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The Road To Revolution - The Campaign

The document outlines the creative team and contributors behind the Great City campaign for the Pathfinder Roleplaying Game, detailing various adventures set in a fictional urban environment. It includes a table of contents for multiple adventures, such as 'The Skullcrackers' and 'The Bloody Fix,' with summaries and hooks for each segment. The campaign is designed for low-level characters, guiding them through investigations and encounters in a richly developed city setting.

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0% found this document useful (0 votes)
344 views323 pages

The Road To Revolution - The Campaign

The document outlines the creative team and contributors behind the Great City campaign for the Pathfinder Roleplaying Game, detailing various adventures set in a fictional urban environment. It includes a table of contents for multiple adventures, such as 'The Skullcrackers' and 'The Bloody Fix,' with summaries and hooks for each segment. The campaign is designed for low-level characters, guiding them through investigations and encounters in a richly developed city setting.

Uploaded by

xzlpmzbw
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Great City original writing, design and development team

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.

Product Line Coordinator


Tim Hitchcock

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

The Skullcrackers 3 Puncture the Blackened Vein 141


Adventure Background 5 Adventure Background 143
Plot Summary 5 Adventure Synopsis 145
Introduction 6 Adventure Hooks 147
Adventure Hooks 6 Starting The Adventure 147
Part I. The Body 7 Part I: Something’s
Part II. Grang’s Crematorium and Happening Here  148
Casket Shop 9 Part II: The Chase Is On 166
Part III. You’re In the Army Now 14 Part III: A Temple Rises 181
Part IV. Asking Around Town 19 Concluding The Adventure 194
Part V. The Sewers 21 Deities 195
Part VI. Residential Ward 26 Bestiary 196
Part VII. Smuggler’s Tunnels 28
Part VIII. I Smell a Rat 33 The Usurpers 207
Conclusion 36 Adventure Background 209
Appendix: New Creature 37 Adventure Synopsis 209
The Cast 210
The Bloody Fix 41 Introduction 212
Adventure Background 43 Part I: Meeting of the
Plot Summary 45 Blood Senate 214
Adventure Hooks 45 Part II: An Ill-timed Intrusion
(Phase 1) 219
Starting the Adventure 47
The Castle: Underground Floor 222
Part I: Friends Lost, Friends Found54
The Castle: Ground Floor 230
Part II: The Fix is In 77
The Castle: First Floor 243
Part III: the Beast Is the Lair 84
The Castle: Second Floor 247
Concluding the Adventure 92
The Castle: Third Floor 256
New Creature 92
Conclusion 257
Appendix 1: Common Npcs 257
Tides of Blood 101
Appendix 2: Unique Npcs 262
Adventure Background 103 Appendix 3: New Creature 266
Plot Summary 103 Appendix 4. The Cold Crypts 268
Beginning the Adventure 104
Part I. Blood in the Gutters 104 The Sundered Legion 273
Part II. The Set Up 106 Adventure Synopsis 275
Part III. A Meeting with Royalty 108 Introduction 276
Part IV. Dinner with Vulgrax 111 Adventure Hooks 276
Part V. Lost Their Mittens 112 Part I:
Part VI. The Church of the Damned113 Muzzling the Dogs of War 277
Part VII. The Recovered Ledgers 120 Part II:
Part VIII. On the Trail of Rescue from the Ork and Pike 281
Wiggan the Bald  121 Part III:
Finale 132 Closing the Gates 292
Concluding the Adventure 134 Part IV:
The Trial of the Century 303
Appendix 135
Part V:
Battle Royale 308
Conclusion 313
Appendix  314
2
The Skullcrackers
by John Ling
Table of Contents
The Skullcrackers

The Skullcrackers 5 Part V. The Sewers 21


Adventure Background 5 S0. Permission Granted 21
Plot Summary 5 S1. Entrance 22
S2. Attack from Above 23
Introduction 6
S3. Watch Your Step!  23
Adventure Hooks 6 S4. Chance Encounter 23
S5. The Power of the Mind 23
Part I. The Body 7 S5b. Rat Lair 24
Timing is Everything 7 S6. Thug Lair 24
B1. Wild Dogs 7 S7. The Meeting 25
B2. What’s Going On Here? 8
Part VI. Residential Ward 26
Part II. Grang’s Crematorium and R1. Pick Pocket Scam 26
Casket Shop 9 R2. I’m On Fire!  27
1. Foyer  10 R3. The Drudgespades 27
2. Showroom 11
3. Office 11 Part VII. Smuggler’s Tunnels 28
4. Private Room 12 T1. Swarm  29
5. Basement Door 12 T2. Look Out Below! 29
6. Body Storage 13 T3. There’s Always Room 30
7. Examining and Preparation Room 13 T4. Scout 30
8. Furnace 14 T5. To Catch a Thief 30
T6. The Turnover 32
Part III. You’re In the Army Now 14
A1. Familiar Markings 14 Part VIII. I Smell a Rat 33
A2. Marcus Galwatty 15 F0. Message 34
A3. Your Momma Wears Dwarven Boots!  16 F1. You Dirty Rat 34

Part IV. Asking Around Town 19 Conclusion 36


I1: What Is That Thing? 19
I2. Little Eddie Gin, Gopher Extraordinaire 20 Appendix: New Creature 37
I3: I Know Something You Don’t Know 20 History 38
Handout A 39

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 Plot Summary


The lightless warehouse alleys of the Trades Ward The Skullcrackers begins with the discovery of
fester like the sour, fly-covered belly of an old nag. When Malkan Abberbaugh’s body in the Hope Park in the
the streetlamps dim, the wood-planked warehouses Trades Ward. The PCs become embroiled in the
seem to stagger with their own decrepit drunkenness, investigation into the murder of the low-ranking
and what little pity the ward can muster comes from army officer (see the “Adventure Hooks” sidebar
beggars too poor to split a copper or toughs who gather for some ideas.) Their snooping around takes them
in vacant storerooms to wager coins and chickens upon through various sections of the city, where they
their fists. Is it any wonder then, why it sparks such a learn clues that help them piece the puzzle together.
romantic attraction to off-duty military officers? For Players talk to army leaders, investigate the body, and
here, there are no lingering eyes of justice, no harsh question citizens who might have information about
penalties or judgments other than what a man can dole Abberbaugh and his death.
out with his own muscle. In a minute, a man can prove
himself a primal warrior, or fall to the dust and tribunal Their investigation leads PCs into the city’s sewer
humiliation of his silent peers. system in search of guild thugs who are rumored
to have had a hand in the murder. After a brief
The Skullcrackers is a low-level urban adventure encounter with mutated “cerebral rats”, the heroes
designed to introduce players to the Great City and find their quarry. The thugs remain more afraid of
is appropriate for four characters of 1st-level. Events their guild leader than the PCs, and put up a furious
within this adventure should provide characters fight to the death in the treacherous sewer waters.
enough experience to level twice. Should the PCs survive, Marcunix Neshleck, leader
of the Dragon Claws gang, sends one of his agents
Adventure Background to pay them a visit. Neshleck’s emissary points the
heroes to an illicit fight club in the Trades Ward
High above the Castle Ward, the emperor’s son,
known as The Skullcracker Fight Club.
Lord Erasmus Atregan, looks down upon the citizens
of the Azindralean colony, ruling solely by the fate
PCs travel to the Trades Ward only to find
of his birth. He smells the fear of his citizens- their
residents tight-lipped about the fights. A chance
despair, their outrage. Even he realizes he will only
meeting with members of a local street gang known
revel in his power for so long, for Azindralea has
as the Drudgespades, provides the adventurers
always been a place of change.
with an opportunity to crack open their case. The
Drudgespades’ comely young leader, Ersta Bedlid, is
Yet, as dozens of courtly sycophants scurry
fed up with the various fight clubs now sowing her
to appease the demands of Lord Erasmus, the
territory with seeds of discontent. Ersta is willing
shadowed corners of New Azindralea mask the
to provide the PCs a key piece of information, but
plots of those waiting wolves who seek the demise
first she demands a favor. Ersta believes (correctly)
of his power. Among those who conspire against
that she’s a marked person in Trade Ward; her
him stands General Uril Krakon, a powerful and
movement in the region is carefully monitored by
ambitious man of old Kortesian blood who is slowly
those who seek to bring harm to her. She requests
crawling from beneath Atregan’s political shadow.
the PCs serve as her agents in recovering a lost
To that end, he’s carefully orchestrated a series of
heirloom belonging to the Semhyl family, from
events; some to stir discontent, others to serve as
within the smuggler’s tunnels. The bracelet was
distractions. One of the former is the Fight Clubs
stolen from her and hidden in the tunnels, but Ersta
that have become popular throughout the Trades
and her Drudgespades are unable to operate safely
Ward. Off-duty soldiers engage in lopsided scraps
in Trades Ward.
with city residents. These brutal displays of pugilistic
prowess quickly devolved into crudely run high-
5
duel. During the fight, Quagstaf’s unusual off-hand
BROADSIDES weapon is revealed to have a unique three-edged
blade, matching neatly the wound heroes likely found
News travels quickly throughout the while examining the victim’s body.
The Skullcrackers

Great City. Graffiti, tavern talk, and even


performance art can quickly spread rumors Quagstaf fights to the death, certain that his
and speculations like wildfire. More often than only chance is to do away with the pesky heroes.
not word-of-mouth whispers suddenly find During the fight, PCs not participating in the duel
themselves uttered from the lips of the town are ambushed by Quagstaf’s cronies. After the large
criers, making it extremely difficult for anyone melee is completed – with spectators at the fight club
to keep secrets and highly profitable to those wagering furiously on the battle – PCs are able to
who sell and gather news. Recently, a new convince authorities of the true murderer of Malkan
form of news has appeared in the Great City Abberbaugh, by demonstrating the odd wound
called broadsides. Using a printing machine on Abberbaugh’s back matches Harmon’s unique
with movable letters, self-styled journalist weapon. Additionally, a speak with dead spell at this
Haddrik Eely creates dozens of copies of point can go a long way to resolving the conflict.
articles concerning any event he believes
newsworthy. Then he posts them about
the city on walls, fences, in shop windows,
Introduction
or any other available place. Haddrik pays The beginning of this adventure is open-ended,
good coin for stories, usually between 1 to and PCs can do any of several things to begin their
10 silvers. Between his newsworthy posts, he investigation – and in any order. Part I: The Body
often places advertisements for those wealthy kicks off the action. After that, Parts II, III, and IV
enough to pay his fee, which is of course, how could occur in any order. You should familiarize
he makes his money. yourself with all the action, and allow your PCs to
Haddrik’s shop is in the Trades District just go whichever direction they choose, even if that
of the Market Square. He charges 25 gp for a direction isn’t specifically detailed here. Should PCs
run of 100 Broadsides. head off on a path not detailed below, allow them
to go about their investigation. Roleplay through
Through The Road to Revolution Adventure the encounters as best as possible, based on the
Arc, Broadsides will be provided in information here and in the Great City Campaign
appropriate areas. Setting book. Eventually, you’ll want to find an
opportunity to steer the PCs towards one of the three
investigative sections of this adventure.
PCs travel to the tunnels under Orim Menach’s
shop to recover the bracelet. After fighting past The adventure starts with the victim already
several challenging dungeon inhabitants, they track murdered and his body recently discovered. As
down a pair of duergar who have the bracelet. After GM, you may opt to have the PCs stumble upon
dispatching the gray dwarves, the heroes recover the the investigation in the course of their normal
bracelet and make their way back to Trades Ward, movement through the city; alternatively, you could
where Ersta awaits the return of her prize. decide the PCs hear a nearby commotion and move
to investigate.
Ersta, very pleased with the return of her bracelet,
informs the PCs about the Fight Clubs. In particular, Adventure Hooks
she recounts a tale of a recent fight that took place The key to getting this adventure rolling is to
between two army officers. Ersta points out that the provide the PCs incentive to investigate the murder
fight was odd for two reasons. First, it’s unheard of for of Malkan Abberbaugh. Here are a few ideas to help
the army to fight among themselves, instead opting to get you started. Pick one or more of these adventure
beat upon civilians. Second, the fight was brutal, and hooks, or simply devise your own based upon the
clearly against Abberbaugh from the beginning. The background information provided by your players.
officer stood no chance against Harmon Quagstaf, a • A druid or ranger PC finds it hard to believe the
surlier than normal dwarf. Ersta informs the PCs that animals in Hope Park are capable of killing a
Quagstaf is Abberbaugh’s murderer. human. While the park is home to some predators,
nothing like this has happened before.
PCs find Quagstaf’s superiors unsupportive, • A conscripted PC or one with strong military ties
despite any evidence they present. It should become considers it suspicious when the investigation into
clear to the PCs that their only course of action is Abberbaugh’s death ends abruptly. Such a curious
to confront Quagstaf directly, at the Fight Club. individual might take it upon himself to poke
Quagstaf mocks the PCs and challenges one to a around a little.
6
• Abberbaugh or one of his family members a bench, made to look as though he were asleep. A
might have friendly ties to one of the PCs. This pack of pye-dogs has been set loose in the park to
relationship inspires them to dig deeper into attack the body in an effort to make it appear like
the true story behind the murder. Likewise, Malkan was murdered by the animals, rather than by
Abberbaugh’s family could seek out the PCs, the point of sharp blade.

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.

PYE-DOGS (4) CR1 B2. What’s Going On Here?


Use “hyena” stats (11, 12, 12, 13 hp) See Pathfinder Before too long, a watch patrol arrives to
Bestiary. investigate. Read or paraphrase the following text:

As you console the woman, you hear the distinct


Development: At this point, the adventurers have
sound of metal armor-clad people approaching the area,
the opportunity to use their Knowledge skills to glean
seemingly in a rush. After a moment, you see a five-
a few interesting facts.
member watch patrol appear, crossbows drawn. They
• Knowledge (local) (DC 12) While Hope Park is
survey the scene, and then look at you. “What’s going
home to a lot of animals, wild dogs aren’t known
on here?”
to live here.
• Knowledge (nature) (DC 12) While pye dogs are The PCs weren’t the only ones to hear Marina’s
typically wild animals that live on the fringes of screams, and this guard unit was dispatched to
society, it’s not uncommon for unscrupulous investigate. The watch members quickly assess
people to raise them as fight dogs. the situation, and begin the task of cleaning up
• Perception (DC 12) Each dog bears a small the mess. One guard pulls a tarp from a backpack
branding mark on its left hip; the mark resembles and covers the body after briefly examining it; three
a cracked human skull. If a PC opts to search one others set about checking the dogs and stacking their
or more dogs for some reason, they automatically corpses in a pile. The final guard leaves the scene,
notice this mark instead. dispatched to fetch wagons for the removal of the
bodies, both human and animal.
If the PCs save Marina from her terrible fate, she

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’

OLD GUARD WAY


arrangements to deliver bodies.
Way, just southeast of Scrolls and Ink shop
OUR(23 onSTREET
LORD

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.

WAY OF THE CRUSADERS


exceptional word of mouth advertising. 19
If the players know Abberbaugh, let them get a
good look at their friend as he’s loaded onto the Grang runs his business in a strict manner, making
wagon. Otherwise, the PCs don’t know the victim it clear to everybody that once a body is in his
2 from any other dead person in the area. possession for cremation, nobody is permitted to see
it. Grang has often stated that even Lord Erasmus
2 himself would be forbidden from
10
Obviously, the watch desires a statement from CLERICviewing
STREET a body he
the characters to explain what happened. Barring was in the process of preparing. Denizens of the city
extreme circumstances, it should be clear to the believe Grang operates this way15 because it’s the only
watch that the PCs are heroes, having saved Marina way to ensure the proper remains are returned to the
from certain doom. For her part, she tells how she family. In most respects, his statement holds true, 19
came upon the pack of dogs feasting on the man’s however, Grang has other reasons for such strict SQUARE OF TH
rules; he’s developed a perverse and ghoulish need ELEVEN PRAYE
body on the bench.
12 clients, as he
to sample the flesh of his deceased 20
2
If you plan to have the Abberbaugh family contact 11
believes it helps him maintain his youth. In addition,
the PCs, it might be best to wait a day or two before Grang has a special guard in his laboratory – a true
arranging for the contact to take place. ghoul named Monsieur Tidbits. The monstrosity 19
WAY OF THE CITY LORDS
21

PRINCE STREET (PONCE STREET)


SER
PE
NT
S’
W

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

NOBLES’ WALK (DRUDGER’S WALK)


4 8
18 8
ET
RE

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

way a young tough to prove himself to his peers.


organized and scheduled; gambling is fast and
Its potent lure attracts everyone from disaffected
furious during the fights, and everything can be
youth to angst-riddled brats of aristocrats. Young
wagered upon, from who’ll land the first blow to
soldiers are no exception. Possibly more so than
who actually wins.
most, they have the desire to prove their
toughness and have a long tradition
At first, the fights featured nonlethal
of sneaking off into the outer wards
damage, but recently, the level of
to engage in bar brawls and sport
violence escalated, with a sharp rise
fights during off duty hours.
in fights ending in death – typically a
Amidst the hooliganism has arisen
civilian’s. These deaths have taken a
a secret fraternity known as The
toll on Trades Ward morale. Residents
Skullcracker Fight Club. Comprised
are fed up, and looking for any excuse
mostly of low-ranking army grunts
to take the violence outside of the
and few unscrupulous field officers,
fight club. Even so, few suspect the
The Skullcracker Fight Club began
Skullcracker’s actions deliberately stir
stalking the dark craggy allies of the
tensions or that a covert hand uses them
Trades Ward looking for hapless victims
to sow discontent and provoke rioting to
on which to test their mettle. Come
serve a greater political purpose.
dawn, pushcart peddlers and criers would
stumble upon their fellow rezzies left brutally
The Skullcrackers exclusively limit their
bloodied as they lay unconscious in the streets.
membership to military conscripts. Entry into the
Complaints poured in, eventually catching the
group is controlled by several officers, including a
attention of several high-ranking military officers
man named Marcus Galwatty. Once a member, a
and the Kharel. Then, something strange happened.
Skullcracker may never leave. All members, once
approved, receive a small brand behind their left ear
Within the past month, an unknown force has
in the shape of a cracked human skull.
worked to bring the Skullcracker Fight Club out

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

2. Showroom (CR 1/2) Fort +5, Ref +0, Will +1


This room is where Grang and his staff conduct OFFENSE
much of their business during the day. Speed 20 ft.
Melee mw longsword +5 (1d8+2/19-20)
This large showroom displays the wares available for Ranged light crossbow +2 (1d8/19-20)
purchase. Coffins of all shapes and sizes stand on the STATISTICS
floor, while shelves along the wall display urns ranging
Str 15, Dex 10, Con 14, Int 12, Wis 13, Cha 8
in style from simple ceramic to basic brass to elaborately
Base Atk +2; CMB +4 CMD +14
etched gold-plate.
Feats Alertness, Blind-Fight
If PCs arrive during the day, add the following text Skills Intimidate +4, Perception +5
to the read-aloud description. Languages Common, Elven
Possessions +1 breastplate, mw longsword, light
A handful of customers mill about, looking at the crossbow, 3 gp, 27 sp.
merchandise Grang has to offer; a guard stands stiffly in
the corner, attempting to be as unobtrusive as possible. Stefano is a member of the town watch who
He wears a breastplate and bears a longsword at his moonlights as a guard for Grang. While he takes his
side. Soothing music from an unknown source plays job seriously, he knows when his foes overmatch
in the background. A hushed silence permeates the him. In an obvious unfair fight, Stefano drinks his
premises, and a few customers throw sidelong glances at potion of invisibility and attempts to exit the building
you as you go about your business. and fetch the nearest guard patrol. If Stefano thinks
the fight is fair, he’ll stand his ground, inflicting
If the PCs arrive during the evening, what they see nonlethal damage to his foes. Once his targets are
in the room depends on how stealthily they entered. subdued, Stefano ties them up and goes for the
A guard is on duty at night; however, if the PCs enter nearest guard patrol.
quietly enough, they catch the guard napping in an
overstuffed chair. Faint candlelight illuminates the 3. Office (CR 1)
room in the evening. During the day, Grang keeps the door to this room
closed, but unlocked. He mainly uses this office to
hold private discussions with would-be customers.
STEFANO, CREMATORIUM GUARD CR 1/2
At night, the door is locked (Disable Device DC 20).
XP 200 If PCs wish to discuss matters with Grang, this is
Male Human Warrior 2 where he leads them. Read the following text when
NG Medium humanoid (human) PCs first enter this room.
Init +0; Senses Perception +5
DEFENSE This richly appointed office looks comfortable and
AC 17, touch 10, flat-footed 17 (+7 breastplate) inviting. A mahogany desk and large chair sit in the
hp 13 (2d10+4) middle of the room, with three plush chairs arranged
11
around the other side of the desk. A large leather sofa POISONED NEEDLE TRAP CR 1
rests against one wall; filling cabinets and bookshelves Type mechanical; Perception DC 20; Disable Device
line the opposite wall. Plants of all manner decorate the DC 20
room.
EFFECTS
The Skullcrackers

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.

PCs who search the desk and succeed at a DC 25


INFLICT LIGHT WOUNDS TRAP  CR 2
Perception check, uncover a concealed compartment
under the ink blotter. The compartment is locked (DC Type magic; Perception DC 26; Disable Device DC 26
25 Disable Device) and trapped. Contained within EFFECTS
the one-inch deep recess are several personal items, Trigger touch; Reset none
as well as an unsigned letter. See player handout A, Effect spell effect (inflict light wounds, 1d8+1, DC 11
page 39. You can also download color handouts and Will save half damage)
broadsides from www.0onegames.com.

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

momma’s feet are so BIG, she wears dwarven boots!”


Q: Is Harmon a Skullcracker? Allow your players to make a Sense Motive check.
A. Yes. Any players who beat a DC 15 senses the tension is
about to explode into violence. Allow those players
A3. Your Momma Wears the opportunity to take one action before reading the
Dwarven Boots! (CR 4) following text.
This next encounter can take place in any large area
where military groups have congregated or in a tavern. The slighted elf’s face turns red as a radish, as the
On their way through the streets, a brawl erupts humans and halflings guffaw over the joke. In the blink
between two military groups – one containing elven of an eye, you watch as the elf tackles the halfling.
archers from the Talquar and the other containing Cheers rise up from the crowd as other members of
human and halfling scouts from the Green Spear both parties jump into the pile. Fists and feet fly as each
Guard. Anyone nearby (including the adventurers) group attempts to pound the other into submission!
gets sucked up into the hullabaloo. As the players walk
past, provide them the following description. Developments: As soon as fighting starts, call
for initiative. Player characters have several options
A small crowd gathers around two groups caught available: leaving to get help, standing around
in a heated and passionate argument. One group is watching, or joining in. Determine what each PC has
comprised of a half-dozen elves, each wearing chain in mind. You’ll need to adjudicate the action on the
armor with an exquisite looking bow slung over their fly, depending on several factors. Below you’ll find
shoulder. The second group appears to be slightly larger, the actions of the two groups as well as the crowd
consisting of five humans and three halflings wearing watching. The heroes are likely to get sucked up into

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

Some of these results are especially difficult for first


level characters to make. The following modifiers can
increase the Diplomacy checks made by PCs.

• If they are willing to spend at least 5 gold pieces


during their investigation, give them a +1 to the
check. For every additional 5 gold pieces, to a
maximum of 20 total gold spent, grant another +1.
• The initial check covers two hours of investigating.
For each additional hour, grant a +1 to the check, to
a maximum bonus of +3.
• A PC who is willing to use Intimidate to threaten
19
him, the ugliest, largest creature you’ve ever seen in Eddie plays an important role in the second part
the city follows. The brute is easily twelve feet tall of this adventure arc especially if your PCs form a
with patches of gray fur covering his body. His hideous bond with him in this adventure. When roleplaying
appearance is juxtaposed with a bizarre formal outfit – a Eddie, he shouldn’t be annoying; instead, he should
The Skullcrackers

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.

S3. Watch Your Step! (CR 2)


TROGLODYTE (2)
The ground here along the path is dangerously
unstable. Placing more than 20 pounds of weight hp 12, 17; See Pathfinder Bestiary.
on the area causes ground to crumble, splashing
everything into the muck and filth below. Treasure: In addition to the rudimentary clubs
each carries, their sacks contain the following items
(in total): 43 gold pieces, 103 silver pieces, a pair of
CRUMBLING WALKWAY TRAP CR 2 pearl earrings (25 gp), a silver pitcher (30 gp), a silk
Type mechanical; Perception DC 24; Disable Device tapestry (100 gp), a dagger, and a potion of enlarge
see below person.
EFFECTS
S5. The Power of the Mind (CR 4)
Trigger location; Reset none
Effect DC 20 Reflex save avoids; slide into sewer Players have unwittingly stumbled upon a small
water (1d6 nonlethal plus disease); creature nest of cerebral rats (see Appendix). The creatures
weighing 20 pounds or more. are always willing to feed, and see this as an
opportune time to gain some nourishment. The
cerebral rats look to surprise the PCs, if possible, and
A character with stonecunning (such as a dwarf) coordinate their attacks. They focus on spellcasters,
gets to automatically make a Perception check when hoping to feed upon their spell energy. When PCs
coming within ten feet of the dangerous area. Even if first notice the rats, read the following text:
that PC doesn’t have the trapfinding ability, they can
locate this trap with a successful Perception check, Four creatures that can only be described as large
with a +5 bonus. rats scurry along the ground, oblivious to the slime and
muck. Oddly, the foreheads of these rats appear to bulge
If a player triggers the trap, read the following text: out several inches. One lurches up onto its hind legs and
snarls at you, bearing sharp fangs.
23
If reduced to one-third or fewer hit points, a of three bedrolls arranged around it. The room is sooty,
cerebral rat scurries back to its nest through a hole in and barely smells better than the sewers behind you.
the wall. If two or more are killed, the remaining rats
attempt to flee in the same manner. Tactics: If Jan heard the PCs outside before they
The Skullcrackers

burst into the room, he casts mage armor, which


CEREBRAL RATS (4) CR 2 raises his AC to 16 and his flat-footed AC to 14.
hp 12, 12, 14, 16. see Appendix.
Round 1: Jan waits for Horace and Jeffers to move
into position before he decides what to do, delaying
S5b. Rat Lair (CR varies)
his action if necessary. If he spots an easy flanking
This is the lair of the four cerebral rats. Any that opportunity, he attempts to tumble into position
fled the battle in area S5 are found here. Otherwise, and casts shocking grasp as a sneak attack, casting
the small chamber is empty. defensively to avoid the attack of opportunity.
Remember that the DC of such an attempt is 15 plus
The entire chamber is barely 10 feet on a side. The the spell level (16 in the case of shocking grasp).
entry tunnel is likewise sized for rats. In order to gain If Jan doesn’t see an opportunity to flank, he casts
access to the chamber, players will need to excavate mage armor if he hasn’t already, then uses his wand
away the opening to make it larger. When players of magic missiles. However, if Jan sees a target is
gain access to the area, read the following text to flat-footed, he casts acid splash as a ranged sneak
them. attack.

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.

HORACE AND JEFFERS CR ½


XP 200
Male Human Expert 1
NE Medium humanoid (human)
Init +6; Senses Perception +4
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 chain
shirt)
hp 3 (1d8)
Fort +0, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee light mace +1 (1d6+1)
Ranged sling +2 (1d4+1)
STATISTICS
Str 13, Dex 15, Con 10, Int 14, Wis 12, Cha 8
Base Atk +0; CMB +1 CMD +13
Feats Alertness, Improved Initiative
Skills Acrobatics +1, Appraise +3, Perception +4,
Sense Motive +4, Sleight of Hand +1, Stealth +1
Languages Common, Elven, Orc
Possessions chain shirt, dust of tracelessness, elixir of
sneaking, light mace, potion of cure light wounds,
potion of enlarge person, sling, 7 gp, 23 sp.

S7. The Meeting (CR 2)


Jan was a low-level thug within the Dragon Claws
who recently ran afoul of Marna. She saw this as
a perfect opportunity to do away with Jan and his
flunkies without getting her hands dirty. Marna
knows the truth, and she’s willing to help the PCs
learn it, now that they’ve done her a favor – albeit
unwittingly. Allow your PCs a chance to leave the
sewer, clean up, eat, and so on. A day or two later,
run this encounter. It runs best if you have Marna
come to them in their inn or residence, but you can
have her accost the PCs anywhere convenient. If you
25
run the encounter outside of their inn, adjust the
read aloud text. JOINING THE DRAGON CLAWS

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

Marna was content to leave things as they are, but


her bosses in the Dragon Claws want her to clear around the Residential Ward and have them interact
up matters so that Abberbaugh’s murder doesn’t with any NPCs you would like to introduce. Along the
get pinned on the gang. Assuming the PCs invite way, though, any mention of the Skullcrackers should
her into their room, Marna takes a seat; she moves be met with loud silence.
gracefully and confidently at all times. After she’s
seated and small talk is over, read the following text. R1. Pick Pocket Scam (CR 2)
One of the PCs becomes the unfortunate target
“I thought you should know some information, of a street thug looking to gain some coins or other
regarding your friend Abberbaugh. I’d also like to thank valuables the easy way – by taking it for themselves.
you for taking care of some of my dirty work. You see, The thief uses young kids as a means of causing a
Jan didn’t kill your pal. He was a member of the Dragon distraction, and then moves in to obtain his ill-gotten
Claws. But we had a... a parting of ways. He needed goods.
to be dealt with, and you did it oh so well. As a thank
you, I’d like to make sure you’re on the right path. You As you walk through the bustling streets, you find
should turn your attention to the Trades Ward. Inquire yourself swarmed by a dozen young children. The tykes
about the Skullcracker Fight Club. That should get you sing and dance around you, playfully running in and
back on the correct path.” out of your group. They seem to be enjoying themselves
this fine day, though their movements cause you to slow
Marna has no interest in combat with the PCs – your pace slightly.
which is good for them, since she greatly out-classes
the group. She answers a few questions – though Allow the children a few moments to play with the
she knows little information about the Skullcrackers. PCs by singing, dancing, and running between party
Before too long, though, she rises from her seat and members – even running between the legs of some
makes her exit from the room, likely leaving the PCs of the characters. After a bit, make Perception checks
feeling used. for your characters, at a -2 penalty.

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!

When the PCs are ready, Orim leads them to the


BAT SWARM  CR 2
basement and into the entrance. Read the following:
hp 13. See Pathfinder Bestiary.
The old half-orc leads you down into the basement.
He fumbles with a large ring of keys before selecting an T2. Look Out Below! (CR 2)
old iron key. “When you’re done whatever fool plans A pair of darkmantles have moved up from the
you have, bang on the door. Somebody will let you out Underdark to roost here. Enough creatures pass

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.

SKRIF CR 2 T5. To Catch a Thief (CR 3)


XP 600 While Ersta’s directions to the nook with the
Male duergar ranger 1 bracelet weren’t the best, the PCs do eventually arrive
LE Medium Humanoid (duergar) here. Unfortunately, a duergar rogue named Mras –
Init +1 Senses Darkvision 120 ft., Perception +5 Skrif’s missing partner – has arrived shortly before
them and claimed the bracelet as her own. Sneaky
DEFENSE
PCs can actually catch her in the act; otherwise, Mras
AC 14, touch 11, flat-footed 13 has turned invisible in the hopes that the PCs will
hp 11 overlook her.
Fort +5, Ref +3, Will +1; +2 vs. spells and spell-like
abilities You finally arrive at the alcove Ersta described to you.
OFFENSE Unfortunately, you appear to have arrived too late. The
Speed 20 ft. loose rock has already been pried from the wall, and lies
Melee mw battleaxe +4 (1d8+3/x3) on the floor. The hidden nook is plainly visible, and is
Ranged longbow +2 (1d8/x3) utterly empty.
Special Attacks Favored Enemy (Human)
30
The Skullcrackers
MRAS CR 3 Possessions leather armor, mw morningstar, light
XP 800 crossbow, 10 bolts, 10 doses small centipede
Female duergar rogue 2 poison, potion of bear’s endurance, potion of bull’s
LE Medium Humanoid (duergar) strength, mw thieves’ tools, small diamond (100
Init +6 Senses Darkvision 120 ft.; Perception +4 gp), ruby and emerald bracelet bearing the Semhyl
DEFENSE
crest (600 gp), 10 gp
AC 14, touch 12, flat-footed 12
Poison All of Mras’s crossbow bolts are coated in
hp 13
small centipede poison (injury DC 11; 1 Dex).
Fort +2, Ref +5, Will –1; +2 vs. spells and spell-like
abilities, evasion Mras is smart enough to know when she’s in a
OFFENSE bad predicament. If the PCs manage to corner her,
Speed 20 ft. she readily surrenders figuring it’ll buy her some
Melee mw morningstar +4 (1d8+3) time. She’s only slightly more sociable than Skrif;
Ranged light crossbow +3 (1d8 plus poison) she rarely looks a PC in the eye, and even then only
Special Attacks Bleeding Attack, Sneak attack +1d6 for a second or two. She mumbles when she speaks,
Spell-Like Abilities (CL 4) and intersperses all manner of swear words into
1/day – invisibility, enlarge person her regular speech. Despite all that, she’ll answer
STATISTICS whatever questions are asked of her, to the best
of her ability. She and Skrif were sent up from the
Str 14, Dex 15, Con 14, Int 13, Wis 8, Cha 6
underdark to scout the tunnels and see if they would
Base Atk +1 ; CMB +3 CMD +15
be a viable method for launching raids on the city.
Feats Improved Initiative
She and Skrif became separated because she grew
Skills Acrobatics +7, Appraise +6, Appraise (Precious tired of his constant whining and steady stream
metals and gemstones) +8, Bluff +3, Climb +7, of swearing. Mras doesn’t have much information
Disable Device +8, Disguise +3, Escape Artist +7, beyond this, but she’ll happily make up what she
Perception +4, Perception (related to stoneworks) thinks the PCs want to hear, all in the interests of
+6, Perception (Trapfinding) +5, Stealth +11 buying more time for herself.
Languages Common, Dwarven, Undercommon
SQ evasion, immunity to paralysis, phantasms, and If Mras thinks she has a chance in combat after
poison, light sensitivity, trapfinding turning invisible, she consumes both her potions
and then attempts to murder any obvious arcane
31
spellcaster. She’s very careful to line up the best
attack she can against such a foe, likely firing a ARE THEY READY?
poisoned crossbow bolt. After her invisibility ends,
she focuses her attacks on one foe at a time. If she This finale is an extremely difficult fight.
The Skullcrackers

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

PCs have some time to lick their wounds and


hp 32; DR 5/silver quietly celebrate. If they were hired by Abberbaugh’s
OFFENSE family, his wife and parents are happy to hear the
Melee mw main gauche +4 (1d4+2) and mw light ordeal is concluded, but of course saddened that
mace +4 (1d6+1) nobody in an official position would do anything for
Melee bite +5 (1d4+2) their husband and son.
Ranged light crossbow +5 (1d8/19-20) They shouldn’t have any trouble selling off items
STATISTICS they aren’t interested in. Similarly, a PC who desires
Str 15, Dex 16, Con 18, Int 12, Wis 12, Cha 6. newer or fancier equipment should have little trouble
finding it in the markets of the Great City.

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

Adventure Background 43 2. The Bathroom Door  79


3. Staff Stairs 79
A Dreadmanse is Born 43
4-5. Front Door of the Crimson Cup  80
Flourishing Fight Clubs of Murder 43
6. Staff restroom 80
Ersta’s Story 44
7. Bar and Larder 80
Why All This Trouble? 44
8. Public Stair 80
Plot Summary 45
9. The Grand Hall and Fighting Pit  81
Adventure Hooks 45 10. Private Gambling Rooms 83
Starting the Adventure 47 11. Robert’s Office  83
The Morning Broadsides 47 12. Robert’s Receiving Room 84
Rumors Abound 50
Galwatty’s Story 50 Part III: the Beast Is the Lair 84
#1 - Begin the Beguiling 51 #12 - Ersta Pays Up 84
#13 - Bearding the Dreadmanse (location #5) 85
Part I: Friends Lost, Friends Found54 Outside the Manse 86
Investigations 54 1. Entrance 86
What if My Players Don’t...? 54 2. Garden 86
Investigating Mona Memy – Part 1 55 Semheyl Villa 86
Investigating Mona Memy – Part 2 57 Inside the Manse 86
Investigating Tyler Fetch 58 3. The Foyer 87
Investigating Lt. Nodwin D’Aurel – Part 1 61 4. The Kitchen 87
Investigating Lt. Nodwin D’Aurel – Part 2 62 5. Main Stairs 88
Investigating Gentleman Jimmy Gems – Part 1  64 6. Main Stairs and Balcony 88
Investigating Gentleman Jimmy Gems – Part 2 66 7. The Library 89
Investigating Opie Hardbar 68 8. Master Bedroom & The Secret Vault 89
Optional Galwatty Meeting 71 The Proposition 89
Dreadmanse Counter Attacks 72 The Attacks  90
Dreadmanse Counter Attacks: Hauntings 72 Courtyard Climax 90
Dreadmanse Counter Attacks 72 Concluding the Adventure 92
Concluding Part I 75
#10 - Why Eddie Won’t Give You Anymore Lip 75 New Creature 92
Dreadmanse 92
Part II: The Fix is In 77
#11 - Showdown at the Crimson Cup (loc. #3) 77

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

The Bloody Fix


They came in through the window and found
depend. the campaign arc contains six adventures in Ellie curled up with a book in her father’s study. As
all, each written by the original authors of the Great she attempted her escape, the house spoke to her,
City Campaign Setting. arc adventures can be played accidentally distracting her at the top of a stairway.
individually or linked with others in the series to She tripped down it to her death.
create a complete campaign.
Amon disregarded the villa’s command to run
The Bloody Fix and hide, instead charging the intruders with a knife
The infamous fight clubs flourish, embraced by angry to avenge his sister’s death. Suffering a stab to the
Azindraleans and Kortezians, alike, but when Kortezian thigh, one of the villains, enraged, choked the boy to
officers die, tensions flare hot. The fires of revolution death. The villa had expended far too much power
threaten: will you douse the flames or fan them higher? playing with Georgette that day and had only enough
to flaccidly rattle a nearby window.
You can play this adventure alone or as part of
the Road to Revolution campaign arc. In both cases Georgette listened and fled. After she spotted a
The Great City Campaign Setting would be a good lookout near the gate, the villa told her to climb the
reference book for game masters. old willow and hide in its branches. They found her
anyway, set a fire beneath the tree, then took sport,
The Bloody Fix is an urban adventure suitable betting on who could knock her from her perch with
for a group of 3rd level characters. By the end of the rocks. When the winner’s stone cracked her skull,
adventure the characters should gain two or three she fell, grasping upward for someone to save her.
levels. Then she died in the fire.

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.

The ehrenrood, however, are split from the


flame-scarred willow at the dreadmanse’s
heart. Over time, they connect the
dreadmanse to the bearer, allowing it to
see through their eyes, hear what they hear,
and to send the holder visions. Thus, the
dreadmanse discomfits, startles, and exhausts
Kortezian officers marked for death, while
simultaneous fanning the hatred in its chosen
Azindralean killers. The dreadmanse’s system
isn’t 100%, but it works often and renders the
murders nigh untraceable and with them, K.
and the dreadmanse arrange the murders of
Kortezian offices loyal to the Atregans.

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,

The Bloody Fix


general also pledged the death penalty for home inebriated Azzy fight enthusiasts into dog headed
burglary and to appoint the dreadmanse a judgeship, “manimals”. Frothing at the mouth, they assault
ruling on criminal cases. everyone around them. No matter how this plays
out, blood sprays.
Plot Summary
Whether Galwatty wins a fortune outright or
The adventure begins when an old nemesis,
absconds with the Cups’ take during the dog-
Marcus Galwatty, turns to the players for help. He
thing riot, he flees. At the Cup, clues lead to Ersta
needs to prove the hugely popular fights cover the
Bedlid, the mysterious cloaked woman connecting
murders of Kortezian officers before his own bout,
all of Galwatty’s suspects. Tracked and taken by
where his enemies plan to silence him forever.
the PCs, Ersta reveals herself a pawn of the fight
club mastermind, who she claims headquarters in
Galwatty presents a list of people, and the PCs abandoned Semheyl Villa.
can investigate them in any order; but following up
Galwatty’s leads stirs up an ant hill of unexpected Entering Semheyl Villa, the adventurers soon
trouble, pitting the PCs against the ward’s most realize something is deeply wrong. Semheyl is a
colorful and dangerous characters. As the PCs probe dreadmanse (new monster), a living horror house
they learn something supernatural plagues each and itself the architect of the fight club murders. To
of Galwatty’s suspects. Slowly degenerating, the their growing terror, the PCs find themselves trapped
suspects hide amid the ward’s nightly revels. While within, and all the seemingly bloody, aberrant clues
finding and confronting Galwatty’s people, the PCs they’ve collected begin making terrible sense.
uncover a darker, bloodier set of clues, apparently Eventually, the dreadmanse offers the party a choice:
unrelated to the fight club murders and discover ally with it or be destroyed. The adventurers must
that someone is hunting them. Initially content to surrender or fight for their lives from within the belly
warn the party away, their mysterious antagonist of the beast.
swiftly escalates the violence. Soon, nowhere is
safe and the PCs are hounded by dark omens and
assassination attempts during their investigations.
Adventure Hooks
The adventure turns on the party agreeing to help
If the adventurers get stuck, Galwatty contacts Galwatty prove murder is afoot; so he can shut down
them through Little Eddie Gin – an orphan with a the matches before has to fight – and die in – one.
cleft palette and an aspiring adventurer who idolizes However, there is a chance your players won’t want
the PCs – for a progress report and to help. With to meet Galwatty. They may dislike him from The
Little Eddie’s assistance, the PCs unlock many Skullcrackers. They may not wish to sully their status
secrets, and he becomes their ever present sidekick. as Residential Ward heroes by socializing with a
Talquar, or they may just not care someone is killing
It becomes clear to Galwatty the PCs will locate no Kortezians.
proof that can help him, and he switches to plan B.
He decides to desert the army and flee the Great City, To entice them, consider having one of the Great
but not while poor. He plans to defraud the fight club City factions hire the players to meet with Galwatty.
bookies, and he needs the PCs to pose as him – and This creates an additional, political motivation for
lose – to do it. helping Marcus. Especially if the party already favors
a viewpoint among the crossfire of Great City politics,
Matters culminate when, an hour before his fight, working for a faction leader should excite them.
Marcus limps to the PCs. Someone broke his knee,
and it defies all healing. Marcus pleads with the party Many different factions scrutinize the fight club
to take his place in the ring. murders. Here are some hooks, one for each faction,
and a suggested NPC from the Great City Campaign
Mid discussion, a courier from the Cup delivers Setting to deliver the bait. Try using Little Eddie Gin
pieces of Eddie Gin inside a hollowed out asp, a to arrange this meeting too.
warning from the Crimson Medusa. Unsure if Eddie
lives, the adventures must also decide whether to • In League with the Law: Judge Bao (or any highly
raid the Cup during the fight and rescue him. placed Night Watchman) suspects foul play and
45
14
PILGRIM’S PROMENADE

WAY OF THE CRUSADERS


19

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

PRINCE STREET (PONCE STREET)


2
17 15
LORDS’ PROMENADE (TEATWIST LANE)
14 6

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

COUNT STREET (SPADE STREET)

11
MACKSIS VILLA
16

INTHOSO DEN

ARISTOCRAT STREET (SHORTHREAD LANE)

0 60 120
11
9 FEET
13 DREADMANSE AREA OF EFFECT
JIMMY GEMS FLIGHT PATH
K)
AL
W

RESIDENTIAL WARD: ADVENTURE LOCATIONS


X
BO
D
OO

46 * Please refer to The Great City Campaign Setting or Øone’s Blueprints:


(BL

The Great City for numbered locations


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

The Bloody Fix


explains his organization’s dislike for Atregan rule
Little Eddie Gin leads the PCs to former Talquar
has caught the attention of ‘certain important
captain, Sergeant Marcus Galwatty, at the Piss
persons’. “A Plan is in place for change, but it
Water Inn on Drudgers and Spade. Over a greasy
doesn’t begin with killing officers loyal to the Goat.
meal, Galwatty claims the fight clubs are a cover
Too much attention. This Galwatty fellow threatens
up for murder. If he can prove someone rigs these
the Plan. He’s only one man, a fool trying to wave
matches, he thinks he can shut down the fights,
away a hurricane, but he’s popular, and we don’t
once and for all.
know how many folks he’s involved. Meet with
him. Learn what he knows. Eliminate everyone he’s
Galwatty provides leads, people he’s convinced
contaminated with his plotting. Put an end to these
are somehow involved in rigging the fights. In recent
fights. Serve well, and you will have a fair place in
weeks, they’ve all vanished. If the PCs can find and
the coming New Order.” The mystery man hiring
question some of them, Galwatty believes they’ll
the PCs represents yet another Kortezian faction
uncover the proof he needs. Perhaps the PCs will
competing with K. to overthrow the Atregans.
even learn who is in charge. After the adventurers
accept Galwatty’s offer, the ex-captain says he’ll be in
• Seize the Moment: Lop Rek (or any highly touch and commends Eddie Gin to the party.
ranked member of the Azindralean Resistance)
meets the party in an abandoned warehouse. The Morning Broadsides
“In the Resistance’s opinion, anything that kills
At the beginning of the adventure, hand the PCs
Kortezians cannot be all bad. However, if this is
a copy of the latest Residential Ward broadsides.
an Azindralean plot, these enthusiastic amateurs
Recently invented, the broadsides of the Great
may trigger a bloody crackdown. On the other
City are very popular. Each Ward has their own
hand, if this is Kortezian on Kortezian violence, the
broadsides, sometimes more than one. The
opportunity to overthrow our oppressors may be
broadsides frequently bash Kortezian rule and prints
near. Meet with Galwatty. Work with him. Find out
lurid details of whatever troubles the Ward. As events
what he knows, and use his information to learn

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,

The Bloody Fix


refills ale mugs. Whenever Galwatty mentions the
Galwatty Eats Crow at the Piss Garden PCs need to dig up information, Eddie bursts out,
(adventure location #4, CR 5) “Ikinhep! Ikinhep! I’m gudatfininout! Ikinhep!”
Little Eddie Gin leads the party to the Noble
Garden Inn – a crud hole run by the Gurmen twin
brothers Squat and Gobble, that Rezzies call the Piss MARCUS GALWATTY
Garden – for their meeting with Marcus. The Piss
Garden has seen better days. The unwashed staff
wears outfits from a previous age, worn and stained.
They mumble their inquiries, mispronouncing
words like “feelika-tay-shuns” while delivering
awkward, half-hearted bows. Inside is dim and poorly
ventilated and once fine furnishings are coated in old
soot, crusted food, scratched and battered.

Talquar Marcus Galwatty has commandeered


fraying leather chairs, set in a half circle about
the low coals of a smokey fireplace. On a nicked
wooden table wait two grubby pitchers of ale and five
surprisingly clean clay mugs on a tarnished silver
tray. He invites you to sit and partake. “Thanks for
coming. Someone is using the fight clubs to kill
officers.”

Marcus pours himself an ale and stares pensively


into the fire. “I tried looking into it myself. In the
army, we take care of our own, fair and foul.” Marcus
glances at the ceiling, “I admit, that didn’t work out
too well.”

He turns back to you, anger shining his eyes, “A


day after I submitted my report, they sent me an
ehrenrood.” Marcus pulls out a charred stick, thick
as a thumb and snapped at one end. Half a name is
etched on either side. You read Marcus on one side
and Hardbar on the other.

“A fight stick. It means I’ve got a match. In a few


days. They’re going to kill me too.”

“I need your help. I need proof someone’s using


these fights to kill, and I need it fast. I’ve written
a list, people I think can help or know something.
Problem is, most were last seen in the Rez Ward
where people are…unlikely to talk to a Talquar.”

“I need your help, because I’m not welcome


in Freetown. You are.” Marcus looks down and
compresses his lips, “Name your price. Whatever it
takes.”

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 Bloody Fix


free to invent a few more if that helps Eddie attach
with juniper berries from Pantheon Gardens -
himself to the PCs:
Eddie’s cleft lip overshadows his life. It splits his lip
and runs a gap up into his left nostril, causing him
Regardless of his actual Diplomacy score, if the
to whistle, cluck and burble while he talks.
PCs ask him about one of Galwatty’s leads,

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.

The Bloody Fix


same part two, just make them work for it.
Here’s a list of issues that might arise when
groups rove and some suggestions on handling
Investigating Mona Memy – Part 1:
them:
Non Traditional Lending
Q: What if my players want to track down the
ehrenrood? #2 - Inthoso Den (East end of Shorthread Lane, CR 3)
A: Allow them to Diplomacy (DC 15) that Tyler Fetch, This jam packed, overwhelmingly noisy inthoso
from Galwatty’s list, once distributed ehrenrood in den welcomes everyone. Unfortunately, inthoso has
the Army Ward. rendered the giddy partygoers nonsensically whacked
out on mixtures of this hallucinogenic favorite and
booze.
Q: What if they want Galwatty’s ehrenrood?
A: Nope. Marcus lets them examine it, but briefly.
A thick, milling crowd of enthusiastic partiers
Not carrying it would be an admission of
quaffing ale crowd this wide open space. Somewhere,
cowardice.
a bagpipe and metal can band bangs and wails its
way through popular dance tunes. The din forces
Q: What if my players want to investigate the Army everyone to yell. Hundreds of patrons wander,
Ward? hugging, pointing, staring at the walls or floor or
A: Let them go to the Ward, but role play an army ceiling. Servers carrying trays of thin glasses of
representative who stonewalls them, just like in orange liqueur circulate, handing the beverage to all
The Skullcrackers. This is an investigative dead-end. takers.

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.

Inthoso, the mildly hallucinogenic orange


liqueur that infuses sparkle into the BOUNCERS (2) CR 1/2
The Bloody Fix

Residential Ward’s every revel, is unlike XP 200


normal alcohol. Classically, servers pour Male Human Warrior 1
inthoso over a chunk of ice – the liqueur CN Medium humanoid (human)
changes to its signature orange color on Init +2; Senses Perception +0
contact with water – into a shot glass. Many DEFENSE
bars and clubs skip the fancy ritual and simply
AC 14, touch 12, flat-footed 12 ( +2 Dex, +2 mw
pour inthoso directly into beer, which they sell
leather)
as ‘in-ale’.
Within 2d6 minutes, inthoso intoxicates all hp 11 (1d10+1)
who imbibe it. A successful Will save (DC 20) Fort +3, Ref +2, Will +0
staves off the effects for up to another 2d6 OFFENSE
minutes. Once onset begins, every shot of Speed 30 ft.
inthoso lasts an hour, regardless of whether Melee mw club +4 (1d6+2)
anyone diluted it with beer. Slamming up Melee flail +3 (1d8+2)
to three shot glasses lasts a maximum of 3 STATISTICS
hours, but a full hour must pass before a Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8
fourth shot will extend the duration. Base Atk +1; CMB +3 CMD 15
Affected players suffer confusion (See
Feats Cleave, Power Attack
SRD) for the duration of their intoxication.
Skills Acrobatics +3, Handle Animal +3, Intimidate
However, we suggest expanding the list
+3, Ride +6
of confused acts. For a person on inthoso,
Languages Azindralean, Kortezian
patterns are fascinating. Walls breathe.
Wood grain swirls. Light reflecting on any SQ Reverse Club (Ex): Bouncers may take a move
bright surface? Riveting. Inthoso revelers equivalent action, provoking an AOO, to reverse
often mistake carvings and statues for living their clubs and transform them into flails
creatures. Intoxicants report that inanimate Possessions leather mw, club mw, 8 gp, 9 sp, 17 cp.
carvings sometime speak in brief, hard to
follow sentences of profound psychological The bouncers warn off anyone trying to stumble
importance. Inthoso may produce synesthesia upstairs. In combat, the bouncers strike with their
or a sense of cosmic benevolence for all clubs for nonlethal damage, unless they are attacked
creatures. Set your imagination free and with weapons. In which case, they reverse their clubs.
consider treating inthoso intoxication as an The bouncers are employees. They’ve no desire to
opportunity for comic relief. die for a staircase and flee if it gets too rough.

Development: The guards keep everyone


downstairs, but are otherwise friendly. If the
ascending a narrow staircase. It costs 5gp to enter, or adventurers chat them up before attacking,
the bouncers won’t let the party inside. Once within, Diplomacy (DC 20) reveals Mona only deals with
the hallucinogenic liqueur and beer flow freely. Every big-time players upstairs. Everyone else she meets
third person shoves a mug in a PCs hand and entices at the venue. Diplomacy (DC 25) unveils that Mona
them to party. is in today, and (DC 35) that she has bodyguards
with her.
This is a difficult location at which to Diplomacy
(-10 on all checks), but the PCs eventually locate a If the PCs try to bully their way up, the guards
stairwell in the southwest corner of the building, use their clubs non-lethally to prevent them. Any
guarded by bouncers. The double thugs do double fumbles during this struggle strike nearby partiers,
duty as Mona’s gate guards and keep revelers and the hopped up club-goers enter the fray against
downstairs. whomever struck them (below 50%) or whoever
is closest (higher than 50%). These revelers are
Creatures: Two large, otherwise average looking, incapable of harming anyone, while one hit kills or
men block the stairs. The crowd avoids them. In disables them; however, until hit they affect harassed
cloth boots and simple tunics adorned with bits of combatants as if they were on difficult terrain (See
leather, each sports a thick leather cap and a thick PRD) and prevent them from fitting in the stairwell.
truncheon through a rope belt. A Perception (DC 20) Once a fracas draws three or more revelers into the
notices a nail hammered through the base of each
56
fight this way, the entire downstairs explodes into a Ranged mw crossbow (light) +7 (1d8/19-20)
mad brawl. STATISTICS
Str 14, Dex 16, Con 13, Int 13, Wis 11, Cha 9
If the inthoso den degenerates this way, Mona and Base Atk +3; CMB +5 CMD 18
her bodyguards go out the balcony and make for Feats Blind-Fight, Improved Initiative, Run, Weapon
Seven Angels Tavern, where Mona takes a meal. If

The Bloody Fix


Finesse, Weapon Focus (Longsword)
the PCs drank inthoso or in-ale, consider timing onset
Skills Acrobatics +5, Climb +6, Handle Animal +3,
to begin between this encounter and the next.
Intimidate +4, Perception +3, Ride +9
Languages Common, Gnoll
Investigating Mona Memy – Part 2:
Stairway to Answers SQ Armor Training, Bravery
Possessions +1 chain shirt, mw longsword, mw light
crossbow with 23 bolts, potion of resist energy (cold)
Mona Memy’s Office (inthoso den area #4, CR 5)
30, 9 pp, 11 gp, 6 sp, 14 cp, 248 gp in other assets.
The stairwell runs narrow, the light dim. PCs
must squeeze to go up it (See PRD), and lowlight
The sister of the pair sits in a chair atop the
conditions apply. At the top the steps jog left,
stairs and behind a wall. She has two extra, loaded
behind a wall and onto a landing. Cautious PCs
masterwork crossbows and will attempt to prevent
may Perception (DC 25) the leg of a chair, rocked
anyone from entering Mona’s office. If clearly
back and jutting an inch past the wall. Midra, one of
outclassed, she will retreat into the office, shouting
Mona’s blond bodyguards, sits on the chair, out of
for her brother to “Get Mona Memy out.” The
sight, with a light crossbow in her lap and two more
brother bodyguard will send Mona out onto the
against the wall. Midra’s brother, Serl is out on the
balcony and down the ladder, following and covering
balcony taking in the night.
her escape.
After the PCs fight past her into Mona’s office,
If forced to fight, Mona’s bodyguards prefer to
read this:
exhaust their range weapons before teaming up
on one opponent at a time, clerics first. Normally,
A dim, narrow staircase leads up to a tiny landing, neither bodyguard fights to the death. They fight until
which stretches to the right, out of sight. Signs hang they have 5 hp, after which they run or surrender.
on the walls, up the stairwell: “Borrow at Your Own However, if the PCs kill one of these two siblings, the
Risk”, “Your Money, Your Problem”, “I’m Not Your other will fight to the death, trying to take as many
Momma”, “I like to think of myself as a nontraditional PCs along as possible.
lender, because traditionally, when you don’t pay a
lender back they don’t murder your children”, and
MONA MEMY CR 1/2
“Smile when you pay back. It won’t hurt less, but I’ll
respect you more.” XP 200
Male Human Rogue 1
Creatures: Midra will fire as many crossbows as LN Medium humanoid (human)
she can then block the PCs from advancing farther, Init +3; Senses Perception +5
all the while shouting to her brother Serl to extract DEFENSE
Mona. It requires 3 rounds for Memy to gather AC 15, touch 13, flat-footed 12 ( +3 Dex, +2 Leather)
her ledgers then step onto the balcony with her hp 11 (1d8+3)
Bodyguard. Three more rounds see them down to Fort +2, Ref +5, Will -1
the courtyard below. OFFENSE
Speed 30 ft.
MIDRA AND SERL, SIBLING BODYGUARDS (2)CR 2 Melee rapier +3 (1d6/18-20)
XP 600 Ranged light crossbow +3 (1d8/19-20)
Male Human Fighter 3 Special Attacks Sneak Attack 1d6
LN Medium humanoid (human) STATISTICS
Init +7; Senses Perception +3 Str 11, Dex 17, Con 14, Int 12, Wis 8, Cha 10
DEFENSE Base Atk +0; CMB +0 CMD 13
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 chain shirt +1) Feats Alertness, Weapon Finesse
hp 27 (3d10+6) Skills Acrobatics +7, Climb +4, Disable Device +8,
Fort +4, Ref +4, Will +1 Escape Artist +7, Intimidate +4, Perception +5,
OFFENSE Perception (Trapfinding) +6, Ride +4, Sleight of
Speed 30 ft. Hand +7, Stealth +7, Use Magic Device +4
Melee mw longsword +7 (1d8+2/19-20) Languages Common
57
SQ Trapfinding to a fight club, but hey, fools and their money,
Possessions leather; potion of cure light wounds; right?
rapier; light crossbow
DC 15: If pressed about the cloaked figure who
Mona frantically gathers her records, determined visited, Mona assumes they mean Ersta. She
The Bloody Fix

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:

The Bloody Fix


The engirdling congregation applauds merrily, but
A short, cloaked woman used to deliver ehrenrood all quiets when the elf offers his challenge:
to the army ward, and Tyler used to carry them.
The mess boy once overheard this woman mention
belonging to some sort of gang. He never saw her “In the garb of poetry
face, but her hair was dark. Truth moves easy and free
Like the moon on its course
A form to the mystery?”
Galwatty was very proud of his rank.
Rumor says Marcus Galwatty borrowed lots of Sir Albrecht Lunari is the first to cheer the elf’s
money from his soldiers to bet on himself. effort and motions to the barkeep to uncork a fine
brandy.
If asked why he left the Army Ward, Tyler can’t
recall. Events are hazy for him, even if the party heals “Well done, Finereel! A glass for you at the bar, and
his wounds. Fetch begs the PCs for help, as he’s too there await me for idle banter after a few more rounds
much a shivering wreck to fight or run errands. If of verse.”
the PCs don’t help him, consider turning Tyler into a
starving beggar, wounded and spit upon, into whom If the PCs approach Hurstin, the humiliated
the PCs constantly run. bard, before trying the poetry slam, Diplomacy, or
Intimidate (DC 20) discerns that his mentioning
Investigating Lt. Nodwin D’Aurel – the sun instantly angered the poet, and in future
Part 1: Sing the Moon to Drink challenges, Hurstin plans to forget the word
altogether.
#4 - The High Court Tavern (adventure location #8)
When the adventurers reach this tavern, the focused If the adventurers approach Finereel before trying
attentions of a nubile belly dancer so distract the the poetry slam, a Diplomacy, or Intimidate check
doorman they may enter without paying the 1sp cover. (DC 15) find the elf almost eager to explain his secret:
Lunari is positively sick with love for the moon,
Past a white pillared veranda littered with and weaving it into verse is bound to sugar his
mahogany rocking chairs, the ale quaffing clientele welcoming ear
of The High Court pack-in gregariously, amidst the
sweet aroma of hookahs gravid with apple tobacco. Creatures: When the PCs try to talk to Sir Albrecht,
At the room’s center, a gangling gentleman of he challenges them to a poetry contest, where
later years, in a power blue brocade coat and hose, all forms are welcome: sonnets and limericks to
recites poetry tipsily to a loud and adoring throng. rhyming couplets or free verse. If the PCs impress
His right glove waves his walking stick overhead. him, he will talk with them. If they astound him, he
His left delivers a lager spilling clay amphora to his leads them to valuable information. To compete,
lips during pauses. His twinkling eyes, handlebar a party member stands within the poetry circle
moustache, long goatee and flowing white mane and recites. As not every player is comfortable
practically glow with a soft light. The gentleman’s improvising poetry, this contest relies on a
recitation culminates, as he taps his stick atop the Performance check; however, at the GM’s discretion,
pate of a bard, who, dejected, sits back down. consider handing out a win if players’ improvised
poetry proves worthy.
“Did you think you had the stuff, Hurstin?”
The poet points at a second patron, If they decline his challenge, he accepts this and
“Are you next?” exclaims, “The coward is no different from the hero.
Both are masters of self knowledge, as one is aware
A nearby elf laughs heartily and stands to take of his weaknesses where the other is aware of his
his chances. He bows, indicating the bearded strengths.”
gentleman should proceed him,
Lunari denies non-competitor’s any discussions,
conversing only if they win him over with an excellent
“Speak us a poem, Lunari! Lead the way!”
performance. Attempt to intimidate Lunari meet with
The gentleman, Sir Albrecht Lunari, improvises a
61
a jovial, mocking warning. Second attempts draw a Sir Albrecht won’t sell even a part-time friend down
blinding cane strike. For lesser threats like he PCs, the river, so prying out information about Nodwin
Lunari takes pains to strike to subdue. D’Aurel requires Diplomacy (DC 20), in response to
which Lunari leads them on with mistruths:
SIR ALBRECHT LUNARI CR 15
The Bloody Fix

“Ah, Nodwin! Many the nights of ribald reminiscing by


Male Half-Elf (use stats for a 15 level fighter NPC, see
the hearth. I miss them, and him, but every book must
Pathfinder Roleplaying Game). have its final page. Once he disappeared from army
ranks, soldiers were by to ask after him. I’ll tell you exactly
More information about Sir Albrecht are in the what I told them. Sometimes a man must do whatever
Great City Campaign Setting. it takes to exorcise his demons, and in Noddy’s case, that
meant getting as far from war and violence as possible.
Lunari belts verse from within a circle of fans. He’s helping to heal rather than hurt, and, in so bravely
He’s given to standing atop a chair and waving his changing his life’s course, I can honestly say his impact on
cane to the meter. In combat he draws the cane and my life leaves a crater I will never forget. Perhaps search
aims first for spellcasters. It is unlikely the party for him volunteering at hospitals under an assumed
could do anything to hurt Lunari, but if they did, a name, or acting the mysterious hooded defender against
mortal wedge of tavern-goers leaps to his defense. street thugs. I cannot say, but hurt him, and I’ll wear your
He’ll fight to the death before he lets his friends here skin as my suit. What am I saying? You made no threat,
come to harm. He will fight until all in the party are and here I treat you so discourteously, protective like a
either unconscious or apologizing with the utmost mother hen. Let us drink!”
sincerity, then make them pay any damages to
person or property. Lunari says nothing more about his friend, but if
the party plies him with three or more drinks, add +5
Development: When a PC pushes through the to their Diplomacy (DC 25) and allow a second roll. If
circle of patrons and challenges him, with zeal Lunari the PCs succeed, Lunari, too drunk to Sense Motive,
shakes his cane in joyous, affected menace: concludes the party means Nodwin no harm.
“You dare challenge this raconteur Come with me to my room upstairs and I shall impart
Whose verse sparks bright as stars aflame? what I know about Nodwin. I’m a bit stewed. Would
To a game of poetical, heretical lore you mind terribly bringing that teapot? The enameled
Be fresh, be bright, or be under this cane!” one with the blue cloisonné pattern from behind the
bar, and be very careful not to tip it and spill its precious
He then looks to the PC to defend themselves with contents. It’s a family heirloom.
words. Sir Albrecht finds any reasonable effort by
neophyte PCs – so long as they avoid extolling the
The tall hefty teapot, fashioned from pewter
virtues of the sun – good enough to not bop them on
and azurite, resembles an ornate stein and bears
the noggin. If an adventurer mentions the word sun
enameled panels depicting frolicking cherubs. If PCs
in their poem, they earn a -10 on the Performance.
attempt to open the top, it won’t budge. If they try to
If, on the other hand, PCs mention the word moon,
make off with it, Lunari strikes to kill.
lunar or the equivalent in their poem, they earn a +10
to their Performance. Any verse that plays to specific
Investigating Lt. Nodwin D’Aurel –
patrons in the High Court audience causes the crowd
Part 2: Steeping by Moonlight
to howl approvingly, yielding another +10 bonus to
their Performance. For this contest, Performance
bonuses stack. #4a - The High Court Tavern, Upstairs (adventure
location #8)
Once a PC impresses Sir Albrecht with their poetry Stairs behind the bar lead up to many rooms.
Performance (DC 25), he agrees to talk to them. He Lunari’s rents one for when he’s too drunk to stagger
offers to buy drinks, finding them more intriguing home.
than Finereel, a tavern regular, whom he puts off for
a few minutes with a casual gesture. Twinkling indigo curtains lined with thinnest
strands of silver conceal every wall in Lunari’s
As before, attempts to intimidate Lunari lead to single room above the tavern, and a beautifully
verbal abuse, then physical bruising. Lunari will cane painted representation of a lavender moon covers
into unconsciousness any party that dares to draw almost the entire ceiling. Against the far wall, by the
weapons., after which they awake glued to each open window, hunkers a large birdcage, its pewter,
other, naked in the alleyway, with a wide assortment azurite, and enameled cloisonné panels perfectly
of welts and autographs from High Court patrons. matching the craftsmanship of the teapot. Within
62
this magnificent cage’s open door, perches a dovelike If a party member parts or lifts the curtains while
bird with long light green to white plumage and large conversing with D’Aurel, he spies the murals and
soulful eyes. drops unconscious for an hour.

