyone not prepared immediately begins

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perspiring profusely. Dehydration is a serious threat here, even with the


abundance of water everywhere (see the Pathfinder Roleplaying Game
Core Rulebook, Environment, Starvation and Thirst)
Occasional movement catches the eye as enormous lizards and gigantic
mammalians travel about the valley. These massive creatures seem like
ordinary versions, but are of even more colossal size. The overall view is
breathtaking, just for the sheer amount of life represented here.
If the party descends to the floor of the valley, they happen upon what
looks like a campsite not far from where they descend. Several conical tents
are erected near a rather large, but unlit, bonfire. If the PCs approach, they
are greeted by an emerging group of curious serpentfolk. The serpentfolk
are not immediately hostile, and if some form of communication can be
established, they are quite helpful while the PCs are here. The serpentfolk
are technicians and scientists, digging nearby to unearth a technological
device (beyond the comprehension of the PCs).
While the technicians are trying to communicate their needs with the
PCs a colossal spinosaurus comes to investigate and perhaps have some
lunch!
This realm is a generally low-technology land of giant dinosaurs and
their ilk. The few native races are barely above the creation of fire and
primitive tool building. The group of serpentfolk technicians is not from
this land; how they arrived here is unknown, and they have a difficult time
explaining it. They did not come through the portal from Level 14; they
arrived in a flying ship. They have been searching for a device to repower
their craft so they can return home, but until they can locate the device
(the power source), they are marooned here. They welcome any and all
help, and can in turn offer help surviving in the prehistoric environment.
Should the PCs help the serpentfolk find their power source, and
repair the flying ship, the technicians will offer them a fuel rod in
compensation. The fuel rod is a 1 ft. long by 3 in. glass tube filled with
glowing green light (hardness 5; hp 10). It emits a strange form of energy;
with a DC 35 Use Magic Device check the energy can be harnessed to
power spells that bypass all spell resistance. The fuel rod can be used once

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

Normal random dinosaur (roll on d20;


12 allosaurus; 3 ankylosaurus;
4-5 brachiosaurus; 6 1d6 deinonychus;
7 dimetrodon; 89 iguanodon;
1012 pachycephalosaurus; 1
3 parasaurolophus; 14 spinosaurus;
1517 stegosaurus; 18-19 triceratops;
20 tyrannosaurus rex)
Random dinosaur 2 size categories larger
(up to colossal, use list above)
Degenerate serpentfolk
Lizardfolk savages
Random megafuana (roll on d20;
13 arsinoitherium; 410 baluchitherium;
1115 megalania; 1620 megatherium)
None.

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

Fort +14; Ref +4; Will +3


Speed 30 ft., swim 15 ft.
Melee bite +9 (1d4+1) and 2 claws +9 (1d4+1) or spear
+15/+10/+5 (1d8+4/x3)
Str 17, Dex 13, Con 18, Int 6, Wis 10, Cha 12
Base Atk +11; CMB +14; CMD 25
Feats Lunge, Pack Attack, Rending Claws, Stealthy,
Toughness, Weapon Focus (spear)
Skills Acrobatics +5, Escape Artist +3, Perception +5, Stealth
+3, Survival +10, Swim +11
Languages Draconic
SQ hold breath
Gear spear
Hold Breath (Ex) A lizardfolk can hold its breath for a number
of rounds equal to 4 times its Constitution score before it risks
drowning.

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

AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)


hp 169 (8d12+5d10+78)
Fort +13; Ref +7; Will +8
Defensive Abilities improved uncanny dodge, rage power
(beast totem, +2 natural armor), trap sense +2; DR 1/;
Immune mind-affecting, paralysis, poison; SR 23

AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)


hp 138 (5d10+12d8+51)
Fort +10; Ref +13; Will +16
Immune mind-affecting, paralysis, poison; SR 27
Speed 20 ft.
Melee bite +19 (1d61 plus poison)
Spell-Like Abilities (CL 9th)
At willdisguise self, ventriloquism
1/dayblur, dominate person (DC 18), major image (DC
16), mass suggestion (DC 19), mirror image, teleport

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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level 14c

hp 435 (30d8+300)
Fort +27; Ref +25; Will +17

Speed 40 ft., swim 30 ft.


Melee bite +27 (4d6+20 plus grab/1920) and 2 claws +27
(2d8+20)
Space 30 ft.; Reach 30 ft.
Special Attacks pounce, swallow whole (4d6+20, AC 22, 43 hp)
Str 50, Dex 23, Con 30, Int 6, Wis 21, Cha 21
Base Atk +22; CMB +42 (+44 to grapple or overrun ); CMD 60
(62 to overrun)
Feats Critical Focus, Diehard, Endurance, Greater Vital
Strike, Improved Critical (bite), Improved Initiative, Improved
Overrun, Improved Vital Strike, Iron Will, Lightning Reflexes,
Power Attack, Run, Skill Focus (Perception), Staggering
Critical, Vital Strike
Skills Perception +32, Stealth 5, Swim +36
SQ hold breath
Hold Breath (Ex) A spinosaurus can hold its breath for a
number of rounds equal to 4 times its Constitution score
before it risks drowning.

14C3B. The Hospital


Difficulty Level: 14+
Demiplane Controller: Doctor Chance (present,
active control)
Exits: Portal back to Level 14C does not function from
this side. Room titled Outpatient Ward contains a
locked desk (DC 35 Disable Device). In the desk is
a specialized token (a badge) that allows a nonkyton bearer to bypass the shielding of Level 14C; the
badge may be passed back through the doorway to
allows all PCs to return. Due to the spatial/temporal
location of the demiplane, attempts to teleport to
any location other than Level 14C fail (although the
spell is not used up in that case).
Detections: Faint 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. Summoning
spells work here at caster level 2 (it is a strain to bring
others here).
Wandering Monsters: Check once every 10 minutes
on 1d20:
110
1112
13
14
1516
17
1820

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

2d6 kyton orderlies


1d4 interlocutor kyton residents
surgical patient(ngathau)
surgical patient(ogrekin)
quarantine patient (chaos beast)
Crazed human patient
None.

Speed 30 ft.
Melee 4 chains +17 (2d4+2)
Special Attacks dancing chains (DC 18), unnerving gaze
(DC 18)

Entering past this doorway is a shock to the senses. Bright light is


everywhere, and the floor and walls are made of close-fitting white
tiles, very different from the flagstone of the previous hallway. A 10 ft.
hallway leads 20 ft. past the door, and turns a corner. PCs making a DC 10
Perception check notice a strange smell in the air, a stinging, acrid odor
reminiscent of cat urine (antiseptic and bleach).
As the party proceeds around the corner, the scene changes drastically;
blood stains the floor in wide swaths, with spatter covering the walls and

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.

Motive +20, Sleight of Hand +15, Spellcraft +11, Use Magic


Device +15
Languages Abyssal, Aklo, Common, Daemonic, Draconic,
Elven, Infernal, Undercommon
SQ chain armor

DOCTOR CHANCE, EREMITE KYTON


CR 20
XP 307,200
hp 310 (Pathfinder Roleplaying Game Bestiary 3, Kyton, Eremite)

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 feet 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 feet
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 15 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 Charisma-based.
Unnerving Gaze (Su) Range 30 ft., Will DC 18 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 mind-affecting fear effect. The save DC

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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Init +1; Perception +5

happen, they are quite rare (considering the clientele).


Any race the GM wants to introduce may be here, and the proprietor
of the establishment and head bartender is a mercane named Chuck. A
very pleasant fellow, he has a great fondness for art, and looks favorably
on artists and bards that dont mind talking shop about any new works.
Chuck also has a vast array of magical and mundane wares for sale (as all
mercane do), and is always willing to make a deal. I founded this place to
get customers to come to me. Im too old to go around chasing the deal,
is one of Chucks favorite statements. The mercane seems very happy
here, and has a steady stream of regulars from many lands. Few patrons
exit the demiplane into Level 14C, probably due to the sign over the door
that reads Employees Only. Glazerel frequently sends a lilin to Chuck
in order to gain some rare item that only a mercane could procure, thus
there is currently a tenuous beneficial relationship. Should one side tip the
balance however, it could be full-out war very quickly.
On the rare occasions when a bar-brawl does break out, Chuck has a
very capable security team, led by a head bouncer with the bizarre name
of Suga.

AC 9, touch 9, flat-footed 8 (+1 Dex, 2 rage)


hp 107 (7d12+49 plus 7)
Fort +12; Ref +3; Will 1
Defensive Abilities improved uncanny dodge, rage power
(renewed vigor, 1d8+7 hp), trap sense +2, DR 2/
Speed 40 ft.
Melee bite +13 (1d6+6 plus disease)
Special Attacks disease, rage (19 rounds/day), rage power
(intimidating glare), rage power (no escape)
Str 23, Dex 13, Con 25, Int 12, Wis 0, Cha 8
Base Atk +7; CMB +11; CMD 22
Feats Cleave, Combat Reflexes, Improved Natural Attack
(bite), Power Attack, Weapon Focus (bite)
Skills Climb +13, Escape Artist +5, Intimidate +9, Perception
+5, Survival +5, Swim +13
Languages Common, Draconic
SQ fast movement, insane
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.
Note: When not raging, the barbarians statistics are AC 11, touch 11,
flat-footed 10; hp 93; Melee bite+11 (1d6+4 plus disease); Str 19, Con
21; CMB +11, CMD 22; Climb +11, Swim +11
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14C3C. Chucks Bar-n-Grill


Difficulty Level: Varies
Demiplane Controller: Chuck (present, active control)
Exits: Portal back to Level 14C functions from this side.
Frequently used by lilin guards in their off time.
Detections: Moderate magic emanates from the
entire plane.
Shielding: The demiplane is shielded from divination
magic.
Wandering Monsters: Anything from anywhere may
be found here.

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

CHUCK, MERCANE BARTENDER


CR 5
XP 1,600
hp 51 (Pathfinder Roleplaying Game Bestiary 2, Mercane)
VALKYRIE SECURITY GAURDS (12)
CR 16
XP 25,600
Female valkyrie cavalier (order of the dragon) 5 (Pathfinder
Roleplaying Game Bestiary 3, Valkyrie, Pathfinder
Roleplaying Game Advanced Payers Guide)
N Medium outsider (extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +24
AC 28, touch 19, flat-footed 25 (+9 armor, +6 deflection, +3 Dex)
hp 228 (21d10+105)
Fort +14; Ref +14; Will +16
DR 10/cold iron, 10/lawful; Immune cold, electricity, poison;
Resist acid 10, fire 10; SR 23

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Speed 40 ft., fly 100 ft. (perfect)


Melee +4 defending adamantine spear +30/+25/+20/+15
(1d8+10/x3) or unarmed strike +25/+20/+15/+10 (1d3+4)
Special Attacks cavaliers charge, dragons challenge (+5,
2/day)
Spell-Like Abilities (CL 12th)
Constantdeathwatch, tongues
At willaid, death ward, gentle repose, plane shift (self and
mount only)
3/daycall lightning storm, divine power, geas/quest
1/daybreath of life, heal, summon (level 8, 1 sleipnir 100%)
<RULE>
Str 19, Dex 17, Con 20, Int 11, Wis 20, Cha 23
Base Atk +21; CMB +25; CMD 44
Feats Catch Off-Guard, Critical Focus, Improved Vital Strike,
Mounted Combat, Power Attack, Ride-by Attack, Skill Focus
(Ride), Spirited Charge, Swap Places, Trample, Vital Strike,
Weapon Focus (spear)
Skills Acrobatics +1, Climb +2, Diplomacy +13, Escape
Artist +1, Fly +28, Handle Animal +25, Heal +24, Knowledge
(planes) +19, Perception +24, Ride +28, Sense Motive +24,
Stealth +1, Swim +2; Racial Modifiers +2 Ride while riding
your bonded mount
Languages Abyssal, Celestial, Common; tongues (constant)
SQ aid allies (+3), animal companion link, banner (+2/+1),
battle trained, choose the slain, expert trainer (+2), tactician
(swap places, 5rounds, 2/day)
Gear celestial armor; +4 defending adamantine spear,
boots of striding and springing
Battle Trained (Ex) A valkyrie is proficient with all armor.
Armor never impacts a valkyries speed, nor does a valkyrie

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take armor check penalties on Ride checks.


Choose the Slain (Su) A valkyrie can draw the soul from
a newly dead body and store it in her spear for transport
to the Outer Planes. This functions as soul bind, but the
dead creature must be willing to have its soul taken. If the
creature is unwilling, this ability has no effect.
Holy Zeal (Su) A valkyrie adds her Charisma modifier as a
deflection bonus to her Armor Class.

SUGA, HEAD BOUNCER


CR 18
XP 25,600
Male rock troll monk (tetori) 13 (Pathfinder Roleplaying
Game Ultimate Combat, Frog God Games The Tome of
Horrors Complete, Rock Troll)
LN Large humanoid (earth, giant)
Init +6; Senses darkvision 60 ft., low-light vision, scent;
Perception +26
AC 38, touch 23, flat-footed 36 (+6 armor, +2 Dex, +3 monk,
+9 natural, 1 size, +8 Wis)
hp 315 (7d8+13d8+180 plus 26); regeneration 5 (acid or
sonic)
Fort +25; Ref +16; Will +24
Defensive Abilities break free, diamond body, evasion,
wholeness of body (13 hp), purity of body, still mind; Immune
disease, poison; Resist acid 20, sonic 20
Weakness sunlight petrification
Speed 35 ft.
Melee bite +20 (1d8+7) and 2 claws +21 (2d6+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks counter-grapple, form lock, ki strike (lawful,
magic), stunning fist (stun, fatigue, sicken, stagger, DC 24,
13/day), inescapable grasp
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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

with the Greater Grapple feat. At 6th level, he may use


counter-grapple even if his attacker has concealment or
total concealment, at 8th level even if he is flat-footed, and
at 10th level even if his attacker has exceptional reach.
Form Lock (Su) At 13th level, a tetori can negate a
polymorph effect by touch with a Wisdom check, adding
a bonus equal to his monk level, against a DC of 11 +
the caster level of the effect (or HD of the creature, for
supernatural polymorph effects). This is a standard action
requiring 2 points from the tetoris ki pool, or an immediate
action if a creature the tetori is grappling attempts to use a
polymorph effect.
Graceful Grappler (Ex) A tetori uses his monk level in
place of his base attack bonus to determine CMB and
CMD for grappling. At 4th level, he suffers no penalties
on attack rolls, can make attacks of opportunity while
grappling, and retains his Dexterity bonus to AC when
pinning an opponent or when grappled. At 8th level, a
tetori gains the grab special attack when using unarmed
strikes, and can use this ability against creatures his own
size or smaller by spending 1 point from his ki pool, or
against larger creatures by spending 2 points from his ki
pool.
Inescapable Grasp (Su) At 9th level, a tetori can spend 1
point from his ki pool to suppress his opponents freedom
of movement and magical bonuses to Escape Artist or on
checks to escape a grapple. At 13th level, this ability also
duplicates the effect of dimensional anchor. Inescapable
grasp is a swift action and lasts until the beginning of the
wrestlers next turn.
Sunlight Petrification (Ex) A rock troll that is exposed to
natural sunlight is staggered and must make a DC 20
Fortitude save each round to resist permanently turning
to stone. A stone to flesh spell (or similar effect) restores a
petrified rock troll, but if it remains expose
*Pathfinder Roleplaying Game Ultimate Combat

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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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telepathy 100 ft.


SQ hidden weapons (+12), poison use
Combat Gear 2 doses black lotus extract, 4 doses giant
emperor scorpion venom, 3 doses purple worm poison; Gear
+1 vorpal battle axe

Difficulty Level: 14+


Demiplane Controller: Aleavix (present, active
control)
Exits: Portal back to Level 14C does not function from
this side. Aleavix has a teleportation circle in his den
that allows transport back to Level 14C.
Detections: Moderate magic emanates from the
entire demiplane. Faint evil emanates from Aleavixs
den.
Shielding: The demiplane is shielded from divination
or magical transport such as teleport, dimension door,
plane shift, ethereal jaunt, and so on. Summoning
spells work here at caster level 1 (it is a strain to bring
others here).
Wandering Monsters: Check once every 20 minutes
on 1d20:
1
25
68
912
1315



1620

Poison (Ex) Stinginjury; save Fort DC 28; frequency 1/round


for 6 rounds; effect 1d4 Con damage; cure 1 save.
FIENDISH GOLIATH SPIDER
CR 12
XP 19,200
CE Colossal fiendish vermin (Pathfinder Roleplaying Game
Bestiary, Spider, Goliath, Pathfinder Roleplaying Game
Bestiary, Fiendish)
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception
+0
AC 18, touch 3, flat-footed 17 (+1 Dex, +15 natural, 8 size)
hp 189 (14d8+126)
Fort +18; Ref +5; Will +4
DR 10/good; Immune mind-affecting; Resist cold 15, fire 15;
SR 17

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)

Speed 30 ft., climb 30 ft.


Melee bite +18 (4d6+24 plus poison)
Space 30 ft.; Reach 20 ft.
Special Attacks smite good (1/day, +0 to hit , +14 damage),
web (14 hp, 8/day, DC 26)

ALEAVIX, GHARROS DEMON ASSASSIN


CR 19
XP 204,800
Male gharros demon assassin (Frog Gog Games The Tome of
Horrors Complete Demon, Gharros)
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +30
AC 30, touch 15, flat-footed 24 (+6 Dex, +15 natural, 1 size)
hp 335 (16d10+6d8+220)
Fort +22; Ref +17; Will +10
Defensive Abilities improved uncanny dodge; DR 15/cold
iron and good; Immune electricity, poison; Resist acid 10,
cold 10, fire 10; SR 25

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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Poison (Ex) Biteinjury; save Fort DC 26; frequency 1/round


for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
CR 11
GIANT EMPORER SCORPION
XP 12,800
N Gargantuan vermin (Pathfinder Roleplaying Game
Bestiary, Scorpion)
Init 1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception
+0

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%)

AC 19, touch 5, flat-footed 19 (1 Dex, +14 natural, 4 size)


hp 184 (16d8+112)
Fort +17; Ref +4; Will +5
Immune mind-affecting
Speed 50 ft.
Melee 2 claws +20 (2d6+12 plus grab) and sting +20
(2d6+12)
Space 20 ft.; Reach 15 ft.
Special Attacks constrict (2d6+12)

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;

Str 35, Dex 8, Con 24, Int , Wis 10, Cha 2


Base Atk +12; CMB +28 (+32 to grapple); CMD 37 (45 vs. trip)
Skills Stealth 13
Poison (Ex) Stinginjury; save Fort DC 27; frequency 1/round
for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
CR 15
TENEBROUS PURPLE WORM
XP 51,200
hp 232 (Frog Gog Games The Tome of Horrors Complete,
Tenebrous Purple Worm)

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are additional faces of various beaststhose of a bear, a panther, a tiger


and a dragon (a maharajah rakshasa).
Easily the largest of the creatures imprisoned within the illuminated
fields, this giant stands nearly 70 ft. tall. He has dusky skin with a slightly
reddish hue, and is clad in silver armor. His hands, the size of a large cart
could easily crush a troll with a single blow (an elysian titan).

14C3E. The Siphon


Difficulty Level: 19+
Demiplane Controller: Glazerel (absentee, no active
control)
Exits: Portal back to Level 14C does not function from
this side. No alternate exit directly back to Level 14C.
The PCs may be able to use the central beam to
travel back to Level 14C with Sister Macrys help.
Detections: Overwhelming 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. Summoning
spells work here at caster level 10 (it is a massive
strain to bring others here).

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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level 14c

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

AC 10, touch 10, flat-footed 10


hp 143 (20d8+40)
Fort +16; Ref +6; Will +21

48 stone giant miners


12 rocs
25 cave giants
36 ettins
2 yrthak
36 wyverns
Auriferous (see below)
None.

STONE GIANT MINER


CR 8
XP 4,800
hp 102 (Pathfinder Roleplaying Game Bestiary, Giant,
Stone)

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)

Init 1; Senses blindsense 120 ft., darkvision 240 ft., dragon


senses, low-light vision; Perception +50
Aura cowering fear, fire (10 ft., 1d6 fire), frightful presence
(300 ft., 5d6 rounds, DC 33)
AC 44, touch 10, flat-footed 44 (+5 deflection, 1 Dex, +34
natural, 4 size)
hp 429 (26d12+260)
Fort +25; Ref +14; Will +26
Defensive Abilities channel resistance +4, soul ward (50 hp);
DR 15/good; Immune fire, undead traits; SR 33
Weakness vulnerability to cold
Speed 60 ft., fly 250 ft. (clumsy), swim 60 ft.
Melee bite +38 (4d6+24/1720) and 2 claws +38 (2d8+16/17
20) and tail slap +36 (2d8+24/1720) and 2 wings +36
(2d6+8/1720)
Space 20 ft.; Reach 15 ft.
Special Attacks breath weapon (60 ft. cone, 20d10 fire,
every 1d4 rounds, DC 33), energy drain (natural attacks,
1 level, DC 33), soul consumption (DC 33), soul magic,
weakening breath (DC 33)
Spell-Like Abilities (CL 26th)
At willbless, daylight, detect evil, geas/quest, sunburst (DC 28)
3/daydetect gems
1/dayluck
Spells Known (CL 18th; melee touch +38, ranged touch +21)
9 (4/day)clashing rocks (DC 29)#
8 (6/day)earthquake (DC 28), stormbolts (DC 28)#
7 (7/day)control weather, forcecage (DC 27), greater
scrying (DC 27)
6 (8/day)move earth, repulsion (DC 26), unwilling shield
(DC 26)#
5 (8/day)cone of cold (DC 25), slay living (DC 25),
transmute rock to mud (DC 25), wall of stone
4 (8/day)inflict critical wounds (DC 24), locate creature,
solid fog, stoneskin
3 (8/day)displacement, gaseous form, stone shape,
vampiric touch
2 (9/day)dread bolt (DC 22)*, invisibility, scorching ray,
spectral hand, stone call
1 (9/day)alter winds (DC 21), divine favor, protection from
good, true strike, unseen servant
0 (at will)flare (DC 20), detect magic, guidance, open/
close, mage hand, message, prestidigitation (DC 20), read
magic, virtue

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Str 43, Dex 8, Con , Int 28, Wis 29, Cha 30


Base Atk +26; CMB +46; CMD 60 (64 vs. trip)
Feats Alertness, Critical Focus, Extend Spell, Improved Critical
(bite), Improved Critical (claw), Improved Critical (tail slap),
Improved Critical (wing), Iron Will, Multiattack, Power Attack,
Quicken Spell, Stunning Critical, Vital Strike
Skills Appraise +20, Climb +30, Diplomacy +39, Fly +14, Heal
+38, Intimidate +47, Knowledge (arcana) +38, Knowledge
(history) +38, Knowledge (local) +38, Knowledge (nobility)
+38, Knowledge (planes) +38, Knowledge (religion) +38,
Perception +50, Sense Motive +42, Spellcraft +38, Stealth 5,
Survival +15, Swim +53, Use Magic Device +17
Languages Abyssal, Aklo, Celestial, Common, Daemonic,
Draconic, Elven, Ettin, Giant, Infernal
SQ change shape (humanoid or animal, polymorph, 3/day),
fire aura
Cowering Fear (Su)
Any creature shaken by the raveners frightful presence is
cowering instead of shaken for the first round of the effect,
and shaken for the rest of the duration. Any creature that
is frightened by its frightful presence is instead cowering for

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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

14C3G. The Plateau


Difficulty Level: 1620
Demiplane Controller: The Amber Prince (present,
active control)
Exits: Portal back to Level 14C functions from this
side. Due to the spatial/temporal location of the
demiplane, attempts to teleport to any location
on the PCs native material plane other than the
entrance to Level 14C fail (although teleporting to
another material plane is possible). Teleporting to the
doorway on Level 14C is possible, as is travel inside this
demiplane.
Detections: Faint magic emanates from the entire
demiplane.
Shielding: Summoning spells work here at caster level
6 (it is a strain to bring others here).
Wandering Monsters: Check once every 2 hours on 1d20:

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.

