Albion Armitage’s Astounding Arsenal Sean O’Connor
Albion Armitage’s Astounding Arsenal Sean O’Connor
Compatibility with the Pathnder the Pathnder Roleplaying Game requires Game requires the Pathnder the Pathnder Roleplaying Game from Game from Paizo Publishing, LLC. See http://paizo.com/pathnderRPG for more information on the Pathnder Roleplaying Game. Game . Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Albion Armitage’s Astounding Arsenal ©2010 ©2010 4 Winds Fantasy Gaming. All Rights Reserved. Albion Armitage’s Astounding Arsenal is is presented under the Open Game License. See page 53 for the text of the Open Game License. Except for material designated as Product Identity (see below), the contents of this 4 Winds Fantasy Gaming product are Open Game Content, as dened in the Open Gaming License 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game Content might be reproduced in any form without written permission. To learn more about the Open Game License visit http:// wizards.com Pathnder is a registered trademark of Paizo Publishing, LLC, and the Pathnder Roleplaying Game Game and the Pathnder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathnder Roleplaying Game Compatibility License. See http://paizo.com/pathnderRPG/compatibility for more information on the compatibility license. Product Identity — — The following items are hereby identied as Product Identity, as dened in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All 4 Winds Fantasy Gaming trademarks, proper names (characters, deities, places, etc.), dialogue, plots, storylines, language, incidents, locations, c haracters, artwork (except licensed clip art), and logos. 4WF026 4 Winds Fantasy Gaming 1305 14th Avenue South Great Falls, MT 59405 USA
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Albion Armitage’s Astounding Arsenal Sean O’Connor
Table of Contents Introduction The Adventure Part I: The Town Part II: The Wilderness Part III: Albion Armitage’s Astounding Arsenal Part IV: The Return to Cathay Part V: Future Adventure Hooks NPCs New Monsters The Arsenal Weapons Siege Weapons Magic Items Props and Maps Open Game License
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Credits Designer — Sean O’Connor Designer — Editor — Editor — Connie J. Thomson Publisher — Publisher — Robert W. Thomson Cover Artist — Artist — Will Rodriguez Cover & Logo Design — Design — Kristen M. Collins Cartography — — Will Rodriguez Interior Artists — Artists — Jason Ammons, Will Rodriguez, Maciej Zagorski (The Forge Studios) Some artwork copyright William McAusland, used w ith permission. Some artwork copyright Larry Elmore, used with permission (see OGL on page 53). Interior Layout — Layout — Connie J. Thomson Playtesters — Benjamin — Benjamin Donnelly, Alicia J. Hocter, Sam Hocter, Connie J. Thomson, Beth Walsh, Jeff Watson, and Mathew Winkle The author would like to thank Robert and Connie for making this possible, Will for his excellent work, J oe McCullough for letting me bounce ideas off him, sometimes at 3 in the morning, and Amy Xiaofang, whom I am a better person for knowing. knowing. Connie and Robert would like to thank all our fans for supporting us. This module is for you! Good gaming!
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INTRODUCTION Albion Armitage’s Astounding Arsenal is designed for a party of four to six 8 th to 10 th level characters. This module is ideally suited for use between the GM’s planned adventures, or as a side trip during a larger campaign. Required books are the Pathnder Roleplaying Game Core Rulebook Rulebook and and the Pathnder Roleplaying Game Bestiary Bestiary.. The antagonist NPCs have heroic stats and will pose a denite threat to many, if not most, parties; GMs may wish to adjust them to a more suitable level (see Scaling the Adventure, below). Included in the adventure are several maps and a host of new weapons, armor and magic items.
PREPARATION If you are a player and plan to play in this adventure, stop reading now! now! If you are the GM, you should read through the adventure carefully, paying attention to the ow of the story, the NPCs, the specic encounters and the random encounter tables. The only books required to run this adventure are the Pathnder Roleplaying Game Core Rulebook and the Pathnder Roleplaying Game Bestiary, though if you have copies of the other books from 4 Winds Fantasy Gaming you might also nd them useful (though they are not at all required). A primary driving force in this adventure adventure is a magical map, showing the way to Albion Armitage’s Astounding Arsenal. The map cannot cannot be thrown away, intentionally left behind or destroyed in any way. Attempting to get rid of the map results in the map returning, and replacing something in the character’s inventory of gear (see the map’s description on page X). However, the map can be stolen or unintentionally lost. The only exception is that someone who is dying can pass the map on to another person. The GM should be prepared for a party that may not want to follow the map trying to get rid of it. If the GM cannot convince the party (through telling the story) to follow the map, he should have the map stolen and let the adventuring party move on to other adventures. The NPCs in this module can be deadly. The assassin Sparafucile and the evil cleric Matil Vellamo are particularly powerful and each could potentially kill one or more party members, especially if the party is underpowered for their level. The GM should take care to make sure he does not end up with a total party kill on his hands by the end of the adventure portion.
Rumors of the existence of the arsenal and its mysterious owner date back hundreds of years, leading many to speculate just who or what Albion Armitage is. Some say that he is a demi-god; others say he is a demon. Others still insist that the Albion Armitage of today is not the same one from a hundred years ago, but is rather the apprentice to the original Albion Armitage’s rst apprentice. Whatever or whoever he is, Albion Armitage knows what warriors and rulers want, and he endeavors to give it to them.
ADVENTURE ADVENTUR E SYNOPSIS S YNOPSIS The adventure begins in the small trade city of Cathay, where the party comes into possession of a map showing the location of Albion Armitage’s Astounding Arsenal. With the map is a letter to Albion Armitage from the local duke, Carnegie Fyfe, indicating the man who had been carrying the map was a courier for the duke. Trying to dispose of the map proves useless, as it returns to a backpack or pouch belonging to one of the PCs after each attempt. The PCs eventually seek an audience with D uke Fyfe, where they learn that, through special arrangements, he managed to peruse Albion Armitage’s stock and chose to purchase some powerful weapons. There is no immediate threat of attack, but the duke was not willing to pass up this opportunity to see Cathay’s defenses strengthened. Unfortunately, an evil cleric named Matil Vellamo found out that the Astounding Arsenal was present on the Prime Plane, and nearby at that. Though she was not invited to the arsenal herself, she knows that if she can steal the map, she can then use it. Albion Armitage does not turn away anyone a nyone who shows up at his shop, so long as they have coin to spend. Vellamo’s plan pl an involved rst kidnapping the family of Petras Camerlengo (the duke’s chamberlain). Under threat of his family being slain, Camerlengo provided Vellamo with the identity of the rst courier and Vellamo hired the legendary assassin Sparafucile to track him down and take the map. Unfortunately, the PCs ended up with the map before Sparafucile could claim it. Duke Fyfe, after having a priest verify with spells that the PCs speak the truth, will enlist the PCs to take up the mission the courier could not complete. Once this happens, Sparafucile, who is disguised as a servant in the duke’s keep, will identify the PCs. Assuming the PCs are no more of a threat than the dead courier,
ADVENTURE BAC BACKGROUND KGROUND Albion Armitage’s Astounding Arsenal is a mysterious and oft-disbelieved weapons arsenal that not only changes locations (though it always seems to be a permanent structure when found), but even moves from one plane of existence to another. Some say it even moves from one reality to another while remaining on the Prime Material Plane.
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Color Maps If you purchased a print copy of this module and would like a PDF featuring full-color maps that can be printed out, send a scan or photo of your purchase receipt to
[email protected] with the subject line “AAAA color maps”.
Sparafucile subcontracts a trio of local thugs to break into their room at the inn and steal the map from them while he insures that the chamberlain does not reveal the truth to the duke. When the local thugs prove unsuccessful in obtaining the map, Sparafucile must follow the PCs into the wilderness, as they follow the map to Albion Armitage’s Astounding Arsenal. He sends a quick message to Matil Vellamo, giving the general directions the PCs are traveling in to her, then sets out in pursuit himself. Four days along the road, the PCs are ambushed by local brigands hired by Vellamo to aid the assassin. When the PCs arrive before the assassin, the brigands attack anyway. Two days later, the PCs encounter the scene of another battle and recognize the dead as having been some of the brigands that attacked them two days ago. This is where Vellamo and Sparafucile met the rogues and punished them for failing. The next day the PCs spot greasy, bla ck smoke on the horizon, and the day after that they arrive in a ruined, burned village. Unfortunately for the PCs, they nd that not everyone in the village is dead – some are undead. Ghouls and ghasts left behind by Vellamo assault the party in wave after wave. When the undead in the village fail to slay the PCs, Vellamo orders Sparafucile to attack directly. Two nights after the village, Sparafucile nds the PCs’ campsite and watches before attacking, using his Death Attack and Quiet Death in an attempt to take them one by one. After Sparafucile’s failure (and possibly his death), Matil Vellamo nally takes matters directly in hand and confronts the PCs directly. She tricks them at rst, getting close, but nally reveals her true nature and an epic battle ensues. Once Vellamo is defeated, the PCs continue on, nally arriving at Albion Armitage’s Astounding Arsenal fourteen days after leaving Cathay. They present the duke’s letter to Albion, and make arrangements to have the duke’s purchases delivered to him. Once that is settled, the PCs are invited by Albion to peruse a selection of his wares. After purchasing a few goods, the PCs return to Cathay, having little, if any, trouble along the way. The duke’s goods have arrived and the duke pays the PCs the balance of their negotiated fee.
ADVENTURE TEXT Information meant to be read aloud to the players is presented in shaded text boxes. Information meant for the GM only is not shaded, and should not be read aloud to the players. Encounters include most of the stat blocks needed for that encounter. The exception is with the primary NPCs, where more detailed information is presented in the back of the module, and with the random encounters.
Scaling the Adventure Albion Armitage’s Astounding Arsenal is designed to challenge a party of four to six 8 th to 10 th level PCs, but can be played with both higher and lower level characters. Make the following adjustments to scale the adventure to the power level appropriate for the PCs. For PCs of 5 th to 7th levels: • Reduce the DCs of all skill checks by 5 to 10, as the GM deems appropriate. Also, the three minotaur thugs should have regular hide armor instead of magical rhino hide. • For the random encounter tables, remove any templates, such as the advanced template, that is listed for a particular encounter. • Have the mercenary ambush consist solely of the archers and the spearmen; do not use the lancers. Remember to still have a few of them escape. • At the village of the dead encounter, remove the advanced simple template from the ghasts and do not use the babau demon. • Change Sparafucile to a 4th level assassin and change his dagger of venom to a +2 dagger. • Change Matil Vellamo to a 12 th level cleric, remove the bebilith and the symbol of death, as well as the subordinate cleric, Blodwyn, and half of the fast zombies. For PCs more powerful than 10 th level: • Add one or more minotaurs to the trio of minotaur thugs. • Double the number of archers and spearmen in the mercenary ambush, and add 2 cleric levels to the mercenary chaplain. • Have two advanced ghasts accompany every wave of ghouls in the village of the dead, and change the babau demon to two shadow demons. • Add two assassin levels to Sparafucile, making him an 8 th level assassin and make his +2 shortsword a shortsword of subtlety. • Add two cleric levels to Blodwyn and two wizard levels to Raibohne, and add six more fast zombies to those Raibohne controls. Also add three mummies under Matil’s control.
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THE ADVENTURE The adventure starts in the fortied town of Cathay. Cathay has a keep and garrison of troops, a decent amount of trade and travel, and is the seat of power for the Duchy of Cathay. The town is at the edge of the plains, just before hill and forest country, and as such is often considered the last bastion of civilization before heading into the untamed hinterlands. The population of Cathay is around 1,200, 95% of that number being human, with 5% haling, 8% dwarf, 5% elf, 5% halfelf, and 2% others. There are known to be bandits, orcs, and hobgoblins in the hills so caravans often hire on adventurers for protection before heading into the hinterlands. The town features a number of shops as well as a general market held in a warehouse along the main central road in Cathay; it has stables attached so caravans can rent a berth and set up their goods inside the converted warehouse. Once a month there is also a n auction held in the general market, sometimes offering valuable or rare goods. There are several inns that are used to serving traveling adventurers, a couple smithies, and a few modest artisan shops, though nothing particularly uncommon or elaborate is available. The town’s only armorer is capable of making most light and medium grade armors and can repair, but not construct, most heavy armors. The weapon smith can make regular quality simple and martial weapons, but nothing exotic and nothing masterwork. Entertainment in Cathay consists of a large dance hall with a few musicians, a handful of brothels, and nearly a dozen places that serve food and drink but do not generally offer lodging. Those with ranks in the various Perform skills will often be able to nd themselves work for a night or two, though usually in exchange for room,
board, and drink rather than coin. There is a modestly sized hospital that is also the local temple of the god of healing, and a few smaller shrines, most of them unstaffed, to other faiths. In short, it’s a nice enough place to burn off some money and rest between jobs, but nothing adventurers haven’t seen before.
PART I: THE TOWN 1. Man on the Run As one or more of the PCs are walking the main street of Cathay, sunset approaches and the crowd thins out, most people heading for taverns or their homes. Near the mouth of a narrow alley between two buildings, a gure blindly runs out into the street. GM, read the following:
As you near the mouth of an alley between two buildings, a gure in stained and ragged livery staggers out of the alley with a folded piece of parchment in his hand. He collapses to the ground with his hand outstretched toward you, as though offering you the parchment. Your initial examination reveals that he is dead – there is a stab wound in the small of his back that has already turned the esh around it black. The alley he came out of is pitch black and appears empty…
With a successful DC 15 Knowledge (local) or Knowledge (nobility) check, a PC recognizes the livery as belonging to the local duke. A DC 40 Perception check for any PC (DC 30 for any with darkvision) allows them to spot a cloaked, dark gure disappearing out of the other end of the alley. The gure is Sparafucile the assassin. Sparafucile won’t emerge from the shadows to kill the PCs, but will disappear and head back to the duke’s palace (where he is disguised as a servant) to plan how to get the map from the PCs. Give the PCs a couple of rounds to look over the dead man, look down the alley, or cast spells, then read the following:
A town watchman walks out of a building onto the street a short distance away and starts heading toward your party at a slow walk. He notices something is amiss and calls out, “Hold, in the name of Duke Fyfe!”
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If the PCs report the events of the murder to the watchman, the watchman can make a Sense Motive check (+8 total bonus) to determine if they are telling the truth. If the watchman feels they are being truthful, he thanks them and encourages the PCs to visit Duke Fyfe as soon as possible. If he feels he is being lied to (whether because the PCs actually lie and the watchman succeeds on a Sense Motive check, or because the watchman rolls a natural 1 on his check), he will order the PCs to discard their weapons and he will shout for assistance. If the PCs do not resist, they are taken to the guardhouse and after a couple hours of telling and retelling their story, the captain is assured they are telling the truth, and they are released. Before leaving, the captain tells them the murdered man was a messenger for Duke Fyfe. If the PCs run from the watchman, they will be hunted by the watch for the remainder of their time in Cathay, until they nally visit the duke. If one of the party members examines the small folded square of parchment, they see it is of high qu ality, sealed, and seems to have something inside it. A DC 15 Knowledge (local) or Knowledge (nobility) check will identify the seal as belonging to the local duke. If the seal is broken and the parchment is unfolded, it reveals a map on the inside. On it, in magically glowing symbols, is a location far to the west, several d ays travel through hills and forested countryside. This location is labeled “Albion Armitage’s Astounding Arsenal”, the text magically changing languages every few moments. An image of this map is presented on page 47 and can be presented to the players as a prop. This is obviously no ordinary map. A detect magic spell reveals strong magic from all the schools of magic. The map will resist all non-magical means of destruction – it will not burn, will not tear, will not cut, and will not dissolve in water; it is effectively DR 30/magic with 30 hit points against attacks directed at the map itself. Area effect magic or attacks aimed at the possessor of the map go through or around the map as though the map were not present. Tucked into the map there is another folded and sealed square of parchment. The seal, once again, is that of Duke Fyfe. If the seal is broken, it will reveal a
“Master Armitage, I have perused your wares and have elected to order 10 of your Polyboli, each with 50 darts, and 20 of your double-crossbows with 100 bolts each. Enclosed please nd a promissory note for 200,000 gold marks or currency of equivalent value. Inform the courier presenting this letter to you when I may expect delivery of these goods.”
letter written in eloquent script. It reads: The letter bears the signature of Carnegie Fyfe, Duke of Cathay and outlying territories. The promissory note is pinned to the letter and bears the seal of the duke as well as the duke’s chamberlain, Petras Camerlengo. An image of this letter is presented on page 48 and can be presented to the players as a prop. The three most obvious options for the PCs are to: a) See the duke about the map (see Part I, 2. Off to See the Duke); b) Try and gather information about the arsenal (see Part I, 3. Gathering Information); or, c) Head off into the wilderness and see where the map leads them (see Part II: the Wilderness). If the PCs attempt to get rid of the map by throwing it away, the magical nature of the map will cause it to return to them at increasing cost. The rst time the map is tossed aside, it will transport itself back among the possessions of the PC disposing of it. The next time that PC attempts to retrieve an item from a sack, bag, backpack, etc, the PC will retrieve the map instead. Each successive time it is thrown away, the map will, 1d4 minutes later, substitute itself for a random item in the PC’s possession, and will resurface the next time they attempt to retrieve anything as per above. The random item replaced can be found where the map was last left, if they go back and look for it.
2. Off to See the Duke If the PCs want to see Duke Fyfe, they can do so with relative ease. During normal business hours (from after breakfast until an hour before sundown) they can go to the keep’s gatehouse and request an audience. A herald will take their names, ask their business, and let them know when an audience is available (within 1d4 hours). When the PCs arrive for their scheduled audience, they will be provided locking trunks to stow their equipment in (they will be allowed to keep the keys with them) and will be mildly searched (the guards have a Perception modier of +5) before being shown into the ducal throne room. If asked about the search and the lock boxes for weapons, one of the guards will tell the PCs that there have been rumors of plots against the duke and they’re merely taking sensible precautions. They are presented to Carnegie Fyfe, Duke of Cathay and the outlying territories, who is accompanied by four guards (LN human warriors 5, with 35 hp each), the chamberlain, and the duke’s bodyguard, Sir Barnabas Van Der Deink (LN human ghter 10). Aside from the richness of his dress (as bets his station), Duke Fyfe is a fairly unremarkable middle-aged human male, except for his mustache. The duke’s mustache is exquisitely groomed and thoroughly waxed, and hangs past his earlobes, quivering with each syllable as he speaks. The duke is a bit pompous but is not a bad or unreasonable person. He is already aware of the
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anxious, though the rumors of plots against the duke or having to trust unknown adventurers ar e seen as the most likely explanations.
3. Gathering Information
Duke Carnegie Fyfe courier’s death and has a cleric (Father Corneel) brought in to cast zone of truth to verify that the PCs did not kill the courier, and that they are not in league with the cabal of merchants. After the duke is satised the PCs are telling the truth, and after a few minutes of deliberating, he will choose what he feels is the most practical option: hire the PCs as couriers to follow the map and deliver his message and promissory note to the destination. If asked about the arsenal, the d uke will tell the PCs that it contains nearly any weapon that can be imagined, and some never dreamt of. This may or may not be true – Duke Fyfe personally does not have the greatest imagination. Duke Fyfe will offer each PC 1,000 gold pieces, half up front and half when they return. If the PCs accept the offer, the chamberlain will then lead them to his ofce, where he will have servants bring each PC a pure gold brick. Each brick weighs 10 lbs., bears the stamp of the duke, and is worth 500 gold pieces. One of the servants is the assassin Sparafucile in disguise, who uses the chance to identify his new marks – the PCs. As no PC gained a very good look at the assassin last night (even if succeeding on the Perception check), there should be no cause for suspicion here. The chamberlain will stress the need for discretion to the PCs and ask where they are staying in town, when they intend to leave, and other such things. A DC 20 Sense Motive check will reveal that he is quite
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There are only a few potential sources of information in a place like Cathay, especially with little more than a name to go on. A DC 15 Knowledge (local) check gives the PCs the three most obvious sources of information: among the merchants, on the black market, and other adventurers. The merchants can be questioned by going to the Merchants’ Guildhouse, near the market warehouse. If the PCs go to the Merchants’ Guild with questions, the merchants have never heard of Albion Armitage’s Astounding Arsenal. They may make an insultingly small offer (no more than 100 gold pieces) to purchase the map as a ‘wondrous novelty’, and are suspicious that this ‘Armitage fellow’ is an interloper looking to compete with them. The black market is harder to nd, but a DC 20 Knowledge (local) check leads the PCs to a fence named Josef Mandalor. Josef has no information either, and will only share this lack of information after his palm has been crossed with silver and gold (a bribe or payment of at least 15 gold pieces). He will then offer to purchase the map, but will not offer much more than the Merchants’ Guild offers. Among other adventurers, a DC 35 Knowledge (local) or DC 25 Diplomacy check will produce a single adventurer who knows something about the arsenal. Malcolm Greycastle is a tall old mercenary with a graying beard and closely cropped hair, more than his fair share of battle scars on both his skin and armor, and a mechanical prosthetic left arm. He is gruff, but friendly enough to fellow adventurers, and will let the characters buy him a few drinks before speaking in depth.
