Horror at Dagger Rock
Horror at Dagger Rock
Horror at Dagger Rock
562751
.C Y E
M G
O A H
O IN
IZ PL T T
A FREE adventure for levels 1-3 WG0
PA LE OU
AT RO AB
E ® E R RE
AM N O
G FI N M
Adventure,
D
TH R
PA LEA
Dungeons&Danger TM
Game Module
1291780 562751
SS AGAWORK
TUDIOS
®
ADVENTURE, DUNGEONS & DANGER and the logo are a trademark owned by SAGAWORK STUDIOS
1291780
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291780
562752
562752
Adventure,
Dungeons&Danger TM
Game Module
SS AGAWORK
TUDIOS
®
ADVENTURE, DUNGEONS & DANGER and the logo are a trademark owned by SAGAWORK STUDIOS
1291781
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291781
562753
562753
MAP 1: BARN
N
THE VILLAGE FARMER
OF RELFORD FIELDS
FIELDS
TRADE WAY
RELFORD
BLACKSMITH TRADE WAY
TEAMSTER
FIELDS
CAUCHEMAR
TAVERN
TRADING REL RIVER
POST
BARN
HALL
OLD
FARMER OAK
THE VILLAGE
DAGGERSTONE
LUGAS MANOR OF RELFORD
SMITHY
LIVERY BLACK
SKULL
INN
MINER’S
REST
LEGEND
1291782 562753
Bridge
Dead Tree
Road
EL: 90FT
Rocky Hill
EL: 60FT
EL: 60FT
Stream EL: 1080FT
DAGGERSTONE MINES DAGGER
Stone Wall ROCK
Building
Mound
=30ft EL: 60FT EL: 90FT
EL: 90FT
1291782
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291782
562754
562754
Table of Contents
Interlude: Keyed Areas in Relford 27 Map: Daggerstone Mine & the Temple of Dagon Cover
1291783
CREDITS PRODUCT IDENTITY: The following items are hereby considered Product Identity in accordance
EDITING & LAYOUT: Ash Gram, Penny Williams with section 1(e) of the Open Gaming License version 1.0: Any and all trademarks and registered
Some artwork by Paul Slinger trademarks, identifying marks and trade dress; all proper nouns (artifacts, characters, deities, places,
Fontin Font Family: A font by Jos Buivenga www.exljbris.nl etc), dialogue, plot, storylines, locations, and characters. No portion of this Product Identity may be
PLAYTESTERS: Ash Gram, Renee Gram, Grahame Paton, reproduced in any form without written permisison from Sagawork Studios. Find out more about
Penny Williams. the Open Game License at Wizards of the Coast.
SPECIAL THANKS: Joseph Crocono, David Fisher, OPEN GAMING CONTENT: Except for material designated as Product Identity (see above), the
Atilla Oncel, Judd, Rob, Simon, Gretchen Keelty contents of this Sagawork Studios game product are Open Game Content, as defined in the Open
Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated
as Open Game Content may be reproduced in any form without written permission. The OGL may
be viewed on page 69 of this module.
ADVENTURE, DUNGEONS & DANGER and the logo are a trademark owned by SAGAWORK STUDIOS
1291783
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291783
562755
562755
INTRODUCTION:
HORROR AT DAGGER ROCK
MODULE OVERVIEW that hit the area almost a year ago. Paradoxically, this earthquake
caused relatively minor damage on the surface, but has caused
widespread changes to the area. Aside from a minor elevation in
Title: Horror at Dagger Rock the landscape, the mighty Rel River has diverted itself and no
No. Players: 4-6 longer flows steadily through the area. As such, the groundwater
Starting level: 1-2 has decreased, throwing the region into a drought. A number of
Classes: Any lives were lost in the Daggerstone Mines, caused by a minor col-
Type: Village events & dungeon delve. Horror elements lapse in one of the shafts. Worse, this collapse also uncovered an
ancient evil buried at this site, long before anyone ever stood in
WG0: Horror at Dagger Rock is the first adventure from Sagawork the shadow of Dagger Rock.
Studios. It is recommended that the GM read the entire adventure This area was once far below the sea approximately ten-thou-
thoroughly before beginning play. The GM may wish to re-read sand years ago, being part of the aquatic elf kingdom of Que’elta-
any areas he considers important for the adventure to run los. The city was destroyed by an invading force of sahuagin and
smoothly and efficiently. This module is designed as more of an a terrible kraken. Que’eltalos’ defenses were brought low from
open-ended adventure, requiring the GM to mediate the timing within; orchestrated by an insidious cult that worshipped the
and pace and perhaps expand on areas that are of interest. To demon lord Dagon as the true Master of the Deep. Led from the
make this process as easy as possible, a number of events have shadows by a coven of olhydrix hags, the cult of Dagon prospered
been written in to assist the GM and the players advance the plot and crept into all levels of Que’eltalos. By the time the cult was
of the story. It is entirely up to the GM to use, edit or discard these discovered, it was too late to do anything about them. Que’eltalos
fell that very night in a frenzy of ripping teeth and claws.
1291784 562755
1291784
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291784
562756
562756
The adventure begins with the PCs discovering a journal detailing Rock. The city states along the coast prize the garnets, amethysts, and 562756
some strange goings-on in Relford. Use the following plot hooks aquamarines the mine yields yearly. However, the mine shut last year,
when a tunnel collapsed; killing nine miners. The mine never reopened,
to get the PCs started:
and folk say things have not been the same since. Some people have
packed up and left, others have simply disappeared. It is said that be-
1. The party is traveling to a major city as part of a merchant car- tween the dark and dead trees of the hills, inhuman tribes lurk, preying
avan. They have taken a detour into Relford to mend a broken on the unwary. Surely, such talk is fanciful: Perhaps that folk seek to
wagon wheel, re-shoe a horse, seek shelter for the night, escort a blame superstition for the hard times that have fallen upon Relford.
sick traveler, or are scouting an alternative route to evade a brig-
and attack. This introduction is to set the mood of the adventure. Establish
with the players the marching order of their PCs, glance at the
2. One of the PCs receives a letter from a friend, colleague, mentor wandering monster tables and roll some dice. When you are ready,
or family member that currently resides in Relford. The letter re- proceed to ‘The Forgotten Miner’.
quests them to come to Relford in all haste. Strangely, no reason
why is given. The letter could have been forged by the cult of
Dagon, seeking to lure the party as victims for the cult, or the let-
ter may be genuine, written by someone in Relford who seeks the THE FORGOTTEN MINER (EL1)
party’s help.
Read or paraphrase the following as the PCs get a little closer to
3. (A variation on the previous hook, above) Instead of using ‘The Relford:
Forgotten Miner’ (as written, below), the journal detailed therein
is mistakenly sent to one of the PCs. The journal is a handout de- Another crack of lightning dances across the sky, closer this time, and
tailed on pg.61. The journal describes a number of strange go- thunder rumbles across the plain. You can feel the vibration of it in
ings-on in the nearby settlement of Relford. the ground. Strangely, the vibration does not stop. Suddenly the
ground crumbles away beneath your feet!
4. The party is contacted by an agent of Daggerstone Mining. The
agent has sent operatives to Relford to investigate the extended Because of the voracious mining activity in this area, the earth
closure of the mines. They have not returned. The agent suspects is littered with many crawl mines and abandoned shafts. The
corruption, brigand raids, or goblin tribes. He asks the party to drought has made the earth brittle and the reverberations from
pick up the investigation where the operatives left off. the thunder has caused a series of low tunnels to collapse; opening
a wide but shallow sinkhole. Determine who in the party is closest
3
1291785
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291785
562757
562757
to the area. Those PCs will all need to make DC10 Acrobatics check
in order to land on their feet as they drop into the depression.
Those that fail their check are treated as having fallen prone, land-
ing on the soft dirt and sliding to the deepest point of the sinkhole.
Because of its relative shallowness, the PCs end up with mere
bruising to their egos rather than taking damage. Larger pack or
riding animals (excluding Familiars and Animal Companions) will
rear back from the hole, becoming shaken. Riding PCs must make
a DC5 Ride check in order to stay in the saddle. A DC15 Handle An-
imal or a Wild Empathy check is needed to calm a shaken animal.
Failure means that the animals become frightened, running 2d6x100
yards across the barren hinterlands before stopping. The sides of
the sinkhole are steep, but not impossible for an animal such as a
horse to gain purchase and bolt away.
The sinkhole is approximately 10 feet deep at its deepest point,
20 feet wide and runs 40 feet, extending perpendicular to the road
towards an abandoned mine shaft. The remainder of the tunnels
has recently collapsed in another cave-in some months ago. The
sides of the sinkhole are readily climbable (DC5). These tunnels
are also the lair of a Large Monstrous Centipede. Maddened by
the collapse and seeking to defend its territory, it emerges from
beneath the dirt to attack the PCs.
1291786
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291786
562758
562758
PART ONE:
THE VILLAGE OF RELFORD
The settlement of Relford is a typical mining community. Most of who struck it rich when the mines first opened. Further to the
the buildings are made entirely of wood, with the exception of a north are the Smithy, a Wainwright, the Teamsters Office and the
few of the larger buildings, which are made of mostly of stone. Cauchemar Tavern; where locals come to drink. The Old Oak
Prior to the drought, a number of farms supported businesses and marks the oldest part of Relford; once a thriving tree, it has died
homes with their produce. Because of the drought, these farms long ago. Secreted in the long, dry cornfields of a farm, is the piti-
are mostly fallow and businesses must now import goods from ful remains of Koblin’s Bizarre Bazaar; a traveling circus that fell
elsewhere at inflated prices. prey to the cult of Dagon after it arrived in Relford. At the southern
end of Relford is the Black Skull Inn; once a popular haven for
merchants and wealthy stake holders. Across from the Black Skull
HISTORY is Lugas’ Smithy. Lugas’ Smithy is mostly an abandoned shell now,
having suffered a recent fire in the forge that spread to the Smith’s
house. Fortunate to escape the blaze is the Livery situated next
Relford was founded approximately 57 years ago when the young door, home to one of the few half-breeds that call Relford home.
aide to an archaeologist discovered evidence that precious stones On the edge of Relford is the Miner’s Rest; cheap accommodation
were buried beneath the Daggerstone Hills. This aide, one Cantor for miners who can afford it. Galwinn the owner of the Miner’s
Koraise left the employ of the archaeologist and abandoned his Rest is currently the acting mayor of Relford. A number of miners’
studies, throwing what little money he had into purchasing some cottages and other abodes that line the road are of a simple affair,
mining equipment. boasting one or two rooms at most. A narrow road leads further
Cantor first struck it rich when his exploratory tunnels yielded south, through the dead trees and into the hills. At the base of
1291787
half a dozen diamonds the size of his fist. With the proceeds, he the foothills sits Daggerstone Mine where a shaft leads into the
562758
hired more miners and set up a larger infrastructure; this camp depths of the earth. Dagger Rock towers ominously over it all; its
soon became a permanent settlement when a wide, wagon path peak is a nesting place for harpies. At its height, the Daggerstone
was cut to ford the Rel River; thus Relford was born. Mine attracted men from all over the countryside; they pitched
Cantor never forgot his humble origins, it was said: He was al- their tents along the road leading to the hills. Now, the roadsides
ways a can-do person and not afraid to get his hands dirty. Even are bare. Map 1 details a layout of Relford and the nearby coun-
as Cantor’s wealth steadily grew, he could always be found work- tryside leading to the Daggerstone Mines and Dagger Rock.
ing the mine face with the miners, such was the love he had for All the un-numbered dwellings in Relford may be considered
the earth. The only conceit that Cantor took was to change his abandoned homes. These simple dwellings were once the homes
surname to Daggerstone, seeking to forge a dynasty that could be of local families. These houses now stand abandoned; windows
easily traced to the area. are broken or boarded and doors are unlocked. Debris is strewn
Soon after the town charter was written and signed, Cantor Dag- through the rooms. Careful inspection (Perception DC12) reveals
gerstone petitioned the churches in nearby Rel-Draxa for a temple scuff marks where a struggle may have taken place. The fates of
to be built in Relford. It was the church of Rax who stepped up to these unfortunate people were to become the first dagonspawn
this call, building a multi-denominational temple on the east side zombies in more than ten millenia.
of Relford.
Since its founding, Relford has had a steady influx of fortune-
seekers and camp followers. Up until recently, the mines have al-
ways been a prodigious source of income. NPCS IN RELFORD
As the cult of Dagon is made up of both willing servants and
RELFORD AT A GLANCE charmed locals, it is important to distinguish between the two.
NPCs fall into the following criteria:
An imposing stone Temple has been constructed at the east end A Dagon Cultist is a willing servant of Dagon’s cult; they willingly
of Relford, containing a number of shrines inside, devoted to var- commit evil acts and lie about their involvements.
ious deities. Just to the north of the stone bridge spanning the Rel
River is the Watch House. A Hall and a Trading Post occupy the A Charmed Cultist is someone that has been enthralled by the
central part of Relford; above them on a man-made hill is Dagger- Bride of Dagon to serve the cult of Dagon.
stone Manor, which belongs to Cantor and his wife; the miner
1291787
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291787
562759
562759
that Garrod’s Journal is next to useless as all of Relford has fallen 562759
1291788
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291788
562760
562760
RUMORS
d20+d10 Rumor
5 The collapse in the mine has become the death knell of Relford.
6 The earthquake hit us pretty hard; the Rel River stopped flowing and the ground is drying up. Soon, farmers won’t be able to grow any-
thing.
7 The mine has been declared unsafe because of its weakened foundations.
8 Cantor Daggerstone has holed himself up in his Manor, refusing to see anyone. Galwinn has assumed the role of magistrate and mayor
since then.
9 A geologist is on his way from a nearby city; to survey and hopefully reopen the mine.
10 The real reason why the mine has been declared unsafe is because the mine is haunted by the ghosts of the miners killed in the collapse.
11 I heard that the collapse opened up a tunnel to Deepearth. All manner of creatures boiled out of that hole!
12 Something ancient and evil lives in the hills. It has not taken kindly to us digging in its home.
13 Since the earthquake; there has been a grisly murder and a fire. People have also suddenly up and left; as if they disappeared in the night.
Relford is cursed, I tell you!
14 I saw a wagon full of people leave in the middle of the night, bound for safer climes.
15 A few months ago, someone or something has come down from the hills and desecrated the temple in the dead of night: No one saw
1291789
them come, but we all saw poor Father Arden lying gutted in the street the next morning, strange symbols carved into his body. 562760
16 Father Arden’s murder was committed by devil-worshippers that lurk in the hills.
17 Father Arden’s murder was committed by one of the inhuman tribes living in the Daggerstone Hills.
18 Whoever killed Father Arden also tried to kidnap Lugas, that new blacksmith. He resisted, so they killed him and his family, setting his
smithy and their house alight.
19 The watch will not let anyone move into the Lugas house or smithy; the buildings have been condemned.
20 Kelnor the temple caretaker won’t let anyone back into the Shrine of Rax, since Father Arden’s murder. Goodness knows why.
21 I saw his ghost! It came out from between two buildings and slowly made its way up the hill to the temple, babbling as it went! Father
Arden’s spirit seeks vengeance!
22 Koblin’s Bizarre Bazaar came to Relford a few months ago. He had some of the most horrific creatures I have ever seen. I heard he
caught most of them in the Daggerstone Hills.
23 The Bizarre Bazaar gave one performance, promising a second show with more bizarre creatures. When we came to see them on the fol-
lowing night, they had already left.
24 Koch Koblin, the owner of the Bizarre Bazaar was a strange fellow and quite creepy. He was a dwarf who wore a top hat, a dirty brocade
coat and was clean shaven. Unheard of!
25 I heard that Koch Koblin came from the clans that stalk the Daggerstone Hills. The Bizarre Bazaar was just a front for him to survey
Relford right under our noses!
26 Koch Koblin was nothing more than a greedy thief; he amassed a huge debt at a number of Relford businesses then skipped town.
28 The dark-skinned man who owns the Livery is a savage demon-worshipper! I have seen him drinking the blood of animals!
29 I’ve seen shadows slip past my bedroom window in the dead of night. It chills me to bone to imagine what lurks beneath the moon.
30 The Knight of the Black Skull has returned from the dead, I tell you: He met his end in Relford, now he seeks his revenge.
1291789
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291789
562761
562761
discovered, Vaskar and Craise claim they chanced upon the body, may begin searching for her to silence the child once and for all.
they ask Tollard to accompany the PCs into Relford to inform Ked-
dard Dunn, the Watch Sergeant (Part 1, Location 2). Whilst Keddard
conducts a cursory investigation into the death, Vaskar, Craise and Event E (Alternate version): (EL 4)
Tollard discretely inform Jek Bartollo. Similarly, Keddard informs Meri Finn is taken by a Harpy from Dagger Rock!
Kelnor of the PC’s presence. Meri Finn, the daughter of Zachary Finn (Part 1, Location 5) is ab-
ducted by a harpy. Perhaps the harpy has been curious about the
child’s singing, or the harpy is simply looking for an easy meal, or
Event B (EL 2) perhaps Craddoc Farrow managed to get to the child first (see the
As the PCs pass between two buildings, they come face to face original Event E, above), leaving Meri in the woods to the south of
with a black leopard. Relford, for the harpies to take. In any case, a harpy is seen carry-
This is the leopard from Part 1, Location 1; it has come out into ing the child into the skies. Zachary and his distraught wife seek
Relford looking for food and it snarls menacingly when it is dis- able-bodied people to get their daughter back. The harpy takes
covered. It attacks if it thinks it can bring a PC down as an easy the child to Dagger Rock at Part 1, Location 22. The harpy has a
kill, otherwise it lopes off into the trees. The leopard has been nest somewhere up on the rock face. Anyone attempting a rescue
trained for performance and anyone using Handle Animal to con- will have to climb up to get poor Meri.
trol it will find the DC increased by 2 because of its hunger. PCs
that offer it meat gain a +5 circumstance bonus on wild empathy
Harpy (1) CR 4
or Handle Animal checks (for the first check only). A leather collar
around its neck spells the name ‘Tabaxu’ on one side and ‘KBB’ on hp 31 (Pathfinder Bestiary)
the other. The leopard is one of the few remaining animals from
Koblin’s Bizarre Bazaar (Part 1, Location 17)
Event F: (EL varies)
Event C (EL varies) The PCs are approached about a business venture.
The PCs encounter Craddoc Farrow threatening Garik Karel. Ramath Lane (Part 1, Location 8) approaches the PCs, possibly after
Garik the teamster (Part 1, Location 6) has a number of oxen which the PCs have witnessed him and Gaddin Vaas (Part 1, Location 13)
occasionally slip through gaps in the stone wall common to the in heated conversation with each other. Or, the PCs may discover
teamster yard and Craddoc Farrow’s farmstead (Part 1, Location Ramath loitering near the burnt shell of Lugas’ Smithy (Part 1, Lo-
16). Craddoc is never far from either his sons or his mastiffs and cation 12). Ramath will offer them 150gp if they recover the
1291790
bolstered by greater numbers, Craddoc tries to provoke a fight. weapons Lugas was making for Ramath. In truth, Ramath has no 562761
Craddoc is fearful that someone will find the remains of Koblin’s money and will try and double-cross the PCs, betraying them to
Bizarre Bazaar (Part 1, Location 17) in his corn. Should the PCs step Gaddin Vaas at the earliest opportunity. Little does either know
into the situation, they earn Garik’s gratitude and the enmity of that Barad Wolfram from the cult of Dagon watches them also.
the Farrows as well as the cult of Dagon. Garik may ask the PCs
to help repair the stone wall.
Event G: (EL 2)
An undead horror haunts Relford!
Event D: The Forgewight from Part 1, Location 12 slowly stalks the streets
The PCs witness the Farrows taking notice of Meri Finn. one night, randomly entering houses or establishments and setting
Meri Finn, the daughter of Zachary Finn (Part 1, Location 5) sings them ablaze with its supernatural heat. Perhaps Ramath Lane or
songs about everything. Her rendition of the event that summa- Gaddin Vaas have plucked up the courage to enter Lugas’ smithy,
rizes her encounter with Koch Koblin is heard by one of the Farrow or perhaps something else has disturbed the spirit of Lugas. It dis-
men. Their ill-disguised menace is apparent as they quietly ques- appears in a whirlwind of ash and embers if it is defeated, or as
tion the little girl. Should they discover that Koch Koblin is still soon as a fire is lit or upon the arrival of dawn. These attacks con-
alive, they report their findings to Kelnor. Kelnor then makes plans tinue until the Forgewight is encountered at its resting place in
to abduct the Wainwright and his family. Craddoc and his sons the forge or in Lugas’ family home. Seeing the attention of the
scour the corn for Koch’s hiding place. PCs is diverted elsewhere, Kelnor uses this event to abduct more
people for the cult of Dagon.
1291790
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291790
562762
562762
how it is presented in Location 1 of Relford. 4. Evaine Bright (Part 1, Location 7A); is attempting to contact
Brigands (Vaskar, Crais and Tollard): These three road agents live Garik Karel (Part 1, Location 6) and reward him for his part in sav-
at Part 1, Location 7B and work for Jek Bartollo in the Cauchemar ing the bordello girls.
Tavern, (Part 1, Location 7). If they are not following the PCs for
Jek, they attempt to rob them. If it is clear that they are out- 5. Vaskar, Crais and Tollard (Part 1, Location 7B); are out on busi-
matched, they try to flee, or surrender if escape is impossible. ness, seeking victims to waylay and murder for their money.
They claim to be working for themselves.
Dagon Cultists: 3 Dagon cultists prowl the area, looking for PCs.
They have orders to capture or kill them. Their classes are varied;
choose from Cleric, Fighter, Monk or Rogue as detailed in Appen-
Event K:
dix 1.
Under the cover of darkness, a silent procession heads south into
Mrs. Farrow: Mrs. Farrow’s plight is detailed in Part 1, Location 15
the tree-lined Daggerstone Hills.
Led by Barad Wolfram and Craddoc Farrow, the cultists make their
of this adventure. The dagonspawn zombie is wandering the hills
way into the Daggerstone Mine, to join Kelnor in prayer or to ‘con-
searching for food. There is a 75% chance that Craddoc Farrow
vert’ abductees to their cause. Alternatively, Barad Wolfram and
or his sons will arrive soon after Mrs. Farrow is encountered. If
other members of the cult are making their way to the Dagger-
Mrs. Farrow has already been killed, another dagonspawn zombie
stone Mine to retrieve a statue of Dagon. Kelnor has instructed
is encountered.
them to relocate one of the statues of Dagon (Part 3, Location 21)
Rabid Mastiff: Use the statistics of a riding dog. It is infected with
to the Shrine of Rax (Temple Key, Location 3F) in preparation for
Rabies. Craddoc released it into the Daggerstone Hills a little
the takeover of Relford in Event L.
while ago after it ate a raccoon.
Event L:
Horror at Dagger Rock!
