Rise of the Runelords, Chapter 2 — The Skinsaw Murders The Thing in the Sanatorium (EL 1) GRAYST SEVILLA
Male human fighter 4 CN Medium humanoid (human) Init –3; Senses Listen +1, Spot +1
CR 1
DEFENSE
AC 7, touch 7, flat-footed 7 (–3 Dex) hp 15 (4d10–8) Fort +2, Ref –2, Will +2 Spd 30 ft. Melee unarmed strike +6 (1d3+3) TACTICS
During Combat Grayst focuses his anger on the PC he recognizes as being the focus of Foxglove’s obsession, ignoring all other targets and even provoking attacks of opportunity in his attempts to reach his target. Morale Grayst fights to the death. STATISTICS
Str 16, Dex 13 (currently 4), Con 14 (currently 6), Int 8, Wis 12, Cha 10 Base Atk +3; Grp +5 Feats Diehard, Improved Initiative, Improved Unarmed Strike, Endurance, Power Attack, Weapon Focus (longsword) Skills Intimidate +7 Languages Common, Varisian
Male human warrior 2 NG Medium humanoid Init +0; Senses Listen +1, Spot +1 DEFENSE
AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield) hp 13 (2d8+4) Fort +4, Ref +0, Will –1 OFFENSE
Spd 30 ft. Melee longsword +4 (1d8+1/19–20) Ranged longbow +2 (1d8/×3)
During Combat The watchmen are loyal and brave, and once Hemlock’s deputized the PCs, they follow their orders. Morale Although brave, the watchmen are not foolhardy. If confronted with a foe they can’t seem to hurt, or if reduced to 2 hit points or less, a watchman attempts to flee back to Sandpoint to report. STATISTICS
OFFENSE
SNDPNT WATCHMAN
TACTICS
CR 1
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 Base Atk +2; Grp +3 Feats Alertness, Weapon Focus (longsword) Skills Intimidate +4, Ride +5 Languages Common Gear chain shirt, light steel shield, longsword, longbow with 20 arrows
The Hambley Farm (EL 7) ROGORS CRAESBY
CR 4
Male dread ghoul human expert 4 CE Medium undead (augmented humanoid) Advanced Bestiary 76 Init +3; Senses darkvision 60 ft., scent; Listen +11, Spot +11 DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) hp 26 (4d12) Fort +1, Ref +6, Will +6 Defensive Abilities Dodge, +2 turn resistance; Immune undead traits OFFENSE
Spd 30 ft., climb 30 ft. Melee bite +4 (1d6 plus paralysis) and 2 claws –1 (1d3 plus paralysis) Special Attacks command ghouls, create spawn TACTICS
During Combat Rogors directs his ghouls to focus their attention on foes who are not paralyzed, hoping to catch new living victims to be bound and put up as scarecrows for the sickness to take them. Morale Rogors fights to the death. STATISTICS
47 of 47
Str 12, Dex 17, Con —, Int 14, Wis 14, Cha 13 Base Atk +3; Grp +4 Feats Alertness, Dodge, Lightning Reflexes, Track Skills Climb +9, Craft (carpentry) +9, Gather Information +10, Knowledge (architecture and engineering) +9, Knowledge (local) +9, Listen +11, Search +9, Spot +11, Survival +10 Languages Common, Halfling Gear key to Foxglove Manor SPECIAL ABILITIES
Command Ghouls (Su) A dread ghoul can automatically command all normal ghouls within 30 feet as a free action. Normal ghouls never attack a dread ghoul unless compelled. Create Spawn (Su) Any creature killed by a dread ghoul and lying undisturbed until the next midnight rises as a dread ghoul at that time. The new dread ghoul is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents this. Paralysis (Ex) A creature damaged by a dread ghoul’s bite or claw must make a DC 13 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma-based.
G H O U L S (6)
Str 12, Dex 15, Con -, Int 13, Wis 14, Cha 12 Base Atk +1; Grp +2 Feats Multiattack Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7 Languages Common SPECIAL ABILITIES
Ghoul Fever (Su): Disease - bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charismabased. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
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
47 of 47
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
B1. Ruined Servants’ Quarters (EL 5) C A R R I O N S T O R M S (5) CR 1
Always NE Tiny undead (swarm) Init +4; Senses darkvision 60 ft.; Listen +2, Spot +7
not turn the swarm—rather, it destroys many of the individual birds, dealing damage equal to the result of the turning damage roll. A turn undead attempt that would normally result in the target’s destruction destroys the entire swarm.
B2. Entrance Hall (EL 3)
DEFENSE
AC 12, touch 12, flat-footed 12 (+2 size) hp 13 (2d12) Fort +0, Ref +2, Will +5 Defensive Abilities half damage from piercing and slashing Immune swarm traits, undead traits OFFENSE
Spd 10 ft., fly 40 ft. (good) Melee swarm 1d6 Space 10 ft.; Reach 0 ft. Special Attacks distraction TACTICS
During Combat A carrionstorm has an unnerving preference for the flesh of humanoids, and while the swarm won’t hesitate to attack other creatures, it generally seeks out humanoid targets before other victims. Morale Carrionstorms fight to the death. STATISTICS
Str 1, Dex 11, Con —, Int 2, Wis 14, Cha 6 Base Atk +1; Grp –12 Feats Improved Initiative Skills Spot +7 SQ pallid bond, vulnerable to turning SPECIAL ABILITIES
Distraction (Ex) Any living creature that begins its turn with a carrionstorm in its square must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Pallid Bond (Ex) A carrionstorm never initiates an attack on a creature that openly wears an unholy symbol of Urgathoa or is itself undead. If attacked first by such a creature, the carrionstorm’s swarm attack only deals 1d3 points of damage rather than the normal 1d6. Vulnerable to Turning (Ex) A successful turn undead check against a carrionstorm does
Haunt: The first time the PCs enter this area, the PC haunted by burning catches a momentary whiff of burning hair and flesh. The second time the PCs pass through this area, the haunting manifests in a much more dramatic manner, as the manticore (killed and preserved by Traver Foxglove) lurches to sudden life, its face shifting to resemble that of Cyralie Foxglove and its fur erupting into flame. Its tail strikes forward against the victim in an attempt to burn him, then returns to normal.
BURNING MANTICORE
CR 3
Type burning Notice Spot DC 20; Effective HD 6 EFFECTS
Trigger proximity; Reset automatic (24 hours) Effect Atk +8 touch (burning stinger against one target in area B2, 4d6 fire damage); Reflex DC 15 to avoid catching on fire (these flames burn only the haunted target, and cannot spread to other creatures or objects)
B5. Lounge (EL 4) Haunt: Any character who examines the dust closely and makes a DC 20 Spot check notices that the dust seems to be being disturbed, as if an invisible person were pacing violently back and forth before the fireplace— footprints even manifest momentarily in the dust with each step before fading from view. A character who attempts to pass through the path of the unseen
pacer exposes himself to a brief flash of memory—a woman’s memory filled with worry about what her husband might be doing on those late nights spent in the basement. An instant later, the character is suddenly convinced that one of the other PCs is his child, and develops a powerful urge to escape the house with that PC before something horrible happens.
WORRIED WIFE
CR 4
Type universal Notice Listen DC 20 (to hear a woman’s voice whisper, "Lorey"—this was the name of Vorel’s and Kasanda’s daughter) Effective HD 8 EFFECTS
Trigger proximity; Reset automatic (24 hours) Effect spell effect (suggestion to drag another PC out of the house to area B1, likely into the gathering mass of carrionstorms; Will DC 14 resists; CL 8th)
B6. Washroom (CR 1/3) DISEASED RAT
hp 1 (MM 278) AC 10, touch 10, flat-footed 10
CR 1/3
SPECIAL ABILITIES
Blind (Ex) The rat is blind, and while this makes it immune to sight-based attacks, it also takes a –2 penalty to its AC, loses its Dexterity bonus to AC, moves at halfspeed, and takes a –4 penalty on Search checks and most Strength- and Dexteritybased skill checks. Its scent ability negates concealment for its foes. Disease (Su) Vorel’s Phage—bite, Fortitude DC 10, incubation period 1 day, damage 1d4 Cha and 1d4 Con. The save DC is Constitutionbased, unlike the source fungi in area B37 which have a static DC.
B7. Dancing Parlor (EL 3) Haunt: Foxglove Manor was too small for a full-sized ballroom, so this
dancing parlor saw much use in the relatively few years the home was inhabited. In particular, Aldern’s wife Iesha enjoyed dancing here for her new husband, spinning in ever-increasing pirouettes of Varisian ecstasy to the sounds of the piano. An investigation of the piano with a Perform (keyboard) check reveals that the piano seems unnaturally decayed, as if it had been standing unattended here for decades, yet if any keys are depressed, they are in perfect tune. As soon as any of the piano’s keys are pressed, the instrument explodes into sudden music, playing a catchy but discordant Varisian song. A character in the room with the vengeful haunt is suddenly swept into a series of rapidly increasing pirouettes, and leaps across the room in the arms of an invisible dance partner. The haunted PC can, of course, see his partner: Iesha in all her vibrant beauty. Unlike most of the haunts, this one persists for several rounds. Each round that passes, Iesha’s beauty grows less as her neck darkens into an angry blue-and-black bruise, her eyes bulge and water, her mouth twists in pain, and her tongue protrudes as if she were being invisibly strangled. In the final round of the haunt, she crumbles away into rot in her partner’s arms.
DANCE
OF
RUIN
CR 3
Type vengeful Notice Listen DC 15; Effective HD 6 EFFECTS
Trigger touch; Reset automatic (24 hours) Effect The haunted character is caught up in a whirling dance and spins wildly through the room for 1d6 rounds, taking 1 point of Strength damage each round (a DC 15 Will save ends the dance early); once the dance ends, the character becomes fatigued. If the character can be successfully grappled and pinned, Iesha shrieks in rage as the
haunt ends prematurely; her shriek causes 1d2 points of Wisdom damage to all in the room (DC 15 Will save negates).
B9. Library (EL 5) Haunt: This room was where Aldern murdered his wife and an innocent carpenter only a few short months ago. Already under Vorel’s growing influence, he returned home drunk one night and found the two here, huddled in the chairs by the fire, their heads almost touching as they leaned toward each other. Aldern mistook their shared examination of a book on Varisian history for passion and roared into the room, sweeping up a stone bookend from a shelf as he approached. He brained the carpenter with the bookend, knocking him senseless, then dropped the bookend and strangled Iesha with her own scarf. He hid her body upstairs and dumped the carpenter down the well (where he survived only long enough to be killed by the dread ghoul dire bat in area B32). This room’s haunt activates as soon as the PC haunted by vengeance approaches within 5 feet of the scarf. At this point, a horrific shriek fills the room as the scarf flies into the air to wrap around the haunted PC’s throat.
IESHA’S VENGEANCE
CR 5
Type vengeful Notice Spot DC 15 (to notice the scarf moving on its own); Effective HD 10 EFFECTS
Trigger proximity; Reset automatic (24 hours) Effect When Iesha’s scarf unerringly wraps around the haunted character’s throat, he must make a DC 16 Will save to avoid being paralyzed with fear as a ghostly image of Aldern manifests before him and appears to be using the scarf to choke him to death; at the same moment, the haunted character loses sense of himself and believes he has
become Iesha. He must then make a DC 16 Fortitude save—success indicates he merely takes 3d6 points of nonlethal damage, but failure indicates he is immediately reduced to –8 hit points and is dying.
B11. Aldern’s Bedroom (EL 3) Haunt: When Cyralie Foxglove tried to burn down the manor, she started (and succeeded) with the servants’ quarters. She then moved back into the house, intending to reach area B22 to light her second fire in Traver’s favorite room. Her children saw her, wild-eyed and brandishing a torch, and when they saw their father attack their mother in that room, they ran down here to hide.
F R I G H T E N E D C H I L D CR 3
Type obsessed Notice Listen DC 15 (to hear the sound of a child sobbing); Effective HD 6 EFFECTS
Trigger proximity; Reset automatic (24 hours) Effect The haunted character suddenly becomes convinced that his parents are trying to kill each other, and that whichever of them survives will be coming to kill him next; he has a vision of his mother, wielding a torch, and his father, festering with tumors and wielding a long knife, both struggling to kill each other. The vision passes as fast as it occurs, at which point the haunted PC must make a DC 14 Will save to avoid taking 1d4 points of Wisdom damage from the mind-numbing terror of the sight.
B13. Guest Bedchamber (EL 3) Haunt: After disrupting Vorel’s attempt to become a lich, Kasanda fled back up from the caverns below Foxglove Manor to seek out her daughter and then escape, yet by the time she reached this room (her daughter’s bedroom), Vorel had
already suffused the walls of the place with his evil. Kasanda realized she was being overtaken by his phage when her daughter saw her face and screamed in terror; the disease quickly spread to her daughter and their servants. Every living thing in Foxglove Manor was dead within only a few minutes, their bodies deformed and twisted. Both Kasanda and her daughter perished of the phage in here, and when the PC associated with the festering haunt enters the room, he suddenly feels an itching on his face. Although to his companions nothing seems amiss, the PC feels as if his face has suddenly erupted into a tangled mess of tumors and boils, lasting just long enough for him to attempt to claw the offending sickness from his skull.
PHANTOM PHAGE
CR 3
Type festering Notice Listen DC 15 (to hear a child’s voice, quivering with fear, ask "What’s on your face, mommy?” Effective HD 6 EFFECTS
Trigger proximity; Reset automatic (24 hours) Effect The haunted character must make a DC 14 Will save; failure indicates he claws desperately at the flesh of his own face, dealing 1d6 points of damage and 1d4 points of Charisma damage.
