The Road To Revolution - The Campaign
The Road To Revolution - The Campaign
Lou Agresta, Rone Barton, Tim Hitchcock, John E. Ling, Greg Oppedisano, Brendan Victorson.
Written by
Lou Agresta, Rone Barton, Liz Courts, Tim Hitchcock, John E. Ling Jr., Greg Oppedisano, Brendan Victorson.
Editing
Adam Daigle, David Hall, Tim Hitchcock
Pathfinder Conversion
Mario Barbati, Tom Ganz, Oliver von Spreckelsen
Supervision
Anna Fava
Art Director
O’Bully
Cartographers
3d modeling and 2d drawings: Guido Barbati,
Texture map artist: Mario Barbati
2d drawings: Mario Barbati
Cover Artist
Eric Lofgren
Interior Artist
Eric Lofgren, Claudio Pozas, Hugh Vogt
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and
does not endorse this product.
www.0onegames.com
Table of Contents
Road to Revolution - The Campaign
4
W elcome to The Road to Revolution
Campaign Arc; a series of adventures
designed for use with the Pathfinder Role-Playing
stakes pit-fights. In the end, one soldier- Malkan
Abberbaugh- tried to speak out. In response, he
became yet another victim of crime in the Great City.
game. Set in the Great City, this epic campaign takes
characters from their humble beginnings, all the way The fight clubs continue, and the General’s plans
The Skullcrackers
to powerful adventurers upon whose actions the City for upheaval and unrest move steadily along. The
will come to depend. The Campaign Arc contains six City needs unexpected heroes to step forth. Still,
adventures in all, each written by the original authors many would-be champions walk the King’s Road.
of the Great City Campaign Setting. Arc adventures With whom will your heroes side as the Great City
can be played individually or linked with others in the prepares to face the inevitable and usher in a new
series to create a complete campaign. age of change?
The Skullcrackers
especially if one of them is a cleric of a trustworthy
religion, such as the Sun God, or a paladin. They To begin the encounter, simply have your players
don’t have much money, but can offer a small traveling near Hope Park in Trade Ward early in the
reward. morning.
Part I. The Body Hope Park offers a natural refuge within the bustling
city; towering trees give cover to flowers and bushes as
well as verdant grass. The sun rising over the hills gives
Timing is Everything a golden glow to the entire park. Suddenly, the idyllic
At this point, the characters may or may not have scene shatters with a woman’s terrified scream. From
a stake in the investigation. It’s OK if your plot hook the sounds of things, she’s not too far from your current
arrives after this action takes place – even if it’s a day position!
or so later. The important part of this section is for
players to learn some basic facts. First and foremost, Marina Hopewell was out for her usual early-
they need to learn that a soldier is dead. Second, morning stroll through the park when she came
they’ll learn that the soldier’s body was removed upon a grisly scene. A young man, asleep on a park
from the park and taken, presumably, to Grang’s bench, was beset upon by a pack of ferocious-looking
Crematorium. dogs. After tearing into the young man’s flesh, the
pack’s attention has shifted to Marina.
You may even want to have Abberbaugh’s family As soon as the PCs arrive on the scene, give them
contact the PCs after word of their involvement in the the following description:
following events, reaches them.
Four dingy-looking dogs with matted yellow fur tear
B1. Wild Dogs (CR 5) at the body of a young man, who doesn’t appear to be
Malkan Abberbaugh was murdered overnight. His moving. Nearby, a woman stands, frozen in terror. She
body was brought to Hope Park, and propped up on seems incapable of making her body move and instead
7
she screams at the top of her lungs. The dogs snarl and embraces the nearest character and begins sobbing
growl as they spread out and move towards the woman. heavily, “Oh, gods! It was terrible! Those dogs! They...
They killed that man!” Allow the scene to go on for
The dogs shift their attention towards Marina, and about a minute or so, then run the next encounter-
The Skullcrackers
if the PCs don’t act, she stands very little chance throughout which the woman remains extremely
against the feral canines. distraught.
8
19
1 10
HOLY WAY
Before too long, a horse-drawn cart pulls up Part II. Grang’s
and two strong men climb out. The cart is from Crematorium and Casket Shop
Grang’s Crematorium, where the watch has standing
Grang’s Crematorium is located down in Serpents’
The Skullcrackers
the Great City Campaign Setting Trades Ward map).
You watch as two gruff looking men hoist the victim’s 9
disheveled corpse onto a litter. The litter, in turn,
Grang is a well-known public 17figure, highly 18 7
THE CASTLE
is loaded onto a covered wagon bearing the name
“Grang’s Crematorium” painted on the side. As the regarded throughout the city. Folks appreciate his
wagon pulls away, the army officials continue to clean timeliness and his kindness when dealing with those
14
grieving over the loss of a loved one, earning him
up around the area.
HOPE PARK
17
AY
FA
N
G
14
ST
RE
ET
23
GRANG’S
20
CREMATORIUM 0 60 120
Y
LE
9 FEET
AL
T
EE
14 ’S S
TR 3 KING’S SQUARE
CT 25 (PIGSQUABBLE SQUARE)
I TE
FIV CH
E AR
CO
Y
IN
LE
W S
AL
ST
15
DUKES’ WAY (LONG HOPE ROAD)
RE
5 2
AY
RD
7 ET
18 19
KA
N
TA
4
ST S
ER
EP
KE
IN
MARKET SQUARE
30 3 11
6 MACKSIS VILLA
TRADES WARD: ADVENTURE LOCATIONS
* Please refer to The Great City Campaign Setting or Øone’s Blueprints: 9
26 The Great City for numbered locations
10
THE SKULLCRACKERS in the open, perhaps seeing it as a tool for profit.
Fights are now prearranged, and take place in
Streetfighting is perhaps the most common
the courtyard of the Macksis Villa. They’re well-
The Skullcrackers
works with Grang to guard the basement, and in spell is insufficient to sway him. Grang truly would not
return, the two often share macabre meals together; allow his best friend to view his chambers. It should
though much to Monsieur Tidbits’ chagrin, the become apparent to the PCs that they’re on a really
undertaker fancies himself a gourmet chef and over- short schedule, and thier best opportunity to examine
prepares the meals. In fact, they often discourse the body is to break in to Grang’s this evening.
angrily over the proper preparations of human flesh.
A successful DC 20 Sense Motive check determines
The body of Malkan Abberbaugh was brought that Grang has several ulterior motives for his policy,
to Grang’s shortly after it was discovered. Players though the nature of these cannot be revealed.
investigating the murder likely want to see the
body themselves. If they travel to Grang’s during Of course, PCs are free to develop their own
business hours, they’re granted an audience with method of gaining access. Don’t limit them to just
the proprietor. Allow for some roleplaying, but the breaking in; if they develop a plan to gain entry to the
moment the players request access to the body, read basement (such as distracting Grang and sneaking
aloud the following text. in), allow them to play it out.
The encounter descriptions provided work whether
The pleasantness on the face of Grang melts away as or not the adventurers break in or gain access by
you ask your question. He looks at you somberly and another method.
replies, “I’m sorry. I have a very strict policy about not
allowing anybody – even Lord Erasmus himself – to see 1. Foyer
a body once it’s been delivered. Too many... irregularities
Beyond the double doors at the front of the building,
have a way of popping up. I hope you understand. The
a grand foyer greets visitors. A crystal chandelier hangs
body will be cremated tomorrow morning.”
from the ceiling.
No matter what the players do, Grang refuses to
If PCs enter after hours, the chandelier is unlit.
allow outsiders access to the body. Even a charm person
10
The Skullcrackers
1 square = 5 ft
Despite the PCs’ best efforts, Grang refuses to Trigger touch; Reset none
grant access to the body of Malkan Abberbaugh Effect Atk +10 ranged (1d3 plus greenblood oil).
(barring extreme measures such as scrolls of high
level spells). Grang maintains a very strict policy that, 4. Private Room
other than himself, nobody is permitted to view a In the back of the building sits a small, lightly
body once it has been prepared for cremation. furnish room used by staff throughout the day when
they need a place to take a moment away from the
PCs who investigate during the evening are free public. Nothing of particular interest to the case is
to search around the room. The bookshelves hold located here.
numerous tomes on macabre subjects, such as the
history of funereal rites, catalogs presenting even 5. Basement Door (CR 2)
more options for coffins and urns, and so on. The This door is always locked, and contains a magical
filling cabinets contain records related to Grang’s trap. Grang is the only employee who knows the
work, dating back over the past two years. Nothing password to bypass the trap and gain access to the
untoward can be found among these files. basement level.
12
6. Body Storage (CR 1) Tactics: The ghoul knows it has a pretty good
Grang stores his bodies in this chamber. A detect unlife here at Grang’s, but for quite a while has
magic cast in this room reveals a faint aura of been fighting off his welling crave for still-living
necromancy, as the storage lockers all possess a flesh. Grang was unsure how to satiate the
ghoul’s cravings, and the PCs provide the perfect
The Skullcrackers
gentle repose effect in order to preserve bodies that
need to be kept longer than usual. opportunity. Monsieur Tidbits attacks ferociously,
seeking to paralyze as many victims as possible. He
The chamber door is closed, but not locked. After begins by targeting opponents wearing little or no
player characters open the door, read aloud the metal armor, as he perceives them as easier victims.
following text:
7. Examining and Preparation Room
The door opens revealing a dark, cobblestone room. Once the PCs open the door, read the following text.
Larger than the other chambers it carries a strange
chill and an unnerving odor of embalming chemicals. As you open the door, a pungent chemical odor
Three rows of eight smaller doors, each about 2.5 feet assaults your nose. Neatly organized shelves line one
to a side, line one wall. An oversized slab table sits in wall, containing various implements and small devices,
the center of the room, ironically set with fine dishes, likely used during the examination of a body. In the
flatware, and a variety of small jars labeled with names center of the room, a body lies on a table. A large
of various spices, sauces, and relishes. Along the north archway on the opposite wall leads out of the room.
wall, another door provides egress.
On the table lies the tattered corpse of the man
Drawers: The smaller doors open to reveal huge found murdered in the park. Here in the exam
slab drawers used to store bodies. Each slides out room, they have the perfect opportunity to examine
about four feet. it carefully using Heal and Perception skills. In
addition, up to two additional PCs can assist during
Grang’s latest acquisition resides in these quarters, the investigation. A successful check reveals the
a gristly gourmand ghoul whom he refers to as appropriate information, including any information
Monsieur Tidbits. Grang has always maintained from the lower DCs.
a fascination with death and mortality, one that,
over the past several months, has transcended into DC Information Learned
undeath. Grang purchased the surly creature from a 5 Malkan’s leg has a large chunk of flesh
necromancer, feeding it meals prepared from bodies missing (caused by the ghoul in 6, who
of those about to be cremated. In exchange for these couldn’t resist a ready sampling before the
meals, Grang likes to have discussions with the meat would fall prey to his master’s inevitable
ghoul, in which he inquires about what it’s like to be over-cooking). In addition, the man’s jaw is
undead. Most of these conversations take place over shattered.
dinner, during which the mismatched companions PCs who examined the body at the murder
argue incessantly upon the proper way to prepare scene, even briefly, recognize that these
flesh. The ghoul, being a purist, constantly needles wounds are newer.
Grang about over-cooking and over-seasoning his
meals. Conversely, Grang harangues the ghoul for 10 Malkan suffered many other bites, all appear
his lifeless taste buds and for having the unrefined to be from wild dogs. One particularly nasty
palate of a halfling fisherman. bite is on the victim’s neck. Strangely, there is
no bruising about the bites, suggesting they
Regardless, if the PCs do not take any special occurred post-mortem.
precautions, the opening of the door makes enough 15 Malkan is missing a molar from the top left
noise to alert Monsieur Tidbits. He hides in the far side of his mouth. The nature of his torn gums
right drawer in the bottom row and waits patiently suggests the tooth was removed post-mortem.
for the drawer to open. As soon as anyone opens In addition, you discover the image of a
the drawer, Tidbits springs out to attack the closest cracked skull branded behind his left ear.
opponent before taking stock of the situation. If PCs
20 You find a small, triangular puncture wound
do not open the drawer, he eventually lets himself
on Malkan’s back. Swelling and bruising
out; then silent stalks the PCs, attacking at the next
around the grievous punctures suggest a
opportune moment.
sharp object slipped through his ribs and
pierced his heart. This wound, not the animal
GHOUL CR 1 attacks, seems to be Malkan’s likely cause of
hp 14; See Pathfinder Bestiary. death.
13
25 (Perception only) Malkan wears a leather Adventurers may seek the help of local militias or
thong necklace, easily seen by just looking the Azindralean-blooded Night Watchmen. Certainly,
at the corpse. Close examination reveals such individuals would violently oppose the actions
a broken clasp, indicating there was once of any soldiers bullying Kortezians. Regrettably,
The Skullcrackers
something hanging from the thong, likely seeking their aid likewise leads to a dead end. Recent
some sort of pendant, locket, or medallion legal issues have forced Judge Bao and his men to
which was violently torn off prior to the man’s back down on all direct opposition to military acts.
death. While Bao holds the hearts of the people, he lacks
the authoritative power of the Kortezian military.
Developments: If the PCs left the previous room Currently, he’s been forced into a political corner by
without dealing with Tidbits, he waits until the PCs General Krakon, who has several times threatened
are occupied, then rushes in to attack. to disband his organization. Fortunately for Bao,
the majority of the Kharel disagree with Krakon
Ad-Hoc XP Adjustment: If the PCs piece together in this matter. Still, as long as the judge remains
the clues available and determine that Malkan was indisposed, his Night Watchmen rightly and fearfully
stabbed to death with an oddly shaped triangle-blade keep their distance from any direct conflict with
weapon, grant them XP as though they had defeated members of Kortesian military.
a CR 3 encounter.
The following encounters can occur whenever PCs
8. Furnace (CR 1) encounter large gatherings of Kortesian military.
As the PCs enter the archway leading to this room,
read aloud the following text: A1. Familiar Markings
All members of the Skullcrackers brand themselves
As you enter, the temperature rapidly rises to an behind the left ear with a small, half-inch image of
uncomfortable swelter. A large furnace stands across a cracked skull. The mark is intended to be easily
the room, its large metal door closed. A bizarre metal concealed, yet readily available when necessary. If
stretcher-shaped object rests against the wall. the adventurers have already examined the body of
Malkan Abberbaugh in Part II of this adventure, they
This room serves as Grang’s crematorium. The may have already seen this marking once. At some
metal tray is made of an adamantine-iron alloy that point during their travels, when the PCs enter into
prevents it from melting in the furnace, and is used direct visual range of a group of soldiers, ask PCs for
to insert the body and collect the ashes. a Perception check. Provide anybody making a DC 15
check or better with following information:
Players who open the furnace without speaking the
phrase, “The Lord of Fire calls upon you” in Ignan Neatly uniformed soldiers bustle to and fro, all rushing
provoke the wrath of the fire elemental inside. about to do their daily routines. You can’t help but
notice many of those rushing around you have tattoos
and similar markings. One particularly odd marking,
SMALL FIRE ELEMENTAL CR 1
however, catches your eye. A tall, thin human nearby
hp 11. See Pathfinder Bestiary. has what appears to be the image of a skull branded
into the flesh behind his left ear.
Part III. You’re
In the Army Now The person spotted is Jed Haverns (see Part VIII
Whether they wish to interview others to learn for stats if necessary), a low-ranking lazy grunt with
information or seek an officer to report their above-average intelligence and a sadistically cruel
findings, it’s quite likely that at some point the PCs streak. Jed joined the army thinking it would give him
will attempt to speak with military personages, the chance to inflict injuries – and even kill – without
either at a military precinct or in the Army Ward. repercussion. Of course, he was sorely disappointed,
Unfortunately, the adventurers soon discover that until a member of the Skullcracker Club approached
the army – like most bureaucracies – holds little him with a violent opportunity. Jed enthusiastically
interest in their quaint investigations of a supposed joined as a means to vent his aggression.
murder. Those with enough authority to launch a
formal investigation cannot be bothered, and merely Like all members of the Skullcrackers, Jed refuses to
gloss over the event in an attempt to make it go away discuss anything concerning the PC’s investigations.
as quickly as possible. Despite their best efforts, If approached, he rudely brushes them off. If charmed
military officials stonewall the PCs at every turn and however, Jed freely talks with his new friends, providing
it becomes readily apparent that they’ll receive no the basic information about the Skullcrackers (see
support from official channels. sidebar in Part 1). Even under these circumstances,
however, Jed will not discuss the death of Abberbaugh.
14
stonewalling the PCs as word of their inquiries
MILITARY PRECINCTS spreads. It’s a skill Galwatty is quite adept at.
If your players are hesitant to travel to Army “Good day. I’m Sergeant Marcus Galwatty. I
Ward, for whatever reason, you can use these understand you have some questions regarding the
The Skullcrackers
mobile precincts to offer them the opportunity unfortunate death of Malkan Abberbaugh. I am, as of
to contact military officials on their own now, your official contact within the army in regards
terms. Likewise, these precincts can provide to this matter, and I regret to inform you that the
convenient aid to PCs if they get into too matter is Army business. Under no circumstance will
much trouble with the locals; at least, while on we compromise ourselves by dealing with civilians
the streets. in regards to this investigation. I assure you, we’ve
taken all measures possible and have determined
The army dispatches units to the various that Malkan Abberbaugh was the victim of a tragic
wards. The concept is to make the army accident in Hope Park.”
accessible to the common folk, though
it rarely turns out that way. Between the Galwatty is also a member of the Skullcrackers. A
residents’ distrust of the army and the DC 25 Perception check is good enough to notice
soldiers’ disinterest in the residents, these the brand behind his left ear, as Galwatty takes effort
traveling precincts serve as little more than a to conceal it from the players during any meeting in
way to punish the lowest ranking soldiers. Army ward.
A precinct is typically run by a patrol of Depending on the depth of their investigation, PCs
four soldiers who, though fully armed and may have either general questions for Galwatty, or
armored, do their best to remain innocuous. very specific, pointed questions. Here are some of
Unfortunately, these soldiers are often the the more likely questions players might ask Galwatty,
lowest-ranking enlisted men who have already along with Galwatty’s answers. If players ask
demonstrated a penchant for rule breaking; additional questions, improvise your answers based
hence their assignment to these stations. For on those provided, remembering that Galwatty’s
Precinct Officer statistics, see Stefano, the primary focus is to stonewall the PCs.
guard in the crematorium detailed in Part 2.
Q: Does the army intend to look into this as a
Each precinct consists of a wood-covered murder?
wagon, drawn by a pair of mules. The wagons
A: The army’s plans are, frankly, none of your
hold the soldiers basic supplies, including
business. We’ll handle this as we see best.
dried food, two barrels of water, several pairs
of manacles, and paper, ink, and ink pens, so
the soldiers may properly record complaints Q: Are you aware that Abberbaugh had a puncture
from citizens, which they rarely pass along to wound injury in his back?
their superiors back in the Army Ward. If need A: If such a wound was not caused by an animal
be, they can also hold up to six prisoners, at claw or tooth, I suspect it was an old scar that you
least temporarily. mistook for an injury.
Azzy youth regularly play a game called Q: What can you tell us about Harmon Quagstaf?
“Tomatoes”, where they attempt to pelt A: Harmon is a good soldier. I am not prepared to
passing precinct carts with rotten fruit and provide any further information about Harmon, or
vegetables without getting caught. The more any other soldier, at this time.
decayed the materials, the better.
Q: What’s the branded symbol Abberbaugh had
behind his left ear?
A2. Marcus Galwatty
A: It’s not at all unusual for soldiers to hold great pride
PCs who go to the Army Ward to ask specific in their unit, and to get tattoos or other marks.
questions should receive the bureaucratic run
around. Feel free to send them to various places
Q: Who are the Skullcrackers?
around the ward, speaking to numerous low-ranking
automatons who remain unable to provide answers. A: The Skullcracker are an elite unite trained in urban
When your players hit the frustration point, introduce combat, with the intent to put down uprisings
them to Marcus Galwatty. Galwatty (Fighter 4, without resorting to deadly combat.
Intimidate +8) is a sergeant in Abberbaugh’s
unit. Galwatty’s superiors have tasked him with Q: Was Abberbaugh a Skullcracker?
15
A: Yes. tattered leather armor, or in some cases none at all. As
you listen to the argument, you believe they’re arguing
Q: Are you a Skullcracker? over which group is more stealthy. Suddenly, one of
A: I was, in my younger years. the halflings points at an elf and yells, “Oh yeah? Your
The Skullcrackers
16
exchange unarmed blows against one another, while
STATS? WE DON’T NEED NO 2d6 more bystanders join the brawl. Several of these
STINKIN’ STATS! new entrants throw punches at PCs standing nearby.
Rather than filling these pages up with full Round 4: The brawl reaches a fevered pitch. 1d6
The Skullcrackers
stat blocks for the participants in the brawl, more bystanders join in, bringing the number of
the necessary data should be summarized participants to the maximum. Barring interference
here in this sidebar. If you need something not from the PCs, the unconscious human from the
referenced here, you can refer to the NPC stat last round is trampled under the brawl. He takes
blocks found in PRD. an additional 1d6 points of nonlethal damage as
well as 1d4 points of lethal damage. A halfling slips
Elves: These elves are all 2nd level rangers. a dagger from his belt and attempts to stab an elf
BAB +2, CMB +3, CMD +16. Str 13, Dex 17. grappling his comrade (and therefore flat-footed
Unarmed Strike +3 (1d4+1 nonlethal damage). to the halfling’s attack). Allow players a Perception
14 hp each. AC 17 (touch 13, flat-footed 14). check (DC 14) to notice this. If a player notices the
dagger and wishes to influence the outcome of
Humans: The humans in the brawl are 2nd events, you’ll need to roll initiative for that particular
level rogues. BAB +1, CMB +2, CMD +14. halfling. Assume he also has the Improved Initiative
Str 13, Dex 15. Unarmed Strike +2 (1d4+1 feat, giving him a total of +7.
nonlethal damage). 11 hp each. AC 14 (touch
12, flat-footed 12). Sneak attack +1d6, Bleeding Round 5: PCs who make a DC 12 Perception check
attack. hear the sounds of approaching guards over the
noisy scrum. The halfling who drew the dagger in
Halflings: The halflings are 3rd level rogues. the previous round discards the weapon, taking a
BAB +2, CMB +0, CMD +13. Str 8, Dex 17. move action to toss it away rather than just dropping
Unarmed Strike +6 (1d3-1 nonlethal damage). it. The trampled human continues to be battered
15 hp each. AC 16 (touch 14, flat-footed 13). by the large melee, taking another 1d6 nonlethal
Sneak attack +2d6, Rogue crawl. Weapon damage and 1d4 lethal. 2d3 participants also hear the
Finesse feat. approaching guards and attempt to break off combat
and run away. Others continue to exchange blows.
Observers: The observers are of various
classes and levels, but all are members in Round 6: Twenty guards arrive on the scene. They
the army; feel free to invent a low-level NPC attempt to gain control by shouting an order for
to toss in here; otherwise, use these average those involved to stand down, before they each toss
statistics: BAB +1, CMB +2, CMD +13. Str 12, a tanglefoot bag into the pile, specifically targeting
Dex 12. Unarmed Strike +2 (1d4+1 nonlethal any player characters involved in the brawl. Brawlers
damage), 8 hp each. AC 13 (touch 11, flat- who do not succumb to the tanglefoot bags continue
footed 12). to throw wild punches, ignoring the guards’ orders
to stand down. The trampled human fares slightly
better this round, only suffering 1d6 nonlethal
the action if they’ve stuck around to observe. damage.
Round 1: Combatants all make unarmed attacks Round 7: Ten more guards arrive on the scene.
against one another. This is the last opportunity Guards again give the order for participants to
the PCs have to avoid becoming part of the mob. A stand down, and repeat their action of drawing and
handful of bystanders can be observed jumping into throwing tanglefoot bags. The trampled victim takes
the fray. another 1d4 points of nonlethal damage (if he’s still
alive).
Round 2: An elf attempts to grapple each halfling;
the other elves and humans continue to exchange At this point, the combat should be over. All
punches. 2d4 bystanders have joined the fracas. participants have either fled, been entangled, or
Choose a PC at random among those who have surrendered. The PCs, as outsiders involved in the
stuck around rather than going for help; a nearby brawl, find themselves in quite a jam – especially
brawler attempts to punch the PC in the face (melee if the halfling was able to slip his dagger into the
atk +1 fist; 1d2 nonlethal). ribs of another combatant. Exactly what happens
depends upon the PCs reactions to the guards’
Round 3: Any elf grappling a halfling attempts a arrival.
second attack this round. One human takes a brutal
punch from an elf, and falls unconscious. Others PCs Run: The guards have enough to worry
17
about, and don’t pursue. However, that’s not the
end of things. Through divination spells, the army OFF THE BEATEN PATH
determines the PCs’ identity. They become wanted
felons within the Great City. This includes the posting If you desire to send your PCs on any side
The Skullcrackers
of wanted posters complete with smeary charcoal- quests, unrelated to this adventure, this
rendered mugshots. Such a condition makes it part of the investigation process provides
difficult – but not impossible – for PCs to move a good place to drop those hooks. While
around the city performing their investigation. At asking around town, the PCs could run into
some point, the PCs will need to turn themselves anybody or stumble across anything. You can
in to the judicial magistrate in the Army Ward and use that to your advantage, and provide the
face the charges of disrupting the peace, striking an hooks necessary to lead your PCs just about
army official, attempted murder, and a bevy of other anywhere.
charges. If the halfling was successful in murdering
the human in round 4, the PCs are additionally Similarly, if there’s an NPC within the
charged with this murder. After 72 hours, however, city that you wish for your PCs to meet (for
those charges are removed – whether or not the PCs example, perhaps you want a wizard PC to
are captured. meet Myssuth the Seer so the diviner can
serve as a mentor), this mad dash around the
PCs Surrender or are Captured: As outsiders, the city provides a great opportunity to arrange
army deals harshly with the PCs. They’re placed in for such a meeting.
manacles and then roughed up a bit by the guards
(inflict an addition 1d6 nonlethal damage to each
PC). As above, the PCs should be prepared to have round 3 (or any other brawlers who fell unconscious
numerous charges tossed their way, including from accumulating too much nonlethal damage),
murder. Eventually, however, divination magic reveals the army cuts them a little slack – especially if
the PCs did not murder the human, and those their divinations demonstrate the PCs were non-
charges are removed from the docket. participants, or at most fringe participants. Under
this circumstance, any PC who aided the injured has
Mitigating Circumstance: If one or more PCs all charges except disrupting the peace removed
attended to the human who fell unconscious in from their docket, and clearing the record is as
simple as paying a 10 gold piece fine.
18
All told, the PCs could end up spending a few days one target grants a one-time +2 synergy bonus with
locked up in jail. Place them before an administrative a successful check.
judge on charges of disturbing the peace. The
judge scolds the PCs for their part in the brawl (or The following events can take place anytime
failure to prevent it), fines them each 10 gold pieces, players are walking the streets.
The Skullcrackers
and demands they report back in 2 weeks’ time to
perform community service work (an illustrious task I1. What Is That Thing?
involving sweeping the slough from the Trades Ward As you walk down the busy city streets, you see a
gutters.) bizarre sight. A man, frail and hunched with age, walks
purposely down the center of the street. A pace behind
Part IV. Asking Around Town
At some point, the adventurers are probably going
to ask around town. Large cities rarely preserve
secrets, and The Great City is no exception. Take this
opportunity to allow PCs a chance to explore the City
and visit its various taverns and other establishments
Mafurin
while they investigate.
and hulg
This part of the investigation doesn’t have to
happen all at once. PCs could very well ask a few
questions, and then do another task before coming
back to asking more questions. Again, if this is how
your players opt to handle things, let them. During
their tour of the City’s watering holes, the PCs can
collect a variety of basic information through a series
of Diplomacy checks. Where the PCs actually learn
the information is up to you. Use the following table
to guide the release of information.
DC Information Learned
5 “Yeah, I heard some of them wild animals in
Hope Park mauled a soldier to death. If you
ask me, that druid down there ought to be
held responsible!”
10 “The army ain’t none too popular anyway.
That fool was probably provoking the animal
that killed him.”
15 “It’s a shame that guy Abberbaugh was the
one killed. He seemed like one of the few
members of the army who cared about the
people of the city.”
20 “You know, I’ve heard the Dragon Claws
didn’t like Abberbaugh. Rumor is he owed
them money.”
25 “You’ve heard of the fight clubs in Trades
Ward, right?”
30 Run the “Grosh One-Ear” encounter, below
top hat and coat with tails. A mithral chain shirt covers be charming, amusing, and even pitiful. Ideally, PCs
his hide, and his hands end in vicious looking sharp want to help Eddie, and therefore give him small
claws. The hulking figure nervously scans the crowd, jobs. In return, if they ever become stuck, Eddie can
darting his eyes back and forth, as his ears twitch at give them a little tidbit of information that helps
various intervals. steer them back on track.
The old man is Mafurin the Alchemist, and the
large creature behind him is Hurlg Hardbiter, his I3. I Know Something
troll werewolf bodyguard. Mafurin is a notorious city You Don’t Know (CR 1)
personality, especially to those from the Residential
At some point in their investigation, PCs are going
Ward. He offers to pay those willing to undergo
to stumble upon or learn of Grosh One-Ear. Grosh
experiments to test his latest alchemical concoctions.
is a mean, surly, and generally uncooperative half-
Most return with their pockets full of coin; some,
orc thug who often earns side coin as a mercenary
however, are never seen again. Drunkards about the
warehouse guard. As his name implies, Grosh has
city, full of bravado from their night of consuming
only one ear; somebody bit off his left ear during an
liquor, often challenge one another to spend a night
altercation years ago. The name is now a badge of
in Mafurin’s laboratory.
honor for the half-orc.
Hurlg dutifully defends his master, attacking
Grosh makes it clear to the heroes that he knows
anybody who even gives the appearance of hostility
something. When the PCs first meet Grosh during
toward the old man.
this encounter, read the following text:
PCs should get the impression that Hurlg is not
“Ha! You spend hours poking your puny heads into
a being with whom they should trifle, though their
the dark corners, and I know what you want to know.
curiosity may get the better of them as they stare at
Ha! You call me dumb, but you don’t know what I
the odd looking creature. You can skip this encounter
know! Pathetic!”
if needed, though it should help provide a sense of
flavor about the Great City to players who are new to
Play Grosh up as loud, boisterous and
the setting. For more information about Mafurin and
uncooperative. However, he does possess
his bodyguard see The Great City Campaign Setting
information that would seem to be key to the players’
sourcebook
investigation. Players have several options at their
disposal to get Grosh to talk.
I2. Little Eddie Gin,
Gopher Extraordinaire
Bribe: Money talks, especially to Grosh. For 10 gold
Eddie Gin is an 11-year-old boy with a cleft palate. pieces, he’ll tell what he knows. Grosh holds out
His mother, an alcoholic prostitute, died of alcohol during any negotiations, looking to drive the price as
poisoning when Eddie was eight; he never knew his high as possible.
father, who was likely one of his mother’s clients. Magic: A charm person, or similar, spell makes
Eddie lives on the streets, begging and stealing food. Grosh friendly towards the caster. This makes him
Several merchants in Trades Ward take pity on the more cooperative, though he’ll still want something
likable lad, and provide him food and other basic in return for his information. The price, however,
items. drops to 4 gold pieces, and he’ll tell the characters he
needs the money to pay off his landlord.
Eddie dreams of some day becoming an Threats: Grosh is a bully, and like all bullies,
adventurer. For now, the little rapscallion has an he believes he holds the power to intimidate his
amazing talent – Eddie has a nose for finding victims. Should the players demonstrate that they
information, a talent which could come in handy can make life painful for the half-orc, Grosh gives in
for the PCs. Eddie has already learned who the PCs and tells them what they need to know. A successful
are, what their mission is, and has sought them Intimidate check (DC 15) is enough to let Grosh
out. Young Eddie attempts to ingratiate himself know he’s in over his head.
with the party, but he becomes especially fascinated Beatings: Players could always resort to taking
with one member. Eddie is willing to do whatever Grosh into a back alley and beating him into
it takes to hang around near them – polish armor, submission. Grosh relishes this idea, as he always
watch their mounts in the stables, shine their boots, likes a good fight. Characters need to inflict two-
whatever. thirds (20 hit points) or more damage to get Grosh
20
to crack; it’s irrelevant whether this damage is lethal Possessions arrows (20), dagger, mw breastplate,
or nonlethal. Note that if the PCs kill Grosh, they’ll mw greatclub, potion of bull’s strength, potion
find themselves on the wrong side of the law in the of haste, potion of invisibility, mw longbow
Great City if there are any witnesses to the crime. (composite/strength rating +3), gold necklace
with emerald pendant (500 gp), ruby (50 gp), 33
The Skullcrackers
Regardless of how the PCs convince him to provide gp, 70 sp.
the information, read the following text once Grosh
agrees to spill what he knows: Part V. The Sewers
“I saw the guy get murdered. It was a beautiful show. At some point during their investigation, the PCs
He got stabbed in the back, didn’t even know what was are likely to head into the city’s sewer system in
coming! You didn’t hear it from me, but it was one of search of more information. Characters who spoke
those Dragon Claws who did it. That gang is brutal, and with Grosh One-Ear will learn (incorrectly) that a
they kill anybody who opposes them. I’m probably dead member of the Dragon Claws murdered Abberbaugh.
just for telling you this! They’re in the sewers, like the PCs might be wary of rushing headlong into the den
rest of the filthy rats in this city.” of the Dragon Claws, and with good reason. The
gang is quickly gaining a reputation within the city
Grosh is telling the truth, at least as he knows it. for their brutality.
He did witness Abberbaugh’s murder, and he does
believe it was members of the Dragon Claw gang Players who take their discovery to the army
who did the deed. As such, Sense Motive or other find them unreasonable, rebuffing any attempt
means of detecting the truth (such as a zone of truth by “amateurs” to solve a death they’ve already
spell) reveals that Grosh is being truthful. investigated. Going to the town watch isn’t much
better as they play the bureaucracy game and point
Ad-hoc XP Award: Regardless of how the PCs out that any such matters are under the purview
get the information from Grosh, award them XP as of the army. It should be clear to the players that
though they defeated a CR 1 encounter. nobody in an official position cares about this
murder, and resolving it is entirely on them.
GROSH ONE-EAR CR 1
If your players get bogged down at this point, run
XP 400 the following encounter.
Male Half-Orc Rogue 2 / Warrior 2
NE Medium humanoid (orc, human) S0. Permission Granted
Init +4; Senses Darkvision (60 ft.), Perception +5 At some point, arrange for the characters to
DEFENSE receive a visit from Marna Blackstone. Marna is a
AC 16, touch 10, flat-footed 16, Evasion (+6 mw female human rogue 8, and PCs should very clearly
breastplate) get the impression that she severely out-classes
hp 35 (2d8+2d10+10) them. Luckily for them, Marna is there to talk rather
Fort +5, Ref +3, Will +1 than fight.
OFFENSE
A tall and thin human woman with striking features
Speed 20 ft.
approaches you. Her blond hair is cut chin length, and
Melee mw greatclub +9 (1d10+7) or dagger +8
her graceful movements nearly mesmerize you. She’s
(1d4+5/19-20)
dressed in an expensive-looking silk blouse and loose
Ranged dagger +3 (1d4+5/19-20) or mw longbow fighting cotton slacks; you see no sign of armor. She
(composite/strength rating +3) +4 (1d8+3/x3) bears a pair of short swords on her hips. As she gets
Special Attacks Sneak Attack 1d6 closer, she looks you over before saying softly, “We need
STATISTICS to talk, in private.”
Str 20, Dex 10, Con 14, Int 11, Wis 8, Cha 10
Base Atk +3; CMB +8 CMD +18 As long as the players are agreeable, Marna leads
Feats Improved Initiative, Iron Will them to a small tavern named The Fickle Bog.
Skills Bluff +5, Diplomacy +4, Disguise +4, Handle The tavern is Dragon Claw turf, and Marna feels
Animal +4, Intimidate +9, Knowledge (Local) +5, especially safe discussing gang business here. She
Perception +5, Perception (Trapfinding) +6, Sense nods to the bartender and, without stopping, leads
Motive +4, Sleight of Hand +4 the PCs into a back room.
Languages Common, Orc
SQ Evasion, Intimidating, Orc Blood, Orc Ferocity, “We’re safe talking business here. After our chat, feel
Stand Up, Trapfinding, Weapon Familiarity free to have a drink at the bar. The first round is on me.”
She smiles wryly before continuing. “But let’s get right
21
The Skullcrackers
1 square = 5 ft
to business. Much like you, we want the murder of that locations through the various wards grant easy
army officer resolved. We’re aware that that mutilated access to the sewer system. If your players ran
beast of a half-orc is spreading misinformation, and encounter S0, Marna leads them to a location that
we want to quell that. He told you a Dragon Claw gets them close to the last known location of the
murdered the officer. Well, that’s technically true – at thugs. Otherwise, feel free to choose a back alley
least, it was true. Be assured, he is no longer a Dragon anywhere within Trade Ward that fits with the actions
Claw; in fact, we’d be... very appreciative if you undertaken by your players so far. Shortly after they
would handle him for us. We do not look highly upon enter, read the following text:
renegades who give our group a bad name. I am here to
assure your safe passage through the sewers. You have The stench is near-overwhelming. Filthy water, about
my word that none of the current Dragon Claws will two-feet deep in most places, stands in the center of the
assault you. And, of course, if you handle this little bit of sewer; if it flows at all, its movement is imperceptible.
business, we would be indebted to you.” Narrow walkways, two-feet wide each, on either side of
the sludge thankfully allow you to avoid the filth. Even
Should the players inquire, Marna offers some here, however, grime and more disgusting matter make
information about the former gang members they the path a foul place to walk.
seek. In total, there are three thugs in the sewer.
She can guide them to the nearest entrance, so they The walkways are dangerously slippery. Once a
spend as little time in the sewer as possible. The minute, call for Acrobatics checks against a DC
three have been removed from the Dragon Claws due 7. Failure indicates the player has fallen into the
to their inability to follow even the simplest orders – sludge. During combat, any movement – even a five-
such as not killing army officers. foot step – requires this Acrobatics check. Injured
creatures (those not at full hit points) in the sludge-
S1. Entrance filled channel run the risk of catching filth fever.
Access to the sewers is, technically, trespassing
under city laws. That doesn’t stop people from FILTH FEVER
coming and going as they please. Numerous Type disease, injury; Save Fortitude DC 12
22
Onset 1d3 days; Frequency 1/day As you step on the walkway, your footing feels odd;
Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 just as you realize what’s wrong, a terrible sound of
consecutive saves stone and mortar ripping away accompanies you on
your way off the walkway and into the filthy waters
These dangerous conditions make any fight within below!
The Skullcrackers
the sewers more difficult. For each encounter, grant
a bonus 10% XP award on top of whatever is earned The dangerous area of floor cannot be disabled,
from defeating the encounter. but it can be bypassed easily enough. Clever
characters can find materials to fashion a bridge
S2. Attack from Above (CR 2) over the area with a DC 22 Perception check.
A colony of three stirges nests in this area of the Alternatively, characters could simply opt to Jump
sewers. They survive by attacking rats and other over the dangerous patch, requiring a Acrobatics
such critters crawling around in the mess. The check, as outlined above, upon landing.
blood suckers can’t resist the allure of a larger meal.
Players are entitled to a Perception check to notice S4. Chance Encounter (CR 2)
the stirges before they attack; otherwise, the birds A pair of troglodytes has made their way up from
swoop down upon them and gain a surprise round. the harbor into the sewers. They’re scouting out
locations that their tribe can use to enter the city to
A flutter of activity over your head draws your easily raid stores and merchants. The troglodytes
attention upward. At first, you think the flitting take no special precautions to travel silently, so PCs
creatures are bats; upon closer inspection, though, you have a chance to get the drop on them. When PCs
realize that the three creatures closer resemble a cross notice the troglodytes, read the following text:
between a bird and a mosquito.
A pair of reptilian humanoid creatures makes their
The stirges are extremely hungry, and furiously way through the water, seemingly oblivious to the filthy
seek to feed on the PCs’ blood. Upon draining nature of the liquid. Each carries a club and has a small
points of Constitution, an individual stirge retreats to sack slung over a shoulder.
the darkness to digest its meal.
When combat begins, each troglodyte drops his
STIRGE (3) CR 1 sack, confident that it can be gathered up afterwards.
Remember to require Fortitude saves from the
hp 4, 4, 6; See Pathfinder Bestiary. characters against the troglodyte’s stench ability.
The small chamber is clearly a nest for the rats. Piles In round one, Horace and Jeffers move into
of straw, bits of cloth and other similar material litter a position to attack the nearest target. They
the floor. Small bones are interspersed with the bedding intentionally do not flank with one another, knowing
material. The glint of something shiny under the detritus that Jan will be furious with them if they take away
catches your eye. his position. Each attacks with his light mace.
The following items can be found in the nest by a Round 2: Jan continues to look for openings to
character willing to take the time to look: allow him to flank and use his sneak attack with
shocking grasp. He pays no heed to any damage
7 pieces of polished and smoothed colored glass. sustained by his companions; however, if he takes
43 copper pieces more than half his hit points in damage in the first
2 platinum pieces round, he attempts to tumble away before using his
22 gold pieces wand of cure light wounds on himself.
1 flask of alchemist’s fire
Horace and Jeffers continue to fight as ferociously
S6. Thug Lair (CR 2) as possible; the pair are more afraid of Jan’s wrath
than of whatever pain the PCs are dishing out.
Jan Havnick and his posse use this small chamber
as their hideaway. These former members of the Round 3 and on: Jan seeks for sneak attack
Dragon Claws stand accused of murdering Malkan opportunities whenever possible, using his ability to
Abberbaugh. If PCs acquired permission from Marna tumble to get into better positions. All three fight to
Blackstone (see S0 above), her directions have lead the death.
them to this chamber. Otherwise, PCs stumble
upon the region by blind luck. In either case, the
description the PCs have from Grosh One-Ear (and JAN HAVNICK CR 1
collaborated by Marna, if applicable) matches the XP 400
appearance of Havnick. Male Half-Elf Sorcerer 1/Rogue 1
NE Medium humanoid (elf, human)
Jan’s lair is a rudimentary room carved from the Init +2; Senses Low-light, Perception +1
rock decades ago. He and his thugs fashioned a
DEFENSE
door, of sorts, to offer some semblance of privacy.
AC 12, touch 12, flat-footed 10 ( +2 Dex)
The door should present no challenge for the PCs to
get through – it’s not locked or barricaded in any way. hp 12 (1d6+1d8+2)
When PCs first enter the chamber, read them the Fort +2, Ref +5, Will +2
following description. OFFENSE
Speed 30 ft.
A small, smoke-filled chamber opens before you. A Melee sickle +0 (1d6)
campfire smolders in the middle of the room, with a series Special Attacks Acidic Ray, Sneak Attack 1d6
24
Known Sorcerer Spells (CL 1st):
0th - acid splash , detect magic , mage hand , touch of
MARNA
fatigue (DC 13)
1st - mage armor (DC 14), shocking grasp
The Skullcrackers
STATISTICS
Str 10, Dex 15, Con 12, Int 13, Wis 8, Cha 16
Base Atk +0; CMB +0 CMD +12
Feats Combat Casting, Skill Focus (Spellcraft)
Skills Acrobatics +2, Bluff +7, Diplomacy +7,
Intimidate +7, Spellcraft +9
Languages Common, Draconic, Elven
SQ Aberrant Bloodline, Adaptability, Cantrips,
Elf Blood, Elven Immunities, Keen Senses,
Multitalented, Trapfinding
Possessions cloak of resistance +1, sickle, silversheen,
wand of cure light wounds, wand of magic missile, 7
gp, 23 sp.
If you are having this encounter at the inn, inform A non-good PC wishing to join a thieves’
The Skullcrackers
the PCs that they hear a knock on their door. If they guild has a wonderful opportunity to become
ask who’s there, Marna replies with her name (if the a member of the Dragon Claws. Marna
PCs have met her already), or with a simple “A friend is certainly impressed with their abilities,
with information” if they haven’t already met her. assuming they’ve found and defeated Jan. A
When they open the door, read the following text. good word from her goes a long way towards
helping the PC gain membership. After the
As you open the door, you see a beautiful human action of this adventure wraps, feel free to
woman on the other side. She’s dressed in a silk have Marna contact any PC who might have
blouse and loose-fitting cotton slacks. A pair of interest in such an arrangement. For more
shortswords hang from her belt. “I believe we should information about the Dragon Claws please
talk, and probably not here in the hallway,” she says refer to the Great City Campaign Setting,
with a smirk. page 89
Ad-Hoc XP Award: Grant the PCs XP as though Pick Pocket Thug: Male halfling rogue 2; Bluff +7,
they defeated a CR 2 creature for roleplaying through Sleight of Hand +9, Stealth +13; Fast Stealth.
this encounter.
The thug has no desire for combat, especially
Part VI. Residential Ward against a group of angry, armed adventurers. If he’s
If PCs were sent here by Marna, they’re already observed but not captured, he runs and attempts to
aware, at least in part, of the Skullcracker Fight Club. disappear in the crowd. If he’s caught, he surrenders
Otherwise, PCs are probably here poking around without any sort of fight and immediately begins
on their own. In either case, you need to arrange his pitiful act to convince the players he’s sorry and
for them to meet Ersta Bedlid, a 20-something needs their money to survive on the scraps of society.
strikingly beautiful human rogue who belongs to His first order of business after being captured is to
the Drudgespades street gang. Before they actually get away without being arrested; his second order of
meet Ersta, though, PCs should complete the other business is to attempt to take some of the players’
encounters in this section. Feel free to lead them wealth with him.
26
The Skullcrackers
R2. I’m On Fire! (CR 1) Each round he’s on fire, the performer suffers 1d6
During the day, the Residential Ward is mostly points of fire damage. The fire burns for a total of
empty, as those who live here are off working 2d3 rounds from the point the accident happens. It’s
their trade. A few, however, remain behind. Street highly likely that the performer will drop unconscious
performers are common throughout the Great City; from damage next round while continuing to take
the best ones work the Castle Ward, with the Trade damage.
Ward having its fair share of talent as well. During
the day, the riff-raff perform in the Residential Ward. Ad-Hoc XP Award: If the PCs save the performer,
award them XP as though they defeated a CR 1
As you approach the intersection, a very sparse encounter.
crowd has gathered to watch a juggler perform his act.
He’s just beginning to juggle four flaming torches. A Rewards: Word of their good deed spreads quickly
small cup sits nearby, a scant few coppers lining the through the Residential Ward, making the PCs minor
bottom. As you watch, the juggler drops a torch and cult heroes. For the next three days, all NPC attitudes
his tunic catches on fire! In his panic, the remaining are automatically adjusted one step higher, to a
torches tumble down upon him, one after the other. maximum of friendly, if the NPC is aware of whom
The juggler, fully aflame, runs around in desperation, the PCs are. In addition, any purchases made in the
screaming at the top of his lungs for help! Residential Ward or the Trade Ward during this time
receive a 5% discount.
Players, of course, have a few options. Most likely,
players will seek to aid the street performer. The R3. The Drudgespades
performer is in a state of panic at this point, and If the players have been residents of Azindralia,
has lost the ability to think reasonably. Therefore, they’re well aware of the Shrine Spirits found
simply yelling at him to do something productive, throughout the Residential Ward. Currently, four such
such as dropping to the ground and rolling around, shrines exist, each at a different major intersection of
goes without a response. If players want to save the the ward. One such shrine is found at the corner of
performer, they’ll need to act directly, such as by Drudger’s Walk and Spade Street.
tackling him and dousing the flames themselves.
Ersta Bedlid is a 22 year old human woman
Street Performer: Human Commoner 1; 4 hp associated with the Drudgespades Crossroads Club
(currently 2 after one round of fire damage), who has a small following among the membership.
Perform (juggling) +2. Overall, Ersta is quite beautiful, with fire red hair
27
and green eyes. Her most distinguishing feature, to those tunnels is controlled by the Menach family
however, is a brutal scar that runs across her neck. through the basement of their Oils and Lanterns
Ersta seeks an opportunity to end the Skullcracker shop (#1 on the Great City Trades Ward Map).
Fight Club, and is aware – through general gossip Generally speaking, the Menach’s turn a blind eye
The Skullcrackers
– that the players are investigating circumstances to whatever comes through the tunnels and into
around the recent death of Malkan Abberbaugh. the city. They do an astounding job of maintaining
Read the following text as the players approach the neutrality with the array of smugglers and traffickers,
intersection. and a significant profit serving as middlemen for
nearly all the city’s illicit merchandise.
As you approach the intersection a very beautiful
human woman, accompanied by two young men, Ersta’s necklace is located in those tunnels;
smiles and waves at you. “Greetings, friends. Pay your specifically, in a side branch not often used by the
toll to Ceghon, and then come visit me. We’ve been Menachs or the smugglers who make use of his
anticipating your arrival at our little shrine.” network. The best way for PCs to gain access to the
tunnels is simply to pay the Menach family a fee. For
The two gentlemen with Ersta are there for her unknowns such as the PCs, the fee to gain access is
protection, at least in theory. Assuming the players 30 gold; Ersta is willing to front half this cost, leaving
make the proper donation of a few copper pieces, the PCs to come up with the remaining 15 gold.
Ersta and her guards are friendly towards the PCs;
failure to pay the toll causes the Drudgespades to Of course, other options exist as well. PCs could
begin the encounter with an unfriendly attitude; disguise themselves as workers for an operation
worse for the PCs, they raise the ire of the Shrine entering the tunnels. They could even try to get
Spirit (see the Great City Campaign Setting for more hired for such an excursion. Alternatively, especially
details). Even if she’s unfriendly, though, Ersta’s need stealthy PCs could attempt to sneak into the tunnels.
for the PCs’ help outweighs her disdain.
One option you should make clear is not available,
Ersta possesses the key piece of information the though, is brute force. That is, players should be
PCs need – that Harmon Quagstaf murdered Malkan discouraged – in character – from assaulting Orim
Abberbaugh in cold blood at the Skullcracker Fight or any of his sons. Even if the players could survive
Club. She’s not willing to just give this information such a bloody encounter, the aftermath would place
away, though. Ersta has a long-lost family heirloom an incredible burden upon them. The death of the
that she has recently tracked down. The item was Menach family would create a substantial void in
stolen from Ersta’s grandmother many years ago, the underworld of the Great City and crime bosses
and Ersta’s painstaking research has lead her to wouldn’t know if their businesses were safe in the
believe (correctly) that the ruby and emerald bracelet future. Such problems would likely be taken out on the
lies tucked away behind a loose stone in the old PCs, making them “persona non grata” in the city.
smuggler’s tunnels under Orim Menach’s lantern
and oil shop. Ersta is unable to retrieve the item Whichever option your PCs go with, this section
herself, as she cannot safely enter Trade Ward, due makes the assumption your players opted to simply
to a grudge the Crimson Medusa hold against the negotiate a fee with Orim. The wily half-orc is willing
Drudgespades. to negotiate with the PCs, especially if they make it
clear that they’re looking to access the older tunnel
Ersta believes the PCs offer her best opportunity system. Orim is well aware that those tunnels are
to recover her grandmother’s bracelet, and she dangerous for those who enter, but have very little
leverages that belief. She informs the PCs that she’ll impact on his current business.
turn over the information they seek if they’ll travel to
the tunnels and get the bracelet for her. She informs When the PCs first encounter Orim, read the
them that Orim is generally suspicious, but in the following description to them.
end his greed will win out. Ersta gives the PCs 15 gold
pieces on the spot to help defray the cost of bribing The man who is obviously Orim Menach, patriarch of
Orim. When they return with the bracelet, Ersta will the Menach clan, stands before you. His hair is thin and
share her knowledge with the PCs. If they so desire, balding, and his teeth yellow with age. He sneers as his
she swears on the Drudgespade Shrine Spirit – a very red eyes seem to bore holes right through you. “What do
solemn thing that Ersta wouldn’t do lightly. you want?”
Part VII. Smuggler’s Tunnels Orim’s full stats can be found in the Great City
Campaign Setting Source Book, but to help you run
The characters now need to gain access to the
this encounter, the following details should prove
smuggling tunnels under the Trades Ward. Access
useful.
28
Orim Menach: Male half-orc expert 8; Bluff +13, eventually.” With that, he opens the iron door and waits
Diplomacy +4, Intimidate +15. for you to enter the dark tunnel.
Orim has two goals in any negotiation of this After the PCs enter, the door slams shut behind
nature. First, he wants as much money as possible; them. The tunnel complex is old, but well-built and
The Skullcrackers
second, he wants to ensure his normal business generally safe. The entire complex is carved into the
is unaffected by the interlopers. If the PCs provide rock and dirt below the city. All tunnels are 15 feet
Orim with the details they received from Ersta, the wide (to allow for carts to navigate through them),
smuggler realizes the heroes want access to the older and reinforced with strong timber. Ceilings are ten
tunnel system. While the two systems do connect, feet overhead unless otherwise indicated. There is no
the doorway between the two is well-guarded. Orim natural light source here, so PCs without darkvision
holds out for as much gold as he can, but in the end will need to figure out a way to make their way
he really doesn’t care if some crazy young fools want through the dark tunnels.
to delve into his old tunnels. Haggle with your PCs
just long enough to get them slightly annoyed with Ad-Hoc XP Award: Grant PCs XP as though they
the old man. When you think your players have had defeated a CR 2 encounter once they gain access to
enough, read the following text: the tunnels, regardless of the method they opt to
use.
The old man looks at you with his red eyes; then he
produces a big, toothy grin. “I think you young’ins are T1. Swarm (CR 2)
crazy, but that never stopped old Orim from taking cash The PCs have unwittingly stumbled into a nest of
before, and it sure won’t stop me now! You have a deal.” bats. Their activity disturbs the bats, who swarm the
PCs and attack to defend their turf.
If the PCs aren’t ready to travel, Orim huffs in
exasperation and suggests they get ready as quickly As you move down the old corridor, the ceiling appears
as possible, before he changes his mind. to undulate, before you realize its covered in bats!
1 square = 5 ft
29
through the tunnels to keep them from starving, but Spell-Like Abilities (CL 3rd)
the PCs present the darkmantles something they 1/day—enlarge person (self only), invisibility (self only)
have not had in a long while – a good meal. STATISTICS
Str 15, Dex 12, Con 16, Int 10, Wis 13, Cha 4
The Skullcrackers
The pair, if unobserved, waits for the last two Base Atk +1 ; CMB +3 CMD +14
characters to walk underneath and then attack.
Feats Power Attack
If combat goes poorly, the darkmantles use their
Skills Acrobatics +2, Climb +6, Heal +5, Perception +5,
darkness ability to cover their escape.
Perception (related to stoneworks) +7 , Stealth +9,
Survival +5, Survival (Follow or identify tracks) +6
DARKMANTLES (2) CR 1 Languages Common, Dwarven, Undercommon
hp 12, 14. See Pathfinder Bestiary. SQ immunity to paralysis, phantasms, and poison,
light sensitivity, track, wild empathy
T3. There’s Always Room (CR 3) Possessions mw studded leather armor, mw
A gelatinous cube has squeezed its way into this battleaxe, handaxe, longbow, 20 arrows (1 gp),
hallway; while nearly stuck, it continues to press oil of magic weapon, potion of cure light wounds
onward at reduced movement. (x2), potion of jump, amethyst (75 gp), 1 pp, 38
gp, 79 sp.
GELATINOUS CUBE CR 3
While Skrif carries two melee weapons, he’s still
hp 50. See Pathfinder Bestiary.
not confident in his skills fighting with two weapons
at once. Therefore, he opts to use his battleaxe two-
Treasure: Inside the cube, PCs can find 31 gp and 1
handed. If the party contains any humans, dwarves,
tourmaline (100 gp).
or elves, Skrif fights to the death, cursing his hated
foes throughout combat. If the party has none of
T4. Scout (CR 2) those races, he accepts any offer to surrender if he’s
In recent weeks, a team of duergar dwarves reduced to half or fewer hit points.
has been scouting the tunnel complex, trying to
determine if the area is a worthwhile launching If captured, Skrif refuses to talk to a human, dwarf,
region for raids on the surface. PCs on this path or elf; instead, for any question he’s asked by a
of the tunnel system are unfortunate enough to member of those races, he replies with a profanity-
stumble upon an advance scout. laced string of racial slurs. If he’s questioned by a
member of another race, however, he’s a bit more
Given the scout’s far superior darkvision ability, it’s cooperative. His speech is still heavily laced with
likely he becomes aware of the PCs well before they profanities and racial slurs, but he at least answers
become aware of him. If so, he uses his invisibility some questions. He’ll inform questioners of his
spell-like ability, waiting to ambush the PCs. At the name, and tell them that he was with a partner,
beginning of combat, the scout uses his Power though he doesn’t know what happened to her.
Attack feat; if he finds it makes hitting in combat too Finally, he’ll inform the PCs, that his job was to
difficult, he stops, deciding it’s better to do some scout the tunnels, but he doesn’t know what his clan
damage than go for a grievous wound every swing. leaders have planned beyond that.
misjudged her chances, she surrenders after losing By this stage of the adventure, your PCs
half her hit points. should have enough XP to advance to third
level. If they haven’t quite reached it, you
Finally, if Mras was able to turn invisible before the should give careful consideration to running
PCs arrived, she could opt to try to slip away quietly. this encounter. This would be a good place
Her invisibility lasts for a total of 4 minutes, allowing to slip in some extra encounters or even a
her a good opportunity to slip away unnoticed, side path as a means to grant the PCs a little
especially with her better than average Stealth skill. more experience and treasure. For example, a
Fortunately for the PCs, these hallways are covered pickpocket might accost the PCs on their way
in dust, making tracking her a relatively easy task. If back through Trades Ward.
none of your PCs have Track, you should still allow
them a chance to find and follow Mras’s path via the Even at third level, though, this fight poses
Perception skill. serious danger to the PCs. Harmon by himself
is a CR 5 creature, and he and his posse
In the end, the PCs should be able to recover have no intention to make this a fair fight.
Ersta’s bracelet from the duergar thief. If they’ve Harmon’s cronies intend to jump into the fray
had an easy time of things so far, feel free to toss a at the earliest opportunity, turning an event
random encounter their way. Otherwise, they should billed as a one-on-one battle into an all out
make it back to the door in Orim’s basement easily melee brawl.
enough. After banging on the door, it takes Orim an
hour to come and let them out of the tunnels. Read In order to give your PCs the best chance to
the following text after he opens the door. come out of the fight victorious, maneuver the
following sequence so that the pit fight is their
The old half-orc grins, and his eyes gleam with a first combat of the day. That gives your PCs
zest that wasn’t present earlier. “So, you survived! I’m their maximum range of powers and abilities.
impressed. Tell me, did you find what you were after? Confronting Harmon and his goons at peak
Anything interesting living in my old tunnels?” condition, PCs should be able to emerge from
the combat victoriously.
Orim is truly interested in learning if anything is
residing in his tunnels. If the PCs tell him of their
encounters with the gray dwarves, he seems shaken me, did you hold up your end of the bargain?”
and vows to make arrangements to prevent any
further trouble. Should the PCs pull out the bracelet, Ersta can’t
contain her excitement and claps giddily before
T6. The Turnover composing herself. Just mentioning the bracelet is
enough to extend her grin; she implores the PCs
At this point, PCs have Ersta’s ruby and emerald
to let her have the bracelet, assuring them she’ll
bracelet. They’re also likely to be a mess. If they so
uphold her end of the bargain. If PCs insist she
desire, allow them some time to clean up before they
provide information before turning over the bracelet,
head back to the Residential Ward. If they take too
they can attempt a DC 20 Diplomacy check to alter
long, however, representatives of the Drudgespades
her attitude from friendly to helpful. Otherwise,
pay a visit.
she insists upon having her family heirloom in
her possession before she turns over such vital
PCs should have little trouble finding Ersta. Simply
information.
heading back to the intersection of Drudger’s Walk
and Spade Street is all that’s required. Ersta herself
After the exchange is made, read the following text:
is not present when they arrive, but PCs should
recognize several other members of the gang. One of
“I can’t thank you enough for recovering this bracelet.
them slips away as the PCs wait to fetch Ersta.
As promised, I can point you in the right direction to
resolve your mystery. You see, over the past six months
It doesn’t take her long to arrive, and she’s truly
or so soldiers from the army have been coming to the
happy to see the PCs have returned.
Residential Ward on their off time. They’ve established a
club, where they get into brutal, despicable contests with
Ersta smiles at you as her eyes flick back and forth,
residents. Ugh! Generally, the soldiers are better trained
scanning you and the area around you. “Greetings,
than the residents here, and a lot of innocent people
friends. I trust you survived the tunnels well enough. Tell
32
The Skullcrackers
1 square = 5 ft
are getting beat up. All for the amusement of those Part VIII. I Smell a Rat
bastards! Even when a fight seems fair, somebody jumps At this point, PCs have likely uncovered the truth
in to tip the odds in their favor. Pigs!” and motivations behind Abberbaugh’s murder.
Regardless, Galwatty is well-aware of Harmon
Ersta takes a deep breath, then continues. “The Quagstaf’s involvement in Abberbaugh’s murder,
Skullcracker Fight Club. That’s what they call their little but remains intent on covering it up to protect the
game. Your guy…he died from these fights. But it wasn’t Skullcrackers. Therefore the only way to resolve their
a Rezzie who did him in. It was one of his own army case is to locate and confront Harmon.
buddies. This dwarf, his name is Harmon something or
other. He’s been acting funny lately. Real bloodthirsty. PCs attempting to present their case before
Your guy tried to step in and stop him from killing military officials – even with evidence that Quagstaf
somebody. Harmon killed him in a fit of anger. When murdered Abberbaugh – find officers surprisingly
he realized what happened, he and his group of drunken rude and apathetic. As per Galwatty’s recent issues,
louts dragged the body to Hope Park and dumped it they curtly inform PCs that the death is under
there. It was just convenient for them that an animal or military investigation and they have been given
two nibbled on the dead body.” strict orders not to discuss or even speculate about
it with outsiders, and, if need be, they have the
Ersta will answer questions from the PCs if it helps authorization to detain anyone poking their noses
them understand the info better. She tells them the into military business on charges of conspiracy.
next scheduled Skullcracker meeting is the following They further inform the PCs that conspiracy carries a
night, at the courtyard of the Macksis Villa. She minimum 100gp penalty and a month long sentence,
doesn’t think going to Harmon’s superiors will do though if it is decided the conspiracy is against the
any good, but tells the PCs they’re free to try it. throne, the punishment is execution.
Ad-Hoc XP Award: If your PCs roleplay well with If you haven’t run some of the encounters from
Ersta, award them XP as though they had defeated a Part III, this gives you a chance to run them.
CR 2 encounter.
Similarly, if PCs attempt to contact authorities
33
within the city itself, they find their efforts there off steam by beating the living hell out of residents.
equally rebuked. However, unlike the indifferent One of those clubs is the Skullcrackers, which hold
army, the folks they speak to within the city’s their fights in the roof-covered courtyard of Macksis
hierarchy are sympathetic, but declare that there’s Villa. The villa is located on Aristocrat Street. When
The Skullcrackers
nothing that can be done on their end, because the the PCs arrive, read the following.
army forbids the city from becoming involved in any
investigation. This includes the Night Watchmen As you arrive in the courtyard, it teems with life. All
whose members are currently under restriction until manner of people – young and old, rich and poor – mill
Bao returns. Still, contacting the Night Watchmen about, waiting for the evening’s events to begin. A
isn’t entirely a dead end. Adventurers able to impress hairier than usual dwarf points at you and bellows, “My
Watchmen guards with a DC 15 Diplomacy check tormentors have arrived! Finally, we settle things!” He
are granted a short list of Harmon’s hangouts and pauses to spit on the ground at his feet, then resumes.
associates, and offered a special escort through “I challenge you to a duel! Choose one of your own,
the Residential Ward; albeit, from the rooftops and whoever the hell you want! I’ll take on your best, and
shadows. we’ll settle this, in the Pit!” As the dwarf, who is clearly
Harmon Quagstaf, finishes issuing his challenge, the
After getting the run-around from official channels, gathered masses let out a boisterous cheer. As you look
it should become obvious to the PCs that they’ll need around, bets already seem to be exchanging hands as
to confront and deal Harmon themselves. If the PCs the crowd looks you over like so many pieces of meat.
remain hesitant to become directly involved, run the
following encounter at some point when the PCs are Harmon makes his way to the pit, a 50 foot
resting at an inn, eating, or similarly engaged in a square area in the center of the courtyard. He wears
mundane activity. his armor and carries his mace and main gauche,
which should indicate to the players that the duel
F0. Message is intended to be armed melee combat. Harmon’s
cronies – three humans named Harrin, Phineas, and
Harmon knows the PCs are investigating, and
Jeb – stand nearby outside the pit, each also armored
he’s worried what they’ll find. As such, he seeks
and armed.
them out, looking to make examples of them while
simultaneously eliminating them.
As the chosen PC enters the fight area, Harmon
struts around, working the crowd into a frenzy. He
As you sit contemplating what to do next, a rock
consumes a potion, then speaks:
crashes through your window. A note is tied to the rock.
“Just a few rules, you fool,” Harmon says. “This fight
Looking out the window doesn’t reveal to the PCs
is for the whole thing – there’s no backing out. Anything
who likely threw the rock. The busy street below
goes, just me and you. Got it?”
seems to be going about its routine as normal.
The potion was his shield of faith potion, and
The poorly written note reads:
raises all his armor classes by +2. Harmon doesn’t
“Ya want me, then cum an get me ya pissy little priss!
wait for an answer; he charges the PC, looking to
I’ll shows ya how ta settul things like a man! Unless yer
catch him or her flat-footed.
to much of newturd goat to git in da fight pit?”
The crowd continues to hoot and holler, and bets
If the PCs don’t respond to that the first time,
continue to fly. During the commotion, Harrin,
similar incidents repeat each day.
Phineas and Jeb all draw their weapons and prepare
to charge into the ring. On the second round of
F1. You Dirty Rat (CR 7)
combat, all three charge into the ring and attack the
At night, the Residential Ward transforms into PC dueling Harmon. This should result in an all-out
an entirely different location. Local citizens flaunt brawl within the ring, assuming the other PCs come
the law, participating in open-air dining, gambling, to the aid of their companion at this point.
entertainment, and nearly any other activity
forbidden by the ruling class. Harmon attempts to flank whenever possible so he
can gain his sneak attack bonus to damage. Two of
One of those newer activities is the fight club. the thugs – after the planned ambush – seek out any
What started off as army grunts getting their jollies obvious spellcasters within the group, using Power
beating up Rezzies has, in the past few months, Attack to their fullest (-2 attack, +4 damage).
become more organized as an unknown entity has
gone to elaborate measures to organize the fights – Harmon doesn’t surrender, choosing to fight to
and make a profit. The army uses the clubs to blow the death in a blaze of glory if necessary. As long as
34
Harmon is still alive, his three thugs continue to fight Languages Common, Dwarven
as well. If Harmon dies, any thug who drops below SQ Defensive Training, Evasion, Greed, Hardy,
10 hit points attempts to surrender, begging pitifully Hatred, Lycanthropic Empathy (Ex) Stability,
for his life. Steady, Stonecunning, Trapfinding, Trap Sense +1,
Weapon Familiarity
The Skullcrackers
After combat, the crowd is whipped into an Possessions bolts, crossbow (10), chain shirt +1,
absolute frenzy. Ersta comes out of the crowd to cloak of resistance +1, mw dagger, mw light mace,
join the PCs in the ring, to congratulate them for mw thieves’ tools, potion of cure light wounds (x2),
their victory. She informs the PCs that Residential potion of protection from law, potion of shield of faith
Ward tradition says Quagstaf and his gang’s items +2, light crossbow, 49 gp, 78 sp, 20 cp.
now belong to them. PCs who examine the dwarf’s
main gauche will notice the odd-shaped blade. If
they discovered the wound in Abberbaugh’s back in
the crematorium, they recognize the blade as being
able to cause such a wound. She thanks them for
everything, convinced that dispatching Harmon and I LOSE ALL CONTROL
his crew will bring an end to the worst of the fights. Afflicted lycanthropes, such as Harmon,
need to learn to control their shapeshifting.
While the PCs talk to Ersta in the pit, a small Doing so is done through the use of the
throng of people comes into the pit; if the PCs Control Shape skill. Harmon, having just
haven’t removed their foes’ equipment yet, this recently discovered his affliction, does not
group does it and piles it up neatly for the players. have any ranks in this skill; he can, however,
They then take the bodies and depart, assuming the use the skill untrained. The ability modifier for
PCs don’t stop them. Control Shape is Wisdom.
As PCs leave the pit, they’re mobbed by adoring
fans who wish to touch the heroes who were able to Whenever Harmon suffers enough
take on Harmon Quagstaf and his gang! damage to reduce his hit points by one
quarter (8 damage), he must make a DC 25
HARMON QUAGSTAF CR 3 check to avoid changing into animal form.
XP 800 Essentially, because of his Wisdom modifier,
Harmon is unable to make this check, even
Male Dwarf Wererat Rogue 3
if he rolls a 20.
NE Medium humanoid (dwarf, shapechanger)
Init +3; Senses Darkvision (60 ft.), low-light vision,
What does this mean? As soon as Harmon
scent; Perception +9
suffers 8 or more points of damage (not
DEFENSE including nonlethal damage), he must spend
AC 18, touch 13, flat-footed 15, Evasion (+3 Dex, +5 a standard action to change shape into an
chain shirt +1) animal. Thereafter, Harmon can possibly
hp 29 (3d8+12) affect some control over his form. A DC
Fort +5, Ref +7, Will +3 15 Control Shape check allows Harmon to
OFFENSE assume hybrid form, and a DC 20 check
Speed 20 ft. allows him to resume his dwarf form.
Melee mw main gauche +4 (1d4+1/19-20) and mw
It’s up to you, the GM, to determine if
light mace +4 (1d6)
Harmon attempts to change to hybrid form.
