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Rise of the Runelords, Chapter 2 — The Skinsaw Murders

The Thing in the Sanatorium TACTICS


During Combat The watchmen are loyal and
(EL 1) brave, and once Hemlock’s deputized the
PCs, they follow their orders.
GRAYST SEVILLA CR 1
Morale Although brave, the watchmen are not
Male human fighter 4
foolhardy. If confronted with a foe they
CN Medium humanoid (human)
can’t seem to hurt, or if reduced to 2 hit
Init –3; Senses Listen +1, Spot +1
points or less, a watchman attempts to flee
DEFENSE
back to Sandpoint to report.
AC 7, touch 7, flat-footed 7
STATISTICS
(–3 Dex)
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
hp 15 (4d10–8)
Base Atk +2; Grp +3
Fort +2, Ref –2, Will +2
Feats Alertness, Weapon Focus (longsword)
OFFENSE
Skills Intimidate +4, Ride +5
Spd 30 ft.
Languages Common
Melee unarmed strike +6 (1d3+3)
Gear chain shirt, light steel shield, longsword,
TACTICS
longbow with 20 arrows
During Combat Grayst focuses his anger on
the PC he recognizes as being the focus of
Foxglove’s obsession, ignoring all other The Hambley Farm (EL 7)
targets and even provoking attacks of ROGORS CRAESBY CR 4
opportunity in his attempts to reach his
Male dread ghoul human expert 4
target.
CE Medium undead (augmented humanoid)
Morale Grayst fights to the death.
Advanced Bestiary 76
STATISTICS
Init +3; Senses darkvision 60 ft., scent; Listen
Str 16, Dex 13 (currently 4), Con 14 (currently +11, Spot +11
6), Int 8, Wis 12, Cha 10 DEFENSE
Base Atk +3; Grp +5
AC 15, touch 13, flat-footed 12
Feats Diehard, Improved Initiative, Improved
(+3 Dex, +2 natural)
Unarmed Strike, Endurance, Power Attack,
hp 26 (4d12)
Weapon Focus (longsword)
Fort +1, Ref +6, Will +6
Skills Intimidate +7
Defensive Abilities Dodge, +2 turn resistance;
Languages Common, Varisian
Immune undead traits
OFFENSE
SNDPNT WATCHMAN CR 1 Spd 30 ft., climb 30 ft.
Male human warrior 2 Melee bite +4 (1d6 plus paralysis) and
NG Medium humanoid 2 claws –1 (1d3 plus paralysis)
Init +0; Senses Listen +1, Spot +1 Special Attacks command ghouls, create
DEFENSE spawn
AC 16, touch 10, flat-footed 16 TACTICS
(+4 armor, +2 shield) During Combat Rogors directs his ghouls to
hp 13 (2d8+4) focus their attention on foes who are not
Fort +4, Ref +0, Will –1 paralyzed, hoping to catch new living victims
OFFENSE to be bound and put up as scarecrows for
Spd 30 ft. the sickness to take them.
Melee longsword +4 (1d8+1/19–20) Morale Rogors fights to the death.
Ranged longbow +2 (1d8/×3) STATISTICS

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Str 12, Dex 17, Con —, Int 14, Wis 14, Cha 13 Str 12, Dex 15, Con -, Int 13, Wis 14, Cha 12
Base Atk +3; Grp +4 Base Atk +1; Grp +2
Feats Alertness, Dodge, Lightning Reflexes, Feats Multiattack
Track Skills Balance +6, Climb +5, Hide +6, Jump +5,
Skills Climb +9, Craft (carpentry) +9, Gather Move Silently +6, Spot +7
Information +10, Knowledge (architecture Languages Common
and engineering) +9, Knowledge (local) +9, SPECIAL ABILITIES
Listen +11, Search +9, Spot +11, Survival +10 Ghoul Fever (Su): Disease - bite, Fortitude DC
Languages Common, Halfling 12, incubation period 1 day, damage 1d3 Con
Gear key to Foxglove Manor and 1d3 Dex. The save DC is Charisma-
SPECIAL ABILITIES based.
Command Ghouls (Su) A dread ghoul can An afflicted humanoid who dies of ghoul
automatically command all normal ghouls fever rises as a ghoul at the next midnight.
within 30 feet as a free action. Normal A humanoid who becomes a ghoul in this way
ghouls never attack a dread ghoul unless retains none of the abilities it possessed in
compelled. Create Spawn (Su) Any creature life. It is not under the control of any other
killed by a dread ghoul and lying undisturbed ghouls, but it hungers for the flesh of the
until the next midnight rises as a dread living and behaves like a normal ghoul in all
ghoul at that time. The new dread ghoul is respects. A humanoid of 4 Hit Dice or more
not under the control of its creator. A rises as a ghast, not a ghoul.
protection from evil or gentle repose spell Paralysis (Ex): Those hit by a ghoul’s bite or
cast on the corpse prevents this. claw attack must succeed on a DC 12
Paralysis (Ex) A creature damaged by a dread Fortitude save or be paralyzed for 1d4+1
ghoul’s bite or claw must make a DC 13 rounds. Elves have immunity to this
Fortitude save or be paralyzed for 1d4+1 paralysis. The save DC is Charisma-based.
rounds. The save DC is Charisma-based.

G H O U L S (6) CR 1
Always CE Medium Undead
Init +2; Senses Darkvision 60 ft.; Listen +2,
Spot +7
DEFENSE
AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)
hp 13 (2d12)
Fort +0, Ref +2, Will +5
Defensive Abilities +2 turn resistance
Immune undead traits
OFFENSE
Spd 30 ft. (6 squares)
Melee bite +2 (1d6+1 plus paralysis) and
2 claws +0 (1d3 plus paralysis)
Space 5 ft.; Reach 5 ft.
Special Attacks Ghoul fever (DC 12), paralysis
(DC 12)
TACTICS
During Combat The ghouls focus their
attention on foes who are not paralyzed.
Morale The ghouls fight to the death.
STATISTICS

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Haunts

Haunts function somewhat like traps, but are difficult to detect since they do not
“exist” until they are triggered. When a haunt is triggered, its effects manifest at initiative
rank 10 on a surprise round; the haunt effect vanishes as soon as the surprise round is over
and things return to normal (haunts never persist into actual round-by-round combat). Any
characters haunted by the effect (all creatures for universal haunts, but only single
characters for other types of haunts—see below) can make a specific skill check to notice
the haunt in time to react—if he notices it, he may make an initiative check to determine
when he acts in the round. Once a haunt is active, a successful turn undead attempt against
the haunt’s effective Hit Dice ends it immediately, although the character making the turn
attempt must notice the haunt and act before it in the surprise round it is activated. If the
turning attempt results in a destruction result, that particular haunt is exorcised and
permanently disabled. Given many years, Vorel’s sprit could rebuild an exorcised haunting,
but in the short term it remains harmless. Once a haunting is triggered, it does not trigger
again for 24 hours.
Each haunt is given a subcategory; before the PCs enter Foxglove Manor, you should
assign one of these categories to each PC, jotting down their assignments on a piece of
paper (do not reveal them to the PCs). When a haunt of a certain category occurs, it only
affects those PCs—other characters can aid the PC in question, but can’t interact with or
observe the haunting as it occurs (although detect evil and true seeing allow non-haunted
individuals to notice or observe the haunting’s effects). When assigning haunts to your PCs,
try to keep one PC to a haunt—if you have more than six PCs in your group, though, you’ll
either need to double up on some of them or invent new categories of your own. No PC
should be assigned to more than one haunt; if you have fewer than six PCs in your group,
unassigned haunts become universal haunts.

Universal Haunt: These haunts affect everyone in the vicinity—they represent the most
emotional and primal of Vorel’s undead rages. All PCs experience universal haunts.

Festering Haunt [Jandar]: These haunts are associated with Vorel’s painful death, consumed
by the necromantic backlash that unleashed a thousand diseases in his flesh. This haunt
should be assigned to a PC who has a history of disease, a fear of sickness, or who is the
most accepting of necromancy and the undead.

Wrathful Haunt [Delara]: Linked to Vorel’s wife, this haunt is infused with Vorel’s rage and
hatred of women, fueled by his wife’s betrayal and disruption of the lichdom ritual he
attempted moments before his death. This haunt should be assigned to a female PC, or to a
character who has had some form of betrayal affect him in the past.

Burning Haunt [Ontrix]: This haunt is linked to Cyralie Foxglove. She tried to burn Foxglove
Manor down when she realized it was driving her husband Traver mad, but succeeded only in
burning down the servants’ building before she was slain by Traver. This haunt should be
assigned to the most violent character, the character with the greatest obsession with fire,
or the character most prone to loneliness and depression.
Insane Haunt [Durrek]: Traver Foxglove, an accomplished hunter and loyal husband, managed
to resist Vorel’s influence for many years but was eventually driven to deeper and deeper
madness. This haunt should be assigned to the most impulsive character, or to the character
regarded by the players as the least trustworthy or most prone to unexpected actions.

Obsessed Haunt [Desminora]: Linked to Aldern, this haunt plays off of Aldern’s obsession
with one of the PCs as much as it does Vorel’s obsession with endless life. This haunt should
be assigned to the PC who Aldern is obsessed with.

Vengeful Haunt [Korgar]: This final haunt is associated with Iesha, Aldern’s murdered wife,
and carries with it a burning need for revenge and retribution. This haunt should be
assigned to a PC who has expressed a need for revenge, or who is currently involved in a
romantic relationship.

Desminora, teifling female rogue


Ontrix, aasimar female warmage
Jandar, elven male paladin
Korgar, dwarven male cleric
Durrek, human male wizard/warlock
Delara, human female barbarian/fighter
not turn the swarm—rather, it destroys

B1. Ruined Servants’ Quarters many of the individual birds, dealing damage
equal to the result of the turning damage
(EL 5) roll. A turn undead attempt that would
normally result in the target’s destruction
C A R R I O N S T O R M S (5) CR 1 destroys the entire swarm.
Always NE Tiny undead (swarm)
Init +4; Senses darkvision 60 ft.; Listen +2,
Spot +7 B2. Entrance Hall (EL 3)
DEFENSE
AC 12, touch 12, flat-footed 12 Haunt: The first time the PCs
(+2 size) enter this area, the PC haunted by
hp 13 (2d12) burning catches a momentary whiff of
Fort +0, Ref +2, Will +5
burning hair and flesh. The second time
Defensive Abilities half damage from piercing
the PCs pass through this area, the
and slashing
Immune swarm traits, undead traits
haunting manifests in a much more
OFFENSE dramatic manner, as the manticore (killed
Spd 10 ft., fly 40 ft. (good) and preserved by Traver Foxglove)
Melee swarm 1d6 lurches to sudden life, its face shifting to
Space 10 ft.; Reach 0 ft. resemble that of Cyralie Foxglove and its
Special Attacks distraction fur erupting into flame. Its tail strikes
TACTICS forward against the victim in an attempt
During Combat A carrionstorm has an to burn him, then returns to normal.
unnerving preference for the flesh of
humanoids, and while the swarm won’t
BURNING MANTICORE CR 3
hesitate to attack other creatures, it
Type burning
generally seeks out humanoid targets
Notice Spot DC 20; Effective HD 6
before other victims.
EFFECTS
Morale Carrionstorms fight to the death.
Trigger proximity; Reset automatic (24 hours)
STATISTICS
Effect Atk +8 touch (burning stinger against
Str 1, Dex 11, Con —, Int 2, Wis 14, Cha 6
one target in area B2, 4d6 fire damage);
Base Atk +1; Grp –12
Reflex DC 15 to avoid catching on fire
Feats Improved Initiative
(these flames burn only the haunted target,
Skills Spot +7
and cannot spread to other creatures or
SQ pallid bond, vulnerable to turning
objects)
SPECIAL ABILITIES
Distraction (Ex) Any living creature that
begins its turn with a carrionstorm in its B5. Lounge (EL 4)
square must succeed on a DC 13 Fortitude
save or be nauseated for 1 round. The save Haunt: Any character who
DC is Constitution-based. examines the dust closely and makes a DC
Pallid Bond (Ex) A carrionstorm never
20 Spot check notices that the dust
initiates an attack on a creature that openly
seems to be being disturbed, as if an
wears an unholy symbol of Urgathoa or is
itself undead. If attacked first by such a invisible person were pacing violently back
creature, the carrionstorm’s swarm attack and forth before the fireplace—
only deals 1d3 points of damage rather than footprints even manifest momentarily in
the normal 1d6. the dust with each step before fading
Vulnerable to Turning (Ex) A successful turn from view. A character who attempts to
undead check against a carrionstorm does pass through the path of the unseen
pacer exposes himself to a brief flash of dancing parlor saw much use in the
memory—a woman’s memory filled with relatively few years the home was
worry about what her husband might be inhabited. In particular, Aldern’s wife
doing on those late nights spent in the Iesha enjoyed dancing here for her new
basement. An instant later, the character husband, spinning in ever-increasing
is suddenly convinced that one of the pirouettes of Varisian ecstasy to the
other PCs is his child, and develops a sounds of the piano. An investigation of
powerful urge to escape the house with the piano with a Perform (keyboard)
that PC before something horrible check reveals that the piano seems
happens. unnaturally decayed, as if it had been
standing unattended here for decades,
WORRIED WIFE CR 4 yet if any keys are depressed, they are in
Type universal perfect tune.
Notice Listen DC 20 (to hear a woman’s voice As soon as any of the piano’s keys
whisper, "Lorey"—this was the name of are pressed, the instrument explodes into
Vorel’s and Kasanda’s daughter) Effective sudden music, playing a catchy but
HD 8
discordant Varisian song. A character in
EFFECTS
the room with the vengeful haunt is
Trigger proximity; Reset automatic (24 hours)
suddenly swept into a series of rapidly
Effect spell effect (suggestion to drag
another PC out of the house to area B1,
increasing pirouettes, and leaps across
likely into the gathering mass of the room in the arms of an invisible dance
carrionstorms; Will DC 14 resists; CL 8th) partner. The haunted PC can, of course,
see his partner: Iesha in all her vibrant
B6. Washroom (CR 1/3) beauty. Unlike most of the haunts, this
one persists for several rounds. Each
DISEASED RAT CR 1/3 round that passes, Iesha’s beauty grows
hp 1 (MM 278) less as her neck darkens into an angry
AC 10, touch 10, flat-footed 10
blue-and-black bruise, her eyes bulge and
SPECIAL ABILITIES
water, her mouth twists in pain, and her
Blind (Ex) The rat is blind, and while this
tongue protrudes as if she were being
makes it immune to sight-based attacks, it
also takes a –2 penalty to its AC, loses its invisibly strangled. In the final round of
Dexterity bonus to AC, moves at half- the haunt, she crumbles away into rot in
speed, and takes a –4 penalty on Search her partner’s arms.
checks and most Strength- and Dexterity-
based skill checks. Its scent ability negates DANCE OF RUIN CR 3
concealment for its foes.
Type vengeful
Disease (Su) Vorel’s Phage—bite, Fortitude DC
Notice Listen DC 15; Effective HD 6
10, incubation period 1 day, damage 1d4 Cha
EFFECTS
and 1d4 Con. The save DC is Constitution-
Trigger touch; Reset automatic (24 hours)
based, unlike the source fungi in area B37
Effect The haunted character is caught up in a
which have a static DC.
whirling dance and spins wildly through the
room for 1d6 rounds, taking 1 point of
B7. Dancing Parlor (EL 3) Strength damage each round (a DC 15 Will
save ends the dance early); once the dance
ends, the character becomes fatigued. If
Haunt: Foxglove Manor was too
the character can be successfully grappled
small for a full-sized ballroom, so this and pinned, Iesha shrieks in rage as the
haunt ends prematurely; her shriek causes become Iesha. He must then make a DC 16
1d2 points of Wisdom damage to all in the Fortitude save—success indicates he merely
room (DC 15 Will save negates). takes 3d6 points of nonlethal damage, but
failure indicates he is immediately reduced
to –8 hit points and is dying.
B9. Library (EL 5)

