TEXT:  
   
   
   
  Dance Macabre 
   
  A Pathfinder Roleplaying Game adventure for 4-6 characters of level 2. 
  Out in the middle of the twisted moorlands lies the fabled Temple of Evil … 
  Or so they say. 
  But when two young sisters on their first adventure fail to return, apparently dead, on an expedition arranged 
  by two other adventurers who happen to return unscathed, the girls’ father asks you to investigate whether 
  there has been any foul play involved; and you rather think that there has … 
   
  Four Dollar Dungeons are standalone adventures designed to be logical, entertaining, challenging and 
  balanced, and easily integrated into any campaign world. 
  Each adventure has enough material to last two to three playing sessions and enough experience to raise 
  four characters of the appropriate level up by one extra level. Treasure is commensurate with the encounter 
  challenges faced. Scaling information is included for adventuring parties of five or six. 
  This investigative adventure is mainly set within the boundaries of a wealthy but remote town, though some 
  of the activity also takes place in the moorlands that surround it. 
  http://paizo.com/store/downloads/fourDollarDungeons 
  
  2 
   
  Four-Dollar-Dungeons Module 2.2 
  Dance Macabre 
  By Richard Develyn 
   
  Cover Artwork: Bradley K. McDevitt (bkmcdevitt@yahoo.com www.bradleykmcdevitt.net) 
  Inner Artwork: Bradley K. McDevitt, Arcane Publishers © 2003 V.Shane, Rick Hershey, Storn Cook, Standard 
  Stock Art Colour Collection by Empty Rooms Studios, and some artwork copyright William McAusland, used 
  with permission.  
  Playtesters: Chris Forest, Stuart Kevin Smith, Arran Corbet, Joe Lawrie, Ian Porteous, Adam Bates 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks 
  of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information 
  on the compatibility license. 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: artwork, cartography and non-game-rules-related text. The names and statblocks of all creatures are declared as Open Game Content. 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in 
  the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any 
  form without written permission.
  
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  Contents 
  Background............................................................................... 3 
  Notes for the Games Master ..................................................... 4 
  Specifics............................................................................... 5 
  Intimidation ..................................................................... 5 
  Maps ............................................................................... 6 
  Individual Encounters ..................................................... 6 
  Encounter Summary ................................................................. 6 
  Scaling ................................................................................. 7 
  The Temple of Evil ................................................................... 9 
  T1. The Ginger Beer House (CR 1) ..................................... 9 
  The Twisted Moorlands ..................................................... 10 
  Travel ............................................................................ 10 
  Weather ......................................................................... 12 
  Wandering Monsters (optional) .................................... 12 
  The Hungry Ghost ............................................................. 12 
  T2. Animal Farm (CR 3) .................................................... 13 
  The Stone Circle ................................................................ 15 
  T3. Broken Oak (CR 3) ...................................................... 16 
  T4. The Temple of Evil (CR 2) .......................................... 19 
  Twisted Bridge (GM Reference) ............................................ 21 
  General............................................................................... 21 
  Shops ................................................................................. 21 
  Wandering Monsters .......................................................... 22 
  Gabriel .......................................................................... 22 
  Tlotoxl ........................................................................... 22 
  Interaction with the locals .................................................. 22 
  Paladins and Detect Evil ............................................... 23 
  Gathering Information ................................................... 23 
  Map Key ............................................................................ 25 
  Breaking and Entering ....................................................... 27 
  The Bride of Sacrifice ............................................................. 28 
  B1. Peppy Pumpkin Ponies (CR 3) .................................... 28 
  B2. The Church of Bones (CR 4) ....................................... 30 
  B3. The Perfumed Garden (CR 3)...................................... 32 
  B4. Soaps, Scents and Candles (CR 3) .............................. 34 
  B5. The Clock Tower (CR 4½) .......................................... 35 
  Ground Floor ................................................................. 35 
  Level 1 .......................................................................... 37 
  Level 2 .......................................................................... 39 
  Level 3 .......................................................................... 39 
  Level 4 .......................................................................... 39 
  B6. The Necropolis (CR 4) ................................................ 40 
  The Catacombs below Town (CR 3) .................................. 42 
  B7. Iona ......................................................................... 43 
  B8. Tlotoxl .................................................................... 44 
  B9. Tonila (CR 3) .............................................................. 46 
  The Day of Darkness (CR 5) .................................................. 48 
  Twisted Bridge (Player’s Guide) ............................................ 50 
  General .............................................................................. 50 
  Map Key ............................................................................ 50 
  Clue Map ................................................................................ 53 
  Robe of Bones Creatures (summoned within a desecrated area 
  with an altar) ........................................................................... 54 
  Animal Tricks ......................................................................... 56 
  Bestiary Reference .................................................................. 56 
  Item Reference ........................................................................ 59 
  Rules Reference ...................................................................... 61 
  Spell Reference ....................................................................... 72 
  Artwork .................................................................................. 82 
  OPEN GAME LICENSE Version 1.0a .................................. 90 
   
  Background 
  Most of the people that live in the town of Twisted Bridge are 
  evil1 though they wouldn’t think of themselves as such. The 
  nature of their evil is passive: they don’t go out to destroy or 
  hurt innocent lives, they simply consider that some innocent 
  lives are not as important as their own and can therefore be 
  sacrificed in order to provide them with entertainment. 
  This could be called immorality, if it came from remarkably 
  stupid or ignorant people, but the folk of Twisted Bridge are 
  nothing of the sort; they are intelligent, educated, noble-born in 
  the main and with every privilege that money could buy having 
  been lavishly afforded upon them. They act the way they do 
  not because they’re unable to think about morality but because 
  doing so would be inconvenient to their privileged way of life. 
  When they see suffering in others, they look the other way. 
  When they hear the screams, they talk about something else. 
  Against such a backdrop of passive evil, of course, active evil 
  thrives. 
  Tzitzimitl, a tall, unnerving, man arrived in Twisted Bridge just 
  over ten years ago when “the stars” told him that it was time to 
  bring his adventuring career to a premature end. 
  Tzitzimitl is an astrologer, of sorts: a stargazing oracle who is 
  obsessed with his own mortality, especially after having come 
                                                                   
  1 in my very humble opinion 
  
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  so perilously close to it on more than 
  one occasion. His divinations are 
  always far from clear, however, though 
  this may be because he perpetually asks 
  the same question: the time and location 
  of his own death. It was in the pursuit 
  of that particular piece of knowledge 
  that the charts directed him to Twisted 
  Bridge and to the purchase of the 
  town’s clock tower next to its market 
  square. 
  Tzitzimitl’s 
  subsequent 
  assimilation 
  into the decadent lifestyle of Twisted 
  Bridge was assured; his fortune-telling 
  skills and charming manner quickly 
  securing for him both an income and respect, even deference 
  given that his predictions are frequently correct if not 
  necessarily understood correctly before they become self-
  evident. 
  Once established, Tzitzimitl was next directed by his charts to 
  explore the catacombs below the town, whereupon he found, 
  lurking in the shadows, an ancient spirit called “Yetaxa”, the 
  wraith of an evil cleric that had died there many hundreds of 
  years ago.  
  Tzitzimitl and Yetaxa immediately recognised in each other a 
  potential ally and after a few days of negotiations a deal was 
  struck between them. Yetaxa agreed to provide Tzitzimitl with 
  whatever resources he needed in order to pursue the answer to 
  his own research, and Tzitzimitl agreed to provide Yetaxa with 
  a steady supply of souls for the wraith to consume and re-
  spawn as his servants. 
  Twisted Bridge turned out to be the perfect location for this 
  unholy alliance. A few weeks after the deal was struck, a new 
  festival began to be celebrated late at night in the town’s 
  central square, a lavish spectacle of expense and decadence 
  with a spectacular climax at its finish. As the clock chimes 
  away the last few strokes of midnight, the incorporeal undead 
  that live below the square rise up to join the living in a rare and 
  exquisite dance, weaving a graceful Carole in a series of 
  ritualised steps carefully choreographed to ensure that neither 
  side actually touches the other. 
  While the dance takes place, Yetaxa’s next victim watches in 
  abhorrence and horror from within a gilded cage placed in the 
  centre of the square. When the dance ends, Yetaxa emerges 
  from below the cage and devours the victim in front of 
  everyone’s eyes. A few moments later the music strikes up 
  again, the wraith spawn and their master disappear, and the 
  townsfolk carry on with their dining and partying until the 
  early hours of the morning. 
  This festival has been repeating every six or seven months now 
  for the last four years and so far only one young girl has ever 
  managed to escape her fate (and she came to grief further down 
  the river). Apart from this anomaly, every time the festival 
  occurs there is always one more wraith emerging from the 
  catacombs below to participate in the dance. 
  --- 
  Recent events, however, have added a 
  new twist to the tale; Tzitzimitl’s 
  macabre investigations appear to be 
  coming to their conclusion. 
  Tzitzimitl has known for some time 
  now that he will learn the precise time 
  and place of his own death during one 
  of these ritualised dances, however he 
  has also been aware that somehow or 
  other this will happen during the middle 
  of the day. This is puzzling because 
  wraiths only operate at night; however a 
  few weeks ago Tzitzimitl learned that 
  there was an eclipse due to take place 
  over Twisted Bridge at the prescribed 
  time and now all of his predictions have fallen neatly into 
  place. 
  Tzitzimitl uses an elaborate trap to capture his victims for 
  sacrifice. On this most recent of occasions he has chosen to 
  acquire two young girls instead of one so that he can use the 
  first as a sort of “dress rehearsal”. The capture of the victims 
  and the sacrifice of the first went well enough and now the 
  second, sister of the first, awaits her fate in captivity as the date 
  of the eclipse draws near. 
  As it happens, though, the father of these two girls is about to 
  bring the PCs into the picture. 
  Tzitzimitl, funnily enough, has predicted the participation of 
  the PCs in the events to come, and even that they will 
  somehow or another play a part in the fulfilment of his quest. 
  Quite what that part is, however, he has no way of knowing, 
  but he has decided to stay out of the way for the next few days 
  and allow destiny to take its course. 
  Notes for the Games Master 
  “The only thing necessary for the 
  triumph of evil is that good men do 
  nothing.”  
  And when good men stand by and do nothing, are they really 
  good men? 
  The 
  graduations 
  between 
  indifference, 
  thoughtlessness, 
  refusing to help, turning a blind eye and so on all the way to 
  outright evil are hard to define and this adventure does not seek 
  to do so. It is up to you, of course, to play the folk of Twisted 
  Bridge in whatever way feels right for you, however it is clear 
  that whether wicked or stupid the town has allowed real evil to 
  take root below its streets and now they will have to pay a 
  hefty price for allowing it to do so. 
  This adventure, however, begins in another town entirely. 
  --- 
  Although the incidence of adventuring stock in any fantasy 
  setting is never high, all parents must accept that there is a risk 
  that one of their offspring may well elect to pursue some sort of 
  
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  crazy adventuring career rather than carry on with the family 
  business or marry themselves off to some nice 
  respectable neighbour. 
  Joseph Ringworm, local pest controller and 
  exterminator, was dealt a particularly bad 
  hand when it came to that consideration as 
  both of his daughters chose to become 
  adventurers rather than try their hand at 
  catching rats, de-lousing cattle or maybe 
  marrying the children of the sort of people 
  who liked to socialise with him and his wife. 
  Furthermore as soon as the two girls 
  graduated from their adventuring colleges 
  they were immediately recruited by two 
  young “adventurers” in order to form a 
  “party” to clear out a “temple of evil” which 
  lay a couple of days ride away and, 
  apparently, both of them perished in the 
  attempt. 
  When the two adventurers that had recruited them returned to 
  town, laughing and joking, Joseph immediately demanded to 
  know what had happened to his daughters, and as their 
  responses were far from satisfactory he and his friends ran 
  them out of town.  
  This altercation happened yesterday and Joseph hasn’t stopped 
  crying into his beer ever since, cursing adventurers of all sorts 
  and their evil adventuring ways. As it happens though, Joseph 
  is doing his crying in the same bar and on the same night that 
  the PCs are destined to be out celebrating their latest successes, 
  and an encounter between them is on the cards. 
  Joseph and the PCs are not going to get off on the right foot to 
  start with, however Joseph will eventually employ the PCs to 
  find out what has happened to his daughters. The first part of 
  this adventure, therefore, has the PCs out on the trail of the two 
  rogue adventurers, followed by finding the “Temple of Evil” - 
  that elaborate adventurer-catching trap which has now been 
  reset2. Clues found on the rogue adventurer’s possessions plus 
  the sham adventure location and on the twisted Dryad who 
  helps them with the trap will lead the PCs to the town of 
  Twisted Bridge and to the second part of this adventure. 
  The town provides the setting for a sandbox-style investigation. 
  Once the PCs have followed all the clues they should: 
  a) 
  know that one of the daughters is now a wraith 
  spawn and have spoken to her, 
  b) 
  know the location of the second daughter and have 
  spoken to her too, 
  c) 
  know that the second daughter is due to be sacrificed 
  in the town soon and possibly have discovered that 
  this will take place during an eclipse, 
  d) 
  know that the sacrifice consists of being transformed 
  by a Wraith into a Wraith Spawn, 
  e) 
  have a quick way of getting down into the 
  catacombs, 
                                                                   
  2 the person in charge of the trap, Autloc, doesn’t know that the 
  next festival is going to be the last one 
  f) 
  have in their possession a talisman which can 
  provide the second daughter with 
  temporary protection 
  The clue map in the appendix shows 
  how these various conclusions are 
  drawn from the information initially 
  available to the PCs as they approach 
  Twisted Bridge. The orange boxes 
  represent 
  starting 
  points, 
  yellow 
  intermediate and green the end-points 
  which the PCs must reach in their 
  investigations. 
  Hopefully 
  there’s 
  enough of a network here to allow PCs 
  to reach the necessary conclusions 
  without too much helping by you, the 
  GM. 
  The concluding part of the adventure 
  takes place below the market square as 
  the eclipse of the sun begins. Although the PCs will not be able 
  to stop the festival taking place, as soon as the dance starts they 
  will be able to slip the protective talisman to the daughter 
  awaiting sacrifice and then quickly run down to the catacombs 
  in order to attack Yetaxa without worrying about his spawn. 
  The following final “cut scene” takes place once Yetaxa 
  destroyed: 
  With their master dead, all the wraith spawn dancing in the 
  square above will suddenly become independent and the 
  carnage of the folk of Twisted Bridge will be spectacular. 
  Tzitzimitl will learn the place and time of his own death just 
  moments before it happens, and then all of the new wraiths 
  with their multitudinous spawn will descend into the 
  catacombs to destroy the PCs. Fortunately, though, as the 
  hundreds of ravenous shadowy forms converge upon the party 
  the eclipse will come to an end and a single beam of sunlight 
  will shine down though the cage in the square into the 
  catacombs below and so provide the PCs with their salvation. 
  Phew! 
  Specifics 
  Much depends on your own particular GM style, of course, and 
  the relationship and expectations that you and your players 
  have of each other, however the following notes will hopefully 
  provide some hints about how this module should play out. 
  In order to allow this adventure to function both as a narrative 
  text and as a reference text (i.e. for during play), I have 
  highlighted certain parts of the narrative in bold. This change 
  of font has no meaning from the narrative point of view, it is 
  simply there to draw your eye when using the text as a 
  reference. 
  Intimidation 
  The rule on intimidation states that on success “the target gives 
  you the information you desire”. This requires a bit of 
  interpretation on your part, both from a sense of realism and 
  also from the perspective of how you and your players want 
  this adventure to play out. 
  
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  From a realism point of view, an intimidated target cannot read 
  your mind so the only way that it can know what you desire is 
  for you to ask it the right questions, and since it may not fully 
  understand what you’re asking, or maybe fail to read between 
  the lines, you may still not get the information that you actually 
  want. Additionally it is hard to imagine that, say, the parent of 
  a child that you wish to murder will tell you where to find its 
  offspring if you’ve communicated what your desire is. These 
  sorts of consideration should merit a greater modifier to the roll 
  than the normal circumstantial +/- 2, possibly even resulting in 
  the intimidation being disallowed completely. This, of course, 
  is up to you. 
  From a game point of view, reading the intimidation rule too 
  literally will replace a great part of the interaction which takes 
  place in an investigative scenario with a few simple dice rolls. 
  This can be good if your players are getting frustrated with the 
  adventure but I personally would suggest you try role playing 
  the encounters first before simply rolling the dice. 
  Maps 
  With the exception of the Church of Bones, which has an area 
  on the floor which mirrors the area of effect of a particular 
  spell, it is perfectly ok to consider all of the other maps in this 
  adventure to be guidelines rather prescriptions. Please don’t 
  feel that you have to slavishly copy out every measurement and 
  detail onto the gaming grid. 
  The grids on the Clock Tower and Church of Bones are 10’ 
  square, those on the Temple of Evil and the little detail around 
  Morgat’s oak are 5’ square. The maps of Animal Farm, the Inn 
  and the Catacombs have no grid - the size can be deduced from 
  the furniture, fixtures and fittings. 
  The first fight in the tavern can be handled using any tavern or 
  inn map that you have, since these are generally quite common. 
  I have provided you with a basic one in case you don’t have 
  one, with just the innkeeper and a serving girl shown upon it 
  (you can put whoever else you fancy in there with Joseph and 
  the PCs if you want, though this adventure assumes for the 
  sake of simplicity that everyone else stays out of the way). 
  Individual Encounters 
  The encounter at the farm has the potential to kill a PC if the 
  party doesn’t realise the sleep and coup-de- grâce tactics being 
  used by Ixta and Cameca. 
  Morgat also could be nasty to a party of PCs if they all have 
  very low Will saves. 
  The Church of Bones encounter presents the PCs with a 
  particular challenge because of the darkness effect. Unlike the 
  normal Darkness spell, Deeper Darkness has a 60’ radius, 
  meaning that pretty much the whole area of the church will be 
  covered. Although Rap-Tout is also affected (and his Scent 
  ability does not negate his miss-chance), if a lot of the party are 
  rendered useless because of lack of Darkvision then they will 
  need to retreat from the encounter and come back when that 
  spell has run out. Failure to act as a team in this way could be 
  deadly and, given that the PCs can (and should) plan for their 
  meeting with Yetaxa, this is probably the most dangerous 
  encounter in the adventure. 
  Finally, prior to starting, make a few notes about each PC so 
  that you are able to fill in the details about them when they find 
  them in the study on the 2nd level of the Clock Tower.  
  Encounter Summary 
  Not including the traps / encounters in the Clock Tower, the 
  seven CR 3 encounters result in an adventure which is not only 
  balanced but also rather weighted towards the middle range. As 
  always, the epic counter has a good chance of wiping out an ill 
  prepared party, however since PCs have time to prepare, plan 
  and even buy specific equipment to deal with the wraith at the 
  end, then as long as they don’t mind putting up with Twisted 
  Bridge’s rather inflated prices they should have a good chance 
  of being able to handle the wraith without a problem. 
  Within the clock tower, the difficulty of the encounters 
  depends very much on the players. With clever play the PCs 
  could end up bypassing every hazard and still getting the 
  treasure / clues found therein, whereas with careless play they 
  could end up in an awful lot of trouble. In terms of experience 
  I’ve gauged this area to be worth the equivalent of a CR 2 plus 
  a CR 3 encounter, or a CR 4½ if you like. It is up to you, of 
  course, but in my opinion PCs should get this experience 
  however they end up tackling the Clock Tower. 
  The following table summarise this adventure’s encounter 
  difficulties: 
  Type 
  Number 
  Description 
  Easy 
  (CR < 2) 
  1 
  Joseph Ringworm (3rd level NPC) 
  Average 
  (CR 2) 
  1 
  Skeleton cleric + zombie  horse 
  Challenging 
  (CR 3) 
  7 
  Ixta and Cameca (2nd level “PCs”) 
  Morgat (Dryad) 
  2 x Jack O’Lantern 
  River Drake 
  Minka (Wax Golem) 
  Babptiste (4th level Alchemist) 
  Tlotoxl 
  Hard 
  (CR 4) 
  2 
  Autloc (5th level Cleric) 
  Gabriel (Gargoyle) 
  Epic 
  (CR 5) 
  1 
  Yetaxa (Wraith) 
  In terms of treasure-balance, without taking into account any 
  scaling considerations, the total amount of treasure which 
  should be present according to the encounter CRs is 10890gp. 
  The actual amount is 11300 gp – which is slightly generous 
  because of the need to allow for increased expenditure faced 
  within Twisted Bridge. 
  The treasure value given for Babtiste’s formula book and for 
  the spellbook in the sewers has been calculated as 15gp for the 
  
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  book itself plus 1½ times the cost to inscribe the contained 
  formula or spells (i.e. 10gp for a 1st level spell, 40gp for a 2nd, 
  90gp for a 3rd). A character of the appropriate class could use 
  these books to transcribe formulae / spells into his own book 
  prior to selling it, assuming he has the money to spend on the 
  inscribing process, meaning these particular items of treasure 
  could have additional value (half the cost of inscribing the 
  spells, or one third of the value of the book). 
  Scaling 
  Given that this adventure is not easy for parties of 4 characters, 
  there’s no problem running it as it stands for parties of 5 or 6, 
  particularly if the players are inexperienced. 
  Alternatively the various encounters, experience and treasures 
  could be scaled up in order to present the same degree of 
  challenge for larger parties. 
  For encounters, I would recommend doing one of the 
  following: 
  1) 
  Increase all opposition HPs by 50% (for 1 extra PC) 
  or by 100% (for 2 extra PCs). 
  2) 
  Add or subtract 1 (for 1 extra PC) or 2 (for 2 extra 
  PCs) to every die roll made during the adventure, in 
  an advantageous way for the opposition and in a 
  disadvantageous way for the PCs. 
  3) 
  Increase the numbers of opponents by 25% (for 1 
  extra PC) or 50% (for 2 extra PCs) where it makes 
  sense to do so within the adventure. 
  4) 
  Apply a +2 (for 1 extra PC) or +4 (for 2 extra PCs) to 
  every prime characteristic of the opposition and work 
  out the consequences. 
  There’s nothing stopping you using whichever approach you 
  like, even using different approaches for different encounters, 
  however my preferred method is the first. Although changes in 
  HP are not hugely realistic, this change is the least intrusive to 
  the tactics and structure of the encounters in this adventure and 
  therefore the easiest to manage. 
  The encounter in the Church of Bones has the following extra 
  option for 6 PCs: include the Axe Beak Zombie but leave 
  Autloc unchanged. The zombie was originally part of the 
  encounter for 4 PCs but play-testing suggested that this made it 
  too tough given its CR. 
  Whichever scaling technique you use, you should also increase 
  the experience points awarded for each encounter by 25% (for 
  1 extra PC) or by 50% (for 2 extra PCs), and adjust the amount 
  and value of treasure that is to be found. Since the latter isn’t 
  straight forward I have included recommendations on what 
  should be added in the table below. For 1 extra PC use the 
  extra treasure given in bold-italics, for 2 extra PCs use the 
  extra treasure given in beige.  
  R# 
  Encounter 
  CR 
  XP 
  Treasure 
  Total Value 
  T1 
  3rd level npc 
  1 
  400 
  One vial of antiplague (50) and one vial of antitoxin (50) per 
  PC 
  400 
  +100 
  + 200 
  T2 
  2nd level 
  barbarian 
  2nd level witch 
   
  1 
  1 
  800 
  MW chain shirt (250), 
  Composite Longbow (+3 str) (400), 
  MW elven curve blade (380), 
  3 x scroll of Mage Armour (25), 
  30 pp, 
  2 x light black riding horse(75), 
  2 x saddle etc (20), 
  Barbarian Kit (9), 
  Witch’s Kit (21) 
  chain shirt is +1 (1250) 
  as above plus elven curve blade is +1 (2380) 
  1625 
   
   
   
   
   
   
   
   
  +1000 
  +3000 
  T3 
  Dryad 
  3 
  800 
  MW Longbow (375), 
  40sp, 56gp, 1pp 
  + Agile Alpenstock (2000) 
  + Rope of Climbing (3000) 
  445 
  +2000 
  +3000 
  T4 
  Skeleton cleric 
  Zombie horse 
  ½  
  1 
  600 
  Chain shirt (100), 
  Heavy wooden shield (7), 
  Warhammer (12) 
  119 
  B1 
  2 x Jack 
  o’lantern 
  2x1 
  800 
   
   
  B2 
  5th level cleric 
  4 
  1200 
  Silver Holy Symbol (25), 
  Leather Armour (10), 
  Light Wooden Shield (3), 
  MW Morningstar (308), 
  Robe of Bones (2400) 
  if monsters for robes of bones are used, add: 
  Human Skeleton: 
  2746 
   
   
   
   
   
   
  
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      vial of unholy water (25), 5 pounds of silver dust (25), 
  onyx gem (25), 15 gp 
  Fast Goblin Zombie or Tough Human Zombie: 
      vial of unholy water (25), 5 pounds of silver dust (25), 
  onyx gem (50), 22 gp, 5 sp 
  Wolf Skeleton or Heavy Horse Skeleton: 
      2 vials of unholy water (25 each), 10 pounds of silver 
  dust (50), onyx gem (100), 25gp 
  Plague Ogre Zombie: 
      4 vials of unholy water (25 each), 20 pounds of silver 
  dust (100), 2 onyx gems (100 each), 50gp 
  leather armour is +1 (1160) 
  as above plus wooden shield is +1 (1153) 
   
   
   
   
   
   
   
   
   
   
   
  +1150 
  +2300 
  B3 
  Wax Golem 
  3 
  800 
   
   
  B4 
  4th level 
  alchemist 
  3 
  800 
  +1 Cloak of Resistance (1000), 
  +1 Chain Shirt (1250) 
  Alchemist’s Lab (200) 
  Formula Book (480) with: 
  1) Comprehend Languages, Crafter’s Fortune, Cure Light 
  Wounds, Deathwatch, Disguise Self, Enlarge Person, 
  Polypurpose Panacea, Shield 
  2) Alchemical Allocation, Animal Aspect, Bull’s Strength, 
  Elemental Touch, Invisibility, Vomit Swarm 
  2930 
  B5 
  Clock Tower  
   
  1400 
  Small MW Halberd (310) 
  310 
  B6 
  Gargoyle 
  4 
  1200 
   
   
  B7 
  Iona 
   
   
  Spellbook (135) with: 
  1) Charm Person, Color Spray, Feather Fall, Identify, Magic 
  Missile, Ray of Enfeeblement, Sleep, True Strike  
  MW Thief’s Tools (100) 
  MW Backpack (50) 
  MW Studded Leather Armour (175) 
  MW Longsword (315) 
  MW Light Crossbow (335) 
  Chainmail armour (150) 
  Hide Armour (20) 
  Quickdraw light steel shield (59) 
  Greataxe (20) 
  20 crossbow bolts (2) 
  3 x potion of Cure Light Wounds (150) 
  2 x flask of Alchemist’s Fire (40) 
  Scroll of Endure Elements, Shield (50) 
  Tanglefoot Bag (50) 
  Silver Holy Symbol (25) 
  Collapsible Bathtub (15) 
  1691 
  B8 
  Tlotoxl 
  3 
  800 
   
   
  B9 
  River Drake 
  3 
  800 
  2347 cp, 423 sp, 89 gp, 
  MW bronze breastplate (350), 
  5 x +1 Cold Iron Arrows (430), 
  Oil of Bless Weapon (50), 
  Potion of Cure Light Wounds (50) 
  + wand of Cure Light Wounds (25 charges) (375) 
  + wand of Cure Light Wounds (750) 
  1034 
   
   
   
   
  + 375 
  + 750 
  End 
  Wraith 
  5 
  1600 
   
   
  T 
  Totals 
   
  12000 
   
  11300 
  15925 
  20550 
   
   
  
  4$d 
  Dance Macabre 
  2.2 
  9 
  The Temple of Evil
  T1. The Ginger Beer House (CR 1) 
  “What’s wrong with catching rats for a 
  living? They get everywhere, foul your 
  food and some of them are big enough to 
  swallow a cat!” 
  The Ginger Beer House is a specialist tavern which serves beer 
  flavoured with ginger, either out of barrels in various strengths 
  or from bottles whose contents have been “carbonated” using 
  an alchemical / magical process whose secret is jealously 
  guarded. The ginger flavouring in the drinks has made this 
  tavern both an exotic place to get drunk in and a regular haven 
  for people who 
  think it’s the 
  best 
  sort 
  of 
  beer there is. 
  The PCs are 
  probably 
  the 
  first 
  sort 
  of 
  clientele, 
  out 
  enjoying 
  a 
  drink after their 
  last successful 
  exploits, whilst 
  Joseph 
  Ringworm, 
  local 
  pest-
  controller, is of 
  the latter type, 
  drowning 
  his 
  sorrows 
  after 
  learning 
  that 
  his 
  two 
  precious 
  daughters have 
  been 
  lost, 
  presumed dead, 
  on a rather less 
  that successful adventure. 
  That evening the tavern is relatively empty so Joseph soon 
  overhears the PCs boasting about their adventuring lifestyle. 
  The conversation does not please the old rat-catcher one bit, so 
  after drinking a potion of Bull’s Strength chased down by a 
  pint of “Ginger Ninja” he accosts the PCs at their table. 
  The combination of alcohol plus his increased strength gives 
  Joseph courage and belligerence. For the next 3 minutes (the 
  duration of the potion) he verbally abuses the PCs in every 
  way that he can think of, accusing them of being immoral, 
  irresponsible and criminal and claiming they should all be 
  arrested, locked up, soundly whipped and, basically, “not 
  allowed”. Anything the PCs might say in return is interpreted 
  in the worst possible way as Joseph tries to seize on anything 
  that might give him an excuse to start a fight. 
  Everyone else in the tavern gets out the way; even the bar staff 
  sadly shake their heads and treat him kindly as they all know 
  what he’s been going through. Joseph really wants to beat the 
  adventurers up but if the PCs are careful they might manage to 
  avoid a brawl. 
  If a fight does start, Joseph only uses his fists, oddly 
  honourably given his inebriated state, and only inflicts non-
  lethal damage whatever the PCs choose to do in reply. 
  When he is eventually knocked out and asleep, or when the 
  potion’s duration expires, some of his friends arrive to take him 
  back home. 
  Depending on how the PCs behaved during the incident the 
  landlord either throws them out or allows them to carry on 
  drinking for the 
  rest of the night 
  for free. 
  The next day 
  Joseph calls on 
  the 
  PCs 
  at 
  whatever 
  location 
  they 
  are staying to 
  apologise 
  for 
  his behaviour. 
  Totally 
  sober 
  now, 
  he 
  explains what 
  happened to his 
  daughters and 
  that he feels 
  that 
  the 
  two 
  adventurers 
  who recruited 
  them are either 
  themselves 
  to 
  blame or are 
  hiding 
  something that 
  might 
  incriminate 
  them. He clearly doesn’t trust what went on and asks the PCs 
  whether they might consider investigating his girls’ fate in 
  exchange for a small reward. Joseph’s rat-catcher profession 
  doesn’t exactly pay well however over the years he’s had to 
  learn a bit of alchemy in order to provide for his own 
  protection so he offers to pay the PCs a vial of anti-toxin 
  and anti-plague to each of them if they will take this matter 
  on (one vial now, the second one when they return home 
  with either news of his daughters or, even better, with the girls 
  themselves). 
  Assuming the PCs agree, Joseph asks them to come over to his 
  shop as soon as they can in order to pick up their first payment. 
  At that time he passes on what information he has, in 
  particular: 
  
  4$d 
  Dance Macabre 
  2.2 
  10 
  a) 
  That his two girls, Enya and Iona, rode beautiful 
  white horses. 
  b) 
  That the two rogue adventurers Ixta and Cameca, a 
  half-orc and an elf, rode rather less than beautiful 
  black horses. 
  c) 
  That when he and his friends ran Ixta and Cameca 
  out of town, the two rogue adventurers took the road 
  west, the same direction that they had used some 
  weeks ago when they set off with his two daughters. 
  There’s no time to lose, of course, so the party should set out in 
  pursuit as soon as they can after getting themselves suitably 
  decked out for the journey. The road west leads into 
  moorlands, a somewhat bleak / sometimes beautiful landscape 
  reminiscent of the Yorkshire moors3. 
  The Twisted Moorlands 
  Irrigated both by the river Twist and by rainfall from the west 
  hitting the mountains to the east, the twisted moorlands are a 
  fertile if somewhat bleak landscape of low lying ferns and 
  heathers punctuated by the occasional oaks and spinneys of ash 
  and chestnut. To the east, the land rises into steep sided valleys 
  with scattered boulders, some as big as houses, before reaching 
  a series of tall grass-covered mountains. To the west the land 
  flattens into a huge expanse of bracken and heather, which 
  forms a haven for many types of game bird and the predatory 
  animals that live there. 
                                                                   
  3 google North York Moors if you like 
  Rangers should treat the terrain as “plains” with the 
  vegetation treated more or less as “light undergrowth” – 
  i.e. half movement cost (tactical), ¾ movement (overland), 
  providing concealment and increasing the DC of acrobatics 
  and stealth checks by 2. 
  Apart from the occasional way-station or abandoned farm 
  building or lodge, the moors are deserted. The flora, in purple, 
  green and yellow, is quite beautiful during the day but rather 
  bleak at night. There are no bogs or other sorts of natural 
  danger here except for predators, and there is enough natural 
  food and water available to make survival checks a normal 
  procedure. 
  Travel 
  The table below gives the number of hours that are needed to 
  travel between key locations in the overland part of this 
  adventure using different forms of locomotion. Note that 
  ordinarily only 8 hours of travel are possible on any given day. 
  From 
  To 
  Miles 
  Riding 
  30ft. 
  20ft. 
  Start Town 
  Hungry 
  Ghost 
  40 
  8 
  13 
  20 
  Hungry 
  Ghost 
  Animal 
  Farm 
  25 
  5 
  8 
  13 
  Hungry 
  Ghost 
  Path / Road 
  Intersect 
  12 
  2.5 
  4 
  6 
  Path / Road 
  Intersect 
  Broken Oak 
  17 
  3.5 
  6 
  9 
  Path / Road 
  Intersect 
  Twisted 
  Bridge 
  20 
  4 
  7 
  10 
  Broken Oak 
  Temple of 
  Evil 
  12 
  3 
  5 
  8 
  Broken Oak 
  Twisted 
  Bridge 
  20 
  44 
  7 
  10 
  Twisted 
  Bridge 
  Tonila 
  8 
  1.5 
  3 
  4 
  Nearest 
  point on 
  road or track 
  Stone Circle 
  12 
  3 
  5 
  8 
  The two main roads on the map of the area are 20’ wide, the 
  east-west track rutted and just under 10’ wide. Both roads and 
  track are of compacted earth, though the latter is greener and in 
  places overgrown. 
  The river twist is 20’ wide and 10’ deep and flows from 
  between 7 to 8 miles per hour. The water is relatively clear and 
  refreshing apart from near the lair of the River Drake where 
  that creature’s natural acidic secretions have caused the river 
  take on a somewhat oily sheen. 
  DC 
  Summary 
  10 
  Swim check for the river Twist 
                                                                   
  4 overland, which is generally at ¾ speed of road/trail travel 
  Joseph Ringworm (drunk, buffed) 
  CR 1 
  Male Human Commoner 1, Expert 1, Warrior 2 
  LN Medium Humanoid (human) 
  Init 5; Perception 1 
  Defense 
  AC 14, touch 11, flat-footed 13 
  hp 26 (1d6+1d8+2d10+6) 
  Fort 2, Ref -1, Will -1 
  Offense 
  Speed 30 ft. 
  Melee Unarmed Strike +4 (1d4+2 non-lethal) 
  Statistics 
  Str 18, Dex 13, Con 12, Int 10, Wis 8, Cha 9 
  Base Atk 2; CMB 4; CMD 17 
  Feats Improved Unarmed Strike, Prodigy 
  (Profession, craft alchemy), Stealthy 
  Skills Acrobatics 3, Appraise 2, Climb 6, Craft 
  (alchemy) 5, Escape Artist 5, Handle Animal 1, Heal 
  1, Intimidate 1, Profession (exterminator) 4, Ride 3, 
  Stealth 5, Survival 1, Swim 6 
  Languages Common  
  Gear (light): MW studded leather armour 
  
  4$d 
  Dance Macabre 
  2.2 
  11 
   
   
  
  4$d 
  Dance Macabre 
  2.2 
  12 
  Weather 
  Normally the skies are overcast and there is a light breeze 
  around the moorlands with occasional sunny days. If you wish 
  to use more specific weather then roll on the table below: 
  D% 
  Type 
  Effect 
  01-70 
  Normal 
  None 
  71-80 
  Fog 
  Creatures 5 feet away have 
  concealment (20% miss chance). 
  Creatures farther away have total 
  concealment (50% miss chance, 
  and sight cannot be used to locate 
  the targets). 
  81-90 
  Rain 
  Visibility 1/2 
  Flames put out 
  Perception -4 
  Ranged attacks -4 
  91-99 
  Heavy Rain 
  Visibility ¼ 
  Fires put out 
  Perception -8 
  Fly -2 
  Ranged attacks -6 
  100 
  Storm 
  Visibility ¼   
  Fires put out 
  Perception -8 
  Fly -4 
  Ranged attacks are not possible 
  Small creatures are checked 
  Tiny creatures are blown away 
  Wandering Monsters (optional) 
  Wandering monsters are always optional in these adventures 
  because of the aim of controlling the amount of experience 
  rewarded for the module. If you wish to use wandering 
  monsters then I would suggest the following guidelines: 
  Time of Day 
  Chance of Encounter 
  Daytime 
  1 in 12 chance, at some random time, if 
  travelling on the road, 1 in 8 if travelling 
  across country. 
  Nighttime 
  Assuming the party is out camping5, a 1 in 10 
  chance without a campfire, 1 in 6 chance 
  otherwise. 
  And the following table: 
  2d6 
  EL 
  B 
  Encounter 
  2 
  4 
  2 
  Peryton 
  3 
  4 
  3 
  Kamadan 
  4 
  3 
  1 
  Ankheg 
  5 
  3 
  1 
  Cockatrice 
  6 
  2 
  1 
  Werewolf (human fighter 2) 
                                                                   
  5 rather foolish, in my opinion, for characters of such low level 
  7 
  2 
  3 
  Giant Porcupine 
  8 
  2 
  3 
  Axe Beak 
  9 
  3 
  4 
  Dire Weasel 
  10 
  3 
  1 
  Wight 
  11 
  4 
  1 
  2 x Worg 
  12 
  4 
  2 
  Megaloceros (Megafauna) 
  Individual descriptions of wandering monsters are not provided 
  however the “B” column in the table above refers to the 
  Pathfinder Roleplaying Game Bestiary where the entry for that 
  particular creature can be located. 
  The Hungry Ghost 
  Although only a day’s ride away from civilisation the Hungry 
  Ghost inn looks like a damp and dreary sentinel stranded in the 
  middle of the bracken covered moorland. The staff inside are a 
  bit on the miserable side, probably due to all the rain that 
  regularly pelts down upon the place, however once a fire is olit 
  and the place starts to fill up then the atmosphere improves 
  considerably. 
  Stag heads and other bits of hunted animal decorate the walls. 
  A couple of dogs scrounge around for morsels around the 
  clientele. The landlord, Angus, apparently has second sight6, 
  and regularly plays the bagpipes in order to keep away any 
  ghosts7. There’s quite a lot of superstition here with no 
  shortage of tales of travellers getting lost in the fog, drowned in 
  the bogs, eaten by werewolves and so on. 
  Prices for food, drink, accommodation, etc, are standard. 
  If the PCs spend the night here and ask around they will be 
  able to find out that two adventurers fitting the description 
  that they were given for Ixta and Cameca left on the road 
  west on the morning of the day that the PCs arrived. Allow 
  each PC to make an additional DC 12 Diplomacy check to 
  learn the following information as well (proceed down the 
  table with each successful check): 
                                                                   
  6 he doesn’t 
  7 and they do indeed keep away 
  
  4$d 
  Dance Macabre 
  2.2 
  13 
  1. 
  The two adventurers were heard to say that they 
  would be stopping at an old haunted farm to the west 
  for a few nights. 
  2. 
  The half-orc seemed a bit feral, though he carried no 
  melee weapon – only a bow. 
  3. 
  The elf had a raven constantly perched on her 
  shoulder. 
  4. 
  The two adventurers were seen in the inn some 
  weeks before, only on that occasion accompanied by 
  two pretty girls. That time they left to go north. 
  DC 
  Summary 
  12 
  Diplomacy check to gather information 
  T2. Animal Farm (CR 3) 
  The farm to the west of The Hungry Ghost lies desolate and 
  abandoned, its original owners having fallen foul to fey 
  marauders many years ago. Although these fey are no longer 
  present the farm still enjoys a sinister reputation, which makes 
  it an ideal resting spot for Ixta and Cameca whenever they 
  happen to be travelling through the area. 
  Ixta and Cameca have been freelancing for Tzitzimitl for some 
  time now, however since Cameca is the brains of the operation, 
  and relatively risk-averse, they haven’t had a hugely successful 
  career as run-of-the-mill adventures. 
  Cameca’s raven familiar sits within the canopy of a huge 
  tree by the gate, always on the lookout for travellers. If it 
  sees anyone coming, the raven flies across to the roof of the 
  farmhouse, scratching around on the thatch and giving Cameca 
  and Ixta a bit of a “pre-warning”. If anyone actually comes in 
  through the gates of the farm then the raven flies in through the 
  window and settles on Cameca’s shoulder, which warns the 
  pair completely. 
  Given their recent altercations with Joseph Ringworm, 
  Cameca uses one of her scrolls of Mage Armor on herself as 
  soon as this happens and goes down to the farmhouse door 
  to talk to her “visitors”. Ixta, meanwhile, watches from the 
  upstairs window with his bow drawn. If combat seems 
  inevitable, Cameca slams the door, automatically dropping the 
  latch on it, and then runs up the stairs to join Ixta, whilst Ixta 
  fires his bow from cover8, retreating from the window only if 
  he’s taking more damage than he’s giving out. 
  Once the PCs enter the farmhouse (by breaking the door - 
  standard action, strength check DC 13), Ixta rages and 
  prepares for melee with his claws and bite, always staying 
  in the middle of the stairs so that the PCs are forced to take 
  him on one to one9. Cameca delays her action to just before 
  Ixta’s so that she can try to use her Slumber Hex on whoever is 
  in front of Ixta. If she succeeds, Ixta can then coup-de-grâce a 
                                                                   
  8 +4 to AC, unless the PCs force him to expose more than half 
  of himself at the window in which case it reduces to +2 
  9 unless they use combat manoeuvres, of course 
  
