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This book refes to seveal other Pathfinde Roepaying Game products using the lowing abbeviations, yet these additional suppements are not required to make use of this book. Reades interested in eerences to Pathfinde RPG hardcovers can ind the complete rues o these books avaiable onine onine free at z./ Advanced Player's Guide Bestiary Bestiary Bestiary Demons Revisited
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rle O nn Foreword Demons Herey by Jim Groves NPC Gallery by Jim Groves Wrath of te Righteou Treaure by Jim Groves Te Green Fait by Sea K Reyolds Ecology of the Worm That Walk by Amada Hamo Patnders Journal: Sweet chor 3 of 6 by Robi 0 Laws Betiary by Jim Groves, Amada Hamo, ad James Jacobs Preview
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o we're trying a few dierent things this time around. athnder G ltimate Campan been out r months now, so lks should have had time to ook through the numerous new rules and options therein-in "Demon's Heresy, your payers' characters will have opportunities to take advantage of the downtime rues om that book. Whie it's easy to get caught up in the excitement of demon hunting and seeking out new quests and adventures, remember that it can get exhausting if every singe game session cuses on ght aer ght. The PCs in Wrath of the Righteous are legends-or at the very east, they're we on their way to becoming such. And they should have the chance to fee like egends. Giving the PCs time to deveop idoizing lowers, und groups and cuts of personaity, aunch businesses, create magic items, and otherwise leave a asting mark on the newly revitalized city of Drezen not only helps to break up the stress of
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crusading in a demonhaunted wasteland; as the Adventure Path wraps up in "City of Locusts, it also helps the PCs to be much more invested in Drezen's te when the mariith Aponavicius decides she wants "her city back!
PERSONALZED QUESTS There's more to "Demon's Heresy than downtime and demons, though. In this adventure, every one of the player characters shoud have a chance to low up on some loose end om her chidhood or character background. This adventure assumes you're using the campaign traits und in the Wrath f the hteus layer's Guide ( ee onine at paizo.com) Each of these traits not only grants the PCs a few abilities and perks and oers a reason r why they of all the crusaders were ted to become heroes, but aso introduces some mystery or unexplained event. Why does one PC el such a close bond to a specic deity? What was the purpose
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o the vile ritual another PC was exposed to as a chid? What realy happened to a third PC's Riwarden parents? These questions and more should be at the backs o your players' minds r the past ew adventures, and in "Demon's Heresy, they'll get a chance to learn some answers. When possible, the quest to nd answers r each player's personal mystery should drive much o this adventure's exporation o the Worldwound. Some are directly tied to events and locations that play into the overall plot, but others are not as closely tid in to th greter storyline. This should not result in those players' persona stories being any less satisying and important to your game, though! When a PC soves her personal mystery, she completes a mythic trial. This adventure assumes that each PC eventually competes ve mythic trias, but the personal nature o these quests means that individual characters will arrive at these points in dierent times during the adventure. This means the PCs may not all reach 4th tier at the same time-but by the end o the adventure, all o the PCs should be o the same tier. A summary o the ve mythic trials the PCs should complete during the course o this adventure are listed below. I the PCs miss one, either adjust things things so they' encounter it soon or replace it with a similar tria o your own design. Trial i Deat the woundwyrm. Trial 2: Rescue and aly with Arueshalae. Trial 3 Complete personal mystery. Trial 4 Shut down the Ivory Sanctum. Trial 5: Deeat Xanthir Vang.
oN-MYTH1c ERESY "Demon's Heresy assumes that its PCs begin at 3rd tier, and that during the course o the adventure they'll advance to 5th tier. Regardless o whether you use athnder G ythi dventures, Wrath o the Righteous is a highpowered campaign, and there are a ot o ways you can adapt the adventure so it still works r a nonmythic group. Listed below are some tips on how to adjust your game so that you can run "Demon's Heresy r a nonmythic group, but also check out the messageboards at paizo.com, where plenty o other gamers and I wi be around to oer advice. Ad-Hoc Experience: The encounters in this adventure generally l into a CR range o 9 to 4. It's thus best i you start this adventure with 10thlevel PCs, and you should run them on the st XP track. When the PCs would earn their second mythic tria, award them enough XP to advance them a evel. It might be easier to just inrm the PCs that they can level up to th eve aer they've deated three o the encounters in the Marchlands, to 12th leve once they rescue Arueshaae, to 3th evel once they nish al o the optional quests in the Marchlands, and to 4th level at the end. More Characters: Consider giving each PC Leadership as a bonus at, so that each has a cohort to help support
her in batte. Note that including a large number o cohorts can quickly cause play to grow cumbersome, so i these cohorts are NPCs with supporting roles, such as heaing or item craing, they can stay out o combat and still help to boster their leaders. In addition, you should consider having NPCs come along to help the PCs anyway-certainly having Arueshalae's help in Part 4 could spell the dierenc e between victory and utter doom. Hero Points: Consider using the hero point mechanic om the athnder G dvaned layer's Guide as we this helps the PCs take control o their tes and adjust the ow o the story in a way that aids them in accomplishing normay impossible tasks. I you use hero points, each time you reach a point when the PCs would normally gain a mythic tier, they should earn a number o hero points equal to the tier they would have gained (4 hero points aer 2 mythic trials, 5 hero points aer 3 more trials). O course, alter these hero point awards as you see t. Extra Supplies: Keep an eye on the diculty o the adventure. As the adventure progresses, add more support fraise dead, treasures in the rm o heaing potions, srlls fraise or increasingy power magic items that will help the PCs survive. A lot o treasure has been lost in the Wordwound, aer all, be it Sarkorian magic lost during the initial opening o the Worldwound or the gear o the countless len crusaders over the past hundred years. Adjust Statistics: Finaly, take some time to look ahead, and i you see a particularly dicut encounter, you should adjust the diculty downward to something that you el the PCs can tackle. You can still run mythic monsters against nonmythic players, o course-just keep an eye on the CR regardless o whether a creature is mythic or not! I you absolutely don't want to use the mythic rules in your game, you'll need to rebuild the mythic monsters and NPCs to hit their target CR using the nonmythic rules.
James Jacobs Creative Director james
[email protected]
Avn Backn The Tempars f the Ivry Labyrnth jned the demnc rces f the Wrdwund n 466 , sn aer Deskar recruted the Tempars' rd, Baphmet, t the cause wth prmses f prme pcks f Garn t carve away and add t hs Abyssa Ream nce the war had been wn. Experts n ntratn, the Tempars were argey respnsbe r nstgatng the Kenabres "wtch burnngs f 4665, but th ey ha d n g bere th s becme be cme estabshed n the regn, wrkng as mercenares r Deskar's generas r even as unafated bunty hunters n the brderands. In thse eary days, Tempar erts were rchestrated by nne ther than Baphmet's wn daughter, a hafend nephm named Hepzamrah, but as the rganzatn grew, she ncreasngy reed n assstance. Wthut questn, her vrte and mst ya mnn was a man named Xanthr Vang, an accmpshed cnjurer and nuenta member f anther ve grup, the Backre Adepts. Wth Xanthr's ad, and wth the arcane supprt granted by Backre Adepts ya t hm, the rtunes f the Tempars f the Ivry Labyrnth rse. By the tme Deskar fcay recruted the grup and ther unhy rd, Hepzamrah had aready returned t the Abyss t serve her ther n derent ways, eavng Xanthr Vang n charge f the peratn pera tn n the Wrdwund. Xanthr was san durng the Thrd Crusade, durng ne f the w mtary peratns carred ut wth apmb and efcency by the crusaders durng that therwse dsastrus crusade, but he dd nt stay dead ng. The cmbnatn f the fe nuence f the Wrdwund and Deskar's w cnspred t remake Xanthr m the very wrms that crawed n the dseased earth f the batteed where he ay, and he rse m m death as a wrm that waks, hs pwer greater than ever. Xanthr tk hs revenge, sngehandedy saughterng thse exhausted and wunded crusaders that had ked hm. Indebted t Deskar r the g f ths secnd , Xanthr tk cntr f the Tempars f the Ivry Labyrnth and chse ther base f peratns, the Ivry Sanctum (a cmpex hdden n the nrtheastern Wunded Lands), as hs wn. As the eader f the Tempars, Xanthr rues thrugh a cmbnatn f fear and strength. The Tempars wud rather serve a mrta wh wrshped Baphmet, but knw better than t crss the pwer wrm that waks especay snce t appears Baphmet has n ssues wth the cnjurer eadng the grup. Xanthr msty eaves the Tempars Tempa rs t perate pe rate as they aways have, gvng them a r degree f autnmy, and ny perdcay requrng ther assstance n hs experments. That these experments generay turn the tdes f the war ert s anther reasn he s s vred by the demnc cmmanders. In ct, Xanthr (wrkng wth Areeu Vresh and Hepzamrah) deveped the methd r renng Nahyndrian crystals nt ptent
exrs capabe f nsng creatures wth mythc pwer. He was as nvved n crang the ptent chse made f pure Nahyndran that was then then used t rther rthe r damage Kenabres's wardstone n preparatn r Khrramzadeh's attack durng " The Wrdwund Incursn. Tday, Xanthr cntnues t use the Ivry Sanctum as hs persna abratry, but the ste has ncreasngy becme a stagng area r the dstrbutn f Nahyndrian elixir t thse few demns and vans chsen by cmmand r mythc ascensn. The prcess f renng s trturusy sw and nefcent, and Xanthr grws ncreasngy ustrated wth the demands f hs demnc masters, wh cntnuay cmmanded hm t step up prductn f the exrs. The cnjurer s sure that he's n the precpce f a breakthrugh that w aw hm t prduce the ptent exrs much mre qucky, and ths has hm feeng mre anxus than ever. And Xanthr s rght t be c ncerned, r the beratn f Drezen has has neary neary put the enemy n hs hs drstep. The Ivry Sanctum es abut 66 mes m Drezen, and whe the Wrdwund's demnc cmmanders are tte cncerned abut ths threat-as cused as they are n the suthern war-Xanthr fears that tme s runnng ut. He's sent hs wn agents nt the regn t try t sta the PCs whe smutaneusy keepng the Sanctum's catn hdden, but wrd f a succubus wh has abandned her demnc rts and wh may we knw the catn f the Sanctum has rced hm t push harder n hs research. If he cmpetes hs renements, the prcess f transferrng a Nahyndrian crystal' mythc pwer nt a vng creature w becme sw and efcent, and he can abandn the Ivry Sanctum whe smutaneusy enhancng the mst dangerus f the demns' resurces. A he needs t cmpete ths task s a tte mre tme.
at 1: buiin Dzn If any ne thng can be bamed r the dsastrus resuts f the Secnd Crusade, t was underestmatn. The crusaders assumed that Deskar's demnc armes were dsrganzed, amess, and cwardy, and that the rst surge thrugh the Wrdwund was the crusaders' best sht at vctry. In ct, gven pwer enugh eaders, demnc armes can be extremey cused-at east r a mted tme, and 7 years was a the demns needed t smash the denses f the crusaders, break ther sprts, and drve them back t the rver brders. But nw t's the demns wh underestmate the crusaders-r mre precsey, the crusade's greatest band f heres. Nt ny n y dd the heres turn the pan r usng the wardstones as devastatng weapns aganst the crusaders back n the demns n a backash f pwer, but they sn thereaer recamed the cty f Drezen and the egendary banner, the Sword of Valor. The demns
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HNDOUT #1 as underestmated the surge f mrae and prde such an event wud prduce-as ths adventure begns, the crusaders have ganed newund energes and hpe. The seges ang the suthern and eastern brders begn t , and n places, the crusaders are even pushng back nt the Wrldwund. In n sma part due t the PCs' actns n " Swrd f Va Var, r, the demns are are n nger entrely entrely n the ensve, and the tme s rght r these heres t begn explrng behnd enemy nes, searchng r methds t rther crpple and damage Deskar's demnc hst. Wrd f the beratn f Drezen traves swy back t Queen Gaey, wh wastes n tme n dspatchng a cntngent f paladns and crusaders nrth t ad n hdng, rebuldng, and rtfyng the cty. The crusaders dn't cme ane-trang behnd s a sma army f abrers and artsans, as wel as caravans bearng d and ther suppes. suppes. These crusaders bear wth them a nte t the PCs m Queen Galey, reprduced abve as Handut #L DREZEN Drezen s a arge twn, but t's suered decades f ccupatn by demnc rces and nw an nvasn, s rebudng ts ecnmy wl take tme. The PCs can certanly sel treasures and gear they nd durng ther
adventures here, but the twn's base vaue r purchasng new tems begns smewhat wer than expected. Of curse, teeprtng t arger ctes lke Nersyan can gve the PCs pprtuntes t buy mre expensve gear, but they can as ncrease Drezen's base vaue, as we as the varus tems avaable r purchase, by reyng mre n sgncant NPCs t manage the cty r usng sme f ther dwntme t bster the cty's ecnmy. DREZEN G arge town Corrupton -2; Crime -4, Economy5; Law+3; Law+3; Lore+; Lore+; Socety -1 Qualtes hoy site, strategc ocation, tenacous Danger+ Dsadvantages runed DEMOGRAPHICS
Government overlord Populaton 2,150 (1,860 humans, 170 dwarves, 35 halfelves, 20 elves, 20 haflings, 15 aasimars, 10 gnomes, 10 halfors, 10 other) Notable NPCs human clerc of helyn 7) High Prest Sosel Vaenc (NG male human half rabeth Trabade Commander of Drezen (L G female half orc paladin paladin 7) Rftwarden Aravashnial (CG male ef conjurer 5/riftwarden 3) Spymaster Anevia Trabade (NG femae human rogue 7) aristocrat 4/ Treasurer Horg Horgus Gwerm (L N mae human aristocrat rogue 2) Warden Aron Kir (N mae human rogue 5/low templar 2) MARKETPLACE
Base Vaue 2,200 gp; Purchase Lmt 5,000 gp; Spellcastn Spellcastng g 5th Minor tems 3d4; Medium tems 1d6 NOTES
Runed Decades of demonic rule, combined with recent mass combat, has runed the citymost of ts buildngs bear damage, and it doesn't currently have enough citizens to functon at fu capacity. (Economy -6; reduce purchase limit by 50%; reduce specastng by 2 evels; reduce available magic items in number to sma town level [3d4 mnor and 1d6 medium items]) Tenacous Despite ts devastaton, Drezen is now a baston for law and goodness. (Corruption -2; Crime -2)
DOWNTIME IN DREZEN " Demn's Heresy takes take s pace aer the Fh Crusade Crusade begns, but as wth mst wars, the ghtng can stretch ut nt years. Nevertheess, the lnger the PCs take t expre the Wunded Lands suth f Drezen, and and the nger they take bere they deat Xanthr Vang, the mre dangerus thngs becme. If the PCs take t ng, the demns shud eventually turn ther attentn t them r the cty f Drezen tse and attacks attacks n the cty's utyng areas r
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even the cty tsef shuld grw mre and mre cmmn. The Retalatn sectn n the next page presents severa deas n hw the Wrldwund's cmmanders mght react f the PCs take t ng t take care f thngs, but but as a basc rue, yu shud assume the PCs have at east a cupe mnths bere thngs get ths bad. Hw the PCs spend ther dwntme s up t them, but presents ts a detaled system Pat1nder RPG timate Campan presen by whch whch the PCs can retran, retran, cra cra tems, tems, bud structures, estabsh grups, gather nrmatn, and mre. Dwntme actvtes typcay cnsume capta n the rm f Gds, Inuence, Labr, Labr, Magc, and f c urse tme-the PCs have key aready earned sme G ds n the prevus adventure, adventure, and several encunters n ths adventure award them mre capta. If yu're nt nterested n usng the dwntme system n yur game, smpy gnre references n the adventure t rewards f Gds, Inuence, Labr, and Magc. DEMON's HERESY PCs Addtnal rders arrve wth the crusaders, alng wth severa new appntments r NPCs wh have traveled wth the PCs. Ths adventure assumes that the sgncant sgncant NPCs sted bew al chse t accept pstns amng Drezen's rulers and admnstratrs, thus endng ther traves at the PCs' sde. If the PCs have becme partcularly nd f any f these NPCs, at yur dscretn sme r even al f them culd chse t cntnue adventurng wth the PCs, but the PCs are nw 3rdter mythc heres, and the chaenges ahead w be ncreasngy deady t ther nnmythc alles. The best pace r these NP Cs may we be back n Drezen, helpng helpn g t prvde supprt t the PCs' erts n the ed. Each f the lwng sx NPCs prvdes a Dwntme Bn-gnre these bns f yu're nt usng the rules r dwntme (see Dwntme n Drezen n page 8). Addtnaly, yu can assume these NPCs have ganed a few eves snce they jned the PCs; ther current eves are sted n the Drezen cty stat bck n page 8. Anevia Tirabade: When her w Irabeth takes cmmand f Drezen, Aneva vlunteers t serve as the cty's spymaster. She spends much f her tme n dsguse, patrng the cty r sgns f demnc nuence r treasn. Downtime Boon: Grants a + bnus n a checks made t gather nrmatn r research c ts and re. Aravashnial: Wth the Rwardens f Kenabres essentay essentay destryed, destr yed, Aravashna wastes n tme n estabshng a new Rwarden sa huse n Drezen. In addtn t rebudng the grup's membershp and hdngs, hdngs, he as helps versee the magcal denses f Drezen. Downtime Boon: Reduces cst r tme needed t cra magc tems tems by 5%. Aron Kir: Whe Arn s sked at recnnassance, hs knwledge f tactcs makes hm an exceent canddate t serve as Drezen's warden. Actng partay as a captan f the guard and partaly as chef engneer r the rebud rebudng ng
PREZEN �ECOVERY OINTS Aciviy
Recovery Poin RP Award
Construct building
RP per 5 gp value of completed budng RP per gp value of Craft magic/mundane item finished tem· Donatng gold RP per 2 gp Heal others RP per day spent doing so RP per 5 gp value of Recruit for organizaton completed organization nly nly if item crafted is then donated to the city for its defense.
f Drezen's denses, Arn ts nt the re f warden wth ease. Downtime Boon: Generates 5 unts f Labr per day. day. Horgus Gwerm: Hrgus sees an pprtunty n Drezen, and sets t the task f rganzng the gstcs f suppyng the twn wth the resurces t needs. Whether t's hs asscatn wth the PCs r smpy a ngdeayed chance t shw hs true crs, Hrgus nay starts t becme mre persnable n hs new re as Drezen's treasurer. Downtime Boon: Generates 5 unts f Gds per day. Irabeth Tirabade: Queen Gaey appnts Irabeth Trabade as the standng standng ruer f Drezen, and and aer gettng ver the shck at the prmtn, Irabeth swy prves t be a capabe and an d just ruer. Downtime Boon: Generates 3 unts fnuence per day. Sosie Vaenic: Sse s put n charge f ensurng that the sprtual needs f Drezen are met. Thugh he wrshps Shelyn, Sse turns an d cathedra n Paradse H nt a mutdenmnatna tempe where crusaders can wrshp a number f detes and ths. Downtime Boon: Generates i unt f Magc per day. Other NPCs: At yur dscretn, ther NPCs the PCs may have grwn nd f r wh have payed unexpectedy mprtant res n yur Wrath f the Rghteus campag n may jn these sx and er addtna benets t the PCs. ESTORNG 0REZEN'S ONOMY Drezen begns ths adventure wth the runed dsadvantage, and ts ecnmy suers as a resut. The PCs wn't be abe t se ther mre expensve tems at Drezen at ll prce, and the number f magc tems r sae s dm nshed. Frtunatey, the PCs can wrk t remve the cty's runed dsadvantage by cmpetng certan dwntme actvtes. The abve tabe sts Recvery Pnts earned by these actvtes-these pnts are earned at the end f the day n whch the actvty s successy cmpeted. Once Drezen reaches 6 Recvery Pnts, t ses the runed dsadvantage; adjust ts cty statstcs as apprprate. Nte that the startng magc tems avaable r sae n Drezen shud cycle ever y game mnth-rerl new magc tems at these tmes n rder t get new ptns r the PCs t purchase. Nte that nce the runed dsadvantage
s remved, ths number jumps up t 3d4 mnr, 2d4 medum, and d4 majr tems. Story Award: If the PCs restre Drezen's ecnmy, award them 6,4 XP. EEEMNG TE CORRUTION FORGE When the PCs defeated Stauntn Vhane's armes and tk Drezen, they as ganed cntr fa pwer magca rge but by the demns n the ctade dungen. The corruption for3e was used transrm hly magc ems n unhy magc tems that cud then be utlzed by the demnc rces, but wth a bt f wrk, the rge can be exrcsed and reagned s that t nstead nstead can " redeem ev magc tems, whch alws alws them t be b e used by gd characters. A success DC 35 Knwedge (arcana r regn) check s requred t even devse a methd by whch t redeem the corruption for3e- for3e-g g the extensve ntes abut the creatn and use f the rge m Stauntn Vhane's jurna grants a +1 bnus n ths check. If the PCs d n't ht n the dea, ne f ther NP C aes mght. Once wrk begns n redeemng the rge, ts actua redemptn s handed smary t the cnstructn f a magc tem. At east ne pers n nvlved n the redemptn must have Cra Magc Arms and Armr, Cra Wndrus Item, r Master Crasman, and the prcess requres the castng f a hallow spe each day. At the end f a day, the redeemer attempts a DC 35 Specra r Knwedge (relgn) check-n a success, the corruption for3e s redeemed and becmes a purityf a purityfor3e. or3e. On a ure, that day's erts are unrewarded, but the next attempt's skl check gans a cumulatve +1 bnus. Up t ur thers can ad anther n the Spelcra r Knwedge (regn) check. Once the rge s redeemed, t can b e used t rewrk ev magc tems nt gd magc tems. An unhy weapn can be made nt a hy weapn, r exampe, r a wand of unholy bli3ht can be transrmed nt a wand of holy smite. Hwever, sme evl ev l magc tems, such as a nine lives stealer r a darkskull, dn't have an bvus gd analgue. In such cases, yu shud pck an apprprate ppstna tem r the magc tem t be redeemed nt. T redeem a magc tem, the redeemer must wrk as f he were crang the tem m m scratch, yet the rge suppes much f the magc and energy r the prcess. Ignre any spe r cst requrements r crang the redeemed tem, and the tme requred t cmpete the task s 1/4 the tme t wud nrmay take t c ra the na tem m scratch. At the end f the redemptn prcess, the redeemer must succeed at a Spelcra r Knwedge (regn) check (DC 5 + the tem's caster eve) t redeem the tem-f the redeemer s ths check, the tem s nt redeemed; ths can be attempted agan, startng the prcess anew. Story Award: Award the PCs 9,6 XP r redeemng the crruptn rge. =
P 2: In ' me Ma R R c hl hla a nds The PCs are e t dete rmne the rght tme t begn ther explratn f the Wunded Lands. The nte devered by Queen Gaey suggests that the PCs begn explrng the regn t the suth and west f Drezen r new nrmatn and resurces t use n the army, and whe the PCs can certany just head ut nt the Wrdwund t expre, they kely earned f tw addtna pnts f nterest n the regn n the ast adventure-the escaped succubus Arueshaae and the strnghd f he Tempars f the Ivry Labyrnth. These are asscated wth the tw mst sgncant encunter areas n ths adventure, and each f them (as wel as the methds f dscverng ther catns) are detaed n ther wn parts. Ths part f the adventure cuses n the numerus pprtuntes and dangers the PCs can encunter n the Wrdwund, n a regn nce knwn as the Marchlands. ETALATION When ths adventure begns, the demnc rulers f the Wrdwund Wrd wund knw that they've st Drezen and that a grup f heres s actve n the regn, but ntay ntay they d tte t address ths cncern, as they are cused n matters t the suth. The nger the PCs take t pay thrugh " Demn's Heresy, and thus thus the nger they cntnue t be actve n the area, the mre attentn they' draw. Lsted b elw are a few deas r hw the demns mght begn t react t the PCs' grwng me. Fee ee t use these encunters as yu see t f yu fee that that the PCs are takng t ng t prgress thrugh the adventure, but at east r the rst 34 weeks, Drezen shud be relatvey unmested by demns. Drake Riders: At ths pnt, t becmes bvus t the demns that the PCs are the prmary threat. A drake rder (an ncubus munted n a r drake) seeks ut the PCs, swpng dwn t attack them. The drake rder ghts t the death. Ths attack can take pace anywhere, but yu shud tme t s that the demns and ther drakes attack the PCs when the PCs are al n cs e prxmty. DRAKE RDER CR X 6,400 ncubus fighter (roughrider) 3 (Pathfinder RPG Bestiary 73, Pathfinder RPG Advanced Player's Guide 106) CE Medum outsider (chaotic, demon, evil, etraplanar) nt +7; Senses darkvson 60 ft.; Perception +24 DEFESE
AC 23, touch 13, flatfooted 20 (+4 armor, +3 De, +6 natural) hp 129 (11d10+69) Fort +15, Ref +6, Wll +9 DR 10/cod iron or good; mmune eectricty, poison; Resst acid 10, cod 10, fire 10; SR 17 OFFESE
Speed 30 ft., fly 50 ft. (average)
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Melee hocking /nce +20/+15/+10 (1d8+11/19-20/3) or 2 slams +18 (1d4+7) Specia Attacks pan redoubled (DC 20) Spe-Like Abilities (CL 8th; concentraton +14) Constant greaterr At w-charm peron (DC 17), detect thought (DC 18), greate teleport (sef plus SO bs. of objects ony), ugget uggetion ion (DC 19) 1-uhing depair (DC 20), summon (evel 3, 2 schrs 40%) 40%) STATISTICS
Str 24, Dex 17, Con 22, Int 14, Wi 15, Cha 23 Base Atk +11; CMB +18; CMD 31 Mounted ed Feats Improved Critical (ance), Improved Initiative, Mount Combat, Power Attack, RideBy Attack, pirited Charge, Unseat, Weapon Focus (ance) Skils Fly +17, ntimidate +28, Percepton +24, Ride +17, ense Motve +16, tealth +16, urvival +16; Racia Modifiers +8 Intimidate, +8 Perception Lang Lan uag gua ges Abyssal, Celestial, Draconc; tongue, telepathy 100 ft. charger, change shape (ma or Medium SQ armored charger, humanod; ter elf , , steadfast mount +1 Other Gear tudded leather, hocking lance RFT DRAKE XP 6,400 hp 126 Pathfinder RPG Betiary 106)
CR
Abduction: At ths pnt, Xanthr Vang becmes nvved n the " Drezen prbem. He sends ne f hs retrevers nrth t abduct NPCs-the creatures shud take NPCs the PCs have grwn nd f pssbe. Ths attack shud happen when the PCs aren't n Drezen, s uness they've arranged ways r ther aes back hme t cntact them, they wn't earn f the abductns unt ater. Xanthr eaves behnd a message n the rm f a gggng ggg ng quast qu ast wh geey says that thse taken away are but the rst, and that f Drezen s nt abandned by the crusaders wthn a w weeks weeks,, the next vstatn w be much mre destructve. A-Out Assaut: Eventuay, Xanthr Vang reazes that the PCs and Drezen must be deat wth. At ths pnt, an aut assaut n Drezen takes pace, wth armes f demns attackng the cty. Yu can pay ths ut as yu wsh, ether wth mass battes where the PCs pt ther armes aganst rces f demns, r as battes wthn the cty as the PCs must ce severa waves f demns wh have und ther way nsde the cty was. The Sword of Valor can certany ad n these battes, but they shud st test the PCs' mette-three t ur backtback battes, each wth a CR equa t the Average equa Average Party Leve + shud
d the trck. If the PCs defeat the aut assaut, anther ccurs every few weeks unt the PCs nay break the sprt f the nrtheastern demnc rces by defeatng Xanthr Vang hmse£ RNS NOUNTERS Whe the PCs can certany seek ut sme f the encunter areas n the Marchands aer earnng f them m quests, sme f these catns can ny be dscvered va expran. expran. " Demn's Heresy presents an area ver
6,ooo square mes n whch the PCs can expre n any way they wsh. In rder t hep cus the payers n ths regn rather than awng them t wander "ut f bunds, yu shud prepare a msty ms ty bank hex map n whch they can track ther explratn. Ths map shuld shw the West Selen Rver, the Ahar Rverbed, and a f the catns ang these features up t and ncludng Drezen but but nt thse west west f Drezen. Detaled rues r hexbased expratn appear n pages 54159 f Ultimate Campan. Each hex n the Marchands map s 12 mes acrss, as measured m crner t ppste crner. The terran n the Wrdwund s trackless at best, and ts rugged nature sws trave and expratn tme as apprprate-a party mvng at a speed f 3 et can traverse a hex n a day f wakng. Fght, magc, munts, and ther methds f trave can certanly speed up ths rate. As the PCs explre the Marchands, yu can lven thngs up wth randm encunters generated m the table n page 83 f ths bk. There's a 5% chance f a randm encunter ccurrng each tme the PCs enter a hex, and a 5% chance per day r nght spent exprng r campng. Take care nt t verwhem the PCs wth encunters. It's usuay gd t mt encunters t ne per day.
Merey traveng thrugh a hex des nt cunt as explratn. It takes 2 days t expre a hex. Once a hex s expred, the party earns 2 XP r the efrt. Ths s twce the nrma amunt f XP awarded r hex expratn, expratn, t reect the nherent danger f exprng the Wrdwund. Nte that many canyns and cs rddle the Marchands. Trave and expratn tmes n a hex that cntans canyns r cs are dubed uness the entre party has cmb r y speeds.
A. DREZEN The recamed twn f Drezen sts here ang the banks f the dry Ahar rverbed. Detals n Drezen appear n Part f ths adventure.
B ABANDONED SWARM CAVERNS In the prevus adventure, the PCs encuntered a vescavr queen n the caverns under the dry rverbed. At yur dscretn, a new creature mght mve nt these caverns, rcng the PCs t return t defeat the atest ccupant.
C LOST CHAPEL In the prevus adventure, the PCs had a chance t explre and perhaps even recam ths lst chapel-f they skpped
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that encunter then, they can return here nw t drve ut the Kabrr wrshpers wh dwel here. If the PCs defeated thse cutsts but ddn't restre the chape , new es mght cam the st chape. If the PCs as restred the chape, t's nstead tended by a sma grup f devut prests, and ths catn gans the Aed type.
DEFESE
AC 25, touch 15, fatfooted 19 (+6 De, +10 natura, -1 size) hp 126 (11d10+66) Fort +13, Ref +13, Wll +8 DR 10/good; mmune electricity, poison; Resst acd 10, cold 10, fire 10; SR 21 OFFESE
D KEEPER'S CANYON As wrk prceeds n restrng Drezen, s s the smaer twn f Keeper's Canyn beng rebut-thugh rebut-thugh at a swer swer pace. Fr the curse f ths adventure, the armes camped here dn't cnsttute a prper settement wth an ecnmy and the ke, but they d er the PCs a sa pace t rest.
E. VIARETH FORD A new army f crusaders s nw psted here at Vareth Frd, watchng ver the nrthernmst crssng f the West Seen m Mendev nt the Wrdwund.
Speed 30 ft., fly 60 ft. (good) Melee bite +18 (1d4+8 (1d 4+8 plus poson) poson),, 2 caws +18 (1d4+8), sting +18 (1d8+8/19-20 pus poison) Space 1O ft.; Reach 1 O ft. Specia Attacks drone, poson Spe-Lke Ablities (CL 12th; concentraton +15) At w-contagion (DC 17), greater teleport (sef pus 50 lbs. of objects only), gut of ind 3-eneration, quckened um ummon mon arm arm 1-inect plague, summon (level 4, 1 derakn or 1d4 vescavor swarms 40%) TACTCS
F EAGLE ROCK (CR 10) The ruined remnants of fve towers gve the top of this escarpment the look of broken fingers jutting nto the sky. Below the runs, the face of the rocky cff ooks almost like the profile of a bird of prey.
A success DC Knwedge ca check s enugh t dentfy ths unusua rck rmatn as Eagle Rck, and the runs abve as an abandned crusader rt but j ust nsde the edge f the Wrdwund. Eage Rck was hed thrughut the Se cnd and Thrd crusades, but eary n the Furth Crusade n 4693 , the rtress nay aer a ng and harrwng sege by demns and wrmke grmsakes marrweatng mnsters en und n batteeds n n the Wrd Wrdwund-see wund-see page 36). Ths hstry s knwn t anyne wh succeeds at a DC Knwedge hstry check, as s the rumr that the runs atp Eage Rck reman a pace where demns cavrt and trment vctms snatched m the brderands. Creature: The rumrs abut demns lvng at Eage Rck are, n part, true-a cmb up t the runs reveas a few bnes scattered here and there, and als attracts the attentn f a snge derakn that's been lurkng n the area. Als knwn as cust demns, derakns are hrse szed demns wth scrpn tas, nsectd bdes, and amst humand ces. Ths derakn buzzes ut t attack as sn as t sees ntruders apprachng ts ar. ERAKNI XP 9,600
Pathfinder Campaign Setting: The Worldound 43 CE arge outsder (chaotc, demon, ev, etraplanar) Int +1 O; Senses darkvsion 60 ft., scent; Percepton +25
CR
Before Combat The derakni attempts to summon another derakni before entering combat. Durng Combat The derakn casts inect plague and quickened ummonn arm on the frst round of combat. It hopes to ummo throw the PCs into chaos so t can swoop around the edges of the swarms to attack lone heroes who stagger out of the swarm, staying in fight and usng Flyby attacks with ts sting while keeping ts drone effect going as ong as possible. possible. teleportss away and does not return if it's Morae The derakni teleport reduced to fewer than 20 ht points. STATISTICS
Str 26, Dex 23, Con 22, Int 9, Ws 17, Cha 16 Base Atk +11; CMB +20; CM 36 (44 vs. trip) Feats Flyby Attack, Improved Critical (stng), Improved ntative, ron W, Power Attack, Quicken peLike Ability
(ummon arm Skls Acrobatcs +20, Fly +22, Percepton +25, teath +16, urvival +17 +17 Languag Langua ges Abyssal, Celestial, Draconc; teepathy 100 ft. SPECA ABLITIES
Drone Su) The sound of a derakni in fight is a mesmerizing, unsettlng drone that causes confuson n all nondemons who hear the sound. A derakni must fly at least 10 feet to actvate this ability (which it can do as part of a move action). Any nondemon creature that begns ts turn wthin 30 feet of a derakni that moved n ths manner on its previous turn must succeed at a DC 18 W save or be confused for 1d4 rounds. A creature that succeeds at at this save is immune to the drone of that derakni for 24 hours. Demons are mmune to this sonc, mindaffectng effect. The save DC s Charsmabased. Poison Ex) Bite or stngnjury; ae Fort DC 21; equency 1/ round for 6 rounds; effect 1d4 Con; cure 2 consecutve saves. The save DC s Consttutionbased.
G DEAMERE'S TOMB Bere the Wr Wrdwun dwund d pened, a cmple cmplex x seres f crypt s and vauts vauts sacred t a subcult f Erast was hdden hdden here. here. Tday, a r has destryed much f the cmpex, eavng behnd ny a reatvely smal cavern thrugh whch ws a rver f mten rck. Jesker Hetn, pssessed by a shachath (see page 84), hpes t lure the PCs nt ths cmpex and send them t ther dms. If the PCs are asked by Ira beth Ira beth t lk l k nt the nature natur e f he desecratn f the chapel f Erast and Jesker's dsappearance, they may wsh t d a bt f preparatry nvestgatn n Drezen bere seekng ut ths ste.
Investigating Jesker Helton News f the desecratn f the shrne f Erast and the vanshng f ts se tender, tender,Jesker Jesker Hetn, has demrazed the crusaders and put them n edge. An nvestgatn f Jesker hmsef n Drezen can uncver severa cues, as determned by the resut f a Dplmacy check made t gather nrmatn. DC : Hetn was a reatvey yung, handsme cerc wh jned the Crusade because f hs nterest n the d Sarkran wrshp f Erast. He recently was murnng the lss f a precus herm: hs mther's weddng rng. DC : There aren't a t f Erast wrshpers wrshpers n Drezen, but thse wh are here a mentn that the cnsecratn f the shrne aer s many years n demnc hands has been gng swy. swy. Hy symbs symbs en have becme st r damaged and mud stans have appeared n prayer bks. Once durng a sermn, a lngbw hangng ver the atar fel and brke. Jesker tk these events n strde, ntng that the shrne had spent many years n demnc lands, and that a w " unque unquett eches were bund t reman. DC : A w wrshpers cnfess t encunters wth Jesker that brdered brde red n rtatus n an napprprate way. These few parshners descrbe Jesker as charmng and knd-but then reprt feeng very uncmrtabe abut the encunter aerward. Other wtnesses descrbe recent mdness and depressn. By a accunts ths s a change, nt Jesker's nrma behavr. DC : Over the days eadng up t hs dsappearance dsappearanc e and the shrne's desecratn,Jesker desecratn,Jeskerwas was ncreasngly reyng upn wands and scrls t ad and hea the needy. He expaned that he needed hs magc t wrk a w na benedct ns n the shrne t ly cnsecrate t. At the tme, thse th se he tended were t grate r the ee heang t questn hm.
Investigating the Desecation If the PCs wsh t nvestgate Hetn's shrne, they can wth ease. The budng s a humbe wden chape wth a stne undatn. Wthn, there are tw rms: a arger temple and a smal persnal chamber r Heltn. Anma bd has been spashed abut the shrne and ts altar, and
messages n Abyssal have been scratched nt the shrne's wden was. These messages are basphemes and nsults aganst Erast, whe smeared n bd acrss the altar's nt s the phrase "Just as Deamere nw weeps tears f re, s shal thse wh w g t the pyre! The statue f Erast has been smashed t rubbe. rubbe. The entre shrne shrne s under the eects f an unhallow spe (C L 9th), t whch a caus far eect has been ted-nthng t vex the PCs, but t certany pses a chaenge t ess pwer vstrs t the budng. (Jesker used a few llegally prcured scrs t wrk these spe eects sn bere he ed.) Wth a success DC 3 Knwedg Knwedgee (hstry (hst ry r regn) check, a PC recgnzes " Delamere as the name f an d Sarkran Sarkra n prestess f Erast. A success DC 2 Percept Perceptn n check turns up a weread and lthy bk amng the rubbe n the shrne, caed Th Sta Kins Brid- near heretca Erastan hy bk bund n green leather. It's an accunt f a prestess f Erast named Delamere wh taught that ctes were amng the greatest bghts humanty had ever cnceved, and that any settement f mre than 53 ctzens was nherenty ev. Accrdng t Deamere's bzarre and ngh nghncmpreh ncmprehensbe ensbe teachngs teachngs,, the y urth persn n any settement has an unusualy hgh chance t be a tratr t a my, based n part n the thery that a mly f ve es at the center f sx mes mes f ve grandparents, grandpa rents, cusns, and neces and nephews. The y urth persn, therere, wud be utsde f the my, and thus a danger danger.. Deamere's teachngs were cntrversal, but n the smaler twns f nrtheastern Sarkrs they ganed enugh ppuarty that when she ded, she was bured n a szabe tmb. Snce that tme, the mes f thse wh w her teachngs were each assured a pace n the large tmb as wel. Accrdng t the na pages f the bk (r t the success Knwedge check mentned abve), the tmb tsef was cated n a pace f gethermal actvty caed the Weepng Weepng Hs, sme 24 mes mes suth f Drezen. Of nte n these ast pages s a snge shrt message wrtten n nk: " Deamere has the rght f t-Drezen s t bg r ts wn gd. A trp t her tmb t search r mre f her teachngs may be n rder. Treasure: Th Sta Kins Brid s a smewhat rare bk, and s wrth 2 gp.