B14. Upstairs Washroom (EL 1) C O L L A P S I N G F L O O R CR 1
Type mechanical Search DC 20; Disable Device DC 25 EFFECTS
Trigger location; Reset repair Effect 10-foot fall (1d6); multiple targets (all creatures in area B14); DC 15 Reflex save avoids. B15. Master Bedroom (EL 3)
Haunt: Although the room was recently destroyed by Aldern, the haunt that suffuses the chamber is keyed to the room’s first inhabitants—Vorel and Kasanda Foxglove. Only 1d4 rounds after a character haunted by wrath enters this room, he suddenly becomes dizzy and staggers, even if he has since left the room. An instant later, the dizzy spell passes but he becomes filled with an overwhelming hatred of women, and for 1d4 rounds is driven by an urge to attack the closest woman.
B15. Master Bedroom (EL 3) MISOGYNISTIC RAGE
CR 3
Type wrathful Notice Listen DC 15 (to hear the sound of a woman’s shrill voice saying, "What do you get up to down in the damp below?"; Effective HD 6 EFFECTS
Trigger proximity; Reset automatic (24 hours) Effect The haunted character must make a DC 14 Will save or be compelled to attack the closest female, using all of his capabilities in an attempt to kill the target—this haunting continues beyond the surprise round for 1d4 rounds. If no suitable target is within sight he instead attacks himself, leaping out the window if no weapon is handy.
B17. Gallery (EL 3) Haunt: As soon as all of the portraits have their cobwebs cleared away, the temperature in the room drops dramatically. Breath frosts in the air and fingers of rime slither across the walls. The figures depicted in the portraits suddenly shift from paintings of living people to those of dead folk. Kasanda and Lorey slump into misshapen tumor-ridden corpses. Traver grows pale as a long cut opens in his throat and blood washes down
over his chest. Cyralie blackens and chars, and her arms, legs, and back twist as if broken in dozens of places. Aldern’s flesh darkens with rot, his hair falls out, and he deforms into a ghoullike monster. Both Sendeli and Zeeva’s portraits frost over but otherwise remain unchanged. Vorel’s entire portrait, frame and all, erupts into a sudden explosion of fungus and tumorous growth. This wave of fungus and disease washes over the entire room in seconds before the room suddenly reverts to normal.
THE STRICKEN FAMILY
CR 3
As soon as a PC haunted by insanity enters this room, he shudders and is suddenly overwhelmed with the conviction that he has just killed the person he loves most. Overwhelmed with despair, he moves to the desk, retrieves what appears to be a silver-handled dagger from it, and tries to cut his own throat. Anyone who attempts to stop him is instead attacked. If he survives, the "dagger" reverts to its true form—a splintered but very sharp length of wood.
SUICIDE COMPULSION
CR 4
Type universal Notice Wisdom DC 10 (to notice the room start to grow cold); Effective HD 6
Type insane Notice Spot DC 20 (to notice the appearance of a dagger on the desk that, an instant before, was not there); Effective HD 8
EFFECTS
EFFECTS
Trigger proximity; Reset automatic (24 hours) Effect When the room explodes into rot and fungal decay, every PC in the room must make a DC 14 Fortitude save to avoid contracting Vorel’s Phage (see page 27). Once the room reverts to normal, those characters who failed their saves can see tiny splotches of mold and tender red bumps on their flesh, but until the disease has a chance to incubate, these symptoms remain invisible to others.
Trigger proximity; Reset automatic (24 hours) Effect The haunted character must make a DC 15 Will save. Failure indicates he moves over to the desk and attempts a coup de grace action on himself with the jagged length of wood, dealing 2d4 (plus twice his Strength modifier) points of damage on himself. He must make a Fortitude save (DC 10 + the damage dealt) to avoid being slain by this suicide attempt. If anyone tries to prevent the attempt, the haunted character makes a single attack against that person with the "dagger." If he hits, the supernaturally guided strike automatically scores a critical hit. After this attack, the "dagger" turns back into wood.
B18. Bedroom (EL 4) Haunt: After Traver Foxglove killed his wife in area B22, the shock of watching her burning body plummet into the waves below allowed him to regain control of his mind and body. He could feel Vorel out there still, trying to claw his way back into his flesh, but for a few moments at least, Traver was his own man again. In a desperate (some might say cowardly) move, he fled to here, the room he and his wife had shared, sat down at his desk, and slit his own throat with his dagger.
B22. Observatory (EL 4) Haunt: This room is where Cyralie confronted Traver about his encroaching madness, hoping one last time she could convince him to leave the manor with her before it was too late. Unfortunately for her, that time had already passed. Traver attacked her, and when she tried to light the room on fire, he redirected the flow of the fire using magic to ignite her
instead. Burning to death, Cyralie staggered across the room and threw herself through the window to plummet to her death on the rocks below. This sight caused Traver to finally snap out of his madness long enough for him to retreat to area B18 and kill himself. When the PC assigned to the burning haunt enters this room, he suddenly feels uncomfortably hot. A second later, he believes he has suddenly caught on fire, and that the only way to put the flames out before he burns to death is to throw himself through the unbroken window and, hopefully, into the sea below. The haunted character attempts this self-destructive act only once; if restrained from leaping through the window for 1 round, he recovers his wits to some extent.
PLUMMETING INFERNO
CR 4
Type burning Notice Wisdom DC 10 (to notice the sudden stink of burning flesh); Effective HD 8 EFFECTS
Trigger proximity; Reset automatic (24 hours) Effect The haunted character must make a DC 16 Will save. If he fails, he is compelled to hurl himself through the unbroken window, taking 2d6 points of damage from the shattering glass and a further 1d6 points of damage from the fall onto the rooftop below. A weather vane on the roof makes a single +8 attack against the falling character; if it hits, the character takes another 1d6+7 points of damage, but his fall ends. If it fails to hit him, the character must make a DC 15 Reflex save. If that fails, he slides off the steep roof over the course of one round, whereupon he may make a final DC 10 Climb check to catch himself before falling 300 feet to the rocky surf below, taking 20d6 points of damage in the process.
B23. Private Study (EL 3)
Haunt: When the PC haunted by insanity enters this room, dozens of memories of expeditions, sea voyages, and travels to exotic locales race through his mind, remnants of Traver Foxglove’s journeys before he settled down here in Varisia. As the memories build momentum, they become increasingly infused with a sense of bitter disappointment and regret, and the character becomes increasingly aware that he is now receiving memories that never were, memories of fantastic discoveries he could have made had he not chosen to settle down with a shrill harpy of a wife.
UNFULFILLED GLORIES
CR 3
Type insane Notice Listen DC 20 (to hear the sound of pages rustling, as if a book were being read rapidly); Effective HD 6 EFFECTS
Trigger proximity; Reset automatic (24 hours) Effect Once the memories grow bitter and culminate in an overwhelming sense of depression and loss, the haunted PC must make a DC 14 Will save to resist taking 1d6 points of Wisdom damage.
B29. Vorel’s Workshop (EL 3) Haunt: Kasanda finally discovered the depths of her husband Vorel’s plan here; forbidden by him to enter this room, she managed to do so one fateful night by using a wand of knock she’d purchased for just this purpose. While Vorel prepared the final stages of his lich transformation ritual, Kasanda found his books and realized what he was up to. Enraged and horrified, she moved down to the caverns below to confront him. The PC haunted by wrath experiences a sudden urge to cross the 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 information flows through his mind. He experiences a series of visions chronicling the various stages Vorel went through in his quest to become a lich, from researching the works of previous liches, to gathering the components for the lich transformation potion, to building his phylactery, finally culminating in a vision of Vorel taking his potion and doubling over in agony as his body began to rot away. All of these visions take place as if in a realm of animated stained-glass windows, which should obviously explain the true nature of the windows in Foxglove Manor. As Vorel doubles over, the PC is filled with blinding shame that a loved one would do this to himself, followed by a burning rage that he must be stopped before he finishes his ritual. These visions take only a few seconds to occur; once they end, the PC doubles over in an agony of anger.
ORIGINS
OF
LICHDOM
CR 3
Type wrathful Notice Spot DC 20 (to notice subtle movement in the stained-glass windows, as if the man depicted therein were sneering at the observer); Effective HD 6 EFFECTS
Trigger touch; Reset automatic (24 hours) Effect Once the haunted character receives the vision described above, she must make a DC 14 Will save or suddenly be filled with terror at the knowledge that Vorel has already succeeded in transforming himself into a lich, and must flee at top speed upstairs to try to find her "children" and rescue them. Anyone who gets in her way or tries to stop her suddenly seems to transform into Vorel, and the haunted character must attack that character to the best of her ability until she can continue on her flight up to area B13. Calm emotions, dispel evil, and protection from evil can end this effect before the
character reaches B13, as can any effect that removes a fear effect.
B25. Kitchen (EL 5) R A T S W A R M (2)
CR 3
N Tiny animal (swarm) Init +2; Senses low–light vision, scent; Listen +6, Spot +3 Languages None AC 10, touch 10, flat-footed 10; (+2 size, -2 blind) hp 13 each Fort +4, Ref +6, Will +2 Speed 5 ft. (3 squares), climb 5 ft. Space 10 ft.; Reach 0 ft. Atk Swarm (1d6 plus disease) Base Atk +3; Grapple — Atk Options Distraction (DC 12) TACTICS
During Combat Once enraged, the swarms continue to pursue intruders throughout the house. They do not follow prey outside. Abilities Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 SQ swarm traits; Feats Alertness, Weapon Finesse. Skills Balance +6, Climb +6, Hide +10, Listen +6, Spot +3, Swim +6 SPECIAL ABILITIES
Blind (Ex) The rat swarm is blind, and while this makes it immune to sight-based attacks, it also takes a –2 penalty to its AC, loses its Dexterity bonus to AC, moves at half-speed, and takes a –4 penalty on Search checks and most Strength and Dexterity-based skill checks. Its scent ability negates concealment for its foes. Disease (Su) Vorel’s Phage—bite, Fortitude DC 10, incubation period 1 day, damage 1d4 Cha and 1d4 Con. For more details, see the sidebar on page 27. The save DC is Constitution-based. Skills A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat
swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.)
B30. The Pit (EL 4) Haunt: When the obsessionhaunted PC enters this room, she experiences a sudden vision of Aldern, sweaty, filthy, and wildeyed, digging away at the stone floor of this room with a pickaxe. With each swing, he grunts out two words: "For you." The PC knows that Aldern is speaking of her. As the vision ends, Aldern breaks through into the room beyond, and a horde of shrieking ghouls rises up to pull him into the darkness below before they turn their lambent eyes to the PC.
Advanced dire bat dread ghoul (MM 62; Advanced Bestiary 76) CE Large undead (augmented animal) Init +8; Senses blindsense 40 ft., scent; Listen +10, Spot +9 DEFENSE
AC 24, touch 17, flat-footed 16 (+8 Dex, +7 natural, –1 size) hp 52 (8d12) Fort +6, Ref +14, Will +10 Defensive Abilities +2 turn resistance, undead traits OFFENSE
Spd 20 ft., climb 20 ft., fly 40 ft. (good) Melee bite +13 (2d6+6 plus paralysis) and 2 claws +8 (1d4+2 plus paralysis) Space 10 ft.; Reach 5 ft. Special Attacks command ghouls, create spawn TACTICS
During Combat Although it rarely needs to, the ghoul bat can squeeze to clamber in and out of this cave via either exit. It pursues intruders as long as it is able to scent them. Morale The ghoul bat fights to the death. STATISTICS
GHOULISH UPRISING
CR 4
Type obsessed Notice Wisdom DC 13 (to notice a sudden increase in the stink of rotten flesh); Effective HD 8 EFFECTS
Trigger proximity; Reset automatic (24 hours) Effect As the ghouls reach for the haunted PC, she must make a DC 16 Will save to shake off the vision and regain her senses. If she fails, the ghouls grab her and begin to tear and bite at her flesh. Observers see the haunted PC jerk and thrash in the air as if she were being shaken by a mob, and suddenly deep red claw and bite wounds appear on her flesh. The haunted PC takes 6d6 points of damage from the assault (half on a DC 16 Fortitude save), and must make a DC 16 Fortitude save to resist catching ghoul fever (MM 118).
B32. Feeding Cave (EL 5) GHOUL BAT
CR 5
Str 18, Dex 26, Con —, Int 4, Wis 18, Cha 8 Base Atk +6; Grp +14 Feats Alertness, Improved Natural Attack (bite), Stealthy, Track, Weapon Finesse Skills Climb +12, Hide +6, Listen +10 (+14 with blindsense), Move Silently +10, Spot +9 (+13 with blindsense), Survival +12 Languages Common (cannot speak) SPECIAL ABILITIES
Command Ghouls (Su) A dread ghoul bat can automatically command all normal ghouls within 30 feet as a free action. Normal ghouls never attack a dread ghoul unless compelled. Create Spawn (Su) Any creature that is killed by a dread ghoul bat and lies undisturbed until the next midnight rises as a dread ghoul at that time. The new dread ghoul is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents this. Paralysis (Ex) A creature damaged by a dread ghoul bat’s bite or claw must make a DC 13
Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma based.