14C3H. The Garden


Difficulty Level: 12+
Demiplane Controller: Lady Elan (present, active
control)
Exits: Portal back to Level 14C functions from this side.
Numerous faerie rings are portals to other locations
(GMs discretion).
Detections: Strong magic emanates from the entire
plane. Faint chaos radiates from the entire plane.
Shielding: Summoning spells work here at caster level
+2 (it is easy to bring others here).
Wandering Monsters: Check once every 30 minutes
on 1d20:

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.

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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)

AC 24, touch 15, flat-footed 20 (+6 armor, +4 Dex, , +3


natural, +1 size)
hp 148 (8d8+8d6+80); fast healing 3
Fort +9; Ref +19; Will +10
Defensive Abilities evasion, improved uncanny dodge,
resiliency (1/day); DR 10/cold iron
Weakness irreligious
Speed 60 ft.
Melee +1 wounding cold iron scythe +20/+15 (2d4+15/19
20/x4) and kick +13 (1d4+7)
Special Attacks rogue talent (assault leader,1/day)#, boot
stomp, brutal beating (4 rounds)#, red cap, sneak attack
+4d6
Str 24, Dex 24, Con 21, Int 16, Wis 15, Cha 13
Base Atk +10; CMB +16; CMD 30
Feats Antagonize*, Cleave, Critical Focus, Improved Critical
(scythe), Improved Initiative, Outflank#, Power Attack,
Precise Strike#, Weapon Focus (scythe)
Skills Acrobatics +25, Appraise +10, Bluff +20, Climb +19,
Escape Artist +25, Intimidate +20, Knowledge (nature) +16,
Perception +21, Sense Motive +21, Sleight of Hand +21,
Stealth +29, Survival +12, Swim +6, Use Magic Device +14;
Racial Modifiers Acrobatics (jump) +12
Languages Aklo, Common, Giant, Sylvan
SQ heavy weapons
Gear +1 wounding cold iron scythe, +2 chain shirt, minor ring
of spell storing (haste)

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.

Boot Stomp (Ex)


A redcap wears heavy iron boots with spiked soles that
it uses to deadly effect in combat. These boots give the
redcap a kick attack that it can make as a secondary
attack, either as part of a full-attack action or as part of its
movement just as if it had the Spring Attack feat.
Heavy Weapons (Ex)
A redcap can wield weapons sized for Medium creatures
without penalty.
Irreligious (Ex)
Bitter and blasphemous, redcaps cannot stand the symbols
of good-aligned religions. If a foe spends a standard action
presenting such a holy symbol, any redcap that can see
the creature must make a DC 15 Will save or become
frightened for 1 minute and attempt to flee. A redcap who
successfully saves is shaken for 1 minute.
Red Cap (Su)
A redcap wears a tiny, shapeless woolen hat, dyed over
and over with the blood of its victims. While wearing
this cap, a redcap gains a +4 bonus on damage rolls
(included in the above totals) and fast healing 3. These
benefits are lost if the cap is removed or destroyed.
Caps are not transferable, even between redcaps. A
redcap can create a new cap to replace a lost cap
with 10 minutes of work, although until the redcap takes
a standard action to dip the cap in the blood of a foe
the redcap helped to kill, the cap does not grant its
bonuses.
*Pathfinder Roleplaying Game Ultimate Magic
#
Pathfinder Roleplaying Game Advanced Players Guide

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

0 (at will)detect magic, know direction, read magic,


stabilize
Str 10, Dex 21, Con 18, Int 16, Wis 23, Cha 29
Base Atk +14; CMB +19; CMD 39
Feats Agile Maneuvers, Combat Casting, Dodge, Mobility,
Natural Spell, Powerful Shape, Quick Wild Shape, SelfSufficient, Uncanny Concentration, Weapon Finesse, Wild
Speech
Skills Bluff +22, Diplomacy +34, Escape Artist +30, Handle
Animal +30, Heal +19, Knowledge (nature) +30, Perception
+17, Sense Motive +17, Spellcraft +15, Stealth +30, Survival
+37, Swim +19, Use Magic Device +17
Languages Common, Druidic, Elven, Infernal, Sylvan
SQ druid domain (weather), inspiration, nature sense,
trackless step, wild empathy +37, wild shape (6/day, beast
shape III, elemental body IV, plant shape III), woodland
stride
Gear staff of conjuration
Blinding Beauty (Su)
This ability affects all humanoids within 30 ft. of a nymph.
Those who look directly at Lady Elan must succeed on a
DC 30 Fortitude save or be blinded permanently. She can
suppress or resume this ability as a free action. The save DC
is Charisma-based.
Inspiration (Su)
A nymph can choose an intelligent creature to inspire and
serve as a muse by giving that creature some token of her
affection (typically a lock of her hair). As long as the nymph
retains her favor for this creature and as long as the creature
carries the nymphs token, the creature gains a +4 insight
bonus on all Will saving throws, Craft checks, and Perform
checks. A bard who has a nymph for a muse in this way
can use his bardic performance for an additional number
of rounds per day equal to his nymph muses Charisma
modifier. The nymph retains a link to her token and its
carrier as if she had cast a status spell on the carrier. The
nymph can end this effect at any time as a free action. A
single nymph may only inspire one creature at a time in this
manner.
Stunning Glance (Su)
As a standard action, Lady Elan can stun a creature within
30 ft. with a look. The target must succeed on a DC 30
Fortitude save or be stunned for 2d4 rounds. The save DC is
Charisma-based.
Unearthly Grace (Su)
A nymph adds her Charisma modifier as a racial bonus on
all her saving throws, and as a deflection bonus to her Armor
Class.
*Pathfinder Roleplaying Game Ultimate Magic
**Pathfinder Roleplaying Game Ultimate Combat
#
Pathfinder Roleplaying Game Advanced Players Guide

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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.

(transported to eternal torment in the Abyss). Note the spell restrictions


from above regarding travel within the maze. Along the back edge of the
maze are several paths that may be taken into it. Only one leads anywhere.
While in the maze area, PCs are treated to random evil events. See the
side bar.

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.

151. The Maze


The teleportal from Level 13 deposits PCs on a flat stone pathway.
Before them stretches a vast, flat maze. The pathway is the top of the
maze walls, and the sides of the pathway drop down into utter darkness
and oblivion. The screams and shrieks of the damned fill the sulfurous, hot
air. Any good-aligned PCs are immediately stricken as per a blasphemy
spell (CL 20th).
No sign or means of return is present. Only by defeating or skirting
the demon princes avatar may the PCs return to the world above. As
noted above, anyone falling off the sides of the maze path is lost forever

Random Evil Events


While in the maze, there is a 66 percent chance (14 on 1d6)
each hour that a random evil event occurs. If one does occur, roll
1d10 on the following table: Spell effects are at CL 20th.
1 A random member of the party must make a

DC 25 Will save or lose 1 point of Wisdom

permanently
2 The entire party is affected by great despair.

Each must succeed at a DC 25 Will save or

suffer a 2 morale penalty to all attacks,

damage, saving throws, and skill checks for

2 days.
3 A glabrezu is gated in and attacks the PCs

(see below).
4 The party is affected by a reverse find the path

spell. A DC 30 Will save avoids this. The GM

should give false directions (left=right, and so

on) to all affected.
5 The entire party is teleported to the initial

entrance area.
6 The party is again subjected to the effects of a
blasphemy spell. Reroll on this table.
7 One randomly determined party member must

make a DC 25 Will save or be affected by a
confusion spell.
8 A skeleton with 4 vials of oil of grease appears in

front of the party and breaks the vials on the

pathway. Anyone attempting to cross the area

must make a DC 20 Reflex save or slide off the

side if attempting to cross it. The skeleton slides

off screaming in demonic glee after them. Any

attack on the skeleton causes it to drop the vials

as well.
9 The entire party must make a DC 31 Will save or

be affected by a symbol of strife (Pathfinder

Roleplaying Game Ultimate Magic).
10 12 shadows attack the party, rising up from the

pits along the corridor. They cannot be turned

or commanded by the party on this level (see

below)

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152. The Demon Greeting (CR 19)


At the end of the maze, two of Orcus marilith consorts confront
the party, teleporting in to attack as soon as the threshold is crossed at
the maze exit. They do not fight to the death, as their only purpose is to
soften up the PCs before the final encounter. Note that these demons
are already here, and do not count toward Orcus summon demon ability
for the day! These ladies wade into combat, casting cloudkill spells on
themselves as they do so. When reduced to 100 hit points, they teleport
to their lords side and prepare for the final battle. Once these demons are
defeated, the area may be examined. The entrance to Area 153 is a long
corridor, filled with thousands of bones, crushed and powdered with age
and abuse. Moldering corpses and rusty, rotted gear of all kinds litters the
hallway. It leads 400 ft. to the final room.
MARILITHS (2)
CR 17
XP 102,400
hp 264 (Pathfinder Roleplaying Game Bestiary, Demon,
Marilith with the following changes: replace the blade
barrier spell-like ability with cloudkill)
GLABREZU
CR 13
XP 25,600
hp 186 (Pathfinder Roleplaying Game Bestiary, Demon,
Glabrezu)
Tactics: The demon 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 chaos hammer, unholy blight, and finally one power word, stun
before fighting hand-to-hand.
SHADOWS (12)
CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Shadow)

153 The Den of the Master


(CR Seriously? 35-plus)
This is it, the final encounter. The GM should very carefully prepare for
this battle prior to initiating combat. Even if the PCs have destroyed all
three shrines, it is highly unlikely that they will defeat the demon prince.
This room is a huge shrine, dedicated to all that is dark and evil. It is the
den and living quarters for the most foul presence of the Avatar of Orcus
himself
In addition to the Avatar of Orcus, the room also contains 2d6 skeletons,
1d8 zombies, 1d6 ghouls, 1d6 shadows, 1d3 wights, 1d2 spectres, and
Orcuss new experiment, 3 soulless minions.
GHOULS
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)
SHADOWS
CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Shadow)
SKELETONS
CR 1/3
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Skeleton)
SPECTRE
CR 7
XP 3,200
hp 52 (Pathfinder Roleplaying Game Bestiary, Spectre)

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

Abyssal Stare (Su) As a standard action a soulless creature


can stare into the eyes of another living being within 30 ft.
and force it to confront the infinite, empty void beyond
death. Targets who fail a Will save (DC 10 +1/2 soulless HD
+ Charisma modifier) waver in their will to survive and take
a 4 penalty to all saves and skill and ability checks for
1d4 rounds. Divine casters are particularly disturbed. They
must succeed on a caster level check (20 + spell level) to
cast a divine spell while under the effect of abyssal stare
or the spell is lost. Creatures affected by abyssal stare are
immune to other uses of the stare for 24 hours. This is a mindaffecting, fear effect.
Bound Soul (Ex) The soul of a soulless creature resides in a
special prison in the Abyss. This soul cannot return to the
base creature without the permission of Orcus. A soulless
creature cannot be raised or resurrected, nor do these spells
have any effect on a soulless creature.
Divine Exclusion (Ex) The soulless creature has no
connection to the divine. A soulless creature cannot take
levels in any divine class, cast divine spells, or use magic
items constructed with spells found only on a divine casters
spell list.
Vessel of Orcus (Su) By manipulating an imprisoned soul
Orcus can possess a soulless creature, enabling the demon
lord to see and hear through the soulless creatures body.
*Pathfinder Roleplaying Game Ultimate Magic
CALOGERA
XP
Female quasit familiar (Pathfinder Roleplaying Game
Bestiary, Demon, Quasit)
CE tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +11

CR

AC 26, touch 14, flat-footed 24 (+2 Dex, +2 size, +12 natural)


hp 39 (20 HD); fast healing 2
Fort +6; Ref +8; Will +13
Defensive abilities improved evasion; DR 5/good or cold
iron; Immune electricity, poison; Resist acid 10, cold 10, fire
10; SR 25
Speed 20 ft., fly 50 ft. (perfect)
Melee bite +13 (1d41 and poison) and 2 claws +13 (1d31)
Space 21/2 ft.; Reach 0 ft.
Spell-like abilities
At willdetect good, detect magic, invisibility (self only)
1/daycause fear (30 ft. radius, DC 20)

1/weekcommune (six questions)


Str 8, Dex 14, Con 11, Int 15, Wis 12, Cha 11
Base Atk +10; CMB +7; CMD 19
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8 , Bluff +14, Craft (alchemy) +19, Fly
+31, Heal +15, Intimidate +14, Knowledge (arcane) +16,
Knowledge (history) +16, Knowledge (nature) +16, Knowledge
(planes) +16, Knowledge (religion) +16, Perception +18, Sense
Motive +15, Spellcraft +16, Stealth +27, Survival +7, Swim +8
Languages Abyssal, Common; telepathy (touch)
SQ alternate form (bat, monstrous centipede, toad or wolf;
polymorph)
Gear ring of regeneration
Alternate Form (Su) Calogera can assume the form of a bat,
monstrous centipede, toad, or wolf.
Poison (Ex) Clawinjury; save Fort DC 11;frequency 1/round
for 6 rounds; effect 1d2 Dex; cure 2 consecutive saves

KHURSHID, THE EMBRACE OF ORCUS


CR 18
XP 153,600
Male human soulless monk (tetori) 18 (Pathfinder Roleplaying
Game Ultimate Combat, see Appendix B, Templates)
N Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +10
AC 23, touch 21, flat-footed 23 (+3 deflection, +2 Dex, +4
monk, +2 natural, +2 Wis)
hp 171 (18d8+36 plus 36)
Fort +13; Ref +13; Will +13 (+15 vs. enchantment)
Defensive Abilities diamond body, evasion, form lock, purity
of body, still mind, wholeness of body (18 hp); Immune
critical hits, disease, fear, poison, positive and negative
energy, soul magic
Weaknesses soulless

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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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and force it to confront the infinite, empty void beyond


death. Targets who fail a Will save (DC 10 +1/2 soulless HD
+ Charisma modifier) waver in their will to survive and take
a 4 penalty to all saves and skill and ability checks for
1d4 rounds. Divine casters are particularly disturbed. They
must succeed on a caster level check (20 + spell level) to
cast a divine spell while under the effect of abyssal stare
or the spell is lost. Creatures affected by abyssal stare are
immune to other uses of the stare for 24 hours. This is a mindaffecting, fear effect.
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.
Bound Soul (Ex) The soul of a soulless creature resides in a
special prison in the Abyss. This soul cannot return to the
base creature without the permission of Orcus. A soulless
creature cannot be raised or resurrected, nor do these spells
have any effect on a soulless creature.
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
with the Greater Grapple feat. At 6th level, he may use
counter-grapple even if his attacker has concealment or
total concealment, at 8th level even if he is flat-footed, and
at 10th level even if his attacker has exceptional reach.
Divine Exclusion (Ex) The soulless creature has no
connection to the divine. A soulless creature cannot take
levels in any divine class, cast divine spells, or use magic
items constructed with spells found only on a divine casters
spell list.
Form Lock (Su) At 13th level, a tetori can negate a
polymorph effect by touch with a Wisdom check, adding
a bonus equal to his monk level, against a DC of 11 +
the caster level of the effect (or HD of the creature, for
supernatural polymorph effects). This is a standard action
requiring 2 points from the tetoris ki pool, or an immediate
action if a creature the tetori is grappling attempts to use a
polymorph effect.
Graceful Grappler (Ex) A tetori uses his monk level in place
of his base attack bonus to determine CMB and CMD for
grappling. At 4th level, he suffers no penalties on attack
rolls, can make attacks of opportunity while grappling, and
retains his Dexterity bonus to AC when pinning an opponent
or when grappled. At 8th level, a tetori gains the grab
special attack when using unarmed strikes, and can use this
ability against creatures his own size or smaller by spending
1 point from his ki pool, or against larger creatures by
spending 2 points from his ki pool. At 15th level, a tetori gains
the constrict special attack, inflicting his unarmed strike
damage on any successful grapple check.
Inescapable Grasp (Su) At 9th level, a tetori can spend 1
point from his ki pool to suppress his opponents freedom
of movement and magical bonuses to Escape Artist or on
checks to escape a grapple. At 13th level, this ability also
duplicates the effect of dimensional anchor. At 17th level,
the tetoris unarmed strike gains the ghost touch special
ability, and an incorporeal creature that he strikes gains the
grappled condition (Reflex negates, DC 10 + 1/2 the tetoris
level + his Wisdom modifier). Inescapable grasp is a swift
action and lasts until the beginning of the tetoris next turn.
Vessel of Orcus (Su) By manipulating an imprisoned soul
Orcus can possess a soulless creature, enabling the demon
lord to see and hear through the soulless creatures body.
*Pathfinder Roleplaying Game Ultimate Combat
**Pathfinder Roleplaying Game Advanced Players Guide

VOID, THE EATER OF MAGIC


CR 18
XP 153,600
Male drow soulless sorcerer 15/archwizard 3 (Pathfinder
Roleplaying Game Bestiary, Drow, Noble, see Appendix B,
Templates)
N Medium humanoid (elf)
Init +4; Senses darkvision 120 ft.; Perception +7
AC 23, touch 17, flat-footed 19 (+4 armor, +3 deflection, +4
Dex, +2 natural)
hp 83 (3d6+15d6+15)
Fort +7 (+11 vs. polymorph, petrification, and transmutation);
Ref +10; Will +11 (+13 vs. enchantment)
Defensive Abilities protean resistances; Immune critical hits,
disease, fear, poison, positive and negative energy, sleep,
soul magic; Resist acid 10; SR 31
Weaknesses light blindness, soulless

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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above), bound soul, detect expertise, divine exclusion, forgo


materials, metamagic enhancement, vessel of Orcus
Combat Gear staff of abjuration (10 charges), rod of
negation, scroll of break enchantment (CL 15th), scroll of
greater dispel magic (CL 18th), scroll of mages disjunction;
Other Gear cloak of Charisma +6 (as headband), ring of
protection +3, spell component pouch

Abyssal Stare (Su) As a standard action a soulless creature


can stare into the eyes of another living being within 30 ft.
and force it to confront the infinite, empty void beyond
death. Targets who fail a Will save (DC 10 +1/2 soulless HD
+ Charisma modifier) waver in their will to survive and take
a 4 penalty to all saves and skill and ability checks for
1d4 rounds. Divine casters are particularly disturbed. They
must succeed on a caster level check (20 + spell level) to
cast a divine spell while under the effect of abyssal stare
or the spell is lost. Creatures affected by abyssal stare are
immune to other uses of the stare for 24 hours. This is a mindaffecting, fear effect.
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.
Bound Soul (Ex) The soul of a soulless creature resides in a
special prison in the Abyss. This soul cannot return to the
base creature without the permission of Orcus. A soulless
creature cannot be raised or resurrected, nor do these spells
have any effect on a soulless creature.
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 round-dependent. At 6th level, the
archwizard gains information 2 rounds earlier.
Divine Exclusion (Ex) The soulless creature has no
connection to the divine. A soulless creature cannot take
levels in any divine class, cast divine spells, or use magic
items constructed with spells found only on a divine casters
spell list.
Forgo Materials A first level archwizard no longer needs
mundane material components to fuel his spells, and acts as
if he has the Eschew 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.
Spellcasting Master At 2nd level, the archwizard gains a +5
insight bonus to Knowledge (arcana), Spellcraft, and Use
Magic Device.
Vessel of Orcus (Su) By manipulating an imprisoned soul
Orcus can possess a soulless creature, enabling the demon
lord to see and hear through the soulless creatures body.
* Pathfinder Roleplaying Game Advanced Players Guide
** Pathfinder Roleplaying Game Ultimate Magic

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

Speed 40 ft., fly 60 ft. (average)


Melee +5 unholy greatclub +62/+57/+52/+47 (2d8+26 plus
death) or 2 slams +57 (2d6+14), sting +52 (2d4+7 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks channel negative energy (DC 19, 8d6, 15/
day), channel negative energy to command undead (DC
32, 12/day), destructive smite 12/day (+7 damage), scythe
of evil 2/day (7 rounds)
Spell-Like Abilities (CL 35th)
Constantspeak with dead, true seeing, unholy aura (DC
30)
At willanimate dead, blasphemy (DC 29), charm monster
(DC 26), deeper darkness, desecrate, detect good, detect
magic, detect thoughts (DC 25), fear (DC 26), greater dispel
magic, greater teleport (self plus 50 pounds of objects only),
lightning bolt (DC 28), polymorph, read magic, suggestion
(DC 28), symbol of death (DC 30), symbol of pain (DC 27),
tongues (self only), true seeing, unhallow, unholy blight (DC
26), wall of fire
3/daysummon (level 9, 1d4 mariliths, 1d3 nalfeshnees, or 1
balor 100%)
1/dayfeeblemind (DC 29), summon (level 9, 90 HD of
undead 100%)
Domain Spell-Like Abilities (CL 15th)
12/daybleeding touch (7 rounds), touch of evil (7 rounds)
Necromancer Spell-Like Abilities (20th)
12/daygrave touch (10 rounds)
Unholy Spells Prepared (CL 15th; melee touch +61, ranged
touch +51)
8thcloak of chaos (DC 27), create greater undeadD,
greater spell immunity
7thdestructionD (DC 26), destruction (DC 26), repulsion (DC
26), word of chaos (DC 26)
6th blade barrier (DC 25) (x2), geas/quest (DC 25), harm
(DC 25), harmD (DC 25)
5thbreak enchantment, dispel good (DC 24), dispel goodD
(DC 24), dispel law (DC 24), slay living (DC 24)( x2), scrying
4thcontrol summoned creature* (DC 23), death ward,
death wardD, dimensional anchor (x2), divinepower, spell
immunity
3rdbestow curse (DC 22)(x3), blindness/deafness (DC
22)(x2), contagion (DC 22), magic circle against goodD,
protection from energy
2ndbulls strength, death knell (DC 21), dread bolt* (DC
21)( x3), shatter (DC 21), shatterD (DC 21), silence (DC 21)
1stbane (DC 20), cause fearD (DC 20), command (DC 20),
detect undead, doom (DC 20), entropic shield, murderous
command* (DC 20)( x3)
0 (at will)bleed (DC 19), guidance, light, resistance
D domain spell Domains Death, Destruction, Evil
Arcane Spells Prepared (CL 20th; melee touch +61, ranged

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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)

Feats Alertness, Awesome Blow, Blind-Fight, Cleave, Combat


Casting, Combat Expertise, Command UndeadB, Craft
Wand, Craft Wondrous Item, Critical Focus, Deceitful,
Empower Spell, Extend Spell, Great Cleave, Great Fortitude,
Heighten Spell, Improved Initiative, Iron Will, Maximize Spell,
Power Attack, Quicken Spell, Sickening Critical, Staggering
Critical, Stunning Critical
Skills Bluff +64, Diplomacy +60, Disguise +14, Escape Artist
+51, Fly +50, Heal +54, Intimidate +60, Knowledge (arcana)
+57, Knowledge (history) +54, Knowledge (nobility) +54,
Knowledge (planes) +57, Knowledge (religion) +54,
Perception +69, Sense Motive +61, Spellcraft +57, Survival
+54; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Giant,
Goblin, Ignan, Infernal, Sylvan; telepathy 100 ft.
SQ planar omniscience
Gear Wand of Orcus

Str 38, Dex 22, Con 33, Int 28, Wis 28, Cha 34
Base Atk +45; CMB +61; CMD 98

GM Note: The undead minions cannot be turned or commanded while


in the presence of Orcus.

