B16: The Damned Souls of Fenleist

Subscribers: Download
Purchase: PDF / Print / Fantasy Grounds

 

Maps

alpha gamma zeta fenleist_plan_GM fenleist_plan_VTT rassdradden_VTT

Audio

Thunder w/ Light Rain

Monster Growls

 

B16_POD_PDF

Introduction

The PCs may be a tested group of adventurers or complete strangers drawn to Fenleist by either mundane concerns or a desire to know more about the strange occurrences common there. Alternatively, they may be transported by the strange magical phenomena that plagues this town of the damned.

An isolated village tucked away deep in the Leifvyne forests, Fenleist is known for two things: fine Balruvian timber and ever present rumors of fantastic events that defy nature. The lumber trade from the town drives the shipyards along the coast of the Corpak Sea, making it a vital resource for the region as a whole.

Five years ago the odd occurrences finally grew into more than an annoyance, and the Temple of Belladrea, benevolent god of commerce, sent a famed hunter of the undead to end the scourge in the town. Word has spread that despite this agent of the church's devoted assistance, the situation continues to deteriorate. Constable Torrik Vandersmythe has organized a sizable bounty (13,000 gold) that has already attracted several adventuring parties of some repute, of which only one member of the entire lot has survived to jabber his mad tale of escape.

Now what were once hindrances have grown into persistent irritations, and those have evolved into outright dangers. Undead stalk the streets at night, creatures randomly appear throughout the village with no underlying logic, and the village of Fenleist is losing manpower, a plight that threatens the entire region's economic base. If people continue to leave the settlement it will deal a horrendous financial blow that will be felt all across the realm.

If you're using your own campaign setting, Fenleist may be located in any forested area.

 

 

Adventure Background

The logging settlement of Fenleist (located just south of a river delta deep in the Leifvyne Forests) has a reputation for strange phenomena that five years ago began to border on the truly unsound. The frequency of poltergeist activity increased with no discernible source causing the disturbances, and the dead could not be questioned, resurrected or reincarnated. When priests investigated the graveyard they found the corpses of those recently deceased were flayed, the skin removed but the bodies and graves otherwise completely undisturbed. The local Church of Belladrea in Fenleist requested assistance from their order and the celebrated Doroi Tavskern, scourge to the undead, came to their aid and relieved the cursed village's woes. Unfortunately this proved to be a temporary measure and not three years after, the damned souls of Fenleist have become restless once again.

ghost__keith_curtis

The undead hunter has become a fixture of the logging town since but his time is totally consumed by the zombies and skeletons that nocturnally terrorize Fenleist. Three groups of adventurers have already tried and failed to bring peace to the isolated logging community; what started as the “Intrepid Trio” ended up leaving the town as just one terrified former member, whilst both the “Devout Protectors” and the “Wayward Swords” disappeared shortly after beginning their investigations. Now the prized wood that lines the inside of the citizen's homes has turned the color of bruised flesh, and the panicked townsfolk have pooled their resources to hire the most powerful allies they can to bring an end to the curse that plagues their village.

The damning source of the phenomena in Fenleist lay far below the settlement in the forgotten Rassdradden Ruins. Deep within the abandoned catacombs lay the Necrotic Nexus, a junction of the planes perverted by the darkest magical arts millenia before. Centuries ago the dungeon was discovered by the town's founder Fizzlewik during excavations to build the crane and curious to know more, the halfling inventor enlisted the aid of his adventuring companions. The only member of their group to emerge from below was the wizard Tarryndorn, who had been touched by the ancient evil infused within the Necrotic Nexus.

devourer__eric_quigley

Tarryndorn's path led far beyond the mortal planes and now the necromancer has returned to the place of his induction to the dark arts as a warped thing from beyond. Using the Necrotic Nexus as a focus, the psychotic spellcaster intends to momentarily sunder the planes, allowing him to transform into an empowered version of his previous incarnation (what happens to the remainder of the realm, outside of the protected Rassdradden Ruins, is of little concern to him.) Unfortunately the otherworldy forces that have mutated the necromancer destroyed what little of his sanity remained and his designs are flawed; his experiments only exacerbate the unnatural events above. Creatures have been spontaneously appearing from disparate realms, some of which now inhabit the cavernous ruins below Fenleist, trapped by ethereal energies manifested from Tarryndorn's insane efforts.

Tarryndorn the Mad duped Inquisitor Tavskern years ago (by cursing the warrior's prized amulet) and has utilized the undead hunter to further his nefarious schemes since, but he also has a knowing spy in the town. The local merchant Harold Gorden is actually Krallkar Heinbel, forsaken cleric of the “Intrepid Trio” transformed into a loyal undead that masquerades as a human by wearing a Charm of Vital Inference. With the intelligence gathered by his spies in town, Tarryndorn keeps the upper hand on adventurers with aims to save Fenleist. Constable Torrik Vandersmythe has an uneasy feeling about the famed undead hunter and suspects that he is in league with whatever evil has befallen the village, but he lacks the proof or public support to do anything about it.

Inside the Rassdradden Ruins’ upper level stalks a wide range of beings that all find themselves trapped by the necromancer's psychotic designs. Sivvideous the Shaded (a magician driven mad after three years of confinement), the zombified and possessed skeletons of the Devout Protectors adventuring party, and a coterie of odd monsters occupy the dungeons, all fiercely protecting what territory they can from the ancient catacombs' ever evolving population.

Before entering the antediluvian laboratory where the Necrotic Nexus and Tarryndorn await, an interplanar merchant hides away in a bedroom filled with golden sculptures and finery. The traveler offers the entirety of the room's wealth and a discount for his wares to any who will end the mad spirit's designs and free him from the cage the ruins have become.

 

 

 

Adventure Synopsis

 

Chapter 1 Synopsis

No matter how the PCs make their way to the cursed town, they do so around high noon and as soon as they enter the Central Square monsters from various planes manifest throughout Fenleist. With the assistance of undead hunter Doroi Tavskern, Constable Torrik Vandersmythe and a citizenry quick to answer a call to arms, the party subdues the creatures, which dissolve in odd puffs of smoke after they are defeated. Afterward the Constable extends an invitation for drinks in the Mortician's Solace tavern and offers up the bounty, asking the PCs to end the strange magical affliction that is consuming Fenleist once and for all, whereas Doroi will offer them healing from one of the adepts (Brother Matthew, human adept 4) at the Temple of Belladrea in Noble's End should the party be gravely injured.

 

Chapter 2 Synopsis

Investigating the phenomena disturbing the town begins with two major threads to follow; the suspicious activities of its most prosperous merchant, Harold Gorden, and the odd standoffish behavior of the infamous undead hunter Doroi Tavskern. While the undead spy has done an excellent job of disguising himself, he isn't particularly intelligent and has grown lax after so many years of living a double life. If he suspects the PCs are on to his ruse, the undead flees to meet his master in Thredoaks Cemetery.

Meanwhile, the famous hunter of the undead enters a trance every evening precisely at midnight, sneaking from the town through the unsupervised underwater gates at the north end of the Girtal River. Soon after a nearby legion of the undead attacks the ruined gates to wreck havoc throughout while Doroi heads to the graveyard and meets with ‘his master’ Tarryndorn in the Mausoleum of the Kortez Lineage to receive his nightly suggestion.

 

Chapter 3 Synopsis

Whether the party's investigations are a failure or smashing success, when they find themselves spread throughout the town each of them experiences an extremely slow moving magical shock wave (those with the gift of magic perceive it directly whereas those without merely notice their weapons get washed by a sheen of arcana). This allows them to roughly triangulate the location of the disruptions, which brings the party to a strange grove of huge oaks some way from the town (these trees go uncut because the Balruvian timber is a far finer grade).

After investigating the area of the disturbance the PCs find that one of the massive trees is an exact replica made entirely of hollow stone that does not bend in the wind. Once they work their way inside they must cross Rassdradden Reach, an extremely narrow bridge that spans 800 feet suspended thousands of feet above an underground lake, all the while being harried from the shadows by Sivvideous the Shaded (driven mad from confinement). After reaching the other side, possessed guardians at the entrance to the ruins demand a toll. Whilst they are willing to negotiate and ostensibly even aid the party, ultimately the pair wait for an opportunity to turn and strike the PCs down.

 

Chapter 4 Synopsis

With the entrance now far behind them, the PCs enter the dungeon to find a huge vaulted chamber scattered with broken devices of dubious intent, and the bones of creatures innumerable in variety. The western and eastern sides of the complex have hallways patrolled by morgh. A Library infested with an expansive growth of mold and quintet of crysmal is connected to the Monstrum Abattoir by the western hallway, and the eastern passage leads to the Servant's Barracks (where the party finds a planar-displaced hunter and the corpse of an outsider monk). The northern chamber is a Mess Hall occupied by the animated remains of the “Devout Protectors” adventuring company. A set of wide stairs at the far side of this room leads further below.

 

Chapter 5 Synopsis

The steps down to the lower level pass a barricaded door and hidden away behind it is an interplanar merchant who is only too happy to greet intelligent, friendly and most importantly living guests. After a brief respite and opportunity to trade (and loot the room), the PCs venture deeper and enter the ancient magician's laboratory where the warped Tarryndorn manipulates the Necrotic Nexus to disastrous results, unaware of the party's intrusion (unless his undead spy, hunter puppet, or the possessed Terracotta Warriors remain alive to warn him). When the party succeeds in dealing with the opposition, sufficient study of the mystical junction reveals the location of the last adventuring party – the “Wayward Swords” – and a means to rescue them from the pocket dimension in which they have been trapped.

 

 

 

Adventure Hooks

  1. Should the PCs not be enticed by the substantial bounty offered by Constable Vandersmythe, the fame rewarded to any who solve this half decade old curse that has plagued the town would be substantial. Fizzlewik's Port is overflowing with Balruvian timber Fenleist cannot ship out fast enough.

  2. Any cleric or foe of evil also has ample reason to aid the logging settlement, but those with an interest in arcana (or whom find power to be particularly intoxicating) could detect the strange magical emanations from afar and seek out the isolated settlement for study.

  3. The party could have made contact with the last member of the “Intrepid Trio”, a halfling fellow named Ruck who was driven mad by his explorations of the Rassdradden Ruins and the subsequent deaths of his allies.

  4. Of course, the unpredictable results of Tarryndorn's misguided efforts could teleport the PCs to the isolated village. In this scenario the party simply arrives in Fenleist, landing randomly throughout the town square (followed shortly thereafter by a bevy of exotic creatures).

  5. Any creature summoned by the Necrotic Nexus used by the Mad Devourer is trapped inside of the Rassdradden Ruins by the ethereal energies leaking from the aberrant portal. Not all have to be evil, and one might entreat the party's aid from afar to effect their escape.

 

Maps

 

GM Maps

rassdradden_GM fenleist_plan_GM

Player Maps

rassdradden_VTT fenleist_plan_VTT

 

 

Fenleist Summary

The burgeoning lumber settlement is a place of antiquity and structured as such, filled with predominantly wooden houses and protected on all sides by piked palisades 40' high that span across the Girtal river where it runs lengthwise along the large town's western side.

The districts, in order of appearance are:

Central Square – Occupying the principal area of the town between the eastern entrance (the only accessible by land) and the town hall, the central square is walled in on the other side by the Constabulary and the Mortician's Solace Tavern. Whereas this might normally be the place to mingle it is only sparsely populated by stubborn farmers insensitive to the recent troubles in Fenleist.

Noble's End – By and far the wealthiest portion of the town, the trademasters, shipping brokers and well established lineages keep grand estates that threaten to surpass in height the walls that protect the town. Harold Gorden's Trading Post, the Temple of Belladrea (where Doroi Tavskern stays), and various large manses are scattered throughout this district. The old widow Benecia Kortez lives there with her nephew, Anders.

Fizzlewik's Port – Named after the ingenious halfling who built the seventy-five foot tall crane used to load and unload barges and ships, it is one of the principal reasons Fenleist enjoys a lucrative timber trade. The crane itself is hydraulically powered via underground channels that feed out far down stream.

Old Town - This was the original site of Fenleist before Fizzlewik arrived centuries ago to build up the town's economic status. It is a cluster of two- and three-story wooden structures with tiled roofs and humble architecture worn with age. The seedier elements of the settlement ply their trade here, often based out of the Distinguished Cut Tavern.

Craftsworks – The southeast corner of the settlement is where the smiths, butchers, shipmakers, and tanners keep their stores and homes. If you need a horse, sword, armor, wagon, boat or gossip, this is the place to go. Cleevus Parrek is a retired half-elven adventurer-turned-trader (NG Wizard 3) that lives in this quarter, selling general alchemical items, low level potions and two scrolls of magic circle against evil (but no other 3rd level scrolls).

 

Fenleist (large town)

Loyalty: Local Government

Alignment: NG

Base Value: 2,000 gold

Population: 2,189 (72% human, 8% dwarf, 5 % gnome, 5% elf, 5% half-orc, 3 % halfling, 2% other)

Authority Figure: Constable Torrik Vandersmythe, LG Human Warrior 5

Important Characters: Harold Gorden (hecueva/ghoul), Doroi Tavskern, Brother Matthew (LG Human Adept 4), Cleevus Parrek (NG Half-Elf Wizard 3)

Special Note: If using this settlement in the campaign outlined by this adventure, PCs are treated as though all the citizens have an Unfriendly disposition when they first arrive.

 

 

An Alternative Journey – Fizzlewik's Crane

So the PCs have, whether by their own volition or the cruel hand of fate, failed to pick up on the intended lines of investigation and instead have developed a strong desire to explore the wondrous inner workings of Fizzlewik's Crane.

13-5-20 ciudad grua

Getting into the complicated system of rope-less pulleys and sometimes magically motivated stone work is no simple task, and it should quickly become clear that taking this route is a dangerous prospect. There are countless warnings in numerous languages displayed again and again as they descend the stone cut steps into the cavernous machine that drives the massive tool above.

Entering the first sub-level is relatively easy, requiring only two Spellcraft checks (DC 16 and DC 20) to decipher (or the use of read magic spells) and manipulate a series of magical glyphs  - a numeric keypad - and accompanying Strength checks (DC 17) to fully pry open the ancient stone doorways that reveal themselves and continue on into the depths.

Ancient stone steps wind down hundreds of feet below the surface. You come to the first door and beside the heavy rock slab is a box with nine squares of several colors and arcane markings. They radiate slightly with old magic.                                                                                                                                                                                                                                                                                                                                                                                                                   

The second sub-level is a collection of waterways, massive counterweights, pools of water and a host of complex natural hydraulics systems in a truly gigantic cavern thousands of feet in every dimension.

There are two routes the party can take from this, the point of no return: the high road and the low road. The latter requires traveling through and under the pump way, which whilst the quickest and easiest route, carries the greatest chance of fatality by either suffocation or force; the other is to travel above it, a more arduous and arguably just as dangerous path that will require the party to trundle across the gargantuan uneven, buoyant stones to potentiall hide in the ever-changing battered outcroppings of safety provided by the cave's ceiling.

Should any of the characters possess a base speed or swim speed (as appropriate) greater or lesser than 30 feet, reduce the number of checks required by 1 for every twenty feet over base speed and increase the number of checks by 1 for every fifteen feet below base speed.

The chamber before you is truly cavernous and intermittently filled with the cacophonous roar of a huge underground river, occasionally silenced by the grinding of massive stone blocks thousands of cubic feet in volume, that bob and float, creating different channels of water that run off into the darkness.

As you watch with no little sense of awe, two of these blocks simultaneously move in opposite directions to unleash one reservoir of water only to divert another stream into a new channel against a huge stalactite , driving another stone pylon that rises up hundreds of feet above you. In a matter of minutes you realize that the entire chamber is one tightly compacted perpetual machine of magical hydraulics.

There are two paths before you: jump into the dark and swirling currents and attempt to navigate below the hydraulic blocks, or climb above them and try to outrun the mechanism and perhaps be crushed by the massive weight.

Should the party travel above the waterway (the high road) they must first succeed on a Climb check (DC 20) to reach a platform that allows them access to the top of the blocks. Then they face four Climb checks (DC 17) or Acrobatics/Jump checks (DC 18) as they traverse the 800 feet of the gigantic multi-tiered stones that power the machinery, leaping from one to the next. Failure on any of these checks requires an additional check at a DC reduced by 2. If a PC fails this check as well, they must make a Reflex save (DC 19, save for half damage) as the platform surges upward and crushes the them against the ceiling before they can reach a point of safety, dealing 7d6 damage on a failed save.

Should the party be in particularly hard straights, allow them to make Perception/Spot checks (DC 15) to find a safe pocket to briefly cast a spell (requiring a DC 12 Concentration check) or drink a potion, although the respite is temporary - the safety of this location is compromised after 1d4+2 rounds.

A vast plane of gray stone covered in a fine swirl of brown dust expands away from you, slowly rising and falling in a perpetual rhythm. There are bloody smears from the corpses of countless unrecognizable underground creatures that turned brown long ago, pulped by the undulating granite machinery. The field before you is tiered and pocked, making the dash you are about to take a truly dangerous race against time.

Taking the low road is arguably just as dangerous. A successful Knowledge (engineering) check (DC 17) or, if no characters possess this skill, an Intelligence check (DC 19) allows the PCs to optimize their approach, jumping into the swift moving waters at the best possible time in the ebb and flow of the currents; they are only required to make five Swim checks (DC 16) and hold their breath for thirteen rounds. On a failed Swim check, the PC must make a second Swim check (DC 14); a success on this check only increases the duration they must hold their breath by 2 rounds, while a failure requires a Reflex save (DC 19, counting their Armor Check Penalty to their Reflex save bonus; half damage on a successful save) or be crushed by a falling block, dealing 5d6 damage and they do not increase the duration they must hold their breath, but are required to make a Fortitude save (DC 5) or have the air literally squeezed from their lungs.

Without a successful check to plan their approach, the PCs chance a dangerous and difficult to predict undercurrent; they are required to make seven Swim checks (DC 18) and hold their breath for 17 rounds. On a failed Swim check, the PC must make a second Swim check (DC 14); a success on this check increases the duration they must hold their breath by 2 rounds, while a failure requires a Reflex save (DC 19, counting their Armor Check Penalty to their Reflex save bonus; half damage on a successful save) or be crushed by a falling block, dealing 5d6 damage (and requiring a DC 5 Fortitude Save to continue holding their breath.

Should the party be in really bad shape here, allow them to make a Reflex save (DC 14) to arrest their movement while underwater for 1d4+2 rounds, or to catch their breath in a brief air pocket as the waters propel them from reservoir to reservoir. The former gives them a limited time to cast a spell which a successful Concentration check (DC 12) or consume a potion with a successful Dexterity check (DC 8).

The incredibly swift waterway below you is filled with dangerous and complex currents. As you jump in you realize it is even more vicious than you expected and are forced to hold your breath rather than drown in the raging torrent, though the tightly built system of stalactite divided reservoirs make it look as though catching your breath along the way will be a difficult task in itself.

Whichever route the party takes, both bring them to the same place - the underground lake outside the Rassdradden Ruins. The waters erupt into a massive pool at the bottom of the Rassdradden Reach where they finally calm, allowing the PCs to fish themselves out onto the underground shores and consider what to do next.

 

For the HIGH ROAD:

The edge of the last block inhibits your view, but there aren't any more of these infernal granite drivers ahead and you briefly experience a sense of relief that dissipates instantly as you round the final barrier and come to a dead stop with nothing but black oblivion ahead of you.

 

For the LOW ROAD:

The sensation of air strikes you as the water propels you forward and out into a huge cavern devoid of light, tumbling down the darkness several lengths away from the jet that brought you here.

 

Taking the high road, the party has about 3 rounds to figure out what to do; after providing the pertinent details (no walls are nearby on either side, the expanse before them extending beyond their vision and the ceiling of the cavern being two hundred feet above) begin counting backwards from 18 seconds to heighten the drama of the moment.

It is a 1,500 foot fall from the high road, and a 500 foot fall from the low road, giving time for the PCs to drink a potion, cast a spell or find purchase with a grappling hook somewhere along the seams of the underground stone machinery (which, for these purposes, requires a Reflex Save DC 18); they may perform an additional two actions if they fell from the high road. Given the height of the fall, diving into the water is impossible; at that speed it is though it were rock.

Should any of the PCs be of the Outsider type, they slam into the invisible bubble that encompasses the Rassdradden Ruins instead, taking 5d6 damage (no save) before sliding into the wall beneath the side of the Rassdradden Reach nearest the entrance to the dungeon. If they took the low road, they must also resist bull rush attempts from the water by round (which has a +12 CMB/+9 strength check), or drown if they cannot succeed on one of these checks before they run out of air (they have an opportunity to breathe briefly before these checks begin). Reaching the bridge above from the inside of the bubble requires five Climb checks (DC 20).

