TEXT: Dungeon Module GP
  Fractured Phylactery
  by John Ling
  AN ADVENTURE FOR CHARACTERS LEVEL 15-17
  Dungeon Module GP
  Fractured Phylactery
  by John Ling
  AN ADVENTURE FOR CHARACTERS LEVEL 15-17
  ����� ���������� ������������ ����� ���������� ����������
  ��������������������������������������������������������
  ���� ���� �������� ���������� ��� ���� ����� ����������� �������
  ����������� ���� ���������� ��� ��������� ��� ������ ��� ����
  ����� ���� ����� ��� ���� �������� ����� ������� �������� �����
  �����������������������
  ��� ���� ���� ����� ���������� ����������� ���� �����
  �����������������������������������������������������
  �������������������������������������������������
  ����������������������������������
  ����� ���������� ������������ ����� ���������� ����������
  ��������������������������������������������������������
  ���� ���� �������� ���������� ��� ���� ����� ����������� �������
  ����������� ���� ���������� ��� ��������� ��� ������ ��� ����
  ����� ���� ����� ��� ���� �������� ����� ������� �������� �����
  �����������������������
  ��� ���� ���� ����� ���������� ����������� ���� �����
  �����������������������������������������������������
  �������������������������������������������������
  ����������������������������������
  ������������� ����� ���� ���������� ������������ ����� ��������� ����
  ���������� ������������ ����� ����� ������ ������������ ����� ����
  ����������������������������� ���� ����� ����������� ��� ����
  ���������� ������������ ������ ������ ������������ ���� ����� ����
  ����������������������������������������������������������
  ������������� ����� ���� ���������� ������������ ����� ��������� ����
  ���������� ������������ ����� ����� ������ ������������ ����� ����
  ����������������������������� ���� ����� ����������� ��� ����
  ���������� ������������ ������ ������ ������������ ���� ����� ����
  ����������������������������������������������������������
  
  Fractured 
  Phylactery
  Compatibility with the Pathfnder Roleplaying Game requires the Pathfnder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfnderRPG for more information on the Pathfnder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  JOHN LING
  
  CREDITS
   
  Designer: John Ling 
   
  Editor/Developer: Dan Comrie 
   
  Cartographer: ��������������� 
  �
  ������������������������� Jude Beers and Joel Biske 
  �
  ���������������� Joel Biske 
  �
  ������������������������������ ������������� 
  �
  ������������������ Erik Bauer 
   
  Published by: Gaming Paper LLC 
   
   www.gamingpaper.com 
   
   ©Gaming Paper LLC 
   
   Printed in the United States
  All logos are the trademark of Gaming Paper LLC. All rights reserved. Published Under the SRD, OGL, and D20 (v 3) License ©2000, Wizards of the Coast, Inc.
  ������������������������������������������������������������������������������������������������������������������������������������������������������������
  ����������������������������������������������������������������������������������������������������������������������������������������������
  �����������������������������������������������������������������������������������������������������������������������������������������������������������
  trademarks of Paizo
  ���������������������������������������������������������������������������������������������������������������������������������������������������
  information on the compatibility license.
  ����������������������������������������������������������������������������������������������������������������������������������������������
  ������������������������������������������������������������������������������������
  ������������������������������������������������������������������������������������������������������������������������������������������������������
  rituals, artifacts AND OR the names of abilities presented within this book are Open Game Content as described in Section 1(d) of the License.
  OPEN GAME LICENSE Version 1.0a
  ��������������������������������������������������������������������������������������������������������������������������������������������������
  1. ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  �������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  �����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  2. ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3. ���������������������������������������������������������������������������������������������������������������
  4. ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  5. ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  6. �����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  ���������������������������������������������������������������������������������������������������������������
  7. ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  �������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. ��������������������������������������������������������������������������������������������������������������������������������������������������������
  9. ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  License.
  10. ����������������������������������������������������������������������������������������������������������������������
  11. �������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  12. �������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  13. ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  14. ����������������������������������������������������������������������������������������������������������������������������������������������������������������
  15. ����������������
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  ��������������������������������������������������������������������������������������������������������������������������������������������������������������
  �������������������������������������������������������������������������������������������������������������������������������������������������
  �������������������������������������������������������������������������������������
  ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  �������������������������������������������������������������������������������������������������������������������������������������������������
  �����������������������������������������������������������������������������������
  ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
  ��������������������������������������������������������������������
  ��������������������������������������������������������������������������������������������������������������������������������������
  ��������������������������������������������������������������������������
  
  Fractured Phylactery
  by John Ling
  AN ADVENTURE FOR 15TH- THRU 17TH-LEVEL CHARACTERS
  
  4
  Fractured 
  Phylactery
  AN ADVENTURE FOR 15TH- THRU 
  17TH-LEVEL CHARACTERS
  By John Ling
  Leander d’Arstond, a lich driven insane by his centuries of unlife, 
  regularly dares do-gooders to hunt and destroy him. Unbeknownst to 
  most, though, is that d’Arstond is no normal lich; he has undertaken a 
  profane ritual that divides his phylactery into four parts, and has stashed 
  those fragments on the various elemental planes. Te heroes must travel 
  to each elemental plane and track down the shard — and overcome its 
  current owner. As they successfully recover the fragments, d’Arstond 
  sends assassins to thwart the heroes. To succeed in overcoming 
  d’Arstond, the PCs will need to overcome a cruel fre giant duke, a 
  cunning airship pirate, a fell aboleth sorcerer, and a powerful linnorm. 
  Only then can they confront d’Arstond in his dangerous lair and send the 
  vile lich to oblivion! Te Fractured Phylactery is a 16th level Pathfnder 
  Roleplaying Game adventure of extraplanar proportions!
  ADVENTURE BACKGROUND
  Many centuries ago, an evil wizard named Leander d’Arstond decided he 
  needed eternity, and so undertook the ritual to become a lich. Leander’s 
  heart was darker than most, though, and so he didn’t just become a 
  lich. He underwent a perverse ritual that consumed the souls of four 
  exceptionally good people, and in the process his phylactery split into 
  four pieces, each capable of reviving him upon destruction.
  Fascinated with the planes and planar creatures, d’Arstond concealed 
  his four phylacteries on the elemental planes. For a few hundred years, 
  the paranoid lich kept track of the fragments, always knowing where 
  they were and how they were guarded. Eventually, though, he became 
  complacent, and stopped following the fragments. Ten, he became 
  bored with eternity, realizing — too late — that humans were not 
  intended to live for half a millennium. 
  Leander d’Arstond is now insane, his mind cracking under the pressure 
  of an extraordinarily long life. He seeks release from the mortal world, 
  but can’t bring himself to fnd his phylactery fragments and destroy 
  them himself.  He relies on the one constant through his life and unlife 
  — the sheer number of heroes in the multiverse. D’Arstond dares the 
  adventurers to hunt his fragments, destroy them, and then bring about 
  his demise. No group has had success in destroying any of the fragments, 
  though a few were, at times, recovered.
  THE FRACTURING RITUAL
  Any evil spellcaster can perform the standard ritual to become a lich. 
  Te cost is steep — a hundred twenty thousand gold pieces — but for 
  those seeking unlife, and who then expect to exist for eternity, the cost 
  is a pittance. Choosing unlife is, in most cases, an evil act. It’s enough 
  to cause paladins and good clerics to seek out those who profane the 
  natural order and attempt their destruction.
  Destroying the Fragments
  ����������� ���� ����� ����� ��� ��������� ��� ��� ����������� ������
  ������������������������������������������������������������
  �������������������������������������������������������������
  ����������������������������������������������������������
  ��� ����� �������� ����� ��� ������������� ����� ����������� ���� ����
  �������� ����� ������ �������� ��� ���� ������������ ����� ��� ���
  �����������������������������������������������������������
  ����� ��� ���������� ��� �� ������������� ������� ��� �������� ���
  ����������������������������������������������������������������
  ���������������������������������������������������
  Hooks
  Ideally, whatever hook you select to involve the players — and 
  characters — has a bit of personal feel to it. Here are some 
  �����������������������������������������������������������������
  characters’ background and the players’ style.
  RetRIbutIon
  ������������������������������������������������������������������
  paragons of good. While that vile act occurred centuries ago, the 
  crime remains unpunished.  A cleric, paladin, monk, or similar 
  �����������������������������������������������������������
  ����������������������������������������������������������������
  ����������������������������������������������������������������
  crimes at this point.
  ������ ���� ������� ��� ���� ����� ���� ������� ������ ���� ��������
  �����������������������������������������������������������������
  ���� ��������� ��������������� ���� ����� ����������� ����������
  �������������������������������������������������
  I DARe You!
  d’Arstond has a perverted death wish. In the recent past, he’s 
  challenged high-level adventurers to hunt him — and won every 
  �������������������������������������������������������������
  in his mad game. this could be as simple as using a sending (or 
  �����������������������������������������������������������������
  ��� ��� ����� ��� �������� ��������� ������ ��� ���� ��� ���� ���� �� ��
  spouse, child, parent, cohort, etc. If your players are the type 
  ������������������������������������������������������������
  ������������������������������������������������������������������
  have d’Arstond go on a killing spree in a nearby community —
  perhaps even wiping out a whole hamlet or village.
  We neeD A HeRo!
  ��� ���� ���� ���� ����������� ���������� ���������� ����� ��������
  their business, consider having a king, governor, or similar high-
  ����������������������������������������������������������
  ���������������������������������������������������������������
  ������ ����� ���� ����� ��� ��������� ������� ��� �� ���������� ����
  previous two hooks. For example, you could have d’Arstond kill 
  the queen or prince, sending the king into a deep depression. 
  �������������������������������������������������������������
  has any chance of pulling the king out of his malaise — and, 
  of course, such a task comes with appropriate recompense.
  
  5
  Te truly debased, however, go a step further and include the fracturing 
  ritual in their ascension to unlife. To take this step is rare, and expensive. 
  In addition to the standard costs of building a phylactery, the fracturing 
  ritual requires the spellcaster to provide at least two high-quality gems, 
  each worth a minimum of 25,000 gold pieces. Each such gem provided 
  becomes a fragment of the lich’s phylactery upon the completion of the 
  ritual. Over and above to the gems, the spellcaster must provide a living 
  sacrifce, whose life energies are excruciatingly drained away over the 
  course of the ritual. Not just any living creature will do for this sacrifce. 
  Instead, the spellcaster must sacrifce a good-aligned cleric or paladin 
  whose level is at least equal to his own caster level. Beings sacrifced in 
  this matter cannot be raised or resurrected, even with powerful spells 
  such as true resurrection, wish, or miracle, until the fragment powered 
  by their life force is destroyed.
  At the completion of the ritual, each gem becomes a part of the lich’s 
  phylactery. From that moment forward, the gems may be separated 
  by any distance — including being placed on diferent planes. Should 
  the lich be killed, his rejuvenation ability regenerates his body at any 
  of the fragments, determined randomly by fate. As long as at least one 
  fragment remains, the lich’s rejuvenation ability works as normal. Only 
  when all the fragments are demolished can the lich be permanently 
  destroyed. 
  SPECIAL CONSIDERATIONS
  As with all high level adventures, there are some special considerations 
  to keep in mind as you work your way through the adventure.
  TRAVEL
  High level characters have access to myriad methods of instant travel. 
  Rather than outright blocking it through various methods, this 
  adventure takes advantage of these resources. Te characters need to 
  travel to four diferent planes in order to accomplish the goals of the 
  adventure. In addition, they’ll likely want to take advantage of instant 
  travel spells such as teleport. Tat’s okay. If the characters opt to use 
  greater teleport upon landing on the Elemental Plane of Fire as a means 
  of popping right into Overthane Grosk’s throne room, that’s just one of 
  the benefts of being 16th level. Having to slog through a dungeon crawl 
  is something they can avoid. In some cases, direct access isn’t available 
  — intelligent NPCs and monsters have protections, just like the PCs. 
  Don’t be afraid to let the PCs hop hither and yon when the option 
  presents itself. To do so, they must expend resources — resources they 
  could use for other things, which will therefore be slightly more difcult.
  In many cases, when it comes to travel spells, accuracy isn’t possible. 
  For example, the plane shif spell leaves them anywhere from 5 to 500 
  (5d%) miles of-target. Similarly, teleport has similar of-target rules, 
  though greater teleport removes that. So instead of having a linear set 
  of encounters crawling through a dungeon, this adventure has a hodge-
  podge of encounters to use while the characters travel the of-target 
  distance. Again, if they fnd methods to skip those encounters that’s 
  okay. Tey’re just taking advantage of one of the benefts of reaching 
  16th level.
  DIVINATION AND RESEARCH
  Divination magic is ofen at one extreme or another in campaigns — 
  either it’s used all the time or it’s never used.  Tis adventure assumes 
  that your players will make use of divination magic. If your players are 
  the type to avoid divination magic, you’ll need to gently prod them in 
  that direction.  If they regularly use it this is your chance to make them 
  work a bit.
  PCs who aren’t careful about how they go about doing their research 
  are likely to run into some roadblocks and misinformation. Te biggest 
  is the False Leander, a graveknight beholden to d’Arstond (see the False 
  Lair, room M13) who has taken up his name and serves as his proxy, 
  intentionally drawing sloppy diviners to him rather than his master.
  Te other aspect of this adventure that’s likely to trip up imprecise 
  diviners is the location of the phylactery. Unlike most liches, d’Arstond 
  has split his into four fragments. Divining for the location of the 
  phylactery isn’t going to turn up one good answer but either incomplete 
  information or no answer at all, depending on the question.
  You know your players, and so you have a bit of an advantage. Try to 
  plan ahead a bit, and think of the divination spells they’re likely to 
  use and the questions they’re likely to ask. If you can come up with 
  good guesses, you can work ahead to provide fun, riddle-like answers 
  where appropriate. Many divination spells — especially those that rely 
  on contact with outsiders — don’t give straight answers, but instead 
  respond in short sentences with cryptic replies. Tis is your chance to 
  have some fun and make your players work a bit to gain the information.
  Don’t be afraid to ask your players ahead of time what divination spells 
  they might consider using, and what questions they may want to ask. If 
  they’re hesitant to give you that information, remind them that having 
  that allows you to better craf the adventure to them, to personalize 
  things a bit. If all else fails, don’t hesitate to call a “time out” afer they 
  cast their spells but before you answer. Take fve minutes to ponder what 
  was asked, what the answer is, and what they get as their answer. Your 
  players should be more than willing to give you a brief moment to gather 
  your thoughts, if doing so improves their game experience.
  
  6
  NEGOTIATIONS
  Tere are several scenes in this adventure where a “face” man could talk 
  the players into gaining the fragment, rather than having to fght for it. 
  If one of the players has taken the time to specialize her character as a 
  master of Diplomacy, let that character shine. Remember, though, that 
  the gems the players will be seeking are quite valuable. Even the best 
  negotiator is going to fnd it impossible to convince an NPC to give up 
  something of that value for nothing. Whether the NPC simply wants 
  cash or needs a favor, chances are the characters need to give in order to 
  get. And, of course, some NPCs simply can’t be reasoned with — unless 
  “reason” involves steel and spells, that is.
  EXPANDING THE PLANES
  Each of the elemental planes has its own scene, with encounters 
  designed to focus on the plane. But in each case, we get right to the 
  heart of the matter, and deal with encounters directly dealing with the 
  phylactery fragment, and what the players need to accomplish in order 
  to recover it. If you and your players wish to delve further into the plane, 
  we’ve provided some ideas you can use to expand the material. We ofer 
  a plot hook or two that shouldn’t be too difcult to fesh out. Tere’s also 
  a sidebar at the end of each scene listing creatures that are appropriately 
  encountered on that plane. You can always opt to toss NPCs at your 
  group, friendly or otherwise.
  
  7
  ACT I: THE PLANES
  Act I requires the PCs to recover — and destroy — d’Arstond’s four 
  phylactery fragments, which are currently stashed on the four elemental 
  planes. Whether PCs destroy the gems as they recover them, or opt 
  to hold them until the very end is entirely up to them — it makes no 
  diference to how the adventure plays.
  Act I is interrupted in the middle by an assassin interlude — two cold-
  blooded killers sent by d’Arstond to take out the PCs. 
  Te heroes can proceed at whatever pace they wish — unless, of course, 
  you wish to add in your own time elements. Tey likely want to travel to 
  d’Arstond’s lair quickly afer the fourth fragment, however, lest the lich 
  further entrench himself behind even more defensive measures.
  PLANE HOPPING, ACROSS THE 
  MULTIVERSE!
  Te Fractured Phylactery requires characters to travel across multiple 
  planes in order to accomplish their mission. PCs will need to travel to 
  each of the elemental planes to recover a gem converted into a fragment 
  of d’Arstond’s phylactery. Tey can perform these tasks in any order; 
  they don’t need to progress in the order presented (Fire, Water, Earth, 
  Air). Characters will need protection from some planar traits, whether 
  from spells or magic items. Examples are provided within each scene to 
  help the GM provide those tools to players. Te following defnitions 
  are used to defne the planes below. (Note: other potential traits exist, 
  but are excluded from here for space considerations, as they don’t apply.)
  MAGICAL TRAITS
  Te following traits afect spells and spell-like abilities cast on the 
  elemental planes.
  �� Enhanced Magic Particular spells and spell-like abilities are easier 
  to use or more powerful in efect on planes with this trait than they 
  are on the Material Plane. Natives of a plane with the enhanced 
  magic trait are aware of which spells and spell-like abilities are 
  enhanced, but planar travelers may have to discover this on their 
  own. If a spell is enhanced, it functions as if its caster level was 2 
  higher than normal.
  �� Impeded Magic Particular spells and spell-like abilities are more 
  difcult to cast on planes with this trait, ofen because the nature 
  of the plane interferes with the spell. To cast an impeded spell, the 
  caster must make a concentration check (DC 20 + the level of the 
  spell). If the check fails, the spell does not function but is still lost 
  as a prepared spell or spell slot. If the check succeeds, the spell 
  functions normally.
  GRAVITY TRAITS
  Te following traits afect how gravity works on the elemental planes. If 
  a plane does not have a specifc trait listed, assume it has gravity efects 
  similar to the Material Plane.
  �� Subjective Directional Gravity Te strength of gravity on a 
  plane with this trait is the same as on the Material Plane, but each 
  individual chooses the direction of gravity’s pull. Such a plane has 
  no gravity for unattended objects and nonsentient creatures. Tis 
  sort of environment can be very disorienting to the newcomer, but 
  it is common on “weightless” planes.
  Characters on a plane with subjective directional gravity can move 
  normally along a solid surface by imagining “down” near their feet. If 
  suspended in midair, a character “fies” by merely choosing a “down” 
  direction and “falling” that way. Under such a procedure, an individual 
  “falls” 150 feet in the frst round and 300 feet in each succeeding round. 
  Movement is straight-line only. In order to stop, one has to slow one’s 
  movement by changing the designated “down” direction (again, moving 
  150 feet in the new direction in the frst round and 300 feet per round 
  thereafer).
  It takes a DC 16 Wisdom check to set a new direction of gravity as a 
  free action; this check can be made once per round. Any character who 
  fails this Wisdom check in successive rounds receives a +6 bonus on 
  subsequent checks until he or she succeeds.
  EXTRAPLANAR SUBTYPE
  It’s important to remember the efects of the extraplanar subtype — 
  the characters will gain it whenever they leave the Material Plane. 
  Assume all creatures mentioned in each section are native to that plane, 
  and therefore do not have this subtype, unless they’re stat block says 
  otherwise. 
  Spells such as banishment and dismissal force extraplanar creatures back 
  to their home plane. While PCs likely make use of these spells to deal 
  with outsiders and summoned creatures, while traveling they’re viable 
  targets themselves. While having to waste resources to return and fnish 
  their mission is annoying, the real danger is the 20% chance of being 
  sent to another plane entirely. Characters who are unprepared for the 
  harsh environment of whatever plane they land on can quickly fnd 
  themselves dead (or worse).
  
  8
  
  9
  SCENE I: ELEMENTAL PLANE OF FIRE
  Leander d’Arstond hid the large ruby fragment on the Elemental Plane 
  of Fire, then sat back and watched as the gem changed hands many 
  times. Over the centuries, the gem has had scores of owners, including a 
  red dragon and an efreeti prince. Currently, the gem adorns the throne 
  of Overthane Grosk, a brutal ruler of a small duchy who rules his land 
  from within his obsidian fortress. Players looking to recover the gem 
  will need to pry it from Grosk’s throne — a task he’s not going to permit 
  without a fght.
  PLANAR TRAITS
  �� Fire-Dominant Te Elemental Plane of Fire is composed of fames 
  that constantly burn without consuming its fuel source. Unprotected 
  wood, paper, cloth, and other fammable materials catch fre almost 
  immediately, and those wearing unprotected fammable clothing 
  catch on fre. In addition, unprotected individuals take 3d10 points 
  of fre damage every round. Creatures of the water subtype are 
  extremely uncomfortable; those that are made of water take double 
  damage each round.
  �� Enhanced Magic Spells and spell-like abilities with the fre 
  descriptor or that use, manipulate, or create fre (including those of 
  the Fire domain or elemental [fre] bloodline) are enhanced. 
  �� Impeded Magic Spells and spell-like abilities with the water 
  descriptor or that use, manipulate, or create water (including those 
  of the Water domain, the elemental [water] bloodline, and those 
  that summon water elementals or outsiders with the water subtype 
  are impeded. 
  PROTECTIONS
  Characters will need to fnd some way to protect themselves from the 
  eternal fames of the Elemental Plane of Fire. Spells such as resist energy 
  and protection from energy are efective, but have a short duration. Either 
  spell could be stored within a wand to allow a caster to free up slots for 
  the day, if necessary. Te endure elements spell is insufcient for the task. 
  A ring of greater energy resistance (fre) is the most efective protection 
  available, as it provides enough protection each round to resist the 
  maximum damage inficted by the plane. Te minor and major versions 
  of the ring ofer some protection, but characters will quickly fnd the 
  Elemental Plane of Fire to be unforgiving and uncomfortable if they rely 
  upon such insufcient protection.
  Creation of a custom item that provides immunity to fre also isn’t out 
  of the question, particularly at such a high level. Assuming such an item 
  uses up an item slot (such as a ring or amulet), a price of around 60,000 
  gp would be fair.
  THE OVERTHANE’S FORTRESS
  Built from obsidian and reinforced with magic, this polished edifce 
  refects the plane’s ubiquitous fickering fame. Te structure itself is 
  gigantic, easily 50 feet tall. Te walls show no seams, appearing to be 
  built from one gigantic piece of obsidian.  Te magic used to reinforce 
  the walls also provide a semblance of protection to the Overthane. 
  Extradimensional travel into the structure is impossible — though travel 
  within and outbound both function normally. Tis includes teleport 
  (and all its variants), passwall, dimension door, and so forth. If the PCs 
  want to get in, they either have to go the traditional route (through the 
  front door) or they’ll need to get creative and fnd some way to make a 
  hole in one of the walls.
  F1: OVERTHANE’S COMPLEX: ENTRANCE 
  (EL 14)
  Te entrance to the Overthane’s Fortress is heavily guarded. Te doors 
  are always closed, but unlocked unless the alarm is raised. 
  �����������������������������������������������������������������������
  �������������������������������������������������������������������
  ��������������������������������������������������������������������
  �������� ����� ����� �� ���������� ������ ���� ������� ��� ���� ������ ������
  guard at the entrance to the structure.
  SETUP
  Once the guards notice the PCs (assuming they aren’t trying to remain 
  hidden), they’ll command them to halt and ask their business.  Tey 
  speak initially in Giant, but if the PCs appear to not understand, they 
  repeat the commands in Common. As the guard speaks, the dogs lif 
  their heads and growl. How the encounter — and the rest of the fortress 
  — goes down depends entirely on whether the PCs intend to fght or 
  talk. 
  FIRE GIANT (2) 
  CR 10
  XP 9,600 each
  hp 142 each (Pathfnder Roleplaying Game Bestiary, 
  “Giant, Fire”)
  NESSIAN WARHOUND (2) 
  CR 9
  XP 6,400 each
  hp 126 each (Pathfnder Roleplaying Game Bestiary, “Hell 
  Hound, Nessian”)
  ACTION
  If the PCs ask to gain entry, the guards question them for details about 
  the reason for their visit, but ultimately arrange to allow them into the 
  fortress. Tey’re used to the Overthane having visitors call. In such a 
  scenario, one guard opens the large doors and passes the PCs of to 
  another fre giant standing just inside the entrance. Tis guard escorts 
  the party back to the throne room, where they’re granted an audience 
  with Overthane Grosk.
  Should the PCs instead opt to attack the guards, both hell hounds 
  spring into action, anxious to tear fesh from bone. Both guards bellow a 
  warning, allowing the guards inside the door to prepare the ballista and 
  position themselves appropriately.
  DEVELOPMENT
  If the PCs attacked and the alarm was raised, the guards stationed on 
  the other side of the door prepare the ballista (see F2: Main Corridor 
  below). Tey also rouse the sleeping guards, who are prepared to join 
  combat in 1d4+3 rounds, and move out of the barracks (F3 below) and 
  take up defensive positions around the fortress interior. One guard 
  rushes to warn Grosk.
  If PCs opted to approach peacefully — at least initially — they’re asked 
  to peace-bond their weapons, and spell casters are asked to remove their 
  spell component pouches.  PCs are then ushered along the right side of 
  the fortress into the throne room and granted an audience with Grosk.
  F2: OVERTHANE’S COMPLEX: MAIN CORRIDOR 
  (EL 15)
  If the PCs opted to enter peacefully (or they somehow managed to 
  kill the front guards without raising the alarm), choose one of them at 
  