Ranged light crossbow +5 (1d8/19-20)
It’s probably best, and most dramatic, if you
Special Attacks Bleeding Attack, Change Shape,
simply leave him in dire rat form once the first
Sneak Attack 2d6
change occurs. Play up the moment; let the
STATISTICS PCs hear the gasps from the gathered crowd,
Str 13, Dex 16, Con 16, Int 12, Wis 12, Cha 6 allow them to see the fear and uncertainty
Base Atk +2; CMB +3 CMD +16 in Harmon’s eyes. If your PCs are seriously
Feats Alertness, Two-Weapon Fighting struggling with the fight, however, having
Skills Acrobatics +7, Bluff +4, Climb +5, Diplomacy Harmon spend a standard action to attempt
+4, Disable Device +8, Escape Artist +7, to shift into hybrid form might be a good way
Intimidate +4, Knowledge (Local) +6, Perception to give them a break without letting them
+9, Perception (Notice unusual stonework) +11, know you’ve tossed them a life preserver.
Perception (Trapfinding) +10, Sense Motive +9,
Stealth +6, Swim +4 Once dead, Harmon reverts to dwarf form.
35
HYBRID FORM and his crew. If the PCs did nothing to dispose of the
Init +6 bodies, they show up the next morning in Hope Park
– mauled by wild animals.
DEFENSE
AC 20, touch 17, flat-footed 18
The Skullcrackers
HARRIN, PHINEAS, AND JEB CR 1 The Drudgespades provide the PCs with an ally,
XP 400 albeit a begrudging one. They’re grateful for the help
Male Human Fighter 2 the PCs provided Ersta, and also for attempting to rid
NE Medium humanoid (human) Trades Ward of the brutal fights. The Dragon Claws,
Init +1; Senses Perception +1
Languages Common
DEFENSE
MIX IT UP!
AC 21, touch 12, flat-footed 19 (+1 Dex, +7 mw
banded mail, +2 heavy shield) Running this encounter as-is, your players
will end up with 3 of everything Harmon’s
hp 22 (2d10+6)
flunkies own. Some groups won’t mind that
Fort +5, Ref +1, Will +0
– they’ll happily take the weapons and armor
OFFENSE
and sell them. Other groups, though, might
Speed 20 ft. prefer a bit of variety. It shouldn’t be too
Melee mw scimitar +7 (1d6+3/18-20) difficult to adjust on the fly.
STATISTICS
Str 17, Dex 13, Con 14, Int 12, Wis 10, Cha 8 Armor: Banded mail grants a +6 armor
Base Atk +2; CMB +5 CMD +16 bonus with a maximum Dexterity bonus of
Feats Dodge, Mobility, Power Attack, Weapon Focus +1; both splint mail and a breastplate are in
(scimitar) the same general price range as banded mail.
Skills Climb +1, Intimidate +4, Perception +1 Splint mail also has a +6 armor bonus, but
SQ Bravery has a maximum Dexterity of +0, effectively
Possessions elixir of fire breath, mw banded mail, mw reducing all armor class categories by one.
A breastplate has only a +5 armor bonus,
scimitar, mw heavy steel shield.
with a maximum Dexterity of +3; this would
effectively reduce normal AC and flat-footed
Conclusion AC by 1 each.
Fortunately for the PCs, the army has no desire to
follow up with them concerning the death of Harmon Weapon: A rapier has the exact same stats
as a scimitar, making it a nice substitute. A
heavy pick has the same damage, but has a
critical rating of 20/x4. Be careful with this;
MAIN WHAT?
such a high critical multiplier could prove
At its simplest, a “main gauche” is a deadly for a PC on the wrong end of a lucky
parrying dagger common during the early die roll. Another weapon to consider is a
Renaissance period.. The phrase is French longsword. The damage increases to 1d8, and
for “left hand.” Typically, a main gauche the critical threat range drops to 19-20.
resembles a dagger, but with a wider guard,
as well as other decorative features to protect With just a minimal amount of tweaking
the hand. on your part, you can make Harrin, Phineas,
and Jeb all seem like individuals while
As far as game mechanics go, treat the also arranging for your players to receive
main gauche as any other dagger. equipment useful to their character concepts.
36
too, continue to keep an eye on the PCs, and could rats prefer arcane energy, but will attack a divine
serve as an ally in the future in the right situation. caster in order to feed.
Eddie Gin continues to follow the PCs like a lost Magic Sense (Su): Cerebral rats have the ability
puppy looking for a home. He gleefully does any to detect magical energy within 60 feet. Whenever
The Skullcrackers
errand the PCs ask, and always has tidbits of news a spell is cast (including spell-like abilities, but not
and information to provide them whenever they ask. activated magic items), a cerebral rat knows the
direction and distance to the source. The ability
All isn’t well, though. The Skullcracker Fight Club can penetrate barriers, but 1 foot of stone, 1 inch
continues operation, though the fights have become of common metal, a thin sheet of lead, or 3 feet of
less brutal since the group disposed of Harmon wood or dirt blocks it.
Quagstaf. And the political trouble simmering just
below the surface is about to boil over and explode Spell Drain (Su): Whenever a cerebral rat bites a
on Azindralia. If you’re running the entire arc of
adventures, your PCs can expect a visit from a
contrite Marcus Galwatty in the near future.
IF YOU USE PSIONICS
Appendix: New Creature If you use old psionics in your game, there
are several minor changes you may wish to
make to cerebral rats to give them more of a
CEREBRAL RAT CR 2 psionic flavor.
XP 600
NE Tiny Magical Beast Change their “psionics” ability to the
Init +3; Senses Low-light, Perception +4 following entry:
DEFENSE
Psi-Like Abilities: At will — Create sound,
AC 15, touch 15, flat-footed 12 ( +2 size, +3 Dex)
dancing lights (DC 13); 3/day — Concussion
hp 13 (2d10 +3)
blast; 1/day — Read thoughts (DC 14).
Fort +6, Ref +5, Will +0
Effective manifester level 2nd. All save DCs
OFFENSE use the cerebral rat’s Charisma modifier.
Speed 15 ft., Climb 15 ft., Swim 15 ft.
Melee bite +7 (1d3-4 plus spell drain) In addition, their “magic sense” and “spell
Special Attack Psionics drain” abilities change, though exactly how
Space 2 ft., Reach 0 ft. depends on how you treat the magic-psionics
STATISTICS transparency.
Str 3, Dex 17, Con 12, Int 12, Wis 10, Cha 15
Base Atk +2; CMB +3 CMD +7 Magic and psionics are transparent: If you
Feats Weapon Finesse use a magic-psionics transparency, this ability
detects the manifestation of psionic abilities
Skills Acrobatics +8, Diplomacy +6, Perception +8,
in addition to the use of magic.
Stealth +12, Racial Modifier Stealth +4, Perception +4
SQ low-light vision, magic sense
Spell drain also has the ability to drain
ECOLOGY power points or uses of Psi-Like abilities. Each
Environment Urban underground bite drains 3 power points from the target on
Organization solitary, pair or pack (10-100) a failed Will save.
Treasure Standard
SPECIAL FEATURES Magic and psionics are separate: If you keep
a clear segregation between the two systems,
Cerebral rats are nearly indistinguishable from the cerebral rat’s “magic sense” should be
normal rats. The only outward clue is the enlarged renamed to “psionics sense” and the ability
forehead present on a cerebral rat. should be altered so that the cerebral rat can
detect the manifestation of psionics within
Cerebral rats understand common and range, but not magic.
undercommon, but are unable to produce speech.
Spell drain should be renamed psionic
Cerebral rats focus their attacks on spellcasters, drain; a successful use of the ability drains
oftentimes swarming upon a single target until they either 3 power points or one use of a Psi-Like
drain away the poor target’s magical energy. Cerebral Ability.
37
creature with spells or spell-like abilities, it drains in all, Mafurin’s work area is a disaster waiting to
away magical energy, which it uses as a source of strike the Great City.
nourishment. If the target fails a Will saving throw,
it loses one prepared spell (or spell per day for These elements lead to the creation of cerebral
The Skullcrackers
spontaneous casters), or one daily use of a spell-like rats. A pack of rats living under the alchemist’s shop
ability. Targets are always drained of their highest received exposure to an amalgam of chemicals and
available spell energy first; if the target has more than other reagents Mafurin carelessly let spill and drip
one of the same level (for example, two prepared between the floor boards. To this day, nobody quite
spells of the same level) determine the result knows exactly what chemicals were involved in the
randomly. The DC to resist this ability is 13, and uses spill. Whatever they were, the rats were changed.
the cerebral rat’s Charisma modifier. Their minds expanded and their ability to learn and
remember greatly increased. More importantly,
Psionics (Sp): At will — dancing lights (DC 13), however, the frontal lobe area grew, stimulated by
ghost sound (DC 13); 3/day — magic missile; 1/day — the chemicals, until the rats’ minds unleashed new
detect thoughts (DC 14). Effective caster level 2nd. All powers.
save DCs use the cerebral rat’s Charisma modifier.
As if the existence of sentient, spell-using rats
History under the city wasn’t bad enough, the rats possessed
Sometimes called “azzy-rats” because of their the ability to mate true with one another. In a matter
mixed nature, cerebral rats came into existence by an of months, the original cerebral rats successfully
alchemical mishap. The alchemist Mafurin is renown mated several times, producing large litters.
throughout Azindralia for his bizarre alchemical
experiments, in particular because of his constant While the rats feed upon spell energy, they also
search for test subjects. The alchemist strikes a gain nourishment from normal food sources. This
clean, if slightly insane, appearance when working fact alone probably is the single biggest reason the
with clients; few know just how disorganized and creatures have yet to overrun the Great City. But
disheveled his work area is. Pots boil over, spilled their numbers continue to grow, uncontrolled, under
liquids pool on the floor, powders float in the air. All Azindralia.
38
Handout A
The Bloody Fix
by Lou Agresta and Rone Barton
Table of Contents
The Bloody Fix 43 1. Courtyard Behind the Cup 79
The Bloody Fix
42
W elcome to The Road to Revolution campaign
arc; a series of adventures designed for
use with the Pathfinder Roleplaying Game. Set in the
One night, thieves came over the walls while the
Villa squandered its magical energies entertaining
the children. They glided past the courtyard’s
Great City, this epic campaign takes characters from towering willow like ghosts.
their humble beginnings, all the way to powerful
adventurers upon whose actions the city will come to
Adventure Background Semheyl Villa howled its rage and grief down into
“People believe they own a house, when really the a black coma and fell finally, blessedly senseless.
house owns them.” In its somnolence, the villa transformed into a
dreadmanse, an evil creature bent on vengeance for
-Azindralean Proverb wrongs long past. Still it slept, silent, and unaware
for over a century. Until now.
A Dreadmanse is Born
Flourishing Fight Clubs of Murder
The Wizard of Semheyl loved his children deeply,
and when his wife died, he applied his arts toward After the PCs pinned Malkan Abberbaugh’s murder
animating his villa to serve as a loving caregiver. on Harmon Quagstaff (see The Road to Revolution:
Semheyl Villa loved its children and welcomed its The Skullcrackers), the fight clubs should have died
charge to protect them: Ellie the eldest, studious out, but both sides want to fight.
and quiet; Amon, the explorer, forever searching
father’s attic for pirate gold; and little Georgette, full In the weeks following Quagstaff’s defeat,
of laughter. throughout the Residential Ward, fight clubs
sprung up faster than tenement fires. Embraced
As the Empirical Age ended, the Kortezian Civil by Azindraleans, who relished a shot at pounding
War drew the noble clans back across the sea, Kortezian faces bloody, the Kortezian military also
leaving economic collapse, crime, and confusion signed on. Leaders on both sides tacitly agree that
behind. During the troubles, the Wizard of Semheyl fight clubs are a great, safe way to lance the boils of
spent more time away from home, struggling to help ethnic tension.
the Great City safely through the chaos. Meanwhile,
Semheyl Villa locked its gates, and kept its children Crazed fight fans now worship their favorites as
inside, secure from the intermittent riots plaguing gladiatorial demigods. Betting runs heavy, Kortezians
the streets. As oppressed Azindraleans reasserted and Azindraleans lose fortunes side by side. Streamers
control over their formerly conquered, now and beer accompany fights. Fans paint their faces. In
abandoned city, one by one Semheyl’s Azindralean the Army Ward, common soldiers mutter ‘coward’
servants resigned or simply left, until only the Villa at any who refuse a fight. Some feel refusal even
remained. courts death by ‘friendly fire’. In the Residential Ward,
broadsides proclaim matches openly.
43
Brought to his attention by the events of belonged to her grandmother, who once worked
The Skullcrackers, an ambitious general K. saw as a scullery maid for the Semheyl family. When
opportunity in the resurgent fight club scene. By the Kortezian Civil War disordered the Great City,
mysterious means, the general established contact Semheyl’s Azindralean servants fled, filching as
and bargained with the dreadmanse. Together, they they left – Ersta’s grandmother along with them.
The Bloody Fix
invented the ehrenrood and with them launched a She handed the stolen bracelet to her daughter,
scheme to murder select Kortezian officers. who handed it to her daughter. Then Ersta pawned
it during tough times. When the PCs returned
The plan, though, has weaknesses. Plotters need a the bracelet, Ersta enthused over ‘her’ redeemed
host for the murder fights, and they chose a criminal heirloom, but the dreadmanse did not.
gang called the Crimson Medusa to help. They
also require a go between: someone to collect the Exercising its You Shouldn’t Have Taken That
ehrenrood, inscribe them, and deliver them to both power, Semheyl ensnared Ersta. One suggestion at a
combatants. For this latter role, the dreadmanse time, it led her deeper into evil. Plaguing her with
chose Ersta Bedlid. night terrors, but promising rich rewards, the manse
eventually broke her will. At the outset of The Bloody
Ersta’s Story Fix, Ersta willingly acts the Renfield, practically
The dreadmanse ensnared Ersta (see New Creature, worships the evil manse, and even sacrifices to it.
for details), the mysterious cloaked woman about Ersta remains the manse’s most valuable pawn,
whom the PCs so frequently hear during their integral to its plans, and it will not lightly expose her.
investigations. The dreadmanse uses her for dirty-
work. She middle-mans the fights, picks up the Why All This Trouble?
ehrenrood from Semheyl Villa, carves and delivers The fight club murders serve two purposes: they
them to Azindralean and Kortezians, alike. weaken the loyalist faction in the military, and they
fuel army-wide hatred for Azindraleans. Eventually,
The players likely met Ersta in The Skullcrackers
where, as leader of the Drudgespades crossroads
club, she had them retrieve a gem-studded bracelet
bearing the Semheyl crest. Ersta knew the bracelet
EHRENROOD
EHRENROOD
The ehrenrood are charred wooden rods
used in the fight clubs to create a match.
Each rod is halved and etched with an
adversaries’ name on them. A fighter is
handed a rod when given a match and the
opponents compare their halves in the ring to
identify their opponent. As a point of honor,
victors seize the ehrenrood of fallen foes. The
most famous fighters on both sides sport
collections of ehrenrood.
44
the general plans to ignite these hatreds, then arrive Worse, the evil mastermind behind the murders
to play the savior. In return for the dreadmanse’s now attempts to kill the adventurers outright,
help, K. promised it a program of gentrification. regardless of consequences. It instructs the
When he rules, K. pledged to renovate every villa mysterious cloaked lady to dose the Fight Night
in the Ward and repopulate them with responsible ale with Mafurin the Alchemist’s latest concoction,
nobles who care about the neighborhood. The which transforms nearly a quarter of the roaring,
meets with the party. “Too many Kortezian officers • We Will Disavow: General Henrik Prostolom (or any
3
die at the fight clubs. Worse, despite being an open sufficiently high ranking loyalist officer) summons
secret, the fights are illegal, and the furor they
10 19 5 meet with him at his retirement
the party to
rouse
CLERIC Sthreatens
TREET
the social order. Someone likely quarters in the Army Ward. “For political reasons,
bribed a Night Watchman in Gage Ravenson’s I cannot intervene directly, but am not without
The Bloody Fix
crew15 to look the other way. Meet with Galwatty. Use 19 or resources. The fight clubs trouble me,
interest
PROPHET COURT
his knowledge to discover who runs these fights and I suspect a deeper plot. Galwatty’s loyalties are
19 All the little dogs will fall
and take out the top dog. questionable, so he may be a trap. Take the bait.
in line. If any member of Ravenson’s SQUARE
crew took
OF THE
Work with Bhim. Use his information to discover
LESSED WAY
ELEVEN PRAYERS
bribes, take it out of their hide. Report back when what’s really going on, and if there is a plot against 8
12 20
you’ve cleaned things up.” the Blood Triperium, destroy it! If you’re caught
11
19
WAY OF THE CITY LORDS
21
20 5
7
3 KING’S SQUARE
25 (PIGSQUABBLE SQUARE)
1
DUKES’ WAY (LONG HOPE ROAD)
2 18 19 13
NOBLES’ WALK (DRUDGER’S WALK)
8 12
T
EE
TR
4
SS
11
MACKSIS VILLA
16
INTHOSO DEN
0 60 120
11
9 FEET
13 DREADMANSE AREA OF EFFECT
JIMMY GEMS FLIGHT PATH
K)
AL
W
10
L
AL
W
behaving illegally, we will have to disavow you, but who runs these fights. If it’s an Azzy plot, shut it
know you sacrifice for the good of the Empire!” down. Any way you have to. If it isn’t, contact me,
and we’ll decide from there.”
• Double Agents: A hooded man, representing
an unknown party meets the PCs in secret. He Starting the Adventure
HANDOUT #1 47
48
The Bloody Fix
HANDOUT #1
The Bloody Fix
49
HANDOUT #1
progress, feel free to invent more broadsides and A founding member of the original Skullcracker
consider including the more dramatic results of PCs fraternity , Marcus was poised to advance from field
actions in the headlines. officer to staff officer, when his superiors assigned
a simple task: “Keep a lid on that Abberbaugh
Rumors Abound mess your Skullcrackers churned up…” (see The
The Bloody Fix
There are always rumors flying about the Skullcrackers for more information).
Residential Ward: some false, some pertinent to
this adventure, some foreshadowing events in After the PCs solved the Abberbaugh murder
future volumes. Aside from information specific to and made a fool of him, the powers-that-be busted
Galwatty’s leads, here’s what the PCs hear around Marcus Galwatty to Master Sergeant and officially
the Ward: disbanded the Skullcrackers. If they dared, they
DC 10: • The entire army was massacred by the would boot Galwatty back into the Green Spear
Guard, but Marcus is too popular with the troops.
Hill Giants. And we’re next! (FALSE)
Nonetheless, he’s not a happy soldier.
• Chamberman Jack went too far with
the goats. He pissed off Erasmus and
Obsessed with the fight clubs, Marcus kept an
Harlo’s allowed to burn us all out now!
eye on things. When Kortezian officers started dying
It’ll happen any day. (FALSE)
again, Galwatty noticed. When he realized only
• Lop Rek challenged Lord Ment Undergar loyalist Atregan officers – men like him – died at the
to a duel next week – no quarter! fights, he hoped to regain his rank by exposing the
(FALSE) plot. Marcus filed a report with his superiors. As
DC 15: • The Bloodtwists hired a bunch of foreign a failsafe, he shared his discovery with a few close
speaking dwarves to help them dig out friends. Both actions proved a mistake.
their shrine. Why aren’t local miners
good enough? I didn’t even know Shortly after his midnight confession, Marcus
dwarves lived out here. (TRUE) Galwatty’s friends – and a few of their associates
• Membership in the crossroads clubs is – vanished. Each was last seen in the Residential
down. They say Butcher Quell is taking Ward. Days later, an army courier delivered an
recruits at the Pigoteria. (TRUE) ehrenrood. The popular Marcus Galwatty had earned
• Fight clubs are dangerous. Azzies knife himself a fight club match against Opie Hardbar, the
Azzies. Korties kill Korties. And the clubs Azindralean favorite. The troops went wild. Opie had
tend to burn down or collapse. (TRUE) already ‘accidentally’ killed two Kortezian officers.
DC 20: • Did you hear about the well on Teatwist? To refuse would abandon honor and forever dash
Red with blood one night. (TRUE) Galwatty’s chances of reacquiring Army rank.
• Yeah, but what about that stack of dead
cats they found? What kinda sicko does Of course, Galwatty’s enemies plan to kill him at
that? (TRUE) the fight. Thinking furiously, the Talquar campaigner
• I heard the Drudgespades’ head saw two options: either expose the fight club murder
honcho vanished. They’re blaming the plot before his match, or flee town.
Bloodtwists. Bad. If it goes club on club,
we’ll be sloughing in blood! (TRUE) Ever the tactician, Marcus planned for both. First,
DC 25: •There’s been a lot of banging and daytime he borrowed money from everyone who would lend
noise in the north-northeast Ward. it. Second he forged letters of credit for truly massive
Lots of wives complaining they can’t sums and bet them on himself to win, driving up
sleep. The Night watchmen are useless. the odds on a bet he would lose. Then, disguised as
(TRUE) Djingo Millituch, a wealthy gem merchant, he bet
his life savings and all his borrowed funds against
Galwatty’s Story himself.
Marcus Galwatty is a veteran and a popular man.
Finally he hired the PCs – the Rezzy heroes who
A Talquar’s Talquar, he grew up an army brat at
‘Cracked the Skullcrackers’ – to investigate. They can
the close of the Kortezian Civil War, amok among
go places in the Residential Ward he cannot, and in
the camp followers and other orphans trailing the
his mind they owe him.
Atregan army. Since the conquest, Marcus has led
excursions against the monsters inhabiting the
If the PCs uncover proof of the murder plot,
surrounding mountains, and across 30 years of
Galwatty will shut down the matches before his fight,
occupation, through foresight, determination, and
return the borrowed money and hopefully regain his
the brutal craftiness of a former street urchin, he
rank. If the PCs fail, he plans to involve them in his
climbed to Captaincy in the Talquar.
match. When the chosen PC loses, Djingo Millituch
50
will abscond with the inflated winnings and never Creatures: Struggling a little with bitterness and
look back. Marcus could care less if this risks the pride, Marcus strives to answer any questions
adventurers’ lives. If the PCs are hurt helping him, and convince the PCs to help him. He displays no
that’s just a delicious irony. animosity, and he certainly doesn’t want a fight.
Eddie Gin hangs about, even though his job is done,
#1 - Begin the Beguiling anxious to please. He fetches meat and bread,
51
TALQUAR MARCUS GALWATTY CR 4 Base Atk +1; CMB +4 CMD 16
XP 1200 Feats Skill Focus (Diplomacy), Toughness
Male Human Rogue 2 / Fighter 3 Skills Climb +8, Diplomacy +7, Handle Animal +7,
LN Medium humanoid (human) Perception +8, Swim +8
Init +2; Senses Perception +8 Languages Common, Gnome, Halfling
The Bloody Fix
DEFENSE
Possessions dagger, 15 cp.
AC 22, touch 12, flat-footed 20, Evasion, Combat
Eddie is terrified of fighting. Picked on his whole
Expertise ( +2 Dex, +8 banded mail +1, +2 heavy
life he cringes when faced with violence and says
shield) anything to avoid it. In combat Eddie looks for ways
hp 41 (2d8+3d10+12) to ambush his enemies. When attacked, Eddie flees
Fort +8, Ref +11, Will +4 at the first opportunity.
OFFENSE
Speed 20 ft. Development: Marcus Galwatty begs on bended
Melee mw bastard sword +8 (1d10+3/19-20) knee if he must, for both forgiveness and help.
Melee short sword +8 (1d6+3/19-20) Sense Motive (DC 35) reveals he’s a bit calculating
Special Attacks Sneak Attack 1d6 in his bid for aid, but his protestations are genuine.
STATISTICS Galwatty tells no lies. He genuinely wants the PCs
to help. He genuinely hopes to shut down the fights.
Str 16, Dex 15, Con 14, Int 15, Wis 10, Cha 14
His sin is omission.
Base Atk +4; CMB +7 CMD 19
Feats Blind-Fight, Combat Expertise, Exotic Weapon
During the conversation, PCs may suspect –
Proficiency (Sword (Bastard)), Lightning Reflexes,
even feel hostile – about this ex-officer and former
Quick Draw, Weapon Focus (short sword) bureaucratic stonewaller. They may skewer him with
Skills Acrobatics +2, Bluff +6, Climb +5, Diplomacy questions. Marcus always answers truthfully, and
+6, Disable Device +4, Disguise +7, Escape Artist then looks to introduce his suspect list and turn to
+1, Intimidate +10, Perception +8, Perception the investigations he wants the party to undertake.
(Trapfinding) +9, Ride +2, Sense Motive +5, Here are some likely questions, paired with
Stealth +5, Swim +3, Use Magic Device +7 suggested Marcus responses:
Languages Common, Orc, Hill Giant
SQ Armor Training, Bravery, Evasion, Stand Up, Q: Why us?
Trapfinding A: “You’re heroes in the Rez Ward. I’m still a Talquar.
Possessions +1 banded mail, mw heavy steel shield, Adhelmus sell you! I invented the original fight
mw bastard sword, short sword, cloak of resistance clubs to pound on these people. You can go places
+3, Type III Bag of Holding, 4 pp, 9 gp, 9 sp, 11 cp, I can’t. The Rez ward’s no cake walk.”
16,247 gp in bets. Sense Motive: True. On the dangers of investigating,
a DC 25 reveals Galwatty’s “better you than me”
Marcus likes to talk his enemies into letting their undertone.
guard down. In combat he prefers the short sword
and always tries maneuvers for the sneak attack. Q: Why should we help you?
Marcus is a crafty opponent who flees to fight
A: “The killings are bad for everyone. Someone’s
another day when the odds are against him.
got to get blamed, and it won’t be the one’s
responsible. Its oil on a fire and none of us wants
LITTLE EDDIE GIN CR ½ the City in flames.”
XP 200 Sense Motive: True.
Male Human Commoner 2
CG Medium humanoid (human) Q: Why not go into hiding?
Init +2; Senses Perception +8 A: “And act the coward? Why not give my career up
DEFENSE now and go live with savages? Hey, better yet, why
AC 12, touch 12, flat-footed 10 ( +2 Dex) don’t I just suicide? Because when my men find
hp 19 (2d6+9) out I hid, next scrap they’ll knife me themselves
Fort +3, Ref +2, Will +3 and blame it on the enemy.”
OFFENSE Sense Motive: True. DC 20 indicates Galwatty is
Speed 30 ft. terrified beneath his tough front.
Melee dagger +0 (1d4+3/19-20)
STATISTICS
Q: Why so urgent?
A: “The honor of the Talquar is at stake!”
Str 16, Dex 14, Con 16, Int 15, Wis 17, Cha 15
52
DESIGNER’S NOTE #1: motivators! In Concluding Part One, Eddie’s death is
LITTLE EDDIE GIN designed to fire the players up.
In the meantime, Eddie has genuinely useful
Born 11 years ago to a berrygin swilling, alcoholic
skills. Here are a few things he can do, and feel
– berrygin is a cheap, local white lightning flavored
The party may know Eddie from The Skullcrackers, 1 - Eddie will always learn the appropriate
but it’s not required. Enthusiasm is the key to information on Table 1, putting the party on
playing Eddie. This abused stable boy locks onto suspect’s trail. It takes him 2 hours to do it.
a player and idolizes them. He aspires to become
2 - Eddie can always locate Galwatty and arrange a
an adventurer and craves an apprenticeship. Eddie
meeting within three hours.
waits on that player hand and foot: he shines shoes,
3 - Eddie knows where Galwatty’s safe house is.
fetches her water, and minds the horses…whether
he’s welcome or not. In our home campaign, I had 4 - He knows the Great City, and can help the PCs
Eddie, pathetically, try to buy an apprenticeship with find merchants, points of interest, etc.
the tips he’d earned. 5 - When prompted, Eddie can always learn another
rumor from Table 2, regardless of its DC. It may
We recommend making Eddie as irritatingly take him a day to do it, but he will.
endearing and bitterly comic as possible. Highlight 6 - Eddie can arrange meetings with criminals.
his rough-knocks life. Give a scene to how much 7 - Eddie will carry messages if the party splits up.
he misses his mother, or how he despises berrygin. 8 - Eddie knows that the Crimson Medusa own the
Illustrate Eddie’s pitiful concern that his rags are Cup (see Player Handout #2).
clean, his eagerness for praise, his outsider status
and loneliness. Consider him, not a whiner, but On the off chance Eddie survives, he’ll make an
a resourceful child who calls it wrong to knife the excellent ongoing resource. You can always have
folks who mock his deformity. Obviously, only you a different NPC kill him another day – preferably
know the exact mix to win your players’ hearts. while on an errand for the party. If your player’s
Because once Eddie’s won their sympathy, we’re don’t engage with Eddie Gin, that’s alright too.
gonna kill him, and if we’re lucky, it may even Eddie’s death adds an exciting “vengeance” vibe to
be the PCs fault. Guilt and vengeance are great the adventure, but is not critical to its resolution.
Sense Motive: True, but DC 15 reveals more is on the mind. Pressured, Marcus confesses dodging the
line. Pushed, Marcus confesses his demotion for fight will get him killed by his own troops or even
the “recent unpleasantness with the Skullcrackers”. hung as a deserter.
He wants his rank restored.
Q: Why doesn’t whoever just kill you outright?
Q: Still not buying it. You seem really scared, and A: “I’m very popular. Very high profile. I don’t think
your friends disappeared. What gives? they dare.”
A: “Yeah they disappeared, that means I could be Sense Motive: True. DC 35 reveals he’s not sharing
next.” everything he’s thinking. Pushed, Galwatty reveals
Sense Motive: True. But a DC 30 suggests Galwatty he reported his suspicions about the fights. “If I
is terrified. Under pressure, Marcus reveals he die mysteriously, someone might pay attention to
received an ehrenrood shortly after his friends that report. If I die in a fight club, killed by some
vanished, and he’s convinced he’ll be murdered at Azzy commoner, I just look stupid.”
his match in a few days.
Q: Where’s this fight, when, and against whom?
Q: So you’re afraid to die. Again, why not run away? A: “At the Crimson Medusa, in a few days. It’s a
A: “I’m not afraid to die. I’m a soldier, but I want to popular venue. They’re going to use Opie Hardbar,
spend my life meaningfully, not struck down by a local favorite. He’s killed before.”
traitors.” Sense Motive: True.
Sense Motive: DC 20. It’s scaring him out of his
53
Part I: Friends Lost, Dreadmanse Counter Attacks contains GMs tools to
Friends Found harass the players, on any timetable that suits them.
We’ve also included an Optional Galwatty Meeting.
Toss this in if the investigation drags, or your players
Investigations would enjoy some comic relief and a good meal.
The Bloody Fix
Players investigate Marcus Galwatty’s leads in Part I ends when the GM decides the PCs have
any order. Sometimes, Diplomacy points directly learned enough. Marcus Galwatty limps up and
to the person in question. These are one part begs them to take his place at his fight. Someone
investigations. Sometimes Diplomacy indicates an broke his leg, and it resists all healing. He proffers
NPC who knows something. The latter are two part magical bracers that make the wearer resemble him
investigations, which require the players extract while worn, and he promises a share of his gambling
knowledge from an NPC then apply it to tracking payoff in reward. Mid-discussion a courier delivers a
down their quarry. box containing a dead snake. The Crimson Medusa
cut off Little Eddie Gin’s lips and stuffed them inside.
The table below summarizes what Diplomacy will Amply motivated, the party heads for the Cup, the
reveal about each suspect. In each case, if the PCs location of Galwatty’s fight and headquarters to the
fail their checks, they can always ask Little Eddie’s Crimson Medusa.
help. Eddie will return with the answer listed below in
about two hours, regardless of the DC. What if My Players Don’t...?
Murder mysteries can prove challenging to
When the PCs corner their targets, they may glean run, and you might be concerned the PCs want to
up to three key pieces of information from each lead: investigate things not on Galwatty’s list. Let them.
(1) clues concerning the fight club murder plot, (2) a The adventure encourages exploring the Residential
piece of the dreadmanse’s dark history, and (3) hints Ward to the degree your players desire. The truly
of Ersta Bedlid’s involvement. important thing is that they not reach Part 3 without
While the adventurers investigate, track down and exposure to the snippets of the dreadmanse’s dark
interrogate each suspect, the dreadmanse works history, not how creatively or slowly they discover the
against them. Whenever the PCs cross its path, the clues.
manse sends frightening, supernatural warnings. As As a GM you’ve two choices with respect to time:
it grows more desperate, these grow more deadly. keep pushing Galwatty’s fight off until the players
TABLE - 1
Galwatty’s Lead Diplomacy DC Information Gleaned & The Encounter To Which It Leads
Mona Memy 25 Information: She has offices in a villa on Ponce. Just past
(Two Parts) Drudger’s Walk, above Shorthread. West side villa. It’s a big
complex with an inthoso den on the bottom floor. You can’t miss it.
Starts with Encounter: 2. Non-Traditional Lending
Tyler Fetch 15 Information: A Korty kid on the run showed up about a week or
so ago and took up with a new gang that’s staked out turf in the
Zumis yard. S’gotta be Fetch.
Encounter: 3. No One Here by that Name
Lt. Nodwin D’Aurel 20 Information: Heard Sir Albrecht Lunari, that crazy old moon
(Two Parts) warrior, took a long drunk with some Korty this past week or so.
Lunari’s pretty easy to find. Most nights he’ll be drinking at The
High Court, over at Long Hope and Drudgers.
Starts with Encounter: 5. Dance the Moon to Drink
‘Gentleman’ Jimmy 20 Information: The old circus guy? With them rings and the
Gems gambling club that burned down? Used to hang with Count
(Two Parts) Dalliance, the pimp at the old Jeweler’s Guildhall off the north-
south alley between Teatwist and Drudgers. Lotta Night Watchmen
hang around there.
Starts with Encounter: 7. Tarry Thee Not
Opie Hardbar 10 Information: That loudmouth always bums around the Pigoteria,
north side of the cross at Long Hope and Drudgers. He’s a real
hero over there. Never has to buy his own pork sandwich.
Encounter: 9. Where Are Your Crowns?
54
learn what they need to learn, or set Galwatty’s includes a sidebar on the Cup off-hours
fight three days out and start the clock ticking. The
first allows for exploration, while the second offers Q: What if my players screw up the first part of a two
countdown suspense. Both work and which to part investigation?
choose depends on which your players will enjoy A: Consider inventing a different clue, leading to the
more.
Q: What if my players hunt down the Crimson In stark contrast to the happy rowdiness, across
Medusa or visit the Cup, early? the room two sober guards keep revelers from
A: A: They find the Cup closed. Encounter #11
1 square = 5 ft
55
truncheon, allowing them to be reversed into melee
DRINKING INTHOSO weapons.
not to leave them behind. Mona leaves combat babbles about taking ‘lessons’ and learning to
to her bodyguards and seeks to escape down the open her mind, but doesn’t elucidate.
fireplace. She surrenders if her life is imperiled.
Mona is ensnared by the dreadmanse (see the New DC 20: If pressed further Mona whispers, in a mutter
Creature for details). of tears and sudden twitches, that she is “opening
her dream eye” and has tapped undreamt of
Development: If the PCs catch the duo descending potential. She confesses premonitions when
the balcony, Serl stops on the ladder and fire his a Talquar will die in a fight. She sees it in her
repeating crossbow at the party, trying to cover dreams. She knows to look for their fear and
his employer’s escape. If their quarry escapes, the sudden outbursts. Mona makes less and less
PCs chase Mona and a bodyguard through the sense as she imparts her secrets.
Residential Ward.
DC 25: Pushed further still, Mona admits her psychic
If both bodyguards survive, and the PCs capture
dreams of the fights didn’t start until she “did like
one, Diplomacy or Intimidate (DC 20) reveals the
the cloaked woman said and chopped them up all
siblings have attended every fight at which Mona
those cats chopped off Teatwist Lane. But it worked.
Memy took odds. DC 25 checks induce the prisoner
I’m telling you it worked. Didn’t believe her, but it
to mention the Talquar’s who died looked confused,
worked. She gave me visions, but I can’t get the
started at nothing, even shouted “shut up!” at
*twitch* furry shrills *twitch* little chop chop squeal
empty air at key moments before their opponents
out of my ears at night. Who suspected *twitch*
‘accidentally’ killed them. A DC 30 garners that only
they were hiding so much blood?”
two people visited Mona in her offices this month,
one tall male and one short female. Both wore
Mona Memy cannot identify the “woman in the
cloaks, and neither bodyguard recognized them.
cloak” (Ersta Bedlid). Pushing for detail makes her
babble and twitch. When not interrogated, Mona
If the PCs break into Mona’s office before she seems *twitch* normal.
finishes collecting her records, the bookie drops
her things and heads for the balcony, covered by Investigating Tyler Fetch:
her bodyguard. She leaves behind her register, the
No One Here by That Name
record of her bets. Perusing the bookie’s register,
the adventurers find two things: in a very neat and
precise hand, they learn a Djingo Millituch placed a #3 - Zumis Family Villa (adventure location #11, CR 6)
30,000 gp bet against Marcus Galwatty at 5:1 odds. The Snakebiters are a burgeoning gang of teenage
They also learn Marcus used a letter of credit drawn slavers who claim the second and third floor of Zumis
on the Army payroll to bet 51,000 gp on himself to Villa and, by night, the attached butchering yard as
win at 2:1 odds. their territory. They are led by Hieronymus Grunch, a
bugbear and ex-slave. Recently, Grunch served Chloe,
leader of the Crimson Medusa (see The Great City
The players also find strange words scrawled
Campaign Setting, for more on Chloe the Medusa), as
across seven pages with a ragged, ink smeared hand:
both muscle and bedmate. She grew bored, eventually,
“not my fault not my fault it was my fault not my
turned his left arm to stone, and kicked him to the
fault not my not my fault it was my fault not my fault
street. He swore vengeance. The Snakebiters are the
not my fault…” over and over.
bugbear’s first attempt to form a gang.
If they capture her, the PCs Intimidate Mona Memy
After spotting the starving, muttering Korty boy
easily:
wandering the streets, Grunch lured Tyler with
promises of food and protection. Chaining him
DC 5: She offers really good odds if the PCs want to
through a collar to a wall on the fifth floor, the gang
bet on Galwatty. He’s favored over Opie, and she’d
– and Grunch in particular – instead abused the half
like to even the odds. It’d be a bit rough on her if
naked Tyler while deciding whether to sell him or
Galwatty lost just now.
induct him into the gang. The dreadmanse ensnared
Tyler (see the New Creature for details).
DC 10: Galwatty is reckless with money. She was Read the following when the PCs reach Zumis
shocked he brought such a valuable letter of credit Villa’s courtyard:
58
The Bloody Fix
1 square = 5 ft
This sticky, cobblestone courtyard reeks with the Hieronymus begins the encounter hiding behind
stench of rotting flesh and smoke. Old blood, thick the partially open door into the villa proper. He
and tacky, stains the stones. Across the way three old has cover and concealment. A Perception (DC 20)
beggars huddle by a can fire, casting flickering shadows. counters his concealment.
One throws an empty tin cup to the ground with a dull
clang, cackles and stares. To the right, a wing of the Creatures: Hieronymus waits for the PCs to answer
Villa rises up, windows on all three floors dark, its door the question. If the adventurers mention Tyler Fetch,
hung slightly ajar. Beside the entrance squat five foot the same gang member says, “There’s no one here
high piles of leaky, gutted pig carcasses, buzzing so thick by that name. Git lost! I’m counting ta three, and
with flies you can hear them. then I best be lookin’ at shrinkin’ backsides!”
The three homeless beggars warming themselves
Over the crackle and pop of the can fire, “Whaddya by a can fire are not Snakebiters, but earn their fire
want?” by warning when anyone approaches. They will not
fight, and if threatened flee. However, if battle erupts,
Grunch’s Dire Mongoose, Tickletap, and a they cackle a toothless running critique, disparaging
gang member hide behind the five foot wall of pig every blow delivered, PCs’ or foes’.
carcasses. This is the Snakebiter who challenged
the PCs. He and Tickletap begin the encounter with HIERONYMUS GRUNCH CR 4
total cover and total concealment, but an exceptional
XP 1200
Perception (DC 30) locates the voice behind the pig
offal, negating the concealment. Male bugbear fighter 2
CE Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft., scent;
Two more gang members are concealed besides
Perception +11
the Villa’s darkened, third floor windows, pointing
crossbows into the courtyard. They have cover and DEFENSE
concealment. PCs with dark vision may Perception AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3
(DC 15) the hiding crossbowmen, but others have it natural) or AC 21 (using his stone arm as shield)
tougher Perception (DC 26). Successful Perceptions hp 38 (3d8+2d10 +15)
eliminate the concealment. Fort +11, Ref +7, Will +5
59
OFFENSE Base Atk +0; CMB -1 CMD 11
Speed 30 ft. Feats Combat Reflexes, Iron Will
Melee +1 morningstar +8 (1d8+6) and stone arm +7 Skills Acrobatics +5, Diplomacy +1, Disable Device
(1d8+4) +6, Disguise +1, Escape Artist +5, Perception +1,
STATISTICS Perception (Trapfinding) +2, Sense Motive +1,
The Bloody Fix
Str 20, Dex 15, Con 17, Int 10, Wis 12, Cha 7 Sleight of Hand +5, Stealth +5, Swim +2
Base Atk +4; CMB +9; CMD 22 Languages Common, Giant
Feats Combat Reflexes, Great Fortitude, Intimidating SQ Trapfinding
Prowess, Quick Draw Skill Focus (Perception), Possessions mw studded leather, short sword, light
Two Weapon fighting crossbow with 22 bolts, 8 gp, 18 sp, 15 cp.
Skills Intimidate +9, Perception +11, Stealth +14
SQ Stalker, Hieronymus can use his stone arm as One Snakebiter hides behind the pig offal, beside
a +1 buckler. When sundering with it, Grunch the Dire Mongoose. Another two lurk in the dark
receives a +2 to his attack bonus windows of the third floor. All train their crossbows
Languages Common, Goblin on the courtyard. In combat all the Snakebiters fire
their crossbows from cover for as long as they can.
Possessions hide, +1 morningstar, cloak of resistance
If the PCs get behind the pig offal, Tickletap and
+2, 8 pp, 10 gp, 15 sp, 7 cp, 248 gp in other assets.
the gang member there fight defensively until the
other two run down (2 rounds) and attack with short
Grunch crouches behind the door into the villa
swords. The Snakebiters are terrified of Grunch. They
lobby, signaling his men behind the stacks of rotting
fight until slain so long as he lives. They retreat into
pig guts. In combat, Hieronymus guards the door
their 3rd floor den and bar the door should he fall.
into the villa. He makes short sorties forward to
help his people when needed. He uses his left arm,
Development: If the PCs rush the villa or refuse
turned to stone by Chloe, as a buckler for defense or
to leave, the gang attacks. If the PCs use Diplomacy
to make off-hand sunder attacks. Hate fuels Grunch.
(DC 20) and try to buy Tyler or his location, Grunch
He never surrenders, but at 5 hp he flees.
steps from behind the door and sells them Tyler
for 500gp – cash. They have one hour to deliver
TICKLETAP CR 2 the money to the center of the courtyard. If the PCs
Use the stats for a Monitor Lizard (See Pathfinder comply, he demands that all but one adventurer
Bestiary). remain by the entrance, while the remaining PC
brings the gold. After a Snakebiter steps from behind
Before combat the Dire Mongooses lurks behind the pig offal and collects the cash, Grunch snaps his
mounds of discarded pig guts, awaiting the signal fingers. A different Snakebiter leads Tyler Fetch out
to attack. Grunch trained the mongoose to target on a leash and hands the line to the lone PC. If the
spellcasters first, attach, and hang on until they PCs do not follow these instructions to the letter, the
collapse. Once unleashed, the Mongoose is deal is off and Grunch retreats behind the villa door.
implacable and fights until slain.
If the adventurers fight their way into the villa, they
climb to the third floor past incoherent beggars and
SNAKEBITER GANG MEMBER CR 1/2 drooling drug addicts. However, if the crossbowmen
XP 200 survive and hear the party approach, they dump
Male Human Rogue 1 barrels of grease (affects the stairs as with a grease
CN Medium humanoid (human) spell) down the 2nd and 3rd floor steps. Then they
Init +2; Senses Perception +1 lock themselves inside their hideout, crossbows
DEFENSE on the strong wooden door. Tyler remains chained
AC 15, touch 12, flat-footed 13 ( +2 Dex, +3 studded to the north western wall of the Snakebiter’s den,
leather) throughout.
hp 9 (1d8+1)
Fort +0, Ref +4, Will -1 Once rescued, Tyler Fetch answers any questions,
but he’s a mess. Someone bruised his mouth
OFFENSE
and his right eye. He’s covered in thin scabs, as
Speed 30 ft. from fingernails, which he picks at while speaking.
Ranged light crossbow +2 (1d8/19-20) Observant PCs may spot (Perception DC 20)
Melee short sword -1 (1d6-1/19-20) caked blood and skin beneath his nails. Especially
Special Attacks Sneak Attack 1d6 observant PCs may spot (Perception DC 30) that his
STATISTICS scabs spell these words up and down his arms and
Str 9, Dex 15, Con 10, Int 12, Wis 5, Cha 5 thighs: “not the little one please please oh no not the
60
little one” – over and over. These scrapes are self- Haiku, summoning a deep, unwavering tone:
inflicted, but Fetch cannot recall scoring himself.
“This ancient pot churns
Tyler Fetch is ensnared by the dreadmanse (see Revelers and mourners roost
New Creature for details). Tyler also knows the Bittersweet nocturne”
following and reveal what he knows if asked:
Should the party look behind the curtains, every We invite the GM to weave the following talking
points into the conversation as naturally as possible:
chose to break from my former life rather than issue a Investigating Gentleman Jimmy
death warrant to a friend.” Gems – Part 1: Doing it With a View
About being in on assigning Galwatty’s a fight #5 - Jeweler’s Guildhall (adventure location #7, CR 4)
What? They’re after Galwatty, now, and I’m a The PCs enter the courtyard outside Count
suspect? How ironic. Listen here, perhaps I realized I Dalliance’s bordello and find a skeleton crew of Night
betrayed my own by carrying the ehrenrood, and, yes, I Watchmen, gambling and whoring at scattered,
kept on rather than disappoint certain parties. Yet when makeshift tables.
asked to deliver an ehrenrood with Galwatty’s name on
it, I knew I was done with this, and I fled.
Across this well kept courtyard, tough, scarred fighters
lounge behind makeshift tables, scratch beneath their
About the cloaked woman
leathers, argue, chug ale, play cards, arm wrestle or just
Little things gave me the distinct impression she was
fondle the brightly dressed harlots of Count Dalliance’s
a gang member of some sort, but I can’t remember any
brothel.
specifics.”
About ‘terrible forces’ Their leader, his short sword on a table before him,
Horrid influences are at play, beyond comprehension. snuggles a girl in a yellow dress on his lap, while
My dreams writhe with a singular portent of doom. his men fetch him a plate of roast chicken. Beside
What lies beneath… curtains for us all… curtains… him a thin, daintily dressed man, with curly blond
hair in a powder blue tunic and hose, leans on his
Answering this last question places Nodwin chair, chatting amiably. The lamp light from scattered
in a trance state. He has accidentally provided a stands glitters off the rings on the thin man’s fingers
clue about the curtains due to the word’s double and highlights a scar on his cheek. The cozy pair’s
meaning, but the dreadmanse’s powers psychically coarse laughter fills the courtyard.
1 square = 5 ft
64
The encounter turns on Diplomacy (See PRD). If the Table-2
PCs ask after Jimmy Gems, pleasantly, they may learn Affecting
his location. If the PCs make unreasonable requests or Diplomacy Rolls
threats, the situation deteriorates into a melee. PCs Do This… Like This…
Caught in a lie -10
Try to name drop -5
These reputation bonuses stack and apply to If the PCs work for Judge Bao, they’ve found their
Diplomacy rolls against the Night Watchmen. bribe-taker. Pinch takes bribes to ignore the fights.
If the PCs mention they work for Bao, Niccolo
Creatures: When the PCs first enter the courtyard, immediately acts friendly, encourages Dalliance to
the highest ranking Night Watchmen, Niccolo Pinch, answer any questions they have, and is eager to see
noting their armed state (if the PCs are unarmed, the PCs on their way. In this case, Sense Motive (DC
Niccolo ignores them until they speak), breaks off his 15) reveals Niccolo is nervous, hiding something and
conversation with Count Dalliance, dumps the harlot trying to hurry the party along.
in yellow taffeta off his lap, and stands. The other
Night watchmen freeze, and the courtyard falls silent If the PCs press him or accuse him of taking
as Niccolo stands. bribes, a cold sweat breaks out on Niccolo’s
forehead, he becomes Unfriendly, and he tells the
Pinch begins the encounter Indifferent, but PCs to leave. If they do not leave in two rounds, the
suspicious. He puts his hand to his sword and pokes Night Watchmen attack.
out his chin, “Looking for something?” Behind him,
a Night watchman stage whispers, “Hey, ain’t that NICCOLO PINCH & NIGHT WATCHMEN (5)CR 1/2
the gang that [FILL IN THE BLANK]?” XP 200
Male Human Fighter 1
GMs should fill in the blank with a memorable
CN Medium humanoid (human)
PC action, their Residential Ward hero status if
Init +2; Senses Perception +0
they completed The Skullcrackers, or even invent
something and mistakenly ascribe it to the party. DEFENSE
AC 17, touch 12, flat-footed 15 ( +2 Dex, +4 mw chain
To defuse matters and get Count Dalliance shirt, +1 light shield )
talking, the PCs must move Niccolo’s attitude from hp 11 (1d10+1)
Indifferent to Helpful. If they move his attitude to Fort +3, Ref +2, Will +0
Hostile or attack anyone, battle ensues. OFFENSE
Speed 30 ft.
Use Diplomacy whenever the PCs say or do Melee short sword +2 (1d6+1/19-20)
something that requires a response from the Night Ranged sling +3 (1d4+1)
Watchmen. If a PC lies, Sense Motive determines STATISTICS
how Niccolo takes it.
Str 13, Dex 14, Con 13, Int 13, Wis 11, Cha 9
Base Atk +1; CMB +2 CMD 14
The following table lists behaviors that modify PCs Feats Improved Overrun, Power Attack, Run,
Diplomacy when persuading Niccolo. Once applied,
Skills Acrobatics +1, Handle Animal +3, Intimidate
they stack and last the entire encounter. An effect
+3, Ride +4
may apply more than once.
65
Languages Common including Jimmy’s red and white striped pants, his
Possessions mw chain shirt, light steel shield, short velvet maroon waistcoat, silver cravat and black top
sword, sling with 22 bullets, 3 gp, 5 sp, 22 cp. hat, and the rings glittering across his knuckles.
Diplomacy (DC 30) against a Friendly Count
Pinch and his cronies amuse themselves with uncovers Jimmy would meet a small, mysteriously
The Bloody Fix
wine, women, song, and gambling. Since these cloaked woman at Dalliance’s bordello, who
are the dregs of Night Watchmen, their tactics are delivered bundles of ehrenrood.
unsophisticated. Pinch and crew simply hack away at
whoever is closest. A real bright bulb might overturn If hostilities break out, Count Dalliance flees. At
a table to trip up a PC. On the other hand, this is a the first opportunity, he runs into the Jeweler’s
pretty tough bunch with reputations to uphold. They Guildhall to hide in a hidden safe-room in area 7. If
fight to the death. the Count reaches his safe-room, the adventurers
must Perception (DC 30) him out. If the PCs pursue
COUNT DALLIANCE CR 1/2 Count Dalliance inside, describe the mayhem of
the PCs search: screaming scantily clad prostitutes,
XP 200 naked fat men in towels, slamming doors and
Male Human Expert 2 patrons leaping from windows.
LE Medium humanoid (human)
Init +5; Senses Perception +7 If the PCs find the cowering Count in his safe
DEFENSE room, Intimidate (DC 15) makes the bordello owner
AC 11, touch 11, flat-footed 10 ( +1 Dex) blather everything he knows, including Jimmy
hp 13 (2d8) Gems meeting the mysterious woman to receive
Fort +0, Ref +1, Will +5 ehrenrood. The PCs may also Intimidate (DC 20) this
OFFENSE information about Jimmy, the ehrenrood, and the
mysterious, cloaked woman from Niccolo, provided
Speed 30 ft.
they kick the fight out of him and capture him alive.
Melee +2 dagger +3 (1d4+2/19-20)
If the PCs kill both Count Dalliance and Niccolo,
STATISTICS they can Intimidate (DC 15) one of the Dalliance’s
Str 10, Dex 13, Con 10, Int 14, Wis 15, Cha 13 girls to learn where people saw Jimmy Gems last,
Base Atk +1; CMB +1 CMD 12 but that’s it. The Dalliance’s prostitutes will reveal
Feats Improved Initiative, Run nothing while Count Dalliance and Niccolo still live.
Skills Acrobatics +3, Appraise +7, Bluff +6, Climb +5,
Intimidate +6, Knowledge (Local) +7, Perception Lastly, if the PCs kill any Night Watchmen, the next
+7, Ride +6, Sense Motive +4 day they become wanted criminals, greatly increasing
Languages Common, Gnoll, Orc their popularity in the Residential Ward. On the
Possessions +2 dagger, potion of remove fear, 18 pp, 15 bad side, Judge Bao posts a 500gp Dead or Alive
gp, 19 sp, 11 cp. reward for them. Regardless, it takes a living Night
Watchman to describe the PCs accurately. If no Night
The Count converses with Niccolo, but he’s Watchmen survive, the PCs physical descriptions
no fighter. He hides under a table. If the PCs are (but not their actions) are inaccurately reported in
winning, he darts into the brothel to seek his hidey- the next Broadside.
hole. Cornered, he defends himself with his dagger.
The Count is a vicious, amoral coward and caves Investigating Gentleman Jimmy
when threatened. Gems – Part 2: The Life of the Party
Development: If the PCs transform the Night #5a - Northern Sighting Tower (adventure location #13)
Watchmen from Indifferent to Helpful, Count Armed with Jimmy Gems’ last known
Dalliance also becomes Helpful. Asked about Jimmy whereabouts, the party makes for Blood Box Walk,
Gems, he confesses anger toward his former friend, below Drudgers. Eventually, they will reach the
who owes him substantial money. “Jimmy rented north by northeast run of Blood Box just below the
girls on credit. My eyes on the street saw them Residential Ward’s northern most sighting tower.
partying on Blood Box Walk, below Drudgers. He Nearby, in the lee of Blosjes Villa’s northeast wall,
said something about ‘Doing it with a view…’ ” some of Count Dalliance’s cheaper streetwalkers
Dalliance also confides Jimmy went a bit odd after smoke and chat, waiting for the next john.
his club burned down, refusing to wear shoes, not Diplomacy (DC 20 unaided, DC 10 if the party backs
changing his clothes. inquiries with silver) jogs a lady’s memory. She saw
Jimmy Gems take girls into the nearby sighting
If asked, the Count describes Jimmy Gems, tower more than once.
66
The sighting tower’s stone entranceway is open grounds. The distant lip of his pipe rests on the villa
to the street. Shadows obscure the area within. If wall, peeks from a drooping tree branch, and hangs
the PCs arm up or cast preparatory spells before over a sewer grate in the Teatwist Lane gutter, just
entering, the prostitutes curse and quickly vacate the south of the Villa entrance.
area. (you can use a map from Ø0ne’s Blueprints: The
Great City: Army Ward if need one for this encounter) By day, birds perch on it. By night, Jimmy pours
When they open the trap door, a rope tied around Creatures: Jimmy may hear the PCs approaching. If
wooden slats drops down. One of the slats, at about he does, he drops the lucky girl and prepares for their
head height, sports a nasty iron hook. Blood stains arrival. If he does not, the PCs surprise him in the act
its tip. Read the following as the party climbs the of slitting the prostitute’s throat.
rope (DC 5) into the upper chamber.
GENTLEMAN JIMMY GEMS CR 4
A crude rope ladder, tied around rough wooden slats XP 1200
dangles from the dark trap door above you. In the room
Male Human Rogue 5
above, the cold stone sits in dank and shadow. Pigeon
CN Medium humanoid (human)
scat streaks the walls and bat guano collects in acrid
Init +9; Senses Perception +9
piles by the walls. Something lumpy hangs on the wall.
Shapes in shadows, thick like statues or sacks. Before DEFENSE
you, behind. To the left. Moonlight through a thin slit AC 16, touch 16, flat-footed 16, Evasion ( +5 Dex)
llumines a leg, shines on an arm, the bright taffeta, the hp 41 (5d8+15)
blood drying on the bodies of girls, nailed to the walls Fort +3, Ref +9, Will +2
like art, staring sightless at graffiti on the walls. OFFENSE
Speed 30 ft.
Scrawled in a dark ink across the pigeon stained Melee +2 straight razor +8 (1d6+3/19-20)
stone, these words: “Bad neighbors breed bad people!”, Special Attacks Bleeding Attack, Sneak Attack 3d6
“Thieves murder! Murder thieves!” and “You are your STATISTICS
neighbors KILLER!”
Str 16, Dex 20, Con 15, Int 16, Wis 13, Cha 16
Your rope ladder attaches to the ceiling beside a
Base Atk +3; CMB +6 CMD 21
wooden trap door.
Feats Acrobatic, Blind-Fight, Improved Initiative,
Two-Weapon Fighting
When the PCs open the wooden trap door, read this:
Skills Acrobatics +15, Appraise +8, Bluff +10,
Climb +16, Diplomacy +10, Disable Device +12,
Through the opening trap door you glimpse a shirtless
Disguise +11, Escape Artist +13, Intimidate +9,
man in red and white striped pantaloons, barefoot, a
Knowledge (Local) +11, Perception +9, Perception
top hat on his head. Beside the moonlit window, he
(Trapfinding) +11, Sense Motive +7, Stealth +10,
grips a young girl in pink, blood sheeting from beneath
her hair to stain her face, a straight razor to her neck. Swim +11, Use Magic Device +11
Nearby, on a short wooden table, sits a jug reeking of lye Languages Common, Dwarven, Elven, Orc
and an ehrenrood. She moans. SQ Evasion, Rogue Crawl, Trapfinding, Trap Sense +1,
Uncanny Dodge
The dreadmanse drove Jimmy, a former high- Possessions +2 straight razor (free action to draw)x2,
styling club owner, mad. In dreams, it called to him striped pantaloons of dexterity +2, ring of climbing,
for blood. He’s killed prostitutes with a straight razor ring of protection +1, 3 gp, 6 sp, 14 cp.
ever since. Jimmy spent the money he borrowed
from Count Dalliance installing an invisible, steel If Jimmy hears the party coming, he readies a
pipe (see below for details) from the northwest trip attack (a boot to the head) and strikes the first
window of the sighting tower to the western edge player to come up the rope, while they are still on it.
of the east-west wall dividing the Gimbros Villa In combat, at the first opportunity, Jimmy flees. He
67
Slings a rope over the pipe and slides down to the wall requires Acrobatics (DC 25). Jimmy frequently
east-west dividing wall of Gimbros Villa. If the players executes these over the top moves:
block him, any escape route will do.
Acrobatics (DC 30) jumping from wall to wall across
When forced to fight he flicks open both razors. If busy alleys
The Bloody Fix
there are any female characters in the party he goes Acrobatics (DC25) jumping from walls to roofs
for them exclusively, disregarding sound tactics. Acrobatics (DC 20) jumping from building to
building
Jimmy is more concerned with living to kill another Keeps his balance (Acrobatics DC 20) running across
day than with fighting. He attempts to flee, even rooftops
taking an attack of opportunity to do so. If the party Acrobatics (DC 25) jumping into courtyards, before
corners him, his insanity forces him to fight to the immediately jumping (Acrobatics DC 25) over their
death. dividing walls
Keeps his balance (Acrobatics DC 25) running atop
Jimmy Gems is ensnared (see the dreadmanse New walls
Creature for details). Cimbs (DC 25) the sides of buildings
If the party follows Jimmy down the invisible pipe, This seedy eatery populates with a rough,
sliding to the Gimbros compound’s dividing wall uproarious crowd, and all the menu suggests is pork,
takes 3 rounds. While sliding, players must succeed prepared in a multitude of ways, along with the very
in three Strength checks (DC 10, plus five for each best local brews. Musicians perform rousing songs
subsequent check), one per round, or fall. A first and patrons sing along while dining, which when
round fall is 30’, a second round fall 20’ and a third very lively, sometimes showers the air pink with spat
round fall 10’. To leap from the rope to the dividing bits of pig flesh.
wall requires a Acrobatics (DC 20). Any who fail,
slam into a nearby tree branch and fall to the ground
Anyone in the Pigoteria daring to sympathize with
for 2d6+2 points of damage. Half the time they fall to
Atregan, through word or dress, earns a surly denial
the northern side of the wall, and half the time to the
of service. However, the brutal hambone pelting that
southern.
follows, from customers and staff, is on the house.
The menu lists pork prepared in every possible way
Jimmy Gems races for his tiny, squalid room on including among other things pulled pork sandwiches,
the second floor of the Noble Garden Inn, but he pork steaks, pork ribs under glass, pork flambeau,
makes his way by running and jumping along the chocolate pork pies, raw pork for non-humanoids, and
tops of walls and roofs. Running along the top of a
68
pork and beer ice cream for the adventurous. Languages Common, Dwarven
All manner of dangerous folk dine at the Pigoteria, SQ Fast Movement, Improved Uncanny Dodge,
from Drudgespades to independent thugs, fences, Rage, Trap Sense +1, Uncanny Dodge
and dealers in unspeakable commodities. All will Possessions 2 mw cestus (sap), belt of giant strength
point the party to Opie Hardbar’s table, shouting +4, bracers of armor +2, 11pp, 65 gp, 25 sp, 19 cp.
with raised flagon, “The hero eats and drinks here for
take the extra chairs with them, leaving the party to fantasy, westerns and many other genres –
stand and watch him eat at his table. This contents often daunt even the most experienced GMs
him immeasurably. Walking behind Opie provokes a and sometimes drag down a session’s pacing.
shove and a warning. Instead of running every soldier, local or
mook in such encounters, consider allowing
Digging into his food: “Hey, it’s that momentarily the multitudinous NPCs to lend color and a
famous gang. Some time ago, right? Guess I’m the chaotic feel to the action. Let crowds of NPCs
new flavor of hero these days.” Opie points to his occupy each other and simply narrate the wild
headband-bound ehrenrood, chiding, “Where are struggle, punctuating with formal combat
your crowns, eh?” rounds whenever the PCs wish to intervene.
Otherwise, only run combats with the few
specific creatures that contribute to the
Interrogating Opie Hardbar
encounter level.
Usually, Opie delights in opportunities to boast
and opine, but in this case, if the party does not carry
the conversation, he chews away at his enormous Opie’s information
meal with sneering contempt. About fighting Galwatty
For every question Opie answers, the GM should Troops went wild when Galwatty was pitted against
fling an insult or two. Opie does likes to show off me. They want to bring me down because I’ve won
and wants to start a brawl. The party must maintain against all three Korty scumbags, and two of those
their calm while asking questions, suffer through Talquars whimpered and died at my feet. I am the
relentless sarcasm and putdowns, or trigger a melee storm made flesh! They say Galwatty’s a top-notch
that locks Opie’s lips for good. fighter, and I almost doubted myself when the
Losing face agitates Opie to no end. The crowd oos ehrenrood arrived, but after his demotion? No fight in
and ahs if players return Opie’s insults with superior his eyes. Demoralized souls make lousy fighters. That’s
zingers. Should this disgrace occur three times, Opie it. The game is already won. Can you believe he’s the
answers questions without further insults. favorite in this match? Whatever. For once, I can bet
on myself and score some real coin. I’m going to beat
Opie’s insults his mouth so hard his teeth will show up in his morning
1. “When was the accident?” (A party member then constitutional.
naturally asks what accident he refers to.) “You
mean you were born with that face?” About the person delivering ehrenrood
2. “Speaking of your mother, I heard she was so dumb Short. Azzy clothes. Shows up here and writes it all
she had you from her rear!” out on paper. He wears a gem studded bracelet over
3. “Why’re you looking at me like that?” (Looks down his gloves. Never seen his face under that cloak, but I
at his near empty plate) “I… I didn’t just eat your don’t need to. I’m not paid a single copper for defending
parents, did I?” Azindralean honor. I do it to feed my hate.
4. “Is it me, are you dumber than stillborn lemmings?”
5. (Opie mocks questions’ slow arrivals) “buh buh… About ‘the children
spit it out you gob-eyed minnow!” Hearing ‘children’ his eyes tear, but he doesn’t
6. “You Kortezian? I ask because of the way your lip know why. This sensitivity is the dreadmanse
droops to one side when you stammer.” influencing him. Opie retains no memory of his
7. “Going too fast for you? Too much idiot sauce earlier trance speech.
today?”
On suggesting the ring deaths were planned
8. “Don’t you feel like insects standing near someone as
Absolutely not. If I intended to kill those boys, the
virile as me? (in woozhy-woozhy baby voice) I just
matches wouldn’t have lasted five seconds. Sense
want to crunch you underfoot, you buzzy little gits.”
Motive (DC 20) says he’s lying from fear and his
9. Who knew a pile of donkey poo could walk and talk?
answer evinces a rare hint of humility.
Any way you can stop the stink?”
10. “For dessert I’m gonna roll your face in dough and Barroom Brawl
make some ogre cookies, you nasty thing you. Shame If PCs manhandle Opie at any point, the other
on your mother’s fertility. Shame!” patrons dive in to help their favorite son. The
GM should describe a grand bar fight in which
70
everybody fights everyone else. Tables overturn, don smoking jackets, provided by the restaurant,
chairs go airborne, mirrors and mugs shatter — a over their armor.
cacophonous symphony of recreational assault.
Optional Galwatty Meeting:
Most of these hooligans fight for fun, but Opie Halfway to Crazytown
Finally, the D’Ex has a dress code. Players must Toward the end of the meal, Galwatty grows a
check weapons larger than daggers at the door and bit loud. He starts spending big and, to the frowns
71
of other diners, demands everyone party. A maitre toward a climax, GMs may inflict one or both of the
d’ whispers to a PC Galwatty needs to quiet down, following on the PCs as appropriate: (1) If the party
or they’ll all have to leave. Consider invoking the sleeps within the dreadmanse’s zone of control,
awkwardness of a drunk or angry loved one acting inflict a nightmare on a random PC; or (2) doors in
out in public. the manse’s zone of control randomly lock (arcane
The Bloody Fix
items in empty space; for example, breaking out For example, in one routine they play keep away,
small boxes, riding steeds, or even looking as if tossing a ball of air back and forth over an opponent
they float on water by balancing with fluent grace like giddy children, while their legs, as if reading a
on one hand. During each of these routines, they different script, synchronously kick their foe on either
inflict tremendous damage on their targets. While side of the head, torso, or legs.
attacking, they mirror each other’s movements
whenever possible, usually striking the same target, Of course, the situation may demand they split
the same way, coldly ferocious like smiling weasels up. They mime this too: perhaps one creates the
toying with prey. illusion of climbing intangible walls while stomping
73
The Bloody Fix
75
Hook: Special Treasure. Marcus says, “I’ve still got Not showing would look awful, and as Marcus is now
some pull. I’ll write a pass telling army officers that, a ‘troop’ fighting is for them.
on my authority, you’re to be left unhindered in all
endeavors. It’s the kind of thing that could get you Q: What if my players want to case the Cup?
into the Army Ward or keep you out of a cell.” A: No time. When Galwatty first begs for help, the
The Bloody Fix
Sense Motive: Still true. He’s got a little pull left. fight is an hour away.
He will write such a pass, and it is the kind of thing
that can save the party from trouble. Marcus never Q: What if my players want to know what their cut
claims his specific letter will do any such thing, and comes to?
the fact that he still has pull is just a bare statement, Marcus: “I estimate the take at over 100,000 gp.”
unrelated to anything. Sense Motive: That is an accurate estimate. Notice
he didn’t specify his take from what.
Hook: Heist Caper (a whole lot of treasure).
Marcus says, “This is a popular match. People really Q: What if the adventurers fear the arena is rigged?
want to see me killed, I guess. Betting is fierce. Hell, Marcus: “Don’t worry. The wall around the fight
there must be 100,000 gp alone upstairs at the Cup. ring is only 3’ high. They hold oiled halfling and fork
Best to steal it with all eyes on the fight. fights as a pre-show, Adhelmus sell me. This is not a
Sense Motive: True. serious arena.
Sense Motive: True. He just left out the part about
Hook: Vengeance. Marcus says, “It’s Opie Hardbar. the magical cage. The cage is serious. Not the arena.
Don’t you want to humiliate that puke?” The PCs will
likely want a piece of that arrogant bastard. If they’ve Q: What if my players want to know who broke his
already killed Opie, substitute Santos and remind knee?
them he’s hunting them. Marcus: “I didn’t see them. Just came out and
Sense Motive: True. cracked my knee. From the alley? I don’t know. I have
no idea who did this, except it sure would make me
Hook: Honor. “The honor of the Talquar is at stake. lose.”
I can’t not show – it’d look awful! Please, for the Sense Motive: Also true. Galwatty didn’t know the
troops, please don’t let me down.” person who broke his knee, nor did he know when
Sense Motive: True. The honor of the Talquar is at it would happen. He paid the crime boss to “have
stake. Marcus secretly decided to betray that honor. someone I don’t know do it when I don’t expect it.”
76 HANDOUT #3
Q: What if my players want to heal Galwatty’s Many of the adventure’s key players attend the
knee? fight: Marcus Galwatty, disguised as Djingo Millituch;
Marcus: “Let’s try it. I tried a potion, but it didn’t Mona Memy the bookie; Ersta Bedlid, pretending to
work. Maybe your powers are stronger, but I bet this be a bar-back so she can dose the ale; a wounded
was a malign club.” If asked about the malign club, Eddie Gin, prisoner of the Crimson Medusa; Opie or
Marcus explains. Santos Hardbar; the thugs who broke Marcus’ leg,
77
1 square = 5 ft
The Bloody Fix
PCs, they raise the alarm on their initiative. PCs The regular staff at the Cup also expects trouble.
always know when Crimson Cup guards spot (and They don’t overlook suspicious behavior, but bribes
recognize) them. They may use the round to silence of 1 gp or more, delivered with Diplomacy (DC 15),
the guard. To prevent recognition, PCs may disguise induce regular staff (not guards) to look the other way.
themselves. Changing minor details is enough. If
the adventurers are disguised, don’t bother rolling Pacing
Perception checks for guards unless the PCs draw Area 9, the Grand Hall and Fight Pit, contains a
attention to themselves. round by round countdown governing the PCs time
at the Crimson Cup. Typically, entering Area 9 starts
78
OFFENSE
RAISING THE ALARM Speed 30 ft.