Event I: (EL varies) The cult of Dagon attempts to abduct the PCs while they rest or
The PCs encounter a mob bent on destroying demon-worship- are otherwise incapacitated. Regardless of who succeeds, it be-
pers. comes apparent that the cult of Dagon is making a number of
If it becomes known that Ngoa, the dark skinned livery owner lightning raids and Relford is in chaos: Houses burn and packs of
(Part 1, Location 16) is a practicing witch-doctor and shaman, new dagonspawn zombies roam unchecked – set loose from the Dag-
fear rips through Relford. Kelnor uses this new knowledge to his gerstone Mines by Kelnor. Relford’s hapless residents are taken to
1291791
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291791
562763
562763
the Temple (Part 1, Location 3) where they are unceremoniously DC increased by 2 because of its hunger. PCs that offer it meat
bound and gagged. In the defiled shrine of Rax, an altar at the foot gain a +5 circumstance bonus on wild empathy or Handle Animal
of Dagon’s hideous statue has been erected. They witness Kelnor checks (for the first check only). A leather collar around its neck
offering a prayer to the Dread Lord of the Sea, asking for immor- spells the name ‘Tabaxu’ on one side and ‘KBB’ on the other.
tality:
“Oh great Shadow of the Deep; just as thy first ancient idol gave
thy chosen bride the kiss of eternity; we ask that thou bless thy Wild dogs (2) CR 1
new children through this stone effigy!” hp 6, 5 (Pathfinder Bestiary)
A deathly hush falls over the congregation, all eyes expectantly
upon the idol. After a moment, Kelnor offers Relford a choice to
Black leopard (1) CR 2
willingly convert to Dagon or meet a fate worse than death. Re-
gardless of their answer, they are placed into smaller groups and hp 19 (Pathfinder Bestiary)
then taken into the Daggerstone Mines (Part 2, Location 12), to
await their ‘audience’ with the Bride of Dagon (Part 3, Location Ad-hoc xp: If the leopard is tamed as a future animal compan-
23). Troublemakers are given over to the undead in Daggerstone ion, award experience for defeating a CR2 creature.
Manor (Part 1, Location 10) or taken to the Deepearth ravine (Part
2, Location 9B)
This event turns Relford into a ghost town; those that were 2. WATCH HOUSE
lucky to escape eke out a survivor’s existence, living quietly in the
ruins, desperately holding onto any hope of survival. With each
On the north side of the stone bridge sits a sturdy wooden building and
passing day, the cult members give their bodies over to Dagon, be-
an adjacent stone structure. Heavy shutters close over the windows
coming loathsome dagonspawn zombies that roam Relford, search-
of the wooden building and thick, vertical iron bars are set into the
ing for more victims. The PCs task would be twofold; firstly to
small windows of the stone structure. A simple sign reads: Relford
assist the survivors in any way they can and secondly, slay the
watch house.
Bride of Dagon and destroy the cult once and for all!
Keddard Dunn, and his two constables, Govan Maise and Tarud
Greer are little more than thugs; having come to Relford during
1: ABANDONED FARM (EL1 or 2) the last mining boom as hired muscle in the employ of Jek Bartollo
(Part 1, Location 7) and staying on as a self-appointed Watch long
1291792
after the boom died away. All three are Charmed Cultists; turning 562763
To the north, a ramshackle farm greets you. You can make out that
a blind eye to Kelnor’s activities with Dagon’s cult. Of the three,
the place has been abandoned; the front door hangs partially off its
Keddard will do most of the talking. He will try and find out as
hinges, creaking in the wind. Dry hay and withering copses of corn and
much as possible about the PCs; why they are in Relford, where
wheat dot the fields to one side of the house, where a scrawny cow and
they plan to stay and so on. Keddard warns them to stay out of
an old mule idly graze. Beyond, you can see a weathered barn and a
trouble. Govan and Tarud support him.
chicken coop. In the distance, a dog barks.
The Watch’s initial reaction is indifferent (Base DC15). Aside from
the rumors on the rumor table, Keddard knows the following:
This farm has been abandoned quite recently. The farmer who
Garrod (DC+0): “He was a crazy drunk who struck it rich and
owned this property took his wife, two children and left for Rel-
turned to the bottle. He left Relford a few months ago. Prior to
Draxa a number of days ago. They have taken most of the items
that, he frequented the cells here often. In fact, we leave it un-
of value. Only two large pieces of furniture remain in the bare
locked just in case he wants to come back!” (Ironically, true)
house; a wardrobe and a bed frame were too big for the farmer
Strange goings-on/disappearances in Relford (DC+3): “The place
and his family to take on their wagon. The barn contains a number
is dying; a lotta folk have just up and moved. A ‘course, law-abid-
of farming implements and a rusty scythe. Up in the loft, buried
ing folk should let the Watch know of their movements. I figure
in the hay is a forgotten pouch of coins, totaling 12gp (DC17 Per-
the brigands have scared a lot of people away.” (False)
ception). The farmer grew corn, hay and wheat. He also owned a
The Mine closure (DC+0): “Daggerstone Mines is unsafe. Earth-
few chickens, a cow, a mule and two horses. The farmer took the
quake has made the shafts unstable. No one dares go down there
two horses when he left, leaving the gates to his property open
now. We are waiting on the geologists form Rel-Draxa to come
for the other animals to escape and fend for themselves. Two dogs
down and take a look. (Sigh) Can’t say that that will be anytime
have crept into the house looking for any tasty morsels and will
soon though.” (False)
make short work of the chickens once they find them. The dogs
The fire at Lugas’ Smithy (DC+3): “Happened at the same time
are wild and will attack if cornered. More dangerously, a black
as the raid on the temple.” (True). “They heard that Lugas was
leopard is stalking the dogs, hiding in the cornfields. The leopard
some kind of weapon smith and were gonna kidnap him. Trouble
is one of the few remaining creatures from Koblin’s Bizarre Bazaar
was; he fought back.” (False; Barad the Blacksmith at Part 1, Loca-
(Part 1, Location 17), having escaped into the hills when the circus
tion 3 killed Lugas). “Before you think about going over to inves-
was attacked by cultists some months ago. It has returned, seeking
tigate; don’t. It is a civil offence to loot and the place has been
easier prey. It will hide in the corn, waiting to ambush its quarry.
condemned.” (True).
It is hungry enough to attack party members. If it is spotted, it
The Bizarre Bazaar (DC-5): “A band of wandering gypsies who
will snarl menacingly. The leopard has been trained for perform-
fleece good people out of their hard earned money. They would
ance and anyone using Handle Animal to control it will find the
10
1291792
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291792
562764
562764
have to be in league with brigands in the area.” (Speculation) ner. The hard packed road leads to the double doors of the temple’s
Behind the Watch house is a stone building that houses the hold- vestibule.
ing cells; used often during the mining boom. The front door is
made of strong wood (Break DC20, Hardness 5, 20 hp) and is always By day, the gates and the temple’s double doors stand open.
locked (DC25 Disable Device). Iron bars divide the interior into Relford has housed a number of people from a wide variety of na-
three barred cells, with a walkway along the western wall. Each tionalities and creeds. In the spirit of harmony, it has been prudent
of the cells is 10 feet square. The iron bars are rusty but strong for the village to erect a temple that practices a multi-denomina-
and may be bent with effort (DC25). A sturdy padlock (DC20 Dis- tional worship. This temple was built soon after Relford was
able Device) secures each of the cell doors (Hardness 15, 30 hp). An founded, funded by the church of Rax, the God of Empire. Eight
iron ring containing the keys hangs on a nail inside the Watch shrines dedicated to a number of various deities line the outer
House. Other than the equipment and gear they carry, Keddard, walls of the main chamber. A further three shrines dedicated to
Govan and Tarud have little of value; a number of worthless per- Rax and his ally-gods are located in the northern chambers of the
sonal effects strewn around the premises. temple. Before he died, the senior priest, Father Arden believed
that this temple should be a sanctuary for quiet meditation rather
than sermonizing. Now, the temple is a mockery of itself; Kelnor
Keddard Dunn, Watch Sergeant CR ½ murdered Father Arden and deliberately destroyed the shrine to
Male Human Fighter 1 Rax, disguising both incidents as a brigand raid. Kelnor has used
N Medium Humanoid (Charmed Cultist) this event to propel himself into a position of authority in Relford.
hp 13 (Appendix 1, pg.53) By night, Kelnor gathers the cult of Dagon in Rax’s ruined shrine.
STATISTICS From there, they proceed into the mine to worship in the Temple
Con 17, 14gp of Dagon. Kelnor intends on bringing the cult to the surface by
turning the entire temple into a chapel to Dagon and he its divine
guardian. When the GM decides to run Event L (see Events in
Relford), a statue of Dagon is placed where Rax’s shrine once stood
Govan Maise, Watch Guard CR ½ (Temple Key, Location 3F). Once he has consolidated the power of
Male Human Rogue 1 his rule, Kelnor plans to turn the temple into a fortress and then
NE Medium Humanoid (Charmed Cultist) begin construction of another fortress closer to the sea.
hp 9 (Appendix 1, pg.53) Consult the Temple Key for a detailed description of the Temple
10gp interior.
1291793 562764
11
1291793
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291793
562765
562765
array of finished axe heads, pick heads and shovel blades hang from
a number of rusty hooks. Barad has tried his hand at crafting
weapons that currently hang on hooks at the back of the forge. Jorim Wolfram CR 1/3
PCs may find any simple light melee weapon or martial light melee Male Human Warrior 1
weapon as detailed in the Pathfinder Roleplaying Game Core Rule- N Medium Humanoid (Charmed Cultist)
book, for sale at 95% of total cost. Kelnor has plans to arm his hp 12 (Appendix 1, pg.54)
cultists through Barad’s endeavors.
The family has little of value; the bulk of their wealth has been
taken by Kelnor. Sewn into the straw mattress in the main bed-
room is a pouch containing 15gp and 30 sp. Barad wears a +2 belt Kalya Wolfram CR 1/3
of giant strength; an heirloom of his family. He keeps a masterwork Female Human Commoner 1
chain shirt and an adamantine battleaxe (stolen from Lugas’ Smithy) N Medium Humanoid (Charmed Cultist)
wrapped in another oilcloth, tucked in behind the forge. hp 9 (pg.6)
Their initial reaction is indifferent (Base DC15). Be selective with Skills Profession: Midwife +3
the rumor table and add it to the following:
The Mine Closure (DC+0): “That is only bad news for me. My Development: Barad scoffs at any suggestion of a ‘Cult’ in
livelihood comes from the earth. They should reopen the mines Relford. Both his wife and son believe that a band of brigands lurk
as soon as possible.” (True) Daggerstone Hills. Barad backs this up by suggesting that poorer
Lugas’ Smithy/Lugas (DC+0): “A sad loss for Relford and the loss people in the area are turning to more desperate measures. Once
of a good friend, too.” (True: Barad did lose his friendship with the PCs leave, Barad will make contact with Kelnor and warn him.
Lugas prior to the fire.) Barad is also interested in recovering the weapons made by Lugas
Strange goings on/disappearances in Relford (DC+0): “Some folk (Part 1, Location 21). Should Barad discover their whereabouts, he
don’t have the stomach for hard times. A lot of them have moved attempts to recover them for the cult.
away.” (False)
age area; a sling and pulley system runs up to a fixture above the barn’s
AC 16, touch 11, flat-footed 15
main doors. A number of wagon wheels are stacked haphazardly to
(+5 armor, +1 Dex)
one side of the main working area, all in various states of repair. A
hp 39 (4d10+8)
finely-built timber house stands next door, where a little girl sits upon
Fort +6, Ref +2, Will +1
the porch, playing with a rag doll, singing softly to herself.
OFFENSE
Spd 30 ft
Zachary Finn is Relford’s carpenter, having moved here a year be-
Melee adamantine battleaxe +11 (1d8+5/x3 one hand) (1d8+7/x3 two
fore the earthquake to try and make a go of his first business. His
hand)
craftsmanship is of a high standard and he produces finished pieces
TACTICS
relatively quickly. Currently, he has a standing arrangement to
During Combat: Barad will use Power Attack, holding his battleaxe
maintain the wagons owned by the Teamsters Office (Part 1, Loca-
two-handed, sacrificing 2 from his Base Atk in order to increase
tion 6). Up until recently, their regular trips ferrying ore to nearby
his damage by 6.
cities has kept him busy in repairs. Anyone making a DC15 Percep-
Morale: Barad is a desperate individual since killing Lugas. He will
tion Check will notice that two of the wagon wheels appear dif-
fight to the death.
ferent to the others; these were in fact owned by Koch Koblin; who
STATISTICS
sent them here for repairs. The Bizarre Bazaar was attacked soon
Str 20*, Dex 12, Con 14, Int 13, Wis 10, Cha 8
after, and the wheels never collected.
Base Atk +4 CMB +9; CMD 20
Zachary is a courteous, friendly but guarded man. If he sees any-
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Armor
one going to his house or approaching his six year-old daughter
Proficiency (Heavy), Cleave, Combat Reflexes, Improved Bull Rush,
Meri, he is likely to call out for Eva, his wife. She arrives soon after
Martial Weapon Proficiency (All), Master Craftsman: Blacksmith,
and attempts to whisk the child indoors.
Power Attack
Their initial reaction is friendly (Base DC10). Aside from general
Skills Acrobatics +1, Appraise +1, Bluff +2, Climb +5, Craft: Armor +8,
rumors, he also knows the following:
Craft: Weapons +8, Diplomacy -1, Escape Artist +1, Fly +1, Handle
Barad the Blacksmith (DC+0): “The Blacksmith is a hard man,
Animal +3, Intimidate +5, Profession: Blacksmith +9, Ride +1,
but his family is nice enough. They keep to themselves, mostly.”
Stealth +1, Survival +4, Swim +5
(True)
Languages Common, Dwarf
Garrod (DC+0): “I remembered the day he came into Relford,
SQ Armor Training 1, Bravery +1
whooping and hollering; he had an uncut diamond the size of his
Gear adamantine battleaxe, belt of giant strength +2*, mwk chain
fist. Within a month, he had squandered his new fortune on drink
shirt, mwk blacksmithing tools, 12gp
12
1291794
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291794
562766
562766
and women. After the earthquake, I would see him wandering back of the property. Inside the fence, a number of oxen graze lacon-
about Relford; taking notes and such, and always muttering. He ically on sparse, dry grass.
used to climb the Old Oak until the Watch would come and get
him. I think he was friends with Galwinn at the Miner’s Rest.” Although Garik Karel the Teamster has been a long-time resident
(True) of Relford; he has spent as much time on the roads and byways as
The Bizarre Bazaar (DC+0): “Run by a disagreeable little man much as actually living in the settlement. He and his drivers made
called Koch Koblin; him and his ilk skipped Relford before I could regular trips to and from major cities, shipping out precious stones
collect on the dues he owed me!” Zachary frowns, gesturing to- from the Daggerstone Mines and supplies in for the Trading Post
wards two of the wagon wheels in his barn (True). (Part 1, Location 8). Since the earthquake and the closure of the
Temple raid (DC-10): “An evil, evil deed. As a worshipper of Rax, mine, his business has dropped off dramatically, forcing his drivers
I offered to repair the shrine’s interior for free. I expect High Priest to find work elsewhere. Garik and his ox-teams are for hire. He
Kelnor is still in shock since Father Arden’s death. It’s been months charges 10sp a day per two oxen. A further 10sp a day is also
since anyone has set foot in the shrine.” charged to cover expenses such as grain, levies and a minor profit
mark-up. Thus, to hire Garik and two oxen are 20sp a day, four
oxen and Garik is 30sp a day, and so on. This money is payable in
Zachary Finn, Carpenter CR 2 advance. For anyone casually investigating the property, a DC10
Male Human Expert 4 Perception check reveals that the stone wall in the back part of
NG Medium Humanoid (Relford Local) the field has been hastily repaired, having suffered a collapse in a
hp 35 number of places. This stone wall divides the teamster’s yard from
STATISTICS Craddoc Farrow’s cornfields (Part 1, Location 15). Over the past few
Str 10 Dex 13, Con 11, Int 12, Wis 11, Cha 9 weeks, a number of Garik’s oxen have acquired a taste for corn and
Skills Profession: Wainwright +8, Profession: Carpenter +8 have been knocking down the wall to make short work of the ears
and stalks. Despite Garik’s attempts to repair the stone wall, the
oxen are still getting in. Craddoc has threatened Garik a number
Eva Finn CR 1 of times about the damage his oxen are causing. To make matters
Female Human Commoner 3 worse, the harpies from Dagger Rock have been killing a number
NG Medium Humanoid (Relford Local) of his oxen. This is causing Garik a small amount of stress and
hp 18 worry.
STATISTICS Garik’s initial reaction is unfriendly (Base DC20), although he is
Str 8, Dex 10, Con 11, Int 12, Wis 10, Cha 15 always polite. He is not a talkative fellow and will need to be per-
1291795 562766
13
1291795
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291795
562767
562767
although Garik does not know that) erected on the spot where the knight and his horse met their
Evaine Bright (DC+0): “A lovely woman; it brightens my day to see doom: An entrepreneur erected a tent on the site, which soon be-
her around town.” (True) came a drinking establishment. Soon after, the bluestone tavern
Garik’s home is a simple affair, located at the back of the Team- was erected; dubbed the ‘Cauchemar’; named after the fell horse
ster’s office. He tries to keep his earnings tied up in merchant in- that the knight rode. In actual fact, the name was borrowed by
vestments, and has ledger detailing these transactions and the entrepreneur; having stayed at a place in Rel-Draxa with a sim-
expected returns. This, along with a coffer containing 179gp is lo- ilar name.
cated in a strongbox beneath several loose floorboards in his bed- Now, the Cauchemar Tavern is owned and run by Jek Bartollo; a
room, requiring a DC12 Perception check to spot. An expert with burly, middle aged man with black, oiled hair, a thick, groomed
his whip, Garik keeps it close at hand at all times. moustache and who speaks in a deep baritone. Somewhere along
the way, Jek picked up an education and his accent shows it. He
is a skilled Brewer and Distiller, having worked his way up from
Garik Karel, Teamster CR 2 running illegal stills to become the proprietor of the Cauchemar.
Male Human Expert 4 Jek is also a thug and a knave; he deals in narcotics, women (Part
N Medium Humanoid (Relford Local) 1, Location 7A), and has a number of road-agents who waylay trav-
hp 29 elers to and from Relford (Part 1, Location 7B). His road-agents are
STATISTICS careful not to attack any of Garik’s trains out of mutual respect
Str 13, Dex 13, Con 13, Int 10, Wis 10, Cha 9 for his fellow businessman and neighbor, although Jek is now re-
Feats Exotic Weapon Proficiency: Whip considering this ever since he assisted Evaine Bright ferry the Bor-
Skills Handle Animal +8 dello girls out of Relford. For more information on Garik Karel and
Gear whip Evaine Bright, consult Part 1, Location 6 and 7A respectively.
The Tavern has seen busier times. The taproom was once filled
Development: A number of issues plague Garik. He is willing to with rowdy and sometimes bawdy conversation, now those ribald
pay someone to repair the fence properly. This involves a day’s stories have been replaced with sullen locals who seek to quietly
work and a Craft (Stonemason) check of DC15. Whilst working, it drown their sorrows. Below, in a number of cellars is Jek’s brewery
is very likely that the PCs will encounter the unpleasant Craddoc and distillery. Jek keeps an iron safe in the office adjoining his bed-
Farrow patrolling his property with his two mastiffs, or inadver- room, on the establishment’s second floor (Disable Device DC30;
tently set off one of the cowbell alarms. See Part 1, Location 15 for Hardness 10; 60 hp; Break DC28). It contains the following: 702gp,
more information about Craddoc. Whilst in Relford, there is every A yellow topaz worth 600gp and an aquamarine worth 800gp a
chance that Garik will encounter Craddoc or one of his sons. Crad- potion of levitate, and a wand of magic missile (CL 5th; 21 charges).
1291796 562767
doc Farrow is spoiling for a fight and unless someone steps in, Except for the money, these items have been stolen from people
Garik could get seriously hurt or even killed. Lastly, the harpies his road agents have waylaid. Jek is often found upstairs in his of-
that nest on Dagger Rock see Garik’s oxen as a tasty food source. fice, occasionally emerging to rest his elbows on the rail overlook-
They have acquired a taste for the meat having killed one of the ing the taproom. Jek once employed a number of local girls to
beasts recently. They are likely to come back for more. work the taproom floor, but now that times are lean, he has dis-
continued their employment. Wade Moreson is the bartender that
works behind the counter. Wade has long dark hair and has a
Harpy (1) CR 4 swarthy complexion. Wade also doubles as the Cauchemar’s
hp 33 (Pathfinder Bestiary) bouncer; judiciously deciding when people have had enough to
TACTICS drink (or when he is tired of listening to boorish customers). He
Morale: The Harpy will flee if reduced to 5 hit points. It will return carries a savage streak in him and is ready to kill at the slightest
after it has healed (and perhaps with an ally, increasing the EL to provocation. There is also a cook who prepares simple fare from
6). These attacks continue until it has satisfied its hunger or it is local produce and imported goods:
killed.
CAUCHEMAR TAVERN PRICE LIST
Breakfast 2sp
7. CAUCHEMAR TAVERN Soup, bowl
Miner’s Pasties
5cp
5cp for two
Dinner 3sp
This squat building is made of thick, bluestone blocks. A row of dark,
Coffee 2cp
wooden benches run alongside the front wall of this establishment and
Beer, pint 5cp
a number of mismatched tables have been placed haphazardly in front
Porter ale, pint 5cp
of the benches. A faded wooden sign depicting a rearing black stallion
Corn whiskey, gill 7cp
with fiery hooves hangs upon rusty rings above the doorway; the door
Rye whiskey, gill 15cp
wedged open revealing a smoky gloom within.
Meals represent the most value for money: Breakfast generally
When Relford was first settled, rumor has it that a hellish warrior
consists of boiled oats sweetened with sugar, salted corn fritters,
used to terrorize this area. Known as the Knight of the Black Skull,
eggs, toasted bread and coffee. Dinner is similar; cured pork or
he rode upon a black stallion with eyes and hooves of glowing
salted beef, corn fritters, carrots, spinach, potatoes and a pint of
coal, summoned from the lower planes. The tavern is supposedly
beer or porter ale. The soup is usually a watery lamb and vegetable
14
1291796
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291796
562768
562768
mix. Miner’s Pasties are a specialty; they are crusty pastries with hand or make a sneak attack of their own.
a spicy meat and vegetable filling one end, and filling the other is Morale: Jek is no fool and knows when he is beaten. Jek will sur-
a stewed fruit. Lately, the Cauchemar has only been able to obtain render if it means saving his life. He will however remember the
chayote fruit for filling. The pasties are prized by miners as an eas- incident and seek revenge at the earliest opportunity.
ily–handled food to carry into the mine. STATISTICS
The spirits, beers and ales that Jek produces are of varying qual- Str 14, Dex 16, Con 10, Int 12, Wis 10, Cha 14
ity, being a result of rough produce, not poor craftsmanship. A GM Base Atk +3 CMB +6; CMD 18
can have a bit of fun with this encounter, especially if any PCs react Feats Agile Maneuvers, Armor Proficiency (Light), Deadly Aim, De-
to the Corn Whiskey (either by the name or by the taste). If anyone ceitful, Master Craftsman: Profession: Brewer, Rogue Weapon Pro-
quotes ‘moonshine’, Jek justifiably rebukes them and is likely to ficiencies, Simple Weapon Proficiency (All)
throw them out. Otherwise, Jek is happy to engage in conversation Skills Acrobatics +8, Appraise +6, Bluff +11, Climb +7, Diplomacy +6,
about any given topic (as per the rumor table), but gives a lot of Disable Device +10, Disguise +8, Escape Artist +8, Fly +3, Intimidate
non-committal answers. He is sly, manipulative and ruthless in +9, Knowledge: Local +9, Linguistics +5, Perception +7, Profession:
getting what he wants. He will answer more truthfully if it means Brewer +10, Ride +3, Sense Motive +8, Sleight of Hand +10, Stealth
that he can profit from it somehow. +11, Swim +2, Use Magic Device +10
Jek is amiable and friendly, but as years of legal and illegal busi- Languages Common, Orc, Elf
ness have taught him; this is a façade. Whilst appearing friendly; SQ Resiliency, Sneak Attack +3d6, Trap Sense +1, Trapfinding +2, Un-
Jek’s initial reaction is unfriendly (Base DC20). A successful Sense canny Dodge
Motive check versus Jek’s Bluff will reveal this. Getting real infor- Gear +1 shortsword, +2 leather armor, crossbow bolts x30 caltrops,
mation out of Jek will be difficult. Intimidation is likely to see Jek club, light crossbow, masterwork thieves’ tools, potion of cure
turn hostile towards PCs after all things are said and done. He has moderate wounds, desk key, safe key, 22gp
a soft spot for Evaine.