  10
  Peace Bonding and SuBterfuge
  generally speaking, if your Pcs are willing to go along with the 
  giants’ demands and actually peace bond their weapons, you 
  won’t need much in the way of rules. Simply assume it’ll require 
  �������������������������������������������������������������
  all set.
  ��������������������������������������������������������������
  are peace bound, then here’s a few quick rules to help you get 
  through it quickly so you can return to the fun. a dc 15 Sleight 
  ����������������������������������������������������������������
  ����������������������������������������������������������������
  a dc 25 Sleight of Hand check allows the Pc to release the 
  ���������������������������������������������������������������
  ������������������������������������������������������������
  — it wasn’t bound at all, and just looked good. 
  ��������������������������������������������������������������
  one step — from 2 full rounds to one full round; one full round 
  ��������������������������������������������������
  random (we recommend whichever one has the itchy trigger fnger) 
  then read or paraphrase the following text.
  ������������������������������������������������������������������
  �����������������������������������������������������������������
  �������������������������������������������������������������������
  ���������������������������������������������������
  �����������������������������������������������������������������
  ������� ����� �������� ����� ������� ��� ������ ��� ����� �� ����������
  �������������������������������������������������������������������
  ��������������������������������������������������������������������
  �������������������������������������
  Alternately, if your PCs attacked the outside group and the alarm was 
  raised, read them the following description once they fgure out a way 
  past the door.
  ���������������������������������������������������������������
  ��������������������������������������������������������������������
  ���������������������������������������������������������������������
  ���������������������������������������������������������������������
  �������������������������������
  SETUP
  Tis encounter runs one of two ways: either the giants were prepared 
  for the PCs (the alarm outside was raised) or the PCs managed to get 
  in (either peacefully or with subterfuge) without raising the alarm, and 
  therefore have a chance to catch the guards unprepared. Two main 
  dangers wait for the PCs in this hall, should they come in looking for a 
  fght. Te obvious threat is the ballista aimed at the door; that threat is 
  only viable once, however — reloading it takes too long. Te bigger, and 
  less obvious threat, is the guards in the various side rooms, ready to pour 
  forth and make things very difcult for the PCs.
  FIRE GIANT (4) 
  CR 10
  XP 9,600 each
  hp 142 each (Pathfnder Roleplaying Game Bestiary, 
  “Giant, Fire”) 
  NESSIAN WARHOUND (2) 
  CR 9
  XP 6,400 each
  hp 126 each (Pathfnder Roleplaying Game Bestiary, “Hell 
  Hound, Nessian”)
  Ballista: gargantuan siege weapon; 6d8 bludgeoning damage and 
  threatens a critical hit on a 19 or 20. It has a range increment of 100 feet. 
  Full round action to fre, 5 full rounds (and 3 Large or larger creatures) 
  to load.
  ACTION
  IF THE PCS ENTERED PEACEFULLY/QUIETLY
  As long as the PCs are escorted by a guard, the hell hound doesn’t do 
  anything other than snif and drool. Te giants point and laugh, but also 
  do nothing unless the PCs make a threatening move.
  IF THE PCS FORCED THEIR WAY IN
  On the other hand, if PCs caused the front guards to raise the alarm, 
  things are about to get rough. Te giant operating the ballista has a 
  readied action to fre the machine when the door opens unless the code 
  word is spoken. Afer his readied action, the PCs and giants can roll 
  for initiative, and the grand melee can begin. Odds are, this corridor 
  becomes the scene of a great massacre.
  DEVELOPMENT
  If PCs decided to force their way into the complex, things in this area 
  are going to potentially get out of hand quickly. At the start of the 
  encounter, the barracks (area F3 below) contains eight additional fre 
  giants. Assume that four of them run to join the fght as soon as it breaks 
  out, and arrive in 2d3 rounds. Tis frst “wave” of reinforcements is fully 
  prepared and has all their standard gear and armor. Te remaining 
  four giants forsake donning their armor (as it would require several 
  minutes), but do require some time to awaken, locate their weapons, 
  and so forth. Afer the initial wave, one giant arrives every other round 
  until all have joined the battle.
  Additional giants aren’t the only creatures PCs need to worry about. Te 
  hell hounds in the kennel (area F4 below) also rush to join the fght. Te 
  hell hounds respond faster; as soon as the alarm is raised, 1d3 (mixed 
  sizes) rush out to join combat. Afer that, 1d2 arrive each round until all 
  the hell hounds have joined the fray.
  F3: BARRACKS 
  (EL 16)
  Tis room is where all the guards throughout the complex eat, sleep, 
  gamble, and otherwise spend their free time. At any given time there 
  are eight fre giants here. Chances are that these guards all join battle 
  elsewhere, unless the characters are exceptionally sneaky.
  ������������������������������������������������������������������
  ��������������������������������������������������������������������
  ��������������������������������������������������������������������
  ���������������������������������������������������������������������
  ������������������������������������������������
  
  11
  SETUP
  Movement in this room for any creature Medium or smaller is 
  considered difcult terrain. Should PCs enter this room while guards 
  are still alive, those who aren’t asleep immediately jump up and move 
  to intercept, bellowing to wake their bedfellows. Most likely, however, 
  this room is empty as the guards all rushed out to join the fray earlier.
  FIRE GIANT (8) 
  CR 10
  XP 9,600 each
  hp 142 each (Pathfnder Roleplaying Game Bestiary, 
  “Giant, Fire”) 
  ACTION
  Guards fght ferociously in this room; they realize that if the PCs got 
  this far, they’re indeed dangerous. When only two guards remain, they 
  surrender and beg for their lives, ofering to leave the complex and never 
  return.
  Guards work together, fanking PCs whenever possible for the attack 
  bonus.
  TREASURE
  Te footlockers contain mostly mundane — and poorly kept — 
  equipment and near-rotting food. However, there are some items of 
  interest. Assuming PCs search all the footlockers, they fnd a total of 
  3,228 gp, fve rubies worth an average of 1,000 gp each, and a half-keg 
  of fre wine, a potent — and valuable — alcoholic beverage brewed 
  from the nectar of silver-swords, a rare fower known for growing on 
  active volcanoes. Te container is about two-thirds full, making it worth 
  10,000 gp to the right buyer.
  DEVELOPMENT
  If the hell hounds across the hall are still alive, they immediately move 
  to join a battle in this room.
  F4: KENNEL 
  (EL 14)
  Te giants generally treat their hell hounds well, feeding them plenty of 
  meat and keeping their kennel clean (relatively speaking at least). Te 
  hell hounds have free roam of the keep, but generally keep to this room 
  when not on guard duty.
  ����� ������ ������� ����� ��� �������� ����� ��� �� �������� �� �����������
  ���������������������������������������������������������������������
  shovel leaning against the wall.
  SETUP
  A total of 15 hell hounds — 5 warhounds and 10 “standard” beasts — are 
  in this room at any given time.
  NESSIAN WARHOUND (5) 
  CR 9
  XP 6,400 each
  hp 126 each (Pathfnder Roleplaying Game Bestiary, “Hell 
  Hound, Nessian”)
  HELL HOUND “PUPS” (10) 
  CR 3
  XP 800 each
  hp 30 each (Pathfnder Roleplaying Game Bestiary, “Hell 
  Hound”)
  ACTION
  Smarter than the average dog, the hell hounds use pack-hunting tactics 
  and work together to bring down one foe at a time. Tey’re smart 
  enough to know that spellslingers are likely the most dangerous foe, and 
  focus on any PC not wearing armor as their primary target. Otherwise, 
  they focus on the nearest target. Tey use their breath weapon freely, 
  knowing they can’t hurt each other with the super-heated fames.
  TREASURE
  Te largest warhound in the room wears a leather collar adorned with 
  adamantine spikes and embedded with diamonds. Te odd piece of 
  jewelry is worth 5,000 gp.
  F5: CONSORT’S CHAMBER 
  (EL 14)
  Overthane Grosk gave this opulent chamber to his consort. He’s unaware 
  that she’s a devil in disguise, in cahoots with Shaman Ko to undermine 
  the Overthane and bring Hell’s infuence into the Elemental Plane of 
  Fire. Sabeen has been granted diferent powers by her mistress, to better 
  serve in her current role.
  ������������������������������������������������������������������
  ��������������������������������������������������������������
  ��������������������������������������������������������������������
  ��������������������������������������������������������������������
  �������������������������������������������������������������������
  ��������� ��� ����� ������� ����� ���� ���� ���� ����� ������� ���� ������
  ���������� ������� ����� ��� ���� ��������� ������� ������� ������� ����
  �������������������������
  SETUP
  Sabeen — the name she currently is using — isn’t immediately hostile 
  to the PCs. She currently is in the form of an attractive female fre giant, 
  and she’s willing to attempt to seduce the PCs to gain the upper hand. 
  If she hears sounds of battle, she doesn’t join in. She prefers to take her 
  chances on her own here in her room rather than fghting alongside the 
  man she was only going to betray in the near future.
  HANDMAIDEN DEVIL 
  CR 14
  XP 38,400
  hp 187 (Pathfnder Roleplaying Game Bestiary II, “Devil, 
  Handmaiden Devil”) except replace spider climb spell-
  like ability with polymorph (self only, Medium and Large 
  humanoids)
  ACTION
  When the PCs enter, Sabeen begins to sing, putting on an act about how 
  happy she is to be rescued. In actuality, she casts enthrall, hoping to get 
  at least a few of the PCs under her grip. She keeps her act up for about a 
  minute, if the PCs allow it. 
  Afer one minute, or when the PCs interrupt her, Sabeen springs into 
  action. She starts of combat by casting black tentacles near the door 
  (assuming at least two targets are still in range of the spell at that 
  location; adjust otherwise). In the second round, she closes with the 
  nearest target in light or no armor and attacks with a tentacle, hoping 
  to grapple the target and remove him from combat. From that point 
  forward, she makes vicious full attacks. 
  If Sabeen is dropped to 60% of her hit points (112 or less), she resorts 
  
  12
  to using her summon ability to call three erinyes to aid her. If she drops 
  to under 25% (46 or less) she uses her teleport spell-like ability to fee. 
  TREASURE
  Most everything around the room has some value — silk pillows, 
  elegant tapestries, gossamer draperies, and so forth.  If the PCs strip the 
  room bare (likely only possible if they’ve slaughtered every being here), 
  assume they can eventually sell the trappings of the room for a total of 
  12,500 gp.
  Sabeen does have a few specifc items worth mentioning separately. She 
  wears a ring (sized for a Large creature) made from brass and embedded 
  with 13 amethysts, valued at 1,500 gp. In addition, she wears a bronze 
  necklace with an amethyst pendant in the shape of a unicorn, valued at 
  5,600 gp. Tucked under the largest pillow is a +1 keen silvered dagger and 
  3 vials of deathblood poison (each worth 1,800 gp).
  DEVELOPMENT
  If Sabeen fed via her teleport ability, she will hold a deep grudge against 
  the PCs. At some point in the future, when it’s convenient for her, she 
  seeks out the PCs, preferably using subterfuge to separate them and 
  destroy them one at a time.
  F6: OVERTHANE’S BED CHAMBER
  Overthane Grosk clearly enjoys an opulent lifestyle. PCs are probably 
  only in here if they’ve already slain everybody and are simply searching 
  out loot. If that’s the case, they’ve come to the right place.
  �������������������������������������������������������������������
  room it’s safe to assume this is where the Overthane resides when 
  ���������������������������������������������������������������
  sits against the far wall. Glints of metal and gems sparkle all around 
  the room. Brass braziers around the perimeter of the room emit 
  ����������������������������������������������������������������
  ���������������������������������������������������������������������
  ��������������������������������������������������������������������
  wall over the large bed.
  ������������������������������������������������������������������
  ������������������������������������������������������������������
  ����������������������������������������������������������
  Afer rising to power — such as it is — Grosk decided he needed to 
  like the fner things in life. So he brought in paintings, silks, tapestries, 
  a magically-treated wooden bed, and more. And yet, despite his 
  supposedly newfound love of life’s fneries, deep down Grosk is still 
  a pig. Fortunately for anybody looking to rescue these items, most of 
  the fne art objects haven’t been here long enough to be permanently 
  afected by Grosk’s slovenly nature.
  PCs who make a quick scan of the room and grab what’s readily apparent 
  can lay claim to the following items:
  �� An oil painting of a red dragon sitting atop a huge pile of gold coins 
  and gems, valued at 2,500 gp.
  �� A watercolor depicting an efreeti prince. Te painting is slightly 
  damaged. If restored, it has a value of 1,000 gp; currently, it’s value 
  is reduced to 750 gp.
  �� 25 gems worth an average of 500 gp each.
  �� 3,236 gp
  �� 238 pp
  �� 38 silver bars, stacked in the corner but buried under dirty clothing. 
  Each bar is worth 100 gp, but weighs 25 pounds.
  �� Te bed — magically treated so as not to catch fre — is worth 5,000 
  gp, but weighs 500 pounds and takes up about 15 feet on each side.
  �� 20 brass braziers, each worth 50 gp
  PCs who take a bit of time (at least 10 minutes) and make a DC 15 
  Perception check to search the room locate the following items of value:
  �� A +2 arrow catching heavy steel shield
  �� 10 gems worth an average of 1,000 gp each
  �� A +3 longsword
  �� 10 random potions
  PCs who are willing to spend an hour combing through the room 
  and make a successful DC 25 Perception check locate the following 
  additional items:
  �� 13 (mostly) clean Large-sized silk shirts (average value of 25 gp 
  each)
  �� 11 gems worth an average of 5,000 gp each
  �� A large ruby, worth about 25,000 gp. Tis is not the fragment, 
  though PCs may have a hard time telling the diference.
  F7: SEER’S CHAMBER
  Tis room is Shaman Ko’s personal chamber. She keeps the room spartan 
  on purpose, believing such austere accommodations bring her closer to 
  the spiritual world. A large wooden pallet, Ko’s bed, rests along the back 
  wall. A rickety trunk (unlocked) sits nearby, containing Ko’s personal 
  efects (clothing, some musty books about religion, and so forth).
  In one corner of the room is a large-sized desk and chair, cluttered with 
  paper, half-flled ink wells, and so forth. A PC who spends at least 45 
  minutes going through the papers can make a DC 25 Sense Motive 
  check to ascertain the Ko and Grosk’s consort are plotting his demise. 
  Sitting on one corner of the desk is crystal ball with a true seeing efect. 
  Scattered elsewhere in the room is a silver mirror valued at 1,000 gp 
  (the necessary focus for the scrying spell) and four uses of true seeing 
  ointment (valued at 250 gp each).
  F8: LAVA PIT 
  (EL 11)
  Grosk built his fortress here specifcally because of this lava pit. Since 
  building the edifce, two mobs of mephits — fre and magma — have 
  moved in. Grosk is greatly amused by the little creatures, and gives them 
  special privileges.
  ������������������������������������������������������������������
  ���������������������������������������������������������������
  felt since arriving on the plane.  A dozen or more Small creatures 
  ����������������������������
  ������� ����� ���� ����� ��� �� ������� ��� ������ �������� ����� ��� ����
  Overthane’s throne. 
  SETUP
  Tese creatures essentially serve as Grosk’s court jesters. Treat them as 
  precocious 3-year-olds — with dangerous spell-like abilities. Play up 
  
  13
  their playfulness, but put a mean twist on everything they do. Whenever 
  a mephit plays a prank — especially on the PCs — he laughs a deep, 
  hearty laugh. Te crueler the prank, the harder the laugh.
  FIRE MEPHIT (8) 
  CR 3
  XP 800 each
  hp 19 each (Pathfnder Roleplaying Game Bestiary, “Mephit, 
  Fire”)
  MAGMA MEPHIT (8) 
  CR 3
  XP 800 each
  hp 19 each (Pathfnder Roleplaying Game Bestiary, “Mephit, 
  Magma”)
  ACTION
  Te action depends entirely on how well the PCs can serve as the butt of 
  a joke. Te cruelty of the jokes escalates over time, but as long as the PCs 
  show an sense of humor and laugh along with the Overthane, nothing 
  bad happens to them as a result of this encounter. 
  DEVELOPMENT
  If the PCs came to see the Overthane in peace and they endure the 
  tortuous pranks of the mephitis without causing a brawl, award them 
  XP as though they had defeated a CR 12 creature.
  F9: OVERTHANE GROSK’S THRONE 
  (EL 18)
  ���������������������������������������������������������������������
  ������������������������������������������������������������������������
  ��������������������������������������������������������������
  SETUP
  If the PCs managed to get this far without combat erupting, they have 
  an opportunity now to negotiate with Overthane Grosk over the ruby n 
  his throne. Grosk isn’t the sharpest tool in the shed — he rules by brute 
  force — so PCs intent on negotiating their way to the fragment have a 
  good chance of success. Still, despite his limited intellect, Grosk does 
  know the gem is extremely valuable; he won’t just give it away. PCs will 
  need to pay him for it, either with coins or a signifcant favor. Grosk has 
  plenty of enemies, and he won’t hesitate to provide information to the 
  PCs if they ask. Afer PCs do one favor, Grosk will attempt to get them 
  to do a second — and then a third, and so on — in exchange for the gem. 
  Still, PCs should be able to outwit the fre giant.
  On the other hand, if the PCs have had any sort of confrontation prior 
  to their arrival here, things aren’t going to go so well. Any thoughts 
  of negotiating with the Overthane went out the window the moment 
  combat erupted elsewhere in his citadel. At that point, if the PCs want 
  the gem, they’ll need to pry it from Grosk’s throne — over his dead body. 
  FIRE GIANT (8) 
  CR 10
  XP 9,600 each
  hp 142 each (Pathfnder Roleplaying Game Bestiary, “Giant, 
  Fire”)
  NESSIAN WARHOUND (5) 
  CR 9
  XP 6,400 each
  hp 126 each (Pathfnder Roleplaying Game Bestiary, “Hell 
  Hound, Nessian”)
  OVERTHANE GROSK 
  CR 17
  XP 102,400
  Male fre giant barbarian 7
  NE Large humanoid (fre, giant)
  Init +0; Senses low-light vision; Perception +18
  D E f E n s E
  AC 24, touch 7, fat-footed 24 (+9 armor, +8 natural, –2 rage, –1 size)
  hp 339 (22 HD; 15d8+7d12+227) 
  Fort +27, Ref +11, Will +17; +3 vs spells, supernatural abilities, and 
  spell-like abilities
  Defensive Abilities evasion, improved uncanny dodge, rock catching, 
  trap sense +2; DR 2/— 
  Weaknesses cold
  O f f E n s E
  Speed 40 f.
  Melee +2 unholy greatsword +35/+30/+25/+20 (3d6+24/17–20) or 2 
  slams +32 (1d6+15)
  Ranged rock +17 (1d8+15 plus 1d6 fre)
  Space 10 f.; Reach 10 f.
  Special Attacks heated rock, rage (23 rounds/day), rage powers 
  (intimidating glare, rolling dodge +2, superstition +3), rock throwing 
  (120 f.)
  T a C T i C s
  Base Statistics When not raging, Grosk’s statistics are AC 26, touch 
  9, fat-footed 26; hp 267; +2 unholy greatsword +33/+28/+23/+18 
  (3d6+21/17–20) or 2 slams +30 (1d6+15); Str 36, Con 25; CMB 32, 
  CMD 42; Climb +14
  s T a T i s T i C s
  Str 40, Dex 11, Con 29, Int 8, Wis 14, Cha 12
  Base Atk +18; CMB +34; CMD 42
  Feats Bleeding Critical, Cleave, Critical Focus, Great Cleave, Improved 
  Critical (greatsword), Improved Overrun, Improved Sunder, Iron Will, 
  
  14
  Power Attack, Toughness, Weapon Focus (greatsword)
  Skills Climb +16, Craf (stonework) +7, Intimidate +21, Perception +18
  Languages Common, Giant
  SQ fast movement
  Other Gear +3 breastplate, +2 unholy greatsword, cloak of resistance +4, 
  ring of evasion
  s P E C i a l  a b i l i T i E s
  Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as 
  part of an attack action when they throw rocks. A heated rock deals 1d6 
  points of additional fre damage on a hit.
  SHAMAN KO 
  CR 12
  A female fre giant, attractive in her own way, stands tall and 
  proud. Her breastplate is etched with acid depicting images of 
  fames. Her fre-red hair seems ftting, given the location. Her 
  brown eyes seem to look through you, as though discerning 
  your inner-most mysteries.
  XP 19,200
  Female fre giant oracle 6 (Pathfnder Roleplaying Game Advanced 
  Player’s Guide, “Oracle”)
  NE Large humanoid (fre, giant)
  Init +5; Senses low-light vision; Perception +17
  D E f E n s E
  AC 28, touch 12, fat-footed 27 (+8 armor, +2 defection, +1 Dex, +8 
  natural, –1 size)
  hp 241 (21 HD; 15d8+6d8+147)
  Fort +17, Ref +10, Will +15
  Defensive Abilities rock catching; Immune fre
  Weaknesses vulnerability to cold
  O f f E n s E
  Speed 30 f. (40 f. unarmored)
  Melee +1 light mace +24/+19/+14 (1d8+10)
  Space 10 f.; Reach 10 f.
  Special Attacks heated rock, rock throwing (120 f.)
  Oracle Spells Known (CL 6th; concentration +10)
  3rd (4/day)—blindness/deafness (DC 17), cure serious wounds, locate 
  object
  2nd (6/day)—cure moderate wounds, death knell (DC 16), tongues, zone 
  of truth (DC 16)
  1st (7/day)—cure light wounds, doom (DC 15), grace*, identify, 
  murderous command** (DC 15), weapon of awe* 
  0 (at will)—create water, detect magic, detect poison, light, mending, 
  purify food and drink, read magic
  Mystery lore
  * See Pathfnder Roleplaying Game Advanced Players Guide
  ** See Pathfnder Roleplaying Game Ultimate Magic
  s T a T i s T i C s
  Str 29, Dex 13, Con 23, Int 10, Wis 16, Cha 19
  Base Atk +15; CMB +25; CMD 38
  Feats Alertness, Brew Potion, Combat Casting, Craf Wand, Improved 
  Initiative, Intimidating Prowess, Iron Will, Lightning Refexes, 
  Persuasive, Skill Focus (Spellcraf), Toughness
  Skills Climb +13, Craf (stonework) +8, Diplomacy +14, Intimidate 
  +26, Knowledge (arcana) +12, Knowledge (planes) +15, Knowledge 
  (religion) +15, Perception +17, Sense Motive +5, Spellcraf +13, Survival 
  +10
  Languages Aklo, Common, Giant, Infernal
  SQ oracle’s curse (tongues), revelations (brain drain, lore keeper)
  Combat Gear potions of cure serious wounds (2); Other Gear +2 
  breastplate, +1 light mace, ring of protection +2, brass torque etched with 
  images of the Fire God (1,000 gp, plus serves as holy symbol for anybody 
  worshipping the God of Fire), spell component pouch
  s P E C i a l  a b i l i T i E s
  Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as 
  part of an attack action when they throw rocks. A heated rock deals 1d6 
  points of additional fre damage on a hit.
  ACTION
  Grosk fghts in a very straight-ahead manner. If he gets a chance to 
  charge, he will. Otherwise, he willingly stands his ground and trades 
  blows with the PCs, believing he’s the strongest and toughest being in 
  the battle. He uses his intimidating glare ability early in a fght, letting 
  loose a bestial roar and pounding his chest with a clenched fst. If things 
  aren’t going well for Grosk, he’ll attempt to sunder his foe’s weapon, 
  looking to make things a bit more advantageous.
  Ko is a bit more strategic in her approach. She uses her spells wisely, but 
  will not use her cure spells on Grosk, even if he orders her to do so. Ko 
  sees the PCs’ attack as her best opportunity to overthrow him without 
  further consorting with devils. If Grosk falls before her in battle, she 
  surrenders and begs for her life, ofering the PCs whatever they want 
  from the fortress in exchange.
  DEVELOPMENT
  Neither Ko nor Grosk understand the nature of the fragment, and 
  simply view it as a highly valuable gem. If PCs accepted Ko’s surrender 
  she willingly allows them to pry the ruby from the throne. If PCs have 
  slain all the giants, they’re simply free to just take the gem at this point.
  EXPANSION OPTIONS
  Several interesting options exist for a GM looking to expand play on the 
  Elemental Plane of Fire. Efreeti are well-known denizens of the plane, 
  and characters seeking to play with their fortunes could seek one out to 
  gain wishes in exchange for services. Efreeti also possess the ability to 
  plane shif willing targets to any elemental plane, so characters who need 
  transport to another plane could seek one out for such purposes. 
  Brass, gold, and red dragons all possess the fre subtype, and could make 
  an interesting expansion while on the plane. Perhaps Grosk recently 
  lost or traded the phylactery fragment to a dragon native to the plane, 
  sending the PCs on a wild goose chase to capture the fragment. In such 
  a scenario, the dragon should have a properly guarded lair, complete 
  with minions and traps.
  And, of course, the simplest way to expand the action is to simply 
  increase Grosk’s lair, adding in more fre giants and other lesser minions. 
  Azers (Pathfnder Roleplaying Game Bestiary II) could serve as either 
  willing minions or slaves. Good-aligned PCs who might normally be 
  willing to negotiate a deal with Grosk may instead be put-of by the 
  presence of slaves, and seek to free the creatures held by the overthane 
  and his ilk. Other creatures with the fre subtype that could be used to 
  expand Grosk’s fortress are listed in the sidebar.
  