B34. Ghoulish Guardians (EL 3) G H O U L S (3)
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
B35. The Grave (EL 4)
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
Str 12, Dex 15, Con -, Int 13, Wis 14, Cha 12 Base Atk +1; Grp +2 Feats Multiattack Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7 Languages Common SPECIAL ABILITIES
Ghoul Fever (Su): Disease - bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charismabased. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
G H O U L S (4)
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
Str 12, Dex 15, Con -, Int 13, Wis 14, Cha 12 Base Atk +1; Grp +2 Feats Multiattack Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7 Languages Common SPECIAL ABILITIES
Ghoul Fever (Su): Disease - bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charismabased. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all
respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
B36. The Vent (EL 6) G O B L I N G H O U L S (4)
CR 2
Dread ghoul goblin ranger 1 (MM 133, Advanced Bestiary 76) CE Small undead (augmented humanoid [goblin]) Init +5; Senses darkvision 60 ft., scent; Listen +7, Spot +7 DEFENSE
AC 21, touch 16, flat-footed 16 (+3 armor, +5 Dex, +2 natural, +1 size) hp 6 (1d12) Fort +4, Ref +5, Will +2 Defense +2 turn resistance Immune undead traits OFFENSE
Spd 30 ft., climb 30 ft. Melee bite +5 (1d4+3 plus paralysis) and 2 claws +0 (1d2+1 plus paralysis) Special Attacks favored enemy +2 (animals) TACTICS
During Combat The goblin ghouls focus their attacks on one target, attempting to overwhelm their victim with their claws and bites. Morale The goblin ghouls fight to the death. STATISTICS
Str 16, Dex 21, Con —, Int 10, Wis 16, Cha 10 Base Atk +1; Grp –1 Feats Mounted Combat, Track Skills Climb +11, Handle Animal +4, Listen +7, Move Silently +9, Ride +13, Spot +7, Survival +15 Languages Common, Goblin SQ command ghouls, create spawn, wild empathy +0 Gear studded leather SPECIAL ABILITIES
Command Ghouls (Su) A dread ghoul goblin can automatically command all normal ghouls within 30 feet as a free action. Normal
ghouls never attack a dread ghoul unless compelled. Create Spawn (Su) Any creature that is killed by a dread ghoul goblin and lies undisturbed until the next midnight rises as a dread ghoul at that time. The new dread ghoul is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents this. Paralysis (Ex) A creature damaged by a dread ghoul goblin’s bite or claw must make a DC 13 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma based.
B37. Vorel’s Laboratory (EL 7) In addition to aldern, thereis a Ghoul dressed in servant livery in the room. This will modify events that follow so that the Ghoul can serve as Aldern’s flanking buddy, allowing Aldern to sneak attack. Additionally, the Ghoul serves to make the scenario even creepier. Aldern with his Lordship persona is still a noble and "noblesse oblige" after all. Depending upon Aldern’s obsession the room looks different: Lust: Aldern sits in the chair. The table in front of him is laid out as for a dinner for two. A silken table cloth, once beautiful, but now spoiled and rotten, covers the table. Two sets of stained and corroded silver dishes. Two sets of stained crystal glasses. The scene is lit by a candle burning feebly, giving flickering light. The servant is in the process of pouring clotted blood from a silver decanter into a crystal glass that Aldern daintily holds in his right hand. On a side table heaps of rotten meat wait to be served by the servant. Aldern invites the PC to sit down and share the meal (see pg. 38) Envy: Aldern sits in an armchair, a book in his hand. A burning brazier in
from of him fills the room with a red glow. A crystal goblet stands on a dainty but rotten table beside the chair. Clotted blood fills it. A silver platter heaped with small morsels of rotten meat (snacks are essential while reading) stands also on the table. The servant Ghoul stands beside armchair and table, ready to refill the goblet from his decanter. Seeing the PCs, Aldern closes the Book, pops a morsel of meat into his mouth and then speaks (see pg. 38) Wrath: The Room is empty except for Aldern and his Ghoul Servant. Aldern has just shrugged out of his Coat which the Servant has taken over his left arm. With his right he holds a silver platter upon which the war razor lies. Aldern takes it and swings it a few times while speaking to the PC of his obsession (see pg. 38) If Iesha is released and the PCs let her go, allowing her to go after Aldern, the following will occur, modifying the encounter as such. Aldern has always believed that the Brothers took care of her long ago. Now he sees that he did not imagine the sobbing and wailing and Iesha is still “alive”. Now, if the PCs take their time following Iesha, I imagine the following set up: Iesha is tightly bound, sitting helpless on a chair. Aldern stands beside her as the PCs arrive, the war razor in his hand. His Lordship is in control. Lust: "At last, you have come, my love! Let me show you my love with this sacrifice! Let us share the meat like true lovers!" With this words he uses the War Razor to cut a chunk of putrid flesh out of Iesha and offer it to the PC he is
obsessed about. As the PC in all likelihood won't take the gift, the Hurter takes over and attacks. Envy: "You thought to take her from me a second time? You thought you could hurt me? Alas, that is not the case. See for yourself how I treat those who betray me" With these words he cuts Ilesha’s throat with his war razor, killing her. Seeing that he killed his wife a second time, his lordship flees and the Hurter takes over Wrath: "Did you really that she can defeat me? Did you really think your minions can do this to me? With these words he cuts Ilesha’s throat with his war razor, killing her. "Now I will defeat you and dine on your heart" The hate in Aldern’s eyes burns like fire and the Hunter takes over. If the PCs directly follow Iesha, she can be treated as an NPC, albeit one that will not ever interact with the PCs, abandoning them if they are held up by anything.
ALDERN FOXGLOVE, THE SKINSAW MAN
CR 6
Male dread ghast human aristocrat 4/rogue 3 CE Medium undead (augmented human) Init +8; Senses darkvision 60 ft.; Listen +1, Spot +1 Aura stench (20 ft.), unnatural aura (30 ft.) DEFENSE
AC 19, touch 15, flat-footed 15 (+1 deflection, +4 Dex, +4 natural) hp 87 (7d12) Fort +8, Ref +10, Will +6; evasion Defensive Abilities +4 turn resistance Immune undead traits OFFENSE
Spd 30 ft., climb 30 ft. Melee +1 war razor +10 (1d4+3/18–20) and bite +4 (1d8+1 plus paralysis) and claw +4 (1d6+1 plus paralysis and ghoul fever)
Special Attacks command ghasts and ghouls, create spawn, paralysis, sneak attack +2d6 TACTICS
During Combat Aldern’s tactics in combat are influenced to a certain degree by his personalities, as detailed above. When the Skinsaw Man takes over, he puts on his mask and assumes the form of his obsession, attacking that character to the exclusion of all other targets. Morale Aldern fights to the death. STATISTICS
Str 17, Dex 18, Con —, Int 14, Wis 12, Cha 22 Base Atk +5; Grp +8 Feats Improved Initiative, Lightning Reflexes, Persuasive, Weapon Finesse Skills Balance +6, Bluff +18, Climb +11, Diplomacy +20, Hide +9, Intimidate +20, Jump +20, Knowledge (local) +8, Knowledge (nobility and royalty) +9, Ride +11, Sense Motive +11, Sleight of Hand +12, Tumble +10 Languages Common, Elven SQ trapfinding, trap sense +1 Gear +1 war razor, ring of jumping, ring of protection +1, stalker’s mask, extravagant noble’s outfit worth 200 gp, cameo worth 100 gp containing tiny portrait of PC, key to area B29 SPECIAL ABILITIES
Command Ghouls (Su) Aldern can automatically command all normal ghasts and ghouls within 30 feet as a free action. Normal ghasts and ghouls never attack a dread ghast unless compelled. Create Spawn (Su) Any creature killed by Aldern that lies undisturbed until the next midnight rises as a dread ghast at that time. The new dread ghast is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents this. Ghoul Fever (Su) Disease—bite, Fortitude DC 19, incubation period 1 day, damage 1d3 Con and 1d3 Dex. An affected humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid that becomes a ghoul in this manner retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living. A
humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex) A creature damaged by Aldern’s bite or claw must make a DC 19 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma based. Stench (Ex) Any breathing creature within 20 feet of Aldern must make a DC 19 Fortitude save or become sickened for 1d6+4 minutes. A creature with the scent ability must make this save at a range of 40 feet and takes a – 2 penalty on the save. The save must be repeated each round, but once the sickened condition has been applied, further failed saves merely reset its duration. Creatures resistant to poison may apply their bonus to this saving throw, and creatures immune to poison are immune to this ability as well. Unholy Fortitude (Ex) Aldern gains bonus hit points equal to his Charisma modifier times his Hit Dice, and a bonus to his Fortitude saves equal to his Charisma modifier. Unnatural Aura (Su) Any animal within 30 feet of Aldern automatically becomes panicked and remains so as long as it is within this distance.
GHOUL
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
Str 12, Dex 15, Con -, Int 13, Wis 14, Cha 12 Base Atk +1; Grp +2 Feats Multiattack Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7 Languages Common SPECIAL ABILITIES
Ghoul Fever (Su): Disease - bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charismabased. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
Haunt: The patch of fungus on the wall presents an additional hazard to a PC associated with the festering haunt. When he sees the strangely humanoid shape on the wall, he realizes the shape matches that of his own shadow exactly, and suddenly experiences a sensation of vertigo as he feels compelled to feed on the fungus to reclaim his stolen shadow.
VOREL’S LEGACY
CR 4
Type festering Notice Spot DC 15 (to notice the phylactery shards rattle and shake); Effective HD 8 EFFECTS
Trigger proximity; Reset automatic (24 hours) Effect Spell effect (suggestion to eat the fungus, Will DC 15 resists).
On the way to Magnimar
CRAZY MERTAK
Male Goblin Sorcerer 5 CE Small Humanoid (goblinoid) Init +3 Senses Darkvision 60’, Spot -2, Listen -2 DEFENSE
AC 15, touch 14, flat-footed 12 (+3 dex, +1 armor, +1 size) hp 26 (6d4+6) Fort +3 Ref +5 Will +3, resist fire 10 OFFENSE
Spd 30 ft Melee +1 Quarterstaff +3 (1d6) and Bite -3 (1d3-1) Spells known (CL 5th, 6th if fire; base DC 13, 14 if evocation; +5 ranged touch) 2nd (5/day) — fireburst (SpC; 6d8, 10 ft radius, DC 16), balor nimbus (SpC; 6d6 fire during grapple, 6 rounds) 1st (7/day) — mage armor, ray of flame (SpC; +6 touch, 3d6 fire, DC 15), raging flame (SpC; double mundane fire dmg, +1/die magic, 30 ft rad, 1 min), nightshield (SpC; +2 to saves, blocks magic missile) 0 (6/day) — caltrops, electric jolt, stick, flare, ray of flame (modified ray of frost), light Supernatural ability: Fiery Burst: 1d6/lvl of spell memorized, 5 ft radius, DC 13+½ spell’s level TACTICS
During Combat Crazy Mertak casts nightshield and mage armor before combat, but does not bother after fighting breaks out. He begins by casting raging flame on the likely battlefield, then fiery bursts. He ignites and eliminates survivors with ray of flame, and readies an action to drop fireburst if anyone is likely to charge him. Morale Mertak, being crazy, rarely runs unless greatly intimidated STATISTICS
Str 9, Dex 16, Con 12, Int 11, Wis 7, Cha 17 Base Atk +2, Grp -3
Feats Spell Focus (evocation), Fiery Burst1 (CM) Skills Bluff +6, Concentration +10, Know (arcana) +4, Spellcraft +2 Gear Alchemist's Fire (5), bracers of armor +1, amber amulet of vermin (huge monstrous centipede 1/day, 1 min), ray of flame spellshard (empower ray of flame 2/day), cloak of fire resistance 10 Crazy Mertak is, as his name suggests, one crazy little goblin. Not actually stupid, for a goblin, but just a little too unobservant when it comes to the mundane, everyday things. Little things like his allies, and that fact that goblins are flammable. Mertak himself is exceptionally enthusiastic and personable, and might even qualify as "cute" in a toothy, football-headed way. The source of his sorcerous talent is unknown, and he himself has little understanding of the mechanics of magic. Mertak has tried many things in his life, and been unsuccessful at most. His attempts at leading his tribe resulted in burning down the Licktoad lair three times, and his current attempts at highway robbery usually results in the destruction of all the potential loot. Mertak's natural leadership and personality ensures that he always has a retinue of loyal goblin followers, made up of amorous groupies and admiring warriors. This is fortunate for him, as the extremely high body count he leaves in his wake tends to decimate his forces rather quickly. The fact that he leaves no survivors precludes tales of the fates of his previous followers reaching possible new recruits.