15
1291797
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291797
562769
562769
not to rough up the PCs too much, and are to keep an eye out for his own investigations into the mine closure.
anything valuable that the PCs uncover.
onset 1 minute; effect unconsciousness for 1d3 hours; cure 1 save). Vaskar, Crais and Tollard once worked for Daggerstone Mines, sub-
A further 5 doses are kept in a perfume bottle on her dresser. sidizing their meager incomes by working for Jek Bartollo. This
Evaine knows the bulk of the rumors circulating Relford, and is has included robbery, murder and extortion. Crais and Tollard live
careful which ones she perpetuates herself in company she does in the easternmost house and Vaskar the west. Vaskar has estab-
not trust. As a businesswoman, her reaction appears friendly, but lished a pecking order and the other two look up to him as their
is in actual fact, unfriendly (Base DC20) borne from a genuine fear leader. Vaskar and Crais are rough individuals covered in an assort-
for her life. This façade can be divined with a successful Sense Mo- ment of calluses, scars and tattoos. Tollard is younger and cleaner;
tive check versus Evaine’s Bluff skill. If the PCs show Evaine Gar- he is relatively handsome but has a problem with authority. Un-
rod’s journal and express a willingness to help Relford, her reaction fortunately for him, he has had dealing with the cult. They took
changes to helpful (Base DC0). his sister Jesrel who lies upon a slab in the Dreaming Chamber
Garrod (DC+7): “A poor man who I believe saw too much.” (Part 3, Location 20) slowly becoming a dagonspawn zombie. Tol-
Temple Raid (DC+7): Evaine knows that the temple was not at- lard was also charmed but he managed to break the enchantment.
tacked by brigands, because she is privy to the same information Now, Tollard is anxious; he knows of the horrors within the mine
as Jek. She suspects Kelnor has something to do with it. and the evils of the cult, but has no-one to turn to. He feels he
Craddoc Farrow/The Farrow family (DC+7): Evaine has seen cannot tell Jek or the others as he is afraid they will kill him for
Craddoc’s wife after she encountered her in the street, late one his betrayal. He has seen the desecrated shrine to Rax and the foul
evening (Part 1, Location 15). Craddoc showed up and took her rites conducted in the Temple of Dagon, by Kelnor. Getting this
home before the dagonspawn zombie could attack her. Evaine did information out of Tollard is going to be difficult, however. He has
not get a good look at her face but she knows that the woman did also seen the Bride of Dagon; and suffers frequent nightmares
not look at all well. Before the so-called ‘temple raid’, Craddoc had about it.
taken an unhealthy interest in the bordello, showing up a number Vaskar and Crais believe that another group of brigands is oper-
of times. Evaine knows that Jek is after part of Craddoc’s harvest ating in the area. This rumor has come from their old friend, Ked-
and for him, tried to be compliant but Craddoc’s obsessions scared dard Dunn, the watch sergeant. Jek has done nothing to refute
her. On his last visit, Craddoc beat a girl near to death. Evaine these claims. Both men are eager to mount an expedition into the
threw Craddoc out. Daggerstone Hills and kill them.
Garik Karel, the Teamster (DC+10): Because of what he did for
Evaine, Garik has cost Jek a lot of potential revenue. Now she is
worried for Garik’s life.
The Mine Closure (DC+7): Evaine knows that Jek has been doing
16
1291798
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291798
562770
562770
17
1291799
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291799
562771
562771
information he has in regards to the Iron League, thus sealing his desperately to life, choked with weeds and windblown seeds. The
fate with them manor’s windows are shuttered; allowing no glimpses of the interior.
STATISTICS The cobbled path leads to a weather-beaten door, beneath a grit-dusted
Str 12, Dex 17, Con 10, Int 14, Wis 9, Cha 13 verandah.
Base Atk +2 CMB +5; CMD 16
Feats Agile Maneuvers, Armor Proficiency (Light), Deceitful, Quick Cantor and Elise Daggerstone took their family name from the sur-
Draw, Rogue Weapon Proficiencies, Simple Weapon Proficiency rounding hillside; thinking to forge a dynasty out of the very rock
(All), Weapon Finesse itself. Cantor was one of the first to strike it rich in Relford. Can-
Skills Acrobatics +7, Appraise +8, Bluff +9, Climb +5, Diplomacy +7, tor is also Relford’s mayor and magistrate and retains the control-
Disable Device +9, Disguise +9, Escape Artist +3, Fly +3, Heal -1, In- ling interest within the Daggerstone Mine. Cantor is approaching
timidate +1, Knowledge: Iron League +3, Perception +5, Ride +3, 77 and Elise 63. They did not have any children. Despite his ad-
Sense Motive +5, Sleight of Hand +9, Stealth +9, Survival -1, Swim vancing years, Cantor was a fit and able man and often worked
+1, Use Magic Device +7 the mine face with his fellows. As fate would have it, Cantor was
Languages Common, Orc, Dwarf the sole survivor of the mine collapse and the first unwitting servi-
SQ Evasion, Sneak Attack +2d6, Trap Sense +1, Trapfinding +1 tor of the Bride of Dagon. Cantor’s escape from the mine is com-
Gear crossbow bolts x30 caltrops, clothing, hand crossbow, leather mon knowledge, but what is not known is that the Bride of Dagon
armor, shopkeeper’s apron, shortsword (Ramath also has ready forced Cantor to consume the flesh of his companions to keep his
access to everything within the Trading Post). strength up. Fuelled by ghastly energy, Cantor broke through into
the main passage some days later. Once free, the charmed miner
Development: Ramath can sometimes be found talking heatedly wasted no time in leading his comrades back to the Bride of
with Gaddin Vaas at the Black Skull Inn or in the Cauchemar Tav- Dagon’s chamber where they too, fell under her sway. This horrific
ern. In addition to this, Ramath may be also found walking near event cursed Cantor’s very soul and the olhydrix’s charm upon him
the ruins of Lugas’ Smithy. If questioned, Ramath claims that he broke days later. Despite being free of the mine and the Bride of
is on his daily walk (False). If pressed, he admits that he is looking Dagon’s power, Cantor was not able to live with himself: His mind
for a consignment of weapons that Ramath paid for, but were almost gone from the ordeal, he shut himself inside his attic and
never delivered. Ramath is alluding to the weapons forged by committed suicide.
Lugas. Ramath offers to reward anyone finding the weapons, but But even that act did not bring Cantor respite. Cantor arose as
in actual fact has no money to pay them with. Ramath will betray a ghast. He cursed his wife Elise with undeath and the two stalked
them to Gaddin Vaas as soon as the weapons are recovered. For through their own manor, killing their servants and feasting on
more information see Part 1, Locations 12, 12A and 21 respectively their flesh in a single night of terror. When Kelnor assumed control
18
1291800
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291800
562772
562772
of the cult in Relford, he discovered Cantor Daggerstone’s fate into a root cellar. Within the root cellar is a large trunk that be-
when he tried to move into the manor. Kelnor has not decided longed to Lugas. It contains the following: a set of masterwork
what to do with the two creatures. In the meantime, he offers smithing tools that add a +2 circumstance bonus to Craft and Pro-
the ghast and ghoul token morsels from time to time; to ensure fession checks that involves smithing (worth up to 55gp to the
their loyalty. Now, they lurk in the shadows, prisoners of the very right buyer), a Mithral Shirt and a Hand of the Mage. A ledger details
manor they once called home, eating rats, vermin and whatever monies paid to Lugas for his work. This ledger is invaluable in iden-
prizes Kelnor gives them. Consult the Manor Key for a detailed tifying members and agents of the Iron League. The names Ramath
description of the manor’s interior. Lane (Part 1, Location 8) and Gaddin Vaas (Part 1, Location 13) fea-
ture prominently. The GM is free to add additional names as he
sees fit. Most importantly, an inventory of equipment and material
11. THE OLD OAK at the ‘Dwarf Smithy’ is listed as well. This alludes to the secluded
smithy Lugas located in the Daggerstone Hills at Part 1, Location
21.
An ancient oak stands here at the centre of Relford. The oak itself is
The smithy adjoining the house at Part 1, Location 12a is mostly
dead; its skeletal boughs reaching towards the sky. A billboard made
a gutted shell; the bellows hangs in tatters and the forge is a nest-
up of a number of short wooden planks has been hastily nailed into
ing place for rats.
the tree some time ago. Various messages and advertisements are still
visible upon it.
Rat swarm (1) CR 2
The Old Oak is easily climbable (DC10) but is a civil offense. If the
hp 24 (Pathfinder Bestiary)
Watch catches anyone doing so, they will be arrested. This law
originates from when the tree was alive and the home to a Dryad.
Lugas’ spirit does not rest peacefully. If anyone enters the house
The tree died some years ago and the dryad is nowhere to be
and starts rifling through any belongings, ash swirls from the forge,
found, but the law has remained. Anyone at the top of the tree
panicking the rats if they have not already been disturbed. The
may make a DC12 Perception check to discover the abandoned car-
forge ash gathers in the area of the house where the offending
avans of Koblin’s Bizarre Bazaar secreted in Craddoc Farrow’s corn
party is, coalescing into a humanoid form that reeks of smoke and
field (Part 1, Location 17).
charred flesh. Intense heat radiates from its form and a pall of ash
The billboard contains a variety of advertisements and notices:
shrouds it, blurring and obscuring the creature. It advances
The Black Skull Inn (Part 1, Location 13), the Cauchemar Tavern
through house, attacking PCs and breathing gouts of ash and em-
(Part 1, Location 7), and the Trading Post (Part 1, Location 8), a half-
bers from its wide maw, setting the house alight as it does so. The
1291801
torn advertisement for Lugas’ Smithy (Part 1, Location 12). More 562772
The Forgewight CR 2
12. LUGAS’ SMITHY (EL2+) Advanced Burning Skeleton Smoke Creature
(Pathfinder Bestiary, Advanced Bestiary)
A fire-blackened home sits next to the shell of a burnt-out stone smithy. NE Medium undead (fire)
Init +6; Senses darkvision 60ft, cloudsight; Perception +0
Lugas was a skilled blacksmith who moved to Relford some years DEFENSE
ago. An Iron League sympathizer, Lugas was recently contacted by AC 20, touch 16, flat-footed 14
an agent of the Iron League, who had discovered a small cache of (+6 Dex, +4 natural)
mithral and adamantine. The League sought Lugas’ expertise to hp 11 (1d8+3)
forge weapons from the cache. Barad Wolfram, Relford’s other Fort +2, Ref +6, Will +4
blacksmith and a rival of Lugas was secretly in awe of Lugas’ tal- DR 5/bludgeoning; Immune fire, cold vulnerability, undead traits
ents. The two had turned their rivalry into a friendship of sorts; OFFENSE
using a series of one-upmanship to stay in contact with one an- Spd 30 ft; fly 30ft (perfect), smoke travel
other. One evening, Lugas showed Barad an adamantine battleaxe Melee 2 claws +4 (1d4+4 plus 1d6 fire damage)
he had crafted from the cache, Barad’s jealousy took over. Barad Special Attacks Fiery Aura, Breath Weapon
came back that night and set Lugas’ Smithy alight. Lugas ran to TACTICS
the smithy in an attempt to battle the inferno but was wholly con- Before Combat: Despite not having any skill in stealth, the
sumed by the conflagration. The family’s adjoining house became Forgewight will stalk through the shadows in an attempt to sur-
filled with thick smoke, causing the suffocating deaths of Lugas’ prise its victims
wife and two children. The house suffered soot damage and the During Combat: If it gains surprise, the forgewight attempts to
interior still reeks of smoke, but has been left untouched by su- grapple an adversary as quickly as it can. Regardless if it is suc-
perstitious Relford locals. cessful, it then breathes its breath weapon, catching its intended
Within the kitchen is a trapdoor with a ladder that descends victim and as many others as possible in the 20-ft cube. It is un-
19
1291801
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291801
562773
562773
afraid of wading into melee, concentrating on any burning targets destroyed takes 1d6 points of damage (DC14 Reflex Save for half).
first to bring them down quickly. Smoke Travel (Su) At will, as a move action, this creature can use
Morale: The Forgewight remains in the house until it is destroyed dimension door (CL 7th) to move from any area filled with smoke
STATISTICS to any other smoke-filled area within range
Str 19, Dex 22, Con -, Int -, Wis 14, Cha 16
Base Atk +0 CMB +4; CMD 20 Development: Obviously, this encounter only activates as soon
Feats Improved Initiative as the PCs spend a few minutes within the house or it may be that
Skills None Ramath Lane has worked up enough courage to search for the
SQ Air Mastery, Breath Weapon, Cloud Sight, Fiery Aura, Fiery Death, weapons forged by Lugas, awakening the spirit of Lugas instead.
Smoke Travel PCs will be in a position to save him if they think quickly. Fighting
SPECIAL ABILITIES an undead horror in a burning house is definitely going to attract
Air Mastery (Ex) Any airborne creature take a -1 penalty on attack attention. What precious little water there is in Relford is not
and damage rolls against this creature going to be wasted on putting out a condemned house. All people
Breath Weapon (Su) Every 1d4 rounds, this creature can breathe a will be able to do is stand and watch. Anyone emerging from the
cloud of superheated smoke and cinders. This cloud fills a 20-ft house will have some explaining to do.
cube adjacent to, or surrounding this creature. Any creature The fire is quick to consume the dry wood of the house. After-
caught within the cloud must make a DC15 Reflex save or catch wards, anyone that makes a DC15 Perception check whilst investi-
on fire. The cloud cools quickly but any living creature entering gating the ruins will see the name ‘wolfram’ burnt into the
or within the cloud is treated as if they are dazzled as the smoke ground. This of course refers to Barad Wolfram, the man who
and cinders stings eyes. The supernatural smoke remains in place killed Lugas and his family. If a member of Dagon’s cult finds it
for 5 rounds despite prevailing winds, thereafter the cloud be- first, he or she will scuff it out. The word returns 1d4 days later.
comes normal smoke and disperses normally. Ad-hoc xp: In addition to defeating Lugas’ spirit; if the PCs
Cloud Sight (Ex) This creature may ignore concealment in any gen- braved the house fire to do so, award them experience as if they
erated clouds, gasses, fogs or mists had defeated a CR4 creature.
Fiery Aura (Ex) Creatures adjacent to this creature takes 1d6 points
of fire damage at the start of their turn. Anyone striking this crea-
ture with an unarmed strike or a natural attack takes 1d6 points 13. BLACK SKULL INN
of fire damage.
Fiery Death (Su) A burning skeleton explodes into a burst of flame
A forbidding black skull grins at you from a painted wooden sign that
when it is destroyed. Anyone adjacent to the skeleton when it is
1291802
hangs above this inn’s door. The door has been wedged open with a 562773
small block of granite and inside you can make out low conversation
and the occasional chair scrape.
DESIGNERS NOTES - ADVANCED BESTIARY
A number of the encounters within Horror at Dagger Rock contain Seeking to cash in on the infamy of the Cauchemar Tavern’s
templates found in the Advanced Bestiary, published by Green Ronin. name, the Black Skull takes its name from the knight that suppos-
The Forgewight for example, carries the Smoke Creature template edly terrorized the area. Despite its name, it was once a popular
found in that book. In designing the encounter with the stop for well-to-do travelers and visitors to Relford. Now, the Black
Forgewight, I wanted something that was all about the horror and Skull Inn is a haven for the cult of Dagon.
the destruction it could cause, but be relatively quick to deal with The Inn still does a small amount of business with the locals and
(I blame Supernatural for that method of thinking). However, I was a number of them may be found here throughout the day, up until
concerned about the resulting creature, namely some of the more evening. Most days, Gaddin Vaas may also be found here (his sta-
powerful abilities given the relatively low CR. A Burning Skeleton is tistics are presented in the Black Skull Inn Key, Location 13F), qui-
CR ½, the Advanced Creature template adds +1, (making it CR1) and etly relaxing or having a low but heated conversation with Ramath
the Smoke Creature increased it by a further +1, for a total of CR2. Lane (Part 1, Location 8).
These fears proved valid when the creature TPKed a 2nd level party The Inn is owned and operated by Davven Seward, a long time
(standing toe to toe with the Forgewight, the fighter took 1d6 points cult member who has employed a number of cultists to assist him
of fire damage, then another 2d6 points from the breath weapon… in his day-to-day business: Katriye is a young girl who is a waitress
and then failed his Fortitude save —dropping him out of the combat and the housekeeper. Cruaver Eldak is the chief cook, having left
straight away. The other party members could not land a decent Koblin’s Bizarre Bazaar prior to the attack on the traveling circus.
hit on the creature given its miss chance and its high AC. In the end, Davven and Cruaver are Dagon Cultists whereas Katriye is a
the house burned down around their ears, killing the dying Fighter Charmed Cultist. Cruaver is also the Cult Assassin; a specialist in
and a 0 hp Paladin. The Bard and the Wizard fled to the Miner’s poison use. Before obtaining a job as the Black Skull’s cook, Cru-
Rest, but the creature followed them with its Smoke Travel ability, aver was a knife thrower in Koblin’s Bizarre Bazaar. There are three
as the prevailing winds blew smoke over Relford….) As such, there additional cultists which pose as long time residents of the inn.
have been a number of abilities that I have dropped or modified in Since the cult’s inception, many have fallen victim to Cruaver’ de-
favor of game balance. However as GM, feel free to add them back bilitating poisons. A detailed description of the Black Skull Inn
in if you wish. You will need a copy of the Advanded Bestiary to do may be found at the Black Skull Inn Key.
so. Development: At the behest of Kelnor, Davven and Cruaver look
-Andrew C Gale for any opportunity to provide more victims for the transforma-
20
1291802
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291802
562774
562774
In its time, the Miner’s Rest has been a welcome respite for those
Str 14, Dex 15, Con 12, Int 10, Wis 14, Cha 11
who have stayed there. Owned and run by Galwinn, the Miner’s
Base Atk +4 CMB +6; CMD 18
rest is a simple hostel: A number of beds occupy shared rooms for
Feats, Armor Proficiency (Light), Armor Proficiency (Medium),
5cp a night. During the last mining boom, the Miner’s Rest was a
Deadly Aim, Endurance, Martial Weapon Proficiency (All), Point
popular alternative to the Black Skull Inn and was normally filled
Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Pro-
to capacity during this time. The Miner’s Rest is a strict establish-
ficiency (All), Skill Focus (Craft: Bows)
ment; Galwinn does not tolerate ribald behavior from his guests
Skills Acrobatics +3, Climb +8, Craft: Bows +7, Escape Artist +2, Fly
and has a strict midnight curfew. This attitude has garnered the
+2, Heal +6, Intimidate +4, Perception +10, Ride +8, Sense Motive
respect of miners and locals alike, who have come to know the
+2, Stealth +8, Survival +8, Swim +6,
Miner’s Rest as a safe place where travelers may relax.
Languages Common, Elf
Galwinn’s hair is blonde, preferring to keep a full beard to belie
SQ Archery Combat Style, Elf Immunities, Favored Enemy (Mon-
his half-elf heritage. He is a tall fellow; slim hipped and wide at
strous Humanoids +2), Favored Terrain (Mountains +2), Hunting
the shoulder, and can be normally found gathering firewood or
Hunter’s Bond (Hunting Companions), Keen Senses, Track +2 Wild
chopping logs outside. Despite his domestic approach, Galwinn is
Empathy +4
a capable survivalist, having trained as a Ranger in his earlier days.
Gear +1 spell-storing longsword, +1 leather armor, Arrows x60, cloak,
Galwinn is also the acting mayor and magistrate for Relford; trying
dagger, mwk composite longbow (Str+2), mwk light steel shield,
his best to act in the interests of the settlement. He knows that a
quiver, travelers outfit (If he needs to go trekking, Galwinn buys
malaise has gripped the community and an evil plot is brewing;
anything else he needs from the Trading Post). Relford hall key,
he suspects that there is something in the mine that someone
trunk key.
wants to keep hidden. He has his suspicions about Kelnor but Gal-
winn also (mistakenly) believes that Jek Bartollo is behind it. Gal-
Development: A long time friend of Garrod, Galwinn is sad-
winn keeps his gear in a locked trunk (DC30 Disable Device) of
dened by any news of his apparent demise and Galwinn takes a
strong wood (2 in thick; hardness5; 20 hp; Break DC25) at the foot
moment or two to be alone with his thoughts. If the PCs haven’t
of his bed along with some other useful keepsakes he has inher-
already done so, Galwinn makes a trip out to the sinkhole to give
ited. It contains the following: a human sized suit of dragonhide
Garrod a proper burial. Galwinn knows of the journal that Garrod
plate armor, +1 Leather Armor, +1 spell-storing longsword, a vial of uni-
keeps and considers giving the PCs a letter that he wrote to Garrod
versal solvent, a ring of sustenance and an arcane scroll containing
after his sudden disappearance. The letter asks Garrod to return
keen edge, vampiric touch and wind wall (CL 5th), mwk longsword,
to Relford and assist Galwinn in uncovering whatever ‘evil’ has
mwk studded leather armor,
gripped the settlement. This letter can be found on pg.66. If Gal-
21
1291803
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291803
562775
562775
winn shows the PCs the letter, he asks them if they would inves- ingots, marked with the seal of the Rel-Draxa treasury. They were
tigate Relford as his agents in this matter; to get to the bottom of part of the valuables formerly owned by Koch Koblin; who was in-
the mystery, no matter to whom or to where it leads. Galwinn of- volved in smuggling finances out of Rel-Draxa. In total, the ingots
fers a reward out of his own possessions and keepsakes (he will are worth 125gp. If returned to a Rel-Draxa treasury agent, lucky
part with most of the items except his bow), along with free ac- PCs may be awarded up to 250gp if they give details on who stole
commodation at the Miner’s Rest if they wish. Despite his suspi- them. Craddoc has the key.
cions regarding Kelnor and Jek, he keeps them to himself for the Even prior to joining the cult, Craddoc did not take kindly to
moment, not wishing to influence the investigation. trespassers. He regularly walks the perimeter of his property with
two mastiffs, looking for signs of interlopers. An expert tracker,
he will follow any signs of trespass to their source, observing them
15. FARM (EL varies) discreetly. A number of snares and tripwires have also been set in
the areas marked X. These are hooked up to cowbells that clang
loudly if tripped, alerting the farmer and his sons.
This farm doggedly fights the encroaching drought. An old but well
maintained farmhouse sits along the road’s edge and fields ringed by
Cowbell Tripwire Trap CR ½
stone fences hold in yellowing but healthy crops of corn and hay. The
Type mechanical; Perception DC 20; Disable Device DC20
sentinel of a tall, dead tree sits alone in another field off to one side of
EFFECTS
the house.
