A17: Haunting at Rybalka Lodge

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by Stephen Yeardley, Will Myers, and Jonathan G. Nelson

Adventure Background

A Year Ago

The Rybalka Lodge had always been the finest establishment in town, providing a service that kept its residents and patrons in the best of spirits and humors.  A meeting place for visitors and dignitaries and place where one could always find a warm meal and a clean bed.  That all ended around a year ago when the lodge mysteriously caught fire and burnt to the ground, Just when a senior member of the Mohkba government, Ambassador Kor Valdritch, was staying there.  It seemed that not a single member of the ambassador’s retinue, including Valdritch himself, escaped the inferno that night, and despite thorough investigations the cause was never found, although Vikmordere terrorists are considered to be the culprits as they have been known to set alight trade caravans, hunting stops, and even the Rybalka lumber mill on one occasion.  The Klavekian Monarchy sent a team to conduct their own investigation due to the death of the ambassador, but the team sent by the authorities left with little evidence save some burnt remains of his belongings and a few Vikmordere arrowheads almost charred beyond recognition.

The reason for the ambassador's visit to Rybalka in the first place is still not known to this day, or at least has not been disclosed by Monarchy representatives.  He was actually in Rybalka to observe and record events and methods used to maintain order in the chaos of a frontier/outpost town, with the intention of taking them back and implementing  a similar programme in other towns on the border.

GM’s note - the fire and disappearance was deliberate; Valdritch survived the fire and started to use the burnt-out lodge as a hidden base, but has become obsessed. The investigation team left a few items that Valdritch needed to stay out of sight for so long and in fact improved the quality of the secret door to where he is staying at the same time. The people responsible want Valdritch to gather as much “evidence” as possible of the need to draft a huge military force into Rybalka to protect its people and the valuable resources around the town, as well as use it as a springboard for future action against the Vikmordere. He is using specially manufactured crystal orbs and lenses to do this.

The one person who DOES know what is going on is Rybalka’s sage, Yuri Statel. He is fully aware of the ambassador’s mission but isn’t about to reveal anything. Valdritch knows neither that his continued presence in Rybalka is known, nor that Statel has stopped locals from finding out about him on a couple of occasions. But those events aren't for this adventure...

What Statel will do is either step in at the end of the events and remove the crystal orbs and any lenses or, barring that, he has made plans to ensure they are destroyed. How this is done is up to the GM, but it should be something that is beyond the control of the party as Statel is an extremely resourceful and well-connected man. He may or may not be in league with Haamu Koluta, although it is suggested he isn't.

Within the Last 12 Months

After the suspected arson of the original building, one of the lodge's former patrons, Suurmaja Samson, decided to rebuild it.  Suurmaja spent his life savings on the reconstruction of the old building, as well as finding himself having to raise additional funds from friends around the village.  He wanted every detail of the new lodge to match the former establishment if not better it. So work started and Suurmaja has been perpetually busy since.

Unbeknown to everyone, Suurmaja had discovered a strange crystal in the ruins of the lodge, tucked away in a box that miraculously hadn't burned away (actually a baby mimic placed there by Valdritch). This crystal disc seemed to be magical, at least to Suurmaja; whatever it was, he had never seen anything like it before in his life and found himself drawn back to it again and again. He has found the images it shows him a source of comfort, adventure, even a warped kind of inspiration. Indeed, his idea to entirely duplicate the old lodge came from a pair of pictures revealed by the disc. He is now quite covetous of it and hasn't told anyone about it and doesn't want anyone interfering with it.

This disc is controlled by Ambassador Valdritch. He allowed Suurmaja to find it and has liberally used rainbow pattern, mirage arcana and programmed image, along with several permanent images, to convince Suurmaja (and others over time) that there was a problem within the lodge when it burned down and that sabotage was to blame.

During the Rebuilding

The construction process was plagued by strange occurrences which always seemed to happen at night.  The carpenters would return each morning to find tools missing and ladders knocked over, along with strange images and shadowy shapes on the walls. Often these matched the work that was being undertaken in some way, either showing the finest equivalent workmanship possible or a destroyed pile of debris. Valdritch was the cause of these, along with the phasms he has working with him and his imp familiar. The motives of these seemingly otherworldly creatures is unclear, but they have stayed close to Valdritch and enhanced his plans ever since he started them.  Although these incidents happened quite frequently the events never caused any harm to the workers.  Thus, they lived with it as they continued the rebuilding of the lodge.

Now, a year later, the re-building has been completed. The Rybalka Lodge is ready to open its doors, and just in time, as a Prince of the Klavek Kingdom is coming to Rybalka in just 3 days time on an official visit! This is the first time royalty has paid a visit to the small village and not unsurprisingly, Rybalka is planning on pulling out all the stops for the prince. There is just one small problem: at night, strange flickering, multi-colored lights can still be seen floating around in the windows of the upper rooms at the lodge, at least according to neighbors. There have also been numerous reports of the building catching fire in the middle of the night. As soon as guards arrive the fire is extinguished and no trace of the flames can be found. Finally, every morning, numerous expensive ceramic dishes and cups are found smashed to bits throughout the lodge and many of the fine accoutrement offered have gone missing.

The lights are due to the crystals Valdritch has placed around the building in his baby mimic holders and other places, including the one Suurmaja found and which is still in the lodge, in one of the upstairs rooms. The fire is a programmed image; Valdritch is perfecting it before the prince arrives, and will include rampaging Vikmordere barbarians in the final version. His phasms have seen standard Vikmordere warriors and have played up their frightening nature when taking that form for themselves. Valdritch has recorded them with his orb and added them to the final version of the programmed image. The damage is simply the imp playing.

Valdritch has also placed baby mimics with crystals inside some homes, usually where a susceptible, nervous or gullible family lives. Finally, he has been able to get one positioned in the mayor’s office and has sent a nightmare vision to him of the prince being assassinated. In all these cases, Valdritch then records the reactions of the families or individuals and intends to add this to his evidence. The baby mimics are all in the form of a carving of the lodge. The crystal, actually one solid piece, makes up all the windows at the front on the lodge, looking out into homes and offices recording whatever the responses are to events. The crystals will even make a note of how the families and the mayor react when the PCs visit, to show the fear of such threatening types even when they are on the Rybalkans' side. Of course, all of this will be exaggerated in Valdritch’s final report when he returns secretly to Mohkba.

The lodge has not officially opened due to this plague of strange occurrences.  Mayor Igor Leonid hopes the PCs will assist the lodge's owner, Suurmaja Samson, in solving this strange mystery and setting things right before the prince gets here.  If they fail to do so, the prince will have to stay in the guard barracks and the wrath of the Monarchy could fall on the mayor, the owner, or even the PCs if their role in events comes to light! What the PCs don’t know is that Valdritch plans to leave the same day the prince does and intends to burn down the new lodge to cover his recent activities. The conflagration this time will be even more devastating than the last; the aim will be to completely raze the lodge and spread the ashes on the wind.

Finally, there is another agent in town although who she works for is a mystery. Without any formal insignia, Haamu Koluta explains why the PCs’ help is vital and impresses the importance their actions will have.

 

 

Adventure Hook

The PCs may already be in town but minding their own business, may arrive from elsewhere without knowing about anything that has gone on or is about to happen, or maybe members of the prince’s advanced guard. Whichever of the three, their presence is either known or soon known as they are clearly not Rybalkans.

In any of the above cases, the mayor summons the PCs to Rybalka City Hall to introduce them to Suurmaja Samson, owner of the newly rebuilt Rybalka Lodge.  The lodge has been suffering from a string of strange incidents, all of which occur at night. These occurrences have temporarily delayed the grand reopening of the lodge which originally burnt down just about a year ago.

The Prince of the Klavek Kingdom will be visiting in 3 days and both the mayor and Suurmaja need the PCs to find out what is going on and solve it, although Suurmaja doesn’t want the party finding his crystal, as he feels that is part of his reward for rebuilding the lodge.

The reward to the PCs will be free food and lodging for the party at Rybalka Lodge for one full year.  If the party wishes to negotiate further Mayor Igor Leonid will throw in 200 gold.  If he does this he warns that as the Monarchy is funding their efforts they better make haste to get things solved quickly!

In either the second or third of the above cases, it could also be that the party are approached by an outside agent and asked to investigate, particularly if they seem not to be too well integrated into the town and therefore uninfluenced by recent events.

 

 

 

Adventure Synopsis

The mayor and Suurmaja Samson ask the PCs to investigate the strange occurrences at the Rybalka Lodge.

The PCs start by questioning some of the neighbors regarding the nightly occurrences at the lodge.  They reveal some of the things they have seen and a bit of history about the fire that burnt the place down and who died in that fire.

If they approach the lodge during the day, they will find evidence of undead and a fur-booted medium humanoid and a single arrow; if at night, they are attacked by the phasms in the guise of Vikmordere warriors with flaming arrows. The phasms quickly flee, melting away in the night but leaving the bows and arrows as “evidence of Vikmordere complicity”

If the PCs enter the Rybalka Lodge during the day, they find everything calm and peaceful yet many fine plates and cups have been smashed to bits, as if just carelessly dropped to the floor. Whilst nothing much else can be seen happening inside the lodge during this time there are challenges to be met if the PCs dig around; however, it changes into a much lively place at night. The images of ghosts begin to haunt the rooms; these appear to be former occupants of the lodge from many years ago but are actually either illusions or occasionally created by the phasms.  Of course, the “ghosts” do not see the PCs and wander about as if they were still living, although for effect, one or two of the phasms will appear and throw items around, whilst Valdritch will cast several phantasmal killer/major image/other illusionary image spells in an attempt to deal with the party.

GM note:  Take care with phantasmal killer. Unless your party has the means to raise dead PCs, it could be a spell too far this early in the adventure, or it could give too much of the game away. Valdritch is just trying to get a reaction at this stage, and phantasmal killer is only truly useful if a PC’s greatest fear is dying in a fire or similar environment.

Any time they report back to the mayor, they find he is suffering from nightmares about the prince being assassinated. He is usually the soundest of sleepers, as anyone will testify from the sound of snoring during his post-lunch naps. The party will also encounter Haamu Koluta, a shadowy Mohkba agent, who warns the PCs all is not well in the Prince’s mind about this trip. She can act as a guide to possible incorporeal activity if required.

When the PCs enter the cellar at night they are attacked by phasms in the form of undead and a ghostly Vikmordere shaman. After this encounter with the phasms in the cellar, there are dangers throughout the lodge that threaten the PCs on all sides! They seem to keep coming but most of them mysteriously vanish as soon as the PCs interact with them. However, some are real, and it becomes difficult to know what is unreal, partially real or actually phasms and Valdritch’s imp, Lurjuspiru .

Various clues gained by the repetitive nature of the actions and the discovery of the baby mimics with their crystals may lead the party back down to the cellar.

Behind the secret door the mystery of the haunting is finally revealed. The orb, a minor artifact, is sending out a series of spells/spell-like abilities that affect and influence the phasms around the lodge and even possibly people around the town...but how can that be?

The PCs may slay Ambassador Kor Valdritch.  As soon as he dies, all of the illusions stop moving and disappear, Lurjuspiru returns to his home plane and the phasms flee as is their want. You see, Kor Valdritch is the one who set the original fire, so that he could fake his own death while recording his first horrific incident, as well as obtaining a safe refuge in a cellar under a burnt-down ruin, and everything since then is just sensationalist “evidence” gathering.

 

The Adventure Begins

 

Starting the Investigation

If regulars in town, the PCs will be used to being asked to do jobs for the mayor, Igor Leonid, or the sage, Yuri Statel, so shouldn't be too surprised when a guard approaches them and asks them to go to the town hall for a meeting.

If they are new in town, either as adventurers or as part of the Prince’s advanced guard, one of two events will occur. They will either be followed for an hour or so by a succession of local guards before being approached by as many guards as there are party members and politely asked to go to the town hall with them OR after an hour or so they will be approached by Haamu Koluta and asked the same thing.

In either case, if the party says “No,” they will find this repeated an hour later once they have seen all the preparation going on for the visit. Make a great play of the increased security, the “holiday atmosphere” in shops and inns and the swathes of bunting that have appeared. If the PCs are wandering around town, the exception to all of this is the lodge, and asking anyone about this will trigger another guard request, as they will step in as soon as the PCs approach a local.