The far side of the cavern's walls are not too difficult to traverse, requiring ten Climb checks (DC 20) across thousands of feet to reach the Rassdradden Reach bridge on the side of the Stonehollow Oak. The opposite side of the cavern has been worn smooth by centuries of erosion and is far more difficult to climb, increasing the challenge of the first 5 Climb checks to DC 35.

 

 

 

Chapter 1: Strange Things Afoot in Fenleist

 

Chaos Incarnate

Adventure Location: Central Square

Location: The central square in the town of Fenleist, located east of the Town Hall; it contains the Constable's Office and Mortician's Solace Tavern, and the port (and crane) to the northwest. To the north east is Noble's End, to the southeast the Craftsworks, south/southwest contains Old Town and the main shipping port of Fenleist lay to the northwest.

History This town can credit much of its success to the immemorial halfling inventor Fizzlewik and the booming Balruvian timber trade facilitated by the crane he built centuries in the past.

Obstacles: Two produce carts, a rundown stone chimney on the tavern's roof, several stacks of lumber (15 ft. x 20 ft. rectangles) and Fizzlewik's Crane (a 25ft-wide square contraption that soars fifty feet into the air).

Lighting: Overcast from cloud cover.

Walls: The buildings are mostly Balruvian timber, although the town hall, jail, constabulary and tavern are made of stone along with the manses in Noble's End.

Doors: All locked and barred.

Mood/Theme: A quiet, palpable, exhausted desperation clings to the people and town itself before the monsters appear. Once the monsters land in the area, however, everyone panics and shuts their doors, even after the conflict ends (excepting the merchants, temple, tavern and constable).

It is during the afternoon on an overcast day that you finally reach the village of Fenleist. The alpines of the Leifvyne forests thin as the treeline ends abruptly, revealing the settlement and its forty foot high spiked palisades. The timber battlements are patrolled by wary and haggard town guardsmen that even from a distance are clearly in need of a good night's rest. A hastily constructed gate of chained together timbers is swung-open and the initial street is filled with old two-story houses made of worn wooden lumber, dotted with smokey glass windows. There is a dismal feeling in the air and a palpable desperation that coats the town  like the dirty water left from the depressing rain that still clings to the streets' beaten cobblestones.

As you walk into the central square two old men sitting opposite one another, each with a cart of fruit, abruptly end an argument and eye you warily, glancing briefly to a drunk old fellow propped against the stone wall of the nearby tavern. A tired monkey tethered to the inebriated man lazily patters on a miniature drum set, briefly increasing in tempo as an audience nears. Both of the crotchety old men are in the middle of taking deep breaths to continue their tirades when a wild cry filled with fury suddenly cuts into the silence, waking up his inebriated elderly companion in a fit of panic. Dropping from literally out of the sky are creatures from across the planes.

 

3.5:

One of these monsters is a grotesque collection of mouths that gibber and spit constantly. A huge orange-brown insect the size of a fully grown human skips against the street before bouncing to a halt and righting itself, sensing the air with long antennae while a floating cloud of malign intent begins to wail in lunacy. Thousands of centipedes erupt from out of nowhere, some crushed under the feet of a five-headed hydra that roars in fury as it slams onto the ground. A massive ape leaps down from the roof of the drinking hall, screaming in bestial rage at the three residents of the town that are now fleeing the central square. The streets have cleared and each of these exotic monsters looks to you with blood lust in their eyes.

 

Pathfinder:

A pile of sand slams into the ground and forms into the shape of a man as a floating black cloud of tentacles and claws appears howling a wail of lunacy. A huge orange-brown insect the size of a fully grown human skips against the street before bouncing to a halt and righting itself, sensing the air with long antennae. A kaleidoscopic snail the size of a boulder slams into the ground as it tucks itself away into its shell, rolling through a massive swarm of clacking claws and cinching pincers belonging to thousands of diminutive crabs before coming to a rest against the side of the constabulary. A massive ape leaps down from the roof of the drinking hall, screaming in bestial rage at the three residents of the town that are now fleeing the central square. The streets have cleared and each of these exotic monsters looks to you with blood lust in their eyes.

Constable Vandersmythe (3.5)

Constable Torrik Vandersmythe Warrior 5

 

Size/Type: medium human

 

Hit Dice: 5d8+5 (32 hp)

 

Initiative: +3

 

Speed: 20 ft. (4 squares) (1 square=5 ft.)

 

Armor Class: 19 (armor +8, -1 Dex, +2 shield), touch  9, flat-footed 18

 

Base Attack/Grapple: +5/+7

 

Attack: mw longsword +8 melee (1d8+2, 19-20/x2) or mw composite (+2) longbow +5 ranged (1d8+5, 20/x3)

 

Full Attack: mw longsword +8 melee (1d8+2, 19-20/x2) or mw composite (+2) longbow +5 ranged (1d8+5, 20/x3)

 

Space/Reach: 5 ft./5 ft.

 

Saves: Fort +4, Ref +0, Will +3

 

Abilities: Str 14, Dex 8, Con 11, Int 10, Wis 14, Cha 9

 

Skills: Climb +4, Diplomacy +2, Intimidate +3, Knowledge (local) +2, Listen +3, Spot +3, Sense Motive +4

 

Feats: Run, Improved Initiative, Toughness

 

Challenge Rating: 4

 

Treasure: mw full plate, mw heavy shield, mw longsword, mw composite (+2) longbow, 40 arrows

 

Alignment: neutral good

 

COMBAT

 

Constable Vandersmythe works through combat carefully, making good use of tactics and never straying far from his allies. He is normally accompanied by a half dozen of the town guard (Warrior 3) and routinely yells out commands for them to fight more effectively as a unit.

 

 

 

Town Guard   Warrior 3        CR 1

 

Size/Type: human

 

Hit Dice: 3d8 (23 hp)

 

Initiative: +5

 

Speed: 30 ft. (6 squares) (1 square=5 ft.)

 

Armor Class: 17 (+4 armor, +1 dex, +2 shield), touch 11, flat-footed 14

 

Base Attack/Grapple: +3/+4

 

Attack: longsword +5 melee (1d8+1, 19-20/x2) or longbow +4 ranged (1d8, Range 100 ft., Crit x3)

 

Full Attack: longsword +5 melee (1d8+1, 19-20/x2) or longbow +4 ranged (1d8, Range 100 ft., Crit x3)

 

Space/Reach: 5 ft./5 ft.

 

Saves: Fort +4, Ref +2, Will +1

 

Abilities: Str 12, Dex 13, Con 12, Int 9, Wis 10, Cha 8

 

Skills: Intimidate +5, Knowledge (geography) +0, Knowledge (local) +0, Listen +1, Spot +1

 

Feats: Improved Initiative, Toughness, Weapon Focus (longsword)

 

Challenge Rating: 1

 

Treasure: heavy steel shield, longsword, potion of cure light wounds, scale mail

 

Alignment: Lawful Good

 

COMBAT

When Constable Vandersmythe hands out orders to these warriors, they are quick to answer. These are his men and they know it - while protecting the townspeople is a major priority, they feel that defending their leader is the best way to do it, and if left to their own devices they quickly regroup around him and attempt to revive him before continuing to battle.

Dire Ape (3.5)

 

Dire Ape

 

Size/Type:     Large Animal

 

Hit Dice:         5d8+13 (35 hp)

 

Initiative:        +2

 

Speed:           30 ft. (6 squares), climb 15 ft.

 

Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

 

Base Attack/Grapple:           +3/+13

 

Attack:            Claw +8 melee (1d6+6)

 

Full Attack:    2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)

 

Space/Reach:            10 ft./10 ft.

 

Special Attacks:        Rend 2d6+9

 

Special Qualities:     Low-light vision, scent

 

Saves:            Fort +6, Ref +6, Will +5

 

Abilities:        Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7

 

Skills: Climb +14, Listen +5, Move Silently +4, Spot +6

 

Feats: Alertness, Toughness

 

Challenge Rating:     3

 

Alignment:     Always neutral

 

A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.

 

Combat

 

Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent.

 

Rend (Ex)       A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage.

 

Skills   Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Allip (3.5)

Allip

 

Size/Type:     Medium Undead (Incorporeal)

 

Hit Dice:         4d12 (26 hp)

 

Initiative:        +5

 

Speed:           Fly 30 ft. (perfect) (6 squares)

 

Armor Class: 15 (+1 Dex, +4 deflection), touch 15, flat-footed 14

 

Base Attack/Grapple:           +2/—

 

Attack:            Incorporeal touch +3 melee (1d4 Wisdom drain)

 

Full Attack:    Incorporeal touch +3 melee (1d4 Wisdom drain)

 

Space/Reach:            5 ft./5 ft.

 

Special Attacks:        Babble, madness, Wisdom drain

 

Special Qualities:     Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits

 

Saves:            Fort +1, Ref +4, Will +4

 

Abilities:        Str Ø, Dex 12, Con Ø, Int 11, Wis 11, Cha 18

 

Skills: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks)

 

Feats: Improved Initiative, Lightning Reflexes

 

Challenge Rating:     3

 

Alignment:     Always neutral evil

 

An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.

 

An allip cannot speak intelligibly.

 

Combat

 

An allip is unable to cause physical harm, although it doesn’t appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds.

 

Babble (Su)    An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.

 

Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. The save DC is Charisma-based.

 

Madness (Su) Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

 

Wisdom Drain (Su)    An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

Gibbering Mouther (3.5)

Gibbering Mouther

 

Size/Type:     Medium Aberration

 

Hit Dice:         4d8+24 (42 hp)

 

Initiative:        +1

 

Speed:           10 ft. (2 squares), swim 20 ft.

 

Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18

 

Base Attack/Grapple:           +3/+3

 

Attack:            Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness)

 

Full Attack:    6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness)

 

Space/Reach:            5 ft./5 ft.

 

Special Attacks:        Gibbering, spittle, improved grab, blood drain, swallow whole, ground manipulation

 

Special Qualities:     Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft.

 

Saves:            Fort +7, Ref +4, Will +5

 

Abilities:        Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13

 

Skills: Listen +4, Spot +9, Swim +8

 

Feats: Lightning Reflexes, Weapon Finesse

 

Environment:            Underground

 

Organization: Solitary

 

Challenge Rating:     5

 

Treasure:       None

 

Alignment:     Usually neutral

 

Advancement:          5-12 HD (Large)

 

Level Adjustment:    —

 

A gibbering mouther is a horrible creature seemingly drawn from a lunatic’s nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures. A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds. Gibbering mouthers can speak Common, but seldom say anything other than gibberish.

 

Combat          A gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.

 

Gibbering (Su)           As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based.

 

Spittle (Ex)     As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based.

 

Improved Grab (Ex)     To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

 

Swallow Whole (Ex) The gibbering mouther can attempt to swallow a grappled opponent of Medium or smaller size by making a successful grapple check. (The gibbering mouther doesn’t actually “swallow" the opponent—it engulfs it within its amorphous form—but the effect is essentially the same.) Once inside, the gibbering mouther can use its blood drain ability. A swallowed creature can cut its way out by dealing 5 points of damage to the gibbering mouther (same AC).

 

The gibbering mouther’s body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.

 

Blood Drain (Ex)        A swallowed opponent automatically takes 1d4 points of Constitution damage each round.

 

Ground Manipulation (Su)    At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).

 

Amorphous (Ex)        A gibbering mouther is not subject to critical hits. It cannot be flanked.

 

Skills   Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks. A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Rust Monster (3.5)

Rust Monster

 

Size/Type:     Medium Aberration

 

Hit Dice:         5d8+5 (27 hp)

 

Initiative:        +3

 

Speed:           40 ft. (8 squares)

 

Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15

 

Base Attack/Grapple:           +3/+3

 

Attack:            Antennae touch +3 melee (rust)

 

Full Attack:    Antennae touch +3 melee (rust) and bite -2 melee (1d3)

 

Space/Reach:            5 ft./5 ft.

 

Special Attacks:        Rust

 

Special Qualities:     Darkvision, scent

 

Saves:            Fort +2, Ref +4, Will +5

 

Abilities:        Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

 

Skills: Listen +7, Spot +7

 

Feats: Alertness, Track

 

Challenge Rating:     3

 

Alignment:     Always neutral

Centipede Swarm(3.5)

Centipede Swarm

 

Size/Type:     Diminutive Vermin (Swarm)

 

Hit Dice:         9d8-9 (31 hp)

 

Initiative:        +4

 

Speed:           20 ft. (4 squares), climb 20 ft.

 

Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14

 

Base Attack/Grapple:           +6/—

 

Attack:            Swarm (2d6 plus poison)

 

Full Attack:    Swarm (2d6 plus poison)

 

Space/Reach:            10 ft./0 ft.

 

Special Attacks:        Distraction, poison

 

Special Qualities:     Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits

 

Saves:            Fort +5, Ref +7, Will +3

 

Abilities:        Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2

 

Skills: Climb +12, Spot +4

 

Feats: Weapon FinesseB

 

Challenge Rating:     4

 

Alignment:     Always neutral

Five-Headed Hydra (3.5)

Five-Headed Hydra   

 

Size/Type:     Huge Magical Beast

 

Hit Dice:         5d10+28 (55 hp)

 

Initiative:        +1

 

Speed:           20 ft. (4 squares), swim 20 ft.

 

Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14

 

Base Attack/Grapple:           +5/+16

 

Attack:            5 bites +6 melee (1d10+3)

 

Full Attack:    5 bites +6 melee (1d10+3)

 

Space/Reach:            15 ft./10 ft.

 

Special Qualities:     Darkvision 60 ft., fast healing 15, low-light vision, scent

 

Saves:            Fort +9, Ref +5, Will +3

 

Abilities:        Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9

 

Skills: Listen +6, Spot +6, Swim +11

 

Feats: Combat Reflexes, Iron Will, Toughness

 

Challenge Rating:     4

 

Alignment:     Usually neutral

ape_dire__storn_cook

Constable Vandersmythe (Pathfinder)

Constable Torrik Vandersmythe      Human Warrior 5       CR 4

 

XP 1,200

 

NG medium human

 

Init +3; Perception +8

 

----- Defense -----

 

AC 20, touch 9, flat-footed 18 (+9 armor, -1 dex, +2 shield)

 

hp 32 (5d10+5)

 

Fort +4, Ref +0, Will +3

 

----- Offense -----

 

Speed 20 ft.

 

Melee mw longsword +8 (1d8+2)

 

Ranged mw composite (+2) longbow (1d8+2, Range 110ft)

 

Space 5 ft.; Reach 5 ft.

 

----- Statistics -----

 

Str 14, Dex 8, Con 11, Int 10, Wis 14, Cha 9

 

Base Atk +5; CMB +5; CMD 14

 

Feats Improved Initiative, Run, Toughness

 

Skills Bluff +3, Climb +8, Diplomacy +5, Knowledge (local) +6, Perception +8, Sense Motive +8, Survival +6

 

Languages Common

 

Gear mw full plate, mw heavy shield, mw longsword, mw composite (+2) longbow, 40 arrows

 

-----Tactics-----

 

Constable Vandersmythe works through combat carefully, making good use of tactics and never straying far from his allies. He is normally accompanied by a half dozen of the town guard (Warrior 3) and routinely yells out commands for them to fight more effectively as a unit.

 

 

 

Town Guard   Warrior 3        CR 1

 

XP 400

 

LG medium human

 

Init +5; Senses low light vision; Perception +3

 

DEFENSE

 

AC 19, touch 11, flat-footed 15 (+5 armor, +1 dex, +3 shield)

 

hp 27 (3d10+6)

 

Fort +4, Ref +2, Will +1

 

OFFENSE

 

Speed 30 ft.

 

Melee longsword +6 (1d8+2, Crit 19-20/x2)

 

Ranged longbow +4 (1d8, Range  100ft., Crit x3)

 

Space 5 ft.; Reach 5 ft.

 

STATISTICS

 

Str 14, Dex 13, Con 12, Int 9, Wis 10, Cha 8

 

Base Atk +3; CMB +5; CMD 16

 

TACTICS

 

When Constable Vandersmythe hands out orders to these warriors, they are quick to answer. These are his men and they know it - while protecting the townspeople is a major priority, they feel that defending their leader is the best way to do it, and if left to their own devices they quickly regroup around him and attempt to revive him before continuing to battle.

 

Feats Improved Initiative, Shield Focus, Weapon Focus (longsword)

 

Skills Intimidate +5, Knowledge (local) +2, Perception +3

 

Languages Common

 

Gear longsword, heavy steel shield, potion of cure light wounds, scale mail

Dire Ape (Pathfinder)

Dire Ape (GIGANTOPITHECUS) CR 3      XP 800

N Large animal

 

Init +2; Senses low-light vision, scent; Perception +8

 

DEFENSE

 

AC 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size)

 

hp 30 (4d8+12)

 

Fort +7, Ref +6, Will +4

 

OFFENSE

 

Speed 30 ft., climb 30 ft.

 

Melee bite +6 (1d6+4), 2 claws +6 (1d4+4)

 

Space 10 ft.; Reach 10 ft.

 

Special Attacks rend (2 claws, 1d4+6)

 

STATISTICS

 

Str 19, Dex 15, Con 16, Int 2, Wis 12, Cha 7

 

Base Atk +3; CMB +8; CMD 20

 

Feats Iron Will, Skill Focus (Perception)

 

Skills Acrobatics +6, Climb +16, Perception +8, Stealth +2

 

Allip (Pathfinder)

Allip  CR 3    XP 800

 

CE Medium undead (incorporeal)

 

Init +5; Senses darkvision 60 ft.; Perception +7

 

Aura babble (60 ft., DC 15)

 

DEFENSE

 

AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)

 

hp 30 (4d8+12)

 

Fort +4, Ref +4, Will +4

 

Defensive Abilities channel resistance +2, incorporeal; Immune undead traits

 

OFFENSE

 

Speed fly 30 ft. (perfect)

 

Melee incorporeal touch +4 (1d4 Wisdom damage)

 

Special Attacks babble, touch of insanity

 

STATISTICS

 

Str —, Dex 12, Con —, Int 11, Wis 11, Cha 16

 

Base Atk +3; CMB +4; CMD 17

 

Feats Improved Initiative, Lightning Reflexes

 

Skills Fly +16, Intimidate +10, Perception +7, Stealth +8

 

Languages Aklo, Common

 

SQ madness

 

SPECIAL ABILITIES

 

Babble (Su) An allip constantly mutters to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a DC 15 Will save or be fascinated for 2d4 rounds. While a target is fascinated, the allip can approach it without breaking the effect, but an attack by the allip does end the effect. Creatures that successfully save cannot be affected by the same allip's babble for 24 hours. This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based.

 

Madness (Su) Anyone targeting an allip with a thought detection, mind control, or telepathic effect makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

 

Touch of Insanity (Su) The touch of an allip deals 1d4 points of Wisdom damage (DC 15 Will negates). A successful critical hit causes 1d4 points of Wisdom damage and 1 point of Wisdom drain (instead of double Wisdom damage). With each successful attack, an allip gains 5 temporary hit points. The save DC is Charisma-based.

Rust Monster (Pathfinder)

Rust Monster      CR 3                XP 800

 

N Medium aberration

 

Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12

 

DEFENSE

 

AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)

 

hp 27 (5d8+5)

 

Fort +2, Ref +4, Will +5

 

OFFENSE

 

Speed 40 ft., climb 10 ft.

 

Melee bite +6 (1d3), antennae +6 touch (rust)

 

STATISTICS

 

Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

 

Base Atk +3; CMB +3; CMD 16 (20 vs. trip)

 

Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse

 

Skills Climb +8, Perception +12

 

SPECIAL ABILITIES

 

Rust (Su) A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster's antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based.

 

Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).

Sandman (Pathfinder)

Sandman   CR 3                XP 800

 

NE Medium outsider (earth, elemental, extraplanar)

 

Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7

 

Aura sleep (20 ft., DC 14)

 

DEFENSE

 

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)

 

hp 30 (4d10+8)

 

Fort +6, Ref +5, Will +3

 

Defensive Abilities amorphous; DR 10/bludgeoning; Immune elemental traits

 

OFFENSE

 

Speed 30 ft., burrow 30 ft.