Trigger touch; Reset manual
Effects Tripwire rings a cowbell, which is identical to an alarm spell
Craddoc Farrow is a farmer and his two sons, Lathar and Corson,
with the audible descriptor.
live here. Desperate to hold onto his livelihood despite the en-
croaching drought, Craddoc and his two sons serve the cult of
If encountered, they are circumspect with visitors, seeking to
Dagon willingly, in return for divine spells that assist his crops.
end conversations as soon as possible. Intruders are threatened
Craddoc gave his wife over to the cult; to be transformed into a
with violence unless they leave immediately. If provoked, the
horrific dagonspawn zombie (see new monsters) in the hope that
farmer will release the mastiffs, which will attack intruders while
she will give birth to an olhydrix hag. Now, Craddoc keeps his wife
the farmer or his sons seek help from other cult members.
locked in the master bedroom. Most days, she stands before a win-
Hidden within the overgrown cornfields to the north are the re-
dow, vacantly staring out over the cornfields through tattered
maining wagons that belonged to Koblin’s Bizarre Bazaar. Koblin’s
drapes. She wears a filthy shift and her once fine hair is scraggly
Bizarre Bazaar is detailed further at Part 1, Location 17. The wagons
and dry. She still recognizes her husband and their sons, attacking
were hidden here after the people of the Bizarre Bazaar were taken
1291804
anyone else that enters her room. The farmstead is a simple affair; 562775
22
1291804
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291804
562776
562776
Mastiffs (Riding Dogs) (2) CR ½ zombie’s Hit Dice + the zombie’s Cha modifier; onset
hp 15 each (Pathfinder Bestiary) 1d4 days; frequency 1/day; effect 1d2 Con, this dam-
TACTICS age cannot be healed while the creature is infected ;
During Combat: These two massive black hounds have been suc- cure 2 consecutive saves. Anyone who dies while in-
cessfully trained as a guard dog and a hunting dog respectively. fected rises as a dagonspawn zombie in 2d4 hours.
Please consult the Pathfinder Roleplaying Game Core Rulebook for
a list of their training
Blood Drain (Ex): The feeder tentacle is sinuous enough to be able
to initiate a grapple check. If it succeeds, it drains blood from its
opponent, inflicting 2 points of strength damage before the
Lathar & Corson Farrow (2) CR ½ tongue detaches.
Male Human Fighter 1 Lifespan: The full gestation cycle of an olhydrix is 2d4 weeks and
NE Medium Humanoid (Dagon Cultist) only 1% of dagonspawn zombies will produce an olhydrix hag.
hp 12, 12 (Appendix 1, pg.53) This is because the body of the host creature generally fails before
the olhydrix can fully mature, destroying the dagonspawn zombie
and killing the immature olhydrix. Dagonspawn zombies carrying
Mrs. Farrow, advanced dagonspawn zombie CR 2 a matured olhydrix find a secluded area by a tide pool or similar
NE Medium Undead water source in which to disgorge their ‘child’. Such an event
Init +2; Senses Darkvision 60 ft; Perception +2 will always destroy the dagonspawn zombie. The olhydrix child
DEFENSE is identical to a mature olhydrix with the Young Creature template
AC 14, touch 10, flat-footed 14 as described in the Pathfinder Roleplaying Game Bestiary. The
(+4 natural) young creature template is applied twice. Like its larvae form, a
hp 16 (2d8+7) young olhydrix has a voracious appetite and it soon feeds upon
Fort +2, Ref +2, Will +5 the remains of the dagonspawn zombie that carried it.
DR 5/slashing; Immune undead traits; mottled skin Mottled Skin (Ex): The skin of a dagonspawn zombie has a reflexive
OFFENSE color-morphic quality that can be adjusted to blend in with its
Spd 30 ft surroundings. A dagonspawn zombie gains a +5 racial bonus to
Melee slam +6 (1d6+6), tongue +6 (1d6+6) stealth checks.
Special Attacks Abyssal Vomit, Blood Drain Speed: Unlike normal zombies, a dagonspawn zombie can run. In
23
1291805
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291805
562777
562777
shoes or teach him the basics of the craft, he is grateful and will
As such, Ngoa is aware of the evil that grips Relford. He also
assist PCs in their own investigations. Should the cult of Dagon
knows of the ‘evil spirits’ lurking in Lugas’ Smithy (Part 1, Location
become aware of Ngoa’s abilities, Kelnor begins to fear Ngoa’s
12) and how the undead horror came to be. He has not confronted
magic and knowledge. The cult will make a kidnap attempt and
Barad Wolfram about it (Part 1, Location 4) as the blacksmith also
try to convert him to their cause otherwise his fate is sealed as a
carries out a crucial farrier service for Ngoa. Ngoa is trying to
dagonspawn zombie. Ngoa will not accompany the PCs into the
learn the craft himself and be rid of the blacksmith’s presence; so
mine or around the settlement, as it does not serve his interests
far, he has not had a lot of luck this endeavor. Ngoa is also aware
to do so. He can be however, a valuable NPC that assists with heal-
that an ancient evil lurks in the mine, but lacks the courage to in-
ing and spiritual knowledge. As a shaman, Ngoa often wanders
vestigate it himself. Ngoa has no family here; he sleeps in the hay
through the Daggerstone Hills. He knows where the abandoned
loft, keeping a dagger handy at all times. Aside from his bedroll
mine is located (Part 1, Location 21).
and a number of personal effects, he keeps a small amount of cash
and other valuables secured in a locked (DC25) iron-bound box (2
in thick; hardness 5; 20 hp; Break DC25). The box contains some
uncut diamonds worth 500gp (the converted profits of the Livery), 17. KOBLIN’S BIZARRE BAZAAR
a pouch of 56gp, 4 potions of endure elements and a +1 dagger Ngoa
uses for ceremonial purposes only. Ngoa pretends to be a mute, Within the overgrown corn stand three wooden caravans in a tight cir-
using a small chalkboard to communicate to strangers. Even if the cle. The once bright and gaudy paint that covers them is now faded
PCs manage to get Ngoa to speak, he is a man of very few words. and cracked. One of the wagons has two missing wheels; its axle held
level up by a pile of stones beneath it. The doors at the end of each
caravan are boarded up.
Ngoa CR 3
Male Half-Orc Barbarian 1 / Adept 3 There are a number of pit traps surrounding the caravans
N Medium humanoid (Relford Local) (marked on Map 1 with a diamond symbol). These have been dug
Init +1; Senses Darkvision 60 ft, Perception +6 by Craddoc Farrow and his sons, firstly to stop anyone taking these
DEFENSE wagons and secondly, to catch anyone who might be snooping
AC 16, touch 11, flat-footed 15 around. The pits are covered with dried foliage and dirt. The in-
(+4 Armor, +1 Dex) sides of the pits are wider at the bottom. Anyone falling into these
hp 35 (1d12+2 plus 3d6+6) pits will have a difficult time climbing out without help (DC25).
Fort +5, Ref +2, Will +5 The pits are checked regularly by Craddoc and his sons, turning
24
1291806
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291806
562778
562778
anyone caught over to Keddard in the Watch House (Part 1, Loca- Skills Acrobatics +8, Appraise +7, Bluff +7, Climb +8, Diplomacy +7,
tion 2) and ultimately the cult’s tender mercies. Disable Device +8, Disguise +7, Escape Artist +9, Fly +2, Intimidate
A DC15 Perception check reveals a number of weapon cuts upon +4, Perception +7, Ride +2, Sense Motive +7, Sleight of Hand +7,
the wood, as well as a smattering of dried blood. Laying flat in Stealth +9, Swim +1, Use Magic Device +7
the undergrowth, covered with dust and dirt is wooden sandwich- Languages Common, Dwarf, Gnome, Orc, Undercommon
board advertising: Koblin’s Bizarre Bazaar. SQ Defensive Training, Evasion, Fast Stealth, Greed, Hardy, Hatred,
The Bizarre Bazaar met an untimely end in Relford. Attacked by Sneak Attack +2d6, Stability, Stonecunning, Trap Sense +1, Trap
the cult of Dagon, the people of the traveling circus were taken Spotter, Trapfinding, Uncanny Dodge, Weapon Familiarity
into the mines and transformed into dagonspawn zombies. The Gear brocade coat (as padded armor), crossbow bolts x16 caltrops,
wagons were taken and put into Craddoc Farrow’s corn field and dagger, light crossbow, ring of the ram (10 charges), top hat
their sudden disappearance was chalked up to the fey and some-
times nefarious nature of circus people Only one person managed Development: A DC1 Sense Motive check will show that Koch
to escape this terrible fate: Koch Koblin, the dwarf owner and ring- Koblin is terribly afraid. It is up to the PCs to convince Koch that
master. Having witnessed first-hand the horrors of the mine, he they mean him no harm. If the PCs promise to get him to safety
is scared out of his wits and does not know who to trust. He has he will readily assist PCs, as long as it does not put him in apparent
been living on rats and other small animals he has managed to danger (i.e. Koch will not accompany PCs into the mine, for exam-
catch. This poor diet has done nothing for his barrel girth. He is ple). Given Koch’s nefarious dealings, his ability to sense motive is
desperate to get out of Relford and put the ordeal behind him. He highly tuned and will be able to guess if his benefactors remain
is unsure if the cult knows of his escape. true to their word. As a victim of the cult, Koch Koblin can readily
It was while he was hunting for rats one dark night that he identify Kelnor and the others as cult members, although he is un-
stumbled into the remains of his own circus. Now, Koch hides aware the difference between those who are charmed and those
within the very wagons in which he traveled the countryside, ac- who are not. He can describe the dagonspawn zombie and can
cessed by a secret trapdoor underneath one of the caravans. Koch’s draw a rough map to the underground temple complex. Koch’s
appearance is unusual for a dwarf: He wears a tattered brocade ring of the ram may prove useful in the final encounter with the
coat over a smelly vest. He keeps his top hat nearby, donning it Bride of Dagon, but Koch is reluctant to part with it unless he can
whenever he goes outside. He is clean-shaven which is unusual be assured of his safety. The Miner’s Rest is a good example of a
for a dwarf, and has wide mutton-chops arcing down his broad safe location. The cult of Dagon is also looking for Koch Koblin.
and square jaw. His hair is white and closely cropped. There is every chance they have followed the PCs into the corn-
field, hoping that they will lead them right to the evasive dwarf.
Koch Koblin CR 3 Ad-hoc xp: If the PCs manage to keep Koch Koblin alive and es-
1291807 562778
Male Dwarf Rogue 4 cort him to safety, award them experience as if they defeated a
N Medium humanoid CR 3 creature.
Init +2; Senses Darkvision 60ft; Perception +7
DEFENSE
AC 13, touch 12, flat-footed 11 18. LOCAL’S HOUSE
(+1 Armor, +2 Dex)
hp 30 (4d8+8); currently 12
These simple dwellings are the homes of local families. They are
Fort +2, Ref +6, Will +1
simple one or two room affairs, made primarily of stone taken
OFFENSE
from the mine. The GM is free to develop these houses and occu-
Spd 20 ft
pants as he wishes.
Melee dagger +5 (1d4+1/19-20)
Ranged light crossbow +5 (1d8/19-20)
Typical Relford Local CR 1/3
Special Attacks Sneak Attack +2d6
TACTICS Male or Female Commoner 1
Any non-evil Medium Humanoid (Relford Local)
Before Combat: If he is encountered in his caravan within the Far-
hp 9 (pg.6)
row Farm, and he is sure that someone is about to open the trap-
door and discover his hideout, Koch will ready an action to sneak
attack anyone that opens it.
During Combat: If forced into combat, he looks to disable oppo- 19. CULTIST’S HOUSE
nents quickly so they cannot follow him. If in desperate need,
Koch will use one of his precious charges in his ring of the ram if
it means its power will assist him getting away, i.e. blowing a hole These simple dwellings are the homes of local families that have
in a wooden wall, any door, or breaking a window. been charmed by the Bride of Dagon. They are otherwise identical
Morale: If there is no escape, Koch attempts to fight to the death to Part 1, Location 18.
rather than be taken back into the mine.
STATISTICS Typical Charmed or Dagon Cultist CR Varies
Str 12, Dex 15, Con 12, Int 17, Wis 11, Cha 10 (Appendix 1.)
Base Atk +3 CMB +5; CMD 16
Feats Agile Maneuvers, Armor Proficiency (Light), Rogue Weapon
Proficiencies, Simple Weapon Proficiency (All), Weapon Finesse
25
1291807
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291807
562779
562779
19A. KELNOR’S MANSE weapons. Lugas hid most of the weapons here, but was killed by
Barad soon after he showed his fellow blacksmith the quality of
his work.
The door to this residence is locked (Disable Device DC22). Kelnor
Anyone making a DC 15 Survival check reveals several animal
holds the key. This house is the manse of Kelnor, the Voice of
tracks crisscross the area, with one set of cat-like tracks leading
Dagon. Formerly owned by Father Arden, it is a simple abode, con-
to and from the cave entrance. If the PCs have encountered the
sisting of a two rooms; the front room contains a living area with
black leopard (Part 1, Location 1), allude to the players that perhaps
a table and chairs, a stove and a number of comfortable couches.
this is where the hunting cat made its home. In actual fact, a fe-
The back room is a bedroom with an adjoining shelved library. Var-
rocious and intelligent feline creature (a Tangtal) has come down
ious theological books and texts may be found here. Kelnor has
from the mountains and now uses the cave as its lair. For more in-
been very careful in separating his cult activity from the façade of
formation, consult the Abandoned Mine Key.
playing Relford’s High Priest. He has been very careful not to leave
any evidence here that incriminates his cult activities. A DC5 Per-
ception check reveals that this place has barely been lived in over
the last few months. Kelnor has taken to spending his entire 22. DAGGER ROCK (EL4+)
nights in the Temple of Dagon, emerging at daybreak to tend to
the temple’s needs.
Dagger Rock is 1080 feet high. The rock itself is made of granite
and a number of stunted trees have managed to take root upon
20. DAGGERSTONE MINE the lower parts of the rock. The rock itself is readily climbable
(DC10 Climb checks up to 500 feet, DC15 Climb checks from 501
feet onwards). It is left to the GM to decide how many checks are
The trail steadily wends its way south, through the dark and dead trees
required to scale the rock itself (Anyone unfortunate enough to
towards the Daggerstone Hills. At this proximity, Dagger Rock towers
freefall from the peak takes 108d6 points of damage). A number
ominously high above you. The road ends at the base of a hill, where a
of sheared rock ledges provide enough purchase to rest and recu-
ramshackle portico marks the entrance to the mine. The mine en-
perate during long the arduous climb. These ledges also contain a
trance is boarded up in a haphazard fashion, but it appears that some
number of harpy nests. If Meri Finn has been taken by a harpy
of the boards have been broken loose and lie upon the ground nearby.
(Event E) she will be up on one of the lower ledges, scared out of
A skull and crossbones has been hastily painted upon one of the cross-
her mind. The harpy that took her will attack anyone attempting
pieces.
a rescue.
1291808 562779
Within the natural contours of the rock, you see a timber-flanked tun-
nel that leads into the cliff wall.
26
1291808
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291808
562780
562780
INTERLUDE:
KEYED AREAS IN RELFORD
RELFORD TEMPLE KEY 3B. WORSHIP AREA
Eight shrines devoted to various gods line the walls, beneath simple
arched windows. Numerous candles have been placed at each shrine,
the air smells of tallow.
This large hall has eight shrines arranged along the walls, each de-
voted to a particular deity. A number of wooden pews are
arranged before each shrine, to seat parishioners who wish to pray
to their god. The deities include:
27
1291809
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291809
562781
562781
At the end of the hall is a wide antechamber with three doorways. To Kelnor, The Voice of Dagon CR 4
the left and right, the doorways open into a separate chapel, obviously Male Human Cleric 5 (Dagon)
devoted to respective gods with larger followings. A closed door bars CE Medium Humanoid (Dagon Cultist)
the entryway to the center chapel. In the centre of the chamber stands hp 39 (Appendix 1, pg.51)
a statue of a questing knight, his hands offered in supplication.
Development: Even if he is killed here, Kelnor is not defeated.
This area leads into three chapels, each with a respective shrine He rises as a Huecuva a day later. He likely flees to the Temple of
devoted to Rax, the God of Empire; Abbas, the God of Commerce Dagon as detailed in Part 3 of this adventure, using his vile rebirth
and Security; and Betean, the God of Justice. In the center of this as proof that Dagon has blessed him with immortality.
chamber is a statue of Rogaar, a paladin who ascended to godhood. Ad-hoc xp: Kelnor regularly casts desecrate on this shrine, which
The chapel doors leading to Abbas’ and Betean’s shrine are gener- is slowly eroding Rax’s power here. Should anyone spend time un-
ally wedged open, except at night. The door to Rax’s shrine is doing the damage by cleansing the shrine with holy water or con-
locked and has been so since Father Arden’s death. Kelnor holds ducting a similar rite in Rax’s name, (PCs need not have taken Rax
the key. as their patron deity for this to work; it is suggested a DC15 Knowl-
edge: Religion check will be sufficient to conduct a simple cleans-
ing ceremony) receives experience as if they defeated a CR3
Creature.
3D. SHRINE TO ABBAS
At the end of the chapel is a shrine devoted to Abbas, the god of Com-
merce and Security. Bench seats have been arrayed in two rows before
3G. GRAVEYARD
the statue. A faded roll of carpet leads to the shrine where a number
of candles flicker and burn. The boughs of an oak tree spread over a weed-infested graveyard.
Abbas, the God of Commerce and Security and a divine ally of Rax, The graveyard is as old as the church itself and is largely nonde-
is worshipped here. Along with Betean’s chapel, this area is much script. Headstones are simple affairs and are in most cases, are
grander than the larger hall –thus are the benefits of being an ally just a neat pile of rocks from the mine. Some contained patina-
to Rax. An offering bowl at the base of the shrine contains 2d20 covered plaques with a variety of names upon them. Father Arden
1291810
cp and 1d12sp. was the last person to be buried here; since then, there have been 562781
no funeral services.
Kelnor brutally slew Father Arden in this very chapel and it is his
blood which still stains the shrine. Since that day, the shrine has
gone unused. Kelnor plans to move the chapel of Dagon at (Part
3, Location 19) to here, where he hopes Dagon will reward him
with immortality. Kelnor can be encountered here, along with any
members of the cult. Kelnor often prays to Dagon in here. Dagon
has heard Kelnor’s prayers many times, having decided that he
should arise as a Huecuva if he perishes. (See Appendix 1 for more
28
1291810
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291810
562782
562782
The front doors are locked. Kelnor (Part 1, Location 3) has the key. Young Ghoul (1) CR ½
CE Small Undead
A pall of dust stirs the doors open, bringing with it the faint odor of hp 9 (Pathfinder Bestiary)
1291811
rot and decay. Once fine drapes are pulled shut over the windows. TACTICS 562782
What furniture that remains in this room is in poor disrepair. Molder- Prior to Combat: The child seeks to be comforted. Anyone doing so
ing wallpaper hangs loose in places, covered in a furry patina. Incon- will be considered flat-footed whilst the child makes a grapple
gruously, the door in the easterly wall has a number of planks nailed check. The victim may avoid this by readying an action against
over it; the wood is new and the nail-heads gleam in the wan light. it.
During Combat: The ghoul will attempt to inflict lethal damage on
The interior door was boarded by the cult to ensure that the un- a grappled target.
dead within remain inside their mansion. Treat the boarded door Morale: The ghoul fights until it is destroyed
as stuck. SPECIAL ABILITIES
Young Creature: This ghoul has +2 to all Dex based rolls, -2 to all
other rolls.
10B. FRONT PARLOR
Development: It is possible that Elise and Cantor will come to
Encased in paneled oak, this chamber must have once been grandiose. investigate any sounds of battle.
Now, the floorboards are warped and splotchy, and creak underfoot. A
moldering couch and a number of tipped-over chairs are scattered hap-
hazardly before a large stone fireplace. 10D. KITCHEN
Any stealth checks made in this room have their DC increased by The door leading outside is locked (DC25 Disable Device). A DC12
2 because of the warped and loose floorboards. Anyone investi- Disable Device or a DC15 Perception check reveals that the lock has
gating the fireplace will notice a pile of cracked and splintered been recently replaced. Kelnor has the key.
bones; remains of ‘meals’ that Elise has taken in her once-fine bed-
room. The fireplace itself is large, and can be scaled up to reach This chamber is lit only by a grubby window that looks over a dead
Location 10E and the roof. Elise uses this route often; however herb garden. A table with a thick counter sits in the centre of the
she has not been successful in escaping out to the roof yet. Exces- chamber, before an often-used fireplace in the southern wall. Flies buzz
sive noise will bring Elise down from Location 10E if she hears a around hanging meats and herbs long past their prime and on the con-
potential meal. This occurrence is likely if the door between Lo- gealed blood that has gathered at the base of the table. More dried
cation 10A and 10B is forced. A set of candelabra upon the mantle blood is smeared across the stone floor, disappearing beneath the door
are made of gold and are worth 150gp each. in the north.
29
1291811
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291811
562783
562783
Victims for Cantor and Elise were brought here and then executed. DC20: A hastily scrawled letter addressed to ‘Edward’ (Elise’s
Kelnor would lock the door to the dining hall whilst this gruesome brother): ‘We are damned; we released the evil from within the
act was carried out. Upon leaving, Kelnor would unlock the door earth. Do not come: We are all damned.’
to the dining hall and lock the door leading from the kitchen to
the exterior. This process gives the undead free run of the house
whilst keeping them fed. 10G. ATTIC (EL 3)
The door opens to reveal a shadowy chamber with a sloped roof, high
10E. MASTER BEDROOM (EL2) in the upper reaches of the manor. The dust in the air and closeness of
the roof is oppressive.
This once fine bedchamber is a mess. Ripped and filthy clothing lies
scattered in every possible location, emanating from a mass of dis- This is the attic. There are a number of trunks and chests scattered
carded garments that have spilled out of a mahogany wardrobe. A foul around the chamber, they contain letters, books, old clothes and
stench emanates from the stained and filthy linen that lies heaped crockery. There is nothing here of monetary value. Lurking in the
upon a bed that sits out from the north wall, next to a large, stone fire- back corner of the attic is Cantor Daggerstone; the elderly man
place. Beneath the bedclothes comes the sobbing of an elderly woman. who discovered Dagon’s Temple and the olhydrix hag known as
the Bride of Dagon.
Since becoming a ghoul, Elise now treats her bedroom as her lair.
She sometimes drags corpses and other body parts up here to eat, Cantor Daggerstone, Ghast CR 3
disposing of any inedible remains down the chimney. Most days hp 29 (Pathfinder Bestiary)
she lurks beneath the filthy linen, wailing and raging against her
horrific state. Beneath the remaining clothes in the mahogany Development: Some remnants of Cantor’s mind remains. Can-
wardrobe is a wooden beauty case containing a silver hand mirror tor’s initial reaction is Hostile (Base DC20), however if the PCs get
edged in ebony (worth 300gp) and some jewelry, (2 matched rings, into a position to talk to Cantor, he tells them how the “Slithering
a pair of earrings and a necklace all set with small emeralds, worth tentacles have crawled from the earth and have wormed their way
550gp). The wooden beauty case is well crafted and is worth 220gp. into the heart of Relford.” If he is specifically asked about what
he saw in the mine, Cantor becomes more lucid: “…the worms in
Elise Daggerstone, Ghoul CR 2 the dark…they grow from the queen that dreams demons…she is
hp 13 (Pathfinder Bestiary) so beautiful…” Cantor no longer remembers anyone’s name; such
1291812
TACTICS is the toll undeath has exacted on his deteriorating mind. Any con- 562783
Prior to Combat: If Elise becomes aware that someone else is in the versations will not last long however; Cantor’s ravenous hunger
room with her, she stops crying and readies an action to attack quickly reasserts its control. If the undead are destroyed, Kelnor
anyone who approaches her bed. will soon become aware when he next checks on them.
During Combat: As she fights, Elise wails like a banshee.
Morale: Elise fights until she is destroyed
30
1291812
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291812
562784
562784
BLACK SKULL INN KEY weekly rent; 10gp and 5gp respectively.
In busier times, Davven has also been known to rent out floor
space in the dining room. This may be done for 5cp a night; how-
ever anyone doing so must be gone by dawn and not interfere in
any way with the day’s trade. On special occasions, the fireplace
in the southwest corner is used to spit-roast meat.
wooden doors: 1 in; hardness 5; 15 hp; Break DC16 (Stuck); Break 562784
Breakfast 1sp
DC18 (Locked) and are unlocked unless specified otherwise.