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:

The Bloody Fix


wall bears painted murals showing many versions
of the same dreadful scene: a young girl with braids
falling feet first into fire, reaching for the tree bough About his diminutive condition
that just held her. Clearly, the same hand rendered My friend Albrecht here was once the right hand of
both the murals and the moon painting on the Cyruette, high priestess of the Silver Lady. He’s hard
ceiling. on himself for leaving, though they still adore him. She
performed this transformational miracle as a favor, so
Creatures: Lunari uses this meeting to see who I might hide from the terrible forces seeking me. Once
pursues his friend and to let D’Aurel make allies if he per day I resume my normal height for a few hours and
chooses. Unbeknownst to the party, D’Aurel is hiding hole up here, painting. I created that moon overhead
inside the pot. for Albrecht, that he should never miss it. He brings me
down to the bar in that teapot so I might still enjoy a
Lunari sits at a small table hosting an array of night out with a friend. I just peer out through the spout.
delicate teacups. He asks the party to pull up some
of the many barstools he’s filched from downstairs. About Galwatty
“What do you think of my humble pied-à-terre? For Galwatty was my commander, and often proved
those nights when I would rather clip a manticore’s himself an able friend as well. His men liked him for
tail than stagger home. Let us discuss Nodwin his practical jokes and his propensity to dress up as
D’Aurel, and when we are done, a sobering cup of strange characters for a few belly laughs. You could see
persimmon tea awaits our dazed lips.” the dreams inside the man, as if he were made from
glass. The way his eyes go distant over retiring to the
Development: Lunari will go to any effort, ever Southlands or building his own house. I wouldn’t step
maintaining a strained politeness, to keep the PCs foot into anywhere owing its construction to Galwatty,
from lifting the teapot or attempting to pour tea into though. For all of his strengths, carpentry isn’t one of
a teacup. Should they part with good manners and them.
fill a cup anyway, robust amber bourbon spills forth.
About The Skullcrackers
Lunari asks what the party wants from Nodwin. Our troops were trained to kill, then left idle with nary
If their intentions are non-violent, geared toward a military conflict about. Warriors during peacetime
information gathering, and they mention the cloaked have nothing to fight and so turn on themselves. We
woman, the ehrenrood, or Galwatty, a latch clicks were bored. We challenged Azzies to fist fights for sport.
inside the teapot and a small wet man emerges. All that sneaking around was good fun, but never were
This is Nodwin D’Aurel, shrunken to five inches my unsparing knuckle bombs racially motivated. We just
as a favor by Cyruette, high priestess of the moon wanted to prove ourselves, but the Skullcrackers were a
temple, to which Albrecht was once right hand man. mistake. Had we not initiated and glorified this violence,
Nodwin is well drunk, and strips off his wet clothes it would not be swallowing us whole now. This is not
unblushingly. The naked little man, with a serious what we imagined when we started our club. We were
torch burn where his bicep tattoo once nested, foolish. No longer will I feed the beast within. I renounce
grabs a napkin from the table and swaddles himself, violence altogether.
shivering, “Who shook me? It’s like trying to swim up
a waterfall in there.” About the newer fight clubs
These new fight clubs... they are a drake of a different
If a PC attempts to grab Nodwin, Lunari shouts, color. Kortezian officers have no choice but to accept an
“Caltheor! Away!” His bird flies from its cage, grabs ehrenrood, lest they lose respect and risk public dishonor,
Nodwin between its talons and flees through the even courting a lethal response from their own shamed
open window. Oppose Dex (DC 35) to grab Nodwin men.
before the bird. Nodwin only offers the following information if the
party asks him direct questions:
If treated well, inebriated but solemn, tiny Nodwin About his absence without leave
paces the tabletop in his napkin, willingly sharing I was the courier for the ehrenrood. The go between
information in slow, slurred, high-pitched speech. that took them from the cloaked lady and presented
Nodwin nods, “No one whose poetry rings so true them to officers in the barracks. At first I did it for
can be all that bad. What do you want to know?” the pay, but then sensed that, if I tried to leave the
63
arrangement, they’d find my head on a fence post. block Nodwin from naming this portent or
Galwatty’s suspicions were like a lightning flash. Once describing its nature. Though the image that haunts
he spoke it became obvious those officers most loyal to him fuels his hidden mural work, he does nothing
Atregan were the only ones dropping dead in the ring. more to lead the party to it.
When they handed me an ehrenrood for Galwatty, I
The Bloody Fix

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

The Bloody Fix


Moreover, the adventurers’ reputations may
prove important. These bottom-of-the-barrel Night Offer gold, but be rude or -5
Watchmen begin the encounter Indifferent to the condescending
PCs; however, if they’ve done anything notable, one Make threats -10
of the Night Watchmen recognizes the party (see Insult Night Watchmen in general -5
Creatures, below). If the party acquired a reputation Insult Niccolo or his men -10
for toughness, grant a +5 to Diplomacy checks. If Use placatory or apologetic speech +5
they have a reputation for upholding the law, grant Flatter Niccolo or his men +5
another +5 to Diplomacy. Flatter Night Watchmen in general +2
Promising future aid +5
If, instead, their reputation paints them dangerous Offering gold in a diplomatic way +5
or a public nuisance, then once the Night Watchman Convincing Niccolo they love the +5
recognizes them apply -5 to Diplomacy checks. If fight clubs
the PCs are wanted criminals, apply another -5 to Prove (or bluff) they work for Special, see
Diplomacy. Judge Bao below.

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

The Bloody Fix


his victims’ blood down the narrow pipe. Thick
Inside, the bottom floor of the tower is damp, and red, it slides mid-air, unseen against the night
refuse is piled in the corner, and the walls are sky, and falls through the grate into a sewer that
streaked with pigeon poo. A Perception (DC runs southwest, beneath Semheyl Villa, feeding the
15) reveals scuff marks, as from crampons, on dreadmanse.
the northeast wall. A further Perception (DC 20)
locates a hidden door in the wooden ceiling, Jimmy is preparing to drain his latest ‘catch’ just
while an exceptional Perception (DC 25) notices a as the PCs climb into his lair. The girl, unconscious,
bloodstained brick in northwest corner of the room. still lives.

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

Development: If Jimmy’s trip attack succeeds


Leaping, tumbling and climbing this way, Jimmy
(circumstances deny the climber an AOO), he
moves 50’ per round. PCs that emulate him, also
knocks the lead PC off the ladder. Each player below
move 50’ per round flinging themselves from to
the first and still on the ladder must Climb (DC 25)
roofs to walls – until they fall. From the ground,
or fall off. The rope ladder is 30’ long. Immediately,
Gems is very hard to Perception (DC 25 if seen last
Jimmy tries to flee down the pipe. He leaves his
round, DC 30 if seen 2 rounds ago, and DC 35 if
ehrenrood behind.
last seen more than 3 rounds past) and may ditch
his pursuers. Jimmy ends his flight leaping through
If the party captures Jimmy in his tower, they a window into his room on the second floor of the
may Intimidate (DC 30) him into admitting when Noble Garden Inn. If cornered here, Jimmy fights to
he hosted fights in his club, he’d meet with a black the death.
haired, cloaked woman to receive ehrenrood for the
Azindralean fighters. He kept meeting her even after Investigating Opie Hardbar:
the voices in his head ordered him to burn down his Where are your Crowns?
own club.
#6 - Butcher Cwell’s Pigoteria (adventure location
If questioned about Galwatty, in a rambling #18, CR 5)
discourse cut by tourettes like outbursts of misogyny, The sweet and sour aroma of meat and ale
he mentions two things: Galwatty has a gambling hang heavy in the air outside this boisterous
problem, and Galwatty was infuriated by his recent establishment. A woman falls back through the
demotion. The captured club owner also shares doorway with another larger woman in a headlock,
this if the party’s Diplomacy (DC 25) convinces his shouts obscenities, and warns her “Keep away from
broken mind he’s among friends.. my man!”

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

The Bloody Fix


free! Hoorah!” Rage (Ex): The following changes are in effect as long
as Opie rages:
Creatures: Opie Hardbar answers the party’s AC 12, touch 10, flat-footed 12
questions, but they must somehow outlast his every hp 68
attempt to undermine the process. He fires a steady Fort +9, Ref +3, Will +3
stream of rebukes at them, hoping to initiate a brawl.
Melee mw sap +14 (1d6+8)
Shirtless Opie holds court at his table with three
Str 26, Con 20
adoring and adorable half-naked groupies, one
Base Atk +5; CMB +13
on his lap and one at each side. Vain as the day
Skills Climb +16
is long, he plumps his musculature with subtle
flexes while talking. He wears leather cestuses
shod in monogrammed iron plates, one an ‘O’ and Opie prefers to crack the knuckles on his right
the other an ‘H’. An absurd makeshift crown of hand and deliver withering insults to his opponents’
three, bloodstained ehrenrood, juts from beneath manhood or mother, rather than fight. Once drawn
his headband. Opie dangles a forearm-size pork into combat, Opie unleashes pugilistic fury, striking
croquette over the girl on his lap, like emperor’s to subdue unless he senses the party means him
grapes, and she suckles on the juice-drizzled shreds worse than a fistfight. After the first time he’s hit,
like a nursing ewe. Opie rages. While he wears two cestuses, one is for
show.
When the PCs arrive, Opie shoos away his Though his prowess and Korty-hatred draw a
groupies, who aim parting razor-eyed harrumphs throng of supporters for whom he claims to fight,
at the adventurers. “Move along girls. Don’t be Opie is allegiant to himself alone. If a fight outside
children…” but the word ‘children’ places Opie in the ring turns against him, he runs first and devises
a momentary trance, and he mumbles, “Not the feeble, reputation-saving excuses second.
children… never forgive myself… never…” Perception
(DC 20) overhears.
COLORFUL BRAWLERS (3) CR 1/2
OPIE HARDBAR CR 4 XP 200
Female/Male Human Commoner 1
XP 1200
CG Medium humanoid (human)
Male Human Barbarian 5
Init +1; Senses Perception +7
CN Medium humanoid (human)
DEFENSE
Init +2; Senses Perception +8
AC 11, touch 11, flat-footed 10 ( +1 Dex)
DEFENSE
hp 9 (1d6+3)
AC 14, touch 12, flat-footed 14 ( +2 Dex, +2 bracers)
Fort +3, Ref +1, Will +3
hp 58 (5d12+20)
OFFENSE
Fort +7, Ref +3, Will +1
Speed 30 ft.
OFFENSE
Melee sap +2 (1d6+2)
Speed 40 ft.
STATISTICS
Melee mw cestus* +12 (1d6+6)
* If Opie hits for maximum damage, his cestus leaves Str 14, Dex 12, Con 16, Int 13, Wis 16, Cha 11
an O. or an H. imprinted on opponents’ faces Base Atk +0; CMB +2 CMD 13
Special Attacks Intimidating Glare, Powerful Blow Feats Martial Weapon Proficiency (Sap), Run
Skills Acrobatics +2, Escape Artist +2, Perception +7,
STATISTICS
Ride +5
Str 22, Dex 15, Con 16, Int 13, Wis 10, Cha 9
Languages Common, Dwarven
Base Atk +5; CMB +11 CMD 23
Possessions sap, 5 gp, 10 sp, 7 cp.
Feats Improved Grapple, Improved Unarmed Strike,
Intimidating Prowess, Power Attack These three love a good brawl. They also like it
Skills Acrobatics +10, Climb +14, Disguise +1, Handle in their favor; so they wield makeshift saps – ham
Animal +4, Intimidate +11, Perception +8, Ride bones, broken dishware in a napkin, and the like – to
+10, Survival +6 dish out nonlethal damage. These scrappers fight
69
until unconscious, but if the PCs draw steel they flee
or surrender. DESIGNER’S NOTE #2
BRAWLS AND MEGA BATTLES
Development: Public Humiliation: When the party
approaches, Opie tells the departing women to Brawls and mega-battles – staples of high
The Bloody Fix

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

The Bloody Fix


and three others mean to knock the PCs’ cold.
One of these colorful brawlers is a dwarf mason so #7 - The D’Electa D’Extravaganza (adventure
covered in quarry dust he resembles a gray statue. location #17)
Another is a one legged, mad priest in a disheveled Only the city at its finest dines here, even the
frock, preaching the Word as he flails. The last is a roughians on good behavior beside slumming
fire-haired madam the size of a small wagon, who Kortezian nobles. Astanzio, the former baking kiln,
launches at the PCs despite an enormous gutful clay golem proprietor and chef pulls wood smoked
of bacon loaf, stewing in beer, a meal she’s sure to lamb and freshly roasted bread from within his belly.
regurgitate at the first blow. Hundreds of parakeets carrying light stones, illumine
the night’s fine dining in a shifting, delicate swirl of
If at least one PC stands after seven rounds, let light and shadow.
them end at the bar with a few lost teeth and a few
new friends, who buy them pints for supplying the The maitre d’ approaches, his staff offers to collect
night’s entertainment. Opie will not be among them. your weapons and provide you with the required
No one finds him before his fight with Galwatty. attire – velvet smoking jackests large enough to
Interrogation over. cover your armor. “Ah, Mr. Gin, your guests.” Turning
to you, “The filched fillet is exceptional this evening,
my friends. Right this way?”
If the locals subdue the entire party, they wake at
Lady Lydia Agres’ clinic in Blosjes Villa, clothes torn, Over his shoulder you spot Marcus Galwatty, alone
ears ringing to a vague memory of people kicking at a large table. His hair unwashed, his shirt stained,
their heads. the Talquar slumps morosely and picks at his plate.
He hasn’t touched his wine.
Opie’s Death
If the party murders Opie, before encounter 11, a If the PCs are stuck, consider using this interlude
disturbed Galwatty bumps into them in the street to have Galwatty push Eddie Gin’s services on the
and explains he received a new ehrenrood. Opie’s party. Also, allow Marcus to clarify points or answer
far more vicious twin brother, Santos, stepped into questions that help players organize their thoughts
Opie’s place. It’s in all the broadsides. Galwatty or correct their misapprehensions.
explains Santos is a brutal killer, just released from
jail after paralyzing a nigh seven-foot green spear Marcus might ask leading questions to start them
sergeant with a single blow to the neck. talking. For example, “Was that you lot I heard taking
names over at Zumis?” Or, “So, Jimmy Gems was
Optional Galwatty Meeting murdering harlots. What was that all about?”
If the PCs hit a dead-end while investigating, the
party needs some comedic relief, or the flow of play Development: If the PCs worry over Marcus’
just drags, then a meeting with Marcus Galwatty may health, he tries to fob off their concern by asking
suit. Consider having Little Eddie find the party and about the investigation. If the PCs persist, Marcus
inform them Galwatty wants to treat them to dinner admits he’s not sleeping well and has nightmares
at the D’Electa D’Extravaganza, the Residential about his upcoming fight. Sense Motive (DC 10)
Ward’s most renowned restaurant. reveals this is true. A better Sense Motive (DC 20)
says Galwatty is terrified the PCs aren’t solving the
A meeting with Marcus shows the players know puzzle fast enough. If asked whether he still intends
that their employer fairs poorly. Unbeknownst to to fight, he says yes. Only after that question does
anyone, the dreadmanse plagues him, sending Galwatty mentally resolve to enact plan B, defraud
nightmares to rob his sleep. Also during this the gambling houses for cash, and flee the Great City.
meeting, Marcus secretly concludes it’s all a fool’s
errand. The PCs will never locate the proof he needs When the PCs run out of questions, Galwatty
in time. It’s time to cut his losses and flee the city. despairs. Consider this as way to garner sympathy
A bit of self-destructive, bitter extravagance and for Marcus. Little Eddie comforts the sergeant. “Till
gallows humor ensue. beeshokay, bigguy. Till beeshokay.”

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

lock) just as a PC moves to open one, and when the


Dreadmanse Counter Attacks party seeks to force matters, they once again unlock.
The dreadmanse learned about the PCs at their
first meeting with Marcus, because it can see and Dreadmanse Counter Attacks
hear through his ehrenrood. Throughout Part 1, the
dreadmanse makes two kinds of moves to counter #9 - Mocking Against the Wind (CR 5)
the PCs: hauntings and direct action. Initially, the Any Street in the Great City
dreadmanse tries to frighten off the PCs, expending This is the dreadmanse’s more direct attack. Ersta
the least possible effort. When this fails, Semheyl ups hired some clownish assassins from the Troupe of
the ante. the One Jade. Since they’re mute, they can never
report who hired them.
Eventually it has Ersta hire assassins, and when
that fails, it finally over-plays its hand and directs To start the encounter read or paraphrase the
Ersta to pay the Crimson Medusa to seize Eddie Gin following passage:
(see Concluding Part I for more details).
People on the street suddenly shuffle out of your way,
There is no specific time GM must launch into their homes, or down alleyways – at first, with a
dreadmanse counterattacks. We suggest whenever steady pace and elbow knocking rudeness, but then with
frustration with the investigations mounts or the a briskness that suggests rising panic.
energy at the table lags. Just exercise your narrative Abruptly, you are alone on what was a bustling path.
instincts. Then you see the cause. As if they had always been
there, two identical mimes, in loose black robes and
To build a sense of horror, consider starting the supple white gloves, stand before you without moving. A
dreadmanse’s warnings with subtle and creepy, moment after you notice them, they burst into motion
building slowly toward more direct intervention. like freshly wound toy soldiers and enact a rather silly
With this in mind, we suggest at least three tug of war with an invisible rope. One of them closes
hauntings from encounter #7 before launching the a window that is not between them and pretends to
assassination described in encounter #8. file his nails, shutting out the other, who rails and flails
like an angry husband in a rant that is not audible.
Dreadmanse Counter Attacks: Meanwhile, real windows clunk shut all around, sinking
Hauntings the area into a drum of tight, echoing resonance.

#8 - Dreadmanse zone of control This mummers edge closer in a non-threatening


Once the PCs begin investigating Marcus manner that seems the natural result of their classic
Galwatty’s leads, these haunting should be inflicted pantomime routines. After each routine, no matter
on them opportunistically. Three constraints apply: how far away they are, they point to their palms as if
(1) the dreadmanse can only exert its powers against angling for a tip.
the PCs when they are within its zone of control
(see Adventure Locations Map), a 123 foot radius Creatures: Zheeld and Zharnol, members of the
around the old willow in the Semheyl courtyard; (2) Ineffable Troupe of the One Jade, use a cute routine
we strongly suggest peppering these in as the PCs involving classic mime bits, intermittently aping the
cross through the manse’s zone of control during PCs reactions and movements, to close the distance
the course of multiple investigations. Don’t throw in an alluring manner. Close in for the kill.
these at the PCs all at once; rather, let the spookiness
build; and (3) please consider introducing these When the mimes near the party, they enact
hauntings in the order provided, as they build from a combat scene. Intelligence (DC 10) sparks a
ephemeral spookiness, easily explained away, to realization: this is a reenactment of their last fight,
more concrete and dramatic warnings. Of course, if regardless of whether it seems reasonable for anyone
changing the order works more dramatically for your to have witnessed the battle. Sound creepy chord.
instantiation of the adventure, please don’t hesitate
to change things up. The mysterious duo attack while performing
martial mime. Through silent, choreographed
In addition to these five hauntings, which build movements they suggest interactions with invisible
72
Order Effect Dreadmanse Power(s) at Work Designer’s Notes
1 The adventurers spot (Perception DC see within, mage hand and Try to create the feeling
10) a curtain moving in the window of ghost sound (Will DC 10). something watches them.
a building. As they draw abreast of the Only grant a save if PCs try Remember, when they
next building, the same thing happens. to track the source of the leave the manse’s zone of

The Bloody Fix


And the next building. Take Perception giggling. control, the effects end.
checks and tell a random PC they hear
distant giggling.
2 The PCs hear a children’s song ringing see within, whispering wind. To heighten tension,
from an empty alley. No matter where No save. portray this as something
they go, they never find the source. It only the party hears.
eventually fades: Normal street traffic
“Their necks went snap, snap, snap ceases while the nursery
Their bodies wracked, wracked wracked rhyme echoes. When it
Your meddling gang, gang, gang fades, normalcy returns.
Will join the stack, stack stack...”
3 The dreadmanse strives to deflect the see within, minor image If the PCs became wanted
party from their destination. It creates (Will DC 19, includes a +5 criminals after encounter
the illusion of the oft-referred-to, circumstance bonus). Only #5, consider having the
‘cloaked woman’ vanishing around a grant a save after they follow‘cloaked woman’ lead
corner. Every time the party wants to the illusion around two them into the arms of five
give up, the manse continues the ruse. corners. Night Watchmen (use the
Niccolo Pinch statblock
from encounter #5).
4 Ahead, the PCs spot an elderly, see within, hideous laughter. As the PCs search the
coughing beggar huddled on the The beggar suffered a stroke. dead beggar, consider
curb. He starts to laugh maniacally, inflicting the Night
occasionally coughing blood into a Watchmen, or other
scrap of dirty burlap. When next the antipathetical faction,
party passes this way, they find the at just this inopportune
beggar dead on the curb, rivulets of moment.
blood dribbling from his nose and
mouth.
5 Fog floods the street along which the fog, darkness, scare, dark If the PCs investigate the
party strolls. People flee, screeching thoughts. If a party member corpse, this represents
or whimpering. In the fog, doors and pays particular attention another opportunity to
windows slam, leaving the PCs alone. to the voice, ask for a sick the Night watchmen
Darkness envelopes the ways before Perception check, but use on them. Abruptly
and behind them, leaving one path it for a Will save (DC 14). dissipate the fog just as a
down an alley lit by moonlight. Their Success indicates players are patrol walks by.
innkeeper (or landlord) calls from down unsure if the voice echoed in If the PCs don’t have an
the fog filled alley, “Help me [insert the air or just in their minds. innkeeper or landlord with
name of a party member]!” Ersta, following the whom they have bonded,
The PCs find their innkeeper’s (or dreadmanse’s instructions, select another victim
landlord’s) shirtless corpse down the killed the party’s innkeeper from associations at their
lane, head stuffed in a sewer drain. (landlord, etc.). home base. Do not use
Someone scored bloody words into his Little Eddie Gin in this
back, “We know where you live.” role.
When the party returns to home base,
their innkeeper (landlord, etc.) is
missing. Inquiries swiftly reveal he was
last seen speaking to a cloaked woman
whose face no one can remember.

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

in the mage’s brain as the other rides away on an DEFENSE


insubstantial penny-farthing, back kicks slamming AC 16, touch 16, flat-footed 13, Evasion ( +2 Dex, +3
pursuing warriors. Zheeld and Zharnol’s lethality misc)
always scintillates with such cleverness and physical hp 26 (3d8+9)
adroitness, they often awe even their victims into Fort +5, Ref +5, Will +6
admiration. OFFENSE
Speed 40 ft.
ZHEELD AND ZHARNOL CR 2 Melee unarmed strike +3 (1d6+1)
XP 200 Special Attacks Flurry of Blows, Stunning Fist
Male Human Monk 3 STATISTICS
LE Medium humanoid (human) Str 13, Dex 15, Con 14, Int 11, Wis 17, Cha 10
Init +2; Senses Perception +8 Base Atk +2; CMB +4 CMD 16
Feats Acrobatic, Blind-Fight, Combat Reflexes,
Deflect Arrows, Dodge, Improved Unarmed Strike,
Stunning Fist
DESIGNER’S NOTE #3
Skills Acrobatics +10, Climb +6, Escape Artist +8,
During another of the dreadmanses’ Perception +8, Perform (Act) +6, Stealth +7
countermeasures, the party wanders streets Languages Common
magically darkened and filled with roiling SQ AC Bonus, Evasion, Fast Movement, Maneuver
fog as they stumble upon a dead innkeeper. Training, Still Mind
GMs may turn the mime attack into an Possessions potion of enlarge person, 15 pp, 18 gp, 10
EL 6 encounter by combining the two. sp, 21 cp, 1900 gp in other assets.
The mummers then pop in and out of the
vision-obscuring fog and dark, giving them At first, the duo moves toward the party while
significant advantages such as striking from mimicking them. If the PCs warn them away they
total concealment so that they automatically mock the warning and, in exaggerated movements,
gain surprise and catch the party flatfooted. guffaw silently at the PCs’ expense. In combat the
duo attack in the prancing ways of martial mime,
74
mirroring each other’s actions whenever possible. to help him by sending one PC to the fight in his
The mimes flee when either of them drops beneath stead. When the PC in the arena loses, Marcus
10 hps. achieves three things: first, as Djingo he’ll collect his
winnings, not repay his creditors and skip town with
Concluding Part I cash for a new life; second, he’ll exact revenge on the
PCs for his demotion; and third, the character with

The Bloody Fix


As the investigations wind down, the clues
tantalizing but incomplete, events hit a boiling point. his likeness decoys the authorities, delaying pursuit.
Marcus Galwatty approaches the PCs directly – Marcus will promise whatever he must to secure
absolutely not through Little Eddie – at any location the adventurers’ aid. If they accept, Marcus passes
the GM chooses. This encounter only requires a spot his magic bracers and his ehrenrood to the PCs, then
for them to speak privately. begs off, promising to meet him at the Cup in one
hour.
#10 - Why Eddie
Won’t Give You Anymore Lip Development: The players will undoubtedly
interrogate Galwatty with Sense Motive or truth
Begin the encounter by stating that Marcus
spells. Let them. Galwatty welcomes their questions
Galwatty limps up to them:
as reasonable. He’s not a fool to plan his double
cross without truth spells in mind. The following list
“We have to talk. We have to talk, now.” offers likely questions and suggests replies:
Galwatty limps badly, his right knee swollen like a
cantelope and ratcheted to the side, wrongly. Blood Q: What if my players are reluctant to fight in
stains his pant legs dark and stiff, cold sweat beads Galwatty’s stead?
his face. His left eye is swollen shut, and a bruise A: Unlikely, but even so it’s only important they go
blotches the side of his head. to the Cup. Fighting there is a fun extra, but there
are many ways to incentivize the PCs to attend the
“They got me. Don’t know who, but if I fight like this Cup fight. Here are a few. Choose the hooks most
I’m done for. Won’t heal either. Must be some sorcery or appropriate to your party, based on their allegiances
a demon’s black curse, Adhelmus foreclose! I need you and personalities:
more than ever. Please. I need one of you to fight for
me.” Marcus eyes water with exhaustion and pain. Hook: Treasure. Marcus claims, “I’ve bet heavily.”
“Please, help me.” He offers to split any take when the PC wins the fight.
Sense Motive: Strictly speaking, true. Marcus has
He pulls a pair of bracers from a sack, “See I’ve bet heavily. Notice he didn’t claim to have bet heavily
thought this out. I had these made. Alter Self. Wear on himself, and he is perfectly willing to split his
them, and you’ll look like me. Then one of you can trash winnings from a win as there will be none. Galwatty
that bastard Hardbar. I borrowed from my troops and didn’t bet real money on a win, and he expects
bet. If I lose, I’m a dead man, ruined. Might as well spill the PC to lose. During any negotiation over how
my own belly and have done. Please. I’ll share the take. much money the players receive, Marcus sticks to
I’ll be in the audience. Anything. The fight’s an hour percentages of his winnings, never specific numbers.
away, will you help?

Creatures: This is a setup. Marcus Galwatty paid


THE MALIGN CLUB
a crime boss to “send someone I don’t know to
break my leg” on the day of the fight with a malign Magical healing reduces the efficacy of
club, because, disguised as Djingo, he bet against mafia-style intimidation tactics. No one enjoys
himself - heavily. Galwatty expects the adventurers a beating, but getting roughed up delivers
its real message for months afterwards, one
aching, hobbling day at a time. Not so much if
magic erases the pain within the hour.
DESIGNER’S NOTE #4
Enter the malign club, a wooden shillelagh
Consider whether to launch encounter #10 specifically cursed so that run-of-the-mill
and conclude Part I, based on whether your magical healing has no effect on the resulting
players have had enough investigating, not wound. A malign club is a +1 club, and once
on whether they’ve found all the clues. In the per day the first 10 points of damage it deals
last Part, we provide a way to feed the party to any one opponent is cursed so that it must
missed clues. Every group is different, so heal naturally. Remove Cures overcomes this
when your players are ready to move on, let affect. A heal spell, or one more potent, also
them. They won’t miss out. overcomes the effect.

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,

The Bloody Fix


Sense Motive: This is true. He tried a potion of and others.
healing just so he could say he did. The wound must
heal naturally because it was inflicted by a malign Whether or not the PCs survive both the Crimson
club. Medusa and the dog-things, they discover clues
leading to Ersta. After tracking and capturing her,
Mid discussion a courier delivers a long red box, the PCs learn Semheyl Villa houses the mastermind
wrapped in silk ribbon. “Marcus Galwatty? I’m to behind the murders.
deliver this to,” he pauses to read a note, “Galwatty’s
men?” He hands over the box to a perplexed #11 - Showdown at the Crimson Cup
Galwatty. (adventure location #3)
There are three ways to enter the Cup: the front
When they open the box, read the following. entrance, a back door to the staff restroom, or one
of the building’s many windows. PCs can reach the
A dead Asp lies shaped on delicate pink paper, its belly courtyard behind the Cup by slipping over the wall or
stitched with bright carnelian silk ending in a bow. A out the back of either the Seven Angels Tavern or the
small note protrudes from beneath the reptile. Pigoteria.

At the dreadmanse’s behest, Ersta hired the Recognizing the PCs


Crimson Medusa to deliver a warning. They cut off The word is out, and the Cup is on the lookout for
Little Eddie Gin’s lips, stuffed them, quivering like the PCs, constantly scanning the crowd at the fight
bloody earthworms, inside the hollowed Asp, and (taking 10 to Perception). If the adventurers visited
sewed it up. This is the Crimson Medusa’s signature during the day and interacted with the day guards,
message, and Robert Redhand wrote the note. The these two, stationed outside the staff bathroom (6)
adventurers recognize the lips because of the cleft and inside the staff stairs (3), recognize the PCs on
and must now decide whether to save Little Eddie. sight. They freeze for one round after they spot the
PCs. If not silenced, they raise the alarm their next
The note also holds six tickets to a naked halfling initiative.
oil-and-fork match at the Cup next week.
Galwatty points out RR stands for Robert Redhand, If the PCs did not visit during the day, the guards
the Cup’s manager. He also points out the Medusa only have descriptions from the broadsides. If,
will kill Eddie, if they haven’t already, and they’re because of encounter #5, the PCs descriptions were
probably holding him at the Cup. The fight is a great inaccurate – or the PCs never made the broadsides –
time to rescue him, as gang members will be busy no other guards recognize them. If the descriptions
with the show. Sense Motive (DC 15) reveals Marcus were accurate, every guard within 30’ of whom the
believes this, but an exceptional Sense Motive (DC PCs pass, may try to Perception and immediately
25) indicates Galwatty also thinks they probably recognize them. One round after guards spot the
already killed Eddie, though acting sooner is more
likely to save him than waiting.
Remember, in concluding this Part it doesn’t THE CRIMSON CUP BY DAY
matter if the PCs agree to pose as Marcus, only that
they agree to go to the Cup. By day, the Crimson Cup is empty except
for two bored guards at the front entrance.
These willingly answer questions about the
Part II: The Fix is In Cup, proud to be employees, bragging about
Part Two contains four encounters. In the first the its downstairs rooms (they’ve never been
PCs proceed to the Crimson Cup, either posing as upstairs), the excitement of the fights, and
Galwatty’s or for other reasons. Ersta purchased a how much Robert Redhand impresses them.
philtre from Mafurin the Alchemist with which she If the PCs sneak inside, it’s dark and empty.
doses the ale at the Cup. While the adventurers are They may explore as they will until dusk, when
there, the ale transforms much of the rowdy crowd the entire staff arrives to open the club. If the
into angry dog-things who attack their neighbors. PCs find the vault before fight night, it only
Blood sprays. holds 250gp.

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

The Bloody Fix


rounds later, four guards arrive to investigate. Str 12, Dex 15, Con 10, Int 12, Wis 12, Cha 10
Two rounds after that, two more arrive. Finally, Base Atk +0; CMB +1 CMD 13
one round after that, Robert Redhand and Feats Combat Reflexes, Iron Will
two guards join the fray. Because the Crimson Skills Acrobatics +6, Diplomacy +4, Disable Device
Medusa paid off the Night Watchmen, only +7, Disguise +4, Escape Artist +6, Perception +5,
the Medusa’s thugs respond to alarms. Perception (Trapfinding) +6, Sense Motive +5,
Sleight of Hand +6, Stealth +6, Swim +5
Languages Common
the countdown. If the PCs are in the Crimson Cup for SQ Trapfinding
9 rounds without entering area 9, then on the next Possessions mw studded leather, short sword, red
round, start the round-by-round countdown with the cloak, 18 gp, 8 sp, 5 cp
events of round 10. Continue from there.
The guards scan the crowds, alert to trouble, taking
Additionally, the Showdown at the Crimson Cup 10 on Perception. Once engaged in melee, they shoot
relies heavily on Perception and Stealth. To not slow their crossbows, discard them, and close with short
the action, consider asking players to pre-roll about swords. Medusa guards like to gang up on players,
10 Perceptions and 10 Stealths. Record their rolls on flanking for the sneak attack whenever possible. The
an index card. When you need a PC’s roll refer to the guards are tough and loyal – and terrified of Robert
card. Use the player’s first roll result, and then cross Redhand. They fight to the death.
it off.
1. Courtyard Behind the Cup
Catching Ersta
A dirt path cuts through ankle high bluegrass. Copses
While it is possible to catch Ersta at the Cup,
of trees provide concealment in the southeast corner and
more likely the PCs will find the empty glass vial,
at the northern end of the courtyard’s northeast running
embossed with an ‘M’ that Ersta leaves in area 2.
wall.
Diplomacy (DC 15) or Eddie Gin, if alive, reveals the
‘M’ means Mafurin the Alchemist.
Creatures: Two guards patrol the walkway behind
If the adventurers don’t find the empty vial – the Crimson Cup, chatting. They take sixteen rounds
because the Cup burned down, for example – then to walk the path end to end. At its northern extent,
Diplomacy (DC 15) among the crowd gathered they vanish from sight for four rounds. A bend in the
outside concludes the dog-things were likely path, between the Cup and the Seven Angels marks
Mafurin’s work. the point past which the guards cannot see anything
south of them that hugs the eastern wall.
Most anyone can direct the PCs to Mafurin’s lab.
2. The Bathroom Door
Creatures: All staff at the Crimson Cup wear A single, solid iron door sits in back of the Cup.
the Cup’s uniform, a “little red riding hood” style
crimson cape. For stats use Snakebiter gang Creatures: One guard lounges here. If the PCs
members from encounter #4, with the following interacted with him during the day, he recognizes
changes: them and, after one round, raises the alarm.

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
The Bloody Fix

return to the line, fights break out over ‘cutting’.


4-5. Front Door of the Crimson Cup Someone starts a chant, “Mar-cus! Mar-cus! Mar-
A line extends from the main entrance, southwest cus!” With ‘Galwatty’ the party walks to the head of
around the corner. It’s a rowdy and excited crowd. the line and inside.
Intermittent fist fights break out between Korty soldiers
and Rezzy locals. People posture and shove, snarling. In the Entrance
One fan relieves himself on a nearby post. Vendors hawk The Cup requires everyone (even fake Marcus)
grilled meats and beer. Someone scalps tickets, and check visible weapons at the door, including wizards’
everyone chatters about the fight. The guard at the door, staves. The guard here doesn’t frisk, but tries to spot
in his red staff cape, strives to keep order. hidden arms.

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

7. Bar and Larder


A bustling bar serves clay tankards frothing with ale.
Business sends the young bar-back, wheezing beneath
casks of brew, in and out of the larder, nonstop.

Creatures: Like all staff of the Crimson Cup,


the bartender sports a red cloak. The bar-back’s,
however, is brown. A Perception (DC 25) notices. The
bar-back is Ersta Bedlid, and while ferrying casks she
spikes them with Mafurin’s concoction.

Erta wears a hood of hiding, which hides the face of


the viewer. To spot (Perception DC30) her face, PCs
must specify that they try to see inside the hood.

On round eight of the countdown, Ersta slips to the


staff bathroom, out the back, and heads for Mafurin’s
laboratory. She leaves one empty vial, etched with
Mafurin’s signature ‘M’, and a Perception (DC 15)
finds it. The vial smells like wet dog.

8. Public Stair
Two guards, wearing the Cup’s signature red cape,
check tickets. They permit VIP customers to ascend.

Creatures: Neither Marcus nor the PCs are VIP


customers, and the guards turn them away.

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 Bloody Fix


When the PCs enter, read the following:
(Perception DC 29) Galwatty’s disguise. If the
PCs confront Marcus, he leads them away from
People pack this vast, uncomfortably stuffy room,
Mona and explains. “I bet as multiple people. It’ll
their growls and chatter ringing off its vaulted ceiling.
increase the money. ” Both of these statements
Tables clutter the floor, hoarded territorially by early
are true.
arriving patrons. Across the room, past a knee-high
brick wall, squats the fight arena, a massive, slightly
sunken sand pit, pristine white and combed to Round 4: If the party includes a Galwatty look-alike, a
perfection. Across the pit, the entire wall – end to end trio of thugs walks up, interrupts any conversation,
and top to bottom – is a mirror, reflecting every scrap and pokes the fake: “Hey! You’re here. Whattayou,
of light onto the sands, which shines like a moon in some sicko? You like pain? Well we did the job and
response. you know it (other thugs chorus “Yeah!”); so if yer
lookin’ fer a refund you can piss it.” They stalk off.
All around, patrons quaff ale, bristle or bellow The real Galwatty, if present during this, tries to
at each other, pant in the stuffy heat, argue, laugh. slip off unnoticed, and only a Perception (DC 27)
Anticipation tightens the room. These people are catches him.
ready for a fight. Round 5: The crowd starts to chant, first “Mar-cus,
Treat the crowd as difficult terrain. Mar-cus” countered by “Op-ie, Op-ie”. Eventually it
What happens next depends on two factors: is peters out.
a PC posing as Galwatty, and did the broadsides
accurately describe the PCs after encounter #5? Round 6: Tensions run higher and a little out of
control. A man has his foot on another’s belly,
Spotting and Being Spotted growling at him. Two Rezzies circle each other
If the broadsides did not accurately describe the bent forward, shoulders tense, heads cocked,
PCs, then no guards interfere with them, unless bristling. A big Kortezian scares a couple of smaller
provoked. If the broadsides accurately described soldiers away from his table with a growl, while a
them, three guards have a chance to spot them two soldiers and a local chase a smaller, whining
here. When the PCs pass within 30’, the guard next comrade from their midst.
to the fight pit may spot them. When the PCs cross
the middle line of the Grand Hall (area 9), the two
Round 7 (only if a PC poses as Galwatty): An aging,
guards on the upstairs balcony, may spot the PCs
gray-haired fellow approaches, face painted, in
in the massive one way mirror on the fight pit’s
yellow robes, and wearing a fist-sized mirror around
western wall.
his neck. “There you are, Marcus! Come along, the
bout’s starting!” At this, Opie (or Santos) Hardbar
Any PC who expresses interest in the massive metal
leaps into the sand-filled fight pit shirtless, cream
mirror on the fight pit’s far wall may Perception (DC
skin tight pants bulging above his maroon lace up
25) the two guards upstairs, Little Eddie between
boots, a massive studded leather belt with a silver
them.
buckle shaped like a huge fist about his waist.
He beats his chest, struts and howls. The crowd
Creatures: Enter the Grand Hall, triggers a round-
howls back, jumping frantically, banging tankards
by-round countdown of events. These occur on
on tables. More than one shatters. The gray-haired
the timetable presented below, unless PC actions
man hurries fake-Galwatty into the ring. When the
dramatically change matters.
adventurer enters, Opie (Santos) growls, “Mine!”
and snaps at the PC. The announcer in yellow robes
Round 1: The PCs notice Mona Memy (if Mona is pushes Opie back and indicates the PC should strip
dead, substitute any bookie) approached by a to the waist.“Hear ye, hear ye!” The crowd quiets
limping, cloaked figure. This is Marcus Galwatty, to murmuring growls and yips. The announcer
disguised as Djingo Millituch, canceling his bet snaps a hand to each contestant, “Present thy
if no PC fights as him or betting more against ehrenrood!” He takes their sticks, fits them together,
‘Galwatty’ if a PC substitutes in the ring. If hands them back. His bony arms jerk into the air,
the adventurers approach Mona, she flinches, sleeves bunch at elbows, “A match!” The crowd
then puffs up, “Here to place a bet? You’ll have goes wild, howling, hooting and leaping about. The
to get in line. Crowd still thinks Galwatty’s a old man walks from the pit, backwards, counting
81
“On 3…2…1…FIGHT!” On “FIGHT!” Opie (Santos) OFFENSE
leaps for the PC. Simultaneously, a scintillating, Speed 30 ft.
mirror bright 15’ high forcecage leaps from the Melee bite +1 (1d6+1 plus trip and curse of
western, mirrored wall and encloses the pit. While lycanthropy)
its walls sport gaps too small to squeeze through, STATISTICS
The Bloody Fix

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
82
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.

The Bloody Fix


Opie takes a standard action to transform. As
a dog-thing, he cannot Rage but retains all other 11. Robert’s Office
Barbarian abilities. A lush office dominated by a massive mahogany desk.
A large bell sits on atop some papers, and bookshelves
Round 12: Executing Plan B, Marcus Galwatty line the wall behind it.
decides to rob the Crimson Cup.
Creatures: Robert Redhand – tall thick,
Round 13: Robert Redhand and thugs join the fray. pockmarked, his long black hair falling in curly waves
Robert targets dog-things unless the PCs target – works at the desk. He sports a thin black mustache
him. and wears a blue, crushed velvet frock coat with
lace sleeves, a cravat and a cavalryman’s jack boots.
Round 14: Marcus reaches room 12, enters, and finds They call him Redhand because red ink from his fake
Eddie. Eddie recognizes Marcus. accounts stains his fingertips.

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.

12. Robert’s Receiving Room


DEFENSE
A beautifully appointed study with multiple AC 16, touch 13, flat-footed 16, Evasion ( +3 Dex, +3
bookshelves, three soft, brown leather chairs surrounding
studded leather)
a classic, Empirical Age table, and a sherry cabinet. A
hp 30 (4d8+8)
crystal decanter and three glasses beckon from the table.
Fort +2, Ref +7, Will +1
OFFENSE
The guards from area 11 lock Eddie here when
either (1) they spot and recognize the PCs, or (2) Speed 30 ft.
Mafurin’s elixir transforms patrons into ravenous Melee +1 handaxe +6 (1d6+3/x3)
dog-things. A secret passage leads to the Crimson Ranged mw hand crossbow +7 (1d4/19-20)
Cup’s vault. Perception (DC 25) finds the secret door, Special Attacks Sneak Attack 2d6
and Disable Device (DC 20) accesses the passage. STATISTICS
The vault contains 165,000 gp in mixed gold, silver Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 12
and copper. More than anyone can haul away, as Base Atk +3; CMB +5 CMD 18
50gp = 1lb. Apply encumbrance rules if the PCs try to Feats Improved Unarmed Strike, Martial Weapon
overload themselves. Proficiency (Handaxe), Quick Draw
Skills Acrobatics +9, Bluff +7, Climb +8, Diplomacy
Part III: the Beast Is the Lair +7, Disable Device +11, Escape Artist +9,
Following the clues from the Cup, the PCs head Intimidate +7, Knowledge (Local) +9, Perception
for Mafurin’s laboratory. Here, they stumble across +7, Perception (Trapfinding) +9, Sense Motive +7,
Ersta and after a struggle, learn that the mastermind Sleight of Hand +8, Stealth +9
behind the murders headquarters at Semheyl Villa. Languages Common, Gnome, Goblin, Dwarf,
Entering the villa, the party finds itself trapped inside Halfling
the dreadmanse. SQ Evasion, Ledge Walker, Rogue Crawl, Trapfinding,
Trap Sense +1, Uncanny Dodge
#12 - Ersta Pays Up (CR 3) Possessions studded leather, +1 handaxe, mw hand
Mafurin recently rented a storefront in the crossbow with 25 bolts, hood of hiding, 15 pp, 14
Residential Ward and instructed Ersta to drop off his gp, 14 sp, 5 cp.
final payment in this spartan space.
A sign above this unremarkable villa off the Development: The only exit from this room, leads
demi-court at Blood Box and Shorthread reads past the PCs. Ersta makes a break for it. If the PCs
“Mafurin’s Marvels Coming Soon” in bright letters. capture her, she thrashes, foams at the mouth and
The windows are boarded over, but the door leading spits at them, “My master will destroy you, meddlers!
inside is partly open. Inside, urban waste and dusty Mighty is my master! The unworthy shall perish in
construction materials clutter one large room. the landscape to come!” Ptui!

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

The Bloody Fix


1 square = 5 ft

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.

Semheyl Villa is an Adolescent Dreadmanse and Inside the Manse


starts this encounter with its spell-like abilities fully
The kitchen door is nailed shut. The foyer entrance
charged.
is the only working one, and if the PCs knock, the
dreadmanse’s unseen servant simply opens the door,
Outside the Manse and the dreadmanse will ignore negative results from
The dreadmanse doesn’t notice the PCs until one of its two tests. If, instead they break in, the PCs
they’ve entered it. It’s too busy consuming its last cat failed the manse’s first test and the majority of the
and re-powering its abilities. Allow the adventurers adventurers must pass the next two or it attacks.
to explore outside with impunity. Be sure to read the
Garden text aloud as they pass. The interior is clean and well kept, but empty.
The PCs find no indications of human habitation
1. Entrance – no tracks, no wear and tear on the carpets, a
Someone keeps this wrought iron gate well oiled. fireplace long cold, etc. Detect evil reveals ambient
Beyond it, to the left, Semheyl villa looms. Abruptly, the evil, not pinpointing any one location. The same
wind shifts, blowing the faint odor of decay into your with detect magic, which eventually indicates strong
nostrils. A distant cat squalls then falls abruptly silent. enchantment and faint traces of necromancy
everywhere.
The gate is unlocked.
Not every area within the villa is important. Those
2. Garden that are, we’ve detailed below. Allow the adventurers
to wander about, soaking in the eerie atmosphere.
To the right, as you enter, a massive willow tree Describe rooms not listed below as well appointed,
towers. Fire scorched the entire tree, charring it from containing nothing of value, and untouched – as if
trunk to branch tip. Blackened across its every inch, waiting for someone to return and use them.
somehow this tree survives – even flourishes. Branches
off its tallest limbs sprout willow blossoms, while about The PCs trigger the dreadmanse’s tests when they
its base, dead boughs thick as thumbs – sloughed off enter specific rooms. If the majority of PCs pass both
86
tests (or one test if they knocked and didn’t break Fugue Vision
in), immediately skip to The Proposition (below). If Abruptly, the kitchen is cluttered with utensils, pots
the majority fail any tests – give them a pass on one and pans, and the butcher’s block stands to one side.
if they knocked and didn’t break in – don’t engage Candlelit sconces warm the brick walls with a warm
remaining tests; instead begin executing The Attacks glow. A young boy and his younger sister sit on the floor
(below) as the PCs explore. mosaic, their small hands crashing whittled toy wagons

The Bloody Fix


into one another.
3. The Foyer Grinning, the little girl flips her braids and yips,
Sound falls flat in the large, clean foyer of this well “House, again!” and one of the wagons rides in circles
preserved mansion. Dark wooden doors, adorned in by itself. Then it floats up into the air.
acanthus leaf carvings, lead to the east and west. To the The boy shakes his head. “Don’t let Ellie hear you
south stands a massive, double door of opaque, frosted asking for more tricks, Georgette. You’ve had the House
glass. at it all day.”
The girl claps her hands, “Amon, look at the wagon!”
None of the doors are locked. Amon takes Georgette’s hand, captivated by the
floating wagon. “It is rather exceptional, isn’t it?”
4. The Kitchen
In the parlor, a window slides open and a pack
This brick walled kitchen is uncluttered, sinks and
of thieves slither into the home, unnoticed while
storage to the east, but not a carving knife, dish, pot or
the wagon orbits Georgette’s enraptured face. The
pan in sight. At the center of the room an old, scarred
wagon drops from mid-air and the invaded window
butcher’s block abides, clean and ready on the mosaic-
slides partway shut then stops. Too little, too late.
tiled floor.
Monsters have penetrated the sanctum, and they’re
headed upstairs.
The side entrance to the kitchen is locked and
boarded over. It cannot easily be entered from the A voice whispers, “Amon. Georgette. Find a place
outside or opened from the inside. The mosaic to hide.” The vision fades.
obscured by the butcher’s block depicts an Empirical
age map of the Great City and surrounding lands.
Dark Thoughts
I fought them with everything I had, but still they
Development When the PCs enter the kitchen, a
got inside.
fugue vision strikes.

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.

The Bloody Fix


Once the majority of PCs pass the dreadmanse’s
tests, then at a convenient moment read the
7. The Library following. It’s a long block of text, but there’s no
When they open the library door, read the requirement to read it that way. Consider allowing
following: the PCs to interrupt, ask questions, declaim angrily,
etc., provided you pull the thread of conversation
As you open the door the rank stench of rotting meat back to what the dreadmanse wishes to say.
and a low buzzing hum waft over you. Within, cat
carcasses drape every square inch of this formerly lush A chill settles over you, and a voice from nowhere,
library. On sconces and chairs, across rugs, and stuffed without echo or the rasp of breath, declaims: “So you
like books onto shelves. Hanging from a slowly rotating aren’t thieves. And you value the lives of children. I’m
astrolabe, cadavers twirl like some obscene mobile. surprised. I’m also impressed.” A pause.
Across every inch of the floor an almost treacle carpet “But how rude of me. Here, sit,” and leather chairs
of slowly undulating flies – wings open, close, open slide around a corner to settle beside you. “Nothing I did
again – murmurs and buzzes. A thousand, thousand worked. I tried to scare you off, to mislead or delay you.
eyes stare. This wretched hum rises, muted, as if from You ignored it. I killed that Azzy trash and stuffed him
underwater or behind heavy curtains. The black, in a sewer grate, but would you give it up? No. I had my
languorously droning thickness is not unbroken. Here lickspittle follower send the city’s deadliest assassins after
and there feline color or a bony, rigid limb extrudes you, and you defeated them.” Pause.
from humped outlines beneath the wall-to-wall mat of “Did you know many of the poor have one less
insects. vertebrae in their spines? It’s true.” A small table slides
into view, a single jar sits atop it. “Here, have some. I
Development: The cats are dead, the flies are not. believe they’re mints. Where was I?” The lid pops off
Neither moves nor assaults the party. If the PCs revealing shiny white, triangular mints. “Oh yes. I even
try to destroy these flies, the dreadmanse releases had your little funny-faced friend taken hostage, but
them. The swarm snaps into the air and takes you wouldn’t budge. Then you survived my trap at the
one round to vacate the room. If they escape, the Crimson Cup, caught my servant, and found me. You
dreadmanse simply captures them again in another aren’t thieves, and you’re clearly persons of means. I’d
room – preferably one which the PCs have already like you to work for me.”
explored. “There are significant advantages. I have a patron at
the highest levels. Let’s call him ‘K’. We have a contract,
8. Master Bedroom and when I have finished the task, we will tear down the
& The Secret Vault eyesores that the local scum have erected in my Ward
and rebuild in the grandest style! We shall repopulate
Unlike others in the house, dust coats this room.
with nobles, not riffraff, nobles with integrity who stand
The sheets have fallen from the bed, shredded by
by their responsibilities. I will tolerate no hoi polloi,
mice and moths. A vanity fills the southeast corner,
shenanigans or negligent owners. Night watchmen shall
and a massive ornately carved mirror hangs on the
stand on all corners, and I shall hang thieves of every
eastern wall.
stripe. ‘K’ promises to make me a judge in the new
order. He can do this for me. Imagine what he can do
Creatures: If it is already attacking the party, this for you. Seriously, what do you care about a few dead
an opportunity for the dreadmanse use horror in the soldiers? What do you say?”
mirror.
Development: Behind the mirror, imbedded in the Development: The PCs may respond in any
wall, hides a cleverly disguised latch. A Perception number of ways. Here are a few likely responses and
(DC 30) finds it and reveals the vault beyond. our suggestions for handling them:
Treasure: The vault contains: a copy of a contract Flatly Refuse: The dreadmanse responds, “I
between ‘K’ and ‘S’ hiring ‘S’ to use the fight clubs see.” The lid on the mints floats up and descends,
to kill Kortezian officers. The contract implies covering the jar. Then silence. A few rounds of
treason, as it rewards ‘S’ with, among other things, a absolute silence. Then the manse attacks as
judgeship. described in The Attacks, below.
The vault also contains three hand-tooled, leather
scroll cases with lapis lazuli and gold gilt ‘S’ marks Indignantly Accuse: The PCs accuse the manse
89
of hurting or killing Eddie Gin. The manse says, downstairs the dreadmanse uses mage hand to
“WHAT?! No one was supposed to hurt that child, collapse the weakened banister. A reflex save (DC 20)
even if his mother was an alcoholic Azindralean allows successful PCs to leap back and not fall down
whore! They’ll pay, but this was not my fault. It’s very the stairs. Those who fail must Acrobatics (DC 30) or
hard to get good help these days. There was no call topple 30’ to the marble floor below (3d6 damage).
The Bloody Fix

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.