 

Melee slam +6 (1d6+3 plus sleep)

 

STATISTICS

 

Str 14, Dex 13, Con 15, Int 10, Wis 11, Cha 10

 

Base Atk +4; CMB +6; CMD 17

 

Feats Improved Initiative, Iron Will

 

Skills Acrobatics +8, Climb +9, Knowledge (planes) +7, Perception +7, Sense Motive +7, Stealth +8 (+12 in sand); Racial Modifiers +4 Stealth in sand

 

Languages Terran

 

SQ compression, sand form

 

SPECIAL ABILITIES

 

Sand Form (Su) As a standard action, a sandman can cause its humanoid form to collapse into a pile of animated sand. In this form, treat the sandman as if it were a Small earth elemental made out of sand. The sandman retains its compression and sleep aura abilities when in sand form, but loses its sleep attack and its damage reduction, as its sandy body in this form is much more compact and easier to scatter with solid weapon blows.

 

Sleep (Su) A creature struck by a sandman's slam attack must succeed on a DC 14 Will save or immediately fall asleep, as if affected by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this ability. The save DC is Constitution-based.

 

Sleep Aura (Su) A sandman radiates a 20-foot-radius spread that puts creatures to sleep. Any creature in the area must succeed on a DC 14 Will save or fall asleep, as if affected by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this ability. A creature that successfully saves is immune to that sandman's sleep aura for 24 hours. The save DC is Constitution-based.

Crab Swarm (Pathfinder)

Crab Swarm CR 4

 

XP 1,200

 

N Diminutive vermin (aquatic, swarm)

 

Init +2; Senses darkvision 60 ft.; Perception +0

 

DEFENSE

 

AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)

 

hp 38 (7d8+7)

 

Fort +6, Ref +4, Will +2

 

Immune mind-affecting effects and weapon damage, swarm traits (no crits, no flank, immune to any spell that targets a specific number of creatures, takes x1.5 damage from any area spell or splash weapon)

 

OFFENSE

 

Speed 30 ft., swim 20 ft.

 

Melee swarm (2d6)

 

Space 10 ft.; Reach 0 ft.

 

Special Attacks distraction (DC 14)

 

STATISTICS

 

Str 1, Dex 14, Con 13, Int —, Wis 10, Cha 2

 

Base Atk +5; CMB —; CMD —

 

Skills Swim +10; Racial Modifiers uses Dex to modify Swim

Flail Snail (Pathfinder)

Flail Snail CR 4    XP 1,200

 

N Large magical beast

 

Init –1; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +5

 

DEFENSE

 

AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)

 

hp 30 (4d10+8)

 

Fort +6, Ref +3, Will +2

 

Defensive Abilities retraction, warp magic; Immune poison; Resist fire 10

 

OFFENSE

 

Speed 10 ft., climb 10 ft.

 

Melee 4 slams +7 (1d4+3)

 

power attack -2 to atk +4 to damage

 

Space 10 ft.; Reach 10 ft.

 

STATISTICS

 

Str 16, Dex 8, Con 14, Int 5, Wis 12, Cha 8

 

Base Atk +4; CMB +8; CMD 17 (can't be tripped)

 

Feats Power Attack, Weapon Focus (slam)

 

Skills Climb +15, Perception +5, Stealth +0

 

Languages Flail Snail (sign language, slime writing, cannot speak)

 

SQ mucus, slime rope, suction

 

SPECIAL ABILITIES

 

Mucus (Ex) As a free action, a flail snail can excrete a trail of mucus that covers its space and lasts for 10 minutes. This mucus comes in two types: slimy and sticky. A character who attempts to move through an area covered in slippery mucus must make a DC 14 Reflex save each round or fall prone. Sticky mucus transforms squares into difficult terrain. Only one type of mucus can be in effect at a time in any one square. Flail snails can move through either type of slime with ease. A square of mucus exposed to a fire source dries and reverts to normal. The save DC is Constitution-based.

 

Retraction (Ex) A flail snail can pull its fleshy parts into its shell as a swift action, increasing its natural armor bonus by +6, but it cannot move or attack while retracted. It can return to normal as a free action.

 

Slime Rope (Ex) A flail snail can turn its mucus into a ropelike strand up to 60 feet long, and can use this rope to hang itself and up to 1,000 extra pounds from the ceiling indefinitely, or to lower itself safely at a speed of 20 feet per round. It can climb back up this rope at a speed of 10 feet per round. Once the snail breaks contact with the rope, the slime decomposes in 1d4 rounds. While the slime rope exists, other creatures can climb the rope with a DC 20 Climb check.

 

Suction (Ex) A flail snail's foot adheres to surfaces so well that its 10-foot climb speed applies even to perfectly sheer surfaces and ceilings, with no chance of the flail snail falling off unless it is actively pinned and peeled away as part of a grapple.

 

Warp Magic (Su) Anytime a spell targets a flail snail, there is an 80% chance that it produces a random effect instead of affecting the snail. Only spells that directly target the flail snail are warped; area effect spells are not affected. If a spell is warped, roll 1d10 and consult the following table.

 

1–3      Spell misfires. For the next 1d4 rounds, the caster must make a DC 15 concentration check to successfully cast spells.

 

4–6      Spell misfires. The creature nearest the flail snail is affected as if the spell had been cast on it instead.

 

7–9      Spell fails. Nothing happens.

 

10        Spell rebounds on caster (as spell turning).

 

rust_monster1__keith_curtis

A coterie of creatures appear in the central square (placed randomly). They are so traumatized by the painful entrance that they are driven by lunacy to lash out and kill. After reaching 0 hit points, each monster disappears in a puff of purple and black smoke accompanied by the strange scents of brimstone, lavender, sulfur and nutmeg.

Constable Vandersmythe and the town guard are busy dispatching mephits of opposing varieties in Noble's End, whilst Doroi Tavskern is subduing elementals of odd and alien composition in Old Town. If the party find themselves hard pressed to fight back the strange collection of creatures that appear in the central square, either sortie comes to their aid (roll evens or odds to determine which).

After the fight they thank the party and the Constable offers them free rounds of ale for their efforts, commissioning them for the bounty offered by the town. Once in the tavern he explains that this is the third such attack and that the party seems more formidable than the other groups of adventurers that have investigated Fenleist. Should the PCs have taken significant damage during the encounter, Doroi Tavskern offers them healing from Brother Matthew (LG Adept 4) at the Temple of Belladrea. Both offer the party the following information about the damned souls in Fenleist with a Diplomacy check (DC 10):

  • Always known as a place where magic would randomly cause the occasional unnatural condition, five years ago the situation became dire.
  • Sourceless poltergeists became commonplace.
  • It became impossible to contact or raise the dead
  • When investigated, all recently buried citizens were flayed of their skin but the bodies remained otherwise completely undisturbed, and signs of forced entry into the graves were scarce when they were present at all.
    • This is when the famous Doroi Tavskern, hunter of the undead, came to the aid of Fenleist.
    • Initially his efforts were effective, but three years ago the manifestations returned.
  • Three adventuring parties have already investigated the village and attempted to alleviate the curse but all failed.
  • Vandersmythe did see a halfling from the “Intrepid Trio” leave the town but he did so fanatically, leaving all of his belongings behind (an odd thing to be sure).
  • The other two parties came and went and are as likely to have moved on as to have perished.
  • Now the dead walk the streets at night, the Balruvian timber inside of the townspeople's homes have turned the color of flesh and creatures from all over creation appear randomly throughout the town through means that defy reason and study.
  • The prevailing religions of the region prohibit the burning of bodies.
  • After these past five years of trying times, the population is dwindling and the loss of manpower has slowed Fenleist's invaluable timber trade, and thus shipbuilding (and trade) at large far beyond this humble town.
  • The hopes of the people in the dwindling village have been shattered time and again by the promises of brave heroes come to save them and the Constable asks the party to show them deference and kindness.

 

Combat Crane!

Not every party has a spellcaster or ample alchemical weapons nearby. While you could have an amateur alchemist in the square along with the feuding fruit vendors to ameliorate this disadvantage, you could also place the crab swarm and the PCs nearer to Fizzlewik's Crane, or they may lure an enemy in that direction to drop a load of lumber on them.

Should the party decide to make use of the crane, a load of lumber is already cinched within and the archaic machine was left running by the panicked operator. The control cabin is low to the ground and ideally sized for a small humanoid but a medium sized character can fit into the reduced room with ease. An Intelligence check (DC 10) allows a character to operate the controls, dropping the lumber onto an unfortunate enemy.

Anyone in the path of this falling load of timber must make a Reflex save (DC 17) or take 5d6 damage from the falling lumber (half damage on a successful save). For every three points the operator exceeds the Intelligence check by, grant a +1 miscellaneous bonus to the Reflex saves of any allies. For every two points below the  check, apply a -1 miscellaneous penalty to the Reflex saves of any allies.

Constable Vandersmythe is deeply upset with the damage done to the lumber and demands the party pay for the damages (1,000 gold), OR that he'll half the penalty should they bring an end to the curse that has overtaken Fenleist.

Additionally if the PCs fail to uncover the enchantments manipulating Doroi Tavskern or the undead spy in the town, they might find access to the Rassdradden Reach through the underground chambers that make up the crane's hydraulics.

Balruvian Timber

What makes this lumber so valuable? In addition to the beautiful lustrous sheen and pleasant smell, it’s a grade above regular wood. Unlike regular wood (which has a hardness of 5 and determines its Hit Points per 10 inches of thickness), Balruvian Timber has a hardness of 6 and determines its Hit Points per 6 inches of thickness.

For example,  a strong wooden door, which normally has a hardness of 5 and 20 hit points, were it made from Balruvian Timber it would have a hardness of 6 and 24 hit points. Objects made of Balruvian Timber also receive a +1 bonus to their Break DC.

 

 

 

 

Chapter 2: The Carrionette Cabaret

 

There are other avenues the PCs may pursue in their investigations of the cursed town than the ones enumerated  below.

  • The widow Kortez doesn't know anything and dismisses the party quickly enough, but her nephew Anders vaguely recalls seeing the undead hunter returning from the graveyard late in the evening a few months ago (although he did drink rather excessively that night). He'll reveal this information for a bribe of 20 gold or with a successful Diplomacy or Intimidate Check (DC 13).
  • The Town Hall doesn't keep very detailed records but the PCs can learn from them with a successful Intelligence check (DC 13) or Perception/Search check (DC 18) that Fizzlewik “the Magicianeer" founded Fenleist 900 years prior and received funding from the commerce friendly church to build the infamous crane.
  • The halfling inventor only employed a half dozen workers and oversaw the whole construction process independently of any other entity.
  • Shortly after its construction, he disappeared and there are no records of his whereabouts or death.

 

  • The gilded and unmolested Temple of Belladrea is staffed by a collection of acolytes led by an elderly priest named Matthew. He explains the following without the need for coercion.
    • Little is known about whatever curses Fenleist, save that the church eventually deemed consecrating the area as too costly an endeavor.
    • Doroi Tavskern was sent by the central church years ago and refuses any aid, claiming that he knows he is close to success and it is a matter of honor and redemption for him to see this through.
    • The rogues at The Finer Cut tavern are xenophobic and off-putting, but with a little gold (50 coins) or successful Intimidate or Diplomacy/Gather Information checks (DC 17) their tongues loosen and extol what they know.
      • They suspect something is wrong with Doroi, but everyone they've sent to investigate never returns (alive).
      • Harold Gorden's ineptitude these past several years made smuggling an excellent venture, but with the reduced shipments heading out of the town even thieves are having to scrape to get by.

 

 

Harold; Heinbell or Hecueva?

Following the aftermath of the attack, the local merchant Harold Gorden pokes his head into the tavern to offer his goods to the PCs at a discounted rate in thanks for their help in defending Fenleist. He even puts forth a gift of good will, a ring of protection +1, for which he asks nothing in return save that the PCs visit his shop and look at his wares. The ring itself has a minor curse on it that allows Tarryndorn to track the location of the party and PCs who possess the means to scrutinize magical items may receive a retroactive Sense Motive check (with a +5 bonus against Harold’s Bluff check) to realize that something is amiss with the ring.

The smell of lavender, aloe, chamomile and a dozen other pleasant fragrances permeate the oiled and polished wooden confines of Gorden's trading post and mask an odor difficult to place. All told his stock of items is largely mundane and lacking merit, but his tirade of questions distract you from really assessing anything. “Where are you from eh? Famous adventurers or just starting out. I heard a dragon was slain some months ago a few weeks south – I bet strapping warriors like yourselves had something to do with it. Here, let me get you some wine and hear of your deeds."

When they do visit him, Harold is extremely inquisitive but largely unhelpful. Should the party inquire about the strange odor, Harold apologizes and immediately drinks a potion (negate aroma) explaining that he was cursed by an obstinate witch some years ago to always carry a foul odor (which is a completely unfounded lie, requiring the PCs to make an opposed Sense Motive check against the hecueva's +13 Bluff or ghoul's +7 Bluff skill). A Perception/Spot check (DC 23) reveals a number of innocuous holy symbols of Belladrea scattered throughout, all defaced and desecrated. A result of 28 or above on this check uncovers the scarce remains of disguise kits hastily tucked out of sight

 

Harold's Disguise

Perception DC 35 or Spot DC 39 (25/29 on a successful Will save)

Perceiving through the undead’s assumed disguise is a difficult prospect at best (he takes a 20 on his Disguise check daily). The extraordinary magic that aids his deception requires a Will save (Pathfinder - DC 17, 3.5 – DC 12) from characters attempting to discern his true identity or the undead gains an additional +10 bonus to his already potent disguise check.

Success: When the party learns of Harold's secret and make it known to the undead that his ruse is no more, the spy drinks a potion of invisibility and flees for Thredoaks Cemetery. As long as he doesn't know his cover is blown the false merchant continues on as he normally would. If his immediate escape is prevented and he is forced into combat, he attempts to spread his undead disease to as many members of the party as possible before fleeing at ½ hit points or less.

After squeezing the PCs for all the information they are willing to reveal, Harold is willing to talk about the failed adventurers that preceded the party. While he remains guarded about the information, insisting that there really isn't much to be known and they likely moved on to other more profitable tasks, he does reveals the following:

  • The cleric of the “Intrepid Trio” died in disgrace and was disowned by the Church of Belladrea, or so the gossip says.
  • Their caster, a summoner of shadow, became lost in ruins nearby.
  • The other adventuring party was known as the “Wayward Swords”.
  • Their number included an ifrit, oread, sylph and undine, but investigations thus far have revealed that they did not die.
  • While by no means an expert by any stretch of the definition, Harold does add that he believes the source of the disruptions to be located west of the Girtal river (another complete fabrication requiring an opposed Sense Motive check from the party)
  • Should the party investigate this during the evening, they are likely to notice Doroi Tavskern escaping through the gates if they are near the northern end of the town.
Harold Gorden (Krellkar Heinbell) (3.5)

Harold Gorden (Krellkar Heinbell) Rogue 6

 

Size/Type: Medium Undead

 

Hit Dice: 2d12+6d6 (34 hp)

 

Initiative: +7

 

Speed: 30 ft. (6 squares)

 

Armor Class: 19 (+4 armor, +3 Dex, +2 natural), touch 13, flat-footed 16

 

Base Attack/Grapple: +5/+6

 

Attack: Bite +6 melee (1d6+1 plus paralysis) or +1 longsword +7 melee (1d8+2, 19-20/x2)

 

Full Attack: Bite +6 melee (1d6+1 plus paralysis) and 2 claws +4 melee (1d3 plus paralysis) or bite +6 melee (1d6+1 plus paralysis) and +1 longsword +5 melee (1d8+2, 19-20/x2) and claw +4 melee (1d3 plus paralysis)

 

Space/Reach: 5 ft./5 ft.

 

Special Qualities: Darkvision 60 ft., evasion, sneak attack +3d6, trapfinding, trap sense +2, uncanny dodge, undead traits, +2 turn resistance

 

Saves: Fort +2, Ref +8, Will +7

 

Abilities: Str 13, Dex 16, Con —, Int 13, Wis 14, Cha 12

 

Skills: Balance +7, Bluff +7, Climb +5, Diplomacy +5, Disguise +19, Hide +13, Jump +5, Listen +8, Move Silently +13, Sense Motive +8, Spot +7

 

Feats: Multiattack, Improved Initiative, Run, Combat Expertise

 

Challenge Rating: 7

 

Treasure: +1 longsword, +1 studded leather armor, an abundance of scented oils, perfumes and colognes, Charm of Vital Inference, 6 potions of negate aroma, disguise kit, 2 potions of inflict moderate wounds, 3 potions of invisibility, disguise self item

 

Alignment: chaotic evil

 

COMBAT

 

In combat he attempts to paralyze opponents and capitalize on his sneak attack damage. If forced to retreat, he attempts to spread his ghoul fever to as many targets as possible before fleeing at ½ hit points or less, drinking a potion of invisibility to cover his escape.

 

Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

 

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

 

Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

 

Harold Gorden (Krellkar Heinbell) (Pathfinder)

Krellkar Heinbell (Harold Gorden) Hecueva Rogue 5     CR 7

 

XP 3,200

 

CE medium undead

 

Init +7; Senses darkvision 60 ft.; Perception +12

 

Aura faithlessness (30 ft.)

 

----- Defense -----

 

AC 20, touch 13, flat-footed 17 (+4 armor, +3 dex, +3 natural)

 

hp 60 (8d8+24)

 

Fort +3, Ref +8, Will +5

 

DR 5/magic or silver; Immune undead traits

 

----- Offense -----

 

Speed 30 ft.

 

Melee longsword +8 (1d8+3) or 2 claws +8 (1d4+2 plus disease)

 

Space  5 ft.; Reach 5 ft.

 

Special Attacks sneak attack +3d6

 

----- Statistics -----

 

Str 15, Dex 16, Con —, Int 9, Wis 12, Cha 16

 

Base Atk +5; CMB +7; CMD 20

 

Feats Combat Expertise, Deceitful, Improved Feint, Improved Initiative, Weapon Focus (claws)

 

Skills Bluff +13, Disguise +15, Perception +12, Sense Motive +12, Stealth +13

 

Languages Common

 

SQ false humanity, trapfinding, evasion, trap sense +1, uncanny dodge

 

----- Ecology -----

 

Gear +1 longsword, +1 studded leather armor, an abundance of scented oils, perfumes and colognes, Charm of Vital Inference, 6 potions of negate aroma, disguise kit, 2 potions of inflict moderate wounds, potion of invisibility

 

----- Special Abilities -----

 

Aura of Faithlessness (Su) The hecueva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and positive energy effects.

 

Disease (Ex)  Filth fever: Injury; save Fort DC 17; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Str damage; cure 2 consecutive saves. The save DC is Charisma-based.

 

False Humanity (Su) During the day, a hecueva is cloaked in an illusion that makes it look, sound, and feel like the living creature it once was. This effect functions similarly to disguise selfif a creature interacts directly with a hecueva, it can attempt a DC 17 Will save to see through the illusion. Regardless, the hecueva's scent never changes—it always exudes a faint stench of grave dust and decay. Creatures with the scent ability receive a +4 bonus on any Will saving throw made to see through this illusion. At night (regardless of whether the hecueva itself knows night has fallen) this illusion fades and reveals the creature for what it truly is. The save DC is Charisma-based.

 

Fast Stealth (Ex) may move full speed using the Stealth skill without penalty

 

Resiliency (Ex) 1/day, immediate action, when below 0 hit points gains 5 temporary hit points for 1 minute

 

Charm of Vital Inference Negates detect undead and allows the use of alter self at will.

 

-----Tactics-----

 

In combat the hecueva feints and deals sneak attack and if forced to retreat and knowingly revealed, utilizes his natural ability to inflict disease on any attacks before fleeing at ½ hit points or less. drinking a potion of invisibility to cover his escape.

 

 

Charm of Vital Inference

Aura faint transmutation (polymorph); CL 3rd

Slot miscellaneous; Price 7,500 gp; Weight

Description

This grisly collection of mummified fingers is always hidden from sight by its users. The preserved digits are from five different humanoids, all of varying races and ages, and each fingernail seems to contain within an endless abyss. Any creature wearing the Charm of Vital Inference has their aura suppressed, making them immune to the detect undead spell.

Construction Requirements

Craft Wondrous Item, detect undead, hide from undead, alter self; Cost 3,750 gp

 

Special: Pathfinder and 3.5 statistics for this item are identical.

Once the party leaves the undead spy immediately heads northeast of the town to meet with his master Tarryndorn in the Kortez Mausoleum. There he expounds all he has learned about the PCs, warning his master of their intentions, deeds and suspected abilities. The mad necromancer orders him to wait hidden in one of the graves (as the party is sure to follow his tracks) and then escape back to Fenleist when a battle commences. Of course, if the party fight and kill the spy, this does not happen.