Sausages and Mash 1sp
Stew, bowl and rosemary bread 5cp
Skully Pies 1sp for three
13A. COMMON ROOM (EL VARIES) Rosemary Bread 5cp
Roasted Mutton, vegetables and gravy 1sp
A number of tables and chairs occupy the main floor of this room. Roasted Beef, vegetables and gravy 2sp
A fireplace sits in the southwest corner and a bar occupies the east,
set between two doors. Davven Seward is generally found here,
serving ale (purchased from the Cauchemar Tavern). Beef jerky,
hard salted biscuits and crackers are often served in bowls atop Davven Seward, Innkeeper CR 2
the bar. Prices here are somewhat cheaper to the Cauchemar; Male Human Rogue 3
Davven is trying to lure in potential converts and victims for the CE Medium Humanoid (Dagon Cultist)
cult of Dagon. hp 26(Use Ramath Lane’s Statistics from Part 1, Location 8)
TACTICS
REFRESHMENTS - BLACK SKULL INN Prior to Combat: Davven will command the other ‘Inn Patrons’ to
Coffee 1cp engage any adversaries, whilst he applies poison to a weapon,
Beer, pint 4cp preferably his crossbow bolts.
Porter ale, pint 5cp During Combat: Davven works to get into a flanking position so he
Rye whiskey, gill 1sp may sneak attack.
Morale: Davven will attempt to flee if brought below 5 hit points.
As the innkeeper, Davven also has a number of rooms for rent: STATISTICS
Gear crossbow bolts x30, caltrops, cultist robes (if encountered in
LODGING - BLACK SKULL INN the temple of Dagon or upon cult business) hand crossbow (kept
Master Guestroom* 2gp/night under the bar), innkeepers apron (as leather armor), shortsword,
Deluxe Guestroom* 1gp/night 2 doses of Blue Whinnis (Injury Poison; save Fortitude DC14; onset
Standard Guestroom 5sp/night 1 round; effect 1 Con damage; secondary effect unconsciousness
Bed (Common Guestroom) 1sp/night for 1d3 hours.; cure 1 save), strongroom strongbox key.
*The Master and the Deluxe Guestrooms are also available for
31
1291813
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291813
562785
562785
32
1291814
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291814
562786
562786
33
1291815
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291815
562787
562787
sit in the corner of the room. covered by a DC22 Perception check. Davven and Cruaver know
of this room, using it to hide possessions of their abductees, until
Kelnor and the cult of Dagon can decide what to do with them.
13J. CRUAVER ELDAK’S ROOM (EL2) This has not stopped Davven and Cruaver from holding back select
items for themselves.
This is Cruaver Eldak’s room. Inside is a bed, a wardrobe and a
locked (DC24), iron bound trunk (2 in. thick; hardness 5; 20 hp; 13M. STRONGROOM
Break DC25). A poison dart trap protects the lock. Cruaver has
used Sassone Leaf Residue that he found amongst Koblin’s posses-
This secret chamber is the Inn’s strong-room. Aside from a
sions but has not been successful in procuring his own. Cruaver
applied the last dose some months ago and now the poison has locked iron-bound strongbox (2 in. thick; hardness 5; 20 hp; Break
lost part of its effectiveness. However, even in its reduced state, DC25), several lengths of rope hang on wall hooks, which are used
the residue is liable to kill or incapacitate a low level PC. for securing prisoners for their final trip into the mines. The
strongbox contains 1275gp. There is also a trunk filled with old
Poison Dart Trap CR 2 clothes. Beneath the clothes are a number of hooded robes –worn
Type mechanical; Perception DC 20; Disable Device DC20 by the cultists when they make their nightly trek into Daggerstone
EFFECTS Mine. Davven holds the key.
Trigger touch; Reset none
Effects Atk +10 ranged (1d3 plus weakened Sassone Leaf Residue).
13L. CELLAR
1291816
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291816
562788
562788
21A. THE DWARVEN FORGE (EL 3 or 5) Duplicate (Sp): As a standard action, a tangtal can create an effect
562788
similar to a mirror image spell (caster level 12th). This allows the
A large stone forge sits atop a tiered dais, glowing with unearthly light tangtal to create up to eight images of itself. The images can move
and heat. Black shadows dance amid the orange glow permeating the up to 30 feet away from the tangtal, but each must be within 10
chamber. feet of another image. The tangtal may use this ability once per
day and it otherwise resembles the mirror image spell.
This is where Lugas forged the mithral and adamantine weapons.
These weapons now reside in the vault previously reserved for the
ore at Location 21C. The forge’s heat is everlasting; fuelled by a Large Fire Elemental CR 5
Large Fire Elemental that is trapped within. The forge is made of hp 60 (Pathfinder Bestiary)
stone (Hardness 8; 120 hp) and if broken, the elemental tries to es-
cape. If there are any dwarves in the room at that time, it attacks
them immediately. 21B. VAULT ANTECHAMBER EL 5
Most recently, a Tangtal has made its lair here, having been
driven from her abode high in the mountains when the earthquake Two statues flank the doorway; depicting dwarf warriors. These statues
killed most of her usual game. Tangtals (also known as Dupli-Cats) hold their poleaxes to attention. On the northern wall, the imprint of
are ferocious and intelligent panthers with the ability to produce a hand is set into the stone.
several illusory images of itself to aid in hunting prey. She nor-
mally sleeps near the forge itself, but sometimes she rests in the This chamber contains two sets of traps to deter the foolhardy or
cooler areas behind the anvil in the northwest corner, where she unwary. Firstly, the dwarf statues each contain a swinging axe
prefers to take her meals. As such, bones and detritus lie scattered trap that will be set off as soon as anyone steps upon the square
behind the anvil area. There is nothing here of worth. A secret marked ‘B’. The hand imprint is the fulcrum to the door release
door is set into the north wall, disguised as part of a simple fresco and the key to disarming the trap. However, anyone standing any-
created by a dwarf artisan. It is opened by twisting the anvil one where along the north edge of the room (right up to the stone
quarter turn clockwise. The anvil itself is heavy and can only be doors either side) activates the second trap; flagstones along the
turned by a strong person (DC25 Strength Check). north end of the room slide into a hidden groove, dumping anyone
into a long and deep pit.
Tangtal (1) CR 3 The traps can be avoided and the doors unlocked by manipulat-
N (Evil tendencies) Medium Magical Beast ing the hand imprint by casting mage hand or a similar spell (Lugas
Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
35
1291817
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291817
562789
562789
used his Hand of the Mage to bypass the trap when he first came As unlikely as it seems (or perhaps their dwarfish greed got the
here). It is also possible to disarm all three traps using conven- better of them), the dwarves miscalculated the yield of mithral
tional means. from this mine. Because of this, this chamber was left unused.
The doors set in each end of the room are made of stone and re-
main locked until the handprint is used (Hardness 8; 60 hp each; 21E. WORK FACE (EL5)
Break DC28)
This roughly hewn cavern was once the heart of this mine. Ancient
Swinging Axe Trap (2) CR 1 cobwebs cover the rock face, obscuring the pick and chisel marks.
Type mechanical; Perception DC 20; Disable Device DC20
Trigger touch; Reset automatic Most of the mithral and adamantine was mined from here. Now
EFFECTS this cavern is the home to a colony of six spiders. The five smaller
Effects Atk +10 melee (1d8+1/x3; multiple targets (all targets in a 10- ones are web spinners, whist the larger one is a hunter. The tang-
ft line). tal knows to leave these creatures alone.
see invisibility, command undead and spider climb (CL 3rd). 562789
Beneath the canvas sheet is a simple but sturdy weapons rack, con-
taining a small variety of weapons. These are the mithral weapons
that Lugas forged for the Iron League. They are worth a small for-
tune:
21D. VAULT B
The door opens to reveal a simple chamber. It is empty.
36
1291818
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291818
562790
562790
PART TWO:
THE DAGGERSTONE MINES
Refer to Map 2 for a complete map of the Daggerstone Mines and chamber acts as a cultist guard post. At Part 2, Location 1a is a
the Temple of Dagon. The Daggerstone Mines have long been a chamber where three black mastiffs lair. These dogs are vicious,
rich source of garnets, amethysts, aquamarines and some dia- well trained and are highly intelligent. They wait here and chal-
monds. Despite its yield, Daggerstone Mine is a relatively small lenge any intruders with a series of growls and barks, charging to
operation; only increasing in scope during mining booms. It was attack if any intruders linger or makes a dash for any of the other
in these mines that Cantor Daggerstone discovered the Temple of tunnels. Their kennel-lair reeks of dog odor and a number of hu-
Dagon when an earthquake partially collapsed the mine at Part 2, manoid femur bones litter the sandy floor. There is nothing here
Location 13, trapping him and a number of other miners inside. of value.
Cantor was the sole survivor of that incident and his story is de-
tailed elsewhere in this adventure. A fissure at Part 2, Location 9B Black Mastiffs (Riding Dogs) (3) CR ½
leads into a series of natural caverns that eventually connect to hp 17, 16, 16 (Pathfinder Bestiary)
the cavernous Deepearth. Up until recently, the grimlocks that oc- TACTICS
cupied these caverns have gone unnoticed, but decided to expand During Combat: The dogs are well trained, seeking to flank their
their territory once the mine was first abandoned. After a number targets. Where possible, they will overrun, seeking to knock their
of cultists went missing, Kelnor became aware of the grimlocks, opponents from their feet, if this is not possible, they will charge
but was frustrated by their natural immunity to the visual charm and/or use trip attacks to barrel their opponents over.
of the Bride of Dagon. Inspired by his success in handling the un-
dead in Daggerstone Manor, he released a cultist infected with Development: Unless they are somehow silenced or quickly in-
ghoul fever into their midst. Now, the grimlocks hunger for any capacitated, their barks or sounds of battle will attract the cultists
dead flesh they can find. Kelnor has since removed the ladders residing at Part 2, Location 2.
1291819 562790
37
1291819
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291819
562791
562791
2, Location 10. They are searching for food. If disturbed, they at-
(+4 Armor, +2 Dex)
tack. hp 21 (1d12+1 plus 1d8+1)
Fort +3, Ref +4, Will +0
OFFENSE
Trekus, Brigand CR ½
Spd 40 ft
Male Human Fighter 1
Melee dagger +4 (1d4+3/19-20)
NE Medium Humanoid (Charmed Cultist)
greataxe +4 (1d12+4/x3)
hp 12 (Appendix 1, pg.53)
TACTICS
Before Combat Razzok will attempt to move into a space where he
Raul, Brigand CR ½
can obtain a flanking position in order to deal a sneak attack. If
Male Human Fighter 1
cornered in his chamber, Razzok will use stealth to hide behind
NE Medium Humanoid (Charmed Cultist)
the door, hoping to ambush anyone with a sneak attack before
hp 12 (Appendix 1, pg.53)
raging
During Combat: Razzok will enter rage immediately after engaging
Saskar, Brigand CR ½
opponents in an effort to take down opponents quickly.
Male Human Rogue 1
Morale: Razzok will attempt to use his potion to stay in the fight.
NE Medium Humanoid (Charmed Cultist)
Regardless, he fights to the death.
hp 9 (Appendix 1, pg.53)
STATISTICS
TACTICS
Str 17, Dex 14, Con 13, Int 12, Wis 10, Cha 8
Before Combat: If these three hear the mastiffs barking, they will
Base Atk +1 CMB +4; CMD 16
investigate. Should they hear sounds of fighting; Trekus and Raul
Feats Proficiency (Light), Armor Proficiency (Medium), Extra Rage,
will overturn some of their crates to act as barricades, while
Martial Weapon Proficiency (All) Shield Proficiency, Simple
Saskar will attempt to warn Razzok, before slipping into the shad-
Weapon Proficiency (All)
ows.
Skills Acrobatics +4, Appraise +1, Bluff +4, Climb +5, Diplomacy -1,
During Combat: Trekus and Raul will shoot any intruders with their
Handle Animal +4, Intimidate +6, Perception +5, Ride +2, Sense
crossbows, ducking behind once they are out of bolts. Saskar will
Motive +5, Stealth +5, Survival +4, Swim +1
attempt to sneak attack any spell casters.
Languages Common, Giant, Orc
If Razzok appears from his chamber, Trekus and Raul will fight by
SQ Fast Movement +10 ft, Intimidating, Orc Ferocity, Rage (11
his side, looking to flank opponents.
rounds), Trapfinding +1 Weapon Familiarity
Morale: If Razzok is among them, they fight to their deaths. Other-
38
1291820
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291820
562792
562792
Gear dagger, chain shirt, greataxe, hooded lantern, oil flask, potion
of cure serious wounds, traveler’s clothes Ever since the miners broke into the Deepearth passageways a
number of years ago (Part 2, Location 9b), the mines have been in-
vaded by a number of natural and unnatural predators. Since that
3. CRAWLWAY time, it has been prudent to conduct regular head-counts and
sweeps of the mines, eradicating or driving off any creatures that
have marked the mines as their territory. Since the permanent
The body of a deceased grimlock lies here, drained of blood. This
closure of the Daggerstone Mines, a number of these creatures
grimlock was a scout who was seeking aid from another tribe in
now roam the mines unchecked. One such creature is the choker
the area to help defeat the ghoul infestation which has now taken
that lives here. It has discovered that the traffic in the mine has
over the Grimlock settlement at Part 2, Location 10. The grimlock
steadily increased and it has set up a lair here, hoping to catch an
was inexperienced in the dangers of Deepearth and it was
easy meal. The choker has obtained a large aquamarine that it
wounded by the choker who lairs at area Part 2, Location 5A but
keeps in the back of the alcove. It is worth 500gp. The drop off
managed to escape. Unfortunately, a swarm of stirges from lower
the eastern side of the plateau is 60 feet.
in the mine caught the scent of the grimlock’s blood and came
after the hapless creature. The stirges attacked the grimlock in Choker (1) CR 2
Part 2, Location 4 and the dying grimlock got as far as here before
hp 21 (Pathfinder Bestiary)
bleeding out completely. TACTICS
A satchel at the grimlock’s waist contains a clay tablet showing
Before Combat The choker waits until someone is on the ladder
a rough layout of the mine, marking Part 2, Locations 10 and 11 to
leading up to this area before it attempts a grapple.
as far as Part 2, Location 5 (though the grimlock did not have time
During Combat The choker has worked out that the people who
to mark the choker at Part 2, Location 5A). Another clay tablet
work this mine rely heavily upon the ladders to traverse the es-
contains a Braille missive written in spidery undercommon asking
carpments and so it will also attempt pull up the ladder after it
for aid against the ‘deathdead hungersick’, which of course refer
has captured someone.
to the ghouls and their undead king. Both handouts are detailed
Morale: If it is clear that it is going to be killed, the choker attempts
on pg.67 & 68. Other than a crude stone axe, the unfortunate grim-
to scale the sheer cliff face to the east of its alcove.
lock had nothing else of value.
Development: So far, the choker has managed to get a number
of meals from hapless cultists. The choker speaks halting under-
1291821
4. OLD MINE FACE (EL2) common. It knows of the ‘hungree hungree’ creatures in south
562792
west (Part 2, Location 10) and of the demon queen’s tomb to the
This area was where Cantor Daggerstone first struck it rich, pro- southeast (Part 2, Location 13). To get this information, quick
ducing a succession of precious stones gems that were the size of thinking PCs will need to bribe it with a suitable and tasty meal.
his fist. Cantor used some of that wealth to fund a larger opera- Ad-hoc xp: If the PCs manage to bribe the creature, award the
tion here, creating Relford in the process. This cavern is now PCs as if they had defeated it.
played out, however. Flitting through the darkness are three
stirges, the remains of the swarm who attacked and killed the
grimlock at Part 2, Location 3. Still not sated, they attack anyone 6. TIRELESS MINERS (EL 3)
who enters here.
Kelnor is overly eager to see the cult’s wealth increase and has
Stirges (3) CR ½
worked a number of prisoners to death. Still not finished with
hp 6, 5, 4 (Pathfinder Bestiary)
them, he has animated their corpses as either skeletons or zombies
to continue their tireless task. Six skeletons toil at this wall,
Development: If two of the stirges are killed, the third attempts
dressed in shabby clothing, wielding heavy picks and shovels. A
to flee deeper into the mine.
candle has been placed in their skulls and they burn with an eerie
glow. This is so one of the acolytes from the Temple of Dagon can
find them in the dark of the mines. They silently go about their
5. ENTRY PLATEAU business, retrieving precious stones from the mine face, placing
them in a bucket by the wall. Inside the bucket are a number of
This plateau is where the miners would break off into their as- precious stones (garnets, aquamarines, amethysts, agates, azurites
signed teams and work in various sections of the mine. As such, and hematite) to the value of 440gp.
the ground underfoot is well trodden, with pools of coarse grit
gathered in the deeper depressions. To the northeast, a rock col- Skeletons (6) CR 1/3
umn supports the roof and another ladder runs up to a higher hp 4 each (Pathfinder Bestiary)
plateau. Anyone climbing up the northeast ladder runs the risk of TACTICS
being attacked by the choker that lurks in Part 2, Location 5A. During Combat: The skeletons fight mindlessly and mechanically
until destroyed.
1291821
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291821
562793
562793
7. BAT AERIE (EL 2 and 2) at Part 2, Location 13. A suitable check involving stonemasonry
(DC15) will reveal that the work was finished within the last fort-
night.
Prior to reaching this section of the cavern, it is important to re-
mind the players about the earthquakes which rocked this area
about a year ago. Read or paraphrase the following: 9, 9A & 9B. ABANDONED MINE FACE
Dust trickles from the rock ceiling in a number of places, forming piles This chamber is the result of the discovery of several rich deposits
of sand upon the stone floor. Above you, the rock groans and creaks of precious stones, creating the biggest boom since the mines were
under enormous pressure, spilling more sand onto the floor through a first opened. The area was excavated and the stones removed as
widening split. they were discovered. The most recent excavations have taken
place at Part 2, Location 9A. An entrance to a natural cave system
Although ominous, this tremor is harmless. The sand stops flowing has opened at Part 2, Location 9B, which has allowed a number of
after the rocks give one last juddering groan. All is quiet until: denizens access to the Daggerstone Mines.
Development: Every 48 hours, the Ogre from Part 2, Location
A series of high-pitched squeaks and chitters fill the air as a cloud of 17A, led in chains by 2 cultists brings a sack of 1d3 butchered
leathery shadows engulfs you! corpses and throws them into the darkness at Part 2, Location 9B.
A number of ghouls from Part 2, Location 10 come to collect the
The bats in the aerie have been startled by the tremor and now corpses for their consumption.
they make for the mine entrance.
Development: On a subsequent return to the surface, the locals 10A. COMMUNAL AREA
will report that another tremor struck Relford and a swarm of bats
erupted from the mouth of the mine. In any case, the presence of A palisade constructed of bone, bits of armor, and rusty weapons
an unstable section in the mine serves to remind the players that bound together with dried and brittle human hair stands boldly
the mine itself is unsafe. across the entrance to this cavern. This area was once a communal
area of the grimlock tribe and even then it was a ghastly place.
Countless bones lie scattered and split right across the cavern floor,
8. BAS-RELIEF half-buried in the grey dirt. The bones come from a vast variety
of humanoids; humans, bugbears, elves, drow, dwarves, gnomes,
goblins, orcs and even the occasional hill giant may be found here.
A pair of braziers with continual flame cast upon them, have been
There is also a variety of debris, from a variety of races and cul-
set up either side of the cavern wall, throwing light onto a scene
tures. There is nothing here of value.
from hell. Here, carved into the very rock are spiraling tentacles
that surround the maw of the passageway; the symbol of the
demon-lord Dagon. The symbol is an imitation of the work found
40
1291822
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291822
562794
562794
-Andrew C Gale Melee bite +5 (1d6+3 plus disease and paralysis) and 2 claws +5
(1d6+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to
10B. LAIR OF THE RAVENOUS ELDERS (EL1) this effect)
Spell-like Abilities (CL 5th)
Within each of these caves lurks a grimlock ghoul. A number of 1/day—darkness, fear (DC16), summon undead (up to 7HD of ghouls)
half-eaten body parts lie strewn through this chamber and dried TACTICS
blood has congealed in the dirt on the floor. If the ghoul senses During Combat: Thraughol uses his summon undead ability at the
intruders, it attacks. first sign of trouble and then he fights with tooth and claw, seek-
ing to spread his unnatural filth quickly and violently. If a cleric
Charnel Grimlock (Ghoul) CR 1 or paladin attempts to turn his ‘subjects’ Thraughol will use his
hp13 (Pathfinder Bestiary) fear ability in the same fashion.
Senses: Blindsight 40ft; Scent Morale: Thraughol fights until destroyed.
STATISTICS
Str 17, Dex 17, Con —, Int 15, Wis 16, Cha 14
10C. WITCHDOCTOR’S CAVE Base Atk +2; CMB +5; CMD 18
Feats Weapon Finesse, Power Attack
Skills Acrobatics +5, Climb +8, Perception +8, Stealth +8, Swim +5
This chamber has been ransacked a number of times. Various
Languages Undercommon
charms made of human bones hang from twine made from hair,
SQ Aura of Desecration, Blindsight, Command Undead (5/day DC14)
adorning various parts of the chamber. A shredded owlbear fur
Create Spawn, Scent, Undead Telepathy
lies crumbled in one corner and rotting straw covers the floor.
SPECIAL ABILITIES
Buried in the soft dirt about a foot beneath the owlbear fur is a
Aura of Desecration (Su) Thraughol constantly projects an aura in
tarnished longsword. This sword once belonged to a paladin who
a 20–foot radius that functions as a permanent desecrate spell.
ventured into the Deepearth two decades ago. The paladin was
The DC to resist negative channeled energy within the area gains
captured by the grimlocks and eaten. The sword was taken by the
a +3 profane bonus. Every undead creature entering or within
young acolyte who had felt the burning cold of her blade. That
this aura gains a +1 profane bonus on all attack rolls, damage rolls,
acolyte became the witchdoctor who once lived here. The sword
and saving throws. An undead creature created within or sum-
is a +1 frost longsword.
moned into such an area gains +1 hit points per HD.
41
1291823
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291823
562795
562795
Create Spawn (Su) A creature slain by Thraughol rises in 1d4 min- ure. He of course means the +1frost longsword buried in the cave
utes as a ghoul under his control at Part 2, Location 10C. Should the PCs be successful in destroying
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 12; onset 1 day; Thraughol the Charnel King, the Grimlock witchdoctor will con-
frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 con- sider any entreaties in assaulting the Temple of Dagon.
secutive saves. The save DC is Charisma-based. A humanoid that
dies of ghoul fever rises as a ghoul at the next midnight. A hu-
manoid who becomes a ghoul in this way retains none of the abil- 12. PRISON GROTTO
ities 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
An iron cage stolen from Koblin’s Bizarre Bazaar has been disman-
a normal ghoul in all respects. A humanoid of 4 Hit Dice or more
tled and one of its sides leans across the grotto entrance. The bot-
rises as a Ghast.
tom of this grotto, some 90 feet down, 13 prisoners huddle here in
Undead Telepathy (Su) Thraughol can communicate telepathically
the dark, fearing their fates. These people are a mixture of Com1
with any other undead within 100 feet, including mindless undead
and Exp1 (All CR 1/3). The cult uses the Ogre from Part 2, Location
such as zombies and skeletons.