Deamere's Deamere 's Tomb (CR ( CR 1 1) The entrance t what tte remans f Delamere's Tmb s s hdden at at the bttm f a 2tdeep chasm. T nd t, a PC must descend the chasm, a task made mre dfcut by the ct that cascades f ava weep m deep Abyssa rs n the grund t rm a rver f mten rck that ws suthwest t area I. Once at the bttm, a success DC 35 Perceptn check reveals the arge entrance arund ne f these rvers f lava, whch whch eads t a that remans f the tmb. If the PCs earn f the lcatn lcatn f Deamere's Tmb
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m The Sta Kins Bride r therwise knw f its lcatin, they gain a +15 bnus n this Perceptin check. The tunnel opens nto a large cavern, through whch a bubbling river of lava flows lazily between a number of gaping pits. A small edge sits near the center; upon the edge lies a sab of smoky crystal nsde of which a faint humanod form is vsible.
The mten rck iuminates the cavern we. The rf is 30 fee high, and is cvered in crcks hrugh which a t f the gas m the vents seeps. Even s, the cavern is uncmraby ht-the temperature in this chamber hvers at abut 135 °F, ling the area with severe hea (Pathnder itsef is ny 5 e deep, RPG Core Rulebook 444. The lava river itsef save at the p p tha rms in the sutheastern crner, crn er, where where it's 2 feet deep. The ava ws are nt natura gethermal events-they're as much eed by a thinness between this wrd and the Abyss as it is by gegy. The pits in the chamber are a 1 et deep. The ava's abiity t navigae between betwee n the pis is almst almst supernatura; supernatura; i never ws int the pis uness physicaly divered. A success DC 2 Climb check is needed t scale the was f ne f these pits. The slab f crysa is al that remains f Deamere's Tmb-her bdy lies within he crysta, prteced m the Abyssal upheavas ha destryed he res f her tmb. A permanent protection from chaos eect suuses the crysta-in additin, its magica wards enhance its durabiiy (see Treasure n page 16). Creatures: The surce f Jesker Hetn's trubes is a shachath named Quinarch. This blasphemus demn has been haunting the Marchlands since the Secnd Crusade, and has pssessed and ruined hundreds f priess and paadins in this timetime-J Jesker is but the ates f he demn's prjecs. Quinarch had been urking amng the tieings and cutists statined at Drezen until recenty, when the PCs defeaed the demns and recaimed the ciy r their wn. Ever since, Quinarch has ptted and schemed r a chance t lure the PCs away m Drezen and the prt ectin f their alies and the Sword ofValor, hping t tempt them int a trap s she can ambush them and present heir crpses t gain g ain a ne reward m Apnavicius. The pssessin f Jesker Hetn is Quinarch's pan nt ny des she get t u a gd priest's reputatin and wrk, but he demn knws a grup f heres wuld never be able t resist cming the aid f smene in such a plight. Si, Quinarch had t stage her trap carelly eaving behind jus enugh cues t pint the PCs in this directin withut, she hpes, arusing their suspicin. Unrtunatey r Jesker, he was a perfect chice as an agent r his pan. With n iends r miy in Drezen and withut experienced Erastilians t seek ut, Jesker had n ne t turn t r advice and spiriual cunseing. With her sube demnic pwers, he shachath und it easy
t isate him and damage his ith and his reputatin. Wrse, as sn s n as Jesker e Drezen, the demn desecraed his shrine t cnse and undermine the wn's entire ith cmmunity. Nw, as a servan f the Demn Lrd Siesh, Quinarch pushes r her ultimate triumph esker's " suicide at the hands f the city's iberars. Even if her pan trap and slay the PCs ils, she hpes tha he ceric's death will gnaw at them r a gd ng time. When he PCs arrive, Quinarch is sti merged with esker's bdy, and sis atp the crysta "cfn cntaining Delamere's bdy, prtected prtect ed m he heat by endure elements. esker appears appears be in a dire sate-he nt f his armr is caked in vmit and his eyes are ed with exhausin. As sn as he pssess ed cleric ntices the PCs, he stands up and ces them, speaking in a rasping vice: "I've ny brught shame upn my mily, my gd, and al he pepe wh ved and trusted me. Yu've cm e here t save me, but yu're t ate. I'm dne wih this ilure f a li, and nw that yu're here winess my end... end ... Jesker trails f at this pint. A success DC 15 Sense Mtive check reveals he seems ready t thrw himsef in the lava, but a success DC 25 Sense Mtive check suggess he's n y in cnrl fhis actins. Ifthe If the PCs immediaely try takJesker ut f his suicida urges, a success success DC 3 3 Buf Dipmacy, r Intimidae check breaks thrugh the demn's cntrl, grantingJeske grantingJeskerr a new netime Wil save t thrw Quinarch's cntrl and rce the demn t eave his bdy. Otherwise, cmbat begins with he pssessed esker taking the drastic actins described belw in his tactics. )ESKER HELTON XP 1,600 Male human eceric of Erastil 6 CE Medum humanoid (human nt -1; Senses detect good; Perception +4 DEFESE
AC 13, touch 9, flatfooted 13 (+4 armor, -1 De hp 48 (6d8+18 Fort +6, Ref +3, Wil +9
CR
OFFENSE
Speed 30 ft. Melee dagger +S (1d4+1/19-20) Ranged Ran ged composite longbo +4 (1d8+2/x3) Specia Attacks channel negative energy 7/day (DC 15, 3d6) Shachath Spe-Lik Spe-Like e Abltes (CL 13th; concentration +15)
-detect good, misdirection At w-detect thoughts (DC 17), greater teleport (sef pus so lbs. of objects only), telekinesis (D 20) -chaoss hamm er (DC 19), desecrate, 3/day-chao greater invisibility, invisibili ty, maor image (DC 18), suggestion (DC 18) 1-blasphemy (DC 22), sying (DC 19), summon (level 3, 1 succubus or incubus 65) 1/week-unhalo (ony one such effect can be actve at a time) Doman Spell-Like Abtes (CL 6th; 6th ; concentration +10) 7/daycaming touch (1d6+6), touch of ev (3 rounds) Clerc Spells Prepared (CL 6th; concentraton +1 +1 O)
3create od and ater, dispel magic, prayer0, protection om energy 2-align eapon° (ev ony), cure moderate ounds (2), hold person (DC 16), spiritual eapon 1bless0, command (DC 15), cure light ounds, endure elements, shield of faith -create te ater, light, mending, mendin g, purify food and drink O (at wil)-crea D domain spe; Domans Community, Ev TACTCS
Before Combat esker casts endure elements and create food and ater daily to survive whie he wats for the PCs to arrive. Durng Combat esker's first action in combat (one he takes in the surprise round f none of the PCs succeeds at a ense Motve check as detaed above) is to simply step forward and fall into the river of lava; as he does so, the demon abandons his host as an immediate action, appearing in the fesh on the ava's edge. If the PCs work to prevent esker's suicide, esker fights back with his spes for a few rounds the demon woud greaty prefer for esker's esker's death to be at the hands of the PCs, f possibe. If the PCs manage to separate esker esker from his demonic controller, he becomes an eceric and drops to his knees n shame. e e Deveopment below for further impcations. Morae Whle possessed, esker fghts to the death. STATISTICS
Str 12, Dex 8, Con 13, Int 10, Ws 18, Cha 14 Base Atk +4; CMB +S; CMD 14
Feats Combat Casting, Etra Channel, Lightning Reflees, Toughness Skls Diplomacy +11, Knowledge (region) +9, urvival +10 Languages Lan guages Common Combat Gear verminbane aros (8); Other Gear studded leather, dagger, composite longbo (+1 tr) wth 12 arrows, silver holy symbol of Erast worth 25 gp, 21 gp QUINARCH XP 12,800 Female shachath (see page 4) hp 148
CR
Treasure: The crystalne "cfn cntanng Deamere's remans s cnsdered magcay treated unwrked stne r the purpses f gettng t ts cntents (hardness 6, hp ,8, break DC 85). Deamere's bdy s mummed, tte mre than a eathery skeetn, but t st wears a sut f celestial armor and clutches a +2 composite lon9bow (+4 Str) aganst ts bdy. Yet the bdy's greatest treasure es draped arund the neck-a talisman of pure 9ood wth ny ne charge remanng. Deamere's remans are under Erast's prtectn, and a part y that smpy smashes pen the cn t t her bdy nds that the three magc tems becme cursed. They appear t be the same tems as sted abve, but the chanma causes ts user t becme stunned r d4 runds at the start f every cmbat, the ngbw nctns as a -4 composite lon9bow, and the talisman ofpure 9ood nctns as a necklace ofstran9ulation. Deveopment: IfJesker des wthut atonement, hs sul res pry bere Pharasma at judgment and s sent n t the Abyss-ths s what Qunarch wants. The PCs can prevent ths te by castng atonement n Jesker's remans wthn mnute f hs death, r by brngng hm back t aer he's ked. ked. If he's restred t fe, r even better, better, f rescued m the demn, the man remans chatc ev as a resut f hs tme spent as the demn's puppet. An atonement spe w reverse hs agnment change mmedately; barrng that, several weeks r perhaps even mnths f penance are requred t und the damage the demn dd t hs su. Jesker Jesker wants t atne, but uness the PCs supprt hm n the days mmedatey wng hs rescue, he ses even ths shred f th and sps away nt the Wrdwund Wrdwund t seek ut the cult f Baphmet. If ths happens, the PCs cud encunter hm later as a y unrepentant cerc f the demn rd. If Jesker survves sur vves ths encunter, the treasures seaed wthn Deamere's cfn d nt becme cursed f the
-
�
PCs lberate them. If the PCs manage t restre Jesker's agnment wth an atonement spe, the crysta cfn crumbes awa y nt dust, as f Erast Erast hmsef were erng erng the treasures as a reward-f the PCs dn't arrange r Jesker's atnement unt later, they shud receve vsns f ths event s they knw they can return here t cam ther reward. Fr hs wn part, Jesker nssts n gng g ng the party hs magca arms and armr n thanks and t ad ther ght gnst ev. He nw pans n t depart and seek tnement m hs church back n hs hmeand f Mlthune, but the PCs can cnvnce hm t stay n n Drezen wth very tte truble. He can c ntnue n n yur game as a end, cmpann,, chrt, r ver cmpann ver f a PC.
H WINTERSUN HALL Many Sarkrans fled ther hmeand when the Wrdwund pened, abandnng ther ands t save ther ves. Marhevk GrunhuldWntersun (see page ) s the descendant f Crag GrunhudWntersun, a canege wh ntay made the chce t stay behnd and resst the rst wave f demns. Ths wave was eventualy drven back by the Frst Crusade, and Crag's mly cmmended hm r hs bravery. When the Secnd Crusade ed t d the same aganst the arger, mre rganzed attack, the GrunhudWntersuns naly had t ee nt Mendev. But when they dd s, they brught wth them an unwanted and unexpected presence. Fr n stayng stubbrny behnd at rst, d Crag GrunhuldW GrunhuldWntersun ntersun awed the expsure f demnc energes t nfect hs my, and ever snce, chdren chdren brn t the can have suered. In the east unrtunate crcumstances, a babe mght be brn wth a vestgal ta r a dermed t, whe n the wrst what was brn was a snappng, hssng demnc mnstrsty dstraught mthers were aways aways quck t put dwn. Marhevk GrunhuldWntersun, Crag's greatgreat grandsn, dd nt escape hs mly's cu rse, athugh when he was rst brn t seemed that he had. It wasn't unt he heped dend hs my m a demnc attack that the snster nature f hs Abyssa nuence mansted tse Marhevk had wed n hs parents tsteps, tstep s, becmng a barbaran upn cm ng f age, and hs barbarc rage and pwer saved hs my m destructn at the hands f a pack f bbaus. Aer beng gravey gravey njured njured n that ght, Marhevk thereaer und that whenever he entered a rage, hs bdy twsted and dermed nt that f a endsh brute. The tuch f a demn's caw caw was a that was needed t unlck hs nner demnc nture, and as hs pwer grew, s dd madness. Hs three brthers nce tred t remve hm m pwer; when he saughtered them, the rest f hs can meeky nt nt ne. Marhevk sn reazed Mendev was n nger a hme r hm, and ed hs ghtened but cwed mly west,
back nt the Wrldwund, t recam ther ancestral hme nt mnths bere the sege f Kenabr Kenabres es began. Many f hs kn have ded snce, but Marhevk has wrked t keep hs mnns' numbers up by ensavng crusaders captu red thrugh an ncreasng number f rads n the brders. Hs lwers hate and fear hm, but they've cme t earn that as lng as they d as ther besta rd cmm ands, they can avd the gruesme deaths he has grwn s nd f nctng t keep hs can n ne. When the PCs arrve at the strnghd, they nd the Wntersun clan a depressed and hpeless peple. Adults carry n ther wrk wth a tred, haunted expressn, r stare at the PCs wary. The chldren are sent and semn. There s nthng careee r ght n ths pace, and al encuntered here are fear f ther verbearng canege. The area mmedatey surrundng Wntersun Ha has been ceared by axe r an addtna 5 et m the budng's edges. The buldng tsef s a stne structure agmented undatns reman here and there n the area, area, but ths ths stne hal hal s a that that survved m the Grunhud Wntersun budngs the can abandned decdes ag. The budng tsef s a squat structure s tructure wth a peaked r r A arge mund f brken weapns and armr, bdy parts, and ther rese m ther rads and dnners es n a heap t the east f the ha, swarmng wth ul but harmless vermn and dseasedkng scavengers. These cwardy creatures shrek, fp, and y away upn seeng anyne apprachng the ha-ths nse s enugh t alert the ccupants f trespassers, and the GrunhudWntersuns have taken t reyng entrely n ths methd f eary warnng. These scavengers gan a + bnus n Perceptn checks. If the PCs attack the ha but then retreat,
rther attempts to attack nd the place more carely watched by by surviving GrunhuldWintersuns, GrunhuldWintersuns, either posted on the roofs or in the surrounding woods. The ha itselfwas itselfwas built with defens defens e in mind. The re are no windows, and only small vents r air ow and smoke exist near the rooine. The ony entrance into the bunker like hall is a pair ofheavy wooden doors ( hardness ; hp 20; break DC 2 that are kept barred om the inside.
Hl. Entry Ha (CR 5) Te walls of tis entryway are painted wit scenes depicting beautfu andscapesvistas of forests, lakes, and abundant wldife in wic severa proud-ooking Keids stand, cad in ides and wielding bows or spears. Two ooming stuffed creatures stand guard in acoves to eter side of te soutern doorsa rearing bear to te west and a goden eage mounted on a tree-saped stand to te east. The secret door behind the eage to the east can be located with a successl DC 2 0 erception check, but the eagle itse f is pre cariously balanced (as anyone who succeeds at a DC 30 erception check immediately notes . Anyone moving through the square with the eagle must succeed at a DC 20 Escape Artist check or knock the entire dispay overthe resulting crash wil alert the compex. Twoo of the Grunhuld GrunhuldWintersuns Wintersuns stand Creature: Tw guard here at all times, commanded to keep watch by Marhevok. Ifthe Ifthe Cs have the decency to knock on the door bere ent ering, the one of the two opens the door a crack and demands to know who they are and what the purpose oftheir of their visit is. A successl DC 34 Diplom Diplomacy acy check, D C i Intimidate check, or Blu check opposed by their ense Motive check ( paired with some appropriate roleplaying is enough to secure an audience with Marhevok. In this case, the two guards escort the Cs to area H6, picking up the barbarians om area Hz along the way. If the Cs smash dow down n the door or ot herwise attack, the two guards ght as detailed in their tactics below. GRU NH ULD-WIN TERSUN BARBARANS (2 (2)) XP 8 ech
CR 3
Human barbaran 4 CN Medium umanoid uman) nit +6; Senses Percepton +8 DEFENSE
AC 17, touc 10, fat-footed fat-footed 15 +5 armor, +2 Dex, De x, 2 rage, +2 sield) hp 47 eac 4d12+16) Fort +7, Ref +3, Wi +4; +1 vs. traps Defensve Abities uncanny dodge OFFENSE
Speed 30 ft. Melee mwk batteaxe +11 1d8+6/3)
Ranged mwk composte ongbow ongbow +7 1d8+6/3) Special Attacks rage 11 rounds/day), rounds/day), rage powers no
escape, scent) TACTCS
During Combat Te guards bot rage, but make a figtng retreat to area H2 to join te oter guards tere. Te
barbarans oterwise normally focus ter nitia attacks on obvious eaers, but are particuary ateful toward worspers of omedae and singe tem out frst. Morale Afraid to anger teir caniege wit reports of faiure, te barbarans fgt to te deat. STATISTICS
Str 22, Dex 14, Con 17, nt 10, Wis 12, Cha 8 Base Atk +4; CMB +10; CMD 20 Feats Cleave, Improved Intative, Power Attack Skils Intimidate +6, Percepton +8, Sense Motive +, Steat +2,
Surviva +8 anguages Common, Hait Ha it SQ fast movement, trap sense + 1 Gear hide armor, eavy wooden sied, mwk batteaxe,
mwk composte longbow +4 Str) wit 20 arrows
H2.. Commu H2 Commu na C hambe r (CR 7 A simpe fire pit sts in te middle of te room, and a few tattered bearskins ie on te floor nearby. To te nort sumps an od wooden sef eaped wt weapons and pieces of de armor. Te walls are decorated wt partay defaced muras depicti ng men and women in some sort of ceremonal figt. The murals on the walls here depict a sort of clan history ofthe oft he GrunhuldWintersuns. GrunhuldWintersuns. A suc cessl DC 20 nowledge (history or local check reveal s that many of the arkorian clans who dwelled in the Marchands practiced a rm of election by combat, wherein at any time a mem member ber of any clan could chalenge the c urrent leader to combat. If the challenger won the ght, the current leader was ouste d, but ifthe challenger lost, he had to submit to any punishment the eader desired. Traditionally, this punishment is the challenger's death, along with the death of his brothers, sisters, and chidren. The GrunhuldWintersuns were obviously llowers llowers of ofthis this brutal tradition, and the murals proudly make make cl ear their clanliege s were never defeated defeated in such a manner by someone outside of the clan. Creature: This room once served as a waiting room r visitors until they were granted an audience with the clanliege , but now, now, most of the clan sleep s here. Attrition has reduced the mily to to a mere nine members (including Marhevok six of those sleep here, although usually only ur members are present. These ur barbarians do their best to relax here when not caled into service r raids, but ifthe aarm is rai sed, they immediately prepare r battle. battle. O ny ifthe Cs enter this room escorted by the
guards om area Hi do these u urr allow intruders intruders to pas s without a ght. GRU NH ULD-WIN TERSUN BARBARANS (4 (4)) XP 8 ech hp 47 each see page 19)
CR 3
H5. Great Ha (CR 11)
H. Feast Ha This room is empty save for a stout and wel-worn wooden table surrounded by chairs. Th e table is filthy and cluttered with broken bones, dented tankards, chpped wooden trenchers, and unwashed utenss. This is where the el ders of the Wintersun clan once met to discuss matters with the clanliege, but today it's where they feast feast . An examinatio examination n o f the grisly remains proves that the Wintersuns have been practicing cannibalism. The barbarians still carry a bit of shame about this, but with each meal they grow more and more inured to the taboo. Drinking water is provided via the magic decanter Marhevok carrieshis control over the od and water is yet another way he maintains control over the mily.
H4. Ca Ca n n ege' ege'ss C hambe rs An enormous bed occupies the southern porton of this room, whie a bearskin les on the foor to the north. Large mounds of weapons, coins, an other objects ie in a mound to the south of the bed. The secret door to the southwest can be located with a successl DC 5 erception check. Creature: o desperatelooking barbarians Marhevok's consortsdwell here. They're both battered and bruised (reected in their lowered hit points), but rise up with battle cries to defend their clanliege's bedroom if the place is intruded upon. They immediately surrender if they realize their abusive lord is captured or dead; otherwise, they ght to the death. GRUN HULD-WINTERSUN BAR BARBARANS BARANS (2) XP 8 ech hp 30 each normally 47 each, see page 19)
Deveopment: When not out raiding, Marhevok spends the bulk ofhis time here. I f the Cs make it this r into the hall without raising an alarm, they nd the clanliege here instead ofin area Hs.
CR 3
Treaure: Unlike the scraps kept on the shelves in area objec ts mounded beyond the bed in thi s chamber Hz, the objec are still usable. The treasure is mostly unremarkable loot om numerous raids, and a s a whole weighs weighs s everal hundred pounds, but it's worth i5 points of Goods r downtime downt ime activities back in Drezen. Among the treasure is an empty ban of holdin (type II), overlooked by the barbarians so r.
A one-foot-high ledge runs around the ength of this room, upon which stand coumns carved to resembe men an women, gazing down into the room n sient judgment. To the southeast, a rased das supports a fur-covered stone throne, whie to the west of this throne sits a poo of water on whch a thin rme of ice gitters. The pool ofwater ofwater is 5 et deep. Once used r relaxation, it's now the the den of Marhev Marhevok's ok's pe t, the pres ence of which keeps the waters waters just shy of eezing solid. chamber ber is where the clanliege of the Creature: This cham GrunhuldWintersuns one held courtand it serves in this capacity today, although Marhevok's "court is a travesty and and a cr uel parody of the mily's legacy. As s oon as the alarm is raised, Marhevok relocates to his throne here, ready to receive prisoners and pronounce their death sentences. is pet ost drake, named Beverach, lounges in the nearby pool of water. When not raging, Marhevok is a tall, muscular, and deeply tanned man with lanky black hair, gray eyes, and a curt expression. When he rages, his body contorts and expands, growing even more powerlly built as great horns burst om his brow, spikes grow om his esh, and his visage takes on a demonic leer. is clan believes tha thatt he has simply been particularly unrtunate in shouldering the cur se of the mily line; in ct, M arhev arhevok ok has lly embraced his condition and has been an avid worshiper of Bapho Baphomet met r years. Indeed, it was one of the leaders of the Templars of the Ivo ry Labyrinth, a glabrezu named Jerribeth (whom Marhevok still believes to be a beautil elven woman), who convinced him to return to the old mily steading. e und the place in ruins save r this one clan hall, which was in remarkably good repair, and while the clan's numbers have dwindled with each month ofraiding, Marhevok's Marhevok's zeal and obses sion with his growing demonic power has only increased. Jerribeth has promised Marhevok Marhevok that soon there will be a place r him as a leader ofher armies, but until then then she's asked him to raid along the eastern border. In truth, Jerribeth has no real plans r Marhevokhe's simply one more victim of her hobby of destroying milies and iendships. Ifthe Cs have ught their way here, Marhevok stands waiting; he bellows obscenities as they enter and demands the Cs drop their weapons and submit to his rule, but hopes they put up a ghthis tactics are presented in his statistics on page .
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I on the other hand, the Cs are escorted into this room by Wintersun barbarians who have been blued, intimidated, or otherwise convinced that the Cs have legitimate business with their clanliege, Marhevok is taken aback. e does not expect a diplomatic visit, and immediatey suspects that the Cs are agents ofJerribeth. e even goes as r as to g reet them as "p uppets of my emerald mistres s, in hop es of currying a vorable vorable report. If the Cs secure an audience with Marhevok, how things proeed depends on their tact. In most ces, Marhevok quickly tires tires of talk and order s B everach to kill the trespassers, resulting in a ght. Three possibe ways to avoid a llon ght are mentioned beow. Appea to Marhevok' Demonc Lneage: If one of the Cs has the Exposed to Awlness campaign trait, upon meeting Marhevok that C has a sudden and dis concerting sense ofkinship. The C's old demonic wound throbs, and the C (and only that C) sees similar scars on Marhevok's body glow red. Marhevok experiences the same strange sensation, and stands bolt upright om his throne, eyes wide, bere he welcomes his brother or sister home with open arms. Marhevok assumes the C has come to join the Wintersuns; if the C accepts the o oer, er, his rst order is to ght at Marhevok's side to execute those unworthy ones the C has been traveling with so r. Ifthe Ifthe C doesn't ght at Marhevok's side, the savage barbarian is shocked at the betrayal and becomes sickened r d rounds, during and aer which he cuses the l attention of his wrath on the traitor. I f the C wishe s to speak to Marhevok about their strange shared wounds, the barbarian ony says, "Mistress Jerribeth assured me there were others out there who carried her bood in their veins, however diuted, and who needed only the touch of a demon to unlock their ll potentialwe are kin, you see! Chaenge Marhevok' Authorty: The Cs might attempt to challenge Marhevok to combat r rue of the can. If they do, the barbarian ass umes this is but another of Jerribeth's te sts, and gadly accepts the chalenge, but demands that his his pet ost drake Beverach be allowed to ght at his side. Whie he wil not reent on this, with a successl DC 2 Dipomacy or DC 2 Intimidate check, a C convinces him to alow two Cs to ce him in battle instead of one. Outrght Decepton: If the Cs have lear ned a bit more about Jerribeth om elsewhere, use magic ike detect thou_hts, or otherwise use this inrmation to their advantage, advantag e, they can pretend to be envoy envoyss s ent by the woman woman to give Marhevok new orders. Marhevok is suspicious by nature but wants to please his mistress, and as such it takes only ur success Blu checks (couped with
some appropriate roeplaying) to convince the clanliege to stop raiding. e gains a s bonus on ense Motive checks against any Bucheck Bu check that attempts to reduce the amoun amountt of vioence he's e ngaged in . Other requests might work work as well, but with even one ied Bu check, the barbarian realizes he's being deceived and immediatey attacks. MARHEVOK GR UNHU L MARHEVOK L-WINTERSUN -WINTERSUN XP
CR 10
Mae human barbarian savage barbarian) 11 (Pathfinder RPG Advanced Player's Guide 79) CE Medum humanoid human) nit +2; Senses Perception + 13 13 DEFENSE
AC 20, touch 14, flat-footed 15 +3 armor, +1 deflecton, +2 Dex,
+3 dodge, +3 natura, 2 rage) hp 154 11d12+77)
anguages Common, Hai SQ fas movemen Gear amulet o f natural armor bracers of armor decanter of endless wate ring of protection unholy symbo of
Baphome wh an nscripion in Abyssal ha reads "Jerribeh BEVERACH XP
CR 7
Female fros drake (Pathfinder RPG Bestiary 108) hp 84
Fort +12, Ref +5 +3 vs. raps), Wil +5; +2 vs. fear, +3 vs. raps Defensve Abities improved uncanny dodge
Deveopment: If Marhevok is captured or deated, any of the surviving GrunhuldWintersuns immediately surrender. They are eager to return to civilization and atone r their misdeeds while under the brutish man's rule, and have in their hearts long since made peace with the idea that their mily ine is e eectively ectively dead. The symbol ofBaphomet ofBaphomet Marhevok Marhevok carries was a g i om Jerribeth. It carries with it a moderate aura of divination, and a C who succeeds at a DC pellcra check identies it as a token that would allow whoever gave the symbol to Marhevok an increased chance to scry upon him. Anyone who carries this token takes a -1 penalty on all Will s aves to avoid being scri ed upon by Jerribeth. Any C who has the Expos ed to Awlness Awlness campaign trait trait els strange strangey y at ease carrying the token, token, but is not compeled to do so. tory Award: If the C s manage to deat Marhevok, award them X r any of the Wintersun barbarians le alive who who sur render as if those b arbarians were d ef efeated eated in combat as well.
OFFENSE
Speed 40 f. Meee unarmed srke +18/+13/+8 1d6+7/1920), gore +13
1d8+3) Specal Attacks greaer rage 26 rounds/day), rage powers
esser fend oem, renewed vgor [2d8+8 hp], srengh surge +11) TACTCS
During Combat Marhevok roars for Beverach, hs pe fros drake,
o join him n he bae and rages as soon as a figh begins. He fighs wih his bare hands and he horns ha grow from his brow, focusing on he sronges-lookng foes firs. If reduced o fewer han 90 hi poins, he cals ou for any Winersun barbarans in adjoining rooms o help him fgh. Morale Marhev Marhevok ok fighs o he he deah. STATISTICS
Str 24, Dex 14, Con 20, Int 10, Ws 8, Cha 12 Base Atk +11; CMB +18; CMD 32 Feats Dodge, mproved Crca unarmed srike), Improved
Unarmed Srike, mproved Va Srke, Power Aack, Toughness, Via Srike Skils Acrobaics +16, Buff +12, nmdae +15, Percepion +13, Surviva +13
I MOLTEN CASCADE A churnng river of moen rock cascades from a hgh clef in he wa of he escarpmen here, creaing a wo-hundred-foo fa of ava ha plunges ino a searing ake of gowng sone far beow. The sight of this " water of ava is among the the most breathtaking and harrowing of sights in the Marchands. The pinnacle ofrock ofrockjutting jutting up over the souther southern n portion of the cascade is the highest point of eevation in the Marchlands, and Cs who travel to this peak and spend a day observing the horizons can spot several points of interest as you s ee t, such as glimps es of activity om the isands b elow in the lava lake at area M or plumes of smoke rising om Wintersun al at area H.
J FAMLY CRYPT A small ghos t town sits on the northern bank of the Ahari riverbed riverbe d here. With a succes s DC s nowledge (history or loca) check, a C identies the name ofthe of the town town as esker's Gully, a crusaderunded town that was abandoned aer the econd Crusade. esker's Gully remains abandoned
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today (at (at your your disc retion, some minor groups of monsters or demonic vermin can be encountered here), but one smal crypt in the cemetery on the edge of town should hold a special interest r the party, r the name above the crypt's door is the mily name of one ofthe of the Cs! The exact name chiseled into the crypt in question should be altered as appropriate in your campaign to be the mily name of a C in your group who took the Child of the Crusades campaign trait. The remainder of this encunter uses the name "Hrnaste as a paceholder r this name. The undead spirit that guards the place should be one of the C's ancestors, perhaps a greatgreat uncle; in the case of a longlived C, Alrys coud be a distant cousin . In addi addition, tion, if the C in question is a nonhuman, you should assume Alrys was an adopted human relation. If none of the the Cs has that campai gn trait, change this encounter to be purely a combat encounter. trike the reward r putting Alrys Alrys to rest .
The recent arrival of a nabasu in the region has rther enraged the already bitter undead. ince Alrys died mere feet om the entrance to his mily's tomb, his own lingering shame and ustration prevent him om actualy entering his mily crypt. As a result, the en crusader haunts this region. The nabasu kulgrym enjoys tormenting the ghostly creature, oen om the sa fety of area , where Ary s can't be ar to enter. Arys swily cononts anyone who approaches within fee of the mausoleum, demanding to know what esh insut approaches. He recognizes the C as his descendant and cuses on that character, crying out, "And now the chid comes bere me, not content with a parent's torment! Woe, the bliss of being rgotten rgott en yet eludes these od bones! In any event, event, the spectra cr usader doe sn't immediatey immedia tey attack. Although Although its d ecades of torment have twisted and corrupted him into evil, Arys knows that the Cs may be able to help him. "There is a darkness in the ground beow, festering in the place rever barred t me. I am a monster J 1 Maus Mausoeum oeum ntranc e (CR (CR 8) made such by this and, yet the The urrounding cemeery i he mo monster below is r worse! Remove recognizabe par of wha wa once a it om my proscribed crypt that only ma viage, and amid ami d he od graveone, its proximity may vex me, r one hi mauoeum remain he arge inac more night with the demon squatting HaRasr rucure. The win one and bronze door within may well drive me to seek out your ha once eaed he mauoeum have been kin, slay them, and bring their souls back mahed apar, whie he famiy name cheed above he to revel with with me! enrance ha been plaered wh bood and fih. Alrys's threats are hollowthe spirit cannot trave more than a w hundred et om the site of his death, Again, the name chiseed on the crypt should be changed but his anguish and ustration are very real. If the Cs to match the mily name ofthe of the appropriate appropriate C; otherwise, don't soon enter the tomb to seek out the nabasu that it reads "Harnas "Harnaste. te. If the C s are aren't n't prepared prepared to see this dwels within, Alrys attacks. His cu rse of the unburied name here, it could startle or ighten them, especialy ability is dirent than that of the typica llenit since the C whose name appears there was unaware of compels cursed creatures to seek out and say the demon ny mily ties to the twn of esker's Gully. In ct, the kulgrym. Alrys's descendant takes a - penalty on saving C's ancestor, Alrys, was one of the unders of the village. throws to resist this curse, and the llen may attempt to The relation to the C is distantAlrys was one ofthe of the C's curse this C as many times in a day as he wishes. In any greatgrandther's cousins (or some similar reation) event, Alrys has nothing to say about his hidden stash of nd when esker's Gully was abandoned and the Harnastes gear until he's been put to rest (see Development, below). here were lost, the C's mily simply didn't speak much of ALRYS HARNASTE CR the tragedy as the generations wore on. XP 8 Creature: Alrys was the last Harnaste to die in the Faen ee page 0) region, but he was never buried in his miy crypt. A hp minor hero of the First Cr usade, Arys did his bes t to ght the demons, but in the end, he l. His spirit, tormented by the conviction that the other crusaders abandoned Development: As with all llen, Arys rejuvenates if esker's Guly too swily, lingered on in the region as a sain. utting him to rest is more compex than normal ghostly undead creatureone of the llen (see page ). rst, the demon living in the tomb beow must be sain.
A
Aer this deed is done, a hallow or cosecrate spell must be cast on the mausoleum and then neral rites must be perrmed r the tormented crusader, at which which point he is nally reeased om his miserable existence. As Arys is released, he sighs in relie As his incorporeal body begins to de away, his countenance changes om anger to peace. He speaks some nal words to his C des cendant.
"You have done for me what your parents coud not. They came here, a tme ago, and in my anger I attacked them. They defeated me, they thought me vanquished, yet was not gone my fna reease was beyond ther abities. But you have saved me, so aow me to gift a token of my gratitude ... " With that that last words, h is voice de s, but then his gh ostly body shoots south into the ruined town like a comet. It snakes about unti it nally inses a spot in the ruins of an old church. This spot glows with a golden radiance r hours ber e dingif the Cs ow the trai and search the town, they ocate the spot with ease. Buried et underground at this point is a chest that's gone unnoticed r the past several decadesthat much dirt is enough to block detect ma_ic and most other divinatio divin ation n spells. outsiderr slayi_ The metal chest contains seven evil outside arrows, arro ws, a +2 holy cold iro weapo the exact type ofweapon of weapon variesyou variesyo u should choose a type of weapon that the C with the the Child of the Crusades c ampaign trait trait can us e , a hor of _oodess/evil, _oodess/evil, doses of icese of o f meditatio, a rod of the pytho, and a scro scrollll of resur resurrectio rectio .
J2 Mausoeum nterior The stone was wthin ths mausoeum are engraved with mages of a celestial woman bearng a ongsword and sheld. Deep caw marks deface the engravings, and some phrase s scrawled in caked od bood and fth toward the top of the east wal. The gure on the walls is easily recognized as Iomedae. The message scrawled on the wa is in Abyssal, and reads: "Fithy usurper. The stairs ead downward to a short passageway that opens into area ]3. If the C associated with this crypt worships a deity other than Iomedae, consider altering the imagery and insult on the wall as appropriate.
J3 Famiy Crypt (CR 8) A row of six stone doors, each carved wth an mage of a sauting woman with a sword and shield, runs aong the east wa of this room. Statues of o f the same woman stand in three of the room's corners.
The statues and door carvings are of Iomedae. Each door bears a stone plaque with the name of a member of the Harnaste miythese include sibings and cousins. The chill in the air is due to the presence of the deling monsters and undead undead in the crypt, and des as soon as al of these creatures are vanquished. vanquished. The doors lead to narrow crypts in which bodies once lay in repose, but the bodies have long since been stoen away by demons who simply teeported past the closed doors and then crted the remains out in the same wy, piece by piece, r their own nerious plots. Normaly y denizens of the Abyss, bodaks Creature: Normal are unrtunately common in the Worldwound. One of these hatel undead dwels here, drawn to the region by kulgrym's kulgr ym's presence . The bodak els a strange connection to the nabasuwhile he doesn't have any true contro over the bodak, it serves him wel as a guardian. The bodak's mournl cries are enough to alert the nabasu should it spot the Cs and attack. It pursues relentes sly if the C s attemp att emptt to ee, and ghts unti de stroy stroyed. ed. ADVANC ED BODAK ADVANC XP hp 105 (Pathf (Pathfinder inder RP G Bestiary 48, 292)
CR 9
J4 Sk Skugrym ugrym's 's Sepuch e r (CR (CR 1 ) Three sarcophagi rest against the north wa of ths room, ther ids scupted wth the lkeness of the occupant in bas-reief, whie statues of a woman wth a shied and sword stand n opposite corners. This chamber is where ir Alrys Harnaste was to be interred, along with with some of his kin. All three caskets are emptythe other remains were ong ago taken away by demons, and of course Alrys's tomb was never use d to begin with. Creature: The nabasu kugrym appeared on the Material ane ony a w weeks ago, and decided to make this crypt his lai r becau se of the gloomy ambience and the ct that his presence here rther torments the llen spirit above in area 1. kugrym is in no rush to mature, and has been hunting hunt ing patrols om D rezen idly over the past few weeks, slowly enough that his predations haven't signicantly raise d the number of demon attacks and thus haven't drawn added attention. Nonetheless, the demon's been expecting reciprocation r some time, and immediatey attacks any intruders as they enter this chamber. SKUGRYM XP 8
CR 11
Mae nabasu (Pathfinder RPG Bestiary 64) CE Medum outsider chaotic, demon, evi, extrapanar
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nit +7; Senses darkvson 60 f; Percepion +29 DEFENSE
AC 2, ouch 14, fa-fooed 21 +3 Dex, +1 dodge, +11 naura) hp 163 9d10+114) Fort +1, Ref +17, W +1 DR 10/co 10/cold ld iron or good; goo d; I m m u n e deah effecs, elecric elecricy, y, paraysis, poison; Resst acd 10, cod 10, fire 10; SR 22 OFFENSE
Speed 30 f, fy 60 f average) Meee vicious bttlexe +23/+1 1d+/3 pus 2d6), bie
+16 1d6+3), caw +16 1d4+3) Specal Attacks consume ife, deah-seaing gaze DC 20), sneak aack +2d6 Spell-Like Abites CL 14h; concenraon +18) A -deeper darkness, greater teleport sef plus O bs of objecs ony), telekinesis DC 19) 3/-enervation, silence DC 16), vampiric touch 1/-mass hold person DC 21), regenerate, summon eve 4, 1 nabasu or 1d4 babaus 30%) TACTCS
Before Combat Given opporuniy, Skulgrym cass vampiric touch on himself for his opening aack During Combat Skugrym begins comba by casing silence on his axe, hen cass hold person. He focuses his deah
seaing gaze on lighly armored foes, fguring hey're more suscepibe o he effecs If reduced o fewer han O h poins, he cass deeper darkness, hen ries o summon 1d4 babaus before eeporing ou of he cryp o cas regenerate He wais a few rounds before eleporing back ino area J3, hen cass vampiric touch and sneaks back no his room o rejoin he fgh, repeaing hese accs as ofen as needed Moae f Skulgrym is brough brough beow 25 h poins and no onger has any healing magc, he elepors o safey and does no reurn o his locaion He may reurn o his regon o rack down he PCs for revenge a a aer dae if you wish STATISTICS
Str 22, Dex 17, Con 22, Int 1, Wis 16, Cha 19 Base Atk +9; CMB +21; CMD 35 Feats Abiiy Focus deah-sealng gaze), Comba Experse,
Dodge, mproved Iniaive, ighning Refexes Skils Acrobaics +21, Fy +21, Knowedge arcana, planes) +20, Percepion +29, Sense Moive +21, Sealh +21 +29 in shadowy areas), Survval +21 Languages Abyssa, Ceesia, Draconc; elepahy 100 f SQ growh poins 6) Gear vicious battleaxe
K. TH FALLN FAN Reigion in arkoris was compicated. There was no centra ith in the the realm; instead, people worshiped deities both real and imagined, pursued philosophies, and sought other paths toward spiritual enightenment. As a resut,
small shrines to various deities were not uncommon through the land. When the Worldwound opened, these shrines were ost. ome remain ost, but many of them have been claimed and corrupted by demonic cults. One such shrine was buit into a cavern at the ot of an escarpment here, not r om the river once known as the Gray Road. Although this ne is now dedicated to the worship ofBaphomet and nctions as a Templar ofthe Ivory Labyrinth waystation, it was originally dedicated to the deity worshiped worshiped by a C who po sse sse s he Touched by Divinity campaign trait.