  15
  Fire Creatures
  ����������������������������������������������������������������
  �������������������������������������������������������������
  �������
  PathFinder rolePlaying game Bestiary
  ��������������������������������������������������������������
  ����� ������� ������ �������� �������� ���������� ��������� ����
  ��������������������������������
  PathFinder rolePlaying game Bestiary ii
  �������������������������������������������������������
  �����������������������������
  PathFinder rolePlaying game Bestiary iii
  �����������������������������������
  
  16
  
  17
  SCENE II: ELEMENTAL PLANE OF 
  WATER
  Te emerald fragment is currently in the possession of a particularly 
  cruel aboleth. It keeps a coterie of slaves, and views the PCs’ intrusion 
  into his domain as a chance to add exotic creatures to his collection. As 
  the PCs arrive, its minions greet the PCs and invite them in. It should 
  be obvious, eventually to even the most obtuse players, that the aboleth 
  collects slaves. What the PCs do depends on their moral compass. 
  Tey could seek to free everybody, or they could simply execute their 
  transaction and leave.
  PLANAR TRAITS
  �� Water-Dominant Visitors who can’t breathe water or reach a pocket 
  of air likely drown. Creatures of the fre subtype are extremely 
  uncomfortable on water-dominant planes. Tose made of fre take 
  1d10 points of damage each round.
  �� Enhanced Magic Spells and spell-like abilities with the water 
  descriptor or that use or create water (including those of the Water 
  domain or the elemental [water] bloodline) are enhanced.
  �� Impeded Magic Spells and spell-like abilities with the fre descriptor 
  or that use or create fre (including spells of the Fire domain, 
  spell-like abilities of the elemental [fre] bloodline, and spells that 
  summon fre elementals or outsiders with the fre subtype) are 
  impeded.
  �� Subjective Directional Gravity
  PROTECTIONS
  Acquisition of water-breathing ability is key to surviving this plane. Te 
  water breathing spell is probably the most obvious solution, and has 
  the beneft of an especially long duration. A necklace of adaptation is 
  a very cheap solution as well, and ofers a PC additional boons such as 
  protections from inhaled poisons and spells including cloudkill.
  UNDERWATER COMBAT
  Tis is only a quick summary. For more details, see the Pathfnder 
  Roleplaying Game Core Rulebook, Chapter 13: Environment, 
  “Underwater Combat.” 
  Most creatures sufer penalties to attack rolls, damage, and movement 
  while underwater. Te best way to function underwater is to be under 
  the efects of freedom of movement. As long as that spell is active, you 
  take no penalties at all. Te next-best option is to have a swim speed. 
  Tose creatures sufer a –2 to attacks made with slashing or bludgeoning 
  weapons and only deal half damage, but otherwise function normally.
  A successful Swim check allows a creature to make attacks as though 
  they had a swim speed, but their movement is cut to one-quarter (as 
  a move action) or one half (as a full round action). If you have frm 
  footing (walking on the bottom, braced against a ship’s hull, etc.), you 
  can instead move at half-speed as a move action.
  If a player has none of the previous listed benefts, he faces serious 
  trouble. His character sufers a –2 penalty and deal half damage with 
  all attacks (not just slashing and bludgeoning). He is also considered 
  “of balance.” A creature who is of balance loses its Dexterity bonus to 
  AC and opponents gain a +2 to attacks made against that creature. In 
  addition, such creatures cannot move.
  Trown weapons are completely inefective underwater. Attacks with 
  ranged weapons sufer a –2 penalty on attack rolls for every fve feet of 
  water the projectile travels through. Tis penalty is in addition to the 
  normal range increment penalties.
  Normal fre — which includes alchemist’s fre — does not function 
  underwater.
  A spellcaster who cannot breath underwater needs to make a 
  concentration check (DC 15 plus spell level). Tis check is in addition 
  to the checks needed to cast a fre spell (see “impeded magic” above).
  THE OLD ONE’S GROTTO
  Te aboleth known simply as the Old One has existed on the Elemental 
  Plane of Water for as long as anybody can remember. Some whisper that 
  it created the plane, though scholars throughout the multiverse say that 
  can’t possibly be true. Whatever the case, the Old One has nested in this 
  grotto for as long as anyone who is currently alive can remember. 
  Like many aboleths, the Old One has myriad slaves and minions at 
  his disposal. Some despise their overlord, while others have come to 
  respect —and even cherish — him. Regardless of how they feel about 
  him, though, all his slaves have one thing in common: they all fear the 
  Old One.
  PCs are, of course, free to approach this any way they desire. Te 
  two most likely scenarios would be to come in fghting or to try and 
  negotiate for the gem. Unlike the other fragment owners, the Old One 
  knows exactly what he has in his possession. He also knows the location 
  of the other three fragments and who possesses them. Finally, he knows 
  that Leander d’Arstond uses a double, of sorts, in a false lair to try and 
  protect himself. As word of the PCs’ arrival on the plane reaches the Old 
  One, he deduces they’re interested in the fragment. He invites them in 
  under the guise of cooperation, but his motives are far more sinister. Te 
  Old One is determined to enslave the PCs, adding them to his collection 
  so he can boast about the unique treasures he has — humanoids from 
  the Material Plane.
  W1: GROTTO ENTRANCE 
  (EL 11)
  Te Old One has positioned a few more slaves than usual here at the 
  entrance to his grotto, hoping to impress upon the PCs that they want to 
  work with the aboleth, rather than raising a fght.
  ��������������������������������������������������������������������
  ������������������������������������������������������������������
  hideous looking claws. Strings of black drool seep from the corner of 
  �����������������������������������������������������
  SETUP
  Guarding the grotto entrance is four charda. Tey speak in Aklo, but 
  also understand Undercommon. If the PCs don’t understand them (that 
  is, they don’t reply), the charda become agitated and attack. Otherwise, 
  read the following text.
  ���������������������������������������������������������������
  �����������������������������������������������������
  How the PCs respond right now determines how the action for the entire 
  scene fows. If combat breaks out — either because the PCs initiated it 
  or because the chadra became annoyed they weren’t understood — the 
  
  18
  PCs are in for wave afer wave of creature. If PCs know the Old One 
  is an aboleth, anybody with ranks in Knowledge (dungeoneering) may 
  make a check, against DC 22. Success allows them to know that aboleths 
  keep slaves and control them through magical compulsion, as well as 
  one other fact of your choice. Once they can piece together that most 
  creatures here are probably being compelled, it becomes a question of 
  morality: do they attack, even if defending themselves? Do they fnd 
  some way to subdue? Do they plow straight ahead? Keep a close eye on 
  good-aligned PCs, especially paladins and clerics of good gods. Actions 
  here could afect the PC going forward.
  On the other side of the equation, if PCs go along with the charda things 
  remain peaceful, at least for now. As they swim through the grotto, they 
  notice several creatures peeking out to catch a glimpse of them — it’s not 
  every day humans and elves and so forth come through here.
  CHARDA(4) 
  CR 7
  XP 3,200 each
  hp 85 each (Pathfnder Roleplaying Game Bestiary II, 
  “Charda”)
  ACTION
  THE COMBAT PATH
  If the PCs are itching for a big “bar room brawl” style fght, it’s about 
  to happen. Te charda attack relentlessly, looking to sink their teeth 
  and claws into tender Material Plane fesh. Tey take turns expelling 
  their black bile such that they should be able to catch the PCs in it every 
  round. Tey fght to death, knowing that running away will only cause 
  the Old One to torture them for a very long time when he catches them.
  In addition, if combat happens here, their chances of getting in 
  peacefully are gone, and every encounter from here forward will follow 
  the combat path. In 3–6 rounds reinforcements, from area W2, arrive. 
  THE NEGOTIATION PATH
  If they opted to follow the charda, they lead the PCs through the grotto, 
  speaking very little, until the group reaches the Old One’s lair (see area 
  W5 below). Once there, the Old One attempts to enslave them, under 
  the guise of negotiating over the fragment.
  W2: SKELETAL REMAINS 
  (EL 10)
  Te remains of a long-dead sea serpent litter the foor here. A pack of 
  skum reside here.
  ������������������������������������������������������������������
  ���������������������������������������������������������������������
  ������ ����� �������� ��������� ��� ����� ����� �������� ����� ����
  ������������������������������������
  SETUP
  If combat started at the entrance and the PCs blew past the guards, the 
  pack of skum here at the skeleton of a long-dead sea serpent move to 
  intercept. If the PCs are being escorted, the skum stay out of the way. 
  Any PC who makes a DC 20 Perception check followed by a DC 15 Sense 
  Motive check notices that the skum appear to be forlorn, depressed, or 
  otherwise in a negative mood.
  SKUM (10) 
  CR 2
  XP 600 each
  hp 20 each (Pathfnder Roleplaying Game Bestiary, “Skum”)
  ACTION
  Individually, the skum aren’t much of a challenge for the PCs. Tey 
  know this, and so use gang tactics. Tree or four skum attack as a group, 
  looking to fank and aid another. Te fght ferociously, knowing the 
  wrath of the Old One falls on those who fail.
  DEVELOPMENT
  If combat erupted in W1, the skum moved to join the fray there and this 
  area is devoid of slaves.
  W3: SIDE CHAMBER 
  (EL 14)
  A quartet of siyokoy — eel-like creatures with two humanoid arms — 
  make this side cavern their lair. Te Old One grants them the space in 
  exchange for their serving as guardians, keeping an eye on the slaves to 
  make sure none try to escape.
  �����������������������������������������������������������������������
  ���������������������������������������������������������������������
  �������������������������������������������������������������������
  ������
  Te siyokoy tend the coral here, helping it grow. As a result, the number 
  of small reef fsh is indeed higher here than elsewhere in the grotto.
  SETUP
  Te siyokoy lurk at the edges of the cave. Even if they heard combat 
  elsewhere in the grotto, they wouldn’t move to investigate — while they 
  appreciate the Old One granting them some space, they’d prefer to have 
  the entire place to themselves. If the PCs spot them and attack or if they 
  move into the cave, they defend their turf. Otherwise, they’re content to 
  let the PCs do all the dirty work so they can take over.
  SIYOKOY (4) 
  CR 10
  XP 9,600 each
  hp 136 each (Pathfnder Roleplaying Game Bestiary III, 
  “Siyokoy”)
  ACTION
  If combat does break out here with the siyokoy, they move in quickly 
  and engage. Tey make use of Power Attack until such tactic proves 
  detrimental. If they begin to take a pounding, they make use of their 
  swim-by attack ability. While making swim-by attacks, they use their 
  tail slap as their primary weapon, hoping to stun their foes.
  DEVELOPMENT
  If the PCs leave the siyokoy alone and defeat the Old One, the quartet 
  takes over the entire grotto as their lair. Tey quickly enslave whatever 
  creatures are lef behind, gather up anything of value, and set about 
  tending the grotto as they’ve tended this cave.
  TREASURE
  Over time, the siyokoy have managed to pilfer odds and ends from 
  the Old One, as well as other denizens of the plane. If you use items 
  as plot hooks for future encounters, this is a great place to deposit one. 
  
  19
  Otherwise, the PCs can fnd scattered around the room 27 gems worth 
  an average of 1,200 gp each.
  W4: THE SLAVE PENS 
  (EL 10 [SEE TEXT])
  Tis chamber contains a dozen or so cages of various sizes. Te Old One 
  keeps slaves who aren’t yet “broken” here. Currently, most of the cages 
  are empty — he recently made room for the PCs’ arrival, assuming they 
  wouldn’t break right away. A few of his favorites remain, however.
  ������������������������������������������������������������������
  ����������������������������������������������������������������
  least three.
  SETUP
  Tree cages still contains captives that the Old One hopes to convert. 
  Te cage closest to the skeletal remains contains a kelpie. She’s used her 
  captivating lure ability already today, in a futile efort to mesmerize the 
  Old One. Te second cage is roughly in the center of the room, dragon 
  turtle. Te creature is weakened, but agitated and ready for a fght. 
  Te third cage contains a trio of ceratioidi, a fsh-like humanoid with 
  bulging eyes and a dangling luminescent lure, reminiscent of an angler 
  fsh. Tey’re immune to any mind-afecting abilities, but the Old One 
  sees breaking them as a challenge worthy of his skills.
  KELPIE 
  CR 4
  XP 1,400
  hp 38 (Pathfnder Roleplaying Game Bestiary II, “Kelpie”)
  DRAGON TURTLE 
  CR 9
  XP 6,400
  hp 76 (normally 126) (Pathfnder Roleplaying Game 
  Bestiary, “Dragon Turtle”)
  CERETIOIDI (3) 
  CR 3
  XP 800 each
  hp 30 each (Pathfnder Roleplaying Game Bestiary III, 
  “Ceretioidi”)
  ACTION
  All three prisoners can communicate with the PCs, though there might 
  be language barriers in some cases. If PCs decide to open the cages, the 
  kelpie and ceretioidi fee as fast as possible; the dragon turtle, however, 
  is agitated enough to attack his emancipators, unless they’ve worked out 
  arrangements with him before opening the cage. Convincing the dragon 
  turtle to join them on their assault of the Old One is a very simple task, 
  as he desires revenge.
  DEVELOPMENT
  PCs who wish to use Diplomacy against the dragon turtle receive a +5 
  bonus to their skill check if they speak to the beast in Draconic. Tey 
  receive a –5 if it’s clear that they speak Aquan or Draconic, but insist on 
  using Common.
  If the PCs make too much commotion here — either while fghting 
  the dragon turtle or simply freeing the slaves — the Old One moves to 
  investigate.
  If the PCs freed the prisoners and spared the dragon turtle’s life, 
  word spreads among its kind of the good deeds done by the PCs on 
  the Elemental Plane of Water. Whenever they encounter a water-
  based dragon in the future, they gain a +2 circumstance bonus on any 
  Diplomacy checks made to infuence the creature.
  W5: THE OLD ONE 
  (EL 17)
  Tis is where the Old One makes his true lair. It fghts ferociously, but 
  isn’t suicidal; he’d rather retreat and live than stay and die.
  Unlike the other fragment owners, the Old One knows exactly what it 
  is that’s in his possession. Further, he knows who Leander d’Arstond 
  is, and knows that the PCs are on the prowl to kill the crazy old coot. 
  However, just because he knows all that doesn’t mean he’s about to turn 
  over the fragment. He likes the idea of one less paladin or high-level 
  cleric in the multiverse and doesn’t care about the PCs or their mission. 
  PCs would need to completely overwhelm him with an ofer to convince 
  him to exchange the gem.
  �������������������������������������������������������������������
  �������� ��� ������ ���� �� ������� ��� ��������� ���� ����� ��� ������� ���
  ��������������������������������������������������������������������
  ���������������������������������������������������������������������
  �����������������������������������������������
  SETUP
  Te Old One wishes to capture the PCs and add them to his collection. 
  To this end, he’s instructed his charda guards to bring them here. He 
  hopes their desire for the gem is enough to get them to go along with 
  it. Even if combat erupts elsewhere, he stays here. Te only exception to 
  that is if the PCs interfere with his caged future-slaves.
  ACTION
  Te Old One has a persistent image cast and ready for the PCs, if things 
  are headed towards combat. As soon as they arrive here, a dozen 
  sahuagin warriors clad in armor made of bone and shells and wielding 
  tridents swim out of the back wall, bellow out a battle cry and make a 
  beeline for the heroes. Te Old One hopes the PCs know a bit about 
  his kind, and that they’ll believe the sahuagin were hiding behind an 
  illusory wall. He doesn’t expect this ruse to last long, but the sahuagin do 
  react accordingly, just in case it is working.
  While the PCs tangle with the illusory guards, even if only for a round 
  or two, the Old One uses spells to support. He begins with dominate 
  monster on a non-spellcaster. He follows up by casting forcecage on a 
  character who appears to be an arcane caster (choosing the “solid wall” 
  variety), with the intent of removing that target for at least a round. From 
  that point forward, he uses his spells and melee attacks as appropriate.
  
  20
  THE OLD ONE 
  CR 17
  Te aboleth clearly has more power than usual. Arcane 
  energy crackles around the creature, as a small stone foats 
  slowly around its head. Oddly, it wears jewelry, almost as a 
  mockery of humanity.
  XP 102,400
  Aboleth sorcerer 14 (Pathfnder Roleplaying Game Bestiary, “Aboleth”)
  NE Huge aberration (aquatic)
  Init +7; Senses blindsense 30 f., darkvision 60 f.; Perception +28
  Aura mucus cloud (5 f.)
  D E f E n s E
  AC 24, touch 12, fat-footed 20 (+3 Dex, +1 dodge, +12 natural, –2 size)
  hp 261 (22 HD; 8d8+14d6+176)
  Fort +18, Ref +14, Will +24
  Resist cold 5
  O f f E n s E
  Speed 10 f., swim 60 f.
  Melee 4 tentacles +11 (1d8+4 plus slime)
  Space 15 f.; Reach 15 f.
  Spell-Like Abilities (CL 16th; concentration +24)
  At will—hypnotic pattern (DC 20), illusory wall (DC 22), mirage arcana 
  (DC 23), persistent image (DC 23), programmed image (DC 24), project 
  image (DC 25), veil (DC 24)
  3/day—dominate monster (DC 27)
  Bloodline Spell-Like Abilities (CL 14th; concentration +22)
  11/day—dehydrating touch (1d6+6 nonlethal)
  Sorcerer Spells Known (CL 14th [15th for water spell]; concentration 
  +22)
  7th (4/day)—forcecage (DC 25)
  6th (6/day)—control water, disintegrate (DC 24), mass suggestion (DC 
  24)
  5th (7/day)—baleful polymorph (DC 23), cone of cold (DC 23), dismissal 
  (DC 23), geyser† (DC 23) 
  4th (8/day)—bestow curse (DC 22), black tentacles, dimension door, 
  enervation
  3rd (8/day)—aqueous orb† (DC 21), freball (DC 21), ray of exhaustion 
  (DC 21), summon monster III, vampiric touch 
  2nd (8/day)—blindness/deafness (DC 20), detect thoughts (DC 20), ghoul 
  touch (DC 20), glitterdust (DC 20), hideous laughter (DC 20), slipstream†
  1st (8/day)—chill touch (DC 19), hydraulic push†, mage armor, magic 
  missile, ray of enfeeblement, summon monster I 
  0 (at will)—acid splash, dancing lights (DC 18), detect magic, fare (DC 
  18), mage hand, mending, prestidigitation, ray of frost, touch of fatigue
  Bloodline Aquatic†
  † See Pathfnder Roleplaying Game Advanced Player’s Guide
  s T a T i s T i C s
  Str 18, Dex 16, Con 24, Int 15, Wis 19, Cha 26
  Base Atk +13; CMB +19; CMD 33 (can’t be tripped)
  Feats Arcane Strike, Combat Refexes, DodgeB, Eschew MaterialsB, 
  Great Fortitude, Improved Initiative, Intimidating Prowess, Iron 
  Will, Lightning Refexes, Magical Aptitude, Silent SpellB, Skill Focus 
  (Perception), Toughness, Weapon Focus (tentacles)
  Skills Bluf +26, Diplomacy +18, Intimidate +30, Knowledge (arcana) 
  +20, Knowledge (planes) +17, Perception +28, Spellcraf +30, Swim 
  +23, Use Magic Device +20
  Languages Aboleth, Aklo, Aquan, Undercommon
  SQ amphibious, aquatic adaptation, aquatic telepathy
  Combat Gear metamagic rod of lesser maximize, scroll of teleport; Other 
  Gear band of resistance +3 (as cloak, but worn around head), pink and 
  green sphere ioun stone, ring of counterspells (greater dispel magic), ring 
  of mind shielding, assorted gems and jewelry (4,000 gp)
  s P E C i a l  a b i l i T i E s
  Mucus Cloud (Ex) While underwater, an aboleth exudes a cloud of 
  transparent slime. All creatures adjacent to an aboleth must succeed 
  on a DC 21 Fortitude save each round or lose the ability to breathe air 
  (but gain the ability to breathe water) for 3 hours. Renewed contact with 
  an aboleth’s mucus cloud and failing another save extends the efect for 
  another 3 hours. Te save DC is Constitution-based.
  Slime (Ex) A creature hit by an aboleth’s tentacle must succeed on a 
  DC 21 Fortitude save or his skin and fesh transform into a clear, slimy 
  membrane over the course of 1d4 rounds. Te creature’s new “fesh” 
  is sof and tender, reducing its Constitution score by 4 as long as it 
  persists. If the creature’s fesh isn’t kept moist, it dries quickly and the 
  victim takes 1d12 points of damage every 10 minutes. Remove disease 
  and similar efects can restore an aficted creature to normal, but 
  immunity to disease ofers no protection from this attack. Te save DC 
  is Constitution-based.
  DEVELOPMENT
  If the Old One ever gets reduced to less than 1/4 his normal hit points, 
  he uses his scroll of teleport and leaves the grotto. In this case, he’ll 
  maintain a long-burning grudge against the PCs, and will seek revenge 
  at some point in the future.
  TREASURE
  Aside from the fragment and his personal items, the Old One has several 
  items here of value. PCs who spend a little time searching the chamber 
  locate twenty-seven pearls worth an average of 100 gp each, three 
  sapphires each worth 500 gp, and a leather sack that upon inspection 
  turns out to be a bag of holding (type IV). Inside the bag of holding is 
  1,988 pp, 2,075 gp, and seventy-nine gems of various sizes and types, 
  worth an average of 150 gp each.
  
  21
  EXPANSION OPTIONS
  As with the other planes, water has room for expansion, allowing the 
  PCs to further explore the vagaries of the plane. Perhaps the dragon 
  turtle insists the PCs escort it home, either due to injury or because he 
  needs the PCs to meet an elder. From there, the PCs can be vetted as the 
  heroes they are for abolishing the great evil of the Old One.
  A proverbial page could be ripped from the Elemental Plane of Air 
  chapter, and the PCs could encounter a magical underwater sailing ship. 
  Such an encounter would allow for a very Jules Verne-esque series of 
  encounters, including pitting the characters and the ship against a sea 
  serpent or even an advanced kraken.
  Water Creatures
  the following creatures have the outsider (water) type, the 
  ������������������������������������������������������������
  ���������������������
  Pathfinder rolePlaying game Bestiary
  aboleth, black dragon, bronze dragon, chuul, crab swarm, 
  dire shark, dragon turtle, giant crab, giant leech, giant moray 
  eel, giant octopus, giant squid, kraken, leech swarm, marid, 
  merfolk, octopus, ooze mephit, sahuagin, sea hag, sea serpent, 
  shark, shoggoth, skum, squid, water elemental, water mephit
  Pathfinder rolePlaying game Bestiary ii
  agathion (cetaceal), angel (monadic deva), bunyip, brine dragon, 
  charda, charybdis, daemon (hydrodaemon, piscodaemon), 
  �������������������������������������������������������������
  ��������������������������������������������������������������
  ice elemental, locathah, manta ray, mud elemental, nereid, 
  ���������������������������������������������
  Pathfinder rolePlaying game Bestiary iii
  ������� ���������� ���������� ����������� �������� ����� ����������
  ������������������������������������������������������������
  globster, grodair, fuath, iku-turso, kappa, lukwata, mobogo, 
  ������� ������������ ������ ������� ��������� ��������� ����������
  ������������������������������������������������������������
  ������ ������ ������������ ������ ��������� ���������� ����������
  tojanida, vodyanoi, voonith, water naga, water yai
  