If the PCs say “No,” a second time, the mayor himself will approach on the third occasion, when the party is eating or drinking in a public place. He will make it quite clear he is asking for help for the town, with many locals in earshot. If the PCs again say “No,” the town will quickly treat them as outsiders and from then on prices for everything that hasn’t already been paid for will go up by 50% every day and jobs will take 50% longer.

Meeting the Mayor and Samson

When the PCs finally get to meet the mayor (and Suurmaja Samson), he explains pretty much all he knows from the adventure background; that the lodge burned down, that the ambassador and his party died, that the official investigation turned up only a few Vikmordere items and that ghostly images have been seen more frequently as the prince’s visit approaches. Suurmaja will explain that it’s not as bad as everyone makes out, but that he wants it to go well so that the place will get a boost from the Prince staying there. He will concede that there have been “strange goings on,” but that nothing has been harmed.

The PCs may wish to consider what is being said.

Sense Motive DC 10

Both are telling the truth and have real concern for the forthcoming visit.

Sense Motive DC 15

The mayor has the air of someone who feels this is a make-or-break event for him, even with his good reputation, whilst Suurmaja seems more concerned with future success rather than here-and-now issues.

Sense Motive DC 20

The mayor is genuinely concerned for his future, but does not feel this is something he has time for right now, especially as no one has been hurt.

Suurmaja is genuinely concerned, but it seems more about the money he owes and promises he has made to friends around the village rather than a few ghostly events. After all, a dozen people died there, but that was before his time.

Before they leave, Suurmaja mentions that the PCs may wish to speak with the neighbors of the lodge; they have been reporting the same strange flickering lights in the windows of the building throughout the construction, as well as many false alarms of the building catching fire.  The two closest neighbors are the Hidench Family and the Breckonis Family.

The mayor asks them to report back at some point over the next 2 days so he can decide what to do when the prince arrives.

 

 

Meeting Haamu Koluta

Haamu Koluta is a government agent from Mohkba, although she has nothing to prove this and the PCs could spend many years in the capital asking about her and find no evidence to back up her claim. But she is, and a member of a vital group at that. She is an Incorporeal Inquisitor, a shadowy group (literally, at higher levels) that watch over certain types of undead and those that support them. Koluta is a Curer, although to the average person this wouldn't mean much.

After initially training as a state-sponsored rogue, she showed an aptitude for sneaking in and out of places and was recruited to work in places and against enemies most people don’t wish to acknowledge even exist. The necessary clerical training was undertaken before Koluta began her current role. She has reached the 3rd rank of Curer experience.

She will approach the PCs once she is sure they are at least interested in the case. Her request will be that the PCs enter the lodge and report back to her on what they find. She will assure them that they can have what they find there, although there is one particular item she is looking for, which she states is a crystal ball. She is unsure whether it is in the lodge or not, but explains that incorporeal creatures sometimes use these to watch on potential victims and she would need to take this as evidence of the spirits being purged.

She offers to reward the PCs with a one-shot government “get-out-of-jail” token and a symbolic platinum piece each. The PCs may laugh at this last offer, but if they take it and keep it, they will find that other work comes their way. It is up to them to decide whether to take up Haamu Koluta’s offer.

As a final point, Koluta will also suggest the party talks to the neighbors, particularly if the PCs have the mayor’s seal of approval. If they haven’t, she suggests they get it; life will be more straightforward and less expensive, she points out. She gives the party a time and place to be for a second meeting.

Haamu Koluta (3.5)

Haamu Koluta

Size/Type Medium Female human Rogue 2/Cleric 3/Incorporeal Inquisitor 3 (Curer)
HD 2d6+2 plus 3d8+3 plus 3d8+3 (51 hp)
Initiative +2
Speed 30 ft. (6 squares)
Armor Class 15 (+2 Dex, +3 ring of protection), touch 12, flat-footed 13
Base Attack/Grapple +5/+4
Attack +1 ghost touch rapier +8 melee (1d6/18-20) or +1 light repeating crossbow +9 ranged (1d4-1/19-20)
Full Attack +1 ghost touch rapier +8 melee (1d6/18-20) or +1 light repeating crossbow +9 ranged (1d4-1/19-20)
Space/Reach 5 ft./5 ft.
Special Attacks bless weapon, positive energy blow 1/day, smite incorporeal 1/day, sneak attack (1d6), spells
Special Qualities detect undead, evasion, trapfinding, turn undead (+2 on checks)
Saves Fort +7, Ref +7, Will +9
Abilities Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Skills Balance +7, Concentration +6, Decipher Script +5, Disable Device +5, Gather Information +7, Heal +8, Hide +8, Knowledge (religion) +5, Listen +11, Move Silently +8, Open Locks +7, Spellcraft +2 (scrolls), Spot +11, Use Magic Device +7 (+9 scrolls)
Feats: AlertnessB, Weapon Finesse, Weapon Focus (light repeating crossbow)B
Challenge Rating 8
Alignment Lawful Good
Magical Items: +1 ghost touch rapier, +1 light repeating crossbow, ring of protection +3
Languages: Common

Incorporeal Inquisitor spells

1/day; guidance, mage armor

Cleric Spells Usually Taken: (4/3+1/2+1) Destruction and War domains

0th -- Guidance, Light, Read Magic, Resistance

1st -- Bless, Detect Undead, Magic WeaponD, Remove Fear

2nd -- Owl’s Wisdom, Sound Burst, Spiritual WeaponD

Destruction domain:

Granted Power
You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

Spells

1st: Inflict Light Wounds
2nd: Shatter

War domain

Granted Power
Free Martial Weapon Proficiency with deity’s favored weapon (light repeating crossbow) and Weapon Focus with the deity’s favored weapon.

Spells

1st: Magic Weapon
2nd: Spiritual Weapon

Haamu Koluta (Pathfinder)

Haamu Koluta   CR 8

XP 4,800
LG Medium Female human Rogue 2/Cleric 3/Incorporeal Inquisitor 3 (Curer)
Init +2; Senses -; Perception +11

DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 ring of protection)
hp 51 (2d6+2 plus 3d8+3 plus 3d8+3)
Fort +7, Ref +7, Will +9

OFFENSE
Speed 30 ft. (6 squares)
Melee +1 ghost touch rapier +8 (1d6/18-20)
Ranged +1 light repeating crossbow +9 ranged (1d4-1/19-20)
Space/Reach 5 ft./5 ft.
Special Attacks bless weapon, positive energy blow 1/day, smite incorporeal 1/day, sneak attack (1d6), spells

STATISTICS
Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Base Atk +5; CMB +4; CMD 16
Feats: Alertness, Weapon Finesse, Weapon Focus (light repeating crossbow)
Skills Acrobatics +7, Diplomacy +5, Disable Device +5, Heal +8, Knowledge (religion) +5, Linguistics +5, Open Locks +7, Perception +11, Spellcraft +2 (scrolls), Stealth +8, Use Magic Device +7 (+9 scrolls)
Special Qualities detect undead, evasion, trapfinding, turn undead (+2 on checks)
Languages: Common
Magical Items: +1 ghost touch rapier, +1 light repeating crossbow, ring of protection +3

Incorporeal Inquisitor spells

1/day; guidance, mage armor

Cleric Spells Usually Taken: (4/3+1/2+1) Destruction and War domains

0th -- Guidance, Light, Read Magic, Resistance

1st -- Bless, Detect Undead, Magic WeaponD, Remove Fear

2nd -- Owl’s Wisdom, Sound Burst, Spiritual WeaponD

Destruction domain:

Granted Power
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells

1st: True Strike
2nd: Shatter

War domain

Granted Power
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Spells

1st: Magic Weapon
2nd: Spiritual Weapon

 

 

Meeting the Neighbors

The two neighbors of the Rybalka Lodge are the the Hidench family and the Breckonis family.

GM Note: These are just examples, and are there to give the GM an idea of how Valdritch has had crystal discs hidden in homes. Feel free to add further encounters similar to these, but not too many. Any others should significantly raise the Spot/Perception roll to find the carvings - don’t give too much away at this stage.

 

Hidench Family

The Hidench's live in a medium sized log cabin with a large loft area used as a communal bedroom.  Dervin Hidench is the man of the house and when he's not out working at a local logging camp he's relaxing at home, whittling wood.  His wife, Mariana Hidench, oversees their 5 children and tends to the house.

Diplomacy DC 15

Success =  The Hidench's welcome the PCs into their homes for hot stew and bread.  Joining the family at a huge round, wooden table, the members regale the PCs with tales of strange flickering candle lights floating around in the windows of the lodge late at night.

The children mention seeing the place on fire and running home to warn their parents.  Dervin continues the story:

"When they told me, I ran outside and couldn't believe me eyes!  The lodge was on fire, again!  They had nearly finished rebuilding and it was going to burn to the ground just like before.  We called the guards but when they showed up - POOF!  It just stopped, just like that!  No fire, no smoke, no burnt lumber where it should have been.  Something is foul in that place, I tell ya... cursed it is!"

Mariana chimes in next:

"I swear it had something to do with that Ambassador that came to visit.  Maybe someone tried to kill him and deliberately started the fire that burned the place down.  Ya did know that the Rybalka Lodge was a hustling, bustling place didn't ya? Over a year ago while this fancy-shmancy ambassador of the Klavek kingdom was here visitin', the place caught fire one night and burned to the ground.  Not a soul survived from that ambassador’s party!  The Monarchy paid for a long investigation but far as we know, nothing ever came of it.  Now that fool Suurmaja Samson has rebuilt the place, thinks he can make some coin!"

Dervin pipes up, "Darlin' he's not a fool!  Samson and I have pints down at the Thirsty Serpent from time to time.  He's just a heart-sick lad who fell in love with the place in it's heyday.  He wants to bring it back to the way it was so other people can enjoy the comforts of the Lodge while visiting town!  Is that so bad?"

The wife glares at her husband and grabs a ladle to scoop up some more food;  "Would ya care for some more stew?"

Failure = Dervin mentions that they have seen strange lights in the place at night but offers no additional information.

If the PCs succeed at the initial Diplomacy roll, the following event may take place.

Spot/Perception DC 28

In amongst all of the bric-a-brac of the household is a carving of the lodge. This, of course, is a baby mimic with a crystal inside of it.At present, it has a few clothes draped over the top of it, plus signs of it being used as a scratching post by a cat (in fact it’s damage from a rat the baby mimic fought with and killed for food the previous night).

At this time, the party shouldn’t suspect anything about the crystal discs, but if they do, the details for the baby mimic are at the end of the adventure.

Diplomacy DC 10

If asked about it, the two have different stories: Dervin explains it was a gift from Suurmaja after he, Dervin, had loaned him 200 gp to help with the rebuild on the promise of twice as much back, whilst Mariana states it’s a “waste of money” that Dervin bought when Suurmaja was trying to raise funds at the start of the rebuild and vague promises were flying about. Others did the same, but no one has seen their money back and perhaps “some of us are gettin’ fed up with waiting.”

If the PCs ask to handle the item, Dervin asks them not to as it is rather fragile and Mariana states that it is all they have to show her “fool of a husband wasted our life savings on a pie-in-the-sky dream!” and intends to sell it back to Samson “for 100 times what we paid for it!”

 

 

Breckonis Family

The Breckonis's live in a large house and are very well off.  Dhelzaranis Breckonis owns a company which built most of the homes in the village.  He retired at a young age and spends most of his time reading before a roaring fire in his study.  His wife Ceryl Breckonis is very unhappy in their marriage and spends her time drinking heavily.

Diplomacy DC 20

Success = Ceryl welcomes the PCs into the house and asks them to follow her to the parlor, where she pours them a drink. On the way, the party passes a room with a roaring fire and a man sitting by it reading - this is Dhelzaranis.

Failure = Ceryl begins to welcome the PCs into her home when her husband overhears.  "We won't be assisting any brigands off the street!  Begone with ye!  We don't give hand outs!"  Dhelzaranis slams the front door.