Today, the shrine nctions as a place r agents of Baphomet to rest between patrols of the Marchland s, and is tended not by a cleric but by a practitioner ofanother of another one of arkoris's old religionsa god caller summone summonerr named Zanedra. Entrance to the ne is via a othigh cave opening at the base of the cl i ithe the cave leads to a s et of stairs that climb up to the primary shrine (area K). A C with the Touched by Divinity campaign trait feels a sudden surge of sadness and anger as s oon as he comes within sight ofthe cve entrance at the base ofthe of the clif and automatically realizes this was once a place sacred to his religion. As soon as he enters the cave, these elings grow even more powerl, granting him him a +2 sacred bonus on all attack and weapon damage rolls and to his spell save DCs while he's ghting against the cultists who have corrupted
the site. The urge to drive o the cultists and restore the ne is difcult to ignore, and once the C feels these sensations, he is sickened ifhe spends more than 2 hours doing something other than working working to restore the ne.
Kl Sa nct nctum um of B aph omet (CR 1) A ort figt of tar fanked by two tatue ead up to a tirty-foot-wide opening n te nortern cave wa, beyond wc te worked tone of a arge camber lit by fickering red torce loom. loom. Te ceiling re a furter tirty feet. Te room domnated by a foor-to-ceing tatue of a goat-eaded demonic figure eated n a lotu poition on a even-foot-g tone patform, ao fanked by tatue, agant te nortern wa. The looming statue depicts Baphomet, identiable as such with a successl DC 2 nowledge (religion) check. The statue serves as an immense altar, and is the cus of an uhallow eect (CL th) placed there months ago by a traveling priest. A f A freedo reedom m of movem movemet et eect is xed to the uhallow eect, aecting all worshipers of Baphomet these e eects ects encompass the entire ne. An examination ofall ofall ohe statues, along with with a succe ssl DC 2 erception check, reveals that they all seem to have been magically altereda successl DC 2 nowledge (arcana) check conrms they've been reshaped via stoe shape. Originally, all the statues depicted the deity linked to the C with the Touched by Divinity campaign trait. The large central statue completely blocks the northern section ofthe room (area K). A successl DC erce ption check reveals a secret door in the center of the othigh platrm on which the enormous statue sitsthis door opens into a otwide tunnel that leads to an open pit in the oor of area K. Creature: Although the ne can accommodate up to eight visiting Templars at a time, only six are present when the Cs rst visit. When the Cs arrive, roll d+2 to determine how many Templars are present in this roomany who are not can be und in area Kza or K. Ifthey Ifthey notice any trespassers approaching, the Templars immediately raise the alarm with shouts and move to attack, while the other Templars in the adjoining rooms join the ght on the second round of combat. Zanedra and her eidolon are located in area Kshe takes time to cast preparatory spells as detailed i n her stats bere she joins the battle battle here on the h round, emerging om the secret door. TEM LARS OF TH E IVOR IVORY Y ABYRN TH (6 (6)) CR 5 XP ech Human antipaladin of Bapomet 6 (Path (Pathfinder finder RPG Advanced Player's Playe r's Guide 11 8)
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CE Medum humanoid human) nit +4; Senses Perception +5 Aura cowardce 10 ft.) DEFENSE
AC 20, touch 10, fat-footed 20 +10 armor) hp 55 each 6d10+18) Fort +8, Ref +4, Will +8 Immune dsease OFFENSE
Seed 20 ft. Meee glive +12/+7 1d10+7/3) or
mwk short sword +11/+6 1d6+4/1920) Specal Attacks channe negative energy DC 15, 3d6), smite good 2/day +2 attack and AC, + 6 damage) Antpaadin Spe ll-ike Abilties CL 6th; concentration +8) -detect -detect go od At Antpaadin Spells repared C 3rd; concentration +5) 1-command DC 13), death knell DC 13) TACTCS
Beforee Combat Each Tempar uses her fiendsh boon on her Befor gave to make it a weapon. During Combat The Tempars use smte good and target any
obvious worshpers worshpers of lawfu good deites on the frst round of combat. Whenever a foe is reduced to negatve ht points but not slain, the nearest paadn attempts to cast death knell on it. Morale The Tempars are fanatcs and fight to the death. STATISTICS
Str 18, Dex 10, Con 13, Int 8, Wis 12, Cha 14 Base Atk +6; CMB +10; CMD 20 Feats mproved Initative, Power Attack, Toughness, Weapon
Focus gaive) Skils Buff + 11, Linguistics + 1, Perception +5 Languages Abyssa, Ceestia, Common, Hai! SQ code of conduct, crueltes fatigued, staggered), fiendish boon weapon +1, 1/day), touch of corruption 3d6, 5/day) Combat Gear potions of cure moderate wounds 2), potion of cure serious wounds; Other Gear full plate, mwk glaive, mwk short sword, siver unholy symbo of Baphomet worth 25 gp Development: These Templars are naticsin addition to ghting to the death, they prove very uncooperative if captured alive, and don't reveal inrmation uness interrogated. interroga ted. If tortured, they pretend to hold out until cracking under the pressure, but any inrmation they give out under such duress is deiberately misleading. Dipomatic attempts to gain inrmation could be successl, but since giving out intelligence is considered "aid that could result in punishment, a successl DC 42 Dipomacy check is needed to convince a hostie Templar to cooperate. A successl Blu check can work, but most attempts should penalty on the check). Magic be treated as rtched 10 is the easiest way to get a captured Templar to tak, be it a charm or enchantment eect, detect thou!ht thou!ht,, or the ike.
What the Cs learn om their interrogations depends, of course, on the questions they ask, but listed below are the two most important bits of inrmation they can discover. Ifthe Ifthe Cs don't ferret ferret these answers out, you can assume this inrmation comes to light om a Templar prisoner who is turned over to Drezen. This s anctum is but one ofdozens ofdozens scattered throughout throughout the Worldwound, but it's the only one in the immediate vicinity. The Templars know that the main base of the Templars, the Ivory anctum, is located somewhere in the Marchlands, but beyond knowing it's east of the Gray Road riverbed, none of these these Tem Tempars pars know the exact location of the site. None of them have met Xanthir Vang, but they know him by reputation, and have heard rumors that he's some sort of horric monster made ofworms. of worms. Most of them them have interacted with Jerribeth, but they all believe her to be an elven woman, not a glabrezu. Word om the Ivory anctum about a traitor succubus who is suspected of spying in regard to a "special projec pro jec t has many of the the Templars intrigued, esp ecially since Jerribeth has oered a bounty of platinum pieces r the succubus's capture. Templars in the ed have been instructed to keep watch r any inrmation about the succubus's location aer she escaped om imprisonment in Citadel Drezen not ong bere the Cs liberated the city. tory Award: The Cs earn 3,200 X r successly learning both of th thee piece s of inrmation listed abov above, e, regardess regard ess of th thee meth methods ods used.
K2 Barracks A row of four beds, each with a footlocker beside it, ines one wa of this barrack. The was are covered in carvngs that depict humans being tortured by demons or horned minotaurs performng ewd and profane acts in a vast labyrnth .
Both of these ro oms are si milarthe beds are used by visiting Templars. Templars. As with the statues in area K1, the walls here have been manipulated with sto with sto e shap shapee to change the origina imagery to prone artwork associated with the worship ofBaphomet. Each locker is provided r visiting Templars to store their belongings, but they generally go unused since the Templars prer to carry their gear. When the Cs rst enter the complex, any Templars not und in area K1 are und in area Kza
that the Greengates was once a large rest just west of the Marchan ds, but ony a small portion remains today.
K3 Store room K3
This room, once the ne's inner sanctum, now serves its caretaker as a bedroom and private study. The runes on the southern wall (actually the back of the large statue) are invocations to Baphomet written in boodthe unholy nature ofthe of the ne keeps the blood esh and crimson. A se cret door in the souther southern n wa of the pit can b e located with with a succ essl D C 2 erception checkit checkit eads to a short tunnel running south to area K. A second secret door in the northwest corner of the room can be ocated with a successl DC erception check. This door leads to a 2 otlong es cape tunnel that exits exits through another secret door (erception DC ) abou aboutt et o othe the ground on the nearby gorge. Creature: This room is where the ne's caretaker Zanedra retreats and rests wh en she's had her ofwning ofwning cultists. While she isn't a divine spellcaster, her ith in Baphomet is still strong and she is more than qualied to serve as the ne's protector. Multiple similar converted shrines exist throughout the Worldwound, and Zanedra sometimes visits them via teleport to compare notes or report noteworthy discoveries or developments. With the recent liberation ofDrezen, she is in semireguar contact with Jerribeth at the Ivory anctum, and has been working to establish some spies in the city's midstthe Cs may be relieved to note that, according to some documents on the writing desk, she's yet to meet with any success here. Zanedra's ith is complex. While she's a devout worshiper of Baphomet, she also considers hersef a god caler, part of an old arkorian religious belief that many clans llowed. They believed that certain people coud call the gods themselves to serve themin truth, these god callers were summoners and their "gods were merely their eidoons. ome god callers were cynics and enjoyed this deception, while others believed deeply that their eidolons were indeed "small gods. Zanedra is one of the latterher eidolon is a crocodilemouthed, bat winged, sixlegged bull named vennarobeth, and she (and the Templars) believe this creature is a direct answer om the Lord ofMinotaurs to Zanedra's prayers . Whether or not this is true, Zanedra beieves it with all her being. vennarobeth spends much of his time in the pit to the north, cracking open the bones of victims deivere d by visiting Templars and chewing on broken bits of armor.
A par of sheves st aganst the was here, each aen wth a arge amount of provsons. A short fght of steps rses up to a oor n the southeast corner. This storeroom contains od and water r visiting Templars. There i s nothing of note here. Templars.
K4 Panning Room (CR 9) A arge oak tabe covere covere w th sts aganst the north wa, wth four roun stools place aroun t. To the se squats a fve-foot ta an fve-foot-we cabnet wth a so-ookn g ock. Zanedra uses this room to keep track of the various projects and tasks the Templars of the Ivory Labyrinth have been undertaking here in the Worldwound. When a new group of Templars arri ves r a few few days of res t and worship here, she brings them into this room and interviews them, ling their discoveries and reports in a series ofledgers she keeps ocked away in the chest. Creature: Alth Although ough the cabinet is not trapped, i t's r om unprotected. A deadly mihstu dwells within the cabinet it takes up the buk of the interior and waits patiently r the chance to take out its ustration at being reduced to a simple guardian (Zanedra "recruited it with the aid of scrollll of plaar bidi9). bidi9). If it hears the cabi net lock bein g a scro picked, or if anything attempts to rce the cabinet open, it ows out through the cracks and attacks anyone other than Zanedra or her eidolon it it sees i n the room. It cannot pursue es om this chamber, but but otherwise ghts to the death. ADVANCED MH STU ADVANCED XP hp 1 8 (Pathf (Pathfinder inder RPG Bestiary 19, 292)
CR 9
Treaure: Various documents located in the cabinet reveal the same inrmation given above in the Development section r area K1 , but in addition to this this , the location ofthe ofthe Ivory anctum is isted as b eing "within what what remains remains of ofthe the Greengates, beyond Vang's ilusory wal. With a successl DC 2 nowledge (geography) check, a character recognizes
K5 In n er Sanctum (CR K5 (CR 1) Etche runes, carefully pante n what appears to be fresh boo, cover the bugng southern stone wa of ths room. A be sts to the southwest, whe a wrtng esk sts to the southeast. A ten-foot-we, ten-foot-eep pt ooms to the north.
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ZANERA XP
CR 10
Female human summoner 11 (Pathf (Pathfinder inder RPG Advanced Player's Guide 54) CE Medum humanoid human) nit +6; Senses Percepton +10 DEFENSE
AC 23, touch 12, fat-footed 21 +3 armor, +2 Dex, +4 natura,
+4 shied) hp 119 11d8+66) Fort +9, Ref +7, Will + 1O Defensve Abities shield ally; DR 10/adamantine 110 ponts) OFFESE
Speed 30 ft. Meee mwk dagger +9/+4 1d4/1920) ostt hand cro crossbow ssbow +11 1d4+ 1/1920 pus Ranged os
1d6 cod) Summoner Sp el-ike Ablties C 11th; concentraton concentraton +15) 7/-summon monster VI Summ one Spels Known CL 11th; concentraton +15) 4th (3/)-dismissl DC 18), hold monster DC 18), teleport 3rd (5/)-dispel magic, y, rejuvenate eidolon, stoneskin 2nd (5/)-brkskin, ber's endurnce, create pit DC 16), haste, resist energy 1st (6 (6/)/)- endure eleme nts, feather l l mount, lesser rejuvenate eidolon, protection om lw, shield O at )-rcne mark, dete ct magic, light, TACTCS
Before Combat Zanedra r'ss casts barkskin, be r' endurance, shield, and stoneskin on hersef. During Combat Zanedra
orders Svennarobeth into melee combat, but hangs back, casting haste on the frst round of combat and then supporting her edoon wth ranged magic ike hold monster, create pit, or summon monster VI her favorte creatures to summon with this spel are 1d3 babaus). She steps in to heal her edoon whenever t drops beow 40 ht points. Moae Zanedra teeports to the vory Sanctum if reduced to fewer than 20 hit points. f Svennarobeth stil ives, the edolon is instanty returned to the Abyss. Zanedra then seeks out erribeth to report to herat your dscretion, the gabrezu may slay Zanedra and eave her mutiated body
somewhere on dispay n the Ivory Sanctum for the PCs to eventualy discover, discover, or she may task Zanedra with seekng the PCs out and finishing the job of murderng them. n either case, errbeth reports to Xanthir Vang, who then sends a retriever to abduct one of the PCs' PCs ' alies, as detaied on page 55. STATISTICS
Str 10, Dex 14, Con 18, Int 12, Ws 8, Cha 18 Base Atk +8; CMB +8; CMD 20 Feats Deadly Aim, mproved ntiative, ron Wil, Pont-Blank
Shot, Precse Shot, Rapid Reload hand crossbow), Toughness Skis Fy +16, Knowedge reigion) +15, Perception +10, Surviva + 1O anguages Abyssa, Common, Hait SQ aspect, bond senses 11 rounds/day, lfe ink, maker's ca, transposton
goes an enre round whou successfuy hing, n which case he abandons ha acc agans ha foe. Morale Svennarobeh fighs o he deah. STATISTICS
Str 20, Dex 18, Con 19, nt 7, Wis 10, Cha 11 Base Atk +9; CMB +14; CMD 29 37 vs. rip) Feats Dodge, mproved Naural Aack bie), Iron Wi,
Muiaack, Power Aack, Toughness Skils Acrobacs +16, Fy +20, Percepon +12, Seah +16 Language Abyssa, Common, Hai! SQ devoion, evoluons ably increase [+2 Sr, +4 Con], bie, energy aacks cold, figh, gore, hooves, imbs [6 egs), ink, quadruped base form, share spes
TH WOUNDWYRM'S LAIR (CR 15)
Combat Gea potions of cure moderate wounds 4), scro scrolls lls of planar binding 2); Other Gear leather armor armor,, ost hand crossbow wih 20 bos, mwk dagger, resistance dagger, cloak o f resistance gp , sver unholy damond dus for stoneskin worh OO gp, symbo of Baphome worh 2 gp, iron key o ches in area K4,
sik pouch pouch conainin conainingg 320 pp p p and sx pears worh 100 gp each e ach SVENNAROBETH
Mae quadruped eidolon (Pathfinder RPG Advan ced Player's Guide
58
CE Medum usider nit +4; Senses darkvison 60 f.; Percepion +12 DEFENSE
AC 2, ouch 1, fla-fooed 20 +4 Dex, +10 naural, +1 dodge) hp 94 +4) Fort +10, Ref +10, Wi + +9 vs. enchanmen) Defensve Abities evasion OFFENSE
Speed O f., fly O f. good) Meee bie +14 1d8+ pus 1d6 cold), gore +14 1d6+ plus
1d6 cold), 2 hooves +12 1d4+2 pus 1d6 cod) Specal Attacks energy aacks cod) TACTCS
During Combat Svennarobeh follows his misress's orders o
he leer, bu f lef on his own, he prefers o aack obvious worshpers of good deiies. He uses Power Aack unless he
The Gray Road was one of the majo majo r rivers o f old a rkori s, and is worth noting r the unusual ct that it did not drain to the sea; rather, it led om the very place that became the heart of the Worldwoundthe prison tower known as the Thresholdto a large b ody of water known as the Lake Lost to the un. Today, the Gray Road is nothing but a dry river riverbed bed , po cked here and there by lakes and rivulets of mol molten ten rock that seep in om the Aby Abyss. ss. The Gray Road riverbed nctions something like a small gorgeits banks s lope downward at a steep angle to a rocky bed below, on average 5 et below the surrounding ground. Caves are somewhat common along these rocky banks, but the one located here is larger than most. This cavern is the den of one of the most dangerous creatures to dwell in the Marchlands , and def defeating eating it is part of the top the Raids quest (see page i7 . It's important to do some reshadowing r this encounterthe encounte rthe woundwyrm woundwyrm is a deadly e, one of the the most dangerous the Cs will ce in this adventure, and they shouldn't simply nd this cavern by accident. They should hear rumors of the woundwyrm, either om other crusaders or survivors of its raids , and may even spo t the creature in the skies once or twice. Have the Cs attempt a DC 5 nowledg nowledgee (arcana) check; any who who succ eed recogn ize the description ofthe ofthe beast as a woundwyrm, and are aware of a few few of her strengt hs and dens es. The battle against this creature is intended to be dif difcult cult (since it counts as a mythic trial), but not an automatic death sentence. of Aponavicius's departure south, Creature: In the wake ofAponavicius's the two most dangerous entities le in the immediate region are Xanthir Vang and the woundwym corizscar. This woundwyrm takes orders om no one, but has come to an accord with the Templars as part of a nonaggre ssion treaty she made with with Aponavicius Aponavicius decades ago. The dragon does not abide any armed group not clearly assoc iated with the Templars in its territorywhich she denes as a the entire length ofthe ofthe Gray Road riverbe riverbe d om the lava elds to the s outh to the lake to the north.
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It isn't difcut to ocate corizscar's lair. As she eds, making little little distinction between esh an d plant and even stone, she oozes acidic waste om between her scales. The hex this area is ocated in is particuary devastated, and a successl DC nowledge arcana check identies the devastation as typical ofthat of that wrought by a dragon with an acidic breath weapon. The cave ceiling is 5 et high on av average erage and atures no natural ightingcor ightingcor izsc ar is blind. As a dragon mutated mutated by the abyssa abyssa energies of Worldwou Worldwound, nd, coriz scar is a harrowing e ; if you feel feel tha thatt the C s aren't re ady to ce her, e ee to have her air be empty the rst time the C s arrive. arr ive. Of course, if ifthe the Cs dare to oot the woundwyrm' woundwyrm'ss hoard, she wi stop at nothing to track the thieves down and nish them o This coud we be a tactic the Cs coud use to lure corizscar into a trap or ambush. SCORIZSCAR SCORIZS CAR X P
CR 5
Female woundwyrm (Pathfinder Campaign Setting: Inner Sea Bestiary 61)
E Huge dragon chaotc, evil) nit +5; Senses bindsight 60 ft.; Perception +22 +22 DEFENSE
AC 30, touch 10, fat-footed 2 +1 Dex, +1 dodge, +20 natural,
2 sze) hp 225 1d12+10) Fort +17, Ref +12, Will +12 Defensve Abities entropic shield shield,, eedom o f moveme nt; DR 10/goo 10/goodd or awful; Immune acid, dragon trats, gaze
attacks, iusions, magic paralyss, poson, polymorph, seep, visua effects; SR 26 OFFENSE
Speed 30 ft., burrow 30 ft., fly 60 ft. average), swim 30 ft. Meee bite +26 2d+10), 2 claws +26 2d6+10), tai sap +21
2d+5), 2 wngs +21 1d+5) Space 15 ft.; Reach 10 ft. 15 ft. with bite) Special At Attacks tacks breath weapon 100-ft. ne, 16d6, Refex DC 25
haf, usabe every 1d4 rounds), entropic breath, maw of the Abyss Spell-ike Abites (L 1th; concentration +23) -entrop -entropic ic shield shield,, eedom of movement 1/ -polymor -polymorph ph any object object DC 23)
the woundwyrm's maw. Creatures and objects ake take 1d12 ponts of sonic damage per round within the cone. Whle using this ability, a woundwyrm cannot speak, use its breath weapon, or make attacks with its bte attack.
TACTCS
During Combat Whie Scorizscar's abiity to make fyby attacks
and use her breath weapon makes her a dangerous foe at range, this advantage is offset by her limted sght. As a result, she generaly begins combat by thunderng nto meee to make ful attacks as often as possible aganst foes. Scorizs Scorizscar car is fond of using polymorph any object to turn particularly vexing foes nto obsdan statuesat your discreton,, some of these statues discreton statue s mght be present in her lar. Morale Scorzscar fights to the death f defending her lair, but flees to heal and recover if encounter encountered ed esewher esewheree once brought beow 40 hit ponts. STATISTICS
Str 31, Dex 13, Con 22, Int 14, Wis 13, Cha 20 Base Atk +18; CMB +30; CMD 42 46 vs. trip) Feats Bnd-Fight, Critica Focus, Dodge, Fyby Attack,
Improved nitiative, Power Attack, Snatch, Staggering Critcal, Stunnng Critical Skils Acrobatics +19, Buff +18, Dpomacy +15, Fy +18, Intimidate +26, Knowedge planes) +23, Percepton +22, Spellcraft +23, Surviva +22, Swm +22 Languages Abyssa, Common, Draconic SPECAL ABITIES
Entropc Beath (Su) nstead of a line of acd, a woundwy rm can exhae a 30-foot cone of acid g as the spel) that persists
for 1 minute. Any creature that begins ts turn within the entropc breath is confused confused Wil DC 25 negates) for as long as it remains withn the cloud and for 1d6 rounds thereafter. Maw of the Abyss (Su) As a fu-round action, a woundwyrm can attempt to suck creatures and unattended objects i n a 15-foot cone nto a vortex n its maw. This acts as a drag combat maneuver against creatures, and acts as a Strength check with a +10 bonus to break objects. Unattended objects weighing ess than 100 pounds pound s are automaticay drawn into
Treaure: The caravan goods corizscar has taken lie in heaps in the easternmost wing of his cave. Most of these are ruined , but if the C s ro ot about the debris of the caravan, cara van, they can nd salva salvage ge worth p oints of Goods . The dragon's ctual treasure is mixed in with the Goods, and is worth much more. This hoard consists of 2, cp, , sp, , gp, 2 pp, ve tourmal tourmaline ine gemstones worth gp each, a platinum holy symbol of Iomedae i n the rm of a tiny tiny longsword worth gp, a wa d of toeki with 22 charges, a suit of +4 mithral cale mail, a +3 cold iro evil- outi outiderder-bae bae lo lo word, a belt of dwarvekid, and a scroll tube trimmed in gold worth 2 gp that contains a cr ol olll of retoratio, a cr ol olll of reater dipel maic, maic, a cr ol olll ofhea l, a cr ol olll of pell reitac r eitace, e, and a bloodstained letter written in a hasty hand. The letter is addressed to osiel Vaenicit's a nal message om his missing brother Trever that describes how his patrol was attacked by the woundwyrm and Trever managed to survive. The letter goes on to indicate that Trever intends to make his way to the creature's lair to attempt a rescue of several llow crusaders who were taken alive, and that if he d oesn't make it, whoever nds the letter should deliver it to his brother osiel. osiel recognizes the magic longsword as his brother's as well, but allows the Cs to keep it, saying that's the least he can do to thank them r bringing him the letter. Trever's note to o siel, tory Award: If the Cs deliver Trever's award them , X r the act of kindness that allows the man some closure in his life. corizscar's death removes one of the area's gre atest threats, and counts as a mythic trial.
M THE MO LEN SCAR SCAR (CR 3) A poo of bubbing lava sputters and bois here, surrounding three sma stone slands at the bottom of a shaow crater. The southeastern shore of the ava poo bears a arge deposit of gitterng blue crystas. They shmmer with energy that periodicay arcs out to strike the center of the westernmost island, where the ground seems to have been scorched back by great heat. There are places in the Worldwound where the taint of the Abyss is stronger, and the barrier between realities is thinner. uch a place is the Molten car. Once a crystal covered islan d that rose om the waters of the Gray Road, it is now a pool ofbubb ofbubbling ling lava near a larger lake ofmolten of molten rock. The i nuence of the Abyss Abyss is strong here, making it
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a perfect perfect oc ation r vile vile rituals similar to one that, many years ago, nearly transrmed one ofthe Cs into a demon (assuming a C has the toen Fury campaign trait). Creature: As more and more Nahydria crystals are successlly mined, processed, and delivered to the Wordwound's demonic eaders r use in transrming selec t minions into mythic champions of the Abyss, the power of the demons as a whole whole grows . One of the more recent demons granted this gi is the vrock Vorimeraak, who persony slaughtered dozens of crusders during a recent attack on Nerosyan . A dose of a Nahydria elixir granted by Aponavicius hersef was th thee demon's reward, and the vrock now seeks to repay the gi by bostering the Wordwound's demonic rces in a particularly vile way. Rituals that allow a cre ature to transrm itse f int intoo a demon have have long exis ted, but most ofthese re quire wiling subjec sub jec ts. Not so in the case of the Azverindus Rite (named aer a now longdead demon lord of secrets, libraries, and transrmation), a particularly vile ceremony that allows a demon to transrm an unwilling victim into a demon. Vorimeraak's mythic ascension unlocked the secrets ofthis ofthis ritual in her mind, and she's us ed it a dozen times already to transrm captured crusaders into demons loyal to the Wordwound. Xanthir Vang hopes to use Vorimeraak and the Azverindus Rite to "save the succubus Arueshalae . if he ca n c apture her alive, • " 4 ' restoring her to a proper demonic mindset. · It was a dierent demon in a dierent time that attempted to perrm the Azverindus Rite on one of the Cs, and it was that ritua's iure that unocked the C's mythic potential. Further, it continues to link to that C's soul, allowing him to sense when other Azverindus Rites are perrmed via his dreams. Upon coming in sight of the region, such a C understands nally the te he nearly succumbed to as a chid. It's up to you whether an Azverindus Rite is underway at this timei tim eiff one one of the the Cs' N C alli allies es h as been ab abdu ducted, cted, the Cs may be just in ti me to inter intervene vene bere that ally is transrmed. The Azverindus Rite takes hours to perrm, and any interruption is enough to ruin that .
attemptthe Cs need only to attack Vorimeraak and her two vrock companions in order to disrupt the ritual, but the vrocks are incensed at the interruption and immediatey attack attack in retur n. I f no ritua is active at this time, the Cs can stil nd Vorimeraak and her assistants here, preparing the site r an upcoming ritual. Vorimeraak and her two vrock minions begin combat by taking to the skies and starting a mythic dance o f ruin , then swoop down to spray es with spores and tear into them in melee once they've cast mirror imae and heroism. As ong as Vorimeraak ives, the other vrocks ght to the death. he abandons her minions if reduced to wer than hit points, teepor ting back to the Ivory anctum, where she may encounter the Cs again.
diseasednavigation through the rest is exceptionally difcult (movement rates are reduced to 1 /4 norma normall spee d), and wandering monster encounters are twice as equent within the trees . One of the Worldwound's Worldwound's numerous ris intrudes upon these trees, and at the northernmost northernmost edge of this ri lies the hidden entrance to the Ivory anctum this location is detailed in art 4.
Pa- 3
VORIMERAAK XP 8
CR 1 MR 4
Female mythc vrock (Pathfinder (Pathfinder RP G Mythic A dventures 184) hp 152 Melee corro corrosive sive scythe +16/+11 2d6+11/4 plus 1d6 acid), bite +9 1d8+3 pus beed), 2 taons +9 1d6+3 pus beed) Gear corrosive scythe VRO CKS (2) XP ech hp 112 each (Pathnder RPG Bestiary 69)
CR 9
Treaure: A carel search of the crystalline patch of ground and a succe ssl DC 1 Appraise or DC 2 erception check yields large and uncut precious stones in a rainbow of dierent colors, which can be knocked loo se o m rock rmations rmations that would never be und so close together naturally. The whole lot is worth , gp.
N ARUESHA A E' E'S S REDOUBT A mostly mostly collapsed castle sits within a copse of petried trees here. Once the home of a brotherhood of rangers allied to the Green Faith, this ruined keep is now besieged by the minions of a hag priestess of the demon lord of heresy, r within the ruined walls hides the risen succubuss Arueshalae. This area is detail ed in art . succubu
0 THE GREENGATES The relatively relatively small patch of woodlands un und d here is all that remains of a once much larger rest called the Greengates . The trees that survive here today are twisted and
The Demo's Redbc
The risen succubus Arueshalae was given a chance at redemption by Desna hersel aer the succubus was trapped tra pped in the dying dream of a seduced priestes s. ince then, Arueshalae has been desperate to atone r her sinsa path she increasingly ars can only lead to a ll even deeper into cruelty and demonic evil. he hopes to help the cru saders by providing a key bit ofinrmation knowledge about how the demons are transrming their greatest villains into mythic monstersand in so doing save herself om a path she's increasingly come to realize is ndamentally wrong. Arueshalae knows that the demons are mnng Nahydria crystals somewhere in the Abyss, that they're rening them in a hidden ctory here in the Worldwound, Worldwound, but not where those two locations are. he does know that the inrmation she needs is hidden in the Ivory Labyrinth, Labyrinth, the stronghold ofBaphomet's Templars, but that even she would be no match alone against the d enders of that rtress. In short, she needs allies, and the new group of heroes rising in Drezen may be just the allies she seeks. But until that word reaches her, Arueshalae teeters on the brink ofdespair. ofdespair. Aer esc aping om a prison below Drezen, she ed back to an old haunta haunta ruined rtress onc e sacre d to Desna, and a place she remembered om the dreams of the elven priestess she murdered just bere her brush with Desna. The Cs may well be able to track Arueshalae down ber e she rea ches out to them, but regardles s of when they they arrive, they nd the succubus besieged by those who would see her return to her wicked ways.
SEEN SE EN G ARU ARU EH EHLE LE Arueshalae's escape om Drezen was a considerable point of distre ss r taunt taunton on Vhane, as was the ct that none of his agents were making any headway in tracking her down. In desperation, mere hours bere the Cs rst arrived in Drezen, he approached a particularly specialized hunter of heretics to track her downan annis cultist of iesh named Jaruunicka. taunton impressed upon the hag the need r secrecy, since he wanted to resolve this problem without his superiors nding out. While taunton has since been defeated by the Cs, Jaruunicka has not abandoned her hunt, r capturing the heretical succubus and turning her back to her true nature has become something of an obse ssion.
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Although Arueshalae couldn't teleport to the redoubt, her ight om Drez en was s everal weeks ago. Much of it was made whie ying, so she's le no physical trai behind to llow. Her constant odetect odetectio io ability heps prevent divination spes om ocating her. crying on her or using another means to locate her requires a succ ess DC caster level check. The hag Jaruunicka used divination and commune spells to eventually ocate Arueshalae, but it took her some time to do so even then. While the Cs coud simply stumbe stumbe across the redoubt whie whie exporing, chances are good that uness they get lucky with some divination magic, they won't make much headway in trying to nd Arueshaae unti she reaches out to them. This aows you to stage when this part of the adventure occurs. ince the Cs should be th evel bere attempting this part othe adventure, you should wait unti they've had enough encounters esewhere bere having Arueshalae learning of the Cs v ia her mythic commune with power abiity. That evening, she uses her swallowtail bracers see page 63 to cast dream and to contact one of the Csthis is the C who has the Chance Encounter campaign trait if possibe. Arueshalae's dream message reveals to the C her location and her call r hep. In the dream, she shows the layout of the redoubt as wel as the ct that she's taken shelter in the old bel tower areas P9P10 ; sh e aso indicat indicates es to th e Cs wh what at sorts of es hav havee laid siege to her red oubt, and that ifthey ifthey can reach the Bell of Mercy in the southeaste rn tower tower of the ruins , they can perhaps use the old artict to their advantage. How the Cs plan their rescu e of the demon is le to themthe lowing sections describe the region and the opposition in detai; react to their rescue plans as needed.
jRUUNlCK Arueshaae is th thee d enition of demonic heresy, an and d her very existence existence set s a dangerous precedent. As a priestess of iesh , the demon lord oeresy, the annis hag J aruunicka understands and even appreciates Arueshalae's situation, yet cannot abide it. Heresy, to Jaruunicka, is intolerable when its her own beliefs being outed. he would have tracked down Arueshalae r ee , but taunton's payment r the service was nonetheless welcome. When the Cs arrive, arr ive, Jaruunicka Jaruunicka is in ar ea PS. JARUUN ICKA XP
CR 12
Female anns cerc of Sifkesh 9 (Pathfinder RPG Bestiary 16) CE arge monstrous humanoid nit +7; Senses darkvson 60 ft; Perception +15 DEFENSE
AC 29, touch 16, fat-footed 26 +2 armor, +3 deflecton, +3 Dex,
+1 dodge, +11 natura, 1 size) hp 167 16 HD; 7d10+ 9d8+89)
Fort +13, Ref +11, Wl +15; +4 vs mnd-affecting effects Defensve Abities eedom of moveme nt; DR 5/budgeoning; SR 17 27 vs worshipers of Desna) OFFENSE
Speed 40 ft Meee bite +23 1d6+11), 2 claws +23 1d6+11/1920 pus grab) Space 1 o ft; Reach 1 o ft Specal Attacks aura of madness DC 18, 9 rounds/day),
channe negative negative energy 3/day 3/day DC 14, 5d6) , heresy, rend 2 caws, 2d6+13) Anns Spe -Lke Abiites (L 7th; concentration +7) 3/day -ter sel fog cloud Demonc Obedience Spe- Lke Abiites (L 16th; concentraton +16) 1/-suggestion DC 13)
Domain Sp ell-Like Abilties C 9th; concentration +13)
At wimaster's iuson 9 rounds/day) 7/daycopycat 7/ daycopycat 9 rounds), vision of madness Ceic Spes repaed CL 9th; 9th ; concentration + 13) 5nightmare0 DC 19), slay living DC 19) 4 -air walk, walk, confusion° DC 18), fr freedom eedom of movemen t, spell immunity 3 -cure serious wounds, dispel dispel magic, magic vestment nondetection°, speak with dead DC 17) 2-cure moderate wounds 2), death knell DC 16), hold person DC 16), invisibility0 invisibility0,, s tatus 1-command DC 1 5 , cure light wounds 3), lesser confusion° DC 1 5 ), shield of ith O at wi) bleed DC 14), detect magic, light, mending D domain spell; Domains Madness, rickery
creatures are spread throughout the redoubt as llows: area P1: one derakni; area P3: one hezrou; area P4: one ri drake and one ri rider; area P5: one bebilith; area P7: on e ri drake and one ri rider. DERAKN XP hp 126 see page 13)
CR 10
HEZROU XP 8 hp 145 Pathfinder RPG Bestiary 62)
CR 11
CR 9
TACTCS
DRAKE RIDER S (2 (2)) XP ech hp 129 each see page 10)
Before Combat aruunicka casts air walk, eedom at movement, magic vestment, spell immunity charm monster and suggestion, and shield of faith before combat. She casts status on her two drake riders and the derakni at area 1 every day,
RIF T DRAKES (2 (2)) XP ech hp 126 each Pathfinder RPG Bestiary 106)
CR 9
so if something happens to any of these creatures, she knows. Duing Combat aruunicka hangs back in combat initiay,
usng a few of her spes at range or channelng negative energy to attack foes, then movin g in to heal demonc aies as necessary. nce she enters melee combat, she starts by casting slay living on a PC heaer, then the n moves on to make fu attacks as often as possbe. Sh e prefers worshipers of Desna as targets if possible. Morale aruunicka fghts to the death. STATISTICS
Str 28, Dex 16, Con 20, Int 11, Wis 18, Cha 10 Base Atk +13; CMB +23 +27 grappe); CMD 39 43 vs. grappe) Feats Combat Casting, Command Undead, Craft Wondrous Item,
Demonic bedence Sifkesh), Dodge, Improved Critical caw), mproved nitiatve, mproved Natural Armor Skils Buff +11, Knowedge planes) +9, Knowedge relgion) +11, inguistics +5, Perception +15, Spelcraft +17 Languages Abyssa, Common, Giant, Hallt Hal lt Combat Gea po tions of cure moderate wounds 2), scroll of greater dispel magic, scroll of blade barier, barier, scrolls of he al 2); fists 4,000 gp Othe Gea amulet of mighty fists SPECAL ABITIES
Heesy Su nce per day as a standard action, aruun icka can
utter heretical words aganst a relgion other than one that reveres a demon lord. A worshper of the chosen region must be able to hear this utterance, or this ability fas. aruunicka gains SR 27 against spes cast by worshipers of this reigion unti she uses this ablity aganshe currently possesses this SR against spels cast by worshpers of Desna.