  4$d 
  Dance Macabre 
  2.2 
  14 
  slumbered opponent in front of him without fear of attack of 
  opportunity. 
  If Cameca’s Slumber Hex fails she uses Daze on opponents 
  and Cure Light Wounds on Ixta, keeping Slumber hex reserved 
  for the next available opportunity. 
  Ixta and Cameca’s black horses are in the stables outside 
  together with saddles, saddle bags, etc. The chest in the top 
  floor contains a Barbarian’s Kit and a Witch’s Kit plus a small 
  satchel containing two scrolls – an “adventurers wanted” sign 
  and a map of “the Temple of Evil”. 
  Ixta also has in his possession a small brass token with a 
  picture of a flower on one side and a cup of steaming liquid 
  on the other, whilst Cameca carries a key decorated with a 
  clock on one side (the hands pointing to 7:15) and a bell on 
  the other. Both of these items refer to locations within Twisted 
  Bridge, Ixta’s token referring to The Perfumed Garden and 
  Cameca’s key allows her entrance into Tzitzimitl’s Clock 
  Tower. 
  Neither Ixta nor Cameca knows what happens to the 
  adventurers that are delivered to Autloc. Although both 
  regularly spend time in Twisted Bridge, neither has ever been 
  around during a festival time nor had reason to investigate any 
  further. As far as they’re concerned, once they’re paid the job 
  is over, though they suspect that whatever happens to the 
  adventurers takes place within the Church of Bones. 
  Cameca and Tzitzimitl are part-time lovers, which is why she 
  has the key. If Cameca is captured and questioned, however, all 
  that she will be able to tell the PCs is that the key is the one 
  that belongs to her boyfriend’s flat. 
  Although Ixta is far too feral to take a lover outside orcish 
  lands, Minka (the wax golem geisha in Twisted Bridge) can 
  “Eap” – Cameca’s Familiar 
  Raven 
  N Small Magical Beast (animal) 
  Init 2; Senses low-light vision; Perception 10 
  Defence 
  AC 15, touch 14, flat-footed 13 
  hp 6 (1d8-1) 
  Fort 1, Ref 4, Will 5 
  Offense 
  Speed 10 ft.; fly 40ft. 
  Melee Bite +5 (1) 
  Statistics 
  Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7 
  Base Atk 1; CMB 1; CMD 7 
  Feats Skill focus (perception), Weapon finesse 
  Skills Bluff 0, Heal 3, Spellcraft -1, Use Magic 
  Device -1 
  SQ improved evasion 
  Cameca 
  CR 1 
  Female Elf Witch 2 
  CE Medium Humanoid (elf) 
  Init 3; Senses Low light vision 
  Perception 4 (+2 if adjacent to familiar) 
  Defense 
  AC 13, touch 13, flat-footed 10 
  (+4, not touch, with Mage Armor) 
  hp 12 (2d6+2) 
  Fort 0, Ref 3, Will 3; +2 vs enchantments 
  Immune Magical Sleep 
  Offense 
  Speed 30 ft. 
  Melee MW Elven Curve Blade +1 (1d10-1) 
  (vs 6 PCs damage is 1d10) 
  Hexes 
  Slumber (Su, DC 14, 2 rounds) 
  Cursed Wound (Su, DC 14, 6 days, CL 13 check) 
  Witch Spells Known 
  CL 2; +4 melee touch; +4 ranged touch; conc 5 (+2 
  to cast spells defensively) 
  1: Cure Light Wounds, Frostbite, Snowball (DC 14) 
  0 (at will): Daze (DC 13), Mending, Message, 
  Touch of Fatigue (DC 13) 
  Statistics 
  Str 8, Dex 16, Con 11, Int 17, Wis 10, Cha 12 
  Base Atk 1; CMB 0; CMD 13 
  Feats Weapon Finesse 
  Skills Appraise 3 (+3 appraise when familiar is 
  within 1 mile), Bluff 3, Heal 4, Intimidate 5, 
  Knowledge (arcana, history) 7, Sense Motive 0 (+2 
  if adjacent to familiar), Spellcraft 7, Use Magic 
  Device 5  
  SQ Empathic Link with Familiar, Share Spells with 
  Familiar 
  Languages Common, elven, gnome, goblin, sylvan 
  Gear (light): MW elven curve blade, 4 x scroll of 
  Mage Armor, 15pp 
  vs 6 PCs: elven curve blade is +1 
  
  4$d 
  Dance Macabre 
  2.2 
  15 
  handle him without a problem10. If captured, Ixta can explain 
  about The Perfumed Garden, but knows little else besides. 
  DC 
  Summary 
  13 
  Strength check to break the farmhouse’s door in 
  The Stone Circle 
  Clearly visible from track and road this collection of stone 
  menhirs, at least 20 of them with some over 15 feet tall, stand 
  arranged in concentric circles around a central “altar” which is 
  itself big enough for a man to lie on11. Purple heather grows 
  around the stones apart from around the innermost circle where 
  it is strangely absent. 
  The stones are ancient. A knowledge religion check (DC 12) 
  recognises them as being of druidic origin though it would 
  seem that as a druidic centre this circle has now been 
  abandoned. A DC 15 perception check notices that the stones 
  have vaguely humanoid forms, possibly even facial features, 
  though whether this is because they are the remains of long 
                                                                                                        
  10 even if she needs a bit or repair afterwards 
  11 interestingly enough 
  Ixta (calm) 
  CR 1 
  Male Half-Orc (Cragkin, Toothy) 
  Barbarian (Wild Rager) 2 
  CE Medium Humanoid (orc,human) 
  Init 1; Senses Darkvision 60ft.; Perception 5 
  Defense 
  AC 15, touch 11, flat-footed 14 
  (+1, not touch, vs 5 or 6 PCs) 
  hp 25 (2d12+6) 
  Fort 5, Ref 1, Will 1 
  Offense 
  Speed 40 ft. 
  Melee Bite +0 (1d4+1) 
  Ranged Composite Longbow +3 (1d8 +3) 
  Special Attacks Wild Fighting (Ex) 
  Statistics 
  Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Base Atk 2; CMB 5; CMD 16 
  Feats Endurance, Diehard 
  Skills Acrobatics 4, Climb 6, Craft (alchemy) 5, 
  Handle Animal 3, Intimidate 3, Ride 4, Survival 5, 
  Swim 6 
  Languages Common. Orc  
  Gear (light): MW chain shirt, composite longbow 
  (+3 str), 15pp 
  vs 5 or 6 PCs: Chain Shirt is +1 
  Special Abilities 
  Uncontrolled Rage: (Ex, 8 rnds / day, DC 13) 
  Rage Power: Lesser Beast Totem 
  Ixta (raging) 
  CR 1 
  Male Half-Orc (Cragkin, Toothy) 
  Barbarian (Wild Rager) 2 
  CE Medium Humanoid (orc,human) 
  Init 1; Senses Darkvision 60ft.; Perception 5 
  Defense 
  AC 13, touch 9, flat-footed 12 
  (+1, not touch, vs 5 or 6 PCs) 
  hp 29 (2d12+10) 
  Fort 7, Ref 1, Will 3 
  Offense 
  Speed 40 ft. 
  Melee 
  2 x Claw +2 (1d6+2), and 
    
  Bite +2 (1d4+1) 
  Ranged Composite Longbow +3 (1d8 +3) 
  Special Attacks Wild Fighting (Ex) 
  Statistics 
  Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 8 
  Base Atk 2; CMB 5; CMD 16 
  Feats Endurance, Diehard 
  Skills Acrobatics 4, Climb 8, Craft (alchemy) 5, 
  Handle Animal 3, Intimidate 3, Ride 4, Survival 5, 
  Swim 8 
  Languages Common. Orc  
  Gear (light): MW chain shirt, composite longbow 
  (+3 str), 15pp  
  vs 5 or 6 PCs: Chain Shirt is +1 
  Special Abilities 
  Uncontrolled Rage: (Ex, 8 rnds / day, DC 13)  
  Rage Power: Lesser Beast Totem 
  
  4$d 
  Dance Macabre 
  2.2 
  16 
  atrophied dead stone creatures or worn-out carvings is 
  impossible to determine. 
  The altar itself radiates faint conjuration magic though no 
  amount of spellcrafting can discern anything more precise 
  than that. Much of the ancient power of the circle has long 
  gone, however if anyone places 300gp worth of items on to the 
  altar then one of the smaller stones will animate into a Small 
  Earth Elemental which will serve the person who made the 
  sacrifice either for one whole day or until it is destroyed. 
  If the PC that is the master of the elemental cannot speak 
  Terran, the elemental will obey that PC in the following way: 
  1) 
  If the PC moves more than 5’, the elemental will stop 
  whatever it is doing and move next to them 
  2) 
  If the PC points at something (a free action), the 
  elemental will attack that thing until it is destroyed or 
  until it receives a new command. 
  Only one elemental may be conjured in this way at any one 
  time 
  and 
  items 
  which 
  are 
  sacrificed 
  disappear 
  irretrievably. Although no more items than are necessary to 
  trigger the conjuration are ever taken, the altar does not “give 
  change” 12. 
  Animals and other wild creatures do not come within the 
  central circle, meaning the party can rest here overnight 
  without fear of attack. 
  DC 
  Summary 
  12 
  Knowledge religion check to recognise the stone 
  circle has having a druidic origin 
  15 
  Perception check to notice the vaguely humanoid 
  forms of many of the stones 
  T3. Broken Oak (CR 3) 
  Broken Oak, the symbiotic residence of a dryad called Morgat, 
  is a large and twisted tree that, though broken in several places, 
  has not actually perished despite its decrepit appearance. 
  Much the same could be said of the dryad herself. 
  Morgat is old by dryad standards and has lived in the Twisted 
  Moorlands ever since the days when they were known as the 
  Twisted Woods, i.e. before the construction of the Town of 
  Twisted Bridge. 
  Morgat is not a happy bunny. 
  It is difficult to consider yourself a peaceful custodian of the 
  woodlands when humans and their ilk insist on felling forests 
  rapaciously in order to build their settlements and navies. It is 
  also quite hard to avoid developing a certain sense of paranoia 
  and hatred in your psyche when you know that every tree so 
  destroyed robs one of your own kind of the possibility of 
  existence. 
  As the Town of Twisted Bridge grew up slowly around the 
  river Twist, Morgat tried on many occasions to negotiate with 
                                                                   
  12 if more than one person put stuff on the altar, the elemental 
  serves the last person that put something on which was 
  accepted 
  Earth Elemental 
  CR 1 
  N Small Outsider 
  (earth, elemental, extraplanar) 
  Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception 4 
  Defense 
  AC 17, touch 10, flat-footed 17 
  hp 13 (2d10+2) 
  Fort 4, Ref -1, Will 3 
  Defensive Abilities elemental subtype 
  Offense 
  Speed 20 ft., burrow 20 ft.; earth glide 
  Melee slam +6 (1d6+4) 
  Power Attack slam +5 (1d6+7) 
  Special Attacks earth mastery 
  Statistics 
  Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11 
  Base Atk +2; CMB +4; CMD 13 
  Feats Improved Bull Rush, Power Attack 
  Skills Appraise 1, Climb 7, Knowledge 
  (dungeoneering) 1, Stealth 7 
  Special Abilities 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  foe are touching the ground. If an opponent is 
  airborne or waterborne, the elemental takes a –4 
  penalty on attack and damage rolls. These modifiers 
  apply to bull rush and overrun maneuvers, whether 
  the elemental is initiating or resisting these kinds of 
  attacks. (These modifiers are not included in the 
  statistics block.) 
  
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  Dance Macabre 
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  17 
  the people tearing up the trees to persuade them to build less 
  lavishly or maybe use more stone, but always to no avail. She 
  was frequently treated with scorn and on several occasions 
  even attacked. 
  As the woodland around her started to disappear Morgat began 
  to get more and more concerned about her own safety and even 
  considered abandoning the land where she had lived all of her 
  life. Then one day a rather strange cleric from Twisted Bridge 
  called Autloc approached her and promised that he would 
  guarantee her safety as long as she could provide him with 
  certain “intelligence” about her homeland. Although she didn’t 
  trust this cleric any more than she trusted any other humanoid, 
  Morgat could see very little choice in the matter and so agreed. 
  This continued for a few years, more or less amicably, until 
  four years ago when the cleric, Autloc, asked her to do 
  something else for him in order to continue ensuring her safety. 
  Autloc had decided to set up an “adventurer” trap up in an 
  abandoned temple nearby and he needed her to act as a 
  communication link between him and the people springing the 
  trap. 
  Eventually Morgat agreed to do that too, principally by 
  convincing herself that humanoid adventurers should not be 
  considered as anything better than immoral marauders. The day 
  that she agreed to do so, however, she finally lost her “good” 
  alignment. 
  Morgat now plays two roles within the trap: 
  First of all she provides “adventurers” with a resting point 
  on their journey to the temple, using an old abandoned 
  way-station next to her home set up with buckets of fresh 
  water, latrines and a place to camp and cook in if the 
  weather gets particularly bad. In order to make adventurers 
  feel even more at their ease, Morgat offers to cook pumpkin 
  soup for them, which tends to go down well in the damp and 
  drizzly weather that the moorlands frequently produce. 
  This is all pre-arranged, of course, between herself and the two 
  bogus adventurers working the entrapment (currently Ixta and 
  Cameca). 
  Morgat’s second role kicks in later, as the two bogus 
  adventurers return with the two real adventurers either 
  unconscious or tied up. At that point Morgat uses a 
  combination of Tree Stride and overland trekking to quickly 
  get over to Twisted Bridge and contact Autloc13. 
  Morgat arrives at the town at another old oak tree just outside 
  Peppy Pumpkin Ponies. Her separation from her home tree 
                                                                   
  13 note that Morgat can only do the journey one way once per 
  day using her Tree Stride ability 
  Morgat 
  CR 3 
  Variant Dryad 
  CN Medium Fey 
  Init 4; Senses low-light vision; Perception 11 
  Defense 
  AC 17, touch 14, flat-footed 13 
  hp 27 (6d6+6) 
  Fort 5, Ref 9, Will 7 
  DR 5/cold iron 
  Weaknesses Tree Dependent 
  Offense 
  Speed 30 ft. 
  Melee dagger +7 (1d4) 
  Ranged MW composite longbow +8 (1d8) 
  Spell-Like Abilities 
  CL 6; conc 10 
  Constant Speak With Plants 
  At will entangle (DC 15), tree shape, wood shape (1 
  lb. only) 
  3/day charm person (DC 15), deep slumber (DC 
  17), tree stride 
  1/day Suggestion (DC 17) 
  Statistics 
  Str 10, Dex 19, Con 13, Int 14, Wis 15, Cha 18 
  Base Atk 3; CMB 3; CMD 17 
  Feats Great Fortitude, Stealthy, Weapon Finesse 
  Skills Climb 9, Craft (bows and arrows) 11, Escape 
  Artist 15, Handle Animal 10, Knowledge Nature 11, 
  Stealth 15, Survival 8 
  Languages Common, Elven, Sylvan; Speak With 
  Plants 
  SQ Tree Meld, Wild Empathy, Woodcraft 
  Morgat’s Special Abilities 
  Tree Meld (Su) A dryad can meld with any tree, 
  similar to how the spell meld into stone functions. 
  She can remain melded with a tree as long as she 
  wishes. 
  Tree Dependent (Su) A dryad is mystically bonded 
  to a single, enormous tree and must never stray 
  more than 300 yards from it. Most dryad trees are 
  oak trees, but other trees function as well (often 
  having subtle influences on a specific dryad's 
  personality and appearance). A dryad who moves 
  300 yards beyond her bonded tree immediately 
  becomes sickened. Every hour thereafter, she must 
  make a DC 15 Fortitude save to resist becoming 
  nauseated for an hour. A dryad that is out of range 
  of her bonded tree for 24 hours takes 1d6 points of 
  Constitution damage, and another 1d6 points of 
  Constitution damage every day that follows—
  eventually, this separation kills the dryad. A dryad 
  can forge a new bond with a new tree by performing 
  a 24-hour ritual and making a successful DC 20 Will 
  save. 
  Wild Empathy (Su): This works like the druid's wild 
  empathy class feature, except the dryad has a +6 
  racial bonus on the check. Dryads with druid levels 
  add this racial modifier to their wild empathy checks. 
  Woodcraft (Ex) A dryad has a +6 racial bonus to 
  Craft checks involving wood, and is always treated 
  as if she had masterwork artisan's woodworking 
  tools when making such checks. 
  
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  2.2 
  18 
  inevitably means that she is sickened and, as often as not, 
  nauseated, so a young lad called Pex from the stables 
  immediately goes over to fetch Autloc who then casts Extended 
  Remove Sickness on her to relieve her symptoms. Morgat and 
  Autloc then ride back to Broken Oak in the Black Maria that is 
  kept at the stables, where they load up the captured 
  adventurers, pay the bogus adventurers their fee and “reset” the 
  Temple of Evil trap by providing it with one or two new 
  skeletons or zombies. 
  At least, that’s how it’s all supposed to work. 
  When the PCs arrive at Broken Oak without Ixta and 
  Cameca Morgat will initially be put off her stride. She will 
  soon conclude, however, 
  that Ixta and Cameca must 
  have been replaced, and 
  since 
  she 
  never 
  does 
  anything to give away the 
  deception 
  during 
  this 
  initial part of the trap she 
  will simply behave in 
  exactly the same way that 
  she normally does. 
  When all of the PCs arrive 
  back from the Temple of 
  Evil intact, however, she 
  will realise that something 
  has gone terribly wrong 
  and panic. 
  Exactly what 
  happens 
  next will be very much 
  up to how you, the GM, 
  choose to interpret the 
  run of events as well as 
  on how your PCs choose 
  to handle it. 
  Morgat’s 
  situation 
  is 
  complicated. 
  One possibility would be 
  for her to simply flee. Her 
  Broken Oak home has 
  hollows within it where 
  she 
  keeps her 
  meagre 
  possessions so she could 
  simply run into it using 
  Tree Meld and then Tree 
  Stride away. Unfortunately this leaves her tree, the Broken Oak 
  itself, at the mercy of the PCs who, if they were to fell it, 
  would rob her of a vital 24 hours in which to try to make a 
  bond with a new tree. Given that bonding with a new tree is a 
  tricky business this loss of time could easily make the 
  difference between her successfully bonding with one or failing 
  to do so and perishing in the attempt. 
  Alternatively Morgat might be tempted to run back to Autloc, 
  but Autloc is unlikely to come to Broken Oak if there’s a 
  proper, hostile, party of adventurers there, and she will 
  additionally be worried about breaking the arrangement she has 
  had with the cleric for all these years, or of becoming useless to 
  him if the trap can no longer be sprung. 
  Her third option will be to try to deal with the adventurers 
  herself, using the range of offensive and defensive abilities at 
  her disposal, as explained below. 
  Finally there is the possibility that, although innately 
  distrusting of humanoids, the PCs will succeed in negotiating 
  with her. Her initial attitude for diplomacy is “hostile”. If the 
  PCs make her friendly, she might even end up accompanying 
  them to Twisted Bridge, though she knows nothing of what 
  goes on there beyond her contact with Autloc. 
  If Morgat does go on the offensive then she will calculate 
  that her best tactic will 
  be to use Charm Person 
  as much as possible and 
  then try to get the party 
  to fight each other or 
  separate them out so that 
  she can use Deep Slumber 
  on small groups. Sleeping 
  PCs 
  can 
  either 
  be 
  incapacitated 
  or, 
  if 
  you’re 
  feeling 
  vicious, 
  coup-de-grâced with her 
  bow. 
  Morgat will start by trying 
  to charm up to 3 PCs, 
  feigning innocence all the 
  time and claiming that 
  she’s only doing so out of 
  defence. Once she has 
  charmed who she can, she 
  will try to see if she can 
  somehow or another sew 
  dissent 
  into 
  the 
  party 
  without 
  raising 
  their 
  suspicions any further. If 
  this doesn’t work she will 
  try to ask her charmed 
  friends to do something 
  like “go into the woods to 
  gather 
  herbs 
  and 
  mushrooms for dinner”, 
  basically 
  anything 
  plausible to get them out of 
  the way, with opposed charisma checks if necessary, so that 
  she can try to dispose of the ones left behind using Deep 
  Slumber. 
  Sensible PCs, of course, will not allow themselves to be split 
  up in this way, even if that means they all go mushrooming 
  together. If this occurs then Morgat will be forced to use Deep 
  Slumber on everybody and hope for the best. 
  Morgat can coup-de-grâce slumbering opponents by using her 
  bow at point blank range. If you want to, though, rather than 
  allow a TPK of a party completely asleep, Morgat could rob 
  the PCs of everything they have which is either valuable or 
  
  4$d 
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  2.2 
  19 
  could potentially be used to hurt her or her tree and 
  then escape. 
  If Morgat’s Deep Slumber tactic isn’t working 
  she will Tree Meld into her tree and reappear 
  upon it on a branch 10 feet up, hoping to use her 
  high vantage point to fire her bow and use her 
  remaining spell-like abilities from relative safety. 
  Morgat is well aware that once she has played her 
  hand in this way it’s going to be “do or die” since 
  she knows that Charm Person doesn’t last forever 
  and her experience of humanoids and adventurers to 
  date has not been positive. 
  If and when Morgat is killed, her oak tree will start 
  to sag noticeably, almost groaning under the weight 
  of its years as it itself loses the will to live. Oak 
  trees don’t have to die when their dryad does but 
  this one’s bond is too strong and it is too old to 
  want to carry on. Leaves, twigs and whole branches 
  will break and fall off. The trunk will creak open 
  and for 60 seconds or so the party will see 
  Morgat’s living quarters complete with any 
  extra 
  treasure 
  she 
  might 
  have14, 
  meagre 
  possessions such as a spare cloak or two, and a 
  pumpkin hollowed out with a potted plant inside 
  it. The potted plant glints with the sparkle of coins – 
  Morgat’s little nest egg for her retirement. 
  Assuming someone within the party is quick and 
  sensible they should be able to leap in and retrieve 
  all the stuff before the tree collapses, although if 
  they fail to do so they could still chop their way in 
  later. 
  The potted plant is labelled “Duggan’s Plant 
  Nursery – Twisted Bridge”, which is an 
  important clue pointing the PCs in the direction 
  of the town. If the PCs fail to retrieve this, you may 
  need to put a potted plant elsewhere within the area 
  to point the PCs in the right direction. The presence 
  of the pumpkins is also a clue but not as important 
  as the label on the plant. 
  DC 
  Summary 
  15 
  Climbing the tree 
  - 
  The branches of the tree are wide enough to negate 
  the need for an acrobatics check 
  T4. The Temple of Evil (CR 2) 
  The “Temple of Evil” was indeed a temple in the past, in fact 
  it’s been a temple at least half a dozen times since it was built 
  three hundred years ago. People of various races and creeds 
  have settled here over time and all of them have enjoyed 
  petitioning some immortal being or another in the hope of 
  improving their lot in life. 
  Whilst all of these various deities may have had their 
  differences in terms of philosophy and portfolios the one thing 
                                                                   
  14 see encounter summary 
  that their clergy had in common was expediency. Why drag up 
  tons of stone up a hill to build for yourself a brand new temple 
  when all you have to do instead is to take over an abandoned 
  one that happens to be in the right place and then cover it over 
  with a few pots of paint. 
  That’s basically what they all did, with the last bunch of clerics 
  to do so disappearing twenty years ago when the local hunting 
  supply died out due to poor weather and deforestation (if the 
  party searches around the area they’ll still be able to find a few 
  old wooden huts around the place, all empty). 
  The temple itself is a big stone structure built on the side of 
  a hill, unmarked except for the door which has a great big 
  skull painted on it in black with a black axe also painted on 
  it sticking into the skull15. Any PC who makes a DC 15 
  Knowledge Religion check will know that this symbol does not 
  correspond to any form of worship on this continent. If anyone 
                                                                   
  15 ooh – evil! 
  
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  Dance Macabre 
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  20 
  has the means to tell, the temple is indeed no longer 
  consecrated to any deity. 
  Entry through the stone double doors at the front requires a DC 
  5 strength check. 
  The first interior room is lit by daylight coming in through 
  narrow slits near the ceiling. Steps lead down into the 
  darkness below. Apart from a broken table and some other bits 
  of random rubbish this room has a very impressive skeleton of 
  a giant lying to one side. If any PC bothers to inspect it, it will 
  be clear that the skeleton has been carefully laid out, rather 
  than collapsed as might be expected once its animating magic 
  had run out. It is also undamaged16. 
  The first room underground has a secret door on the west 
  detectable with a DC 20 Perception check. The opening 
  mechanism for the door, however, lies at the bottommost level, 
  and no amount of fiddling with the thing will open it otherwise. 
  This room also has a skeleton on the floor, damaged and 
  crumpled, suggesting that this may have been an animated 
  humanoid in the past. 
  Enough light floods in from the stairs leading up to provide 
  dim illumination. The next rooms down, however, are pitch 
  black, and also relatively non-descript apart from the last 
  room which has a lever in the wall used to open the secret 
  door in the first. 
  The “adventurer trap” works like this: Ixta and Cameca start by 
  taking their colleagues down into the temple, carefully 
  exploring everywhere and drawing maps and so on. At the 
                                                                   
  16 it belongs to Autloc, of course – he can’t resist showing off 
  his collection 
  penultimate room, Ixta and Cameca “scout ahead” to the last 
  room below, where they then pull the lever to release whatever 
  monsters have been placed in the secret room above. As 
  combat begins, Ixta and Cameca run back up to attack the 
  adventurers as well, generally doing non-lethal damage so that 
  they can be brought over to Autloc alive. 
  The current denizens of the secret room are a zombie 
  horse, still recognisable as white despite its decayed status, 
  and a human skeleton ex-acolyte that used to work for 
  Autloc. 
  The zombie horse still has its pink ribbon tied around its tail, 
  since it once belonged to Iona. The skeleton, better armed 
  and armoured than your normal skeletal commoner has, 
  rather curiously, an odd foreign bone rattling around 
  inside its ribcage. The reason for this bone’s presence comes 
  down to the way that the skeleton ended up down here in the 
  first place (see the section on Autloc in Twisted Bridge). For 
  now, however, a Knowledge Nature DC 15 check recognises 
  the bone as belonging to a dinosaur of some kind, rather than a 
  human, with success by 5 or more further qualifying it as being 
  part of a Pterodactyl. 
  DC 
  Summary 
  15 
  Knowledge Religion check to spot that the “holy” 
  symbol on the door is a fake 
  5 
  Strength check to open the double doors in 
  20 
  Perception check to notice the secret door 
  15 
  Knowledge Nature check to recognise the stray 
  bone as belonging to a dinosaur, with success by 5 
  or more identifying it as part of a Pterodactyl 
  Skeleton (ex human cleric) 
  CR ½ 
  NE Medium Undead (improved equipment) 
  Init 6; Senses darkvision 60 ft.; Perception 0 
  Defense 
  AC 20, touch 12, flat-footed 18 
  hp 6 (1d8+0+2) 
  Fort 0, Ref 2, Will 2 
  Defensive Abilities undead traits; 
  DR 5/bludgeoning; Immune cold 
  Offense 
  Speed 30 ft. 
  Melee 
  warhammer +2 (1d8+2), or 
    
  claw +2 (1d4+2) 
  Statistics 
  Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10 
  Base Atk 0; CMB +2; CMD 14 
  Feats Improved Initiative 
  SQ: Created within a desecrated area + altar, 
  proficient with deity’s weapon (warhammer) 
  Gear (light): Chain shirt, heavy wooden shield, 
  warhammer 
  Zombie horse 
  CR 1 
  NE Large Undead 
  Init 1; Senses darkvision 60 ft.; Perception 0 
  Defense 
  AC 13, touch 10, flat-footed 12 
  hp 30 (4d8+4+8)  
  Fort 1, Ref 2, Will 4 
  Defensive Abilities undead traits; DR 5/slashing 
  Offense 
  Speed 50 ft. 
  Melee slam +6 (1d8+6) 
  Space 10ft.; Reach 5ft. 
  Statistics 
  Str 18, Dex 12, Con -, Int -, Wis 10, Cha 10 
  Base Atk +3; CMB +8; CMD 19 
  Feats Toughness 
  SQ: Staggered (constantly), Created within a 
  desecrated area + altar 
  
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  Twisted Bridge (GM Reference)
  I suggest that when your players arrive at Twisted Bridge you 
  hand them the Player’s Guide to the town plus the map and 
  explain to them that this represents what they might reasonably 
  be expect to discover within the first few hours of wandering 
  around the town looking for somewhere to stay. 
  As they will soon discover, the only accommodation that is 
  available is the Azteca hotel (posh place this), which is rather 
  expensive. It is impossible to sleep on the streets (there are no 
  bus shelters here) though camping in the fields can be done as 
  long as you don’t mind encounters with night time creatures 
  coming out of the moorlands 
  This chapter of the module contains background information 
  about the town which is supplemental to that found in the 
  player’s guide. Anything which you see mentioned in the 
  player’s guide but which doesn’t appear here will relate to the 
  major encounters of the adventure and will hence be covered in 
  the chapter that follows (The Bride of Sacrifice). 
  General 
  The Town of Twisted Bridge grew up around the perfectly 
  straight bridge built across the river Twist some years ago to 
  allow trade between neighbouring countries. Although little of 
  this trade takes place now, the needs of the community have 
  ensured that tradesmen still pass through. Few ever stay, 
  preferring to make their deliveries as quickly as possible and 
  then get away with their new orders as fast as their carriages 
  can take them. 
  There is something strange about the town, something which 
  unnerves outsiders: a twisted secret behind the contemptuous 
  smiles and supercilious gazes of its residents. If it wasn’t for 
  the fact that everything in Twisted Bridge is hideously 
  expensive, and therefore good for trade, it is unlikely that 
  anyone not in keeping with the town’s decadent morality 
  would ever be seen dead here. The town is a magnet for all the 
  black sheep of the nobility for miles around, and is therefore 
  full of lazy, useless, self-indulgent members of the aristocracy 
  with their sycophantic, mewling and effete hangers-ons and 
  “admirers”. 
  The river Twist itself descends from the north in a series of 
  exaggerated meanders which surpasses expectations even for a 
  watercourse of this size and speed. Whether this is for purely 
  geographical reasons or whether there is some strange magic at 
  work nobody knows, however the river has picked up a 
  reputation along its length with many folk telling tales of 
  skeletal fish swimming in its waters or animals going gaunt 
  and grey after drinking from its banks. 
  The fact that the river has a sinister reputation has been used by 
  the residents of the town as a steer for their sense of fashion. 
  Gothic styles and macabre tastes are in evidence everywhere, 
  particularly in the architecture and in people’s clothing, 
  especially in the evenings at the expensive restaurants in the 
  main square where everyone gathers around in order to see and 
  be seen.  
  Death only happens to people who nobody cares about so why 
  bother taking it seriously. 
  There is no council or militia in town - nobody really cares for 
  that sort of thing. Since there are plenty of residents who have 
  4-5 levels of PC classes everybody who isn’t themselves this 
  powerful knows somebody else who is. Shops have their own 
  protection as described below, however if you need an NPC to 
  put down a party that is bent on bullying everyone and 
  wrecking everything then I suggest you use the “Thunder 
  Wizard” from the Pathfinder Roleplaying Game: NPC Codex 
  but give him a lesser rod of Metamagic Merciful so that he can 
  blast out a couple of merciful lightning bolt spells (7d6 non-
  lethal damage, Reflex DC 16) and then rob the PCs of 
  whatever is necessary to make reparations. 
  During the day the town is quiet while its residents sleep off 
  the excesses of the night before. At night there is magical 
  lighting of every sort in abundance as the townsfolk shop, dine 
  and chatter until the early hours of the morning. 
  Shops 
  The high cost of stock has led to some protection being 
  purchased by store owners so Golems of the Wood, Glass and 
  Twisted Bridge 
  LE Large Town 
  Corruption -1; Crime -1; Economy 1 
  Law 2; Lore 0; Society 0 
  Qualities (un)holy site, insular, prosperous 
  Danger 5 
  Demographics 
  Government none 
  Population 3700 (1200 humans, 580 half-elves, 
  480 dwarves, 450 halflings, 270 half-orcs, 120 elves, 
  600 others) 
  Notable NPCs 
  Tzitzimitl 
  LE Male Human Oracle 10 
  Gabriel 
  LN Male Gargoyle (variant) Oracle 1 
  Autloc 
  NE Male Dhampir cleric 5 
  Tlotoxl 
  LE Male Human Worm That Walks Fighter 1, Monk 
  1, Inquisitor 1 
  Yetaxa 
  LE Wraith 
  Marketplace 
  Base Value 3250gp; Purchase Limit 15,000gp  
  (note all goods and services cost 25% more to buy) 
  Spellcasting 7th 
  Minor Items 3d4; Medium Items 2d4; Major Items 
  1d4 
   
  
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  2.2 
  22 
  even Stone variety abound, as well as clockwork servants and 
  soldiers often standing discreetly like carved sculptures in the 
  corner but occasionally offering to be “of assistance” to anyone 
  who is paying too much attention to the door fixings. These 
  golems also tend to react aggressively in the face of any sort of 
  intimidation towards the store owners, though they otherwise 
  should not need to be used as encounters unless your PCs are 
  out looking for trouble17. 
  In terms of purchasing magic items, there is no relevant “shop” 
  as such - items are bought and sold from individuals (see the 
  Gathering Information section below).  
  Wandering Monsters 
  Wandering monsters in the town are just for flavour rather than 
  encounter, so their use is entirely up to you. 
  Four NPCs: Minka, Babtiste, Gabriel and Tlotoxl, have “story-
  based” reasons for appearing as wandering encounters so they 
  and are not presented in the table below. 
  2d6 
  Encounter 
  2 
  The River Drake (see Tonila) swims through town, 
  causing a bit of a spectacle as a few townsfolk watch it 
  pass quickly by under the water. 
  3 
  A deinonychus in a top hat (see The Church of Bones) 
  out on an errand for his master. 
  4 
  A golem or clockwork automaton moving slowly along 
  the streets, relocating from one shop to another (some 
  of the establishments here have more than one branch) 
  5 
  Five or six of the town’s youth swagger by looking a 
  bit out of their heads (they’ve just been up on the peppy 
  pumpkin hill). 
  6 
  A townsman accompanied by one of Bragen’s guards 
  who is clearly acting as a bodyguard. 
  7 
  The proprietor of one of the locations described below 
  (roll randomly) out on a stroll, or travelling from / to 
  work. 
  8 
  A wagon making deliveries to one of the local shops, 
  the people driving the wagon looking around them in 
  distaste. 
  9 
  A gillman with a wicker-work basket on his back full 
  of clothes, either dirty and going to the Fishwashers or 
  clean and going to someone’s home 
  10 
  A rich young man with a monocle and a top hat, clearly 
  inebriated, struggling to make his way home. 
  11 
  A rainstorm. Everyone ducks under cover as the rain 
  water washes down the streets and into the drains and 
  sewer system. 
  12 
  A leopard, escaped from Turoc’s pet shop, skulking 
  away in the darkness. 
  Gabriel 
  The variant Gargoyle described in The Necropolis wanders 
  around Twisted Bridge looking to learn more about the new 
                                                                   
  17 I haven’t provided the stat blocks here. 
  found mysteries of his changed existence. Because of this, he 
  will find the PCs intriguing and interesting, and will want to 
  observe them even if only from a distance. Eventually the PCs 
  will to spot him doing so. 
  Gabriel represents a clue to Enya’s whereabouts as he looks 
  remarkably similar to the angels in the Necropolis. Apart from 
  that, the PCs will learn little from him. As soon as you want to 
  introduce him into the adventure you can have the PCs 
  gradually realise that they’re being observed by following a 
  sequence of events such as this: 
  1) 
  One of them (Perception checks, maybe) is sure that 
  something in the architecture of the building opposite 
  has changed in the last 5 minutes but can’t quite 
  place his finger on what (Gabriel was there a minute 
  ago, now he’s gone). 
  2) 
  Someone sees an angel statue atop a building that 
  they were sure was looking east and is now looking 
  west. 
  3) 
  The PCs come across the statue of an angel at a place 
  that they are sure didn’t have one before. If they 
  strike up a conversation with it, Gabriel politely 
  answers. 
  Once contact has been made, Gabriel will frequently appear 
  openly to talk to the PCs about what they’re doing. There’s 
  nothing he can do to help, of course, but he is greatly interested 
  in why they’re bothering with their investigation, what 
  motivates them, what they hope to gain out of an adventuring 
  life, where they hope to be in the next year, 5 years, 10 years, 
  and so on. 
  Tlotoxl 
  The worm-that-walks inquisitor that creeps around the 
  catacombs and sewers below the town occasionally makes a 
  sortie into the streets above, generally to shout at somebody or 
  another about their miserable worthless lives. At some point 
  the party should witness him in worm-swarm form just as he 
  disappears down one of the drains so that they can put together 
  Enya’s confrontation with Tlotoxl in her prison and the need to 
  find a way down into the sewers. Once that link has been 
  established, there is no reason why you shouldn’t run the 
  encounter with Tlotoxl above ground rather than below if you 
  so wish. 
  Interaction with the locals 
  Probably the first thing that PCs will do when they arrive in 
  Twisted Bridge is to ask if anyone new has arrived in the area, 
  or if anyone has run away from home, been lost, kidnapped and 
  so on. These questions will be interpreted by the townsfolk as 
  relating to one of their own – i.e. they will simply not consider 
  the adventurer that gets sacrificed during the festival as a real 
  person. This is similar to the way certain cultures think (or 
  thought, in the real world) about slaves, or ethnic minorities or 
  the poor - they simply don’t register on their radar as human 
  (or humanoid here even). 
  Later the PCs might start asking about festivals and sacrifices 
  and so on. The term “sacrifice” will mean nothing to the 
  
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  Dance Macabre 
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  23 
  townsfolk for the reasons given above – nothing of any value is 
  being lost as such so where’s the sacrifice. The dance which 
  takes place during the festival will not be alluded to, if it can 
  possibly be avoided, because the townsfolk like to keep this 
  privilege to themselves and don’t want their festivals swamped 
  by tourists. 
  Paladins and Detect Evil 
  There’s no shortage of evil in Twisted Bridge, and though most 
  of it is 4th level or lower there’s still plenty of a high enough 
  level to send paladins into a dizzy spin. 
  The residents of Twisted Bridge have come across this sort of 
  thing before and it causes them great amusement. The whole 
  alignment debate is a great big “so what?” to them, something 
  to frighten children with, maybe, but not something to trouble 
  discerning adults. As far as they’re concerned paladins are just 
  big children looking to boost their own egos by vanquishing 
  some “evil” dragon or another that was probably just trying to 
  lead a quiet life and not bother anyone. Paladins, or anyone 
  else trying to play the “evil” card, will find themselves treated 
  like children, either patronised or ridiculed until they stop 
  going on about it. 
  Gathering Information 
  The basic DC (Knowledge Local or Diplomacy) to gather any 
  information is 17. Women who visit Rapunzel’s get +2 on this 
  roll as do men visiting Kemel’s Baths and Barber. 
  It takes 1d4 hours to make a check, and any PC can only use 
  the +2 bonus for any given location once during the whole 
  adventure. 
  A successful check uncovers one of the following pieces of 
  information (choose randomly or appropriately to the line of 
  investigation being pursued). Some of these are obviously true; 
  those that aren’t obviously true can be either true or false as 
  you desire. 
  1. 
  The town has an extensive sewer system which leads 
  out into the river. 
  2. 
  The riding school has a new white pony, though it 
  doesn’t look very good quality and will probably get 
  put down. 
  3. 
  Some of Bragen’s guards are looking to form a male 
  strip show for some extra cash in their spare time. 
  4. 
  Solicitor Grey is currently looking to sort out legal 
  agreements for someone to buy the land around the 
  houses that collapsed due to subsidence, but word 
  from the town’s main repair men, Oak and Quill, is 
  that the area should be condemned. 
  5. 
  One of Damon’s gillmen at the Fishwashers became 
  ill after spending too long in the acid pools, and 
  Damon has had to let him go. 
  6. 
  The best place to hear men gossiping is the 
  barbershop; the best place to hear women gossiping 
  is Rapunzel’s. 
  7. 
  A secret society called The Logicians, which met a 
  few days ago, tabled a motion to place a numbered 
  grid system on the Necropolis so that people might 
  be able to better find their dead relatives, but the 
  motion was defeated because nobody around here 
  ever visits their dead relatives if they can possibly 
  help it. 
  8. 
  Rinchen’s brother Sapan has just set off back to his 
  mountain home having delivered a supply of rare 
  medicinal herbs which Rinchen now has up for sale. 
  9. 
  One of the big cats that escaped from Turoc’s was 
  seen around the streets late last night. 
  10. Chorley, the rather timid elf who works at the 
  Scriptorium, is thinking of branching out into 
  journalism, and is spending a lot of time now poking 
  his nose into other people’s business and asking 
  personal questions. 
  11. Duggan, from the plant nursery, has been having a 
  secret affair with a dryad that lives a few miles away 
  and visits every now and then. 
  12. Rago and Toba, the undertakers, recently had a loud 
  argument with Damon, of the Fishwashers, when 
  they demanded that Damon pay the burial costs for 
  one of his gillman employees. Damon claims the 
  employee was alive when he dismissed him. 
  13. Vaughn, the proprietor of the “robot shop”, is 
  actually a clockwork servant himself, very skilfully 
  made. 
  14. Nobody ever makes any money at Eelek’s casino. 
  15. It’s about time someone stopped the youth of the 
  town from going up onto the field to get high on the 
  flowers there. They’re lazy enough as it is. 
  16. Babtiste, the owner of Minka at “The Perfumed 
  Garden”, and proprietor of “Soaps, Scents and 
  Candles”, is one hell of a lucky man! Not only does 
  he make money out of Minka, he also has her to 
  himself on her days off. 
  17. Tzitzimitl, that popular oracle who owns the clock 
  tower now, hasn’t been seen for days. 
  18. The Necropolis must be missing an angel, because 
  there’s definitely one wandering around the streets of 
  Twisted Bridge. 
  19. That horrible creature made from worms that lives in 
  the sewers comes up on to the street every now and 
  then to shout at passers-by. 
  20. There’s to be another festival soon, unusually since 
  the last one was only a week or so ago. Apparently 
  this one’s going to be a bit special but nobody yet 
  knows why. 
  PCs also need to use Gather Information to find a source for a 
  magic item. If the item is worth less than 500gp (before 
  doubling) then the source found will have 1d4 of these 
  available for sale. 
  DC 
  Summary 
  17 
  Gather Information (Knowledge Local or 
  Diplomacy) 
  -2 
  Modifier to the above for men at Kemel’s or for 
  women at Rapunzel’s 
   
  
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  2.2 
  24 
  
  4$d 
  Dance Macabre 
  2.2 
  25 
  Map Key 
  1. 
  Peppy Pumpkin Ponies 
  See next section. 
  2. 
  Oak and Quill 
  Oak (LE male dwarf adept/2 commoner/2) and Quill (LE male 
  human adept/3 expert/1) provide a building and repair service 
  for the folk of the town, happy to turn their hands at anything 
  from masonry to carpentry, plumbing and even leather-working 
  and tailoring. They’re not particularly good at it, but good 
  enough for most folk’s common needs. Oak, the dwarf, does all 
  the talking; Quill never speaks, and has rather an unnerving 
  stare. 
  Neither of these two is important enough to participate in the 
  dance, though they always attend the festival anyway. 
  3. 
  Slaar’s Alchemics 
  Slaar (NE male undine sorcerer/4) uses spells such as 
  Prestidigitation, Ray of Frost and Create Water to produce 
  flavoursome cool and fizzy drinks, generally not of the 
  inebriating sort because Slaar doesn’t want a load of drunken 
  youths wrecking his shop. The music within his establishment 
  is the result of a permanent Ghost Sound spell used to create 
  something similar to that produced by the current local 
  teenage-hearthrob band (which makes an appearance later on – 
  see “The Day of Darkness”).  
  During the dance, Slaar wears a glittering reptile suit with 
  small crude pincer-like hands and a big metal helmet with huge 
  eyes. Nobody knows what on earth it’s supposed to be – not 
  even Slaar. 
  4. 
  Turoc’s Lizards and other Exotic Pets 
  Turoc (LE male lizardman ranger/2) sells a variety of unusual 
  animals from within his shop, among them a couple of Dire 
  Rats, a Dire Bat, a Baboon, a Snapping Turtle, an Axe Beak, a 
  Giant Gecko and a Kangaroo. They’re all well-kept, as they 
  sell for premium prices. If asked, Turoc will admit he has given 
  up keeping giant cats of any sort as he found them a bit too 
  dangerous. 
  Turoc participates in the dance but doesn’t dress up – he’s 
  weird enough as it is. 
  5. 
  Rinchen’s Teas 
  Rinchen (LN male gnome monk/2 expert/2), old and withered, 
  sells a variety of teas both for pleasure and for medicine. The 
  shop also sells all manner of tea-related crockery such as pots, 
  cups, saucers and sugar-caddies. 
  Rinchen does not participate in the dance and in fact is one of 
  the few people destined to survive the Day of Darkness. He’s 
  no more forthcoming about the upcoming events than is 
  anyone else, however. 
  6. 
  Fishwashers 
  Two of the pools are slightly acidic, two slightly alkaline – the 
  gillman workers rotate between them to stop themselves 
  getting damaged. The laundry is run by Damon (LE male 
  gillman adept/2 expert/1), a rather clinical person who clearly 
  exploits the gillmen that are working for him. 
  During the dance Damon appears in a scaled cloak with a fish-
  head mask. 
  7. 
  The Warriors of Death 
  Although most of the residents of Twisted Bridge have little 
  need to defend themselves, an awful lot of them are still 
  curiously obsessed with matters relating to fighting, killing and 
  death. Vonweich (LE male dwarven fighter/6) runs an 
  eccentric arms and armour business filled with exotic weapons. 
  Colourful armour such as that worn by samurai also takes pride 
  of place. The back yard has archery targets and practice 
  dummies so that the punters can try their expensive new toys 
  before buying them. 
  During the dance, Vonweich wears an outfit made from as 
  many different fighting styles as he can find, looking a little bit 
  like a schizophrenic gladiator. To cap this strange effect, 
  Vonweich stick a monocle on his eye and paints a scar across 
  the opposite cheek. 
  Just north of the practice area, on both banks of the river, 
  are a couple of 3’ diameter holes covered with iron grids 
  which lead into the sewers. 
  8. 
  Bragen’s Guards 
  This mercenary shop is run by a middle aged man called 
  Bragen (LE male human fighter/7). Fighters of various types, 
  levels 4-6, lounge around practicing their skills and wolf-
  whistling at attractive members of the opposite sex. 
  Occasionally the townsfolk of Twisted Bridge fall out with 
  each other enough to warrant hiring out one of these people for 
  a few days, though sometimes the guards are hired out as 
  escorts rather than for protection. Hiring rates are 20gp per day 
  for a 5th level fighter as bodyguard (i.e. assuming you’re not 
  actually out looking for trouble, just protection in case trouble 
  comes looking for you). If the PCs wish to hire such a guard, I 
  suggest you use the “Cautious Archer” from the Pathfinder 
  Roleplaying Game: NPC Codex, but anything suitable from 
  that book will do. 
  Bragen wears a shiny black leather suits with a peaked cap 
  sporting a tiger emblem on its rim. He wears exactly the same 
  uniform during the dance. 
  9. 
  The Twisted Bridge 
  There is nothing more to add about this. 
  10. Duggan’s Plant Nursery 
  Duggan (NE male half-elf druid/4) runs a nursery full of 
  relatively innocuous plants and flowers. Duggan knows the 
  Dryad Morgat though he’s not friendly enough to help her if 
  she happens to be in trouble. If asked about Morgat, Duggan 
  readily asserts that she is often in here looking at his plants, 
  more often than not accompanied by Autloc. 
  During the dance Duggan dresses up as a huge praying mantis, 
  calling himself “Billy Bug” in response to anyone who asks 
  who he is. 
  