Once settled, Ceryl  rambles quite a bit, and tells of nights where she would see strange floating flickering lights moving about in the windows.  One of these nights she heard the strange moaning and wailing of a woman.  At first it sounded as if it was coming from the cellar but then she realized it was coming from the nearby Rybalka Lodge.  (This was actually the crystal fooling her senses.)  As Ceryl talks with the PCs, she picks the male PC with the highest Charisma and flirts with him. It is fairly obvious that all is not what it could be in Ceryl’s life.

Sense Motive DC 10

Ceryl’s interest in the PC seems fragile, as if she is seeking validation in an otherwise dull life.

Sense Motive DC 15

Ceryl isn’t really interested in the PC but seems to want to get some kind of reaction, either from the object of her flirting or from her husband. As soon as Dhelzaranis appears, she makes one last effort in front of him and then theatrically turns away.

Eventually, Dhelzaranis comes in from his reading, and with an impressive show of bluster and eye-rolling, dismisses much of what Ceryl has said, claiming the issues are with low-grade building standards, “And I should know! Despite my help that fool Suurmaja has cut corners at every turn.” Whether he saw Ceryl’s flirtatious acts is hard to know, but he certainly doesn’t react with the PCs in the room

If the PCs succeed at the initial Diplomacy roll, the following event may take place.

Spot/Perception DC 10

In the room where he is sitting, Dhelzaranis has a carving of every building in Rybalka. Those he has made are carved in a fine, rich cedar, whilst those others have constructed are in a low-grade pine. The party can see this room as Ceryl takes them to the parlour.

Spot/Perception DC 40

Although Dhelzaranis was not involved in the actual building of the lodge, the model of it is in cedar. If asked about this, he states that Suurmaja approached him for advice and that the model was a gift of thanks, although his advice was ignored. The model of the lodge is actually a baby mimic that contains a memory crystal.  What Dhelzaranis doesn’t know is that Ceryl often sits in front of the fire when under the influence of alcohol. The crystal plays images to her and records her reactions.

At this time, the party shouldn’t suspect anything about the crystal discs, but if they do, the details for the baby mimic are at the end of the adventure.

 

 

The Party’s Lodgings

Any time after the party has been to one of the places where they have successfully questioned residents and then succeeded on the Spot/Perception check, one of it’s members may realise that above the bar, from end to end, is a carving of the whole town in one long strip. Front and central is the old lodge. Of course, this looks exactly like the new lodge, but anyone on duty at any time will confirm that the carving has been there since Rybalka gained its freedom from the Vikmordere and is a symbol of resistance against attempts to take the town back.

Spot/Perception DC 20 roll to notice the carving above the bar ONLY if Spot/Perception rolls have been successful in either of the homes. This, of course, is a baby mimic with a crystal inside of it.

Further questioning reveals that on the anniversary of the town’s freedom, candles are placed behind all the windows of the carving, all other light is extinguished and a toast is raised to the troops that fought the battles to overcome the Vikmordere. In fact, the anniversary is the day the prince arrives, so the locals expect him to say a few words.

 

 

Back with the Mayor

On returning to the mayor, the PCs find him in a real state. He has had nightmares for the last two nights about what could happen to the prince. These have been planted by Valdritch, but seem very real to the mayor. He is currently fatigued due to the lack of sleep. If the PCs look for a carving of the lodge, they won’t find one, and the mayor will looked puzzled when they ask if he has one and confirm that he doesn’t, providing they ask him in an appropriate way.

Diplomacy DC 10

Even through his tiredness and many other pressing issues, the mayor confirms that he doesn’t have any kind of carving. If the roll is failed, the mayor mutter, “Damn fool question when I’m so busy.”

 

 

Meeting Haamu Koluta Again

If the PCs meet up with Haamu Koluta again, they will find her in the process of removing an arrowhead from her arm and casting a curative spell. When she realises the PCs have returned, she hastily finishes what she is doing as if the spell was nothing more than a minor trick.

Spellcraft DC 22

The spell that Koluta cast was a particularly successful cure moderate wounds. She had clearly taken a lot of damage.

Koluta explains that she had just been to the lodge to see if there was any undead presence (she doesn’t elaborate other than producing her clerical symbol if pressed - this is an oval disc that is made of two layers of glass surrounded by alternating pearl and black onyx. The front layer of glass is smokey but translucent at the top and clear at the bottom, whilst the rear layer is the opposite of this) and was chased away by an elderly Vikmordere and 4 bow-wielding skeletons, recognising that discretion was the better part of valor.

She suggests that the PCs might go straight to the lodge and that she may accompany them, depending on the danger the situation presents, although she hints that her forte is discovery rather than dealing damage.

GM Note: Make a judgement as to whether the party is strong enough to deal with all the lodge contains. If it is a long way from a total of 42 character levels, consider including Koluta as a non-fighting rogue/healer. As there are no incorporeal undead after all, she is not playing to her strengths)

Knowledge (religion) DC10

You don’t recognise the symbol, but feel it doesn’t even look real

Knowledge (religion) DC20

You don’t recognise the symbol, because you know for certain that it is like none you’ve ever seen before

Knowledge (religion) DC30

You do recognise the symbol, but it is so ancient and obscure that you can’t recall which deity it represents

Knowledge (religion) DC40

You do recognise the symbol, which is that of a truly ancient split cult that has fought for and against the denizens of the spirit world for countless generations

Koluta will be interested to hear all the PCs have to say about the lodge. Depending on how much they include about incorporeal undead in the report, she will make a decision on whether to accompany the party back into the lodge if it intends to return.

 

 

 

Rybalka Lodge

The Rybalka Lodge is a large structure located on the southeast side of the village.  It was recently rebuilt by Suurmaja Samson after a huge fire destroyed the structure over a year ago.  During the day all is peaceful at the lodge, but when night rolls around, the lodge suddenly comes alive with strange floating lights, eerie noises, and illusions of flames licking up the walls.

However, the fire never raged as much as people remember. Valdritch has been able to place crystal discs in several places and is slowly manipulating people’s memories of what took place. What did happen is that the lodge burned down and the ambassador and his retinue disappeared, with no real trace of them. Of course, Valdritch is still alive and his retinue were phasms, so have simply not taken the forms they arrived in ever again.

Adventure Location: Rybalka Lodge

Adventure Location: Rybalka Lodge (freshly rebuilt)

Dangers: Illusions, imp, phasms, Kor Valdritch, other
Lighting: Daylight through windows (normal), Candle lights at night (low-lighting) plus light from the crystal projections
Walls: Freshly stained wood
Doors: Solid Wood
Mood/Theme: Country style Lodge, freshly built

GM Note: Please note that there are two descriptions of each room.  The first is intended for any time of day whilst the second contains additional details which will only be available should the PCs enter the room after the sun goes down.

As the PCs move around the lodge, they may find a number of equilateral triangles of different colored glass. These radiate magic if checked for such (faint, illusion). The colors are red, yellow, blue, orange, green and purple. Individual pieces of glass aren’t overly useful unless you are an illusionist, but they increase in power when they act in tandem.

They can be used as part of the material component requirements for shadow evocation and shadow conjuration spells where they replicate a spell that is based on an element or substance, e.g. orange glass can be used in a fire-based evocation, green glass in a acid-based conjuration, and so on.

If the pieces of glass are placed together to make a hexagon in the order red-orange-yellow-green-blue-purple, the glass fuses together. If this is placed in the middle of a forehead, it sticks there and grants a +2 insight bonus to saves against shadow evocation spells.

If the pieces of glass are placed to make a straight line in the order red-orange-yellow-green-blue-purple, the glass again fuses together. If this formation is placed in the middle of a forehead, it sticks there and grants a +2 insight bonus to saves against shadow conjuration spells.

 

 

 

Approaching the lodge

If they approach the lodge during the day, they will find very little to indicate anything is wrong. If you have set the meeting with Haamu Koluta at some point during daylight, there will be a few footprints, with and without boots, and a single Vikmordere arrow on the ground, all partially obscured, as if someone has made a hasty attempt to hide them and get away.

Spot/Perception DC10

Footprints found

Spot/Perception DC15

Footprints and arrow found

If they approach the lodge at night, the party is attacked by as many phasms as there are PCs. The phasms will be in the guise of Vikmordere warriors with flaming arrows. The phasms quickly flee after 4 rounds of firing arrows at the party (whilst making it seem like they are trying to hit the lodge as well), melting away in the night but leaving the bows and arrows as “evidence of Vikmordere complicity”. Any arrows that do hit the lodge simply fizzle out after 3 rounds, but the PCs aren’t to know that. These phasms also flee if brought to one-quarter of their hp. They don’t return in either circumstance.

Phasm (3.5)

PHASM (one per PC)

Size/Type: Medium Aberration (Shapechanger)
Hit Dice: 15d8+30 (97 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +11/+12
Attack: Slam +12 melee (1d3+1), or shortbow +13 ranged (1d6 plus 1d4 fire) (if in suitable form)
Full Attack: Slam +12 melee (1d3+1) or shortbow +13 ranged (1d6 plus 1d4 fire) (if in suitable form)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.
Saves: Fort +11, Ref +11, Will +11
Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8
Feats: Alertness, Blind Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Environment: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: None in this instance
Alignment: Usually chaotic neutral
Advancement: 15–21 HD (Huge); 22–45 HD (Gargantuan)
Level Adjustment:

Phasm (Pathfinder)

Phasm  (one per PC)       CR 7

XP 3,200
CN Medium aberration (shapechanger)
Init +7; Senses tremorsense 60 ft.; Perception +22

DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 84 (13d8+26)
Fort +10, Ref +11, Will +10
Defensive Abilities amorphous, resilient

OFFENSE
Speed 30 ft.
Melee slam +12 (1d3+1)
Ranged shortbow +13 ranged (1d6 plus 1d4 fire) (if in suitable form)

STATISTICS
Str 12, Dex 16, Con 15, Int 18, Wis 15, Cha 14
Base Atk +9; CMB +10; CMD 24 (28 vs. grapple and bull rush; cannot be tripped)
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Mobility, Improved Initiative, Weapon Finesse
Skills Bluff +15, Climb +17, Diplomacy +15, Escape Artist +11, Knowledge (any one) +20, Perception +22, Sense Motive +19, Stealth +19, Survival +18; Racial Modifier +8 to Escape Artist
Languages Common, telepathy 100 ft.
SQ change shape (shapechange, Large or smaller)

SPECIAL ABILITIES
Amorphous (Ex)

In its natural form, a phasm is immune to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits, sneak attack, or precision damage and cannot be flanked. Also in its natural form, a phasm gains +4 racial bonus to CMB to resist bull rush and grapple attempts and cannot be tripped.

Resilient (Ex)

A phasm has a +4 racial bonus to Fortitude and Reflex saves. (Already included in the stat block).

Lore

Characters with ranks in Knowledge (dungeoneering) can learn more about a Phasm. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (dungeoneering)
DC          Result
12           Phasms are aberrant shapeshifters that enjoy impersonating humanoid creatures.
17           If discovered, a phasm does not hesitate to slay those who know its true nature.
22           The strange anatomy of a phasm makes it immune to critical hits, sneak attacks, and many mind-affecting spells.
27           Phasms enjoy novel experiences and items, and will bargain with creatures who can offer them such things.

ECOLOGY

Environment any
Organization solitary
Treasure none in this instance

Entering the Rybalka Lodge (Day):

The Rybalka Lodge is a beautiful structure.  It is similar to a log cabin but built in 2 levels, elongated at both ends with two flights of wooden steps with railings that climb up two embankments now covered in thick snow and ice.  A covered wooden porch wraps around the building a place where patrons may relax and dine during the summer months.

Many large glass windows looks out on the village from the second story, framed by long white curtains. Serving up the rustic country appeal for wealthy hunters while also providing an element of luxury, the Rybalka Lodge is one of the most welcoming retreats you have ever seen!

On a table in the hallway, under a glass dome, is a beautiful model of an artist’s impression of how the new lodge might look; it and the final version are identical in every way. The workers who built it have done a wonderful job. This, of course, is a baby mimic with a crystal inside of it.

Entering the Rybalka Lodge (Night):

The Rybalka Lodge is a beautiful structure.  It is similar to a log cabin but built in 2 levels, elongated at both ends with two flights of wooden steps with railings that climb up two embankments now covered in thick snow and ice.  A covered wooden porch wraps around the building a place where patrons may relax and dine during the summer months.