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

Init +2; Senses darkvision 60 ft.; Perception +4

Albino Cave Spider


This tiny hunting spider is about the size of a mans fist. It is pallid
white, often with irregular light brown blotches on its abdomen, which
helps it blend in with the toadstools and fungus which is its home. The
albino cave spider normally feeds on normal and dire rats, but it attacks
anything that comes within range.
ALBINO CAVE SPIDER
CR 1/2
XP 200
N Tiny vermin
Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception
+4
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 30 ft., swim 20 ft.


Melee 2 claws +0 (1d22 plus grab and heat)
Space 21/2 ft.; Reach 0 ft.
Special Attacks constrict (1d22), heat (1d4 fire damage)
Str 7, Dex 15, Con 12, Int , Wis 10, Cha 2
Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip)
Skills Perception +4, Swim +10; Racial Modifiers +4
Perception
Environment any warm or hot
Organization solitary or clutch (220)
Treasure none

Speed 20 ft., climb 10 ft.


Melee bite +6 (1d33 plus poison)
Space 2 1/2 ft.; Reach 2 1/2 ft.

FIRE CRAB, MEDIUM


XP 600
N Medium vermin (fire)
Init +1; Senses darkvision 60 ft.; Perception +4

Str 4, Dex 18, Con 10, Int , Wis 10, Cha 3


Base Atk +0; CMB +2; CMD 9
Feats Weapon Finesse B
Skills Acrobatics +4 (+12 jump), Climb +12, Stealth +16;
Racial Modifiers +8 to Acrobatics when jumping, +4
Perception, +4 Stealth; use Dex to modify Climb

CR 2

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AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)


hp 19 (3d8+6)
Fort +5; Ref +2; Will +1
Immune fire, vermin traits
Weaknesses cold vulnerability

Environment underground
Organization solitary or nest (220)
Treasure standard

Speed 30 ft., swim 20 ft.


Melee 2 claws +4 (1d4+2 plus grab and heat)
Special Attacks constrict (claw) 1d4+2, heat (+1d6 fire
damage)

Poison (Ex) Biteinjury; save Fort DC 14; frequency 1/round


for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
The save DC is Constitution-based and includes a +4 racial
bonus.

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)

AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)


hp 5 (1d8+1)
Fort +3; Ref +2; Will +0
Immune fire, vermin traits
Weaknesses cold vulnerability

CR 1/2

Environment any warm or hot


Organization solitary or clutch (220)
Treasure none
FIRE FISH
CR 1
XP 400
N Small animal (aquatic*, fire)
Init +6; Senses low-light vision, tremorsense 10 ft.; Perception
+7
Aura heat (5 ft. radius)
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 13 (3d8)
Fort +3; Ref +5; Will +2

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Immune fire
Weaknesses vulnerability to cold

appendix a: New Monsters

Speed swim 40 ft.


Melee slam 1 (1d44 plus heat)
Special Attacks heat (1d4 fire damage)
Str 3, Dex 14, Con 10, Int 1, Wis 12, Cha 5
Base Atk +2; CMB +0; CMD 12
Feats Alertness, Improved Initiative
Skills Perception +7, Sense Motive +3, Swim +15; Racial
Modifiers modifies Swim with Dex
Environment Plane of Fire
Organization solitary or school (480)
Treasure none
Aquatic Firefish can swim and breathe in molten lava as
easily as a regular fish in water. They are aquatic only in the
sense that their natural environment is lava instead of water.

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

considered to be using them as if a person of the required


class, with a 20 in any relevant ability scores (or its natural
scores, whichever are better). Furthermore, because
of its innate magical nature, the save DC against any
effects produced by magic items is 2 greater than normal.
Finally, it can wield weapons and items as if it were of
the appropriate size class for their type, so it suffers no hit
penalties for being a Gargantuan construct with such items.
Unless instructed otherwise, the amalgamation uses items
at random from its bulk. However, it does not target them
randomlyit uses them with care and precision, as if it had
18 Intelligence. Items with limited uses, such as scrolls and
wands, are expended normally.
Multiple Attacks (Ex) The amalgamation can activate and
use up to five items per round. It can therefore attack with
weapons, activate magic items, hurl alchemical items like
thunderstones, or slam random objects against opponents.
Swarm Attack (Ex) The amalgamation can move over
enemies and damage them with the flying weapons and
objects composing its bulk. It does this simply by moving
over its victims, who are allowed either a DC 34 Reflex save
or an attack of opportunity against the amalgamation, at
their option.
Anyone who begins their turn engulfed by the
amalgamation takes 10d6 points of damage per round,
with a DC 34 Reflex save allowed for half. This is not
considered an area effect for the purposes of evasion and
similar abilities. The damage inflicted by the amalgamation
overcomes all forms of damage reduction except epic. The
save DC for both Reflex saves is Dexterity-based. Further,
this damage is considered continuous for the purposes of
determining if it disrupts spellcasting, concentration and the
like.
Immunity to Magic (Ex) The amalgamation is immune to
any spell or spell-like ability that allows spell resistance.
In addition, certain spells and effects function differently
against the creature, as noted below.
Dispel magic and greater dispel magic can be used to
deactivate magic items, as per a targeted item dispel.
Mages disjunction causes it to subside into quiescence for
1d4+1 rounds, during which time it is considered helpless.

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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

Speed 5 ft., fly 30 ft. (good)


Melee 6 tentacles +7 (1d3+2 plus grab plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain
Str 15, Dex 12, Con 16, Int 11, Wis 12, Cha 13
Base Atk +5; CMB +8 (+12 to grapple); CMD 19
Feats Improved Initiative, Iron Will, Lightning Reflexes,
Weapon Focus (tentacle)
Skills Fly +7, Intimidate +10, Knowledge (dungeoneering)
+10, Perception +15, Stealth +7; Racial Modifiers +4
Perception
SQ telepathic link
Environment underground
Organization solitary, brood (38), or colony (920)
Treasure standard
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 16; frequency 1/
round for 4 rounds; effect unconsciousness; cure 1 save.
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.
BLOOD ORCHID SAVANT
CR 6
XP 2,400
Blood orchid sorcerer 4
LE Large aberration
Init +6; Senses all-around vision, darkvision 60 ft.; Perception
+21
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, 1 size)
hp 70 (7d8+4d6+22 plus 3)
Fort +5; Ref +7; Will +14
Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10
Speed 5 ft., fly 30 ft. (good)
Melee 6 tentacles +9 (1d3+2 plus grab plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain, long limbs
Bloodline Spell-Like Abilities

7/dayacidic ray (1d6+1)


Spells Known (CL 4th; concentration +12)
2nd (4/day)touch of idiocy
1st (7/day)burning hands, cure light wounds, magic
missile, shield
0 (at will)daze, detect magic, flare, light, mage hand,
resistance
Bloodline Aberrant

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.
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.

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BLOOD ORCHID GRAND SAVANT


CR 9
XP 6,400
Blood orchid sorcerer 7
LE Huge aberration
Init +5; Senses all-around vision, darkvision 60 ft.; Perception
+22
AC 22, touch 12, flat-footed 20 (+2 deflection, +1 Dex, +1
dodge, +10 natural, 2 size)
hp 117 (7d8+7d6+56 plus 6)
Fort +8; Ref +7; Will +15
Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10
Speed 5 ft., fly 30 ft. (good)
Melee 6 tentacles +14 (1d3+6 plus grab plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain, long limbs
Bloodline Spell-Like Abilities
8/dayacidic ray (1d6+1)
Spells Known (CL 7th; melee touch +13, ranged touch +8)
3rd (5/day)lightning bolt (DC 18), vampiric touch
2nd (7/day)cure moderate wounds, false life, scorching
ray, touch of idiocy

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has sustained. Some bone crawlers have been known to seek out crypts
and graveyards, exhuming bodies for their bones.

1st (8/day)burning hands, color spray (DC 16), cure light


wounds, mage armor, magic missile, shield
0 (at will)daze, dancing lights, detect magic, flare, light,
mage hand, resistance
Bloodline Aberrant

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

AC 11, touch 11, flat-footed 8 (+3 Dex, 2 size); or AC 18,


touch 8, flat-footed 18 (+10 natural armor, 2 size) in bone
armor
hp 114 (12d8+60)
Fort +13; Ref +9; Will +10
Defensive Abilities bone armor, cannot be flanked; SR 23
Speed 20 ft. in bone armor (30 ft. base); climb 10 ft.
Melee up to 12 bone blades +16 (1d8+8/1920) and/or up to
12 whipfronds +15 (1d4+8)
Space 15 ft.; Reach 10 ft.
Special Attacks bone blades, whipfronds, whirling frenzy
Str 26, Dex 16, Con 21, Int 9, Wis 15, Cha 9
Base Atk +9; CMB +19; CMD 32
Feats Cleave, Improved Critical (bone blade), Lightning
Reflexes, Lunge, Power Attack, Weapon Focus (bone blade)
Skills Acrobatics +9, Climb +25 (+15 in bone armor), Disguise
+5 (+15 disguised as mound of bones), Perception +15,
Stealth +8; Racial Modifiers when in bone armor, a bone
crawler gains a +10 on disguise checks to resemble a
mound of bones, and takes a 10 armor check penalty on
Climb checks
Languages Aklo
Environment underground
Organization solitary
Treasure standard

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Bone Armor (Ex) The bone crawler is normally encountered


encased in a shell of iron-hard bones. This shell has a
hardness of 10, takes half damage from energy attacks
(except sonic attacks) and has hit points equal to 10 x
(HD + 1). Bone armor weighs 1 pound per hit point. It can
take damage like any object, though it receives the bone
crawlers saving throws and spell resistance. Unlike carried
objects, area of effect attacks require the bone crawler
to roll a separate saving throw for its bone armor, even if it
makes the saving throw itself. Spell resistance is checked just
once for the overall creature and its armor, however. While
it bears bone armor, the bone crawler receives no bonus to
AC for its Dexterity.
After the first 10 hit points of damage, every 10 hit points
worth of bone armor provides the bone crawler with one
bone blade that it can use in melee as described below.
As its armor receives damage, it likewise loses these bone
blades. The last 10 hit points of bone armor represent those
protecting the main body itself; until the armor is destroyed,
the central body is considered to have total cover.
A bone crawler can repair its armor by absorbing new
bones into its mass. This requires a 24-hour period while
enzymes secreted by specialized tendrils harden the bone.
The number of hit points gained depends on the size of
the skeleton or bone collection absorbed: a Tiny skeleton
repairs 1 hit point, a Small skeleton 1d4 hit points, a Medium
skeleton 2d4 hit points, and Large and larger skeletons
4d4 hit points. Note that skeletons of Huge size and larger
contain many bones that are too large for the bone crawler
to absorb effectively into its mass, which is why the hit points
gained do not increase after Large size.
Bone Blade (Ex) The bone crawler has a number of bony

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limbs that it can manipulate with its whipfronds. When


attacking with these, it gains its full attack bonus as a
primary weapon attack. It can only attack a creature or
creatures in a single 5 ft. square with a maximum of 4 bone
blades at once. Sunder attacks directed at bone blades do
damage to the creatures bone armor (see above).
Whipfrond (Ex) The bone crawlers primary attacking
tentacles are called whipfronds. It has one whipfrond per hit
die. A whipfrond can be severed with a successful Sunder
attack with a slashing weapon that inflicts, in a single blow,
a number of points of damage equal to or greater than the
bone crawlers hit dice. Whipfronds cannot be sundered
while encased in bone armor; the armor must be destroyed
first. As with the bone blades, the bone crawler can only
attack a single 5 ft. square area with up to 4 whipfronds at a
time, no more.
Whirling Frenzy (Ex) As a full round action the bone crawler
may whirl its bone blades around it in a swirling storm
of sharpened edges. This attack inflicts 1d8+4 points of
damage per three bone blades used (round down) on
anyone within the bone crawlers reach. A DC 19 Reflex
save is allowed to take only half damage from this attack;
alternately, a targeted creature may opt instead to make
an attack of opportunity against the bone crawler instead.
The save DC is Dexterity-based.

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

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.

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

AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)


hp 127 (17d8+51)
Fort +10; Ref +11; Will +15
DR 5/magic and silver; SR 21

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Speed 60 ft. (30 ft. after feeding)


Melee 2 tentacles +17 (1d6 plus engulf)
Special Attacks engulf (DC 18, 1d6 plus 1d6 Con)
Str 11, Dex 18, Con 16, Int 17, Wis 16, Cha 16
Base Atk +12; CMB +16; CMD 26
Feats Agile Maneuvers, Great Fortitude, Improved Initiative,
Iron Will, Lightning Reflexes, Skill Focus (Perception), Skill
Focus (Stealth), Weapon Finesse, Weapon Focus (tentacles)
Skills Climb +20, Escape Artist +24, Knowledge
(dungeoneering) +23, Perception +29, Stealth +30 (+42 in
mist or fog), Survival +23, Swim +20; Racial Modifiers +12
Stealth in mist or fog
Languages Aklo (cant speak)
SQ susceptibility
Environment swamp or underground
Organization solitary
Treasure incidental
Engulf (Ex) When a crimson death strikes a target with one
of its tentacles, it can immediately make an engulf attack,
including moving into the opponents square. Targeted
creatures can make attacks of opportunity against the
crimson death, but if they do so, they are not entitled to
a saving throw against the engulf attack. Those who do
not attempt attacks of opportunity can attempt a Reflex
(DC 18) save to avoid being engulfedon a success, they
are pushed back or aside (targets choice) as the crimson
death moves forward. Engulfed opponents gain the pinned
condition, are in danger of suffocating, are trapped
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pinned, and suffer 1d6 points of damage and 1d6 points of


Constitution damage every round. A victim reduced to 0
Constitution dies. The save DC is Strength-based.
Susceptibility (Ex) After draining its victims Constitution,
the crimson death, sated from its feeding, moves at half
its normal speed, loses its racial bonus to Stealth checks
(because it flushes crimson, hence the name), and suffers a
4 circumstance penalty to AC. These effects last for 1 hour.

may be summoned with a summon monster III or lesser planar binding


spell. They are spiteful, difficult to control, and generally terrible little
monsters.

Defender Globe

AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)


hp 30 (4d10+8)
Fort +6; Ref +10; Will +3
DR 5/cold iron or good; Immune electricity, poison; Resist
acid 10, cold 10, fire 10

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

AC 17, touch 17, flat-footed 13 (+2 deflection, +3 Dex, +1


dodge, +1 size)
hp 26 (4d10+4)
Fort +2; Ref +7; Will +5
Defensive Abilities awareness, defensive aura; Immune
electricity; Resist cold 10, fire 10

CR 3

Speed 20 ft., fly 60 ft. (perfect)


Melee bite +5 (1d6 plus 1d6 acid and pestilenzi rot)
Spell-Like Abilities (CL 8th)
At willgreater teleport (self plus 50 lbs. of objects only),
invisibility (self only)
3/daygrease, summon swarm, whispering wind
1/daysummon (level 3, 1 pestilenzi or 1d4 dretches, 40%)
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.
Environment any (Abyss)
Organization solitary or rash (212)
Treasure none
Pestilenzi Rot (Su) Diseasebite; save Fort DC 14; onset 1
minute; frequency 1/day; effect 1d6 Con and 1d6 Cha;
cure . A creature suffering from pestilenzi rot cannot
recover naturally over time. Anyone casting a conjuration
(healing) spell on the afflicted creature must succeed on
a DC 10 caster level check, or the spell is wasted and the
healing has no effect. Anyone who dies from pestilenzi rot
turns to dust and cannot be raised without a resurrection or
greater magic. The save DC is Constitution-based.

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PESTILENZI DEMON
XP 800
CE Small outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +9

Speed 5 ft., 40 ft. fly (perfect)


Ranged electrical bolt +8 (2d6 electricity)
Spell-Like Abilities (CL 4th)
Continuouslight
Str 4, Dex 16, Con 12, Int 4, Wis 12, Cha 14
Base Atk +4; CMB +0; CMD 16 (cant be tripped)
Feats Dodge, Mobility
Skills Fly +20, Knowledge (planes) +4, Perception +8

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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

AC 13, touch 13, flat-footed 9 (+3 Dex, +1 dodge, 1 size)


hp 133 (14d12+42)

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Fort +9; Ref +10; Will +12


Defensive Abilities channel resistance +4, swarm traits;
Immune undead traits, weapon damage; SR 24
Weaknesses swarm traits

Melee slam +12 (3d6+10 plus 2d6 acid plus grab)


Space 15 ft.; Reach 10 ft.
Special Attacks disease (slimy doom, DC 21)

Str 24, Dex 7, Con 24, Int 8, Wis 14, Cha 3


Base Atk +6; CMB +15 (+19 to grapple); CMD 23 (cant be
tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus
(Stealth), ToughnessB, Weapon Focus (slam)
Skills Stealth +1

Speed fly 40 ft. (perfect)


Melee swarm (blood drain)
Space 10 ft.; Reach 0 ft.
Special Attacks create spawn, distraction (DC 20)
Str 1, Dex 19, Con , Int 8, Wis 16, Cha 16
Base Atk +10; CMB ; CMD
Feats Dodge, Great Fortitude, Improved Channel
Resistance, Lightning Reflexes, Mobility, Skill Focus
(Perception), Skill Focus (Stealth)
Skills Fly +27, Perception +26, Stealth +20 (+30 in the
Bloodways); Racial Modifiers +10 circumstance bonus on
Stealth checks while in the red mists of the Bloodways

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.

Environment underground (the Bloodways)


Organization solitary
Treasure none
Blood Drain (Ex) Creatures in the devouring mists space
at the end of its movement each round take 1d4 points of
Constitution damage as it siphons blood out of the victims
body. For every point so drained, the devouring mist heals
5 hit points of damage. Creatures without blood take no
damage from the devouring mist.
Create Spawn (Su) Any creature slain by a devouring mist
rises as a vampire spawn in 1d4 days, unless the remains are
blessed. If the victim had more than 5 hit dice, there is a 1%
chance per hit die that it arises as a full-fledged vampire
instead, or a 5% chance per hit die if the victim was of the
humanoid type.

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

AC 6, touch 6, flat-footed 6 (2 Dex, 2 size)


hp 100 (8d8+56 plus 8)
Fort +9; Ref +2; Will +4
Defensive Abilities negative energy affinity; Immune acid,
disease, ooze traits, sonic
Speed 20 ft., swim 20 ft.

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

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)


hp 16 each (3d8+3)
Fort +4; Ref +3; Will +2
DR 5/slashing or piercing; Immune poison, plant traits, Resist
cold 5
Weaknesses vulnerable to fire
Speed 20 ft.
Melee slam +5 (1d32)
Special Attacks spore cloud
Str 6, Dex 15, Con 13, Int 9, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 11
Feats Agile Maneuvers, Skill Focus (Perception), Weapon
FinesseB
Skills Perception +9, Stealth +10
Environment underground
Organization pod (416), branch (1730), colony (30+, plus a
fungus man king)
Treasure incidental
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 12 Fortitude
save or become nauseated for 1d4+1 rounds. The save DC
is Constitution-based. This is a poison effect, and once a

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creature successfully saves it is immune to the spore cloud of


that particular fungus man for 24 hours.
FUNGUS MAN KING
XP 1,200
Male giant fungus man
N Medium plant
Init +1; Senses low-light vision; Perception +12

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

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)


hp 45 (6d8+18)
Fort +8, Ref +3, Will +5
DR 5/slashing or piercing; Immune poison, plant traits, Resist
cold 5
Weaknesses vulnerable to fire
Speed 20 ft.
Melee slam +5 (1d4)
Special Attacks spore cloud
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

Environment forest or underground


Organization solitary
Treasure standard

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.