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  11. Issigri’s Gold Exchange 
  Madline Issigri (LN female human cleric/3 expert/1) runs a 
  money-lending operation here akin to a pawnshop. 
  From time to time the residents of Twisted Bridge spend more 
  money than even they have readily available and have to 
  borrow from Issigri until more funds arrive from their 
  despairing parents or estates. Madline lends cash at a flat 2% 
  weekly interest rate as long as security of at least equal value to 
  whatever amount is being borrowed is provided – frequently 
  the borrower’s residence in Twisted Bridge. 
  During the dance Madline paints herself gold from head to toe 
  and dances in the nude. Since she’s well into her 70s, it’s not 
  the most attractive thing in the whole world, but it’s different. 
  12. Barney’s Flutes 
  Barney (LE male half-elf bard/4) sells musical instruments of 
  all sorts inside his shop at the normal inflated prices. During 
  the dance Barney is in charge of the string quartet so he 
  declines to dress up in any way. 
  13. Vaughn’s Metal Valets 
  During opening hours, the servant outside the shop chants 
  “Wellcome to Vaughn’s Metal Valets. Please come in,” in a 
  dull monotonal voice. When the shop is closed the servant says 
  something along the lines of “I am very sorry but Vaughn’s 
  Metal Valets is closed right now. Please return tomorrow 
  afternoon.” If the servant is attacked, use the stats for the 
  clockwork servant found at the Clock House, though note that 
  damages will have to be paid for. 
  Vaughn (LE male dwarf alchemist/2 aristocrat/1 expert/2) 
  provides clockwork servants to the more discerning (and deep-
  pocketed) of the town’s population. His shop has many of them 
  on display inside. Vaughn himself is a balding man with a 
  disturbing gaze – his blink rate is lower than usual and people 
  have often conjectured that he might be half-clockwork 
  himself18. 
  During the dance Vaughn dresses like one of his clockwork 
  creations and dances in a slow, stuttering manner19. 
  14. The Ruins 
  See The Catacombs below Town in the next section. 
  15. The Scriptorium 
  Chorley (LE male elven wizard/2 bard/1 expert/1) specialises 
  in compiling written works of every kind – legal notices, 
  journals, maps, ledgers, family crests and so on. Half a dozen 
  employed scribes assist him with his work and the inside of his 
  shop is filled with desks, paper, ink and so on. Flames of any 
  sort are not allowed inside. 
  During the dance, Chorley appears dressed as a bear in order 
  to, rather futilely, appear more dangerous than he is. 
  16. The Baths and Barbershop 
  Kemel (LE male human mute (Turkish looking) bard/2 
  expert/2) runs a barbershop for all types of male grooming with 
                                                                   
  18 not actually true 
  19 quite skilfully 
  a steam / bath house situated upstairs. Exclusively male 
  dominated, women are politely shown the door. Men who 
  gather information here get a +2 bonus to their roll even though 
  Kemel himself can’t speak. 
  During the dance, Kemel wears a fez, a kaftan, and carries a 
  rope over his shoulder. 
  17. The Church of Bones 
  See next section. 
  18. The Perfumed Garden 
  See next section. 
  19. Soaps, Scents and Candles 
  See next section. 
  20. The Clock Tower 
  See next Section. 
  21. The Central Square 
  The grid in the middle of the gazebo and the holes in the iron 
  statues all lead straight down to the catacombs below town. 
  22. The Azteca Hotel 
  There is nothing more to add about this. 
  23. Solicitor Grey 
  The solicitor (LN male gnome expert/6) employs three clerks 
  within his office. None of the clerks ever dares to look up from 
  their desk even when someone comes in and rings the bell. 
  The solicitor dresses in a frock coat and a long-beaked bird-like 
  mask during the dance. 
  24. Klieg’s and Kaftan’s Mind Emporium 
  Klieg (LE male half-orc wizard/4) and Kaftan (LE female 
  human wizard/3) run a social group within Twisted Bridge 
  called The Society of the Logicians, a bunch of pseudo-
  intelligent humanoids who believe that they should run 
  everything in the town because they are cleverer than 
  everybody else. 
  Logicians don’t get invited to other people’s parties very often. 
  The shop itself sells all sorts of magic-related, if not 
  necessarily 
  magical, 
  paraphernalia, 
  particularly 
  spell-
  components and materials for crafting magic items. 
  During the dance, Klieg and Kaftan both wear emotionless 
  metal masks, though the remainder of their clothes are 
  reasonably normal. 
  25. The Necropolis 
  See next section. 
  26. Undertakers 
  The front half of the inside of this building contains a large 
  reception area with candelabra, carpets, flower wreaths and 
  comfortable seating. Rago (LE male human cleric/5) and Toba 
  (LE male human fighter/3 expert/2) are two tall severe looking 
  men, Rago having black bushy eyebrows over piercing eyes 
  and a sharp intelligence whilst Toba has a balding head and a 
  tendency to bear his teeth when he talks. 
  
  4$d 
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  Rago, secretly, likes to have a little chat with the deceased 
  before preparing them for burial. Toba is not averse to creating 
  some of his own clientele if business isn’t too good. 
  During the dance, Rago and Toba paint their faces black and 
  wear black ragged clothes with bells and tassels attached. They 
  each carry big wooden sticks which they incorporate into their 
  dance moves, swiping them through the wraiths in a mock (and 
  ineffective) attack. 
  27. Casino 
  Eelek (LN male dwarf rogue/5) has risen from nothing to a 
  position of prominence and wealth by having the ability of 
  being able to calculate probabilities better than any of the rich 
  but stupid townsmen who frequent his establishment. The 
  casino is full of games of chance of every sort. Magic is not 
  allowed, and Eelek employs a number of low-level magic-users 
  who constantly prowl around casting Detect Magic. 
  During the dance, Eelek wears a costume that appears to be 
  made out of huge gemstones: one for the head, one on the 
  torso, one on the abdomen and so on. It looks, and is, ungainly, 
  but Eelek manages to dance about in it nonetheless. 
  28. Coffee Shop and Chocolatier 
  Benoit (LN Male Halfling Expert/3), a charming young 
  Halfling in a baggy top and trousers and a colourful cravat, 
  sells coffee beans and chocolate concoctions of every type 
  imaginable. 
  During the dance Benoit paints his face red, white and blue, 
  and carries a fake (wooden) executioner’s axe. 
  29. Rapunzel’s20 
  Rapunzel (LE female elf bard/2 expert/4) runs this female-only 
  hairdressing salon, employing three other young girls to cope 
  with her workload. Male visitors are directed to the Bath and 
  Barbershop. Women who gather information here get a +2 
  bonus to their roll. 
  During the dance, Rapunzel puts on hair extensions which 
  lengthen her hair almost to her feet, though somehow or 
  another nobody manages to trip over it. 
  30. Jein’s Rocks 
  Jein Rock (LE female dwarf fighter/1 aristocrat/1 expert/1) is 
  one of those rare beardless female dwarves very rarely seen 
  away from their mountainous homes. Jein deals in precious 
  stones of all sorts, buying and selling with a 20% mark-up to 
  her advantage (since gems are almost a form of currency in a 
  fantasy world). 
  During the dance Jein wears a mask which has no face to it 
  whatsoever, along with a costume which is ornamented with 
  hundreds of little mirrors. Jein uses these mirrors to see with, 
  though it’s not obvious exactly how she does so from behind 
  that mask. 
  31. Salamander’s 
  The shop opens in the evenings only, closing just after 
  midnight. Salamander (LE male human gunslinger/721), a 
                                                                   
  20 coincidence 
  suave and sophisticated gentleman who enjoys wearing 
  Mexican style clothing, sells tobacco and cigars imported from 
  all over the world. 
  Salamander doesn’t change his clothes during the dance but he 
  does wear a Mask of Stony Demeanor curiously constructed to 
  resemble, as much as possible, his own face.  
  Breaking and Entering 
  Broadly speaking indiscriminate breaking into shops and 
  houses within Twisted Bridge should be discouraged. Should it 
  come down to it, the following tables can help: 
  Wall Type 
  Height 
  Climb 
  Break DC 
  Wooden 
  10’-30’ 
  21 
  20 
  Masonry 
  10’-30’ 
  20 
  45 
  Iron Grid 
   
   
  25 
   
  Wall Type 
  Hardness 
  HP per 10’ sq. 
  Wooden 
  5 
  60 
  Masonry 
  8 
  180 
  Iron Grid 
  10 
  60 
   
  Doors 
  Hardness 
  Hp 
  Break DC 
  Standard Front 
  5 
  20 
  25 
   
                                                                                                        
  21 or ranger/7, if you don’t like gunslingers 
  
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  28 
  The Bride of Sacrifice
  B1. Peppy Pumpkin Ponies (CR 3) 
  Slightly to the edge of town lies Peppy Pumpkin Stables – a 
  children’s riding school which doubles up as provider of mild 
  narcotics for their long-suffering parents22. 
  The stables are run by two matronly spinsters: Tilda, (LE 
  female human expert/3, and Maddy, (LE female human 
  adept/3)23. Their rather dim-witted “son24” Pex (LN male 
  human commoner/1) does all of the dirty work. 
  Eight good quality light riding horses are stabled here for use 
  by the school. Another large, black, heavy horse is kept 
  separately next to the farm’s single solitary carriage house 
  round the back. 
  A small paddock by the side of the main riding school holds 
  yet another horse, this one light white with a pink ribbon tied to 
  its tail. Enya’s little pony is looking rather forlorn; it is not 
  good enough to join the rest of riding school and the little 
  animal’s days are numbered25. 
  The carriage house, which is kept locked at all times (DC 
  20), holds a Black Mariah – a grim wagon decorated with 
  painted dinosaur skulls to the front and back and bearing 
  upon it a lockable cage (DC 35). Keys to both the cage and 
                                                                   
  22 “mother’s little helpers” 
  23 who believe that ponies are more important than people, just 
  like all riding school mistresses everywhere 
  24 son of one, nephew of the other, nobody’s sure which 
  25 and it knows it 
  the carriage house are held by the carriage’s owner: Autloc (see 
  the Church of Bones). The black horse, also owned by Autloc, 
  is used to pull the Black Maria along to Broken Oak when the 
  need arises. 
  A huge field planted with a mixture of pumpkins and bright 
  orange flowers of the poppy family runs up to a hill holding a 
  gnarled oak tree clearly visible for miles around. The oak is 
  very reminiscent of the one where the party previously met 
  Morgat the Dryad. This particular oak is the Dryad’s final 
  stopping point when she uses Tree Stride to travel from her 
  home to Twisted Bridge. A DC 10 Perception check while 
  investigating the oak reveals a small hole near its roots 
  which can be entered by a small creature without 
  squeezing. This hole leads to a small root chamber below the 
  level of the field which contains a few more of Morgat’s 
  possessions: a bucket of water, a couple of rather modest 
  female robes, and a leather satchel containing a crude map of 
  Jack O’Lantern (2) 
  CR 1 
  NE Medium Plant 
  Init -2; Senses low-light vision, tremorsense 30ft.; 
  Perception 7; Aura fear (20 ft., DC 13) 
  Defense 
  AC 11, touch 8, flat-footed 11 
  hp 11 (2d8+2) 
  Fort 4, Ref -2, Will 2 
  Defensive Abilities Plant Traits; Resist fire 15 
  Offense 
  Speed 15 ft.  
  Melee  bite +3 (1d6+2), and 
    
  slam +3 (1d4+2 + strangling entangle) 
  Space 5ft.; Reach 5ft. (10 ft. with slam) 
  Special Attacks  breath weapon (20-ft. cone, 1d10 
  fire, reflex DC 12 half, usable every 1d4 rounds), 
  explode, strangling ensnare (DC 14) 
  Statistics 
  Str 15, Dex 7, Con 12, Int 2, Wis 14, Cha 7 
  Base Atk +1; CMB +3; CMD 11 (can’t be tripped) 
  Feats Ability Focus (strangling ensnare) 
  SQ pumpkin form 
  Jack O’Lantern Special Abilities 
  Explode (Ex, DC 12) One round after a jack-o'-
  lantern is reduced to 0 or fewer hit points, it 
  explodes in a burst of flaming spores. Creatures 
  within 10 feet of an exploding jack-o'-lantern must 
  succeed at a DC 12 Reflex save or take 2d6 points 
  of fire damage and be stunned for 1 round. A 
  successful save halves the damage and negates the 
  stun. The save DC is Constitution-based. 
  Fear Aura (Su, DC 13): Any creature within 30 ft (or 
  possibly 20 – there is an error in the Bestiary) of a 
  jack-o'-lantern must succeed at a DC 13 Will save or 
  be shaken for 2d6 minutes. If the Will save is 
  successful, the creature is immune to that jack-o'-
  lantern's fear aura for 24 hours. This is a vision-
  based mind-affecting fear effect. The save DC is 
  Charisma-based and includes a +4 racial bonus. 
  Pumpkin Form (Su, Stealth 18): A jack-o'-lantern 
  can shrink in size and douse its sinister fiery 
  radiance, allowing it to blend in almost perfectly with 
  normal pumpkins and take 20 on its Stealth checks 
  to hide in plain sight as a normal pumpkin. While 
  using this ability, a jack-o'-lantern loses its fear aura. 
  A jack-o'-lantern can use this ability as a full-round 
  action and end it as a free action. 
  Strangling Ensnare (Ex, DC 14 / 12): A jack-o'-
  lantern's slam attack entangles the target in its vines 
  for 2d4 rounds unless the target succeeds at a DC 
  14 Reflex save. The target can attempt to burst 
  these entangling vines before the duration expires 
  with a successful DC 12 Strength check as a full-
  round action. While the target is entangled, its vines 
  also grasp at the target's mouth. The target cannot 
  speak or cast spells with verbal components while it 
  is entangled by the jack-o'-lantern. When a creature 
  is entangled by this ability, the jack-o'-lantern loses 
  its slam attack, but it can end this ability as a free 
  action. The save and the burst DCs are Constitution-
  based.effects. 
  
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  29 
  the surrounding area. This map has the location of all the oak 
  trees labelled with their appropriate name (as Morgat named 
  them). The oak labelled Tonila is closest to the spot where 
  Tonila26 herself was eaten by a dragon. 
  The orange flowers in the field are all relatively harmless u 
  nless someone deliberately kicks them up or agitates them. 
  Should this happen, the flowers release pollen into the air 
  which acts like a cloud of very mild cocaine-like powder. 
  Anyone caught within the flower’s pollen cloud must make 
  a DC 5 Fortitude save or be confused for 1 round. 
  Occasionally the youths from town climb up to this field to get 
  themselves a little high, during which time they inevitably hunt 
  out and prey on the “Jackos” which also make their home 
  among the pumpkins. 
  Jackos are Jack O’Lanterns – strange plant creatures whose 
  heads resemble the pumpkins that surround them. Most are 
  inimical to intelligent animal life, and given the way they get 
  treated around here that’s for good reason. Two such Jackos 
  are currently present within the field and will attack the PCs 
  when they venture therein, probably at a point half way 
  between the edge of the field and the oak tree at the top of the 
  hill. Note that the two Jack O’Lanterns can take 20 on their 
  Stealth checks so combat will probably be initiated with a 
  surprise round unless someone can beat their stealth check 
  of 18. 
                                                                   
  26 the one sacrificial victim that actually escaped 
  Combat with Jack O’Lanterns in the field will definitely cause 
  the poppies to eject their pollen – you can assume that anyone 
  who makes a melee attack of any sort creates enough of a cloud 
  to require a Fortitude save though this should be limited to 
  once per round. Since the pollen is both a mind-affecting and 
  a poisonous effect the Jack O’Lanterns are immune. 
  Note that the field counts as light undergrowth27. 
  A third, non-aggressive, Jack O’Lantern hides within the 
  pumpkins. It has no desire to fight and will in fact will be quite 
  frightened of the PCs if they succeed in spotting it. Meikl, as 
  he is called, is slightly more intelligent than others of his kind 
  (INT 3) and can even speak enough of the common language to 
  allow a conversation to take place. If the PCs choose to 
  question him, and have sufficient patience, then he will be able 
  to explain that Morgat travels from the Oak to the Farm from 
  time to time and that a skeletal looking man then travels with 
  Morgat in the wagon to somewhere far away. 
  Despite the presence of the cocaine like flowers, the pumpkins 
  that grow in the field are perfectly normal. 
  DC 
  Summary 
  20 
  Disabled Device check for the carriage house 
  35 
  Disable Device check for the cage on the Black 
  Maria 
  10 
  Perception check to notice a small hole near the 
  roots of the oak tree 
  5 
  Fortitude save per round to avoid the effects of the 
  pollen 
                                                                   
  27 costs 2 squares of movement to move into, provides 
  concealment and increases the DC of Acrobatics and Stealth 
  checks by 2 
  
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  B2. The Church of Bones 
  (CR 4) 
  The Church of Bones, which 
  predates the town by at least 100 
  years, is one of the few stone 
  buildings to be found in Twisted 
  Bridge. 
  This 
  church/monastery 
  was 
  originally built to accommodate the 
  reclusive brethren of a god of 
  enlightenment and self-perfection 
  and as such is somewhat plain in its 
  construction. The walls are 2’ thick, 
  necessary given the weight that they 
  have to support, and rendered with 
  an unadorned plain grey stone. The 
  ceiling is stone and flat, its weight 
  supported by an ingenious network 
  of iron joists buttressing against the 
  walls on the inside of the building. 
  The church is currently occupied by an unusual priest called 
  Autloc - not a worshipper of any normal deity but rather a 
  cleric who venerates the mystery and power relating to undead 
  dinosaurs. 
  In our own world one might call him a palaeontologist, in a 
  fantasy world where dinosaurs are rare he would study their 
  remains because the real ones are hard to find, and in a world 
  where they are common he is simply obsessed with animated 
  dinosaur skeletons because “the bigger they are the better”. 
  Autloc is a tall black dhampir with bright white teeth and 
  piercing eyes. He wears a tattered robe (in fact a Robe of 
  Bones) over loose clothes (and armour) and adorns his head 
  with a top hat. He regularly wears black and white makeup on 
  his face to make himself look skeletal and laughs in a deep 
  baritone voice at just about anything. 
  Autloc has an animal companion called Rap-Tout – a 
  Deinonychus that tends the church while he’s away in 
  town. This creature also wears a top hat and is frequently 
  found sweeping around the inside of the church with a straw 
  broom or pulling up the weeds on its outside. When the PCs 
  come to visit the church, it will be Rap-Tout who will answer 
  the door28. 
  The main doors to the church are made from stone and 
  locked (DC 25 Disable Device). Above them is the skeletal 
  skull of a Tyrannosaurus Rex, and upon the doors sits a huge 
  knocker in the shape of a giant femur. 
  Beyond the doors, a 40’ square foyer displays a huge skeleton 
  of a Triceratops fully assembled and carefully mounted on a 
  metal frame in its centre. This is Autloc’s pride and joy, and 
  though it may alarm the PCs it is not destined to be animated in 
  this adventure. Three other smaller dinosaur skeletons are 
  placed around the walls together with a font and a statue of 
  Autloc himself. The doors through to the main area of the 
  temple are wooden but locked with a superior lock (DC 30). 
  It’s up to you whether you wish Autloc to be present when the 
  PCs first visit the church. If he isn’t, Rap-Tout will indicate as 
  such and request, through mime, that they come back later. If 
  Autloc is present and the PCs demand to see him, then Rap-
  Tout will knock on the inner doors and Autloc will use his 
  Enter Image spell to communicate via the statue in his 
  likeness. 
                                                                   
  28 Autloc tried employing a human cleric apprentice for a short 
  period of time but things didn’t work out too well 
  “Rap-tout” – Autloc’s Animal Companion 
  Velociraptor 
  N Small Animal (bodyguard) 
  Init 8; Senses low-light vision, scent 
  Perception 7 (+2 if adjacent to Autloc) 
  Defense 
  AC 18, touch 15, flat-footed 14 
  hp 42 (5d8+20) 
  Fort 7, Ref 8, Will 4 
  Offense 
  Speed 60 ft. 
  Melee 
  Bite +5 (1d4+1), and 
    
  2 x Talon +5 (1d6+1) 
  +1 to-hit and damage on all attacks if Magic Fang 
  Greater has been cast 
  Statistics 
  Str 12, Dex 18, Con 17, Int 3, Wis 12, Cha 14 
  Base Atk 3; CMB 3; CMD 17 
  Feats Improved Initiative, Iron Will, Toughness 
  Tricks Attack, Attack Anything, Deliver, Exclusive, 
  Guard, Serve, Stay, Watch 
  Skills Acrobatics 8 (+20 jump), Climb 5, Stealth 12, 
  Swim 5 
  SQ Tenacious Guardian 
   
  
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  On home territory, aptly prepared, Autloc considers himself 
  superior to the PCs and easily capable of taking the party on, 
  and if the PCs aren’t too careful he is probably right. If as a 
  result of conversations through his image in the foyer Autloc 
  decides that he needs to get rid of the party, or if they show 
  him the pterodactyl bone that he lost and are awkward about 
  handing it over, then he will invite them to come in - after 
  first of all casting Desecrate on the tiled area just behind 
  the altar. If the PCs accept his invitation, Rap-Tout will 
  follow and stand next to his master in the centre of that 
  desecrated area.  
  This main part of the church holds a huge stone altar 
  venerating Autloc’s “guiding principles”. The altar is 4’ high 
  and almost 20’ long. Just around it and to its rear is the tiled 
  area that gets desecrated, decorated with numerous little skulls. 
  Four inanimate dinosaur skeletons, similar to the ones in the 
  foyer, are placed with the room. A fifth skeleton, of a 
  Deinonychus, clearly animate, stands near the altar, as does 
  the perfectly preserved corpse of an Axe Beak29 on the 
  other side. 
  Over to the rear of the room is a table with a pterodactyl 
  skeleton recently reassembled after some clod of an assistant 
  knocked the thing over. Unfortunately it is still missing one of 
  its bones, though the PCs may well be in possession of it30. A 
                                                                   
  29 optionally a zombie if you’re using this as a way to scale up 
  the encounter for 6 PCs 
  30 What happened was this: Autloc’s recently recruited young 
  assistant accidentally knocked the pterodactyl skeleton over 
  while cleaning it and then couldn’t figure out how to put it 
  back together. Autloc lost his temper and in the process of 
  “reprimanding” him, “accidentally” killed him. Autloc then 
  Autloc 
  CR 4 
  Male Dhampir (Nosferatu-born) Cleric 5 
  NE Medium Humanoid (dhampir) 
  Init -1; Senses Darkvision 60’; Low-light vision 
  Perception 5 (+2 if adjacent to animal companion) 
  Defense 
  AC 12, touch 9, flat-footed 12 
  (+1 (not touch) vs 5 PCs, +2 (not touch) vs 6 PCs) 
  hp 33 (5d8+5) 
  Fort 4, Ref 0, Will 9 (+2 within desecrated area, +2 
  vs disease and mind-affects, -1 vs effects that 
  damage, drain or reduce physical ability scores) 
  Defensive Abilities Negative Energy Affinity, Resist 
  Level Drain 
  Offense 
  Speed 30 ft. 
  Melee MW Morningstar +6 (1d8+2) 
  +2 to-hit and damage within desecrated area 
  Special Attacks Channel Negative Energy undeath 
  variant (7/day, heals self + undead 3d6 x 1.5, harms 
  living 3d6 DC 14), Death’s Kiss (2 rounds, 7/day)  
  Spell Like Abilities 
  CL 5; conc 9 
  3/day: Doom (DC 13) 
  7/day: Venomous Stare (DC 16, 1d6+3) 
  Cleric Spells Known (saurian,undead) 
  CL 5; +5 melee touch; +2 ranged touch; conc 9 
  3: Deeper Darkness, Enter Image, Magic Fang 
  (Greater) 
  2: Desecrate, Extended Remove Sickness, 
  Extended Sanctuary (DC 15), Ghoul Touch (DC 16) 
  1: Cause Fear, Decompose Corpse, Hide from 
  Undead (DC 15), Murderous Command (DC 15), 
  Sanctuary (DC 15) 
  0 (at will): Enhanced Diplomacy, Guidance, 
  Mending, Read Magic 
  Statistics 
  Str 14, Dex 8, Con 11, Int 10, Wis 18, Cha 14 
  Base Atk 3; CMB 5; CMD 14 
  Feats Boon Companion, Extend Spell, Extra 
  Channel 
  Skills Appraise 4, Climb 3, Diplomacy 6, Heal 8, 
  Knowledge (Arcana, Religion) 4, Knowledge 
  (Nature) 1, Linguistics 4, Sense Motive 8 (+2 if 
  adjacent to animal companion), Spellcraft 4, Survival 
  6 
  Languages Common, Necril 
  SQ Animal Companion Link, Aura (Evil) 
  Gear (light, acp 1) Robe of Bones, Silver Holy 
  Symbol, MW Morningstar, Leather Armour, Light 
  Wooden Shield 
  vs 5 PCs (acp 1): Leather Armour is +1 
  vs 6 PCs (acp 0): Also Light Wooden Shield +1 
  Deinonychus Skeleton 
  CR 2 
  NE Medium Undead 
  Init 7; Senses darkvision 60 ft.; Perception 0 
  Defense 
  AC 15, touch 13, flat-footed 12 
  hp 26 (4d8+0+8) 
  Fort 3, Ref 6, Will 6; +2 to all and extra +6 vs 
  channelled energy within desecrated area 
  Defensive Abilities undead traits; 
  DR 5/bludgeoning; Immune cold 
  Offense 
  Speed 60 ft. 
  Melee 
  2 x talon +5 (1d8+2), and 
    
  bite +5 (1d6+2), and 
    
  foreclaws +0 (1d4+1) 
  +2 to-hit and damage within desecrated area 
  Special Attacks Pounce 
  Statistics 
  Str 15, Dex 17, Con -, Int -, Wis 10, Cha 10 
  Base Atk 3; CMB +5; CMD 18 
  Feats Improved Initiative 
  SQ: Created within a desecrated area + altar 
  
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  32 
  small locked door (DC 25) leads through to Autloc’s modest 
  sleeping quarters at the back and a large locked stone chest 
  (DC 30) contains numerous valueless clerical vestments 
  plus whatever extra treasure is indicated for this encounter. 
  Torches on the walls provide normal light within the room 
  when there is not enough daylight coming in through the 
  windows. 
  If Autloc decides to take hostile action against the PCs, as soon 
  as they come through into the main part of the church his 
  tactics will be as follows. 
  1) 
  Cast Extended Sanctuary on himself, claiming if 
  challenged that he is simply taking precautions 
  against what are clearly well armed and unknown 
  visitors. 
  2) 
  Cast Magic Fang Greater on Rap-Tout, claiming 
  again that this is only acting in self-defence. 
  3) 
  Cast Deeper Darkness on the altar, reducing the level 
  of illumination in a 60’ radius to normal darkness31. 
  This is a signal to his undead guardian(s) to attack. 
  Note that the mindless undead will still mechanically 
  try to stay within the desecrated area if they can. 
  4) 
  Channel Energy to heal undead (and himself) 
  repeatedly, while Rap-Tout stands guard next to him 
  and attacks - using his Scent ability to pinpoint 
  nearby assailants. 
                                                                                                        
  animated the apprentice in order to use him a monster in The 
  Temple of Evil, but somehow or another the skeletal assistant 
  retained one of the pterodactyl bones on his person and then 
  shoved the thing up into his own rib-cage. 
  31 i.e. Darkvision still works 
  Note that none of these actions disrupts Autloc’s Sanctuary. 
  If things start to get desperate, Autloc will resort to his 
  Robe of Bones to bring more assailants into combat, but he 
  will try to judge things carefully as each one brought in reduces 
  the value of his robe. Since undead so summoned could turn on 
  him, he will cast Hide From Undead to keep himself safe. 
  If Autloc’s Sanctuary is running out, he can renew it with a 
  normal one (not extended). As a last resort he also has access 
  to a few offensive abilities and spells. 
  Autloc’s modest quarters at the back of the church contain a 
  simple bed plus a bookcase with a number of well-illustrated 
  books on saurian matters. There is also a ledger showing all of 
  the sacrifices that have taken place to Yetaxa over the last 7 
  years, with entries of particular interest on: 
  a) 
  Enya and Iona, showing their capture dates three 
  weeks ago and the sacrifice of Iona a few days before 
  the PCs arrived at Twisted Bridge, 
  b) 
  Tonila, who apparently escaped her fate, dated two 
  years ago, with a side-note explaining that according 
  to the dryad she was eaten by a dragon. 
  DC 
  Summary 
  25 
  Disable Device on the main, external, stone door 
  and on the small locked door leading to Autloc’s 
  private chambers 
  30 
  Disable Device on the main inner door and on the 
  chest in the main area 
  B3. The Perfumed Garden (CR 3) 
  Atop a path leading up from the road, and out of sight of it, is a 
  low wooden one-storied house, its outer walls decorated in an 
  oriental motif showing water lilies, tigers and dragons. The 
  house’s single sliding front door appears to have no lock. To 
  one side of it hangs a red lantern, to the other a bell pull. 
  This is the abode of Minka, a wax golem originally created by 
  Babptiste’s master but now the “property” of Babptiste 
  himself. Babptiste uses Minka both as a source of income, 
  through prostitution, and as a source of orgasms. 
  Although the creation of such a creature is well beyond 
  Babtiste’s capabilities he has been able, over the years, to 
  mould her into his ideal “woman”, as well as creating 
  something which follows the fantasies of a considerable 
  number of Twisted Bridge’s male and female residents. 
  Minka herself appears as a massively-breasted geisha, her 
  breasts totally out of proportion to the rest of her otherwise 
  petite figure. Despite her somewhat awkward anatomy she 
  carries herself with unnatural grace. Minka’s doll-like face is 
  liberally covered with scented paint specifically formulated by 
  Babtiste to stimulate the sexes. 
  A night with Minka costs 40 gp, purchased by acquiring a 
  token from Babptiste’s perfumery. One such token was 
  presented to Ixta last time he was here as part-payment for his 
  work. If the PCs are in possession of that token now and 
  Axe Beak Zombie 
  CR 2 
  NE Large Undead 
  Init 2; Senses darkvision 60 ft.; Perception 0 
  Defense 
  AC 14, touch 11, flat-footed 12 
  hp 37 (5d8+5+10) 
  Fort 1, Ref 3, Will 4; +2 to all and extra +6 vs 
  channelled energy within desecrated area 
  Defensive Abilities undead traits; DR 5/slashing 
  Offense 
  Speed 50 ft. 
  Melee 
  bite +7 (1d8+5), or 
    
  slam +7 (1d8+5) 
  +2 to-hit and damage within desecrated area 
  Space 10ft.; Reach 10ft. 
  Statistics 
  Str 20, Dex 15, Con -, Int -, Wis 10, Cha 10 
  Base Atk 3; CMB +8; CMD 20 
  Feats Toughness 
  SQ: Staggered (constantly), Created within a 
  desecrated area + altar 
  
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  present it to Minka then she will allow a (single) bearer to 
  spend a night with her in her little house32.  
  Whenever Minka is free from custom, she places a small stone 
  with Continual Flame on it inside the red lantern outside. This 
  not only indicates her availability but it also signals to 
  Babptiste that she is free for the night if he’s not too otherwise 
  occupied with his work. 
  Minka’s house has only two rooms – a front one with tea 
  making facilities and a back one with a futon. Minka, of 
  course, neither eats nor drinks, and there is no toilet either – 
  any guest that wants to perform such an unpleasant act is told 
  to go away and come back when they’re feeling “cleansed”. 
                                                                   
  32 and very nice it will be too – on this occasion 
  Beyond the back room is a 
  second garden just as beautiful 
  as the first but more secluded. 
  In the middle is a small 
  wooden pavilion with a bath 
  and a stove for heating water. 
  The garden also has a well, 
  and a statue of a mournful 
  angel playing the lyre.33 
  Despite the many years that 
  she has been “operational” 
  Minka has never discovered 
  sentience. It’s almost as if the 
  spark of life which might have become animated within such a 
  delicate loving creature has been crushed by the weight of all 
  the selfishness and immorality which surrounds her in Twisted 
  Bridge. Indeed, she has yet to experience a “good” person, so 
  that when the PCs arrive into her world she will be quite 
  taken aback by their obvious benevolence34 and fall in love 
  with the one who radiates the most goodness35. 
  This falling in love will not be immediately obvious to Minka. 
  The strange feelings awakening inside her are the first signs of 
  her becoming sentient, however she will find it confusing at 
  first and a bit unnerving. By the next day, however, she will 
  start to stalk her lover, always from a discreet distance, and 
  frequently covered over. If approached, she will be slightly 
  embarrassed, but it will soon become clear who the object of 
  her affection is. That next night after the party meets her she 
  will approach the object of her obsession in his or her room and 
  attempt to seduce them. If they refuse, she will “malfunction” 
  and attack. If they accept then what happens next is largely up 
  to you - there are many ways that this story can continue: 
  Minka could become a companion for her lover, though this is 
  a powerful reward for this adventure and certainly not in 
  keeping with its balance of treasure. Alternatively, Minka 
  could be a non-combative follower, maybe just looking after 
  the horses36 but unable to act in any combative way. Finally 
  she could become a fully sentient partner: i.e. dutiful, loving, 
  possessive, clinging, demanding and awkward37. 
  If at any point you don’t want to have her be in thrall to the 
  PCs, you could have her “malfunction” and attack. She could 
  even do this on the night of the seduction - maybe the heat of 
  passion causing her to melt a little bit during lovemaking so 
  that she start to drip wax onto her lover, then attacking them 
  when she sees the horrified look on their face. 
  If the PCs do kill her, her “corpse” will eventually be returned 
  to Babtiste who will repair her as best he can, though 
  unfortunately not be able animate her, and then place her back 
  onto her futon so that he can continue to sell her services, albeit 
  for a lower price38. 
                                                                   
  33 see “the Necropolis” 
  34 assuming there is at least one good aligned person in the 
  party! 
  35 male or female 
  36 and one of their owners! 
  37 you know – female (sorry about the sexist comment) 
  38 this adventure is *supposed* to be macabre 
  Minka 
  CR 3 
  Wax Golem 
  N Medium Construct 
  Init -1; Senses darkvision 60 ft., low-light vision; 
  Perception 0 
  Defense 
  AC 15, touch 9, flat-footed 15 
  hp 42 (4d10+20) 
  Fort 1, Ref 0, Will 1 
  Defensive Abilities construct traits; Immune cold  
  Weaknesses vulnerable to fire 
  Offense 
  Speed 30 ft.  
  Melee slam +6 (1d6+3) 
  Statistics 
  Str 14, Dex 9, Con -, Int -, Wis 11, Cha 1 
  Base Atk +4; CMB +6; CMD 15 
  Special Abilities 
  Immunity to Magic (Ex) A wax golem is immune to 
  any spell or spell-like ability that allows spell 
  resistance, with the exception of spells and spell-like 
  abilities that have the fire descriptor. In addition, 
  certain spells and effects function differently against 
  the creature, as noted below. 
  A magical attack that deals fire damage slows a wax 
  golem (as the slow spell) for 2d6 rounds (no save). 
  In addition, for 3 rounds after taking fire damage, 
  every time a wax golem uses its slam attack, it deals 
  an additional 1d4 points of fire damage due to its 
  molten wax. 
  A magical attack that deals cold damage breaks any 
  slow effect on the golem and heals 1 point of 
  damage for each 3 points of damage the attack 
  would otherwise deal. If the amount of healing would 
  cause the golem to exceed its full normal hit points, 
  it gains any excess as temporary hit points. A wax 
  golem gains no saving throw against cold effects. 
  