Haunt: This room was where


B11. Aldern’s Bedroom (EL 3)
Aldern murdered his wife and an innocent
carpenter only a few short months ago. Haunt: When Cyralie Foxglove
Already under Vorel’s growing influence, tried to burn down the manor, she started
he returned home drunk one night and (and succeeded) with the servants’
found the two here, huddled in the chairs quarters. She then moved back into the
by the fire, their heads almost touching house, intending to reach area B22 to
as they leaned toward each other. Aldern light her second fire in Traver’s favorite
mistook their shared examination of a room. Her children saw her, wild-eyed and
book on Varisian history for passion and brandishing a torch, and when they saw
roared into the room, sweeping up a stone their father attack their mother in that
bookend from a shelf as he approached. room, they ran down here to hide.
He brained the carpenter with the
bookend, knocking him senseless, then F R I G H T E N E D C H I L D CR 3
dropped the bookend and strangled Iesha Type obsessed
with her own scarf. He hid her body Notice Listen DC 15 (to hear the sound of
upstairs and dumped the carpenter down a child sobbing); Effective HD 6
the well (where he survived only long EFFECTS
enough to be killed by the dread ghoul Trigger proximity; Reset automatic (24 hours)
dire bat in area B32). This room’s haunt Effect The haunted character suddenly
activates as soon as the PC haunted by becomes convinced that his parents are
trying to kill each other, and that whichever
vengeance approaches within 5 feet of
of them survives will be coming to kill him
the scarf. At this point, a horrific shriek
next; he has a vision of his mother, wielding
fills the room as the scarf flies into the a torch, and his father, festering with
air to wrap around the haunted PC’s tumors and wielding a long knife, both
throat. struggling to kill each other. The vision
passes as fast as it occurs, at which point
IESHA’S VENGEANCE CR 5 the haunted PC must make a DC 14 Will save
Type vengeful to avoid taking 1d4 points of Wisdom
Notice Spot DC 15 (to notice the scarf moving damage from the mind-numbing terror of
on its own); Effective HD 10 the sight.
EFFECTS
Trigger proximity; Reset automatic (24 hours) B13. Guest Bedchamber (EL 3)
Effect When Iesha’s scarf unerringly wraps
around the haunted character’s throat, he
Haunt: After disrupting Vorel’s
must make a DC 16 Will save to avoid being
paralyzed with fear as a ghostly image of attempt to become a lich, Kasanda fled
Aldern manifests before him and appears to back up from the caverns below Foxglove
be using the scarf to choke him to death; at Manor to seek out her daughter and then
the same moment, the haunted character escape, yet by the time she reached this
loses sense of himself and believes he has room (her daughter’s bedroom), Vorel had
already suffused the walls of the place Haunt: Although the room was
with his evil. Kasanda realized she was recently destroyed by Aldern, the haunt
being overtaken by his phage when her that suffuses the chamber is keyed to
daughter saw her face and screamed in the room’s first inhabitants—Vorel and
terror; the disease quickly spread to her Kasanda Foxglove. Only 1d4 rounds after a
daughter and their servants. Every living character haunted by wrath enters this
thing in Foxglove Manor was dead within room, he suddenly becomes dizzy and
only a few minutes, their bodies deformed staggers, even if he has since left the
and twisted. room. An instant later, the dizzy spell
Both Kasanda and her daughter passes but he becomes filled with an
perished of the phage in here, and when overwhelming hatred of women, and for
the PC associated with the festering 1d4 rounds is driven by an urge to attack
haunt enters the room, he suddenly feels the closest woman.
an itching on his face. Although to his
companions nothing seems amiss, the PC B15. Master Bedroom (EL 3)
feels as if his face has suddenly erupted
into a tangled mess of tumors and boils,
lasting just long enough for him to MISOGYNISTIC RAGE CR 3
Type wrathful
attempt to claw the offending sickness
Notice Listen DC 15 (to hear the sound of a
from his skull.
woman’s shrill voice saying, "What do you
get up to down in the damp below?";
PHANTOM PHAGE CR 3 Effective HD 6
Type festering EFFECTS
Notice Listen DC 15 (to hear a child’s voice, Trigger proximity; Reset automatic (24 hours)
quivering with fear, ask "What’s on your Effect The haunted character must make a DC
face, mommy?” Effective HD 6 14 Will save or be compelled to attack the
EFFECTS closest female, using all of his capabilities in
Trigger proximity; Reset automatic (24 hours) an attempt to kill the target—this haunting
Effect The haunted character must make a DC continues beyond the surprise round for 1d4
14 Will save; failure indicates he claws rounds. If no suitable target is within sight
desperately at the flesh of his own face, he instead attacks himself, leaping out the
dealing 1d6 points of damage and 1d4 points window if no weapon is handy.
of Charisma damage.

B17. Gallery (EL 3)


B14. Upstairs Washroom
(EL 1) Haunt: As soon as all of the
portraits have their cobwebs cleared
away, the temperature in the room drops
C O L L A P S I N G F L O O R CR 1
dramatically. Breath frosts in the air and
Type mechanical Search DC 20; Disable Device
DC 25 fingers of rime slither across the walls.
EFFECTS The figures depicted in the portraits
Trigger location; Reset repair suddenly shift from paintings of living
Effect 10-foot fall (1d6); multiple targets (all people to those of dead folk. Kasanda and
creatures in area B14); DC 15 Reflex save Lorey slump into misshapen tumor-ridden
avoids. B15. Master Bedroom (EL 3) corpses. Traver grows pale as a long cut
opens in his throat and blood washes down
over his chest. Cyralie blackens and chars, As soon as a PC haunted by
and her arms, legs, and back twist as if insanity enters this room, he shudders
broken in dozens of places. Aldern’s flesh and is suddenly overwhelmed with the
darkens with rot, his hair falls out, and he conviction that he has just killed the
deforms into a ghoullike monster. Both person he loves most. Overwhelmed with
Sendeli and Zeeva’s portraits frost over despair, he moves to the desk, retrieves
but otherwise remain unchanged. Vorel’s what appears to be a silver-handled
entire portrait, frame and all, erupts into dagger from it, and tries to cut his own
a sudden explosion of fungus and throat. Anyone who attempts to stop him
tumorous growth. This wave of fungus and is instead attacked. If he survives, the
disease washes over the entire room in "dagger" reverts to its true form—a
seconds before the room suddenly splintered but very sharp length of wood.
reverts to normal.
SUICIDE COMPULSION CR 4
THE STRICKEN FAMILY CR 3 Type insane
Type universal Notice Spot DC 20 (to notice the appearance
Notice Wisdom DC 10 (to notice the room of a dagger on the desk that, an instant
start to grow cold); Effective HD 6 before, was not there); Effective HD 8
EFFECTS EFFECTS
Trigger proximity; Reset automatic (24 hours) Trigger proximity; Reset automatic (24 hours)
Effect When the room explodes into rot and Effect The haunted character must make a DC
fungal decay, every PC in the room must 15 Will save. Failure indicates he moves over
make a DC 14 Fortitude save to avoid to the desk and attempts a coup de grace
contracting Vorel’s Phage (see page 27). action on himself with the jagged length of
Once the room reverts to normal, those wood, dealing 2d4 (plus twice his Strength
characters who failed their saves can see modifier) points of damage on himself. He
tiny splotches of mold and tender red must make a Fortitude save (DC 10 + the
bumps on their flesh, but until the disease damage dealt) to avoid being slain by this
has a chance to incubate, these symptoms suicide attempt. If anyone tries to prevent
remain invisible to others. the attempt, the haunted character makes
a single attack against that person with the
"dagger." If he hits, the supernaturally
B18. Bedroom (EL 4) guided strike automatically scores a critical
hit. After this attack, the "dagger" turns
Haunt: After Traver Foxglove back into wood.
killed his wife in area B22, the shock of
watching her burning body plummet into B22. Observatory (EL 4)
the waves below allowed him to regain
control of his mind and body. He could
Haunt: This room is where Cyralie
feel Vorel out there still, trying to claw
confronted Traver about his encroaching
his way back into his flesh, but for a few
madness, hoping one last time she could
moments at least, Traver was his own man
convince him to leave the manor with her
again. In a desperate (some might say
before it was too late. Unfortunately for
cowardly) move, he fled to here, the room
her, that time had already passed. Traver
he and his wife had shared, sat down at
attacked her, and when she tried to light
his desk, and slit his own throat with his
the room on fire, he redirected the flow
dagger.
of the fire using magic to ignite her
instead. Burning to death, Cyralie Haunt: When the PC haunted by insanity
staggered across the room and threw enters this room, dozens of memories of
herself through the window to plummet to expeditions, sea voyages, and travels to
her death on the rocks below. This sight exotic locales race through his mind,
caused Traver to finally snap out of his remnants of Traver Foxglove’s journeys
madness long enough for him to retreat to before he settled down here in Varisia. As
area B18 and kill himself. When the PC the memories build momentum, they
assigned to the burning haunt enters this become increasingly infused with a sense
room, he suddenly feels uncomfortably of bitter disappointment and regret, and
hot. A second later, he believes he has the character becomes increasingly aware
suddenly caught on fire, and that the only that he is now receiving memories that
way to put the flames out before he burns never were, memories of fantastic
to death is to throw himself through the discoveries he could have made had he not
unbroken window and, hopefully, into the chosen to settle down with a shrill harpy
sea below. The haunted character of a wife.
attempts this self-destructive act only
once; if restrained from leaping through UNFULFILLED GLORIES CR 3
the window for 1 round, he recovers his Type insane
wits to some extent. Notice Listen DC 20 (to hear the sound of
pages rustling, as if a book were being read
rapidly); Effective HD 6
PLUMMETING INFERNO CR 4
EFFECTS
Type burning
Notice Wisdom DC 10 (to notice the sudden Trigger proximity; Reset automatic (24 hours)
stink of burning flesh); Effective HD 8 Effect Once the memories grow bitter and
EFFECTS
culminate in an overwhelming sense of
depression and loss, the haunted PC must
Trigger proximity; Reset automatic (24 hours)
make a DC 14 Will save to resist taking 1d6
Effect The haunted character must make a DC
points of Wisdom damage.
16 Will save. If he fails, he is compelled to
hurl himself through the unbroken window,
taking 2d6 points of damage from the B29. Vorel’s Workshop (EL 3)
shattering glass and a further 1d6 points of
damage from the fall onto the rooftop
Haunt: Kasanda finally discovered
below. A weather vane on the roof makes a
single +8 attack against the falling the depths of her husband Vorel’s plan
character; if it hits, the character takes here; forbidden by him to enter this
another 1d6+7 points of damage, but his fall room, she managed to do so one fateful
ends. If it fails to hit him, the character night by using a wand of knock she’d
must make a DC 15 Reflex save. If that purchased for just this purpose. While
fails, he slides off the steep roof over the Vorel prepared the final stages of his lich
course of one round, whereupon he may
transformation ritual, Kasanda found his
make a final DC 10 Climb check to catch
books and realized what he was up to.
himself before falling 300 feet to the
Enraged and horrified, she moved down to
rocky surf below, taking 20d6 points of
damage in the process. the caverns below to confront him.
The PC haunted by wrath
experiences a sudden urge to cross the
B23. Private Study (EL 3) room to read the books on the workbench
as soon as he sees them. If he touches
them, he freezes in place as a flood of character reaches B13, as can any effect
information flows through his mind. He that removes a fear effect.
experiences a series of visions chronicling
the various stages Vorel went through in B25. Kitchen (EL 5)
his quest to become a lich, from
R A T S W A R M (2) CR 3
researching the works of previous liches,
N Tiny animal (swarm)
to gathering the components for the lich
Init +2; Senses low–light vision, scent; Listen
transformation potion, to building his +6, Spot +3
phylactery, finally culminating in a vision Languages None
of Vorel taking his potion and doubling AC 10, touch 10, flat-footed 10;
over in agony as his body began to rot (+2 size, -2 blind)
away. All of these visions take place as if hp 13 each
in a realm of animated stained-glass Fort +4, Ref +6, Will +2
windows, which should obviously explain Speed 5 ft. (3 squares), climb 5 ft.
the true nature of the windows in Space 10 ft.; Reach 0 ft.
Atk Swarm (1d6 plus disease)
Foxglove Manor. As Vorel doubles over,
Base Atk +3; Grapple —
the PC is filled with blinding shame that a
Atk Options Distraction (DC 12)
loved one would do this to himself, TACTICS
followed by a burning rage that he must During Combat Once enraged, the swarms
be stopped before he finishes his ritual. continue to pursue intruders throughout the
These visions take only a few seconds to house. They do not follow prey outside.
occur; once they end, the PC doubles over Abilities Str 2, Dex 15, Con 10, Int 2, Wis 12,
in an agony of anger. Cha 2
SQ swarm traits;
Feats Alertness, Weapon Finesse.
ORIGINS OF LICHDOM CR 3
Skills Balance +6, Climb +6, Hide +10, Listen +6,
Spot +3, Swim +6
Type wrathful
SPECIAL ABILITIES
Notice Spot DC 20 (to notice subtle movement
Blind (Ex) The rat swarm is blind, and while
in the stained-glass windows, as if the man
this makes it immune to sight-based
depicted therein were sneering at the
attacks, it also takes a –2 penalty to its AC,
observer); Effective HD 6
loses its Dexterity bonus to AC, moves at
EFFECTS
half-speed, and takes a –4 penalty on
Trigger touch; Reset automatic (24 hours)
Search checks and most Strength and
Effect Once the haunted character receives
Dexterity-based skill checks. Its scent
the vision described above, she must make a
ability negates concealment for its foes.
DC 14 Will save or suddenly be filled with
Disease (Su) Vorel’s Phage—bite, Fortitude DC
terror at the knowledge that Vorel has
10, incubation period 1 day, damage 1d4 Cha
already succeeded in transforming himself
and 1d4 Con. For more details, see the
into a lich, and must flee at top speed
sidebar on page 27. The save DC is
upstairs to try to find her "children" and
Constitution-based.
rescue them. Anyone who gets in her way or
Skills A rat swarm has a +4 racial bonus on
tries to stop her suddenly seems to
Hide and Move Silently checks, and a +8
transform into Vorel, and the haunted
racial bonus on Balance, Climb, and Swim
character must attack that character to
checks. A rat swarm can always choose to
the best of her ability until she can
take 10 on all Climb checks, even if rushed
continue on her flight up to area B13. Calm
or threatened. A rat swarm uses its
emotions, dispel evil, and protection from
Dexterity modifier instead of its Strength
evil can end this effect before the modifier for Climb and Swim checks. A rat
swarm has a +8 racial bonus on any Swim Advanced dire bat dread ghoul (MM 62;
check to perform some special action or Advanced Bestiary 76)
avoid a hazard. It can always choose to take CE Large undead (augmented animal)
10 on a Swim check, even if distracted or Init +8; Senses blindsense 40 ft., scent; Listen
endangered. It can use the run action while +10, Spot +9
swimming, provided it swims in a straight DEFENSE
line.) AC 24, touch 17, flat-footed 16
(+8 Dex, +7 natural, –1 size)
B30. The Pit (EL 4) hp 52 (8d12)
Fort +6, Ref +14, Will +10
Defensive Abilities +2 turn resistance, undead
Haunt: When the obsession- traits
haunted PC enters this room, she OFFENSE
experiences a sudden vision of Aldern, Spd 20 ft., climb 20 ft., fly 40 ft. (good)
sweaty, filthy, and wildeyed, digging away Melee bite +13 (2d6+6 plus paralysis) and
at the stone floor of this room with a 2 claws +8 (1d4+2 plus paralysis)
pickaxe. With each swing, he grunts out Space 10 ft.; Reach 5 ft.
Special Attacks command ghouls, create
two words: "For you." The PC knows that
spawn
Aldern is speaking of her. As the vision
TACTICS
ends, Aldern breaks through into the
During Combat Although it rarely needs to,
room beyond, and a horde of shrieking the ghoul bat can squeeze to clamber in and
ghouls rises up to pull him into the out of this cave via either exit. It pursues
darkness below before they turn their intruders as long as it is able to scent them.
lambent eyes to the PC. Morale The ghoul bat fights to the death.
STATISTICS

GHOULISH UPRISING CR 4 Str 18, Dex 26, Con —, Int 4, Wis 18, Cha 8
Type obsessed Base Atk +6; Grp +14
Notice Wisdom DC 13 (to notice a sudden Feats Alertness, Improved Natural Attack
increase in the stink of rotten flesh); (bite), Stealthy, Track, Weapon Finesse
Effective HD 8 Skills Climb +12, Hide +6, Listen +10 (+14 with
blindsense), Move Silently +10, Spot +9 (+13
EFFECTS
with blindsense), Survival +12
Trigger proximity; Reset automatic (24 hours)
Languages Common (cannot speak)
Effect As the ghouls reach for the haunted
SPECIAL ABILITIES
PC, she must make a DC 16 Will save to
shake off the vision and regain her senses. Command Ghouls (Su) A dread ghoul bat can
If she fails, the ghouls grab her and begin automatically command all normal ghouls
to tear and bite at her flesh. Observers see within 30 feet as a free action. Normal
the haunted PC jerk and thrash in the air as ghouls never attack a dread ghoul unless
if she were being shaken by a mob, and compelled.
suddenly deep red claw and bite wounds Create Spawn (Su) Any creature that is killed
appear on her flesh. The haunted PC takes by a dread ghoul bat and lies undisturbed
6d6 points of damage from the assault (half until the next midnight rises as a dread
on a DC 16 Fortitude save), and must make a ghoul at that time. The new dread ghoul is
DC 16 Fortitude save to resist catching not under the control of its creator. A
ghoul fever (MM 118). protection from evil or gentle repose spell
cast on the corpse prevents this.
Paralysis (Ex) A creature damaged by a dread
B32. Feeding Cave (EL 5) ghoul bat’s bite or claw must make a DC 13