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)

All-around Vision (Ex) A gibbering abomination sees in all


directions at once. It cannot be flanked List special ability
info here.
Amorphous (Ex) A gibbering abominations body is
malleable and shapeless. It is immune to precision damage
(like sneak attacks) and critical hits, and can move through
an area as small as one-quarter its space without squeezing
or one-eighth its space when squeezing.
Arcane Frenzy (Ex) A gibbering abomination is capable
of using its spell-like abilities more frequently than other
creatures. It may use a single spell-like ability each round
as a swift action, two spell-like abilities as a standard
action, or four spell-like abilities as a full-round action; it
may not choose to do more than one of these in the same
round, and cannot use this ability in the same round it
uses Disruptive Cacophony. When engaging in an arcane
frenzy, the gibbering abomination may use the same spelllike ability multiple times, but may not use the same spelllike ability against the same target twice in one round. If
more than one spell-like ability is used, the specific spell-like
abilities and their targets must be determined before any
effects are determined, including saves and attack rolls.
Blood Drain (Ex) On a successful grapple check after
grabbing, several of the creatures mouths attach to its
target. Each round it maintains its grapple, the gibbering
abomination automatically deals 3d6+12 points of bite
damage and 1 point of Constitution damage as it drains its
victims blood.
Deathless (Su) When a gibbering abomination is slain, it is
not truly dead, and 1 hour later it returns to life at 0 hit points,
allowing fast healing thereafter to resume healing it. A
gibbering abomination can be permanently destroyed only
with death magic or complete incineration of its remains
(such as dumping it into a pool of magma).
Disruptive Cacophony (Su) As a free action the gibbering
abomination may produce a horrible quasi-arcane
chanting that is highly disruptive to nearby magic effects.
Any creature that can clearly hear this chanting (maximum
range 100 ft.) must make a concentration check (DC 20
plus level of spell) to successfully cast a spell or use a spelllike ability. The check DC is Charisma-based. A gibbering
abomination that uses this ability may not use any of its spelllike abilities on its current turn, or until the start of its next turn.
Pain Immunity (Ex) Because the gibbering abomination

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is already in incredible pain, it is immune to any effect or


condition caused as a result of extreme pain or agony. This
ability does not protect it against any physical damage it
might suffer as well, however.

Gibbering Abomination Variants


As the result of the twisted experiments that created them, no two gibbering abominations have the same selection of spell-like abilities. The
abilities listed in the stat block above are merely an example of a typical
specimenif such a term could be applied to a creature as bizarre as this.
When creating new gibbering abominations, use the following guidelines to assist in assigning spell-like abilities to the creature:
1 The abomination should have between 8 and 12 spell-like abilities,
with a combined total spell level of 3845.
2 Roughly half the spell-like abilities should be derived from 1st to
3rdlevel spells, and the other half 4th to 6thlevel spells. Just one should
be of 7th to 9th level; the higher level that spell is, the more it should be a
non-primary combat spell effect.
3 Any spell with an area effect should be changed to affect a single
target only with a range of Close. Similarly, any spell that would normally
generate a ray effect no longer needs a ranged touch attack to hit, but if the
spell would normally generate multiple rays, any additional rays are lost.
4 Any caps for maximum hit dice of creatures affected should be removed, but other level-dependent caps, such as maximum number of dice
of damage, should remain.
5 Do not use spell-like abilities with casting times greater than one
standard action, such as most summoning spells.
6 In general, it is best to pick spell-like abilities with a balance of offensive, defensive, tactical, and utilitarian spell effects. However, creating
a gibbering abomination focused for a particular task is certainly possible,
as the mad beings who created it may have designed it with just such a
purpose in mind.

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

AC 48, touch 32, flat-footed 36 (+12 Dex, +12 insight, +16


natural, 2 size)
hp 337 (27d8+216)
Fort +17; Ref +21; Will +24
Defensive Abilities all-around vision; DR 10/epic; Immune
critical hits, flanking; SR 37
Speed 5 ft., fly 20 ft. (good)

Melee 12 bites +30 (2d8+11/1920 plus grab)


Ranged 24 eye rays +31 touch
Space 15 ft.; Reach 10 ft.
Special Attacks eye rays, gibbering (60 ft., Will DC 29), steal
spell, steal spell-like ability, swallow whole (4d8 constriction
damage plus 3d10 acid damage, AC 18, hp 33)
Spell-like Abilities (CL 27th, save DC 16 + spell level)
At will two stolen spells or spell-like abilities per round
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; Racial
Modifiers +4 Perception
Languages all
SQ flight
Environment any
Organization solitary
Treasure standard
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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Gibbering Orb, Lesser


These hideous masses of floating flesh appear to be covered with staring
eyes and hungry mouths. The lesser gibbering orb is a pulsing mass of
sickly greyish-green flesh, roughly 8 ft. in diameter. The orb seems to fly in
starts and fits, but this is a ruse, for the creature is nimble for its bulk. It
may be a distant cousin to the eye of the deep or similarly-orbed entities.
The lesser gibbering orb is either a version of the gibbering orb, or so
similar it makes no difference for naming purposes. These odd beasts are
not quite the force of nature their larger brethren are, but they are every
bit as chaotic and hungry as the larger version. These creatures are very
distinct, and no two lesser gibbering orbs encountered are the same, if the
encounter is survived at all!
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 two of
these at any one foe, or a total of six 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.
LESSER GIBBERING ORB
XP 12,800
CE Large aberration
Init +7; Senses darkvision 60 ft.; Perception +23

CR 11

AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, 1 size)


hp 91 (14d8+42)
Fort +7; Ref +7; Will +13
Defensive Abilities all-around vision; Immune critical hits,
flanking; SR 21

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: daze monster, dispel magic, flaming
sphere, inflict moderate wounds, magic missile, and ray of
enfeeblement. The save DC is Charisma-based.
Flight (Sp) The gibbering orbs body is naturally buoyant. This
buoyancy allows it to cast fly, as the spell, as a free action,
at a speed of 30 ft. This buoyancy also grants it a permanent
feather fall effect with personal range.
Gibbering (Su) As a free action, no more than once per
1d4 rounds, a gibbering orb can emit a cacophony of
maddening sound. All creatures other than gibbering
mouthers and gibbering orbs within 60 feet must succeed
on a DC 23 Will save or be confused for 1d4 rounds. This is a
mind-affecting compulsion insanity effect. A creature that
saves cannot be affected by the same orbs gibbering for
24 hours. The save DC is Charisma-based.
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 one 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.

Leeser Gibbering Orb Eye Rays


Lesser gibbering orbs are an immature or offshoot form of the great
and terrible aberrations that are known to inhabit the dark recesses of
the world. Created in some manner of magical nightmare, the orbs are
as different as their underground realms. If the GM so desires, these
additional eye powers are presented as possible replacements.

Speed 5 ft., fly 30 ft. (good)


Melee 6 bites +12 (1d8+3 plus grab)
Ranged 6 eye rays +13 touch
Space 10 ft.; Reach 5 ft.
Special Attacks eye rays, gibbering (60 ft., Will DC 23),
steal spell, steal spell-like ability, swallow whole (1d8 acid
damage, AC 14, hp 9)
Spell-like Abilities (CL 14th, save DC 16 + spell level)
Constantfly
At will one stolen spell or spell-like ability per round
Str 16, Dex 17, Con 17, Int 20, Wis 14, Cha 22
Base Atk +10; CMB +14 (+18 grapple); CMD 27 (cant be
tripped)
Feats Diehard, Endurance, Flyby Attack, Improved Initiative,
Iron Will, Vital Strike, Weapon Focus (eye ray)
Skills Acrobatics +20, Fly +22, Intimidate +23, Knowledge
(arcana) +22, Knowledge (dungeoneering) +19, Linguistics
+19, Perception +23, Sense Motive +16, Stealth +16; Racial
Modifiers +4 Perception
Languages all
SQ flight
Environment any
Organization solitary or occulum (23)
Treasure standard
Eye Rays (Su) Six of the eyes can produce a magical ray
per 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

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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)

Roleplaying Game Bestiary.


Rend (EX) Due to the grasping and clawing nature of the
zombie horde attack, any time the horde does more than
25 points of damage, add 3d6 slashing damage from the
additional pulling and tearing. This ability is lost if the swarm
is broken up.

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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Speed 5 ft. (cannot run), fly 50 ft. (perfect)


Melee 2 claws +10 (1d24)
Ranged lash of fury +11/+6
Space 21/2 ft.; Reach 0 ft. (30 ft. with lash)
Special Attacks death curse, lash of fury, pain wail

Str 22, Dex 10, Con , Int , Wis 10, Cha 10


Base Atk +15; CMB +29; CMD 39 (cant be tripped)
Feats Improved OverrunB, ToughnessB
Skills Stealth 16
Environment any
Organization solitary, mass (24 hordes), apocalypse (712
hordes)
Treasure none
Feral Rage (Ex) The horde attacks as a ruthless mob, intent
only on tearing apart those that fall into their clutches. This
frenzy prevents them from using any sort of tactics, and frees
them from any form of control by other beings. However,
the sheer force of the wave attack allows them to deal
6d6 points of damage to any creature whose space they
occupy at the end of their move. This ability is lost if the
horde is broken up.
Horde Traits (Ex) Hordes are not so called because of
the size of the group but rather the size of the creatures
that compose the horde. Unlike normal swarms, hordes
are composed of Medium creatures which are usually a
normal version of a creature but otherwise behave in a
swarmlike manner. There are usually around 50 creatures in
a horde. The net effect is that they take only half damage
from piercing weapons but take normal damage from
other weapons. In addition when the swarm is reduced
to 0 hit points or lower and breaks up, unless the damage
was dealt by area-affecting attacks, then 2d6 surviving
members of the horde continue their attack, though now
only as individual creatures. Otherwise, a horde conforms to
all of the other swarm traits as described in the Pathfinder

Str 3, Dex 14, Con , Int 7, Wis 18, Cha 23


Base Atk +6; CMB +6; CMD 18
Feats Ability Focus (lash of fury), Improved Initiative, Skill
Focus (Perception), Weapon Finesse, Weapon Focus (ray)
Skills Fly +19, Perception +18, Stealth +21
Environment any
Organization solitary, twins, or litter (38)
Treasure none
Death Curse (Su) As a final cruel jest to the individual that
puts a mordnaissant out of its misery, the slayer must make
a DC 20 Will save or suffer from a terrible curse that reduces
all subsequent experience points awarded by 50%. The save
DC is Charisma-based.
Lash of Fury (Su) The mordnaissant can lash out with its
negative energy powers and directly attack the vitality of
living creatures, in the form of a twisting stream of black
energy. The mordnaissant must make a ranged touch
attack against its target as an attack action. If the ray
hits, the victim must make a DC 22 Fortitude save for half
damage or duration, depending on the specific effect
chosen by the mordnaissant. The save DC is Charismabased. The lash of fury has a range of 30 ft. with no range
increment.
The mordnaissant can pick from three possible lashes; it
must make its choice prior to rolling the attack. The three

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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

AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2


natural)
hp 42 (5d8+10)
Fort +6; Ref +2; Will +4
Immune bludgeoning damage, plant traits

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

AC 14, touch 10, flat-footed 14 (+4 natural)


hp 22 (3d8+6 plus 3)
Fort +3; Ref +1; Will +1
Immune plant traits

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 mind-controlling

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

Speed fly 40 ft. (perfect)


Melee 4 tendrils +3 (1d41 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tendrils)
Special Attacks control, create servitor, moss tendrils (+1 to
grapple per tendril)

Environment any
Organization group (18 plus one servitor per plantoid)
Treasure none

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 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.

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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Poison (Ex) Transformative Poison: Biteinjury; save Fort DC


13; frequency 1/round for 4 rounds; effect special; cure 1
save. On the first failed save, the victim is paralyzed for 1d6
rounds. On the second failed saving throw, moss rapidly
grows on all skin surfaces. The victim gets a +2 bonus on
the third saving throw, but if the third save fails the victim
becomes a plantoid servitor under the control of the nearest
plantoid. There is a 25% chance that the victim becomes
a new plantoid in a hideous transformation that takes 24
hours. If the victim succeeds on his third saving throw, the
moss that grew on him withers and dies and falls away within
a few minutes. The save DC is Constiution-based.

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/

epic; Immune energy drain; Resist death, energy 20

Speed 50 ft., burrow 20 ft.


Melee bite +46 (6d6+15/1920/x3), 4 claws +46 (4d6+15/15
20)
Space 20 ft.; Reach 15 ft.
Special Attacks trample (4d6+22, DC 42)
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
Environment any
Organization solitary
Treasure none
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

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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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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
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.

Speed 40 ft., burrow 10 ft.


Melee bite +37 (3d8+9/1920/x3), 4 claws +37 (2d8+9/1820)
Space 15 ft.; Reach 10 ft.
Str 28, Dex 20, Con 30, Int 5, Wis 25, Cha 18
Base Atk +30; CMB +41 (+43 to bull rush); CMD 56 (58 vs. bull
rush, 60 vs. trip)
Feats Cleave, Combat Reflexes, Critical Focus, Great
Cleave, Great Fortitude, Improved Bull Rush, Improved

Critical (bite), Improved Natural Armor (x3), Improved


Natural Attack (bite), Improved Natural Attack (claw), Iron
Will, Power Attack, Toughness
Skills Perception +40
SQ form-shifting

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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Treasure none

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Reflection (Su) The bone reaper can only be directly


attacked by viewing its reflection and striking blindly
at where it would be from that view. This incurs a 4
circumstance penalty to attack rolls and CMB checks and a
2 circumstance penalty to AC against its attacks. Note that
this is not invisibility, and see invisibility or even true seeing
does not allow one to look directly at the bone reaper
reflections effective location.

Death Resistance (Ex) A Ravager spawn 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) A Ravager spawn possesses energy
resistance against all forms of energy attack (fire, cold,
electricity, acid, and sonic).
Form-Shifting (Ex) A Ravager spawn 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 a Ravager spawn 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) A Ravager spawn treats all damage as
subdual, except damage from epic-level weapons and
artifacts.
Vampiric Healing (Su) Whenever a Ravager spawn 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.

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.

Reflection, Bone Reaper


The reflection appears as a hazy representation of the large humanoid
statue bearing large, bony hooks mounted where hands should be, not
unlike the claws of a praying mantis. The perspective is quite disorienting.
BONE REAPER REFLECTION
CR 10
XP 9,600
N Large Construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, 1 size)
hp 90 (11d10+30)
Fort +3; Ref +5; Will +3
Defensive Abilities reflection; DR 15/adamantine; Immune
bone reaper traits, construct traits

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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AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, 2 size)


hp 76 (8d10+32)
Fort +10; Ref +8; Will +4
Defensive Abilities shadowblend
Speed 30 ft., climb 20 ft., swim 30 ft.
Melee bite +14 (1d8+10 plus poison plus grab)
Space 15 ft.; Reach 10 ft.
Str 24, Dex 15, Con 19, Int 5, Wis 14, Cha 3
Base Atk +8; CMB +17 (+21 to grapple); CMD 29 (cant be
tripped)
Feats Ability Focus (poison), Skill Focus (Perception), Skill
Focus (Stealth), Weapon Focus (bite)
Skills Climb +15, Perception +12, Stealth +4 (+14 in dimly lit &
unlit areas), Swim +15; Racial Modifiers +10 racial bonus on
Stealth checks in areas of dim or no light.
SQ hunt by scent

Speed 40 ft. (cant run)


Melee 2 claws +15 (1d8+5/x4)
Space 10 ft.; Reach 10 ft.
Str 20, Dex 14, Con , Int , Wis 11, Cha 1
Base Atk +11; CMB +17; CMD 29
Environment any
Organization solitary
Treasure none
Bone Reaper Traits (Ex) The bone reaper reflection takes no
damage from fire attacks; instead, fire heals the reaper one
hit point for every 3 points of damage inflicted, and breaks
any slow effects. At least 5 points of electrical damage in
a single attack slows the reaper for 1 round. It is affected
by rust attacks normally. It is immune to all other spells and
effects that would not affect a golem. Finally, any damage
that is done to the statue anchoring the bone reaper is also
inflicted upon the bone reaper reflection (and vice versa).

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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SQ diseased

consecutive saves. The save DC is Constitution-based.


Hunt by Scent (Ex) Shadow hunters are expert at tracking
prey through the dim warrens where they dwell. They can
track using their Perception skill in place of Survival.
SHADOW HUNTER HATCHLINGS
XP 600
N Medium magical beast
Init +1; Senses darkvision 30 ft., low-light vision, scent,
tremorsense 30 ft.; Perception +9

CR 2

AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)


hp 22 (3d10+3)
Fort +4; Ref +4; Will +1
Defensive Abilities shadowblend
Speed 20 ft., climb 10 ft., swim 20 ft.
Melee bite +6 (1d4+3 plus poison plus grab)
<RULE>
Str 16, Dex 13, Con 12, Int 5, Wis 10, Cha 3
Base Atk +3; CMB +6 (+10 to grapple); CMD 17 (cant be
tripped)
Feats Ability Focus (poison), Skill Focus (Perception)
Skills Climb +14, Perception +9, Stealth +14 (+24 in dimly lit &
unlit areas), Swim +14; Racial Modifiers +10 racial bonus on
Stealth checks in areas of dim or no light.
SQ hunt by scent
Environment underground
Organization solitary, or nest (58 hatchlings)
Treasure standard
Poison (Ex) Biteinjury; save Fort DC 14; frequency 1/
round for 6 rounds; effect 1d4 Constitution damage; cure 2
consecutive saves. The save DC is Constitution-based.
Hunt by Scent (Ex) Shadow hunters are expert at tracking
prey through the dim warrens where they dwell. They can
track using their Perception skill in place of Survival.
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.

Diseased (Ex) Stirges are harbingers of disease. Any creature


subjected to a stirges blood drain attack has a 10% chance
of being exposed to filth fever, blinding sickness, or a similar
disease (Pathfinder Roleplaying Game Core Rulebook,
Diseases). Once this check is made, the victim can no
longer be infected by this particular stirge, though attacks
by different stirges are resolved normally and may result in
multiple illnesses.

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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AC 22, touch 7, flat-footed 22 (1 Dex, +15 natural, 2 size)


hp 346 (21d10+210 plus 21)
Fort +17; Ref +13; Will +17
DR 10/slashing and adamantine; Immune elemental traits;
SR 31

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

Environment underground or temperate and warm swamps


Organization solitary, or a pall (24 swarms)
Treasure none

Speed 30 ft., burrow 5 ft.


Melee 6 slams +32 (3d8+12)
Space 15 ft.; Reach 15 ft.
Special Attacks acidic blood (5d4 acid, DC 20 Reflex half),
trample (3d8+18, DC 32)
Str 35, Dex 8, Con 30, Int 10, Wis 16, Cha 12
Base Atk +21; CMB +35 (+39 to bull rush and sunder); CMD 44
Feats Awesome Blow, Cleave, Greater Sunder, Improved
Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes,
Power Attack, Toughness, Vital Strike, Weapon Focus (slam)
Skills Intimidate +25, Knowledge (history) +24, Knowledge
(planes) +24, Perception +33, Sense Motive +27, Stealth +15
(+21 in stony underground areas); Racial Modifiers +6 Stealth
in stony underground areas
Languages Sylvan, Terran
SQ radial symmetry
Environment underground
Organization solitary, or grove (216)
Treasure standard
Acidic Blood (Ex) Anyone striking the stone treant with a

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bludgeoning; Immune elemental traits

piercing or slashing attack and inflicting damage releases


a gout of acidic blood, which causes 5d4 points of acid
damage to the person who struck it. A DC 20 Reflex save
reduces this damage by half. The blood becomes inert one
round after leaving the elementals body.
Radial Symmetry (Ex) Because of its shape, the stone treant
can bring no more than four of its slam attacks to bear on
any one target. However, it also perceives the area around
it equally well, and thus it cannot be flanked.

Speed 30 ft., swim 90 ft.


Melee slam +6 (1d6+4 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks control water elemental, drown (DC 15),
water mastery

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

AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, 1 size)


hp 63 (6d8+36); regeneration 5 (acid or fire)
Fort +11; Ref +4; Will +3
Speed 30 ft., swim 40 ft.
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)
Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +10; CMD 22
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +9, Perception +8, Swim +13
Languages Giant
SQ amphibious
Environment temperate forest
Organization solitary, or gang (36)
Treasure standard

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

AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, 1 size)


hp 26 each (4d10+4)
Fort +2; Ref +6; Will +6
Defensive Abilities reform body, transparent; DR 10/

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

AC 21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +4


natural)
hp 60 (8d8+16 plus 8)
Fort +4; Ref +3; Will +7

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Defensive Abilities channel resistance +4, undead traits

Speed 20 ft. (base 30 ft.)


Melee greatsword +8/+3 (2d6+1/1920 plus energy drain), or
slam +7/+2 (1d4+1 plus energy drain)
Str 12, Dex 12, Con , Int 11, Wis 13, Cha 15
Base Atk +6; CMB +7; CMD 18
Feats Blind-Fight, Skill Focus (Perception), Toughness,
Weapon Focus (greatsword)
Skills Acrobatics +4, Climb +7, Perception +15, Stealth +12
SQ sword channel
Gear chainmail, greatsword, gold circlet set with a sapphire
(worth 800 gp for the gem, or 1,000 gp for the entire circlet)
Environment any
Organization solitary, or garrison (220)
Treasure standard

ELDER WITCHLIGHTS
XP 100
N Fine fey
Init +4; Senses low-light vision; Perception +4

CR 1/4

AC 21, touch 21, flat-footed 18 (+3 Dex, +8 size)


hp 4 (1d62)
Fort 2; Ref +5; Will +3
Speed fly 30 ft. (perfect)
Melee none
Spell-Like Abilities (CL 1st)
At willdaze (DC 11), ghost sound (DC 11), virtue (elder #1)
dancing lights, flare (DC 11), purify food and drink (1/hour)
(elder #2)
daze (DC 11), light, prestidigitation (elder #3)
Str 1, Dex 16, Con 6, Int 3, Wis 13, Cha 12
Base Atk +0; CMB 5; CMD 0
Feats Skill Focus (Perception)
Skills Acrobatics +7, Fly +19, Perception +8, Stealth +19
Languages Sylvan (limited)

Sword Channel (Ex) A sword wights energy drain ability


functions through melee weapon attacks it makes, in
addition to its slam attacks.

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.

Environment temperate forest


Organization solitary, pair or cloud (420), summer swarm
(20100)
Treasure standard
Glimmer (Su) Witchlights produce a luminance in their larval
stage equal to a candle in brightness. In their adult and
elder stage the light is up to half torchlight intensity (bright
light in a 10 ft. radius). They can change the intensity or
extinguish this light as a free action. The glimmer is a steady,
soft glow, and may be silvery-white or just about any color,
though the fey that raise them favor pastel shades. Each
witchlight has its own unique color which it cannot change.

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New Templates
Crazed (Template)
Wild-eyed and insane, a crazed creature is slightly more than a wild
animal.

Creating a Crazed creature

Witchlight Familiars: A witchlight may be taken as a familiar through


the Improved Familiar feat. The minimum level to acquire such a familiar
is caster level 3. Elder witchlights do not gain additional spell-like abilities
for having their intelligence raised due to being a familiar.