  22
  INTERLUDE: ASSASSINS!
  AMBUSH! 
  (EL 17)
  Run this encounter afer the PCs have tracked down and destroyed two 
  fragments. While d’Arstond has his death wish, he has standards about 
  who’s going to kill him, and about how powerful they’ll have to be. As 
  such, he has paid a tidy sum of gold to this oddball assassin team and 
  tasked them with fnding the PCs and inficting death upon them. 
  SETUP
  Te setup for this encounter is very much up in the air, and is determined 
  entirely by your players and their characters’ actions. Specifcally, 
  it depends on what manner of daily preparations and precautions 
  they take. If your players don’t use resources such as mind blank and 
  dimensional lock, then your job is simple. Sophina can locate them with 
  divination magic, use greater teleport to transport her group to their 
  location, and then pop them back out again a few rounds later, hopefully 
  with a few dead bodies in their wake. 
  If the characters do take precautions, however, your job gets harder. It’s 
  important to avoid using “GM fat” to make this encounter work. Tere’s 
  a good chance the ambush ends with at least one PC dead, and your 
  players will resent it if all their defenses were simply hand-waved away. 
  Tere’s likely a hole somewhere in their defenses, so it’s important for 
  Sophina and Jannis to make use of that hole. Tey were paid sufciently 
  that they’re willing to sub-contract, so to speak, the divination aspect of 
  locating the PCs if necessary.
  Once the duo have located the PCs, Sophina casts haste on the group, 
  followed by fy, protection from arrows and true seeing on herself. She 
  then casts greater teleport, starting the action.
  JANNIS 
  CR 15
  Te human before you stands about 5’8” tall, and can’t weigh 
  more than 175 pounds. His black hair is cropped short, and 
  his green eyes burn with a deep malevolence. His dark grey 
  tunic covers a chain shirt, a tight black cloak hangs from his 
  shoulders, and he wields a dagger in each hand, the blades clearly coated 
  in some sort of poison.
  XP 51,200
  Male human rogue 6/Assassin 10
  NE Medium humanoid (human)
  Init +11; Senses Perception +18
  D E f E n s E
  AC 25, touch 18, fat-footed 19 (+6 armor, +2 defection, +6 Dex, +1 
  natural)
  hp 108 (16 HD; 6d8+10d8+38)
  Fort +10, Ref +20, Will +9; +5 vs. poison
  Defensive Abilities evasion, trap sense +2, uncanny dodge, improved 
  uncanny dodge
  O f f E n s E
  Speed 30 f.
  Melee +2 dagger +18/+13/+8 (1d4+3/19–20), +1 dagger +17/+12/+7 
  (1d4+1/19–20)
  Ranged +1 light crossbow +19 (1d8+1/19–20)
  Special Attacks angel of death, death attack, quiet death, swif death, 
  sneak attack +8d6, true death
  s T a T i s T i C s
  Str 12, Dex 24, Con 14, Int 14, Wis 8, Cha 10
  Base Atk +11; CMB +18; CMD 31
  Feats Agile ManeuversB, Combat Expertise, Improved Feint, Improved 
  Initiative, Improved Trip, Improved Two-Weapon Fighting, Iron Will, 
  Stealthy, Two-Weapon Fighting, Weapon FinesseB
  Skills Acrobatics +26, Appraise +12, Bluf +19, Climb +9, Disable 
  Device +26, Disguise +7, Escape Artist +9, Knowledge (local) +21, 
  Perception +18, Sense Motive +16, Sleight of Hand +20, Stealth +30
  SQ hidden weapons, hide in plain sight, poison use, rogue talents 
  (bleeding attack +8, fnesse rogue, surprise attack), trapfnding +3
  Other Gear mithral +2 chain shirt, +2 dagger, +1 dagger, +1 light 
  crossbow, with 20 bolts, ring of protection +2, amulet of natural armor 
  +1, cloak of resistance +3, belt of incredible dexterity +4, handy haversack, 
  4,311 gp
  SOPHINA 
  CR 15
  Te old woman looks human at frst glance. Her slightly 
  pointed ears, hidden under her long blonde fowing hair, 
  betray her elven heritage, however. Her blue eyes sparkle. 
  Dressed in simple linen slacks and cotton shirt, it’s clear she 
  wears some sort of armor under her clothing. A simple silver circlet with a 
  small sapphire wraps neatly around her head.
  XP 51,200
  Female old half-elf summoner 16 (Pathfnder Roleplaying Game 
  Advanced Player’s Guide, “Summoner”)
  NE Medium humanoid (elf, human)
  Init +4; Senses low-light vision; Perception +11
  D E f E n s E
  AC 15, touch 10, fat-footed 15 (+5 armor)
  hp 91 (16d8+16)
  Fort +9, Ref +10, Will +14; +2 vs. enchantments
  Defensive Abilities greater shield ally
  O f f E n s E
  Speed 30 f.
  Melee mwk dagger +10/+5/+0 (1d4–3/19–20)
  
  23
  Summoner Spell-Like Abilities (CL 16th; concentration +24)
  11/day—summon monster VIII
  Summoner Spells Known (CL 16th; concentration +24)
  6th (2/day)—mass planar adaptation†, maze
  5th (4/day)—greater rejuvenate eidolon†, greater teleport, plane shif (DC 
  24), true seeing
  4th (6/day)—acid pit† (DC 23), baleful polymorph (DC 22), hold monster 
  (DC 22), insect plague, magic jar (DC 22)
  3rd (7/day)—aqueous orb† (DC 22), black tentacles, fy, spiked pit† (DC 
  22), tongues
  2nd (7/day)—blur, create pit† (DC 21), detect thoughts (DC 20), 
  glitterdust (DC 21), haste, protection from arrows
  1st (7/day)—expeditious retreat, feather fall, grease (DC 20), reduce 
  person, shield, unseen servant
  0 (at will)—acid splash, detect magic, light, mage hand, message, read 
  magic
  † See Pathfnder Roleplaying Game Advanced Player’s Guide 
  s T a T i s T i C s
  Str 5, Dex 11, Con 9, Int 16, Wis 12, Cha 26
  Base Atk +12; CMB +9; CMD 19
  Feats Alertness, Extend Spell, Great Fortitude, Improved Initiative, 
  Lightning Refexes, Skill Focus (Stealth), Spell Focus (conjuration), 
  Toughness
  Skills Fly +19, Knowledge (arcana) +22, Perception +11, Sense Motive 
  +3, Spellcraf +22, Stealth +16, Use Magic Device +27; Racial Modifers 
  +2 Perception
  Languages Aklo, Common, Elven, Ignan, Orc
  SQ aspect, bond senses 16 rounds/day, eidolon, life bond, life link, 
  maker’s call, merge forms, transposition, elf blood
  Combat Gear wand of cure moderate wounds (27 charges), wand of 
  lesser rejuvenate eidolon (38 charges), bead of force; Other Gear light 
  fortifcation +2 studded leather, mwk dagger, cloak of resistance +3, 
  handy haversack, headband of alluring charisma +4, ring of sustenance, 
  spell component pouch, ointment (true seeing component) x2, tuning 
  forks (elemental planes, astral plane, negative energy plane)
  PHEN 
  CR —
  Eidolon (serpent form)
  NE Large outsider (extraplanar)
  Init +10; Senses darkvision 60 f.; Perception +15
  D E f E n s E
  AC 18, touch 16, fat-footed 11 (+6 Dex, +1 dodge, +2 natural, –1 size)
  hp 138 (12d10+72)
  Fort +9, Ref +14, Will +10; +4 vs enchantment
  Defensive Abilities improved evasion; Resist acid 15; SR 27
  O f f E n s E
  Speed 20 f., climb 20 f.
  Melee bite +20/+15 (1d6+8 plus poison), tail slap +14 (1d6+4)
  Space 10 f.; Reach 10 f.
  Special Attacks breath weapon (30 f. cone, 12d6 acid damage, Refex 
  DC 21 half, usable 1/day), constrict (1d6+8), poison
  s T a T i s T i C s
  Str 26, Dex 22, Con 20, Int 7, Wis 10, Cha 11
  Base Atk +12; CMB +21 (+25 grapple); CMD 38 (can’t be tripped)
  Feats Blind-Fight, Dodge, Improved Initiative, Iron Will, Toughness, 
  Weapon Focus (bite)
  Skills Acrobatics +21 (+17 jump), Climb +16, Perception +15, Sense 
  Motive +15, Stealth +17
  SQ link, share spells, devotion, multiattack, evolutions breath weapon, 
  (bite, constrict, energy attacks, grab, large, reach, resistance, spell 
  resistance, tail, tail slap)
  s P E C i a l  a b i l i T i E s
  Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 4 
  rounds; efect 1d4 Str drain; cure 1 save.
  ACTION
  Upon arriving, Jannis immediately attacks, hoping to take out an arcane 
  spell caster (if one exists). If the pair were unable to study the group 
  before attacking, Jannis makes use of his swif death ability on this 
  initial attack. Otherwise, he saves swif death for the second round — 
  efectively allowing him to make a death attack in back-to-back rounds. 
  Jannis would obviously prefer to make a full attack, and relies upon 
  Sophina’s eidolon to provide him a fanking partner. If fanking simply 
  isn’t possible, though, Jannis will feint as a move action— one sneak 
  attack a round is better than none.
  Sophina orders her eidolon to join the battle, well aware that her pet 
  greatly increases Jannis’s combat ability. If outdoors or someplace else 
  where space is abundant, she takes fight, looking to make it as difcult 
  as possible for the PCs to engage her in melee. She supports Jannis 
  and her pet with spells such as baleful polymorph and hold monster to 
  remove individual targets from the battle. She keeps at least one 4th level 
  spell slot unused, so the group can make an exit.
  Phen simply attacks with his natural weapons, seeking to lay as much hit 
  point damage upon his target as possible. In the fnal round of combat 
  Phen uses his breath weapon, positioning himself in such a way as to 
  catch as many of the PCs as possible. He doesn’t take any precautions to 
  avoid Jannis, relying on his high Refex save and evasion ability.
  Te trio stays for no longer than three rounds (plus the surprise round). 
  During the third round, Jannis takes a 5’ step away from his target afer 
  making his last attack and Sophina moves to his location, and then casts 
  greater teleport. If their ambush quickly turns bad, Sophina decides 
  to call for an early retreat, issuing the agreed-upon phrase “For the 
  master!” as the signal for the other two to disengage.
  Death?! Bah, It’s But a MInor 
  InconvenIence!
  For high level characters, death usually isn’t permanent unless 
  the player chooses it to be so. clerics have access to raise dead 
  ���������������������������������������������������������������
  �������������������������������������������������������������
  ������� ���� ����������� ������� ��� ������� ������ ����� ���� ���
  brought back to life even if nothing at all of their remains exists. 
  ���� ����� ���������� ��� ������ ������� ��� ���� ���������� ���������
  component.
  assassins add another round of hoops players must jump 
  through, but even the assassin’s toolkit doesn’t make death 
  ����������� ����� ������ ����������� ��������� ���� ������� ��� �����
  ������������������������������������������������������������
  �����������������������������������������������������������������
  ���������������������������������������������������������������
  ����������������������������������������������������������������
  don’t have access to this spell yet. and that’s oK. the point of 
  �����������������������������������������������������������������
  characters a bit, by causing them to expend some resources. 
  ���������������������������������������������������������������
  ���������������������������������������������������������������
  d’arstond more personal.
  �����������������������������������������������������������������
  the characters! they’ll recover. 
  
  24
  DEVELOPMENTS
  During combat, Jannis lets slip who their employer is while (hopefully) 
  adding a new orifce in one of the PCs.  Hopefully, it lights a fre under 
  both the players and the characters. Give the group time to lick their 
  wounds, raise their dead, and re-fortify for the remainder of the 
  adventure. If the PCs take precautions such as the ones mentioned 
  earlier, be prepared for them to ask how those defenses were bypassed. 
  Let them examine it themselves, such that they discover the weakness 
  you used. Be cooperative, but don’t just give them the info; make them 
  work for it a bit. And, of course, if they hadn’t taken any precautions at 
  all up until now, this ambush should serve as a very powerful reminder 
  that they have enemies, and those enemies have the resources to kill 
  them — or worse.
  
  25
  
  26
  SCENE III: ELEMENTAL PLANE OF 
  EARTH
  A powerful crag linnorm who only goes by the name Fang resides deep 
  in a cavern on the Elemental Plane of Earth and possesses the diamond 
  fragment. She’s unaware of the true nature of the exquisite gem — she 
  just knows it’s sparkly, and it’s hers. Highly territorial and very possessive 
  of the items in her hoard, there’s little chance of the PCs negotiating 
  their way out of this; they’re going to have to prepare to fght. 
  PLANAR TRAITS
  �� Earth-Dominant Travelers who arrive run the risk of sufocation if 
  they don’t reach a cavern or other pocket within the earth. Worse 
  yet, individuals without the ability to burrow are entombed in the 
  earth and must dig their way out (5 feet per turn). Creatures of the 
  air subtype are uncomfortable on earth-dominant planes because 
  these planes are tight and claustrophobic to them, but sufer no 
  inconvenience beyond having difculty moving.
  �� Enhanced Magic Spells and spell-like abilities with the earth 
  descriptor or that use, manipulate, or create earth or stone 
  (including those of the Earth domain and the elemental [earth] 
  bloodline) are enhanced.
  �� Impeded Magic Spells and spell-like abilities with the air descriptor 
  or that use or create air (including those of the Air domain, spell-like 
  abilities of the elemental [air] bloodline, and spells that summon air 
  elementals or outsiders with the air subtype) are impeded.
  PROTECTIONS
  Te biggest issue for the characters to contend with on the Elemental 
  Plane of Earth is the composition of the plane itself — most of the plane 
  is solid rock. Given plane shif’s inaccuracy, chances are the characters 
  arrive on the plane in a location that, quite frankly, means they’d be 
  encased in rock. Two methods exist within the rules to help: becoming 
  incorporeal or gaining a burrow speed. Assuming the characters intend 
  to use greater teleport (or similar) to get close to the crag linnorm, they’ll 
  only need one of these methods for a short period of time. If they intend 
  to just wander the plane until they get where they want to be, they’ll 
  need something with a longer duration.
  No standard spells or items grant a burrow speed. A few methods exist 
  to gain the earth glide ability, including the elemental body spell line, the 
  15th level ability of the deep earth sorcerer bloodline, and a druid’s wild 
  shape ability are a few of them. None of these, however, allow a caster 
  to bestow the power to another creature. Allowing a caster to research 
  such a spell is permissable, but be careful about the end result. Granting 
  a burrow speed (or the earth glide ability) for any length of duration is 
  powerful. One good option would be to allow a caster to research — or 
  fnd — a variant of the elemental body I spell that allows the spell to be 
  cast on another creature. Assuming everything about this spell is the 
  same as elemental body I except the target entry, placing it as a 4th level 
  spell is reasonable.
  Te dust form spell (Pathfnder Roleplaying Game Advanced Player’s 
  Guide) allows the caster to become incorporeal for a very short period 
  of time, but the caster can only target herself. As a 6th level spell, it’s 
  probably unreasonable for the characters to research a greater version 
  of the spell that targets others; a magic item is a possibility, though it 
  would, by necessity, be extremely expensive.
  Characters who don’t plan ahead are going to fnd things slow-going, as 
  they’ll only be able to move fve feet per round. In that instance, they’re 
  best option very well might be to go back to the material plane and try 
  again afer preparing. However, once they’re prepared to move through 
  the environment, they should fnd the Elemental Plane of Earth to be 
  about as hospitable as their home plane.
  THE CAVERNS
  Fang considers the area with about fve miles of her main cavern to be 
  her lair. Of course, she can’t defend that much territory. In fact, Fang 
  has recently grown — a result of a combination of simply aging, eating 
  well, and fghting a lot (thereby building muscle) — and she no longer 
  easily fts through the tunnels of even her closest chambers. Content to 
  stick mostly to the large chamber, others have moved in and taken the 
  smaller caverns of Fang’s territory as their own. For now, she’s willing to 
  accept this arrangement. What she’s not willing to accept is a bunch of 
  PCs trudging into her cavern looking to steal her gem.
  E1: MINIONS! (SORT OF) 
  (EL 13)
  A pair of carnivorous crystals has moved into this cavern. Tey’re 
  content to hang here and dine upon the mineral-rich rock in this cavern. 
  Te PCs’ arrival changes that plan, though. Sensing a veritable feast of 
  minerals, the oozes set upon the intruders shortly afer they enter the 
  chamber.
  �����������������������������������������������������������������
  �����������������������������������������������������������������
  rock right out of the wall.
  SETUP
  A pair of carnivorous crystals resides in this cavern. As soon as they’re 
  aware of the PCs (likely via their blindsight ability), they attack. 
  CARNIVOROUS CRYSTAL (2) 
  CR 11
  XP 12,800 each
  hp 136 each (Pathfnder Roleplaying Game Bestiary III, 
  “Carnivorous Crystal”)
  ACTION
  As mindless creatures, the oozes don’t use any real tactics. Tey simply 
  plow ahead and look to engulf the PCs as quick as possible, so they can 
  begin feeding.
  E2: NEW NEIGHBORS 
  (EL 12)
  Four xorn — two mated pair — have moved in here. Tey intend to 
  slowly torment Fang over time, hoping to drive her from the cavern so 
  they may make the place their permanent home. 
  ����� ����� ������� ������ ����� �� ������ �������� ������ ���� ���������
  ��������������������������������������������������������������
  SETUP
  Te bones are from a pack of kobold strip miners who, not that long ago, 
  stumbled through here looking for rare metals and gems. All they found 
  was their quick demise.
  Te xorn that reside here are more ornery than is typical.
  
  27
  XORN (4) 
  CR 6
  XP 2,400 each
  hp 66 (Pathfnder Roleplaying Game Bestiary, “Xorn”)
  ACTION
  Te xorn are defensive of what they perceive as theirs, but not to the 
  point of being suicidal. If two are slain, or if all four are reduced to less 
  than 1/4 their hit points, they use their earth glide ability to fee. 
  TREASURE
  Te kobolds had some gear that is still lying about the chamber. If the 
  PCs are willing to sif through the bones, they fnd a suit of +2 leather 
  armor, +3 corrosive burst light pick, a lantern of revealing, and a mostly 
  dissolved leather satchel that contains 23 pounds of mithral. (Note: 
  the corrosive burst weapon property can be found in the Pathfnder 
  Roleplaying Game Advanced Player’s Guide.)
  E3: UNSTABLE CAVERN 
  (EL 8)
  Tis chamber is completely unstable. All the creatures in the area have 
  abandoned it.
  �����������������������������������������������������������������
  ����� ���� ����� ��� ���� ��������� ���� ������� ���� ������ ����� ���
  ���������������
  Te sound is simply a trick of the wind blowing through a crack in the 
  ceiling.
  SETUP
  When the PCs reach roughly the middle-point of the tunnel between 
  the E3a and E3b, the cave-in occurs. If the PCs are careful and examine 
  the caverns as they move, a DC 20 Knowledge (engineering) or Craf 
  (stonemasonry) check reveals the unstable nature of the tunnel. 
  Remember that Craf checks can be made untrained, and also that a 
  dwarf (or other character with the “stonecunning” ability) gets to make 
  the check simply by passing within 10 feet of the bottleneck. If any of the 
  characters are successful, they can raise a warning and possibly avoid 
  the cave-in.
  ACTION
  As soon as the middle PC in the “marching order” reaches the midpoint 
  of the tunnel, read them the following text.
  ����������������������������������������������������������������
  of loose dirt and small pebbles fall from the ceiling. A half moment 
  ������� �� ����� �������� ������ ����� �������� ���� ��������� ���� �������
  ���������������������������������
  Immediately at this point, call for Refex saves from everybody. Te PC 
  who “triggered” the cave in, and any creature within fve feet, is in the 
  “bury zone.” All other characters are in the “slide zone.”
  BURY ZONE
  Creatures in the bury zone take 8d6 points of damage, or half if they 
  make a DC 15 Refex save. Regardless of whether they succeed or fail the 
  saving throw, they’re buried under the cave-in.
  SLIDE ZONE
  Tose in the slide zone take 3d6 point of damage, or no damage if they 
  succeed on a DC 15 Refex save. Characters who fail this save are buried, 
  while those who were successful avoid being buried.
  BEING BURIED
  Any creature buried, regardless of whether it was from the bury or slide 
  zone, takes 1d6 points of nonlethal damage per minute. If any of these 
  creatures fall unconscious, they must make a DC 15 Constitution check 
  each minute. On a failed check, the character takes 1d6 points of lethal 
  damage.
  Any creature who is not buried can begin digging. In 1 minute, using 
  only hands, a character can clear rock and debris weighing fve times 
  her heavy load limit. Te amount of loose stone and debris that flls a 
  5-foot-by-5-foot area weighs one ton (2,000 pounds). Appropriate tools 
  (picks, crowbars, shovels, etc.) can clear debris twice as fast. And, of 
  course, plenty of spells could be useful in this situation.
  A buried creature can attempt to free itself with a DC 25 Strength check.
  DEVELOPMENT
  Afer the ceiling collapses, the “mewling” noise ceases.
  E4: ROCK TROLLS 
  (EL 11)
  Five rock trolls make this cavern their home. Fang despises these 
  disgusting humanoids, but she’s too large to make her way into the tunnel 
  to eradicate them. Te trolls may be dumb, but they know enough to 
  stay away from a dragon — even a lesser dragon — that despises them.
  ���������������������������������������������������������������
  ��������������������������������������������������������������������
  ������������������������������������������������������
  SETUP
  All fve are present, unluckily for the PCs.
  ROCK TROLL (5) 
  CR 6
  XP 2,400 each
  hp 80 each (Pathfnder Roleplaying Game Bestiary II, “Troll, 
  Rock”)
  ACTION
  Te trolls begin by trying to demoralize the PCs with Intimidate checks. 
  Whether or not that’s successful, they fght ferociously, hoping to sink 
  their claws into the PCs’ tender fesh and rip it of their bones. Any troll 
  that successfully rends a PC will take a move equivalent action the next 
  round to eat a chunk of the PC’s fesh. 
  Te trolls use Power Attack, every round whether or not it was successful 
  the previous round. Basically, their tactics are: “Bash! If that doesn’t 
  work, bash harder!”
  DEVELOPMENT
  Te trolls assume the PCs are minions of Fang, and fght to the death to 
  defend their home from the beast.
  
  28
  PCs who don’t overcome the rock trolls’ regeneration properly are in for 
  a nasty surprise, as the trolls will join the battle in the fght against Fang 
  (if that fght happens afer this one), making for an interesting three-
  way battle.
  E5: BOSS LADY 
  (EL 16)
  Tis is the lair of Fang, an advanced engorged crag linnorm. She’s 
  extremely territorial and protective of her lair, but too large to move 
  comfortably beyond this large cavern.
  ��������������������������������������������������������������������
  ��������������������������������������������������������������������
  ��������������������������������������������������������������������
  SETUP
  Fang wants no parts of negotiation. Tis is her lair, and that diamond is 
  hers. And that’s that.
  FANG 
  CR 16
  Tis massive dragon has no wings, but does possess powerful 
  talons and an odd-looking triple tail. It has a distinctly feral 
  look, and her body scales sport jagged ridges.
  XP 76,800
  Female advanced crag linnorn
  CE Gargantuan dragon (Pathfnder Roleplaying Game Bestiary, 
  “Linnorn, Crag,” Pathfnder Roleplaying Game Bestiary, “Advanced 
  Template”)
  Init +10; Senses darkvision 120 f., low-light vision, scent, true seeing; 
  Perception +24
  D E f E n s E
  AC 33, touch 12, fat-footed 27 (+6 Dex, +21 natural, –4 size)
  hp 279 (18d12+162)
  Fort +20, Ref +19, Will +17
  Defensive Abilities freedom of movement; DR 15/cold iron; Immune 
  poison, curse efects, mind-afecting efects, magic paralysis and sleep, 
  dragon traits; SR 25
  O f f E n s E
  Speed 40 f., fy 100 f. (average), swim 60 f.
  Melee bite +29 (2d8+14/19–20 plus poison), 2 claws +28 (1d8+14), tail 
  +23 (2d6+7 plus grab)
  Space 20 f.; Reach 20 f.
  Special Attacks breath weapon, constrict (2d6+21), death curse, poison
  s T a T i s T i C s
  Str 38, Dex 22, Con 29, Int 9, Wis 22, Cha 25
  Base Atk +18; CMB +36 (+40 grapple); CMD 52 (can’t be tripped)
  Feats Blind-Fight, Cleave, Combat Refexes, Improved Bull Rush, 
  Improved Critical (bite), Improved Initiative, Lightning Refexes, Power 
  Attack, Weapon Focus (bite)
  Skills Climb +27, Diplomacy +20, Fly +18, Intimidate +20, Knowledge 
  (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, 
  Perception +24, Spellcraf +7, Swim +35
  Languages Aklo, Draconic, Sylvan
  E C O l O g y
  Treasure triple standard
  s P E C i a l  a b i l i T i E s
  Breath Weapon (Su) Once every 1d4 rounds as a standard action, a crag 
  linnorm can expel a 120-foot line of magma, dealing 15d8 points of fre 
  damage to all creatures struck (Refex DC 28 halves). Tis line of magma 
  remains red-hot for 1 round afer the linnorm creates it. Creatures that 
  took damage on the frst round take 6d6 fre damage the second round 
  (Refex DC 28 negates), as does any creature that walks across the line 
  of magma. If the magma was expelled while the linnorm was airborne, 
  it instead rains downward during the second round as a sheet of fre no 
  more than 60 feet high that does 6d6 damage (Refex DC 28 negates) 
  to any creature that passes through it. On the third round, the line of 
  magma cools to a thin layer of brittle stone that quickly degrades to 
  powder and sand over the course of several hours; magma that’s turned 
  to a sheet of fre is consumed entirely during the second round, leaving 
  behind only a stain of smoke in the air that swifly disperses. Te save 
  DC is Constitution-based.
  Death Curse (Su) When a creature slays a crag linnorm, the slayer is 
  afected by the curse of fre. Curse of Fire: save Will DC 26; efect creature 
  gains vulnerability to fre. Te save DC is Charisma-based.
  Freedom of Movement (Ex) A crag linnorm is under the constant efect 
  of freedom of movement, as per the spell of the same name. Tis efect 
  cannot be dispelled.
  Poison (Su) Bite—Injury; save Fort DC 28; frequency 1/round for 10 
  rounds; efect 1d4 Con drain; cure 2 consecutive saves.
  True Seeing (Ex) A crag linnorm has constant true seeing, as per the 
  spell of the same name.
  ACTION
  Fang opens combat by breathing on as many PCs as possible. In 
  subsequent rounds, she makes full attacks until her breath weapon is 
  recharged. While she doesn’t have a death wish, she also has no place to 
  retreat. So unless the PCs ofer her quarter, she’ll fght to the very end. 
  DEVELOPMENT
  PCs who search through the rubble pile locate Fang’s hoard (see 
  sidebox), which includes the diamond they seek.
  EXPANSION OPTIONS
  Earth can be expanded in a few ways. Perhaps the kobold miners aren’t 
  all dead, and PCs stumble into their camp. Similarly, the rock trolls 
  could easily be expanded to fll several more caverns.
  Another option to expanding this area is slightly widen the tunnels and 
  fll the region with various crag linnorm. Give Fang a mate, for example, 
  and apply the “young” simple template to produce ofspring.
  You also don’t necessarily need to expand the existing map; fnding any 
  map of a cavern complex should sufce. Perhaps the PCs need to teleport 
  more than once afer they arrive via plane shif, and they encounter 
  whatever you want to throw at them during one of these intermediary 
  steps. Or go the other direction, and have the PCs arrive to fnd Fang 
  dead and her hoard looted. Now they need to track down who killed 
  