GHOUL BAT CR 5
Fortitude save or be paralyzed for 1d4+1 Paralysis (Ex): Those hit by a ghoul’s bite or
rounds. The save DC is Charisma based. claw attack must succeed on a DC 12
Fortitude save or be paralyzed for 1d4+1
rounds. Elves have immunity to this
B34. Ghoulish Guardians paralysis. The save DC is Charisma-based.
(EL 3)
G H O U L S (3) CR 1 B35. The Grave (EL 4)
Always CE Medium Undead G H O U L S (4) CR 1
Init +2; Senses Darkvision 60 ft.; Listen +2, Always CE Medium Undead
Spot +7 Init +2; Senses Darkvision 60 ft.; Listen +2,
DEFENSE Spot +7
AC 14, touch 12, flat-footed 12 DEFENSE
(+2 Dex, +2 natural) AC 14, touch 12, flat-footed 12
hp 13 (2d12) (+2 Dex, +2 natural)
Fort +0, Ref +2, Will +5 hp 13 (2d12)
Defensive Abilities +2 turn resistance Fort +0, Ref +2, Will +5
Immune undead traits Defensive Abilities +2 turn resistance
OFFENSE Immune undead traits
Spd 30 ft. (6 squares) OFFENSE
Melee bite +2 (1d6+1 plus paralysis) and Spd 30 ft. (6 squares)
2 claws +0 (1d3 plus paralysis) Melee bite +2 (1d6+1 plus paralysis) and
Space 5 ft.; Reach 5 ft. 2 claws +0 (1d3 plus paralysis)
Special Attacks Ghoul fever (DC 12), paralysis Space 5 ft.; Reach 5 ft.
(DC 12) Special Attacks Ghoul fever (DC 12), paralysis
TACTICS (DC 12)
During Combat The ghouls focus their TACTICS
attention on foes who are not paralyzed. During Combat The ghouls focus their
Morale The ghouls fight to the death. attention on foes who are not paralyzed.
STATISTICS Morale The ghouls fight to the death.
Str 12, Dex 15, Con -, Int 13, Wis 14, Cha 12 STATISTICS
Base Atk +1; Grp +2 Str 12, Dex 15, Con -, Int 13, Wis 14, Cha 12
Feats Multiattack Base Atk +1; Grp +2
Skills Balance +6, Climb +5, Hide +6, Jump +5, Feats Multiattack
Move Silently +6, Spot +7 Skills Balance +6, Climb +5, Hide +6, Jump +5,
Languages Common Move Silently +6, Spot +7
SPECIAL ABILITIES Languages Common
Ghoul Fever (Su): Disease - bite, Fortitude DC SPECIAL ABILITIES
12, incubation period 1 day, damage 1d3 Con Ghoul Fever (Su): Disease - bite, Fortitude DC
and 1d3 Dex. The save DC is Charisma- 12, incubation period 1 day, damage 1d3 Con
based. and 1d3 Dex. The save DC is Charisma-
An afflicted humanoid who dies of ghoul based.
fever rises as a ghoul at the next midnight. An afflicted humanoid who dies of ghoul
A humanoid who becomes a ghoul in this way fever rises as a ghoul at the next midnight.
retains none of the abilities it possessed in A humanoid who becomes a ghoul in this way
life. It is not under the control of any other retains none of the abilities it possessed in
ghouls, but it hungers for the flesh of the life. It is not under the control of any other
living and behaves like a normal ghoul in all ghouls, but it hungers for the flesh of the
respects. A humanoid of 4 Hit Dice or more living and behaves like a normal ghoul in all
rises as a ghast, not a ghoul.
respects. A humanoid of 4 Hit Dice or more ghouls never attack a dread ghoul unless
rises as a ghast, not a ghoul. compelled.
Paralysis (Ex): Those hit by a ghoul’s bite or Create Spawn (Su) Any creature that is killed
claw attack must succeed on a DC 12 by a dread ghoul goblin and lies undisturbed
Fortitude save or be paralyzed for 1d4+1 until the next midnight rises as a dread
rounds. Elves have immunity to this ghoul at that time. The new dread ghoul is
paralysis. The save DC is Charisma-based. not under the control of its creator. A
protection from evil or gentle repose spell
cast on the corpse prevents this.
B36. The Vent (EL 6) Paralysis (Ex) A creature damaged by a dread
G O B L I N G H O U L S (4) CR 2 ghoul goblin’s bite or claw must make a DC
Dread ghoul goblin ranger 1 (MM 133, 13 Fortitude save or be paralyzed for 1d4+1
Advanced Bestiary 76) rounds. The save DC is Charisma based.
CE Small undead (augmented humanoid
[goblin])
Init +5; Senses darkvision 60 ft., scent; Listen
B37. Vorel’s Laboratory (EL 7)
+7, Spot +7 In addition to aldern, thereis a
DEFENSE Ghoul dressed in servant livery in the
AC 21, touch 16, flat-footed 16 room.
(+3 armor, +5 Dex, +2 natural, +1 size) This will modify events that follow
hp 6 (1d12) so that the Ghoul can serve as Aldern’s
Fort +4, Ref +5, Will +2 flanking buddy, allowing Aldern to sneak
Defense +2 turn resistance
attack.
Immune undead traits
Additionally, the Ghoul serves to
OFFENSE
make the scenario even creepier. Aldern
Spd 30 ft., climb 30 ft.
Melee bite +5 (1d4+3 plus paralysis) and
with his Lordship persona is still a noble
2 claws +0 (1d2+1 plus paralysis) and "noblesse oblige" after all.
Special Attacks favored enemy +2 (animals) Depending upon Aldern’s obsession
TACTICS the room looks different:
During Combat The goblin ghouls focus their Lust: Aldern sits in the chair. The
attacks on one target, attempting to table in front of him is laid out as for a
overwhelm their victim with their claws and dinner for two. A silken table cloth, once
bites. beautiful, but now spoiled and rotten,
Morale The goblin ghouls fight to the death.
covers the table. Two sets of stained and
STATISTICS
corroded silver dishes. Two sets of
Str 16, Dex 21, Con —, Int 10, Wis 16, Cha 10
stained crystal glasses. The scene is lit by
Base Atk +1; Grp –1
a candle burning feebly, giving flickering
Feats Mounted Combat, Track
Skills Climb +11, Handle Animal +4, Listen +7, light.
Move Silently +9, Ride +13, Spot +7, Survival The servant is in the process of
+15 pouring clotted blood from a silver
Languages Common, Goblin decanter into a crystal glass that Aldern
SQ command ghouls, create spawn, wild daintily holds in his right hand.
empathy +0 On a side table heaps of rotten
Gear studded leather
meat wait to be served by the servant.
SPECIAL ABILITIES
Aldern invites the PC to sit down
Command Ghouls (Su) A dread ghoul goblin can
and share the meal (see pg. 38)
automatically command all normal ghouls
Envy: Aldern sits in an armchair, a
within 30 feet as a free action. Normal
book in his hand. A burning brazier in
from of him fills the room with a red glow. obsessed about. As the PC in all likelihood
A crystal goblet stands on a dainty but won't take the gift, the Hurter takes
rotten table beside the chair. Clotted over and attacks.
blood fills it. A silver platter heaped with Envy: "You thought to take her
small morsels of rotten meat (snacks are from me a second time? You thought you
essential while reading) stands also on the could hurt me? Alas, that is not the case.
table. See for yourself how I treat those who
The servant Ghoul stands beside betray me" With these words he cuts
armchair and table, ready to refill the Ilesha’s throat with his war razor, killing
goblet from his decanter. Seeing the PCs, her. Seeing that he killed his wife a
Aldern closes the Book, pops a morsel of second time, his lordship flees and the
meat into his mouth and then speaks (see Hurter takes over
pg. 38) Wrath: "Did you really that she
Wrath: The Room is empty except can defeat me? Did you really think your
for Aldern and his Ghoul Servant. Aldern minions can do this to me? With these
has just shrugged out of his Coat which words he cuts Ilesha’s throat with his war
the Servant has taken over his left arm. razor, killing her. "Now I will defeat you
With his right he holds a silver platter and dine on your heart" The hate in
upon which the war razor lies. Aldern Aldern’s eyes burns like fire and the
takes it and swings it a few times while Hunter takes over.
speaking to the PC of his obsession (see If the PCs directly follow Iesha,
pg. 38) she can be treated as an NPC, albeit one
that will not ever interact with the PCs,
If Iesha is released and the PCs abandoning them if they are held up by
let her go, allowing her to go after anything.
Aldern, the following will occur, modifying
the encounter as such. ALDERN FOXGLOVE,
Aldern has always believed that THE SKINSAW MAN CR 6
the Brothers took care of her long ago. Male dread ghast human aristocrat 4/rogue 3
Now he sees that he did not imagine the CE Medium undead (augmented human)
sobbing and wailing and Iesha is still Init +8; Senses darkvision 60 ft.; Listen +1,
“alive”. Spot +1
Now, if the PCs take their time Aura stench (20 ft.), unnatural aura (30 ft.)
following Iesha, I imagine the following DEFENSE

set up: AC 19, touch 15, flat-footed 15


Iesha is tightly bound, sitting (+1 deflection, +4 Dex, +4 natural)
hp 87 (7d12)
helpless on a chair.
Fort +8, Ref +10, Will +6; evasion
Aldern stands beside her as the
Defensive Abilities +4 turn resistance
PCs arrive, the war razor in his hand. His Immune undead traits
Lordship is in control. OFFENSE
Lust: "At last, you have come, my Spd 30 ft., climb 30 ft.
love! Let me show you my love with this Melee +1 war razor +10 (1d4+3/18–20) and
sacrifice! Let us share the meat like true bite +4 (1d8+1 plus paralysis) and
lovers!" With this words he uses the War claw +4 (1d6+1 plus paralysis and ghoul
Razor to cut a chunk of putrid flesh out fever)
of Iesha and offer it to the PC he is
Special Attacks command ghasts and ghouls, humanoid of 4 Hit Dice or more rises as a
create spawn, paralysis, sneak attack +2d6 ghast, not a ghoul.
TACTICS Paralysis (Ex) A creature damaged by Aldern’s
During Combat Aldern’s tactics in combat are bite or claw must make a DC 19 Fortitude
influenced to a certain degree by his save or be paralyzed for 1d4+1 rounds. The
personalities, as detailed above. When the save DC is Charisma based.
Skinsaw Man takes over, he puts on his Stench (Ex) Any breathing creature within 20
mask and assumes the form of his feet of Aldern must make a DC 19 Fortitude
obsession, attacking that character to the save or become sickened for 1d6+4 minutes.
exclusion of all other targets. A creature with the scent ability must make
Morale Aldern fights to the death. this save at a range of 40 feet and takes a –
STATISTICS 2 penalty on the save. The save must be
Str 17, Dex 18, Con —, Int 14, Wis 12, Cha 22 repeated each round, but once the sickened
Base Atk +5; Grp +8 condition has been applied, further failed
Feats Improved Initiative, Lightning Reflexes, saves merely reset its duration. Creatures
Persuasive, Weapon Finesse resistant to poison may apply their bonus to
Skills Balance +6, Bluff +18, Climb +11, this saving throw, and creatures immune to
Diplomacy +20, Hide +9, Intimidate +20, poison are immune to this ability as well.
Jump +20, Knowledge (local) +8, Knowledge Unholy Fortitude (Ex) Aldern gains bonus hit
(nobility and royalty) +9, Ride +11, Sense points equal to his Charisma modifier times
Motive +11, Sleight of Hand +12, Tumble +10 his Hit Dice, and a bonus to his Fortitude
Languages Common, Elven saves equal to his Charisma modifier.
SQ trapfinding, trap sense +1 Unnatural Aura (Su) Any animal within 30
Gear +1 war razor, ring of jumping, ring of feet of Aldern automatically becomes
protection +1, stalker’s mask, extravagant panicked and remains so as long as it is
noble’s outfit worth 200 gp, cameo worth within this distance.
100 gp containing tiny portrait of PC, key to
area B29 GHOUL CR 1
SPECIAL ABILITIES Always CE Medium Undead
Command Ghouls (Su) Aldern can Init +2; Senses Darkvision 60 ft.; Listen +2,
automatically command all normal ghasts and Spot +7
ghouls within 30 feet as a free action. DEFENSE
Normal ghasts and ghouls never attack a AC 14, touch 12, flat-footed 12
dread ghast unless compelled. (+2 Dex, +2 natural)
Create Spawn (Su) Any creature killed by hp 13 (2d12)
Aldern that lies undisturbed until the next Fort +0, Ref +2, Will +5
midnight rises as a dread ghast at that Defensive Abilities +2 turn resistance
time. The new dread ghast is not under the Immune undead traits
control of its creator. A protection from OFFENSE
evil or gentle repose spell cast on the Spd 30 ft. (6 squares)
corpse prevents this. Melee bite +2 (1d6+1 plus paralysis) and
Ghoul Fever (Su) Disease—bite, Fortitude DC 2 claws +0 (1d3 plus paralysis)
19, incubation period 1 day, damage 1d3 Con Space 5 ft.; Reach 5 ft.
and 1d3 Dex. An affected humanoid who Special Attacks Ghoul fever (DC 12), paralysis
dies of ghoul fever rises as a ghoul at the (DC 12)
next midnight. A humanoid that becomes a TACTICS
ghoul in this manner retains none of the During Combat The ghouls focus their
abilities it possessed in life. It is not under attention on foes who are not paralyzed.
the control of any other ghouls, but it Morale The ghouls fight to the death.
hungers for the flesh of the living. A
STATISTICS
Str 12, Dex 15, Con -, Int 13, Wis 14, Cha 12 CRAZY MERTAK
Base Atk +1; Grp +2 Male Goblin Sorcerer 5
Feats Multiattack CE Small Humanoid (goblinoid)
Skills Balance +6, Climb +5, Hide +6, Jump +5, Init +3 Senses Darkvision 60’, Spot -2, Listen
Move Silently +6, Spot +7 -2
Languages Common
DEFENSE
SPECIAL ABILITIES
AC 15, touch 14, flat-footed 12
Ghoul Fever (Su): Disease - bite, Fortitude DC (+3 dex, +1 armor, +1 size)
12, incubation period 1 day, damage 1d3 Con hp 26 (6d4+6)
and 1d3 Dex. The save DC is Charisma- Fort +3 Ref +5 Will +3, resist fire 10
based.
OFFENSE
An afflicted humanoid who dies of ghoul
Spd 30 ft
fever rises as a ghoul at the next midnight.
Melee +1 Quarterstaff +3 (1d6) and Bite -3
A humanoid who becomes a ghoul in this way
(1d3-1)
retains none of the abilities it possessed in
Spells known (CL 5th, 6th if fire; base DC 13, 14
life. It is not under the control of any other
if evocation; +5 ranged touch)
ghouls, but it hungers for the flesh of the
2nd (5/day) — fireburst (SpC; 6d8, 10 ft
living and behaves like a normal ghoul in all
radius, DC 16), balor nimbus (SpC; 6d6 fire
respects. A humanoid of 4 Hit Dice or more
during grapple, 6 rounds)
rises as a ghast, not a ghoul.
1st (7/day) — mage armor, ray of flame (SpC;
Paralysis (Ex): Those hit by a ghoul’s bite or
+6 touch, 3d6 fire, DC 15), raging flame
claw attack must succeed on a DC 12
(SpC; double mundane fire dmg, +1/die
Fortitude save or be paralyzed for 1d4+1
magic, 30 ft rad, 1 min), nightshield (SpC;
rounds. Elves have immunity to this
+2 to saves, blocks magic missile)
paralysis. The save DC is Charisma-based.
0 (6/day) — caltrops, electric jolt, stick,
flare, ray of flame (modified ray of frost),
Haunt: The patch of fungus on light
the wall presents an additional hazard to Supernatural ability: Fiery Burst: 1d6/lvl of
a PC associated with the festering haunt. spell memorized, 5 ft radius, DC 13+½ spell’s
When he sees the strangely humanoid level
shape on the wall, he realizes the shape TACTICS
matches that of his own shadow exactly, During Combat Crazy Mertak casts
and suddenly experiences a sensation of nightshield and mage armor before combat,
but does not bother after fighting breaks
vertigo as he feels compelled to feed on
out. He begins by casting raging flame on
the fungus to reclaim his stolen shadow.
the likely battlefield, then fiery bursts. He
ignites and eliminates survivors with ray of
VOREL’S LEGACY CR 4 flame, and readies an action to drop
Type festering fireburst if anyone is likely to charge him.
Notice Spot DC 15 (to notice the phylactery Morale Mertak, being crazy, rarely runs unless
shards rattle and shake); greatly intimidated
Effective HD 8 STATISTICS
EFFECTS Str 9, Dex 16, Con 12, Int 11, Wis 7, Cha 17
Trigger proximity; Reset automatic (24 hours) Base Atk +2, Grp -3
Effect Spell effect (suggestion to eat the
fungus, Will DC 15 resists).