DEMON N THEIR IN IN iesh has aorded Jaruunicka several demonic minions to aid her in her quest to capture Arueshaaethese
BEBLTH XP hp 15 Pathf Pathfinder inder RP G Bestiary 32)
CR 10
SCVENGER o types of scavengers have been attracted to the region: willo'wisps and grimsakes. The wilo'wisps have dwelled in the immediate area r some time. As these beings feed on negative emotions, Arueshaae's inner turmoil is like a rare and potent tonic r them; they can be und itting and bobbing throughout the ruined rtress. The wilo'wisps avoid combat until someone ls to 1 or wer hit points, at which point they dart in to attack, attack, regar dles s of th thee side the wounded creature ghts on. Of cours e, the ct that the willo'wisps dea electricity damage means they can't really hurt hurt demons. The re are six will o'wi sps in al in the areathey can join any battle as you wis h. The wormlike grimslakes are ul scavengers that are more intelligent than they appear. Normay content to crawl cra wl around on battleeds battleeds and c hew on the dead, the ur grimslakes in area P6 were convinced by the hag to serve her in return r promise s of esh esh bodi es to feed feed upo n. WI LL-'-WIS S (6 (6)) XP ech hp 40 each Pathfinder RPG Bestiary 277)
CR 6
GRI MSLAKES (6 (6)) XP ech Pathfinder Campaign Setting The Worldwound 55
CR 6
CE arge aberration extraplanar)
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nt +; Senses darkvion 60 ft, tremorene 30 ft;
Percepton +13 DEFENSE
AC 19, touch 10, flat-footed 18 +1 Dex, +9 natural, 1 ize) hp 68 each 8d8+32); fat healng 5 Fort +6, Ref +, Wll + 10 Defensve Abities lahing cae; m m u n e deae; Resst
acid 10, fire 10 OFFENSE
Seed 20 ft, burrow 20 ft, clmb 20 ft Meee bite +11 2d6+6 pu grab), ting +11 1d6+6 plu grab) Space 1O ft; Reach 1O ft Special Att Attacks acks contrict 1d6+6), marrow drain, penetratng penetratng jaw Spell-ike Abtes CL 6th; concentration +6) 3 /day- deth knell DC 12), ry of exhaustion DC 13) 1/day-so DC 13) TACTCS
Durng Combat The grmake focu ther attack on the
cloet target, but f a target fall, the e ravenou creature decend on the body to feed une they're threatened by adjacent foe Morale The grimake fight to the death STATISTICS
Str 22, Dex 13, Con 19, Int 6, Ws 14, Cha 11 Base Atk +6; CMB +1 3 +17 grappe); CMD 24 can't be trpped) Feats mproved Initative, ron Wll, Lghtnng Reflexe, Step Up Skls Cimb +25, Percepton +13 anguages Abya SPECAL ABITIES
Marrow Dran (Ex (Ex)) A grimlake' ta i covered with ucker that
extend ong, thin, razor-harp tendr to dril into t victim' bone, draining the victim of marrow The grimlake can drain marrow from any creature it i grappling or from any helple creature a a wift action The victim can reit thi panfu attack wth a ucceful ucceful DC 18 Fortitude ave; otherwe, t i taggered from the horrific agony for 1 round and take 1 point of Conttution drain The ave DC i Conttut Conttuton-bae on-baed d enetratng jaws (Su (Su)) A grmake' bite attack penetrate cold iron and lver damage reduction Sashi ng Scae s (Ex) (Ex) The cae runnng in a line down a grimlake' back have razor-harp razor-harp ridge and pine, and the creature adept at ahng at attacker with thee cae Any creature that attack a grmake with a natura weapon, unarmed trke, or ight weapon mut ucceed at a DC 15 Refex ave or take 1d4 point of lahn g damage The ave DC Dexterty-baed
ECUNG ECU NG ARUEH RUEHE E When Jaruunicka arrived in the region aer her long search , Arueshalae initially put up a ght he sl augh aughtered tered all ofJaruunicka's ofJaruunicka's retriever and babau babau minions, as well as a drake rider and his mount (the bodies of all ofthese of these except r the inedible retrievers have been mostly eaten by the
grimslakes) bere she was rced to retreat to area P to ring the Bell ofMercy. This created a nearly indestructible rtress r Arueshalae to hide out in, but also allowed Jaruunickaa to di g in and lay siege to the tower Jaruunick ince then, the situation has become something of a stalemate Arueshalae isn't sure she can defeat Jaruunicka's remaining troops and doesn't want to be captured, and Jaruunicka's minions are hurt by the f forbiddace orbiddace eect surrounding areas P9 and P and have trouble trouble breaking into the rtied tower anyway anyway The arrival of the Cs on the scene tips the balance in Arueshalae's vor, though Insid e of area P, she cannot directly observe the outside world, but once combat combat begins i n area P6, she moves down to area P9 to crack open the door to watch Once she sees the Cs in a ght against Jaruunick Jaruunicka's a's rces, she swil swilyy moves to join the battle, ring her bow om the stairs to area P9 At this point, she uses telepathy to make contact with the C sif one ofthe of the Cs has the Chance Encounter campaign trait, she contacts that C rst; otherwise, she'll contact the C whose religious beliefs most closely match hers as a worshiper worshiper of Desna Note that the the range of her telepathy is wide enough r her to easily communicate with the Cs anywhere in the redoubt Once she makes telepathic contact, Arueshalae can give the Cs exact inrmation about the es engaged in the siege, and advises them that the leader is a powerl cleric he also tells them that they can take shelter in the bell tower, but that the f the forbiddace orbiddace eect might harm some of them who aren't worshipers worshipers o fDes na, so they should take take care bere entering the warded area
EOUB FEURE Aer a century of brutal war, very little of this old De snan holy place remains intact The roofs of most locations have crumbled away long ago, leaving only areas P8-P10 with roothe rest ofthe ofthe rt has has bee n le open to the elements elements The walls vary om 5 to et high and are scored with deep gashes or pitted by acid and alchemical burns, making them relatively easy to scale (Climb DC 1 . Many of the standing exterior walls are crumbling As a testament to the passage oftime, oftime, a few sparse sickly trees have taken root amid the broken stones of the lonely hilltop ruins This part of the adventure should not play out as a roombyroom exploration ofthe redoubt Rather, the Cs should have have several combats that can spill over into into one another as they attempt to make their way to Arueshalae's side Brief descriptions of key areas in the redoubt, as well as their initial guardians, are given below Unless the Cs are particularly stealthy, combat in one area should quickl quicklyy attract the atten attention tion of creatures in other areas, which rush over to join the ay; if the Cs aren't quick in resolving a battle, they may nd themselves overwhelmed overw helmed and rced to retreat
Pi Guard Pot: A pair of old portcullie (hardne , h p 5, brea break k DC bar entrance into thi old guardpot. Jaruunicka ha tationed a derakni here. The locut demon hide in the outhwet corner and cat isect pla[ue to ll the area to to the eat a oon a the C enter and tart working wor king on the econd portculli. P2 Lower Landng: The tair eading up to area Ps are partially collapedtreat them a diicult terrain. While nothing lurk on thi lower landing, it' under watch by the demon at area P3 and P4. P3 Ctern: The builder of the original tructure prepared an underground citern bere they began contruction, o they wouldn't be olely dependent on magic r eh water in cae of a iege . The well ha i too narrow r mal and larger creature. The rotted remain of a rope are till attached to a broken bucket that it at the bottom of the ree rvoir. The c itern itel f i unremarkable, ave that it water are brackih and polluted om the preenc e of a hezrou making the citern it air. The hezrou dicovered the rtre year ago and ha dwelled in the citern r ome time. It noticed Aruehaae when he rt arrived and attacked in order to dend it territory, ony to be gravey wounded by her. Now that more demon and creature int the redoubt,
the hezrou i even more irritated. It ha remained in the citern becaue it upect whatever i tranpiring i r too political r it tate . But if the hezrou e ne any activity around around the cit ern (like co nveration or pulling on the rope), it change to gaeou rm to rie up and dend it territory. If combat break out in area P2, the hezrou rie up to oberve quietly, and once one ide appear to be weakening, it joi n the ght on the winning ide (even the C), hoping to curry vor om the the more dominant rce. P4 Overook: A drake rider incubu and hi mount perch atop the wetern tone wal here, keeping a watchl eye r intruder. If they pot any, the drake hriek a chalenge a the rider and mount take to the air and attack. ofthe tool Jaruunicka ued to track P5 Battlement: One ofthe down Aruehalae were a pair of retriever and a bebiith. When he rt arrived, the two retriever attacked and were cut down quickly by Aruehalae' arrow, but the bebiith wa marter and hung back. back. The bebilith dragg ed the bodie ofthe of the two retrieve, creating a tangle ofhideou limb the bebilith ha hioned into a crude net. The bebiith i eager to capture and eat Aruehaae, and avoid coming out to rik combat againt the C unle they attack it rt.
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P6 Man Courtyard: The main courtyard is infested with grimslakesthe scavengers coil and writhe about down here, keeping a watchl eye on all approaches, and start shrieking e erily if they spot enemie s. The grisly remains of several babaus, a ri drake, and a drake rider lie strewn about the courtyard. P7 Tower Foyer: Jaruunicka's second surviving drake rider is stationed here. The incubus and his mount stay perch ed on the southeast c orner of this ruine d yer, llowing both to keep watch over rea P6 and the easern approach, including the second set of stairs below. PS Aruehaae' Chamber: This simple chamber has been cleaned of debris. A simple, clean pallet lies on the oor along with a w piec es o f makeshi rniture shioned om wood taken om the rubble. This c hamber served as Arueshalae's home aer aer her escape om Dreze n, and it was here in a hidden cache in one wall that she und many of the sacred weapons and items she now carries, including the spherewalker sta stark starke, e, starbow, eciet quiver (and its arrows), and swallowtail bracers (see page )all welcome additions to her gear, since she had to scavenge the rest om other creatures she encountered and defeated defeated in battle on her way here om Dr ezen . Today, the chamber has been claimed by Jaruunicka as her base of operations . While the furnishings furnishings are still serviceable, the hag has decorated them all with unholy symbols of iesh, ruining any value they may have once had to Arueshalae. Furthermore, the walls and oor of the room have been inscr ibed with invocations to ifkeshJaruunicka's been spending the past several days in a complex ritual of prayer and sacric e in hopes of weakening the e eects ects of the Bell ofMercy (see area Pi to allow her minions to breach Arueshalae's denses, but so r, these rituals have not had the success the cleric has hoped r. Jaruunicka relies upon her status spells to let her know when trouble trouble comes to the r edoubt edoubtonce once she notices that one of the drake riders or the derakni are being damage d, she prepares her densive spells as detailed in her tactics, then emerges om this roo m to to s eek out the battle. battle. Once she engages the Cs, Jaruunicka's outrage at their desire to help Arueshalae boils over. he shrieks comments like the llowing as she ghts: "Why do you even care about this creature? In li she was lth, and was judged, condemned, and even exalted r her wretchedness. Do you hear me? Judged by your gods! There are no second chances ! Not r me, not r her, and not r you! J aruunicka wants wants to capture the Cs alive. he hopes that she can use them as hos tages to rce Arueshalae out ofher ofher towerwhether or not this works is up to you, but ifit does, the C s should have have a chance to escape an d aid Arueshalae Arueshalae in one last ght r their lives. Alternatively, Jaruunicka may use the Cs as sacrices to bolster her ritualin this
case, the Cs should have a chance to escape bere she attempts to murder them. P9 Tower ofthe Fourth pher e: This tower is the tallest remaining portion ofthe ofthe rt, and its walls are protecte d by the e eects ects of the Bell ofMercy. When Arueshalae activated the bell, it created a 2otradius sphere of hallow and protectio fro from m evil, within which was a smaller ot radius sphere of f of forbiddace orbiddace and magical rtication to the tower itsel ee page 2 r ll details on these areas' exact eect. ince the rea of eect i cued on he bell itselfin area Pi, the area at groun d level aected aected by the se eects e ects i s smalle r, as indicated on the map. The walls of this tower are magically enha nced by the bell (hardness , hp , , break DC )damage to them is repaired at the rate of hit points per round. The d oor into the area is a stout stone stone door barred om the inside (hardness , hp 2, break DC ); damage to it is also repaire d at a rate of of hit points per round. Ifthe Ifthe Cs make their presence known to Arueshalae, Arueshalae, she swily descends om area Pi to open the door and let them them in. The succubus knew that this tower housed a potent artict, but until she was rced in here to activate it, she was hesitant to tread upon these sacred grounds, not trusting her own redemption had come r enough to allow her within the tower without repercussions. To her relie she und herself quite welcome welcome here, though she's now trapped by the demons outside. Pi Th Thee Be of Mercy: The upper oor o f the tower is 2 feet above the lower oor. Its only contents are a large silvery bell suspended feet feet o the groundthis i s a potent Desnan artict called a Bell oercy (see page 2), the source of the wards that have have s o r protec ted Arueshala e. The succubus herselfhas been spending much ofher time time recently in meditation in this room, praying to Desna r guidance. While the bell's yoke can be detached, it is enormously heavy and difcult to transport. Arueshalae suggests leaving the bell here r now because of its si ze and weight, at least until a relocation plan is devised. Its eventual transportation to a more suitable site, such as Drezen, is le r the GM to develop.
EENG E ENG H E IN IN SUCCUBU The overall goal of this part of the adventure is to put the Cs in contact with a powerl allyone of the most powerl iendly NCs they'll encounter during the Wrath of the Righteous Adventure ath. Th e en counters awaiting them in the nal part of "Demon's Heresy in the Ivory anctum are deadly indeed, and assume that Arueshalaee is accomp Arueshala accompanyi anying ng the Cs , but bere she joins them, she needs to make sure they're trustworthy. The same can certainly go r the Csaer all, it may be difcult dif cult r many to accept the idea that a demon could be redeem herself om evil.
Arueshalae hopes that aiding the Cs in this mission would be enough to ensure her acceptance among the crusad ers. In any event, together defeating defeating Jaruunicka and rescuing Arueshalae counts as completing a mythic trial.
UEHLE' UEHL E' EEMPIO EEMPIO N
Aer her rescue, Arueshalae expresses her heartfelt gratitude and introduces hers el I f one of the Cs has the Chance Encounter campaign trait, she smiles when she encounters that C and reminds him that they've they've met bere. he remains sospoken and almost shy until she has a sense of how the Cs react to her, and explains her concern if they ask. Once introductions are made and stories exchanged, Arueshalae expresses interest in aiding the crusaders against the Worldwound, but worries that her nature would make it diicult, ifnot imposs ible, r the palad ins and priests ofthe ofthe crusade to accept her aid. Ifthe If the Cs don't volunteer volun teer to do s o, she asks if the Cs would repre sent her to the Crusade, hoping that they can nd a place r her outside the Worldwound so she can cus on her own redemption rather than s pendi ng nearly all of her hours avoiding her kind. As a show ofgood ofgood ith, she tells the Cs she's learned the site ofth ofth e Templar Templar st rongholdth rongholdthee Ivory anctum. Furth Further, er, s he volunteers volunteers to travel with with the C s to this l ocatio n to defeat defeat the leaders of the Templars who are stationed there. he tells the Cs that the Ivory anctum is where potent Nahydria elixirs have been distributed to various powerl demons to greatly enhance their power. Not only would a strike against the Ivory anctum remove the leadership of the Templars of the Ivory Labyrinth and thus strike a telling blow against one of the most subversive enemy groups, but any inrmation that could be recovered about about these Nahydria elixirs and the crystals they're made om would be an incredible discoveryr once the crusaders know where the crystals are being rened, that site can be attacked.
When the Cs nall When nallyy meet Arueshalae, her alignment is chaotic neutral, but she's still striving to become chaotic good. he's close to making this nal change, but must still perrm severl pennces pennces bere she can shed the lst remaining bit of evil clingi ng to her. Arueshalae must perrm ur more more penanc es bere she becomes chaotic good. Aer each time she perrms one of the acts listed below, she must then succeed at a DC 2 Will save r the penance to count toward her redemption. If a good aligned C takes her under his proverbial wing wing to help guide her, she gains a bonus on this rollgood aligne d Cs can aid in this manner. he may attemp attemptt any of the llowing penances as many times as she wishes; once she successlly earns a penance, perrming that same penance again doesn't count toward redemption. redemption. Maintain an anarchic gi with a worshiper ofDesna r no less than week, during which time the worshiper of Desna must remain ithl to Desna and cannot perrm any evil acts. Willingly submit to a Jeas/ Jeas/quest quest,, mark oustic e, or similar spell om a good spellcaster. Donate a magic item worth at least , gp to a good aligned creature or organization (this includes giving a magic item to a goodaligned C ) . Help deat Xanthir Vang and the Ivory anctum's inhabitants without without payment r providing this aid. how mercy to to a vanquished e . Accept an atoemet spell cas t by a worshi worshiper per of Desna (this can't serve as a shortcut to becoming chaotic good, but can nction as a penance if Arueshala Arueshalaee s ucceeds at her DC 2 Will save) . Fall in love with a goodaligned mortal (and have that love reciprocated) . At your discretion, other possible penances can exist as opportunities to do good deeds come up in play. ee pages - ofPatder of Patder Player Playe r Compaio: Champios of Purit Purityy r more on redemption, ifyou ifyou wish to explore this element of the game rther. Note that that because Arueshalae is a demon, her path to red emption is more dif difcult cult than normal. Arueshalae can relapse as welleach time she perrms a minor evil act, the number of penances Arueshalae must perrm increases by If she ever has to perrm more than penances, she reverts to chaotic evil and can never again redeem herselfin herselfin this case , she regains her demonic abilities and immediately teleports away om the Cs , now plotting their destruction in an attempt attempt to regain her standing in Nocticula's court. ample minor evil acts
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include using her energy drain on a creature, casting a spell with the evi descriptor, praying to an evil deity, using an evil magic device, mind controing a good creature to commit evil acts, and so on. Note that perrming a major evil act, such as killing a creature with her energy drain or sacricing a creature to a demon, immediately undoes her work and she reverts to chaotic evi. tory Award: If the Cs help Arueshalae nis h her journey and become chaotic chaotic good, award them 2, X.
PURt 4: The IVOY sancm The Templars of the Ivory Labyrinth are a sp eci alize d cult that serves Baphomet. Nominally the lord of Minotaurs , Baphomet is much more than a bestial god of these creatures, and his origin and history are complex and shrouded in secrets. Further detais on this enigmatic demon lord appear in later adventures (particuarly in "Heral d of the Ivory Labyrinth,) but it's during thi s part of"Demon's Heresy that the Cs naly are able to strike a signicant blow blow against Baphomet's s ervan ervants. ts. While the Templa Templarr rank and le are orga organized nized int intoo c es, with each one serving as an independent entity that has little to no contact with others, the Templar leaders in the Wordwoun Word wound d are respo nsibe r much of the o rganization of the cult. T his eader ship dwells in the Ivory anc tum, and a strike against this rtress wil destabilize the entire Templar operation in the Worldwound. Those cels that report directly to the Ivory Labyrinth will be thrown into chaos, which wil swily ripple downward, eventualy aecting all of these subversive cultists and setting back by years their efrts efrts to s abotage the crusad es om within. erhaps even more important, deating the Templar leaders in the Ivory anctum wil temporarily disrupt the distribution of Nahydria elixirs, preventing the demons om advancing more of their kind to mythic stature. In order to permanently disrupt this, the Cs need to travel to a dierent complex where the raw Nahydria crystals are rened, and thence to the Abyssal mine om which they're being procured. These events compose the next adventure, advent ure, but inrmation on how to get to these locations can be recovered in the Ivory anctum. Ifthe If the majority ofthe ofthe Cs aren't at th tier tier yet, guide them toward the previous mythic trials bere starting this part.
IVORY SANCTUM FEATURES The Ivory anctum is located at area 0 on the Marchlands map. The Cs can certainly stumble across the location of this rtr ess by a ccident while exploring, but it's more likey they are directed here either by the intelligence gathered om area K4 or by Arueshalae. nless specically noted otherwise, the ceiings in the rtress are 2 et high. Lighting is provided by glowing demonic runes (cotiualames) high on the walls in most
rooms. Al wals within the Ivory anctum are tiled in ivory and bone, under which the wals, oor, and ceiling are a magically treated reinrced masonry (hardness , double normal hp, break DC +2 normals ee page of the Core Rulebook). Furthermore, the structure resists magic that attempts to bypass wals, such as passwall or trasmute rock to mud. Attempts to use this typ e of magic on the structu re il uness the spellcaster succeeds at a caster eve check (DC = 2 + twice the spell's evel). The doors in the Ivory anctum are made ofiron (hardness , hp , break DC 2) and can be locked (Disabe Device DC ), but are generally le unlocked uness otherwise noted, since only Xanthir Vang and Jerribeth have keys. Note that while the Ivory anctum is the headquarters of the Templars of the Ivory Labyrinth here in the Wordwound, it's not an overly religious site. Other alied agents, such as the Blackre Adepts, the cult ofDeskari, and even strange alien allies maintain a presence here as well. The leader of the Ivory anctum, Xanthir Vang, Vang, is not the true eader of the Templarsthat role belongs to Baphomet's daughter, He pzamirah, but r the p ast few few years she's been working on the Nahy Nahydria dria crys tal harvest in the Abyss and has in creasingly le stewardship of the Templars in Vang's squirming hands.
Ql. The Greengate Gorge (CR 1} The wa of thi rocky gorge rie up in neary verti cal ciff of agge tone to either either ie, oining oini ng n a heer clff to the north. north. Moun of rubblemuch of which appear to be fragment of tatue of cruaer an emonie in heap near the gorge' gorge' en.
The actual entrance t the Ivry Sanctum s nt nly blcked by a prtculls (see area ), but as hdden by an illusory wall (DC ) placed by Xanthr Vang. The presen ce f ths illusory wall s reveale d n the the ntes m ar ea . Arueshalae has als learned abut the wall thrugh her research. The bulk fthe f the denzen s wthn the sanctum d nt use ths apprach t enter r ext, hwever; nstead, they use teleport r dimension door t cme and g. The grge was are 00 feet hgh here . Creatures: Sx bslsks dwe n ths are, clamberng arund amng the rubble rubble and dng ther best t s ak up the muted rays f sunlght as best they c an. The ba ssks are kept d by the Tempars, wh sm ash apart and cllec t petred remans when they need t send ut r receve shpments f supples, keepng the grge relatvey ee f cutter. At these tmes , the baslsks are lured t a bx canyn a few few hundred feet feet t th e s uth where they 're kept crralled, but but curre ntl ntlyy the s x mnsters have the run f the area. They are lltemper ed, and nsly attack anyne anyne wh appraches the area, ghtng t the death. BASLSKS ) XP ,600 ach hp 52 each (Pathfinder RPG Bestiary 29)
CR 5
02.. Sanctum Entrance ( CR 11) 02 Ths room's floor s decorated with basat tes, each of whch has been crafted to represent one secton of a complex abyrnth. abyrnt h. vory lined coumns suppor supportt the celing, every inch inch engraved wth a mx of mages of mazes, minotaurs, and men and women writhng n ecstasy or agony.
The pr tculls radates The mderate transmutatn magc, as d tw small tles n the nrthern ce f the clumns t ether sde f the gate. A telekinesis eect rases r lwers the prtculls f tw separate peple pace ther hands n these tles and cncentrate n rasng r lwerng the gatet takes a snglell rund actn t e ther rase r lwer t. Wth a successl DC 0 Use Magc Devce check, a character can rase r wer the the magca prtculls m ether sde. Creatures: Ths yer s guarded at all tmes by advanced hafend mntaursendsh guardans brught m the Ivry Labyrnth years ag. Althugh there are techncally 0 f these halfends lvng n the cmplex, ny ur fthem fthem are n guard duty here at any gven tme, wth tw thers enjyng ther tme ether sleepng
n area and the ther ur away n lnger patrs n the hnterands, cmng and gng va the lng tunne at area Q18a. Thse statned here stand n the the east and west prtns fthe fthe rm, tw t the nrth and tw t the suth. They rar udy upn spttng ntruders, usng unhy blght n es wh attempt t breach the prtcus t the suth. They c an attack ntruders ntruders thrugh the vertcal bars f the prt culls wth ther gaves, chppng dwnwa dwnward rd n pwerl blws. blws. These guardans ght t the de ath. If a bttle here tkes mre than s runds, the demns m area cmes t nvestgate. ADVANCED HALFHALF- FI FIEND END MINOTAURS () XP ,200 ach hp 69 each (Pathfinder RPG Bestiary 171, 294) Meee +1 gaive +14/+9 (28+14/x3) or bte +13 (18+8), gore +13 (16+8)
CR
03. Haway Ths wde halway snakes to the south a sight angle. Double doors are set on each wa, whe to the southwest sits a weapon rack desgned for oversized weapons. Two glaves are stored here.
The drs t areas and are always cked. Treasure: The tw gaves n the rack are bth arge +1 3laives. They're extra weapns nrmally used by the halfend half end mntaurs.
04. Scions Scions of Baphomet ( CR 9) A strng anmal musk pervades ths bedrm. At each crner f the western wall sts a bed, lthy wth stans and qute a bt bt arger than what s c ustmar y r human human s. T the east s an verszed weapn rack. Creatures: The large beds are lttle mre than saggy mattresses n partaly brken ames, and are used by hafend mntaurs. Tw are sleepng here uness they've v e been r used by the s und fbattle fbattle n a rea z. ADVANCED HALFHALF- FI FIEND END MINOTAURS ( ) XP ,200 ach hp 69 each (Pathfinder RPG Bestiary 171, 294) Meee +1 glaive +14/+9 (28+14/x3) or bte +13 (18+8), gore +13 (16+8)
CR
05.. Jerri beth 's Qua rters (CR 14) 05 14) A wrtng desk, a fu-ength mrror, a semicrcular bath, and a canoped bed sit n the four corners of ths large room. A contraption that resembles a cross between a wooden gurney and a torture table sts n the center of the room, ts corners adorned with boodstaned leather straps. A set of manaces attached to a short chan s attached to one of the bed's posts.
Ths chamber s the budr f the nmnal eader f the Templars f the Ivry abyrnth, the glabrezu errbeth. The tub t the nrtheast s bult rght nt the r and wals, and s et deep. The tub radates nt evcatn magc, and ts temperature can be cntrlled (m ce cld t amst blng ht by mental mental cmmand. The masterwrk manacles are attached rmy t the bed, but a creature chaned t them can pull them ee m the bed wth a success DC 26 Strength check, even f t can't esc ape m the manacl manacles es themselves. The cntraptn n the rm's center s a trture rack that pvts t stand the vctm uprght, upsde dwn, r at n ther ther back. Once secured, a vctm can escape the devce wth a success DC Escape Artst check r DC 27 Strength check. The desk serves as a place t read and wrte wrte as well as a dres ser. Its dra drawers wers are lled
wth extravagant artcles f clthng, as wel a number f nstruments capab capable le f nf nflctng lctng bth pleasure and pan. An unnshed nte, wrtten wrtten n Abyssal, sts under a human jawbne that's beng used as a paperweght the nte appears n page as Handut #2. (Jerrbeth nrmaly summns a demn t dever her ntes t Hepzam rah, but but has nt nshed ths letter yet. Creature: errbeth has lng served the hafend Hepzamrah as secndn cmmand f the Templars Templars f the Ivry abyrnth, and cntnues t chafe at the ct that she must stll serve as secndncmmand under Xanthr Vang. errbeth s th t Baphmet, and she sees Vang, as a cultst f a derent demn rd and a member f an entrey derent derent s ecr et s cety, as an untrustwrthy lablty. lablty. She knws better than t peny mve aganst a vred mnn fD eska rat east, untl she's abslutely sure she can preva n a cnntatn aganst hm. errbeth s a unque glabrezu. She's an advanced member f her her knd wth an unusual ablty ablty t change shape as a sw actn nt a humand rm r back t her true rma g m B aph aphmet met hmself t ad her n her ps t tn n as a leader amng the humand humand cutsts she has bee n tasked t nteract wth. She's cme t vr the rm f a beautl green hare d even wman, wman, snc e she's und that ths beautl rm wrks wnders when she's seducng and manpulatng mrtal mnns. As a Templar spymaster, Jerrbeth has been respnsble r numerus atrctes ver the past oo years, and was actve n the Wrdwund decades bere Baphmet became nvved drectly. It was errbeth, r example, wh ured the dwarf Stauntn nt betrayng Drezen s many years ag. At yur dscretn, she may be behnd sme f the unrtunate events n the PCs' backgrunds as wel, partcuary r thse wth the Expsed t Awlness Aw lness r the Stlen Fury campagn trats. trats. errbeth s resp nsbe r many many fthe f the ha nd gestures, secret sgns, and passwrds th thee Templars use t transmt nrmatn, and severa l f the ntes n her desk (see Treasure, belw cntan ntes n ths nrmatn. errbeth specalzes n se ductn f fthe the sp rt, but knws the pwer that a glmps e f a shape ly ly,, slken thg h has ver the bdy. She can be a patent lstener, thughtl cnversatnalst, r rcus and demandng lver as needed. She rarely leaves leaves the Ivry Sanctum, prerrng t use summned demns t dever her messages and demands, but n rare ccasns she accepts speca nvtatns t cal upn the truly rch, pwer, and decadent. These pprtuntes grant her her an pprtunty t use her charm and sensualty t sell the cult t the jaded elte. A cnsummate actr, errbeth nly ever breaks character when when rced t take vlent actn. actn. She prers
t sve prbems thrugh dscussn and temptatn, as the PC s d scver when when they arrve arrve n ths chamber and nd her lungng n her be d wth a recently murdered murdered cmpann (a trnapart Tempar whse lure n a mssn ens ured a grsly punshment) punshment) spread ut ut acrss the t f the b ed. Jerrbeth Jerrbeth reacts t th e PC s' arr arrval val wth a smle, calng them each by name and aplgzng r "the mess. She desn't hde her allegance t the Templars, but des see a use r the PCs and ers ers t make deal: she'll grant them a wish f thy gree t s mply d what she assumes they're here t d track dwn dwn and kl Xanthr Vang. She wn't help the PCs any mre than by grantng them a wish, but she grants ths wish wthut strngs attached (wthn what she cnsders reasn), beevng that Vang's death wll, n the lng run, help Baphmet's Baphm et's nterests n the regn. They'l cer tanl tanlyy help her nteres ts! Her nly cndtn s that the PC wh makes the wish must wear ne fher prisoner dun_eon rin_s, rin_s, whch alws her t mntr that PC's status and catn . Ifthe If the P Cs cmply cmply,, Jerrbe th warns them abut the bran cllectrs n area , and teaches them a secret hand sgn (extend the thumb and rst tw ngers f the le hand and tuch bth crners f the muth s mu mutaneusy taneusy wth ndex and mdde nger tp) tp) they can use t pass thrugh area wthut beng attacked by the demns that guard that area. Of curse, nc e the PCs deat Vang, they are n lnger f use t Jerrbeth, and she quckly mves t attack them at ths pnt (accmpaned by the hrned demns m area f they stll ve). If the PCs attack her rst r therwse anny her, she shrugs and spares n mercy as she attacks.
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JERRIBETH CR1 MR CR1 XP ,400 ,400 Female mythic glabrezu (Pathfinder RPG Bestiary 61, Pathfinder RPG Mythic Adventures) CE Huge outsder (chaotc, demon, ev, extrapanar, mythc) lnit +4/16, dua ntiatve; Senses darkvsion 60 ft., true seeing; Percepton +26 DEFENSE
AC 30, touch 8, fat-footed 30 (+22 natura, 2 size) hp 206 (12d10+140) Fort +18, Ref +6, W +11 /epc and good; good ; Immune electricty, poson; Resst acd 1 , DR 1 /epc cod 10, fre 10; SR 27
HDUT #2
OFFENSE
Speed 40 ft.; air walk +20/+15/+10 /+10 (1d8+14 plus poson), bte Meee rod of the viper +20/+15 +20 (1d8+6), caw +20 (1d6+6), 2 pncers +20 (2d8+6/1920) Space 15 ft.; Reach 15 ft. (2/day,, Specia Attacks dua ntiatve, mythic power (2/day surge +1d6), rend (2 claws, 2d8+18) Spe-ike Abites (CL 14th; concentration +22)
-
Constant seeing At -chaos hammer (DC 22), confusion (DC 22), dispel magic mirror image reverse gravity (DC 25), greater bs. of obects ony), veil (sef only) teleport (self plus 50 bs. 1/-power word stun summon (leve 4, 1 glabrezu 20% or 1d2 vrocks 50%) 1/month-wish (granted to a mort mortal al humanoid only)
Ceic Spe s repared (CL 14th; concentration +22) 7-destruction (DC 25), greater scrying (DC 25) 6th 4-air walk 2bull's strength, eagle's splendor TCTCS
Before Combat Combat jerrbeth casts air walk, bull's strength, and eagle's splendor on herself. During Combat errbeth opens combat by reverting to her true form as an mmediate acton and then usng power word stun on a party heaer. n the foowing rounds, she casts her spes and uses her spe-ke abties at range. Her frst act n meee s to cast mirror image. She avoids full attacks against enemies ke paadns or rangers who are qute
strong n melee against demons, instead usng Power Attack to make a snge attack wth her rod of the viper before movng away to keep her foes from beng abe to make fu attacks against her. She casts heal on herself once she's reduced to fewer than 75 hit ponts. Moae errbe errbeth th teeports away to safety f reduced to fewer than ht ponts after she's aready used heal. She does not mmedately return, but should eventualy seek revenge against the PCsikey after feeng back to the Abyss to oin Hepzamirah in the Midnight Ises. STTISTICS
Str 35, Dex 11, Con 31, nt 16, Wis 16, Cha 26 Base Atk +12; CMB +26; CMD 36 Feats mproved Crtca (pncers), mproved ntatve, Lghtnng Refexes, Mutattack, Persuasve, Power Attack Skis Buff +31, Dpomacy +27, Dsguse +23, Intmdate +10, Knowledge (arcana, oca) +9, Knowledge (panes) +12, Knowledge (regon) +18, Lngustcs +9, Percepton +26, Sense Motve +18, Specraft +18 anguages Abyssa, Ceesta, Common, Draconic, Dwarven, Even, Ha!, Necril, Undercommon SQ change shape (any humanod form, ter self), smple divne spellcasting Gear rod of the viper, jailer's dungeon ring", prisoner's dungeon ring" (4), ron key (opens a doors in the vory Sanctum except those to areas Qa and Q beeweled key worth 1,000 gp (opens the secret door nto area Qa fne clothng worth 1,000 gp (automatcay destroyed when she reverts to her true form), mthra key key worth 600 gp (opens the door to area Q SPECL BITIES
Change Shape (Su) erribeth can use ths ability as an mmediate acton to ether assume humanod form or return to her true form.
Treasure The desk drawers cntan tw dzen extravagant uttsn all, these exquste artcles f clthng are wrth 4,500 gp. A staggerng amunt f jewelry wrth a tta f6,500 gp s here a s well, ang wth a necklace of stran[ulation she keeps t punsh theves. In addtn, numerus dcuments n the desk cntan al srts f nrmatn abut the secret sgns used by the Templars. Tem plars. It takes 2d6 hurs f study and a succ essl D C 20 Intelgence check t y cmprehend these ntes, aer whch pnt a character gans a +10 crcumstance bnus n a Sense Mtve checks made t nterpret hdden mes sages m Templars f the Ivry Labyrnth. Thes e d cuments are wrth an 8, 8,oo ooo o gp reward f they're they're turned ver t t the Mendevan Cru sade. Story Award Fr thse wthut a Wrath f the Rghteus campagn trat (ncudng f yu aren't usng them n yur game), de atng Jerrbeth cunts as a mythc tral.
06.. Prison er C e 06 ess
08.. Bra i n Coector 08 Coector Lar (CR 2 2))
A seres of loney cels, each empty and devoid of furnshngs, nes the was of ths room. Two sets of doube doors ead north and west, respectvey.
The exact dmensons of ths cavernous room are dffcut to discern because of the presence of thick sheets of strange fbrous materas not unlike tangles of webs or flaments of fungus that cover the was and ceiling n the room's northern haf. Three arge pods, or perhaps cocoons, hang in the tanges about twenty feet above the bare foor.
These cells radate mderate abjuratn magc. N drs prvde access t the cell nterrprsners are placed wthn the c ells va magc) typcaly typcaly telepotation r dimension doo) whle the prner are uncncu. The rn cell bars are narrw and strng (hardness 10 hp 60 break DC 30 If an NP C aly f the PCs has been captured, they they may be ablee t nd the unrtunate N PC here, bund tght abl tghtly ly wth rpe and lyng lyng n ne fthese ce lls. Snce the nehthalggus en use these prsners as expermental expermental stck, an NPC un d her e may be su suerng erng m ablty ablty sc re damage as a result f numerus panl surgcal prc edures.
07. Aien Laboratory (CR 9) The air of ths octagona room s fou with the sckly sweet scent of bood and decay. A pair of stone sabs, each rased four feet above the foor, st against the was to the east and west. Each sab bears bears a human cadaver n an advanced state of dissectionthe bodies are restraned va shackes, suggestng that the operations were performed on vng vctims. The foor s stcky wth od blood and other fuids, while the northwest wa is covered from ceng to foor with strange back runes and symbos.
Ths rm serves as bth abratry and dnng rm r the nehthalggus wh have cme at Xanthr Vang's nvtatn nvt atn t jn hm n the Ivr Ivryy Sanctum (se e ar ea ). The bdes n the slabs are tw f the creatures ' mre recent vctmsbth have had ther ther skulls pened and the brans remved, n addtn t ther surgcal mutlatns. mutlatns. A stee l tray pled wth strange metal surgcal t sts n the western bdy's pened trsth trsthee tls themselves are f an alen and dsturbng des gn. A successl DC 0 Knwledge (arcana) check made whle studyng the bdes reveals they were lkey used as part f sme s rt f anthrpm anthrpmancy ancy rtual (dvnat (dvnatn n thrugh extractng and studyng humand rgans). The wrtng n the wall s n Akl. A successl DC 5 Knwledge (engneerng) reveas that t's a massve and cmplex equatn, that ncrprates elements f achemy, arcane magc, and metaurgy that are nrmally beleved t be unrelated. Whle the exact purps e sn't readly clear, t's evdent the wrk s unnshed. A successl A DC 5 Knwledge Knwl edge (arcana) check revea ls that the equatn s part f an attempt t alter planar bndng spels t wrk n natves fthe f the Materal Plane.
Th rm's ceng s n ct 40 feet hgh, but the upper 0 et are bscu red by tangles frpy f rpy aments aments f fweblke weblke grwths. The bers are partaly anmated and warm t the tuch, as f they were made f vng esh, but ther texture s mre vegetabe n el. The webs are an rganc rm f decr decr grwn and sculpted by the rm's current ccupants. The grwths mve t ad a nehthaggu that clmbs n them, eectvely grantng these creatures a clmb cl mb spe ed f 0 et (Clmb +15 whle navgatng them. Other creatures treat these squares as dfcult terran, r take a -8 penalty n Cmb checks made n the tangle. The pds are akn t hammcksthe nehthalggus sleep wthn these these hangng sacks. Creatures: Three advanced nehthaggus have accepted Xanthr Vang's nvtatn t jn hm here n the Ivry Sanctum. The wrm that that walks has prmse d the bran clectrs ther pck f new brans and ther stck t experment upn m vctms sent r sacrces, and n return he' asked the nehthaggus t devep a varant plana bindi bindin[ n[ that nctns n creatures natve t f plana the Materal Plane. In s dng, Vang hpes t be able t cnjure crusader cmmanders drecty m ther hmes and rtcatns t trment, mndcntr, and nterrgate as the need arses. The bran clectrs stll have a lt f rese arch le t d n slvng ths prbem, prbem, but Xanthr s nthng f nt patent. All three bran cectrs are partcularly hale and cunnng r ther knd, and are armed wth wands of tl, but dn't confsion. They als carry varus surgcal tl, use the se n cmbat. I f ther lar s nvade nvaded, d, they swly emerge m ther pds and begn usng ther wands and castng spels aganst es n the grund belw, ghtng unt unt ne f ther number s slan. At ths pnt, the survvng tw make a ghtng retreat t the west, hpng t reach area and enlst Vang's adnce they're wthn 100 et f area , they us e telepathy t call r help m the wrm that that walks. Vang use s ths as an alarm, and begns preparng r cmbat hmsel but desn't mmedately cme t the nehthaggus' adhe prefers pref ers t et them cme t hm f they really need help. ADVANCED NEH-THALGG US (3) XP 6,400 6,400 ach hp 125 each (Pathfinder RPG Bestiary 197, 292)
CR
Treasure: Each f the nehthalggus carres a wand of cousion (each wand has id6+4 charges). In addtn, each fthe seepng pds cntans 900 gp n assrted gems and agments f strange meta res .
09. Cath ed ra of Ch aos (CR 12) 12) A twenty-fve-foot-tall, vory-colored statue of a goat-headed man graspng a gave with a crescent-moon-shaped bade dominates this spacous chamber from atop a five-foot-ta das. A series of black coumns speckled with whte flecks nes the wakway that leads down the center to an altar at the statue's feet. The vaulted ceng s panted to resemble a starry sky, whe the floor s ted wth a back-and-gray abyrnth pattern. Bood-red curtans separate two areas east and west of the dais, whch is fanked by a par of massve braers.