  29
  her, fnd them, and get the fragment. Tis option is especially nice if 
  you’re looking to “teach” your PCs a bit about divination magic, and the 
  power it can provide. Locate object and similar spells may prove helpful 
  in fnding their way to the fragment’s new owner.
  Treasure Hoard
  The crag linnorm gets a “triple standard” treasure hoard. Here’s 
  one such treasure pile you can use. IF the PCs are beginning to 
  feel weighed down with gems at this point, feel free to swap 
  them out for equivalently costed magic items. 
  �� 5,027 gp
  �� 1,091 pp
  �� ������� ��� ������� ������������ ������� ��� ������ ������
  darkvision, and cat’s grace
  �� arcane scrolls of summon monster II and burning hands
  �� universal solvent
  �� �����������������
  �� ���������������
  �� 3 gems worth 50 gp each
  �� 3 gems worth 100 gp each
  �� 2 gems worth 500 gp each
  �� 2 gems worth 1,000 gp each
  �� 7 art objects, worth an average value of 1,540 gp each
  Earth CrEaturEs
  the following creatures have the outsider (earth) type, or the 
  �����������������������������������������������������������
  PathfindEr rolEPlaying gamE BEstiary
  Blue dragon, copper dragon, earth elemental, earth mephit, 
  gargoyle, salt mephit, shaitan, xorn
  PathfindEr rolEPlaying gamE BEstiary ii
  Crysmal, crystal dragon, forest drake, magma elemental, mud 
  elemental, pech, rock troll, sandman, thoqqua
  PathfindEr rolEPlaying gamE BEstiary iii
  Carnivorous crystal, desert drake, forest dragon, guecubu, 
  ����������������������������������������
  
  30
  
  31
  SCENE IV: ELEMENTAL PLANE OF AIR
  Te huge sapphire fragment that Leander d’Arstond tucked away on the 
  Elemental Plane of Air currently adorns the big wheel of Captain Julian 
  Rascal’s magical airship, Te Skydragon.  Captain Rascal is the most 
  level-headed — and friendly — of the gem owners. Characters looking 
  to use their wily charms instead of their steel and spells will fnd Captain 
  Rascal a suitable encounter. Convincing the good captain to surrender 
  his prized accoutrement, however, will not be easy.
  Whether the players opt to attack or negotiate, their time on the airship 
  is interrupted by a marauding band of demons, intent on capturing the 
  airship and enslaving all aboard — including the PCs. If the characters 
  opted to attack Captain Rascal and his band, this turns into a chaotic 
  three-way melee. On the other hand, if the PCs approached the captain 
  as friends and they assist in repelling the attacking force, he’ll thank 
  them by turning over the gem.
  PLANAR TRAITS
  �� Air-Dominant Consisting mostly of open space, planes with this 
  trait have just a few bits of foating stone or other solid matter. Tey 
  usually have a breathable atmosphere, though such a plane may 
  include clouds of acidic or toxic gas. Creatures of the earth subtype 
  are uncomfortable on air-dominant planes because they have little 
  or no natural earth to connect with. Tey take no actual damage, 
  however.
  �� Enhanced Magic Spells and spell-like abilities with the air 
  descriptor or that use, manipulate, or create air (including those of 
  the Air domain and the elemental [air] bloodline) are enhanced.
  �� Impeded Magic Spells and spell-like abilities with the earth 
  descriptor or that use or create earth (including those of the Earth 
  domain, spell-like abilities of the elemental [earth] bloodline, and 
  spells that summon earth elementals or outsiders with the earth 
  subtype) are impeded.
  �� Subjective Directional Gravity
  PROTECTIONS
  Te Elemental Plane of Air is the most hospitable of the four elemental 
  planes. A creature native to the Material Plane can survive on the 
  Elemental Plane of Air without any special protections. Te ability to 
  fy, whether natural or from magic, makes movement on the plane a 
  little easier, but isn’t entirely necessary. Characters may want to fnd 
  a way to boost their Wisdom score, so as to take better advantage of 
  the subjective directional gravity. Te ability to hit the DC 16 check 
  consistently is crucial to fuid movement.
  THE SKYDRAGON
  Te Skydragon is the most magnifcent airship known to sail the eddies 
  and drafs of the Elemental Plane of Air. One hundred feet wide and a 
  breathtaking 700 feet from prow to stern, she’s also one of the largest 
  ships in the sky.
  S1: THE POOP DECK AND SHIP’S WHEEL
  Tis large wooden wheel steers Te Skydragon, as well as controlling 
  her pitch. Te sapphire fragment adorns this wheel, embedded in the 
  center. Captain Rascal liked the way the light radiated through the gem’s 
  cut, and opted to add it as a decoration to the wheel. A lever to the right 
  of the wheel controls how much steam from the engine room (see S10) 
  powers the magical sails. 
  Two fights of stairs — one on either side of the deck — lead down to 
  the main deck.
  Tere is a 60% chance Captain Rascal is present here at any given time. 
  Tere is a 40% chance of his frst mate being here, as well as a 40% 
  chance of his navigator being present. In addition, 3–6 (1d4+2) crew 
  members are always present on this deck.
  S2: THE CROW’S NEST
  At least three crew members are always present here keeping watch. 
  Tose standing within the crow’s nest receive the benefts of see 
  invisibility spell as well as a +5 circumstance bonus on Perception 
  checks, courtesy of the ship’s magic. Climbing the ropes and rigging to 
  The Skydragon
  ����������������������������������������������������
  �����������������������������������������
  � � � � � � � � � � �
  ������������������������������������������������������������������
  �������� ����� ����� ����� ��� ����� ���� �������� ��������� ��� ���
  ��������������������������������������������������������������
  ��������������������������������������
  ������������������������������������������������������������
  �������� ������� �� ����� ��� ���� ������� ��� ���� ����� ���� ����
  ����������� �� ���� ����� ���� ������ ������� ���� ���� �����������
  ���� ��� ��������� ������� ����� ���� ��������� ���������� ������
  ���������������������������������������������������������������
  ���������������������������������������������������������������
  ������������������������������������������������������������
  ��������������������������������������������������������������
  ���������������������������
  ���� ������� ���� ����������� ���� ������� ��� ����� ��� ���� ����� ���
  �������������������������������������������������������������
  �������������������������
  ������������������������������������������������������������
  ������������������������������������������������������������������
  ��������������
  � � � � � � � � � � � �
  ������������� ����� ��������� ������ ��������� ������ �������
  ����� ���� ������� ������������ �������� ����� ��� ������ �������
  �������������������������
  
  32
  gain access to the nest requires a DC 10 Climb check — though given 
  the nature of the plane, it’s also possible to simply fy up.
  S3: FRONT DECK
  Tis large deck surface is usually empty, though when the ship is hauling 
  an especially large load, some containers may be stored here. Generally, 
  one or two crew members mill about up here, swabbing the deck and 
  keeping an eye on things. Five large bitts are here, used to tie the ship 
  up when in dock.
  S4: CHART ROOM
  Large maps cover the four walls of this room, and an oak table in the 
  center of the room is covered with charts and other maps. Several 
  sextants, compasses, and other navigational tools lie scattered about the 
  table as well.
  If the navigator is not on the wheel deck, there is a 30% chance she can 
  be found here. If Captain Rascal is not on the wheel deck, there is a 20% 
  chance he is present here. If the frst mate is not present on the wheel 
  deck, there is a 20% chance he’s in this room.
  A single door leads out to the main deck. Te door is typically kept 
  open, though it can be locked and barred from this side to prevent entry 
  if necessary. A fight of stairs leads down to S8: Te Captain’s Quarters.
  Locked Door: hardness 5, 45 hp; break DC 20; Disable Device DC 35.
  Locked and Barred Door: hardness 5, 45 hp; break DC 30; Disable 
  Device DC NA.
  S5: MAIN DECK
  Tis large wooden deck bustles with activity constantly. At any given 
  time, 7–12 (1d6+6) crew members are present on this deck, either 
  working or simply enjoying the majestic scenery. 
  S6: STORAGE
  Tis room is used for storage of food and equipment necessary for the 
  smooth operation of the Skydragon. While the mess hall (see area S9 
  below) is capable of making food for the crew, Captain Rascal likes to 
  keep some non-perishable food on hand, just in case. First Mate Mercus 
  keeps this room well organized, and mentally maintains a thorough 
  inventory.
  A single door leads to the main deck. Tis door is typically lef open, 
  though it can be locked and barred if necessary. Two fights of stairs lead 
  down to S13: Something on the deck below. Another door leads to S7: 
  First Mate’s Bunk.
  Locked Deck Door: hardness 5, 45 hp; break DC 20; Disable Device 
  DC 35.
  Locked and Barred Deck Door: hardness 5, 45 hp; break DC 30; 
  Disable Device DC NA.
  S7: FIRST MATE’S BUNK
  Tis is the living quarters of First Mate Oscar Mercus and Chief 
  Navigator Henrietta Sams.  A large bed is bolted to the foor on the 
  port side, covered in luxurious pillows and quilts. A chest of drawers 
  contains halfing-sized simple clothing — mostly linen pants and tunics. 
  A sturdy armoire contains several fancy dresses and a formal suit — 
  again, halfing-sized. Two sturdy footlockers sit on the foor at the foot 
  of the bed. Finally, a large desk sits on the starboard side, under a portal.
  Locked Door: hardness 5, 45 hp; break DC 20; Disable Device DC 40.
  S8: THE CAPTAIN’S QUARTERS
  Captain Rascal makes this chamber his home, such as it is. Te room’s 
  décor is a hodge-podge of styles, mixed and unmatched all around. 
  A fight of stairs leads down from the chart room, with a locked door 
  blocking access to the room. A door grants the captain access to the 
  mess hall (see S9 below). Captain Rascal splits his living quarters into 
  two distinct areas. Te area near the bow of the ship is treated as an 
  ofce; the captain keeps a desk with a comfortable chair, as well as a 
  small conference table surrounded by a half-dozen chairs.
  Te af area of the room serves as the captain’s bedroom. Captain Rascal 
  has a large four-poster bed, with gauzy curtains hanging around all 
  sides. An oak armoire and chest of drawers round out the furniture.
  A trap door, hidden under a throw rug in the corner of the room, leads 
  down to a secret smuggling chamber (see area S14 below). Te door sits 
  fush with the foor, and when unlocked it swings downward.
  Several trophies hang from the walls, including the head of a red dragon 
  and silver longsword mounted on a plaque.
  Locked Door: hardness 5, 45 hp; break DC 20; Disable Device DC 40.
  Hidden and locked Trap Door: hardness 5, 20 hp; break DC 20, 
  Perception DC 20, Disable Device DC 30.
  S9: THE MESS HALL
  At any given time, this large room contains 10–40 (1d4x10) crew 
  members, generally in a rowdy mood. Numerous long tables and 
  benches occupy the majority of the room. Each corner contains a small 
  contraption that is capable of generating basic food on command. Te 
  food produced is generally bland, but nutritious and flling.
  If the Skydragon is under attack, the crew members located here are 
  generally the frst to arrive at battle stations.
  S10: THE POWER ROOM 
  (EL 13)
  Te Skydragon draws all its power from this room. Trapped within, kept 
  alive, in part, by the magic of the ship, are two elder elementals: one fre, 
  the other water. Te two are in constant confict, and constant agony. 
  Te steam generated by their steady confict powers the ship.
  ELDER WATER ELEMENTAL 
  CR 11
  XP 12,800
  hp 152 (Pathfnder Roleplaying Game Bestiary, “Elemental, 
  Water)
  ELDER FIRE ELEMENTAL 
  CR 11
  XP 12,800
  hp 152 (Pathfnder Roleplaying Game Bestiary, “Elemental, 
  Fire”)
  Tis room has no entry points, by design. Te walls contain a thin layer 
  of lead, preventing many detection and other spells. Should PCs fnd 
  a way into this room, the two elementals — enraged and insane from 
  their decades of captivity — immediately attack, relentlessly lashing out.
  Should PCs fnd their way into the room and slay the elementals, the 
  Skydragon loses its source of power, and becomes adrif. 
  
  33
  S11 & S12: CREW’S QUARTERS
  Tese two long rooms contain over 80 hammocks strung at all manner 
  of angles. An equal number of chests (locked, DC 20 Disable Device 
  to open) encircle the room. Several tables with sturdy chairs adorn the 
  middle of the room. At any given time 10–30 (1d3x10) crew members 
  are here, either sleeping or just relaxing. 
  S13: STORAGE
  Tis large room is used for storage of the ship’s cargo. Currently, the 
  Skydragon is hauling several tons of wheat and barley.
  S13A: BRIG 
  (EL 12)
  Tis chamber is the ship’s brig. Te entire room, all its walls, and its door 
  are under the efects of an antimagic feld. Te chamber currently houses 
  a valkyrie named Ormagaarda. She arrived on the Skydragon intent to 
  claim the soul of Captain Rascal. Te captain, recognizing the beautiful 
  warrior, had her thrown in the brig — as much for her protection as 
  anything else. In truth, the valkyrie was correct about Captain Rascal 
  potentially falling in battle, but through confusion and poor timing, 
  arrived about a day before the battle.
  VALKYRIE 
  CR 12
  XP 19,200
  hp 168 (Pathfnder Roleplaying Game Bestiary 3, “Valkyrie”)
  S14: SMUGGLING CHAMBER (EL 16)
  Captain Rascal uses this chamber to secretly transport items. Most 
  times, even his frst mate doesn’t know what’s in this chamber (though 
  he does know of its existence, and it’s method of entry). Currently, 
  Rascal is using this chamber to smuggle two items for the Sun God. 
  Te frst is a large crate containing diamonds, intended to be used as 
  material components for life-granting spells. Te contents of the crate 
  are valued at about 50,000 gp.
  Te second “item” being smuggled is far more important to the church. 
  Two astral devas currently occupy the room. Tis pair of angels is key 
  to breaking a siege at one of the Sun God’s temples by the forces of the 
  Abyss, and they hope to be able to make their way across the Elemental 
  Plane of Air undetected.
  ASTRAL DEVA (2) 
  CR 14
  XP 38,400 each
  hp 172 each (Pathfnder Roleplaying Game Bestiary, “Angel, 
  Astral Deva”)
  S15: LOWER DECK
  Te lower decks of the ship house the Skydragon’s biggest defense — 
  eight cannons. Each cannon has a crew of three that is always present, 
  placing a minimum of 24 crew members down here at all times.
  Cannon: 6d6 bludgeoning and piercing damage, x4 on a confrmed 
  critical; range increment 100 f.
  THE CREW
  Te Skydragon has a crew of ninety, all loyal to their captain.
  CAPTAIN JULIAN RASCAL 
  CR 14
  Suave and handsome, the captain appears to be the sort of 
  person with a persistent grin upon his face. He wears billowy 
  clothing that appears to cover some sort of thin metal armor. 
  A rapier is sheathed at his side.
  XP 38,400
  Male human rogue 15
  CG Medium humanoid (extraplanar, human)
  Init +10; Senses Perception +17
  D E f E n s E
  AC 24, touch 17, fat-footed 17 (+7 armor, +6 Dex, +1 dodge)
  hp 86 (15d8+15)
  Fort +6, Ref +15, Will +6
  Defensive Abilities evasion, improved uncanny dodge, trap sense +5
  O f f E n s E
  Speed 30 f.
  Melee +2 faming burst rapier +17/+12/+7 (1d6+2/18–20 plus 1d6 fre), 
  +1 sickle +16/+11/+6 (1d6+1)
  Ranged mwk light crossbow +18 (1d8/19–20)
  Special Attacks sneak attack +8d6
  Rogue Spell-Like Abilities (CL 15th, concentration +16)
  3/day—mage hand
  s T a T i s T i C s
  Str 10, Dex 22, Con 13, Int 12, Wis 8, Cha 16
  Base Atk +11; CMB +17; CMD 28
  Feats Acrobatic, Agile Maneuvers, Combat Refexes, Dodge, Improved 
  Initiative, Improved Two-Weapon Fighting, Iron Will, Persuasive, Two-
  Weapon Fighting, Weapon Finesse
  Skills Acrobatics +28, Bluf +16, Climb +13, Diplomacy +20, Disable 
  Device +19, Escape Artist +19, Fly +8, Intimidate +5, Knowledge 
  (engineering) +6, Knowledge (local) +9, Linguistics +7, Perception +17, 
  Perform (oratory) +11, Sense Motive +15, Sleight of Hand +21, Stealth 
  +24, Survival +11, Use Magic Device +21
  Languages Auran, Common, Elven, 2 more
  SQ rogue talents (fast stealth, fnesse rogue, ledge walker, minor magic, 
  opportunist, slippery mind, surprise attack), trapfnding +7
  Combat Gear wand of lightning bolt (21 charges); Other Gear 
  +3 mithral chain shirt, +2 faming burst rapier, +1 sickle, mwk light 
  crossbow, with 50 bolts, belt of incredible dexterity +2, headband of 
  alluring charisma +2
  FIRST MATE OSCAR MERCUS 
  CR 7
  Te halfing appears smaller than typical. A cap upon his 
  head bears a large colorful plume. A sling staf dangles from 
  his belt.
  XP 3,200
  Male halfing bard 4/ranger 4
  NG Small humanoid (extraplanar, halfing)
  Init +4; Senses Perception +17
  D E f E n s E
  AC 19, touch 17, fat-footed 15 (+2 armor, +2 defection, +4 Dex, +1 
  size)
  hp 60 (8 HD; 4d8+4d10+16)
  Fort +7, Ref +13, Will +8; +2 vs. fear, +4 vs. bardic performance, 
  language-dependent, and sonic
  O f f E n s E
  Speed 20 f.
  Melee +2 halfing sling staf +11/+6 (1d4+3)
  Ranged +2 halfing sling staf +14 (1d6+3/x3)
  Special Attacks bardic performance 11 rounds/day (countersong, 
  
  34
  distraction, fascinate, inspire competence +2, inspire courage +1), 
  favored enemy (chaotic outsiders +2)
  Bard Spells Known (CL 4th; concentration +5)
  2nd (1/day)—blur, cat’s grace
  1st (4/day)—animate rope, comprehend languages, identify, summon 
  monster I
  0 (at will)—detect magic, light, mage hand, mending, prestidigitation, 
  resistance
  Ranger Spells Prepared (CL 1st; concentration +3)
  1st—entangle (DC 13)
  s T a T i s T i C s
  Str 12, Dex 18, Con 12, Int 8, Wis 14, Cha 12
  Base Atk +7; CMB +7; CMD 23
  Feats Alertness, Endurance, Point Blank Shot, Precise Shot, Toughness, 
  Weapon Finesse
  Skills Acrobatics +17 (+13 jump), Bluf +5, Climb +10, Diplomacy +5, 
  Escape Artist +8, Handle Animal +5, Heal +9, Perception +17, Perform 
  (oratory) +12, Sense Motive +4, Stealth +15, Survival +9; Racial 
  Modifers +2 Acrobatics, +2 Climb, +2 Perception
  Languages Common, Halfing
  SQ bardic knowledge +2, versatile performance (oratory), favored 
  terrain (elemental plane of air +2), hunter’s bond (companions), track 
  +2, wild empathy +5
  Combat Gear potions of cure light wounds (2), potion of invisibility; 
  Other Gear masterwork leather armor, +2 halfing sling staf with 20 
  sling stones, ring of protection +2
  NAVIGATOR HENRIETTA SAMS 
  CR 7
  Te beautiful halfing woman dresses in practical but 
  colorful clothing. She has a small dagger on her belt, 
  though it looks to be more for show than use.
  XP 3,200
  Female halfing diviner 8
  CG Small humanoid (extraplanar, halfing)
  Init +10; Senses Perception +3
  D E f E n s E
  AC 14, touch 14, fat-footed 11 (+2 Dex, +1 dodge, +1 size)
  hp 46 (8d6+16)
  Fort +5, Ref +5, Will +8; +2 vs. fear
  O f f E n s E
  Speed 20 f.
  Melee mwk dagger +4 (1d3–2/19–20)
  Ranged light crossbow +7 (1d6/19–20)
  Arcane School Spell-Like Abilities (CL 8th; concentration +12)
  7/day—diviner’s fortune (+4)
  Diviner Spells Prepared (CL 8th; concentration +12)
  4th—arcane eye, confusion (DC 18), dimension door, rainbow pattern 
  (DC 18)
  3rd—arcane sight, dispel magic, haste, hold person (DC 17), slow (DC 17)
  2nd—acid arrow, detect thoughts (DC 17), invisibility, see invisibility, 
  touch of idiocy
  1st—comprehend languages, color spray (DC 15), grease (DC 15), mage 
  armor, protection from evil, unseen servant
  0 (at will)—acid splash, detect magic, ghost sound (DC 14), mage hand, 
  read magic
  Opposition Schools Evocation, Necromancy
  s T a T i s T i C s
  Str 6, Dex 14, Con 14, Int 19, Wis 13, Cha 12
  Base Atk +4; CMB +1; CMD 14
  Feats Brew Potion, Dodge, Improved Initiative, Scribe Scroll, Skill 
  Focus (Knowledge [geography]), Spell Focus (divination)
  Skills Acrobatics +4 (0 jump), Climb +0, Craf (alchemy) +11, Fly +11, 
  Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge 
  (engineering) +10, Knowledge (geography) +18, Knowledge (history) 
  +11, Knowledge (local) +11, Knowledge (nature) +10, Knowledge 
  (nobility) +8, Knowledge (planes) +15, Perception +3, Spellcraf +15; 
  Racial Modifers +2 Acrobatics, +2 Climb, +2 Perception
  Languages Auran, Common, Draconic, Halfing
  SQ arcane bond (hawk), forewarned, scrying adept
  Combat Gear potions of cure light wounds (2), wand of identify (21 
  charges); Other Gear mwk dagger, light crossbow, with 20 bolts, 
  headband of vast intellect +2, charts and maps, mwk navigator’s tools
  HARDEY 
  CR —
  XP —
  Male hawk familiar
  N Tiny animal (extraplanar)
  Init +3; Senses low-light vision; Perception +14
  D E f E n s E
  AC 19, touch 15, fat-footed 16 (+3 Dex, +4 natural, +2 size)
  hp 23 (4 HD)
  Fort +4, Ref +7, Will +3
  Defensive Abilities improved evasion
  O f f E n s E
  Speed 10 f., fy 60 f. (average)
  Melee talons +9 (1d4–2)
  Space 2.5 f.; Reach 0 f.
  Special Attacks deliver touch spells
  s T a T i s T i C s
  Str 6, Dex 17, Con 11, Int 9, Wis 14, Cha 7
  Base Atk +4; CMB +5; CMD 13
  Feats Weapon Finesse
  Skills Fly +7, Perception +14; Racial Modifers +8 Perception 
  Languages empathic link, speak with animals of its kind, speak with 
  master
  SQ share spells
  CREW MEMBER (90) 
  CR 4
  XP 1,200 each
  Male or female human expert 6
  N Medium humanoid (human)
  Init +1; Senses Perception +12
  D E f E n s E
  AC 14, touch 11, fat-footed 13 (+3 armor, +1 Dex)
  hp 42 each (6d8+12)
  Fort +4, Ref +3, Will +5
  O f f E n s E
  Speed 30 f.
  Melee mwk dagger +8 (1d4+3/19–20)
  Ranged mwk dagger +6 (1d4+3/19–20)
  s T a T i s T i C s
  Str 16, Dex 12, Con 11, Int 9, Wis 10, Cha 8
  Base Atk +4; CMB +7; CMD 18
  Feats Great Fortitude, Skill Focus (Climb), Skill Focus (Perception), 
  Toughness
  Skills Acrobatics +10, Climb +15, Heal +4, Knowledge (engineering) 
  +4, Knowledge (geography) +3, Perception +12, Sense Motive +5, 
  Stealth +10, Survival +9
  Languages Common
  Combat Gear potion of cure light wounds, potion of invisibility; Other 
  Gear masterwork studded leather, mwk daggers (2), daggers (4), 2d6 
  gp, 1d6 sp, 3d8 cp
  
