TEXT:  
   
   
   
  Seven Sinful Tales 
   
  A Pathfinder Roleplaying Game adventure for 4-6 characters of level 5. 
  With a strange hollow “pop!” and an alarming smell of junipers your environment suddenly changes from the comfort of your 
  own home to the centre of a circle of monolithic stones in a cold damp field at midnight. Around you other adventurers are 
  appearing in similar fashion: one apparently in the middle of a bath; another doing something with a partner that obviously 
  didn’t make the journey with them. Piles of adventuring equipment, some of it yours, clatter around you like litter. 
  As you slowly gain your bearings and take stock of your surroundings a nervous gasp to one side reveals a group of seven 
  children standing between the stones and staring at you in wide-eyed horror. One of them approaches you with a book held 
  high in hand: “Demons, I command thee,” he calls out in a trembling voice. “Return to thine abode!” 
  Unfortunately, you don’t. 
   
  Four Dollar Dungeons are standalone adventures designed to be logical, entertaining, challenging, balanced and easily 
  integrated into any campaign world. 
  Each adventure has enough material to last three or more 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 and scaling 
  information is included for adventuring parties of five or six. 
  This adventure is set in a faraway land, somewhere out there in the multi-verse, where children travel to school by coach in 
  order to learn how to better themselves and embark on rewarding careers whilst being largely disregarded by their parents. 
  
   
  Seven Sinful Tales 
  By Richard Develyn 
   
  Cover Artwork: Bradley K. McDevitt (bkmcdevitt@yahoo.com www.bradleykmcdevitt.net) 
  Inner Artwork: Bradley K. McDevitt, Gary Dupuis, Jeff Preston (http://creativecommons.org/licenses/by/3.0/), some artwork copyright 
  William McAusland, used with permission, V.Shane, Tamas Baranya, Rick Hershey, Empty Rooms Studios,  Maciej Zagorski (The Forge, 
  www.theforge.pl, theforge@theforge.pl), Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games, Szilvia Huszar. 
  Playtesters: Chris Forrest, Stuart Kevin Smith, Joe Lawrie, Ian Porteous, Arran Corbet, Peter Radford, Mark Nicholls, Robin Murray, Alex 
  Tarling, Roger Still 
  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 stat-blocks 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.
  
   
  Seven Sinful Tales 
  5.1 
  3 
  Contents 
  Background ............................................................................... 5 
  Arrival at Ravenstone ........................................................... 5 
  Humphrey and Beauregard .................................................. 6 
  Investigations at Fordguild ................................................... 7 
  Notes for the Games Master .................................................... 7 
  Overview .............................................................................. 7 
  The Tengu’s Tale (anger) ................................................. 8 
  The Maiden’s Tale (envy) ................................................ 8 
  The Druid’s Tale (gluttony) .............................................. 8 
  The Rogue’s Tale (greed) ................................................. 8 
  The Bard’s Tale (lust) ....................................................... 8 
  The Paladin’s Tale (pride) ................................................ 8 
  The Necromancer’s Tale (sloth) ...................................... 8 
  Maps .................................................................................... 9 
  Encounter Summary ................................................................. 9 
  Scaling .................................................................................. 9 
  The Tengu’s Tale ........................................................... 10 
  The Maiden’s Tale ......................................................... 10 
  The Druid’s Tale ............................................................ 10 
  The Rogue’s Tale ........................................................... 10 
  The Bard’s Tale .............................................................. 11 
  The Paladin’s Tale ......................................................... 11 
  The Necromancer’s Tale ............................................... 11 
  The County of Surrey .............................................................. 12 
  Survival and Exploration .................................................... 12 
  Weather and Travel ...................................................... 12 
  Encounters .................................................................... 14 
  Geography ......................................................................... 14 
  Balzac Desert ................................................................. 14 
  Grasslands ..................................................................... 14 
  Marshes ........................................................................ 14 
  Plains ............................................................................. 14 
  Plantagenet Mountains ................................................. 15 
  The River Sinne ............................................................. 15 
  Troll Woods ................................................................... 15 
  Willoughwood ............................................................... 15 
  Other Notable Locations .................................................... 15 
  Cath Court ..................................................................... 15 
  Crisis Creek .................................................................... 15 
  Ravenstone ................................................................... 15 
  Stag Hill Lodge ............................................................... 15 
  Willoughby House ......................................................... 15 
  Settlements ........................................................................ 16 
  GM’s Map of Surrey ........................................................... 19 
  Player’s Map of Surrey ....................................................... 20 
  The Tengu’s Tale ..................................................................... 21 
  Cast (living) ........................................................................ 21 
  Cast (deceased) .................................................................. 21 
  Background ........................................................................ 21 
  Overview ............................................................................ 21 
  Deako ................................................................................. 21 
  Forest Hunt (CR 6) .............................................................. 22 
  River Hunt (CR 5)................................................................ 23 
  Conclusion ......................................................................... 24 
  The Maiden’s Tale................................................................... 25 
  Cast (living) ........................................................................ 25 
  Cast (deceased) .................................................................. 25 
  Background ........................................................................ 25 
  Overview ............................................................................ 26 
  Adriana .............................................................................. 26 
  Investigations ..................................................................... 27 
  Initial information gathering in Marloe ......................... 27 
  Meeting Stockwell’s family ........................................... 27 
  Investigating the plaques at the bottom of Adriana’s 
  garden ........................................................................... 27 
  Investigating Cath Court................................................ 27 
  Investigating Moroni’s Grove ........................................ 28 
  Investigating Adriana’s House ....................................... 28 
  The Death of Pinto ............................................................. 29 
  Final Confrontation ............................................................ 29 
  Conclusion ......................................................................... 30 
  The Druid’s Tale ...................................................................... 31 
  Cast (living) ........................................................................ 31 
  Background ........................................................................ 31 
  Overview ............................................................................ 31 
  Augustus ............................................................................ 31 
  The Hungry Caterpillar ....................................................... 32 
  Subterfuge .................................................................... 32 
  
   
  Seven Sinful Tales 
  5.1 
  4 
  The Under-Basement .................................................... 33 
  The Relaxation Grove (CR 6) ......................................... 33 
  The Basidirond Den (CR 6) ............................................ 34 
  Conclusion ......................................................................... 36 
  The Rogue’s Tale ..................................................................... 37 
  Cast (living) ........................................................................ 37 
  Cast (deceased) .................................................................. 37 
  Background ........................................................................ 37 
  Overview ............................................................................ 37 
  Paulina ............................................................................... 37 
  Balzac ................................................................................. 38 
  Hiring Camels at Tabassum ........................................... 38 
  The Journey to the pyramid .......................................... 38 
  The Pyramid of Balzac ........................................................ 39 
  Descent into darkness ................................................... 40 
  The Grid......................................................................... 40 
  The Portal ...................................................................... 40 
  Dead Sparrows (CR 1) .................................................... 41 
  Bathing Chamber (CR 3) ................................................ 41 
  The Queen’s Chamber (CR 5 + 4 x CR 2) ........................ 41 
  The King’s Chamber (CR 11) .......................................... 42 
  The journey back................................................................ 44 
  Sandstorm ..................................................................... 44 
  Foedora (CR -/9) ............................................................ 44 
  Conclusion ......................................................................... 45 
  The Bard’sTale ........................................................................ 46 
  Cast (living) ........................................................................ 46 
  Cast (deceased) .................................................................. 46 
  Background ........................................................................ 46 
  Overview ............................................................................ 46 
  Bairn ................................................................................... 46 
  A Trail of Broken Hearts ..................................................... 47 
  Loren the Half Elf........................................................... 47 
  Diana the Dryad ............................................................ 47 
  Cherie the Centaur ........................................................ 47 
  Iris the Ogress ............................................................... 47 
  Cecilia the Cecaelia ....................................................... 48 
  Harriet the Harpy .......................................................... 48 
  Fairy Lake ........................................................................... 49 
  The Kelpie (CR 4) ........................................................... 49 
  Stag Hill Lodge (CR 7) .................................................... 49 
  Conclusion ......................................................................... 51 
  The Paladin’s Tale ................................................................... 53 
  Cast (living) ........................................................................ 53 
  Cast (deceased) .................................................................. 53 
  Background ........................................................................ 53 
  Overview ............................................................................ 53 
  Tilvern ................................................................................ 54 
  War Zone ........................................................................... 54 
  Commander Crawshaw’s Camp .................................... 54 
  Commander Crawshaw ................................................. 55 
  Sir Reginald ................................................................... 55 
  No man’s land ............................................................... 55 
  No man’s mountains ..................................................... 56 
  King Berthilda’s Giant Camp (CR -/8) ............................ 56 
  Crisis Creek (CR 8/-)....................................................... 56 
  Conclusion ......................................................................... 57 
  The Necromancer’s Tale ......................................................... 58 
  Cast (living) ........................................................................ 58 
  Cast (zombie) ..................................................................... 58 
  Background ........................................................................ 58 
  Overview ............................................................................ 58 
  Holly ................................................................................... 59 
  Willoughby House .............................................................. 59 
  The Zombie Collective ................................................... 59 
  Key to the House ........................................................... 59 
  Gardens ......................................................................... 59 
  1. 
  Entrance Hall ....................................................... 59 
  2. 
  Library ................................................................. 60 
  3. 
  Study ................................................................... 60 
  4. 
  Holly’s Bedroom .................................................. 60 
  5. 
  Zombie Repair Room ........................................... 60 
  6. 
  Downstairs Zombie Rest Room ........................... 61 
  7. 
  Dining Room ........................................................ 61 
  8. 
  Withdrawing Room ............................................. 61 
  9. 
  Kitchen ................................................................ 61 
  10. 
  Scullery ........................................................... 61 
  11. 
  Bridal Suite ..................................................... 61 
  
   
  Seven Sinful Tales 
  5.1 
  5 
  12. 
  Master Bedroom ............................................ 62 
  13. 
  Guest Bedroom ............................................... 62 
  14. 
  School Room ................................................... 62 
  15. 
  Holly’s Temporary Bedroom ........................... 62 
  16. 
  Upstairs Zombie Rest Room ........................... 62 
  17. 
  Box Room ....................................................... 63 
  18. 
  Landing ........................................................... 63 
  19. 
  The Attic (CR 5) ............................................... 63 
  20. 
  Wine Cellar ..................................................... 64 
  21. 
  Cellar (CR 6) .................................................... 64 
  22. 
  Treasure Room ............................................... 65 
  23. 
  Corpse Storage ............................................... 65 
  24. 
  Abandoned Laboratory ................................... 65 
  Conclusion ......................................................................... 65 
  Finale ...................................................................................... 66 
  Animal Tricks........................................................................... 67 
  Bestiary Reference .................................................................. 67 
  Item Reference ....................................................................... 73 
  Rules Reference ...................................................................... 76 
  Spell Reference ....................................................................... 88 
  Artwork ................................................................................... 99 
  OPEN GAME LICENSE Version 1.0a ....................................... 106 
   
  Background 
  Just outside the village of Ravenstone, in the county of Surrey 
  in the kingdom of Bretagne in a land far away from the home 
  of the PCs, is a stone circle of legendary power, though all 
  knowledge regarding its power has unfortunately been lost or 
  forgotten. 
  Even the sage wizard Humphrey and his devilish companion 
  Beauregard, who live together nearby, have no idea what the 
  circle can do despite having spent decades trying to piece 
  together what little information they could find about it. The 
  only thing that they seem to know for sure is that the circle is 
  somehow or another able cover its tracks as if careful to hide 
  its secrets, as on several occasions the two researchers have 
  found themselves revisiting ancient libraries that they had 
  forgotten about or petitioning powerful beings for information 
  only to be told, rather irritably, that nothing further had been 
  discovered since their last visit – whenever that was. 
  Although its powers are unknown, the circle radiates 
  overwhelming magic1, which has attracted all sorts of people 
                                                                          
  1 “universal” 
  from miles around convinced that they could tap into its 
  power using rituals, dances and celebrations of the sort 
  normally associated with nature, druids and witches. Not that 
  any 
  self-respecting 
  druid, 
  witch, 
  or 
  natural 
  magical 
  practitioner would ever go near it, of course, but in spring and 
  summer the circle is a great place to party, drink, listen to 
  music and make “interesting” new friends2 amidst all of the 
  swaying around and chanting that typically goes on either in 
  the middle of the night or at sunrise or at sundown3. 
  Nobody would ever have guessed, of course, that one cold 
  dingy night in Autumn a group of seven 13-year-old children 
  would cause the circle’s magic to manifest when they 
  gathered around it at midnight and started chanting a load of 
  hocus-pocus. It surprised Humphrey and Beauregard, scrying 
  on the site in mild amusement from their tower up in 
  Ravenstone; it definitely surprised the motley collection of 
  adventurers that were plucked out of their own reality and 
  dumped unceremoniously in the middle of the circle4 and it 
  scared the bejesus out the seven kids who were not expecting 
  anything to happen though they might have been wishing for 
  it otherwise. 
  Arrival at Ravenstone 
  As the adventure begins, facing the PCs around the circle will 
  be the following, rather nervous, group of 13 year olds: 
  Deako 
  a pale feathered Tengu with wide-eyes and a 
  nervous twitch 
  Adriana 
  a pretty platinum blonde girl who wears her hair 
  in ringlets, is beautifully dressed and is cousin to 
  Augustus 
  Augustus 
  a well-dressed, immaculately groomed, slightly 
  overweight young gentleman, cousin to Adriana 
  Paulina 
  a light-haired, delicate and a bit plain gnomish 
  girl, nice to speak to and prettily, if cheaply, 
  dressed  
  Bairn 
  a handsome and polite young man, earnest and 
  sincere, perhaps a future paladin in the making 
  once he “fills out” a bit 
  Tilvern 
  a timid, dark haired, young man, slightly small for 
  his age 
  Holly 
  a bright young light-haired girl with a big smile 
  and wide eyes, though perhaps a bit too wide as if 
  something inside her is troubling her 
  The “practitioner” of the summoning was Augustus. Tilvern, 
  Adriana and Holly gave him much encouragement, whilst the 
  others just came along for the ride. 
  Nearby are the children’s seven horses. 
                                                                          
  2 sometimes only briefly 
  3 the fact that one of the standing stones is decorated with a 
  raven is lost on most people, though Humphrey and 
  Beauregard believe it represents “messages from the stars” 
  4 with all their adventuring gear, including cohorts, 
  companions and familiars, and it’s up to you how much else 
  you want to allow them to bring along 
  
   
  Seven Sinful Tales 
  5.1 
  6 
  Demands by the PCs for explanations will all be directed to 
  Augustus who, as far as the rest of them are concerned, is 
  clearly a far more powerful a wizard than they’d all imagined. 
  Augustus, in turn, who’s no wizard at all, will tearfully point at 
  a tatty leather-bound book that he recently picked up at an 
  auction in Fordguild entitled “Unlocking the Secrets of the 
  Stone Circle at Ravenstone: New Revelations on an Ancient 
  Mystery” by professor Horace Cope, and show them all the 
  strange fetishes and other paraphernalia strewn around the 
  circle which the book told him would ensure a manifestation if 
  seven of them got together and chanted by the light of a full 
  moon at midnight. 
  It’s rubbish, of course, but that’s as much as he knows. That’s 
  as much as anyone knows. 
  The children will be most apologetic, now, and beg the PCs 
  pardons but unfortunately it’s getting late and they need be 
  home for school tomorrow. They shouldn’t have come out in 
  the first place and they’re all worried that they’ll be missed so 
  without further ado they will get onto 
  their horses and ride off. Augustus will 
  leave the PCs with his book, with the right 
  chapter open, and suggest to them that if 
  they can’t figure out how to make the 
  magic work backwards, so to speak, then 
  they should seek the help of Humphrey 
  the magician in his tower in the town of 
  Ravenstone which is visible less than a 
  mile away to the east. 
  There is nothing else that the kids can do 
  about what’s happened. The book itself is 
  junk so the only viable course of action 
  now for the PCs now is to do as Augustus 
  has 
  suggested 
  and 
  head 
  over 
  to 
  Ravenstone to meet the magician. Should 
  the PCs make any sort of threat towards 
  the children or do anything to prevent their departure then 
  Beauregard will teleport over to the site to have a few words 
  with them first. 
  Humphrey and Beauregard 
  Humphrey (LN male human wizard/18) and Beauregard (LE 
  Devil, Deimavigga, CR 17) live in a tall and twisted tower on 
  the edge of the village of Ravenstone not too far from the 
  stone circle which the PCs have arrived in. These two unlikely 
  companions, matched both in power and intellect, are 
  together because they have put aside their moral differences 
  in order to pursue their joint obsessions of learning and 
  understanding, and when they get going their philosophical 
  discussions frequently last weeks and are normally followed 
  by strange journeys to unlikely places in order to uncover the 
  truth behind knowledge, secrets and lore. 
  Humphrey, a wizened old man with a long beard and a pipe, 
  knows that Beauregard is looking to convert him to the 
  worship of Asmodeus one day, but it doesn’t bother him much 
  as he thinks that he’ll probably be dead before that happens. 
  Beauregard for his part, who likes to appear as a tall human 
  with jet-black skin, red eyes and a goatee beard, being happy 
  to be in the company of a man who is his intellectual equal is 
  remarkably easy going, if not altogether likeable, for a 
  creature of his sort. Beauregard even behaves in ways one 
  might consider “good”, such as sparing the lives of seven 
  innocent children, though anyone who knows him better will 
  realise that this is no different to him than sparing the lives of 
  seven innocent cats. 
  As far as the PCs are concerned both of these guys are 
  indestructible. If the PCs should challenge this, Beauregard’s 
  defensive stats are: AC 46, touch 20, flat-footed 36, HP 261, 
  DR 10/good and silver, regeneration 5, Fort +20, Ref +16, Will 
  +20, SR 27, and they will really not want to know what his 
  offensive stats are as well. Regardless of 
  how the PCs eventually meet them some 
  sort of serious conversation will need to 
  take place with them if the PCs are ever to 
  hope to be able to get back to their own 
  home plane, planet, land or country again. 
  Humphrey and Beauregard will explain 
  that they have long been of the opinion 
  that the magic of the stone circle was 
  somehow or another Wish related, as this 
  would tie in with the strength and type of 
  magic which it radiates plus possibly 
  explain why the circle hides its powers (an 
  endless source of Wish spells would 
  clearly 
  be 
  catastrophic). 
  The 
  seven 
  children probably triggered the magic of 
  the circle by each of them making a wish 
  at the same time. It might have been the 
  same wish or maybe lots of different ones. The circle might 
  have triggered because of the constellations, or the time of 
  year, or some characteristic of the children themselves, or the 
  nature of their wishes, or perhaps even just because they all 
  voiced the word “wish” in their heads at the same time. It’s 
  going to take some time to figure out exactly what happened 
  and perhaps they never will but Humphrey and Beauregard’s 
  best guess right now is that the circle has answered the seven 
  wishes by bringing the PCs to this land and that the only way 
  for the PCs to return will be for them to somehow satisfy 
  them. 
  It’s not the most satisfactory answer they can think of but it’s 
  the best that the two scholars can come up with right now. 
  