G O B L I N R O B B E R S (6) Male goblin warrior 2 1
CR 1/3
As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
NE small humanoid (goblinoid) Init +1; Senses Darkvision 60 ft.; Spot +0, Listen +0 Languages Goblin AC 15, touch 12, flat-footed 14 (+1 size, +1 Dex, +2 armor, +1 shield) hp 11 (2d8+2 HD) Fort +4, Ref +1, Will +0 Speed 30 ft. (6 squares) Melee small dogslicer +4 (1d4+1/19-20) Ranged small javelin +4 (1d4+1) Base Atk +2; Grapple -1 Combat Gear alchemist fire, tanglefoot bag Str 12, Dex 12, Con 12, Int 9, Wis 10, Cha 6 Feats Toughness Skills Balance -3, Climb -3, Escape Artist -3, Intimidate +1, Jump -1, Move Silently +1, Ride +5, Swim -7 Possessions combat gear plus leather armor, light wooden shield, small javelins (5), small dogslicer
Welcome to Magnimar As the PCs come to the gate into Magnimar, those familiar with the city note that the city guards seems to be edger, more on alert, and nervous; at least more than usual. Drithnar Kaddren, the guard sergeant sees the Sihedron rune on the amulet that (PC) is wearing. The sergeant asks the adventurers to wait a second while he gets some paperwork. The sergeant goes into the office and comes out in about 15 seconds. He says something over his shoulder. Kaddren yells, "Now!" and guards appear with live steel and cocked crossbows. The sergeant then tells the adventures, "You are under arrest Place you weapons on the ground - slowly. Any spellcasting will be met with deadly force." The sergeant then either takes them to Lt. Licot (if the PCs are not belligerent) or Lt. Licot appears (if it looks like combat is about to happen). The lieutenant asks the sergeant, "What in the Nine Hells is going on Sergeant Kaddren?" The sergeant says nothing (and it is obvious that the sergeant doesn't particularly like the lieutenant) but points at (PC wearing the amulet). The lieutenant looks at (PC), does a double take,
and then sighs heavily. He tells the sergeant to back down as he walks over to join the sergeant and the other guards. Sgt. Kaddren begins to protest at this but Lt. Licot cuts him off and says, "You did well sergeant and you will be commended. But trust me; these people aren't what we are looking for." Again Sgt. Kaddren protests, at this Licot gets stern and orders the sergeant to stand down. He then turns to the PCs and apologizes, "I'm sorry about that bit of confusion I hope you were not unduly troubled. The city guards have certain orders that they must obey." If the PCs express interest, Lt. Licot appraises them carefully, then invites then to his office where he will "Discuss the matter more fully out of hidden ears." Once the PCs and the lieutenant are away from the street and presumably in Licot's office, the lieutenant explains about the rash of murders in Magnimar. "Merchants, politicians, crooked guards, and moneylenders have been showing up dead their bodies mutilated, faces missing, and chests carved with seven-pointed stars". "Obviously tensions are high and Sgt. Kaddren, a young man in an influential family of Magnimar, was currying favor and attempting to make a coup to advance his career. He's a good sort," Licot says, "just quick to jump to conclusions and make rash assumptions." If the PCs ask to become involved in the investigation, Licot will look doubtful, frown, and then saw, "Well, you would have to take that inquiry to the Halls of Virtue in the Capital District. One of the Justices there will have to make that decision." If the PCs continue to question Licot, Licot will stop them and say, "Look. I understand that you are goodly sorts and you want to keep people from being hurt or murdered, and I applaud that. But I am under orders not to discuss these things with outsiders. What I have told you so far can be heard in any tavern or festhall in the city. "Now, if you have other information you can tell me and I can pas that on to the city
and the guard." He sits back and waits for their response. Assuming the PCs tell them what they suspect, or about Aldern Foxglove's involvement, or anything about the Brotherhood of the Seven, Licot will start to take notes. Once this is done, Licot will excuse himself, showing the PCs out. He will then hurry off into the city to take his findings to the appropriate people. Behind the scenes: Licot hurries to the Halls of Justice and tells the PCs' information to the first Justice he can find (Justice Ironbriar of course). Ironbriar then sets things up so that Licot is either taken captive (if the PCs were friendly with the lieutenant) or killed. His body (or his trussed form) will be found at the Seven's Sawmill. If the PCs go to the Halls of Justice, they will either find Ironbriar or be shown to Ironbriar. Ironbriar will politely listen to their tale, ask appropriate questions, and try to figure out exactly how much the PCs know. If the PCs show Ironbriar the keys they have found, Ironbriar will immediately recognize the key's heraldry as the Foxglove family's heraldry. He will attempt to take the key from the PCs, but won't push it if the PCs refuse. Once this is done, Ironbriar will ask where the PCs are staying in town (if they haven't arranged lodging he recommends The Scarlet Raven, an inn off Three Mast Street, near the Avenue of Sails). He will then caution them to not share this information with anyone, implying that there may be an insider in the Halls of Justice working with the murderer. Ironbriar will again thank them, politely but distantly, and show them to the door. After the PCs leave, Ironbriar will set his merry band of murders on the PCs’ trail and they will have visits in the nights by assassins. Any attempt to track down Licot will fail; even Kaddren will become worried at Licot’s absence. Attempts to find Ironbriar will also fail, his seneschal (a middle-aged gnome by the name of Ivohn Windchaser) will say that he is one city
business and it is unknown when he will return. Hopefully, the PCs will then take things into their own hands and investigate Foxglove Manor on their own. However, they should be one or two more faceless stalkers at the townhouse, and all the skinsaw men at the Seven's Sawmill should be alert and ready for the PCs when they come to the sawmill.
In Magnimar When the PCs enter Alderns townhouse, allow them DC 25 Listen checks. Those who succeed hear, from upstairs a voice that says quietly "they're here. Be ready." On the second floor, they can make another DC 15 Listen check to hear the clink of glass bottles and a soft feminine giggle. When they reach the top floor, they see what look like three young humans in affluent clothes lounging about in the empty house. One is relaxing on the couch, drinking from a glass wine bottle. The other two, a young man and woman, are sitting close together on the bed, making out. When they see the PCs, they yell in surprise, and the young woman hides on the other side of the bed. Obviously, they're just a bunch of bored rich kids hanging out in an empty house. They can explain to the PCs that the place has been empty for weeks, and that workmen boarded it up some time ago. The three “nobles” act very impressed by the PCs, and ask them all sorts of enthusiastic questions about their investigations. The young woman actually comes up the handsomest-looking Male PC and shyly says her name is Andrea Karlov, and offers to show him around Magnimar, since he's new in town. Allow the PCs Spot checks versus her Sleight of Hand check to notice that she has palmed a long knife from inside her sleeve. Those who make the check get to act in the surprise round as she abruptly Sneak Attacks the PC she was talking to, a sweet smile on her face. At this point, the other two stalkers Draw their weapons and assume their natural forms, Sneak attacking PCs who still have not acted yet. The young man stands and draws his filigreed long sword; an odd expression crossing his face, as though he was having intestinal trouble. His expression changes into one of sudden relief as abruptly, his features puff up and bulge out, his arms extend, and all previous evidence of humanity is erased in an instant. (Show them the Picture of a faceless stalker.) It then rotates his shoulders bonelessly and gives a sigh of contentment, "Damn, that felt good."
The Stalkers then follow the listed tactics, fleeing once the first one dies.
Foxglove’s Townhouse (EL 6) F A C E L E S S S T A L K E R S (2) CR 4
Usually CE Medium aberration (shapechanger) Init +7; Senses darkvision 60 ft.; Listen +2, Spot +2 DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) hp 42 (5d8+20) Fort +5, Ref +4, Will +6 DR 5/piercing or slashing OFFENSE
Spd 30 ft. Melee mwk longsword +8 (1d8+4/19–20) or slam +7 (1d4+6) Space 5 ft.; Reach 10 ft. Special Attacks sneak attack +2d6 TACTICS
Before Combat Given the opportunity, a faceless stalker prefers to enter combat in an assumed shape so it can revert to its actual form in the first round of combat to gain its morale bonuses as soon as the fight begins. During Combat The faceless stalkers attempt to keep one foe flanked at all times, fighting near walls if possible to prevent the same happening to them. Morale The faceless stalkers fight until one is killed, whereupon the other attempts to flee. It does not return to its lair in the Shadow Clock, as it is terrified of Xanesha’s likely response to its failure— instead it tries to flee the city entirely to return to the Mushfens. STATISTICS
Str 18, Dex 16, Con 18, Int 12, Wis 15, Cha 16 Base Atk +3; Grp +7 Feats Combat Reflexes, Improved Initiative Skills Bluff +11, Disguise +11 (+21 when using change shape), Escape Artist +15, Sleight of Hand +13 Languages Aquan, Common; tongues SQ change shape, elastic, faceless Gear masterwork longsword SPECIAL ABILITIES
Change Shape (Su) A faceless stalker can assume the form of a Medium humanoid at will, although this transformation is somewhat painful for the faceless stalker. Assuming a new form takes 10 minutes of concentration—a faceless stalker generally seeks out a safe and secluded place before beginning to assume a new form. Once a new shape is assumed, the faceless stalker can maintain that form indefinitely. The creature can revert to its true form as a free action, its shape rippling and snapping back into its true shape instantly. For 1 round after reverting to its true form, a faceless stalker gains a +2 morale bonus on all attack rolls, weapon damage rolls, skill checks, and saving throws. The faceless stalker’s actual statistics don’t change when it assumes a humanoid form, and it retains all of its other extraordinary abilities. It does not gain any of the assumed form’s abilities; it cannot gain a fly speed, the ability to breathe water, or any other extraordinary abilities either. Any items or gear worn by the faceless stalker when it changes form are not absorbed by the new form—they continue to be worn by its new shape. A faceless stalker that uses this ability to disguise itself as a specific individual gains a +10 circumstance bonus on its Disguise check. Elastic (Ex) A faceless stalker’s body is boneless and rubbery, affording it resistance to bludgeoning attacks and granting a +12 racial bonus on Escape Artist checks. It can extend the length of its limbs, providing it with a longer reach than most creatures of its size. A faceless stalker can slither through gaps as narrow as an inch wide, although it must leave behind most of its gear to do so—moving through a narrow space like this costs the faceless stalker 3 squares of movement per 5 feet traveled. Faceless (Ex) In its natural form, a faceless stalker has no real facial features. Its eyes, mouth, nostrils, and ears are little more than tiny slits in the folds and whorls of flesh and color that decorate its head. A faceless stalker in its true form gains a +4 bonus on any saving throws made against
Skinsaw Mask Aura faint necromancy [evil]; CL 3rd Slot head; Price 1,500 gp DESCRIPTION This hideous mask resembles a patchwork deformed face, with one bulbous eye, a grimacing mouth of long teeth, and no noticeable nose. When worn, the mask fills the wearer’s mind with hideous whispers and images of murder and violence. It heightens his ability to sense fear. He can smell the cold sweat brought on by terror and hear the thundering beating of a frightened heart. Further, fresh blood glows brightly to him, to the extent that he can see the shimmering traceries of living circulatory systems pumping away in the bodies of those around him. These enhancements grant +2 competence bonuses on Listen, Search, and Spot checks made against creatures that aren’t immune to fear. Further, the ability to see so plainly the map of a target’s arteries and veins grants the wearer a +1 profane bonus on damage with slashing weapon attacks made against living creatures. Wearing a skinsaw mask leaves hideous mental scars; when the mask is donned, the wearer takes 1 point of Charisma damage as his thoughts become tangled with images of murder. CONSTRUCTION
Requirements Craft Wondrous Item, deathwatch;
visual attacks (such as gaze weapons), odorbased attacks, and sonic attacks. Sneak Attack (Ex) A faceless stalker deals +2d6 points of damage when its target is denied its Dexterity bonus to Armor Class or is flanked. This ability works the same as the rogue ability. Tongues (Su) A faceless stalker is under the constant effect of a tongues spell; this ability cannot be dispelled. Feats Faceless stalkers are proficient with light armor and all simple and martial weapons.
D3. The Undermill (EL 5) S K I N S A W C U L T I S T S (3) CR 2 Human rogue 1/cleric 1 NE Medium humanoid Init +6; Senses Listen +2, Spot +6 DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d6+1d8+2) Fort +3, Ref +4, Will +4 OFFENSE
Spd 30 ft. Melee mwk war razor +2 (1d4+1/18–20) Special Attacks death touch 1/day (1d6 damage), sneak attack +1d6, rebuke undead 2/day (–1, 2d6) Spells Prepared (CL 1st) 1st—command (DC 13), disguise selfD (DC 13), shield of faith 0—light, mending, virtue D domain spell; Domains Death, Trickery
Death Touch (Su): Usable 1/day. This produces a death effect. On a succesful melee touch attack against a living creature, roll 1d6 per cleric level. If the total of these dice at least equals the creature’s current hit points, it dies (no save).
D4. Lumber Collection (EL 5) S K I N S A W C U L T I S T S (4) CR 2 Human rogue 1/cleric 1 NE Medium humanoid Init +6; Senses Listen +2, Spot +6
TACTICS
DEFENSE
Before Combat If the cultist have warning, they will don their skinshaw masks in preparation for conflict. If enough time is available, they then cast shield of faith. If not, casting shield of faith is their first actions. During Combat A Skinsaw Cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery. The cultist continually move about attempting to set up flanking opportunities for their fellows. Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 12 (1d6+1d8+2) Fort +3, Ref +4, Will +4
STATISTICS
Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 8 Base Atk +0; Grp +1 Feats Improved Initiative, Martial Weapon (war razor) Skills Balance +6, Climb +5, Hide +6, Knowledge (local) +4, Knowledge (religion) +1, Listen +22, Move Silently +6, Search +42, Sleight of Hand +6, Spot +62, Tumble +6 Languages Common, Infernal SQ spontaneous casting (inflict spells), trapfinding Other Gear leather armor, masterwork war razor, skinsaw mask, 20 gp SPECIAL ABILITIES
2
Add +2 while masked with a skinsaw mask
OFFENSE
Spd 30 ft. Melee mwk war razor +2 (1d4+1/18–20) Special Attacks death touch 1/day (1d6 damage), sneak attack +1d6, rebuke undead 2/day (–1, 2d6) Spells Prepared (CL 1st) 1st—command (DC 13), disguise selfD (DC 13), shield of faith 0—light, mending, virtue D domain spell; Domains Death, Trickery TACTICS
Before Combat If a warning is given, the cultist are wearing their skinshaw masks and have their war razors available. During Combat A Skinsaw Cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Each cultist tries to maneuver to allow his comrades to flank their opponents. They react to intruders with smiles as they slowly work themselves into flanking positions before attacking. Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill. STATISTICS
Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 8 Base Atk +0; Grp +1 Feats Improved Initiative, Martial Weapon (war razor)
Skills Balance +6, Climb +5, Hide +6, Knowledge (local) +4, Knowledge (religion) +1, Listen +23, Move Silently +6, Search +43, Sleight of Hand +6, Spot +63, Tumble +6 Languages Common, Infernal SQ spontaneous casting (inflict spells), trapfinding Other Gear leather armor, masterwork war razor, skinsaw mask, 20 gp SPECIAL ABILITIES
Death Touch (Su): Usable 1/day. This produces a death effect. On a succesful melee touch attack against a living creature, roll 1d6 per cleric level. If the total of these dice at least equals the creature’s current hit points, it dies (no save).
D5. Log Splitters (EL 6) S K I N S A W C U L T I S T S (4) CR 2 Human rogue 1/cleric 1 NE Medium humanoid Init +6; Senses Listen +2, Spot +6 DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 12 (1d6+1d8+2) Fort +3, Ref +4, Will +4
Additionally, the cultist here may try to maneuver to bull rush their enemies into the log splitter (see text within the module). Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill. STATISTICS
Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 8 Base Atk +0; Grp +1 Feats Improved Initiative, Martial Weapon (war razor) Skills Balance +6, Climb +5, Hide +6, Knowledge (local) +4, Knowledge (religion) +1, Listen +24, Move Silently +6, Search +44, Sleight of Hand +6, Spot +64, Tumble +6 Languages Common, Infernal SQ spontaneous casting (inflict spells), trapfinding Other Gear leather armor, masterwork war razor, skinsaw mask, 20 gp SPECIAL ABILITIES
Death Touch (Su): Usable 1/day. This produces a death effect. On a successful melee touch attack against a living creature, roll 1d6 per cleric level. If the total of these dice at least equals the creature’s current hit points, it dies (no save).