The Attacks Development: If the PCs fight back while the


dreadmanse is manifesting, it does not allow them
The dreadmanse likes to assault subtly, using to drain it completely; instead it stops manifesting,
trickery and the environment to harm the PCs. insulating itself from further attacks, and attempts to
However, it cannot long resist its rage and soon preserve its create unholy trio, permanent image and
shouts at the PCs while attacking them. The shout spell-like abilities.
dreadmanse executes attacks opportunistically, and
GMs should wait for the proper moment to launch Courtyard Climax (CR 7)
them; for example, when a given spell will affect the
most PCs. Most exits from the dreadmanse lead the
PCs directly into an illusory, enclosed courtyard
surrounding the scorched willow of its Heart.
The attacks below are suggestions, as are the If the PCs leave by a back window, the
manse’s rants and visions. Feel free to invent your dreadmanse’s hallucinatory terrain creates the
own using the manse’s remaining powers. However impression of otherwise impassable topography
do not use the create unholy trio, permanent image, or with a path leading the party around front – where
shout abilities for these attacks, as they are required they find themselves in the illusory courtyard. Parties
for the adventure’s climactic encounter. which pierce the terrain illusion may escape over the
back wall without experiencing this encounter.
When PCs are upstairs, the manse uses As the PCs exit the villa, read this:
ventriloquism to create a voice shouting from
downstairs, “Hey! Who are you people? What do
you think you’re doing here?!” When the PCs start A mysterious force warps the landscape and pulls
90
you into a courtyard you’ve never seen before. Snow a shrine. Apply the following benefits to the undead
smothers the cobblestones, piled high along an icy path when they are in the desecrated area: +2 profane
leading to the great willow. The willow is no longer bonus on attack rolls, damage rolls, and saving
burnt. Leafless, yet it stands vibrantly healthy, while the throws, +2 hit points per Hit Die, and a -6 penalty on
villa rises on all four sides of you, like penitentiary walls. turning.
The air is static. Senses dull, as if you’d entered a joyless,

The Bloody Fix


lonely painting. HARLOT GHASTS (3) CR 3
In front of the willow a stone fountain squats. Ice
Use statistics for ghast (See Pathfinder Bestiary).
from its waters leads up, like frozen tears, to the eyes of
a marble statue. A statue of the same little girl in braids
At the beginning of the combat the zombie cat
who graced both a portrait and the ghastly fugue visions
runs up the tree and spends the battle hissing and
from the villa.
caterwauling at the PCs. The Harlot Ghasts fight until
destroyed. If the tree catches fire with the cat in it,
This unreal place is a vacuum without sound or the cat burns.
breeze, smell or taste, only the bone piercing cold
demands notice. After drinking it in, a vision strikes Development: The party battles at the Heart of the
the party. dreadmanse, which harangues and attacks the PCs
while its undead minions strive to destroy them. The
Fugue Vision PCs may harm the dreadmanse as normal, while it
Sneaking out the front door Georgette demands of is manifesting spell-like abilities, but they also have
the air, “Where are Amon and Ellie?” Near the front the opportunity to confront the manse with its Dread
gate, she spots a ragged thief on lookout and whispers, Secret. For the purpose of attacking the manse, the
“House, there’s someone here.” A voice tells her to willow tree, the fountain and the statue all count as
climb the willow tree. “But it’s not safe!” part of the dreadmanse; as does the southern wall
“Climb and hide atop the fattest branch. I’ll tell you apparently imprisoning the PCs. If the PCs penetrate
when to stop.” the illusion, they may flee the premises; otherwise,
A vicious ruffian opens the front door to hail his they believe themselves imprisoned in the courtyard.
lookout and spots Georgette’s shoe slipping from view.
He calls his men to the courtyard, and they surround During the battle, but before they confront it, the
the tree. Rudely, they taunt her. manse rages at the PCs. Voices ring in their heads,
“House, don’t let them hurt me! HOUSE!” But no “Your sort lets this kind of thing happen!” or “Eddie
one gives two figs for a Korty family in distress. The Gin! You failed to protect him!” or “You caused Eddie
deviants throw oil against the tree and set it ablaze, Gin’s misery! You!” or “You abandoned your post!
then place bets on who can knock her from her nest with You were distracted!”
the round, painted rocks that line the patio shrub beds.
A stone hits her skull. She falls, reaching futilely If the dreadmanse reaches ten hp or runs out
for the branch above, plummeting to the fire below. of spell-like abilities and special abilities without
“House, help me!” defeating the PCs, it falls silent, hoping to fool the
A montage of short scenes pummel your minds: the PCs into believing it slain.
invaders strip out valuables while a voice screams its
hatred of thieves, of dirty killers, of brutal Azindraleans. Confronting the Dreadmanse
It bellows equal fury at the nobles and servants who fled, During this encounter, if the PCs accuse the manse
the militia that failed, the absent father. It howls rage of failing to protect its children through dereliction
and grief until its roars fade into darkness. The vision of duty or incompetence (its Dread Secret), they stun
ends. the manse, after which it throws everything it has at
them (see New Creature for details). Meanwhile the
Creatures: When the vision ends, three ghasts dreadmanse’s subconscious seizes control of the
lurch toward the party, 30’ away, one clutching a illusion: the willow tree bursts into blood red flame.
zombified cat. Together they shuffle through thick It doubles in height and thickness, shooting up to
snow, the croaking yowl of the undead feline ringing sixty feet. Its fiery branches flail hither and thither,
piteously. The foul strumpets jerk and stagger, their moving liquidly like tentacles garbed in bark, though,
torn taffeta stained in blood. In unison they grate since this is an illusion, they do not attack.
an eerie falsetto, “Where’s my brother? Where’s
my sister?” and “House, don’t let them hurt me!
Once confronted, the manse no longer pays
HOUSE!”
attention to its hp or its spell-like abilities, willingly
exhausting them. During these post-confrontation
A 20’ radius area around the willow, the
manifestations, assaults by the PCs reduce the
dreadmanse’s Heart, is desecrated as if it contained
dreadmanse’s actual hp, not its spell-like abilities,
91
creating the opportunity to destroy the dreadmanse the Road to Revolution adventure arc, but feel
as described in the New Creature entry. free to sic the much more potent, enraged villa on
the PCs during their retirement. Obviously, with
Defeating the Dreadmanse the dreadmanse out of the picture, the fight club
When the party defeats the dreadmanse, the murders stop, although the fights continue. Only the
The Bloody Fix

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.

Dreadmanse Defeats the PCs: The dreadmanse New Creature


will hunt down surviving party members, attacking
them whenever they enter its zone of control. This Dreadmanse
creates an ongoing nuisance for the party within The old house lay unvisited for years before you
the Residential Ward, but the dreadmanse does ventured inside. Its chill interior soothed after the hot
not pursue them otherwise. If they recovered summer afternoon. Days later, still trapped within, you
the contract from the secret vault in area 8, the mock your earlier optimism and gird your heart against
surviving PCs can still shut down the fight clubs. horrors yet to come. Why does this place hate you so?
If they do, Galwatty, if alive, resurfaces vindicated,
once more an officer, possibly wealthy, possibly All dreadmanses were once ordinary animated
indebted to the PCs. objects (a house) charged with a mission; for
example, to nurture a wizard’s family. The future
PCs Defeat the Dreadmanse: If the PCs drive dreadmanse botches this mission, leading to acts
the dreadmanse somnolent for three months, the so heinous that witnessing them induces psychosis,
fights stop for the duration. If the PCs also recover breaks the home’s mind, and flings it into a coma.
the contract from area 8, they can shut the fight
clubs down permanently and rehabilitate Galwatty After years stewing in its shattered psyche, chance
(provided he survives). However, when it awakes, the events rouse the building. Reborn a rage-filled, soul-
dreadmanse is now the party’s implacable, mortal corrupting malevolence that feeds on the life force
enemy. It decides to bide its time, grow, then slay of the weak, the manse is nonetheless psychotically
the adventurers another day. Consider throwing the desperate for exoneration. It scapegoats someone
manse’s revenge into later adventures at the worst or something, unjustly assigning blame for its
possible time (for the PCs!). trauma-inducing failure and then plots vengeance
on unfortunate scapegoats. Forever more, the
If the PCs drive the dreadmanse somnolent for dreadmanse clings to vengeance. Dreadmanses
10 years, they remove the creature as a factor in which achieve their agendas simply choose a new
92
scapegoat, trapped in an eternal cycle of punishing it acts. For example, a dreadmanse third in the
others for its failure. initiative order uses shatter, and the manse remains
manifest until its action next round.
The Heart
The Heart is the specific location within the Once the dreadmanse manifests, players may
dreadmanse at which the psychosis inducing trauma attack any and everything that is part of the manse

The Bloody Fix


occurred. If the tragedy occurred at many locations (objects over 200 lbs count as part of it) to harm
within the manse or on its grounds, the GM should the creature, which bellows in pain and anger when
choose a location indicative of the trauma to be the struck. Aggressors must attack the walls or objects
Heart. in the room as objects, overcoming AC, hardness,
etc. (See PRD) This damage reduces the hit die
Rousing a Dreadmanse absorbed by the manse to power its spell-like
A dreadmanse always begins its career of evil abilities, suppressing them. It does not count against
in a state called somnolence. While somnolent, the creature’s life.
the dreadmanse is unaware of its surroundings. It
remains so until, within 100’ of the manse’s Heart As attackers damage the manse this way, it loses
someone commits acts which mirror the house’s access its more potent spell-like abilities first. For
original tragedy. The echoes of its trauma awaken the example, suppose a 7 HD Adolescent dreadmanse is
home, now a Newborn dreadmanse. under attack, it will take 40hp (4 HD) of damage to
shut down its Adolescent spell-like abilities, another
For example, suppose children under the house’s 20 hp (2 HD) of damage to suppress its Young spell-
protection were brutally murdered. If a group of like abilities, and a final 10 hp (1 HD) of damage to
bullies chase a child into the somnolent dreadmanse, squash its Newborn spell-like abilities.
then accidentally push the child down the stairs to
its death, the GM might rule this sufficiently similar If the players do enough damage to exhaust its
to the home’s original trauma (the death of children) full HD, they also exhaust its every spell-like ability,
and rouse the dreadmanse to Newborn status. and the dreadmanse falls somnolent for three
months. After which, it wakens automatically and
A Newborn dreadmanse wakens feeble, but it can may consume life force to refuel its powers (see
steal life force from those weaker still; for example, Fueling Spell-Like Abilities below for details). Most
the severely wounded, provided they fell or were dreadmanses simply fake defeat before reaching
sacrificed within its zone of control. As it sups and such total exhaustion.
grows, the manse attains more potent spell-like
abilities, and its zone of control – the only area Detect Evil reveals ambient evil throughout the
wherein it may use these abilities – expands. manse’s zone of control. It can not be used to
pinpoint the precise location of the manse or its
At its most potent, a dreadmanse extends its Heart.
influence over a quarter mile beyond its grounds,
driving out forest life, corrupting villages, and Destroying a Dreadmanse
darkening all it touches. An adult dreadmanse Attackers permanently destroy a dreadmanse by
may dominate the minds of enemies, command finding its Heart, confronting it with its Dread Secret,
battalions of undead, or spawn abominations bent battling the resulting manifestation to exhaustion,
on exacting the manse’s unjust revenge. and then consecrating its zone of control. Forgetting
the last step, consecration, leaves the dreadmanse
Battling a Dreadmanse somnolent for 10 years, a victory of sorts.
Fighting a dreadmanse is difficult. Often
opponents suppress a dreadmanse’s powers, The Dread Secret
but never vanquish it. For example, burning a A dreadmanse’s essence is denial. It never accepts
dreadmanse to the ground won’t harm it, as the responsibility for its trauma-inducing failure.
malevolent intelligence of the manse lives on within Instead, it fixates on someone – anyone – else as
the smoldering rubble…angry, smoldering rubble. responsible for the horror it suffered, which breeds
an outward directed rage, a quest for vengeance,
Attackers may only harm a dreadmanse when it and insulates the manse from its guilt. The formula
is manifesting. A dreadmanse manifests anywhere is: trauma breeds denial. Denial yields to rage.
it actively or passively uses a spell-like ability. For From rage blooms agenda. And yet…deep down, the
example, if the dreadmanse unleashes fog cloud, the dreadmanse knows the truth. It is responsible, and
manse is manifest wherever the cloud reaches, for that is its Dread Secret.
the duration of its effect. For instantaneous effects,
a dreadmanse is manifest for the full round in which Because a dreadmanse’s subconscious knows the
93
TABLE 1 – DREADMANSE DEVELOPMENT
HD Dreadmanse Must Consume Dreadmanse HD at Each Stage
Stage of Development to Grow to This stage of Development
The Bloody Fix

Somnolent n/a n/a


Newborn n/a 1
Child 6 3
Adolescent 14 7
Young Adult 22 11
Adult 30 15

TABLE 2 – CONSUMPTION REQUIRED TO FUEL SPELL-LIKE ABILITIES


HD Dreadmanse Must Consume to Wield Its Spell-like Abilities
Dreadmanse Newborn Child Adolescent Young Adult Adult
Stages of Spell-like Spell-like Spell-like Spell-like Spell-like
Development abilities abilities abilities abilities abilities
Newborn 1 (10 hp) 1

Child 1 (10 hp) 2 (20 hp)


Adolescent 1 (10 hp) 2 (20 hp) 4 (40 hp)
Young Adult 1 (10 hp) 2 (20 hp) 4 (40 hp) 8 (80 hp)
Adult 1 (10 hp) 2 (20 hp) 4 (40 hp) 8 (80 hp) 12 (120 hp)
1
hp show of damage required to suppress spell-like abilities for each stage of development.

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

The Bloody Fix


Perception +0 Feats Improved Initiative, improved natural armor
DEFENSE Skills Bluff +7, Intimidate +7, Knowledge (Local) +8,
AC 14 (+4 natural), touch 10, flat-footed 14 Perception +6
hp 15 (1d10+10) SQ Newborn abilities; also see text
Fort +0, Ref +0, Will +1 ECOLOGY
Immune construct traits Environment any
OFFENSE Organization solitary
Speed - Treasure varies
Ranged +1 touch
Space/Reach zone of control is the house; also see DREADMANSE ADOLESCENT CR 7
text XP 3200
Special Attacks Consume the fallen, spell-like Any Evil, Gargantuan construct
abilities; also see text Init +6; Senses darkvision 60 ft., low-light vision;
STATISTICS Perception +11
Str -, Dex -, Con -, Int 12, Wis 10, Cha 10 DEFENSE
Base Atk +1; CMB +2 CMD 12 AC 15 (+5 natural), touch 10, flat-footed 15
Feats Improved Initiative hp 75 (7d10+30+7)
Skills Bluff +4, Intimidate +4, Knowledge (Local) +5 Fort +1, Ref +1, Will +3
SQ desecrating aura, also see text Immune construct traits
ECOLOGY OFFENSE
Environment any Speed -
Organization solitary Ranged +7 touch
Treasure varies. Space/Reach zone of control includes house, the
grounds, and a 500’ radius around the Heart;
DREADMANSE CHILD CR 6 also see text
XP 2400 Special Attacks Create unholy trio, ensnare,
Any Evil, Huge construct improved consume the fallen, madden monster,
Init +5; Senses darkvision 60 ft., low-light vision; night terrors, you shouldn’t have taken that,
Perception +6 spell-like abilities; also see text
DEFENSE STATISTICS

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

Perception +15 Perception +20


DEFENSE DEFENSE
AC 16 (+6 natural), touch 10, flat-footed 16 AC 17 (+7 natural), touch 10, flat-footed 17
hp 111 (11d10+40+11) hp 157 (15d10+60+15)
Fort +2, Ref +1, Will +3 Fort +7, Ref +3, Will +7
Immune construct traits Immune construct traits
OFFENSE OFFENSE
Speed - Speed -
Ranged +11 touch Ranged +15 touch
Space/Reach zone of control includes house, Space/Reach zone of control includes house,
grounds, and a 1000’ radius around the Heart; grounds, and a ¼ mile radius around the Heart;
also see text also see text
Special Attacks Get them alone, ground Special Attacks Blackened heart, corrupt minions,
manipulation, improved aversion, spell-like create dread spawn, energy drain, greater
abilities; also see text consume the fallen, improved ensnare, improved
STATISTICS madden monsters, improved night terrors, spell-
Str -, Dex -, Con -, Int 18, Wis 12, Cha 16 like abilities; also see text
Base Atk +11; CMB +15 CMD 25 STATISTICS
Feats Empower spell-like ability, improved initiative, Str -, Dex -, Con -, Int 20, Wis 14, Cha 18
improved natural armor, persuasive, quicken Base Atk +15; CMB +23 CMD 33
spell-like ability, toughness Feats Ability focus (energy drain), Empower spell-
Skills Bluff +17, Diplomacy +21, Intimidate +21, like ability, Great fortitude, improved initiative,
Knowledge (Arcana) +18, Knowledge (Local) +18, improved natural armor, persuasive, quicken
Perception +15 spell-like ability, toughness
SQ Adolescent abilities, also see text Skills Bluff +21, Diplomacy +25, Intimidate +25,
ECOLOGY Knowledge (Arcana) +23, Knowledge (Local) +23,
Environment any Perception +20, Sense Motive +20
Organization solitary SQ Young adult abilities, also see text
Treasure varies. ECOLOGY
Environment any
Organization solitary
Treasure varies.

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

The Bloody Fix


Consume the Fallen (Ex): 1/day –As a full round
action, a dreadmanse drain the life (full HD) from level 12th).
one creature with an intelligence of four or less that
is also in its zone of control; provided they creature Dark Dreams (Sp): 3/day – as a move equivalent
is either (1) under a Dread Hold (or its stronger action, a dreadmanse may enter the dreams of any
incarnations) or (2) at 0 or fewer hp. At one sitting, sentient creature within a mile that is also tainted
the dreadmanse may consume no more than half by the manse’s evil. A creature is tainted by a
its current hit dice (round down). If the target is dreadmanse’s evil if (1) it’s blood was shed within
removed entirely, leaving no blood trail, from the the Dreadmanse’s zone of control, (2) it sacrificed
zone of control before the dreadmanse finishes, it any other creature to the dreadmanse’s Consume
does not consume the hit dice. The dreadmanse may the Fallen ability, (3) the creature stayed within the
accumulate consumed hit die to grow to the next dreadmanse’s zone of control for more than 24
stage of development or to fuel its spell-like abilities, contiguous hours, or (4) the creature removes an
but not both. object from the manse subject to its You Shouldn’t
Have Taken That ability in manses older than Child.
Desecrated Heart (Sp): A dreadmanse’s Heart Except as noted, this works like the spell dream
radiates 20’ of utter desecration, imbuing its (DC 16), but also enables the dreadmanse to inject
surroundings with negative energy. This ability works images into the sleeping mind.
like a desecrate spell, with the Heart treated as the
shrine of an evil power. All undead within 20 feet of Dread Hold (Su): 1/day –The manse may make
the Heart gain a +2 profane bonus on attack rolls, a ranged touch attack against any creature within
damage rolls, and saving throws, and +2 hit points its zone of control with less hit die than itself and
per Hit Die. Charisma checks made to turn undead an intelligence of 4 or less. Creatures hit by this
within this area take a –6 penalty. attack must succeed on a DC 12 Fortitude save or
A manse’s desecrating aura is suppressed by be permanently paralyzed. Remove paralysis or any
consecrate or dispel magics. spell that removes a curse frees the victim. The effect
cannot be dispelled, but remove the creature from
See Within (Ex): At will—As a move equivalent the manse’s zone of control and the effect ends 24
action, a dreadmanse observes any location within hours later. Anyone bound by a dread hold displays
its zone of control, as if through clairvoyance. only autonomic body functions. On the round
following the dread hold, a dreadmanse may use
consume the fallen on held victims.
Child Dreadmanse
At this stage of its development, the dreadmanse’s Frightful Moan (Su): 1/day – a dreadmanse can
spell-like abilities expand. It gains more defenses and emit a frightful moan as a standard action. All
learns to invade the dreams of those foolish enough creatures within a 30-foot spread must succeed on a
to place themselves within its power. DC 12 Will save or become panicked for 2d4 rounds.
Spell-Like abilities: In addition Newborn spell-like This is a sonic, mind-affecting fear effect. A creature
abilities a Child dreadmanse gains the following: that successfully saves against the moan cannot be
1/day— animate dead, Grease, Hypnotism (DC affected by the frightful moan for 24 hours.
11), Magic Aura, Silent Image, Unseen Servant,
Ventriloquism (DC 12). Horror in the Mirror (Su): 1/day - Any creature
that looks in a mirror while in a dreadmanse’s zone
Combat of control sees a horrific image of itself. The viewer
A Child dreadmanse still relies on illusions and must succeed on a DC 12 Fortitude save or instantly
tricks to secure victims, but it also begins to lure take 4 points of Strength damage. A creature affected
visitors, persuading them to enter it and sacrifice by this power or one that successfully saves against
small animals. It has all the powers of a Newborn it cannot be affected by horror in the mirror for 24
plus the following: hours.
Aversion (Sp): 1/day – As a standard action, a Adolescent Dreadmanse
dreadmanse targets one creature and compels it to As an Adolescent, the dreadmanse gains these
flee. The target must succeed on a DC 12 Will save spell-like abilities:
become averse to the dreadmanse for 24 hours.
97
Spell-Like abilities: 1/day — charm person (DC 13), victims are also under a nondetection spell for the
arcane lock, darkness, fog cloud, knock, misdirection, duration of their ensnarement.
obscure object, permanent image, scare, shatter, shout,
summon swarm, hideous laughter, whispering wind (DC Improved Consume the Fallen (Ex): As consume the
14), hallucinatory Terrain (DC 17); 2/day - Child Stage fallen except 2/day.
The Bloody Fix

spell-like abilities (DC as listed), gust of wind, minor


image, see invisibility (DC 13) Madden Monster (Sp): 1/day— as dominate
monster (DC 14), but for up to half the dreadmanse’s
Combat HD in monsters. Additionally, the targets must
Some of an Adolescent Dreadmanse’s favorite be inside the dreadmanse’s zone of control when
tricks include placing darkness behind windows and maddened. Finally, instead of dominating, the
doors through which terrified folks seek to escape; dreadmanse causes the affected monsters to go
locking people in rooms then summoning swarms insane and attack the nearest creature (other than
of bees; and generally terrifying trespassers. An another maddened creature) without relent.
Adolescent gains the following special abilities:
Night Terrors (Sp): 1/day – The dreadmanse may
As If it Never Happened (Ex): 1/day – the afflict a nightmare spell on an ensnared victim (Will
dreadmanse affects its damaged environs as DC 14 to negate). If successful, the nightmare also
with a make whole spell, provided no one with causes 1d3 points of intelligence damage, which
an intelligence above a 5 witnesses the effect. may be restored or fixed with any spell that removes
This power also heals any damage inflicted after a curse. A victim dropping below 5 intelligence goes
confronting a dreadmanse, but does not re-fuel any permanently insane.
spell-like abilities.
You Shouldn’t Have Taken That (Ex): 3/day – As
Create Unholy Trio (Su): A dreadmanse can create a free action, a dreadmanse may imbue a piece of
a number of ghasts equal to half its HD from the itself (any object weighing less than 200 lbs. from
corpses of humanoids it has drained through its within its zone of control) with a fragment of its
consume the fallen ability. The ghasts are under the consciousness. Within a mile of the manse’s zone
manses direct control, but they cannot move more of control, the dreadmanse may do the following
than 60’ from its Heart for more than three rounds (provided it has the ability) to anyone within 10’
or they collapse and rot to compost on the fourth of the object: aversion/improved aversion, crushing
round. The manse cannot create more ghasts with despair, dark dreams, dark thoughts, night terrors/
this ability until something destroys each ghast in the improved night terrors, ensnare/improved ensnare,
previous set of three. Ghasts created with this power scare, see within, or see and hear within.
benefit from the manse’s desecrated heart. They gain
a +2 profane bonus on attack rolls, damage rolls, and Young Adult Dreadmanse
saving throws, and +2 hit points per Hit Die. Turning At this stage of its development, the dreadmanse
checks within the desecrated heart take a –6 penalty. is truly terrifying. It gains the following:

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

The Bloody Fix


transform into a morass akin to quicksand. Softening (DC 20), but only on creatures with five or fewer
earth, sand, or the like takes 1 round, while stone class levels.
requires 2 rounds. Anyone in the affected area must
take a reflex save (DC 18) to avoid becoming mired Create Dread Spawn (Ex): Any living creature
(difficult terrain). capable of taking class levels of size Huge or smaller
slain by a dreadmanse becomes a Dread Spawn 6
Improved Aversion (Sp): 3/day—As aversion, except hours later. Spawn are under the command of the
DC 18 and affects up to 20 HD. dreadmanse that created them and remain enslaved
until its destruction. They do not possess any of the
See and Hear Within (Ex): As see within, except it abilities they had in life. The dreadmanse may create
includes both clairaudience and clairvoyance. and control no more than three such spawn at one
time and, as a free action, may instantly destroy any
Sound Imitation (Ex): When communicating, a spawn it no longer desires to enslave. To create a
dreadmanse can mimic any voice or sound it has Dread Spawn, apply the Zombie template, followed
heard, anytime it likes. Listeners must succeed on a by the Fiendish template, to the slain creature.
DC 25 Will save to detect the ruse.
Energy Drain (Su): 3/day –Living creatures hit by a
Adult Dreadmanse dreadmanse’s ranged touch attack gain one negative
The most potent and terrifying manifestation of the level. A Fortitude save (DC 21) negates one negative
dreadmanse, its power now stretches a quarter mile level.
beyond its grounds.
Spell-Like abilities: An adult dreadmanse gains the Greater Consume the Fallen (Ex): As consume the
following spell-like abilities. 1x/day — Black Tentacles fallen except 3/day.
(DC 18). Mind Fog, Faithful Hound, Persistent Image,
Waves of Fatigue (DC 19). Create Undead, Guards and Improved Ensnare (Sp): As ensnare, except 3/day
Wards, Programmed Image, Repulsion (Heart only), and DC 20.
Veil (DC 20).
Improved Madden Monsters (Sp): As madden
Combat monsters, except 3/day and DC 20.
At this stage, the dreadmanse’s brooding power
overshadows entire regions. It makes no bones Improved Night Terrors (Sp): As night terrors,
about its potency and openly pursues its hate driven except 3/day and DC 20.
agenda. An Adult gains the following:

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

Adventure Background 103 C2. Inside the Warehouse 122


C3. Loading Dock 123
Plot Summary 103
C4. Catwalk Stairs 123
Beginning the Adventure 104 C5. Sewer Entrance 123
C6. Crate Maze 123
Part I. Blood in the Gutters 104 C7. Goblin Pen 124
C8. Wiggan’s Office 124
Part II. The Set Up 106 Wiggan the Bald 125
D. Sewer Encounters 126
Clan Semheyl 106
D1. First Descent  127
Blood Senator Eldon Vulgrax  107
D2. Lurker in the Tunnel 128
D3. Chamber of the Creeping Suicide 128
Part III. A Meeting with Royalty 108
E. Siluri Lair 128
The Baroness, Lady Tianda Eialla 108 E1. Guard Post 128
E2. Trapped Hallway 130
Part IV. Dinner with Vulgrax 111 E3. Dining Quarters 130
E4. Barracks 130
Part V. Lost Their Mittens 112 E5. Strange Shrine 130
E6. Armory 130
Part VI. The Church of the Damned113 E7. Food Stores 131
A1. Outside the Church of the Empty Hand 113 E8. Hatchery 131
A2. Inside the Church of the Empty Hand 113 E9. The Communal Pool 131
A3. Behind the Church of the Empty Hand 116 E10. Chamber of the Mystics 132
B1. The Mausoleum of Gulga Feck 116
B2.The Catacomb  117 Finale 132
B3. Failed Experiment Pool 117 Ashes, Ashes 132
B4. The Laboratory of Gulga Feck 118 To Stop a Fire 134
Concluding the Adventure 134
Part VII. The Recovered Ledgers 120
Appendix 135
Part VIII. On the Trail of Roachkin 135
Wiggan the Bald  121 Sewer Runner 135
C. Warehouse of Wiggan the Bald 121 Siluri 138

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

barter his life for information


16 regarding his
11 employer. Clan Semheyl 4
3
Regardless, PCs rummaging through the Phedrillers Throughout the Docks E ET Ward, buildings and
possessions discover a note that reads: Bring Proof
MAGIC SPEAR STREET storefronts bear 10 paintings E
ST
R
of a hippocampus rising
to Warehouse 592. As it turns out, the 9 warehouse is from the waves, Fthe R T UN
FO renowned crest of the Semheyl
located in the Docks Ward. Clan. The 18Semheyl’sIE
R
O
monumental influence over the
Tides of Blood

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
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E)
8

OM
STORMY GABLES

K
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AL
W
DAGGER ALLEY

G
SHIPBUILDER

N
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3
WAREHOUSE
10 14

E
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AS
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THE MORTUARY
7

N
13 11
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VE
SPIR ARE)
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17
RM ’S
ME AN

OF
EG
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(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

DOCK WARD: ADVENTURE LOCATIONS


TROLL’S WAY (THE

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
Tides of Blood

identifying clothes or items and cloak themselves in


BOX OF KRENSHAR TRAP (CR -): commoners clothing.
Type mechanical; Perception DC 25; Disable
Device DC 20 Developments: The odds of this encounter strongly
favor the NPCs, so allow PCs the opportunity size
EFFECTS
up their opponents. Hopefully, your players know
Trigger location; Reset repair when to flee, for if they stay and fight, its likely the
Effect Seals room (Disable Device DC 22) and assassins defeat them. If by some chance the PCs
releases four krenshars. battle through this encounter, they should still meet
with Killki, however he is far more impressed with
KRENSHAR (4) CR 1 the heroes, and expresses as much to the baroness.
XP 400 each
Use Hyena stats (see Pathfinder Bestiary) Special: After Krakon learns the PCs escaped his
ambush, decides that perhaps he’s underestimated
Creatures: Watching the crates, eight assassins them. He suspects that, like most adventurers, if he
hide in the scaffolding, lying in wait with loaded presses them too much they’ll begin pressing back.
crossbows. When PCs enter, the assassins attempt to While the general knows he can handle the PCs, he
remain them to open s still and hidden, waiting for fears provoking the PCs too soon might jeopardize
them to investigate the crates. As soon as the trap his fledgling plots. Furthermore, he starts to believe
springs, or PCs stop to disable it, they open fire on the adventurers might prove more valuable to him
them and manually release the kreshnar. as allies, or at least pawns. Ultimately, he decides to
take another approach with them, one that comes
into play in later adventures.
WAREHOUSE ASSASSINS (8) CR 3
XP 800 each Should players attempt to return to the warehouse
Male human fighter 2/rogue 2 they find it entirely empty, swept clean with no
LN Medium humanoid evidence of the preceding conflict. A note tacked on
Init +2; Senses Perception +8 one of the scaffolding posts reads:
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) Until we meet again.
hp 30 (2d8+2d10+6)  -K
Fort +4, Ref +5, Will +1 (+2 vs. fear)
Defensive Abilities bravery +1, evasion Part III. A Meeting
OFFENSE with Royalty
Speed 30 ft. The adventure assumes that one way or another,
Melee mw longsword +7 (1d8+2/19-20) PCs allow Killiki to lead them to his surrogate
Ranged mw light crossbow +7 (1d8/19-20) mother, the Baroness. Otherwise, the Baroness seeks
Special Attacks sneak attack +1d6 them out on her own, either curious about them
STATISTICS
from Killiki’s description or vengefully, if they’ve
harmed her child. Regardless, she believes them
Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 9
to be enemies of Vulgrax, and therefore her allies
Base Atk +3; CMB +5; CMD 17 by default. Regardless of how the PCs perceive the
Feats Point Blank Shot, Precise Shot, Rapid Reload woman, she serves as an excellent ally and remains
(light crossbow), Weapon Focus (light crossbow, one of the The Big Sloppy’s most valuable resources.
longsword)
Skills Acrobatics +9, Bluff +5, Climb +9, Diplomacy
The Baroness, Lady Tianda Eialla
-1, Disguise +5, Escape Artist +6, Fly +2, Heal +1,
Intimidate -1, Perception +8 (Trapfinding +9), To all who frequent the Docks Ward, The Baroness
is a well-known, fearfully respected woman.
Perform (Untrained) -1, Ride +2, Sense Motive +5,
Dishevelled and haggard, she drapes her corpulence
Stealth +9, Survival +1, Swim +2
in layers of filthy, antique petticoats that drag behind
Languages Common
her as she walks. At all times, a half dozen or so
SQ rogue talents (rogue crawl), trapfinding +1
urchins tuck themselves between the folds of her
Combat Gear potion of cure light wounds
108
dresses, trailing beneath her petticoats, and clinging Killki winds through the lightless streets and narrow
about her undergarments as the Baroness makes her alleys, until he reaches a series of crumbling stone
way through the market. Known as the “Children of buildings along the waterfront. All is eerily silent, but
the Blood”, these urchins train in the arts of thieving the endless lapping waves against the sea wall. Then
under the able tutelage of their mad mother. Many suddenly, a strange form steps from the shadows,
of the urchins have grown up to become successful an enormous woman, with voluminous petticoats,

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
Tides of Blood

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

Fervently, the madwoman rattles off a convoluted Speed 30 ft.


plan to seize Vulgrax’s Ledgers, and with a Melee +2 dagger of venom +7/+2 (1d4-1/19-20)
quick command two of her children scamper off Ranged +2 dagger of venom +12/+7 (1d4-1/19-20)
presumably to collect them. Then before anyone Special Attacks sneak attack +3d6
has a chance to react, she unexpectedly turns to the STATISTICS
nearest PC and shakes them excitedly. Str 4, Dex 14, Con 13, Int 17, Wis 15, Cha 19
Base Atk +8; CMB +5; CMD 17
“You! You must distract him!” Feats Deceitful, Great Fortitude, Improved Initiative,
Iron Will, Leadership, Persuasive, Skill Focus
She presses the PCs that there is no time and (Diplomacy)
Vulgrax will certainly kill her children if they do not Skills Acrobatics +8, Appraise +9, Bluff +17, Climb
do something to call his attentions away from his -3, Craft (Untrained) +3, Diplomacy +20, Disable
office, adding in most somber tone that the Blood Device +16, Disguise +17, Escape Artist +17, Fly
Senator has killed one her children before. In this +2, Heal +2, Intimidate +16, Knowledge (History)
matter she isn’t lying. She turns quiet a moment, and +18, Knowledge (Local) +18, Knowledge (Nobility)
bursts into inconsolable tears and points towards the +18, Perception +16 (Trapfinding +19), Perform
Senator’s Office. (Untrained) +4, Ride +2, Sense Motive +10, Sleight
of Hand +10, Stealth +17, Survival +2, Swim -3
If PCs ask her how to distract the senator, she Languages Common
blubbers out, “Do something, anything, throw rocks SQ rogue talents (fast stealth, resiliency, rogue
at his windows, piss on his steps, invite him to crawl), Trapfinding, Trap Sense +2
dinner.” Combat gear bead of force, deck of illusions, horn of fog
Other Gear +2 dagger of venom, headband of alluring
Developments: At this point PCs should set off charisma +2, +1 mithral shirt of shadow with
for Vulgrax’s offices. Allow them to formulate a plan improved spell resistance (13)
on the way. Oddly enough, the social senator is a
glutton, therefore inviting him out for meal is the Tactics: Lady Tianda is not interested in a fight.
best and safest option. Certainly, it provides PCs the If attacked she cowers, tells her children to run
opportunity to converse with the infamous Semheyl and uses her horn of fog to cover her escape. If
senator. however, PCs capture and threaten her children,
110
she breaks down. Still, she holds one last piece of If, as the Baroness suggested, a dining invitation
information with which she uses to barter for the is extended, Vulgrax happily accepts, and suggests
freedom and safety of herself and her children. She The Golden Eel, his favorite restaurant (for details
knows the identity of the mysterious K. She offers see the 0one’s Blueprints Backdrops: The Golden Eel
the information, and tells PCs the tragic tale of their supplement, or the Great City Campaign Setting,
relationship as proof of her certainty. otherwise simply describe it as a fine, upscale

Tides of Blood
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.”
111
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

Tides of Blood
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.

Anyone attempting an opposed Sense Motive Part VI. The Church


check on the children or the Baroness, may sense of the Damned
something amiss, perhaps because the Napper has
been a recent thorn in her side. She deliberately A1. Outside the Church
asked her children to deposit the box in his care, of the Empty Hand
hoping to convince her new allies to retrieve it. The Church of the Empty hand is a dilapidated
Despite her deception, the box contains the Ledgers, ruin resting on a soggy bit of worthless ground in
which contain crucial information concerning the heart of the Throat - the worst neighborhood
upcoming plots. Should anyone press her on matters in the Big Sloppy. A rusting iron gate leads
concerning Feck, she angrily reminds them of the through corroded wrought iron fence to the tilted
importance of obtaining the ledgers, then accuses mausoleums behind the church.

The door to the church sits slightly ajar. Rust and


corrosion fuse the gate permanently shut. The 10-
THE CHURCH foot fence is in pitiful condition, though the barbed
OF THE EMPTY HAND points atop its rusted stiles still discourage climbers.
The Church of the Empty Hand* is a Scaling the fence requires a successful DC 20 Climb
non-denominational congregation that check. Anyone failing the check by more than five is
focuses on outreach and charity in the jabbed by a rusted barb taking 1d4 damage and risks
midst of Cutthroat Alley – or the Throat contacting lockjaw.
as it is know by the locals. During the
day, Father Crishop runs a hospice and LOCKJAW
soup kitchen out of the Church and holds
Type disease, contact; Save Fortitude DC 15
nondenominational services. Unbeknownst
to Father Crishop, during full moon nights, Onset 1 day; Frequency 1/day
Gulga Feck, a dreaded necromancer, sneaks Effect 1d6 Dex damage and 1d4 Con damage; Cure 2
into the church’s crypt and performs obscene consecutive saves
summoning rites that often involve human
sacrifices culled from the homeless that If the PCs jump the fence: See area A3. Behind the
congregate in the church by day. Church of the Empty Hand for more details.
If the PCs enter the church: See area A2. Inside the
* Note that the layout of the Throat differs Church of the Empty Hand for more details.
slightly from the one presented in 0one’s
Blueprints: The Great City, Cutthroat’s Alley. A2. Inside the Church
You can assume that some works have been of the Empty Hand (CR 5)
made into the area near the church. If the PCs enter the church: The mad monk Fenwick
Chambliss, Gulga Feck’s erstwhile assistant,
113
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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

Development: The man is Hill Gales, a homeless FENWICK CHAMBLESS CR 5


and down-on-his luck pusher who fell through the XP 1600
cracks of society to find himself plying his trade Male human monk 6
in the Throat. Fenwick knocked Hill unconscious LN Medium humanoid
(he is currently at -1hp) and was in the process Init +4; Senses Perception +15
of dragging him to his death at the hands of the
DEFENSE
dreaded necromancer Gulga Feck. If revived, Hill
is quite tipsy and is convinced he is a victim of the AC 16, touch 15, flat-footed 10 (+1 dodge, +4 Wis)
Night Spider, Fouché – renowned serial murderer hp 54 (6d8+24)
of the Dock Ward – so convinced he breaks into Fort +8, Ref +5, Will +9 (+11 vs. enchantments)
a slurred rendition of “The Night Spider” (see Defensive Abilities evasion, slow fall 30 ft., still mind;
Sidebar) regaling his heroes with a filthy flask of Immunities diseases
moonshine. Hill is relieved to be alive and offers his OFFENSE
illegal stuff to any willing hero. Speed 50 ft.
Melee unarmed strike +7 (1d8+2) or flurry of blows
If PCs do not go through the door behind the +6/+6 (1d8+2)
altar, a muffled scream ushers through the church Ranged glass bottle +4 (1d2+2)
emanating from the slightly ajar door to the Special Attacks flurry of blows, ki pool (7 points),
mausoleum where Gulga Feck engages in his mad stunning fist (stun or fatigue, DC 19)
experiments
115
STATISTICS If the PCs jump the fence: Allow anyone jumping
Str 14, Dex 10, Con 16, Int 8, Wis 18, Cha 10 the fence to make a DC 18 Perception check to notice
Base Atk +4; CMB +8 (+10 Disarm); CMD 22 (24 vs. the shadowy form of Fenwich Chambliss dragging a
Disarm) body through one of the dirty windows of the church
Feats Ability Focus (Stunning Fist), Alertness, Deflect (see below). A DC 15 Perception notices the open
Tides of Blood

ArrowsB, DodgeB, Improved DisarmB, Improved mausoleum behind the church.


Initiative, Improved Unarmed StrikeB, Weapon If PCs bypass the encounter with Fenwick: 3
Focus (unarmed strike) rounds after the PCs jump the fence and enter the
Skills Acrobatics +9 (Jump +23), Diplomacy +6, mausoleum, Fenwick arrives – still dragging the
Perception +15, Sense Motive +15 body. See area A3. Behind the Church of the Empty
Languages Common Hand for more details.
Combat Gear 6 empty bottles
Other gear headband of inspired wisdom +2, mw If the PCs enter the graveyard through the door
potion belt (free action to take out potion), 14 gp, behind the altar: PCs hot on the trail of Fenwick spot
35 sp, 20 cp. him running to the mausoleum- marked “X” on
the map. If the PCs previously dispatched or drove
A3. Behind the Church off Fenwick, eerie silence shrouds the graveyard.
of the Empty Hand The PCs can locate Gulga Feck’s mausoleum by
succeeding a DC 10 Survival check to track Fenwick’s
The graveyard behind the Church of the Empty footsteps and trails dug by the heels of the victim as
Hand is a soggy mess of broken old stone discarded he dragged him through the yard. Alternately, a DC
next to partially sunken mausoleums tilted over like 10 Perception check notices the crack of the slightly
Big Sloppy drunks. A salt rusted wrought iron fence open mausoleum door.
lists and meanders about the outside edges of the
graveyard proper. B1. The Mausoleum of Gulga Feck
Occasionally, Gulga Feck haunts the graveyard. The The stone door to the mausoleum is impossible
necromancer practices his dark art in the depths of a to open without making a wailing creak, as if its iron
partially sunken mausoleum in the center of the yard hinges were about to give in to the depredations of
(marked “X” on the map). ages of salt and moisture. Pilled up along the edges of

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

Tides of Blood
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

Tides of Blood
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.

Most of the crates in the warehouse contain


sawdust and straw. A number of them have
flasks of alchemist fire and lantern oil nestled in
the center of the packing material. Wiggan has
these crates loaded with flammables to facilitate
and fuel the imminent fire for when the plan
finally resolves. The remaining crates contain
their original contents. This warehouse held fine
porcelain from overseas, silver ingots from nearby
mines, rare herbs, stacks of parchment ready for
1 square = 5 ft
books and broadsheets, rolls of oiled leather and
pewter tableware.

C1. Entrance (CR 6)


Just south of the loading dock stands a single door
guarded by two armed men in tunics bearing the
symbol of Clan Semheyl. When the PCs approach,
read the following text:

The salty tang of the bay is strong along the docks.


The old warehouse leans on its own weight, wooden
planks strain against themselves and threaten to pop at
goods covertly through the City. I fear, Wiggan has now any moment. Four large doors, shut fast denying any
decided to double-cross me and steal these goods for current commerce, indicate a large loading dock for
himself. Perhaps even targeting you to try to manipulate the warehouse while nearby, guarded by two men sits a
you into killing me. I will pay you dearly if you find this door providing entrance to the decrepit storehouse. No
man and bring him to me, and perhaps just as dearly if windows grace the walls of the building.
you can make him disappear.”
The two guards, Gracian and Pulious, refuse any
Vulgrax offers the PCs 2,500 gp to complete this entrance to the warehouse. These two guards are
task while a DC 25 Diplomacy check gets him to elite guards paid well by Wiggan and are aware of the
increase his offer to an even 3,000 gp. If the PCs coming plan. They stand especially vigilant knowing
press him for more money, he politely informs them that inside the rest of their crew are currently moving
he has others he can entrust to the task. If PCs do crates to a secure location. If the PCs attempt to
not want to work for Vulgrax, he dismisses them, change their attitude or bribe them, one of the
and then to protect his privacy, he promptly hires guards raps out a code of knocks on the door while
assassins disguised as Wiggan’s thugs, to track the the other becomes belligerent. If the PCs refuse
PCs down and dispose of them. to leave the area, they threaten violence. Pushed
any further, the guards glance both ways for any
city guard or soldiers and then engage the PCs in
Part VIII. On the Trail of
combat. Suspicious that the PCs might catch onto
Wiggan the Bald the plan, or already suspect it, they fight to the death
The following events take place when PCs arrive instead of simply detaining the snooping party.
at Wiggan the Bald’s warehouse. Guards within
overreact, triggering a conflict that draws the PCs Creatures Wiggan has two of his best men
into Wiggan’s plot – then it is just a matter of letting posted here to thwart any entrance. He hopes
heroic intentions do the rest of the work. their advanced skills prove sufficient to silence any
investigation quickly.
121
GRACIAN & PULIOUS, ELITE GUARD CR 4 lead up to this catwalk. At all times, three warehouse
XP 1200 each guards stand poised to topple stacks of crates onto
Male human fighter 2/rogue 3 intruders. The guards hide behind a stack of crates
LN Medium humanoid fifteen feet tall on ten-foot tall stacks. They listen for
Init +7; Senses Perception +9 the PCs footsteps and wait for someone to near the
Tides of Blood

first crate pile before attacking. The toppling crates


DEFENSE
target anyone in the 15-foot area near the front door.
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 41 (2d10+3d8+13) Crashing Crates: The guards use Perception checks
Fort +5, Ref +6, Will +2 to determine when a creature reaches the position
Defensive abilities bravery +1, evasion, resiliency, trap for them to launch their surprise attack. Creatures
sense +1 in the target area must succeed on a DC 15 Reflex
OFFENSE saving throw or take 2d6 points of bludgeoning
Speed 30 ft. damage from the falling crates.
Melee mw longsword +8 (1d8+2)
Ranged +1 longbow +9 (1d8+1 plus poison) CRASHING CRATES CR 2
Special Attacks point blank shot, poison (medium XP 600
spider venom: injury; Fortitude DC 14; 1/round for Type mechanical; Perception DC 21; Disable Device -
4 rounds; 1d2 Str; 1 save), sneak attack +2d6 EFFECTS
STATISTICS
Trigger guards listening for the first person to reach
Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8 the attack point; Reset repair;
Base Atk +4; CMB +6; CMD 19 Effect 2d6 bludgeoning damage (Reflex DC 15
Feats Improved Intiative, Point Blank Shot, Quick negates); Targets all targets in the 15-foot-area
Draw, Weapon Focus (longbow), Weapon Focus near the front door.
(longsword)
Skills Acrobatics +11, Climb +10, Disable Device +4,
WAREHOUSE GUARDS (6) CR 1
Escape Artist +11, Intimidate +5, Perception +9
(+10 trapfinding), Sense Motive +9, Stealth +11 XP 400 each
Languages Common Male human fighter 1 / rogue 1
SQ trapfinding LN Medium humanoid
Combar Gear medium spider venom (4 doses), Init +2; Senses Perception +6
potion of cure moderate wounds DEFENSE
Other Gear +1 studded leather armor, +1 longbow, mw AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
longsword, kukri. hp 17 (1d10+1d8+3)
Fort +3, Ref +4, Will +1
Development: If the fight is particularly loud or OFFENSE
one of the guards manages to knock the code on Speed 30 ft.
the door, the guards just inside the door are ready to Melee mw longsword +4 (1d8+2) or kukri +3 (1d4+2)
spring their trap. Ranged mw light crossbow +5 (1d8)
Special Attacks point blank shot, sneak attack +1d6
C2. Inside the Warehouse (CR 7)
STATISTICS
Sounds of footsteps, crates sliding and even faint
Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
weeping sounds echo from the distance in this cavernous
Base Atk +1; CMB +3; CMD 15
warehouse. Flickering lanterns cast shadows across
Feats Point Blank Shot, Rapid Reload (light
stacks of crates and walls. To the north, the warehouse
widens to reveal the interior of the loading dock. crossbow), Weapon Focus (light crossbow)
Straight ahead, stairs lead up to a catwalk circling the Skills Acrobatics +7, Climb +7, Disable Device +3,
interior of the dock. Large crates stand in random piles Escape Artist +7, Perception +6 (+7 trapfinding),
as if the whole location is in flux. Sense Motive +6, Stealth +7
Languages Common
Inside the warehouse, piles of crates lie stacked SQ trapfinding
in various stacks. Each of the large crates is Combar Gear potion of cure light wounds
approximately five feet square and some of the Other Gear leather armor, mw light crossbow, mw
stacks are two to three crates high. On the north longsword, kukri.
side of the building, where the loading dock is
located, a wooden catwalk rims the building fifteen Tactics: After launching the collapse, the guards
feet high. Directly across from the front door, stairs make Acrobatics checks (DC 15) to negate the
122
damage from leaping down from the stack. They stairs and the other crouched behind the stacked
attack with longswords and fight to the death in crates.
order to protect the rest of the warehouse. Once
the crates smash to the ground, three guards with
WAREHOUSE GUARDS (2) CR 1
crossbows rush from hiding spots around the corner
on the catwalk and open fire on the PCs. XP 400 each

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.

WAREHOUSE GUARDS (4) CR 1 C5. Sewer Entrance


XP 400 each Between stacks of crates sits a large wooden door
set at an angle into the floor. When the PCs breached
Use Warehouse Guard Stats.
the warehouse door, the guards at the back of the
room secured the door and fled to their hiding places
Tactics: The guards stationed here, two each in
at area C6.
the northwest and northeast corners, know that they
have the advantage and wait in their position until
they have a clear shot. If the PCs return fire with Door: hp 30; hardness 5; Disable Device DC 13;
ranged weapons, the guards drop to a prone position Break DC 20
and try to take as much cover from the catwalk as
possible. C6. Crate Maze (CR 6)
Cluttering this room lays piles of crates strewn and
C4. Catwalk Stairs (CR 3) heaped in haphazard disarray. The stacks climb higher
Creatures: Two warehouse guards guard the stairs in the center and teeter as if perilously close to toppling.
to the catwalk. These two lay in wait, one under the

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

hp 55 (7d10+14) through spines located on the outer edge of its


Fort +6, Ref +8, Will +6 (+7 vs fear) hands, which look like a rigid sixth finger. Siluri
Defensive Abilities armor training 1, bravery +1 Spines – Injury; save Fort DC 14; frequency 1/round
OFFENSE for 4 rounds; effect 1d2 Dex; save 1 save. The save
Speed 30 ft., Swim 40 ft. DC is Constitution-based.
Melee masterwork trident +12/+7 (1d8+3) and spine Swim-by Attack (Ex) Extremely quick in the water, a
+10 (1d4+3 plus poison) siluri can attack while swimming and continue its
Ranged masterwork trident +13 (1d8+4) movement. This ability mimics the Spring Attack
Special Attacks disconcerting croak 3/day (Will DC feat as long as the siluri is swimming.
16, lesser confusion), swim-by-attack Disconcerting Croak (Su) Three times per day a siluri
STATISTICS
can belch out a disturbing croak from deep within
its chest. This deep, gurgling, rattling croak distracts
Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 10
those hearing it unless they succeed on a DC 16 Will
Base Atk +7; CMB +10; CMD 25
save. Those who fail the save suffer effects as though
Feats Ability Focus (disconcerting croak), Dodge,
affected by the spell lesser confusion. Any creatures
Improved Initiative, Point-Blank-Shot, Weapon
hearing this croak out to a 30 ft. radius are affected.
Finesse, Weapon Focus (trident)
This ability is equivalent to a 2nd level spell and the
Skills Escape Artist +13, Intimidate +5, Perception
save DC is Constitution-based.
+11, Stealth +11, Swim +16
Languages Common, Undercommon
Tactics: These guards start combat with their
SQ amphibious
disconcerting croak ability, then allow any non-
Gear studded leather armor, masterwork trident, ring affected members of the group to get near, taking
of protection +1. cover inside the hallway, before attacking. If the party
SPECIAL ABILITIES holds back, they throw their tridents and then go
Poison (Ex) A siluri delivers a debilitating poison back into the lair to warn the others.
129
E2. Trapped Hallway (CR 4) Occupying this room and currently partaking of
A poisoned dart trap protects the passageway the meal laid out is three siluri. They appear quite
leading to the main pool room. The siluri can bypass annoyed at the interruption of their meal and attack
this trap by pressing a secret block on the wall. the invading PCs.
Tides of Blood

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

Tactics: The sleeping siluri take in their


surroundings and stand up the first round of combat.
They groggily launch into combat the following
round, attacking with their poison spines.

E5. Strange Shrine


Shells, bits of barnacle-covered metal and polished
shards of broken, colored glass cover the walls of the
small room. Fresh sea grass covers the floor and it looks
as if the bay itself covers the walls of the room. A small
shrine sits against the back wall, a focus of all the pieces
in the room, decorated with fish motifs and glowing
with the pale light from four candles.

This strange shrine is dedicated to the patron


deity of the siluri. Currently it is unoccupied, but
once a week some of the siluri gather here to anoint
their weapons with squid ink and imbibe strange
concoctions mixed by the sorcerous leaders.

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.

The racks contain 11 tridents (five of which are


130
masterwork), 9 short swords, 6 crossbows with 60 SILURI SORCERER CR 5
bolts and 14 daggers. Five coils of hemp rope sit in XP 1600
the corner with 8 pints of oil, 3 lanterns, 2 hammers, Male siluri sorcerer (elemental [water] bloodline) 3
4 crowbars, 16 iron spikes and 20 large burlap sacks. N Medium Monstrous Humanoid (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +9
E7. Food Stores

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
Tides of Blood

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

Tides of Blood
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.

Denizen Precision Intimate with the various


creatures that live in the sewers, a Sewer Runner,
upon reaching 3rd level, gains a bonus to damage
rolls against them. When fighting underground,
a Sewer Runner gains a +1 bonus to damage rolls
against their foes provided the character is adjacent
to at least one wall.

Wild Empathy A Sewer Runner can improve


the attitude of certain creatures typically found
underground. This ability functions just like a
Diplomacy check to improve the attitude of a person.
The Sewer Runner rolls 1d20 and adds his class
level and his Charisma modifier to determine the
wild empathy check result. To use wild empathy,
the Sewer Runner and the creature must be able to
study each other, which means that they must be
within 30 feet of one another under normal visibility
conditions. Generally, influencing a creature in this
way takes 1 minute, but, as with influencing people, it
might take more or less time.
A Sewer Runner can only use this ability to
influence aberrations, vermin and animals with
underground in their environment description or
creatures of those types typically found in sewers and
caves such as rats and spiders.

Skill Mastery A Sewer Runner hones particular


skills living day to day in the sewers and can
eventually use them reliably even under adverse
conditions. Upon gaining this ability, the Sewer
Runner selects a number of their class skills equal
to 3 + their Intelligence modifier. When making a
skill check with one of these skills, the Sewer Runner
may take 10 even if stress and distractions would
normally prevent them from doing so.

Slow Fall The muck and slime found in sewers


makes climbing around those environs particularly
difficult. Upon reaching 4th level, a Sewer Runner
within arm’s reach of a wall can use it to slow their
137
Sample Sewer Runner Slow Fall (Ex) If within arm’s reach of a wall, Murph
MURPH CR 8 can treat a fall as if it were 30 ft. shorter than it
actually is.
Male Human Rogue 5/Sewer Runner 4
CN Medium Humanoid
Siluri
Tides of Blood

Init +3; Senses darkvision 30 ft.; Perception +8


This slimy bloated creature strolls forward with
DEFENSE
an awkward gait, its fleshy tail dragging behind and
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 webbed feet squishing with each step. A too-wide mouth
dodge) is framed by a pair of long whiskers that droop nearly to
hp 67 (9d8+23) the ground, decorated with shells and other trinkets.
Fort +5, Ref +9, Will +2 (+2 vs. disease and poison)
Defensive Abilities evasion, trap sense +1, uncanny
SILURI CR 3
dodge
OFFENSE
XP 800
N Medium Monstrous Humanoid (aquatic)
Speed 30 ft.
Init +2; Senses darkvision 60 ft.; Perception +9
Melee +1 short sword +10 (1d6+2)
DEFENSE
Ranged +1 dagger +10 (1d4+2)
Special Attacks Denizen Precision, Improvised AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
Weapons, Sneak Attack +3d6 hp 30 (4d10+8)
STATISTICS
Fort +3, Ref +6, Will +6
OFFENSE
Str 13, Dex 16, Con 14, Int 12, Wis 10, Cha 9
Base Atk +6; CMB +7; CMD 21 Speed 30 ft., Swim 40 ft.
Feats Dodge, Mobility, Self-Sufficient, Spring Attack, Melee 2 spines +6 (1d4+1 plus poison)
Weapon FinesseT, Weapon Focus (short sword)T Ranged dagger +6 (1d4+1)
Skills Acrobatics +20, Climb +13, Disable Device +12, Special Attacks disconcerting croak 3/day (Will DC
Escape Artist +15, Handle Animal +11, Heal +4, 16, lesser confusion), swim-by-attack
Knowledge (dungeoneering) +9, Perception +12 STATISTICS
(trapfinding +14), Stealth +15, Survival +12, Swim Str 13, Dex 15, Con 14, Int 10, Wis 14, Cha 10
+13 Base Atk +4; CMB +5; CMD 17
Languages common, undercommon Feats Ability Focus (disconcerting croak), Weapon
SQ hardy, rogue talents (finesse rogue, weapon Finesse
training), skill mastery (Acrobatics, Climb, Escape Skills Escape Artist +13, Perception +9, Stealth +9,
Artist, Stealth), slow fall, trapfinding, wild empathy Swim +16; Racial Escape Artist +4
Combat Gear potion of cure moderate wounds; Other Languages Common, Undercommon
Gear +1 short sword, +1 dagger, +2 leather armor, SQ amphibious
boots of elvenkind ECOLOGY
SPECIAL FEATURES Environment warm marshes, warm coastal,
Hardy (Ex) Murph gains a +2 bonus to saves against underground
disease and poison. Organization solitary, school (2-16)
Skill Bonuses While underground, Murph gains Treasure standard
a +1 bonus on the following skills: Acrobatics, SPECIAL ABILITIES
Climb, Escape Artist, Survival and Swim while Poison (Ex) A siluri delivers a debilitating poison
underground. through spines located on the outer edge of its
Improvised Weapons Murph does not suffer the -4 hands, which look like a rigid sixth finger. Siluri
penalty using improvised weapons. Spines – Injury; save Fort DC 14; frequency 1/round
Darkvision (Su) Murph has darkvision out to 30 ft. for 4 rounds; effect 1d2 Dex; save 1 save. The save
Denizen Precision When fighting underground, DC is Constitution-based.
Murph gains a +1 bonus to damage rolls against Swim-by Attack (Ex) Extremely quick in the water, a
enemies provided he is adjacent to at least one siluri can attack while swimming and continue its
wall. movement. This ability mimics the Spring Attack
Wild Empathy (Ex) Murph can alter the attitude of feat as long as the siluri is swimming.
underground creatures. Disconcerting Croak (Su) Three times per day a
Skill Mastery Can take 10 on the following skills even siluri can belch out a disturbing croak from deep
if stress and distractions would normally prevent within its chest. This deep, gurgling, rattling croak
him from doing so: Acrobatics, Climb, Escape distracts those hearing it unless they succeed
Artist and Stealth. on a DC 16 Will save. Those who fail the save
138
suffer effects as though affected by the spell lesser that have a needle sharp spike protruding from the
confusion. Any creatures hearing this croak out to a outer edge like an unbending sixth finger. In combat,
30 ft. radius are affected. This ability is equivalent these creatures use their spines to deliver a potent
to a 2nd level spell and the save DC is Constitution- biological toxin, a side effect caused by their bottom-
based. feeding diet. Their webbed feet sit at the end of
strong squat legs while stunted tails protrude from

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

Puncture the Blackened Vein 143 The Bunker 172


Adventure Background 143 The Blackened Vein 175
Blast Beneath the Lake 176
The Prophecy, the Plan, and the Latest Twist 143
Features of note in the cavern beneath Lake Idyll177
The Prophecy 143
Event: What is Taking So Long?  180
The Clan’s Plan 143
Concluding Part II 181
The Latest Twist 144
Adventure Synopsis 145
Part III: A Temple Rises 181
Adventure Hooks 147
Flooded Vein 181
Starting The Adventure 147 Battle for the Temple of New Freedom 183
The Daily Broadsides 147 On the Temple Platform 184
Rumors Abound 147 Temple of New Freedom, First Floor 192
Temple of New Freedom, Second Floor 192
Part I: Something’s Temple of New Freedom, Roof 193
Happening Here  148 Concluding The Adventure 194
Erromin’s 148
The Holy Smokes  151 Deities 195
Hookah Lounge 153 Adhelmus Oxda 195
Masque Staging Warehouse 158 Kindrogga Zael 195
Warehouse Basement 161 W’jur 195
Event: Return to the Holy Smokes 165
Non-Linear: Ghosts of the Lucajin Dynasty 166 Bestiary 196
Hypnosimian 196
Part II: The Chase Is On 166
Underearth Man 197
Death and Gloating 167 Zaelemental 198
Which Way Did He Go?  171 Summoning a Zaelemental 199

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.

Puncture the Blackened Vein


designed for use with the Pathfinder Roleplaying
Game. Set in the Great City, this epic campaign takes In the wake of the Temple Ward’s destruction, the
characters from their humble beginnings, all the way Gimbros believe the sudden arrival of their Temple
to powerful adventurers upon whose actions the City of New Freedom – devoted to W’jur the Soul Wing,
comes to depend. The campaign arc contains six the Gimbros god of slaves – will awe the populace.
adventures in all, each written by the original authors When W’jur’s priests heal the injured and provide a
of the Great City Campaign Setting. Arc adventures place to worship in direst need, the Gimbros expect
can be played individually or linked with others in the to convert whole mobs to W’jur’s worship.
series to create a complete campaign.
For years, the Gimbros remained uncertain as
Puncture the Blackened Vein to how they would actually raise their temple.
Clan elders seemed reluctant to solve the problem
More than the Temple Ward is at stake when a
because the time was never right, politically; so the
clan of Kortezian zealots and their generations-old
plan languished, until one of the clan’s youngest
scheme to fulfill a divine prophecy threatens to
engineers claimed a vision from W’jur Itself. In his
unleash an ancient evil.
dream, a blood drop fell from a gray sky, landed on
his forehead, and revealed the hidden entrance to a
Adventure Background legendary coal seam called the Blackened Vein.