Crazed is an acquired template that can be added to any living,


corporeal creature with an Intelligence score of 3 or greater (hereafter
referred to as the base creature. Normally, when a creature is reduced
to 0 Wisdom, it falls unconscious; within the confines of levels 9B and
9C, however, such creatures instead gain this template. A crazed creature
retains all the abilities of the base creature, except it cannot cast spells or
use spell-like abilities, nor can it make use of ranged weapons of any kind.
A crazed creature cannot easily be cured of its insanity. In order to
cure a crazed creature, it must first be targeted with a heal spell followed
immediately with a remove curse spell. At that point, the curse is broken,
and creatures loses the crazed template; it has a Wisdom score of 1,
making it susceptible to suffering the curse again the next day.

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).

CR: Same as the base creature.


Immune: A crazed creature is immune to all mind-affecting
effectsincluding those that would otherwise be beneficial,
such as the spells aid and bless.
Melee Attacks: A crazed creature gains a bite attack, if it
didnt already have one. This attack is a primary natural

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attack, or can be used as a secondary natural attack if


the creature opts to attack with manufactured weapons.
Damage is based on the table below or the creatures usual
damage, whichever is better. In addition, creatures bitten
by a crazed creature risk the wound becoming infected
with filth fever.

Bite Damage
Size
Diminutive

Tiny

Small
Medium

Large

Huge
Gargantuan
Colossal

Meat Puppet Size


Tiny or smaller
Small or Medium

Large

Huge
Gargantuan

Colossal

Damage
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6

Abilities: A crazed creature has a 2 racial modifier to


Charisma and a Wisdom score of 0. Treat the creatures
Wisdom as being 1 (5 modifier) for all abilities and effects,
such as Will save and skill modifiers.
SQ: Add the following special quality to the base creature:
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.

Meat Puppet (Template)


Meat puppets are boneless, skinless corpses reanimated after being
exposed to necromantic energies.

Creating a meat puppet


Meat puppet is an acquired template that can be added to any
corporeal creature (other than an undead) that had a skeletal system at
one point, but had its bones extracted or completely crushed (referred to
hereafter as the base creature).
Senses: Meat puppets have darkvision out to 60 ft.
Challenge Rating: This depends on the creatures new total
number of Hit Dice, as follows:
HD
4
6
8-10
12-14
15-17
18-20
21-24
25-27
28-30

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

Alignment: Always neutral evil.


Type: The creatures type changes to undead. It retains any
subtype except for alignment subtypes (such as good) and
subtypes that indicate kind. It does not gain the augmented
subtype. It uses all the base creatures statistics and special
abilities except as noted here.
Armor Class: A meat puppet has no bones to reinforce its

Bonus Hit Dice


+1 HD
+3 HD
+5 HD
+7 HD
+11 HD
+15 HD

Meat Puppets use their Charisma modifiers to determine


bonus hit points (instead of Constitution).
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD,
and Will +1/2 HD + 2.
Defensive Abilities: Meat puppets lose their defensive
abilities and gain all of the qualities and immunities granted
by the undead type. Meat puppets gain channel resistance
+4, DR 5/slashing or piercing, and regeneration (cold iron or
good) which heals 1 hp per round per Hit Die.
Speed: The base creature loses fly and burrow speeds, but
retains land, swim, and climb speeds, if any.
Attacks: A meat puppet loses all of the base creatures
natural attacks and gains 2 slam attacks, or one slam
attack for every natural attack it lost (whichever is
greater). It retains all weapon proficiencies of the
base creature, but as with armor is only 5% likely to be
encountered with a weapon in hand. Its slam attacks
deal damage based on the meat puppets size, but as if
it were one size category larger than its actual size (see
Natural Attacks in the Pathfinder Bestiary). It retains any
extraordinary special abilities that improve its melee or
ranged attacks.
Special Attacks: A meat puppet retains none of the base
creatures special attacks. However, it gains the grab and
constrict special attacks.
Special Qualities: A meat puppet loses most special qualities
of the base creature.
Abilities: Str +6, Dex +4. A meat puppet has no Constitution
score, its Intelligence changes to 3, its Wisdom and
Charisma change to 14.
BAB: A meat puppets base attack is equal to 3/4 its Hit
Dice.
Skills: A meat puppet does not retain the skills of the base
creature, but it has 1 skill rank per Hit Die. The following are
class skills for a meat puppet: Climb, Disguise, Fly, Intimidate,
Knowledge (arcana), Knowledge (religion), Perception,
Sense Motive, Spellcraft, and Stealth.
Feats: A meat puppet gains feats normally based on its Hit
Dice, but loses all feats possessed by the base creature. A
meat puppet also gains Toughness as a bonus feat.
Environment: Any land and underground.
Organization: Any.
Treasure: 5% chance of standard goods.
HUMAN MEAT PUPPET
XP 1,200
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +9

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CR 4

AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)


hp 21 (4d8+8 plus 4); regeneration 4 (cold iron or good)
Fort +3; Ref +3; Will +6
Defensive Abilities channel resistance +4; DR 5/slashing or

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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

AC 10, touch 10, flat-footed 9 (+1 Dex, 1 size)


hp 90 (12d8+24 plus 12); regeneration 12 (cold iron or good)
Fort +6; Ref +7; Will +10
Defensive Abilities channel resistance +4; DR 5/slashing or
piercing; Immune undead traits
Speed 30 ft.
Melee 3 slams +16 (2d6+7/1920 plus grab)
Special Attacks constrict (1d8+7)
Str 24, Dex 12, Con , Int 3, Wis 14, Cha 14
Base Atk +9; CMB +17 (+21 to grapple); CMD 29 (31 vs. trip)
Feats Dodge, Improved Critical (slam), Improved Initiative,
Improved Natural Attack (slam), Lightning Reflexes,
ToughnessB, Weapon Focus (slam)
Skills Perception +17

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

base creatures natural armor bonus, whichever is better.


Defensive Abilities: A soulless possesses no connection to the
divine and also lacks the vulnerabilities of other corporeal
creatures. As such it is immune to the following:
Critical Hits: The disconnection between a soulless creatures
physical and immaterial forms turns it into a semi-automaton
and immune to precision damage.
Fear: A soulless creature has already confronted the black
infinity that lies beyond the mortal coil. It does not fear
anything.
Positive and Negative Energy: This includes effects linked to
positive and negative energy such cure and inflict spells,
ability and level damage and drain and abilities that modify
or alter a clerics channel energy ability.
Soul Magic: The soulless creature is immune to all types of
magic that manipulate or affect the soul such as magic jar
or soul bind.
Weaknesses: The soulless have no innate desire to remain
alive. A soulless creature reduced to 0 or fewer hit points is
destroyed in the way of an undead creature.
Special Attacks: The soulless retains all of the base creatures
special attacks and gains those described here.
Abyssal Stare (Su) As a standard action a soulless creature
can stare into the eyes of another living being within 30 feet
and force it to confront the infinite, empty void beyond
death. Targets who fail a Will save (DC 10 +1/2 soulless HD
+ Charisma modifier) waver in their will to survive and take
a 4 penalty to all saves and skill and ability checks for 1d4
rounds. Divine casters are particularly disturbed. They must
succeed on a caster level check (20 + spell level) to cast
a divine spell while under the effect of abyssal stare or the
spell is lost. Creatures affected by the abyssal stare gaze are
immune to other uses of the stare for 24 hours. This is a mindaffecting, fear effect.
Abilities: +2 Con, 2 Wis, +4 Cha.
Feats: Ability Focus (abyssal stare).
Skills: +4 Intimidate. All other skills are the same as the base
creature.
Special Qualities: The soulless creature gains the following
special quality:
Bound Soul (Ex) The soul of a soulless creature resides in
a special prison in the Abyss. This soul cannot return to the
base creature without the permission of Orcus. A soulless
creature cannot be raised or resurrected, nor do these spells
have any effect on a soulless creature.
Divine Exclusion (Ex) The soulless creature has no
connection to the divine. A soulless creature cannot take
levels in any divine class, cast divine spells, or use magic
items constructed with spells found only on a divine casters
spell list.
Vessel of Orcus (Su) By manipulating an imprisoned soul
Orcus can possess a soulless creature, enabling the demon
lord to see and hear through the soulless creatures body.

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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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Ranged rock +6 (1d8+10)


Space 10 ft.; Reach 10 ft.
Special Attacks abyssal stare (DC 18), rock throwing (120 ft.)
Str 25, Dex 8, Con 21, Int 6, Wis 8, Cha 11
Base Atk +7; CMB +15; CMD 24
Feats Ability Focus (abyssal stare)B, Cleave, Intimidating
Prowess, Martial Weapon Proficiency (greatclub), Power
Attack, Weapon Focus (greatclub)
Skills Climb +10, Intimidate +18, Perception +5; Racial
Modifiers +4 Intimidate
Languages Giant
SQ bound soul, divine exclusion, vessel of Orcus
Ecology any land
Organization solitary, gang (25), band (68), raiding party
(912 plus 1d4 zombie dire wolves)
Treasure standard (hide armor, greatclub, other treasure)

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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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Archwizard Advancement Table


L evel
1
2
3
4
5
6
7
8
9
10

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.

Spells per Day


+1 level of spellcasting class
+1 level of spellcasting class
+1 level of spellcasting class
+1 level of spellcasting class
+1 level of spellcasting class
+1 level of spellcasting class
+1 level of spellcasting class
+1 level of spellcasting class
+1 level of spellcasting class
+1 level of spellcasting class

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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appendix b: New classes

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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Zealot of Orcus Advancement Table


L evel
1
2
3
4
5
6
7
8
9
10

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 b: New classes

Channel Energy Focus (Su): The Zealot of Orcus is considered 2 levels


higher when channeling negative energy. They must have the channel
energy class ability to select this rite. This rite may be chosen more than
once. Its effects stack.
Undead Body (Ex): The Zealot of Orcus gains a 25% chance to ignore
critical hits and sneak attacks. This rite may be chosen once.
Undead Fortitude (Ex): The Zealot of Orcus can use their Charisma
modifier instead of theirs Constitution modifier when determining how
many bonus hit points they receive per Hit Die, as well as Fortitude saves
and other checks that rely on Constitution. This rite may be chosen once.
Undead Mind (Ex): The Zealot of Orcus becomes immune to fear. This
rite may be chosen once.
Universal Necromancy (Ex): The Zealot of Orcus may add one
necromancy spell not on their spell list. For example, a cleric may choose
to add eyebite to their spell list. The Zealot must be of a high enough level
to cast the spell they add to their spell list. This rite may be chosen more
than once. Its effects stack.
Wand of Orcus (Sp): The Zealot of Orcus may cast spiritual weapon
once per day as a spell-like ability (caster level equals casters hit dice).
The weapon deals 1d10 points of damage + 1 point for every two Zealot
levels. On a successful critical hit with the weapon the target gains 1
negative level in addition to any damage taken. This rite can be chosen
more than once. Each additional rite increases the uses per day.
Wounding Touch (Sp): The Zealot of Orcus may cast inflict light wounds
3/day as a spell-like ability with a caster level equal to the Zealots hit
dice. The Zealot may select this rite more than once. Each additional time
the Zealot selects this rite the spell-like ability increases by one step. For
example, from inflict light wounds to inflict moderate wounds, and so on.
Indomitable Casting (Ex): The Zealot of Orcus becomes unshakeable
when casting death spells. They do not need to make concentration checks
to cast necromancy spells.
Slay Living (Sp): Once per day the Zealot may use slay living as a
melee touch attack (caster level equal to casters hit dice). The DC against
the spell-like ability is 15 + the creatures Charisma modifier. A creature
slain with this ability rises 1 round later as an undead creature created with
greater create undead under the control of the Zealot.

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Appendix C:
Magic Items

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.

Weapons
Dacris

CONSTRUCTION
Requirements Craft Magic Arms and Armor, blindness/
deafness, chaos hammer, protection from law, true seeing;
Cost 206,175 gp

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.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, circle of death,
limited wish, unholy blight; Cost 64,318 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

The Dragon Hook of Eathe


Aura faint transmutation; CL 6th
Slot none; Price 7,000 gp; Weight 5 lbs.
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.

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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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appendix c: magic items

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

Ring of Pure Form


Aura strong abjuration; CL 9th
Slot ring; Price 100,000 gp; Weight

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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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appendix c: magic items

Staves

Wondrous
Items

Staff of the Batrachian


Aura strong necromancy; CL 13th
Slot none; Price 25,000 gp; Weight 5 lbs.
DESCRIPTION
This quarterstaff-length rod, appearing as a grotesque
amalgamation of toads, tadpoles, and less savory things, is
in fact a cursed rod of withering, worth at least 6,000 gp as
a bizarre curiosity in itself (not to mention its value to frogcultists).
Alas, if an unbeliever holds the staff for even a moment,
the touch of Tsathogga is upon them. The bearer of the staff
contracts slimy doom with no save; such is the power of
the rod that the wasting disease incubates in a minute and
causes ability damage every hour thereafter! A character
immediately renouncing the staff after the disease manifests
may roll a DC 16 Fortitude save to avoid further harm.
Wrapping the staff in blessed or holy water-soaked cloth
grants resistance for 24 hours, but not a minute more.

Tsathoggas Touch (Slimy Doom)


Type disease, contact; Save initial none; continued contact
requires a DC 17 Fortitude save
Onset 1 minute; Frequency 1/hour
Effect 1d4 Str and Con damage, target must make a second
Fort save or 1 point of the damage is drain instead, on a
critical hit the damage is permanent; Cure 2 consecutive
saves
CONSTRUCTION
Requirements Craft Rod, contagion, creator must be the
reigning high priest of Tsathogga; Cost 12,500 gp

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

Bracers of the Ape


Aura moderate transmutation; CL 7th
Slot wrists; Weight 1 lb.; Price 10,600 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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appendix c: magic items

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

Aura strong conjuration; CL 13th


Slot ; Price 100,000 gp; Weight 5 lbs.
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

Chaos Diamond
Aura strong varied; CL 19th
Slot ; Price 361,000 gp; Weight 1 lb.
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temporary Strength loss for as long as it remains around their


neck. A non-worshipper must succeed at a DC 18 Will save
or refuse to remove the claw, believing it is granting him
great power.

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

Elixir of All-Seeing Doom

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Aura moderate necromancy [evil]; CL 12th


Slot ; Weight ; Price 13,332 gp
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 temporary 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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Globe of Devious
Entrapment

Handy Charm Bracelet


Aura moderate transmutation; CL 8th
Slot none; Weight ; Price 10,000 gp

Aura strong conjuration; CL 17th


Slot none; Weight 3 lb.; Price 81,000 gp
DESCRIPTION
This item looks like a 1 ft. diameter glass orb filled with water.
Its surface is cool to the touch. Maintaining contact for
more than a round shrinks and draws the individual into
the orb unless he succeeds at a DC 18 Will save. The water
inside the orb is a gate to the Plane of Water, where the
character is imprisoned (unless rescued by an expedition).
The globe has hardness 10 and takes 30 hit points to crack.
If it is cracked within 2d6 rounds of trapping a character, the
character within may escape from imprisonment.
CONSTRUCTION
Requirements Craft Wondrous Item, gate; Cost 40,500 gp

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

Aura moderate enchantment; CL 8th


Slot ; Weight 1 lb.; Price 12,000 gp

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

Aura strong transmutation; CL 12th


Slot headband; Price 37,000 gp; Weight 1 lb.
DESCRIPTION
The headband of spiritual focus is a heavy iron headpiece
that grants the wearer a +4 enhancement bonus to
Intelligence, a +2 enhancement bonus to Charisma, and a
+5 insight bonus on Concentration checks.

Hand of the Revenant

CONSTRUCTION
Requirements Craft Wondrous Item, eagles splendor, foxs
cunning, must possess the Uncanny Concentration feat;
Cost 18,500 gp

Aura moderate necromancy; CL 7th


Slot neck; Price 21,000 gp; Weight 2 lbs.
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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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

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)

Aura moderate transmutation; CL 10th


Slot wrists; Price 33,000; Weight 4 lbs.
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

Mirror of Mental Prowess


Aura strong conjuration and divination; CL 17th
Slot ; Price 175,000 gp; Weight 40 lbs.
DESCRIPTION
This mirror resembles an ordinary looking glass 5 ft. tall by 2 ft.
wide. The possessor who knows the proper commands can
cause it to perform as follows.
Read the thoughts of any creature reflected therein, as
long as the owner is within 25 ft. of the mirror, even if those
thoughts are in an unknown language.
View other places as if with clairvoyance, but vision
extends even onto other planes if the viewer is sufficiently
familiar with them.
Use it as a portal to visit other places. The user first views
the place with the clairvoyance function, then steps through
the mirror to the place pictured. Others can follow her
through the mirror if they like. An invisible portal remains on
the other side where she arrives, and she can return through

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

Tooth of Emergency Air


Aura strong transmutation; CL 12th
Slot none; Weight ; Price 15,000 gp
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.
CONSTRUCTION
Requirements Craft Wondrous Item, water breathing;
Cost 7,500 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

*Damage is applied to both current hit points and


Constitution. Both heal at the normal rate. Note that a user
cannot bring his Constitution below 1 using the cauldron.
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the cauldron to penetrate any magical wards against such


scrying.
**This base price excludes the blood/Con loss required to
fuel the cauldron; the value listed is suggested as a starting
point for bargaining. The hags go as low as 75% of this value
if the negotiation is sufficiently skillful. Alternately, they may
require in lieu of this fee that the PC fetch them a particular
item, such as a lock of hair from a kings daughter, an
enchanted lyre in the keeping of an ogre mage, or the
skull of the Oracle of Rappan Athuk (see Level 3, Area 37).
Note: it is advisable that the GM only allows the hags to
use the cauldron unless the PCs wish to negotiate with the
demons that gave the hags their powers and this instrument.
Good-aligned PCs would likely find that to be repugnant
and if they contribute or allow such use, would likely not
maintain their good alignment.
DESTRUCTION
The cauldron of blood is destroyed if it is filled with 500 flasks
worth of holy water that is brought to a boil and allowed to
boil away over a period of 24 hours.

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.
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.

Silver Cross of St. Yora


Aura moderatenecromancy [good]; CL 12th
Slot none; Weight 1 lb.
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.

The Sword of Kings and Queens


Aura strong divination and illusion; CL 15th
Slot none; Weight 4 lbs.
DESCRIPTION
This jewel encrusted +3 longsword is made of an
unbreakable, purplish metal engraved with twin crowns.
It contains the souls of both a demon and an angel. It is
neutrally aligned. It can emit a blinding flash 1/day (DC 20
Fortitude save avoids blindness for 2d4 rounds to all within 30
ft., the sword wielder is not affected), and it has the ability
to erase a sleeping creatures dreams 1/day (spellcasters
may not recover spells, no natural daily healing is received,
daily abilities are not recovered). It can cast find the path
1/week (to locate the Sword of Princes and Princesses only
until found). Further, the sword gains the ability to cast the
dream spell 1/week. The sword has an ego of 21, and an
intelligence of 13. The major drawback to this sword is that it
carries a curse and a geas.
This curse can only be removed by a miracle, wish or by
the prescribed method. The curse attracts monsters and
creates hostility towards non-neutral creatures; with triple
normal chances of wandering monsters occurring while a
being possesses the sword, and a 4 reaction roll modifier
when determining actions of non-neutral creatures towards
the wielder.
Magic runes inscribed on the blade read destroy me if
a read magic is cast. If destroyed, this action frees both the
demon and angel from the sword. Both then disappear.
This lifts the curse from the owner. Better yet, the sword
then reappears in the owners possession (in a non-cursed
state) the first time he is unarmed, disarmed, or in danger or
combat and without a weapon. The owner does not know
of this last effect until it actually happens.
The geas on this sword forces the owner to quest for what
it considers its offspring, the Sword of Princes and Princesses,
located on Level 3A, Area 3A4 (in the pool). Its powers and
description are listed here as well for reference.

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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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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 twofold. 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).

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

Aura strong transmutation; CL 22nd


Slot none; Weight 8 lbs.
DESCRIPTION
The Lawgiver bestows this unique warhammer upon his
greatest champion, typically a high priest or paladin,
though warriors have been known to wield the weapon at
times as well. The weapon currently sits deep underground,
in a makeshift tomb of the last Champion of Thyr, a priest
named Bofred. Thyr patiently bides his time, waiting for a
new champion to rise up and claim the weapon.
Thyrs Gavel is a +6 holy axiomatic cold iron warhammer. If
the weapon is willingly picked up by an undead, evil outsider
or chaotic outsider, that creature must make a DC 37 Will save
or be disrupted (no additional save). If the save is successful, a
new save must be attempted every hour, and it still suffers from
the negative levels imposed by the holy and axiomatic weapon
properties. The wielder of Thyrs Gavel can cast daylight at will
as a spell-like ability (CL 20th). If the wielder is a follower of Thyr,
she may add her Charisma bonus (if any) to her armor class as a
sacred bonus and to her saving throws as a luck bonus.
DESTRUCTION
Thyrs Gavel will be cracked and powerless when all chaos is
eliminated, and ultimate Law reigns.

Demonbane

The Zombiestone of Karsh

Aura strong evocation and transmutation; CL 20th


Slot none; Weight 7 lbs.
DESCRIPTION
Demonbane was forged with one purpose in mind: to kill
demons, specifically Orcus. Strangely, Demonbane was
created not by paladins or clerics of good, but rather by the
arch-devil, Baalzebul, who proposed to overthrow the Lord
of the Undead. Because of their mutual evil alignments, the
sword focuses on law versus chaos. Also, because the archdevil did not particularly care who used the sword against
Orcus, he made it lawful neutral, rather than lawful evil.
This sword functions as a +3 cold iron axiomatic keen
bastard sword: Int 14, Wis 14, Cha 18, Ego 27; Alignment
LN; telepathy; Primary Powers detect chaos (at will), bulls
strength (30 minutes, 1/day), dictum (1/day), wielder gains
a +4 insight bonus on all saves against attacks from demons,
the sword automatically ignores the damage reduction
of any demon it strikes, and the wielder of Demonbane is
immune to the wand of Orcus. If used against a devil (or any
other lawful evil Outsider), the sword becomes powerless
and non-magical for 24 hours.
Once in the possession of a lawful-aligned PC, the sword
urges its wielder towards defeating Orcus. 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.
DESTRUCTION
The sword melts into gold upon delivering the killing blow to
Orcus; otherwise, there is no way to destroy Demonbane.