17A to move and remove the bars when more are needed for their
diabolical purposes. The cage wall is heavy, requiring a DC25
Development: Should Thraughol and the other ghouls be de-
Strength check to move it successfully. This is also the likely area
feated, the Grimlock Refugees at Part 2, Location 11 return to this
any captured or ‘left for dead’ PCs are placed. They are stripped of
cavern and hold a grudging respect for the PCs. They may even
weapons and armor which is placed in Part 3, Location 16.
be persuaded to assist the PCs in assaulting the Temple of Dagon.
Story Award: If the prisoners are escorted to safety, award ex-
Story Award: If the PCs had decided to assist the Grimlock
perience as if the party had defeated them in combat.
refugees at Part 2, Location 11, award them experience as if they
had defeated a CR4 creature.
Grimlock Juveniles & Mates (12) CR 1 The Maw of Dagon, Giant Decapus CR 4
hp 7 each (currently 2) (Pathfinder Bestiary) CE Large Aberration
(Tome of Horrors Revised)
Grimlock Witchdoctor CR 1 Init +0; Senses darkvision 60 ft.; Perception +5
hp 9 (currently 6) (Pathfinder Bestiary) DEFENSE
AC 18, touch 10, flat-footed 17
Development: If the PCs hesitate or attempt to parley, a wizened (+7 natural)
grimlock with white hair and cavernous wrinkles hobbles to the hp 34 (4d8+16)
forefront of the group. If the PCs can understand undercommon, Fort +5, Ref +3, Will +4
the wizened grimlock explains through needle-sharp teeth that the OFFENSE
corrupted dead stalk their homes beyond the rock to the west and Spd 10 ft; climb 30 ft.
if they destroy them, he will reward the PCs with a magical treas- Melee 1 tentacle +5 (1d6+4) or 9 tentacles +5 (1d6+4)
42
1291824
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291824
562796
562796
Story Award: For finding the entrance into the Temple of Dagon,
award the PCs experience as if they defeated a CR4 creature, how-
ever this is award is dependant on the style of game the GM is
running.
43
1291825
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291825
562797
562797
PART THREE:
THE TEMPLE OF DAGON
The Temple of Dagon was a secret shrine hidden within the Temple they can.
of Mannanu in Que’eltalos. Some of Mannanu’s clergy were se-
cretly seduced by a coven of olhydrix hags, who gave them bodily Skeleton Guards (2) CR 1/3
favors and corrupted their souls with whispered promised of hp 4 each (Pathfinder Bestiary)
power. When Que’eltalos was consumed by the underwater vol- TACTICS
cano, the cult was buried along with the temple. The youngest ol- Before Combat: One of the skeletons will try and ring the gong, in
hydrix hag, —not yet an accomplished sorceress— pleaded with an effort to alert the temple.
Dagon to be spared. Dagon cursed her with immortality, making
her the divine guardian of his temple, and trapped for all eternity.
The temple was discovered when an earthquake collapsed a sec- 15. GROTTO (EL 4)
tion of the rock face (Part 2, Location 13), revealing Dagon’s Maw
and trapping several miners within. Sensing life, the Bride of
A sturdy but unlocked portcullis bars the entrance to this room.
Dagon enthralled them and set in motions for reviving the cult.
A DC22 Strength check is needed to lift the gate far enough for
As one of the remaining few of her species, the Bride of Dagon has
someone to slip under. Inside is a short tunnel that drops into a
infected a number of cultists with her young, turning their bodies
natural grotto, some 10 feet below. Brackish water fills the floor
into soulless dagonspawn zombies, in the hopes that her young
of the chamber.
matures into a young olhydrix hag. (See Appendix 2 for more in-
This grotto has been reserved as a nursery for the dagonspawn
formation about olhydrix hags and dagonspawn zombies).
zombies to disgorge their young (See Appendix 2). Given their low
Kelnor is the cult leader and is spending increasingly more time
survival rate, this chamber is keenly watched by Kelnor and the
within the Temple of Dagon. If he has not already been defeated,
1291826 562797
Bride of Dagon. The area marked ‘A’ on the map has a mass of de-
he will be encountered somewhere within the temple itself.
caying bodies here, some 27 in total. These are dagonspawn zom-
bies whose bodies have failed before producing an olhydrix hag.
Lurking in the south of this area, 3 dagonspawn zombies are in the
14. TEMPLE DOORS (EL3+) final stages of gestation. Each of them has a 1% chance of produc-
ing a young olhydrix hag. The larvae inside them are quite aggres-
These ancient doors are made of stone (4in; Hardness 8; 60 hp). sive and they attack anyone who enters.
They are ornate and well crafted, depicting a carving of Dagon
locked in a titanic struggle with Mannanu, the god of the sea. The Dagonspawn Zombies (3) CR 4
intricate detail of the carving is a masterful work. These carvings hp 12 each (pg.54)
make the doors worth 1200gp to the Church of Mannanu in Rel-
Draxa or 2000gp to a collector. However, each door weights in ex- Development: This chamber is checked regularly by servants of
cess of 900lbs each, and requires a skilled stonemason to assist the cult. Should they find anyone inside or discover that the zom-
with removing them (DC25). Most importantly, the doors are bies within have been destroyed, the Temple goes on alert, dou-
trapped; the original cultists did not want prying eyes to discover bling the chance of wandering encounters.
their secrets, so they instilled a trap to catch the unwary. Unless a
hidden catch in the carving is pressed (DC18 Perception), the trap
activates when the doors are pushed open. 16. ANCIENT ARMORY (EL3)
A new, wooden door has been affixed to a frame here and a par-
Rusty Scythe Trap CR 3 tially used (but unlit) torch is wedged into a rack in the wall. The
Type mechanical; Perception DC 20; Disable Device DC20 door is not locked. Once, before the original temple converted to
EFFECTS evil, this chamber was used by the temple guards to stow their
Trigger location; Reset automatic reset weapons and armor. This ancient armory is now a storeroom. Sev-
Effects Atk +20 melee (1d4+6/x4) eral crates of dried rations are stacked against the north wall and
a number of barrels containing rainwater are also stored here.
Development: Should intruders be discovered in the temple. These supplies once belonged to Koblin’s Bizarre Bazaar (Part 1, Lo-
Kelnor or the Bride of Dagon places two armed skeletons here. cation 17). The east section of the room has partially collapsed.
Their goal is not to stop intruders, but to raise an alarm however An allip lurks in this room; it is the maddened spirit of an elf cultist
44
1291826
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291826
562798
562798
truding brick, situated behind one of the crates (DC15). Within the
THE TEMPLE OF DAGON – WANDERING ENCOUNTER TABLE small chamber is a skeleton of an aquatic elf. An ivory knife rests
by its bony fingers. Hanging on the back wall however is a re-
For over 10,000 years, the temple of Dagon has been as quiet as a markable find. The weapons that once belonged to the captain of
tomb. Now that a new cult has arisen, its halls are once again filled the temple guard still rest here: A trident made of narwhal ivory
with prayers to Dagon and the cries of his victims. The base chance rests behind a shield bearing an intricate design of an urchin. The
of a wandering encounter is 14% in daylight and 28% at night. If trident is a trident of warning and the shield is a +1 spined shield.
successful, roll on the following table:
Drow Patrol: Three Drow from the city of Kelthuas have managed 17A, where he forcibly dismembers the hapless prisoner by wrench-
to enter the Temple. They are searching for any evidence that ing their limbs and head off. If he behaves, he knows that he will
this cult is a threat to the Drow. A female drow Clr 2 / Ftr 1 leads be taken for a walk in the mine, to feed the pets that live in the
two males; a Ftr 1 and Rog 1. dark.
Ogre Butcher: The demented ogre from Location 17A lumbers down Koch Koblin escaped from this very chamber, leaving the remain-
the corridor, a bloody sack hangs over its lumpy shoulder and a der of his employees behind. These six men and women here;
heavy chain around its neck. Two Dagon Cultists (Cleric, Fighter, mere circus hands (Exp2; hp 4 each), are all that remain of the trav-
Monk or Rogue, as detailed in Appendix 1) accompany him. They eling circus.
are taking food to the Decapus (Part 2, Location 13) and the grim-
lock ghouls via Part 2, Location 9b. Ogre (1) CR 3
hp 29 (Pathfinder Bestiary)
STATISTICS
who shut himself within the secret room, in a vain hope to escape Int 1
the cataclysm that befell Que’eltalos. For him, this plan worked,
but was ultimately still trapped underground and miles from the Ad-hoc xp: If they are rescued from their plight and escorted
sea. As the seawater drained away, the cultist committed suicide, from the mines, they are eternally grateful. Award the PCs as if
rather than slowly suffocate in the air. The allip has not attacked they had defeated them in combat.
any of the new cultists yet, but its jealousy and hatred for all life
is slowly getting the better of it. It appears in the north section
of the west wall and attacks anyone who enters here.
18. PRAYER ROOM (CR4+)
Allip (1) CR 3
hp 26 (Pathfinder Bonus Bestiary) This chamber is lit by a brazier in each corner of the room. The
TACTICS chamber itself was once a prayer room. Ancient glyphs, symbols
During Combat: If wounded, it retreats into the secret chamber and other swirling motifs adorn the dark stones, all speaking of
where its moldering bones still lie. However, it still attacks any- Dagon’s power. In the centre of this chamber a stone plinth stands
one within range of its babble ability. upon the floor, atop it rests an idol of a small winged creature.
Two hooded cultists tap their staves rhythmically upon the stone
Treasure: The secret door may be opened by pressing in a pro- floor. They are attempting to coax a quasit that lives in the statue
to possess one of them. The quasit is perched invisibly upon the
45
1291827
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291827
562799
562799
statue, and is considering possessing one of the hapless fools and Languages Common
killing the other three. If the cultists are disturbed, they attack. SQ AC Bonus +2, Damage Reduction 10/cold iron, Demonic Quality,
Flurry of Blows, Profane, Possessed, Spell Vulnerability
Dagon Cultists (2) CR ½ Gear dagger, flint and steel, hooded lantern, monk’s robes, oil flask,
Male Human Monk 1 quarterstaff
hp 9 each (Appendix 1, pg.53) SPECIAL ABILITIES
Demonic Quality—Fast Healing 2 (Ex): The quasit-possessed monk
Quasit (1) CR 2 gains fast healing 2 as part of gaining the demon-possessed tem-
hp 13 (Pathfinder Bestiary) plate.
TACTICS Profane (Su): Each of a quasit-possessed creature’s melee attacks
During Combat: The Quasit does not enter combat immediately; with a natural or manufactured weapons deals +1d6 points of
rather it waits for several combat rounds then decides to ran- extra damage to a creature of good alignment. All of its natural
domly possess one of the cultists or one of the PCs. weapons are treated as magic and evil-aligned for overcoming
SPECIAL ABILITIES damage reduction.
Posess Creature (Su): Once per day per 2 Hit Dice, a demon may Possessed (Su): Each demon-possessed creature is inhabited by a
attempt to possess an intelligent, corporeal creature within 10 specific demon: The demon can neither control the possessed
feet as a full-round action. The target creature must succeed a creature nor read its mind and it perceives only what the pos-
Will save (DC 10 + ½ demon’s racial HD + demons Cha modifier). sessed creature does. The possessed creature’s alignment
Success stuns the demon for 1 round; failure means that the changes to chaotic evil until the possession ends. The demon is
demon joins with the target. The monks willing fail their Will in constant telepathic communication with the possessed crea-
save. A PC that fails their saving throw gains the Chaotic Evil ture, imparting its thoughts and desires regardless of language.
alignment, a +4 dex bonus and all the Special abilites listed upon To gain the possessed creature’s cooperation, the demon usually
the following stat block. A possessed character attacks their for- offers telepathic suggestions that a chaotic evil creature might
mer allies immediately. find appealing. While possessing another creature, the demon
does not have access to any of its supernatural, spell-like or ex-
Quasit-Possessed Monk CR 1 traordinary abilities. It cannot cast spells or take purely mental
Male or Female Human ex-Monk 1 actions beyond thinking and using Intelligence based skills. It
(Advanced Bestiary) cannot be targeted by any spell or effect (except as described
CE Medium humanoid (Chaos, Evil) under spell vulnerability), but it can be detected normally by div-
Init +3; Senses Perception +6 ination spells.
DEFENSE Spell Vulnerability (Ex): Certain powerful spells have special addi-
1291828 562799
AC 17, touch 17, flat-footed 12 tional effects against demon-possessed creatures. These spell ef-
(+5 Dex, +2 Wis) fects must first overcome the demon’s spell resistance (if any) to
hp 9 (1d8+1); fast healing 2 have effect. A demon-possessed creature subjected to a dispel
Fort +3, Ref +7, Will +4 chaos or dispel evil spell must succeed on a Will saving throw or
DR 10/cold iron; Resist poison 2, electricity 2; Spell Vulnerability (pro- lose all the modifications bestowed by the demon-possessed crea-
tection from evil/chaos) ture template for a number of rounds equal to the opponent’s
OFFENSE caster level. The demon is immediately ejected from the pos-
Spd 30 ft sessed creature’s body and appears in the nearest open square. A
Melee dagger +5 (1d4+1/19-20) demon-possessed creature subjected to a banishment spell must
quarterstaff +1 (1d6+1) succeed on a Will saving throw or lose the template until again
quarterstaff (main -3 / off -7) (1d6+1/1d6) possessed by a demon. Failure returns the demon to its home
unarmed strike +5 (1d6+1) plane, as noted in the spell description. An antimagic field or any
Special Attacks Profane antimagic effect suppresses all the effects of the demon-possessed
Spell-like Abilities (CL 1st) creature template. It also prevents the demon from communi-
At will—detect good, detect magic cating with the possessed creature, using its perceptions, and ex-
2/day— invisibility iting its body (unless it dies) for as long as the demon-possessed
TACTICS creature remains in the antimagic area. In addition, particular
During Combat: The demon-possessed cultist babbles incoherently spells can affect the weaker demon kinds. Specifically, if the
when he or she attacks. demon-possessed monk is subjected to a protection from evil or
Morale: The quasit-possessed monk fights to the death. protection from chaos spell, the demon is expelled as described
STATISTICS for dismissal, assuming that the creature fails any associated sav-
Str 13, Dex 21, Con 12, Int 10, Wis 14, Cha 8 ing throws and the spell penetrates the demon’s spell resistances.
Base Atk +0 CMB +7; CMD 18 If these spells are cast by the possessed creature, they have no ef-
Feats Agile Maneuvers, Improved Grapple, Improved Unarmed fect.
Strike, Monk Weapon Proficiencies, Stunning Fist, Weapon Finesse
(Fists) Development: The cultists and the demon possessed cultists
Skills Acrobatics +9, Bluff -1, Climb +5, Diplomacy -1, Escape Artist may be defeated by conventional means. The quasit materializes
+9, Fly +5, Heal +2, Intimidate +3, Perception +6, Ride +5, Sense and attacks in a blind rage if the demon-possessed creature is de-
Motive +2, Stealth +11, Survival +2, Swim +1 feated, or if the statue is smashed. If it is reduced to 3 hit points
46
1291828
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291828
562800
562800
or less, it attempts to turn into a centipede and flee into a nearby 19A. TABERNACLE AND FRESCO
crack in the wall.
At the front of the chapel, an ancient and cracked bell has been
turned into a font of unholy water. The water within the bell is
18A. CELLS brackish and cloudy, having come from the pool in Part 3, Location
23A and is filled with the Bride of Dagon’s larval young. Anyone
These small chambers contain a simple reed mat and a cushion. drinking from, or immersing themselves in this water must make
They are cells the cultists can use for private meditation, interro- a DC15 Fortitude save or contract Abyssal Ascariasis:
gation or resting.
Abyssal Ascariasis
Type disease, contact; Save Fort DC16
19. CHAPEL OF DAGON (EL 5 or 5) Onset immediate; Frequency 1/day
Effect 1d2 Con, this damage cannot be healed while the creature is
infected; Cure 2 consecutive saves. Anyone who dies while infected
This shadowy chamber is lit by continual flame burning in a set of
rises as a dagonspawn zombie in 2d4 hours.
braziers set either end of the domed section of the chapel. At mid-
night, two cultists bring in an upturned, barnacle encrusted bell
Kelnor has been known to use debilitating poisons upon the vic-
supported in a wooden frame. They place the bell in the front sec-
tim to increase the chances of the victim transforming into a
tion of the chapel at ‘A’ and then kneel before it, in supplication.
dagonspawn zombie. If remove disease is cast upon the victim at
Soon after, the cultists from Relford arrive. At midnight, Kelnor
any time prior to them rising as dagonspawn zombie halts the
conducts a ritual within this chamber, offering a sacrifice or se-
process. A fresco depicting the symbol of Dagon sits on the north-
lecting a ‘fortunate’ individual to drink from the unholy waters
within the bell. If he is encountered in the chapel, Kelnor fights
fanatically; using any and every means at his disposal.
DAGON’S BELL
Dagon Cultists (2) CR ½ When Qe’eltalos was destroyed, a number of neighboring island
Male or Female Monk 1 kingdoms also suffered, their temples to Mannanu fell into the sea
hp 9 each (Appendix 1, pg.53) before being consumed in a fiery inferno. Some fell so far into the
Lightless Depths that they came into Thos, the realm of Dagon.
Kelnor, The Voice of Dagon CR 4 Dagon took these bells and cursed them, before instructing his min-
1291829
Male Human Cleric 5 (Dagon) ions to return them to the mortal world. These bells became known 562800
hp 39 (Appendix 1, pg.51) as Dagon’s Bells; terrible one-use artifacts that can cause destruction
on a wide scale by merely sounding them. This bell is inert; the
If Kelnor has been slain prior to encountering him here in the Bride of Dagon sounded it when she sensed excavations of the min-
Chapel, he has arisen as a Huecuva. He will be accompanied by 5 ers were nearing her temple and tomb. The earthquake spell she re-
dagonspawn zombies: leased was the one that rocked the region and trapped the miners
in her Temple.
Huecuva CR 2 Written on the bell in abyssal is a prophecy about a cursed sea-
hp 16 (Pathfinder Bonus Bestiary) captain who sailed to the watery depths of Thos rather than be de-
feated by those who betrayed him. The prophecy goes on to explain
Dagonspawn Zombies CR 1 that this sea-captain will return to those who betrayed him seeking
hp 12 each (pg.54) revenge. When all is done, he will claim a shining jewel in Dagon’s
name. This event is recounted in WG1: Temple of the Kraken, by
Development: By defeating or destroying Kelnor, the charming Sagawork Studios.
effect held over the cultists begins to waver. Any other charmed
cultists are in the room are allowed to make an additional save to
ern face of the chamber, overlooking the bell.
break the enchantment. Those that do, look around in bewilder-
ment. Some cry out and others just blankly stare as the realization
of the horrors they perpetrated finally sink in. The PCs should use
this confusion to locate and destroy the Bride of Dagon once and 20. CHAMBER OF DREAMS
for all!
Story Award: For finally defeating the Voice of Dagon, award The east and west walls are adorned with carvings of Dagon war-
experience equal to defeating a CR 3, 4 or 5 creature; depending ring against various deities and devouring various sea creatures.
on the game’s level of progression. The Bride of Dagon is a CR 6 Fourteen stone slabs, spaced at regular intervals, are lined in two
encounter; it is advised that the PCs be at or close to 3rd level be- rows of seven in the centre of the chamber. Upon each slab lays
fore attempting it. an unconscious cultist or other victim of the cult. They have drunk
from either the water in the bell at Part 3, Location 19A or from
the spawning pool at Part 3, Location 23A and are now transform-
ing into horrid dagonspawn zombie. To assist in this transforma-
tion, these victims are given mild doses of Blue Whinnis or Oil of
47
1291829
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291829
562801
562801
Taggit. These poisons are all Cruaver’s concoctions (Part 1, Location watch her new coven grow. When they are ready, they will flood
13). One of the dreaming chosen is Jesrel (Com2); the sister of Tol- the Daggerstone Mines and rule its Lightless Depths in Dagon’s
lard (Part 1, Location 7B). It is left to the GM to decide how close name. That day is soon.
Jesrel is to becoming a dagonspawn zombie. If the Bride of Dagon senses intruders in this chamber, she will
rise silently from the pool, a writhing monstrosity and the final
guardian of Dagon’s Temple.
21. STATUARY The Bride of Dagon CR 6
Olhydrix Hag Divine Guardian
Six statues depicting various incarnations of Dagon line the walls
(Advanced Bestiary)
here. If the GM wishes to run Event K or Event L (listed under
CE Large Monstrous Humanoid (Aquatic, Chaos, Evil)
Events in Relford); Barad will have collected one of the statues
Init +4; Senses darkvision 60 ft.; Perception +11
from here. DEFENSE
AC 17, touch 11, flat-footed 16
(+1 Dex, +6 natural)
22. KELNOR’S SANCTUM hp 32 (4d8+9); fast healing 5
Fort +4, Ref +4, Will +4
This is Kelnor’s private chamber. A trunk sits before a demonic Defensive Abilities SR 14
statue in the northeastern corner, and a simple altar sits against OFFENSE
the centre of the north wall. The demonic statue is in fact a Gar- Spd 60 ft, swim 100 ft.
goyle that Kelnor encountered a few months ago. Kelnor offered Melee 2 Claws +9 (1d4+5) or mwk trident +10 (1d8+5/), Tentacles +9
the creature employment as the guardian of his sanctum in the (1d6+5)
mines and as a spy. The Gargoyle agreed, and has served Kelnor Face 10 ft; Reach 10 ft
well. Now it sits here, guarding this room. If anyone makes to in- Special Attacks Horrific Appearance, Charming Gaze, Improved Grab
vestigate the altar or the trunk, the gargoyle attacks. Spell Like Abilities (CL4th)
At will — dimension door
Gargoyle (1) CR 4 3/day — alarm, knock
hp 37 (Pathfinder Bestiary) 2/day — darkness
1/day — arcane lock
Treasure: The trunk contains a simple cloth sack that appears TACTICS
Before Combat: The Bride of Dagon will attempt to use its charm-
1291830 562801
approximately half full of coins and gems. In actual fact, the sack
is a Type II Bag of Holding and within is the wealth of the cult; some ing gaze on as many opponents as possible. Should it be suc-
2397gp in gold and gems. cessful, it will order those charmed to attack its allies or bathe
in the pool at Part 3, Location 23A.
During Combat: The Bride of Dagon attempts a grapple check on
the nearest PC. If it is successful, it activates dimension door as
23. THE BRIDE OF DAGON (EL6) a free action and moves to the bottom of the pool at Part 3, Lo-
cation 23A, where its victim possibly contracts Abyssal Ascari-
Read or paraphrase the following: asis and runs the risk of drowning. It will then activate
darkness within the pool to confound any pursuers. If anyone
The door opens into an ancient vault with pillars supporting a ceiling attempts to destroy the statue of Dagon, the Bride of Dagon
lost in shadow. Standing before a wide set of steps that lead down emerges and attacks with its trident.
through an archway, is a 15’ tall statue depicting an immense man-eel Morale: In defending the inner shrine, the Bride of Dagon fights
monstrosity with an impossibly wide maw filled with needle-sharp to the death.
teeth. Numerous suckered tentacles cover his body, two of which end STATISTICS
in finger like digits tipped with sharp talons. The steps lead down to a Str 21, Dex 13, Con 16, Int 10, Wis 13, Cha 18
pool filled with black liquid. Wraithlike smoke rises up from the surface Base Atk +4; CMB +10; CMD 20
of the water. Feats Alertness, Power Attack
Skills Climb +7, Craft or Knowledge: (any one) +5, Perception +11,
The statue itself radiates foul evil and is explained in detail below. Sense Motive +5, Swim +7
Within the dark pool (Part 3, Location 23A); the olhydrix hag enjoys Languages Abyssal, Common
immortality as the Bride of Dagon. It is to this chamber that the SQ Ability Healing, Amphibious, Blessed Life, Darkvision, Dimension
cultists take their new abductees. Here, they bear witness to the Door, Fast Healing 5, Immunity to Mind-Affecting Effects, Immu-
fell majesty of Dagon’s power before they are charmed by the Bride nity to Disease and Poison, Sacred Site, Spell Resistance 14
of Dagon. Those that resist are either immediately consumed in Gear mwk trident
the pool or are taken to the ogre’s larder at Part 3, Location 17. SPECIAL ABILITIES
One of the last few remaining Olhydrices, the Bride of Dagon has Ability Healing (Ex): The Bride of Dagon heals 1 point of ability dam-
allowed the priest Kelnor to rise through the ranks of the cult. age per round, in each damaged ability score
Once the Bride of Dagon is certain that the future of her race is Blessed Life (Ex): The Bride of Dagon does not age or breathe. It
secured, she will dispose of Kelnor take over the cult herself, and does not require food, drink or sleep.