“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

Puncture the Blackened Vein


lay, languorously spent and smiling for days. When
she finished with him, Bizby was her devoted slave. The sign over the door reads “The Crusader
Larina bided her time then struck: she informed her Tavern,” but native Azindraleans, its prime
new lover that Fusker robbed the Helmate counting patrons, call it Erromin’s. Erromin, the
house, castigating Bizby for his weakness. Larina first proprietor and a Hardy Brute, hosted
then quelled the horrified accountant’s heavy heart, revolutionary meetings in the bar’s back
deluding him with a plan to atone for his ‘betrayal’ room. Among the dissidents massacred long
of the Helmates. She claimed, out of love, to have ago, Erromin’s gutted body bled out on the
planted a bomb beneath Lake Idyll in Pantheon steps of his own tavern.
Gardens. Handing Bizby the key to detonating
it, she pledged that collapsing the lake would While he was alive, Erromin’s boasted a
create the perfect site for Adhelmus Oxda’s own gallery of equipment stripped from fallen
temple, sidestepping Lord Erasmus’ prohibition Triperium soldiers, but the victorious
against disturbing the idyllic park, and fulfilling the Kortezians chose to underscore resistance’s
Helmates’ fondest wish. Far from declaring him failure. They changed the Inn’s name to honor
traitor, Larina whispered, they would hail Bizby a their murderous ‘triumph’ and replaced the
Helmate hero. Azindraleans’ blood crusted, battered war
trophies with unmarred, museum quality
Bizby Eialla is a foolish patsy whose actions, if the examples of Kortezian craftsmanship.
Gimbros plan succeeds will pin the Temple Ward’s Nonetheless, in a back room they still name
demolition on the Helmates, usher the Gimbros god Erromin’s, Azindraleans and Azzywogs sing
to prominence, and – unbeknownst to all but an evil of the Hardy Brutes long after Kortezians have
few – awaken a semi-sentient, demonic nightmare gone to bed.
goddess even the bloodthirsty Kortezians no longer
worship openly.
to the Holy Smokes to confront the Brandy
Foxes. Eventually, though, the party tracks their
Adventure Synopsis
Helmate prey to the Masque of Adhelmus Oxda,
The adventure opens with the PCs outside the the Ward’s entirely silent religious parade. At this
Crusader Tavern (Adventure Locations Map #17), procession, the assassin Skarkha Fink-Gimbros
late at night, hunting the Helmate accountant, Bizby and her henchman, the nastiest of Larina’s crew,
Eialla. Street gossip whispers Bizby spends his bushwhack the adventurers. The PCs battle amidst
evenings inside the anti-Kortezian inn, known locally the crowded, silent parade, while risking the killing
as Erromin’s, drinking himself blind. innocent bystanders and disrupting the celebration.
Should the party slay Skarkha, they uncover a clue
Inside the party learns of Bizby’s relationship to hinting that a third player manipulates from behind
Larina Beltimont and her Brandy Foxes. Directed to the scenes, helping the Brandy Foxes carry off the
the Foxes’ hangout, an incense bar called The Holy Gimbros’ mighty plan for their own reasons.
Smokes, the PCs confront these Gimbros young
Turks. The Brandy Foxes prove hospitable but deny At the parade, sudden fireworks grab everyone’s
knowing Bizby’s current whereabouts. attention. Bizby, atop a float, his costume’s fish head
flung back, makes a magically loud speech, written
Role play teases a guess about Bizby’s location from by Larina, declaring he will soon grant the Helmates
the Brandy Foxes. They claim the accountant wants their fondest wish. After declaiming, Bizby throws
to snatch a costume in which to attend the upcoming down a special powder that opens a pit into the
Masque of Adhelmus Oxda. They suggest the sewers. He jumps in and vanishes.
Masque’s warehouse in the Ward’s southwest quarter.
The PCs pick up Bizby’s trail in the Temple Ward’s
The PCs proceed to the parade warehouse, but the sewers. Braving myriad dangers, the adventurers
Brandy Foxes drop an anonymous dime on them. track the Helmate through an infamous secret
Instead of finding Bizby, an Oxdam investigator tunnel, called the Blackened Vein, to a limestone
named Bonnabel Treech, also hunting the Helmate, cavern beneath Lake Idyll only to find him
ambushes them. However the ensuing conflict beleaguered by a strange, hungry sewer beast.
resolves, the PCs likely learn someone matching Nearby and hidden, Cripple Fink-Gimbros, Skarkha’s
Bizby’s description stole a Red Herring costume. former-brother-turned-flesh-golem also lurks. His
mission: to ensure Bizby collapses the cavern,
After encountering Treech, the PCs may return unleashing Lake Idyll into the sewers.
145
TEMPLE WARD (The Northeast Beggarfest, The Tiara)
In this conflict, the ceiling most likely collapses, For beneath the Square of Eleven Prayers, the flood
Puncture the Blackened Vein

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

PANTHEON GARDENS 4 FEET


6
19
10 E
IN 9
HOLY WAY

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

Puncture the Blackened Vein


if W’jur ascends to prominence, and, ultimately, business. The Dreadmanse instructs the party to
whether a dark goddess from the Kortezians’ brutal learn who gave Fengler’s Dirk to Erromin’s, whether
past takes her first tottering steps toward rebirth. the Vein exists, and, if so, to silence everyone
involved.
Adventure Hooks
The adventure turns on the party seeking Bizby, Starting The Adventure
only to stumble across a more sinister plot. Many On a mission to locate Bizby Eialla, the PCs
possibilities might entice the party to hunt the encounter Bizby’s known confidante, Fusker
missing accountant. The most exciting involve the Chewbone, the late-night barkeep at Erromin’s back
players with a Great City political faction. Consider room tavern. Erromin’s, nostalgically and bitterly
one of the following, depending on the party’s Azindralean to the core, does not welcome strangers
current allegiance: – especially in the evenings and especially Kortezian
sympathizers. To pick up Bizby’s trail, the PCs must
Hired by Helmates: Many concerns burden either win the insular tavern’s trust or take on a bar
Tharcimmon Velpinoff, Bizby’s boss at the Helmate full of embittered veterans.
counting house. After the recent burglary, his firm
may lose their lucrative contracts with the church of The Daily Broadsides
Adhelmus Oxda. Worse, Velpinoff fears one of his At the beginning of the adventure, hand the
accountants, Bizby Eialla, may be involved. Eialla PCs a copy of the latest Temple Ward broadsides.
requested – and was denied – a raise. Days later, Recently invented, the broadsides of the Great City
burglars robbed Velpinoff’s, and Bizby hasn’t shown are very popular. Each Ward has its own, sometimes
for work since. Desperate to recover the stolen gold more than one. The Daily Hail frequently touts the
and conversant with the party’s recent exploits, benefits of Kortezian rule, announces the sublimity
Velpinoff hires the PCs. He provides the rumor that of Adhelmus Oxda’s church, and relates events of
Bizby spends his evenings drinking with an Azzywog interest to Temple Ward inhabitants. As your game
named Fusker Chewbone at Erromin’s tavern. progresses, feel free to invent more broadsides
and consider including the dramatic results of PCs’
Death in the Family: The Baroness, from the Dock actions in the headlines. (Player’s Handout #1)
Ward, asks the party to find Bizby. His twin brother
Derram died, and his petty reasons for leaving no Rumors Abound
longer matter. The Baroness wants the party to return
Rumors always fly about the Temple Ward: some
Bizby, so she can tell him the bad news in person.
false, some pertinent to this adventure, some
foreshadowing events in future volumes. Here’s what
In League with the Law: Judge Bao recently
Diplomacy (Gather Information) hears about the
heard someone rediscovered the Blackened Vein.
Ward:
Impressed by their recent exploits, his agent contacts
the PCs and asks them to trace this rumor. If real, the
DC 10:
tunnel threatens the crown, and Judge Bao wants it
permanently resealed. He also wants to know who “Been unseasonably hot lately. Even Lake Idyll’s
discovered it, how, and why. Bao’s agent informs the drying up. Not sure how we’ll keep the fountains
PCs that Erromin’s recently received Fengler’s Dirk, going.” TRUE
a magical object reputedly from the Blackened Vein, “I heard the Resistance plans to attack the Gloat!
and suggests starting with the tavern. I sure ain’t goin’ this year. No matter what them
Oxdam says.” FALSE
The Resistance is Concerned: Someone
rediscovered the Blackened Vein, and the Resistance DC 15:
wants the tunnel and any information on who “Heard you better keep out of Heon Gardens these
is using it. They also want the PCs to deter the day. The dryads pissed as a sloughed Korty!” TRUE
discoverers from further use; for, if caught, the “Can you believe? Sessevirus-Ondi-Ahman himself
Vein’s history will induce authorities to blame the out distributing alms, at night, disguised as a
Resistance. Finally, the infamous tunnel could prove wealthy merchant?! Whatever is our church coming
invaluable to the legitimate Resistance’s plans. to?” FALSE
Those Hardy Brute wannabes will only screw up.
DC 20:
Your Dark Masters: …heard someone rediscovered
the Blackened Vein. If true, at best, the passage “Heard some dirty mountain dwarves’re pokin’ their
noses ‘bout town, askin’ after relatives. Claimed
147
they’d gone missing. Crazy-talk.” TRUE Dambrekhan-Gimbros greets them. If accused, he
Puncture the Blackened Vein

“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

XP 600 each Climb +5, Diplomacy +8, Disable Device +13,


Male Human fighter 3 Intimidate +11, Linguistics +11, Perception +9 (+12
CG medium humanoid (human) trapfinding), Ride +7, Sense Motive +9, Stealth
Init +6; Senses Perception +1 +12, Use Magic Device +9
DEFENSE
Languages Common
SQ Fast Stealth, Trap Sense +2
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
Possessions masterwork dagger (punching), potion
hp 27 (3d10+6)
of barkskin +3, studded leather +2.
Fort +4, Ref +3, Will +1 (+2 vs. Fear)
Defensive Abilities Bravery +1
During battle, Fusker prefers to line the PCs up
OFFENSE
between himself and random angry patrons for a
Speed 30 ft. sneak attack. All the while, he angles toward his
Melee dagger +5 (1d4+2/19-20) office. As soon as Fusker can disengage without
Ranged dagger (thrown) +5 (1d4+2/19-20) invoking an attack of opportunity, he makes a break
STATISTICS for it, runs into his office (The Crusader Tavern Map
Str 14, Dex 15, Con 13, Int 13, Wis 11, Cha 9 #2 ), slams the door (which locks, Hardness 5, hp
Base Atk +3; CMB +5 (+7 bull rush); CMD 17 (19 vs 20, Break DC 25), and squeezes out the deceptively
bull rush) narrow back window onto the Way of the Crusaders.
Feats Blind-Fight, Improved Bull Rush, Improved
Initiative, Power Attack, Quick Draw WOULD BE THIEVES (2) CR 3
Skills Acrobatics +3, Bluff +1, Climb +6, Perception XP 800 each
+1, Ride +6 Female human rogue 4
Languages Common CN medium humanoid (human)
SQ Armor Training Init +7; Senses Perception +6
Possessions dagger, masterwork studded leather. DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1
The Fighting Patrons prefer bare-knuckle
dodge)
brawling unless pushed. However, if PCs kill a non-
hp 29 (4d8+8)
combatant (AC 10, hp 5), kill a Fighting Patron, or
Fort +2, Ref +7 (+8 vs. traps), Will +0
draw weapons, Fighting Patron’s pull knives. If the
Fighting Patrons knock out the PCs, they toss them Defensive Abilities Evasion, Trapfinding, Uncanny
into the gutter of Our Lord Street. Dodge
OFFENSE

FUSKER CHEWBONE CR 5 Speed 30 ft.


Melee mwk short sword +9 (1d6+1/19-20)
XP 1600
Special Attacks Sneak Attack +2d6
Male Human rogue 6
STATISTICS
CN medium humanoid (human)
Init +7; Senses Perception +9 Str 12, Dex 16, Con 13, Int 14, Wis 8, Cha 10
Base Atk +3; CMB +4; CMD 18
DEFENSE
Feats Blind-Fight, Dodge, Improved Initiative
AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1
Skills Acrobatics +10, Appraise +7, Bluff +7, Climb
dodge)
+1, Diplomacy +5, Disguise +7, Escape Artist +10,
hp 42 (6d8+12)
Knowledge (Local) +9, Linguistics +9, Perception
Fort +3, Ref +10 (+12 vs. traps), Will +2
+6 (+8 trapfinding), Ride +3, Sleight of Hand +10,
Defensive Abilities Evasion, Trapfinding, Uncanny
Stealth +10, Use Magic Device +7
Dodge
Languages Common
OFFENSE
SQ Fast Stealth, Ledge Walker, Trap Sense +1
Speed 30 ft. Possessions masterwork short sword, potion of shield
Melee mwk punching dagger +9 (1d4/x3) of faith +2, leather armor +1.
Special Attacks Sneak Attack +3d6
STATISTICS The two, would-be thieves only fight if cornered.
Str 11, Dex 17, Con 12, Int 15, Wis 10, Cha 11 They focus entirely on escaping with their prize. If
Base Atk +4; CMB +4; CMD 18 cornered, they fight to the death.
Feats Dodge, Improved Initiative, Lightning Reflexes,
Persuasive, Weapon Finesse, Weapon Focus Development: The PCs have one opportunity to
(Dagger (Punching)) sway the crowd at Erromin’s: their very first words
150
must be anti-Kortezian. If the PCs also succeed at a and spins his yarn (below). If the PCs capture an
DC 20 Diplomacy check, they earn the opportunity unfriendly Fusker, a DC 25 Intimidate check gets him

Puncture the Blackened Vein


to swing the bar’s attitude their way. Their second to talk, though PCs torturing him for more than 5
utterance or act must support their anti-Kortezian points of damage gain a +2 circumstance bonus. If
claim. For example: telling the patrons they’ve killed intimidated into speaking, punctuate the following
a Kortezian; showing an endorsement note from the read aloud with Fusker’s curses and spittle.
resistance; etc. Accompanying this second claim
with a DC 30 Diplomacy check shifts the room from Bizby, huh? Funny little guy. Had it harder than I’ve
Unfriendly to Indifferent. Should the PCs very first ever seen. Near damned mesmerized by that Korty
utterance not be anti-Kortezian, should they fail wench. Her and her cousins. We called ‘em the Brandy
either diplomacy check, or if they take more than Foxes. To say they’s kissin’ cousins is an unnerstatement.
three rounds to prove their anti-Kortezian bona fides,
the patrons attack as described in “Patrons Attack””. We don’t see Bizby ‘round no more. Kinda boxes me,
if you have to know. I liked the fellow, and he run a tab.
Once shifted to Indifferent, normal bar hubbub Now, not a word from ‘im. That Larina flashes tail and
resumes, and the patrons answer reasonable off he runs like a dog.
questions. Queried about Bizby, they grumpily point
to Fusker Chewbone, behind the bar. Alternately, the If I was you, I’d check where dem Foxes squat. Place
PCs may simply decide to bust heads. If so, most called the Holy Smokes. An incense bar. Also heard they
bar patrons flee, but Erromin’s ten Fighting Patrons had a place somewhere north of Girth’s, but they’re
show the backbone of their forefathers and attack the usually at the Smokes.”
party.
Girth’s is a famed healer’s shop (Adventure
Attempted Theft. Sometime after the PCs enter Locations Map #10). Fusker Chewbone wants to turn
Erromin’s, two thieves attempt to steal Fengler’s Dirk. attention away from his connection to Bizby, because
At an appropriate moment, one thief flips over a he hid the Helmate’s take from the Counting House
card table and calls his opponent a cheat. During the Caper in a chest beneath his office floorboards.
ensuing fist fight, the second thief leaps atop a chair,
apparently to avoid the fracas. With all eyes on the If asked, Fusker expounds on the history of the
fight, she tugs Fengler’s Dirk from its wall mount and Hardy Brutes, Erromin’s or the Blackened Vein.
slips the weapon into her pouch. PCs who succeed at
DC 20 Perception check notice the move. If players Treasure: A DC 25 Perception finds 12,000 gp of
discuss the theft, a patron overhears and shouts Counting House Caper gold hidden beneath the
“Hey! She’s got the dirk. She’s stealing the DIRK!” floorboards of Fusker’s office.; Fengler’s Dirk, a +2
Angry patrons jump to their feet. shatterspike dagger (See Pathfinder Roleplaying Game)

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

Puncture the Blackened Vein


Swim +6
Languages Common We strongly advise avoiding a slugfest. The
Foxes, Larina especially, should apologize
Possessions mwk leather armor, mwk sap, mwk
for any rudeness the Tumbas may show. The
kukri, 16 gp, 6 sp, 6 cp.
encounter serves three purposes: first, the
Tumbas give PCs a chance to work out their
If the party resorts to weapons, the Tumbas
“beat it until it squeals” urges, encouraging
grapple rather than unsheathing kukris. If bested,
confidence. Second, the party meets the
or if any two family members fall unconscious or
Brandy Foxes, drinking in the look and attitude
perish, the remaining Tumbas flee. Consider posting
of their (unrecognized) future foes. Third, the
a broadside later in the adventure bearing a poor
role-play can’t help but release clues which
description of the party, a statement of their ‘crime’
make sense later in the adventure. But a fight?
– attacking law-abiding citizens – , and a modest
The Brandy Foxes will mop the floor with even
reward for information leading to their arrest.
a buffed-out, 10th level party. Moreover, from a
story perspective, Larina doesn’t want to fight.
Development: If asked about the Foxes, Goshi
She has sneakier ways to handle meddlesome
denies knowing them; but at that very moment,
PCs, and prefers to distract the party with
laughter bursts from somewhere beyond the velvet
apologies, free drinks and charisma.
rope. If asked about the back room, Goshi explains
it is an invitation-only smoker’s lounge and currently
occupied. PCs peering over the rope see only a short
Fink-Gimbros, massages Reth’s neck one-handed;
hallway that breaks left.
though, barring a commotion, she remains glued to
a book titled, Necronanism—Marital Techniques to
If the PCs bribe Goshi with at least 3 gp, she stuffs
Prevent the Most Unwanted.
the money between her colossal breasts, begs them
to wait, then goes to the back room alone. After
Behind Skarkha stands “Cripple” Fink-Gimbros, a
some distant, apologetic murmuring, Goshi returns
silent pillar of muscle. He is her brother, her enslaved
and invites the party in.
lover, and a flesh golem.

Treasure: Assorted incense worth 3,000 gp


LARINA BELTIMONT-GIMBROS CR 9
Hookah Lounge XP 6400
In the back room (The Holy Smokes Map #2): Female human cleric 10
LE Medium humanoid (human)
Around the corner, a candlelit room pops into Init +6; Senses Perception +10
view. Throw pillows and hanging silks flood this small Aura aura of protection (10 rounds/day)
lounge, all girding a short, round table. Atop the table, DEFENSE
a trio of obsidian hookahs, embossed with a chase of AC 21, touch 12, flat-footed 19 (+9 armor, +2 Dex)
gold-taloned oriental dragons, sprout fur-lined hoses, hp 78 (10d8+30)
like tarantula legs, and deliver amber melon hash to Fort +12 Ref +8 Will +14
thirsty lungs.
Defensive abilities Master’s Illusion, Resistant Touch
(7/day)
Three swarthy, young Kortezian nobles recline here,
OFFENSE
sipping snifters of brandy and puffing away, while a
fourth, a brutish oaf stands motionless behind them, like Speed 20 ft.
a gargoyle. Melee +2 light mace +12/+7 (1d6+5)
Special Attacks channel negative energy 6/day (5d6,
When the PCs enter, the Brandy Foxes welcome the Will DC 18), spontaneous casting (inflict spells)
party into the room as if owning it. Spells prepared (CL 10th)
5th – DC 19 false visionD, flame strike, symbol of pain
Creatures: The bewitching Larina Beltimont- 4th – DC 18 divine power, freedom of movement,
Gimbros greets the PCs, “Soon passes the failure of inflict critical wounds, poison, spell immunityD
this world, my new friends. You come to see us?” (silence, magic missile)
3rd – DC 17 blindness/deafness, invisibility purge,
Reth Dambrekhan-Gimbros, a six-foot-five, olive- protection from energyD, searing light, wind wall
skinned beau hunk and Larina’s cousin, sprawls 2nd – DC 16 bull’s strength, death knell, enthrall,
to her right. Another of Larina’s cousins, Skarkha invisibilityD, silence, spiritual weapon
153
1st – DC 15 command (2), disguise selfD, doom,
LARINA BELTIMONT-GIMBROS
Puncture the Blackened Vein

entropic shield, summon monster I


0 (at will) – DC 14 detect magic, guidance, read
magic, virtue
D domain spells; Domains protection, trickery
STATISTICS
Str 16, Dex 14, Con 14, Int 13, Wis 19, Cha 16
Base Atk. +7; CMB +10; CMD 22
Feats Craft Construct, Craft Magic Weapons and
Armor, Craft Woundrous Item, Empower Spell,
Improved Initiative, Selective Channeling
Skills Bluff +7, Climb +7, Diplomacy +12, Heal
+17, Knowledge (religion) +7, Linguistics +10,
Perception +10, Sense Motive +4, Spellcraft +9,
Stealth +5, Survival+4
Languages Azindralean, Kortezian
SQ orisons
Combat Gear potion of aid; Other gear +3 breastplate,
+2 light mace, ring of climbing, dagger, 50 pp, 45
gp, 90 sp, strongbox containing Vulgrax’s Ledgers.

Larina leads the Brandy Foxes and speaks for


them. Bewitching, she wears partial, bronze-layered
chain and scale mail, a tight green shirt and tight
black pants that accentuate her lithe, yet voluptuous
form. Her copper-flecked dark hair sways in a bob,
beneath a gossamer scarf attached to a tiara gracing
her forehead. Yet the scimitar by her side looks
worn. A stirring blend of naughty and nice, Larina
is exceedingly cunning, and a patriot to both Clan
Gimbros and her great aunt, Wylia Equova Gimbros
(See the Great City Campaign Setting for more
details).

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,

Puncture the Blackened Vein


mage armor, ray of enfeeblement (DC 15) Sneak Attack +4d6
0 (at will) – acid splash, arcane mark, daze (DC Spell-like Abilities (CL 5th; concentration +7)
14), flare (DC 15), ghost sound (DC 14), light, 3/day – mage hand
prestidigitation (DC 14), ray of frost, touch of fatigue 2/day – true strike
(DC 14) STATISTICS
STATISTICS Str 18, Dex 18, Con 14, Int 15, Wis 13, Cha 17
Str 13, Dex 18, Con 15, Int 15, Wis 12, Cha 18 Base Atk. +5; CMB +9 (+11 Disarm); CMD 23 (25 vs.
Base Atk. +5; CMB +6; CMD 22 Disarm)
Feats Alertness, Augment Summoning, Combat Feats Blind-Fight, Combat Expertise, Improved
Casting, Extend Spells, Great Fortitude, Spell Disarm, Quick Draw, Run, Toughness, Weapon
Focus(conjuration, evocation), Still Spell Focus (Rapier)
Skills Appraise +6, Bluff +17, Diplomacy +10, Disable Skills Acrobatics +15, Bluff +7, Climb +13, Diplomacy
Device +9, Escape Artist +10, Intimidate +8, +14, Disable Device +17, Disguise +14, Escape
Knowledge (arcana) +15, Knowledge (local) +7, Artist +11, Intimidate +3, Knowledge (local) +7,
Perception +11, Spellcraft +12, Stealth +5, Use Perception +12 (+14 vs. Traps), Sleight of Hand
Magic Device +10 +11, Stealth +15, Use Magic Device +14
Languages Azindralean, Dwarvish, Kortezian Languages Azindralean, Kortezian, Goblin
SQ Arcane Bloodline (Knowledge (Local)), Arcane SQ Rogue Talents (minor magic, major magic), Trap
Bond (owl familiar), Metamagic Adept, New Sense +1
Arcana Combat Gear leather +2 studded with 1,000gp of
Combat Gear mwk light mace, belt of incredible topazes, rapier +2, headband of alluring charisma
dexterity +2, ring of protection +2, vest of escape, 19 +2, ring of freedom of movement, potion of shield of
gp, 12 sp. faith +3, potion of undetectable alignment.

OWL FAMILIAR Death Attack: If Skarkha studies her victim for 3


rounds and then makes a sneak attack with a
hp 11; see Pathfinder Bestiary
melee weapon that successfully deals damage, the
sneak attack has the additional effect of possibly
Amulet of Animate Object 1/day casts animate
objects; CL 12; Craft Wondrous Item; animate objects; either paralyzing or killing the target (Skarkha’s
Price 38,500gp. choice). While studying the victim, Skarkha can
Augment Summoning Reth’s feat, augment undertake other actions so long as her attention
summoning, increases the power of all his stays focused on the target and the target does
summoned creatures by +4 str and +4 con. not detect her or recognize her as an enemy. If
the victim of such an attack fails a Fortitude save
Keffiyeh headdress aside, Reth wears almost (DC 14) against the kill effect, the target dies. If
feminine garb: a bronze-layered chainmail half shirt, the saving throw fails against the paralysis effect,
with strands of mail dangling over his well-defined the victim is rendered helpless and unable to act
abdomen. Reth flirts openly with both sexes and will for 1d6+2 rounds. If the victim’s saving throw
do most anything to further Gimbros objectives. succeeds, the attack is just a normal sneak attack.
Once Skarkha has completed the 3 rounds of
SKARKA FINK-GIMBROS CR 7 study, she must make the death attack within the
XP 1600 next 3 rounds. If a death attack is attempted and
Female human fighter 1/rogue 5/assassin 2 fails (the victim makes her save) or if Skarkha
LE Medium humanoid (human) does not launch the attack within 3 rounds of
Init +4; Senses Perception +12 completing the study, 3 new rounds of study are
required before she can attempt another death
DEFENSE
attack.
AC 18, touch 14, flat-footed 18 (+4 armor, +4 Dex) Sneak Attack (Ex): Any time Skarkha’s opponent is
hp 70 (1d10+7d8+29) denied her Dexterity bonus to AC, or if a she flanks
Fort +6 Ref +9 (+10 vs. traps) Will +3 (+1 vs. poison) her opponent, she deals an extra 4d6 points of
Defensive abilities Evasion, Improved Uncanny damage.
Dodge, Trapfinding, Uncanny Dodge Evasion (Ex): If exposed to any effect that normally
OFFENSE allows a character to attempt a Reflex saving throw
Speed 30 ft. for half damage, Skarkha takes no damage with a
155
successful saving throw. Grapple, Improved Natural Attacks (slam),
Puncture the Blackened Vein

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

Puncture the Blackened Vein


flattered. But he mixed himself up with criminal suspicious of whoever sent you our way.”
elements at Erromin’s, and when we left that bar
three days ago, Bizby did not follow us. He’s an About Erromin’s: Larina says, “I respect the native
angry man. Angry about a lost inheritance. Angry he pride that keeps the Hardy Brute’s legend alive as
must conceal his own nobility. I’m one to mend the well as anyone who refuses to cow before Kortezian
wing of a wounded bird, but if the bird refuses to fly, I rule. Erromin’s is one of two places of which the
leave it for the cats.” Temple Ward should be proud. This lounge is clearly
the other. Care for a puff or a pillow?”
About Bizby’s current location: Larina says, “Ah…
I think I may be able to help you there. Although he About the Blackened Vein: Larina says, “We
did mention plotting something with his counting found the Blackened Vein. Out of respect for the
house, he also said something to Reth.” martyred Hardy Brutes whose corpses yet lie in
Reth adds, “He said he was going to steal that tunnel, no one shall learn its location or the
something from the parade prop warehouse, below manner of its discovery. Returning the dirk of a
Cleric Street, near the intersection of Crusaders former rebel hero back to his people was not grave
and City Lords. As the Masque of Adhelmus Oxda robbing. We restored some small measure of dignity
launches later today, if he has not gone already, he is to those who bristle under the imperialist yoke.
probably there as we speak. I can tell you how to find That offering represents the beginning and end of
the place.” our involvement, and that is my last word on the
subject.”
About the counting house robbery: Larina says,
“We are the august sons and daughter of affluent If the party mentions the phrase ‘Brandy Foxes’,
Gimbros peerage. Our clan’s wealth rivals the the Gimbros all laugh heartily with the exception of
Atregans’. While privately, I will confide the droll, Cripple. The grateful patrons of Erromin’s fell over
downtrodden Helmates are fools licking hungrily themselves to buy these attractive, anti-Atregan
at the stained soles of their masters, my distaste nobles drinks, and all they ever ordered was brandy.
for their weak-willed philosophy in no way suggests

CRIPPLE’S HEART OF GOLD Once completed, crafters implant a heart of


gold into a flesh golem before its animation. The
In life, Cripple earned his nickname thumbing out
resulting creature in all ways resembles a flesh
the eyes and breaking the bones of anyone picking
golem, except its Medium-sized, has 13 Hit Dice,
on his Clan. As his cousins will tell you, “Cripple
and possesses an Intelligence score of 1d6+2,
isn’t what he is. It’s what he does.”
understanding and speaking one language.
Additionally, the heart grants the golem one bonus
After Skarkha killed her brother, Cripple, she
feat or ability. Flesh golems created this way have
took the corpse to a dark wizard devoted to golem
base challenge ratings of 9 due to increased Hit
construction. Through a foul and corrupting
Dice, Intelligence and combat abilities. Savvy
alchemical process the mysterious mage crafted a
arcanists can extract a heart of gold from one
heart of gold, the revified Cripple’s as a flesh golem.
destroyed flesh golem for use in creating another.
This brutish killing machine’s demeanor didn’t
change much with death. He stands ever ready to HEART OF GOLD
bash his enemies until they stop moving. Aura Strong necromancy [evil] and transmutation; CL
13th;
To make a heart of gold the caster must extract a Slot none; Price 20,000 gp
humanoid’s heart within eight hours of its death. CONSTRUCTION
A heart dead for longer lacks the spark of life
Prerequisites Craft Construct, Craft Wondrous Item,
necessary to power the item. The caster coats the
animate dead, fox’s cunning; Cost 10,000 gp
dead heart in reagents and alchemical substances
costing 500 gold pieces, then dips the mass into
Skarkha often notes that Cripple, “Has a rough
molten gold. While submerged in the liquid metal,
exterior, but there’s a heart of gold in there,” though
the caster channels the magical energies needed to
few guess she means it literally.
animate the heart.

157
Masque Staging Warehouse Once moving, the chains – and their massive
(Adventure Locations Map B and
Puncture the Blackened Vein

hooks – stay moving for 6 rounds. The chains enter


Warehouse Upstairs Map, EL 9) the initiative order on the bottom of the round in
The warehouse’s staff locked the warehouse’s which they were pushed, swing clockwise 50% of the
immense sliding doors (Hardness 10, 60 hp, Break time, and follow the pattern in DIAGRAM #1. Orient
DC 25) from the inside, but the smaller door, set the diagram in the direction of the push, and, for
into the main entry, remains unlocked. Within, counter-clockwise motion, flip it. On their turn, the
an ambush awaits the party: tipped off by Larina, chains ‘attack’ any character in their path, using, for
Oxdam Bonnabel Treech leads a hand-picked force the duration of their swing, the attack bonus of the
of law enforcers. Treech believes the PCs are Bizby’s character that set them in motion. Striking someone
accomplices from the Counting House Caper, does not slow the immense chain, or its hook, in any
fallen out with Bizby, here to confront their former way. Instead, the chain shoves struck creatures 10’ in
‘partner’. Five of Treech’s trained hypnosimians (see a random direction – or impales them.
Bestiary) already hide in the warehouse basement
(Warehouse Downstairs Map), while Bonnabel and Swinging Lift Chain1
his two subordinates crouch in the meeting room on Range
the first floor’s northwest corner. Dmg2 Critical3 Increment Weight Type
3d8+5 19-20/x2 Special 2,500 lb B
The empty, frigid warehouse stretches wide like a
vast, dusty trunk. A small wrought iron desk at its 1
Non-proficiency penalties do not apply.
far northern wall, lit by a lone lamp, accentuates the 2
Half the damage dealt attacks the victim’s armor as
emptiness. The builders fastened a massive trap door
if it had been sundered.
into the polished floor, and four, waist-thick black iron
lift chains stab through bolts affixed to its two doors,
3
On a successful critical, the attacked creature
like butcher’s meat hooks through hung lambs. The is impaled on the hook and rendered helpless.
chains run to titanic pulleys in the ceiling, then across As a full-round-action a PC can attempt a DC 15
and down to cranks extruding from the east and west Strength check to remove himself from the hook.
walls. A deadbolt, thick as a mill’s axle and longer than Removing the hook deals 1d6 points of damage.
a halberd, holds the colossal floor hatch closed. Each creature the chain strikes while someone
is impaled on a hook inflicts another 1d6 on the
At the far end, an aging sage, wrapped in a wool impaled character – and hurts. A lot.
afghan, fidgets and grumbles at his lamp-lit desk, poring
over a dog-eared ledger. The rasp of dry pages whispers If a hatch door is open when someone severs
through the yawning warehouse. Flickering light plays both chains (Hardness 10, 90 hp, Break DC 30)
phantomlike about his face and shadows the small supporting it, the gigantic door falls closed, but
bookshelf behind him. To the old clerk’s left and right, the snaps its hinges and plummets into the basement.
lantern-light reveals stairwells down. The northern wall, at All beneath take 4d6 damage and are pinned. The
its eastern and western ends, also holds two small doors. fallen door weighs 800 lbs.

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
159
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)
160
Fort +7, Ref +5, Will +1
OFFENSE DESIGNER’S NOTE

Puncture the Blackened Vein


Speed 20 ft. There are Oxdam (see the Great City
Melee mw battleaxe +8 (1d8+3/x3) or mw spiked Campaign Setting) – draconian, enigmatic,
chain +7 (2d4+4, two-handed) fop-dressed officers charged with collecting
Special Attacks Favored Enemy (Humanoid [human]) taxes, investigating, and punishing crimes
+2 against the church of Adhelmus Oxda –and
STATISTICS then there is Bonnabel Treech. The most
Str 17, Dex 15, Con 15, Int 13, Wis 13, Cha 13 tireless Oxdam of all, Treech doggedly
Base Atk +3; CMB +6; CMD 19 dedicates himself to his cases, and although
Feats Dodge, Exotic Weapon Proficiency (spiked the Helmates are not technically of his
chain), Rapid Shot, Toughness, Weapon Focus church, as a sister organization dedicated to
(battleaxe) Adhelmus Oxda, Treech will see its money
Skills Acrobatics +1, Acrobatics (Jump) -3, Diplomacy returned or guilty blood painted across the
Ward.
+3, Handle Animal +7, Perception +7, Ride +4,
Sense Motive +4, Survival +7 (+8 tracking)
Treech embodies the coldest aspects of
Languages Azindralean, Kortezian
lawfulness, and for him the casually met fall
Possessions +1 chainmail, +1 buckler, disk of force (3
into simple categories: impediments, the
total, Prug has 2 of these), mwk battleaxe, mwk expendable, the harmless and ignored, or
spiked chain, mwk light crossbow with 28 bolts, temporary allies. All useful, but none worth a
21gp, 9 sp, 23 cp thimble of snot, let alone empathy. Consider
SPECIAL ABILITIES Treech somewhere between Ahab and Javert,
Favored Enemy (Humanoid (Human)) (Ex) The with the work ethic of Halloween’s Michael
Oxdam subordinates gain a +2 bonus on Bluff, Myers.
Knowledge, Perception, Sense Motive, and
Survival checks when using these skills against
humans. Likewise, they get a +2 bonus on weapon the beasts. If hard-pressed and on the first floor of
attack and damage rolls against such creatures. the warehouse, these henchmen attempt to free
The Oxdam subordinates may make Knowledge the chains from the massive trapdoor and set them
Skill checks untrained to identify such creatures. swinging.
Track (Ex) The Oxdam subordinates gain +1 to
Survival checks made to follow or identify tracks. Development: Read the following to adventurers
Wild Empathy (Ex) The Oxdam subordinates can exploring the northwest meeting room (Warehouse
improve the attitude of an animal. This abilty Upstairs Map #12).
functions just like Diplomacy check made to
improve the attitude of a person. You roll 1d20+3 A small, unlit meeting room containing a polished
to determine the Wild Empathy check result. wooden table surrounded by leather backed chairs. Fresh
The typical domestic animal has a starting water, cakes and assorted pastries cover a side table
along the east wall, laid in anticipation of a church
attitude of indifferent, while wild animals are
meeting.
usually unfriendly. To use Wild Empathy, they
and the animal must be within 30 feet of one
Grant adventurers who enter this room an
another under normal circumstances. Generally,
opposed Perception check to notice Treech and his
influencing an animal in this way takes 1 minute, men, hiding in darkness.
but as with influencing people, it might take
more or less time. The Oxdam subordinates can Warehouse Basement
use this ability to influence a magical beast with (Warehouse Downstairs Map)
an Intellegence score of 1 or 2, but you take a -4
This dim, cavernous storeroom chokes with costumes
penalty on the check.
and parade props, garish like sick rainbows come to die.
Light leaks from narrow window slits about the ceiling.
Wigoluth and Prug are more bloody-minded
Rack upon rack of costumes line the outer walls, some
than their employer. Unless otherwise ordered,
obscuring the view from one stairwell to another. To the
they use lethal force on foes, and are dedicated
east, a cold forge stands, an axle and two large broken
to protecting Bonnabel. Capturing whoever their
wheels beside it. To the west looms a vast papier-mâché
Oxdam chief designates remains a secondary goal.
cooking pot, a curved platform and a bucket winch
Both Wigoluth and Prug love the hypnosimians and,
alongside. The enormous bulk of half a papier-mâché
when reasonable, prefer to target any who injure
pirate ship, replete with fake cannons and fireworks
161
launchers, hangs from the ceiling, surrounded by A number of basement features will affect any
Puncture the Blackened Vein

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

Puncture the Blackened Vein


fire damage on anyone either on deck or beneath
The Hanging Half a Pirate Ship (Warehouse it (Reflex DC 15 for half). When it falls, the burning
Downstairs Map #4) wreckage covers any under it, and they must make
Half a pirate ship float hangs from 20-foot cables a DC 15 Strength check before they can move at half
beneath the western ceiling door. The bottom of it their normal rate, taking 1d6 fire damage each round
hangs 20 feet above characters’ heads, its deck at 40 until they escape the area.
feet. Warehouse workers removed its back wheels
and axle for repair. Along its eastern length a 30 Glue Cistern and the Crate of Paper (Warehouse
foot scaffolding rises to 5 feet below the ship’s deck. Downstairs Map #5)
Moving from the scaffolding to the deck requires a This 20-foot round, 10-foot high cistern holds the
DC 10 Climb check. glue for crafting floats. Anyone turning the nozzle
sprays glue onto the floor, which spreads 10 feet each
Fake cannon stud the deck, all decorative with round, until creating a 40 foot radius glue circle,
the exception of a dismantled flamethrower poking centered on the nozzle. Stepping into the glue affects
from the ship’s fore. Made for awing crowds, the characters like a tanglefoot bag (See Pathfinder
flamethrower requires two to operate. Characters Roleplaying Game) and covers them in glue.
must first use a move equivalent action to attach the
two hoses from the pump bucket to the back of the The nearby stacked paper towers 20 feet high, but
flamethrower. Next, while one character pumps the a DC 15 Strength check topples it. If toppled, paper
fuel, a second pulls the striker lever and aims the sticks to all persons caught in the glue, blocks their
cannon. vision as if blinding them, cuts movement in half,
and imposes -4 penalty to Dexterity. The same check
When fired, the cannon shoots a 15-foot jet of to escape the glue is required a second time to
napalm-like-flame that inflicts 2d6 fire damage on remove the paper.
any it strikes. For proficiency purposes, consider the
device equivalent to a heavy crossbow. Gold Bag, Spyglasses, and Giant Food (Warehouse
Downstairs Map #6)
Once triggered the jetting flame persists until the Huge papier-mâché pieces from floats provide
firing character’s next initiative. If the person aiming cover and concealment to those behind them.
the cannon takes more than 10 points of damage,
they must succeed at the better of Constitution Huge Tricorn Hat (Warehouse Downstairs Map #7)
or Dexterity (DC 15+ ½ damage inflicted) or lose A titanic but damaged, papier-mâché tricorn hat
control of the flaming cannon. Once uncontrolled, hangs here. Balanced precariously, a DC 15 Strength
the cannon rotates 90 degrees, either clockwise or check tumbles it to the ground. If toppled, the hat
counter clockwise (50% chance), still firing. Once a smashes the Other Half a Pirate Ship and its Tower
character stops pumping fuel, the thrower continues (Warehouse Downstairs Map #8) flat, inflicting 3d6
to jet flame last for one round before stopping. The bludgeoning damage to any in or on those structures
jug contains enough fuel for 6 firings. or to anyone between them and the eastern wall
(Reflex DC 15 for half).
If a flame jet strikes a support cable, the cable
snaps, and the ship tilts to the side, collapsing Other Half a Pirate Ship and its Tower (Warehouse
both scaffoldings. All aboard the ship must make Downstairs Map #8)
a DC 15 Acrobatics check or slide over the side and Half a pirate ship sits here on four giant wheels,
fall 40 feet to the floor. A DC 15 Reflex save allows but requires an incredible DC 40 Strength check
falling characters to grab the edge of the ship and to move. It provides both concealment and cover,
hang from it. If hanging, a DC 15 Climb check takes and characters may make a DC 15 Climb check to
characters back onto the slanted deck. But on the scramble up 15 feet to its ‘deck’ for a bird’s- eye-
next round, all the lines snap and the massive view of their foes. The papier-mâché crenellations
half-float falls. Any beneath take 4d6 bludgeoning atop the nearby 20 foot tower also provide cover,
damage (Reflex DC 15 for half) and any on deck take concealment, and higher ground to any who climb
2d6 bludgeoning damage (no save). the tower’s interior ladder.

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
163
like oatmeal. Nearby, two massive stirring paddles
Puncture the Blackened Vein

(treat as quarterstaves), rest beside a winch. Anyone DISKS OF FORCE


knocked into the vat, falls 10 feet from the edge,
and is affected as if by quicksand (See Pathfinder Disks of force are one-use items that,
Roleplaying Game). A DC 25 Strength check spills the upon command, extend a wall of force from
vat, creating a 40 foot pool of sticky goop, affecting themselves in a pre-determined shape and
all within as if hit by a tanglefoot bag. size. Anyone may use a disk of force, provided
they know the trigger word. Using it consumes
Open Window (Warehouse Downstairs Map #10) the item. The wall of force extruded by a disk
A DC 25 Perception check near a toppled costume lasts 9 rounds. Moderate Evocation; CL 9th;
rack beneath the broken western window notes Craft Wondrous Item; Price 3,000gp.
boot scuffs heading up the rack to the window. The
window is ajar.
HYPNOSIMIANS (5) CR2
Creatures: PCs entering the basement make Stat block from Bestiary
an opposed Perception check to spot the hiding
hypnosimians; grant a +5 circumstance bonus to Development: Once disks of force cap each stairwell,
the hypnosimians due to basement’s clutter. If the PCs heading up must succeed at a DC 25 Perception
PCs spot and attack his hypnosimians, the Oxdam check to detect the magical barrier or bump their
immediately tries to execute his plan; otherwise, heads 20 feet from the top (1d3 subdual). If they run
Bonnabel prefers to wait a round or two after the PCs up, PCs smack their heads (1d6 subdual) and only a
enter the basement before making his move. If the DC 15 Acrobatics check stops them falling back down
party leaves a guard on the first floor, Treech waits and landing prone at the bottom (for another 1d6
3 rounds. After three rounds, the Oxdam and his subdual).
subordinates attempt to surreptitiously hold person
on the sentry before springing into action. The disks of force, however, do not cover the last 10
This is Treech’s plan: feet of stairs. A Detect Magic or DC 20 Perception
check at the top discovers this. Adventurers may
Bonnabel and his subordinates will move silently to crawl past the 20 foot mark and squeeze through the
the top of the stairs (Warehouse Upstairs Map), where opening.
Wigoluth and Prug use disks of force to obstruct the top
of each stairwell as indicated on the map. The first time the PCs try to parley with Treech,
a DC 15 Diplomacy check persuades the Oxdam
Next, one of Treech’s men unbolts the massive investigator to a cease-fire. At the first cease-fire he
hatch, while the other spins the eastern wheel, warns the PCs, “Insist your innocence with pious
cranking up the eastern trap door. Treech plans gesture. Declare your proper allegiances volubly.
to lean over the trap door’s lip and intone: “Stand Sing mellifluous those excuses that once made
your ground, varlets! I am Bonnabel Treech, Oxdam your sainted mother believe, but know you, justice
of Adhelmus Oxda’s church! You will answer to is deaf to charming tunes, and I am the anointed
informed suspicions you robbed the Helmate razor that peels the truth of men from their frame
counting house, Velpinoff’s!” of lies.”

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
164
my nigh-inexcusable lapse into mercy.” ANIMATED HOOKAHS (3) CR 5
If, on the other hand, Diplomacy fails the party, XP 1600 each

Puncture the Blackened Vein


Treech responds, “This futile interrogation has run Large Animated Object (see Pathfinder Bestiary) with
its course! If secrets yet lay within you, die now, the following changes
that our magic might juice them from your ghosts!” Attack: Slam +5 melee (1d8+4) or Hookah Hose
Combat resumes.
+5/+0/+0/+0/+0/+5 (1d3+4)
Full Attack: Slam +5 melee (1d8+4) or Hookah Hose
If combatants inflict more than 50 points of fire
+5/+0/+0/+0/+0/+5 (1d3+4)
damage, cumulative, on anyone or anything in the
Space/Reach: 5’/10’
basement, the warehouse catches fire and 4 rounds
later, becomes a raging inferno. Any still inside take Combat Options: Chase the Dragon, Trip
2d6 fire damage (no save) every round they remain. Feats: Improved trip (Hookah Hose)
In addition, characters in the inferno are exposed to Chase the Dragon (Ex): 3/day, as a full round action,
extreme heat, heavy smoke and risk catching on fire Animated Hookahs can tilt forward and belch a 10’
(See Pathfinder Roleplaying Game). cloud of sweet white smoke, hallmark of a care-
snuffing opiate called Frost. Frost is named for the
Event: Return chill feeling its smoke imparts as it coats users’
to the Holy Smokes (CR 10) throats and temporarily corrupts clear expression.
Depending on their encounter with Treech, the PCs Unless resisted (Fortitude DC 15) every round, the
may return to the Holy Smokes, either to confront or drug stuns those breathing it. Characters acquire
interrogate the Brandy Foxes further. On returning, a cumulative -2 to this save each time the smoke
only Reth Dambrekhan-Gimbros remains. stuns them. The penalty lasts until victims breathe
clear air for 3 rounds. Characters stunned three
The darkened incense bar reeks of extinguished oil times fall unconscious on the fourth failure, and
lamps. Upended chairs squat, legs akimbo, on tabletops. they remain unconscious until breathing clear
Snuffed Hookahs leak burnt tar. Alone, Reth putters air for 5 rounds. Once exhaled, unless subject
among the tables and of the silent establishment, clearly to a gust of wind or the equivalent, a Frost cloud
bored. He pauses beside a gently smoking onyx hookah, remains immobile, but evaporates in 2 rounds.
drags on a furred hose, and sighs. Spellcasters who are stunned must make a
Concentration check (DC 20) to enunciate their
Creatures: Reth responds flippantly and evasively spells clearly enough to cast while Frosted.
to PCs questions. He calls them nosy and suggests
they mind their own business. Pressed, Reth When things go well, Reth loves to hang back, lean
attempts to divert PCs with flirtation and, if that insouciantly against a wall, and criticize the party’s
fails, acts offended, demanding they leave. Reth skills while they battle his summoned creatures.
never consciously betrays his cousins or their plans,
but whenever Reth lies, he flutters his left hand, When the Hookahs attack, read the following:
noticeable with a DC 15 Sense Motive check. If PCs
reveal they suspect a Gimbros plot, or if the PCs Lurching to sudden, alarming life, three man-high
claim the Brandy Foxes lied, then Reth abruptly hookahs glide across the room. Their conical brass caps
attacks. glow, hot, embers sparking. Long fur-lined hose arms
whip spastically, like a storm. Brass tips gouge flying
RETH DAMBREKHAN GIMBROS CR10 splinters from tables. Chairs shatter and fall. White
XP 6400 smoke puffs furiously from their tops, as these black
Stat block from Hookah Lounge. water pipes burble, hiss and whirl at you.

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
166
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:

When fighting within the parade or the dense


Dense crowds heap along the streets of the Great City,
surrounding crowds, every attack roll risks inflicting
beholding, in utter silence, the Masque of Adhelmus
collateral damage. Whenever PCs or NPCs miss
Oxda. Scores of masked dancers in bright, frilly
attack rolls by more than 5, they strike a nearby
frockcoats slink down Holy Way, scraping their slipper
commoner instead. Resolve damage normally. For
pads against the street, like one vast brush across a city-
every 10 points of damage, one commoner – parade
sized drum. Floats roll by, pulled by men and beasts, the
167
SKARKHA’S GOBLIN GOON CR5
Puncture the Blackened Vein

THE MASQUE XP 1600


OF ADHELMUS OXDA Human rogue 6
The Great City’s most extravagant annual N Medium humanoid
parade, the Masque lines the street with Init +3; Senses Perception +14
silent crowds, while every clergy and many DEFENSE
of Adhelmus Oxda’s parishioners don AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1
flamboyant Gothic masks and frockcoat shield)
costumes. Voiceless tumblers and dancers hp 45 (6d8+18)
slink past in flawless formations. The rhythmic Fort +6, Ref +8, Will +2
percussiveness of marching feet slithers
Defensive Abilities evasion, trap sense +2, uncanny
across the thoroughfare, whispering leather
dodge
against cobblestone. This flagrant display
OFFENSE
of imperialism, with its opulent airs and
oppressive overtones demanding the silent, Speed 30 ft.
static attention of an entire city, sickens most Melee shortsword +7 (1d6+1/19–20)
Azindraleans. For this reason, they call it ‘The Ranged mwk shortbow +8 (1d6/×3)
Gloat’. Special Attacks sneak attack +3d6
STATISTICS
Str 12, Dex 17, Con 14, Int 14, Wis 10, Cha 8
participant or spectator, whoever is closest – dies an Base Atk +4; CMB +5; CMD 18
instant, blood splashing death. Feats Great Fortitude, Skill Focus (Stealth), Stealthy,
Weapon Finesse
Creatures: While the PCs likely struggle through Skills Acrobatics +12, Appraise +11, Bluff +5, Climb
the crowds, Skarkha and her goon slip through
+10, Disable Device +17, Escape Artist +14,
easily, unaffected, and posing as parade participants,
Knowledge (dungeoneering) +11, Knowledge
spectators, or both, orient on the adventurer who drifts
(local) +6, Linguistics +6, Perception +14 (+17 to
farthest from the rest of the party. Once they have
find traps), Sleight of Hand +12, Stealth +17, Swim
surreptitiously surrounded the isolated PC, they attack.
+5, Use Magic Device +8
Allow the PCs a Perception check opposed by Languages Azindralean, Kortezian
Skarkha’s Disguise skill to note the Gimbros assassin SQ rogue talents (bleeding attack, fast stealth, ledge
moving into position. Allow another Perception walker), trapfinding +3
check opposed by her Goblin Goon’s Stealth skill to Combat Gear antitoxin; Other Gear masterwork
note something suspicious with a nearby ‘parade studded leather, masterwork buckler, masterwork
goer’. PC success on either role eliminates a surprise shortbow with 20 arrows, short sword, eyes of the
round for Skarkha and her Goon. eagle, magnifying glass, masterwork thieves’ tools,
sunrod, 18 gp
If Skarkha successfully takes out her target surprise
round, no one notices. She and her goon fade Skarkha’s has freedom of movement cast on him,
back into the parade and seek the next adventurer care of Larina.
to ambush. If Skarkha does not assassinate the
surrounded PC in a surprise round, PCs actively If the PCs slay Skarkha, they find a letter in her
looking for their fellows who also make a DC 15 pouch (Player’s Handout #4):
Perception check ‘a disturbance in the crowd’. Those
who make a DC 20 Perception check witness Skarkha Oxdam clerics enforce the silence of the Masque.
assault their companion.
OXDAM PARADE ATTACHÉ (2) CR 4
SKARKHA CR7 XP 1200
XP 3200 Human cleric 5
Stat block from Hookah Lounge. N Medium humanoid
Init +1; Senses Perception +8
While Skarkha prefers her Death Attack whenever DEFENSE
possible, given decidedly weaker opponents she AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3
likes to toy with them before killing. Skarkha has shield)
freedom of movement cast on her, care of Larina. This hp 22 (5d8)
Gimbros assassin’s hatred and anger compel her to
Fort +5, Ref +3, Will +8
fight to the death.
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Spotting Bizby at the Parade

Puncture the Blackened Vein


Check DC Spotted in the Crowd Spotted in the Parade
10 Like a festivity-adoring totem pole, a burly Prancing, masked acrobats in lime green
blacksmith holds his daughter on his vast capes, cartwheel forward in perfect unison.
shoulders, and she in turn carries her toddler As they pirouette on their toes like spinning
brother on hers. The toddler starts to slip from tops, one raffish young man blows kisses to
his sister’s grip, falling backwards! the PCs.
15 A gnome cannot find suitable vantage to catch The crowd titters as a drunken gurman (see
the parade. He hops in place futilely then tries, Great City Campaign Setting) streaks naked
unsuccessfully, to scale one of the temporary cast across the parade, headed north, weapon-
iron crowd control posts. He’s on the edge of toting guards in angered pursuit.
tears.
20 Girth, from the Holy Healer Shop (see Great City A wizened priest of Adhelmus Oxda,
Campaign Setting) drops his heavy, green velvet perhaps too old for parading. Weakened
coin purse. He scans the ground intently but in and short of breath, he appears about to
the wrong direction. You, however, see the purse. collapse.
25 A grateful parade-goer shakes a fish at the Float On a passing float, four people in herring
of Plenty. He wants to cry his thanks aloud but, costumes offer fish to the crowd. Another
beneath the yoke of imperial dictate, merely herring costumed marcher lurks beyond
mumbles unintelligible syllables before stifling the float, gesticulating half-heartedly, before
himself. vanishing from sight (none is Bizby). To
reach the float, PCs must shove past parade
attendees, who fall over, attracting Oxdam
Parade Attaches.
30 A red herring costume hurries through the crowd Aboard the Float of Plenty, a woman in a red
toward the parade. This is an angry celebrant, late herring costume points to a person rushing
for the Masque, face hidden in her costume. If along the crowded sidewalk, also in a red
PCs interfere with her progress, she shrugs them herring costume. She gives the thumbs up,
off. If they persist, she slugs a PC with a papier- as if to say, “That’s the spirit!”
mâché fish flipper, then runs for the parade. If the
adventurers tackle her and remove her costume,
her blond, curly hair tumbles out and she glares
at her attacker.
35 Skarkha or her goon, whoever is closest, Skarkha or her goon, whoever is closest,
advancing on a PC. If both are dead or disabled, advances on a PC. If both are dead or
use the result for DC 30. disabled, use the result for DC 30.
45 Spectators point at Bizby, as he removes the Spectators point at Bizby, as he removes
chartreuse fish head from his herring costume, the chartreuse fish head from his herring
beside a float in the parade. Bizby spots the PC costume, beside a float in the parade. Bizby
who notices him, immediately climbs the float, spots the PC who notices him, immediately
and commences the round 13 and 14 actions. climbs the float, and commences the round
13 and 14 actions.

Movement at the Parade


Strength or Dexterity (DC 25) In the Crowd of Spectators Amongst the Parade Participants
Succeed by ≥ 5 Move as in difficult terrain Move as normal (regular terrain)
Succeed by < 5 No movement Move as in difficult terrain
Fail by < 5 Move 5’ in a random direction Move 10’ in a random direction
Fail by ≥ 5 Move 10’ in a random direction Move 10’ in a random direction, fall
prone

OFFENSE Cleric Spells Prepared (CL 5th; concentration +8)


Speed 20 ft. 3rd—dispel magic (DC 16), invisibility purge, magic
Melee light mace +2 (1d6–1) vestmentD
Ranged dart +4 (1d4–1) 2nd—calm emotions, enthrall, silence (DC 15),
Special Attacks channel positive energy 7/day (DC spiritual weaponD
14, 3d6) 1st—cause fear, detect chaos, disguise selfD,entropic
Domain Spell-Like Abilities (CL 5th; concentration +8) shield, sanctuary (DC 14)
6/day—battle rage (+2 damage), copycat 0 (at will)—detect magic, light, read magic, virtue
169
Puncture the Blackened Vein

PASSAGE POWDER DESIGNER’S NOTE

PASSAGE POWDER This encounter turns on Bizby’s speech


and subsequent escape into the sewers. Most
Aura Strong transmutation; CL 14th likely and by design, a combination of the
Slot none; Price 20,000 gp crowds, the parade and Skarkha naturally foil
DESCRIPTION the PCs hunt for Bizby, requiring no special
Passage powder is a wondrous item that, when GM intervention. While unlikely, PCs may
sprinkled on a surface, instantly creates still spot and capture Bizby in this encounter.
a 15’ x 15’ tunnel through it, stopping at If they do, consider these options: (1) have
the first open space or after 50’. Unlike Skarkha and her goon try to liberate Bizby,
passwall, passage powder lasts 3 rounds but who then executes his round 13 and 14
possesses greater penetration. The passage actions; (2) perhaps parade attaches attack
shrinks 5’ each round then vanishes on the and Bizby escapes; or (3) perhaps Bizby
4th round. Creatures trapped in the passage manages to throw his passage powder while
when it closes are affected as if caught captured, dropping them all into the sewers.
inside a material object while blinking;
however, each 5’ traveled also imparts The adventure proceeds best when the
Helmate accountant makes his speech and
a 5mph velocity – not just ejecting, but
vanishes below with the PCs a few rounds
virtually spitting the hapless creature into
behind. However, should the PCs kill or
the air. Passage powder comes in multiple
capture and hold Bizby, consider the following
colors, each with unique properties.
sub-optimal, but workable, result: 10 rounds
Chocolate passage powder, for example, after the PCs seize him, announce a distant
eliminates falling damage, without the ‘crump’ and a massive explosion in Heon
reducing the speed of who leap through the Gardens. If alive, Bizby crows and babbles
passage it creates. about Lake Idyll. The PCs may eventually
CONSTRUCTION discover Cripple triggered this explosion.
Requirements Craft Wondrous Item, feather
fall1, passwall; Cost 10,000 gp. 7 rounds after that, begin blowing up the
1 for chocolate passage powder. Other spells Temple Ward as detailed in encounter 13,
required for different colors and effects. Round 7. Narrate mass panic and confusion.
When the Temple of New Freedom rises,
conduct the battle royal, which concludes the
D domain spell; Domains Trickery, War adventure, above ground.
STATISTICS
Str 8, Dex 12, Con 10, Int 14, Wis 17, Cha 14
Base Atk +3; CMB +2; CMD 13 At a dramatically appropriate moment, read the
Feats Alertness, Extra Channel, Shield Focus, Turn following:
Undead
Skills Diplomacy +10, Heal +11, Knowledge (planes) The sharp, rapid pop of fireworks crackles across the
parade. Heads turn toward a clown float with a papier-
+9,Knowledge (religion) +9, Perception +8,
mâché leer. Athwart the lumbering monstrosity, a short,
Profession (midwife) +9, Sense Motive +13,
thick-waisted man throws back the hinged head of his
Spellcraft +6
herring costume and strikes an orator’s pose, one fist
Languages Azindralean, Kortezian
raised like a flag.
Gear +1 chainmail, heavy wooden shield, light mace,
darts (2), The man is Bizby, and on his initiative, he makes
cloak of resistance +1, silver holy symbol, augury focus the following speech:

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
170
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.

Puncture the Blackened Vein


falls away, opening a pit in the solid road. Even as the
tubby orator clenches his fists and leaps in the hole, it If the PCs try the pied-à-terre’s front door, it’s open,
begins to shrink. The little fish man vanishes beneath but the well-appointed apartment within is deserted.
the street, and the crowd murmurs, puzzled by what A woven rug folded to the side reveals a laddered
this might mean. hole leading down. The shaft drops approximately 45
feet before reaching bottom, where a hole in the wall
The passage powder creates an approximately leads through a short tunnel to the city sewer system
15-foot x 15-foot x 35-foot deep hole in the street, the at Adventure Locations Map J.
opening of which shrinks by 5 feet each of the next
two rounds. At the end of the third round, the hole Which Way Did He Go?
vanishes. (Adventure Locations Map Sewers)
PCs who follow Bizby through his magical passage
Development: If a single attack causes enough land in 3 foot deep, black sewer sludge at Adventure
collateral damage to slay five or more commoners, Locations Map C. Thanks to the chocolate passage
the last screams shrilly, staggers about gargling and powder, they land without damage, but by the time
spewing gore, triggers a five float pile-up and sparks the PCs arrive, the accountant is gone.
a riot (see below). This breaks the parade’s silence
and attracts the Oxdam attachés. Killing the parade’s Cracks in the smooth limestone walls of this north-
Oxdam attachés also triggers a riot. south sewer tunnel reveal older ashlars and scraps
of intact plastering beneath, indicating this ancient
When collateral damage triggers or the death of the channel veneers over a proto-historic drainage conduit
attachés triggers a riot, narrate the madness. Moving Old Azindralea’s nascence.
through the crowds now requires the easier of a DC
25 Strength or Dexterity to avoid being shifted in an The hemispherical ceiling crowns ten feet up,
unexpected direction (see Table 2, above). Moreover, crisscrossed with pipes of every age and size. Below, vile
it is hard to use Perception to spot anything during black water, three feet deep, courses south at a snail’s
a riot. Treat everyone in a riot as they were Hiding pace, reeking of offal and scatological flotsam, but
and grant them a +10 circumstance bonus. During narrow ledges rise a foot above the waterline against the
a riot, PCs who succeed at a DC 25 Intimidate check wall, providing a dry route. Slime smears the western
may clear a path through the panicked crowd and ledge, where a mat of dormant bats blisters the ceiling
move normally. Alternately, they may slay innocent like plump grapes. Rats run along the eastern ledge,
bystanders to clear a path. vanishing into darkness.

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.