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  B4. Soaps, Scents and Candles (CR 3) 
  This is a small shop sells that perfumes, candles and soaps. Its 
  proprietor, one Neja Babtiste, known rather unaffectionately as 
  “The Frog”, is a rather ugly half-orc with an exaggerated nose, 
  a greenish complexion and eyes that constantly weep. Despite 
  his somewhat bestial look his manner is contrite, though his 
  polite exterior hides a cold and calculating mind that nurtures a 
  curious obsession: the creation of “the perfect scent”. 
  Products in the shop tend to cost in the tens of gps, and they’re 
  pretty much worth it. Babtiste has the most extraordinary taste 
  and a very discerning nose. Above the shop is his somewhat 
  sparse living quarters, only used when he cannot make use of 
  Minka in The Perfumed Garden. Below the shop is the 
  basement where Babtiste performs all manner of unnatural 
  experiments in the pursuit of his perfect creation. 
  Babtiste is constantly on the hunt for new sources of scent 
  and when the PCs first meet him he will immediately 
  identify one of them as having some particularly rare or 
  exquisite quality about their body odour which he will 
  desperately want to distil. He will sniff the air around them at 
  first as the new scent registers in his mind, then sniff, sniff, 
  sniff as he gradually homes in on the PC in question, a look of 
  delight slowly growing on his face. From that point on, 
  Babtiste will be quite obsequious to that PC, whilst all the time 
  planning to kill them and take them to his laboratory for 
  extraction and processing. 
  Since Babtiste has no Bluff skill to speak of, his actions will 
  speak volumes to all of the PCs, but whatever they might think 
  of him he will plan his approach carefully, all the time 
  maintaining a polite, even helpful, exterior. 
  When he finally decides to make his move, Babtiste will stalk 
  the PC whose scent he wants from a distance until he sees 
  Babtiste 
  CR 3 
  Male Half-orc Alchemist (vivisectionist) 4 
  CE Medium Humanoid (human, orc) 
  Init 1; Senses Darkvision 60; scent (1/2 range) 
  Perception 7 
  Defense 
  AC 16, touch 11, flat-footed 15 
  hp 29 (4d8+8) 
  Fort 6, Ref 4, Will 2 (+2 vs poison) 
  Defensive Abilities Discovery (Spontaneous 
  Healing 10hp/day) 
  Offense 
  Speed 30 ft. 
  Melee   
  dagger +6 (1d4+3) 
  Power Attack  
  dagger +5 (1d4+5) 
  Ranged   
  dagger +4 (1d4+3) 
  Special Attacks sneak attack +2d6 
  Extracts 
  CL 4 
  2: Bull’s Strength, Invisibility 
  1: Cure Light Wounds, Disguise Self, Enlarge 
  Person, Shield 
  Statistics 
  Str 17, Dex 12, Con 13, Int 15, Wis 10, Cha 8 
  Base Atk 3; CMB 6; CMD 17 
  Feats Brew Potion, Endurance, Iron Will, Power 
  Attack, Throw Anything 
  Skills Craft (alchemy) 9 (+4 to create alchemical 
  items), Knowledge (arcana) 8, Knowledge (nature) 
  8, Profession (Perfumer) 7, Spellcraft 8, Stealth -4, 
  Use Magic Device 5 
  Languages Abyssal, Common, Draconic, Orc 
  SQ Mutagen, Discovery (Feral Mutagen), Poison 
  Use, Swift Alchemy 
  Gear (light, acp 1) Cloak of Resistance +1, Dagger, 
  +1 Chain Shirt 
  Babtiste (buffed and feral) 
  CR 3 
  Male Half-orc Alchemist (vivisectionist) 4 
  CE Large Humanoid (human, orc) 
  Init 0; Senses Darkvision 60; scent (1/2 range) 
  Perception 7 
  Defense 
  AC 20, touch 9, flat-footed 20 
  hp 29 (4d8+8) 
  Fort 6, Ref 5, Will 4 (+2 vs poison) 
  Defensive Abilities Initially Invisible; Discovery 
  (Spontaneous Healing 10hp/day); Immune Magic 
  Missile 
  Offense 
  Speed 30 ft. 
  Melee 
   
  2 x claw +10 (1d8+8), and 
    
   
  bite +10 (2d6+8) 
  Power Attack 
  2 x claw +9 (1d8+10), and 
    
   
  bite +9 (2d6+10) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks  sneak attack +2d6 
  Extracts left 
  CL 4 
  1: Cure Light Wounds, Disguise Self 
  Statistics 
  Str 27, Dex 10, Con 13, Int 13, Wis 10, Cha 8 
  Base Atk 3; CMB 11; CMD 22 
  Feats Brew Potion, Endurance, Iron Will, Power 
  Attack, Throw Anything 
  Skills Craft (alchemy) 8 (+4 to create alchemical 
  items), Knowledge (arcana) 7, Knowledge (nature) 
  7, Profession (Perfumer) 7, Spellcraft 7, Stealth -5, 
  Use Magic Device 5 
  Languages Abyssal, Common, Draconic, Orc 
  SQ Mutagen, Discovery (Feral Mutagen), Poison 
  Use, Swift Alchemy 
  Gear (light, acp 1) Cloak of Resistance +1, Dagger, 
  +1 Chain Shirt 
  
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  that PC, and the other PCs if he’s concluded by then that 
  they’re pretty much inseparable, disappear somewhere 
  reasonably secluded and quiet. Babtiste will then drink his 
  potion of Invisibility followed by his extracts of Bull’s Strength 
  and Shield and then finally his Feral Mutagen before closing in 
  to attack. 
  Babtiste’s tactic is to try to get a full round of attacks when his 
  quarry is flat-footed. If he does so, the chances are that he will 
  rip that PC to pieces, whereupon he hopes the rest of the PCs 
  will run off in terror (though he’s quite prepared to take them 
  on if they don’t)39. 
  Babtiste’s sneak is +15 whilst moving with invisibility (+35 
  if he’s standing still). Assuming that nobody in the party can 
  “see invisible”, there are three possible starts to an ambush 
  encounter: 
  1) 
  If no one beats his sneak roll then combat will start 
  with a surprise round and with Babtiste standing 
  right next to his victim. 
  2) 
  If everybody beats his sneak roll then there will be no 
  surprise round and encounter distance will be 
  dictated by the difference between perception rolls 
  and his sneak roll. 
  3) 
  Otherwise, there will be a surprise round, but with 
  encounter distance based as in (2) above. 
  Babtiste will definitely get one attack against a flat footed 
  opponent thanks to his invisibility, though he will then 
  immediately become visible. Whether he gets any more 
  attacks against a flat footed opponent after that will depend on 
  initiative rolls. Babtiste’s initiative is not high, but if he is 
  lucky and/or nobody stops him he could well destroy one of the 
  PCs - his three feral attacks with sneak attack damage are a 
  lethal combination. 
  A locked door (DC 30) connects Babtiste’s shop to his 
  laboratory in the basement below. This basement contains an 
  alchemist’s lab supplemented by all manner of equipment for 
  the production of soap, perfume and wax. Although a large 
  number of mineral and herbal extracts can be found both in oil 
  and powdered form the most disturbing items of all relate to 
  animals and even humans. All sorts of birds and mammals 
  hang suspended from the ceiling, small incisions in their bodies 
  suggesting where they might have been bled or otherwise lost 
  their vital fluids whilst still alive. Drawers, some half-open, 
  overflow with reptile and fish skins. Huge jars of oil contain 
  the suspended parts of various creatures: eyes are common, as 
  are internal organs. One male human head and one female 
  elven head in large demijohns stares out lifelessly. A desk 
  with a locked drawer (also DC 30) contains the Babtiste’s 
  formula book40. 
  To one side of the basement, a 7’ diameter locked circular 
  grate drops down into the sewers below, the bars of the gate 
  covered with detritus and slimes suggesting that Babtiste only 
  bothers opening the grate if he has something particularly large 
                                                                   
  39 Babtiste is not nearly as effective when he cannot bring his 
  sneak attack into play. Once he’s drunk his Mutagen, though, 
  he finds it difficult to withdraw from combat as his blood tends 
  to be boiling in a very “feral” way. 
  40 see the encounter summary 
  to dispose of. The lock on the grate is relatively simple to open 
  (Disable Device DC 25). 
  All the keys to all the locks are held by Babtiste himself. 
  DC 
  Summary 
  30 
  Disable Device on the door connecting the shop to 
  the basement 
  30 
  Disable Device check for the locked drawer in the 
  basement which holds Babtiste’s formula book 
  25 
  Disable Device check for the padlock on the grate 
  from the basement to the sewers 
   
  B5. The Clock Tower (CR 4½) 
  Tzitzimitl, the current owner of the clock tower, is not due 
  to make an appearance until the final scene of this 
  adventure, and even then not in a way as to be available to the 
  PCs for any sort of encounter. From a game/plot/story point of 
  view, given that he is the main mover and shaker of the events 
  in the town, having him readily available would immediately 
  change the focus of this adventure into a confrontation between 
  him and the PCs. 
  (If you want to, once the PCs have finished investigating the 
  Clock Tower, you can assume that Tzitzimitl returns, changes 
  the locks and combinations, repairs whatever damage the PCs 
  have made and waits for the day of the eclipse.) 
  Wooden stairs lead up from the ground floor past level 1 up 
  to level 2, then a ladder on the corner of level 2 leads up 
  through a trap door to level 3, and a similar ladder at level 
  3 leads up through a trap door to level 4. 
  Details of the individual levels of the tower follow. If the PCs 
  retrieved Cameca’s key at the Animal Farm in the earlier part 
  of the adventure then they will be able to bypass most of the 
  problems herein. 
  Valuable items within the tower such as maps, clothes, bits of 
  furniture, personal items and so on have not been classified as 
  treasure - the PCs are supposed to be adventurers rather than 
  small-time burglars. The small masterwork halberd belonging 
  to the inert clockwork soldier on the ground floor, however, is 
  treasure for the PCs to take. 
  DC 
  Summary 
  15 
  Escape Artist check for small characters to squeeze 
  through one of the windows41 
  20 
  Escape Artist check for medium characters to 
  squeeze through one of the windows 
  Ground Floor 
  To get into the tower itself one must first of all get into the 
  back garden, since the iron door which connects the tower to 
  the garden at ground level is the only actual means of entry. 
                                                                   
  41 I’ve taken a slight liberty with the Escape Artist checks for 
  this as the space is almost big enough to be used with no check 
  required 
  
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  The garden itself is surrounded by a 10’ high masonry wall 
  covered in wicked little iron spikes. The “gate” to the 
  garden from the street is a 10’ high portcullis of sharp iron 
  spears that appears to retract into the ground. There is no 
  obvious means of lowering the portcullis, or any visible 
  keyhole. Two working clocks, their faces 2’ in diameter, are 
  next to the portcullis on the garden walls, one on the inside 
  of the garden and one on the outside. Both clocks appear to 
  be telling the right time – at least, they agree with the time on 
  the clock at the front of the clock tower. 
  Anyone trying to climb over the wall (standard masonry) 
  will come into contact with the spikes at the top and suffer 
  1-6 punching dagger attacks at +0 to hit, 1-3 damage (crit 
  x3). Note that climbing PCs are not entitled to either shield 
  or Dex bonuses to their AC. 
  If the handles on the clock on the outside of the garden are 
  set to 7:15 (the time shown on Cameca’s key), then after a 
  couple of seconds the portcullis will lower and remain 
  lowered for 1 minute (the time it takes the clock to tick on). 
  The same thing will happen if the handles on the inside 
  clock are set to 4:45 (the mirror image of 7:15). Note that 
  the slight delay before the portcullis moves prevents anyone 
  discovering the right time by just whizzing the handles of the 
  clocks around. The correct time to set on the clocks can also be 
  discovered with a DC 30 Disable Device check. 
  The clocks carry on ticking, however their handles are set, 
  automatically opening the portcullis for 2 minutes every day. 
  A 15’square 10’deep pool in the back garden holds a 
  collection of attractive looking goldfish. Anyone who sticks 
  their finger in or throws a bit of meat will soon discover that 
  these things are far from peaceful – more like piranhas than 
  goldfish. 
  A narrow path connects the portcullis with the iron door 
  leading into the tower. The door itself can be opened with 
  Cameca’s key or with a DC 30 Disable Device check. 
  Alternatively, a PC can attempt to climb in through the 
  narrow window on the tower’s 2nd floor, 25’ up42. 
  Unfortunately this means of entrance is trapped, and 
  although it only requires a DC 15 Perception check to notice it 
  the PC doing so will either have to be actively looking for traps 
  just below the window or have the means to automatically spot 
  them. If the trap triggers, a 2’ section of stone wall beneath 
  the window pivots around its mid-point and drops the PC 
  20’ into the pool below (a DC 15 Reflex save allows the PC to 
  hang on to the ledge below the pivot, otherwise the PC suffers 
  2d6 points of damage, all lethal because the height of the drop 
  is slightly more than twice the depth of the water, followed by 
  attack from the killer goldfish). 
  None of the other windows into the tower is similarly trapped. 
  The ground floor within the tower appears to be some sort of 
  storage area / workroom. Various spare parts for the clock and 
  bells upstairs can be found here together with a workbench and 
  some rusty tools. None of it looks like it’s had much use. 
                                                                   
  42 again note walls are standard masonry 
  2nd Floor Window Trap 
  CR 1 
  Type mechanical; Perception DC 15 
  Disable Device 15 
  Effects 
  Trigger location; Reset automatic 
  Effect 25-ft.-fall into pond (2d6 falling damage, all 
  lethal), DC 15 Reflex avoids 
   
  “Goldfish” swarm 
  CR 3 
  N Tiny Animal (swarm, aquatic) 
  Init 7; Senses Low-light vision; scent; 
  Perception 13 
  Defense 
  AC 17, touch 15, flat-footed 14 
  hp 37 (5d8+15) 
  Fort 7, Ref 9, Will 2 
  Defensive Abilities Swarm Traits 
  Offense 
  Speed swim 40ft 
  Melee  swarm (1d6+1(bleed)+distraction) 
  Space 10 ft.; Reach 0 ft. 
  Special Attacks distraction (DC 15) 
  Statistics 
  Str 9, Dex 16, Con 17, Int 1, Wis 12, Cha 2 
  Base Atk 3; CMB +4; CMD 13 
  Feats Improved Initiative, Lightning Reflexes, Skill 
  Focus (Perception) 
  Skills Swim 11 
  
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  One curiosity, though, is a small squat clockwork metal 
  “soldier” wielding a halberd in both hands that is standing 
  with its head slumped in the middle of the room. The thing 
  is a rusty brown colour and looks like it could do with a bit of 
  oiling. It’s constructed to look like it’s in armour, complete 
  with a wide flat kettle helm rammed over its moustachioed 
  face, though given its diminutive form it looks rather more 
  comical than impressive. A keyhole in the small of its back 
  shows where it could be wound up, though no key is in 
  evidence and Cameca’s key certainly isn’t right for it. 
  Anyone succeeding on a DC 10 Appraise check will realise 
  that the halberd is masterwork and therefore quite 
  valuable. The soldier holds the halberd tightly in its hands 
  however it only requires someone to beat its rather pathetic 
  (helpless) CMD to be able to help themselves to it. 
  The clockwork soldier can be wound up with a DC 25 
  Disable Device check. This is a very bad idea, however, as it 
  will immediately attack anyone in the tower or in its gardens, 
  and it’s a fearsome opponent even given its size. Fortunately, 
  though, its programming is slightly limited, in that it only 
  knows how to attack with its own halberd. Should it find itself 
  without it, it will seek to repossess it if it can see it, otherwise it 
  will enter standby mode to wait for further instructions. 
   
  Hardness 
  HP 
  Break DC 
  Portcullis, iron 
  10 
  60 
  25 
  Iron door 
  10 
  60 
  28 
   
  DC 
  Summary 
  30 
  Disable Device check to discover the right time to 
  set on the clocks 
  30 
  Disable Device check for the door leading into the 
  tower 
  10 
  Swim check in the goldfish pool 
  10 
  Appraise check to notice the halberd held by the 
  clockwork soldier is masterwork 
  25 
  Disable Device check to wind up the clockwork 
  soldier 
  Level 1 
  The stairs at this level wind past a strong wooden door leading 
  into Tzitzimitl’s study. The door is both locked and trapped, 
  the lock requiring a DC 30 Disable Device check (this 
  cannot be opened by Cameca’s key) with the trap 
  triggering on anyone who tries to unlock the door without 
  using the right key (which is in Tzitzimitl’s possession and 
  not available to the PCs during this adventure). Note that the 
  trap resets every round, so repeated attempts at picking the 
  lock are met by repeated triggerings of the trap. 
  There has been some debate on the Paizo forums about the 
  effect of casting Aboleth’s Lung as an offensive spell. If the 
  spell is interpreted as the target not only now having to breathe 
  water but also starting with a lungful of air, i.e. the equivalent 
  for an air-breathing creature suddenly having a lungful of 
  Small Clockwork Soldier 
  CR 5 
  N Small Construct (clockwork) 
  Init 8; Senses Darkvision 60’, Low-light vision 
  Perception 0 
  Defense 
  AC 21, touch 15, flat-footed 17 
  hp 54 (8d10+10) 
  Fort 2, Ref 8, Will 2 
  DR 10/adamantine; Immune Construct Traits; 
  Weakness Vulnerable to electricity 
  Offense 
  Speed 30 ft. 
  Melee MW Halberd +17/+12 (1d8+10/x3) 
  Special Attacks Latch 
  Statistics 
  Str 24, Dex 19, Con -, Int -, Wis 11, Cha 1 
  Base Atk 8; CMB +14 (+2 disarm) 
  CMD 30 (+2 disarm, -9 helpless) 
  Feats Improved Initiative, Lightning Reflexes 
  SQ Efficient Winding, Proficient, Standby 
  Gear (light) MW Halberd 
  Special Abilities 
  Efficient Winding (Ex) A clockwork soldier can 
  function for 2 days per Hit Die every time it is wound. 
  Latch (Ex) Clockwork soldiers have specially 
  designed hands that easily grasp and lock onto 
  weapons and objects. A soldier can attempt to 
  disarm or grapple as a standard action without 
  provoking an attack of opportunity, and it receives a 
  +2 bonus on disarm checks. In addition, it receives a 
  +2 bonus to CMD against attempts to disarm it. 
  Proficient (Ex) A clockwork soldier is proficient with 
  all simple and martial weapons. 
  Standby (Ex) A clockwork soldier can place itself on 
  standby as a standard action. While on standby, a 
  clockwork soldier cannot move or take any actions. 
  It remains aware of its surroundings but takes a -4 
  penalty on Perception checks. Time spent on 
  standby does not count against the soldier's wind-
  down duration. A clockwork soldier can exit standby 
  as a swift action - if it does so to initiate combat, it 
  gains a +4 racial bonus on its Initiative check. 
  1st Floor Study Door Trap 
  CR 3 
  Type magic; Perception DC 27 
  Disable Device 27 
  Effects 
  Trigger touch (door lock); Reset automatic 
  Effect Aboleth’s Lung, CL3, DC 13 Will avoids 
   
  
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  water, this would make the spell extremely lethal (i.e. death in 
  2 rounds). My recommendation instead is that the target, 
  having now become a water-breather, needs to hold their breath 
  as if, as an air-breathing creature, they had suddenly found 
  themselves underwater. This follows the intent of the trap – to 
  force a would-be thief to evacuate the premises rather than to 
  kill them. 
  Careless PCs might still jump into the pond outside of the 
  tower in order to alleviate their asphyxiation, which will 
  subject them to attack by the killer goldfish. Otherwise, as long 
  as they can get out of the garden, there are plenty of restaurants 
  in the central square willing to sell as much “Eau de Twist” as 
  the PCs are willing to buy (a 1 liter jug of the stuff costs 5sp). 
  Tzitzimitl’s study is taken over with star charts and astrological 
  almanacs. A DC 10 Knowledge Geography check recognises 
  these charts as being both local and recent, with a DC 15 
  success (for someone with at least 1 rank in Knowledge 
  Geography) revealing that the charts refer to this town and one 
  or more days’  from now43. Rather more alarmingly a quick 
  sift through the books reveals the PCs names together with 
  surprisingly accurate notes and sketches about their 
  backgrounds and abilities. There are no clues about how this 
  information was obtained – Tzitzimitl simply divined it from 
  the stars44. 
   
  Hardness 
  HP 
  Break DC 
  Reinforced wooden 
  door 
  5 
  20 
  25 
   
  DC 
  Summary 
  30 
  Disable Device check for the door to the study 
  10 
  Knowledge Geography to recognise the charts in the 
                                                                   
  43 the exact date is up to you, depending on when you want to 
  have the final sacrifice take place 
  44 there is no in-game effect on this beyond alarming the PCs 
  
  4$d 
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  39 
  study as being both local and recent 
  15 
  Knowledge Geography as above to further realise 
  that the charts refer to Twisted Bridge in one or 
  more days’ time 
  Level 2 
  The second level of the tower holds Tzitzimitl’s living area – 
  basically his bed, bookcase, drawers for clothes and so on. The 
  bed is big enough for two, and not infrequently filled with two, 
  including Cameca when she’s around. The window to the 
  south is trapped as described under “ground level”, 
  however it is unlikely that a PC triggering the trap from 
  this direction will fall out of the window45. The bookcase and 
  drawers are covered with a collection of ornaments relating to 
  planets and clocks including numerous little clock faces, little 
  models of planets, a couple of hour glasses and a collection of 
  seven bells tuned to successive notes in a progressive scale 
  (A to G). None of these items are valuable though the bells 
  are useful in getting past the Clockwork Servant in the 
  level above. 
  Level 3 
  This level of the tower, which is more open to the elements 
  than the ones below, looks a bit like a forest of oversized metal 
  mushrooms. These are, in fact, bells tuned to various pitches 
  and placed on metal poles which are used by a clockwork 
  servant to play the appropriate melody when it is time for the 
  hour to be struck. 
  The clockwork servant stands perfectly immobile in the centre 
  of the room waiting for the trigger to begin its next recital. As 
  such, it looks a bit like the clockwork soldier below, less 
  dangerous if anything because of its lack of any armaments. 
  This construct, however, also doubles up as a guard, and 
  has been instructed to attack anyone who comes into its 
  presence and doesn’t ring a bell (the ones in the room don’t 
  count) within a round or two. 
  The servant will stop attacking anyone who finally does ring a 
  bell. It doesn’t remember previous visitors so anyone who goes 
  out of the room and comes back in again will have to ring a 
  bell again. 
  The picture of a bell on Cameca’s key is an aide-memoire for 
  this little feature of the tower. 
  Level 4 
  The uppermost level of the tower is almost completely open to 
  the elements, particularly due south. Tzitzimitl likes to come 
  up here to do his star-gazing on a nice bright night, which isn’t 
  as often as he’d like as the weather isn’t all that good in this 
  part of the world. An orrery stands in the middle of the 
  room – recognisable as such with a DC 10 Knowledge 
  Geography check. A DC 15 check (again, by someone with at 
  least one rank in Knowledge Geography) deduces that the 
  various celestial bodies in the model representing an 
  eclipse. If the same person makes both DC 15 Knowledge 
                                                                   
  45 your discretion, of course 
  Geography checks (i.e. the one here and the one for level 1), 
  then they will be able to deduce that the model’s configuration 
  applies directly to the notes found in level 1 – i.e. whatever 
  event is taking place at the date and time in the notes in the 
  study will happen during an eclipse. 
  The southern part of the room, just in front of the big gap 
  in the wall, contains a subtle trap. If anyone gets within 5’ 
  of the drop, an illusion triggers across the whole gap, 
  making it look as if a hitherto hidden room has suddenly 
  come into view. 
  This new room is very well appointed - 20’ square with wood-
  panelled walls, no windows but lit by four continual light 
  torches. Two floor-to-ceiling bookcases are on the left, a 
  leather sofa next to a glass table is on the right. Up ahead is a 
  mahogany desk and leather chair – papers on the desk, closed 
  drawers below them to either side. Behind the desk to the left is 
  Advanced Clockwork Servant 
  CR 3 
  N Medium Construct (clockwork) 
  Init 8; Senses Darkvision 60’, Low-light vision 
  Perception 2 
  Defense 
  AC 20, touch 14, flat-footed 16 
  hp 31 (2d10+20); fast-healing 2 
  Fort 0, Ref 6, Will 2 
  Immune Construct Traits 
  Weakness Vulnerable to electricity 
  Offense 
  Speed 30 ft. 
  Melee Slam +8 (1d4+9) 
  Ranged Net (touch) +6 (entangle) 
  Special Attacks Net 
  Statistics 
  Str 23, Dex 18, Con -, Int -, Wis 15, Cha 5 
  Base Atk 2; CMB +8; CMD 24 
  Feats Improved Initiative, Lightning Reflexes 
  SQ Efficient Winding, Proficient, Standby 
  Special Abilities 
  Net (Ex): As a standard action, a clockwork servant 
  can launch a net from its shoulder. The launcher 
  itself can contain up to five nets—loading a folded 
  net into the launcher is a standard action. Some 
  clockwork servants are outfitted with masterwork or 
  even magic nets, although the clockwork servant 
  presented here is armed with standard nets. 
   
  Repair Clockwork (Ex) Clockwork servants are 
  adept at repairing other clockwork constructs. As a 
  standard action that does not provoke an attack of 
  opportunity, a clockwork servant can repair damage 
  done to either itself or an adjacent clockwork 
  creature, healing 1d10 points of damage to the 
  target. 
  
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  a valuable looking painting and behind it to the right another 
  orrery, smaller and not of any recognisable planetary system. 
  Although the room is quiet, the illusion contains sufficient 
  thermal and aural components to cut out the give-away effects 
  produced by any inclement weather outside. The illusory 
  room stays for 3 rounds before disappearing, reappearing 
  when someone approaches the drop again. 
  It’s all an elaborate trap, of course, as anyone who steps in to 
  the “room” will discover to their regret. Interacting with the 
  illusory room entitles a PC to a saving throw to disbelieve 
  it, but note that if they just step into it they will drop 
  through the floor without a saving throw – i.e. you don’t get 
  saving throws for walking off the top of buildings though you 
  can assume that whoever plummets down to the fish-pond 
  below will automatically disbelieve the illusion. The pond is 
  deep enough to turn the falling damage into 2d3 non-lethal 
  assuming the PC doesn’t fall onto the swarm (50/50 
  chance). Exactly what happens if they do is not clear by the 
  rules, however my suggestion is that you consider them to be a 
  medium falling object and have both themselves and the swarm 
  take 3d6 lethal damage, with the swarm’s damage multiplied 
  by 1.5. 
  DC 
  Summary 
  10 
  Knowledge Geography check to recognise an orrery 
  15 
  Knowledge Geography to recognise the 
  configuration of the orrery as showing an eclipse, 
  with success by 5 or more indicating  
  B6. The Necropolis (CR 4) 
  One would have thought that the vastly rich, with their endless 
  financial resources, would ultimately perish only when spells 
  such as Raise Dead could no longer be used to bring them back 
  to life. Strangely enough, though, the relatives entrusted to 
  such resurrections frequently forget their responsibilities when 
  the crunch time comes, with either it slipping their minds or 
  with their becoming so caught up in some curiously lengthy 
  legal wrangle that somehow or another enough of a delay to 
  transpire to prevent these spells from operating. 
  Perhaps out of guilt, or perhaps to appease the spirits of their 
  abandoned ancestors, the rich bury their dead in well-appointed 
  crypts and mausoleums. No expense is spared in this last 
  gesture of respect towards the departed since (a) the departed is 
  probably paying for its own burial anyway and (b) you don’t 
  want some cantankerous old uncle of yours to come back as an 
  even more cantankerous old ghost. 
  In a final act of extraordinary46 hypocrisy these crypts are often 
  adorned with angels poised in the most exaggerated 
  expressions of misery and despair – screaming out to the 
  heavens as if to say “why did you have to take this one away!” 
  or doubled up in depression as if the loss of said uncle was 
  such a great trauma that it is doubtful that the remaining 
  nephews and nieces could possibly carry on living even *after* 
  they’ve finished counting out all that lovely inheritance. 
  Unsurprisingly Twisted Bridge has a Necropolis filled to 
  bursting with rows upon rows of these little grey crypts. 
  About 5 years ago a Gargoyle called Gbral took residence in 
  the Necropolis amongst all those angst-ridden angels. 
  Now it is a curious but little-known fact that over time a 
  Gargoyle will change in appearance in order to match the style 
  of his surroundings, so it wasn’t long before Gbral started to 
  look more and more angelic. This physical change, however, 
  triggered within him a transformation which was far more 
  spiritual than physical, possibly aided by his proximity to all 
  those spirits that inevitably hang around graveyards, and last 
  year Gbral experienced an epiphany and turned into “Gabriel”, 
  and Gabriel is a very unusual Gargoyle. 
  First of all, physically, he hardly resembles a Gargoyle at all. 
  Indeed he is relatively comely, and although not as beautiful 
  as a true angel perhaps as beautiful as one might expect from 
  an animated angel statue. He has also developed as an Oracle 
  and therefore has that slightly far-away look about him which 
  Oracles generally possess. 
  Gabriel no longer has a horn on his head and can no longer 
  make a gore attack, but his hands and mouth only look 
  gentle because he can retract their claws and teeth. He is 
  also more mentally acute that your average Gargoyle plus 
  slightly stronger though weaker in metabolism. 
  Gabriel’s outlook is amoral bordering on autistic. His 
  awakening spirituality detached him from life whilst at the 
  same time instilling within him a desire for order as all of the 
  previous preconceptions he had had about existence were 
  turned on their heads. Life, death and undeath are just states of 
  existence to him, no different than childhood, adulthood and 
  old age. He has no empathy with either joy or suffering, in fact 
  the only emotion he really understands is anger. If this makes 
  him as cold as his stone-like anatomy suggests, then it doesn’t 
  make him evil or even unpleasant. He may not *care* for 
  many things but he is otherwise polite, curious, observant 
  and inquisitive, and he will take considerable interest in the 
  PCs when they finally get to meet him. 
  Gabriel’s loyalty, however, lies towards the other key 
  sociopaths that are to be found within Twisted Bridge, in 
  particular Autloc, and Tzitzimitl, who between them have 
  recruited him into the adventurer trapping/sacrificing process 
  which regularly takes place. 
   
   
                                                                   
  46 one might even say supernatural 
  4th Floor Illusion Trap 
  CR 4 
  Type magic; Perception DC 28 
  Disable Device 28 
  Effects 
  Trigger proximity; Reset automatic 
  Effect Major Image, duration 3 rounds, DC 14 Will 
  disbelief if interacted with, though not if simply 
  stepped into. Subsequent falling damage is 4d6. 
   
  
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  Gabriel’s role is to look after the next victim for the few days 
  between their capture and sacrifice, keeping them fed and 
  making sure they neither come to harm nor are able to escape. 
  Gabriel’s legalistic oracle curse pertains specifically to the 
  vow of loyalty that he has sworn to Tzitzimitl along these 
  lines and he will not say or do anything that could allow 
  this promise to fail no matter how much he is questioned or 
  intimidated. When the PCs eventually discover the location of 
  the victim they will more than likely come into conflict with 
  the gargoyle despite any previous relationships that they might 
  have struck up between them. 
  --- 
  Somewhere in the centre of the necropolis is a 20’ square 
  crypt that once belonged to a musical family but which is 
  now used to hold the next victim47 to be sacrificed to 
  Yetaxa. The crypt is old and crumbling except for a wall of 
  stones at the entrance which has recently been constructed in 
  place of the original doors. Steps lead up 5’ from the 
  Necropolis floor to the bricked up doorway of the crypt. A 
  rather mournful angel playing the lute stands to the 
  doorway’s left. The place where a second angel once stood 
  is empty unless Gabriel is using it for himself, with the 
  original statue now residing in The Perfumed Garden. 
  The original (dead) residents of the crypt have long been 
  relocated. Inside, all that Enya has with her is a bucket to wash 
  in, a bucket to use as a chamber pot and a crude bed and 
  blanket. Small window slots near the ceiling, six inches high 
  by one foot long, let in a small amount of daylight. These 
  windows are also used by Gabriel to pass in food and water. A 
  secret trap door in the floor, sealed from below, and unknown 
  to Enya, connects the crypt to another one at another secret 
  location. Enya was brought in this way some days ago but she 
  was unconscious at the time and cannot remember who carried 
  her in. Even if she somehow learned where the trap door was it 
  is impossible for her to open. 
  The walls of the crypt are 1’ thick. Any attempts to break 
  them raises cries of alarm from Enya as bits of masonry 
  start to fall down on to her head from the crumbling 
  ceiling. A concerted effort will probably collapse the whole 
  structure. 
  Gabriel checks on Enya once a day using his CristalSight 
  ability and talks to her regularly to makes sure she’s alright 
  without ever giving her any hope that he’s going to release her. 
  The only other visitor she’s had in the last few days was a 
  horrible humanoid made from worms who flowed in 
  through the windows and then seemed to spend forever ranting 
  on at her about her worthless existence and assuring her that 
  she was only going to get what she deserved for embarking on 
  a wicked career as an adventurer instead of obeying her parents 
  and becoming someone’s dutiful wife. 
  --- 
  Generally speaking no one visits the Necropolis on genuine 
  mourning--the-dead type business much so the place is quiet 
  and deserted. Enya inside her crypt will soon hear the PCs 
  wandering around outside as long as they do more than 
                                                                   
  47 currently Enya 
  Gabriel 
  CR 4 
  Male Variant Gargoyle Oracle 1 
  LN Medium Monstrous Humanoid (earth) 
  Init 2; Senses Darkvision 60’; Perception 5 
  Defense 
  AC 16, touch 12, flat-footed 14 
  hp 44 (5d10+1d8+12) 
  Fort 3, Ref 6, Will 7 
  DR 10/magic 
  Offense 
  Speed 40 ft.; fly 60ft 
  Melee  bite +8 (1d4+3), and 
    
  2 x claw +8 (1d6+3) 
  Power Attack 
  bite +6 (1d4+7), and 
    
   
  2 x claw +6 (1d6+7) 
  Ranged thrown rock +8 (2d4+4) 20’ range inc 
  Oracle Spells Known (mystery: stone) 
  CL 1; +8 melee touch; +7 ranged touch; conc 1 
  1: Cure Light Wounds, Protection from Chaos, 
  Stone Shield 
  0 (at will): Bleed (DC 10), Enhanced Diplomacy, 
  Mending, Stabilise 
  Statistics 
  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 11 
  Base Atk 5; CMB +8; CMD 20 
  Feats Extra Revelation, Hover, Power Attack 
  Skills Diplomacy 4, Fly 11, Heal 5, Intimidate 4, 
  Knowledge (History, Planes, Religion) 4, Sense 
  Motive 9, Spellcraft 4, Stealth 13 (+4 in stony areas) 
  Languages Common, Terran 
  SQ Crystal Sight, Freeze, Legalistic, Unusual 
  Anatomy, Vow to Self 
  Special Abilities 
  Crystal Sight (Ex, 1’, 1r/day): You can see through 
  stone, earth, or sand as easily as if it were 
  transparent crystal. Your gaze can penetrate a 
  number of feet equal to your oracle level, or 1/12th 
  this thickness of metal. You can use this ability a 
  number of rounds per day equal to your oracle level, 
  but these rounds do not need to be consecutive. 
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue. A gargoyle that uses freeze 
  can take 20 on its Stealth check to hide in plain sight 
  as a stone statue. 
  Legalistic (Oracle Curse): Whenever you break 
  your word (either purposefully or unintentionally), 
  you become sickened for 24 hours or until you meet 
  your obligation, whichever comes first. 
  Vow To Self (Su, 1/day): grant a +4 morale bonus 
  on any one roll you make while trying to fulfil a 
  promise made to another individual 
  Unusual Anatomy (Ex): Treat as CR 9 (i.e. DC 19) 
  with respect to Knowledge Nature checks made to 
  identify. 
  
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  just skirt the periphery and so immediately will call out to 
  them for help. 
  Enya’s also been regularly feeding the birds outside her 
  window so that her crypt is clearly marked by about a dozen 
  big black birds. These birds will take off as soon as the PCs 
  approach and this will alert Gabriel. 
  Enya doesn’t know what has happened to her sister, but she has 
  a horrible suspicion that something horrible did after her 
  encounter with the Tlotoxl. That wormy creature seemed to 
  hint that it knew where Iona might be so if the PCs could find 
  Tlotoxl then they might have a lead on Iona. Enya also feels 
  sure that whatever happened to her sister will be happening to 
  her next. 
  If the PCs try to hand Enya the Death Ward Amulet found 
  with the remains of Tonila, Enya will explain that 
  wonderful though that is she will is unlikely to be able to 
  retain it when whoever it is that wants her comes to take 
  her away. She is only wearing a simple white gown now and 
  has no way of concealing anything about her person. Her only 
  chance will be for the PCs to 
  get the amulet to her once she 
  has arrived at whatever place it 
  is that she is due to be taken 
  to. 
  Gabriel will probably arrive 
  on the scene as soon as Enya 
  has communicated all of this 
  information 
  to 
  the 
  PCs. 
  Although Enya is impossible 
  to rescue from her current 
  predicament, 
  Gabriel 
  will 
  likely 
  attack 
  the 
  PCs 
  immediately fearing that they 
  might be able to jeopardise the 
  sacrifice. Enya (CG female 
  human rogue/1) is not destined 
  to play any combative part in 
  this adventure. 
  The Catacombs below Town (CR 3) 
  The original builders of Twisted Bridge, knowing that the area 
  was prone to heavy rainfall, built below it a network of tunnels 
  both to cater for storm drainage and to act as a sewer system. 
  They built deep, 20’ below road level, and extensive, 
  covering the whole area of the town, in order to channel 
  street water and household waste down to the river twist. In 
  case the river itself should become unable to cope with the 
  volume of water the builders also constructed an overflow 
  reservoir underneath the town’s market square, with a large 10’ 
  diameter grate to let the water back out onto road-level again if 
  things got really desperate48. Flooding of that type, however, 
  has never been known. 
  The system has stood the test of time well apart from one 
  unfortunate incident explained later. 
                                                                   
  48 nobody wants sewerage flooding back into their houses 
  10’ wide arteries are connected by criss-crossing 5’ 
  diameter channels carrying water from the 2’ square 
  drains which litter the roads and from outlets of varying 
  sizes which can be found in the shops and houses around 
  town. 
  (The Alchemist’s drain from “Soaps, Scents and Candles”, 
  shown as a light source on the bottom left junction of two main 
  tunnels on the central sewer detail map, is the largest of these 
  domestic drains, measuring 7’ across). 
  The one unfortunate incident that happened took place 13 years 
  ago when part of the tunnels to the west of the town subsided 
  and the buildings above them collapsed. Despite attempts to 
  repair and reinforce the sewers at this point the ground has 
  seemed curiously unwilling to support any weight and so the 
  area has been abandoned. The reason for this effect, unknown 
  to everyone in the town apart from Yetaxa, is the presence of 
  an underground ruin buried 40’ or so below the level of the 
  street - all that’s left of Yetaxa’s ancient civilisation. 
  It was this subsidence which produced enough cracks in the 
  earth to allow Yetaxa to 
  escape. These cracks are still 
  present though you have to be 
  incorporeal to take advantage 
  of them - which is exactly 
  what Yetaxa does in order to 
  go “home” for most of the 
  time since he doesn’t really 
  like the way the world is these 
  days49. 
  One of the really curious 
  things about this drainage 
  system, noticeable with a DC 
  10 Survival check if no one 
  thinks to ask about it, is the 
  absence of any rats. This lack 
  of wildlife coupled with the 
  amount of rainfall that falls 
  through here has made the 
  sewers strangely quiet and clean - there is no chance of disease 
  here and it all feels rather eerie. 
  The reason for the lack of rats, of course, is the fact that a 
  couple of dozen wraith spawn live within, as well as a rather 
  psychotic Worm That Walks. 
  There are four ways to get into the Sewers: through the ruins 
  at 14, the grate-covered exits just north of 7, down the grate at 
  “Soaps, Scents and Candles” at 19 or down the grate in the 
  central square at 21. Going through the grate at the river is 
  possible with a bit of work, getting through the grate at 21 will 
  draw too much attention whatever time of day the PCs attempt 
  it50. Entering via either 7 or 14 requires a certain amount of 
  navigating through a maze of twisty little sewers all alike. 
  Every 20 minutes that the PCs are navigating through the 
  sewers they must make DC 20 Survival check to get to 
  wherever it is they were aiming to go. Failure simply means 
                                                                   
  49 things used to be *so* much better … 
  50 i.e. someone will stop them 
  
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  getting lost / going round in circles – it uses up time but has no 
  other ill effect so the PCs can just try again.  
  If the PCs enter the sewers via the alchemist’s grate then you 
  can assume that they will find the central reservoir and get 
  back out again without a problem. 
  As soon as the PCs enter the sewers they will start to hear 
  voices – the whispers of the wraith spawn all struggling to 
  recall their former happy lives. They may even catch 
  glimpses out of the corner of their eyes – black shapes that 
  appear from all directions, peering around corners or even just 
  emerging out of the walls, floor and ceiling. The wraith spawn 
  will not attack as they have been specifically instructed not to. 
  However they will crave for the PCs’ warmth, and watch both 
  jealously and hungrily as they whisper their thoughts to each 
  other in the darkness. 
  The central reservoir is a large pillared area with a 
  cloistered ceiling, the pillars effectively splitting the 
  reservoir into a 3 x 3 grid with the ceiling in the middle of 
  each cell peaking to a 15’ height. The middle cell is directly 
  below the cage in the central square, which is 20’ above it; i.e. 
  there is a 10’ diameter 5’ long gap between the ceiling of the 
  reservoir and the grid-covered floor of the cage. The ceilings of 
  the areas at the corner points of the grid also have a 1’ diameter 
  hole in them connecting to the statues which are present in the 
  square above. 
  Although originally built to hold overflow water this reservoir 
  has never flooded, though of course rainwater does make it 
  down here from time to time. The skeletal remains of the last 
  few adventurers sacrificed to Yetaxa litter the floor, as does the 
  more recent corpse of Iona - one of the two sisters that the 
  adventurer are looking for. 
  The room just to the north of the reservoir is reached via a 
  secret door at the turn of one of the narrow passageways, 
  and requires a DC 20 Perception check to spot. The 
  likelihood of finding this room by accident is low; however 
  Iona will point the PCs in the right direction if they agree to 
  help her out. 
  Although the PCs are not destined to fight any of the wraith 
  spawn in this adventure, I have provided the stats for one of 
  them in case things should work out differently. 
  DC 
  Summary 
  10 
  Survival check in the sewers to notice the absence 
  of rats 
  20 
  Survival check to navigate the sewers over the 
  course of 20 minutes  
  20 
  Perception check to accidentally find the secret 
  room to the north of the main reservoir 
  B7. Iona 
  Since Yetaxa, by agreement with Tzitzimitl, has prevented the 
  wraith spawn from attacking the living, the spawn have 
  retained a greater portion of their memories of “living” 
  existence than might otherwise be expected. Iona, the most 
  recent of these, is quite a tragic figure, remembering her past 
  life clearly, including what it was like to feel emotion, laugh 
  and cry, and to love and even to hate. Like all of the spawn 
  here who have never actually “fed” on a living creature, her 
  newly found feral instincts are a bit confused. She would love 
  for the fetters that prevent her from feeding to be removed so 
  that she could finally find out what it was like to satiate this 
  strange new hunger, but until that happens she continues to 
  empathise with the living as if unsure whether she’s really 
  made the transition from the living to undead. 
  Iona will be drawn to the PCs when they enter the sewers 
  and, while the other wraith spawn peer at them from a 
  distance, Iona will actually approach the PCs quite openly. 
  Even as a wraith her black shadowy form will still be 
  recognisable as a young girl gliding towards them at a calm 
  Wraith Spawn 
  CR 4 
  LE Small Undead (Incorporeal) 
  Init 5; Senses darkvision 60 ft., lifesense; 
  Perception 8; Aura Unnatural (30 ft.) 
  Defense 
  AC 15, touch 15, flat-footed 14 
  hp 37 (5d8+15) 
  Fort 4, Ref 2, Will 4 
  Defensive Abilities channel resistance +2, 
  incorporeal; Immune undead traits; 
  Weaknesses sunlight powerlessness 
  Offense 
  Speed fly 60 ft.  
  Melee incorporeal touch +5 
    
  (1d4 negative energy + 1d2 con drain) 
  Statistics 
  Str -, Dex 12, Con -, Int 14, Wis 10, Cha 17 
  Base Atk +3; CMB +3; CMD 16 
  Feats Blind-Fight, Combat Reflexes, Improved 
  Initiative 
  Skills Diplomacy 8, Fly 5, Intimidate 11, Knowledge 
  (planes) 5, Sense Motive 8, Stealth 13 
  Languages Common 
  Special Abilities 
  Constitution Drain (Su, DC 15) Creatures hit by a 
  wraith spawn's touch attack must succeed on a 
  Fortitude save or take 1d2 points of Constitution 
  drain. On each successful attack, the wraith spawn 
  gains 2 temporary hit points. The save DC is 
  Charisma-based. 
  Lifesense (Su) A wraith notices and locates living 
  creatures within 60 feet, just as if it possessed the 
  blindsight ability. 
  Sunlight Powerlessness (Ex) A wraith caught in 
  sunlight cannot attack and is staggered. 
  Unnatural Aura (Su) Animals do not willingly 
  approach within 30 feet of a wraith, unless a master 
  makes a DC 25 Handle Animal, Ride, or wild 
  empathy check. 
  