  35
  DEMONS STRIKE! 
  (EL 20+)
  While the PCs are in the vicinity of Te Skydragon — whether as 
  friends or foes — a powerful band of demons attacks. Te demons seek 
  to prevent the delivery of the astral devas currently in the smuggling 
  chamber, and they’d also love to get their hands on the Skydragon itself. 
  However, they’ll willingly scuttle the valuable ship if it enables them to 
  acquire the angels.
  Tis is a very tough encounter, whether the PCs initially approach the 
  Skydragon as friends or enemies. Detailed round-by-round tactics really 
  aren’t feasible, as so much of what happens depends on your players and 
  how they initially approached this scene, as well as how they react once 
  the demons strike. Some general notes about tactics and goals, however, 
  are provided below.
  MARILITH (2) 
  CR 17
  XP 102,400 each
  hp 264 each (Pathfnder Roleplaying Game Bestiary, 
  “Demon, Marilith”)
  GLABREZU (4) 
  CR 13
  XP 25,600 each
  hp 186 each (Pathfnder Roleplaying Game Bestiary, 
  “Demon, Glabrezu”)
  BABAU (4) 
  CR 6
  XP 2,400 each
  hp 73 each (Pathfnder Roleplaying Game Bestiary, 
  “Demon, Babau”)
  SCHIR (8) 
  CR 4
  XP 1,200 each
  hp 37 each (Pathfnder Roleplaying Game Bestiary III, 
  “Demon, Schir”)
  DRETCH (20) 
  CR 2
  XP 600 each
  hp 18 each (Pathfnder Roleplaying Game Bestiary, 
  “Demon, Dretch”)
  RUNNING THE ENCOUNTER AS ALLIES
  If the PCs approached the Skydragon in a friendly manner, they have 
  a chance to aid their new friends to fend of the demon horde. Leave 
  the crew of the ship to handle the dretches and schirs; assume every 
  round that two of the lesser demons and one crew member dies, and 
  narrate the events appropriately.  Captain Rascal, First Mate Mercus 
  and Navigator Sams join the PCs in dealing with the stronger demons. 
  Mercus takes advantage of his hunter’s bond ability, granting all crew 
  members and the PCs a +1 favored class bonus against the demons. 
  Sams does her best to support with her spells, though her daily choices 
  aren’t especially efective in the given situation. Rascal, for his part, seeks 
  to fank the most powerful demon possible, looking to skewer the target 
  quickly and move on to another target. If he fanks with a PC, he’ll use 
  his opportunist ability whenever a PC strikes their shared target.
  When running this encounter, it’s important to keep a few things in 
  mind. First and foremost, the PCs need to be the heroes at the end of 
  the day. Narrate events during the chaos to make this clear. For example, 
  even if Rascal deals a deadly round of sneak attacks, give the PC a round 
  to act. Ten narrate the events so the PC gets the killing blow, all the 
  while making it clear that without the aid of the PC, Rascal wouldn’t 
  have been efective. 
  Second, it’s important that the players act as they desire. Even though 
  the crew members can likely mop up the lesser demons, if a PC wishes 
  to wade into the middle — perhaps a fghter with Great Cleave sees 
  an opportunity — then let her do so, and make her actions especially 
  heroic. For example, before the PC arrives the band of demons manages 
  to surround a crew member, and it’s clear that without the PC’s aid, that 
  crew member would’ve been ripped to shreds.
  Finally, keep the chaos factor high. Tis combat involves a lot of moving 
  parts — demons, PCs, named NPCs, and anonymous crew members. 
  Find opportunities to make the players feel slightly overwhelmed, 
  if only for a round or two. Let the battle move back and forth; even 
  though you’ll want to eliminate two lesser demons and a crew member 
  every round, that doesn’t mean you use those exact numbers every 
  round. Maybe in the frst round, two crew members die — perhaps two 
  of the three spotters in the crow’s nest — while the demons sufer no 
  losses. Te next round, however, the crew rallies and they take down six 
  demons while only sufering minor wounds. Move the action back and 
  forth, keeping the groups moving and the combat fowing. Focus dice 
  rolls where they truly matter, with the named NPCs and the powerful 
  demons.
  In this scenario, if the PCs and crew manage to drive of the demonic 
  forces, Captain Rascal is extremely grateful to the PCs, and agrees to 
  pry the sapphire fragment out of the wheel and hand it over to the 
  heroes. In addition, even if the PCs are unaware of the valuable cargo, 
  the Sun God takes a special interest in them and their quest. During the 
  fnal encounter with d’Arstond, the Sun God grants each PC one of the 
  following boons. During that encounter, allow the PC to select the boon 
  — but keep this list secret until that battle starts.
  Nautical terms
  sailors have a language all their own. When roleplaying any 
  of the crew aboard the skydragon, you can add a degree of 
  verisimilitude by lacing this language into their speech. Here 
  are a few quick terms that you can use to help build the mood 
  a bit.
  �� ��������������������������������������������������
  �� �������������������������������������������������������
  �� �������������������������������������������������������
  sailing ship.
  �� ������ ���� ������ ���� ���������� ��� ���� ������ ��������
  oriented part of the ship.
  �� ����������������������������������������������
  �� ������ �� �������� ����� ��� �� ����� ������ ��������� ������ ���
  rigging.
  �� ����������� �� ����� ����� ��� ���� ��� ���������������� ��� ��
  ship.
  �� ����������������������������������������������������
  �� ����������������������������������������������������������
  the vessel via wind.
  �� �����������������������������������������������������������
  �� ������������������������
  ������������������������������������������������������������
  �������������
  
  36
  �� Spell Resistance 100 for 1 round
  �� +20 caster level to overcome SR for 1 round
  �� Te ability to make a full attack as a standard action instead of full-
  round action once
  �� Reroll one saving throw as an immediate action
  �� +20 defection bonus to AC and CMD for 1 round
  �� +20 to a single melee or ranged attack. Tis can be part of a full 
  attack, but only applies to a single attack in the sequence.
  �� +50 circumstance bonus to any single skill check.
  RUNNING THE ENCOUNTER AS FOES
  If the PCs decide their best way to acquire the sapphire fragment is to 
  attack the Skydragon, then things will get more chaotic than they ever 
  anticipated. As the PCs attack, crew members should food out from the 
  lower levels, ready to take on the aggressors. Tree rounds afer combat 
  with the crew starts, the demons arrive. You’re now running a three-way 
  combat, with the demons on one side of the triangle the ship’s crew on 
  the second, and the PCs on the third. 
  As under the “running as allies” scenario, let the crew members and 
  lesser demons pair of and fght one another, with narration of the 
  efects as combat continues. Stick to running the named NPCs and 
  major demons. Mercus grants all the crew his hunter’s bond ability, 
  aiding them in their fght against the demons. Captain Rascal seeks any 
  opportunity to fank, and isn’t too fussy about who his fanking partner 
  is. For example, if one of the PCs is engaged with a marilith, the good 
  captain slips in and fanks whichever of the pair is easiest to target.
  Play up the true chaos only a three-way encounter can provide. Alliances 
  form and break within rounds, and it’s truly every man, woman, and 
  demon for themselves.  In the end, the best chance for the PCs to gain 
  the fragment is to win the battle. Tey can attempt to form a pact with 
  the demons, but there is a 65% chance (secret roll) that the demons break 
  the pact and attack the PCs. If the astral devas are captured or slain, 
  the Sun God looks unfavorably upon the PCs. Any cleric or paladin of 
  the Sun God immediately loses all spells and class abilities until she can 
  receive an atonement spell (and appropriate quest). In addition, all PCs 
  — including fallen clerics or paladins seeking atonement — are unable 
  to beneft from any spells cast by a follower of the Sun God for 30 days. 
  Any such attempt simply fails.
  EXPANSION OPTIONS
  As the most hospitable of the four elemental planes, it’s entirely 
  reasonable to encounter just about anything here. NPCs looking to 
  safely explore another plane very well might choose the Elemental Plane 
  of Air. Flying creatures a-plenty could also make interesting one-of 
  encounters, or whole side plots.
  Perhaps afer the demon fght, Captain Rascal and most of the crew 
  are dead. It’s up to the PCs to see the ship into port and deliver the 
  all-important creatures hiding in the smuggling chamber. In such a 
  scenario, it’s quite likely that several of the surviving crew members 
  challenge the PCs’ authority to take control of the ship. A potential 
  mutiny needs to be put down before things spiral out of control. How 
  far they have to travel to make the delivery is up to you, but the longer 
  they travel the more likely they are to bumble upon random encounters. 
  Air CreAtures
  the following creatures have the outsider (air) type or the air 
  �����������������������������������������������������
  PAthfinder rolePlAying gAme BestiAry
  Air elemental, air mephit, djinni, dust mephit, invisible stalker, 
  green dragon, will-o’-wisp
  PAthfinder rolePlAying gAme BestiAry ii
  Belker, cloud dragon, dragon horse, ice elemental, lightning 
  elemental, jabberwock, mihstu, vampiric mist
  PAthfinder rolePlAying gAme BestiAry iii
  Kirin, sky dragon, tempest behemoth
  
  37
  
  38
  ACT II: LICH HUNTING
  Once the PCs have captured and destroyed all four fragments, it’s time 
  to hunt down the lich. Barring extraordinary efort, all divination magic 
  points the PCs to a dilapidated mansion in a swamp, the former home 
  of a bard who desired to settle the region — back before it was a swamp. 
  Tis information is a ruse, of course; a plant that d’Arstond took great 
  eforts to build over the centuries. Only by defeating the false lich can 
  the heroes gain access to the teleportation circle that leads to the true 
  lair of the lich.
  SCENE I: THE FALSE LAIR
  Tis foreboding mansion stuck in the middle of a marshland was once 
  a magnifcent manor house of an aging bard intent upon retiring and 
  starting a new community. Te land here was lush, and trafc along the 
  road was steady. Leander d’Arstond, shortly afer ascending to lichdom, 
  set his sights on the region as an ideal location for his lair. He laid low 
  the manor and the surrounding region, making frequent use of control 
  weather until the entire region was fooded. He murdered those lef 
  behind afer the terrible storms, including the bard — a human named 
  Jameson Bondser. 
  Jameson was so distraught by the shattering of his dream community 
  that his spirit refused to move on to the aferlife, and he became a 
  powerful ghost haunting his former demesne. d’Arstond found this to 
  be deliciously ironic, and built his main defenses around the ghost. He 
  let word get out that the region was cursed and haunted, and brought in 
  additional undead minions to protect his new false-lair.
  Over the ensuing years, d’Arstond has taken great pleasure in thoroughly 
  tormenting poor Jameson. d’Arstond has destroyed the ghost at least 
  three dozen times, only to cackle madly when the ghost manifests due 
  to its rejuvenation ability. Jameson has rejuvenated so ofen, in fact, that 
  he now manifests1d3 minutes afer being destroyed, rather than the 
  standard 2d4 days.
  Experiencing death so ofen has driven Jameson thoroughly insane. 
  While he still remains good at heart, his mind is cracked and he furiously 
  fghts whoever enters his mansion — intent on one day destroying 
  d’Arstond himself.
  When the PCs arrive at the mansion, determine Jameson’s current 
  location randomly from any of the available rooms. Once he is aware of 
  the PCs’ presence, he moves to attack, perhaps making life more difcult 
  for the PCs as they fght one of d’Arstond’s minions. Once PCs destroy 
  Jameson, keep careful track of in-game time. Te ghost rejuvenates 
  much faster than PCs have any right to expect, and his reappearance is 
  likely to come as a shock. Allow a DC 35 Knowledge (religion) check to 
  any PC with ranks in the skill to know that sometimes, when a ghost has 
  been tied to a single location for centuries, it rejuvenates much faster.
  In addition to Jameson Bondser’s spirit as a general defense, d’Arstond 
  also casts guards and wards daily on the entire mansion. For convenience, 
  the description of the spell is reproduced in the sidebar. d’Arstond chose 
  to place the stinking cloud efect, one just inside the front door (see area 
  M1), the other in the master bedroom (see area M13).
  Unless otherwise noted, all windows depicted on the map are broken 
  and all doors leading to rooms are broken — hanging of hinges, swollen 
  from moisture, etc.
  JAMESON BONDSER 
  CR 15
  XP 51,200
  Male middle-aged human ghost bard 14
  CG Medium undead (augmented humanoid, incorporeal)
  Init +5; Senses darkvision 60 f.; Perception +22
  D E f E n s E
  AC 18, touch 18, fat-footed 17 (+7 defection, +1 Dex)
  hp 178 (14d8+112)
  Fort +11, Ref +10, Will +10; +4 vs. bardic performance, language-
  dependent, and sonic; 
  Defensive Abilities channel resistance +4, incorporeal, rejuvenation; 
  Immune undead traits
  O f f E n s E
  Speed fy 30 f. (perfect)
  Melee incorporeal touch +11 (15d6)
  Special Attacks bardic performance 43 rounds/day (swif action, 
  countersong, dirge of doom, distraction, fascinate, frightening tune, 
  inspire competence +4, inspire courage +3, inspire greatness, soothing 
  performance, suggestion), corrupting touch, draining touch, haunting 
  melody, malevolence, telekinesis
  Bard Spells Known (CL 14th; concentration +21)
  5th (3/day)—greater dispel magic, mind fog (DC 23), song of discord (DC 
  23)
  4th (5/day)—dimension door, dominate person (DC 22), hold monster 
  (DC 22), shout (DC 21)
  3rd (6/day)—charm monster (DC 21), confusion (DC 21), crushing 
  despair (DC 21), haste, summon monster III
  2nd (7/day)—animal trance (DC 20), detect thoughts (DC 19), glitterdust 
  (DC 19), hold person (DC 20), sound burst (DC 19), tongues
  1st (7/day)—grease (DC 18), hideous laughter (DC 19), identify, silent 
  EffEcts of Guards and Wards
  ����� ���� ����� ���� ����������� ���������� ���� ������� ����������
  ������������ ������� �� ������ �� ��������� ������� �� ����� ����
  ������������ �������� ����� �� ���� ����� ��������� ����������
  ��������������������������������������������������������������
  ��������������������������������������������������������������
  ���������������������������
  ��������������������������������������������������������������
  �����������������������������������������
  ���������������������������������������������������������������
  ���������������������������������������������������������������
  ���������������������������������������������������������������
  ���������������������������������������������������������������
  �����������������������������������
  ����������� ������ ������ ���� �������� ��� �������������� ��� ��
  ������������������������������������������������������������
  ������������������������������������������������������������
  �������������������������������������������������������������
  ����� ��������� ������� ����� ��� �� ������������� ������� �������
  �����������������������������������
  ����� ������� ���� ����� ���� ������� ������ ��� �������� ��� �� �������
  ���������������������������������������������������������������
  �����������������������������������������������������
  ���������������������������������������������������������������
  �������������������������������������������������������������
  ����� ������ ���� ������� ���� ������ ������ ������� ������� �������
  ����������������������������������������������������������������
  ���
  
  39
  image (DC 18), unseen servant, ventriloquism (DC 18)
  0 (at will)—dancing lights, detect magic, ghost sound (DC 17), lullaby 
  (DC 18), prestidigitation, summon instrument
  s T a T i s T i C s
  Str —, Dex 12, Con —, Int 15, Wis 13, Cha 25
  Base Atk +10; CMB +11; CMD 28
  Feats Alertness, Extra Performance, Improved Initiative, Persuasive, 
  Skill Focus (Perform [sing]), Skill Focus (Perform [string]), Spell Focus 
  (enchantment), Toughness
  Skills Diplomacy +9, Fly +9, Intimidate +9, Knowledge (arcana) +22, 
  Knowledge (dungeoneering) +17, Knowledge (engineering) +17, 
  Knowledge (geography) +17, Knowledge (history) +22, Knowledge 
  (local) +17, Knowledge (nature) +17, Knowledge (nobility) +20, 
  Knowledge (planes) +17, Knowledge (religion) +18, Linguistics +10, 
  Perception +22, Perform (dance) +18, Perform (keyboard instruments) 
  +15, Perform (oratory) +15, Perform (sing) +30, Perform (string) +21, 
  Perform (wind) +18, Sense Motive +3, Spellcraf +19, Stealth +13; 
  Racial Modifers +8 Perception, +8 Stealth
  Languages Common, Elven, 6 more
  SQ bardic knowledge +7, jack-of-all-trades (use any skill), lore master 
  2/day, versatile performance (dance, sing, string, wind)
  s P E C i a l  a b i l i T i E s
  Corrupting Touch (Su): All ghosts gain this incorporeal touch attack. 
  By passing part of its incorporeal body through a foe’s body as a 
  standard action, the ghost inficts a number of d6s equal to its CR in 
  damage. Tis damage is not negative energy—it manifests in the form of 
  physical wounds and aches from supernatural aging. Creatures immune 
  to magical aging are immune to this damage, but otherwise the damage 
  bypasses all forms of damage reduction. A Fortitude (DC 24) save halves 
  the damage inficted. Te save DC is Charisma-based
  Draining Touch (Su): Te ghost gains a touch attack that drains 1d4 
  points from any one ability score it selects on a hit. On each such 
  successful attack, the ghost heals 5 points of damage to itself. When a 
  ghost makes a draining touch attack, it cannot use its standard ghostly 
  touch attack.
  Haunting Melody (Su): Te ghost died in the throes of crippling terror. 
  It can sing a haunting melody as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will save (DC 24) or become 
  panicked for 2d4 rounds. Tis is a sonic mind-afecting fear efect. A 
  creature that successfully saves against the melody cannot be afected 
  by the same ghost’s moan for 24 hours. Te save DC is Charisma-based.
  Malevolence (Su): Te ghost’s jealousy of the living is particularly 
  potent. Once per round, the ghost can merge its body with a creature on 
  the Material Plane. Tis ability is similar to a magic jar spell (caster level 
  14th), except that it does not require a receptacle. To use this ability, 
  the ghost must be adjacent to the target. Te target can resist the attack 
  with a successful Will save (DC 24). A creature that successfully saves 
  is immune to that same ghost’s malevolence for 24 hours. Te save DC 
  is Charisma-based.
  Rejuvenation (Su): In most cases, it’s difcult to destroy a ghost through 
  simple combat: the “destroyed” spirit restores itself in 1d3 minutes. Even 
  the most powerful spells are usually only temporary solutions. Te only 
  way to permanently destroy a ghost is to determine the reason for its 
  existence and set right whatever prevents it from resting in peace. Te 
  only way to lay Jameson Bondser to rest is to recover his remains — 
  kept safe in d’Arstond’s true lair and provide him a proper burial on his 
  property.
  Telekinesis (Su): Te ghost’s death involved great physical trauma. Te 
  ghost can use telekinesis as a standard action once every 1d4 rounds 
  (caster level 14th).
  M1: MAIN ENTRYWAY
  Tis grand double-door entryway is now derelict and ill-maintained. 
  Both doors hang of their hinges, the lock long ago sundered. A 
  stinking cloud efect hangs in the air just inside the door, an efect from 
  d’Arstond’s guards and wards spell. Treat the stinking cloud as a trap, but 
  do not award XP for overcoming it.
  STINKING CLOUD 
  CR —
  Type magic; Perception DC 30; Disable Device NA
  E f f E C T s
  Trigger location; Reset 10 minutes;
  Efect spell efect (stinking cloud, 20-f. radius spread, nausea while in 
  cloud plus 1d4+1 rounds afer leaving,  Fortitude DC 26 negates)
  M2: GRAND CHAMBER
  Jameson used this room to compose his music as well as to entertain. 
  �����������������������������������������������������������������
  ������������������������������������������������������������������
  ���������������������������������������������������������������
  �����������������������������������������������������������������
  ������� ����� �������������� ���� ����������� ���� ���������� ��� ����
  ���������������������������������������������������������������
  �����������������������
  Anybody with at least one rank in Perform (keyboard instruments) may 
  make a DC 25 check to determine that this piano was once one of fnest 
  crafed pianos ever built. A bard gains a +5 on the check, and may make 
  the check unskilled. Te instrument is beyond manual repair, though 
  magic could certainly restore it.
  Searching through the rubble of the room turns up a few interesting 
  things. Scores of pages of sheet music lie strewn about the room. Any 
  PC with at least one rank in a musical-themed Perform skill can make 
  a DC 30 check to piece together that many of the pages are part of 
  the same piece of music. Jameson was working on an opera about his 
  adventuring days when d’Arstond murdered him. Much of that music is 
  lost to the elements, though a PC who goes to the trouble of gathering 
  the fragments discovers what surely would have been a masterpiece.
  Two books in the room have somehow managed to avoid destruction, 
  and each can be found if the PCs searching the room succeed on a DC 30 
  Perception check. Te frst book contains handwritten music and lyrics, 
  mostly to bawdy bar songs. Te book belongs to Jameson during his 
  adventuring days, and he recorded any songs he heard during his travels 
  that struck his fancy. Te second book has a worn leather cover with a 
  title of, “Infuencing Crowds with Music.” Tis book is actually a tome 
  of leadership and infuence +3. Jameson had plans to read this book, but 
  kept putting it of. Now it sits, buried here in his grand chamber.
  In addition to the books, several broken musical instruments — other 
  than the piano — can be found here. With a half-hour of time and a DC 
  20 Perception check, characters can fnd the remnants of a masterwork 
  viola and a masterwork oboe. Both can be repaired with spells such as 
  make whole.
  Finally, d’Arstond has lef a “present” for those who seek him. Behind 
  the husk of the piano, barely hidden under a moldy throw pillow is a 
  symbol of pain. Te Perception and Disable Device DCs are 30. Te 
  saving throw DC is 28.
  
  40
  M3: STUDY
  Jameson used this room as his sitting room. It contained a comfortable 
  sofa and large, overstufed sitting chair, and a large number of books. 
  Te entire room is trashed now, though, the result of vandals. Nothing 
  of value or interest is in this room.
  M4: SERVANT’S QUARTERS 
  (EL 11)
  Tis room was where Jameson’s three servants — a male and two female 
  humans — lived when not working. Now, those servants are undead 
  who serve d’Arstond.
  ������ ��� ���� ������ �������� ������������ ����� ����� ���� ���������
  ������������������������������������������������������������������
  ���������������������������������������������������������������
  ��������������������������������������������������
  SETUP
  Te former servants are now three greater shadows. Tey mostly stick 
  to this room, but will pursue victims elsewhere in the mansion if given 
  the chance.
  GREATER SHADOW (3) 
  CR 8
  XP 4,800 each
  hp 58 each (Pathfnder Roleplaying Game Bestiary, 
  “Shadow, Greater”)
  ACTION
  Given their level, the PCs likely have little trouble with this encounter. 
  Te shadows prefer to attack from cover, remaining hidden within a 
  solid object such as the wall or foor whenever possible. As they are tied 
  to the location, they fght to the death.
  M5: KITCHEN
  Tis room was the kitchen. Any foodstufs, obviously, have long ago 
  rotted. Cabinets are ripped from the walls, crates lie smashed on the 
  foor, and rusted pots, pans, and utensils litter the room. A DC 15 
  Perception check made to search the room turns up a cleaver that, when 
  cleaned and repaired, could be used as a masterwork handaxe.
  A fight of stairs leads down to what was a combination root and wine 
  cellar. Nothing of value remains, however.
  M6: DINING ROOM 
  (EL 13)
  Leander d’Arstond has a fragment of his sense of humor lef. What he’s 
  done with the dining room is the result.
  �������������������������������������������������������������������
  �����������������������������������������������������������������
  ����������������������������������������������������������������
  �������������������������������������������������������������������
  �������������������������������������������������������������
  ������������������������������������������������������������������
  ��������������������������������������������������������������
  SETUP
  Te 24 seats along the long side of the table are each flled with a human 
  zombie. At each head of the table is an advanced wight. Te music, 
  food, and stench come from a programmed image cast by d’Arstond to 
  activate whenever a living creature comes within 25 feet of the dining 
  room table.
  ADVANCED WIGHT (2) 
  CR 10
  XP 9,600 each (Pathfnder Roleplaying Game, “Wight,” 
  Pathfnder Roleplaying Game Bestiary, “Advanced simple 
  template”)
  LE Medium undead 
  Init +7; Senses darkvision 60 f.; Perception +28
  D E f E n s E
  AC 20, touch 14, fat-footed 16 (+3 Dex, +1 dodge, +6 natural)
  hp 152 each (16d8+80)
  Fort +9, Ref +10, Will +13
  Defensive Abilities channel resistance +4; Immune undead traits
  Weaknesses resurrection vulnerability
  O f f E n s E
  Speed 30 f.
  Melee slam +16 (1d4+4/19–20 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 22)
  s T a T i s T i C s
  Str 16, Dex 16, Con —, Int 15, Wis 17, Cha 19
  Base Atk +12; CMB +15; CMD 29
  Feats Blind-Fight, Dodge, Improved Critical (slam), Improved Initiative, 
  Lightning Refexes, Skill Focus (Perception), Toughness, Weapon Focus 
  (slam)
  Skills Acrobatics +15, Climb +11, Intimidate +23, Knowledge (arcana) 
  +10, Knowledge (religion) +13, Perception +28, Sense Motive +18, 
  Spellcraf +11, Stealth +30; Racial Modifers +8 Stealth
  Languages Common, Elven, Ignan
  s P E C i a l  a b i l i T i E s
  Create Spawn (Su) Any humanoid creature that is slain by a wight 
  becomes a wight itself in only 1d4 rounds. Spawn so created are less 
  powerful than typical wights, and sufer a –2 penalty on all d20 rolls and 
  checks, as well as –2 hp per HD. Spawn are under the command of the 
  wight that created them and remain enslaved until its death, at which 
  point they lose their spawn penalties and become full-fedged and free-
  willed wights. Tey do not possess any of the abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or similar spell cast on 
  a wight destroys it (Will negates). Using the spell in this way does not 
  require a material component.
  ZOMBIE (24) 
  CR 1/2
  XP 200 each
  hp 12 each (Pathfnder Roleplaying Game Bestiary, 
  “Zombie”)
  ACTION
  For fve rounds afer the illusion activates, the zombies remain seated 
  and consume their “meal” regardless of anything else that happens. 
  D’Arnstod fnds this idea terribly amusing. Any zombies remaining afer 
  the fve rounds rise in unison from their seats and attack the nearest PC.
  Te wights, on the other hand, rise as soon as they become aware of 
  the PCs’ presence. Te work in tandem whenever possible, hoping to 
  rip hunks of delicious — and real! — fesh from a victim, to sate their 
  eternal hunger.
  