D6. Workshop (EL 3 or 10)
OFFENSE
Spd 30 ft. Melee mwk war razor +2 (1d4+1/18–20) Special Attacks death touch 1/day (1d6 damage), sneak attack +1d6, rebuke undead 2/day (–1, 2d6) Spells Prepared (CL 1st) 1st—command (DC 13), disguise selfD (DC 13), shield of faith 0—light, mending, virtue D domain spell; Domains Death, Trickery
S K I N S A W C U L T I S T S (2) CR 2 Human rogue 1/cleric 1 NE Medium humanoid Init +6; Senses Listen +2, Spot +6 DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 12 (1d6+1d8+2) Fort +3, Ref +4, Will +4
TACTICS
OFFENSE
Before Combat If a warning is given, the cultist are wearing their skinshaw masks and have their war razors available. During Combat A Skinsaw Cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Each cultist tries to maneuver to allow his comrades to flank their opponents.
Spd 30 ft. Melee mwk war razor +2 (1d4+1/18–20) Special Attacks death touch 1/day (1d6 damage), sneak attack +1d6, rebuke undead 2/day (–1, 2d6) Spells Prepared (CL 1st) 1st—command (DC 13), disguise selfD (DC 13), shield of faith 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 Aura moderate enchantment; CL 7th Slot head; Price 12,000 gp
TACTICS
Before Combat If a warning is given, the cultist are wearing their skinshaw masks and have their war razors available. During Combat A Skinsaw Cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Each cultist tries to maneuver to allow his comrades to flank their opponents. The cultists react to intruders with feigned concern for their safety before donning masks and drawing razors. Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill. STATISTICS
Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 8 Base Atk +0; Grp +1 Feats Improved Initiative, Martial Weapon (war razor) Skills Balance +6, Climb +5, Hide +6, Knowledge (local) +4, Knowledge (religion) +1, Listen +25, Move Silently +6, Search +45, Sleight of Hand +6, Spot +65, Tumble +6 Languages Common, Infernal SQ spontaneous casting (inflict spells), trapfinding Other Gear leather armor, masterwork war razor, skinsaw mask, 20 gp
DESCRIPTION This disturbing mask appears as a single long strip of pliant human skin, stitched into a widening spiral by black thread. Gaps between the stitching allow the wearer to see and breathe through the unsettling mask. A reaper’s mask functions identically to a skinsaw mask (see above) allows the wearer to cast confusion twice per day. CONSTRUCTION
Requirements Craft Wondrous Item, confusion, deathwatch; Cost 6,000 gp, 480 XP
NE Medium humanoid Init +6; Senses low-light vision; Listen +8, Spot +8 DEFENSE
AC 23, touch 19, flat-footed 17 (+4 armor, +3 deflection, +6 Dex) hp 40 (1d6+6d8+7) Fort +6, Ref +10, Will +7 (+2 against enchantment) Immune sleep effects OFFENSE
Spd 30 ft. Melee +1 war razor +11 (1d4/18–20) Special Attack rebuke undead 4/day (+1, 2d6+7), sneak attack +1d6 Spells Prepared (CL 7th)
SPECIAL ABILITIES
Death Touch (Su): Usable 1/day. This produces a death effect. On a succesful melee touch attack against a living creature, roll 1d6 per cleric level. If the total of these dice at least equals the creature’s current hit points, it dies (no save).
D7. Ironbriar’s Office (EL 6) JUSTICE IRONBRIAR
CR 7 6
Male elf rogue 1/cleric 6 (Norgorber) 5
Add +2 when masked with a skinsaw mask
6
Alternatively, Justice Ironbriar could be a Black Flame Zealot from Unapproachable East. Making Ironbriar a Cleric 6/Rogue 1/Black Flame Zealot 1 increases his CR to 8. Make these changes:
• •
Justice Ironbriar has 58 hp Justice Ironbriar’s AC is 24
•
His attack is melee +1 war razor +13 (1d4+2/1820)
•
Saves Change to Fort +6 Ref +12 Will +9 • Spells Cast o Shield of Faith CL 6th o Divine Favor CL 6th o Bears Endurance CL 6th o Cats Grace CL 6th o Undetectable Alignment CL 6th o Invisibility CL 6th
•
After his casts all his prep spells while invisible sneaks into the Workshop and uses his death attack then helps the Scarecrow kill of the PCs • Death Attack DC 13 • He is also Immune to Fear
•
He also has a Wand of Dispel Magic CL 10th with 4 charges on it, his Mithral shirt is a Mithral Shirt +1 Treasure there is also 1000 Gp with his collection of books.
3rd—bestow curse (DC 15), cure serious wounds, suggestionD (DC 15) nd 2 —bear’s endurance†, cat’s grace†, cure moderate wounds, invisibility†D, undetectable alignment† 1st—charm personD (DC 13), command (DC 13), cure light wounds, divine favor, shield of faith† 0—cure minor wounds (2), light, mending, read magic, virtue D domain spell; Domains Charm, Trickery † - already cast TACTICS
Before Combat Ironbriar prepares for combat by casting bear’s endurance, cat’s grace, shield of faith, and invisibility; the effects of these spells are included in his stats. During Combat Ironbriar prefers to let his cultists fight in melee, himself hanging back to use his spells at range. Once he’s cast his ranged spells, he casts bestow curse, holds the charge, and steps in to touch the PC who seems to be the most dangerous, after which he fights with his magic war razor. Morale As long as he remains under the effect of Xanesha’s charm monster spell, Ironbriar fights to the death. If the charm effect ends, he suddenly realizes how the lamia matriarch has been using him and immediately offers the PCs a deal, as detailed under Development. If the PCs refuse to deal with Ironbriar, he does his best to escape into the city—he abandons his life here and attempts to flee Varisia aboard a trade ship bound for the distant south. STATISTICS
Str 8, Dex 22, Con 12, Int 14, Wis 14, Cha 12 Base Atk +4; Grp +3 Feats Combat Reflexes, Martial Weapon Proficiency (war razor), Weapon Finesse Skills Bluff +11, Concentration +5, Decipher Script +6, Diplomacy +13, Forgery +6, Hide +10, Intimidate +7, Knowledge (local) +6, Knowledge (religion) +8, Listen +8, Move Silently +10, Search +4, Spot +8 SQ spontaneous casting (inflict spells), trapfinding Languages Common, Draconic, Elven, Infernal Combat Gear wand of cure moderate wounds (12 charges)
Other Gear mithral shirt, +1 war razor, reaper’s mask SPECIAL ABILITIES
Charm Domain (Ex) Once per day, Justice Ironbriar can boost his Charisma by 4 points. Activating this power is a free action. The Charisma increase lasts 1 minute.
E1. The Scarecrow’s Lair (EL 8) THE SCARECROW
CR 8
Lifespark elite flesh golem (MM 135; Advanced Bestiary 159) CE Large construct Init +1; Senses darkvision 60 ft., low-light vision; Listen +1, Spot +1 DEFENSE
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size) hp 79 (9d10+30) Fort +3, Ref +4, Will +4; –2 against mindaffecting effects Defensive Abilities construct traits; DR 5/adamantine OFFENSE
Spd 30 ft. Melee +1 scythe +14/+9 (2d6+11/×4) or 2 slams +12 (2d8+7) Space 10 ft.; Reach 10 ft. TACTICS
During Combat The Scarecrow does not pursue foes up the stairs, but it does chase after anyone who tries to escape into the Shadow district. Morale Although a construct and loyal to the cult, the Scarecrow values its life as well. If brought below 20 hit points it tries to escape into the ocean, where it remains for days until it feels brave enough to emerge and seek out someone it can bully into repairing its damage. STATISTICS
Str 25, Dex 13, Con —, Int 12, Wis 13, Cha 10 Base Atk +6; Grp +17 Feats Martial Weapon Proficiency (scythe), Power Attack, Stealthy, Weapon Focus (scythe) Skills Climb +19, Hide +16, Move Silently +15
Languages Common, Infernal SQ open mind Gear +1 scythe, cloak of elvenkind SPECIAL ABILITIES
Immune to Magic (Ex) The Scarecrow is immune to any spell or spell-like ability that allows spell resistance. Any magical attack that deals cold or fire damage slows the Scarecrow for 2d6 rounds (no saving throw). Any magical attack that deals electricity damage breaks any slow effect on the Scarecrow and heals 1 point of damage for every 3 points of damage the attack would otherwise deal; excess hit points are gained as temporary hit points. Open Mind (Ex) Unlike standard flesh golems, the Scarecrow is self-aware and possesses a personality, and it does not have a chance of going berserk. It is not immune to mindaffecting attacks, and in fact takes a –2 penalty on saving throws against mindaffecting effects.
E3. The Bells (EL 7) F A C E L E S S S T A L K E R S (3) CR 4
Usually CE Medium aberration (shapechanger) Init +7; Senses darkvision 60 ft.; Listen +2, Spot +2 DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) hp 42 (5d8+20) Fort +5, Ref +4, Will +6 DR 5/piercing or slashing OFFENSE
Spd 30 ft. Melee mwk longsword +8 (1d8+4/19–20) or slam +7 (1d4+6) Space 5 ft.; Reach 10 ft. Special Attacks sneak attack +2d6 TACTICS
Before Combat Given the opportunity, a faceless stalker prefers to enter combat in an assumed shape so it can revert to its actual form in the first round of combat to gain its morale bonuses as soon as the fight begins. During Combat The faceless stalkers attempt to keep one foe flanked at all times,
fighting near walls if possible to prevent the same happening to them. Morale The faceless stalkers fight until one is killed, whereupon the other attempts to flee. It does not return to its lair in the Shadow Clock, as it is terrified of Xanesha’s likely response to its failure— instead it tries to flee the city entirely to return to the Mushfens. STATISTICS
Str 18, Dex 16, Con 18, Int 12, Wis 15, Cha 16 Base Atk +3; Grp +7 Feats Combat Reflexes, Improved Initiative Skills Bluff +11, Disguise +11 (+21 when using change shape), Escape Artist +15, Sleight of Hand +13 Languages Aquan, Common; tongues SQ change shape, elastic, faceless Gear masterwork longsword SPECIAL ABILITIES
Change Shape (Su) A faceless stalker can assume the form of a Medium humanoid at will, although this transformation is somewhat painful for the faceless stalker. Assuming a new form takes 10 minutes of concentration—a faceless stalker generally seeks out a safe and secluded place before beginning to assume a new form. Once a new shape is assumed, the faceless stalker can maintain that form indefinitely. The creature can revert to its true form as a free action, its shape rippling and snapping back into its true shape instantly. For 1 round after reverting to its true form, a faceless stalker gains a +2 morale bonus on all attack rolls, weapon damage rolls, skill checks, and saving throws. The faceless stalker’s actual statistics don’t change when it assumes a humanoid form, and it retains all of its other extraordinary abilities. It does not gain any of the assumed form’s abilities; it cannot gain a fly speed, the ability to breathe water, or any other extraordinary abilities either. Any items or gear worn by the faceless stalker when it changes form are not absorbed by the new form—they continue to be worn by its new shape. A faceless stalker that uses this ability to disguise itself as a specific individual gains a +10 circumstance bonus on its Disguise check.
Elastic (Ex) A faceless stalker’s body is boneless and rubbery, affording it resistance to bludgeoning attacks and granting a +12 racial bonus on Escape Artist checks. It can extend the length of its limbs, providing it with a longer reach than most creatures of its size. A faceless stalker can slither through gaps as narrow as an inch wide, although it must leave behind most of its gear to do so—moving through a narrow space like this costs the faceless stalker 3 squares of movement per 5 feet traveled. Faceless (Ex) In its natural form, a faceless stalker has no real facial features. Its eyes, mouth, nostrils, and ears are little more than tiny slits in the folds and whorls of flesh and color that decorate its head. A faceless stalker in its true form gains a +4 bonus on any saving throws made against visual attacks (such as gaze weapons), odorbased attacks, and sonic attacks. Sneak Attack (Ex) A faceless stalker deals +2d6 points of damage when its target is denied its Dexterity bonus to Armor Class or is flanked. This ability works the same as the rogue ability. Tongues (Su) A faceless stalker is under the constant effect of a tongues spell; this ability cannot be dispelled. Feats Faceless stalkers are proficient with light armor and all simple and martial weapons.