Many large glass windows looks out on the village from the second story, framed by long white curtains. Serving up the rustic country appeal for wealthy hunters while also providing an element of luxury, the Rybalka Lodge is one of the most welcoming retreats you have ever seen!

As you near the building you notice tiny motes of light dancing about in the rooms on the second floor.  It is almost as if people wander in front of lit candlesticks in the darkness.  The faint sound of crackling and popping of a fire draws your attention as you get closer although you cannot discern where the noise is coming from;  it seems to be all around you!

If the PCs make a series of successful searches as indicated, they will find various pieces of colored glass that help power various illusions. If these pieces or glass are correctly placed together to form a hexagon, they will provide some protection against illusions.

click to enlarge

 

1.  Entry

Day:
The entry into Rybalka Lodge is lavishly decorated with tapestries and fancy artwork.   A fine rug that stretches the length of the entryway and large potted plants along either side.  A small wooden podium waits to greet visitors near the front door.

On a table in the hallway, under a glass dome, is a beautiful model of an artist’s impression of how the new lodge might look; it and the final version are identical in every way except size. The model even contains miniature candles in the windows. The workers who built it have done a wonderful job. Inside the model, colored lights flicker back and forth. This, of course, is a baby mimic with a crystal inside of it. By now, the party may be thoroughly suspicious of these models and strike out at it.

Night:
As above, but also:

The transparent apparition of a man leans against one wall reading a book.  As you approach he suddenly vanishes into thin air, but the book falls to the floor. As you approach, a Spot/Perception DC 12 roll allows you to see that its title is “The Vikmordere Menace: Taking the Fight Beyond Klavek’s Borders”, which is covered in blood. It then disappears as well.

If the PCs make a search of the area where the book fell, they will find two pieces of red glass, each an equilateral triangle about 1 inch per side.

Search/Perception DC 25 finds the pieces of glass
Mimic, Baby (3.5)

Baby Mimic
Size/Type: Small Aberration (Shapechanger)
Hit Dice: 2d8 + 2 (16 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 13 (+1 size, +0 Dex, +2 natural), touch 11, flat footed 13
Base Attack/Grapple: +1/+0
Attack: Slam +4 melee (1d8+3)
Full Attack: 2 slams +4 melee (1d8+3)
Space/Reach: 5 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Darkvision 60, immunity to acid, mimic shape
Saves: Fort +1, Ref +0, Will +4
Abilities: Str 16, Dex 10, Con 13, Int 10, Wis 12, Cha 10
Skills: climb +7, disguise +8, listen +2, spot +2
Feats: Alertness
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 3-6 HD (medium), 7+ HD, as Mimic
Level Adjustment: +2 (cohort)

Baby Mimics - A baby mimic can hold almost any dimensions, but usually is not more than 3 feet long. A typical mimic has a volume of 12 cubic feet (2 feet by 2 feet by 3 feet) and weighs about 360 pounds.

Technically a misnomer, "Baby Mimics" are not the offspring of Mimics, but are the result of smaller-scale magics than those that create their larger cousins. In some instances, some Baby Mimics can grow into full-fledged Mimics if enough magical energy is released around them.

Combat As with a Mimic, a Baby Mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.

Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.  A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 12 Reflex save. A successful DC 12 Strength check is needed to pry it off.  Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A mimic deals 1d4+3 points of damage with a successful grapple check.

Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 12 cubic feet (2 feet by 2 feet by 3 feet) such as a small chest, a crib, or a window frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Skills: Baby Mimics have a +4 racial bonus to disguise

Characters with the Improved Familiar feat may attract a Baby Mimic; it is treated as though it had 4 HD for the purposes of determining its abilities.

Mimic, Baby (Pathfinder)

Baby Mimic        CR 2
XP 600
N Small Aberration (Shapechanger)
Init +0; Senses darkvision 60 ft.; Perception +2

DEFENSE
AC 13, touch 11, flat footed 13 (+1 size, +0 Dex, +2 natural)
hp 16 (2d8+2)
Fort +1, Ref +0, Will +4
Immune acid

OFFENSE
Speed 5 ft. (1 square)
Melee Slam +4 (1d8+3)
Space 5 ft; Reach 10 ft.
Special Attacks Adhesive, crush

STATISTICS
Str 16, Dex 10, Con 13, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Alertness
Skills Climb +7, Disguise +8, Perception +2
Special Qualities: mimic shape
Environment: Underground
Organization: Solitary
Treasure: 1/10th coins; 50% goods; 50% items
Advancement: 3-6 HD (medium), 7+ HD, as Mimic

Baby Mimics - A baby mimic can hold almost any dimensions, but usually is not more than 3 feet long. A typical mimic has a volume of 12 cubic feet (2 feet by 2 feet by 3 feet) and weighs about 360 pounds.

Technically a misnomer, "Baby Mimics" are not the offspring of Mimics, but are the result of smaller-scale magics than those that create their larger cousins. In some instances, some Baby Mimics can grow into full-fledged Mimics if enough magical energy is released around them.

Combat As with a Mimic, a Baby Mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.

Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.  A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 12 Reflex save. A successful DC 12 Strength check is needed to pry it off.  Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A mimic deals 1d4+3 points of damage with a successful Grapple combat maneuver.

Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 12 cubic feet (2 feet by 2 feet by 3 feet) such as a small chest, a crib, or a window frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Skills: Baby Mimics have a +4 racial bonus to disguise

Characters with the Improved Familiar feat may attract a Baby Mimic; it is treated as though it had 4 HD for the purposes of determining its abilities.

 

 

2.  Taproom

Day:
The taproom is an impressive place.  A number of huge wooden tables dominates the room, while a stained wooden bar sits at the north end of the room.  The entire area is littered with smashed bits of plates and cups. The party will encounter Valdritch’s familiar for the first time, Lurjuspiru the imp. Whilst it is a particularly strong member of its type (with 22 hp), it will attempt to sting one person before fleeing. If it is hit even once, it will also flee. From that moment, it will remain invisible and attempt to flank a PC whenever one is in combat with a phasm OR is attempting to disarm any traps, try to sting it so the PC suffers, and is then gone.

 

Imp (3.5)

IMP
Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 3d8 (22 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +3/–5
Attack: Sting +8 melee (1d4 plus poison)
Full Attack: Sting +8 melee (1d4 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 4–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.

COMBAT

Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar. An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.

Imp (Pathfinder)

Imp

Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.

Imp        CR 2
XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7

DEFENSE
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 22 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)

STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)

SPECIAL ABILITIES
Poison (Ex)

Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

ECOLOGY
Environment any (Hell)
Organization solitary, pair, or flock (3–10)
Treasure standard

Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death.

Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.

One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies. An imp consular can be summoned via the Improved Familiar feat, but only by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.

Unlike most devils, imps often find themselves free and alone on the Material Plane, particularly after they've been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.

 

 

Night:
As above, but without the imp, plus:

A permanent image that Valdritch has placed here is activated as the PCs walk in. Blurry blue-white apparitions float about the room and then begin to coalesce into humanoid ghosts.  The ghosts wear a variety of clothing from the last few decades and appear to be all kinds of professions. The majority  appear to be sitting at tables eating, drinking, and laughing while visiting in a silent charade, although some are engaged in various workmanlike activities that are completely at odds with being inside a lodge. Then a series of arrows strike the figures and the walls of the building, each shaft thickly smoking from burning heads. The flames then begin to lick up the walls of the taproom; people point and open their mouths in silent screams.

Suddenly, everyone makes for the only exit, heading down the hall toward the front door.  Their path is cut off with a mysterious wall of flames, which appears out of nowhere and envelopes the terrified patrons, then moves towards the PCs .  The people try and escape but end up completely engulfed in fire, finally collapsing on the ground as their flesh melts from their bones; in a moment, the ghosts are gone but the fire progresses toward the party and on to the far side of the room.  Once the spell has ended, the PCs are left alone in the empty cold hall.  The party can detect the ever-so-faint scent of burning flesh.

If the PCs come into contact with the apparitions nothing happens, they simply move right through the group.  However, the wall is a shadow evocation trap of a wall of flame. Even those who are immune to flame may find themselves affected.  After the images fade they are not seen again until the following night.

If the PCs make a search of the area where the wall starts from, they will find two pieces of orange glass, each an equilateral triangle about 1 inch per side.

Search/Perception DC 25 finds the pieces of glass

Shadow Evocation Trap as wall of fire

CR 7; magic device; proximity trigger (alarm); no reset;
Spell effect (shadow evocation appearing as wall of fire, 11th-level wizard, DC 22Will save 20% damage if disbelief stated, otherwise none)
Search DC 31;Disable Device DC 31

Besides the trap, 2 creatures have been drawn to the activity within the lodge;a pair of shadow mastiffs. So far they have remained hidden from Valdritch, the phasms and Lurjuspiru, whilst they decides whether to offer their services to the illusionist (they are close to doing so - if they see the phasms attack the party, they will present themselves to Valdritch in the cellar and be present when the party appears there). However, they will have no qualms about attacking the party. If Haamu Koluta is with them, she will initially mistake the creatures for incorporeal undead, but only for one round.

Shadow Mastiff (3.5)

SHADOW MASTIFF
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 4d8+12 (30 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+7
Attack: Bite +7 melee (1d6+4)
Full Attack: Bite +7 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bay, trip
Special Qualities: Darkvision 60 ft., shadow blend, scent
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13
Skills: Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*
Feats: Dodge, Improved Initiative, TrackB
Environment: Plane of Shadow
Organization: Solitary, pair, or pack (5–12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment: +3 (cohort)

This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth.  A shadow mastiff is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.  Shadow mastiffs cannot speak, but they understand Common.

COMBAT

Shadow mastiffs prefer fighting in shadows or dark conditions, which gives them a great advantage.

If a magical light source negates the shadows around them, shadow mastiffs are cunning enough to either move out of the light or back off and break up the opposition with their baying. They have been known to seize and carry off items enspelled with daylight spells.

Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same mastiff ’s bay for 24 hours. The save DC is Charisma-based.

Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.

Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Skills: *A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.

Shadow Mastiff (Pathfinder)

Shadow Mastiff

Although shaped like a dog, this muscular creature has a coat that drinks up the light, drawing shadows in around it. Its maw is full of sharp teeth, and a wisp of shadow drips from its writhing tongue.

Shadow Mastiff               CR 5
XP 1,600
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +10

DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend

OFFENSE
Speed 50 ft.
Melee bite +10 (1d8+6 plus trip), tail slap +5 (1d6+3)
Special Attacks bay

STATISTICS

Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
Base Atk +6; CMB +10; CMD 22 (26 vs. trip)
Feats Improved Initiative, Iron Will, Power Attack
Skills Perception +10, Stealth +11, Survival +10
Languages Common (cannot speak)

SPECIAL ABILITIES

Bay (Su)

When a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must succeed at a DC 16 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Shadow Blend (Su)

In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it concealment (50% miss chance). Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.

ECOLOGY

Environment any
Organization solitary, pair, or pack (3-8)
Treasure none

Tireless hunters, stealthy trackers, and deadly predators, shadow mastiffs stalk the dark corners of the Outer Planes, preying upon all beings that stray from the light. These beasts have little in common with actual canines aside from their general forms (although with the notable addition of a long, spiked tail), their bodies being the evolution of countless centuries hunting the most merciless wildernesses of the Outer Planes and the Shadow Plane. On the Material Plane, they prefer to travel in shadow, moving soundlessly and unseen to find prey, hunting in vicious sport just as often as in hunger. Shadow mastiffs stand over 4 feet tall, with most weighing nearly 300 pounds.

In combat, these stealthy beasts prefer to fight in shadows; they shy from areas of bright light unless faced with no other choice and use their bay to force their enemies to flee from well-lit areas. Shadow mastiffs prefer to hunt in groups, using pack tactics to lure prey into traps and to draw it away from sources of light. They do not make lairs, and are usually not found with any sort of treasure, unless it is on the body of a recently slain victim.

Shadow mastiffs are popular guardians among spellcasters capable of conjuring them via lesser planar ally or lesser planar binding. Undead spellcasters and evil outsiders are immune to shadow mastiffs' fearful bay; others who are not immune might intentionally expose themselves to the creatures' bay at some point during the daylight hours when the resulting panic won't directly impact other tasks. As a general rule, it's safe to assume that any site using shadow mastiffs as guardians has already been affected by the bay, and that its inhabitants are thus immune to the ability's effects for the remaining 24 hours of that day.