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  pace. 
  If the PCs attack her she will disappear, and it’s up to you 
  then whether she ever makes another appearance. Although 
  Iona can provide clues and a bit of treasure, the PCs don’t have 
  to successfully negotiate with her to complete the adventure. 
  If the PCs do choose to converse with her then she can provide 
  them with the following bit of information: 
  1) 
  Iona was sacrificed by being placed in a cage at 
  midnight while all of the townsfolk got on with their 
  dinner. At some point during the proceedings, Yetaxa 
  the wraith rose up through the floor and consumed 
  her. Iona can’t clearly remember the townsfolk and 
  wraith spawn dancing around her. 
  2) 
  Yetaxa instructs the wraith spawns not to attack the 
  living, though she wonders whether he can continue 
  to keep control of them as the numbers increase. 
  3) 
  Yetaxa’s current 
  whereabouts are 
  unknown. 
  4) 
  There 
  is 
  a 
  strange 
  worm-
  formed creature 
  stalking 
  the 
  sewers 
  that 
  seems to spend 
  most of its time 
  shouting 
  at 
  people. 
  5) 
  The only 
  way 
  that she knows of 
  to 
  exit 
  the 
  sewers, for the 
  non-incorporeal, 
  is either through 
  the subsidence to 
  the 
  south-east, 
  the exit into the 
  river 
  at 
  the 
  south-west, 
  the 
  grate 
  in 
  the 
  centre 
  of 
  the 
  reservoir 
  or 
  another, smaller, grate which exits into a laboratory 
  to the south-west. 
  6) 
  Only one victim has ever escaped the sacrifice – a 
  girl called Tonila, whose name is still whispered by 
  the wraith spawn to this day. As far as she knows, 
  Tonila had some item on her which prevented 
  Yetaxa’s attack. Once she activated it she dropped 
  down through the hole above (this was prior to there 
  being a grate covering it) and then escaped via the 
  exit to the river. 
  7) 
  Iona was carefully searched before being placed in 
  the cage as she was due to be sacrificed, so she 
  doesn’t think that Tonila’s technique could work 
  again (and, of course, there’s a grate there now). 
  Iona appeals to the PCs to save Enya from sharing her fate. In 
  order to help them, she leads the PCs to a secret room in 
  the north of the reservoir which contains an assortment of 
  items and equipment taken from past victims. The PCs are 
  free to use whatever they want now – the wraith spawn have no 
  use for them now. Most of these items have inscriptions and 
  letters written on them revealing the hopes and prayers of 
  friends and families which were so cruelly betrayed by Yetaxa 
  and Tzitzimitl: 
  (On the longsword) – Strike hard. Strike True. (some-god) is 
  on your side. 
  (On the Spellbook) – with love from Agnak, Reggit, Hoop, 
  Telggip and baby Roo. 
  (On the Axe) – Stratochopper - Eugene. 
  (On the Crossbow) –1st prize Elk Hunt at The Roof of the 
  World presented to Giaco 
  Rosi 
  (On the thieve’s tools) – 
  “get out of jail free, mate”, 
  from all of the lads at the 
  EZ guild. 
  (On the chainmail) – To 
  my son Waldorf, from your 
  dad Wondof. I hope it 
  protects you as well as it 
  protected me. 
  B8. Tlotoxl 
  Tlotoxl is one of those 
  people/undead who think 
  that they’re right about 
  everything. 
  As 
  a 
  living, 
  breathing 
  human, he started out in 
  the army, something he 
  believes in because he likes 
  to see insurgents being 
  suppressed. Unfortunately 
  he also believes that he 
  knows how armies should 
  be run and so he inevitably found himself being kicked out of 
  the army for being such a right royal pain in the arse. 
  In order to get over this disappointment Tlotoxl next retreated 
  to a monastery to pursue a life of personal perfection (in lieu of 
  being able to perfect the lives of everybody else). This didn’t 
  last long either as Tlotoxl can only understand perfection if 
  everyone else is behaving in the same way. 
  So finally Tlotoxl took up the role of inquisitor, choosing a god 
  of retribution as he had by then realised that the only way to 
  instil order in a chaotic world was to pursue and destroy 
  everyone who was chaotic enough not to agree with him. 
  Tlotoxl was eventually captured by numerous authorities 
  working together in unison, hanged and thrown into a disease-
  ridden cesspit in order to dissuade any misguided fool from 
  ever trying to resurrect him. Tlotoxl’s angry spirit, however, 
  
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  started shouting at all the vermin living in the detritus there 
  with him and before long he’d assimilated enough of them to 
  form a wormy gestalt known as a Worm that Walks. 
  Tlotoxl spent the next few years either escaping from 
  adventurers specifically hired to destroy him or miserably 
  tracking across the countryside from town to town and village 
  to village looking for a safe place to settle down and shout at 
  people. He eventually found the one town that was happy to 
  have him and has now become part of the culture in Twisted 
  Bridge as he’s allowed, even encouraged, to vent his anger 
  against adventurers of any size, shape or colour that are next up 
  on the menu for Yetaxa. Tlotoxl may even encounter the PCs 
  Tlotoxl 
  CR 3 
  Male Human Worm That Walks Fighter 1, Monk 1, 
  Inquisitor 1 (no equipment) 
  LE Medium Vermin (augmented,human) 
  Init 4; Senses Darkvision 60’; Blindsight 30’ 
  Perception 16 
  Defense 
  AC 21, touch 21, flat-footed 16 
  (+2 vs chaos with Protection from Chaos) 
  (unchanged in swarm form / discorporate) 
  hp 28 (1d10+2d8+7); fast healing 3 
  Fort 8, Ref 6, Will 7 
  Immune critical hits, disease, flanking, paralysis, 
  poison, sleep effects; DR 15/-; Defensive Abilities 
  Worm That Walks Traits, (Resist Fire 2 with 
  Judgement) 
  Offense 
  Speed 30 ft.  
  Melee  slam +6 (1d6+1+grab (large)), or 
    
  2 x slam +4 (1d6+1+grab (large)) 
  (+1 to hit and damage with Divine Favor) 
  Special Attacks Squirming Embrace 
  Inquisitor Spells Known (Vengeance) 
  CL 1; +5 melee touch; +5 ranged touch; conc 4 
  1 (2/day): Divine Favour, Protection from Chaos 
  0 (at will): Acid Splash, Bleed (DC 13), Create 
  Water, Daze (DC 13) 
  Statistics 
  Str 13, Dex 18, Con 14, Int 12, Wis 17, Cha 18 
  Base Atk 1; CMB 5 (+8 Grapple); CMD 27 
  Feats Agile Maneuvers, Diehard, Dodge, Feral 
  Combat Training (slam), Improved Unarmed Strike, 
  Stunning Fist (never used), Weapon Finesse, 
  Weapon Focus (slam) 
  Skills Climb 5, Escape Artist 8, Heal 7, Intimidate 5, 
  Knowledge Georgraphy 2, Knowledge (History, 
  Nature, Religion) 5 (+3 to identify creatures), Sense 
  Motive 17, Spellcraft 5, Stealth 17 
  Languages Common, Infernal 
  SQ Discorporate, Divine Retribution, Judgement 
  (1/day, resist fire / 2) 
  Tlotoxl Special Abilities 
  Worm That Walks Traits: A worm that walks has 
  no discernible anatomy, and is not subject to critical 
  hits or flanking. Reducing a worm that walks to 0 hit 
  points causes it to discorporate (see below) - a 
  worm that walks at 0 hit points is staggered, and one 
  at negative hit points is dying. Worms that walk are 
  immune to any physical spell or effect that targets a 
  specific number of creatures (including single-target 
  spells such as disintegrate), with the exception of 
  such spells and effects generated by the worm that 
  walks itself, which treat the worm that walks as one 
  single creature if it so chooses. Mind-affecting 
  effects that target single creatures function normally 
  against a worm that walks, since the creature’s 
  individual components share a hive mind. A worm 
  that walks takes half again as much damage (+50%) 
  from damaging area effects, such as fireball and 
  splash weapons. Worms that walk are susceptible to 
  high winds - treat a worm that walks as a Fine 
  creature for the purposes of determining wind 
  effects. 
  Discorporate (Su, 1d6+1): A worm that walks can 
  collapse into a shapeless swarm of worms as a free 
  action. All held, worn, and carried items fall and its 
  Strength score drops to 1. The worm that walks 
  functions as a true swarm while discorporate, with a 
  reach of 0 feet (its space remains unchanged). 
  While discorporate, the worm that walks loses all of 
  its defensive abilities and gains all of the standard 
  swarm traits. It loses its slam attacks and all special 
  abilities and special attacks, but can make a swarm 
  attack that deals damage equal to its engulf attack. 
  A worm that walks can reform into its true form 
  (including equipping all gear in reach) as a full-round 
  action as long as it has at least 1 hit point. 
  Squirming Embrace (Ex, 1d6+1, DC 13): If a worm 
  that walks grapples a foe, as a swift action, it can 
  cause a swarm of worms to squirm over the 
  grappled creature. These worms deal automatic 
  swarm damage with no attack roll needed. If a 
  creature takes damage from the swarm, it is also 
  subject to the swarm’s distraction ability, and must 
  make a Fortitude save or be nauseated for 1 round. 
  A worm that walks can only have one embraced 
  target at a time, but it does not have to continue 
  grappling in order to maintain the embrace. If the 
  worm that walks moves more than 5 feet from the 
  swarm or dismisses the swarm (a free action), the 
  swarm dies. Any area attack that damages the 
  swarm or any severe or stronger wind effect that 
  affects the swarm’s target kills it. 
  Divine Retribution (Sp, damage 1d6+1, Reflex DC 
  13 for half, 6/day): As a standard action, you can 
  point at one creature within 30 feet to indicate that it 
  is the target of divine wrath. A mishap or an accident 
  appropriate to the environment occurs, such as a 
  branch falling on the creature, rocks falling from the 
  ceiling, or some other non-magical misfortune. The 
  GM decides whether this damage is bludgeoning, 
  piercing, or slashing damage. 
  
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  on the streets above ground and shout at them too, but he 
  will only attack them if they venture into the sewers. 
  Tlotoxl is an extraordinarily vitriolic creature. Even the worms 
  that make up his body do not dare to wriggle out of place. 
  With his high perception Tlotoxl will most likely hear the 
  PCs in the sewers a long time before they hear him, giving 
  him time to cast Divine Favor and Protection from Chaos 
  and start up his judgement (always fire resistance) before 
  approaching. He will not in any way try to disguise his 
  coming, shouting his anger at the PCs trespass, though since 
  the tunnels make sound hard to pinpoint the PCs will still need 
  a DC 10 Perception check to correctly identify the direction of 
  his approach. 
  Allow the PCs a few rounds to position themselves in 
  preparation for Tlotoxl’s appearance. They can either choose 
  one of the 10’ wide sewer “arteries”, a 5’ wide channel, an 
  intersection of artery and channel or an intersection of 
  channels. Unless there has been a recent thunderstorm, the side 
  channels will be dry, which will be a disadvantage to Toloxl. 
  The 10’ wide arteries will have water in them, either just 
  occupying the central 5’ wide part (not enough of an obstacle 
  to require an acrobatics check) or 6 to 18 inches deep with 
  water (counting as difficult terrain). 
  In combat, Tlotoxl will use his two slam attacks in order to 
  instigate a Squirming Embrace. Only one such embrace is 
  possible, so once a PC is embraced in this way Tlotoxl will just 
  carry on making his slam attacks without further grapples. Note 
  that as well as being subject to swarm damage, an embraced 
  PC is also grappled and cannot move away. 
  (Although it isn’t clear from the rules I would recommend that 
  if an embraced PC succeeds in an opposed grapple check 
  against Tlotoxl then they can either remove the grapple or 
  move out of range, both of which will cause it to lose the 
  Squirming Embrace condition.) 
  If brought below 0 hit points Tlotoxl will discorporate into 
  a diminutive swarm of worms and wriggle underneath the 
  water in the sewer if there is water present. In this form, 
  Tlotoxl is immune to weapon damage, and underwater cannot 
  be hurt by a fire spell unless a caster succeeds in a 
  concentration check (20 + the spell’s level). Tlotoxl will then 
  wait for his Fast Healing to bring him back up to full hit points 
  again before reforming and attacking again. 
  DC 
  Summary 
  10 
  Perception check to figure out what direction 
  Tlotoxl is approaching from 
  20 + 
  spell 
  level 
  Concentration check necessary to make a fire spell 
  effective against Tlotoxl when he’s under the sewer 
  water 
  B9. Tonila (CR 3) 
  Two years ago a young female adventurer (rogue/ranger) called 
  Tonila made local history by becoming the first and only 
  person ever to escape the sacrifice to Yetaxa. She 
  accomplished this because she had a protective talisman called 
  a Death Ward Amulet (see sidebar) and back then Tzitzimitl 
  was a little bit lax in allowing his sacrifices to keep their 
  possessions when they were placed in the sacrificial cage. 
  Additionally, the cage did not have a metal grid on the floor so 
  once Tonila, gained immunity to the Wraith’s attacks she wa 
  able to drop down into the catacombs (breaking her fall with 
  Acrobatics), run through the sewers51 into the river and then 
  swim away from town. 
                                                                   
  51 with some *very* lucky survival rolls 
  River Drake (variant) 
  CR 3 
  NE Medium Dragon (aquatic, water) 
  Init 3; Senses darkvision 60 ft., low-light vision, 
  scent; Perception 7 
  Defense 
  AC 16, touch 13, flat-footed 13 
  hp 34 (4d12+8) 
  Fort 6, Ref 7, Will 4 
  Resist acid 20; Immune paralysis, sleep 
  Offense 
  Speed 20 ft., fly 60 ft., swim 30ft. 
  Melee  bite +7 (2d4+3), and 
    
  tail-slap +2 (1d4+1) 
  Special Attacks Caustic Mucus, Death from Above, 
  Pounce 
  Statistics 
  Str 17, Dex 16, Con 15, Int 8, Wis 10, Cha 9 
  Base Atk +4; CMB +7; CMD 20 
  Feats Ability Focus (Caustic Mucus), Death from 
  Above 
  Skills Fly 10, Intimidate 6, Stealth 10, Survival 7, 
  Swim 11 
  Languages Draconic 
  SQ amphibious, speed surge 
  Special Abilities 
  Caustic Mucus (Su, DC 16): As a standard action, 
  a river drake can spit a ball of caustic mucus that 
  explodes in a 5-foot-radius spread. This attack has a 
  range of 50 feet, deals 2d8 points of acid damage, 
  and entangles creatures in the area. A Reflex save 
  halves the damage and negates the entangle effect. 
  An entangled creature takes 1d4 points of acid 
  damage each round on its turn, and may attempt a 
  new saving throw at the end of its turn every round 
  to escape the entanglement and end the acid 
  damage. Once a river drake spits mucus, it cannot 
  do so again for 1d6 rounds. The save DC is 
  Constitution-based. 
  Speed Surge (Ex) Three times per day as a swift 
  action, a river drake can draw on its draconic 
  heritage for a boost of strength and speed that 
  allows it to take an additional move action that 
  round. 
  
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  Tonila’s natural stealth allowed her to follow the river without 
  being spotted and then slowly downstream whilst hiding her 
  tracks and scent. Unfortunately after travelling about 8 miles or 
  so she encountered the River Drake that lives in the river and 
  was attacked and killed. The creature took her body back, 
  including her amulet, to its underwater lair and devoured her at 
  its leisure. 
  A few days later Autloc contacted the Dryad Morgat to see if 
  she could find out what had happened to his missing sacrifice, 
  which she duly did. Autloc didn’t bother any more with Tonila, 
  but Morgat named the nearest oak tree in her name in 
  recognition of what the young adventurer’s bravery and skill 
  had managed to achieve. 
  Morgat’s “map” showing where Tonila’s oak tree can be 
  found is inside the oak by Peppy Pumpkin Ponies. Tonila’s 
  name can be learned both from Autloc’s ledger and from 
  speaking to Iona down in the catacombs. Armed with these 
  pieces of information the PCs should be able to make the trek 
  to the location where Tonila was killed to see if they can 
  discover how it was that Tonila managed her escape. When 
  they get to that area, however, they will be attacked by the 
  same River Drake that killed Tonila all those years ago. 
  The River Drake’s tactics are these: 
  1) 
  It remains underwater gaining total cover (immune to 
  attacks against anyone not in the water or without 
  Freedom of Movement) and uses its swim speed to 
  get into position relatively near the party whist 
  waiting for its breath weapon to become available. 
  2) 
  It then rises up out of the water as a move action (5’ 
  to rise up out of the water followed by 25’ of flying 
  ascent at a 45° angle) and uses its breath weapon on 
  as big a concentration of PCs as it can manage in a 5’ 
  radius from up to 50’ away. 
  3) 
  It then uses a full round action to charge a single PC, 
  isolated if possible, using Pounce and Death from 
  Above (both attacks are made at +5). 
  4) 
  Finally it uses Speed Surge to gain an extra move to 
  get back into the river and go underwater – i.e. 
  returning to step (1). Note that this will generate an 
  AoO from whoever was attacked in step (3). 
  The River Drake can perform these tactics three times 
  before running out of Speed Surges. It’s choices after that 
  depend on its gauging of the PCs’ threat. It can either fly in and 
  out of the water just using its breath weapon when available, it 
  can land and melee, or it can flee back to its lair. 
  The River Drake lives in an underwater cave at a bend in 
  the river a mile or so downstream from where this attack 
  will take place. The cave can be easily spotted thanks to the 
  presence of acid-burns on the surrounding rocks and vegetation 
  and an oily sheen on the water. The cave itself is 5’ wide, 15’ 
  long (i.e. back into the river bank), and 5’ deep under the 
  level of the water. If followed or tracked back to its lair then 
  the Drake, if alive, will wait in the back of its cave for intruders 
  to come to it and then attack them, hopefully one at a time, 
  using its melee capabilities. The back of the cave has the 
  Drake’s treasure as detailed in the Encounter Summary, 
  including the remains of Tonila and her precious Death 
  Ward Amulet52 with 5 minutes of protection remaining. 
                                                                   
  52 See side-bar, this particular amulet has an engraving of a 
  human head with half the flesh removed 
  Death Ward Talisman     
  1,400 gp 
  Aura Moderate Necromancy 
  CL 7 
  Weight - 
  Slot - varies 
  Description 
  These talismans come in many forms, typically 
  amulets, cloak-clasps, belt-buckles, headbands and 
  even rings, but whatever form they take they always 
  take up a magic item slot somewhere on the 
  wearer’s body (i.e. neck, head, ring, whatever). 
  The wearer of a Death Ward Talisman can, with a 
  standard action, gain the benefit of the Death Ward 
  spell for 1 minute. After 7 such usages the talisman 
  crumbles to dust. 
  Construction Requirements (700 gp) 
  Construct Wondrous Item or Forge Ring, Death 
  Ward. 
  
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  The Day of Darkness (CR 5)
  The events on the day of the festival / sacrifice / eclipse go 
  something like this: 
  The weather starts out cloudy and overcast. Restaurants in 
  the central square open early for continental breakfasts as 
  usual; however all of the other shops stay closed for the day53. 
  As the morning progresses, tables and chairs for diners are put 
  out as far as the inner statues within the square, and a small 
  stage is built at the square’s north end. More tables and chairs 
  than normal are used, leaving only a 5’ wide gap between each 
  restaurant’s dining area. 
  Round about 11 am, paper lanterns on tall poles bent over at 
  their top end are erected around the central gazebo and the 
  northern stage, and interspersed around the tables. The youth of 
  Twisted Bridge now make their appearance in all of their odd 
  fashions and restaurants start serving alcoholic drinks. 
  At about 11:30 am a number of greasy haired teenagers lug 
  some ridiculously huge drums onto the stage together with a 
  few oddly shaped stringed instruments and a didgeridoo. Some 
  sort of pretence at tuning the instruments takes place. One of 
  the teenagers stands in the front of the stage and shouts out 
  “One! Two! One, two!” to test the acoustics54. 
  At mid-day the first concert takes place - for the youth of 
  Twisted Bridge. It’s a cacophonous row of ear-splitting 
  proportions. The “musicians” hammer away 
  at 
  their 
  instruments with about as much melodic finesse as a Chaos 
  Beast on drugs with a set of maracas. The lead singer starts the 
  performance with “Geryon gives me the Horn!” and it doesn’t 
  get much better than that. Occasionally there is the barest hint 
  that the lyrics might describe some sort of angst-ridden 
  coming-of-age for the severely disadvantaged however it is 
  clear that the band and their audience haven’t the least degree 
  of empathy for whatever it is that these songs are supposed to 
  be about. For the next hour or so the band do their stuff, the 
  youth dance and drink and get into fights, and then thankfully 
  the whole spectacle is over. A few screaming girls rush the 
  stage at the end but are held back by a couple hefty adults. The 
  band is finally ushered away and the remaining young men and 
  women disband to their “secret” locations to carry on 
  partying55. 
  Towards the end of the “gig” the adult population of 
  Twisted Bridge begins to emerge, though most of them go 
  and hide inside the restaurants until the “music” is over. Adult 
  costumes are lavish and extreme: a bird of paradise with a 
  gold-leaf mask here, a lich-like skeletal form with long bony 
  fingers there. Faces tend to be either covered or painted so it 
  is difficult to recognise who is who, however it is clear that 
  quite a few of the costumed townsfolk are still carrying 
  weapons, wands and other magical paraphernalia about their 
  persons. 
                                                                   
  53 you might wish to allow PCs to purchase last-minute wraith-
  fighting gear if you’re feeling generous 
  54 allegedly 
  55 the PCs even hear a few of them talking about going up to 
  the pumpkin field to get a bit high and do some Jack’O bashing 
  At about 1:30 pm the clouds finally clear just as the moon 
  begins to obscure the sun. There is much oohing and aahing 
  and pointing and gazing and chattering punctuated by calls for 
  canapés and champagne from the increasingly overworked 
  restaurant waiters. 
  By 2 pm the moon is half-way across the sun, a string quartet 
  is in place playing graceful background music, and all of the 
  costumed “lords” and “ladies” are enjoying a pleasant lunch. A 
  few minutes later Tzitzimitl himself appears atop the stage 
  as the band stops and a hush descends on the square as he 
  explains how the main event will begin in half an hour, 
  pointing up at the clock tower as he does so, so could 
  everybody please be ready as this promises to be a unique and 
  singular spectacle in the history of Twisted Bridge. 
  Tzitzimitl is of medium height, middle-aged, with wild 
  blond hair and a kind of crazy look in his eyes. He speaks 
  with an accent which is hard to identify, smiles and gesticulates 
  a lot when he gets excited about what he’s talking about, which 
  is generally all that he ever talks about, and has a strange 
  charisma about him, the sort of person that entertains you when 
  you see him out and about rather than the sort of person that 
  you might want to have come round for dinner. 
  Tzitzimitl (LE male human Oracle/10) will circulate among 
  the diners and will make a particular point of chatting to 
  the PCs if they’re around, thanking them for the part that 
  they have played in the day’s events, and explaining a bit 
  about his relationship with Yetaxa and the reason for the 
  “sacrifice”. He is not detailed further in this adventure because 
  he will neither harm the PCs, since he knows they have a part 
  to in his enlightenment, nor can he be harmed by them, as he’s 
  far too powerful and surrounded by too many people happy to 
  protect him. 
  At 2:30 pm, Tzitzimitl will summon a Xill to fetch Enya. 
  The creature will move ethereally to Enya’s crypt, paralyse her 
  with its attacks, and then ethereally move her back into place 
  within the gazebo as she slowly regains consciousness. As 
  soon as Enya appears, there will be a round of applause from 
  everyone in the square. 
  At approximately 2:32 pm, eclipse totality will commence. 
  As the sunlight disappears behind the moon the various paper 
  lanterns around the square will shine forth with replacement 
  illumination and the excitement in the air will be palpable. 
  Twenty-five townsfolk, especially chosen and wearing the 
  most exquisite of all of the costumes, will stand up and 
  array themselves in a huge circle around Enya, herself 
  sitting like a caged canary on a little trapeze inside the gazebo. 
  The string quartet will then start up the first chords of a waltz, 
  and the wraith spawn from below the square will emerge 
  from the mouths of the demonic iron statues around the 
  gazebo in order to take up their place alongside the dance’s 
  living participants. 
  For the next seven minutes, the central square of Twisted 
  Bridge will be graced by this most bizarre of musical 
  spectacles, and everyone within will be totally absorbed by the 
  
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  proceedings – even Tzitzimitl will appear to be in a kind of 
  trance. 
  This is, of course, the opportunity that the PCs either have 
  been waiting for or, if they hadn’t worked it out already, 
  can now see has been presented to them. With a little bit of 
  care, they can make their way to Enya to provide her with the 
  Death Ward amulet - Yetaxa won’t attack her straight away 
  anyway - however it will be clear that the protection the amulet 
  affords will not last the whole of the eclipse. The PCs must 
  descend into the catacombs post-haste in order to defeat 
  Yetaxa whilst her wraith spawn are otherwise engaged. 
  And, of course, the only way to get down there quickly is via 
  the “Soaps, Scents and Candles”, which it is hoped that the PCs 
  have also figured out. 
  Once in the reservoir below the square, the PCs will encounter 
  Yetaxa hovering just below Enya’s cage, spitting56 and cursing 
  as he can detect Enya’s protection even from range. When the 
  PCs enter Yetaxa’s presence, the wraith will attack them at 
  once, unless of course you would like Yetaxa to spend a few 
  rounds first doing an “evil mastermind whose plot is ruined by 
  dratted kids” speech. 
  Destruction of Yetaxa releases the wraith spawn from the 
  wraith’s control allowing them to become fully fledged 
  wraiths in their own rights. A round or two later there will be 
  screams from above as the newly formed wraiths satiate their 
  long withheld hunger for the living. Townsfolk killed by them 
  will become wraith spawn themselves who will then go on to 
  kill even more townsfolk. Tzitzimitl, as has been said before, 
  will learn the time and location of his own death just before 
  he’s overwhelmed by wraiths and turned into one himself. 
  Enya’s protection will serve her well though she will yell down 
  to the PCs in horror as she describes the events around her. 
  As the PCs seek to escape, however, wraiths and wraith 
  spawn will quickly descend into the catacombs, through the 
  mouths of the statues in the square and down the drains in 
  the road, rapidly cutting off any means of escape. Whilst 
  Enya watches tearfully from above, the wraiths will slowly 
  herd the PCs into a spot just below her, but then just as 
  they’re about to swarm in the total eclipse will come to an 
  end and a beam of sunlight ill shine down through Enya’s 
  gazebo to provide PCs with their salvation. 
  The PCs, of course, still have to get up through the grate above 
  and out through Enya’s gazebo. If they don’t have the means to 
  do so you can assume that there are traders passing by who will 
  be happy to lend a hand. Not all of the townsfolk will be turned 
  into wraith spawn, but wraiths and wraith spawn will lurk 
  everywhere in the shadows now and the town of Twisted 
  Bridge will be far too dangerous to inhabit for many years to 
  come – i.e. until a high enough level adventuring party can 
  destroy the 25 Wraiths that now live here and over 100 spawn. 
  For now, the party will have to seek their next adventuring 
  opportunities elsewhere. 
   
   
                                                                   
  56 incorporeal spit 
  Yetaxa 
  CR 5 
  Wraith 
  LE Medium Undead (Incorporeal) 
  Init 7; Senses darkvision 60 ft., lifesense; 
  Perception 10; Aura Unnatural (30 ft.) 
  Defense 
  AC 18, touch 18, flat-footed 15 
  hp 47 (5d8+25) 
  Fort 6, Ref 4, Will 6 
  Defensive Abilities channel resistance +2, 
  incorporeal; Immune undead traits; 
  Weaknesses sunlight powerlessness 
  Offense 
  Speed fly 60 ft.  
  Melee incorporeal touch +6 
    
  (1d6 negative energy + 1d6 con drain) 
  Special Attack Create Spawn 
  Statistics 
  Str -, Dex 17, Con -, Int 14, Wis 14, Cha 21 
  Base Atk +3; CMB +6; CMD 15 
  Feats Blind-Fight, Combat Reflexes, Improved 
  Initiative 
  Skills Diplomacy 10, Fly 7, Intimidate 13, 
  Knowledge (planes) 7, Sense Motive 10, Stealth 11 
  Languages Common, Infernal 
  Special Abilities 
  Create Spawn (Su) A humanoid slain by a wraith 
  becomes a wraith in 1d4 rounds. These spawn are 
  less powerful than typical wraiths, and suffer a –2 
  penalty on all d20 rolls and checks, receive –2 hp 
  per HD, and only drain 1d2 points of Constitution on 
  a touch. Spawn are under the command of the 
  wraith that created them until its death, at which 
  point they lose their spawn penalties and become 
  free-willed wraiths. They do not possess any of the 
  abilities they had in life. 
  Constitution Drain (Su, DC 17) Creatures hit by a 
  wraith's touch attack must succeed on a Fortitude 
  save or take 1d6 points of Constitution drain. On 
  each successful attack, the wraith gains 5 temporary 
  hit points. The save DC is Charisma-based. 
  Lifesense (Su) A wraith notices and locates living 
  creatures within 60 feet, just as if it possessed the 
  blindsight ability. 
  Sunlight Powerlessness (Ex) A wraith caught in 
  sunlight cannot attack and is staggered. 
  Unnatural Aura (Su) Animals do not willingly 
  approach within 30 feet of a wraith, unless a master 
  makes a DC 25 Handle Animal, Ride, or wild 
  empathy check. 
  
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  Twisted Bridge (Player’s Guide)
  General 
  This town is unquestionably wealthy. 
  Houses are built in the style of alpine lodges, either in wood or 
  with wood rendering over stone foundations, frequently two to 
  three stories high and with thatched or tiled roofs and glass 
  windows. The streets are cobbled, lit (magically) and drained 
  via grates presumably leading to a sewer system underground 
  that one imagines must empty into the nearby river. There are 
  shops and cafés, a stables / riding school, a church, a separate 
  very impressive necropolis and a town square with a hotel and 
  a clock tower. Shopping is expensive, with normal items 
  costing at least 25% more than normal, but including the 
  presence of luxurious items not normally found outside of big 
  cities, such as clothing, shoes, furniture, paintings, etc, all at 
  100gp to 1000gp per item - sometimes more57. 
  The people of Twisted Bridge seem pleasant enough and at 
  their ease. Nobody seems too perturbed by the sight of 
  adventurers walking the streets and you might even attract 
  some good natured attention as long as you behave politely. 
  Map Key 
  Twisted Bridge has numerous clothes shops, shoe shops and 
  antique / curiosity shops, as well as little European-style cafes 
  where you can get a beer or a coffee with a snack served to you 
  by polite little waiters dressed in black and white. The map key 
  below describe areas of particular interest. 
  1. 
  Peppy Pumpkin Ponies 
  Slightly to the edge of town is a small riding school whose 
  sign, swinging lazily outside the main gates, gives the name of 
  the business. The school consists of a farmhouse plus a large 
  covered teaching barn-like structure. There are also stables, a 
  carriage house and a small paddock - the latter holding a rather 
  dismal looking white horse within it. Adjacent to the school is 
  large field, presumably planted with pumpkins, that leads up to 
  a gnarled and twisted oak tree at the top of a hill overlooking 
  the town. 
  2. 
  Oak and Quill 
  A picket fence surrounds a couple of shed like buildings and a 
  compound holding a number of carts with large lever-like and 
  pump-like contraptions. A sign on the wooden gate leading 
  through the fence proclaims the owners to be Oak and Quill – 
  Servicemen. 
  3. 
  Slaar’s Alchemics 
  Twisted Bridge’s idle youth lounge around the inside and 
  outside of this medium sized wooden lodge day and night. Set 
  up in the style of an American diner – tables and chairs are 
  placed near the windows on the outside, whilst a large counter 
  with stools running around it is on the inside. The refreshments 
  on offer all appear to be embellished in alchemical ways, either 
  fizzy or icy or slushy, multi-coloured and generally flavoured 
                                                                   
  57 you can buy a 1000gp pair of shoes here if you want 
  with fruit. Slightly discordant music bathes the interior of the 
  lodge, its source unknown but most likely magical. 
  4. 
  Turoc’s Lizards and other Exotic Pets 
  This large barn-like building, set well away from the main 
  roads, is surrounded in straw and sacks of animal feed. To one 
  side are three cages, each big enough to hold a large dog, but 
  discarded, their bars twisted and broken. A large wooden sign 
  stuck into the ground holds the name of both the shop and its 
  proprietor. 
  5. 
  Rinchen’s Teas 
  This squat wooden building with a thatched roof and raised 
  porch has a simple wooden sign hanging over the door reading 
  “Rinchen’s Teas”. Tables and chairs on the porch are occupied 
  by townsmen drinking tea in the afternoon. A pleasant smell 
  emanates from the shop’s open windows. 
  6. 
  Fishwashers 
  A small stone building stands in front of four pools used to 
  wash clothes. Each pool is attended by a rather sorry looking 
  gillman who performs his clothe-washing duties by getting into 
  the pool and scrubbing them with his body. A slightly acidic 
  smell emanates from each pool, and the gillmen’s skin looks a 
  little raw. Behind them, a small stone windowless house throws 
  out steam through two chimneys on its roof. 
  7. 
  The Warriors of Death 
  An imposing wooden building with a pagoda-like tiled roof, 
  barred windows and a reinforced door, and decorated on the 
  outside with pictures of fighters in various styles standing 
  either at attention or poised as if to strike, the name of this 
  shop, if that is what it is, is written in individual metal letters 
  hammered over the building’s entrance at the front. A 10’ high 
  wooden fence surrounds an open compound at its back. 
  8. 
  Bragen’s Guards 
  This rather severe looking wooden structure has a reinforced 
  door, barred windows and a sculpture in the shape of the head 
  of a tiger sitting on its roof. Although it appears to be a 
  barracks of some sort the sign on the door proclaims it as 
  “Bragen’s Guards” – most likely a mercenary shop. 
  9. 
  The Twisted Bridge 
  The bridge, completely straight despite its name, spans the 
  river Twist in an arch 20’ long and 10’ wide. The bridge is 
  made from stone with stone supports at its centre buried into 
  the water. Two iron statues of cloaked figures holding scythes 
  and beckoning with bony fingers are placed to either side. Each 
  statue is seven feet tall and look suspiciously like depictions of 
  the abyssal boatman of the dead. 
  10. Duggan’s Plant Nursery 
  Arranged in a huge wheel of concentric circular flower beds 
  surrounding a small shed at the centre where payment is taken, 
  this area is clearly where the folk of Twisted Bridge come to 
  purchase a little bit of plant life to lighten up their living 
  rooms. A sign near the shed, stuck into the ground next to a 
  
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  51 
  wooden watering can, gives the name of the business and 
  owner. 
  11. Issigri’s Gold Exchange 
  This small stone building with barred windows bears the name 
  “Issigri’s Gold Exchange” in small golden letters above its 
  reinforced wooden front door. 
  12. Barney’s Flutes 
  This two storied wooden shop has stairs on the outside leading 
  to an upstairs balcony, thus allowing entry into either ground 
  floor or upper storey. A sign hanging outside shows a flute and 
  drum. A caption over the ground floor door gives the name of 
  the shop. 
  13. Vaughn’s Metal Valets 
  This large wooden building has round windows whose frames 
  are styled to look like toothed metal cogs. A smart-looking 
  humanoid clockwork servant stands at the door day and night. 
  14. Ruins 
  This small part of Twisted Bridge appears to have succumbed 
  to subsidence, its once fine buildings having collapsed as the 
  ground beneath them gave way. No furniture or possessions are 
  visible within the exposed inner rooms. Nothing seems to live 
  here – not even rats from the exposed sewers. 
  15. The Scriptorium 
  This stone building with many glass windows and skylights has 
  letters on the roof at its front spelling out its name. 
  16. The Baths and Barbershop 
  A huge two-storied log cabin with a balcony at the upper level 
  though entry only at ground level, a sign outside the door 
  shows a set of barber’s tools. 
  17. The Church of Bones 
  Standing atop a grassy hill this church/monastery is somewhat 
  plain in its construction. The stone masonry walls rise to 
  varying heights - 30’ on the larger square, 20’ on the smaller 
  one and 10’ for the little annex at the back. Narrow slits in the 
  walls 10’ up and spaced 10’ apart let in a modicum of light. 
  The walls are rendered in a plain grey stone and unadorned; the 
  ceiling is also stone and flat. 
  Above the stone doors leading in is the skeletal skull of a 
  Tyrannosaurus Rex. Resting upon the doors is a huge knocker 
  in the shape of a giant femur. 
  18. The Perfumed Garden 
  A narrow metal gate hangs invitingly open next to a sign 
  showing a flower and a small cup of steaming tea. Beyond the 
  gate a pebbled path winds up via a series of gentle steps 
  through a beautifully manicured garden complete with little 
  waterfall and pool. Wind-chimes tinkling from within the 
  depths of a number of delicate dew covered plants and bushes. 
  19. Soaps, Scents and Candles 
  This small wooden shop sells perfumes, candles and soaps. 
  Living accommodation is clearly visible on the second floor. 
  20. The Clock Tower 
  The southern edge of the town’s central square is dominated by 
  its clock tower: a 20’ square and 50’ high white stone structure 
  whose clock face, 15’ in diameter, gazes down onto the square 
  from the tower’s top landing. This tier is otherwise open to the 
  elements - the others are enclosed except for the presence here 
  and there of 2’ wide shuttered windows. The level below the 
  clock face houses the tower’s complex chiming mechanism, 
  peeling away the hours in a strangely elaborate sequence. The 
  lowest three levels, including the ground floor and its garden, 
  provide living space for whoever is the tower’s current owner. 
  21. The Central Square 
  The central town square consists of a cobbled plaza 
  approximately 150’ to a side. All of the buildings adjoining it 
  are made of stone, generally two stories high apart from the 
  “Azteca” hotel to the north and the clock tower to the south 
  both of which rise to four. All of the other buildings are 
  restaurants and shops, mainly the former though plenty of the 
  latter. 
  Many sorts of catering can be found within the square. There 
  are no taverns selling pie and ale, though, the menus tastefully 
  displayed at each restaurant entrance boast dishes along the 
  lines of wine and oysters (however they got here), Aboleth Roe 
  with blinis, chuul soup, or young adult blue dragon entrecote 
  with an ochre jelly reduction, bulette puree, violet fungus 
  florets and a red reaver jus. 
  Prices are ridiculous. 
  Tables and chairs from within the restaurants spill out onto the 
  plaza in good weather, always stopping short of the four rather 
  spooky iron statues, similar to the ones found on the bridge, 
  which stand like grim sentinels about 20’ in from the plaza 
  edges. These statues are all poised as if to strike with their 
  scythes, one standing still, one with one foot raised as if 
  running, one with knees slightly bent swinging its scythe 
  overhead and one about to swing it in a huge lateral arc level 
  with its waist. The statues stand on 5’ high plinths. Within each 
  statue’s hood, where the head should be, there is only empty 
  space – a 1’ diameter hole leading into the body of the statue 
  itself. 
  A 10’ diameter iron gazebo in the centre of the plaza sports a 
  trapeze-like swing inside it, rather like a bird cage. Below the 
  trapeze is an iron grid leading somewhere below. Neither the 
  gazebo, nor the grid below it, appears to have any obvious 
  means of entry.  
  22. The Azteca Hotel 
  The hotel is the only place to stay in Twisted Bridge for non-
  residents. Prices start at 5gp per person per night though a view 
  of the central square doubles the price. There are no 
  dormitories – heavens above! Hot baths are available as are 
  showers (somehow). The front of the hotel holds luxury clothes 
  and shoe shops. Tipping is not expected. 
  23. Solicitor Grey 
  This small squat lodge has numerous barred glass windows 
  through which can be seen desks, parchments and shelves full 
  of books. A sign above the door reads “Solicitor Grey”. 
  
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  24. Klieg’s and Kaftan’s Mind Emporium 
  This is a glass circular domed building with a single metal door 
  showing an engraving of a bald man’s head and hands, the 
  hands reaching up it as if to invoke some great mental power. 
  The name of the shop, if that is what it is, is carved in curved 
  letters around it. 
  25. The Necropolis 
  The town’s necropolis – i.e. the place where the townsfolk 
  choose to bury their dead – is a vast graveyard filled to bursting 
  with row upon row of elaborately decorated crypts and 
  mausoleums. Carved stone statues of angels of various 
  descriptions stand on the roofs and by the doors, their heads 
  either downcast in sorrow or thrust upwards with anger at the 
  heavens as if pleading for the departed to be allowed to return. 
  26. Undertakers 
  This single-storied square building with a back yard holding 
  stables for two horses and a carriage house has a sign hanging 
  outside the door which reads, in gothic writing, “Rago and 
  Toba, Undertakers”. 
  27. Casino 
  This lavish stone golden circular building, surrounded by pools 
  and fountains which are lit by multi-coloured lights at night, 
  has a 10’ high by 20’ wide sign over the door showing a huge 
  treasure chest overflowing with coins and jewels, which is 
  itself surrounded by cards, dice and other emblems relating to 
  games of chance. 
  28. Coffee Shop and Chocolatier 
  This small log cabin has a raised porch on which rests three 
  round tables and a few small chairs. Depending on the time of 
  day a number of townsfolk can be found here sitting on the 
  chairs and drinking either coffee or hot chocolate. 
  29. Rapunzel’s58 
  This small wooden building with glass windows looking out 
  onto the road has a sign outside showing a pair of scissors and 
  comb next to its name. During the day the place is full of ladies 
  of all ages having their hair done. 
  30. Jein’s Rocks 
  This is a stone building with barred windows and a wooden 
  sign showing a huge gemstone. It would appear this is a 
  jeweller’s or gem-cutters. The name of the shop / proprietor is 
  carved over the door. 
  31. Salamander’s 
  This squat stone building with a tiled roof sports 4 chimneys, 
  one at each corner. A sign hanging on the outside shows a fiery 
  red lizard. Writing above the door proclaims the owner to be 
  one called Salamander. 
                                                                   
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  Clue Map
  
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  Robe of Bones Creatures (summoned within a desecrated area with an altar)
   
   
   
  Fast Goblin Zombie 
  CR ½ 
  NE Small Undead 
  Init 3; Senses darkvision 60 ft.; Perception 0 
  Defense 
  AC 15, touch 14, flat-footed 12 
  hp  16 (2d8+3+4) 
  Fort 0, Ref 3, Will 3; +2 to all and extra +6 vs 
  channelled energy within desecrated area 
  Defensive Abilities undead traits 
  Offense 
  Speed 40 ft. 
  Melee 2 x slam +3 (1d8+3) 
  +2 to-hit and damage within desecrated area 
  Statistics 
  Str 13, Dex 17, Con -, Int -, Wis 10, Cha 10 
  Base Atk 1; CMB +1; CMD 14 
  Feats Toughness 
  SQ: Summoned within a desecrated area + altar 
  Tough Human Zombie 
  CR ½ 
  NE Medium Undead 
  Init 0; Senses darkvision 60 ft.; Perception 0 
  Defense 
  AC 12, touch 10, flat-footed 12 
  hp 16 (2d8+3+4) 
  Fort 0, Ref 0, Will 3; +2 to all and extra +6 vs 
  channelled energy within desecrated area  
  Defensive Abilities undead traits; DR 5/slashing 
  Offense 
  Speed 30 ft. 
  Melee slam +4 (1d6+4) 
  +2 to-hit and damage within desecrated area 
  Statistics 
  Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10 
  Base Atk 1; CMB +4; CMD 14 
  Feats Toughness 
  SQ: Staggered (constantly), Summoned within a 
  desecrated area + altar 
  Human Skeleton 
  CR 1/3 
  NE Medium Undead 
  Init 6; Senses darkvision 60 ft.; Perception 0 
  Defense 
  AC 14, touch 12, flat-footed 12 
  hp 6 (1d8+0+2) 
  Fort 0, Ref 2, Will 2; +2 to all and extra +6 vs 
  channelled energy within desecrated area 
  Defensive Abilities undead traits; 
  DR 5/bludgeoning; Immune cold 
  Offense 
  Speed 30 ft. 
  Melee 2 x claw +2 (1d4+2) 
  +2 to-hit and damage within desecrated area 
  Statistics 
  Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10 
  Base Atk 0; CMB +2; CMD 14 
  Feats Improved Initiative 
  SQ: Summoned within a desecrated area + altar 
  Wolf Skeleton 
  CR 1 
  NE Medium Undead 
  Init 3; Senses darkvision 60 ft.; Perception 0 
  Defense 
  AC 15, touch 13, flat-footed 12 
  hp 13 (2d8+0+4) 
  Fort 0, Ref 3, Will 3; +2 to all and extra +6 vs 
  channelled energy within desecrated area 
  Defensive Abilities undead traits; 
  DR 5/bludgeoning; Immune cold 
  Offense 
  Speed 50 ft. 
  Melee bite +2 (1d6+1+trip) 
  +2 to-hit and damage within desecrated area 
  Statistics 
  Str 13, Dex 17, Con -, Int -, Wis 10, Cha 10 
  Base Atk 1; CMB +2; CMD 15 
  Feats Improved Initiative 
  SQ: Summoned within a desecrated area + altar 
  
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  Plague Ogre Zombie 
  CR 2 
  NE Large Undead 
  Init 2; Senses darkvision 60 ft.; Perception 0 
  Defense 
  AC 10, touch 7, flat-footed 10 
  hp 45 (6d8+6+12) 
  Fort 2, Ref 0, Will 5; +2 to all and extra +6 vs 
  channelled energy within desecrated area 
  Defensive Abilities undead traits 
  Offense 
  Speed 30 ft. 
  Melee slam +9 (1d8+9+disease) 
  +2 to-hit and damage within desecrated area 
  Special Attacks Death Burst 
  Space 10ft.; Reach 10ft. 
  Statistics 
  Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10 
  Base Atk 4; CMB +11; CMD 19 
  Feats Toughness 
  SQ: Staggered (constantly), Summoned within a 
  desecrated area + altar 
  Disease (su) Zombie Rot 
  Type injury (slam); Save DC 13 (cha based) 
  Onset 1d4 days; Frequency 1/day 
  Effect 1d2 Con damage; this damage cannot be 
  healed while the creature is infected 
  Cure 2 consecutive saves 
  Special Anyone who dies while infected rises as a 
  plague zombie in 2d6 hours 
  Special Abilities 
  Death Burst (su) When a plague zombie dies, it 
  explodes in a burst of decay. All creatures adjacent 
  to the plague zombie are exposed to its plague as if 
  struck by a slam attack and must make a Fortitude 
  save or contract zombie rot. 
   