   
  Seven Sinful Tales 
  5.1 
  7 
  Assuming this conversation goes well and the PCs are on good 
  terms with Humphrey and Beauregard then the PCs will be 
  invited to spend the night with them at the tower and 
  Humphrey will even provide them with a map of Surrey5 to 
  help them with their task. He will also explain that the best 
  place to make contact with the children is to go to Fordguild, 
  which is where the schools are. 
  Investigations at Fordguild 
  Assuming that the PCs were not hostile at Ravenstone then all 
  of the children will be reasonably friendly towards the PCs 
  when they meet them. Six of the seven children go to the 
  same “common” school in the city whereas Adriana goes to a 
  “special” one. They can all explain a little bit about each 
  other’s difficulties as well and can be approached in the 
  following manner: 
  Deako (the Tengu’s Tale) lives in poor lodgings near the school 
  itself. He will approach the party when he sees them as he 
  needs their help in trying to get his parents talking to each 
  other again. 
  Adriana (the Maiden’s Tale) is escorted to and from Marloe to 
  a “school for young ladies” in Fordguild by a rather severe 
  looking woman (Lucille, her “mother”, though actually this is a 
  Blood Hag in disguise) in a pony and trap. Getting access to 
  Adriana will require bypassing Lucille using either Diplomacy 
                                                                          
  5 i.e. the player’s map of Surrey 
  (DC 24), Intimidation (DC 25) or Bluff (DC 13). These 
  checks can be retried every day until successful. 
  Augustus (the Druid’s Tale) keeps out of the PCs way as 
  much as he can out of a misguided sense of guilt, though 
  with a bit of persistence he can also be approached and 
  spoken to. He also lives in Fordguild. 
  Paulina (the Rogue’s Tale) travels to and from her home 
  town of Alderchop via a school-coach, a noisy 
  rambunctious affair full of all the screaming kids that 
  belonging to parents in the military. Paulina will be 
  approachable to the PCs but not actually approach them 
  herself just out of shyness. Note that school coaches 
  arrive just before school begins and leave as it’s over, so 
  the PCs will not have much time to talk to Paulina as she 
  arrives or goes. 
  Bairn (the Bard’s Tale) also travels on a school-coach but 
  west rather than east to the town of Hook. He will readily 
  acknowledge the PCs when he sees them and suggest 
  they come over to talk to him at home. 
  Tilvern (the Paladin’s Tale) travels on a third school-coach 
  (with Holly) to Farham, though in his case Tilvern will skip 
  school if necessary and even miss his coach as soon as he 
  sees the PCs as he has the most urgent needs. 
  Holly (the Necromancer’s Tale) travels on the same 
  school-coach as Tilvern though she gets dropped just 
  short of Farham so that she can make the journey to 
  where she lives (Willoughby House) without having to double-
  back. She, too, will be easy enough to approach, suggesting to 
  the PCs that they come over the next day to visit her at home 
  once she’s cleared things with her father. 
  DC 
  Summary 
  24 
  Diplomacy check to get past Lucille (Adriana’s 
  “mother”) in order to speak briefly to Adriana 
  herself. Can be retried every day until successful. 
  25 
  Intimidation check as above, though note this will 
  negatively dispose Lucille towards the PCs from 
  now on. 
  13 
  Bluff check as above. 
  26 
  Perception or Sense Motive check to notice 
  something awry with Lucille (assumes Disguise and 
  Bluff rolls a 10, or roll them yourself if you like). 
  Notes for the Games Master 
  Overview 
  This adventure consists of seven separate short stories, 
  effectively independent of one another though connected by 
  the following three themes: 
  First of all there is the overarching story arc of PCs plucked out 
  of their homes by a wishing circle and then needing to ensure 
  that all of the wishes are fulfilled in order for them to return. 
  
   
  Seven Sinful Tales 
  5.1 
  8 
  The land of Surrey in which they now find themselves should 
  be completely unknown to them, potentially on another plane 
  of existence, even, so that they cannot just hop on a boat and 
  go home. 
  The second theme is an optional role playing one surrounding 
  the fact that each tale revolves around a child being let down 
  by its parents. This element is optional because each child only 
  seeds the adventure rather than participating in it – with the 
  possible exception of The Maiden’s Tale though even here the 
  amount of interaction with Adriana can be kept to a minimum. 
  If you and your players want to do a little bit of role-playing 
  around the various parent/child issues presented by each tale 
  then, of course, you can, but if you would rather just get on 
  with the action you can do that if you like instead. 
  The final theme of the adventure is the Seven Deadly Sins, 
  which of course gives it its name. Each of the seven tales tries 
  to explore one of these human vices in its own way, mostly by 
  presenting scenarios which have come about as a result of the 
  vice in question. In one case, The Rogue’s Tale, which deals 
  with Greed, the PCs’ own greed is also tested. 
  As a final option you can, of course, run then individual parts 
  of this adventure totally independently and I have balanced 
  each tale and provided scaling information for each one in the 
  Encounter Summary in order to allow you to do so. 
  The Tengu’s Tale (anger) 
  After a nasty mishap resulting in the death of Deako’s brother, 
  Deako’s samurai parents have split up and now refuse to talk 
  to one another. Deako hopes to reunite them by presenting to 
  each a significant trophy, ostensibly gained by the other 
  parent as a peace offering but actually won by the PCs. The 
  main part of this tale is a wilderness monster hunt against two 
  very angry creatures: a troll barbarian and a hippopotamus. 
  The Maiden’s Tale (envy) 
  Adriana is being groomed for an arranged marriage she 
  doesn’t want. The truth of the situation is that her “mother”, 
  Lucille, is in fact a Blood Hag called Moroni in disguise who is 
  seeking to gain the most perfect skin for herself by a process 
  of selective breeding. The PCs will have to uncover the 
  mystery surrounding the Blood Hag’s infiltration into Adriana’s 
  family, which began with Adriana’s grandmother, and then 
  confront and kill the Blood Hag, suitably prepared, before she 
  kills them. 
  The Druid’s Tale (gluttony) 
  Augustus’ parents are addicts of a strange drug-induced 
  experience provided every night at The Hungry Caterpillar – a 
  very expensive club in the centre of Fordguild. As a result of 
  their addiction they have neglected their son, who despite 
  having plenty of money is really after his parents’ love. The 
  PCs will have to infiltrate the club and descend to its 
  basement in order to close the drug den down. In so doing 
  they will have to defeat the druid and her treant companion 
  who own it, as well as the creatures that work within the den. 
  The Rogue’s Tale (greed) 
  Paulina’s father was always chasing after the next great 
  treasure, with his whip and his fedora hat, until one day he 
  went too far and got himself killed. Even though his daughter 
  Paulina hardly knew him, because he was always away, she 
  would like to honour his memory now, and perhaps appease 
  his soul, by making a shrine to him and placing within it that 
  last great treasure that he was never quite able to retrieve. 
  The PCs will have to journey to the pyramid of Balzac in order 
  to bring back the Shagreen, hopefully without falling foul of 
  whatever it was that killed Paulina’s father. 
  The Bard’s Tale (lust) 
  Bairn’s dad never seemed to be able to keep it in his pants, 
  despite the fact that Bairn’s mother was what most men 
  would consider to be their dream partner. Eventually mother 
  kicked father out. Father went to live with another woman in 
  the same town but then tired of her too and so went off to 
  sow some more wild oats. It’s been a year now, and Bairn 
  would like to see his father again. As the PCs soon find out, 
  though, the trail of broken hearts that they follow eventually 
  leads to the lair of Bairn’s father’s final lover, and hell hath no 
  fury like a Medusa scorned. 
  The Paladin’s Tale (pride) 
  Tilvern’s father is a paladin who went off to join the war effort 
  against the giants that live in the mountains to the north. 
  Although most of the time there is an uneasy peace between 
  the forces there, it so happened that soon after joining there 
  was an altercation in which the commander of the human 
  army was killed right in front of the paladin’s eyes. Tilvern’s 
  father has sworn revenge, and even though his new 
  commander has forbidden it, since there is now a new truce 
  between the forces, Tilvern’s father is determined to 
  challenge the stone giant that killed his old commander to a 
  single combat. Unfortunately, it is more than likely that 
  Tilvern’s father will be killed by the giant, which TIlvern 
  fervently wishes not to happen. The PCs will have to negotiate 
  their way to the giant camp and kill that stone giant 
  themselves before Tilvern’s father can get to him. 
  The Necromancer’s Tale (sloth) 
  Holly lives in a house that is full of zombies. Fortunately, she 
  knows them all by name, as they are the walking corpses of 
  members of her family which have died over the years and 
  which her father has animated in order to get them to do all 
  the housework. Unfortunately, something nasty appears to 
  have moved into her home, possibly as a result of all the 
  necrotic energy kicking around, and Holly doesn’t feel safe 
  there anymore. When the PCs journey over to Willoughby 
  
   
  Seven Sinful Tales 
  5.1 
  9 
  House they find that she’s gone missing somewhere within it. 
  Holly’s dad cannot be bothered to help so the PCs will have to 
  search the house both for her and in order to get rid of the 
  two nasty undead creatures that have moved in. 
  Maps 
  As well as player’s and GM’s maps of the county of Surrey, 
  there are tactical maps for a number of the locations in each 
  individual tales. Maps have not been provided for encounters 
  where the accurate representation of the encounter was not 
  necessary, since in my opinion it is better in these cases to 
  allow you the GM to use whatever tiles or encounter mats are 
  at your disposal rather than specify the precise location of 
  each tree and so on. The encounters coming under this 
  category which you will have to either draw or improvise are: 
   
  The troll in the woods in the Tengu’s Tale. 
   
  The hippopotamus in the river in the Tengu’s Tale. 
   
  The blood hag in a wooded area in the Maiden’s 
  Tale. 
   
  The stone giant in mountainous creek in the 
  Paladin’s Tale. 
  Note: the grid on the map for Balzac and Stag Hall use 10’ 
  squares, whereas those for the Under Basement and 
  Willoughby House use 5’ squares. 
  Encounter Summary 
  Two of the tales have a single CR 8 encounter at the end, two 
  have a CR 7 encounter plus a weaker encounter or two, one 
  has two CR 6 encounters and the remaining two a CR 6 and CR 
  5 each. 
  The following table summarises what can be found across the 
  whole adventure. The encounter tables further down split this 
  up by each individual tale. 
  Type 
  Number 
  Description 
  Easy 
  (CR < 5) 
  3 
  Skull Swarm (CR 1) 
  Accursed Pool (CR 3) 
  Kelpie (CR 4) 
  Average 
  (CR 5) 
  3 
  Advanced Attic Whisperer 
  Hippopotamus 
  Challenging 
  (CR 6) 
  5 
  Deathweb 
  7th level Druid 
  Basidiron (CR 5) 
  + Rust Monster (CR 3) 
  Troll Barbarian 
  Hard 
  (CR 7) 
  1 
  Medusa 
  Mummy (CR 5) 
  + 4 x Canopic Jar (CR2) 
  Epic 
  (CR 8) 
  2 
  Blood Hag 
  Stone Giant or 9th level paladin 
  Treasure has been allocated on a per-tale basis in order to 
  reflect the challenge that each tale presents.  
  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) 
  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. 
  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 green. 
  
   
  Seven Sinful Tales 
  5.1 
  10 
  The Tengu’s Tale 
  Encounter 
  CR 
  XP 
  Treasure 
  Total Value 
  Troll Barbarian 
  Hippopotamus 
  6 
  5 
   
  Troll’s possessions: 
  Masterwork Hide Armour (180), 
  Feather Step Slippers (furry boots) (2000) 
  Reward for killing hippopotamus: 
  Aegis of Recovery (1500) 
  Change reward to Amulet of Natural Armour +1 (2000) + 200gp 
  Change reward to Swarmbane Clasp (3000) 
   
   
   
   
  3780 
  4480 
  5280 
  The Maiden’s Tale 
  Encounter 
  CR 
  XP 
  Treasure 
  Total Value 
  Blood Hag 
  8 
  4800 
  Cauldron of Brewing (3000) 
  Alluring Golden Apple (400) 
  Change Alluring Golden Apple to Goblin Skull Bomb (1200) 
  + Goblin Skull Bomb (1200) 
  + Seer’s Tea (550) 
   
   
  3400 
  4200 
  5150 
  The Druid’s Tale 
  Encounter 
  CR 
  XP 
  Treasure 
  Total Value 
  7th level Druid 
  Basidirond + 
  Rust Monster 
  6 
  5 
  3 
   
  Cape of Free Will +1/+2 (1500) 
  Deathwatch Eyes (2000) 
  Masterwork heavy wooden shield (157) 
  Masterwork rapier (320) 
  173 gp 
  + Wand of Neutralize Poison (5 charges) (1125) 
  + Wand of Neutralize Poison (5 charges) (1125) 
  + Wand of Remove Disease (5 charges) (1125) 
   
   
   
   
   
  4150 
  5275 
  6400 
  The Rogue’s Tale 
  Encounter 
  CR 
  XP 
  Treasure 
  Total Value 
  Pit 
  Skull Swarm 
  Accursed Pool 
  Mummy 
  + 4 Canopic Jars 
   
   
   
   
  Androsphinx 
  Stone Golem 
  0 
  1 
  3 
  5 
  4 x 2 
   
   
   
   
  9 
  11 
   
   
  +1 Scimitar (2315)  
  1000 sp 
  Cotton towels worth 250 gp 
  The queen’s necklace (13 x 100gp gems) 
  Three golden cat statuettes worth 215 gp each 
  + Unguent of Timelessness (150) 
  + Elixir of Love (150) 
  + Boots of the Cat (1000) 
  + Red Desert Sash (2500) 
   
  The golden barge (777 x 10gp gems) 
   
   
   
   
   
   
   
  (without the 
  stone golem 
  “extras”) 
  4810 
  6110 
  7310 
   
   
   
  
   
  Seven Sinful Tales 
  5.1 
  11 
  The Bard’s Tale  
  Encounter 
  CR 
  XP 
  Treasure 
  Total Value 
  Medusa 
  Kelpie 
  7 
  4 
   
  On the Medusa herself: 
  masterwork longbow (375) 
  + an Efficient Quiver (1800) 
  In the Living Room: 
  3 landscape paintings worth 25gp each, 
  a huge stuffed antelope, weighing 50lbs, worth 100gp, 
  a masterwork heavy crossbow (350), on a small table, and 10 +1 bolts in a 
  drawer beneath (230), 
  2 masterwork spears (302) arranged as a display behind a +1 light wooden 
  shield (1153), 
  two wooden ornamental masks worth 15gp each 
  In the Medusa’s Bedroom: 
  4 courtier’s outfits, weighing 6lbs each, worth 30gp each 
  a jewellery box with a superior lock (DC 40) (150) containing 12 pieces of 
  jewellery worth 20gp each 
  + A small vial under the pillow holding an Elixir of Love (150) 
  + A set of Sleeves of Many Garments (200) 
  + A Feather Token (swan boat) (450) in the Jewellery Box 
  In the Kitsune’s boat: 
  Jar of Stone Salve (not included as it is necessary for the adventure) 
  a cold weather outfit (8) 
  a masterwork backpack (50) 
  a longbow (75) 
  12 +1 arrows (276) 
  + A set of bandages of rapid recovery (200) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3836 
  4836 
  5636 
  The Paladin’s Tale 
  Encounter 
  CR 
  XP 
  Treasure 
  Total Value 
  Stone Giant 
   
  Or 
   
   
  9th level Paladin 
  8 
   
   
   
   
  8 
   
  Rope of climbing (3000) 
  Jewelled Necklace (700) 
  + Campfire Bead (720) 
  Replace everything with Sustaining Spoon (5400) 
   
  +1 Greatsword (2350) 
  +1 Breastplate (1350) 
  + Campfire Bead (720) 
  + Campfire Bead (720) 
  + Cloak of Resistance +1 (1000) 
  3700 
  4420 
  5400 
   
   
  3700 
  4420 
  5420 
  The Necromancer’s Tale 
  Encounter 
  CR 
  XP 
  Treasure 
  Total Value 
  Deathweb 
  Attic Whisperer 
  (advanced) 
  Reward 
  6 
  5 
   
  Robe of Infinite Twine (1000) 
  Boots of the Enduring March (1500) 
  Shawl of Life-Keeping (1000) 
  + Concealing Pocket (1000) 
  + Potion of Cure Moderate Wounds (300) 
  + Type I Bag of Holding (2500) 
   
   
   