North/Northwest: entrance to the Blackened Vein B. Barracks


(Adventure Locations Map I) Twelve triple-tier bunk beds cram this room beside
30 feet before the entrance to the Blackened weapon racks full of grubby peasants’ clothes and simple
Vein, Bizby’s muck smears resolve into slimy weapons. In fourteen of the beds, men lie, silent and
footprints everyone can recognize. Although the unmoving. In the far right corner, another stair leads up.
Gimbros concealed the opening to the Vein, by
the time the players reach it the shattered remains Though not glowing on this side, a strange crack in
of their false wall hang from the edges of a dark, the floor fills the center of this room as well, and another
172
Puncture the Blackened Vein
1 square = 5 ft

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
173
protestations, baby gets angry, sheds its humanoid
Puncture the Blackened Vein

form, and attacks. DESIGNER’S NOTE

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?).

Creatures: The underearth man moves to block any


Treasure: locked trunk, bearing the letter ‘K’
attempts by the party to leave. Should they push it
beneath a crest, hunkers at the base of the cot.
aside or attack, it will try to murder every living thing
It holds a +2 short sword inscribed with the word
in the room. If they try to run back downstairs, it will
Bunzif, 6,000 gp, and a burlap sack holding enough
let them stay in the barracks unmolested, but should
exotic dried fruit to feed six people for a day. A
it hear them enter the larder it will agitate its form
DC 15 Knowledge (geography or history) check
and slip, sans clothing, down through the crack in the
reveals these nuts grow only in the Blood Triperium
center of the room to the barracks in a single round,
homelands, over the sea.
and down into the larder within the second round. So
long as the party is not attempting escape through the
E. The Brass-Work Portal
chiseled passageway, the underearth man just watches
Shaped like zaftig woman and topped by an ogee
them and waits for them to come back to their senses.
arch, the massive door is loaded with exposed clockwork
bindings of intricate brass gears, wheels, levers and thick,
flat dead bolts. UNDEREARTH MAN CR 10
XP 9600
This door’s (Hardness 50; hp 200; Break DC Stat block from Bestiary
50) lock is more complex than any the party has
imagined. Luckily, the party is on the easy side. Mere The underearth man doesn’t want its new family to
persistent fiddling sets its gears into motion, also leave and PCs will find it difficult to escape. It jumps
triggering a magic mouth which insistently bleats like through the cracks in floor and ceiling with little
a loud goat for the full round the door takes to open. effort. Invisibility proves useless as it feels footsteps
Cogs spin and the many restraint bolts clank into the better than humans hear them.
wall. At the end of a round the door unlocks itself
and swings inward. Development: If the party thinks of it, someone
can stomp on the shells scattered about the larder
174
gravel from the bunker complex excavation to lay a
DESIGNER’S NOTE snaking footpath back to the city, what was left over

Puncture the Blackened Vein


blankets the side of this once green hill in stony gray.
If you find yourself pining for a more
catastrophic ending, consider reading the Development: If the party arrives without
following instead: preventing the Temple of New Freedom from rising,
read the following:
Far below, in the Temple Ward, a deep boom
sounds and the majestic Our Lady of Luck Far below, in the Temple Ward, a deep boom sounds
temple collapses in a cloud of smoke. A moment and the majestic Our Lady of Luck temple kicks up a
later, another violent explosion topples the House cloud of smoke and shivers, losing chunks of masonry,
of Swords Abbey. Within a minute, all nine of but does not fall. A moment later, another violent
the grandest temples are simply gone, felled by explosion almost topples the House of Swords Abbey.
catastrophic fulminations. A hanging cloud of Within a minute, all nine of the grandest temples
dust and terror obscures the Temple Ward. As a have shifted in their foundations, nearly felled by
breeze from the sea dissipates the haze, a new catastrophic fulminations. A hanging cloud of dust
sandstone temple materializes among heaps of and terror obscures the Temple Ward. As a breeze from
crumbled stone. Atop it a statue of a housefly as the sea dissipates the haze, a new sandstone temple
big as a dragon, flapping massive copper wings materializes. Atop it a statue of a housefly as big as a
in time to the hollow pulse of church bells and dragon, flapping massive copper wings in time to the
guttural alphorns. Louder still, the voices of hollow pulse of church bells and guttural alphorns. Even
thousands of Great City citizens aghast, their louder, thousands of Great City citizens cry aghast, as
cries coalescing into a single heaven-shattering the devout run toward danger, hoping to stabilize their
scream. weakened houses of worship.

The Blackened Vein


level and draw the underearth man’s attention, (Adventure Locations Map I)
while the rest of the party works brass-work door;
A secret door, once fashioned to imitate the
however the underearth man attacks anyone it finds
surrounding masonry, lays demolished, beyond
in the larder. Moreover, the big brass-work door’s
which a tunnel slopes off the sewer, tilting upward at
obnoxiously loud unlocking summons the creature
a sharp N/NW angle.
back, in two rounds, which is all the time the party
has to pass through and close the door behind them.
This ancient 10-foot wide mine shaft rests upon
Meanwhile, the hero in the larder has a head start to
pillars of coal chiseled from the surrounding walls, while
the crawlspace back into the sewers.
strange black sand, inch-high, fills the long, winding
floor. Intermittently, lichen-studded corpses jut from the
F. Endless Stairs
sand, leathern skin stretched taut over horror contorted
Thousands of stairs rise precipitously as far as the eye
faces, their shank-stripped flesh intimating starvation
can see.
and cannibalism.
The stairs stretch a half mile before rising to the
Two steel lids cover a smallish, wooden wagon, a
surface. If the underearth man knows the party has
glorified box on iron wheels. In the sand, large deep
fled, it takes five rounds to eat through the solid rock
claw-prints follow a man’s tracks deeper into the dark
around the brass-work door and pursue them.
tunnel. Through them both drips a trail of red sequins.
G. Concealed Barracks Entrance – the Severed Goat
A DC 10 Knowledge (dungeoneering) or Profession
The stairs terminate at a steel door (Hardness 20,
(mining) check reveals the black sand consists in
hp 80, Break DC 32).
coal particles melded to crystallized blood, which
must have poured here by the gallon.
The way lies camouflaged beneath an overgrown
splash of coniferous bushes. A nearby tree, dead and
The lids cap an antiquated, mobile commode, a
leafless, stands nearby. Long ago, something split its top
mine workers toilet, rusted shut. A DC 15 Strength
into two jagged protuberances, so it resembles a horned
check pries them open, releases wisps of steamy
beast. In the distance the Great City glints, a half mile
vapor, and reveals some sort of oily nut butter. It’s not.
hike to the west, beside the sea.
The Blackened Vein jags north before easing west
The hidden entrance to the endless stairway
beneath Pantheon Gardens. After winding a few
surfaces on the summit of a hillock, a half mile from
hundred feet, it ends at a hastily-built, wood and
the Great City. Though builders used the unearthed
mud barrier, adjacent to a large limestone cavern.
175
PCs near the makeshift barrier who succeed at a
Puncture the Blackened Vein

DC 15 Perception check overhear angry screams, the HISTORY OF


clash of teeth, and panicked whimpering. A monster THE BLACKENED VEIN
attacks Bizby within the limestone cavern (Limestone
During the first Kortezian occupation, the
Cavern Map B). A dim, flickering red light, shining
rebellious Hardy Brutes worried the Atregans
into Limestone Cavern Map A from Limestone
who surrounded the Castle Ward in twelve
Cavern Map B, illumines the end of the tunnel. A
foot high walls. Seeking entry, the Hardy
DC 15 Knowledge (dungeoneering) or Knowledge
Brutes stumbled upon an ancient coal mine,
(mining) check recognizes the barrier (Limestone
forgotten to time, a subterranean passage
Cavern Map C) blocking further northerly progress as
stretching from the Temple Ward, under
recent construction. It is readily bypassed. A DC 20
Pantheon Gardens, and into the Castle Ward.
Strength check pushes aside enough debris to create
They dubbed the passage, still rich with coal,
a gap through which any humanoid could crawl. As
The Black Vein.
they approach the opening to the limestone cavern,
adventurers who succeed at a DC 10 Perception
Thanks to the Black Vein, the Brutes snuck
check notice water trickling past.
into the Castle Ward at will, hid their most
wanted, and cached resources for the cause.
If PCs continue four hundred feet past the tunnel
When Kortezian forces eradicated most the
barrier, they reach a dead end with human corpses
Brutes, the survivors took to the Black Vein.
stacked beside shattered sword blades, surrounded
An Atregan mole in the Brutes revealed
by a dense scatter of broken black fingernails. A
their location, and soldiers at either end of
heavily scratched steel plate embedded in the ceiling
the tunnel sealed them away forever. One
reads “No Exit. Hell is people you’re trapped alive
hundred and twenty people died of blackdamp
with when there’s no food.”
and starvation. Azindraleans renamed the
tunnel the Blackened Vein to commemorate
Kortezians plugged a 30-foot deep chute leading
the evil that had befallen their last, best hope
up into the Castle Ward with this 2-foot thick steel
for insurrection.
plate, then poured concrete, sealing away the
legend of the Hardy Brutes. Atop this former secret
entrance to the Castle Ward, the Kortezians built
almost melodic natural beauty of this vast limestone
a stone memorial to General Laughing Lachim at
cavern, replete with quartz-speckled stalagmites and
Adventure Locations Map K. The plaque atop the
stalactites, many joined into columns that stabilize the
memorial shows Lachim giggling while holding a
20-foot ceiling. Some of these natural pillars clump
livid Azindralean, and his windmill punches, at bay
together, while others stand almost alone. But all is not
with an outstretched arm.
natural within: a wooden ramp to the southeast rises to
a manmade 15 foot butte along the chamber’s eastern
Blast Beneath the Lake
edge. The stench of rot and extinguished fires, wet stone
(Adventure Locations Map E, CR 10)
and subterranean drafts permeates the cave.
This encounter likely devolves into a cat and
mouse game amidst the pillars supporting Lake Farther in, toward the northeast, a waterfall pours
Idyll. Should Bizby’s device stray within 20 feet of from a puncture in the ceiling, creating a wide pool
Limestone Cavern Map D, the runes on the pyramid which trickles southward, into the Blackened Vein. The
glow faintly for three rounds, then fade. Should waterfall casts a fizzing mist into the air that drips from
anyone bring the device within 10 feet of Limestone the ceiling like rain. Despite this obstruction, a dark spot
Cavern Map D, two things happen: the runes that could only be another, smaller cave hovers 10 feet
spiraling around the pyramid start to light up bright up, beyond the falling water.
red, one after another, slowly climbing the squat
obelisk. Two rounds later, the top rune lights, and the Within the pool, near a fallen 5-foot high stone
small pyramid explodes (6d6 fire damage, plus 4d6 column, a huge amphibian with a head like a piranha
bludgeoning damage from stone shrapnel, (Reflex and the body of a whale-sized seal leaps and scrabbles
DC 20 for half damage), taking out every pillar in a on powerful flippers. It whips its bony, scythe-like tail
20-foot radius. Next round, the ceiling cracks and about – almost playfully – trying to reach the top of the
the full force of Lake Idyll pours into the cavern. See butte, where a panicked man dressed in a frayed herring
Development for details. suit, spitting and curses the beast in ten languages.

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
176
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

Puncture the Blackened Vein


deteriorating herring costume, the fins of which he’s SPECIAL ABILITIES
ripped through to better use his hands. Gnashing of Teeth (Ex): If a tendrul scores a natural
20 on its attack roll with its bite attack and
Gossie the Tendrul
subsequently confirms the critical hit, it deals
The size of a small whale, this amphibious creature
triple normal damage.
has a pair of powerful flippers with which it pulls itself
Keen Scent (Ex): A tendrul notices creatures by scent
from the waters to sun itself on the stones. It has a head
in a 90-foot radius and detects blood in the water
reminiscent of a piranha, the body of a giant grayish-
black seal, and a bony razor- sharp scythe-like tail. at ranges of up to 500 feet.

Forty years ago a fisherman caught a strange, baby


TENDRUL CR7 sea creature in his net and brought it home to his
XP 3200 Tome of Horrors III young daughter as a pet. She named the mysterious
NE Large Aberration (Aquatic) creature Gossie and delighted in its willingness to
Init +2 Senses darkvision 60ft., keen scent; slap about for hours, playing with brightly colored
Perception +13 balls.
DEFENSE
Two months later, Gossie grew to python size and
AC 20, touch 11, flat-footed 18 (–1 size, +2 Dex, +9
displayed aggression to the fisherman. Unmoved
natural)
by his daughter’s sobs, he returned Gossie to the
hp 85 (10d8+40)
sea. The abandoned beast made her way back to the
Fort +6 Ref +5 Will +10
city through a sewer pipe, swimming to the Temple
OFFENSE Ward. Soon she grew too large to exit the sewers,
Spd 10 ft., swim 40 ft. peering instead through the grates, smelling, among
Melee Bite +12 (1d8+5/x3 plus grab) and tail slash +6 millions of smells, the scent of the young girl she
(1d6+2) believed to be her mother.
Space 10 ft.; Reach 5 ft.
Special Attacks gnashing of teeth These days, Gossie harbors just a trace of that
STATISTICS earlier sentimentality. Initially drawn by the stench of
Str 21, Dex 15, Con 17, Int 3, Wis 12, Cha 6 rotting dwarf, the tendrul picked up Bizby’s trail and
Base Atk +7; CMB +13; CMD 25 tracked him to the cavern; but the glowing, shifting
runes on Bizby’s device fascinate Gossie, an echo of
Feats Alertness, Iron Will, Swim-By Attack,
games it played as a beloved pet. It paces beneath
Toughness, Weapon Focus (bite)
the engineer’s butte, intermittently scrabbling up the
butte, only to fall back and repeat the process.

Eventually it will tire. Until then, Gossie tries


to stop anyone else from climbing the butte, but
ignores the ramp. If attacked, ignores Bizby to strike
at its assailant for one round before returning its
attention to Bizby and his device. Unmolested, the
tendrul ignores everyone, but stalks whoever holds
GOSSIE Bizby’s glowing mechanism.

Should Bizby’s device roll free, the tendrul chases


it like a kitten and bats it about. Struck by the tendrul,
the detonator sails 25 feet in a random direction.

CRIPPLE FINK-GIMBROS CR 8
XP 4800
Stat block from Hookah Lounge

The flesh golem lurks behind a pillar at the


cavern’s northern end. When the PCs arrive, he
patiently awaits the outcome of Bizby’s predicament,
hoping the tendrul loses interest and wanders
off. Cripple would prefer the Helmate accountant
179
triggered the explosion, so Larina may attest to that become merely fast-moving/rough waters (See
Puncture the Blackened Vein

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

Puncture the Blackened Vein


the sewers and carrying the PCs into the cavern 10 feet high, and the flood waters nearly fill them,
containing the Temple of New Freedom. Conclude leaving only a few feet near the top for breathing.
Part II when (1) this happens, and the Temple of After the first rush of water deposits characters
New Freedom starts to rise, (2) the PCs escape the inside the Vein, the new underground river slows to
flood, reach the surface, and watch the Temple of fast moving water without rocks or cascades (See
New Freedom rise from afar, or (3) the PCs prevent Pathfinder Roleplaying Game). However, requires a
Lake Idyll flooding the sewers. The adventure works DC 50 Swim check to swim against this torrential
best with case 1, but other conclusions to Part II also current at 5 feet per round.
work.
While the PCs have ways to escape the flooding river,
Part III: A Temple Rises sticking with the flood eventually sends adventurers
through the now smashed steel grate, past the
After Bizby’s explosion unleashes Lake Idyll into
deactivated electrical glyph and fake wall at Adventure
the Blackened Vein and connected sewers, the
Locations Map H, over a 135 foot waterfall, and into
torrent likely sweeps the PCs and treasures from the
the rapidly filling cavern containing the Temple of New
Blackened Vein into the cavern holding the towering
Freedom. While caught in this flood, normal swim and
Temple of New Freedom. As the temple floats to the
drowning rules (See PRD) apply. Read the following to
surface, the PCs battle the assembled might of Clan
characters swept along by Lake Idyll’s raging waters:
Gimbros.
Lake Idyll’s pierced heart empties forcefully into the
As planned by the mystery force manipulating
cavern. The deluge whisks away anything not firmly
Clan Gimbros, the flood also washes moordsap
anchored, out and through the Blackened Vein. Ahead,
– clay soaked with the blood of sacrifices to
the waters pull up the ground all along the mine, adding
Kindrogga Zael – from beneath the Square of
the Hardy Brutes bones and buried treasures to the
the Eleven Prayer, and stirs the slumbering
darkening torrent. A wooden cart smashes against the
goddess of slaughter from her oblivion. A Zaelite
walls, splintered and redefined but refusing to sink.
priest uses the moordsap polluting the waters
to raise a zaelemental, which attacks everyone
The rushing waters sweep up the detritus of the
indiscriminately.
Hardy Brutes decades old habitation. The following
bobs along with the PCs: crude wooden coffins,
Moreover, the Gimbros planted magical explosives
chunks of old support beams, cracked chests,
beneath every major temple in the ward and hooked
skeletons in tattered leathers, chairs, tabletops, etc.
a detonator to the temple platform such that as
On a successful DC 15 Dexterity or DC 10 Swim check
the temple of W’jur rises, the ward’s other temples
characters may grab one of the more substantial
explode and fall. Once they’ve destroyed them all, the
pieces, allowing them to float downstream without
Temple of New Freedom emerges.
risk of drowning. These makeshift rafts also grant a
+2 against grapple attempts from below.
Whether the PCs recognize the detonator for what
it is determines how much of the Ward and which
Characters traveling with the floodwaters reach the
temples sunder in accordance with the Gimbros
following locations on the rounds indicated:
plan. Additionally, the Gimbros plan to raise their
god W’jur to prominence depends on the clan’s
Top of Round 3: Just past the exit from the
ability to act as saviors amidst the destruction.
Blackened Vein
The PCs also determine whether enough of Clan
Gimbros survives to play the savior; thereby
Between Round 3 & 4: passing the entrance to
determining whether W’jur progresses from minor
Krakon’s bunker
to major deity.
Top of Round 4: in the sewers at Bizby’s drop point,
The ending mega-battle also draws Bonnabel Top of Round 5: still in the sewers, half way through
Treech, should he survive. The PCs previous the area beneath the Square of Eleven Prayers
interactions with Treech dictate whether he attacks
the party or not. Amidst the final battle a Zaelite Top of Round 6: popping through the wall, over a
summons a zaelemental (see Bestiary), which waterfall and into the cavern of the Temple of New
attacks everyone indiscriminately. Finally, this Freedom
commotion alarms Janazar’s Tower, and his fetches
enter the fray. Creatures: If Cripple lives, he pursues the PCs
under water, effectively invisible. Cripple does not
181
Puncture the Blackened Vein

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

Puncture the Blackened Vein


green patch. Suddenly, the patch rips away, revealing
If the party climbs into Krakon’s bunker sky. Someone yanked aside a massive tarp spilling
during the flood, the waters still fill the fake grass and ornamental carton-pierre trees into the
Gimbros’ cavern. Technically, ten rounds after cavern, where they plop like a god’s discarded bath toys.
the PCs enter the Bunker, the rising Temple
of New Freedom starts detonating bombs Shorn and dangling tree roots line shaft. The sun’s
scattered beneath the Temple Ward. However, rays illumine a gold-leafed marble statue crowning the
GMs may consider slowing – or even stopping floating temple. On the platform, priests gaze upon this
– the clock and delaying the countdown to idol – a naked man with a fly’s upper half, laying flat on
heighten suspense or add drama. Fighting his belly, copper-plated wings stirring on its back – and
the underearth man to the distant crump of chant, “W’jur! W’jur!”
bombs might add a deliciously desperate edge
to the encounter. A long, shiny pole, inscribed with smoldering red
runes reminiscent of Bizby’s clockwork device, juts like a
fallen flag post from the platform’s edge. It points south,
goddess worth 3,000gp, and an oathbow (See across the waters, and its tip scrapes the far wall of
Pathfinder Roleplaying Game), which needs a new the cavern. High above where it touches, a line of nine
string. blocks protrudes, like a stubby stone ladder leading up
the cavern wall to nowhere. More red runes, similar to
Battle for the Temple those from Bizby’s glowing pyramid, shine faintly from
of New Freedom the face of each block.
(Adventure Locations Map H, CR
Varies) The falling waters push the PCs toward the temple
The flood blasts through the sewer portcullis, platform. For characters swimming toward the
through a fake wall, and over a 135-foot high waterfall platform, add 10 feet to their normal swim distance
into a massive underground cavern, already filling with each round. The W’jur priests and other Gimbros
lake water and sewage, nearly 20 feet deep. Around ignore the PCs and cheer rowdily, excited by the
the opening through which the waterfall pours, oncoming water, whose colossal flow pounds madly
spinning circles of potent runes burn and flash. The into the cavern.
water in the cavern continues to rise, and when the
Temple of New Freedom floats up, all sorts of hell The runic circle 135 feet up the wall, through which
breaks loose. At the bottom of the waterfall, read this: the flood pours, is a magical pump. It hurls any
water touching it into the cavern at a furious rate, but
A waterfall smashes from the side of this enormous blocks water from exiting. Solid objects may leave as
cavern. About the opening, two concentric rings of normal, but all liquids are stopped as if encountering
pulsing runes flash circles around the plummeting a wall of force.
waters. They add a high whine to the cacophonic crash
of the falling flood. The outer ring spins clockwise, while The rune inscribed flag post is adamantium
the inner spins widdershins to the pulsing rhythm of the and attached to the platform by a brace and
deluge. pin mechanism locked inside a steel cage. The
protruding stone blocks begin just above the top
The pounding water pushes you toward the cavern’s of the temple, and the adamantium pole connects
center, where a massive sandstone temple bobs slightly, with the first one at the end of round 6. Thereafter, it
floating upward on the swell of rising water. Two-stories scrapes against another block each round, until the
and situated on a 40-foot square slab of granite as thick last on round 14. Each block sits about 7½ feet above
as a dwarf is tall, its builders affixed the temple to a the next.
huge apparently buoyant mithral box, almost as wide
as the platform above it. On the mithral, they etched The adamantium pole and the matching rune
tableaus of a slave Exodus, partially obscured by lapping inlaid blocks are two halves of a magical detonator.
flood water. As the temple rises, this pole also rises. When its tip
scrapes an extruded block, the connection sparks
At each corner of the temple’s granite platform, iron and triggers powerful enchantments worked into the
hoists winch incredibly long, thick chains fastened to a wall, which in turn instantaneously release potent
level plain chipped from the cavern’s ceiling. The chains evocation spells, laid beneath the major temples
swing through pulleys, then plummet bearing lead of the Ward above that destroy them. One rune-
counterweights as large as elephants and chiseled with inscribed block per major temple, nine blocks in all.
verses from some exotic gospel. The PCs must puzzle out the mechanism and disarm
183
it if they can. The faster they do, the more of the head, and spins faster. The flow of water into the cavern
Puncture the Blackened Vein

Temple Ward survives. increases substantially.


By the temple entrance, beneath arches nine feet
Development: Theoretically, characters might
high with spiraled fly wings carved into their keystone, a
make a DC 31 Dispel check against the magical
castrati choir practices an eerily discordant, yet uplifting
pump sucking in the plunging flood waters. Should
song. Priests rush to scattered oversized, deck-mounted
anyone succeed, all the Gimbros attack them, bent
alphorns, smacking their lips in reverent expectancy. At
on revenge. Afterwards, conduct the mega-battle as
each of the platform’s corners, two shirtless, bronzed
described below, only without a rising temple.
Amazonian women hold war hammers over metal
levers, poised like fairgoers preparing to strike the
On the Temple Platform
strongman’s bell. Between them, a forewoman stalks.
(Temple Map)
As she pounds her shoulder-slung drum, hammers
This encounter is a mega-battle with a 25 round swing. With each beat, the Amazons knock the first
clock. Begin the round-by-round countdown as soon four of sixteen levers into position. The mighty chains
as PCs reach the temple platform, whether or not running to the ceiling winch tighter, counterweights drop
they climb it. a few feet, and the rocking platform stabilizes.

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

Puncture the Blackened Vein


Zael/your waters have torn/the blood from her tomb/all D Domain spell. Domains Protection, Trickery
hail to you feast of Kindrogga Zael!” STATISTICS
Str 15, Dex 13, Con 14, Int 12, Wis 18, Cha 15
The impostor punts his fallen foe’s head off the
Base Atk +2; CMB +4; CMD 15
platform’s western edge, “Kindrogga’s blood! Behold,
Feats Combat Casting, Power Attack, Selective Channeling
carnage incarnate! Her beast comes for you. All praise
Skills Diplomacy +6, Disguise +6, Disable Device
the Mistress of Slaughter!” The head lands in the mouth
+0, Knowledge (Local) +2, Perception +6, Ride +3,
of a towering abomination, a serpent of water, blood
and sewage, twisting up from the waves. Castrati panic, Survival +7
fleeing in all directions. Languages Azindralean, Kortezian
Two Gimbros priests descend upon the cackling, Special Qualities Copycat (7/day), Orisons,
hopping Zaelite and slay him. Priests rush from all Spontaneous Casting
corners, drawn by the commotion, stuttering to a halt Possessions mwk breastplate, +1 light steel shield,
when they see the monstrous beast. The creature turns mwk morningstar, mwk heavy crossbow with 27
its dripping head toward the teeming temple. bolts, potion of jump, holy symbol 12 sp, 17 cp
SPECIAL ABILITIES
The PCs have two objectives: 1) save the Temple Copycat (Sp) Priests of W’Jur can create an illusory
Ward by disarming the detonator attached to the double of themselves as a move action. This
rising temple, and 2) survive the coming mega-battle. double functions as a single Mirror Image and
lasts for 3 rounds, or until the illusory duplicate is
Creatures: If Larina, Reth, or Skarkha live, they dispelled or destroyed. Priests of W’Jur can have
stand at the temple’s second story balcony, cheering no more than one Copycat at a time. This ability
and clinking snifters of brandy. Below them, about
does not stack with the Mirror Image spell. Priests
the platform, eleven excited W’jur stand ready to
of W’Jur can use this ability 7 times per day.
heal – and convert – an influx of injured when their
Resistant Touch (Sp) As a standard action, Priests of
temple reaches the surface. The castrati look to
W’Jur can touch an ally and grant them their +1
them for instruction, anxiously preparing their arrival
song. The zaelemental’s arrival puts paid to all such
hopeful revelry.
DESIGNER’S NOTE
At any one time, so long as the party remains
concentrated, only six of the equally dispersed Conducting a Mega-Battle. Mega-battles
priests, four of the hammer warriors, and the can overwhelm even the most experienced
forewoman notice them and take action. GMs, often dragging down a session’s pacing.
From the moment the PCs reach the temple
W’JUR PRIESTS (10, LATER 5) CR 2 platform, multiple factions battle, with more
XP 600 each arriving by the round. Instead of running every
Female/Male human cleric 3 (W’jur) possible combat in this encounter, consider
5 LN/5 CN medium humanoid (human) allowing the many factions to occupy each
Init +1 Senses Perception +6 other, lending color and chaotic feel to the
action, but punctuate with formal combat
DEFENSE
rounds whenever the PCs intervene.
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2
shield) When they do fight, the PCs need not carry
hp 26 (3d8+9) the full burden of the combat. Consider
Fort +6 Ref +3 Will +8 balancing formal combats such that PCs face
Defensive Abilities Resistant Touch (7/day) only a CR 8-10s worth of foes, while the rest of
OFFENSE the battle rages around them.
Spd 20 ft.
Melee mwk morningstar +5 (1d8+3) Finally, it makes sense that many
Ranged mwk heavy crossbow +4 (1d10/19-20) combatants target the zaelemental each
Special Attacks Channel Negative Energy (2d6, DC round, as it represents the biggest, most
13, 5/day) obvious threat. Instead of playing out these
Spells (CL 3rd) attacks, we suggest just assuming some
2nd – DC 15 bull’s strength, hold person, invisibilityD, combination of foes damages the zaelemental
sound burst for 8 points every round.

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.

Puncture the Blackened Vein


PCs may recognize the detonator pole resembles
A DC 15 Acrobatics check permits courageous
the bomb and trigger device from encounter 10 –
PCs to walk across the adamantium pole to the
the same style of rune adorn both. If they don’t,
2-foot x 2-foot x 2-foot stone blocks protruding
explain how the detonator works to any player who
from the far wall; however, when platform instability
asks and has more than 5 ranks in Disable Device,
requires a Acrobatics check, PCs receive a -5
Use Magic Device, or Knowledge Arcana.
circumstance modifier to stay on the pole, and, if
they fall prone, they fall into the water below. A DC
There are three ways to disarm the detonator.
15 Reflex save allows the falling character to grab
First: snap the 6-inch thick, masterwork
the adamantium pole and dangle from it.
adamantium pole (Hardness 20, 240 hp, Break DC
50). Second: disconnect the pole where it’s bolted
Once at the end of the adamantium pole, a one-
to the temple platform. Third: smash the stone
time DC 20 Acrobatics check keeps the PC stable
protrusions (Hardness 5, 20 hp, Break DC 25) on
on the wobbly tip. When the detonator is one round
the cavern wall.
away from a block, adventurers may, as a readied
action, attack the stone protrusion before the pole
Disconnecting the adamantium pole from the
hits it. If they destroy the block, no explosion occurs
platform either requires a successful DC 30 Disable
that round. The blocks, but not the detonator arm,
Device check or smashing (Hardness 5, 30 hp,
possess Spell Resistance (DC 20) and DR 10/
Break DC 25) the steel cage surrounding the butt of
Bludgeoning.
the shaft. Once through the cage, a DC 15 Disable
Device or a DC 30 Strength check pulls the pin
For various reasons, GMs may not want the
securing the detonator, and the adamantium pole
Temple Ward blown up. As written, the bombs only
falls into the water.
damage, but do not destroy the ward’s temples.
Even so, concerned GMs might consider making
However, anyone attempting this attracts
the detonator easier to disarm. Alternately, allow
attention. Assuming they spot the PCs at work
Treech and his rangers to recognize it and help
using Perception checks, Brandy Foxes not engaged
protect the PCs disarming it. If Treech and the
with other opponents attack PCs from range. All
party are enemies, a temporary alliance could
surviving priests with line of site to the cage also
prove intense! Other easy disarm methods include
attack the PCs, and any hammerati beyond the four
the PCs luring the zaelemental into obliterating
needed at the winches join the fray. Rogues gain
the blocks or even strategically slaying a flying
cover and a +5 circumstance bonus to Stealth to
combatant, whose corpse drops onto the arm,
hide behind the three barrels stacked near the cage
snapping it.
(Temple Map C); however, each time the platform

Female human fighter 7 dignified warrior-musician pounds her shoulder-


Init +3 Senses Perception +8 slung drum every 4 rounds, in time to the sloshing
hp 64 (7d10+21) water filling the cavern. If needed, the forewoman
Fort +7 Ref +5 Will +4 (+2 vs. fear) moves to Temple Map A to assist the Gimbros
Defensive Abilities Bravery +2, Combat Reflexes priests, but pausing to sound her drum. If reduced to
Melee +1 war hammer +13/+8 (1d8+8/x3) thirty or fewer hps, she retreats to the eastern end of
Con 14, Int 15, Wis 15 the temple platform and sticks to synchronizing the
Base Atk +7; CMB +10 (+12 trip); CMD 24 holy hammerati with her drum.
Feats Combat Expertise, Combat Reflexes, Dodge,
Endurance, Improved Trip, Mobility, Power Round 1: Zaelite mole announces the zaelemental
and falls in battle. The zaelemental rises and sprouts
Attack, Weapon Focus (Warhammer), Weapon
sludge and blood infused tentacles with which to
Specialization (Warhammer)
attack everyone.
Skills Acrobatics +10, Climb +9, Handle Animal +8,
Knowledge (Local) +3, Perception +8, Ride +9,
Swim +9 ZAELEMENTAL CR 13
Special Qualities Armor Training 2, Weapon Training XP 25600
1 (hammers) Stat block from Urban Creature & Lairs

Dressed like the holy hammerati, this pious and Round 2: Gimbros priests bark orders and launch
187
Puncture the Blackened Vein

DESIGNER’S NOTE Narration 4. Bonnabel Treech steps too near the


detonator for holy hammerati comfort, and one
Narrating the Mega-Battle. To assist with your
knocks him prone with a mighty blow. Her station
mega-battle, we’ve narrated brief combats between
partner joins her, both raise hammers overhead,
various factions. Consider reading these out to add
clearly intending to jellifying the Oxdam.
to the chaos or to entice PCs to action. For your
convenience, these narrations run the gamut, but
Narration 5. One of Treech’s enforcers lines up
do not pit major NPCs against each other. Not all
a shot on the zaelemental, but a Gimbros priest
the narrations will fit your mega-battle. The table
steps into his line of fire. The bolt whizzes past the
below helps locate useful narrations quickly.
priest’s cheek, but the Gimbros consider this an
attack and three priests grapple the ranger to the
As a general rule, consider keeping major NPCs
ground. He gives better than he takes, and soon all
out of conflict with each other, unless the PCs
four roll and grapple about the platform, crunched
coordinate the conflict. For example, Bonnabel
noses spraying blood.
Treech should not fight Larina unless the PCs
invite him to join them, or unless the GM wishes
Narration 6. A hypnosimian wraps its tail around
to use the PCs friendship with Bonnabel (if such
a holy hammerati’s neck. Its four fists pulp her
exists) to lure the party into Larina’s grasp. Merely
whimpering face.
announcing that Bonnabel killed Larina would likely
prove a letdown for the players.
Narration 7. Two of Janazar’s fetches grab [insert
anyone other than the PCs or the zaelemental] arm
Narration 1. Larina unleashes flame strike on one
and pull in opposite directions. As bones unknit,
of Treech’s enforcers, knocking him from his basket
misting eyes plead for assistance.
(see The Oxdam Return, below). He dangles from
the basket’s rim by one arm, helpless as she raises
Narration 8. The zaelemental rips an alphorn
another spell to finish him.
from the platform and crushes a W’jur priest. Only
his legs stick from the hole. Pinned unconscious,
Narration 2. A hypnosimian flies through the
he needs healing, or he’ll die, OR…
balcony, into the second story of the temple. A
moment later if sails back out, an arrow lodged in
Narration 9. Three of Janazar’s fetches descend
its leg. The monkey spirals to the ground with a
upon Bonnabel Treech, taunting him with razor
thud, screaming in agony and vulnerable, trying to
pinches, front and back. He swings his sword,
unfurl its crumpled wing.
missing wildly. For the first time, you glimpse the
face beneath the black veil, brown eyes grooved in
Narration 3. only if Skarkha lives – a fetch flies
worry.
through a second story window into the temple.
A bestial roar sounds, and, moments later, the
Narration 10. The zaelemental slams Treech so
fetch struggles to escape the same window, flitting
hard he smashes into the Temple’s sandstone wall.
helplessly in place, anchored by a furred feline claw
Stunned, he struggles to rise as a tree-trunk thick
sunk deep into its posterior carapace. The claw
tentacle lowers the boom. Staggering, unready to
slowly wins, dragging the insect toward certain
defend himself, he glares at the coming death blow,
death.
“Adhelmus Oxda is glory!”

Bonnabel Bonnabel’s Janazar’s


Versus Treech Mooks Hypnosimians Fetches Zaelemental
Brandy Foxes - Narration 1 Narration 2 Narration 3 -
Gimbros Mooks Narration 4 Narration 5 Narration 6 Narration 7 Narration 8
Bonnabel Treech - - - Narration 9 Narration 10
Bonnabel’s - - - Narration 7 Narration 8
Mooks
Hypnosimians - - - Narration 7 Narration 8

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

Puncture the Blackened Vein


damage as usual (8 points). first rune-block, runes flare on both the pole and
block and sparks fly, followed by a distant crump
Round 3: The zaelemental closes the distance and the screams of thousands! (Temple of Our
between itself and the temple platform, unleashing Lady of Luck damaged). The zaelemental slams the
its dirty joke special attack (see Bestiary for details). platform, propelling stone fragments through the
Up to five lawful W’jur priests instantly drop dead. air, killing the first of the panicking castrati. Nineteen
The zaelemental takes damage as usual (8 points). children remain. Unless saved, one dies each round,
If the party attacks the zaelemental, the remaining until round 25. We encourage gruesome narration.
W’jur priests welcome their assistance, turning on Meanwhile, the zaelemental takes damage as usual
the party only after the monster dies. While if the (8 points).
party attacks the priests, the zaelemental shows no
favoritism. CASTRATI CHILDREN (20) CR N/A

Round 4: The zaelemental unleashes a slam attack. AC 9, hp 4 each, Speed 10 ft.


The zaelemental takes damage as usual (8 points).
These beautiful, bronze children from another land
Round 5: The zaelemental takes damage as usual dress like little priests and sing like celestials. When
(8 points). the zaelemental arrives, they panic, run in circles,
So long as Treech lives, his nose for trouble carries and shriek with hands over ears.
him here this round. His five, hypnosimians (he
has replenished any slain from his personal coop) As battle rages, the small castrati children suffer.
swoop down through the shaft, each clasping a While the Gimbros never deliberately target their
tether attached to a triangular, rattan basket. Inside castrati, spells often deal unavoidable collateral
the basket ride his surviving men. The hypnosimians damage. Worse, the zaelemental knocks great
try to land their basket on the temple roof, but if they chunks of stone off the temple, avoided by battle-
drop it or are slain, Treech’s wand of feather falling hardened adults, but not by panicked children. At the
protects his men, allowing the rangers to float onto beginning of round 6, read this:
their enemies.
The zaelemental grabs a counterweighted chain,
tilting the platform just enough to unseat a fly-headed
BONNABEL TREECH CR 6 gargoyle from the temple roof (Temple Map H). The
XP 2400 gargoyle smashes squarely onto a castrati child. The
Stat block from Masque Staging Warehouse befuddled gargoyle pulls himself from the burst boy’s
mashed innards and flaps bloodied wings back to its
Provided he hasn’t used it this day, Treech rooftop perch.
approaches invisible within his spoilcoat and focuses
his attentions on the zaelemental until the monster Unless the PCs intervene, the battle slays at least
is defeated. After that, Bonnabel attacks the Gimbros one castrati child per round. Only one survives past
priests first, as they are clearly unsanctioned cultists round 25. Collecting the scattered, panicked boys is
and suspects in the Counting House caper. Unless not easy. They move at 10 feet per round and weigh 40
bad blood exists, he instructs his minions to avoid lbs each. Without an inventive approach, PCs can only
the PCs. carry three children at once, one per arm and one on
the back. GMs who use encumbrance rules may wish
TREECH’S SURVIVNG MEN (UP TO 2) CR 2 to check if carrying children slows PC movement.
XP 600 each
For each round the PCs spend outside the temple,
Stat block from Masque Staging Warehouse trying to save the children, roll on the table below.
Allow each result only once and reroll as necessary.
Wigoluth and Prug fire from their basket, held aloft PCs have one round to counter the effect listed, or
by five hypnosimians. a child dies, that round regardless of the specific
damage inflicted. Alternately, a PC may always
TREECH’S SURVIVNG HYPNOSIMIANS (5) CR 2 declare they take the damage listed on Table 5
XP 600 each themselves, and this always works. When PCs
“take the damage” the attack simply damages the
Stat block from Bestiary
defending adventurer, no attack roll required, no save
applies; however, that round’s child survives.
After delivering their basket, the hypnosimians
enter the general fray.
189
To Save the Children: Unless a PC Intervenes (1d10) mechanism – a distant crump and the screams
Puncture the Blackened Vein

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

Puncture the Blackened Vein


thousands! (Temple of Blinded Justice). magical pump. Consequently, the waters rise past the
platform and, by the end of round 19, the entire titled
Round 13: only if PCs have not disabled the trigger structure lies under water.
mechanism – a distant crump and the screams of
thousands! (Temple of Our Lady of Night). The Provided it is not trapped beneath the rising
zaelemental takes damage as usual (8 points). platform, the zaelemental takes damage as usual (8
Unless protected, more castrati children die. points). Unless protected, more castrati children die.

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.

The center of the room, a low banister surrounds a Creatures:


square pit in the floor, matched by a square hole in
the ceiling. Four ropes, thick as a man’s legs, run from LARINA BELTIMONT-GIMBROS CR 9
ceiling to floor and down the shaft. A wide stairway at
XP 6400
the south wall, skinned in carpet runner, leads up.
Stat block from Hookah Lounge
In the middle of the room (Temple Map D) an
oblivious little priest stands by the rail next to the From the beginning of the battle, the Brandy
pit. Wads of doughy scar tissue replace his ears, Foxes concentrated their attacks on the PCs, striking
rendering him deaf. He leaps off the railing onto at range from the second floor with spells and
a wooden platform just below the pit, attached to weapons. If the adventurers traveled further east
the four thick ropes. When he lands, the platform than the trigger mechanism, they broke the Brandy
descend, and the tintinnabulation of church bells Foxes line of sight. Once the PCs broke line of sight
reverberates down the shaft to the hollow mithral or entered the temple, the Brandy Foxes lost track of
box below. them. They don’t expect to be attacked on their own
Two rounds later, when the platform rises again, balcony.
the priest may spot the party. If so, he smiles
sheepishly, asks them to remove their shoes, then Attacked on their balcony, the Foxes defend
192
Larina’s retreat. She speeds up the nearby ladder to LARINA BELTIMONT-GIMBROS CR 9
the roof. XP 6400

Puncture the Blackened Vein


Stat block from Hookah Lounge
JHAZA, DIRE LIONESS CR5
XP 1600 Larina climbs W’jur’s statue, heading for a wing’s
(See Pathfinder Bestiary) outer edge. From there, she rains spells on any PCs
still chasing her, as the wings beat up and down.
Jhaza refuses to leave the first or second floors of She awaits escape, which becomes available after
the temple. round 15. On round 15, provided she is not dead
or captured, Larina delays until the last initiative of
Development: When combat starts, or if anyone the round, and, when the statue wing reaches full
disturbs the haunches or pumpkins, a swarm of extension, leaps 5 feet to grab the tree roots dangling
flies completely fills the chamber. Treat the swarm from the torn soil of the shaft. In 3 rounds she climbs
as a non-magical obscuring mist, not subject to these to the world above.
dispel magic, within which worshippers of W’jur see
normally. Development: PCs who attempt to follow Larina
must succeed at a DC 15 Climb check to heave
Treasure: The flood also swept Hardy Brute themselves onto W’jur’s statue. It requires a DC 20
treasures into the cavern, which sink to the bottom. Climb check to crawl onto the moving wings. Once
Characters who succeed at a DC 15 Perception check on a wing, succeeding at a DC 15 Acrobatics check,
in the waters beneath the rising temple discover every other round, lets characters stand upright
two chests. The first contains 8,000 sp. The second without falling off. The pipes framing the wing are
holds: 3 rubies worth 500 gp ea; a staff of defense (See slippery, and the wire mesh between them thin.
Pathfinder Roleplaying Game); and an immovable rod A failed Acrobatics check means falling 30’ to the
(See Pathfinder Roleplaying Game). A DC 20 Perception granite platform below, although a DC 15 Reflex Save
check also locates an amulet of proof against detection allows a falling character to plunge through a wing,
and location (See PRD) floating about. but grab on and dangle beneath it. Anyone on or
dangling beneath the moving wings receives a+2 AC
Temple of New Freedom, Roof circumstance bonus versus ranged attacks.
(Temple Map H)
Starting on round 15, players who reach one of
the 10-foot x 15-foot wings’ outer edges, may, on a
This flat roof supports an ornate idol of W’jur, a
successful DC 15 Acrobatics check, leap to the roots
prone nude man in white marble, the bulbous head of
in the shaft. From there a DC 15 Climb check allows
a housefly capping his armless torso. The statue’s eyes
them to scramble 40 feet to the surface. At the end
twinkle, light reflecting in thousands of embedded topaz
of round 17, the Acrobatics check to grab the roots
chips. Copper-layered poles frame a latticed wirework
proves unnecessary, as W’jur’s wings already poke
mesh which imitates gigantic fly wings. Yet another
into the bottom of the shaft.
demonstration of the Gimbros gift for engineering,
these slowly flapping wings reach twenty feet to either
If Larina reaches the surface, she casts disguise self,
side. On each corner of the temple’s rectangular roof, a
blends with the gathering crowd of commoners, and
gargoyle with a fly’s head hunkers and glares.
tries to escape, hoping to report to her great aunt,
Wylia Equova Gimbros, Clan Gimbros’ current leader
Larina climbs atop the statue and attempts to
and the Temple Ward’s Blood Senator.
reach the furthest tip of a wing. It takes her two
rounds to reach the tip of a wing, while also attacking
All along the ceiling of this cavern, to the left and
the PCs. The wings impart vigorous motion to
right of the shaft, the Gimbros carved intricately.
anyone on them, requiring a DC 15 Concentration
Chiseled buttresses shape the ceiling like a bowl. On
check to cast.
a successful DC 20 Climb check, PCs who think of
it may brachiate along these elaborate buttresses,
Creatures:
reach the waterfall entrance and swing through it.
After round 17, the rising platform may block this
GARGOYLES (4) CR 4 escape route.
XP 1200 each
(See Pathfinder Bestiary) Treasure: Should Larina fall unconscious or
dead, PCs who succeed on a DC 15 Perception
When he PCs reach the roof, the four gargoyles check find a stack of tightly tied notes in the secret
immediately attack the trespassers. pocket beneath her scale mail. She’s collected any

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

Puncture the Blackened Vein


Adhelmus Oxda took a life merely for the pleasure and power, then
dedicated this kill to the Mistress of Slaughter might
The Safety in Stars add 23 days to their natural lifespan, so long as they
Greater Deity continued to steal life with capricious dispassion.
Symbol: Indigo-bladed bastard sword full of stars, Though even the Kortezian royals had decreed her
with a sextant for a pommel. worship illegal, its practice was an open secret.
Alignment: Neutral
Portfolio: Safe Travel, Spoils of Victory, Might, Ever preceded by lung-filling gusts of ozone and
Navigation by Stars char, Kindrogga Zael appears a sixteen foot high
Worshipers: Rulers, Sailors, Stargazers, Victors humanoid, her upper half a six-breasted, fish-scaled
Cleric Alignments: Any tigress with a serrated turtle beak and eyes aglow
with white-hot flame, her lower half a glutinously
Domains: Luck, Travel, War
churning pillar of mucilaginous blood, mixed with
Favored Weapon: “Blaufeuer Angriff” (bastard sword)
earth and lymph. Each of Unnaturally long, razor
sharp nails caps each of her twelve fingers.
Adhelmus Oxda appears as a perpetually
pregnant gentleman dressed in the dapper When angered, Kindrogga’s lower half transforms
ensemble of an 18th century romantic. He carries into a savage burst of watery menses, obscuring all
an unnaturally long brass telescope and a sack of around her in a fine, red mist that drives sentient
gold dripping with gore. beings into a berserk killing frenzy.
At one time Adhelmus Oxda served merely as Wherever the blood of sacrifices to Kindrogga
the god of safe navigation by the stars. However, trickles into the ground, a corrupt, gluey earth known
with Kortezian reoccupation came the need for an as moordsap results. Moordsap carries a splinter of
improved imperialism, one that took into account her divine essence. Even a gram of it, in the hands of
the importance of divinity as a tool for control of the a Zaelite cultist, grants prophetic visions and strange
Great City populace. The Blood Triperium bestowed powers.
the domains of war and wealth upon Adhelmus
Oxda, making him their patron deity. This placed him W’jur
as supreme ruler over all other deities and compelled
The Soul Wing
his recognition as patriarch of the entire Azindralean
pantheon. Lesser Deity
Symbol: an insect’s wing twisting into a central
Kindrogga Zael spiral.
The Mistress of Slaughter Alignment: Lawful Neutral
Demigod Portfolio: Deliverance
Symbol: Sinister white eyes peering up from within a Worshipers: Slaves, the Oppressed, Courtiers
crimson whirlpool. Cleric Alignments: Any
Alignment: Chaotic Evil Domains: Charm, Trickery, Protection
Portfolio: Slaughter Favored Weapon: “Brüllendes Wort” beetle’s horn
Worshipers: Murderers, rulers, sadists, the criminally that delivers a sonic attack.
insane
Cleric Alignments: Any non-good W’jur, the Soul Wing, carries wounded souls from
their tormentors. Indistinguishable from any of
Domains: Destruction, Earth, Evil
the world’s countless winged insects, W’jur travels
Favored Weapon: “Unholdsaft” (a frenzy inducing
incognito, beyond the influence of other gods. Few
blood mist)
lesser deities possess such a potent power, and it
shares this gift with favored worshippers, aiding
This Kortezian proto-goddess lies trapped in a them to escape those who seek to catch and punish.
state of dreaming semi-sentience, bound below the
world in the dirt and gravel encrusted with the blood Origin: During the gray dust drought, a particularly
of sacrifices made in her unholy name. harsh phase of the Kortezian civil war, when
Clan Belano still enslaved Clan Gimbros, they
During the first occupation, Kindrogga Zael started feeding their slaves food unfit for human
embodied the Kortezians’ brutish need for blood consumption, food dubbed cerunchsa, or ‘maggot
and dominance. The Kortezians’ political purges, ready’, for its spoiled state.
bleeding the life from Azindralean leadership in the
195
Despite the flies it attracted, the starving Gimbros
Puncture the Blackened Vein

took this nourishment eagerly, developing an affinity HYPNOSIMIAN


for the insect larvae that swelled their stomachs.
They developed this credo: from nourishment
springs survival. From survival, strength. From
strength, revolt.

Huddled in dens draped with filth, bloody and


toiling beneath the skin flaking sun, the Gimbros
began catching the flies born from their slop and
releasing with prayers for deliverance upon their
wings. These millions of soulful implorations
sparked a divine flash in the void, birthing W’jur.

Clan Gimbros freedom arrived with a locust


plague so vast, the skies over Belano lands went
dark – and stayed dark until the last slave marched
home, leaving their oppressors scrounging for grain
in the shadows. W’jur the Soul Wing returned Clan
Gimbros their dignity. In its name shall the prophecy
of the Temple Rising be fulfilled!

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

Puncture the Blackened Vein


Next, they strive to tangle prey with their tails. If a terrain. Crumble Jaunt only works on unworked
hypnosimian can’t daze a tangled creature, it flies stone or dirt. The effect is instantaneous and
close and pummels it into submission with four fists. permanent.
Hypnosimians prefer to mob single foes whenever Quicksilver Reflexes (Ex): Trace amounts of
possible. quicksilver pulse within an underneath man’s
core. It grants the creature unexpected reflexes in
Underearth Man combat. Using these reflexes, the underneath man
“At times this manlike being’s stony skin shifts from can increase its base speed to 60 feet per round.
featureless ebon rock into a writhing particulate mass, This ability lasts for 6 rounds. If in a crumble jaunt
folding ever in on itself. At other times, each of its stony area while using Quicksilver Reflexes, it moves 80
pores dribbles then quickly slurps back gracile threads feet per round.
of mercurial snot. Gluey silver slime gums up the Rock Beats Flesh (Su): An underneath man takes
interstices between jointed limbs. It approaches, head a round to transform into its base shape. It
cocked, seemingly submissive.” resembles a tree stump, with four limbs extending
from its top. While in this state, the creature
UNDEREARTH MAN CR 10 may make one slam attack against all opponents
XP 9600 within reach, each at +13. It cannot move while
N Medium outsider (earth, elemental) in this form, including a 5-foot step. When an
Init +3; Senses darkvision 60 ft., tremorsense 100 ft.; underearth man has had contact with humanoids,
Perception +16 its limbs in the Rock Beats Flesh form resemble
DEFENSE slightly amorphous swords and hammers. While
AC 24, touch 9, flat-footed 24 (–1 Dex, +15 natural) in this state, the creature’s slam attack deals
hp 149 (13d10+78) bludgeoning and slashing damage and bypasses
Fort +14, Ref +9, Will +10 damage reduction as if the limbs were magical. An
Defensive Abilities elemental traits; DR 5/ underneath man may stay in this form indefinitely.
adamantine; Resistances fire 10 Strip Mine (Su): An underneath man can alter its
composition, transforming solid, gracile rock
ATTACK
into a cloud of jagged crystals. In this state, the
Speed 20 ft.; crumble jaunt (3/day), quicksilver
underneath man moves 20 feet per round, ignores
reflexes (2/day)
the effect of crumble jaunt or quicksilver reflexes,
Melee 2 Slams +20 (2d8+10)
and attacks as a swarm. Opponents attacks of
Special Attacks Rock beats flesh, strip mine (1/day)
opportunity, granted when the swarm enters their
STATISTICS
space, deal normal damage. A swarmed opponent
Str 25, Dex 9, Con 23, Int 2, Wis 11, Cha 11 suffers 1d10+7 damage, and must make a DC 23
Base Atk +13; CMB +20 (Grapple +24, Sunder +22); Fortitude save or take 2 points of Constitution
CMD 29 damage from blood loss. The save DC is Strength-
Feats Greater Grapple, Improved Grapple, Improved based.
Initiative, Improved Sunder, Improved Unarmed
StrikeB, Iron Will, Lightning Reflexes, Power Attack Easily mistaken for an elemental, the wild forces
Skills Acrobatics +15, Perception +16 of creation, deep beneath the world’s crust, form an
ECOLOGY underearth man. It moves through the ground by
Environment Subterranean agitating the particles of its body to white hot speeds
Organization Solitary before which even the densest rock destabilizes and
Treasure None crumbles, dissolving into particulate bundles. It then
passes freely through the cracked material, extracting
SPECIAL ABILITIES
the minerals on which feeds. When traveling through
Crumble Jaunt (Su): An underneath man can fissures in rock, either natural or resulting from its
morph stone and dirt around itself, improving own efforts, an underearth man moves as fast as
locomotion. At will, as a move-equivalent action, humans run. When this creature dares to hunt near
an underneath man can affect a 30 square foot the surface, it whisks from solid rock to ground so
area adjacent to its current position (including preternaturally fast, it blurs before the human eye. An
beneath it).This alters the ground to a depth of up underearth man regards organic prey as a delicacy.
to 3 feet, and, regardless of the composition of the
material prior to crumble jaunt, it transforms into A shape shifter of stone particles and bound
cracked rock or particulate earth, through which by mercury, it assumes any shape within its size
197
category. For reasons unknown, an underearth man’s TACTICS
Puncture the Blackened Vein

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

Puncture the Blackened Vein


Constitution damage per day of infection; only creature nearby lives. Sometimes, despite any
magic can cure it. imploring to the contrary, the zaelemental chooses
God Killing Reek (Ex): Zaelementals exude a terrible its summoner.
stench. All creatures within 60 feet must make
a DC 25 Fortitude save or be sickened for 1d4+1 A zaelemental stands around 18 feet tall, rising to
rounds. Creatures that successfully save cannot its full height atop a burbling liquid mass. Its viscous
be affected by the zaelemental’s reek for 24 hours. body moves like a snake formed from languidly
The save DC is Charisma–based. churning, clotted blood and ordure. From its sludge
body, Zaelementals may manifest eyes, a yawning
Kindrogga’s Blessing (Su): Kindrogga’s will powers
maw, and two tentacles. While moving, it oozes and
a zaelemental’s unlife, granting it special
undulates, leaving sludgy streaks of red and brown
protections. A zaelemental adds its Charisma
on any solid surface it traverses.
modifier to its armor class as a deflection bonus,
to its saves as a resistance bonus, and to its attack Zaelementals exist to kill indiscriminately, even
and damage rolls as an enhancement bonus. In their own summoners. In melee, they enjoy the
addition, the creature gains DR 10/good. immediacy of dealing damage with their slam
Slaughterhouse Void Wave (Su): 3 times each day, as attacks, and then use their filthy kiss ability on foes
a standard action that does not provoke attacks that seem weak enough to grapple. For enemies at a
of opportunity, a zaelemental can emit a wave of distance, they employ the Slaughterhouse Void Wave,
negative energy–infused filth and muck. The wave before closing in for the kill. A zaelemental tends to
washes over creatures in a 45–foot cone. A failed save its Dirty Joke, a once per day spell-like ability,
Reflex save (DC 24) inflicts one negative level. The until the maximum concentration of foes allows for
save DC to remove the negative level is 25 and the most advantageous effect.
is Charisma–based. The save DC for the Reflex
save is Dexterity–based. For each negative level Summoning a Zaelemental
inflicted, the zaelemental gains 5 temporary hit Cultists of Kindrogga Zael may, with their goddess’
points that last for one hour. blessing, gather twenty pounds of concentrated
moordsap—an undoubtedly rare substance—pour
A zaelemental forms when the sleeping goddess it into sewer water, and beg for (greater planar ally)
Kindrogga Zael allows one of her cultists to mix a zaelemental. The Mistress seldom refuses a
moordsap—the blood infused dirt formed by chance to murder the weak.

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

Adventure Background 209 The Castle: Ground Floor 230


Adventure Synopsis 209
The Castle: First Floor 243
Phase 1 209
Phase 2 209
Phase 3 210 The Castle: Second Floor 247
The Outcome 210
The Cast 210 The Castle:Third Floor 256
Krakon’s Pawns 210
Tharix Magorthus 210 Conclusion 257
Sklavrredisanos the Black 210 Who Controls The Castle 257
The Hardy Brutes 211 The Fate of Erasmus 257
Ariana Blackwell 211
The Emperor and his Sons 211 Appendix 1: Common Npcs 257
Lord Erasmus Atregan 212
Introduction 212
Appendix 2: Unique Npcs 262
General Ariana Blackwell 263
Part I: Meeting of the
Nagrossa Jotendottir 265
Blood Senate 214
Stomp 265
Enter Erasmus 218 Concussion 266

Part II: An Ill-timed Intrusion Appendix 3: New Creature 266


(Phase 1) 219
Lich Thrall 266
Where’s Erasmus 221
The Incursionof Tharix Magorthus 221 Appendix 4. The Cold Crypts 268
Concluding the Encounter 221
Entrance  268
Older Crypts 268
The Castle: Underground Floor 222
Wandering Spirits 268

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.

Adventure Background Following the attack, the adventure is driven by the


The Great City’s most ambitious factions have reaction of various NPCs to situations determined by
struck a tenuous alliance to seize Castle Atregan and the actions of PCs, or by actions that would naturally
wrest power away from its current lord, Erasmus VI. occur if the PCs do not interfere.
From within its darkest shadows, General Krakon,
Clan Magorthus and other insidious entities driving The adventure itself is divided into three phases
the City’s ongoing tribulations have been putting to simulate the passing of time. The occurrence
to play plots that forced high-ranking council of certain key actions triggers each phase. Room
members to tend to their wounded wards. In the descriptions often vary, depending on the particular
wake of chaos, revolutionaries from all corners phase the PCs have reached. For example, in Phase
of the city sprung upon the opportunity to place 1, Erasmus’s guards might hold a guard post, while
assassins within the palace and take down Lord later on, in Phase 2, that same guardpost might
Atregan. Despite their conflicting philosophies, be held by Bloodfang mercenaries loyal to Krakon.
all of these factions were prompted to action by Various factions could gain strategic locations and
the manipulative designs of General Uril Krakon, defeat opponents. At the conclusion of Phase 3, a
one of the highest-ranking generals in the Kharel single force will control the castle.
who has set his ambitions upon the conquest of
Azindralea. The plan he has fed the revolutionaries Unless PCs or NPCs intervene, the following major
remains simple- assassinate Erasmus during the events occur during in accordance to the phases.
next meeting of the Blood Senate and seize the
throne from within the Lord’s Castle. While seizing Phase 1
the prize seems simple enough, holding it becomes Tharix Magorthus and his forces enter the castle
an even greater challenge. For Krakon cares not who from the underground floor and begin laying
holds the throne, for he has orchestrated the entire siege to the ground floor. Erasmus flees the failed
event simply to gather all the city’s pitiful, would-be assassination attempt at Audience Hall (see area
usurpers together in a single location in preparation FF4) He quickly arrives at his private quarters
for his own siege. where he gathers his bodyguards and attempts to
escape.
Adventure Synopsis
This adventure uses a “sandbox adventure” format. Phase 2
For those unfamiliar with the term sandbox adventure, Magorthus’s forces seize the first floor and begin
it refers to an adventure where in the PCs may go their invasion of the second floor. Erasmus reaches
anywhere at anytime. No true summary of events the tower of his trusted wizard Krytom Vex.
exists because the events aren’t designed to occur in Ariana’s forces sew chaos and confusion
209
throughout the lower floors of the castle, while only do all his allies still support the General, he
she and her bodyguards search for Erasmus in his still supports them. The General’s primary concern
quarters on the second floor. remains to gather the entirety of the city’s leaders
Throughout the castle, Bloodfang mercenaries together in one place prior to his siege, and keep
loyal to General Krakon enter the escalating fray, them trapped there until his troops take the City.
The Usurpers

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.

The Hardy Brutes


Among those easiest to enlist to his plot were the
City’s own tired revolutionaries known as the Hardy
Brutes. These infamous freedom fighters desire to
return Azindralea to the Azindraleans. In truth, they
care not who seizes power and once inside, their
primary concern turns to destroying any symbols
of their oppressors. They ruthlessly slay anyone not
of Azzy blood, and proceed to set the castle to the
torch. They fight their way back to the secret entrance
where they intend on escaping into the sewers
leaving the Castle and anyone seeking to seize it
in flames. They hold a tenuous alliance with Clan
Belano who, prior to the revolution sought them out
for aid.