On the way to Magnimar


Feats Spell Focus (evocation), Fiery Burst1 NE small humanoid (goblinoid)
(CM) Init +1; Senses Darkvision 60 ft.; Spot +0,
Skills Bluff +6, Concentration +10, Know Listen +0
(arcana) +4, Spellcraft +2 Languages Goblin
Gear Alchemist's Fire (5), bracers of armor AC 15, touch 12, flat-footed 14
+1, amber amulet of vermin (huge monstrous (+1 size, +1 Dex, +2 armor, +1 shield)
centipede 1/day, 1 min), ray of flame hp 11 (2d8+2 HD)
spellshard (empower ray of flame 2/day), Fort +4, Ref +1, Will +0
cloak of fire resistance 10 Speed 30 ft. (6 squares)
Crazy Mertak is, as his name suggests, one Melee small dogslicer +4 (1d4+1/19-20)
crazy little goblin. Not actually stupid, for a Ranged small javelin +4 (1d4+1)
goblin, but just a little too unobservant Base Atk +2; Grapple -1
when it comes to the mundane, everyday Combat Gear alchemist fire, tanglefoot bag
things. Little things like his allies, and that Str 12, Dex 12, Con 12, Int 9, Wis 10, Cha 6
fact that goblins are flammable. Mertak Feats Toughness
himself is exceptionally enthusiastic and Skills Balance -3, Climb -3, Escape Artist -3,
personable, and might even qualify as "cute" Intimidate +1, Jump -1, Move Silently +1,
in a toothy, football-headed way. The Ride +5, Swim -7
source of his sorcerous talent is unknown, Possessions combat gear plus leather armor,
and he himself has little understanding of light wooden shield, small javelins (5), small
the mechanics of magic. dogslicer
Mertak has tried many things in his life,
and been unsuccessful at most. His
attempts at leading his tribe resulted in Welcome to Magnimar
burning down the Licktoad lair three times, As the PCs come to the gate into
and his current attempts at highway Magnimar, those familiar with the city note
robbery usually results in the destruction that the city guards seems to be edger,
of all the potential loot. more on alert, and nervous; at least more
Mertak's natural leadership and than usual. Drithnar Kaddren, the guard
personality ensures that he always has a sergeant sees the Sihedron rune on the
retinue of loyal goblin followers, made up of amulet that (PC) is wearing. The sergeant
amorous groupies and admiring warriors. asks the adventurers to wait a second while
This is fortunate for him, as the extremely he gets some paperwork. The sergeant goes
high body count he leaves in his wake tends into the office and comes out in about 15
to decimate his forces rather quickly. The seconds. He says something over his
fact that he leaves no survivors precludes shoulder. Kaddren yells, "Now!" and guards
tales of the fates of his previous followers appear with live steel and cocked
reaching possible new recruits. crossbows. The sergeant then tells the
adventures, "You are under arrest Place you
G O B L I N R O B B E R S (6) CR 1/3 weapons on the ground - slowly. Any
spellcasting will be met with deadly force."
Male goblin warrior 2
The sergeant then either takes them to
1 Lt. Licot (if the PCs are not belligerent) or
As long as you have a fire spell of 2nd level or
Lt. Licot appears (if it looks like combat is
higher available to cast, you can spend a standard
action to create a 5-foot-radius burst of fire at a about to happen). The lieutenant asks the
range of 30 feet. This burst deals 1d6 points of fire sergeant, "What in the Nine Hells is going
damage per level of the highest level fire spell you on Sergeant Kaddren?" The sergeant says
have available to cast. A successful Reflex save nothing (and it is obvious that the sergeant
halves the damage. doesn't particularly like the lieutenant) but
As a secondary benefit, you gain a +1 points at (PC wearing the amulet). The
competence bonus to your caster level when casting
lieutenant looks at (PC), does a double take,
fire spells.
and then sighs heavily. He tells the and the guard." He sits back and waits for
sergeant to back down as he walks over to their response.
join the sergeant and the other guards. Assuming the PCs tell them what they
Sgt. Kaddren begins to protest at this but suspect, or about Aldern Foxglove's
Lt. Licot cuts him off and says, "You did involvement, or anything about the
well sergeant and you will be commended. Brotherhood of the Seven, Licot will start
But trust me; these people aren't what we to take notes. Once this is done, Licot will
are looking for." excuse himself, showing the PCs out. He
Again Sgt. Kaddren protests, at this will then hurry off into the city to take his
Licot gets stern and orders the sergeant to findings to the appropriate people.
stand down. He then turns to the PCs and Behind the scenes: Licot hurries to the
apologizes, "I'm sorry about that bit of Halls of Justice and tells the PCs'
confusion I hope you were not unduly information to the first Justice he can find
troubled. The city guards have certain (Justice Ironbriar of course). Ironbriar
orders that they must obey." then sets things up so that Licot is either
If the PCs express interest, Lt. Licot taken captive (if the PCs were friendly with
appraises them carefully, then invites then the lieutenant) or killed. His body (or his
to his office where he will "Discuss the trussed form) will be found at the Seven's
matter more fully out of hidden ears." Sawmill.
Once the PCs and the lieutenant are away If the PCs go to the Halls of Justice,
from the street and presumably in Licot's they will either find Ironbriar or be shown
office, the lieutenant explains about the to Ironbriar. Ironbriar will politely listen to
rash of murders in Magnimar. "Merchants, their tale, ask appropriate questions, and
politicians, crooked guards, and try to figure out exactly how much the PCs
moneylenders have been showing up dead - know. If the PCs show Ironbriar the keys
their bodies mutilated, faces missing, and they have found, Ironbriar will immediately
chests carved with seven-pointed stars". recognize the key's heraldry as the
"Obviously tensions are high and Sgt. Foxglove family's heraldry. He will attempt
Kaddren, a young man in an influential family to take the key from the PCs, but won't
of Magnimar, was currying favor and push it if the PCs refuse.
attempting to make a coup to advance his Once this is done, Ironbriar will ask
career. He's a good sort," Licot says, "just where the PCs are staying in town (if they
quick to jump to conclusions and make rash haven't arranged lodging he recommends
assumptions." The Scarlet Raven, an inn off Three Mast
If the PCs ask to become involved in the Street, near the Avenue of Sails). He will
investigation, Licot will look doubtful, frown, then caution them to not share this
and then saw, "Well, you would have to take information with anyone, implying that
that inquiry to the Halls of Virtue in the there may be an insider in the Halls of
Capital District. One of the Justices there Justice working with the murderer.
will have to make that decision." Ironbriar will again thank them, politely but
If the PCs continue to question Licot, distantly, and show them to the door.
Licot will stop them and say, "Look. I After the PCs leave, Ironbriar will set
understand that you are goodly sorts and his merry band of murders on the PCs’ trail
you want to keep people from being hurt or and they will have visits in the nights by
murdered, and I applaud that. But I am assassins. Any attempt to track down Licot
under orders not to discuss these things will fail; even Kaddren will become worried
with outsiders. What I have told you so far at Licot’s absence. Attempts to find
can be heard in any tavern or festhall in the Ironbriar will also fail, his seneschal (a
city. middle-aged gnome by the name of Ivohn
"Now, if you have other information you Windchaser) will say that he is one city
can tell me and I can pas that on to the city
business and it is unknown when he will The Stalkers then follow the listed tactics,
return. fleeing once the first one dies.
Hopefully, the PCs will then take things
into their own hands and investigate Foxglove’s Townhouse (EL 6)
Foxglove Manor on their own. However,
they should be one or two more faceless F A C E L E S S S T A L K E R S (2) CR 4
stalkers at the townhouse, and all the Usually CE Medium aberration (shapechanger)
skinsaw men at the Seven's Sawmill should Init +7; Senses darkvision 60 ft.; Listen +2,
be alert and ready for the PCs when they Spot +2
come to the sawmill. DEFENSE
AC 17, touch 13, flat-footed 14
In Magnimar (+3 Dex, +4 natural)
When the PCs enter Alderns townhouse, allow hp 42 (5d8+20)
them DC 25 Listen checks. Those who succeed hear,
Fort +5, Ref +4, Will +6
from upstairs a voice that says quietly "they're
DR 5/piercing or slashing
here. Be ready."
On the second floor, they can make another DC OFFENSE
15 Listen check to hear the clink of glass bottles Spd 30 ft.
and a soft feminine giggle. When they reach the top Melee mwk longsword +8 (1d8+4/19–20) or
floor, they see what look like three young humans in slam +7 (1d4+6)
affluent clothes lounging about in the empty house. Space 5 ft.; Reach 10 ft.
One is relaxing on the couch, drinking from a glass
Special Attacks sneak attack +2d6
wine bottle. The other two, a young man and woman,
TACTICS
are sitting close together on the bed, making out.
When they see the PCs, they yell in surprise, and the Before Combat Given the opportunity, a
young woman hides on the other side of the bed. faceless stalker prefers to enter combat in
Obviously, they're just a bunch of bored rich kids an assumed shape so it can revert to its
hanging out in an empty house. They can explain to actual form in the first round of combat to
the PCs that the place has been empty for weeks, gain its morale bonuses as soon as the fight
and that workmen boarded it up some time ago. The
begins.
three “nobles” act very impressed by the PCs, and
During Combat The faceless stalkers attempt
ask them all sorts of enthusiastic questions about
their investigations. to keep one foe flanked at all times,
The young woman actually comes up the fighting near walls if possible to prevent
handsomest-looking Male PC and shyly says her name the same happening to them.
is Andrea Karlov, and offers to show him around Morale The faceless stalkers fight until one is
Magnimar, since he's new in town. Allow the PCs killed, whereupon the other attempts to
Spot checks versus her Sleight of Hand check to flee. It does not return to its lair in the
notice that she has palmed a long knife from inside
Shadow Clock, as it is terrified of Xanesha’s
her sleeve. Those who make the check get to act in
likely response to its failure— instead it
the surprise round as she abruptly Sneak Attacks
the PC she was talking to, a sweet smile on her face. tries to flee the city entirely to return to
At this point, the other two stalkers Draw their the Mushfens.
weapons and assume their natural forms, Sneak STATISTICS
attacking PCs who still have not acted yet. Str 18, Dex 16, Con 18, Int 12, Wis 15, Cha 16
The young man stands and draws his filigreed long Base Atk +3; Grp +7
sword; an odd expression crossing his face, as
Feats Combat Reflexes, Improved Initiative
though he was having intestinal trouble. His
Skills Bluff +11, Disguise +11 (+21 when using
expression changes into one of sudden relief as
abruptly, his features puff up and bulge out, his change shape), Escape Artist +15, Sleight of
arms extend, and all previous evidence of humanity Hand +13
is erased in an instant. (Show them the Picture of a Languages Aquan, Common; tongues
faceless stalker.) It then rotates his shoulders SQ change shape, elastic, faceless
bonelessly and gives a sigh of contentment, "Damn, Gear masterwork longsword
that felt good." SPECIAL ABILITIES
Change Shape (Su) A faceless stalker can
assume the form of a Medium humanoid at Skinsaw Mask
will, although this transformation is Aura faint necromancy [evil]; CL 3rd
somewhat painful for the faceless stalker. Slot head; Price 1,500 gp
Assuming a new form takes 10 minutes of DESCRIPTION
concentration—a faceless stalker generally This hideous mask resembles a
seeks out a safe and secluded place before patchwork deformed face, with one bulbous eye, a
grimacing mouth of long teeth, and no noticeable
beginning to assume a new form. Once a new
nose. When worn, the mask fills the wearer’s mind
shape is assumed, the faceless stalker can
with hideous whispers and images of murder and
maintain that form indefinitely. The violence. It heightens his ability to sense fear. He
creature can revert to its true form as a can smell the cold sweat brought on by terror and
free action, its shape rippling and snapping hear the thundering beating of a frightened
back into its true shape instantly. For 1 heart. Further, fresh blood glows brightly to him,
round after reverting to its true form, a to the extent that he can see the shimmering
faceless stalker gains a +2 morale bonus on traceries of living circulatory systems pumping
away in the bodies of those around him. These
all attack rolls, weapon damage rolls, skill
enhancements grant +2 competence bonuses on
checks, and saving throws. The faceless
Listen, Search, and Spot checks made against
stalker’s actual statistics don’t change when creatures that aren’t immune to fear. Further, the
it assumes a humanoid form, and it retains ability to see so plainly the map of a target’s
all of its other extraordinary abilities. It arteries and veins grants the wearer a +1 profane
does not gain any of the assumed form’s bonus on damage with slashing weapon attacks
abilities; it cannot gain a fly speed, the made against living creatures. Wearing a skinsaw
ability to breathe water, or any other mask leaves hideous mental scars; when the mask
is donned, the wearer takes 1 point of Charisma
extraordinary abilities either. Any items or
damage as his thoughts become tangled with
gear worn by the faceless stalker when it
images of murder.
changes form are not absorbed by the new
CONSTRUCTION
form—they continue to be worn by its new
Requirements Craft Wondrous Item, deathwatch;
shape. A faceless stalker that uses this
visual attacks (such as gaze weapons),
ability to disguise itself as a specific
odorbased attacks, and sonic attacks.
individual gains a +10 circumstance bonus on
Sneak Attack (Ex) A faceless stalker deals
its Disguise check.
+2d6 points of damage when its target is
Elastic (Ex) A faceless stalker’s body is
denied its Dexterity bonus to Armor Class
boneless and rubbery, affording it
or is flanked. This ability works the same as
resistance to bludgeoning attacks and
the rogue ability.
granting a +12 racial bonus on Escape Artist
Tongues (Su) A faceless stalker is under the
checks. It can extend the length of its
constant effect of a tongues spell; this
limbs, providing it with a longer reach than
ability cannot be dispelled.
most creatures of its size. A faceless
Feats Faceless stalkers are proficient with
stalker can slither through gaps as narrow
light armor and all simple and martial
as an inch wide, although it must leave
weapons.
behind most of its gear to do so—moving
through a narrow space like this costs the
faceless stalker 3 squares of movement per D3. The Undermill (EL 5)
5 feet traveled.
Faceless (Ex) In its natural form, a faceless S K I N S A W C U L T I S T S (3) CR 2
stalker has no real facial features. Its eyes, Human rogue 1/cleric 1
mouth, nostrils, and ears are little more NE Medium humanoid
than tiny slits in the folds and whorls of Init +6; Senses Listen +2, Spot +6
flesh and color that decorate its head. A DEFENSE
faceless stalker in its true form gains a +4 AC 14, touch 12, flat-footed 12
bonus on any saving throws made against (+2 armor, +2 Dex)
hp 12 (1d6+1d8+2) Death Touch (Su): Usable 1/day. This
Fort +3, Ref +4, Will +4 produces a death effect. On a succesful
OFFENSE melee touch attack against a living creature,
Spd 30 ft. roll 1d6 per cleric level. If the total of
Melee mwk war razor +2 (1d4+1/18–20) these dice at least equals the creature’s
Special Attacks death touch 1/day (1d6 current hit points, it dies (no save).
damage), sneak attack +1d6, rebuke undead
2/day (–1, 2d6) D4. Lumber Collection (EL 5)
Spells Prepared (CL 1st)
1st—command (DC 13), disguise selfD (DC 13), S K I N S A W C U L T I S T S (4) CR 2
shield of faith Human rogue 1/cleric 1
0—light, mending, virtue NE Medium humanoid
D
domain spell; Domains Death, Trickery Init +6; Senses Listen +2, Spot +6
TACTICS DEFENSE
Before Combat If the cultist have warning, AC 14, touch 12, flat-footed 12
they will don their skinshaw masks in (+2 armor, +2 Dex)
preparation for conflict. If enough time is hp 12 (1d6+1d8+2)
available, they then cast shield of faith. If Fort +3, Ref +4, Will +4
not, casting shield of faith is their first OFFENSE
actions. Spd 30 ft.
During Combat A Skinsaw Cultist casts shield Melee mwk war razor +2 (1d4+1/18–20)
of faith on the first round of combat if he Special Attacks death touch 1/day (1d6
has a chance, saving command for damage), sneak attack +1d6, rebuke undead
emergencies if he needs to slow down 2/day (–1, 2d6)
pursuit. Here in the undermill, a cultist Spells Prepared (CL 1st)
might attempt to trip or bull rush a 1st—command (DC 13), disguise selfD (DC 13),
character not armed with a melee weapon shield of faith
into the machinery. The cultist continually 0—light, mending, virtue
move about attempting to set up flanking D
domain spell; Domains Death, Trickery
opportunities for their fellows. TACTICS
Morale If one of the cultists is slain, the Before Combat If a warning is given, the
others attempt to flee upstairs to join their cultist are wearing their skinshaw masks
brothers in defending the mill. and have their war razors available.
STATISTICS During Combat A Skinsaw Cultist casts shield
Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 8 of faith on the first round of combat if he
Base Atk +0; Grp +1 has a chance, saving command for
Feats Improved Initiative, Martial Weapon emergencies if he needs to slow down
(war razor) pursuit. Each cultist tries to maneuver to
Skills Balance +6, Climb +5, Hide +6, Knowledge allow his comrades to flank their opponents.
(local) +4, Knowledge (religion) +1, Listen They react to intruders with smiles as they
+22, Move Silently +6, Search +42, Sleight slowly work themselves into flanking
of Hand +6, Spot +62, Tumble +6 positions before attacking.
Languages Common, Infernal Morale If one of the cultists is slain, the
SQ spontaneous casting (inflict spells), others attempt to flee upstairs to join their
trapfinding brothers in defending the mill.
Other Gear leather armor, masterwork war STATISTICS
razor, skinsaw mask, 20 gp Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 8
SPECIAL ABILITIES Base Atk +0; Grp +1
Feats Improved Initiative, Martial Weapon
(war razor)
2
Add +2 while masked with a skinsaw mask
Skills Balance +6, Climb +5, Hide +6, Knowledge Additionally, the cultist here may try to
(local) +4, Knowledge (religion) +1, Listen maneuver to bull rush their enemies into the
+23, Move Silently +6, Search +43, Sleight log splitter (see text within the module).
of Hand +6, Spot +63, Tumble +6 Morale If one of the cultists is slain, the
Languages Common, Infernal others attempt to flee upstairs to join their
SQ spontaneous casting (inflict spells), brothers in defending the mill.
trapfinding STATISTICS
Other Gear leather armor, masterwork war Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 8
razor, skinsaw mask, 20 gp Base Atk +0; Grp +1
SPECIAL ABILITIES Feats Improved Initiative, Martial Weapon
Death Touch (Su): Usable 1/day. This (war razor)
produces a death effect. On a succesful Skills Balance +6, Climb +5, Hide +6, Knowledge
melee touch attack against a living creature, (local) +4, Knowledge (religion) +1, Listen
roll 1d6 per cleric level. If the total of +24, Move Silently +6, Search +44, Sleight
these dice at least equals the creature’s of Hand +6, Spot +64, Tumble +6
current hit points, it dies (no save). Languages Common, Infernal
SQ spontaneous casting (inflict spells),
trapfinding
D5. Log Splitters (EL 6) Other Gear leather armor, masterwork war
S K I N S A W C U L T I S T S (4) CR 2 razor, skinsaw mask, 20 gp
Human rogue 1/cleric 1 SPECIAL ABILITIES
NE Medium humanoid Death Touch (Su): Usable 1/day. This
Init +6; Senses Listen +2, Spot +6 produces a death effect. On a successful
DEFENSE melee touch attack against a living creature,
AC 14, touch 12, flat-footed 12 roll 1d6 per cleric level. If the total of
(+2 armor, +2 Dex) these dice at least equals the creature’s
hp 12 (1d6+1d8+2) current hit points, it dies (no save).
Fort +3, Ref +4, Will +4
OFFENSE
D6. Workshop (EL 3 or 10)
Spd 30 ft.
Melee mwk war razor +2 (1d4+1/18–20) S K I N S A W C U L T I S T S (2) CR 2
Special Attacks death touch 1/day (1d6 Human rogue 1/cleric 1
damage), sneak attack +1d6, rebuke undead NE Medium humanoid
2/day (–1, 2d6) Init +6; Senses Listen +2, Spot +6
Spells Prepared (CL 1st) DEFENSE
1st—command (DC 13), disguise selfD (DC 13), AC 14, touch 12, flat-footed 12
shield of faith (+2 armor, +2 Dex)
0—light, mending, virtue hp 12 (1d6+1d8+2)
D
domain spell; Domains Death, Trickery Fort +3, Ref +4, Will +4
TACTICS OFFENSE
Before Combat If a warning is given, the Spd 30 ft.
cultist are wearing their skinshaw masks Melee mwk war razor +2 (1d4+1/18–20)
and have their war razors available. Special Attacks death touch 1/day (1d6
During Combat A Skinsaw Cultist casts shield damage), sneak attack +1d6, rebuke undead
of faith on the first round of combat if he 2/day (–1, 2d6)
has a chance, saving command for Spells Prepared (CL 1st)
emergencies if he needs to slow down 1st—command (DC 13), disguise selfD (DC 13),
pursuit. Each cultist tries to maneuver to shield of faith
allow his comrades to flank their opponents. 0—light, mending, virtue