  3500 
  4800 
  6000 
  
   
  Seven Sinful Tales 
  5.1 
  12 
  The County of Surrey
  The following few pages of information have been provided to 
  help you flesh out the region where these series of small 
  adventures takes place. All of this is optional information, 
  more flavour than content, though if your PCs are like my PCs 
  you might welcome not having to improvise when they ask 
  you who actually rules Marloe and whether they can buy a rod 
  of Flame Extinguishing there6. 
  Surrey is an autonomous vassal state of the kingdom of 
  Bretagne. The exarch of the county, Kim Thotan, rules from an 
  austere central office in the city of Fordguild, without much 
  interference from her king, using policies which favour 
  patience, study and slow erosion of her problems rather than 
  outright confrontation. She is a popular leader who is 
  sometimes considered, rather unfairly, as being ineffectual, 
  though also clearly seen as progressive and forward thinking. 
  In spirit, Surrey is a place largely at ease with itself and 
  balanced. Even the war against the giants to the northeast has 
  reached a state of equilibrium and there is a general feeling 
  here of people just getting on with the slow process of 
  improving their lives fully cognisant of the fact that there are 
  still imperfections in the world around them (such as crime, 
  corruption, inequality, and even a few rapacious monsters 
  roaming the countryside). 
  You could be forgiven for thinking it all a bit middle-classed, 
  and though such a thing might have seemed a bit odd in our 
  own middle-ages the ubiquity of magic in a fantasy world 
  makes parallels to our own modern world easier to draw. In 
  particular, the humanoid residents of *this* county of Surrey7 
  all too readily confuse education with parenting, as children 
  are packed off to school with military precision by parents 
  who believe that in so doing they will have adequately 
  dispatched their parental responsibilities and can therefore do 
  whatever else they please. 
  The children themselves, of course, tend to disagree. 
  Survival and Exploration 
  Weather and Travel 
  Given that it’s autumn and the climate here is temperate, you 
  can use the following chart to determine what the weather is 
  anywhere except in the desert in Balzac, which has a climate 
  of its own (always dry, hot in the day and cold at night). 
  D% 
  Type 
  Effect 
  01-80 
  Normal 
  No effect in the day, cold at night 
  81-90 
  Rain 
  Cold in the day and at night; 
  visibility range is halved and 
                                                                          
  6 no chance, by the way, though if they’ve got one to sell then 
  they’ll be able to find a buyer 
  7 no connection to the real world county of Surrey is implied, 
  this sort of thing goes on everywhere 
  perception checks are at -4; 
  unprotected flames are 
  extinguished and ranged attacks 
  are at -4 
  91-99 
  Sleet 
  As above plus all terrain 
  considered difficult for 1d6 hours 
  after it finishes 
  100 
  Thunderstorm 
  As above, plus every minute a 
  lightning bolt strikes a random PC 
  in metal armour or wielding a 
  metal weapon for 8d8 points of 
  electrical damage (DC 15 reflex 
  save for half). This lasts for an 
  hour. If PCs shelter by a tree, then 
  the tree is hit instead and all PCs 
  within 10’ are subject to 8d8 
  points of fire damage (same 
  reflex save). 
  Then the table on the next page summarises travel times (in 
  hours) for different modes of transport. 
  
   
  Seven Sinful Tales 
  5.1 
  13 
  From 
  To 
  Foot 30’ 
  Horse 50’ 
  Coach 60’ 
  Alderchop 
  Fordguild 
  3 
  1, 45 mins 
  1, 30 mins 
  Alderchop 
  Marloe 
  3 
  1, 45 mins 
  1, 30 mins 
  Cath Courth 
  Ravenstone 
  2 
  1, 10 mins 
  1 
  Crawshaw 
  Farham 
  6, 30 mins 
  4 
  3, 15 mins 
  Crawshaw 
  Fordguild 
  4, 30 mins 
  2, 40 mins 
  2, 15 mins 
  Crawshaw 
  Krake 
  6, 30 mins 
  4 
  3, 15 mins 
  Farham 
  Fordguild 
  5 
  3 
  2, 30 mins 
  Farham 
  Krake 
  3 
  1, 45 mins 
  1, 30 mins 
  Farham 
  Ravenstone 
  2 
  1, 10 mins 
  1 
  Farham 
  Willoughby House 
  1 
  35 mins 
  30 mins 
  Fordguild 
  Krake 
  5 
  3 
  2, 30 mins 
  Fordguild 
  Hook 
  3 
  1, 45 mins 
  1, 30 mins 
  Fordguild 
  Marloe 
  2 
  1, 15 mins 
  1 
  Hook 
  Marloe (south route) 
  7 
  4, 15 mins 
  3, 30 mins 
  Hook 
  Ravenstone 
  3 
  1, 45 mins 
  1, 30 mins 
  Hook 
  Sinnemouth 
  6, 30 mins 
  4 
  3, 15 mins 
  Hook 
  Tabassum 
  7 
  4, 15 mins 
  3, 30 mins 
  Marloe 
  Sinnemouth 
  4 
  2, 25 mins 
  2 
  Marloe 
  Tabassum 
  3 
  1, 45 mins 
  1, 30 mins 
  Sinnemouth 
  Stag Hill 
  3 
  1, 45 mins 
  1, 30 mins 
  Sinnemouth 
  Tabassum 
  4 
  2, 25 mins 
  2 
  
   
  Seven Sinful Tales 
  5.1 
  14 
  Encounters 
  Wandering monsters are usually supplemental in four dollar 
  dungeons, given the aim of controlling the amount of 
  experience and challenge in the module, however encounter 
  tables have been provided in this gazetteer not just for the 
  sake of supporting the area as a campaign location but also to 
  give an indication of the type of fauna and flora that is to be 
  found in the different parts of the county. Note, though, that 
  the CR levels have been set in accordance with this adventure 
  – i.e. the 5 to 7 range – and that not all of the encounters 
  need to be hostile. 
  Encounters should be checked twice during the daytime (i.e. 
  morning and afternoon) and once at night-time according to 
  the following table: 
  Time of Day 
  Chance of Encounter 
  Daytime 
  1 in 20 chance on the road, 1 in 12 off road 
  Nighttime 
  1 in 12 chance if the party are travelling 
  without light sources, 1 in 8 chance 
  otherwise. 
  The encounter table to use varies by geography. During the 
  day, 2d3 should be rolled to determine what is met; at night 
  1d6 should be rolled instead with a “1” indicating that the 
  night-time encounter table below should be used instead8. 
  2d3 
  CR 
  B 
  Night-time Encounter 
  2 
  7 
  2 
  Dullahan 
  3 
  6 
  1 
  Will-o’-Wisp 
  4 
  5 
  1 
  4 Ghouls 
  5 
  6 
  3 
  Hag, Annis 
  6 
  7 
  1 
  Spectre 
  Individual descriptions of wandering monsters are not 
  provided here however the “B” column in the encounter 
  tables refers to the Pathfinder Roleplaying Game Bestiary 
  where the entry for that creature can be located. 
  Geography 
  Balzac Desert 
  The desert of Balzac to the south-east, which plays a strong 
  part in The Rogue’s Tale, is vast and sandy. Sandstorms are 
  not uncommon and sand-dunes move all the time, resulting in 
  a +2 to the DC for survival checks to avoid getting lost. 
  2d3 
  CR 
  B 
  Desert Encounter 
  2 
  7 
  3 
  Sphinx, Criosphinx 
                                                                          
  8 Note how the probability of normal encounters flattens out 
  at night so that it is more likely for PCs to meet with a greater 
  danger. 
  3 
  6 
  3 
  Ant Lion, Giant Adult 
  4 
  5 
  1 
  Pack of 12 Jackals (use stats for a dog) 
  5 
  6 
  2 
  Death Worm 
  6 
  7 
  3 
  Dragonne 
  Grasslands 
  The area south of Willoughwood and west of Balzac consists 
  of rolling grassy hills with the occasional copse of trees. The 
  few marshes that can be found within it are a little bit more 
  dangerous than usual, otherwise the grasslands represent the 
  safest area of wilderness in the county. 
  2d3 
  CR 
  B 
  Grasslands Encounter 
  2 
  7 
  1 
  4 Centaurs (rogue band) 
  3 
  6 
  1 
  2 Bison (+2 non-combative young) 
  4 
  5 
  1 
  Manticore 
  5 
  6 
  1 
  Ettin 
  6 
  7 
  1 
  4 Ogres 
  Marshes 
  Only one marsh is featured in this adventure, Gluprota Marsh 
  – the location of Stag Hill Lodge in The Bard’s Tale. Others can 
  be placed around the grasslands at your discretion. 
  2d3 
  CR 
  B 
  Marsh Encounter 
  2 
  7 
  2 
  4 Dragonfly, Giant Nymph 
  3 
  6 
  1 
  2 Harpies 
  4 
  5 
  1 
  Hag, Green 
  5 
  6 
  1 
  4 Boggards 
  6 
  7 
  2 
  Hangman Tree (solitary marsh variant) 
  Plains 
  The area to the east of Willoughwood between the mountains 
  to the north and Balzac to the south, the soil here drains 
  water away so the land is rougher and less supportive of plant 
  life than it is in the grasslands. It’s also flatter. Occasional trees 
  dot the landscape. 
  2d3 
  CR 
  B 
  Plains Encounter 
  2 
  7 
  5 
  Cerynitis 
  3 
  6 
  3 
  4 Axe Beaks 
  4 
  5 
  1 
  Lion, Dire 
  5 
  6 
  5 
  Termite Swarm 
  6 
  7 
  2 
  4 Chupacabra 
  
   
  Seven Sinful Tales 
  5.1 
  15 
  Plantagenet Mountains 
  The mountains to the north of Surrey rise up like a wall of 
  stone cut in half by the Troll Woods in the centre. The 
  Plantagenet ruler of the giants there tends to keep most of his 
  folk in line, though this includes an ongoing battle with the 
  humans to the south as detailed in The Paladin’s Tale. 
  2d3 
  CR 
  B 
  Mountains Encounter 
  2 
  7 
  1 
  Giant, Hill 
  3 
  6 
  1 
  2 Yeti 
  4 
  5 
  3 
  Derhii 
  5 
  6 
  4 
  2 Wikkawak 
  6 
  7 
  4 
  Giant, Slag 
  The River Sinne 
  It is, in fact, the river Sinne that has cut the Plantagenet 
  mountains in half, over millennia of course. Cold and fast 
  flowing to the north of the falls at Krake, the river gradually 
  widens, slows and warms as it drives its way through the 
  Willoughwood before eventually emerging in quite lazy 
  fashion through the grasslands and out into the sea at 
  Sinnemouth. The encounter table below relates to anyone 
  actually travelling on the river rather than alongside it. An 
  encounter with a hippopotamus on the river occurs as part of 
  The Tengu’s Tale. 
  2d3 
  CR 
  B 
  River Encounter 
  2 
  7 
  3 
  Water Naga 
  3 
  6 
  2 
  Giant Gar 
  4 
  5 
  2 
  2 Bunyip 
  5 
  6 
  3 
  Ahuitzotl 
  6 
  7 
  5 
  2 Tizheruk 
  Troll Woods 
  The woods within that bisect the Plantagenet Mountains are 
  described in considerable detail in The Tengu’s Tale in the part 
  detailing with the troll hunt. Generally speaking, non-trolls 
  tend to give bipedal travellers in the woods a wide berth, 
  however PCs who really wish to attract attention to 
  themselves could encounter one of the following: 
  2d3 
  CR 
  B 
  Troll Woods Encounter 
  2 
  7 
  1 
  Bear, Dire 
  3 
  6 
  2 
  Giant, Wood 
  4 
  5 
  1 
  Troll 
  5 
  6 
  2 
  2 Troll, Ice 
  6 
  7 
  2 
  4 Spider, Giant Black Widow 
  Willoughwood 
  Comprising almost half of the county of Surrey the 
  Willoughwood is a dark and deciduous forest full of oak, elm, 
  birch and beech. Rabbits, foxes, deer and other woodland 
  creatures can be commonly seen within it during the day, but 
  it’s pretty creepy at night. 
  2d3 
  CR 
  B 
  Willoughwood Encounter 
  2 
  7 
  1 
  8 Wolves (hunting pack) 
  3 
  6 
  1 
  Shambling Mound 
  4 
  5 
  3 
  Giant Owl 
  5 
  6 
  2 
  Redcap 
  6 
  7 
  1 
  4 Wolves, Dire 
  Other Notable Locations 
  Cath Court 
  An isolated monastery in the mountains, mainly female, 
  headed by sister Francis (LG female human adept/2 
  aristocrat/1 expert/2). This location is mentioned and might 
  be visited in The Maiden’s Tale, but is otherwise friendly to 
  anyone with an open heart who desires nothing but peace. 
  Crisis Creek 
  An isolated mountain valley in the Plantagenet Mountains, 
  frequently used as a rendezvous between giants and men, this 
  is the final location in The Paladin’s Tale. 
  Ravenstone 
  A twisted tower housing Humphrey the sage magician and his 
  devilish companion Beauregard which stands about a mile to 
  the east of a large stone circle decorated with a raven. This is 
  further detailed in the background of this adventure. 
  Stag Hill Lodge 
  An old hunting lodge on a muddy island in the middle of a 
  warm water lake in the middle of Gluprota swamp, this is the 
  final location in The Bard’s Tale. 
  Willoughby House 
  A spooky house about two miles to the south-east of Farham, 
  the last remaining property of the Willoughby family and the 
  location of the activity in The Necromancer’s Tale. 
  
   
  Seven Sinful Tales 
  5.1 
  16 
  Settlements 
  Alderchop 
  LN Large Town 
  Corruption 2; Crime -4; Economy 2 
  Law 4; Lore 1; Society 3 
  Qualities planned community, population surge, 
  superstitious 
  Danger 5 
  Demographics 
  Government colonial 
  Population 3840 (1700 humans, 440 half-elves, 480 
  dwarves, 200 halflings, 840 half-orcs, 120 elves, 80 
  others) 
  Notable NPCs 
  Elder Routlidge (Governor) 
  LG Male Human Fighter 4 Cleric 6 
  Miolan (Retired Commander / Training Chief) 
  LN Male Dwarf Fighter 12 
  Marketplace 
  Base Value 2,000gp; Purchase Limit 10,000gp 
  Spellcasting 3rd 
  Minor Items 3d4; Medium Items 2d4; Major Items 1d4 
  Description 
  A sprawling network of brick built and wooden houses, 
  Alderchop is famous for providing Surrey with its best 
  sportsmen and militia material, and indeed there is a 
  military academy here plus numerous other training 
  grounds for martial occupations. The people here tend 
  to be quite quick to anger and bar room brawls are 
  common. 
  Crawshaw 
  LG Small Town 
  Corruption 3; Crime -1; Economy 3 
  Law 3; Lore 0; Society -2 
  Qualities defensible, strategic location 
  Danger 0 
  Demographics 
  Government overlord 
  Population 1970 (890 humans, 120 half-elves, 240 
  dwarves, 350 halflings, 270 half-orcs, 60 elves, 40 
  others) 
  Notable NPCs 
  Crawshaw (commander) 
  LN Male Human Fighter 12 
  Marketplace 
  Base Value 1,100gp; Purchase Limit 5,000gp 
  Spellcasting 4th 
  Minor Items 3d4; Medium Items 1d6 
  Description 
  A large military encampment, almost like a village of 
  tents, complete with all the craftsmen and suppliers 
  one might need to support 2000 humanoids. This area 
  forms the beginning of The Paladin’s Tale. 
  Farham 
  CG Village 
  Corruption -3; Crime 1; Economy -1 
  Law -3; Lore 1; Society 3 
  Qualities free city, religious tolerance 
  Danger 5 
  Demographics 
  Government utopian experiment 
  Population 181 (90 humans, 20 half-elves, 10 dwarves, 
  35 halflings, 8 half-orcs, 16 elves, 2 others) 
  Notable NPCs 
  Tom Shilo 
  CG Male Halifling Rogue 7 
  Vilyar 
  CG Male Half-elf Oracle 8 
  Waldorf 
  CG Male Dwarf Rogue 12 
  Marketplace 
  Base Value 500gp; Purchase Limit 2,500gp 
  Spellcasting 3rd (Divine 5th) 
  Minor Items 2d4; Medium Items 1d4 
  Description 
  This quiet village is popular with adventurers seeking to 
  make their fames and fortunes up in the various 
  abandoned mines and underground complexes that can 
  be found in the mountains to the north. Shrines, 
  temples and churches of various religions are common 
  here, as are stores selling adventuring equipment at 
  good prices (10% cheaper than “book”). Farham is also 
  popular with travellers going to Ravenstone for one of 
  the festivals so there are far more inns per square foot 
  here than pretty much anywhere else. 
  