  Heavy Horse Skeleton 
  CR 1 
  NE Large Undead 
  Init 5; Senses darkvision 60 ft.; Perception 0 
  Defense 
  AC 16, touch 14, flat-footed 11 
  hp 13 (2d8+0+4) 
  Fort 0, Ref 4, Will 3; +2 to all and extra +6 vs 
  channelled energy within desecrated area 
  Defensive Abilities undead traits; 
  DR 5/bludgeoning; Immune cold 
  Offense 
  Speed 50 ft. 
  Melee  bite +5 (1d4+5), and 
    
  2 x hooves +0 (1d6+2) 
  +2 to-hit and damage within desecrated area  
  Space 10ft.; Reach 5ft. 
  Statistics 
  Str 20, Dex 20, Con -, Int -, Wis 10, Cha 10 
  Base Atk 1; CMB +7; CMD 22 
  Feats Improved Initiative 
  SQ: Summoned within a desecrated area + altar 
  
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  Animal Tricks 
  Animals have “tricks” that they can perform at the bequest of 
  their owner. If an animal has been trained to perform the trick 
  then the owner needs to make a DC 10 handle animal check 
  with a “move” action, otherwise it’s a DC 25 handle animal 
  check and a full round action. If an animal is injured, the DCs 
  go up by +2. Owners that are “linked” to their animals, such as 
  druids with an animal companion, the DCs reduce by 4 and the 
  owner can use a free action for a trained trick, a move action 
  for an untrained trick. 
  Attack 
  The animal attacks apparent enemies. You may point to 
  a particular creature that you wish the animal to attack, 
  and it will comply if able. Normally, an animal will attack 
  only humanoids, monstrous humanoids, giants, or other 
  animals. 
  Attack Anything 
  Teaching an animal to attack all creatures (including such 
  unnatural creatures as undead and aberrations) counts 
  as two tricks. 
  Deliver 
  The animal takes an object (one you or an ally gives it, or 
  that it recovers with the fetch trick) to a place or person 
  you indicate. If you indicate a place, the animal drops the 
  item and returns to you. If you indicate a person, the 
  animal stays adjacent to the person until the item is 
  taken. (Retrieving an item from an animal using the 
  deliver trick is a move action.) 
  Exclusive 
  The animal takes directions only from the handler who 
  taught it this trick. If an animal has both the exclusive and 
  serve tricks, it takes directions only from the handler that 
  taught it the exclusive trick and those creatures indicated 
  by the trainer's serve command. An animal with the 
  exclusive trick does not take trick commands from others 
  even if it is friendly or helpful toward them (such as 
  through the result of a charm animal spell), though this 
  does not prevent it from being controlled by other 
  enchantment spells (such as dominate animal), and the 
  animal still otherwise acts as a friendly or helpful creature 
  when applicable. 
  Guard 
  The animal stays in place and prevents others from 
  approaching. 
  Serve 
  An animal with this trick willingly takes orders from a 
  creature you designate. If the creature you tell the animal 
  to serve knows what tricks the animal has, it can instruct 
  the animal to perform these tricks using your Handle 
  Animal bonus on the check instead of its own. The 
  animal treats the designated ally as friendly. An animal 
  can unlearn this trick with 1 week of training. This trick 
  can be taught to an animal multiple times. Each time it is 
  taught, the animal can serve an additional creature you 
  designate. 
  Stay 
  The animal stays in place, waiting for you to return. It 
  does not challenge other creatures that come by, though 
  it still defends itself if it needs to. 
  Watch 
  The animal can be commanded to keep watch over a 
  particular area, such as a campsite, and raise an alarm if 
  it notices any sizable or dangerous creature entering the 
  area. This trick is often included in the Guarding purpose. 
  Bestiary Reference
  Textual descriptions of the various creatures found in this 
  module plus the base Knowledge DC needed to recognise 
  them. 
  Axe Beak 
  This stout flightless bird stands upon two long, 
  taloned legs, but it is its axe-shaped beak that looks 
  the most ferocious. 
  Knowledge Nature DC 12 
  Keen-witted and powerful avian predators, axe beaks 
  compete with wolves and hunting cats for prey upon vast, 
  open steppes and prairies. Although feared for their 
  boldness and territorial natures, these giant birds prove 
  eminently tamable, making useful guardians, hunters, 
  and even steeds when kept well fed. Axe beaks are 
  relatively social creatures, forming small groups in which 
  both males and females hunt together. They nest in 
  immense mounds made of sticks, branches, leaves, and 
  whatever else they can scavenge (including the bones 
  and equipment of previous meals), with each nest used 
  by a large group of axe beaks. Females typically lay 
  clutches of 1d4+1 eggs once per year, which the parents 
  take turns keeping warm for 2 months before they hatch. 
  Mature axe beaks stand 9 feet tall and weigh as much as 
  500 pounds. Their plumage varies widely, from gray to 
  brown to black in temperate climes, but taking on exotic 
  shades of gold, red, blue, and other vibrant hues in more 
  tropical environs. Axe beaks have lifespans of up to 50 
  years. 
  An axe beak requires training before it will bear a rider. 
  Taming an axe beak requires 6 weeks of work and a DC 
  25 Handle Animal check, after which it can be taught 
  tricks as normal. Riding an axe beak requires an exotic 
  saddle. Axe beak eggs are worth 1,000 gp apiece on the 
  open market, while young are worth 1,500 gp each. A 
  light load for an axe beak is up to 200 pounds; a medium 
  load, 201–400 pounds; and a heavy load, 401–600 
  pounds. 
  Other types of large, predatory flightless birds exist—the 
  axe beak is but the most commonly encountered and well 
  
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  known of this breed of predator. Two less common 
  variants of the axe beak are summarized below. 
  Diatryma: While the dark-feathered, orange-beaked 
  diatrymas are smaller than the average axe-beak, 
  standing at a mere 6 to 7 feet in height, they are no less 
  ferocious. Diatrymas are axe beaks reduced to Medium 
  size; they have 2 Hit Dice and are CR 1. 
  Terror Bird: Terror birds stand a full foot taller than the 
  average axe beak, and their powerful talons serve as 
  additional weapons. Terror birds are axe beaks advanced 
  to 5 HD that gain Improved Critical (bite) as a bonus feat. 
  They also have two additional natural attacks, a pair of 
  talons that do a base damage of 1d4 damage each. 
  Terror birds are CR 4. 
  Clockwork Servant 
  This four-armed, human-sized clockwork construct 
  balances on three legs that rise into a central body. 
  Knowledge Arcana DC 12 
  Since clockwork engineers can't always be present to 
  make sure their devices are working at full capacity, the 
  clockwork servant was invented to serve that role. 
  Clockwork servants excel at repairing themselves and 
  other clockworks on the battlefield, proving useful for 
  skirmishes and campaigns alike. 
  Rumors of clockwork servants with magically imparted 
  intelligence persist among explorers of certain strange 
  ruins—while no smarter than the average human, such 
  “awakened” clockwork servants have skills and feats as 
  appropriate for their Hit Dice (Disable Device +7, 
  Perception +2, and Skill Focus [Disable Device] for most 
  intelligent clockwork servants), and are said to serve in 
  more complex roles than mere repair workers. An 
  intelligent clockwork has an Intelligence score of 11 and 
  can speak one language. 
  Clockwork servants are about 5 feet tall and weigh over 
  400 pounds. 
  Clockwork Soldier 
  Cogs and gears are visible in the gaps of this 
  metallic creature's armor. It wields a polearm as it 
  stands ready at attention. 
  Knowledge Arcana DC 16 
  The clockwork soldier is a mechanical mercenary that 
  fights to the death for its creator. With the ability to wield 
  most weapons with full proficiency, clockwork soldiers 
  are versatile and wholly unpredictable foes. Most are 
  armed with magic weapons—a +1 halberd being the 
  most common armament. 
  Clockwork soldiers are among the most efficient 
  constructs of their kind. They are ideal for sentry and 
  guard duty. Clockwork soldiers have the same basic 
  shape as a human. They are 6 feet tall and weigh 500 
  pounds. 
  Deinonychus (Dinosaur) 
  This brightly colored dinosaur exudes a dangerous 
  ferocity. Each foot is armed with a large, sickle-
  shaped claw. 
  Knowledge Nature DC 13 
  As swift and agile as it is deadly, the deinonychus is a 
  pack hunter, running with several of its kind to take down 
  prey and rip it apart with their gutting talons. 
  You can apply the young simple template to create 
  statistics for smaller, more agile velociraptors. 
  Conversely, you can either increase the deinonychus to 
  Large size and its Hit Dice to 8 or simply apply the giant 
  and advanced simple templates to create a formidable 
  megaraptor. 
  Dhampir 
  This unnaturally graceful man moves without a 
  sound, his gaze just as piercing as the needle-sharp 
  blade he effortlessly wields. 
  Knowledge Local DC 11 
  Cursed from birth, dhampirs result from the rare and 
  unnatural union of vampires and humans. Although not 
  driven to consume blood for survival as their undead 
  progenitors are, dhampirs nonetheless know a lifelong 
  desire for blood that nothing else can truly sate. Those 
  who survive their early years face a life of fear and 
  mistrust, their unnatural beauty and incredible reflexes 
  marking them as scions of the night just as surely as their 
  sensitivity to light. Although polluted by undeath, 
  dhampirs do grow old and die, aging at a rate similar to 
  elves. 
  Drake River 
  With graceful wings and wide fins, this sleek dragon 
  looks equally well equipped to glide through sea and 
  sky. 
  Knowledge Arcana DC 13 
  Preying upon fish and fishermen with equal ease, river 
  drakes are scourges of freshwater expanses. They are 
  thought to be related to black dragons, as evidenced by 
  their acidic spit, water affinity, viciousness, and 
  preference for rotten meat. 
  Like other drakes, river drakes are cruel hunters, using a 
  play-and-prey hunting style. When not hungry, they 
  amuse themselves by stalking and harassing other 
  creatures and travelers. An offering of treasure thrown 
  into the water can distract a river drake, but such a bribe 
  is unlikely to stave off a particularly hungry individual. 
  River drakes often slay more than they can immediately 
  eat because they favor aged meat, keeping underwater 
  larders stuffed with kills in various stages of decay. 
  A river drake is a crafty, careful hunter that uses its 
  watery home to provide concealment from creatures on 
  the shore. If caught unawares while on land, it retreats to 
  the water, or takes to flight if its enemies are prepared for 
  aquatic combat, making constant use of its caustic 
  mucus and great speed. 
  River drakes are much more likely to hunt in groups than 
  most other drakes, threatening river traffic or assaulting 
  lakefront or riverside towns if their numbers are large 
  enough. However, these disorganized raids are quick to 
  retreat from any hint of significant resistance. 
  River drakes are 8 feet long and look much like small sea 
  drakes. An adult river drake weighs about 700 pounds. 
  Dryad 
  This strange, beautiful woman has flesh that seems 
  made of wood and vibrant hair that resembles leaves 
  and blossoms. 
  Knowledge Nature DC 13 
  
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  Dryads are tree-fey who prefer secluded woodlands far 
  from humanoids in need of lumber. Dryads' main 
  interests are their own survival and that of their beloved 
  forests, and they have been known to magically coerce 
  passersby into aiding them in tasks they cannot 
  complete. They are more likely to be friendly to non-evil 
  druids and rangers, as they recognize a mutual respect 
  for or empathy with nature. 
  Dryads are benign guardians of trees, and though they 
  can do little in the way of direct violence, they can trap 
  and disable threats to their homes or turn enemies into 
  allies. Some keep one or more charmed humanoids in 
  their territory to fend off or lead away attackers. 
  Incapacitated foes are typically dragged to the edge of 
  the forest by the dryad's allies and left there, but evil or 
  overtly hostile ones are killed once combat is over. 
  Elemental, Earth 
  This hulking, roughly humanoid creature of dirt and 
  stone explodes up from the earth, faceless save for 
  two glowing gemstone eyes. 
  Knowledge Planes DC 11 (based on CR 1) 
  Earth elementals are plodding, stubborn creatures made 
  of living stone or earth. When utterly still, they resemble a 
  heap of stone or a small hill. 
  When an earth elemental lumbers into action, its actual 
  appearance can vary, although its statistics remain 
  identical to other elementals of its size. Most earth 
  elementals look like terrestrial animals made out of rock, 
  earth, or even crystal, with glowing gemstones for eyes. 
  Larger earth elementals often have a stony humanoid 
  appearance. Bits of vegetation frequently grow in the soil 
  that makes up parts of an earth elemental's body. 
  Gargoyle 
  Seemingly carved from a dark gray stone, this 
  sinister crouching humanoid resembles a horned, 
  winged demon. 
  Knowledge Nature DC 14 
  Gargoyles often appear to be winged stone statues, for 
  they can perch indefinitely without moving, allowing them 
  to surprise their foes. Gargoyles tend toward obsessive-
  compulsive behaviors that are as varied as their kind is 
  plentiful. Books, stolen trinkets, weapons, and grisly 
  trophies harvested from fallen foes are just a few 
  examples of the types of things a gargoyle might collect 
  to decorate its lair and territory. Gargoyles tend toward a 
  solitary lifestyle, though they sometimes form fearsome 
  groups called “wings” for protection and sport. In certain 
  conditions, a tribe of gargoyles might even ally with other 
  creatures, but even the most stable alliances with a 
  gargoyle tribe can collapse for the smallest of reasons—
  gargoyles are nothing if not treacherous, petty, and 
  vindictive. Gargoyles have been known to dwell in the 
  heart of the largest of cities, crouching amid the 
  decorations of stone cathedrals and buildings where they 
  hide in plain sight by day and swoop down to feed on 
  vagabonds, beggars, and other unfortunates at night. 
  The longer a tribe of gargoyles abides in a region of ruins 
  or buildings, the more its members come to resemble 
  that region's architectural styles. The changes a 
  gargoyle's appearance undergoes are slow and subtle, 
  but over the course of years, it can shift radically. 
  One unusual variant of gargoyle dwells not amid 
  buildings and ruins but under the waves of the sea. 
  These creatures are known as kapoacinths—they have 
  the same basic statistics as normal gargoyles, save that 
  they have the aquatic subtype and their wings grant them 
  a swim speed of 60 feet (but are useless for actual flight). 
  Kapoacinths dwell in shallow, coastal regions where they 
  can shamble up from the surf to prey on those that reside 
  there. They are more likely to form wings, as kapoacinths 
  prefer group living to a solitary lifestyle. 
  Goldfish Swarm 
  Although they look innocent enough at rest, these 
  nasty little fish attack meat, live or dead, like swarm 
  of piranhas. 
  Knowledge Nature DC 18 (rare)  
  (This creature is unique to this adventure) 
  A rare species of piranha which hides its vicious little 
  teeth when not attacking, these creatures are every bit as 
  vicious as their more infamous brethren. 
  Golem, Wax 
  This eerily expressionless woman has a glistening 
  quality about her, as though she's covered in an oily 
  sheen. 
  Knowledge Arcana DC 13 
  A wax golem is an exact replica of a particular person, 
  composed completely of wax. While skilled artists pride 
  themselves on their ability to make wax sculptures look 
  lifelike, builders of wax golems go one step further and 
  actually bring their art to life. Though eerily silent and 
  unblinking, well-built wax golems bear such striking 
  similarity to the subjects they are modeled after that 
  some golems begin to think they are in fact that person. 
  A wax golem can be constructed to resemble any person 
  or creature. 
  Jack-o'-Lantern 
  A carved pumpkin sits atop a writhing mass of thick 
  ropey vines. Sinister flames dance within its leering, 
  crudely carved face. 
  Knowledge Nature DC 11 
  Jack-o'-lanterns are semi-intelligent plant creatures 
  spawned by fell magic and driven to burn and consume 
  living flesh. Though they are mobile, jack-o'-lanterns 
  prefer to remain in one spot until their food supplies run 
  out. They typically lair within pumpkin patches, where 
  they lie in wait and use their pumpkin form ability to 
  ambush unsuspecting prey. Jack-o'-lanterns have been 
  known to grow where the corpse of a powerful evil witch 
  or wicked fey was buried, though this form of 
  reproduction sometimes takes decades. Jack-o'-lanterns 
  can also reproduce on their own. Immediately after killing 
  and devouring an intelligent being, a jack-o'-lantern 
  excretes its victim's remains as a smoldering, paste-like 
  slurry that quickly sinks into the ground. One day later, 
  1d3 fully mature—and ravenous—jack-o'-lanterns 
  emerge from the tainted soil. 
  Skeleton 
  
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  The pile of bones suddenly stirs, rising up to take on 
  a human shape. Its long, bony fingers reach out to 
  claw at the living. 
  Knowledge Religion DC 11 
  Skeletons are the animated bones of the dead, brought 
  to unlife through foul magic. While most skeletons are 
  mindless automatons, they still possess an evil cunning 
  imparted to them by their animating force—a cunning that 
  allows them to wield weapons and wear armor. 
  Worm that Walks 
  Although this robed wizard stands and moves like a 
  man, his body is a writhing mass of squirming, 
  slippery worms. 
  Knowledge Nature DC 12 
  When a powerful spellcaster with a strong personality, a 
  lust for life, and a remorselessly evil soul dies and is 
  buried in a graveyard infused with eldritch magic, a 
  strange phenomenon sometimes occurs. The flesh of the 
  decaying body fats and instructs the very worms that 
  gnaw, and these graveworms quicken not only on 
  corruption but upon the spellcaster’s memories and 
  magical power. The spellcaster’s very soul is consumed 
  in this vile process, only to be split apart to inhabit each 
  of the individual chewing worms in so many fragments. 
  The result is a hideous hive mind of slithering life known 
  as a worm that walks—a mass of worms that clings to the 
  vague shape of the body that granted it this new 
  existence, and can wield the powers and magic the 
  spellcaster had in life. A worm that walks retains 
  memories of its life as a spellcaster before its death, but 
  is not undead—it is a hideous new form of undulant life. 
  Wraith 
  This ghostly creature is little more than a dark shape 
  with two flickering pinpoints of light where its eyes 
  should be. 
  Knowledge Religion DC 15 
  Wraiths are undead creatures born of evil and darkness. 
  They hate light and living things, as they have lost much 
  of their connection to their former lives. 
  Wraith Spawn 
  A smaller version of a wraith. 
  Knowledge Religion DC 14 
  The broken children are spawn of a wraith and are under 
  its control. As such, they are smaller and weaker than 
  normal wraiths. If the creator is destroyed, they become 
  full-sized, free-willed wraiths with no penalties. 
  Xill 
  This flame-red humanoid appears to be a strange mix 
  of insect and reptile, with four arms and twitching, 
  fanged mandibles. 
  Knowledge Planes DC 16 
  Xills are the scourge of the Ethereal Plane, conquering 
  everything in their paths with only one purpose: to 
  perpetuate their race at the expense of others. All xills 
  are female and capable of fertilizing their own eggs, but 
  require living hosts to incubate these eggs, which they 
  inject into paralyzed victims by means of a grotesque 
  ovipositor normally kept retracted behind their mandibles. 
  Evil and alien, the plane-shifting xills possess impressive 
  intelligence and a totalitarian, militaristic culture all their 
  own. Though they see most other life forms as 
  incubators, they particularly prize phase spiders for this 
  purpose. 
  Zombie 
  This walking corpse wears only a few soiled rags, its 
  flesh rotting off its bones as it stumbles forward, 
  arms outstretched. 
  Knowledge Religion DC 11 
  Zombies are the animated corpses of dead creatures, 
  forced into foul unlife via necromantic magic like animate 
  dead. While the most commonly encountered zombies 
  are slow and tough, others possess a variety of traits, 
  allowing them to spread disease or move with increased 
  speed. 
  Zombies are unthinking automatons, and can do little 
  more than follow orders. When left unattended, zombies 
  tend to mill about in search of living creatures to 
  slaughter and devour. Zombies attack until destroyed, 
  having no regard for their own safety. 
  Although capable of following orders, zombies are more 
  often unleashed into an area with no command other 
  than to kill living creatures. As a result, zombies are often 
  encountered in packs, wandering around places the living 
  frequent, looking for victims. Most zombies are created 
  using animate dead. Such zombies are always of the 
  standard type, unless the creator also casts haste or 
  remove paralysis to create fast zombies, or contagion to 
  create plague zombies. 
   
  Item Reference
  Descriptions of the magic items found within this module plus 
  their auras and the spellcraft DCs required to discover their 
  powers if applicable. Note that either Detect Magic or Identify 
  must be used, that an attempt can only be made on a specific 
  item once per day, that the item must be thoroughly examined, 
  and that it takes 3 rounds per item. Using Identify gets you +10 
  on the spellcraft check but since it only lasts 3 rounds per level 
  this means you basically get to identify one item per spell cast 
  per spell-caster level. 
  +1 Armour or Shield 
  Faint evocation; DC 18 
  +1 AC. 
  +1 Weapon 
  Faint evocation; DC 18 
  +1 to hit and damage. 
  Agile Alpenstock 
  Faint Transmutation; DC 18 
  
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  This gnarled wooden walking stick aids a creature's 
  travel, granting a +5 foot enhancement bonus to speed 
  and a +2 enhancement bonus to CMD against trip 
  attempts and on saving throws to avoid being tripped. 
  These bonuses apply as long as the agile alpenstock is 
  held in hand. It can be wielded in combat as a 
  quarterstaff. 
  Alchemists’s Fire 
  You can throw a flask of alchemist's fire as a splash 
  weapon with a range increment of 10 feet. 
  A direct hit deals 1d6 points of fire damage. Every 
  creature within 5 feet of the point where the flask hits 
  takes 1 point of fire damage from the splash. On the 
  round following a direct hit, the target takes an additional 
  1d6 points of damage. If desired, the target can use a 
  full-round action to attempt to extinguish the flames 
  before taking this additional damage. Extinguishing the 
  flames requires a DC 15 Reflex save. Rolling on the 
  ground provides the target a +2 bonus on the save. 
  Leaping into a lake or magically extinguishing the flames 
  automatically smothers the fire. 
  Antiplague 
  If you drink a vial of this foul-tasting, milky tonic, you gain 
  a +5 alchemical bonus on Fortitude saving throws against 
  disease for the next hour. If already infected, you may 
  also make two saving throws (without the +5 bonus) that 
  day and use the better result. 
  Antitoxin 
  This substance counteracts a specific toxin. If you drink a 
  vial of antitoxin, you gain a +5 alchemical bonus on 
  Fortitude saving throws against poison for 1 hour. 
  Cloak of Resistance 
  Faint Abjuration; DC 20 
  These garments offer magic protection in the form of a +1 
  to +5 resistance bonus on all saving throws (Fortitude, 
  Reflex, and Will). 
  Death Ward Talisman 
  Moderate Necromancy; DC 22 
  (reproduced from side bar) 
  These talismans come in many forms, typically amulets, 
  cloak-clasps, belt-buckles, headbands and even rings, 
  but whatever form they take they always take up a magic 
  item slot somewhere on the wearer’s body (i.e. neck, 
  head, ring, whatever). 
  The wearer of a Death Ward Talisman can, with a 
  standard action, gain the benefit of the Death Ward spell 
  for 1 minute. After 7 such usages the talisman crumbles 
  to dust. 
  Holy / Unholy Water 
  Holy water damages undead creatures and evil outsiders 
  almost as if it were acid. A flask of holy water can be 
  thrown as a splash weapon. 
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet. A flask breaks if thrown against the 
  body of a corporeal creature, but to use it against an 
  incorporeal creature, you must open the flask and pour 
  the holy water out onto the target. Thus, you can douse 
  an incorporeal creature with holy water only if you are 
  adjacent to it. Doing so is a ranged touch attack that does 
  not provoke attacks of opportunity. 
  A direct hit by a flask of holy water deals 2d4 points of 
  damage to an undead creature or an evil outsider. Each 
  such creature within 5 feet of the point where the flask 
  hits takes 1 point of damage from the splash. 
  Unholy water damages good outsiders the way holy 
  water damages undead and evil outsiders. 
  Mask of Stony Demeanor 
  Moderate Transmutation; DC 21 
  When worn, this mask transforms the wearer's face into a 
  stone statue and its voice into an emotionless monotone. 
  Though it allows the wearer to speak, its facial 
  expressions and voice betray little emotion, granting a 
  +10 competence bonus on Bluff checks made to lie and a 
  +5 competence bonus on Bluff checks made to feint, but 
  also imposes a –5 penalty on Bluff checks made to pass 
  a hidden message. 
  Oil of Bless Weapon 
  Faint transmutation; DC 16 
  See the spell of the same name. 
  Potion of Cure Light Wounds 
  Faint conjuration; DC 16 
  See the spell of the same name. 
  Potion of Bull’s Strength 
  Faint transmutation; DC 18 
  See the spell of the same name. 
  Robe of Bones 
  Moderate Necromancy; DC 21 
  This sinister item functions much like a robe of useful 
  items for the serious necromancer. It appears to be an 
  unremarkable robe, but a character who dons it notes 
  that it is adorned with small embroidered figures 
  representing undead creatures. Only the wearer of the 
  robe can see the embroidery, recognize them for the 
  creatures they become, and detach them. One figure can 
  be detached each round. Detaching a figure causes it to 
  become an actual undead creature (see the list below). 
  The skeleton or zombie is not under the control of the 
  wearer of the robe, but may be subsequently 
  commanded, rebuked, turned, or destroyed. A newly 
  created robe of bones always has two embroidered 
  figures of each of the following undead: 
  Human skeleton 
  Wolf skeleton 
  Heavy horse skeleton 
  Fast goblin zombie 
  Tough human zombie 
  Plague ogre zombie 
  Rope of Climbing 
  Faint Transmutation; DC 18 
  
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  A 60-foot-long rope of climbing is no thicker than a wand, 
  but it is strong enough to support 3,000 pounds. Upon 
  command, the rope snakes forward, upward, downward, 
  or in any other direction at 10 feet per round, attaching 
  itself securely wherever its owner desires. It can unfasten 
  itself and return in the same manner. 
  A rope of climbing can be commanded to knot or unknot 
  itself. This causes large knots to appear at 1-foot 
  intervals along the rope. Knotting shortens the rope to a 
  50-foot length until the knots are untied, but lowers the 
  DC of Climb checks while using it by 10. A creature must 
  hold one end of the rope when its magic is invoked. 
  Tanglefoot Bag 
  A tanglefoot bag is a small sack filled with tar, resin, and 
  other sticky substances. When you throw a tanglefoot 
  bag at a creature (as a ranged touch attack with a range 
  increment of 10 feet), the bag comes apart and goo 
  bursts out, entangling the target and then becoming 
  tough and resilient upon exposure to air. An entangled 
  creature takes a –2 penalty on attack rolls and a –4 
  penalty to Dexterity and must make a DC 15 Reflex save 
  or be glued to the floor, unable to move. Even on a 
  successful save, it can move only at half speed. Huge or 
  larger creatures are unaffected by a tanglefoot bag. A 
  flying creature is not stuck to the floor, but it must make a 
  DC 15 Reflex save or be unable to fly (assuming it uses 
  its wings to fly) and fall to the ground. A tanglefoot bag 
  does not function underwater. 
  A creature that is glued to the floor (or unable to fly) can 
  break free by making a DC 17 Strength check or by 
  dealing 15 points of damage to the goo with a slashing 
  weapon. A creature trying to scrape goo off itself, or 
  another creature assisting, does not need to make an 
  attack roll; hitting the goo is automatic, after which the 
  creature that hit makes a damage roll to see how much of 
  the goo was scraped off. Once free, the creature can 
  move (including flying) at half speed. If the entangled 
  creature attempts to cast a spell, it must make 
  concentration check with a DC of 15 + the spell's level or 
  be unable to cast the spell. The goo becomes brittle and 
  fragile after 2d4 rounds, cracking apart and losing its 
  effectiveness. An application of universal solvent to a 
  stuck creature dissolves the alchemical goo immediately. 
  Wand of Cure Light Wounds 
  Faint conjuration; DC 16 
  See the spell of the same name. 
   
  Rules Reference
  All rules-related terms not otherwise explained within the text. 
  Note that feats or abilities which result in an unconditional 
  bonus or penalty will already have been factored into a 
  creature’s statistics block. 
  Ability Damage and Drain (Ex or Su) 
  Some attacks or special abilities cause ability damage or 
  drain, reducing the designated ability score by the listed 
  amount. Ability damage can be healed naturally. Ability 
  drain is permanent and can only be restored through 
  magic. 
  Ability Focus 
  One of this creature's special attacks is particularly 
  difficult to resist. 
  Prerequisite: Special attack. 
  Benefit: Choose one of the creature's special attacks. 
  Add +2 to the DC on all saving throws against the special 
  attack on which the creature focuses. 
  Special: A creature can gain this feat multiple times. Its 
  effects do not stack. Each time the creature takes the 
  feat, it applies to a different special attack. 
  Agile Maneuvers 
  You've learned to use your quickness in place of brute 
  force when performing combat maneuvers. 
  Benefit: You add your Dexterity bonus to your base 
  attack bonus and size bonus when determining your 
  Combat Maneuver Bonus (see Combat) instead of your 
  Strength bonus. 
  Normal: You add your Strength bonus to your base 
  attack bonus and size bonus when determining your 
  Combat Maneuver Bonus. 
  Alertness 
  You often notice things that others might miss. 
  Benefit: You get a +2 bonus on Perception and Sense 
  Motive skill checks. If you have 10 or more ranks in one 
  of these skills, the bonus increases to +4 for that skill. 
  Amphibious (Ex) 
  Creatures with this special quality have the aquatic 
  subtype, but they can survive indefinitely on land. 
  Animal Companion Link (Ex) 
  The character can handle her animal companion as a 
  free action, or push it as a move action, even if she 
  doesn't have any ranks in the Handle Animal skill. She 
  gains a +4 circumstance bonus on all wild empathy 
  checks and Handle Animal checks made regarding an 
  animal companion. 
  Aquatic Subtype 
  These creatures always have swim speeds and can 
  move in water without making Swim checks. An aquatic 
  creature can breathe water. It cannot breathe air unless it 
  has the amphibious special quality. Aquatic creatures 
  always treat Swim as a class skill. 
  Aura of Good / Evil (Ex) 
  
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  The aura of good or evil (see the detect good and evil 
  spells) is equal to the character level. 
  Boon Companion 
  Your bond with your animal companion or familiar is 
  unusually close. 
  Prerequisites: Animal companion or familiar class 
  feature. 
  Benefit: The abilities of your animal companion or 
  familiar are calculated as though your class were 4 levels 
  higher, to a maximum effective druid level equal to your 
  character level. If you have more than one animal 
  companion or familiar, choose one to receive this benefit. 
  If you lose or dismiss an animal companion or familiar 
  that has received this benefit, you may apply this feat to 
  the replacement creature. 
  Special: You may select this feat more than once. The 
  effects do not stack. Each time you take the feat, it 
  applies to a different animal companion or familiar. 
  Breath Weapon (Su) 
  Some creatures can exhale a cone, line, or cloud of 
  energy or other magical effects. A breath weapon attack 
  usually deals damage and is often based on some type 
  of energy. Breath weapons allow a Reflex save for half 
  damage (DC 10 + 1/2 breathing creature's racial HD + 
  breathing creature's Con modifier; the exact DC is given 
  in the creature's descriptive text). A creature is immune to 
  its own breath weapon unless otherwise noted. Some 
  breath weapons allow a Fortitude save or a Will save 
  instead of a Reflex save. Each breath weapon also 
  includes notes on how often it can be used, even if this 
  number is limited in times per day. 
  Brew Potion (Item Creation) 
  You can create magic potions. 
  Prerequisite: Caster level 3rd. 
  Benefit: You can create a potion of any 3rd-level or 
  lower spell that you know and that targets one or more 
  creatures or objects. Brewing a potion takes 2 hours if its 
  base price is 250 gp or less, otherwise brewing a potion 
  takes 1 day for each 1,000 gp in its base price. When you 
  create a potion, you set the caster level, which must be 
  sufficient to cast the spell in question and no higher than 
  your own level. To brew a potion, you must use up raw 
  materials costing one half this base price. See the magic 
  item creation rules in Magic Items for more information. 
  When you create a potion, you make any choices that 
  you would normally make when casting the spell. 
  Whoever drinks the potion is the target of the spell. 
  Channel Energy (Su) 
  Regardless of alignment, any cleric can release a wave 
  of energy by channeling the power of her faith through 
  her holy (or unholy) symbol. This energy can be used to 
  cause or heal damage, depending on the type of energy 
  channeled and the creatures targeted. 
  A good cleric (or one who worships a good deity) 
  channels positive energy and can choose to deal 
  damage to undead creatures or to heal living creatures. 
  An evil cleric (or one who worships an evil deity) 
  channels negative energy and can choose to deal 
  damage to living creatures or to heal undead creatures. A 
  neutral cleric who worships a neutral deity (or one who is 
  not devoted to a particular deity) must choose whether 
  she channels positive or negative energy. Once this 
  choice is made, it cannot be reversed. This decision also 
  determines whether the cleric casts spontaneous cure or 
  inflict spells (see spontaneous casting). 
  Channeling energy causes a burst that affects all 
  creatures of one type (either undead or living) in a 30-foot 
  radius centered on the cleric. The amount of damage 
  dealt or healed is equal to 1d6 points of damage plus 1d6 
  points of damage for every two cleric levels beyond 1st 
  (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take 
  damage from channeled energy receive a Will save to 
  halve the damage. The DC of this save is equal to 10 + 
  1/2 the cleric's level + the cleric's Charisma modifier. 
  Creatures healed by channeled energy cannot exceed 
  their maximum hit point total—all excess healing is lost. A 
  cleric may channel energy a number of times per day 
  equal to 3 + her Charisma modifier. This is a standard 
  action that does not provoke an attack of opportunity. A 
  cleric can choose whether or not to include herself in this 
  effect. A cleric must be able to present her holy symbol to 
  use this ability. 
  Channel Energy (Variant) 
  A variant channeling either modifies positive channeled 
  energy when used to heal or modifies negative energy 
  when used to harm. When using positive energy to heal, 
  affected creatures gain only half the normal amount of 
  healing but also receive a specific beneficial effect. When 
  channeling negative energy to harm, affected creatures 
  take only half the normal damage but take an additional 
  penalty or harmful effect; a successful saving throw 
  negates the additional penalty or effect but does not 
  reduce the damage any further. Creatures that would 
  normally ignore the effect of a particular channel (such as 
  undead with respect to a positive energy channel used to 
  heal) ignore the variant effect of that channel. 
  Some variant channeling abilities are enhanced when 
  used on particular creature types. Such channeling 
  increases the normal healing or damage from channeled 
  energy by 50% for that creature type, rather than the 
  default half healing or damage for the alternative 
  channeling. For example, a 7th-level cleric normally heals 
  4d6 points of damage with channeled positive energy; 
  with the Nature alternative channeling, that cleric instead 
  heals only half that amount (2d6) when channeling, but 
  heals animals and fey an additional +50% over the 
  unhalved value (4d6 + 50%). 
  Unless otherwise stated, bonuses granted by a variant 
  channeling are sacred bonuses if you channel positive 
  energy or profane bonuses if you channel negative 
  energy. If an alternative channeled energy provides a 
  “channel bonus” on rolls or statistics, the bonus is +1, 
  increasing to +2 at cleric level 5 and for every 5 cleric 
  levels thereafter (to a maximum of +5). Likewise, a 
  “channel penalty” is initially –1, increasing to –2 at cleric 
  level 5 and every 5 cleric levels thereafter (to a maximum 
  of –5). 
  Undeath: Heal This works like a standard channel (not 
  halved). Harm The healing effect is enhanced for undead 
  creatures and those with negative energy affinity. 
  Combat Reflexes 
  
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  You can make additional attacks of opportunity. 
  Benefit: You may make a number of additional attacks of 
  opportunity per round equal to your Dexterity bonus. With 
  this feat, you may also make attacks of opportunity while 
  flat-footed. 
  Normal: A character without this feat can make only one 
  attack of opportunity per round and can't make attacks of 
  opportunity while flat-footed. 
  Special: The Combat Reflexes feat does not allow a 
  rogue to use her opportunist ability more than once per 
  round. 
  Construct Traits (Ex) 
  Constructs are immune to death effects, disease, mind-
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects), necromancy effects, 
  paralysis, poison, sleep, stun, and any effect that 
  requires a Fortitude save (unless the effect also works on 
  objects, or is harmless). Constructs are not subject to 
  nonlethal damage, ability damage, ability drain, fatigue, 
  exhaustion, or energy drain. Constructs are not at risk of 
  death from massive damage. 
  Damage Reduction (DR) (Ex or Su) 
  A creature with this special quality ignores damage from 
  most weapons and natural attacks. Wounds heal 
  immediately, or the weapon bounces off harmlessly (in 
  either case, the opponent knows the attack was 
  ineffective). The creature takes normal damage from 
  energy attacks (even nonmagical ones), spells, spell-like 
  abilities, and supernatural abilities. A certain kind of 
  weapon can sometimes damage the creature normally, 
  as noted below. 
  The entry indicates the amount of damage ignored 
  (usually 5 to 15 points) and the type of weapon that 
  negates the ability. 
  Some monsters are vulnerable to piercing, bludgeoning, 
  or slashing damage. Others are vulnerable to certain 
  materials, such as adamantine, alchemical silver, or cold-
  forged iron. Attacks from weapons that are not of the 
  correct type or made of the correct material have their 
  damage reduced, although a high enhancement bonus 
  can overcome some forms of damage reduction. 
  Some monsters are vulnerable to magic weapons. Any 
  weapon with at least a +1 magical enhancement bonus 
  on attack and damage rolls overcomes the damage 
  reduction of these monsters. Such creatures' natural 
  weapons (but not their attacks with weapons) are treated 
  as magic weapons for the purpose of overcoming 
  damage reduction. 
  A few very powerful monsters are vulnerable only to epic 
  weapons—that is, magic weapons with at least a +6 
  enhancement bonus. Such creatures' natural weapons 
  are also treated as epic weapons for the purpose of 
  overcoming damage reduction. 
  Some monsters are vulnerable to good-, evil-, chaotically, 
  or lawfully aligned weapons. When a cleric casts align 
  weapon, affected weapons might gain one or more of 
  these properties, and certain magic weapons have these 
  properties as well. A creature with an alignment subtype 
  (chaotic, evil, good, or lawful) can overcome this type of 
  damage reduction with its natural weapons and weapons 
  it wields as if the weapons or natural weapons had an 
  alignment (or alignments) that matched the subtype(s) of 
  the creature. 
  When a damage reduction entry has a dash (—) after the 
  slash, no weapon negates the damage reduction. 
  A few creatures are harmed by more than one kind of 
  weapon. A weapon that inflicts damage of either type 
  overcomes this damage reduction. 
  A few other creatures require combinations of different 
  types of attacks to overcome their damage reduction, and 
  a weapon must be both types to overcome this type of 
  damage reduction. A weapon that is only one type is still 
  subject to damage reduction. 
  Damage Reduction (Overcoming) 
  Damage reduction may be overcome by special 
  materials, magic weapons (any weapon with a +1 or 
  higher enhancement bonus, not counting the 
  enhancement from masterwork quality), certain types of 
  weapons (such as slashing or bludgeoning), and 
  weapons imbued with an alignment. 
  Ammunition fired from a projectile weapon with an 
  enhancement bonus of +1 or higher is treated as a magic 
  weapon for the purpose of overcoming damage 
  reduction. Similarly, ammunition fired from a projectile 
  weapon with an alignment gains the alignment of that 
  projectile weapon (in addition to any alignment it may 
  already have). 
  Weapons with an enhancement bonus of +3 or greater 
  can ignore some types of damage reduction, regardless 
  of their actual material or alignment. The following table 
  shows what type of enhancement bonus is needed to 
  overcome some common types of damage reduction. 
  DR Type 
  Weapon Enhancement Bonus 
  Equivalent 
  cold iron/silver 
  +3 
  adamantine* 
  +4 
  alignment-based 
  +5 
  * Note that this does not give the ability to ignore 
  hardness, like an actual adamantine weapon does 
  Darkvision 
  Darkvision is the extraordinary ability to see with no light 
  source at all, out to a range specified for the creature. 
  Darkvision is black-and-white only (colors cannot be 
  discerned). It does not allow characters to see anything 
  that they could not see otherwise—invisible objects are 
  still invisible, and illusions are still visible as what they 
  seem to be. Likewise, darkvision subjects a creature to 
  gaze attacks normally. The presence of light does not 
  spoil darkvision. 
  Death From Above 
  You allow gravity to add extra force to your charges. 
  Benefit: Whenever you charge an opponent from higher 
  ground, or from above while flying, you gain a +5 bonus 
  on attack rolls in place of the bonuses from charging and 
  being on higher ground. 
  