 

Section 15: Copyright Notice - Pathfinder Roleplaying Game Bestiary 3

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game: Bonus Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn.

 

 

3.  Kitchen

Day:
The kitchen has all of the latest contraptions, including a crank powered dishwasher which pumps water from a boiler fed with coal.  A large wooden chopping block is the focal point of the room with knives of every shape and size scattered about.  A huge wood stove provides a source of heat for the kitchen and taproom while allowing the cooks to bake bread inside and saute dishes on top.  A few glass dinner plates have been broken everywhere and sharp pieces of the plates are even embedded in the chopping block. Further plates are stacked upright on a draining rack, facing into the room.

GM Note: The front plate is a crystal, designed to record the reaction of anyone in the kitchen to the night-time events. It rests in a sturdy frame which supports the other plates as well.

Night:
As above plus:

As you step into the kitchen a plate slams into the wall next to you shattering into hundreds of sharp pieces.  One of the larger chef knives levitates into the air and begins to head in your direction.  It stops a few inches from you and hovers for just a moment before dropping and clanging against the stone tile floor, barely missing your foot. Without warning, the other kitchen utensils rise into the air and race towards you, turning into Vikmordere arrows, daggers and shortspears dripping with poison in mid-flight. They hit you and you feel their impact, those struck by the 3 shortspears that appear actually feeling a burning sensation for the round it happens plus the next two!

GM Note: The shortspear effects are actually 3 shadow conjuration traps that act as acid arrows for 4 rounds. Each uses the same trigger and reset. The sounds are a ventriloquism effect.

If the PCs make a search of the area where the utensils land, they will find two pieces of green glass, each an equilateral triangle about 1 inch per side.

Search/Perception DC 25 finds the pieces of glass

Shadow Conjuration Traps as acid arrows

CR 9; magic device; proximity trigger (detect magic); automatic reset;
Spell effect (shadow conjuration appearing as acid arrow, 11th level wizard, 2d4 acid for 4 rounds, DC 21Will save 20% damage if disbelief stated, otherwise none);
Search DC 30;Disable Device DC 30.

The sound of screams, cries of anguish and the grunts of those killed by such weapons in the recent past filters into the air before slowly fading away.

As the trap finishes, two phasms appear from the shadows, one in the form of a hunched, ogrish Vikmordere warrior, a feral look upon his face, which is dragging away the bleeding body of a Rybalkan citizen, the other phasm; the body has clear bite marks around its neck. As soon as they are engaged with, the phasms fight exactly as they appear - a vampire and a vampire spawn -  for 4 rounds or until they are brought to one-quarter of their hp, then turn into diminutive flies and escape, heading for Room 9.

(2) Phasms (3.5)

PHASM (2)
Size/Type: Medium Aberration (Shapechanger)
Hit Dice: 15d8+30 (97 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +11/+12
Attack: Slam +12 melee (1d3+1)
Full Attack: Slam +12 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.
Saves: Fort +11, Ref +11, Will +11
Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8
Feats: Alertness, Blind Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Environment: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: None in this instance
Alignment: Usually chaotic neutral
Advancement: 15–21 HD (Huge); 22–45 HD (Gargantuan)
Level Adjustment:

(2) Phasms (Pathfinder)

Phasm  (2)          CR 7

XP 3,200
CN Medium aberration (shapechanger)
Init +7; Senses tremorsense 60 ft.; Perception +22

DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 84 (13d8+26)
Fort +10, Ref +11, Will +10
Defensive Abilities amorphous, resilient

OFFENSE
Speed 30 ft.
Melee slam +12 (1d3+1)

STATISTICS
Str 12, Dex 16, Con 15, Int 18, Wis 15, Cha 14
Base Atk +9; CMB +10; CMD 24 (28 vs. grapple and bull rush; cannot be tripped)
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Mobility, Improved Initiative, Weapon Finesse
Skills Bluff +15, Climb +17, Diplomacy +15, Escape Artist +11, Knowledge (any one) +20, Perception +22, Sense Motive +19, Stealth +19, Survival +18; Racial Modifier +8 to Escape Artist
Languages Common, telepathy 100 ft.
SQ change shape (shapechange, Large or smaller)

SPECIAL ABILITIES
Amorphous (Ex)

In its natural form, a phasm is immune to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits, sneak attack, or precision damage and cannot be flanked. Also in its natural form, a phasm gains +4 racial bonus to CMB to resist bull rush and grapple attempts and cannot be tripped.

Resilient (Ex)

A phasm has a +4 racial bonus to Fortitude and Reflex saves. (Already included in the stat block).

Lore

Characters with ranks in Knowledge (dungeoneering) can learn more about a Phasm. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (dungeoneering)
DC          Result
12           Phasms are aberrant shapeshifters that enjoy impersonating humanoid creatures.
17           If discovered, a phasm does not hesitate to slay those who know its true nature.
22           The strange anatomy of a phasm makes it immune to critical hits, sneak attacks, and many mind-affecting spells.
27           Phasms enjoy novel experiences and items, and will bargain with creatures who can offer them such things.

ECOLOGY

Environment any
Organization solitary
Treasure none in this instance

 

 

4.  Bath and Privy

Events are identical in both rooms.

The approach to the bath area in the attic is through a whole range of boxes, chests and crates, all of which used to contain building supplies and are now empty. The only creatures up here are harmless rats and bats, but make much of the scraping and scratching that can be heard, along with the occasional shadowy form flitting by the PCs. If anyone has a cat companion/familiar,  they may well chase after the bats or rats.

Day:
Sporting two such facilities, the owner of the Rybalka Lodge obviously did not waste money when rebuilding.  Each is complete with a privy, hand water pump, and a large claw-foot bathtub with water pumped here from the boiler. Each contains a large, round mirror in the middle of the main wall.

GM Note: Each of the mirrors is a crystal, designed to record the reaction of anyone in the bathroom to the night-time events.

Night:
As above plus:

Small translucent lit candles float through the air, illuminating the room.  Every once in awhile, a candlestick passes through a wall disappearing into another part of the lodge.
These candlesticks are part of a permanent spell which manifests itself automatically each night, a few hours after the sun goes down.  Ambassador Kor Valdritch places such incantations upon the lodge to further enhance the haunting.  Once again, he uses the illusions to scare off would-be intruders that could find his whereabouts and uncover his plan.

After the PCs have been in the room for 3 rounds and have passed in front of the crystal mirror, they are met with the sight of a Rybalkan being drowned in one of the baths. Without warning, the Rybalkan changes to one of the party - this is a major image spell; if any member has a fear of death by drowning, then they will be drawn to look at it and the image is clearly them. At the last moment, they will be subjected to a phantasmal killer spell as their greatest nightmare comes finish them off.

If the PCs make a search of the area where the bath is, they will find two pieces of blue glass, each an equilateral triangle about 1 inch per side.

Search/Perception DC 25 finds the pieces of glass.

Phantasmal Killer Trap
CR 6; magic device; proximity trigger (alarm covering the entire room); automatic reset;

Spell effect (phantasmal killer, 11th-level wizard, DC 21 Will save for disbelief and DC 21 Fort save for partial effect);

Search DC 30; Disable Device DC 30

 

 

5.  Hunter's Room

Day:
Decorated with various hunting weapons, stuffed game, and wooden duck calls, the Hunter's Room is a place real hunters would pilfer.  As with all rooms at Rybalka Lodge, this has a large bed with enough space for two, a small table with two chairs, two nightstands, and a chest of drawers.

Night:
As above plus:
As you look around this room you hear people talking.  The voices are faint and you have trouble making out what is being said.

Listen/Perception DC 28

Success = "Yes, I agree.  That retinue of the ambassador from Mohkba is up to something.  Last night I saw two of his party dragging a sack into the cellar.  The sack was heavy and they were struggling with it.  I asked what it was and they said the ambassador had killed a deer in the woods and wanted to store it in the cellar until the cook could prepare it.  I just stopped by the kitchen and the cook said he didn't know anything about fresh venison.  Then he checked the cellar but couldn't find the sack or the supposed venison!"

"No venison?  What do you think it means? The best deer are meant to be declared for the village!"  

"I don't know... I can't prove anything yet, but something isn't right about them.  I'm going to follow them next time they leave and see what I can find out. They may work for the ambassador but that doesn't mean they can steal the food from our plates."

"Be careful! You know the damned Vikmordere would slit all of our throats if they could!"

If the PCs make a search of the area where the voices came from (roughly the middle of the room), they will find two pieces of purple glass, each an equilateral triangle about 1 inch per side.

Search/Perception DC 25 finds the pieces of glass.

As the voices fade, the doors to this room open and a phasm enters each of them. Both are dressed as Vikmordere cleric/devil hybrids and carry thuribles with something pungent smoldering within. The fumes are burnt othur and the phasms will attack with them, attempting to slam the PCs with the thuribles and subject them to the fumes. The phasms are immune to poison so have no fear of their weapons. The fumes act in a 10 feet radius area around each phasm. As soon as they are engaged with, the phasms fight exactly as they appear for 4 rounds or until they are brought to one-quarter of their hp, then turn into diminutive flies and escape, heading for Room 9.

(2) Phasms (3.5)

PHASM (2)
Size/Type: Medium Aberration (Shapechanger)
Hit Dice: 15d8+30 (97 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +11/+12
Attack: Slam +12 melee (1d3+1) plus poison [onset delay (3 rounds);poison (burnt othur fumes, DC 18Fortitude saves resists, 1 Con drain/3d6 Con)]
Full Attack: Slam +12 melee (1d3+1) plus poison [onset delay (3 rounds);poison (burnt othur fumes, DC 18Fortitude saves resists, 1 Con drain/3d6 Con)]
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.
Saves: Fort +11, Ref +11, Will +11
Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8
Feats: Alertness, Blind Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Environment: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: None in this instance
Alignment: Usually chaotic neutral
Advancement: 15–21 HD (Huge); 22–45 HD (Gargantuan)
Level Adjustment:

(2) Phasms (Pathfinder)

Phasm  (2)          CR 7

XP 3,200
CN Medium aberration (shapechanger)
Init +7; Senses tremorsense 60 ft.; Perception +22

DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 84 (13d8+26)
Fort +10, Ref +11, Will +10
Defensive Abilities amorphous, resilient

OFFENSE
Speed 30 ft.
Melee slam +12 (1d3+1) plus poison [onset delay (3 rounds);poison (burnt othur fumes, DC 18Fortitude saves resists, 1 Con drain/3d6 Con)]

STATISTICS
Str 12, Dex 16, Con 15, Int 18, Wis 15, Cha 14
Base Atk +9; CMB +10; CMD 24 (28 vs. grapple and bull rush; cannot be tripped)
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Mobility, Improved Initiative, Weapon Finesse
Skills Bluff +15, Climb +17, Diplomacy +15, Escape Artist +11, Knowledge (any one) +20, Perception +22, Sense Motive +19, Stealth +19, Survival +18; Racial Modifier +8 to Escape Artist
Languages Common, telepathy 100 ft.
SQ change shape (shapechange, Large or smaller)

SPECIAL ABILITIES
Amorphous (Ex)

In its natural form, a phasm is immune to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits, sneak attack, or precision damage and cannot be flanked. Also in its natural form, a phasm gains +4 racial bonus to CMB to resist bull rush and grapple attempts and cannot be tripped.

Resilient (Ex)

A phasm has a +4 racial bonus to Fortitude and Reflex saves. (Already included in the stat block).

Lore

Characters with ranks in Knowledge (dungeoneering) can learn more about a Phasm. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (dungeoneering)
DC          Result
12           Phasms are aberrant shapeshifters that enjoy impersonating humanoid creatures.
17           If discovered, a phasm does not hesitate to slay those who know its true nature.
22           The strange anatomy of a phasm makes it immune to critical hits, sneak attacks, and many mind-affecting spells.
27           Phasms enjoy novel experiences and items, and will bargain with creatures who can offer them such things.

ECOLOGY

Environment any
Organization solitary
Treasure none in this instance

 

 

6.  Trapper's Room

Day:
Hanging on the wall of this room are traps, snares, and stuffed game.  As with all rooms at Rybalka Lodge, this has a large bed with enough space for two, a small table with two chairs, two nightstands, and a chest of drawers.