 

 

Doroi's Delusions

The undead hunter keeps mostly to himself after rendering aid to the PCs initial monstrous encounter in the central square and insists that they stay indoors after nightfall despite their 'apparent' success earlier. When the party protests, Doroi declares that their help isn't needed as he knows he is extremely close to ending the curse that has surged through Fenleist these past five years. His patrols are routine and while annoyed by the party he is willing to tolerate their presence for a while before he ducks out of sight shortly before midnight.

Doroi’s amulet is cursed and makes the wearer extremely susceptible to suggestion spells (incurring a -10 penalty to his Will save). As the full moon rises in the night sky, Tavskern sneaks away to the northwest corner of the city, diving beneath the chilled waters to swim through the underwater northern gate while legions of the undead attack the heavily guarded, ramshackled gate at the town's primary entrance. The undead hunter heads towards the northeast, his tracks leading to the Thredoaks Cemetery where he meets with the mad necromancer Tarryndorn and once again falls under the influence of his mental compulsions.

 

 

Adventure Location: Thredoaks Cemetery

Location: A mile or two northeast of Fenleist.

History: Centuries old, this graveyard once held bodies that could be traced back to Fenleist's founding families. Now more than 2/3rds of the hundreds of burials have been unearthed by the necrotic energies that play across the countryside.

Dangers: Skeletons and Zombies.

Lighting: Low-Light (from a Full Moon)

Walls: The graveyard is fenced in on all sides by weathered wrought iron. A huge stained geodesic glass dome four inches thick dominates the roof.

Doors: The Kortez Mausoleum (a 30 foot by 30 foot structure 25 feet high) has a 14 inch think stone door. While this is the only entrance to the building, four small windows are cut into the back of the stonework. It sits on the top of the graveyard's hill, fenced in by wrought iron on all sides (the whole graveyard is perhaps 250 feet across and 200 feet wide).

Objects: There are three foot tall, four inch think gravestones erected all over the site, one in the top (northern side) of every five foot square.

Mood/Theme: The shuffling and moans of un-life echo back from the alpine trees and create a dismal backdrop as zombies and skeletons come in unrelenting waves that inspire hopelessness in their adversaries.

Tarryndorn's keen senses perceive the PCs’ approach and after directing Doroi, he summons a legion of the undead to cover his escape. The suggestion he gives Tavskern involves a lie, that the party is a collection of cultists with an intention to capitalize on Fenleist's woes. The PCs have to free Tavskern from the mad necromancer's nefarious designs and destroy the army of 32 skeletons and 24 zombies (placed randomly) that infest Thredoaks cemetery as the power mad spirit returns to the Necrotic Nexus.

Moonlight from the clear sky above casts shadows across the gloomy landscape while you climb the hill to the Kortez Mausoleum. As you budge against the unyielding giant stone slab that serves as its door, you realize it is too firm to move quietly but faintly hear voices from within. Four small windows a few inches wide cut into the back of the large, austere structure give you a place to look inside and what you see almost defies belief.

The amulet on Doroi Tavskern's neck glows with a bright blue that illuminates the room in front of him. His back is turned to you and the cyan radiance reveals flowing black robes ensconced in shadow. You crouch lower to see more of the figure but it casually floats upward before a moment of dreadful suspense passes. A deranged voice breaks the silence, seeming to echo from everywhere inside the chamber at once. “I see. This is unexpected, hunter, but need not deter my plans. These fools will suffer the same fates as their predecessors, and I will cross the veil. Already one can hear the very realm moan in distress as the claws of my kin seek to rend it asunder!"

And it's true. A groan fills the night air, accompanied by the sounds of bone digging through earth and scraping stonework. From the far side of the mausoleum and approaching up from the hill are legions of the undead. Skeletons clatter forward and zombies shamble toward you, arms outstretched. The sound of the tomb's heavy stone door scraping open is quickly followed by a bellow of rage as the undead hunter charges forward, screaming, “The plans of you foul cultists are doomed to fail! Doroi Tavskern and the people of Fenleist defy you and will crush your vile influence on our haven!" The sizable warrior doesn't turn his aggression towards his typical foes though, but instead brings his blade to bear on you!

The PCs are attacked by 32 skeletons and 24 zombies (scattered across the graveyard) as well as Doroi Tavskern. Should the party succeed in releasing the undead hunter from his mental compulsions (or subdue him in combat) and destroy the army of undead, treat both separately when rewarding experience points.

New 3.5 Race - Blooded

A Blooded is a character with just a hint (well, maybe more than a hint) of vampire in their ancestry, and their genes really fixated on that particular expression. They are always pale skinned and have an aversion to sunlight (and thus suffer from Light Sensitivity, like a drow or deurgar), but more importantly they cannot heal from positive energy and instead heal from negative energy (from an inflict wounds spell or similar source). They are not harmed by positive energy healing spells, they simply gain no benefit. They receive a +2 bonus to Dexterity and Charisma, a -2 penalty to Constitution and may detect undead three times per day as a spell-like ability with their character level acting as caster level. They have low-light vision and darkvision (60 ft.).

(32) Skeletons (3.5)

Human Warrior Skeleton

 

Size/Type:      Medium Undead

 

Hit Dice:         1d12 (6 hp)

 

Initiative:        +5

 

Speed:            30 ft. (6 squares)

 

Armor Class: 13 (+1 Dex, +2 natural),, touch 11, flat-footed 12

 

Base Attack/Grapple:           +0/+1

 

Attack:            Claw +1 melee (1d4+1)

 

Full Attack:     2 claws +1 melee (1d4+1)

 

Space/Reach:            5 ft./5 ft.

 

Special Attacks:        —

 

Special Qualities:      Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

 

Saves:            Fort +0, Ref +1, Will +2

 

Abilities:         Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1

 

Skills:  —

 

Feats: Improved Initiative

 

Environment: Temperate plains

 

Organization: Any

 

Challenge Rating:     1/3

 

Treasure:       None

 

Alignment:     Always neutral evil

 

(24) Zombies (3.5)

Human Commoner Zombie

 

Size/Type:      Medium Undead

 

Hit Dice:         2d12+3 (16 hp)

 

Initiative:        –1

 

Speed:            30 ft. (6 squares; can’t run)

 

Armor Class: 11 (–1 Dex, +2 natural), touch 9, flat-footed 11

 

Base Attack/Grapple:           +1/+2

 

Attack:            Slam+2 melee (1d6+1)

 

Full Attack:     Slam+2 melee, (1d6+1)

 

Space/Reach:            5 ft./5 ft

 

Special Attacks:        —

 

Special Qualities:      Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

 

Saves:            Fort +0, Ref –1, Will +3

 

Abilities:         Str 12, Dex 8, Con —, Int —, Wis 10, Cha 1

 

Skills:  —

 

Feats: Toughness

 

Environment: Any

 

Organization: Any

 

Challenge Rating:     1/2

 

Treasure:       None

 

Alignment:     Always neutral evil

 

Doroi Tavskern with Animal Companion (3.5)

Doroi Tavskern Ranger 7

 

Size/Type: medium humanoid (Blooded)

 

Hit Dice: 7d8+7 (42 hp)

 

Initiative: 2

 

Speed: 20 ft. (4 squares) (1 square=5 ft.)

 

Armor Class: 20 (+7 armor, +1 dex, +2 natural), touch 11, flat-footed 19

 

Base Attack/Grapple: +7/+10

 

Attack: +1 scimitar +11/+6 melee (1d6+4, 18-20/x2) or +1 warhammer +11/+6 melee (1d8+4, 20/x3) or mw composite (+3) longbow +9/+4 ranged (1d8+3, 20/x3)

 

Full Attack: +1 scimitar +11/+6 melee (1d6+4, 18-20/x2) or +1 scimitar +9/+4 melee (1d6+4, 18-20/x2) and +1 warhammer +9/+4 melee (1d8+2, 20/x3) or mw composite (+3) longbow +9/+4 ranged (1d8+3, 20/x3)

 

Space/Reach: 5 ft./5 ft.

 

Special Qualities: Light Sensitivity, Undead Blood (cannot heal from positive energy), Low-Light Vision, Darkvision 90 ft., Favored Enemies (Undead +4, Outsider (evil) +2), Track, Wild Empathy, Woodland Stride

 

Saves: Fort +6, Ref +6, Will +3

 

Abilities: Str 16, Dex 12, Con 12, Int 12, Wis 13, Cha 10

 

Skills: Bluff +3, Climb +6, Diplomacy +3, Heal +4, Hide +7, Intimidate +3, Knowledge (arcana/planes/religion) +3, Listen +6, Move Silently +7, Ride +5, Sense Motive +4, Spellcraft +2, Spot +7, Survival +8

 

Feats: Cleave, Combat Reflexes, Great Cleave, Power Attack; Endurance, Improved Two-Weapon Fighting, Two-Weapon Fighting

 

Challenge Rating: 7

 

Treasure: +1 scimitar, +1 warhammer, mw composite (+3) longbow, 50 arrows, +2 breastplate,  Amulet of Natural Armor +2 (special enchantment), 2 potions of cure moderate wounds

 

Alignment: neutral good

 

COMBAT

 

Doroi wields both his weapons ruthlessly, initially using Power Attack to increase his damage output but foregoing any extra damage if opponents prove particularly difficult to hit. The PCs are perceived oddly, so unless someone obviously casts a powerful spell he is likely to attack the nearest perceived threat after miring the party in an entangle spell.

 

SPELLS

 

1st - (2/day; DC 12) entangle

 

Spell-Like Abilities

 

3/daydetect undead. CL 7th.

 

 

 

Fritzkrieg, Doroi's Animal Companion

 

Size/Type: Large Animal

 

Hit Dice: 5d8+10 (35 hp)

 

Initiative: +2

 

Speed: 35 ft. (7 squares)

 

Armor Class: 21 (+5 armor, –1 size, +2 Dex, +5 natural), touch 14, flat-footed 19

 

Base Attack/Grapple: +2/+10

 

Attack: Hoof +6 melee (1d6+4)

 

Full Attack: 2 hooves +4 melee (1d6+4)

 

Space/Reach: 10 ft./5 ft.

 

Special Qualities: Low-light vision, scent, link, share spells, evasion, knows all standard animal tricks

 

Saves: Fort +5, Ref +4, Will +2

 

Abilities: Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6

 

Skills: Listen +4, Spot +4

 

Feats: Endurance, Run

 

Challenge Rating: 2

 

Treasure: Chainmail Barding

 

Alignment: neutral

 

COMBAT

 

Fritzkrieg isn't crazy, nor is he too keen on attacking intelligent creatures. The horse does so, however, but flees when reduced to below 15 hit points.

(32) Skeletons (Pathfinder)

Human Skeleton CR 1/3

 

XP 135

 

NE Medium undead

 

Init +6; Senses darkvision 60 ft.; Perception +0

 

DEFENSE

 

AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)

 

hp 4 (1d8)

 

Fort +0, Ref +2, Will +2

 

DR 5/bludgeoning; Immune cold, undead traits

 

OFFENSE

 

Speed 30 ft.

 

Melee claw –3 (1d4+1) or 2 claws +2 (1d4+2)

 

STATISTICS

 

Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10

 

Base Atk +0; CMB +2; CMD 14

 

Feats Improved Initiative

 

Gear broken chain shirt

 

ECOLOGY

 

Environment any

 

Organization any

 

Treasure none

(24) Zombies (Pathfinder)

Human Zombie CR 1/2

 

XP 200

 

NE Medium undead

 

Init +0; Senses darkvision 60 ft.; Perception +0

 

DEFENSE

 

AC 12, touch 10, flat-footed 12 (+2 natural)

 

hp 12 (2d8+3)

 

Fort +0, Ref +0, Will +3

 

DR 5/slashing; Immune undead traits

 

OFFENSE

 

Speed 30 ft.

 

Melee slam +4 (1d6+4)

 

STATISTICS

 

Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10

 

Base Atk +1; CMB +4; CMD 14

 

Feats Toughness

 

Special Qualities staggered

 

ECOLOGY

 

Environment any

 

Organization any

 

Treasure none

Doroi Tavskern (Pathfinder)

Doroi Tavskern         Dhampir Inquisitor 7 CR 6

 

XP 2,400

 

NG medium humanoid (dhampir)

 

Init +2; Senses low light vision, darkvision 60 ft.; Perception +10

 

----- Defense -----

 

AC 19, touch 11, flat-footed 18 (+8 armor, +1 dex)

 

hp 42 (7d8+7)

 

Fort +6, Ref +3, Will +6; +2 vs disease, mind-affecting effects

 

----- Offense -----

 

Speed 20 ft.

 

Melee +1 greatsword +9 (2d6+5) or +1 greatclub +9 (1d10+5)

 

Ranged mw composite (+3) longbow +7 (1d8+3, Range 110 ft.)

 

Space 5 ft.; Reach 5 ft.

 

Spell-Like Abilities (CL 7th; concentration +8)

 

At will—detect alignment

 

7 rounds/day—discern lies

 

                                    0th       1st       2nd      3rd

 

Spells per Day           **         5          3          1

 

Spell Save  DC          11        12        13        14

 

Spells Known

 

0th acid splash, brand, detect magic, disrupt undead, read magic, stabilize

 

1st cure light wounds, disguise self, divine favor, wrath

 

2nd flames of the faithful, invisibility, detect thoughts, lesser restoration

 

3rd dispel magic, cure serious wounds

 

----- Statistics -----

 

Str 16, Dex 12, Con 12, Int 12, Wis 13, Cha 10

 

Base Atk +5; CMB +8; CMD 19

 

Feats Cleave, Favored Judgment (undead), Great Cleave, Power Attack

 

Skills Bluff +6, Climb +10, Diplomacy +6, Heal +5, Intimidate +9, Knowledge (arcana/planes/religion) +5, Knowledge (dungeoneering, nature) +6, Perception +10, Sense Motive +11, Spellcraft +5, Stealth +10, Survival +11, Swim +10; Modifiers +1 to monster identification, +3 to follow tracks, +2 Bluff, +2 Perception

 

Languages Common, Undercommon

 

SQ Light Sensitivity, Negative Energy Affinity, Resist Level Drain, Undead Resistance

 

Gear +1 greatsword, +1 greatclub, mw composite (+3) longbow, 50 arrows, +2 breastplate, Ring of the Grasping Grave, Gravewatch Pendant (special enchantment), 1 potions of cure serious wounds

 

----- Special Abilities -----

 

Destructive Smite (Su) 4/day +3 morale to damage for one attack

 

Justice Judgment (Su) swift action, +2 sacred bonus to attack until end of combat

 

Monster Lore (Ex); Stern Gaze (Ex); Cunning Initiative (Ex); Track (Ex); Solo Tactics (Ex)

 

Bane (Su) swift action, 7 rounds/day

 

Ring of the Grasping Grave melee touch attack against undead, prevents healing from negative energy for 1d4 rounds.

 

-----Tactics-----

 

Damage, damage, damage. Doroi uses his Bane ability and Judgments to preferably drop any spellcasters first, moving down the line to get the most mundane PCs last. Once freed of the enchantments obscuring his vision, the dhampir cuts swathes through the undead, recklessly charging to attack them from the center if possible.

 

Undead Confusion

If the party is savvy (and lucky), they may be able to cure Doroi of his madness before beating him to a pulp. The pendant on his neck gives him a -10 penalty specifically to Tarryndorn's suggestion spells and if they procured the scrolls of magic circle against evil he receives an additional Will save to resist the effect of the spell. This is more likely if the amulet has been taken from his person – something you can hint at if a PC succeeds on a Knowledge: arcana (DC 13) or Intelligence check (DC 16).

Once he is of sound mind, Doroi is confused – the season of the year is wrong, and indeed the very year itself is wrong; he has been robbed of his memory for half a decade! He is ashamed and insists that he protect the town while the party gets the bottom of this mystery.

If Harold goes unnoticed, he finally decides that enough is enough and flees Fenleist forever, taking his chances on the road while Tarryndorn’s control of the undead is momentarily taken up by the legions of the undead attacking the party.

 

 

 

Chapter 3: Discovering the Dungeon

 

Ethereal Upsurge

The return to Fenleist is a completely different matter than your arrival was. The townsfolk cheer at the sight of you, offering samples of the local cuisine, promising discounts on the finest wares and their prized Balruvian ale free of charge.

After returning from Thredoaks Cemetery (hopefully with an unconscious or free willed Doroi Tavskern in tow) the PCs receive a more welcome response from the citizens of Fenleist. Word of their battle in the graveyard has already spread throughout town and the party is privy to any gossip or services they require, every citizen now treating them with a Friendly disposition. Whilst mingling with the townsfolk (preferably when dispersed) the PCs experience an extremely slow moving (4ft/round) magical shock wave.

While reaping the benefits of a good deed well done the hairs on your arms stand on end. Looking about the you, an off-gray glow passes across your magical items, slowly moving from the southeast to the northwest.

Triangulating the Wave

Perception/Spot DC 14 and Intelligence DC 14 or Knowledge (arcana) DC 13

The extremely slow pace of the mystical wave is almost visible to those who have access to spellcasting, granting a +2 bonus to their Perception/Spot check to notice it. Non-magical characters can also see the effect as it causes all magical items to glow as the energy wrought from Tarryndorn's experiments rolls across Fenleist.

Success: Perceiving the shock wave, how quickly it moved and where its boundaries were triangulates the general source of the emanation, in a grove southeast of the city. Performing these calculations takes a minimum of three minutes. A result of nine above the DC on the second check pinpoints the location to the Stonehollow Oak and any character may take a 20 on this check (spending an hour “doing the math").

After a half hour of hiking you make it to the secluded area, a grove of oaks that stands in stark contrast to the rest of the Leifvyne forest. They tower into the sky, one particularly large specimen reaching even a few stories higher than the rest. The leaves of these massive trees sway in the winds that gust far above but there's an odd quality to the sound that you cannot account for.

Elves, Dwarves and any other characters with Stonecunning or an ability to detect secret doors are allowed a Perception/Search check (DC 20) when they approach the largest of the oaks, which is actually an exact stone replica of the similar trees nearby. A Perception/Search check (DC 25) also reveals the secret door to those with a knowledge that one exists there. The hidden doorway opens when a specific knot on the trunk is twisted and pressed inward, revealing a circular staircase that descends far below the surface.

Old School Search

Nobody in the party has the requisite abilities to find the door and your PCs are getting angry about it. Suggest that perhaps a higher vantage point is available, and give them another Perception/Spot check and a Listen check at DC 16 once they've ascended a few stories into the massive oak (Climb check DC 15). From this vantage point, they are likely to notice that the leaves on the tree itself – indeed, the whole tree – does not move in the wind at all, and is in fact a stone replica. Finding the secret door should be a much more approachable prospect after that and they may now take a 20 on their skill check to locate it.

Adventure Location: Rassdradden Reach

Location: Three hundred feet below the Stonehollow Oak in the Leifvyne forests southeast of Fenleist.

History The primary entrance to this dungeon was originally meant to provide a reliable means for servants to come and go (while ensuring competency and physical fitness throughout the work force) but also makes an excellent defensive feature as the narrow bridge (2.5 feet wide by 200 feet long) limits the size of engagements nearing their main gate.

Dangers: Maintaining balance while fighting off the attacks of Sivvideous the Shaded. Constructs possessed by daemons guard the gate to the entrance.

The fall into the underground lake below is 1,000 feet (allowing characters to take 2 standard actions as they plummet) and is certain death for anyone unlucky enough to strike the water far below while traveling at full speed.

Lighting: Dim lighting is provided by everburning torches that occupy hanging chain baskets every fifty feet.

Walls: Bare rock on the northern and southern sides of the massive chamber,

Doors: One large foot thick iron double door on the northern end.

Mood/Theme: Irritation that grows into paranoia.

Special: To increase the drama of the moment and extend this unique combat encounter, try suspending a meter- or yardstick on a couple of DVDs on either side of your battle map and treat movement as though one inch equals thirty feet.

After a laboriously long descent down the ancient staircase the steps widen and end on a platform that clings to the wall against a chasm that appears to have no bottom. Only a narrow, two and a half foot bridge extends out into the darkness, just barely illuminated by everburning torches wrapped around the hilt by chains that sway fifty feet from one another. They cast shadows that extend across the chamber and you get the uncomfortable feeling that the darkness itself watches you. An exquisitely crafted rope is tied around the narrow surface, dangling down ominously for nearly a hundred feet not far from where it begins.

The rope is a rope of climbing (which the party will likely need to survive). Crossing the slightly sloped narrow beam requires Acrobatics/Balance checks (DC 11) to traverse and after moving 1/3 the way across Rassdradden Reach, Sivvideous the Shaded ambushes the PCs from the shadows. The maddened magician attacks and harasses the party (any characters flying via magical means are his first target, followed by a plethora of augmented superior summoned shadow creatures) before returning to the darkness when the PCs near the other side, retreat or reduce him to 1/2 hit points.