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  Death's Kiss (Su) 
  You can cause a creature to take on some of the traits of 
  the undead with a melee touch attack. Touched creatures 
  are treated as undead for the purposes of effects that 
  heal or cause damage based on positive and negative 
  energy. This effect lasts for a number of rounds equal to 
  1/2 your cleric level (minimum 1). It does not apply to the 
  Turn Undead or Command Undead feats. You can use 
  this ability a number of times per day equal to 3 + your 
  Wisdom modifier. 
  Diehard 
  You are especially hard to kill. Not only do your wounds 
  automatically stabilize when grievously injured, but you 
  can remain conscious and continue to act even at death's 
  door. 
  Prerequisite: Endurance. 
  Benefit: When your hit point total is below 0, but you are 
  not dead, you automatically stabilize. You do not need to 
  make a Constitution check each round to avoid losing 
  additional hit points. You may choose to act as if you 
  were disabled, rather than dying. You must make this 
  decision as soon as you are reduced to negative hit 
  points (even if it isn't your turn). If you do not choose to 
  act as if you were disabled, you immediately fall 
  unconscious. 
  When using this feat, you are staggered. You can take a 
  move action without further injuring yourself, but if you 
  perform any standard action (or any other action deemed 
  as strenuous, including some swift actions, such as 
  casting a quickened spell) you take 1 point of damage 
  after completing the act. If your negative hit points are 
  equal to or greater than your Constitution score, you 
  immediately die. 
  Normal: A character without this feat who is reduced to 
  negative hit points is unconscious and dying. 
  Discovery (Su) 
  At 2nd level, and then again every 2 levels thereafter (up 
  to 18th level), an alchemist makes an incredible 
  alchemical discovery. Unless otherwise noted, an 
  alchemist cannot select an individual discovery more 
  than once. Some discoveries can only be made if the 
  alchemist has met certain prerequisites first, such as 
  uncovering other discoveries. Discoveries that modify 
  bombs that are marked with an asterisk (*) do not stack. 
  Only one such discovery can be applied to an individual 
  bomb. The DC of any saving throw called for by a 
  discovery is equal to 10 + 1/2 the alchemist's level + the 
  alchemist's Intelligence modifier. 
  Feral mutagen: Whenever the alchemist imbibes a 
  mutagen, he gains two claw attacks and a bite attack. 
  These are primary attacks and are made using the 
  alchemist's full base attack bonus. The claw attacks deal 
  1d6 points of damage (1d4 if the alchemist is Small) and 
  the bite attack deals 1d8 points of damage (1d6 if the 
  alchemist is Small). While the mutagen is in effect, the 
  alchemist gains a +2 competence bonus on Intimidate 
  skill checks. 
  Spontaneous Healing (Ex): The alchemist gains the 
  ability to heal from wounds rapidly. As a free action once 
  per round, he can heal 5 hit points as if he had the fast 
  healing ability. He can heal 5 hit points per day in this 
  manner for every 2 alchemist levels he possesses. If the 
  alchemist falls unconscious because of hit point damage 
  and he still has healing available from this ability, the 
  ability activates automatically each round until he is 
  conscious again or the ability is depleted for the day. 
  Distraction (Ex) 
  A creature with this ability can nauseate the creatures 
  that it damages. Any living creature that takes damage 
  from a creature with the distraction ability is nauseated 
  for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD 
  + creature's Con modifier) negates the effect. 
  Dodge 
  Your training and reflexes allow you to react swiftly to 
  avoid an opponents' attacks. 
  Prerequisite: Dex 13. 
  Benefit: You gain a +1 dodge bonus to your AC. A 
  condition that makes you lose your Dex bonus to AC also 
  makes you lose the benefits of this feat. 
  Earth Glide (Ex) 
  When the creature burrows, it can pass through stone, 
  dirt, or almost any other sort of earth except metal as 
  easily as a fish swims through water. If protected against 
  fire damage, it can even glide through lava. Its burrowing 
  leaves behind no tunnel or hole, nor does it create any 
  ripple or other sign of its presence. A move earth spell 
  cast on an area containing the burrowing creature flings it 
  back 30 feet, stunning it for 1 round unless it succeeds 
  on a DC 15 Fortitude save. 
  Elemental Subtype 
  An elemental is a being composed entirely from one of 
  the four classical elements: air, earth, fire, or water. An 
  elemental has the following features. 
  Immunity to bleed, paralysis, poison, sleep effects, and 
  stunning. 
  Not subject to critical hits or flanking. Does not take 
  additional damage from precision-based attacks, such as 
  sneak attack. 
  Proficient with natural weapons only, unless generally 
  humanoid in form, in which case proficient with all simple 
  weapons and any weapons mentioned in its entry. 
  Proficient with whatever type of armor (light, medium, or 
  heavy) it is described as wearing, as well as all lighter 
  types. Elementals not indicated as wearing armor are not 
  proficient with armor. Elementals are proficient with 
  shields if they are proficient with any form of armor. 
  Elementals do not breathe, eat, or sleep. 
  Empathic Link (Su) 
  The master has an empathic link with his familiar to a 1 
  mile distance. The master can communicate empathically 
  with the familiar, but cannot see through its eyes. 
  Because of the link's limited nature, only general 
  emotions can be shared. The master has the same 
  connection to an item or place that his familiar does. 
  Endurance 
  Harsh conditions or long exertions do not easily tire you. 
  
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  Benefit: You gain a +4 bonus on the following checks 
  and saves: Swim checks made to resist nonlethal 
  damage from exhaustion; Constitution checks made to 
  continue running; Constitution checks made to avoid 
  nonlethal damage from a forced 
  march; Constitution checks made to hold your 
  breath; Constitution checks made to avoid nonlethal 
  damage from starvation or thirst; Fortitude saves made to 
  avoid nonlethal damage from hot or cold environments; 
  and Fortitude saves made to resist damage from 
  suffocation. 
  You may sleep in light or medium armor without 
  becoming fatigued. 
  Normal: A character without this feat who sleeps in 
  medium or heavier armor is fatigued the next day. 
  Energy Resistance 
  A creature with resistance to energy has the ability 
  (usually extraordinary) to ignore some damage of a 
  certain type per attack, but it does not have total 
  immunity. 
  Each resistance ability is defined by what energy type it 
  resists and how many points of damage are resisted. It 
  doesn't matter whether the damage has a mundane or 
  magical source. 
  When resistance completely negates the damage from 
  an energy attack, the attack does not disrupt a spell. This 
  resistance does not stack with the resistance that a spell 
  might provide. 
  Evasion (Ex) 
  At 2nd level and higher, a rogue can avoid even magical 
  and unusual attacks with great agility. If she makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, she 
  instead takes no damage. Evasion can be used only if 
  the rogue is wearing light armor or no armor. A helpless 
  rogue does not gain the benefit of evasion. 
  Extend Spell (Metamagic) 
  You can make your spells last twice as long. 
  Benefit: An extended spell lasts twice as long as normal. 
  A spell with a duration of concentration, instantaneous, or 
  permanent is not affected by this feat. An extended spell 
  uses up a spell slot one level higher than the spell's 
  actual level. 
  Extra Channel 
  You can channel divine energy more often. 
  Prerequisite: Channel energy class feature. 
  Benefit: You can channel energy two additional times 
  per day. 
  Special: If a paladin with the ability to channel positive 
  energy takes this feat, she can use lay on hands four 
  additional times a day, but only to channel positive 
  energy. 
  Extra Revelation 
  You have discovered a new aspect of your mystery. 
  Prerequisite: Revelation class feature. 
  Benefit: You gain one additional revelation. You must 
  meet all of the prerequisites for this revelation. 
  Special: You can gain Extra Revelation multiple times. 
  Extracts (alchemist) 
  Extracts in many ways behave like spells in potion form, 
  and as such their effects can be dispelled by effects like 
  dispel magic using the alchemist's level as the caster 
  level. Unlike potions, though, extracts can have powerful 
  effects and duplicate spells that a potion normally could 
  not. 
  When an alchemist mixes an extract, he infuses the 
  chemicals and reagents in the extract with magic 
  siphoned from his own magical aura. An extract 
  immediately becomes inert if it leaves the alchemist's 
  possession, reactivating as soon as it returns to his 
  keeping—an alchemist cannot normally pass out his 
  extracts for allies to use (but see the “infusion” discovery 
  below). An extract, once created, remains potent for 1 
  day before losing its magic, so an alchemist must re-
  prepare his extracts every day. Mixing an extract takes 1 
  minute of work—most alchemists prepare many extracts 
  at the start of the day or just before going on an 
  adventure, but it's not uncommon for an alchemist to 
  keep some (or even all) of his daily extract slots open so 
  that he can prepare extracts in the field as needed. 
  Although the alchemist doesn't actually cast spells, he 
  does have a formulae list that determines what extracts 
  he can create. An alchemist can utilize spell-trigger items 
  if the spell appears on his formuale list, but not spell-
  completion items (unless he uses Use Magic Device to 
  do so). An extract is “cast” by drinking it, as if imbibing a 
  potion—the effects of an extract exactly duplicate the 
  spell upon which its formula is based, save that the spell 
  always affects only the drinking alchemist. An alchemist 
  can draw and drink an extract as a standard action. The 
  alchemist uses his level as the caster level to determine 
  any effect based on caster level. 
  Creating extracts consumes raw materials, but the cost of 
  these materials is insignificant—comparable to the 
  valueless material components of most spells. If a spell 
  normally has a costly material component, that 
  component is expended during the consumption of that 
  particular extract. Extracts cannot be made from spells 
  that have focus requirements (alchemist extracts that 
  duplicate divine spells never have a divine focus 
  requirement). 
  Fast Healing (Ex) 
  A creature with the fast healing special quality regains hit 
  points at an exceptional rate, usually 1 or more hit points 
  per round, as given in the creature's entry. Except where 
  noted here, fast healing is just like natural healing. Fast 
  healing does not restore hit points lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts. Unless otherwise stated, it does 
  not allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing 
  end immediately. 
  Feral Combat Training 
  You were taught a style of martial arts that relies on the 
  natural weapons from your racial ability or class feature. 
  
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  Prerequisites: Improved Unarmed Strike, Weapon 
  Focus with selected natural weapon. 
  Benefit: Choose one of your natural weapons. While 
  using the selected natural weapon, you can apply the 
  effects of feats that have Improved Unarmed Strike as a 
  prerequisite, as well as effects that augment an unarmed 
  strike. 
  Special: If you are a monk, you can use the selected 
  natural weapon with your flurry of blows class feature. 
  Grab (Ex) 
  If a creature with this special attack hits with the indicated 
  attack (usually a claw or bite attack), it deals normal 
  damage and attempts to start a grapple as a free action 
  without provoking an attack of opportunity. Unless 
  otherwise noted, grab can only be used against targets of 
  a size equal to or smaller than the creature with this 
  ability. If the creature can use grab on creatures of other 
  sizes, it is noted in the creature's Special Attacks line. 
  The creature has the option to conduct the grapple 
  normally, or simply use the part of its body it used in the 
  grab to hold the opponent. If it chooses to do the latter, it 
  takes a –20 penalty on its CMB check to make and 
  maintain the grapple, but does not gain the grappled 
  condition itself. A successful hold does not deal any extra 
  damage unless the creature also has the constrict special 
  attack. If the creature does not constrict, each successful 
  grapple check it makes during successive rounds 
  automatically deals the damage indicated for the attack 
  that established the hold. Otherwise, it deals constriction 
  damage as well (the amount is given in the creature's 
  descriptive text). 
  Creatures with the grab special attack receive a +4 bonus 
  on combat maneuver checks made to start and maintain 
  a grapple. 
  Great Fortitude 
  You are resistant to poisons, diseases, and other 
  maladies. 
  Benefit: You get a +2 bonus on all Fortitude saving 
  throws. 
  Hex (witch) 
  Witches learn a number of magic tricks, called hexes, 
  that grant them powers or weaken foes. At 1st level, a 
  witch gains one hex of her choice. She gains an 
  additional hex at 2nd level and for every 2 levels attained 
  after 2nd level, as noted on Table 2–10. A witch cannot 
  select an individual hex more than once. 
  Unless otherwise noted, using a hex is a standard action 
  that does not provoke an attack of opportunity. The save 
  to resist a hex is equal to 10 + 1/2 the witch's level + the 
  witch's Intelligence modifier. 
  Cursed Wound (Su): For a number of days equal to 3 + 
  the witch's Intelligence modifier (minimum 1), whenever 
  the victim is the target of a conjuration (healing) spell or 
  magical healing effect, the caster of the healing effect 
  must succeed at a caster level check (DC = 11 + the 
  witch's level) to end the hex. If the check fails, the healing 
  effect functions as normal, except it cannot remove the 
  last 10 points of damage the victim suffered. Similarly, 
  natural healing, fast healing, and regeneration fail to cure 
  the victim's last 10 points of damage. Thus, the victim's 
  effective maximum number of hit points is 10 fewer than 
  normal. A successful Will save reduces the duration of 
  this hex to 1 round. At 5th level, the victim of this hex also 
  takes a –2 penalty on Fortitude saving throws to avoid 
  contracting a disease or poison from an injury. This is a 
  curse effect and can be removed by remove curse. 
  Slumber (Su): A witch can cause a creature within 30 
  feet to fall into a deep, magical sleep, as per the spell 
  sleep. The creature receives a Will save to negate the 
  effect. If the save fails, the creature falls asleep for a 
  number of rounds equal to the witch's level. This hex can 
  affect a creature of any HD. The creature will not wake 
  due to noise or light, but others can rouse it with a 
  standard action. This hex ends immediately if the 
  creature takes damage. Whether or not the save is 
  successful, a creature cannot be the target of this hex 
  again for 1 day. 
  Hover 
  This creature can hover in place with ease and can kick 
  up clouds of dust and debris. 
  Prerequisite: Fly speed. 
  Benefit: A creature with this feat can halt its movement 
  while flying, allowing it to hover without needing to make 
  a Fly skill check. 
  If a creature of size Large or larger with this feat hovers 
  within 20 feet of the ground in an area with lots of loose 
  debris, the draft from its wings creates a hemispherical 
  cloud with a radius of 60 feet. The winds generated can 
  snuff torches, small campfires, exposed lanterns, and 
  other small, open flames of non-magical origin. Clear 
  vision within the cloud is limited to 10 feet. Creatures 
  have concealment at 15 to 20 feet (20% miss chance). At 
  25 feet or more, creatures have total concealment (50% 
  miss chance, and opponents cannot use sight to locate 
  the creature). 
  Improved Bull Rush 
  You are skilled at pushing your foes around. 
  Prerequisite: Str 13, Power Attack, base attack bonus 
  +1. 
  Benefit: You do not provoke an attack of opportunity 
  when performing a bull rush combat maneuver. In 
  addition, you receive a +2 bonus on checks made to bull 
  rush a foe. You also receive a +2 bonus to your Combat 
  Maneuver Defense whenever an opponent tries to bull 
  rush you. 
  Normal: You provoke an attack of opportunity when 
  performing a bull rush combat maneuver. 
  Improved Evasion (Ex) 
  This works like evasion, except that while the rogue still 
  takes no damage on a successful Reflex saving throw 
  against attacks, she henceforth takes only half damage 
  on a failed save. A helpless rogue does not gain the 
  benefit of improved evasion. 
  Improved Initiative 
  Your quick reflexes allow you to react rapidly to danger. 
  Benefit: You get a +4 bonus on initiative checks. 
  Improved Unarmed Strike 
  
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  You are skilled at fighting while unarmed. 
  Benefit: You are considered to be armed even when 
  unarmed—you do not provoke attacks of opportunity 
  when you attack foes while unarmed. Your unarmed 
  strikes can deal lethal or nonlethal damage, at your 
  choice. 
  Normal: Without this feat, you are considered unarmed 
  when attacking with an unarmed strike, and you can deal 
  only nonlethal damage with such an attack. 
  Incorporeal (Ex) 
  An incorporeal creature has no physical body. It can be 
  harmed only by other incorporeal creatures, magic 
  weapons or creatures that strike as magic weapons, and 
  spells, spell-like abilities, or supernatural abilities. It is 
  immune to all nonmagical attack forms. Even when hit by 
  spells or magic weapons, it takes only half damage from 
  a corporeal source (except for channel energy). Although 
  it is not a magical attack, holy water can affect 
  incorporeal undead. Corporeal spells and effects that do 
  not cause damage only have a 50% chance of affecting 
  an incorporeal creature. Force spells and effects, such as 
  from a magic missile, affect an incorporeal creature 
  normally. 
  An incorporeal creature has no natural armor bonus but 
  has a deflection bonus equal to its Charisma bonus 
  (always at least +1, even if the creature's Charisma score 
  does not normally provide a bonus). 
  An incorporeal creature can enter or pass through solid 
  objects, but must remain adjacent to the object's exterior, 
  and so cannot pass entirely through an object whose 
  space is larger than its own. It can sense the presence of 
  creatures or objects within a square adjacent to its 
  current location, but enemies have total concealment 
  (50% miss chance) from an incorporeal creature that is 
  inside an object. In order to see beyond the object it is in 
  and attack normally, the incorporeal creature must 
  emerge. An incorporeal creature inside an object has 
  total cover, but when it attacks a creature outside the 
  object it only has cover, so a creature outside with a 
  readied action could strike at it as it attacks. An 
  incorporeal creature cannot pass through a force effect. 
  An incorporeal creature's attacks pass through (ignore) 
  natural armor, armor, and shields, although deflection 
  bonuses and force effects (such as mage armor) work 
  normally against it. Incorporeal creatures pass through 
  and operate in water as easily as they do in air. 
  Incorporeal creatures cannot fall or take falling damage. 
  Incorporeal creatures cannot make trip or grapple 
  attacks, nor can they be tripped or grappled. In fact, they 
  cannot take any physical action that would move or 
  manipulate an opponent or its equipment, nor are they 
  subject to such actions. Incorporeal creatures have no 
  weight and do not set off traps that are triggered by 
  weight. 
  An incorporeal creature moves silently and cannot be 
  heard with Perception checks if it doesn't wish to be. It 
  has no Strength score, so its Dexterity modifier applies to 
  its melee attacks, ranged attacks, and CMB. Nonvisual 
  senses, such as scent and blindsight, are either 
  ineffective or only partly effective with regard to 
  incorporeal creatures. Incorporeal creatures have an 
  innate sense of direction and can move at full speed 
  even when they cannot see. 
  Iron Will 
  You are more resistant to mental effects. 
  Benefit: You get a +2 bonus on all Will saving throws. 
  Lesser Beast Totem (Su) 
  While raging, the barbarian gains two claw attacks. 
  These attacks are considered primary attacks and are 
  made at the barbarian's full base attack bonus. The claws 
  deal 1d6 points of slashing damage (1d4 if Small) plus 
  the barbarian's Strength modifier. 
  Lightning Reflexes 
  You have faster reflexes than normal. 
  Benefit: You get a +2 bonus on all Reflex saving throws. 
  Low-Light Vision 
  Characters with low-light vision have eyes that are so 
  sensitive to light that they can see twice as far as normal 
  in dim light. Low-light vision is color vision. A spellcaster 
  with low-light vision can read a scroll as long as even the 
  tiniest candle flame is next to him as a source of light. 
  Characters with low-light vision can see outdoors on a 
  moonlit night as well as they can during the day. 
  Mutagen (Su) 
  At 1st level, an alchemist discovers how to create a 
  mutagen that he can imbibe in order to heighten his 
  physical prowess at the cost of his personality. It takes 1 
  hour to brew a dose of mutagen, and once brewed, it 
  remains potent until used. An alchemist can only 
  maintain one dose of mutagen at a time—if he brews a 
  second dose, any existing mutagen becomes inert. As 
  with an extract or bomb, a mutagen that is not in an 
  alchemist's possession becomes inert until an alchemist 
  picks it up again. 
  When an alchemist brews a mutagen, he selects one 
  physical ability score—either Strength, Dexterity, or 
  Constitution. It's a standard action to drink a mutagen. 
  Upon being imbibed, the mutagen causes the alchemist 
  to grow bulkier and more bestial, granting him a +2 
  natural armor bonus and a +4 alchemical bonus to the 
  selected ability score for 10 minutes per alchemist level. 
  In addition, while the mutagen is in effect, the alchemist 
  takes a –2 penalty to one of his mental ability scores. If 
  the mutagen enhances his Strength, it applies a penalty 
  to his Intelligence. If it enhances his Dexterity, it applies a 
  penalty to his Wisdom. If it enhances his Constitution, it 
  applies a penalty to his Charisma. 
  A non-alchemist who drinks a mutagen must make a 
  Fortitude save (DC 10 + 1/2 the alchemist's level + the 
  alchemist's Intelligence modifier) or become nauseated 
  for 1 hour—a non-alchemist can never gain the benefit of 
  a mutagen, but an alchemist can gain the effects of 
  another alchemist's mutagen if he drinks it. (Although if 
  the other alchemist creates a different mutagen, the 
  effects of the “stolen” mutagen immediately cease.) The 
  effects of a mutagen do not stack. Whenever an 
  alchemist drinks a mutagen, the effects of any previous 
  mutagen immediately end. 
  Negative Energy Affinity (Ex) 
  
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  The creature is alive but is healed by negative energy 
  and harmed by positive energy, as if it were an undead 
  creature. Format negative energy affinity 
  Nonlethal Damage 
  Nonlethal damage represents harm to a character that is 
  not life-threatening. Unlike normal damage, nonlethal 
  damage is healed quickly with rest. 
  Dealing Nonlethal Damage: Certain attacks deal 
  nonlethal damage. Other effects, such as heat or being 
  exhausted, also deal nonlethal damage. When you take 
  nonlethal damage, keep a running total of how much 
  you've accumulated. Do not deduct the nonlethal damage 
  number from your current hit points. It is not “real” 
  damage. Instead, when your nonlethal damage equals 
  your current hit points, you're staggered (see below), and 
  when it exceeds your current hit points, you fall 
  unconscious. 
  Nonlethal Damage with a Weapon that Deals Lethal 
  Damage: You can use a melee weapon that deals lethal 
  damage to deal nonlethal damage instead, but you take a 
  –4 penalty on your attack roll. 
  Lethal Damage with a Weapon that Deals Nonlethal 
  Damage: You can use a weapon that deals nonlethal 
  damage, including an unarmed strike, to deal lethal 
  damage instead, but you take a –4 penalty on your attack 
  roll. 
  Staggered and Unconscious: When your nonlethal 
  damage equals your current hit points, you're staggered. 
  You can only take a standard action or a move action in 
  each round (in addition to free, immediate, and swift 
  actions). You cease being staggered when your current 
  hit points once again exceed your nonlethal damage. 
  When your nonlethal damage exceeds your current hit 
  points, you fall unconscious. While unconscious, you are 
  helpless. 
  Spellcasters who fall unconscious retain any spellcasting 
  ability they had before going unconscious. 
  If a creature's nonlethal damage is equal to his total 
  maximum hit points (not his current hit points), all further 
  nonlethal damage is treated as lethal damage. This does 
  not apply to creatures with regeneration. Such creatures 
  simply accrue additional nonlethal damage, increasing 
  the amount of time they remain unconscious. 
  Healing Nonlethal Damage: You heal nonlethal damage 
  at the rate of 1 hit point per hour per character level. 
  When a spell or ability cures hit point damage, it also 
  removes an equal amount of nonlethal damage. 
  Plant Traits (Ex) 
  Plants are immune to all mind-affecting effects (charms, 
  compulsions, morale effects, patterns, and phantasms), 
  paralysis, poison, polymorph, sleep, and stun. 
  Poison 
  No other affliction is so prevalent as poison. From the 
  fangs of a viper to the ichor-stained assassin's blade, 
  poison is a constant threat. Poisons can be cured by 
  successful saving throws and spells such as neutralize 
  poison. 
  Contact poisons are contracted the moment someone 
  touches the poison with his bare skin. Such poisons can 
  be used as injury poisons. Contact poisons usually have 
  an onset time of 1 minute and a frequency of 1 minute. 
  Ingested poisons are contracted when a creature eats or 
  drinks the poison. Ingested poisons usually have an 
  onset time of 10 minutes and a frequency of 1 minute. 
  Injury poisons are primarily contracted through the 
  attacks of certain creatures and through weapons coated 
  in the toxin. Injury poisons do not usually have an onset 
  time and have a frequency of 1 round. Inhaled poisons 
  are contracted the moment a creature enters an area 
  containing such poisons. Most inhaled poisons fill a 
  volume equal to a 10-foot cube per dose. Creatures can 
  attempt to hold their breaths while inside to avoid inhaling 
  the toxin. Creatures holding their breaths receive a 50% 
  chance of not having to make a Fortitude save each 
  round. See the rules for holding your breath and 
  suffocation in Environment. Note that a character that 
  would normally suffocate while attempting to hold its 
  breath instead begins to breathe normally again. 
  Unlike other afflictions, multiple doses of the same poison 
  stack. Poisons delivered by injury and contact cannot 
  inflict more than one dose of poison at a time, but inhaled 
  and ingested poisons can inflict multiple doses at once. 
  Each additional dose extends the total duration of the 
  poison (as noted under frequency) by half its total 
  duration. In addition, each dose of poison increases the 
  DC to resist the poison by +2. This increase is 
  cumulative. Multiple doses do not alter the cure 
  conditions of the poison, and meeting these conditions 
  ends the affliction for all the doses. For example, a 
  character is bit three times in the same round by a trio of 
  Medium monstrous spiders, injecting him with three 
  doses of Medium spider venom. The unfortunate 
  character must make a DC 18 Fortitude save for the next 
  8 rounds. Fortunately, just one successful save cures the 
  character of all three doses of the poison. 
  Poison Use (Ex) 
  Trained in the use of poison and cannot accidentally 
  poison themselves when applying poison to a weapon. 
  Pounce (Ex) 
  When a creature with this special attack makes a charge, 
  it can make a full attack (including rake attacks if the 
  creature also has the rake ability). 
  Power Attack 
  You can make exceptionally deadly melee attacks by 
  sacrificing accuracy for strength. 
  Prerequisites: Str 13, base attack bonus +1. 
  Benefit: You can choose to take a –1 penalty on all 
  melee attack rolls and combat maneuver checks to gain 
  a +2 bonus on all melee damage rolls. This bonus to 
  damage is increased by half (+50%) if you are making an 
  attack with a two-handed weapon, a one handed weapon 
  using two hands, or a primary natural weapon that adds 
  1-1/2 times your Strength modifier on damage rolls. This 
  bonus to damage is halved (–50%) if you are making an 
  attack with an off-hand weapon or secondary natural 
  weapon. When your base attack bonus reaches +4, and 
  every 4 points thereafter, the penalty increases by –1 and 
  the bonus to damage increases by +2. You must choose 
  to use this feat before making an attack roll, and its 
  effects last until your next turn. The bonus damage does 
  
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  not apply to touch attacks or effects that do not deal hit 
  point damage. 
  Prodigy 
  You are naturally skilled at arts, professions, and the 
  acquisition of knowledge. 
  Benefit: Choose two Craft, Perform, or Profession skills 
  in any combination (two Craft skills, a Craft skill and a 
  Perform skill, and so on). You receive a +2 bonus on 
  checks with these skills. If you have 10 or more ranks in 
  any one of these skills, the bonus increases to +4 for that 
  skill. 
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to 
  two new skills. 
  Rage (Ex) 
  A barbarian can call upon inner reserves of strength and 
  ferocity, granting her additional combat prowess. Starting 
  at 1st level, a barbarian can rage for a number of rounds 
  per day equal to 4 + her Constitution modifier. At each 
  level after 1st, she can rage for 2 additional rounds. 
  Temporary increases to Constitution, such as those 
  gained from rage and spells like bear's endurance, do not 
  increase the total number of rounds that a barbarian can 
  rage per day. A barbarian can enter rage as a free action. 
  The total number of rounds of rage per day is renewed 
  after resting for 8 hours, although these hours do not 
  need to be consecutive. 
  While in rage, a barbarian gains a +4 morale bonus to 
  her Strength and Constitution, as well as a +2 morale 
  bonus on Will saves. In addition, she takes a –2 penalty 
  to Armor Class. The increase to Constitution grants the 
  barbarian 2 hit points per Hit Dice, but these disappear 
  when the rage ends and are not lost first like temporary 
  hit points. While in rage, a barbarian cannot use 
  any Charisma-, Dexterity-, or Intelligence-based skills 
  (except Acrobatics, Fly, Intimidate, and Ride) or any 
  ability that requires patience or concentration. 
  A barbarian can end her rage as a free action and 
  is fatigued after rage for a number of rounds equal to 2 
  times the number of rounds spent in the rage. A 
  barbarian cannot enter a new rage 
  while fatigued or exhausted but can otherwise enter rage 
  multiple times during a single encounter or combat. If a 
  barbarian falls unconscious, her rage immediately ends, 
  placing her in peril of death. 
  Resist Level Drain 
  Members of this race take no penalty from energy-
  draining effects, though a member of this race can still be 
  killed if it accrues more negative levels than it has Hit 
  Dice. After 24 hours, any negative levels a member of 
  this race has accrued are removed without the need for 
  any additional saving throws. 
  Scent 
  This extraordinary ability lets a creature detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. 
  A creature with the scent ability can detect opponents by 
  sense of smell, generally within 30 feet. If the opponent is 
  upwind, the range is 60 feet. If it is downwind, the range 
  is 15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents, such as skunk musk or 
  troglodyte stench, can be detected at three times these 
  ranges. 
  The creature detects another creature's presence but not 
  its specific location. Noting the direction of the scent is a 
  move action. If the creature moves within 5 feet (1 
  square) of the scent's source, the creature can pinpoint 
  the area that the source occupies, even if it cannot be 
  seen. 
  Note: using scent to pinpoint a square a stealthed 
  creature is in still means that you've got a 50% miss 
  chance if you can't see it with your Perception check. 
  A creature with the Survival skill and the scent ability can 
  follow tracks by smell, making a Survival check to find or 
  follow a track. A creature with the scent ability can 
  attempt to follow tracks using Survival untrained. The 
  typical DC for a fresh trail is 10. The DC increases or 
  decreases depending on how strong the quarry's odor is, 
  the number of creatures, and the age of the trail. For 
  each hour that the trail is cold, the DC increases by 2. 
  The ability otherwise follows the rules for the Survival skill 
  in regards to tracking. Creatures tracking by scent ignore 
  the effects of surface conditions and poor visibility. 
  Creatures with the scent ability can identify familiar odors 
  just as humans do familiar sights. 
  Water, particularly running water, ruins a trail for air-
  breathing creatures. Water-breathing creatures that have 
  the scent ability, however, can use it in the water easily. 
  False, powerful odors can easily mask other scents. The 
  presence of such an odor completely spoils the ability to 
  properly detect or identify creatures, and the base 
  Survival DC to track becomes 20 rather than 10. 
  Share Spells 
  The caster may cast a spell with a target of “You” on his 
  familiar (as a touch spell) instead of on himself. A caster 
  may cast spells on his familiar even if the spells do not 
  normally affect creatures of the familiar's type (magical 
  beast). 
  Skill Focus 
  Choose a skill. You are particularly adept at that skill. 
  Benefit: You get a +3 bonus on all checks involving the 
  chosen skill. If you have 10 or more ranks in that skill, 
  this bonus increases to +6. 
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a 
  new skill. 
  Sneak Attack 
  If a rogue can catch an opponent when he is unable to 
  defend himself effectively from her attack, she can strike 
  a vital spot for extra damage. 
  The rogue's attack deals extra damage anytime her 
  target would be denied a Dexterity bonus to AC (whether 
  the target actually has a Dexterity bonus or not), or when 
  the rogue flanks her target. This extra damage is 1d6 at 
  1st level, and increases by 1d6 every two rogue levels 
  thereafter. Should the rogue score a critical hit with a 
  sneak attack, this extra damage is not multiplied. Ranged 
  
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  attacks can count as sneak attacks only if the target is 
  within 30 feet. 
  With a weapon that deals nonlethal damage (like a sap, 
  whip, or an unarmed strike), a rogue can make a sneak 
  attack that deals nonlethal damage instead of lethal 
  damage. She cannot use a weapon that deals lethal 
  damage to deal nonlethal damage in a sneak attack, not 
  even with the usual –4 penalty. 
  The rogue must be able to see the target well enough to 
  pick out a vital spot and must be able to reach such a 
  spot. A rogue cannot sneak attack while striking a 
  creature with concealment. 
  Staggered (condition) 
  A staggered creature may take a single move 
  action or standard action each round (but not both, nor 
  can he take full-round actions). A staggered creature can 
  still take free, swift and immediate actions. A creature 
  with nonlethal damage exactly equal to its current hit 
  points gains the staggered condition. 
  Stealthy 
  You are good at avoiding unwanted attention and slipping 
  out of bonds. 
  Benefit: You get a +2 bonus on all Escape Artist and 
  Stealth skill checks. If you have 10 or more ranks in one 
  of these skills, the bonus increases to +4 for that skill. 
  Stunning Fist (Combat) 
  You know just where to strike to temporarily stun a foe. 
  Prerequisites: Dex 13, Wis 13, Improved Unarmed 
  Strike, base attack bonus +8. 
  Benefit: You must declare that you are using this feat 
  before you make your attack roll (thus, a failed attack roll 
  ruins the attempt). Stunning Fist forces a foe damaged by 
  your unarmed attack to make a Fortitude saving throw 
  (DC 10 + 1/2 your character level + your Wis modifier), in 
  addition to dealing damage normally. A defender who 
  fails this saving throw is stunned for 1 round (until just 
  before your next turn). A stunned character drops 
  everything held, can't take actions, loses any Dexterity 
  bonus to AC, and takes a –2 penalty to AC. You may 
  attempt a stunning attack once per day for every four 
  levels you have attained (but see Special), and no more 
  than once per round. Constructs, oozes, plants, undead, 
  incorporeal creatures, and creatures immune to critical 
  hits cannot be stunned. 
  Special: A monk receives Stunning Fist as a bonus feat 
  at 1st level, even if he does not meet the prerequisites. A 
  monk may attempt a stunning attack a number of times 
  per day equal to his monk level, plus one more time per 
  day for every four levels he has in classes other than 
  monk. 
  Swarm Attack 
  Creatures with the swarm subtype don't make standard 
  melee attacks. Instead, they deal automatic damage to 
  any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover. A 
  swarm's statistics block has “swarm” in the Melee entry, 
  with no attack bonus given. The amount of damage a 
  swarm deals is based on its Hit Dice, as shown below. 
  Swarm HD 
  Swarm Base Damage 
  1–5 
  1d6 
  6–10 
  2d6 
  11–15 
  3d6 
  16–20 
  4d6 
  21 or more 
  5d6 
  A swarm's attacks are nonmagical, unless the swarm's 
  description states otherwise. Damage reduction sufficient 
  to reduce a swarm attack's damage to 0, being 
  incorporeal, or other special abilities usually give a 
  creature immunity (or at least resistance) to damage from 
  a swarm. Some swarms also have acid, blood drain, 
  poison, or other special attacks in addition to normal 
  damage. 
  Swarms do not threaten creatures, and do not make 
  attacks of opportunity with their swarm attack. However, 
  they distract foes whose squares they occupy, as 
  described below. 
  Swarms possess the distraction universal monster rule. 
  Spellcasting or concentrating on spells within the area of 
  a swarm requires a caster level check (DC 20 + spell 
  level). Using skills that involve patience and 
  concentration requires a DC 20 Will save. 
  Swarm Traits 
  A swarm has no clear front or back and no discernable 
  anatomy, so it is not subject to critical hits or flanking. A 
  swarm made up of Tiny creatures takes half damage 
  from slashing and piercing weapons. A swarm composed 
  of Fine or Diminutive creatures is immune to all weapon 
  damage. Reducing a swarm to 0 hit points or less causes 
  it to break up, though damage taken until that point does 
  not degrade its ability to attack or resist attack. Swarms 
  are never staggered or reduced to a dying state by 
  damage. Also, they cannot be tripped, grappled, or bull 
  rushed, and they cannot grapple an opponent. 
  A swarm is immune to any spell or effect that targets a 
  specific number of creatures (including single-target 
  spells such as disintegrate), with the exception of mind-
  affecting effects (charms, compulsions, morale effects, 
  patterns, and phantasms) if the swarm has an 
  Intelligence score and a hive mind. A swarm takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and many 
  evocation spells. 
  Swarms made up of Diminutive or Fine creatures are 
  susceptible to high winds, such as those created by 
  a gust of wind spell. For purposes of determining the 
  effects of wind on a swarm, treat the swarm as a creature 
  of the same size as its constituent creatures. A swarm 
  rendered unconscious by means of nonlethal damage 
  becomes disorganized and dispersed, and does not 
  reform until its hit points exceed its nonlethal damage. 
  Swift Alchemy (Ex) 
  Create alchemical items with astounding speed. It takes 
  half the normal amount of time to create alchemical 
  
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  items, and can apply poison to a weapon as a move 
  action. 
  Tenacious Guardian (Ex) 
  At 3rd level, a bodyguard can always act in a surprise 
  round (though it remains flat-footed until it acts). As long 
  as its master is adjacent, a bodyguard remains conscious 
  (though it becomes staggered) when its hit points fall 
  below 0. While below 0 hit points, the bodyguard loses 1 
  hit point per round but gains a +2 morale bonus on attack 
  rolls, saving throws, and skill checks, dying only if its hit 
  points reach a negative total equal to its Constitution 
  score plus its master's class level. 
  Throw Anything 
  You are used to throwing things you have on hand. 
  Benefit: You do not suffer any penalties for using an 
  improvised ranged weapon. You receive a +1 
  circumstance bonus on attack rolls made with thrown 
  splash weapons. 
  Normal: You take a –4 penalty on attack rolls made with 
  an improvised weapon. 
  Toughness 
  You have enhanced physical stamina. 
  Benefit: You gain +3 hit points. For every Hit Die you 
  possess beyond 3, you gain an additional +1 hit point. If 
  you have more than 3 Hit Dice, you gain +1 hit points 
  whenever you gain a Hit Die (such as when you gain a 
  level). 
  Tremorsense 
  A creature with tremorsense is sensitive to vibrations in 
  the ground and can automatically pinpoint the location of 
  anything that is in contact with the ground. Aquatic 
  creatures with tremorsense can also sense the location 
  of creatures moving through water. The ability's range is 
  specified in the creature's descriptive text. 
  Uncontrolled Rage (Ex) 
  A wild rager's rage functions as normal, except that when 
  she reduces a creature to 0 or fewer hit points, she must 
  attempt a Will save (DC 10 + 1/2 the barbarian's level + 
  the barbarian's Constitution modifier) or become 
  confused. For the remainder of her current turn, she 
  attacks the nearest creature other than herself. On the 
  following round, refer to the confusion spell to determine 
  her actions. At the end of this round, and each round 
  thereafter, she can attempt a new saving throw to end 
  the confusion effect. The rounds during which she is 
  confused do not count against the rounds she has spent 
  raging that day, but she cannot end her rage voluntarily, 
  nor can she use rage powers while confused. 
  Undead Traits (Ex) 
  Undead are immune to death effects, disease, mind-
  affecting effects (charms, compulsions, morale effects, 
  phantasms, and patterns), paralysis, poison, sleep, stun, 
  and any effect that requires a Fortitude save (unless the 
  effect also works on objects or is harmless). Undead are 
  not subject to ability drain, energy drain, or nonlethal 
  damage. Undead are immune to damage or penalties to 
  their physical ability scores (Strength, Dexterity, and 
  Constitution), as well as to fatigue and exhaustion 
  effects. Undead are not at risk of death from massive 
  damage. 
  Venomous Stare (Sp) 
  You are a true lord of reptiles, able to induce pain, panic, 
  and confusion with a mere glance, and your mesmerizing 
  eyes can even drive weak creatures into 
  unconsciousness. As a standard action, you can activate 
  a gaze attack with a 30-foot range. This is an active gaze 
  attack that can target a single creature within range. The 
  target must make a Will save (DC = 10 + 1/2 your cleric 
  level + your Wisdom modifier). Those who fail take 1d6 
  points of nonlethal damage + 1 point for every two cleric 
  levels you possess and are fascinated until the beginning 
  of your next turn. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier. This is 
  a mind-affecting effect. 
  Vulnerabilties (Ex or Su) 
  A creature with vulnerabilities takes half again as much 
  damage (+50%) from a specific energy type, regardless 
  of whether a saving throw is allowed or if the save is a 
  success or failure. Creatures with a vulnerability that is 
  not an energy type instead take a –4 penalty on saves 
  against spells and effects that cause or use the listed 
  vulnerability (such as spells with the light descriptor). 
  Some creatures might suffer additional effects, as noted 
  in their descriptions. 
  Weapon Finesse 
  You are trained in using your agility in melee combat, as 
  opposed to brute strength. 
  Benefit: With a light weapon, rapier, whip, or spiked 
  chain made for a creature of your size category, you may 
  use your Dexterity modifier instead of your Strength 
  modifier on attack rolls. If you carry a shield, its armor 
  check penalty applies to your attack rolls. 
  Special: Natural weapons are considered light weapons. 
  Weapon Focus 
  Choose one type of weapon. You can also choose 
  unarmed strike or grapple (or ray, if you are a spellcaster) 
  as your weapon for the purposes of this feat. 
  Prerequisites: Proficiency with selected weapon, base 
  attack bonus +1. 
  Benefit: You gain a +1 bonus on all attack rolls you make 
  using the selected weapon. 
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a 
  new type of weapon. 
  Wild Fighting (Ex) 
  At 2nd level, even when not raging, wild ragers often fight 
  with reckless, savage abandon. A wild rager using the 
  full-attack action can make one extra attack per round at 
  her highest base attack bonus. Until the beginning of her 
  next turn, however, she takes a –2 penalty on attack rolls 
  and –4 penalty to AC. This ability replaces uncanny 
  dodge. 
   