3 4
Add +2 when masked with a skinsaw mask Add +2 when masked with a skinsaw mask
D
domain spell; Domains Death, Trickery Reaper’s Mask
TACTICS Aura moderate enchantment; CL 7th
Before Combat If a warning is given, the Slot head; Price 12,000 gp
cultist are wearing their skinshaw masks DESCRIPTION
and have their war razors available. This disturbing mask appears as a single long
During Combat A Skinsaw Cultist casts shield strip of pliant human skin, stitched into a
of faith on the first round of combat if he widening spiral by black thread. Gaps between
the stitching allow the wearer to see and
has a chance, saving command for
breathe through the unsettling mask. A
emergencies if he needs to slow down
reaper’s mask functions identically to a
pursuit. Each cultist tries to maneuver to skinsaw mask (see above) allows the wearer to
allow his comrades to flank their opponents. cast confusion twice per day.
The cultists react to intruders with feigned CONSTRUCTION
concern for their safety before donning Requirements Craft Wondrous Item,
masks and drawing razors. confusion, deathwatch; Cost 6,000 gp, 480 XP
Morale If one of the cultists is slain, the NE Medium humanoid
others attempt to flee upstairs to join their Init +6; Senses low-light vision; Listen +8, Spot
brothers in defending the mill. +8
STATISTICS DEFENSE
Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 8 AC 23, touch 19, flat-footed 17
Base Atk +0; Grp +1 (+4 armor, +3 deflection, +6 Dex)
Feats Improved Initiative, Martial Weapon hp 40 (1d6+6d8+7)
(war razor) Fort +6, Ref +10, Will +7 (+2 against
Skills Balance +6, Climb +5, Hide +6, Knowledge enchantment)
(local) +4, Knowledge (religion) +1, Listen Immune sleep effects
+25, Move Silently +6, Search +45, Sleight OFFENSE
of Hand +6, Spot +65, Tumble +6
Spd 30 ft.
Languages Common, Infernal
Melee +1 war razor +11 (1d4/18–20)
SQ spontaneous casting (inflict spells),
Special Attack rebuke undead 4/day (+1,
trapfinding
2d6+7), sneak attack +1d6
Other Gear leather armor, masterwork war
Spells Prepared (CL 7th)
razor, skinsaw mask, 20 gp
SPECIAL ABILITIES
Death Touch (Su): Usable 1/day. This
produces a death effect. On a succesful • His attack is melee +1 war razor +13 (1d4+2/18-
20)
melee touch attack against a living creature,
roll 1d6 per cleric level. If the total of
• Saves Change to Fort +6 Ref +12 Will +9
• Spells Cast
these dice at least equals the creature’s
o Shield of Faith CL 6th
current hit points, it dies (no save). o Divine Favor CL 6th
o Bears Endurance CL 6th
D7. Ironbriar’s Office (EL 6) o Cats Grace CL 6th
o Undetectable Alignment CL 6th
JUSTICE IRONBRIAR CR 7 6 o Invisibility CL 6th
Male elf rogue 1/cleric 6 (Norgorber) • After his casts all his prep spells while invisible
sneaks into the Workshop and uses his death
5 attack then helps the Scarecrow kill of the PCs
Add +2 when masked with a skinsaw mask
• Death Attack DC 13
6
Alternatively, Justice Ironbriar could be a Black • He is also Immune to Fear
Flame Zealot from Unapproachable East. Making • He also has a Wand of Dispel Magic CL 10th with 4
Ironbriar a Cleric 6/Rogue 1/Black Flame Zealot 1 charges on it, his Mithral shirt is a Mithral Shirt
increases his CR to 8. Make these changes: +1
• Justice Ironbriar has 58 hp Treasure there is also 1000 Gp with his collection of
• Justice Ironbriar’s AC is 24 books.
3rd—bestow curse (DC 15), cure serious Other Gear mithral shirt, +1 war razor,
wounds, suggestionD (DC 15) reaper’s mask
2 —bear’s endurance†, cat’s grace†, cure
nd
SPECIAL ABILITIES
moderate wounds, invisibility†D, Charm Domain (Ex) Once per day, Justice
undetectable alignment† Ironbriar can boost his Charisma by 4
1st—charm personD (DC 13), command (DC 13), points. Activating this power is a free
cure light wounds, divine favor, shield of action. The Charisma increase lasts 1
faith† minute.
0—cure minor wounds (2), light, mending,
read magic, virtue
D
domain spell; Domains Charm, Trickery E1. The Scarecrow’s Lair
† - already cast (EL 8)
TACTICS
Before Combat Ironbriar prepares for combat THE SCARECROW CR 8
by casting bear’s endurance, cat’s grace, Lifespark elite flesh golem (MM 135; Advanced
shield of faith, and invisibility; the effects Bestiary 159)
of these spells are included in his stats. CE Large construct
During Combat Ironbriar prefers to let his Init +1; Senses darkvision 60 ft., low-light
cultists fight in melee, himself hanging back vision; Listen +1, Spot +1
to use his spells at range. Once he’s cast his DEFENSE
ranged spells, he casts bestow curse, holds AC 20, touch 10, flat-footed 19
the charge, and steps in to touch the PC (+1 Dex, +10 natural, –1 size)
who seems to be the most dangerous, after hp 79 (9d10+30)
which he fights with his magic war razor. Fort +3, Ref +4, Will +4; –2 against mind-
Morale As long as he remains under the effect affecting effects
of Xanesha’s charm monster spell, Ironbriar Defensive Abilities construct traits; DR
fights to the death. If the charm effect 5/adamantine
ends, he suddenly realizes how the lamia OFFENSE
matriarch has been using him and Spd 30 ft.
immediately offers the PCs a deal, as Melee +1 scythe +14/+9 (2d6+11/×4) or
detailed under Development. If the PCs 2 slams +12 (2d8+7)
refuse to deal with Ironbriar, he does his Space 10 ft.; Reach 10 ft.
best to escape into the city—he abandons TACTICS
his life here and attempts to flee Varisia During Combat The Scarecrow does not
aboard a trade ship bound for the distant pursue foes up the stairs, but it does chase
south. after anyone who tries to escape into the
STATISTICS Shadow district.
Str 8, Dex 22, Con 12, Int 14, Wis 14, Cha 12 Morale Although a construct and loyal to the
Base Atk +4; Grp +3 cult, the Scarecrow values its life as well.
Feats Combat Reflexes, Martial Weapon If brought below 20 hit points it tries to
Proficiency (war razor), Weapon Finesse escape into the ocean, where it remains for
Skills Bluff +11, Concentration +5, Decipher days until it feels brave enough to emerge
Script +6, Diplomacy +13, Forgery +6, Hide and seek out someone it can bully into
+10, Intimidate +7, Knowledge (local) +6, repairing its damage.
Knowledge (religion) +8, Listen +8, Move STATISTICS
Silently +10, Search +4, Spot +8 Str 25, Dex 13, Con —, Int 12, Wis 13, Cha 10
SQ spontaneous casting (inflict spells), Base Atk +6; Grp +17
trapfinding Feats Martial Weapon Proficiency (scythe),
Languages Common, Draconic, Elven, Infernal Power Attack, Stealthy, Weapon Focus
Combat Gear wand of cure moderate wounds (scythe)
(12 charges) Skills Climb +19, Hide +16, Move Silently +15
Languages Common, Infernal fighting near walls if possible to prevent
SQ open mind the same happening to them.
Gear +1 scythe, cloak of elvenkind Morale The faceless stalkers fight until one is
SPECIAL ABILITIES killed, whereupon the other attempts to
Immune to Magic (Ex) The Scarecrow is flee. It does not return to its lair in the
immune to any spell or spell-like ability that Shadow Clock, as it is terrified of Xanesha’s
allows spell resistance. Any magical attack likely response to its failure— instead it
that deals cold or fire damage slows the tries to flee the city entirely to return to
Scarecrow for 2d6 rounds (no saving the Mushfens.
throw). Any magical attack that deals STATISTICS
electricity damage breaks any slow effect Str 18, Dex 16, Con 18, Int 12, Wis 15, Cha 16
on the Scarecrow and heals 1 point of Base Atk +3; Grp +7
damage for every 3 points of damage the Feats Combat Reflexes, Improved Initiative
attack would otherwise deal; excess hit Skills Bluff +11, Disguise +11 (+21 when using
points are gained as temporary hit points. change shape), Escape Artist +15, Sleight of
Open Mind (Ex) Unlike standard flesh golems, Hand +13
the Scarecrow is self-aware and possesses Languages Aquan, Common; tongues
a personality, and it does not have a chance SQ change shape, elastic, faceless
of going berserk. It is not immune to mind- Gear masterwork longsword
affecting attacks, and in fact takes a –2 SPECIAL ABILITIES
penalty on saving throws against mind- Change Shape (Su) A faceless stalker can
affecting effects. assume the form of a Medium humanoid at
will, although this transformation is
E3. The Bells (EL 7) somewhat painful for the faceless stalker.
Assuming a new form takes 10 minutes of
F A C E L E S S S T A L K E R S (3) CR 4 concentration—a faceless stalker generally
Usually CE Medium aberration (shapechanger) seeks out a safe and secluded place before
Init +7; Senses darkvision 60 ft.; Listen +2, beginning to assume a new form. Once a new
Spot +2 shape is assumed, the faceless stalker can
DEFENSE maintain that form indefinitely. The
AC 17, touch 13, flat-footed 14 creature can revert to its true form as a
(+3 Dex, +4 natural) free action, its shape rippling and snapping
hp 42 (5d8+20) back into its true shape instantly. For 1
Fort +5, Ref +4, Will +6 round after reverting to its true form, a
DR 5/piercing or slashing faceless stalker gains a +2 morale bonus on
OFFENSE all attack rolls, weapon damage rolls, skill
Spd 30 ft. checks, and saving throws. The faceless
Melee mwk longsword +8 (1d8+4/19–20) or stalker’s actual statistics don’t change when
slam +7 (1d4+6) it assumes a humanoid form, and it retains
Space 5 ft.; Reach 10 ft. all of its other extraordinary abilities. It
Special Attacks sneak attack +2d6 does not gain any of the assumed form’s
TACTICS
abilities; it cannot gain a fly speed, the
ability to breathe water, or any other
Before Combat Given the opportunity, a
extraordinary abilities either. Any items or
faceless stalker prefers to enter combat in
gear worn by the faceless stalker when it
an assumed shape so it can revert to its
changes form are not absorbed by the new
actual form in the first round of combat to
form—they continue to be worn by its new
gain its morale bonuses as soon as the fight
shape. A faceless stalker that uses this
begins.
ability to disguise itself as a specific
During Combat The faceless stalkers attempt
individual gains a +10 circumstance bonus on
to keep one foe flanked at all times,
its Disguise check.
Elastic (Ex) A faceless stalker’s body is Impaler of Thorns
boneless and rubbery, affording it Aura moderate enchantment; CL 7th
resistance to bludgeoning attacks and Slot — (held); Price 9,000 gp
granting a +12 racial bonus on Escape Artist DESCRIPTION
checks. It can extend the length of its The impaler of thorns is an ancient
limbs, providing it with a longer reach than weapon dating back to Thassilonian times,
most creatures of its size. A faceless where it was often used by city guards to aid
stalker can slither through gaps as narrow in breaking up civil unrest. An impaler’s shaft
is made of darkwood, its head a thorn-like,
as an inch wide, although it must leave
wide-bladed barb. When used in combat,
behind most of its gear to do so—moving
successful critical hits are accompanied by an
through a narrow space like this costs the unsettling screech, as of some wild beast in
faceless stalker 3 squares of movement per anger. Otherwise it is equivalent to a +1
5 feet traveled. longspear.
Faceless (Ex) In its natural form, a faceless Once per day as it strikes a foe, you
stalker has no real facial features. Its eyes, can trigger it (as a free action) to unleash a
mouth, nostrils, and ears are little more 30-foot-radius burst of despair that affects
all creatures not wielding an impaler of
than tiny slits in the folds and whorls of
thorns. Creatures affected must make DC 16
flesh and color that decorate its head. A
Will saves or become overwhelmed with
faceless stalker in its true form gains a +4 sadness and despair, suffering a –2 penalty on
bonus on any saving throws made against attack rolls, saving throws, ability checks,
visual attacks (such as gaze weapons), skill checks, and weapon damage rolls for 6
odorbased attacks, and sonic attacks. minutes. The target struck when this effect
Sneak Attack (Ex) A faceless stalker deals is triggered must also make a second DC 16
+2d6 points of damage when its target is Will save to resist becoming nauseated with
despair for 1 round.
denied its Dexterity bonus to Armor Class
CONSTRUCTION
or is flanked. This ability works the same as
Requirements Craft Magic Arms and Armor,
the rogue ability.
cat’s grace, delay poison; Cost 4,500 gp, 360
Tongues (Su) A faceless stalker is under the
XP
constant effect of a tongues spell; this
ability cannot be dispelled. Spd 70 ft., climb 70 ft., swim 70 ft.; fly 60
Feats Faceless stalkers are proficient with ft.; decrease to 40 ft., climb 40 ft., swim
light armor and all simple and martial 40 ft.; fly 60 ft. if haste is dispelled
weapons. Melee impaler of thorns +20/+15/+10
(2d6+9/19–20/×3 plus 1 Wisdom drain) or
touch +18 (2d4 Wisdom drain) or
E6. The Angel (EL 10) Melee (hasted) impaler of thorns
+20/+20/+15/+10 (2d6+9/19–20/×3 plus 1
XANESHA CR 10
Wisdom drain) or touch +18/+18 (2d4
Lamia matriarch sorcerer 2
Wisdom drain)
Always CE Large monstrous humanoid
Space 10 ft.; Reach 5 ft.
(shapechanger)
Spell-Like Abilities (CL 10th)
Init +6; Senses darkvision 60 ft., low-light
At will—charm monster (DC 21),
vision; Listen +2, Spot +2
ventriloquism (DC 18)
DEFENSE
3/day—deep slumber (DC 20), dream, major
AC 34, touch 17, flat-footed 28
image (DC 20), mirror image†, suggestion
(+4 armor, +4, shield, +1 deflection, +6 Dex,
(DC 20)
+9 natural, –1 size, +1 haste)
Spells Known (CL 8th, +18 ranged touch)
hp 142 (12d8+2d4+48)
4th (4/day)—dimension door
Fort +11 (+13 against poison), Ref +16 (+1 for
3rd (5 (7)/day)—fly†, haste†
haste), Will +16
2nd (6 (8)/day)—invisibility†, scorching ray,
Immune mind-affecting effects; SR 18
silence† (DC 19)
OFFENSE
1st (6 (8)/day)—cure light wounds, divine Feats Extend Spell, Improved Critical (spear),
favor, mage armor†, magic missile, shield† Power Attack, Silent Spell, Weapon Focus
0 (6/day)—acid splash, dancing lights, daze (spear)
(DC 17), detect magic, ghost sound (DC Skills Bluff +19, Concentration +18, Knowledge
17), mage hand, mending, prestidigitation (arcana) +15, Knowledge (local) +14,
† - already cast Spellcraft +19, Tumble +15, Use Magic
TACTICS Device +24
Before Combat If she realizes the PCs are Languages Abyssal, Common, Draconic
near (as is the case if the faceless stalkers SQ alternate form
drop a bell), Xanesha casts fly, mage armor, Other Gear impaler of thorns, medusa mask,
and shield on herself. If she has a chance Sihedron medallion (+1 resistance bonus on
just prior to combat (as is the case if she all saves, false life as free action 1/day at
hears the PCs approaching her lair) she also CL 5th; see Pathfinder #1, p.55), snakeskin
casts mirror image, haste, and invisibility, tunic, ring of protection +1
and then silence on a timber near the SPECIAL ABILITIES
entrance to her lair. These effects are Alternate Form (Su) A lamia matriarch has a
incorporated into her stats. single humanoid form that she can assume
During Combat Xanesha activates her as a standard action—most lamia matriarchs
Sihedron medallion’s false life ability and have human, elven, or half-elven alternate
casts divine favor (enhanced by Silent Spell forms. Their appearance in this form is
(+1 spell level) if necessary) on the first identical from the waist up to their
round of combat. If she’s still invisible, she serpentine form, yet in humanoid form the
casts a major image to make an illusory lamia matriarch is Medium sized (–8
flying demon appear in a cloud of smoke Strength, +2 Dex, –4 Constitution), cannot
that then begins to circle the top of the use her Wisdom drain attack, and has a
tower. On round three, hopefully as the PCs base speed of 30 feet.
are distracted, she attempts to petrify a PC Wisdom Drain (Su) A lamia matriarch drains
near the edge using her mask; this, of 2d4 points of Wisdom each time she hits
course, makes her visible. After this attack, with her melee touch attack. If she strikes
she prefers to fight in melee. She may try a foe with a melee weapon, she drains 1
to topple a petrified PC off the edge to point of Wisdom instead.
smash into fragments on the ground 160 Unlike with other kinds of ability drain
feet below. If reduced to less than 60 hit attacks, a lamia matriarch does not heal
points, she flies out into the sky around the damage when she uses her Wisdom drain.
tower to continue the fight using her spells. Skills Lamia matriarchs have a +4 racial bonus
Morale Xanesha attempts to flee Magnimar, on Bluff, Tumble, and Use Magic Device
abandoning her plot and the scroll hidden in checks.
her nest, if she’s reduced to 20 hit points Spells Lamia matriarchs cast spells as 6th-level
or less. If she escapes, she cuts ties with sorcerers, and can also cast spells from the
her kin and Mokmurian, afraid of the cleric list. Cleric spells are considered
punishment for failure. She grows obsessed arcane spells for a lamia matriarch, meaning
with the PCs, seeing their capture as the that the creature doesn’t need a divine
only way she can redeem herself to focus to cast them.
Mokmurian—in this case, she becomes a
recurring villain who might ally with any
number of foes the PCs find themselves up
against in the next adventure.
STATISTICS
Str 22, Dex 23, Con 22, Int 16, Wis 14, Cha 25
Base Atk +13; Grp +23
1st Command (DC 13), Shield of Faith
Alternate Monsters (already cast), disguise selfD
0 Virtue, Mending (2)
SLIGHTLY GREATER GHOUL D
domain spell; Domains Death, Trickery
CR 1 STATISTICS