“Some say the arsenal is run by the son of the trickster god. Some say it’s never in the same place twice, and that it can only be seen by the light of a gibbous moon. All I know for sure is that you won’t have an easy time getting there, and you’d better bring a lot of coin.”
Malcolm goes on to explain that he has never seen Albion Armitage’s Astounding Arsenal himself, but that thirty years ago when he was with the Black Eagle Company, his captain had a map just like the one the PCs have now – but indicating a location thousands of miles from here, not even on the same continent.
“The captain took a wagon full of coin and loot with his personal guard to that place, and returned days later, several guards and all the coin lighter. He was wearing brand new armor and a new sword, much better than he had before, as were his guards. I’ll tell you this much, half the company was ready to mutiny, seeing he’d spent all our pay on some shiny new kit. Somehow he talked his way out of it, and told us we’d be on our knees thanking him when we saw what he’d bought. Well, a few days passed, and most of us decided that it was time to get a noose for him. Before we could, though, something incredible happened.” You can hear the gears whirring in Malcolm’s mechanical arm as it moves, lifting his drink to his lips. He drains his goblet in one draught before continuing. “The sky opened with a slash of white light, and suddenly there were crates, dozens of them, in the middle of our camp. These strange men were sorting them, and one handed the captain a folded piece of paper. The captain nodded, and the men all disappeared at once. The slash in the sky was gone, too, as though it had never been.” He wipes his face with his esh and blood hand. “You’re about to ask me what was in the crates, of course. It was weapons. Magic weapons, and enough for the entire company. Crossbows with exploding bolts, for most of us. Swords that crackled with thunder and ice, spears that shrieked across the battleeld. There was even a small catapult that launched spheres, spheres what turned into demons where they hit,” he says, eyes far away. “Terrible, incredible weapons. We tore a swath across two nations that way. “And then we ran out of bolts and spears, and our swords took a beating, and we couldn’t get any more. Just about then, the remnants of the armies we’d smashed banded together and came down upon us. I think only a dozen of us survived,” the old veteran says, rubbing softly at where his prosthetic limb connects to his body. “The arsenal is real, my young friends. But even the best equipment doesn’t make you immortal. Remember that,” he says, rising from the table and walking toward the door.
The old mercenary does not know any more about the arsenal and does not wish to talk any further. If the party tries to force the issue, the rest of the patrons of the inn threaten to throw the PCs into the street if they
Malcolm Greycastle do not leave. The PCs will not nd any more information about the arsenal and asking around further will only attract the attention of the duke’s men. If the PCs have not yet met with the duke, they will be summoned to the duke’s keep (see Off to See the Duke, above). If the PCs have already met with the duke, one of the duke’s guards approaches with a note from the chamberlain. The note instructs the PCs to “kindly keep the nature of their mission a bit quieter.”
4. Rare Thugs, Well Done No matter what the PCs do, Sparafucile knows they have (or at least, had) the map. He saw them with the dead courier earlier, and if they went to see the duke, he saw them there (handed them their gold bricks, in fact). If the PCs asked around about the map, word got back to Sparafucile. The assassin, unable to get out of the duke’s palace for long again without seeming suspicious and also having a desire to keep watch on the chamberlain, lest the man reveal what is going on, hires three local thugs to jump the PCs and take the map. The thugs are a trio of minotaur brothers who live in the sewers beneath Cathay.
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No Map for the Minotaur Battle As this encounter can take place in several different locations, no specic battle map is provided. If the battle happens in the city of Cathay, the GM could use the Village of the Dead map. If the encounter takes place on the road, the GM could use the Harbinger map. Other maps from other sources can also be substituted, as the GM sees t. If the PCs went to the duke, the trio assaults them upon leaving the ducal palace. If the PCs ask around town, the minotaurs attack them in the streets. If the PCs head out of town, the brothers jump them not far from the gates.
PORTERHOUSE, RIBEYE, AND CHUCK CR 8 4,800 XP Male minotaur ghter 2 Large monstrous humanoid Init +0; Senses darkvision 60 ft.; Perception +11 DEFENSE AC 20, touch 9, at-footed 20 (+6 armor, -1 size, +5 natural) hp 62 (8d10+18) Fort +9, Ref +5, Will +5 OFFENSE Spd 20 ft. Melee gore +11 (1d6+6) or punching dagger +11/+6 (1d6+4) or masterwork greataxe +13/+8 (3d6+6) or masterwork greataxe +13/+8 (3d6+6) and gore +6 (1d6+2) Special Attacks powerful charge (gore +11, 2d6+6) STATISTICS Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8 Base Atk +7/+2; CMB +13 (+15 bull rushing); CMD 23 (25 vs. bull rush) Feats Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Power Attack, Weapon Focus: Greataxe Skills Acrobatics -1, Climb +3, Escape Artist -1, Fly -3, Intimidate +6, Perception +11, Ride -1, Stealth +1, Survival +10, Swim +3 Languages Giant SQ bravery +1 (Ex), natural cunning (Ex) Combat Gear masterwork greataxe, punching dagger, rhino hide armor SPECIAL ABILITIES Bravery +1 (Ex) +1 Will saves vs. fear Cleave Take an extra attack on an adjacent target with a successful hit. Improved Bull Rush +2 to push back. No attack of opportunity. Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught at-footed. Power Attack -3 to attack/+6 to damage. Rhino Hide Armor Grants extra 2d6 damage on any successful charge
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Chuck The trio of minotaur brothers should not be an overly deadly or challenging encounter for the PCs, as Sparafucile has underestimated their capabilities. However, with each minotaur having rhino hide armor that grants an extra 2d6 damage on a charge attack, they can deal out a fair amount of damage. Chuck is the oldest brother of the three, and is slightly more intelligent (he can speak the common tongue, in addition to Giant). He will demand the party turn over the map and promise not to hurt anyone if they do (he’s lying). If the PCs fail to comply, or they taunt the minotaurs, Chuck will order Porterhouse and Ribeye to charge. Chuck will watch the battle for a round to size up the most dangerous opponent, then on the second round he will charge that target (provided no PC has moved up to attack him). The minotaurs are not foolhardy, and will only ght so long as they feel they can win. If all three are reduced to less than 20 hp, they will attempt to escape the battle. If the PCs manage to capture and question one, the minotaur will reveal they were hired by a slender human male dressed like a servant of Duke Fyfe.
PART II: THE WILDERNESS Judging by the map (which isn’t exactly to scale, but the PCs recognize some of the landmarks and know their general location), it will take about 14 days of steady travel on horseback (longer, if the PCs are on
foot) to reach the arsenal. The rst day or two will be on the plains, entering forest for the next few days afterward before nally reaching hill country. The party will be traveling in the hills for at least a week of their journey. The arsenal appears to be located where the hills become mountains. The weather starts off good. The GM can decide the weather each successive day or roll each day for random weather conditions, using the tables in Chapter 13 of the Pathnder Roleplaying Game Core Rulebook. The PCs are being tracked by Sparafucile, but the assassin won’t directly act until later in the journey. He will observe the party at night, studying their usual sentry arrangements, and may occasionally set up simple mechanical traps ahead of the party on the road to judge their awareness and capabilities, and to slow them down a bit (GM’s discretion). He has reported back to Matil Vellamo, the evil cleric he is employed by, and she has made arrangements to deal with the party as well. On the days where no set encounter takes place, the GM can roll for a random encounter. Not all of the possible random encounters involve combat, and many can provide opportunities for roleplaying. Stat blocks are not provided for the random encounters. If the random encounters are used, the GM should use the appropriate creatures from the Pathnder Roleplaying Game Bestiary. If the GM wishes to speed the adventure along, the random encounters can be skipped for some or all of the days.
Table I: Day 1, Temperate Plains (roll 1d6) Roll 1
A small herd of aurochs cross the road, preventing the PCs from making progress until they have gone through. There are several dozen aurochs in the herd and they will take 4d6 minutes to clear the way. The aurochs appear to be calm but if the PCs attempt to force their way through the herd, four of the bulls charge at the intruders. CR 6
2
A riding horse with saddle and reins but no rider canters past the PCs. Further down the road, the PCs encounter a fat human man in the garb of a wealthy merchant. He asks if they’ve seen a horse. The merchant may reward the PCs for the return of his horse, or he may not. CR 0 (though if the PCs help the merchant, grant them each XP as if this were a CR 3 encounter)
3
Eight goblins ambush the PCs, shooting arrows from the tall grass. They are a roving band of troublemakers looking for easy victims and will ee if their victims ght back. CR 6
4
A mated pair of centaurs patrolling the area hails the PCs. They know most of the local farmers and are suspicious of, but not hostile to strangers. They mention that there are several bands of goblins in the area but aren’t sure where they are coming from. CR 5 (only if the PCs ght the centaurs, though if they do they run the risk of angering the local tribe)
5
An ankheg (advanced creature simple template) scurries out onto the road and attacks the PCs. It will try to grab the smallest PC and drag them off. CR 4
6
A pegasus soars overhead before setting down across a eld to drink from a nearby creek. It will y away if startled. CR 3 (only if the pegasus is slain or captured)
1. Day One – The Plains You pass a few scattered farms in the early hours of travel and are soon beyond any trace of civilization. The countryside is composed of broad grassy plains that roll gently to the horizon. In the distance you can see the edge of a forest and hills behind them.
The GM can roll for a random encounter on Table I.
2. Day Two – Nearing the Forest More rolling grasslands surround you, though the occasional cluster of trees and shrubs breaks the otherwise uninteresting terrain. The forest grows ever closer as you travel on, and the land slowly begins to increase in elevation at an almost unnoticeable grade.
The GM can roll for a random encounter on Table II.
Encounter
3. Day Three – The Outer Forest
The grasslands are left behind as you enter the sparse outer edges of the forest. Dense undergrowth, berry bushes, and some smaller trees abound along both sides of the road. In addition to the changes in plant life, the types of animals you’ve been seeing on a daily basis changes. A few woodlands creatures sneak out of the forest to explore, as well as to investigate the sounds being made by your party. You hear new birdsongs, and even the tap of a woodpecker in the distance.
The GM can roll for one or two random encounters on Table III.
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Table II: Day 2, Temperate Plains (roll 1d6) Roll
Encounter
1
Bison stampede! A stampeding herd of bison is heading right for the PCs and will trample over them unless action is taken immediately. CR 10
2
Four giant scorpions rear their tails and attack! They appear in front of and behind the PCs and are blocking the road in both directions. The scorpions will ght to the last. CR 7
3
The PCs interrupt six worgs tearing at the carcass of a bison. The creatures react violently to the party’s presence and attack. CR 7
4
A pair of bull aurochs (advanced creature simple template) are ghting, locking horns and attempting to gore each other, bellowing and tearing up the turf with their hooves. They are blocking the road as they ght and any attempts to interrupt them will provoke a goring charge from one or both of them. They will continue until one is defeated, exhausted, or frightened off. CR 5
5
Twelve goblins with slings or javelins and short swords attack the party. They appear to be an organized warband, though without goblin dog mounts, and will not run until at least ¾ of their number have been defeated. CR 7
6
Four ankhegs burst from the ground beneath the party, gaining 1 surprise round unless each PC succeeds on a DC 13 Perception check. Any PC who is surprised must make a DC 12 Reex save (if on foot) or Ride check (if mounted) to avoid falling prone when the ground bursts open beneath their feet. CR 7
Table III: Day 3, Temperate Plains & Forest (roll 1d10) Roll 1
A shambling mound attacks one of the PCs (in particular, any elf), attempting to grab and constrict that PC rst and deal with the others afterward. CR 6
2
Six ankhegs skitter out from the brush and from mostly concealed holes in the ground. They see the PCs as an easy meal. CR 8
3
A dire tiger is stalking the PCs and soon chooses to attack with a pounce. It will rake any PC or pack animal it manages to grab and will attempt to ee with the body after it has made a kill. It will also try to escape after it has suffered more than 50% hp loss. CR 8
4
Four giant scorpions attack the PCs, completely interrupting a rest break. CR 7
5
Six goblins and four goblin dogs ambush the PCs. The goblins on goblin dog mounts have short spears they use as light lances to charge with. CR 7
6
A giant wasp’s nest has been broken open by a dire bear (which has ed the scene). Four giant wasps attack the PCs for simply being nearby while they are agitated. CR 7
7
A pair of dire boars attacks the PCs, whether out of hunger or sheer viciousness is uncertain. The hateful creatures will often choose the same target, one goring it after the other. CR 8
8
Six giant hunting spiders have decided this part of the trail is a perfect hunting ground. The trapdoors count as secret or hidden doors for Perception checks (DC 15 to notice); if the PCs do not spot the doors, the spiders will attack when someone nears the rst one, gaining surprise. CR 6
9
A treant tending this patch of the forest can be spotted nearby. The treant is not particularly sociable but won’t attack if the PCs seem to be respecting the forest. It will respond very negatively to axes and re. CR 8
10
Four giant stag beetles crawl out of rotting logs and skitter toward the party. CR 8
4. Day Four – The Forest The underbrush is still quite dense but the trees are larger now, the light becoming thinner underneath the forest canopy. As you traveled through the morning you had gotten used to the sound of birdsong and of squirrels hustling through the brush, and now you realize that things are suddenly very quiet. Before you can investigate the cause, a voice shouts, “There they are!” and a volley of arrows bursts forth from the forest!
Mercenary Ambush! CR 10 Matil Vellamo has hired a band of brigands and deserters to ambush the PCs. These down-on-their luck soldiers of fortune aren’t especially well-equipped or very brave, and will retreat if at least one of the three units (archers, spearmen or lancers) is wiped out.
12
Encounter
They are lurking in the trees and underbrush at the sides of the road and will attack on three fronts: six archers with shortbows will re from cover on the left ank, while six spearmen with spears and bucklers will charge from the right at the beginning of the second round. On the third round, half a dozen lancers on light warhorses will charge down the road, hoping to catch the party pinned between the archers and spearmen (see the battle map on page 49). The archers are wearing leather armor; the spearmen have slightly rusty chain shirts; the cavalry are girded by suits of chainmail. The
archers and spearmen have shortswords as secondary weapons for close combat, while the cavalry have longswords for use in melee. All the mercenaries are 3rd level ghters. Each group of mercenaries is led by a sergeant (5 th level ghter). The group is accompanied by their chaplain, a 5 th level cleric. The cleric will focus on healing his ock as the PCs wound them, but will throw offensive spells at the PCs if he can. If any are taken prisoner, they will readily talk, though they know little: “A scary woman hired us to stop you guys, dunno why.” If asked to describe the scary woman, they will agree that she was tall, blond, good looking, carried a huge axe with chunks of ice stuck to the blade, wore armor with claws and a helmet with horns and fangs, and that she was terrifying.
6 ARCHERS
CR 7
3,200 XP Male human ghter 3 NE Medium humanoid (human) Init +3; Perception +0 DEFENSE AC 16, touch 13, at-footed 13 (+2 armor, +1 shield, +3 Dex) hp 25 (3d10+9) Fort +5, Ref +4, Will +1 OFFENSE Spd 30 ft. Melee dagger +5 (1d4+2) or shortsword +5 (1d6+2) or unarmed strike +5 (1d3+2) Ranged composite shortbow (str +2) +7 (1d6+2) STATISTICS Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 10 Base Atk +3; CMB +5; CMD 18 Feats Deadly Aim +2/-1, Far S hot, Point Blank Shot, Rapid Shot, Weapon Focus: Shortbow Skills Acrobatics +2, Climb +6, Escape Artist +2, Fly +2, Handle Animal +4, Intimidate +5, Ride +6, Stealth +2, Survival +5, Swim +5 Languages Common SQ armor training 1 (Ex), bravery +1 (Ex) Combat Gear composite shortbow (str +2), 20 arrows, dagger, shortsword, leather armor, buckler SPECIAL ABILITIES Bravery +1 (Ex) +1 Will saves vs. fear. Deadly Aim (+2/-1) Take a -1 penalty to ranged attacks in exchange for a +2 bonus to damage. Far Shot Only suffer a –1 penalty per full range increment. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Rapid Shot Extra attack with ranged weapons; each attack is at -2.
ARCHER SERGEANT
CR 4
1,200 XP Male human ghter 5 NE Medium humanoid (human) Init +3; Perception +1 DEFENSE AC 20, touch 13, at-footed 17 (+6 armor, +1 shield, +3 Dex)
hp 42 (5d10+15) Fort +6, Ref +4, Will +1 OFFENSE Spd 30 ft. Melee dagger +7 (1d4+2) or shortsword +7 (1d6+2) or unarmed strike +7 (1d3+2) Ranged +1 composite shortbow (Str +2) +11 (1d6+6) STATISTICS Str 15, Dex 16, Con 14, Int 11, Wis 10, Cha 10 Base Atk +5; CMB +7; CMD 20 Feats Deadly Aim +4/-2, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus: Shortbow, Weapon Specialization: Shortbow Skills Acrobatics +2, Climb +7, Escape Artist +2, Fly +2, Handle Animal +4, Intimidate +7, Perception +1, Ride +6, Stealth +2, Survival +7, Swim +5 Languages Common SQ armor training 1 (Ex), bravery +1 (Ex), weapon training: bows +1 (Ex) Combat Gear 20 arrows, dagger, shortsword, buckler, +1 composite shortbow (str +2), mithral breastplate SPECIAL ABILITIES Bravery +1 (Ex) +1 Will saves vs. fear. Deadly Aim (+4/-2) Take a -2 penalty to ranged attacks in exchange for a +4 bonus to damage. Far Shot Suffer a –1 penalty per full range increment . Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot No -4 penalty when shooting or throwing into combat. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Weapon Training: Bows +1 (Ex) +1 to attack, damage, CMB, and CMD with bows.
6 SPEARMEN
CR 7
3,200 XP Male human ghter 3 NE Medium humanoid (human) Init +5; Perception +0 DEFENSE AC 17, touch 11, at-footed 16 (+4 armor, +2 shield, +1 Dex) hp 25 (3d10+9) Fort +5, Ref +2, Will +1 OFFENSE Spd 30 ft. Melee dagger +6 (1d4+3) or shortspear +7 (1d6+3) or shortsword +6 (1d6+3) or unarmed strike +6 (1d3+3) STATISTICS Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 8 Base Atk +3; CMB +6; CMD 17 Feats Cleave, Improved Initiative, Power Attack +2/-1, Shield Focus, Weapon Focus: Shortspear Skills Acrobatics -1, Climb +6, Escape Artist -1, Fly -1, Handle Animal +3, Intimidate +4, Ride -1, Stealth -1, Survival +4, Swim +1 Languages Common SQ armor training 1 (Ex), bravery +1 (Ex) Combat Gear dagger, shortspear, shortsword, chain shirt, light wooden shield SPECIAL ABILITIES Bravery +1 (Ex) +1 Will saves vs. fear.
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Cleave Get an extra attack on an adjacent target if the rst attack hits. Power Attack (+2/-1) -1 attack penalty gives +2 to damage.
SPEARMEN SERGEANT
CR 4
1,200 XP Male human ghter 5 NE Medium humanoid (human) Init +5; Perception +0 DEFENSE AC 20, touch 11, at-footed 19 (+6 armor, +3 shield, +1 Dex) hp 42 (5d10+15) Fort +6, Ref +2, Will +1 DR 2/OFFENSE Spd 30 ft. Melee +1 shortspear +11 (1d6+7) or dagger +8 (1d4+3) or shortsword +8 (1d6+3) or unarmed strike +8 (1d3+3) STATISTICS Str 17, Dex 12, Con 15, Int 10, Wis 10, Cha 10
Base Atk +5; CMB +8; CMD 19 Feats Cleave, Great Cleave, Improved Initiative, Power Attack +4/-2, Shield Focus, Weapon Focus: Shortspear, Weapon Specialization: Shortspear Skills Acrobatics -1, Climb +7, Escape Artist -1, Fly -1, Handle Animal +5, Intimidate +8, Ride +3, Stealth -1, Survival +7, Swim +1 Languages Common SQ armor training 1 (Ex), bravery +1 (Ex), weapon training: spears +1 (Ex) Combat Gear dagger, shortsword, +1 shortspear, +1 light wooden shield , adamantine breastplate SPECIAL ABILITIES Bravery +1 (Ex) +1 Will saves vs. fear. Cleave Get an extra attack on an adjacent target if the rst attack hits. Damage Reduction (2/-) granted via adamantine breastplate. Power Attack (+4/-2) Take -2 penalty to attack and add +4 bonus to damage.