   
  Seven Sinful Tales 
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  Fordguild 
  N Large City 
  Corruption 4; Crime 4; Economy 6 
  Law 3; Lore 6; Society 3 
  Qualities academic, financial centre, gambling, majestic, 
  well educated 
  Danger 10 
  Demographics 
  Government autocracy 
  Population 19300 (9500 humans, 2200 half-elves, 1400 
  dwarves, 3500 halflings, 1700 half-orcs, 600 elves, 400 
  others) 
  Notable NPCs 
  Kim Thotan (Exarch of the County) 
  N Female Human Fighter 14 
  Keedlewell (City Administrator) 
  LN Male Expert 15 
  Professor Corfield-Shorn (Principal Academic) 
  LN Male Wizard (universalist) 16 
  Marketplace 
  Base Value 11,200gp; Purchase Limit 77,000gp 
  Spellcasting 9th 
  Minor Items 4d4; Medium Items 3d4; Major Items 
  2d4+1d8 
  Description 
  The capital of Surrey is huge walled city renown 
  throughout this land as a centre of academic learning. 
  Education being seen as so important by the residents of 
  the county, prices of property in the city are sky high and 
  the city is clearly extremely affluent - though this has led 
  to a certain amount of corruption and vice as detailed in 
  The Druid’s Tale. 
  Hook 
  LG Large Town 
  Corruption 0; Crime -1; Economy 0 
  Law -1; Lore -1; Society 5 
  Qualities artist’s colony, rumourmongering citizens, rural 
  Danger 0 
  Demographics 
  Government council 
  Population 4035 (1950 humans, 400 half-elves, 300 
  dwarves, 1200 halflings, 70 half-orcs, 60 elves, 55 others) 
  Notable NPCs 
  Hamgrab (council-leader) 
  NG Male Human Cleric (good, healing) 7 
  Oquebat (council-leader) 
  LG Male Half-orc Ranger 8 
  Marketplace 
  Base Value 2,000gp; Purchase Limit 10,000gp 
  Spellcasting 5th 
  Minor Items 3d4; Medium Items 2d4; Major Items 1d4 
  Description 
  A lower middle-class town providing to the families of 
  lumberjacks and hunters, Hook is unimaginative and 
  functional, and perhaps just a little bit dreary. Houses 
  are brick-built and gable-roofed against the constant 
  rain, streets are cobbled but nevertheless muddy. This 
  town forms the starting location of The Bard’s Tale, and 
  given its rather uninspiring nature it’s perhaps not too 
  surprising that Nik started running off with other 
  women. 
  Krake 
  LN Hamlet 
  Corruption -2; Crime -2; Economy -2 
  Law -3; Lore -3; Society +1 
  Qualities racial enclave 
  Danger -5 
  Demographics 
  Government council 
  Population 53 (52 tengu, 1 human) 
  Notable NPCs 
  Mariko (council-leader) 
  LG Female Tengu Samurai 9 
  Marketplace 
  Base Value 200gp; Purchase Limit 1,000gp 
  Spellcasting 2nd 
  Minor Items 1d6 
  (Tengus purchase items at a 25% discount) 
  Description 
  Krake is the only habitation in Surrey, and indeed in all 
  the neighbouring counties, which is almost entirely 
  inhabited by a single species of exotic humanoid in this 
  case Tengus. Houses are brick-built on the ground or 
  wooden tree-houses built around and within the giant 
  trees which start to become apparent as the 
  Willoughwood turns into the Troll Woods to the north. 
  The starting location for The Tengu’s Tale, Krake is a hive 
  of activity organised as a feudal society in a style 
  reminiscent of medieval Japan. 
  
   
  Seven Sinful Tales 
  5.1 
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  Marloe 
  LE Small Town 
  Corruption 3; Crime 1; Economy 2 
  Law 2; Lore 0; Society -1 
  Qualities decadent, propsperous 
  Danger 10 
  Demographics 
  Government dynasty 
  Population 1310 (650 humans, 200 half-elves, 240 
  dwarves, 160 halflings, 20 half-orcs, 20 elves, 20 others) 
  Notable NPCs 
  M’raami (governor) 
  LE Male Elven Sorcerer (Rakshasha bloodline) 11 
  Marketplace 
  Base Value 1,300gp; Purchase Limit 9,370gp 
  Spellcasting 4th 
  Minor Items 3d4; Medium Items 1d6 
  Description 
  The location of all of the activity in The Maiden’s Tale, 
  Marloe is an upper middle-class town which is peopled 
  by wealthy retired merchants and craftsmen plus a good 
  selection of still-working labourers and craftsmen to 
  support them. The town has its own private ranger force 
  in order to keep out nasty animals, though these are 
  rarely seen now, and even its own exclusive golf course. 
  Trade from Fordguild to Sinnemouth generally goes by 
  river, however there is an exclusive market in the town 
  square every Wednesday providing ridiculously 
  expensive “fromages” and “charcuteries” sold by very 
  ethnically dressed peasant-like people that have just 
  made the journey up from Sinnemouth. 
  Sinnemouth 
  CN Small City 
  Corruption 4; Crime 7; Economy 7 
  Law -1; Lore 1; Society -1 
  Qualities free city, good roads, guilds, trading post  
  Danger 15 
  Demographics 
  Government plutocracy 
  Population 9600 (4900 humans, 1200 half-elves, 1000 
  dwarves, 2500 halflings, 800 half-orcs, 100 elves, 100 
  others) 
  Notable NPCs 
  Farncom Goldming (Head of Goldming banks) 
  CN Male Dwarf Oracle 4 Fighter 4 Expert 2 
  Knottron (Portmaster) 
  LN Male Human Ranger 6 
  Burgerat (Head of Workers’ Union) 
  LG Male Halfling Bard 8 
  Friar Mieux (Head of Breweries) 
  CG Male Dwarf Fighter 2 Cleric (community, water) 4 
  Marketplace 
  Base Value 4,000gp; Purchase Limit 50,000gp 
  Spellcasting 6th 
  Minor Items 4d4; Medium Items 3d4; Major Items 1d6 
  Description 
  The county’s second largest city and only port, 
  Sinnemouth is a hive of industry thanks to its role as a 
  trading hub for the county and surrounding area. 
  Nothing like as salubrious as Fordguild plenty of 
  ordinary, fairly uneducated, working-class people live 
  and work here, together with all the inns and trading 
  establishments that such people normally require. 
  Tabassum 
  CN Hamlet 
  Corruption 1; Crime 1; Economy 1 
  Law -3; Lore -1; Society -4 
  Qualities notorious 
  Danger 5 
  Demographics 
  Government plutocracy 
  Population 45 (40 humans, 2 half-elves, 2 halflings, 1 
  half-orc) 
  Notable NPCs 
  Jia-Ling (caravanserai owner) 
  N Female Human Druid (desert) 7 
  Hashim (lead camel trader) 
  LE Male Human Rogue 2 / Expert 2 
  Marketplace 
  Base Value 260gp; Purchase Limit 1,500gp 
  Spellcasting 2nd 
  Minor Items 1d6 
  Description 
  A caravanserai at the edge of the Balzac desert, this is 
  the starting location for The Rogue’s Tale. 
  
   
  Seven Sinful Tales 
  5.1 
  19 
  GM’s Map of Surrey 
   
  
   
  Seven Sinful Tales 
  5.1 
  20 
  Player’s Map of Surrey 
  
   
  Seven Sinful Tales 
  5.1 
  21 
  The Tengu’s Tale
  This tale takes place around the village of Krake, in particular, 
  in the mountainous woodland to the north of the village and 
  on the river Sinne to the south. 
  Cast (living) 
  Deako ....................................... A young Tengu, whose parents 
  have split up 
  Ayko ......................................... Deako’s father 
  Beako ....................................... Deako’s mother 
  Sikes  ........................................ A barbarian troll 
  Cast (deceased) 
  Seako ....................................... Deako’s older brother, killed by 
  a hippopotamus 
  Background 
  Eight weeks ago Deako’s younger brother Seako was killed by 
  a hippopotamus whilst fishing on the river Sinne. The river 
  predator was known to be operating in the area and the 
  Tengu fishermen from Krake were keeping a wary eye out for 
  it but unfortunately Seako’s raft strayed too close to the 
  hippopotamus’ hunting area and he and his companions on 
  the raft were attacked. 
  Ordinarily, four Tengu should have been able to drive off the 
  monster without suffering any casualties, but Seako had 
  suffered a serious injury while troll hunting with his father the 
  night before and one vicious bite from the hippopotamus 
  killed him. 
  This tragedy put a particular strain on Deako’s parents and 
  caused them to split up, even to the degree that they refuse 
  to see or even speak to one another now, since it brought into 
  vivid relief the fundamental differences between the samurai 
  orders that each belong to. 
  Ayko (LG male tengu samurai/6), Deako’s father, is part of the 
  Order of the Flame, an order whose members believe in the 
  pursuit of personal glory, whereas Beako (LG female tengu 
  samurai/6), his mother, belongs to the Order of the Shield, an 
  order that believes in protecting the common folk from the 
  dangers of the world at large. 
  Trolls live in the woods to the north of Krake - cunning, vicious 
  creatures that although posing no real threat to the tengu 
  village nevertheless present a perfect opportunity for a 
  samurai of the Order of the Flame to gain glory and personal 
  renown. Ayko took Seako on a troll hunt when he came of age 
  in order to try to give his oldest son just such an opportunity 
  but the hunt went disastrously wrong: the hunters became 
  the hunted and both father and son only just managed to get 
  out of the woods alive. 
  This venture massively angered Seako’s mother, Beako, who 
  does not approve of the hunting of creatures that are of no 
  threat to the community when there are proper dangers to be 
  fought instead – such as the hippopotamus down the river 
  that is injuring the community’s fishermen. 
  Unfortunately, Ayko did not consider the killing of an animal 
  such as a hippopotamus to be a glorious enough undertaking 
  for the likes of his son, which is why they went for the troll 
  instead. Disaster happened the next day when Seako was 
  killed by that very hippopotamus whilst he was out fishing 
  thanks to the injuries that he had sustained hunting the troll. 
  Understandably, Beako flew into a rage against her husband, 
  whilst Ayko, who felt that he had done nothing wrong in trying 
  to bring his son up in right manner, raged right back at Beako. 
  Two months have passed and the two of them still refuse to 
  talk to one another. Their second son, Deako, has been forced 
  to live in poor lodgings attached to his school in Fordguild 
  during the week, coming back at the weekend to spend one 
  day each with his mother and father. 
  Deako, of course, is the tengu that appeared in Ravenstone 
  when the party was summoned, and his heartfelt desire is that 
  his parents put aside their anger and get back together. Since 
  that seems like a bit of a tall order his wish at present is that 
  they might at least agree to start talking to each other again. 
  Overview 
  Deako has formulated a plan to try to reunite his parents but 
  he cannot do it by himself. What he intends to do is to present 
  to each of them a gift, something very important to the parent 
  receiving the gift, that he will then claim was gained by the 
  other parent as a sort of peace offering. If he can obtain these 
  peace offerings and pretend that they were given to him to 
  hand across by one parent to the other, then at least he might 
  get them talking again even if they eventually discover the 
  ruse. 
  Perhaps if they realise the extent to which Deako has gone to 
  in order to get them talking together again they may even put 
  aside their differences long enough to at least give it a try, 
  even if just for his sake9. 
  The peace offering that Deako would like to give to his father 
  is the head of the troll that nearly killed them eight weeks ago. 
  The peace offering that he would like to give his mother is the 
  tusks of the hippopotamus that killed his brother. 
  Deako can’t do this sort of thing by himself. He’s only a young 
  Tengu and both the troll and the hippopotamus would find 
  him barely more than a tasty feathery mouthful. However, if 
  some heroes could show up for the occasion … 
  Deako 
  The only member of the Ravenstone group belonging to an 
  unusual race, Deako is a pale-feathered Tengu with wide-eyes 
                                                                          
  9 they are samurai, but they’re not totally heartless 
  
   
  Seven Sinful Tales 
  5.1 
  22 
  and a bit of a twitch. Much bullied at school because of the 
  poor reputation of his kindred, Deako actually comes from a 
  noble family in a perfectly respectable if somewhat feudal 
  village called Krake. Unfortunately, since being forced to live 
  in school lodgings during the week after his parents split up, 
  that particular part of his background has been forgotten by 
  his schoolmates. 
  Deako’s need for heroes is one of the most obvious out of the 
  whole group, and he will be very pleased that the PCs have 
  somehow or another turned up. He’s also one of the easiest of 
  the group to find, given that he lives near the school, so the 
  PCs should have no problem approaching him. 
  Forest Hunt (CR 6) 
  The woods to the north of Krake are huge and dense. Massive 
  trees, 100’ tall or more and 10’ wide at their base, grow in 
  close proximity, providing a closed canopy over the ground 
  below. Light filters down with a struggle: levels of illumination 
  are only better than dim light for 4 hours around mid-day, and 
  it is pitch black from 6 in the night until 6 in the morning. 
  Despite the lack of light there is ground cover vegetation here, 
  albeit low and a bit stunted. Stones, fallen branches and 
  sudden dips in the earth make the whole area difficult terrain 
  for travellers. 
  Foxes, wolves, wolverines and bears make their homes here, 
  and tracks of these sorts of beast can easily be found. PCs 
  should not encounter these creatures, however, unless they 
  seek them out. The ecology of these woodlands has taught the 
  natural animals here that they are not at the top of the food 
  chain and they have learned to keep away from anything that 
  walks about on two legs. The real danger here is the trolls. 
  It is just as well that trolls are not prolific breeders or they 
  would have taken over the area completely. Trolls know that 
  they can go into any 50/50 fight against another predator and 
  win just by backing off, healing and tracking back. However, 
  where there is competition for territory and food it is the 
  wiliest and most intelligent trolls that end up becoming 
  dominant. One of these, Sikes, has been spotted near Krake, 
  and he is the one that the PCs are destined to track and meet. 
  Sikes has acquired a set of skills while hunting and being 
  hunted by creatures in this forest which will make him a bit of 
  a nightmare for the PCs. Although no stronger than your 
  average troll, and even a little clumsier, Sikes is much cleverer, 
  and his one level of Barbarian (True Primitive) has given him 
  some telling advantages in this environment. 
  Sikes can choose whether or not to leave any tracks, and he 
  uses this ability in order to set traps anytime he thinks 
  someone might be coming after him. Sikes never leaves tracks 
  leading from or to his lair but once well away, and always at 
  night, Sikes leaves tracks as he hunts, travelling down wind, 
  stopping every now and then to listen and smell for any prey 
  or predators that might actually be hunting him (i.e. following 
  his trail). If he suspects any, he quickly travels towards a 
  stream which runs at the bottom of a steep sided gulley then 
  switches off his tracks while he moves along the stream and 
  up again in order to attack his pursuers from behind on higher 
  ground. 
  The trees in these woods take up four squares on a combat 
  grid and provide cover (obviously) such that it is perfectly 
  possible for a large creature (such as a troll) to gain complete 
  cover by standing behind them. In this case, this level of cover 
  provides a +20 bonus to Stealth, and the troll will position 
  himself behind a tree which will be just about 30’ away (+3 
  bonus) from the point at which his tracks drop down into the 
  gulley. 
  It’s not a perfect plan – he might still get spotted – but 
  assuming he isn’t the first thing that will happen to the PCs 
  Sikes 
  CR 6 
  Troll Barbarian 1 (true primitive) 
  CE Large humanoid (giant) 
  Init +1; Senses darkvision 60 ft., low-light vision, scent 
  Perception +14 (+16 in forests) 
  Defense 
  AC 19, touch 10, flat-footed 18 
  hp 84 (6d8+1d12+50); Regeneration 5 (acid or fire) 
  Fort +14, Ref +5, Will +5 
  Offense 
  Speed 20 ft. (ignores difficult terrain) 
  Melee 
  bite +7 (1d8+5), 
    
  2 x claw +7 (1d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks Rend (2 claws, 1d6+7) 
  Statistics 
  Str 21, Dex 12, Con 25, Int 10, Wis 13, Cha 8 
  Base Atk +5; CMB +11; CMD 22 
  Feats Intimidating Prowess, Iron Will, Lightning Reflexes, 
  Skill Focus (perception) 
  Skills Acrobatics +3, Climb +7, Heal +5, Intimidate +10, 
  Survival +6 (+8 in forests), Swim +7 
  Languages Giant (illiterate) 
  SQ Favoured Terrain (forest) 
  Equipment (light) MW Hide Armour, Feather Step 
  Slippers (Furry Boots) 
  Rage (11 rounds / day) 
  AC 17, touch 8, flat-footed 16 
  hp 98; Fort +16, Will +7 
  Melee 
  bite +9 (1d8+7), 
    
  2 x claw +9 (1d6+7) 
  Special Attacks rend (2 claws, 1d6+10) 
  Str 25, Con 29; CMB +11 
  Skills Climb +9, Intimidate +12, Swim +9 
   
  
   
  Seven Sinful Tales 
  5.1 
  23 
  will be that Sikes will rage and attack them from behind on 
  higher ground. 
  Note that Sikes movement of 20’ is compensated by his 
  Feather Step Furry Boots which means that he ignores the 
  effects of the difficult terrain. Note also that tracking PCs will 
  most likely be moving at half speed. 
  DC 
  Summary 
  +23 
  Stealth modifier for the Troll’s ambush 
  River Hunt (CR 5) 
  The river Sinne comes down from the mountains north of 
  Krake through the dense forest where the trolls might be 
  found and then down into gentler lands to the south. Just 
  beyond the Kraken falls the river widens and slows as it 
  reaches warmer land and it is here that many of the tengu 
  from Krake come to fish. In this area where the river 
  transitions from cold and fast flowing to warm and slow 
  moving marine life swirls about in confusion whilst trying to 
  acclimatise to the change in environment. 
  Unfortunately, an aggressive river predator has moved in: a 
  bull hippopotamus, of a species more used to temperate 
  climes than hot, that has made its way up here after losing its 
  battle for suitable mates in the south. 
  Like all males that are not getting enough sex it is pretty foul 
  tempered and therefore not averse to capsizing a few fishing 
  rafts and attacking their occupants, especially if such rafts 
  should inadvertently stray into his territory. This is how poor 
  Seako lost his life, and the PCs are now faced with the 
  uncomfortable prospect of having to seek it out and kill it. 
  Any of the tengu fishermen on the river Sinne will allow the 
  PCs the use of one or two of their rafts in order to go hippo-
  hunting. If the PCs want to use something else, of course, 
  that’s up to them, otherwise the stats for the rafts are given in 
  the sidebar. 
  The river Sinne at the point where the hippo lives is about 
  100’ wide and 30’ deep at its centre, and pretty slow moving. 
  Swimming in here is only DC 10 but visibility is limited to 50’ 
  once below the surface. The hippo itself generally moves by 
  running along the bottom of the river the swimming up 
  underneath anything of medium size or bigger to attack it 
  (capsizing in the case of boats or rafts of a large size or 
  smaller). Once its blood is up, it pursues and kills anything in 
  its territory, an area generally speaking of 100’ radius. 
  The tengu fishermen know roughly where the hippo’s territory 
  is and can direct the PCs accordingly, however actually 
  pinpointing it requires a DC 20 Survival check. If the Survival 
  check is made, the PCs will know when they are in the area 
  and likely be attacked within the next 2-3 rounds (and thus be 
  able to buff). Spotting the hippopotamus running along the 
  bottom of the river requires beating its stealth check at a 
  penalty of -6 because of the muddy water. Otherwise, the first 
  thing that the PCs will likely know about their combat will be 
  when the hippopotamus rises up under their raft to capsize it. 
  Alternatively, the PCs can attempt to track the hippopotamus 
  at night, when it comes out of the river on the far bank. 
  Tracking it in these circumstances is considerable easier and 
  through the hippo can now use its trample attack it is likely to 
  be an easier encounter for the PCs as well. 
  The tengu fishermen pole their rafts around the river in 
  groups of 3 or 4, one moving the raft, the others spearing fish. 
  They work from sunrise to sundown, without expending lots 
  of energy, protecting their heads with shallow conical hats 
  against the sun. The PCs combat with the hippopotamus will 
  attract a great deal of attention and cheering from the safety 
  of the river banks. Once the monster is defeated, a number of 
  fishermen will dive into the water in order to drag the carcass 
  up to the shore where it can be cut up for food. The PCs will 
  be presented with the animal’s tusks which they can pass on 
  to Deako, and once they return to Krake the town mayor will 
  also give them a magical amulet as a reward as detailed in the 
  encounter summary. 
  DC 
  Summary 
  10 
  Swim check in the river 
  20 
  Survival check to pinpoint the hippo’s territory 
  -6 
  Perception modifier to spot the hippo running 
  along the bottom 
  15 
  Survival check to track the hippo on land at night 
  