CE Medium Undead Str 12, Dex 15, Con 12, Int 10, Wis 14, Cha 8
Init +3; Senses darkvision 60-ft; Listen +2, Base Atk +1; Grp +2
Spot +8 SQ Turn Undead, Evasion, spontaneously cast
Languages Common Inflict Spells
DEFENSE Feats Improved Initiative, Weapon Finesse,
Martial Weapon (razor)
AC 16, touch 13, flat-footed 13
Skills Balance +7, Climb +6, Hide +7, Knowledge
(+3 Dex, +3 natural)
(local) +5, Knowledge (religion) +1, Listen
hp 19 (3 HD)
+37, Move Silently +7, Search +57, Sleight
Immune Undead traits
of Hand +7, Spot +77, Tumble +7
Resist +2 turn resistance
Possessions Leather Armor, masterwork war
Fort +1, Ref+4 Will+5
razor, Skinsaw Mask, 20 gp
OFFENSE
SPECIAL ABILITIES
Speed 30-ft
Death Touch (Su): Usable 1/day. This
Melee Bite +4 melee (1d6+2 plus paralysis) and
produces a death effect. On a succesful
2 claws +1 (1d4+1 plus paralysis)
melee touch attack against a living creature,
Special Attacks Ghoul Fever, paralysis
roll 1d6 per cleric level. If the total of
STATISTICS
these dice at least equals the creature’s
Str 14, Dex 16, Con -, Int 12, Wis 14, Cha 15
current hit points, it dies (no save).
Base Atk +1; Grp +3
Feats Multiattack, Weapon Focus (bite)
I was thinking that the Lamia Matriarch
Skills Balance +7, Climb +5, Hide +8, Jump +7,
(Pathfinder 2, p. 92-93) would look an awful lot
Move Silently +8, Spot +8
like a marilith, if it had six arms. So below are
SPECIAL ABILITIES
the changed stats for a 6-armed lamia
Ghoul Fever (su) Disease-bite, Fort DC 13, inc matriarch. The Obah-Blessed template
1 day, 1d3 con and 1d3 dex (Dungeon 136, p. 61) adds the extra arms. I’ve
Paralysis (ex) DC 13 Fort, Paralysis for 1d4+1 only listed changed stats (except for including
rounds Will mod and BAB for line integrity).
In place of Two-Weapon Fighting, I’ve
Alternate Skinsaw Cultists included Oversized Two-Weapon Fighting
S K I N S A W C U L T I S T CR 3 (Complete Adventurer, p. 111), as the template
Male Human Cleric 1/Rogue 2 gives Multiweapon Fighting as a bonus feat. An
CE Medium Humanoid (human) alternative replacement feat could be
Init +6; Senses Listen +2, Spot +6 Practiced Spellcaster (Complete
Languages Common Arcane/Complete Divine).
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 armor, +2 6-A R M E D L A M I A M A T R I A R C H
Dex, +2 shield of faith)
CR 10
hp 19 (2d6+1d8+3)
Init +7
Fort +3, Ref +5, Will +4
DEFENSE
OFFENSE
AC 25, touch 16, flat-footed 18
Speed 30-ft
(+7 Dex, +9 natural, -1 size)
Melee mwk war razor +4 (1d4+2/18-20)
hp 126 (12d8+72)
Special Attacks Death Touch 1/day (1d6)
Attack Options Sneak Attack +1d6
Spells prepared (CL 1st): 7
- Add +2 when masked with a skinsaw mask
Fort +10, Ref +15, Will +13 Init +11; Senses darkvision 90 ft., low-light
OFFENCE vision; Listen +9, Spot +9
Melee +1 scimitar +18/+13/+8 (1d8+8/15-20 DEFENSE
plus 1 Wisdom drain) and AC 28, touch 16, flat-footed 21
Melee five +1 scimitars +18/+13/+8 (1d8+4/15- (+7 Dex, +12 natural, -1 size)
20 plus 1 Wisdom drain) or hp 261 (18d8+180)
Melee touch +18 (2d4 Wisdom drain) Fort +16, Ref +18, Will +16
Spell-Like Abilities (CL 10th: OFFENSE
At will—charm monster (DC 24), Melee Four +1 scimitar +24/+19/+14
ventriloquism (DC 21) (1d8+8/15-20 plus 1 Wisdom drain) and
3/day—deep slumber (DC 23), dream, major Melee two +1 scimitar +24 (1d8+4/15-20 plus 1
image (DC 23), mirror image†, suggestion Wisdom drain) or
(DC 23) Melee touch +24 (2d4 Wisdom drain)
Spells Known (CL 6th) Spell-Like Abilities (CL 10th)
4th (4/day)—dimension door At will—charm monster (DC 24),
3rd (5 (7)/day)—fly†, haste† ventriloquism (DC 21)
2nd (6 (8)/day)—invisibility†, scorching ray, 3/day—deep slumber (DC 23), dream, major
silence† (DC 22) image (DC 23), mirror image†, suggestion
1st (6 (8)/day)—cure light wounds, divine (DC 23)
favor, mage armor†, magic missile, shield† Spells Known (CL 10th):
0 (6/day)—acid splash, dancing lights, daze 4th (4/day)—dimension door
(DC 20), detect magic, ghost sound (DC 3rd (5 (7)/day)—fly†, haste†
20), mage hand, mending, prestidigitation 2nd (6 (8)/day)—invisibility†, scorching ray,
† - already cast silence† (DC 22)
STATISTICS 1st (6 (8)/day)—cure light wounds, divine
Str 24, Dex 24, Con 23, Int 16, Wis 16, Cha 26 favor, mage armor†, magic missile, shield†
BAB +12; Grp +31 0 (6/day)—acid splash, dancing lights, daze
Feats Extend Spell, Improved Critical (DC 20), detect magic, ghost sound (DC
(scimitar), Iron Will, Multiweapon Fighting, 20), mage hand, mending, prestidigitation
Oversized Two-Weapon Fighting, Weapon † - already cast
Focus (scimitar) STATISTICS
Skills Bluff +22, Climb +15, Concentration +16, Str 24, Dex 24, Con 30, Int 16, Wis 16, Cha 26
Knowledge (arcana) +13, Knowledge (any one Base Atk +18; Grp +37
other) +13, Spellcraft +15, Swim +15, Feats Combat Reflexes, Extend Spell,
Tumble +21, Use Magic Device +27 Improved Critical (scimitar), Improved
ECOLOGY Initiative, Iron Will, Multiweapon Fighting,
Treasure standard coins, standard goods, Oversized Two-Weapon Fighting, Power
double items plus six +1 scimitars Attack, Practiced Spellcaster (sorcerer),
Level Adjustment +9 Weapon Focus (scimitar)
Skills Bluff +25, Climb +15, Concentration +26,
For a tougher version of the above, I’ve Knowledge (arcana) +16, Knowledge (any one
used the multi-headed creature template other) +16, Listen +9, Spellcraft +18,
(Savage Species) to add three extra heads. Search +9, Spot +9, Swim +18, Tumble +27,
The multi-headed template gives Combat Use Magic Device +30
Reflexes and Improved Initiative as bonus SQ alternate form, redundant heads, superior
feats. The 16-HD ability score boost went on multiweapon fighting
Con. ECOLOGY
Treasure standard coins, standard goods,
6-A R M E D , 4-H E A D E D L A M I A double items plus six +1 scimitars
Level Adjustment +12
MATRIARCH CR 13
For an even tougher challenge, I’ve added 4th (8/day)—cure critical wounds, improved
five levels of Abjurant Champion (Complete invisibility, righteous might
Mage), the Arcane Strike (Complete Warrior) 3rd (9/day)—fly, haste, greater magic
feat for its 21st-HD, and the elite array; the weapon, magic circle against good
latter does not change CR. Practiced 2 (9/day)—death knell (DC 22), glitterdust,
nd

Spellcaster was replaced with Combat Casting. shield other +2 more


The 20-HD ability score boost went on Str. 1st (9/day)—cure light wounds, divine favor,
This matriarch probably has weapons much mage armor, shield, shield of faith
better than +1 scimitars (ie. those with special 0 (6/day)—dancing lights, daze (DC 20),
qualities, and/or made of particular materials) detect magic, ghost sound (DC 20), mage
but it can be expected that it casts greater hand, mending, prestidigitation, ray of
magic weapon on each of these weapons, or frost (DC 20), read magic
extended versions, each day (or every other STATISTICS
day, if extended); the stat block assumes the Str 30, Dex 27, Con 32, Int 16, Wis 14, Cha 30
spells are active at the time. Assume that it Base Atk +23; Grp +45
casts (extended) mage armor every other day Feats Arcane Strike, Combat Casting, Combat
as well. The abjurant armor, arcane boost, Reflexes, Extend Spell, Improved Critical
extended abjuration, martial arcanist, and (scimitar), Improved Initiative, Iron Will,
swift abjuration abilities are class abilities of Multiweapon Fighting, Oversized Two-
the abjurant champion. Weapon Fighting, Power Attack, Weapon
If you want to make it even tougher, add Focus (scimitar)
another level of sorcerer (or relevant PrC), Skills Bluff +27, Climb +18, Concentration +32,
giving it access to greater dispel magic. Knowledge (arcana) +21, Knowledge (any one
other) +16, Listen +8, Ride +18, Spellcraft
6-A R M E D , 4-H E A D E D L A M I A +23, Search +9, Spot +8, Swim +21, Tumble
+28, Use Magic Device +32
MATRIARCH ABJURANT CHAMPION
SQ abjurant armor, alternate form, extended
5 CR 18 abjuration, martial arcanist, redundant
Init +12; Senses darkvision 90 ft., low-light heads, superior multiweapon fighting, swift
vision; Listen +8, Spot +8 abjuration.
DEFENSE ECOLOGY
AC 38, touch 17, flat-footed 30 Treasure standard coins, standard goods,
(+8 Dex, +9 mage armor, +12 natural, -1 size) double items plus six +1 scimitars
hp 365 (18d8+5d10+253) Level Adjustment +12
Fort +18, Ref +20, Will +19
OFFENSE
Melee Four +5 scimitar +36/+31/+26
(1d8+15/15-20 plus 1 Wisdom drain) and
Melee two +5 scimitar +36 (1d8+10/15-20 plus
1 Wisdom drain) or
Melee touch +32 (2d4 Wisdom drain)
Special Attacks arcane boost
Spell-Like Abilities (CL 10th):
At will—charm monster (DC 26),
ventriloquism (DC 23)
3/day—deep slumber (DC 25), dream, major
image (DC 25), mirror image†, suggestion
(DC 25)
Spells Known (As Sorcerer 11; CL 23rd)
5th (6/day)—teleport, wall of force
An alternative take on *living* flesh-eating
monster. (I used the
Foxglove Manor (spoilers) same mechanics, toning
Mary Yamato (Pathfinder Charter down the high stats
Subscriber) just a little, and
deleting the undead
Fairly early in Skinsaw Murders it immunities and
became apparent that my player wouldn't vulnerabilities.)
enjoy the continuation as written.
On analysis, we were both (2) Ieyesha had enough
troubled by the fact that the haunts and perspective to know
clues clearly establish Vorel Foxglove as who her real enemy
the source of the evil in this scenario, but was, so she is not
the resolution of the scenario involves utterly fixated on
defeating Aldern, not Vorel. There's a Aldern's destruction; in
method suggested for getting rid of Vorel fact, her very best
but it reads like an afterthought (as well outcome would be
as involving spells a party of this level sacrificing Aldern to
probably will not have). destroy Vorel.
The player also really wanted to
have a chance to save Aldern, which is (3) Aldern, as Vorel's heir,
tough in the main line as he's been dead is the key to destroying
for some time before there is any him permanently. Vorel
opportunity for the PCs to act. can be lured into
I ended up changing things quite a possessing Aldern and
bit. I don't know that I recommend these then will be vulnerable
changes in general, but for my particular in ways he isn't while
game they worked well. possessing a house.