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 Emperor and his Sons


The recent wave of strife rampaging through the
Great City serves only as a somber foreshadowing
of more devastating events to come. A growing rift
between the military’s ranking and petty officers,
gang uprisings in the Trades and Dock Wards, and
211
Temple Ward fallen to its own hierarchical struggles
usher in usurpers poised to topple the rule of Lord THE BLOOD SENATE COUNCIL
Erasmus.
When emergencies fall upon the city, any
Erasmus’s father, Emperor Othorion remains well of the city’s Blood Senators can demand a
hearing called a Blood Senate council. Unlike
The Usurpers

aware of the coming coup, but holds no intention of


preventing it from occurring. In fact, he hasn’t even a typical Senate, these meetings summon
informed his son that things stand amiss. Instead, forth high-ranking members from every
he desires to see who among a shadowy cast of influential faction within the city including
malcontents will rise as betrayers to his empire. Lord Erasmus, ranking members of the
Any love he once bore for his son Erasmus has long Kharel, clan nobles, as well as members of the
withered and his feigned affections cost him great Blood Senate.
strain. The mounting number of assassination plots Tharix demanded the current Blood
rests well with the emperor, who views them as a Senate council to address the wave of chaos
convenient opportunity to establish his scandalous sweeping the city. In truth, Tharix arranged
choice for Erasmus’s successor. As fate would have the event to orchestrate his half-brother’s
it, this man is none other than his illegitimate son, assassination and usurp his reign as Lord of
Tharix Magorthis. Azindralea. While Erasmus hardly suspects
Tharix of treason, recent events have stirred
Lord Erasmus Atregan his paranoia, and he trusts none but his
personal guards.
While it’s universally agreed upon that Erasmus
is a deplorable wretch, in the end he might serve as
the PCs most reliable ally. He knows the castle well,
including its escape routes, and though he does not
make the best combatant, he knows how to use the
layout to defend himself. He eagerly accepts aid and THE CASTLE
is unlikely to turn on those PCs with whom he holds
alliances. In addition, he offers financial compensation The castle stands as one of the city’s oldest
to any who come to his aid. After all, his primary structures. Built in the classic imperial style
objective is to escape the castle with his life. from granite and oak and iron, its marvellous
craftsmanship and design is both detailed and
At the beginning of the siege, Erasmus still foreboding.
believes his safety is best kept within his keep and Unless otherwise noted, the castle
trusts his guards to quell the revolutionaries. When possesses the following features:
Bloodfang Mercenaries suddenly turn on his guards, Lighting: Rooms without windows (or
Erasmus realizes the extent of betrayal and realizing rooms with windows at night) are lit with
the castle is no longer safe, he and a small group of candle sconces, providing only dim lighting.
loyalists plot his escape. Their plan involves placing Courtyards with open ceilings and rooms with
a decoy Lord Atregan on the throne, disguising windows have full light.
Erasmus, and then smuggling him out of the castle Sound: The castle’s hard granite walls
as a guard or worker. Unfortunately, Erasmus has and high ceilings act to amplify and echo
perhaps the most recognizable countenance in all the slightest sounds. This makes it easier to
the city, therefore they decide they first need to get hear movements, though harder to pinpoint
him to Krytom Vex’s tower in area SF16 for a quick a precise location from where sounds
arcane disguise. originate. GMs should keep this in mind when
describing things, though any opposing effect
these factors have on Skills checks simply
Introduction
cancel each other out.
Soon after tumultuous catastrophe rattles the Walls: Treat the castle’s exterior walls as
Temple Ward, Blood Senator Tharix Magorthius hewn stone, towers and similar structures
demands Lord Erasmus host an emergency meeting as reinforced masonry, and the remainder
of Blood Senate (see sidebar). Along with various of the interior walls as superior masonry as
dignitaries, nobles, clan and ward representatives, described in the SRD.
Lord Erasmus also requests the presence of the PCs, Oak Doors: 3 in. thick; Hardness 8; hp 30;
as direct witnesses and participants in a number Break DC 26; Disable Device DC 30
of recent events scheduled for debate. Rightfully Unless otherwise noted, doors are locked.
skeptical, he sends a patrol of armed guards to Individual NPCs possess keys as noted in
collect the PCs and invite them to the meeting. their stat-blocks.
As the PCs recover from the previous adventure,
212
WANDERING SCULLERY MAIDS passers-by. He hides in the shadows and using a
wooden spoon pilfered from a pantry, he flings filth
The castle is maintained by an extensive staff, from a wooden bucket at anyone who holds any
all of whom are tossed into a frenzied panic authority over him.
once the siege starts. While some are listed to 11. Yvellen Waters- this middle-aged woman serves

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

individuals, along with their bodyguards, cram


unarmed strike +9/+4 (1d8+2) or flurry of blows
into the chamber, though Erasmus himself is not
+9/+9/+4/+4 (1d8+2)
present when PCs first arrive. Perhaps because of
Ranged dagger +8/+3 (1d4+2)
his absence, the room buzzes with low whispers
Special Attacks flurry of blows, ki pool, stunning fist,
as allies and enemies greet each other, some with
open smiles, others with covert gestures. Guards vital strike
seat PCs in the fifth row on the right side of the STATISTICS
chamber facing the stage (the east side). It takes Str 14, Dex 15, Con 14, Int 10, Wis 14, Cha 10
some time to seat the entire council, so feel free Base Atk +6; CMB +10 (+12 disarm); CMD 24 (26 vs
to allow PCs more time for social interactions. disarm)
During this time, PCs can continue to attempt to Feats Alertness, Blind-Fight, Combat Reflexes,
identify any of the individuals in attendance with any Dodge, Improved Disarm, Improved Initiative,
appropriate DC 15 skill check, or they can wait for Improved Unarmed Strike, Mobility, Spring
individual introductions once senate proceedings Attack, Stunning Fist, Vital Strike, Weapon Focus
start. In addition to the City’s senators, the following (unarmed strike)
individuals attend the Blood Senate: Skills Acrobatics +13, Acrobatics (jump) +27, Climb
+8, Escape Artist +8, Intimidate +7, Perception
Ariana Blackwell arrives as the official +15, Sense Motive +13, Stealth +7, Swim +7
representative for the Kharel. Typically, General Languages Common
Prostolom would attend the Senate. Early on, she
SQ AC bonus, fast movement, high jump, maneuver
apologetically reports that the General is currently
training, purity of blood, slow fall
indisposed with a pressing matter, which she intends
Combat Gear potion of bull strength, potion of cure
to reveal to the Senate once the hearing becomes
moderate wounds, 3 smoke sticks; Other Gear +1
private. Prostolom’s absence stirs whispers of
foreboding, and in fact, the General is in grave bracers of armor, +1 klarion battlestaff (+1 ki focus
danger (see sidebar). General Krakon is likewise iron wood quarterstaff studded on each head with
absent. Supposedly, he and hundreds of men hold cold iron and silver), throwing daggers (8), bet,
their defenses against the assaults of a horde of blood red wool cloak with silver clasp, and 10 pp.
giants high in the hills that surround the city. Note:
Arianna’s claim that Prostolom is indisposed on a RED MIST OPERATIVE CR 8
secret mission is true. Though she doesn’t disclose XP 4800
the mission involves rescuing his daughter Dennora Male human fighter 2/rogue 6/assassin 2
from a hideous fate deep in the 3rd_level cellars of the CE Medium humanoid (human)
Circus Maximus Beast Pits.
Init +8; Senses Perception +12
DEFENSE
A talented brace of Uril’s own personal guards
accompany Ariana to assure everything goes as AC 18, touch 15, flat-footed 18 (+3 armor, +1
planned. Though both wear the distinguished deflection, +4 Dex)
uniform of the Klarian guard, one of them is a Red hp 60 (2d10+7d8+14)
Mist Operative. Fort +6 (+1 vs. poison), Ref +11 (+12 vs. traps), Will
+2 (+3 vs. fear)
KLARIAN GUARD CR 7 Defensive Abilities bravery +1, evasion, improved
uncanny dodge, save against poisons +1,
XP 3200
trapfinding, uncanny dodge
Male human fighter 2/monk 6
OFFENSE
LN Medium humanoid (human)
Init +6; Senses Blind-Fight; Perception +15 Speed 30 ft.
Melee +1 keen wakizashi +11/+6 (1d6+2/17-20)
DEFENSE
Ranged mwk kunai dart +11/+6 (1d4+1 plus poison)
AC 17, touch 16, flat-footed 14 (+1 armor, +2 Dex, +1
Special Attacks death attack (Fort DC 13), poison
Dodge, +1 misc, +2 Wis)
use, sneak attack +4d6
hp 64 (2d10+6d8+22)
STATISTICS
Fort +10, Ref +7, Will +7 (+1 vs. fear, +2 vs.
enchantment) Str 13, Dex 18, Con 13, Int 12, Wis 11, Cha 10
Defensive Abilities bravery +1, evasion, still mind Base Atk +6; CMB +7; CMD 22
216
Init +1; Senses Blind-Fight; Perception +1
THE TRUTH ABOUT KRAKON DEFENSE

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:

GMs not running this adventure as part of


• The PCs’ assessment of how fight-clubs were run,
the Great City adventure arc may forgo the
who was involved and their role of involvement.

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.

Development: Throughout the assembly Ariana


aisle. He moves to the center of the dais and studies the prepares to assassinate Erasmus when Tharix’s
assembly with a strong, wary gaze. men initiate the attack. A DC 24 Sense Motive check
“Be seated,” he says, with a calm, even tone. determines she is marking the room, preparing for
The congregation rustles into their seats, all eyes upon something. PCs keeping an eye on her notice that
the emperor’s son. every so often, she whispers to one of her guards.
However PCs attempting to keep tabs on her must
The council begins with formal introductions, do so covertly, for if she catches them watching her,
led by second chair Senator, Harlo Belano. He she becomes quiet and pretends to focus entirely on
quickly goes around the room, calling names and the assembly. A DC 25 Perception check, observes
announcing who the individuals represent — each her as she taps the Red Mist Operative on the fourth
respond by standing and bowing to the assembly. knuckle of his right hand. A DC 25 Intelligence check
Once finished, this should give the PCs an accurate realizes that the hand and knuckle tap signifies the
who’s who of the Senate attendees. side and row number of the bench where PCs are
seated. Essentially, the simple gesture marks the
Following attendance, Erasmus asks individual characters as threats for the guard to deal with, as
members to present a brief State of Affairs address soon as the siege begins. From this point on, the
based on their personal perspectives. Of greatest Red Mist Operative marks the nosiest of the PCs,
concern are the recent events that have torn through studying one of them for an eventual death blow
the city and left her bruised and exhausted. With attack (see Part II below).
public concerns rising and tension building in the
streets, all seems poised to snap into violence and Part II:
rebellion. Following the statements, the Council and An Ill-timed Intrusion
Erasmus begin a series of interrogative questions, (Phase 1)
open debate, and outright threats. During this time,
the senate calls PCs to the stand to speak about The Hardy Brutes entered the castle disguised
various incidents in which they were involved. as part of Tymithus Belano’s entourage. Like all
Afterwards, they must field probing questions from retainers, they were not permitted to accompany
various senate members, ward representatives and Tymithius to the council; instead they took positions
barristers. downstairs in the courtyard where they were to wait
for Tharix’s signal to begin the siege.
The purpose here is to make the PCs feel like their
As the Senate commences, the Hardy Brutes begin
actions were both important and under scrutiny
drinking with the soldiers. Soon enough their soured
of multiple parties. The interrogations also set the
leader Charles Mallet (see sidebar) snaps into a fit
mood for the council right before the Hardy Brutes
outrage and braggadocio. Drawing his sword, he
interrupt it. The nature of the council’s interrogations
slices down one of the lordsguards and rallies his
depend entirely on the actions PCs took during
219
men to try to siege the gatehouse, however the better where he hides and attempts to defend himself
armed, trained and less inebriated lordsguard sets against any that might threaten him or despoil his
them upon their tails. With few places to run, they hiding spot. In his position, he is prone, but gains
quickly head for the Audience Hall, in a haphazard full cover. Unless PCs attack him, he survives the
effort to kill Lord Atregan themselves. initial assault.
The Usurpers

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

The layout of this room is identical in description Speed 30 ft.


to GF1. Melee +1 short sword +8 (1d6+2/19-20)
Ranged mwk composite shortbow +8 (1d6/x3)
Tharix’s men rigged and barricaded the stairwell Special Attacks bleeding attack, death attack (DC 13),
with razorwire. Anyone attempting to travel safely poison use, sneak attack +5d6
through the razorwire can do so moving at half STATISTICS
speed as a full-round action. Anyone attempting to Str 12, Dex 14, Con 10, Int 11, Wis 12, Cha 10
move through the razorwire faster takes 1d4 slashing Base Atk +5; CMB +6; CMD 19
damage for each round of movement (armor Feats Acrobatic, Blind-Fight, Dodge, Great Fortitude,
Improved Initiative, Weapon Finesse
Skills Acrobatics +15, Bluff +11, Climb +8,
ARMOR VS. RAZORWIRE Diplomacy +4, Disable Device +15, Disguise +5,
Escape Artist +11, Intimidate +4, Linguistics +4,
Armor provides a level of protection against Perception +12 Perception (trapfinding) +14,
razorwire. Below are guidelines for Damage Sense Motive +6, Sleight of Hand +7, Stealth +13,
Reduction various armors provide against
Use Magic Device +4
razorwire.
Languages Common
Light Armor: DR/1
SQ rogue talents (bleeding attack, finesse rogue),
Medium Armor: DR/2
trap sense +1
Heavy Armor: DR/3
Combat Gear slaying arrow (humanoid, human), 2
222
The Usurpers
1 square = 5 ft

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

description: to enter via the ladder by lopping off heads as


trespassers surface, one at a time. If PCs somehow
Beyond the secret door extends a small passage. Thick escape and subdue these men, they refuse to go
layer of gray dust covers its flagstones like fine snow. The against their lord and disclose his location, choosing
passage opens into a square chamber, its sides eerily death instead.
piled with cobweb-covered skeletons.
UF11. Escape route
Trap: As soon as anyone enters the room, the trap As soon as the Blood Senate starts, Tharix uses
triggers — spewing the room with a blast of virulent, this route to sneak his forces into the castle.
toxic webs. Each round, creatures entangled in the When Phase 1 initiates, the majority of his forces
web also risk becoming poisoned. have moved into position throughout the keep. Still,
Tharix remained wise enough to leave a small patrol
TOXIC WEB TRAP CR 6 here to help cover his tracks. These guards have a
XP 2400 code system in set up case Tharix or other faction
Type magic; Perception DC 29; Disable Device DC 29 members need to flee via the route they entered.
Should anyone enter the passage without first
EFFECTS
giving the correct series of rhythmic knocks, these
Trigger proximity (alarm); Reset automatic men move into hiding positions and ambush
Effect spell effect (heightened web, Reflex DC 18 and intruders as they enter the widening passage.
poison [as per the spell], Fortitude DC 16 negates);
multiple targets (all targets within 20-ft. radius
spread). CLAN MAGORTHUS FOOTSOLDIER (3) CR 3
XP 800 each
Phase 3 (CR Varies): If Erasmus lives and hasn’t Use stats for Clan Magorthus Footsoldier; Appendix 1.
been captured, he and his remaining bodyguards
flee through this corridor. A DC 12 Perception check CLAN MAGORTHUS SWORDSMAN (2) CR 5
reveals a trail of footprints leading through the dust.
XP 1600 each
Unaware of the deadly web trap, Erasmus and his
Use stats for Clan Magorthus Swordsman; Appendix 1.
entourage trigger it. To determine the outcome of
this encounter, the GM should first determine if
Erasmus is caught by the webs, or escapes. If he CLAN MAGORTHUS BATTLEPRIEST CR 7
escapes the webbing, the craven lord flees, leaving XP 3200
behind any of entangled aids. The GM should then Use stats for Clan Magorthus Battlepriest; Appendix 1.
determine how many, and which of his aides he
leaves behind. The PCs encounter whoever he left UF12. Main corridor
behind, struggling and dying in the trap. If Erasmus
This long corridor runs the length of the
is caught, his aides attempt to untangle him, thus
underground floor or the castle, bisecting it down the
the PCs encounter the lord and his men.
center.
A DC 26 Perception check along either the east or
A flight of stairs in the corridor on the far side of
the west wall reveals a secret door that opens to an
the chamber leads to further passages that travel
escape route, see areas UF11 and UF12.
for a quarter of a mile, until they reach a ladder. The
A DC 12 Perception check reveals several sets of
ladder climbs 20 feet to a hatch that opens into a
tracks left in the thin dust show the movement off
secret back room in a stone safe-house currently
the Magorthus forces from area UF11 to UF2.
occupied by eight lordsguard warriors.
At the southern end of the corridor a wide flight of
stairs descends into the floor. An arch above the stair
If Erasmus hasn’t yet come this way, PCs must
well reads “Eternal In Victory” in ancient Empirical
Bluff their way out of their situation or be detained
Kortzian script. The stairs lead to the Cold Crypts
for questioning. If this occurs, the guards throw PCs
(see Appendix 4).
in the safe-house hold indefinitely, at least until the
siege blows over. During this time, they can attempt
UF13. Empty room
to renegotiate their freedom or escape. Otherwise,
they are stuck there until revolution arrives in the This room has an odd sour scent to it. Whatever
final adventure. its previous function, it seems to have been cleared of
226
furniture or storage items. Only a pair of raggedy crates The dim lighting shimmers about, heightened by the
remain, pushed into the far corner. Near the crates rest still, gleaming surface of tremendous cistern pools.
a few empty wine bottles, a pair of dice, and a large Everything seems deathly silent, occasionally broken by
leather portfolio. a single drip of water.

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.

UF15. Cistern HARDY BRUTE CLOCKER (4) CR 4


The door opens into a massive, echoey chamber with XP 1200 each
high 15-foot ceilings supported on wide granite columns. Use stats for Hardy Brute Clocker; Appendix 1.
227
HARDY BRUTE BRUISER (4) CR 6
XP 2400 each OVERRUN WITH RATS
Use stats for Hardy Brute Bruiser; Appendix 1. Rats cannot enter any areas with solid
doors. Fortunately, most of the Underground
UF16. Cistern Floor can be sealed off.
The Usurpers

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.

LORDSGUARD CR 5 Developments: Unless contained, the rats keep


XP 1600 coming (add one new swarm every minute), racing
Use stats for Lordsguard; Appendix 1. out until they infest the entire Underground Floor. If
this occurs, consult the Overrun with Rats sidebar.
UF17. Jail
The door to this area is boarded over. A message UF33. Jail (CR 7)
crudely painted on one of the boards reads, The portcullis to this area is locked.
“Quarantined Until Further Notice” Iron Portcullis: thickness 2 in, hardness 10, HP 60,
Break DC 25.
To enter the room, the boards must be removed
with a DC 15 Strength check. On the other side is a Beyond the portcullis, a corridor leads into darkness.
small iron portcullis. The portcullis is locked. Two bodies lie slumped on either sides of the corridor,
Iron Portcullis: thickness 2 in, hardness 10, HP 60, bolts slammed into their breasts.
Break DC 25.
Anyone fiddling with the portcullis attracts the
UF18-32. Cells (CR 9) attention of a single guard hiding around the corner.
Beyond the jailer room, extends a lengthy corridor The guard is the sole survivor of Tharix’s invaders.
lined with rows and rows of small dank barred cells. He shoots firsts, and asks questions later, doing his
The surface of iron bars is rough with a skin of rust, yet best to keep his cover and drive his attackers off. If
the bars are still strong and solid. Most of the cells are PCs get through the door, he surrenders. He knows
empty, except for a plain wooden bench, a battered tin his way around the dungeon and can offer services
bowl and a small hole in the ground presumably for as a guide. He also possesses the keys to every area
use as a crude lavatory. Some have iron rungs pounded on the Underground Floor.
into the walls, or sets of hanging manacles or similar
restraining devices. The walls of the cells are scratched LORDSGUARD WARRIOR CR 7
with chits, pictures, and other graffiti, most of which is XP 1600
written in Azindralean. Currently, none of the cell are Use stats for Lordsguard Warrior; Appendix 1.
occupied, though bones and scraps of cloth scattered
across the floor indicated this was not always so. UF34-47. Cells (CR varies)
Creatures: Recently this cellblock suffered a horrid Dozens of petty criminals waste away within these
fate. Swarms of diseased rats dug through the walls cells. Most are Azzy common folk found guilty of
and devoured everyone within. Shortly after PCs petty crimes such as tax evasion, insulting nobles, or
enter, ask someone to make a Perception check. stealing food, and were unable to pay city fines. Many
228
of their infractions were so minor that the court UF39. In this cell lies a skeleton in faded priest’s
barristers didn’t even bother to file papers on them. robes. The skeleton wears a robe of useful items
Thus, the system has misplaced these unfortunates, that unfortuantely is infested with yellow mold (See
leaving them here forgotten, to grow old and die. Pathfinder Roleplaying Game).
Some have served only a few months, while others
have languished for years. All are eager to take up UF40. Tremont Belano (LN male human

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.

UF36. Morok Witherlimb (N human Commoner MARUFIN’S DOG THING SPAWN CR 2


3). In this cell, hangs a gaunt naked man, his XP 600
privates barely sheltered by his extensively long, Male human lycanthrope (werewolf) warrior 3
gray beard. One of his arms is horrifyingly skinny, CN Medium humanoid (human, shapechanger,
almost resembling a fleshy tree branch. Morok has afflicted)
been down here so long he cannot remember why Init +2; Senses low-light vision, scent; Perception +9
he was imprisoned, and is completely mad. He begs DEFENSE
for freedom, but if released marches straight for AC 19, touch 15, flat-footed 14 (+4 Dex, +1 Dodge, +4
the main floor of the Castle to give Lord Serastio a natural)
piece of his mind, despite the fact that the former
hp 34 (3d10+18)
lord is long dead and haunts the Cold Crypts below.
Fort +8, Ref +4, Will +5
Not surprisingly, even if he finds the Lord’s ghost,
DR 5/silver
he doesn’t remember the aged commoner. Single-
minded, Morok cannot be deterred, and needs to be OFFENSE
bound, knocked unconscious or otherwise subdued Speed 30 ft.
to prevent him from going upstairs. If, in his quest to Melee bite +5 (1d6+3) or bite +3 (1d6+2) and 2 claws
find the Lord, he actually gets upstairs, Morok blabs +3 (1d4+2)
about his rescuers to whomever he encounters, STATISTICS
possibly giving away the PCs positions to those Str 15, Dex 19, Con 20, Int 11, Wis 16, Cha 11
attempting to seek them out. Base Atk +3; CMB +5; CMD 20
Feats Blind-Fight, Dodge, Iron Will
UF37. This cell is empty. Skills Acrobatics +10, Perception +9, Survival +9
SQ change shape (human, hybrid, wolf; polymorph),
UF38. Shucky Greilton (LN human Expert 3/ lycanthrope empathy (wolves and dire wolves)
Ranger 2). An out-of-towner from lands to the north, SPECIAL ABILITIES
Shucky’s renown comes from his expertise regarding Lycanthropic Empathy (Ex): In hybrid and
histories of haunted houses. He came to the Great
animal form Marufen’s dog thing spawn can
City to gather information on some of its infamous
communicate and empathize with wolves and
noble villas and worked for some time as a tour
dire wolves. It can use Diplomacy to alter such an
guide in the Noble District, showing off the manses.
animal’s attitude, and when so doing gain a +4
He was arrested for improperly displaying his nether
regions to one of the Kingsguards daughters during racial bonus on the check.
a tour. He still proclaims his innocence and claims
the exhibition was an accident caused by a playful UF42. This cell is empty.
spirit who lifted his kilt.
229
UF43. Nolly Baskro (CN male gnome Rogue 5). DC 32). When raised, the drawbridge is first hoisted,
This over-ambitious thief might have one day been and then locked into position. Next, the portcullis
the best box-man in all Azindralea. Unfortunately, he lowers in front of the raised drawbridge. The gates
no longer possesses his thumbs after Tax Warden are controlled by an elaborate gear wheel and pulley
Poulis Atregan ordered their removal when he caught system housed within the foyer. Even so, raising
The Usurpers

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.

GF1. Gate Phase 2 & 3: This area is unoccupied. The guards


The north gate serves as the castle’s main vacated this area to aid against the altercation in
entrance. During the adventure introduction, the area GF1.
gate is open to allow dignitaries and their entourages
to enter. Whenever the gate is open, an impressive GF3. Guardpost
line of guards stand at attention, twelve on either The layout of this area is identical to area GF2.
side of the Lordsroad to protect, intimidate, and
impress those entering the castle. Once all have Phase 1 (CR 9): Shortly after the Hardy Brutes
entered, the gates close. At all hours, a crew of eight launch their attack of the Audience Chamber, Tharix’s
lordsguards monitor the gate. forces seize this area.

The gate consists of a massive iron portcullis (4


in thick, hardness 10, hp 120, Break DC 35) and a CLAN MAGORTHUS AGENT (4) CR 3
hefty, near impenetrable metal-reinforced yew wood XP 800 each
drawbridge (18 in thick, hardness 8, hp 360, Break Use stats for Clan Magorthus Footsoldier; Appendix 1.
230
The Usurpers
1 square = 5 ft

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.

CLAN MAGORTHUS ARCHER (2) CR 5 GF5. Courtyard


The Usurpers

XP 1600 each The courtyard stretches over 150 feet, with


Use stats for Clan Magorthus Archer; Appendix 1. colourful slate flagstone laid in elaborate patterns of
the Kortesian style. Arched windows into the inside
Phase 2: Player characters approaching this guard walls, allow onlookers from all over the castle to peer
post from area GF11 or from the stairs hear loud, into the courtyard. Two enormous fountains stand
repetitive booming echoing from beyond the door. in the courtyard, one bears a recently commissioned
Tharix’s men spike shut and barricade the door bust of Erasmus’s father Otherion, however some of
to the Gate (area GF1). The men hold fast against the statue’s proportions are less than flattering.
members of the lordsguard in the adjacent chamber
attempting to break the door in with a battering Phase 1: Minutes after the Hardy Brutes attack,
ram. Unless something else happens, it takes the the overhanging roof along the west wall still blazes.
lordsguard on the other side 1d4 minutes to break A dozen or so lordsguards and castle servants rush
the door down. As soon as the door shatters, for buckets of water, forming a bucket line from the
Tharix’s men call for a general retreat, lighting fountains trying to put the fires out. A small crowd of
smokesticks to cover their escape and fleeing back people composed of senator’s entourages, servants
down the stairs. and others gather around the fallen bodies of slain
Hardy Brutes. Everyone stares in disbelief.
Moments, later, windows shatter in area GF24
Phase 3: Thick black smoke clots the room. The
as Tharix’s men arrive. They open fire upon the
door to the adjacent room hangs off its hinges,
lordsguards in the courtyard. Those left standing
bashed to splinters. The bodies of three lordsguards
scatter quickly, seeking cover and trying to move into
and one Magorthus agent lie on the floor, as does a
rooms to the east.
battering ram.
Phase 2: The courtyard devolves into the front
GF4. Inner Courtyard
line between Erasmus’ loyalists and Magorthus
The inner courtyard has an open ceiling. Windows supporters. Any living creature foolish enough to
from areas within the castle peer down into the enter the courtyard becomes a live target. Forces
courtyard cobbles below. on either side immediately open fire with volleys of
projectiles on any creature attempting to traverse
Phase 1: A dozen lordsguards try to usher guests the courtyard (see sidebar). Any living creature
towards area GF1 as others scramble to put out crossing this imaginary line, and entering the
the fire in area GF6. Unbeknownst the lordsguard, territory taken by one of the two forces, looses
Tharix’s men have already taken most of the rooms credibility when attempting to declare neutrality to
to the west. Taking advantage of the confusion, agents of the opposing force. Such characters suffer
Sklavrredissanos sends mental commands to his a –4 circumstance penalty to Diplomacy in future
thralls. Soon after, they slip into the corners and dealings.
begin scaling the walls.
Phase 3: Unless PCs have driven them off or killed
Phase 2: Holding positions in adjacent rooms them, all Magorthus agents, Bloodfang mercenaries
to the west, Tharix’s men open fire on the inner and Krakon’s soldiers from the surrounding rooms
courtyard, trying to split the remainder of the guards now secure this area.
up. The arrows come from archers holding the
barracks in area GF24. GF6. Public Archives
The Public Archives are small, but every inch
Phase 3 (CR 9): Tharix’s men hold the inner of the room is crammed with bookshelves
courtyard, and start breaking down the doors to the containing priceless amounts of lore and legal work.
Gate (GF1). Additionally, the archive holds volumes of leather-
bound ledgers describing various wardens and
CLAN MAGORTHUS AGENT (4) CR 3 tax practices. Despite the name on the door, the
Archives are not available for public perusal and all
XP 800 each
records are kept under strict surveillance.
Use stats for Clan Magorthus Footsoldier; Appendix 1.
Phase 1: During their initial flight, the Hardy Brutes
232
Phase 2: Unless the fire was extinguished during
VOLLEY OF ARROWS: READY, Phase 1, it spreads to this area. Magorthus forces
KNOCK ARROWS! TAKE AIM! FIRE! work to put it out. Three foot soldiers grab the
magistrates from within, saving them from the
Rather than tally the individual strikes deadly inferno, but then bind them and drag
of various archers, simulate the volley by them across the courtyard and down into to the

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.

GF8. Magistrates GF12. Tower


This comfortably decorated room serves as a private Phases 1 &2 (CR 12): Eight guards loyal to Erasmus
spot for the magistrates to relax, study and debate attempt to hold this tower. They fight to the death.

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.

LORDSGUARD LIEUTENANT CR 9 LORDSGUARD WARRIOR CR 7


The Usurpers

XP 6400 XP 3200
Use stats for Lordsguard Lieutenant; Appendix 1. Use stats for Lordsguard Lieutenant; Appendix 1.

Phase 3 (CR 8): If by end of Phase 3, Erasmus has GF15. Tower


fled for the Underground Level and the lich thralls Phase 1 (CR 11): Clan Magorthus agents took this
haven’t been defeated, a pair of them hover here, tower early on. A sole scout monitors the stairwell.
gnawing on the remains of the tower’s guards. If anyone other than his allies enters, he takes a
quick shot before running up the stairs to warn his
LICH THRALL (2) CR 6 fellow revolutionaries holding down the Terrace
(FF15).
XP 2400 each
Use stats for Lich Thrall; Appendix 3.
Halfway up the stairs he takes a round to drop
Developments: One of the guards isn’t quite dead several tanglefoot bags, then he takes a few more
yet and pleads for his life. He falls unconscious a moves up the stairs before using another round
round after PCs enter and needs to be stabilized or to toss flasks of alchemist’s fire at anyone stuck in
he begins bleeding out and eventually dies. If saved the tanglefoot goo. When Balston reaches the top,
and interrogated, he divulges that Erasmus fled he shouts his warning, then holds his position,
into the Underground Level and intends to exit the declaring all bow in the name of Tharix Magorthis,
castle through a secret escape tunnel. Unfortunately new lord of the Great City. Any who refuse he
the man doesn’t know the location of the tunnel or challenges to a duel to the death.
where it leads.
BALSTON MAGORTHUS CR 11
GF13. Tower XP 12800
This tower connects to guardposts along the Male human aristocrat 3/rogue 6/duelist 4
western side of the castle. NE Medium humanoid (human)
Init +7; Senses Perception +0
All Phases (CR 13): Tharix’s forces seize this tower DEFENSE
and attempt to hold it until the adventure ends. AC 23, touch 17, flat-footed 23 (+3 armor, +5 Dex, +1
Dodge, +2 Int, +2 natural)
KEEP GUARD (4) CR 3 hp 85 (9d8+4d10+19)
XP 800 each Fort +5, Ref +14 (+2 vs traps), Will +6
Use stats for Keep Guard; Appendix 1. Defensive Abilities canny defense, enhanced mobility,
evasion, parry, trapfinding, uncanny dodge
Immunities poison
LORDSGUARD (3) CR 5
OFFENSE
XP 1600 each
Speed 30 ft.
Use stats for Lordsguard; Appendix 1.
Melee sword of sublety +17/+12 (1d6+5/19-20)
Special Attacks precise strike +4, sneak attack
LORDSGUARD LIEUTENANT CR 9 +3d6+4 plus 3 bleed (+4 to attack), Whirlwind
XP 6400 Attack
Use stats for Lordsguard Lieutenant; Appendix 1. STATISTICS
Str 11, Dex 20, Con 12, Int 15, Wis 10, Cha 16
GF14. Tower Base Atk +10; CMB +10; CMD 26
All Phases (CR 10): this tower remains under the Feats Combat Expertise, Dodge, Improved Feint,
control of a patrol of lordsguards. Mobility, Spring Attack, Step Up, Weapon
Finesse, Weapon Focus (short sword), Whirlwind
KEEP GUARD (4) CR 3 Attack +2
XP 800 each Skills Acrobatics +21, Appraise +7, Bluff +19,
Use stats for Keep Guard; Appendix 1. Diplomacy +19, Disguise +11, Escape Artist +13,
Handle Animal +8, Intimidate +19, Knowledge
234
(local) +11, Knowledge (nobility) +9, Linguistics Intimidating Prowess, Iron Will, Power Attack,
+12, Perception +16, Perform (oratory) +9, Ride Two-Weapon-Fighting
+13, Stealth +21, Use Magic Device +7 Skills Climb +6, Intimidate +22, Knowledge
Languages Common (dungeoneering) +6, Knowledge (nature) +6,
SQ improved reaction, rogue talents (bleeding Perception +19, Sense Motive +4, Stealth +8,
attack, slow reactions, weapon training), trap Survival +14, Survival (track) +17, Swim +11

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.

GF16. Tower Phase 2 (CR 12): The Bloodfang mercenaries seal


At the start of the adventure, Bloodfangs loyal to the tower, cutting off the escape of lordsguards
Uril Krakon occupy this tower. in adjacent rooms, and pinning them between
themselves and Tharix’s agents.
Phase 1 (CR 12): While the troll mercenaries appear
to represent Erasmus, they do little to prevent Phase 3 (CR 11): The troll hunter and two trolls
usurpers from bypassing their barricade and entering continue to hold the tower. The other two trolls move
the upper levels. into area GF31.

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.

TROLL HUNTER CR 11 Phase 3: Guards vacate this area of the castle,


XP 12800 however they precariously blockade the stairs in
Male troll ranger 6 case enemies attempt to follow them. The soldiers
CE Large humanoid (giant) stuffed the stairwell with beds from area FF18.
Init +1; Senses darkvision 60 ft., scent; Perception +19 Anyone trying to ascend the stairs must first remove
DEFENSE the beds or try to climb around them. If more than
AC 24, touch 13, flat-footed 20 (+5 armor, +4 Dex, +6 one medium creature attempts to climb the debris-
natural, -1 size) clogged stairwell, the beds give way and tumble
down, creating a sort of avalanche. Anyone caught
hp 142 (6d8+6d10+78); regeneration 5 (fire or acid)
on the stairs or in the 5-foot square area directly
Fort +16, Ref +8, Will +8
beneath them, takes 4d6 damage from tumbling
OFFENSE
metal beds (DC 15 Reflex save for half). Those
Speed 30 ft. failing the save are also knocked prone and pinned
Melee bite +16 (1d8+7) or claw +16/+16 (1d6+7) or +1 until the beds are cleared with a DC 12 Strength
battleaxe +17/+12 (2d6+8/x3) check.
Space 10 ft.; Reach 10 ft.
Special Attacks favored enemy (humanoid elf) +4, GF18 -19. Tower
favored enemy (humanoid human) +2, rend Phase 1 & 2: The lower floor of the tower is
(1d6+10) unoccupied.
STATISTICS
Str 25, Dex 20, Con 22, Int 10, Wis 15, Cha 10 Phase 3: Guards vacate this area of the castle,
Base Atk +10; CMB +18; CMD 29 however they precariously blockade the stairs in case
Feats Alertness, Cleave, Endurance, Improved enemies should try to follow them. As in area GF17,
Natural Armor, Improved Two-Weapon-Fighting, the soldiers have also stuffed this stairwell with beds.
235
GF20. Empty room TALQAR BLADE SOLDIER (8) CR 3
Phase 1: The room is unoccupied. XP 800 each
Use stats for Talqar Blade Soldier; Appendix 1.
Phase 2 (CR 13): A tenacious patrol of castle guards
hold this room. The courtyard door is jammed HRAG AND TUEKLOT CR 8
The Usurpers

open, crammed into the open doorway sits a bunker


manned by guards with loaded crossbows. They are XP 4800 each
ready to fire. Male elite orc barbarian 8
CN Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +10
KEEP GUARD (4) CR 3
DEFENSE
XP 800 each
AC 17, touch 10, flat-footed 17 (+6 armor, +2 Dex, -2
Use stats for Keep Guard; Appendix 1.
rage, +1 two-weapon defense)
hp 105 (8d12+48)
LORDSGUARD (3) CR 5 Fort +11, Ref +4 (+6 vs. traps), Will +3
XP 1600 each Defensive Abilities ferocity, guarded stance,
Use stats for Lordsguard; Appendix 1. superstitous, uncanny dodge, improved uncanny
dodge; DR 1/-
LORDSGUARD WARRIOR (2) CR 7 Weakness light sensitivity
XP 3200 each OFFENSE
Use stats for Lordsguard Lieutenant; Appendix 1. Speed 30 ft., fast movement
Melee adamantine orc double axe +15/+10 (1d8+10/
LORDSGUARD LIEUTENANT CR 9 x3) or +16/+16/+11/+11 (1d8+7/x3, 1d8+3/x3)
Special Attacks powerful blow, rage (21 rounds/day),
XP 6400
unexpected strike
Use stats for Lordsguard Lieutenant; Appendix 1.
STATISTICS

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

relocate but instead leading them to a secluded area


Phase 1 (CR 9): The four off duty lordsguards rise
where they can kill them. If the PCs instead attack
from their sleep and scramble to ready themselves.
the lordsguard, they find themselves with unexpected
They try to hold the room for the duration of the
Talquar allies.
adventure, allowing fleeing lordsguards shelter.
Phase 3 (CR varies): Whatever lordsguards remain
defend this area until they vanquish all threats or are LORDSGUARD (4) CR 5
reduced to one third of their starting number. When XP 1600 each
these events occur, they call for surrender and ask for Use stats for Lordsguard; Appendix 1.
quarter. About half of the remaining guards attempt to
flee, at which point Krakon’s soldiers block the escape GF27. Barrack (CR 10)
route, cutting down any that try to route past them.
Erasmus ordered these barracks converted to
service a small unit of Krakon’s Talquar warriors.
GF24. Barrack (CR 11) Currently six Talquar Soldiers and their O-man
Tharix’s forces hold this room. All of them wear commander bunk here.
lordsguards uniforms, taken from guards they
defeated during their initial incursion, as well as from
TALQAR BLADE SOLDIER (4) CR 3
the four unfortunates they discovered still sleeping in
the barracks when they arrived. These unlucky guards XP 800 each
now lie bound and locked in the adjacent Privy (see Use stats for Talqar Blade Soldier; Appendix 1.
area GF36).
O-MAN JACORTH CR 9
Throughout this phase, the Magorthus agents XP 6,400
monitor the courtyard, firing upon any moving Male human fighter 10
targets (see Volley of Arrows sidebar). LN Medium humanoid (human)
Init +1; Senses Perception +11
CLAN MAGORTHUS ARCHER (4) CR 5 DEFENSE
XP 1600 each AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3
Use stats for Clan Magorthus Archer; Appendix 1. shield)
hp 80 (10d10+20), Diehard
CLAN MAGORTHUS SWORDSMAN (4) CR 5 Fort +8, Ref +6, Will +8 (+3 vs. fear)
Defensive abilities bravery +3
XP 1600 each
OFFENSE
Use stats for Clan Magorthus Swordsman; Appendix
Speed 30 ft.
The barracks provide a strategic position, therefore Melee +1 bastard sword +20/+15 (1d10+10/19-20) or
Tharix’s forces hold the location for as long as +1 shield of bashing +17/+12 (1d8+7)
possible. They fight until slain, are forced to flee, or Special Attacks weapon training (heavy blades +2,
their allies take the castle. close +1)
STATISTICS
GF25. Barrack Str 20, Dex 12, Con 13, Int 12, Wis 13, Cha 11
Phase 1: The commotion in the courtyard roused Base Atk +10; CMB +15; CMD 26
the half-dozen guards asleep in these barracks. They Feats Cleave, Diehard, Endurance, Exotic Weapon
rush to dress, but quickly fall back in a panic when Proficiency (bastard sword), Greater Weapon
they discover their roof is burning. Soon after, the Focus (bastard sword), Improved Shield Bash,
arrows start flying, forcing them to retreat, fleeing Iron Will, Leadership, Mounted Combat, Power
to the stairs in area GF17. The barracks then remain Attack, Weapon Focus (bastard sword), Weapon
unoccupied for the duration of Phase 2. Specialization (bastard sword)
Skills Acrobatics +7, Acrobatics (jump) -3, Climb +9,
Phase 3 (CR 7): Four of Tharix’s men cautiously Handle Animal +6, Intimidate +4, Perception +11,
work their way over to the Barracks and attempt to Ride +10, Swim +1
secure it. Languages Common, Elven, Goblin
238
The Usurpers
SQ armor training 2 takes the opportunity to convince them to aid their
Combat Gear potion of cure serious wounds, potion of fellow guardsmen, and offers to hold the back gate.
displacement, potion of haste, oil of bless weapon, oil of They foolishly agree.
keen edge; Other Gear +1 heavy steel shield of bashing,
+1 bastard sword, cloak of resistance +1, silver-plated Phase 2: The Packmaster holds the gate, doing his
half-helm (250 gp) and 50 pp. Note: One of the best to prevent anyone from exiting the castle. Loyal
heavy warhorses in the stables (an auburn stallion to Krakon, he follows his assignment, waiting here
named Lightning) belongs to Jacorth. and attacking any attempting to bypass him.

Phase 1: The Talquar unit mobilizes to secure PACKMASTER GRUD CR 8


the room, waiting for the outcome of events in the
XP 4800
courtyard.
Male gnoll ranger 2/druid 9
NE Medium monstrous humanoid
Phase 2: The Talquar move into the courtyard, and Init +2; Senses darkvision 60 ft.; Perception +10
command any remaining lordsguards to retreat.
DEFENSE
They put on a show of covering their exit, then hold
the barracks until the adventure resolves. Once they AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1
control the room, the slaughter all lordsguards and natural)
their allies attempting to pass through and dispose hp 82 (11d8+2d10+22)
of the bodies by hiding them in area 34. Similarly, Fort +13, Ref +8, Will +8 (+4 vs. fey or plants)
they attempt to trap and kill any other individuals Immunities venom; Resistances electricity 10
entering the room, except those in the direct OFFENSE
employment of General Krakon. Speed 20 ft., woodland stride
Melee +1 falchion +15/+10 (2d4+8/18-20)
GF28. Gate Ranged +2 composite longbow (+5 Str) +13/+8
At the start of the adventure, this gate stands (1d8+7/x3)
under the watch of four lordsguards. Special Attacks favored enemy (human) +2, lightning
arc 5/day (1d6+4), spontaneous casting (summon
Phase 1: When guards turn their attention to nature’s ally), wild shape 3/day
courtyard activities, the Packmaster in area GF28 Prepared Druid Spells (CL 9th, Concentration +15)
239
5th – control windsD, insect plague cat-like beasts. He seems all together too eager for
4th – air walkD, ice storm, rusting grasp the opportunity to unleash his hungry pets.
3rd – contagion (DC 15), dominate animal (DC 15),
gaseous formD, meld into stone Phase 2- 3: Although Grud vacated this area, it still
2nd – flaming sphere x2, heat metal (DC 14), soften reeks of animal dung and urine.
The Usurpers

earth and stone, warp wood, wind wallD


1st – entangle x2 (DC 13), longstrider, obscuring mistD, Gf30. Guardpost
produce flame x2 (DC 13) Phase 1 (CR 9): A single vigilant guard remains
0th (at will) – detect magic, guidance, flare, resistance posted here.
D domain spell; Domains Air
STATISTICS
LORDSGUARD LIEUTENANT CR 9
Str 20, Dex 14, Con 12, Int 10, Wis 15, Cha 10
XP 6400
Base Atk +9; CMB +14; CMD 26
Use stats for Lordsguard Lieutenant; Appendix 1.
Feats Alertness, Animal Affinity, Cleave, Combat
Casting, Natural Spell, Power Attack, Rapid ShotB,
Phase 2 & 3: A lordsguard’s body lies on the floor
Weapon Focus (longbow) torn to shreds by one of Grud’s hungry krenshars.
Skills Acrobatics +12, Climb +7, Diplomacy +6, Fly
+10, Handle Animal +9, Heal +6, Knowledge GF31 Refectory (CR 9)
(nature) +6, Perception +10, Ride +8, Sense
At the start of the adventure, a small but proper
Motive +5, Spellcraft +4, Stealth +13, Survival +8,
waitstaff readies the hall for the senate feast.
Survival (tracking) +9, Swim +7
During Phase 1, all rush to the door to gawk at
Languages Common, Druidic, Gnoll the commotion. As soon as the fighting starts,
SQ druid domain (air), nature sense, resist nature’s they rush back in, keeping the door open just
lure, track +1, trackless step, wild empathy +11 long enough to allow a few lordsguards to dive
Gear +3 hide armor, +1 falchion, +2 composite longbow through before slamming it shut and barring it
(+5 Str), ring of sustenance. closed with tables and chairs. Once barred, the
SPECIAL ABILITIES guards defensively hold their position for as long as
Lightning Arc (Sp): As a standard action, Grud can possible, while the staff tries to hide beneath tables
unleash an arc of electricity targeting any foe and behind the bar.
within 30 feet as a ranged touch attack. This arc
of electricity deals 1d6+4 points of electricity WAITSTAFFERS (8) CR 1/2
damage. Grud can use this ability 5 times per day. XP 200 each
Wild Shape (Su): Grud can change shape 3 times/ Expert 2; hp 9; AC 12.
day for up to 9 hours. Grud can change into any
Diminutive, Tiny, Small, Medium, Large or Huge
LORDSGUARD (4) CR 5
animal, a Small or Medium elemental, or a Small
or Medium plant creature. When changing into XP 1600 each
an animal, this functions as beast shape III, when Use stats for Lordsguard; Appendix 1.
changing into a plant, this functions as plant shape
I, when changing into an elemental, this functions GF32. Kitchen
as elemental body II. This kitchen is designed and used for butchering
and preparing massive roasts for large feasts. Spread
KRENSHAR (4)  CR 1 out on one of the tables, lies the carcass of an obese
wild boar, flensed and partially prepped for roasting.
XP 400 each
see Pathfinder Bestiary 2.
Phase 1: Three cooks (Expert 3; hp 12; AC 10; Skill
Craft (cooking) +10) press their faces against the
Tactics: The krenshars’ use their shrieks to draw window of the courtyard, riveted to the events.
attention, then their scare ability to attempt to
drive forces and corner them. They hunt as a pack, Phase 2 (CR 10): Xytheis and Hrag (see area GF23)
accepting the druid as one of their own, however enter the kitchen. They usher the cooks out of the
he doesn’t really command them, rather their room and into area GF31, then Xythies animates the
relationship is based more on mutualism. dead boar.

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.

Phase 1: Immediately preceding the Hardy Brutes


CLAN MAGORTHUS AGENT (4) CR 3
attack, the two lordsguards warriors guarding
XP 800 each the entrance to the Audience Chamber chase the
Use stats for Clan Magorthus Footsoldier; Appendix 1. fleeing Hardy Brutes onto the balcony, switching
to crossbows and shooting them as they scamper
CLAN MAGORTHUS SWORDSMAN (4) CR 5 across the roof. They monitor the courtyard for a few
XP 1600 each moments, as Ariana and her guards rush past them
Use stats for Clan Magorthus Swordsman; Appendix 1. towards the parlour (area FF7). Soon after, they take
to the stairwell outside the Audience Chamber and
FF3. Meeting Hall rush down to the courtyard to aid their comrades in
extinguishing the fire.
Light spills in from bay windows, one providing a view
of Castle Hill, the other overlooking the inner courtyard. FF6. Parlour
Two exits lead to guardposts on either side of the
This small parlour is furnished with some lounge
meeting hall.
chairs and a couch, and made cozy with a fireplace. A
short bureau cabinet with a polished marble tabletop
The hall is unoccupied until Phase 2.
and locked glass doors holds a selection of wines. A
single window faces the inner courtyard.
Phase 2 & 3 (CR 11): As soon as Tharix’s forces
reach this floor, they force the lordsguards in area
FF2 back into this room and spike the door shut This parlour remains unoccupied until Phase 2.
(Break DC 28). The trapped guards summon back-
up from area FF1 and attempt to hold this chamber, Phase 2 (CR 6): A pair of Tharix’s agents cautiously
waiting patiently to strike at the first creatures enters the parlour and rearranges the furniture,
coming through the door. The have also kicked out creating several small bunkers for cover. Once
the bay window to the south, and position a pair of established, they hold their position to the end of the
snipers to cover area FF5. adventure.

LORDSGUARD (4) CR 5 CLAN MAGORTHUS FOOTSOLDIER (2) CR 3


XP 1600 each XP 800 each
Use stats for Lordsguard; Appendix 1. Use stats for Clan Magorthus Footsoldier; Appendix 1.

CLAN MAGORTHUS AGENT (4) CR 3 FF7. Parlour


XP 800 each This parlour appears designed more for study than
pleasure. Bookshelves line the walls, filled mostly
Use stats for Clan Magorthus Footsoldier; Appendix 1.
with ballads, poems, novels, and plays, all classics
written by famous Kortesian authors. In the corner,
FF4. Audience hall
a well-stocked escritoire faces a fireplace. Additional
The Audience Hall and any events taking place chairs allow comfortable places for reading.
there are described in Part II: An Ill-Timed Intrusion.
244
Phase 1 (CR 11): Lady Gimbros and her guards Phase 3 (CR 9): If Erasmus remains alive and
hide here. Using a bookcase and the two chairs, they free, he escapes this way, ushered forward by
block off the door to area FF6. They barricade the the lordsguards that guard this area. The guards
open entrance to the south with the desk and use maintain their positions to cover his flight.
it as a short bunker to monitor events in the inner
courtyard through the window to the east. They If the lich thralls haven’t been defeated, they too

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.

THE LADY’S GUARDS (2) CR 9 LICH THRALLS (3) CR 6


XP 6400 each XP 2400 each
Use stats for Lordsguard Lieutenant; Appendix 1. Use stats for Lich Thrall; Appendix 1.

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 2 (CR 11): In addition to the lordsguard CLAN MAGORTHUS ASSASSIN CR 7


snipers, half dozen guards move through this area, XP 3200
fleeing from the lower floor. Use stats for Clan Magorthus Assassin.

LORDSGUARD (6) CR 5 FF16. Elite Guards Barrack


XP 1600 each All Phases (CR varies) Seven lordsguards sleeping
Use stats for Lordsguard; Appendix 1. in this room wake and ready for combat, trying
to assess their situation through the windows
Phase 3: The lordsguards block the stairs with overlooking the courtyard. Once armed, they hold the
beds, then flee to the Elite Barrack in area FF17. room until the end of the adventure.
Anyone trying to ascend the stairs must first remove
the beds or try to climb around them. If more than Three of the lordsguards are actually Tharix
one medium creature attempts to climb the debris- loyalists. When a third party enters this section,
clogged stairwell, the beds give way and tumble the Tharix loyalists slowly shift position towards
down, creating a sort of avalanche. Anyone caught the rear of the patrol, and prepare for their next
on the stairs or in the 5-foot square area directly actions. During the shift allow PCs to make an
beneath them, takes 4d6 damage from tumbling opposed Sense Motive check to notice the action. A
metal beds (DC 15 Reflex save for half). Those DC 26 Knowledge (nobility and royalty) notices the
failing the save are also knocked prone and pinned suspicious guards bind their cloaks with claps forged
until the beds are cleared with a DC 12 Strength in crest of Clan Magorthus.
check.
Action Option 1: If the PCs support Magorthus then
FF14 Tower (CR 8) the guards help them sandwich Erasmus’s men and
Phase 1 & 2: Tharix’s agents quickly seize this capture, subdue or slay them. Still, they do consider
tower, placing pair of sharpshooters to snipe into Erasmus’s men kin and prefer to take prisoners or
the courtyard. A third agent waits here to serve as convert them to support Tharix.
a message runner. If he hears intruders enter from
below, he spills a bag of marbles down the stairs. Action Option 2: If the PCs support Erasmus
Anyone moving up the stairs when the marbles drop then the agents try to maintain their ruse until
must succeed a DC 20 Reflex save to avoid stepping they have the opportunity to strike quickly and flee.
on a marble. Anyone stepping on a marble must next They target the strongest players then break out
make a DC 18 Acrobatics check or fall down the stairs the windows and try to jump 15’ft down into the
taking 1d6 nonlethal damage per 10 feet of stairwell courtyard where they flee at top speed towards their
fallen, and lands prone. A DC 20 Acrobatics check Magorthus allies.
negates the damage. After dropping the marbles, he
rushes to warn his allies in area FF15. Action Option 3: If the PCs support another faction
then the Tharix loyalists wait to see how they react
CLAN MAGORTHUS FOOTSOLDIER  CR 3 to Erasmus’s troops. They either aid Erasmus’s men
or help to dispatch the PCs, which ever seems most
XP 800
advantageous to their survival.
Use stats for Clan Magorthus Footsoldier; Appendix 1.

LORDSGUARD WARRIORS (4) CR 7


CLAN MAGORTHUS ARCHER (2) CR 5
XP 3200 each
XP 1600 each
Use stats for Lordsguard Warrior; Appendix 1.
Use stats for Clan Magorthus Archer; Appendix 1.

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.

FF19. Meeting Room CLAN MAGORTHUS MOLE CR 7


Light from a large bay window spills into a mid-sized XP 3200 each
room set with a conference table and encircled by chairs. Use stats for Clan Magorthus Assassin.
247
The Usurpers

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.

LORDSGUARD (4) CR 5 SF6. Lord’s dining room


XP 1600 each At the start of the adventure, both doors are locked
Use stats for Lordsguard; Appendix 1. and the room is unoccupied.

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.

SF5. Kitchen Phase 3 (CR 11): After leaving Vex’s tower,


Phase 1 & 2: Unaware of developments downstairs, Erasmus’s decoy, Muries Magmoss arrives here.
three cooks busily clean and organize the kitchen Enchanted to look like Old Goat-Face he plays the
(Expert 3, hp 11, AC 12, Craft (cooking) +10). part as long as possible, conversing with intruders
and trying to stall them.
Phase 3 (CR 5): A recent skirmish transformed
the kitchen into a dangerous booby trap. When PCs MURIES MAGMOSS CR 10
enter, read or paraphrase the following: XP 4800
Male tiefling bard 8/rogue 3
A choking haze of aromatic smoke fills this room, and CE medium outsider (native)
the air swelters with intense heat. Through the smoke, Init +3; Senses darkvision 60 ft.; Perception +11
you see a tangled maze of cutting boards, countertops
DEFENSE
laced between cast iron stoves and cords of quarter split
apple, cherry, and hickory logs. The stoves crackle with AC 22, touch 14, flat-footed 18 (+3 Dex, +1 Dodge,
life, all their doors deliberately flung open so their smoke +8 armor)
backs up into the kitchen. The rest of the space is strewn hp 61 (11d8+8)
with various cast iron pots, pans and utensils. Fort +5, Ref +12, Will +8 (+4 vs. bardic
performances, language-dependent and sonic
Trap: Several smashed butcher tables block effects)
passage through the room. The seemingly jumbled Defensive Abilities evasion, trap sense +1;
tables were carefully placed to conceal a tripwire. Resistances cold 5, electricity 5, fire 5
The disarray counts as difficult terrain. Furthermore, OFFENSE
tripping the wire slides a holding pin free, causing a Speed 30 ft.
precariously balanced iron cauldron of boiling hot oil Melee +3 rapier +15/+10 (1d6+3/18-20)
to tip over. Ranged +1 dagger +12 (1d4+1/19-20)
Special Attacks bardic performance 21 rounds/
249
day (countersong, dirge of doom, distraction,
NAGROSSA fascinate, inspire competence +3, inspire courage
JOTENDOTTIR
+2, suggestion), sneak attack +2d6
Known Bard Spells (CL 8th, Concentration +11)
3rd (3/day) – deep slumber (DC 16), displacement,
The Usurpers

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.

Tactics: Murious begins any encounter cautiously.


As soon as he discovers Erasmus sympathizers,
he (still disguised as Erasmus) requests they
accompany him and provide him with protection
- in which case he tries to manipulate them into
fighting invaders. If the intruders are enemies, he
flees attempting to lead them on a wild goose chase
through the castle. If captured, he stalls by pleading
for his life and begging not to be thrown in the Jail
Cells downstairs (exactly where he wants to go).

SF7. Guest’s Bedroom


At the start of the adventure, both entrances are
locked and the room is unoccupied.

This large room is divided by smaller partitions,


including a private unfurnished area, presumably for
storage or changing and an alcove with twin beds.
250
The rest of the room is furnished with a fireplace, Special: Anyone collecting the papers can use them
comfortable chairs, and a modest bookshelf holding to gain a one-time +4 circumstance bonus to an
several novels and some books on botany, anatomy, attempt to intimidate, debate, bribe or blackmail a
historical constructions, and tombs and crypts. A few Kortesian.
woven throw rugs drape the he dark wooden floors while
a single window allows a view of the inner courtyard. Phase 1: This area is unoccupied.

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.

MURIES MAGMOSS CR 10 Phase 2: When PCs arrive, they interrupt a skirmish


XP 4800 between the lordsguards and a group of Tharix’s
See Page 249. men. Either side welcomes their aid. Unless PCs
provided aid to the lordsguards, Clan Magorthus
Phase 3 (CR 12): A patrol of lich thralls climb over agents quickly over power them.
the terrace wall overlooking the main courtyard.
They slay any remaining lordsguards, strewing their Phase 3: The victor of Phase 2 holds the tower. If
remains about in gristly effigy before scouring the Clan Magorthus was the victor, they move to seize
walkway between the two inner towers for signs of the adjacent terrace (area SF13).
Erasmus. If Erasmus fled, they eventually pick up his
trail and race for the stairwell that leads to area FF9. SF15. Tower
Otherwise, they head for Vex’s chambers. The watchmen assigned to this tower have rushed
The lich thralls viciously attack any living creatures to defend the castle. This tower remains unoccupied
they encounter. until the end of the adventure.

LICH THRALLS (8) CR 6 SF16. Tower (CR 11+)


XP 2400 each This tower serves as the residence of Krytom
See Appendix 3. Vex, a promising young wizard who squanders his
252
considerable talents in the service of Lord Erasmus. SQ arcane bond (arcane focus)
Erasmus provides him with a lavish royal stipend Combat Gear staff of charming, orb of storms; Other
and provides him with servants that procure for Gear +2 ring of protection, +2 amulet of natural
him, various reagents and materials with which to armor.
experiment. He spends most of the time creating Wizard Spell Book (all prepared spells plus): 6th—
entertaining illusions, animating small objects or analyze dweomer, chain lightning, contingency,

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

Slot weapon; Price 19,520 gp; Weight 2 lbs.


SF24. Storage
DESCRIPTION
The door to this room is locked. This room serves This exotic weapon looks like a simple
as the captain’s personal storage area. Within,
hollow bamboo reed wrapped in crimson
a steel clothing rack holds half a dozen formal
thread. It confers a +2 bonus to all ranged
military uniforms, neatly pressed. A small chest
attacks made with the weapon (but not
holds mementos from the captain’s early days as
to damage). Furthermore, three times per
a soldier, including a worn leather folder of notes
of recommendation from various members of the day its user can imbue a single dart with a
Kharel and a box of faded letters from a former lover, potent spell-like effect that causes struck
which sadly turn from passion to affection, and end targets to suffer debilitating delusions as
in an apologetic farewell. A case on the wall displays if targeted by a confusion spell (CL 8; DC
several exotic weapons including a matched pair of 15). The user must say a command word to
+1 kamas, six adamantine shuriken, and a blowgun of imbue the dart, therefore must make the
delusions. decision to use the power before making
the attack. If the attack misses, the daily
The Castle: use of the power is still spent.
Third Floor CREATION
Requirements Carft Magic Arms and Armor,
TF1. Terrace (CR 10 varies) confusion; Cost 9,760 gp
A rectangular terrace connects to both of the north
towers, as well as the spiral staircases leading down Developments: If the lordsguard is unable to defeat
to the both of the second floor terraces. Tharix’s men before the end of phase 3, then the
king’s men throw down their weapons and surrender.
Creatures: Six lordsguard archers hold this
position. As soon as they get the call from their allies TF2 Terrace (CR 10 - varies)
below, the rush to advantageous positions about the
This terrace caps the southern end of the castle.
terrace and fire at enemy targets in the courtyards
It is accessible by the spiral stairs leading to area
and lower terrace below. If intruders breach the
SF14 and a doublewide staircase that runs from the
Terrace, the guards immediately attack.
terrace to the ground floor. The doublewide stairwell
is enclosed and sealed off by doors on either side of
LORDSGUARD ARCHER (6) CR 5 its stone walls.
XP 1600 each
Use stats for Lordsguard; Appendix 1. Phase 1 & 2: Six lordsguards hold this position. As
soon as they get the call from their allies below, the
Phase 3 (CR 11 +): A patrol of Tharix’s men breach rush to advantage positions about the terrace and fire
the Terrace and fighting ensues. The lordsguards at enemy targets rushing around in the courtyards and
fight as best they can against overwhelming lower terrace. As soon as the terrace is breached, the
odds. Tharix’s object is to trap Erasmus’s men guards immediately attack intruders.
on the terrace, isolating them from the rest of the
lordsguard and forcing their surrender. They direct LORDSGUARD ARCHER (6) CR 5
the majority of their attacks at area TF2. XP 1600 each
Use stats for Lordsguard; Appendix 1.
CLAN MAGORTHUS FOOTSOLDIER (6) CR 3
XP 800 each Phase 3: Tharix’s men breach the Terrace and
Use stats for Clan Magorthus Footsoldier; Appendix 1. fighting ensues. The guards fight as best they can,
however the odds are overwhelming. If defeated,
Tharix’s men quickly gather whatever flammables
CLAN MAGORTHUS SWORDSMAN (4) CR 5 they can and strike a signal fire. They remain just
XP 1600 each long enough to make sure the fires create thick
Use stats for Clan Magorthus Swordsman; Appendix 1. plumes of black smoke that can be spotted by Uril’s
256
and his troops posted just outside the city. Once the of Erasmus’s death throughout the city. Krakon’s
fires blaze brightly, these men break back into the undercover agents sew chaos in the wards, duping
castle to help their allies. fearful citizens into permitting an excess of military
force onto the streets. Soon after, Krakon instils
Conclusion martial law.
The adventure concludes at the end of Phase 3.