   
  Seven Sinful Tales 
  5.1 
  24 
  Conclusion 
  Once the troll’s head and the hippopotamus’ tusks have been 
  handed over, Deako will be able to put his plan into action and 
  at least get his parents sitting around a table talking to one 
  another again if nothing else. Exactly what happens after that, 
  of course, is beyond the scope of this adventure, however the 
  PCs will have satisfied Deako’s wish as well as getting for 
  themselves a few new items of treasure. 
  Hippopotamus 
  CR 5 
  N Large animal 
  Init +4; Senses low-light vision, scent 
  Perception +8 
  Defense 
  AC 17, touch 9, flat-footed 17 
  hp 59 (7d8+28) 
  Fort +8, Ref +5, Will +3 
  Defensive Abilities Sweat  
  Offense 
  Speed 40 ft.  
  Melee bite +8 (2d8+6) 
  Power Attack bite +6 (2d8+12) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks Capsize, Trample (1d8+6, DC 17) 
  Statistics 
  Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5 
  Base Atk +5; CMB +10; CMD 20 (24 vs trip) 
  Feats Endurance, Improved Initiative, Power Attack, Skill 
  Focus (perception) 
  Skills Stealth +1 (+11 underwater), swim +11 
  SQ Hold Breath 
  Special Abilities 
  Capsize (Ex) A hippopotamus can overturn a boat of its 
  size or Smaller by ramming it as a charge attack and 
  making a CMB check. The DC of this check is 25 or the 
  result of the boat captain’s Profession (sailor) check, 
  whichever is higher. 
  Sweat (Ex) A hippo’s reddish sweat protects it from 
  nonlethal damage from hot environments, and grants it 
  a +2 racial bonus on saving throws against nonmagical 
  disease. 
  Raft 
  Large Ship 
  Squares 1 (10ft. x 10ft.); Cost - 
  Defense 
  AC 9; hardness 5 
  hp 30 (oars 20) 
  Base Save +0  
  Offense 
  Maximum Speed 30 ft. (muscle); Acceleration 30ft. 
  CMB +1; CMD 11 
  Ramming Damage 1d8 
  Statistics 
  Propulsion muscle or current 
  Sailing Check Diplomacy or Intimidate (when using 
  muscle); Profession (sailor) (when using current) 
  Control Device oars 
  Means of Propulsion 2 oars 
  Crew 1 (the pilot, who is also a rower, plus up to 3 
  additional Medium rowers) 
  Decks 1 
  Cargo/Passengers 1,000 pounds/up to 3 passengers (a 
  raft can carry a total of 4 Medium creatures, either as 
  crew or passengers) 
  Description 
  The most basic and primitive type of ship, a raft is a 
  simple, flat boat with no hull, often made of logs lashed 
  together, using two to four oars for propulsion. Rafts are 
  not designed for ocean travel. A raft cannot carry any 
  siege engines. 
  
   
  Seven Sinful Tales 
  5.1 
  25 
  The Maiden’s Tale
  This tale takes place in and around the town of Marloe. 
  Cast (living) 
  Adriana .................................... A maiden 
  Moroni (posing as Lucille) ........ A jealous blood hag currently 
  posing as Adriana’s mother 
  Stockwell .................................. Adriana’s 
  unwelcome 
  betrothed 
  Atwell ....................................... Stockwell’s father 
  Pinto ........................................ Stockwell’s doomed brother 
  Cinderoni ................................. Moroni’s identity when she 
  arrived at Marloe, pretending 
  to be a nanny 
  Cast (deceased) 
  Marion ..................................... Adriana’s grandmother, buried 
  under a willow tree. 
  Lucille ....................................... Adriana’s mother, buried under 
  the same willow tree. 
  Otis .......................................... Adriana’s father – burnt to a 
  cinder 
  Scot .......................................... Adriana’s grandfather – burnt 
  to a cinder 
  Pullen ....................................... Stockwell’s mother – burnt to a 
  cinder 
  Background 
  Blood Hags murder humanoid women in order to steal and 
  live in the skins of their victims. Some do so out of sheer 
  brutality, being little more than hate-driven monsters, 
  however the cleverest pass themselves off as the people that 
  they have killed and replaced in order to work themselves 
  around society in pursuit of whatever ambitions their evil 
  psychoses demand. 
  Moroni is a vain and jealous Blood Hag that wants to inhabit 
  the most beautiful and perfect skin that she can acquire. 
  Realising that such a skin might have to be bred, rather than 
  found, she came to the sleepy town of Marloe twenty years 
  ago in order to be begin her program of eugenics. 
  In the south-east corner of the village there lived a happy and 
  well-off couple with their single daughter in an attractive 
  three-storey house. Since the family was relatively wealthy it 
  was not difficult for Moroni, calling herself Cinderoni at the 
  time, to gain employment with them as a live-in house maid. 
  Over the next year Cinderoni ingratiated herself with the 
  family, taking especial interest in the welfare of their daughter 
  Lucille. 
  Lucille’s mother 
  Marion, of 
  course, perhaps 
  unsurprisingly, grew a bit resentful of Cinderoni’s behaviour, 
  however just as things were becoming uncomfortable 
  Cinderoni invited Marion for a walk in the woods and there 
  murdered and skinned her, returning later that day posing as 
  Marion and claiming that she and Cinderoni had had a 
  disagreement and that Cinderoni had subsequently left. 
  Cinderoni’s disappearance upset Lucille, of course, but now 
  her mother Marion (in fact Moroni) took a lot more interest in 
  her and she soon forgot about her old maid. 
  Lucille’s father Scot, of course, immediately noticed the 
  change in his wife but before he could do much about it he 
  met with an unfortunate accident when he was apparently 
  struck by lightning on a stormy night and burnt to a cinder10. 
  Scot’s charcoaled body was scooped up into clay jar by Moroni 
  (as Marion), sealed and placed in the bottom of the garden 
  and adorned with a plaque to commemorate Scot’s brief life. 
  Moroni/Marion then spent the next five years looking after 
  Lucille as best she could, in essence trying to groom her into 
  some sort of perfect beauty, but the lass was rebellious and 
  wouldn’t look after herself properly. 
  One day Lucille fell pregnant to a common lad called Otis, a 
  nice enough boy though not in any way suitable material for 
  the next generation that Moroni was trying to breed. This time 
  Moroni didn’t leave anything to chance. As soon as Lucille 
  gave birth to her daughter Adriana, Moroni killed and replaced 
  Lucille in exactly the same way that she had killed and 
  replaced her mother and then killed her husband Otis soon 
  after. 
  Marion’s disappearance11 was explained away to nosy 
  neighbours as her having made a sudden decision to join the 
  nuns up in the mountains at Cath Court. Otis came to grief on 
  a hot summer’s day when a fire spontaneously burst in the 
  cornfields behind their garden. His remains were never found; 
  but a second plaque was placed in the back garden in his 
  remembrance. 
  Moroni, now posing as Lucille, has been raising Adriana to be 
  a perfectly well-behaved, immaculately clean, wondrously 
  groomed little angel. Since she’s had her from birth, the Blood 
  Hag has done quite well with her, and Adriana’s skin is as 
  white as snow without any sort of blemish or disfiguring mark. 
  Beautiful though she is, however, Adriana is not perfect, 
  having come from less than perfect stock12, and Moroni is 
  nothing if not a perfectionist. 
  So now Moroni/Lucille is preparing for the next stage in her 
  breeding programme by arranging for Adriana to marry a 
  “suitable” young man. This lad, Stockwell, is strong, attractive, 
  not all that bright and easily led, and Adriana has been told 
  she has no choice in the matter. Stockwell’s family proved a 
                                                                          
  10 it was, of course, Moroni that incinerated him 
  11 are you following this? When Moroni as Marion killed Lucille 
  she had to become Lucille which meant that Marion had to 
  disappear 
  12 i.e. Otis 
  
   
  Seven Sinful Tales 
  5.1 
  26 
  bit of a problem at first but once his mother, Pullen, met with 
  an unfortunate accident in the kitchen and burnt to a cinder, 
  Stockwell’s father ceased his objections. Stockwell himself just 
  does what he’s told. Stockwell’s brother Pinto, however, is 
  proving to be more of a problem. 
  Overview 
  Adriana does not want to marry Stockwell. She might be 
  demure and obedient towards her “mother” but she has 
  romantic ideas of her own and does not want to be forced 
  into marriage with Mr nice-but-dim. 
  Once the PCs discover 
  Adriana’s 
  wish 
  their 
  investigations 
  within 
  Marloe 
  will 
  eventually 
  uncover 
  the 
  sinister 
  machinations that have 
  been going on behind the 
  scenes for the last 20 
  years. 
  Whether 
  they 
  confront Moroni herself 
  or whether she confronts 
  them, the climax of this 
  adventure will take place 
  in the woods where the 
  Blood Hag will meet them 
  and attempt to destroy 
  them. If the PCs have 
  successfully deduced the 
  Hag’s use of fire and plan 
  accordingly, then they 
  should prevail. If they 
  don’t then they will more 
  than likely perish as a 
  Blood Hag is an extremely 
  difficult encounter for a 
  party 
  of 
  5th 
  level 
  characters who have not 
  taken precautions against 
  her fire-based abilities. 
  Once 
  Moroni 
  is 
  destroyed, the arranged 
  marriage will be cancelled and Adriana’s wish will be fulfilled. 
  Adriana will also let the PCs have whatever possessions she 
  feels belonged to the Hag rather than her family, which is 
  basically the Cauldron of Brewing in her bathroom plus 
  whatever else is indicated in the Encounter Summary. 
  Adriana 
  Adriana is a pretty, blonde, 13-year-old girl, who wears her 
  hair in ringlets, courtesy of her “mother”, is always spotlessly 
  clean and dresses in bright and colourful pretty frocks. She 
  speaks with a slight squeak, has never seen anything remotely 
  horrible in her life and has a tendency to believe that such 
  things do not exist. She runs away from unsavoury things such 
  as frogs, snails or, heaven forbid, mice, and would faint at the 
  sight of blood if it wasn’t for the fact that to her horror she 
  has started generating her own13. 
  It was, perhaps, this recent change of life in her that sparked 
  something rebellious, maybe relating to her father Otis, and 
  which caused her to seek out her father’s family and so make 
  the trip to the stone circle along with her cousin Augustus14 
  and some of his friends. 
  Although Lucille15 has noticed this small change in Adriana’s 
  attitude she’s putting it 
  down 
  to 
  the 
  child’s 
  growing 
  pains. 
  Fortunately, Lucille has 
  not realised that Adriana 
  can get out of her locked 
  room at night and so 
  does not suspect that 
  Adriana made a night 
  time 
  journey 
  to 
  Ravenstone, 
  otherwise 
  she 
  would 
  take 
  considerably more notice 
  of her movements. Lucille 
  still personally oversees 
  all of Adriana’s activities 
  during the day including 
  her coming and going to 
  an exclusive girl’s school 
  in Fordguild, to / from 
  which Lucille personally 
  takes her using a small 
  pony and trap. 
  Getting access to Adriana 
  in order to learn what her 
  wish 
  is 
  will 
  require 
  bypassing Lucille in some 
  way, 
  either 
  using 
  Diplomacy 
  (DC 
  24), 
  Intimidation (DC 25) or 
  Bluff (DC 13), which can 
  be retried every day until 
  successful. Unless you have no desire to run this investigation, 
  however, you will have to limit the amount of help that the 
  PCs can gain using these sorts of skills to just being able to get 
  access to Adriana. Lucille will remember the PCs from this 
  point on, as she is not a little suspicious of strangers trying to 
  get access to her “daughter”, and future attempts after the 
  first successful attempt will have a +5 increase to the DC. 
                                                                          
  13 if you see what I mean 
  14 See The Druid’s Tale 
  15 I’ll refer to Moroni posing as Lucille as Lucille from this point 
  on 
  
   
  Seven Sinful Tales 
  5.1 
  27 
  Note that Moroni’s alignment is undetectable while she is 
  wearing Lucille’s skin. Note also that neither her disguise nor 
  her acting is perfect and any PC who can make a DC 26 
  Perception or Sense Motive check whilst interacting with her 
  will notice that something isn’t quite right. 
  DC 
  Summary 
  24 
  Diplomacy check to gain 5 minutes’ access to 
  Adriana. Once successful, however, the DC goes up 
  by 5 for each previous success. 
  25 
  Intimidate check for above 
  13 
  Bluff check for above (assume Sense Motive rolls a 
  10, or roll if you like) 
  26 
  Perception or Sense Motive check to notice 
  something awry with Lucille (assumes Disguise and 
  Bluff rolls a 10, or roll them yourself if you like). 
  Investigations 
  Initial information gathering in Marloe 
  The following table gives the various items of information 
  which the PCs can gather with a successful Diplomacy check to 
  gather information. 
  DC 
  Summary 
  10 
  Location of Lucille/Adriana’s house 
  15 
  Learn that Adriana has been betrothed to Stockwell 
  10 
  Location of Stockwell’s house 
  12 
  Learn that Stockwell’s mother Pullen died recently 
  in a kitchen fire 
  15 
  Learn that Lucille is often seen walking in the 
  woods to the south-east of her house 
  Meeting Stockwell’s family 
  Atwell (CG male human commoner/3), Stockwell’s father, has 
  aged before his time. The death of his wife affected him badly 
  and he does not yet know how to take care of himself 
  particularly well. Fortunately (!) Lucille has stepped in to help 
  him out, and although she’s only doing this to protect her 
  future skin’s father she regularly comes round to make sure 
  the place is clean, free from any unwelcome infestations and 
  that the whole family is reasonably well fed. 
  Atwell is terrified of her. 
  Stockwell (CG male human commoner/1) is a little uneasy of 
  Lucille himself, but given her assurances of a happy life at her 
  home plus some financial security for his father and brother 
  he’s going along with it with stoic good humour. 
  Stockwell’s brother Pinto however (CG male human 
  commoner/2) hates Lucille with a passion and is highly 
  suspicious of her. When the PCs arrive on the scene he will 
  share with them his view that Lucille had something to do 
  with his mother’s death as he believes that something very 
  similar happened to Adriana’s father many years ago and will 
  suggest to the PCs that they take a look at the two plaques at 
  the bottom of Adriana’s garden to see what they think. 
  If the PCs tell Pinto about Adriana’s wish to get out of her 
  marriage to Stockwell then Pinto will suggest that they all 
  meet up with Adriana again in secret to discuss it. Pinto knows 
  that she can escape her room at night and can get a message 
  to her via Stockwell (without arousing his suspicions) so that 
  they all get together to talk it over. 
  While the PCs talk to Pinto and his family, Lucille will arrive to 
  see Atwell. She will be none too pleased to see the PCs and 
  will demand to know what possible business they have here. 
  Needless to say, she will not have any patience with anything 
  the PCs have to say about Adriana’s marriage, and firmly 
  suggest to them that they mind their own business. 
  Investigating the plaques at the bottom of 
  Adriana’s garden 
  One small pottery jar on top of a stone plinth contains some 
  of Scot’s ashes, mixed up with earth and other rubbish. Two 
  plaques below read: 
  To my beloved Scot – you were never the 
  brightest spark but at least you lit up my 
  life. Marion 
  And: 
  To my beloved Otis – mother did try to 
  warn you that I was too hot to handle. 
  Lucille 
  Further gathering of information can now reveal the following: 
  DC 
  Summary 
  20 
  Scot died in a thunderstorm 18 years ago when he 
  was hit by lightning. Very little was found of his 
  remains 
  18 
  Marion retired 14 years ago to join the nunnery at 
  Cathedral Court 
  15 
  Otis died 14 years ago in a corn-field fire. Nothing 
  was ever found of him 
  Investigating Cath Court 
  Should the PCs choose to make the journey up into the 
  mountains they will discover that no one named Marion from 
  Marloe has ever joined that particular religious order. Not 
  only do the nuns have pretty extensive records but there are 
  also plenty there who’ve been around for at least the last 20 
  years. 
  