Additionally, any characters with the Outsider type cannot retreat once they reach this 1/3 threshold and are trapped in the ruins until the Necrotic Nexus is re-aligned - a huge, invisible bubble of force catches these characters and slides them into the northern wall of the Rassdradden Reach, dealing 4d6 damage on impact and requiring five Climb checks (DC 20) to ascend from.

When knocked off the bridge, allow PCs to sacrifice their next standard action to use the rope of climbing to throw it at an ally or catch themselves with a grappling hook (a ranged attack roll against AC 10) as an immediate action before they plunge into the darkness below.

Fleeting glimpses of odd shadows that continued to swim at the edges of your periphery are given form as the darkness itself bursts from behind the stalactites that dot the ceiling. These shadowy forms soar through the air, bearing down on your disadvantageous position!

New 3.5 Race - Shadeborn

Not every creature with blood mixed from another plane comes from the more obvious elements, and some of those with shadows in their heritage are known as Shadeborn. They always have black irises and black hair, their skin often ash white or dusky grey. Shadeborn receive a +2 bonus to Dexterity and Charisma but suffer a -2 to Wisdom. They are medium sized Outsiders with the native subtype and have both low light and darkvision (60 ft.). A fundamental connection to the Plane of Shadow leaves them dazzled in the sunlight and they suffer from Light Sensitivity, but this conduit grants a +2 racial bonus to Hide and Move Silently checks.

Sivvideous the Shadeborn and his familiar Shadowrend (3.5)

Sivvideous the Shadeborn Sorcerer 9

 

Size/Type: medium outsider (native)

 

Hit Dice: 9d4+18 (59 hp)

 

Initiative: +3

 

Speed: 30 ft. (6 squares)

 

Armor Class: 22 (+4 armor, +1 deflection, +3 dex, +4 shield), touch 14, flat-footed 15

 

Base Attack/Grapple: +4/+4

 

Attack: +1 longspear +5 melee (1d8+1, 20/x3) or +1 light crossbow +8 ranged (1d6+1, 20/x3)

 

Full Attack: +1 longspear +5 melee (1d8+1, 20/x3) or +1 light crossbow +8 ranged (1d6+1, 20/x3)

 

Space/Reach: 5 ft./5 ft.

 

Special Qualities: Darkvision 60 ft., light sensitivity, low light vision

 

Saves: Fort +7, Ref +7, Will +6

 

Abilities: Str 10, Dex 16, Con 14, Int 12, Wis 6, Cha 16

 

Skills: Concentration +10, Hide +8, Knowledge (arcana, planes) +5, Move Silently +8, Spellcraft +6; +3 Spot in shadowy areas

 

Feats: Augment Summoning, Combat Casting, Iron Will, Silent Spell, Spell Focus (conjuration)

 

Challenge Rating: 9

 

Treasure: +1 light crossbow, 21 bolts, +1 longspear, elven chain, ring of sustenance, ring of deflection +1, 2 potions of cure critical wounds, 2 potions of cure light wounds, 3 scrolls of lightning bolt (CL 5th, DC 14) 52 gold

 

Alignment: chaotic neutral

 

COMBAT

 

Sivvideous floats in the air, summoning creatures to knock the PCs from the bridge. Afterward he does much the same in the dungeon if confronted directly but until then he stalks the party, casting spells silently to open doors and rouse a sense of paranoia. Before engaging anything in combat, he casts mage armor, shield, greater invisibility and stoneskin. He relies largely on Shadowrend to be his eyes and ears in the dungeon, and it has not helped his psyche. The most common animals he summons are hippogryffs, which have the greatest chance of knocking the party from the bridge and down into the chasm below.

 

SPELLS

 

0th(6/day; DC 13) detect magic, read magic, ray of frost, mage hand, mending, message, open/close, prestidigitation

 

1st (7/day; DC 14) shield, mage armor, summon monster I, magic missile, ray of enfeeblement

 

2nd (7/day; DC 15) acid arrow (DC 17), detect thoughts, summon swarm, invisibility

 

3rd (7/day; DC 16) dispel magic, fly, summon monster III

 

4th (4/day; DC 17) greater invisibility, stoneskin

 

 

 

Shadowrend                      Owl Familiar

 

Size/Type: Tiny Magical Beast

 

Hit Dice: 1d8 (4 hp)

 

Initiative: +3

 

Speed: 10 ft. (2 squares), fly 40 ft. (average)

 

Armor Class: 22 (+2 size, +3 Dex, +7 natural), touch 15, flat-footed 19

 

Base Attack/Grapple: +0/–11

 

Attack: Talons +5 melee (1d4–3)

 

Full Attack: Talons +5 melee (1d4–3)

 

Space/Reach: 2-1/2 ft./0 ft.

 

Special Qualities: Alertness, deliver touch spells, empathic link, improved evasion, low-light vision, speak with animals of its kind, speak with master

 

Saves: Fort +2, Ref +5, Will -2

 

Abilities: Str 4, Dex 17, Con 10, Int 10, Wis 6, Cha 4

 

Skills: Listen +12, Move Silently +17, Spot +2 (+4 in shadows)

 

Feats: Alertness, Weapon Finesse

 

Challenge Rating: 1/4

 

Treasure: None

 

Alignment: chaotic neutral

 

Sivvideous the Shaded and his Eidolon Shadowrend (Pathfinder)

Sivvideous the Shaded Summoner 9 (Shadow Caller) CR 8

 

XP 4,800

 

CN medium humanoid (outsider)

 

Init +3; Senses darkvision 60 ft., low-light vision; Perception +2

 

----- Defense -----

 

AC 20, touch 14, flat-footed 17 (+6 armor, +3 dex, +1 deflection)

 

hp 67 (9d8+27)

 

Fort +6 Ref +6 Will +6

 

Resist Cold 5, Resist Electricity 5

 

----- Offense -----

 

Speed 30 ft.

 

Melee +1 longspear +7 (1d8+1)

 

Ranged +1 light crossbow +10 (1d8+1, Range 80 ft.)

 

Space 5 ft.; Reach 5 ft.

 

Spell-Like Abilities (CL 9th; concentration +12)

 

1/day—disguise self, shadow walk (self only) or dimension door

 

6/day—summon monster I-V (duration increases to minute/level)

 

Spells Known (CL 9th; concentration +12)

 

0th—acid splash, arcane mark, detect magic, mage hand, message, read magic

 

1st—magic fang, magic mouth, protection from good, lesser rejuvenate eidolon, shield

 

2nd—barkskin, lesser evolution surge, invisibility, summon eidolon

 

3rd—black tentacles, stoneskin, fly, dispel magic

 

                                    0th      1st      2nd     3rd

 

Spells per Day           ∞       6          5          4

 

DC                               13        14        15        16

 

----- Statistics -----

 

Str 10, Dex 16, Con 16, Int 12, Wis 6, Cha 16

 

Base Atk +6; CMB +6; CMD 19

 

Feats Augment Summoning, Iron Will, Shadow Walker, Spell Focus (conjuration), Superior Summoning

 

Skills Fly +9, Knowledge (arcana) +6, Knowledge (planes) +11, Perception +2, Spellcraft +11, Stealth +14; Racial Modifiers +2 Knowledge (planes), +2 Stealth

 

Languages Common

 

SQ Cantrips, Shadow Eidolon

 

Gear +1 light crossbow, 21 bolts, +1 longspear, elven chain, ring of sustenance, ring of protection +1, 2 potions of cure serious wounds, 2 potions of cure light wounds, 3 scrolls of lightning bolt (CL 5th, DC 14), 52 gold

 

----- Special Abilities -----

 

Life Link (Su) eidolon must be within 100 feet of summoner to be at full strength, may continue to stay on plane if Summoner sacrifices hit points.

 

Bond Senses (Su) standard action, 9 rounds/day, share senses with eidolon

 

Shield Ally (Ex) When eidolon is within reach, the summoner receives a +2 shield bonus to Armor Class and +2 circumstance bonus to saves.

 

Maker's Call (Su) standard action, 1/day, summon eidolon to summoner's side, functions as dimension door

 

Transposition (Su) may use Maker's Call to switch places with eidolon

 

Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

 

Shadow Summoning (Sp) When using his summon monster ability, Sivvideous summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list would receive the celestial or fiendish template based on caster alignment, they receive the shadow creature template instead. Sivvideous cannot summon elementals, archons, lemures, hell hounds, mephits, devils, azatas, erinyes, succubi, bebiliths, salamanders or xills but can summon zoogs, augur kytons, allips, gloomwings, shadows, shadow mastiffs and shae. This ability otherwise functions as and replaces the summoner's normal summon monster spell-like abilities.

 

Shadow Eidolon: Sivvideous' eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, the fetchling's shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller's eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon. This ability alters the summoner's eidolon ability.

 

Gear +1 light crossbow, 21 bolts, +1 longspear, elven chain, ring of sustenance, ring of detection +1, 2 potions of cure critical wounds, 2 potions of cure light wounds, 3 scrolls of lightning bolt (CL 5th, DC 14) 52 gold

 

NOTE While trapped in the Rassdradden Ruins, Sivvideous can only summon his eidolon via the summon eidolon spell and thus is limited in rounds of use per day.

 

----- Tactics -----

 

Sivvideous floats in the air, summoning black tentacles to consume the party and creatures to knock them from the bridge. Afterward he does much the same in the dungeon if confronted directly but until then he stalks the PCs, staying invisible and casting spells silently (using magic mouth to send rambling insane messages if you really want to spook the party) to rouse a sense of paranoia. Before engaging the party at any point, he casts barkskin, shield, invisibility and fly.  He uses lesser evolution surge for the Shadow Form evolution to empower Shadowrend, whom he prefers not to use since he can only summon him briefly inside of the ruins. Sivvideous almost always begins combat with an initial wave of summoned monsters.

 

 

 

Shadowrend Eidolon 9 CR --

 

CN large outsider

 

Init +2; Senses darkvision 60 ft.; Perception +7

 

----- Defense -----

 

AC 21, touch 11, flat-footed 19 (+6 armor, +4 natural, +2 dex, -1 size)

 

hp 59 (7d10+21)

 

Fort +8, Ref +7, Will +2; +4 Will vs Enchantment spells and effects

 

----- Offense -----

 

Speed 40 ft., fly 40 ft. (average)

 

Melee bite +14/+12 (1d8+12 plus grab)

 

Space 10 ft.; Reach 10 ft.

 

Special Attacks Swallow Whole (1d8+1d6+12, AC 12, 5 hp)

 

----- Statistics -----

 

Str 26, Dex 15, Con 17, Int 7, Wis 10, Cha 11

 

Base Atk +7; CMB +16 (+22 Grapple); CMD 28 (34 grapple, can't be tripped)

 

Feats Wingover, Flyby Attack, Improved Unarmed Strike, Improved Grapple; Multiattack

 

Skills Acrobatics +9, Fly +7, Perception +7, Stealth +5

 

Languages Common

 

SQ link, share spells, evasion, devotion, large sized

 

Evolutions Bite, Limbs (legs) (2), Shadow Blend, Grab, Flight, Large Size, Swallow Whole

 

----- Special Abilities -----

 

Shadow Blend (Su) In any condition of illumination other than bright light, Shadowrend disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.

 

----- Tactics -----

 

Shadowrend uses his prodigious size to its advantage, preferring to Flyby Attack and grapple enemies before swallowing them whole and grappling another.

 

3.5

As you finally cross the Rassdradden Reach, you are treated to the sight of a set of opened massive iron double doors hinged against the rock walls. A large, battered, two-headed shield guardian is standing their arguing with, well, itself. It stands casually before the entrance, engaged in a discussion of some levity.

“Five to one says they do not make it across. Don't you remember that tiefling monk that tried to flip across?" The fatter of the two faces declares as it gestures with its arm (the left one), making a swooping gesture before adding, “His corpse is still trapped somewhere down in there. That was a good show, though, it really was. Wouldn't you say?"

The thinner head shakes, the sound of subdued metallic shrieking underneath its words. “No, I don't agree. I think they have a one in two chance. I really do. They looked competent. Besides, those mortals above must be getting antsy at this point. Ha, I mean, don't be so cynical! Look at that! Greetings friends! What fortuitous timing!"

 

PATHFINDER

As you finally cross the Rassdradden Reach, you are treated to the sight of a set of opened massive iron double doors hinged against the rock walls. Two soldiers made of some kind of pottery stand casually before the entrance, engaged in a discussion of some levity.

“Five to one says they do not make it across. Don't you remember that tiefling monk that tried to flip across?" The shortest of the animated statues gestures with his arm, making a swooping gesture before adding, “His corpse is still trapped somewhere down in there. That was a good show, though, it really was. Wouldn't you say?"

The taller of the duo shakes its head, the sound of grinding underneath his words. “No, I don't agree. I think they have a one in two chance. I really do. They looked competent. Besides, those mortals above must be getting antsy at this point. Ha, I mean, don't be so cynical! Look at that! Greetings friends! What fortuitous timing!"

A set of opened massive iron double doors sits at the end of the bridge. The gatekeeper(s) are possessed by spirits that are themselves confined to the Rassdradden Ruins and resent any who aren't, and even if they didn't, they love to make trouble (treat the possessed creatures as having an Intelligence and Charisma of 10, with a +8 skill bonus for Bluff, Diplomacy and Sense Motive checks). They lie and cajole the party, attempting to gain its trust with promises to turn their abilities on whatever it is that lurks in the lower levels, a power mad spirit of some variety. In truth they intend to strike the PCs down at an opportune moment and are fully prepared to attack in an instant.

Possessed 2-Headed Damaged Shield Guardian (3.5)

Posessed 2-Headed Damaged Shield Guardian

 

Size/Type:     Large Construct

 

Hit Dice:         15d10+30 (112 hp) – damaged (60 hp)

 

Initiative:        +0

 

Speed:           30 ft. (6 squares)

 

Armor Class: 24 (-1 size, +15 natural), touch 9, flat-footed 24

 

Base Attack/Grapple:           +11/+21

 

Attack:            Slam +12 melee (1d8+6)

 

Full Attack:    2 slams +12 melee (1d8+6)

 

Space/Reach:            10 ft./10 ft.

 

Special Qualities:     Construct traits, darkvision 60 ft., fast healing 5, find master, guard, low-light vision, shield other, spell storing

 

Saves:            Fort +5, Ref +5, Will +5

 

Abilities:        Str 22, Dex 10, Con -, Int -, Wis 10, Cha 1

 

Challenge Rating:     7

 

Alignment:     Always neutral

 

Fortunately for the party, this guy has been damaged already by the other parties and has not healed whatsoever. This damage leaves it at 60 hit points, and it suffers a -4 to attack rolls, it also loses its Fast Healing 5 ability.

 

(2) Terra Cotta Soldiers (Pathfinder)

Terra-Cotta Soldier CR 6

 

XP 2,400

 

N Medium construct

 

Init +7; Senses darkvision 60 ft., low-light vision; Perception +8

 

DEFENSE

 

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)

 

hp 64 (8d10+20)

 

Fort +2, Ref +5, Will +2

 

DR 5/bludgeoning; Immune construct traits, fire; SR 17

 

OFFENSE

 

Speed 30 ft.

 

Melee longsword +10/+5 (1d8+3/19–20), short sword +10 (1d6+1/19–20) or 2 slams +11 (1d6+3)

 

Special Attacks keen weapons, rank fighting

 

STATISTICS

 

Str 16, Dex 16, Con —, Int 1, Wis 11, Cha 1

 

Base Atk +8; CMB +11; CMD 24

 

Feats Improved Initiative, Two Weapon Fighting, Weapon Focus (longsword, shortsword)

 

Skills Perception +8

 

ECOLOGY

 

Environment any

 

Organization solitary, troop (3–12), or army (13+)

 

Treasure incidental (longsword, short sword, other treasure)

 

SPECIAL ABILITIES

 

Keen Weapons (Su) After it has engaged in at least 1 round of combat, a terra-cotta soldier's weapons automatically gain the benefits of keen weapon (CL 6th). This effect persists until the end of the battle.

 

Rank Fighting (Ex) Whenever a terra-cotta soldier is adjacent to another terra-cotta soldier, it gains a +2 dodge bonus to its AC and a +2 bonus on saving throws, attack rolls, and damage rolls.

 

 

 

Chapter 4: The Rassdradden Ruins

 

Adventure Location: Rassdradden Ruins

Location: Thousands of feet below the village of Fenleist.

History There is no simple explanation for how the underground complex was formed or who is responsible for it. Its most recent occupant, however many centuries ago they dwelt here, kept some sort of underlings and clearly used the upper chambers to house them and facilitate the production of exotic (and often once living) components for experimentation below. A character with the Stonecunning special quality may realize with an Intelligence check (DC 12) that Fizzlewik probably knew of this place as its depth and placement must be near the underground workings of the village's crane.

Dangers: Morghs walk the hallways, a quintet of Crysmal inhabit the moldy library (which includes a yellow mold hazard), a hunter outsider occupies the servant's barracks and the undead Devout Protectors prowl the mess hall. Tarryndorn tampers with the Necrotic Nexus far below, accompanied by his warped familiar.

Lighting: Everburning torches provide mostly dim light, although roughly 1/3rd are missing.

Walls: Rough carved stone.

Doors: 8 inch thick wood reinforced with steel separating every room.

Mood/Theme: Paranoia from the shadows, many as real as a hard blade, and intrigue born from the movement and tracks left by a variety of strange and esoteric creatures.

 

Monstrum Abattoir (or the Extraction Chamber)

This is the one room that lacks adversaries of any kind, but the gruesome scenes do require a Fortitude save (DC 18) to avoid gaining the nauseated condition from the panoply of smells both old and new that slick the walls. Should any PC fail this check, Sivvideous takes the opportunity to burst from hiding and attacks the party again, summoning shadow creatures and then fading back into the darkness. Morghs lurk the hallways on the western and eastern sides of the dungeon, and should the PCs engage the undead patrol in the eastern hallway they undoubtedly attract the attention of the  stalking outsider-creature inside of the Servant's Barracks.

A cloying, pungent, and perverse smell coats this massive chamber. Devices of restraint and torture lay broken or rusted into walls slick with the ichor and effluvia of creatures exotic and alien. Pitted metal hooks of machines that defy function cast long shadows across a stone floor stained with the blood of innumerable beings. While most of these poor souls' remains are stale and dried from antiquity, some glisten in the torch light – freshly spilled. The sound of bones scraping against rock come from behind the two doorways on either side of the room and the set of wooden double doors in the back of this slaughterhouse.

Mohrg

Mohrg (3.5)

Mohrg

 

Size/Type:      Medium Undead

 

Hit Dice:         14d12 (91 hp)

 

Initiative:        +9

 

Speed:            30 ft. (6 squares)

 

Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 14

 

Base Attack/Grapple:           +7/+12

 

Attack:            Slam +12 melee (1d6+7) or tongue +12 melee touch (paralysis)

 

Full Attack:     Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis)

 

Space/Reach:            5 ft./5 ft.

 

Special Attacks:        Improved grab, paralyzing touch, create spawn

 

Special Qualities:      Darkvision 60 ft., undead traits

 

Saves:            Fort +4, Ref +10, Will +9

 

Abilities:         Str 21, Dex 19, Con Ø, Int 11, Wis 10, Cha 10

 

Skills:  Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9

 

Feats: Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

 

Environment: Any

 

Organization: Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies)

 

Challenge Rating:     8

 

Treasure:       None

 

Alignment:     Always chaotic evil

 

Advancement:           15-21 HD (Medium); 22-28 HD (Large)

 

Level Adjustment:    —

 

Improved Grab (Ex)

 

To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

 

Paralyzing Touch (Su)

 

A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based.

 

Create Spawn (Su)

 

Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. They do not possess any of the abilities they had in life.

 

Mohrg (Pathfinder)

Mohrg CR 8

 

XP 4,800

 

CE Medium undead

 

Init +8; Senses darkvision 60 ft.; Perception +20

 

DEFENSE

 

AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)

 

hp 91 (14d8+28)

 

Fort +6, Ref +10, Will +9

 

Immune undead traits

 

OFFENSE

 

Speed 30 ft.