Melee short sword +1 (1d6+1/19-20)
Once a guard raises the alarm, for example
Special Attacks Sneak Attack 1d6
when catching the PCs breaking in or spotting
STATISTICS
an armed party sneaking around back, two
CRIMSON MEDUSA GUARD (14) CR 1/2 Development: The guard has no key. Disable
Device (DC 20) bypasses the door (Hardness 10, hp
XP 200
60, Break DC 28) which leads to the staff restroom
Male Human Rogue 1
(area #6) and is empty when the PCs enter.
CN Medium humanoid (human)
Init +2; Senses Perception +5
3. Staff Stairs
DEFENSE
A stair with a mahogany banister spirals up from the
AC 15, touch 12, flat-footed 13 ( +2 Dex, +3 mw marble floor.
studded leather)
hp 9 (1d8+1)
Creatures: The other guard who might recognize
Fort +0, Ref +4, Will +3
the PCs from daytime, sits on a chair in an alcove,
79
at the northern end of the western wall. He’s a PC took Galwatty’s place, as they approach, people
reading the broadsides when the party enters. If he on line notice. A mixed roar of cheers, applause,
recognizes them, the PCs have one round before hoots, boos and catcalls herald them. Kortezian
he raises the alarm. If not, he assumes they are the soldiers step out to pat Galwatty on the back. “Tear
Cup’s extra muscle and resumes reading. ‘em apart!” and “We believe in you!” When they
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Reception
Outside
The entrance leads to a large, open reception area
If no one is Marcus Galwatty then the PCs must
(area 5) with a bar. It’s packed with patrons drinking,
wait on line. This takes 15 minutes. The fight begins
carousing, and arguing. Some laugh while others
shortly after. If the PCs wait on line, once they enter
posture, shove provocatively, or play tug-of-war with
the Cup, start the round-by-round countdown from
their tankards. Across the room an Azzy slams a
Round 4. If the PCs try to cut the line, the guard at
Korty against a wall and sniffs him, wrinkling his face
the front orders them to the back. If they ignore him
like he smells something awful. Army Ward vets stare
or try to force their way inside, he raises the alarm. If
down locals. Tensions run high, the air electric. Folks
clearly enjoy the excitement.
6. Staff restroom
This room is almost empty
8. Public Stair
Two guards, wearing the Cup’s signature red cape,
check tickets. They permit VIP customers to ascend.
80 EDDIE GIN
Development: If the party tries to force the issue, win. Odds against him are pretty good. 5 to 1.
the guards raise the alarm. S’where I’d put my gold.” To the PC posing as
Marcus she adds, “No offense, Marcus.” During
9. The Grand Hall and Fighting Pit this exchange, “Djingo” slips quietly away. PCs
(CR varies) who spot (Perception DC 25) him slipping off
or specifically ask to see his face might spot
the roof openings are 10’ x 10’. While the two fight,
Str 19, Dex 15, Con 17,Int 8, Wis 14, Cha 8
six little men wearing bright red dresses, carry out
Base Atk +2; CMB +6 CMD 18
medicine balls on ropes, take two rounds to climb
Feats Cleave, Combat Reflexes, Improved Initiative,
the force cage, and tie the ropes strategically about
Power Attack
the roof. There are two ways to dispel the forcecage:
(1) shatter the mirrored, western wall (Hardness Skills Climb +5, Intimidate +5, Perception +5
1, hp 2, Break DC 8), or (2) ask the announcer to Languages Common
shut it down. After Round 10, Perception (DC 30) SQ change shape (human, hybrid, and wolf;
locates him cowering beneath a table, kicking vainly polymorph), lycanthropic empathy (wolves and
at a dog-thing about to kill him. If the adventurers dire wolves).
save him, he will lower the cage. If the ‘Galwatty’ PC
fights Santos, use Opie’s stats from encounter #6, People who drank beer dosed with Mafurin’s
but give Santos a dagger, hidden in his boot. philtre demonstrate dog-like behavior before they
transform. Once canine-ified they trip then savage
the belly of the prone! They are maddened, and fight
Round 8: Ersta slips out the back door through
to the death.
the staff bathroom and heads to Mafurin’s
Laboratory.
Round 11: Panicked patrons knock torches from wall
sconces, plunging the Cup into lowlight. Opie also
Round 9: The little men in dresses swing the transforms. Make the following changes to Opie’s
heavy medicine balls into the ring. To applause stat block from encounter #6, then add the Special
and laughter, each round thereafter, they retrieve Qualities and Special Abilities of a dog-thing
the balls then try to bean (Melee Ball +6, 1d6 spawn (above):
nonlethal) both contestants. If struck by a
medicine ball, targets must succeed with Dexterity
(DC 16) or get knocked prone. On a successful OPIE DOG-THING SPAWN CR 6
Dexterity check, the target takes damage but may XP 2400
elect to catch the ball. Werewolf (Hybrid Form)
CN Medium humanoid (human, shapechanger)
Round 10: Mafurin’s potion kicks in. One in three Init +2; Senses Perception +9
patrons’ spends a standard action transforming DEFENSE
into long-clawed, dog-headed monstrosities. AC 16, touch 12, flat-footed 14 ( +2 Dex, +2 bracers,
Every attack breed is represented: Dobermans and +2 natural)
Mastiffs, Shepherds and Rottweilers, Ridgebacks, hp 60 (5d12+25)
Akitas, Fila Brasiliero, giant Schnauzers and Pit Fort +8, Ref +3, Will +2
Nulls. Even an attack Wiemaraner, formerly a top- Defensive Abilities DR 5/silver
knotted street thug named Max. A riot of blood,
OFFENSE
teeth and fists erupts.
Speed 40 ft.
Consider running this encounter as a mega-battle Melee bite +12 (1d6+7 plus trip and curse of
(see Designer’s Note #2 for details), in which four lycanthropy)
dog-things attack the PCs. Special Attacks Intimidating Glare, Powerful Blow
STATISTICS
MAFURIN’S DOG-THING SPAWN (3) CR 4 Str 24, Dex 15, Con 18, Int 13, Wis 12, Cha 9
Base Atk +5; CMB +12 CMD 24
XP 1200
Feats Improved Grapple, Improved Unarmed Strike,
Werewolf (Hybrid Form)
Intimidating Prowess, Power Attack
CE Medium humanoid (human, shapechanger)
Skills Acrobatics +10, Climb +15, Disguise +1, Handle
Init +5; Senses low-light vision, scent; Perception +5
Animal +4, Intimidate +11, Perception +9, Ride
DEFENSE
+10, Survival +7
AC 16, touch 12, flat-footed 20 (+2 Dex, +4 natural) Languages Common, Dwarven
hp 30 (3d10+9) SQ change shape (human, hybrid, and wolf;
Fort +6, Ref +2, Will +2 (+3 vs. fear) polymorph), Fast Movement, Improved Uncanny
Defensive Abilities bravery +1; DR 5/silver
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Dodge, lycanthropic empathy (wolves and dire Development: If they spot the party, the guards
wolves), Rage, Trap Sense +1, Uncanny Dodge lock Eddie in Redhand’s receiving room (area
Possessions 2 mw cestus (sap), belt of giant strength 12), warn their boss, and sound the alarm. Robert
+4, bracers of armor +2, 11pp, 65 gp, 25 sp, 19 cp. Redhand then engages the PCs with all four guards
from this floor, leaving it empty.
Round 15: Marcus murders Eddie Gin, the only ROBERT REDHAND CR 4
witness to his duplicity. XP 1200
Male Human Fighter 2 / Rogue 3
Round 16: Marcus opens the secret door. LE Medium humanoid (human)
Downstairs, the Crimson Cup starts to burn. Init +4; Senses Perception +11
Everyone panics except the blood-maddened, dog- DEFENSE
things. AC 20, touch 16, flat-footed 16, Evasion, Combat
Expertise ( +4 Dex, +4 studded leather +1)
Round 17-18: Marcus stuffs 50,000gp into his bag of hp 36 (2d10+3d8+7)
holding. Fort +5, Ref +7, Will +1
OFFENSE
Round 19: Marcus climbs out the window in room 12 Speed 30 ft.
upstairs. Melee +3 rapier +12 (1d6+5/18-20)
Special Attacks Bleeding Attack, Sneak Attack 2d6
Round 20: Marcus Galwatty runs to the Seven Angels STATISTICS
Inn, mounts the getaway horse he stashed there, Str 14, Dex 18, Con 13, Int 13, Wis 11, Cha 12
and flees the Great City forever. Base Atk +4; CMB +6 CMD 19
Feats Blind-Fight, Combat Expertise, Quick Draw,
Round 21: Unless checked, an inferno consumes The Skill Focus (Perception), Weapon Finesse, Weapon
Crimson Cup over the next four rounds. Anyone Focus (Rapier)
inside by Round 24 likely dies. Skills Acrobatics +12, Bluff +9, Climb +10,
Diplomacy +9, Intimidate +7, Perception
10. Private Gambling Rooms +11, Perception (Trapfinding) +12, Profession
(bookkeeping) +6, Ride +8, Sense Motive +4,
A sumptuously appointed private gambling room with
Stealth +12
a balcony overlooking the fight pit. The walls are rich
green with dark mahogany wainscoting. An oak table, Languages Common, Celestial
polished to a rich burl, sits over thick, red carpets, and SQ Bravery, Evasion, Trapfinding, Trap Sense +1
gold wall sconces hold shiny brass lanterns. Possessions +1 studded leather, +3 rapier, ring of
protection +2, 15 gp, 18 sp, 17 cp
Creatures: Two of Redhand’s more brutal guards
Robert is a natural born liar. He always tries to
flank a lipless and sobbing Eddie Gin, gouging a
talk his way out of tight spots and let minions
knife into his back. They peer over the balcony,
do his fighting. In combat, Robert still lets his
into the great mirrored wall across the fight pit,
minions engage first. At opportune moments,
and demand Eddie point out the PCs. Eddie won’t.
he attacks flanked foes with sneak attack.
These are the thugs who cut off his lips, and Robert
When possible, he tries to end his round with
assigned them to kill Eddie after the fight.
minions between himself and his opponents. The
83
reputation of the Crimson Medusa is on the line.
Robert fights to the death. HOOD OF HIDING
Development: When the PCs enter, they surprise A Hood of Hiding grants a +10 competence
Robert. After the surprise round, if not stopped check to Stealth, but only what sits inside
The Bloody Fix
Robert clangs the bell on his initiative, raising the it, typically the wearer’s face. For example,
alarm. Only the strongest Intimidate (DC 30) induces a person wearing the hood receives +10 to
Robert to reveal the Cup’s vault, as the Crimson Stealth hiding its face from view, but no bonus
Medusa will kill him should he permit a robbery. to hide its entire body behind a crate. The
Leaning against the desk, forgotten, is a +1 malign hood works in plain view; no bluff or other
club normally used for intimidation missions. action is necessary to hide its contents.
Creatures: Whenever the PCs arrive, Ersta slipped Attempts to cajole information from her fail, unless
inside just before them. She just placed a large sack the PCs belittle her master. Then Diplomacy (DC 15)
with 1,000 gp behind an abandoned counter. draws this from her, “From Semheyl my inviolate
master shall strike you! Obliterate you!” She gnashes
ERSTA BEDLID CR 3 her teeth and foams.
XP 800
Female Human Rogue 4 If the adventurers kill her, as she dies Ersta
NE Medium humanoid (human) whispers, “I’m coming master, to live with you in
Semheyl, forever.” At the precise moment life winks
Init +3; Senses Perception +7
84
9
out of her eyes, the PCs may spot (Perception DC 25) PCs fail, the manse attacks. If they pass, the manse
the flicker of an ink dark tree reflected there. propositions them, but if they refuse to join up, it
attacks.
#13 - Bearding the Dreadmanse
(adventure Location #5) By nature, a dreadmanse subconsciously hands
By the time the players locate it, they have people the seeds of its own destruction. While
impressed the dreadmanse. The manse decides to testing the PCs, the villa’s subconscious imparts
recruit them, especially if they’ve killed Ersta, but fugue-inducing visions that reveal its originating
only if they aren’t thieves or a danger to children; trauma. The dreadmanse is unaware it does this.
so, once the PCs enter, the manse tests them. If the
85
Where the text indicates a fugue vision, explain to naturally or snapped by the wind – pile up like a hedge.
the PCs that a confusing flash of images blinds them,
flitting by in a rich blur before settling on a single Development: If the players examine the fallen
fragmented scene. Like a movie they must watch. branches they may conclude, correctly, that ehrenrood
are crafted from this wood.
The Bloody Fix
While the visions engross them, the manse If the PCs assault the tree, allow them to damage
expounds or even raves telepathically. Players soon it as they will. The first moment no one observes the
realize these images illuminate the dark clues they tree, Semheyl repairs the damage with its as if it never
collected while investigating, but are completely at happened ability.
odds with the manse’s monologues.
Semheyl Villa
Both the fugue visions and manse’s diatribes When the PCs approach the front entrance, read this:
feel like they take time, but do not. We strongly
suggest neither attacking nor otherwise mechanically To the south, the villa, cast in classic Empirical Age
impacting the PCs during them, as the visions style – tan brick shading to gray, boxy, strong, and
are an important narrative device, not a form of punctured by elongated, rectangular windows – looms
domination. While there is no save against the fugue over the walkway. Atop a ramp up to the entrance, its
visions or the manse’s Dark Thoughts, spells like massive, brass plated doors reflect a distorted outline
mindblank block them. of the blackened willow to the north. Above, a convex,
opaque glass-enclosed veranda perches. Boards cover the
Any battle with the dreadmanse eventually takes the long, front-facing windows on the east face of the house,
party outside the villa. When the PCs exit, they exit to but not the western.
an illusory courtyard, a projection of the dreadmanse’s
subconscious, centered on its Heart. Here the
Development: PCs may spot (Perception DC 15)
dreadmanse unleashes its most potent assault. This
that the right (western) upstairs window is open a
final combat yields three potential outcomes: the PCs
few inches, while all the other windows are shut or
are defeated; the PCs exhaust the dreadmanse driving
boarded over. Boards also cover the windows around
it somnolent for three months; or the PCs confront
the sides and back of the villa.
the manse with its Dark Secret, drive it somnolent for
The front door is locked, but Disable Device (DC
10 years, or even destroy it permanently.
15) allows entry.
87
5. Main Stairs into the manse’s illusion and under magic aura.
At the crossroads of the house, stairs stretch up to The dreadmanse’s unseen servant lays it on the floor.
the next floor. To the east the spacious hall opens into To any who check, the magnifier radiates strong
a richly appointed parlor. To the west, northern and abjuration magic. If PCs ask, this is the boy from the
southern doors beckon. Flanking the grand wooden portrait.
The Bloody Fix
staircase, on otherwise bare walls, oil paintings hang. The manse wants to see if anyone steals the
The largest portrays a pinch faced, concerned man with magnifying glass by placing it in a pocket or sack.
bushy brown eyebrows. He wears gray robes and stares If anyone does, then they and whoever else tried to
out of the frame intently. Left hand held aloft, the artist claim glass fails the test.
rendered a luminescent green globe floating above his
open palm. Portraits of three children hang on the next 6. Main Stairs and Balcony
wall. The first shows a pretty, teenage girl with a dreamy Across from the top of the stairs, massive double
look to her eye. The middle child, a boy, appears slight, doors of frosted glass open onto an enclosed viewing
observant, but with a hint of mischief playing about his balcony.
lip, while in the youngest girl, tugging her braids and Development: While on the first steps, a vision
sticking out her tongue, the artist captured a radiant, strikes the party.
contagious delight.
Fugue Vision
These are portraits of the same people who appear Curled up on a divan by the hearth in a library, a teen
in the fugue visions. girl reads the last page of a book as disheveled rogues
burst in the room. They surround her and lasciviously
Development: After entering the area, a vision paw her before she understands what’s happening. They
strikes. place cold, calloused palms across her mouth and strip
her bare.
Fugue Vision “The Korty lord’s get!”
At the base of the stairs, a young boy crouches over Another grunts as the girl struggles, “Hah! I thought
the bleeding body of his older sister, his younger staring this house was supposed to be loaded with magical
beside him in horror. A deep voice rings out: “Amon! safeguards, but he just left it unguarded and everything
Georgette! Run, run now!” up for the taking. Let’s give this Korty cow a little going
Amon wails. Ragged men armed with crude weapons away present.”
appear on the landing and look down giggling. The boy The captured girl rolls her eyes and pretends to faint,
hurtles up the stairs, yanks a small knife from his pouch then abruptly kicks away her assailants and runs for
and sinks it hilt deep in the thigh of an unsuspecting the door. She makes it out to the landing, and a voice
brute. Enraged, the man grabs the boy and starts shouts “Hurry!” Ellie looks up in response and trips at
choking him. The windows behind the criminal rattle the top the stairs, her hip bones snapping like tinder
mysteriously, but fall silent and are ignored. Amon’s eyes on the way down. The fall deposits her, bloody and
roll up into his head, the brute’s thumbs crush into his unmoving at the bottom, naked avalanched anatomy. A
trachea, and the boy gurgles then slumps motionless. boy cries out as the vision fades.
“Georgette!” the voice implores “The front door.
Outside. Run and keep running!” Dark Thoughts
What kind of false, failed father leaves his children
Dark Thoughts alone with no one to watch or protect them?
A voice whispers in your minds: “I flung magics
at his attackers, and they fell to my spellfires like Test
wheat to the sickle, but there were too many. Far too After the vision fades, while the party remains
many…” some distance from the top of the stairs, the players
trigger one of the manse’s tests. A teen girl limps
Test past the very top of the steps, her hip askew. She’s
After the vision fades, a young boy with a faint, fast despite the deformity. A group of armed, ragged
reddish ring around his neck strolls into view at men chase her. They all vanish to the east. A door
the parlor end of the hall, humming. He holds a slams. Screams ring out “Help! Help me!” Banging
platinum, gem studded magnifying glass in his left and smashing noises follow, then silence.
hand, freezes when he spots the party, drops it and On the second floor a door to the east of the
bolts back into the parlor. He leaves his magnifying staircase stands ajar. Entering the bedroom beyond
glass behind. (upstairs, area 9), the PCs find it empty, but a
previously boarded over window now swings open.
The boy is a minor image. The magnifying glass
is really an old, mundane steak knife incorporated The dreadmanse created this experience with minor
88
image, ventriloquism and ghost sounds. It is interested on their lids. Each case is worth 150gp. Inside the
in the PCs response to witnessing a limping teen girl PCs find scrolls of guards and wards, summon monster
chased into a room by armed pursuers. It observes VI, and wall of iron.
their actions and listens to their discussions. Anyone
not sincerely concerned with rescuing her, fails the The Proposition
test.
to exceed my instructions. I will erase the Crimson A Perception (DC 20) of the banister or Knowledge
Medusa for it. Liars the lot of them. Their fault. Their Architecture (DC20) reveals it is unsafe and avoids
punishment.” the trick.
Demand an Appearance: The dreadmanse The manse uses horror in the mirror on any PC who
responds, “Oh no. I only reveal myself to close looks in one of the ornate mirrors scattered about
associates. If you accept my offer and we’ve gotten the villa.
to know each other, perhaps then.”
If any attack brings a spellcaster’s familiar to 0
Agree: The manse says, “Excellent. Most excellent. or fewer hit points, provided the familiar has a 4 or
You shan’t regret it. Return to your lodgings, and I lower intelligence, the manse uses consume the fallen
will contact you within the week.” to absorb and slay it, but cannot consume the fallen a
The PCs may even leave without learning they’ve second time that day.
cut a deal with a talking house, thinking their new
employer an invisible wizard or the like. If so, don’t The manse uses its dread hold on any familiar
dissuade them. that qualifies. If successful, the next round the
If the party includes any rogues who used their dreadmanse consumes the fallen to absorb and slay it,
abilities on premise, anyone whose character has but cannot consume the fallen a second time that day.
taken a vow of poverty (monks for example) or
any player who failed the manse’s tests, then the When a number of PCs near the top of the main
manse adds this: “Oh. One wrinkle. Those folks,” staircase, the manse casts grease 10’ of the stairs.
mints flick out from their jar and bean rogues, the Those who fail their reflex save (DC 13) fall down the
impoverished, and anyone who failed a test, “are the stairs for 3d6 damage.
wrong sort. Kill them. Or no deal.”
PCs who leave the manse in its employ must save With silent image, the manse creates the illusion of
or be ensnared (Will DC 14 to prevent – this time). a frightened Kortezian noblewoman hanging from a
gutter outside a convenient, closed window on the
Demand Explanations: If the PCs demand to know second floor. The dreadmanse strikes any player who
about the visions, the manse says, “The what? Well goes out the window to help with hideous laughter.
I’m not sure what you mean, but for lack of a better PCs who succumb roll off the roof and fall 30’ for 3d6
term, this house is haunted.” damage.
illusion melts away and the adventurers stand in the contract in the vault can stop the fights entirely or
garden before the great willow. If the PCs defeat the rehabilitate Galwatty.
dreadmanse temporarily and then destroy its tree, the
tree will reappear unharmed when the villa again wakes. PCs Join the Dreadmanse: Joining the dreadmanse
creates special challenges for the GM in future
If the party used the Dread Secret to defeat the segments of the Road to Revolution Adventure Arc.
dreadmanse, the tree, burnt black once again, The dreadmanse is now a resource to which the
remains aflame. After the illusion melts away, PCs will turn for assistance. We suggest making
the willow falls into the house, rapidly sheathing them pay for it. For every request, assign a mission.
the structure in hellish flames, until naught but a Create tension and conflict between the PCs current
crematory heap of ashen sorrows remains. The entire adventure demands and the dreadmanse’s myopic
Great City cannot help but smell the caustic smoke, focus on the fight clubs. It will also try to ensnare the
as it strikes the lungs with preternatural bitterness. PCs at every opportunity, which might offend the
Defeating the dreadmanse after confronting it adventurers.
with its Dread Secret earns the PCs a gift from a
mysterious deity: the permanent ability, Defender of Some of the missions the villa assigns may even,
the Lamb, which grants a +3 sacred bonus to armor secretly, be from ‘K’, the as yet unrevealed BBEG of
class whenever they act to protect the prepubescent. the entire Road to Revolution adventure arc.
The adventurers instantly know of this ability. When integrating the dreadmanse as an ally of the
PCs, please keep in mind its powers are limited to its
Concluding the Adventure zone of control. On the other hand, ‘K’s influence,
The final confrontation with Semheyl Villa resulted while weak, stretches to many Wards. Finally, if one
in one of three outcomes: the dreadmanse defeated of the adventure hooks provided in the beginning
the PCs; the party drove the dreadmanse somnolent led the PCs to embark on this adventure, joining the
for three months, 10 years, or even destroyed it dreadmanse may put the adventurers at odds with a
utterly; or the PCs now work for the dreadmanse. patron from the hook.
score, it leaks the agonizing truth. Whenever the time to the stage of development it reached when
dreadmanse uses its powers, at the GMs discretion, defeated – nor has it forgotten its enemies.
the manse’s subconscious may inflict visions
containing clues on its victims’ minds. Permanently Growing a Dreadmanse
destroying a dreadmanse requires piecing these Dreadmanses grow by consuming the life force
clues together and learning the Dread Secret. of creatures near death (0 hit points or below)
or by consuming the life force of creatures upon
When including a dreadmanse in an adventure, whom it placed a Dread Hold. Early on, it only
GMs must invent both a trauma and a stack of consumes non-sentients. Later, dreadmanses
fragmented images or similar clues for the manse to learn to feed on sentients (see Combat, below, for
leave behind after exercising its powers. details). Dreadmanses advance to the next stage of
development when they consume the appropriate
The Confrontation HD, as shown below. For example, as soon as a
To destroy a dreadmanse – and not simply Newborn dreadmanse consumes its 6th HD, it
suppress it for 3 months or even 10 years – becomes a Child dreadmanse and increases its own
attackers must stand at its Heart and accuse the HD from 1 to 3.
dreadmanse of being responsible for the tragedy
which created it. After being stunned for 1d6 Fueling a Dreadmanse’s Spell-like Abilities
rounds, this accusation triggers a mad fury of Instead of growing, dreadmanses may choose to
manifestation: the dreadmanse throws everything at spend consumed life force on “filling the tank” of
the aggressors, holds nothing back, and does not their spell-like abilities. The dreadmanse must refuel
stop. Every blow struck against the manse during lesser stage spell-like abilities before activating those
this special manifestation reduces its total hit in higher stages. A stage of development’s spell-
points and not the HD it consumed to fuel spell-like like abilities all become available once the manse
abilities. When attackers drive a dreadmanse in this consumes the required HD. A dreadmanse may not
state below 0 hit points, it returns to somnolence consume less HD to fuel some spell-like abilities.
for 10 years. If anyone consecrates its entire zone of Once the manse fuels a stage of development’s
control while in this special state of somnolence, spell-like abilities, it must use them within 24 hours
they destroy the manse forever. or lose them. At the end of 24 hours, the manse may
consume more lives to again fuel that stage’s spell-
However, left alone, after 10 years events that echo like abilities.
the original trauma will again rouse the manse; this
94
DREADMANSE NEWBORN CR 4 abilities; also see text
XP 1200 STATISTICS
Any Evil, Large construct Str -, Dex -, Con -, Int 14, Wis 10, Cha 12
Init +4; Senses darkvision 60 ft., low-light vision; Base Atk +3; CMB +5 CMD 15
AC 15 (+5 natural), touch 10, flat-footed 15 Str -, Dex -, Con -, Int 16, Wis 12, Cha 14
hp 36 (3d10+20) Base Atk +7; CMB +11 CMD 21
Fort +0, Ref +1, Will +2 Feats Empower spell-like ability, improved initiative,
Immune construct traits improved natural armor, toughness
OFFENSE
Skills Bluff +12, Diplomacy +12, Intimidate +12,
Knowledge (Local) +13, Perception +11
Speed -
SQ Child abilities, also see text
Ranged +3 touch
ECOLOGY
Space/Reach zone of control is the house and
grounds; also see text Environment any
Special Attacks Aversion, dark dreams, dread hold, Organization solitary
frightful moan, horror in the mirror, spell-like Treasure varies
Life force spent fueling spell-like abilities does or emergency needs. For example, adventurers
not count toward growth. As a result, the more the may stumble across a room filled with motionless,
manse uses its abilities, the more slowly it develops. emaciated feral cats, a swarm of flies, or even sullen
In response, most dreadmanses keep rooms filled children. If the manse decides to fuel its spell-like
with paralyzed animals, or even people, stacked abilities in response to the adventurers’ intrusion, it
like firewood and tended by minions, against future may kill the captured creatures.
95
DREADMANSE YOUNG ADULT CR 9 DREADMANSE ADULT CR 11
XP 6400 XP 12800
Any Evil, Gargantuan construct Any Evil, Colossal construct
Init +8; Senses darkvision 60 ft., low-light vision; Init +8; Senses darkvision 60 ft., low-light vision;
The Bloody Fix
The table 2 shows the HD required to fuel a like abilities within its zone of control. A dreadmanse
manse’s spell-like abilities: has one or more of the following special and spell-
like abilities, depending on its stage of development.
For example, an Adolescent dreadmanse paralyzes Its caster level always equals the dreadmanse’s HD,
and consumes a 4 HD heavy war horse. The first HD and all save DCs are Charisma based.
of life activates all its Newborn spell-like abilities. It
now has 24 hours during which it must use these Newborn
powers or lose them. The next 2 HD of the warhorse’s A Newborn dreadmanse’s focuses on growth.
life unlocks the manse’s Young spell-like abilities. The Newborns are too feeble to actively pursue
final one HD of the war horse is insufficient to fuel the their agenda. This is a difficult time in life for a
manse’s Adolescent spell-like abilities and so is lost. dreadmanse, and many never mature further,
It cannot be put toward growth. A dreadmanse has no standing empty, unvisited and insane for centuries.
need to fuel At Will spell-like abilities. Spell-Like Abilities: At will–dancing lights, ghost
sound, open/close, prestidigitation (DC 10); 1/day (see
Spell-Like Abilities text)—daze, detect magic, mage hand (DC 10).
Once fueled, a dreadmanse may only wield spell-
96
Combat Affected creatures must move out of the manse’s
A Newborn’s options are limited. It must rely on zone of control. A subject unable to move away
subterfuge, wielding minor illusions to trick visitors is overcome by revulsion, reducing the creature’s
into harming themselves. Dexterity score by 4 points until the effect wears off
or the subject is no longer within zone of control.
This ability is otherwise similar to antipathy (caster
Dark Thoughts (Sp): At Will – a dreadmanse may Spell-Like abilities: 1/day – Gentle Repose, Illusory
speak telepathically to (but not read the minds of) Script, Major Image, Nondetection, Protection from
all beings within its zone of control. Aside from Energy, Secret Page, Tongues (DC 16). Bestow Curse,
communication, this power conveys no other Crushing Despair, Dimensional Anchor, Fear, Illusory
mechanical effects. Wall, Phantasmal Killer, Solid Fog (DC 17). Telekinesis
(DC 18).
Ensnare (Sp): 1/day as a standard action, the
dreadmanse may attempt to ensnare (will save DC Combat
14 to negate) any creature inside its zone of control, Nearing their full powers, dreadmanses still prefer
who is also tainted by its evil (see dark dreams, above to hide their true natures while actively pursuing their
for details on tainting). evil agendas. They enjoy terror tactics; for example
Once the dreadmanse ensnares a target, 3/day, creating darkness, using telekinesis to suck enemies
as a free action, it may cast suggestion (no save) into the darkness, and then using its Get Them Alone
on the target, but with a 1 mile range. The target power. A Young Adult gains the following:
must be within 1 mile of the dreadmanse to receive
this instruction. Additionally, each successful Get Them Alone (Sp): 3/day – As dread hold, except
suggestion decreases the target’s wisdom by 1 point DC 18, and there are no intelligence restrictions. A
(no save), spiraling the victim toward insanity. Any successful hit also inflicts 2d6 intelligence damage,
spell that removes a curse can free the victim from potentially permitting the dreadmanse to consume
ensnarement. The effect cannot be dispelled. Ensnared the fallen. However, the dreadmanse cannot use this
98
ability if its victim is within line of sight of more than Blackened Heart (Su): Living creatures within 20’
one other creature with an intelligence above 5. of a dreadmanse’s Heart gain one negative level each
round. A Fortitude save (DC 21) negates one negative
Ground Manipulation (Su): 3/day –As a standard level.
action, a dreadmanse causes stone and earth in
all squares adjacent to a square of its choosing to Corrupt Minions (Sp): 1/day –as dominate person
99
HANDOUT #2
Tides of Blood
by Adam Daigle, Tim Hitchcock, Greg Oppedisano
Table of Contents
Tides of Blood 103 C1. Entrance 121
Tides of Blood
102
W elcome to the Road to Revolution
campaign arc; a series of adventures
designed for use with the Pathfinder Roleplaying
Plot Summary
After surviving an assassination attempt by a
band of Phendriller thugs, the PCs travel to the
Game . Set in the Great City, this epic campaign takes Docks Ward to investigate who hired them. There
characters from their humble beginnings, all the way they discover evidence that Clan Semheyl’s most
to powerful adventurers upon whose actions the City
Tides of Blood
industrious merchants have been importing and
comes to depend. The campaign arc contains six stockpiling illegal arms and equipment for an
adventures in all, each written by the original authors unknown client. Desperate to keep their secret, Clan
of the Great City Campaign Setting. Arc adventures assassins scour the streets for the PCs, forcing them
can be played individually or linked with others in the to work from the shadows. In the lost alleys, they
series to create a complete campaign. encounter an eccentric madwoman known as The
Baroness, who provides them with unexpected aid.
Tides of Blood
The calm waters of the vast sheltered harbor of the Despite her insanity, the Baroness knows (among
Great City’s Docks Ward have long been a clarion call other things) the identity of the mysterious buyer,
for sailors, merchants, whores and adventures. Here yet for painfully personal reasons, she refuses to
names are made, crusades are launched, and fickle directly interfere with his plot. Though she burns
fortunes are raised amidst filth and squalor. With the bitter with vengeance, she fears exposing her secret
fights clubs shut down, many fear that the violence past. Instead, the Baroness sends her urchins to
that was once contained shall soon spills into the aid the PCs in their investigations- several of the
streets. It is said that whomever shall control the docks urchins pilfer Blood Senator Eldon Vulgrax’s recent
of the Great City shall control the ocean of coin that ledgers to see what he’s been up to. However, on
laps up against its shore – and that surely is a prize their return home, they suffer a surprise attack by a
worth fighting for. predatory child-napping necromancer Gulga Feck.
While the children escape, Feck robs them of their
Tides of Blood is a mid-level urban adventure spoils, hoping to lure the foolish children back into
appropriate for four characters of 7th – 9th level. his deadly lair.
Events within this adventure should provide
characters enough experience to level twice. After defeating the necromancer, the PCs recover
Vulgrax’s ledgers. Within they discovered elaborate
Adventure Background plans to smuggle thousands of crates of weapons
to various locations throughout the city. The ledgers
For the past three decades, the Semheyl Clan has
reveal the entirety of the military equipment was
dominated all trade in the Docks Ward. They own
purchased by an individual referred to only as K. the
over half the shipping companies and two thirds of
evidence ominously ties to an earlier mysterious
the warehouses, while both the Ward’s Tax Warden
entity, yet unknown. Additional notes finger a man
and Blood Senator belong to the pervasive Clan.
named Wiggan as the individual running most of the
Indeed, nary a coin moves through the Docks Ward
smuggling operations.
without suffering the stain of Blood Senator Eldon
Vulgrax’s greasy fingers. Still, Clan Semheyl’s true
The Baroness identifies Wiggan the Bald as a
strength lies in maintaining the appearance of
notorious smuggler then offers that she suspects the
capitalist entrepreneurship, while covertly engaging
identity of K, but to be sure, she needs Wiggan and
in politics. Formerly, they’ve used their command
divulges the location of his whereabouts. Following
of goods and services to manipulate political
the Baroness’s information, the PCs investigate
decisions and aid and support factions within the
Wiggan’s operation at his main warehouse complex.
city that helped them to become powerful. Now
After finding a way in past the guards, the group
however, they have chosen to engage in an even
discovers a few crates packed with weapons, armor
more dangerous gambit, wholesale revolution. For
and other martial supplies, enough to equip a small
several months, they’ve been supplying arms to
army. They corner the wily man within a crate-
a mysterious and powerful punter. One who has
filled complex as he attempts to make an escape
promised them a prominent position in his new
down into the sewers. The group finds a handful of
world order. Still, the Semheyl Clan isn’t the only
scrawled notes outlining the movement of a number
force moving within the Docks Ward, and other
of commodities, the most notable of which is
eyes watch and plot from the shadows. But for the
thousands of crates of overseas military equipment.
time being, these forces only rest, waiting for the
There PCs learn Wiggan’s dastardly plan to
Semheyl Clan to take its first few steps into a rising
disassociate K. from Vulgrax by hiring a crew of evil
tide of blood
fishmen to pilot an alchemist-fire laden ship into his
South Docks shipping house. In addition, hopes the
103
destruction will plunge the streets into fiery chaos
and put the Ward on lockdown long enough for him DARK ALLIANCES
to complete his work undetected.
(AN ALTERNATE PLOT)
The smuggling trail leads deep into the City’s fecal It is possible that PCs who played through
Tides of Blood
depths where PCs encounter a group of degenerate the last adventure, The Bloody Fix, allied
humans, the roachkin, thought only to be an themselves with both the Dreadmanse and
urban legend. These despicable humans defend General Krakon. If such is the case, there are
their territory against the interlopers. Finally, deep a few modifications you need to make the
beneath the slime-covered belly of the Docks Ward, adventure run smoothly.
the path leads to the siluri lair. After a confrontation
with the fishmen, the PCs stumble upon a wealth The adventure begins when Krakon
of information about planned events. The party summons the PCs to the Docks Ward with a
learns that Wiggan, with the aid of the siluri, safely task, to destroy any evidence connecting him
transported a large portion of the weapons stored in with Blood Senator Vulgrax. Their first task
the main warehouse to several undisclosed locations should be to recover Vulgrax’s stolen ledgers
in the city. to avoid anyone learning of their association.
Next, they must destroy the Baroness, or drive
As the PCs press their persistent pursuit below her into hiding so she doesn’t reveal what
the city, the siluri become impatient, and unable she knows about his identity, and finally, he
to contact Wiggan, launch the plan early. If the must aid Wiggan the Bald in destroying the
PCs capture and interrogate Wiggan, they have the warehouse. In this scenario, change the text
chance to learn of the plot in time to stop it. In this such that the siluri learn of Wiggan’s plan, but
case, the PCs can row out to the ship as it comes instead turn on him, slay him and attempt to
into the bay. Aboard the ship PCs must defeat the steal all the illicit arms for themselves. The
charmed crew in order to get below deck to stop object of the adventure then shifts such that
a group of siluri and their enchanter leader from PCs need to defeat the siluri and recover the
completing their fiery plan. contraband weapons and make sure they get
distributed to the General’s various hidden
If not, the ship crashes into the warehouse and stockpiles throughout the city.
explodes into the Ward. If the PCs survive their toils,
they emerge from the muck-filled sewers to find
the district torn by riots and mayhem. There, they
The following encounter can take place anywhere
interrupt a siluri enchanter known as Tibdoe and his
in the Great City, but it should occur in an area close
mind-warping fish cultists, attempting to complete
to where the PCs have been staying (or meeting),
the transportation of last of the Semheyl crates to
and preferably after nightfall. It occurs when the PCs
safety. Amid flaming warehouses, frantic city-dwellers
are beset by the Phendrillers, a notorious gang of
run bucket lines from the shore and panicked guards,
halfling thugs who regularly intimidate and beat up
they battle to defeat Tidboe and his Piscean brethren.
folks for money. Though it appears that the steep
bounty attracted them, the wee yobbos were actually
Beginning the Adventure hired by an agent of the enigmatic K, the as-of-yet
After PCs resolve the mystery of the Dreadmanse unidentified alias of General Uril Krakon. The general
in the Bloody Fix, they have little time to rest and finds the meddling adventurers irksome, however he
recover before they start seeing a new series of isn’t prepared to make an open attack. Instead, he
broadsheets. At first, these sheets proclaim their hired the Phendrillers to handle his dirty work. Clever
heroics, or simply call attention to the fool-hearty professionals, the hired killers posted the bounties
adventurers who successfully braved a stay in the themselves in order to mask their motives. Still, the
notoriously haunted Semheyl Villa. However, within general remains unconvinced the Phendrillers can
a few days, other notices begin to show up, these destroy the PCs, but this holds little concern to him,
calling for their heads. Despite the illegality of as if they survive his ambushes, he has greater plans
posting public bounties, the PCs soon discover that for them in the future.
the word on the street is someone placed 5,000 gp
bounty on each of their heads. Unbeknownst to the Part I. Blood
PCs, the bounties are merely a ploy to cast suspicion
away from the machinations of General Uril Krakon, in the Gutters (CR 8)
the as-of-yet unknown instigator behind the fight The Phendrillers scope out the party before setting
clubs and manipulator of the haunted Semheyl villa. an ambush. They study the terrain near where the
characters reside or convene, preferably choosing
104
to hide in a nearby ally. After scoping out a suitable Melee mw rapier +7 (1d4/18-20)
location, they set up they lie in wait for PCs. Ranged mw dagger (thrown) +7 (1d3/19-20)
Special Attacks sneak attack +2d6
The two Phendriller enforcers use their Bluff skill STATISTICS
to fake their drunken condition. A DC 24 Perception Str 10, Dex 17, Con 14, Int 14, Wis 10, Cha 8
Tides of Blood
check detects Phendriller thugs poised on nearby Base Atk +2; CMB +1; CMD 15
rooftops and on balconies (providing cover) on either Feats Dodge, Mobility, Weapon FinesseT
side of the alley. As soon as the PCs approach, one Skills Acrobatics +11, Bluff +5, Climb +8, Diplomacy
of the halflings doubles over and pretends to vomit, +5, Disable Device +10, Disguise +3, Escape Artist
emptying a waterskin filled with a foul concoction of +7, Intimidate +5, Perception +6 (Trapfinding +7),
rotted food and fetid liquid onto the cobblestones.
Sense Motive +6, Sleight of Hand +9, Stealth +13
Languages Common, Halfling
Terrain: There are plenty of piled crates, empty SQ fearless, halfling luck, keen senses, rogue talents
barrels, gated stairwells leading down to basements (finesse rogue), sure-footed, trapfinding +1, trap
apartments and taverns along the streets behind sense +1, weapon familiarity
which ranged characters can take cover. Two of the
Combat Gear potion of cat’s grace, potion of invisibility
Phendriller thugs position themselves on balconies
Other Gear mw dagger, mw rapier, mw studded
an easy DC 15 Climb 15 ft over head. Another two
leather armor.
wait on rooftops 20ft. above street level accessible
with a successful DC 20 Climb skill check. All thugs
are granted an additional +4 cover bonus to Stealth PHENDRILLER ENFORCERS (2) CR 4
checks and AC (not listed in the stat blocks). XP 1200 each
Male halfling fighter 5
Tactics: The Phendriller enforcers hold their attacks N Small humanoid
for as long as possible in order to close on lightly Init +1; Senses Perception +3
armored wizards and sorcerers. Phendriller thugs DEFENSE
initiate combat at the PCs from the cover provided AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex,
by the rooftops and balconies where they perch
+1 size)
Any successfully hidden thugs at least 10 feet from
hp 52 (5d10+20)
one of the PCs can make one ranged attack, then
Fort +8, Ref +3, Will +2 (+5 vs. fear)
immediately hide again. The thug takes a -20 penalty
Defensive Abilities bravery +1
on their Stealth check to conceal themselves after
the shot, but are granted a +4 circumstance bonus OFFENSE
because of cover and light. If the thugs are frustrated Speed 20 ft.
by their inability to Stealth, they use potions of Melee +1 greatclub (two handed) +10 (1d8+7)
invisibility to dramatically increase their odds (+40 if Ranged mw shortbow +8 (1d4+2/x3)
they are immobile). STATISTICS
Str 15, Dex 12, Con 16, Int 10, Wis 10, Cha 12
Once the daggers rain from the darkness above, Base Atk +5; CMB +6; CMD 17
the enforcers suddenly shake off their stupors and Feats Cleave, Power Attack (2), Weapon Focus
attack in tandem, directing their assaults upon the (greatclub), Weapon Focus (shortbow), Weapon
same individual and using Power Attack to increase
Specialization (shortbow, greatclub)
damage.
Skills Acrobatics +4, Bluff +2, Climb +8, Diplomacy
+1, Disguise +1, Escape Artist +1, Fly +3,
PHENDRILLER THUGS (4) CR 2 Intimidate +8, Perception +3, Perform (Untrained)
XP 600 each +1, Ride +1, Stealth +6, Swim +6
Male halfling rogue 3 Languages Common, Halfling
CN Small humanoid SQ armor training 1, fearless, halfling luck, keen
Init +3; Senses Perception +6 senses, sure-footed, weapon familiarity, weapon
DEFENSE training 1 (hammers +1)
AC 18, touch 15, flat-footed 14 (+3 armor, +3 Dex, +1 Combat Gear potion of cure serious wounds
dodge, +1 size) Other Gear +1 greatclub, mw chain shirt, mw shortbow
hp 26 (3d8+9)
Fort +4, Ref +7, Will +2 (+4 vs. fear) Developments: If PCs capture at least one of
Defensive Abilities evasion the Phendrillers, they can try to work him over for
information. His initial attitude is Hostile though
OFFENSE
anyone able to change his attitude to neutral can
Speed 20 ft.
105
G
LD
S O
BOLD WAY
MORITURI STREET ward grew from a vast and interconnected family
Part II. The Set Up (CR 10) of petty and vicious nobles not ashamed of their
mercantile connections. While other clans earn
EY
DE
When PCs first arrive in the Docks Ward, allow 7
CESTUS ALL
NA
renown for martial prowess or political guile, the
ME
them time to settle in and explore. There are a
RO
E
IL
SP
number of interesting sights and shops, and the Semheyl pursue matters of money with unequalled M
N’
AL
20 6
PIO
Y
vigor. It’s rumored their clan treasuries equal the RO
locals are both colorful and friendly. They might
AM
17
CH
also attempt some Diplomacy, Knowledge (local) Emperors, while their careful manipulation and C
UND
or similar checks before starting out blind. Use the feigned disinterest in military matters screen the clan MO
13 information below to fill the PCs in on who runs from being perceived a threat. GRAND SQUARE
OF HEROES 11 8
things in the Big Sloppy. WAY OF SALT SEA
MADAME
CUTTRHOATS ALLEY (THE DREGS) KYTHRA’S
20 16
MANOR
A - CHURCH OF THE 5 (T
M
OU
EMPTY HAND H
E S
RA E AL
SWORDFISH ALLEY (WHISPER WAY) T
RO LEY
AD
)
E)
8
OM
STORMY GABLES
K
H
AL
W
DAGGER ALLEY
G
SHIPBUILDER
N
LO
3
WAREHOUSE
10 14
E
H
(T
AS
SE
THE MORTUARY
7
N
13 11
E
VE
SPIR ARE)
AID SQU
SE
17
RM ’S
ME AN
OF
EG
RT
(CA
AY
TROLL’S WAY
W
18 VULGRAX’S
1 2 OFFICE
0 60 120
FEET 15
SPICE ALLEY
9
DOCKS WALK (THE WALK)
12 CATS’ AL
THE HARBOR 6
16
1 C - WAREHOUSE
106 * Please refer to The Great City Campaign Setting or Øone’s Blueprints:
The Great City for numbered locations
13 13 13 13
Blood Senator Eldon Vulgrax screaming for them to follow him to safety. If they
In the Old Country, a clan appoints a Blood Senator follow, he leads them out of the building and down
to act as its voice to the Blood Triperium and sit on a tangle of alleys before ducking into a hole in a
the Counsel of Lords as an advisor to the Emperor. smokehouse wall hidden by a barrel. He introduces
In the Great City, Blood Senators still provide this himself as Killki, and suggests they should meet his
mother, the Baroness, as she might be able to help
Tides of Blood
function, however they direct their counsel to Lord
Erasmus. Lord Vulgrax begrudgingly provides this them.
service with a constant eye on his personal and
clan interests in the shipping industry. While Lord KILLKI, BARONNESS’ CHILD CR 1/2
Erasmus technically serves as the emperor’s voice XP 200
overseas, he possesses limited influence over the Male human rogue 1
actions of individual Blood Senators or their clans;
N Medium humanoid
though neither do they hold any sway over him.
Init +6; Senses Perception +4
Confrontations between Vulgrax and Erasmus are
DEFENSE
infamous, and on several occasions, they have come
close to settling disagreements with the Rites of AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1
Blood Debt – an ancient form of duelling whereby dodge)
individuals can claim clan honor without creating hp 10 (1d8+2)
lasting feuds. Fort +1, Ref +4, Will +0
OFFENSE
Eventually, the PCs should investigate the Speed 30 ft.
warehouse fingered by the Phendrillers. It is located Melee mw dagger +2 (1d4+1/19-20)
in the South Docks, just off Troll Way. A DC 14 Special Attacks Sneak Attack +1d6
Diplomacy check reveals the Semheyl Clan owns STATISTICS
it, though they own most of the warehouses in the
Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8
Big Sloppy. A DC 20 Diplomacy check reveals that
Base Atk +0; CMB +1; CMD 14
locals occasional observe a few soldiers entering and
Feats Dodge, Improved Initiative
leaving the premises after dark.
Skills Acrobatics +6, Appraise +2, Bluff +3, Climb
+5, Craft (Untrained) +2, Diplomacy +3, Disable
Unfortunately for the PCs, the entire warehouse is
Device +7, Disguise -1, Escape Artist +6, Fly +2,
a trap. Once the Phendrillers failed to show evidence
Intimidate +3, Perception +4 (Trapfinding +5),
that they’d killed the PCs, the operations here were
Perform (Untrained) -1, Ride +2, Sense Motive +4,
quickly shutdown. Now a dozen Semheyl warriors
Sleight of Hand +6, Stealth +6, Swim +1
wait within, preparing a deadly ambush for the PCs
or whoever else might show up. Languages Common
SQ trapfinding
Gear mw dagger, mw studded leather (worn under rags).
Developments: A small urchin child watches PCs
from the shadows, at first looking only to mark them
Developments: Anyone succeeding a DC 28
for their shiny objects. His curiosity becomes piqued
Perception check on the warehouse doors notice they
when he sees them investigating the warehouse.
have been rigged to slam shut and lock by a device
He hides proficiently, however if PCs notice him, he
somewhere within the warehouse. A DC 20 Disable
scampers off down a nearby alley, but returns shortly
Device check deactivates the closing mechanism,
to continue his observations.
thus if PCs spring the trap within, these doors
remain open.
If PCs pursue the scamp and catch him, he begs
for his life, and swears he was only curious to see When PCs enter the warehouse read or paraphrase
why the PCs were investigating an empty warehouse. the following:
He then begs them not to harm them, and offers
them the aid of his generous mistress if they leave The cavernous warehouse is dark and unlit, and
him unharmed. He promises them she knows more all its windows boarded. Someone stripped the entire
about the Ward than anyone and claims she helps warehouse stripped clean, leaving only the massive and
anyone looking after her children. creaky skeletal frame of stock scaffolding. A few large
crates lie in piles around the room.
If PCs do not approach the child, he curiously
follows them into the building from the shadows. Trap: A DC 25 Perception Check notes a low
When the ambush starts, he is outside the doors growling and clawing from one of the crates. Within
when they slam behind the PCs. In two rounds, each crate is an angry kreshner. Pressure plates set
he pries them back open then calls to the PCs,
107
around the crates trigger when a small or larger Other Gear crossbow bolts (10), mw light crossbow,
sized creature steps on them, activating the trap. The mw longsword, mw studded leather armor.
counterweighted crates suddenly splinter, releasing
the kreshnars, while the warehouse doors slam Tactics: The guards and the kreshner fight to the
closed and lock behind them. death. Neither the guards not the kreshnar bear any
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Tides of Blood
rogues in their own right, and still they love and give surrounded by more than a half dozen street urchins.
street fealty to the Baroness who raised them. PCs “Mother…” Killki utters with eyes wide, then dashes
that ply the Docks Ward for more information on the beneath safety of her skirts.
Baroness readily discover most are familiar enough
with the tale of Lady Eialla’s tragic descent into Without pause, the woman glares and hisses
madness. accusingly, “What have you done to my child?”
Before you can answer, Killki interjects, “Its ok
In her youth, it was arranged for her to marry none Mother, they saved me, they have brought me home.”
other than the Ward’s current Blood Senator, Eldon
Vulgrax. During her courtship with Master Vulgrax, Allow PCs to explain themselves and their situation
the young Lady became smitten with a dashing as The Baroness interrogates them concerning
young service man with which she began an illicit their past and their motivations. Once satisfied that
affair that resulted in her pregnancy. Fearing the the PCs aren’t there to hurt her or her wards, she
ruinous scandal of fathering a bastard, as well as introduces herself.
the wrath of Eiella’s fiancé and family, he suddenly
disappeared, leaving the Lady to face her fate alone. “Forgive my rudeness, I am Lady Tianda,” she
Soon after, Vulgrax discovered her treachery and begins in a pleasant voice. Then, as she lovingly pats
beat her into miscarriage. When she finally returned the cowlicks of the children clutching her skirts, says
to her family, they too scorned her for the disgrace in a comforting tone, “and these angels…these are
she’d brought upon their house, turned their back on my children.”
her and threw her to the streets. Locals whisper, she
still mourns for the loss of her child and thus guilt At this point, allow any PCs with Knowledge (local)
and madness drive her to look over her orphans and or (nobility) a DC 15 skill check to identify her as The
wards as if they were her own. Baroness, an infamously tragic madwoman who
wanders the Docks Ward caring for its orphans.
Still, none suspect her darkest secret. The aspiring
young soldier, with who she had her affair, was none Once she introduces herself she stares quizzically
other than Uril Krakon. Now one of the Great City’s and then with a sudden, sharp accusation demands
most influential Generals, he serves as a ranking to know what the PCs know about Eldon Vulgrax.
member of the Kharel, though his ambitions lie on Though her bitterness and paranoia drives the
the considerably loftier goal of seizing the throne. conversation, she correctly assumes Vulgrax is
behind the recent set up. Any PC making a successful
The Baroness has long plotted the ruin of Lord Sense Motive check on the Baroness determines her
Vulgrax, for years secretly plaguing his operations, accusations seem grounded in vehement anger, and
even as he rose to his current, powerful position. not hard evidence. However, the simple fact remains,
Insidiously, she aided his ascent as well, for she she blames Vulgrax for everything in the Docks Ward,
desires to see him gain massive success before and most of the time her accusations are correct.
collapsing his world and robbing him of all that he
once stole from her. Then, in a bizarre twist of fate, “He controls everything,” she hisses, “Everything.
her long lost lover Uril appeared in his company. We must move quickly, we are not safe here.”
After so many long years, Uril’s sudden emergence While the Baroness doesn’t really have a
has pushed the mad woman even farther over the destination in mind, so she rushes the PCs through
edge, for she is certain now the two men must the streets, making it difficult for them to get an
have conspired her sad fate, and once again stand accurate read on her. As they walk, she freely explains
poised against her. She sees the appearance of the who Vulgrax is, and how his manipulations control
PC strangers as a sign, and seeks to find a way to the Docks Ward, though she never discloses her
pit them against her adversaries. Still she remains personal associations with him. If queries about the
paranoid, suspecting that they might be agents of relationship she grows distant and quiet for a while,
Vulgrax come to seek her out. then in somber tones states, “why, that was… that
was so long ago.”
As PCs follow Killki, read or paraphrase the
following text: PCs can continue to converse and question the
109
Baroness for a bit, during which time her children If PCs do not pursue the senator, and instead seek
make a few attempts to appraise the PCs gear. Allow to investigate other areas of the City, allow them
any character keeping a deliberate watch on the a few hours before the Baroness sends one of her
children to make an opposed Sense Motive skill to children to find them. The child is in a panic, and
note they are being sized up, however the children tells them that his brothers haven’t returned, and his
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make no attempt to steal from them. Eventually, a distraught mother wishes to see them right away.
sudden wave of fear rushes over the Baroness and If they refuse, he pleads through tears, though an
she shushes the conversation to a whisper. opposed Sense Motive check reveals his charade. If
PCs decide to speak with the Baroness, proceed to
“Do you feel that?” she asks, her eyes wide with Part VIII of the adventure, otherwise the PCs need
madness, “Something ominous is at hand…Its Vulgrax, to uncover Wiggan’s plot on their own. Although
I know it, its always him… but the why… why has my difficult, PCs can eventually track him down by
love returned after so long, and why to his den?” scouring the Docks Ward warehouses.
The Baroness refers to her former lover Uril LADY TIANDA EIALLA, THE BARONESS CR 10
Krakon, but refuses to elaborate about her XP 9600
statements to the PCs. Male human aristocrat 6/rogue 6
N Medium humanoid
Instead, she paces frantically for a few moments, Init +6; Senses Perception +16
mumbling to herself, “I need to know what he’s up Defensive Abilities evasion, uncanny dodge
to… what he’s thinking…”
DEFENSE
AC 16, touch 12, flat-footed 16 (+5 armor, +2 Dex)
Suddenly, she stops pacing, “His ledgers…I can
hp 76 (6d8+6d8+18)
get the ledgers, he writes everything in them… we’ve
Fort +7, Ref +9, Will +11
seen him haven’t we children…scribbling away every
detail…” Defensive Abilities evasion, uncanny dodge; SR 13
OFFENSE
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restaurant facing the water.
BARONESS’ CHILDREN (8) CR 1/2
As it seems, Vulgrax was heading out for a meal
Use stats for Killki; page 107
anyway and so, accompanied by two of his most
able personal guards, proceeds with the PCs to the
Part IV. Dinner Golden Eel. When they arrive, a fair-haired woman
with Vulgrax (CR 7) who he calls Mira, quickly seats them privately.
As would be expected, the Blood Senator’s office Apparently, Vulgrax holds along standing friendship
(formally referred to as the Senate House) sits in with the inn’s owner Marcoso Kval, though as usual
one of the nicer districts overlooking the docks. Kval is nowhere to be seen. A DC 18 Sense Motive
The Senate House is small, but upscale-looking check upon entry, gives the sense that Vulgrax
brown brick building with colorful slate shingles, dines here often, and protected well within this
sandwiched between two more brick barrack establishment.
buildings. In back, a walled bunker surrounds and
protects a small courtyard. The meal consists of swordfish steak in a sauce
of candied snails, smoked seaweed greens and
Ironically, all the Baroness’ suggestions are thick, heady red wine. Vulgrax begins with an
effective ways of getting Vulgrax’s attention. Indifferent attitude, though if through successful
Diplomacy checks he is made Helpful, he offers to
If then PCs choose one of the first two tactics, pay for dinner. Otherwise, as the PCs extended the
such as egging his house, he becomes annoyed and invitation, they must pay the 25 gp per head bill.
sends his guards after the PCs. If PCs kill any of his
guards, they become criminals, and he immediately Unless PCs inform him first, through the course
retaliates, seeking their death. Likewise, if they injure of conversation Vulgrax eventually figures out that
his guards, he marks them as enemies to the Ward the PCs explored his ancestral villa, which of course
and posts broadsides seeking their arrest. is of great interest to him (+4 circumstance bonus
to all future Diplomacy checks). Overall, the Senator
If the PCs submit to the guards, they bring them remains pleasant, though he deliberately keeps
before the perturbed Blood Senator who demands to conversation light, attempting to learn more about
know the reason for their provocations. Eventually, the PCs than they can learn about him.
he recognizes them as the adventurers who had
dealings with his family Villa, at which point his If PCs confront him about the recent bounties on
curiosity shifts the conversation towards the house his head, he claims he know nothing about them
and what went on there. In the end, the Senator (true) though if PCs then reveal that information
has work to do and doesn’t want to waste his day found on the assassins pointed them towards one
dealing with hooligans. If he doesn’t believe them to of his warehouses, he becomes concerned, but still
be too much of a threat, he fines each of them 50 gp claims to know nothing. While he has suspicions,
and sends them on their way with a sound warning he refuses to speculate on them over dinner but
to stay out of his affairs. If he believes them to be promises to look into the matter. An opposed Sense
a threat, he has his guards lock them up, dividing Motive check reveals he is telling the truth, though
the group into two small cells in the bunker behind the PC gets the feeling that Vulgrax might not
the Senate House. He tells the PCs they will have respond to them about the matter.
to stand trail and that a barrister shall soon be sent
to them, however he never sends the barrister and If PCs bring up the Baroness, his overall mood
after a week the guards simply release them, return changes, and his disposition turns slightly cold. He
to them most of their personal possessions and then responds by saying that he was once engaged to a
tell them it would best if they just disappear. woman who betrayed him, and that the story is too
personal and tragic to tell.
If instead, the PCs approach cordially, guards take
the PCs to Vulgrax. The senator speaks casually at “Things happened long ago,” he says in a quiet
first, trying to discern the reason for the meeting and and sad voice, “things I wish I could change. Things
queries them about who they are, where they came I wish I could forget. Please, we shall speak no
from, and why they wish to speak with him. more of this.”
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Should anyone press the conversation, Vulgrax Disable Device +6, Intimidate +15, Knowledge
stands, pushes in his chair, and politely excuses (local) +9, Knowledge (nobility) +7, Linguistics
himself from the table and the company. His guards +5, Perception +5 (trapfinding +6), Sense Motive
accompany him out of the Golden Eel and he sticks +11, Sleight of Hand +7, Stealth +7, Use Magic
the PCs with the bill, regardless of his attitude. Device +6
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Languages Common
If, by the end of dinner, the Blood Senator’s SQ Trapfinding
attitude is Friendly or better, he makes the PCs a Combat Gear periapt of proof against poison
curious offer: Other gear +2 amulet of natural armor, +1 longsword,
120gp, 30sp, 10 cp.
“Look,” he says, pulling his chair closer to the table
and lowering his voice to impress a level seriousness VULGRAX BODYGUARDS (2) CR 1
on the PCs, “I like you, but I have a confession, I am
XP 400 each
suspicious concerning some of my recent business
associates. I suspect perhaps, they might be behind the Male human fighter 2
attacks made upon you, and perhaps more so to target LN Medium humanoid
me, using you as pawns. I don’t know… Actually, I don’t Init +5; Senses Perception +1
know that I trust you either. I like you, however…I don’t DEFENSE
trust you. Anyway, I recently had some of my ledgers AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
stolen, by whom I know not. Find my ledgers, and hp 21 (2d10+6)
perhaps then we’ll have more to talk about.” Fort +5, Ref +1, Will +1 (+2 vs. fear)
Defensive Abilities bravery +1
Developments: In fact, prior to the PCs encounter OFFENSE
with the Baroness, she had already pilfered the Speed 30 ft.
ledgers. She is very much aware of plots within her Melee mw longsword +6 (1d8+2/19-20)
ward, but instead seeks to distance herself from
STATISTICS
directly involving herself in the Senator’s affairs.
Since the PCs are outsiders, she hopes she can Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
convince them to latch onto dark plots and heroically Base Atk +2; CMB +4; CMD 15
lay them to rest, keeping herself and her motivations Feats Cleave, Improved Initiative, Power Attack,
free from political scrutiny. Weapon Focus (longsword)
Skills Acrobatics -8, Climb -3, Handle Animal +3,
Intimidate +4, Ride -4, Swim -3
ELDON VULGRAX CR 6 Languages Common
XP 2400 Gear half-plate, heavy crossbow, heavy steel shield,
Male human aristocrat 5/monk 2/rogue 1 mw longsword.
LN Medium humanoid
Init +1; Senses Perception +1 Ad hoc XP award: If PCs successfully change
DEFENSE Vulgrax’s attitude to Friendly or better give them
AC 15, touch 13, flat-footed 13 (+1 Dex, +1 dodge, +2 experience for CR 7 encounter.
natural, +1 Wis)
hp 60 (8d8+21) Part V. Lost Their Mittens
Fort +6, Ref +9, Will +8 When PCs return to the Baroness, she acts
Defensive Abilities evasion; Immunities poison frightened and impatient. She asks to hear all about
OFFENSE Vulgrax, though her thoughts seem more scattered
Speed 30 ft. than usual. The two boys she sent to lift the ledgers
Melee +1 longsword +7 (1d8+2/19-20) or unarmed +6 are late in returning, and her worry over them
(1d6+1) or flurry of blows unarmed +5/+5 (1d6+1) increases drastically.
Special Attacks flurry of blows, sneak attack +1d6
STATISTICS
The boys finally arrive just after sunset, in sopping
and tattered cloths- scared, shivering and gasping
Str 12, Dex 12, Con 14, Int 13, Wis 12, Cha 15
for breath. One bears a bruise and a swollen left
Base Atk +4; CMB +5; CMD 18
eye. Immediately, they dash beneath their mother’s
Feats Combat Expertise (2), Deflect ArrowsB, DodgeB,
skirts for her shelter. The children report that a local
Improved Unarmed StrikeB, Persuasive, Skill Focus boogieman they refer to as the Napper ambushed
(Diplomacy), Weapon Focus (longsword), Weapon them outside the Old Church. As soon as they
Focus (unarmed strike) fearfully whisper his name, all the Baroness’ children
Skills Acrobatics +7, Bluff +13, Diplomacy +18, shake in terror.
112
In hushed tones, the Lady explains that the Napper them of frightening her children and demands they
is a foul necromancer who preys on small children. speak no more on the subject.
He hunts them down, skins them and boils their
fat into soft tallow, which he uses to preserve his If PCs return telling tales of the Senator’s gracious
ancient, rotting flesh. behavior or pleasantness, she flies into a fury,
As it turns out, the children escaped his pestilent expounding on what a horrible and manipulative
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clutches, but in their hasty flight, dropped the snake he is, and then discloses that when she
strongbox containing Vulgrax’s ledgers near the became pregnant during their engagement, he beat
churchyard. The Baroness nods her head slowly her into having a miscarriage and threw her into the
as she listens to her children’s tale, then solemnly streets. While the tale is true enough, she neglects to
turns to the PCs, certain the necromancer recovered tell anyone that she conceived the child with another
the box. lover.
“His true name is Gulga Feck. He is wily and Regardless of how the PCs meeting with Vulgrax
dangerous and I strongly suspect has ties to went, the PCs probably sense that either the
Sklavredissanos the Black. As of late, Feck’s practices Baroness or the Blood Senator (or both parties) are
have changed, become more aggressive... I fear he lying to them. Still, they should get the sense that
may even be erecting a temple to the Goddess of recovering the ledgers remains a wise idea, as they
Slaughter. Certainly he saw the box, and make no likely contain a wealth of clues and evidence about
mistakes, he shall work its contents for his own foul the recent developments in the Docks Ward and who
ends. I strongly suggest that you recover the box.” might have set them up.
presently drags the bound and unconscious body of center aisle of the church to slow down pursuers.
a man up the aisle of the church by his ankles. When The closed door requires a move action to open.
the PCs approach the doors of the church read the If his exit is blocked, Fenwick drinks his potion of
following: displacement, and attempts to leap atop the altar
(+1 bonus to attacks against lower foes) to take on
A score of large wax candles gutter and smoke the PCs. If Fenwick is reduced to less than 25 hit
throughout the church lending a dim light and long points he uses his dust of disappearance (as greater
shadows to the plainly decorated nave. In the darkness invisibility for 2d6 rounds, grants +40 to Stealth,
hunches a rotund man, with wild hair and filthy robes. +20 if moving), then consumes his potion of cure
He drags an unconscious body by the ankles, making his serious wounds and continue to attack the party for
way down the center aisle towards the altar at the apse 4 more rounds. If made visible, he attempts to flee
the church. out the nearest exit. If Fenwick escapes via the altar
exit he races to warn Gulga Feck in the mausoleum,
Fenwick has a decent Perception and likely notices otherwise he flees out the front door. If not pursued,
the PCs if they enter through the church’s front he quickly returns and attempts to aid Gulga Feck,
door. Still, should a sneaky character get the drop on arriving 1d4 rounds after the PCs discover the
Fenwick, it makes the ensuing encounter far easier. If necromancer.
PCs interrupt Fenwick at his task, he drops his victim
and runs for the door behind the altar leading to the
mausoleums behind the church. Fenwick’s primary Hear me click clack tick tock
action is to warn Gulga Feck of the incursion and aid In the red glow of the docks
his master in defending the church. Creepy crawling scaredy skin
When you feel safe, he begins
Terrain: Pews fill the church. As a move action, To slide from shadows through the night
characters can jump upon them to gain higher Step from the darkness to the light
ground or use them as cover. Similarly, anyone Fear not, your heart won’t stop
succeeding a DC 10 Acrobatics check can jump over Until its cut out in the slop
them, while vaulting the altar that blocks the rear exit Kortezian nobles best beware
requires a slightly higher DC 15 check. The night spiders’ everywhere
Tactics: Initially Fenwick runs for the back door “The Night Spider” a Children’s Song
and attempts to jump the altar to expedite his (sung in rounds)
retreat. If pressed he throws a potion of grease in the
114
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1 square = 5 ft
1 square = 5 ft
116
the mausoleum on the floor and carved stone shelves appear horrifically maimed with giant crab claws,
sit dozens of clay and porcelain funerary urns. Against lobster claws, shark fins, and similar appendages
the north most wall, a large piece of upturned tile up stitched onto their bodies. Fortunately, none of these
reveals a stairway that descends into blackness. appendages function properly (as they do on a bay
zombie). Fenwick cannot cross the room without
help from Gulga Feck. If the PCs pursue Fenwick, he
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B2.The Catacomb (CR 6)
arrives early and must wait two rounds before Feck
The stairway descends to a dank catacomb, the
appears to rebuke the zombies.
floor submerged in water. Along the outside edges of
the room and piled neatly in two large mounds are
hundreds of humanoid skeletons – skulls surrounded by Terrain: The ceiling of this cavern provides about
longer bones peer out from the walls. The bones closest 18 inches of air to breathe. The main chamber is 15
to the water are dark with mold. The blackish slime ft. deep, however a DC 20 Perception check reveals
creeps up from the damp towards the bright white bones a submerged path, 5-feet below the surface of the
above. Four strong stone columns support the stone water, running along the southern most edge of the
ceiling from which water noisily drips. room. Characters tall enough to keep their heads
above water can walk the pathway, as a full round
In ages past, the dozens of well-preserved corpses action, however moving faster requires a DC 10
filled the mausoleums. In recent times, cremation Acrobatics check. Characters who fail fall into the
increased in popularity, largely to conserve space. deeper waters.
Undertakers dug up many of the old bodies and
stored here to make room for the more profitable Notes on Underwater Combat: Fighting in water
newcomers. is difficult. Water affects a creature’s Armor Class,
attack rolls, damage, and movement. In some cases, a
Tactics: If the PCs pursue Fenwick, he races to the creature’s opponents may get a bonus on attacks. For
doorway opposite the entrance, and then hurls one more details on rules regarding fighting in water, refer
of his empty bottles at the nearest character, in an to the Underwater Combat section in the PRD. They
effort to draw them up the stairs and into the trap. apply whenever a character is swimming, walking in
chest-deep water, or walking along the bottom.
Terrain: A foot of water floods the floors, creating
difficult terrain. A trap lies in the center of the room, Ranged Attacks Underwater: Thrown weapons are
marked by a “T” on the map. Anyone stepping least effective underwater. Even when attacking from
trap triggers a collapse. Gulga Feck and Fenwick land, ranged weapons take a -2 penalty on attack
Chambliss simply avoid the trap by moving about the rolls for every 5 feet of water they pass through, in
edges of the room. addition to the normal penalties for range.