   
  Seven Sinful Tales 
  5.1 
  28 
  Investigating Moroni’s Grove 
  There is a small pond about ½ a mile away from the town, 
  near to the woods where Lucille is often seen walking during 
  the day, which is also where Lucille is forced to spend her 
  time, in Moroni form, during the night. A DC 15 Perception 
  check while investigating the woods where Lucille likes to walk 
  discovers strange scorch marks in the vegetation nearby, 
  which then allows a DC 20 Perception check to be made to 
  find tracks and a DC 20 Survival check made to follow them to 
  the pond. 
  (If the PCs look in this area after Pinto has been killed, the first 
  DC 15 Perception check will not be necessary). 
  A large weeping willow overhangs the pond. A DC 15 
  perception check near it reveals a couple of human bones dug 
  up by moles. If the ground is dug up at this spot, the skeletons 
  belonging to Marion and Lucille will be found underneath. 
  Nearby is a cave with a pile of skins which Moroni uses as a 
  bed, much to her chagrin. Investigating the skins reveals two 
  very interesting “suits” which a DC 20 Heal check further 
  identifies as single complete human skins. These suits have 
  been preserved by tanning but cannot otherwise be identified 
  as belonging to particular people16. 
  DC 
  Summary 
  15 
  Perception check to notice scorch marks in the 
  forest 
  20 
  Perception check where the scorch marks are to 
  notice humanoid tracks 
  20 
  Survival check to follow the tracks to Moroni’s 
  secret pool 
  20 
  Heal check to identify the two human skins 
  amongst Moroni’s furs 
  15 
  Perception check near the willow tree to find 
  human bones marking the location of Marion’s and 
  Lucille’s graves 
  Investigating Adriana’s House 
  Whether as a result of the PCs persistence with Adriana or 
  with the help of Pinto’s intervention the PCs are eventually 
  able to rendezvous with Adriana at her house on a moonless 
  night. Pinto doesn’t turn up, however, regardless of whether 
  he made the arrangement or not. 
  Adriana has discovered a way to climb out of her window. In 
  order for the PCs to get into the house, however, they will 
  either have to climb up a knotted sheet that she can drop 
  down (DC 5) and then pick the lock on her bedroom door (DC 
  20), or pick the lock on the main door of the house (DC 30), or 
                                                                          
  16 Although it is not entirely clear whether a Blood Hag needs 
  to keep her old skins because it grows new ones every day, I’m 
  assuming that in this case the Blood Hag still needs to retain 
  the originals as source material for her facsimiles. 
  climb in through another window in the house (DC 20), as 
  smashing down doors is not an option. 
  Adriana will inform the PCs that she recently discovered that 
  her “mother” is an extremely heavy sleeper – nothing at all 
  seems to wake her. The PCs are welcome to investigate the 
  house as much as they like however the only useful 
  information they will gain is from Lucille’s room itself which is 
  locked with a DC 20 lock. 
  Lucille’s room is beautifully laid out and furnished, but her bed 
  is unslept in and her window is open. Nothing in the room 
  betrays the fact that she is a hag, however her adjoining 
  bathroom is a little curious in that it is filled with shelves upon 
  shelves of powders and ointments and her basin is in fact a 
  Cauldron of Brewing. 
  A Knowledge Arcana DC 20 check, or a Craft Alchemy DC 10 
  check, reveals that none of the alchemical components in the 
  bathroom actually relate to magic or alchemy, but are in fact 
  used for the non-magical creation of beauty creams and 
  lotions17.  
                                                                          
  17 I should have called her Estée Lauder 
  
   
  Seven Sinful Tales 
  5.1 
  29 
  As the PCs are 
  investigating the 
  bedroom, 
  however, a huge 
  fireball will be 
  seen going off in 
  the woods to 
  the south-east, 
  as Pinto finally 
  confronts Lucille 
  as Moroni and, 
  despite 
  his 
  precautions, 
  meets 
  his 
  demise at her 
  hands. 
  Lucille will not 
  return 
  until 
  morning. If she 
  sees any evidence of a break in she will immediately call the 
  town constabulary. If the PCs successfully hide in the house, of 
  course, they can confront her when she gets back, otherwise 
  the next step in this tale will be to investigate what has 
  happened in the woods. 
  DC 
  Summary 
  5 
  Climb to go up a sheet into Adriana’s window 
  15 
  Climb to go through another window 
  30 
  Disable Device for the outside door 
  20 
  Disable Device for inner doors 
  20 
  Knowledge Arcana to learn Moroni’s alchemical 
  items are for mundane beauty treatments only 
  10 
  Cract Alchemy equivalent for the above 
  The Death of Pinto 
  When Moroni posing as Lucille finally come over to Pinto and 
  asked him “What’s your problem?” Pinto agreed that they 
  should meet up in the forest outside so that they could 
  resolve their differences without upsetting the neighbours. 
  Pinto had a vague suspicion that Lucille was somehow capable 
  of incinerating people so he provided himself a potion of 
  Protection from Energy (Fire) at tremendous personal 
  expense. He was still no match for the Blood Hag, 
  unfortunately, and once she revealed her true nature and 
  perceived his protection she calmly and deliberately ripped 
  him to pieces. 
  To the uninitiated, Pinto’s body looks like it was torn apart by 
  beasts, but then: why didn’t they eat him? For the time being 
  it’s a mystery to the local population, if not the PCs, who may 
  pick up as an interesting clue the presence of an empty potion 
  bottle in Pinto’s possession which has enough content within 
  it to allow a DC 20 Spellcraft check to identify its previous 
  contents. 
  DC 
  Summary 
  20 
  Spellcraft check to identify that Pinto’s potion 
  bottle once held a potion of Protection from Energy 
  (fire) 
  Final Confrontation 
  The PCs will eventually decide that they need to tackle Lucille 
  themselves. Otherwise Lucille will approach the PCs herself 
  and suggest that they meet outside of town somewhere so 
  that they can talk things over without upsetting the other 
  villagers. Lucille will flatly disagree to meet them in public so 
  the PCs only other real alternative will be to break into her 
  house which, of course, will give Lucille the option of calling 
  the constabulary to deal with them instead. 
  Lucille as Moroni’s preferred method of combat is to start off 
  in Fiery Form floating in the trees above. Her tactic then is to 
  use Scorching Ray on the canopy of trees and then float down 
  as an ember amongst all the other embers created by the 
  burning canopy. Detect Magic can be used to spot her 
  otherwise she will be undetectable until she drops down into 
  the middle of the party and detonates. From that point on she 
  will have a number of effective strategies at her disposal. 
  If Moroni believes that the PCs are not adequately protected 
  against fire then once she is able to regain Fiery Form she will 
  do so and Detonate the round after. She can also use 
  Scorching Ray as long as she can avoid AoOs from the ranged 
  touch part of her attack (her high concentration makes it very 
  unlikely that she will fail to cast the spell defensively), or she 
  can use Deep Slumber on ranged combatants (she can target 
  two 5th level characters per casting), Inflict Moderate Wounds 
  on well armoured fighters and claw and bite the less well 
  armoured ones. 
  Moroni will fight to the death. There’s no point trying to 
  escape a mass of AoOs in retreat, and she’s pretty sure a 
  bunch of goody-two-shoes adventurers aren’t going to let her 
  live if she surrenders. It’s a tough fight so the PCs had better 
  be on top form for this one. 
   
   
   
   
   
   
   
   
   
  
   
  Seven Sinful Tales 
  5.1 
  30 
  Conclusion 
  Moroni’s death will end Adriana’s problem with her arranged 
  marriage and so satisfy her wish. With no family left to look 
  after her, however, she will invite Stockwell’s family over and, 
  ironically, start to fall in love a little bit with the man she was 
  desperately not wanting to marry. 
  Moroni 
  CR 8 
  Variant Blood Hag 
  NE Medium monstrous humanoid (shapechanger) 
  Init +6; Senses darkvision 60 ft., detect good, detect 
  magic; Perception +18 
  Defense 
  AC 22, touch 16, flat-footed 16 
  hp 102 (12d10+36)  
  Fort +8, Ref +14, Will +13 
  DR 5/cold iron and magic; Immune charm, disease, fear, 
  fire, sleep; SR 19 
  Offense 
  Speed 30 ft., fly 60 ft. (perfect; in fiery form only) 
  Melee 
  bite +18 (2d4+4), 
    
  2 x claw +18 (1d6+4+grab) 
  Special Attacks Blood Drain (1d2 con), Detonate 
  Spell-Like Abilities 
  CL 12; melee touch +18; ranged touch +18 (point blank 
  shot); conc 16 
  Constant Detect Good, Detect Magic 
  At will Inflict Moderate Wounds (DC 16), Scorching Ray 
  (3 rays), Spider Climb (self only) 
  3/day Deep Slumber (DC 17) 
  Statistics 
  Str 18, Dex 22, Con 15, Int 14, Wis 17, Cha 19 
  Base Atk +12; CMB +16 (+20 vs grapple); CMD 32 
  Feats Great Fortitude, Iron Will, Point Blank Shot, Skill 
  Focus (craft alchemy), Toughness, Weapon Finesse 
  Skills Bluff +16, Craft (alchemy) +23, Disguise +16, Fly 
  +20, Intimidate +19, Stealth +12, Survival +9, Swim +10 
  Languages Abyssal, Common, Giant, Infernal 
  SQ Fiery Form, Mask Evil 
  Moroni’s Special Abilities 
  Detonate (Su) A blood hag in fiery form can explode in a 
  30-foot-radius burst that deals 8d6 points of fire damage 
  (Reflex DC 18 for half). Using this ability returns a blood 
  hag to her normal form. The save DC is Constitution-
  based. 
  Fiery Form (Su) As a standard action, a blood hag who 
  has removed her skin by using mask evil can assume the 
  form of a flying ball of fire for up to 12 rounds. After 
  leaving fiery form, a blood hag must wait 1d4 rounds 
  before assuming it again. A blood hag in this form who 
  enters the same space as another creature stops moving 
  for that round and deals 3d6 points of fire damage 
  (Reflex DC 20 negates) to that creature. A blood hag can 
  suppress her heat and dim her light to that of an ember 
  if she chooses, and can pass through openings and cracks 
  as though in gaseous form. A blood hag in fiery form 
  retains her AC and also has immunity to non-magical 
  attacks and effects. A successful targeted dispel magic 
  spell or 20 points of cold damage returns her from her 
  fiery form to her normal form. A blood hag can assume 
  fiery form a number of times per day equal to her 
  Charisma modifier (typically 4). The save DC is Charisma-
  based. 
  Mask Evil (Su) During the day, a blood hag "wears her 
  skin," giving her the appearance of a young woman. 
  When so disguised, the blood hag can't use her bite, 
  claws, or fiery form ability. At night, she bursts out of her 
  skin and returns to her monstrous form. The hag regrows 
  her skin each dawn. While a blood hag is wearing her 
  skin, her alignment is masked as though by a constant 
  undetectable alignment spell. 
  
   
  Seven Sinful Tales 
  5.1 
  31 
  The Druid’s Tale
  This tale principally takes place in the city of Fordguild. 
  Cast (living) 
  Augustus  ................................. A rich but lonely young man 
  Dahlia ....................................... His extravagant mother 
  Raul .......................................... His extravagant father 
  Orly  ......................................... A female evil elven druid 
  Lancelot  .................................. Her 
  Rastafarian 
  treant 
  companion 
  Background 
  “The Hungry Caterpillar” is a renowned establishment in the 
  centre of Fordguild catering to the rich, famous and well 
  connected. Operating on the slightly shadier side of legality, 
  “The Caterpillar” provides everything that money can buy to 
  those with the money to buy it, or to 
  those whose power and influence allows 
  them to gain its services without the need 
  to part with gold or platinum. The nobility 
  and ruling classes of Fordguild can 
  regularly be found in The Caterpillar’s bars 
  and dining rooms, or gambling in its card 
  and roulette rooms, or gambolling in its 
  extravagant boudoirs and well-appointed 
  bedrooms18. 
  For those who prefer their experiences to 
  be out-of-body19, however, a treesinger 
  elven druid called Orly offers a special 
  experience down in the basement for a 
  very reasonable price, every midnight, 
  courtesy of a specially grown basidirond 
  and its rather unique hallucinogenic 
  powers. 
  Overview 
  Poor little Augustus is rich enough to have everything that 
  money can buy but would happily give it all up in exchange for 
  the love and affection of his parents. Loving and attentive 
  parents, however, are things that money cannot buy. 
  Augustus’ mother and father, Dahlia and Raul, are so addicted 
  to Orly’s Basidirond experience that all they ever do in their 
  evenings is hang out in the basement at The Hungry 
  Caterpillar, and all they ever do the rest of the time is try to 
  “come down” from their drug-induced experience. 
  Augustus’ wish is that his parents would spend more time with 
  him. The only way that this is going to happen is for the PCs to 
  close Orly down. This doesn’t mean attacking the whole of The 
                                                                          
  18 well appointed with more than just furniture 
  19 as opposed to in (someone else’s) body 
  Hungry Caterpillar, thank goodness, just the Basidirond in the 
  basement, though Orly and her treant companion are likely to 
  put up quite a fight to prevent this. 
  Augustus 
  Augustus is a very well-dressed, immaculately groomed, 
  slightly overweight young gentleman, who to his credit is not 
  the least bit spoilt despite being neglected by his parents and 
  allowed to have everything he wants. 
  Having no brothers or sisters, Augustus pleases himself with 
  books and study, particularly arcane matters. He is a regular 
  visitor to Humphrey’s abode in Ravenstone and indeed it was 
  through this connection that Augustus learned and became 
  very curious about the magic of the stone circle. When he 
  picked up a book at an auction which purported to uncover its 
  secrets he persuaded his cousin Adriana, who had come to 
  him with a bit of a problem of her own20, 
  and other friends of theirs, including 
  Tilvern who was desperately trying to find 
  an answer to the problem with his fater, 
  to come along to try to do a bit of “magic” 
  at the circle, which rather amazingly 
  seems to have worked. 
  Although deep down Augustus is not sure 
  that the PCs appearance could really have 
  had anything to do with what he did, he 
  still feels a bit guilty about it and will try to 
  keep out of the PC’s way. With a little bit 
  of perseverance, however, the PCs should 
  be able to find out where he lives and pay 
  him a visit, and it will not take long to 
  figure out what Augustus’ wish is. 
  Augustus’ parents for their part, Raul and 
  Dahlia (male and female human aristocrat/4), take no more 
  interest in their son’s new “friends” than they do in their son 
  himself. A DC 20 Sense Motive check when speaking to them 
  will reveal their slightly spaced-out appearance, even in the 
  middle of the day, is drug induced, though Augustus himself is 
  in any case perfectly aware of what his parents get up to and 
  will have no trouble explaining to the PCs what they have to 
  do. 
  DC 
  Summary 
  20 
  Sense Motive on Augustus’ parents to deduce that 
  they’re a bit spaced out, even during the day 
   
                                                                          
  20 see The Maiden’s Tale 
  
   
  Seven Sinful Tales 
  5.1 
  32 
  The Hungry Caterpillar 
  The Hungry Caterpillar occupies a three storied terraced stone 
  house located in a wealthy district in the middle of Fordguild 
  nestled between a merchant guild house, a hotel and a local 
  government office. Its entrance is very discreet: a single 
  wooden door decorated with a small sign showing a stylised 
  and colourful caterpillar climbing on a flat green leaf. There is 
  also a locked gate at the back. 
  Going in through the front door is easy: you knock, and 
  someone lets you in. The door is otherwise kept locked, but 
  since the place is open all day and night any sort of attempt at 
  picking the lock quickly draws attention from its occupants. 
  Immediately beyond the front door is a foyer, comfortably 
  furnished, where clients pay the entrance fee of 20gp per 
  person per visit. There is also a cashier to buy wooden chips 
  for gambling and a cloakroom where clients can divest 
  themselves of any metal objects in their possession. As the 
  staff cheerfully informs them, The Hungry Caterpillar employs 
  a number of rust monsters throughout the building in order to 
  keep damage to clients, staff and furnishings down to a 
  minimum21. 
  The dining areas on the ground floor serve food of all sorts all 
  day long for 50gp to 100gp per meal. Upstairs are the 
  gambling halls, generally card and roulette, plus bars and 
  lounges where people drink and smoke expensive liquors and 
  cigars. 
  On the top floor are the bedrooms which hire out at 100gp 
  per hour. Various highly attractive humanoids of different 
  shapes and sizes, employed by the establishment, prowl 
  around the bars and gambling halls trying to persuade punters 
  to hire out the bedrooms in order to enjoy their “company”. 
  People on a winning streak are particularly prone to this sort 
  of persuasion. 
  One floor down are the kitchens, pantries, wine cellars and 
  sculleries. Food and drink is generally sent up and down by 
  means of dumb-waiters in order to avoid accidents on the 
  stairs with clients likely to be the worse for drink. 
  The central stairway to the building connects all the floors 
  together apart from the lowest which is the location of the 
  Under-Basement, Relaxation Lounge and Basidirond Den (i.e. 
  where the PCs need to get to). A large red door decorated 
  with a huge golden imperial dragon in a very oriental looking 
  bar on the first floor leads down to this particular area. That 
  door is locked (DC 40) until midnight. 
  DC 
  Summary 
  40 
  Disable Device to unlock the red dragon door 
  leading down to the Under-Basement outside of 
  the normal Basidirond Den working hours. 
                                                                          
  21 in fact there’s only one of these and it can always be found 
  in the Basidirond Den 
  Subterfuge 
  If the PCs are going to stand any chance of taking on the Druid 
  in the Relaxation-Lounge and the two monsters in the 
  Basidirond Den then they’re going to have to get down to the 
  Under Basement with all of their metal possessions (i.e. 
  weapons) still with them. Taking on the establishment in a full 
  frontal attack, including simply refusing to give up weapons, 
  will result in some sort of overwhelming force being applied. It 
  should be clear to the PCs that several rich and powerful 
  people with considerable resources at their disposal like to 
  spend their time here, and these people will not take kindly to 
  any sort of attack on either themselves, the building or its 
  employees. 
  As far as the staff of The Hungry Caterpillar is concerned, it is 
  the job of the people working in the foyer to make sure that 
  clients are divested of any metal in their possession before 
  being allowed into the rest of the building. From time to time, 
  however, this rule gets broken, so if the PCs can somehow get 
  past the foyer, or enter the building by some other means 
  with their weapons still on them, then they will not be 
  bothered any further, even if they do raise a few eyebrows. A 
  number of options for this exist: 
  1) 
  A straight forward bribe at the front desk of 20gp 
  per person. 
  2) 
  Diplomacy, Intimidate or Bluff checks with a DC 25 
  at the front desk. 
  3) 
  Climbing up the outside of the building at night (DC 
  15) and in through an open window at the top floor 
  (30’ up). 
  4) 
  Either opening the padlock on the back gate (DC 30) 
  or climbing over it (DC 15), then unlocking the 
  external wine cellar hatch (DC 40). 
  Options (3) and (4), of course, also result in the PCs saving 
  themselves the entrance fee. 
  Once inside, a DC 20 Diplomacy check over the course of 1d4 
  hours will reveal where the “dragon door” is that leads down 
  to the Den and what time the entertainments down there 
  take place (midnight until 2am). There is a further 10gp charge 
  each to partake in this particular activity, but that is collected 
  by the “elf and his tree” that live in the relaxation lounge 
  below. 
  DC 
  Summary 
  25 
  Diplomacy, Intimidate or Bluff check at the front 
  desk to be allowed in with weapons 
  15 
  Climb check to get in through one of the upstairs 
  windows through one of the, hopefully not in use, 
  bedrooms 
  30 
  Disable Device on the back gate 
  15 
  Climb check over the back gate 
  40 
  Disable Device check to get down to the Wine 
  Cellar once past the back gate 
  