6 LANCERS
CR 7
3,200 XP Male human ghter 3 NE Medium humanoid (human) Init +0; Perception +1 DEFENSE AC 18, touch 10, at-footed 18 (+6 armor, +2 shield) hp 25 (3d10+9) Fort +5, Ref +1, Will +2 OFFENSE Spd 30 ft. Melee dagger +6 (1d4+3) or lance +7 (1d8+4) or longsword +6 (1d8+3) or unarmed strike +6 (1d3+3) STATISTICS Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 10 Base Atk +3; CMB +6; CMD 16 Feats Mounted Combat, Ride-by Attack, Spirited Charge, Trample, Weapon Focus: Lance Skills Acrobatics -6, Climb +1, Escape Artist -6, Fly -6, Handle Animal +5, Intimidate +5, Stealth -6, Survival +5, Swim -3 Languages Common SQ armor training 1 (Ex), bravery +1 (Ex) Combat Gear dagger, lance, longsword, chainmail, heavy wooden shield SPECIAL ABILITIES Bravery +1 (Ex) +1 Will saves vs. fear. Mounted Combat Once per round, attempt to negate a hit to mount in combat. Ride- by Attack Move - attack - move when charging mounted. Spirited Charge Double damage when making a mounted charge (triple with a lance). Trample Target may not try to avoid mounted overruns.
LANCER SERGEANT CR 4 1,200 XP Male human ghter 5 NE Medium humanoid (human) Init +0; Perception +1
14
DEFENSE AC 22, touch 10, at-footed 22 (+9 armor, +3 shield) hp 40 (5d10+13) Fort +6, Ref +1, Will +2 OFFENSE Spd 20 ft. Melee +1 lance +11 (1d8+8) or dagger +8 (1d4+3) or MW longsword +9 (1d8+3) or unarmed strike +8 (1d3+3) STATISTICS Str 17, Dex 10, Con 14, Int 10, Wis 12, Cha 10 Base Atk +5; CMB +8; CMD 18 Feats Mounted Combat, Power Attack +4/-2, Ride-by Attack, Spirited Charge, Trample, Weapon Focus: Lance, Weapon Specialization: Lance Skills Acrobatics -5, Climb +2, Escape Artist -5, Fly -5, Handle Animal +7, Intimidate +7, Ride +3, Stealth -5, Survival +7, Swim -2 Languages Common SQ armor training 1 (Ex), br avery +1 (Ex), weapon training: spears +1 (Ex) Combat Gear dagger, +1 lance, MW longsword, +2 banded mail , +1 heavy steel shield ; SPECIAL ABILITIES Bravery +1 (Ex) +1 Will save vs. Fear Mounted Combat Once per round attempt to negate a hit to mount in combat. Power Attack +4/-2 Take -2 penalty to attack for a +4 bonus to damage Ride- by Attack Move - attack - move when charging mounted. Spirited Charge Double damage when making a mounted charge (triple with a lance). Trample Target may not try to avoid mounted overruns.
7 LIGHT WAR HORSES Large animal Init +2; Senses low-light vision, scent; Perception +6 DEFENSE AC 17, touch 11, at-footed 15 (+6 armor, +2 Dex, -1 size) hp 15 (+6) Fort +6, Ref +5, Will +1 OFFENSE Spd 35 ft. Melee Hooves x2 +3 (1d4+3 each) STATISTICS Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +0; CMB +5; CMD 17 (21 vs. Trip) Feats Endurance, Run Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick] Skills Acrobatics -3, Climb -2, Escape Artist -3, Fly -5, Perception +6, Ride -3, Stealth -7, Swim -2 SQ combat riding [trick] Combat Gear chainmail barding SPECIAL ABILITIES Combat Riding [Trick] The animal has been trained to bear a rider into combat. Endurance +4 to a variety of skill checks. Sleep in Light/ Medium armor with no fatigue. Run Run faster than normal. Scent (Ex) Detect opponents within 15+ feet by sense of smell.
MERCENARY CHAPLAIN
CR 4
1,200 XP Male human cleric 5 NE Medium humanoid (human) Init -1; Perception +4 DEFENSE AC 13, touch 9, at-footed 13 (+4 armor, -1 Dex) hp 36 (5d8+10) Fort +6, Ref +0, Will +8 OFFENSE Spd 30 ft. Melee mithral longsword +6 (1d8+1) or dagger +4 (1d4+1) or unarmed strike +4 (1d3+1) Spell-Like Abilities battle rage, strength surge Cleric Spells Known (CL 5, +4 melee touch, +2 ranged touch, spells marked (d) are domain spells): 3 (DC 17, 2/day) cure serious wounds, magic vestment (d), prayer 2 (DC 16, 3/day) bull’s strength (d), cure moderate wounds (x2), sound burst 1 (DC 15, 4/day) bane, cure light wounds, divine favor, magic weapon (d), shield of faith 0 (DC 14) bleed , detect magic, guidance, resistance STATISTICS Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13 Base Atk +3; CMB +4; CMD 13 Feats Extra Channel, Improved Channel, Selective Channeling, Weapon Focus: Longsword Skills Appraise +4, Climb +6, Diplomacy +7, Handle Animal +5, Heal +10, Knowledge: Religion +6, Ride +3, Sense Motive +9, Spellcraft +6, Survival +8 Languages Common SQ aura (Ex), channel negative energy 3d6 (6/day) (DC 15) (Su), cleric domains: Strength, War, spontaneous casting Combat Gear mithral longsword, mithral shirt Other Gear 6 potions of cure light wounds SPECIAL ABILITIES Aura (Ex) The cleric has neutral evil aura. Cleric Domain Granted Powers: Strength: Strength Surge (Sp): As a standard action, touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength based skills, and Strength checks. This ability can be used a number of times per day equal to 3 + Wisdom modier. Cleric Domain Granted Powers: War: Battle Rage (Sp): Touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 cleric level for 1 round (minimum +1). This can be done a number of times per day equal to 3 + Wisdom modier. Selective Channeling When channeling energy, choose a number of targets in the area up to Charisma modier. These targets are not affected. Spontaneous Casting The cleric can convert stored spells into inict spells.
Mercenaries captured or slain and then searched produce 1d10 each copper and silver coins plus their combat gear. The sergeants and the chaplain also
15
produce 1d10 gold coins each. About a mile off the trail is their camp, with standard camp and adventuring gear, but nothing of real value. Each mercenary bears a black iron cloak pin with a griffon on it. A DC 15 Knowledge (history) or DC 20 Knowledge (local) check allows the PCs to identify the heraldry as that of the Black Griffon Company, a once-proud band of mercenaries whose reputation has fallen in recent years. The GM should make sure that at least a handful of the mercenaries get away, in order to set up the events of Day 6 (see below).
5. Day Five – The Deep Forest The sunlight is quite diffuse as you advance further into deep forest. The road is partially overgrown and the land is starting to increase in altitude, though the slope is still quite gradual. The trees around you are very large and appear old, and there is only sparse undergrowth due to the lack of direct sunlight.
The GM can roll for one or two random encounters on Table IV.
6. Day Six – Bloody Road The forest road begins to grow more serpentine as it avoids the more difcult terrain. Without the established trail, you are not sure you’d be able to travel through the forest at all. The forest is very dense on both sides of the road and in places appears quite impenetrable. Even on the road, the going is slow. A sturdy stone bridge spans a gap – a dry creek bed – leading to the hills. Shortly after crossing the bridge, you see signs of a vicious skirmish…
While some of the mercenaries from the ambush a few days ago escaped, it seems it was only temporary. The PCs come across a stretch of road and downed
Table IV: Day 5, Temperate Forest (roll 1d10) Roll
16
Encounter
1
Four giant mantises hiding in the trees and undergrowth attack the PCs, seeing them as food. CR 7
2
Six centaurs, fully armed and armored, approach the PCs. Their tribe claims this territory and while they understand the necessity of a trade route, they will provide escort to any who pass through in order to make sure they do not cause trouble. The centaurs will escort the party for the next 10 miles (just under a full day’s walk). If the PCs met the two centaurs on day one, this group has heard about it and will react according to how the PCs treated the pair of scouts. CR 10
3
One ettercap and six giant spiders attack the PCs. The ettercap has laced parts of the road with traps and the trees along the road are lled with webs. CR 7
4
A unicorn gallops gracefully through the forest along narrow trails occasionally paralleling the road. The beautiful creature acknowledges the PCs but will avoid direct contact with them. CR 0 (if the party actually attacks the unicorn it teleports away)
5
Six giant stag beetles feed on fallen rotted trees nearby but will ignore the PCs unless attacked. CR 9
6
After the PCs makes camp for the night, six werewolves attack in hybrid form. They will continue attacking in pairs throughout the entire night, or until slain. CR 7
7
A pair of dire tigers snarl nearby, followed soon by an animal’s bleating and the screams of a kill. The PCs will go unnoticed by the tigers unless they investigate. If the PCs do investigate, the tigers attack to defend their kill. CR 10
8
A dryad lounging in the bough of a great tree observes the party passing by. A ranger or druid in the party can attempt to speak to her (Diplomacy DC 15). If she feels like talking, she will warn them that she senses a shadow trailing them, but can’t explain further. She will not stay long and will disappear back into the trees. If she is attacked, she casts entangle and deep slumber before melding into the nearest tree. CR 3 (the XP award should be given out if the PCs successfully communicate with the dryad. If a good-aligned party attacks her, the GM should subtract the value of the dryad’s XP from the overall XP for the adventure)
9
Six dire wolves howl through the trees and bear down on the party. CR 8
10
A nymph is singing to herself while bathing in a pond not far from the road. If any PCs decide to investigate further, they will nd that she has not repressed her blinding aura. The nymph will ght to protect herself but is not aggressive and would rather just be left in peace. If she suffers more than ¼ her total hit points in damage, she ees. CR 7 (the XP award should be g iven out if the PCs successfully communicate with the nymph. If a good-aligned party attacks her, the GM should subtract the value of the dryad’s XP from the overall XP for the adventure)
trees that appear to have been chopped and smashed to pieces, though it is not clear what creature wielding what weapons could have caused such damage. The torn earth is stained with dried blood and among the debris are broken bucklers bearing the same black griffon emblem as the mercenary spearmen. There are, however, no bodies to be found. A DC 15 Perception check will note that there is no sign of either burial or a furneral pyre. Detect magic will determine very little – the battle happened too long ago for the aura to remain, other than hinting that a great deal of magic was used. Detect evil and detect chaos, however, will reveal stronger lingering auras of chaos and evil thick across the scene. The GM can roll for a random encounter on Table V. Reroll if a result used the previous day comes up. If the party encountered the nymph, dryad or u nicorn the previous day, the other two and the centaurs would be
aware of it on this day, and react accordingly (as noted in the appropriate entries in the table).
7. Day Seven – Into the Hills The forest begins to thin out as it starts climbing toward the hills. As you emerge from the trees back into scrublands, you see something at the horizon ahead of you…
Smoke on the Horizon As the PCs near hill country and the forest thins out, they can see a thick line of black smoke up in the hills. It appears to be around a full day’s travel ahead and there is no direct line of sight, but smoke like that rarely
Table V: Day 6, Temperate Forest (roll 1d10) Roll
Encounter
1
Four giant mantises hiding in the trees and undergrowth attack the PCs, seeing them as food. CR 7
2
Six centaurs, fully armed and armored, approach the PCs. Their tribe claims this territory and while they understand the necessity of a trade route, they will provide escort to any who pass through in order to make sure they do not cause trouble. The centaurs will escort the party for the next 10 miles (just under a full day’s walk). If the PCs met the two centaurs on day one, this group has heard about it and will react according to how the PCs treated the pair of scouts. If the PCs attacked the dryad, nymph or unicorn yesterday, this group has heard about it and will react accordingly. CR 10
3
One ettercap and six giant spiders attack the PCs. The ettercap has laced parts of the road with traps and the trees along the road are lled with webs. CR 7
4
A unicorn gallops gracefully through the forest along narrow trails occasionally paralleling the road. The beautiful creature acknowledges the PCs but will avoid direct contact with them. If the party met and attacked the dryad or nymph yesterday, the unicorn will attack in retaliation. CR 0 (if the party leaves the unicorn alone) or CR 3 (if the unicorn attacks)
5
Six giant stag beetles feed on fallen rotted trees nearby but will ignore the PCs unless attacked. CR 9
6
After the PCs makes camp for the night, six werewolves attack in hybrid form. They will continue attacking in pairs throughout the entire night, or until slain. CR 7
7
A pair of dire tigers snarl nearby, followed soon by an animal’s bleating and the screams of a kill. The PCs will go unnoticed by the tigers unless they investigate. If the PCs do investigate, the tigers attack to defend their kill. CR 10
8
A dryad lounging in the bough of a great tree observes the party passing by. A ranger or druid in the party can attempt to speak to her (Diplomacy DC 15). If she feels like talking, she will warn them that she senses a shadow trailing them, but can’t explain further. She will not stay long and will disappear back into the trees. If she is attacked, she casts entangle and deep slumber before melding into the nearest tree. If the PCs met and attacked the nymph or unicorn yesterday, the dryad lies in ambush and will attack. CR 3 (the XP award should be given out if the PCs successfully c ommunicate with the dryad. If a good-aligned party attacks her, the GM should subtract the value of the dryad’s XP from the overall XP for the adventure. If the dryad attacks the party, they receive full XP for the ght)
9
Six dire wolves howl through the trees and bear down on the party. CR 8
10
A nymph is singing to herself while bathing in a pond not far from the road. If any PCs decide to investigate further, they will nd that she has not repressed her blinding aura. The nymph will ght to protect herself but is not aggressive and would rather just be left in peace. If she suffers more than ¼ her total hit points in damage, she ees. If the PCs met and attacked the dryad or unicorn yesterday, the nymph lies in ambush, waiting for them. CR 7 (the XP award should be given out if the PCs successfully co mmunicate with the nymph. If a goodaligned party attacks her, the GM should subtract the value of the dryad’s XP from the overall XP for the adventure. If the nymph attacks the party, they receive full XP for the ght)
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bodes anything well. (The smoke is from the Village of the Dead, see Day 9, below). The GM can roll for a random encounter on Table VI. This table is for days 7, 8, 10 and 13.
8. Day Eight – Higher Into the Hills
The going is a bit slower with the winding, sloping roadway, and you estimate that throughout the day you’ve climbed a few hundred feet over the course of many miles. The view is quite impressive, as you can look around and see the forest and grasslands b elow and behind you for miles.
The GM can roll for a random encounter on Table VI, above. This table is for days 7, 8, 10 and 13. If an encounter is rolled on a subsequent day that has already been used, the GM should reroll.
9. Day Nine – Village of the Dead Signs of civilization become apparent once more as you travel the road. There is a faded sign indicating a village ahead. However, as you grow near, the smell of old smoke lingers, over the rancid stench of death. As y ou near the outlying buildings, you see that the village has been utterly destroyed. And it gets worse…
What once was a small but presumably peaceful mountain village is now the site of a massacre. The entire settlement has been razed to the ground. Worse than the damage, however, is what remains. Among the ruins are at least two dozen ghouls (20+4d4 ghouls) and a dozen advanced ghasts. They are feasting on the corpses of the residents – their former neighbors and family members – when the PCs arrive on scene. Matil Vellamo and some of her cohorts were through here about three days past. When the village refused to help her capture the PCs, this was their punishment. When the undead spot the party, they howl and begin attacking in groups, based on proximity (see the battle map on page 50). Each group will consist of 1d4 ghouls and 1 advanced ghast.
GHOULS
CR 1 EACH
400 XP each CE Medium undead Init +2, Senses darkvision 60 ft.; Perception +7 DEFENSE AC 14, touch 12, at-footed 12 (+2 Dex, +2 natural)
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hp 13 (2d8+4) Fort +2, Ref +2 Will +5 Defensive Abilities: channel resistance +2 OFFENSE Spd 30 ft. Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis) Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect) STATISTICS Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14 Base Atk +1, CMB +2, CMD 14 Feats Weapon Finesse Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3 Languages Common Special Abilities Ghoul Fever : Bite – Injury; save Fort DC 12; onset 1 day; Frequency 1 day; effect 1d3 Con and 1d3 Dex; cure 2 consecutive saves; The save DC is Charisma based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but hungers for the esh of the living and behaves like a normal ghoul in all respects. A humanoid of more than 4 HD rises as a ghast.
Table VI: Days 7, 8, 10 & 13 Hills/Mountains (roll 1d20) Roll
Encounter
1
A ferocious ogre mage swoops out of the sky, slashing at the PCs with its enormous blade. It will use invisibility and darkness to confound the party and it loves engaging in melee, though it will use its magic to great effect as well, using cone of cold or deeper slumber to catch the entire party when possible. CR 8
2
A young male chimera is trying to impress a female, and what better way to do that than attack a well-armed group of adventurers? It will start off using its breath weapon from the air before landing and attacking the party on the ground. Starting on round 3, the female will join the battle. CR 7 (if the male is defeated in less than 3 round) or CR 9 (if the female joins the battle)
3
Sixteen hobgoblins drilling nearby spot the PCs and attack. Half will engage with longbows at range while the others advance with longswords and shields. CR 8
4
Four ogres are enjoying themselves smashing smaller humanoids to a pulp. These poor souls – half of them ogrekin – are very dead. The ogres haven’t spotted the PCs just yet. CR 7
5
A squad of orcs (10 orcs plus two sergeants (both with maximum hit points and masterwork weapons) and one leader (with the advanced creature simple template, masterwork weapons and one magical +1 weapon)) spot the PCs and attack, thinking of them good sport. CR 7
6
A successful DC 20 Perception check spots a pile of gray powder that smells quite bitter. If they dig through it, the PCs nd 1d4x10 gp worth of small gemstones and 1d6x10 gp in nuggets of precious ore. A DC 20 Knowledge (nature) check will tell them it is gorgon dung. 1d4 minutes later, they encounter said gorgon, which immediately attacks. CR 8
7
A shower of small boulders ies overhead, missing the PCs. The hoots and thundering footsteps that follow can only belong to four hill giants spoiling for a ght. CR 11
8
The PCs nd a severed arm holding a small wrapped parcel lying on the ground. If one of the party members investigates the arm, they are immediately attacked by a leaping bulette (advanced cre ature simple template). It will attack the entire party, diving into the earth and leaping again to attack often. Once the combat is done, if the box is opened, it is found to contain several (2d12 each) horehound, peppermint, and licorice treats. CR 8
9
A conspiracy of 12 tengu is practicing swordplay in the hills. A few spot the party and give warning calls, causing them all to scatter. For the remainder of the day, the tengu will follow the party, looking for the opportunity to steal shiny baubles. They aren’t looking for a ght and mostly display good-natured avarice. They will defend themselves if attacked, however. CR 7
10
Four ogres are being lorded over by a stone giant, bringing him their loot as tribute. The PCs can try and sneak past before being noticed by the giants. CR 10
11
Twelve orcs hunting through the hills run across the PCs. Being orcs, they draw swords and attack. CR 7
12
A wyvern dives toward the party. It will attack with its stinger and attempt to grab a PC, and then drop them from a great height. CR 6
13
Six bugbears, who have been stalking the party, strike while the party is resting. CR 7
14
Fifteen hobgoblins charge from higher up the hill. CR 8
15
A lone ogre (advanced creature simple template) has decided to attack travelers on the road, including the PCs. CR 4
16
A pair of trolls (advanced creature simple template), surly from the heat compared to their usual home, take it out on anyone who happens by. Right now, that means the PCs. CR 6
17
Four giant eagles y overhead. If the party isn’t destroying large swaths of hillside as they go by, the eagles will leave them alone. If the PCs are causing wanton destruction, or if the PCs attack the eagles, the eagles dive to retaliate. CR 0 (if the party is not causing trouble) or CR 7 (if the eagles attack)
18
A pair of male hill giants is ghting each other in a narrow pass. Upon seeing the party, they decide instead to play a round of “punt the squishies” and advance on the party. CR 9
19
A stone giant is clearing trees by smashing them with his club. While he doesn’t appear to notice the party, he tosses the fallen trees in their general direction. CR 8
20
An adult copper dragon is sunning on a hillside. It notices the party and climbs down to swap stories. It is a nice enough creature, but tells awful jokes with annoying frequency. If the party can tell it a joke it hasn’t heard before (DC 35 Perform (oratory)) the dragon will give the PC who told the joke a valuable gemstone (worth 1d6x100 gp) and y off. Otherwise it will tell long rambling stories for 1d4 hours and will not take kindly to interruptions. CR 12
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ADVANCED GHASTS
CR 3 EACH
800 XP each CE Medium undead (advanced creature simple template) Init +6; Senses darkvision 60 ft.; Perception +11 DEFENSE AC 22, touch 16, at-footed 18 (+6 Dex, +6 Natural) hp 21 (2d8+12) Fort +6, Ref +6, Will +9 Defensive Abilities: channel resistance +4 OFFENSE Spd 30 ft. Melee bite +7 (1d6+5 plus disease and paralysis) and 2 claws +7 (1d6+5 plus paralysis) Special Attacks paralysis (1d4+1 rounds, DC 15, affects elves normally) STATISTICS Str 21, Dex 23, Con -, Int 21, Wis 22, Cha 22 Base Atk +1; CMB +6; CMD 20 Feats Weapon Finesse Skills Acrobatics +8, Climb +10, Perception +11, Stealth +11, Swim +6 Languages Common Special Abilities Ghoul Fever : Bite-injury; save Fort DC 16, onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma based. Paralysis (Su): Target: creature damaged by bite or claw attack, Save: Fortitude DC 17, Duration 1d4+1 r ounds, Special: Affects elves normally. This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. T he creature is rooted to the ground, frozen and helpless. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature ying in the air at the time that it is paralyzed cannot ap its wings and falls. A swimmer can’t swim and may drown. The duration varies and is included in the Special Attacks description. Stench (Ex): Area: 10-foot radius, Save: Fort DC 17 negates, Effect: sickened, Duration: 1d6+4 minutes. The stink of death and corruption surrounding these creatures is overwhelming.