Night:
Two transparent, robed-and-cowled entities stand in this room talking.

As you enter they both turn to face you, their faces contort as they noisily scream.  One of the ghostly creatures immediately disappears into the floor while the other moves toward your group.  Before you know what has happened it is upon you, attacking with reckless abandon, lightning crackling from its hands!

If the PCs make a search of the area where the figures started out (roughly the other end of the room to the PCs), they will find two pieces of yellow glass, each an equilateral triangle about 1 inch per side.

Search/Perception DC 25 finds the pieces of glass.

This is a major image and shadow evocation trap that has the cowled creature delivering a lightning bolt to the first PC it “touches” Even those who are immune to electricity may find themselves affected.

Shadow Evocation Trap as chain lightning

CR 7; magic device; proximity trigger (alarm); no reset;
Spell effect (shadow evocation appearing as lightning bolt, 11th-level wizard, 10d6 electricity to all targets in its area, DC 22Will save 20% damage if disbelief stated, otherwise DC 22 Reflex save for half damage)
Search DC 31;Disable Device DC 31

 

 

7.  Ambassador's Room

Day:
The seal of the Klavek Kingdom is proudly displayed on one wall of this room, set on a large glass disc so candles placed behind it can glow through the image and surrounded by a over-sized wooden frame that is excessively carved.  This is the very room in which Ambassador Kor Valdritch stayed the night the lodge burnt to the ground.

The disc is a capture crystal in a baby mimic.

Night:
As above plus:

As the PCs reach the middle of the room, they trigger another major image and shadow evocation trap. This one features 2 Vikmordere mages, looking decidedly vampiric, each casting an ice storm from opposite corners of the room, engulfing everyone twice. Those immune to cold will still possibly take at least some damage.

Shadow Evocation Trap as ice storm x 2

CR 7; magic device; proximity trigger (alarm); no reset;
Spell effect (shadow evocation appearing as ice storm, 11th-level wizard, two lots of 3d6 bludgeoning and 2d6 cold to all targets in its area, DC 22 Will save 20% damage if disbelief stated, otherwise none)
Search DC 31;Disable Device DC 31

If the PCs attack the seal on the glass, the baby mimic responds.

Mimic, Baby (3.5)

Baby Mimic
Size/Type: Small Aberration (Shapechanger)
Hit Dice: 2d8 + 2 (16 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 13 (+1 size, +0 dex, +2 natural), touch 11, flat footed 13
Base Attack/Grapple: +1/+0
Attack: Slam +4 melee (1d8+3)
Full Attack: 2 slams +4 melee (1d8+3)
Space/Reach: 5 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Darkvision 60, immunity to acid, mimic shape
Saves: Fort +1, Ref +0, Will +4
Abilities: Str 16, Dex 10, Con 13, Int 10, Wis 12, Cha 10
Skills: climb +7, disguise +8, listen +2, spot +2
Feats: Alertness
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 3-6 HD (medium), 7+ HD, as Mimic
Level Adjustment: +2 (cohort)

Baby Mimics - A baby mimic can hold almost any dimensions, but usually is not more than 3 feet long. A typical mimic has a volume of 12 cubic feet (2 feet by 2 feet by 3 feet) and weighs about 360 pounds.

Technically a misnomer, "Baby Mimics" are not the offspring of Mimics, but are the result of smaller-scale magics than those that create their larger cousins. In some instances, some Baby Mimics can grow into full-fledged Mimics if enough magical energy is released around them.

Combat As with a Mimic, a Baby Mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.

Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.  A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 12 Reflex save. A successful DC 12 Strength check is needed to pry it off.  Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A mimic deals 1d4+3 points of damage with a successful grapple check.

Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 12 cubic feet (2 feet by 2 feet by 3 feet) such as a small chest, a crib, or a window frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Skills: Baby Mimics have a +4 racial bonus to disguise

Characters with the Improved Familiar feat may attract a Baby Mimic; it is treated as though it had 4 HD for the purposes of determining its abilities.

Mimic, Baby (Pathfinder)

Baby Mimic        CR 2
XP 600
N Small Aberration (Shapechanger)
Init +0; Senses darkvision 60 ft.; Perception +2

DEFENSE
AC 13, touch 11, flat footed 13 (+1 size, +0 dex, +2 natural)
hp 16 (2d8+2)
Fort +1, Ref +0, Will +4
Immune acid

OFFENSE
Speed 5 ft. (1 square)
Melee Slam +4 (1d8+3)
Space 5 ft; Reach 10 ft.
Special Attacks Adhesive, crush

STATISTICS
Str 16, Dex 10, Con 13, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Alertness
Skills Climb +7, Disguise +8, Perception +2
Special Qualities: mimic shape
Environment: Underground
Organization: Solitary
Treasure: 1/10th coins; 50% goods; 50% items
Advancement: 3-6 HD (medium), 7+ HD, as Mimic

Baby Mimics - A baby mimic can hold almost any dimensions, but usually is not more than 3 feet long. A typical mimic has a volume of 12 cubic feet (2 feet by 2 feet by 3 feet) and weighs about 360 pounds.

Technically a misnomer, "Baby Mimics" are not the offspring of Mimics, but are the result of smaller-scale magics than those that create their larger cousins. In some instances, some Baby Mimics can grow into full-fledged Mimics if enough magical energy is released around them.

Combat As with a Mimic, a Baby Mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.

Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.  A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 12 Reflex save. A successful DC 12 Strength check is needed to pry it off.  Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A mimic deals 1d4+3 points of damage with a successful Grapple combat maneuver.

Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 12 cubic feet (2 feet by 2 feet by 3 feet) such as a small chest, a crib, or a window frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Skills: Baby Mimics have a +4 racial bonus to disguise

Characters with the Improved Familiar feat may attract a Baby Mimic; it is treated as though it had 4 HD for the purposes of determining its abilities.

 

 

8.  Stairs to Cellar

Day:
Stone stairs lead down to a cellar door that is set in a wall of bricks.  Ambassador Kor Valdritch recently set a magical trap on these stairs that he can arm or disarm at will from anywhere within the lodge.  During daylight on the first day the PCs come to the lodge, the trap is unarmed, but the moment they leave the room, Valdritch will arm it.

Night:
As above plus:
Translucent floating candles illuminate the cellar stairs.
As soon as the Ambassador's imp warns him that the PCs have arrived, he arms the magical trap on the stairs.  If the PCs approach this area at night, the trap will be set and waiting for them.

This is a major image and shadow evocation trap that has anyone treading on the stairs set off a fireball. Even those who are immune to fire may find themselves affected.

Shadow Evocation Trap as fireball

CR 7; magic device; proximity trigger (alarm); no reset;
Spell effect (shadow evocation appearing as fireball, 11th-level wizard, 10d6 fire to all targets in its area, DC 22 Will save 20% damage if disbelief stated, otherwise DC 22 Reflex save for half damage)
Search DC 31; Disable Device DC 31

As soon as the explosion is finished, 3 phasms appear dressed as high-ranking imperial guards. They challenge the party; “Who are you and what are you doing here? This area has been cleared as safe for the Prince and now you are trespassing, as well as setting off our defenses! Come with use immediately!” With this, they will attempt to usher the party out of the lodge and away to the mayor.

If the party goes with them, the mayor will be afraid of the guards and angry with the PCs in turn. The guards will depart and not return.

If the party chooses to fight, the phasms are armed with massive morning stars that look more threatening than they actually are. They will not flee under any circumstances when in the lodge.

(3) Phasms (3.5)

PHASM (3)
Size/Type: Medium Aberration (Shapechanger)
Hit Dice: 15d8+30 (97 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +11/+12
Attack: Two-handed morning star +12 melee (1d8+1)
Full Attack: Two-handed morning star +12 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.
Saves: Fort +11, Ref +11, Will +11
Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8
Feats: Alertness, Blind Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Environment: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: None in this instance
Alignment: Usually chaotic neutral
Advancement: 15–21 HD (Huge); 22–45 HD (Gargantuan)
Level Adjustment:

(3) Phasms (Pathfinder)

Phasm  (3)          CR 7

XP 3,200
CN Medium aberration (shapechanger)
Init +7; Senses tremorsense 60 ft.; Perception +22

DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 84 (13d8+26)
Fort +10, Ref +11, Will +10
Defensive Abilities amorphous, resilient

OFFENSE
Speed 30 ft.
Melee Two-handed morning star +12 melee (1d8+1)

STATISTICS
Str 12, Dex 16, Con 15, Int 18, Wis 15, Cha 14
Base Atk +9; CMB +10; CMD 24 (28 vs. grapple and bull rush; cannot be tripped)
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Mobility, Improved Initiative, Weapon Finesse
Skills Bluff +15, Climb +17, Diplomacy +15, Escape Artist +11, Knowledge (any one) +20, Perception +22, Sense Motive +19, Stealth +19, Survival +18; Racial Modifier +8 to Escape Artist
Languages Common, telepathy 100 ft.
SQ change shape (shapechange, Large or smaller)

SPECIAL ABILITIES
Amorphous (Ex)

In its natural form, a phasm is immune to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits, sneak attack, or precision damage and cannot be flanked. Also in its natural form, a phasm gains +4 racial bonus to CMB to resist bull rush and grapple attempts and cannot be tripped.

Resilient (Ex)

A phasm has a +4 racial bonus to Fortitude and Reflex saves. (Already included in the stat block).

Lore

Characters with ranks in Knowledge (dungeoneering) can learn more about a Phasm. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (dungeoneering)
DC          Result
12           Phasms are aberrant shapeshifters that enjoy impersonating humanoid creatures.
17           If discovered, a phasm does not hesitate to slay those who know its true nature.
22           The strange anatomy of a phasm makes it immune to critical hits, sneak attacks, and many mind-affecting spells.
27           Phasms enjoy novel experiences and items, and will bargain with creatures who can offer them such things.

ECOLOGY

Environment any
Organization solitary
Treasure none in this instance

 

 

9.  Cellar

DAY:
This cellar is packed to the brim with crates and barrels filled with food, mead, and ale for the grand reopening celebration of the Rybalka Lodge.  In his over-enthusiastic and secretive state, Suurmaja Samson has spent more than he normally would to make a huge impression on the Prince of the Klavek Kingdom, who will be arriving soon.

The party will find Lurjuspiru here if they didn’t dispatch the imp earlier. Valdritch has given it a tough time for fleeing earlier but has agreed to give the creature some additional firepower in the form of  Valdritch’s wand of deep slumber, which Lurjuspiru will use from a hidden position whilst continually making itself invisible, and his sap +4, which again the imp will attempt to use from an invisible position.

Imp (3.5)

IMP
Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 3d8 (22 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +3/–5
Attack: Sting +8 melee (1d4 plus poison) OR +4 sap +12 melee (1d3+4)
Full Attack: Sting +8 melee (1d4 plus poison) OR +4 sap +12 melee (1d3+4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 2
Treasure: Wand of deep slumber (12 charges/caster level 11, DC 18 Will save to negate)
Alignment: Always lawful evil
Advancement: 4–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.

COMBAT

Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar. An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.

Imp (Pathfinder)

Imp

Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.

Imp        CR 2
XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7

DEFENSE
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 22 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison) OR +4 sap +12 melee (1d3+4)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)

STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)

SPECIAL ABILITIES
Poison (Ex)

Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

ECOLOGY
Environment any (Hell)
Organization solitary, pair, or flock (3–10)
Treasure Wand of deep slumber (12 charges/caster level 11, DC 18 Will save to negate)

Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death.

Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.

One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies. An imp consular can be summoned via the Improved Familiar feat, but only by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.

Unlike most devils, imps often find themselves free and alone on the Material Plane, particularly after they've been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.

Night:
Shimmering out of plain air, a mob of undead steps menacingly from behind crates and barrels and begins to lope towards the PCs.  Their eyes are sullen, their over-wide maws agape and teeming with filthy black drool. Each of them has an open ribcage with the formed essence of some poor, benighted creature trapped inside; devourers! (You will probably need to show the players what they are facing.)