(1) Aldern isn't dead. (4) Aldern is mostly in


Xanesha jumped the Skinsaw Man persona
gun and sent him that (he's stark raving mad,
very disturbing letter a and no wonder) but has
bit too early. This moments of lucidity.
galvanized him into During one of these he
searching for a way to writes a note to the PC
save himself, and being of his obsession and
the heir to a master of substitutes it for one
disease, death, and of the Skinsaw Man's
undeath, he succeeded. notes. (My player's PCs
Unfortunately, the actually found this note
rituals gleaned from at Foxglove Manor,
Vorel's notes didn't having gotten there
stop him from turning very quickly.)
into a flesh-eating
monster. He's just a
(5) Aldern isn't home when just killed another of its victims and
the PCs come calling, waited for the cycle to repeat.
but Ieyesha can lead
them to him.
Vorel’s Possession of Aldern
I didn't script the outcome of I didn't do a full mechanical
this situation. The PCs might well have implementation, since it was pretty clear
killed Aldern on sight. As it happens, by then what resources the party had and
though, the PC who he was obsessed with how they were likely to proceed. I worked
managed to "talk him down" into a moment out a spell/spell-like list including a couple
of lucidity and stage-manage a very tense of things Vorel could cast without
confrontation between Aldern and gestures/components/speech, and would
Ieyesha. The PCs' final plan was for simply have gone down that list--if the
Aldern to deliberately invite Vorel's PCs had let me, which of course they were
possession, and then for the PCs to use strongly motivated not to do. I think the
_cure disease_ to kill Vorel-in-Aldern first thing on the list was a turn undead
before the lich killed them all. (With a attempt on Ieyesha.
backup plan of simply killing him, assuming Vorel also had access to Aldern's
they could.) This worked pretty much as physical abilities and could have tried
described. They finished by burning the escaping from his bonds, possibly
house to the ground. succeeding--I think the PCs badly
Then they had a marginally sane underestimated how agile and strong he
Aldern, with the powers of a ghoul; and was, and I would have given a rage-style
they adopted him as a party NPC. That, I bonus based on his utter disregard for
admit, I had not expected. But it's been whether he injured Aldern.
really fun, some of the best PC/NPC It was, however, a one-round fight
interaction I've seen. and none of this mattered.
Aldern got to take his revenge on Turn undead would not have
Xanesha at last: cue a very uncomfortable worked unless it was a full destroy-
moment as he tried to explain what undead result, impossible with the
happens to people he kills, to a paladin of relative levels. Exorcism-type spells like
Sarenrae who didn't at all approve.... Break Enchantment would have worked,
The only person outside the party but of course the PCs didn't have them.
who knows the awful truth is the I did a later scenario with
shopkeeper whose daughter Aldern someone possessed by a similar haunting
murdered, but so far, everyone dismisses spirit. It does seem like a weak spot in
him as drunk and crazed. The PCs' the core rules, and I don't own any of the
reputation as the heroes of Sandpoint will books you mention: so again I had Break
take a real beating if the man can ever Enchantment able to work, turn undead
prove his wild claims. only on a destroy result, and I would have
This is rather a fragile scenario; adjucated other spells case by case. In
if the PCs simply kill Aldern it pretty the end the PCs talked a fey power into
much reverts to the main line. But if it separating ghost and victim by
goes the way I sketched, there's a lot reincarnating the ghost.
more sense that the PCs have really I did that character as a
defeated the evil at Foxglove Manor, not combination of the victim's physical stats
and physical-stat-based abilities, and the
ghost's mental stats and mental-stat-
based abilities, with the ghost having
some blurry access to the victim's
memories.
If it were a PC being possessed I
might go in for a more complex and
nuanced version with control struggles,
but for an NPC it was easier to wing it.

Mary
The Pyre
The Pyre was a place where long ago (before
Sandpoint was founded) a dangerous hag was
defeated by several Varisian adventurers. She
regenerated, so the adventurers burned her on a big
pyre here, and ever since Varisians come out to burn
a pyre in remembrance for all the folk the evil hag
slew. With the increase of local traffic and the
settling of Sandpoint, there's been talk about
building a lighthouse here to signal ships to the
nearby port of Sandpoint, but so far the local
Varisians have put a stop to that.
the alchemist’s spark hits takes 1 point of
New Feats cold damage from the splash.

Etch Schema [Item Creation]


New Magic
You can create a minor schema.
Prerequisite: Caster level 10th.
Benefit: You can create a schema of a spell or Dust of Alchemic Potency is an alchemic
infusion. Etching a minor schema takes one day for substance that acts as a catalyst for
each 1,000 gp in its base price. The base price of a various alchemical reactions. Adding the
minor schema is its spell or infusion level × its caster dust to a given alchemical item is a move-
level × 400 gp. To etch a minor schema, you must
equivalent action. Once added to the
spend 1/25 of this base price in XP and use up raw
substance, the dust adds one die of damage
materials costing one-half of this base price.
to an alchemic weapon, or doubles the
Alchemical Goods duration/area effect/whatever is
appropriate of the alchemic substance
placed on it.
Acidic Fire — You can throw a flask of acidic
fire as a splash weapon. Treat this attack as
Belt of Crafting — This magical item grants
a ranged touch attack with a range
its wearer a +5 bonus to all craft skills for
increment of 10 feet.
the day.
A direct hit deals 1d4 points of fire
damage and 1d4 of acid damage. Every
creature within 5 feet of the point where Minor Schemas
the flask hits takes 1 point of acid damage
from the splash. On the round following a Schemas are the magic of Eberron in
direct hit, the target takes an additional recorded form. Dating back to the time of the
1d4 points of fire damage. If desired, the Giants, schemas have been used to pass magical
target can use a full-round action to knowledge through the generations. An individual
attempt to extinguish the acidic flames schema might be a few sigils carved into a stone
tablet, or an elaborate scripted presentation on the
before taking this additional damage.
torso of a warforged titan.
Extinguishing the flames requires a DC 15 In most cases, an individual schema
Reflex save. Rolling on the ground provides represents a specific magical building block. These
the target a +2 bonus on the save. Leaping blocks can be combined into magical patterns,
into a lake or magically extinguishing the storing power ranging from simple cantrips to world-
flames automatically smothers the fire. shaking destruction. A House Cannith magewright
might use a simple pattern to quickly create
Alchemist's Spark — You can throw a flask of hundreds of continual flame stones for use in street
lamps, even as agents of the Emerald Claw seek to
alchemist’s spark as a splash weapon. Treat
build a pattern that can replicate the destruction of
this attack as a ranged touch attack with a Cyre.
range increment of 10 feet. A direct hit Some schemas are representations of
deals 1d6 points of electrical damage. Every spells or infusions, which in knowledgeable hands can
creature within 5 feet of the point where be used to replicate the casting of those spells.
the alchemist’s spark hits takes 1 point of Such items are commonly called minor schemas. A
electrical damage from the splash. minor schema stores a single spell or infusion of up
to 6th level, and can be used once per day. It can be
crafted with the Etch Schema feat. Spells or
Alchemist's Frost — You can throw a flask of
infusions with a costly material component, a costly
alchemist’s frost as a splash weapon. Treat focus, or an XP cost cannot be stored in a minor
this attack as a ranged touch attack with a schema.
range increment of 10 feet. A direct hit Minor Schemas
deals 1d6 points of cold damage. Every Spell/Infusion
Price
creature within 5 feet of the point where Level
1st level 400 gp
2nd level 2,400 gp
Spell/Infusion Aura/Caster Level: Faint (1st-level to 3rd-
Price
Level level spell or infusion) or moderate (4th-level to 6th-
3rd level 6,000 gp level spell or infusion) varied. CL minimum required
4th level 11,200 gp to cast the spell or infusion stored in the item.
5th level 18,000 gp Construction: Requires Etch Schema, the
6th level 26,400 gp spell contained in the item, 200 gp, 16 XP, 1 day (1st);
1,200 gp, 96 XP, 3 days (2nd); 3,000 gp, 240 XP, 6
Description: A minor schema is usually a days (3rd); 5,600 gp, 448 XP, 12 days (4th); 9,000 gp,
flat strip of some durable material (commonly metal 720 XP, 18 days (5th); 13,200 gp, 1,056 XP, 27 days
or wood) approximately 2 inches wide and a foot or (6th).
more long, with carved or etched symbols and sigils Weight: —
covering its face. A minor schema that stores a low- Price: 400 gp (1st), 2,400 gp (2nd), 6,000 gp
level spell or infusion might appear fairly simple, (3 ), 11,200 gp (4th), 18,000 gp (5th), 26,400 gp (6th).
rd

whereas a schema with a higher-level spell might


have hundreds of components incorporated within its
mystical diagram. A typical minor schema weighs
approximately 1 pound. Minor schemas are never
constructed of parchment or other frail materials.
Prerequisite: To use a minor schema, the
spell or infusion contained within the item must be
on your class spell list.
Activation: Determining what spell or
infusion is recorded on a minor schema requires a
Spellcraft check (DC 20 + the level of the spell or
infusion). Read magic does not decipher a minor
schema, though identify and similar spells will.
If the spell or infusion contained within a
minor schema is on your class list, then you can
activate that minor schema as a spell completion
item (much like activating a scroll) once per day.
Schemas have no arcane or divine designation; they
are usable by any character with the spell on his
spell list regardless of the type of spells he casts.
Unlike a scroll, no minimum ability score is required
to use a minor schema.
If your caster level is lower than the minor
schema’s caster level, you must make a caster level
check (DC equal to the schema’s caster level +1) to
use the device successfully. If you fail, the schema
becomes dormant and does not function for 1d6
days, but no other mishap occurs due to failure.
If the spell or infusion on a schema is not
on your class list, you must instead succeed on a Use
Magic Device check (DC 20 + the caster level of the
spell or infusion) to activate a minor schema. (As
with other spell completion items, artificers must
make a Use Magic Device check to use minor
schemas, even if a schema’s spell or infusion appears
on their class list.) Failure renders the minor schema
dormant for 1d6 days, as noted above. In any case,
you must be able to see and read the pattern on a
minor schema to activate it. Activating a minor
schema provokes attacks of opportunity, and it is
subject to disruption just as casting a spell would be.
Unlike reading a scroll, a chance for arcane spell
failure does not apply when activating a minor
schema.
Skinsaw Murders has some harsher
Making The Skinshaw content because it deals with domestic violence and
Murders PG murders within a household. I presented this in
Burnt Offerings when Tsuto killed his Dad and the
table of kids took it hard.
I have been treating the game as a I am going to make some slight
mechanism to teach my boys moral lessons and to adjustments. Everyone at Fox Glove Manor who was
place them in situations where they are forced to murdered, is instead going to be entrapped and used
make ethical decisions. This has been useful to me as to power the haunting. The kids will have to free
a parent on several levels. First of all, it has made us them instead. The murders in Sand Point will not be
all much more closer and has been a great way for us mutilations and not everyone will be murdered. Some
to spend time together. I oversee Blackmoor for ZG folks will be abducted. I am not going to dilute the
and Dave Arneson, so my sons have seen me judging undead/ghoul issue. These kids all watched LOTR
at conventions and have seen multitudes of people and saw what almost happened to Frodo. They are ok
trek though my house playing different games. They with that as a concept. The lesson there for them
have been desperate to play, and judging for them was that evil can corrupt you through contact.
has been a great bonding experience and excellent The changes I am making still let me teach
for all of us. If you have children in your household, hard lessons, but make the consequence less horrible
I heartily recommend running a game for them. for the victims. The largest issues so far have not
Secondly, I have been able to use the game been with the depth of the issues. The boys have
to teach my sons ethical lessons and come to a finer been remarkably resilient dealing with complex
understanding of their thinking and how they ethical problems and listening to them exercise
approach the universe. My boys are aren’t at the these intellectual muscles has been pretty awe
point where they say, “My character would…” to inspiring. Their issues have been more with the
abstractly determine a code of conduct based on plight of the innocent and the relatively powerless.
their alignment or defined character background.. They get a big kick out of being protectors and
Their actions are still directly informed by their champions of the town. I want to continue to play to
personal moral compass, so the actions they take tell that but keep them focused on action and
me quite a bit about who they are. consequence and behavior and cost.
I have been able to bring them to terms It’s a game, but it’s also a type of story
with real world causality. When my 7 year old gets telling. Stories have been potent teaching tools since
mad in the Rusty Dragon and punches someone, he we mastered fire and began to spend nights around
spend a night in the jail. When my ten year old puts them making sense of the universe.
his Halfling mage in front of cleric because he is
angry that he is getting more kills than him, he gets
knocked down.
So, in terms of ethical decisions, I have
tried to give them the types of connections. What
people do has consequence. There is good in the
world. There is evil. Here are the issues we have
covered:

1. When is violence justified?


2. When is it right to break into a place you do not
own?
3. What duties do we have to our friends?
4. How do you help someone deal with death?
5. What is the difference between self-defense and
murder?
6. When is it acceptable to attack an enemy?

I think hard moral choices for these kids are a good


thing and useful for them and will make them better
adults. I am comfortable with the concept of “sin”
and am fine with my sons understanding how we
understand evil in western society. I don’t want to
just abandon the series as a result. I do have to
repurpose and translate at times.
Is there a special effect for commanding
Module Questions a haunt?
Q: On p. 12 it says that Ibor Thorn A: JJ: If you command a haunt, it
mentions rumors that the Scarnettis have basically has the same effect as turning
burned down several competing lumber it; it stops bothering you and your party
mills in the region. In Burnt Offerings (p. (or whoever you designate). But it doesn't
68) it says that the rumors are that the go away; if an enemy enters the haunt's
Scarnettis have burnt down several range, it would lash out at them.
competing grain mills.
A: JJ: The truth of what mills the Q: So what happens with Iesha's
Scarnettis may or may not be involved Revenant if the PC's set her free and
with will be revealed soon enough (in she's able to hunt down Aldern?
Pathfinder 4, in fact). A: JJ: The revenant knows where Aldern
is, and makes a beeline for him, and only
Q: On page 27 the text says there are the GM at that point would know what
three carrionstorms waiting for the PCs foes stand in her way. Remember that
as they exit the manor, but there are five none of the hauntings can really hurt her
listed in the statblock reference. Which cause, as undead, she's immune to mind-
is it? affecting stuff. The PCs are, though, and
A: JJ: Five. following her will lead them through at
least a few hauntings that'll slow them
Q: The spherewalker PrC (which I am down; keeping up with her should be
generally pretty fond of, just FYI) difficult. Ghouls in her path are also
mentions that, for characters that have unlikely to attack her.
no spellcasting to begin with, you basically It's best to assume, I think, that
gain access to one domain slot per class she makes it to Aldern relatively
level. It then goes on to say that "bonus unharmed. At that point, if the PCs
spells" are granted by your Wisdom score. haven't kept up with her progress, you
I'm assuming this is not actually meant to can either run the combat between them
imply the character would get bonus in secret to determine the outcome. OR
domain slots...? you can just assume that Aldern defeats
A: F. Wesley Schneider: There should be her but is reduced to half hit points or
a paragraph break before the sentence something like that.
"The number of bonus spells and spell The point with the encounter is
save DCs are set by the spherewalker's that Aldern's tough, and if the PCs
Wisdom score." Characters without release Iesha, she'll soften him up a little
access to a spellcasting class do not gain for them, making that fight a little easer.
access to bonus spells, despite the
benefits of domain spells this class grants Q: I'm a little curious what the point of
none spellcasters. Only 1 spell per level, the Notice DCs are for the haunts in
regardless of Wisdom. Their spell save Foxglove Manor.
DCs are set by their Wisdom scores, A: If you win the Initiative, you can still
though, as normal. certainly react to the coming haunt. The
things you notice, perhaps, might give a
Q: Turning a haunt makes it go away, so character clues on how to prepare for
presumably rebuking them does the same. what's coming. Or he could try to flee the
room before the haunt gets him. And stats, alas. Her AC with these effects
some of those haunts make attack rolls... would indeed give her a really HIGH
if you win initiative; you aren't flat footed Armor Class; touch attacks are the key
when they strike. here. Or perhaps a few dispel magics.