   
  Seven Sinful Tales 
  5.1 
  33 
  20 
  Diplomacy check to discover where the Dragon 
  Door leading down to the Under-Basement is 
  The Under-Basement 
  The main descriptions that follow assume that the PCs will 
  come into this area while a basidirond session is in place, then 
  fight the Druid and her treant in The Relaxation Grove before 
  taking on the basidirond and the Rust Monster in The Den. 
  Should events vary from this then hopefully the following 
  guidelines should help you to improvise. 
  For most of the day, the basidirond is covered with a sheet 
  which prevents the spread of its hallucinatory spores. Orly the 
  druid sleeps in the Den on one of the couches, together with 
  the Rust Monster which she has adopted as a pet and her 
  companion. 
  First thing in the morning Orly feeds the rust monster and the 
  basidirond and then 
  studies, contemplates 
  or wanders around 
  The 
  Hungry 
  Caterpillar. She very 
  rarely ventures out – 
  though 
  she 
  does 
  occasionally 
  go 
  on 
  holiday. 
  At about 8pm, Orly 
  casts 
  extended 
  Ice 
  Armor 
  on 
  herself, 
  which lasts until 10am 
  the 
  next 
  morning, 
  Shield Companion on 
  Lancelot and Delay 
  Poison on both herself 
  and the Rust Monster, 
  which lasts until 3am, 
  then starts to prepare 
  the Den for the evening session. Note that her treant 
  companion is already immune to poison and so does not need 
  Delay Poison cast on it. 
  At 11:50pm, i.e. 10 minutes before the evening session starts, 
  Orly casts extended Barkskin on both herself and the treant, 
  and casts extended Resist Energy (Cold) on the basidirond. 
  These three spells last until just after the session ends. 
  Orly’s other spells are then used in case of attack as detailed 
  below. 
  The Relaxation Grove (CR 6) 
  The stairs leading down from the “dragon door” in the 
  upstairs bar of The Hungry Caterpillar spill out on to a 30’ 
  square underground garden. The ceiling of this garden rises to 
  a 20’ height in order to accommodate a number of small trees 
  and saplings interspersed amongst the bushes and flower 
  beds which are then cut by a 5’ wide path of broken stones. 
  Here and there wind-chimes tinkle merrily in the lightest of 
  breezes, probably caused the by PCs themselves. In the centre 
  of the grove stands an arresting looking tree decorated with 
  strange and colourful braids with cloth and paper decorations. 
  Some slight way behind the tree sits Orly herself on a fallen 
  log. 
  The first thing that the PCs will encounter is Lancelot, Orly’s 
  treant companion. Able to talk in common, with a thick 
  Jamaican accent, Lancelot is not too bright, but he knows 
  what he likes and he knows what to do if trouble arises. 
  Lancelot is a sort of Rastafarian22 treant that talks like he’s out 
  of his head most of the time. Although immune to poison, 
  some of the basidirond’s spores have got into his system a bit, 
  and he sways around and talks transcendental rubbish to 
  anyone who cares to listen to him. He’s an enjoyable curiosity 
  to the clients that come down to the Den, and his strange 
  otherworldly talk helps to get them in the mood. He’s also 
  been trained as a 
  guard 
  to 
  prevent 
  anyone 
  coming 
  through with any sort 
  of metal on them – 
  particularly armour. If 
  he sees any of this, he 
  respectfully warns the 
  wearer to go back to 
  the cloakroom at the 
  building’s entrance to 
  get rid of it. If they 
  refuse, he sunders it, 
  and given that he 
  does double damage 
  to 
  objects 
  most 
  people 
  only 
  refuse 
  once. 
  Should it come down 
  to a fight, Lancelot 
  yells “It’s whomping time” and gets stuck in, targeting armour 
  and weapons first. Once this happens Orly moves through the 
  non-path terrain, which is difficult terrain normally but not for 
  her, so as to cast Strong Jaw and Bull’s Strength on Lancelot. 
  Once she’s buffed her treant, Orly uses Produce Flame for its 
  ranged attacks against PCs, only using her rapier for melee 
  attacks as a last resort. 
  The cost of the basidirond experience is 10gp per person, 
  payable to Orly herself. The amount of cash that she has on 
  her person23 reflects her current / previous night’s takings. 
                                                                          
  22 by lifestyle, rather than religion 
  23 see the Encounter Summary 
  
   
  Seven Sinful Tales 
  5.1 
  34 
  The Basidirond Den (CR 6) 
  If the Den is visited whilst a session is taking place, the first 
  impression gained by anyone opening the door is that here is 
  an empty but opulent lounge obscured by a hazy red mist. As 
  the eyes slowly adjust to the setting, however, languid figures 
  can be seen lolling about on raised couches 2’ off the floor, 
  either alone or in pairs, occasionally raising an arm in some 
  gesture towards a friend across the hall even though this 
  clearly takes considerable effort. 
  Red diaphanous curtains are pulled around some of the 
  couches where the occupants clearly require privacy, though 
  very little conversation can be heard, apart from occasional 
  whispers, and there is very little movement. If the erotic 
  pictures that hang on the walls seem to suggest some sort of 
  sexual action, no one appears to be taking much notice of 
  Orli 
  CR 6 
  Female Elf Druid (treesinger) 7 
  NE Medium humanoid (elf) 
  Init +3; Senses low-light vision, deathwatch 
  Perception +15 
  Defense 
  AC 16, touch 14, flat-footed 12; mobility 
  hp 45 (7d8+7)  
  Fort +6, Ref +6, Will +10; +2 vs. enchantments, +4 vs. fey 
  and plant-targeted effects 
  Immune sleep 
  Offense 
  Speed 30 ft.  
  Melee rapier +8 (1d6/18-20) 
  Druid Spells Prepared 
  CL 7; melee touch +8; ranged touch +8; conc +10 
  4th Strong Jaw (DC 17) 
  3rd extended Barkskin x 2, extended Resist Energy 
  2nd Bull’s Strength, Delay Poison x 2, extended Ice Armor 
  1st Cure Light Wounds x 2, Faerie Fire, Produce Flame, 
  Shield Companion 
  0 (at will) Detect Magic, Detect Poison, Light, Mending 
  Statistics 
  Str 10, Dex 16, Con 11, Int 10, Wis 16, Cha 12 
  Base Atk +5; CMB +5; CMD 19 
  Feats Dodge, Extend Spell, Mobility, Weapon Finesse 
  Skills Climb +3, Fly +6, Handle Animal +5, Heal +7, 
  Knowledge (nature) +12, Ride +6, Spellcraft +10 (+12 to 
  identify magic item properties), Survival +9, Swim +3 
  Languages Common, Druidic, Elven 
  SQ green empathy, nature sense, trackless step, wild 
  shape, woodland stride 
  Gear (light) mw heavy wooden shield, mw rapier, cape 
  of free will, deathwatch eyes 
  Special Abilities 
  Green Empathy (Ex) At 1st level, a treesinger can 
  improve the attitude of a plant creature. This ability 
  functions just like a Diplomacy check made to improve 
  the attitude of a person. The treesinger rolls 1d20 and 
  adds her druid level and her Charisma modifier to 
  determine the wild empathy check result. The typical 
  wild plant creature has a starting attitude of indifferent. 
  To use green empathy, the treesinger and the plant 
  creature must be within 30 feet of one another under 
  normal conditions. Generally, influencing a plant 
  creature in this way takes 1 minute but, as with 
  influencing people, it might take more or less time. 
  A treesinger can also use this ability to influence an 
  animal, but she takes a –4 penalty on the check. 
  This ability replaces the wild empathy class feature. 
  Orli’s Buffs 
  Ice Armor (8pm to 10am) 
  AC 22, touch 14, flat-footed 18; mobility 
  Ice Armor as breastplate with hardness 0 and 30 hit 
  points. Attacks against the wearer that create heat or 
  fire degrade the armor, reducing its armor bonus by 1 for 
  every 5 points of fire damage the wearer takes; when 
  the armor's bonus to AC reaches 0, the armor is 
  destroyed and the spell ends. 
  Speed 20 ft. 
  Skills Climb -1, Fly +2, Swim +1 
  + Barkskin (11:50 pm to 2:10am) 
  AC 25, touch 15, flat-footed 21; mobility 
  
   
  Seven Sinful Tales 
  5.1 
  35 
  them – in fact, it is hard to imagine that anyone is taking much 
  notice of anything. 
  In the centre of the room is a large plant consisting of four 
  spidery stalks, long green tendrils and an inverted bell-shaped 
  cap. This is a variant basidirond that has been specially grown 
  by Orly in order to provide her clients with a unique drug-
  induced experience. The difference between this basidirond 
  and standard ones is the effect of its Hallucination Cloud 
  ability, as described in its stat block. Note also that the 
  basidirond will not attack unless attacked, and that its cold 
  energy resistance, provided by Orly, prevents its Cold Lethargy 
  taking effect unless the basidirond is targeted with more than 
  20 points of cold damage (i.e. enough to pass the energy 
  resistance). 
  A rust monster also wanders lazily around the room, its 
  antennae constantly twitching, granted immunity to the 
  basidirond’s Hallucinatory Cloud by Orly’s casting of Slow 
  Poison on it. There is no metal around the room, unless some 
  idiot brings some in, so the rust monster is regularly fed and 
  hunts only out of gluttony24. 
                                                                          
  24 we don’t believe in cruelty to rust monsters 
  Lancelot’s Buffs 
  Shield Companion (8pm to 3am) 
  AC 17, touch 10, flat-footed 17 
  Fort +9, Ref +3, Will +4; +4 vs. enchantments 
  + Barkskin (11:50 pm to 2:10am) 
  AC 20, touch 10, flat-footed 20 
  + Strong Jaw (in combat only) 
  Melee 2 x slam +10 (4d6+7) 
  + Bull’s Strength (in combat only) 
  Melee 2 x slam +12 (4d6+9) 
  Skills Climb +21, Swim +13 
  Rust Monster 
  CR 3 
  N Medium aberration 
  Init +3; Senses darkvision 60 ft., scent metals 90 ft.; 
  Perception +12 
  Defense 
  AC 18, touch 13, flat-footed 15 
  hp 27 (5d8+5) 
  Fort +2, Ref +4, Will +5  
  Offense 
  Speed 40 ft., climb 10ft. 
  Melee  
  bite +6 (1d3), 
    
  antennae touch +6 (rust) 
  Statistics 
  Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8 
  Base Atk +3; CMB +3; CMD 16 (20 vs trip) 
  Feats Ability Focus (rust), Skill Focus (perception), 
  Weapon Finesse 
  Skills Climb +8 
  Special Abilities 
  Rust (Su) A rust monster's antennae are a primary touch 
  attack that causes any metal object they touch to swiftly 
  rust and corrode. The object touched takes half its 
  maximum hp in damage and gains the broken 
  condition—a second hit destroys the item. A rust 
  monster never provokes attacks of opportunity by 
  attempting to strike a weapon with its antennae. Against 
  creatures made of metal, a rust monster's antennae deal 
  3d6+5 points of damage. An attended object, any magic 
  object, or a metal creature can attempt a DC 15 Reflex 
  save to negate this effect. The save DC is Constitution-
  based. 
  Scent Metals (Ex) This ability functions much the same 
  as the scent ability, except that the range is 90 feet and 
  the rust monster can only use it to sense metal objects 
  (including creatures wearing or carrying metal objects). 
  Lancelot 
  CR - 
  Sapling Treant Companion 
  N Large plant 
  Init 0; Senses low-light vision; Perception +5 
  Defense 
  AC 16, touch 9, flat-footed 16 
  hp 48 (6d8+18)  
  Fort +8, Ref +2, Will +3; +4 vs. enchantments 
  Defensive Abilities evasion; Immune plant traints 
  Offense 
  Speed 30 ft.; climb 30ft. 
  Melee 2 x slam +10 (2d6+7) 
  Space 10ft.; Reach 10ft. 
  Special Attacks double damage against objects on full 
  attack 
  Statistics 
  Str 25, Dex 10, Con 16, Int 3, Wis 12, Cha 7 
  Base Atk +4; CMB +12 (+14 sunder); CMD 22 (24 vs 
  sunder) 
  Feats Improved Natural Attack (slam), Improved Sunder, 
  Power Attack 
  Tricks Attack Anything, Defend, Down, Guard, Heel, 
  Maneuver (Sunder), Stay, Watch 
  Skills Acrobatics +4, Climb +19, Linguistics -2, Swim +11 
  Languages Common, Treant 
  
   
  Seven Sinful Tales 
  5.1 
  36 
  The smoky haze in the room is produced by a sweet smelling 
  leaf burning in a number of clay pots interspersed around the 
  lounge. They have no deleterious effect in themselves, 
  however they work with the basidirond’s Hallucinatory Cloud 
  to ensure that its effects are spread to every corner of the 
  room. If the cloud is dispersed, it takes 10 rounds for it to be 
  re-spread again. 
  Finally, the lighting in the room comes from red Continuous 
  Flame spells. 
  Conclusion 
  The Basidirond Den operation can only be stopped if the 
  basidirond itself is destroyed. If Orly isn’t also killed, it will 
  take her several years to grow another one, and she is likely to 
  come after the PCs in revenge for spoiling her lucrative 
  business. The PCs may also find themselves targeted by other 
  groups within Fordguild if they boast too much about their 
  achievements; the drug operation was not completely legal 
  but several important people enjoyed it nonetheless. 
  Augustus’ parents may take a little time adjusting to their new 
  “down-to-earth” lifestyle however Augustus’ wish will have 
  been fulfilled once the drug operation has gone. 
   
   
  Basidirond (variant) 
  CR 5 
  N Medium plant 
  Init +1; Senses low-light vision, tremorsense 
  Perception 0 
  Defense 
  AC 18, touch 11, flat-footed 17 
  hp 52 (7d8+21) 
  Fort +8, Ref +3, Will +2 
  Immune cold, plant traints 
  Weaknesses Cold Lethargy 
  Offense 
  Speed 20 ft. 
  Melee slam +10 (1d8+7+spores) 
  Special Attacks Variant Hallucination Cloud 
  Statistics 
  Str 20, Dex 13, Con 16, Int -, Wis 11, Cha 1 
  Base Atk +5; CMB +10; CMD 21 (25 vs trip) 
  Special Abilities 
  Cold Lethargy (Ex) Although a basidirond is immune to 
  cold damage, any cold effect it is exposed to slows it for 
  1d4 rounds. During this time, the basidirond cannot use 
  its hallucination cloud or spores. 
  Between 11:50 pm and 2:10 am, Resist Energy/20 
  means this will not take effect as a result of cold 
  damage unless 21 points or more are inflicted. 
  Spores (Ex) Any creature struck by a basidirond's slam 
  attack is coated with spores. The creature struck must 
  make a DC 16 Fortitude save or these spores take root in 
  his flesh, and particularly in his lungs. The save DC is 
  Constititon-based. 
  Disease (Ex) Basidirond Spores 
  Type inhaled; Save Fort DC 16 
  Onset immediate; Frequency 1 round for 6 rounds 
  Effect 1d2 Con 
  Cure 1 save 
  Variant Basidirond Hallucinogenic Cloud 
  Variant Hallucination Cloud (Ex) The Hallucinogenic 
  Cloud for this particular Basidirond works in a different 
  way. Being a unique ability, information regarding this 
  variant cannot be revealed by a Knowledge check. 
  This Basidirond can release its spores as a free action in a 
  cloud which spreads in a 20’ radius over the course of 1 
  round. A strong wind disperses the cloud and keeps it 
  from reforming. Anyone caught in the cloud is subject to 
  hallucinogenic effects as follows: 
  In a non-stressful situation, i.e. out of combat, the cloud 
  causes a mild euphoria and a scrambling of the senses of 
  perception, particularly with respect to other living 
  creatures, which the brain then struggles to make sense 
  with. As smell tangles with sight, sound corrupts touch 
  and so on, those affected by the cloud perceive their 
  colleagues in interesting new ways. A DC 16 Fortitude 
  save can be made each round to negate this. Most 
  people in these situations don’t bother trying to save. 
  In combat, an affected participant needs to make a DC 
  16 Fortitude save each time they perform a non-
  immediate action on any given target (whether friend or 
  foe). If the save is failed, the nearest alternative 
  participant (whether friend or foe) is targeted instead, as 
  if the actor in the combat had suddenly perceived the 
  new target to be the intended target. This effect is 
  instantaneous, i.e. it’s over as soon as the action is over, 
  and immediate actions are not affected. 
  Note that the two situations do not affect one another 
  regardless of how many times an affected actor moves in 
  and out of combat, and that the save DC in all cases is 
  Constitution-based. 
   