They are actually the 4 phasms which fled from Rooms 3 and 5. However, they have made 2 big mistakes; they have only transformed themselves into medium sized versions of the creatures, rather than the usual large size, and the phasms don’t know that devourers only act alone; 4 is unheard of this side of the armies of the Abyss. An appropriate Knowledge roll may reveal these facts.

Knowledge (the planes) or Knowledge (religion) DC 25

The creature before you is a devourer. However, they are usually large.

Knowledge (the planes) or Knowledge (religion) DC 28

The creature before you is a devourer. However, they usually act alone.

(4) Phasms (3.5)

PHASM (4)
Size/Type: Medium Aberration (Shapechanger)
Hit Dice: 15d8+30 (97 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +11/+12
Attack: Claw (1d3+1)
Full Attack: Claw +12 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.
Saves: Fort +11, Ref +11, Will +11
Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8
Feats: Alertness, Blind Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Environment: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: None in this instance
Alignment: Usually chaotic neutral
Advancement: 15–21 HD (Huge); 22–45 HD (Gargantuan)
Level Adjustment:

(4) Phasms (Pathfinder)

Phasm  (4)          CR 7

XP 3,200
CN Medium aberration (shapechanger)
Init +7; Senses tremorsense 60 ft.; Perception +22

DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 84 (13d8+26)
Fort +10, Ref +11, Will +10
Defensive Abilities amorphous, resilient

OFFENSE
Speed 30 ft.
Melee Claw+12 melee (1d3+1)

STATISTICS
Str 12, Dex 16, Con 15, Int 18, Wis 15, Cha 14
Base Atk +9; CMB +10; CMD 24 (28 vs. grapple and bull rush; cannot be tripped)
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Mobility, Improved Initiative, Weapon Finesse
Skills Bluff +15, Climb +17, Diplomacy +15, Escape Artist +11, Knowledge (any one) +20, Perception +22, Sense Motive +19, Stealth +19, Survival +18; Racial Modifier +8 to Escape Artist
Languages Common, telepathy 100 ft.
SQ change shape (shapechange, Large or smaller)

SPECIAL ABILITIES
Amorphous (Ex)

In its natural form, a phasm is immune to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits, sneak attack, or precision damage and cannot be flanked. Also in its natural form, a phasm gains +4 racial bonus to CMB to resist bull rush and grapple attempts and cannot be tripped.

Resilient (Ex)

A phasm has a +4 racial bonus to Fortitude and Reflex saves. (Already included in the stat block).

Lore

Characters with ranks in Knowledge (dungeoneering) can learn more about a Phasm. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (dungeoneering)
DC          Result
12           Phasms are aberrant shapeshifters that enjoy impersonating humanoid creatures.
17           If discovered, a phasm does not hesitate to slay those who know its true nature.
22           The strange anatomy of a phasm makes it immune to critical hits, sneak attacks, and many mind-affecting spells.
27           Phasms enjoy novel experiences and items, and will bargain with creatures who can offer them such things.

ECOLOGY

Environment any
Organization solitary
Treasure none in this instance

 

 

10.  Secret Door to the Illusionist’s Studio

A secret door in the SW wall is hidden by multiple illusory walls (which cover the whole of the wall the secret door is in, as well as being locked and trapped.  Once open, the door leads into Ambassador Kor Valdritch's illusionist’s effect-filled studio.

3 Illusory Walls - DC 21 Will save to disbelieve each one separately

Locked/Trapped Secret Door

Skill Checks
Search/Perception DC 35
Success = Locate Secret Door

Open Locks DC 35
Success = Open Lock & Bypass Trap
Failure = Trap (see below)

Trap: Poison Spikes
CR 7
Poison spikes suddenly jut out from cracks in the floor in an area 10 feet wide for 10 feet in front of the door!
Type: Mechanical
Search/Perception: DC 17
Disable Device: DC 21
Trigger: Open Lock Failure (see above)
Effect: Atk +16 melee (1d8+4 plus poison, spike); multiple targets (closest target in each of four adjacent 5-ft. squares); poison (Imp venom, DC 13 Fortitude save resists, 1d4 Dex/2d4 Dex)

As the PCs deal with the door and any subsequent damage, they find themselves attacked by a hellwasp swarm. These creatures belong to Lurjuspiru. It had intended to throw them at the person summoning it as a familiar if it hadn’t liked the look of them. The PCs may well not believe they are there and suffer a first attack.

Hellwasp Swarm (3.5)

HELLWASP SWARM
Size/Type: Diminutive Magical Beast (Extraplanar, Evil, Swarm)
Hit Dice: 12d10+27 (93 hp)
Initiative: +10
Speed: 5 ft. (1 square), fly 40 ft.
Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +12/—
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, inhabit, poison
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, resistance to fire 10, low-light vision, swarm traits
Saves: Fort +10, Ref +14, Will +7
Abilities: Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Skills: Hide +19, Listen +10, Spot +10
Feats: Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness
Environment: Any evil-aligned plane
Organization: Solitary, fright (2–4 swarms), or terror (5–8 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful evil
Advancement: None
Level Adjustment:

A single hellwasp resembles a thumb-sized normal wasp, except its carapace is gleaming black with ruby-red stripes, and its compound eyes are an iridescent green. In swarms, hellwasps form a collective hive mind intelligence with infernal cunning and bloodlust.

COMBAT

Like any swarm, a hellwasp swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. The swarm can take over the bodies of its prey and infest both the living and the dead, using them as horrible living (or unliving) puppets to accomplish acts of wickedness that a swarm of insects could never attempt.

A hellwasp swarm’s attack is treated as an evil-aligned weapon and a magic weapon for the purpose of overcoming damage reduction.

Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Inhabit (Ex): A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.

If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.

A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if currently inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.

Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Hive Mind (Ex): Any hellwasp swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard hellwasp swarm) forms a hive mind, giving it an Intelligence of 6. When a hellwasp swarm is reduced below this hit point threshold, it becomes mindless.

Hellwasp Swarm (Pathfinder)

Hellwasp Swarm

This hideous, buzzing cloud of insects is comprised of black and yellow wasps with hungry red eyes.

Hellwasp Swarm              CR 8
XP 4,800 each
LE Diminutive vermin (extraplanar, swarm)
Init +10; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
hp 90 (12d8+36)
Fort +10, Ref +10, Will +7
DR 10/good; Immune swarm traits, weapon damage; Resist fire 10

OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee swarm (3d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 18), inhabit

STATISTICS
Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Base Atk +9; CMB +11; CMD 16 (can't be tripped)
Feats Ability Focus (poison), Dodge, Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills Fly +25, Perception +4, Stealth +24
Languages Infernal

SPECIAL ABILITIES
Inhabit (Ex)

A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting a body requires 1 minute, and the victim must be Small, Medium, or Large. The swarm can abandon the body at any time as a full-round action. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm's DR, resistances, and immunities may negate some or all of this damage. When a hellwasp swarm inhabits a dead body, it effectively transforms the corpse into a zombie of the appropriate size under the swarm's control. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim's movement and actions as if using dominate monster. Hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour.

A hellwasp-inhabited creature is easy to spot, since its skin crawls with the forms of the insects inside. A swarm can attempt a Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.

Poison (Ex)

Swarm—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d6 Dex damage; cure 2 consecutive saves.

ECOLOGY
Environment any (Hell)
Organization solitary, pair, or infestation (3-6)
Treasure incidental

Even Hell's fiendish inhabitants know to stay clear of the maddening buzz of hellwasp swarms. While individual hellwasps are mindless, when swarmed together they gain a hive mind that torments the living and the dead alike. Sages and diabolists argue as to why this happens, but a favored explanation is that all hellwasps contain the dispersed soul of some greater devil, scattered and imprisoned by his rivals for infractions lost to mortal knowledge.

Though intelligent, these swarms are often difficult to understand and reason with. A hellwasp swarm can speak in a fashion with its myriad droning wings. The chatter is often little more than repetitive mantras of insults and the voicing of the twisted and base desires of the swarm.

A hellwasp swarm has little use for reason, diplomacy, or discourse in other circumstances, for its desires are as savage as its home plane.

 

Section 15: Copyright Notice - Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

 

 

11.  Illusionist’s Studio

This is where former Ambassador Kor Valdritch works on his magical and illusionary experiments, recording events in Rybalka to show how to contain the Vikmordere and keep the local population under control, although he is editing events to look like a particular viewpoint.  The studio has a long work bench full of all manner of tools, crystals and components like thin coloured film and image-altering effects that a bard or rogue with good knowledge of disguise would be in awe of.

Near the back wall Ambassador Kor Valdritch keeps a collection of rare books, illusionist’s equipment, and a few magical items. In the middle of the shelves there are 2 Release Crystal Orbs.

Tactics:  Kor is ready and waiting for the PCs.  He has already cast a few spells, such as stinking cloud  (3 rounds gone, 8 to go) and displacement (2 rounds gone, 9 to go), when he heard the fight outside.

As the PCs begin to enter, he casts grease followed by glitterdust both targeted on the area around the secret door. He then casts illusory wall to look like a semicircle around the secret way in, with it seemingly containing the stinking cloud, and finally invisibility.

As they advance, Valdritch watches them from his vantage, invisible to them, then targets them with a mind-bending spell from the other side of the room. If the PCs charge him, he casts mirror image before an extended rainbow pattern and a series of phantasmal killers, shadow conjurations and shadow evocations (GM to choose whatever is most devastating to the party - remember, Valdritch has been watching them and Lurjuspiru has informed him about the PCs) spring up and attempt to stop their progress, or at least blocking their advance and making them go sideways.  The PCs will have to get through or around the images in order to attack Ambassador Kor Valdritch. The illusionist will then cast spells in decreasing offensive strength.

Finally, if Valdritch runs out of attacking spells he will use his magical wands on the party, starting with the most devastating. However, if he is reduced to 1/3rd of his hp, he uses his Circlet of Destinations to summon a dimensional door and escape to the home of Yuri Statel, somewhere he has visited over a year ago. He hopes to surprise the sage and make his escape. This is somewhere the PCs are unlikely to EVER find him. His fate is up to the sage, who is keen to have the crystal orbs for his own purposes; Valdritch doesn't know about Statel’s contacts and position.

If the party enter this room at night, Lurjuspiru is also in the room, working with Valdritch.

Ambassador Kor Valdritch (3.5)

Ambassador Kor Valdritch

Size/Type Medium Male human Illusionist 11
HD 11d4+33 (63 hp)
Initiative +4
Speed 30 ft. (6 squares)
Armor Class 18 (+4 Dex, +4 ring of protection), touch 14, flat-footed 14
Base Attack/Grapple +5/+6
Attack +6 dagger melee (1d4+1/19-20) or +9 dagger ranged (1d4+1/19-20)
Full Attack +6 dagger melee (1d4+1/19-20) or +9 dagger ranged (1d4+1/19-20)
Space/Reach 5 ft./5 ft.
Special Attacks spells, wand of chaos hammer, wand of magic missile
Special Qualities -
Saves Fort +6, Ref +7, Will +9
Abilities Str 12, Dex 18, Con 17, Int 20, Wis 14, Cha 13
Skills Concentration +21, Craft (alchemy) +19, Craft (trapmaking) +19, Decipher Script +19, Gather Information +3, Knowledge (Arcana) +19, Knowledge (history) +19, Knowledge (local) +19, Spellcraft +21, Use Magic Device (scrolls) +5
Feats: Combat Casting, Craft Wondrous Item, Extend Spell, Greater Spell Focus (Illusion), Improved Familiar, Spell Focus (Illusion), Spell Penetration
Challenge Rating 11
Alignment Neutral Evil
Magical Items: Circlet of Destinations, Cloak of Elvenkind, Ring of Light Effects, Ring of Sustenance, Wand of Chaos Hammer (6 charges/ caster level 10), Wand of Magic Missile (30 charges/caster level 7), Ring of Protection+4
Languages: Common, Draconic, Gnoll, Gnome, Orc.

Prohibited Schools:  Abjuration, Necromancy.