A cntnual ame burns wthn each f the brazers, but the urnke shape drects the lght up at the statue, bathng t n an eere glw glw,, but leavng the rest f the rm dmly lt. Th e statue tsel f s f Baphmet, and ths entre chamber s under the eects f unhallow as wel as an invisibility pur3 aects everythng except pur3ee that aects
r chatc evl creatures (CL i7th), placed here severa mnths ag by a vstng clerc fBaphmet. The tw curtans bscure the entrances t sde chambers sme tmes used by vstng prests r Jerrbeth. The r f area Q9a s nscrbed wth a ma3ic circle n the rm f the sg n fthe f the Abyssa sevenar med rune wthn a crcle. The cnjuratn crcle nctns as a ma3ic circle t s us ed n cnjunctn cnjunctn a3ainst evil, evil , cus ed nward, when t wth planar bindin3 bindin3,, planar al, r smlar spells. Area Q9b s a medtatn rm rnshed wth a few tables and chests, whch allws t t serve duble duty as a strage area. Jerrbeth smetmes uses ths rm r her prvate prvate prayers, and keeps a smal vry statuette f Baphmet n the nrthern table. Alngsde the dl are cmmn nstruments f wrshp, ncludng ncludng a large pshed slver bw r bld erngs and slver sacrcall daggers. sacrca Creaures: hrned demns guard the tempe area. Paced here by Jerrbeth and held by a par f planar al spells, the tw kalavakuses have been cmmanded t prevent ntruders m enterng ths tempe and t chalenge ntruders s eekng t use the adjn adjn ng pass ageway t the suth, but they d nt mve t enter cmbat n ar ea Qz unless speccally cmmanded t d s by ther mstress. Once they d enter cmbat, they ght t the death. KALAVAKUS KALAVA KUS DEMON DEMONSS () () CR XP 9,600 ach hp 125 each (Pathfinder RPG Bestiary 78)
Treasure: The chest n area Q9b cntans ve wden unhy symbls f Baphmet, ur cat 'nnetals, a w smal black bks that cntan smple wrshp chants wrtten n Abyssal (wrth 5 gp each), ur vas f unhy water, tw potions ofenlar3e of enlar3e person, ur potions of unnatural lust0M (marked "T vercme nerves), an elixir of love, ve potions of cure moderate wounds, a scroll of commune, commune, a scroll of resurrection, and a scroll of eater restoration. A lead lned lse bttm n the chest (Perceptn DC 35 cntans a manual ofbodily health +2
01 Strat egy Room ( CR 13) 01 A arge tabe, its surface covered wth scrols and maps, is the ony furnishing n ths otherwse empty room. A large ar contanng a deformed, twitching ocusts sts n the center of the table.
Ths rm s the peratns hub r the Templar's spy netwrk and r several ther plans n varus stages f develpment (such as the devel pment f varant planar bindin9 spels, the use f retrevers t snatch up enemes, and battle plans r dzens f fps ps sble assauts n dzens f stes ang the Wrl Wrldwu dwund nd brders). Other tpcs cvered nclude the lcatns f the hmes f sleeper agents, sa huses, secret passages and undergrund tunnels cnnectng t mprtant lcales, and hdden shrnes t Baphmet. Ther e are als a cuple maps fthe f the Wrldwun Wrldwund d tsel Th ese map s are f vaue as they depct the area as t s, rather than ld Sarkrs. Regns are brken ut by demnc cmmanders alngsde ntes that utlne and tentatvely sch edue Nahyndrian elixi elixirr dstrbutn. Creatures: Tw Tw Templars f the Ivry Labyrnth stand guard n ths rm at a tmes. They knw that the nrmatn n the table has the ptental t be ncredbly damagng, but als that t's qute usel t keep handy. The swarm!ord'sjar sts atp the dcuments (see Treasure n page 50 s n ct a srt f"sc scrche rched d earth ptn fntruders seem t be abut t gan cntrl f the dcume nts. In th s case, ne f the Templars smashes the jar, reeasng a lcust swarm nt nt the r m that mmedately mmedately teems ver the tabletp. The swarm has the abl ablty ty t quckly damage bje b je cts, and autm autmatca atcay y des trys all f the d cuments n ts rst actn n a rund as part fts attack. The Templars aren't the nly guardans f ths area, thugh. A yheaded clxus demn n the servce f Areelu Vrlesh can en be und here as well. Named Grllxbee, Grllx bee, ths demn's chef respn sbl sblty ty s t ctate and mantan amabe relatns between the cults f Deskar and Baphmet. The demn s en n ths fce, f ce, quetly gnrng the Templar guards as she wrks t cnstantly transcrbe the battle plans and ntes here bere teleprtng away away weekly t stash them n a dstant vault. In ths manner, fthe dcuments here are lst, they can be recvered wth nly mnr lsses m whatever new addtns addtns were made n the past w days. The demn als spends a r amunt f tme medatng dsputes, be they between cultsts fDeskar and Baphmet, between Templars Templa rs and Blackre A depts, r eve n between Xanthr Vang and Jerrbeth. It's ths nal par that vexes and dstresses the clxus the mst, snce ether f these tw culd crush her f they had a mnd t. She a rs that the antagnsm between the tw wll sn cme t a head, and that when that ccurs, she'll be s lan n the crs sre.
When the PCs arrve, Grlxbee teepathcally rders the Templars t stay ther hands, then ntates a new telepathc cnversatn wth the PCs. The demn asks them ther busness n the Ivry Sanctum, and desn't seem phase d at repes lke, lke, "We're here t kll everythng! Grllxbe Grllx be e has ma de the dec sn that Xanthr Vang Vang s the better ptn t ally wth n the end, and she ers the PCs a dea: fthey agree t assas snate Jerrbeth, Grx Grxbee bee prmses t d what she can t medate a meetng between the PCs and Vang. If the PCs agree t ths deal, the cxus s delghted and tells them where Jerrbeth can be nrmally und (area (area Q), that Jerrbeth actualy a glabrezu, and that the PCs shuld nt lsten t her ers f aance, ntng wthut rny rny that t's sh t trust a demn. Grllxbee escrts the PCs t area Q as well s that they can make the trp wthut havng t ght es alng the way, way, and nce they're r eady eady,, she c ast s haste n the party (ntng wryly that she wud als cast invisibility, f Jerrbeth ddn't have the abty abty t s ee nvsble creatures) just bere they make ther attack. If they successly deat the glabrezu, glabrezu, Grlxbee Grlxbee esc rts the PC s t area Qi9 r ther "me etn g wth Xanthr Vangbut Vangbut f cur se, the demn has n ntentn f keepng her bargan th s lng and betrays the PCs by jnng Vang n an attack aganst them aer she telepathcaly alerts Vang abut her plans as she appraches the area. In the end, Grllxbee's lyaltes le wth Areelu and the Wrdwund. She's gt lttle nterest n the success r lure f the cult fBaphmet r the Backre Adepts beynd what they mght be able t cntrbute t the Wrdwund's expansn. As such, ne thng Grlxbee wn't tlerate s any attempt t steal r therwse gan the nrmatn n the tableattempts t secure the dcuments are a surere way t cancel any deals n the makng and rce the clxus t attack. In battle, mind nd fo9 and then llws up Grllxbee starts by castng mi wth confusion, usng quckened invisibility r the next few runds t make sneak attacks n the enemy. If reduced t fewer fewer than 30 ht pnts, she teep rts away t the cty f Undarn t make a persna reprt t Areelu's agents. Whether she s slan r her ure r survves t seek revenge aganst the PC s n the ture s up t yu, but as wrtten, Grlxbee Grlxbee has n sgnc ant ture ture rle t play n the re st f the Adventure Path. TEMLARS OF THE T HE IVORY ABYRNTH ( ) XP ,600 ach hp 55 each (see page 26) GRILIBEE XP 9,200 Female cooxus (Pathfinder RPG Bestiary 3 72) hp 168
CR 5
CR1 CR1
OCUST SWARM XP 600 hp 18 (Pathfinder RPG Bestiary 4 183
CR
Trap All f the dcu ments n the tabe are prtect ed by paced by Xanthr Vangn case the guardans f the area are unable t defend defend the dc uments r trgger the t destry the m. There are dzens f dcuments n all, but the PCs shud nly receve experence pnts nce r the trap, whether they remve them r trgger them al. Nte that ne blast m a sngle trap s enugh t destry all the dcuments n the table, but ths desn't set a chan react n ny detnate when they are r ead. ELOSIVE RUNES TRA XP ,600 Type magc; erception DC 28; Dsabe Device DC 28
CR 5
EFFECTS
Tr gg er readng; Reset none Effect spell effect (eplosive runes, 6d6 force damage, Refex DC 21 haf ; mutpe targets a targets in a 10-foot burst
Treasure The j ar n the table table s a used as a paperweght. The The dcumen ts themselves are prceless t the crus aderss ee Stry Award, belw. Story Award Gatherng the ntegence n ths rm and deverng t t the crusade rs de als a m ajr blw t the Wrdwund. Wr dwund. Each f the 2 4 dcuments s wrth a 400 XP rewardfthe rewardf the PC s manage t sav savee them all, they can earn the ll 9,600 XP r ths ache achevemen vement. t.
unprecedented access t the varus rs and prtals und thrughut the Wrldwund Wrldwund,, as we as cpe ratn wth varus demnc agents and the ke. Over the past sever al decades, the Blackre Ade pts have prted greatly greatly by ths arrangement. The rge s magcalt runs ht enugh t wrk adamantne but creates n smke and desn't mpact the verall temperature f the rm. A creature pus hed nt the rge takes 12d6 pnts f re damage p er rund (Reflex (Refl ex DC i8 hl. The s x chest nder the table have ed lnngs that are then cushned by thck paddng made f demn r. Each f these chests s used t transprt a sngle draught f . When new shpments arrve m a place caled the Mdnght Fane (see "The Mdnght Isles), the Blackre Adepts take thse chests and return emptes r ture deveres. N delveres f the elxr are sc heduled t happen durng ths adventure. Creatures Fur f the f the eght Blackre Adepts statned n the Ivry Sanctum can be und here at any tme f the day, wrkng wrkng ru sy n repar ng weapn s, crang new weapns, r wrkng n persna prje prje cts n ther lmted ee tme. These cultsts are lya t Vang, but nt s much the Templars f the Ivry Labyrnth, and whle they certany prepare thems elves r cmbat f they hear an alarm r ther sunds fbattle, they dn't abandn ther tasks t ad thers n nearby rmsthe sngle exceptn s fXanthr Vang cmmands ther assstance. Of curse, they are nter nterant ant fnterruptns, and swly attack anyne wh dares enter ths rm unless she's dress ed as a Templar, Templar, n whch case they hld the attack untl t becmes clear that the PCs aren't smpy Templars Templars here t pck up newy repared weapns .
011 Workshop Workshop (C R 12) A smokeless forge sts in the northwest corner of ths room, next to an anv. A weapon rack stands aganst the north wal, whle two tabes to the east and west, respectvely, are covered wth toos, achemca supples, magca reagents, books, and more. Several wooden chests st under the western tabe, whie to the north of the eastern table sits a second weapon rack; whereas the northernmost rack contans several weapons that appear to be n fne condton, ths more southern one contans weapons that appear to be damaged.
Ths rm s used prmary by the Blackre Adepts as a wrkshp t cra magca tems and weapns. The bulk f these weapns are then dstrbuted t Templars r fcers n the Wrldwund army. The adepts grumble abut the wrk, wrk, but they knw knw better than t d s where ther master Vang mght verhear, snce the prductn f magc tems s ne f the re qurements f the the alance the Blackre Adepts have struck wth the lrds f the Wrdwund. Wr dwund. In return, the Blackre Adepts are allwed
BLACKFI RE ADETS () BLACKFIRE CR 8 XP 4,00 Human sorcerer 6/ Blackfre Adept 3 (Pathfinder Campaign Setting: Paths of Prestige 12 CE Medium humanod human nit +2; Senses Percepton +9 DEFENSE
AC 23, touch 13, flat-footed 20 +4 armor, +2 Dex, +1 dodge, +2 natura, natura, + 4 shed hp 66 9d6+33 Fort +, Ref +, Wi +7; +2 vs. poson Resst electrcity 5 OFFENSE
Speed 30 ft. 1920 or Meee mwk dagger +6 1d4+1/ 1920 2 caws + 1d4+1 plus 1d6 fre Speca Attacks backfre pact Sorcerer Spes Known (CL 8th; concentraton +12 4th (4/)-dimension door 3rd (6/)-rge, stinking cloud DC 18, summon monster Ill
2nd (7 /day) bu / trength, glitterdut (DC 17), mirror image, rope trick 1st (7/day) caue fear (DC 15), greae (DC 16), mage armor, magic miile, protection from good, hield (at w) acid plah, bleed, detect magic, light, mage hand, meage, opencloe, read magic Boodne abyssa
the adept's attacks and spes ( 2 aganst conuraton effects). Ths effect asts for 2 rounds (W DC 16 reduces to 1 round), and the effect ends f the target moves more than 30 feet away from the Backfre Adept. Backfire Tant (Su) A Backfre Adept gans a +1 profane bonus on saving throws, caster evel checks, Charsma checks, and Charsma-based sk checks against demons.
TCTCS
Before Combat Combat A Backfre Adept casts bull' trength, mage armor, and hield before combat. During Combat A Backfire Adept prefer to hang back in combat. She begns by castng mirror image, followed by a ummon monter Ill spe to summon a dretch. An Adept s fond of using greae on weapons or hoy symbos, and of preparng an action to cast magic miile at specasters n order to dsrupt ther specastn specastng. g. Morae A Backfre Adept saves at east one 4th-evel spel to escape, castng dimenion door once reduced to fewer than 15 ht points to relocate to area Q1 where she knocks on the door to area Q1 to report. Adepts may be encountered agan at Vang's sde f the PCs reach area Q1 withn 24 hours; otherwse, adepts return to ther duties. At Vang's side, a Backfire Adept fights to the death. STTISTICS
Str 12, Dex 14, Con 14, nt 12, Ws 10, Cha 18 Base Atk +4; CMB +; CMD 18 Feats Augment Summonng, Craft Wondrous tem, Dodge, Eschew Materas, Extend Spel, Spel Focus (conuraton), Sacred Summons", Toughness Skis Buff +12, Knowledge (arcana) +13, Knowedge (panes) +13, Lngustcs +2, Percepton +9, Specraft +13 Languages Abyssa, Common, nfernal SQ blackfre taint, boodne arcana (summoned creatures gan DR 3/good) Combat Gear wand of ummon monter I (14 charges); Oth er Ge a amulet of natural armor + 17 pp SPECL TTCS
Backfire act (Su) (Su) As a standard acton, a Blackfre Adept can create a destructve resonance between hersef and a target wthn 30 feet. She gans a +1 profane bonus on attack ros and caster eve checks against the target, whe the target takes a 1 penaty on saves against
Treasure: The ts and suppes n the wrktabes cnss f a maserwrk achemst's b, hree sets f masterwrk ts r crang weapns and armr, and a se f masterwrk ts r gemcuttng and crang jewery. In addtn, there are 00 punds f magca reagents and crang suppes wrth a tta f 6,o 6,ooo oo gp that can b e us ed t set set the cs f creatng any magc tem. The nrhern weapn rack cnans tw + _laives as we as a +2 unholy lon_sword. The suthern weapn rack cntans a brken +1 _laive, a brken +2 keen _laive, and a brken assassin's da__er.
012 01 2 Sanctum V aut (C R 3) Two ong cabnets ne the nort and east walls of this room, whe pegs on the was are adorned wth coaks and robes.
The cabnets cntan cthng r regus ceremnes, as we as ther rtua mpements and accessres r Backre Adepts, Tempars, and ther cutsts. The secret dr that prvdes access t area Q12a can be und wh wh a success D C 30 Perceptn check, but t t s as cked bth cnventnay and wth an arcane lock (CL th DC 0 Dsabe Devce r break DC 38)bth Xanthr Vang and Jerrbeth carry keys r the dr. The nsde f area Q12a s entrey ned wth ead nscrbed wth cuness tny Abyssa prayers and runes tha cnstanty sweat and reabsrb cd back water. The runes n he was radate strng ev and srng necrmancy magc, r they are nsed wth he waters f the Rver Styx, ng area Q12a wth ptent and debtatng energes and a w, dscrdant drne. Every rund a creature remans n ths area, t must succeed at a DC
Frttde save r gan a negatve leve as these energes leach away knwledge and memr esa hmand slan by ths eect mmedately becmes a bdak. Ths s a death eect that des nt aect wrshpers f demn lrds r chatc evl tsders. Ths eect nctns as a magc tem f caster evel 20th r the prps es f dipel maic, and can be dsabed as a magcal trap wth a sccessl DC 35 Dsable Devce check (althgh f dsabed n ths way, the wals reac tvate aer 1 hr). Creature: The nner valt s prtected by mre than stygan weepng walsa denz en f the Rver Styx has bee n bnd nt the valt t s erve as ts gardan r n mre than 111 years. Ths creatre s a gant, yellw yellweyed eyed thanadaemn,, and althgh thanadaemn althgh t's stll gt several deca des le n ts term f servce, t's t's certanly strated by by the p stnse rvng as a valt valt garda n r a demn clt s, t the daemn, bew ts st ats as a deac n f death. Vang takes care t keep the thanadaemn reglarly reglarly sppled sppled wth a led sl gem, and the thanadaemn crshes the gem as sn as t hears anyne attemptng t pen the secret dr (r n the rst rnd f cmbat cmbat therwse) t gan st healng 15 r 15 rnds. Th Thee daemn ghts t the death t defend ths rm, bt cannt prse es t f are a Q12a. THANADAEMON XP 2,600 hp 172 (Pathfinder RPG Bestiary 2 74)
CR13
Treasure: Three stne shelves st alng the walls f area Q12a, each appearng t be empt empty. y. In ct, any b bjec t paced n these shev sheves es mmedatel mmedatelyy becmes nvs nvsble ble ne na precatn aganst the. Anyne wh els alng the tp can e the bjects hdden there, r the eect ect can be d spell ed (t (t nctns at C L 15th). inviibility e The western shef s as the narrwest. Treasres f prelyy mnetary vale are stred n ths shel ncdng prel r chests (each cntanng 2,500 gp), and several art bjects cmprsng captred hy symbs, jewelry, pantngs, ne clthng, statettes, dnnerware, and mre. In al, the 60 pnds f art art bje bje cts stred here are wrth a ttal f13,50 0 gp. Apprxm Apprxmatel atelyy a thrd f these bjects are treasres that Xanthr Vang recently stle m the Lbrarm fthe f the Brken Back Wng drng the destrctn fKenabres. The nrthern shel f cntans nly tw bjec bjec ts. One s a +Jmithral mithral full plate armor emblazned wth the hy st f +J symb fmeda fmeda e. Th s s t f armr nce b elng ed t the paadn Yane, bt has bee n kept here as a trphy r qte q te sme tme (s ee the next adventre, "The Mdnght Isles, r l detals n Yanel's te). Recverng ths st f magc armr s a sg ncant eve nt r the crrent welder f Radiance, Yanel's swrd. If ths character
clams the armr as her wn, r alternately dnates the armr t the crs ade r se by a wrthy wrthy paladn, Radance nctns as a + ho weapon the hand s f any paadn (r a +2 weapon when welded by any any ther cre atre). A sec nd treasre sts pn the nrthern shel f bt ths treasre shld be cstmzed t be a specc magcal treasre f se t a P C wh has the Rwarden Orphan campagn trat. Ths tem s a spec a herlm an bject nce wned by that PC's ther r mther. It shld be a relatvely mnr tem wrth n mre than 9,000 gp ts tre vale es n helpng that PC clse a chapter f her her l and accmplsh a mythc tra l. If the PC n qestn s a wzard, the herlm shd be hs parent's sp elbk, lled lled wth wth spells f yr chce. The largest clectn f magcal treasres l es n the sthern sh elf elfas as wth the western n e, severa f thes e tems (at yr yr dsc retn) were stlen m the Lbrarm. If the PCs seek t retrn these tems, the Rwardens gracsly alw the PCs t keep them (r barrng that, t pay half prce as f prchas ng them as a reward). The tems kept here nclde a +Jreataxe, a word of the plane, a rod ofempower metama&ic, a taofhealin& wth 6 charges, a 5tby5t carpet ofyin, and an intant fortre. Story Award: If the P Cs manage t l ltt the valt and therere ether deal wth r smply endre the eect f the wals n area Q12a, award them 9,6 00 XP.
Ql 3 Tem Tem par Barra ck (CR 7) A tota tota of nine beds ne t he east and we st walls of this barrack. barrack. A snge large wardrobe stands aganst the southern wa.
The drs t ths r m are nlcked, and m tw wall xtres hang shttered anterns brnng wth continual The wardrbe s nlcke d and and cntans spare ame spe lls . The beddng as wel as the armr f any Templars Templars crrently sleepng here. Are Areaa Q13a s a cmbnatn washr m and latrne wth wth magcal sef sefcleanng cleanng cl cltes. tes. Creatures: There a re eght Tempars Tempars f th e Ivry Labyrnth crrently servng n the Sanctm. Ther sch edle s relatvey tght, tght, wth an 8hr sh f gard dtyy n a rea Q10, 8 hrs ftranng dt ftranng and stdy n area Q14, and 8 hrs res erved r eatng, relaxng, and and sleep ng. If the aarm hasn't be en ras ed, a par f sleepng Templars Templars can always always be nd here. The Templars Templars are nt wearng ther armr, and t t ths takes s me tme r them t j n a battle. If the alarm has been ras ed, these these Tem Templars plars dn ther armr and are ether enc ntered here r wth ther felw Templars n area Q14. TEMLARS OF THE IVORY ABYRNTH ( ) XP ,600 ach hp each (see page 26)
CR 5
014 01 4 Trai Trai ni ng Ha (C R 9) Four combat trainng dummes stand in ths arge room, whe empty weapon and armor racks ne the west wa and part of an acove to the north. A few benches sit aganst some of the was, while to the west, a par of large archways open up nto what seem to be a pair of cassrooms.
Vstng Templars Templars use ths central area t practce ther cmba maneuvers, whle rea used t medae, pray, and plan actcs. Several crcular cushns n the rm prvde a place t st and cnduct hese acvtes. Area s a classrm where Templars and Blackre Adept alke alke lsten t lectures m ther eaders. Creatures: Th e remanng ur Templars Templars f th e Ivry Labyrnth Laby rnth ccupy ths rm. If the P Cs arrve wthut wthut havng set an alarm, id4 Templars are tr anng n the man rm, ether aganst the cmbat dummes r each ther the remanng Templars are medtatng n . If the alarm s rased, ne f them alerts he Tem Templa plars rs n area , and as a result there are a ttal f sx Templars Templars here. They then take up p stns n the nrthwest alcve and n area , keepng ut f sght whle they wat r the ntruders t spread thru thrugh gh the rm bere mvn mvngg n t channel energy bere attackng. As sn as at least half ther number are deated, the re manng Templars swallw ther prde and make a ghtng retreat t area t enlst the ad fhe f he Blackame Adepts and demns there. Once they d s, they ght t the death. TEMLARS OF THE T HE IVORY ABYRNTH () XP ,600 ach hp 55 each see page 26)
CR 5
a +4 crcumstance bnus n apprpraely asscated Knwledge Kn wledge checks. Creatures: As they spe nd s much tme n the ed ed,, the Blackre Adepts have grwn accustmed t usng rope trick t prvde shelter when they sleep. Ths allws the cultts the luxury f catchng rest wherever they can and currently, currently, id4 f the adepts are dng just ths at the suthern end f ths rm . Ths e cutsts wh aren't shelterng va rope trick are nstead s eated at wrtng desks r mng the tcks, readng r wrtng. The culss are sw t prepa re r ntruders f they hear vlence n area they're n n hurry t rush t the Temp Templars' lars' ad, but d ca st preparatry spels r t grab a few few f the s crlls m the shelves t use them t summn up demns t ad them n cmbat. BLACKFIRE BLACKFI RE ADETS () XP 4,00 hp 66 see page 50)
CR 8
Treasure: On a hgh shelf s sss a cs ed bx marked "O lms! Ins de are ve btles f ne wne m Us alav wrth 500 gp each, alng wth wth three s ealed jars f canded ut mprted m Katapesh (each jar s wrth 50 gp f unpened). A decanter of endless water, the Sanctum's prmary water surce, s ts nearby. Severa sc rlls st n the bksheves as wel f they're nt used by the cultst s n preparng r a ghta scroll of lesser planar bindin_, a scroll of planar bindin_, a scroll of plane sht, a scroll of summon monster , tw scrolls of summon summon monster a scroll of summon monster , and a scroll of summon monster .
016 G uar d Po 016 Post st (CR 14)
015 Living Quarters (CR 12) The northern thrd of this long room of ths room contans a stove, a firept, and a tabe. An open door eads to a we-stocked pantry. n n the central part of the room sts a ong wooden tabe surrounded by stoos, whe to the south stand three ong bookcases and a par of writing desks.
Ths area s surprsngly tdy. The rept and stve are magcal devces smlar t he rge n area they prvde re but n smke. The pantry cntans several weeks' wrth f preserved d and dry gds r meals the Tempars and Backre Adepts are ther wn cks, and hey treat the ktchen wth wth respec t as resul. The bkshelves t the suth cnsttute an extensve lbrary devted t Mendevan, Sarkran, and Ustalavc hsry, alng wth wth a large amunt flre abut the Abyss Abyss and several b ks n the nature and creatn f planar prtals. Takng the tme t cnsult ths c lectn grants
The vory-tiled was of ths otherwse empty, thrty-foot-hgh room are decorated in a compex tange of labyrinthin labyrinthinee patterns. To the east, the tes gve way to a massve, floor-to-ceiling floor-to-ceiling wa carvng of a eering goat-headed demon wedng a gave with a bade shaped ke a crescent moon.
The stars t the west are hdden by an illusory wall smlar t the the n nee maskng the entrance t area . The dr t area lcked and prtected rther by arcane ablee Devce DC 40 r break DC 38)nly lock (CL 11th Ds abl Xanthr Vang carres the key t the dr. Creature: Ths na chamber be re Xanthr Vang's Vang's den s watched ver by a par f derakn dem ns. One f the lumberng, lum berng, lcustke ends stands n the eastern prtn f the rm, whle the secnd lurks at the tp f the s ars beynd the illusory wall. As sn as ths derakn ntces ntruders, telepathcally alerts ts cmpann beynd ths wall. The rst derakn attempts t summn anther
nt ths r m t engage the PCs n mele e whle t nt t hangs back and uses enervat enervatn n and ther ranged attacks. attacks. The secnd teleprts t ther nest abut mles t the s uth and gathers anthe antherr par f derakn s m the nest. All three then teleprt back here s that by the thrd rund f cmbat, ur derakns (plus mre f any summnng attempts are successl) stand bere the PCs. The teleprtng derakns appear n the starwell and tunnel t the west f area whle they can't see thrugh the illusory wall, they cn certanly send swarms n t atck the PCs, r step thrugh ne at a tme as rm pens up. The derakns telepr t away away t recver f reduced t wer than i ht pnts, and may be enc untered ag an f the PCs return t ths area later. DERAKNS ) XP 9,600 ach p 126 each (see page 13)
CR
017 Guest Quarters A comfortabe-ooking bed wth a soft mattress and a headboard sts in the northwest corner, with a wardrobe and wrtng desk in the northeast corner. An intricately woven rug es on the foor.
When the Ivry Sanctum hsts mprtant vstrs, they are allwed t stay n ths relatvely ne bedrm as a shw sh w f trust and res pect . If a pwerl NPC has es caped m the P Cs earle earlerr n th s adventure adventure and ed t t he Ivry Sanctum, the NPC can be und here, here, recvered m her wunds and re ady r a rematch. Tactcs vary, but but n mst cas es, the ccupant f fths ths rm seeks t mve t t area t jn Vang n the last dense f the Sa nctum.
018 Ret rieve r Cave ( CR 14) 018 14) A rough-waled passageway eads north from ths mmense cavern. To the south of t he passageway, passageway, a small mound of rubbe es on the ground before a tunne that wnds into the backness.
The tunnel t the suth (area a) wnds abut 600 feet feet rughly t t the s uth wth an upward upward slpe be re endn g at an illusory wall that pens ut nt the suthern grge, abut 70 et the grund. Ths ext s hdden wth an illusory wall smlar t the ne that masks the entrance t area . Furtherm Furthermre, re, the length f tunnel leadng m the nrthern stars t area t the rubble eld at at a s under the e ects f unhallow lnked t an invisibility pure that aects aects al alll c reatures. Creatures: Vang's retrevers wat wth the patence nly a cnstruct can endure, stan dng at attentn attentn n the rm and keepng a watchl gaze upn the tunnel t the
westthey mmedately attack any creatures they ntce unless Vang hmself s present. The retrevers squeeze nt the iotw nt iotwde de tunnels f they need t n rder t pursue e s t the suth r nrth, nrth, but d nt pursue es nt area r ut f the tunnel tselft nt tself t the suth. They therwse ght t the death. ADVANCED RETRIEVERS ( ) XP 9,200 ach p 167 each (Pathfinder RPG Bestiary 234, 294)
CR1 CR 1
019 01 9 Vang's Vang's C ham bers ( CR 16) A seven-armed rune is nscrbed n a circle of iron on the foor of ths arge room. Black candes sputter here and there around the crcle's outer rng. Severa cabinets and booksheves fied with scrolls, tomes, and strange obects st aganst the northern, eastern, and southern was, aong wth a writng desk. To the southwest s a stone sarcophagus, and a fight of stars eads down to a smaller cave-like hollow to the west. What appear to be dead, finger-ength wormssome shriveled and some st slmyare scattered throughout the room and ts furnishings.
The maic circle n the flr s a duplcate f the ne lcated n area , but t bears an addtnal enhance ment. Any demn that s cnjur cnjur ed nt the crcle s nvgrated, ganng the eects f haste and OOd hop hopee r mnutes aer ts arrval. Ths chamber, and the smaller cavern t the west, are the per snal quarters f Xanthr Vang. Vang. He keeps the dr lcked, and thugh the rm s nt warded aganst teleprtatn eects eects , he verbally verbally and harshly dscurag es vstrs m teleprtn g nt t t drectly. The bkshe lves cntan an extensve lbrary lbrary r magcal research c used n planar energes, prtals, and the Abyss, but als features a rbust clle ctn f tex ts abut S arkran hstry and lre and the Dark Tapestry (partcularly the nehthalggus f the Dmnn f the Black Xanthr suspects they have greater plans r Avstan than merely adng hm here n the Wrldwund, thugh he sn't partcularly cncerned s lng as hs wn plans plans are gng well). Ths lbrary s smlar n theme t the ne n area , but the bks here are much mre exactng, rare, and valuabletakng valuabletakng the tme t usng t hs lbrary grants a character a +10 crcumstance bnus t apprprately assc ated Knw Knwledge ledge check s. The sarcphagus s what Vang uses r a bed. As a wrm that walks, he has n need r sleep, but he des ccasnally enjy the chance t reclne n the sarcphagus. The "bed suts hs mrb mrbd d sense fhum fhumr, r, but als n a sense serves as a cntaner s that when he relaxes and allws hs bdy t dscrprate, he desn't spread ut n an unsghtly mund n the r.
�
The western steps lead dwn t a secndary chamber where Vang keeps several f hs treasures, and s als where he perrmed much f hs r esearc h nt the nature Nahyndri Nahyndrian an crystal crystals. s. Creature: Xanthr Vang Vang spe nds the vas vastt maj maj rty fhs tme here, ether medtatng medtatng n hs "bed r cnductng rese arch nt ne f several prjec prjec ts. Hs current prjec prjec t nvlves research nt an bscure race f dmensnal mnsters capable f shng between the planes wth shckng accuracythese mnsters are ntrusly dcult t cnjure, thugh, and s r Vang hasn't managed t slve the prblem. Anther sgncant prje pr je ct s the devepment f a methd t c n njure jure mrta creatures m ths very panehe's cntacted several alen ntellgences, ncludng ncludng the nehthalggus n area Q8, t ad hm n ths. Xanthr's ntal reactn t the PCs ' arrval n hs hme s nt cmbat, but but he's prepare d r a ght fthe PCs attack. Hs tactcs are summarzed n hs stat bck n page 60, but a sugges ted rundbyrund battle battle plan appears n the Xanthr's Tactcs sdebar. Obvusy, yu shuld adjust these tactcs t meet yur PCs' actns as best yu can Xanthr s qute ntellgent, aer all. Dn't be aad t metagame a bt wth hmusng what yu knw abut the PCs' ghtng tactcs and weaknesses aganst them even f Xanthr Xanthr wuldn't neces sarly knw abut them s an excelent way t mdel the tact cs f a cre ature wth an Intellgence Intell gence scre f26 . If alles reman r hm t call upn, Xanthr Xanthr desn't hestate t d s esp ecally f the PCs make the errr f enterng thrugh the tunnel at Q18a t cnnt ths rm eary n ther explratn. In ths case, Xanthr makes greater use f dimension door and teleport t mve abut the Ivry Ivry S anctum, ralyng ralyng the den zens n a mre crdnated ass aul aultt aganst the PCs . If the PCs are rced t retreat, he uses hs retrever drnes t send the advanced retrevers retrev ers n area Q18 aer them. If the PCs a ttempt t speak wth Vang, the wrm that walks s eager t learn mre abut these new heres and hw they they ganed ther pwer. S peakng n a slthery, raspng vce, Vang prpses an exchange f nrmatnr nrmat nr every questn he answers, each f the PCs must answer ne f hsand the PCs must answer hs questns rst! Vang s amused by ths game, and keeps up hs end f the bargan r a whle, answerng questns as he sees t. Yu shuld use ths pp rtunt rtuntyy t answer sme dangng questns m prevus ptnes n the Adventure Path as yu see t, but dn't revea t much abut upcmng develpments. If the PCs press r answers t questns lke "Where are the "What s Deskar's/ Nahyndrian crystals cmng m? r "What Baphmet's Baphm et's nal plan? he quckly tres f the ntervew and suddenly attacks.
ANTHIR VANG XP 76,00 hp 139 (see page 6
CR1
Treasure: The cllect n f bk s and ntes n ths rm weghs a tta f 800 punds, but n al s qute valuablet's valuabl et's wrth a tta f i2,ooo gp. Xanthr 's ge ar ncludes many valuable magc tems, but even mre magca tems le almst rgtten r gnred n the shelves abut the rm. An unused word bottzeE sts n ne shel whle an empty blessed book gathers dust n anther. A silver raven fiIurine of ofwondrous wondrous power perches n hs wrtng desk, athugh the raven has an unexpectedly large numbe numbe r f eyes and legs (thes e are purey cs metc urshes and d nt aect the tem's stats). Puches f cns le here and there, 3,402 gp and 239 pp n al,
alng wth wth numerus g emst nes wrth a ttal f4,500 f4,500 gp A par fwha f whatt appear t be taxdermc spder s the s ze f a huse cat st n the s uthern shefthese shefthese are each etieve dones currently lnked t the tw retrevers n are a Q9. Addtnaly Addtna ly,, cp es f the varus tems fnterest m the tabe n area Q can be und here as welld wellduplcates uplcates Vang kept as nsurance aganst accdenta destructn f the rgnals, but als us el r PC s f they they aren't able t recver the ll cllectn at area Q. Xanthr's spelbks are a sgnant clectn He keeps them n a ba of hold (type ype IV) hdden n a secret holdin in (t cmpartment but nt the bas e f hs sarcph agusa success DC 30 Perceptn check reveals the hdden pane A sender mthral key wrth 500 gp s hdden n the spne f ne f thes e bks t can be ds cvered wth a success DC 25 Perceptn check Nte that Xanthr keeps a few spare spelbks hdden n ther catns thrughut the Wrldwund, s thse spells represented n ths cectn dn't represent the entrety f the spes he knws Feel ee t add t the st f spels as yu s ee t The spebks here cntan al the the spel ls he has prepared plus the lwng 1 -identy, mae amo, amo, summon monste -acane lock, eale's splendo, fox's cunnin, owl's wisdom, summon monste , summon swam -explosive unes unes fieball, haste, haste, maic maic cicle (al ur), nondetection, stinkin cloud, summon monste 4-animate dead, black tentacles, contaion, dimensional ancho, illusoy wall, stone shape 5-cone ofcold, ofcold, dismissal, lesse plana bindin, pesistent imae, ima e, sendin, wall of stone 6-antimaic field, continency, eate dispel maic, plana bindin, shad ow walk, wall wa ll ofion Preparaton Rtual-Abyssal Bndng (Su By spendng the bn granted by ths rtua as a ee actn whle whle cast ng a plana bindin bindin spell (ncudng the esser and greater varants), the wzard gans a +4 bnus n all ppsed Charsma chec ks attempted aganst a chatc ev utsder, and the maxmum duratn f an penended task ncrease s by by 4 days See page 121 f Pathnde RP RPG G Ultimate preparatn rtuals aic r mre rules n s pellbk preparatn The s pelbks are wrt h 12,ooo 12,ooo gp as a whle whle An examnatn f area Q9a reveals the presence f a lcked chest smar t thse und under the table n area Q. The chest can be pene pened d wth a successl DC 40 Ds abl ablee D evce ch eck, r wth the mthra key mentned mentned abve The chest cntans tw vals cntanng a strange purple resdue; each val radates nt cnjuratn and necrmancy magc These vals nce cntaned Nahyndian elixi, but are nw emptyXanthr was studyng the resdue r a tme but ganed n rther nsghts m t The ches t als cntans a th thck ck jurnal wrtten n Abyssal and n cde A success DC 30 Lngustcs check s
requred t break the cmplex cmplex cde Ifthe PCs can't gure ut the cde, they have a chance t earn mre at the start f the next adven adventure ture The cntents f ths jurna cus n Xanthr's nvl nvlvemen vementt n t he r enement Nahyndian grant demns cystals nt thngs such as the exrs us ed t grant mythc pwer and the chse that was used t dever the death blw t the Kenabres' s wadstone. Hnts f new new use s r these crystas shuld make the PCs nervu nervus, s, ncludng ncludng prelmnary plans r the creatn f a Nahyndran Nahyndran gem fncredble pwer The ms t mprtant lue und n the jurnals s the revelatn that the Nahyndian cystals are beng mn ed n the Abyssal realm f the Mdnght Ises, but the PCs mght be mre dsturbed by the ct that the the jurnal reveals the crystas t be the sslzed lbd f assassnated demn rds The ct that the ruer f the Mdn Mdnght ght Ises, the dem n lrd Nctcua, has nt yet granted perms sn r the mnng prje prje ct s f nte as wellthe jurnal recrds severa attempts by the cult f Baphmet t brng Nctcula nt the aance asscated wth the Wrdwund Wrdwund,, but s r, the Que en f Shadws has nt agreed t jn The jurnal vaguely mentns a few new attempts t rge such an alance that wll sn be undertaken by th e Tempars Tempars statned n the Abyss; th ese are the atest entr es n the bk, and mentn tw wmen n partcuar as agents wrkng t secure an alance: Mnagh (wh (wh s apparentl apparentlyy tryng t wn back the g d graces fBaphmet aer lng lng t prtect the remnants f the Kenabres's wadstone) and Hepzamrah, the daughter fBaphmet (wh s the true leader f the Tempars f the Ivry Labyrnth, Labyrnth, and the ne n charge f the Nahyndian cystal mnng peratn n the Mdnght Ises) The thught f ne f the ms t pwerl dem n lrds n the Abyss jnng the ght aganst the crusa ders shud be sberng ndeed ther bjects e n the chest as well, pwer and dangerus treas ures le here almst as f as an aerth ught: a platnum cer cer (tsel f wrth ,ooo gp) cntanng 4 dses f ambosiaMA and a fotune's aow aowMA. MA. Story Award Deatng Vang cunts as cmpetng a mythc tra (see Cncudng the Adventure, belw)
conludin he AdvenRe
Wth the defeat fXanthr Vang, Jerrbeth, and the ther denzens f the Ivry Sanctum, and the recvery f the cult's plans and se crets, the PCs deal a crtcal blw t ne f the mst nsdus and dangerus rganzatns n the Wrdwund Wr dwund O nce the Templar f the Ivry Labyrnth's secrets and pans are made pan t the crusaders, a well nrmed and hghly ecent recknng takes place, and very few few hdden agents r crrupt crusaders e scape ntce Many f the trea snus ndv ndvduals duals revealed ar e hgh rankng cmmanders r cnsultants n the war ert, and ther ss deals smethng f a blw blw t the crusade' s
mmentum n the shrt run, but n the lng run the PCs have set nt mtn the redemptn f a trubled rganzatn. Gng rward, ths crusade wl be the mst hnrable hnra ble and rghteus f fany any snce the Frst Crusade! The demnc ru lers f the Wrldwund, Wrldwund, at ths p nt, have als cme t realze that the PCs are a sgncant threat, and fthe PCs dn't take actn sn, they'l nd themselves nc reasngy the cus f deady attacks attacks and assassnatn attempts. Frtunately r the PCs, Queen Galey hersel f has a pan r thembut thembut ths s hardl hardlyy a sa ne. She wants the PCs t take the ght t the surc e f t alt travel travel t the Abyss ts elf and ds rupt the burgenng alance wth Nctcula, the Lady f Shadws, bere t can rm! The nal tw mythc trals the PCs can cmplete n "Demn's Heresy are clsely lnked. De featng Xanthr Xanthr Vang s ne such tral. The s ecnd tral requres requres the PC s t dsrupt the Templars Templars f fthe the Ivry Labyrnthths can be accmplshed fthe PCs de at errbeth and Xanthr Vang n addtn t recverng as much ntellgence as
ps sb sbee m the Ivry S anctum, but ther cmbnatns f accmplshm ents ca n suce as yu see t . As r Arueshalae, her te s n large part le t the PCs . The c rusaders are naturally naturally hestant hestant and suspcus f allw ng a demn nt th er mdst, par tcuarly ne lke a succubus wh s already ntrus r decet and trckery. The PCs' spnsrshp can g a lng way tward Mendev's accepta nce f her, but even aer s he cmpletes her rede mptn, she struggle s aganst the fear, fear, gnrance, and prejudce eveled at her by the Crusaders. Her cntnung stry s chrncled n the next adven adventure, ture, but r nw, she may need t rely mre n the PCs r prtect n and a safe safe place t lve untl she's be en acc epted by thse she hpes t ne day cunt herself amng. In any event, Xanthr's j urnal, alng wth much f the ther ntellgence ntellgence gathered n hs chambers and elsewhere n the Ivr Ivryy Sanctum, wll be an nvaluable nvaluable resurce at the star t f the next adventure. M re nrmatn n the secrets cntaned wth wth these dcuments wl be reveaed n "The Mdnght Isles.