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

Lastly, PCs can attempt to seize the throne for INTERROGATOR  CR 6


themselves, a position they can attempt to take by XP 2400
taking the Lord’s crown. They can attempt to argue Male human aristocrat 4/expert 4
their right to the throne before council and receive a N Medium humanoid (human)
nomination from Krakon, who simply allows them to
Init +6; Senses Perception +7
take the position to set them up and take them out.
DEFENSE

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

CMD 23 (25 vs. overrun, 25 vs. sunder) hp 46 (5d10+2d8+5)


Feats Blind-Fight, Cleave, Dodge, Improved Fort +4, Ref +7, Will +5
Overrun, Improved Sunder, Lightning Reflexes, OFFENSE
Power Attack, Weapon Focus (falchion), Weapon Speed 30 ft.
Specialization (falchion) Melee masterwork bastard sword +9/+4 (1d10+1/19-
Skills Acrobatics +6, Bluff +2, Climb +2, Escape 20) or masterwork bastard sword +7/+2
Artist -1, Fly -1, Handle Animal +6, Intimidate +11, (1d10+1/19-20) and +1 returning dagger +7/+2
Perception +2, Ride +5, Stealth -1, Swim +2 (1d4+2/19-20)
Languages Common Ranged +1 returning dagger +11/+6 (1d4+2/19-20)
SQ armor training 2 Special Attacks favored enemy (lordsguard) +4,
Combat Gear potion of cure moderate wounds; favored enemy (human) +2, favored terrain
Other Gear belt of giant strength +2, +1 falchion, (urban) +2, hunting companions
+1 longsword, masterwork chainmail, light steel Prepared Ranger Spells (CL 2nd, Concentration +3)
shield, 115 gp. 1st – alarm, animal messenger (DC 12)
STATISTICS
CLAN MAGORTHUS FOOTSOLDIER CR 3 Str 12, Dex 16, Con 11, Int 13, Wis 12, Cha 10
XP 800 Base Atk +6; CMB +7; CMD 20
Male/Female human aristocrat 2/fighter 3 Feats Endurance, Exotic Weapon Proficiency (bastard
LN Medium humanoid (human) sword), Power Attack, Two-weapon Defense, Two-
Init +0; Senses Perception +5 weapon Fighting, Weapon Focus (bastard sword,
DEFENSE dagger)
AC 16, touch 10, flat-footed 16 (+6 armor) Skills Acrobatics +9, Appraise +5, Bluff +6, Climb
hp 40 (3d10+2d8+10) +0, Diplomacy +10, Disguise +4, Escape Artist
Fort +5, Ref +3, Will +5 (+1 vs. fear) +4, Handle Animal +5, Heal +5, Intimidate +10,
Defensive Abilities bravery +1 Knowledge (local) +8, Knowledge (nobility) +6,
OFFENSE
Perception +10, Ride +2, Sense Motive +7, Stealth
+9, Survival +5, Swim +0
Speed 20 ft.
Languages Common
Melee masterwork longsword +7 (1d8+1/19-20/x2)
SQ track +2, wild empathy +5
Ranged mwk composite longbow (Str +0) +5
Gear masterwork chain shirt, masterwork
(1d8/20/x3)
bastardsword, +1 returning dagger.
STATISTICS
Str 13, Dex 11, Con 14, Int 10, Wis 12, Cha 13
CLAN MAGORTHUS ARCHER CR 5
Base Atk +4; CMB +5; CMD 15
Feats Endurance, Lightning Reflexes, Persuasive, XP 1600
Point Blank Shot, Skill Focus (Bluff), Weapon Male/Female human aristocrat 2/ranger 5
Focus (longsword) LN Medium humanoid (human)
Skills Acrobatics -3, Bluff +11, Climb -2, Diplomacy +11, same as Clan Magorthus Swordsman except:
Escape Artist -3, Fly -3, Intimidate +11, Knowledge AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1
(local) +5, Knowledge (nobility) +5, Perception +5, Dodge)
Ride +2, Stealth -3, Survival +5, Swim -2 Melee masterwork bastard sword +9/+4 (1d10/19-20)
Languages Common Ranged +1 composite longbow +11/+6 (1d8+1/x3)
SQ armor training 1 Feats Combat Reflexes, Dodge, Endurance, Point
Combat Gear smokestick (2), thunderstone (2); Blank Shot, Power Attack, Rapid Shot, Weapon
Other Gear masterwork chainmail, masterwork Focus (longbow)
composite longbow, masterwork longsword, Gear masterwork chain shirt, masterwork bastardsword,
quiver with 50 arrows. +1 composite longbow, quiver with 50 arrows.

CLAN MAGORTHUS SWORDSMAN CR 5 CLAN MAGORTHUS BATTLEPRIEST CR 7


XP 1600 XP 3200
Male/Female human aristocrat 2/ranger 5 Male/Female human aristocrat 1/cleric 8
260
LN Medium humanoid (human) DEFENSE
Init +0; Senses Perception +10 AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield)
Aura Lawful hp 34 (4d10+8)
DEFENSE Fort +5, Ref +1, Will +1 (+1 vs. fear)
AC 21, touch 10, flat-footed 21 (+11 armor) Defensive Abilities bravery +1
hp 52 (9d8+8) OFFENSE

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

of incredible dexterity +2, quiver with 15 arrows.


SPECIAL ABILITIES
Benefit: To find the trail of an individual or
Crippling Strike (Ex): Sneak attacks do 2 points of
to follow it for 1 hour requires a Diplomacy
Strength damage.
(gather information) check. You must make
Defensive Roll (Ex): Once per day, when the rogue
another Diplomacy (gather information) check
would be reduced to 0 or fewer hit points by
every hour of the search, as well as each time
damage in combat (from a weapon or other blow,
not a spell or special ability), he can attempt the trail becomes difficult to follow, such as
to roll with the damage. To use this ability, the when it moves to a different area of town. The
rogue must attempt a Reflex saving throw (DC DC of the check, and the number of checks
= damage dealt). If the save succeeds, he takes required to track down your quarry, depends
only half damage from the blow; if it fails, he takes on the community size and the conditions:
full damage. He must be aware of the attack and If you fail a Diplomacy check, you can retry
able to react to it in order to execute his defensive after 1 hour of questioning. The game master
roll - if he is denied his Dexterity bonus to AC, he should roll the number of checks required
can’t use this ability. Since this effect would not secretly, so that the player doesn’t know
normally allow a character to make a Reflex save exactly how long the task will require.
for half damage, the rogue’s evasion ability does
not apply to the defensive roll. Normal: A character without this feat can
use Diplomacy (gather information) to find
Appendix 2: Unique Npcs out information about a particular individual,
but each check takes 1d4+1 hours and doesn’t
allow effective trailing.
DAR LIRSSON CR 11
XP 12800
Special: You can cut the time between
Male human fighter 12
Diplomacy checks in half (to 30 minutes per
LG Medium humanoid (human)
check rather than 1 hour), but you take a -5
Init +1; Senses Perception +10
penalty on the check.
DEFENSE
AC 24, touch 11, flat-footed 23 (+10 armor, +3 shield,
Checks
+1 Dex) Community Size DC Required
hp 94 (12d10+24)
Thorp, hamlet, or village 5 1d3
Fort +9, Ref +5, Will +6 (+3 vs. fear)
Small or large town 10 1d4+1
Defensive Abilities bravery +3
Small or large city 15 2d4
OFFENSE
Metropolis 20 2d4+2
Speed 30 ft.
Melee +2 cold iron bastard sword +23/+18/+13
DC
(1d10+13/17-20) Conditions Modifier
Ranged +1 composite longbow (Str +4) +15/+10/+5 Every three creatures in the -1
(1d8+6/x3) group being sought
Special Attacks weapon training (heavy blades) +2, Every 24 hours party has been +1
weapon training (bows) +1 missing/sought
STATISTICS Tracked party “lies low” +5
Str 20, Dex 12, Con 13, Int 13, Wis 15, Cha 11 Tracked party matches +2
Base Atk +12; CMB +17 (+19 sunder); CMD 28 (30 vs. community’s primary racial
demographic
sunder)
Tracked party does not match ‑2
Feats Alertness, Blind-Fight, Cleave, Combat community’s primary, or
Reflexes, Exotic Weapon Proficiency (bastard secondary racial demographic
sword), Great Cleave, Greater Weapon Focus
(bastard sword), Greater Weapon Specialization
(bastard sword), Improved Critical (bastard
262
sword), Improved Sunder, Power Attack, Quick OFFENSE
Draw, Weapon Focus (bastard sword), Weapon Speed 30 ft.
Specialization (bastard sword) Melee masterwork dagger +7/+2 (1d4/19-20)
Skills Acrobatics +0, Climb +7, Diplomacy +11, Ranged masterwork dagger +8/+3 (1d4/19-20)
Escape Artist -3, Fly -3, Handle Animal +8, Special Attacks sneak attack +2d6
Intimidate +10, Knowledge (local) +8, Perception STATISTICS

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

2nd – detect thoughts (DC 17), invisibility, obscure STATISTICS


object (DC 17), see invisibility, spider climb Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
1st – disguise self, identify, magic missile, silent image Base Atk +11; CMB +11; CMD 19 (23 vs. trip)
(DC 16), true strike, unseen servant Feats Weapon Finesse
0th (at will) – detect magic, mage hand, mending, read Skills Acrobatics +11, Appraise +4, Climb +3,
magic Diplomacy +13, Fly +15, Handle Animal +2,
STATISTICS Linguistics +10, Perception +13, Ride +4, Sense
Str 14, Dex 18, Con 16, Int 20, Wis 12, Cha 15 Motive +6, Spellcraft +14, Stealth +19, Survival +6,
Base Atk +11; CMB +13; CMD 30 Swim +3; Racial Modifiers +4 Stealth in forests
Feats Arcane Strike, Combat Casting, Combat Languages telepathy (60 ft.)
Expertise, Dodge, Improved Critical (rapier), SQ improved evasion
Improved Familiar, Improved Feint, Improved SPECIAL ABILITIES
Initiative, Leadership (base score 16), Scribe Scroll, Poison (Ex): Sting—injury; Save Fortitude DC 14;
Silent Spell, Still Spell, Weapon Finesse, Weapon Frequency 1/minute for 10 minutes; Effect sleep
Focus (rapier), Weapon Specialization (rapier) for 1 minute; Cure 1 save.
Skills Acrobatics +13, Appraise +9, Climb +7,
Diplomacy +16, Handle Animal +7, Knowledge
BLOOD SENATOR THARIX MAGORTHUS CR 14
(arcana) +19, Knowledge (engineering) +13,
Knowledge (geography) +14, Knowledge (history) XP 38400
+16, Knowledge (local) +17, Knowledge (nobility) Male human aristocrat 10/fighter 6
+15, Knowledge (planes) +10, Linguistics +15, LN Medium humanoid (human)
Perception +10, Ride +9, Spellcraft +19, Swim +7 Init +6; Senses Perception +14
Languages Aquan, Common, Draconic, Elven, DEFENSE
empathic link AC 25, touch 13, flat-footed 22 (+12 armor, +2 Dex, +1
SQ arcane familiar nearby, armor training 1, deliver Dodge)
touch spells through familiar, empathic link with hp 97 (6d10+10d8+16)
familiar, hand of the apprentice (8/day), rod of Fort +9, Ref +7, Will +12 (+2 vs. fear)
metamagic (quicken), share spells with familiar, Defensive Abilities bravery +2
speak with familiar OFFENSE
Combat Gear potion of cure serious wounds (3); Speed 20 ft.
Other Gear +2 mithral breastplate, +2 flaming Melee +3 frost greatsword +21/+16/+11 (2d6+10/19-
burst rapier, +1 cold iron javelin, belt of incredible 20)
dexterity +2, winged boots, cloak of resistance +3, Special Attacks weapon training (heavy blades) +1
headband of vast intelligence +2 (Diplomacy), ring STATISTICS
of protection +2, rod of metamagic (quicken), heavy Str 16, Dex 14, Con 13, Int 15, Wis 16, Cha 18
warhorse, platinum plated half-helm, 200 pp and Base Atk +13; CMB +16; CMD 29
1500 gp. Feats Blind-Fight, Cleave, Dodge, Great Cleave,
Improved Initiative, Persuasive, Power Attack,
DAXUS, PSEUDODRAGON CR 1 Quick Draw, Skill Focus Diplomacy, Skill Focus
XP 400 Survival, Step Up, Weapon Focus (greatsword),
Female pseudodragon Weapon Specialization (greatsword)
NG Tiny dragon Skills Acrobatics -1, Appraise +10, Bluff +23,
Init +2; Senses blindsense 60 ft., darkvision 60 ft., Climb +4, Diplomacy +33, Disguise +8, Escape
low-light vision; Perception +13 Artist -2, Fly -2, Handle Animal +9, Intimidate
DEFENSE +21, Knowledge (engineering) +8, Knowledge
AC 19, touch 14, flat-footed 17 (+2 Dex, +2 size, +5 (geography) +8, Knowledge (history) +10,
natural) Knowledge (local) +9, Knowledge (nobility)
hp 58 (14 HD) +10, Knowledge (religion) +7, Linguistics +7,
Fort +9, Ref +6, Will +8 Perception +14, Ride +9, Sense Motive +10,
Immune paralysis, sleep; SR 12 Stealth -2, Survival +12, Swim -1
Languages Common, Dwarven, Elven, Giant
264
SQ armor training 1 slow fall (50 ft.), survivor, wholeness of body
Gear +3 full plate, +3 frost greatsword, cape of the Gear cestus of concussion, bracers of armor +4, 2 pairs
mountebank, minor crown of blasting (1/day - of masterwork manacles.
maximized searing light) SPECIAL ABILITIES
Powerful Build (Ex): Whenever Nagrossa
Nagrossa Jotendottir Jottensdottir is subject to a size modifer or

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

Discipline Psychokinesis [Force] +23, Knowledge (engineering) +6, Knowledge


Level Psion/wilder 2 (geography) +6, Knowledge (history) +12,
Display Auditory Knowledge (local) +17, Knowledge (nobility) +16,
Manifesting Time 1 standard action Linguistics +11, Perception +10, Ride +13, Sense
Range Medium (100 ft. + 10 ft./ level) Motive +13, Survival +7, Swim +4
Languages Common, Dwarven, Elven, Giant,
Target One creature or object
Infernal, Kortesian
Duration Instantaneous
SQ ring of mind shielding, ring of the ram, rod of
Saving Throw None; Power Resistance Yes thunder and lightning
Power Points 3 Gear +3 mithral chain shirt, flame tongue, rod of
A subject you select is pummeled with telekinetic thunder and lightning, headband of alluring
force for 1d6 points of force damage. You can choose charisma +2, 2 masterwork manacles, ring of mind
to instead have the power deal an equal amount of shielding, ring of the ram (note: as Lord of the City
nonlethal damage. Concussion blast always affects and son of the Emperor, Erasmus has a wealth of
a subject within range that you can see, even if the
possessions, these account for his increased CR).
subject is in melee or has cover or concealment (you
cannot use this power against creatures with total
cover or total concealment). Appendix 3: New Creature
Nonmagical, unattended objects (including doors,
walls, locks, and so on) may also be damaged by this Lich Thrall
power. A skeletal figure with dry leathery flesh made supple
Augment: You can augment this power in one or by exotic oils and strange fluids, steals forth. It glides
both of the following ways. effortlessly, as if its feet hover inches above the ground.
1. For every 2 additional power points you spend, Wearing strange robes and adorned with funerary wraps,
this power’s damage increases by 1d6 points. its needle-sharp fangs and blood red eyes glisten beneath
2. For every 2 additional power points you spend, a black mesh burial shroud.
this power can affect an additional target. Any
additional target cannot be more than 15 feet from LICH THRALL CR 6
another target of the power.
XP 2400
LE Medium undead
LORD ERASMUS ATREGAN IV CR 12
Init +2; Senses darkvision 60 ft.; Perception +8
XP 19200 DEFENSE
Male human aristocrat 13
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex,
LN Medium humanoid (human)
+1 Dodge)
Init +1; Senses Perception +10
hp 39 (6d8+12)
DEFENSE
Fort +2, Ref +4, Will +6
AC 19, touch 12, flat-footed 17 (+7 armor, +1 Dex, +1 Dodge) DR 5/bludgeoning and magic; Immune undead traits
hp 75 (13d8+13) Weaknesses geased, lich dependent
Fort +6, Ref +7, Will +9 OFFENSE
Immunities detect thoughts, discern alignment,
Speed 30 ft.
discern lies
Melee lich touch +8 (1d8 negative energy)
OFFENSE
Special Attacks death attack (DC 13), sneak attack
Speed 30 ft. +2d6
Melee flame tongue +11/+6 (1d8+1+1d6 fire/19- Spell-Like Abilities (CL 6th, Concentration +5)
20+1d10 fire) or rod of thunder and lightning +12/+7 At will – see invisibility, spider climb
(1d6+2) 5/day – cause fear (DC 15), ghoul touch (DC 15)
Special Attacks fiery blast 1/day, ram attack, rod STATISTICS
abilities
Str 10, Dex 14, Con —, Int 10, Wis 12, Cha 15
STATISTICS
Base Atk +5; CMB +5; CMD 17
Str 11, Dex 13, Con 10, Int 15, Wis 12, Cha 18 Feats Combat Casting, Weapon Focus (touch
Base Atk +9; CMB +9; CMD 21 attacks), Weapon Finesse
266
Skills Intimidate +9, Knowledge (arcana) +7,
Perception +8, Spellcraft +7, Survival +5;
Languages Common
SPECIAL ABILITIES
Geased (Su): Though a lich thrall retains limited
independence, at anytime their creator can

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).

Every good assassin knows the key element to his


trade is secrecy, as well as the ability to make a hit
without being anywhere near the crime scene. This
often requires the assassin to employ devoted and
loyal disciples, those who study the arts of killing
without remorse. Sklavrredisanos took the concept
one step further. Instead of hiring retainers, he
constructed them from the corpses of his former
victims. Embittered and undead, he manipulates
them from beyond the grave in a most ironic and
macabre fashion. Even more insidiously, he can
choose to destroy them, almost at will.

Lich thralls absolute combine obedience, with the


spells and abilities to covertly stalk and slay their
targets. Similar in appearance to withered zombies,
draped in dingy robes, lich thralls are gaunt and
malevolent creatures.
LICH THRALL
Lich thralls are excellent hunters and trackers.
When hunting, they seek a single quarry, and use
pack tactics to try to lead them astray and isolate
them.

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

their graves to wander the hallways in malevolent


mockery. Creatures: For over a century, this stone arch has
been lorded over by a marut. Ancient pacts hold the
The Cold Crypts, while not part of the main alien creature to his post, where he patiently keeps
adventure, are certainly worth mentioning. There to his task — to deny death from ever walking from
are miles of crypts, with passages leading deep into the cold crypts. By his blade, the dead lie dead. He
the earth. Some even trail off into natural caverns deems anyone one not authorized to enter a meddler
or worse, the Dungeon Under the Mountain (see who might stir the spirits of those entities that
The Dungeon Under the Mountain). GMs seeking should never wake. Already having failed his primary
to expand the adventure may wish to include the mission, the creature has little patience for further
crypts as a possible place for exploration. While failure.
Sklavrredisanos makes his escape through these
passages, a number of individuals may also choose MARUT CR 15
to flee via this route as an alternative to the escape XP 51200
routes listed in the main adventure.
see Pathfinder Bestiary 2.
As local legends profess, the Cold Crypt’s halls are
Older Crypts
filled with ghosts, each with their own unique stories
and motivations. Dependent on their desires, they The stonework here is noticeably older, better
may attack, aid, or mislead those venturing through crafted, and the trim is detailed with dozens of small
the crypts. Finding one’s way safely through requires crests and insignias representing royal sub-clans,
the aid of its denizens and clever interpretations of some of which are extinct. Most of the gravestones
their enigmatic clues, as well as writings and other are carved from speckled granite flecked with faint
messages in the crypt walls. glitters of mica and quartz that sparkle when struck
with the light. Others are carved from paler soft
The entrance to Cold Crypts is located at the stones, like calcite and limestone.
staircase at the end of the Main Corridor (UF12).
The Crypts themselves are built as a maze-like The cold makes flesh feel clammy and there is no
structure, however is they are simple enough to light. Passages twist and the floors are dusted with
navigate for those who understand architecture fine, sandy gravel. It tracks easily, however the lack
or possess similar skills. The older chambers date of weathering assures that no tracks deteriorate,
back to the founding of the Castle. These in fact, therefore anyone attempting to track must literally
are located closer to the surface, while many of the sift through hundreds of tracks left by various
deeper passages are newer, built and established to trespassers over the passing centuries. In fact, it
house more recently deceased nobility. Additionally, is almost impossible (DC 50) to distinguish where
some of the ghosts entertain conversations with newer trackers were laid.
mortals, and PCs clever enough to speak with them
gain the opportunity to pick up further clues as to its Wandering Spirits
navigation. Anyone travelling the Cold Crypts eventually
encounters one of several restless spirits.
The following section provides a general overview Every fifteen minutes or so, a form flickers by,
of the Cold Crypts. or dark eyes observe the PCs from the realms of
shadows and ghosts. While unnerving, these events
Entrance (CR 15) cause little interference. Still, every half an hour or
As you descend the wide marble stairs, the so GMs should make a wandering spirit check to
temperature drops dramatically. The air turns frigid, determine if any more serious encounters occur.
stinging your throat and lungs with its iciness as your Named spirits shouldn’t appear more than once.
breath condenses, sticking to the cold, granite walls
in foggy crystals. You have entered the legendary Cold Wandering Spirits 1d12
Crypts beneath Castle Atregan. Quickly you recall 1. Serastio Atregan: In a bout of jealousy over
dozens of tales about the lightless world of ancient his cousin’s recent appointment to the inner
and terrible hauntings — how its darkness remains courts, Serastio slew him in a duel. Following his
unblemished, for merely lighting the passages is a cousins death, guilt and sorrow flushed through
268
Serastio. Consumed with remorse he committed 8. Ghost
suicide. Serastio now wanders the halls seeking
to apologize to his cousin and follows anyone he
believes might be him, begging for forgiveness. GHOST, 7TH LEVEL ARISTOCRAT CR 7
2. A strange, faint groaning noise echoes through the XP 3200
hallways, then dissipates into silence. (see Pathfinder Bestiary)

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

Part III: Appendix  314


Closing the Gates 292
Allies 314
Circus Maximus  293 Magic Items 314
CM1. Circus Maximus – Main Gates 293 Monsters 314

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,

The Sundered Legion


City, this epic campaign takes characters from but Prostolom sent a message to his friends in
their humble beginnings, all the way to powerful the Scarred Shield Club before he disappeared,
adventurers upon whose actions the City will stating that Krakon had kidnapped Denorra and
come to depend. The Campaign Arc contains six was being held hostage by the Blood Fang. The
adventures in all, each written by the original authors exchange went badly for Prostolom, as Gojo, an
of the Great City Campaign Setting. Arc adventures ogre mage lieutenant of the Blood Fang, managed to
can be played individually or linked with others in the subdue him with a well-placed spell. With Denorra’s
series to create a complete campaign. usefulness at an end, they threw her into the
catacombs beneath the Circus Maximus and bound
The Sundered Legion serves as the Series’ stunning General Prostolom with slave chains (see Appendix).
conclusion and is most suitable for 14th -16th level With Krakon moving faster than expected, the PCs
characters. Events within this adventure should and Prostolom hurry back to the Scarred Shield to
provide characters with enough experience to level at confer with the other generals, only to be intercepted
least once. by an elite squad of Red Mist assassins. Under
orders from Krakon should the Blood Fang fail, the
The Sundered Legion Red Mist target General Prostolom first and attempt
to eliminate the PCs should they interfere.
When the army is restless and distrustful, trouble is
Recovering from the attack, the generals decide
sure to come from other feudal princes. This is simply
that closing the city gate, left open against protocol,
bringing anarchy into the army, and flinging victory
will prevent Krakon’s forces from regrouping within
away.
the ward, but the task is fraught with peril. Moving
Sun Tzu
directly in the ward is not possible, as all of the
access points are heavily fortified and manned,
The fires still burn and smoke billows over the but one more option does exist. A secret passage
bloodstained walls of Lord Erasmus’ fortress in the beneath the Circus Maximus, the infamous Third
Castle Ward. In the aftermath of the attempt on Cellar, has long been sealed, but desperate times call
Erasmus’ life and the chaos that followed, the Kharel for desperate measures. With a copy of the key and
had no choice but to enact martial law to regain some a map to its location, the generals tell the PCs that
semblance of order. Talquar troops stationed in the the cellar was sealed off to both keep the whatever
Army Ward were deployed into the city to reinforce the beasts lurk down there inside, but also to avoid
Night Watchmen in every ward and the city walls have anybody discovering the secret passage to the Army
been manned with full complements around the clock. Ward’s city gate. General Prostolom holds no hope
As the Kharel prepares to lock down the city, tensions for Denorra’s survival, but he does plea for them to
run high with the reports of Commander Jaken return her, whether alive or dead.
Abberbaugh’s thousand-strong army fighting in the
borderlands returning to enforce Prostolom’s decree.
Journeying through the Third Cellar, the PCs find
Commander Jaken Abberbaugh, Malkan Abberbaugh’s
that the dead do not rest easy. Used as a mass
less popular twin brother and mentored by General
grave during the reoccupation as well as home to
Uril Krakon himself, has designs upon a seat in the
several bizarre aberrations, the discoverer of the
Kharel and has been waiting for just such order to
secret passage is one of the residents of the Third
return to the Great City. Favored by General Krakon
Cellar. Consumed by remorse at the bloodshed and
for the position within the Kharel, and with his brother
unrestrained violence that his actions caused when
out of the way and leverage in place, his confirmation
he let the Kortezian Army into the city through the
is sealed – or is it?
passage, Captain Cellis haunts these corridors,
hungering for forgiveness as well as the essence of
The City is on verge of tearing itself apart and the
the living.
Kortezian Army may follow suit. Whatever happens in
the next 48 hours, the Great City will never be the same.
Even after the Third Cellar, the PCs travails are not
yet over – with the city gates held by the formidable
Adventure Synopsis General Ariana Blackwell and her forces, they must
Summoned to the Army Ward by the retired quietly infiltrate the towers to close and disable
generals of the Scarred Shield club, the PCs are the gates from opening. When the gates are finally
enlisted to stop a probable civil war by doing closed and the PCs return to the Scarred Shield
275
The Sundered Legion

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

The Sundered Legion


Commander Abberbaugh’s forces return from meantime. A DC 20 Knowledge (local) check reveals
the borderlands, time is of the essence in this that the Scarred Shield Club is located above the Best
adventure. Make sure your PCs understand Shield Tavern (only DC 10 if the PC is a resident of
the pressure they are under, and emphasize the Army Ward).
the gravity of the situation. Finding a safe
place to rest, particularly in Part III, will be
Who are you? “Johann Donbath, Klarian Guard
difficult – a gentle reminder to conserve their
in service to General Henrik Prostolom.” A DC 25
resources might be in order.
Knowledge (local) check reveals that the Klarian
Guard are elite soldiers assigned specifically to
members of the Kharel and visiting dignitaries.
It is my Duty: The PCs have sworn to up hold
the rule of law and seek justice. Either as Triperium
soldier or member of Judge Bao’s court. They must Who gave you these orders? “I am not liberty to
do what ever they can within their power to bring the say at this time – rest assured that the writers of that
revolution to heel and bring the usurpers to justice. message want to speak to you personally.”

Part I: What is this all about? “Surely you know of the


attempt on Lord Erasmus’ life? That is but the
Muzzling the Dogs of War beginning – but more I do not know.”

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

The Sundered Legion


fireplace holds two boars trussed on a spit, slowly in a tightly braided bun, and looks suspiciously at
rotating under a clicking gear-driven mechanism, the PCs when they enter the establishment (her
the heat emanating from the coals palpable. A wide initial attitude towards the PCs is Indifferent). A
staircase, enough for two soldiers abreast, leads up to an
woman of few words, she merely nods at the PCs if
upper balcony. accompanied by Johann, who escorts them to the
upper balcony and into the Scarred Shield. If the PCs
Ran by Helga Gronismurg (LG female dwarf expert are not accompanied by Johann, they will have to
6), the Best Shield remains the unofficial officers’ show proof that they belong here (the signet badge
A
RMY W ARD
club of the (K-Town,
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plague their surroundings. The front entrance, while Should one
within the courier pouch is acceptable).
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ASTLE C WARD

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* Please refer to The Great City Campaign Setting or Øone’s Blueprints:


The Great City for numbered locations UNDER THE
MOUNTAIN
13 GRAND SQUARE
11 8
Army, Helga will allow them in. Total lack of proof Find Prostolom and his daughter – they are the key to
gives them two escorts (retired Kortezian officers) settling this whole affair.
who do not leave their side as long as they are in the
The Sundered Legion

tavern. The Gang of Four expect questions at this point


– the PCs have shown themselves to be resourceful
The Scarred Shield Club thus far from what Johann has told them, though
The foot-thick wooden door, decorated only with they know some kind of reward will be in order.
a plain shield nearly rent by the deep marks upon it, After living a lifetime of duty to the Kortezian army,
swings open silently on well-greased hinges. Within the doing something for something so base as money
room is a crackling fire overlooked by trophies of exotic is distasteful – but necessary at this point. Various
game and the pelt of some animal in front of it. High- members of the Gang of Four can answer any of the
backed cushioned chairs are arranged in a semicircle following questions.
in front of the fire, while a small table and two chairs
have a board and game pieces take advantage of an Who are the Blood Fang? “A group of mercenaries,
open window. The aroma of incense and tobacco fills and not a single man among them – all
the room, along with the spicy scent of a freshly roasted monstrosities, but too effective for the Triperium to
suckling pig that lies on a central table. Round loaves of ignore. Normally, I’d say steer clear of them, but at
bread and a crystalline decanter of red wine are next to this point, you’ve no choice.”
it, along with several brass goblets.
What kind of resistance can we expect? “Whatever
The retired generals of the Kharel frequent the they’ve got, they’ll throw at you. I’ve heard they’ve
Scarred Shield Club, keeping abreast of all the got a hill giant or two workin’ for them – best stay
military affairs that the Blood Triperium engages in. out underfoot. Don’t discount the possibility of
While their counsel garners much weight within the magic either – they may be monsters, but they’re not
Kharel, they no longer have any official power and dumb.”
currently find themselves at odds with Krakon and
his allies. Siding with General Prostolom against What kind of reward can we get out of this? “If you
him, the four generals that are fixtures of the Club live and the City’s still in one piece after this, we’re
know that Prostolom’s active seat in the Kharel prepared to pay you. Well enough to retire someplace
is increasingly important when trying to make a much quieter, I’d wager.”
political move against Krakon. With him missing,
their problems have only increased. Collectively Where are the Blood Fang located? “No doubt at
known as the Gang of Four, Bemanus Viktor, Jayef the Ork and Pike – little better than a fighting cage
Esaw, Logan Nikolos and Gregori Henrik sent the with some tables ‘round it for entertainment. It’s
message to the PCs requesting their presence and south of the Circus and just west of here.”
their aid. The oldest and most experienced among
them, Gregori Henrik, is the unofficial leader,
When did they take Denorra (or Prostolom)? “I
and the other three defer to him. Gregori Henrik,
imagine they took Captain Denorra not too long
an aged human with a long braided ponytail and
before that ruckus in the castle. Denorra and her
shaved head, has an assortment of scars and thickly
father never quite saw eye to eye in a lot of things,
calloused knuckles that tell of his long service to the
but that wouldn’t matter to Henrik at a time like this.
Kortezian army. Now dressed in simple garb of rough
The Blood Fang aren’t known for being kind to their
linen and sturdy boots, he addresses the PCs with
hostages. I imagine that hastened Henrik’s decision
the troubles that are now besetting the Army and its
and led to him being captured – willing or not.”
ripple effects upon the rest of the City.

Why did they take Denorra/Prostolom? “Denorra?


As you well know, events are in motion that could
To shut up Prostolom, most like. Krakon’s got
plunge the entire city into a civil war. We know that
ambitions to the throne, and Prostolom keeps
Krakon and his ally, Commander Abberbaugh, are the
getting in the way. If Krakon gets just one more
instigators of it, but simply saying that they are involved
member of the Kharel on his side, he can override
isn’t enough. Prostolom has gathered proof, but he’s
anything Prostolom might try and do. We know
gone missing. From what Prostolom’s guard has told
General Blackwell’s already on his side, and the
us, Krakon’s pawns, the Blood Fang, have captured
fourth seat of the Kharel’s generals’ council has
Denorra, Prostolom’s daughter and also a captain
been empty since General Donbath died in the
stationed at the Headquarters. We think that Prostolom
north. Krakon’s going to place somebody on that
went to arrange terms of release and surrender and was
fourth seat that’s loyal to him, and him alone –
captured by one of the Blood Fang’s leaders, an ogre by
Abberbaugh. Once that’s in place… Krakon takes the
the name of Gojo.
280
throne from Atregan, bring violence to the City yet Magic Spear Street runs past Motimis Tower and in
again. If we find Prostolom, he can bring Krakon up front of the Ork and Pike Tavern. A DC 15 Perception
before the Blood Senate on charges of treason.” check reveals a field of caltrops ten feet wide in front
of the first barrier. Coated in refuse and excrement,

The Sundered Legion


So what if Atregan’s deposed? “So what? I assure these caltrops have a chance of giving those injured
you, as much as I may personally dislike the Goat, by them the chance of contracting filth fever. In case
he’s still the ruler of this city. Krakon would be a the Blood Fang need to fall back completely into the
hundred times worse – for everybody involved, tavern, they have slathered the barricades with pitch
Kortezian and Azindralean alike.” and lamp oil.

Part II: CALTROP FIELD CR 2


Rescue from the Ork and Pike XP 600
When the bedlam that overcame the city and the Type mechanical; Perception DC 15; Disable Device none
rest of the Army, the Blood Fang mercenaries that EFFECTS
once caroused in the infamous Ork and Pike Tavern Trigger touch; Reset none
have taken over the establishment and barricaded Effect caltrop melee attack +0 (1 plus disease,
the street. These actions seem to be in accord with movement slowed).
the rest of the Army Ward – fortifying positions and
preparing for civil war. However, while few have Crouching behind the first barricade is the hill giant
taken notice of the mercenaries as they board up Hobber, with a large supply of broken masonry and
the tattered drinking hole like many other residents boulders for throwing. The second wall hides the
of the ward, they have done this to help them hill giant Dobber (revealed with a DC 20 Perception
protect what they have taken. To accommodate their check), passing the time until battle with a steady
monstrous patrons, the Ork and Pike’s ceilings supply of hard cider. A DC 25 Perception check
are approximately twelve feet high, rather than the reveals that the building on either side of the Ork
standard ten feet. and Pike have been taken over by the Blood Fang’s
gnoll snipers. The snipers have taken position on the
Under General Uril Krakon’s order, the current second floors to aid their comrades below, staying
leader Gojo, an ogre mage, kidnapped General hidden until forces engage the hill giants directly. The
Prostolom’s daughter, Denorra, while the Army gnolls are not the only ones supporting Hobber and
Ward was reacting to the madness in the Castle Dobber – a DC 30 Perception check reveals that the
Ward. Held as hostage to lure General Prostolom to gargoyles perched on Motimis Tower are ready to
a secret meeting, where Prostolom was captured, drop down and strike any enemies that approach the
Denorra was thrown into the sealed catacombs of Ork and Pike, harassing them from the air.
the Circus Maximus’ Third Cellar.
HOBBER & DOBBER – HILL GIANT (2) CR 7
A DC 30 Knowledge (local) check reveals that there
XP 3200 each
is another entrance to the Ork and Pike, through
hp 85 (see Pathfinder Bestiary).
the sewer that runs behind the tavern (leading
to area B4). Not often taken, even by the Blood
Fang, as rumors of a chained creature guarding the GNOLL SNIPERS (4) CR 8
passageway keep most of the idle curious away, this XP 4800 each
could be a smelly option the PCs choose to take Male elite gnoll fighter 8
it. As with all travel through sewers, the chance of CE Medium humanoid
contracting filth fever is high should a PC enter into Init +3; Senses darkvision 60 ft.; Perception +15
them injured.
DEFENSE
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1
A1. Magic Spear Street Barricade (CR 14)
natural)
Barricaded by upturned wagons, piles of lumber and hp 100 (2d8+8d10+38)
empty casks, the debris in front of the Ork and Pike Fort +12, Ref +5, Will +3; +2 vs. fear
forms a thick barrier to prevent entry. Doors to nearby Defensive Abilities bravery +2
residences are closed and the windows shuttered, lending
OFFENSE
the area an even more unwelcome feeling. The stink of
rotting corpses wafts unpleasantly from further down the Speed 30 ft.
street, along with the rancid odor of unwashed bodies Melee +1 scimitar +12/+7 (1d6+3/18-20)
and sewage. Ranged mwk composite longbow (+2) +16/+11
(1d8+5/x3)
281
STATISTICS Melee +1 heavy pick +12/+7 (1d6+3/18-20)
Str 14, Dex 17, Con 16, Int 10, Wis 12, Cha 6 Ranged mwk heavy crossbow +9/+4 (1d8+5/x3)
Base Atk +9; CMB +11; CMD 24 STATISTICS
The Sundered Legion

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

is attacked. If the PCs manage to avoid combat with +4 natural, -2 rage)


Brug and his pet, award them full XP as if they had hp 57 (5d8+35)
defeated Brug in combat.
Fort +10, Ref +9, Will +4
Defensive Abilities evasion
BRUG, OGRE RANGER CR 11 OFFENSE
XP 12800 Speed 30 ft., burrow 10 ft., climb 10 ft.
Male elite ogre ranger 8 Melee bite +8 (1d6+5) and 2 claws +8 (1d4+2)
NE Large humanoid (giant) Special Attacks rage (7 rounds/day)
Init +6 (+10 in urban terrain); Senses darkvision 60 TACTICS
ft., low-light vision; Perception +13 Base Statistics When not in rage Bites has the
DEFENSE following statistics: AC 18, touch 14, flat-footed 15,
AC 19, touch 11, flat-footed 17 (+3 armor, +2 Dex, +5 hp 47, Fort +8, Melee bite +6 (1d6+3) and 2 claws
natural, -1 size) +6 (1d4+1), Str 16, Con 18, CMB +6, CMD 19 (23
hp 110 (4d8+8d10+44) vs. trip), Skills Climb +11, Swim +3.
Fort +15, Ref +11, Will +5 STATISTICS
OFFENSE Str 20, Dex 16, Con 22, Int 2, Wis 12, Cha 10
Speed 40 ft.; woodland stride Base Atk +3; CMB +6; CMD 19 (23 vs. trip)
Melee +1 thundering warhammer +16/+11/+6 (2d6+8/ Feats Alertness, Iron Will, Toughness
x3) and mwk handaxe +16/+11 (1d8+3) Skills Acrobatics +7, Climb +13, Perception +8,
Space 10 ft.; Reach 10 ft. Stealth +7, Survival +5, Swim +5
Special Attacks favored enemy (humanoid - elf) +2, SQ share spells
favored enemy (humanoid - human) +4 Gear +1 ring of protection.
STATISTICS
Str 24, Dex 14, Con 18, Int 10, Wis 11, Cha 4 B1. The Ork and Pike Tavern –
Base Atk +11; CMB +19; CMD 31 Basement – Pantry
Feats Animal Affinity, Endurance, Improved Initiative, Darkness drowns the pantry room – only the aroma
Improved Two-Weapon Fighting, Lunge, Power of exotic spices mixed in with the earthy scent of root
Attack, Reckless Offense, Skill Focus (Handle vegetables gives a hint to this room’s purpose. Along the
Animal), Two-Weapon Fighting stairway are several unlit oil lamps.
Skills Acrobatics +10, Acrobatics (jump) +14, Climb
+10, Handle Animal +10, Heal +4, Knowledge If the PCs have darkvision, or light a lamp, then
(nature) +8, Perception +13, Ride +8, Stealth +10, read or paraphrase the following section.
Survival +11, Survival (tracking) +15, Swim +11 Stacks of crates, barrels and boxes fill this
Languages Common, Giant chamber. Dried bundles of garlic and herbs hang
SQ animal companion (Bites), favored terrain from wrought iron hooks in the ceiling, while tubs
(mountain) +2, favored terrain (urban) +4, swift of onions, potatoes and squash sitting in baskets
tracker, track +4, wild empathy +5, woodland stuffed with straw are along the opposite wall in
tilted racks. Directly in front of the stairway are two
stride
wooden doors.
Combat Gear elixir of fire breath, potion of cure
moderate wounds (2), potion of cure serious wounds,
potion of greater magic fang +1, potion of invisibility, The right door leads to the meat cellar (area B2),
potion of neutralize poison, potion of pass without while the left one opens to the cask room (area
B3). A DC 20 Perception check shows that broken
trace, potion of lesser restoration (2); Other Gear +1
glass strewn in front of the doorway to B2. The troll
thundering warhammer , mwk handaxe, +1 leather
hunters in area B2 use this primitive alarm to alert
armor, +2 cloak of resistance, backpack (2 gallons
them of intruders. A DC 25 Perception check reveals
ale, 4 bread loaves, 4 lbs. cheese, 4 lbs. meat, , 8
a hidden cache of saffron, jasmine and cinnamon,
gp, 3 sp, 2 cp, 8 blood rubies - 35 gp each). worth roughly 100 gp.

BITES  CR - B2. The Ork and Pike Tavern –


XP - Basement – Meat Cellar (CR 13)
Male wolverine Hewn blocks of stone line the walls of this cellar. The
N Medium-sized animal scent of chilled and salt-cured meat mixes in with the
284
odor of freshly bled carcasses and offal, as the dangling B3. The Ork and Pike Tavern –
fingers of humanoid corpses hangs next to thick links of Basement – Cask Room
sausages and sides of lamb and beef. A thick oak table, Red the color of freshly spilt blood seems to cover the
tilted slightly to catch the draining blood and fluid from floor in a lake of crimson liquid in this elongated stone

The Sundered Legion


the corpse on the table, holds a wooden trough half- chamber. The sweet smell of crushed grape and aged
filled with the slick shine of organs and connective tissue. oak intermingle in the damp air as splinters of smashed
casks and shards of broken bottles litter the red pool of
The meat cellar holds the fresh-slaughtered and wine that soaks the floor like a bizarre abattoir.
curing flesh for the tavern. Three rows of hooks line
the ceiling, from which various carcasses dangle. The Searching the cask room (Perception DC 20)
corner furthest from the door is the nest of bones reveals that one of the unopened and untouched
and drying viscera where three troll hunters have casks has the mark of a southern vintner, Bone’s
made their nest and wait for further orders from Farm. Prying open the cask reveals it to be not full of
Gojo. They occupy their time by feeding the remains cheap and sweet wine, but of the Blood Fang’s store
of the bar patrons to the ogres upstairs and to the of blood rubies. Stashed down here by the tavern
basilisk in area B4 to keep it calm. One troll sleeps owner’s consent to pay for the expenses the Blood
under the butchering table while the other two are Fang incur during their stay at the Ork and Pike,
in their nest eating and gambling for teeth, next to a these small, opaque crimson-colored gems are worth
wooden door that leads into area B4. 35 gp each. Nearly 400 of these thumbnail-sized
gems are stashed in the wine cask.
TROLL HUNTERS (3) CR 10
XP 9600 each B4. The Ork and Pike Tavern –
Male troll ranger 6 Basement – Fight Room (CR 12)
CE Large humanoid (giant) The odor of fresh-dug earth and methane fills this
Init +1; Senses darkvision 60 ft., low-light vision, dark root cellar. Only the sound of raspy intakes of
scent; Perception +21 stagnant air give any semblance of life in here.
DEFENSE
AC 21, touch 10, flat-footed 20 (+5 armor, +1 Dex, +6 Should the PCs have darkvision or carry lighting,
natural, -1 size) read or paraphrase the following.
hp 138 (6d8+6d10+78); regeneration 5 (acid or fire)
Fort +16, Ref +8, Will +8 Overturned empty wine casks and rickety wooden
OFFENSE benches surround a small excavated pit. Two small
wooden doors are on opposite sides of the room.
Speed 30 ft.
Melee bite +16 (1d8+7) and 2 claws +16 (1d6+7) or
bite +11 (1d8+7) and +1 battleaxe +17/+12 (2d6+8/ Unlike the fighting cage upstairs, this one is for
x3) and claw +11 (1d6+3) death matches. Besides the door that leads into area
B2, the other leads into the sewers where patrons of
Ranged javelin +10/+5 (1d8+7)
the illegal fight club matches could easily get in and
Space 10 ft.; Reach 10 ft.
out. A short passage through the sewers leads up
Special Attacks favored enemy (humanoid - elf) +4,
and out into the dark alley behind the Ork and Pike.
favored enemy (humanoid - human) +2, rend
The entrance to the sewers is normally covered up by
(1d6+10) crates, disguised to be heavier than they really are.
STATISTICS Intruders from either direction causes Gojo’s pet, an
Str 25, Dex 12, Con 22, Int 10, Wis 15, Cha 10 abyssal basilisk, to attack.
Base Atk +10; CMB +18; CMD 29
Feats Alertness, Cleave, Improved Natural Armor, GREATER ABYSSAL BASILISK  CR 12
Improved Two-Weapon Fighting, Iron Will, Power
XP 19200
Attack, Toughness, Two-Weapon Fighting
Advanced fiendish giant basilisk
Skills Climb +10, Handle Animal +9, Knowledge
N Large magical beast (extraplanar)
(dungeoneering) +6, Knowledge (nature) +6,
Init -1; Senses darkvision 60 ft., low-light vision;
Perception +21, Stealth +1, Survival +15, Survival
Perception +20
(tracking) +18
DEFENSE
Languages Common, Giant
SQ hunting companion, favored terrain (mountains) AC 21, touch 8, flat-footed 21 (-1 Dex, +13 natural, -1
+2, track +3, wild empathy +6 size)
Gear +1 chain shirt, +1 battleaxe, 4 javelins. hp 180 (14d10+98)
Fort +15, Ref +10, Will +6
285
DR 10/good; Resist cold 15, fire 15; SR 21 S7 – S10. The Ork and Pike Tavern –
OFFENSE 2nd Floor – Bedroom (CR varies)
Speed 20 ft. These areas vary little from area S5 and use the
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

The Sundered Legion


or defeated. dexterity +2, mwk dagger, backpack (1 pp, 2 gp).
SPECIAL ABILITIES
LUHRRZEK CR 10 Vision of Madness (Sp): Luhrrzek can give a creature
XP 9600 a vision of madness as a melee touch attack. She
Female troglodyte cleric 5/ranger 5 chooses one of the following; attack rolls, saving
NE Medium humanoid (reptilian) throws, or skill checks. The target receives a +2
Init +2; Senses darkvision 90 ft.; Perception +18 bonus to the chosen rolls and a -2 penalty to the
Aura stench (30 ft., Fort DC 14, 10 rounds) other two types of rolls. This effect fades after 3
DEFENSE
rounds. Luhrrzek
AC 24, touch 12, flat-footed 22 (+6 armor, +2 Dex, +6
natural) SAHRRZEK CR 10
hp 75 (7d8+5d10+17) XP 9600
Fort +12, Ref +7, Will +8 Female troglodyte ranger 5/rogue 5
OFFENSE NE Medium humanoid (reptilian)
Speed 30 ft. Init +2; Senses darkvision 90 ft.; Perception +17
Melee +1 shortsword +11/+6 (1d6+2/19-20) and bite Aura stench (30 ft., Fort DC 14, 10 rounds)
+8 (1d4) and claw +8 (1d4) or bite +10 (1d4+1) and DEFENSE
2 claws +8 (1d4+1) AC 26, touch 14, flat-footed 26 (+6 armor, +3 Dex, +1
Ranged +2 composite shortbow (+1) +14/+9 (1d6+3/ Dodge, +6 natural)
x3) hp 75 (7d8+5d10+17)
Special Attacks channel negative energy 3/day (3d6, Fort +9, Ref +11 Will +4; +1 vs. traps
DC 12), destructive smite 6/day (+2 damage), Defensive Abilities evasion, trap sense +1, uncanny
favored enemy (humanoid - dwarf) +2, favored dodge
enemy (humanoid - human) +4, vision of OFFENSE
madness 6/day Speed 30 ft.
Prepared Cleric Spells (CL 5, Concentration +8) Melee +1 humanoid (reptilian) bane handaxe +12/+7
3rd – contagion (DC 16), rageD, summon monster III (1d6+2/x3) and +1 handaxe +12 (1d6+1/x3) and bite
2nd – bull’s strength (2), eagle’s splendor, touch of +10 (1d4)
madnessD Special Attacks favored enemy (humanoid - halfling)
1st – command (DC 14), comprehend languages, lesser +2, favored enemy (humanoid - reptilian) +4,
confusionD, obscuring mist, shield of faith (DC 14) sneak attack +3d6
0th (at will) – create water, guidance (DC 13), Prepared Ranger Spells (CL 2, Concentration +4)
mending, read magic 1st – entangle (DC 14), resist energy (DC 14)
Prepared Ranger Spells (CL 2nd, Concentration +5) STATISTICS
1st – entangle (DC 14), resist energy (DC 14)
Str 13, Dex 16, Con 12, Int 14, Wis 14, Cha 10
STATISTICS Base Atk +9; CMB +10; CMD 24
Str 12, Dex 15, Con 12, Int 12, Wis 16, Cha 10 Feats Ability Focus (stench), Blind-Fight, Endurance,
Base Atk +9; CMB +10; CMD 22 Multiattack, Quick Draw, Two-Weapon-Fighting,
Feats Ability Focus (stench), Blind-Fight, Endurance, Weapon Finesse, Weapon Focus (handaxe)
Multiattack, Point-Blank Shot, Rapid Shot, Scribe Skills Acrobatics +15, Diplomacy +15, Disable
Scroll, Weapon Focus (shortbow) Device +20, Handle Animal +11, Intimidate
Skills Climb +6, Diplomacy +4, Handle Animal +7, +10, Knowledge (nature) +8, Perception +17,
Heal +7, Intimidate +4, Knowledge (nature) +8, Perception (trapfinding) +19, Sense Motive +6,
Knowledge (planes) +5, Knowledge (religion) +8, Sleight of Hands +15, Stealth +22 (+26 in rocky
Perception +18, Sense Motive +7, Spellcraft +9, areas), Survival +14, Survival (tracking) +16
Stealth +19 (+23 in rocky areas), Survival +14, Languages Draconic, Giant
Survival (tracking) +16, Swim +5 SQ animal companion, favored terrain (urban) +2,
Languages Draconic, Giant rogue talents (combat trick, surprise attack), track
SQ animal companion, favored terrain (urban) +2, +2, wild empathy +5
spontaneous casting, track +2, wild empathy +5 Combat Gear potion of cure moderate wounds, potion
Combat Gear potion of cure moderate wounds, potion of cure light wounds (2), potion of cure serious
287
wounds (3), potion of enlarge person; Other Gear +1 Bypass hidden switch DC 25
humanoid (reptilian) bane handaxe, +1 handaxe, +3 Effect Atk +15 ranged (3d8 plus giant wasp poison).
studded leather, belt of incredible dexterity +2, mwk
The Sundered Legion

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
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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

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mercilessly attacking with his repertoire of spells and
spell-like abilities. Gojo usually targets spellcasters
first, particularly clerics – his experiences facing
Sidian have taught him to eliminate them quickly,
or animate the many coils of hemp rope laying in
the room to bind them up and prevent them from
casting any spells. Should Gojo be reduced to 10 hp
or less, he resorts to gaseous form, fleeing to live and
fight another day, while Nenshou turns invisible and
follows her master.

GOJO, LEADER OF THE BLOOD FANGS CR 14


XP 38400
Male ogre mage sorcerer 7
LE Large outsider (giant, native, oni, shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision;
Perception +25
DEFENSE
AC 24, touch 9, flat-footed 24 (+6 armor, +5 natural,
+4 shield, -1 size), Combat Expertise
hp 120 (8d10+7d6+52); regeneration 5 (acid or fire)
Fort +11, Ref +4, Will +14; +2 vs. poison
Resist fire 5; SR 19
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee +2 shock bastard sword +20/+15/10 (2d8+12/19-
20)
Ranged +1 wounding kunai darts +11/+6/+1 (1d6+8)
Space 10 ft.; Range 10 ft.
Spell-like abilities (CL 9, Concentration +18)
Constant – fly
At will – darkness, invisibility (DC 21)
1/day – charm monster (DC 23), cone of cold (DC 24),
gaseous form
Known Sorcerer Spells (CL 7, Concentration +16)
3rd (6/day) – dispel magicB, lightning bolt (DC 24), ray
of exhaustion (DC 22)
2nd (8/day) – eagle’s splendor, flaming sphere (DC 23),
invisibiltyB, resist energy
1st (9/day) – animate rope, hold portal, identifyB,
magic missile, shield, shocking grasp
0th (at will) – arcane mark, detect magic, flare (DC
21), ghost sound (DC 19), mage hand, open/close
(DC 19), ray of frost
TACTICS
Base statistics: Without eagle’s splendor, Cha 26, all
the DC’s for the spells and Concentration are
reduced by 2, Skills Bluff +21, Diplomacy +22,
Disguise +11, Intimidate +25.
STATISTICS
Str 24, Dex 10, Con 16, Int 16, Wis 17, Cha 28
Base Atk +11; CMB +19; CMD 29
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Feats Alertness, Combat Expertise, Dazzling Spell-Like Abilities (CL 6)
Display, Eschew Materials, Greater Spell Focus At will – detect good, detect magic, invisibility (self only)
(evocation), Improved Familiar, Improved 1/day – augury, suggestion (DC 15)
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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
290
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

The Sundered Legion


hp 105 (5d10+1d12+5d8)+44 times per day.
Fort +11, Ref +7, Will +10; protection from good Destructive Smite (Su): Sidian gains the destructive
DR 10/magic 5/good; Resist fire 15; medium smite power; the supernatural ability to make a
fortification single melee attack with a +2 morale bonus on
Weaknesses vulnerability to rust, electricity; unholy damage rolls. Sidian must declare the destructive
body smite before making the attack. Sidian can use
Immune negative energy this ability 5 times per day.
OFFENSE
Fast Movement (Ex): His land speed is faster than
the norm for your race by +10 feet. This benefit
Speed 50 ft., fly 60 ft. (average); fast movement
applies only when Sidian are wearing no armor,
Melee Night Crescent +17/+12 (1d6+8/19-20 plus
light armor, or medium armor, and not carrying a
profane) and claw +14 (1d6+3 plus profane) and
heavy load.
bite +14 (1d4+3 plus profane) and gore +14 (1d4+3
Freeze (Ex): Sidian can hold itself so still it appears to
plus profane) or bite +16 (1d4+7 plus profane) and
be a statue. Sidian that uses freeze can take 20 on
2 claw +14/+14 (1d6+3 plus profane) and gore +14
its Stealth check to hide in plain sight as a stone
(1d4+3 plus profane)
statue.
Special Attacks channel negative energy (3d6, DC
Iron Limbs (Ex): Sidian’s natural attacks and grapple
13, 4/day), destructive smite (5/day), iron limbs,
deal damage as cold iron weapons, overcoming
profane, touch of evil (5/day)
damage reduction just as a cold iron weapon
Prepared Cleric Spells (CL 5)
would.
3rd - blindness/deafness (DC 15), magic circle against
Medium Fortification (Ex): Whenever a sneak attack
goodD (DC 15)
or critical hit is scored against Sidian, there is a
2nd - death knell (DC 14), shieldD, sound burst (DC 14),
75% chance that the extra damage is negated and
spiritual weapon
damage is rolled normally.
1st - bane (DC 13), cause fear (DC 13), entropic shield,
Negative Energy Immunity (Su): Sidian is immune
protection from goodD (DC 13), shield of faith (DC 13)
to energy drain, ability damage and ability drain
0th (at will) –detect magic, guidance (DC 12),
due to negative energy (such as the special attacks
resistance (DC 12), virtue
of undead) and hit point damage from negative
Domains Destruction, Evil
energy.
STATISTICS
Profane (Su): Each of Sidian’s melee attacks deal
Str 24, Dex 14, Con 18, Int 10, Wis 14, Cha 12 +1d6 points of extra damage to a creature of good
Base Atk +9; CMB +16; CMD 28 alignment. All of Sidian’s attacks are treated as
Feats Flyby Attack, Hover, Multiattack, Power Attack, evil-aligned for overcoming damage reduction.
Toughness, Wingover Protection from Good (Su): Sidian gains a +2
Skills Acrobatics +5, Bluff +5, Climb +3, Diplomacy deflection bonus to AC and a +2 resistance bonus
+10, Escape Artist -2, Fly +4, Heal +7, Intimidate on saves against attacks by good creatures. Sidian
+6, Knowledge (religion) +5, Perception +7, is immune to attempts to possess, charm or
Spellcraft +7, Survival +6, Swim +3 influence him by good creatures.
Languages Common, Terran Rage (Ex): Sidian can call upon inner reserves of
SQ aura of evil, fast movement, freeze, rage (8 strength and ferocity, granting you additional
rounds/day), spontaneous casting combat prowess. Sidian can rage for 8 rounds per
Combat Gear ring of jumping, scroll of contagion, scroll day. Sidian can enter rage as a free action. The
of desecrate, scroll of inflict light wounds (mass), total number of rounds of rage per day is renewed
scroll of inflict moderate wounds; Other Gear Night after resting for 8 hours, although these hours do
Crescent, unholy symbol (silver). not need to be consecutive. While in rage, Sidian
SPECIAL ABILITIES gain a +4 morale bonus to your Strength and a
Awful Presence (Su): Every nonevil creature within 30 +4 morale bonus to Constitution, as well as a +2
feet of Sidian automatically takes a -1 penalty on morale bonus on Will saves. In addition, Sidian
all attack rolls, checks and saves. This is a mind- take a -2 penalty to Armor Class. The increase
affecting fear effect. to Constitution grants Sidian 22 hit points, but
Channel Negative Energy (Su): Sidian can unleash these disappear when the rage ends and are not
a wave of negative energy. Sidian must choose lost first like temporary hit points. While in rage,
to deal 3d6 points of positive energy damage to
291
Sidian cannot use any Charisma-, Dexterity-, or Init +6; Senses Perception +18
Intelligence-based skills (except Acrobatics, Fly, DEFENSE
Intimidate, and Ride) or any ability that requires AC 36, touch 16, flat-footed 34 (+4 deflection, +2 Dex,
The Sundered Legion

patience or concentration. Sidian can end his +14 armor, +6 shield)


rage as a free action and is fatigued after rage for hp 170 (18d10+2d8+58)
a number of rounds equal to 2 times the number Fort +13, Ref +10, Will +13; +5 vs. fear
of rounds spent in the rage. Sidian cannot enter Defensive Abilities bravery +5, evasion; SR 19
a new rage while fatigued or exhausted but OFFENSE
can otherwise enter rage multiple times during
Speed 30 ft.
a single encounter or combat. If Sidian falls
Melee +4 axiomatic longsword +35/+30/+25/+20
unconscious, his rage immediately ends, placing
(1d8+18/17-20) or +3 reflecting shield
Sidian in peril of death.
+30/+25/+20/+15 (1d8+12)
Resistance to Fire (Ex): Sidian has fire resistance 15.
Spell-like Abilities (CL 9)
Rust Vulnerability (Ex): Sidian counts as ferrous for
3/day - teleport
the purpose of rusting attacks such as rusting
STATISTICS
grasp.
Spontaneous Casting: Sidian can channel stored Str 22, Dex 15, Con 14, Int 14, Wis 15, Cha 19
spell energy into inflict spells that Sidian did not Base Atk +19; CMB +25; CMD 41
prepare ahead of time. Sidian can “lose” any Feats Cleave, Critical Focus, Iron Will, Great Cleave,
prepared spell that is not an orison or domain Greater Weapon Focus (longsword), Greater
spell in order to cast any inflict spell of the same Weapon Specialization (longsword), Impoved
spell level or lower (an inflict spell is any spell with Critical (longsword), Improved Feint, Improved
“Inflict” in its name). Initiative, Improved Shield Bash, Leadership,
Touch of Evil (Sp): Sidian can cause a creature Lightning Reflexes, Mounted Combat, Power
to become sickened as a melee touch attack. Attack, Quick Draw, Ride By Attack, Spirited
Creatures sickened by his touch count as good Charge, Weapon Focus (longsword), Weapon
for the purposes of spells with the Evil descriptor. Specialization (longsword)
This ability lasts for 2 rounds. Sidian can use this Skills Acrobatics +14, Bluff +12, Climb +10,
ability 5 times per day. Diplomacy +20, Handle Animal +17, Intimidate
Unholy Body (Su): Sidian is healed by negative +17, Knowledge (dungeoneering) +7, Knowledge
energy and harmed by positive energy like an (geography) +9, Knowledge (history) +9,
undead creature. Knowledge (local) +7, Knowledge (nobility) +10,
Unholy Spellcasting (Su): Sidian’s caster level for Perception +15, Ride +14, Sense Motive +20,
necromancy and spells with the evil descriptor Swim +10
increases by +1. This benefit stacks with itself, so Languages Common, Dwarven, Elven, Goblin, Orc
Sidian’s effective caster level for a spell that fits SQ armor training 5, weapon training (heavy blades
both parameters is higher by +2. +4, close +3, natural +2, thrown +1)
Vulnerability to Electricity (Ex): Sidian takes half Gear potion of cure serious wounds x4, potion of resist
again as much damage as normal (+50%) from fire 20, potion of resist electricity 20, potion of resist
electricity, regardless of whether a saving throw cold 20, potion of protection from arrows 15/magic,
is allowed, and whether the save is a success or amulet of proof against detection and location, +6
failure. belt of giant strength, boots of speed, +4 headband
of alluring charisma, helm of teleportation, ring of
If the PCs manage to keep Prostolom from being evasion, +4 ring of protection,+4 axiomatic long
injured at all in this fight, award them experience as sword, +4 reflecting shield, +5 mithral full plate
if they had defeated a CR 15 creature. If Prostolom of spell resistance (19), heavy warhorse, private
loses more than 50% of his remaining hit points residence in Castle Ward, 350 pp and 2000 gp.
before the PCs defeat Sidian, award experience as if
they had defeated a CR 10 creature. For the purposes Part III:
of this combat, treat General Prostolom as having Closing the Gates
only 85 hp and unable to do any real damage due to
After returning Prostolom to the Scarred Shield
the injuries he sustained.
Club and having a chance to recuperate from their
battles in the Blood Fang’s hideout, the Gang of
GENERAL PROSTOLOM CR 19 Four and Prostolom receive a report noting that the
XP 204800 City gate to the Army Ward is wide open, a flagrant
Male human fighter 18/expert 2 violation of protocol and long-standing tradition.
LG Medium-sized humanoid (human) If it remains open, Commander Abberbaugh will
292
march in his forces unhindered and take control cellar sealed, sequestering the beasts in a prison of
of the Army Ward. Unfortunately, General Krakon’s catacombs and sewers, hoping that the creatures
ally, General Ariana Blackwell, holds the gates. A would die after a lack of food. The Circus’ Third
direct assault would be hard fought, and a fruitless Cellar has gained a level of notoriety and fallen into

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waste of effort and energy. Fortunately, for the PCs, the realms of urban mythos – what truly lies down
the Gang of Four and Prostolom have come up with there, nobody alive now knows for sure.
another strategy. For detailed maps of the Circus Maximus look for
Øone’s Blueprints: The Great City, Army Ward.
Still rubbing his arms where he was chained,
Prostolom drinks a glass of wine, savoring its taste, A DC 30 Knowledge (history) or Knowledge
and then turns to you. “When the Kortezian Army (engineering) check concerning the Circus reveals
was advancing on the City during the reoccupation, a little bit more about the truth of its construction.
Captain Cellis, a Kortezian sympathizer, discovered a After the two initial basement levels of the Circus
secret passage beneath the Circus Maximus that led to were completed, a portion of one of the floors broke
the cellar of the southwestern tower of the City Gates. through to a vaulted chamber below, revealing a
The Kharel ordered the passage sealed off not too long small reservoir. At first, the architects originally
after we reoccupied the city, but Nikolos here was able planned to reinforce the natural supports for the
to acquire the passage key, as well as an old floor plan sub-basement, but as the Circus expanded to house
to that place (handout #2). With that, you’ll be able gladiators and animals, the game master decided
to go through the Circus’ Third Cellar and reach the that a third and final level would be constructed
tower without having to face the Talquar or any other around the reservoir. While smaller than the other
soldiers between here and there. You’ll still have to get two levels, it would house the most dangerous
into the Circus’ third cellar, and only the Grand Master animals from around the Triperium, accessible by
has the key to unlock it.” a central lift that would bring the creatures to fight
on the sands of the Circus Maximus. To get to the
Prostolom’s face briefly contorts in rage, but then lower levels of the Circus, the PCs must negotiate
recomposes as a hard glint appears in his eyes. “I with Apulio, the Games Master. Formerly a gladiator
know that criminal Gojo threw Denorra into the Third himself, Apulio is a serious dwarf with a fierce
Cellar…and I do not expect her to return alive. Should dedication to his “craft” – that of entertainment.
you find her…no matter how…anything I have to give is Many of his former comrades in the pits earned
yours. Should you find that beast Gojo…I want his head their freedom and serve Apulio as guards and stable
on a pike.” masters.