Thyrs Gavel

Aura strong necromancy; CL 20th


Slot none; Weight (immobile)

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This 2 ft. square stone of eerily glowing purple material seems to


waver in shape and form, and at times even seems to bleed a
black ichor. No carvings or markings are present on the stone,
except some faint chisel marks on the exposed top. The stone
radiates chaos, evil and magic of the greatest power.
The stone has several necromantic powers.
bestow curse (effects all living creatures in a 60 ft. radius,
as a doom spell, no save, continuous)
contagion (40 ft. radius, continuous , DC 20 Fortitude save
avoids for 5 rounds each save)
unhallow (100 ft. radius, all undead immune to channeled
energy; 100 ft. to 800 ft. undead gain channel resistance +4,
continuous)
Bolster undead (100 ft. radius, DR 15/; 300 ft. radius, DR 15/
slashing and DR 10/; 700 ft. radius, DR 10/slashing and DR
5/; continuous)
antimagic field (continuous, all magic except artifact or
deity level powers)
Rise to Undeath (any creature slain on this level
immediately rises as a zombie within 1d3 rounds [except
in Areas 13C9 and 13C10], see Level 13C Continuous
Effects, above). The possessor of the stone cannot control
the newly risen zombies.
Overcome by Evil (alignment shifts to chaotic evil, DC 25
Will save avoids, new check 1/ hour) if exposed to the stone
for more than 1 hour (within 100 ft.)
Wisdom drain (DC 20 Will save negates 1 point of Wisdom
drain per hour within 100 ft. of the stone)
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.

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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

Mitra, God of Law,


Justice and the Sun

Thyr is the god of wise and just rule. He is normally depicted as a


wizened king seated on a great throne holding a rod of kingship in one
hand and a chalice of peace in the other. His principles are justice, order
and peace. He represents proper and traditional rule and as such was once
worshiped (at least in name) by all human royalty. He is the embodiment
of the enlightened human caste system where each person has a fairlydetermined role in a lawful society intended to create the greatest good
for the greatest number.
His symbol is a silver cross on a white field, symbolizing the upturned
cross-haft of his sisters sword, which he thrust into the earth to end the
gods war. Upon seeing the blood of so many gods shed, Thyr foreswore
the use of swords and his priests, for this reason, may not use bladed
weapons. Many favor reinforced rods, similar to light maces, modeled
after Thyrs own rod of kingship. The noble eagle and lion are his sacred
creatures.

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Alignment: Lawful Good


Domains: Good, Healing, Law, Protection, War
Symbol: Scales bearing twin flames
Garb: White and copper robes trimmed with gold
Favored Weapons: Longsword
Form of Worship and Holidays: Last day of every week,
families gather to feast and commune.
Typical Worshippers: Paladins, fighters, monks, farmers

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.

Thyr, God of Law and Justice


Alignment: Lawful Good
Domains: Good, Healing, Law, Knowledge, Protection
Symbol: Silver cross on a white field
Garb: White robes trimmed with silver, purple or gold the
colors of kingship
Favored Weapons: Light or Heavy Mace
Form of Worship and Holidays: Last day of every month, on
the last holy day of every year is set-aside for non-royalty to
have their grievances heard.
Typical Worshippers: Humans, Royalty

Alignment: Lawful Good


Domains: Law, Good, Protection, War
Symbol: Blood-red upraised sword on a white background
Garb: White wool robes with an upraised sword and hand in
red.
Favored Weapon: Longsword or bastard sword
Form of Worship and Holidays: Regular worship and fasting
on the eve before known battle or before confirmation or
promotion of the ranks of the faithful.
Typical Worshippers: Humans and paladins
Muir is the sister of Thyr. While he represents law and peace, she
represents the martial valor necessary to make that peace a reality. As
such, she is the goddess of paladins. She is often depicted as a dark-tressed
maiden warrior in shining mail with an upraised (often bloodstained)
sword. She is noble and single-minded of purpose. The tenets of her
worship include honor, truth, and courage. A great order of paladins known
as the Justicars are sworn to her service. Muir expects self-sacrifice,
humility, and charity as well as unswerving loyalty. Her standards are
extreme and she quickly turns her back on any who fail to live up to them.
Those who maintain her standards, however, may become Justicars, an
order of paladins imbued with even greater holiness.
Her symbol is a blood-red uplifted sword on a white background,
symbolizing her endless fight against evil. Her worshipers must be lawful
good. The falcon is her sacred animal. She is the tireless foe of all evil
creatures and undead, demons, and devils in particular are her sworn enemy.

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Favored Weapon: Shields of all types for shield bash


Form of Worship and Holidays: Evening prayers for protection
and health at vespers. Special holy days on the eve of the
solstices and equinoxes for the coming season.
Typical Worshippers: Humans, Guardians, Paladins, though
not currently worshipped.

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.

Arden, God of the Sun

Telophus, Lord of
Crops and the Seasons

Alignment: Neutral Good


Domains: Air, Good, Sun, War
Symbol: Sun staff (staff with a bronze sphere containing an
ankh)
Garb: Ivory tunics and tabards, emblazoned with sun
shaped embroidered gold
Favored Weapons: Sun staff, short sword
Form of Worship and Holidays: The holiest of celebrations
occur during lunar eclipses, followed by high noon on the
summer solstice. High noon marks a regular prayer time for
most followers.
Typical Worshippers: Of old he was worshiped by humans,
though Arden is not currently worshipped on this plane.

Alignment: Lawful Neutral


Domains: Air, Animal, Earth, Fire, Plant, Water
Symbol: Raining cloud partially obscuring a radiant sun
Garb: Green and earth tone woolen robes and vestments
Favored Weapon: Sickle
Form of Worship and Holidays: Telophus is worshiped by
harvest and planting celebrations as well as the first frost
and first thaw.
Typical Worshippers: Farmers and halflings, some druids
revering his natural cycle aspect.

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, Goddess of Self-Sacrifice,


Lady of Protection
Alignment: Lawful Good
Domains: Good, Healing, Law, Protection
Symbol: Kite shield of purest white
Garb: White robes trimmed in blood red

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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This god is the embodiment of the uncaring changing seasons. He is


prayed to not so much to bring good crops, but to be convinced to hold
off the early frost or bring the spring thaw. He requires appeasement and
devoted following, being known to test his followers faithfulness and
resolve when it suits him.

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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his side by tossing


the pelt to the ground and calling its name. Bowbe carries the greatsword
Bmfob in one hand and warhammer Wytch-Killer in the other. Bowbe
revels in war and the slaughter of his foes. His battles against giants are
legendary, as is his hatred for the undead, arcanists, lawyers, guardsmen,
and most other civilized authority figures.
Unlike other gods, Bowbe aids only those who take his name in vain.
Thus it is not uncommon to hear berserkers cursing their god for his
indifference as readily as they curse their foes. Bowbe only grants the
raising of one of his followers if that follower immediately seeks blood
vengeance against his killers. Bowbe grants no healing spells higher than
4th level.

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.

Tsathogga, Demon Frog God


Alignment: Chaotic Evil
Domains: Chaos, Destruction, Evil, Water
Symbol: Likeness of the Frog God, carved in soapstone
Garb: Green and violet robes, if any
Favored Weapon: Any that slash, cut, and are wickedly
curved, as well as, ropes or nets
Form of Worship and Holidays: Too gruesome and perverse
to describe even by Our standards!
Typical Worshippers: Aberrations, tsathar, sentient frogs, evil
water monsters, The Violet Brotherhood

Alignment: Lawful Neutral


Domains: Law, Protection, War, Healing
Symbol: A gray shield emblazoned with a stylized black
fortress tower
Garb: A gray tabard with a black tower sigil
Favored Weapons: Spear
Form of Worship and Holidays: Prayers are often said to
Vanitthu at the start of sieges or by guardsmen prior to
heading out on the beat.
Typical Worshippers: Barristers, judges, guards, professional
soldiers, military officers and nobles.
Some claim that Vanitthu is the son of the great god Anumon; others
go so far as to say that Vanitthu is yet another aspect of the great god (this
schism has caused considerable conflict within the faith). In either case,
Vanitthu is the embodiment of martial perfection, law, the strength of the
state, and the punishment of the guilty. A grim and resolute deity, Vanitthu
is always shown bearing a spear made of lightning, and a polished mithral
shield. He often appears to his followers on the field of battle, especially
to those engaged in or defending against sieges.

The Bad

Orcus, Demon
Demon-Lord of the Undead

Alignment: Chaotic Evil


Domains: Chaos, Evil, Death, Destruction
Symbol: Wand of Orcus
Garb: Black cowl and robe ensemble
Favored Weapons: Ornamental Heavy Mace (spiked or skulltipped)
Form of Worship and Holidays: Day of the Dead (Late Fall),
Nights of blood red and horned moons. Worship usually
involves grave robbery and the animation and conscription
of the newly dead to the forces of evil.
Typical Worshippers: Monsters, Undead and Evil Humanoids
Orcus is a demon prince with surprisingly enough many
human worshipers. He has a strange fascination with humans and
their desire for power, possibly because it is this very flaw that
causes them so frequently to seek that which he controls: power over
death. Orcus is the lord of all undead and he resides in the Abyss in
his Palace of Bones surrounded by a legion of vampires and liches.

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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Hecate, Goddess of Evil Magic


Alignment: Lawful Evil
Domains: Law, Evil, Magic, Knowledge
Symbol: A half silver disk representing the setting full moon
Garb: Fashionable togas of the most expensive cut and
material, generally in black.
Favored Weapons: None
Form of Worship and Holidays: Priests and Wizards
who venerate Hecate do so beneath the full moon
with sacrifices of blood and magical items as the
moon sets.
Typical Worshippers: Wizards, Women, Wali Hecate
Assassins, Lawful evil hags, witches, and crones.

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Hecate is the goddess of evil magic. She appears as a beautiful
woman flanked by numerous hell hounds, her favored creature. The
setting moon is her symbol. She requires sacrifices on the full moon.
Her priests are normally accompanied by hell hounds sent by their
goddess to guard her temples. Clerics of Hecate have a special rapport
with the beasts, allowing a chance to control them as they would
undead. Hecate is a jealous goddess, capricious and quick to anger.
One of her greatest priestesses, Akbeth, is imprisoned in the Frog God
Games dungeon module Rappan Athuk. Hecate resides in a floating
castle in the Nine Hells.

Set, God of Evil And the Night


Alignment: Lawful Evil
Domains: Law, Evil, Knowledge, Death
Symbol: Black Ankh of Set
Garb: Kilt, sandals, and ceremonial head-dress (beast
mask), Black Ankh of Set
Favored Weapon: Quarterstaff, spear, poisoned weapons
Typical Worshippers: Evil power-seeking humanoids, evil
monks, assassins
Set is a greater god, worshiped on many planes in many forms. He
most often appears as a scaled humanoid with the head of a jackal. He
is utterly dedicated to the orderly spread of evil and oppression. His
symbol is the coiled cobra, though any snake can be used to represent
his power. His temples are filled with enormous serpents, always
poisonous. His skin is poisonous to the touch. He makes his home in
the Nine Hells.
Organized groups of assassins are known to be dedicated to his
worship. His priests carry staves worked on one end into the head of
a cobra. The cobra head is often tipped with steel fangs coated with
poison. His clerics often carry a stylized black spear, representing the
Spear of Darkness he carries. Many of his worshippers tattoo themselves
with serpents or cobras.

Hel, Goddess of Death,


Lady of Pestilence

KalAy-Mah, The Black One,


The Black Mother
Alignment: Lawful Evil
Domains: Death, Destruction, Law, Knowledge
Symbol: A blood-covered woman with four arms wearing a
necklace of skulls
Garb: Blood-stained robes adorned with skulls and the
severed limbs of enemies
Favored Weapon: Longsword
Typical Worshippers: Assassins, religious scholars
The goddess KalAy-Mah, the Black Mother, is the bringer of destruction
and preserver of order. She is called patron to both assassins and those
seeking greater understanding, an often-confusing set of extremes to those
who fail to truly grasp KalAy-Mahs divine role. The Black Mother is
described as a truly fearsome creature by those who have claimed contact
with her avatar a black face wetted with blood, the heads of those she
has slain hanging about her neck
and their severed arms as a girdle about her waist. Four great arms
stretch from her body, a bloody sword gripped in her upper left hand and
the head of a demon gripped by the lower left. If these grotesque features
alone had failed to capture attention, the eyes surely would dark,
ruinous and raging.

The NonHuman

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Dwerfater

Alignment: Neutral Evil


Domains: Air, Animal, Death, Earth, Fire, Plant, Water
Symbol: A face, black on one side and white on the other
Garb: Druidic garb of a midnight black and snow white
Favored Weapon: poisoned dagger or sword
Form of Worship and Holidays: Rites to Hel are practiced by
her worshipers during blights and plagues, likewise sacrifices
are made to her by fearful non-worshipers to stave off
plagues and illness.
Typical Worshippers: Diseased and disease-causing
creatures, evil humanoids, evil druids, women, bards.
Hel is known to spread disease, pestilence and plague with the wave of
her hand. Any living thing in her presence withers and dies. She appears
as a strange gaunt woman of both jet black and blankest white. Diseased
creatures worship her. It is said a strange cult of druidic ghouls and
mummies worships her in a secret temple hidden from the knowledge
of mortals, spreading their foul diseases in secrecy. Several sects of evil
druids dedicated to Hel plague the land, summoning swarms of vermin
and causing disease in living things. She cares for nothing other than the
spread of death. Oddly, some evil bards worship her. She resides on a
plague-ridden plane in Hades.

Alignment: Lawful Good


Domains: Earth, Good, Strength, Creation
Symbol: Hammer and anvil
Garb: Armor of mithral or steel
Favored Weapons: Warhammer
Form of Worship and Holidays: Priests worship at the forge, crafting
items of steel and mithral. The most sacred steel is tempered in
virgin snow on Orenday, the first full moon after midwinter.
Typical Worshippers: Dwarves
Dwerfater (or Dwurfater) appears as an ancient dwarf, whose beard is
the color of mithral and touches the ground at his feet. He always wears a
blackened leather apron over a coat of mithral mail and always carries his
mighty warhammer Noolhamr.

Grotaag, God of Orcs


Alignment: Chaotic Evil
Domains: Death, Destruction, War, Evil
Symbol: Rotting severed head
Garb: Usually skins, hides and crude metal armor
Favored Weapons: Greataxe
Form of Worship and Holidays: Blood sacrifice of captured
foes or ceremonial victims from the priests own tribes,
performed under the waxing and waning crescent moon.

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Typical Worshippers: Orcs, half-orcs, some goblins

Grotaag is the personification of orcish might and brutality. Appearing


as a huge, powerful orc, Grotaag towers over battlefields, crushing friend
and foe alike beneath his black hobnailed boots. He often responds to
blood sacrifice by sending evil creatures, or even personally manifesting
himself. His howls of barbaric rage rumble like thunder across the
battlefield causing the earth to shake. In battle, Grotaag disdains the use
of missile weapons, calling them the weapons of weaklings or worse
elves.

Darach-Albith, High God of Elves


Alignment: Chaotic Good
Domains: Plant, Animal, Magic, War
Symbol: A bow and sword hanging from the eternal oak
Garb: Shades of grey, green, hazel, chestnut and sable
Favored Weapons: Longbow, longsword
Form of Worship and Holidays: Eve of every midmonth
during the summer
Typical Worshippers: High and wood elves, warriors, wizards
and rangers of the elven race.

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.

The father of all elves and firstborn of the race, Darach-Abith is


portrayed as a handsome elven man draped in a cloak of forest leaves. His
skin may appear as gleaming white as birch bark, or any of the varying
shades of brown and green found in primeval woodlands. Darach has keen
golden eyes like those of an owl. His sword Tian Tu Lan and his bow
Fayar Nocht are said to never miss a target and slay those of evil intent
instantly.

Snuurge, Father of Goblins

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Alignment: Neutral Evil


Domains: Evil, Magic, Trickery, Earth
Symbol: A crooked-hafted war pick
Garb: Greasy leather clothing with golden necklaces.
Favored Weapons: Pick
Form of Worship and Holidays: Snuurges followers revel
in blood sacrifice, and also fling gold into forge fires as
a tribute to their god. His rites are held on the Night of
Goblins (Midsummer), and on moonless nights. Feasts and
overeating are also common forms of worship.
Typical Worshippers: Goblins, hobgoblins, bugbears
Completely hairless, this god manifests as a grossly fat, horned goblin.
He wields a great double-handed warpick, and is also known for his
stealth and deceptiveness. A master of
disguise, it is said that Snuurge once lay down and impersonated a
mountain in order to avoid the
wrath of Bowbe, whom he had defeated in a drinking match. Snuurge
is also said to have fathered the goblin pantheon and is held first above all
other goblin gods. Even the hobgoblins who hold his son Kakobovia as
most revered still offer sacrifices to Snuurge for fear of his wicked wrath.
Snuurge is mortal enemy of all dwarves and gnomes. He wears a necklace
made from the skulls of dwarven kings, and earrings crafted from the
skeletons of gnomes. In battle, Snuurge dresses in a filthy coat of scale
mail in battle which barely covers his immense gut.

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Appendix E: Pregens
SINNOTH JORINN
Male human fighter 1
CG Medium humanoid (human)
Init +2; Perception +2

CR 1/2

AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)


hp 13 (1d10+2 plus 1)
Fort +4; Ref +4; Will +1
Speed 20 ft.
Melee greatsword +4 (2d6+4/1920), dagger +4 (1d4+3/1920)
Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
Base Atk +1; CMB +4; CMD 17
Feats DodgeB, Iron Will, Lightning ReflexesB
Skills Acrobatics 2, Escape Artist 2, Perception +2, Ride 2,
Stealth 2, Survival +5, Swim 1
Languages Common
Combat Gear 2 potions of cure light wounds; Gear scale mail,
greatsword, dagger, backpack, bedroll, chalk, belt pouch,
50 ft. hemp rope, 2 sacks, 5 tindertwigs
Appearance: Sinnoth is heavily muscled, stands 6 feet tall, and weighs
about 200 pounds. His close-cropped hair is so close in color to his dark
brown skin that casual observers have been known to overlook it entirely.
His usual loose, black clothing matches his eyes; with the scar down his
left cheek, he is the picture of a grim hero. In battle Sinnoth wears full
plate and wields a greatsword, but prefers to use his composite longbow
in situations where range can give him an advantage.
Background: At an early age, his parents were murdered by a bandit
horde and Sinnoth was sold into slavery. After a time, he won his freedom
through a combination of perseverance, hard work and luck. Although
deep down Sinnoth has a good conscience, the deaths of loved ones
and his own slavery have left deep scars upon his soul. In the age-old
dichotomy regarding the nature of man, he sees the darker view: Man
is inherently evil. Only those with great strength of will can overcome
their base selfish natures. To him, the world is a sea of darkness with only
scattered points of light.
Personality: Sinnoth is very matter-of-fact; he has little patience for
fools or activities he deems pointless. Most people find him brusque, but
generally he holds himself in very tight control. However, just below his
surface manner lies a seething anger that can erupt quickly, especially
when he sees the strong or the powerful harassing the young, the weak,
or the poor. Sinnoth would be a strong friend to an individual who proves
his or her worth by deeds. On the other hand, he is perfectly willing to be
judge, jury, and executioner without mercy to those who do evil, especially
oppressing the weak. Sinnoth has begun to temper his anger since meeting
Cassandra and observing the way she interacts with the world; her light
attracts him like a moth to a flame.
Motivation: Tales of a long-hidden temple dedicated to Orcus have
reached Sinnoths ears, and he wants to find out if the rumors are true. If
so, it is no doubt a source of evil, contributing to the rise of the brutal over
the weak, and needs to be destroyed. His rash nature would urge him to
rush in, but he may need to consider whether he is ready to take on the
temple right away or if more preparation will be necessary.
SINNOTH JORINN
Male human fighter 6
CG Medium humanoid (human)
Init +6; Senses Perception +6

CR 5

AC 26, touch 14, flat-footed 23 (+11 armor, +1 deflection, +2

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Dex, +1 dodge, +1 natural)


hp 56 (6d10+12 plus 6)
Fort +7; Ref +6; Will +5 (+7 vs. fear)
Defensive Abilities Bravery +2
Speed 20 ft.
Melee +1 greatsword +13/+8 (2d6+10/1920), dagger +10/+5
(1d4+4/1920)
Ranged masterwork composite longbow [Str +4] +9/+4
(1d8+4/x3)
Special Attacks weapon training (heavy blades +1)
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 7
Base Atk +6; CMB +10; CMD 24
Feats DodgeB, Improved Initiative, Iron Will, Lightning
ReflexesB, Power AttackB, Vital Strike, Weapon Focus
(greatsword)B, Weapon Specialization (greatsword)B
Skills Acrobatics 2, Climb +10, Escape Artist 2, Perception
+6, Ride 2, Stealth 2, Survival +8, Swim +7
Languages Common
SQ armor training 1
Combat Gear 8 potions of cure light wounds; Other Gear +2
full plate, +1 greatsword, masterwork composite longbow
[Str +4], 20 arrows, dagger, amulet of natural armor +1,
backpack, bedroll, chalk, climbers kit, everburning torch,
belt pouch, ring of protection +1, ring of sustenance, 50 ft.
hemp rope, 2 sacks, 5 tindertwigs

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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

AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)


hp 11 (1d10+1)
Fort +3; Ref +1; Will +6
Speed 20 ft.
Melee longsword +4 (1d8+2/1920)
Special Attacks smite evil 1/day (+3 to hit, +1 damage, +3
deflection)
SpellLike Abilities (CL 1st):
At willdetect evil
Str 14, Dex 12, Con 13, Int 12, Wis 15, Cha 16
Base Atk +1; CMB +3; CMD 14
Feats Iron WillB, Weapon Focus (longsword)
Skills Acrobatics 5, Climb 4, Diplomacy +7, Escape Artist
5, Knowledge (nobility) +5, Knowledge (religion) +5,
Perception +3, Ride 5, Sense Motive +6, Stealth 5, Swim 4
Languages Celestial, Common
Gear breastplate, longsword, heavy steel shield, backpack,
bedroll, blanket, wooden holy symbol of Muir, hooded
lantern, 3 pints of oil
Smite Evil (Su) +3 to hit, +1 to damage, +3 deflection bonus
to AC when used.
Appearance: Cassandra is tall for a woman, about 5 feet 11 inches. She
has a muscular and athletic, but feminine, build and weighs 165 pounds.
Her fair cheeks and blue eyes have been likened to flowers but never
more than once by the same person. In general she wears her long blonde
hair in a practical braid coiled around the top of her head, its crown-like
look enhancing her queenly bearing. As a paladin of Muir, Cassandras
usual garb is modest, form-fitting plate armor and her winged helmet. She
carries a longsword whose hilt is decorated by an unusual crest, worn
nearly smooth, and a shield bearing the design of the Justicars.
Background: Cassandra is of royal blood and thinks of herself as a
mighty warrior-princess. Her parents fell with the collapse of a far-away
kingdom, but the baby princess was spirited away by the royal chaplain, a
priestess of Muir, who hid the child with a secluded order of holy clerics.
These wise people saw a greatness in Cassandra, and arranged to have her
trained as a paladin of the order.
Personality: Cassandra is a strong optimist, seeing good in all people.
In the age-old dichotomy regarding the nature of man, she believes that
man is inherently good. In her view, evil is caused by the corruption of
man by denizens of the lower planes, so she fights against that corruption
anytime she has a chance. The world may morally be a sea of gray, with
regions of darkness, but Cassandra chooses the light and is convinced
that the actions of individuals are key in spreading that light and driving
out the darkness. Cassandra is beautiful in face and figure, but she has a
greater beauty that comes from within. Taught by many clerics of great
wisdom, she is the rare paladin who is straight without being stiff; loyal
and true without being fanatic. She cares deeply for Sinnoth and seeks to
redeem him from his personal darkness.
Motivation: Cassandra has heard rumors of an existing temple of
Orcus, hundreds of years after the previous great temple was destroyed
at immense cost to her order. While others brush this off as impossible,
she feels it is critical to have accurate information. She wants very much
to verify the location of the rumored temple and perhaps even win herself
renown among the Justicars by not only discovering it, but possibly
bringing to justice and redeeming some of its evil inhabitants.