ARUES HALAE CR15 CR 15 XP ,200 Female risen succubus master spy 6/trckster 3 (Pathfinder RPG Bestiary 68, Pathfinder RPG Advanced Player's Guide 270, Pathfinder RPG Mythic Adventures 44) CN Medum outsder (chaotc, demon, extrapanar) lnit +9; Senses darkvson 60 ft., detect good; Percepton +27 DEFENSE
AC 31, touch 19, fat-footed 25 (+5 armor, +3 deflection, +6 Dex, +7 natura) hp 223 (14 HD; 8d10+6d8+152) Fort +14, Ref +17, Wi +14 conceaed ed thoughts, deady dod ge, evason, Defensve Ab Ab ites concea hard to ki, shift agnment, sppery mnd; DR 10/cod iron or awfu; mmune eectrcity, fre, poson; Resist acd 10, cod 10; SR 18 OFFENSE
Speed 40 ft., fy 50 ft. (average) Meee +1 cold iron holy starknife +18/+13/+8 (1d4+6/3), claw +12 (1d6+2) Ranged starbow +21/+16/+11 (1d8+8/1920/3) Speca Attacks anarchc gift, energy dran (DC 22), mythic power (9/d (9/day, ay, surge +1d6), sneak attack +3d6, surprse strke Master Spy Spe-Like Abiities (CL 15th; concentraton +24) -nondetection 2/-mgic aura (only to mask obect auras) Succubus Spe -Like Abities (C 12th; concentraton +21) Constant-detect good, tongues At -detect thoughts (DC 21) 3/-charm monster (DC 23), suggestion (DC 22), vampiric touch TCTCS
Duing Combat Arueshaae actvates her boots of speed on the frst round of combat. She prefers to focus on ranged attacks wth her starbow, usng Mythc Deady Am to gain a +12 bonus on damage ros at a penalty of 4 on attack ros, and uses Rapd Shot when she can to fre off an addtonal shot. In melee, she tres to stay mobie or flank foes to gan sneak attacks. She uses charm monster and suggestion for battefield contro contro,, orderng those who succumb to eave the combat or otherwise take actons that prevent them from harmng her or her aies. Morae Arueshaae fees combat f brought beow 40 ht points, uness a frend remains in danger or she's presented wth a
chance to do some good by stayng in combat, n which case she fghts to the death. STTISTICS
Str 20, Dex 23, Con 26, nt 18, Ws 12, Cha 29 Base At Atkk +12; CMB +17; CMD 36 Feats Deady Am, Decetful, mproved Critcal (composte ongbow), ron Wi, Pont-Bank Shot, Rapid Shot, Toughness Skis Acrobatics +24, Bluff +46, Dplomacy +19, Dsguise +38, Fy +21, Knowledge (geography, planes) +14, Knowedge (local) +16, Knowledge (regon) +15, Percepton +27, Sense Motive +26, Steath +25, Use Magic Devce +28 anguages Abyssal Abyssal,, Ceestia Ceestia,, Common, Draconc; telepathy 100 ft. SQ amazing intative, art of decepton, change shape (alter sel Sma or Medium humanod), commune with power, gib e, mask alignment, master of dsguise, path dabbng (aura of perseverance), path to redemption, quck change change,, recuperation, weathy Combat Gea spherewalker staff (1 charge), wand of cure serious wounds (28 charges); Oth e Ge ar +3 leather armor, +1 cold iron holy starknife, starbow, belt of phys physical ical perfection +2 boots of speed, efficient quiver (contains 20 arrows, 20 +1 evil outsider bane arrows, 10 +1 phase Jocking arrows, fve +1 aiomatic holy evil outsider outsider bane arrows, and fve evil outsider slaying arrows), ring of evasion, ring of sver-and-turquose quose holy protection +3 swallowtail bracers, sver-and-tur symbo of Desna worth 200 gp SPECL BITIES
Ana c hi c G f t (S u ) Arueshaae's redempton has atered her profane gft abty. Ths abty functons the same, except the bonus to an abty score granted by anarchc gft is a sacred bonus, and the gft cannot be removed by dispel evil. She can mantan only one anarchc gft at a tme. ath to Redempt ion (E (Ex) x) Arueshaae's hopefu path toward redempton has had some unique effects on her abtes as a demon. She no longer has the ev subtype, and she's ost the use of some of her demonc spe-ke abtes as detailed above. Her DR has changed from DR 10/cod iron or good to DR 10/cod iron or awful. When she's wthn 30 feet of a CR 6 or hgher demon at the start of any turn, she must succeed at a DC 15 Forttude save or be staggered for 1 round by fashbacks of her evil past. Weathy Arueshalae has the equivalent gear of a 15th-evel PC; ths ncreases her CR by 1.
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Arueshalae rst came t the Wrldwund n 4636 AR. One tel nght nght aer she'd seduced a prestess fDes na and draned her nearly t death, n a whm she tred an experment. Snce utsders dn't need t sleep, they dn't nrmally dream. Out f cursty, she stle nt the thughts fher dyng vctm usng detect thouhts whle the wman lay seepng, nly t be pulled nt the D mensn f Dreams. When the prestess ded, Arueshalae und herself smehw trapped, trapped, but she hadn't gne unntce d. In darng t allw herse lf lft t dream, Arueshalae ganed De sna's attentn. She had already already bse bse rved the succubus's murder f ne f her pres ts, but perhaps havng lear ned a bt f rgveness m her wn dvne ally Sarenrae, De sna dd nt smte Arueshalae. Inste ad, she reached nt Arueshalae' s sul and quckened her larval cre. Memres f her mrtal lfe lfe ded back at nce, memres f dreams that never never came true. D esn a whspere whspere d n her ear: "Even demns can dream. When Arueshalae wke, she was lled wth memres and regret, and mmedately s et abut t atne r her very exstence. The brush wth Desna awke wthn her bth mythc ptental and a great shame . She used her sklls as a master spy t hde her change f heart, but when she acte d t save the l f a wayward wayward chd wh had becme lst n the Wrldwund (a (a chld wh mg ht htjus jus t, as te wuld have t, have grwn up t be a PC, the truth came ut. She knew she wuld be equay hunted hunted amng the cru saders , and s she pted t reman n the Wrldwundhdng Wrldwundhdng untl untl she cud learn smethng vtal that she cud present t the crusaders and thereby thereby prve her gd ntentns. When she learne d fhw the Templars Templars were usng Nahyndrian crystals t nse demns wth mythc pwer, she sught t dscver dscv er all she cul d. S he'd nly just begun her nvestgatns when she was captured and thrwn nt a prsn belw Ctadel Drezen. Apnavcus hersef tred t rce Arueshaae t revert t her demnc nature and led, but when the marth le Drez en t j n the suthern war nt, Arueshaae's prayers t Desna were answered and the wards f her cell ll . She ed a w scant weeks bere the PCs arrved n Drezen, makng her way nt the Wrldwund t hde n the nly safe pace n the regn she culd thnk fthe f the runed De snan rtres s her ast vctm's nal dream had been abut. There, Arueshalae wats and hpes r a nal chance t ad the Fh Crusade whle ghtng aganst reapsng nt her ld endsh ways.
CAMPAIGN ROLE Arueshal ae has a sgncant rle t play the Wrath Wrath f the Rghteus Adventure Path. Mre than anyne, she can unve the mysteres f ths new demnc nsurgence and put the puzzle peces tgether s the PCs can see a clear way rward t wn the war.
The adventures prvde nrmatn abut hw she can help the PCs r prvde nsgh t as apprprate. Addtnaly, Addtnaly, rmance s a pssblty. Unrtunately, untl she's lly redeemed (see Arueshalae's Redemptn n page 40, passnate cntact wth a mrtal results n energy dran, whch cmplcates relatnshps sgncantly. Whle Arueshalae desperately wants t lve and be lved, she knws that f she ever agan drans a sul t death, even n passn, she wll be lst rever. She lngs r the day she mght meet smene wth whm she can experence real lve. The man r wman wh cnnec ts wth her as a pers n and a end culd devep a relatnshp wth wth her that's as strng and endurng as any the wunded wrld has ever knwn.
ANTHIR VANG CR1 CR 1 XP 76,00 Male human worm that waks conurer 8/backfre adept 4/ archmage 4 (Pathfinder RPG Bestiary 2 286, Paths f Prestige 12, Pathfinder RPG Mythic Adventures 14) CE Medium vermin (augmented human) bndsight 30 ft., darkvsion 60 ft.; Percepton +23 lnt +9; DEFENSE
armor, + deflection, + Dex, AC 36, touch 27, fat-footed 27 (+ armor, +4 dodge, +3 nsght, +4 sheld) hp 139 (12 HD; 8d6+4d6+9); fast heang 16 Fort +10, Ref +16, Wi +1 Defensve Def ensve Ab ities hard to k, reverse scryng, worm that waks trats; DR 1/; Immune critica hts, dsease, flankng, paralysis, poison, seep; Resist fre 20; SR 18 Weaknesses worm that walks weaknesses OFFENSE
Speed 30 ft., fy 120 ft. (perfect) Meee rod f withering +6 touch (1d4 Str and 1d4 Con; Fort DC 17 negates) or slam + (1d61 plus grab) Specia Attacks Attacks arcane surge, backfre pact, discorporate, dstracton (DC 19), grab (Large), mythc power (11/day [currenty 9], surge +1d8), mythic spelpower, speedy summons, squirmng squirmn g embrace (3d61 damage pus dstracton), tenacous Backfre Adept Spe-Lke Abities (C 12nd; concentration +12) At wblackfre erupton +19) Conjurer Co njurer Spe -Lke Abites (C 11th; concentraton +19) At wdmensiona steps (240 ft./day) 11/dayacd dart (1d6+4 acid) Conjurer Co njurer Spe s r repaed epaed (CL 11th; concentraton +19) 6-disintegrte (DC 24), repulsion (DC 24), summon monster VI th c oudki (DC 24), telekinesis (DC 24), teleport, summon monster V 4dimension door (2), enervation, greater invisibility, phantasmal killer (DC 22), summon monster I V 3-dispel magic, displacement, fireball (2, DC 21), y, slow (DC 21), spiked pit• (DC 22) 2false life, glitterdust (DC 21), resist energy energy,, scorching ray (3), web (DC 21) 1st 1st (DC 20), magic missile s), shield (at wi)bleed (DC 18), detect magic, mage hand, message Opp os it o n Sc ho o s divnation, enchantment; M mythc spels
TCTCS
Befoe Comb Comb at Xanthr casts false life, augmented mythic y (he expends 1 addtona addt ona use of mythic power to augment this spel, and thus whie flyng gans a +4 bonus on Refex saves and a +4 dodge bonus to hs ACthese bonuses and expendture of mythic power are ncuded n hs stats above), and shield before entering combat. During Combat Xanthr s a compex charactersuggested round-by-round tactcs for combat are gven n a sidebar on page . As a genera rue, he saves his uses of mythc power to cast mythc spels (he can do so twice per day wthout expendng a use of mythc power, thanks to hs mythc spepower abity), but he is aso fond of expendng a use of mythc power to cast hs summon monster spes as swft actons once combat s underway. Moae f reduced to 10 or fewer ht ponts, Xanthr casts dimension door to escape, traveing to the pont where the tunne from area Q18a emerges along the clff face to the south. Once he recovers, he casts teleport as soon as possbe to fee to the ruined cty of z, where he keeps a hideout. He doesn't return to the vory Sanctum f he escapes n ths manner. Xanthr has no offcal roe to pay in the forthcomng volumes of this Adventure Path; f he escapes, you can use hm however you see ftsuggestions for hs actons in future can be found on the voumes' inside back covers. STTISTICS
Str 8, Dex 20, Con 17, Int 26, Ws 16, Cha 10 Base Atk +6; CMB + (+13 grappe); CMD 33 (37 vs. grappe) Feats Augment Summonng, Craft Construct, Craft Magc Arms and Armor, Craft Rod, Craft Wondrous Item, Dehard, Sacred Summons", Scrbe Scroll, Smple Weapon Proficency, Spe Focus (conuraton), oughness Sks Craft (alchemy) +23, Dipomacy +8, Fy +33, Knowledge (arcana, panes) +23, Knowedge (dungeoneering, engineerng, geography, history, oca, regon) +17, Percepton +23, Sense Motve +23, Spellcraft +23, Stealth +2 anguages Abyssa, Ako, Common, Hal lit, Necr SQ amazng ntative, arcane bond (sta of con conjuration), juration), backfre taint, contingency, mythc path abites (mythc spelcasting, mythc spelpower, reverse scrying, speedy summons), recuperation, summoner's charm (4 rounds), weathy Combat Gear lesser maimize metamagic rod, quicken metamagic rod, scroll of greater dispel magic, scroll of limited
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wsh, staf of conjuraton, wand of mrror mage (8 charges), unhoy water (4); Oth er G ea r blck robe of the rc hmg, headband of mental prowess +4 (nt, Wis; grants ranks n Buff and Sense Motve), rng of major fre resstance, rng of protecton +5 rod of wtherng, adamantne key worth 1,800 gp (opens the door to area Q beeweed key worth 1,000 gp (opens the secret door into area Q1a ron key (opens al doors in the vory Sanctum except those to areas Qa and Q contngency statuette worth 3,500 gp SPECL BLITIES
Backfire Eupton (Sp) Xanthir can sacrfce a prepared spe Backfire of 4th eve or hgher to create a searing ebon vortex. hs effect functions as unholy blght, but its maximum damage s ncreased by 1d8 ponts (2d6 against good outsders) per eve of the sacrifced spe above 4th. I t ignores hardness f targeted aganst obects. A creature sain or obect destroyed by ths effect crumbes to ash. hs s a conuraton effec t. Backfire act (Su) (Su) As a standard action, Xanth r can create a resonance between hmself and a target withn 30 feet. He gains a +1 profane bonus on attack rolls and caster evel checks aganst the target, and the target takes a 1 penaty on saves aganst hs at tacks and spes ( 2 aganst conuration effects). his effect lasts for 4 rounds (W DC 14 save reduces to 1 round), and the ef fect ends f the target moves more than 30 feet away f rom Xanthir. Backfire Tant (Su) Xanthir gains a +1 profane bonus on saving throws, caster evel checks, Charsma checks, and Charsma-based sk checks against demons. Demons he conures va planar bndng or smilar effects gan +4 temporary ht ponts, a +1 profane bonus on savng throws, and a +1 profane bonus to resst being banshedthese demons are ndcated n the adventure text as appropriate. Contngency f Xanthr s reduced to or fewer ht ponts, his contngency spe actvates a false lfe on hm. Weathy Xanthir has the weath of a PC of equa evethis increases hs hs CR by +1. -
Xanthr Vang Vang was the mnn f Baphmet's daughter Hepzamrah many years ag when he was a man f es h and bne, but aer he was slan du rng the Thrd Crus ade, a hrrc transrmatn tk place and he be came a wrm that walks. Xanthr knws that t was was De skar, nt Baphmet, wh awed hs return t f fe, e, and whe he mantans an almst nstalgc ndness r the cult f Baphmet, he s nw Deskar's mnn. Xanthr sees n mpss b be e gulf between mrtaty and the dvne that cannt be vercme thrugh magcal evlutn, and strves t becme a demgda dety f vermn and prtals. Frm hs perspectve, there s very lttle "dvne n the dvne. Gds are smply hgherrder bengs that
nce evlved m lesser cr eatures, much as he has evlved beynd the cnstrants f esh and bd. He hpes t sn ascend t even greater pwer, and suspects there cud be a way t rther enhance extant mythc abltes abltes thrugh Nahyndrian crystalsbut he hasn't yet bee n abe t secur e a s ampl amplee f raw crysta r expermentatn.
CAMPAIGN ROLE Whle the cut f Baphmet act s as the nte llgenc e arm f the demnc cnspracy, t's De skar wh drves the apcalypseand Xanthr Vang's prmary re at the Frtress f the Ivry Labyrnth s t prvde versght. Thugh a Backre Adept, Vang hlds hm self af m drect quarres wt wth h the Rwardensyet f cnnted cnnted by a PC wth the Rwarden Orphan campagn trat, Vang gleelly gleelly recgn zes the chld f a rmer enemy he murdered s lng ag.
MINOR ARTIFACT WEIGHT 2,000 bs. AURA strong aburaton hs arge be appears to be cast from pure polshed sver. t s engraved wth decate runes around the bottom p, and measures 3 feet from p to crown and 5 feet n crcumference around the bottom. Sacred to the fath of Desna, seven such bels are beieved to have exsted at one pont, each housed n a separate tower throughout the nner Sea regon. Whie these seven be towers were separated by great distance, they represented the Seven owers of Desna's paace, and plgrmages to al seven were often undertaken by her faithfu. Sx towers are located n the western Mieran Forest of Varsia, the Hungry Mountans of Ustaav, the runed cty of Kokuta Kokutang ng n the Sodden ands, the eastern reaches of anglebrar in Kyonin, a hdden cove on Warock sland n Cheiax, and somewhere n the his south of Whte Canyon n Katapeshover tme, some of these ocatons have become qute dangerous. Each ocaton presents ts own dangers, and n some cases the bels themseves have gone mssng. he seventh be stl hangs in its tower n an old fort in the eastern Stonewids of the Wordwound. A Bell of Mercy's magc works ony once per year, though t can be rung more often as a normal bel. When actvated, the be sanctifes the area around it with the effects of hallow wth a 120-foot radus, and wth the addtonal effects of protection om evil for every good-agned creature withn the area. Wthin a 60-foot radus, ths aso ncudes a chaotc good maxmized rbiddance effect. Creatures whose agnments are not chaotc or not good take 36 ponts of damage (Wl DC 19 haf) upon enterng this area, whe creatures whose agnments are nether chaotc nor good take 72 ponts of damage. Al ev extrapanar creature withn 60 feet when the be s rung must succeed at DC 20 Wi save or be banished to their pane of orgnev outsders who resst ths are stl staggered n ths area as a result of the be's power. Fnaly, the mmediate structure surroundng the bel becomes nfused wth magic, causing doors and wals wthn its rbiddance area to be magcaly treated (Pathfinder RPG Core Rulebook 411) and reparing damage at the rate of 5 ponts of damage per round. hese repairs cannot repar damage to a structure ncurred
before the be was rung. A Bell of Mercy s constanty under the effect of a dimensional Jock, so it cannot be transported va teeportaton. ESTRUCTON A Bell f Mercy may be destroyed by transportng it to the Abyss, where t must be struck by an adamantine unholy longsword weded by a baor lord.
RICE 8,000 GP WEIGHT 5 bs. retriever drone appears as a masterfuly preserved spider the size of a house cat, whose eyes have been repaced by four glittering gemstones. hese devces ae created by specases who wsh to control ther own retrievers, snce the secret of creatng those monsters s beyond morta capacty to understand. A retrever drone can be used to usurp contro of a retrever that is wthn 30 feet. o take contro of a retrever, the user of a retrever drone must have lne of sght to the target and concentrate on it whle hodng the retrever drone in both hands. he target retrever ret rever can resist the attempt to take contro by succeedng at a DC 16 Wi save. f f the retrever s currenty on a msson to retreve a target, it gans a +8 bonus on ths save. If the retriever's savng throw s successfu, the drone thrashes and scurres, making a snge +15 bite attack (1d6+4 damage) against ts carrer before becoming nert for 24 hours. If the retrever fals to resst, it fas under the contro of the person who carred the droneths contro s permanent as ong as the retrever drone exists and the person who actvated the drone s chaotc evl. f the controler sn't chaotc evi, contro granted lasts for only 24 hours. f the retrever controled by a drone s destroyed, the drone tsef crumbes to dust. As a fu-round acton whe touchng an actve retrever drone, the user can look through the eyes of a controed retrever and drect ts actons. f the drone s destroyed whe the user s lnked n this manner, the user takes 1d4 ponts of Consttuton Consttut on damage (Forttude ( Forttude DC 16 negates). GP CONSTRUCTION COST Craft Construct, Craft Wondrous tem, greater planar binding, scrying
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AURA moderate conuration This sender darkwood staff s topped either with a star-shaped crysta or a butterfy-lke sver head. Sacred to the fath of Desna, a spherewalker's staff allows use of the followng spes: ant haul (1 charge water walk (1 charge charges ar walk (2 charges dmenson door (2 charges eedom of movement (2 charges plane shft (3 charges When carried (even when stowed, a spherewalker's staff ncreases the welder's base land speed by 10 feet. GP CONSTRUCTION COST Craft Staff, ar walk, ant haul, dmenson door, eedom of movement, plane shft, water walk, creator must worship Desna
RICE 30,400 GP WEIGHT 3 bs. AURA moderate evocaton Favored by worshpers of Desna and elves alike, the svery wooden mbs and green rser of ths +3 composte longbow are decorated wth rows of tny stars, sparkng comets, and tte moons. Arrows fired from ths bow tra streams of svery ght, and resembe shooting stars as they fy. Creatures that take penates in brght ght take these penalties for 1 round after being struck by such an arrow. An arrow shot from the starbow sheds light as a sunrod for 1 minute after it s shot. A starbow responds to the strength of ts welder, actng as a bow wth a strength ratng equa to ts weder's Strength bonus. The welder can fire t with a esser Strength bonus (and cause ess damage f desred. Three tmes per day as a standard action, the wieder can use a starbow to fre a 30-foot-ong cone of arrow-shaped bots of radance. A creatures n the area of effect take 5d8 ponts of damage unless they are undead or creatures harmed by sunlight, n which case the damage increases to 10d8. This damage bypasses damage reduction and energy resstance. A successful DC 18 Refex save haves the damage. A creature that takes damage from ths attack is shrouded wth a soft radance (as faere fre) for 1 minute. GP CONSTRUCTION COST Craft Arms and Armor, searng lght, warp wood
These delicate sver bracers are decorated wth bue butterfes. Whe worn, swallowtal brcers grant the wearer a +1 uck bonus on al savng throws, abty checks, and sk sk checks. f the wearer worships Desna, the bracers grant an additiona boon: Once per day, by speakng a command word and the name and/or tte of the ntended recpient, the wearer may cast dream. Such a wearer s aso mmune to nghtmare, and when the wearer s targeted by that spe, the effects reflect back upon the caster. GP CONSTRUCTION COST Craft Wondrous tem, dvne favor, dream, creator must worship Desna
RICE 3,000 GP WEIGHT 2 bs. AURA moderate conuration Ths small, dded ar contains a sizabe deformed nsect that twtches and wrggles as f constanty undergoing a particuary panfu death. A swarmlord's jar has a lid, but the d s fused to the rest of the ar and cannot be opened. Whe a swarmlord's jar s carried openy n one hand, t grants a +2 uck bonus on all savng throws attempted against the attacks of swarms, and reduces swarm damage taken by the target by 5 points. These effects do not stack f more than one ar s carred. A swarmlord's jar can be thrown to shatter at any pont withn 30 feet. If the ar shatters in a square that sn't currently occuped by an exstng swarm, it creates a locust swarm (Pathfnder RPG Bestary 4 183 that foows the thrower's menta commands; commands; these commands may be ssued as a free action. f the ar shatters n a square occuped by a swarm, the swarm must succeed at a DC 15 W save or become controed by the thrower. Issung mental commands commands to a swarm (whether t's a freshy created locust swarm or a controed swarm is a move acton, but once the swarm has been ssued orders, t contn contnues ues to follow those orders unt t's destroyed or the magic of the swarmlord's jar ends. A ocust swarm created by ths tem asts for 1 mnute f not destroyed earer. Lkewise, control granted by by the ar asts for 1 minute. Used against a worm that waks, a swarmord's jar merely deas 6d6 points of damage on a successful touch attack as t shatters (Will DC 15 half. GP CONSTRUCTION COST Craft Wondrous tem; summon swarm
ome scholars of the divine believe that druidism of superiority regarding their chosen aspec, such as is oder even than the concept of worshiping an air druid scoing at an earth druid's powers, a bear a deity. In the earliest days of the word, bere druid dismissing the uselness of a bird druid, or good mortals could even envision such abstract ideas as and evil druids arguing about the best way to deal with gods or phiosophies, the environment was a constant oggers, bu they understand they're all serving and loving aspecs of the greaer concep of naure, and hat presence in every li. The heat of the sun, the chill of rain, the vioence of a storm, the strength of a beast, warring against their own kind is both dangerous and the beauty of a wildfower were al physical and ulimatey counterproductive. proof of the complexity and power of nature. nature. Shoud some external rce Wheher observing he procession hreaen a naturl place or of day to night, the birth of a endangered animal, druids of al child, or the desruction of colors and stripes would set aside a raging rest re, mortals their dierences and band together witnessing he miracles of he to deat that hreat. This isn't to natural word deemed them proof say that Green Faith druids never of something greater than individual ght each other, only ha they never lives, and reverence r that source ght each other to prove which aspect is the origin of the rst druids, wise of nature is superior. For instance, lk who put their ith in an unnamed when druids of the Green Faih nd power that drove all of these events. themselves on opposite sides of a poiica Legends hod that the Green Faith grew out war, they declare a truce, retreat to discuss the of an ancient conict between ur sects of druids maer, and agree on a solution-such as a due, that battled r contro of a vast wilderness. One sect the druids om one side switching to the other, hed its ih in he storms of or boh sides abandoning the conflict and making sure the the sky, a second in the earth "OUR STRENGTH IS UR PCE N THE that provides a home to al combatans don't cause undue NATUAL ER F ANIMALS, PNTS, AND living things, a third in the harm to nature. THE ELEMENTS. HER CYCLES CYCLES ARE N NTT JUST srengh and purity of wild UR CALENDA, BU T THAT F All THE WR. The Green Faih doesn't beasts, and a urth in the personify nature m an -CARVED ON A MENHlR IN SARKORl cleansing quality of re. These anthropomorphic way. Nature's sects gathered r war, intent on nishing their conflict voice is the howl of the wind, the crackle of flame, the once and r all. As the rising sun shone its rays in the clatering of stones, the sound of a river, he cry of an wartorn vae, the druid leaders gathered their strength, eagle, the grow of a bear, the buzzing of a bee, and the rustling ofbranches. Deciding hat nature is represented but bere any of them could strike, a geyser erupted om the ground. Made of equal parts bubbling water, by a man or a woman is seen as smalminded and as rich soil, and snapping flames, this geyser spiraled up overvaluing one's roe within the cycle of nature. Life om the earth, and a host of multicoored birds emerged exists on such a large and smal scae that no one person om i, ying away as the geyser sank down. The ur can adequately sum up its greatness and complexity; druids realized that, athough their methods diered, nature has created mighty trees older than civilization their beiefs al are rooted in he same concep; though and countless iny creatures in the water and air that live they had come to do battle, they instead rged a asting and die in but a w days. A druid may be proud of her peace. From this aliance grew the Green Faith, and in skils or arrogant about her aspect's role in the cycles, but the thousands of years since then it has changed litte, all druids are humbled by the immense, ageess whee of despie mortal wars, catacysms, and planar invasions, li that consumes and renews. What lesser beings might r the cycles of nature are a pattern more reliable than ar, hate, or covet in this bounty, druids admire and the most ney tuned cockwork device. treat with the utmost respect. A Green Faih druid might cus on an individua Nature doesn't respond to mortal successes and aspect of nature-air, beast, earth, re, or water-or ilures as gods do, creating signs of vor or bighting embrace a combination of aspects, including all of them a worshiper who ils at some tenet. Nature deas with at once. Outsiders might call dieren lowers "re some oenses harshly-such as causing a druid to lose druids, "beast druids, or any number of other names her magic r wearing meta armor-or sometimes in various languages, but within the Faith they're jus guides other druids in the area to take action to correct brohers and sisters in nature. Some druids have a sense the problem. Sometimes, Som etimes, however, nature seems to ignore
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transgressions entirely, perhaps as a test of the oending druid's viability, in the same way that an animal with a variant trait might escape predators r years and pass that trait on to its ospring. The Green Faith is true neutral overall, though individual members may have any alignment that includes a neutral element (chaotic neutral, lawl neutral, neutral evil, or neutral good). Its core is the druidic belief in protecting nature and understanding the cycle of seasons, elements, and motality. Its vored weapons are those used by druids. Its holy symbols are mistletoe, holly, or a green ce made out of leaves. Though there are no clerics of the Green Faith, druids who choose a domain instead of an animal companion may select the Air, Animal, Earth, Fire, Plant, Water, or Weather domain. Most members are human, halfelven,
or elven, though there are y and druids of other races within the Green Faith. Much of the Faith is centered in Andoran, Nirmathas, Taldor, and the River Kingdoms. Sarkoris (now known as the Worldwound) was the seat of much of its power, knowledge, and tradition bere succumbing to demonic corruption-though there are still Green Faith holdouts ghting to preserve the sanctity of nature there. Priests of the Green Faith are usually druids and ranger, with some oracles (notably with the ame, life, nature, stone, waves, and wind mysteries) in their ranks. A typical member of the Green Faith is a human commoner or expert, such as a rmer, woodcutter, or shepherd, living o the land and trying to nd a comrt and prosperity in the natural world. Exceptional people of this religion are usually druids or rangers, though some barbarian tribes either worship nature as a whole or a subset ofit (such as through various beast totems), and a w ghters, rogues, and wizards are among the ithl. People of the Green Faith are practical and cautiously hospitable toward strangers, and they conserve in the plentil times so they don't starve in the lean times. They believe in protecting life, and will kill if necessary to allow other li to continue. Most people of the Green Faith believe in reincarnation-that souls are immortal, and are meant to go through li's journey many times. As they believe all living things are part of nature's cycle, a creature might be reincarnated in a radically dierent rm-a stubborn man might become an earth elemental, a erce guard might become a lioness, a personable cat or dog might become a human, and so on. Just as the grass is eaten by a deer, dee r, and the deer is eaten by a lion, and the lion dies and is eaten by worms, a soul may be transrmed many times in its journey r the reason that all things change and all things are part of the cycle. The religious elders teach that some souls may rest r a time between incarnations, perhaps to recover strength or meditate on knowledge gained in the most recent li. Religious services stem om centuries of tradition, though some are altered to suit the cus of a particular group or the alignment of those perrming the rituals. For example, some evil druids incorporate human sacrice into their rites, though this is rare. Specic activities may include lighting incense, carving stones, pouring blessed waters, sacricing or releasing animals, planting seeds, burning sacred herbs, chanting, and singing. Sacriced animals or humans may have their throats cut, be drowned, or be burned in a wicker man, but usually us ually in such a way that the creature els little or no pain. Any music in ceremonies is played on simple instruments craed om natural materials, like drums or panpipes.
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The Faith teaches that it is necessary r creatures to come together and produce ospring, and among humanoids it is more likely that a child wil survive and thrive i it has at east two parents. Some groups practice simpe twoparent households bound by reigious oaths; others encourage al members o a community to promise to care r a child and eave the choice o marriage and denition o a miy as a personal matter between aduts. Because reincarnation may mean a sou inhabits a male body in on lietime and a emal body in another, the church is welcoming o couples regardess o any gender or race, and some couples nd each other again in new lives and very dierent bodies. Having chidren is a blessed event, though not a requirement, and couples may practice natural, herbal, or magical birth control. Adopting orphans is common practice, and in many cases a samesex couple or a earned elder beyond the norma age r starting a miy might raise a child to pass on the teachings o the Faith. Members o the Green Faith recognize and accept that al things change in time-seasons change, animals and people are born and grow od, the tide gently tears at the shore, wind and sand scour away rock, and res ceanse so that new i can lourish. They try to maintain some aspect o balance in their lives and impartiality in interactions with each other, and embrace compromise and longterm goals as ways o solving problems. Most o all, they strive to protect the natural world om exploitation and delement by aberrations, undead, and other unnatura rces. Though oen seen as anticiviization, llowers o the od ways only come into conict with citylk when destruction caused by settlements outpaces how st nature can renew itsel For exampe, reentess logging can damage an ecology r decades or longer, whereas carelly cutting specic trees whie sparing others aows r sustainable harvesting at a slower rate but over a longer time period. A rmer who wants to claim a prairie r her crops shoud let some o her od elds ie ie low r a coupe years so birds, mice, worms, and wid pants can ive there and restore vigor to the land. Their ith teaches that culling too many wolves means too many deer, mice, and rabbits in the owing years, which consume r more crops and harvests than wolves do ambs and chickens. By looking at how all iving things are connected in an environment, druids o the Green Faith hope to nd ways to preserve nature's balance and stil alow sttlements to thrive. ikewise, they believe that civiized peope are healthiest when they have access to the beauties o nature, whether in the rm o a park, nature preserve, majestic mountain, crystalline cave, or breathtaking seashore, and they protect these places so ture generations can appreciate nature's wonders.
Temples and h)nes Any place where the power o nature is obvious-a volcano, waterl, or mighty oak-may be a sacred site r the Green Faith. They rarey create buildings r worship, prerring open spaces exposed to nature or rings o carved standing stones, though some orders make use o natural caves. Other sacred places and ritual sites include groves o trees harboring secluded gades, locations where ley lines cross, sacred groves, prominent rock rmations, and earthn mound (which may b natural or buit to conceal secret passages. Standing stones are used to record knowledge or the position and timing o stelar conjunctions. con junctions. Priests rarey use temple areas r any other purpose (such as a residence or place to keep animals, as these places are too sacred r common usage. Any discrete, noteworthy site may be a shrine o the Green Faith, such as a tree bent into an unusual shape, an upthrust rock in a bare plain, a clean spring in a dry badlands, badla nds, or a thin pace between the Materia l Pane and the First Word. Followers o the Green Faith make little distinction between shrines and temples, as the dierence is argely a matter o scale; arger sites are used r grand ceremonies simply because they can hold more peope, and smaller ones are ideal r private or intimate rituals.
A P)es-'s Re Priests o the Green Faith are stewards o natura cycles. They study the weather and seasons, the behavior o animas, the growth o plants, and the waxing and waning o the elements. Some sects are interventionists and act to alleviate needess suering, whether repairing an anima's broken leg or steering a rain cloud toward a vilage's thirsty elds. Others are more handso beieving strongly that some things must die r others to live, predators cul the weakest prey, and introduced species can be dangerous to a new environment or may die because o a lack o suitabe resources. Such priests el no need to cure sick animals in a wild herd or control crop blights-nature wil sort out such problems. Priests work with laylk, teaching how to take care o plants and animas, anticipate weather, restore spent eds, use ertiizer, assist in calving, colect dry wood and spare the green, nding medicinal herbs, and other tasks relating to rming and animal husbandry. Most priests are trained in eal, Knowledge (geography, and Knowedge (nature; Knowledge (history and Surviva are also use skils. A small but important task is teaching how to mark a home or vilage in subtle ways so traveling druids and others o the Green Faith can recognize that pace is iendy to their ith, such as hanging a bundle o herbs outsid the door, carving a ce on a building's eastern
corner, or panting oak or holy along the road to the ettement. A member of the Faith i expected to how a viiting priet hopitality, with at eat an oering of bread and water the druid may ree thi t hi oer without inuting the other party (and i likey to do o if the hot i poor). Priet how each other imilar hopitality, exchanging bread, water, wine, or a thumbized cake made of nut and eed pate it i conidered lightly rude r a priet to ree thi oer. Mot importantly, priet of the Green Faith are mediator between the civiized world and natural creature. When logger take too much wood or cut too reckely, priet teer them toward more uitabe tree, uing more dratic meaure if their ubte hint, direct pea, and nal demand are ignored. When wove begin raiding ivetock, the priet move the pack away om the ettlement, or teach the vilager how to build wofproof wof proof barn or ward o the anima without impy kiling them. A priet' reponibility i to protect, not avenge, though ome-epecialy evil one-take oene peronaly and mete out evere punihment to etter who direpect nature and diregard what the druid have to ay. Each morning, a priet rie at the dawn, pray, eat, check her home or camp r unuual animal or pant activity, and prepare r the day' travel. Thoe aociated with a community uually et aide an hour at midday (when worker are eating) to hear concern and dipene advice. When time are tough, the priet may lend a hand with rming or ranching tak otherwie, he look aer the iving thing of her choen territory. Even a traveing priet trie to pend an hour each day tending to the ocal ora and una, even if thi i jut carely oberving thing along the road or ret path that could ue her aitance. Although ome priet are independent, mot belong to an order that cue on a particular apect of nature, uch a air, beat, or plant. The order are commonly known by uch name a Druid of the ea Druid of the Fame, Druid of the Fang, and o on-although thee order comprie priet om variou cae, not jut druid. Thee order inrmaly patro and protect natural territorie, which may overlap to a ma or large extent depending on the order' cu. For example, a large ret' bird might be protected by Druid of the the Wing, it plant by Druid of the ea and it predator by Druid of the Fang, though all three order woud come together againt omething that threatened the entire ret. Within each order, priet are organized into rank caled "circe, with the rt circe being the lowet rank (compriing initiate who've jut nihed training), and the ninth circle being the highet rank. With each ucceive circle, there are wer priet. In ome order
(par ticularly (particular ly among Druid of the Fang and Druid of the Flame), competition r promotion i very erce-going o r a to require ritualized nonletha combat between a owercirce chalenger and a highercirce defender, with the winner and oer oer trading rank. Such challenge are limited to one per lunar month to prevent them om becoming a ditraction om other dutie dutie.. The head of each order are caed Great Druid, and the head of a the Green Faith i the Archdruid thee rank are uuay hed r ife. Formal dre r the clergy i a robe, vetment, cow, and ceremonia wooden taf all in green and earth tone. Thi clothing may be pain or elaborate, and priet with advanced magica power may incorporate iving pant into their ceremonial garb. Adventuring priet wear clothing appropriate r trave, and adorn their clothing or weapon with a prig ofholly or mitetoe or wear a holy ymbol a a necklace or hanging om a belt. The llowing are the larget order and their area of interet and inuence inuence.. Druids of the Earth: Thee priet watch over burrowing creature, cave, oi, worm, and herd animal. Druids of the Fang: Thee priet vor the abilitie of predatory beat, uch a ion, nake, and wolve. Druids of the Flame: Thee priet revere re' detructive or renewing apect and nurture burned area to make ure they upport new i. Druids of the Lea Thee priet revere tree and green plant, and the bounty they provide. Druids of the Storm: Thee priet cu on wind, torm, and weather, and are cloe alie with the Druid of the Wing. Druids of the Wave: Thee priet devote themelve to river, ea, h, and other wimming creature. Druids of the Wing: Thee priet watch over winged creature, both wid and dometicated. Smaller order include the Druid of the Hive (cuing on bee and wap), Scarab (crawling inect), Scae (dinoaur, reptile, and nake), Spore (ngi rather than plant), and Web (pider). Thee and other typicaly have ony three or ve circle rather than nine.