E6. The Angel (EL 10) XANESHA
CR 10
Lamia matriarch sorcerer 2 Always CE Large monstrous humanoid (shapechanger) Init +6; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2 DEFENSE
AC 34, touch 17, flat-footed 28 (+4 armor, +4, shield, +1 deflection, +6 Dex, +9 natural, –1 size, +1 haste) hp 142 (12d8+2d4+48) Fort +11 (+13 against poison), Ref +16 (+1 for haste), Will +16 Immune mind-affecting effects; SR 18 OFFENSE
Impaler of Thorns Aura moderate enchantment; CL 7th Slot — (held); Price 9,000 gp DESCRIPTION The impaler of thorns is an ancient weapon dating back to Thassilonian times, where it was often used by city guards to aid in breaking up civil unrest. An impaler’s shaft is made of darkwood, its head a thorn-like, wide-bladed barb. When used in combat, successful critical hits are accompanied by an unsettling screech, as of some wild beast in anger. Otherwise it is equivalent to a +1 longspear. Once per day as it strikes a foe, you can trigger it (as a free action) to unleash a 30-foot-radius burst of despair that affects all creatures not wielding an impaler of thorns. Creatures affected must make DC 16 Will saves or become overwhelmed with sadness and despair, suffering a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 6 minutes. The target struck when this effect is triggered must also make a second DC 16 Will save to resist becoming nauseated with despair for 1 round. CONSTRUCTION
Requirements Craft Magic Arms and Armor, cat’s grace, delay poison; Cost 4,500 gp, 360 XP
Spd 70 ft., climb 70 ft., swim 70 ft.; fly 60 ft.; decrease to 40 ft., climb 40 ft., swim 40 ft.; fly 60 ft. if haste is dispelled Melee impaler of thorns +20/+15/+10 (2d6+9/19–20/×3 plus 1 Wisdom drain) or touch +18 (2d4 Wisdom drain) or Melee (hasted) impaler of thorns +20/+20/+15/+10 (2d6+9/19–20/×3 plus 1 Wisdom drain) or touch +18/+18 (2d4 Wisdom drain) Space 10 ft.; Reach 5 ft. Spell-Like Abilities (CL 10th) At will—charm monster (DC 21), ventriloquism (DC 18) 3/day—deep slumber (DC 20), dream, major image (DC 20), mirror image†, suggestion (DC 20) Spells Known (CL 8th, +18 ranged touch) 4th (4/day)—dimension door 3rd (5 (7)/day)—fly†, haste† 2nd (6 (8)/day)—invisibility†, scorching ray, silence† (DC 19)
1st (6 (8)/day)—cure light wounds, divine favor, mage armor†, magic missile, shield† 0 (6/day)—acid splash, dancing lights, daze (DC 17), detect magic, ghost sound (DC 17), mage hand, mending, prestidigitation † - already cast TACTICS
Before Combat If she realizes the PCs are near (as is the case if the faceless stalkers drop a bell), Xanesha casts fly, mage armor, and shield on herself. If she has a chance just prior to combat (as is the case if she hears the PCs approaching her lair) she also casts mirror image, haste, and invisibility, and then silence on a timber near the entrance to her lair. These effects are incorporated into her stats. During Combat Xanesha activates her Sihedron medallion’s false life ability and casts divine favor (enhanced by Silent Spell (+1 spell level) if necessary) on the first round of combat. If she’s still invisible, she casts a major image to make an illusory flying demon appear in a cloud of smoke that then begins to circle the top of the tower. On round three, hopefully as the PCs are distracted, she attempts to petrify a PC near the edge using her mask; this, of course, makes her visible. After this attack, she prefers to fight in melee. She may try to topple a petrified PC off the edge to smash into fragments on the ground 160 feet below. If reduced to less than 60 hit points, she flies out into the sky around the tower to continue the fight using her spells. Morale Xanesha attempts to flee Magnimar, abandoning her plot and the scroll hidden in her nest, if she’s reduced to 20 hit points or less. If she escapes, she cuts ties with her kin and Mokmurian, afraid of the punishment for failure. She grows obsessed with the PCs, seeing their capture as the only way she can redeem herself to 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
Feats Extend Spell, Improved Critical (spear), Power Attack, Silent Spell, Weapon Focus (spear) Skills Bluff +19, Concentration +18, Knowledge (arcana) +15, Knowledge (local) +14, Spellcraft +19, Tumble +15, Use Magic Device +24 Languages Abyssal, Common, Draconic SQ alternate form Other Gear impaler of thorns, medusa mask, Sihedron medallion (+1 resistance bonus on all saves, false life as free action 1/day at CL 5th; see Pathfinder #1, p.55), snakeskin tunic, ring of protection +1 SPECIAL ABILITIES
Alternate Form (Su) A lamia matriarch has a single humanoid form that she can assume as a standard action—most lamia matriarchs have human, elven, or half-elven alternate forms. Their appearance in this form is identical from the waist up to their serpentine form, yet in humanoid form the lamia matriarch is Medium sized (–8 Strength, +2 Dex, –4 Constitution), cannot use her Wisdom drain attack, and has a base speed of 30 feet. Wisdom Drain (Su) A lamia matriarch drains 2d4 points of Wisdom each time she hits with her melee touch attack. If she strikes a foe with a melee weapon, she drains 1 point of Wisdom instead. Unlike with other kinds of ability drain attacks, a lamia matriarch does not heal damage when she uses her Wisdom drain. Skills Lamia matriarchs have a +4 racial bonus on Bluff, Tumble, and Use Magic Device checks. Spells Lamia matriarchs cast spells as 6th-level sorcerers, and can also cast spells from the cleric list. Cleric spells are considered arcane spells for a lamia matriarch, meaning that the creature doesn’t need a divine focus to cast them.
1st Command (DC 13), Shield of Faith (already cast), disguise selfD 0 Virtue, Mending (2) D domain spell; Domains Death, Trickery
Alternate Monsters SLIGHTLY GREATER GHOUL CR 1
CE Medium Undead Init +3; Senses darkvision 60-ft; Listen +2, Spot +8 Languages Common DEFENSE
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural) hp 19 (3 HD) Immune Undead traits Resist +2 turn resistance Fort +1, Ref+4 Will+5 OFFENSE
Speed 30-ft Melee Bite +4 melee (1d6+2 plus paralysis) and 2 claws +1 (1d4+1 plus paralysis) Special Attacks Ghoul Fever, paralysis STATISTICS
Str 14, Dex 16, Con -, Int 12, Wis 14, Cha 15 Base Atk +1; Grp +3 Feats Multiattack, Weapon Focus (bite) Skills Balance +7, Climb +5, Hide +8, Jump +7, Move Silently +8, Spot +8 SPECIAL ABILITIES
Ghoul Fever (su) Disease-bite, Fort DC 13, inc 1 day, 1d3 con and 1d3 dex Paralysis (ex) DC 13 Fort, Paralysis for 1d4+1 rounds Alternate Skinsaw Cultists
S K I N S A W C U L T I S T CR 3
Male Human Cleric 1/Rogue 2 CE Medium Humanoid (human) Init +6; Senses Listen +2, Spot +6 Languages Common
STATISTICS
Str 12, Dex 15, Con 12, Int 10, Wis 14, Cha 8 Base Atk +1; Grp +2 SQ Turn Undead, Evasion, spontaneously cast Inflict Spells Feats Improved Initiative, Weapon Finesse, Martial Weapon (razor) Skills Balance +7, Climb +6, Hide +7, Knowledge (local) +5, Knowledge (religion) +1, Listen +37, Move Silently +7, Search +57, Sleight of Hand +7, Spot +77, Tumble +7 Possessions Leather Armor, masterwork war razor, Skinsaw Mask, 20 gp SPECIAL ABILITIES
Death Touch (Su): Usable 1/day. This produces a death effect. On a succesful melee touch attack against a living creature, roll 1d6 per cleric level. If the total of these dice at least equals the creature’s current hit points, it dies (no save). I was thinking that the Lamia Matriarch (Pathfinder 2, p. 92-93) would look an awful lot like a marilith, if it had six arms. So below are the changed stats for a 6-armed lamia matriarch. The Obah-Blessed template (Dungeon 136, p. 61) adds the extra arms. I’ve only listed changed stats (except for including Will mod and BAB for line integrity). In place of Two-Weapon Fighting, I’ve included Oversized Two-Weapon Fighting (Complete Adventurer, p. 111), as the template gives Multiweapon Fighting as a bonus feat. An alternative replacement feat could be Practiced Spellcaster (Complete Arcane/Complete Divine).
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 armor, +2 Dex, +2 shield of faith) hp 19 (2d6+1d8+3) Fort +3, Ref +5, Will +4 OFFENSE
Speed 30-ft Melee mwk war razor +4 (1d4+2/18-20) Special Attacks Death Touch 1/day (1d6) Attack Options Sneak Attack +1d6 Spells prepared (CL 1st):
6-A R M E D L A M I A M A T R I A R C H CR 10 Init +7 DEFENSE
AC 25, touch 16, flat-footed 18 (+7 Dex, +9 natural, -1 size) hp 126 (12d8+72) 7
- Add +2 when masked with a skinsaw mask
Fort +10, Ref +15, Will +13 OFFENCE
Melee +1 scimitar +18/+13/+8 (1d8+8/15-20 plus 1 Wisdom drain) and Melee five +1 scimitars +18/+13/+8 (1d8+4/1520 plus 1 Wisdom drain) or Melee touch +18 (2d4 Wisdom drain) Spell-Like Abilities (CL 10th: At will—charm monster (DC 24), ventriloquism (DC 21) 3/day—deep slumber (DC 23), dream, major image (DC 23), mirror image†, suggestion (DC 23) Spells Known (CL 6th) 4th (4/day)—dimension door 3rd (5 (7)/day)—fly†, haste† 2nd (6 (8)/day)—invisibility†, scorching ray, silence† (DC 22) 1st (6 (8)/day)—cure light wounds, divine favor, mage armor†, magic missile, shield† 0 (6/day)—acid splash, dancing lights, daze (DC 20), detect magic, ghost sound (DC 20), mage hand, mending, prestidigitation † - already cast STATISTICS
Str 24, Dex 24, Con 23, Int 16, Wis 16, Cha 26 BAB +12; Grp +31 Feats Extend Spell, Improved Critical (scimitar), Iron Will, Multiweapon Fighting, Oversized Two-Weapon Fighting, Weapon Focus (scimitar) Skills Bluff +22, Climb +15, Concentration +16, Knowledge (arcana) +13, Knowledge (any one other) +13, Spellcraft +15, Swim +15, Tumble +21, Use Magic Device +27 ECOLOGY
Treasure standard coins, standard goods, double items plus six +1 scimitars Level Adjustment +9 For a tougher version of the above, I’ve used the multi-headed creature template (Savage Species) to add three extra heads. The multi-headed template gives Combat Reflexes and Improved Initiative as bonus feats. The 16-HD ability score boost went on Con.
6-A R M E D , 4-H E A D E D L A M I A MATRIARCH CR 13
Init +11; Senses darkvision 90 ft., low-light vision; Listen +9, Spot +9 DEFENSE
AC 28, touch 16, flat-footed 21 (+7 Dex, +12 natural, -1 size) hp 261 (18d8+180) Fort +16, Ref +18, Will +16 OFFENSE
Melee Four +1 scimitar +24/+19/+14 (1d8+8/15-20 plus 1 Wisdom drain) and Melee two +1 scimitar +24 (1d8+4/15-20 plus 1 Wisdom drain) or Melee touch +24 (2d4 Wisdom drain) Spell-Like Abilities (CL 10th) At will—charm monster (DC 24), ventriloquism (DC 21) 3/day—deep slumber (DC 23), dream, major image (DC 23), mirror image†, suggestion (DC 23) Spells Known (CL 10th): 4th (4/day)—dimension door 3rd (5 (7)/day)—fly†, haste† 2nd (6 (8)/day)—invisibility†, scorching ray, silence† (DC 22) 1st (6 (8)/day)—cure light wounds, divine favor, mage armor†, magic missile, shield† 0 (6/day)—acid splash, dancing lights, daze (DC 20), detect magic, ghost sound (DC 20), mage hand, mending, prestidigitation † - already cast STATISTICS
Str 24, Dex 24, Con 30, Int 16, Wis 16, Cha 26 Base Atk +18; Grp +37 Feats Combat Reflexes, Extend Spell, Improved Critical (scimitar), Improved Initiative, Iron Will, Multiweapon Fighting, Oversized Two-Weapon Fighting, Power Attack, Practiced Spellcaster (sorcerer), Weapon Focus (scimitar) Skills Bluff +25, Climb +15, Concentration +26, Knowledge (arcana) +16, Knowledge (any one other) +16, Listen +9, Spellcraft +18, Search +9, Spot +9, Swim +18, Tumble +27, Use Magic Device +30 SQ alternate form, redundant heads, superior multiweapon fighting ECOLOGY
Treasure standard coins, standard goods, double items plus six +1 scimitars Level Adjustment +12
For an even tougher challenge, I’ve added five levels of Abjurant Champion (Complete Mage), the Arcane Strike (Complete Warrior) feat for its 21st-HD, and the elite array; the latter does not change CR. Practiced Spellcaster was replaced with Combat Casting. The 20-HD ability score boost went on Str. This matriarch probably has weapons much better than +1 scimitars (ie. those with special qualities, and/or made of particular materials) but it can be expected that it casts greater magic weapon on each of these weapons, or extended versions, each day (or every other day, if extended); the stat block assumes the spells are active at the time. Assume that it casts (extended) mage armor every other day as well. The abjurant armor, arcane boost, extended abjuration, martial arcanist, and swift abjuration abilities are class abilities of the abjurant champion. If you want to make it even tougher, add another level of sorcerer (or relevant PrC), giving it access to greater dispel magic.
6-A R M E D , 4-H E A D E D L A M I A MATRIARCH ABJURANT CHAMPION 5 CR 18 Init +12; Senses darkvision 90 ft., low-light vision; Listen +8, Spot +8 DEFENSE
AC 38, touch 17, flat-footed 30 (+8 Dex, +9 mage armor, +12 natural, -1 size) hp 365 (18d8+5d10+253) 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
4th (8/day)—cure critical wounds, improved invisibility, righteous might 3rd (9/day)—fly, haste, greater magic weapon, magic circle against good nd 2 (9/day)—death knell (DC 22), glitterdust, shield other +2 more 1st (9/day)—cure light wounds, divine favor, mage armor, shield, shield of faith 0 (6/day)—dancing lights, daze (DC 20), detect magic, ghost sound (DC 20), mage hand, mending, prestidigitation, ray of frost (DC 20), read magic STATISTICS
Str 30, Dex 27, Con 32, Int 16, Wis 14, Cha 30 Base Atk +23; Grp +45 Feats Arcane Strike, Combat Casting, Combat Reflexes, Extend Spell, Improved Critical (scimitar), Improved Initiative, Iron Will, Multiweapon Fighting, Oversized TwoWeapon Fighting, Power Attack, Weapon Focus (scimitar) Skills Bluff +27, Climb +18, Concentration +32, Knowledge (arcana) +21, Knowledge (any one other) +16, Listen +8, Ride +18, Spellcraft +23, Search +9, Spot +8, Swim +21, Tumble +28, Use Magic Device +32 SQ abjurant armor, alternate form, extended abjuration, martial arcanist, redundant heads, superior multiweapon fighting, swift abjuration. ECOLOGY
Treasure standard coins, standard goods, double items plus six +1 scimitars Level Adjustment +12
*living* flesh-eating monster. (I used the same mechanics, toning down the high stats just a little, and deleting the undead immunities and vulnerabilities.)