FALLING BLOCKS FROM CEILING TRAP CR 6 Attacks from Land: Creatures swimming, floating,
XP 2400 or treading water on the surface, or wading in water
Type mechanical; Perception DC 24; Disable Device at least chest deep, have improved cover (+8 bonus
DC 20 to AC, +4 bonus on Reflex saves) from opponents
on land. A completely submerged creature has total
EFFECTS
cover against opponents on land. Magical effects
Trigger location; Reset repair are unaffected except for those that require attack
Effect Atk +20 melee (6d6 crushing blocks); multiple rolls (which are treated like any other effects) and fire
targets (all targets in a 10-ft. wide-by-30-ft. long area). effects.
CROCODILE ZOMBIE CR 4
B3. Failed Experiment Pool (CR 6)
A flooded tunnel descends further into the catacombs, XP 1200
the water growing ever deeper, until it eventually NE Large undead
leading to a very dark, open chamber almost completely Init +0; Senses darkvision 60 ft.; Perception +0
submerged. DEFENSE
AC 20, touch 9, flat-footed 20 (+11 natural, -1 size)
This room is where Gulga Feck and Fenwick drown hp 55 (10d8+10)
their victims before taking them through to the Fort +3, Ref +3, Will +7
laboratory beyond. It is also where the necromancer Defensive Abilities undead traits; DR 5/slashing
disposes of his failed experiments to create bay OFFENSE
zombies. The present guards include the zombies
Speed 30 ft., swim 20 ft.
of an alligator, a giant crab, two homeless men
Melee bite +12 (2d6+7) or tail slam +12 (2d6+5)
and two of the Baroness’ children. The zombies
117
STATISTICS BARONESS’ CHILDREN (2) CR ½
Str 21, Dex 10, Con -, Int -, Wis 10, Cha 10 XP 100 each
Base Atk +7; CMB +13; CMD 23 NE Small undead
Feats ToughnessB Init +1; Senses darkvision 60 ft.; Perception -1
SQ Staggered.
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DEFENSE
AC 15, touch 11, flat-footed 15 (+2 armor, +2 natural,
ROCK CRAB ZOMBIE CR 3 +1 size)
XP 800 hp 10 (2d8+1)
NE Large undead Fort +0, Ref +0, Will +3
Init -1; Senses darkvision 60 ft.; Perception +0 Defensive Abilities undead traits; DR 5/slashing
DEFENSE OFFENSE
AC 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 Speed 30 ft.
size) Melee slam +2 (1d4)
hp 38 (7d8+7) STATISTICS
Fort +2, Ref +1, Will +5 Str 11, Dex 11, Con -, Int -, Wis 10, Cha 10
Defensive Abilities undead traits; DR 5/slashing Base Atk +1; CMB +0; CMD 10
OFFENSE Feats ToughnessB
Speed 30 ft., swim 20 ft. SQ Staggered.
Melee 2 claws +10 (1d8+7) or slam +10 (1d8+7)
STATISTICS B4. The Laboratory of Gulga Feck (CR 9)
Str 21, Dex 9, Con -, Int -, Wis 10, Cha 10 A flight submerged stairs climb upwards into this
Base Atk +5; CMB +11; CMD 20 huge cavern. Water flows in a tiny stream from the
Feats ToughnessB submerged stairs and across the floor before flowing
SQ Staggered. over the edge of a large crevasse dividing the room. On
the far side of the crevasse sit a pair of laboratory tables
strewn with wickedly shaped tools, twisted glass vials
HOMELESS MEN (2) CR ½
filled with red fluid and meaty objects, and body parts
XP 100 torn from a cornucopia of sources. Three great covered
Use stats for Human zombie; see Pathfinder Bestiary. wooden vats dominate the furthest part of the room.
Melee slam only.
118
Here Gulga Feck resides in his laboratory, hard at GULGA FECK CR 7
work attempting to create a bay zombie in a mad XP 3200
effort to earn a place beside Sklavrredisanos the Male human cleric 8
Black – the Lich Lord of the Great City. NE Medium humanoid
Init +1; Senses Perception +4
It is likely that Gulga Feck is aware that the PCs are
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Aura strong evil
coming. Fenwick may have warned him, and/or he
DEFENSE
may have heard the combat in area B3. If readying
for combat, Gulga removes the lids off the two vats AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1
containing bay zombies and salt water. If the vats are natural)
already open – or when Gulga removes the lids read hp 55 (8d8+16)
the following: Fort +9, Ref +5, Will +12
Defensive abilities death’s embrace (heal damage
The lids of the vat bursts off and brackish salt water from channeled negative energy)
sprays out as a vile creature emerges, patchwork of OFFENSE
humanoid-flesh and masses of tentacles and claws. Its Speed 20 ft.
bloated, water soaked flesh oozes purulent discharge as Melee mw heavy mace +7/+2 (1d8-1)
it splits and falls away from it waterlogged bones. Ranged dagger +7/+2 (1d4-1)
Special Attacks channel negative energy 5/day (4d6,
Bay zombies result as a by-product of the failed Will DC 18), scythe of evil 1/day (make weapon
experiments of the Imperial Guild of Arcanists touched unholy for 8 rounds), spontaneous
and Engineers. Ever seeking ways to extend their casting (inflict spells)
dominion to all corners of the world, the Emperor Domain Spell-Like Abilities (CL 8th)
and the Blood Triperium have long suffered through 7/day - bleeding touch, touch of evil
various trials to introduce magically modified Spells prepared (CL 8th; concentration +12)
creatures capable of taking the battle to the depths 4th – divine power, freedom of movement, poison (DC
of the sea. Periodically, the guild dumps these 20), unholy blightD (DC 19)
horrifically maimed and reconstructed creatures off 3rd – animate deadD, bestow curse (DC 19), blindness/
the coast, sinking them to the bottom of the ocean
deafness (DC 19), contagion (DC 19), inflict serious
where they rarely survive for very long.
wounds (DC 19)
2nd – bull’s strength, death knellD (DC 18), desecrate,
Terrain: The crevasse is 30 ft deep and 5 ft. across. hold person (DC 16), resist energy
1st – command (DC 15), doom (DC 17), magic weapon,
Tactics: If the PCs surprise Gulga Feck, he initiates obscuring mist, protection from goodD, shield of faith
his actions from behind the northern most tables. 0 (at will) – bleed, detect magic, guidance, resistance
Next, he immediately scrambles to open the nearest
STATISTICS
vat (a move action is required) and orders the bay
zombie to attack. On the next round, he opens the Str 9, Dex 12, Con 13, Int 10, Wis 18, Cha 14
other vats and orders the bay zombies to block the Base Atk +6; CMB +5; CMD 16
path coming around the crevasse. The bay zombies Feats Greater Spell Focus (necromancy), Improved
fight to the death, attacking the nearest foes and Channel, Spell Focus (evocation, necromancy),
attempting to crush them with their claws. Weapon Focus (heavy mace)
Skills Heal +15, Knowledge (arcana) +7, Knowledge
If Feck is not surprised, his bay zombies begin (religion) +7, Perception +4, Sense Motive +4,
positioned for combat, one at the top of the stairs Spellcraft +11
and the other near the crevasse. Before combat Languages Common
starts, Gulga Feck casts bull’s strength, protection SQ aura of evil (strong evil aura)
from good, and magic weapon on himself. Once a Combat Gear masterwork scroll case (free action to
large group enters, he casts unholy blight. If forced draw scrolls) containing scrolls of cure moderate
into melee, Gulga Feck targets nearby opponents wounds, death knell, cure serious wounds
with bestow curse (each turn, the target has a 50% Other gear +1 breastplate, headband of inspired
chance to act normally; otherwise, it takes no action), wisdom +2, amulet of natural armor +1, cloak of
then inflict serious wounds followed by his death touch resistance +2, mw heavy mace, dagger, 50 pp, 45
ability. If forced into melee combat, Feck uses divine gp, 90 sp, strongbox containing Vulgrax’s Ledgers.
power and or death knell on helpless foes.
Strong Box: hp 50; hardness 8, Disable Device DC 30
He fights to the death. (Poison Needle Trap in the Lock); Break DC 24
119
POISON NEEDLE TRAP CR 4 Base Atk +7; CMB +13; CMD 23
XP 1200 Feats ToughnessB
Type mechanical; Perception DC 28; Disable Device SQ Staggered.
DC 25
Part VII. The Recovered
Tides of Blood
EFFECTS
Trigger touch; Reset repair; Bypass lock (Disable Ledgers
Device DC 30) Once PCs recover Vulgrax’s ledgers, likely they
Effect Atk melee +20 (1 plus poison); Poison return them to either Vulgrax or the Baroness.
deathblade (injury; Fortitude DC 20; 1/round for 6
rounds; 1d3 Con damage; 2 consecutive saves). If the PCs choose to meet with Lady Tianda, she
refuses to answer any of their questions. Instead,
Vulgrax’s Ledgers: A leather-bound book with she showers them with praises for ridding the Docks
detailed notes of recent shipping activities with Ward of such a dreadful creature as Gulga Feck.
excessive sums paid by an individual identified only
as K., for arms and armor shipped from the Old
She re-reads the ledgers, feigning shock and
Country. The ledger also implicates an individual
raising her eyebrows to punctuate her suspicions.
named Wiggan as the primary individual in charge of
When she finishes, she pretend to ponder the
receiving and transferring the goods.
information, then informs the PCs she is certain
Wiggan the Bald wants them dead. Her statement
A DC 15 Diplomacy or Knowledge (local) check happens to be a convenient truth, if nothing else. Of
notes the name Wiggan probably refers to a course, Wiggan is familiar to her, and she is furious
notorious smuggler named Wiggan the Bald, who to learn of his involvement with her despised Blood
runs goods from the Ward throughout the City Senator and her former lover. This makes her all the
and has been successful enough to purchase a few more eager to sabotage their plots. Still, she masks
warehouses. her true intentions behind her insanity and places
a spin on her interpretation of the ledgers. She tells
A DC 20 Knowledge (local) check realizes that the the PCs that Vulgrax sometimes hires Wiggan and
Senator’s deals with Wiggan are highly suspect. As his thugs to assassinate individuals he perceives as
his Clan controls most of the commerce in the Docks threats to his operations. Perhaps, she suggests, the
Ward, he’d be set to receive a sizable commission for Blood Senator perceives the PCs as pests and hired
such purchases. Probably more than what the current Wiggan to kill them to keep his hands clean. She
ledgers show he’s receiving for the illicit maneuver. then suggests that by ending Wiggan’s operations
Furthermore, none of the transferred goods were they’ll uncover evidence against the Blood Senator,
taxed properly and therefore Lord Erasmus remains enough to bring him to a ruinous end. Regardless,
unaware that such extensive military shipments have her tale lies not so far from the truth. However, her
entered his City. spin may actually prevent Vulgrax’s own untimely
end at the hands of Wiggan the Bald, and in her
For more information on Bay Zombies, see the Great venomous animosity she desires to see the Senator
City Campaign Setting. live and suffer, rather than meet a quick and
unsuspecting death.
BAY ZOMBIES (2) CR 4
Ideally, Lady Tianda wishes for the PCs to go to the
XP 1,200 each
warehouse immediately, but if seem in need of rest,
NE Large undead
the next morning won’t be too late, she even offers
Init +0; Senses darkvision 60 ft.; Perception +0
to send one of her children to show the PCs the
DEFENSE location of the warehouse.
AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 55 (10d8+10) If instead, the PCs decide to return the ledgers
Fort +3, Ref +3, Will +7 to Vulgrax, he thanks them profusely and then tells
Defensive Abilities undead traits; DR 5/slashing them. Then asks his guards to leave the room. With
OFFENSE hushed words he tells them the following tale:
Speed 20 ft. (can’t run), swim 60 ft. “As promised, I will now share with you my suspicions.
Melee 2 tentacles +11 (1d6+5 plus grab), 2 claws +11 I have been doing business with General Uril Krakon,
(1d6+5) for what ends I know not, though I know he remains in
Special attacks Constrict (1d6+5) good standing with our noble Emperor. To further keep
STATISTICS
our dealing secret, I mistakenly hired a disreputable
wretch named Wiggan the Bald to help me move the
Str 21, Dex 10, Con -, Int -, Wis 10, Cha 10
120
C. Warehouse of Wiggan the Bald
Along the edge of the bay near a long dock sits the
first and largest set of warehouses that stretch into the
Trades Ward. This tall wooden structure sits south of two
warehouses along the bustling docks. The front faces
Tides of Blood
the bay and looks as if it has seen better days. Four wide
doors on rollers slide within each other providing access
to the porters and dockhands so that they can load and
unload goods.
Tides of Blood
Use Warehouse Guard Stats.
C3. Loading Dock (CR 5)
Tactics: These two guards hold their position.
This area is crammed with stacks of crates piled in
As PCs approach, first guard fires at them with his
five-foot stacks. The sliding doors are shut and barred
crossbow then drops the weapon and closes in with
from the inside. Four more guards crouch above on the
his longsword. The second guard hides beneath the
catwalk waiting for a clear shot.
stairs. He holds his action until an opponent either
spots him, or draws near enough to slice at their
This part of the warehouse is the darkest.
ankles with his kukri. Taking this attack confers a -4
Shadows deeply fill the clear spaces between the
penalty due to cover.
evenly spaced crates.
123
The crates appear that the smugglers were in the ELITE WAREHOUSE GUARDS (2) CR 4
middle of moving them when the PCs entered the XP 1,200 each
warehouse. Use stats for Gracian and Pulious; page 122.
Creatures: The two elite warehouse guards position Tactics: These two guards, one on the southwest
Tides of Blood
themselves in this room, having previously sealed side of the cage and the other on the southeast side,
the entrance to the sewers. They fire upon any cling close to the cage hoping to use the goblins as
approaching PCs from behind the crates, making meat-shields. The guard on the southeast side also
sure to snipe and hide between shots. If pushed or has the advantage of being able to hide between the
approached, they back through the maze trying to cage and the wall of the office. If the goblins point
lure the PCs further between the crates. If the PCs out the guards to the PCs, give anyone making a
have the advantage, the guards back up to the door Perception check to locate this guard a +2 bonus.
to the office to protect Wiggan. The guard on the southwest side of the cage sticks
to his corner and tries to fire on the PCs from behind
ELITE WAREHOUSE GUARDS (2) CR 4 the cover of the goblins, incurring a -4 penalty to
attacks due to this tactic. They care not whether their
XP 1,200 each
tactics injure any of the goblin captives.
Use stats for Gracian and Pulious; page 122.
C8. Wiggan’s Office (CR 9)
C7. Goblin Pen (CR 6)
Special: The door to this room is locked shut. The
Braced against the south wall of the warehouse and room beyond serves as Wiggan the Bald’s temporary
mounted to the floor rests a crude wooden cage. Packed office. For the past week, he has been working
within, a dozen or more gnarled and emaciated goblins diligently to make sure his plan runs smoothly. When
clamor about; their vacant stares depict the broken wills PCs arrive, he struggles to try to get his papers in
of enslaved captives. Scraps of food and waste lie strewn order before escaping. 1d4 rounds after he hears PCs
across the cage floor. A wooden bucket with dirty water fiddling the door, he flees. However, PCs making an
sits, bound to a corner post. effort to approach silently stand a chance of sneaking
up on him.
Wooden Cage: hp 150; hardness 5; Disable Device
DC 15; Break DC 23 Door: hp 30; hardness 5; Disable Device DC 13; Break
DC 20
Creatures: A dozen sickly-looking goblins sit
penned within the cage, presumably captured as This small room looks to be an office. A desk and
slaves. Upon seeing the PCs, they fill with fury and chair sit in corner while crates line an opposite wall.
gnash their teeth in anger. However, one of the Behind the crates, a small hatch in the floor is visibly
largest of the creatures (a reddish furred beast open. The desk has a single pile of papers on top with a
named Grungles) quickly realizes that the PCs quill and a jar of ink.
aren’t members of Wiggan’s gang, and quiets his
kinfolk down. He speaks just enough common to On the desk lie records of recent arms shipments
try to communicate with the PCs and offers them stored in the warehouse. Most of the items bear a
an alliance if they set his people free. To prove his small checkmark next to them, indicating that they
sincerity, he points out the location of the two guards have already been transferred. One dog-eared page
hiding nearby. If freed, the goblins rampage through has a poorly rendered sketch of a ship crashing into
the warehouse, attacking their former captors with some docks. The sketch is covered with arrows and
vengeful fury, seizing weapons from the fallen and lines, along with a list of times and other curious
trying to fight their way out and into the sewers numbers. A DC 18 Intelligence check or Linguistics
where they can escape. check determines that the sketch depicts the location
of the warehouse and the entire piece suggests a
GOBLINS (12) CR ½ plot to crash a ship into it some time within the next
XP 200 each 24-hours.
See Pathfinder Bestiary.
A DC 22 Perception check discovers a partially
folded piece of parchment shoved beneath an ink
Special: This encounter can prove to be very
blotter. The parchment bears the seal of House
difficult if the two guards from the previous location
Semheyl, however a bloody fingerprint has been
still live and have managed to draw the PCs through
stamped over the crest. A DC 20 Knowledge (local)
the crate maze and towards the door of the office.
or similar check identifies this as an old Kortesian
military custom for ordering an execution. A DC 20
124
Linguistics interprets a similar meaning. Indeed, always yearned for a chance to achieve his goal of
Krakon has ordered Wiggan to take out Vulgrax and taking down the power structure of the Clans that
cover his tracks, and the Semheyl crest indicates the held the Docks Ward, Trade Ward, and perhaps
senator as the target. even the entire city, in a stranglehold. He knew he
could never challenge the Emperor directly, but if he
Developments: If the PCs corner Wiggan before could shake the trade network that spread the gold
Tides of Blood
he leaves the room, they have the opportunity to and wealth throughout the city, that would be good
attempt restrain and interrogate him. If captured, enough revenge for him. While living down below
the surly smuggler uses Bluff to lie about his wicked the city, he made frequent forays into the streets in
plots, pleading that he simply traffics supplies for disguise plying his trade at smuggling and fencing
Vulgrax. He honestly claims he already moved all stolen goods.
the arms out of the warehouse and they are being
transported covertly through the sewers with the aid After a few years, he learned that his enemies
of the siluri. Then he attempts to misdirect the PCs had either forgotten his trespasses or were killed
into the siluri lair, hoping to buy himself enough time off in the constant squabbles, and he became
to signal the boat and salvage his plan. more bold. He permanently moved back topside
If he escapes, he heads for the Siluri Lair himself, and took residence in the Docks Ward, running a
to try to enlist the aid of his allies. profitable smuggling operation in a small amount
of time due, in part, to his association with another
Wiggan the Bald group who lived beneath the city – the siluri. These
Born to a minor merchant family that was fishmen, also known to some as dredgemen, comb
eventually undermined and incorporated into Clan the bay and the city for cast off goods, and in turn
Semheyl, Wiggan the Bald harbors frustration and sell them to whoever is buying. A common practice
hatred for the scheming of the clans of the Great among smugglers is to dump contraband if the
City. He grew up not wealthy, but never wanting for risk of seizure is looming, and Wiggan employed
a meal or any other moderate finery he desired. His the siluri to recover these jettisoned goods before
father and mother provided for him as any minor his competitors were capable of retrieving them.
nobles would for their only son. At the age of twelve, With the help of the dredgemen, his smuggling and
the family business fell to the infighting that plagues fencing operation turned into a major enterprise.
this metropolis, while his father fell to a poisoned
dagger wielded by an agent of Clan Semheyl. Today, Wiggan’s keen and conniving business
acumen make him one of the most notorious
Destitute and evicted from their estate, Wiggan smugglers in the Docks Ward, and he stands
and his mother sought shelter with family in infamous for one of the few who still boldly thwarts
another part of the world, but he swore he would the omnipresent Semheyls. Wiggan plots for the
return to the Great City and injure the clans as they siluri to board a ship loaded with explosives and
had injured him. After struggling to make ends crash it into a Semheyl warehouse, destroying
meet Wiggan’s mother caught ill and eventually financial records and covering all evidence of his and
succumbed to the consumptive disease. Alone in a Krakon’s association with Blood Senator Vulgrax. For
foreign city, with only foul relatives and backwater his role in the ruin of the Senator and the upcoming
neighbors, Wiggan stowed onto a trading vessel revolution, the general has promised Wiggan control
bound for the Great City. of the entire Docks Ward, once the current Lord
Erasmus is overthrown.
Just a month past his sixteenth birthday, Wiggan
arrived in the Docks Ward and made connections WIGGAN THE BALD CR 9
with the local black market pushers and gold-
XP 6400
swindling fences. He fell in with these cutthroats
and thieves, eventually gaining a reputation as a Male middle-aged human rogue 10
shrewd businessman, despite his young age. Young, LE Medium humanoid
ambitious, and a bit over-eager, Wiggan made Init +7; Senses Perception +14
a premature grab for power on a rung far above DEFENSE
his means and ended up a marked man. Fleeing AC 20, touch 16, flat-footed 20
for his life, he ended up living in the sewers with hp 68 (10d8+10 HD)
the degenerate beggars and addicts known as the Fort +4, Ref +10, Will +4
roachkin.(see Appendix) Defensive Abilities Evasion, Improved Uncanny
Dodge, Slippery Mind, Trap Sense +3
Wiggan sought the creature comforts of a OFFENSE
community and cohabitated with these people but Speed 30 ft.
125
Tides of Blood
1 square = 5 ft
Melee masterwork short sword +11/+6 (1d6-1) PCs throw open the door to his office, he takes a shot
Ranged +1 hand crossbow +13/+8 (1d4+1) at them from hiding and then attempts to flee down
Special Attacks Bleeding attack 5, Deadly Aim 3, Shot the shaft. If forced to fight, he attempts to keep his
on the Run, sneak attack +5d6 distance firing with his hand crossbow from whatever
STATISTICS cover he can hide behind hoping to score sneak
attacks. If the PCs close on him quickly, he holsters
Str 9, Dex 17, Con 13, Int 10, Wis 13, Cha 14
his crossbow and attacks with his masterwork short
Base Atk +7; CMB +6; CMD 22
sword.
Feats Deadly Aim, Dodge, Improved InitiativeT,
Mobility, Point Blank Shot, Rapid Reload (hand
Although the CR for this area is 9, you might
crossbow), Shot on the Run, Weapon FinesseT, consider lowering it a bit if the party gets the jump
Weapon Focus (hand crossbow)T on him, because out of his element he is hardly a
Skills Acrobatics +15, Appraise +13, Bluff +13, Climb formidable combatant.
+4, Diplomacy +15, Disable Device +12, Escape
Artist +15, Knowledge (local) +9, Linguistics +12, D. Sewer Encounters
Perception +14, Sense Motive +11, Stealth +15 These old stone sewers reek with the refuse and waste
Languages common of a hundred generations. The tunnels here are slick
SQ rogue talents (bleeding attack, combat trick, with slime and fecal matter and running or trickling
finesse rogue, slippery mind, weapon training), water travels through most of the tunnels, but does
trapfinding not hamper movement. The tunnels in this complex
Gear amulet of natural armor +1, belt of incredible are as tall as they are wide. The tunnels form short
dexterity +2, +1 hand crossbow, +1 leather armor, angles where the walls meet the ceilings and the floors
ring of protection +2, masterwork short sword, providing little resistance to the sewage pumping
dagger. through them.
Tactics: Wiggan has not lived this long to just end If the party take too much time to make their
up killed by a group of adventurers. Having heard way to the siluri lair, feel free to include random
the ruckus in the warehouse, Wiggan sticks around encounter or two. An appropriate encounter would
to see who is responsible, hiding behind the stack of include any combination of rats, bats, vermin,
crates near the hatch to the sewer tunnels. When the
126
swarms, slimes, oozes or the occasional otyugh. To CHOKERS (8) CR 2
enhance the idea of territorial, underground-dwelling XP 600 each
humans inhabiting the sewers, include any number See Pathfinder Bestiary.
of roachkin. While the tunnels for the most part do
not hamper movement, feel free to request balance
checks from time to time to highlight the slime, ROACHKIN BEAST HANDLER CR 5
Tides of Blood
especially if one of the PCs in the group has a special See Appendix
distaste for getting dirty. While the party travels close
to the surface, every hundred feet or so, a sewer BARNHART THE CHOKER HANDLER CR 4
grate shines diffused daylight (or lamppost light at
XP 1200
night) down into the depths creating tiny points of
Male human (roachkin) rogue 5
light in the otherwise dark tunnels.
CN Medium Humanoid
The sewers are as vast as the Great City and
Init +3; Senses low-light vision (roachkin bonus);
someone could reach just about any location in
the city by using these tunnels. Some groups may Perception +10; kin-scent
take advantage of this fact. It is your responsibility DEFENSE
to show them that they can be dangerous as well AC 16, touch 13, flat-footed 13
by introducing them to any number of dangerous hp 41 (5d8+10)
denizens calling this disgusting place home. Fort +3, Ref +7, Will +2
Defensive Abilities Evasion, Trap Sense +1, Uncanny
If the group did not manage to wrestle any Dodge, Filth Resistant
information from Wiggan regarding the location of OFFENSE
the supplies or the siluri lair, the group has a chance Speed 30 ft.
to notice symbols and arrows directing their way.
Melee mw short sword +5 (1d6+1)
In the sewers, periodically have the group make
Ranged light crossbow +8 (1d8/19-20)
Perception checks (DC 15) to notice these indicators.
Special Attacks sneak attack +3d6
D1. First Descent (CR 9 - Varies) STATISTICS
These darkened tunnels are alive with skittering Str 13, Dex 16, Con 14, Int 10, Wis 12, Cha 8
sounds and faraway screeches. Streaking light from Base Atk +3; CMB +4; CMD 17
above illuminates insects and rats as they dart into the Feats Blind FightB, Deadly Aim 2, Point-Blank Shot,
shadows, well away from the intrusion on their domain. Precise Shot, Rapid Reload (light crossbow),
The stench here is strong and its sharp organic tang Weapon Focus (light crossbow)
strikes the nose like a fist. Skills Acrobatics +14, Climb +9, Escape Artist +11,
Handle Animal +4, Knowledge (Dungeoneering)
If the PCs chase Wiggan down into the sewers, you +6, Knowledge (local) +5, Perception +9 (+11
might want to pause in the combat to read the above trapfinding), Stealth +11, Survival +16, Swim +9
text, otherwise, read it to them when they make their Languages common
first descent into the sewers. SQ rogue talents (combat trick, fast stealth), trapfinding
Gear masterwork light crossbow, 20 bolts,
If a chase with Wiggan ensues, delay the following masterwork short sword, +1 leather armor, ring of
encounter until the group travels further into the sustenance.
network of tunnels and use the sewer crossroads
map labeled D1. He provides enough of a challenge Tactics: Since the chokers can climb the sewer
in this environment without having a band of chokers walls, they are able to double-occupy the squares
and their roachkin handlers to deal with. However, while moving, with one choker in the square on the
you may wish to use the band of chokers help the floor and the other above him on the wall near the
PCs deal with Wiggan before the devious aberrations ceiling. During combat, they spread out to engage,
turn on them – taking one enemy down and creating covering all applicable squares. When the creatures
a new foe. enter into a grapple with a character, they move into
that PC’s square and another beast fills the space
behind it. To initiate combat, the chokers crawl
Creatures: Crawling through the sewers, on the
across the ceiling and drop down onto PC targets.
floors and along the walls near the ceiling moves a
The effect here is to overwhelm the PCs and instil a
tangle of chokers on leashes led by a filthy crooked
creepy element of alien fear. The roachkin handler
human. This man walks with a limp and clutches
looses his grip on the leashes once the creatures
a fistful of leather straps that barely hold back
engage in combat, and fires on the PCs with his
these strange beasts, like a hunter with a pack of
crossbow.
bloodhounds.
127
D2. Lurker in the Tunnel (CR 7) ALLIP CR 3
Here the tunnel widens where four smaller tunnels XP 800
intersect. The smell of fecal matter and the waste of an See Pathfinder Bonus Bestiary.
entire city is even stronger here. The splashing of falling
water drowns out any surrounding noise.
Tides of Blood
CENTIPEDE SWARM CR 4
This intersection in the sewers is where a See Pathfinder Bestiary
particularly nasty creature has taken up residence. A
chuul that crawled up from the lower depths below Tactics: As the PCs enter the octagonal chamber,
the city moved upwards for better hunting ground. the allip flows into the room from the opposite
Here it has had an opportunity to dine on siluri and passage making full use of its babble ability. On the
Roachkin, though since, they have learned of its same round, the centipede swarm trails in, moving
presence and seek to avoid this area. The water in towards the group in all its writhing glory.
the far end of the passage is ten feet deep and only
five feet deep at the close end. The small tunnels Treasure: Near one of the ladders, a rusty razor lies
feeding this pool, and the stream running the length alone. In addition, a loose brick hides a small cache
of the tunnel, are only a couple of feet deep and are of gems worth 350 gp wrapped in rotting leather.
easily traversed. A PC stepping through these areas
along the edge of the pool must succeed on DC 12 E. Siluri Lair
Acrobatics checks or slip into the pool due to the Deep below the city, nearly 90 ft. underneath the
water and slime. Mariner’s Guildhall, lies the lair of the siluri. From
their lair, they have direct access to the bay and
frequently swim through the tunnels to dredge the
CHUUL CR 7 bay for goods they can sell and trade.
See Pathfinder Bestiary Wiggan made contact with these creatures years
ago and has secured the loyalty of this tribe to assist
Tactics: The chuul waits below the water for in his recent exploits. In the lair, the PCs have a
someone to get near the pool before lashing out with chance to learn about the explosive-laden ship, and
its claws and paralytic tentacles. Once it grabs one if they are quick enough, they can disrupt this plan
of the PCs, the chuul drags them into the pool to before it sets both the Docks Ward and the Trades
let them marinate and tries to grab another meal. A Ward aflame.
paralyzed character dragged into the pool begins to
drown and must be retrieved to save their life. E1. Guard Post (CR 8)
In the maze of tunnels beneath the city, it is easy
Treasure: A number of people have fallen victim to to get lost. Rats and cockroaches skitter about and
this monster during its stay here. Eleven skulls rest the drips of water echo through the dark chambers
at the bottom of the pool along with a +1 keen dagger, making the whole realm below an eerily disorienting
a headband of inspired wisdom +2 and a cloak of the place. In the depths, fear is never far, as threats can
manta ray. strike at any moment.
D3. Chamber of the Creeping Suicide
This intersection bears no distinction from any
(CR 6)
of the hundreds of other intersections that the PCs
A stream of sewage runs through this octagonal have crossed. If the PCs have been using the chalk
chamber. The tunnels feeding the stream have low signs etched onto the sewer tunnel walls, they are
ceilings, but could be crawled into if needed. Two ladders aware that they are close to the entrance of the siluri
reach up to grates in the ceiling fifty feet up revealing lair. Here, lingering just outside of view of the main
light from the city above. tunnel, two siluri warriors stand guard over the
entrance.
This chamber reaches high into foundation of
the city. Long ago, a raving addict, driven to this SILURI WARRIORS (2) CR 5
madness after losing his one and only love, crawled
down into the sewers here and slit his wrists. Since XP 1600 each
then he has risen as an allip and haunts the tunnels Male siluri fighter 3
below where he took his life. Immune to the hypnotic N Medium Monstrous Humanoid (aquatic)
babbling, but drawn to the sound, a swarm of Init +7; Senses darkvision 60 ft.; Perception +11
centipedes follows this undead abomination. DEFENSE
The ladders lead to grates in an alley behind AC 21, touch 15, flat-footed 17 (+3 armor, +1
Rippus Bakery. deflection, +3 Dex, +1 dodge, +3 natural)
128
Tides of Blood
1 square = 5 ft
Siluri (3) CR 3
POISON DART TRAP CR 4
See Appendix
XP 1200
Type mechanical; Perception DC 21; Disable Device Tactics: One of the siluri uses its disconcerting
DC 22 croak ability to initiate combat while the other two
EFFECTS rush the group to attack using their poisonous
Trigger location; Reset automatic; Bypass hidden spines.
switch
Effect Atk +15 ranged (1d4+4 plus small centipede E4. Barracks (CR 6)
poison); Targets multiple, 1 dart per target in a From the piles of slimy, wet sea grass filling this room,
10-ft.-by-10-ft. Area. it is apparent that this room is where these creatures
rest. Cool, damp air clings to the walls of this room.
E3. Dining Quarters (CR 6)
This room contains two crates shoved together The rest of the siluri that normally camp here
creating a makeshift dining table. Scattered on the are off on their mission for Wiggan, moving crates
table is a number of half-eaten centipedes, handfuls of throughout the city’s sewer tunnels. Normally this
wriggling worms and bowls of crickets and cockroaches room would contain no fewer than 20 resting siluri.
smashed into a rough paste. Four clay vessels contain However, two remain in between shifts taking their
more of these same foodstuffs. rest. If the group made it this far without raising
an alarm or making too much noise, these two still
sleep.
Siluri (3) CR 3
See Appendix
E6. Armory
A small collection of crossbows, tridents, daggers and
short swords fill racks in this room, though it appears
that there are more vacant spots than ones occupied. A
pile of various supplies sits in the corner.
Tides of Blood
Resist cold 10
Crates and jars fill this cool, damp room. The smell of DEFENSE
seaweed and the earthy odor of worms and insects fill
AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3
the room, obviously emanating from the clay jars.
natural)
Foodstuff fills the containers in this room that acts hp 49 (4d10+3d6+14)
as a pantry for the siluri. Their cuisine, strange for Fort +4, Ref +7, Will +9
humans, seems perfectly reasonable for creatures OFFENSE
that are more fish than human. While none of the Speed 30 ft., Swim 60 ft.
food here is toxic to humans, it would take an exotic Melee 2 spines +7 (1d4+1 plus poison)
and adventurous diner to sample these wares. Ranged dagger +7 (1d4+1)
Special Attacks disconcerting croak 3/day (Will DC
E8. Hatchery (CR 5) 16, lesser confusion), elemental ray 5/day (ranged
The back half of this “L”-shaped chamber falls away touch +7, 1d6+1 cold), swim-by-attack
into a murky pool. The water ripples with movement Known Spells (CL 3, +6 melee touch, +7 ranged touch)
and a splash occasionally breaks the surface of the filthy 1st (6/day – 1 already cast) – burning hands [cold] (DC
pool. 13)B, grease (DC 15), mage armor (already cast),
magic missile
The dark and dirty pool in the back of this room is 0 (at will) – acid splash, detect magic, flare (DC 12),
where the female siluri spawn their young. The pool, ray of frost, touch of fatigue
sloping to ten feet deep, teems with fingerlings and STATISTICS
young siluri. Str 13, Dex 15, Con 14, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +6; CMD 18
SILURI WARRIOR CR 5 Feats Ability Focus (disconcerting croak),
Use the statistics from Encounter E1. Greater Spell Focus (conjuration), Spell Focus
(conjuration), Weapon Finesse
Tactics: This lone guard defends the young in the Skills Escape Artist +13, Knowledge(Arcana) +6,
pools to the death. It makes every attempt to drive Perception +9, Spellcraft +6, Stealth +9, Swim +16
the PCs back down the hallway instead of allowing Languages Common, Undercommon
them to enter the room, going so far as to engage SQ amphibious
them at the turn in the hallway. The guard opens SPECIAL ABILITIES
combat by using its disconcerting croak ability then Poison (Ex) A siluri delivers a debilitating poison
throws its trident at any creatures not affected by the through spines located on the outer edge of its
lesser confusion effect. hands, which look like a rigid sixth finger. Siluri
Spines – Injury; save Fort DC 14; frequency 1/round
E9. The Communal Pool (CR 8) for 4 rounds; effect 1d2 Dex; save 1 save. The save
This large room echoes with running water pouring DC is Constitution-based.
into the large muddy pool comprising the center of the Swim-by Attack (Ex) Extremely quick in the water, a
chamber. A wide passageway exits the far end of the siluri can attack while swimming and continue its
room and then makes a sharp left turn. movement. This ability mimics the Spring Attack
feat as long as the siluri is swimming.
This chamber is where the siluri spend much of Disconcerting Croak (Su) Three times per day a
their time. This pool is fifteen feet deep and at the
siluri can belch out a disturbing croak from deep
bottom, a tunnel leads out to the bay. Six low tunnels
within its chest. This deep, gurgling, rattling croak
pour brown water into the central pool. The water
distracts those hearing it unless they succeed
streams across five feet of stone before ending up in
on a DC 16 Will save. Those who fail the save
the pool, and these areas require a DC 12 Acrobatics
check to cross. suffer effects as though affected by the spell
lesser confusion. Any creatures hearing this croak
out to a 30 ft. radius are affected. This ability is
SILURI (4) CR 3
equivalent to a 2nd level spell and the save DC is
Use the statistics from Encounter E3, but replace the Constitution-based.
dagger with a crossbow
131
Tactics: The siluri and the siluri sorcerer use the Tactics: All three combatants stay in the pool and
dark waters of the pool to their advantage. They use the water to their advantage hoping to have
surface to attack and then drop back beneath the the chance to drag one of the PCs into the sewage.
cover of the pool. If a PC nears the pool, the siluri One of the siluri uses its disconcerting croak ability
move to attack hoping to knock them into the water each round in hopes of keeping the number of PC
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where they can use their swim-by-attack. combatants to a minimum. The sorcerer uses its
grease spell to make the areas near the pool difficult
E10. Chamber of the Mystics (CR 8) to traverse in order to allow the warrior a chance to
drag one of the prone PCs into the pool.
The soft glow of a hooded lantern shining against
the back wall lights this room. The aroma of sewage is
Finale
strong in this chamber as four low tunnels feed a pool
bisecting the room. The illuminated back wall contains The endgame of this devious plan requires proper
markings mapping out the sewers crisscrossing the timing. If the PCs delay after learning of the plan to
Docks Ward and symbols out in the bay. A warehouse blow up the warehouse, Tibdoe and his bodyguards
on the edge of the bay is smudged with reddish orange succeed and the Docks Ward erupts in flame and
pigments. chaos. However, if the group makes their way to the
surface as quickly as possible, ignoring the allure of
The leadership of this siluri tribe calls this chamber locating and retrieving the transported goods, they
home. Unfortunately, Tibdoe, the siluri enchanter, may still have time to intercept the ship on its way
is not here. A small box in the corner of the room through the bay. The two most likely outcomes are
contains papers describing the plot to destroy the described below.
warehouse. The etched map on the wall confirms this
plan. The box also contains payment for the siluri’s Ashes, Ashes (CR 11)
involvement in the form of finely cut diamonds, If the PCs travel to the warehouse through the
valuing 7,000 gp total. Near this box is a secret door tunnels, they waste valuable time and the ship
leading to the hallway near the hatchery. Locating the explodes. Before they emerge to a ward wreathed
door requires a DC 25 Perception check. in flames, they encounter Tibdoe and his siluri
minions in the wide tunnel just below the warehouse.
Developments: A month ago, Wiggan met Aboveground, city guards, soldiers and citizens of
with Tibdoe to lay out the plan for the warehouse the Docks and Trade Wards form long bucket lines to
explosion. He described which ship Tibdoe and the bay, feebly attempting to put out the well-fueled
his tribe were to infiltrate and gave orders to have fire. Every couple of rounds new explosions rock the
them charm the crew to sail it into the docks near warehouse as a crate full of alchemist fire erupts.
the warehouse, hoping to set off a chain reaction
of explosions and fire. The etched map on the wall In the tunnels, Tibdoe and his siluri minions are
was used by the two to formulate the approach dragging out the last of the crates, intending on
and execution of the plan as well as describe where bringing them to the storehouse. The party catches
they siluri would store the goods moved from the them dragging out the last two crates, a pair of siluri
warehouse. If the PCs wish to reclaim these goods, it on each of them, while Tibdoe directs them.
would be easy to find the underground storehouse.
However, what should be primarily on the party’s SILURI (4) CR 3
mind would be making their way to the bay and Use statistics from Encounter E3.
stopping the ship before the plan can come to a
close.
TIBDOE CR 10
Of course, before the group can determine any
of this, they must defeat the guardians of this XP 9600
information. Male siluri sorcerer 8
N Medium Monstrous Humanoid (aquatic)
SILURI SORCERER CR 5 Init +3; Senses darkvision 60 ft.; Perception +10
Resist cold 10
Use statistics from Encounter E9.
DEFENSE
AC 22, touch 15, flat-footed 18 (+4 armor, +1
SILURI WARRIOR CR 6
deflection, +3 Dex, +1 dodge, +3 natural)
Use statistics from Encounter E1. hp 82 (4d10+8d6+32)
Fort +5, Ref +9, Will +12
SILURI CR 3 OFFENSE
Use statistics from Encounter E3. Speed 30 ft., Swim 60 ft.
132
Tides of Blood
1 square = 5 ft
Melee 2 spines +11/+6 (1d4 plus poison) Other Gear headband of alluring charisma +2,
Ranged masterwork dagger +12/+7 (1d4) masterwork dagger, ring of protection +1
Special Attacks disconcerting croak 3/day (Will DC SPECIAL ABILITIES
16, lesser confusion), elemental ray 8/day (ranged Poison (Ex) A siluri delivers a debilitating poison
touch +12, 1d6+4 cold), energy substitution (coldB, through spines located on the outer edge of its
swim-by-attack hands, which look like a rigid sixth finger. Siluri
Known Spells (CL 8, +11 melee touch, +11 ranged touch) Spines – Injury; save Fort DC 15; frequency 1/round
4th (4/day) – charm monster (DC 21) for 4 rounds; effect 1d2 Dex; save 1 save. The save
3rd (6/day) – hold person (DC 20), protection from DC is Constitution-based.
energy [cold]B, suggestion (DC 20) Swim-by Attack (Ex) Extremely quick in the water, a
2nd (7/day) – hideous laughter (DC 19), mirror image, siluri can attack while swimming and continue its
scorching ray movement. This ability mimics the Spring Attack
1st (8/day – already cast) – burning hands [cold] feat as long as the siluri is swimming.
B
, charm person (DC 18), disguise self (DC 16), Disconcerting Croak (Su) Three times per day a
mage armor (already cast), magic missile, ray of siluri can belch out a disturbing croak from deep
enfeeblement within its chest. This deep, gurgling, rattling
0 (at will) – acid splash, dancing lights, daze (DC 17), croak distracts those hearing it unless they
detect magic,message, open/close, read magic, touch succeed on a DC 16 Will save. Those who fail the
of fatigue save suffer effects as though affected by the spell
STATISTICS lesser confusion. Any creatures hearing this croak
Str 11, Dex 16, Con 14, Int 10, Wis 14, Cha 20 out to a 30 ft. radius are affected. This ability is
Base Atk +8; CMB +8; CMD 23 equivalent to a 2nd level spell and the save DC is
Feats Ability Focus (disconcerting croak), DodgeB, Constitution-based.
Greater Spell Focus (enchantment), Spell Focus
(enchantment), Point Blank Shot, Weapon Tactics: Tibdoe already cast all of his first level
Finesse, Weapon Focus (Ray) spells charming the crew of the ship, and he used his
Skills Escape Artist +14, Knowledge(Arcana) +11, pearl of power to cast mage armor. Engaging the PCs,
Perception +10, Spellcraft +11, Stealth +14, Swim +19 Tibdoe casts mirror image on the first round, then
Languages Common, Draconic, Undercommon attempts to use charm monster and suggestion on
SQ amphibious the fighter types. He orders his bodyguards to attack
Combat Gear pearl of power (1st – used), potion of while intermittently casting scorching ray and his
cure moderate wounds remaining enchantment spells. The bodyguards use
133
their disconcerting croak ability and attack with their LN Medium humanoid
poisonous spines. Init +2; Senses Perception +6
DEFENSE
To Stop a Fire (CR 10) AC 14, touch 12, flat-footed 14 (+2 armor, +2 Dex)
If the PCs make their way to the surface hp 11 (2d8+2)
Tides of Blood
immediately, they have a chance to intercept the ship. Fort +3, Ref +4, Will +4
Once the PCs make it to the edge of the bay, they see OFFENSE
the ship slowly making its way past the lighthouses
Speed 30 ft.
on its way into the calm waters of the bay. Numerous
Melee club +3 (1d6+2)
rowboats tied off to the docks provide the fastest way
to get to the ship. The PCs could either steal, barter Ranged club +3 (1d6+2)
or buy one to make the short trip out to the boat. STATISTICS
Swimming is also an option, but would be much Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8
slower and risk the chance of not every member of Base Atk +1; CMB +3; CMD 15
the party being able to make the trip. Feats Great Fortitude, Lightning Reflexes
Skills Acrobatics +7, Climb +7, Escape Artist +6, Heal
Once the PCs make it to the side of the ship, they +5, Perception +6, Profession (Sailor) +6, Survival
must succeed on a simple DC 5 Acrobatics check +6, Swim +7
to climb on board and get to the deck using the Languages Common
netting strung alongside the hull. On deck, the crew Gear club, leather armor.
cheerfully sails the ship onward, directly toward the
warehouse. Give the PCs ten rounds to stop the Tactics: Tibdoe already cast all of his first level
ship before it makes contact with the docks and spells charming the crew of the ship, and he used his
explodes. Two rounds before contact, Tibdoe leaps pearl of power to cast mage armor. Engaging the PCs,
into the water and swims away to meet with his siluri Tibdoe casts mirror image on the first round, then
minions in the tunnels beneath the warehouse. attempts to use charm monster and suggestion on the
fighter types. He attempts to keep his distance firing
Once on deck the PCs must contend with Tibdoe off scorching rays at the unaffected PCs.
and the charmed crew of sailors. The crew only If interrupted, the crew fights with their clubs or
fights back if someone attempts to stop them from fists, mainly trying to subdue the PCs and keep them
sailing the ship. Tibdoe, however, stops at nothing to from stopping the ship’s movement.
see this plan through. The crew ignores any PC not
interfering with the routine of sailing the vessel, but Concluding the Adventure
Tibdoe begins casting spells at the PCs as soon as he
If the ship crashes into the docks, the fire spreads
spots them.
quickly. Citizens rush to extinguish the blaze,
dowsing the streets and nearby homes with water,
The party does not have to incapacitate or kill the struggling to keep the conflagration as contained
entire crew to successfully stop the plan to destroy as possible. It takes about an hour or so for the
the warehouse. If Tibdoe and more than half of majority of the blaze to burn down, destroying
the sailors are defeated, the remaining charmed several docks, a few small ships and taking the lives
sailors either abandon ship or give up. Though they of six fishermen. Should the PCs aid the citizens,
surrender, they refuse to change the course of the allow them the opportunity to try to save one or
ship, as that is their main goal. Any characters with two locals from the angry flames. If PCs aid the
a skill such as Profession (sailor) can steer the ship citizens, bystanders do not implicate the PCs in any
off its course with a DC 5 check and bring it to a of the activities, but instead, offer to hide them until
stop before any damage can be done. If the group activities in the Docks Ward die down.
does not have any applicable skill, the ship can be
disabled through damage. PCs can cut lines, chop If the Semheyl warehouse is spared and Vulgrax
down masts, rip down sails or manually force the survives, he plots to track down Wiggan the Bald
rudder. (if still alive), and seeks out the PCs to aid him in
this task- unless he believes they too plotted against
TIBDOE CR 10 him, in which case he hunts them as well. PCs can
attempt to either prove their innocence or flee. If the
See page 132
warehouse burns and Vulgrax survives, rather than
turn on a powerful man such as Krakon, he may
CHARMED SAILORS (8) CR 1/2 instead decide to use the PCs as scapegoats. After
XP 200 each all, his Clan knows little of his affairs and desires to
Male human expert 2 know who lies behind the expensive loss of a ship
134
and a warehouse. Certainly, other members within characters. If you are running these adventures as a
the Semheyl clan plot dire fates for any involved with complete arc, you might want to introduce the Sewer
the crash. If instead, PCs approach other important Runner prestige class to your players beforehand
Semheyls with evidence of Wiggan’s plot, it eases so an interested player might start shaping their
any ill will born from prior meddling. Furthermore, character to meet the prerequisites.
savvy PCs might gain a political ally in Blood Senator
Tides of Blood
Eldon Vulgrax or other Clan Members. Roachkin
When the culture wars, and comings and goings of
If the warehouse burns, bystanders tell Clan empires, rocked the city, a small handful of outcasts
Semheyl agents that they spotted the party members and freaks sunk below the chaotic streets in a search
either on the ship or heading off to Wiggan’s place of for some semblance of normalcy and safety. These
business. This drastically increases enmity between people, already shunned by polite and regular society,
the party and the Clan and the PCs. began grabbing and holding onto whatever scraps
the city could provide – and a city like this provides
If as planned, Vulgrax dies, Krakon steps in to take much.
advantage of this situation, offering his men to aid
the clan in hunting the PCs down. Otherwise, he Beneath in the ancient tunnels and newly crafted
simply bides his time with them, having his agents sewers, these people skittered about, shunning the
trail and study them to discern the PCs intentions warmth and sunlight of the surface like cockroaches.
and waits for the right opportunity to strike them They stole where they could, survived off discarded
down. detritus and raised their kin. Some simply walked
away from their crumbling lives with no clue as to
If you plan to use this adventure as part of their direction. These former drunks, drug addicts,
the Road to Revolution Adventure Arc, have a cutpurses and beggars found a new life in the
mysterious emissary deliver the following note to the dangerous environs of the underworld.
PCs, or have a pickpocket place it upon their person
or possessions. Living below polite society in the depths eventually
changed many of them. Their community and
The note reads: culture, already long wrecked by generations of
poverty and abuse, began to take on a different tone.
Well met my worthy adversaries, well met indeed. I Almost like wild animals creeping beneath the city,
confess I have underestimated you greatly. My apologies these humans became feral. Their communities
regarding our earlier conflicts, I fear I may have been lost any resemblance to the flourishing folk of the
ungracious in my misunderstandings. It seems, perhaps surface, and they began to act like the creatures
we have similar motivations and intentions, ones my in which they cohabitated. Clustered in small dark
intelligence agents never perceived. Regardless, I shall spaces like roaches, fighting over scraps like rats and
likely have need of your talents in the near future and preying on their own like spiders, these people led
will contact you again. cutthroat lives in the disease-ridden muck.
-K
A little more than twenty years ago, a babbling
Appendix street prophet found enlightenment in the depths
This appendix serves to supplement creatures of the sewers and gathered these huddling masses
and organizations included in this adventure. Also as his filthy flock. The degenerate sewer-dwelling
included is a prestige class that is available to player humans, already called roachkin by the few Great
Sewer Runner
Fort Ref Will
Level BAB Save Save Save Special
1 +0 +1 +1 +0 Hardy, Skill Bonuses
2 +1 +1 +1 +1 Improvised Weapon, Darkvision
3 +2 +2 +2 +1 Denizen Precision, Wild Empathy
4 +3 +2 +2 +1 Skill Mastery, Slow Fall
5 +3 +3 +3 +2 Wall Runner
135
City citizens who knew of their existence, now had a These gritty folk who call the sewers home are
leader. Papa Gib, a long-bearded addict who swore particularly hardy. They share living space with rats,
his visions would lead the roachkin into prominence spiders and even more foul and dangerous creatures
among the dangerous denizens of the sewers began such as chokers and otyughs. The filth and fetid
teaching all that would listen ways to survive and slime that coats everything in the dark depths of the
Tides of Blood
flourish in their disease-ridden home. sewers provides ample chance to contract diseases
and food is often scarce. Many citizens of large cities
Eventually these roachkin mastered their only hear rumors that their sewers are infested with
environment. They took on traits of the underground these types of people and generally never encounter
races and monsters, gaining the ability to see in a Sewer Runner in their entire lives. How they came
the darkness, resist the abundant diseases and to choose the damp stone walls as a place to live
even scurry along the walls. They took the lesser confounds even the dirtiest beggar and the most
creatures on as pets and protectors, managing to hunted cutpurse.
get a handhold in the underground rat race. They
traded knowledge of the subterranean to the forces Some of the sewer-dwellers rise above their
on the surface. Roachkin would offer a scrap about situation while strongly adapting to their
troglodyte movements, ratting out the dangerous environment. These skilled survivors are no simple
foes to the army and guards in order to protect their bottom feeders; they use their surroundings to their
own community. They would capture movements advantage. These Sewer Runners also strengthen
of smuggled supplies and sell them to the highest their ties with the creatures they choose to
bidder. Sympathetic religious orders offered healing cohabitate with, using them as hunting companions
and food in exchange for forewarning of dangerous and guardians. The Sewer Runner is a master of a
waves cresting in the darkness below the city. domain no one wants anything to do with, and rules
the darkened depths as a way to scrape everything
Regardless of the ways the roachkin help the they can from an otherwise grim and dangerous
surface, they remain fiercely territorial. It is as if they existence.
can smell their own and anyone delving into the
sewers risk attack from these deranged folk. roachkin Sewer Runner
roam in packs scouring the sewers for food and Hit Dice d8
anything else that they can use to their advantage. Requirements To qualify as a Sewer Runner the
Those who get in their way are either beaten back character must fulfill the following criteria.
out of the sewers or picked clean for any useful gear Skills: Climb 5 ranks, Survival 1 rank
or materials they may have. In the Great City, even
Feats: Self-Sufficient
the guards do not go down into the sewers in small
forces. Special: The character must have lived underground
for at least six months consecutively.
Class Skills The Sewer Runner’s class skills (and
In the Docks Ward, roachkin scurry about in a
the key ability for each skill) are Acrobatics (Dex),
constant war with a more powerful underground
Climb (Str), Escape Artist (Dex), Heal (Wis),
denizen – the siluri. These fish people encroach on
Knowledge (dungeoneering) (Int), Perception
their livelihood by taking on similar roles, but here
(Wis), Stealth (Dex), Survival (Wis), Swim (Str).
beneath the Big Sloppy, the roachkin have evolved.
Beneath the streets of this district clusters of chokers Skill Points at Each Level 6 + Int modifier.
lurk in search of victims. The roachkin have since
trained these creatures and use them as the surface- Class Features
dwellers use hunting dogs, leading packs of them Hardy A Sewer Runner encounters a vast amount
at the end of long leather leashes through the dark of vile, nasty things during their life, and thus has a
tunnels. particular resistance to the infectious nature of the
sewers. At 1st level, a Sewer Runner gains a +2 bonus
Sewer Runner to saves versus disease and poisons due to their
In every society there are those on the fringes that increased exposure.
make their own way by living off the crumbs. In the
countryside, these survivalists are viewed as esoteric, Skill Bonuses Living in the darkened places
but in an urban area, they are generally despised beneath human cities, Sewer Runners gain a bonus
and looked upon as if they are cockroaches. In large to skills useful in an underground environment. At
cities, these urban survivalists often make the sewers 1st level, a Sewer Runner gains a +1 bonus on the
their home, sometimes forming large communities following skills: Acrobatics, Climb, Escape Artist,
of the disenfranchised and discarded. Survival, Swim while underground.
136
Improvised Weapons A Sewer Runner is adept at descent. A Sewer Runner takes damage as if the fall
using their environment to their advantage. Upon were 30 feet shorter than it actually is.
reaching 2nd level, any object can become a weapon
for a Sewer Runner so that a member of this class Wall Runner As the Sewer Runner continues to
does not suffer the -4 penalty incurred using a gain experience in their environment, they begin
non-typical weapon (this is an equivalent of Caught
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to take on traits of the sewer’s denizens. A Sewer
Off-Guard as a bonus feat, but it also works for Runner can skitter along the walls like an insect for
ranged attacks, though Throw Anything also includes short distances. As long as their movement begins
a +1 circumstance bonus to attack rolls with splash and ends on a horizontal surface, the Sewer Runner
weapons). is considered to have a climb speed. In addition,
they can move along vertical surfaces in this way
Darkvision Living for extended periods in the at normal speed. A Sewer Runner using this ability
depths of darkness eventually grants the Sewer retains their Dexterity bonus to Armor Class (if
Runner the ability to adapt to this situation. Upon any) while climbing, and opponents get no special
reaching 2nd level, a Sewer Runner gains darkvision bonus to their attacks against them. A Sewer Runner
out to 30 feet. cannot, however use the run action while climbing.
Tides of Blood
Beneath the shallows in the dock ward lurks a their slimy backsides.
group of deviant fishmen also known to the urban
surface races as the siluri. Where the docks and Siluri are natural scavengers. They swim the
jetties reach out into the bay, and even below in the sewers and the calm bay finding all manner of things
sludge-filled sewers beneath the Great City, these discards by the surface dwellers, whether they be
siluri trade among the shadows and serve forces worthless trinkets or items jettisoned off boats facing
requiring stealth and silence. customs inspections find their way to their stores.
The siluri use these bits of scavenged goods to barter
These fish-like creatures keep to themselves with the surface dwellers and even find things that
and only a few unfortunate people have ever seen people are searching for. Many a citizen of the Great
them. They tend to lurk below the glassy waters City has searched out a siluri, or one of their proxies,
of the bay, prowling the docks and skulking along to find something lost. This penchant for finding
the pylons that hold them aloft. In the sewers of lost items and scavenging them has led to the
the Great City, these creatures form communities siluri’s reputation as smugglers and underground
where they provide for themselves by doing the dirty merchants.
work of the surface dwellers. In these roles, siluri
act as smugglers, assassins, slavers and a bit more Siluri can live for over two hundred years, yet
respectably traders. many perish long before then. The clever ones often
take to the study of magic and the sorcerous spark
Siluri resemble grotesque bloated fish on a surfaces in an inordinate amount of these fishmen.
humanoid frame. Their wide mouth holds a row of Siluri arcanists favor illusion and enchantment
tiny sharp teeth behind puckered lips like a serrated magic with a lesser tendency toward the study of
blade behind two stretched tubes of flesh. One transmutations. As a result, more citizens have dealt
either side of their mouth, siluri have long drooping with siluri than they realize.
fleshy whiskers that resembles a lengthy moustache,
which they decorate with shells, beads, scavenged As siluri age, they continue to grow, shifting from
metals and other trinkets they find lost in the bay medium to large over the years. It is not uncommon
and sewers. Siluri stand a bit shorter than a human to find a large, bloated siluri sorcerer pulling the
and their bodies glisten with a viscous slime. Their strings of the populace from the darkened sewers
arms are long and thin ending in webbed hands depths.
139
Puncture the Blackened Vein
by Lou Agresta and Rone Barton
Table of Contents
Puncture the Blackened Vein
142
W elcome to the Road to Revolution
campaign arc; a series of adventures
Gimbros plan to raise a prefabricated W’jur temple
from a subterranean cavern to the surface.
“Schemers will scheme and killers will kill The engineer uncovered this tunnel and within
But sayeth the Zaelites, bind them she will! found artifacts of the Hardy Brutes, native freedom
Kindrogga Zael, the Mistress of Slaughter fighters from a prior age. He followed the passage
Pain is her son and cold be her daughter!” back to a cavern directly beneath Pantheon Garden’s
Lake Idyll. Inspired, he drafted a plan to sap the
– Mad Zaelite in the Square of the Eleven Prayers. ceiling of the cavern and unleash enough lake water,
properly channeled, to float the Temple of New
The Prophecy, the Plan, Freedom to the surface.
and the Latest Twist
“Only when the temples of the old gods fall will A prominent Gimbros elder decried the young
the one temple rise, then shall the Gimbros ascend to engineer’s vision and cautioned against rushing
prominence.” forward foolishly. Within a day something tacked the
– Ancient Gimbros prophecy elder’s viscera to the walls of his sleeping chamber,
where they dripped like red, fleshy spider webs.
The Prophecy
In truth, W’jur did not send a dream to the young
Though considered Kortezian nobles, the Gimbros
engineer; rather a worshipper of Kindrogga Zael, the
mask their disgust for the Atregans and the other
clans of the Blood Triperium. Clan Gimbros owns
no land in their ancient home overseas. During
the Kortezian civil war, the Clan Belano effectively HISTORY OF THE HARDY BRUTES
enslaved the Gimbros and absorbed their holdings.
Since the first Kortezian occupation, guerilla
Only the divine intervention of the god W’jur freed
rebels from the Temple Ward, dubbed The
the Gimbros from their Belano masters.
Hardy Brutes, resisted their invaders. Though
many believe the Kortezians exterminated
No longer serfs, with new holdings in the Great
these freedom fighters long ago in a brutal
City, the pious Gimbros clan secretly serves an
massacre, within ten years of that sorry day
ancient prophecy that states the only proper time to
small acts of disobedience suggested the
build their god’s temple is when all other temples
Brutes not only survived within the city, but
have fallen.
may also hide in the hills beyond, biding their
time, intent on freeing their city from the
The Clan’s Plan
Kortezian scourge. Today, most regard the
Gimbros scholars long interpreted the Great Hardy Brutes more a legend than fact, but
City as the site of theirs and W’jur’s prophesied the native population craves folkloric heroes;
ascendance. Over the decades, they hatched grand and so, after hours, the pubs of the Great City
schemes to level the Temple Ward and planted ring with songs from a previous age, idolizing
magical explosives in the sewers beneath the streets. Hardy Brute heroism – and the City listens.
Once these bombs collapse the temples above, the
143
dormant Kortezian goddess of slaughter, corrupted
Puncture the Blackened Vein
his dreams. If the Gimbros execute their engineer’s WHO ARE THE HELMATE FLOCK?
hasty plan, an onslaught of lake and sewer water will
sweep beneath the Square of the Eleven Prayers – The Helmates are locals who worship the
once a site of sacrifice to the bloody goddess – wash patron deity of their Kortezian oppressors,
away clay holding the residue of bygone slaughter, Adhelmus Oxda. Often considered loud-
and stir some vestige of Kindrogga’s divine power mouthed, brainwashed victims, nothing deters
from slumber. Then, her cultists expect, it will only be Helmates from the absolute belief their god
a matter of time before the goddess reasserts herself should reign over the Azindralean pantheon. A
within the Great City. political lobby group, they reject the tradition
of many related faiths worshipping within the
When top-level Gimbros schemers decide to same temple. Instead, Helmates roam the
prepare the city for W’jur’s coming by using the streets, petitioning to construct a new temple
historical treasures found within the Blackened Vein to Adhelmus Oxda in the Temple Ward’s
to gain favor with the locals, the Temple Ward will Pantheon Gardens. They petition in vain, as
never be the same. Erasmus resists destabilizing the delicate
peace holding sway within the Temple Ward.
The Latest Twist His public rationalization: Pantheon Gardens
is too beautiful to disturb.
The Gimbros elders entrusted Larina Beltimont-
Gimbros and three of her cousins, a Clan Gimbros
At the slightest provocation, Helmates whip
clique known as the Brandy Foxes, to hand over a
out blueprints of their proposed temple to
famous historical artifact called Fengler’s Dirk to the
Adhelmus Oxda. They wish it to be the most
patrons of Erromin’s, an enclave of Azindralean
magnificent structure in the world, a spiraling
loyalists descended from the legendary Hardy Brutes.
silver-leafed tower 220 feet high.
However, after ingratiating themselves with these
anti-Atregan natives, Larina and crew met a lonely
Helmate, named Bizby Eialla. Between this chance
out with his mother when she made his twin Derram,
meeting and the Gimbros engineer’s bloody vision,
older by a mere ten minutes, the executor of her
a stratagem blossomed in Larina’s twisty mind. She
estate. Forsaken and angry, Bizby fled to the Temple
conceived a means to advance the Gimbros’ great
Ward, embracing a proven victor, the god Adhelmus
plot, immediately, while blaming the Temple Ward’s
Oxda, as much to spite his family as anything.
destruction on the Atregans and the church of
Adhelmus Oxda.
When Bizby spotted the ravishing Larina entering
Erromin’s, an inn of dangerous, anti-Kortezian
Larina seduced the foolish Bizby into supporting
repute, he followed her, despite the glaring cut of
her plan. He pledged to declare at the Masque
his Helmate robes. To his surprise, few at Erromin’s
of Adhelmus Oxda, the Great City’s most widely
bothered him, and the accountant mooned over
attended parade, that the Helmates would soon raise
Larina from a distance.
a temple to their god. After, Bizby will vanish below
ground, proceed through the Blackened Vein and set
Erromin’s Korty-hating patrons ignored the
off a clockwork bomb beneath Lake Idyll.
Helmate because Fusker Chewbone waved them off.
Behind the bar, Fusker watched as, night after night,
Bizby believes the ensuing magical blast will drain
Bizby failed to approach the stunning Gimbros.
Lake Idyll in furtherance of the Helmate agenda to
Befriending him, Fusker played Bizby, suggesting
build a temple in Pantheon Gardens. He does not
a lady like Larina would only notice a man of
know that the bomb will blow the moment he triggers
means. Eventually, Chewbone lured the besotted
it; nor, as a result, that he, a known Helmate, will
accountant into a traitorous plan: using Bizby’s
seem responsible for all the bombs that subsequently
inside information, they would rob the Helmate
rock the Temple Ward, scapegoating the church of
counting house where Bizby helped his brethren tally
Adhelmus Oxda and pointing blame Erasmus’ way.
contributions to their cause.
Bizby Eialla and the Counting House Caper
Abruptly, and to Fusker’s dismay, Bizby and Larina
Seemingly a mundane accountant, Bizby Eialla
stopped patronizing Erromin’s. Undeterred, Fusker
is the son of the Dock Ward’s infamous Baroness,
carried out the robbery, but the missing Helmate
one of two twins born from a tryst with General
never got his share. Fusker kept it, as he keeps his
Krakon. Bizby’s mother refused to publically confirm
suspicions to himself, unable to confirm that Larina
her children’s noble lineage for fear of the political
and her Gimbros cohorts purloined Bizby for reasons
consequences and swore her sons to never reveal the
of their own.
identity of the father they had never met. Bizby fell
144
A wily seductress, Larina stole Bizby away to the
Brandy Foxes’ pied-à-terre along Holy Way, where he HISTORY OF ERROMIN’S
flooding the sewers. The torrent rushes through the also freed moordsap – clay long ago infused with
Blackened Vein (sweeping up buried Hardy Brute blood from sacrifices to the now-dormant Kindrogga
treasures), beneath the Square of Eleven Prayers, Zael, Kortezian goddess of slaughter. As planned
through a false wall, and into the cavern holding the by the dark force abetting the Gimbros plot, one of
Temple of New Freedom. Kindrogga’s secret acolytes uses the moordsap in the
water to raise a monstrous zaelemental, completing
Aided by a magical pump, the raging waters 2 the first step in a scheme to wake the forsaken
float the Gimbros temple to the surface. As W’jur’s goddess. CITY OF THE DEAD
temple rises, a long, ensorcelled adamantium pole In the ensuing, climactic mega-battle, the PCs
detonates magical explosives planted beneath the face many foes: the remaining Brandy Foxes;
Ward’s other temples. They fall, one after another, the assembled might of Clan Gimbros; a raging
in flames and ruin, all according to the design of 2
zaelemental; Bonnabel Treech and his surviving
both Clan Gimbros and a darker, hidden power. subordinates; even fetches from Janazar’s nearby
3
SEWER
LAKE BOMB
IDYLL
0 60 120
E D VE
KEN
BLAC 13
OLD GUARD WAY
K
OUR LORD STREET WAY OF THE PALADIN
9
18 I 16 1
17 7 PS
00 STE
10.0
KRAKON’S THE
14
BUNKER
PILGRIM’S PROMENADE
WAY OF THE CRUSADERS
19
G
C 3
A J
10 19 5
CLERIC STREET
F
15 19
PROPHET COURT
19
SQUARE OF THE
BLESSED WAY
ELEVEN PRAYERS 8
12 20
11 H
TEMPLE OF
B 19 NEW FREEDOOM
WAY OF THE CITY LORDS
21
PRINCE STREET (PONCE STREET)
2
HOPE PARK
17 15
LORDS’ PROMENADE (TEATWIST LANE)
14 6
20 5
TEMPLE WARD: ADVENTURE LOCATIONS
7
146 EE
T
* Please refer to The Great City Campaign Setting or Øone’s Blueprints:
TR
SS
3 KING’S SQUARE
EC
T’ 25 (PIGSQUABBLE SQUARE)
The Great City for numbered locations
IT
CH
R
A 1
O
tower. How the PCs fare determines how much of might serve the mysterious General K’s cause.
the Temple Ward burns, how many innocents die, At worst, its discoverers might stumble into K’s
“Did you hear about the Counting House Caper? denies any wrongdoing or knowledge of Treech. If
They got away with a hundred thou, I heard!” the PCs push, this encounter devolves into a fight.
FALSE Should the PCs prove victorious, they uncover their
first clue regarding the danger the Gimbros plot
DC 25: poses to the Great City.
“Since old man Oren vanished, they’ve been
Moreover, as the PCs move about the Temple
squabbling over Gimbros way. Hard to say who’s in
Ward, the GM chooses an appropriate moment to
charge anymore!” TRUE
introduce the healing ghosts of the Lucajin Dynasty.
“I heard the Lucajin ghosts are angry. They come off These spirits aid wounded PCs, and attempt to
friendly, but turn your back and they suck you dry! impart a warning, conveying ominous portents and
Free healing, my Azzywog ass!” FALSE deepening the sense more is at stake than a mere
burglary. GMs should not conclude Part I without
DC 30: this encounter, as the adventure provides little time
“Coming home late awhile back, I saw some dwarves for PCs to rest.
marching into an apartment complex over near
Girth’s. Strangest thing…” The interlocutor can’t Part I concludes when the party attends the
recall exactly where she spotted the dwarves. TRUE Masque of Adhelmus Oxda, known derisively
among Azindraleans as ‘The Gloat’. GMs may
Part I: Something’s opt to impose the parade on the party by merely
announcing its commencement, but only after
Happening Here
the PCs have overcome their Part I challenges.