  41
  M7: LOUNGE
  Jameson used this room to entertain guests afer a meal. Te room 
  contains a large freplace, long cold. Te once comfortable sofas and 
  chairs in the room now molder, broken long ago and lef here to rot. 
  Bookcases and tables lie smashed, with books ripped apart and scattered 
  about the room.
  M8: FOYER AND OPEN FLOOR 
  (EL 5 [SEE TEXT])
  Jameson designed his mansion to have this large open area to serve as a 
  dance foor and general reception area. 
  ����� ������ ������ ����� ����� ����� ���������� ����� ���� ���������
  ����������������������������������������������������������������
  ����������������������������������������������������������������
  ����������������������������������������������������������������
  �����������������������������������������������������������������
  �����������������������������������������������������������������
  ��������������������������
  Te webs on the stairs are an efect from the guards and wards spell. 
  Remember that if the PCs burn them, they return 10 minutes later. 
  Dispelling the webs leaves the other efects of guards and wards 
  functioning as normal.
  Tis area has no planned encounters, though it’s very likely that 
  encounters from other areas overfow into this room. Before you run 
  the adventure, randomly choose 3 diferent squares in this area; the 
  foorboards in each of those areas are rotted and collapse if more than 
  15 pounds is applied. Treat each of these as a trap, with the following 
  stat block.
  COLLAPSING FLOOR TRAP 
  CR 3
  Type mechanical; Perception DC 20; Disable Device NA 
  (though avoidable if known)
  E f f E C T s
  Trigger location; Reset none
  Efect trip attack (CMB +9) plus if trip successful become stuck in place 
  for 1d2 rounds
  Odds are, the PCs won’t have much trouble with these traps. However, 
  be sure to play it up a bit. Describe the groaning of the foor as they 
  move around, focus in on the sound of the wood snapping when the 
  trigger the trap, allow them to see termites here and there, and so on. 
  With a bit of narrative license, this very simple room could leave them 
  paranoid and afraid to move!
  M9: HALLWAY
  In life, Jameson loved standing up here and watching the activity below 
  whenever he hosted a party. 
  ������������������������������������������������������������������������
  �����������������������������������������������������������������������
  �������������������������������������������������������������������
  ������������������������������������������������������������������
  �������������������������������������������������������������������
  ��������������������������������������
  Te fog is an efect of the guards and wards spell. Remember that it 
  limits all vision, including darkvision, beyond fve feet. 
  Te crying heard as players ascend the stairs is one of the magic mouth 
  efects from guards and wards. A DC 25 Perception check allows a PC to 
  determine the sound is coming from the nursery (see are M10 below). 
  Te cackling is real, coming from the master bedroom (see area M13 
  below).
  M10: NURSERY 
  (EL 15)
  Tis room was the mansion’s nursery, and Jameson’s three young 
  children all lived in this room before d’Arstond arrived. Actually, they 
  still live in this room — just as murderous undead now.
  ���������������������������������������������������������������������
  ����������������������������������������������������������������
  ������������������������������������������������������������������
  �������������������������������������������������
  SETUP
  D’Arstond took exceptional glee at the prospect of killing Jameson’s 
  three young children in front of the distraught bard. Te lich never 
  expected the children, flled with fear and negative energy, would rise as 
  blood urchins. But he quickly adjusted. He places a magic mouth in this 
  room to draw hearty (or foolish) adventurers here, so that his “children” 
  may feed on their life energy.
  Tree blood urchins live in this room. Tey never leave, instead wailing 
  as though in pain if anybody fees the room.
  BLOOD URCHIN (3) 
  CR 12
  XP 19,200 each
  CE Small undead 
  Init +7; Senses darkvision 60 f.; Perception +20
  D E f E n s E
  AC 24, touch 19, fat-footed 21 (+3 Dex, +5 natural, +5 profane, +1 size)
  hp 152 each (16d8+80)
  Fort +10, Ref +8, Will +11
  Defensive Abilities channel resistance +4, DR 5/magic and silver; 
  Immune cold, undead traits; SR 23
  O f f E n s E
  Speed 20 f.
  Melee 2 claws +16 (1d3–2 plus energy drain), bite +16 (1d4–2/19–20 
  plus energy drain)
  Special Attacks child’s lament, energy drain (2 levels, DC 23)
  s T a T i s T i C s
  Str 6, Dex 17, Con —, Int 8, Wis 13, Cha 21
  Base Atk +12; CMB +14; CMD 27
  Feats Agile Maneuvers, Blind-Fight, Combat Refexes, Deceitful, 
  Improved Critical (bite), Improved Initiative, Skill Focus (Stealth), 
  Weapon Finesse
  Skills Bluf +7, Disguise +7, Escape Artist +11, Perception +20, Sense 
  Motive +16, Stealth +28
  Languages Common
  SQ profane shield
  E C O l O g y
  Environment urban
  Organization solitary, pair, fock (3-6)
  Treasure standard
  
  42
  s P E C i a l  a b i l i T i E s
  Child’s Lament (Su) Whenever a blood urchin takes physical damage, it 
  cries out in pain. Te sounds made sound exactly like a real child crying. 
  Any living creature within 30 feet capable of hearing the blood urchin 
  must make a Will save (DC 23) or become shaken for 1 round. Child’s 
  lament is a sonic mind-afecting ability, but is not a fear efect (unlike 
  most other abilities that infict the shaken condition). Te save DC is 
  Charisma-based.
  Profane Shield (Su) When created, a blood urchin is infused with 
  powerful necromantic forces. It adds its Charisma bonus (minimum +1) 
  to its armor class as a profane bonus.
  ACTION
  Te blood urchins attack relentlessly, seeking to feed on the life energy 
  of any foolish enough to come into this room. As they attack, they 
  babble phrases such as, “Why won’t daddy feed us?” “I’m not tired!” and 
  “I’m lonely! Wanna play?” 
  DEVELOPMENT
  Tis is the one room in the mansion that Jameson will not enter 
  — at least, not as long as his children remain animated as undead 
  abominations. Should the heroes defeat all three blood urchins, Jameson 
  immediately appears before them, sane and lucid. He thanks them 
  for freeing the spirits of his children, and implores them to slaughter 
  Leander d’Arstond so that he may join them for eternity. Ten he once 
  again goes insane and attacks the PCs.
  In one of the cribs is a tiny porcelain doll. Te doll has minimal value, 
  maybe 5 gp. Should a PC take it, however, Jameson relentlessly focuses 
  on that PC whenever he spawns. He has an innate ability to know which 
  PC has the doll, even if it’s stored in an extradimensional space such as 
  a bag of holding.
  M11: NANNY’S ROOM
  Tis room was originally intended to house the children’s nanny. Now 
  it’s simply full of debris. If the PCs are willing to spend 15 minutes 
  searching the room, a DC 20 Perception check locates an arcane scroll 
  jammed into a gap between two foor boards under a moldering throw 
  rug. Te scroll contains dream, nightmare and song of discord.
  M12: GUEST BED CHAMBER 
  (EL 12)
  Originally designed as a guest bedroom, this large room now contains 
  four mohrgs. Unlike many of the undead here, d’Arstond controls these 
  mohrgs. Tey’re under strict orders not to leave this room.
  �������������������������������������������������������������������
  ���������������������������������������������������������������
  ���������������������������������������������������������������
  ��������������������������������������������������������������������
  wall.
  SETUP
  Te mohrgs are poised to attack as soon as the door opens.
  MOHRG (4) 
  CR 8
  XP 4,800 each
  hp 91 each (Pathfnder Roleplaying Game Bestiary, 
  “Mohrg”)
  ACTION
  Te mohrgs all look to strike in the surprise round, as soon as the door 
  opens. Tey pair of, with each group focusing on one victim. Tey’ve 
  had plenty of time to refne their tactics; each readies an action to 
  strike when the other does, and they use Spring Attack efectively to 
  gain a fanking bonus and move away without staying in range of melee 
  combat. (Note, this sort of coordinated strike isn’t normally allowed 
  within the rules; bend ‘em a bit here.)
  TREASURE
  Te oak chest of drawers is worth 500 gp, but weighs 75 pounds and is 
  quite bulky. One mohrg wears a platinum chain with a ruby pendant 
  in the shape, ironically, of the Sun God’s holy symbol. Tis necklace 
  once belonged to a pious fghter who was long ago killed by the undead 
  guardians, and is worth 3,500 gp. In addition, PCs who take the pendant 
  to a temple of the Sun God and tell the story of where it was found 
  will receive a reward, depending on the size of the temple visited. Tis 
  reward is up to the GM. It should be meaningful, but within the means 
  of the temple (free healing and lodging from a small shrine, cold hard 
  coins from a large complex in a major city, etc).
  M13: MASTER BEDROOM 
  (EL 18)
  Surprisingly, the false lich in this room has fooled more than one 
  adventuring party, much to d’Arstond’s amusement. Te current 
  occupant of this room is the third graveknight d’Arstond has employed 
  in this manner. He’s also the toughest.
  �����������������������������������������������������������������
  �����������������������������������������������������������������
  ���������������� ��������� ������������������������ ������������
  �������������������������������������������������������������������
  ����������������������������������������������������������������������
  SETUP
  Once the false lich is aware of the PCs’ presence, read the following text.
  �������������������������������������������������������������������
  ��� ������� ����� ������� ��������� ����� ������� ���� ������ ��� ������� ���
  ����������������������������������������������������������������
  �������������������������������������������������������������������
  ��������������������������������������������������������������
  ����� ���� ������ �������� ���� ������ ��������� ����� ����� ��������
  �������
  FALSE LEANDER D’ARSTOND 
  CR 18
  Te skeletal fgure wears gleaming mail, and a greatsword 
  dripping with a foul-looking black liquid sits in his bony 
  hand, ready to swing into action. Beyond its armor, the 
  creature wears very little — a few tattered pieces of cloth that 
  were probably once clothing hang from his shoulders.
  XP 153,600
  Male human graveknight fghter 11/rogue 6 (Pathfnder Roleplaying 
  Game Bestiary III, “Graveknight”)
  NE Medium undead (augmented humanoid)
  Init +6; Senses darkvision 60 f.; Perception +35
  
  43
  Aura sacrilegious aura (30 f., DC 25), 
  D E f E n s E
  AC 32, touch 16, fat-footed 29 (+10 armor, +3 defection, +2 Dex, +1 
  dodge, +6 natural)
  hp 188 (17 HD; 11d10+6d8+96)
  Fort +17, Ref +18, Will +14; +3 vs. fear
  Defensive Abilities bravery +3, channel resistance +4, evasion, 
  rejuvenation, trap sense +2, uncanny dodge; DR 10/magic; Immune 
  acid, cold, electricity, undead traits; SR 29
  O f f E n s E
  Speed 30 f. 
  Melee +3 greatsword +34/+29/+24 (2d6+24/17–20 plus 4d6 acid) or 
  slam +27 (1d4+17 plus 4d6 acid)
  Ranged +2 composite longbow +22/+17/+12 (1d8+15/x3 plus 4d6 acid)
  Special Attacks channel destruction, devastating blast (10d6 acid, DC 
  27), sneak attack +3d6, undead mastery (DC 25), weapon training 
  (heavy blades +2, bows +1)
  s T a T i s T i C s
  Str 31, Dex 14, Con —, Int 15, Wis 16, Cha 14
  Base Atk +15; CMB +25; CMD 41
  Feats Ability Focus (devastating blast), Alertness, Bleeding Critical, 
  Combat Expertise, Critical Focus, Dodge, Greater Weapon Focus 
  (greatsword), Improved Critical (greatsword), Improved Feint, 
  Improved InitiativeB, Improved Sunder, Intimidating Prowess, Lightning 
  Refexes, Mobility, Mounted CombatB, Power Attack, Ride-By AttackB, 
  ToughnessB, Weapon Focus (greatsword), Weapon Specialization 
  (greatsword)
  Skills Acrobatics +18, Bluf +20, Intimidate +40, Knowledge (local) 
  +10, Perception +35, Ride +21, Sense Motive +25, Sleight of Hand +15, 
  Stealth +20; Racial Modifers +8 Intimidate, +8 Perception, +8 Ride
  Languages Common, Infernal
  SQ armor training 3, phantom mount, rogue talents (bleeding attack 
  +3, fast stealth, surprise attack), ruinous revivifcation, trapfnding +3
  Combat Gear potions of infict serious wounds (2); Other Gear +3 
  banded mail, +3 greatsword, +2 composite longbow, with 20 arrows, ring 
  of protection +3, amulet of natural armor +2, cloak of resistance +4, belt 
  of giant strength +4
  s P E C i a l  a b i l i T i E s
  Channel Destruction (Su): Any weapon a graveknight wields seethes 
  with energy, and deals an additional 1d6 points of damage for every 4 
  Hit Dice the graveknight has. Tis additional damage is of the energy 
  type determined by the ruinous revivifcation special quality.
  Devastating Blast (Su): Tree times per day, the graveknight may 
  unleash a 30-foot cone of energy as a standard action. Tis blast deals 
  2d6 points of damage for every 3 Hit Dice a graveknight has (Refex for 
  half). Tis damage is of the energy type determined by the graveknight’s 
  ruinous revivifcation special quality.
  Phantom Mount (Su): Once per hour, a graveknight can summon a 
  skeletal horse similar to a phantom steed. Tis mount is more real than 
  a typical phantom steed, and can carry one additional rider. Te mount’s 
  powers are based on the graveknight’s total Hit Dice rather than caster 
  level. A graveknight’s mount looks distinctive and always appears the 
  same each time it is summoned. If the mount is destroyed, it can be 
  summoned again with full hit points 1 hour later.
  Rejuvenation (Su): One day afer a graveknight is destroyed, its armor 
  begins to rebuild the undead horror’s body. Tis process takes 1d10 
  days—if the body is destroyed before that time passes, the armor merely 
  starts the process anew. Afer this time has elapsed, the graveknight 
  wakens fully healed.
  Ruinous Revivifcation (Su): At the time of its creation, the graveknight 
  chooses one of the following energy types: acid, cold, electricity, or fre. 
  Tis energy type should be relevant to the graveknight’s life or death, 
  defaulting to fre if none are especially appropriate. Tis energy type 
  infuences the efects of several of a graveknight’s special abilities.
  Sacrilegious Aura (Su): A graveknight constantly exudes an aura of 
  intense evil and negative energy in a 30-foot radius. Tis aura functions 
  as the spell desecrate and uses the graveknight’s armor as an altar of 
  sorts to double the efects granted. Te graveknight constantly gains the 
  benefts of this efect (including the bonus hit points, as this aura is part 
  of the graveknight’s creation). In addition, this miasma of fell energies 
  hinders the channeling of positive energy. Any creature that attempts to 
  summon positive energy in this area — such as through a cleric’s channel 
  energy ability, a paladin’s lay on hands, or any spell with the healing 
  subtype — must make a concentration check with a DC equal to 10 + 
  1/2 the graveknight’s Hit Dice + the graveknight’s Charisma modifer. If 
  the character fails, the efect is expended but does not function.
  Undead Mastery (Su): As a standard action, a graveknight can attempt 
  to bend any undead creature within 50 feet to its will. Te targeted 
  undead must succeed at a Will save or fall under the graveknight’s 
  control. Tis control is permanent for unintelligent undead; an undead 
  with an Intelligence score is allowed an additional save every day to 
  break free from the graveknight’s control. A creature that successfully 
  saves cannot be afected again by the same graveknight’s undead mastery 
  for 24 hours. Leander d’Arstond is immune to this graveknight’s undead 
  mastery ability.
  Te False Leander is compelled to serve d’Arstond until either is 
  permanently destroyed. 
  ACTION
  Te False Leander plays up his role. Troughout combat, he taunts the 
  PCs over the fact they were expecting a lich rather than a graveknight.
  If False Leander gains a surprise round, he charges the nearest foe and 
  looks to bury a sneak attack with his greatsword through the target’s 
  vital organs. During the frst full round, he makes use of devastating 
  blast, looking to catch as many PCs as possible in the cone of acid. If the 
  ability was efective, he’ll use it again two rounds later, opting to swing 
  his sword in between cones of acid.
  When attacking with his greatsword, False Leander makes use of Power 
  Attack, until such time as he determines that doing so hinders his ability 
  to hit his target. If one of the PCs is doing consistent damage, False 
  Leander attempts to sunder that character’s weapon. If he somehow gets 
  close enough to a spellcaster, he attempts to feint that PC in order to 
  deny that character her Dexterity bonus to AC — and therefore make 
  her vulnerable to a sneak attack. 
  DEVELOPMENT
  Tis encounter is a potential turning point, for a few reasons. First and 
  foremost, if the players (and their characters) buy into False Leander’s 
  role, they’ll potentially leave here afer destroying the graveknight. 
  If that happens, d’Arstond takes time to lick his wounds and rebuild 
  his defenses. Assuming PCs found, recovered, and destroyed all the 
  fragments, Leander d’Arstond knows he’s severely weakened and so 
  takes appropriate precautions going forward. While he’s insane, he’s 
  certainly not stupid. Still, he can’t help giving in to his death wish, and 
  so afer some time he’s likely to reach out and taunt the PCs. 
  Hidden under the throne is a teleportation circle that leads down to the 
  true lair. Whenever d’Arstond uses it, False Leander slides the throne 
  back into place. Locating the teleportation circle requires a DC 34 
  Perception check.
  If your PCs are completely stuck and you want to throw them a bone, 
  you can have Jameson whisper something cryptic about the circle 
  during one of his encounters with the PCs.
  
  44
  M14: BED CHAMBER 
  (EL 11)
  Tis large bed chamber was another guest room. Now the only guests 
  residing here are a quartet of Totenmaskes, brought here by d’Arstond 
  and lef behind a locked door. Te creatures are desperate to feed. Once 
  PCs get the door opened, read them the following description.
  ����� ����� �������� ��� ����� ����� ����� �� ���� �������� ��� �����
  ������������������������������������������������������������������
  ���������� ������ ���������� ������� ���� ����� ����������� �� �� �������
  �����������������������������������������������������������������
  ���������� ������ ��� ���� �������� ������ ���������� ������� �����������
  ���������������������������������������������������������������������
  ������������������������
  SETUP
  Leander d’Arstond captured these totenmaskes and trapped them in 
  this room. Tey haven’t fed in quite some time, and are desperate to eat 
  human fesh and dreams again.
  Arcane Locked Wooden Door: Disable Device DC 35.
  TOTENMASKE (4) 
  CR 7
  XP 3,200 each
  hp 85 each (Pathfnder Roleplaying Game Bestiary II, 
  “Totenmaske”)
  ACTION
  Te totenmaskes spring forth as soon as the door opens, looking to 
  sink their teeth and claws into any victim — likely whoever stands in 
  the doorway. Tey fght in a very straightforward manner, attacking 
  whoever is closest. Tey’re intelligent enough to work together under 
  most circumstances, but their hunger drives them to take risks they 
  wouldn’t normally, and to set aside strong tactics in exchange for simply 
  burying their teeth and claws into fesh once again.
  DEVELOPMENT
  Hunger consumes these creatures. Unlike many of the other undead in 
  the mansion, the totenmaskes pursue the PCs outside the room.
  TREASURE
  Two things of value can be discovered in this room. Te easiest to locate 
  is a ring worn by one of the totenmaskes, a ring of x-ray vision. Te 
  more hidden item requires a PC to search the room and make a DC 25 
  Perception check. If successful, the PC fnds a loose stone in the freplace 
  that hides a leather pouch — since rotted — that contains 33 pp, a red 
  garnet worth 75 gp, and a black pearl worth 500 gp.
  M15: BED CHAMBER 
  (EL 4 [SEE TEXT])
  At the time d’Arstond arrived, Jameson’s aunt and uncle were residing in 
  this room. Te elderly couple had arrived not a week before the disaster 
  to assist their nephew in getting things settled. Like everybody else, they 
  perished and sufered a terrible fate in their death. Teir spirits are stuck 
  here in this room, haunting it as poltergeists.
  SETUP
  While this encounter won’t prove to be any challenge at all to the PCs, it 
  should remind them of the terrible things that happened here.
  POLTERGEIST (2) 
  CR 2
  XP 600 each
  hp 16 each (Pathfnder Roleplaying Game Bestiary II, 
  “Poltergeist”)
  ACTION
  When they frst enter the room, each spirit uses its telekinesis ability 
  to fing debris at the PCs. Immediately afer, both poltergeists reveal 
  themselves to the PCs, and moan out the word “revenge!”
  DEVELOPMENT
  Unless Leander d’Arstond is slain permanently, the spirits are bound 
  to this room, and the poltergeists will reform. If PCs are successful in 
  defeating d’Arstond, a week afer one of the PCs fnds the following 
  note. Either it was slipped under their door at the inn or it happens to 
  be under their table while getting a meal or some other surreptitious 
  method of delivery.
  ����������������������������������������������������������������
  ���� �������� ���� ������� ������ ��� ����� ���� ������� ��� ������ ����� ����
  ������������������������������������������������������������������
  ��������������
  Afer the note is delivered, the elder Bondser family members do their 
  part to aid the PCs by providing a bit of luck. For each PC, allow a reroll 
  on the next natural 1 they roll or reroll the next natural 20 rolled by 
  an opponent. When this happens, describe the action as almost certain 
  failure on their part (or success on the part of the opponent), but then… 
  something happens. Allow that PC — and only that PC — to hear a 
  whispered, “Tank you!”
  M16: BED CHAMBER
  Tis room was once a bedroom, but is now empty. Feel free to add some 
  favor — shattered furniture, tattered clothing, etc.
  Play It UP!
  ������������������������������������������������������������������
  encounter. any rituals you have at your gaming table related 
  �����������������������������������������������������������
  �����������������������������������������������������������������
  the end. False leander assumes PCs are smart enough to know 
  he’s not a lich — the sword and armor are a giveaway. He hopes 
  to convince them through his taunts, and so it’s important that 
  you play it up. Make it worthy of an award!
  Be sure to remember to taunt them about “following false 
  leads” to chase down the gems and destroy them. let them feel 
  �������������������������������������������������������������
  in the end.
  
  45
  Making “Old” ParchMent
  ������������������������������������������������������������
  ��������������������������������������������������������������
  ���������������������������������������������������������������
  �����������������������������������������������������������������
  ��������������������������������������������������������������
  �����
  ����������������������������������������������������������������
  �����������������������������������������������������������������
  �����������������������������������������������������������������
  ������������������������������������������������������������������
  ���������������������������������������������������������������
  ���������������������������������������������������������������
  ����������������������������������������������������������
  ��������������������������������������������������������������
  ������������������������������������������������������������
  �����������������������������������������������������������������
  ����������������������������������������������������������������
  ����������������������������������������������������������������
  �������������������������������������������������������������������
  ��������������������������������������������������������������
  ����������������������������������������������������������������
  ������������������������������������������������������������
  and Mabel!
  
  46
  
  47
  SCENE II: THE FINAL SHOWDOWN
  Te only feasible way for PCs to get here is for them to have found and 
  activated the teleportation circle in room M13 in the mansion. Tis is 
  it — the fnal showdown. Keep the tension high, and don’t pull punches. 
  Let the heroes earn their victory the hard way!
  Te entire lair, other than L1 is protected by a dimensional anchor efect. 
  Anybody attempting to use teleport and similar efects within the lair is 
  shunted to L1 instead.  None of the rooms in this section are lit. Note 
  that this puts d’Arstond’s slaves at a disadvantage in combat; the lich 
  frankly doesn’t much care. He assumes that the PCs will be bringing 
  light, and if not he simply laughs at the fallibility of the living. All rooms 
  in this area, except L2, are worked stone; the foor, walls, and ceiling are 
  all smooth. Te sides and lake bed are rough, unworked stone.
  L1: THE WELCOMING PARTY 
  (EL 16)
  Te teleportation circle in the master bedroom (Area M13 of the False 
  Lair) travels to this room.
  ��������������������������������������������������������������
  �����������������������������������������������������������������������
  ���������������������������
  SETUP
  Guarding this room are two iron golems and a clockwork golem. Tey 
  attack any creature in this room not accompanied by d’Arstond. Te 
  golems will not pursue creatures into the subterranean lake (area L2), 
  nor will they pursue creatures that use the teleportation circle to return 
  to the master bedroom.
  IRON GOLEM (2) 
  CR 13
  XP 25,600 each
  hp 129 each (Pathfnder Roleplaying Game Bestiary, 
  “Golem, Iron”)
  CLOCKWORK GOLEM 
  CR 12
  XP 19,200
  hp 118 (Pathfnder Roleplaying Game Bestiary 2, “Golem, 
  Clockwork”)
  ACTION
  Te frst PC through the teleportation circle better be good at evading 
  or be able to take a bit of a pounding. Te golems move to intercept as 
  soon as the frst PC arrives. Tey fght in a very straight forward manner, 
  seeking to bash in the skull of whatever arrived. If the trio of golems 
  arrive at the frst arrival before the second PC comes through, all three 
  continue to beat on that target until the PC is dead. If multiple PCs 
  arrive before the golems intercept, the golems attack the nearest target, 
  and focus on that single target.
  L2: THE LAKE 
  (EL 12)
  When he originally built his lair, d’Arstond found this underground 
  lake by accident. He quickly decided to take advantage of the defenses 
  it ofered, and incorporated it into his plans. While the lake is home 
  to a dangerous undead predator, perhaps the biggest risk to the PCs 
  is the environment itself—between the lack of air and the extremely 
  cold temperature, the lake has claimed more than its fair share of those 
  attempting to assault the lair. Read the following text afer the PCs move 
  a few squares away from the shore.
  �������������������������������������������������������������������
  ��������������������������������������������������������������
  SETUP
  D’Arstond went to great trouble to bring these creatures here.
  ZOMBIE MEGALODON (3) 
  CR 8
  XP 4,800 each
  NE Gargantuan undead (aquatic) (Pathfnder Roleplaying 
  Game, “Shark, Dire,” Pathfnder Roleplaying Game, 
  “Zombie, Fast”
  Init +3; Senses darkvision 60 f.; Perception +0
  D E f E n s E
  AC 16, touch 9, fat-footed 13 (+3 Dex, +7 natural, –4 size)
  hp 115 each (21d8+21)
  Fort +7, Ref +10, Will +12
  Immune undead traits
  O f f E n s E
  Speed swim 60 f.
  Melee bite +22 (4d10+11), slam +22 (2d8+11)
  Space 20 f.; Reach 20 f.
  Special Attacks quick strikes
  s T a T i s T i C s
  Str 32, Dex 17, Con —, Int —, Wis 10, Cha 10
  Base Atk +15; CMB +30; CMD 42 (can’t be tripped)
  Feats ToughnessB
  Skills Swim +19
  s P E C i a l  a b i l i T i E s
  Quick Strikes (Ex): Whenever a fast zombie takes a full-attack action, 
  it can make one additional slam attack at its highest base attack bonus.
  Te water temperature is naturally around 50 degrees. PCs who are 
  unprotected from cold quickly fnd themselves sufering damage from 
  the conditions here. 
  ACTION
  Te zombies, being the mindless critters they are, attack without care or 
  tactics. Tey rush in, and seek to sink their extraordinarily large teeth 
  into their victims. Tey fght remorselessly and without a care for any 
  damage sustained.
  Odds are, PCs have no trouble dealing with the zombie sharks. Te 
  cold water is another matter, however. Any living creature not protected 
  against cold damage sufers 1d6 damage per round of exposure. 
  Once the creature has lost one-third of its hit points to this damage, 
  hypothermia begins to set in. Te creature must make a Fortitude saving 
  throw every round, starting at DC 10 and increasing by 1 every time 
  the save is failed. Each failed saving throw doubles the damage. Note 
  that this check only applies to damage sustained from the cold water. 
  For example, if a PC has 60 hit points when fully healed, he does not 
  need to make the saving throw if he sustains 18 points of damage from 
  the cold and 2 points of damage from the zombies. Only when the total 
  amount of cold damage sustained is equal to or greater than one-third 
  the normal hit point total does the PC need to make saves.
  