An alternative take on Foxglove Manor (spoilers) Mary Yamato (Pathfinder Charter Subscriber) Fairly early in Skinsaw Murders it became apparent that my player wouldn't enjoy the continuation as written. On analysis, we were both troubled by the fact that the haunts and clues clearly establish Vorel Foxglove as the source of the evil in this scenario, but the resolution of the scenario involves defeating Aldern, not Vorel. There's a method suggested for getting rid of Vorel but it reads like an afterthought (as well as involving spells a party of this level probably will not have). The player also really wanted to have a chance to save Aldern, which is tough in the main line as he's been dead for some time before there is any opportunity for the PCs to act. I ended up changing things quite a bit. I don't know that I recommend these changes in general, but for my particular game they worked well. (1)
Aldern isn't dead. Xanesha jumped the gun and sent him that very disturbing letter a bit too early. This galvanized him into searching for a way to save himself, and being the heir to a master of disease, death, and undeath, he succeeded. Unfortunately, the rituals gleaned from Vorel's notes didn't stop him from turning into a flesh-eating monster. He's just a
(2)
Ieyesha had enough perspective to know who her real enemy was, so she is not utterly fixated on Aldern's destruction; in fact, her very best outcome would be sacrificing Aldern to destroy Vorel.
(3)
Aldern, as Vorel's heir, is the key to destroying him permanently. Vorel can be lured into possessing Aldern and then will be vulnerable in ways he isn't while possessing a house.
(4)
Aldern is mostly in Skinsaw Man persona (he's stark raving mad, and no wonder) but has moments of lucidity. During one of these he writes a note to the PC of his obsession and substitutes it for one of the Skinsaw Man's notes. (My player's PCs actually found this note at Foxglove Manor, having gotten there very quickly.)
(5)
Aldern isn't home when the PCs come calling, but Ieyesha can lead them to him.
I didn't script the outcome of this situation. The PCs might well have killed Aldern on sight. As it happens, though, the PC who he was obsessed with managed to "talk him down" into a moment of lucidity and stage-manage a very tense confrontation between Aldern and Ieyesha. The PCs' final plan was for Aldern to deliberately invite Vorel's possession, and then for the PCs to use _cure disease_ to kill Vorel-in-Aldern before the lich killed them all. (With a backup plan of simply killing him, assuming they could.) This worked pretty much as described. They finished by burning the house to the ground. Then they had a marginally sane Aldern, with the powers of a ghoul; and they adopted him as a party NPC. That, I admit, I had not expected. But it's been really fun, some of the best PC/NPC interaction I've seen. Aldern got to take his revenge on Xanesha at last: cue a very uncomfortable moment as he tried to explain what happens to people he kills, to a paladin of Sarenrae who didn't at all approve.... The only person outside the party who knows the awful truth is the shopkeeper whose daughter Aldern murdered, but so far, everyone dismisses him as drunk and crazed. The PCs' reputation as the heroes of Sandpoint will take a real beating if the man can ever prove his wild claims. This is rather a fragile scenario; if the PCs simply kill Aldern it pretty much reverts to the main line. But if it goes the way I sketched, there's a lot more sense that the PCs have really defeated the evil at Foxglove Manor, not
just killed another of its victims and waited for the cycle to repeat.
Vorel’s Possession of Aldern I didn't do a full mechanical implementation, since it was pretty clear by then what resources the party had and how they were likely to proceed. I worked out a spell/spell-like list including a couple of things Vorel could cast without gestures/components/speech, and would simply have gone down that list--if the PCs had let me, which of course they were strongly motivated not to do. I think the first thing on the list was a turn undead attempt on Ieyesha. Vorel also had access to Aldern's physical abilities and could have tried escaping from his bonds, possibly succeeding--I think the PCs badly underestimated how agile and strong he was, and I would have given a rage-style bonus based on his utter disregard for whether he injured Aldern. It was, however, a one-round fight and none of this mattered. Turn undead would not have worked unless it was a full destroyundead result, impossible with the relative levels. Exorcism-type spells like Break Enchantment would have worked, but of course the PCs didn't have them. I did a later scenario with someone possessed by a similar haunting spirit. It does seem like a weak spot in the core rules, and I don't own any of the books you mention: so again I had Break Enchantment able to work, turn undead only on a destroy result, and I would have adjucated other spells case by case. In the end the PCs talked a fey power into separating ghost and victim by reincarnating the ghost. I did that character as a combination of the victim's physical stats
and physical-stat-based abilities, and the ghost's mental stats and mental-statbased 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.
New Feats Etch Schema [Item Creation] You can create a minor schema. Prerequisite: Caster level 10th. Benefit: You can create a schema of a spell or infusion. Etching a minor schema takes one day for each 1,000 gp in its base price. The base price of a minor schema is its spell or infusion level × its caster level × 400 gp. To etch a minor schema, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Alchemical Goods Acidic Fire — You can throw a flask of acidic fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d4 points of fire damage and 1d4 of acid damage. Every creature within 5 feet of the point where the flask hits takes 1 point of acid damage from the splash. On the round following a direct hit, the target takes an additional 1d4 points of fire damage. If desired, the target can use a full-round action to attempt to extinguish the acidic flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. Alchemist's Spark — You can throw a flask of alchemist’s spark as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of electrical damage. Every creature within 5 feet of the point where the alchemist’s spark hits takes 1 point of electrical damage from the splash. Alchemist's Frost — You can throw a flask of alchemist’s frost as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of cold damage. Every creature within 5 feet of the point where
the alchemist’s spark hits takes 1 point of cold damage from the splash.
New Magic Dust of Alchemic Potency is an alchemic substance that acts as a catalyst for various alchemical reactions. Adding the dust to a given alchemical item is a moveequivalent action. Once added to the substance, the dust adds one die of damage to an alchemic weapon, or doubles the duration/area effect/whatever is appropriate of the alchemic substance placed on it. Belt of Crafting — This magical item grants its wearer a +5 bonus to all craft skills for the day.
Minor Schemas Schemas are the magic of Eberron in recorded form. Dating back to the time of the Giants, schemas have been used to pass magical knowledge through the generations. An individual schema might be a few sigils carved into a stone tablet, or an elaborate scripted presentation on the torso of a warforged titan. In most cases, an individual schema represents a specific magical building block. These blocks can be combined into magical patterns, storing power ranging from simple cantrips to worldshaking destruction. A House Cannith magewright might use a simple pattern to quickly create hundreds of continual flame stones for use in street lamps, even as agents of the Emerald Claw seek to build a pattern that can replicate the destruction of Cyre. Some schemas are representations of spells or infusions, which in knowledgeable hands can be used to replicate the casting of those spells. Such items are commonly called minor schemas. A 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 infusions with a costly material component, a costly focus, or an XP cost cannot be stored in a minor schema. Minor Schemas Spell/Infusion Price Level 1st level 400 gp 2nd level 2,400 gp
Spell/Infusion Level 3rd level 4th level 5th level 6th level
Price 6,000 gp 11,200 gp 18,000 gp 26,400 gp
Description: A minor schema is usually a flat strip of some durable material (commonly metal or wood) approximately 2 inches wide and a foot or more long, with carved or etched symbols and sigils covering its face. A minor schema that stores a lowlevel spell or infusion might appear fairly simple, 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.
Aura/Caster Level: Faint (1st-level to 3rdlevel spell or infusion) or moderate (4th-level to 6thlevel spell or infusion) varied. CL minimum required to cast the spell or infusion stored in the item. Construction: Requires Etch Schema, the 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 days (3rd); 5,600 gp, 448 XP, 12 days (4th); 9,000 gp, 720 XP, 18 days (5th); 13,200 gp, 1,056 XP, 27 days (6th). Weight: — Price: 400 gp (1st), 2,400 gp (2nd), 6,000 gp rd (3 ), 11,200 gp (4th), 18,000 gp (5th), 26,400 gp (6th).
Making The Skinshaw Murders PG I have been treating the game as a mechanism to teach my boys moral lessons and to place them in situations where they are forced to make ethical decisions. This has been useful to me as a parent on several levels. First of all, it has made us all much more closer and has been a great way for us to spend time together. I oversee Blackmoor for ZG and Dave Arneson, so my sons have seen me judging at conventions and have seen multitudes of people trek though my house playing different games. They have been desperate to play, and judging for them has been a great bonding experience and excellent for all of us. If you have children in your household, I heartily recommend running a game for them. Secondly, I have been able to use the game to teach my sons ethical lessons and come to a finer understanding of their thinking and how they approach the universe. My boys are aren’t at the point where they say, “My character would…” to abstractly determine a code of conduct based on their alignment or defined character background.. Their actions are still directly informed by their personal moral compass, so the actions they take tell me quite a bit about who they are. I have been able to bring them to terms with real world causality. When my 7 year old gets mad in the Rusty Dragon and punches someone, he spend a night in the jail. When my ten year old puts 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.
Skinsaw Murders has some harsher content because it deals with domestic violence and murders within a household. I presented this in Burnt Offerings when Tsuto killed his Dad and the table of kids took it hard. I am going to make some slight adjustments. Everyone at Fox Glove Manor who was murdered, is instead going to be entrapped and used to power the haunting. The kids will have to free them instead. The murders in Sand Point will not be mutilations and not everyone will be murdered. Some folks will be abducted. I am not going to dilute the undead/ghoul issue. These kids all watched LOTR and saw what almost happened to Frodo. They are ok with that as a concept. The lesson there for them was that evil can corrupt you through contact. The changes I am making still let me teach hard lessons, but make the consequence less horrible for the victims. The largest issues so far have not been with the depth of the issues. The boys have been remarkably resilient dealing with complex ethical problems and listening to them exercise these intellectual muscles has been pretty awe inspiring. Their issues have been more with the plight of the innocent and the relatively powerless. They get a big kick out of being protectors and champions of the town. I want to continue to play to that but keep them focused on action and consequence and behavior and cost. It’s a game, but it’s also a type of story telling. Stories have been potent teaching tools since we mastered fire and began to spend nights around them making sense of the universe.
Module Questions Q: On p. 12 it says that Ibor Thorn mentions rumors that the Scarnettis have burned down several competing lumber mills in the region. In Burnt Offerings (p. 68) it says that the rumors are that the Scarnettis have burnt down several competing grain mills. A: JJ: The truth of what mills the Scarnettis may or may not be involved with will be revealed soon enough (in Pathfinder 4, in fact). Q: On page 27 the text says there are three carrionstorms waiting for the PCs as they exit the manor, but there are five listed in the statblock reference. Which is it? A: JJ: Five. Q: The spherewalker PrC (which I am generally pretty fond of, just FYI) mentions that, for characters that have no spellcasting to begin with, you basically gain access to one domain slot per class level. It then goes on to say that "bonus spells" are granted by your Wisdom score. I'm assuming this is not actually meant to imply the character would get bonus domain slots...? A: F. Wesley Schneider: There should be a paragraph break before the sentence "The number of bonus spells and spell save DCs are set by the spherewalker's Wisdom score." Characters without access to a spellcasting class do not gain access to bonus spells, despite the benefits of domain spells this class grants none spellcasters. Only 1 spell per level, regardless of Wisdom. Their spell save DCs are set by their Wisdom scores, though, as normal. Q: Turning a haunt makes it go away, so presumably rebuking them does the same.
Is there a special effect for commanding a haunt? A: JJ: If you command a haunt, it basically has the same effect as turning it; it stops bothering you and your party (or whoever you designate). But it doesn't go away; if an enemy enters the haunt's range, it would lash out at them. Q: So what happens with Iesha's Revenant if the PC's set her free and she's able to hunt down Aldern? A: JJ: The revenant knows where Aldern is, and makes a beeline for him, and only the GM at that point would know what foes stand in her way. Remember that none of the hauntings can really hurt her cause, as undead, she's immune to mindaffecting stuff. The PCs are, though, and following her will lead them through at least a few hauntings that'll slow them down; keeping up with her should be difficult. Ghouls in her path are also unlikely to attack her. It's best to assume, I think, that she makes it to Aldern relatively unharmed. At that point, if the PCs haven't kept up with her progress, you can either run the combat between them in secret to determine the outcome. OR you can just assume that Aldern defeats her but is reduced to half hit points or something like that. The point with the encounter is that Aldern's tough, and if the PCs release Iesha, she'll soften him up a little for them, making that fight a little easer. Q: I'm a little curious what the point of the Notice DCs are for the haunts in Foxglove Manor. A: If you win the Initiative, you can still certainly react to the coming haunt. The things you notice, perhaps, might give a character clues on how to prepare for what's coming. Or he could try to flee the
room before the haunt gets him. And some of those haunts make attack rolls... if you win initiative; you aren't flat footed when they strike.
stats, alas. Her AC with these effects would indeed give her a really HIGH Armor Class; touch attacks are the key here. Or perhaps a few dispel magics.
Q: I noticed that every type of haunt (including universal) has two occurrences... except the Festering haunt. Is that intentional? A: JJ: There should be 2 of all of them, festering included. If there's only one festering haunt... no big deal, I guess. We might have cut it for any number of reasons.
Clarification: Q: The Impaler of Thorns appears to be built off of a +1 longspear - is this correct? A: JJ: Don't have a copy of Pathfinder handy, but I do know that her spear is indeed built off a baseline +1 weapon.