The adventure opens outside The Crusader Inn, Conversely, GMs may wait until the party asks to
who’s after-hours, back room bar locals still call attend the procession. At the entirely silent parade,
Erromin’s. After persuading the late night patrons the PCs spot a red herring costume, and the chase
to talk, the PCs learn Bizby no longer frequents the for Bizby begins.
infamous pub. They last saw the Helmate with the
Brandy Foxes, young Kortezians from Clan Gimbros, Erromin’s
who hang around the Holy Smokes, a Temple Ward (Adventure Locations Map #17, The
incense bar. Crusader Tavern Map, CR Varies)
The PCs start outside The Crusader Tavern
When confronted, the scintillating Brandy Foxes
late at night. If the party decides to return in the
welcome the PCs to The Holy Smokes. Unless the
morning, the pub is closed until sunset. If they
PCs display hostility, the Gimbros crew entertains the
come in the early evening, average folk patronize
adventurers, while their leader, the beautiful Larina,
the establishment, the back bar remains locked, and
answers questions. Unfortunately, she hasn’t seen
neither the hard-core, anti-Kortezian boozers nor
Bizby for some time and claims to worry about him.
Fusker Chewbone enter until after midnight, when
Properly prompted, Larina shares her suspicion that
the inn officially closes.
Bizby may frequent a warehouse where the church of
Adhelmus Oxda stores paraphernalia for its Masque.
An older, simpler building, The Crusader Tavern
appears well kept. Its narrow windows, dark, with
It’s an act. Larina, a consummate confidence artist,
curtains drawn, squint onto the quiet street. From the
does not want the PCs to stumble on her schemes,
battered and worn brass handle of the tavern door, a
let alone locate Bizby. Having carefully used truthful
sign hangs: “Closed until morning, revelers. Return to
statements to direct the party to the Masque
break your fast!”
warehouse, she anonymously contacts Bonnabel
Treech, a cold-blooded Oxdam whose hunt for Bizby
A DC 15 Perception identifies candlelight through
“Counting House Caper” Eialla has also led him too
drawn curtains, while a DC 15 Perception catches
close to Larina’s plots for comfort. Larina tells Treech
faint merriment within. PCs searching the back of
the PCs are Bizby’s gang, setting him onto the PCs.
the building, find a small unlocked window 10’ up,
leading to Fusker’s office.
Bonnabel and his subordinates accost the PCs,
and, after the dust settles the PCs learn Bizby
The front door proves unlocked. Slipping inside
entered the warehouse earlier that day and stole a
the darkened tavern, the PCs follow the sounds of
parade costume. The Helmate apparently intends to
revelry across thick, worn carpets, past shiny displays
join the parade dressed as a giant, red fish.
of Kortezian arms and armor, to a large, oaken door,
partially ajar at the back of the bar. When the party
If the PCs return to Holy Smokes, only Reth
decides to enter or peer within, read this:
148
Puncture the Blackened Vein
1 square = 5 ft
The door pops open, spilling warm light and bustle crowd they deeply oppose Kortezian rule – and it
into the hall. A man stands with his back to you. He’s takes more than a few words to accomplish that; (2)
just kicked open the door behind him and shakes kick jaws, stomp ankles, and generally whoop ass,
his fist at the interior, “Am so a…hic…Hard …Hardy defeating everyone in the place, then capture and
Brute!” He shakes a fist at the room beyond. “Am so intimidate Fusker; or (3) earn the bar’s gratitude by
gonna killtheking…you haven’t heard the…urp…last intervening in a robbery which occurs shortly after
of Chu…Charles Mallet!” Wobbling slightly, he pushes the party arrives.
past and staggers into the gloom. Laughter erupts
within the room and the burbled clatter of card games, Creatures: After hours, the patrons who quaff
conversations, and boozing resumes. Scattered patrons ale at Erromin’s are the embittered descendents of
chat, then hum, and soon a song roars from within: the Hardy Brutes, Azindralea’s original resistance
fighters. Today, the Brute’s inheritors are much
“Azindralea once did gleam reduced. These tradesmen and temple guards drink
With native jewels so long and complain, bemoan the second conquest, and
The wicked horde did cross the seas curse the Atregans while swapping tales of their
To silence our good song fathers’ and grandfathers’ glories.
Erromin took aim there When the PCs enter, everyone falls silent and
He fought for land and pride glowers, some with ale mugs half lifted. Let the
And peeled the shells from Korty scum tension build. The bar does not return to its normal
Their remnants hang inside! hubbub. Should the PCs fail to speak in three
rounds, Fusker Chewbone, the barkeep behind the
Inside Erromin’s back room bar, the PCs must counter, pipes up: “We’re closed. You’ll be wanting
first locate, then persuade Fusker Chewbone to put to leave. Now.”
them on the Bizby’s trail. However, the customers –
including Chewbone – are unfriendly toward strangers, These folks resent any intrusion.. One wrong word
one failed diplomacy roll away from hostile. from the PCs triggers a brawl that may devolve into a
death match.
The PCs have three options: (1) persuade the
149
ERROMIN’S FIGHTING PATRONS CR 2 Skills Acrobatics +8, Appraise +11, Bluff +9,
Puncture the Blackened Vein
Narrate how the thieves evade patrons’ attempts to The Holy Smokes
grab them. They flee toward the nearest exit, making (Adventure Locations Map D and
dramatic tumbles to escape. Only the PCs can stop The Holy Smokes Map)
them. If the adventurers return Fengler’s Dirk, the bar Outside the Holy Smokes:
becomes Friendly, stands the party a round, readily
discusses Bizby, and points them to Chewbone. A heady musk of sandalwood, jasmine and lilac from
under a sign reading “Holy Smokes”. An inebriate,
Patrons Attack. If the party antagonizes Erromin’s gypsy-esque man sits on a pillow-topped, elephant-foot
customers – by failing to prove their bona fides, stool just outside and invites you in with a wave.
for example – non-combatant patrons stand and
surround the PCs. Five Fighting Patrons step If questioned, the inebriate reveals that a gang of
forward, crack leathery knucklebones, and attack Gimbros yahoos lounges within, but he knows little
barehanded, while their brethren cheer, hurl clay else. Inside, read the following:
amphorae, and gob spit on the PCs.
A bounty of exotic incense in cones and wands and an
If the PCs stick to subdual damage and knock out ornate array of wood and tin ash catchers, stack high
an attacker, another steps up until the PCs defeat up the many shelves of the Holy Smokes incense shop.
all ten. If the PCs attack a non-combatant, consider Pungent essential oils and plant resins from far off lands
allowing anything they try to work, automatically. turn weak stomachs, while a tan velvet rope turns the
curious away from a shadowed hallway at the back.
Interrogating Fusker Chewbone. The PCs need
to corner Fusker Chewbone. If he and the bar are Creatures: As the PCs enter, Goshi Tumba, an
friendly, Fusker stands the adventurers a drink immense crone stuffed tightly into a voluminous pink
151
paisley burka, rounds the counter, rushing the party Melee mwk kukri +5 (1d4/18-20)
Puncture the Blackened Vein
with a mirrored electrum tray apparently crowned Possessions padded armor, masterwork kukri, 18 gp,
in smoking candies. “Our incense is not bound to 14 sp, 6 cp.
wood stick cores, and though it burns more quickly,
it is a purer, more delicate scent than any sold by cart If the party attempts to cross the velvet rope,
vendors in the Square of the Eleven Prayers. They dare Goshi blocks them, and if the party forces the issue
hawk the wind of beastly posteriors, when we, here, she calls on her six sons.
offer earthy, yet heavenly, Pashka-lune temple incense!
Perhaps you seek the ideal complement to a romantic SONS OF TUMBA (6) CR 1/3
rendezvous? Immerse your boudoir in this Cerulean
Sage. It hints at such danger, such passion, your lover XP 133 each
will never forget your fleeting time together.” Male human warrior 1
LN Medium humanoid
Goshi’s six sons loiter around the store. They Init +5; Senses Perception +0
range from a pubescent lad to a man in his forties, DEFENSE
and they sing about wedding feasts and people who AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
trip and hurt themselves, as if extolling a family hp 12 (1d10+2)
tradition of insobriety. Fusker Chewbone’s “Brandy Fort +4 Ref +1 Will +0
Foxes” are not visible. OFFENSE
Speed 30 ft.
GOSHI TUMBA CR 5 Melee mwk sap +4 (1d6+2) or mwk kukri +4
XP 1600 (1d4/18-20)
use the statblock for Fusker Chewbone with the STATISTICS
following changes. Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 8
AC 15, touch 14, flat-footed 11 (+1 armor, +3 Dex, +1 dodge) Base Atk. +1; CMB +3; CMD 14
1 square = 5 ft
152
Feats Endurance, Improved Initiative
Skills Handle Animal +3, Intimidate +3, Ride +5, DESIGNER’S NOTE
RETH DAMBREKHAN-GIMBROS CR 9
XP 3200
Male human sorcerer (arcane) 10
LN Medium humanoid (human)
Init +4; Senses Perception +11
DEFENSE
AC 16, touch 16, flat-footed 12 (+2 deflection, +4 Dex)
hp 67 (10d6+30)
Fort +7 Ref +7 Will +8
OFFENSE
Speed 30 ft.
Melee mw light mace +7 (1d6+1)
Special Attacks metamagic focus (DC of spells +1 per
metamagic feat)
Spells known (CL 10th; concentration +14)
5th (3/day) – summon monster V (shadow mastiff)
4th (6/day) – black tentacles (DC 19), dimension
doorB, summon monster IV (fiendish dire wolf),
stoneskinB
3rd (7/day) – dispel magicB, haste (DC 17), phantom
steed, stinking cloud (DC 18)
2nd (7/day) – glitterdust (DC 17), invisibilityB (DC
154
16), resist energy, scorching ray, summon swarm Melee rapier +2 +12 (1d6+6/18-20)
1st (7/day) – alarm, expeditious retreat, identifyB, Special Attacks Death attack (DC 14), Poison Use,
Improved Uncanny Dodge (Ex): Skarkha can no Intimidating Prowess, Power Attack 4, Weapon
longer be flanked. This defense denies a rogue Focus (slam)
the ability to sneak attack Skarkha by flanking her, Skills Intimidate +13, Perception +13
unless the attacker has at least four more rogue Possessions studded leather armor
levels than Skarkha has assassin levels.
Major Magic (True Strike) (Sp): Skarkha can cast True Immunity to Magic (Ex): A flesh golem is immune
Strike two times a day as a spell-like ability. The to any spell or spell-like ability that allows spell
caster level for this ability is 5. resistance. In addition, certain spells and effects
Minor Magic (Mage Hand) (Sp): Skarkha can cast function differently against the creature, as noted
Mage Hand three times a day as a spell-like ability. below. A magical attack that deals cold or fire
The caster level for this ability is 5. damage slows a flesh golem (as the slow spell)
Poison Use (Ex): Skarkha is not at risk of being for 2d6 rounds, with no saving throw. A magical
poisoned when handling poisons to coat attack that deals electricity damage breaks any
weapons. slow effect on the golem and heals 1 point of
Save bonus against Poison (Ex): Skarkha has a +1 damage for every 3 points of damage the attack
natural saving throw bonus to all poisons. would otherwise deal. If the amount of healing
Trap Sense (Ex): Skarkha has a +1 bonus on Reflex would cause the golem to exceed its full normal
saves to avoid traps and a +1 dodge bonus to AC hit points, it gains any excess as temporary
against attacks by traps. hit points. For example, a flesh golem hit by a
Trapfinding (Ex): Skarkha adds +2 to Perception skill lightning bolt heals 3 points of damage if the
checks made to locate traps and to Disable Device attack would have dealt 11 points of damage. A
skill checks. She can use the Disable Device skill flesh golem gets no saving throw against attacks
to disarm magical traps. that deal electricity damage
Uncanny Dodge (Ex): Skarkha retains her Dexterity
bonus to AC (if any) even if she is caught flat- Cripple’s oily, pallid complexion stems from
footed or struck by an invisible attacker. However, a thick swathe of pancake make-up. Ever since
she still loses her Dexterity bonus to AC if Skarkha pushed him into a thresher for scorning
immobilized. her advances, collected the parts, and transformed
him into an obedient flesh golem, his cousins have
Clad head to foot in a hooded, sleeveless indigo helped disguise Cripple’s nature from everyone,
and black leather cat suit, studded with grayish-blue even their own elders. However, success makes
topazes, this vicious assassin’s petite, lean frame Skarkha overconfident and prone to dressing Cripple
propels her through deadly acrobatics. Both fearing haphazardly. As a result, even less believable than
and craving intimacy, Skarkha’s narcissistic pettiness Cripple’s thoughtlessly applied make-up, is the
rivals the bitterest and vainest of gods. bouffant wig lounging tragically askew atop his pate.
The special nature of Cripple’s golem-dom, grants
him a certain low cunning bent entirely on fulfilling
“CRIPPLE” FINK GIMBROS CR 9
Skarkha’s commands as best he understands them.
XP 3200 Cripple always fights implacably, to the death.
Enhanced heart of gold flesh golem
CN medium construct If the party attacks, the Brandy Foxes are
Init -1; Senses Darkvision 60’, low-light vision; prepared. Three loaded crossbows lie hidden
Perception +13 beneath pillows within arm’s reach, and the Foxes
DEFENSE also have a secret escape hatch (The Holy Smokes
AC 22, touch 9, flat-footed 22 Map #2) beneath a cluster of pillows, which leads to
HP 91 (13d10+20) the back alley.
Fort +4, Ref +3, Will +4
DR 5/adamantine; Immunities construct traits, magic If they hear a battle, Goshi and her sons, provided
they have not fled, arrive in two rounds and invariably
OFFENSE
side with their well-tipping regulars. Finally the table
Speed 30 ft. holding the hookahs is actually a trained mimic (See
Melee 2 slams +20 (2d8+5/19-20 plus grab) Pathfinder Bestiary), and the Tumba’s family pet. Any
STATISTICS Tumba may order it to attack foes.
Str 21, Dex 9, Con –, Int 5, Wis 11, Cha 1
BAB +13, CMB +18 (+20 grapple), CMD 27 (29 vs. Development: If questioned, Larina reveals the
grapple) following:
Feats Alertness, Improved Critical (slam), Improved
156
About Bizby: Larina says, “Bizby followed me I would risk my sweet freedom for a few paltry
around like a lovesick puppy, and I’ll admit I was coppers. It’s laughable, and I would be highly
157
Masque Staging Warehouse Once moving, the chains – and their massive
(Adventure Locations Map B and
Puncture the Blackened Vein
Trap door and lift chains (Warehouse Upstairs Map Sliding Warehouse Doors (Warehouse Upstairs
#4 and #5) Map #1)
Staff use this trap door (Hardness 10, 60 hp, Break As a full round action, a PC can attempt a DC 25
DC 25) in the floor to raise and lower the Masque’s Strength check to slide one of these titanic doors
enormous papier-mâché floats. Two cranks, on the along its runners, opening it.
east and west sides of the warehouse, pull four iron
chains across the ceiling, which open the east and Creatures: The fidgety, sweating sage is Quinton
west doors, respectively. The bolt lock (Warehouse Murble (LN male human expert 3), the Masque of
Upstairs Map #6) holding the hatch closed is well Adhelmus Oxda’s cowardly prop master. If queried,
oiled, and a DC 10 Strength check slides it open. he reveals a man matching Bizby’s description, along
with a few others, tromped downstairs approximately
Once they draw the bolt, PCs may make a DC an hour ago. If asked whether Bizby remains below,
15 Strength check to crank open the hatch doors. Quinton checks his log, squints, and mutters, “Well
Conversely, PCs may take a swift action to spin the he ain’t signed out.” An opposed Sense Motive
wheels counter-clockwise, loosening the chains. detects the man is flustered about something. Add
As a move-equivalent action characters can kick a -4 circumstance penalty to Quinton’s roll because
loosened chains free from their fastenings and, once he’s sweating.
freed, a standard action starts the chains swinging,
transforming them into slow but inexorable Queried about his irritability, Quinton confesses
weapons. he cannot account for a red herring costume. He
158
Puncture the Blackened Vein
1 square = 5 ft
explains the costumes belong with the Float of LN medium humanoid (human)
Plenty, a large balsa car leafed in golden scales, Init +3; Senses Perception +12
pulled by four white oxen. Atop this float, woman DEFENSE
dressed as herrings toss real fish from wicker baskets AC 25, touch 16, flat-footed 21 (+9 armor, +3 Dex, +1
to the crowd. “Short a herring,” Quinton mumbles dodge, +2 sacred)
and wipes his forehead again.
hp 56 (7d8+21)
Fort +7, Ref +5, Will +8
If the PCs head below, Quinton grunts and pushes
Defensive Abilities Bit of Luck (6/day), Good Fortune
his log at them, “Sign in. Sign out when you leave.
(1/day)
Note what you took.” The sage pads his forehead
with a cloth scrap. Again. If the PCs head downstairs OFFENSE
carrying lit torches, the sage jerks to attention: “Hey! Speed 20 ft.
Are you mad?! No fire downstairs! You’ll burn the Melee +1 bastard sword +9 (1d10+5/17-20)
whole place down!” Special Attacks Channel Positive Energy (4d6, DC 16,
6/day), spoilcoat
If the PCs recognize Quinton’s nervousness and Prepared Cleric Spells (CL 7th)
pressure him on it, a DC 25 Intimidate or Diplomacy 4th – dimensional anchor, divine powerD (DC 17)
check garners a response. The sage says nothing, but 3rd – blindness/deafness (DC 16), locate object,
glances pointedly tithe meeting room to the northwest, prayer, protection from energyD (DC 16)
, eyes wide, head nodding. If the check to pressure 2nd – darkness, enthrall (DC 15), hold person (DC
Quinton fails, he hems and haws then abruptly faints 15), silence, spiritual weaponD
and smacks himself unconscious on the floor. 1st – command (DC 14), deathwatch, detect chaos,
magic weaponD (DC 14), remove fear (DC 14), shield
The most recent entry in Quinton’s log reads ‘Izby of faith (DC 14)
Yolla’. ‘Izby’ checked in but did not check out.
0th – detect magic, detect poison, guidance (DC 13), light
STATISTICS
BONNABEL TREECH CR 6
Str 16, Dex 16, Con 14, Int 14, Wis 17, Cha 17
XP 2400 Base Atk +5; CMB +8; CMD 24
Male human cleric 7 Feats Alertness, Dodge, Exotic Weapon Proficiency
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BONNABEL TREECH
Puncture the Blackened Vein
(bastard sword), Leadership, Skill Focus (Survival) An imposing lawman, elegantly dressed, face
Skills Diplomacy +13, Heal +10, Knowledge (local) hidden behind a black lace veil. When Bonnabel
+3, Perception +12, Sense Motive +12, Spellcraft hears the party enter the warehouse – automatic
+10, Survival +13 success unless the party attempts stealth – he casts
Languages Azindralean, Celestial, Kortezian darkness in the NW corner of his room to further
Special Qualities Battle Rage (6/day), Orisons, conceal himself and his henchmen. If discovered on
Spontaneous Casting the first floor, Treech casts enthrall, then his team
Possessions +3 breastplate, +1 bastard sword, spoilcoat attacks. At the first opportunity his hypnosimians
+2, wand of featherfall (7 charges); gold holy surge up the stairs and join the fray.
symbol, 10 pp, 7 ep, 12 gp.
Otherwise, Treech waits until the PCs head below
SPECIAL ABILITIES
to spring his ambush (see warehouse basement,
Battle Rage (Sp) Treech can touch a creature as a below). If it comes to a fight, Bonnabel prefers
standard action to give it a +3 bonus on melee to let his hypnosimians engage the PCs, while he
damage rolls for 1 round. Treech can do so 6 times and his subordinates rain spells on them through
per day. the trapdoor in the ceiling. Initially, Bonnabel
Bit of Luck (Sp) Treech can touch a willing creature Treech always tries to capture his quarry, alive and
as a standard action, giving it a bit of luck. For unharmed, even when they slay his hypnosimians.
the next round, any time the target rolls a d20, he However, should any of his men perish, Treech
may roll twice and take the more favorable result. switches to lethal attacks while closing to heal his
Treech can use this ability 6 times per day. people.
Good Fortune (Ex) Treech has the power of good
fortune. Once per day, he can reroll one roll that WIGOLUTH & PRUG, OXDAM SUBS CR 2
he has just made before the GM declares whether XP 600
the roll results in success or failure. Treech must Male human fighter 1/ranger 2
take the result of the reroll, even if it’s worse than LN medium humanoid (human)
the original roll Init +2; Senses Perception +7
Spoilcoat (item) +2 sacred bonus to AC; discern lies
DEFENSE
1/day; invisible 10 rounds, 2/day. Anyone besides
Treech who dons the spoilcoat loses these benefits AC 22, touch 13, flat-footed 19 (+7 armor, +2 Dex, +1
and instead takes 1d4 constitution damage per dodge, +2 shield)
round (W/DC 13 for half). hp 32 (3d10+11)
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Fort +7, Ref +5, Will +1
OFFENSE DESIGNER’S NOTE
scaffolding. Adjacent, the float’s second half sits on the conflicts which erupt:
ground, beside a mock, aft-castle fighting tower whose
interior ladder pokes past its crenellated top. The Costume Racks (Warehouse Downstairs Map #1)
These racks hold row after row of costumes.
Sheets of sheer black veil drape the southeast corner of Creatures can move through the thick costumes to
the room, as if excreted by a cart-sized spider. Near the the aisle beyond. Doing so, between the dim light
back wall a bulky cistern squats, nozzle dripping with and thick clothing, creates an opportunity to use
glue, and next to it, stacks of rough paper, 15 feet high. Stealth to hide at a +4 circumstance bonus.
In the northwest extent of the basement, through The Axle and Forge (Warehouse Downstairs Map #2)
the dimness, shadowed, Brobdingnagian papier-mâché A smith’s hammer (equivalent to a greatclub),
shapes crouch: a 25-foot long bag of fake gold; a stack leans against the cold forge. A recently repaired, iron
of false telescopes, thick as building beams; piles of axle lies nearby. PC may attempt a DC 25 Strength
cardboard food, each piece larger than a human head, check to roll it 40 feet, while a strength score of
their paint peeling; and, leaning against the western 20 lets a character wield the titanic iron bar like a
wall, a wood and paper tricorn hat, fit for a house to lance. Anyone in the path of the rolling axle needs to
wear. At the back of the room, a rack lies canted against succeed at a DC 20 Dexterity or Acrobatics check to
the southern wall. Someone shattered the thin window avoid being knocked prone.
above it.
Giant Black Veils (Warehouse Downstairs Map #3)
Despite narrow windows circle the room at ceiling When building parade floats, Craftsmen use
height, lowlight conditions prevail. Bizby is long gone; these immense swathes of black mesh to mimic an
he stole a chartreuse herring costume and left by the Oxdam’s veils. They grant +4 circumstance bonus
shattered, southern window, nearly an hour past. Stealth checks. Cutting them down (Hardness 2, hp
DIAGRAM #1
162
10, Break DC 15) traps all beneath as if caught by a and three rounds later it falls from the ceiling, a
non-magical web spell. burning mass that inflicts 4d6 bludgeoning and 2d6
If flames from the flamethrower strike the fuel Papier-mâché Cooking Vat (Warehouse Downstairs
can, it explodes like a fireball, inflicting 5d6 fire Map #9)
damage (Reflex DC 20 for half) on everyone in a 20 Ladders lead 10 feet to a curved scaffolding
foot radius on or above (but not below) the ship. around the edge of a 20-foot diameter, 10-foot
Additionally, the papier-mâché ship catches fire, high cooking pot of warm papier-mâché mix, thick
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like oatmeal. Nearby, two massive stirring paddles
Puncture the Blackened Vein
If the party does not indicate immediate surrender, During a cease-fire, in response to any PC action
his subordinates bracket the opening in the floor and that would improve their combat position, Bonnabel
ready attack spells. Treech continues, “In the name shouts, “Foul treachery!” breaks off discussions,
of Adhelmus Oxda, repent your foul thievery and and immediately resumes battle. Add +5 to the
surrender unto my justice! You are surrounded and Diplomacy DC each additional time the PCs request
cannot escape. Throw down your arms immediately, a cease-fire and attempt to parley.
or I shall extinguish all mercy and unleash the
hypnosimians!” Once talking, for every pertinent fact the PCs share
with Treech, add +2 to their eventual Diplomacy
Bonnabel does not wait much longer for an check to persuade the Oxdam they are not his
answer. If the PCs still do not parley, or if they enemies (DC 25). Choose a natural conclusion to the
attack, Bonnabel whistles through two fingers and conversation, then ask for the roll.
the hypnosimians hidden throughout the basement
attack. Treech’s hypnosimians hide throughout If successful, Treech says, “Whilst I believe you, I
the basement, posing as papier-mâché dummies, warn you not cross my path again, unless to bring a
skulking among the costumes, and lurking behind matter of the church to my attention, for which you
equipment. may see reward. Leave this place before I renege on
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my nigh-inexcusable lapse into mercy.” ANIMATED HOOKAHS (3) CR 5
If, on the other hand, Diplomacy fails the party, XP 1600 each
After attempting to allay suspicions by flirting with Development: The many small tables and scattered
a party member, Reth abruptly casts animate object chairs create difficult terrain, slowing movement. PCs
on the incense bar’s massive hookahs. While they who think of it, may defend themselves with one,
attack, he summons like mad, backing away all the reducing the Hookahs’ attack rolls by -2.
while. While his foes engage the animated hookahs,
Reth casts defensive and escape spells on himself. If the player’s defeat Reth, the Gimbros sorcerer
Finally prepared, Reth casts offensive spells at his knows little of Larina’s plans. However, if questioned
remaining opponents. Reth’s summoning preferences with a DC 20 Diplomacy check he slips and
are listed with the appropriate spell. This Gimbros mentions the Brandy Foxes pied-à-terre, on the
sorcerer is fiercely dedicated to Larina’s plan. He western side of Holy Way, north of Girth’s Holy
fights to the death. Healer Shop (Adventure Locations Map A), as well
as its connection to the sewers. He doesn’t know
165
why Larina sent people (and dwarves) into the Development: Should the PCs, in response to
Puncture the Blackened Vein
sewers, just that she did. Also, the PCs may notice the Lucajins cryptic murmuring, verbalize their
Reth clutching his pocket and find two letters there willingness to battle great evil – or simply mention
(Player’s Handout #2 and #3). such willingness amongst themselves – the spirits
mass cure critical wounds (CL 18) on the party.
Treasure: After the fight, the hookahs revert to However, Lucajin spirits instantly dematerialize if the
normal. Three hookahs are embossed with onyx and PCs show disrespect.
gold dragons worth 500 gp each and between them
hold six ounces of Frost, worth 1,000gp uncut. After the Lucajins heal and warn the PCs, they head
north, resuming their polite, festive manner before
Non-Linear: dematerializing.
Ghosts of the Lucajin Dynasty
This encounter must take place during Part I, at Part II: The Chase Is On
night along Holy Way (Adventure Locations Map), Part II opens at the Masque of Adhelmus Oxda.
but GMs should decide on an appropriate time. There, the PCs note many people dressed as red
Puncture the Blackened Vein is damage heavy and fast herrings, but only a few act suspiciously. The
paced, and there isn’t much opportunity to heal; so, adventurers must navigate overwhelmingly thick
consider tossing it in when the party needs to rest. crowds and chase suspicious costumed celebrants to
The ghosts also hint that dark forces are at work. locate Bizby. As the party threads through the parade,
Only run this encounter once. Skarkha Fink-Gimbros and her goblinoid henchman
try to isolate, then assassinate party members.
Witching hour brings a hush, as the good people of Corralled by the dense crowds, the PCs risk harming
the Temple Ward lock their doors and drift off to sleep. innocents, for which Oxdam parade enforcers may
Suddenly, the very air along Holy Way glistens, and over arrest them. Worse, the bloodshed might trigger a riot.
a dozen richly adorned apparitions manifest, drifting
southward from the direction of the cemetery, politely The parade encounter culminates when Bizby, to
bowing and nodding to one another. One ghostly the sharp crack of fireworks, throws back the hood of
matriarch leads them but, as if hitting an invisible his fish costume, leaps atop a float, and proclaims the
buffer, freezes in place, seemingly afraid to travel south fulfillment of the Helmate vision. He tosses a magical
to the Square of the Eleven Prayers. The spirits advance powder to the ground which melts a hole, leaps
no further. through, and vanishes. Immediately, the hole begins
to close, a shrinking window for disengaging any
A DC 15 Knowledge (local history) check reveals attackers from following the Helmate accountant into
the spirits are the beneficent spirits of the Lucajin the sewers. Should the PCs fail to follow Bizby before
Dynasty (see the Great City Campaign Setting), who his portal closes, they must seek an alternate entrance
take no notice of most mortals; yet legend claims and somehow pick up the accountant’s trail.
they heal wounded and dejected wanderers.
The adventurers encounter obstacles while
Creatures: The Lucajins approach with kindly tracking Bizby. For example, if Skarkha survived,
expressions and gestures then cast cure moderate she may pursue the PCs. Or the party may stumble
wounds (CL 18) on all damaged PCs. Although onto the underearth man, a bizarre digging creature,
the ghosts ignore PCs questions or comments, brought near the sewers by unknown persons for
attempting discourse results in murmured warnings. unfathomable reasons.
Their lips move soundlessly, then moments later a
soft nighttime breeze conveys The adventurers finally track Bizby through the
any number of the following warnings, possibly all infamous Blackened Vein, the spooky mining tunnel
in a row, as a cascade of forlorn sighs: wherein the Hardy Brutes were buried alive, to a cave
beneath Lake Idyll. There, a tendrul corners Bizby on an
“When the fool stands high, destroy the ebon pillars underground ledge, delaying his detonating the lake.
behind, lest hesitation let slip the horror.”
“For every blossoming scheme there is a greater While the PCs engage the tendrul, Bizby tries to
scheme seeded in wait beneath it.” reach a rune inscribed pyramid at the center of the
“New life may cast a shadow that is not its own.” cavern. Deluded by his own love-twisted hopes, Bizby
“The Mistress of Slaughter climbs up from her believes the clockwork mechanism he carries will tell
grave.” the pyramid to drain the lake, creating the perfect site
“She watches us from her nightmare.” for the Helmates temple. If Bizby’s magical device
“The slumbering goddess will slow the sea with reaches the rune scarred pyramid, the lake will drain
blood.” – after a massive, magical explosion punctures a hole
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Puncture the Blackened Vein
in the cave above and kills Bizby in the process. mood upbeat, despite the quiet. The gold-scaled Float of
Plenty approaches, towed by four white oxen. Atop this
Should the PCs defeat the tendrul and stop testament to Adhelmus Oxda’s bounty, three voluptuous
Bizby, Cripple Gimbros – shadowing the Helmate women in red herring costumes toss real fish from wicker
accountant as insurance for Larina’s plans – attacks. baskets to the crowd, while a fourth’s catapult launches
In the ensuing battle, Cripple might free Bizby to carp in high lobs. When a fish slips from a lucky
detonate the lake or even do it himself. If the party spectator’s hands and a joyous mob pig piles to retrieve
defeats Cripple, Bizby and the tendrul, an impatient it, the fish’s owner pulls himself free and barks a stream
Larina leads a small army against them to finish the of obscenities. Instantly, two enraged Oxdam charge
job, herself. over, erect pointer fingers pressing black veils tightly
against their lips, and pull the man from the crowd.
In most cases, Part II culminates with an explosion
or act that drains Lake Idyll. The ensuing torrent 30 foot thick crowds bracket the 20 foot wide
thunders through the Blackened Vein, sweeps up parade way. Both the parade itself and the crowds
fungal-preserved corpses and ancient treasures, and alongside count as difficult terrain. Moreover, anyone
flushes everything in its path, including the PCs, moving through any part of the 80-foot wide parade
into the cavern holding the Temple of New Freedom, expanse must succeed at the easier of a DC 20
carefully constructed atop a buoyant platform. Strength or Dexterity check, otherwise the mob may
shift them in an unanticipated direction. As the party
Death and Gloating moves within the crowds or the parade, consult the
(Adventure Locations Map C, CR 10) Movement at the Parade Chart.
When the PCs reach the Masque of Adhelmus
Oxda they must locate a costumed Bizby among the Whenever the PCs try to spot Bizby, ask if they look
other participants, many of whom wear the same to the crowd or the parade, then consult the Spotting
costume. Bizby at the Parade chart:
Anything disturbing the silence and solemnity of The middle-aged man in the fish costume declaims:
the Masque attracts the displeasure of these two “What I say here on this auspicious morn is well worth
Oxdam parade attachés. They try to silence then breaking the Masque’s exalted silence! We Helmates
remove offenders as unobtrusively as possible, but shall have our wish! A new temple shall soon rise to
are never fast enough to thwart Bizby (see below). deliver salvation from the greatest evil! What I do now I
Offended by anyone profaning the Masque, the do in the His name! Praise be His sword!”
attachés fight to the death.
The man’s chubby fingers dart like quarrels into a
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leather pouch then flick brown powder to the ground. Startled by her sudden public exposure, Larina
Where the powder strikes, the ground bubbles and Beltimont yanks the curtains closed, hiding from view.
Should the PCs chop their way through the rioters, A sloppily excavated, man-sized opening mars the
then, a few days later, consider posting “Wanted west wall.
Dead or Alive” broadsides offering a reward for the
party’s capture. At the very least, consider wrecking A DC 15 Survival check reveals Bizby’s boots left the
the party’s reputation in the Temple Ward. slime atop the western ledge, and he headed north. A
DC 15 Perception check notices red fish scale sequins
If Bizby’s passage closes before the PCs reach it, in the same muck. If PCs walk the eastern ledge, rats
they will need another way into the sewers. One shuffle out of their way, unafraid, almost insolent.
particularly large sewer grate (Adventure Locations
Map F), the commodes of some buildings, and, The sewer runs north and south under Holy Way
especially, the Brandy Fox’s pied-à-terre offer before breaking southeast beneath the Square of the
alternate ingress. The pied-à-terre (Adventure Eleven Prayers. Points of interest within the sewer are:
Locations Map A) sits on the first floor of a
brownstone between Girth the Holy Healer’s Shop Bottom of Bizby’s Hole: entrance to the Brandy
and a local shrine, directly across from where Bizby Foxes’ pied-à-terre (Adventure Locations Map J)
vanishes into the sewers. Through the opening in the west wall, at the end of
a short tunnel, the PCs find a laddered shaft leading
If Bizby is gone and the PCs are stuck, consider to the Brandy Foxes’ vacated pied-à-terre (Adventure
reading this: Locations Map A).
The hole down into the street puckers shut, and the South: a large rain grate (Adventure Locations Map F)
man’s bellowing oratory gives way to universal and A single ladder rises up through the tunnel ceiling
mystified silence – until a muffled tittering pulls eyes to to a steep inflow chute capped by a large, curbside
the glass window of a nearby, ground floor apartment. rain grate. A DC 15 Climb check takes players up the
171
chute to the grate (Hardness 10, 30 hp, Break DC downward slanting tunnel. Bizby’s footprints lead in,
Puncture the Blackened Vein
10). A few brutal shoves – perhaps with help from a followed and partially obscured by the monstrous,
few strong citizens on the street – eventually pops clawed tracks. A DC 15 Knowledge (Nature) check
the grate, permitting egress. identifies the clawed tracks as saurian or perhaps
amphibian. A DC 10 Knowledge Dungeoneering
South/Southeast: the Cavern of New Freedom reveals the remnants of the secret door are of recent
(Adventure Locations Map H) construction, while the tunnel beyond is not.
If the PCs head southeast instead of following
Bizby’s trail, they reach a point where the sludge-flow The Bunker
they’ve followed meets another flow coming from a (Adventure Locations Map G and
northern turn in the tunnel. A steel grate (Hardness Krakon’s Bunker Map, CR 10)
10, 60 hp, Break DC 25) blocks further movement. General Krakon (aka General K—)’s mineraloid,
shape-shifting underearth man (see Bestiary), helped
The sewer reaches a heavy steel grate, which nets him construct an enormous, secret subterranean
items too large to fit through: a soggy mahogany chair, bunker beneath the city with two entrances: one
stained in bat guano, a broken spear haft, and a fat among nearby hills, the other in the sewers. Through
uncooked ham sporting a feasting rat. Water also flows this bunker, Krakon plans to infiltrate agents to assist
toward you, through this grate, from the tunnel as it him in a future coup.
continues north.
However, the monster that devoured stone for
Beyond the grate, a false wall conceals the entrance Krakon like a trained mule is a lonely and alien
to the Gimbros secret cavern and the Temple of New creature. Upon completion of the bunker, it slew
Freedom. A DC 35 or better Perception check finds every last excavator and soldier attempting to
it, but the wall (Hardness 5, 30 hp, Break DC 35) is ‘abandon’ it. The underearth man sits there now,
also locked (Hardness 5, 30 hp, DC 25) and sealed waiting for a new family, thinking itself human.
with both arcane lock and an electrical blast glyph of
warding (5d8 electricity, Reflex DC 17 for half). A. Tossed Larder
The party exits the crawl passage into a capacious
North: beneath the entrance to Krakon’s bunker larder, an entire floor of this three-story underground
(Adventure Locations Map G) bunker.
A DC 15 Survival check detects increased foot
traffic beneath the entrance to Krakon’s bunker. PCs The chiseled passage empties out, two feet above the
who make a successful DC 15 Perception check here, floor, into a larder with space to feed a modest legion.
notice the following: Every shelf, spice rack and icebox lies splintered among
thousands of tiny, glistening shells that litter the floor
Pipes cross the ceiling here, but one particularly thick like dark gravel flecked with a rosy, almost metallic,
and old duct bends and vanishes into the stone, 10’ up, luminescence. A stair in the right rear corner leads up.
beside a gap big enough for a person.
A strange crack in the ceiling glows softly, like a thin,
If the party leaps up to the pipes or climbs into the squiggly starfish. From its center, the crack stretches
gap, they find: eighteen inches in all directions.
A few drops of blood sprinkle the gray granite dust A DC 15 Knowledge (Nature or Dungeoneering)
and fine pebbles that carpet this long, recently cut, reveals that the “shells” are the shredded carapaces
crawlspace. of a large underground beetle, known for the shiny
metal content of its wings. PCs who succeed at a
This crawlspace shaft initially angles up, but DC 15 Perception check on the shells notice all their
soon levels and heads east for 100 feet, opening wings are missing. They also find a 15 gp troll-bone
into a secret subterranean bunker. Characters must scroll case, stained in striated azure hues, and in it
squeeze to traverse it. discover a scroll of invisibility.
such crack, disfigures the ceiling directly over it. The behavior, as the underearth man can neither hear nor
ceiling crack on this floor glows twice as brightly as the see. It nods without understanding nodding.
one downstairs.
Should anyone sit down, the underearth man coos
These fourteen men were engineers and in pleasure, his inhumanly scattered voice like rocks
excavators, killed by the underearth man then grinding rocks. It picks up its cards and holds them
returned to their beds. The monster absorbed purposefully, doesn’t understand card games, and
minerals from their bodies, so any jostling and the is not intelligent enough to learn. Personal attention
corpses dissolve into gelatinous goo. The peasant excites the underearth man, spurring it to lope
outfits are insurgents’ costumes intended to aid to the shelves about the room, trailing a slime of
those infiltrating the Great City. silvery mucous and mud, return with items, and like
a toddler show them off to the PCs. It cavorts back
The crack in the ceiling exudes just enough light to with unlabeled wine bottles, and shoves a bladeless,
create low-light conditions. platinum sword pommel encrusted in diamonds at
the kindest PC. It whimpers until the adventurers
C. War Room accept these gifts. Unbeknownst to the party, the
A wide table with ten chairs dominates the room. platinum pommel is a true sacrifice, because the
Shelves hold maps and books. A wooden sits near the creature saved it to eat on a special occasion.
southeastern wall, and to the east, a large brass door.
A continual light spell on the ceiling shines through the The underearth man squeals in delight at the sight
crack in this room’s floor, all the way to the larder. of precious metals. If the PCs offer it a single coin,
even a copper piece, this sates the creature, and it
A man, hands like ebon pumice, dressed in a peasant stops begging for the day. However, should someone
outfit from the barracks below, sits at the table and let the creature hold a magical metal item, the metal
tosses down the final card from a deck. He’s dealt a sinks into the creature’s suddenly particulate palm to
hand of cards for himself and for each of you, and when the sound of satisfied crunching.
he looks up and waves you to the table, you see he has
no face. The underearth man does not try to separate PCs
from their vital minerals – at first. It wants to be
This is an underearth man (see Bestiary) and it human, to dress as men dress, sit on furniture and
expects the party, as its tremorsense detected their play house. When it meets the party, it assumes
footsteps when they entered the larder. When spoken they are its new community, its family. It grows
to, it tilts its head sideways, like a dog, and emits desperately unhappy if they try to leave. Should
a gentle inquisitive sound. This is mere imitated the party insist on departing despite the creature’s
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protestations, baby gets angry, sheds its humanoid
Puncture the Blackened Vein
Treasure: 3 bottles of fine wine 120 gp each; a Sometimes puzzle encounters like the
mwk platinum pommel encrusted with diamonds underearth man stymie even the best players.
2,400 gp; a map of the sewer system; three books, Consider, if Cripple survives, having him trail
worth 100gp each, on insurgence tactics, native the party here. The dripping wet golem arrives
Azindralean witticisms, and local folklore. down by the larder. Allow PCs to draw him
into a fight, enticing the underearth man to
D. Captain’s Quarters protect his new ‘friends’. In the ensuing clash
The door to the captain’s quarters is booby- of juggernauts, let the party escape through
trapped. Successfully picking the DC 15 lock elicits any exit without drawing the attention of
a clicking on what should be the hinge side, which either monster.
clues PCs to the doors’ deceptive design. Once
unlocked, adventurers must push the hinge side of The underearth man still breaks off combat
the door to swing it open, as the visible hinges are and pursues the PCs if it hears the brass-work
fake. The door’s false handle holds a CR 4 electricity portal, but Cripple, once embroiled, flails the
arc trap (See Pathfinder Roleplaying Game). The door man of stone until death or victory.
locks automatically when closed, and the far side
handle holds no traps. Large cracks, similar to those
in the floors appear to the right of the doorjamb. The other side of the door contains a combination
dial. Stepping through and spinning the dial
This Spartan chamber contains a comfortable desk starts the door closing. While closing, only a DC
and cot. The gelatinous corpse of a Kortezian Captain 35 or better Strength check stops it. Once closed,
coils in fetal position beneath the cot, its full dress unlocking it again requires a DC 50 Disable Device
uniform pristine. Deep fissures mar the wall beside the check. If the PCs fail this check, can’t divine the
door, floor to ceiling. combination (32R, 16L, 2R), or lack magical means
for bypassing the door and surrounding rock, an
The corpse cradles a journal to its uniformed extremely long, ascending stair proves their only
chest. Although encoded in places, the journal notes egress. Taking it automatically buys the party a non-
troop movements and discusses plans for moving participating view of the adventure’s tumultuous
against the Great City. The last page devolves into a culmination (see Concluding the Adventure: What if
mad scrawl (Player’s Handout #5). the Gimbros succeed?).
When the adventurers enter the cavern beneath “I’m not a fish! Bugger off, you dead-eyed circus act!”
Lake Idyll, read the following: As you watch the man kicks a dwarf’s corpse off the
butte. The monster catches the rotting body in its jagged
The indignity of mortal intrusion counterpoints the
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Puncture the Blackened Vein
1 square = 5 ft
maw and shakes it so savagely it explodes in minced feet north to south and 180 feet east to west. Clan
pinkness. The creature then returns full attention to the Gimbros hired dwarven engineers to clear out this
man on the butte. naturally occurring limestone cavern beneath Lake
Idyll. As instructed, they strategically weakened the
“Is this what you want?” he holds aloft an oblong cavern in preparation for collapsing it.
clockwork device, slick with blood and dotted with five
glowing, shifting red runes. “Well it’s all yours on our To give their crews a dry camp, as well as a spot
wedding night, gorgeous! But until then, have another to flee should the cavern collapse prematurely,
dwarf!” The angry costumed fellow kicks a second corpse the dwarves built an earthen butte along the
off the butte, but the monster only slaps it away. The southeastern wall, accessible by ramp. Despite their
trapped man fakes throwing the device and the monster best efforts, Lake Idyll leaks into the cavern below: a
scampers off for a moment before recognizing the trick small waterfall pours from the northwest ceiling. The
and returning. dwarves also couldn’t stop Larina from slaying them,
turning their refuge into their grave.
Near the center of the cavern, sits a 5 foot high stone
pyramid, inscribed with runes similar to those on the Features of note in the cavern
man’s device, only these don’t glow. A few feet from this beneath Lake Idyll:
pyramid crouch two 3 foot high, 10 foot long segments Pillars and the Space Between Them (Limestone
of iron-reinforced wall. Cavern Map C).
Dotted lines indicate a less than 5 foot space
This sprawling cavern runs approximately 150
177
between pillars. PCs and NPCs may traverse these if they succeed. Crossing from one side of a wall to
Puncture the Blackened Vein
gaps normally, but anything with a facing greater the other requires a successful DC 10 Climb check.
than 10 feet (for example, the tendrul) cannot. Not Failing their Climb leaves PCs on the wrong side of
even squeezing. The pillars (Hardness 10, hp 30, the wall. Anyone standing on the wrong side of a
Break DC 20) collapse if they reach 0 hit points. blast wall takes -10 to their Reflex save versus the
The round after four pillars collapse, the ceiling explosion.
falls, unleashing Lake Idyll exactly as if the pyramid
exploded. Even in a flooded cavern, Bizby’s device Creatures: Of all the threats to her complex
will still detonate the pyramid if brought too close plan, Larina never foresaw a hungry, sewer-
to it. dwelling tendrul stalking Bizby into this cavern.
When the PCs arrive, the beast has trapped Bizby
The Engineer’s Butte and Camp (Limestone Cavern atop the engineers’ butte. He clasps an oblong,
Map B) clockwork device aglow with shifting, red runes.
The detritus of Clan Gimbros’ secret engineering He’s desperate to reach the small, pyramidal pillar,
project litters this 15 foot revetment, along with the festooned in similar, unlit runes – a DC 35 Perception
remains of its dwarven engineers. Larina had all 25 check notices them in their unlit state – slightly
miners slain after completing their excavation. The northwest of the cavern’s center. Given the slightest
Gimbros stripped the dwarves’ goods, but left their opportunity, Bizby bolts for it at top speed.
corpses to rot. Also here: an old tent, coals from a
fire pit, and an assortment of broken digging tools. However, Bizby injured his hands scrabbling to
safety. They are slick with blood, and weak. Every 15
A Leak from Above (Limestone Cavern Map K) feet Bizby moves – or whenever taking more than
Despite their best efforts, Lake Idyll leaks into 3 damage – a DC 15 Dexterity check determines
the cavern where a chunk of stone from the ceiling whether he drops his blood-smeared, glowing
smashed a support column. The pouring water oblong. When dropped, it rolls 10 feet in a random
created a knee-deep pond (difficult terrain) that direction. Bizby immediately attempts to retrieve his
drains southwest into the Blackened Vein. The water device and dash again for the pyramid. Anyone else
also spreads across the ceiling before sheeting down, grabbing the slippery detonator must also succeed at
creating a constant indoor rain and a mundane a DC 15 Dexterity check every 15 feet or drop it. Only
obscuring mist (except wind cannot dissipate it) Bizby drops the apparatus when injured.
effecting anyone within the pond.
BIZBY EIALA CR 1
The water falls in a 10-foot round column with
enough force to knock prone all who fail a DC 18 XP 400
Strength check. If knocked prone, the water column Male human expert 3
holds victims in place until they make a DC 25 CN medium humanoid (human)
Strength check or a DC 20 Escape Artist check to Init +1 Senses Perception +5
extricate themselves. Treat prone characters held by DEFENSE
the water as pinned. AC 11, touch 11, flat-footed 10
hp 18 (3d8+3)
Finally, the water slicks the stone throughout the Fort +2 Ref +2 Will +0
area. Both the 5-foot high fallen column (Limestone OFFENSE
Cavern Map G) and the 10-foot stack of boulders Spd 30 ft.
(Limestone Cavern Map I) requires a DC 20 Climb STATISTICS
check to mount. The mist and rain from the leak
Str 12, Dex 12, Con 13, Int 18, Wis 8, Cha 11
in the ceiling impose a DC 25 Perception check to
Base Atk +1; CMB +2; CMD 13
notice the raised cul-de-sac in the northwest corner
of the cavern. Feats Endurance, Run, Skill Focus (Knowledge
(Local))
Stone and Iron Blast Walls (Limestone Cavern Map S, Skills Appraise +10, Bluff +6, Knowledge
E and F) (Engineering) +10, Knowledge (Geography) +10,
Near the rune-inscribed, explosive pyramid, stand Knowledge (Local) +13, Linguistics +7, Perception
3-foot, stone and iron-reinforced blast guides built to +5, Profession (Barrister) +5, Profession (Clerk)
channel the explosion upwards and into the proper +5, Profession (Merchant) +5
pillars. During an explosion, PCs with sufficient Languages Azindralean, Celestial, Dwarven, Elven,
presence of mind may elect to hide directly behind Gnome, Gur-goblin, Halfling, Kortezian, Old
these 2-foot thick walls. Those who hide take only ½ Kortezian, Sylvan
damage from the explosion if they fail their DC 20 Possessions clockwork detonator, chocolate passage
Reflex saves versus the explosion and no damage powder (2 uses), 13 sp, 13 cp.
178
Bizby Eialla, a well-fed little fellow, smacks Skills Perception +13, Swim +13
of ill-tempered aristocracy, despite his absurd, SQ amphibious, keen scent
CRIPPLE FINK-GIMBROS CR 8
XP 4800
Stat block from Hookah Lounge
fact under truth magic. He’d even prefer to heave Pathfinder Roleplaying Game). See Flooded Vein,
the screaming accountant overhead onto the rune- for how to navigate these newly unleashed raging,
inscribed marker if he must, but Cripple is prepared underground rapids.
to pick Bizby’s clockwork device from the Helmate’s
cold, dead fingers and destroy the lake himself. Event: What is Taking So Long? (CR 12)
Should the party appear close to capturing Bizby If the PCs prevent everyone from detonating the
and his device, Cripple slips from pillar to pillar and pyramid – by killing Bizby and defeating Cripple,
intervenes. for example – Larina grows nervous. She scrys
and, upon seeing her defeated minions or the
Development: If PCs approach Bizby, demand victorious PCs, leads an attack on the cavern. If the
his device, or mention Larina Beltimont-Gimbros, PCs prevent this force from unleashing Lake Idyll,
the accountant growls, “You are unworthy [to the adventure is over, and the PCs are heroes. See
approach, to demand anything, or to speak her Concluding the Adventure for some suggestions on
celestial name]! Larina gave this wretch strength wrapping up.
and purpose. In kindness, the Gimbros, gave me a
chance to serve Adhelmus Oxda. When I trigger this More likely, Larina successfully detonates Lake
bomb, we’ll have two minutes to hightail it before Idyll, and the subsequent torrent washes everyone,
it blows a hole into Lake Idyll. I will drain Lake the Brandy Fox leader and her army included, down
Idyll to a pit of mud, and no longer will Erasmus to the Temple of New Freedom, where the fight
Atregan tender his feeble excuses: `No, you may not continues as the Temple rises.
build your temple to Adhelmus Oxda in Pantheon
Gardens.’ Bah! True beauty lies not in termite- When Larina’s reaches the PCs, read the following:
ridden spruce. True beauty lies in man’s devotion to
spiritual love.” Footsteps to the south then a familiar, silky voice:
“There are two kinds of people. Those who know their
If PCs tell Bizby about his brother’s death, his eyes place and those who get in my way.”
mist over. He half-sobs, “Derram? No, not…” A tear
slips free, but the shock seems to steel his nerve. “I Larina Beltimont-Gimbros enters the cave, shadowed
will return honor to our family, my brother!” by her minions. No longer the coquette, she leaps to
the kill with such speed, force and hate her features
If Player’s deal more than 50 damage total or 25 blur fiendishly. The tip of her glowing mace swings
damage in one blow to the tendrul, they enrage it like thought, like the moon falling back to the world,
for 1d6 rounds. Once enraged, Gossie lashes its tail screaming for your death.
as an attack each round, and the tail automatically
strikes any pillars in range, damaging them. Creatures: Larina’s CR 12 attack force might
include any of these:
If characters or circumstance slay Bizby, Cripple
attempts to throw the Helmate’s gadget at the Both of her cousins, Skarkha and Reth (use stat
pyramid, detonating it. If this tactic looks unlikely to block from Hookah Lounge), Skarkha’s Dire Lioness
succeed, Cripple attacks pillars, hoping to destroy (See PRD) and 2 hammerati (use stat block from
four and unleash the flood. Battle for the Temple of New Freedom), OR…
Reth (stat block from Hookah Lounge), 4 hammerati,
If the ceiling collapses it unleashes a 10-foot high and 4 W’jur priests (2 hammerati (use stat block from
flood of water into the cavern. Characters not on Battle for the Temple of New Freedom), OR…
high ground (Limestone Cavern Map HG) at the Skarkha, Skarkha’s Dire Lioness, 4 hammerati, and
time have one round to reach it, or a wave of water 8 W’jur priests, OR…
catches them, slams them round the cavern like a 8 hammerati, and 8 W’jur priests
titanic toilet flush, then sweeps everyone caught in
it – including Cripple, the tendrul, or any corpses – Larina aims to retrieve the clockwork detonator.
through the Blackened Vein for two helpless rounds. If she does, she passes it to a Hammerati, backs
For these two rounds, move and move-equivalent up, and attempts to defend her chosen courier with
actions impossible, even on a successful Swim spells. The amazon hammer-wielder makes for the
check. Attempting any standard action first requires a pyramid. If stopped, Larina repeats her effort with
successful DC 15 Swim check, and spell casting also another Hammerati. Should securing the detonator
requires a DC 15 Concentration check. prove impossible, Larina’s people attack random
pillars within the cavern. This game of capture-the-
After two rounds, the wave deposits everyone at flag or destroy-the-pillars continues until either they
Adventure Locations Map I, whereupon the waters release Lake Idyll or the PCs defeat Larina’s force.
180
Concluding Part II Flooded Vein (CR Varies)
Part II most likely ends with Lake Idyll flooding Both the Blackened Vein and the sewer tunnels are
1 square = 5 ft
breathe and, swimming with the current, travels pipe. Every additional character grasping the same
faster than anyone merely floating or treading pipe reduces the Strength check (DC -2) needed to
water. At -5 to attack, Cripple propels himself onto stay on the pipe, but weaken the pipe itself. Once
dangling legs, grapples, and tries to pull PCs beneath three characters clutch a ceiling pipe, the pipe
the raging waters, unseen by those above. Under creaks and groans. With a fourth character, it snaps,
water, consider describing Cripple without makeup, sending everyone back into the raging river (no
revealing him as a modified flesh. save). Pipes, like flotsam, grant a +2 against grapples
from below.
If dead, the flood sweeps Cripples corpse into the
sewers along with everything else. At a narrative- PCs may try to grab the sewer pipe near Krakon’s
appropriate moment, read this to adventurers swept bunker. A successful grab (see above) permits a
along by the torrent: DC 10 Climb check to enter the bunker crawlspace.
Adventures may try to Climb off the pipe into the
The flood tosses Cripple about like flotsam, wig lost, crawlspace as often as they like, but must make the
clothes tearing with each unchallenged bash against Strength check for holding onto the pipe, described
rock or wood. The water washed away most of his make- above, before the Climb. Unlike other sewer pipes,
up, revealing a complexion like oddly contemplative old this one doesn’t break, no matter how many
steak. characters cling to it.
A living Gossie is angry and hungry. She too hunts As the flood carries players beneath the Square of
the PCs from below, using her excellent swim skill Eleven the Prayers, read this:
and improved grab ability to grip foes in her mouth,
drag them under water, and pin them – preferably The rapids’ brute power tears at the sewer tunnel
until they drown. until exposed clay dribbles out, suckled by the ravenous
current like oozing syrup.
Development: If the PCs think of it, they can grab
the old pipes that crisscross the sewer ceilings. Treasure: The flood sweeps many of the Hardy
Once a PC asks, consider narrating a pipe one round Brutes hidden treasures into the cavern holding the
away. A successful DC 15 Dexterity or DC 10 Escape Temple of New Freedom, but not all. After the waters
Artist check wins the pipe. Hanging on requires a subside, characters who make a DC 15 Perception
DC 10 Strength check, but grows more difficult (DC check in the sewage channel between the Blackened
+2) every round. A DC 10 Dexterity check allows Vein and the Temple of New Freedom find: 2,000sp;
characters to snag their fellows and pull them to the a ruby worth 500 gp; a platinum statue of the moon
182
Far above, at the cavern’s pinnacle, a squared shaft,
DESIGNER’S NOTE as wide as the temple platform, leads to a luminous
When the PCs reach the platform, the water is level Close to hand, a prominent priest, coated in adoring
with it and just finished covering the embossed, mithral flies, sniffs the air suspiciously. He flutters in alarm and
buoyancy box below. The temple platform’s beveled everyone nearby mobilizes against an unseen threat.
edge forms steps, leading from the water to the 40-foot Other priests come to question him, but he abruptly
granite slab. Once the PCs reach the platform, the water shouts, “Holy hammerati, protect the detonator!” As
level rises about 7½ feet per round. two hammer wielding women step beside the enormous
adamantine pole jutting from the platform’s southeast
As the platform sways atop the fast rising waters, corner, the fly priest shouts, “A traitor in our midst!”
men, woman and children clad in holy raiment
surround the two-story, sandstone temple at its center. Another priest sprints from the temple entrance and,
Heads tilted back, they chant to the immense marble with a deft flash of scimitar, lobs off the shouting priest’s
idol of a fly-man atop the building’s roof. Behind them, head. All freeze as the newcomer screams, “Gimbros
the runic circle around the waterfall flares high over fools! Would-be puppet masters but puppets of Zael!”
RISING TEMPLE: A FEAT OF the platform to snug into the shaft and ascend to
ENGINEERING the surface smoothly. On reaching the surface,
In secret, the Gimbros excavated a square shaft eight large adamantium planks slide horizontally
down into a cavern large enough to hide a temple. from the platform’s middle into reinforced slots
They camouflaged their titanic pit with a 50-foot x in the side of the squared shaft. Driven by the
50-foot tarp, artificial turf, and ornamental carton- rising water and coordinated by a clever clockwork
pierre trees. Below ground they built a temple to mechanism, these planks automatically lock the
W’jur, poised to rise to the surface in fulfillment of entire structure into place with a click. Once risen
prophecy. Recently, the Gimbros arranged to flood and locked in, the platform fills the top of the shaft
the cavern and modified their temple to float to the so perfectly, that Gimbros priests may step from
surface. the platform to the grass without altering stride.
As the temple ascends, bobbing atop a hollow As it emerges, the Gimbros’ plan to wow the
mithral buoy, the rising waters rock the platform. Temple Ward with a chorus of young castrati
Hammer wielding women strike gear wheels singers, immense alphorns, and bells. A bell shaft
at each of the temple platform’s four corners. runs through the center of the temple, and when
This pulls taught massive chains, adjusts W’jur’s priests ride a counterweighted platform
counterweights, and compensates for the rocking down it, into the mithral buoyancy box, the bells
waters, keeping the granite platform both stable ring and the W’jur statue’s copper wings lift
and perfectly with a square shaft in the cavern in imitation of sluggish flight. When the idol’s
ceiling. heavy wings seesaw back, the bells swing and
the platform rises within the shaft (Temple Map
When the platform reaches the shaft, both D). Many find the bells clamorous gonging quite
winches and chains peel away as designed, allowing signature, as the hollow, mithral buoyancy box
conveys its own eerie reverberation.
184
He starts to sway, “In the square that is round/below 1st – DC 14 bless, doom, entropic shield, sanctuaryD
bustle and sound/there slumbers the feast of Kindrogga 0 – DC 13 detect magic, detect poison, guidance ,light
185
Puncture the Blackened Vein
resistance bonus for 1 minute. When they use this CN medium humanoid (human)
ability, they lose their resistance bonus granted Init +3 Senses Perception +6
by the Protection domain for 1 minute. Priests of DEFENSE
W’Jur can use this ability 7 times per day. AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +2
natural, +2 shield)
The priests, former castrati themselves, possess
hp 47 (5d10+15)
high beautiful voices, unusually long limbs, and
Fort +6 Ref +4 Will +2 (+1 vs. fear)
overly large rib cages. They wear white chitons
Defensive Abilities Bravery +1, Combat Reflexes
with gray accents. In battle, they congregate at the
temple platform’s western end (Temple Map A) to OFFENSE
concentrate on the zaelemental. They attack the Spd 30 ft.
party, however, if (1) the PCs attack them or the holy Melee +1 war hammer +11 (1d8+6/x3)
hammerati; (2) Larina orders them to attack the PCs; STATISTICS
(3) the PCs try to enter the temple; or (4) the PCs try Str 17, Dex 17, Con 15, Int 13, Wis 13, Cha 15
to disarm the adamantium detonating rod. Base Atk +5; CMB +8; CMD 22
Feats Combat Expertise, Combat Reflexes, Dodge,
Throughout the battle, the four holy hammerati on Endurance, Mobility, Power Attack, Weapon Focus
the eastern two corners, (two hammerati at Temple
(War hammer)
Map B2 and two at Temple Map B3) stick to their
Skills Acrobatics +8, Climb +8, Handle Animal +7,
posts. At times, the four staffing the western corners
Knowledge (Local) +2, Perception +6, Ride +8,
(at Temple Map B1 and area Temple Map B4) break
Swim +9
away to assist the priests or to guard the adamantine
detonator (Temple Map C). However, every 4 rounds, Languages Azindralean, Kortezian
when their forewoman pounds her drum, at least one Special Qualities Armor Training 1, Weapon Training
hammerati per gearwheel returns to her, hammers 1 (hammers)
her lever, and cinches in the chain slack. Hammerati Possessions +1 buckler, +1 war hammer, amulet of
engaged by foes when the drum sounds attempt to natural armor +2
disengage even at the cost of attacks of opportunity.
HAMMERATI FOREWOMAN CR 6
HOLY HAMMERATI (8) CR 4 XP 2400
XP 1200 each statblock for the holy hammerati with the following
Female human fighter 5 changes
186
DISARMING THE DETONATOR becomes unstable, one barrel rolls into the water.
Dressed like the holy hammerati, this pious and Round 2: Gimbros priests bark orders and launch
187
Puncture the Blackened Vein
188
a ranged attack on the zaelemental. Dealing a mere 5 Round 6: only if PCs have not disabled the trigger
points of additional damage. The zaelemental takes mechanism – The adamantium pole scrapes the
1. The zaelemental slams the platform, dislodging of thousands! (Temple of the Great Mother). The
a granite block. It arcs through the air, poised to zaelemental takes damage as usual (8 points).
smash through a gaggle of children (1d8 damage). Unless protected, another castrati child dies.
2. Crossbow bolts slap down from overhead, some
arc toward the children (1d8 damage) Round 11: only if PCs have not disabled the trigger
3. A hammerati swings for all she’s worth, but fails mechanism – a distant crump and the screams
to notice a child’s head between the hammer and of thousands! Enormous, furry praying mantises
her foe wearing tabards, descend from overhead. The
4. A Gimbros priest turns swivels an alphorn, aiming zaelemental blasts enemies with its slaughterhouse
at the party. This functions like a sound burst spell. void-wave attack, trying to recover hit points. A fetch
Every creature in a 10-foot radius spread will take slices into a hammerati guarding the adamantium
1d8 points of sonic damage and must succeed on pole, and she shrieks, “Someone save the
a DC 1- Fortitude save to avoid being stunned for 1 detonator!” (see Disarming the Detonator sidebar).
round. If the party is aligned with the Gimbros, the The zaelemental takes damage as usual (8 points).
priest was targeting Treech’s contingent or one of Unless protected, another castrati child dies.
Janazar’s fetches. Panic children stand in the blast
zone. FETCH OF JANAZAR (5) CR 6
5. The zaelemental slams a combatant so hard they XP 2400 each
sail into a child like a projectile (1d8 damage). Advanced elite homunculi
6. The temple platform buckles savagely and N medium construct
everyone must make a DC 20 Acrobatics check Init +6 Senses darkvision 60 ft., low-light vision;
or fall prone. A stone urn defenestrates on the Perception +9
temple’s second floor, and plummets toward an DEFENSE
unwitting castrati (1d8+2 damage).
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
7. The zaelemental slaps water, displacing a tidal
hp 64 (8d10+20)
wave carrying discarded weapons across the
Fort +2 Ref +4 Will +3
platform. The children don’t see it coming (2d6
Defensive Abilities construct traits
damage in a 10-foot radius).
OFFENSE
8. A lone carton-pierre tree rains down from
overhead, an unsuspecting child beneath (1d6 Spd 30 ft., fly 50 ft. (poor)
damage). Melee bite +13/+7 (2d6+4/19-20 plus poison)
9. A Gimbros priest prepares soundburst, but a Special Attacks poison (DC 14)
child is in range. If the party already aligned with STATISTICS
the Gimbros, the priest was targeting Treech’s Str 18, Dex 14, Con –, Int 14, Wis 12, Cha 8
contingent or one of Janazar’s fetches. Base Atk +8; CMB +18; CMD 20
10. Roll twice. Two children are at risk this round. Feats Improved Critical (bite), Improved Initiative,
Repeat if you roll another 10. Improved Natural Attack (bite), Weapon Focus (bite)
Skills Acrobatics +9, Climb +10, Fly +10, Intimidate
Round 7: only if PCs have not disabled the trigger +5, Perception +9
mechanism – a distant crump and the screams Languages as per master
of thousands! (House of Swords Abbey). The SPECIAL ABILITIES
zaelemental takes damage as usual (8 points). Poison (Ex) Injury – Save Fortitude DC 18; Frequency
Unless protected, another castrati child dies. 1/minute for 15 minutes; Effect Sleep plus 1d6
damage; Heal 2 consecutive saves
Round 8: only if PCs have not disabled the trigger
mechanism – a distant crump and the screams From Janazar’s tower, looming over the border
of thousands! (Temple of the Silver Lady). The of the Residential Ward, the wizard’s fetches fly.
zaelemental takes damage as usual (8 points). Seeing the rising temple as a potential threat to their
Unless protected, another castrati child dies. vacationing master’s abode, these six-foot mantis-
like creatures, covered in blackish-brown mottled
Round 9: only if PCs have not disabled the trigger hair and sporting tan tabards emblazoned with a
mechanism – a distant crump and the screams ‘J’, swoop down through the shaft. They attack the
of thousands! (Temple of the Shiny Lord). The zaelemental first, then the priests, and then everyone
zaelemental takes damage as usual (8 points). else. Since Janazar’s fetches only comprehend that a
Unless protected, another castrati child dies. threat exists, not its nature, consider throwing them
at the party whenever the pace lags.
Round 10: only if PCs have not disabled the trigger
190
Round 12: only if PCs have not disabled the trigger The River Rises. The platform jams in the shaft, but
mechanism – a distant crump and the screams of doesn’t block it. The Gimbros cannot shut off their
Round 14: only if PCs have not disabled the trigger Round 18-24: Unless stuck, the platform continues
mechanism – The adamantium pole scrapes its last to rise up the shaft. Provided it is not trapped
stone protrusion. Additional magic flares along the beneath the rising platform, the zaelemental takes
shaft. It detaches from its brace and slides over the damage as usual (8 points). Unless protected, more
platform’s edge into the water. A distant crump and castrati children die.
the screams of thousands! (Temple of the Lord of
the Morning). The zaelemental takes damage as Round 25: The temple completes its journey up
usual (8 points). Unless protected, more castrati the shaft. Metal planks within the platform lock
children die. into place as the Temple of New Freedom joins the
Temple Ward. Factions on the surface continue the
Round 15 & 16: The zaelemental takes damage as fight, but the platform traps the zaelemental, if it
usual (8 points). Unless protected, more castrati lives, in the murky depths below. W’jur’s copper
children die. wings flap in time with pealing bells resonating
within the church. At least one castrati child survives.
Round 17: The platform enters the shaft. If slack
remains in any of the four chains on the 17th round Development: Driving the holy hammerati from
of the countdown, the platform’s edges do not align their winches at any of the temple platform’s
with the squared shaft overhead, and the platform corners allows the rising water to build slack in the
jams into the shaft at an angle. This has multiple thick chains stabilizing the platform. Without all
effects: its adjusting counterweights, the platform grows
vertically unstable in 1d4 rounds.
The Big Slide. When the granite platform jams into
the shaft at an angle, everything tilts. A DC 20 Reflex Every round the platform remains vertically
save allows characters to grab nearby structures for unstable, violent tilting requires everyone make a DC
support, after which a DC 15 Strength check holds 15 Acrobatics check or fall prone. Tilting means all
them there. Each round a character dangles from a attacks are at -2 and spellcasters must succeed at a
fixed object, the Strength DC to hold on increases DC 15 Concentration check to cast.
by +1. No strength is needed to brace against the
opposite side of a tilted. However, moving about Anything keeping the hammerati away from either
on the tilted platform requires a successful DC 18 three hammering stations or from the winches
Climb check. To reduce mega-battle complexity, at opposite corners makes the platform both
consider merely narrating flailing W’jur priests and horizontally and vertically unstable, which requires
others sliding, screaming, into the water. Narrate a DC 20 Acrobatics check to remain standing and
major NPCs escaping. Only require Reflex, Strength, swings the detonator swings away from the wall,
and Climb checks for PCs and their immediate failing to set off that round’s bomb.
opponents.
Even with hammerati at all four chain stations,
Earthquake. Jamming into the shaft unleashes if the forewoman fails to pound her drum, every
the equivalent of an earthquake spell on the 1d6 rounds the slosh of water builds slack in the
temple, opening fissures in the platform through chains, creating a vertically and horizontally unstable
which anyone might slip into the water beneath. platform, but this only lasts one round.
Normally, the temple walls would stand firm during
an earthquake, but atop a granite slab canted at an For every round the platform remains vertically
angle they do not. Instead, the temple collapses and and/or horizontally unstable it takes ½ round (round
anyone inside suffers as per earthquake. Moreover, up) to re-tighten the slack chains and re-achieve
W’jur’s statue topples in a random direction and stability. For example, if a chain or chains go slack
utterly shatters a 15-foot chunk of platform before for 3 rounds, 2 full rounds of hammering the winch
sinking into the watery darkness. levers reestablishes stability.