48
1291830
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291830
562802
562802
Part 3, Location 14, the boundary defined as Dagon’s holy site, it ring can be used to simply damage the statue; or using 3 charges 562802
immediately loses the divine guardian template and any spellcast- from the ring gives the wearer enough force to push the statue 5
ing ability Dagon granted based on its class levels. The Bride of feet. The statue needs to be pushed 10 feet before it before it topples
Dagon cannot regain the template unless it atones for its failure over and smashes into smithereens. Anyone caught beneath takes
(usually by completing a quest or via an atonement spell) and re- 6d6 points of damage. Otherwise, the Statue of Dagon may be
enters the site within 1 week. Otherwise it loses the template treated as a huge inanimate object with AC 13; hardness 8; hp 84.
permanently, taking 6d6 points of Constitution drain as the years It makes no attacks and is immune to all combat maneuvers, such
of lost food, drink and sleep return to it tenfold. as trip, and overrun. Depending on how well the party is equipped
Skills: An olhydrix hag has a +8 racial bonus on any swim check to for this encounter, the Statue may also have a sonic vulnerability.
perform some special action or avoid a hazard. It may choose to
take 10 on a swim check even when distracted or endangered. It -Andrew C Gale
can use the run option while swimming, provided it swims in a
straight line. pearl from an abyssal oyster worth 800gp, a narwhal ivory stat-
uette of Mannanu worth 330gp, a wand of scorching ray (CL 3rd, 23
charges), +2 ghost touch heavy mace, a cloak of the manta ray and a
pearl of power (2nd-level spells). The GM is free to substitute, add
23A. THE HAG’S SPAWNING POOL or remove any of these items as required.
The water here is brackish and cloudy. Anyone that drinks the
water or immerse themselves in it may contract Abyssal Ascariasis THUS ENDS THE HORROR AT DAGGER ROCK.
as explained under the olhydrix hag entry in Appendix 2. This is
the same effects as the water at Part 3, Location 19A. If the Bride
of Dagon is defeated, the larval young die off in 1d6 days.
Treasure: The bottom of the pool opens into a small, lightless
cavern, some 60 ft down. There, the bones of the original cult
members lie amid the fallen masonry and jagged bedrock. Affixed
to slimy stone plinth upon the cavern floor is a decanter of endless
water; the Bride of Dagon planned to flood the mines so her prog-
eny would once again be free. The decanter is stuck with sovereign
glue. Also scattered through the rocks and dirt is 991gp, a black
49
1291831
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291831
562803
562803
EPILOGUE AND FURTHER to be returned (if the leopard survived or was adopted by one of
the PCs), however a throaty snarl from the hunting cat is enough
ADVENTURES: to retract that demand. If the PCs did save Koch at some point,
the dwarf ringmaster,(now bearing a small beard if his dwarf
brethren showed up), will quickly tire of Relford and remind the
Once the Bride of Dagon is defeated, the enchantment she held
PCs that they are obliged to escort him to Rel-Draxa (Koch can
over those charmed cultists is no more. Shock and revulsion grips
push a promise or an obligation to the nth degree). There, Koch
these people as they come to terms with the atrocities they com-
hopes to unwind –however a series of events are about to transpire
mitted.
that will have Rel-Draxa at the mercies of the very sea itself. This
The PCs can return to Relford as heroes, having earned the heart-
adventure is told in WG1: Temple of the Kraken coming soon from
felt gratitude (and in some cases grudging respect) of the locals
Sagawork Studios.
for having defeated the cult of Dagon. If Galwinn survived, he is
elected Relford’s new mayor. Galwinn’s first task is to eradicate
any foul legacies of Dagon’s cult that remain Relford. He will task
the PCs with these actions over the coming weeks. Galwinn will
move into Daggerstone Manor once it is free from its foul taint. If
Ngoa survived, the half-orc steps up as Relford’s impromptu spiri-
tual leader. He spends a large amount of time in Relford’s temple,
conducting rites to cleanse the place. Finally, he hires Zachary
Finn to rebuild the shrine of Rax before returning to the life of a
simple liveryman.
The Daggerstone Mines remain closed: The mines and the tem-
ple are still dangerous. However, Galwinn makes contact with the
dwarf nations, who promise to enter the mine and collapse the
tunnels leading to the temple and those that lead to the cavernous
Deepearth; but not before the remaining areas are cleared of their
foul taint and any prisoners released. The dwarves set up camp
along the south road to the mine, assisting the local miners to re-
claim what is rightfully theirs. They may ask for the PCs help to
do this. The dwarves also secretly investigate their ‘abandoned’
1291832
mine in the Daggerstone Hills (Part 1, Location 21). When they can 562803
see that it has been tampered with, they ask the PCs to investigate
and mediate the theft of the ore. If the PCs have come into the
possession of these weapons, the dwarves consider their actions
and may even allow the PCs to keep them, especially if they were
used in defeating the Bride of Dagon. If Gaddin Vaas or Ramath
Lane survived, they will notify the Iron League of these events. The
Iron League will send their agent out to reclaim these weapons,
by deadly force if necessary.
If the opportunity presents itself, Jek Bartollo claims the Black
Skull Inn as his own, gleefully running the Cauchemar and the
Black Skull with his savvy business acumen. He holds off on any
road-agent activity until things return to relative normalcy.
Although the earthquake has altered the region irrevocably, the
decanter of endless water in the Hag’s spawning pool (Part 3, Loca-
tion 23A) would be very useful to the people of Relford and the
people in the surrounding area. If the device is removed and
buried in a suitable location close to where the Rel River diverted,
the groundwater could be restored and the drought broken. Such
a trek would be fraught with danger; harpies and other denizens
of the Daggerstone Hills must be braved if the expedition is to be
successful.
If Koch Koblin survived, he makes his presence known and as-
sists in identifying the other ‘true’ cultists, taking personal glee in
pointing out the Farrows in their farmstead and Cruaver Eldak
from the Black Skull Inn. Koch’s wagons are eventually removed
from the corn and are repaired by anyone who can help. If the
PCs were entrusted with it, Koch also asks for his ring of the ram
back (even if the charges have been depleted). If they do not re-
turn it, he attempts to steal it from them. He also asks for Tabaxu
50
1291832
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291832
562804
562804
APPENDIX ONE:
THE CULT OF DAGON
Under the control of the olhydrix hag known as the Bride of Dagon, D – domain spell (Evil, Water)
the cult of Dagon has grown steadily. Additionally, a number of TACTICS
the cult’s core members now serve the Bride of Dagon willingly, Before Combat: If Kelnor is able to do so, he will try to have Unde-
rather than through her charming gaze. Leading the cult is Kelnor; tectable Alignment cast prior to meeting PCs in non-combat situ-
a middle-aged man who was posted to this region by the Church ations. If encountered in the Temple of Dagon, he will instead
of Rax. Under the watchful eye of Father Arden; then the senior prepare bulls strength in place of Undetectable Alignment. Prior
priest of the Relford temple, Kelnor suffered the ignominious and to any combat, Kelnor casts bear’s endurance, bull’s strength (if pre-
menial tasks thrust upon him as the temple’s caretaker. Kelnor pared), protection from law and shield of faith upon himself. If he
has a calm exterior, but is a bitter man given to private fits of has had time to bolster his position before entering combat, he
anger. It was by chance that he was abducted and taken before prepares animate dead in place of dispel magic and casts it within
the Bride of Dagon. Kelnor’s mind snapped when his eyes fell upon a desecrated area. He will try to establish himself in an easily de-
the hag’s horrid form. He became the Bride of Dagon’s instrument fensible position, bolstering it with Magic Circle against Good if
of Chaos upon the surface world. Kelnor has become cruel and is necessary.
now a calculating figure who orchestrates the desires of the Bride During Combat: Kelnor is not afraid to use his Channel Energy abil-
of Dagon. He killed Father Arden and covered up the murder, ity even if it means he will capture allies within its area of effect.
spreading rumors that the temple was raided by inhuman tribes He also readily casts spontaneous inflict spells if he is sure that
or brigands. Kelnor has since assumed Father Arden’s role in he does not need the spell it is replacing. If he encounters a melee
Relford, living a double life as Relford’s spiritual advisor and the class, Kelnor will cast shatter upon their weapon.
cult’s Voice of Dagon. Morale: Kelnor maintains a calm exterior despite the turmoil raging
The cult of Dagon has a large number of rank and file fanatics within him. He is in love with the Bride of Dagon and fights to
1291833 562804
that are ready to lay down their lives for the olhydrix hag and defend her. If reduced to less than 5 hit points, he will attempt
Dagon. Their statistics are given on pages 52-54. to use his Cloak of the Bat and flee.
Kelnor may be encountered in a number of places throughout STATISTICS
Relford, within the Daggerstone Mines and within the Temple of Str 15, Dex 12, Con 13, Int 10, Wis 15, Cha 15
Dagon. For ease of presentation, his statistics are presented here: Base Atk +3 CMB +5; CMD 16
Feats Acrobatic, Armor Proficiency (Light), Armor Proficiency
Kelnor, The Voice of Dagon CR 4 (Medium), Combat Casting, Command Undead (DC 14), Deceitful,
Male Human Cleric 5 (Dagon) Shield Proficiency, Simple Weapon Proficiency - All
CE Medium humanoid Skills Acrobatics +2, Bluff +4, Climb -2, Diplomacy +8, Escape Artist
Init +1; Senses Perception +4 -1, Heal +2, Intimidate +2, Knowledge (Religion) +4, Linguistics +4,
DEFENSE Perception +4, Ride +1, Sense Motive +2, Spellcraft +4, Stealth +4,
AC 18, touch 11, flat-footed 17 Survival +2, Swim -2
(+6 Armor, +1 Dex, +1 Shield) Languages Common, Abyssal
hp 39 (5d8+10) SQ Aura, Channel Negative Energy (3d6, 5/day), Spontaneous Cast-
Fort +5, Ref +2, Will +6 ing,
OFFENSE Gear +1 glamered scale armor, +1 heavy mace, cleric’s vestments, cloak
Spd 30 ft of the bat, holy symbol of Dagon, holy symbol of Rax, light steel
Melee +1 heavy mace +6 (1d8+3) shield, wand of cure light wounds (17 charges), Keys: Kelnor’s
Special Attacks Channel Negative Energy (DC14, 3d6); Command Un- Manse, Relford Temple and Crypt, Rax’s Shrine, Daggerstone
dead (DC14) 5/day, Spontaneous Inflict spells Manor.
Spell-like Abilities (CL 5th)
5/day—Icicle (1d6+2), Touch of Evil (2 rounds) Development: If Kelnor is killed, he arises as a Huecuva a day
Spells Prepared (Spell Save DC: 12+spell level) later and haunts either the Shrine of Rax in the Relford Temple, or
3rd – Dispel Magic, Magic Circle against Good(D) the Temple of Dagon. He attacks any non cult members, spitting
2nd – Bear’s Endurance, Desecrate(D) Shatter, Undetectable Align- blasphemous curses against the gods. If encountered in the Tem-
ment ple of Dagon, he appears as he did in life, thanks to his disguise
1st – Command, Divine Favor, Obscuring Mist(D), Protection from spell. This façade drops as soon as he faces his enemies.
Law, Shield of Faith
0 – Bleed, Stabilize, Detect Magic, Guidance
51
1291833
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291833
562805
562805
dagger +1 (1d4+1/19-20)
Special Attacks Channel Negative Energy (DC12, 1d6); Command Un-
THE ACOLYTES OF DAGON dead (DC12) 5/day, Spontaneous Inflict spells
Spell-like Abilities (CL 1st)
5/day—Icicle (1d6), Touch of Evil (1 round)
The following statistics represent the rank and file followers within
Spells Prepared (Spell Save DC: 12+spell level)
the cult of Dagon. They can be used to pad out existing encounters
1st – Command, Detect Good, Obscuring Mist (D)
or as the basis of custom-built encounters.
0 – Bleed, Stabilize, Guidance
D – domain spell (Evil, Water)
Adept Cultist CR 1/3 TACTICS
Male or Female Human Adept 1 (Dagon)
Before Combat: These cultists will attempt to cast guidance on
CE Medium humanoid
those who need it.
Init -1; Senses Perception +3
During Combat: These cultists will use Obscuring Mist to conceal
DEFENSE
allies and use command to put adversaries within harms way.
AC 10, touch 9, flat-footed 10
Kelnor is not afraid to use his Channel Energy ability even if it
(+1 Armor, -1 Dex)
means he will capture allies within its area of effect. He also read-
hp 6 (1d6)
ily casts spontaneous inflict spells if he is sure that he does not
Fort +0, Ref -1, Will +3
need the spell it is replacing. If he encounters a melee class, Kel-
OFFENSE
nor will cast shatter upon their weapon.
Spd 30 ft
Morale: Morale varies between individuals. Charmed cultists will
Melee club +1 (1d6+1)
generally surrender when disabled. Dagon Cultists are more fa-
dagger +1 (1d4+1/19-20)
natic and will fight to the death.
Spells Prepared (Spell Save DC: 11+spell level)
STATISTICS
1st – Burning Hands, Sleep
Str 15, Dex 12, Con 10, Int 10, Wis 15, Cha 14
0 –Stabilize, Ghost Sound, Touch of Fatigue
Base Atk +0 CMB +1; CMD 12
TACTICS
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Com-
During Combat: These cultists will use sleep or burning hands to
mand Undead (DC 12), Eschew Materials, Shield Proficiency, Sim-
take out as many adversaries as possible, including allies in the
ple Weapon Proficiency - All
spells effects only if necessary. If forced into close quarter com-
Skills Acrobatics -2, Bluff +2, Climb -2, Diplomacy +2, Escape Artist -
bat, adepts will single out melee opponents and use touch of
2, Fly -2, Heal +6, Intimidate +2, Knowledge (Religion) +4, Linguis-
52
1291834
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291834
562806
562806
tics +4, Perception +2, Ride +1, Sense Motive +2, Spellcraft +4, quarterstaff +1 (1d6+1)
Stealth -2, Survival +2, Swim -2 quarterstaff (main -3 / off -7) (1d6+1/1d6)
Languages Common, Abyssal unarmed strike +3 (1d6+1)
SQ Aura, Channel Negative Energy (1d6 5/day), Domain Powers, Special Attacks Stunning Fist, Flurry of Blows
Spontaneous Casting TACTICS
Gear chain shirt, cleric’s vestments, dagger, flint and steel, holy sym- During Combat: These cultists will use all manner of combat ma-
bol of Dagon, hooded lantern, heavy mace, oil flask, light shield neuvers to defeat their opponents. Also, they will try to keep
melee opponents disarmed and flanked.
Morale: Morale varies between individuals. Charmed cultists will
Fighter Cultist CR ½ generally surrender when disabled. Dagon Cultists are more fa-
CE Medium humanoid natic and will fight to the death.
Init +1; Senses Perception +3 STATISTICS
DEFENSE Str 13, Dex 17, Con 12, Int 10, Wis 14, Cha 8
AC 15, touch 11, flat-footed 14 Base Atk +0 CMB +5; CMD 16
(+4 Armor, +1 Dex) Feats Agile Maneuvers, Improved Grapple, Improved Unarmed
hp 12 (1d10+2) Strike, Monk Weapon Proficiencies, Stunning Fist, Weapon Finesse
Fort +4, Ref +1, Will +0 (Fists)
OFFENSE Skills Acrobatics +7, Bluff -1, Climb +5, Diplomacy -1, Escape Artist
Spd 30 ft +7, Fly +3, Heal +2, Intimidate +3, Perception +6, Ride +3, Sense
Melee club +4 (1d6+3) Motive +2, Stealth +7, Survival +2, Swim +1
dagger +4 (1d4+3/19-20) Languages Common
longsword +5 (1d8+3/19-20) SQ AC Bonus +2, Flurry of Blows
Ranged light crossbow +2 (1d8/19-20) Gear dagger, flint and steel, hooded lantern, monk’s robes, oil flask,
TACTICS quarterstaff
During Combat: These cultists will engage adversaries in hand to
hand combat, using tactics such as bull rush, charge, disarm and
aid another to assist their fellows. Rogue Cultist CR ½
Morale: Morale varies between individuals. Charmed cultists will Male or Female Human Rogue 1
generally surrender when disabled. Dagon Cultists are more fa- NE Medium humanoid
natic and will fight to the death. Init +3; Senses Perception +3
STATISTICS
1291835 562806
DEFENSE
Str 17, Dex 13, Con 14, Int 12, Wis 10, Cha 8 AC 16, touch 13, flat-footed 13
Base Atk +1 CMB +4; CMD 15 (+3 Armor, +3 Dex)
Feats Alertness, Armor Proficiency (Light), Armor Proficiency hp 9 (1d8+1)
(Medium), Armor Proficiency (Heavy), Combat Reflexes, Martial Fort +0, Ref +5, Will -1
Weapon Proficiency (All) Shield Proficiency, Simple Weapon Pro- OFFENSE
ficiency (All), Tower Shield Proficiency, Weapon Focus Spd 30 ft
(Longsword) Melee dagger +3 (1d4+1/19-20)
Skills Appraise +1 Bluff -1, Climb +1, Diplomacy -1, Escape Artist -1, sap +3 (1d6+1)
Intimidate +3, Perception +3, Ride +1, Sense Motive +2, Stealth -1, shortsword +3 (1d6+1/19-20)
Survival +4, Swim +1 Ranged: light crossbow +3 (1d8/19-20)
Languages Common Special Attacks Sneak Attack +1d6
SQ Bonus Feat, Skilled TACTICS
Gear crossbow bolts (x30), chain shirt, club, dagger, cult robes, flint During Combat: These cultists attempt use stealth and subterfuge
and steel, hooded lantern, light crossbow, longsword, oil flask, to flank an opponent, where they will be able to maximize their
peasant’s or traveler’s outfit sneak attack ability. They prefer to use ranged weapons over
close combat abilities in this regard.
Morale: Morale varies between individuals. Charmed cultists will
Monk Cultist CR ½ generally surrender when disabled. Dagon Cultists are more fa-
Male or Female Human Monk 1 natic and will fight to the death.
LE Medium humanoid STATISTICS
Init +3; Senses Perception +6 Str 12, Dex 17, Con 10, Int 13, Wis 8, Cha 14
DEFENSE Base Atk +0 CMB +3; CMD 14
AC 15, touch 15, flat-footed 12 Feats Agile Maneuvers, Armor Proficiency (Light), Rogue Weapon
(+3 Dex, +2 Wis) Proficiencies, Simple Weapon Proficiency, Weapon Finesse
hp 9 (1d8+1) Skills Acrobatics +6, Appraise +1, Bluff +2, Diplomacy +2, Escape Artist
Fort +3, Ref +5, Will +4 +2, Fly +2, Heal -1, Intimidate +2, Perception +3, Ride +3, Sense Mo-
OFFENSE tive +3, Slight of Hand +6 Stealth +6, Use Magic Device +6
Spd 30 ft Languages Common
Melee dagger +3 (1d4+1/19-20) SQ Sneak Attack +1d6 Trapfinding +1
53
1291835
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291835
562807
562807
Gear acid flask, crossbow bolts (30), dagger, flint and steel, hooded Skills None
lantern, light crossbow, oil flask, sap, shortsword, studded leather SQ Abyssal Vomit, Blood Drain, Mottled Skin, Speed, Lifespan
armor, thieves’ tools. SPECIAL ABILITIES
Abyssal Vomit (Su): Every 1d4 rounds as a standard action, a dagon-
spawn zombie may call upon the inky abyssal waters of Thos and
Warrior Cultist CR 1/3 vomit it from its ruined jaws. Such an attack is made at the zom-
Male or Female Human Warrior 1 bie’s base attack bonus, modified for dexterity and is considered
CE Medium humanoid a splash weapon. It has a range of 10 ft. Abyssal vomit can gen-
Init +0; Senses Perception +2 erate one of the following effects (d20):
DEFENSE d20 Result
AC 13, touch 13, flat-footed 13 1-15 Dagon’s Bile: deals 1d6 acid damage.
(+2 Armor, +1 Shield)
hp 12 (1d10+2) 16-18 Olhydrix Ink: contact; save Reflex DC = 10 + ½ the
Fort +3, Ref +0, Will -1 zombie’s Hit Dice + the zombie’s Dex modifier or be
OFFENSE blinded for 1d4 rounds.
Spd 30 ft 19 Thos Ague: contact; save Fort DC = 10 + ½ the zom-
Melee club +2 (1d6+1) bie’s Hit Dice + the zombie’s Cha modifier; onset im-
dagger +2 (1d4+1/19-20) mediate; frequency 1/round; effect; target becomes
TACTICS sickened. Creatures sickened by Thos Ague also
During Combat: These cultists attempt to engage their adversaries count as good for the purposes of spells with the
in hand to hand combat. They will try to flank their opponents evil descriptor; cure 2 consecutive saves.
to assist the more capable combatants to take down their foes.
Morale: Morale varies between individuals. Charmed cultists will 20 Abyssal Ascariasis: contact; save Fort DC = 10 + ½ the
generally surrender when disabled. Dagon Cultists are more fa- zombie’s Hit Dice + the zombie’s Cha modifier; onset
natic and will fight to the death. 1d4 days; frequency 1/day; effect 1d2 Con, this dam-
STATISTICS age cannot be healed while the creature is infected ;
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 10 cure 2 consecutive saves. Anyone who dies while in-
Base Atk +1 CMB +2; CMD 12 fected rises as a dagonspawn zombie in 2d4 hours.
Feats Acrobatic, Alertness, Armor Proficiency (Light), Armor Profi-
ciency (Medium), Armor Proficiency (Heavy), Martial Weapon Pro-
Blood Drain (Ex): The feeder tentacle is sinuous enough to be able
1291836 562807
54
1291836
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291836
562808
562808
APPENDIX TWO:
NEW MONSTERS
HAG, OLHYDRIX duce a victim’s Strength score below 0, but anyone reduced to
Strength 0 is helpless. Creatures that are affected by this power
or that successfully save against it cannot be affected again by
From within the half-submerged ruins comes a creature borne of a the same hag’s horrific appearance for 24 hours. The save DC is
demon’s nightmare: Rising over 10 feet, this creature is a horrid amal- Charisma-based.
gam of a giant squid and a humanoid. The head, arms and upper torso Improved Grab (Ex): To use this ability, an olhydrix hag must hit a
are vaguely female; needle-like teeth line her voluptuous mouth and creature of equal size or smaller with its tentacles. It can then at-
her eyes are white and pupil-less. White hair spills from her head in tempt to start a grapple as a free action without provoking an at-
flowing tresses, clinging wetly to her body. The creature’s lower body tack of opportunity. If it wins the grapple check, it establishes a
tapers into that of a giant squid; its black skin glistens as it pulls itself hold and automatically deals tentacle damage.
forward on powerful tentacles that could crush a man in an instant. Jet (Ex): When in the water, an olhydrix hag can jet backwards once
per round as a full-round action, at a speed of 200 feet. It must
Hag, Olhydrix CR 5 move in a straight line but does not provoke attacks of opportu-
CE Large Monstrous Humanoid (Aquatic) nity while jetting.