After the PCs have fought at least three waves of ghouls (at least a dozen of the undead), the next wave is accompanied by an even more fearsome foe – a babau demon. The demon was brought to the village by Matil Vellamo via a gate scroll. The demon is now free to do as it wishes, and it was setting about making itself general of an undead army when the PCs arrived. The demon will not hesitate to try and gate in demonic help if it feels the need.
DEMON, BABAU
The babau will attempt to sneak up on the PCs while they are distracted by the ghouls, hoping to strike from the shadows and make use of its sneak attack. Once the PCs are aware of the babau’s presence it will attack in a frenzy, but will attempt to ee if its hit points drop below 20.
10. Day Ten – Sparafucile Attacks The razed village grows ever farther behind you and it seems you’re more than halfway to your destination. The hillsides are fairly steep and rocky but not completely lifeless – the occasional goat or mule deer is in view, grazing on the tough grasses that grow here.
CR 6
2,400 XP CE Medium outsider (chaotic, demon, evil, extraplanar) Init +5; Senses darkvision 60 ft., see invisibility; Perception +19 Defense AC 19, touch 11, at-footed 18 (+1 Dex, +8 natural) hp 73 (7d10+35)
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Fort +10, Ref +6, Will +5 Defensive Abilities protective slime; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, re 10; SR 17 Offense Speed 30 ft. Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 (1d8+7), bite +7 (1d6+2) Special Attacks sneak attack +2d6 Spell-Like Abilities (CL 7th) Constant—see invisibility At will—darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only) 1/day —summon (level 3, 1 babau at 40%) Statistics Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16 Base Atk +7; CMB +12; CMD 23 Feats Combat Reexes, Improved Initiative, Iron Will, Skill Focus (Stealth) Skills Acrobatics +11, Climb +12, Disable Device +11, Escape Artist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, Stealth +22; Racial Modiers +8 Perception, +8 Stealth Languages Abyssal, Celestial, Draconic; telepathy 100 ft. Special Abilities Protective Slime (Su) A layer of acidic slime coats a babau’s skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon’s hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inicts its damage.
The GM can roll for a random encounter on Table VI, above. This table is for days 7, 8, 10 and 13. If an encounter is rolled on a subsequent day that has already been used, the GM should reroll.
At night while the party is encamped, Sparafucile attacks. As the party sleeps, Sparafucile makes his move. He will stalk whoever is on watch and use his quiet death attack on them. Once the sentry is down, he will search the sleepers for the map, then coup de grace the PCs. This encounter’s map is p rovided on page 51. GM’s note: This is a particularly deadly encounter for the party. It is recommended that they be allowed to make Perception rolls vs. Sparafucile’s Stealth in order to wake up when the assassin is searching near that PC. If the party is awakened, Sparafucile will attack whoever is in his way before attempting to make his escape into the darkness. He is an assassin, and ghting aware and dangerous opponents is not his goal. He may try again another night, though the party is likely to be too onguard to make this a practical solution. In all likelihood, Sparafucile will abandon the job after the rst attempt, and slip away to another city. He can always get another job, to his way of thinking.
SPARAFUCILE THE ASSASSIN
CR 11
Male elf assassin 6/ranger 2/rogue 4 NE Medium humanoid (elf) Init +5; Senses low-light vision; Perception +16 DEFENSE AC 22, touch 15, at-footed 17 (+7 armor, +4 Dex, +1 dodge) hp 60 (2d10+10d8) Fort +6, Ref +15, Will +6 Defensive Abilities evasion, improved uncanny dodge, trap sense +1; Immune magic sleep effects; Resist +3 save bonus against poison OFFENSE Spd 30 ft. Melee +2 shortsword +13/+8 (1d6+4) or dagger of venom +12/+7 (1d4+3) or +2 shortsword +11/+6 (1d6+4) and dagger of venom +10 (1d4+2) or unarmed strike +11/+6 (1d3+2) Ranged darkwood composite longbow (str +2) +15/+10 (1d8+2) Special Attacks death attack (DC 20), sneak attack +5d6 STATISTICS Str 15, Dex 21, Con 10, Int 18, Wis 16, Cha 15 Base Atk +9/+4; CMB +14; CMD 27 Feats Agile Maneuvers, Assassin Weapon Prociencies, Dodge, Mobility, Point Blank Shot, Spring Attack, Stealthy, Two-weapon Fighting Skills Acrobatics +12, Appraise +10, Bluff +12, Climb +7, Craft: Alchemy +10, Craft: Traps +10, Diplomacy +13, Disable Device +10, Disguise +13, Escape Artist +12, Fly +3, Handle Animal +7, Heal +8, Intimidate +10, Knowledge (dungeoneering) +9, Knowledge (geography) +10, Knowledge (local) +11, Knowledge (nobility) +8, Perception +16, Ride +9, Sense Motive +13, Sleight of Hand +11, Spellcraft +9, Stealth +15, Survival +13, Swim +7, Use Magic Device +10 Languages Common, Draconic, Elven, Gnoll, Goblin, Orc SQ elven immunities, elven magic, favored enemy (humanoids [humans]) (+2 bonus) (Ex), fast Stealth (Ex), hidden weapons +6 (Ex), poison use, quiet death (Ex), surprise attacks (Ex), track +1, trapnding +2, true
Sparafucile death (DC 21) (Su), two-weapon combat style (Ex), wild empathy +4 (Ex) Combat Gear dagger of venom, +2 shortsword , darkwood composite longbow (str +2), 20 arrows, +1 mithral chainmail Other Gear elixir of re breath, potion of cure moderate wounds SPECIAL ABILITIES Poison Use +3 save bonus against poison and no accidental poisonings Death Attack (DC 20) (Ex) Kill or render a target helpless for 1d6+6 rounds with a prepared sneak attack. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities Immune to magic sleep effects. Evasion (Ex) Take no damage on a successful save. Fast Stealth (Ex) Move at full speed while using the Stealth skill without penalty. Hidden Weapons +6 (Ex) Gain +6 to Sleight of Hand checks made to hide weapons. Improved Uncanny Dodge (Ex) Retain DEX bonus to AC when at-footed. Cannot be anked unless the attacker is Level 14+. Mobility +4 to AC against some attacks of opportunity. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Quiet Death (Ex) Make an opposed Stealth vs. Perception check to avoid sneak attacks being noticed. Sneak Attack +5d6 damage if anking target or target is at-footed. Spring Attack Move - attack - move when attacking with a melee weapon. Surprise Attacks (Ex) Opponents are always at-footed in the surprise round.
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Track +1 to survival checks to track. Trap Sense +1 (Ex) +1 bonus on reex saves and AC against traps. Trapnding +2 +2 to nd or disable traps. True Death (DC 21) (Su) Casting raise dead on a victim of death attack requires a successful DC 21 caster level check. Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Sparafucile will stalk his prey from the shadows, studying them intently before striking. He will attempt to use his death attack ability, usually with his dagger of venom. If he fails with death or sneak attacks, generally he will try and nish off his current opponent, then slip away into the shadows and try again at another time. He is not a coward, but sees no percentage in getting bogged down in melee combat against prepared opponents. Such is not the method of a proper assassin. When opponents prove difcult, he may prepare traps to slow them down and make them easier to deal with.
11. Day Eleven – A Quiet Day The wind in the hills whips against you as you travel and there is little growing or moving in this patch of country. Overhead it appears only vultures soar, and you get a sense of the ominous as you proceed.
There are no encounters this day.
12. Day Twelve – The Harbinger
A cold stream runs near the road, clear and rapid. The land is much less barren than your previous day’s travel and there even seem to be a few sh in the stream. As you round a curve in the road, you spot a group of ominous gures blocking your way. Two of the gures are huge and inhuman, the rest appear to be roughly humanoid. Over a dozen of the gures begin charging headlong for you.
The party’s behind-the-scenes nemesis, Matil Vellamo, nally comes forward after Sparafucile fails. She will meet the party, axe in hand and armored to the fullest, raining hell upon the party if they do not hand over the map. Even if they do, she will attack to the fullest. Matil will ght until she can no longer stand; such is the depth of her zealotry.
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Matil will almost always use righteous might rst in combat to increase her power, and with her greataxe of frost , she enjoys melee greatly. She will use her magic as well as her personal ghting ability, and she has brought allies. Matil has summoned a powerful creature to aid her in combat, a bebelith, as well as a huge air elemental. In addition, she has a necromancer and a cleric with her, as well as a score of advanced fast zombies. Worse still, she has prepared a symbol of death on the battleground (the symbol is not marked on the map (see page 52); the GM should determine where it is, and mark it once the PCs trigger it or come close enough to see it). Matil summoned both extra-planar creatures just before the PCs arrived – the bebilith will disappear after 6 rounds and the air elemental after 5 rounds. While they are present, Matil instructs them to attack the foes she deems most dangerous – typically paladins, good clerics and rogues.
MATIL VELLAMO
CR 14
Female human cleric 15 CE Medium humanoid (human) Init +3; Perception +10 DEFENSE AC 21, touch 13, at-footed 18 (+8 armor, +3 Dex) hp 131 (15d8+45) Fort +12, Ref +8, Will +15 Resist SR 13 OFFENSE Spd 20 ft. Melee +2 frost greataxe +16/+11/+6 (1d12+5+1d6 cold) or masterwork dagger +14/+9/+4 (1d4+2) or unarmed strike +13/+8/+3 (1d3+2) Special Attacks destructive smite +7, scythe of evil for 7 rounds, 2/day, touch of evil 7 rounds Spell-Like Abilities touch of evil 7 rounds Cleric Spells Known (CL 15, +13 melee touch, +14 ranged touch, spells marked (d) are domain spells; spells marked with an * have already been cast): 8 (DC 24, 1/day) symbol of death*, unholy aura (d) 7 (DC 23, 2/day) disintegrate (d), inict serious wounds, mass, summon monster VII * 6 (DC 22, 4/day) create undead (d), dispel magic, greater, heal , inict moderate wounds, mass, summon monster VI * 5 (DC 21, 5/day) command, greater, dispel good (d), ame strike, righteous might , true seeing, wall of stone 4 (DC 20, 5/day) cure critical wounds, dismissal , divine power, inict critical wounds (d), poison, restoration 3 (DC 19, 5/day) animate dead , bestow curse, contagion, cure serious wounds, dispel magic, magic circle against good (d) 2 (DC 18, 6/day) aid , bull’s strength, cure moderate wounds, darkness, hold person, shatter (d), sound burst 1 (DC 17, 6/day) bane, command , cure light wounds, divine favor, doom, obscuring mist , true strike (d) 0 (DC 16) bleed , detect magic, read magic, resistance
STATISTICS Str 15, Dex 16, Con 16, Int 15, Wis 23, Cha 15 Base Atk +11/+6/+1; CMB +13; CMD 26 Feats Alignment Channel: Chaos, Alignment Channel: Evil, Channel Smite, Command Undead (DC 19), Deceitful, Persuasive, Selective Channeling, Toughness +15, Weapon Focus: Greataxe Skills Acrobatics +2, Appraise +8, Bluff +6, Climb +5, Diplomacy +16, Disguise +5, Escape Artist +2, Fly +0, Handle Animal +7, Heal +12, Intimidate +10, Knowledge (arcana) +10, Knowledge (dungeoneering) +4, Knowledge (nobility) +7, Knowledge (religion) +14, Knowledge (the planes) +10, Linguistics +7, Perception +10, Ride +5, Sense Motive +15, Sleight of Hand +2, Spellcraft +11, Survival +13, Swim +4 Languages Abyssal, Common, Draconic SQ aura (Ex), aura of destruction +7 (15 rounds/day) (Su), channel negative energy 8d6 (5/day) (DC 19) (Su), cleric domains: Destruction, Evil, spontaneous casting Combat Gear +2 frost greataxe, +2 spell resistant (13) breastplate Other Gear belt of physical might (STR & CON) +2, potion of cure moderate wounds SPECIAL ABILITIES Alignment Channel: Chaos, Evil: Channel energy heals or harms outsiders of stated alignments Aura (Ex) Chaotic evil aura. Channel Negative Energy 8d6 (5/day) (DC 19) (Su) Channel negative energy to injure the living and heal the undead. Channel Smite Channel divine energy through a melee weapon wielded. Cleric Domain Granted Powers: Destruction: Destructive Smite (Su): Gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 cleric level. Must declare the destructive smite before making the attack. Use this ability a number of times per day equal to 3 + Wisdom modier. Destructive Aura (Su): +7 (15 rounds/day) (Su) 30-foot radius aura grants +1 to all damage rolls within and all critical threats are conrmed. Cleric Domain Granted Powers: Evil: Touch of Evil (Sp): 7 rounds (9/day) (Sp) With a melee touch attack, target is sickened and counted as goodaligned for the purpose of [evil] spells. Scythe of Evil (Su): 7 rounds, 2/day. (2/day) (Su) A melee weapon held becomes unholy. Selective Channeling Choose not to include up to 2 targets in channeling area of effect. Command Undead (DC 19) Command undead creatures, making them into servants. Spontaneous Casting Convert stored spells into inict spells.
HUGE AIR ELEMENTAL N Huge outsider (air, elemental, extraplanar) Init +13; Senses darkvision 60 ft.; Perception +13 DEFENSE AC 22, touch 18, at-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size) hp 95 (10d10+40) Fort +11, Ref +16, Will +5
Matil Vellamo Defensive Abilities air mastery; DR 5/—; Immune elemental traits OFFENSE Spd y 100 ft. (perfect) Melee 2 slams +17 (2d6+6) Special Attacks whirlwind (3/day, 10–50 ft. high, 2d6+6 damage, DC 21) STATISTICS Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11 Base Atk +10, CMB +18; CMD 38 Feats Combat Reexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (the planes) +7, Perception +13, Stealth +9 Languages Auran SPECIAL ABILITIES Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental. Whirlwind (Su) The air elemental can transform into a whirlwind and remain in that form for up to 1 round for every 2 HD it has. It can continue to y while in whirlwind form.
BEBILITH CE Huge outsider (chaotic, evil, extraplanar) Init +5; Senses darkvision 60 ft., scent; Perception +16 DEFENSE AC 22, touch 9, at-footed 21 (+1 Dex, +13 natural, –2 size) hp 150 (12d10+84) Fort +15, Ref +11, Will +7 DR 10/good OFFENSE Spd 40 ft., climb 20 ft. Melee bite +19 (2d6+9 plus rot) and 2 claws +19 (2d4+9/19–20) Special Attacks dismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp)
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Spell-Like Abilities (CL 12th) At will— plane shift (bebilith only) STATISTICS Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13 Base Atk +12; CMB +23; CMD 34 (46 [ 48 ] vs. trip) Feats Cleave, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reexes, Power Attack Skills Acrobatics +16, Climb +32, Perception +16, Sense Motive +16, Stealth +16, Survival +16; Racial Modiers +8 Stealth Languages Abyssal (cannot speak); telepathy 100 ft. SPECIAL ABILITIES Dismantle Armor (Ex) If a bebilith hits with both claw attacks, it can peel away the target’s armor and shield as a free action by making a CMB check. If successful, the target’s armor and shield are dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a DC 25 Reex save. Penetrating Strike (Su) A bebilith’s natural weapons are treated as chaotic and magical for the purposes of penetrating damage reduction. Against creatures with the demon type, its natural weapons are also treated as cold iron and good. Rot (Su) A bebilith’s bite causes a horrible withering and weakening of the esh, resulting in a hideous melting and foul rotting effect. This catastrophic withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot persists, the target must succeed on a DC 23 Fortitude save or take 2 points of Constitution damage. If the target makes two c onsecutive saving throws in a row, the effect is cured. Heal can also halt the rot effect.
RAIBOHNE
CR 6
Male human wizard (Necromancy) 7 CE Medium humanoid (human) Init +2; Perception +6 DEFENSE AC 14, touch 13, at-footed 12 (+1 armor, +2 Dex, +1 deection) hp 34 (7d6+7) Fort +3, Ref +4, Will +5 OFFENSE Spd 30 ft. Melee +1 quarterstaff +3 (1d6) or unarmed strike -2 (1d3-1) Ranged heavy crossbow +5 (1d10) Wizard Spells Prepared (CL 7, +2 melee touch, +5 ranged touch): 4 (DC 18, 2/day) animate dead (x2), black tentacles 3 (DC 17, 3/day) reball , halt undead , haste, vampiric touch 2 (DC 16, 4/day) acid arrow, command undead , aming sphere, ghoul touch, protection from arrows 1 (DC 15, 5/day) burning hands, chill touch (x2), magic missile, protection from good , shocking grasp 0 (DC 14) acid splash, detect magic, are STATISTICS Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 13 Base Atk +3; CMB +2; CMD 15 Feats Craft Magic Arms & Armor, Command Undead, Eschew Materials, Greater Spell Focus: Necr omancy,
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Scribe Scroll, Spell Focus: Necromancy, Spell Mastery, Spell Penetration, Wizard Weapon Prociencies Skills Appraise +11, Climb +3, Diplomacy +6, Fly +7, Handle Animal +5, Knowledge (arcana) +14, Knowledge (religion) +13, Knowledge (the planes) +12, Perception +6, Ride +7, Sense Motive +4, Sleight of Hand +6, Spellcraft +13 Languages Abyssal, Common, Draconic, Elven SQ divination, grave touch (7/day) (Sp), opposition schools: Illusion, Necromancy, power over undead (7/day) (Su) Combat Gear +1 quarterstaff , heavy crossbow, 10 crossbow bolts Other Gear bracers of armor +1, potion of cure moderate wounds, ring of protection +1 SPECIAL ABILITIES Divination Must spend 2 slots to cast spells from the Divination school. Illusion Must spend 2 slots to cast spells from the Illusion school. Eschew Materials Cast without materials, if material cost is less than 1gp. Grave Touch (7/day) (Sp) Melee touch attack, shakes then frightens target. Greater Spell Focus: Necromancy +1 to the save DC of Necromancy spells. Power Over Undead (7/day) (Su) Receive Command Undead or Turn Undead as a bonus feat. Spell Focus: Necromancy Necromancy spells have +1 to their save DC. Spell Mastery Prepare spells 4 spells without a spellbook. Spell Penetration +2 to caster levels checks to overcome spell resistance.
Raibohne has under his control 12 fast zombies he animated from the remains of the mercenaries Matil had hired to attack the PCs a few days ago. He sends them into battle, and follows them up with more spells. If any of the PCs fall in battle, he will attempt to animate them as undead as well.