Q: I noticed that every type of haunt Clarification:


(including universal) has two occurrences... Q: The Impaler of Thorns appears to be
except the Festering haunt. Is that built off of a +1 longspear - is this
intentional? correct?
A: JJ: There should be 2 of all of them, A: JJ: Don't have a copy of Pathfinder
festering included. If there's only one handy, but I do know that her spear is
festering haunt... no big deal, I guess. We indeed built off a baseline +1 weapon.
might have cut it for any number of
reasons. Q: Under the heading, "Sin and the PC," it
instructs the DM to begin tallying when
Q & A: Magnimar Maps scale wrong? The PC's undertake any noteworthy "sin"-like
Shadow scale is off. Easy fix is to halve activity, but what should happen, if
the scale to 320. The Map Key is also off. anything, if the PC's actually do the
See link for updated information. opposite?
A: Firedancer: My tuppence: we're looking
Q: What does "ar" after the year stand at instances of sin, not of virtue. Someone
for? somewhere, sometime said something
A: Djoc: Found out the information in an (how's that for vague) like "you can do
old blog post. The one about the calendar good for all your life, but do one bad thing
states it is Absalom Reckoning. and you'll be remembered for that.”
By extension whatever occurs in
Answers needed: RotR #6 hooks onto these instances of
Q: p92, Lamia Matriarch: In stat block: sin, like a chink in the armor, hence it’s
Melee touch (2d4 Wisdom), but in the important, whereas displays of virtue are
description: Wisdom Drain (Su) ...deals not.
1d6 Wisdom drain with a touch. Which
should we use?
A: That's an annoying error! It should be
2d4 Wisdom drain on a touch

Q: The notes for Xanesha say that her


stats include her pre-fight buffs, but I
don't see any sign of that. In particular,
mage armor and shield should raise her
AC by an additional +7 to 33(!), to which
haste will add an additional +1, along with
an additional +1 to attack, +1 to her
Reflex save and another longspear attack
at a total of +21.
A: Yeah... the fly speed and additional
armor bonuses didn't get added in to her
Magnimar
Defining Haunts
The best analogy for a haunt is a Following the map of Magnimar presented,
trap. Treat them in play as traps, but the key should read as follows:
traps that are evil and freaky and have a
malevolent guiding intelligence behind 1: The Alabaster District
them. 2: The Marble District
Take the first trap, the Burning 3: Naos
Manticore, as an example. The PCs may 4: The Irespan
smell burning hair the first time they pass 5: Bridgeward
through the room. The second time, the 6: The Capital District
haunt manifests. Ask the PC who's 7: Grand Arch
haunted by burning to make a Spot check. 8: Vista
If he fails the DC 20 check, the haunt 9: The Bazaar of Sails
manifests, makes its attack on him, and if 10: Dockway
he's hit he makes a Reflex save to avoid 11: Lowcleft
catching on fire. If he catches on fire, to 12: The Arvensoar
his friends it looks like he just 13: Keystone
spontaneously combusts—he's the only 14: Beacon's Point
one who can see the haunt, remember. 15: Rag's End
Once the haunt's done its thing, that's it. 16: The Marches
It's done for a day; it can't be triggered 17: Silver Shore
again for 24 hours. 18: Kyver's Islet
If the haunted PC makes that DC 19: Ordellia
20 Spot check, have him roll Initiative. 20: Underbridge
Describe to him the image of the
manticore lurching to life, its face The Common Language
shifting and its fur igniting, but don't
have the haunt do its thing until initiative "Common," as a language concept,
count 10. If the PC alerts his friends that does not really work without historical
something's going on, they get to roll context.
Initiative checks as well. Anyone who goes So to answer this question, I need
before 10 gets to do something about the to give a brief history lesson (and I mean
haunt (but remember; only the haunted REALLY brief).
character can see what's going on). This 10,000 years ago, the most
includes attempts to turn undead, to run advanced human civilization on the planet
out of the room, to cast resist elements was on the continent of Azlant, about a
(fire) on the haunted character, and so thousand miles southwest of Varisia.
on. At initiative count 10, the haunt Thassilon is a contemporary of Azlant,
triggers (unless its target is gone, in and probably had dealings with them. The
which case it fades away and can't Azlanti "evolved" into a race of humans
activate again for 24 hours) and does its almost as arrogant as the aboleths who
thing, then fades away. raised them from barbarity, which
ultimately triggered a great devastation.
The aboleths called down the Starstone
from the heavens, plunging it into the Carrion Hill
planet and, among other things, sinking
Carrion Hill is a city in the nation
the continent of Azlant below the waves
of Ustilav, which is just east of the Hold
of the Arcadian Ocean. Thassilon was
of Belkzen (which is, itself, just east of
likewise destroyed, and Golarion was
Varisia). Socorro was probably a mass
cloaked in a thousand years of darkness.
murderer or serial killer who, as part of
The survivors of Azlant flocked to
his own route to lichdom, had to murder
the eastern shores of the Inner Sea
and sacrifice a lot of locals in gruesome
(itself greatly increased in size due to the
and unique ways. Carrion Hill is itself a
crater caused by the Starstone's impact),
pretty rancid and nasty place... think of it
where they eventually formed a country
as a landlocked version of the Styes
called Taldor. The language of this nation,
(since it's the brainchild of Richard Pett,
infused with Azlanti concepts as well as
after all, and may someday feature in
words and ideas from a variety of other
Pathfinder or a GameMastery adventure
local ancient human kingdoms, was
as an adventure site).
Taldane.
Taldane spread throughout
Geb
Avistan (the continent on which Varisia
Geb is the southernmost nation on
and Cheliax are found, roughly analagous
the east coast of the southern continent
to Europe). Cheliax itself was absorbed
of Garund (Varisia is nearly the
into the growing Empire of Taldor,
northwestern most nation on the northern
marking the westernmost extent of that
continent of Avistan). The nation is named
great human kingdom. Eventually, Cheliax
for its immortal leader, a little-seen
threw off the yoke of Taldor to become
archmage of antiquity called Geb (a
its own nation (and eventually its own
necromancer who became a ghost).
empire), but it retained the language it
Arazni is his lich queen, but her loyalty
had used for countless years. Thus the
and love is split among numerous allies,
language called "Chelaxian" is the same
earning her the nickname of "The Harlot
language as Taldane, and it is found
of Geb."
throughout Avistan and Garund (the
"southern continent" across the Inner
Sea from Cheliax).
Taldane, then, is also sometimes
Seven Deadly Sins:
called Common. Adding Role-Playing
Therefore, Chelaxian = Common.
There are about a dozen other I've been trying to think of
important human languages in the setting, roleplaying "bits" that would tempt the
but as Taldane is spoken in most of the player characters with one of the seven
lands once covered by the Taldorian and deadlies. Hopefully, I can throw in one or
Chelaxian empires, it is known throughout two during each game session.
most of the two continents that form the
basis of the Pathfinder Chronicles 1.) A careless, drunken woodcutter drops
campaign setting. a load of firewood onto the PC's foot.
(Wrath)
2.) One of the Scarnettis offers to help Giving the Ghouls More
sell some of the loot the PCs found. He's Color
going to Magnimar, and wants to help
them evade the local taxes. (Greed) In order to make the fight
tougher, place the ghouls where they can
3.) In the tavern, a local is recounting surprise the party in close quarters,
tales of the "Heroes of Sandpoint", appearing suddenly from between rows of
exaggerating their heroics and inviting corn, lunging up from a storm cellar, rising
them to expand upon his fanciful from the waters of an irrigation ditch.
hyperbole. (Pride) Give a few of them agricultural tools as
weapons: I recommend pitchforks (treat
4.) A young man treats the characters them as spears) and sickles (handy for
rudely, clearly envious of their success. trip attacks...). They can use these
Later, his lovely fiancée stops by to weapons in the first round of combat
apologize for her intended's rudeness. (when they aren't likely to get full
She has had a bit too much to drink, and attacks in anyway), dropping them later to
makes her interest plain toward one of tear in with claw and fang.
the PCs. (Wrath, Lust, or Envy, depending
on the PC's motives)
Aldern Foxglove’s
5.) An old woman repeatedly offers the “Collection”
PCs delicious meals, telling them "You Other items that Aldern Foxglove may
must eat! Look at you, you're all skin and have collected about a given PC:
bones!" She's very thankful that the
heroes slew a goblin that had menaced  Bathing relics (towel, brush,
her, but she clearly cannot afford such soap, maybe even a bottle of
generosity. (Gluttony) soapy water from her bath...)
 Bedroom relics (pillow cover,
6.) When they really should be following bedsheet)
up some of the clues they have found, the  Meal relics (used plate/bowl,
PCs are invited to a picnic by Ilsoari ustensils and mug/glass,
Gandethus. The old sage wants to find out maybe with rotten/moldy left-
if they're interested in the ancient overs in them)
Thassalonians. He won't share his more  Mundane jewlery relics (ribons
radical theories with the PCs until he and other hair fashioning
knows them better. (Sloth or Pride) objects, mundane
bracelet/earing(s)/necklace)
Obviously, PCs may navigate these hurdles  Old adventuring equipment
without embracing any of the sins, but relics (either sold back or left
each has the potential for characters to over once she got better
realistically make suboptimal choices. I equipment, like small weapon,
would be interested in other situations used up kit, etc)
and entanglements DMs have used to help  Small piece of parchment with
the characters "show their quality". random doodles and notes
from the PC.
The Harpy’s Curse, a
play in 3 acts

Act 1
The play opens in the small mining town of
Silver Pond with Asvorko, a bean counting
mine manager who distrusts his workers.
He is approached one day by the Harpy
Queen, who asks him if her brood can
roost in his mines. In exchange, they will
captivate his workers which will give him
the loyalty he has always wanted. Asvorko
agrees.

Act 2
A group of adventurers (bearing a striking
resemblance to the PCs) are hired by
Rigor, owner of the Empty Glass tavern.
He says the workers in Avroko's mine
have stopped visiting him suddenly, and he
wants them to look into what's happening.
The adventurers use one of Rigor's old
smuggling tunnels beneath the bar and
travel into the mines.

Act 3
After running into several encounters, the
party eventually finds the Harpy Queen
and her minions. Before they can slay her,
Asvorko intervenes to defend them.
Obviously no fighter, the adventurers try
to persuade him to back down, but he
refuses. He is quickly beaten, but not
before distracting the party long enough
to let the harpies escape. Asvorko is
imprisoned, and finds that his mines have
been plundered by the harpies.

The play is meant to be a thinly veiled


political statement against Korvosa, as
well as a word of caution to bachelors.
me with a smile – do I dare hope that
Excerpts from Ironbriar’s my heavenly rewards might extend as
Journal far as to include her heart?

27 Pharast 4707
9 Calistril 4707 Father Skinsaw’s plans are
We took a gnome named Carter broad indeed, for my beloved (oh, how
Vishellan tonight. The irony amuses I thrill at being able to call her so!) has
me no end; not three days ago, I stood given us much to do; we claim a new
in my judicial robes and awarded soul for Norgorber’s glory every week,
Vishellan a settlement of almost and the list my love provides runs long
seventeen thousand gold, and tonight I – and ambitiously high. The new rites
stretch his face across the boards to we must perform in his service
join the others of my collection. I lengthen the ceremony as well, but the
wondered, when I first dreamed of the “Sihedron rune” has a certain
death of Vishellan, whether this was aesthetic appeal that I find strangely
some sort of rebuke from Father compelling; I am grateful to Xanesha
Skinsaw, but in my prayers I have for revealing it to me.
come to see that it was not. Vishellan’s
victory in the courts caused disruption 18 Desnus 4707
and suffering among his opponents – It can only be that I have won
his death now will stir those waters my Wanton’s heart, for today she
further, and perhaps only Norgorber revealed her true nature to me.
himself knows what chaos will be Perhaps others would be disgusted by
unleashed. I am once again in awe of the rippling, scaled length of her tail,
the grandeur of my great lord’s vision, but not I; I find every aspect of her
and humbled indeed to be his compelling, whether elven or lamia.
instrument in this world. What matter physicality, when she
literally glows with the divine?
14 Calistril 4707
My faithfulness has at last been 17 Sarenith 4707
rewarded: Father Skinsaw has sent me A complication today, but
a messenger in the flesh, rather than perhaps also a possibility. Foxglove’s
in my visions! And oh, how lovely she heir, that idiot fop Aldern, seems to
is! Her name is Xanesha, but she have killed his wife in a fit of jealousy,
carries the title Wanton of Nature’s and has come to the Brothers for aid. I
Pagan Forms, and why deny it? dislike the boy and have little taste for
Anything in nature, anyone at all, the extra work that dealing with the
would indeed wish to wanton with her! matter will entail, but the Foxglove
She came to me in my judicial family still has resources, financial and
chambers, seeming to know already otherwise, that the Brothers could
my role within the Sacred Work. In the make use of. After discussing the
privacy of my chambers, she revealed matter with Xanesha, I have decided
Norgorber’s symbol to me, and that we will take on Aldern’s…
explained that she had come to give difficulty. He should be more than
our work a greater focus. She will malleable enough to be useful in the
teach us new rites, and we will better long term.
serve our god by these new
dedications. I can think of nothing but 22 Erastus 4707
the glory that she brings us… nothing, Oh, how I wish I did not have to
that is, but she herself. It was all too write these words! Though he had
easy to believe her when she said she served me long and well, Philus
came from Norgorber, for “divine” is revealed himself a traitor when he
the only word that captures her burst into my rooms at the sawmill and
beauty. Before she left, she favored demanded that I – that the Brothers of
the Seven – cut ties with the Wanton. “Legacy of Vorel” – I believe she plans
He claimed that she is not a to sell them to the Red Mantis in
messenger from Father Skinsaw, that Korvosa. I admit, this seems strange to
she had turned our work to her own me; I cannot see what Norgorber plans
purposes; he even went so far as to for Vorel’s Legacy. But of course,
claim she had twisted my will with Xanesha’s word is Father Skinsaw’s – I
some enchantment! My love was right; will meditate as I have before, in hopes
I had no choice but to kill him. I wept of having my vision opened. In the
when she explained it to me, for Philus meantime, Aldern has been sent back
had been not only a friend for many to the Manor to harvest the Legacy,
years, but also a selfless servant of and I have washed my hands of him.
Norgorber, giving all he had to the
Brothers, but the divine truth in her 5 Lamashan 4707
words was undeniable. At Xenasha’s Ah, that fool Aldern! Somehow
insistence, we did not even perform he drew the attention of busybodies
the Sihedron rites upon him. He died from Sandpoint, of all places, and they
without the new sign of Norgorber’s sought him out at the Manor! If he was
favor. not careful… I will have to make
arrangements at the Foxglove
4 Arodus 4707 townhouse, to assure that nothing
I still sorrow for Philus’ death, connects to the Brothers, and place my
so tonight Xanesha took me hunting followers on alert here…
with her and the faceless stalkers I
assigned to her service. I am still in
awe at her power: the speed with
which she fought, her grace as she
flew, the skill and fury with which she
struck. I know these are the workings
of her spells – some are even ones I
can call upon myself – but somehow,
they seem greater when she performs
them.
The only sour note in our
evening together was when we
returned. I dislike the Clocktower and,
for that matter, all of the Shade; the
area is a festering filth, and my love
does not deserve to nest in such
squalor. Moreover, the Scarecrow
unsettles me, though I would not show
it. Foxglove’s work must have been
shoddy all those years ago; ever since
the golem awoke, it has disturbed me.
I was all too happy to turn it over to
the Wanton’s service when she asked.
But I do not like the way it looks
at my Xanesha.

18 Rova 4707
As I thought he would, Aldern
has proven easy to manipulate. He has
run out of funds, and now my beloved
has turned him to her own purposes.
They involve the festering plagues that
incubate in the Manor’s depths, the
Observations - The fact that some of the farmers got
killed by ghouls, and Mr. Grump tells
the story, is grim and goes well with the
2 - The Skinsaw Murders adventure: makes it feel more poignant.

Another absolutely Some things that didn’t work out so


awesome adventure. We had a lot of fun well:
doing it!
- Xanesha is much too powerful for her
But I find that the second part of the level (but that has been mentioned many
adventure could’ve been better. I would times on the board already), and the
say this adventure is a 10/10, but that’s location where she's expected to be
because the first part is a 11/10 and the fought is fiendishly harsh to the players.
second part is a 7/10, and the module If the PC's are "smart" and do something
gets a bonus of +1 because it has the like collapse the tower, they will likely
lovely Seoni on the cover ;). miss the letter that shows that she was
about to assassinate the Lord-Mayor, and
What we especially liked : miss out on the big reward at the end,
which is a major part of that adventure's
- The transition between the first and wealth for the PC's. In my campaign, I
second adventures flowed really well. just played it so my PC’s finished the
adventure without actually fighting her.
- The murder investigation, the Otherwise, I’m 99% sure she would’ve
creepiness of the way people were destroyed them.
killed. It was very scary. It felt like we
were playing Call of C'thulhu for a - It seems that the PC's resolve the
while. Skinsaw cult's threat too quickly and
easily, while the cult has eluded the
- My player loved the corn Magnimar guards for so long. It makes it
fields/scarecrows/Hambley farm seem like people in Magnimar are
encounters. He found them very creepy useless.
and the scene really came alive in his
mind. - The stats of the members of the cult
(both Ironbriar and the regular guys)
- I adored Foxglove Manor. Very cool seem too low for a supposedly elite cult
setting. The story of the place was great, of extremely competent murderers. I
and the way we discover what happened would have preferred like 4 level 6 guys
to its inhabitants through the haunts was rather than 12 level 2 guys (maybe not
well done. encountering them all at the same time
to keep the difficulty reasonable).
- The story of Aldern Foxglove, the way
he's introduced as a somewhat harmless - There should've been more encounters
jerk in Burnt Offerings, and then his in Magnimar, perhaps as the cult
terrible transformation in this adventure: becomes aware of the PC's, tries to
absolutely wonderful. That was brilliant. assassinate them, etc.
Most memorable fights of the adventure:

- The one against Justice Ironbriar,


Tsuto, the scarecrow golem and the
cultists.

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