CM1. Circus Maximus –


Gojo’s actions and Krakon’s dismissal of any Main Gates (CR 8)
civilized behavior, which allowed the Blood Fang’s
depravity to occur, have turned up the stakes for The towering edifice of the Circus casts a shadow
Prostolom and the Gang of Four, making Krakon’s over everything in the Army Ward and it looms over as
ruthless plans more personal. Familiar with Denorra, you approach the main gates. Flanked on either side
the Gang of Four often treated her as a favored niece by tarnished bronze statues in old Azindralean style,
or daughter, as many of the retired generals never holding swords in front in a guard position, the gates are
took the time for a family of their own. The assault not opened, but a smaller entry to the side is open.
of Denorra, an officer in the very same army that
Krakon supposedly serves, has left a very bad taste in Bonesaw Grakus, as he was known in his
many of their mouths, made even more bitter by the gladiatorial days, is one of Apulio’s former
knowledge that Krakon has many other commanders stablemates, and is in the employ of the Games
on his side. Their personal feelings aside, Denorra’s Master as the gatekeeper. Grakus earned his
testimony as a commander of the Headquarters moniker due to his favored weapon, a jagged blade
would be invaluable in bringing Krakon to trial for his he affectionately refers to as Myrna. Still carrying
treasonous actions, if Denorra remains among the Myrna at his side, Grakus keeps the foolhardy away
living. from the arenas during gladiator training sessions,
but more importantly, denies would-be gladiators
and fans from entering the arena. Of course,
Circus Maximus
when the games are on, Grakus’ role is that of toll
A DC 25 Knowledge (local) check reveals that the collector.
third level cellar is legendary in a bad way. A big
game hunter brought back beasts for a gladiatorial Getting past Bonesaw Grakus is not terribly
game and they subsequently broke free of their difficult, unless he is having a particularly bad day.
bonds and ran amuck, setting loose the other With the state of affairs in the city as they are and
beasts and killing many. The Kharel ordered the no promise of games anytime soon, Apulio, and
293
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GAME MASTER APULIO

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

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and spirits; it cannot be inferred from comparison
Kortezians full access to the city.
of previous events, or from the calculations of the
heavens, but must be obtained from people who have
knowledge of the enemy’s situation. In the nights that followed, many Azindraleans
 – Sun Tzu died as the result of Cellis’ betrayal – died or had to
live with the shame of being a conquered people.
Virram Cellis was a native of old Azindralea that The Triperium granted Cellis the rank of Captain for
grew up and came of age just as the Kortezian his assistance to Emperor Othorion’s forces in full
Army began their campaign of conquest in the view of the native Azindralean population.
area. Oft picked upon by his fellows because of
his slight build, reedy voice, and gur blood, Virram Now knowing who was behind the Kortezians’
Cellis became a pickpocket and thief, surviving by invasion of their city, the local Azindraleans sought
picking the scraps out of trash and generally trying out their own form of revenge. Some of those very
to be as unobtrusive as possible. Denied entry same thieving guilds that Cellis had tried to get
into every thieving guild in the city and laughed into as a younger lad were die-hard Azindralean
out of their safe houses, Cellis nursed a deep, sympathizers, and they knew those very same
festering hatred for those that lived in Azindralea. catacombs that he did. Attacking him and beating
When the army of the Blood Triperium came to him into unconsciousness, they took him to the old
the city, being an enterprising fellow, Cellis sought Tomb of Heroes (see area C5), where they placed
them out. The commanders of the Army, knowing him in one of the niches, waking him just as they
the value of having a native who knows the area, put the last few bricks over his face.
agreed to enlist Cellis into the army. Feeding the
native Azindraleans false information to provide an Walled in alive, in a tomb where the spirits
opening for the army to wear down the defenses started to stir, raging against one who had betrayed
and cut off supply lines, the Kortezians slowly wore his own people, Captain Cellis could only pray for
down the Azindralean army. But the Triperium a swift end, and think of his actions against his
needed a decisive victory, not this piddling siege people – his shame.
warfare. Cellis brought them what they needed.

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
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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

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1 square = 5 ft

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
297
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
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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

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chamber reveals that the sarcophagi were disturbed 1st (5/day) - bane (DC 16), command (DC 16),
at some point, though it is difficult to pinpoint deathwatch, divine favorD (DC 16), doom (DC 16),
exactly when. shield of faith (DC 16)
0 (at will) - detect magic, guidance (DC 15), read magic
The wall of mortar and brick is conspicuously out (DC 15), resistance (DC 15)
of place in the chamber, the bricks too new and crisp, D – Domain spells; Domains Nobility, Trickery
and the mortar relatively undamaged by the effects Special Attacks channel negative energy 5d6 (5/day,
of time, unlike the rest of the chamber (DC 20 Craft DC 17), mummy rot (DC 21)
(masonry)). Captain Cellis, after being captured by
STATISTICS
the native Azindraleans that wanted to have words
Str 24, Dex 10, Con -, Int 6, Wis 20, Cha 15
with the traitor, was walled up alive in the alcove and
then terrorized by angry guardians that woke when Base Atk +13; CMB +20; CMD 30
he was sealed in the chamber. The captain’s restless Feats Alertness, Combat Casting, Great Fortitude,
ghost haunts these halls, but is generally found in Improved Critical (slam), Improved Initiative,
area C9. The corpse keeps only a couple of Captain Leadership (Base Score 20), Power Attack (-4/+8),
Cellis’ belongings, notably a cloak of the rat (as a Skill Focus (Perception), Toughness, Weapon
cloak of the bat), still in working condition, along with Focus (slam)
a +2 short sword and a +2 punching dagger. Breaking Skills Intimidate +16, Perception +26, Sense Motive
down the wall takes effort (a DC 25 Strength check) +11, Stealth +13
and will likely attract the attention of the graveborn Languages Common
chimera in area C7. SQ aura (Ex), spontaneous casting
Gear +2 breastplate.
MUMMY (3) CR 5
C6. The Catacombs –
XP 1600 each Mural Hall (CR 8 – 15)
hp 60 (see Pathfinder Bestiary).
This tall, domed chamber is decorated from ceiling to
floor in intricate frescoes, depicting the battle between
MUMMY LORD CR 12 the Azindraleans and Kortezians. The roof is a bird’s eye
XP 19200 view of the Great City and its environs as it was at the
Male mummy cleric 10 time of the occupation, the buildings and structures of
LE Medium undead the cities painstakingly rendered in detail with the brush
Init +4; Senses darkvision 60 ft.; Perception +26 of a long-dead master artist.
Aura despair (DC 21)
DEFENSE One of the most elegant chambers within the
AC 28, touch 10, flat-footed 20 (+8 armor, +10 catacombs, it remains one of the deadliest, being
natural) secured with both mechanical traps and sealed
devourers in the ceiling. Uttering the word “battle”
hp 140 (18d8+54)
in this chamber activates the traps which begin
Fort +13, Ref +5, Will +18
dropping blocks and releasing the devourers from
DR 5/-; Immune undead traits
their imprisonment.
Weakness vulnerability to fire
OFFENSE
The devourers were bound here by the same
Speed 15 ft. priests of Adhelmus Oxda that warned away
Melee slam +21 (1d8+10/19-20 plus mummy rot) or people from the Tomb of the Fallen (area C5),
unarmed strike +20/+15/+10 (1d3+7 plus mummy but the devourers serve a different purpose. Each
rot) devourer holds the tortured body of a Kortezian
Spell-Like Abilities copy cat 8/day, inspiring word (8/ army officer, condemned to such an existence for
day), master’s illusion 10 rounds/day (DC 17) failing to perform their duties in the name of the
Cleric Spells Known (CL 10, Concentration +16): Blood Triperium when the Great City was under
5th (2/day) – greater commandD (DC 20), insect siege. The gear and armor of a Kortezians soldier is
plague, slay living (DC 20) clearly visible in the devourer’s body cavity, but the
4th (3/day) - confusionD (DC 19), divine power (DC devourers have long tired of their captives. Fresher is
19), giant vermin, spell immunity (DC 19) always better, and they will quickly use their spell-like
3rd (3/day) - deeper darkness, dispel magic, invisibility abilities in order to acquire a new meal.
299
FALLING BLOCK TRAP (3) CR 5 broken arm and deep bruising and internal injuries,
Type mechanical; Perception DC 20; Disable Device she is unable to contribute to the PCs’ defense, a fact
DC 20 that rankles her to no end. Denorra Prostolom is a
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proud woman, a captain in the Kortezian army – she


EFFECTS
does not view herself as weak or defenseless, and
Trigger proximity (speaking the word “battle”); Reset her recent trauma with the Blood Fang shattered her
manual confidence. She grudgingly accepts the aid of the
Effect Atk +15 melee (6d6); multiple targets (can PCs out of the catacombs, if they offer it. She does
strike all characters in two adjacent specified query the PCs as to who they are and what they’re
squares). doing down there (as well as where she is). If the PCs
divulge their mission, she insists that they continue
DEVOURERS (3)  CR 11 on – she is well aware of Krakon and his designs on
XP 12800 each the Great City.
hp 133 (see Pathfinder Bestiary).
C8. The Catacombs – Bridge
C7. The Catacombs – A ragged rope bridge, the hempen fibers decayed
Unfinished Ossuary (CR 15) and fraying, stretches across the gap. Dry wooden
Incomplete and in disarray, this hall looks like it planks, hardly wider than a hand span, are set into
was intended to house the dead, with only half of the the shriveling ropeway. The sounds of trickling water
room showing signs of work. Some of the inset shelves emanate from the darkness below, and the chasm’s
hold skeletal remains, but the entire room is filled with walls shine with phosphorescent blue-green lichen. The
skeletal remains, spread chaotically about. The odor of cave’s walls are rough, hardly worked by hand at all,
pungent musk lies heavy on the air, thick and cloying. though the dirt and rock floor shows signs of being well
worn.
Many of the Great City’s thieving guilds use the
catacombs as a dumping ground for bodies, which Once maintained by the priests of Ceghon that
provide a convenient method of feeding for the used these passages, and later by those with less
graveborn chimeras that lurk in the catacombs. altruistic intent, the rope bridge should prove
Unbeknownst to the criminals that disposed of their little more than an obstacle to the PCs. A DC 25
victims here, the chamber ironically intended to be Acrobatics check will clear the chasm, but due to
an ossuary for the dead. A small, narrow access at the humidity and loose dirt, a character will have
the far eastern end of the ossuary’s ceiling provides to make a successful DC 15 Acrobatics check to
just enough space for a child’s body to drop through avoid slipping upon landing on the other side.
– or a lithe and fit young woman. Those characters that choose to take the rope
bridge can do so, but need to make a DC 15
After assaulting Denorra Prostolom, the Blood Acrobatics check due to its dilapidated state. The
Fang dropped her through the ossuary’s access. bridge cannot take any more than five hundred
Somehow surviving the forty-foot fall, Denorra was pounds of weight before it begins to split and fray,
placed into fate’s hands as she also dropped into at which point it unravels quickly and falls to the
the empty lair of a graveborn chimera. After coming bottom of the ravine, a drop of 50 feet.
to consciousness, she was barely able to walk and
nursing a broken sword arm, she only explored areas C9. The Catacombs –
C6 and some of C4 before the wandering chimera Funeral Pyre (CR 14)
chased her back to its lair. Denorra was able to guard The air here is still but retains a faint scent of burnt
herself behind the remains of several larger animals. flesh, boiled blood, scorched bone and baked earth.
The howls of the chimera are relatively easy to hear Dust and cobwebs hang in thick sheets, coating a
in adjacent chambers, as it attempts to unbury rotund, flattened sphere of smooth limestone rising out
Denorra (DC 25 Perception check). In the ossuary of the floor. A single flickering jade green flame burns
proper, only a DC 10 Perception check is required to unattended atop the platform, giving no warmth to this
hear the chimera. If the PCs rescue Denorra , award bone-numbingly cold chamber. Tombs are set within
them 9,600 XP (CR 10 Challenge). the north and south walls, most sealed, but a few
uncovered, their ashen contents strewn across the chilly
GRAVEBORN CHIMERA CR 15 floor. A rune-coated archway leads out of the room to
XP 51200 the northeast.
hp 230 (see Appendix Monsters).
Once serving as a crematory for the dead Kortezian
After defeating the chimera, a DC 15 Heal check soldiers and Azindralean defenders when the Great
reveals that Denorra is in very bad shape. With a City was fought over, this room has fallen into disuse
300
by the citizens of the city, who now prefer to use Feats Alertness, Dodge, Endurance, Improved
the graveyard in the City’s Temple Ward to bury and Initiative, Improved Two-Weapon Fighting, Lunge,
cremate their dead. The source of the green flame Mobility, Quick Draw, Shield Proficiency, Spring
is unknown, but continues to burn without any Attack, Stealthy, Toughness, Two-Weapon Defense,

The Sundered Legion


identifiable source of fuel. Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +15, Appraise +2, Bluff +2, Climb
Other smaller tombs, stacked eight high on +7, Craft (untrained) +2, Diplomacy +15, Disable
the wall, hold the cremated remains of many Device +15, Disguise +2, Escape Artist +7, Fly +28,
combatants, Azindralean and Kortezian alike. Heal +6, Intimidate +11, Knowledge (local) +22,
Ceramic tiles of deep indigo seal the smaller tombs Perception +34, Perform (untrained) +2, Ride
and give no indication of names or ranks. +8, Sense Motive +12, Stealth +40, Survival +1,
Survival (tracking) +6, Swim +4; Racial Modifiers
Captain Cellis, who let the Kortezian Army simply +1 Perception, +4 Stealth
walk right into Old Azindralea, haunts this chamber. Languages Common, Goblin
Condemned to sort the ashes of those buried here so SQ armor training 1, favored community (The Great
that they are not forgotten, Captain Cellis desperately City +4)*, goblin blood, hunting companions,
wants the forgiveness of a native Azindralean so that push through, skilled, swift tracker, track +5,
he can rest in peace. A harsh request for any that trapfinding, urban ranger, wild empathy +12,
may have lived through the Kortezian conquest of woodland stride.
the Great City, or who grew up with tales of it in their Gear +2 punching dagger, +2 shortsword.
ears – nigh impossible and Captain Cellis knows it.
SPECIAL ABILITIES
Dead or not, Captain Cellis is likely to react poorly
to those that intrude upon his Sisyphean task of Corrupting Touch (Su): Bypassing part of its
sorting the ashes of the dead, Kortezian, Azindralean incorporeal body through a foe’s body as a
or Azzywog alike. Unlike many other ghosts, Captain standard action, Cellis inflicts a number of 13d6
Cellis is always considered manifested (reflected in damage. This damage is not negative energy—it
his statistics below). manifests in the form of physical wounds and
aches from supernatural aging. Creatures immune
CAPTAIN VIRRAM CELLIS, TORTURED SOULCR 14 to magical aging are immune to this damage,
but otherwise the damage bypasses all forms
XP 38400
of damage reduction. A Fortitude save (DC 18)
Male elite gur human ghost fighter 3/ranger (urban
halves the damage inflicted.
ranger) 10
Frightful Moan (Su): Cellis died in the throes of
LE Medium undead (incorporeal)
crippling terror. He can emit a frightful moan as
Init +12; Senses darkvision 60 ft.; Perception +34
a standard action. All living creatures within a
DEFENSE 30-foot spread must succeed on a Will save (DC
AC 17, touch 17, flat-footed 12 (+4 Dex, +1 Dodge, +2 18) or become panicked for 2d4 rounds. This is
deflection); Two-Weapon Defense a sonic mind-affecting fear effect. A creature that
hp 107 (13d8+49) successfully saves against the moan cannot be
Fort +12, Ref +12, Will +5; +1 vs. fear affected by Cellis’ moan for 24 hours.
Defensive Abilities bravery +1, channel resistance +4, Goblin Blood (Ex): For all effects related to race,
evasion, incorporeal, rejuvenation; Immunities Cellis is considered a goblinoid.
undead traits Rejuvenation (Su): In most cases, it’s difficult
OFFENSE to destroy Cellis through simple combat: the
Speed 30 ft., fly 30 ft. (perfect) “destroyed” spirit restores itself in 2d4 days.
Melee +2 shortsword +23/+18/+13 (1d6+2/19-20) and Even the most powerful spells are usually only
+2 punching dagger +23/+18 (1d4+2/x3) temporary solutions. The only way to permanently
Special Attacks corrupting touch (13d6, DC18), destroy Cellis is to determine the reason for its
favored enemy (human) +6, favored enemy existence and set right whatever prevents it from
(goblin) +2, favored enemy (orc) +2, frightful resting in peace.
moan, retributive strike 1/day, telekinesis Retributive Strike (Su): Cellis may select this ability
Prepared ranger spells (CL 10, Concentration +11) as one of its special attacks. When facing an
2nd – spike growth opponent that resembles something that the
1st – alarm, entangle (DC 12), resist energy ghost hated in life, the ghost summons up all
STATISTICS of its anger and hatred to make a single attack
Str -, Dex 19, Con -, Int 14, Wis 12, Cha 14 (resolve as a touch attack). This attack deals
Base Atk +13; CMB +17; CMD 30 maximum damage possible with the weapon and
301
the victim must make a Fortitude save (DC 18). C11. City Gate –
Failure indicates that the victim takes negative Southwestern Tower Cellar
energy damage equal to the ghosts’ hit dice plus A worn stone stairwell, wide enough for two armed
The Sundered Legion

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

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Blood Senators of the Great City, and the arrival of
Commander Abberbaugh’s forces leave the conquered
territories surrounding the Great City vulnerable to an
offensive by barbarian tribes. Even those members of
the Blood Senate that support General Uril Krakon’s
coup against Lord Atregan cannot pretend that
this event did not take place, and the rumors flying
through every tavern hall and public square point the
finger squarely on the shoulders of Krakon. To save
face and keep the citizens from taking matters into
their own hands, the Blood Senate and the members
of the Kharel (including the one remaining loyal
member of the general’s council, Henrik Prostolom),
have to take action.

Military point of fact aside, that General Krakon


and his protégé, Commander Abberbaugh,
attempted treason against the Atregan throne and
the fomented discord and confusion make the
matter event more delicate. Citizens of the Great
City on both sides of the street are calling for
blood; in every ward effigies of the two men burn,
invectives hurled. With the Kharel tentatively back
under the control of General Prostolom, the Kharel
know that if the trial is handled badly, it would
only cause the pot to boil over and they would lose
control of the situation entirely. Conferring with
the Blood Senate, they decide to wash their hands
entirely, eschewing a military trial and placing the
sordid mess solely in the hands of the Honorable
Judge Jen-Dijeh Bao.

Judge Bao is no fool, and knows that any other


venue for the trial would be considered a farce and a
cover-up by the citizens of the Great City, and agrees
to preside over the trial. Judge Bao’s own agents
have been keeping track of the events in the other
wards, gathering evidence and information (perhaps
even by the PCs with their help). Evidence is a-plenty
against the young Commander Abberbaugh, but
except for the PCs interactions with “K”, none of it
directly implicates General Krakon, not even as an
accessory to the fact. Old Triperium military law,
however, states that a soldier’s superior officer is
held accountable in special cases, one of them being
the charge of high treason. Judge Bao sends out the
order for the arrest and detainment of Commander
Jaken Abberbaugh and General Uril Krakon. General
Arianna Blackwell, though, does not receive any
charges of treason against the Atregan throne –
no direct evidence links her to any of Krakon’s
revolutionary actions.

General Prostolom does not trust Krakon to sit


idly by and asks the heroes to keep themselves and
303
Judge Bao safe, even going so far as to ask them to Fang had abducted her and blackmailed General
escort the Judge to and from his residence during the Prostolom from attempting to interfere with Krakon’s
trial. If the PCs refuse, Prostolom instead orders his plans.
The Sundered Legion

Klarian guard, Johann Donbath, to guard the judge, if


Donbath survived his encounter with the Blood Fang The Baroness
in Part I. The Baroness is a woman scorned and has no
problem testifying against General Krakon, especially
The Trial his character. She is somewhat unstable, and that
It is up to the GM and the PCs if they would like to may cast doubt upon her testimony.
roleplay out the Trial, or if they wish to let Judge Bao
preside with what he knows from their accounts. The Vulgrax’s Ledgers
information they have acquired through the earlier Vulgrax’s ledgers speak for themselves and will
parts of the Road to Revolution, along with the show how the weapons and armor were brought to
Kharel, should be enough to pronounce both Krakon the city to be used by General Krakon’s forces.
and Abberbaugh guilty in the light of Triperium Law
and help settle some of the tension built within the Wiggan the Bald
walls of the Great City. If you wish to let the PCs play If Wiggan wasn’t killed in the chaos at the Dock
out the trial, use the following as a guideline to help Ward, he is probably in jail, willing to testify about
with roleplaying the trial. the weapon shipment to lighten his sentence.

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.

This is an excellent time for the players and the GM


to put together a list of allies they may have acquired
during their time in the Great City that could help
them win the case. Some of these conspirators are
not easily swayed to move, and should require a
fair bit of roleplaying on the PCs side to get them
involved in such a public spectacle. Some are
understandably reluctant to be brought in front of
Judge Bao’s scrutiny, and some might not be willing
to do so without something significant in return.
Some examples from the various districts follow.

Marcus Galwatty (Army Ward)


If the PCs were able to clear Marcus for his crimes
in The Skullcrackers, he will testify about the fight
clubs at the trial.

Captain Denorra Prostolom (Army Ward)


Denorra’s testimony is particularly damning. She
indicates that she had witnessed several meetings
between Krakon and Abberbaugh before Abberbaugh
was assigned to the hinterlands, as well as meetings
with Sidian and Gojo. She reveals that several Blood
304
Black Knight to White Bishop (CR 15) Fort +6, Ref +11, Will +2; +3 vs. fear; +1 vs. poison;
Both the PCs and General Krakon will have a day +12 vs. traps
to put together their cases, during which the PCs Defensive Abilities bravery +1, evasion, improved
may wish to disrupt Krakon’s plans by bribing, uncanny dodge, save against poisons +1,

The Sundered Legion


intimidating, convincing or otherwise removing trapfinding, uncanny dodge
obstacles. The GM should allow this to play out as OFFENSE
they see fit, even if it potentially backfires on the Speed 30 ft.
PCs. What’s good for the goose is good for the Melee +1 keen wakizashi +11/+6 (1d6+2/17-20)
gander, and Krakon has with certainty thought of this Ranged mwk kunai dart +11/+6 (1d4+1 plus poison)
himself. While the PCs are preparing their defense, Special Attacks death attack (Fort DC 13), poison
Krakon has ordered an assassination on Judge Bao. use, sneak attack +4d6
STATISTICS
If the PCs have come to work for or with Judge Bao
Str 13, Dex 18, Con 13, Int 12, Wis 11, Cha 10
over the course of The Road to Revolution, the Judge
Base Atk +6; CMB +7; CMD 22
suspects that he may be a target for assassination
– again. Judge Bao’s life has been threatened Feats Improved Initiative, Lightning Reflexes, Point
numerous times over the years, but this time is Blank Shot, Precise Shot, Quick Draw, Rapid Shot,
slightly different, and he asks the PCs to escort him Run, Weapon Finesse
to the trial at the Grand Square of Heroes. Skills Acrobatics +16, Bluff +7, Climb +7, Diplomacy
+10, Disable Device +18, Disguise +5, Escape Artist
Even if they are not close to Judge Bao, during +10, Intimidate +5, Linguistics +5, Perception +12,
the preparation of their case against Krakon and Perception (trapfinding) +14, Sense Motive +8,
Abberbaugh, a DC 40 Diplomacy check reveals that Stealth +16, Use Magic Device +10
Red Mist agents have targeted Judge Bao. A DC 35 Languages Common
Knowledge (local) reveals that the Red Mist are a SQ fast stealth, ledge walker, trap sense +1
group of elite soldiers who perform assassinations Combat Gear dust of tracelessness (2), potion of cure
and gather intelligence for the Kharel, and that Judge moderate wounds, potion of blur, potion of spider
Bao’s life is in serious danger. climb, potion of cat’s grace, 2 doses of large scorpion
venom (DC 17, 1/rd. for 6 rounds, 1d2 Str, 1 Save),
If the PCs are not with Judge Bao, or have not 2 doses of giant wasp poison (DC 18, 1/rd. for 6
learned of the impending attack, the first time rounds, 1d2 Dex, 1 Save) Other Gear masterwork
they find out that the judge is a target is if he does studded leather, +1 keen wakizashi, ring of protection
not show up for trial as scheduled extraordinarily +1, masterwork kunai darts (12), charcoal black
unusual for Judge Bao, given his demeanor and cloak with black ivory clasp containing secret
punctual nature. In this situation, the PCs arrive to compartment (150 gp) and 20 pp.
find the judge seriously wounded (01-10% ¼ hp, 11-
50% ½ hp, 50-75% ¾ hp, 75%+ full hp) and several RED MIST ASSASSIN CR 14
of his aides either dead or dying (1d8+2 dead, 1d4
dying). XP 38400
Female elite human fighter 2/rogue 6/assassin 7
LE Medium-sized humanoid (human)
The Red Mist agents are all dressed as members
Init +7; Senses Perception +19
of the Night Watchmen, but a keen eye familiar with
the Night Watchmen’s practices (DC 20 Knowledge DEFENSE
(local) check and a DC 15 Perception check), notices AC 22, touch 14, flat-footed 22 (+3 Dex, +1 Dodge, +5
that their equipment is just a little bit too good for armor, +3 shield)
the Night Watchmen. hp 79 (2d10+13d8+6)
Fort +8, Ref +16, Will +7; +1 vs. fear; +3 vs. poison; +2
vs. traps
RED MIST OPERATIVE (5) CR 8
Defensive Abilities bravery +1, evasion, improved
XP 4800 each uncanny dodge, trap sense +2
Male human fighter 2/rogue 6/assassin 2
OFFENSE
CE Medium humanoid (human)
Speed 30 ft.
Init +8; Senses Perception +12
Melee +2 keen wakizashi +16/+11/+6 (1d6+4/17-20)
DEFENSE
Ranged mwk kunai dart +15/+10/+5 (1d4+2 plus
AC 18, touch 15, flat-footed 18 (+3 armor, +1 poison)
deflection, +4 Dex) Special Attacks bleeding attack, death attack (DC 19),
hp 60 (2d10+7d8+14) poison use, quiet death, sneak attack +7d6
305
STATISTICS 1/day – dimension door
Str 14, Dex 16, Con 8, Int 15, Wis 12, Cha 10 Feat Cleave, Combat Reflexes, Deflect Arrows,
Base Atk +11; CMB +13; CMD 27 Dodge, Exotic Weapon Proficiency (chain
The Sundered Legion

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

The Sundered Legion


Check Results situations far beyond their original intent, and
at this moment, where the Great City holds its
Less than The witnesses testimony is spotty and
20 disoriented, making the whole trial collective breath for the outcome of this trial
seem forced and led by something by combat, the actions, or lack thereof, that
other than justice. There is barely the PCs have taken through their adventures
enough reliable evidence to make in the Great City have come to the fore.
Krakon and Abberbaugh look guilty. Throughout this section, notes relating to
The real damage, however, is when
word spreads from the citizens present earlier events and their outcomes in The Road
that the trial is a laughingstock. The to Revolution Adventure Arc will either help
Judge loses validity in the eyes of the or hinder the PCs. Depending on how these
common folk of the Great City and events played out in your campaign, some of
mistrust spreads throughout the wards the effects can be altered or ignored entirely.
causing more tensions to flare.
Outcome: Acquitted.
20 – 25 The case still seems a little weak – the The Honorable Judge Bao stands, smoothing the
Army is using Krakon and Abberbaugh
as scapegoats for something more folds of his judicial robes. In a commanding voice, he
sinister. This division is no more addresses all assembled in the Grand Square of Heroes.
evident than in the Army Ward, where
soldiers loyal to opposing sides begin As a duly appointed representative of the Blood
to engage in open violence against Triperium, united by the divine mandate of the First
each other. Control over the Army
Ward and the army slips away from the Emperor, Kamir Atregan, whose lands are ruled wisely
loose grip of General Prostolom and by Othorion Atregan the Thirteenth, I, Jen-DIjeh Bao,
the Kharel, causing the enemies of the have heard and witnessed the evidence and testimony
Great City to notice and begin plans given in this tribunal. Having taken this evidence and
for another invasion altogether – one assessed the written Law in accordance with the charges
where a sundered legion will be no
match for a well organized offensive. presented, I have prepared my ruling. General Uril
Outcome: Convicted. Krakon, Commander Jaken Abberbaugh, you are hereby
charged:
25 – 30 While the evidence leaves no doubt,
the aristocrats of the major clans are
left feeling that the PCs manipulated “BLOOD TRIAL!”
the outcome. The PCs involvement
in the whole affair causes the clans Commander Abberbaugh is on his feet, while
and families to become suspicious of Krakon’s thin-lipped smile stretches across his face.
each other. A new era in the Great City
unfolds, where politics leave the floor “I invoke my right to a trial by blood, as has
of the Blood Senate, and the whole been tradition, and face my accusers in the field of
government becomes a shadowy combat.”
institution. No one trusts anyone,
not even themselves, and a silent,
undeclared war between the clans General Krakon stands as well at this point, slowly
begins in the Great City. walking forward to stand next to the younger man.
Outcome: Convicted. “In the Emperor’s name, we demand that our right
30 – 35 Krakon has little to bring to the trial, to blood trial is accepted.”
thus why he tried to assassinate the
Judge. While it may seem that the trial Any PC with a DC 35 Knowledge (local) check
is overwhelmingly against Abberbaugh knows that a blood trial dates back to the earliest
and Krakon, this does not mean they
don’t have one last trick up their days of the Triperium, and similar methods were not
sleeves. uncommon in the past of Azindralea. Blood trials
Outcome: Convicted. have fallen out of practice in favor of sarhaed and
considered illegal – except to those of noble blood,
Throughout the entire trial, Krakon and as Urik Krakon is. With the law turned to Krakon’s
Abberbaugh sit without the slightest hint of emotion favor, Judge Bao has no choice but to agree to the
when evidence is presented against them. Only a blood trial. As the PCs are representative of the
queer little half smile plays across Krakon’s lips. Kharel and the Blood Senate in this trial against
Read or paraphrase the following after the lead PC traitors, they too will stand against Abberbaugh and
rolls their Diplomacy check: Krakon in the Circus Maximus arena, using their
strength of arms to determine the victor.
307
Part V: My spirit must be bound to your flesh, for as long as
Battle Royale it takes to strike a blow against Krakon. Only striking
against the man whom I worked for, and in so doing
The brief delay between the declaration of a blood
The Sundered Legion

betraying my countrymen, will I be freed. The touch of


trial and the set date for its resolution allows the
the grave is a fearful thing, and not even Krakon will be
PCs a time to recuperate and gather their strength.
able to stop it. Will you elect to be bound, so that we
Abberbaugh and Krakon are both skilled fighters, and
both might be free of Krakon’s machinations?
are about to use all of their considerable influence to
tilt the fight in their favor. Blood trials are not duels
between nobles with rapiers that end at first blood Captain Cellis is earnest, and he knows that such
– they are to the death, and the combatants are an opportunity will not happen for some time, if
expected to use whatever means necessary to uphold ever. If the PC agrees to Captain Cellis’ offer, Captain
their position. Cellis immediately possesses the PC, albeit in a
much more harmonious fashion than normal spirit
A Visitation possession. The PC’s flesh becomes clammy and
takes on a pallid hue as the ghost merges, taking
The night before the blood trial, one of the PCs that 2d6 cold and 2d6 negative energy damage (DC 25
managed to change Captain Cellis’ (area C9) attitude Fort save for half damage). Captain Cellis and the
is awoken by a chill and the smell of charred flesh PC are able to communicate telepathically as a free
and ashes. Captain Cellis, limned in a cold green action, and as a full round action, the PC can use
aura, appears near the PC, and requests to speak any of Cellis’ abilities (if Cellis is willing). Captain
with them. If the PCs managed to subdue Captain Cellis cannot control the PC’s actions, though he will
Cellis, he instead visits the PC that dealt the most certainly want to act recklessly should they encounter
damage to him, his visage incomplete and leaking Krakon prior to the arena combat. This union of
green energy. ghostly spirit and mortal flesh has its vulnerabilities
though, and positive energy from curative spells
I betrayed my people, and have paid the price these harms the PC instead of healing them.
long years. The time approaches where we might assist
one another… Krakon has long crushed others so that he
might become more powerful, and he stands ready to The touch of the grave that Cellis speaks of is a
grasp that power completely. Those that keep me bound new special attack for ghosts (refer to the Appendix
here have seen fit to give me a chance to release me – Monsters for full details). Captain Cellis’ retributive
from my burden, but only if you are willing. strike can only be used against a member of the

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

The Sundered Legion


are put into the Dead Blocks of the Circus Maximus,
A Bloody Trial (CR 18+) until criers have spread throughout all of the Great
City’s wards announcing the trial.
Despite the anything goes nature of the blood
trial, certain traditions are kept. The exact time of the
Built shortly after the looming monolith of the
trial is kept secret, which prevents the parties from
Circus Maximus was constructed, the Dead Blocks
casting protective spells. While magical weapons
are especially enchanted areas of the Circus’ lower
are certainly allowed when the combat begins, as
floors, kept at either end of the Circus’ elliptical
are scrolls, potions and other items, coming into the
layout. During the earliest days of the Kortezian
trial with layers of wards usually earns the offending
occupation, the provincial government decided to
party a visit by a high-ranking mage or cleric that
keep the populace sedated with endless days of
can cast greater dispel magic. Further attempts to
games in the Circus. As the citizens’ appetites were
circumvent the tradition can forfeit the trial, and the
whetted for more and more dangerous combats, the
Arena Master at the time ordered special holding
cells to be built after the debacle with the Third
General Blackwell Cellar. Two large cages, ten feet high and 20 feet
Ariana Blackwell, who vanished shortly after square and built on hydraulic lifts, were enchanted
the PCs uncovered the plot concerning the with an antimagic field, preventing creatures from
gate, has kept herself busy. Under Krakon’s using their natural magical abilities. The Dead
orders, she has gathered the last of the coup’s Blocks, named after the unnatural stillness that
allies to ensure that Krakon’s blood trial pervades the two cell blocks (a side effect of the
succeeds. Cutting her hair short and dressing magical cages), is still used to house the occasional
in plain laborer’s clothing, she infiltrated the medusa or winter wolf that may find itself in there.
Circus Maximus and learned its workings. Voices and sound do not carry in the Dead Blocks,
Her actions are noted in the round-by-round garnering a -4 penalty to Perception checks made
notes. there, but this effect gives the PCs a chance to make
any last-minute plans without being overheard.
Little Eddie Gin
Without notice, the cages are elevated into the arena
If Eddie Gin, wanna-be adventurer, has proper, portions of the sand-covered arena floor sliding
survived the PCs actions throughout the Road away to allow access. The Circus Maximus, surrounded
to Revolution arc, he idolizes them and wants by several tiers of seating, is roughly 150 yards at its
to help them and maybe someday be like longest point and 75 yards across. The citizens of the
them. With his pockets full of juicy rumors, Great City, of Azindralea, are packed into narrow stone
he lets the PCs know that Blackwell has plans benches, the nobles’ seating decorated with the red
for the blood trial, and has seen her in her banners and heraldry of Emperor Atregan. Judge Bao,
new disguise lurking around the arena. Eddie dressed in severe black clothing, addresses you and the
Gin’s intel gives the PCs a +1 morale bonus assembled crowd.
on attacks, saving throws, and AC against any
creatures that Blackwell releases in the arena. Before you today stands two men accused, who swore
Eddie Gin is featured in part one of the Road to uphold the laws of the Triperium and to protect this
to Revolution, “The Skullcrackers” and plays a City against all enemies that would do it harm. You
strong role in part two, “The Bloody Fix.” have heard the evidence against Uril Krakon and his
associate, Jaken Abberbaugh, who stand here today. As
The Scarred Shield Club is his right, in accordance with the laws of the Triperium,
The old warhorses of the Club are certainly he has chosen to have his guilt or innocence proven
not absent from the list of attendees at the by combat, to take place here and now in the Circus
blood trial. Using his friendship with Grand Maximus. It is only fitting that those that face them are
Master Apulio, General Nikolos and the other the very same who have thwarted their plot against our
members of the club have a front row seat City and brought the truth to the light. In this hour, we
of the fight from the Grand Master’s offices. will learn where the truth lies and whom the Gods have
Favorably impressing the Gang of Four by chosen as their champions. Let the trial begin!
rescuing Denorra Prostolom will prove a boon
to the PCs (see table below). The following table lists the round-by-round play of
the arena fight, and includes potential NPC actions
309
or events that could occur (indicated with a X) from
other parts of the Road to Revolution Adventure Arc. For your convenience, this feat has been
reprinted.
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Round Action Deadly Precision [General]


1 Abberbaugh and Krakon move out of their You empty your mind of all distracting
cage, and drink potions of haste. emotion, becoming an instrument of deadly
2 Abberbaugh drinks a potion of fly. precision.
Krakon casts bull’s strength on himself. Prerequisite
3 Four smooth-sided obsidian pillars rise Dex 15, base attack bonus +5.
out of the arena floor, thirty feet tall and Benefit
evenly spaced out around the Circus in a You have deadly accuracy with your sneak
rectangular formation.
Abberbaugh will attempt to hold off attacks. You can reroll any result of 1 on
anyone who advances on Krakon with his your sneak attack’s extra damage dice. You
bow. must keep the result of the reroll, even if it is
Blackwell, positioned in the beast pens, another 1.
drugged the guards earlier and stole the
keys to the beast pens’ lift locks. She
unlocks the pen holding a gorgon.
Krakon douses his weapon with an oil of hell the PCs are in, Marcus tracked down Sidian (if
keen edge. he lives). Knowing that the cruel fanatic has a hatred
4 The gorgon, maddened by hunger and for Gojo, Marcus pays off Sidian to betray Gojo at
mistreatment, is let loose into the arena. the most opportune time. If Gojo was killed, Marcus
5 Blackwell unlocks the pen holding a nine- instead pays Sidian to attack either Jaken or Krakon.
headed pyrohydra – it will reach the arena The dreadmanse Semheyl Villa, if not driven into
in 1d3 rounds. a ten year somnolence by the PCs, has survived
X The Gang of Four moves towards the to expand its influence. Altering the ehrenroods
beast pens with Grand Master Apulio to
find out who is releasing the creatures. crafted from its branches, these new items allow the
6 X An invisible Gojo (encounter S13) moves dreadmanse to cause objects near the ehrenroods
into position to flank whomever might be to animate with a malevolent intent, instead of
facing Krakon in melee, attacking as soon bonding with the bearer. These animated objects
as he is able to do so. are under the control of dreadmanse, and given
7 X When Gojo makes an attack, Krakon Semheyl Villa’s disposition and anger towards the
takes a five foot step away from his PCs (if they opposed it), it causes nearby loose
attacker and summons Blackdamp. items and mechanisms to act under its control.
8 X Sidian (Part II – Shadows in the Streets) Should a PC still carry an ehrenrood, they might find
assists Abberbaugh, using the obsidian
pillars to attack the PCs and move quickly the Circus suddenly acting against them – pit traps
out of reach. revealed, ditches uncovered and flooded with water.
9 Ariana unlocks a pair of dire bears from If the PCs put the dreadmanse to rest permanently
their pens, reaching the arena in 1d2 or allied themselves with it, they instead gain a +2
rounds. circumstance bonus on saves against illusions, and a
15 X The Gang of Four reach the beast pens +4 circumstance bonus to Perception checks. These
and see Ariana at work, attacking her. bonuses apply only if the PC has an ehrenrood or a
16 Ariana casts dimension door, fleeing from piece of the Semheyl Villa in their possession.
the Great City.
Events from “Tides of Blood”
Events from “The Skullcrackers”
The Semheyl warehouse that figures prominently
Discovering the truth about Malkan Abberbaugh’s
in this adventure held much of the equipment that
death and killing the person responsible for it,
Krakon was using to arm his forces, including his ally
Harmon Quagstaf, has an interesting side effect on
Commander Abberbaugh. If the warehouse burned
Jaken, Malkan’s brother. Jaken’s rolls to confirm a
down, Jaken’s equipment and statistics are altered
critical threat are made at a -4 penalty. If Harmon still
thusly:
lives, or if the PCs did not inform Malkan’s family
about his death, these critical threat rolls are given a
+4 circumstance bonus. JAKEN’S EQUIPMENT AND STATISTIC
AC 20, touch 17, flat-footed 13 (+2 armor, +6 Dex, +1
Events from “The Bloody Fix” natural, +1 Dodge)
Marcus Galwatty, if he lives, owes the PCs a lot Melee +1 rapier +18/+13/+8 (1d6+10/18-20)
more than a trial testimony. After “winning” the fight Ranged +1 flaming composite longbow (+2)
at the Crimson Cup and seeing the special sort of +20/+15/+10 (1d8+2 plus 1d6 fire/x3)
310
Combat Gear +1 flaming composite longbow (+2), +1 Melee 9 bites +12 (1d8+4)
rapier, mw dagger; Other Gear amulet of natural Space 15 ft.; Reach 10 ft.
armor +1, +2 bracers of armor. Special Attacks breath weapons (each head: 15-ft.
cone, 3d6 fire damage, Reflex DC 20 half, usable

The Sundered Legion


If both the warehouse and Senator Vulgrax every 1d4 rounds), pounce
survived the adventure and Wiggan implicated in the STATISTICS
arson plot, Senator Vulgrax bribes one of the arena Str 18, Dex 12, Con 18, Int 2, Wis 11, Cha 9
guards to smuggle in a baker’s dozen of curative Base Atk +9; CMB +15; CMD 26 (can’t be tripped)
nostrums to aid the PCs in the blood trial: 6 potions
Feats Ability Focus (breath weapon), Combat
of cure serious wounds, 4 potions of lesser restoration, 2
Reflexes, Iron Will, Lightning Reflexes, Weapon
potions of heroism and a potion of delay poison.
Focus (bite)
Skills Perception +14, Swim +12; Racial Modifiers +2
Events from “Puncture the Perception
Blackened Vein”
SQ hydra traits, regenerate head
If the PCs were unable to stop the damage or even ECOLOGY
destruction of their deity’s house of worship within
Environment deserts or volcanic marshes
the Temple Ward, they may find themselves lessened,
Organization solitary
taking a -1 on any caster level checks, damage dealt
or healed by spells. If Lake Idyll was drained, the Treasure standard.
Circus’ reservoirs of water for moats are similarly dry. SPECIAL ABILITIES
Fast Healing (Ex): A pyrohydra’s fast healing
Ceghon, however, favors the gladiators on the side ability is equal to its current number of heads
of the law. Any of the PCs receive one free reroll in (minimum fast healing 5). This fast healing
the course of the blood trial’s combat, provided that applies only to damage inflicted on the
do not use the reroll for death attacks or effects, pyrohydra’s body.
spells with the Evil descriptor, or similar effects. Hydra Traits (Ex): A hydra can be killed by severing
all of its heads or slaying its body. Any attack
Events from “The Usurpers” that is not an attempt to sever a head affects the
The events in this adventure can completely body, including area attacks or attacks that cause
reverse the trial, with the PCs attempting to defend piercing or bludgeoning damage. To sever a
themselves against the new lord, Tharix Magorthus, head, an opponent must make a sunder attempt
and his allies, with only a quivering Erasmus with a slashing weapon targeting a head. A head
Atregan as an ally in the arena. If the PCs succeed is considered a separate weapon with hardness
in the combat, Erasmus gives them a truly royal 0 and 9 hit points (equal to the hydra’s HD). To
treatment – lavish dinner parties, expensive lodging sever a head, an opponent must inflict enough
and accompanying luxuries, and a special award for damage to reduce the head’s hit points to 0 or
their services to the City, an eerie echoing of Captain less. Severing a head deals 9 points of damage
Virram Cellis several years before. to the hydra’s body (equal to the hydra’s current
HD). A hydra can’t attack with a severed head,
GORGON CR 8 but takes no other penalties.
XP 4800 Regenerate Head (Ex): When a pyrohydra’s head
hp 100 (see Pathfinder Bestiary). is destroyed, two heads regrow in 1d4 rounds.
A pyrohydra cannot have more than twice its
original number of heads at any one time. To
NINE-HEADED PYROHYDRA CR 10
prevent new heads from growing, at least 5
XP 9600 points of acid or cold damage must be dealt to
N Huge magical beast (fire) the stump (a touch attack to hit) before they
Init +1; Senses darkvision 60 ft., low-light vision, appear. Acid or cold damage from area attacks
scent; Perception +14 can affect stumps and the body simultaneously.
DEFENSE A pyrohydra doesn’t die from losing its heads
AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 until all are cut off and the stumps seared by acid
size) or cold.
hp 84 (9d10+36); fast healing 9
Fort +11, Ref +9, Will +5 DIRE BEARS (2)  CR 7
Immunities fire
XP 3200 each
OFFENSE
hp 95 (see Pathfinder Bestiary).
Speed 20 ft., swim 20 ft.
311
GENERAL URIL KRAKON  CR 15 BLACKDAMP  CR -
XP 51200 XP -
Male human fighter 8/black knight 8 Male fiendish heavy horse
The Sundered Legion

LE Medium-sized humanoid (human) LE Large magical beast


Init +3; Senses Perception +3 Init +4; Senses darkvision 60 ft., low-light vision,
Aura despair (10 ft., -2 to saves); moderate evil scent; Perception +10
DEFENSE DEFENSE
AC 26, touch 13, flat-footed 23 (+3 Dex, +3 natural, AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, -1
+10 armor) size)
hp 132 (16d10+40) hp 84 (8d10+40)
Fort +14, Ref +7, Will +5; +2 vs. fear Fort +11, Ref +10, Wis +5
Defensive Abilities bravery +2 DR 5/good; Resist cold 10, fire 10; SR 13
OFFENSE OFFENSE
Speed 30 ft. Speed 50 ft.
Melee +1 frost/+1 shock two-bladed sword Melee 2 hooves +8 (1d6+3), bite +13 (1d6+6)
+23/+18/+13/+8/+23/+18 (1d8+9 plus Space 10 ft.; Reach 5 ft.
1d6 cold/1d8+6 plus 1d6 electricity/19-20) Special Attacks smite good (1/day; +6)
Ranged masterwork adamantine javelin +19 (1d6+5) STATISTICS
Special attacks command undead 5/day (+2, +2d6+7, Str 23, Dex 18, Con 21, Int 8, Wis 17, Cha 11
5th level), fiendish servant (fiendish heavy Base Atk +8; CMB +15; CMD 29 (33 vs. trip)
warhorse), poison use, smite good 2/day (attack Feats Blind-Fight, Endurance, Improved Natural
+2, damage +7), sneak attack +2d6 Attack (bite), Improved Overrun, RunB
Prepared Spells (CL 8) Skills Perception +10, Stealth +7
3. - inflict serious wounds (DC 15) SQ blood bond, docile, empathic link, share spells,
2. - bull strength speak with blackguard.
1. - cause fear (DC 13), corrupt weapon, cure light SPECIAL ABILITIES
wounds
Blood Bond (Ex): If Blackdamp witnesses Uril being
Spell-like abilities (CL 7)
threatened or harmed, he gains a +2 bonus on all
At will – detect good
attack rolls, checks and saves. This bonus lasts as
STATISTICS
long as the threat is immediate and apparent.
Str 20, Dex 17, Con 14, Int 12, Wis 13, Cha 15 Docile (Ex): Unless specifically trained for combat
Base Atk +16; CMB +21; CMD 34 (see Handle Animal skill), a horse’s hooves are
Feats Blindfight, Cleave, Combat Reflexes, Exotic treated as secondary attacks.
Weapon Proficiency (two-bladed sword), Improved
Initiative, Improved Two Weapon Fighting,
COMMANDER JAKEN ABBERBAUGH  CR 13
Improved Critical (two-bladed sword), Improved
Sunder, Intimidating Prowess, Leadership, XP 25600
Persuasive, Power Attack, Two Weapon Fighting, Male human rogue 3/fighter 4/duelist 7
Weapon Focus (two-bladed sword), Weapon LE Medium humanoid (human)
Specialization (two-bladed sword) Init +6; Senses Perception +16
Skills Acrobatics +11, Climb +11, Diplomacy +11, DEFENSE
Intimidate +21, Handle Animals +9, Knowledge AC 22, touch 17, flat-footed 15 (+3 armor, +6 Dex, +2
(nobility) +15, Knowledge (religion) +9, Perception natural, +1 Dodge)
+3, Ride +8, Swim +9, Stealth +9 hp 84 (11d10+3d8)
Languages Abyssal, Common, Cortezian Fort +7, Ref +14, Wis +3, +1 vs. fear
Special Abilities aura of despair, dark blessing, armor Defensive Abilities bravery +1, canny defense +2,
training 2, weapon training (heavy blades) +1 elaborate defense +2, evasion, parry, trap sense
Gear potion of cure serious wounds (2), potion of haste, +1; Resist fire 20
oil of keen weapon (2), purple worm poison (3 OFFENSE
doses), death blade (1 dose), heavy warhorse, Speed 30 ft.
amulet of natural armor +3, headband of alluring Melee +2 rapier +19/+14/+9 (1d6+11/18-20)
charisma +2, gauntlet of rust, ioun stone (pale blue Ranged +2 frost seeking composite longbow (+2)
rhomboid), ring of mind shielding, +1 frost/+1 shock +20/+15/+10 (1d8+4 plus 1d6 cold/x3)
two-bladed sword, masterwork adamantine javelin Special Attacks precise strike, riposte, sneak attack
(3), +1 mithral full plate, platinum plated half helm +2d6, sniper’s eye
(1000 gp), 200 pp, 1000 gp.
312
STATISTICS Precise Strike (Ex): When making a precise strike,
Str 15, Dex 18, Con 10, Int 15, Wis 8, Cha 12 Jaken cannot attack with a weapon in his other
Base Atk +13; CMB +15; CMD 32 hand or use a shield, adding his duelist level to his
Feats Combat Expertise, Combat Reflexes, Deadly damage roll. His precise strike only works against

The Sundered Legion


Aim, Dodge, Far Shot, Mobility, Point Blank Shot, living creatures with discernable anatomies,
Precise Shot, Rapid Shot, Two-Weapon Fighting, and does not function against creatures that are
Weapon Finesse, Weapon Focus (longbow) immune to critical hits or are protected from
Skills Acrobatics +21, Appraise +9, Craft (bows) +6, critical hits.
Diplomacy +7, Disguise +7, Escape Artist +11, Riposte (Ex): Jaken can make an attack of opportunity
Intimidate +18, Knowledge (local) +10, Knowledge against any creature whose attack he successfully
(nobility) +6, Perception +16, Perform (act) +11, parries, so long as the creature he is attacking is
Sense Motive +16, Sleight of Hand +11, Stealth within reach.
+13, Swim +6, Use Magic Device +9
Languages Common, Giant, Goblin General Krakon is supremely confident in his
SQ acrobatic charge, armor training 1, enhanced abilities, and will fight with all the skills and tactics
mobility, improved reaction +2, trapfinding +1 learned from his many years of service in the
Combat Gear +2 frost seeking composite longbow (+2), Kortezian army. Commander Abberbaugh is not as
+2 rapier, mw dagger; Other Gear amulet of natural confident and much more interested in saving his
armor +2, bag of holding II (empty), bracers of hide rather than his pride, and will flee should he
armor +3, ring of major fire resistance. drop below 5 hp, using his potion of fly to keep out of
reach.
SPECIAL ABILITIES
Acrobatic Charge (Ex): Jaken may charge over
A sudden silence, like the intake of a held breath,
difficult terrain that normally slows movement.
and then the arena explodes into cheers and cries of
Depending on the circumstance, he may still need
victory. Tired from the battle, but triumphant, you have
to make appropriate checks (Acrobatic checks in
succeeded in foiling Krakon’s planned coup, despite his
particular) to successfully move over the terrain. every effort. Even if in the larger scheme of the Empire’s
Canny Defense (Ex): While Jaken is not wearing intrigues you played a small role, you know that seeing
armor or using a shield, he adds +2 to his AC. If relief on a child’s face instead of terror is worth the blood
he is caught flat-footed or denied his Dex bonus, spilt and friends lost.
he loses this bonus.
Elaborate Defense (Ex): If Jaken chooses to fight
defensively or use total defense in melee combat,
Conclusion
he gains a +2 dodge bonus to AC. Ariana Blackwell’s hatred for the Atregan reign
Enhanced Mobility (Ex): When wearing no armor and does not stop with the deaths or disgrace of her
not using a shield, Jaken gains an additional +4 fellow conspirators. When her lover was murdered by
bonus to AC against attacks of opportunity caused Erasmus Atregan, it set her hell-bent on a course that
can only end in her death or Atregan’s. With Krakon
when he moved out of a threatened square.
defeated, Ariana retreats into the hinterlands with her
Improved Reaction (Ex): Jaken gains a +2 bonus on
lover’s ghost, to plot anew and rally the Great City’s
initiative checks.
enemies to strike while the city is weakened from
Parry (Ex): Whenever Jaken takes a full attack action
the internecine battles that have all but consumed
with a light or one-handed piercing weapon, he it. Ariana continues to grow in strength and
can elect not to take one of his attacks. At any control, eventually striking a bargain with the same
time before his next turn, he can attempt to malevolent entity that Uril followed, turning her into
parry an attack against him or an adjacent ally as a powerful undead creature. Jaken Abberbaugh, if he
an immediate action. To parry the attack, Jaken managed to escape, heads back to the hinterlands as
makes an attack roll, using the same bonuses as well, likely reuniting with Blackwell, who attempts to
the attack he chose to forego during his previous strike a new alliance with Clan Magorthus and Tharix
action. If his attack roll is greater than the roll of in particular.
the attacking creature, the attack automatically
misses. For each size category that the attacking On a happier note, the PCs have an opportunity
creature is larger than Jaken, Jaken takes a –4 to milk their success in the Great City. Many of the
penalty on his attack roll. Jaken also takes a –4 residents, particularly those most outspoken against
penalty when attempting to parry an attack made Krakon’s activities or suffered from his handiworks,
against an adjacent ally. Jaken must declare the are thankful for the PCs and usually buy a free drink
use of this ability after the attack is announced, or four. The Gang of Four and Prostolom will not
but before the roll is made. soon forget the PCs, and may offer them future work
313
on behalf of the Empire. Judge Bao won’t forget his shuriken; Other Gear amulet of natural armor +2,
rescue either, though PCs looking to use this to get bracers of armor +3, ring of sustenance.
a lighter sentence if they’re caught law-breaking will
The Sundered Legion

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%

The Sundered Legion


its exterior. A serpentine tongue snakes past long chance that a graveborn chimera has mutated
dagger-like teeth, powerful jaw muscles flexing as it in some fashion, which is usually represented
opens and closes its mouth. A vestigial head, eyes by the application of a template to the beast.
milk-white and toothless maw, echoes the motions Usually these templates are reflective of the
of the larger head. Large swiveling bat-like ears twist environments they dwell in, but the GM is
and turn to focus on minute sounds, while large encouraged to demonstrate the uncertainty of
goat-like eyes follow motion in front of it. these creatures.

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
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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
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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.

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