12 Fast Zombies NE Medium undead Init +2; Perception +0 DEFENSE AC 18, touch 12, at-footed 16 (+4 armor, +2 natural armor, +2 Dex) hp 12 (2d8) Fort +0, Ref +2, Will +3 Immune undead traits OFFENSE Spd 40 ft. Melee dagger +5 (1d4+4) or shortspear +5 (1d6+4) or shortsword +5 (1d6+4) or slam +5 (1d6+4) Special Attacks Quick Strikes (Ex): Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus. STATISTICS Str 18, Dex 14, Con -, Int -, Wis 10, Cha 10 Base Atk +1; CMB +5; CMD 16 Feats Toughness Combat Gear dagger, shortspear, shortsword, chain shirt
BLODWYN
CR 6
Female half-elf cleric 7 CE Medium humanoid (elf, human) Init -1; Senses low-light vision; Perception +6 DEFENSE AC 16, touch 9, at-footed 16 (+7 armor, -1 Dex) hp 49 (7d8+14) Fort +8, Ref +2, Will +10 Immune magic sleep effects OFFENSE Spd 30 ft. Melee adamantine battleaxe +8 (1d8+1) or dagger +6 (1d4+1) or unarmed strike +6 (1d3+1) Ranged heavy crossbow +4 (1d10) Special Attacks destructive smite +3, touch of evil 3 rds Spell-Like Abilities touch of evil 3 rounds Cleric Spells Known (CL 7, +6 melee touch, +4 ranged touch, spells marked (d) are domain spells): 4 (DC 18, 2/day) divine power, inict critical wounds (d), poison 3 (DC 17, 3/day) bestow curse, contagion, deeper darkness, rage (d) 2 (DC 16, 4/day) aid , align weapon (d), cure moderate wounds, silence, sound burst 1 (DC 15, 5/day) bane, cause fear, cure light wounds, doom, protection from good , true strike (d) 0 (DC 14) bleed , detect magic, mending, resistance STATISTICS Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13 Base Atk +5; CMB +6; CMD 15 Feats Channel Smite, Combat Casting, Extra Channel, Skill Focus: Spellcraft (Adaptability), Weapon Focus: Battleaxe Skills Acrobatics -4, Appraise +4, Climb +2, Diplomacy +7, Escape Artist -4, Fly -4, Handle Animal +5, Heal +10, Knowledge (arcana) +6, Knowledge (religion) +6, Perception +6, Ride +0, Sense Motive +9, Spellcraft +9, Stealth -4, Swim -2 Languages Common, Elven SQ aura (Ex), channel negative energy 4d6 (6/day) (DC 14) (Su), cleric domains: Destruction, Evil, elf blood, elven immunities, spontaneous casting Combat Gear adamantine battleaxe, heavy crossbow, dagger, 10 crossbow bolts, +1 dragonhide breastplate Other Gear cloak of resistance +1, potion of cure light wounds SPECIAL ABILITIES Aura (Ex) Chaotic evil aura. Channel Negative Energy 4d6 (6/day) (DC 14) (Su) Channel negative energy to injure the living and heal the undead. Channel Smite Choose to spend one use of channel energy ability to channel power through melee attack Cleric Domain Granted Powers: Destruction: Destructive Smite (Su): Gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 cleric level. Must declare the destructive smite before making the attack. Use this ability a number of times per day equal to 3 + Wisdom modier. Cleric Domain Granted Powers: Evil: Touch of Evil (Sp): 3 rounds (7/day) (Sp) With a melee touch attack, target is sickened and counted as goodaligned for the purpose of [Evil] spells.
Combat Casting +4 to Concentration checks to cast while on the defensive. Destructive Smite +3 (7/day) (Su) Gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 cleric level (minimum 1). Must declare the destructive smite before making the attack. Elf Blood You are counted as both elves and humans for any effect relating to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities Immune to magic sleep effects. Spontaneous Casting The cleric can convert stored spells into inict spells.
Blodwyn is a fanatical acolyte of Matil’s. She ghts side-by-side with the more powerful cleric, and follows her lead. If Matil remains on the battleeld, so does Blodwyn; if Matil ees, so does Blodwyn.
13. Day Thirteen – Looming Mountains The hills ahead are growing ever larger. Soon, you will be traveling through mountains instead of hills. The air is growing slightly thinner as you trudge on, knowing you are nearly to your elusive destination.
The GM can roll for a random encounter on Table VI, above. This table is for days 7, 8, 10 and 13. If an encounter is rolled on a subsequent day that has already been used, the GM should reroll.
14. Day Fourteen – Albion Armitage’s Astounding Arsenal You can’t be sure whether to be awestruck, or madly disappointed. You have come to the location shown on the map and found only what lies before you: a wooden shack with a pair of carved gargoyles anking the door. Above, a painted sign reads ALBION ARMITAGE’S ASTOUNDING ARSENAL. Below, in smaller letters, you read ‘The Price Will Be Paid.’ You have come to the end of the road. Your destination appears to be a 10 foot by 10 foot wooden shack with a pair of carved wooden gargoyles by the door. There is no knocker on the door, only an iron handle. As you go inside, you nd the shack is empty. No windows, no decorations, no furniture, only a set of stairs in the oor, heading down. You see a soft glow, like from a candle, near the bottom of the stairway…
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PART III: ALBION ARMITAGE’S ASTOUNDING ARSENAL
evil, etc. – still work. If a spellcaster attempts to cast a spell nothing happens – but they have still expended that spell for the day. The exceptions are noted below.
For the PCs who stay outside or in the shack:
As your companions head down the stairs, you lose sight of them, and after a few moments, cannot hear any trace of them, either. Calling for them produces no result – if they are down there, they cannot hear you. It is as though they are in a different plane of existence...
For the PCs who head down the stairway:
The stairs creak beneath your feet as you head into darkness. Walking under a stone arch, you feel the hair on the back of your head stand up and you suddenly feel lighter. You can see light coming from the crack under an apparently normal door. You open it, and nd yourself looking into a simply cavernous space lled with shelved aisles, and upon every shelf seem to be some kind of weapon or armor. The space looks so large that you doubt you could hit the far wall with a shot from a longbow.
Have each PC present make a DC 5 Perception check. If the check is successful, read the following:
You realize that all of your weapons are gone, and in your hand is a small ticket with a four digit number and a list of all the weapons you were carrying, including any weapons you had hidden.
All PCs who enter the arsenal are magically stripped of all weapons, regardless of how well they were hidden or how many layers of clothing and gear was on top of them in their bags. Bags of holding are also on the list and are gone from the character’s person. In addition, magic – divine or arcane – doesn’t work in the arsenal. Spell-like abilities of any kind also do not work. Clerics cannot channel energy or cast spells, though they can still feel their connection with their deity; rangers, druids, and paladins cannot cast spells. However, druids can wildshape, bardic performance abilities still work, and paladin powers – smite evil, detect
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The well-lit area is lled with echoes and snatches of conversation from a distance. You can’t be sure if it’s distortion or not, but you swear some of the languages are completely alien to you. As you step into the arsenal, you see a large counter with a dark-skinned, very beautiful woman sitting behind it, reading a book and looking somewhat bored. She appears to have small dark horns on her forehead and vestigial wings between her shoulder blades. There is a small plaque on her counter reading ‘Desdemona Darklove, Manager’. As she notices you, she calls back into the arsenal, “Albion, dearest, we have new arrivals.” Almost before she stops speaking, a hand claps onto [name one of the PCs]’s shoulder. The person it is attached to appears to be an aristocratic, middle aged human male, dressed in a bizarre ensemble that even the most amboyant court jester would blush to wear. Layers of purples, yellows, and almost luminescent oranges, blues, and greens feature heavily. “Welcome, welcome to my shop, ne travelers! You have nally arrived at Albion Armitage’s Astounding Arsenal. I am the proprietor; you may call me Albion Armitage. Now, what are we in the market for? Swords? Axes? Disintegrator cannons? Matter conversion bombs? No, wait, never mind those last two – forgot where I was. Well, I’m certain we have something to accommodate your surely particular tastes. Now, you’re the emissaries for the Duke of Cathay, are you not?” He extends his hand, expectantly.
He is obviously expecting the letter from the duke. If the PCs do not produce the letter, his attitude grows a bit chillier and he will not negotiate on prices. If he is given the letter, he opens it, nods, and says to the PCs, “His Grace’s courtyard, after the next new moon. Delivery and retrieval of payment.” He will negotiate up to 10% off the listed price on items the duke has ordered, should the PCs be inclined to negotiate (opposed Diplomacy checks, Albion has a Diplomacy of +20). Since the deal with the duke has already been set, and Albion is not one to renege on a deal, a poor negotiation attempt on the part of the PCs (even a roll of a natural 1 on Diplomacy) will not affect the duke’s purchase. It may, however, affect Albion’s personal dealings with the PCs.
Albion Armitage
“Well… with that settled, let me show you my wares. Let’s see, you look like…” Desdemona interrupts, not looking up from her book. “Class T, dearest.” Albion nods. “Quite right, quite right. Class T it is. Well, do follow me,” he instructs. He claps his hands once and large sections of the warehouse begin glowing with brilliant white light, and then fade into mere glowing outlines of their former shape. He leads you past several phantom shelves and down the nowempty aisles. Occasionally you pass the ghostly image of a person, sometimes very much like yourselves – an adventurer of one of the known races – and other times of beings completely alien. A shelf full of large tubes with a large cone on one end and a small opening at the other appears to be browsed by the phantom of a bipedal rhinoceros in some kind of plate armor. Two aisles over, an array of tool-like objects is being examined by an insect-like humanoid standing easily six feet tall. Through the aisles, cloaked gures move objects both visible and invisible, tending and stocking shelves and displays. In the distance, along the walls of the arsenal, you see ten enormous steel doors, ve on each side of the arsenal. You estimate that they are at least thirty feet high and forty feet across. They are all covered in symbols that almost seem to twist and change as you try and read them. Snatches of deep disembodied voices echo from the area near the large doors. Near the far end of the arsenal there is a
towering stone construct with six immense arms, three from each shoulder. Passing such bizarre and unearthly sights, you nally come to a section that appears normal – wooden shelves in metal frames, pegs holding up weapons, and stands displaying armor proudly. “Class T merchandise, here you are. Feel free to browse. I’ll have a couple of prote at your disposal if you need help carrying things. In addition to what you see here, we also have trade-in items and can do custom orders,” Albion tells the party. “Ah, here the prote are now.” The creature stepping around the corner into the aisle you are in must be a ‘prote’, since it stops and seems to wait for instructions. It appears to be a human male of slightly lower than average height and of average build. Its face is covered by a dark scarf across the nose and mouth and it wears a hooded cloak over its outer clothes. On its hands are ngerless gloves. Seconds later, another arrives, looking very similar to the rst. They do not look at or speak to each other, nor your party. “So… what are we looking for today?” Albion Armitage asks.
Detection Spells in the Arsenal: Detect magic creates overwhelming readings – there is so much magic present of such power that the caster must make a DC 25 Will save to avoid being stunned for 1d4 rounds. Detect chaos reads very strongly on Desdemona and Karrago (see below), but not on Albion or any of the prote. Detect evil reveals no evil beings in the area. No detection spells of any kind seem to indicate anything about Albion. The prote are not people or undead, but oddly enough appear to be some sort of construct. Moreover, Albion seems quite aware of attempts to magically analyze him and reacts with amused but fading tolerance. After a few attempts, he tells the PCs not to further waste his time or theirs. True seeing will reveal Desdemona to be a succubus instead of the sorceress she acts like, though a DC 20 Knowledge (planes) check reveals that Desdemona does not quite act like a succubus either. The same spell combined with a DC 25 Knowledge (planes) will show the arsenal to be a “pocket dimension” connected to many realities at once. The “ghostly” parts of the arsenal have been shifted just out of the current reality. Many of the objects in the arsenal are difcult to interpret but they all seem to be weapons or armor of some sort.
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If the PCs ask about the merchandise, Albion will give them a summary of each piece of equipment’s description and general abilities. ( See The Arsenal, page 37.) If one or more PCs investigate the doors, they nd they are not opposed. They occasionally see other prote – all of them identical to the ones they’ve seen – moving among the ghostly shelves, placing invisible objects that become the white light outlines like everything else on the shelves. When they reach the enormous doors, there appear to be no handles, bars, or latches on the doors, and they seem to be recessed into the stone wall s. Attempts to open or touch the doors will result in the PC being gently pushed back 10 feet (no save or resistance) and a voice announces one of the following statements (GM roll 1d10): Roll
Result
1
“Macross gate disengaged: space fold in progress.” The voice is calm and feminine.
2
“Neutron star interference. Please try again later.” The voice is a smooth male tenor.
3
“*undecipherable alien language*” Sounds like a frog mating with a woodpecker.
4
“Passage to Thaetaren Empire forbidden to Class T sophonts.” Deep male voice.
5
“This terminal is for loading and unloading mecha only.” Bored female voice.
6
“*rapid clicking and squealing, like a dolphin*”
7
“Password?” *regardless of answer* “Hah-hah, real funny pal.” Snarky male voice.
8
“I’m sorry, *insert character name*, I can’t do that.” Calm, smug male voice.
9
*optic pulse of green light in rhythmic pattern*
10
“Relative existence transition among restricted dimensions strictly prohibited” The voice is highpitched, droning, and agitated.
If the PCs ask about trade-in equipment, read the following:
“Ah, interested in second-hand equipment? Well, if that’s what you’d like. Some of our previous clients were so impressed with our offerings that they offered their own possessions for credit. Fairly mundane stuff, honestly, but cheap enough,” Albion shrugs. He shows y ou to a cordoned off area loaded with slightly worn or tarnished gear that’s obviously seen use but is still in fully functional condition. There are numerous suits of armor, literally barrels full of weapons, and even partially full quivers of
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magical munitions. There are also several of the ghostly outlines of objects that must also be weapons, though they look more like gnomish contraptions than anything else. There is even a bizarre 10-foot tall device of roughly humanoid shape, though the rather forward-set head has several tentacles dangling from the lower jaw, and the forearms are equipped with numerous tubes, large bulky devices, and large talon-like metal hands with three ngers. However, these objects are held within a cage inside the secondhand area and seem to be off-limits.
There is a 35% chance of nding 1 each of any major or specic magical weapon or armor from the Pathnder Roleplaying Game Core Rulebook; they are available for 5% off normal price. For minor magical weapons and armor, that chance increases to 85% and the discount is 10% off. Items from additional sourcebooks may also be available at the GM’s discretion. If the PCs ask about custom equipment:
“Certainly! I knew you looked like discerning customers,” Albion says. “We can craft a weapon or armor to your specications, for a price. We have a master-smith here who can build what you seek, if we choose to accept your order. Half the cost up front, of course. Let me introduce him. Karrago!” Albion barks, and a metal hatch in the oor opens several feet away. There is a palpable rush of heat as it opens and you feel the room grow several degrees warmer. There is a snarl and hiss before a gure emerges from the hatch. A sinister draconic head and powerful shoulders precede a serpentine torso and long snake tail with sharp spines. The creature stands taller than a man on his coiled tail, and he seems to radiate intense heat. Across his torso is a pair of chain belts, glowing red from his body heat, from which hang various tools. “What do you want?” the creature hisses, eyes glowing with malevolence. He seems to be rather ill-tempered and once the party has made their order, he will grunt and slither back into his workshop below.
A DC 10 Knowledge (planes) check will tell that the smith is a salamander – generally evil beings from the Plane of Fire and the Abyss; a result of better than DC 20 reveals Karrago is abnormally large for such beings.
Party members can order magic weapons or armor made to their specications, designed using the properties and rules found in the Pathnder Roleplaying Game Core Rulebook. They may use the mundane weapons offered by Albion Armitage’s Astounding Arsenal as the base for a magical weapon as well, or if they have a weapon from another source, the party member can give it to Karrago or Albion for them to reverse engineer and use as a base weapon as well. Regardless of the type, weapons will be nished in two weeks, and armor in one month. Cost is as per Pathnder Roleplaying Game Core Rulebook, plus 25%. When the party has made their selections (if a ny): Desdemona reviews each of the PCs’ purchases and asks how they intend to pay. She reviews the possessions on their tickets and offers trade-in credit up to 50% value of any magic or unique weapons or armor the PCs had when they entered the arsenal. Especially rare or valuable magical objects may also be considered for trade. Aside from trade-ins, other forms of payment are accepted. Hard currency – coin and gems – are preferred, but land pledges or even chattel are accepted (good characters will NOT treat other intelligent beings as property). PCs can even trade themselves into service of the arsenal in exchange for merchandise. Such characters will be used as agents to acquire valuable materials or resources, or to enforce collection of unpaid debts by other clients. Characters who do so earn 10% of the value of the collected debt toward their own debt. After arranging payment, Desdemona offers the PCs a map for 250 gp to allow them to nd the arsenal again, though it most likely will not appear on this p lane again for several years. Custom orders placed will be delivered after being nished, with a dimensional portal opening wherever the PC is located, to allow a prote to deliver the object and collect the rest of the payment. Anyone attempting to steal anything from the arsenal is dealt with extremely harshly, though Albion prefers not to kill any thieves. He has other uses for them…
PART IV: THE RETURN TO CATHAY The return trip to Cathay is uneventful. The GM can roll for random encounters on the tables in Part II, as appropriate, but there are no major encounters along the way. Upon returning to Cathay, the party nds a state funeral in progress. During their absence, the chamberlain, Petras Camerlengo, was apparently slain. Rumors abound but no one outside the keep seems to know for certain exactly what happened.
Depending on the PCs’ actions, they may or may not become more involved. If they were employed by the duke, his men summon the PCs to the keep and interview them about their journey. The duke is very pleased at the news about his purchases. He tells them that someone “conspiring against me, no doubt in the service of the merchants’ guild” kidnapped Camerlengo’s children to manipulate the chamberlain. The children were returned to their father as ghouls and devoured the chamberlain before rampaging through the keep. Only the actions of Sir Barnebas Van Der Deink saved the duke from falling victim as well. The PCs are paid the remainder of their promised fee and given tokens of ducal favor which may be traded for one boon at a later date. They are then bid farewell and good fortune in their next adventures.
PART V: FUTURE ADVENTURE HOOKS INVOLVING ALBION ARMITAGE’S ASTOUNDING ARSENAL 1. The Recurring Nemesis: Matil Vellamo may be vanquished, but the power she serves remains. It is entirely possible that others of her sect, or perhaps even her very deity, will resurrect Vellamo to once more spread chaos and destruction. She will surely seek revenge upon those who defeated her, though not to the detriment of her deity’s goals. 2. Another Map: Before leaving the arsenal, the PCs can buy a blank map from Desdemona for 250 gp. She informs them that the map will let them know when the arsenal returns to this world and show them where, from their current location, wherever it may be. However, this could be years or decades later. 3. History’s Mystery : The PCs are approached by a scholar who wants to interview them in detail about their experiences with the arsenal. The scholar is investigating the strange being known as Albion Armitage and the legends surrounding his arsenal. 4. Is This a Prote Before Me? Many weeks or even months later, in a market bazaar somewhere far from Cathay, one of the PCs spots a prote in the crowd. When they go to look for the prote, it is gone. 5. Sleeping with the Enemy : In the midst of a pitched battle, the PCs recognize the weapons in the enemies’ hands as being some of the merchandise available from Albion Armitage’s Astounding Arsenal. 6. Dream Weaver: In their dreams, Desdemona appears to the PCs and informs them that they have a great opportunity – to do a job for Albion Armitage. The risk will be great but the rewards substantial, she promises. The job turns out to involve traveling to another dimension and embarking on a quest there. The job may involve the PCs seeking stones infused
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with magical energy to use as power cells for the Ekatonkier. 7. And Hear the Lamentations of Their Women! Refugees from a distant nation, reported to be as old and powerful as any nation the PCs are familiar with, have started arriving in large numbers, having ed great destruction. When questioned, they claim that an army of a warlord that had been a minor nuisance for years was destroying everything in its wake. They tell of unexplained horrors – hundreds of burning arrows lling the skies, soldiers with bizarre weapons, and an enormous multi-armed giant golem hammering through the walls of their cities. All of these sound very familiar. 8. You Want I Should Break His Kneecaps, Boss? The characters trade their services to Albion Armitage in order to pay for their purchases, and act as enforcers, repossession agents, and acquirers for the mysterious arsenal.
NPCs For those NPCs intended as combat encounters, full stat blocks are given within the text of the adventure. Extra notes on their personalities are included in this section. For those NPCs not intended as combat encounters, but for whom a GM may need full stat blocks, you will nd them here. All NPCs are listed in alphabetical order, by rst name. Note that none the NPCs detailed here include a n XP value. This is because the PCs should not ght any of them. If the PCs do get into a ght with one or more of these NPCs, the GM should actually deduct XP from the PCs rather than award it – assuming the PCs survive, that is.