 

Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch (paralysis)

 

Special Attacks create spawn, paralysis (1d4 minutes, DC 21)

 

STATISTICS

 

Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14

 

Base Atk +10; CMB +15 (+19 grapple); CMD 30

 

Feats Ability Focus (paralysis), Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Perception), Spring Attack

 

Skills Climb +22, Perception +23, Stealth +21, Swim +19

 

SPECIAL ABILITIES

 

Create Spawn (Su) Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control. The sudden bloom of unlife when a mohrg's victim dies and becomes a zombie causes a surge of negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per HD possessed by the slain creature and acts as if hasted for the round immediately following the spawn's creation.

 

Servant's Barracks

Located down the eastern hallway, these macabre 'living' quarters are largely bereft of anything save the destroyed skeletons of dozens of humanoids and smashed bedding. An extraplanar hunter occupies the area if the PCs managed not to alert it to their presence. A corpse (an Ifrit monk) only a few decades old hides shuriken of unique design.

Nessian Hell Hound (3.5)

Nessian Warhound

 

Size/Type:     Large Outsider (Evil, Extraplanar, Fire, Lawful)

 

Hit Dice:         12d8+60 (114 hp)

 

Initiative:        +6

 

Speed:                       40 ft. (8 squares)

 

Armor Class: 24 (-1 size, +2 Dex, +7 natural, +6 +2 chain shirt barding), touch 11, flat-footed 22

 

Base Attack/Grapple:           +12/+24

 

Attack:                        Bite +20 melee (2d6+12/19-20 plus 1d8 fire)

 

Full Attack:    Bite +20 melee (2d6+12/19-20 plus 1d8 fire)

 

Space/Reach:            10 ft./10 ft.

 

Special Attacks:        Breath weapon, fiery bite

 

Special Qualities:     Darkvision 60 ft., immunity to fire, scent, vulnerability to cold

 

Saves:            Fort +13, Ref +10, Will +9

 

Abilities:        Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 6

 

Skills: Hide +17, Jump +19, Listen +18, Move Silently +21, Spot +18, Survival +8*, Tumble +3

 

Feats: Alertness, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)

 

Challenge Rating:     9

 

Treasure:       +2 chain shirt barding

 

Alignment:     Always lawful evil

Mihstu (Pathfinder)

Mihstu CR 8

 

XP 4,800

 

NE Medium outsider (air, elemental, extraplanar)

 

Init +10; Senses darkvision 60 ft.; Perception +13

 

DEFENSE

 

AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)

 

hp 92 (8d10+48)

 

Fort +12, Ref +12, Will +4

 

Defensive Abilities wind defense; DR 10/magic; Immune electricity, elemental traits; SR 19

 

Weaknesses susceptible to cold

 

OFFENSE

 

Speed 20 ft., fly 20 ft. (good)

 

Melee 4 tentacles +14 (1d4+1 plus grab)

 

Special Attacks deadly embrace

 

STATISTICS

 

Str 12, Dex 23, Con 23, Int 14, Wis 14, Cha 13

 

Base Atk +8; CMB +9 (+13 grapple); CMD 26 (can't be tripped)

 

Feats Dodge, Improved Initiative, Mobility, Weapon Finesse

 

Skills Acrobatics +17, Bluff +12, Escape Artist +17, Fly +21, Knowledge (planes) +13, Perception +13, Sense Motive +13, Stealth +17

 

Languages Auran

 

SQ gaseous

 

SPECIAL ABILITIES

 

Gaseous (Ex) A mihstu can pass through small holes, even cracks, without reducing its speed.

 

Deadly Embrace (Ex) A mihstu that pins an opponent completely surrounds that creature and deals 1d2 Constitution damage every round as it siphons away blood, tears, and other vital fluids. Maintaining a pin is a free action for a mihstu and it does not gain the grappled condition (allowing it to attack other creatures with its tentacles).

 

Susceptible to Cold (Ex) Magical cold stuns a mihstu rather than damaging it. If the creature fails its save against a magical cold effect, it is stunned for 1 round and then staggered for an additional 1d4 rounds.

 

Wind Defense (Ex) The churning winds of a mihstu's body automatically deflect nonmagical projectiles (such as arrows, bolts, and sling stones). All other ranged weapons (including magical projectiles and thrown weapons) have a 20% miss chance. Weapons of significant size, such as giant-thrown boulders, siege engine projectiles, and other massive ranged weapons are not affected by this ability.

 

No torches burn in this room and when illuminated the light reveals broken and rotted timber scattered across the floor. While the walls are not coated by the fluids of the dead there's no shortage of dried pools of blood. The corpse of a humanoid with skin dried like leather is slumped against the corner.

Exponential Shurikens

Aura faint conjuration (creation); CL 5th

Slot thrown weapon; Price 17,300 gp; Weight

Description

These +1 shuriken are made out of shining steel and their weight seems to change ever so slightly when you pick them up (though this is never an impediment when thrown). Geometric designs are etched all across the surface of each identical throwing star, the runes covering even the sharpened edge of every blade.

When thrown, Exponential Shuriken act as a normal magic weapon within 5 feet. After traveling 10 feet the shuriken duplicates itself, creating a copy that splits off to an adjacent square. Make one single attack roll for both targets with a -1 penalty. If they continue to travel, after 15 feet both duplicate shuriken copy themselves again in the same way (make one single attack roll for all four targets with a -2 penalty), and after 20 feet this effect repeats again (make one single attack roll for all six targets with a -3 penalty). The maximum number of duplicate shuriken is 5, and after traveling 20 feet the replication effect ends. As soon as any of these shuriken strike their target, they are instantly destroyed (and thus do not duplicate themselves). When copying themselves, if a shuriken is already in an adjacent square or none is available it copies itself into the nearest adjacent square counting clockwise. If no valid squares are available it ceases to replicate itself.

 

CONSTRUCTION

Requirements Craft Magic Arms and Armor, arrow eruption and/or spiritual weapon; Cost 8,650 gp

 

Diagram of typical Exponential Shuriken spread

5 ft     A

10 ft   AB

15 ft   AabB

20 ft   aAabBb

 

NOTE: Statistics for this item are identical in both Pathfinder and 3.5, and in this scenario the PCs find a total of 2d10+12 Exponential Shuriken.

 

 

Moldy Library

The five gemstone-consuming crysmal that occupy the northern chamber have thoroughly searched for every possible crystal within the confines of the restrictive field generated by the Necrotic Nexus and collectively carry a total of 900 gp worth in their stomachs. Most of the tomes inside are rotted and destroyed, but a few contain items of worth.  Sivvideous makes another appearance when the party engages the creatures inside this room, but flees again when sufficiently damaged.

A musty stench assaults your senses as the door opens, revealing huge bookcases stories high that span the not unimpressive breadth of the room. Kaleidoscopic molds of every color cover nearly every facet of this library. Some angular fungal assortment shifts slightly but you quickly realize that it's not a mold at all, but a collection of dirtied gemstones assembled to resemble a scorpion. Four more erupt from the rocky floor as their ally scurries forward!

(5) Crysmal (3.5)

Crysmal

 

Size/Type:     Small Elemental (Earth, Psionic)

 

Hit Dice:         6d8+6 (33 hp)

 

Initiative:        +2

 

Speed:           30 ft. (6 squares), burrow 20 ft.

 

Armor Class: 21 (+1 size, +2 Dex, +8 natural), touch 13, flat-footed 19

 

Base Attack/Grapple:           +4/+2

 

Attack:            Sting +7 melee (1d3+3)

 

Full Attack:    Sting +7 melee (1d3+3)

 

Space/Reach:            5 ft./5 ft.

 

Special Attacks:        Psi-like abilities

 

Special Qualities:     Damage reduction 5/bludgeoning, elemental traits, immunity to fire and cold, resistance to electricity 15

 

Saves:            Fort +8, Ref +6, Will +2

 

Abilities:        Str 15, Dex 14, Con 12, Int 6, Wis 10, Cha 14

 

Skills: Appraise +9, Climb +5, Jump +5, Listen +2, Spot +10

 

Feats: Alertness, Great Fortitude, Lightning Reflexes

 

Challenge Rating:     3

 

Treasure:       Double goods (gems only)

 

Alignment:     Any lawful

 

(5) Crysmal (Pathfinder)

Crysmal CR 3

 

XP 800

 

N Small outsider (earth, elemental)

 

Init +2; Senses darkvision 60 ft., crystal sense; Perception +11

 

DEFENSE

 

AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)

 

hp 26 (4d10+4)

 

Fort +7, Ref +8, Will +2

 

DR 5/bludgeoning; Immune cold, fire; Resist electricity 10

 

OFFENSE

 

Speed 30 ft., burrow 20 ft.

 

Melee sting +7 (2d6+3)

 

Special Attacks shard spike +7 (3d6, range increment 60 ft.)

 

Spell-Like Abilities (CL 4th; concentration +6)

 

At will—detect magic, ghost sound (DC 12), mage hand, silent image (DC 13)

 

3/day—dimension door, sanctuary (DC 13), touch of idiocy (DC 14)

 

STATISTICS

 

Str 15, Dex 14, Con 13, Int 6, Wis 13, Cha 14

 

Base Atk +4; CMB +5; CMD 17 (29 vs. trip)

 

Feats Great Fortitude, Lightning Reflexes, Skill Focus (Perception)

 

Skills Acrobatics +9, Climb +9, Perception +11, Stealth +13 (+15 in rocky areas); Racial Modifiers +2 Stealth in rocky areas

 

Languages Terran

 

SPECIAL ABILITIES

 

Crystal Sense (Sp) Crysmals can sense the presence of any crystals or gems within 30 feet as if using the scent ability.

 

Shard Spike (Ex) Once per day, a crysmal can launch its tail spike as a ranged attack that shatters when it hits, dealing 3d6 points of piercing damage to the target and 1d4 points of piercing damage to all creatures in adjacent squares. The spike regrows in 24 hours, but until it does, its impaired sting does only 1d6+3 damage.

Sivvideous the Shadeborn and his familiar Shadowrend (3.5)

Sivvideous the Shadeborn Sorcerer 9

 

Size/Type: medium outsider (native)

 

Hit Dice: 9d4+18 (59 hp)

 

Initiative: +3

 

Speed: 30 ft. (6 squares)

 

Armor Class: 22 (+4 armor, +1 deflection, +3 dex, +4 shield), touch 14, flat-footed 15

 

Base Attack/Grapple: +4/+4

 

Attack: +1 longspear +5 melee (1d8+1, 20/x3) or +1 light crossbow +8 ranged (1d6+1, 20/x3)

 

Full Attack: +1 longspear +5 melee (1d8+1, 20/x3) or +1 light crossbow +8 ranged (1d6+1, 20/x3)

 

Space/Reach: 5 ft./5 ft.

 

Special Qualities: Darkvision 60 ft., light sensitivity, low light vision

 

Saves: Fort +7, Ref +7, Will +6

 

Abilities: Str 10, Dex 16, Con 14, Int 12, Wis 6, Cha 16

 

Skills: Concentration +10, Hide +8, Knowledge (arcana, planes) +5, Move Silently +8, Spellcraft +6; +3 Spot in shadowy areas

 

Feats: Augment Summoning, Combat Casting, Iron Will, Silent Spell, Spell Focus (conjuration)

 

Challenge Rating: 9

 

Treasure: +1 light crossbow, 21 bolts, +1 longspear, elven chain, ring of sustenance, ring of deflection +1, 2 potions of cure critical wounds, 2 potions of cure light wounds, 3 scrolls of lightning bolt (CL 5th, DC 14) 52 gold

 

Alignment: chaotic neutral

 

COMBAT

 

Before engaging anything in combat, he casts mage armor, shield, greater invisibility and stoneskin. He relies largely on Shadowrend to be his eyes and ears in the dungeon, and it has not helped his psyche. The most common animals he summons are hippogryffs, which have the greatest chance of knocking the party from the bridge and down into the chasm below (which deals 10d6 damage after they fall 500 or so odd feet).

 

SPELLS

 

0th(6/day; DC 13) detect magic, read magic, ray of frost, mage hand, mending, message, open/close, prestidigitation

 

1st (7/day; DC 14) shield, mage armor, summon monster I, magic missile, ray of enfeeblement

 

2nd (7/day; DC 15) acid arrow (DC 17), detect thoughts, summon swarm, invisibility

 

3rd (7/day; DC 16) dispel magic, fly, summon monster III

 

4th (4/day; DC 17) greater invisibility, stoneskin

 

 

 

Shadowrend                      Owl Familiar

 

Size/Type: Tiny Magical Beast

 

Hit Dice: 1d8 (4 hp)

 

Initiative: +3

 

Speed: 10 ft. (2 squares), fly 40 ft. (average)

 

Armor Class: 22 (+2 size, +3 Dex, +7 natural), touch 15, flat-footed 19

 

Base Attack/Grapple: +0/–11

 

Attack: Talons +5 melee (1d4–3)

 

Full Attack: Talons +5 melee (1d4–3)

 

Space/Reach: 2-1/2 ft./0 ft.

 

Special Qualities: Alertness, deliver touch spells, empathic link, improved evasion, low-light vision, speak with animals of its kind, speak with master

 

Saves: Fort +2, Ref +5, Will -2

 

Abilities: Str 4, Dex 17, Con 10, Int 10, Wis 6, Cha 4

 

Skills: Listen +12, Move Silently +17, Spot +2 (+4 in shadows)

 

Feats: Alertness, Weapon Finesse

 

Challenge Rating: 1/4

 

Treasure: None

 

Alignment: chaotic neutral

Sivvideous the Shaded and his Eidolon Shadowrend (Pathfinder)

Sivvideous the Shaded Summoner 9 (Shadow Caller) CR 8

 

XP 4,800

 

CN medium humanoid (outsider)

 

Init +3; Senses darkvision 60 ft., low-light vision; Perception +2

 

----- Defense -----

 

AC 20, touch 14, flat-footed 17 (+6 armor, +3 dex, +1 deflection)

 

hp 67 (9d8+27)

 

Fort +6 Ref +6 Will +6

 

Resist Cold 5, Resist Electricity 5

 

----- Offense -----

 

Speed 30 ft.

 

Melee +1 longspear +7 (1d8+1)

 

Ranged +1 light crossbow +10 (1d8+1, Range 80 ft.)

 

Space 5 ft.; Reach 5 ft.

 

Spell-Like Abilities (CL 9th; concentration +12)

 

1/day—disguise self, shadow walk (self only) or dimension door

 

6/day—summon monster I-V (duration increases to minute/level)

 

Spells Known (CL 9th; concentration +12)

 

0th—acid splash, arcane mark, detect magic, mage hand, message, read magic

 

1st—magic fang, magic mouth, protection from good, lesser rejuvenate eidolon, shield

 

2nd—barkskin, lesser evolution surge, invisibility, summon eidolon

 

3rd—black tentacles, stoneskin, fly, dispel magic

 

                                    0th      1st      2nd     3rd

 

Spells per Day           ∞       6          5          4

 

DC                               13        14        15        16

 

----- Statistics -----

 

Str 10, Dex 16, Con 16, Int 12, Wis 6, Cha 16

 

Base Atk +6; CMB +6; CMD 19

 

Feats Augment Summoning, Iron Will, Shadow Walker, Spell Focus (conjuration), Superior Summoning

 

Skills Fly +9, Knowledge (arcana) +6, Knowledge (planes) +11, Perception +2, Spellcraft +11, Stealth +14; Racial Modifiers +2 Knowledge (planes), +2 Stealth

 

Languages Common

 

SQ Cantrips, Shadow Eidolon

 

Gear +1 light crossbow, 21 bolts, +1 longspear, elven chain, ring of sustenance, ring of protection +1, 2 potions of cure serious wounds, 2 potions of cure light wounds, 3 scrolls of lightning bolt (CL 5th, DC 14), 52 gold

 

----- Special Abilities -----

 

Life Link (Su) eidolon must be within 100 feet of summoner to be at full strength, may continue to stay on plane if Summoner sacrifices hit points.

 

Bond Senses (Su) standard action, 9 rounds/day, share senses with eidolon

 

Shield Ally (Ex) When eidolon is within reach, the summoner receives a +2 shield bonus to Armor Class and +2 circumstance bonus to saves.

 

Maker's Call (Su) standard action, 1/day, summon eidolon to summoner's side, functions as dimension door

 

Transposition (Su) may use Maker's Call to switch places with eidolon

 

Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

 

Shadow Summoning (Sp) When using his summon monster ability, Sivvideous summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list would receive the celestial or fiendish template based on caster alignment, they receive the shadow creature template instead. Sivvideous cannot summon elementals, archons, lemures, hell hounds, mephits, devils, azatas, erinyes, succubi, bebiliths, salamanders or xills but can summon zoogs, augur kytons, allips, gloomwings, shadows, shadow mastiffs and shae. This ability otherwise functions as and replaces the summoner's normal summon monster spell-like abilities.

 

Shadow Eidolon: Sivvideous' eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, the fetchling's shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller's eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon. This ability alters the summoner's eidolon ability.

 

Gear +1 light crossbow, 21 bolts, +1 longspear, elven chain, ring of sustenance, ring of detection +1, 2 potions of cure critical wounds, 2 potions of cure light wounds, 3 scrolls of lightning bolt (CL 5th, DC 14) 52 gold

 

NOTE While trapped in the Rassdradden Ruins, Sivvideous can only summon his eidolon via the summon eidolon spell and thus is limited in rounds of use per day.

 

----- Tactics -----

 

Before engaging the party at any point, he casts barkskin, shield, invisibility and fly.  He uses lesser evolution surge for the Shadow Form evolution to empower Shadowrend, whom he prefers not to use since he can only summon him briefly inside of the ruins. Sivvideous almost always begins combat with an initial wave of summoned monsters.

 

 

 

Shadowrend Eidolon 9 CR --

 

CN large outsider

 

Init +2; Senses darkvision 60 ft.; Perception +7

 

----- Defense -----

 

AC 21, touch 11, flat-footed 19 (+6 armor, +4 natural, +2 dex, -1 size)

 

hp 59 (7d10+21)

 

Fort +8, Ref +7, Will +2; +4 Will vs Enchantment spells and effects

 

----- Offense -----

 

Speed 40 ft., fly 40 ft. (average)

 

Melee bite +14/+12 (1d8+12 plus grab)

 

Space 10 ft.; Reach 10 ft.

 

Special Attacks Swallow Whole (1d8+1d6+12, AC 12, 5 hp)

 

----- Statistics -----

 

Str 26, Dex 15, Con 17, Int 7, Wis 10, Cha 11

 

Base Atk +7; CMB +16 (+22 Grapple); CMD 28 (34 grapple, can't be tripped)

 

Feats Wingover, Flyby Attack, Improved Unarmed Strike, Improved Grapple; Multiattack

 

Skills Acrobatics +9, Fly +7, Perception +7, Stealth +5

 

Languages Common

 

SQ link, share spells, evasion, devotion, large sized

 

Evolutions Bite, Limbs (legs) (2), Shadow Blend, Grab, Flight, Large Size, Swallow Whole

 

----- Special Abilities -----

 

Shadow Blend (Su) In any condition of illumination other than bright light, Shadowrend disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.

 

----- Tactics -----

 

Shadowrend uses his prodigious size to its advantage, preferring to Flyby Attack and grapple enemies before swallowing them whole and grappling another.

 

Loot in the Library!

With a successful Perception/Spot check (DC 20), the PC's notice one pristine book among the many decrepit tomes throughout the library. Unfortunately reaching it without disturbing a nearby 5-foot square of Yellow Mold is difficult and requires a Dexterity check (DC 14) to accomplish. If any PC fails this check, all characters within 10 feet of the mold must make a Fortitude save (DC 15) or take 1d3 points of Constitution damage. Another Fortitude save (DC 15) is required once per round for the next 5 rounds to avoid taking 1d3 points of Constitution damage each round. A successful Fortitude save immediately ends the effect.

Tenabrius' Book of Planar Musings sits on the shelf and any character that reads the draconic text all the way through (a process that takes ten hours) receives a permanent +2 miscellaneous bonus to Knowledge: Planes checks and an additional +3 to checks regarding the Necrotic Nexus. It glows with a faint aura of divination magic but this simply allows a character to cast read magic on the book to receive the latter bonus only. Inside of its sheaf are two random 4th level scrolls (one divine, one arcane).

 

 

Mess Hall

The Devout Protectors, Krallkar Heinbell's original compatriots, were also transformed into undead. Tarryndorn's instructions to them are to patrol the room and destroy any creature other than him that enters, pursuing those that flee. The equipment they once used in the past lay scattered in the corners, and among them are 5 potions of cure moderate wounds, 3 potions of cure serious wounds and one scroll of raise dead.