  
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  Spell Reference
  A reference for all the spells which might be cast by the 
  denizens of this adventure or which become available to the 
  party via magic items found in this adventure. 
  Aboleth’s Lung 
  School transmutation 
  Level cleric 2, druid 2, sorcerer/wizard 2, witch 2 
  Casting Time 1 standard action 
  Components V, S, M/DF (piece of seaweed) 
  Range touch 
  Target living creatures touched 
  Duration 1 hour/level; see text 
  Saving Throw Will negates; Spell Resistance yes 
  The targets are able to breathe water, freely. However, 
  they can no longer breathe air. Divide the duration evenly 
  among all the creatures you touch. This spell has no 
  effect on creatures that can already breathe water. 
  Acid Splash 
  School conjuration (creation) [acid] 
  Level sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one missile of acid 
  Duration instantaneous 
  Saving Throw none; Spell Resistance no 
  You fire a small orb of acid at the target. You must 
  succeed on a ranged touch attack to hit your target. The 
  orb deals 1d3 points of acid damage. This acid 
  disappears after 1 round. 
  Bleed 
  School necromancy; Level cleric 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration instantaneous 
  Saving Throw: Will negates; Spell Resistance: yes 
  You cause a living creature that is below 0 hit points but 
  stabilized to resume dying. Upon casting this spell, you 
  target a living creature that has –1 or fewer hit points. 
  That creature begins dying, taking 1 point of damage per 
  round. The creature can be stabilized later normally. This 
  spell causes a creature that is dying to take 1 point of 
  damage. 
  Bless Weapon 
  School transmutation; Level paladin 1 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target weapon touched 
  Duration 1 min./level 
  Saving Throw none; Spell Resistance no 
  This transmutation makes a weapon strike true against 
  evil foes. The weapon is treated as having a +1 
  enhancement bonus for the purpose of bypassing the DR 
  of evil creatures or striking evil incorporeal creatures 
  (though the spell doesn't grant an actual enhancement 
  bonus). The weapon also becomes good-aligned, which 
  means it can bypass the DR of certain creatures. (This 
  effect overrides and suppresses any other alignment the 
  weapon might have.) Individual arrows or bolts can be 
  transmuted, but affected projectile weapons (such as 
  bows) don't confer the benefit to the projectiles they 
  shoot. 
  In addition, all critical hit rolls against evil foes are 
  automatically successful, so every threat is a critical hit. 
  This last effect does not apply to any weapon that 
  already has a magical effect related to critical hits, such 
  as a keen weapon or a vorpal sword. 
  Bull’s Strength 
  School transmutation; 
  Level cleric 2, druid 2, paladin 2, sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S, M/DF (a few hairs, or a pinch of 
  dung, from a bull) 
  Range touch 
  Target creature touched 
  Duration 1 min./level 
  Saving Throw Will negates (harmless); 
  Spell Resistance yes (harmless) 
  The subject becomes stronger. The spell grants a +4 
  enhancement bonus to Strength, adding the usual 
  benefits to melee attack rolls, melee damage rolls, and 
  other uses of the Strength modifier. 
  Cause Fear 
  School necromancy [fear, mind-affecting] 
  Level bard 1, cleric 1, sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature with 5 or fewer HD 
  Duration 1d4 rounds or 1 round; see text 
  Saving Throw Will partial; Spell Resistance yes 
  The affected creature becomes frightened. If the subject 
  succeeds on a Will save, it is shaken for 1 round. 
  Creatures with 6 or more HD are immune to this effect. 
  Cause fear counters and dispels remove fear. 
  Charm Person 
  School enchantment (charm) [mind-affecting] 
  Level bard 1, sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one humanoid creature 
  Duration 1 hour/level 
  Saving Throw Will negates; Spell Resistance yes 
  
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  This charm makes a humanoid creature regard you as its 
  trusted friend and ally (treat the target's attitude as 
  friendly). If the creature is currently being threatened or 
  attacked by you or your allies, however, it receives a +5 
  bonus on its saving throw. 
  The spell does not enable you to control the charmed 
  person as if it were an automaton, but it perceives your 
  words and actions in the most favorable way. You can try 
  to give the subject orders, but you must win an opposed 
  Charisma check to convince it to do anything it wouldn't 
  ordinarily do. (Retries are not allowed.) An affected 
  creature never obeys suicidal or obviously harmful 
  orders, but it might be convinced that something very 
  dangerous is worth doing. Any act by you or your 
  apparent allies that threatens the charmed person breaks 
  the spell. You must speak the person's language to 
  communicate your commands, or else be good at 
  pantomiming. 
  Continual Flame 
  School evocation [light] 
  Level cleric 3, sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S, M (ruby dust worth 50 gp) 
  Range touch 
  Target object touched 
  Effect magical, heatless flame 
  Duration permanent 
  Saving Throw none; Spell Resistance no 
  A flame, equivalent in brightness to a torch, springs forth 
  from an object that you touch. The effect looks like a 
  regular flame, but it creates no heat and doesn't use 
  oxygen. A continual flame can be covered and hidden but 
  not smothered or quenched. 
  Light spells counter and dispel darkness spells of an 
  equal or lower level. 
  Create Water 
  School conjuration (creation) [water]; 
  Level cleric 0, druid 0, paladin 1 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect up to 2 gallons of water/level 
  Duration instantaneous 
  Saving Throw none; Spell Resistance no 
  This spell generates wholesome, drinkable water, just 
  like clean rain water. Water can be created in an area as 
  small as will actually contain the liquid, or in an area 
  three times as large—possibly creating a downpour or 
  filling many small receptacles. This water disappears 
  after 1 day if not consumed. 
  Note: Conjuration spells can't create substances or 
  objects within a creature. Water weighs about 8 pounds 
  per gallon. One cubic foot of water contains roughly 8 
  gallons and weighs about 60 pounds. 
  Cure Light Wounds 
  School conjuration (healing); 
  Level bard 1, cleric 1, druid 1, paladin 1, ranger 2 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration instantaneous 
  Saving Throw Will half (harmless); see text; 
  Spell Resistance yes (harmless); see text 
  When laying your hand upon a living creature, you 
  channel positive energy that cures 1d8 points of damage 
  + 1 point per caster level (maximum +5). Since undead 
  are powered by negative energy, this spell deals damage 
  to them instead of curing their wounds. An undead 
  creature can apply spell resistance, and can attempt a 
  Will save to take half damage. 
  Darkness 
  School evocation [darkness] 
  Level bard 2, cleric 2, sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, M/DF (bat fur and a piece of coal) 
  Range touch 
  Target object touched 
  Duration 1 min./level (D) 
  Saving Throw none; Spell Resistance no 
  This spell causes an object to radiate darkness out to a 
  20-foot radius. This darkness causes the illumination 
  level in the area to drop one step, from bright light to 
  normal light, from normal light to dim light, or from dim 
  light to darkness. This spell has no effect in an area that 
  is already dark. Creatures with light vulnerability or 
  sensitivity take no penalties in normal light. All creatures 
  gain concealment (20% miss chance) in dim light. All 
  creatures gain total concealment (50% miss chance) in 
  darkness. Creatures with darkvision can see in an area of 
  dim light or darkness without penalty. Nonmagical 
  sources of light, such as torches and lanterns, do not 
  increase the light level in an area of darkness. Magical 
  light sources only increase the light level in an area if 
  they are of a higher spell level than darkness. 
  If darkness is cast on a small object that is then placed 
  inside or under a lightproof covering, the spell's effect is 
  blocked until the covering is removed. 
  This spell does not stack with itself. Darkness can be 
  used to counter or dispel any light spell of equal or lower 
  spell level. 
  Daze 
  School enchantment (compulsion) [mind-affecting]; 
  Level bard 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S, M (a pinch of wool or similar 
  substance) 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one humanoid creature of 4 HD or less 
  Duration 1 round 
  Saving Throw Will negates; Spell Resistance yes 
  This spell clouds the mind of a humanoid creature with 4 
  or fewer Hit Dice so that it takes no actions. Humanoids 
  of 5 or more HD are not affected. A dazed subject is not 
  stunned, so attackers get no special advantage against it. 
  
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  After a creature has been dazed by this spell, it is 
  immune to the effects of this spell for 1 minute. 
  Decompose Corpse 
  School necromancy; Level cleric 1, druid 1, 
  sorcerer/wizard 1, witch 1 
  Casting Time 1 standard action 
  Components V, S, M (a pinch of dried toadstool) 
  Range touch 
  Target one corpse or corporeal undead 
  Duration instantaneous or 1 minute; see text 
  Saving Throw Fortitude negates (object) 
  Spell Resistance yes (object) 
  Using this spell, the caster rapidly decomposes the flesh 
  from a single corpse of size Huge or smaller, leaving 
  behind a perfectly cleaned skeleton. If it is cast on a non-
  skeletal corporeal undead, the creature takes a –2 
  penalty on all rolls and to its Armor Class and CMD for 1 
  minute. 
  Deeper Darkness 
  School evocation [darkness]; Level cleric 3 
  Duration 10 min./level (D) 
  This spell functions as darkness, except that objects 
  radiate darkness in a 60-foot radius and the light level is 
  lowered by two steps. Bright light becomes dim light and 
  normal light becomes darkness. Areas of dim light and 
  darkness become supernaturally dark. This functions like 
  darkness, but even creatures with darkvision cannot see 
  within the spell's confines. 
  This spell does not stack with itself. Deeper darkness can 
  be used to counter or dispel any light spell of equal or 
  lower spell level. 
  Deep Slumber 
  School enchantment (compulsion) [mind-affecting] 
  Level bard 3, sorcerer/wizard 3 
  Range close (25 ft. + 5 ft./2 levels) 
  This spell functions like sleep, except that it affects 10 
  HD of targets. 
  Desecrate 
  School evocation [evil]; Level cleric 2 
  Casting Time 1 standard action 
  Component V, S, M (a vial of unholy water and 25 gp 
  worth (5 pounds) of silver dust, all of which must be 
  sprinkled around the area), DF 
  Range close (25 ft. + 5 ft./2 levels) 
  Area 20-ft.-radius emanation 
  Duration 2 hours/level 
  Saving Throw none; Spell Resistance yes 
  This spell imbues an area with negative energy. The DC 
  to resist negative channeled energy within this area gains 
  a +3 profane bonus. Every undead creature entering a 
  desecrated area gains a +1 profane bonus on all attack 
  rolls, damage rolls, and saving throws. An undead 
  creature created within or summoned into such an area 
  gains +1 hit points per HD. 
  If the desecrated area contains an altar, shrine, or other 
  permanent fixture dedicated to your deity or aligned 
  higher power, the modifiers given above are doubled (+6 
  profane bonus to negative channeled energy DCs, +2 
  profane bonus and +2 hit points per HD for undead 
  created in the area). 
  Furthermore, anyone who casts animate dead within this 
  area may create as many as double the normal amount 
  of undead (that is, 4 HD per caster level rather than 2 HD 
  per caster level). 
  If the area contains an altar, shrine, or other permanent 
  fixture of a deity, pantheon, or higher power other than 
  your patron, the desecrate spell instead curses the area, 
  cutting off its connection with the associated deity or 
  power. This secondary function, if used, does not also 
  grant the bonuses and penalties relating to undead, as 
  given above. 
  Desecrate counters and dispels consecrate. 
  Detect Magic 
  School divination; 
  Level bard 0, cleric 0, druid 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Component: V, S 
  Range 60 ft. 
  Area cone-shaped emanation 
  Duration concentration, up to 1 min./level (D) 
  Saving Throw none; Spell Resistance no 
  You detect magical auras. The amount of information 
  revealed depends on how long you study a particular 
  area or subject. 
  1st Round: Presence or absence of magical auras. 
  2nd Round: Number of different magical auras and the 
  power of the most potent aura. 
  3rd Round: The strength and location of each aura. If the 
  items or creatures bearing the auras are in line of sight, 
  you can make Knowledge (arcana) skill checks to 
  determine the school of magic involved in each. (Make 
  one check per aura: DC 15 + spell level, or 15 + 1/2 
  caster level for a nonspell effect.) If the aura eminates 
  from a magic item, you can attempt to identify its 
  properties (see Spellcraft). 
  Magical areas, multiple types of magic, or strong local 
  magical emanations may distort or conceal weaker 
  auras. 
  Aura Strength: An aura's power depends on a spell's 
  functioning spell level or an item's caster level; see the 
  accompanying table. If an aura falls into more than one 
  category, detect magic indicates the stronger of the two. 
  Lingering Aura: A magical aura lingers after its original 
  source dissipates (in the case of a spell) or is destroyed 
  (in the case of a magic item). If detect magic is cast and 
  directed at such a location, the spell indicates an aura 
  strength of dim (even weaker than a faint aura). How long 
  the aura lingers at this dim level depends on its original 
  power: 
  Original Strength 
  Duration of Lingering Aura 
  Faint 
  1d6 rounds 
  Moderate 
  1d6 minutes 
  Strong 
  1d6 x 10 minutes 
  
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  Original Strength 
  Duration of Lingering Aura 
  Overwhelming 
  1d6 days 
  Outsiders and elementals are not magical in themselves, 
  but if they are summoned, the conjuration spell registers. 
  Each round, you can turn to detect magic in a new area. 
  The spell can penetrate barriers, but 1 foot of stone, 1 
  inch of common metal, a thin sheet of lead, or 3 feet of 
  wood or dirt blocks it. 
  Detect magic can be made permanent with a 
  permanency spell. 
  Aura 
  Spell 
  (spell level) 
  Magic Item 
  (caster level) 
  Faint 
  3rd or lower 
  5th or lower 
  Moderate 
  4th to 6th 
  6th to 11th 
  Strong 
  7th to 9th 
  12th to 20th 
  Overwhelming 10th+ (deity) 21st+ (artifact) 
  Disguise Self 
  School illusion (glamer); Level bard 1, sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S 
  Range personal 
  Target you 
  Duration 10 min./level (D) 
  You make yourself—including clothing, armor, weapons, 
  and equipment—look different. You can seem 1 foot 
  shorter or taller, thin, fat, or in between. You cannot 
  change your creature type (although you can appear as 
  another subtype). Otherwise, the extent of the apparent 
  change is up to you. You could add or obscure a minor 
  feature or look like an entirely different person or gender. 
  The spell does not provide the abilities or mannerisms of 
  the chosen form, nor does it alter the perceived tactile 
  (touch) or audible (sound) properties of you or your 
  equipment. If you use this spell to create a disguise, you 
  get a +10 bonus on the Disguise check. A creature that 
  interacts with the glamer gets a Will save to recognize it 
  as an illusion. 
  Divine Favor 
  School evocation; Level cleric 1, paladin 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range personal 
  Target you 
  Duration 1 minute 
  Calling upon the strength and wisdom of a deity, you gain 
  a +1 luck bonus on attack and weapon damage rolls for 
  every three caster levels you have (at least +1, maximum 
  +3). The bonus doesn't apply to spell damage. 
  Doom 
  School necromancy [fear, mind-affecting] 
  Level cleric 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range medium (100 ft. + 10 ft./level) 
  Target one living creature 
  Duration 1 min./level 
  Saving Throw Will negates; Spell Resistance yes 
  This spell fills a single subject with a feeling of horrible 
  dread that causes it to become shaken. 
  Enhanced Diplomacy 
  School divination; Level cleric 0, druid 0 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration 1 minute or until discharged 
  Saving Throw Will negates (harmless) 
  Spell Resistance yes (harmless) 
  You imbue the subject with divine diplomacy skills. The 
  creature gets a +2 competence bonus on a single 
  Diplomacy or Intimidate check. It must choose to use the 
  bonus before making the roll to which it applies. 
  Enlarge Person 
  School transmutation; Level sorcerer/wizard 1 
  Casting Time 1 round 
  Components V, S, M (powdered iron) 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one humanoid creature 
  Duration 1 min./level (D) 
  Saving Throw Fortitude negates; Spell Resistance yes 
  This spell causes instant growth of a humanoid creature, 
  doubling its height and multiplying its weight by 8. This 
  increase changes the creature's size category to the next 
  larger one. The target gains a +2 size bonus to Strength, 
  a –2 size penalty to Dexterity (to a minimum of 1), and a 
  –1 penalty on attack rolls and AC due to its increased 
  size. 
  A humanoid creature whose size increases to Large has 
  a space of 10 feet and a natural reach of 10 feet. This 
  spell does not change the target's speed. 
  If insufficient room is available for the desired growth, the 
  creature attains the maximum possible size and may 
  make a Strength check (using its increased Strength) to 
  burst any enclosures in the process. If it fails, it is 
  constrained without harm by the materials enclosing it—
  the spell cannot be used to crush a creature by 
  increasing its size. 
  All equipment worn or carried by a creature is similarly 
  enlarged by the spell. Melee weapons affected by this 
  spell deal more damage (see Table: Tiny and Large 
  Weapon Damage). Other magical properties are not 
  affected by this spell. Any enlarged item that leaves an 
  enlarged creature's possession (including a projectile or 
  thrown weapon) instantly returns to its normal size. This 
  means that thrown and projectile weapons deal their 
  normal damage. Magical properties of enlarged items are 
  not increased by this spell. 
  Multiple magical effects that increase size do not stack. 
  Enlarge person counters and dispels reduce person. 
  
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  Enlarge person can be made permanent with a 
  permanency spell. 
  Entangle 
  School transmutation; Level druid 1, ranger 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range long (400 ft. + 40 ft./level) 
  Area plants in a 40-ft.-radius spread 
  Duration 1 min./level (D) 
  Saving Throw: Reflex partial; see text; 
  Spell Resistance: no 
  This spell causes tall grass, weeds, and other plants to 
  wrap around creatures in the area of effect or those that 
  enter the area. Creatures that fail their save gain the 
  entangled condition. Creatures that make their save can 
  move as normal, but those that remain in the area must 
  save again at the end of your turn. Creatures that move 
  into the area must save immediately. Those that fail must 
  end their movement and gain the entangled condition. 
  Entangled creatures can attempt to break free as a move 
  action, making a Strength or Escape Artist check. The 
  DC for this check is equal to the DC of the spell. The 
  entire area of effect is considered difficult terrain while 
  the effect lasts. 
  If the plants in the area are covered in thorns, those in 
  the area take 1 point of damage each time they fail a 
  save against the entangle or fail a check made to break 
  free. Other effects, depending on the local plants, might 
  be possible at GM discretion. 
  Enter Image 
  School transmutation 
  Level bard 2, cleric 3, sorcerer/wizard 3 
  Casting Time 1 standard action 
  Components V, S, M/DF (a drop of paint and a ball of 
  clay) 
  Range 50 ft./level 
  Effect transfer consciousness to any object bearing your 
  likeness 
  Duration concentration 
  Saving Throw none; Spell Resistance no 
  You gain a dim impression of the activities around any 
  object bearing your face or form and can also project 
  your consciousness into one such object at a time, 
  allowing you to observe or even interact with nearby 
  creatures. This spell allows you to leave your body and 
  subconsciously monitor the immediate area around any 
  depiction of your image whether one, hundreds, or even 
  thousands. Each such image has the full range of your 
  normal senses (sight, hearing, smell, etc.) and you can 
  make a Perception check to notice anything occurring 
  nearby. The DC of this check is always 10 greater than 
  what it would be if you were actually present at that 
  location, so even if you would normally notice something 
  automatically (such as talking, normally a DC of 0), you 
  would need to make a DC 10 Perception check to notice 
  it. 
  You may, at any time, choose to fill one specific image 
  within range with your consciousness. While inside an 
  image you lose the ability to monitor any other images 
  within range but remain fully aware of your own body's 
  surroundings. Your body is defenseless and helpless 
  (always failing any saving throw) while your 
  consciousness is filling an image, but you can return to it 
  at any time as an immediate action. 
  When you fill an image with your consciousness it gains 
  a limited form of animation. Statues and similar three-
  dimensional representations can move their heads, make 
  gestures, and talk, but cannot attack or leave their square 
  without assistance. Portraits or similar two-dimensional 
  representations bearing your likeness can also talk and 
  your image can move anywhere within the picture or 
  even temporarily alter it (such as by picking a flower in 
  the painting). You cannot use any spells or other abilities 
  while within an image. 
  You may leave the image at any time, returning you to 
  your body. Once your consciousness departs from an 
  object bearing your likeness, it immediately reverts to the 
  appearance it had before you entered it. If someone 
  destroys or damages the image you return to your body 
  unharmed. The spell lasts until you cease concentrating, 
  or until it is terminated by some outside means, such as a 
  dispel magic cast upon either the image or your body, or 
  if your body is killed. 
  Frostbite 
  School transmutation [cold] 
  Level druid 1, magus 1, witch 1 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Targets creature touched 
  Duration instantaneous 
  Saving Throw none; Spell Resistance yes 
  Your melee touch attack deals 1d6 points of nonlethal 
  cold damage + 1 point per level, and the target is 
  fatigued. The fatigued condition ends when the target 
  recovers from the nonlethal damage. This spell cannot 
  make a creature exhausted even if it is already fatigued. 
  You can use this melee touch attack up to one time per 
  level. 
  Ghoul Touch 
  School necromancy; Level sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S, M (cloth from a ghoul or earth from a 
  ghoul's lair) 
  Range touch 
  Target living humanoid touched 
  Duration 1d6+2 rounds 
  Saving Throw Fortitude negates; Spell Resistance yes 
  Imbuing you with negative energy, this spell allows you to 
  paralyze a single living humanoid for the duration of the 
  spell with a successful melee touch attack. 
  A paralyzed subject exudes a carrion stench that causes 
  all living creatures (except you) in a 10-foot-radius spread 
  to become sickened (Fortitude negates). A neutralize 
  poison spell removes the effect from a sickened creature, 
  and creatures immune to poison are unaffected by the 
  stench. This is a poison effect. 
  Guidance 
  
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  School divination; Level cleric 0, druid 0 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration 1 minute or until discharged 
  Saving Throw Will negates (harmless); 
  Spell Resistance yes 
  This spell imbues the subject with a touch of divine 
  guidance. The creature gets a +1 competence bonus on 
  a single attack roll, saving throw, or skill check. It must 
  choose to use the bonus before making the roll to which 
  it applies. 
  Hide from Undead 
  School abjuration; Level cleric 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Targets one touched creature/level 
  Duration 10 min./level (D) 
  Saving Throw Will negates (harmless); see text 
  Spell Resistance yes 
  Undead cannot see, hear, or smell creatures warded by 
  this spell. Even extraordinary or supernatural sensory 
  capabilities, such as blindsense, blindsight, scent, and 
  tremorsense, cannot detect or locate warded creatures. 
  Nonintelligent undead creatures (such as skeletons or 
  zombies) are automatically affected and act as though 
  the warded creatures are not there. An intelligent undead 
  creature gets a single Will saving throw. If it fails, the 
  subject can't see any of the warded creatures. If it has 
  reason to believe unseen opponents are present, 
  however, it can attempt to find or strike them. If a warded 
  creature attempts to channel positive energy, turn or 
  command undead, touches an undead creature, or 
  attacks any creature (even with a spell), the spell ends 
  for all recipients. 
  Invisibility 
  School illusion (glamer); Level bard 2, sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S, M/DF (an eyelash encased in gum 
  arabic) 
  Range personal or touch 
  Target you or a creature or object weighing no more than 
  100 lbs./level 
  Duration 1 min./level (D) 
  Saving Throw Will negates (harmless) or Will negates 
  (harmless, object); 
  Spell Resistance yes (harmless) or yes (harmless, 
  object) 
  The creature or object touched becomes invisible. If the 
  recipient is a creature carrying gear, that vanishes, too. If 
  you cast the spell on someone else, neither you nor your 
  allies can see the subject, unless you can normally 
  see invisible things or you employ magic to do so. 
  Items dropped or put down by an invisible creature 
  become visible; items picked up disappear if tucked into 
  the clothing or pouches worn by the creature. Light, 
  however, never becomes invisible, although a source of 
  light can become so (thus, the effect is that of a light with 
  no visible source). Any part of an item that the subject 
  carries but that extends more than 10 feet from it 
  becomes visible. 
  Of course, the subject is not magically silenced, and 
  certain other conditions can render the recipient 
  detectable (such as swimming in water or stepping in a 
  puddle). If a check is required, a 
  stationary invisible creature has a +40 bonus on its 
  Stealth checks. This bonus is reduced to +20 if the 
  creature is moving. The spell ends if the subject attacks 
  any creature. For purposes of this spell, an attack 
  includes any spell targeting a foe or whose area or effect 
  includes a foe. Exactly who is a foe depends on 
  the invisible character's perceptions. Actions directed at 
  unattended objects do not break the spell. Causing harm 
  indirectly is not an attack. Thus, an invisible being can 
  open doors, talk, eat, climb stairs, summon monsters and 
  have them attack, cut the ropes holding a rope bridge 
  while enemies are on the bridge, remotely trigger traps, 
  open a portcullis to release attack dogs, and so forth. If 
  the subject attacks directly, however, it immediately 
  becomes visible along with all its gear. Spells such 
  as blessthat specifically affect allies but not foes are not 
  attacks for this purpose, even when they include foes in 
  their area. 
  Invisibility can be made permanent (on objects only) with 
  a permanency spell. 
  Mage Armor 
  School conjuration (creation) [force] 
  Level sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S, F (a piece of cured leather) 
  Range touch 
  Target creature touched 
  Duration 1 hour/level (D) 
  Saving Throw Will negates (harmless) 
  Spell Resistance no 
  An invisible but tangible field of force surrounds the 
  subject of a mage armor spell, providing a +4 armor 
  bonus to AC. 
  Unlike mundane armor, mage armor entails no armor 
  check penalty, arcane spell failure chance, or speed 
  reduction. Since mage armor is made of force, 
  incorporeal creatures can't bypass it the way they do 
  normal armor. 
  Mending 
  School transmutation 
  Level bard 0, cleric 0, druid 0, sorcerer/wizard 0 
  Casting Time 10 minutes 
  Components V, S 
  Range 10 ft. 
  Target one object of up to 1 lb./level 
  Duration instantaneous 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: yes (harmless, object) 
  This spell repairs damaged objects, restoring 1d4 hit 
  points to the object. If the object has the broken 
  
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  condition, this condition is removed if the object is 
  restored to at least half its original hit points. All of the 
  pieces of an object must be present for this spell to 
  function. Magic items can be repaired by this spell, but 
  you must have a caster level equal to or higher than that 
  of the object. Magic items that are destroyed (at 0 hit 
  points or less) can be repaired with this spell, but this 
  spell does not restore their magic abilities. This spell 
  does not affect creatures (including constructs). This 
  spell has no effect on objects that have been warped or 
  otherwise transmuted, but it can still repair damage done 
  to such items. 
  Magic Fang 
  School transmutation; Level druid 1, ranger 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Target living creature touched 
  Duration 1 min./level 
  Saving Throw Will negates (harmless) 
  Spell Resistance yes (harmless) 
  Magic fang gives one natural weapon or unarmed strike 
  of the subject a +1 enhancement bonus on attack and 
  damage rolls. The spell can affect a slam attack, fist, bite, 
  or other natural weapon. The spell does not change an 
  unarmed strike's damage from nonlethal damage to lethal 
  damage. 
  Magic fang can be made permanent with a permanency 
  spell. 
  Magic Fang, Greater 
  School transmutation; Level druid 3, ranger 3 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration 1 hour/level 
  This spell functions like magic fang, except that the 
  enhancement bonus on attack and damage rolls is +1 per 
  four caster levels (maximum +5). This bonus does not 
  allow a natural weapon or unarmed strike to bypass 
  damage reduction aside from magic. 
  Alternatively, you may imbue all of the creature's natural 
  weapons with a +1 enhancement bonus (regardless of 
  your caster level). 
  Greater magic fang can be made permanent with a 
  permanency spell. 
  Message 
  School transmutation [language-dependent] 
  Level bard 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S, F (a piece of copper wire) 
  Range medium (100 ft. + 10 ft./level) 
  Targets one creature/level 
  Duration 10 min./level 
  Saving Throw none; Spell Resistance no 
  You can whisper messages and receive whispered 
  replies. Those nearby can hear these messages with a 
  DC 25 Perception check. You point your finger at each 
  creature you want to receive the message. When you 
  whisper, the whispered message is audible to all targeted 
  creatures within range. Magical silence, 1 foot of stone, 1 
  inch of common metal (or a thin sheet of lead), or 3 feet 
  of wood or dirt blocks the spell. The message does not 
  have to travel in a straight line. It can circumvent a barrier 
  if there is an open path between you and the subject, and 
  the path's entire length lies within the spell's range. The 
  creatures that receive the message can whisper a reply 
  that you hear. The spell transmits sound, not meaning; it 
  doesn't transcend language barriers. To speak a 
  message, you must mouth the words and whisper. 
  Murderous Command 
  School enchantment (compulsion) [mind-affecting]; 
  Level antipaladin 1, cleric 1 
  Casting Time 1 standard action 
  Components V 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration 1 round 
  Saving Throw Will negates; Spell Resistance yes 
  You give the target a mental urge to kill its nearest ally, 
  which it obeys to the best of its ability. The target attacks 
  its nearest ally on its next turn with a melee weapon or 
  natural weapon. If necessary, it moves to or charges to 
  the nearest ally in order to make this attack. If it is unable 
  to reach its closest ally on its next turn, the target uses its 
  turn to get as close as possible to the ally. 
  Prestidigitation 
  School universal; Level bard 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S 
  Range 10 ft. 
  Target, Effect, or Area see text 
  Duration 1 hour 
  Saving Throw see text; Spell Resistance no 
  Prestidigitations are minor tricks that novice spellcasters 
  use for practice. Once cast, a prestidigitation spell 
  enables you to perform simple magical effects for 1 hour. 
  The effects are minor and have severe limitations. A 
  prestidigitation can slowly lift 1 pound of material. It can 
  color, clean, or soil items in a 1-foot cube each round. It 
  can chill, warm, or flavor 1 pound of nonliving material. It 
  cannot deal damage or affect the concentration of 
  spellcasters. Prestidigitation can create small objects, but 
  they look crude and artificial. The materials created by 
  a prestidigitation spell are extremely fragile, and they 
  cannot be used as tools, weapons, or spell components. 
  Finally, prestidigitation lacks the power to duplicate any 
  other spell effects. Any actual change to an object 
  (beyond just moving, cleaning, or soiling it) persists only 
  1 hour. 
  Protection From Chaos/Good/Law 
  School abjuration [evil]; Level cleric 1, sorcerer/wizard 1 
  This spell functions like protection from evil, except that 
  the deflection and resistance bonuses apply to attacks 
  made by chaotic/good/lawful creatures. The target 
  receives a new saving throw against control by 
  
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  chaotic/good/lawful creatures and chaotic/good/lawful 
  summoned creatures cannot touch the target. 
  Protection From Evil 
  School abjuration [good]; 
  Level cleric 1, paladin 1, sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S, M/DF 
  Range touch 
  Target creature touched 
  Duration 1 min./level (D) 
  Saving Throw Will negates (harmless); 
  Spell Resistance no; see text 
  This spell wards a creature from attacks by evil 
  creatures, from mental control, and from summoned 
  creatures. It creates a magical barrier around the subject 
  at a distance of 1 foot. The barrier moves with the subject 
  and has three major effects. 
  First, the subject gains a +2 deflection bonus to AC and a 
  +2 resistance bonus on saves. Both these bonuses apply 
  against attacks made or effects created by evil creatures. 
  Second, the subject immediately receives another saving 
  throw (if one was allowed to begin with) against any 
  spells or effects that possess or exercise mental control 
  over the creature (including enchantment [charm] effects 
  and enchantment [compulsion] effects, such as charm 
  person, command, and dominate person. This saving 
  throw is made with a +2 morale bonus, using the same 
  DC as the original effect. If successful, such effects are 
  suppressed for the duration of this spell. The effects 
  resume when the duration of this spell expires. While 
  under the effects of this spell, the target is immune to any 
  new attempts to possess or exercise mental control over 
  the target. This spell does not expel a controlling life 
  force (such as a ghost or spellcaster using magic jar), but 
  it does prevent them from controlling the target. This 
  second effect only functions against spells and effects 
  created by evil creatures or objects, subject to GM 
  discretion. 
  Third, the spell prevents bodily contact by evil summoned 
  creatures. This causes the natural weapon attacks of 
  such creatures to fail and the creatures to recoil if such 
  attacks require touching the warded creature. Summoned 
  creatures that are not evil are immune to this effect. The 
  protection against contact by summoned creatures ends 
  if the warded creature makes an attack against or tries to 
  force the barrier against the blocked creature. Spell 
  resistance can allow a creature to overcome this 
  protection and touch the warded creature. 
  Ray of Frost 
  School evocation [cold]; Level sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect ray 
  Duration instantaneous 
  Saving Throw none; Spell Resistance yes 
  A ray of freezing air and ice projects from your pointing 
  finger. You must succeed on a ranged touch attack with 
  the ray to deal damage to a target. The ray deals 1d3 
  points of cold damage. 
  Read Magic 
  School divination; Level bard 0, cleric 0, druid 0, paladin 
  1, ranger 1, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S, F (a clear crystal or mineral prism) 
  Range personal 
  Target you 
  Duration 10 min./level 
  You can decipher magical inscriptions on objects—
  books, scrolls, weapons, and the like—that would 
  otherwise be unintelligible. This deciphering does not 
  normally invoke the magic contained in the writing, 
  although it may do so in the case of a cursed or trapped 
  scroll. Furthermore, once the spell is cast and you have 
  read the magical inscription, you are thereafter able to 
  read that particular writing without recourse to the use 
  of read magic. You can read at the rate of one page (250 
  words) per minute. The spell allows you to identify 
  a glyph of warding with a DC 13 Spellcraft check, 
  a greater glyph of warding with a DC 16 Spellcraft check, 
  or any symbol spell with a Spellcraft check (DC 10 + spell 
  level). 
  Read magic can be made permanent with 
  a permanency spell. 
  Remove Sickness 
  School conjuration (healing) 
  Level cleric 1, druid 1, witch 1 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets one creature 
  Duration 10 minutes/level; see text 
  Saving Throw Fortitude negates (harmless) 
  Spell Resistance yes (harmless) 
  You quell feelings of illness and nausea in the target, 
  giving it a +4 morale bonus on saving throws against 
  disease, nausea, and sickened effects. If the subject is 
  already under the influence of one of these effects when 
  receiving the spell, that effect is suppressed for the 
  duration of the spell. 
  Sanctuary 
  School abjuration; Level cleric 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Target creature touched 
  Duration 1 round/level 
  Saving Throw Will negates; Spell Resistance no 
  Any opponent attempting to directly attack the warded 
  creature, even with a targeted spell, must attempt a Will 
  save. If the save succeeds, the opponent can attack 
  normally and is unaffected by that casting of the spell. If 
  the save fails, the opponent can't follow through with the 
  attack, that part of its action is lost, and it can't directly 
  attack the warded creature for the duration of the spell. 
  
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  Those not attempting to attack the subject remain 
  unaffected. This spell does not prevent the warded 
  creature from being attacked or affected by area of effect 
  spells. The subject cannot attack without breaking the 
  spell but may use nonattack spells or otherwise act. 
  Sleep 
  School enchantment (compulsion) [mind-affecting]; 
  Level bard 1, sorcerer/wizard 1 
  Casting Time 1 round 
  Components V, S, M (fine sand, rose petals, or a live 
  cricket) 
  Range medium (100 ft. + 10 ft./level) 
  Area one or more living creatures within a 10-ft.-radius 
  burst 
  Duration 1 min./level 
  Saving Throw Will negates; Spell Resistance yes 
  A sleep spell causes a magical slumber to come upon 4 
  HD of creatures. Creatures with the fewest HD are 
  affected first. Among creatures with equal HD, those who 
  are closest to the spell's point of origin are affected first. 
  HD that are not sufficient to affect a creature are wasted. 
  Sleeping creatures are helpless. Slapping or wounding 
  awakens an affected creature, but normal noise does not. 
  Awakening a creature is a standard action (an application 
  of the aid another action). Sleep does not target 
  unconscious creatures, constructs, or undead creatures. 
  Snowball 
  School conjuration (creation) [cold, water]; Level druid 1, 
  magus 1, sorcerer/wizard 1, summoner 1, witch 1 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one ball of ice and snow 
  Duration instantaneous 
  Saving Throw Fortitude partial (see text) 
  Spell Resistance no 
  You conjure a ball of packed ice and snow that you can 
  throw at a single target as a ranged touch attack. The 
  snowball deals 1d6 points of cold damage per caster 
  level (maximum 5d6) on a successful hit, and the target 
  must make a successful Fortitude saving throw or be 
  staggered for 1 round. 
  Speak With Plants 
  School divination; Level bard 4, druid 3, ranger 2 
  Casting Time 1 standard action 
  Components V, S 
  Range personal 
  Target you 
  Duration 1 min./level 
  You can communicate with normal plants and plant 
  creatures, and can ask questions of and receive answers 
  from them. A normal plant's sense of its surroundings is 
  limited, so it won't be able to give (or recognize) detailed 
  descriptions of creatures or answer questions about 
  events outside its immediate vicinity. The spell doesn't 
  make plant creatures any more friendly or cooperative 
  than normal. Furthermore, wary and cunning plant 
  creatures are likely to be terse and evasive, while the 
  more stupid ones may make inane comments. If a plant 
  creature is friendly, it may do some favor or service for 
  you. 
  Stabilize 
  School conjuration (healing); Level cleric 0, druid 0 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration instantaneous 
  Saving Throw: Will negates (harmless); 
  Spell Resistance: yes (harmless) 
  Upon casting this spell, you target a living creature that 
  has –1 or fewer hit points. That creature is automatically 
  stabilized and does not lose any further hit points. If the 
  creature later takes damage, it continues dying normally. 
  Stone Shield 
  School conjuration (creation) [earth]; Level cleric 1, druid 
  1, magus 2, sorcerer/wizard 1, summoner 1 
  Casting Time 1 immediate action 
  Components V, S, DF 
  Range 0 ft. 
  Effect stone wall whose area is one 5-ft. square 
  Duration 1 round 
  Saving Throw none; Spell Resistance no 
  A 1-inch-thick slab of stone springs up from the ground, 
  interposing itself between you and an opponent of your 
  choice. The stone shield provides you with cover from 
  that enemy until the beginning of your next turn, granting 
  you a +4 bonus to Armor Class and a +2 bonus on Reflex 
  saving throws. If the opponent's attack misses you by 4 
  or less, the attack strikes the shield instead. The stone 
  shield has hardness 8 and 15 hit points. If the shield is 
  destroyed, the spell ends and the shield crumbles away 
  into nothingness. Spells and effects that damage an area 
  deal damage to the shield. 
  You cannot use this spell if you are not adjacent to a 
  large area of earth or stone such as the ground or a wall. 
  A qinggong monk may select this spell as a ki power at 
  4th level. 
  Touch of Fatigue 
  School necromancy; Level sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S, M (a drop of sweat) 
  Range touch 
  Target creature touched 
  Duration 1 round/level 
  Saving Throw Fortitude negates; Spell Resistance yes 
  You channel negative energy through your touch, 
  fatiguing the target. You must succeed on a touch attack 
  to strike a target. The subject is immediately fatigued for 
  the spell's duration. 
  This spell has no effect on a creature that is already 
  fatigued. Unlike with normal fatigue, the effect ends as 
  soon as the spell's duration expires. 
  
  4$d 
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  Shield 
  School abjuration [force]; Level sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S 
  Range personal 
  Target you 
  Duration 1 min./level (D) 
  Shield creates an invisible shield of force that hovers in 
  front of you. It negates magic missile attacks directed at 
  you. The disk also provides a +4 shield bonus to AC. This 
  bonus applies against incorporeal touch attacks, since it 
  is a force effect. The shield has no armor check penalty 
  or arcane spell failure chance. 
  Suggestion 
  School enchantment (compulsion) [language-dependent, 
  mind-affecting] 
  Level bard 2, sorcerer/wizard 3 
  Casting Time 1 standard action 
  Components V, M (a snake's tongue and a honeycomb) 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration 1 hour/level or until completed 
  Saving Throw Will negates; Spell Resistance yes 
  You influence the actions of the target creature by 
  suggesting a course of activity (limited to a sentence or 
  two). The suggestion must be worded in such a manner 
  as to make the activity sound reasonable. Asking the 
  creature to do some obviously harmful act automatically 
  negates the effect of the spell. 
  The suggested course of activity can continue for the 
  entire duration. If the suggested activity can be 
  completed in a shorter time, the spell ends when the 
  subject finishes what it was asked to do. You can instead 
  specify conditions that will trigger a special activity during 
  the duration. If the condition is not met before the spell 
  duration expires, the activity is not performed. 
  A very reasonable suggestion causes the save to be 
  made with a penalty (such as –1 or –2). 
  Tree Shape 
  School transmutation; Level druid 2, ranger 3 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range personal 
  Target you 
  Duration 1 hour/level (D) 
  This spell allows you to assume the form of a Large living 
  tree or shrub or a Large dead tree trunk with a small 
  number of limbs. The exact type of tree, as well as its 
  appearance, is completely under your control. Even the 
  closest inspection cannot reveal that the tree in question 
  is actually a magically concealed creature. To all normal 
  tests you are, in fact, a tree or shrub, although a detect 
  magic spell reveals a faint transmutation on the tree. 
  While in tree form, you can observe all that transpires 
  around you just as if you were in your normal form, and 
  your hit points and save bonuses remain unaffected. You 
  gain a +10 natural armor bonus to AC but have an 
  effective Dexterity score of 0 and a speed of 0 feet. You 
  are immune to critical hits while in tree form. All clothing 
  and gear carried or worn changes with you. You can 
  dismiss tree shape as a free action (instead of as a 
  standard action). 
  Tree Stride 
  School conjuration (teleportation) 
  Level druid 5, ranger 4 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range personal 
  Target you 
  Duration 1 hour/level or until expended; see text 
  When you cast this spell, you gain the ability to step into 
  a tree, magically infusing yourself with the plant. Once 
  within a tree, you can teleport from that particular tree to 
  another tree. The trees you enter must be of the same 
  kind, must be living, and must have girth at least equal to 
  yours. By moving into an oak tree (for example), you 
  instantly know the location of all other oak trees within 
  transport range (see below) and may choose whether 
  you want to pass into one or simply step back out of the 
  tree you moved into. You may choose to pass to any tree 
  of the appropriate kind within the transport range as 
  shown on the following table. 
  Type of Tree 
  Transport Range 
  Oak, ash, yew 
  3,000 feet 
  Elm, linden 
  2,000 feet 
  Other deciduous 
  1,500 feet 
  Any coniferous 
  1,000 feet 
  You may move into a tree up to one time per caster level 
  (passing from one tree to another counts only as moving 
  into one tree). The spell lasts until the duration expires or 
  you exit a tree. Each transport is a full-round action. 
  You can, at your option, remain within a tree without 
  transporting yourself, but you are forced out when the 
  spell ends. If the tree in which you are concealed is 
  chopped down or burned, you are slain if you do not exit 
  before the process is complete. 
  Wood Shape 
  School transmutation; Level druid 2 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Target one touched piece of wood no larger than 10 cu. 
  ft. + 1 cu. ft./level 
  Duration instantaneous 
  Saving Throw Will negates (object) 
  Spell Resistance yes (object) 
  Wood shape enables you to form one existing piece of 
  wood into any shape that suits your purpose. While it is 
  possible to make crude coffers, doors, and so forth, fine 
  detail isn't possible. There is a 30% chance that any 
  shape that includes moving parts simply doesn't work. 
   
  
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  Artwork 
  
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  4$d 
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  4$d 
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  4$d 
  Dance Macabre 
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  90 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted 
  material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the 
  extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) 
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  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or 
  "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee 
  in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 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. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent 
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  conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Four Dollar Adventures 2.2, Dance Macabre, by Richard Develyn, copyright Richard Develyn © 2014 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy Shearer. 
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett. 
  Advanced Player's Guide. Copyright 2010, Paizo Inc.; Author: Jason Bulmahn. 
  Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Angel, Monadic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Angel, Movanic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Anger of Angels. © 2003, Sean K Reynolds. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Blindheim from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Dermot Jackson. 
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells 
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick. 
  Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Ian 
  McDowall. 
  Daemon, Derghodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Ian McDowall. 
  Daemon, Hydrodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Daemon, Piscodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Rik Shepard. 
  Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Muth. 
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Underworld Oracle. 
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley. 
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Jean Wells. 
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax. Demon Lord, 
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.Demon, 
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. 
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax. 
  Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary Gygax. 
  Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax. 
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook. 
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian McDowell and Douglas Naismith. 
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Forlarren from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian Livingstone. 
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Wizards of the Coast. 
  Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Greene, based on original material by Ian Livingstone 
  Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Peter Brown. 
  Hangman Tree from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Underworld Oracle. 
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene. 
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Jubilex from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lawrence Schick. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy 
  Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan! 
  Korred from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene. 
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. 
  Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes. 
  Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook. 
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author  Scott Greene, based on original material by Gary Gygax. 
  Nabasu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook. 
  Nereid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds. 
  Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua 
  J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, 
  Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. 
  Vaughan, Jeremy Walker, and JD Wiker. 
  Pathfinder Player Companion: Blood of Fiends © 2012, Paizo Publishing, LLC; Authors: Hal Maclean and Colin McComb 
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork 
  Shaw, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, 
  Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Bestiary 2, Copyright 2010, Paizo Inc.; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, 
  Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Inc.; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ 
  Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Inc.; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, 
  Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ 
  Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Inc.; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason 
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  Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Inc.; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim 
  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
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  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, 
  Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and 
  Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Inc.; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game: Bonus Bestiary. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn. 
  Pathfinder RPG Bestiary. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Inc.; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich 
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  Teeuwynn Woodruff. 
  Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax 
  Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Poltergeist from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lewis Pulsipher. 
  Quickling from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Quickwood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, 
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  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Scarecrow from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson 
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Neville White. 
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds. 
  Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Muth. 
  Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by David Cook 
  Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary 
  Gygax. 
  Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Tentamort from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Mike Roberts. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. 
  The Book of Hallowed Might. © 2002, Monte J. Cook. 
  The Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott Greene. 
  Tick, Giant & Dragon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax 
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis 
  Hawvermale, Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb. 
  Tome of Horrors, Revised Edition. Copyright 2005, Necromancer Games, Inc.; Authors: Scott Greene, Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, Bill Webb; Based on original content from TSR. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
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  Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
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  material by Russell Cole. 
  Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Russell Cole. 
  Troll, Rock from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene. 
  Troll, Rock from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene. 
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger. 
  Yellow Musk Creeper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Albie Fiore. 
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. 
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.Pathfinder Player 
  Companion: Animal Archive © 2013, Paizo Publishing, LLC; Authors: Amanda Hamon, Philip Minchin, Jason Nelson, Patrick Renie, Owen K.C. Stephens, and Christina 
  Stiles. 
  Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost. 
  Pathfinder Player Companion: Animal Archive © 2013, Paizo Publishing, LLC; Authors: Amanda Hamon, Philip Minchin, Jason Nelson, Patrick Renie, Owen K.C. Stephens, 
  and Christina Stiles. 
  Pathfinder 44: Trail of the Beast. Copyright 2011, Paizo Publishing, LLC, Author: Richard Pett 
   
   
   
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/4$d/Dance Macabre.pdf