191
It requires one hammerati to tighten a chain, disappears into the ceiling. If no one stops the
Puncture the Blackened Vein
freeing the other to protect her. Non-hammerati platform, stored momentum keeps the bells and
must make a successful bludgeoning attack against wings moving for five rounds.
AC 20 to hit the lever and ratchet back the slack.
After round 25, the temple suffers no further A DC 15 Perception check reveals the remaining
instability due to chain slack, because the platform Brandy Foxes lurk upstairs. If there are two or more,
enters the squared shaft overhead. they discuss the battle with rising panic. If the party
heads upstairs, opposed rolls determine if the Foxes
Massive tree roots line the shaft in the ceiling, hear them or not. If instead of climbing the stairs,
dangling 10 feet into the cavern. Characters who the PCs make a DC 10 Acrobatics check and leap
think to make a successful DC 15 Climb check may to the bell platform, they dislodge the priest, ride
shimmy up them; however, climbers risk grabbing the platform down to the bottom of the buoyancy
a bad root each round. A DC 20 Perception or DC box (1st round – Ding!), back up to the 1st floor (2nd
15 Survival check ensures they grasp only firmly round), through the ceiling to the 2nd floor (3rd round
fixed roots. If a climber clutches a bad root, a DC – Dong!), then back to the 1st floor (4th round).
15 Reflex save lets them seize another, solidly fixed
root; otherwise, they fall. PCs who step off the platform on the 2nd floor
surprise their Brandy Fox foes. Failing the initial
Temple of New Freedom, First Floor Jump check by more than 5 sends the hapless PC 25
(Temple Map F) feet down the shaft, into the mithral buoyancy box.
The zaelemental occupies any Gimbros who
normally guard the temple entrance. Temple of New Freedom, Second
Floor (Temple Map G)
The first floor of the temple is empty: no pews or
lecterns. Ornate carpets shield bare feet from stone. This second floor, like the lower, holds open space.
Tapestries adorn the beige sandstone walls, depicting the Forty luxuriously appointed beds face a kitchen and
Exodus of Gimbros slaves from the clutches of the Clan dining area. Mutton haunches hang from the ceiling
Belano. One tapestry shows gray dust overtaking cruel and gutted pumpkins, left to rot, provide a paradise for
masters, who feed slaves meat scraps, rife with maggots. an astronomical number of buzzing flies.
In the next, thankful Gimbros hold the meat in one
hand, waving off flies, ascending heavenward, with the Unless alerted to the PCs presence or otherwise
other. In another tapestry, these flies congregate in the engaged, the surviving Brandy Foxes, except for
sky, forming a half-man, half-fly being, who blows a Cripple, occupy the balcony, monitoring the battle.
horn and summons a choking storm of locusts upon the If multiple Foxes observe, they bicker over their
Belanos. In the fourth tapestry, the Belano crawl about priests’ failure to stop the rampaging zaelemental. If
seeking food, while the Gimbros march home, leaving Skarkha is present, she grips her pet lioness’s mane.
an iron path of abandoned shackles behind them. The If Skarkha isn’t there, neither is the lioness.
final tapestry depicts this temple, the fly man atop its
roof, as a lone marvel among the debris and dust of a The ropes of the bell shaft penetrate fist-sized holes
freshly razed city. in the ceiling, connecting to the statue atop the roof.
193
undiscovered letters (Player’s Handouts #2 and the stolen Helmate funds, Treech give them a 1000
Puncture the Blackened Vein
#3) between herself and her cousins, prefatory to gp each, coldly confers the thanks of his church, and
destroying them. Moreover, although the idol’s eyes grudgingly considers them allies. Consider having
lack the largest topazes, the hundreds of smaller Bonnabel approach the party whenever he suspects
chips are worth 13,000 gp. his superiors of wrongdoing and needs them
investigated; or, for example, if he suspects a coup or
Concluding The Adventure other high level political intrigue in the works.
This adventure, depending on how it plays,
We Killed that Treech Fellow
impacts the Great City in many, unpredictable ways.
If the party slew Treech, escape from or domination
We’ve suggested a few for your consideration.
of the Great City may be their only remedy. Any
status they held with the Atregans or Judge Bao
Blackened Vein & Hardy Brutes
comes into question. At the least they are declared
If Lake Idyll drains, nothing prevents the rumors
outlaw by the Church of Adhelmus Oxda and
that result. Erromin’s patrons find the Vein and
wanted posters, describing them poorly, spring up
expeditions recover both Hardy Brutes bodies and
throughout the Temple Ward. Of course, most other
artifacts, despite an increasing horde of foul and evil
Wards could care less.
aberrations plaguing the sewers. In response to this
activity, Hardy Brutes from the mountains – who
What if the Gimbros Succeed?
live in secret and never surrendered – cautiously
The Temple Ward is damaged, but the Temple of
contact their city brethren. Moreover, Hardy Brute
New Freedom stands pristine amid the carnage.
ghosts appear intermittently at Erromin’s. These
Thousands worship at W’jur’s altar, raising the Soul
events reignite the Brutes. If the PCs return Hardy
Wing from minor to major deity. Most conclude
Brutes relics to Erromin’s, the anti-Kortezian
Bizby blew up the ward, blame the Helmates,
Azindraleans regard them as honorary Brutes and
and ascribe the arrival of W’jur’s temple to divine
allow them to keep key items. Consider encouraging
intervention. Worshippers of Adhelmus Oxda caught
the PCs to lead this suddenly-revitalized, resistance
in the streets suffer scornful rebuke. Helmates turn
organization. If, on the other hand, the PCs keep the
up gutted in alleyways, and rumors blame divine
Hardy Brutes items, the organization may declare
intervention. The Atregans, too jaded to buy it,
them public enemy #1. Either way, the Atregans are
nonetheless find themselves politically hamstrung
concerned and contact the PCs with threats, pleas or
by the religion’s new popularity. Erasmus launches a
job offers.
massive inquest, hoping to prove otherwise, perhaps
involving the PCs.
Ruined Temple Ward
Events may have damaged the Temple Ward. Not
Corrupted Temple
for long. Erasmus himself, though bewildered by
When the temple of New Freedom locked into
this turn of events, allocates the largest public works
place, it trapped many dark things in the waters
project the Great City has ever seen, purportedly
below: the unconsecrated corpses of Hardy Brutes
to restore every Temple to its former glory, clearing
and their relics, possibly a zaelemental, a tendrul,
both the Atregan name and the Church of Adhelmus
even a flesh golem, moordsap for certain. This
Oxda. Of course, most of the funding goes toward
foul stew soon attracts greater evils. Beneath the
building a new temple to Adhelmus Oxda in the
Gimbros bright and shiny new temple, swirl hideous
swamp that was once Lake Idyll. The Helmates
abominations. People began to vanish who walk the
declare Bizby Eialla a hero. Consider having short-
Temple Ward’s streets at night. Nighttime services
changed temples may call on the party’s cleric(s)
at the Temple of New Freedom leave worshippers
to either help rebuild, squeeze money out of the
subtly… changed. Kortezians, Azindraleans, or both
Kortezians, or seek revenge on the Gimbros.
blame the PCs – or hire them to finish cleaning up
the mess.
We Have these Letters
Depending on the party’s factional allegiances,
We Watched from Afar
they may share their adventure with higher
If the PCs missed the climactic battle – for
authorities. Consider rewarding the PCs with a
example, because they exited Krakon’s bunker by the
mission to either defend or assault the Atregans in
long stair – then on their return to the Great City,
the next Road to Revolution adventure.
consider having Greenspear Guards bring them to
the Castle Ward for interrogation or report.
Treech and the Helmates
Learning Bizby has died, Treech concludes Clan
Gimbros masterminded the Counting House
Robbery. If the party concurs and helps him recover
194
Deities Square of the Eleven Prayers, gave her a foothold
in the Great City. Legend states that those who
Bestiary
Hypnosimian
This winged creature is humanoid in appearance, with their eyes, casting daze from the swirling, lamp-
four, hair-covered, muscular arms. It’s long, sinuous like cavities.
hairless tail thrashes as it flies. Tangle (Ex) As a full round action, a hypnosimian
makes a whip attack with its tail. On a successful
HYPNOSIMIAN CR 2 hit, its opponent is tangled, reducing the
opponent’s speed by 10’. Multiple hypnosimians
XP 600
may tangle opponents. Any foes that have their
Small Magical Beast
speed reduced to 0’ can no longer move. Strength
Init +3; Senses Darkvision 60 ft., low-light vision,
(DC 15) or escape artist (DC 20) frees captured
scent; Perception +4
creatures from a hypnosimian’s tail.
DEFENSE
Whip Tail (Ex) The hypnosimian’s tail functions like a
AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 whip, but can hit any opponent, regardless of their
natural) armor bonus.
hp 15 (3d10)
Fort +4, Ref +5, Will +1 Resembling a small, four-armed flying monkey, the
OFFENSE hypnosimian’s huge, lemur-like eyes flicker with an
Speed 5 ft., fly 30 ft. (avg) orange light. Their clenched fists are their primary
Melee Whip tail +5 melee (1d3+3 plus Entangle) or mode of attack, and, in the wild, their whip tails
Unarmed +5 (1d4+3) entangle prey so their eyes may daze it.
Spell-like Abilities (CL 3rd)
At will – Daze (DC 12) Moderately fast flyers, a typical hypnosimian
stands three feet tall, with a wingspan around 6 feet.
STATISTICS
Covered in thick, red-brown hair, its eyes swim with
Str 16, Dex 15, Con 12, Int 6, Wis 11, Cha 12 luminescent fractures of black and orange. When
Base Atk +3; CMB +5 (+7 Disarm); CMD 17 dazing foes, the creature’s orbs spin into a tigerish
Feats Flyby Attack, Improved Disarm pattern, illuminating a 3-foot area with undulating
Skills Stealth +6, Perception +4 orange-tinged shadows. Hypnosimians’ hairless,
ECOLOGY black tails hang nearly 5 feet long.
Environment Any
Organization Any Combat
Treasure None Most of a hypnosimian’s natural attacks deliver
SPECIAL ABILITIES non-lethal damage, making these beasts, when
trained, a favorite courser for bounty hunters and
Daze (Sp) As a standard action, hypnosimian’s light
196
slavers. Trained hypnosimians first try to disarm the underneath man moves 40 feet per round.
foes with their tails, which, like a whip, have reach. To everyone else, this ground counts as difficult
incomprehensibly alien intellect frequently seeks Before Combat A zaelemental zeroes in on the
acceptance, possibly fellowship, from humans. nearest available targets first without hesitation.
Some maintain underearth men envy any advanced During Combat A zaelemental begins combat with
race whose form is fixed. Others believe they are the its slaughterhouse void wave, seeking to destroy
base clay from which surface man first took shape. as many living creatures as possible. It follows
Still other sages hold that underearth men are cast up that attack with its dirty joke ability if more
off material from the birth of the world itself, and than four foes remain; otherwise, it wades into
as such, exist in a state of perpetual potential. The combat, seeking out those who are weak of body
creature’s lack of a mating cycle, suggests they are such as arcane spellcasters. While engaged in
more phenomena than species. melee combat, the zaelemental mixes in its
various abilities, such as additional uses of
An underearth man goes temporarily dormant after
slaughterhouse void wave and dirty joke. If it
feeding on precious metals, though it can absorb
successfully grapples a foe, it uses filthy kiss at the
pounds of minerals at a go. More than 50 gp of
next opportunity.
precious metals fed to an underearth man in one
round, affect it as sleep spell for ten rounds. Morale A zaelemental exists only to destroy the
living, and as such battles to the death.
Appearance STATISTICS
An underearth man’s porous skin resembles dark Str 26, Dex 17, Con —, Int 8, Wis 11, Cha 19
volcanic pumice, with patches of viscous mercury Base Atk +16; CMB +26 (+34 grapple); CMD 43
oozing from every joint. Strands, ranging from one Feats Alertness, Cleave, Combat Reflexes, Critical
millimeter to a quarter-centimeter long, leak from, Focus, Great Cleave, Improved Bull Rush,
then inhale back into every pore, like wet, silvery Improved Critical (Slam), Improved Initiative,
peach fuzz. The creature can assume any crude Power Attack, Sickening Critical, Weapon Focus
shape, but cannot change its mass. It takes an act of (Slam)
will for an underearth man to hold a distinct form. Skills Climb +33, Intimidate +29, Perception +29,
Sense Motive +2, Swim +16; Racial Modifiers +8
Zaelemental Swim
Rising the height of three men, an almost SQ Kindrogga’s blessing
unimaginable, serpentine leviathan of sewer muck ECOLOGY
and ancient death disgorges a torrent of filth down its Environment Any
own summoner’s throat before sprouting glutinous Organization Solitary
tentacles with which to toss the vomiting man away Treasure None.
like a crumpled note. The reeking abomination quivers,
SPECIAL ABILITIES
manifesting a wave of ordure and gore that lurches your
way, sapping your life essence as it nears. Dirty Joke (Su): While a zaelemental is unable to
speak, once per day it emanates sounds that all
intelligent creatures hear as a dirty joke, regardless
ZAELEMENTAL CR 13
of the languages they speak. Any intelligent
XP 25600 creature within 40 feet must make a DC 25 Will
CE Huge undead save or suffer a word of chaos. The zaelemental’s
Init +7; Senses darkvision 60 ft.; Perception +29 caster level equals its Hit Dice minus five, and the
Aura sickening (60 ft., DC 25) save DC is Charisma–based. GMs may, but need
DEFENSE not, come up with a unique dirty joke because the
AC 27, touch 15, flat-footed 24 (+4 deflection, +3 Dex, monster has one. It can always boom, “A white
+12 natural, –2 size) dragon fell into the swamp.”
hp 187 (22d8+88) Filthy Kiss (Su): 3 times per day, on a successful
Fort +15, Ref +14, Will +17 grapple check (which includes a +8 racial
DR 10/Good; Immune undead traits bonus), a zaelemental forces a torrent of filth,
OFFENSE blood, and excrement into the mouth of a target.
Speed 30 ft., swim 120 ft. Creatures struck by this foul ability must succeed
Melee 2 Slams +27 (2d10+16/19–20) at a DC 25 Fortitude save or be nauseated for
Space 15 ft.; Reach 20 ft. 1d6 rounds. The save DC is Charisma–based.
Special Attacks dirty joke (DC 25), filthy kiss (DC 25), Regardless of whether that save is successful or
god killing reek (DC 25), slaughterhouse void wave not, the targeted creature must make another
(DC 24 and 25; see text) DC 25 Fortitude save 12 hours later. If it fails the
second save, the creature contracts hemorrhagic
198
fever. This second DC is also Charisma–based. sacrificing in her unholy name—with sewage. If
Hemorrhagic fever inflicts 1d4 Dexterity and 1d4 granted a zaelemental, the cultist must offer the
199
Player’s Handout #1
Player’s Handout #1
Player’s Handout #1
Player’s Handout #1
Player’s Handout #1
Player’s Handout #2
Player’s Handout #3
Player’s Handout #4
Player’s Handout #5
The Usurpers
by Tim Hitchcock
Table of Contents
The Usurpers 209
The Usurpers
208
W elcome to the Road to Revolution
campaign arc; a series of adventures
designed for use with the Pathfinder Roleplaying
any specific order. Neither is there a desired outcome,
nor even desired allies and foes. Anything that occurs
in this adventure should be determined entirely
Game. Set in the Great City, this epic campaign takes by the actions of the PCs. Everything happens in a
characters from their humble beginnings, all the way relatively small space. It is not a controlled experience
to powerful adventurers upon whose actions the City where events happen in a linear sequence. Instead,
The Usurpers
comes to depend. The campaign arc contains six throughout the adventure, the GM needs to track and
adventures in all, each written by the original authors initiate shifts in power and adjust NPCs and obstacles.
of the Great City Campaign Setting. Arc adventures The intent of the adventure remains to provide the
can be played individually or linked with others in the GM with enough odds and options for the player
series to create a complete campaign. The Usurpers characters to truly determine the political structure
is most suitable for 11th-13th level characters. of Castle Ward days prior to the city’s eruption into
full-blown revolution. Regardless, the outcome of this
The Usurpers adventure provides the potential to leave a profound
impact upon the Great City.
“Thus it happens in matters of state; for knowing afar
off (which it is only given a prudent man to do) the evils The adventure begins when PCs are summoned
that are brewing, they are easily cured. But when, for to attend a Blood Senate council to discuss recent
want of such knowledge, they are allowed to grow so events. Soon after, a drunken and angry band of
that everyone can recognize them, there is no longer any Hardy Brutes barges in. Their vengeful heroics
remedy to be found.” disrupt the meeting and set off a chain reaction of
events that transforms the carefully planned plots of
Niccolo Machiavelli (1469-1527) revolutionaries to chaos.
attacking and slaying lordsguards. Below are listed some of the most powerful allies in
Sklavrredissanos’ lich thralls begin their hunt for Krakon’s arsenal.
Erasmus, rapidly scaling courtyard walls and bursting
onto the second floor. Tharix Magorthus
Tharix Magorthus, actually Tharix Atregan —
Phase 3 illegitimate son of Blood Emperor Othorion, stands
During the final phase, Magorthus forces reach the as perhaps Krakon’s most crucial chess-piece. Tharix
third floor where a final conflict ensues between the currently holds the support of Clan Magorthus,
incursive clansmen and the remaining lordsguard. who believe, because he was raised as one of them,
Unless Erasmus was previously apprehended or would favor them highly if placed upon the throne.
slain, he reaches the escape route in the Under Castle. Uril’s agents long ago discovered Tharix’s secret,
and nurtured it on both sides of the ocean. Uril
The Outcome convinced the Tharix to seize the throne as his right,
On conclusion of Phase 3, the GM determines Then he convinced Emperor Othorion of Erasmus’s
who controls the castle. At this point, the weak and ineffectual leadership. Finally, he convinced
opportunity opens for someone to claim the throne. both factions that he supports them in the name of
While Tharix (if he still lives) serves as the most all that is right and just in the name of the Kortezian
likely candidate, the possibility remains for any Empire. To his credit, he has successfully and
number of opportunists to attempt to seize power, masterfully endeared them to the plot that shall bring
including PCs. their downfall.
If Tharix’s forces take the castle, they immediately Tharix himself holds a tenuous alliance with Uril
gather wood and ignite several bonfires on the Krakon, at least he suspects he does. He possesses
terraces, signalling Krakon to initiate the siege of a writ from a reputable and ranking member of the
the city. Kharel that promises military support to whoever
holds the throne. Tharix believes correctly, that the
writ is from General Krakon, however the ambitious
If the lordsguards claim the castle, and Erasmus
General still follows his own agenda. Regardless,
lives, they hold the castle until he returns otherwise
the General remains good to his word throughout
they look to the most powerful allies they can to help
this adventure, and his agents do not interfere with
them put things to order. If PCs allied themselves in
Tharix’s attempt to seize the throne.
defense of the castle, they become the most likely
candidate. Other candidates include Nerin Belano
Sklavrredisanos the Black
who claims control as Otharion’s emissary (provided
Sklavrredisanos can maintain his alias), or Ariana Krakon and Sklavrredisanos hold a precarious
who assumes temporary martial control in the name alliance, each respectful of the power the other
of the Kharel. wields, but equally aware of each other’s ambitions.
Krakon sequestered Sklavrredisanos’ aid under the
Regardless, of the outcome, the stage is set false pretense that he supports Thraxis Magorthus’s
for Azindralea’s full-blown revolution in the final rise to power. For his aid, Krakon has promised
adventure. the lich a Temple dedicated to the Goddess of
Slaughter. Of course, Sklavrredisanos hardly believes
Uril, however he has decided to play along anyway.
The Cast Ultimately, he seeks to reclaim the throne he once
held decades earlier, and he doesn’t intend to lose
Krakon’s Pawns it again. He believes that he is powerful enough to
Krakon manipulates many pawns in his vast break the General’s will, dominate him and through
scheme, among them some of the most ambitious his manipulation, control of Azindralea’s army —
and powerful figures in the Great City. While he may a detail he intends to explore after Erasmus falls.
choose to betray them later, it is important for the Conversely, Krakon realizes that Sklavrredisanos
GM to consider that he views the majority of them doesn’t believe his offer, though he cares little. He
as allies until the end of this adventure- at which simply needed an excuse to get the lich to attend the
point he then determines which of these alliances Blood Senate before his final assault.
is expendable. This remains a crucial fact, for not
210
Sklavrredisanos penetrates the Senate under
GENERAL ARIANA
the guise of Nerin Belano, a powerful noble from
BLACKWELL
overseas. As Nerin, he possesses strong personal
alliances with both Clan Belano and the solid support
of Tharix Magorthus. Little does he suspect that
Krakon has already informed Tharix of his deceptive
The Usurpers
alias. Tharix supports Sklavrredisanos solely because
he believes he can mislead the overconfident lich
into doing his dirty work for him, clearing the path to
throne for whenever the errant prince decides to turn
on Sklavrredisanos and expose his true identity.
Ariana Blackwell
Following her lover’s execution at the hands
of Erasmus, Ariana Blackwell entrenched her
spirit in vengeance. For quite some time now,
she has aided and abetted a covert society of
revolutionaries called the Murder of Crows.
Comprised largely of Magorthus clansmen and
their supporters, they have worked tirelessly to
undermine, despoil and overthrow their incumbent
lord. The Murder of Crows regularly performs acts
of vandalism and organized civil disobedience,
in addition to propagating anarchy and dissent.
Krakon coaxed Ariana’s alliance specifically for
her strong connection to the Crows. Only recently
has she started to suspect the General might not
be as sympathetic to her cause as he intimated.
Undoubtedly, he played upon her vengeful thirsts
before she could properly assess the situation. In
the end, her hatred for Erasmus overshadows any
alliances she holds, though the ghost of her lover,
Gray Hand, may sway her towards supporting Clan
Magorthus, as he desires to see his descendants
triumph over his slayer and seize control of the city.
The Usurpers
specific key areas, the PCs should encounter as the castle ewerer, touting water about the castle
various staff members throughout the adventure, and heating it for baths and other purposes.
moving, hiding, fleeing and perhaps even begging 12. Snoog- a pitiful gnome-blooded gur with
for aid. These individuals should show up with unusually floppy ears and perennial nasal drip
serves as the castle buffoon. Dressed in outlandishly
much greater frequency than typical “wandering colourful clothes and covered with bells, he finds
monsters”, thus every so often the GM should it almost impossible to hide, forcing him to rely on
make a quick roll on the chart below to see who’s tasteless jokes and a speedy tongue to keep him
about. Because of the nature of this adventure, the alive.
details of when these encounters occur is left to the 13. Myron Valdergis- one of the castle heralds, he
GMs discretion. They should be used as needed. knocked several buckets of paint upon himself
Unless otherwise noted, all are 1st level commoners when the fires started and tracks blotchy purple and
blue footprints wherever he travels. Frightened to
or experts. Roll 1d20 on the following table. death, he excitedly smears paint on the first PC he
encounters as he begs them to spare his life.
1. Adros Flint- this skittish man in his late twenties 14. Tal, Puss-Puss, and Waddy- this trio of squires
has a sizable pot-belly and holds the dubious job attempt to prove their aspirations by brandishing
of being the royal cup bearer. He must taste all broomsticks and ridding the castle of trespassers.
Erasmus’ victuals to be sure they’re not poisoned. While these foolish teenagers hardly pose a threat in
2. Rundlemoss- this muscular dwarf serves as one combat, their cries of alarm quickly alert any nearby
of the royal smiths. While a faithful servant, he has lordsguards.
no intentions of giving his life to his master. 15. Missy Petters and her daughters- the mistress
3. Wynstore Nesf- a rail-thin southerner with olive of the wardrobe and three young daughters hide,
skin, this gentleman is in charge of importing the fearful of what may come if they are discovered.
castles fine wines. Missy fights furiously to prevent any from harming
4. Morry Tweeth and Co- Morry and his four her children.
assistants serve as carters who carry firewood and 16. Shimmly Knucker- a wee halfling with a mop,
other supplies to various rooms in the castle. rags and bucket polishes the castle stones and
5. Paslom Atregan- another of Erasmus’s cousins, waxes the woodwork. The porter hides as soon as
Paslom is a few years older than the Lord. Bitterly, he hears signs of violence, however he is brave
he serves as the castellan, but looks forward to enough to try to throw sudsy water on the floor or
turning the position over to his younger brother, place his bucket or broom across a hallway to trip
now more than ever. He thinks the siege might be up an intruder.
the perfect opportunity for him to disappear. 17. Jund Jarmlong- the wrinkled, pale-skinned castle
6. Syruth Atregan- a minor cousin to the throne, reeve trembles about clutching his ledgers as he
Syruth serves as an apprentice chamberlain to scurries about looking for aid. If he encounters
Paslom. She is all of 17 years old and greatly fears anyone of an official position, he demands to be
the ensuing violence. taken safely from the castle, screaming “Do you
know who I am! I’m the reeve damn it!”
7. Hasly Holm- a gruesomely masculine woman
with a slight moustache, Hasly serves as the baliff 18. Vystram Clair- A creepy looking fellow; short,
for the supply rooms. She is tasked with making paunchy with deep set eyes drags around a
sure servants and workers perform castle repairs suspicious leather bag. The resident surgeon, the
and return tools. Anyone referring to her as a bag contains jars of live leeches and maggots,
man (either accidentally or deliberately) piques some bandages, sewing needles and several vials
her immediate ire. She loudly hurls curses like a of homemade astringents. He offers his services to
drunken pirate, alerting the nearest guards. anyone who gets him safely out of the castle.
8. Grunkles and Co- leading her small crew of 19. Gwynov Belano- with tousled hair and wrapped
talented gnomes, these talented carpenters ensure in nothing but a bed sheet, the young noblewoman
all the woodwork in the castle looks its best. tries to sneak out of the lordsguards’ chambers
Presently, they’d very much like to get home. without causing embarrassment to her family. She
does her best to avoid contact, but if approached
9. Umdrood Smuk- this poor elderly man has been she does her best to convince whomever she meets
putting the blankets on the lordsguards cots for the that she’s a chambermaid.
last 30 years. Slightly senile, the current events have
him quite confused. 20. Plasibraun- the castle’s seneschal, a snooty
Kortezian, rushes about in a horrified panic. His fine
10. Dabby Bunder- a filthy gur acts as the castle clothes smeared with blood, he cannot believe what
gong farmer and smells like the lavatories he he has witnessed. He is inconsolable and carries on
empties. This foul creature revels in the chaos, loudly, drawing the attention of whoever is nearby.
using the situation to vent his frustrations on
213
allow the PCs to read broadsheets posting rumors politicians and aristocrats in attendance.
of an emergency Blood Senate a few days before the All guards have mounts. Additionally, they have
Senate occurs (See: Handout #1). During this time, arrived with an armored coach, provided as a means
allow them to gather information, obtain equipment, of travel for the PCs.
or deal with anything else they might be considering
The Usurpers
before they get involved with Great City politics. A If PCs decline the invitation, they are quickly
DC 20 Diplomacy (gather information), Knowledge informed that Lord Erasmus’s invitation is hardly
(local) or similar check provides them with the basics a request, and their presence at the meeting is
concerning rules and etiquette of attending the mandatory. If they still refuse accompany the guards
Senate, such as weapons checks, peace-bindings, to the meeting, the guards kindly state that their
and so forth (see Part I for details). refusal will make them enemies of the city and
suspect to high treason. The guards again request
Early in the morning, a patrol of lordsguard the PCs accompany the, however put up no struggle
lieutenants (one per PC) arrives at wherever the PCs if the PCs continue to be defiant. They simply tell the
happen to be staying, and inform them that Lord PCs to suit themselves, come if they so desire and
Erasmus formally requests their attendance at the hand them the formal invitation to present at the
Blood Senate. They ask the PCs to ready themselves gate. Again, they state they hope the PCs reconsider
within the hour. The guards wait while PCs ready to avoid messy complications later on. Then the
themselves, and if questioned, state that their guards exit. They make no attempt to see if they’re
orders are to make sure the PCs arrive promptly and being followed but proceed immediately back to the
safely in their personal care. While PCs can dress Castle.
as they desire, formal attire is expected, and those
showing up dressed otherwise suffer a -2 penalty to If PCs never show up Erasmus intends to calls
any Charisma-based checks when dealing with all for their capture and execution in connection with
high treason against the city. He sets the bounty at
5,000 gp per head. Regardless, the Castle is besieged
REVOLUTION ISN’T PRETTY before the Goat-Lord can make good on his threats.
Word of the siege travels fast, and industrious PCs
As a group of adventurers cannot vanquish can make their way into the castle and attempt to
all evil creatures in an area, nor bring every break in.
crime to justice, neither can, at times, they
experience every encounter. This adventure is
a sandbox with a countdown. Furthermore, it
Part I:
takes place in a spacious, complex location Meeting of the Blood Senate
populated by a large number of plotting, After a bumpy ride up the winding Lord’s Road,
dangerous individuals thrown into a live-or-die the coach arrives at the castle’s North Gate, where
situation. The PCs cannot fight everyone. a crowd of dignitaries gathers. Accompanied by the
guards, the PCs are marched through the crowd and
In fact, if the PCs have been through the through the South Gate where there is a slight pat
other adventures in the series, most likely they down and checking of items before entry.
have their allegiances in order. It should be
clear who they will side with in this adventure At the first checkpoint (See North Gate: GF1),
and what their goal is when the castle erupts lordsguards request everyone entering the castle,
in chaos. Though you, as a GM will have to be including PCs, reveal any concealed weapons.
ready for all kinds of possible reactions and Furthermore, the guards warn all guests that
events, knowing your PCs intentions should concealed weapons are not permitted within the
help you know which encounters will most castle walls and anyone caught hiding a weapon
likely take place during this adventure. within the keep is immediately charged with treason
and taken to the Jail Cells (area: UF33) to await a trial.
The number of statted up NPCs in this Again, they offer visitors a final chance to reveal any
adventure is staggering, and if the PCs feel concealed weapons before the performing a formal
they need to “kill anything with a statblock” pat down making Perception checks. Following
be sure to show them how dangerous making the search, all visible weapons must be catalogued
enemies of every can be. This isn’t the kind of and then peace-bound (see sidebar) by one of the
adventure where you “clear everything out”. lordsguards. After passing through the checkpoint,
It’s their fault if they end up dead. No one said guards lead all visitors to the Inner Courtyard (GF4)
a revolution was pretty. where they must wait until escorts arrive to take
Adam Daigle - Editor selected representatives to the Audience Chamber
for the Blood Senate.
214
During this time, allow the PCs the opportunity to
use appropriate Skill checks to attempt to pick out PEACE-BINDING
and identify various people from the throng.
Peace-binding is the practice of binding
Once in the Inner Courtyard, guards work to a weapon to its sheath or harness so that it
separate those attending the senate from their cannot be drawn without first removing the
The Usurpers
entourages. Each is permitted only a single retainer, bindings (Break DC 12; Disable Device DC
though a few forego bodyguards trusting to their 10). While removing a binding isn’t difficult, it
own abilities. The sole exception is Ariana Blackwell, slows initial reactions, lessening the threat of
who at all times is accompanied by a brace of Klarian impulsive violence.
guards; however, it is expected that she can defend
herself and the guards accompany her, so that as a
group, they may fend for the safety of Erasmus and he keeps their company, PCs gain + 4 circumstance
members of the Senate. As the throng mulls about, bonus to any appropriate skill checks made to
more lordsguards arrive to escort small groups identify and recall tidbits of public information
through the Inner Courtyard and up a long flight of concerning any eminent individuals in attendance.
stairs to the Audience Chamber on the first floor.
Eventually, an armed escort arrives to lead the PCs
upstairs to the Audience Hall (area FF4).
Developments: A DC 10 Perception allows PCs
to notice four obviously-placed armed lordsguard
A long chamber with an arched ceiling faces a raised
snipers on the walkway overhead (see Balcony
wooden stage. Six rows of elaborately carved chestnut
area FF5). Allow a few minutes for PCs to continue
seats face the stage, divided by a central aisle. Three
identifying members of the congregation or to
high-backed, velvet upholstered chairs sit upon the
converse with other individuals waiting to be called
stage, the largest placed directly at the center. Throne-
up. At some point, a young guardsman recognizes
like in appearance, carved twisting spires running
the PCs from the fight clubs and attempts to
up its back resemble the castle towers and its ebon
attract their interest. He is curious why they were
lacquer finish gleams. Six long banners hang from the
summoned to the Council. He begins with an
walls, each bearing the embroidered crests of the city’s
Indifferent attitude, however if made Helpful with
great clans. Behind the stage hangs another massive
successful Diplomacy check, he gleefully assists in
banner bearing the emblazoned emblem of the Blood
identifying almost anyone in the crowd. So long as
LORD ERASMUS
ATREGAN
215
Triperium. On each side of the stage stand life-sized Immunities desease
marble statues, one of Emperor Otherion XII, the other OFFENSE
of some ancient Kortezian emperor. Speed 50 ft., fast movement, high jump, slow fall,
Spring Attack
The city’s most influential and prominent Melee +1 klarion battlestaff +9/+4 (1d6+4/1d6+4) or
The Usurpers
While Krakon publicly pledges himself to AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1
Othorion’s Kortesian Empire, in secrecy, the shield)
scheming General swore support to just about hp 64 (7d10+21)
Fort +7, Ref +5, Will +3 (+2 vs. fear)
The Usurpers
everyone- including Sklavrredisanos and the
Belano Clan. Ultimately, he remains devoted Defensive Abilities bravery +2
only to himself and seeks not only the throne, OFFENSE
but the entire city. Most of the younger, newly Speed 30 ft.
conscripted troops support him, as do the Melee +1 longsword +14/+9 (1d8+8/19-20)
Bloodfang mercenaries, Ariana Blackwell, Special Attacks weapon training (heavy blades) +1
and several Blood Senators, all of whom he’s STATISTICS
promised favors and finances to in exchange
Str 19, Dex 13, Con 14, Int 10, Wis 12, Cha 13
for support. His biggest secret weapons are
Base Atk +7; CMB +11 (+13 sunder); CMD 22 (4 vs.
the North Gate Troops, who stand poised to
charge in and seize the city. This event occurs sunder)
in the final adventure. Feats Blind-Fight, Cleave, Improved Shield Bash,
Improved Sunder, Lightning Reflexes, Power
Attack, Vital Strike, Weapon Focus (longsword),
Feats Improved Initiative, Lightning Reflexes, Point Weapon Specialization (longsword)
Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skills Acrobatics +6, Acrobatics (jump) +4, Climb
Run, Weapon Finesse +6, Handle Animal +5, Intimidate +11, Ride +5,
Skills Acrobatics +16, Bluff +7, Climb +7, Diplomacy Swim +6
+10, Disable Device +18, Disguise +5, Escape Artist Languages Common
+10, Intimidate +5, Linguistics +5, Perception +12, SQ armor training 1
Perception (trapfinding) +14, Sense Motive +8, Combat Gear potion of cure moderate wounds; Other
Stealth +16, Use Magic Device +10 Gear masterwork light steel shield, masterwork
Languages Common chainmail, +1 longsword, +2 belt of giant strength,
SQ fast stealth, ledge walker, trap sense +1 115 gp.
Combat Gear dust of tracelessness (2), potion of
cure moderate wounds, potion of blur, potion of Nerin Belano: An overseas delegate representing
spider climb, potion of cat’s grace, 2 doses of Clan Belano, Nerin often attends the Blood Senate.
large scorpion venom (Type: poison, injury; For the past two decades Nerin has traveled back and
forth between Azindralea and The Emperor’s High
Save Fortitude DC 17; Frequency 1/rd. for 6
Court as a trusted herald and spokesman. Strangely,
rounds; Effect 1d2 Str damage; Cure 1 save),
none suspect he is actually one of Sklavrredisanos
2 doses of giant wasp poison (Type: poison,
the Black’s many aliases (Sklavrredisanos the Black;
injury; Save Fortitude DC 18; Frequency 1/rd. for
lich Wiz 12/Asn 5; for further details check the Great
6 rounds; Effect 1d2 Dex damage; Cure 1 save); City Campaign Setting).
Other Gear masterwork studded leather, +1
keen wakizashi, +1 ring of protection, masterwork Blood Senator Eldon Vulgrax (Ari 5/Rog 1/Mnk
kunai darts (12), charcoal black cloak with black 2; for more details see The Road to Revolution #3:
ivory clasp containing secret compartment (150 Tides of Blood). If Eldon survived from previous
gp) and 20 pp. adventure (or the PCs didn’t experience the previous
adventure), he has the courage to attend the Senate.
Tymithius Belano: Tymithius attends as The only individual fully aware of Krakon’s deceit,
representative on behalf of a notably absent Tharix the senator hopes to reveal Uril’s ambitions and
Magorthius who, supposedly, struggles in the deface him before everyone. Still, he suspects trouble
aftermath of recent events that threatened to destroy to arrive from all sides and keeps a careful eye out
his Ward. In truth, Tharix only sent Tymithius in his for foul play. If he and the PCs are on good terms,
stead, hoping he’d get himself killed during the coup. he sends an agent to clue them in about Ariana’s
Tymithius himself remains ignorant and oblivious to furtive alliances with Krakon as well as her suspected
any revolutionary plots, suspects nothing. association with the revolutionary group A Murder of
Crows, warning them to watch for her deception. If
TYMITHIUS BELANO CR 6 instead they are on bad terms, he attempts to paint
XP 2400 them as villains before the Senate. Once the Hardy
Male human fighter 7 Brutes attack, he has his agents attempt to take the
PCs out with crossfire.
LE Medium humanoid (human)
217
If, during the previous adventure, Eldon died, monstrous identity, his reception would change
Tax Warden Hinrick Plack arrives as his surrogate, drastically. For the most part, he remains relatively
temporarily holding the position until a new Senator well received, though his colleagues tend to keep
takes office. Hinrick serves Uril, but does his best to their conversations with him brief.
hide his alliance from the PCs. Instead, he pretends
The Usurpers
to be friendly with them and in order to gather as Amrili arrives ignorant of any assassination
much information as possible, tail them and send plots, perhaps because the others suspect he has
information to Uril’s allies. favourable relations with Erasmus, or simply because
he keeps no close relations any of the other Senators
Harlo “the Belly” Belano (Ari 5/Rog 1; for details (including his fellow Vulgrax clansman). Regardless,
see The Great City Campaign Setting). the wily doppelganger soon becomes aware of
Harlo arrives to speak his piece, still angered by the complicated plots and would-be assassins in
accusations of negligence for the spread of fight his midst. However, he bides his time to try to
clubs in his ward. One of the first to arrive, he figure out who might really be orchestrating these
watches carefully to see who shows up. If he notices events — as neither Krakon nor Tharix are present,
the PCs, he becomes concerned. Though to calm and Sklavrredisanos is immune to the aberrations
his nerves and quiet his palsy, earlier in the day he detect thoughts ability. If nothing else, the would-be
drank half a bottle of red wine, which has made him revolution amuses him, though it hardly matters
slight more belligerent than perceptive. Regardless, to him who sits upon the throne. Throughout the
he hasn’t a clue about any revolutionary plots and siege his overall perspective remains neutral and his
suspects nothing other than to defend his position motivations focus on self-preservation.
as a Blood Senator.
Enter Erasmus
Lady Wylia Equova Gimbros (for details see The The Blood Senate comes to order upon the
Road to Revolution #4: Puncture the Blackened Vein). arrival of Lord Erasmus. He makes his entrance
As always, the frail, decrepit Gimbros matron last, from the rear of the room surrounded by his
enters, dressed almost comically in the alluring guards. Despite his bold display, Erasmus is only
fashions appropriate for a woman a fraction of half a fool. The recent slew of events proves enough
her age. She remains intensely serious, to the for him to call for extra protection. Beneath the
point of making all others uncomfortable with her stage at the front of the chamber, several snipers
presence. If questioned or interrogated concerning position themselves, watching with poised weapons
the gunpowder plots that plagued her Ward, she for potential assassins. As soon as these guards
becomes defensive, angry and quick to accuse the sense trouble, they indiscriminately open fire on the
Atregan’s of inciting the ward by attempting to instil congregation in an attempt to buy their lord enough
the tenets and values of a single god over dozens of time to flee the conference hall.
religions. Still, she does her best to hide here role as
the primary instigator of the Gunpowder Plots.
LORDSGUARD SNIPERS (4) CR 5
At some point during the senate, one of Ariana’s XP 1600 each
retainers approaches her and slips her a message, Use stats for Lordsguard Sniper; Appendix 1.
requesting her support against Erasmus, in exchange
for her life. Allow PCs a Perception check to spot the In similar fashion, at either side of the room’s sole
transaction against the Red Mist Operative’s Bluff. entrance, a pair of lordsguard warriors stands at
Afterwards, a DC 25 Sense Motive check determines attention. Both men hold their actions, awaiting any
the usually stone-faced woman seems a slightly potential trouble.
rattled (see Handout #2).
LORDSGUARD WARRIORS (2) CR 7
Amrili Semheyl aka Fenishma (doppelganger Rog
XP 3200 each
9/Ari 3; for details see The Great City Campaign
Use stats for Lordsguard Warrior; Appendix 1.
Setting). Seemingly from nowhere, the enigmatic
Senator of The Residential Ward appears within
the throng, without an entourage, guards or When Erasmus enters, read or paraphrase the
personal assistants of any sort. Were such sudden following paragraph:
appearances atypical for Amrili then perhaps his
sudden arrival might raise an eyebrow or two. Suddenly a hush creeps through the room, enveloping
However, Amrili’s reputation precedes him and it in silence. All turn towards the entrance as Lord
over the years the Senate Council has softened to Erasmus steps through the door, garbed in full-platemail
his eccentricities. Of course, if any suspected his and surrounded by a half dozen guards. His entourage
moves him swiftly through the crowd, up the center
218
earlier Great City adventures, so specific details of
NOT PART OF THE the interrogation are left to the discretion of the GM.
ADVENTURE ARC? Possible lines of questioning might include:
The Usurpers
PC’s senate testimonies, unless the GM can
Any accusations are countered with demands for
tie his earlier adventures with PCs to the city’s
proof, not speculation.
current state of affairs. Alternately, the PCs
may be asked for their opinions as outsiders, • How the PCs became involved with murders
though most of the aristocracy scoffs at the taking place in the Residential Ward and specifics
notoriously unreliable words of common concerning their relationship with Atterbury.
adventurers. Either way, the PCs adventuring • Why the PCs went to the Docks Ward and what
efforts have earned them enough renown to involvement, if any did Clan Semyhel have in the
attend the hearing, besides, Erasmus trusts fiery destruction. They might even be accused of
no one, least of all his kinsmen, and therefore smuggling or attempting to profit from the chaos.
he needs outsiders he can seduce to his cause • The specifics of the PCs involvement in the Temple
by providing them with adequate finances. Ward and their associations with Clan Gimbros.
The intrusion of the Hardy Brutes can take Who else may have been associated with the mass
place at any time during the senate hearing destruction and whether these events occurred
without throwing the adventure of track. independently or for some greater purpose.
As the PCs present their testimonies to the Nerin (Sklavrredisanos): Sklavrredisanos stands
senate, the Hardy Brutes burst into the chamber, poised so close to victory he could taste it (if his
much the surprise of all in attendance. Their assault undead tastebuds were able to function). To execute
immediately prompts Erasmus’s guards beneath the the front line of his siege plan, Sklavrredisanos
stage to trigger an emergency trap door, plummeting manipulates vicious undead assassins called
Lord Atregan from his throne into a small bunker lich thralls. Geased to his will they retain limited
beneath the podium. From there, he has a clean independence, however at anytime Sklavrredisanos
and well-protected escape as lordsguard snipers can override their thoughts and command their
within the bunker indiscriminately open fire on bodies. If they refuse his will, he can cause them
every one in the room, peppering them with bolts. to feel a crippling pain, despite the fact that they
Simultaneously, the two lordsguards flanking the are undead. At worst, he can will his thralls to
chambers only entrance rush to rebuff the Hardy spontaneously combust, showering everything in a
Brutes, as do a few others in the room. 10-foot-burst centered on the creature with foul life-
draining energy.
Most of the attendees dive for shelter behind
bodyguards and benches, desperately seeking safe As soon as the assault commences, Nerin/
escape routes. However, within the small crowd, Sklavrredisanos turns gaseous and attempts to trail
several attendees immediately react to the attack Erasmus. Once he latches onto the Lord’s tracks,
according to their agendas. he telepathically contacts his thralls and commands
them to finish the assassination, at all costs. He
Ariana Blackwell: Ariana hangs back, feigning himself knows better that to stick around, and flees
a tactical disadvantage, defending poorly, and to his lair, where he waits until events rise in the
deliberately allowing the Hardy Brutes to make a next adventure. Once he sets his agents loose in the
mess of things. As soon as possible, she sends word castle, the undead assassins hunt and slay everything
to her soldiers and mercenaries to secure various they can in the name of the goddess of slaughter as
areas around the castle, and to hunt down and slay they track down Erasmus.
Erasmus’s guard as well as any of his former allies
whose loyalties do not first lie with him. These Lady Wylia Equova Gimbros: When the Hardy
include Hardy Brutes and members of Clan Belano, Brutes enter, the matron’s aides protect her from the
as well as any in Clan Magorthus she can take out initial shower of arrows, and then attempt to help
without drawing the attention of Tharix or his men. her find shelter until the siege ends. Having received
Her orders from Krakon are to keep the castle under Ariana’s message during the senate council, she
siege for as long as possible, in order to provide the forms an alliance with other revolutionary factions, at
General’s troops enough time to siege the rest of the least long enough to flee the room.
city and steal it by force. The ground floor exits are blocked, forcing the
lady and her guards to hide elsewhere in castle (see
Having “helpfully” suggested to Lord Erasmus that area FF7).
he might need to watch his back, General Krakon
generously provided the lord with extra security. Amrili Semheyl (Fenishma): When the fighting
Now dozens of the General’s soldiers and Bloodfang starts, Amrili does his best to stay clear of harm, and
mercenaries scattered throughout the Castle wait for at first opportunity slips out of the room, disguises
Ariana’s signal to attack.
During the first few minutes of confusion, Ariana WHO IS CHARLES MALLET?
and her allies make their attacks on Tymithius, Lady
Gimbros and Harlo. After which, they vault from the If PCs played the previous adventure,
chamber in pursuit of fleeing Erasmus. Her flight Puncture the Blackened Vein, PCs suddenly
path follows the guards to the balcony (FF5), though recognize Charles as the ex tremely inebriated
she rushes past them, taking the stairs in area FF7 to man who stumbled out of Erromin’s Tavernnn
the second floor (SF9). swearing he’d kill the king. There is no need
for PCs to make a check to identify him, using
Tymithius Belano: A coward in the face of violence, Charles is meant to provide a fun bit of irony.
Tymithius falls to the floor and rolls beneath a bench
220
Erasmus sends of a few of his guards to find her and
PARLEYING WITH THE USURPERS request she rally her troops in the castle’s defense.
She organizes slowly and upon arrival, sends dozens
PCs encountering Tharix’s agents may of patrols racing through the castle, creating more
attempt to parlay with words first. Their chaos and confusion then actually tracking down
initial attitude is Hostile towards anyone perpetrators. These patrols eventually move into
The Usurpers
wearing a lordsguard uniform. Towards all place to help secure exits, and if successful, hold
others, their attitude is Unfriendly. PCs able them until the start of the next adventure, at which
to change their attitude Indifferent, may be point, they make it relatively simple to secure the
able to reason with them provided PC can castle once revolution commences.
convince them they are part of the usurpation; With fears escalating, Erasmus doesn’t stay put. At
at least enough to negotiate a safe passage this point, he watches proceedings from the Balcony
through whatever room they occupy. If made (FF10), and as soon he sees Tharix’s troops arrive
Friendly, the warriors share advice and warn and he observes things in the courtyards below as
PCs of their plot. If they can be made Helpful, they start to sour, he dashes off to seek the aid of his
the agents volunteer a few of their men to wizard Krytom Vex.
accompany the PCs to their destination, so
long as the PCs don’t disapprove of their The Incursion
ruthless and callously efficient tactics. of Tharix Magorthus
During the Blood Senate proceedings, Tharix
himself as a member of the lordsguard and heads covertly and quickly moves his agents into the
straight for the archives, hoping to steal a few castle through a secret passage which breeches the
histories to aid in his impersonations. If anyone Underground Level (see area UF11). His forces move
interrupts him, he attempts to throw off suspicion by into position by Phase 1, as described in each area’s
claiming he is trying to save the books. If captured, description.
he pleads for his life by revealing what he knows—
which, as it seems, is quite a bit. Following which, he Tharix’s warriors have orders to take prisoners.
flees the castle by any means necessary. If exposed, They give quarter whenever possible, particularly
he barters his talents for his life and as such makes Azindraleans siding with the imperialists, but kill
a valuable ally. He has studied the habits of most violent prisoners or those who implicate forceful
of the senators for years and is competent enough resistance. They try to transport their blindfolded and
to kill and replace any of them. Similarly, Fenishma bound Azzy hostages safely out of the keep through
might even ally himself with the PCs provided they the secret passage at area UF11. Once they arrive at
seem capable of increasing his chances of survival. the Magothus safe hold outside the castle, Tharix’s
agents attempt to convert the hostages to their
Harlo “the Belly” Belano: Harlo hits the floor in cause, enlightening them by force-feeding them their
a pool of his own blubbering tears, screaming for history, philosophy, and logic.
help. He flees as soon as possible, attempting to
get downstairs on his own. Unfortunately, Harlo is a Tharix’s siege plot is two-fold. Part one involves
marked man. Unless PCs or someone else intervenes forcing his way into throne room where he can
on his behalf and provide him safe passage, Ariana’s confront his half-brother and seize his crown. If
guards deal him a surprise blow as he flees across Tharix’s men succeed, they dethrone Erasmus and
the balcony and he falls to his death. He begs PCs to haul him off to the dungeon in chains. The second
help him get downstairs to where the bulk of his able plot involves reaching the castle’s rooftop to ignite
bodyguards wait for him. If the PCs help him escape, the bonfires that alert General Krakon that Tharix’s
Ariana calls off her secret attack, fearing it might forces have seized the castle. While Tharix doesn’t
attract too much attention. trust Uril, he still believes the general has mobilized
troops outside the city gates prepared to take the
Where’s Erasmus city in case his plan fails. Krakon on the other hand,
cares not who has the castle, and stands prepared to
Erasmus flees straight for his private quarters on march on the city either way.
the second floor, seeking out the protection of his
bodyguard, Nagrossa. Once he secures her company, Concluding the Encounter
he activates an emergency scrying device in an
attempt to send a distress call to The Headquarters. Hardy Brutes try to attack important figures, throw
Unfortunately, with Prostolom indisposed, Krakon tanglefoot bags into the room, and then shatter vials
in the field, and Blackwell in his own keep, there is of alchemist fire about the room.
no one left to respond to his messages. Knowing of The combat proceeds until four of the Hardy
Ariana’s attendance, but unaware of her betrayal, Brutes fall, at which point the combined labors of
221
remaining guards and others within the room force provides protection against razorwire; see sidebar).
them to retreat. As they exit, the Hardy Brutes make Furthermore, each round, the individual must make
a final, suicidal attempt to burn the castle and escape a DC 15 Reflex save to avoid becoming tangled
through the front entrance. As consistent with the and tripped. A tripped character takes double the
group’s history, their efforts turn out pathetically. slashing damage and tumbles to the bottom of the
The Usurpers
Their escape route lands them in the center of the stairs (taking 2d6 nonlethal damage), landing prone.
Main Courtyard amid a hail of arrows and bolts. They
leave behind a perplexed guard and bloody splotch Beyond the razorwire, three of Tharix’s assassins
on the courtyard floor (though soon after, songs of guard the room, posing as lordsguards, wearing
their valor are sung in Erromin’s Tavern). uniforms of guards they slew and tossed in the
adjacent room. They lie in wait, prepared to keep the
The Castle: egress safe for their allies. Should anyone else enter
the room, the assassins attempt to convince them
Underground Floor that whomever ever they seek fled into the double
doors to the south — actually an unlit storage room
UF1. Guardpost (CR 9) with no exit (see area UF7). Of course these men are
This narrow room has exits set at each of the cardinal lying. Allow anyone making a DC 15 Perception check
points. A single door blocks egress at the outer walls, to notice blood stains in the room and on the men’s
while a pair of iron reinforced double doors blocks the uniforms. If they spot the curious stains grant them
exit along the inner wall. A fourth archway opens into a a +4 circumstance modifier to Sense Motive checks
square stairwell climbing upwards. made against their Bluff.
The stairs run from this floor all the way up to the CLAN MAGORTHUS ASSASSIN (3) CR 7
top of the keep.
During all Phases of the adventure, Erasmus’s XP 3200 each
guards hold this post. Female human fighter 1/rogue 5/assassin 2
LE Medium humanoid (human)
Init +6; Senses Blind-Fight; Perception +12
LORDSGUARD (3) CR 5
DEFENSE
XP 1600 each AC 18, touch 13, flat-footed 18 (+5 armor, +2 Dex, +1
Use stats for Lordsguard; Appendix 1. Dodge)
hp 44 (8d8+5)
LORDSGUARD WARRIOR CR 7 Fort +4 (+1 vs. poison), Ref +8 (+9 vs. traps) Will +3
XP 3200 Defensive abilities evasion, improved uncanny
Use stats for Lordsguard Warrior; Appendix 1. dodge, save against poisons +1, trapfinding,
uncanny dodge
UF2. Guardpost (CR 10) OFFENSE
223
doses of medium spider venom (Type: poison, OFFENSE
injury; Save Fortitude DC 14; Frequency 1/rd for 4 Speed 10 ft., fly 20 ft. (good)
rounds; Effect 1d2 Str damage; Cure 1 save); Other Ranged telekinesis +3 (see spell description plus fear)
Gear +2 studded leather armor, +1 shortsword, STATISTICS
masterwork composite shortbow, quiver with 50 Str –, Dex 13, Con –, Int 5, Wis 12, Cha 12
The Usurpers
arrows. Base Atk +2; CMB +18 (+20 grapple), CMD 27 (29 vs.
grapple)
Tactics: Assassins study opponents as best Feats Alertness, Point Blank Shot
they can. If forced to fight they cast obscuring mist Skills Fly +10, Perception +7
(remember they have Blind-fight), then truestrike.
SPECIAL ABILITIES
They attack first with poisoned blades attempting
deathblows and sneak attacks if possible. If either Fear (Su): A creature hit by a thrown object must
falls below 10 hp, both flee trying to cover themselves succeed on a DC 12 Will save or flee in terror for
with ranged attacks. Both carry a single arrow of 2d6 rounds. A creature that successfully saves is
slaying, however they only fire these arrows as a immune to the fear effect of the same poltergeist
desperate, last resort. for the remainder of the encounter. The save DC is
Charisma-based.
UF3. Armory Telekinesis (Su): A poltergeist can create a
The door to this room is locked. telekinetic effect to hurl one object or creature
within 10 feet to a distance of 60 feet (no range
This room stores siege equipment, including three increment). This ability functions as the combat
small catapults, two half-length battering rams and maneuver version of the telekinesis spell (caster
eight racks holding block and tackle, chains and various level 6th) with the following exceptions: the
other parts. poltergeist does not have to concentrate to
use or maintain this ability; the poltergeist can
UF4. Armory (CR 2) hurl only one object or creature per round; the
The door to this room is locked and boarded shut. poltergeist uses its Charisma modifier (usually
Engraved in the stone arch over the door is the word, +1) to modify its base attack bonus. A creature
“Armory” Graffiti scratched into the door reads, “Say targeted by this ability can make a DC 12 Will
a prayer for poor Rastivan.” save to avoid being hurled by the poltergeist. The
save DC is Charisma-based.
If anyone enters the room, read or paraphrase the Natural Invisibility (Su): This ability is constant,
following: allowing a poltergeist to remain invisible even
when attacking. This ability is inherent, cannot
Rows of dust and cobweb-covered shields and spears be dispelled or negated, and is not subject to the
stand neatly arranged on weapon racks. The shield invisibility purge spell.
designs are long outdated and their leather straps have Unnatural Aura (Su): Both wild and domesticated
cracked and deteriorated. Likewise, the spear’s flimsy animals can sense the unnatural presence of a
hafts, dull blades, and poor balance reveal them as poltergeist at a distance of 30 feet. They will not
nothing more than formal costume weapons. willingly approach nearer than that and panic if
forced to do so; they remain panicked as long as
Creatures: The lingering spirit of a former general they are within that range.
haunts the armory. He attacks anyone failing to say a
prayer for him upon entering. Tactics: Each round, Rastivan spitefully hurls a
miscellaneous weapon or piece of armor at the
GENERAL RASTIVAN CR 2 nearest living creature in the room. He fights until
XP 600 creatures leave, or until he is destroyed.
Male poltergeist
UF5. Gathering chamber
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +7 All the doors to this chamber hang slightly ajar. No
Aura unnatural aura (30 ft.) sounds come from within, though the tang of burnt
oil haunts the air. The chamber beyond is dark and
DEFENSE
seemingly empty.
AC 12, touch 12, flat-footed 11 (+1 Dex)
hp 16 (3d8+3) A DC 12 Perception check reveals all doors show
Fort +1, Ref +1, Will +4 signs of forced entry.
Defensive Abilities undead traits, incorporeal, natural The room is unlit, therefore characters requiring a
invisibility
224
light source to see must provide their own. Scorch Iron Reinforced Door: 2” thick; hardness 6, hp 25,
marks mar the walls and blood splatters color the break 25.
flagstones. The corpses of four men lay slumped
against the back wall. The bodies belonged to castle Trap: The doorway is warded with a permanent
guards. Tharix’s men stripped three of them of their symbol of pain that triggers by anyone attempting to
uniforms. All bear gaping slash wounds. A DC 12 enter without first reciting the phrase, “By my hand,
The Usurpers
Perception check uncovers a pile of commoner’s so shall the secrets of my Emperor’s enemies be
clothing stashed nearby, five outfits in all. A DC revealed.”
12 Appraise skill check reveals the cloths are new,
and deliberately worn and soiled to give them the SYMBOL OF PAIN TRAP CR 8
appearance of age, perhaps to be used as disguises.
A DC 15 Heal skill check reveals that the trace XP 4800
amounts of blood on the clothes, though it likely Type magic; Perception DC 30; Disable Device DC 30
didn’t come from the wearers. EFFECTS
Trigger spell trigger (see above); Reset automatic
The fourth body remains in uniform and carries the Effect spell effect (symbol of pain 13th-level wizard,
standard possessions of a lordsguard. Furthermore, -4 penalty to attacks rolls, skill checks and ability
a DC 15 Perception on his person uncovers a ring of checks for 1 hour, DC 16 Fortitude negates);
keys. multiple targets (all targets within 60 ft. burst).
Key #1 opens areas UF1 and UF2*
Key #2 opens areas UF3 and UF6 Despite the illegality of torture, the public can
Key #3 opens areas UF4 and UF7 confirm that the Atregans’s still practice it as a form
Key #4 opens area UF5* of interrogation, and perhaps even entertainment.
* locks already broken Within either chamber sit thumbscrews, manacles,
pliers, prods, pokers, whips, and other devices for
UF6. Food storage binding and punishment lie everywhere.
The door to this room is locked and the room is
unlit. Aside from its unsettling nature, this room receives
no traffic thereby providing a safe harbor.
The stink of vinegar clots the air of this dark, dank
chamber. Mold-spattered oaken casks rimed with cream UF9. Torture chamber (CR 8)
of tartar line most of the walls, while piles of grain sacks This room is identical in appearance to room UF8.
sit propped on storage crate to keep them off the damp The door is unlocked, but still warded by the symbol
floors. Elsewhere in the room, dozens of dried hams, of pain.
sausages and sides of smoked meats and fish hand from
a wooden ceiling rack. Creatures: Within this chamber, one of Erasmus’
men has captured one of Tharix’s men and is
This area stores the majority of the castles ales, torturing him for information. Once he’s finished, he
wines, and liquor. It also holds an ample supply of intends on executing his traitorous captive.
grains as well as dried, smoked, salted and other PCs allied with Erasmus can get information
well-preserved foodstuffs. from the guard. Conversely, the torture victim freely
divulges information to anyone freeing him.
UF7. Storage
The door to this room is locked and the room is CLAN MAGORTHUS FOOTSOLDIER CR 3
unlit.
XP 800
Use stats for Clan Magorthus Footsoldier; Appendix 1.
Obviously a storage area, this room is packed with
stacks of timber planks, assorted boxes of hardware,
Note: The footsoldier is bound, severely tortured,
wheelbarrows, wheels, rope, cable, boxes of horseshoes,
bruised, bloodied and has only 1 hp left.
and an assortment of hammers saws, chisels and other
mundane tools.
LORDSGUARD CR 5
UF8. Torture chamber (CR 8) XP 1600
Due the taboo nature of these rooms, Lord Atregan Use stats for Lordsguard; Appendix 1.
keeps them locked and warded, to prevent casual
visitors and trespassers from entering his secret UF10. Escape route
chambers. A secret door in the corridor (see area UF12)
conceals the entrance to this passage. The walkway
225
beyond the door is unlit. Erasmus Atregan intends to If instead, Erasmus makes it to the hatch, he
use this escape route to flee the Castle. immediately goes into hiding and doesn’t resurface
until the final adventure. The lordsguards remain
Phases 1 & 2 (CR 6): If PCs discover the passage behind at the safe-house to guard the hatch. They
prior to his arrival in Phase 3, use the following wait diligently, slaying anyone else attempting
The Usurpers
The foundation of one of the castle’s towers, over The cisterns of the underground level provide to
The Usurpers
the years this secluded chamber has been used for clean water to the entire castle, thus they serve as
all manner of perverse and elicit behavior, including one of its most valuable commodities. Erasmus
a torture chamber, a summoning room, and even keeps a small patrol of trusted guards that monitor
a pleasure den. At present, this room has been the cisterns to prevent them from sabotage.
emptied and goes unused by the castle lord. Instead,
two of the lordsguards supposedly assigned to watch Phase 1 & 2 (CR 8): The four guards on duty are
the cistern have discovered a new use for the room. all whacked out of their minds on inthoso. They
They use it to keep a stash of inthoso, an illegal, lie on the floor staring at perceived shapes on the
mildly hallucinogenic and addictive orange alcohol ceiling. Anyone entering automatically surprises
(for details, see the Great City Campaign Setting). them. Obviously inebriated, they try to cover up their
Allow any PC capable of smelling to make a DC condition by claiming they were searching for weak
20 Craft (alchemy), Knowledge (local), Knowledge spots in the ceiling. They do their best to encourage
(nature) or similar check to detect the scent of the intruders to move along, however if put to the
illicit liquor in the empty wine bottles and in the challenge, they all turn tail and flee. If captured, they
room. quickly reveal anything they know and hand over any
keys they possess.
The leather portfolio holds over a dozen
pornographic paintings. The guards salvaged these LORDSGUARD (4) CR 5
when they cleared out the room, but have no idea
XP 1600 each
of their worth. A DC 25 Appraise check reveals they
were painted by the late Bulgreun Slenk, a Kortezian Use stats for Lordsguard; Appendix 1.
nobleman and artist who gained notoriety for
throwing lavish erotic parties. The fourteen paintings Possessions: In addition to standard possessions,
depict assorted concubines from his personal one of the guards possesses keys to UF1 - 2, UF5,
brothel. To a collector, each is worth between 250 gp and UF13-16 while another possesses keys to UF15-16
to 500 gp. and UF33.
Special: The guards suffer a -4 penalty to all their
Beneath one of the crates, a small wooden box actions due to the effects of inthoso.
contains a set of slender crystalline shot glasses
associated with inthoso use, along with a half-full Phase 3 (CR 10): Scattered about the chamber,
wine bottle of the illicit liquor. the bodies of four men in lordsguards uniforms lie
face down in pools of deep purplish blood. All reek
UF14. Empty room of inthoso, and in their drunken revelries, became
easy marks for a band of Hardy Brutes who fled
Another of the castle’s secluded private rooms no this way during the siege. If carefully inspected, a
longer in use, this room bears the feint trappings of DC 20 Perception on one corpse reveals that, one
some sort of laboratory or study. A pile of old, out-dated possesses keys to UF1 - 2, UF5, and UF13 - 16. The
furniture, chairs, and tables stand stacked against the other ones possess the keys to UF15 - 16 and UF33.
far wall. Three leather chests lie pushed beneath one of
the tables. Creatures: A small bunch of Hardy Brutes tagging
along with Tharix’s troop on the way in quickly broke
One of the chests holds a masterwork alchemical off from the main forces once they entered the
kit and dozens of small glass phials. Another holds castle. They run amok, celebrating their triumph over
a large crystal alembic carefully wrapped in wolf tyranny by defiantly pissing in the water supply. If
skins (worth 2,000 gp). The third chest contains PCs approach the room silently, the freedom fighters
neatly folded muslin smocks, 10 pairs of thick leather are caught by surprise. However, a loud forced entry
gloves, and four pairs of leather goggles with thick gives them enough time to ready themselves for
crystalline lenses one of which is a pair of goggles of whoever approaches.
minute seeing.
This room’s layout is similar in appearance and The starved animals go straight for the
function to area UF15. nearest food supply, the prisoners in area 33.
Unless a visible food source distracts them,
Phase 1 &2 (CR 9) Four lordsguards patrol this they charge the cells and in about 15 minutes
area. Currently, two of them are drunk on inthoso. finish off every prisoner, before traveling back
They harass and tease a third guard while the fourth out into the Main Corridor. The screams from
patrols angrily by himself. within reverberate in a terrifying manner.
LORDSGUARD (4) CR 5
Whoever volunteers, hears a low chittering and a
XP 1600 each scratching sound. The next round, it grows loud
Use stats for Lordsguard; Appendix 1. enough for all to hear; then on the third round,
swarms of rats suddenly erupt from everywhere.
Phase 3 (CR 5): A lone lordsguard hides here.
Still drunk, he does his best to remain hidden until
RAT SWARMS (9) CR 2
intruders leave. If caught and captured, he barters for
his life by offering up keys. XP 600 each
hp 16; see Pathfinder Bestiary.
The Usurpers
arms and fight for whoever frees them, and are Aristocrat 5). A brash young nobleman, Tremont
willing to bargain for their release, even if it means was imprisoned a few days ago after he was arrested
siding with Lord Atregan. on false conspiracy charges at Jadru Neelers place
for soliciting a demonic consort. He demands
Cell Occupants release and claims his father will pay his rescuers
UF34. Bound in this cell, a threatening-looking, handsomely. What Tremont doesn’t realize is that
three-headed, goat-like creature thrashes about his father requested his son’s arrest to teach him a
angrily. The creature is a chimera, which guards lesson.
use to intimidate prisoners, or occasionally make
troublesome captives disappear. UF41. A horrid stench emanates from this
cell. Within, a strange beast, part-man part-dog,
CHIMERA CR 7 scampers pitifully about the cell. As soon as he sees
XP 1600 the PCs, he crouches and stares, his voice leaking
a slow, aggressive growl that soon escalates into
hp 85; see Pathfinder Bestiary.
mad barking. Anyone trying to get a good look at his
clothing notices he wears a tattered military uniform.
UF35. This cell is empty.
the gnome using them to unlock the backdoor to his or lowering the gates requires a combined DC 20
collection cart. Nolly barters passage with any willing Strength check applied to the crank wheels on either
to free him, offering 1,500 gp in gems he claims to side of the gatehouse. The gate can also be locked
have in a cache in his Trade Ward apartment. While from within with a thick, iron, locking bar (4 in thick,
he isn’t bluffing about the gems, if freed, the less hardness 10, hp 240, Break DC 35).
than trustworthy gnome attempts to split at first
opportunity. If however, PCs are able to hang on to Phase 1 (CR 11): Eight lordsguards remain on duty
him, he makes good on his word. to monitor the Gate. The rest left in pursuit of the
Hardy Brutes in response to their initial assault.
UF44. A skeleton dressed in rotting silks. Towards the end of this phase, Tharix’s men open
the door in area GF3, but retreat and spike the door
UF45. Jaynlee Finch (N female half-elf Illusionist 8). shut, as soon as they spot guards.
One time lover of lordsguard Captain Dexley Quidd,
she used their relationship to try to charm dignitaries Phase 2 (CR 11): During this phase, four of the
and influence political figures in the courts. If freed, eight lordsguards slam a small battering ram against
she eagerly helps anyone actively trying to escape. the door to area GF3. As soon as the door breaks,
Unfortunately, she has no spells prepared and all her conflict erupts between the lordsguards and the Clan
possessions, including her spellbook are in Krytom Magorthus forces on the other side of the door.
Vex’s tower (area SF16).
Phase 3 (CR 8): The courtyard doors are barred
UF46. This cell is empty. shut. Smoke spills into the chamber from area GF3.
Only four guards remain to hold the Gate, using the
UF47. Lynton Leumar (NG human Bard 1). This wheels as cover. Though ready to defend the Gate,
cell imprisons a youthful and over-eager bard whose they throw down their arms and plead for quarter if
bold work as strike-poet quickly shot him into local outnumbered by four opponents.
celebrity. While he only placed as runner-up in
the Residential Ward’s annual Atregan Roast, his GF2. Guardpost
piece “The Running of The Goat” earned him Lord This small chamber serves as a guard post
Atregan’s most esteemed prize for that year— a trip designed to protect a stairwell climbing all the way
to his dungeons. He begs for release, offering to find up to the highest spires of the castle. At the start of
his own way out. As payment, he offers to recite a the adventure, Erasmus’s guards monitor this post.
verse or two of his infamous poem (see Appendix
4), and promises to write a new poem espousing the
Phase 1: The Hardy Brutes tore through this room,
heroics of his saviors.
injuring one of the guards before heading into the
Archives. Two lordsguards remain, one tending to
The Castle: the injuries of the other. If asked, the conscious
Ground Floor guard points out the direction his assailants fled.