 

3.5

Long wooden tables lay smashed to pieces or thrown in disarray all over this large chamber and smashed ceramic dusts the ground like snow made of glass. One skeleton with a sword and shield begins to shamble towards you as a mummy near the far side sprints in your direction, far faster than it should be able to. More importantly, a truly huge zombie begins to lumber forward, throwing a table in your direction.

 

Pathfinder

Long wooden tables lay smashed to pieces or thrown in disarray all over this large chamber and smashed ceramic dusts the ground like snow made of glass. A hulking zombie shambles towards you with surprising dexterity, a huge table gripped in two bony hands while another, shrouded bloody tissue and carrying a steel shield, swings a ghostly sword that hisses and pops with acid as it approaches. Perhaps the most disturbing combatant before you is the skeleton that's running towards you far too swiftly, its entire body wreathed in flame.

The Devout Protectors (3.5)

Varrik Dovesteel Skeleton Fighter

 

Size/Type: Medium Undead

 

Hit Dice: 10d12 (65 hp)

 

Initiative: +7

 

Speed: 30 ft. (6 squares)

 

Armor Class: 19 (+4 armor, +3 Dex, +2 natural), touch 13, flat-footed 16

 

Base Attack/Grapple: +5/+15

 

Attack: +1 acidic longsword +10 melee (1d8+5+1d6 acid) or claw +9 melee (1d4+4) or javelin +8 ranged (1d6+4)

 

Full Attack: 2 +1 acidic longswords +10 melee (1d8+5+1d6 acid) or 2 claws +9 melee (1d4+4) or 2 javelins +8 ranged (1d6+4)

 

Space/Reach: 5 ft./5 ft.

 

Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, superior two-weapon fighting, undead traits

 

Saves: Fort +3, Ref +6, Will +7

 

Abilities: Str 19, Dex 17, Con -, Int -, Wis 10, Cha 1

 

Feats: Improved Initiative

 

Challenge Rating: 6

 

Treasure: two +1 acidic longswords (one is also a ghost touch weapon), +1 studded leather armor

 

Alignment: neutral evil

 

Combat: Varrik is mindless and charges the party, attacking until he is destroyed.

 

 

 

Grothak Ogre Zombie

 

Size/Type: Large Undead

 

Hit Dice: 20d12+3 (133 hp)

 

Initiative: -1

 

Speed: 30 ft. (6 squares; can’t run)

 

Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16

 

Base Attack/Grapple: +10/+21

 

Attack: Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)

 

Full Attack: Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)

 

Space/Reach: 10 ft./10 ft.

 

Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

 

Saves: Fort +6, Ref +5, Will +12

 

Abilities: Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1

 

Skills: —

 

Feats: Toughness

 

Challenge Rating: 6

 

Treasure: None

 

Alignment: neutral evil

 

Combat: Grothak begins near a table when the party walks into the room and throws it at them before charging forward to slam any opponents within reach. The table acts as an area attack that covers one 10ftx40ft area and deals 3d8 damage on failed Reflex save (DC 16, reflex save for half). Afterward he attacks mindlessly.

 

 

 

Ballard Scorchedhand Mummy Monk 2

 

Size/Type: Medium Undead

 

Hit Dice: 8d12+2d8+5 (66 hp)

 

Initiative: +0

 

Speed: 20 ft. (4 squares)

 

Armor Class: 25 (+1 deflection,, +2 Dex +10 natural, +2 wisdom), touch 15, flat-footed 23

 

Base Attack/Grapple: +5/+16

 

Attack: Slam +13 melee (1d6+11 plus mummy rot)

 

Full Attack: Slam +13 or +10/+10 melee (1d6+11 plus mummy rot)

 

Space/Reach: 5 ft./5 ft.

 

Special Attacks: Despair, evasion, flurry of blows (-1/-1), mummy rot, unarmed strike

 

Special Qualities: Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire

 

Saves: Fort +7, Ref +7, Will +11

 

Abilities: Str 24, Dex 14, Con -, Int 6, Wis 14, Cha 15

 

Skills: Hide +12, Listen +11, Move Silently +12, Spot +11

 

Feats: Alertness, Deflect Arrows, Great Fortitude, Improved Grapple, Toughness, Weapon Focus (slam)

 

Challenge Rating: 7

 

Treasure: Amulet of Mighty Fists +1, Ring of Protection +1

 

Alignment: lawful evil

 

Combat: The only intelligent undead among his group, the mummified monk attempts to inflict mummy rot on the physically weakest PC he can find before stunning the biggest threat and doing the same, working his way down the line.

The Devout Protectors (Pathfinder)

Varrik Dovesteel  Bloody Skeleton Fighter 5   CR 6

 

XP 2,400

 

NE medium undead (skeleton)

 

Init +9; Senses darkvision 60 ft.; Perception +0

 

----- Defense -----

 

AC 25, touch 15, flat-footed 16 (+4 armor, +5 Dex, +4 shield, +2 natural)

 

HP  52 (8d8+16); fast healing 4

 

Fort  +8, Ref +4, Will +8; channel resistance +4.

 

Immune  cold; undead traits

 

----- Offense -----

 

Speed 30 ft.

 

Melee +1 acidic ghost touch longsword +9 (1d8+3+1d6 acid)

 

Space 5 ft.; Reach 5 ft.

 

----- Statistics -----

 

Str 14, Dex 20, Con --, Int --, Wis 10, Cha 14

 

Base Atk +6; CMB +8; CMD 23

 

Feats  Improved Initiative

 

Skills None

 

Languages None

 

Gear +1 acidic ghost touch longsword, +1 studded leather armor, +2 heavy steel shield

 

----- Special Abilities -----

 

Special Abilities

 

Weapon Training: Swords (Ex) +1 attack and damage

 

Deathless (Su)  A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

 

-----Tactics-----

 

A mindless skeleton, he charges forward to attack without any preamble.

 

 

 

Grothak        Giant Fast Zombie Barbarian 5        CR 6

 

XP 2,400

 

NE huge undead (zombie)

 

Init +2; Senses darkvision 60 ft.; Perception +0

 

----- Defense -----

 

AC 21, touch 10, flat-footed 21 (+2 dex, -2 size, +7 natural, +4 armor)

 

HP 52 (10d8+7)

 

Fort +6, Ref +5, Will +5

 

Undead traits

 

----- Offense -----

 

Speed 50 ft.

 

Melee slam +12 or +12/+12 (2d6+12)

 

Space 20 ft.; Reach 15 ft.

 

----- Statistics -----

 

Str 26, Dex 14, Con –, Int –, Wis 10, Cha 10

 

Base Atk +4; CMB +13; CMD 25

 

Feats  Toughness

 

Skills none

 

Languages none

 

----- Special Abilities -----

 

Fast Movement (Ex) +10 feet movement

 

Rage (Ex)  12 rounds/day, +4 Strength, +22 HP, -2 AC

 

            Powerful Blow (Ex)  +1 to damage 1/day while raging

 

            Surprising Accuracy (Ex)  +1 to one attack 1/day while raging

 

Quick Strikes (Ex) unlike other zombies Grothak can take more than one action a turn

 

-----Tactics-----

 

Grothak begins near a table when the party walks into the room and throws it at them before charging forward to slam any opponents within reach. The table acts as an area attack that covers one 10ftx40ft area and deals 3d8 damage on failed Reflex save (DC 16, reflex save for half). Afterward he uses his slam attack.

 

 

 

Ballard Scorchedhand   Burning Skeleton Monk 5    CR 6

 

XP 2,400

 

NE medium undead (skeleton)

 

Init +7; Senses darkvision 60 ft.; Perception +0

 

Fiery Aura  (5 ft., 1d6 fire)

 

----- Defense -----

 

AC 16, touch 14, flat-footed 13 (+1 deflection, +3 dex, +2 natural)

 

hp  44 (8d8+8)

 

Fort +6, Ref +9, Will +10

 

Immune  fire; undead traits

 

----- Offense -----

 

Speed 40 ft.

 

Melee 2 unarmed strikes +10 (1d8+4+1d6 fire) or flurry of claws +8/+8/+8 (1d8+4+1d6 fire)

 

Space 5 ft.; Reach 5 ft.

 

----- Statistics -----

 

Str 16, Dex 16, Con --, Int --, Wis 10, Cha 12

 

Base Atk +6; CMB +9; CMD 22

 

Feats  Improved Initiative

 

Skills none

 

Languages none

 

Gear  Amulet of Mighty Fists +1, Ring of Protection +1

 

----- Special Abilities -----

 

Fiery Aura (Ex) Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.

 

Fiery Death (Su) Upon reaching 0 hit points, the burning skeleton explodes in a burst of flame. Anyone adjacent takes 4d6 fire damage unless they succeed on a Reflex save DC 15 to halve damage.

 

Flurry of Blows (Ex), Unarmed (Ex) 1d8 damage, Fast Movement (Ex) +10 feet

 

-----Tactics-----

 

A mindless skeleton, he charges forward to attack without any preamble.

 

Treasure

The Devout Protectors lack the intellect to make use of most magical items but after putting the unfortunate fallen adventurers to rest the PCs find a pair of Ghostvision Gloves and Boots of Daring Exploits on their remains along with their armor and weapons.

Boots of Daring Exploits

Aura moderate transmutation; CL 10th

Slot feet; Price 45,000 gp; Weight 3 lb

 

Description

Intricate floral designs depicting roses and blades cover the heel of these worn brown boots, but their colors remain vibrant. This threaded finery continues up the throat of the wrinkled footwear, ending in intricate leather straps that tie together. The sides of the boot's soles are gilded in silver that also works into the floral ornamentation.

Once per day the wearer activates the boots (a free action) and the enchantment begins, lasting for 10 rounds or until the character fails to take their full movement. Once the Boots of Daring Exploits have been activated, their wearer gains an additional 10 feet of movement per round and an additional melee attack at their highest bonus and may make their full attack while moving, but they may only make one attack from any one five foot square. They also gain a +1 miscellaneous bonus to attack and damage. None of these bonuses stack with the haste spell. This enchantment may only be activated once per day.

 

CONSTRUCTION

Requirements Craft Wondrous Item, haste; Cost 22,500 gp

 

NOTE: Statistics for this item are identical in both Pathfinder and 3.5.

At the end of the mess hall is a circular staircase leading down to Tarryndorn's mad experiments.

 

 

 

Chapter 5: Antediluvian Laboratory

After a few minutes of descent into the bowels of the ruins, the PCs pass a hallway. Behind the wooden and steel reinforced door is an extraplanar merchant (either a Witchwyrd or Pixie) that has taken the ostentatious bed chambers of the previous occupant as their hiding place and is ecstatic to have living, friendly guests after an initial, suspicious exchange. With a successful Diplomacy check (DC 15) they are allowed inside. While not interested in gold, the trader will accept gems as well as magic items of all kinds and will offer the party favorable trades should they swear to end the disruptions that traps them here. Combat is not expected or encouraged, but if it comes to that statistics are provided below (although the trader flees for their life as soon as possible).

Pixie (3.5)

Trixie the Pixie Trader

 

Size/Type: Small Fey

 

Hit Dice: 1d6 (3 hp)

 

Initiative: +4

 

Speed: 20 ft. (4 squares), fly 60 ft. (good)

 

Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12

 

Base Attack/Grapple: +0/-6

 

Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/×3)

 

Full Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/×3

 

Space/Reach: 5 ft./5 ft.

 

Special Attacks: Spell-like abilities, special arrows

 

Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15

 

Saves: Fort +0, Ref +6, Will +4

 

Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16

 

Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10

 

Feats: Alertness, DodgeB, Weapon FinesseB

 

Challenge Rating: 5

 

Treasure: No coins; 50% goods; 50% items

 

Alignment: neutral good

 

COMBAT

 

Trixie isn't interested in it. She disappears and flies away, and if cornered creates illusions, hampers and hampers the party in order to escape.

 

Greater Invisibility (Su) Trixie remains invisible even when she attacks. This ability is constant, but she can suppress or resume it as a free action.

 

Special Arrows (Ex)

 

Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

 

Memory Loss

 

An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

 

Sleep

 

Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.

 

Spell-Like Abilities

 

1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), irresistible dance (DC 19), permanent image (DC 19; visual and auditory elements only). CL 8th.

Witchwyrd (Pathfinder)

G'rathek'a'i the Witchwyrd              CR 6

 

XP 2,400

 

LN Medium monstrous humanoid

 

Init +6; Senses darkvision 60 ft., detect magic; Perception +8

 

DEFENSE

 

AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)

 

hp 68 (8d10+24)

 

Fort +7, Ref +8, Will +9

 

Defensive Abilities absorb force; DR 5/magic

 

OFFENSE

 

Speed 30 ft.

 

Melee ranseur +11/+6 (2d4+4/×3), 2 slams +6 (1d4+1 plus grab) or 4 slams +11 (1d4+3 plus grab)

 

Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)

 

Special Attacks force bolt

 

Spell-Like Abilities (CL 8th; concentration +13)

 

Constant—detect magic, floating disk, mage armor, resist energy (one at a time), unseen servant

 

3/day—dispel magic, displacement, suggestion (DC 18)

 

1/day—dimension door, resilient sphere (DC 19)

 

STATISTICS

 

Str 16, Dex 15, Con 17, Int 18, Wis 13, Cha 20

 

Base Atk +8; CMB +11 (+15 grapple); CMD 23

 

Feats Deflect ArrowsB, Great Fortitude, Improved Initiative, Iron Will, Persuasive

 

Skills Appraise +12, Bluff +13, Diplomacy +11, Intimidate +18, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (planes) +12, Perception +8, Sense Motive +5, Use Magic Device +9

 

Languages Common, Draconic, one or more planar languages; tongues

 

ECOLOGY

 

Environment any land

 

Organization solitary, entourage (1 witchwyrd and 2–5 humanoid guards), or enclave (2–5 witchwyrds and 11–20 humanoid guards)

 

Treasure double

 

SPECIAL ABILITIES

 

Absorb Force (Su) Once per round, a witchwyrd can use a free hand to “catch" a magic missile fired at it. This absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create a force bolt. To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed.

 

Force Bolt (Su) A witchwyrd can “throw" a magic missile (1d4+1 damage) from each free hand as a free action (maximum of two per round). If it has absorbed a magic missile, it can throw an additional force bolt that round, expending the absorbed energy (maximum of two additional bolts per round).

6,000 gold of various items to loot is in the room itself, but 5,000 of this is in 8 impressive golden statues weighing 250 pounds each – fortunately, the interplanar merchant is prepared to part with a bag of holding type III.

Additionally, if one of your players has been begging incessantly for Flametongue, now may be their chance to acquire it or other esoteric magic items they're keen on from the plane traveling merchant.

Continuing down the steps brings the party to a laboratory that is beyond the comprehension of any but the most potent magicians. Tarryndorn is completely consumed with the Necrotic Nexus, giving the PCs an opportunity to position themselves and gain an upper hand before battle begins (although they may be noticed by his familiar, or their approach forewarned by one of the undead’s allies or spies). Roll 1d6+4 to determine the number of rounds the mad necromancer is too distracted to notice the party once they reach the bottom of the steps. The party must also resist the unnatural effects of the partially unfiltered stimuli of the planes and those who fail a Will save (DC 18) are paralyzed by the sensory input for 1d4+1 rounds. There is only one save for this effect, required every 24 hours. If the party has not subdued or killed Sivvideous the Shaded, he appears after 1d6+3 rounds of combat and aids in the defeat of Tarryndorn.

The chamber at the bottom of the staircase is not lit by torches but the oscillations of the massive nexus of arcane energies that occupy the center of the vaulted chamber. Squat stone boxes adorned with levers and dials lay thirty feet equidistant of the many-pointed star that acts as the oscillating continuum's podium. Floating perhaps ten feet in the air, the pulsing globe is mostly composed of black and purple energy that flows off of it like flame. The trails of power dissipate into motes of light that sparkle in the air before fizzling into nothingness, but your eyes are drawn to the sphere's core. There the subdued and variegated colors of countless planes of existence grip your attention and mesmerize you. Your gaze glosses over a silhouette difficult to distinguish from the Necrotic Nexus and you wrestle back control of your body as you recognize the tattered black cloak wafting just above the ground. The ethereal undead from the mausoleum gestures wildly, frantically assaulting the mystical waypoint with unknown energies, utterly obsessed with his task.

(After Tarryndorn's defeat)

As the final blow is struck the tortured eater of spirits screams in a shrill cry that rattles your bones and your soul as a rippling cascade of energy envelops the room and bowls outward. The maelstrom of souls in its rib cage explode, destroying the body entirely in a burst of blinding energy. They surge away, their screams of joyous freedom restoring and fortifying your vigor as they escape confinement.

Sivvideous the Shadeborn and his familiar Shadowrend (3.5)

Sivvideous the Shadeborn Sorcerer 9

 

Size/Type: medium outsider (native)

 

Hit Dice: 9d4+18 (59 hp)

 

Initiative: +3

 

Speed: 30 ft. (6 squares)

 

Armor Class: 22 (+4 armor, +1 deflection, +3 Dex, +4 shield), touch 14, flat-footed 15

 

Base Attack/Grapple: +4/+4

 

Attack: +1 longspear +5 melee (1d8+1, 20/x3) or +1 light crossbow +8 ranged (1d6+1, 20/x3)

 

Full Attack: +1 longspear +5 melee (1d8+1, 20/x3) or +1 light crossbow +8 ranged (1d6+1, 20/x3)

 

Space/Reach: 5 ft./5 ft.

 

Special Qualities: Darkvision 60 ft., light sensitivity, low light vision

 

Saves: Fort +7, Ref +7, Will +6

 

Abilities: Str 10, Dex 16, Con 14, Int 12, Wis 6, Cha 16

 

Skills: Concentration +10, Hide +8, Knowledge (arcana, planes) +5, Move Silently +8, Spellcraft +6; +3 Spot in shadowy areas

 

Feats: Augment Summoning, Combat Casting, Iron Will, Silent Spell, Spell Focus (conjuration)

 

Challenge Rating: 9

 

Treasure: +1 light crossbow, 21 bolts, +1 longspear, elven chain, ring of sustenance, ring of deflection +1, 2 potions of cure critical wounds, 2 potions of cure light wounds, 3 scrolls of lightning bolt (CL 5th, DC 14) 52 gold

 

Alignment: chaotic neutral

 

COMBAT

Before engaging anything in combat, he casts mage armor, shield, greater invisibility and stoneskin. He relies largely on Shadowrend to be his eyes and ears in the dungeon, and it has not helped his psyche. The most common animals he summons are hippogryffs, which have the greatest chance of knocking the party from the bridge and down into the chasm below (which deals 10d6 damage after they fall 500 or so odd feet).

 

SPELLS

0th(6/day; DC 13) detect magic, read magic, ray of frost, mage hand, mending, message, open/close, prestidigitation

 

1st (7/day; DC 14) shield, mage armor, summon monster I, magic missile, ray of enfeeblement

 

2nd (7/day; DC 15) acid arrow (DC 17), detect thoughts, summon swarm, invisibility

 

3rd (7/day; DC 16) dispel magic, fly, summon monster III

 

4th (4/day; DC 17) greater invisibility, stoneskin

 

 

 

Shadowrend                      Owl Familiar

 

Size/Type: Tiny Magical Beast

 

Hit Dice: 1d8 (4 hp)

 

Initiative: +3

 

Speed: 10 ft. (2 squares), fly 40 ft. (average)

 

Armor Class: 22 (+2 size, +3 Dex, +7 natural), touch 15, flat-footed 19

 

Base Attack/Grapple: +0/–11

 

Attack: Talons +5 melee (1d4–3)

 

Full Attack: Talons +5 melee (1d4–3)

 

Space/Reach: 2-1/2 ft./0 ft.

 

Special Qualities: Alertness, deliver touch spells, empathic link, improved evasion, low-light vision, speak with animals of its kind, speak with master

 

Saves: Fort +2, Ref +5, Will -2

 

Abilities: Str 4, Dex 17, Con 10, Int 10, Wis 6, Cha 4

 

Skills: Listen +12, Move Silently +17, Spot +2 (+4 in shadows)

 

Feats: Alertness, Weapon Finesse

 

Challenge Rating: 1/4

 

Treasure: None

 

Alignment: chaotic neutral

Sivvideous the Shaded and his Eidolon Shadowrend (Pathfinder)

Sivvideous the Shaded Summoner 9 (Shadow Caller) CR 8

 

XP 4,800

 

CN medium humanoid (outsider)

 

Init +3; Senses darkvision 60 ft., low-light vision; Perception +2

 

----- Defense -----

 

AC 20, touch 14, flat-footed 17 (+6 armor, +3 dex, +1 deflection)

 

hp 67 (9d8+27)

 

Fort +6 Ref +6 Will +6

 

Resist Cold 5, Resist Electricity 5

 

----- Offense -----

 

Speed 30 ft.