Init +1; Senses darkvision 60 ft.; Perception +6 Skills: An olhydrix hag has a +8 racial bonus on any swim check to
DEFENSE perform some special action or avoid a hazard. It may choose to
AC 17, touch 11, flat-footed 16 take 10 on a swim check even when distracted or endangered. It
(+1 Dex, +6 natural) can use the run option while swimming, provided it swims in a
hp 27 (4d8+9) straight line.
1291837
Defensive Abilities SR 14
OFFENSE
Even the earliest scripts of the merfolk detail a sect of female
Spd 30 ft, swim 50 ft.
aquatic elves who had given themselves over to the evil gods of
Melee 2 Claws +9 (1d4+5) or by weapon, Tentacles +9 (1d6+5)
the deep. Calling themselves the ‘Brides of Dagon’ these elves con-
Face 10 ft; Reach 10 ft
sorted with Shrroth demons (Tome of Horrors II). Their frequent
Special Attacks Horrific Appearance, Charming Gaze, Improved Grab
and vile unions soon corrupted the elves, warping their very bod-
Spell Like Abilities (CL 4th)
ies: Their skin grew oily black and their eyes lost their pupils.
2/day — darkness
STATISTICS Their lustrous green hair bleached white, like coral in the sun and
within their voluptuous mouths grew rows of needle-like teeth.
Str 21, Dex 13, Con 16, Int 10, Wis 13, Cha 14
Worse, their lower bodies tapered and twisted beyond recognition,
Base Atk +4; CMB +10; CMD 20
becoming squid-like. These creatures were the first olhydrix; foul
Feats Alertness,
hags of the deep.
Skills Climb +7, Craft or Knowledge: (any one) +5, Perception +6,
Swim +7
Languages Abyssal, Common ECOLOGY
SQ Amphibious, Darkvision, Spell Resistance 14 As a race borne of demons, olhydrix hags have no real place in na-
ECOLOGY ture. They use other species to protect and propagate their race
Environment any subterranean or aquatic through coercion, enchantment and dark magic. It is possible for
Organization solitary, or covey (3 hags of any kind plus 1-8 ogres an olhydrix hag to mate with all manner of humanoid races; their
and 1-4 evil giants) offspring are always an olhydrix hag. After mating, an olhydrix
Treasure standard hag will lay young larvae in a special spawning pool. When a hu-
SPECIAL ABILITIES manoid creature is immersed in an olhydrix hag’s spawning pool
Charming Gaze (Su): Any creature within 10 feet of an olhydrix hag it may contract Abyssal Ascariasis:
that meets its gaze must succeed on a DC16 Will save or be af-
fected as though charmed by a charm monster spell (CL 4th). Abyssal Ascariasis
Horrific Appearance (Su): The sight of an olhydrix hag is so revolt- Type disease contact; Save Fort DC = 10 + the olhydrix’s Hit Dice +
ing that anyone (other than another hag) who sets eyes upon one the olhydrix’s Cha modifier
must succeed a DC13 Fortitude save or instantly be weakened, Onset immediate; Frequency 1/day
taking 2d6 points of strength damage. This damage cannot re- Effect 1d2 Con, this damage cannot be healed while the creature is
55
1291837
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291837
562809
562809
infected; Cure 2 consecutive saves. Anyone who dies while in- Mottled Skin (Ex): The skin of a dagonspawn zombie has a reflexive
fected rises as a dagonspawn zombie in 2d4 hours. color morphic quality that can be adjusted to blend in with its
surroundings. A dagonspawn zombie gains a +5 racial bonus to
This is further explained in the dagonspawn zombie entry. stealth checks.
Special Abilities: The dagonspawn has the following special abili-
HABITAT & SOCIETY ties:
Like other hags, Olhydrices can form or be part of a hag covey. Abyssal Vomit (Su): Every 1d4 rounds as a standard action, a dagon-
These foul triunes are explained in the Pathfinder Roleplaying Game spawn zombie may call upon the inky, abyssal waters of Thos and
Bestiary vomit it from its ruined jaws. Such an attack is made at the zom-
bie’s base attack bonus, modified for dexterity and is considered
a splash weapon. It has a range of 10 ft. Abyssal vomit can gen-
erate one of the following effects (d20):
ZOMBIE, DAGONSPAWN d20 Result
1-15 Dagon’s Bile: deals 1d6 acid damage.
Brittle and wiry hair spills from her head but does little to obscure her 16-18 Olhydrix Ink: contact; save Reflex DC = 10 + ½ the
horrid visage; the skin of her face and neck is dead and mottled grey. zombie’s Hit Dice + the zombie’s Dex modifier or be
Dangling obscenely from her ruined jaw, a long tentacle-like tongue blinded for 1d4 rounds.
writhes; sniffing the air, seeking food. Blind eyes stare at you with un-
erring accuracy as a low moan bubbles though the inky-black water 19 Thos Ague: contact; save Fort DC = 10 + ½ the zom-
welling in her throat. bie’s Hit Dice + the zombie’s Cha modifier; onset im-
mediate; frequency 1/round; effect; target becomes
Similar to a void zombie (Pathfinder 14: Children of the Void, pg 81), sickened. Creatures sickened by Thos Ague also
a dagonspawn zombie is a creature that is infested with the larval count as good for the purposes of spells with the
young of an olhydrix hag. They are called dagonspawn after the evil descriptor; cure 2 consecutive saves.
Shrroth demons (Tome of Horrors II) that originally sired the first 20 Abyssal Ascariasis: contact; save Fort DC = 10 + ½ the
olhydrix millennia ago. zombie’s Hit Dice + the zombie’s Cha modifier; onset
Those who perish whilst suffering Abyssal Ascariasis become 1d4 days; frequency 1/day; effect 1d2 Con, this dam-
dagonspawn zombies. Within 2d4 hours of the creature’s death, age cannot be healed while the creature is infected ;
the strongest of the olhydrix’s larvae infesting the corpse worms cure 2 consecutive saves. Anyone who dies while in-
1291838
its way into the spinal fluid and eventually into the brain cavity, fected rises as a dagonspawn zombie in 2d4 hours. 562809
56
1291838
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291838
562810
562810
APPENDIX THREE:
PREGENERATED CHARACTERS
Balthazeus
MALE DWARF DEFENSES OFFENSE
DEITY Agnostic HP 6 Melee walking stick (as club) +1 (1d6+1)
HOMELAND Al-Qamaj AC 10, touch 10, flat-footed 10 (+0Dex, +0 dagger +1 (1d4+1/19-20)
Armor) Ranged light crossbow +0 (1d8/19-20)
Base Atk +X; CMB X; CMD X
CHARACTER TRAITS Fort +0, Ref+0, Will +4 Special Abilities Arcane Bond, Hand of the
CLASS/LEVEL Wizard 1 Apprentice (5/day +0 ranged)
Spells Known (CL 1st)
ALIGNMENT Neutral Good
1st – mage armor, sleep
INITIATIVE +0 SKILLS 0 – detect magic, light, ray of frost
SPEED 20 ft Appraise +6, Bluff +1, Climb +1, Diplomacy Arcane School: Universalist
+1, Heal +2, Intimidate +1, Knowledge: Ar-
cana +6, Linguistics +6, Perception +2,
ABILITIES
Sense Motive +3, Spellcraft +6, Survival +2,
STRENGTH 12 Swim +1
DEXTERITY 10
1291839
Balthazeus is in many ways not an average dwarf. He keeps his black beard plaited and his moustache twirled in the Qamaji style, but
bost importantly, Balt is a magesmith: A dwarf wizard and one of the few in the world with the aptitude to practice the craft. He has
heard that there are secrets of the dwarf nations buried somewhere within the Daggerstone Hills. He means to uncover those secrets
in mastering his craft.
57
1291839
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291839
562811
562811
Joreune
FEMALE HALF-ELF DEFENSES OFFENSE
DEITY Mannanu HP 10 Melee longsword +4 (1d8+2/19-20)
HOMELAND Rel-Draxa AC 19, touch 12, flat-footed 17 (+2 Dex, +5 dagger +3 (1d4+2/19-20)
Armor, +2 Shield) trident +3 (1d8+2)
Ranged trident +3 (1d8+2)
CHARACTER TRAITS Fort +2, Ref+2, Will +3 Base Atk +1; CMB +3; CMD 15
CLASS/LEVEL Paladin 1 Special Abilities Aura of Good, Detect Evil,
Smite Evil 1/day (+3 to attack, +2 damage)
ALIGNMENT Lawful Good
INITIATIVE +2 SKILLS
SPEED 30 ft Acrobatics -4, Bluff +2, Diplomacy +6, Es-
cape Artist -4, Fly -4, Heal +4, Intimidate +2,
Knowledge: Religion +4, Perception +3,
ABILITIES
Ride +2, Sense Motive +5, Stealth -4, Sur-
STRENGTH 15 vival +1, Swim -4
DEXTERITY 14
CONSTITUTION 10 FEATS
INTELLIGENCE 10 Skill Focus: Heal, Weapon Focus:
WISDOM 12 Longsword
CHARISMA 15
GEAR
backpack, dagger, flint and steel, heavy steel shield, holy water (flask), hooded lantern,
longsword, scale mail, silver holy symbol, trail rations x3, traveler's outfit, trident, 32 gp
1291840
NOTES 562811
Joreune is the half human child of an aquatic elf, so for her, the lure of the sea has always been strong. Her mother was Aquanara the
Fish Queen; the main attraction in a travelling circus famous for its bizarre creatures and wondrous acts. When the circus was in the
port-city of Rel-Draxa, Joureune ran away and joined the church of Mannanu, hoping to become one of the elite Knights Mariner; the
Paladins of Mannanu and Rel-Draxa’s protectors. Now that day has come, Joreune has taken leave to find her mother to thank her and
to properly say good-bye.
Joreune is a hal-elf who favors her human heroitage, as such Joreune does not have the aquatic subtype.
58
1291840
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291840
562812
562812
Llander
MALE HUMAN DEFENSES OFFENSE
DEITY Atheist HP 10 Melee longsword +2 (1d8+1/19-20)
HOMELAND Verda AC 15, touch 13, flat-footed 12 (+3 Dex, +2 dagger +2 (1d4+1/19-20)
Armor) Ranged comp. longbow (+1)+4 (1d8+1/x3)
Base Atk +1; CMB +2; CMD 15
CHARACTER TRAITS Fort +2, Ref+5, Will +2 Special Abilities Favored Enemy, Track +1,
CLASS/LEVEL Ranger 1 Wild Empathy +2
ALIGNMENT Lawful Evil
INITIATIVE +3 SKILLS
SPEED 30 ft Acrobatics +3, Bluff +1, Climb +5, Diplo-
macy +1, Disable Device +4, Escape Artist
+3, Fly +3, Handle Animal +5, Heal +2, In-
ABILITIES timidate +5, Knowledge: Nature +4, Percep-
STRENGTH 12 tion +6, Ride +3, Sense Motive +2, Stealth
DEXTERITY 17 +7, Survival +6, Swim +1
CONSTITUTION 10 FEATS
INTELLIGENCE 10 Point Blank Shot, Precise Shot
WISDOM 14
CHARISMA 13
GEAR
antitoxin, arrows x20, composite longbow (Str +1), dagger, hooded lantern, leather armor,
longsword, oil flask, smokestick, tanglefoot bag, tindertwig x10, trail rations x4, traveler's out-
fit, 16gp
1291841
NOTES 562812
Llander is a bounty hunter, before that, he was the second in command to one of the largest outlaw bands in Verda. Llander’s first suc-
cessful mission as a bounty hunter was leading his outlaw comrades into an ambush of Verdan Ranger Knights. He was paid handsomely
for the deed. Since that day, Llander has wandered south, competing in several Marksman’s Tourneys, using the winnings to fuel nights
of drunken debauch. Finally tired of such pursuits, Llander has made his way to Rel-Draxa, where some merchant or other seeks some-
one to investigate the Daggerstone Mining operation: Apparently, the mine’s yield has dropped dramatically and the merchant wants
to find out where his money has gone. Llander hopes that this hunt will give him the excitement he is yearning for.
59
1291841
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291841
562813
562813
Rongo
MALE HALF-ORC DEFENSES OFFENSE
DEITY Ancestor Worship HP 8 Melee great axe +3 (1d12+4/x3)
HOMELAND Trackless Isles AC 15, touch 11, flat-footed 14 (+1 Dex, +4 shortsword +3 (1d6+3/19-20)
Armor) dagger +3 (1d4+1/19-20)
Ranged light crossbow +0 (1d8/19-20)
CHARACTER TRAITS Fort +0, Ref+3, Will +2 dagger +0 (1d4+1/19-20)
CLASS/LEVEL Bard 1 Base Atk +0; CMB +3; CMD 14
Special Abilities Bardic Knowledge +1, Bardic
ALIGNMENT Chaotic Good
Performance (countersong, distraction,
INITIATIVE +1 SKILLS fascinate, inspire courage +1)
SPEED 30 ft Acrobatics +3, Appraise +1, Bluff +2, Climb Spells Known (CL 1st)
+5, Diplomacy +6, Escape Artist +3, Fly -1, 1st (2/day) – cure light wounds, summon
Intimidate +4, Knowledge: History +6, Per- monster 1
ABILITIES ception +4, Perform: Tribal Dance +6, Ride 0 – detect magic, ghost sound, mage hand
STRENGTH 16 +1, Stealth +3, Swim +1
DEXTERITY 12
CONSTITUTION 10 FEATS
INTELLIGENCE 13 Arcane Strike
WISDOM 10
CHARISMA 15
GEAR
backpack, crossbow bolts x30, chain shirt, greataxe 12lbs hooded lantern, light crossbow, spell
component pouch, sunrod x3, tindertwig x10, throwing daggers x5, trail rations,traveler's out-
fit, 24gp
1291842
NOTES 562813
Brought up by the tribal people that live in the Trackless Isles, Rongo knows little of his true heritage. Despite looking different, the
Mjaori tribes always treated him as an equal and saw his great strength a boon of the spirits. When Rongo came of age and the tamoko
tattoos were placed upon his face, he heard the spirits calling to him for the first time. With the haka; the tribal dance of his people
Rongo can channel this spirit energy to do many wondrous things. But it is the spirit that resides within him that does not rest. Rongo
has left the Trackless Isles, coming north into the civilised lands. Rongo has come to Relford to speak with another half-breed such as
he is, to learn more of the spirits that guide him.
60
1291842
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291842
562814
562814
there’d already been enough accidents for one day. I’m off into the hills, close to the mountains. A landslide has de-
to the Cauchemar. stroyed the waterfall here, diverting the river further
north. Its new course takes it some miles from Relford.
This is bad news indeed.
(Dated 6 days after the earthquake)
Cantor was brought out of the mine today, at dusk. Of
those poor workers, he was the only survivor. I saw him, (Dated 24 days after the earthquake)
being helped up to his manor. There was a wild and It is as if we have arrived in a town alien to us, but this
haunted look about him. Those with him looked similarly is Relford. All the miners’ tents are gone from the south-
haunted. The mine is still shut. ern road leading to the mine and the Miner’s Rest is
empty, except for me and Galwinn, that is. Galwinn has
not talked much since returning. He said he needed to do
(Dated 7 days after the earthquake) some thinking so he went outside to chop wood. I need to
I awoke at dawn, eager to see the mines for myself. My think as well, so I am off to the Cauchemar.
strength has returned and I vow that I shall put away the
bottle. Some of the miners were gathered by the old oak.
Cantor has decreed that the mines are to remain shut (Dated 25 days after the earthquake)
pending a geological survey by some official in Rel-Draxa. My money pouch is gone and I have a splitting headache,
A lot of us do not know what to do in the meantime. thanks to a lump the side of a goose egg on the back of my
skull. Galwinn says that I was brought in last night by
three of Jek’s Boys, Vaskar, Crais and Tollard I think. Jek
(Dated 8 days after the earthquake) is the owner of the Cauchemar. Apparently, the whiskey
The level in the Rel River has dropped. Trout and other I drank did not agree with me and I took a tumble off the
fish flop in the mud. bridge. I don’t remember it. I reckon I’ve been robbed.
61
1291843
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291843
562815
562815
(Dated 1 month after the earthquake) (Several pages have been ripped out)
I went up to the Temple to pray; it has been a month
since the earthquake. I saw that farmer; Craddoc Farrow
(Dated 4 months and 20 days after the earthquake)
talking with the new priest…Kelnor is his name. He is a
Worked for the Livery today. Ngoa is a native from the
cleric in the Church of Rax I hear. Their church built the
hotter regions, but his face betrays his half-breed ancestry.
temple here back when Relford was just a few tents and
I was shoveling hay in the loft when I noticed that a num-
bark huts. Father Arden is away in Rel-Draxa and is due
ber of mummified animals hang from the rafters. What
to return in a few months. There is something about Kel-
manner of vile gods does he follow?
nor I do not like.
(Same day)
(Dated 1 ½ months after the earthquake)
Jek is not celebrating Unhallowed Eve this year; however
Work is scarce around Relford. Galwinn allows me to
I do not believe that anyone is surprised. Galwinn came
stay on at the Miner’s Rest, but I can tell that my presence
back from the hills this evening, saying that he found the
is taking a toll. I have taken to doing odd jobs around
corpses of three travelers. They were killed by the Harpies
Relford.
1291844 that nest on Dagger Rock. 562815
62
1291844
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291844
562816
562816
he took the remains of the dog and buried it by the old Hills. For want of a better explanation, I believe him, but
tree in the corner of his property. I also think that they have already infected the town with
their evil ways. I told Zachary about their dog and im-
plored that he and his family leave Relford as soon as pos-
(Dated 7 months and 2 days after the earthquake) sible.
I told Galwinn of my encounter. I do not think he be-
lieved me. There is something bad going on here, I can feel
it. I found some money in an old sock and I went to the (Dated the same day)
Cauchemar to buy a meal; their food always cheers me. It Garik Karel only just returned and has left town again
was on the way that I ran into the Finns. Zachary runs in a terrible hurry, after Evaine, the madam of the bor-
the Wainwright and is Relford’s carpenter. His little girl dello spoke with him. She has a haunted look upon her
was in tears; their dog had run away. Realization hit me face. I am going to implore anyone who will listen to leave
then and I lost my appetite. I did not have the heart to Relford.
tell them what I saw. My nerves are on edge and I am
afraid to go to out after dark.
(Dated the same day)
Galwinn is an obstinate fool. As his friend, I fear for him
(Dated 8 months after the earthquake) greatly, but I also fear for my own safety and anyone else
We awoke this morning to find a gaudy circus has ar- that has come to this accursed place.
rived in Relford. Called the Bizarre Bazaar, this sideshow
supposedly contains all manner of creatures to astound
and amaze. However, there is something about them; a
hard edge and a fey quality, as if they do not belong on (Undated)
this earth. The circus owner, a bizarre clean-shaven dwarf Despite the murder, the circus is still here. I will go to
with a square jaw, a ragged top hat and a faded brocade them tonight, just after nightfall and warn them to leave.
coat, paraded a cadre of his sideshow attractions around
1291845 562816
63
1291845
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291845
562817
562817
emerged from the mine until I fell down the ravine where
the Rel River once flowed. I crawled down and slept for a
time under the stone bridge. Strangely, I feel safe down
here.
(Undated)
Sun is coming up, but it fills me with little hope. I can
see the circus wagons are gone: They’ve been taken. It is
not safe here and I fear for Relford. There is a number of
mines on the outside of town, I might see if there is one I
can use as a bolt hole for the time being.
(Last Entry)
It is safer here. I did not tell Galwinn I was leaving.
Feeling very tired; my chest hurts and my left arm is
numb, but I expect that is because of these cramped con-
ditions. As abhorrent as the concept is, I’ll spend the night
in this crawl mine and then begin my journey to the city
tomorrow. There has to be someone that can help Relford.
64
1291846
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291846
562818
562818
We too, felt the earthquake here in Rel-Draxa , the docks were briefly
swamped by abnormal tidal patterns and the city walls have cracked
in no less than three places.
1291847
I am familiar with the Daggerstone Mines and I am sure that Relford’s 562818
Emet Malachus
Esteemed Geologists Guild
Rel-Draxa , Western Shore .
65
1291847
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291847
562819
562819
Garrod,
Since your departure, things have gone from bad to worse. Relford as a settlement almost ceases
to be and we cling desperately to a vain hope that the evils that have beset us over the last year will
1291848
be forgotten. 562819
However, they are not. We are in dire need of someone to help us and I beseech you to either return
to Relford so we may battle this malaise together, or find someone who can help us, in this dark
time.
Galwinn
66
1291848
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291848
562820
562820
1291849
NEEDS MORE GRIM TO KILLSTOP DEATHDEAD 562820
67
1291849
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291849
562821
562821
1291850 562821
68
1291850
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291850
562822
562822
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 1.0a 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 Arne-
son.
Pathfinder Roleplaying Game Core Rulebook Copyright 2009, Paizo Publishing, LLC. Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary Copyright 2009, Paizo Publishing, LLC. Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bonus Bestiary Copyright 2009, Paizo Publishing, LLC. Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder 14: Children of the Void Copyright 2008, Paizo Publishing, LLC. Author: Mike McArtor
Advanced Bestiary Copyright 2004 Green Ronin Publishing LLC; Author Matthew Sernett
Decapus from the Tome of Horrors Revised, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells
Dagon from the Tome of Horrors Revised, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene
Thos from the Tome of Horrors Revised, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene
Shrroth Demon from Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson,
Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.
Tangtal (Dupli-cat) from Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson,
Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.
Undead (Ghoul) Lord from Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson,
Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.
Horror at Dagger Rock Copyright 2009, Sagawork Studios; Author Andrew C Gale
TEMPLE
COMING SOON FROM SAGAWORK STUDIOS:
OF
THE
KRAKEN
69
1291851
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291851
562823
562823
MAP 1: BARN
N
THE VILLAGE 1 FARMER
OF RELFORD FIELDS 18
FIELDS
TRADE WAY
5 RELFORD
4 BLACKSMITH 19a TRADE WAY
X
6
TEAMSTER
FIELDS
X
18
X X 7 CAUCHEMAR
TAVERN
KOBLIN’S X 7a REL RIVER
8 TRADING
BIZARRE X POST
BAZAAR X X
BARN
7b 7b
17 9 HALL
X
18 OLD 11
X
X FARMER OAK
X 18
X
15
18 10 THE VILLAGE
12 DAGGERSTONE
LUGAS
19
MANOR OF RELFORD
SMITHY
12a
LIVERY 16 BLACK
SKULL
13 INN
MINER’S
REST
LEGEND 19
1291852 562823
14 18
19
Bridge
Dead Tree
Road
EL: 90FT
Rocky Hill
22
EL: 60FT
EL: 60FT
Stream EL: 1080FT
DAGGERSTONE MINES DAGGER
20
Stone Wall ROCK
Building
21
ABANDONED
Mound MINE
1291852
paizo.com #1577950, Marco Aiello <moa081579@yahoo.com>, Dec 15, 2010 1291852
MAP 2:
23
DAGGERSTONE MINE &
TEMPLE OF DAGON a 22
2a 2 1
20
3
1a a 21
4
19
18
6 5a a 17 a a
a a
S a a
5 16
15
LEGEND 14
a
7
Mine Entrance
Ladder 8
Bench Seat 13
9
Rock Column
9a
Portcullis
Rubble 12
UPPER
Escarpment 9b
LOWER
11
c
Stagnant Pool b
b a
Statue d 10
b b
b
Door
= 10 feet e