231
CLAN MAGORTHUS SWORDSMAN (2) CR 5 CLAN MAGORTHUS SWORDSMAN (4) CR 5
XP 1600 each XP 1600 each
Use stats for Clan Magorthus Swordsman; Appendix 1. Use stats for Clan Magorthus Swordsman; Appendix 1.
The Usurpers
calculating an average attack (10 + Ranged Underground Level.
bonus) that targets all creatures in a cone
equal to the weapon’s range.
Phase 3: Unless someone extinguished the fires
in Phase 1, they leave a wake of extensive damage.
Other than a few charred pieces of furniture, there is
lit this section of the archives on fire to cover their
little left to salvage.
retreat. By the time the senate proceedings get
underway, the fire has destroyed the majority of the
GF9. Magistrates
room and started to burn its way through the door to
the neighboring Magistrates’ Offices (area GF8). It This is another semi-private room used by the
takes 1d4 minutes to contain the blaze and put it out, Erasmus’s magistrates to research and prepare legal
otherwise, by Phase 2 it spreads to area GF8. properties
When PCs arrive here, read or paraphrase the Phases 1-2: This room remains unblemished. A
following description: terrified magistrate named Kasinford Trud cowers
beneath a writing table, his wig tossed upon the
Gouts of black smoke spew through the splintered floor. If discovered he begs for his life, though he has
remains of a door hanging on half a hinge. Inside flames nothing to offer except a sob story about a sickly wife
crackle and ashy embers of paper float up from the and four hungry children.
heat like elemental butterflies. The room beyond is a
jagged landscape of toppled shelves and desks wreathed Phase 3: A Magorthus agent searches this room,
with lapping flames. A sign above the door reads Public and he is moments away from discovering the
Archives. cowering magistrate. If he finds the man, he pulls
him to his feet, binds him and has his allies take
Phase 2 & 3: The Hardy Brutes’ arson has left this him to the dungeons. If PCs even begin to question
room entirely burnt to blackened ruin. him, he demands they “sod off” and menacingly
warns them not to interfere, lest they care join the
GF7. Public Archives magistrate in his fate.
Any Phase (CR 9): Shortly after the attack on the
Audience Chamber a small patrol of Tharix’s men GF10. Empty Room
move into this room. They hold their position here, This small chamber permits forces travelling
in order to maneuver agents into the upper floors through the castle to regroup before exiting
castle. or entering the stairwells. At various points
throughout the adventure, forces pass through this
area, though it remains unoccupied throughout
CLAN MAGORTHUS FOOTSOLDIER (4) CR 3
the siege.
XP 800 each
Use stats for Clan Magorthus Footsoldier; Appendix 1. GF11. Empty room
This room is identical in description to GF10.
CLAN MAGORTHUS SWORDSMAN (4) CR 5 During Phase 1 Tharix’s forces take this chamber,
XP 1600 each though they post no guards here and it remains
Use stats for Clan Magorthus Swordsman; Appendix 1. unoccupied throughout the siege.
Phase 1: The room is intact, though the adjacent KEEP GUARD (4) CR 3
fire makes exit through the north door impossible. XP 800 each
Hiding in the room, a pair of magistrates desperately Use stats for Keep Guard; Appendix 1.
deliberates their fate (Byfer and Lotam: Expert 4; hp
15; AC 10; Skills Knowledge (local) +4).
233
LORDSGUARD (4) CR 5 LORDSGUARD (3) CR 5
XP 1600 each XP 1600 each
Use stats for Lordsguard; Appendix 1. Use stats for Lordsguard; Appendix 1.
XP 6400 XP 3200
Use stats for Lordsguard Lieutenant; Appendix 1. Use stats for Lordsguard Lieutenant; Appendix 1.
The Usurpers
sense +2 Languages Abyssal, Common, Giant
Gear +3 bracers of armor, +2 amulet of natural defense, SQ favored terrain (forest) +2, hunting companions,
periapt of proof against poison, sword of subtlety. wild empathy
SPECIAL ABILITIES Gear +1 chain shirt (large), +1 battleaxe (large).
Enhanced Mobility: If wearing no armor and not
carrying a shield a duelist gains +4 AC bonus TROLL (4) CR 5
against attacks of opportunity when moving out of XP 1600 each
a threatened square. hp 63; see Pathfinder Bestiary.
When PCs first enter, the mercenaries issue a stiff GF17. Tower
warning, trying to feel them out. An opposed Sense Phase 1: The lower floor of the tower is unoccupied.
Motive check determines that despite their menacing
front, the mercenaries don’t really care if more
Phase 2 (CR 12): Men fleeing from area GF25
troublemakers scale the upper reaches of the tower
escape up the tower’s stairwell, while a brace of
to join in the chaotic usurping. Still, they do not
lordsguard warriors flank the passage entrance
hesitate to attack anyone attacking them first.
leading to the Barracks.
GF21. Supplies Str 24, Dex 15, Con 20, Int 10, Wis 15, Cha 10
Base Atk +8; CMB +15; CMD 27
This locked chamber contains two small catapults
Feats Alertness, Cleave, Endurance, Improved Natural
and a half dozen crates of projectiles, as well as a
rack with 10 suits of masterwork chainmail. In the far Armor, Improved Two-Weapon-Fighting, Iron
corner a dusty crate holds a +2 chain shirt of medium Will, Power Attack 3, Two-Weapon-Defense, Two-
fortification and a map of the Underground Floor Weapon-Fighting, Weapon Focus (orc double axe)
(without the secret passages). Skills Acrobatics +4, Climb +9, Intimidate +9,
Perception +10, Ride +5, Survival +4, Swim +3
GF22. Barracks Languages Common, Orc
Phase 1: All guards were either on duty or rushed SQ fast movement, rage powers (guarded stance,
to respond to events taking place in the courtyard. powerful blow, superstition, unexpected strike),
trap sense +2
Phase 2 (CR 9): Eight keep guards retreat to hold Gear rhino hide armor, adamantine orc double axe.
this area. BASE STATISTICS
AC 19, touch 12, flat-footed 19 (+6 armor, +2 Dex, +1
KEEP GUARD (8) CR 3 two-weapon defense)
hp 89
XP 800 each
Melee adamantine orc double axe +16/+11 (1d8+5/x3)
Use stats for Keep Guard; Appendix 1.
Str 20, Dex 15, Con 16, Int 10, Wis 15, Cha 10
GF23. Barracks Base Atk +8; CMB +13; CMD 25
Skills Climb +7, Swim +1.
These barracks are identical to those in area GF22.
SPECIAL ABILITIES
In addition to lordsguards, the barracks also house Guarded Stance (Ex): Hrag and Tueklot gain a +2
a small patrol of Krakon’s Talquar soldiers and trio of dodge bonus to their Armor Class against melee
Bloodfangs including a wild elf spellcaster and two attacks for 3 rounds. Activating this ability is a
orc barbarians. move action that does not provoke attacks of
opportunity.
Phase 1 (CR 12): At present, all the lordsguards Powerful Blow (Ex): Hrag and Tueklot gain a +3
bunking here are on duty, leaving Krakon’s men bonus on a single damage roll. This power is used
unattended. as a swift action before the roll to hit is made. This
236
power can only be used once per rage. Languages Common, Elven
Superstition (Ex): Hrag and Tueklt gain a +4 morale SQ death’s gift, grave touch, sorcerer bloodline
bonus on saving throws made to resist spells, (undead), spontaneous casting
supernatural abilities, and spell-like abilities. While Gear +3 studded leather armor , cold iron dagger,
raging, they cannot be a willing target of any spell wand of magic missile (CL 3rd, 40 charges).
and must make saving throws to resist all spells, SPECIAL ABILITIES
The Usurpers
even those cast by allies. Bleeding Touch (Sp): As a melee touch attack, Xytheis
Unexpected Strike (Ex): Hrag and Tueklt can make can cause a living creature to take 1d6 points
an attack of opportunity against a foe that moves of damage per round. This effect persists for 2
into any square threatened by them, regardless of rounds or until stopped with a DC 15 Heal check
whether that movement would normally provoke or any spell or effect that heals damage. Xytheis
an attack of opportunity. This power can only be can use this ability 5 times per day.
used once per rage. Death’s Gift (Su): Xytheis gains resist cold 5 and DR
5/- against nonlethal damage.
XYTHEIS CR 8 Grave Touch (Su): Xytheis can make a melee
XP 4800 touch attack as a standard action that causes a
Female wild elf cleric 5/sorcerer 4 living creature to become shaken for 2 rounds.
NE Medium humanoid (elf) If Xytheis touches a shaken creature with this
Init +3; Senses low-light vision; Perception +11 ability, it becomes frightened for 1 round if it has
DEFENSE fewer than 4 Hit Dice. Xytheis can use this ability
4 times per day.
AC 19, touch 13, flat-footed 19 (+6 armor, +3 Dex)
Storm Burst (Sp): As a standard action, Xytheis can
hp 36 (5d8+4d6-4)
create a storm burst targeting any foe within 30
Fort +5, Ref +5, Will +10 (+2 vs. enchantment)
feet as a ranged touch attack. The storm burst
DR 5/nonlethal damage; Immunities sleep;
deals 1d6+2 points of nonlethal damage. In
Resistances cold 5
addition, the target is buffeted by winds and rain,
OFFENSE
causing it to take a -2 penalty on attack rolls for 1
Speed 30 ft. round. Xytheis can use this ability 5 times per day.
Melee cold iron dagger +4 (1d4-1/19-20)
Special Attacks bleeding touch 5/day, channel Tactics: Unless PCs immediately attack, Krakon’s
negative energy 4/day (3d6, DC 15), storm burst agents first try to feel out their intentions.
5/day Xytheis acts as the mouthpiece, backed by the
Known Sorcerer Spells (CL 4th, Concentration +9) orc barbarians muscle. If Xytheis determines PCs
2nd (3/day) – hypnotic pattern (DC 13) can add to the destruction and chaos enveloping
1st (7/day) – chill touch (DC 12), mage armor, ray of the castle, he doesn’t interfere with their efforts,
enfeeblement (DC 12), shocking grasp (DC 12) directing the PCs to SF16 and giving them a
0th (at will) – arcane mark, detect magic, light, mage master key that works on most of the castle doors
hand, message, read magic (except for the Private Quarters of Lord Erasmus).
Prepared Cleric Spells (CL 5th, Concentration +11) If instead, Xytheis perceives the PCs as allies to the
3rd – animate deadD, locate object throne, he misdirects them, telling them invaders
2nd – bear’s endurance, death knellD (DC 14), entered from the Cold Crypts, and begs them
desecrate, hold person (DC 14) to cut off the invasion at its sources. If PCs call
1st – bless, command (DC 13), comprehend languages, his Bluff or otherwise pressure the mercenaries
obscuring mistD, sanctuary (DC 13) into combat, the orcs initiate by raging, moving
0th (at will) – create water, guidance, resistance, virtue forward as Xytheis drops back and slips into
D domain spell; Domains Death, Weather the kitchen. The orcs hold attackers at bay long
enough for the creepy elf to animate the dire boar
STATISTICS
in the kitchen as a zombie (see area GF32). On
Str 9, Dex 16, Con 6, Int 10, Wis 14, Cha 12 Xytheis’ signal, the orcs break from combat and
Base Atk +5; CMB +4; CMD 17 follow him.
Feats Combat Casting, Command Undead, Great
Fortitude, Improved Channel, Toughness Phase 2 (CR varies): 6 lordsguards retreat to
Skills Acrobatics +3, Bluff +5, Diplomacy +5, Heal this area, prepared to hold it from attackers in the
+6, Knowledge (arcana) +4, Knowledge (religion) courtyard by fighting defensively. They do not yet
+4, Knowledge (planes) +4, Perception +11, Sense suspect the traitorous machinations of General
Motive +6, Spellcraft +4, Spellcraft (identify magic Krakon. At the same time, Hrag and Xytheis move
items) +6 , Survival +5 to the Kitchen. Tueklot and three of Uril’s Talquar
237
soldiers move to the back on the premise of holding CLAN MAGORTHUS AGENT (4) CR 3
the room against rear attacks, but really intend on XP 800 each
sealing the exits. The Talquar soldiers also wait to see Use stats for Clan Magorthus Footsoldier; Appendix 1.
who the PCs support. If the PCs aid the lordsguards,
then they try to join them, offering to help them GF26. Barrack
The Usurpers
GF29. Guardpost Phase 3: (CR 10) Xytheis and Hrag hold the room,
Phase 1: A hideous hyena-headed humanoid monitoring events in the courtyard through the
guards this room with a hunting pack of monstrous, window. If possible, they keep their position, waiting
240
for Krakon’s siege. However, if pressed, they release 3rd (4/day) – flame arrow, fly, suggestion (DC 15)
the zombie boar and attack. 2nd (7/day) – acid arrow, flaming sphere (DC 15),
invisibility, scorching ray
ZOMBIE DIRE BOAR CR 3 1st (6/day) – expeditious retreat, mage armor (already
XP 800 cast), magic missile, protection from good (DC 13),
ray of enfeeblement (DC 13), reduce person (DC 13)
The Usurpers
NE large undead
Init -1; Senses darkvision 60 ft., scent; Perception +0 0th (at will) – arcane mark, detect magic, light, mage
hand, message, read magic
DEFENSE
STATISTICS
AC 17, touch 8, flat-footed 17 (-1 Dex, +9 natural, -1
size) Str 8, Dex 11, Con 10, Int 12, Wis 11, Cha 14
hp 35 (7d8+7) Base Atk +3; CMB +1; CMD 11
Fort +3, Ref +3, Will +4 Feats Enlarge Spell, Eschew Materials, Extend Spell,
DR 5/slashing; Immunities undead traits Improved Initiative, Spell Focus (evocation),
Toughness
OFFENSE
Skills Bluff +6, Craft (traps) +7, Diplomacy +6, Fly +8,
Speed 40 ft. Intimidate +6, Knowledge (arcana) +7, Perception
Melee gore +10 (2d6+10) or slam +10 (1d8+10) +7, Spellcraft +7, Survival +5, Stealth +10
Space 10 ft.; Reach 5 ft. Languages Common, Draconic
STATISTICS SQ corrupting touch, sorcerer bloodline (infernal)
Str 24, Dex 8, Con -, Int -, Wis 10, Cha 10 Gear bag of tricks (gray), +2 amulet of natural armor,
Base Atk +4; CMB +12; CMD 21 (25 vs. trip) +1 dagger.
Feats ToughnessB SPECIAL ABILITIES
SQ staggered. Corrupting Touch (Su): Reethop can cause a
creature to become shaken as a melee touch
GF33. Stables (CR 10)
attack. The target also takes an additional
A pair of large wooden doors opens into the courtyard. -2 penalty on saves versus spells of the
The sign over the doorway reads “Stables.” enchantment school. This effect persists for 3
From within, rise horrid braying squeals and a rounds. Multiple touches do not stack, but they
cacophony of slamming lumber and stomping hooves.
do reset the duration. Reethop can use this
ability 5 times a day.
Creatures: Charging about the stables in a
magically-incited frenzy, mighty maddened stallions
slam and shatter the timber plank stalls, while three HEAVY WARHORSE (8) CR 2
guards pinned within pray for their lives. A fourth XP 600 each
guard, far less lucky than his comrades lies dead on Advanced horse (war trained)
the floor, trampled to meaty pulp. The culprit of the N large animal
ensuing chaos, a Bloodfang kobold sorcerer, cackles Init +4; Senses low-light vision, scent; Perception +8
in the corner. DEFENSE
AC 15, touch 13, flat-footed 11 (-1 size, +4 Dex, +2
REETHOP CR 6 natural)
XP 4800 hp 23 (2d8+10)
Male kobold sorcerer 7 Fort +8, Ref +7, Will +3
NE medium humanoid (reptilian) OFFENSE
Init +4; Senses darkvision 60 ft.; Perception +7 Speed 50 ft.
DEFENSE Melee hoof +5/+5 (1d6+5) and bite +0 (1d4+2)
AC 18, touch 11, flat-footed 18 (+4 mage armor, +3 Space 10 ft.; Reach 5 ft.
natural, +1 size) STATISTICS
hp 41 (7d6+14) Str 20, Dex 19, Con 20, Int 7, Wis 16, Cha 11
Fort +2 (+2 vs. poison), Ref +2, Will +5 Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Resistances fire 5 Feats Endurance, Run
Weaknesses light sensitivity Skills Perception +8.
OFFENSE
Speed 30 ft. KEEP GUARD (4) CR 3
Melee +1 dagger +4 (1d3/19-20)
XP 800 each
Special Attacks corrupting touch 5/day
Use stats for Keep Guard; Appendix 1.
Known Sorcerer Spells (CL 7th, Concentration +9)
241
The Usurpers
1 square = 5 ft
242
GF34. Privy for hazing new guards, punishing old ones, and
A sign on the door reads “Privy”. to test the fortitude of boastful drunks. The putrid
scent causes anyone who enters to make a DC
This small room provides for the relief of castle 15 Fortitude save or become nauseated for 1d4
staff. Metal troughs run the length of the wall and a rounds.
collection of tin chamber pots sits near a commode
The Usurpers
bench. Another corner has a bucket of soapy wash GF39. Storage
water filled with dark rags. From about the room, A sign above this door reads “General Storage”.
trickles spill into drain hole inset in the center of the
floor. This room contains numerous supplies including
timber and repair materials for the keep, wine and
At the start of the Phase 2, Krakon’s men begin ale casks, dried goods, store grains, and other
dumping bodies here. The corpse of at least one basics.
lordsguard lies in a crumpled heap in the corner. Add
1d4 bodies once during Phase, and during the start The Castle:
of Phase 3. First Floor
GF35. Privy
FF1. Guardpost (CR 9+)
This unlocked door leads to another small Privy
similar to the one in area GF34. It is unoccupied and This guardpost might be one of the most
can be locked from the inside. Set aside from the line important in the entire castle. Not only does it cover
of tin chamber pots rests a magical treasure crafted the stairwell, it serves as a foyer to Erasmus’s private
by the infamous Chamberman Jack. One of the Meeting Hall and as a secret door connected to the
guards snuck in the illicit poo-pot as a gag, however Audience Chamber which provides Erasmus with a
if Erasmus were to discover it, his wraith would be covert escape route against assassination attempts.
tremendous. At all times, it is watched by a patrol of lordsguards.
Magical Poo Pot (see The Great City Campaign At the start of Phase 1, Erasmus passes through
Setting for details). this room. Two lordsguard warriors rush him out
the eastern door and up the stairs at area FF9,
GF36. Privy continuing with him until he reaches Vex’s quarters.
The remainder of the guards hold this area until the
A sign on the door reads “Privy”. adventure concludes.
A DC 20 Perception check at the door detects
grunting and shuffling within. LORDSGUARD (4) CR 5
XP 1600 each
Stuffed into the privy, four semi-naked lordsguards Use stats for lordsguard; Appendix 1.
struggle to free themselves from an embarrassing
situation after a Tharix’s men jumped them. The Trap: The east door leading into the inner
revolutionaries stripped them down, stole their chambers is magically warded to paralyze and
uniforms, and then bound them together and tossed brand intruders so castle guards can identify them.
into the room in their undergarments. Anyone branded suffers a -4 penalty to Charisma
based checks to influence any of Erasmus’s forces.
GF37. Storage The trap only triggers from the inside of the room,
A sign over this door reads “Amentities”. therefore, individuals entering the room from the
outer chambers do not set off the trap. The trap has
This locked storage room holds general supplies, a keyed bypass.
mostly perishable foodstuffs, wines, crates of wool
blankets, bedding, firewood and a stack of oak PARALYZING BRAND TRAP CR 3
floorboards.
XP 800
Type magic; Perception DC 31; Disable Device DC 31
GF38. Privy
EFFECTS
A sign on the door reads “Privy”.
Trigger touch; Reset automatic; Bypass hidden switch
The door is unlocked. By the sour smell of things (Perception DC 28, Disable Device 28)
within, it becomes immediately apparent that the Effect spell effect (heightened ghoul touch - CL 3rd
cleaning staff has not attended this privy in quite - plus arcane mark - visible brand as per the spell-
some time. The conscripted men use the room Fortitude DC 16 negates).
243
FF2. Guardpost FF5. Balcony (CR 10)
The layout of this chamber is almost identical to A ten-foot-wide open air balcony set with veined
area FF1. marble columns, spans a gap between the east and
west sections of the castle. Suspended fifteen feet
Phase 1 (CR 10): At the start of the adventure, six above the inner and outer courtyards, it provides the
The Usurpers
lordsguards monitor the post. The door trap is active. perfect location for an orator to speak the results of
senate hearings to crowds below.
LORDSGUARD (6) CR 5
Creatures: Because of its advantageous location
XP 1600 each
and cover, Erasmus keeps a small patrol of four
Use stats for Lordsguard; Appendix 1. snipers posted here at all times. The snipers fight to
the death.
Phase 2 & 3 (CR 10): Tharix’s men arrive en mass,
defeating the lordsguards, driving them back into
area FF3 and spiking the door shut (Break DC 28). A LORDSGUARD SNIPERS (4) CR 5
small patrol holds this area until the conclusion of XP 1600 each
the adventure. Use stats for Lordsguard Sniper; Appendix 1.
The Usurpers
permit no one to enter the area, telling any who pass through this area. In their wake they leave the
approach to seek shelter elsewhere and defensively lordsguards slaughtered upon the floor, their bodies
attack any persistent intruders. These men defend withered with black lesions caused by the negative-
Lady Gimbros to the death. energy of the thrall’s claws.
Phase 2: The lich thralls attempt to enter through FF9. Tower (CR 8)
the window to the east, shattering it. However, the
This tower resembles others within the castle.
Lady’s Guards fight them off, kicking one of them
A spiral stairwell climbs to the second tower along
from the wall and sending it plummeting to the
the eastern terrace (see area SF12). This chamber
courtyard floor where it splatters with a sickening
remains unoccupied.
smack.
Developments: This stairwell is crucial to
Phase 3: The Lady’s Guards struggle against the
Erasmus’ escape plan, as he uses it to get to
bookcase blocking the door to the north as Tharix’s
Krytom Vex’s tower and to flee from it, back into
agents on the other side attempt to force their way
the castle. Erasmus, Nagrossa, and any bodyguards
into the room. While the guards can hold their
accompanying him pass through this area between
own, if distracted from their task, the agents on the
Phase 1 & 2, and again between Phase 2 & 3. Anyone
other side break through in 1d4 rounds. If Tharix’s
holding this area during one of these two times
men break through, there is a brief stand still, until
encounters them, though between Phase 2 & 3 the
the Lady herself steps forth and demands Clan
group is invisible and disguised.
Magorthus shelter her and provide her safe transport
from the Castle. Soon after, the Lady’s request is
FF10. Tower
granted and she and her bodyguards are safely
escorted through the areas occupied by Tharix’s This chamber marks the sight of a violent
agents and out of the building through the secret massacre. The Bloodfang trolls slaughtered the
passage beneath the Castle (See area UF11). lordsguard patrol holding this tower. As a gruesome
signal to allies outside the castle, the trolls hung the
corpses out the windows by their sword belts. Other
Tharix’s Agents stay behind to hold this room until
than the corpses, the chamber is unoccupied.
the conclusion of the adventure.
The guards’ possessions are easily salvaged.
FF8. Tower
FF11. Tower (CR 8)
Arrow slits line the outer walls allowing watchmen
Use the description for FF8. The lordsguards hold
a view and a line of site to protect the castle from
the tower for all three stages.
invaders. A spiral staircase leads to down to area
GF12.
FF12. Tower
Phases 1 & 2 (CR 8): Three guards on duty monitor Phase 1 (CR 8): Use the description for FF8.
the castle grounds, watching through the arrow slits
with loaded crossbows. As soon as trouble starts Phase 2 (CR 11): In addition to the snipers, half a
within the keep, they turn their attentions inwards, dozen guards move through this area, fleeing from
focusing on holding the tower and preventing the lower floor.
revolutionaries from using it. They fight to the death.
LORDSGUARD (6) CR 5
LORDSGUARD SNIPERS (3) CR 5 XP 1600 each
XP 1600 each Use stats for Lordsguard; Appendix 1.
Use stats for Lordsguard Sniper; Appendix 1.
Phase 3 (CR 8): Atop the stairwell, the lordsguard
245
snipers create a makeshift bunker out of beds wait FF15 Tower (CR 7)
with loaded crossbows preparing to defend the At the start of the adventure, Tharix’s men hold
tower. The bunker provides them with full cover. this tower, however only a single agent guards it. If
intruders approach, he fires at the nearest opponent,
FF13. Tower then flees to warn his allies. The watchman holds his
The Usurpers
Phase 1 (CR 8): Use the description for FF8. position through all three phases or until disturbed.
Phase 3: After dropping the marbles, the runner CLAN MAGORTHUS ASSASSIN (3) CR 7
instead heads for allies positioned on the Terrace XP 3200 each
above (see area SF13). The archers hold their Use stats for Clan Magorthus Assassin.
positions.
246
FF17. Elite Guards Barrack The meeting room is unused, however it provides
Two windows provide a view of the inner courtyard, an excellent view of the courtyard as well as the
fifteen feet below. The barracks have few furnishings southern castle grounds.
other than rows of wooden frame beds and
footlockers that line the walls. The Castle:
Second Floor
The Usurpers
The footlockers hold personal items (such a lockets,
jewelry, diaries and a few coins, the combined worth SF1. Guardpost (CR 8)
of which total no more than 10 + 1d20 gp), civilian
This small guardpost serves to protect the spire
clothes, neatly folded uniforms and bedding.
stairwell that climbs from the underground floor all
the way to the third floor and the terraces. Unlike
Phase 1 (CR 7): Lordsguards organize quickly and on the other floors, the stairwell doesn’t connect
rush down the stairwell into the courtyard. Only two to the guardpost. Instead, murder holes in the wall
men stay behind, they kick out the window and cover allow the guards to see into the stairwell. A lever on
their allies with loaded crossbows. They remain there the wall allows guards to seal the stairwell, trapping
until Phase 3. interlopers within. Anyone shooting into the stairwell
has full cover.
LORDSGUARD SNIPERS (2) CR 5
XP 1600 each Creatures: A trio of lordsguards hold this post.
Use stats for Lordsguard Sniper; Appendix 1.
LORDSGUARD (3) CR 5
Phase 2 & 3 (CR 12): Ten of the guards who rushed XP 1600 each
into the courtyard, now retreat back up the stairs. Use stats for Lordsguard; Appendix 1.
These men build a precarious barricade atop the
staircase between Areas 17 and 18. Four guards SF2. Guardpost (CR 9)
wait there to topple the beds on intruders. Anyone
This antechamber blocks access to the kitchen
climbing the stairs at takes 4d6 bludgeoning damage
and the guardpost in area SF1. Another door allows
from the tumbling beds (A DC 18 Reflex save
access to the dining room (SF6).
negates). Once they topple the beds, the guards
flee into FF17 and with the aid of the other guards,
Creatures: a lordsguard lieutenant monitors this
use whatever furniture is left to barricade the door
area.
leading to the stairwell between areas FF17 and FF18.
All fight until slain.
LORDSGUARD LIEUTENANT CR 9
XP 6400
LORDSGUARD (12) CR 5
Use stats for Lordsguard Lieutenant; Appendix 1.
XP 1600 each
Use stats for Lordsguard; Appendix 1. SF3. Guardpost
This guardpost is similar in layout and function to
FF18. Elite Guards Barrack
area SF1.
Use the description for room FF17.
Phase 1 & 2 (CR varies): Three lordsguards
Phase 1 (CR 7): Two snipers positioned in these
appear to monitor this post, however. One of
windows cover their allies in the courtyard with
the lordsguards is actually a mole loyal to Tharix
loaded crossbows. They remain there until Phase 3.
Magorthus. Unless intruders are obvious Tharix
supporters, he aids the guards in defending the
LORDSGUARD SNIPERS (2) CR 5 castle.
XP 1600 each
Use stats for Lordsguard Sniper; Appendix 1. LORDSGUARD (3) CR 5
XP 1600 each
Phase 3: The snipers fall back to area FF17, Use stats for Lordsguard; Appendix 1.
vacating this area entirely.
1 square = 5 ft
248
Developments: As soon as the conflict arises at the SCALDING OIL TRAP CR 5
end of the Phase 2, the mole attacks the two other XP 1600
guards from behind, slaying them. Then he uses his Type mechanical; Perception DC 25; Disable Device
position to help his allies flank the remaining guards DC 20
in area SF4.
EFFECTS
The Usurpers
Trigger touch; Reset none
Phase 3: This recently vacated room holds the
Effect scalding oil (5d6 fire plus 1d6 fire for the next
stripped bodies of six lordsguards. Tharix’s men
4 rounds or until cooled; Reflex DC 28 for half
stole the uniforms to use as disguises.
damage and no continuous damage); multiple
SF4. Guardpost targets (scalding oil splashes all creatures in a 10
ft. radius).
At the start of the adventure, four of Erasmus’s
most trusted guards stand guard over this post,
Creatures: Hiding beneath a table, shudders three
including his personal guard, the half-giant Nagrossa
petrified cooks (Expert 3, hp 11, AC 12, Craft (cooking)
Jotendottir.
+10). They eagerly plead for help as they describe
a fierce skirmish between Thraxis’s men and the
Phase 1 & 2 (CR 9): Erasmus summons Nagrossa, lordsguard that tore through the room. The guards
she exits to aid and accompany him in his escape. tried to defend it by rigging it with traps, but one of
The remaining guards hold the post. The remaining Thraxis’s men got into the kitchen and backed up the
guards hold this post until the end of Phase 2. stoves, effectively smoking them out.
Phase 3: Tharix’s men slay the lordsguards and A fifteen-foot polished wood table serves as the
steal their uniforms, throwing the bodies into centrepiece for a mid-sized semi-formal dining room.
the adjacent room (see area SF3). Disguised as The table seats twelve. Low cabinets lining the walls of
lordsguards, they cautiously explore Erasmus’s the room hold silverware, porcelain dishes, serving trays
chambers to the south. and utensils.
haste
2nd (5/day) – cat’s grace, detect thoughts (DC 15),
glitterdust (DC 15), sound burst (DC 15)
1st (5/day) – charm person (DC 14), disguise self,
hideous laughter (DC 14), silent image (DC 14),
ventriloquism (DC 14)
0th (at will) – detect magic, light, lullaby (DC 13),
message, open/close (DC 13), resistance (DC 13)
STATISTICS
Str 11, Dex 16, Con 11, Int 11, Wis 12, Cha 16
Base Atk +8; CMB +8; CMD 22
Feats Dazzling Display, Dodge, Great Fortitude,
Shatter Defenses, Skill Focus Perform (act),
Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +8, Bluff +5 (+23), Diplomacy
+6 (+12), Disguise +3 (+23), Intimidate
+15, Knowledge (arcana) +10, Knowledge
(dungeoneering) +8, Knowledge (engineering)
+8, Knowledge (geography) +9, Knowledge
(history) +10, Knowledge (local) +10, Knowledge
(nature) +8, Knowledge (nobility) +10,
Knowledge (planes) +9, Knowledge (religion)
+10, Linguistics +6, Perception +11, Perform
(act) +23, Perform (oratory) +12, Perform
(percussion) +12, Perform (string) +7, Perform
(wind) +8, Sense Motive +1 (+12), Spellcraft +4,
Stealth +8
Languages Common, Elven, Infernal
SQ armored casting, bardic countersong,
bardic knowledge +4, lore master, versatile
performance (act, oratory), skilled, trapfinding,
well-versed
Gear +2 mithral breastplate, +3 rapier, +1 dagger.
The Usurpers
The room’s current guest is Nerin Belano, an Phase 2 (CR 13+): Ariana begins her hunt for
important dignitary for the Belano Clan and close Erasmus here. She (and any of her retainers still
associate of Emperor Otharian. Of course, Nerin living) tear the room apart. If PCs enter this area
is one of the many aliases of Sklavrredissanos the at the beginning of Phase 2, they interrupt Ariana
Black. While he doesn’t return here after the assault and her men, otherwise they discover the room
on the Blood Senate, he has left behind a few ransacked and unoccupied.
possessions. Anyone making a successful DC 24
Perception check discovers a caisson beneath one of
the lounge chairs. ARIANA BLACKWELL CR 13
XP 25600
Caisson: 1 in. thick; Hardness 10; hp 30; Break DC See Appendix 2.
28, Disable Device DC 30. Inside the strongbox the
lich keeps a leather-bound notebook of Kortezian
KLARIAN GUARD CR 7
contacts, several of the names are ranking members
of the Blood Triperium. A scroll of mummified XP 3200
flesh scrawled with five arcane spells false life, See Page 216.
magic circle against good, nondetection, pass without
trace, undetectable alignment; CL 5, a masterwork RED MIST OPERATIVE CR 8
obsidian scalpel and a long steel hook (DC 18 Heal
XP 4800
or Knowledge (religion) reveals the hook’s primary
See Page 216.
use is for removal of brains through the nose), and
three potions whose base fluid looks suspiciously
Phase 3: Towards the end of Phase 3, If the PCs
like preserved human blood; displacement, haste, and
failed to defeat the patrol of lich thralls from area
magic vestment +4 (oil).
SF10, they storm through this room on their hunt for
Erasmus.
SF8. Lord’s Bedroom
Phase 1 & 2: The bedroom is unoccupied. The SF10. Balcony
guards from area SF4 keep a double watch on the
The balcony overlooks both the inner and outer
bedroom.
courtyards. Rows of pillars line the walkway set a
few feet apart, still wide enough for the careless
Phase 3 (CR 5): Two of Tharix’s agents, disguised
or unfortunate to suffer the thirty-foot-drop to the
as lordsguards, search this room. They maintain the
cobbles below.
façade as long as possible, attempting to dissuade
others from passing through the room into area SF4.
If anyone sees through their disguise or they fail to Phase 2 & 3: After fleeing this area, Erasmus
dissuade trespassers, they attack. ordered his men to grease the balcony. Anyone
crossing the Balcony must make a DC 12 Acrobatics
check. On a failed check, the individual cannot move
CLAN MAGORTHUS FOOTSOLDIER (2) CR 3 on that round and must make a DC 12 Reflex save
XP 800 each or fall. Creatures failing this check by more than five
Use stats for Clan Magorthus Footsoldier; Appendix 1. (or by rolling a “natural 1”) fall off the balcony taking
appropriate damage.
SF9. Lord’s Office
This room serves as Erasmus’s personal study Phase 3 (CR 12): A band of lich thralls climbs into
and office. It contains a bookshelf filled with copies this area from the courtyard below. Though they
of Kortesian law, histories of the Empire, and similar seek Erasmus, they slay any living creature blocking
texts. Most of them are in excellent condition as their path. Once the lich thralls enter this area, they
Erasmus rarely uses them. A jumbled desk contains rampage through area 7, 6, and 12, across the terrace
writing materials, papers and lists of tasks to be to the spiral stairs leading to area FF9.
addressed, most of which concern recent city events, Note: The lich thralls presently use spider climb to
names of aristocrats, contacts, complaints, financial move and therefore bypass the greased floor.
records, and other such data.
251
LICH THRALLS (8) CR 6 SF13. Terrace
XP 2400 each The smaller of the castle’s terraces, the Western
See Appendix 3. Terrace only runs half the length of the castle, ending
at a central tower leading to the Officer’s Barracks
SF11. Balcony (see area SF14).
The Usurpers
This large, open-air balcony offers a magnificent Phase 1 and 2 (CR 7): A pair of lordsguard scouts
view of Castle Hill. The balcony doors are locked. It is patrols this terrace.
a 35-foot-drop from the ledge to the ground outside
the castle. LORDSGUARD (2) CR 5
XP 1600 each
SF12 Terrace (CR 9 +)
Use stats for Lordsguard; Appendix 1.
The Terrace provides a stunning view of the city, all
its wards and its entire surroundings, including the Phase 3 (CR 10): Tharix’s forces reach the Terrace.
oceans to the west and the looming shadows of the They slay the two guards, following which a standoff
mountains to the north and east. It runs the entire erupts between Tharix’s agents and lordsguards
length of the castle. The waist-high toothed walls holding the Tower in area SF14.
permit viewers to peer across the keep to observe
most activities taking place on the adjacent Terrace.
Also, one can see into the castle courtyards below. CLAN MAGORTHUS FOOTSOLDIER (4) CR 3
The drop from the Terrace to the ground is 40 feet. XP 800 each
Use stats for Clan Magorthus Footsoldier; Appendix 1.
Creatures: A patrol of four lordsguards monitors
the terrace. They hold their positions for all three CLAN MAGORTHUS SWORDSMAN (2) CR 5
phases and defend the terrace until slain.
XP 1600 each
Use stats for Clan Magorthus Swordsman; Appendix 1.
LORDSGUARD (4) CR 5
XP 1600 each
CLAN MAGORTHUS BATTLEPRIEST CR 7
Use stats for Lordsguard; Appendix 1.
XP 3200
Phase 2 (CR varies): At the beginning of Phase 2, Use stats for Clan Magorthus Battlepriest; Appendix 1.
Erasmus and his guards emerge from the stairwell
above area FF9, and race along the terrace to SF16 SF14. Tower
in order to gain the aid the palace wizard Krytom This tower has a similar layout to others in the castle.
Vex. During the middle of Phase 2 Erasmus’s It connects to area FF13 below and area TF2 above.
decoy, double Muries Magmoss, pretends to sneak
across the Terrace, trying to draw attention to Phase 1 (CR 7): A pair of lordsguards watches this
himself. post.
The Usurpers
lumps of clay and flesh, and concocting alcohol- shadow walk; 5th— hold monster; 4th—
infused potions for the amusement of arrogant dimensional anchor, fire trap, solid fog; 3rd— water
lordsguards officers. breathing; 2nd— alter self, bear’s endurance, knock,
locate object, minor image, mirror image; 1st— cause
KRYTOM VEX CR 12 fear, color spray, enlarge person, protection from evil;
Male Elf wizard 12 0th— acid splash, dancing lights, daze, detect magic,
CN Medium humanoid (elf) detect poison, disrupt undead, flare, ghost sound,
Init +1; Senses Perception +8 light, mage hand, mending, open/close, ray of frost,
DEFENSE resistance, touch of fatigue.
AC 23, touch 11, flat-footed 22 (+1 Dex, +2 deflection,
+2 natural, +4 armor, +4 shield) Tactics: Vex, values his life first and foremost. If
presented with overwhelming forces, the wily jester
hp 69 (12d6+24), false life
takes the opportunity to grab the most valuable
Fort +4, Ref +5, Will +10 (+2 vs. enchantment)
possessions he can and teleports out on his own.
OFFENSE
Speed 30 ft. Phase 1: As soon as conflict starts, Vex readies
Melee masterwork silver dagger +7/+2 (1d4/19-20) himself for the worst. He expects Erasmus to show
Special Attacks hand of the apprentice 8/day (dagger up shortly.
+12), metamagic mastery 3/day
Wizard Spells Prepared (CL 12th, Concentration +21): Phase 2: After fleeing his private quarter, Erasmus
6th— eyebite (DC 21), permanent image arrives at Vex’s tower seeking spells to assist in
5th— cloudkill (DC 20), overland flight, seeming, his lord’s escape. First, he casts seeming changing
teleport Erasmus’s appearance to look like a common
4th— arcane eye, resilient sphere, scrying, shout (DC 19) soldier and the decoy Muries Magmoss to make
3rd— fly, lightning bolt (DC 18), nondetection, secret him look like Lord Erasmus. Next, Muries is given
page, wind wall lord Erasmus’s cloak and sent in the company of
2nd— false life (already cast), hideous laughter 6 lordsguards back along the terrace to Erasmus’s
(DC 17), hypnotic pattern (DC 17), misdirection, Room (see SF12, Phase 2). After Muries leaves Vex
whispering wind casts non-detection on Erasmus and followed by mass
1st— comprehend languages, enlarge person, hypnotism invisibility on him and his guards. Then Erasmus and
(DC 16), mage armor (already cast), magic missile, his able bodyguard flee along their escape route.
protection from evil, shield (already cast) Kryton monitors their race across the Terrace, and if
0th (at will)— arcane mark, message, prestidigitation, necessary aids the escape using his orb of storms.
read magic
STATISTICS Phase 3: Shortly after Erasmus leaves, Vex gathers
his most valuable possessions and prepares to
Str 10, Dex 12, Con 10, Int 20, Wis 15, Cha 14
teleport out of the castle. Unless interrupted, near
Base Atk +6; CMB +6; CMD 19
the beginning of the Phase, he attempts to teleport to
Feats Brew Potion, Combat Casting, Empower Spell,
Jadru Neeler’s place in Lower Castle Ward (for details
Enlarge Spell, Heighten Spell, Persuasive, Scribe
see the Great City Campaign Setting).
ScrollB, Spell Mastery (protection from evil, enlarge
person, mage armor, color spray), Spell Penetration Developments: Since, other than the windows,
Skills Appraise +9, Craft (alchemy) +10, Diplomacy Krytom’s room has only a single entrance/exit,
+4, Fly +12, Knowledge (arcana) +16, Knowledge any parties tracking Erasmus to this location can
(dungeoneering) +9, Knowledge (engineering) effectively corner him here. If this occurs, Krytom
+17, Knowledge (geography) +16, Knowledge attempts to hide the lord behind his cabinet of
(history) +9, Knowledge (local) +16, Knowledge reagents and play him off as his petrified apprentice,
(nobility) +9, Knowledge (planes) +9, Knowledge whom he calls Loagy. Unfortunately, the shaken Lord
(religion) +9, Linguistics +17, Perception +8, Erasmus takes a round to pick up on Krytom’s ruse,
Perform (Act) +5, Spellcraft +18 thus causing him to suffer a –4 penalty to his first
Languages Common, Elven, Gnome, Halfling, Bluff check.
Infernal, Orc
253
The Usurpers
1 square = 5 ft
254
SF17. Officers’ Barracks bedroom provides a view of south Castle Hill, while the
Almost a dozen iron-post beds line the walls. At the smaller bay window in the entrance hall provides a full
foot of each bed sits a leather-bound pine footlocker. view of the inner courtyard.
Except for NPCs moving through the room, these These chambers are unoccupied as Erasmus called
barracks remain unoccupied. the captain to the inner courtyard to help run affairs
The Usurpers
The footlockers are locked (DC 15 Disable Device). earlier in the day. Once the siege began, the captain
Anyone searching chests finds assorted personal was immediately thrown into the action.
items such as extra uniforms, polished boots, and
trinkets and old letters- little of any value. One of SF21. Maps Room
the chests has a slightly better lock on it (DC 20 The door to this room is locked.
Disable Device). A DC 25 Perception on the contents
uncovers a sliding panel holding another, smaller, Racks of maps line the walls. The range in subject
case displaying three medals, one for each: honor, matter from city building plans to sewer charts, to
hope, and strength. The medals are worth 300 gp ancient Kortesian crypts and overviews of far off cities.
each.
The total contents of the room are worth several
SF18. Officers’ Barracks thousand gold pieces. At the GM’s discretion, anyone
This room contains a pair of brass post beds and a taking the time to search this room can find whatever
large maple wardrobe. A window to the north overlooks maps they require. In general, most of maps range
the inner courtyard. in price from 1 to 50 gp, however there a dozen or so
easily worth 1,000 gp and 20 more between 100 to
Treasure: The wardrobe holds six officer’s 600 gp. Permit the PCs to attempt Appraise checks to
uniforms, as well as a +1 breastplate and a +2 keen determine the value of specific maps.
longsword both crafted in the style of the Empirical
Kortesian Era. SF22. Cartography Room
A massive display table, set with a stunning three-
Phase 1 (CR 11): During the initial attacks, these dimensional model of the hinterlands just north
two officers are roused from sleep and struggle to of Azindralea, takes up most of the room. Shelves
ready themselves. surrounding the display table hold model making
equipment, as well as small models of structures used to
change displays. A smaller drafting desk sits at the far
LORDSGUARD LIEUTENANT (2) CR 9
end of the room, strewn with writing materials, rulers,
XP 6400 each compasses, and other draftsman’s tools.
Use stats for Lordsguard Lieutenant; Appendix 1.
A DC 20 Perception check uncovers a set of keys in
Phase 2: These two officers move to defend Vex, the top of the drawer of the drafting desk. They open
vacating the room. the adjacent Maps Room (see area SF21).
SF19. Officers’ Barracks
Phase 3: Lordsguards grab the display table,
This room is entirely similar to area SF18. spilling its contents and wedging it in the alcove atop
These barracks remain unoccupied for the duration the stairwell. It blocks the entire staircase (2 in thick,
of the adventure. hardness 5, 30 hp, Break 24).
The wardrobe holds two officers uniforms. A DC
10 Perception check discovers a set of keys hanging
SF23. Storage
on the back of the door to the room. The keys open
Storage area SF23. This storage area contains a few racks of officers
clothing, formal attire, hats, dress helmets, shoes, and
SF20. Captain’s Bedroom boots. There is also a wooden box with rags and oils for
polishing boots, weapons, and medals. A small seat-
The door to these chambers is locked.
bench sits in the corner.
The door opens into a large chamber with
The bench has a flip top and holds a stack of
comfortable-looking furnishings, including a goose-
folded wool blankets. Beneath the blankets, a worn
feather bed. A set of dark-wooden shelves bears a small
sack hides an old leather scroll case, 500 gp, a
library of novels and historical texts, a matched set of
golden ring inset with a cheap and gaudy chunk
fine crystalline glasses and a decanter, and a half case
of blue quartz (worth 15 gp), and a 750 gp bill for
of 15-year-old Kortezian brandy. The bay window in the
services rendered to a Lieutenant S. signed by Jadru
255
Neeler. A DC 22 Knowledge (local) check pegs Jadru
as a notorious diabolic pimp who runs a pleasure BLOWGUN OF DELUSIONS.
house in lower Castle Hill. The scroll case contains
a dozen or so terribly sappy sonnets written for a BLOWGUN OF DELUSIONS
woman suspiciously named Sapphire Blue. Aura moderate enchantment; CL 8th
The Usurpers
The Usurpers
The GMs determined the final of the conclusion by If Tharix seizes the castle, he immediately begins
considering two basic factors — who controls the his ascent to power. While it will be weeks before the
castle and Erasmus’s fate. Emperor makes an official proclamation, he stands in
line as heir to the Great City. However, he must first
Who Controls The Castle petition the city’s favoritism. The day after the siege
ends, broadsheets plaster the city walls announcing
Upon the completion of Phase 3 determine which
that Tharix shall address the citizens of the city from
force controls the castle.
the castle balcony concerning recent events. In a
rousing speech, Tharix denounces his half-brother for
If Erasmus’s forces still occupy of more than half
crimes against the city, biasing the people against his
the rooms they started with, they maintain control of
crimes, and demanding Lord Erasmus stand trial in
the castle. Lordsguards round up the surviors of all
an effort to exonerate himself for usurping the Lord.
incursive forces and imprison them in the dungeons
During the speech, he calls forth testament from the
beneath the keep. If Erasmus survives or escapes, he
head of Clan Magorthus who reveals to the crowd’s
soon resurfaces to reclaim his throne. To prove he
amazement, Tharix’s true lineage. His charismatic
is merciful, he sets trial dates for all those captured,
pomp and circumstance incites the people, pulling
however the likelihood of these dates ever coming to
them to his favor and driving his ascendance to the
pass is nil. Immediately, he sets his best assassins to
throne.
hunt down and slay Tharix, or recover his body. He
wants proof of his half-brother’s death. Regardless
If Erasmus is captured, he can be ransomed to
of the results, Erasmus never publicly announces the
Tharix. After Tharix seizes the castle, he presents
death, but instead issues a false reward to anyone
his imprisoned brother to the justice of the masses,
able to determine the whereabouts of the missing
demands he stand trial for crimes against the city
Blood Senator.
and the empire. In similar fashion, if Thraxis or his
agents slay Erasmus, they slander his character and
Conversely, if Tharix seizes control of the castle, he
ask the people to try him post-mortem. If Erasmus
imposes far more brutal demands upon his prisoners,
escapes, he goes into hiding in secret shelter lying
forcing them to swear fealty to him as Azindralea’s
beneath the residence of, of all people, the demon-
new lord, or hang from the gallows at dawn. Any third
pimp Jadru Needler. He waits until he can gather
party forces, such as the Bloodfang mercenaries or
enough loyalists to make his return. Meanwhile
Sklavrredissanos, who might have captured or slain
Tharix attempts to use his address to paint his half-
Erasmus, or seized sections of the castle, yield to
brother as an abusive lord and demands he turn
Tharix’s banner. For the most part, they accept the
himself in to stand trial. He places a 25,000 gp dead-
concession of power, as a necessary but temporary
or-alive-bounty on Erasmus’ head.
part of Uril Krakon’s master plan. They fully expect
that he shall not hold the position long, and are just
biding their time until he’s forcibly removed. Appendix 1: Common Npcs
The Fate of Erasmus AC 15, touch 13, flat-footed 12 (+2 Dex, +2 natural, +1
Dodge)
Much hangs on the fate of Lord Erasmus. If
Erasmus is slain, by Empirical Law the Great City hp 48 (8d8+12)
falls under the direct authority of the Kharel and Fort +3, Ref +4, Will +9
General Prostolom until Emperor Othorion appoints OFFENSE
a new Lord. Regardless of whether Erasmus escapes, Speed 30 ft.
is captured, or is slain, if the siege is successful, Melee +1 dagger +9/+4 (1d4+3/19-20/x2)
broadsheets and malcontents rapidly spread rumors Ranged +1 dagger +9/+4 (1d4+3/19-20/x2)
257
STATISTICS Init +1; Senses Perception +6
Str 14, Dex 15, Con 12, Int 16, Wis 12, Cha 14 DEFENSE
Base Atk +6; CMB +8; CMD 21 AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex,
Feats Dodge, Improved Initiative, Skill Focus +2 shield)
Intimidate, Skill Focus Knowledge (history), Skill hp 55 (6d10+18)
The Usurpers
Focus Knowledge (nobility) Fort +7, Ref +3, Will +5 (+2 vs. fear)
Skills Acrobatics +3, Appraise +13, Bluff +16, Climb +3, Defensive Abilities bravery +2
Diplomacy +16, Disguise +12, Heal +3, Intimidate OFFENSE
+17, Knowledge (history) +16, Knowledge (local)
Speed 20 ft.
+13, Knowledge (nobility) +17, Knowledge (religion)
Melee +1 bastard sword +12/+7 (1d10+8/19-20)
+13, Perception +7, Profession (barrister) +7, Sense
Ranged mwk heavy crossbow +9/+4 (1d10/19-20)
Motive +7, Stealth +3
Special Attacks weapon training (heavy blades) +1
Languages Common, Dwarven, Gnome, Goblin
STATISTICS
Combat Gear elixir of truth (2); Other Gear +1 dagger,
+2 amulet of natural armor, circlet of persuasion, Str 17, Dex 12, Con 15, Int 11, Wis 13, Cha 12
248gp. Base Atk +6; CMB +9; CMD 20
Feats Alertness, Blind-Fight, Exotic Weapon Proficiency
SPECIAL ABILITIES
(bastard sword), Iron Will, Power Attack, Weapon
Circlet of Persuasion: +3 competence bonus to
Focus (bastard sword, heavy crossbow), Weapon
Charisma-based checks (skills already included).
Specialization (bastard sword)
Skills Bluff +2, Climb +0, Craft +7, Escape Artist
KEEP GUARD CR 3 -2, Fly -2, Handle Animal +6, Intimidate +10,
XP 800 Perception +6, Ride +2, Sense Motive +3, Stealth
Male/Female human fighter 4 +0, Survival +5, Swim +4
LN Medium humanoid (human) Languages Common
Init +0; Senses Perception +5 SQ armor training 1
DEFENSE Gear masterwork chainmail, masterwork heavy
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield) steel shield, +1 bastard sword, masterwork heavy
hp 30 (4d10+8) crossbow, quiver with 20 bolts, 43gp.
Fort +5, Ref +1, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1 LORDSGUARD SNIPER CR 5
OFFENSE XP 1600
Speed 20 ft. Male/Female human fighter 6
Melee mwk longspear +7 (1d8+5/x3) or mwk LN Medium humanoid (human)
longsword +7 (1d8+2/19-20) same as a Lordsguard except:
Ranged mwk heavy crossbow +0 (1d10/19-20) AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2
STATISTICS shield)
Str 14, Dex 10, Con 12, Int 8, Wis 11, Cha 9 Ref +5, Will +3
Base Atk +4; CMB +6; CMD 16 OFFENSE
Feats Alertness, Power Attack, Rapid Reload (heavy Melee masterwork longsword +9/+4 (1d8+1/19-20)
crossbow), Weapon Focus (longspear, longsword), Ranged +1 heavy crossbow +12/+7 (1d10+4/19-20)
Weapon Specialization (longspear) Special Attacks weapon training (crossbows) +1
Skills Acrobatics -3, Climb -2, Escape Artist -4, Fly -4, STATISTICS
Handle Animal +4, Intimidate +6, Perception +5, Str 12, Dex 17; CMB +7; CMD 20
Ride -4, Sense Motive +2, Stealth -4, Swim -2 Feats Alertness, Point Blank Shot, Precise Shot,
Languages Common Rapid Reload (heavy crossbow), Rapid Shot,
SQ armor training 1 Weapon Focus (heavy crossbow), Weapon Focus
Combat Gear oil of bless weapon; Other Gear (longsword), Weapon Specialization (heavy
chainmail, heavy steel shield, mwk longsword, crossbow)
mwk longspear, heavy crossbow, 100gp remaining Skills Bluff +2, Climb -2, Escape Artist +0, Fly +0,
wealth in coins 43 gp. Handle Animal +6, Intimidate +10, Perception +6,
Ride +4, Sense Motive +3, Stealth +2, Survival +5,
LORDSGUARD CR 5 Swim +2
XP 1600 Languages Common
Male/Female human fighter 6 SQ armor training 1
LN Medium Humanoid (Human) Combat Gear potion of true strike.
258
LORDSGUARD WARRIOR CR 7 (bastard sword), Greater Weapon Focus (bastard
XP 3200 sword), Improved Initiative, Lunge, Power Attack,
Male/Female human fighter 8 Weapon Focus (bastard sword, heavy crossbow)
LN Medium humanoid (human) Skills Acrobatics +7, Climb -1, Escape Artist -3, Fly -3,
Init +4; Senses Perception +5 Handle Animal +10, Intimidate +11, Perception +8,
Ride +6, Sense Motive +3, Stealth -3, Swim -1
The Usurpers
DEFENSE
Languages Common
AC 21, touch 10, flat-footed 21 (+8 armor, +3 shield)
SQ armor training 2
hp 64 (8d10+16)
Gear +2 bastard sword, +1 heavy crossbow, +1 full plate,
Fort +7, Ref +4, Will +4 (+2 vs. fear)
+1 heavy steel shield, quiver with 20 bolts.
Defensive Abilities bravery +2
OFFENSE
HARDY BRUTE CLOCKER CR 4
Speed 20 ft.
Melee +1 bastard sword +13/+8 (1d10+7/19-20) XP 1200
Ranged +1 heavy crossbow +10/+5 (1d10+1/19-20) Male human fighter 5
Special Attacks weapon training (heavy blades) +1 LN Medium humanoid (human)
STATISTICS
Init +1; Senses Perception +6
DEFENSE
Str 14, Dex 10, Con 12, Int 8, Wis 11, Cha 10
Base Atk +8; CMB +10; CMD 20 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
Feats Alertness, Blind-Fight, Exotic Weapon hp 47 (5d10+15)
Proficiency (bastard sword), Improved Initiative, Fort +6, Ref +2, Will +2 (+1 vs. fear)
Iron Will, Lightning Reflexes, Power Attack, Defensive Abilities bravery +1
Weapon Focus (bastard sword, heavy crossbow), OFFENSE
Weapon Specialization (bastard sword) Speed 30 ft.
Skills Acrobatics +2, Climb +3, Escape Artist -3, Fly -3, Melee +1 greatclub +11 (1d10+8)
Handle Animal +5, Intimidate +11, Perception +5, Ranged masterwork throwing axe +10 (1d6+3)
Ride -3, Sense Motive +2, Stealth -3, Swim -1 Special Attacks weapon training (hammers) +1
Languages Common STATISTICS
SQ armor training 2 Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Gear +1 bastard sword, +1 heavy crossbow, +2 Base Atk +5; CMB +8; CMD 19
chainmail, +1 heavy steel shield, quiver with 20 Feats Point Blank Shot, Power Attack, Quick Draw,
bolts. Rapid Shot, Weapon Focus (greatclub, throwing
axe), Weapon Specialization (greatclub)
LORDSGUARD LIEUTENANT CR 9 Skills Climb +0, Escape Artist -2, Fly -2, Handle
XP 6400 Animal +3, Intimidate +7, Perception +6, Ride +2,
Male/Female human fighter 10 Stealth -2, Swim +0
LN Medium humanoid (human) Languages Common
Init +5; Senses Perception +8 SQ armor training 1
DEFENSE
Combat Gear elixir of fire breath; Other Gear +1
greatclub, masterwork chainmail, 6 masterwork
AC 25, touch 12, flat-footed 23 (+10 armor, +3 shield,
throwing axes.
+1 Dex, +1 Dodge)
hp 89 (10d10+30)
Fort +9, Ref +4, Will +4 (+3 vs. fear) HARDY BRUTE BRUISER CR 6
Defensive Abilities bravery +3 XP 2400
OFFENSE Male human fighter 7
Speed 20 ft. CN Medium humanoid (human)
Melee +2 bastard sword +19/+14 (1d10+7/19-20) Init +1; Senses Perception +2
Ranged +1 heavy crossbow +10/+5 (1d10+2/19-20) DEFENSE
Special Attacks weapon training (heavy blades) +2, AC 19, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1
weapon training (crossbows) +1 Dodge, +1 shield)
STATISTICS hp 64 (7d10+21)
Str 17, Dex 13, Con 15, Int 11, Wis 13, Cha 12 Fort +7, Ref +5, Will +3 (+2 vs. fear)
Base Atk +10; CMB +13; CMD 25 Defensive Abilities bravery +2
Feats Alertness, Blind-Fight, Cleave, Combat OFFENSE
Reflexes, Dodge, Exotic Weapon Proficiency Speed 30 ft.
259
Melee +1 falchion +14/+9 (2d4+10/18-20) LN Medium humanoid (human)
Special Attacks weapon training (heavy blades) +1 Init +3; Senses Perception +10
STATISTICS DEFENSE
Str 19, Dex 13, Con 14, Int 10, Wis 12, Cha 13 AC 18, touch 13, flat-footed 14 (+4 armor, +3 Dex, +1
Base Atk +7; CMB +11 (+13 overrun, +13 sunder); shield, Two Weapon Defense)
The Usurpers
The Usurpers
Fort +6, Ref +4, Will +11 Speed 20 ft.
OFFENSE Melee talquar halberd +8 (1d10+5/x3) or talquar
Speed 20 ft. shortsword +7 (1d6+2/19-20)
Melee +1 bastard sword +10/+5 (1d10+4/19-20) Ranged mwk javelin +7 (1d6+2/20/x2)
Special Attacks channel positive energy 4/day (4d6, STATISTICS
DC 15), staff of order 1/day (4 rounds) Str 15, Dex 11, Con 13, Int 12, Wis 11, Cha 10
Domain Spell-Like Abilities Base Atk +4; CMB +6; CMD 16
6/day – battle rage (+4 melee damage), touch of law Feats Diehard, Endurance, Improved Shield Bash,
Prepared Cleric Spells (CL 8th, Concentration +11) Power Attack, Weapon Focus (halberd), Weapon
4th – air walk, divine powerD, freedom of movement Specialization (halberd)
3th – dispel magic, invisibility purge, magic circle Skills Acrobatics -1, Climb -3, Escape Artist -5, Fly -5,
against chaosD, prayer, wind wall (DC 16) Handle Animal +5, Intimidate +5, Perception +4,
2nd – aid, align weapon, calm emotionsD (DC 15), Ride +1, Stealth -5, Swim +1
death knell (DC 15), sound burst (DC 15) Languages Common
1st – bless, comprehend languages, command (DC 14), SQ armor training 1
doom (DC 14), protection from chaosD, shield of faith Gear talquar halberd, talquar shortsword, 2
0th (at will) – detect magic, guidance, mending, read masterwork javelins, masterwork half plate,
magic masterwork heavy steel shield, royal blue wool
D domain spells; Domains Law, War cloak with bronze clasp (30 gp), 35 gp.
STATISTICS
Str 14, Dex 10, Con 11, Int 13, Wis 17, Cha 12 ROGUE CR 12
Base Atk +6; CMB +8 (+10 disarm); CMD 18 (20 vs. XP 19200
disarm) Male human rogue 13
Feats Channel Smite, Combat Casting, Combat N Medium humanoid (human)
Expertise, Improved Disarm, Lightning Reflexes, Init +4; Senses Perception +17
Weapon Focus (bastard sword) DEFENSE
Skills Acrobatics -2, Bluff +5, Climb -3, Diplomacy
AC 21, touch 15, flat-footed 16 (+6 armor, +4 Dex, +1
+7, Escape Artist -5, Fly -5, Handle Animal +6,
Dodge)
Heal +11, Intimidate +5, Knowledge (history) +6,
hp 75 (13d8+13)
Knowledge (local) +6, Knowledge (nobility) +6,
Fort +6, Ref +12, Will +7
Knowledge (religion) +6, Knowledge (planes)
Defensive Abilities defensive roll (1/day), evasion,
+6, Perception +10, Ride -1, Sense Motive +7,
improved uncanny dodge, trap sense +4
Spellcraft +10, Stealth -5, Survival +8
OFFENSE
Languages Common
SQ clerical aura, spontaneous casting, weapon Speed 30 ft.
master (8 rounds/day) Melee +3 shortsword +17/+12 (1d6+3/19-20)
Gear +1 bastard sword, +2 full plate. Ranged +1 shortbow +14/+9 (1d6+1/x3)
Special Attacks bleeding attack, crippling strike,
SPECIAL ABILITIES
sneak attack +7d6
Staff of Order (Su): The weapon the battlepriest is
STATISTICS
holding becomes axiomatic.
Touch of Law (Sp): A d20 roll becomes 11. Str 11, Dex 18, Con 10, Int 14, Wis 12, Cha 11
Weapon Master (Su): Gain the temporary use of a Base Atk +9; CMB +9; CMD 24
combat feat. Feats Combat Reflexes, Dodge, Great Fortitude, Iron
Will, Nimble Moves, Rogue Weapon Proficiencies,
Stealthy, Step Up, Weapon Finesse, Weapon Focus
TALQUAR BLADE SOLDIER CR 3
(shortsword)
XP 800 Skills Acrobatics +20, Appraise +8, Bluff +16, Climb
Male/Female human fighter 4 +16, Diplomacy +12, Disable Device +26, Escape
LN Medium humanoid (human) Artist +21, Heal +2, Intimidate +16, Perception
Init +0; Senses Perception +4 +17, Sense Motive +10, Sleight of Hand +17,
261
Stealth +24, Survival +9, Use Magic Device +16
Languages Common URBAN TRACKING [GENERAL]
SQ quick disable, stand up, trapfinding +6
You can track down the location of missing
Combat Gear potion of invisibility; Other Gear +2
persons or wanted individuals within
mithral chain shirt, +3 shortsword, +1 shortbow, belt
communities.
The Usurpers
The Usurpers
+10, Ride +6, Sense Motive +4, Stealth -3, Swim +1 Str 10, Dex 13, Con 11, Int 17, Wis 14, Cha 9
Languages Common Base Atk +6; CMB +6; CMD 18
SQ armor training 3, ring of mind shielding Feats Alertness, Dodge, Persuasive, Skill Focus
Gear +2 cold iron bastard sword, +1 mighty composite Appraise, Skill Focus Diplomacy, Skill Focus
longbow (Str +4), +2 half plate, +1 heavy steel shield, Knowledge (local)
ring of mind shielding, 1945 gp. Skills Appraise +15, Bluff +10, Diplomacy +16,
Disable Device +14, Intimidate +13, Knowledge
TYMITHIUS BELANO CR 6 (local) +18, Linguistics +13, Perception +15, Ride
XP 2400 +3, Sense Motive +16, Sleight of Hand +10, Stealth
Male human fighter 7 +13, Use Magic Device +10
LE Medium humanoid (human) Languages Common
Init +1; Senses Perception +1 SQ fast stealth, trapfinding +1
DEFENSE
Gear masterwork dagger, 12 envelopes, handy
haversack (empty), pencil and ledger book, robe of
AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield,
useful items, sealing wax, signet ring.
+1 Dex)
hp 64 (7d10+21)
General Ariana Blackwell
Fort +7, Ref +5, Will +3 (+2 vs. fear)
Defensive Abilities bravery +2 The woman before you seems the personification of
beauty and power, with eldritch energy arching in her
OFFENSE
out-stretched hand and the faint shimmer of heat rising
Speed 30 ft. from her poised rapier. Large looped braids of dark
Melee +1 longsword +14/+9 (1d8+8/19-20) auburn frame her soft face set with dark brown almond
Special Attacks weapon training (heavy blades) +1 eyes and she gives of the faint scent of jasmine and sage.
STATISTICS
Str 19, Dex 13, Con 14, Int 10, Wis 12, Cha 13 ARIANA BLACKWELL CR 13
Base Atk +7; CMB +11 (+13 sunder); CMD 22 (24 vs.
XP 25600
sunder)
Female human eldritch knight 5/fighter 4/wizard 5
Feats Blind-Fight, Cleave, Improved Shield Bash,
LN medium humanoid (human)
Improved Sunder, Lightning Reflexes, Power
Init +8; Senses Perception +10
Attack, Vital Strike, Weapon Focus (longsword),
DEFENSE
Weapon Specialization (longsword)
Skills Acrobatics +4, Climb +2, Craft (armor) +4, AC 25, touch 17, flat-footed 20 (+8 armor, +4 Dex, +2
Diplomacy +7, Escape Artist -1, Fly -1, Intimidate deflection, +1 Dodge)
+11, Ride +4, Stealth -1, Swim +2 hp 117 (9d10+5d6+42)
Languages Common Fort +14, Ref +11, Will +11 (+1 vs. fear)
SQ armor training 2 Defensive Abilities bravery +1
Gear +1 longsword, masterwork chainmail, OFFENSE
masterwork light steel shield, belt of giant strength Speed 30 ft.
+2, 115 gp. Melee +2 flaming burst rapier +18/+13/+8 (1d6+6 plus
1d6 fire/15-20 plus 1d10 fire)
TAX WARDEN POULIAS ATREGAN CR 7 Ranged +1 cold iron javelin +16/+11/+6 (1d6+3)
Prepared Wizard Spells (CL 9th, Concentration +14)
XP 3200
Male human expert 6/rogue 3
LN Medium humanoid (human)
Init +1; Senses Perception +15 TALQUAR WEAPONS
DEFENSE All Talquar weapons are masterworks.
AC 12, touch 12, flat-footed 10 (+1 Dex, +1 Dodge) Talquar halberds have short shafts with broad
hp 50 (9d8+6) curved blades, fashioned troops so they may
Fort +3, Ref +6, Will +8 fight with halberds, and still carry a shield.
Defensive Abilities evasion, trap sense +1
263
5th – baleful polymorph (DC 20), false vision OFFENSE
4th – dimension door, phantasmal killer (DC 19), Speed 15 ft., flying (60 ft., good)
scrying (DC 19) Melee bite +15 (1d2-2) and sting +15 (1d3-2 plus
3rd – arcane sight, blink, clairaudience/clairvoyance, poison)
dispel magic Space 2.5 ft.; Reach 0 ft.
The Usurpers
The Usurpers
Towering near seven feet, a hulking brute of a woman special size modifer for an opposed check (such
shadows your path. She wears the medallion of the as during grapple checks, bull rush attempts, and
lordsguard, as well as their colors, but no armor. Neither trip attempts), she is treated as one size larger
does she carry a weapon, though her huge fists are if doing so is advantageous to her. Nagrossa
wrapped in thick studded leather bands and dozens of Jottensdottir is also considered to be one size
small keloids across her forearms, shoulders and other larger when determining whether a creature’s
exposed areas imply that she knows how to handle special attacks based on size (such as grab
herself in a fight or swallow whole) can affect her. Nagrossa
Jottensdottir can use weapons designed for
NAGROSSA JOTTENSDOTTIR CR 10 a creature one size larger without penalty.
XP 9600 However, her space and reach remain those
Female half-giant monk 11 of a creature of her actual size. The benefts of
LN Medium humanoid (human, giant, psionic) this racial trait stack with the effects of powers,
Init +1; Senses low-light vision; Perception +12 abilities, and spells that change Nagrossa
DEFENSE Jottensdottir’s size category.
AC 20, touch 16, flat-footed 18 (+1 Dex, +1 Dodge, +2
Wis, +4 armor, +2 monk) Stomp
hp 97 (11d8+44) Discipline Psychokinesis
Fort +10, Ref +8, Will +9 (+2 vs. fire, +2 vs. Level Psychic warrior 1
enchantment) Display Auditory and visual
Defensive Abilities improved evasion, still mind; Manifesting Time 1 standard action
Immunities disease, poison Range 20 ft.
OFFENSE Area Cone-shaped spread
Speed 60 ft., fast movement Duration Instantaneous
Melee unarmed strike +14/+9 (1d10+5) or unarmed Saving Throw Reflex negates; Power Resistance No
strike flurry of blows +15/+15/+15/+10/+5 (1d10+5) Power Points 1
Special Attacks flurry of blows, ki pool (7 points), Your foot stomp precipitates a psychokinetic
stunning fist (fatigued, sickened, DC 17) shock wave that travels along the ground, toppling
Spell-like Abilities (ML 5th; Concentration +5) creatures and loose objects. The shock wave affects
1/day – stomp (DC 11) only creatures standing on the ground within the
3/day – concussion (DC 12) power’s area. Creatures that fail their saves are
STATISTICS thrown to the ground, are prone, and take 1d4 points
Str 20, Dex 12, Con 16, Int 13, Wis 14, Cha 10 of nonlethal damage.