 

Melee +1 longspear +7 (1d8+1)

 

Ranged +1 light crossbow +10 (1d8+1, Range 80 ft.)

 

Space 5 ft.; Reach 5 ft.

 

Spell-Like Abilities (CL 9th; concentration +12)

 

1/day—disguise self, shadow walk (self only) or dimension door

 

6/day—summon monster I-V (duration increases to minute/level)

 

Spells Known (CL 9th; concentration +12)

 

0th—acid splash, arcane mark, detect magic, mage hand, message, read magic

 

1st—magic fang, magic mouth, protection from good, lesser rejuvenate eidolon, shield

 

2nd—barkskin, lesser evolution surge, invisibility, summon eidolon

 

3rd—black tentacles, stoneskin, fly, dispel magic

 

                                    0th      1st      2nd     3rd

 

Spells per Day           ∞       6          5          4

 

DC                               13        14        15        16

 

----- Statistics -----

 

Str 10, Dex 16, Con 16, Int 12, Wis 6, Cha 16

 

Base Atk +6; CMB +6; CMD 19

 

Feats Augment Summoning, Iron Will, Shadow Walker, Spell Focus (conjuration), Superior Summoning

 

Skills Fly +9, Knowledge (arcana) +6, Knowledge (planes) +11, Perception +2, Spellcraft +11, Stealth +14; Racial Modifiers +2 Knowledge (planes), +2 Stealth

 

Languages Common

 

SQ Cantrips, Shadow Eidolon

 

Gear +1 light crossbow, 21 bolts, +1 longspear, elven chain, ring of sustenance, ring of protection +1, 2 potions of cure serious wounds, 2 potions of cure light wounds, 3 scrolls of lightning bolt (CL 5th, DC 14), 52 gold

 

----- Special Abilities -----

 

Life Link (Su) eidolon must be within 100 feet of summoner to be at full strength, may continue to stay on plane if Summoner sacrifices hit points.

 

Bond Senses (Su) standard action, 9 rounds/day, share senses with eidolon

 

Shield Ally (Ex) When eidolon is within reach, the summoner receives a +2 shield bonus to Armor Class and +2 circumstance bonus to saves.

 

Maker's Call (Su) standard action, 1/day, summon eidolon to summoner's side, functions as dimension door

 

Transposition (Su) may use Maker's Call to switch places with eidolon

 

Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

 

Shadow Summoning (Sp) When using his summon monster ability, Sivvideous summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list would receive the celestial or fiendish template based on caster alignment, they receive the shadow creature template instead. Sivvideous cannot summon elementals, archons, lemures, hell hounds, mephits, devils, azatas, erinyes, succubi, bebiliths, salamanders or xills but can summon zoogs, augur kytons, allips, gloomwings, shadows, shadow mastiffs and shae. This ability otherwise functions as and replaces the summoner's normal summon monster spell-like abilities.

 

Shadow Eidolon: Sivvideous' eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, the fetchling's shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller's eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon. This ability alters the summoner's eidolon ability.

 

Gear +1 light crossbow, 21 bolts, +1 longspear, elven chain, ring of sustenance, ring of detection +1, 2 potions of cure critical wounds, 2 potions of cure light wounds, 3 scrolls of lightning bolt (CL 5th, DC 14) 52 gold

 

NOTE While trapped in the Rassdradden Ruins, Sivvideous can only summon his eidolon via the summon eidolon spell and thus is limited in rounds of use per day.

 

----- Tactics -----

 

Before engaging the party at any point, he casts barkskin, shield, invisibility and fly.  He uses lesser evolution surge for the Shadow Form evolution to empower Shadowrend, whom he prefers not to use since he can only summon him briefly inside of the ruins. Sivvideous almost always begins combat with an initial wave of summoned monsters.

 

 

 

Shadowrend Eidolon 9 CR --

 

CN large outsider

 

Init +2; Senses darkvision 60 ft.; Perception +7

 

----- Defense -----

 

AC 21, touch 11, flat-footed 19 (+6 armor, +4 natural, +2 dex, -1 size)

 

hp 59 (7d10+21)

 

Fort +8, Ref +7, Will +2; +4 Will vs Enchantment spells and effects

 

----- Offense -----

 

Speed 40 ft., fly 40 ft. (average)

 

Melee bite +14/+12 (1d8+12 plus grab)

 

Space 10 ft.; Reach 10 ft.

 

Special Attacks Swallow Whole (1d8+1d6+12, AC 12, 5 hp)

 

----- Statistics -----

 

Str 26, Dex 15, Con 17, Int 7, Wis 10, Cha 11

 

Base Atk +7; CMB +16 (+22 Grapple); CMD 28 (34 grapple, can't be tripped)

 

Feats Wingover, Flyby Attack, Improved Unarmed Strike, Improved Grapple; Multiattack

 

Skills Acrobatics +9, Fly +7, Perception +7, Stealth +5

 

Languages Common

 

SQ link, share spells, evasion, devotion, large sized

 

Evolutions Bite, Limbs (legs) (2), Shadow Blend, Grab, Flight, Large Size, Swallow Whole

 

----- Special Abilities -----

 

Shadow Blend (Su) In any condition of illumination other than bright light, Shadowrend disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.

 

----- Tactics -----

 

Shadowrend uses his prodigious size to its advantage, preferring to Flyby Attack and grapple enemies before swallowing them whole and grappling another.

 

”Tarryndorn

Tarryndorn's Hungering Bat Familiar

 

Size/Type: Diminutive Undead (Incorporeal)

 

Hit Dice: 5d12 (32 hp)

 

Initiative: +2

 

Speed: 5 ft. (1 squares), fly 40 ft. (good)

 

Armor Class: 19 (+4 size, +2 dex, +3 natural), touch 16, flat-footed 17

 

Base Attack/Grapple: +5/--

 

Attack: Incorporeal touch +7 (1+1d3 points of Constitution drain)

 

Full Attack: Incorporeal touch +7 (1+d3 points of Constitution drain)

 

Space/Reach: 1 ft./0 ft.

 

Special Attacks: Constitution drain

 

Special Qualities: Blindsense 20 ft., low-light vision

 

Saves: Fort +2, Ref +4, Will +6

 

Abilities: Str --, Dex 15, Con --, Int 8, Wis 14, Cha 4

 

Skills: Hide +22, Listen +16, Move Silently +6, Spot +16; Racial Modifier: +4 on Spot and Listen checks (lost if blindsense is negated)

 

Feats: Alertness

 

Organization: Always with Tarryndorn

 

Challenge Rating: 5

 

Alignment: Neutral Evil

 

COMBAT

 

Tarryndorn uses his familiar to cast vampiric touch when reduced below 40 hit points, and if this means the end of his familiar it doesn't seem to phase the necromancer.

 

SPECIAL ABILTIES

 

Blindsense (Ex) A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

 

Alertness (Ex)

 

While a familiar is within arm’s reach, the master gains the Alertness feat.

 

Improved Evasion (Ex)

 

When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

 

Share Spells

 

At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

 

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

 

Empathic Link (Su)

 

The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

 

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

 

Deliver Touch Spells (Su)

 

If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

 

Speak with Master (Ex)

 

If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

 

 

 

Tarryndorn the Warped       Wraith Sorcerer 6

 

Size/Type: Medium Undead (Incorporeal)

 

Hit Dice: 5d12+6d4+11 (58 hp)

 

Initiative: +7

 

Speed: Fly 60 ft. (good) (12 squares)

 

Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12

 

Base Attack/Grapple: +5/—

 

Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)

 

Full Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)

 

Space/Reach: 5 ft./5 ft.

 

Special Attacks: Constitution drain, create spawn

 

Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, summon familiar, undead traits, unnatural aura

 

Saves: Fort +3, Ref +6, Will +11

 

Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 16

 

Skills: Bluff +9, Concentration +6, Diplomacy +7, Hide +11, Intimidate +10, Knowledge (arcana) +8, Knowledge (planes/religion) +5, Listen +12, Search +10, Sense Motive +8, Spellcraft +8, Spot +12, Survival +2 (+4 following tracks)

 

Feats: Alertness, Blind Fight, Combat Reflexes, Improved Initiative, Spell Focus (necromancy), Greater Spell Focus (necromancy), Toughness

 

Challenge Rating: 11

 

Alignment: lawful evil

 

COMBAT

 

Tarryndorn first animates zombies and skeletons he keeps in the area (6 per party member) to occupy the PCs attention before withdrawing to the air above and casting suggestion and blindness. Once deprived of their sight, the undead descends for the kill (using his Constitution drain ability).

 

SPECIAL ABILITIES

 

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

 

Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

 

Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 18 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.

 

Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

 

SPELLS

 

0th (6/day; DC 13) acid splash, detect magic, read magic, ray of frost, mage hand, message, prestidigitation

 

1st (7/day; DC 14) mage armor, shield, magic missile, ray of enfeeblement (DC 16)

 

2nd (6/day; DC 15) blindness/deafness (DC 17), command undead (DC 17)

 

3rd (4/day; DC 16) suggestion, vampiric touch

Tarryndorn the Warped Devourer and his Hungering Familiar (Pathfinder)

Tarryndorn's Hungering Bat Familiar CR 7

 

XP 3,200

 

NE Diminutive undead (extraplanar)

 

Init +2; Senses blindsense 20 ft., darkvision 60 ft., low-light vision; Perception +23

 

----- Defense -----

 

AC 20, touch 16, flat-footed 18 (+2 Dex, +4 natural, +4 size)

 

hp 66 (7 HD, 1/2 master's total)

 

Fort +4, Ref +6, Will +11

 

undead traits; SR 18

 

----- Offense -----

 

Speed 5 ft., fly 40 ft. (good)

 

Melee bite +16 (1d3-5)

 

Space 1 ft.; Reach 0 ft.

 

Spell-Like Abilities (CL 7th; concentration +9)

 

3/day—animate dead, bestow curse (DC 15), confusion (DC 16), control undead (DC 19), death knell (DC 14), ghoul touch (DC 14), inflict serious wounds (DC 15), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 15), true seeing, vampiric touch (DC 15)

 

----- Statistics -----

 

Str 1, Dex 15, Con 6, Int 9, Wis 14, Cha 5

 

Base Atk +10; CMB +1; CMD 13

 

Feats Alertness, Weapon Finesse

 

Skills Fly +20, Perception +23, Stealth +18; Racial Modifiers +4 Perception

 

Languages Only capable of speech with Tarryndorn and other bats.

 

SQ Deliver touch spells, empathic link, improved evasion, share spells, speak with master, speak with animals of its kind

 

----- Ecology -----

 

Environment any

 

Organization always with Tarryndorn

 

Treasure none

 

----- Special Abilities -----

 

Familiar Special Ability (Su) Grants Tarryndorn a +3 bonus on Fly checks.

 

-----Tactics-----

 

The Hungering familiar harries the party, flying away when attacked to return the next round to use more of its spell-like abilities.

 

 

 

Tarryndorn the Warped Devourer CR 10

 

XP 12,800

 

NE Medium undead (extraplanar)

 

Init +9; Senses darkvision 60 ft.; Perception +20

 

----- Defense -----

 

AC 26, touch 15, flat-footed 21 (+5 Dex, +11 natural,)

 

hp 105 (14d8+42)

 

Fort +7, Ref +9, Will +12

 

spell deflection, undead traits; SR 21

 

----- Offense -----

 

Speed 30 ft., fly 20 ft. (perfect)

 

Melee 2 claws +17 (1d6+7 plus energy drain)

 

Space 5 ft.; Reach 5 ft.

 

Special Attacks devour soul, energy drain (1 level, DC 18)

 

Spell-Like Abilities (CL 18th, Concentration +21)

 

At will—animate dead, bestow curse (DC 17), confusion (DC 17), control undead (DC 20), death knell (DC 15), ghoul touch (DC 15), inflict serious wounds (DC 16), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 16), true seeing, vampiric touch (DC 16)

 

----- Statistics -----

 

Str 24, Dex 20, Con —, Int 19, Wis 16, Cha 17

 

Base Atk +10; CMB +17; CMD 32

 

Feats Blind-Fight, Cleave, Combat Casting, Combat Expertise, Improved Initiative, Improved Sunder, Power Attack

 

Skills Bluff +17, Diplomacy +12, Fly +21, Intimidate +17, Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20, Sense Motive +17, Spellcraft +21, Stealth +9

 

Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.

 

----- Special Abilities -----

 

Devour Soul (Su) By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell. A DC 20 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain by this attack becomes trapped within the devourer's chest. The creature cannot be brought back to life until the devourer's destruction (or a spell deflection—see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell's level (for sake of ease, spell levels for its spell-like abilities are included in its stats in superscript). At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained—these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life). A soul that is completely consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based.

 

Spell Deflection (Su) If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 23 caster level check when a spell is deflected—success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.

 

-----Tactics-----

 

Tarryndorn avoids melee combat, floating in the air and using his spell-like abilities to wreck havoc on the party. He begins with a whopping 32 essence points available.

Making your own Corrupted Familiar

The creature acts as though it were a familiar of a wizard equal to half its owner's hit die with all the undead traits and half their master's special attacks and abilities (but never their focused ability). The DCs for these effects are determined by the adjusted hit die and the familiar's highest mental attribute modifier. It may use any spell-like abilities its owner has a number of times per day equal to 1 + the familiar's highest mental attribute modifier. Corrupted Familiars never deal energy drain or other additional effects with a melee attack (unless they are incorporeal, in which case they have the corrupting touch special attack.) For 3.5, if the familiar's owner only has attacks that deal ability damage, the Corrupted Familiar receives these but only does half as much damage.

With the psychotic spirit destroyed the PCs have one task left to them – healing the rift of the planar conjunction and repairing the Necrotic Nexus. Doing so can be as simple as a skill check, individual problem solving or a group puzzle depending on your gaming group's tastes.

Souls here, we got souls here! All kinds, all sorts! Get your souls here!

Any cleric or qualified monster hunter will recognize that Tarryndorn must have been the source of lost souls from Fenleist. There are a plethora to free from the necromancer's control, and they all have stories, unfinished quests and incomplete deeds. Use these spirits to entice your players and foreshadow elements of your campaign, creating a backdrop of minor characters to integrate multiple plot lines (or AdventureAWeek.com modules!) and paint a more vivid picture of your world. Or just have them fly off to whatever rewards await them in the afterlife.

Finding the Wayward Swords

These puzzles are ordered alpha, gamma and zeta. If you want to present less of a challenge to your players, use only one of these puzzles rather than a mix of all three.

Puzzle images located here!  

Make sure you fold the puzzle sheets as indicated (lengthwise - “hamburger" - in-between panels on the lines) so that each column runs up against one another (and have no visible 'dead space' between them). When correctly folded, seven columns with 8 symbols each should face outward.

  1. Each control station has seven panels (columns). Each panel has 8 symbols.
  2. Players fold the 'panels' back in on themselves, bringing the three correct panels to the fore to create the strongest continuous pattern possible with consecutive symbols (like a circuit).
  3. Symbols may 'connect' shapes diagonally, vertically and horizontally for these purposes.
  4. There is a minute per spell level timer activated when a spell is cast into the Necrotic Nexus.
  5. Only 3 panels may be removed from a control station at one time (so four columns are to be ignored and folded away).
  6. Panels may only be removed from control stations simultaneously.
  7. The symbols on the panels are only visible within 5 feet (so no players can walk around and help each other, they must communicate verbally).

 

The correct solution for Alpha are rows (counting from the top) 2, 4 and 7 – swirly symbols.

The correct solution for Gamma are rows 1, 3 and 5 – exaggerated \_/ symbols.

The correct solution for Zeta are rows 2, 5 and 7 – the exaggerated star symbols.

The correct pattern is a double-helix. Any pattern that is continuous counts as a false puzzle solution, and any pattern that is not continuous is a failed puzzle solution.

The magical emanations from a successfully opened portal make a few things clear. Wherever it leads, anyone not tethered or possessing potent strength will not be able to return. Additionally, once opened the portal will only be open for one minute per spell level cast into the nexus. If your players aren't interested in doing the puzzle, Knowledge (planes) and Spellcraft checks (DC 20) will suffice.

On a false puzzle solution, the user makes a Will save (DC 18). On a success they take no damage, while failures deal 2d8 force damage as the panels rebound from one another. On a failed puzzle solution, the user must suffer the effects of a false puzzle solution and make a second Will save (DC 16) or risk being sucked inside the Necrotic Nexus after taking an additional 2d8 force damage (no save).

NOTE: This faux-origami puzzle can be really fun and improve the challenge of the task, but may prove to be a little too troubling. If you anticipate that this might be the case, just hand out 4 slips of paper about an inch wide and 8 inches tall to players and have them cover up whatever panels they think are necessary to make the strongest pattern/circuit.

As the correct panels are slotted into the pointed pedestal that contains the Necrotic Nexus they shimmer with silver and golden light and slide into recesses below the floor. Beams of energy strike the floating sphere and it begins to swirl fiercely, coalescing into a beautiful blue and white hue. A pulse of arcane force ripples outward and for a brief moment you feel slightly lighter as it passes over your body.

You leap into the swirling eddy of colors that have consumed the portal and feel like your entire body is being squeezed all over, all at once. The pressure is almost too much to endure, but in an instant the sensation ends with a popping noise and your eyes adjust to perceive a realm they were never meant to comprehend.

Motes of distant light glitter like stars on a clear night while planets and moons float and bob on massive rivers of colors you know no words for. In the far distance (or perhaps very near, it is difficult to tell the difference here) a wave begins to swell. The breaker surges upwards and reveals a sinewy tentacle covered with barbs the size of houses as it undulates a body that dwarfs cities and sinks below a belt of solidified clouds.

You float towards a blue and green oasis in this desert of the impossible, relieved by the sight of common apple trees. It rotates as you approach and sitting on what was the far side of the tiny planet are an ifrit, an undine, an oread and a sylph – the “Wayward Swords” - and one very thin halfling in terribly antiquated attire. The sylph notices you first and screams triumphantly, leaping into the air and waking her allies. They whistle and gesture towards you, gathering their belongings with wide grins of excitement across their faces.

The “Wayward Swords” arrived there, by their reckoning, a few hours ago. Fizzlewik says that he believes he's aged only a few years. Both are shocked to hear otherwise, but the latter takes it with a surprising amount of levity, mostly interested in knowing what new technologies and sciences have developed. The halfling 'magicianeer' (a term he invented) found the Necrotic Nexus after establishing the town and even built his infamous crane (which he is surprised to hear still stands) as a means to hide his excavations to unearth the anomaly for study. Asking a talented colleague for his assistance, one Rankir Tarryndorn, was Fizzlewik's crucial mistake. Once touched by the unfiltered stuff of the planes, the elven wizard went insane, his heart corrupted by some stray necrotic influence. In a panic, the halfling leaped into the nexus to escape, and has been stuck since.

This is all explained posthumously however, as Fizzlewik has already briefed the “Wayward Swords” on how, if ever, they would escape this extradimensional prison. They eagerly leap to meet whomever appears through the portal, tied off to one another by rope.

 

 

 

 

A Finish to Fenleist's Phenomena

Upon learning how much time has passed, the “Wayward Swords” quickly gift the PCs one random medium wondrous item in thanks and dash away, insisting that they are late to prevent a calamitous event from occurring.

Sivvideous the Shaded has his sanity restored once the fabric of the Shadow realm stops seeping through the portal into the ruins (provided that he is still alive). The shadow caster believes that with some study beside the magicianeer he might devise a way to both heal his crazed halfling ally Ruck and perhaps even save Krallkar Heinbell's soul.

Fizzlewik offers to study the planar crossroads, ensuring the party that teleporting them to wherever they please (any plane or place) should be a simple enough task and doable inside of a week. The halfling also knows of another route to the surface through a hatch that leads to the underground workings of the crane above (which is sure to infuriate the PCs if they took the hydraulic passages to reach the Rassdradden Ruins).

The citizens of Fenleist throw a festival to celebrate the end of their torment, promising to erect statues commemorating the PCs on the corners of the town's palisades. Doroi Tavskern pays the party tribute, promising his aid to any venture in which they might require his skills in the future (just as soon as he makes a proper report to the central church). Fizzlewik's return is met with an initial air of suspicion and doubt, but he quickly solidifies his identity by explaining the mysterious inner workings of the crane and how it is he'll go about constructing his next masterpiece (an idea for a lighter-than-air ship he came up with sometime about 470 years ago). Before the next day is out the halfling magicianeer is unanimously elected to once again become mayor of Fenleist, the first they'll have had since his last tenure.