Wizard Spells Known: (4/4+2/4+1/4+1/4+1/2+1/1):

0th -- Acid Splash, Arcane Mark, Dancing Lights*, Daze, Detect Magic, Detect
Poison, Disrupt Undead, Flare, Ghost Sound*, Light, Mage Hand*, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue* (DC 15)

1st -- Animate Rope, Color Spray** (DC 18), Disguise Self, Floating Disc, Grease*#, Hypnotism (DC 16), Magic Aura, Magic Missile*, Obscuring Mist*, Silent Image* (DC 18), Unseen Servant, Ventriloquism

2nd -- Blur (DC 19), Fog Cloud*, Fox’s Cunning, Glitterdust*# (DC 17), Hypnotic Pattern (DC 19), Invisibility*#, Magic Mouth, Minor Image (DC 19), Mirror Image*, Misdirection (DC 19), Phantom Trap, Tasha’s Hideous Laughter* (DC 17)

3rd -- Blink, Deep Slumber (DC 18), Displacement*#, Gaseous Form*, Illusory Script (DC 20), Invisibility Sphere, Major Image** (DC 20), Phantom Steed, Stinking Cloud*# (DC 18)

4th -- Hallucinatory Terrain (DC 21), Illusory Wall*# (DC 21), Phantasmal Killer** (DC 21), Rainbow Pattern (DC 21), Shadow Conjuration** (DC 21)

5th -- Mirage Arcana (DC 22), Nightmare (DC 22), Persistent Image (DC 22), Seeming (DC 22), Shadow Evocation**  (DC 22), Extended Rainbow Pattern (concentration plus 2 rounds/level)*  (DC 22)

6th -- Permanent Image (DC 23), Programmed Image* (DC 23)

* = Memorized
# = Cast

Lurjuspiru the Imp (3.5)

Lurjuspiru the Imp

IMP
Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 3d8 (22 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +3/–5
Attack: Sting +8 melee (1d4 plus poison)
Full Attack: Sting +8 melee (1d4 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 4–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.

COMBAT

Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities: At will—detect gooddetect magicinvisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar. An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.

Ambassador Kor Valdritch (Pathfinder)

Ambassador Kor Valdritch           CR 11
XP 12,800
NE Medium Male human Illusionist 11
Init +4; Senses -; Perception +2

DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 ring of protection)
hp 72 (11d6+33)
Fort +6, Ref +7, Will +9

OFFENSE
Speed 30 ft. (6 squares)
Melee +6 dagger (1d4+1/19-20)
Ranged +9 dagger ranged (1d4+1/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks spells, wand of chaos hammer, wand of magic missile

STATISTICS
Str 12, Dex 18, Con 17, Int 20, Wis 14, Cha 13
Base Atk +5; CMB +6; CMD 20
Feats Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Focus (Illusion), [Scribe Scroll], Spell Focus (Illusion), Spell Penetration
Skills Craft (Alchemy) +8, Craft (Pottery) +15, Diplomacy +15, Knowledge (Architecture and Engineering) +17, Knowledge (Dungeoneering) +17, Knowledge (Geography) +15, Knowledge (Nature) +17, Knowledge (Religion) +17, Perception +2, Spellcraft +17, Stealth +4
Special Qualities arcane bond (dagger), arcane school (illusion)
Languages Common, Draconic, Gnoll, Gnome, Orc

Magical Items Circlet of Destinations, Wand of Fireball (4 charges/caster level 6), Wand of Chaos Hammer (6 charges/ caster level 10), Wand of Magic Missile (30 charges/caster level 7), Ring of Protection+4

Prohibited Schools:  Abjuration, Necromancy.

Wizard Spells Known: (4/4+2/4+1/4+1/4+1/2+1/1):

0th -- Acid Splash, Arcane Mark, Dancing Lights*, Daze, Detect Magic, Detect
Poison, Disrupt Undead, Flare, Ghost Sound*, Light, Mage Hand*, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue* (DC 15)

1st -- Animate Rope, Color Spray** (DC 18), Disguise Self, Floating Disc, Grease*#, Hypnotism (DC 16), Magic Aura, Magic Missile*, Obscuring Mist*, Silent Image* (DC 18), Unseen Servant, Ventriloquism

2nd -- Blur (DC 19), Fog Cloud*, Fox’s Cunning, Glitterdust*# (DC 17), Hideous Laughter* (DC 17), Hypnotic Pattern (DC 19), Invisibility*#, Magic Mouth, Minor Image (DC 19), Mirror Image*, Misdirection (DC 19), Phantom Trap

3rd -- Blink, Deep Slumber (DC 18), Displacement*#, Gaseous Form*, Illusory Script (DC 20), Invisibility Sphere, Major Image** (DC 20), Phantom Steed, Stinking Cloud*# (DC 18)

4th -- Hallucinatory Terrain (DC 21), Illusory Wall*# (DC 21), Phantasmal Killer** (DC 21), Rainbow Pattern (DC 21), Shadow Conjuration** (DC 21)

5th -- Mirage Arcana (DC 22), Nightmare (DC 22), Persistent Image (DC 22), Seeming (DC 22), Shadow Evocation**  (DC 22), Extended Rainbow Pattern (concentration plus 2 rounds/level)*  (DC 22)

6th -- Permanent Image (DC 23), Programmed Image* (DC 23)

* = Memorized
# = Cast

Lurjuspiru the Imp (Pathfinder)

Lurjuspiru the Imp

Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.

Imp        CR 2
XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7

DEFENSE
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 22 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)

STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)

SPECIAL ABILITIES
Poison (Ex)

Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

ECOLOGY
Environment any (Hell)
Organization solitary, pair, or flock (3–10)
Treasure standard

Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death.

Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.

One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies. An imp consular can be summoned via the Improved Familiar feat, but only by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.

Unlike most devils, imps often find themselves free and alone on the Material Plane, particularly after they've been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.

After the battle has concluded the PCs may explore the studio. As Valdritch was an army man and a spy on top of that, there isn’t much here.   A small cot in the corner conceals a Klavekian military grade foot locker made from solid wood and bands of steel.  Inside is everything the Ambassador held dear including a few magical items. It isn’t locked or trapped as Valdritch never expected anyone to get this far.

Treasure
500 pp
Spellbook (Spells listed above in statistical information)
Dust of Illusion (4 packets in total - 1 carried)
Dust of Tracelessness (6 packets in total - 1 carried)
Wand of Deep Slumber (12 charges/caster level 11, DC 18 Will save to negate) - possibly given to Lurjuspiru
Sap+4 - possibly given to Lurjuspiru

The Ambassador's Journals

The PCs find dozens of journals detailing Ambassador Kor Valdritch's entire plan.  The journals detail everything from the Vikmoredere supposedly burning down the inn and killing his party to the supposed fear the residents live in on a daily basis that proves further action and defense of Klavek towns is required.  From the gist of the journals, the PCs are able to discern that the Ambassador hoped to use his recordings to convince the Mohkba rulers that more money is needed for arcane research and experiments into how to crush the kingdom-wide threat from the Vikmordere, with him in a leading - and lucrative - role.

 

 

Conclusion

The PCs may return to Mayor Igor Leonid and Suurmaja Samson with the journals as evidence to prove that Ambassador Kor Valdritch was never killed in the fire.  The Ambassador was the cause of the fire and used the incident to record what was going on in Rybalka, edit the way the Vikmordere are worked with to make it look like they are an extreme terrorist menace and hatch a plot to make it seem that Rybalka is a town under permanent siege and that massive military intervention is required.  Had the plot not been uncovered when it was, Ambassador Kor Valdritch could very well have succeeded.

Samson is hugely embarrassed by the whole affair and promises to give the PCs the very best of his hospitality during their reward period. Both the Mayor and Yuri Statel sing high praises of the PCs for this one but Yuri does remove the crystal orbs and any baby mimics/lens from the PCs and makes it clear that, “They never existed and never will exist, either in reality or in the minds of the people. Now, go about your day; I meant it!”.

 

 

Experience Awards

  • 100 each – Obtaining information from the Hidench family
  • 200 each - Obtaining information from the Breckonis family
  • 200 each – Choosing to enter the lodge at night or at least stay the night
  • 500 each - Locating the Ambassador's journals and retrieving them for the mayor
  • 100 each – Support Roles: Cartographer (map-maker), Treasure Keeper, Adventure Log, Time Keeper/Initiative Tracker, any other roles
  • 100-300 each – Role-Playing experience (varies depending on if player role-played and/or altered their voice/accent)
  • CR experience – (Combat, Trap Removal, etc.)
  • Any additional awards you feel are appropriate

 

 

 

New Magic Items

Capture Crystal Discs

By order of King Tokolvor IX, these crystals were created in order to help authorities be able to view activities at multiple locations.

Capture Crystals are quartz lenses about the size of dinner plates.  One side is polished and clear while the other is unpolished.  Images and movements are captures in the clear side of the lens and these images are transferred to a crystal orb, which can then project the images that have been captured by the crystals.  These images are permanently captured in the lenses.

Although they look quite solid, they are actually rather fragile. They need to be kept either in a strong housing when used or in something protective that offers an initially yielding surface which is then more substantial. Tokolvor’ secret service has developed a strain of baby mimics which do the latter job extremely well, even fighting to protect the lenses on occasions.

An image reproduced this way can be used for teleport spells and counts as being familiar for clairaudience/clairvoyance.

Moderate illusion; CL 13th; Craft Wondrous Item, programmed image; Price 132,000 gp; Weight 6 lbs.

 

Release Crystal Orbs

By order of King Tokolvor IX, these crystal orbs - actually they are dodecahedrons (12 faced) -  were created in order to help authorities be able to broadcast activities to several people at the same time.

Release Crystal Orbs are about the size of a human head. The bottom face is designed to take a pole or similar, whilst the other 11 faces can either broadcast the same thing or up to 11 different images supplied by Capture Crystal Discs. The orbs can just sit on a flat surface.

They are as robust as they look, but are often kept in a strong housing just to add a level of protection. Tokolvor’s secret service has developed a strain of baby gelatinous cubes to store the orbs in, and it does the job extremely well, the acid keeping the crystal clear yet not destroying it, whilst they even fight to protect the orbs on occasions.

An image reproduced this way can be used for teleport spells and counts as being familiar for clairaudience/clairvoyance.

Moderate illusion; CL 11th; Craft Wondrous Item, project image; Price 156,000 gp; Weight 6 lbs.

 

Circlet of Destinations

On command, this circlet of red and yellow gold allows the wearer to use the magic of thedimension door spell once per day. When he disappears, the ringing of a particularly clear note can be heard.

Moderate conjuration; CL 9th; Craft Wondrous Item, dimension door; Price 10,080 gp; Weight 1 lb.

 

Ring of Light Effects

This functions in a similar way as a Ring of Shooting Stars with the following differences; it does not have the shooting stars ability but ALL other functions can operate indoors or underground as well as outside at night or in shady arrears.

Strong evocation; CL 12th; Forge Ring, light, faerie fire, fireball, lightning bolt; Price 50,000 gp.

 

Illusory Glass

These are equilateral triangles of different colored glass, about 1 inch per side. These radiate magic if checked for such (faint, illusion). The colors are generally red, yellow, blue, orange, green and purple, although others can be found very rarely. Individual pieces of glass aren’t overly useful, but they increase in power when they act in tandem.

They can be used as part of the material component requirements for shadow evocation and shadow conjuration spells where they replicate a spell that is based on an element or substance, e.g. orange glass can be used in a fire-based evocation, green glass in a acid-based conjuration, and so on.

If the pieces of glass are placed together to make a hexagon in the order red-orange-yellow-green-blue-purple, the glass fuses together. If this is placed in the middle of a forehead, it sticks there and grants a +2 insight bonus to saves against shadow evocation spells.

If the pieces of glass are placed to make a straight line in the order red-orange-yellow-green-blue-purple, the glass again fuses together. If this formation is placed in the middle of a forehead, it sticks there and grants a +2 insight bonus to saves against shadow conjuration spells.

It is possible that other configurations and positions may produce an effect, but these are the two most frequent and successful versions.

Individual piece of glass:

Faint Illusion; CL 5; Craft Wondrous Item, color spray (glass dipped in the appropriate colored beam); Price 1,500 gp; weight 1/32nd of a lb

Six pieces of glass able to link together:

Moderate Illusion; CL 11; Craft Wondrous Item, color spray (each piece of glass dipped in the appropriate colored beam), shadow conjuration, shadow evocation; Price 9,000 gp; weight 3/16th of a lb

 

 

 

 

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