Q & A: Magnimar Maps scale wrong? The Shadow scale is off. Easy fix is to halve the scale to 320. The Map Key is also off. See link for updated information. Q: What does "ar" after the year stand for? A: Djoc: Found out the information in an old blog post. The one about the calendar states it is Absalom Reckoning. Answers needed: Q: p92, Lamia Matriarch: In stat block: Melee touch (2d4 Wisdom), but in the description: Wisdom Drain (Su) ...deals 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
Q: Under the heading, "Sin and the PC," it instructs the DM to begin tallying when PC's undertake any noteworthy "sin"-like activity, but what should happen, if anything, if the PC's actually do the opposite? A: Firedancer: My tuppence: we're looking at instances of sin, not of virtue. Someone somewhere, sometime said something (how's that for vague) like "you can do good for all your life, but do one bad thing and you'll be remembered for that.” By extension whatever occurs in RotR #6 hooks onto these instances of sin, like a chink in the armor, hence it’s important, whereas displays of virtue are not.
Defining Haunts The best analogy for a haunt is a trap. Treat them in play as traps, but traps that are evil and freaky and have a malevolent guiding intelligence behind them. Take the first trap, the Burning Manticore, as an example. The PCs may smell burning hair the first time they pass through the room. The second time, the haunt manifests. Ask the PC who's haunted by burning to make a Spot check. If he fails the DC 20 check, the haunt manifests, makes its attack on him, and if he's hit he makes a Reflex save to avoid catching on fire. If he catches on fire, to his friends it looks like he just spontaneously combusts—he's the only one who can see the haunt, remember. Once the haunt's done its thing, that's it. It's done for a day; it can't be triggered again for 24 hours. If the haunted PC makes that DC 20 Spot check, have him roll Initiative. Describe to him the image of the manticore lurching to life, its face shifting and its fur igniting, but don't have the haunt do its thing until initiative count 10. If the PC alerts his friends that something's going on, they get to roll Initiative checks as well. Anyone who goes before 10 gets to do something about the haunt (but remember; only the haunted character can see what's going on). This includes attempts to turn undead, to run out of the room, to cast resist elements (fire) on the haunted character, and so on. At initiative count 10, the haunt triggers (unless its target is gone, in which case it fades away and can't activate again for 24 hours) and does its thing, then fades away.
Magnimar Following the map of Magnimar presented, the key should read as follows: 1: The Alabaster District 2: The Marble District 3: Naos 4: The Irespan 5: Bridgeward 6: The Capital District 7: Grand Arch 8: Vista 9: The Bazaar of Sails 10: Dockway 11: Lowcleft 12: The Arvensoar 13: Keystone 14: Beacon's Point 15: Rag's End 16: The Marches 17: Silver Shore 18: Kyver's Islet 19: Ordellia 20: Underbridge
The Common Language "Common," as a language concept, does not really work without historical context. So to answer this question, I need to give a brief history lesson (and I mean REALLY brief). 10,000 years ago, the most advanced human civilization on the planet was on the continent of Azlant, about a thousand miles southwest of Varisia. Thassilon is a contemporary of Azlant, and probably had dealings with them. The Azlanti "evolved" into a race of humans almost as arrogant as the aboleths who raised them from barbarity, which ultimately triggered a great devastation. The aboleths called down the Starstone
from the heavens, plunging it into the planet and, among other things, sinking the continent of Azlant below the waves of the Arcadian Ocean. Thassilon was likewise destroyed, and Golarion was cloaked in a thousand years of darkness. The survivors of Azlant flocked to the eastern shores of the Inner Sea (itself greatly increased in size due to the crater caused by the Starstone's impact), where they eventually formed a country called Taldor. The language of this nation, infused with Azlanti concepts as well as words and ideas from a variety of other local ancient human kingdoms, was Taldane. Taldane spread throughout Avistan (the continent on which Varisia and Cheliax are found, roughly analagous to Europe). Cheliax itself was absorbed into the growing Empire of Taldor, marking the westernmost extent of that great human kingdom. Eventually, Cheliax threw off the yoke of Taldor to become its own nation (and eventually its own empire), but it retained the language it had used for countless years. Thus the language called "Chelaxian" is the same language as Taldane, and it is found throughout Avistan and Garund (the "southern continent" across the Inner Sea from Cheliax). Taldane, then, is also sometimes called Common. Therefore, Chelaxian = Common. There are about a dozen other important human languages in the setting, but as Taldane is spoken in most of the lands once covered by the Taldorian and Chelaxian empires, it is known throughout most of the two continents that form the basis of the Pathfinder Chronicles campaign setting.
Carrion Hill Carrion Hill is a city in the nation of Ustilav, which is just east of the Hold of Belkzen (which is, itself, just east of Varisia). Socorro was probably a mass murderer or serial killer who, as part of his own route to lichdom, had to murder and sacrifice a lot of locals in gruesome and unique ways. Carrion Hill is itself a pretty rancid and nasty place... think of it as a landlocked version of the Styes (since it's the brainchild of Richard Pett, after all, and may someday feature in Pathfinder or a GameMastery adventure as an adventure site).
Geb Geb is the southernmost nation on the east coast of the southern continent of Garund (Varisia is nearly the northwestern most nation on the northern continent of Avistan). The nation is named for its immortal leader, a little-seen archmage of antiquity called Geb (a necromancer who became a ghost). Arazni is his lich queen, but her loyalty and love is split among numerous allies, earning her the nickname of "The Harlot of Geb."
Seven Deadly Sins: Adding Role-Playing I've been trying to think of roleplaying "bits" that would tempt the player characters with one of the seven deadlies. Hopefully, I can throw in one or two during each game session. 1.) A careless, drunken woodcutter drops a load of firewood onto the PC's foot. (Wrath)
2.) One of the Scarnettis offers to help sell some of the loot the PCs found. He's going to Magnimar, and wants to help them evade the local taxes. (Greed) 3.) In the tavern, a local is recounting tales of the "Heroes of Sandpoint", exaggerating their heroics and inviting them to expand upon his fanciful hyperbole. (Pride) 4.) A young man treats the characters rudely, clearly envious of their success. Later, his lovely fiancée stops by to apologize for her intended's rudeness. She has had a bit too much to drink, and makes her interest plain toward one of the PCs. (Wrath, Lust, or Envy, depending on the PC's motives) 5.) An old woman repeatedly offers the PCs delicious meals, telling them "You must eat! Look at you, you're all skin and bones!" She's very thankful that the heroes slew a goblin that had menaced her, but she clearly cannot afford such generosity. (Gluttony) 6.) When they really should be following up some of the clues they have found, the PCs are invited to a picnic by Ilsoari Gandethus. The old sage wants to find out if they're interested in the ancient Thassalonians. He won't share his more radical theories with the PCs until he knows them better. (Sloth or Pride) Obviously, PCs may navigate these hurdles without embracing any of the sins, but each has the potential for characters to realistically make suboptimal choices. I would be interested in other situations and entanglements DMs have used to help the characters "show their quality".
Giving the Ghouls More Color In order to make the fight tougher, place the ghouls where they can surprise the party in close quarters, appearing suddenly from between rows of corn, lunging up from a storm cellar, rising from the waters of an irrigation ditch. Give a few of them agricultural tools as weapons: I recommend pitchforks (treat them as spears) and sickles (handy for trip attacks...). They can use these weapons in the first round of combat (when they aren't likely to get full attacks in anyway), dropping them later to tear in with claw and fang.
Aldern Foxglove’s “Collection” Other items that Aldern Foxglove may have collected about a given PC: Bathing relics (towel, brush, soap, maybe even a bottle of soapy water from her bath...) Bedroom relics (pillow cover, bedsheet) Meal relics (used plate/bowl, ustensils and mug/glass, maybe with rotten/moldy leftovers in them) Mundane jewlery relics (ribons and other hair fashioning objects, mundane bracelet/earing(s)/necklace) Old adventuring equipment relics (either sold back or left over once she got better equipment, like small weapon, used up kit, etc) Small piece of parchment with 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.
Excerpts from Ironbriar’s Journal 9 Calistril 4707 We took a gnome named Carter Vishellan tonight. The irony amuses me no end; not three days ago, I stood in my judicial robes and awarded Vishellan a settlement of almost seventeen thousand gold, and tonight I stretch his face across the boards to join the others of my collection. I wondered, when I first dreamed of the death of Vishellan, whether this was some sort of rebuke from Father Skinsaw, but in my prayers I have come to see that it was not. Vishellan’s victory in the courts caused disruption and suffering among his opponents – his death now will stir those waters further, and perhaps only Norgorber himself knows what chaos will be unleashed. I am once again in awe of the grandeur of my great lord’s vision, and humbled indeed to be his instrument in this world. 14 Calistril 4707 My faithfulness has at last been rewarded: Father Skinsaw has sent me a messenger in the flesh, rather than in my visions! And oh, how lovely she is! Her name is Xanesha, but she carries the title Wanton of Nature’s Pagan Forms, and why deny it? Anything in nature, anyone at all, would indeed wish to wanton with her! She came to me in my judicial chambers, seeming to know already my role within the Sacred Work. In the privacy of my chambers, she revealed Norgorber’s symbol to me, and explained that she had come to give our work a greater focus. She will teach us new rites, and we will better serve our god by these new dedications. I can think of nothing but the glory that she brings us… nothing, that is, but she herself. It was all too easy to believe her when she said she came from Norgorber, for “divine” is the only word that captures her beauty. Before she left, she favored
me with a smile – do I dare hope that my heavenly rewards might extend as far as to include her heart? 27 Pharast 4707 Father Skinsaw’s plans are broad indeed, for my beloved (oh, how I thrill at being able to call her so!) has given us much to do; we claim a new soul for Norgorber’s glory every week, and the list my love provides runs long – and ambitiously high. The new rites we must perform in his service lengthen the ceremony as well, but the “Sihedron rune” has a certain aesthetic appeal that I find strangely compelling; I am grateful to Xanesha for revealing it to me. 18 Desnus 4707 It can only be that I have won my Wanton’s heart, for today she revealed her true nature to me. Perhaps others would be disgusted by the rippling, scaled length of her tail, but not I; I find every aspect of her compelling, whether elven or lamia. What matter physicality, when she literally glows with the divine? 17 Sarenith 4707 A complication today, but perhaps also a possibility. Foxglove’s heir, that idiot fop Aldern, seems to have killed his wife in a fit of jealousy, and has come to the Brothers for aid. I dislike the boy and have little taste for the extra work that dealing with the matter will entail, but the Foxglove family still has resources, financial and otherwise, that the Brothers could make use of. After discussing the matter with Xanesha, I have decided that we will take on Aldern’s… difficulty. He should be more than malleable enough to be useful in the long term. 22 Erastus 4707 Oh, how I wish I did not have to write these words! Though he had served me long and well, Philus revealed himself a traitor when he burst into my rooms at the sawmill and demanded that I – that the Brothers of
the Seven – cut ties with the Wanton. He claimed that she is not a messenger from Father Skinsaw, that she had turned our work to her own purposes; he even went so far as to claim she had twisted my will with some enchantment! My love was right; I had no choice but to kill him. I wept when she explained it to me, for Philus had been not only a friend for many years, but also a selfless servant of Norgorber, giving all he had to the Brothers, but the divine truth in her words was undeniable. At Xenasha’s insistence, we did not even perform the Sihedron rites upon him. He died without the new sign of Norgorber’s favor. 4 Arodus 4707 I still sorrow for Philus’ death, so tonight Xanesha took me hunting 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
“Legacy of Vorel” – I believe she plans to sell them to the Red Mantis in Korvosa. I admit, this seems strange to me; I cannot see what Norgorber plans for Vorel’s Legacy. But of course, Xanesha’s word is Father Skinsaw’s – I will meditate as I have before, in hopes of having my vision opened. In the meantime, Aldern has been sent back to the Manor to harvest the Legacy, and I have washed my hands of him. 5 Lamashan 4707 Ah, that fool Aldern! Somehow he drew the attention of busybodies from Sandpoint, of all places, and they sought him out at the Manor! If he was not careful… I will have to make arrangements at the Foxglove townhouse, to assure that nothing connects to the Brothers, and place my followers on alert here…
Observations
2 - The Skinsaw Murders Another absolutely awesome adventure. We had a lot of fun doing it! But I find that the second part of the adventure could’ve been better. I would say this adventure is a 10/10, but that’s because the first part is a 11/10 and the second part is a 7/10, and the module gets a bonus of +1 because it has the lovely Seoni on the cover ;). What we especially liked : - The transition between the first and second adventures flowed really well. - The murder investigation, the creepiness of the way people were killed. It was very scary. It felt like we were playing Call of C'thulhu for a while. - My player loved the corn fields/scarecrows/Hambley farm encounters. He found them very creepy and the scene really came alive in his mind. - I adored Foxglove Manor. Very cool setting. The story of the place was great, and the way we discover what happened to its inhabitants through the haunts was well done. - The story of Aldern Foxglove, the way he's introduced as a somewhat harmless jerk in Burnt Offerings, and then his terrible transformation in this adventure: absolutely wonderful. That was brilliant.
- The fact that some of the farmers got killed by ghouls, and Mr. Grump tells the story, is grim and goes well with the adventure: makes it feel more poignant. Some things that didn’t work out so well: - Xanesha is much too powerful for her level (but that has been mentioned many times on the board already), and the location where she's expected to be fought is fiendishly harsh to the players. If the PC's are "smart" and do something like collapse the tower, they will likely miss the letter that shows that she was about to assassinate the Lord-Mayor, and miss out on the big reward at the end, which is a major part of that adventure's wealth for the PC's. In my campaign, I just played it so my PC’s finished the adventure without actually fighting her. Otherwise, I’m 99% sure she would’ve destroyed them. - It seems that the PC's resolve the Skinsaw cult's threat too quickly and easily, while the cult has eluded the Magnimar guards for so long. It makes it seem like people in Magnimar are useless. - The stats of the members of the cult (both Ironbriar and the regular guys) seem too low for a supposedly elite cult of extremely competent murderers. I would have preferred like 4 level 6 guys rather than 12 level 2 guys (maybe not encountering them all at the same time to keep the difficulty reasonable). - There should've been more encounters in Magnimar, perhaps as the cult becomes aware of the PC's, tries to assassinate them, etc.
Most memorable fights of the adventure: - The one against Justice Ironbriar, Tsuto, the scarecrow golem and the cultists.