  48
  DEVELOPMENT
  Te exit from the lake requires a bit of maneuvering. PCs must swim 
  downward 150 feet in order to fnd the tunnel that leads to the shores of 
  L3. Tis tunnel slowly glides back up until the PCs emerge at about the 
  same level as they started.
  L3: READING MATERIAL 
  (EL 16+)
  D’Arstond was kind enough to provide the PCs with a bit of reading 
  material before the fnal encounter. Tis large room is laden with symbol 
  spells, making it difcult to navigate across.
  ������������������������������������������������������������������
  �������������������������������������������������������������������
  ������������������������������������������������������������������
  ����������������������������������������������������������������������
  it to stand about 3 feet high.
  SETUP
  D’Arstond went to great lengths to cover every square of this room with 
  some sort of glyph or symbol. Each time a PC moves, randomly choose 
  from the following:
  1 
  Explosive runes (level 3)
  2 
  Symbol of death (level 8)
  3 
  Symbol of fear (level 6)
  4 
  Symbol of insanity (level 8)
  5 
  Symbol of pain (level 5)
  6 
  Symbol of persuasion (level 6)
  7 
  Symbol of stunning (level 7)
  8 
  Symbol of weakness (level 7)
  9 
  Symbol of vulnerability (Pathfnder Roleplaying Game 
  Ultimate Magic) (level 9)
  10 
  False Symbol (no efect)
  For a roll of 1–9 on a d10, consult the rulebooks and apply the 
  appropriate symbol spell to that square. In the case of rolling a 1 on 
  the table, it’s important to place some form of text on the square. We 
  recommend avoiding, “I prepared explosive runes today” and instead 
  going with less subtle options such as, “Boom!” or “Watch your step!”
  In the case of rolling a 10, the PCs see a “symbol” on the foor, but it’s 
  inert and has no efect.
  Te Disable Device DC for each is 25 plus spell level (and the spell level 
  is given for quick reference). 
  ACTION
  Each symbol emblazoned upon the foor is set to trigger whenever it’s 
  looked at, read, or passed over, and only trigger for living creatures. 
  Te PCs can close their eyes, which avoids the “looked at” or “read’ 
  conditions, but still causes trouble when they walk across the room. If 
  PCs opt to close their eyes, apply the blinded condition.
  In the far right corner of the room, d’Arstond has placed some bait to 
  encourage PCs to walk around the room as much as possible. Te pile of 
  coins is valuable, but not nearly as much as it seems on frst glance. At 
  the bottom of the pile is a rock that covers most of the area. Heaped over 
  the rock is a mountain of copper coins (17,983 cp). On top of the copper 
  is gold coins (1,127 gp) and a few handfuls of cheap but very sparkly 
  gems (thirty-seven gems of various colors, each worth 10 gp). D’Arstond 
  hopes that at least one PC can’t resist the lure of the gold coin.
  L4: WORKROOM
  D’Arstond has recently developed a fascination with the creation 
  of golems, of all sorts. Tis room serves as his workroom for such 
  endeavors.
  SETUP
  Several work tables are here, with a variety of golems in various states of 
  construction. Tree golems are actually complete, though they appear 
  to still have parts missing. As soon as the PCs inspect them, they spring 
  to life and attack.
  BRASS GOLEM 
  CR 14
  XP 38,400
  hp 150 (Pathfnder Roleplaying Game Bestiary III, “Golem, 
  Brass”)
  BONE GOLEM 
  CR 8
  XP 4,800
  hp 90 (Pathfnder Roleplaying Game Bestiary III, “Golem, 
  Bone”)
  ALCHEMICAL GOLEM 
  CR 9
  XP 6,400
  hp 96 (Pathfnder Roleplaying Game Bestiary II, “Golem, 
  Alchemical”)
  ACTION
  As the PCs begin to inspect the room, the golems awaken, and attack 
  the intruders. Tey do not pursue into the library (unless d’Arstond 
  commands them to do so, obviously), nor do they travel into the glyph 
  room.
  None of the golems fghts with any semblance of tactics, instead just 
  attacking the nearest foe.
  TREASURE
  PCs can recover a masterwork alchemist’s lab from this room, as 
  well as 10 alchemist’s fre, 7 tanglefoot bags, 3 thunderstones, and 27 
  tindertwigs.
  L5: LIBRARY
  Some habits break harder than others. Despite his centuries of unlife, 
  d’Arstond still enjoys sitting in a large overstufed chair next to a fre 
  while reading. As such, even down here in these dank caves, he set up a 
  library with just that. D’Arstond voraciously reads whatever he can get 
  his hands on, and has quite an extensive collection here. Te ceiling here 
  is 20 feet high, and the book shelves extend the entire length of it. 
  DEVELOPMENT
  D’Arstond isn’t going to just sit in his throne room and allow PCs to 
  rife through his library. At the frst sign of a PC appearing here in the 
  library, d’Arstond will take action by casting an attack spell (see Tactics 
  
  49
  in L6 for potential options) and he’ll send his Manananggal and slaves 
  to confront the PCs, hoping that allows for a nice barricade between the 
  heroes and himself.
  TREASURE
  Te freplace is magical, and gives of both light and heat without 
  generating soot. It’s worth 10,000 gp if the PCs can get it out of here.
  D’Arstond has tens of thousands of books collected here and his main 
  room. Most are simple stories, but collected among them are several that 
  PCs may fnd interesting. Included among them are books detailing the 
  planes, treatises on religion, theories on magical craf, and so forth. If 
  your PCs have an outstanding plotline that needs resolving, you could 
  have a hint towards that resolution in one of the many old dusty tomes 
  here. Most of the books are worthless, simple 2 sp paperbacks that can 
  be picked up in any small town. But around 100 books or so of the books 
  are valuable, with an average value among them of 400 gp. Finding them, 
  however, requires 2 hours of searching and a DC 25 Appraise check.
  L6: THE LAIR 
  (EL 18+)
  Te PCs are likely sofened up a bit — just the way d’Arstond planned 
  it out in his insane mind. Just how many resources they have lef at this 
  point likely determines the outcome of this massive fnal battle. As soon 
  as d’Arstond confronts the PCs, whether here or in the library, read the 
  following text.
  ���� �������� ���� ������ ���� ���� ����� ��� ����� �������� ���� ��������
  down some baubles on the elemental planes and beat some 
  ��������������������������������anything���������������������������
  ��������������������������������������������������������������������
  SETUP
  Te ceiling in this room is 90 feet high, giving room for d’Arstond and 
  his minions to take fight, if that provides a better tactical advantage. 
  LEANDER D’ARSTOND 
  CR 18
  Te juxtaposition of the human skeleton dressed in the fnest 
  silk robes and adorned in expensive fancy jewelry is quite the 
  sight. Its empty eye sockets contain unnatural red lights that 
  ficker and burn with hatred. Resting atop his boney skull is 
  an exquisitely crafed diadem made of platinum, with easily a dozen small 
  gems dangling from delicate chains.
  XP 153,600
  Male venerable human lich wizard 17
  CE Medium undead (augmented humanoid)
  Init +5; Senses darkvision 60 f.; Perception +32
  Aura fear aura (60 f., DC 21)
  D E f E n s E
  AC 25, touch 14, fat-footed 24 (+6 armor, +3 defection, +1 Dex, +5 
  natural)
  hp 147 (17d6+85)
  Fort +12, Ref +12, Will +18
  Defensive Abilities channel resistance +4, moment of prescience, 
  nondetection, rejuvenation; DR 15/bludgeoning and magic; Immune 
  cold, electricity, undead traits
  O f f E n s E
  Speed 30 f.
  Melee touch +9 (1d8+8 plus paralysis)
  Special Attacks hand of the apprentice (16/day), metamagic mastery 
  (5/day)
  Wizard Spells Prepared (CL 17th; concentration +30)
  9th—energy drain (DC 33), mass sufocation† (DC 33), weird (DC 32)
  8th—horrid wilting (DC 32), irresistible dance (DC 31), moment of 
  prescience*, polar ray
  7th—fnger of death (DC 31), forcecage (DC 30), grasping hand, insanity 
  (DC 30), power word blind
  6th—disintegrate (DC 29), enemy hammer† (DC 29), fesh to stone (DC 
  29), guards and wards* (DC 29), greater dispel magic, unwilling shield‡ 
  (DC 30)
  5th—baleful polymorph (DC 28), cloudkill (DC 28), feeblemind (DC 28), 
  icy prison‡ (DC 28), wall of force, waves of fatigue
  4th—acid pit†, bestow curse (DC 28), crushing despair (DC 27), dimension 
  door, enervation (DC 27), greater invisibility, extended nondetection*
  3rd—displacement, explosive runes* (DC 26), fy, hold person (DC 26), 
  ray of exhaustion (DC 27), stinking cloud (DC 26), vampiric touch
  2nd—blindness/deafness (DC 26), compassionate ally‡ (DC 25), 
  glitterdust (DC 25), hideous laughter (DC 25), scorching ray, touch of 
  idiocy, web (DC 25)
  1st—ear-piercing scream‡ (DC 24), expeditious retreat, hydraulic push†, 
  grease (DC 24), ray of enfeeblement (DC 25), ray of sickening‡ (DC 25), 
  silent image (DC 24), touch of gracelessness† (DC 24)
  0 (at will)—detect magic, mage hand, prestidigitation, read magic
  * already cast and included above (where appropriate)
  † See Pathfnder Roleplaying Game Advanced Player’s Guide
  ‡ See Pathfnder Roleplaying Game Ultimate Magic
  s T a T i s T i C s
  Str 4, Dex 12, Con —, Int 37*, Wis 18, Cha 17
  Base Atk +8; CMB +5; CMD 19
  Feats Ability Focus (paralysis), Combat Casting, Craf Construct, 
  Craf Wondrous Item, Extend Spell, Forge Ring, Improved Initiative, 
  Lightning Refexes, Maximize Spell, Persistent Spell†, Scribe Scroll, Spell 
  Focus (necromancy), Toughness, Weapon Finesse
  Skills Appraise +28, Craf (alchemy) +33, Disguise +16, Fly +19, 
  Intimidate +23, Knowledge (arcana) +33, Knowledge (dungeoneering) 
  +26, Knowledge (engineering) +26, Knowledge (geography) +26, 
  Knowledge (history) +28, Knowledge (local) +31, Knowledge (nature) 
  +26, Knowledge (nobility) +26, Knowledge (planes) +33, Knowledge 
  (religion) +33, Linguistics +21, Perception +32, Sense Motive +32, 
  Spellcraf +33, Stealth +29; Racial Modifers +8 Perception, +8 Sense 
  Motive, +8 Stealth
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, 
  Dwarven, Elven, Giant, Gnome, Goblin, halfing, Ignan, Infernal, Orc, 
  Sylvan, Terran
  SQ arcane bond (headband)
  Combat Gear potions of infict serious wounds (3); Other Gear ring 
  of protection +3, cloak of resistance +4, bracers of armor +6, belt of 
  incredible dexterity +4, headband of vast intellect +6, 15,000 gp worth of 
  fne jewelry and silk clothing
  * Includes +5 inherent bonus
  † See Pathfnder Roleplaying Game Advanced Player’s Guide
  s P E C i a l  a b i l i T i E s
  Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that 
  look at the lich must succeed on a Will save or become frightened. 
  Creatures with 5 HD or more must succeed at a Will save or be shaken 
  for a number of rounds equal to the lich’s Hit Dice. A creature that 
  successfully saves cannot be afected again by the same lich’s aura for 24 
  hours. Tis is a mind-afecting fear efect.
  Paralyzing Touch (Su): Any living creature a lich hits with its touch 
  attack must succeed on a Fortitude save or be permanently paralyzed. 
  Remove paralysis or any spell that can remove a curse can free the 
  victim (see the bestow curse spell description, with a DC equal to the 
  lich’s save DC). Te efect cannot be dispelled. Anyone paralyzed by a 
  lich seems dead, though a DC 20 Perception check or a DC 15 Heal 
  check reveals that the victim is still alive.
  
  50
  Rejuvenation (Su): When a lich is destroyed, its phylactery (which is 
  generally hidden by the lich in a safe place far from where it chooses 
  to dwell) immediately begins to rebuild the undead spellcaster’s body 
  nearby. Tis process takes 1d10 days—if the body is destroyed before 
  that time passes, the phylactery merely starts the process anew. Afer 
  this time passes, the lich wakens fully healed (albeit without any gear 
  it lef behind on its old body), usually with a burning need for revenge 
  against those who previously destroyed it.
  D’Arstond keeps several slaves and minions, to serve as the proverbial 
  meat shield. In general, he doesn’t expect his minions to last long. He 
  just needs them to get in the way for a round or two. His slaves, on the 
  other hand, have the potential to last a while — especially if the PCs are 
  hesitant to apply a lethal beat down to a soldier of the forces of good.
  MINIONS
  ALLIP (5) 
  CR 3
  XP 800 each
  hp 30 each (Pathfnder Roleplaying Game Bestiary III, 
  “Allip”)
  MANANANGGAL (4) 
  CR 7
  XP 3,200 each
  hp 85 each (Pathfnder Roleplaying Game Bestiary III, 
  “Manananggal”)
  SLAVES
  Not too long ago, a band of good-aligned heroes stumbled into 
  d’Arstond’s lair. Amused at the opportunity this presented, the lich 
  subdued the group rather than killing them and used dominate person 
  on all of them. Te most powerful of the band managed to fend of the 
  spell’s efect, so d’Arstond killed them. Te remainder now serves as his 
  slaves and bodyguards. D’Arstond has layered several dominate person 
  spells, such that even if they make a saving throw or the spell somehow 
  becomes dispelled, another is in place to keep the do-gooder under the 
  lich’s control. Each slave is currently under the efects of dominate person 
  three times — so freeing them requires dispelling each.
  LIN TAI
  MONK WARRIOR 
  CR 14
  XP 38,400
  hp 112 (Pathfnder Roleplaying Game GameMastery Guide, 
  NPC Gallery, “Fighting School: Master” except change 
  alignment to LG)
  At one point a promising candidate for abbot of his moanstery, Lin Tai 
  felt that his talents could be put to better use in the world abroad, and so 
  conducted his own pilgrimage across the planes, seeking to learn what 
  he could and spread everything that he learned.  He met Janina Kerfex 
  and the rest of her adventuring party in a planar nexus overrun with 
  demons, and afer assisting them in fghting of the evil outsiders, began 
  to travel with them.
  JANINA KERFEX
  HOLY WARRIOR 
  CR 11
  XP 12,800
  hp 92 (Pathfnder Roleplaying Game GameMastery Guide, 
  NPC Gallery, “Crusaders: Saint”)
  Te youngest and least beautiful daughter of a noble family, Janina’s 
  marriage prospects were not bright, so her family sent he to a temple for 
  a better education.  Rather than taking cloistered vows, as her parents 
  had hoped, Janina sought out the opportunity to adventure.  Te 
  temple, glad to be rid of the troublesome frebrand, gave their blessing 
  immediately.  More than her comrade-in-arms Lin Tai, Janina chafes 
  at her servitude to the lich d’Arstond.  She struggles against his control 
  daily, and this refusal to give up amuses the him.
  ACTION
  D’Arstond orders his dominated minions to take up defensive positions. 
  He’s careful with the orders he gives, knowing that pushing them too far 
  will break the spells that control them. He allows them to use nonlethal 
  means, as long as they ultimately hinder the PCs. How the PCs respond 
  to them is, perhaps, another interesting look into their morality.  Let the 
  players make their decision, and react accordingly. Te NPCs, for their 
  part, do only nonlethal damage and avoid using their most dangerous 
  abilities. 
  Te manananggal hunger for fesh, and their superior fy speed allows 
  them to quickly close on the PCs. Tey seek to use their touch of fatigue 
  spell-like ability, hoping to weaken the PCs before they reach the lich. 
  Otherwise, they seek to latch onto a PC and drain blood. If they take a 
  lot of damage, they switch tactics and make use of Flyby Attack, biting 
  hunks of fesh from the PC and then fying away to a safe distance.
  Te allips are instructed to attack any PC that looks like a divine 
  spellcaster, with the hopes of draining away a bit of Wisdom before 
  they’re dispatched. Remember that any sane creature within 60 feet 
  must save versus the allip’s babble ability. For the purposes of this ability, 
  consider d’Arstond to be insane, but the two NPC slaves to be sane and 
  therefore valid targets.
  Leander d’Arstond knows this is his last stand. He longs for release from 
  his unlife, but isn’t about to make things easy for the heroes. Choose his 
  spells accordingly (see the Sidebar), and lay into the PCs with everything 
  he has. Start with his 9th levels spells and work down the list, choosing 
  single target and area spells as needed. If the PCs manage to quickly 
  close ground with him, d’Arstond can lay a few single target spells such 
  as baleful polymorph, hold person, and irresistible dance to remove one 
  PrePared SPellS and SPellbookS
  �������������������������������������������������������������������
  �����������������������������������������������������������������
  ����������������������������������������������������������������
  ���������������������������������������������������������������������
  ���������������������������������������������������������������
  ��������������������������������������������������������������
  ����������������������������������������������������������������
  ������������������������������������������������������������������
  �����������������������������������������������������������������
  ��������������������������������������������
  ���������������������������������������������������������������
  ��������������������������������������������������������������
  ����������������������������������������������������������
  ������������������������������������������������������������������
  �����������������������������������������������������������������
  ���������������������������������������������������������������
  �����������������������������������������������������������������
  �������� ���������� ���� ����� ���������� ����� �������� ��� �����
  ��� ���� ����������� ��� ���������� ����� ���������� ������ ������
  ������������������������������������������
  
  51
  or more targets for a while. Another option to remove a single target is 
  his paralyzing touch ability.
  Early in combat, d’Arstond tries to avoid catching his slaves in area efect 
  spells, knowing that doing so has the chance to allow them to break 
  free of his control. As the battle wears on — and his desperation level 
  rises — he begins to make use of spells such as cloudkill regardless of the 
  location of his minions and slaves.
  DEVELOPMENTS
  If the PCs manage to dispel or suppress the dominate person efects on 
  the minions, they very quickly join the PCs in fghting the lich and his 
  undead minions. In fact, if the PCs are heavily resource depleted, this 
  might be their best tactic. Remember that to dispel the efect completely, 
  PCs must remove three spells from each NPC. Perhaps the best way to 
  release them is to simply cast protection from evil or magic circle against 
  evil. Both spells will suppress the dominate person efect and allow the 
  NPCs to join the PCs.
  If the PCs free the minions — either by subduing them, dispelling 
  the dominate spells, or suppressing it long enough to take down the 
  lich — they’ll have earned powerful allies. Reward them with a boon 
  that’s specifc to your campaign — a clue to a long-standing mystery, 
  for example. It’s likely the NPCs will need to deliver this boon at some 
  point in the near future. PCs should enjoy their moment when the 
  NPCs return, placing them once again in the spotlight. If there is no 
  such boon appropriate to your campaign, instead have the NPCs, and 
  perhaps a higher-up from their temple, deliver an appropriate reward to 
  the heroes. A new good-aligned weapon, coins and gems, stat-boosting 
  tomes, and so forth are all appropriate options. Te key is to make it as 
  personalized to the PCs as possible, and tailor it to your campaign.
  TREASURE
  In addition to his personal gear, Leander d’Arstond has amassed quite 
  a personal fortune, and it’s scattered about this room. PCs who take a 
  half-hour to search the room and succeed on a DC 20 Perception check 
  locate the following items:
  �� An ornately decorated +1 longsword. Te weapon’s hilt and scabbard 
  are encrusted with gems and gold-plated, giving it a value of 20,000 
  gp.
  �� A large urn flled with 18,372 gp.
  �� A small oak box (worth 10 gp), with 3 diamonds inside. Each 
  diamond is worth 5,000 gp.
  �� A fnely crafed music box, featuring a lithe dancer who twirls to the 
  music. Tis item is worth 8,000 gp.
  �� An oil painting depicting Leander d’Arstond in life, when he was 
  a young man of about 30 years old. Te painting is worth 1,000 gp 
  an art collector, or 2,000 gp if the PCs can track down a long-lost 
  relative of d’Arstond.
  PCs who are willing to spend an hour searching and succeed on a DC 25 
  Perception check fnd the above items, as well as the following:
  �� A loose fagstone in the foor opens to reveal a small cache of items. 
  Contained inside on 4 potions of infict serious wounds (labeled 
  as “healing potions”), a +1 magical beast bane dagger, a lesser 
  metamagic rod of extend spell, and a horn of Valhalla.
  �� A throw rug near the center of the room is actually a carpet of fying 
  (10 f. by 10 f.).
  �� 20 gems scattered about the room, each worth 1,000 gp.
  In addition, if there’s an item you need to give your PCs this is a good 
  place for them to fnd it.
  
  52
  CONCLUSION
  Hopefully, the PCs survived. If so, they’ve likely made several new 
  allies — and even a few enemies, too. Most importantly, they defeated a 
  serious threat to the world, and maybe even beyond. Such an important 
  task does not go unnoticed by the most powerful forces on the side of 
  Good. Give your PCs plenty of time to lick their wounds, and boast 
  appropriately. If you’ve been looking for a way to hook your PCs into 
  the outer planes, this is a good opportunity. Perhaps a powerful angel, 
  or even a minor deity, took notice of the PCs’ accomplishments and 
  summons them to her plane so she can reward them — and give them 
  another near-impossible task to accomplish.
  It’s possible that Leander d’Arstond was simply a minion of another, 
  more evil — and more powerful — being. Whether he knew it is, at 
  this point, immaterial. PCs are starting to push the upper limits of the 
  level system by this point; it’s not unreasonable to continue their plane-
  hopping ways, perhaps to take down Evil on alternate material planes. 
  Or maybe go to Hell itself to slay a powerful pit fend.
  Or maybe Leander d’Arstond and his minions got the best of the PCs, 
  and there’s now a wake of dead bodies. In that case, it’s time for a new 
  campaign. Te PCs are just the latest in a long line of victims who have 
  succumbed to d’Arstond’s magic. New heroes are needed, to rise up and 
  fght of oppression. Perhaps the PCs’ jaunt into his very lair invigorated 
  Leander d’Arstond; with new-found zeal, the lich could easily take over 
  kingdoms. His power continues to grow — even researching a method 
  of replacing his missing fragments isn’t out of the question. Te players 
  could be thrust into the world a decade into the future, where d’Arstond 
  oppresses the people, intent to make sure paladins and priests no longer 
  are able to recruit new ranks. Heroes must rise; do the new PCs have 
  what it takes to accomplish what their predecessors could not?
  Want to talk about the Fractured Phylactery with other GMs, to 
  devise new plot twists? Or did your PC die at the bony hand of Leander 
  d’Arstond? Like Gaming Paper on Facebook, and join the discussions!
  
  6
  40522
  83676
  5
  ��������������������������������������������������������������������������������������������������������������������
  ����������������������������������������������������������������������������������������������������������������
  �����������������������������������������������������������������������������������������������
  �������������������������������������������������������������������������������������������������������������
  ����������������������������������������������������������������������������������������������������������������������
  ��������������������������������������������������������
  �������������������������������������
  �� ������������������������������������������������������
  �� �������
  �� ����������������������������������������������������������������������������
  The Fractured Phylactery ������������������������������������������������������������������������������������
  �������������������������������������������������������������������������������������������������������������
  Game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Gaming Paper - Fractured Phylactery.pdf