Base Atk +8; CMB +17 (+19 bull rush, disarm, Augment: For every additional power point you
grapple); CMD 30 (32 vs bullrush, disarm, grapple) spend, this power’s nonlethal damage increases
Feats Bodyguard, Combat Expertise, Combat by 1d4 points. For every additional 2d4 points of
Reflexes, Dodge, Improved Bull Rush, Improved nonlethal damage, the power’s save DC increases by 1.
Disarm, Improved Grapple, Improved Unarmed
Strike, Power Attack, Scorpion Style, Stunning Fist, CESTUS OF CUNCUSSION
Weapon Focus (unarmed strike), Wild Talent Aura faint psychokinesis; ML 3rd
Skills Acrobatics +15, Acrobatics (Jump) +38, Slot hands; Price 600 gp; Weight 1 lb.
Appraise +1, Climb +14, Craft (untrained) +1, DESCRIPTION
Diplomacy +8, Escape Artist +5, Fly +1, Heal +2,
When wrapped around the hands of an individual
Knowledge (arcana) +5, Knowledge (religion) +5,
with a psionic reserve, these simple iron studded
Perception +12, Profession (soldier) +7, Ride +1,
leather bands unlock a potent psychokinetic
Sense Motive +12, Stealth +6, Survival +6, Swim
attack. These bands allow the wearer to use
+10; Racial modifiers +4 Survival
concussion blast as the power three times per day
SQ AC bonus, diamond body, fast movement,
(Reflex save DC 14) when the wearer claps her
fire acclimated, high jump, maneuver training,
hands.
naturally psionic, powerful build, purity of body,
265
CONSTRUCTION Feats Deceitful, Dodge, Great Fortitude, Improved
Requirements Craft Wondrous Item, concussion blast; Lightning Reflexes, Lightning Reflexes, Persuasive,
Cost 1,200 gp Weapon Focus (light mace, longsword)
Skills Appraise +9, Bluff +16, Diplomacy +24,
Concussion Disguise +6, Handle Animal +9, Intimidate
The Usurpers
The Usurpers
override the creature’s thoughts and usurp
command of its body. If the thrall attempts to
refuse the lich’s commands, its master can
impose upon them excruciating and crippling
pain. The pain is entirely mental, simulating what
the thrall might feel if its rotting body suddenly
came back to life. Each round the thrall and its
master make opposing Will saves. If the lich
wins, the thrall is immobilised in pain and takes
1d6 points of damage. A thrall destroyed in this
manner spontaneously combusts, showering
everything in a 10-foot-burst centered on the
creature. Living creatures within the burst take
4d6 points of negative energy damage (DC 15
Fortitude save for half).
Lich Dependant (Su): If the lich that created the thrall
perishes, the thrall becomes mindless. It looses
its Intelligence score and can no longer cast
spells. After an hour, it turns to dust.
Sneak Attack (Ex) This ability functions exactly like
the rogue ability of the same name. A lich thrall’s
sneak attack deals +2d6 extra damage.
Death Attack (Ex) This ability functions exactly
like the assassin ability of the same name. The
Fortitude save against the attack is DC 13 (the
save is Intelligence based).
267
Appendix 4. The Cold Crypts sin. Whispered tales come to mind of unknown fates
Beneath the castle lies a massive ancestral crypt, a that have befallen those mortals daring to transgress
labyrinthine tangle of thousands of tombs of ancient its sanctity without the proper rituals. You hope these
nobles, priests, and seers. Tales abound that the sins stories are only to fill the curiosity of petulant children
of centuries of Atregan rule drive restless spirits from with dread, or to dissuade would-be thieves.
The Usurpers
The Usurpers
3. Tralfas Astroph: This geezer served on the
Triperium council and was transferred to the 9. Footprints suddenly materialize in the dust, racing
colony at Azindralea over two centuries ago. down a corridor into the darkness. Seconds later,
This makes him old enough to remember they fade into nothingness.
Sklavrredisanos. He knows Sklavrredisanos’ true 10. Spectre
identity. However, seeks eternal rest and will not
divulge what he knows, until the PCs find some SPECTRE CR 7
way to put him to rest.
XP 3200
3. Lio the Manservant: This ethereal spirit of pale
(see Pathfinder Bestiary)
paunchy eunuch manservant knows Othorion kept
several lovers throughout the city, one being a
woman in the Magorthus family whom he suspects 11. A small light, like a candle, flickers in the dark
bore him an illegitimate son. The son of course, is passages ahead, then goes black.
none other than Tharix Magorthus. 12. Barimoor Shaunieth: This particularly angry ghost
4. The corridor racks with sudden, spine-rattling, seeks the vengeful destruction of any creatures
grating squeak like metal dragged across slate. he encounters. Buried here as a consolation for
his family’s role in the counter resistance, he
5. Greater Shadow
bears tremendous anger towards both the native
Azindraleans who torched his family villa and the
GREATER SHADOW CR 8 Atregans who afterwards swept in and absconded
XP 4800 with his family’s wealth and holdings, like vultures.
(see Pathfinder Bestiary) He firmly believes his descendents should be heirs
to the Great City.
6. Princess Thyrisia Atregan: Murdered for disgracing
her family by taking an Azzywog Lover, her family Note: If you seek maps of the Cold Crypts look for
kept her affair secret and supposedly, the princess Øone’s Blueprints: The Great City: Cold Crypts.
drowned in a fishpond by tragic accident.
7. A sudden, unseen wind leaves everything damp
with a thin layer of cold dew.
269
Player’s Handout #1
Player’s Handout #2
The Sundered Legion
Liz Courts and Brendan Victorson
Table of Contents
The Sundered Legion
The Sundered Legion 275 CM2. Circus Maximus – Master of the Games 294
Adventure Synopsis 275 C1. Circus Maximus – Third Cellar Level 296
C2. The Catacombs – Sea Cave 298
Introduction 276
C3. The Catacombs – Shrine of Old Azindralea 298
Adventure Hooks 276 C4. The Catacombs – Cenotaph of the Fallen 298
C5. The Catacombs – Tomb of Heroes 298
Part I: C6. The Catacombs – Mural Hall 299
Muzzling the Dogs of War 277 C7. The Catacombs – Unfinished Ossuary 300
Scarred Summons 277 C8. The Catacombs – Bridge 300
Ambush! 277 C9. The Catacombs – Funeral Pyre 300
The Best Shield Tavern 278 C10. The Catacombs – To Old Gate Cellar 302
The Scarred Shield Club 280 C11. City Gate – Southwestern Tower Cellar 302
Conclusion 302
Part II:
Rescue from the Ork and Pike 281 Part IV:
The Trial of the Century 303
A1. Magic Spear Street Barricade 281
A2. Tavern - Common Area 282 The Trial 304
A3. Tavern – Kitchen 283 Black Knight to White Bishop 305
B1. Tavern – Basement – Pantry 284 Checkmate? 306
B2. Tavern – Basement – Meat Cellar 284
B3. Tavern – Basement – Cask Room 285 Part V:
B4. Tavern – Basement – Fight Room 285 Battle Royale 308
S1 – S4. Tavern – 2nd Floor – Private Dining 286 A Visitation 308
S5. Tavern – 2nd Floor – Bedroom 286 A Bloody Trial 309
S6. Tavern – 2nd Floor – Hallway 286 Events from “The Skullcrackers” 310
S7 – S10. Tavern – 2nd Floor – Bedroom 286 Events from “The Bloody Fix” 310
S11. Tavern – 2nd Floor – Grand Guestroom 286 Events from “Tides of Blood” 310
S12. Tavern – 2nd Floor – Secret Hallway 288 Events from “Puncture the Blackened Vein” 311
S13. Tavern – 2nd Floor – Tavern Owner’s Suite 288 Events from “The Usurpers” 311
Shadows in the Streets 290 Conclusion 313
274
W elcome to The Road to Revolution
Campaign Arc: a series of adventures
designed for use with the 3.5 version of the world’s
two things: Find General Henrik Prostolom’s
daughter Denorra as well as find the general
himself. Opposing General Krakon and his allies
most popular role-playing game. Set in the Great is doubly difficult with the both of them missing,
Club, General Prostolom can finally come forward the retired generals put forth the stakes – if they
with evidence and testimony against Commander are to keep the Army from ripping itself apart and
Abberbaugh, and through him, General Krakon. plunging the city into another civil war, the Kharel
When Commander Abberbaugh arrives at the needs their general, and the Great City needs General
Great City, he is summoned immediately to an Prostolom.
emergency meeting at the Headquarters with the
Kharel and Blood Senators in attendance. Charges The adventure starts with the Klarian guardsman,
of capital crimes are brought before the council Johann Donbath, finding the PCs 1d6+6 hours after
against Abberbaugh for his role in the fight clubs the events in the Castle Ward and giving them the
(The Skullcrackers), the instigation of the revolution, message from the Gang of Four in the Scarred Shield
suspected treason and the death of General Hejgar Club. This adventure also assumes that Erasmus was
Donbath, a long-time friend of General Prostolom. not killed in the events of the Castle Ward ( See The
In accordance with ancient tradition, Abberbaugh Usurpers).
chooses trial by combat in the sands of the Circus
Maximus. The Kharel orders the PCs to be their proxy
in the combat – the outcome determining on whose Adventure Hooks
side justice falls. Secret Affair: One of the PCs has been secretly
involved with Prostolom’s daughter, Denorra. They
must save her from her fate in the third cellar and
Introduction bring her captors to justice.
The Great City stands on the verge of all-out
war as General Krakon’s agents continue to push Making amends: The PCs have been duped like
the Kortezian and the Azindraleans into conflict. many within the Great City, believing they were
After the attempt on Erasmus’ life, General Krakon fighting on the right side, however, with the currents
has relocated outside the city to rally his loyal events they now have a chance to make amends and
troops as well as to converge with Abberbaugh’s do the right thing.
reinforcements from the borderlands. One of
General Henrik Prostolom’s Klarian guard seeks out
the PCs in the aftermath of the events in the Castle Power Play: In the grip of a full-fledge revolution
Ward to escort them to the Scarred Shield Club, at the PCs stand poised to not only make history, but
the behest of the Gang of Four. When the PCs learn decide who will come out on top. If they play there
that Prostolom and his daughter are both missing, cards right the new ruler of the Great City maybe the
PCs themselves.
276
Donbath takes his duties very seriously – the absence
THE CLOCK IS TICKING of General Prostolom is a personal affront to his
honor, but the retired generals of the Scarred Shield
With only two to three days until Club are worthy of respect and he follows them in the
Scarred Summons
Where is the Best Shield? “The Best Shield is in the
The adventure begins when a figure dressed in Army Ward – we best move quickly there, before the
simple robes and wearing a thick woolen cloak curfew kicks in and we can avoid any inquiries by the
approaches the PCs. He is armed with a battlestaff Talquar.”
and bearing a sealed courier’s pouch. A DC 10
Knowledge (local) check identifies him as a member When do we need to be there? “Have you not been
of the Klarian guard, an elite rank of soldiers loyal to paying attention? The City is falling apart – it’s only
the Kharel. a matter of time before that madness infects the
army and it too shall fall. Not even a soldier such as
He introduced himself as Johann Donbath, a myself wants to see the carnage when the Army is
Klarian guard in the service of General Prostolom leaderless.”
and nephew of the deceased General Hejgar
Donbath, then hands a pouch to the leader of the How do we get there? “We shall need to stay off
PCs (determined in his mind by the one that is the main streets – too obvious. Better to move in the
armored and ready for combat). With an anxious alleyways and side streets to avoid undue attention.”
voice he says,
I have an important message for you for your Why us? “Of anybody, you have followed this trail
consideration. I humbly request that you to read that from the beginning – who better than you?” Better
quickly, so that we may be on our way immediately. informed than many of his peers, Johann was used
by Prostolom from time to time as an aide, and
Johann standings in a position that allows him became particularly close when his uncle, General
the widest point of view, and quietly awaits the PCs Donbath, was murdered. Mutual in their need to
response. find out who did it, Johann often followed clues that
could lead to the answer, and in so doing, ran across
many of the PCs activities.
Tucked within the pouch rest a signet badge and
a crisply folded piece of parchment. Addressed to
the PCs, the parchment appears to be a personal Ambush! (CR 13)
invitation to an emergency conference of the Scarred The Blood Fang know that Prostolom’s forces still
Shield Club (see Handout #1). move in the city and the Army Ward, and have set
spies to follow Johann and the other members of
The PCs have time to ask a few questions of Guard Prostolom’s Klarian Guard. When Johann and the
Donbath, but he urges them to get moving if more PCs leave whatever structure they may have been in,
than three questions are asked, and constantly looks the spy moves ahead to alert the Blood Fang, who
at their surroundings for suspicious characters. prepare an ambush for the PCs and Johann.
277
Languages Common, Orc
RECKLESS OFFENSE [GENERAL] SQ armor training 1, rogue talents (combat trick,
surprise attack), trap sense +1, weapon training 1
You can shift your focus from defense to
The Sundered Legion
(heavy blades)
offense.
Combat Gear 20 crossbow bolts, elixir of fire breath;
Prerequisite: Base attack bonus +1.
Other Gear +1 breastplate, +1 bastard sword, +2
Benefit: When you use the attack or full
attack action in melee, you can take a penalty cloak of resistance, belt pouch (8 blood rubies - 35
of -4 to your Armor Class and add a +2 bonus gp each), belt pouch (1 pp, 5 gp, 39 sp, 10 cp), 50
on your melee attack roll. The bonus on attack ft. silk rope.
rolls and penalty to Armor Class last until the
beginning of your next turn. BLOOD FANG SERGEANT CR 11
XP 12800
Male elite minotaur fighter 8
The Ambush takes place as PCs snake through the CE Large monstrous humanoid
streets on their way to the emergency conference.
Init +2; Senses darkvision 60 ft., scent; Perception +14
The GM should check the map for an opportune
DEFENSE
place, about halfway between the starting point and
the Tavern AC 28, touch 11, flat-footed 26 (+10 armor, +2 Dex, +5
natural, +2 shield, -1 size)
As befits their character, the Blood Fang fight hp 145 (14d10+64)
without mercy and without hesitation. Johann, on Fort +12, Ref +9, Will +8; +2 vs. fear
the other hand, does his very best to protect the Defensive Abilities bravery +2, natural cunning
PCs to make sure they make it away and to the Best OFFENSE
Shield Tavern, going so far as to attack recklessly. Speed 20 ft.
Johann’s statistics are listed in the Allies section of Melee +1 cold iron flaming scimitar +22/+17/+12
the Appendix. If the PCs make it to the Best Shield (1d8+9+1d6 fire/15-20) and gore +13 (1d8+5)
Tavern with Johann alive, award them 19,200 XP. Space 10 ft.; Reach 10 ft.
Special Attacks powerful charge (gore +20, +2d8+7)
BLOOD FANG MERCENARIES (3) CR 8 STATISTICS
XP 4800 each Str 21, Dex 14, Con 18, Int 12, Wis 8, Cha 8
Male elite orc fighter 5/rogue 4 Base Atk +14; CMB +20 (+22 bull rush, sunder);
CE Medium humanoid CMD 32 (34 vs. bull rush, sunder)
Init +6; Senses darkvision 60 ft.; Perception +12 Feats Cleave, Great Cleave, Greater Weapon
DEFENSE Specialization (scimitar), Improved Bull Rush,
AC 20, touch 13, flat-footed 20 (+7 armor, +2 Dex, +1 Improved Critical (gore, scimitar), Improved
Dodge) Natural Attack (gore), Improved Sunder, Power
hp 73 (5d10+4d8+23) Attack, Weapon Focus (scimitar), Weapon
Fort +9, Ref +9, Will +4; +1 vs. fear, +1 vs. traps Specialization (scimitar)
Defensive Abilities bravery +1, evasion, ferocity, trap Skills Acrobatics +10, Acrobatics (jump) +8, Handle
sense +1, trapfinding, uncanny dodge Animal +3, Intimidate +10, Linguistics +2,
Weaknesses light sensitivity Perception +14, Ride +2, Stealth -7, Survival +7,
Swim +4
OFFENSE
Languages Common, Giant
Speed 20 ft.
SQ armor training 2, weapon training 1 (heavy blades)
Melee +1 bastard sword +16/+11 (1d10+11/19-20)
Combat Gear foot-wraps of striding and springing,
Special Attacks sneak attack +2d6
potion of cure moderate wounds (5), potion of
STATISTICS cure serious wounds (3), potion of displacement,
Str 20, Dex 14, Con 14, Int 8, Wis 10, Cha 6 potion of protection from energy (fire); Other Gear
Base Atk +8; CMB +13; CMD 26 +2 half-plate, +1 cold iron flaming scimitar, belt
Feats Combat Reflexes, Dodge, Improved Initiative, pouch (3 blood rubies - 35 gp each), belt pouch
Lunge, Power Attack, Reckless Offense, Vital (lint), backpack (explorer’s outfit, mwk manacles,
Strike, Weapon Focus (bastard sword), Weapon waterskin).
Specialization (bastard sword)
Skills Acrobatics +12, Acrobatics (jump) +7, Appraise The Best Shield Tavern
+3, Climb +12, Escape Artist +4, Knowledge (local) A warm honey-colored bar of pine wood and red
+3, Perception +12, Perception (trapfinding) +14, granite decorates fully one-half of the main floor of
Ride +4, Sleight of Hand +4, Stealth +11, Swim +3
278
the Best Shield Tavern. Every available inch of wall not barricaded, has six members of the Kortezian
space is covered with shields, some new, some battered Army sitting very close to it. Helga herself hides a
from skirmishes, but representing the colors of many nicked battleaxe behind the bar, and knows how to
Kortezian families and nations beyond. A large central use it in an emergency. Helga keeps her flaxen hair
6 0 60 120
2
FEET
CITY GATE
7
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CH
Feats Alertness, Far Shot, Greater Weapon Focus Str 18, Dex 15, Con 18, Int 10, Wis 12, Cha 6
(longbow), Manyshot, Point-Blank Shot, Precise Base Atk +6; CMB +10; CMD 22
Shot, Quick Draw, Rapid Shot, Weapon Focus Feats Alertness, Crossbow Mastery, Point-Blank Shot,
(longbow), Weapon Specialization (longbow) Power Attack, Rapid Reload (heavy crossbow),
Skills Perception +15, Stealth +11 Weapon Focus (heavy pick)
Languages Common, Gnoll Skills Acrobatics +7, Acrobatics (jump) +6,
SQ armor training 2, weapon training 1 (bows) Perception +10, Stealth +12
Combat Gear +1 flaming burst arrow (5), +1 wounding Languages Common, Goblin
arrow (5), potion of cure serious wounds, 40 arrows; SQ armor training 1
Other Gear +1 scimitar , mwk composite longbow Combat Gear 20 crossbow bolts, potion of cure
(+2), +2 studded leather, belt pouch (3 pp, 11 gp, 5 moderate wounds (5); Other Gear +1 chain shirt,
sp, 13 blood rubies - 35 gp each). mwk light steel shield, +1 heavy pick, mwk heavy
crossbow, belt pouch (9 sp, 10 cp, 10 blood rubies
SARK, CRAG, GOR – GARGOYLES (3) CR 4 - 35 gp each).
XP 1200 each
hp 42 (see Pathfinder Bestiary). RAWG, GRUSH, THIB – OGRE BARBARIANS (3) CR 6
XP 2400 each
A2. The Ork and Pike Tavern - Male ogre barbarians 4
Common Area (CR 12) CE Large humanoid (giant)
The scent of burning flesh strikes the nose upon Init +3; Senses darkvision 60 ft., low-light vision;
entering the darkened room, lit only by two fire pits. To Perception +10
one side, a caged fighting pit with corpses piled high DEFENSE
in it exudes a foul odor strong enough to make your
AC 18, touch 8, flat-footed 18 (+5 armor, +1 deflection,
eyes water, while the sickly sweet odor of burnt flesh
+5 natural, -2 rage, -1 size)
comes from the furthest fire pit. Speared upon a spit is
hp 110 (4d8+4d12+60)
the headless corpse of some hapless individual, slowly
turned over the fire by a monstrously sized humanoid Fort +14, Ref +2, Will +4; +1 vs. traps
hand. The firelight illuminates three hunched grotesque Defensive Abilities trap sense +1, uncanny dodge
figures over the fire pit, their distorted shapes and figures OFFENSE
casting long shadows upon the smoke-stained walls. Speed 35 ft., fast movement
Barely human shapes sit by sputtering candlelight, Melee +1 greatclub +16/+11 (2d8+22)
drinking mugs of souring ale from rotund casks. Ranged javelin +6/+1 (1d8+8)
Space 10 ft.; Reach 10 ft.
The remaining forces of the Blood Fang have taken Special Attacks powerful blow 1/rage (+2 damage),
up position behind the barricade on the Magic Spear surprise accuracy 1/rage (+2 to one attack roll)
Street. If the PCs get past the barricade in area A1, TACTICS
the bugbears will engage them, with four ogres to
During Combat: The ogre barbarians always use their
make sure no one makes it to the second floor of the
Power Attack for 2 points.
tavern.
Base Statistics When not under the effects of rage
the ogre barbarians have following stats: AC 20,
BATTLE HARDENED BUGBEARS (8) CR 5 touch 10, flat-footed 20, hp 94, Fort +12, Melee +1
XP 1600 each greatclub +14/+9 (2d8+19), Str 26, Con 18, CMB
Male elite bugbear fighter 4 +16, CMD 27.
CE Medium humanoid (goblinoid) STATISTICS
Init +3; Senses darkvision 60 ft., scent; Perception +10 Str 30, Dex 11, Con 22, Int 8, Wis 10, Cha 4
DEFENSE Base Atk +7; CMB +18; CMD 29
AC 21, touch 12, flat-footed 19 (+5 armor, +2 Dex, +3 Feats Power Attack, Toughness, Vital Strike, Weapon
natural, +1 shield) Focus (greatclub)
hp 75 (3d8+4d10+32) Skills Acrobatics +7, Climb +13, Perception +10
Fort +9, Ref +6, Will +3; +1 vs. fear Languages Common, Giant
Defensive Abilities bravery +1 SQ rage (14 rounds/day)
OFFENSE Gear +1 hide armor, +1 greatclub, 4 javelins, +1 ring of
Speed 30 ft. protection.
282
The Sundered Legion
1 square = 5 ft
A3.The Ork and Pike Tavern – Fang slaughtered the tavern owner and his family.
Kitchen (CR 11) Except for looting the stores, the only one who
Stale bread and rotting vegetables sit scattered across has been in the kitchens is one of the ogres who is
the heavy tables and floor of the kitchen. Curdled milk looking for spices to put on the man meat (roasting
mixed with garbage hits your senses like a hammer to in area A2). Brug is not too concerned about what is
the forehead. A narrow set of stairs leads downwards in happening outside and will only reluctantly come to
the corner of the kitchen. the aid of his comrades if summoned by his brothers
(area A2). Unlike his brothers, Brug is intelligent (for
The kitchen has been abandoned since the Blood an ogre) and can be bribed to disclose information
283
about the Ork and Pike and Gojo in particular. Brug Init +2; Senses low-light vision, scent; Perception +8
is quite fond of his pet wolverine, Bites, and his DEFENSE
attitude changes from indifferent to hostile if Bites AC 16, touch 12, flat-footed 13 (+1 deflection, +3 Dex,
The Sundered Legion
Melee bite +23 (2d8+13) same descriptions and information. There is a 10%
Space 10 ft.; Reach 5 ft. chance that one of these rooms contains a sleeping
Special Attacks gaze (DC 23), smite good 1/day (+2 member of the Blood Fang. Use the same statistics
to attack, +14 to damage) as one of the trolls in area B2.
STATISTICS
Str 28, Dex 8, Con 22, Int 3, Wis 10, Cha 15 OFF DUTY BLOOD FANG CR 10
Base Atk +14; CMB +24; CMD 33 (45 vs. trip) XP 9600
Feats Alertness, Blind-Fight, Improved Natural Attack hp 138 (see Part I – Ambush! Blood Fang Sergeant).
(bite), Iron Will, Lightning Reflexes, Toughness,
Weapon Focus (bite) S11. The Ork and Pike Tavern –
Skills Perception +20, Stealth +3. 2nd Floor – Grand Guestroom (CR 12)
Lavishly decorated with masterpieces of a
S1 – S4. The Ork and Pike Tavern –
taxonomist’s art, this guestroom has an expansive four-
2nd Floor – Private Dining Room
poster bed, carved to look like a ship’s prow. A carved
A private drinking hall, this room contains little more figure of a busty woman dressed only in seashells and
than a sturdy table and uncomfortable looking chairs. pearls drapes over the headboard, while jade-green and
The stuffed and mounted head of an impressive elk gold brocaded curtains are drawn back to reveal a down
sits across the room from the doorway, while two unlit feather mattress with crisp cream-colored sheets and
lanterns hang from a dark wooden overhead beam. matching green blankets. A ceramic pot-bellied stove
exudes warmth from its chamber, and a lavish meal has
Usually these private drinking and gaming rooms been set on the dark wood and gilt claw-footed table.
are picked clean by the staff after the reveries are
over, but there is a 10% chance that the PCs find Luhrrzek and Sahrrzek, two twin troglodyte sisters
1d6x5 silver pieces and 1d4x10 copper pieces. happily in service to Gojo, protect this room for him.
Luhrrzek continues the work of the same dark god
S5. The Ork and Pike Tavern – that Sidian serves, though of course she views her
2nd Floor – Bedroom methods as more correct than Sidian’s brutal ways.
Smelling of sweat and vomit, overlaid with rose-scented She is no less cruel than the former gargoyle leader
oil, this room contains only the sparsest of furnishings – a of the Blood Fangs, and is currently masquerading
wooden bed frame and lumpy mattress. A rough woolen as Denorra with her hat of disguise. Chained to the
blanket lies rolled at the bottom of the bed. bed and appearing beaten and bloodied, she will
lure in the unwary, crying and acting piteously (she
While the tavern is usually for guests that are can’t speak Common), so that her sister, Sahrrzek,
awake, sometimes the tavern owners rent out these and their pet snakes can attack them from behind.
spartan bedrooms at a premium to let their guests If it looks like they might be losing (if Sahrrzek is
sleep their drinking off. reduced to 25% of her hit points), Luhrrzek will use
any summoning spells she has so that the two of
them can make an escape. Luhrrzek will cast eagle’s
S6. The Ork and Pike Tavern –
splendor on herself and bull’s strength on her sister
2nd Floor – Hallway (CR 10)
if given the opportunity, either by being alerted to
Rough wooden floor beams covered by braided rag the presence of intruders or as her first action if
rugs decorate this shabby hallway. It may have once her deceit fails. Sahrrzek often falls to the role of
been cleaner, but broken bed frames, torn curtains, caretaker as Luhrrzek drifts in and out of lucidity,
shredded tapestries and dried ruddy stains on the wall a role she views as an honor. After all, her sister is
bespeak to recent violence. closer to the dark god they both serve, and deserving
of such concern. If Sahrrzek falls, Luhrrzek flies into
Standing by the entrance to S11 are two guards, a rage, using her smite and contagion spells to attack
who have the same statistics as the mercenaries whoever felled her sister.
from Part I: Ambush!. A DC 25 Perception check
reveals the secret door to area S12.
On the western side of the room, hidden behind a
wool tapestry depicting a hunting scene is a hidden
BLOOD FANG GUARDS (2) CR 8 doorway that leads to area S13, Gojo’s true lair and
XP 4800 each where he keeps General Prostolom (Perception
hp 73 (see Part I – Ambush! Blood Fang Mercenaries). DC 30). One of the wall masks, depicting an old
286
Azindralean hero, hides a small peek hole that the of cure light wounds (2), scroll of bless weapon
tavern owner used to spy on any guests in this (CL 2nd), scroll of cure moderate wounds (CL 5th)
room. Gojo’s familiar, Nenshou, uses it for similar (3); Other Gear +2 composite shortbow (+1), +1
reasons, notifying Gojo if the sisters are discovered shortsword, +3 studded leather, belt of incredible
dagger, belt pouch (1 pp). S13. The Ork and Pike Tavern –
2nd Floor – Tavern Owner’s Suite (CR 14)
SCALESHED & BLIGHTFANG (2) CR - Glittering with gilt leaf and crystalline lanterns,
XP - this opulent chamber would make even the showiest
Snake (viper) animal companion noblewoman envious. Diaphanous silken curtains
N Small animal the color of fresh-pressed wine drape over narrow
Init +3; Senses low-light vision, scent; Perception +1 ivory-paneled window shutters. Tall spiraling silver
candelabras reflect prisms of rainbows through their
DEFENSE
polished crystal lenses, causing the tiny jewels sewn
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size) into the azure blue bed curtains to glisten and sparkle.
hp 13 (3d8) A large bathtub, big enough for at least four people,
Fort +3, Ref +6, Will +2 decorated with golden dolphins, lies in one corner of
OFFENSE the room, filled with tepid bathwater the color of ash.
Speed 20 ft., climb 20 ft., swim 20 ft. Despite the cloying scent of melted beeswax and lamp
Melee bite +6 (1d3-1 plus poison) oil, you catch the faintest odor of expensive distilled
STATISTICS liquors, paired with the hint of drying blood.
Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
After defeating Sidian, the former gargoyle leader
Base Atk +2; CMB +0; CMD 13 (can’t be tripped)
of the Blood Fangs, in combat, Gojo immediately
Feats Ability Focus (poison), Weapon Finesse
moved to inspire his mercenaries to action by
Skills Acrobatics +7, Acrobatics (jump) +3, Climb +11,
directly allying the Blood Fangs with General Krakon.
Perception +1, Stealth +11, Swim +7. Despite their prior loyalties to the Triperium, Gojo
SQ attack trick, link, share spells. knows that such feelings are only for the weak – he
SPECIAL ABILITIES is looking forward to another Night of Rage, where
Poison (Ex): Viper poison – Injury; Save Fort DC 13; he can unleash his mercenaries upon the populace
Frequency 1/round for 6 rounds; Effect 1 Con of the Great City. Aided by the advice of Nenshou,
damage; Cure 1 save. his infernal servant gifted to him after Sidian’s
rout, Gojo has pushed the Blood Fangs into deeper
S12. The Ork and Pike Tavern – 2nd atrocities, which they have followed with great zeal
Floor – Secret Hallway (CR 14) to please their new and charismatic commander.
This broad hallway, roughly ten feet in diameter, looks Commanded by Krakon to kidnap Denorra and lure
unused, judging by the thickness of the cobwebs in the General Prostolom to her aid, no promises of their
ceiling’s corners. Various pieces of décor in disrepair and condition was given to Krakon, nor was any expected.
a huge assortment of cast off clothing and rusting gear Deceiving Prostolom with his ability to assume
lie in haphazard stacks. A thick layer of dust coats the other forms and appearing as Denorra, Gojo got
area, save for a slightly thinner layer between the piles close enough to Prostolom for Nenshou’s poisons
of junk. A five foot square doorway, visible despite the to strike him from behind, as well as his own ray of
darkened surroundings, is located on the eastern wall. exhaustion. Weakened near to immobilization, Gojo
used a slave chain on Prostolom, dragging him to
The tavern owner uses this hallway to get to his the Ork and Pike to see what the Blood Fangs had
private suite, wherein he keeps the best foods, done to his beloved daughter. Chained and gagged,
liquors and wines – the prize for his share of the Prostolom was helpless to aid his daughter as Gojo
illegal blood sports that operate in and under his and the other Blood Fangs raped, tortured and beat
establishment. Knowing that a rival might try to Denorra into silence. Prostolom’s last knowledge of
come for him in the night, he installed a trap in this Denorra was hearing Gojo’s command to drag her
hallway. Triggering the trap at one entrance sets the away to the Third Cellar of the Circus Maximus.
device off at the opposite. Finding the bypass switch,
hidden under a rusty pile of armor, requires a DC 25 Gojo keeps General Prostolom gagged and bound
Perception check. with the slave chain in the bath, keeping his body
weak and poisoned. Given advance warning that
foes are approaching, Gojo will take the time to
POISON DOUBLE DART TRAP (2) CR 12
bolster his defenses, generally with casting resist
Type mechanical; Perception DC 30; Disable Device DC 25 energy against fire and drinking a potion of eagle’s
EFFECTS splendor before turning invisible to await his foes,
Trigger location; Onset 1 round; Reset automatic; also turning Prostolom invisible. If Prostolom gets
288
killed in the ensuing battle, it’s one less thing for
Gojo to worry about, plus he can pin the death of
GOJO,
one of the Kharel squarely on the PCs. He uses his
ability to fly to stay out of the reach of opponents and LEADER OF THE BLOOD FANGS
Initiative, Maximize Spell, Spell Focus (evocation), 1/week – commune (CL 12th)
Weapon Focus (bastard sword) STATISTICS
Skills Acrobatics +15, Acrobatics (jump) +19, Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Appraise +7, Bluff +23, Climb +7, Craft (alchemy) Base Atk +3; CMB +1; CMD 15
+11, Diplomacy +24, Disguise +13, Fly +16, Heal SQ alertness, change shape (boar, giant spider,
+3, Intimidate +27, Knowledge (arcane) +15, rat, or raven, beast shape I), deliver touch spells,
Knowledge (planes) +7, Linguistics +7, Perception empathic link, share spells, speak with master
+25, Sense Motive +5, Spellcraft +15, Stealth -4, Feats Dodge, Weapon Finesse
Swim +5 Skills Acrobatics +21, Acrobatics (jump) -3, Bluff
Languages Common, Giant, Goblin, Infernal, Orc +12, Climb +3, Craft (alchemy) +5, Diplomacy +16,
SQ arcane bloodline, arcane bond (imp familiar Fly +21, Intimidate +17, Knowledge (arcana) +14,
called Nenshou), bloodline arcana, cantrips, Knowledge (planes) +7, Perception +19, Stealth
change shape (Small, Medium or Large +11, Spellcraft +17.
humanoid; alter self of giant form I), fly, metamagic
adept 2/day, regeneration 5 (acid or fire) Wheezing from exhaustion, the bedraggled and
Combat Gear scabbard of keen edges, potion of cure filthy man that could only be General Prostolom
serious wounds (4), potion of eagle’s splendor (2); slowly stands up, his arms and legs raw from the
Other Gear +2 shock bastard sword , +1 wounding manacles. “My thanks,” he whispers, “but we must
kunai darts (5), +6 bracers of armor, pearl of power hurry back to the Best Shield. I have much to report.”
(3rd lvl spell), belt pouch (4 gp, 14 blood rubies -
35 gp each), bottle of fine wine, spell component Hurried inquiries while the PCs help out General
pouch (4), slave chain key. Prostolom reveal that Krakon set up Prostolom by
SPECIAL ABILITIES capturing Denorra and holding her hostage, then
Bloodline Arcana: Whenever Gojo applies a reneged on his promise to keep Denorra unharmed.
metamagic feat to a spell that increases the slot If the PCs cleared out the previous rooms, they
used by at least one level, the spell’s DC increases should be able to get out of the Ork and Pike quickly,
by +1. This bonus does not stack with itself and but stepping out into the streets presents another
problem.
does not apply to spells modified by the Heighten
Spell feat.
Metamagic Adept (Ex): Gojo can apply any one Shadows in the Streets (CR 13)
metamagic feat he knows to a spell he is about to The gust of fresh sea-scented air fills your nose as you
cast without increasing the casting time. He must break free from the stinking squalor of the Ork and Pike
still expend a higher-level spell slot to cast this into the streets. The air quickly turns to the smell of
spell. He can use this ability 2 times per day. blood and earth, as the sounds of scraping stone against
roof tile suddenly breaks the unnatural stillness.
NENSHU, SERVANT OF GOJO CR -
After rescuing General Prostolom from the Blood
XP - Fangs and trying to make their way towards the Best
Female imp familiar Shield, the PCs are attacked by Sidian the Scourge,
LE Tiny outsider (devil, evil, extraplanar, lawful) the former leader of the Blood Fang. Hoping to
Init +3; Senses darkvision 60 ft., detect good, detect finish off Prostolom and thereby regaining the favor
magic, see in darkness; Perception +19 of Krakon and Abberbaugh, Sidian brings all of his
DEFENSE clerical abilities to bear, breaking the holy symbol
AC 21, touch 16, flat-footed 17 (+2 size, +3 Dex, +1 of his murderous deity to unleash new abilities to
Dodge, +5 natural) ensure his victory. Sidian likes to use the Wingover
hp 60 (7 HD); fast healing 2 feat to quickly turn and strike his foes, then fly away
Fort +6, Ref +6, Will +7 out of reach.
DR 5/good or silver; Immune fire, poison; Resist acid
10, cold 10 SIDIAN THE SCOURGE CR 13
ATTACK XP 25600
Speed 20 ft, fly 50 ft (perfect) Male unholy iron-clad gargoyle monstrous humanoid
Melee sting +6 (1d4 plus poison) 5 / barbarian 1 / cleric 5
Space 2.5 ft; Reach 0 ft NE Medium monstrous humanoid
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Init +2; Senses darkvision 60 ft.; Perception +7 living creatures or to heal undead creatures of 3d6
Aura evil; awful presence points of damage. Creatures that take damage
DEFENSE from channeled energy receive a DC 13 Will save
AC 22, touch 12, flat-footed 20 (+10 natural, +2 Dex) to halve the damage. Sidian can use this ability 4
by extension, Grakus, are both having a bad day. the full XP for this encounter as if they had defeated
Natives familiar with the Circus’ infamous gladiators Grakus in combat.
of the past (a DC 25 Knowledge (local) check) know
that Grakus has a particular fondness for eclipse BONESAW GRAKUS CR 8
wine, a heady beverage, deep maroon in color and
XP 4800
having a sparkling sweetness on the tongue. Brewed
by the vintners at the Temple of the Silver Lady, see Blood Fang Mercenaries, page 6 with following
Grakus acquired a taste for the wine as well as the changes:
young priestesses that sell it. Grakus’ attitude shifts hp 105 (5d10+4d8+23)
from Indifferent to Friendly, provided the PC offering Melee Myrna +16/+11 (1d10+11/17-20)
the wine succeeds at a DC 15 Diplomacy check.
Should the PC in question have already dealt with CM2. Circus Maximus –
Grakus in the past, Grakus’ initial attitude is already Master of the Games
Friendly, but increases to Helpful (DC 20 Diplomacy The suite of the Circus Maximus’ Game Master has
check). an expansive view of the arena sands, visible through
rattan screens painted with images of combat against
When playing the role of Grakus, he doesn’t speak ferocious creatures. A floor of black and red-lacquered
very much, preferring to observe at first, but when tiling, covered with intricate silken rugs, breathes
he does speak, he’s quite erudite and knowledgeable a touch of the exotic to it. Magnificent armors and
about the Army Ward and in particular the members weapons are set upon the walls and hang from wooden
of the Kharel. General Nikolos is a long-time friend racks, lovingly polished and displayed to show them
of his, but Grakus generally doesn’t mention this. off. Lounge chairs of wooden and velvety cushions are
Should the PCs provoke Grakus to the point of arranged in a semi-circle before the wide windows,
hostility, he waits for them to make the first move. while a nearby marble and gold table lies empty. A
Use the same statistics as the mercenaries from polished teakwood bed, similarly covered with velvety
Part I - Ambush!, but with the changes below. cushions, lies barely hidden behind a gilt dressing
Grakus also carries a heavy key ring that holds keys screen. A desk made of the same stone as the Circus
to most of the upper levels of the Circus, but not walls commands a presence in the suite, spartan of
the Game Master’s suite or any of the levels where decoration save for the neat piles of empty parchment.
the gladiators and beasts are kept. Should the PCs In front of the expansive desk is a stack of broadsheets,
bypass Grakus without entering combat, they gain crisply printed and smelling of fresh ink, with today’s
294
HEART OF SHAME Sneaking into the northwestern gate towers
through the lowest ancient Azindralean catacombs,
Foreknowledge cannot be elicited from ghosts
Cellis opened the heavy gates, allowing the
date, announcing combats between beasts and men is particularly difficult. All of the previous Games
and lasting the entire day. Masters had no interest in the Third Cellar, and
haven’t been down there in ages, and Apulio has
Axewind Apulio, now the Games Master of the seen no reason to discontinue this practice. Despite
Great City’s Circus Maximus, loves his job. He his hostile behavior, Apulio doesn’t wish the PCs
loves holding the games, whipping the crowd into ill – if anything, he could be a great ally (see Part V).
excitement and frenzy to root for the best gladiator What Apulio wishes for the most is for his games to
in the arena. Should the PCs arrive in the suite in resume, and if the PCs can convince him of that, all
the daylight hours, Apulio can be found in the suite, the better. Apulio is not swayed easily by coercion,
reminiscing about old times, but mostly raging at the requiring a DC 40 Intimidate check to get him to
fact that his planned games are now put on indefinite take the PCs down to the Third Cellar – he will not
hold. The declaration of martial law and the enforced under any circumstances (short of a dominate spell)
curfew means no one to entertain, and that makes hand over the Games Master’s seal and keys. A
this natural-born showman very, very upset. Blaming series of three successful Diplomacy checks (DC 25)
the current state of affairs on the army, since of accomplishes the same thing. If Apulio is attacked
course they were the ones that instated martial law, while Grakus is still in the room, they show no mercy
Apulio is in a foul mood, particularly against anybody and will resort to dirty tricks they learned in the
that is acting as representatives of the Kharel – even arena to defeat their foes. Apulio sounds an alarm
if it is just one of them (starting attitude Unfriendly). if he’s attacked as well (a hidden bell pull near his
desk). Apulio is similarly armed to Grakus, though he
Being accompanied by Grakus does at least doesn’t carry his weapons on him, but he’s generally
make Apulio willing to listen to the PCs without not far from a weapon in this suite.
haranguing them endlessly about his troubles,
but convincing Apulio to speak of the Third Cellar Negotiating with Games Master Apulio
successfully is a challenge, but one worthy of reward.
295
Award the PCs 19,200 XP. Depending on how much Init +7; Senses low-light vision; Perception +15
the PCs were able to convince Apulio to assist them, DEFENSE
while on the elevator trip down to the third cellar, he AC 23, touch 11, flat-footed 21 (-1 size, +2 Dex, +12
The Sundered Legion
tells them some of the more sordid tales of the Third natural)
Cellar, but also of the Heart of Shame. hp 250 (20d10+120)
After reaching the bottom of the elevator shaft,
Defensive Abilities corpse regeneration; DR 15/
Apulio unlocks the barred gate to the Third Cellar,
bludgeoning
giving the PCs a wink and a smile. Apulio cannot
Fort +19, Refl +14, Will +7
be swayed to join the PCs in the Cellar – he has
wandered into the Cellar a time or two on his own, OFFENSE
and has no desire to return to it, his curiosity well Speed 40 ft., climb 10 ft., swim 50 ft.
sated by what he found there. Melee 2 claws +27 (2d8+8) and bite +27 (4d6+8) and
tail +25 (1d8+4)
C1. Circus Maximus – Space 10 ft.; Reach 5 ft.
Third Cellar Level (CR 15) Special Attacks bone twist, necrotic breath
Utterly unlike the architecture above it, this level STATISTICS
of the Circus Maximus has a distinctively older Str 26, Dex 14, Con 24, Int 4, Wis 13, Cha 10
construction to it. Made of thick-quarried blocks, cut Base Atk +20; CMB +29 (+31 bull rush); CMD 41 (43
to fit and polished smooth, the hexagonal pillars are vs. bull rush)
wide at the bottom and narrows slightly as it reaches Feats Ability Focus (bone twist), Alertness, Awesome
to the roof of the vaulted ceiling. Tiles of varying Blow, Multiattack, Improved Bull Rush, Improved
shades of limestone, granite, and shale are laid out Initiative, Improved Natural Attack (bite), Power
in geometric patterns on the surface of the floor. A Attack, Skill Focus (Perception), Vital Strike
large rift in the cellar’s floor opens up to a dark pool of Skills Acrobatics +12, Acrobatics (jump) +20, Climb
water, crumbled at its edges, but its shows signs that it +16, Stealth -2 (+6 underground), Perception
was once a finished and raised bath or well. The bones +18, Sense Motive +3, Survival +1, Swim +16;
of long dead animals lay scattered around the cellar’s Racial Modifiers +2 Perception, +8 Stealth
level, picked clean by the vermin that dwell in this (underground)
cavernous space. SQ amphibious, breathing skin.
ECOLOGY
When the Third Level was sealed, any creatures
Environment Any underground
that dwelled down here were left to their own
Organization Solitary
devices, devouring any creature that crossed their
path, large or small. When one of them fell ill, Treasure Standard.
they too were consumed, victim of the ravenous SPECIAL ABILITIES
hunger of these creatures. Soon their steady diet of Bone Twist (Su): Long exposure to death, decay
decay and the dried flesh of interred corpses had a and the haunting of the undead has granted the
corrupting and mutating effect on these creatures, graveborn chimera power over bones, both living
eventually creating the terrors known as graveborn and dead. With a glance, a single target within
chimeras. Fortunately for the rest of the Great City, 60 feet is subjected to the horrifying sensation
these creatures have not yet found a way out of their of feeling their bones stretch and twist, crippling
labyrinthine prison, but they do eagerly stalk anything them a moment of agony. The bone twist does 3d6
that might resemble the smell of warm living flesh. points of damage (Fort DC 22 for half damage).
One of the chimeras living here has mutated, as its Failure indicates that the target is also nauseated
kind is wont to do, and lives semi-permanently in for 1d4 rounds. The save DC is Charisma-based.
the deep reservoir, though still blocked from any exit Breathing Skin (Ex): The aquatic graveborn chimera
out into open water. This water-loving variant spends takes a -2 penalty on Fortitude saves against
most of its days picking through the reservoir for gases, contact poisons and inhaled poisons and
small crabs and other edibles, but does surface once
effects.
in a while to see if anything new has moved into the
Corpse Regeneration (Su): The graveborn chimera
main chamber.
can absorb corpses to regenerate itself – a useful
trait when no fresh bodies are available for
AQUATIC GRAVEBORN CHIMERA CR 15 consumption. A graveborn chimera heals damage
XP 51200 according to the size of the corpse it consumes.
Male amphibious graveborn chimera (see Advanced Consuming a corpse is a full-round action that
Bestiary page 21) provokes attacks of opportunity, regardless of the
NE Large magical Beast (aquatic) size of the corpse.
296
trapdoor to corridor to c11
Third Cellar
Size Amount Healed Necrotic Breath (Ex): Much like their ancient
Fine 1d4+1 ancestors, the true chimera, the graveborn
Diminutive 1d6+1 chimera is able to use its breath weapon, a
Tiny 1d8+1 corroding, rotting gas that peels flesh away
Small 1d12+1 from skin. Its breath is usable every 1d4 rounds
Medium 1d20+1 and deals 3d8 points of damage in a 20-foot
Large 2d12+3 cone, allowing a DC 26 Fortitude save for half
Huge 2d20+2 damage. The save DC is Constitution-based and
the chimera is immune to its own and other
Gargantuan 4d12+10
graveborn chimeras’ breath.
Colossal 4d20+10
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C2. The Catacombs – Sea Cave know is that Ceghon was favored by the ancient
Rough limestone walls carved by the rise and fall of gladiators of Azindralea and they often visited this
sea tides shape this irregular room, with several side shrine for victory before battle. Before the Third
The Sundered Legion
passages leading down towards sea level. Rubble has Cellar was sealed off, many native Azindralean
piled up in these rough hallways, choked with mold and gladiators continued the practice, leaving weapons
the gnawed and empty remains of shellfish and crabs. captured from their enemies in combat.
A layer of dust and yellow sand covers the floor of the
passageway. Treasure: +2 defending ghost touch dwarven waraxe,
+1 longsword, +1 nunchaku, +1 heavy wooden shield of
This passage is one of the many that were arrow catching, bracers of armor +1, gems and foreign
hollowed out by many years of seawater pounding coins (100 pp total value).
against the shores of Old Azindralea. Occasionally,
the aquatic graveborn chimera from area C1 will C4. The Catacombs –
prowl these halls in search of any additional food Cenotaph of the Fallen
that may have washed in through the tunnels. This Entering into this chamber, there is an echoing
area of the catacombs is cut off even from some stillness, accentuated by the smell of salt air, dust
of the surface fissures used by some of the Great and decay. Long creamy white marble memorials,
City’s criminal elements. At the west end of the masterfully carved with scenes of battle, lay under dust
widest part of the chamber lies the steel doors, and salt, set into recesses carved with twisting geometric
bound with chains and sealed with the emblem of designs. Copper lamp urns, corroded green by age, still
the Kharel. bear soot stains from use.
Set into the irregular passageway lays a thick steel Before the Kortezians came from overseas to
door, bound with wide chains and a head-sized padlock. conquer the lands of Old Azindralea, the natives
Incised deep into the padlock is an ornate seal. had problems of their own, in the form of the
restless monstrous races that came down from
A DC 25 Knowledge (history) check reveals that the the hinterlands to pillage the verdant city and its
seal is an older one used by the Kharel, and matches surroundings. In a cycle of violence and calm, many
the head of the key that the PCs received from lives were lost and many battles remembered.
General Nikolos. The humid sea air has rusted the Some of these marauding tribes had the habit of
lock and chains that hold the door closed, making it eating their kills, leaving no body for families to
slightly more difficult to open, noticeable with a DC neither mourn nor bury. The Cenotaph of the Fallen
15 Perception check. Oiling the lock makes it easier commemorates those that died in those long-ago
to open, otherwise it will require a DC 15 Strength battles, each memorial marker depicting the battle
check to open, even with the key. PCs wishing to in question. A DC 30 Knowledge (history) check
bypass the key will require a DC 40 Disable Device will reveal the names of the combats depicted.
check, or a DC 35 Strength check to break the solid, Followers of the old faiths once lit the fires here in
hardened steel chains. commemoration, the practices of which have been
absorbed into current rituals (DC 35 Knowledge
C3. The Catacombs – (religion) check).
Shrine of Old Azindralea
C5. The Catacombs –
Compared to the side passages, this chamber is
Tomb of Heroes (CR 14)
hewn smooth from the surrounding rock. Ancient iron
torch sconces have left deep brown stains on the walls, This vaulting circular chamber, decorated with pillars
covering the salt-encrusted mosaic on the north wall. carved to resemble outstretched female figures, is
Beneath the saline encrustations, a robed barefoot sparsely populated with plain sarcophagi. Three alcoves
figure carrying a well-worn quarterstaff made of inch- hold deep shelves upon with wax-sealed jars and stone
sized natural rocks in an array of earth tones walks on chests are placed, while a fourth alcove has been walled
malachite stonework. On the southern wall is a similar up with bricks, save for a single six-inch square opening.
engraving, carved directly into the walls of limestone Sigils of dark indigo stain the walls of the archway.
cavern walls. At the statue’s bare feet lie several ancient
weapons, likewise encrusted with salt. The sarcophagi contain the remains of
Azindralean heroes, still intact despite the thirty
A DC 20 Knowledge (religion) check reveals years of occupation by the Kortezians. The chamber
that the iconography belongs to Ceghon, an old remains untouched by the Kortezians, warned off
Azindralean deity of travel and knowledge (The Great from disturbances by dire omens from priests of
City Campaign Setting, page 82). What many do not Adhelmus Oxda. The Oxdam inscribed the archway
with sigils of warning (DC 25 Knowledge (religion)
298
check; only DC 15 if the character is a follower of purge (DC 18), nondetectionD (DC 18)
Adhelmus). A successful check tells the character 2nd (5/day) - bull’s strength (DC 17), death knell (DC
that ancestral spirits guard the tomb, and were left 17), enthrallD (DC 17), hold person (DC 17), silence
to remain in peace. A DC 30 Perception check of the (DC 17), spiritual weapon
its Charisma modifier (15 damage) and is stunned. men standing abreast, curls up the corner of this cellar.
Cellis can only use this ability once per day, though Racks of luminous weapons and armor are stacked neatly
they can attempt the strike again if they miss. in their stands, while shelves with woolen rucksacks
Telekinesis (Su): Cellis’ death involved great physical stand ready for use. The odor of dried meats and fish is
trauma. He can use telekinesis as a standard action prevalent in this chamber, along with the distinctive odor
once every 1d4 rounds (CL 13th). of oil. A massive windlass, with handles at least three
* already included in the statblock. feet long, occupies the center of this room, a sturdy iron
chain wrapped around it like an enormous snake. An iron
Brandishing a piece of his corpse or its belongings wedge holds the windlass firmly in position.
(found in area C5) causes Cellis to stop attacking
the PCs and puts him in a relatively talkative mood A DC 20 Perception check will alert the PCs to any
– for a ghost (attitude shifts to Indifferent). Despite approaching guards. Cutting or damaging the chain
being dead for 30 years, Cellis knows quite a bit (Break DC 40, hardness 15, 90 hp) at this location
about the Great City, not the least of which is a way will cause it to fly upwards, making an enormous
to disable the City Gates. Captain Cellis’ attitude racket that brings 1d10 guards down into the cellar
must be shifted to at least Friendly before he reveals to investigate. Even without Captain Cellis’ advice,
this key piece of information – the blocks that hold this will delay Commander Abberbaugh’s forces
the massive gate chains have a fatal flaw in the for at least half a day. If the PCs decide to follow
construction materials and engineering design. the traitor ghost’s advice, this particular city gate is
Most of the pulleys that allow the gates to operate effectively neutralized for 3 days as a new windlass
smoothly are contained within the structure of the in built. Characters with access to spells that can
gates themselves and difficult to repair quickly. Since melt or damage the chain or metal parts of the gate’s
the gates are meant to operate in unison, destroying mechanics can delay Commander Abberbaugh for
even one of the windlasses will cause the gates to another 3 days – unless he finds another way into the
cease functioning entirely. city, by force or by stealth.
Should the PCs somehow manage to change The PCs can choose to go back the way they
Cellis’ attitude to Helpful, Captain Cellis will use came, or fight their way out of the gate tower, or
his frightful moan ability if the PCs are pursued by use any magical means at their disposal to make a
Blackwell’s forces. quick getaway. Given that a large portion of General
Blackwell’s forces are around the city gates and in the
barracks, the PCs could have a rough time getting
If the PCs change Captain Cellis’ attitude to
back to the Best Shield Tavern. Guards sympathetic
Friendly or better, reward them XP as if they had
to the PCs and who do not agree with Krakon’s
defeated Captain Cellis in combat.
scheming can assist them in moving through the
Army Ward – a DC 20 Diplomacy check will turn up a
C10. The Catacombs – few likely candidates.
To Old Southwestern Gate Cellar
Ropy cobwebs and choking dust overlay the remnants Conclusion
of empty barrels, broken weapon racks and practice Returning to the Scarred Shield Club with the
dummies in this low-roofed cellar. A twisting iron Army Ward gates closed is a significant victory
stairway is in one corner of the room, leading up to the against General Krakon’s plans for the Great City,
bottom of the floor below, with no visible exit. but returning with Denorra Prostolom is a far greater
achievement in the Gang of Four’s eyes. Completing
When the Kharel ordered the catacombs sealed, they their mission awards the PCs 51,200 XP; if they
made sure to retile the flooring, neatly covering up the return with Denorra alive, 102,400 XP instead.
secret trapdoor that had existed for untold years. A DC
25 Perception check reveals the old trapdoor, bound At this point in the adventure, the PCs should have
up with plaster and the hinges melted shut. Trying to acquired enough XP to advance to next level as well
break through to the level above will require a DC 40 as earned some well-deserved rest. The Gang of Four
Strength check, though resourceful players will be able arrange for the PCs to stay at the Best Shield Tavern,
to find other ways through this impasse. The trapdoor with free rooms and as much food and drink as
leads in a long dusty corridor ending in another they can stomach at no cost to them. As for General
similar trapdoor just below the city gate. Depending Prostolom’s promise concerning the return of his
on how the PCs get into area C11, they could have daughter, the reward is left in the hands of the GM’s
alerted the tower guards to their presence. discretion.
302
Part IV:
The Trial of the Century
Armies cannot move without the consent of the GENERAL URIL KRAKON
Despite being born into a life of wealth, Judge Bao Only one character should lead the case and make
is truly a man of the people, dedicating himself to the the Diplomacy checks in presenting their case. Any
study of law, and through those studies, the ability of the other PCs can assist the lead PC with an Aid
to read people quite well. Judge Bao decides to hold Another check. Evidence or eyewitness reports add
the trial publically in the Grand Square of Heroes a +2 bonus to the lead PC’s Diplomacy check, while
the day after Abberbaugh and Krakon’s arrests. having the Dreadmanse contract or Vulgrax’s ledgers
Convicting the pair will be a challenge, as Krakon adds a +5 bonus.
and Abberbaugh are allowed witnesses of their own
to refute any testimony or evidence given by the PCs The GM should feel free to assemble under the
or any others. The Blood Senate and the Kharel want guidance of General Krakon a crew of counter-
to settle the matter of Krakon’s coup quickly, but witnesses that could disprove evidence brought against
Judge Bao will not budge – the law must be executed the Commander or discredit the PCs and others.
faithfully. Judge Bao asks the PCs to gather up the
witnesses located in the City, along with whatever JUDGE BAO
evidence they wish to bring forth.
Feats Deadly Precision, Dodge, Improved Initiative, manacles), Great Cleave, Gorgon’s Fist, Improved
Lightning Reflexes, Mobility, Point Blank Shot, Initiative, Improved Unarmed Strike, Iron Will,
Precise Shot, Quick Draw, Rapid Shot, Toughness, Medusa’s Wrath, Mobility, Power Attack Scorpion
Weapon Finesse Style, Snatch Arrows, Spring Attack, Stunning Fist,
Skills Acrobatics +21, Bluff +10, Climb +8, Diplomacy Weapon Finesse
+4, Disable Device +24, Disguise +18, Escape Skill Acrobatics +23, Acrobatics (jump) +28, Bluff +7,
Artist +21, Perception +19, Perception (traps) +22, Climb +10, Diplomacy +17, Disguise +16, Escape
Ride +7, Sense Motive +5, Sleight of Hand +15, Artist +10, Intimidate +15, Knowledge (arcane)
Stealth +31, Use Magic Device +16 +6, Knowledge (engineering) +24, Knowledge
Languages Common, Gnoll, Goblin (geography) +6, Knowledge (history) +11,
SQ hidden weapons, rogue tricks (bleeding attack, Knowledge (local) +17, Knowledge (nobility) +8,
fast stealth, surprise attack), skilled, trapfinding, Knowledge (planes) +6, Knowledge (religion) +8,
true death Linguistics +8, Perception +22, Sense Motive +22,
Gear +2 keen wakizashi, +2 buckler, mwk kunai darts Stealth +15, Survival +17, Swim +14
(12), deathblade poison (6 doses), golembane Languages Celestial, Common, Draconic, Elven,
scarab, potion of blur (2), potion of cat’s grace, Tongue of the Sun and the Moon
potion of cure moderate wounds (3), potion of spider SQ ki-strike (adamantine, magic, lawful), purity of
climb, +2 silent moves studded leather, +2 cloak of the body, slow fall 80 ft., still mind, timeless body
resistance, backpack (2 dust of tracelessness, 23 pp, Gear potion of cure serious wounds (3), caltrops
8 gp), charcoal black cloak with blackened ivory (15), boots of speed, +6 bracers of armor, cloak of
clasp containing secret compartment (2 pp). displacement (major), belt of incredible dexterity,
hat of disguise, headband of inspired wisdom +6,
Judge Bao was travelling with several aides when ring of free movement, ring of x-ray vision, rod of
he was attacked by the Red Mist, some of which are cancellation, robe of scintillating colors, “Law and
either dead or close to it, and whom the judge is Order“ (+3 axiomatic merciful cold iron manacles,
defending. For the purposes of this combat, use the treat as spiked chain and monk’s weapon), candle
following abbreviated statistics for the Judge and his of truth, dimensional shackles, 150 pp and 2000 gp.
aides. Judge Bao’s full statistics are found on page
122 of The Great City Campaign Setting.
JUDGE’S AIDES (10) CR 3
XP 800 each
JUDGE JEN-DIJEH BAO CR 18
Male human aristocrat 1/expert 4
XP 153600 AC 10, hp 22, Unarmed Strike +2 (1d3-1 non-lethal),
Male human monk 17/aristocrat 2 Base Atk +3, CMB +2, CMD 12, Str 9, Dex 10,
LN Medium humanoid (human) Alertness, Persuasive, Skill Focus (Appraise), Skill
Init +5; Senses x-ray vision; Perception +22 Focus (Knowledge local).
DEFENSE
AC 32, touch 26, flat-footed 27 (+5 Dex, +4 Monk, +6 For every aide that the PCs manage to save, award
armor, +7 Wis) them 100 xp. Should the PCs save Judge Bao, award
hp 157 (19 HD) them 9,600 XP. Despite any injuries he may have
Fort +13, Ref +15, Will +20 suffered, Judge Bao insists on going to trial as is,
Immunities disease and poison; SR 27 accepting only the barest minimum of healing to keep
OFFENSE him on his feet, instead directing any healing towards
his wounded aides.
Speed 90 ft.
Melee Unarmed Strike +18/+13/+8 (2d10+2) or flurry
of blows +18/+18/+18/+13/+8 (2d10+2) or Law Checkmate?
and Order +21/+16/+11 (2d6+5 plus 1d6 non- Thwarting the attempt on Judge Bao’s life allows
lethal damage) or Law and Order-flurry of blows the PCs to escort him to the final day of the trial.
+21/+21/+21/16/+11 (2d6+5 plus 1d6 non-lethal The crowds are thick at the Grand Square, ready to
damage) see that Krakon and Abberbaugh are given a fate
they are overdue. If the PCs have been thorough in
STATISTICS
their investigations and the presentation of their
Str 14, Dex 20, Con 17, Int 16, Wis 24, Cha 15 witnesses, they should have no problem convicting
Base Atk +13; CMB +15; CMD 30 the pair of high treason, but the strength of their
Spell-like Abilities (CL 7)
306
closing statement has other effects on the Great City
and surrounding regions. THE BUTTERFLY EFFECT
Unrelated actions or inactions can affect
Diplomacy
BLOOD TRIAL!
308
Blood Triperium’s army. The PC must declare that offending party declared the loser, as does fleeing.
they are using the retributive strike before making Depending on the charges, a bounty may be called
their attack. The saving throw DC for Captain Cellis’ for (paid for by the seizing of property belonging to
strike is 18. the defendant). After the parties are assembled, they
get a rude surprise – the Honorable Judge bends the Magic Items
law for nobody.
Night Crescent
With the death of Uril Krakon, the Great City can Prized weapon of Sidian the Scourge, a Blood
stop and relax… even if only for a moment. Fang mercenary, the Night Crescent is a +1 keen
unholy adamantine sickle. Coated in the dried blood
Appendix of many victims, the coal-black blade has never
been cleaned and the hilt of the weapon braided
Allies from leather cording made from those very same
victims. Night Crescent can only be wielded by those
of an evil alignment – indeed, merely holding this
JOHANN DONBATH CR 11 blasphemous weapon bestows a negative level on
XP 25600 good creatures.
Male human fighter 6/monk 6 Moderate evocation [evil] and transmutation; CL
LN Medium humanoid (human) 10th; Craft Magic Arms and Armor; keen edge, unholy
Init +6; Senses Perception +17 blight; creator must be evil; Price 35,006 gp.
DEFENSE
AC 22, touch 17, flat-footed 19 (+3 armor, +2 Dex, +2 Slave Chain
natural, +1 Dodge, +3 Wis, +1 Monk) Made of crude iron and carved deep with
hp 76 (6d10+6d8+6) primordial runes of conquest and domination,
Fort +10, Ref +9, Will +12; +2 vs. fear these shackles bind the wearer’s hands, feet and
Defensive Abilities bravery +2, evasion; Immune neck together with a thick two-inch diameter chain
disease and manacles. The holder of the slave chain’s key
can command the lengths of the chain to loosen or
OFFENSE
tighten as a swift action, painfully binding the victim
Speed 50 ft. into a fetal ball, or stretching them out to the point of
Melee +1 quarterstaff +10/+10/+5 (1d6+4/1d6+3) or dislocating limbs – or even tearing them off, though
adamantine longsword +13/+8 (1d8+2/19-20) or the chains are capable of minute adjustments as the
unarmed strike +12/+7 (1d8+2) holder wishes. Resisting the pull of the chains is a
Ranged shuriken +12/+7 (1d2) DC 30 Strength check. Once per day by speaking the
Special Attacks flurry of blows +4/+4/-1, gorgon’s fist command word (usually inscribed on the key), the
(DC 19), ki-strike (magic), scorpion style (DC 19), holder of the slave chain key can stun their victim for
stunning fist (7/day, DC 19) 1d4 rounds (no saving throw). The holder of the key
STATISTICS must be within 60 feet of the slave chain in order for
Str 14, Dex 14, Con 10, Int 13, Wis 16, Cha 9 any of their commands to work, though line of sight
Base Atk +10; CMB +14 (+16 disarming); CMD 29 (31 is not required.
Strong transmutation; CL 16th; Craft Wondrous
vs. disarm)
Item; animate rope, bull’s strength, power word stun;
Feats Alertness, Blind-Fight, Combat Expertise,
Price 302,140 gp.
Combat Reflexes, Deflect Arrows, Dodge,
Gorgon’s Fist, Improved Disarm, Improved
Initiative, Improved Unarmed Strike, Iron Will, Monsters
Mobility, Power Attack, Quick Draw, Scorpion
Style, Stunning Fist Ghost – New Special Attack
Skills Acrobatics +12, Appraise +3, Climb +10, Retributive Strike (Su): A ghost may select this
Diplomacy +11, Disguise +1, Escape Artist +6, ability as one of its special attacks. When facing an
Handle Animal +5, Heal +6, Intimidate +7, opponent that resembles something that the ghost
Knowledge (nobility) +5, Perception +17, Ride +6, hated in life, the ghost summons up all of its anger
and hatred to make a single attack (resolve as a
Sense Motive +9, Stealth +15, Swim +6
touch attack). This attack deals maximum damage
Languages Common, Orc
possible with the weapon and the victim must make
SQ, armor training 1, fast movement +20 ft., high
a Fortitude save. Failure indicates that the victim
jump, ki defense, ki pool, maneuver training,
takes negative energy damage equal to the ghosts’
purity of body, slow fall 30 ft., still mind, stunning hit dice plus its Charisma modifier and is stunned.
fist (stun, fatigue), weapon training (double) The ghost can only use this ability once per day,
Combat gear +1 quarterstaff, adamantine longsword, though they can attempt the strike again if they miss.
314
Graveborn Chimera
A hulking figure, lithe and cat-like despite its These creatures, ever-adaptable to their
uneven limbs, prowls in front of you, the flick of its environments, often randomly mutate
spiked tail rattling against the bony plates that coat throughout their lifetimes. There is a 50%
GRAVEBORN CHIMERA CR 15
XP 51200 Corpse Regeneration (Su): The graveborn chimera
NE Large magical beast can absorb corpses to regenerate itself – a useful
Init +7; Senses Perception +18 trait when no fresh bodies are available for
DEFENSE consumption. A graveborn chimera heals damage
AC 26, touch 12, flat-footed 23 (-1 size, +3 Dex, +14 according to the size of the corpse it consumes.
natural) Consuming a corpse is a full-round action that
hp 230 (20d10+120) provokes attacks of opportunity, regardless of the
Defensive Abilities corpse regeneration; DR 15/ size of the corpse.
bludgeoning
Fort +18, Refl +15, Will +7 Size Amount Healed
OFFENSE Fine 1d4+1
Speed 50 ft., climb 20 ft. Diminutive 1d6+1
Melee 2 claws +27 (2d8+8) and bite +27 (4d6+8) and Tiny 1d8+1
tail +25 (1d8+4)
Space 10 ft.; Reach 5 ft. Small 1d12+1
Special Attacks bone twist, necrotic breath Medium 1d20+1
STATISTICS Large 2d12+3
Str 26, Dex 16, Con 22, Int 4, Wis 13, Cha 10 Huge 2d20+2
Base Atk +20; CMB +29 (+31 bull rush); CMD 42 (44 Gargantuan 4d12+10
vs. bull rush)
Colossal 4d20+10
Feats Ability Focus (bone twist), Alertness, Awesome
Blow, Multiattack, Improved Bull Rush, Improved
Initiative, Improved Natural Attack (bite), Power Necrotic Breath (Ex): Much like their ancient
Attack, Skill Focus (Perception), Vital Strike ancestors, the true chimera, the graveborn
Skills Acrobatics +13, Acrobatics (jump) +21, Climb chimera is able to use its breath weapon, a
+16, Stealth -1 (+7 underground), Perception +18, corroding, rotting gas that peels flesh away
Sense Motive +3, Survival +1; Racial Modifiers +2 from skin. Its breath is usable every 1d4 rounds
Perception, +8 Stealth (underground) and deals 3d8 points of damage in a 20-foot
ECOLOGY cone, allowing a DC 26 Fortitude save for half
Environment Any underground damage. The save DC is Constitution-based and
Organization Solitary the chimera is immune to its own and other
Treasure Standard. graveborn chimeras’ breath.
SPECIAL ABILITIES
Bone Twist (Su): Long exposure to death, decay
and the haunting of the undead has granted the
graveborn chimera power over bones, both living
and dead. With a glance, a single target within
60 feet is subjected to the horrifying sensation
of feeling their bones stretch and twist, crippling
them a moment of agony. The bone twist does 3d6
points of damage (Fort DC 22 for half damage).
Failure indicates that the target is also nauseated
for 1d4 rounds. The save DC is Charisma-based.
315
Player’s Handout #1
Player’s Handout #2
OPEN GAME LICENSE Version 1.0a Every Reference to other copyrighted
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tendrul from Tome of Horror III © Necromancer Games.
Poltergeist from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Lewis
Half Giant from Psionics Unleashed © Dreamscarred Press
Graveborn Chimera and Iron-Clad Gargoyle from Advanced Bestiary, © Green Ronin.
Road to Revolution: The Campaign © by Øone Roleplaying Games
Welcome to The Road to Revolution, a campaign designed for use
with the Pathfinder Roleplaying Game.
Set in the Great City, this epic campaign takes characters from their
humble beginnings, all the way to powerful adventurers upon whose
actions the City will come to depend. The Campaign Arc contains six
adventures in all, each written by the original authors of the Great City
Campaign Setting. Arc adventures can be played individually or linked
with others in the series to create a complete campaign.