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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.
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)
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
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
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.
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.
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.