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CASSANDRA
Female human paladin 6
LG Medium humanoid (human)
Init +1; Perception +5
Aura courage, good

CR 5

AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex,+3 shield)


hp 51 (6d10+6 plus 5)
Fort +10; Ref +7; Will +13
Defensive Abilities lay on hands 8/day (3d6), mercy
(disease, sickened); Immune fear, disease
Speed 20 ft.
Melee +1 longsword +11/+6 (1d8+4/1920), heavy mace
+9/+4 (1d8+3) and
Special Attacks channel positive energy (3d6, DC 16), smite
evil 2/day (+3 to hit, +6 damage, +3 deflection)
SpellLike Abilities (CL 6th):
At willdetect evil
1/daydivine weapon (6 minutes)
Spells Prepared (CL 3rd; melee touch +9, ranged touch +7):
1stbless, protection from evil
Str 16, Dex 12, Con 13, Int 12, Wis 15, Cha 17

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Base Atk +6; CMB +9; CMD 20


Feats Extra Lay on Hands, Iron WillB, Selective Channeling,
Weapon Focus (longsword)
Skills Acrobatics 5, Climb 3, Diplomacy +10, Escape Artist
5, Heal +8, Knowledge (nobility) +6, Knowledge (religion)
+9, Perception +5, Sense Motive +8, Stealth 5, Survival +3,
Swim 2
Languages Celestial, Common
SQ divine grace
Combat Gear 3 potions of cure moderate wounds, 2 potions
of heroism; Other Gear +1 full plate, +1 longsword, +1 heavy
steel shield, heavy mace, belt of giant strength +2, cloak of
resistance +1, handy haversack, bedroll, blanket, silver holy
symbol of Muir, hooded lantern, 3 pints of oil, 100 ft. silk rope
Aura of Courage You are immune to Fear. Allies within 10 ft.
save at +4 vs Fear.
Divine Weapon You can enhance your weapon for 1 minute
per level one or more times per day.
Mercy: Diseased (Su) When you use your lay on hands
ability, it also removes disease, as per the remove disease
spell at a caster level of your paladin level.
Mercy: Sickened (Su) When you use your lay on hands
ability, it also removes the sickened condition.
Smite Evil +3 to hit, +6 to damage, +3 deflection bonus to
AC when used.
ULMO
Male halfling rogue 1
N Small humanoid (halfling)
Init +3; Perception +7

CR 1/2

AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)


hp 10 (1d8+1 plus 1)
Fort +2; Ref +6; Will +0 (+2 vs. fear)
Defensive Abilities fearless

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

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CR 5

AC 20, touch 15, flat-footed 16 (+5 armor, +3 Dex, +1 dodge,


+1 size)
hp 45 (6d8+6 plus 6)
Fort +5; Ref +11; Will +3 (+5 vs. fear)
Defensive Abilities evasion, fearless, trap sense +2, uncanny
dodge
Speed 15 ft.

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Melee +1 shortsword +5 (1d4/1920), dagger +4 (1d31/1920)


Ranged +1 shortbow +10 (1d4/x3)
Special Attacks sneak attack +3d6
SpellLike Abilities (CL 6th)
3/daymage hand

Str 8, Dex 18, Con 12, Int 12, Wis 9, Cha 12


Base Atk +4; CMB +2; CMD 16
Feats Alertness, Dodge, Mobility
Skills Acrobatics +17, Appraise +8, Climb +5, Disable
Device +15 (+18 to disable traps), Escape Artist +10, Fly +3,
Knowledge (local) +10, Perception +12 (+15 to find traps),
Ride +1, Sense Motive +9, Sleight of Hand +9, Stealth +14,
Swim 4
Languages Common, Elven, Halfling
SQ rogue talent (ledge walker), rogue talent (trap spotter),
trapfinding +3
Combat Gear 3 potions of cure moderate wounds; Other
Gear +1 glamered chain shirt, +1 shortsword, +1 shortbow,
20 arrows, dagger, backpack, bag of holding I, boots of
elvenkind, cloak of resistance +1, 3 caltrops, chalk, crowbar,
flint and steel, grappling hook, , 50 ft. silk rope, 3 sunrods,
masterwork thieves tools
Evasion If you succeed at a Reflex save for half damage,
you take none instead.
Fearless +2 morale bonus vs Fear saves.
Ledge Walker You may move along narrow surfaces at
full speed using acrobatics at full speed. You are not
flatfooted while using Acrobatics to move along narrow
surfaces.
Trap Sense (Ex) +2 bonus on Reflex saves and AC against
traps.
Trap Spotter (Ex) Whenever you come within 10 ft. of a trap,
the GM secretly rolls for you to find it.
Trapfinding +3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat
footed.
MYTHANDYR
Male human wizard 1
LN Medium humanoid (human)
Init +5; Perception +3

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CR 1/2

AC 11, touch 11, flat-footed 10 (+1 Dex)


hp 6 (1d6)
Fort +0; Ref +1; Will +4
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Special Attacks hand of the apprentice 6/day
Spells Prepared (CL 1st; melee touch +0, ranged touch +0):
1stcharm person (DC 14), magic missile
0 (At will)detect magic, light, mage hand
Str 10, Dex 12, Con 10, Int 17, Wis 14, Cha 12
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Improved InitiativeB, Scribe ScrollB
Skills Craft (alchemy) +7, Knowledge (arcana) +7,
Knowledge (dungeoneering) +7, Knowledge (local) +7,
Linguistics +7, Perception +3, Spellcraft +7
Languages Common, Draconic, Elven, Giant, Orc
SQ bonded object (quarterstaff) 1/day
Combat Gear potion of cure light wounds, scroll of identify;
Other Gear quarterstaff
Bonded Object (quarterstaff) DC 20 + spell level to cast
spells without the bonded object. Once per day, you can
cast any spell in your spellbook for free.

Hand of the Apprentice Throw the Melee weapon you are


holding 6/day.
Appearance: Mythandyr is a young man, slim, with a narrow black
beard. He has very strange green-black eyes and a haunting stare. At 5
feet 10 inches tall, he weighs about 150 pounds, and his slender build is
shown off by his fitted robes in dark green with black trim. Mythandyr
has a quarterstaff made of polished black walnut, and he carries it with
him everywhere he goes.
Background: Given early training by a village hedge-wizard,
Mythandyr annoyed the old man by his constant questions. He was a
bright lad, and always wanted to know the reasons why things worked, or
what might happen if things were done slightly differently. He took in all
the information his master could give him, but that only made him hungry
for more so he struck out in search of answers.
Personality: Mythandyr is too active to simply spend his days
learning in some musty library. He chooses to search for knowledge
through travel, gathering lore and seeking the truth behind rumors of
great magics. He does his fair share when traveling with a group and
does not consider himself above doing mundane chores. He is loyal to
his companions in most circumstances, but they might find themselves
suddenly abandoned if an inscription or obscure carving should catch his
eye. Mythandyrs strong intellect gives him an excellent memory, and he
is quick to understand developing situations, but his insatiable curiosity
often overrules his caution.
Motivation: Mythandyr works to acquire magical knowledge, but he
has learned that knowledge is merely the stepping stone to power and it
is that which he ultimately desires. He practically salivates at the thought
of the long-hidden treasures he might discover in the depths of an ancient
dungeon. In addition, in his search for power Mythandyr has had occasions

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to summon an imp for information. The creatures devilish masters would


like to see the downfall of any power base of their rival demons, and so
the imp fires Mythandyrs desires and imagination.
MYTHANDYR
Male human wizard 6
LN Medium humanoid (human)
Init +5; Perception +8

CR 5

AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)


hp 26 (6d6)
Fort +4; Ref +5; Will +9
Speed 30 ft.
Melee mwk quarterstaff +4 (1d6)
Special Attacks hand of the apprentice 8/day
Spells Known (CL 6th; melee touch +3, ranged touch +4):
3rdhaste (DC 18), lightning bolt (DC 18), slow (DC 18)
2ndglitterdust (DC 17), invisibility, knock, rope trick
1stcharm person (DC 16), magic missile (x2), obscuring
mist, shield (DC 16)
0 (At will) detect magic light, mage hand, resistance
Str 10, Dex 12, Con 10, Int 20, Wis 14, Cha 12
Base Atk +3; CMB +3; CMD 14
Feats Brew PotionB, Combat Casting, Improved InitiativeB,
Scribe ScrollB, Spell Mastery, Spell Penetration
Skills Appraise +11, Bluff +4, Craft (alchemy) +14, Fly +10,
Knowledge (arcana) +14, Knowledge (dungeoneering) +10,
Knowledge (local) +9, Linguistics +14, Perception +8, Sense
Motive +5, Spellcraft +14
Languages Abyssal, Celestial, Common, Draconic, Elven,
Giant, Goblin, Infernal, Orc, Sylvan, Terran
SQ Bonded Object (masterwork quarterstaff)
Combat Gear 2 potions of cure light wounds, 2 potions of
invisibility, scroll of dispel magic (CL 7th), scroll of identify;
Other Gear masterwork quarterstaff , bracers of armor +2,
brooch of shielding, cloak of resistance +2, headband of
vast intelligence +2, ioun torch, pearl of power (1st level)

Gear leather armor, longsword, longbow, 20 arrows,


backpack, bedroll, winter blanket, flint and steel, 5 days
trail rations, grappling hook, 100 ft. silk rope, small tent, 2
tindertwigs, 4 torches
Elf Blood You are counted as both elves and humans for any
effect relating to race.
Wild Empathy (Ex) Improve the attitude of an animal, as if
using Diplomacy.
Appearance: Known as Hith to his friends, Hithfaeron has a slender
muscular build, being 6 feet tall and 175 pounds, with long hair the color of
pale birch, light skin, and eyes the green of spring leaves. His slightly pointed
ears reveal his mixed heritage. Hith usually dresses in the greens and browns
of the forest and wears leather armor. His weapon of choice is the longbow,
but he uses a longsword for melee combat. Hith is usually accompanied by
Remy, a leopard whose body is almost as long as Hith is tall.
Background: Raised in an elven community deep in the woods, Hith
began to feel out of place as he matured more quickly than any of his
companions. He reached adulthood while they were barely more than
children, with only lightweight concerns. Being well trained in the craft
and lore of the woods, he struck out on his own and became a guide for
travelers and a protector of the woods and its inhabitants.
Personality: Hith is more serious than his elven kin, realizing how
short life can be even though he expects to live many decades yet. At the
same time he is friendly and likable, believing every person should make
the most of his or her time. Hith is aware of both the short-term and long-

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Bonded Object (masterwork quarterstaff) DC 20 + spell level


to cast spells without the bonded object. Once per day, you
can cast any spell in your spellbook for free.
Hand of the Apprentice Throw the melee weapon you are
holding 8/day.
HITHFAERON
Male halfelf ranger 1
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +10

CR 1/2

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)


hp 11 (1d10+1)
Fort +3; Ref +4; Will +1 (+3 vs. enchantment)
Immune sleep
Speed 20 ft.
Melee longsword +3 (1d8+2/1920)
Ranged longbow +3 (1d8/x3)
Special Attacks favored enemy (magical beasts +2)
Str 14, Dex 15, Con 12, Int 10, Wis 12, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats Point Blank Shot, Skill Focus (Perception)B
Skills Acrobatics 1, Climb +3, Escape Artist 1, Handle
Animal +6, Perception +10, Ride 1, Sense Motive +2, Stealth
+3, Survival +5 (+6 to track), Swim +3
Languages Common, Elven
SQ elf blood, track +1, wild empathy +3

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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

AC 17, touch 14, flatfooted 13 (+3 armor, +3 Dex, +1


dodge)
hp 46 (6d10+6)
Fort +6; Ref +8; Will +3
Immune sleep
Speed 20 ft.
Melee longsword +8/+3 (1d8+2/1920)
Ranged +1 magical beast bane composite longbow [Str +2]
+10/+5 (1d8+3/x3)
Special Attacks favored enemy (magical beasts +4,
monstrous humanoid +2)
Spells Prepared (CL 3rd; melee touch +8, ranged touch +9):
1stlongstrider, speak with animals
Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 14
Base Atk +6; CMB +8; CMD 22
Feats Dodge, EnduranceB, Mobility, Point Blank Shot, Precise
ShotB, Rapid ShotB, Skill Focus (Perception)B
Skills Climb +6, Escape Artist +2, Handle Animal +11, Heal
+6, Knowledge (geography) +4, Knowledge (nature) +4,
Perception +15, Ride +0, Sense Motive +4, Stealth +14,
Survival +10 (+13 to track), Swim +4
Languages Common, Elven
SQ animal companion link, elf blood, favored terrain
(plains,+2 bonus), share spells with companion, track +3, wild
empathy +8
Combat Gear 3 potions of cure moderate wounds, potion of
neutralize poison; Other Gear +1 shadow leather armor, +1
magical beast bane composite longbow [Str +2], longsword,
20 arrows, backpack, bedroll, winter blanket, flint and steel,
grappling hook, 5 days rations, 100 ft. silk rope, small tent, 2
tindertwigs, 4 torches
Animal Companion Link (Ex) You have a link with your
animal companion.
Elf Blood You are counted as both elves and humans for any
effect relating to race.
Share Spells with Companion (Ex) Spells cast on you can
also affect your companion, if its within 5 ft.
Wild Empathy (Ex) Improve the attitude of an animal, as if
using Diplomacy.
REMY THE LEOPARD
XP 600
N Medium animal
Init +4; Senses low-light vision, scent; Perception +5
AC 18, touch 15, flatfooted 13 (+5 Dex, +3 natural)
hp 19 (3d8+6)
Fort +5; Ref +8; Will +2
Defensive Abilities evasion
Speed 30 ft., climb 20 ft.

CR 2

Melee bite +7 (1d6+3 plus grab), 2 claws +7 (1d3+3)


Special Attacks pounce, rake (2 claws +6, 1d3+3)
Str 17, Dex 20, Con 15, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +5 (+9 to grapple); CMD 19 (23 vs. trip)
Feats Skill Focus (stealth), Weapon Finesse
Skills Acrobatics +9, Climb +11, Perception +5, Stealth +12
(+16 in undergrowth); Racial Modifiers +4 on Stealth in
undergrowth
SQ link, share spells
Link (Ex) A ranger can handle her animal companion as a
free action, or push it as a move action, even if she doesnt
have any ranks in the Handle Animal skill. The ranger gains
a +4 circumstance bonus on all wild empathy checks
and Handle Animal checks made regarding an animal
companion.
Share Spells (Ex) The ranger may cast a spell with a target
of You on her animal companion (as a touch range
spell) instead of on herself. A ranger may cast spells on her
animal companion even if the spells normally do not affect
creatures of the companions type (animal).
RETGAK
Male dwarf barbarian 1
CG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +5

CR 1/2

AC 17, touch 10, flatfooted 17 (+7 armor) (+4 dodge bonus


vs. giants)
hp 16 (1d12+3 plus 1)
Fort +5; Ref +0; Will +1 (+2 vs. poison, spells and spell-like
effects)
Defensive Abilities defensive training, hardy
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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

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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

AC 20, touch 10, flatfooted 20 (+9 armor, +1 natural) (+4


dodge bonus vs. giants)
hp 71 (6d12+18 plus 6)
Fort +9; Ref +3; Will +4 (+2 vs. poison, spells and spell-like
effects)
Defensive Abilities defensive training, hardy, improved
uncanny dodge, trap sense +2
Speed 20 ft.
Melee +1 flaming greataxe +11/+6 (1d12+7/x3)
Special Attacks hatred, rage 17 rounds/day, rage power
(knockback, renewed vigor 1d8+3 hp [1/day], surprise
accuracy +2 [1/rage])
Str 18, Dex 11, Con 16, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 20
Feats Cleave, Power Attack
Skills Acrobatics 2, Climb +3, Escape Artist 6, Intimidate +8,
Perception +10, Ride 6, Stealth 6, Survival +10
Languages Common, Dwarven
SQ greed, hardy +2, slow and steady, stability, stonecunning
+2
Combat Gear 5 potions of protection from evil; Other Gear
+2 splint mail, +1 flaming greataxe, amulet of natural armor
+1, cloak of resistance +1, backpack
4293076

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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,

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 +2 Gain a racial bonus to saves vs. Poison, Spells and
SpellLike effects.
Hatred +1 racial bonus to attacks against orcs and
goblinoids.
Knockback While raging, bull rush in place of an attack.
Rage (Ex) +4 Str, +4 Con, +2 to Will saves, 2 to AC when
enraged.
Renewed Vigor (Ex) 1/day while raging, heal yourself for
1d8+3 HP
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 feet.
Surprise Accuracy (Ex) One attack per rage gains +2 to hit.
Trap Sense (Ex) +2 bonus on Reflex saves and AC against
traps.
CERENDELIL
Female elf sorcerer 1
CN Medium humanoid (elf)
Init +2; Senses lowlight vision; Perception +2

569299

CR 1/2

AC 12, touch 12, flatfooted 10 (+2 Dex)


hp 9 (1d6+3 plus 3)
Fort +0; Ref +2; Will +2
Immune sleep
Speed 30 ft.

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appendix e: pregens

spell resistance. +2 to spellcraft checks to determine the


properties of a magic item.
Appearance: Cerendelil, known as Ceren by both friends and
enemies, is tall and very slender, being 6 feet tall and weighing only
135 pounds. Nonetheless she has a very feminine figure and gives the
impression of softness by her mannerisms and her fluttering garments.
Ceren has bright flowing red hair and green eyes with flecks of gold.
She emphasizes her coloring by dressing in shades of green or teal,
warm brown when she needs to be practical, or muted gold for special
occasions. She is heavily tattooed with strange mystic symbols and sigils,
though many of these are hidden by her robes. The few abstract tattoos on
her face only serve to enhance her exotic beauty.
Background: Rumor has it that the blood of an efreet found its way into
Cerens family. This fiery heritage causes their blood to flow somewhat
warmer than the average elf, giving her ancestors reputations for being
hot tempered, or lusty. Ceren herself grew bored with the sedate culture
of her home and went looking for more stimulating surroundings. Since
being saved from certain death by Sinnoth (after being attacked by nereids
when crossing a forest stream), she has become fascinated by him.
Personality: Ceren takes the concept of the capricious and emotional
nature of the fey to a whole new level. She is seductive, alluring, and
radiates a hedonistic and selfabsorbed nature. While she would prefer to
be the center of attention, Ceren can also amuse herself by watching the
interactions of others and commenting in her superior way. She is selfconfident in every situation but needs to learn her own limits and how to
employ common sense.
Motivation: The lure of ancient or unknown magic lures Ceren to
explore dungeons. She thinks highly of her own abilities, and has not yet
had a set-back large enough to shake her confidence, so she firmly believes
that she is up to the challenge of the Dungeon of Graves. In addition, her
fascination with Sinnoth means that she would surely accompany him into
the dungeon, perhaps whether he invites her or not.
CERENDELIL
Female elf sorcerer 6
CN Medium humanoid (elf)
Init +6; Senses lowlight vision; Perception +5

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CR 5

569300

AC 12, touch 12, flatfooted 10 (+2 Dex)


hp 32 (6d6+6 plus 6)
Fort +3; Ref +5; Will +6
Immune sleep; Resist fire 10
Melee unarmed strike 1 (1d31)
Ranged shortbow +2 (1d61/x3)
Spell-Like Abilities (CL 1st; ranged touch +2):
8/dayelemental ray (1d6 fire)
Spells Known (CL 1st; melee touch 1, ranged touch +2):
1st (5/day)mage armor, magic missile
0 (At will)detect magic, mage hand, prestidigitation, read
magic, mage hand
Bloodline elemental
Str 8, Dex 14, Con 10, Int 12, Wis 10, Cha 20
Base Atk +0; CMB 1; CMD 11
Feats Eschew MaterialsB, Toughness
Skills Craft (tattoo) 1, Knowledge (arcana) +5, Perception
+2, Sense Motive +1, Spellcraft +5, Use Magic Device +9
Languages Common, Elven, Sylvan
SQ bloodline arcana (elemental: fire), elven magic
Combat Gear scroll of comprehend languages, scroll of
sleep; Other Gear shortbow, 20 arrows
Bloodline Arcana (elemental: fire) You may change any
energy spell to use [Fire] energy.
Elven Magic +2 racial bonus on caster checks to overcome

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

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appendix e: pregens

missile (50 charges); Other Gear shortbow, 20 arrows, cloak


of resistance +1, headband of alluring charisma +2

Bloodline Arcana (elemental: fire) You may change any


energy spell to use [Fire] energy.
Elven Magic +2 racial bonus on caster checks to overcome
spell resistance. +2 to spellcraft checks to determine the
properties of a magic item.
KIT
Female human cleric 1
LG Medium humanoid (human)
Init 1; Perception +3
Aura good

CR 1/2

AC 13, touch 9, flatfooted 13 (+4 armor, 1 Dex)


hp 10 (1d8+1 plus 1)
Fort +3; Ref 1; Will +5
Speed 20 ft.
Melee heavy mace 1 (1d81)
Special Attacks channel positive energy 7/day (1d6, DC 12),
spontaneous casting
SpellLike Abilities (CL 1st)
6/daybattle rage (+3), resistant touch
Spells Known (CL 1st; melee touch 1, ranged touch 1):
1stdivine favor, protection from evil, sanctuaryB (DC 14)
0 (At will)detect magic light, read magic
Str 9, Dex 8, Con 13, Int 12, Wis 16, Cha 15
Base Atk +0; CMB 1; CMD 8
Feats Extra Channel, Turn UndeadB (DC 12)
Skills Acrobatics 4, Climb 4, Diplomacy +6, Escape Artist
4, Heal +7, Ride 4, Sense Motive +7, Stealth 4, Survival +4,
Swim 4
Languages Celestial, Common
Gear chain shirt, heavy mace, backpack, flint and steel, 4
torches

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Aura The Cleric has an aura corresponding to his deitys


alignment.
Battle Rage Grant +3 to a Melee damage rolls.
Channel Positive Energy A good cleric can Channel positive
energy to heal the living and injure the undead; an evil
cleric can Channel negative energy to injure the living and
heal the undead.
Cleric Domain: Protection Granted Powers: Your faith is your
greatest source of protection, and you can use that faith
to defend others. In addition, you receive a +1 resistance
bonus on saving throws. This bonus increases by 1 for every 5
levels you possess.
Cleric Domain: War Granted Powers: You are a crusader for
your god, always ready and willing to fight to defend your
faith.
Resistant Touch May donate Protection Domains Resistance
bonus to ally by touch for 1 minute.
Spontaneous Casting The Cleric can convert stored spells
into Cure or Inflict spells.
Turn Undead Your Channel Energy can make undead flee.
Appearance: Kit worships Muir, and dresses appropriately for one of
her clerics. She has whitish blond hair and hazel eyes, girlish features,
stands 5 feet 6 inches tall, and weighs 105 pounds. She is sturdy and
healthy, but somewhat clumsy. In combat Kit wears a chain shirt and
carries a mace. (She never wears platemail, as it is too heavy for her.)
Background: The youngest child of a retired paladin, Kit longed to
follow in the footsteps of her two older brothers and one sister who became
paladins themselves, but she was physically not suited for it. Instead she
entered a temple of Muir and now serves her beloved goddess as a cleric.