Albion Armitage The proprietor of the Astounding Arsenal, Albion appears as a handsome and tall middle-aged human male. His manner of dress is very unusual, featuring a panoply of various articles from a score of different cultures, many of which most PCs will not recognize. While his expression remains rmly affable, there is something menacing about him, and there is an unmistakable sense of power behind his facade. He is unfailingly glib even when describing the most unusual pieces of merchandise, the only emotion being an occasional hint of pride. His motivations in running his shop are quite simple: he provides unique, high quality merchandise – specically, weapons and armor in both mundane and magical varieties – and sells it to whoever can pay the asking price. He makes no judgments, is uninterested in causes, unmoved by persuasion, and beyond intimidation. Albion Armitage does not care who uses his merchandise, nor to what end.
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He views haggling as a sport and will often extend negotiations just for the sake of amusement. The one thing he will not tolerate is being cheated – anyone he catches attempting to steal from his shop is immediately expelled, sans explanation, refund, and their own equipment – his reparation fee. Those who have stolen from him in the past, if they are able to nd Albion’s shop again, will nd him to be willing to do business with them once again, at somewhat inated prices. Those who attempt to steal from him twice are taken by the prote into one of the sealed rooms in the arsenal and never seen again. The truest signs of his power are linked with his shop – within the shop, reality ows as he wishes it to. Albion Armitage is what many would consider to be a demi-god. He has no worshippers or following that he knows of (and would probably tell them to knock it off if he did nd some), but is clearly on a power level equal to or exceeding many powerful demon lords or devil princes. The rules on magic and spell casting inside the arsenal (as explained in the previous section) do not apply to Albion or to Desdemona (see below). Also, while inside the arsenal, those Albion targets with his spells or spell-like abilities suffer a -4 penalty to their saves.
ALBION ARMITAGE
CR 30
Male human wizard 20 N Medium humanoid (human) Init +8; Senses darkvision 120 ft.; Perception +11 DEFENSE AC 34, touch 21, at-footed 30 (+8 armor, +3 Dex, +5 deection, +1 dodge, +5 natural) hp 161 (20d6+60) Fort +11, Ref +12, Will +19 DR 20/Immune SR 20 OFFENSE Spd 30 ft. Melee +4 dancing adamantine dagger +17/+12 (1d4+7) or staff of power +11/+6/+7 (1d6+5/1d6+3) or unarmed strike +9/+4 (1d3+3) Spell-like Abilities (CL 20, +13 melee touch, +14 ranged touch): At Will: disintegrate (DC 25), shapeshift , summon (1d4 prote) 3/day : banishment (DC 26), baleful polymorph (DC 24) 1/day : charm monster, mass (DC 27) Wizard Spells Prepared (CL 20, +13 melee touch, +14 ranged touch): 9 (DC 28, 6/day) energy drain, gate, hold monster, mass, summon monster IX (x2), time stop 8 (DC 27, 7/day) antipathy, dimensional lock, discern location, iron body, polar ray, polymorph any object , temporal stasis 7 (DC 26, 7/day) arcane sight , greater, banishment , ethereal jaunt , forcecage, hold person, mass, scrying, greater, teleport , greater 6 (DC 25, 8/day) analyze dweomer (x2), antimagic eld , dispel magic, greater, elemental body III , form of the
dragon I , mage’s lucubration, true seeing 5 (DC 24, 9/day) baleful polymorph, break enchantment , contact other plane, dismissal , dominate person, fabricate, major creation, permanency, telekinesis 4 (DC 23, 9/day) arcane eye, bestow curse, charm monster, detect scrying, dimension door, enervation, geas, lesser, illusory wall , scrying 3 (DC 22, 14/day) arcane sght , dispel magic, displacement , y, gaseous form, haste, hold person, illusory script , major image, ray of exhaustion, shrink item, slow, suggestion, tongues 2 (DC 21, 10/day) arcane lock, continual ame, daze monster, detect thoughts, hypnotic pattern, magic mouth, resist energy, see invisibility, touch of idiocy, whispering wind 1 (DC 20, 11/day) alarm, animate rope, cause fear, charm person, comprehend languages, oating disk, identify, magic missile, silent image, sleep, unseen servant 0 (DC 19) detect magic, detect poison, light , mage hand , mending, read magic STATISTICS Str 16, Dex 19, Con 17, Int 29, Wis 20, Cha 18 Base Atk +10/+5; CMB +13; CMD 33 Feats Arcane Strike, Brew Potion, Combat Casting, Craft Construct, Craft Magic Arms & Armor, Craft Staff, Craft Wondrous Item, Dodge, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Forge Ring, Heighten Spell, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell, Widen Spell, Wizard Weapon Prociencies Skills Acrobatics +5, Appraise +20, Bluff +10, Climb +7, Craft (alchemy) +20, Craft (armor) +16, Craft (books) +18, Craft (bows) +18, Craft (gemcutting) +20, Craft (glass) +20, Craft (jewelry) +20, Craft (traps) +16, Craft (weapons) +18, Diplomacy +20, Disable Device +3, Disguise +5, Escape Artist +2, Fly +12, Heal +12, Intimidate +12, Knowledge (arcana) +32, Knowledge (dungeoneering) +24, Knowledge (engineering) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (religion) +20, Knowledge (the planes) +24, Linguistics +15, Perception +11, Perform (dance) +9, Perform (oratory) +9, Perform (sing) +7, Profession (merchant) +13, Ride +5, Sen se Motive +11, Spellcraft +20, Stealth +7, S urvival +10, Swim +0 Languages Aboleth, Abyssal, Aklo, Auran, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Ignan, Infernal SQ hand of the apprentice (12/day) (Su), metamagic mastery (7/day) (Su) Combat Gear staff of power, +4 dancing adamantine dagger Other Gear bag of holding IV , boots of levitation, bracers of armor +8, brooch of shielding, clay golem manual , cloak of elvenkind , esh golem manual , headband of mental superiority +2, iron golem manual , ring of protection +5 , ring of wizardry III , stone golem manual , stone golem manual, greater (note: Albion also has access to just about any piece of magical or mundane weapon or armor – the items listed here are just those he carries on his person, usually in the bag of holding)
SPECIAL ABILITIES Arcane Strike As a swift action, add +4 damage and weapons are treated as magic for the purpose of overcoming damage reduction. Combat Casting +4 to Concentration checks to cast while on the defensive. Empower Spell Numeric effects of a spell are increased 50%. +2 Levels. Enlarge Spell Increase spell ranges. +1 Level. Eschew Materials Cast without materials, if material cost is <= 1gp. Extend Spell Spell duration lasts twice as normal. +1 Level. Hand of the Apprentice (12/day) (Su) Throw the melee weapon held 12/day. Heighten Spell Increases spell level to effective level desired. Maximize Spell All variable effects of a spell are maximized. +3 Levels. Metamagic Mastery (7/day) (Su) Apply a metamagic feat known for free 7/day. Quicken Spell Cast another spell in the same round as this one. +4 Levels. Silent Spell Cast a spell with no verbal components. +1 Level. Still Spell Cast a spell with no somatic components. +1 Level. Widen Spell Alter area of a burst, emanation, line or spread spell. +3 Levels.
Sir Barnebas Van Der Deink Sir Van Der Deink is Duke Fyfe’s captain of arms and chief bodyguard, and his second cousin. A friendly, competent, but not brilliant warrior, he is distinctive for his contralto voice. His only remark on that matter is that it was due to a ‘youthful misadventure involving a dire jackalope’. When Vellamo releases the child-ghouls in the palace to dispatch Chamberlain Camerlengo, Sir Van Der Deink manages to destroy both undead before they can harm his Lord.
SIR BARNEBAS VAN DER DEINK CR 8 Male human warrior 10 LN Medium humanoid (human) Init +1; Perception +5 DEFENSE AC 18, touch 11, at-footed 17 (+6 armor, +1 shield, +1 Dex) hp 81 (10d10+30) Fort +10, Ref +4, Will +4 DR 2/OFFENSE Spd 20 ft. Melee +1 adamantine battleaxe +16/+11 (1d8+5) or dagger +14/+9 (1d4+4) or unarmed strike +14/+9 (1d3+4) Ranged +1 aming heavy crossbow +12/+7 (1d10+1+1d6 re) STATISTICS Str 18, Dex 12, Con 16, Int 9, Wis 9, Cha 13 Base Atk +10/+5; CMB +14; CMD 25
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DEFENSE AC 18, touch 12, at-footed 16 (+6 armor, +1 Dex, +1 dodge) hp 30 (5d8+5) Fort +2, Ref +2, Will +6 OFFENSE Spd 30 ft. Melee +1 mithral longsword +7 (1d8+3) or dagger +5 (1d4+2) or unarmed strike +5 (1d3+2) STATISTICS Str 15, Dex 13, Con 12, Int 12, Wis 10, Cha 15 Base Atk +3; CMB +5; CMD 17 Feats Dodge, Iron Will, Persuasive, Weapon Focus: Longsword Skills Acrobatics -1, Appraise +6, Bluff +8, Climb +4, Diplomacy +11, Escape Artist -1, Fly -1, Handle Animal +8, Intimidate +8, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nobility) +6, Linguistics +5, Perception +6, Perform (dance) +7, Perform (oratory) +8, Ride +4, Sense Motive +7, Stealth -1, Survival +4, Swim +0 Languages Common, Elven Combat Gear +1 mithral longsword , dagger, elven chain
Desdemona Darklove Sir Barnebas Van Der Deink Feats Alertness, Combat Reexes, Iron Will, Mounted Combat, Quick Draw, Weapon Focus: Battleaxe Skills Acrobatics -3, Climb +5, Diplomacy +2, Escape Artist -3, Fly -3, Handle Animal +7, Intimidate +9, Perception +5, Perform: Sing +3, Ride +4, Sense Motive +4, Stealth -3, Survival +7 Languages Common Combat Gear +1 adamantine battleaxe, +1 aming heavy crossbow, 20 crossbow bolts, dagger, adamantine breastplate, light steel shield
Duke Carnegie Fyfe The local feudal lord, remarkable only for his waxed and curled mustache, and that he has somehow come into possession of a map leading to Albion Armitage’s Astounding Arsenal. He has an order ready to be placed with the arsenal, with the letter detailing the order, the arrangements, and a promissory note for payment. The Duke is a man used to having power over those around him and seeks little more than to maintain his position. His order is perhaps on the unimaginative side – he is simply looking to acquire improved defensive equipment for his castle, and as such is placing an order for 10 polyboli with 50 darts each, and 20 doublecrossbows with 100 bolts each. He is nearly emptying his treasury to do so, and has raised taxes on the merchants to increase income this year and next to compensate.
DUKE CARNAGIE FYFE Male human aristocrat 5 LN Medium humanoid (human) Init +1; Perception +6
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CR 3
A darkly beautiful and sensually appealing woman, Desdemona usually takes the guise of an Abyssal blooded sorceress. In truth, she is actually a demoness who is the consort of Albion Armitage. Contrary to the usual nature of her kind, she is completely faithful to Armitage and makes no effort to tempt or seduce any of the mortal clientele that visit the shop. In fact, her manner of dress is often quite modest and she usually wears her hair fastened in a bun with dark-lacquered pins. She is by all appearances Albion’s assistant and shop manager, often directing the prote to various sections of the arsenal to aid or guide customers. She will rebuff any attempts at romance or seduction by guests and those who get insistent will nd themselves being escorted out of the shop by at least a dozen prote – if they are lucky. If any should be foolish enough to attempt to attack her, Albion, or damage the shop, however, Desdemona is fully capable of tearing such offenders limb from limb. As Desdemona is not typical for her kind, she lacks some of the attributes that are usually typical for a succubus. For example, Desdemona no longer has the evil subtype. Likewise, she no longer has DR 10/good (though the DR 10/cold iron still applies). She also no longer has her Profane Gift ability, though her energy drain remains, and she isn’t afraid to use it against those she deems a threat.
DESDEMONA DARKLOVE
CR 17
Female succubus (advanced creature simple template) sorcerer 10 N Medium outsider (demon, extraplanar) Init +6; Senses darkvision 60 ft.; Perception +25
DEFENSE AC 36, touch 21, at-footed 29 (+6 armor, +6 Dex, +9 natural, +4 deection, +1 dodge) hp 208 (8d10+10d6+126) Fort +12, Ref +15, Will +19 DR 10/cold iron; Immune electricity, re, poison; Resist acid 10, cold 10, re 10; SR 18 OFFENSE Spd 30 ft., Flying (50 feet, Average) Melee +3 frost mithral dagger +22/+17/+12 (1d4+6) or 2 claws +20 (1d6+3) Spell-Like Abilities charm monster (at will), detect good (constant), detect evil (constant), detect thoughts (at will), dominate person (1/day), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (at will), teleport, greater (self plus 50 lbs. of objects on), tongues (constant), vampiric touch (at will) Sorcerer Spells Known (CL 10, +16 melee touch, +19 ranged touch): 5 (DC 26, 5/day) baleful polymorph, hold monster 4 (DC 25, 7/day) bestow curse, black tentacles, freedom of movement , geas, lesser 3 (DC 24, 9/day) arcane sight , dispel magic, reball , invisibility sphere, protection from Energy, ray of exhaustion 2 (DC 23, 9/day) acid arrow, blur, cat’s grace, daze monster, levitate, minor image, scorching ray 1 (DC 22, 15/day) alarm, animate rope, burning hands, cause fear, charm person, chill touch, magic missile, shocking grasp, sleep 0 (DC 21) acid splash, arcane mark, bleed , detect magic, detect poison, are, mage hand , mending, message, prestidigitation, read magic STATISTICS Str 17, Dex 22, Con 24, Int 22, Wis 18, Cha 32 Base Atk +13/+8/+3; CMB +19; CMD 37 Feats Ability Focus: Energy Drain, Acrobatic, Agile Maneuvers, Arcane Strike, Brew Potion, Combat Reexes, Dodge, Eschew Materials, Iron Will, Weapon Finesse, Weapon Focus: Claws Skills Acrobatics +15, Appraise +15, Bluff +32, Climb +4, Craft (alchemy) +11, Craft (jewelry) +12, Diplomacy +24, Disguise +23, Escape Artist +15, Fly +20, Heal +6, Intimidate +23, Knowledge (arcana) +17, Knowledge (dungeoneering) +12, Knowledge (local) +23, Knowledge (the planes) +19, Linguistics +8, Perception +25, Perform (dance) +16, Perform (sing) +16, Profession (merchant) +12, Ride +7, Sense Motive +21, Sleight of Hand +12, Spellcraft +16, Stealth +21, Survival +6, Swim +4, Use Magic Device +20 Languages Abyssal, Auran, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Orc; Telepathy (100 feet) SQ destined, energy drain (DC 32) (Su), fated +2 (Su), it was meant to be (1/day) (Su), touch of destiny +1 (14/day) (Sp) Combat Gear +3 frost mithral dagger Other Gear boots of elvenkind , bracers of armor +6, ring of protection +4, ring of wizardry I SPECIAL ABILITIES Arcane Strike As a swift action, add +3 damage, and weapons are treated as magic for the purpose of overcoming damage reduction.
Desdemona Darklove Combat Reexes Make up to 6 attacks of opportunity per round, and may make them while at-footed. Destined When casting a Personal spell, gain a save bonus equal to its level for 1 round. Energy Drain (DC 32) (Su) An unwilling victim must be grappled before using this ability. The drain bestows one negative level. Touch also acts as a suggestion spell. Eschew Materials Cast without materials, if material cost is <= 1gp. Fated +2 (Su) Gain +2 on saves when unaware of or when surprised. It Was Meant To Be (1/day) (Su) 1/day, re-roll an attack, critical conrmation, or spell resistance check. Telepathy (100 feet) (Su) Communicate telepathically if the target has a language. Touch of Destiny +1 (14/day) (Sp) Creature touched gains +1 sorcerer level to most rolls for 1r.
Karrago Karrago is Albion’s chief employee, and he and his offspring are the skilled craftsmen behind much of the fantastic merchandise offered at the Astounding Arsenal. Ill-tempered as most of his kind when dealing with mortals, Karrago will reluctantly take orders for custom pieces of equipment (this requires a DC 30 Diplomacy check), provided he has Albion’s permission (GM’s discretion). Karrago’s prices are steep but every piece he constructs personally is a masterwork
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object. Enchantments are added by Desdemona and Albion themselves, and will add exponentially to the price of any item. Custom goods require a 50% deposit upon ordering, with the rest at pick-up. KARRAGO CR 9 Male salamander (advanced creature simple template) expert 4 CN Medium outsider (extraplanar, fre) Init +3; Senses darkvision 60 ft.; Perception +23 DEFENSE AC 28, touch 13, at-footed 25 (+6 armor, +3 Dex, +9 natural) hp 144 (8d10+4d8+72) Fort +13, Ref +10, Will +12 DR 10/magic; Immune re Weakness vulnerability to cold OFFENSE Spd 20 ft. Melee +3 trident +19/+14/+9 (1d8+8+1d6 re) or adamantine smith’s hammer +17/+12/+7 (1d4+5+1d6 re) or tail slap +16 (2d6+7+1d6 re and grab) or unarmed strike +16/+11/+6 (1d3+5+1d6 re) Special Attacks constrict (2d6+7 plus 1d6 re), heat STATISTICS Str 21, Dex 17, Con 22, Int 18, Wis 19, Cha 17 Base Atk +11/+6/+1; CMB +16; CMD 29 (can’t be tripped) Feats Cleave, Iron Will, Power Attack, Skill Focus: Craft: Weapons, Skill Focus: Perception, Toughness Skills Acrobatics +16, Appraise +12, Bluff +16, Craft: Armor +19, Craft (blacksmith) +18, Craft (bows) +11, Craft (weapons) +27, Diplomacy +13, Disable Device +5, Intimidate +18, Knowledge (history) +10, Knowledge (the planes) +17, Perception +23, Profession (merchant) +13, Sense Motive +17, Stealth +16 Languages Abyssal, Common, Draconic, Ignan, Infernal SQ heat (Ex) Combat Gear +3 trident , adamantine smith’s hammer, +2 mithral chain shirt of greater cold resistance SPECIAL ABILITIES Cleave Extra attack on adjacent target with successful attack. Damage Reduction (10/magic) Damage reduction against all except magic attacks. Heat (Ex) A salamander generates so much heat that its mere touch deals an additional 1d6 points of re damage. A salamander’s metallic weapons also conduct this heat. Immunity to Fire Immune to re damage. Power Attack Subtract 3 from attack rolls to add 6 to damage. Vulnerability to Cold +50% damage from cold damage.
Matil Vellamo Tall, statuesque, and blond, Matil could be a vision of feminine beauty, if not for the bone-chilling madness behind her eyes. A zealot of the worst sort, she is an eager servant of the Goddess of Destruction, taking great delight in annihilating the enemies of her deity. As a reward for her vile deeds, Matil has received a divine message, a task directly from the Goddess. She is tasked with acquiring the map to the arsenal,
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slaying all others who are aware of it, and journeying to the fabled arsenal to acquire an item for her Goddess – something known as an ‘Ekatonkier’. With it, she is assured, her Goddess will spread ruin across the entire world, striking down all who oppose her. Matil cannot wait to bring this about and wants nothing more than to be part of ending the world. Matil is without mercy or compassion and will use any means necessary, including deception and seduction, to destroy her enemies, though she dislikes subtlety and relishes the use of force over guile. Any offers of truce or bargains made are ploys she will immediately betray once she has what she wants. She took Chamberlain Camerlengo’s children as prisoners to hold sway over him, but has already murdered them and turned them into small ghouls under her thrall. Once he has identied the party for Sparafucile, she returns his children to him – to devour him and Duke Fyfe.
Chamberlain Petras Camerlengo Petras Camerlengo is Duke Fyfe’s minister of affairs, who runs the day to day operations of the duchy. He’s also secretly in the service of Matil Vellamo, who is holding his family hostage. He appears to be faithfully carrying out the Duke’s orders while undermining his lord. Petras is not an evil man, but is becoming a desperate one. He will tell the party to be discrete because revealing the expenditure could cause problems with the local merchants (who have been grumbling about the raised taxes). Indeed, he has been in touch with Sparafucile and has been paying the assassin to refuse contracts against the Duke. Petras identies the party to Sparafucile in order to gain freedom for his children, unaware they have already been slain by Matil and raised as undead.