Hodays The Green Faith celebrate the oltice, equinoxe, and panetary alignment. Specic Sp ecic order may have additiona hoiday, uualy the anniverary of important event in the order' hitory. Some order of the Green Faith ao ceebrate l and new moon by perrming ritua uch a marriage or naming day on night when the moon i at an aupiciou point in it cycle. Some member of the Green Faith hod the moon in uch a regard that they echew the olar calendar and intead ue a lunar calendar that ha been paed down r generation.
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AphOsms Foowers of the Green Faith seek balance and unity with the natural world. Many of the Faith's common sayings guide llowers to this ideal as they improve their own lives. Folow the Root: It's easy to decide on a simple solution, but in most cases what appear appearss to be a simple problem is just an obvious symptom of a larger issue. If the problem is too many rabbits in a eld, you may nd the problem originates not with the rabbits, but the dwinding hawk or wolf ppulaion. An hat coul in turn be caused by overhunti overhunting ng or habitats being destroyed. Only in understanding the true problem can you tacke it with lasting eect. Let Not Nature's Mraces Become Commonpace: It's easy to let seemingy routine moments of i blind you to the wonders bere your eyes. Whether the flight of a bee, the opening of a ower, or a beetle roling a bal of dung, the power and majesty of nature is a constant presence. Set aside a moment each day to appreciate nature's ma majesty. jesty. Understand the Cyce: The Green Faith emphasizes the role of history and repetition, with records of natural natural cyces of time, weather, and od supplies dating back centuries. They've seen countess humanoid civilizations rise and ll r the same petty reasons, and are ever watchl r the old signs of corruption and greed to reappear.
Holyrex The Green Faith doesn't use books made om paper, preferring instead to carve its wisdom on stone tablets, menhirs, and monoliths. The structure of the writing is convouted and usually requires traveling to dierent stones in order to gain a l understanding of the inscribed message. This keeps the inrmation preserved in a durabe rmat and helps prevent outsiders om deciphering the ll intent of their knowledge. Because of the scattered nature of this writing, the Faith has a strong oral tradition, and students must deveop the ability to memorize and retain arge amounts of inrmation and piece it together later, putting it in the right order to make sense. Some initiates carry notes on parchment or clay tablets, using a personal shorthand or mnemonic devices to help remember the location ofimportant stones. Elders may compile their thoughts on dierent elements of the Faith's teachings, but these are memorized and repeated as speeches or songs rather than written appendices on hoy doctrine.
Re la lao os w it it O e R R e c ciios The Green Faith nds alies among the ithl of Erasti, Gozreh, the Edest, and other religions that are supportive of protecting the natura world and embracing its ry and bounty (such as the lowers of
some empyreal lords). Those llowing the Green Faith oppose destructive religions and those that corrupt or shacke nature, such as demon lords, Lamashtu, Rovagug, Urgathoa, and some parts of the church of Nethys. As there isn't a specic deity at the head of the Green Faith, it has w direct enemies-but that doesn't stop individuals in the Faith om having personal enemies om other religions.
ot all that dies remains dead. While most evil magic-users who meet their end nd their bodiess slowly returnin bodie returning g to the clay and their souls judged by Pharasma, there are those so powerl and evil that the River of Souls itself seems to throw them back. These reprehensible beings poison the surrounding soil with their malevolent will, and when the worms and other vermin come to dine on the caster's corpse, its taint seeps into them, turning what was a collection of worms into horrible rebirth of the dead caster: a worm that walks. Though most inhabitants of Golarion believe them no more than myths and campre stories, worms that walk are all too real, stalking the crypts and graveyards all over the world. Yet despite their horric aspects, worms that walk are not undead, nor are they simply resurrected versions of the evil casters they once were. Instead, they are new li rms unto themselves, ones that straddle the lines between li and death, icy resolve and mindless hunger. Worms that walk move, act, and even speak like the humanoids they were in their previous lives. They wer the same clothing, carry the same memories, and retain their spellcasting abilities. Their bodies, however, have melted into graveyard decay. In place of the spellcasters' esh writhe hundreds of thousands of disgusting, slimy wormsor, on rare occasions, other minute vermin. Despite eorts to hide their true nature, worms that walk always give o a distinct grave-rot odor, enough to turn the stomachs of even seasoned adventurers. For most worms that walk, however, immortality is more than worth the price of becoming such an abomination. Most worms that walk arise spontaneously om casters and circumstances that happen to meet the proper criteria. Unlike liches, whose successl quests r immortality are oen spoken of among evil spellcasters of sufcient skill, worms that walk are rarely idolized, and thus the precise conditions of their generation remain poorly understood. Still, a w casters do aspire to this particular rm of immortality, undertaking the great sacrices and planning necessary to ensure their success. Regardless of whether a caster intends to be reborn as a worm that walks, however, however, the re's no questi question on that r those who rise again, their new rm oers an existence of considerable power and intimidation.
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Bein A Ta- wk The birth of a worm that walks always requires two distinct elements. The rst is a recently deceased spellcaster of great powerone with a str ong personality, an unrepentant evil nature, and reluctance to pass on into the next world. The other element is the burial site: a graveyard or other ground that has through mishap
or deliberate manipulation been insed with high levels of eldritch magic. (For those rare individuals intentionally stering the process, a spell like unhallow or desecrate tends to suice.) When the dead spellcaster is interred in the tainted ground, her soul is prevented om departing entirely r the River of Souls, and is instead drawn back, consumed, and redistributed among the very worms that feed upon her rotting fesh. These vermin bearing shards of her soul then swarm together, amassing into a single-minded entity that springs to sentience, complete with the "deceased caster's memories and ll magical capabilities, as if she never died in the rst place. In addition to all the knowledge and magical abilities it retained in its previous li, a worm that walks gains the senses, traits, and ability to discorporate of the swarm of creatures that has consumed its body. Although the most common worms that walk are mde of their namesakes, other creatures across Golarion have gained similar powers with dierent vermin. Mwangi tradition, r example, speaks of evil spellcasters who instruct their llowers to suspend their lifeless bodies om trees over swamps or stagnant rivers. Their minions then enact dark magic that calls killer wasps, bees, locusts, mosquitos, or re ants into the fesh fesh of the dead one, reanimati reanimating ng it into a horric, sibilant variant of the worm that walks. Some scholars believe that the King of Biting Ants, a powerl Mwangi sorcerer who was deated by the legendary Ten Magic Warriors, might have in ct been a unique worm that walks (though others note tht his involvement with the Doorway to the Red Star could hint at a much more complicted explanation). Similar traditions involving tal bats, hordes of rats, and even newly hatched snakes circulate as rumors throughout communities in Ustalav, Varisia, and the Shackles. Though rarely sought, existence as a worm that walks is a gift that, once gained, is seldom resedsuicide among worms that walk is extremely rare, and most worms that walk quickly come to embrace their new abilities and the new lease on li granted to them. If anything, the creatures who become worms that walk often grow even more egotistical and vicious than those who planned their transrmations, believing their new existence to be a sign that their self-aggrandizement is justied, and that they've been chosen by dark rces r rther greatness.
Ecly Worms that walk do not age, and in ct each worm that walks is no longer a single creature; rather, it's a distributed entity, entity, with each worm serving as a vital part of the whole. When an individual worm dies, the eggs it has laid hatch and take its place; in this way, a worm
that waks possesses a ly nctioning, self-sustaining body. While this may strike many as grotesque, gro tesque, schoars who study various creatures likely this eect to other regenerative races, such as trollswhat a worm that waks regenerate isn't chunks of esh, but discrete entities. A worm that walks' advanced control of its base units means that the creature can manipulate its body in a wide variety of ways, slamming enemies one minute, then colapse into a pile of writhing vermin the next, or eortlessly grappling a e with its countless wriggling worms. Although a worm that waks is of a single mind, uness most of the worms that make up its body are kiled, the worm that walks continues to liveusualy to the horror and ustration of those who hunt such abominations. As a living creature, a worm that walks must ed. To do so, it colapses into a squirming pie in order to ingest the fesh of its kills. It's exclusivey carnivorous, and prers the fesh of sentient beings, particularly humanoids. Some worms that walk nd their own constant hunger and process of eding disgusting, and instead nd magical means of sustaining themselves; but r most, this initial revulsion passes quickly. Most, accepting that their existence has changed permanently, relish the bestia nature of their hunger and activey look r humanoids to nourish their bizarre physiques. Although some worms that walk cling to their magic-using abilities and rese to view themselves as abominations, living as a worm that walks requires certain sacrices. For instance, their natural tendency is to become nocturnal. Worms that wak also, despite their more rened leanings, nd ecstasy in nighttime rainlls, especialy those warm showers in spring and summer months. In these instances, it's most common to nd a worm that walks outside a cemetery as an evening rain lls. On rare occasions during these events, worms that walk join together to feed and commune with each other, colapsing and merging their wriggling rms together in an unduating ritual where they share memories and thoughts. These disturbing gatherings are w and r between, however, as worms that wak don't commonly rm near one another and typically keep their distance om others of their kind.
sciety Although worms that walk retain the identities they had in their previous livesand therere don't have a society in commonthey do have a w social quaities that set
them apart. In particuar, they are oen und in paces where evil has an easier time gaining power or going unnoticed. Some of Golarion's nations and regions, such as Ustalav, Nidal, the Worldwound, the Mana Wastes, the Darklands, Geb, and Nex, are prime candidates to spawn these creatures, yet the most important ctor in determining whether an area proves a proper birthplace r worms that walk is whether it is insed with power magic. For instance, Ustaav's reputation r spawning worms that walk likely has less to do with that nation's particular character and more to do with the presence of locations like Gallowspire and Renchurch, which steep the and around them in dark magic. As such, amost any nation on Golarion could theoretically give rise to a worm that waks under the right conditions. (How ong they last aer their birth is, of course, a dierent story since worms that walk always rm om evil souls with erce wills and oen-grandiose pans, these creatures equenty nd themselves at the end of adventurer's quests to right wrongs, and thus those in good aligned nations generally keep themselves and their lairs hidden away.) Many worms that walk cannot thom society with others of their kind. In ct, many of the r-ung creatures harbor egotistical belie that they're the ony beings magicay potent enough to have achieved their unique rms of existenceeven if their transrmations into worms that wak were accidental. Because they are essentialy augmented humanoid spelcasters, many worms that walk are drawn to associate with the same sort of creatures in their second life as they did in their rst. They are solitary creatures, and most of their social interaction is with the minions who aid in protecting their airs. Some of these minions are humanoids, or even rmer apprentices. As the abominations age and their mortal minions begin to die of they repace their underlings with more powerl creatures. Many worms that wak end up leading cults of twisted devotees.
Lai. When they arise as worms that wak, many spellcasters wish to continue building where they le of and those in appropriately evil or isolated regions may continue their studies relativey unchanged by their newund immortaity. Their apprentices range om minions they create, such as homuncui, to evil beings they manipulate or with whom theyjoin theyjoin rces, such as bugbears, boggards, or ors. To other worms that wak, the willness of the
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living is unacceptable, and the best minions are those who possess the glassy glassy stare of undeath. These may stock their airs with skeletons, ghouls, or mummies, or even ally with vampires (but rarely aly with liches). Worms that walk build their airs in a variety of paces. Some lair in the places where they previously lived, repurposing the site with better defenses and perhaps rcing rmer associates and mily members into twisted mockeries of their previous lives. Others, especialy those greeted with stong oppsition when they attempt to return home, instead nd new paces to settesuch as in underground locations r om the prying view of most humanoids. Some that emerge om the Worldwound cal upon demonic power s and surround themseves with half-ends and esser demons. They ncy themselves potential rulers, and construct their lairs to accommodate their endish minions. Oen, these worms that walk simply wish to ed on or study the pulsing power of the Abyss near the Worldwound. Cultists of Deskari particularly l into this category, and some travelers to the Wordwound have reported worms that walk rmed om hundreds of thousands of buzzing ocusts. Worms that walk who build their lairs below ground are equenty spellcasters who were obsessed with the Darklands in their previous ives. They might have spent that earlier time studying the world beow the surce of Golarion that teems with horrid li. Not long long aer these spelcasters arise as worms that walk, they seep down into the Darkands in search of a corner of the ightless realm to make their own, and oen ay with one or more of the civilizations beow, such as the duergar or drow. Some of these worms that walk consider themselves militant protectors and like-minded allies of the neothelids. Instead of leading a reclusive li in the study of eldritch power, they ead armies of horrid, tentaced seugathi. No matter where they are ocated, the airs of worms that walk have one thing in common. Unable to escape their afnity r the earthen, or r the eements that bore whatever other vermin they are made om, worms that wak typically convert their lairs into shrines to the very writhing, simy creatures that rm their bodies. This xation with worms makes r eerie homes, with mounds of earth replacing stone or rock wals, particuarly in lairs retted r the creatures' current rms. A lair created new by a worm that waks is normaly even more inked to the earth, with hilocks, hollowed-out trees, or rotted out mausoleums serving as places of worship, eldritch study, or diaboical learning. It might not always be clear where a worm that walks lurks, but the environments that typically harbor them tend to be the same: dark, moist, and l of crawling and wriggling creatures.
w a on
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Though they're rare, more than a few worms that wak have been recorded over the word's long history, om nations r and wide. Beow are just a w exampes of these ul abominations who currently stain the ce of Golarion with their dark magics. The Lurker of the Woods (CE male worm that walks sorcerer [abyssal boodline] : Roaming the borders of the Shudderwood, located just south of Ustaav, is a heinous example of spelcasting gone awry. Once a proud member of a Sarkorian tribe, this sorceresswhose real name is now ost to timeemerged as a worm that waks aer years of dabbling in endish magic. Devoid
of her original humanity and reveling in her newund rm, this cave-loving worm that walks now cals Abyssa creatures to her lair and binds them r study and cruel experimentation, hoping to derive greater power by siphoning their otherworldly magic. Malkay Enrili (LE male worm that walks conjurer 5): Thousands of years ago, Makay Enrili was a powerl Thassilonian wizard who traveled r and wide in his search r new sources of arcane knowledge and power. Unsupisingly, his seaches led him to the city ofXin yet this proved to be his undoing, as Malkay und himself among the countess others who ost their lives as the great city sank down into the sea. Unlike those others, however, Malkay was a conjurer of such great power that his violent passing in that magic-drenched pace resuted in an unexpected rebirth as a writhing abomination. Eectively immortal, Malkay still walks the silent streets stree ts and halls of sunken Xin to this day, summoning alies om across the planes to educate him on the state of Golarion and the worlds beyond, as wel as helping him increase his mastery over the arcane. Not al of his "companions are satised with this arrangement, howeverhis most recent assistants, a group of ur piscodaemons (Pathfinder RPG Bestiary 2 72), were promised mortas to torture and souls to savor, but now they have grown bored, hungy, and agitated within the drowned city. Rhenmari Thot (LE male worm that walks transmuter 4): Deep underneath underneath Osirion, in the depths of Sekamina, lies the lair of this evil creaturean evil wizard who was obsessed with the strange magic used by some of the ghouls of Nemret Noktoria. Once he arrived, the scholary ghouls were impressed with Thot's singe minded devotion to his magical pursuits, and they wecomed him as a sage and rmidable ally of their city. Unike some spontaneous worms that wak, Thot spent his ife learning strange rites and gathering rbidden inrmation. He plotted his death thoroughy, hoping to emerge as a worm that walksand his plans succeeded. His lab in the city of the ghous is constanty abuzz with various arcane experiments, including an elixir that can recreate his condition in others while they stil ive. Ura Namat (NE male worm that walks conjurer ): Within the deadened lands of Ustalav ies the ruined monastery of Renchurch, a spiritua center of the Whispering Way. Within this place of unrest urks Ura Namat, residing in a 2-ot-deep pool writhing with millions of maggots. Whie mostly e to his own devices, he guards the inner sanctum and attacks with impunity any who disturb his meditative slumber. The Wriggling Man (NE male worm that waks transmuter 7): The persona advisor of the nymph queen Nyrissa, this hideous creature remembers only that
he was a powerl human wizard whose nal mission ended with his death in the First World. It was here that he spontaneously reanimatedto reanimatedto his delightas a power arcanist who heps the nymph queen with her pans to one day rule the River Kingdoms' Stoen Lands. Lands. Despite taes that heroes may have slain him, rumors of the Wriggling Man's existence within the fickering First World persist, leading some to seek out this caster r his prone secrets.
va}an Because of the odd and usualy accidental circumstances through which worms that walk are born, the process of such birth is r om standardized. Thus, the worms themselves can take more shapes than simply the most common one. For purposes of clarity, all of the variants presented beow are referred to as worms that walk, even if their main components are not actually worms. worms. These variants are created using the same statistics presented in Pathnder RPG Bestiary 2, and usually the only changes are cosmetic in nature (though see locust variant, beow). Army Ants: Common in Garund's deserts and lush, tropical jungles, army ants swarm over the land like a living carpet, devouring everything they come across. A worm that walks composed of army ants ikewise consumes everything in its pathincluding the body of the spellcaster it once was. Disturbingly, these worms that walk spend little of their time in humanoid-shaped rm, preferring to crawl as a biting swarm of legs and pincers. This rm of worms that wak is mostly likey to be encountered in underground-dwelling; underg round-dwelling; these horric horri c creatures are said to include one who cals the dangerous sands of Thuvia home. home. Cockroaches: Cockroaches can be und in great numbers anywhere civilization stains the landscape with its rese. Worms that walk composed of cockroaches are more likely to be und in urban areas, especially in large cities where they can go unnoticed by most, usually arising when both corpses and magical euent are deposited in sewers and garbage dumps. A worm that waks composed of cockroaches is a creature of steath and guile. Frequently keeping to the shadows and sewers of the city, these worms that walk broker inrmation and engage in blackmail, augmenting their unnatura talents with strong illusion and enchantment magic. Some say that a power enchantress worm that walks made of cockroaches runs a guild of thieves in Absaom, but no reliable sources can say they've met her. Locusts: Found in any area that sportsor once sportedverdant plant life, this worm that walks variant has plague-like nuances and can be particularly hard to kill. Made up of ravenous locusts, these worms that wak make meals of any creatures weaker than they, and are
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particularly attuned to their animaistic instincts. One of these particularly appaling worms that walk is said to threaten the agricuturerich lands lands of Geb, and due to the inuence of Deskari in the Wordwound, Wordwound, a w of these creatures hae been spotted in the ruins of Sarkoris. Was ps: Typicaly und in warm, moist regions, these worms that walk are made om hundreds of thousands of buzzing, swarming wasps. Aggressie and cruel, these worms that walk or poison and other debilitating subsances, and commonly cus their arcane knowledge on creating potent toxins. Rumor has it that one of these horric creatures rules oer a tribe of hunters along one of the winding tributaries threading throughout the Mwangi Expanse.
' va,anHordes of swarmin_ ocusts coaesce to make up the form of a humanoid woman carryin_ a scythe, a demonic symbo embazoned on her chest. THE PLAGUED ONE
CR 8
XP 400 Female human worm that waks cleric of Deskar 7 CE Medum vermin (augmented human) lnit +2; Seses blindsight 30 ft., darkvision 60 ft.; Perception +15 +15 DEFENSE
AC 19, touch 19, flat-footed 16 (+1 deflecton, +2 Dex, +1 dodge, +5 insight) hp 77 (7d8+42); fast healng 8 Fort +9, Ref +4, Wi +1 O Defensve Abiities worm that walks trats; DR 15/; Immune disease disease,, paralysis, poison, sleep OFFENSE
Speed 30 ft. Meee mwk scythe +8 (2d4+1/4) or slam +6 (1d4+1 plus grab) Specia Attacks discorporate, channe negative energy 6/day (DC 16, 4d6), destructive smte (+ 3, 8/day), squrming embrace, tenacious Domain Spe-Lke Abiities (C 7th; concentration + 12) 8/daytouch of evi (3 rounds) Ceric Spes Pepaed (CL 7th; concentraton +12) 4-air walk, divine power, unholy blight0 (DC 19) 3-contagion (DC 18), dispel magic, magic circle against good0, protection om energy 2-cure moderate wounds, darkness, hold person (DC 17), shatter°, spiritual weapon 1-command (DC 16), cure light wounds, doom (DC 16), obscuring mist, protection from good, shield of faith, true strke° O (at wil) detect magic, guidance, read magic, resistance D domain spel; Domas Destruction, Evil
STATISTCS
St 13, Dex 14, Con 18, t 8, Wis 20, Cha 12 Base Atk +5; CMB +6 (+14 grapple); CMD 29 ( 33 vs. grappe) Feats Diehard", Dodge, Extra Channe, Improved Channe, Toughness, Weapon Focus (scythe) Skis Knowledge (planes) +6, Knowedge (relgion) +5, Perception +15, Sense Motive +13, Spellcraft +7, Steath +10; Raca Modifies +8 Perception, +8 Sense Motive, +8 Stealth Languages Common Gea mwk scythe, headband of inspired wisdom +2, ring of protection protecti on + 1
The sic PATNDES JOUNAL: SWE ICHOR 3 OF 6 etter received by Venture-Captain Zhanneal of Razmiran, 12 Gozran
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The woods of the southern Worldwound keened and sibilated. Bloated insects hung om corpse-white trees, drinking their putrid sap. The air smelled coppery and burned burne d in the back of my throat. throat. Splotches broke out on my my arms. The sky turned red or purple by day, black or dimly green by night. One morning I woke with my bedroll lled with maggots. Caiard wore his reluctance like a cloak. Me he scarcey acknowedged. But his od iends, Gad and Vitta, he woud not abandon. Whenever we turned south, the demons hunting r him intercepted us, driving us rther into the demonlands. Mosty we encountered
demonic ot soldiers: crawling, hopping, ying, no two of them seeming to dispay the same anatomy. We clashed with enormous insects with humanoid features, ery goat-headed demons, armored eeches, scorpionlike monstrosities with screaming human ces looking out om between their caws, shambling corpses with enormous worms protruding om their necks. Disparate in rm, yet interchangeable in purposethe drooing, snarling otsam of the Abyss. And as we ught, Caiard named them: vermleks and brimoraks, kithangians and derakni. Ugly words r ugly things. They charged at him with special hate, as if sensing his predation upon their kind. I woud tel you that we ught not to slay them, but to evade, except that on occasion Calliard did nish o a straggler, then drag its corpse
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o into the greasy underbrush. Gad and Vitta turned away; under no such compunction, I watched as Calliard drained them of blood, drank his , and stored the rest in wineskins. Though I have heard it described as an intoxicant, the demonblood exerted only a weak eect on Calliard. His attitude became enetic aer a swig, slowly tapering into a duled assitude, at which point he would partake again, renewing the cycle. From this I concluded that whatever it might have done r him t rst, the drug now gave him at best eeting pleasure, pleasure, and was needed simply simply to maintain his state of being. Most of those unrtunate enough to succumb to the demonbood's ure needed the substance prepared via precise alchemical methods bere it became a true narcoticwhile Calliard seemed to have entered a new phase of addiction in which he could consume the stu raw, perhaps the blood still wasn't as potent r him in its unaltered state. None of us slept soundly in the Wordwound, Caliard least of all. He showed keen alertness to the dierent degrees of demonic presence al around us, able to discern the merely horrifying groan of a carnivorous briar om the signs of a demonic ambush. ambush. Yet in al other matters he remained steadstly distrait, ignoring most of all Vitta's eorts to draw him into tak of old days and better times. My hopes that I might overhear clues to the whereabouts of the magical sextant Gad stole om you did not avail. We acted on unspoken agreement. Perhaps because it oered hope, they set aside their skepticism, accepting my story of Ylyda Svyn and her rtress impervious to demons. We took a zigzagging route through smoking hills and cancerous nsCalliard leading us away om troube, I by increments puing puing us toward the rtress. Aer several days of travel, we came upon a trio of demons asting on a prone, screaming victim. Caliard planted a dart in the third e ye of a nged and fetal demon, Vitta bludgeoned a uttering mass of tumorous growths, and I struck o the head of one of the aming goat things. When we dragged the corpses away r Calliard's use, I at rst took their victim r another demona succubus, perhaps. Beneath the lth and blood that drenched her, a damaged beauty could stil be discerned. Jet-black hair clung to an eegantly scupted ce; her ice-blue eyes communicated a wordless terror. Yet om the neck down her humanity ceased. Pulsing suckers covered her exposed torso, which had twisted into a barre shape interrupted by hairy ridges. Her thighs hewed to a roughy humanoid conguration, but om the knees down her legs resembled those of a boar or goat. I was ready to strike her head o when Gad stayed my hand. He knelt over her, cleaning her ce with a cloth, and oering her water. This she nally accepted, though she woud not take any od. For near to half an hour she could
rm nothing but whimpers. With condent words Gad calmed her. Only once did he misjudge her, saying "We' ll get you out ofhere, of here, I promise. At this his work was undone, and the woman writhed and grabbed rhis kni. "No, no, don't don't don't, she sh e repeated. At length he restored her shattered cam and got her to speak her name Uldii. "Uldii, he said, "I hate to admit it, but we're in a bit of a x ourselves. You could hep by telling us what happened to you. If you can manage it. The suckers on her torso stilled as she visibly ught r composure. "Punished... "Punished... punished. "By demons? She shook her head riousy. "Here in the Wordwound? She nodded, gasping. "Who ese but demons would do ill to you here? "Yuh yuh yuh... yuh... Gad petted her rehead. "Take your time, Uldii. Take yourr time. you (From here I wi render Uldii's hating speech without her many moans and stutterings.) "A crusader. I came here to work r her, as a guard, but she accused me of sin, and did this to me. "This crusader wouldn't be Yyda Svyn? "That is her name. "For what crime were you punished? "Al who serve her must vow celibacy, so that demons cannot exploit exploit our carnal urges to pierce the bubble of her rtress. It... "It's warded against demons, even here in the Worldwound. We'vee heard of it. We'v "I made no such promise, nor knew of the requirement when I signed on back in Nerosyan. Once here, she surprised us by rcing the vow on us. I agreed, but then... ... "You had feelings r someone, Gad suggested. Yes Yes. . "And she und out. Uldii threw her head back and closed her sts tight. "It was a moment's lapse, Endran and me. We begged r understanding, but she would not yield. She's hungry r more subjects. " Sub Subjects? jects? "For this. She gestured to her ruined body. "Her experiments. "What she has done to youwhat purpose can it serve? Yellow tears pooled in her e yes and slid down her cheeks. " She says she will understand understand the secrets of demons. " By infecting people with demonic traits? Why? Why? " Something about bodily humors. humors. It was al madness madness to me. "You made the mistake of saying so? Gad asked. "I got away, but Endran did not.
Gad caressed her brow. "If you go there she said "do not waste time with her delusions. Hep the others leave. Away om this place their senses might return. He asked her more more of Ylyda Svyn's intentions intentions but she knew itte more and soon lapsed into unconsciousness. With Calliard Callia rd o in the bush drinking demon bood the th e three of us conferred. " We should should get her out out of here Gad said. said. Although this would b contrary to our aims Zhanneal I did not wish to say it and lose whatever tenuous esteem Gad had acquired r me. Fortunatey Fortunatey Vitta took our part though of course unknowingly: " She won't make it it half a mile. She can't even walk. "We can't leave her here to die. " Then we can stand vigil with her while she does. Uldii cried out in pain; Gad's head snapped toward her. her. "Isn't there something we can do r her? "A heaing draught would ony proong her agony said Vitta. Gad turned on me. "I thought you said this Yyda Svyn was a crusader.
"Sometimes death is the 9reater merc y.
" So I understood. I had no idea she'd lost lost her bearings. " She came here didn't she? Vitta adjusted adjusted her wire lattice hairpiece owning as it resed to stay in place. "Are you complaining Gad? Don't you prr to gaffle the loathsome? "There is that. Gad bit down on his ower lip in concentration. concent ration. "But I hate to work a crazy mark. "Why? I dared ask. "Any good gafe expoits its target's selinterest. Which the unhingd tnd to os track o Caiard knelt over Uldii listening to her speak. Gad spotted it and bolted in their direction. By the time he reached them Calliard was rising and the woman ay dead at his et her neck askew. Gad grabbed Calliard by the tunic sending both men toppling over into a patch of rotting vegetation. Vitta pulled Gad of I did the same with Calliard surprised by the power of his slender slender limbs. " It was her request request Calliard said. Once away om Gad he ceased to struggle so I let him go. Gad brushed slimy laves om his eggings. "That didn't mean you had to do it. Caiard stood. "Maybe someday I'll ask you to do the same for me. "Not a hepl statement Cal. Vitta patted his sleeve. "It was a mercy Gad. "That's not r us to say Gad replied heading o in a random direction. I pointed him to the ikeliest path. The rtress had to be cose at hand. From the ook of her legs Uldii would not have gotten r bere the demons downed her. For a time the silence between us pressed on us more heaviy than did the Worldwound's pervasive wrongness. Carel not to expose ourselves we skirted a clearing. We heard the bellows of a pained beast and saw a milk-w milk-white hite two headed snake snake easiy six feet in diameter and perhaps rty feet long ght itself to the death. This anima should not exist but here the illogical principles of the Abyss pertained in deance of earthly law. With one of its heads the creature ripped out the throat of the other then shuddered in shock as blood rushed om the wound. Its death shrieks pierced our ears deafening us to the sounds of an approaching patrol. When we turned around they had encirced us: a dozen men and women heaviy armored and better armed shields and tunics bearing the heraldry of a crusader order. A bear and stag supported an escutcheon aturing a lantern om which beams of white light coursed. Each held a readied crossbow. As the biggest man among our party I had the usual pleasure of being
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targeted by more than my share of them. I held my hands up, and the others llowed suitVitta rst, Caliard a moment later, and then Gad. A sim warrior, who unlike the others wore a owing green plume on his helmet and hed no weapon, raised his visor, revealing a ong-bri ong-bridged dged nose and widely separated, arched brows. "Identify yourselves, he called, as if making an eort to deepen a naturally nasal voice. "We could ask the same of you, said Gad, "unless the Order of the Solar Lantern now grants efs in the Wordwound, and we trespass on your lord's domain. " That you have heard of our order gives us no particular assurance, said the knight. "I am Gad of Mende Mendev. v. My comrades Calliard Calliard and Vitta, and our business associate Ba-El Racid, who comes to us om r-o Garu Garund. nd. "ou may address me as Sir Byre, said the knight, "and indeed these lands are under our protection. None of you bear crusader arms. "We do not, said Gad. "Then I cannot but wonder what honest business brings you to this pit of demonkind. demonkind. "We came here eeing demons. "Then you ed to the wrong place. "We reached the same concusion. One might suspect that the demons who drove us here bore us ill will. "What sort of demons? "They're a the same to me, said Gad. "Calliard? The poet's lips twitched in annoyance. "Quite the variety. Most recently, we came upon a brimorak and a gibrieth, and some sort of ta thing I'm not sure has a name. The knight eyed Calliard suspiciously. "An expert on demons, are we? "He is a cose student of their ways, said Gad. Caiard stied a wince. Byre removed his hemet, revealing a shaven skull of slightly narrow proportions. "ou were driven here, you say? "They're massing on the border, Gad replied. "We keep trying to nd a way back that isn't clogged with the things, so r to no avail. If you don't want us here, that's a sentiment we echo. "ou be quiet, Byre said, turning to address Calliard. "our expertise in demonolo demonology. gy. The smart-mouth hints hints at something unsavory about it. "No need r rudeness, Gad muttered. "All we want is to leave, said Caliard. "We harbor neither intention nor capacity to interfere with your afirs. I could barely contain my bafement. Our perct chance to seek entry to lyda Svyn's sanctum, and they were resisting it!
Byre placed himsef nose nose to nose with Caiard. "ou le my question unanswered. unanswered. "My iend suers om undue modesty, said Gad. "Demons dislike him because he hunts them too eectively. A personal grudge, you might ca it. Makes him a dangerous man to rub elbows with. "our crusade is not ours, knight, said Caliard. "Let us be. "ou're coming with us. Sir Byre replaced his helmet and dropped his visor. His people arrayed themseves behind us, crossbows at our backs. " This is a mistake, Caliard said. The crusader's voice echoed inside his hemet. " My lady will want to speak with you. If you are the demon hunter you claim "I make no claims whatso "And with a demon army rming on the border, we may require your services. Whether you lend them voluntarily or not. As they marched us through across a smoking cearing, I realized what Gad and Calliard had done. Had they portrayed themselves as seeking entry to the rtress, they woud have aroused suspicion and perhaps been resed. By vexing Byre and then making a show of their wish to leave, they'd nagled him into the invitation we needed. What's more, they had llen into the stratagem without prior discussion, each picking up the other's cues. They'd even used the genuine tensions between them to lend their deception a touch of reality. I resoved to nd a way to use this insight against them, when the time comes. The rtress rose om a patch of blackened earth in the midde of a brown and gnarled heath. "Not what you expected? Gad asked. Indeed it was not. Our talks, Zhanneal, had ed me to imagine a grand structure, all turrets and buttresses towering in marble gory over the corruption of the demonlands. Instead it recalled the rtications of a primitive era. An outer wa of pine logs encircled the installation, including a corral and parade ground. A pair of blockhouses interrupted the wal at opposite points of the circle. Their outward ces lay open, allowing helmeted guardians within to swivel baistae toward ying targets. Inside the wa squatted a boxike construction, three stories high, topped by another guard station behind a crenelated wa. As if built on an unsound undation, this main structure tilted noticeably toward the west. Scorch marks and the occasional gouge marred the wooden surces of the wall, blockhouses, and central rtress. I noted no particuar signs of magica warding, but that absence surprised me less than the genera poverty of the place that has r so many months dominated our
aspirations. The Bile of Abraxas's eect would likely become apparent if i f visibl visiblee at a ony when activated by demonic attack. A portculis-style gate beside the southery bockhouse controled entry through the outer wall. Seeing Sir Byre and his patrolers approach watchmen above signaled to men beow to heave it up. Inside the wa a hand of smaller outbuildings provided rtress inhabitants with meager necessities. A covered stable stood next to an open pen where piglets nosed the teats of a mlnorished sow. Soot-colored Soot-co lored pigeons trilled om an il-made coop beside a series of sheds that might have been armories or storehouses. Ladders inside the wall led up to additional ghting patrms allowing defense om all directions. I watched Gad and the others size up the place perhaps wondering why their expertise would be needed to snatch a treasure om such a hardscrabble outpost. But its guardians were many alert and unirmly well armed. The crusaders of the Solar Lantern regarded us with undisguised wariness. Were we not with Sir Byre I am sure they would have set upon us with the same ferocity with which they greeted demonic assaults. A half-or warrior her armor not so constricting as to concea her generous ame bared tusks at us as we passed. Gad leaned over to Vitta. "Remember there's a vow of celibacy here. The haling answered him with a mock snort. "You know sodier girs aren't aren't my type. typ e. Byre escorted us into what you might cal a reception hal were it not stacked with bags of grain and racks of spears. It led toward a staircase to a second-oor hallway. We waited as he instructed. My weary legs pulled t me but with only crates to sit on I remained upright. I would not be caught by the ady of the rtress in a shamel lollygag. We did not have to wait ong bere a human woman in a stained inen smock and shapeess dark leggings appeared at the top of the staircase. Her le shouder tipped down; her steps down the stairs betrayed a barely perceptible limp. She wore her hair in a sloppy brown tange. These dects of appearance however paed in comparison to a tin mask that concealed the e side of her jaw a the way up to her ear. A dirty leather strap held it in place. You might have taken her r some drudge brought on by the peope of the rtress out of pity r her pitil condition if not r Byre's obvious reverence r her. He kept a step behind her as if ready to catch her should she stumble. stumble. Right away away she made r Gad. " Sir Byre says you come to us as an expert in demonkind. Never had I heard so deferential a throat-clearing as Byre made to warn her o In a less dicey situation I might have laughed. "Not that one milady he said in an a too-audible whisper. With a twitch of his shoulder he indicated Calliard. "This is the hunter.
Ylyda Svyn broke om Gad to regard the poet. She shrank back om om him. "Byre can't you see? Get him out out of here. here. Byre jolted as if struck. "What milady? "He's bood-added! bood-added! An addict! Gad stepped between Yyda Svyn and Calliard. "Hold on a moment. None of us begged to come here. "He presented himself as a capabe demon ghter. Byre put a hand on Ylyda Svyn's good shoulder; she puled away. Gad ignored him cusing only on the masked woman. "In ct we were invited here with crossbows. S if you're going to insist on us coming here and then act like we're dogs not t to drken your doors well I'm going to ask you to make up your minds. minds. As if Gad had pulled some hidden lever in her Yyda Svyn's demeanor abrupty altered om command to apology. "Perhaps you should tell me again who you are. "I am Gad of Mendev and these are my associates Calliard Vitt and Ba-El Racid. We were driven here in ight om demons which gather on the Numerian border. If you crusaders really are the demon-ghters you claim to be maybe you shou shoud d do that that instead instead of delayi delaying ng the escape escape of innocent regees om this godsrsaken godsrsaken pest-hoe. To the extent she coud she straightened her spine. "I'll have you know know Gad of Mend Mendev ev that this pest-hole' pest-hole' as you call it is soon to be scourged cleansed and rendered whole again. And that is a goa that justies the dragooning of any number of travelers should they prove their worth to us. Gad cast a mocking gaze about the room. "You mean to remake the Wordwound om this place? You'l be lucky if it lasts another another week. Her transxed expression ce turned heavenward woud have resembled a painting of a saint or prophet were it not r the mask. "Flimsy though these was seem what we'll achieve here wil prove the mockers wronga thousand times over. You might remain here to see it. But jokes are always told out of cowardice aren't they? "You lost me on that last turn said Gad. She swept over to Caiard. " Show me your tongue. tongue. "Why? asked the poet. "Humor her said Gad "so we can go. Caiard opened his mouth but did not quite stick his tongue out. The walls rattled bueted by the wind. "A storm comes said Ylyda Svyn. "Demons oen low. You're sar in here unti it passes. She turned to Sir Byre who moved with speed to her side. "Order bunks made up r these ur in one of the storage chambers. "Miady? He regarded her with a natic zeal which in a way I could not exacty pinpoint reminded me of Calliard's expression when he flayed the demon back in Numeria. Other crusaders had gathered on the anding above exuding the wary prossionaism of the well honed soldier.
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" Should they prove worthy, worthy, we'll induct them, as probationaries, Ylyda Svyn tod him. "If not, they wil go on their way, when it is safer. "Yes, miady. She redirected her attention to us. "We do not expect visitors to low the oaths of our order in their entirety, but r the ength of your stay stay,, there is one promise we must exact, r the safety of a. Hold yourself pure om carnal temptation. Wards of my own devising buwark this rtress aginst demonic incursion. Shoud you feel the pul of animal lusts, know that these are the workings of demons. If you give in to them and dee your bodies, you create a crack in the protective sphere, which they can pry open to get at us. You may think this olish but I assure you of its absoute necessity. Am I understood? "I think it's safe to say, Gad pronounced, "that none of us took this r that that kind of house. She glowered at him. " It is no joking joking matter. "Understood, milady, Gad said. "Now I must return to my researches. She exited through a door to some other rst-oor room. Vitta, I coud te, was already making a mental map of the building. Byre and his subordinates le to ll their mistress's orders. Vitta raised an eyebrow at Gad. " She likes you. " Part of the job, Gad said. "The broken ones always do, Vitta said. An uncomrtabe sience hung, referring, I inferred, to a history I did not share with them. Shorty thereaer, rank-and-e crusaders arrived to settle us into a dray room. When they had gone, Calliard said, said, " She wants us to break her rules. rules. To eljustied, when she she decides to do to us what she did to that poor woman. " She'l come to ove us, said Gad. An envy seethed in me, r the ease with which he drew others to him, the way he stirred them and twisted them around. As the storm crested, we heard shouts om outside, and what might have been the twang of ring ballistae. If it was a battle we heard, it was a pernctory one, and nothing came came of it. Since then our residency at the rtress has been a tenuous one. We have played the roles Gad cast us in initially reuctant, but increasingy open to joining their order. TheyByre especialy, but also his mistress remain wary of us. She nds reasons to visit Gad, but he arouses a nervousness in her, giving him scant opportunity to create the bond he seeks. They do, however, run short of suppies, om achemical compounds to rther her researches to everyday staples. To this purpose I gained knowedge of their supply train.