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

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Init 1; Perception +7
Aura good

appendix e: pregens

AC 13, touch 9, flatfooted 13 (+4 armor, 1 Dex)


hp 45 (6d8+6 plus 6)
Fort +8; Ref +3; Will +10
Speed 20 ft.
Melee heavy mace+3 (1d81)
Special Attacks channel positive energy 7/day (3d6, DC 17),
spontaneous casting
SpellLike Abilities (CL 6th)
7/daybattle rage (+3), resistant touch
Spells Known (CL 6th; melee touch +3, ranged touch +3):
3rddispel magic, magic circle against evil, prayer,
protection from energyB
2ndbulls strength, delay poison, hold person (DC 15),
lesser restoration, spiritual weaponB
1st command (DC 14), divine favor, entropic shield,
protection from evil, sanctuaryB (DC 14)
0 (At will)detect magic light, read magic, resistance
Str 9, Dex 8, Con 13, Int 12, Wis 19, Cha 15
Base Atk +4; CMB +3; CMD 12
Feats Combat Casting, Extra Channel, Improved Channel,
Turn UndeadB (DC 17)
Skills Acrobatics 4, Climb 4, Diplomacy +6, Escape Artist
4, Fly 4, Heal +11, Knowledge (religion) +10, Linguistics
+6, Perception +7, Ride 4, Sense Motive +9, Spellcraft +6,
Stealth 4, Survival +4, Swim 4
Languages Abyssal, Celestial, Common, Draconic
Combat Gear potion of cure moderate wounds, potion of
heroism, potion of levitate, 3 random potions; Other Gear
+1 light fortification chain shirt, +1 heavy mace, handy
haversack, headband of inspired wisdom +2, flint and steel,
4 torches

569302

Aura The Cleric has an aura corresponding to his deitys


alignment.
Battle Rage Grant +3 to a Melee damage rolls.
Channel Positive Energy A good cleric can Channel positive
energy to heal the living and injure the undead; an evil
cleric can Channel negative energy to injure the living and
heal the undead.
Cleric Domain: Protection Granted Powers: Your faith is your
greatest source of protection, and you can use that faith
to defend others. In addition, you receive a +1 resistance
bonus on saving throws. This bonus increases by 1 for every 5
levels you possess.
Cleric Domain: War Granted Powers: You are a crusader
for your god, always ready and willing to fight to defend
your faith and you can touch to give a creature a bonus
on melee damage rolls at your cleric level for 1 round (+1
min.) for 3 plus your Wisdom modifier times per day.
Resistant Touch May donate Protection Domains Resistance
bonus to ally by touch for 1 minute.
Spontaneous Casting The Cleric can Convert stored spells
Into Cure or Inflict spells.
Turn Undead Your Channel Energy can make undead flee.

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appendix F: Battle maps - Area 0A-4

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appendix F: Battle maps - Area 1a-4 (part 1)

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appendix F: Battle maps - Area 1a-4 (part 2)

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appendix F: Battle maps - Area 3a-8 (Part 1)

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appendix F: Battle maps - Area 3a-8 (Part 2)

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appendix F: Battle maps - Area 3c-30 (Part 1)

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appendix F: Battle maps - Area 3c-30 (Part 1)

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appendix F: Battle maps - Area 04-9 (part 1)

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appendix F: Battle maps - Area 04-9 (part 2)

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appendix F: Battle maps - Area 04-9 (part 3)

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appendix F: Battle maps - Area 04-9 (part 4)

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appendix F: Battle maps - Area 04-9 (part 5)

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appendix F: Battle maps - Area 04-9 (part 6)

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appendix F: Battle maps - Area 5-6B (part 1)

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appendix F: Battle maps - Area 5-6B (part 2)

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appendix F: Battle maps - Area 5-6B (part 3)

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appendix F: Battle maps - Area 5-6B (part 4)

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appendix F: Battle maps - areas 7-3 and 7-4 (part 1)

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appendix F: Battle maps - areas 7-3 and 7-4 (part 2)

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appendix F: Battle maps - Area 9c-19 (part 1)

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appendix F: Battle maps - Area 9c-19 (part 2)

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appendix F: Battle maps - Area 9D-k (Part 1)

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appendix F: Battle maps - Area 9D-k (Part 2)

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appendix F: Battle maps - Area 9D-k (Part 3)

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appendix F: Battle maps - Area 10-19 (part 1)

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appendix F: Battle maps - Area 10-19 (part 2)

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appendix F: Battle maps - Area 10-19 (part 3)

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appendix F: Battle maps - Area 10-19 (part 4)

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appendix F: Battle maps - area 10c-3 (part 1)

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appendix F: Battle maps - area 10c-3 (part 2)

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appendix F: Battle maps - area 11-4 (part 1)

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appendix F: Battle maps - area 11-4 (part 2)

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appendix F: Battle maps - area 11a-6 (part 1)

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appendix F: Battle maps - area 12c-6 (part 1)

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appendix F: Battle maps - areas 13b-8, -9, -10

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appendix F: Battle maps - area 13C

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Appendix G: The Faithful


of Orcus and Tsathogga
Followers of Orcus and Tsathogga
Ryan Baxter
Andru Watkins
David Arshavsky
Chris Brockley-Blatt
mach1.9pants
John VanDenburgh
Demogorgon

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

Flies of Orcus and Tsathogga


JamisonThing
Ari Kerlew
Kelly Roberge

JW
Jakub Jaraczewski
Tyler Beck

Andrew Mc Reynolds
569341

Chickens of Orcus and Tsathogga


Randy Massey
Renzo Vannucci
Nezzeraj
Gavin Hall
Sean Hood

jerry
Quinn Enochs
Edna Rouse
James Hoppe
J Redmon

Kenneth McGonigle
Jon Johnson
James Hines

Victims of Orcus and Tsathogga


Zach Glazar
Jay Burling
Nathan Shugart
Jay Edgeworth
Erik Kjellquist

Ian Tichell
Jesse Shockley
Thomas Blanks
John Stater
James Dick

Neil Foster
Willgar
Elpan Allandar
judy
Clint Fell

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appendix g: the faithful of orcus and tsathogga

Acolytes of Orcus and Tsathogga


Richard Develyn
Sandy Mackay
William Smith
Christopher Maikisch
Joe Maccarrone
EricHeimburg
David Starner
Neil Mansell
Neil Carr
Matthew Davis
Eclipse
Steve Milner
Karl Miller
John Fiala
Philip Ellerhorst
Brendan
John Kelbaugh
DNTimm
William Arndt
ybn1197
Jean Buhlmann
Robert Hodgson
Doug Medesha
John B Woodford
Grandpa Chet Cox
Rob Trimarco
Erik Ottosen
Andrew Harmon
Siccus
Aaron Stimson
Debra Lieven
Russell Hutchins
Matt Bogen

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

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appendix g: the faithful of orcus and tsathogga

Priests of Orcus and Tsathogga


Mike Mihalas
Eric Tillemans
sozin
Christopher Staples ODell
acollins46805
Lon Varnadore
Seth Thomson
William Z. Cohen
Niels Adair
Guillaume Blanger
Andrew Hayford
Ken McKinney
Tom Williams
Mark Garringer
Gary McBride
Craig Bishell
Carl Ross
Jeffrey Palmer
Heine Stick
Johnn Fourr
Mitch Goldstein
Steven Danielson
Praeton
Ronald Tang
Nicholas Rufus Clemente Fascitelli
jfa82
David Wickham
Joe Kushner
Kevin Mayz
Robert Kuty
Celestian
Matthew Hughes
bobrunnicles
The Red-Gloved Man
Lim Seng Kok
Joel Flank
Herve
Martin Hamilton
ChaosImp
Fredrik Hansson
Chad LaMontagne
Mark Hart
Franz Lunzer
Jack

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

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appendix g: the faithful of orcus and tsathogga

Priests of Orcus and Tsathogga continued


Michael Kennedy
Sam Seah
Mark
Daniel Shaefer
Sean Mountcastle
Jonas Hansson
Adrian Taylor
Morgan Hazel
Anders Kirstein Jensen
Charles Arney
Jeremy Holley
John Halpin
Matthew Lynn
Daniel
Robert Miller
John Maxwell
Mike Musteric
victorpc
Eric Swanson
Craig Bode
Sean McGowan
Patchen Noelke
Randolph R. Metras
Kem Templeton
Kenneth Bruce
Michael Schell
Axel Boucher
Martin Heim
Francois Emond
Gary Schotter
Lawrence Ore
Zach Edwardson
Paul Hurlbut
Thomas Putney
Steven Devault
James
Taylor Martin
Dan Forrest
Edward Hamilton
Luca Spinelli
ErykT
Allan Parker
Noel Addley
Allen Billings

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

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appendix g: the faithful of orcus and tsathogga

Priests of Orcus and Tsathogga continued


Simon
carthorse
Michael Stafford
Eric Reed
Michael Bond
James Heath
rimmep
Adam Fink
Joshua Gullion
cris coddens
robert stevens
razamataz
Roland Orlando
Charles Townsend
Roy M Mikesell
Gilbert Milner
Josh Donovick
Scott Smith
Rob Malo
Marc Young
CharlieAmra
Darrin
Dan Baden
Roger W
Sean Viall
Anthony Clancy
marc paladini
Hugo Solis
Patrik Strm
John Edwards
Michael Dean
Ross Carrell
James Reynolds
Peter Benton
stratton liberty
Vicente Cartas
Greatzombieron
Roger
Bobby Wullner
Brian Isikoff
Zenfinite
Richard Arbogast
Derek Anderson
David Pomerleau

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

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appendix g: the faithful of orcus and tsathogga

Priests of Orcus and Tsathogga continued


Ben Sennitt
David Hentges
Mike Baker
Sandra Wilkinson
caelric
dunbruha
Rob McArthur
Scott Krok
Aaron Clancy
Chris Thompson
Alex Clatworthy
James McGowan
Kevin Keller
Jason Stierle
Joe Wells
Sean
Aaron Feingold
Josh Higgins
Matt Harris
Matthew Monteiro
decostop
Grover Browning
Matthew Filla
Brian Mnster
Chris Bourne
JHewett
Mark Clodi
Jordan Pennefather
Thomas
Justin
Nathan Boudreau
Anthony Baronti

Jan Egil Bjune


Chris Doyle
Jim Pacek
Heather Kalafut
Silvan Fricker
kik1661
Nathaniel Chaddock
Robert J. Parker
Chris Troxell
Carlos de Aracil Arcos
Lithrac
Paul Sudlow
Adam Gilchrist
menteroso
Joey OLeary
Kent Christensen
dantjensen
Kelly Borys
Terry Gwazdosky
Richard Barton
Thomas Hobday
Daniel Duran
Sleet
Phil Bordelon
Bill
Mark Boase
tito k autrey
Ron Yonts
Thomas Eaton-Evans
Paul Mollard
Eric Statz
Grandy Peace

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

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appendix g: the faithful of orcus and tsathogga

Death Knights of Orcus and Tsathogga


ALAN HOLVERSON
Phillip Lewis
Jerry R Baker
Kevin Johnson
RobRob
DrJohnnyFever
Bryan Richter
Justin Folkerts
John Petherick
Patrick Armstrong
Paul Woods
JCooper
Kimmo Warma
Jeff Vincent
Andrew Cowie
Jason Alexander
Michael Varga
Gozuja
Joshua Murphy
Francois MICHEL
ruemere
James Stanton
mike
Carter Lockhart
Malcolm Lawrenson
Filthy Monkey
Clint Barkley
Jess Emerson
Marc Palmer
Richard Flanagan
William A. Paul Ramer
Nicholas Olivo
Curtis Edwards
Vinyard Vaughn
Scott Michalek
nick
Chaderick
Matthew Sutherland
Myles Crocker
John Stanfield
Jeremy
Andrew Ross
Sid138
Donald Cosmez

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

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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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appendix g: the faithful of orcus and tsathogga

Death Knights of Orcus and Tsathogga Continued


Mark Greene
Jorge Carreras
David W. Bowers
Ronald Hopkins
J. Walls
James Boland
Scott Maynard
Mark Hope
Jon Funk
Jake Parker
Eric Lopez
Michael
Imban
bphilipson
Brian E. Harris
Tara Sunder
Eric Applewhite
David Lynch
Thorsten Schubert
Kurtis Evans
Kristian Hartmann
Mark
Kyle Pinches
Claus Mahler Larsen
Aaron
Churchill
James Wood
Kenny Chik - Xenon Special Forces
Jonathan D. Terrill
Colin Fisher
Dave Cole
LOUIS-RENE HEBERT
Kimberly Rogers
David Cornwell
Mark Jaeger
Dwight Davis
Will Long
Christopher Hill
Bret Smith
Michael Little
Snigg
Gerald Vanover
Random McNasty
Dwayne Hubbert

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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appendix g: the faithful of orcus and tsathogga

Death Knights of Orcus and Tsathogga


Mark Basgall
David Cheatham
Aidan Domogalla

Sykoholic
James Douglas IV
thaumaturgan

Mike Stellick

High Priests of Orcus and Tsathogga


daemonslye
Brett 1324
Jon Beckmon
Darren Fong
Lindley Davis
Derek Plote
seravin
David Mitchell Spaar
Lisa Kellogg
Nathan Huck
schwai
John Caparso
Ed Courtroul
Sebastian Dietz
Paul Ryan

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

Heralds of Orcus and Tsathogga


David W. Kaufman II
David Gray
CaptainNorway
Alex Bianchi
Ben Kthulhu Bullock
Eternal Artificer Crux
the Mad Captive

Robert Keller
Ted Wyman
SteveGeddes
scott kehl
Andrew Daley
Steven Lau
davrion

Jason Ace Ventura


R.A. McReynolds
Jennifer Skeeters my husband Green
Sarah The Sober Bartender Kelsey
Stoney Funasaurus Landrum

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appendix g: the faithful of orcus and tsathogga

The Vanguard of Orcus and Tsathogga


Allan Grohe
Henrik Landervik
Bret Winters
Al Krombach
David Shlafer
Gondolin
Damien Bloodfeaster
Jeff Harkness
Gary Schotter
Heiszedd
DestyNova
The Midget Stone Giant

DnDChick
Moorg the God of Beer
treebore
Dax Doomslayer
John R. Stanfield II
Jediore
TheBax
Balrog62
Gabor Lux
Wycen Adamantite
Gaishunk
Magoo

Derek the Duke Omote


Marshall Leadjunkie Mahurin
Terry Demeter/Lord Metal Demon
Eryx
Khan the Warlord
thegrandoracle (hi Kev!)
Tammeraut
Dark Sasha
Skeetyrbug
Pale Writer
Mythmere

Death Tribble of Orcus and Tsathogga


Mr. Aspinall

Champion of Orcus and Tsathogga

569350

James Redmon

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legal appendix

Product Identity: The following items are hereby identified as Product


Identity, as defined in the Open Game License version 1.0a, Section 1(e),
and are not Open Content: All trademarks, registered trademarks, proper
names (characters, deities, etc.), dialogue, plots, storylines, locations,
characters, artwork, and trade dress. (Elements that have previously been
designated as Open Game Content or are in the public domain are not
included in this declaration.)

Open Content: Except for material designated as Product Identity (see


above), the game mechanics of this game product are Open Game Content, as defined in the Open GameLicense version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game
Content may be reproduced in any form without written permission.

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

Open Game License Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.
1. Definitions: (a) Contributors means the copyright and/or trademark owners
who have contributed Open Game Content; (b) Derivative Material means
copyrighted material including derivative works and translations (including into
other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an
existing work may be recast, transformed or adapted; (c) Distribute means to
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and includes
the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game
Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically
excludes Product Identity. (e) Product Identity means product and product line
names, logos and identifying marks including trade dress; artifacts, creatures,
characters, stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos, symbols,
or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names,
mark, sign, motto, designs that are used by a Contributor to identify itself or its
products or the associated products contributed to the Open Game License by the
Contributor (g) Use, Used or Using means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) You or Your means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied to
any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by
this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must
add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product Identity
in Open Game Content does not constitute a challenge to the ownership of that
Product Identity. The owner of any Product Identity used in Open Game Content
shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to

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Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens,


and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publishing, LLC;
Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason
Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens,
and Russ Taylor.
Anger of Angels. 2003, Sean K Reynolds.
The Book of Hallowed Might. 2002, Monte J. Cook.
Monte Cooks Arcana Unearthed. 2003, Monte J. Cook.
Path of the Magi. 2002 Citizen Games/Troll Lord Games; Authors: Mike
McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
Skreyns Register: The Bonds of Magic. 2002, Sean K Reynolds.
Angel, Monadic Deva from the Tome of Horrors, Revised. 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Angel, Movanic Deva from the Tome of Horrors, Revised. 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Brownie from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by E. Gary Gygax.
Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original
material by E. Gary Gygax.
Daemon, Derghodaemon from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary
Gygax.
Daemon, Hydrodaemon from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary
Gygax.
Daemon, Piscodaemon from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary
Gygax.
Froghemoth from the Tome of Horrors. 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by E. 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.
Mihstu from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by E. Gary Gygax.
Nabasu Demon from the Tome of Horrors. 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by E. Gary Gygax.
Necrophidius from the Tome of Horrors, Revised. 2002, Necromancer Games,
Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.
Sandman from the Tome of Horrors, Revised. 2002, Necromancer Games,
Inc.; Author: Scott Greene, based on original material by Roger Musson.
Scarecrow from the Tome of Horrors, Revised. 2002, Necromancer Games,
Inc.; Author: Scott Greene, based on original material by Roger Musson.
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.
Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2, 2010, Paizo Publishing, LLC;
Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal
Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve
Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson,
Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens,
James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game: Bonus Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn.
Pathfinder Roleplaying Game Bestiary 3, 2011, Paizo Publishing, LLC;
Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael
Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James
L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook,
and Skip Williams.
Tome of Horrors, Revised Edition, Copyright 2005, Necromancer Games, Inc.;
Authors: Scott Greene, Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, Bill Webb;
Based on original content from TSR.
The Book of Fiends, 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik
Mona, Chris Pramas, Robert J. Schwalb.
Kobold Quarterly Issue 7, 2008, Open Design LLC,
www.koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers,
Matthew Cicci, John Flemming,Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
The Tome of Horrors III, 2005, Necromancer Games, Inc.; Author Scott
Greene.
Adherer from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;

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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Inc.; Author Scott Greene, based on original material by Ian Livingstone.


Giant, Wood from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Wizards of the Coast.
Gloomwing from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Grippli from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Gryph from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Peter Brown.
Hangman Tree from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Hippocampus from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by
Gary Gygax.
Huecuva from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Underworld Oracle.
Jackalwere from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Jubilex from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Kamadan from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Nick Louth.
Kech from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Kelpie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Lawrence Schick.
Korred from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Leprechaun from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Magma ooze from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene.
Marid from the Tome of Horrors III, 2005, Necromancer Games, Inc.; Author
Scott Greene.
Mihstu from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Mongrelman from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Necrophidius from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Simon Tillbrook.
Nereid from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Pech from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Phycomid from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Poltergeist from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Lewis Pulsipher.
Quickling from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Quickwood from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Rot Grub from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary
Gygax.
Sandman from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Roger Musson.
Scarecrow from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Roger Musson.
Skulk from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Simon Muth.
Slime Mold from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Slithering Tracker from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Soul Eater from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by David Cook.
Spriggan from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene and Erica Balsley, based on original material by Roger
Moore and Gary Gygax.
Tenebrous Worm from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Tentamort from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Mike Roberts.
Tick, Giant from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Troll, Ice from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Russell Cole.
Troll, Rock from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene.
Wolf-In-Sheeps-Clothing from the Tome of Horrors, Revised, 2002, Nec-

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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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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Obituaries

Name & Level

Player Name

Cause of Death

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

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653
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293133

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

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654
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293134

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

4293135

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655
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293135

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

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656
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293136

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

4293137

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657
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293137

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

4293138

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658
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

4293139

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659
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

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660
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293140

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Obituaries

Name & Level

Player Name

Cause of Death

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4293141

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661
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293141

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

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662
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293142

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

4293143

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663
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293143

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

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664
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293144

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

Obituaries

Name & Level

Player Name

Cause of Death

4293145

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665
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293145

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Obituaries

Name & Level

Player Name

Cause of Death

4293146

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666
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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Obituaries

Name & Level

Player Name

Cause of Death

4293147

4293147

569370

667
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293147

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293148

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668
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

4293148

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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569373

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670
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015

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