CHAMBERLAIN PETRAS CAMERLENGO CR 2 Male human aristocrat 1/expert 3 N Medium humanoid (human) Init +0; Perception +15 DEFENSE AC 13, touch 13, at-footed 13 (+3 deection) hp 22 (4d8) Fort +1, Ref +1, Will +8 OFFENSE Spd 30 ft. Melee +1 silver dagger +3 (1d4+1) or unarmed strike +2 (1d3) STATISTICS Str 10, Dex 10, Con 10, Int 16, Wis 16, Cha 16 Base Atk +2; CMB +2; CMD 15 Feats Alertness, Persuasive, Skill Focus: Perception Skills Appraise +9, Bluff +10, Craft (calligraphy) +8, Diplomacy +12, Disguise +7, Handle Animal +7, Intimidate +11, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +10, Linguistics +8,
against Duke Fyfe among the merchants. He mistakenly believes that these things are related, and suspects that the party is involved in foiling the merchants’ plots.
NEW MONSTERS Albion Armitage’s Astounding Arsenal introduces two new monsters – the prote and the ekatonkier. While none of the encounters in the adventure specically involved combating either, the possibility could arise of the PCs ghting the prote if they annoy or anger Albion Armitage. Also, if Matil Vellamo manages to take the map from the PCs and get to the Astounding Arsenal, she could purchase an ekatonkier and the PCs next quest might involve trying to stop the insane cleric and her construct of destruction.
PROTE
Chamberlain Petras Camerlengo Perception +15, Ride +4, Sense Motive +12 Languages Common, Dwarven, Elven, Goblin, Haling, Orc Combat Gear +1 silver dagger Other Gear ring of protection +3
Sparafucile One of the nest assassins in the realm, Sparafucile’s name is known only to a select few, even in the criminal class of society. Born and raised in the elven forests, he rejected that life and ran off to the cities. Sparafucile was a gifted thief and had no hesitation to slit a throat or drop a vial of poison in pursuit of his goals. Soon he began getting assassin’s jobs and grew to enjoy the work. Sparafucile believes that humans are obnoxious, arrogant, short-lived nuisances spoiling a world that should belong to elf-kind, and so takes great delight in taking money to slay humans. A consummate professional, Sparafucile now only kills when he is hired to, and will not ght to his own death, preferring to make his escape and try again if his mar k manages to ght back effectively. He is currently in the pay of a cleric named Matil Vellamo and is commanding an excellent fee to dispatch each of her marks. However, he does not like her zeal and only took her jobs because he found himself low on funds between jobs, having recently spent much of his nest egg on a ring of protection. If captured, he will share his information for a price. He knows that Matil Vellamo wants the map (though not where it leads), that she wants the party dead, and that there are plots
CR 4
N Medium construct Init +0; Senses darkvision 60 ft.; Perception +0 DEFENSE AC 20, touch 10, at-footed 20 (+10 natural) hp 69 (9d10) Fort +3, Ref +3, Will +3 Immune construct traits OFFENSE Spd 30 ft. Melee slam +7 (1d6+3) STATISTICS Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10 Base Atk +4; CMB +10; CMD 20 Languages All (understand only; cannot speak, except for Common) SQ stout (a prote receives a +5 bonus to Strength for purposes of determining carrying/lifting capacity – this bonus does not affect attack rolls, damage, or ability checks) ECOLOGY Environment any (wherever the arsenal appears or wherever Albion sends them) Organization solitary or gang (2–4) Treasure none SPECIAL ABILITIES Hive Mind (Su) The prote are not truly telepathic, and as constructs they have no actual intelligence, but each is connected to one another so that what one prote does, another prote knows. When Albion gives a particular prote an instruction, the others know it. If something prevents that prote from following through on the instructions, another will immediately set out to complete that task. Teamwork (Su) Because of their hive mind, whenever two or more prote work together, all of them receive a +2 bonus to all attack rolls, skill checks, saves or ability checks. Immunity to Magic (Ex) The prote are immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against them, as noted below:
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•
•
A confusion spell temporarily disrupts the prote’s hive mind. For 1d4 rounds, the prote target of the spell cannot make use of its hive mind or teamwork special abilities. A mending spell repairs 1d8+ 1 per caster level hit points to the prote.
Albion currently has about 20 prote – the completely identical, human-like shop drones that guide customers and carry merchandise until it has been purchased. They can understand all languages and speak the common tongue but only speak in response to Albion, Karrago, or Desdemona. It is unknown whether they communicate telepathically amongst themselves, but some have speculated they can. If asked, Albion will simply shrug and say, “They are prote. They serve me. That is all one need know about them.” They are slightly over ve and a half feet tall, somewhat stocky, and wear long hooded coats, scarves over most of their faces, calflength boots, and dark blue or purple tunics with grey breeches. It is known that Albion can speak through the prote, as he has been known to send one or two to purchase items for him and the voice that issues from the prote to the merchant doing the selling is always Albion’s. It is speculated that Albion can see what each prote sees as well.
THE EKATONKIER
CR 18
N Huge construct Init -1; Senses darkvision 60 ft., low-light vision; Perception +0 DEFENSE AC 30, touch 7, at-footed 29 (-1 Dex, -2 size, +23 natural) hp 144 (18d10) Fort +4, Ref +3, Will +4 DR 12/adamantine; Immune construct traits OFFENSE Spd 20 ft. Melee 6 slams +24 (4d8+12 each) Ranged rock +20 (2d10+12 each) Space 15 ft.; Reach 15 ft. Special Attacks barrage Spell-like Abilities at will – Transmute Mud to Rock STATISTICS Str 35, Dex 8, Con -, Int -, Wis 10, Cha 1 Base Atk +12/+7/+2; CMB +28; CMD 37 SPECIAL ABILITIES ECOLOGY Environment any Organization unique Treasure none Special Abilities Barrage (Ex) When provided with plenty of ready stones for ammunition, the ekatonkier can hurl six rocks per round in a devastating barrage. If ready ammunition is not available, the ekatonkier is limited to two ranged attacks per round as it must pull up handfuls of earth with the lower pair of arms, pass the earth to the
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hands of the middle pair, which transforms the soft soil into solid rock before passing the rocks to the upper arms for hurling. When barraging, the ekatonkier will focus entirely on digging, transmuting and throwing and has a 45% chance each round of completely ignoring melee combatants that are threatening it. The barrage can be maintained for up to 5 minutes before needing to change positions (having dug up all the earth within reach), and can be resumed 5 rounds later (or as soon as the ekatonkier can reach suitable ground). Immunity to Magic (Ex) The ekatonkier is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the ekatonkier, as noted below. • A transmute rock to mud spell slows the ekatonkier (as the slow spell) for 2d4 rounds, with no saving throw, while transmute mud to rock restores all of its lost hit points. • A soften earth spell negates the ekatonkier’s damage reduction for 1 full round. Cost: 500,000 gp; +250,000 gp for the command crown; +150,000 for the SiegeBreaker package
The ekatonkier is a massive 20-foot tall construct designed as a weapon of phenomenal power. It is an original creation of Albion Armitage’s, and so far there is but one of them. It appears to be a gigantic stone golem with 6 arms, three on each side. The lowest pair of arms digs out chunks of earth, the middle pair transmutes the earth to stone, and the top pair of arms hurls the stone great distances at great speed. However, if there are ready munitions, including boulders, chunks of debris, or other heavy objects, the ekatonkier can throw with all six arms. The ekatonkier will obey only its designated master(s), and if they are killed, the ekatonkier will become inert, effectively becoming a large stone statue in place. As long as the designated master(s) is alive, large red glass-like bubbles glow brightly, visible even during the day. When rendered inert, the glowing bubbles are dull and gray. These bubbles cover clusters of reddish gemstones that are a source of power for the golem. The ekatonkier will follow simple commands, such as “march here”, “follow”, “halt”, and “attack” or “defend”. When set to defend, the ekatonkier will throw stones at anything besides its master that comes within 50 feet. For more precise instructions, the master of the ekatonkier must be wearing the command crown. The crown allows the user to take complete control of the ekatonkier, and each round, as a free action, may give the ekatonkier a command. SiegeBreaker package: With this package, the ekatonkier comes equipped with six mattocks of the titans, each effectively a +3 Gargantuan adamantine warhammer, doing 4d6+12 points of damage per strike. The ekatonkier is -4 to each attack, but can still do tremendous damage. Thus equipped, it can quickly
The Ekatonkier smash through castle walls or through attacking armies. In addition, the SiegeBreaker package adds armor to the ekatonkier, giving it a +9 armor bonus and increasing damage reduction to DR 15/Adamantine. However, its effective speed is reduced by half and it cannot travel through marshy or swampy terrain without getting stuck. Control Crown: The control crown is a golden magical crown which allows the wearer to give precise commands to the ekatonkier, allowing the construct to target specic objects or enemies, or carry out more complicated orders to the best of its ability. While the crown is worn, the wearer has the same immunities to mind control as constructs. However, because much of the wearer’s attention must be dedicated to controlling the ekatonkier, they are considered distracted for all other tasks and have a -4 penalty to attacks, -2 penalty to AC, and are considered at-footed.
THE ARSENAL Albion Armitage’s Astounding Arsenal supplies a wide range of mundane and magical items to those with the coin and the ability to nd the place. If it is a type of armor or shield, or is a weapon, Albion Armitage probably has it, from the ubiquitous dagger to the most powerful suit of armor. Note that Albion Armitage only stocks those items that could be considered weapons and armor, so, for example, one will not nd a feather token in the arsenal, but one could very well nd stonesalve. And although wands can hold offensive spells, Albion is not in the habit of selling wands (“You can nd wands in thousands of shops on thousands of worlds, but only here can you nd the ekatonkier!”), though one can occasionally nd a less-than-fully-charged wand among the used items others have traded in. Any weapon, shield or armor that the GM wants in the arsenal can be found in the arsenal, including those from the Pathnder Roleplaying Game
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Core Rulebook and those from other 4 Winds Fantasy Gaming publications. In addition, the GM should feel free to include items from any other publication as well, or to exclude any items, regardless of source. Masterwork quality versions of any mundane items are always available for an extra fee of +300 gp for masterwork weapons , or +150 gp for masterwork shields and armor.
WEAPONS The weapons listed in Table VII are detailed below. Behemoth Blade: These swords are enormous in scale, looking more like a slab of steel than an actual weapon. A behemoth blade will generally have a blade six feet in length, a half-inch thick, and broader than a handspan, with a handle that is usually a foot or so long of wrapped steel cylinder. The pommel on a behemoth blade is often as large and heavy as a mace-head. These weapons require great strength to even lift, and are far too heavy to be used by most warriors. Ogres, the more intelligent giants, and other large intelligent creatures of great strength may use them without penalty in one hand. Powerful beings like minotaurs or supremely strong humans may use them as two-handed weapons. A Medium creature wielding a behemoth blade has reach with it so long as they have the Exotic Weapon Prociency: Behemoth Blade feat. These are not merely oversized swords; they are designed with rather different proportions as well. A behemoth blade requires a minimum strength of 16 to be able to lift or carry and suffers a -3 penalty to initiative, attack, and damage for every point of strength below 20 (-12 at STR 16, -9 at STR 17, etc.). Due to the sheer mass of the weapon, it has a hardness of 22 and 40 hp; attempts to sunder the blade are at -10 to CMB, while the blade gets a +10 bonus to sundering attempts. Just carrying one around automatically incurs a level of encumbrance regardless of strength, not only from the weight but from the unwieldiness as well. Merely carrying this sword gives a +2 circumstance bonus to Intimidate checks, and drawing/brandishing the weapon raises the bonus to +5. A behemoth blade cannot be used by any creature smaller than Medium; they are simply not made for Small or smaller creatures. There are no known examples of mithral or adamantine versions of this blade, most likely due to the amount of material needed and what the nal cost would be. Dwarven Greatsword: Also called an ‘ogre gutter’, this broad, mighty blade has proportions more suited to dwarven warriors than conventional two-handed swords. The blade of a dwarven greatsword is generally much shorter than its human or elven counterparts, often only a few inches longer than a longsword. However, the blade is half again as wide and twice as thick as a normal greatsword, allowing it to
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produce comparatively impressive wounds. The blade is triple fullered, which reduces the weight, and often the blade is engraved with dwarven runes, either spelling out a dwarven adage, a prayer for the wielder, the wielder’s name and family or clan, or a curse against the owner’s enemies. The ogre gutter is a favored weapon against all sorts of large enemies, though it remains less popular than the war-axe among most warriors. Eku: Developed from the long oars used by archipelago sherman, this is a large wooden paddle adapted for use as a bludgeoning weapon. The head of the oar is usually half as long as the haft (around two feet) and has a ridged spine on both faces, with a rounded tip. The shape of the oar allows it to be used with a cutting or chopping motion not dissimilar to a glaive or similar polearm. While heavy, in the hands of a skilled practitioner, it can be a very effective weapon. While usually a bludgeoning weapon, the eku can also do slashing damage with the sharp wooden edge, though attempting to do so incurs a -2 penalty to attack and damage. Grossemesser: A smaller version of the kriegsmesser, this blade possesses a similar knife-like handle and features a clipped-back tip. It has roughly the same dimensions as a bastard sword and may also
Table VII: Weapons Simple Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range
Weight
Type
Special
1gp
1d2
1d3
x2
5 ft.
1 lb.
P/S
Cost
Dmg (S)
Dmg (M)
Critical
Range
Weight
Type
Special
10 gp
1d8
1d10
x3
–
6 lbs.
S
–
8 gp
3d3
3d4
x2
–
7 lbs.
S
–
Cost
Dmg (S)
Dmg (M)
Critical
Range
Weight
Type
Special
10 gp
1d4
1d6
x2
–
5 lbs.
P/S
monk
Grossemesser
5 gp
1d8
1d10
x2
–
5 lbs.
S
–
Macuahuitl
2 gp
1d4
1d6
x4
–
8 lbs.
S
barbarian
Ugric shield
15 gp
1d3
1d4
x2
–
10 lbs.
P/S
–
1200 gp
3d10
3d12
x3
–
80 lbs.
S
reach
Dwarven Greatsword
75 gp
2d4
2d6
x4
–
15 lbs.
S
Eku
5 gp
1d6
1d8
19-20/x2
–
15 lbs.
B or S
200 gp
1d8/1d8
100 ft.
P
–
Light Melee Weapons Neck Knife Martial Weapons One-handed Melee Weapons Warbrand Two-handed Melee Weapons Kriegsmesser Exotic Weapons Light Melee Weapons Spurs
One-handed Melee Weapons
Two-handed Melee Weapons Behemoth Blade
monk
Ranged Weapons Over-Under Double Crossbow
1d10/1d10 19-20/x2
be used with one hand after special training with the weapon (Exotic Weapon Prociency: Grossemesser feat). It is a utilitarian chopping weapon that is often found in the hands of rangers and other wilderness travelers. Like a falchion, it may be used as often for chopping logs and beheading animals as it is for ghting. Kriegsmesser: Also known as a shamshir, the kriegsmesser is sometimes called the ‘war knife’ or ‘lion’s tail’ in some places. It is a single edged, deeply curved two-handed sword with a distinctive handle. The grip of a kriegsmesser is like that of a large knife, rather than a sword – it has a full slab tang sandwiched between two grip plates of wood. It features a straight crossguard and a small protrusion to the right side of the blade that protects the hand. While not as majestic as the typical greatsword, it is a practical weapon carried by many professional ghters. Unlike a falchion, the blade is curved back, not forward. Macuahuitl: A decidedly vicious weapon, the name roughly translates to ‘hungry stick’. The macuahuitl is a paddle or sword-like wooden instrument with grooves along the cutting edges. These grooves are lled with prismatic blades of obsidian held in place with adhesive, usually plant resin or animal glue. Some may have gaps between pieces of obsidian, though others may have
almost perfectly uniform edges. While a macuahuitl is a heavy, inelegant weapon, the razor-sharp edge of volcanic glass causes horric wounds and is capable of decapitating a horse in one powerful stroke. Among cultures that lack metalsmithing, this may be the pinnacle of edged weaponry. Barbarians are procient with these weapons, but the macuahuitl is considered an exotic weapon for anyone else. Neck Knife: A common weapon among barbarian tribes as well as certain criminal guilds, a neck knife is a short-bladed knife worn on a thong around the neck, often under clothing. It is sometimes worn openly as a symbol of power or prestige. The blade of a neck knife is usually triangular and comparatively stout, and may be made of bronze, steel, or even aked stone. The neck knife may be a ceremonial weapon similar to a witch’s boline, a tool for skinning and cleaning game, or it may be a last resort concealed weapon. Over-Under Double Crossbow: A rare weapon, this is simply two heavy crossbows built into one, one stacked atop the other, with a metal frame holding them together. There is a double trigger, one for each bow, and they can be red successively or at the same time. Due to the awkward balance and weight, this weapon causes wielders to suffer a -2 bonus on all attack
39
rolls (those not procient with the weapon suffer a -6 penalty), but the power is often considered a worthwhile tradeoff. The cranquein built into the butt of the weapon is designed to pull back both strings and takes twice as long as loading a normal crossbow unless the Rapid Reload feat is known. Both chambers must be reloaded at the same time. It can be red one-handed, but at an additional -4 to attack. This is not generally a battleeld weapon, but occasionally used by assassins, highwaymen, and by those going boar hunting. They can also sometimes be found mounted on battlements for use against those laying siege. Spurs: Modeled after the sharp spurs of ghting roosters, spurs are sharp retractable blades built into armored vambraces. There are several different congurations, all for use in close ‘unarmed’ combat. The most common variety is a curved blade that extends from the wrist along the forearm, used for close slashing. Other variants include a longer curved blade that extends past the elbow, paired knives extending from the wrist past the st, and the rarest of all, two short blades, one from the wrist, the other from the elbow. In all cases, the blades are released by either turning the wrist or closing the ngers into a st after they have been set (free action to release, move action to re-set the blade once it has been deployed). Some monastic orders use these as weapons, and they are popular in gladiatorial arenas as well. Spurs can be used while grappling. Ugric Shield: Mostly found in the gladiatorial arena, this vicious off-hand weapon is also used by some barbarian tribes and even the occasional group of brigands or mercenaries. The ugric shield is a metal plate, roughly oval in shape, which covers the hand, forearm, and elbow. It is secured to the arm by a strap roughly halfway down its length, with a handle to be gripped when in use. Not dissimilar from a somewhat attened and lengthened buckler, the ugric shield provides a +1 shield bonus when wielded. The unique feature of the ugric shield is that the shield extends into a single sharp, claw-like blade beyond the hand. While short ranged, it can be used for off-hand weapon attacks and while grappling. Shield bash attempts can be made with the ugric shield, but this would use the at of the shield, not the blade, and so would be as per a normal light steel shield. Warbrand: A very simple, sleek, effective weapon, this is a one-or-two handed single edged sword used for powerful slashing attacks. The blade is straight and has a tip suitable for thrusting as well as slashing. The hilt lacks any type of crossguard, being a simple, long wooden handle with a small pommel. The rst few inches of the blade are unsharpened, thicker, and more compact than the cutting edge of the blade. The cutting area of the blade broadens along the belly to a consistent width, giving it a distinctive prole. It can be used from horseback or on foot with equal ease,
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and does not require an Exotic Weapon Prociency feat to be used one-handed.