Appended to this message you'l nd a list of items they require, and the contacts through which you can arrange r goods, equipment, and a sum of coins to be conveyed to them. As difcut as you may nd it to loose the cash on short notice, I urge you to do it. Fanatic as they may be, the crusad crusaders ers of the Solar Lantern underst understand and the practicalities of their position. I see no ster or rmer way to make ourseves indispensable to them than with a shipment of goods. When considered against the value of the Bile of Abraxas, it represents a shrewd investment. It wi earn us the trust we so desperately need to achieve our ends. This in turn ought to protect us om the greatest danger we now ce, greater still than the demons outside the wallsthe prospect of winding up on Ylyda Svyn's surgery slab.
his volume of the Wrath ofthe of the Righteous Adventure Path features features a host of ul ul creatures om the Abyss, and this month's Pathnder Bestiary includes a swarm of angry spirits, spectral crusaders, a demon dedicated to blasphemy, and the demon ord Siesh.
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MORE cus NOUNERS The random encounter table presented here atures a number of typical threats the PCs could run across while making their way through he Worldwound. During the course of the adventure, the PCs have a 45% chance of a random encounter every hour they spend traversing the tainted waste. Since this adventure spans a range ofleves, some of the results might be too simple or too difcult r the PCs, depending on where they are in the course of the adventure. If the result rolled is outside the challenge rating range appropriate r the PCs, roll again or simply choose a more appropri appropriate ate encounter. During the adventure, the PCs must ght a woundwyrm named Scorizscar. If you roll a random encounter encounter but don't want to use the result om the table, have the PCs spot the eyeless, six-legged dragon soaring high above them. This reshadows the coming encounter with Scorizscar and aows the PCs an opportunity to plan r the dicult ght. GMs looking r inrmation about the region the PCs will be travein traveing g in, or looking r other encounter ideas or hazards to use during the course of this this adventure, should check out Pathnder Campan Settin[: The Worldwound. Cult Champion {CR : Having proved herself against crusaders and the ceestial beings with whom they are aligned, this champion use the statistics r an angel slayer on page 138 of the Pathnder RPG NPC Codex) now heads out on her own every week to bring new victims back to her cut's camp. Ruthless and cruel, the champion stalks her prey r days at a time, harrying them into a nervous enzy bere striking. Demon and the Dead (CR 11): A rogue nabasu (Pathnder RPG Bestiary 64 has been causing problems among the cultists ofBaphomet. It waits until small groups venture om their camp r od or water and ambushes them with its gaze attack. It has managed to gain 4 growth points and has a sma band of ur ghouls (Bestiary 146. The demon has yet to successlly mature enough to plane shi to the Abyss, so s o it is always on the lookout r new victims. Foul Coven (CR : In a tumbledown hut buit among cracked boulders, a witchre (Pathnder RPG Bestiary 2 284 and two green hag sisters (Bestiary 167 rm a coven. These creatures reside in the eastern edge of the Worldwound and mosty keep to themseves, though they take advantage of any humanoids that wander too near their hut. Looking down their noses at cultists and crusaders alike, they use their heightened coven powers to create minor undead minions to patro the area and act as lookouts. Even though
MARCHLAN {NCUNTER d% 01-07 08-11 12-14 15-20 21-25 26-28 29-36 37-41 42-45 46-49 50-57 58-64 65-70 71-76 77-84 85-88 89-91 92-95 96-98 99-100
Rult Demon and the dead d4 rot grub swarms vrock bebilt d4 bodaks derakni Foul coven d4 warped ones young red dragon carnivorous crysta Te Pagued One sacath d8 cutists d4 len Moters of caos d6 tick swarms dwierget glabrezu d4 retrevers Cult campion
vg R 9 9 9 10 10 10 10 10 10 11 11 11 12 12 12 12 13 13 13 14
uc See below By 215 By 69 By 32 Bestiary 2 48 Ww 43 See below Ww 62 By 98 By 45 See below See page 84 x 249 See page 90 See below By 265 Ww 54 By 61 By 234 See below
the witchre is more powerl than the sisters, they manage to enrce their dominance over the undead creature. Mothers of Chaos (CR12): Though not typicaly associated with the Worldwound, lowers of Lamashtu sometimes wander the broken and to collect strange Abyssal creatures. Three cerics use the statistics r a mother of beasts on page 51 of the NPC Codex) have converted a small cave complex into their lab and temporary home. Here they have begun experiments on normal creatures, trying to use the region's Abyssal nature to turn them into monsters. The Plagued One (CR 11): 11): A buzzing abomination staks the Worldwound in search of the power it can harvest om the palpable Abyssal energies streaming om the ri. This worm that walks is a dedicated worshiper ofDeskari, and her rm is composed of hundreds hundreds of thousands thousands of locusts see page 75 r her complete stat block. During the day, she travels in disguise and is accompanied by a contingent of other cultists with various skills, so the group resembles a typical adventuring party at rst gance. Just ahead of the group ranges their scout use the statistics r a cave stalker on page 146 of the NPC Codex), accompanied by the ce of the group use the statistics r a con artist on page 29 of the NPC Codex). The Pagued One's personal bodyguard is a brainwashed cutist recently kidnapped om the ranks of Mendev's army use the statistics r an expert bodyguard on page 269 of the NPC Codex). The two newest members of the the party is an elven couple use the statistics r a rest guardian on page 12 of the NPC Codex and a storm sorcerer on page 163 of the NPC Codex) who aid in artillery support.
Demo, acat This win9ed abomination abomination is a horrid mix of demonic and an9elic atures as two bodies were careless fused into one Its fan9ed inhuman face is frozen in permanent contempt contempt while a beautul visa9e with an expression of horror bul9es from the back of its skull. CR
X ,00 CE Medium outsder (chaotc, demon, evl, extraplanar) lnit +11; Senses all-around vson, darkvision 60 ft., detect good; Percepton +27 DEFENSE
AC 2S, touch 18, flat-footed 17 (+7 Dex, +1 dodge, +7 natura) hp 148 (11d10+88) Fort +11, Ref +14, Wi +14 DR 10/cod ron or good; Immune eectrcity, poson; Reit acd 10, cod 10, fre 10; SR 22 OFFENSE
Speed 30 ft., fly SO ft. (average) Meee +1 longsword +19/+14/+9 (1d8+8/1920), 2 claws +14 (1d4+3) Specia Atack blasphem blasphemous ous nfluence, ingerng doubt, merge wth host Spe-Like Abiities (CL 13th; concentration +18) Constant-detect good, misdirection At -detect thoughts (DC 17), greater teleport (self plus SO bs. of objects ony), telekinesis (DC 20) 3/-chaos hammer (DC 19), desecrate, greater invisibility, major image (DC 18), suggestion (DC 18) /-blasphemy (DC 22), sying (DC 19), summon (level 4, 1 succubus or 1 ncubus 6S%) 1/wee-unhaow (only one such efect can be actve at a tme) STATISTICS
Str 2S, Dex 2S, Con 26, I 18, Wis 20, Cha 21 Bae Atk +11; CMB +18; CMD 36 Fea Combat Reflexes, Deceitful, Dodge, Improved Intative, ron Wll, Weapon Focus (claw) Ski Bluff +23, Dplomacy +19, Dsguse +14, Fly +21, Knowedge (planes) +16, Knowledge (relgion) +16, Perception +27, ense Motve +19, eght of Hand +18, tealth +21, Use Magc Devce +19; Racia Modifie +8 Percepton Languages Abyssal, Celestal, Common, Draconic; telepathy 100 ft. SQ change shape (Medum or arge humanoid; alter self), subtle magc, trophy taker ECOOGY
Environment any (Abyss) Organizatio soltary, par, or cabal (1 plus 12 succubi and 13 ncubi) Treaure standard (+1 longsword, other treasure) SPECAL ABITIES
Baphemou Infuece (Su) A vctim that fals under the effects of a shachath's merge wth host abty becomes
chaotc ev. Dvne spelcasters subject to a shachath's merge wth host abty temporary ose connecton wth their faith, and now gan ther dvne powers from the Abyss or a demon lord the shachath serves. Though they can still cast the spels they had prepared, they cannot cast spels with the awful or good descriptor. If the victm of a shachath's merging had access to the Good doman, that access changes to the Ev doman. If the vctim had access to the Law domain, that access changes to the Chaos domain. If the vctim had access to a subdomain associated wth the Goo or Law doman, that subdoman changes to the Demon subdoman. These changes last as long as the shachath remains merged wth the vctim. ther doman choices are not adjusted. If the vctm s rescued from the shachath's influence and the merge ends wthout the vctm's death, the vctm remans chaotic evilths may resut n the vctm osng some or all class ablites. An atonement spell can restore the vctm's agnment at no addtiona cost, at whch pont lost class ablites are restored. Ligeing Doubt (Su) nce per day, a shachath can use a touch attack to affect a creature wth lngerng doubt. The target must be able to cast divne spes, be able to channel postve energy, or have the ay on hands ablty. f the target fais a DC 20 Wll save, all augury, commune, divination, and smiar spes cast by the target automatically fal. n addton, usng divne spells and spell-lke abltes, channelng channel ng postve energy, or usng lay on hands has a 20% chance of falure. Ths curse s permanent, but can be removed normay. The target cannot detect the curse on tself, but other creatures may detect the curse normally. A shachath may use scryin scrying g on the cursed creature as if it knew the target well, and dong so requres ony a full-round acton. A shachath may ony curse one creature at any given tme. The save DC s Charsma-based. Merge with Hot (Su) As a fu-round acton that provokes an attack of opportunity, a shachath can merge ts body with that of a hepless creature and contro t if the vctm fals a DC 20 W save. A creature that successfully saves s not subject to the same shachath's merge wth host abity for 24 hours. Whie merged wth a vctim, a shachath gains control of the body and may use t as ts own, as if t controlled the target va dominate monster. Misdirection or simiar effects can hde the vctm's algnment change. The shachath has full access to all of the host's defensve and offensive abltes, and the shachath can sti use ts own spell-ike spell-i ke abiites as well. As long as the shachath occupes occupes the host, t knows (and can speak) the languages known by the vctim and basc nformaton about the vctm's dentty and personalty. It can earn specfc memores or knowledge from the victm by telepathc communication as needed. Damage dealt to a host body does not harm the shachath, and f the host body is slan, the shachath emerges and is dazed for 1 round. A shachath can choose to abandon a host body as an mmedate acton, but dong so causes the host
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to be dazed for 1 round, and the shachath must wait 24 hours before attemptng to use merge wth host agan on any target. A shachath can be eected from a host through the use of break enchantment (aganst CL 1th), dispel chaos or dispel evil. Merge wth host s a mnd-affectng possession possessio n effect. The save DC s Charsma-based. Subte Magic (Su) Whenever a shachath targets a creature with a spell, spe-ike ability, or supernatural ablty, and that spe or abiity has no obvious physcal effects, the targeted creature has no sense of havng been the target of a magcal effect after makng a successful savng throw against the effect. f the abiity requires a touch attack but the target s unaware of beng threatened, the shachath can attempt an opposed Bluff or leight of Hand check to touch the target without arousing suspcon or beng notced. Trophy Take (Su) A shachath that takes a persona tem from a prospectve target can weld greater power over that creature. The tem must be somethng that the target consders ts own possession and carres wth t most of the tme (for exampe, a piece of ewery, a favored weapon, a hoy symbol, or some other memento). The shachath gans a +2 bonus to the savng throw DCs for all of ts supernatural or spel-ke ablites ablites that target the owner of the trophy. This bonus increases to +4 f the trophy is the target's holy symbol. A shachath can ony have one trophy at any time, and t oses any beneft from an existing trophy f t takes a new one.
A shachath's duplicitous nature is reected in its physical physical rm. It is literally two-ced, and sees and speaks spea ks easily om either side of its skull. One ce is angelic and the other horric, but a shachath is a single being of pure malevolence. Shachaths are concerned with the destruction of mortal ith in anything, and are most oen und in the service of Baphomet, Pazuzu, Siesh, or Socothbenoth. A typical shachath is 7-1/2 feet feet tall ta ll and weighs 320 pounds.
OLOGY Shachaths are living embodiments of blasphemy. blasphem y. They rm in the Aby Abyss ss om truly blasphemous soulsthose who actively work against true believers. Their merged rms can be inverted invert ed at their whims; whims; at one moment, the demonic demon ic ce might be carrying on a conversation, and in the next, with
a lding of esh and a cracking of bones, the shachath can bring its angelic ce to the re.
B & OIEY Shachaths Shachat hs that reside in the Abyss A byss typically act as advisors and counselors to more powerl demons that seek their unique insight into good gods, outsiders, and the mortal condition itsel£ Others are skilled at interrogating and breaking good-aligned prisoner prisoners. s. On the Material Plane, shachaths dedicate their efrts toward the corruption of mortal ith. This can represent an attack upon a devout cleric or an entire communityor both, if they can manage.
Demo LOd, SiFkesh This 1aunt woman has blood-soaked hair ees and lips stitched shut with wire and severed limbs that oat nearb as the were still attached CR 28
X 4,95,00 CE Medium outsder chaotc, demon, evl, extraplanar lnit +12; Sene darkvison 60 ft., detet good, detet law, true seeing; Percepton +51 Aua frghtful presence 120 ft., DC 38 , unholy aura 20 ft., DC 31 DEFENSE
AC 49, touch 43, flat-footed 36 +4 deflection, +12 Dex, +1 dodge, +6 natural, +16 profane hp 666 31d10+496 ; regeneraton 30 defc or mythic Fort +30, Ref +33, Wi +30 Defenive Abiitie crtical heang, eedom of movement, heretcal; DR 20/cold ron, epc, and good; Immune ablty damage and dran, bleed, charm and compulsion effects, death effects, eectrcity, energy dran, petrficaton, poson, sashng weapons; Reit acd 30, cold 30, fire 30; SR 39 OFFENSE
Speed 30 ft., fly 120 ft. perfect Meee +5 unholy speed war razor +47 /+42/+37 /+32 1d4+27 /1920, caw +42 4d6+27 /1920 pus 1d4 Cha dran Space 5 ft.; Reach 30 ft. Specia Attack Chasma dran, desparng cy, precse cuts, sucde Spe-Like Abiitie CL 28th; concentration +41 C-detet good, detet Jaw, freedom of movement, true seeing, unholy aura At wll astral projetion, blasphemy DC 30 , rushing despair DC 27 , deserate, greater dispel magi, greater teleport, telekinesis DC 28 , shapehange, suggestion DC 26 , unhallow, unholy blight DC 27 3/-demand DC 31 , quckened dominate person DC 28 , quickened suggestion DC 26 , summon demons, symbol of strife" DC 32 /-sympathy DC 31 , time stop, weird DC 32 STATISTICS
Str 32, Dex 35, Con 42, Int 33, Wi 29, Cha 36 Bae Atk +31; CMB +42; CMD 85 cant be trpped Feat Combat Expertse, Combat Reflexes, Craft Construct, Craft Magc Arms and Armor, Craft Wondrous tem, Critcal Focus, Dodge, Improved Crtca war razor , Improved Critca claw , Mobty, Power Attack, Quicken pel-Lke Ablity domnate person, suggeston , prng Attack, taggerng Critcal, Whrwnd Attack Ski Acrobatics +46, Buff +47, Dplomacy +47, Fly +54, ntmidate +44, Knowledge arcana +42, Knowledge engneering +42, Knowledge hstory +42, Knowledge loca +42, Knowedge noblity +45, Knowledge planes +45, Knowledge region +42, Perception +51,
ense Motve +43, pelcrat +45, teath +46, Use Magc Devce +44; Racia Modifie +8 Percepton Language Abyssal cant speak , Celestal cant speak, Common cant speak ; teepathy 300 t. SQ demon ord traits, detached lmbs ECOOGY
Environment any Abyss Oganization soltary unque Treaure triple (+5 unholy speed war razor, other treasure SPECAL ABITIES
Charima Drain (Su) fkeshs claw leaves hideous scars that resst healng even va magic; these scars manfest as Charisma drain. The more scars a victm gains in ths manner, the more despondent and depressed its personalty grows. A creature whose Charsma score s drained to 3 or lower by ths attack automatcally als any Wll save aganst any spell-ike abiity or supernatural attack made by ifkesh. A successful DC 41 Wll save ressts the Charsma dran nflcted by by this a ttack, and nstead causes the vctm to be sckened for 1 round. The save DC s Charsma-based. Critica Heaing (Ex) Crtca hts cause ifkesh to experence a sudden rush of energy and healng. Any addtona damage dealt to ifkesh by a crtcal ht actually heas her of that amount of damage rather than harmng her. This damage appes smultaneously to the attacks normal damage, and can prevent her from beng slan the damage from the normal attack woud otherwse have been enough to kl her. fkesh takes no damage at al but neither does she gan healng from critical hits she or her allies deal to heronly attempts to actually damage her can hea her n this way. Whenever fkesh is heaed of any damage n ths manner, she becomes hasted for 1 round. fkesh takes normal damage from sneak attacks and other precson-based damage. Depairing Cy (Su) nce every 1d4 rounds as a swft acton, fkesh can uneash a soul-rendng mournful scream that affects all creatures in a 60-foot-radus spread. A creature n this area must attempt a successful DC 38 Will save or be overcome by suicda desparon a successfu save, a creature is merey sickened for 1d4 rounds. A creature fuly affected by ths specia attack takes a 6 penalty on attack rols, saving throws, abilty checks, skill checks, and weapon damage rols, and cannot gain the beneft of any morae bonus for 24 hours. A creature that s normaly mmune to fear loses that ablity whe under the effects of desparng cry, and can be ordered to take obviously sucidal acts whe under the infuence of effects like harm person, dominate person, and suggestion. The effects of mutpe despairng cres do not stack. Ths s a mnd affecting sonc curse effect. The save DC is Charsma-based. Detached Limb (Su) fkeshs arms, legs, and head are not physcaly attached to her torso. Instead, they float n
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approxmatey the postons they would normally take up, but never qute perfectly algned. he s mmune to any effect that severs mbs or her head. In addition, when she attacks, her lmbs can move wth surprsng speed, effectvely grantng her exceptiona reach for a Medium creature. Heretica (Ex) fkeshs heretical persona protects her from servants of fath. Aganst any spel cast by a dvne spellcaster, her pel Resstance ncreases to 41, and she gans a +2 bonus on all savng throws aganst such spels. A divne spelcaster who wlngly touches fkesh must succeed at a DC 38 Will save or be nauseated for 1d4 rounds. he save DC s Charisma-based. mmune to Edged Weapon (Ex) fkesh s mmune to al forms of slashng damage and bleed effects. Precie Cut (Ex) ifkesh deals an amount of addtona damage equal to her ntelgence bonus on any successful attack that deals slashng damage. Suicide (Su) nce per day as an mmedate acton, fkesh can drop her defenses when attacked by a foe. he s treated as flat-footed for ths attack, loses her profane bonus to her AC and spel resistance, and automatically fails any saving throws against that attack. If this attack kls her, she mmediately utters her desparing cry even f shes aready used t withn the prevous 1d4 rounds . Any creatures affected by by ths partcular desparng cry are also stunned for 1d4 rounds. ne round after she commits sucide, fkesh automatcaly comes back to life, as f affected by true resurrecton.
Sish, th Sacrd Whor, is th dmon lord of suicid, hrsy, and hoplss dspair. Sh ruls th Abyssal ralm of Vantian, th lgndary City of Opn Windows. Th city itslf is constantly dstroying itsl as its buildings continually plummt into th churning surf along an trnally crumbling coastlin. Sifksh is among th most nigmatic of all dmon lords, r sh sms mor diabolic or vn damonic in hr prsonality and apparanc. Planar scholars hav long struggld to intrprt th dmon lord's position and powr. Th bl if that Sifksh ros om th animus of a hrtical rinys who bcam th rst of Hll's hrtics is corrct, and sh constantly works to sduc and lur additional powrl dvils om thir infrnal rols, inviting som to join hr as vord minions but laving othrs in plac so thy can mor asily work to subvrt Hll's machinatio machinations. ns.
FKES's Cun Sish is worshipd by blasphmrs, hrtics, outcasts om othr rligions, and survivors of botchd suicid attmpts. Hr ithl ar rlativly solitary individuals, and thr isn't a strong lmnt of group worship of th dmon lordhr cults tnd to b small and on amount to only a singl worshipr who might mploy or rul his own group of minions or llowrs who don't actually srv th Sacrd Whor. Worship of Sifksh is a dply prsonal and scrtiv thing, and many ofhr llowrs publicly publicly blong to othr rligions, worshiping th dmon lord of hrsy in scrt as thy work to undrmin th ith thir allis and companions bliv thm to hav. Holy sits to Sish includ dscratd churchs, hauntd houss, and towrs with too many windowsnarly always, such tmpls and shrins to Sifksh ar mpty and abandond. Th lon worshipr might shar th sit with othr craturs such as prdators or undad, and may vn rly upon th prsnc of such craturs as convnint protction and dns against th nmy. Sish's unholy symbol is a pair of minin hands crossd at slashd wrists. Hr vord wapon is th war razor (The Inner Sea Wrld Guide 290-291. Sh grants accss to th domains of Chaos, Evil, Madnss, and Trickry, and to th t h sub domain domainss of Dcption, Dmon, oss, and Nightmar (vn though sh normally wouldn't b abl to grant accss to th subdomain of oss, sh can do so du to hr clos associations with dspair and hoplssnss).
Ra SWO Hundreds of twisted distorted faces roil in a miserable cloud screamin of their unquiet deaths
X 3,00 CE Tny undead (ncorporea, swarm) lnit +4; Sene darkvsion 60 ft.; Percepton +2 Aura fear (0 ft., DC 18, 1d6 rounds) DEENSE
AC 20, touch 20, flat-footed 16 (+4 deflecton, +4 De, +2 sze) hp 76 (9d8+6) Fort +7, Ref +7, Wi +8 Defenive Abiitie incorporeal; swarm trats; Immune undead trats OFENSE
Speed ft., fly 0 ft. (perfect) Meee swarm (4d6 plus blood dran) Space 1 ft.; Reach ft. Specia Attack blood dran (1d2 Con), ghost touch jaws, project death STATISTICS
Str , Dex 18, Con, nt, Wi 15, Cha 19 Bae Atk +6; CMB CMB; ; CMD CMD Ski Fly +16 ECOOGY
Environment any Organization soltary or pack (25) Treaure none SPECAL ABITIES
Ghot Touch Jaw (Su) A drocha swarm's many btng jaws are considered to have the ghost touch specal ablty. Ths aows t to deal its swarm damage to corporeal foes, and to dea norma damage to incorporeal creatures such as ghosts, shadow demons, and even other drocha swarms. Project Death (Su) As a standard acton, a drocha swarm can target a creature wthin 0 feet and cry mournful wals that f the lstener with images of ts own death. The targeted creature must succeed at a DC 18 Wi save to steel tsef against ths morbd onslaught. onslaught. If that save fals, the vctm must succeed at a Fortitude save or de from fear. Even f the Forttude save succeeds, the vctim takes 4d6 points of damage. A creature that successfully successfully saves aganst the nital Wll save s not subject to the same drocha swarm's project death abity for 24 hours. This is a mnd-affectng fear effect. The save DC is Charisma-based.
The opening of the Wordwound Wordwound brought many horrors to the word, and one of the more tragic and horribe resuts was the eimination of the Sarkorian peope. The mass deaths of these peope spawned roiing couds of unquiet spirits caed drocha swarms. Each made of the spirits of hundreds of Sarkorians who died at once, these ghosty
swarms revea the screaming ces of those who once ived and thrived in this verdant and. Their ives were cut short either by the ripping open of the terrain itsef or by the demons that subsequenty poured rth om the Abyss. Now, these tortured swarms of spirits roam the Wordwound, aone or in packs. Drocha swarms are devoid of the goodiness and respect r nature they had in ife. A these tortured sous can do is scream and torment others, and though incorporea, their razor-sharp teeth materiaize just ong enough to tear at any creatures they happen across. Mosty transucent, drocha swarms contain ony the intest traces of back and green deineating deineating the writhing mouths and roing eyes of the ces within. The ces moan independenty, creating a cacophony of voices, each shouting rage at its death or screaming r others to isten to the story of its pight. It woud be maddening to pick out individua voices and ow their terribe cries. The swarm can expand and contract as necessary, pouring over enemies and draining them of the i drocha swarms were so vioenty denied, an action that does not seem to bring the piti creatures any rei effrom their hideous hideous aeri.
OLOGY It is postuated drocha swarms can rm anywhere death has occurred on a massive scae. Bere the Wordwound opened, they were virtuay nonexistent in the Inner Sea region, though some theorize the Sodden Lands coud have their own rm of drocha swarms made up of those who perished when the Eye of Abendego rmed and ravaged the Lirgeni peope, practicay eiminating them om the Inner Sea. The dead individuas that make up a drocha swarm have ost any identity they once had and are hideousy transrmed; they are now horric vehices of undeath, created ony when the conditions are right. As dead sous trapped on the Materia Pane are wont to do, drocha swarms are angry and venge, and attack any iving thing near them with impunity. Since these swarms are co mposed of undead spirits, spirits, once reduced to o hit points, drocha swarms are immediatey destroyed instead of dispersing. Whether these unquiet spirits are then eed om their connection to the Materia Pane and are abe to pass on to the Boneyard is uncear. Many schoars beieve that destroyed drocha swarms do not pass on to their na judgment and instead are ung to dierent edges of the Wordwound, where they sowy rerm. These schoars state that the rea tragedy in regard to putting these horrifying beings out of their tortured misery is that those who defeat them are not iberating the tortured sous, but rather just postponing ture encounters with new drocha swarms. This theory is teing, r if drocha swarms were indeed destroyed,
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thr woud b fwr and wr of thm vry yar. Howvr, ncountrs with ths dady swarms hav shown no hint ofltting up.
B & cEY Drocha swarms swarm s typicaly stay in th ara in which thy did, rpatdy going ovr th sam trritory in an ostnsib attmpt to undrstand why th vilags and citis in which thy ivd ar no longr thr. In contrast, som drocha swrms oat all about th Wrdwound attacking dmons and humanoids alik. alik. Whn drocha dro cha swarms attack dmons, thir scrams and wails chang ton and pitch, as ifth spirits undrstand dmons wr rsponsibl r thir dmis. Bcaus of thir roaming natur, ths swarms inquntly ncountr ach othr. As unintllignt undad, drocha swarms hav no socity. Evn whn swarms com across ach othr, thy sm unawar of ach othr's xistncwhich is prhaps unsurprising sinc drocha swarms cus on living things. On rar occasions, drocha swarms hav bn rportd to collid with ach othr. Whn this vnt occurs, a strang thing happns. Th two (or mor) swarms appar to mrg togthr, th translucnt cloud of scraming cs darkning and biowing out in an vn mor chaotic roil. Th scraming cs that oat within th dady mass pass through on anothr in a twistd danc and th volum of thir wails incrass to a painy uncomrtabl lv. Th mrgd swarm pulss and continus to grow largr than th voum of th two individual drocha swarms. This horrid mass coalscs and cass ying, coming to rst on th ground, and rmaining stationary r hours at a tim. During this priod, iving craturs can actualy approach th mrgd swarm without th drocha swarms pursuing thm, though som hav rportd that psudopod-lik appndags strtch out om th mass and prob th air in th dirction of th living. Ar svral hours, th wails and shriks buid to a crscndo loud nough to mak on's ars bld and th ara of th swarm's far aura doubls. Onc this happns, th mrgd coud of drocha swarms rapidly puss, thn dramatically contracts to th siz of a singl drocha swarm. It's unknown whthr th two mrg and tak up th sam spac or on swarm taks ovr th othr. Som bliv th two swarms ngag in a brutal batt with on anothr until a singl swarm is dstroyd. It's blivd this is th only way th componnt spirits can b d om thir torturd xistnc, but what truly happns in ths rar circumstancs is unknown. To th w untaintd individuals who stil ca th Wordwound hom, hom, drocha dro cha swarms ar as inmous as dmons r thir ability to caus dstruction
and turmoil whrvr thy go. Bcaus thy ar clary not dmons, howvr, a fw storis hav mrgd in th hundrd yars that drocha swarms hav xistd. Som say th Sarkorians, who nrvously prdictd th thinnss of thir ralm, dsrv thir t r not ing. Othrs say thr was no way th Sarkorians coud hav prdict d thir ts. Still othrs claim th Sarkorians ar th victims of a gratr rc, which ndd thousands oflivs to manifst its vil natur on th Matria Plan. Who is corrct is nyn's guss.
aln This hostly cr usader oats just above the round ts translucent form would be harder to see not for the twin motes of hellish red liht starin out from behind its helmet FAEN
CR 8
X 4,00 E Medum undead (incorporeal) lit +; Seses blindsense 60 ft., darkvison 60 ft.; Percepton +17 DEENSE
AC 22, touch 17, fat-footed 19 (+4 armor, +4 deflecton, + Dex, +1 sheld) hp 9 (11d8+44) (11d8+44) Fort +7, Ref +6, Wi +10 Defesive Abiities channe resstance +4, ncorporeal, rejuvenaton; Immue undead trats; Resist acd 5, fire 5 Weakesses lght senstivty OFFENSE
Speed fly 0 ft. (perfect) Meee longsword +10/+5 (1d8/1920 plus 2d6 negatve energy and agent of despar), lght sheld +9 (1d pus 2d6 negative energy and agent of despar) Ranged longbow +11/+6 (1d8/ pus 2d6 negative energy and agent of despar) Specia Speci a Attac ks agent of despar, curse of the unburied, phantom armaments, touch of the grave Spe-Like Abiities (CL 12th; concentration +16) /daydeeper darkness, telekinesis (DC 19) STATISTICS
Str Dex 16, Con It 1, Wis 17, Cha 18 Base Atk +8; CMB +11 (+1 sunder); CMD 28 (0 vs. sunder) Feats Combat Expertise, mproved mpr oved hield Bash, Improved under, under, hied lam, Two-Weapon Fghtng, Weapon Focus (ongsword) Skis Fly +10, ntmdate +18, Knowledge (reigion) +10, Percepton +17, Rde +10, ense Motive +15, urviva +1 Laguages Common ECOOGY
Eviroment any (Worldwound) Orgaization soltary, squad (26), or patoon (716) Treasure none SPECAL ABITIES
Agent of Despair (Su) A !alen's attacks can weaken a creature's resolve. Any creature that takes damage from a faen's fa en's attacks must succeed at a DC 19 Will save or take a 4 penalty on saving throws aganst fear. If a creature that has immunty to fear fals ths saving throw, its immunity s temporary suppressed. This effect asts as ong as a creature sti suffers damage taken from a faen's faen's attacks. This effect is removed f the creature s healed of all damage nflcted by a faen. The save DC s Charsma-based. Curse of the Unburied (Su) nce per day, a falen can demand that a good-aigned cleric, paladn, or clerc whose dety s opposed to the creation of undead ocate
ts remains and perform a funeral for it on hoy ground (through specifc use of consecrate or hallow) The target must succeed at a DC 19 Will save or take a 2 penaty to each of ts ablity scores. Each day, the target can attempt a new savng throw; success keeps the target from accrung an additional 2 penalty to each of its ablity scores. No abity score can be reduced beow 1 by ths effect. The abity score penates are removed immedately upon competng the funeral rtes for the falen. The target does not need to compete the rtes personally, but t is responsbe for seeng that they're carred out. The save DC s Charisma-based. Phatom Armaments (Su) A falen possesses a semblance of the gear t carried n life. A fal en's weapons and armor are formed of force, alowng the falen to make physcal attacks and wear protectve armor. Though solid and formed of force, ths gear cannot be disarmed or removed from the fallen. Arrows fred from the !aen's ongbow vansh after dealing damage to ther target. Rejuvenatio (Su) A falen s ted to the place where t fell n battle or the locaton where ts remains were dragged after it fel in combat. Unless slan permanently, it reforms there 2d4 days later. A fallen s permanently destroyed and its soul s reeased when funeral rtes lastng at east 1 minute are performed on ts remains whle on consecrated or halowed ground. Touch of the Grave (Su) All of a fallen's meee and ranged attacks dea an additonal 2d6 ponts of negatve energy damage.
The llen were once sworn champions of the previous ur crusades aga inst the Worldwound to whom te has perpetrated a cruel trick. Unable to receive Pharasma's judgment and receive whatever reward awaits them in the afterli r the deeds they perrmed in li, they are the grim, ghostly remains of the men and women they once were. However, the llen's original goal of valiantly marching into the Worldwound to save Golarion om the demonic tide has washed om their tortured minds, and is replaced instead by pain, sorrow, and hatred. Their ll in battle remains the greatest disappointment in their souls. Most llen are still adorned in the battered and breached armor they died in and armed with the weapons they once carried into battle. batt le. Sentie Sentient nt and sue suering, ring, the llen wande wanderr the Worldwound in search someone to end their misery by perrming last rites. At a glance, a llen might be mistaken r a well armed ghost or spectre, but even casual study reveals that their ery eyes are not vacant, and they're anything but mindless. In battle battle,, llen move in an efcient e fcient and deliberate manner, and they are absolutely silent until they deign to speak in raspy, sepulchral tones.
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OLOGY Upon death, a so normally enters the Great Beyond and travels to the Boneyard, Boneyard, and once there, traves to an appropriate Oter Pane to become a petitioner. Whatever te bels that petitioner, whether it is destroyed or its energies are reeased to create an otsider, it never retrns to the Boneyard again. Spiritaists speclate that the Abyssa energies pervasive throghot the Worldwond have altered the planar strctre of the region region in sch a way hat in very rare cases, typicaly among the strong wiled, some sols instinctively react as if were on an Oter Pane already and never depart r the Boneyard. These are the len. The len are spontaneosy created, and are similar to ghosts bt r one crcial dierencethe llen have no remaining nnished bsiness to tie them to the Material Plane aside asi de om receiving recei ving a proper prope r brial. ike many other ty pes of ndead, the llen have an aversion to snight. snight. They are incapable incapable of becoming corporea, bt can open and close clo se doors, doors , hrl object object s, and otherwis oth erwisee manifest manife st their dispeasre throgh the se of telekinesis, telekinesis, and their ghostly weapons stil strike tre and deal damage since they are made of rce. A len can even shrod itself in darkness so tangibe that most demons cannot penetrate it. When neral rites are condcted pon the place where they died, the insion of positive energy scors away the Abyssa taint. This locaized restoration of the natra cosmoogical order alows the sol of the llen to escape to the G reat Beyond and ths receive jdgment. Thogh they were crsaders in li, len typically avoid the demons of the Worldwond Worldwond nless they happen pon an injred or distracted one. Their shame at dying by demonic claws and their tort tortred red existence hinders their abiity to strike at the demons in their crrent state. When len enconter mortals, they typically pead r release om their condition throgh brial. They don't give the mortas mch time to decide r themseves, instead sing their abilities to compel the mortals into serviceor saying them in anger and stration. B & OIY The len desire nothing bt release om the Material Plane. Existence is agony and horror r the len, a state that they cannot end themselves. They are not evil r evi's sake, bt their sitation ls them with ncontrolable rage and they cannot help bt resent the living and act selshy to end their plight. Some llen lie to woldbe rescers, promising to reveal great treasre near the pace they died. Others attack otright if not heped, take hostages, or threaten reprisas against miy members or other innocents. That the Worldwond is too dangeros r most adventrers is inconseqential
to themr when did the len ever waver when dty caled? Some simply go mad and cannot be reasoned with. The most tragic and desperate of the len are those that cannot remember where they died. Their dark natre notwithstanding, the len nderstand enogh abot the reality of their sitation to cal pon cerics and paadins to hep them. They can manage to hod back their rage in these sitations and reain om attacking the one who can help end their pligh, b his doesn' sop them om attacking a cleric's companions. ikewise, the llen do not hinder those aected by their crse of the nbried abiity. abiity.
THE M10NGH lsLES By JamesJacobs and a nd Gre A. Vahan An audience with the Crusader Queen leads the heroes to a rtress that lies between Golari Golarion on and the demonic Abyss. The enigmatic Nahyndrian crystals that have been granting demons mythic power are rened here, but the heroes' true goal lies beyond the immense ri housed in the rtress's heart, in the Abyssal realm known as the Midnight Isles. From a hidden mine on a remote island, the minions of Baphomet secretly unearth raw Nahyndrian crystals. But bere be re the PCs can assault this opera operation, tion, they must gai gain n the right to do so om the demonic ruler of this realm, Nocticula. Can the heroes navigate the intrigues of three demon lords to strike a critical blow r the rces of good without losing their souls to darkness? EEER OF HE ABYSS By Mike Shel Explore the plane of pure evil and chaos in this expansive gazetteer of the Abyss. Learn more about each nigh innite realm of the Abyss, and uncover s ome of their dark and cruel secrets.
USHINYRR TE PORHYRY CY By James Jacobs Not all Abyssal realms are monstrous and horric to behold. The islands of the Midnight Isles display a disturbing beauty and unsettling grandeur, and nowhere are these traits more apparent than in the home home ofthe oft he demon lord Nocticula. ANoMRE! More battles against demons in "Sweet Ichor, the Pathnder's Journal by Robin D. Laws! Plus Abyssal pest s, corrupted oozes, canny half-demons, and the demon lord Nocticula in the Pathnder Bestiary. UBSRBE O PHFINDER ADVENURE PH! The Wrath of the Righteous is here! Don't miss out on a single demon-thwarting volumehead on over to paizo.com/pathnder paizo.com/path nder and subscribe today to have each Pathnder Adventure Path, Pathnder Campaign Setting, Pathnder Module, Pathnder Player Companion, Pathnder Tales, and Pathnder accessory product delivered to your door. Also, be sure to check out the ee Wrath of the Ri!hteos Player's Gide, available now!
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Into the Worldwound! fer reclaiming the city o Drezen and recovering the lost sacred banner known as the Sword o Valor, the heroes have established a significant oothold behind enemy lines. With the demon armies still concentrating their attacks to the south, the heroes must now set off into the t he heart o the Worldwound to seek out powerul new allies and strike a mortal blow against the Templars o the Ivory Labyrinth—but in doing so, they discover a disturbing truth about the crystalline source o mythic power the demons have been using against the crusaders. Will the heroes survive the terrors o the Worldwound long enough to end the demons’ increasing attacks? This volume o Pathfinder Adventure Path continues the Wrath o the Righteous Adventure Path and includes:
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• “Demon’s Heresy,” Heresy,” a Pathnder RPG adventure for 9th-level characters with 3 mythic tie rs, by Jim Groves. • A study of the Green Faith, an ancient philosophy revolving around nature, by Sean K Reyn olds. • A look at the unnatural horrors known as worms that walk, by Amanda Hamon. • A journey to a crusader outpost inside the Worldwound Worldwound in the Pathnder’s Pathnder’s Journal, by Robin D. Laws. Laws. • Four new monsters, by Jim Groves, Groves, Amanda Hamon, and James Jacobs.
paizo.com/pathfnder Printed in China. PZO9075