SIEGE WEAPONS The siege weapons listed in Table VIII are detailed below. Hwa’cha – A phenomenal battleeld engine, the hwa’cha is capable of causing chaos and devastation across entire armies. The hwa’cha is a small wagon or cart drawn by a mule, horse, or ox, with a rack containing 20 rows of 20 metal, reed, or bamboo tubes. It may also be built as an emplacement on a fortied wall. Each tube is loaded with a re arrow, the cord of which is fed out the rear of the tube and bundled together with the cords of all the other arrows. The combined fuses are lit and 1 round later, a deafening salvo of 400 aming arrows erupts from the hwa’cha, raining down upon masses of enemy troops or across a village. To re the hwa’cha, the crew member in charge makes a DC 15 Profession (engineer) skill check, modied by range increment penalties. The aming arrows hit everything in a 75 foot ra dius from the point of impact, doing 1d6 piercing and 1d6 re damage to a Small or Medium target, +1d6 for each size increment larger than Medium (representing more arrows striking a larger target). Range increment is 100 feet and the maximum range is 500 feet. If the Profession (engineer) skill check to use the hwa’cha results in a natural 1, the hwa’cha explodes, doing 10d10 damage to everything in a 25-foot radius, and 4d10 to everything from a 26-foot to a 50-foot radius, Reex save DC 15 for half damage. The hwa’cha takes 10 minutes to reload (20 minutes for a crew of 1). A bundle of 400 re arrows with set fuses costs 1,000 gp. An often unexpected danger of the hwa’cha is that there is a 45’ cone of re behind the weapon that deals 3d10 re damage to anything in the area of effect from backblast. Polybolos: A highly effective siege weapon, a polybolos is basically a scaled up repeating crossbow. It res large darts or spears like a ballista or giant crossbow with a good degree of accuracy. The darts are stored in a large tapering hopper positioned over the groove, with a moving loading gate. The loading gate and the bowstring are operated by a chain drive, powered by a large windlass at the end of the device. Two men can turn the windlass to pull back the cord and feed the next dart in automatically. Optimally, a polybolos has a three-man crew – two loaders and an engineer to aim the device. With such a crew, the device can launch 3 darts per round. With only one loader and an engineer, it can launch one dart per round. When only one person is operating the device, it can re 1 dart per 2 rounds and has -4 penalty to its attack rolls, -8 against moving targets. The darts for the polybolos are more like javelin-
Table VIII: Siege Weapons Item Hwa’cha Polybolos *see item description
Cost
Damage
Critical Range
Increment
Typical Crew
2,500 gp
2d6*
–
100 ft.
2-3
3,000 gp
3d8
19-20/x2
120 ft.
3
sized crossbow bolts than typical ballista darts and are specially shaped to slide through the feeder mechanism smoothly. Using regular ballista darts gives a -5 penalty to all attack rolls with the polybolos and the maximum rate of re is 2 per round. For each incorrect munition red through the polybolos, roll 1d20 – on a natural 1, the machine jams and must be repaired (Profession (engineer) DC 15, takes 2d4 rounds) before it can be used again. Polybolos darts cost 250 gp for a bundle of 10.
creatures that remain in the radius take an additional 1d6 per round until the ames are extinguished. They may make a Reex saving throw for half damage. Once those charges are expended, the aming enchantment on the blade disappears and it is considered to be only a +2 two-bladed sword from that point on, with no elemental powers or weaknesses.
MAGIC ITEMS
Cane of Grigori
The magic items listed in Table IX are detailed below.
Weapons Beryl Sword Aura strong evocation [good]; CL 9th Slot none; Price 14,315 gp; Weight 6 lbs.
This breathtakingly beautiful sword is a +2 scimitar with a blade made entirely out of green beryl. The hilt is wrapped in gold wire and the pommel resembles the head of a desert hawk. The gemstone blade is semiopaque and is a demon-slaying blade, dealing an extra 2d6 damage to demons (not devils or other types of outsiders). In addition to that ability, wounds inicted by the beryl sword on evil outsiders of any kind heal at only 1/3 the normal rate, unless a salve made with a demon’s brain tissue is put on the wound. The beryl sword was supposedly once part of a vizier’s treasure trove and the hilt is inscribed with intricate calligraphy in the Auran language. CONSTRUCTION Requirements Craft Magic Arms and Armor, holy smite, creator must be good; Cost 7,315 gp
Blade of the Inferno Aura moderate evocation; CL 12th Slot none; Price 26,700 gp; Weight 10 lbs.
Appearing as a two-bladed sword with distinctly sinuous blades, like those of a ammard, this double weapon is enchanted with potent re magic. It is a +2 two-bladed sword , with each strike doing an additional 1d6 re damage. The wielder of the blade of the inferno only takes half-damage from re or ame, but suffers double damage from cold or water. In addition, the blade has three charges of re burst . The wielder is unharmed by the re burst , but all those within a 25 foot radius take 10d6 re damage. All combustibles are ignited, and
CONSTRUCTION Requirements Craft Magic Arms and Armor, reball , resist energy; Cost 13,700 gp
Aura strong conjuration; CL 13th Slot none; Price 176,890 gp; Weight 6 lbs.
A silver-headed gentleman’s walking cane, oddly decorated with painted ames near the foot, this weapon is an instrument of life rather than death. Waving this cane over the body of a creature will function as a detect magic, detect evil , and detect poison all in one, letting the wielder of the cane know exactly the state of that creature’s health. By focusing on that creature for 3 rounds, the cane’s wielder will precisely know what, if anything, is wrong with that creature and have a +10 circumstance bonus to any skill checks needed to determine a cure. In addition, the cane has remarkable healing powers – it can cast heal once per week, cure critical wounds 3 times per week, cure serious wounds once per day, remove disease, neutralize poison and cure moderate wounds 3 times daily, and cure light wounds 5 times daily. In addition, it can be used to cast raise dead once per month, and resurrection once per year. Finally, when facing undead, the cane functions as a +4 holy weapon, doing 1d6 piercing or bludgeoning damage with a 30% chance of a disruption effect. Against living enemies, the cane only deals 1d3 nonlethal damage, with no bonus to attack rolls. CONSTRUCTION Requirements Craft Magic Arms and Armor, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, detect evil, detect magic, detect poison, heal, neutralize poison, raise dead, remove disease, resurrection; Cost 88,650 gp
Cudaben Sword Aura strong transmutation and enchantment; CL 13th Slot none; Price 70,140 gp; Weight 4 lbs.
A majestic longsword that exudes power and majesty, ttingly so, as it was once the sword of the Cudaben King, commander of the army of the forgotten Mienwyles. It is also known by some as the ‘Sword of Regret’
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Table IX: Magic Items Item
Cost
Weight
Beryl Sword
14,315 gp
6 lbs.
Blade of the Inferno
26,700 gp
10 lbs.
Cane of Grigori
176,890 gp
6 lbs.
Cudaben Sword
70,140 gp
4 lbs.
Hellstrike Halberd
191,310 gp
12 lbs.
Lyridus Hammer
71,805 gp
16 lbs.
Trollslayer Greataxe
74,320 gp
12 lbs.
Invincible Manica
81,200 gp
15 lbs.
Salamander Armor
39,150 gp
50 lbs.
25,000 gp
4 lbs.
Ethereal Goggles
12,000 gp
—
Eyepatch of the Dreaded Corsair
33,735 gp
—
Rainier’s Goggles
1,000 gp
—
Scharffecht Gauntlets
36,360 gp
—
Sniper’s Monocle
30,000 gp
—
Weapons
Armor
Rods Rod of the Basilisk Wondrous Items
and ‘Blade of Pusillanimity’. The Cudaben Sword is a relic weapon, and is effectively a keen +4 longsword , with a blue-tinged blade and golden hilt in the shape of a crown, inlaid with three large sapphires. In addition, it grants a +2 bonus to all attributes, grants the Leadership feat while in one’s possession (if the owner already has Leadership, then the sword grants a +4 bonus to the owner’s Leadership score), and 3 times daily it can be used to cause awe in those nearby, granting the wielder a +10 bonus to Intimidation against everyone in a 25foot radius. However, the sword also causes the owner to be unable to make attacks of opportunity, and to lose all bonuses to Will saves granted by spells or magic items (bonuses gained from feats are not lost). They will become hesitant to seize opportunities no matter how minor the risk, and often will internally lament their perceived shortcomings while doing nothing to remedy the situation. CONSTRUCTION Requirements Craft Magic Arms and Armor, crushing despair, eagle’s splendor, keen edge; Cost 35,230 gp
Hellstrike Halberd Aura strong evocation and necromancy; CL 15th Slot none; Price 191,310 gp; Weight 12 lbs.
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A black-bladed +3 halberd with a steel haft, this weapon is infused with negative energy. Every strike randomly inicts one of the following (roll 1d4): poison (as per the spell), disease (as per the contagion spell), bleeding (target gains the bleed condition, with an amount equal to the damage just taken), or fatigue (target gains the fatigued condition). A successful critical strike inicts all four simultaneously. The hellstrike halberd is an evil weapon and will bestow one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded. In addition, the weapon can channel negative energy 3 times per day, equal to a 5 th level cleric. In the hands of an evil cleric, no extra uses of channeling are bestowed, but rather the cleric’s channeling ability is maximized, always inicting the most damage possible 3 times each day. This is a favored weapon among champions of evil and much desired by such dread villains. CONSTRUCTION Requirements Craft Magic Arms and Armor, bleed, contagion, poison, ray of exhaustion, u nholy blight ; Cost 95,810 gp
Lyridus Hammer Aura strong evocation; CL 18th Slot none; Price 71,805 gp; Weight 16 lbs.
Not a warhammer, but rather a monk’s meteor hammer (see below), this is a weighted head made of adamantine on a strong steel chain that is used for bludgeoning, tripping, entangling, and other special combat maneuvers. In the hands of a skilled user, this can be a blindingly fast and effective weapon; in the hands of anyone else, there is a serious chance of inicting injury to themselves and everyone around them. The lyridus hammer is a +2 adamantine meteor hammer with two special powers when used under an open sky at night. Once per week it can discharge three shooting stars (as per a ring of shooting stars) simultaneously that impact for 12 points of damage and spread in a 5-foot radius sphere for 24 points of re damage. Any creature struck by the shooting stars takes full damage from impact plus full re damage from the spread unless it makes a DC 13 Reex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the re spread on a successful DC 13 Reex save. Range is 70 feet, at the end of which the shooting star explodes unless it strikes a creature or object before that. The shooting stars always follows a straight line, and any creature in the path must make a save or be hit by the projectiles. Once per month, when infused with all of the wielder’s ki , the wielder can designate an enemy, and then throw the hammer into the sky. One round later, the designated enemy becomes the target of a meteor swarm (as per the spell). The wielder must make a ranged touch attack to strike the target with the meteors. Any creature struck by a sphere takes 2d6 points of bludgeoning damage (no save) and takes a –4 penalty on the saving throw against the sphere’s re damage (see the meteor swarm spell description). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. All four meteors target the same designated enemy. The next round, the hammer will return to the wielder and be unable to use either of its special powers for 1d4 days (or 1 week, if it has already used its weekly shooting stars ability).
CONSTRUCTION Requirements Craft Magic Arms and Armor, reball, meteor swarm; Cost 36,065 gp
Meteor Hammer (Originally Published in Luven Lightfinger’s Gear and Treasure Shop)
Exotic Two-handed Melee Weapon Cost 25 gp, Damage (S) 1d6, Damage (M) 2d4, Critical x2, Range — , Weight 12 lbs., Type B, Special disarm, monk, trip
Trollslayer Greataxe Aura moderate necromancy; CL 12th Slot none; Price 74,320 gp; Weight 12 lbs.
A broad, deeply bearded greataxe with a 4-foot haft, this weapon is powerful against most enemies, but when used to attack trolls and other regenerating creatures, the Trollslayer becomes even stronger. By taking a full attack against such creatures, with a successful hit the greataxe disrupts the regeneration effect for 1d4 hours. Once a creature’s regenerative powers are suppressed by the greataxe, it cannot be affected again for another 24 hours (i.e., multiple attacks to the same creature do not extend the interruption of its regenerative abilities). In addition, the weapon, which normally is a +2 greataxe, is effectively +4 against regenerating
43
creatures, and against trolls, automatically conrms critical hits. Dwarves in particular are fond of this weapon and are often responsible for making them. Indeed, some dwarven warriors prefer an axe of this type to stand as tall as they are themselves. While these greataxes are usually plain, some have great examples of decorations, sometimes including precious metals, either with etched patterns, dwarven adages, or invectives against trolls. CONSTRUCTION Requirements Craft Magic Arms and Armor, bestow curse; Cost 37,320 gp
Armor Invincible Manica Aura strong abjuration and evocation; CL 18th Slot armor; Price 81,200 gp; Weight 15 lbs.
+3 gladiator armor apparently made from pure gold and decorated with rampant lions, the Invincible Manica provides magnicent defense for both close and ranged combat. The manica is enchanted to resist arrows, bolts and other ranged attacks, allowing the wearer to make a DC 20 Fortitude save against ranged weapon attacks. If the save is successful, the missiles bounce harmlessly off the wearer. Because this enchantment functions differently than the typical arrow deection ability, the wearer does not have to be aware of the attacker for it to work. However, just as with the typical arrow deection, this ability does not work against exceptional missiles, such as boulders thrown by giants or catapults, or against the magic missile spell. It also has the invulnerability property, giving the wearer DR 5/magic. Finally, the armor has the property of light fortitude against critical attacks. Altogether, the wearer of the Invincible Manica can become a battleeld juggernaut, shrugging off most conventional attacks as they close with the enemy. CONSTRUCTION Requirements Craft Magic Arms and Armor, shield and wish or miracle; Cost 40,700 gp
Gladiator Armor (Originally Published in Paths of Power)
Light Armor Cost 50 gp, Armor Bonus +3*, Max. Dex Bonus +6, Armor Check Penalty -1, Arcane Spell Failure Chance 15% , Speed (30 ft.) 30 ft., Speed (20 ft.) 20 ft., Weight 15 lbs. *This armor bonus only counts against melee attacks; against ranged attacks, gladiator armor only provides a +1 armor bonus.
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Salamander Armor Aura moderate abjuration; CL 8th Slot armor; Price 39,150 gp; Weight 50 lbs.
A dull-gray suit of +2 full plate armor, this suit of armor is stylized to resemble the re-dwelling, extraplanar salamanders, and as such the plates on the back, shoulders, and arms have small spines and horns,
giving the armor a reptilian look. The helmet resembles the draconic head of a salamander as well, and almost completely covers the wearer’s face. In addition to the unique appearance, the armor has the ability to protect its wearer from intense heat and ame. It can be worn all day in the hottest deserts and feel comfortable, and when exposed to normal res it protects the wearer from the heat, smoke, fumes, and ame. When exposed to re, the armor will begin to glow red-orange as though it were being forged, but the plate will not soften nor will the wearer be harmed. While wearing the salamander armor, the wearer ignores the rst 15 points of damage from each separate re/heat attack and benets from endure elements (heat only). A drawback to wearing the armor is that the wearer suffers double damage from all cold-based attacks. CONSTRUCTION Requirements Craft Magic Arms and Armor, endure elements, resist energy; Cost 20,400 gp
Rods Rod of the Basilisk Aura moderate transmutation; CL 9th Slot none; Price 25,000 gp; Weight 4 lbs.
The rod of the basilisk is an iron rod shaped like an elongated attacking basilisk sans legs. When used, it emits a petrifying beam identical to a esh to stone spell, similar to a basilisk’s gaze attack. The range of the beam is 50 feet, and the wielder must succeed on a ranged touch attack against the target. The effect is only temporary, lasting but one hour before the target reverts to normal (no save necessary to survive the return transformation). As such, it is a popular weapon among bounty hunters and others charged with securing dangerous beings. When found, the rod has 50 charges. For every size category above Medium the target creature is, the rod uses an additional charge. Charges return at a rate of 1 every 3 days. CONSTRUCTION Requirements Craft Rod, esh to stone, stone to esh; Cost 12,500 gp
WONDROUS ITEMS Ethereal Goggles Aura moderate divination; CL 5th Slot eyes; Price 12,000 gp; Weight –
eyepieces allow the wearer to see invisible and ethereal creatures for as long as the goggles are worn, as per the spell see invisibility. Lightweight and easy to use, the main drawbacks of the goggles are the price, and that they must be polished daily. Failure to polish the lenses at least once each day results in the goggles ceasing to work; once there has been a lapse in regular polishing, it will take an additional 24 hours beyond the next polishing for the goggles to regain their power. CONSTRUCTION Requirements Craft Wondrous Item, see invisibility; Cost 6,000 gp
Eyepatch of the Dreaded Corsair Aura faint necromancy; CL 5th Slot eyes; Price 33,735 gp; Weight –
A black eyepatch emblazoned with the ensign of an infamous pirate of ages past, this item is rumored to have once been worn by William the Bloodthirsty. Legends tell that William was half-end, and it is said that in his career, William was responsible for taking over 200 vessels and slaying hundreds of crews and passengers, as well as selling thousands in the slave markets of the world. His sign, a skeletal hand crushing a heart in its grasp, caused such terror that crews were said to freeze in panic upon sighting his ag. The wearer of the patch can cause fear as per the spell up to three times daily. CONSTRUCTION Requirements Craft Wondrous Item, see invisibility; Cost 16,870 gp
Silver-framed goggles with reective lenses, these
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Rainier’s Goggles Aura faint transmutation, abjuration and evocation; CL 5th Slot eyes; Price 1,000 gp; Weight –
CONSTRUCTION Requirements Craft Magic Arms & Armor, Craft Wondrous Item, true strike; Cost 15,000 gp
These odd goggles are large, clear, highly visible, and smell faintly of acid. Despite the fact that they radiate transmutation, abjuration and evocation magic, no use for them has yet been determined, even by Albion Armitage. They are currently found within the used goods section of the arsenal, Albion having taken them in trade for other items. Albion will sell them for a mere 1,000 gold coins just to get rid of them. CONSTRUCTION Requirements Craft Wondrous Item, ?; Cost 500 gp?
Scharffecht Gauntlets Aura moderate evocation; CL 11th Slot hands; Price 36,360 gp; Weight –
Scharffecht gauntlets are a pair of articulated metal gauntlets decorated with gemstones. The left gauntlet has three small inlaid orbs of jet at the wrist and a larger single lapis lazuli on the back of the hand. The right gauntlet has a single re agate on the wrist and an amethyst on the hand of the hand. The gems serve as foci for the spells built into the gauntlets. The left gauntlet casts magic missile via the jetstones and chain lightning through the lapis lazuli, while the right casts scorching ray through the re agate and shout through the amethyst. The magic missile creates three missiles which can be aimed at a single target or at up to three separate targets; the chain lightning creates one main bolt and 5 secondary bolts each doing 5d6 points of damage. The scorching ray creates a single ray that delivers 4d6 points of damage, while the shout delivers 5d6 damage to creatures or crystalline structures. The gauntlets must be worn as a pair to function and each spell is usable once per day. CONSTRUCTION Requirements Craft Wondrous Item, chain lightning, magic missile, scorching ray, shout ; Cost 18,180 gp
Sniper’s Monocle Aura faint transmutation, abjuration and evocation; CL 5th Slot eyes; Price 30,000 gp; Weight –
A small eyepiece consisting of a single yellow-tinted lens, this magical item is of great utility to ranged combatants. While wearing the monocle, the user receives a +5 competence bonus to ranged attacks, with an increased critical multiplier (as per the Improved Critical feat), and range increments increased by 20 feet. However, in melee combat, the wearer suffers a -5 penalty to attacks, automatically fails critical hit conrmation rolls, and suffers a -5 penalty to CMB. It is a standard action to put on the monocle, but only a swift action to take it off. For double the price, the monocle can be built into a helmet and retracted into a small housing when not in use.
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“You’ve reached the end of the adventure! On the following pages you’ll nd the promised props and maps for running this module: • Page 47: Map to Albion Armitage’s Astounding Arsenal • Page 48: Duke Fyfe’s letter to Albion Armitage • Page 49: Battle map for the mercenary ambush • Page 50: Battle map for the city of the dead • Page 51: Battle map for the encounter with Sparafucile • Page 52: Battle map for the ght with Matil Vellamo Have fun! You’ll never forget your rst trip to Albion’s...” – The Forgetful Wizard
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COPYRIGHT NOTICE Open Game License v1.0a. © 2000, Wizards of the Coast, Inc. System Reference Document . © 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathnder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams The Book of Experimental Might . ©2008, Monte J. Cook. All rights reserved. Tome of Horrors. © 2002, Necromancer Games, Inc; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Pathnder Roleplaying Game Bestiary. © 2009, Paizo P ublishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Basidirond from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Cave Fisher from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick. Crystal Ooze from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Dark Creeper from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Rik Shepard. Dark Stalker from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth. Dracolisk from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Giant Slug from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene. Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters. Marid from the Tome of Horrors III . © 2005, Necromancer Games, Inc.; Author Scott Greene. Mite from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Russet Mold from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Neville White. Vegepygmy from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger. Yellow Musk Creeper from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. Yellow Musk Zombie from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. Yeti from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors: Gwendolyn F.M. Kestrel and Duncan Scott The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor. Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O’Connor and Patricia Willenborg, with Connie J. Thomson and Robert W. Thomson. Character Clip Art & Color Customizing Studio. Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, art and illustrations by Larry Elmore. Luven Lightnger’s Gear and Treasure Shop. Copyright 2010, 4 Winds Fantasy Gaming; Authors Sean O’Connor, Connie J. Thomson and Robert W. Thomson. Albion Armitage’s Astounding Arsenal . Copyright 2010, 4 Winds Fantasy Gaming; Author Sean O’Connor.
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