  
   
  Seven Sinful Tales 
  5.1 
  37 
  The Rogue’s Tale
  Although Paulina lives in the town of Alderchop this tale takes 
  place within a pyramid found in the deserts of Balzac and on 
  the journey to and from it from the caravanserai at Tabassum. 
  Cast (living) 
  Paulina ..................................... A delicate young gnomish girl 
  Raphaela .................................. Paulina’s mother 
  Adil ........................................... An impoverished camel trader 
  Hashim ..................................... A rich and ruthless camel 
  trader 
  Abd Al’Arij ................................ A caravan leader 
  Saifullah ................................... A rather foolish nomad who 
  doesn’t know when to stop 
  gambling 
  Foedora .................................... A Sphinx 
  Cast (deceased) 
  Valentin ................................... Paulina’s 
  dead 
  father 
  Queen Malika Balzac  ............... Protected 
  by 
  a 
  Mummy 
  King Malik Balzac ..................... Protected 
  by a Stone 
  Golem 
  Background 
  Valentin was an ambitious young gnome 
  who worked his way up from petty thief 
  to 
  merchant 
  to 
  adventurous 
  “archaeologist” always in pursuit of the next great treasure. 
  Charismatic, intelligent and talented, Valentin seemed 
  unstoppable as he scaled mountains and penetrated jungles 
  retrieving one precious relic after the other. To many, 
  including to his daughter Paulina, he was a great hero, albeit a 
  frequently absent one. To others, including the members of 
  the various religious orders associated with the tombs and 
  temples that he violated, he was a rapaciously greedy rogue. 
  And as far as his wife Raphaela was concerned he was simply 
  an uncaring husband and a poor father. 
  One day Valentin came across a reference to an extraordinary 
  magical talisman called the Shagreen. This talisman, inscribed 
  on a piece of ass’s skin, could apparently grant its bearer every 
  wish that they desired. For the next two years the Shagreen 
  became Valentin’s obsession as he researched both its powers 
  and location. Every reference he came across to it seemed to 
  confirm its wish-granting abilities though its trail across the 
  world appeared and disappeared unaccountably. Eventually 
  Valentin tracked it to the pyramid of Balzac, a tomb about a 
  week’s journey into the desert to the south east, containing 
  the resting place of the last king and queen of a people long 
  since vanished. 
  Several weeks of preparation followed before Valentin set out 
  on what was to become the last of his treasure hunting 
  journeys. He never returned from Balzac. A year later his wife 
  Raphaela consulted an oracle to find out what had happened 
  to him and was told, in the oracle’s own words, “that there 
  was nothing left of him but dust.” 
  Paulina’s heart-felt wish is that her father’s last quest be 
  fulfilled. Her intention is to place the recovered Shagreen in a 
  special shrine dedicated to her father’s soul, hopefully to 
  appease it. Of course she is far too young and inexperienced 
  to attempt such a quest herself, and anyway her mother 
  would never hear of it, however the PCs are just perfect for 
  the job … 
  Overview 
  Paulina herself is easy enough to find and 
  her mother, Raphaela, will not in any way 
  object to the PCs seeking out to fulfil her 
  late husband’s last wish as long as they 
  don’t in any way involve either of the two 
  of them. 
  Paulina will happily give the PCs her 
  father’s 
  notes, 
  which 
  support 
  the 
  information about the Shagreen given in 
  the background, plus information about 
  the approximate location of the pyramid 
  of Balzac and some kind of cryptogram 
  which apparently holds the key to 
  breaking into it. 
  The PCs’ task in this part of the adventure will be for them to 
  make their way to the pyramid, retrieve the talisman and 
  deliver it back to Paulina. Along the way their greed will be 
  tested in various ways, however a sensible party should be 
  able to succeed and come back with a reasonable amount of 
  treasure as well. 
  The Shagreen, incidentally, is worthless. 
  Paulina 
  Paulina is a light haired and somewhat delicate young 
  gnomish girl, pleasant enough to speak to and always prettily 
  dressed if a little on the plain side. This latter quality might 
  have subjected her to bullying were it not for the fact that 
  most bullies have realised that “the quiet ones” sometimes 
  grow up into sorcerers or wizards or other types of people 
  who might just turn you into a frog or something when they 
  eventually get powerful enough to enact their revenge. 
  
   
  Seven Sinful Tales 
  5.1 
  38 
  It is clear from speaking to Paulina that she idolised his father, 
  even if her father didn’t spend much time with her. Paulina’s 
  mother, Raphaela, finds this attitude irritating, which Paulina 
  in turn finds irritating of her mother. Mother and daughter 
  nevertheless love one another and Raphaela will have no 
  problem allowing the PCs to speak and negotiate with her 
  daughter as long as they don’t put her into any sort of danger. 
  Balzac 
  The desert of Balzac to the south-east is vast and sandy. 
  Sandstorms are not uncommon and sand-dunes move all the 
  time. The DC for not getting lost in this environment is 17 and 
  getting lost is automatic after a sandstorm (a feature which 
  plays a part on the return journey). 
  It is hot in the desert during the day and cold at night – see 
  the appendix for details on dealing with this sort of weather. 
  The PCs will need to travel with a caravan to get to the 
  pyramid and although they are destined to be stranded there 
  a Sphinx will come to their aid in order to help them get 
  home. For these reasons, wandering monster encounters are 
  not necessary for this part of the adventure. 
  DC 
  Summary 
  17 
  Survival check to avoid getting lost in the desert of 
  Balzac 
  Hiring Camels at Tabassum 
  The caravanserai at Tabassum is large and bustling, with 
  various travellers either equipping themselves for the journey 
  out into the desert or, if having just arrived from it, 
  transferring their wares to those merchants bound for inland 
  markets in more temperate climes. The only way for the PCs 
  to get to the pyramid will be for them to join a caravan that is 
  travelling in that direction, and the only way for them to be 
  accepted on such a caravan is to first of all equip themselves 
  with camels. 
  (If PCs wish to ride or bring other beasts instead, then bear in 
  mind that horses and other riding animals not specifically bred 
  for the desert can easily come to harm in the heat and deep 
  sand. If you want to add realism, use the hot weather rules for 
  them and require a DC 15 Handle Animal check every day to 
  avoid the beast taking 1d8 points of non-lethal damage plus a 
  halving of speed due to suffering a bad trip). 
  The principal camel merchant at Tabassum is Hashim (LE Male 
  Human Rogue 2 / Expert 2). He charges 10 gp per camel per 
  week (or part thereof) and expects payment up front for the 
  expected length of the journey (in this case 20 gp). He also 
  demands a refundable deposit of 100 gp (per camel). Despite 
  his somewhat ruthless nature (which, note, is not detectable 
  by Detect Evil because of his low level), he is an honest trader 
  and will honour his hiring agreements to the letter. 
  As the PCs are shopping around they will be approached by 
  another merchant called Adil (LG Male Halfling Commoner 1 / 
  Expert 1), an impoverished camel trader with no stall who has 
  been hounded out of business by Hashim himself. Adil will 
  offer the PCs the use of his camels for 40 gp each for the 
  duration of their trip but without needing a deposit. Adil’s 
  camels don’t look as good as Hashim’s, but a Handle Animal 
  check DC 12 establishes that there’s actually nothing wrong 
  with them. It’s up to the PCs which they choose – the 
  consequences of their choice will become apparent on the 
  journey back. 
  DC 
  Summary 
  15 
  Handle Animal check every day for PCs taking their 
  own riding animals into the desert 
  12 
  Handle Animal check to determine that Adil’s 
  camels, though they look a bit rough, are actually 
  perfectly fine for the journey 
  The Journey to the pyramid 
  Abd Al’Arij (CN Male Half-Elf Ranger/6) is the one caravan 
  leader this week who is making the round trip to the pyramid. 
  He’s not doing actually going to the pyramid itself, it just so 
  happens that he passes it nearby on route to the various oasis 
  that he visits in order to trade with all those nomads who 
  would rather not have anything to do with non-desert 
  dwellers. The PCs are more than welcome to join his caravan 
  as long as they are suitably equipped for the journey and 
  won’t cause him any problems or slow him down (i.e. they are 
  mounted, preferably on camels). Abd Al’Arij will charge them 
  5 gp each for the journey. If the PCs have camels provided by 
  Hashim then he will ask them to be careful with them as 
  Hashim will hold him personally responsible for any damage to 
  his stock. 
  The journey to the pyramid will take 6 days. Along the route 
  the caravan will encounter various other nomad tribes with 
  plenty of opportunity for trading. At the end of the sixth day 
  the caravan will reach an oasis about 2 hours away (by foot) 
  from the location of the pyramid, easily visible in the distance. 
  The PCs will have until sunrise to explore and return before 
  the caravan moves off again. Assuming that they’ve been 
  riding their camels, the PCs will not be fatigued and will thus 
  be able to adventure normally. 
  Should the PCs wish they may engage in a few games of 
  chance along the way in the evening with the other travellers. 
  There are 8 nomads in the caravan each with 10 gp to spend 
  and a ninth one, Saifullah, who has 20 gp. The games are all 
  variations of poker played in groups of 3 or 4. To simulate the 
  game have every person in the group make a Bluff check and a 
  Sense Motive check against each Bluff. Whoever gets the most 
  successful Sense Motive checks wins the pot, which is typically 
  
   
  Seven Sinful Tales 
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  between 1 gp and 5 gp per participating person25. Normal 
  travellers have Bluff and Sense Motive of +5, Saifullah has +7. 
  If the PCs clean out, or help to clean out, Saifullah, regardless 
  of whether they also clean out the other 8 travellers, Saifullah 
  will take his revenge on them when it is time for them to make 
  the journey back. 
  Skill 
  Summary 
  +5 
  Bluff and Sense Motive of normal nomads playing 
  poker 
  +7 
  As above for Saifullah 
   
                                                                          
  25 depending on how long you want this part of the adventure 
  to last 
  The Pyramid of Balzac 
  400’ to a side and 300’ tall, the pyramid of Balzac is an 
  impressive structure which can generally be seen 20 miles 
  away depending on the configuration of the surrounding sand 
  dunes. A 10’ wide stone door leads in from a point 150’ up on 
  the west side, approximately on the centre of the western 
  facing triangle. The location of the door is hard to find (DC 20 
  Perception if looking in the right area), as is the opening 
  mechanism (a hidden handle on the bottom left of the door 
  also needing a DC 20 Perception check). The door weighs 20 
  tons and swivels outwards – almost impossible to open 
  without finding the handle26. 
                                                                          
  26 at your option both the location of the door and its handle 
  can be found in Valentin’s notes 
  
   
  Seven Sinful Tales 
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  The pyramid contains the resting place of the pharaoh Malik 
  Balzac and his queen Malika, rulers of a people long gone. 
  Nothing else is left of their civilisation. 
  DC 
  Summary 
  20 
  Perception check both to find the entrance to the 
  pyramid and the handle to open it (two separate 
  checks) 
  Descent into darkness 
  A steep slope descends from the entrance, the gradient 
  ensuring that it is pitch black after 50’. After another 30’ there 
  is a 10’ gap in the floor where a pit drops down onto a floor 
  covered in spikes 100’ below (10d6 falling damage + 1d4 
  spikes at +15 for 1d6 + 5 damage each). This isn’t a trap as 
  such since it’s not in any way concealed; it’s just a way to stop 
  jackals and mad robbers from getting in. 
  (As it happens a nomad did come to grief down there long ago 
  and his bones and rotted clothes are amongst the other 
  animal remains at the bottom of the pit. A +1 Scimitar lies 
  next to his body.) 
  The Grid 
  This room, decorated with various studious looking men in 
  sombre clothes holding ankhs and wearing Ibis-masks, has a 4 
  x 5 grid of symbols in the middle of one of its walls. This grid is 
  the key to getting past the portal down the other branch of 
  the passageway. 
  Each symbol in the grid appears twice, either on the same row 
  or once in each of two different rows. Every row has one 
  symbol which appears twice on it, and all combinations of 
  rows are represented by one individual symbol. 
  Valentin discovered the combination that allows both entry 
  and exit through the portal during his studies. The first set, 
  next to the arrow pointing east (i.e. in), is solved by the 
  symbols Dragon, Skull, Cat, Crown, whereas the second set, 
  next to the arrow pointing west (i.e. out), is solved by the 
  symbols Skull, Key, Skull, Pendant. The solution is found by 
  translating pairs of numbers into a pair of row references and 
  picking out the symbol that is common between them (e.g. 12 
  means rows 1 and 2, whose common symbol is the Dragon), 
  or translating single numbers into a row and picking out the 
  symbol that appears twice in that row (e.g. 1, which is the 
  Cat). 
  The Portal 
  The passageway down end here at a blank stone wall, which is 
  in fact one face of a 10’ cubed granite stone block which 
  lowers into the ground if the correct series of symbols on its 
  side is pressed in the right order. The block does not 
  otherwise have any decoration. 
  A grid of symbols appears in the centre of the block on each 
  side (and different on each side, as illustrated, though the 
  configuration of symbols on the block here is not important). 
  These symbols can be pushed in though they require some 
  force to so (a full round action does the job). Symbols return 
  to the non-depressed position one full round after they are 
  pressed. Two symbols cannot be pressed in at the same time, 
  
   
  Seven Sinful Tales 
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  and the sequence of symbols to be pressed in has to happen 
  within one minute (i.e. the next one to be pushed in must be 
  pushed in pretty much as soon as the previous one pops out). 
  Once the correct sequence of symbols is made, the block 
  lowers into the floor, taking 2 rounds to do so. The block 
  returns to its raised position automatically after 10 minutes, 
  again taking 2 rounds to do so. 
  Dead Sparrows (CR 1) 
  This rather disturbing room contains the skeletal remains of 
  1000 dead birds, crunching underfoot. A Knowledge Nature 
  DC 20 check identifies these as desert sparrows. Their little 
  bones are piled 1’ to 2’ deep, making the area difficult terrain. 
  When the PCs are half way across, the skulls of all these 
  creatures will rise up into a swarm and attack. 
  Underneath the bones are 1000 sp – one for each of the dead 
  birds. A Knowledge Religion DC 20 check will reveal that the 
  birds and silver relate to various ancient Balzac traditions 
  regarding the burial of the exalted dead. 
  DC 
  Summary 
  20 
  Knowledge Nature to detect the skeleton birds as 
  the remains of desert sparrows 
  20 
  Knowledge Religion check to determine that the 
  silver coins and dead birds relate to an ancient 
  Balzac belief about the burial of the exalted dead 
  Bathing Chamber (CR 3) 
  This chamber is tiled with mosaic stones. The walls show 
  various people of both sexes bathing and drying themselves. 
  On one wall is a very regal looking lady being is bathed by her 
  attendants. Everyone is naked, the ancient people of Balzac 
  having no taboos upon the subject. 
  Four huge stoppered urns at the corners of the room, each of 
  them big enough to hold a man, contain beautiful cotton 
  towels worth 250gp, perfectly preserved in their airtight 
  containers. 
  In the centre of the room is a circular pool, 15’ in diameter 
  and 10’ deep. A necklace of beautiful red gems lies at its 
  bottom – apparently. It’s an illusion, though the PCs get no 
  chance to disbelieve this unless they go down and try to pick it 
  up. The pool radiates strong necromantic magic. 
  The pool is an Accursed Pool27. Anyone who goes in must 
  immediately make a DC 16 Will save or believe themselves to 
  be swimming through a viscous goo. The swim DC to come 
  back up is 20 travelling at ½ normal speed (i.e. ¼ of a person’s 
  movement rate in feet for a full round action). The corrupting 
  effect of the pool also affects the victim’s perception so that 
  they perceive all distances to be 4 times bigger and actually 
  cannot see beyond a foot or so thanks to the liquid’s supposed 
  viscosity. This effect on the victim’s perception means that 
  they must swim 40’ to reach the surface instead of the actual 
  10’. 
  Anyone on the outside, of course, can see the victim perfectly, 
  even if they appear to be thrashing around blindly trying 
  desperately to swim their way up to the surface28. Anyone 
  who jumps in to rescue them, of course, is subject to the same 
  effect. 
  DC 
  Summary 
  16 
  Will save to resist the curse of the pool 
  20 
  Swim check to travel up from the “bottom” of the 
  pool 
  The Queen’s Chamber (CR 5 + 4 x CR 2) 
  Malika Balzac is buried along with all of her handmaidens in 
  this rather opulent chamber. 
  An ornate sarcophagus on a stone plinth in the middle of the 
  room clearly holds a very important person. The decorations 
  on its lid are beautiful, if not hugely valuable, and the woman 
  depicted on it was clearly someone who was once used to 
  wearing fine clothes and jewellery. Twelve other sarcophagi 
  standing up around the walls clearly hold lesser people – 
  servants, one would guess – and though also beautiful are not 
  as well adorned as the one in the middle. Inside one of these 
  standing sarcophagi is a mummy which will come out and 
  attack any intruders if it hears any loud noises in the room 
  (such as prising off the lid of the central sarcophagus). 
                                                                          
  27 perhaps a slight variation on the standard, as it is not clear 
  from the rules whether “viscous” implies a reduction in 
  perception – but it does here 
  28 and making surprisingly heavy weather of it 
  Skull Swarm 
  CR 1 
  NE Tiny undead (swarm) 
  Init +2; Senses darkvision 60ft. 
  Perception 0 
  Defense 
  AC 14, touch 14, flat-footed 12 
  hp 9 (2d8)  
  Fort 0, Ref +2, Will +3 
  Defensive Abilities swarm traits; Immune undead traits 
  Offense 
  Speed fly 40 ft. 
  Melee swarm (1d6) 
  Statistics 
  Str 5, Dex 15, Con -, Int -, Wis 10, Cha 10 
  Base Atk +1; CMB +1; CMD 8 (can’t be tripped) 
  Skills Fly +6 
  
   
  Seven Sinful Tales 
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  Three canopic jars stand on the corners of the central 
  sarcophagus. These things are tiny constructs which are 
  attuned to the mummy as well as holding the internal organs 
  of the queen herself. The fourth canopic jar, Imseti, the 
  human-headed one, is with the guardian Mummy itself so that 
  it can cast Resist Energy (Fire) at CL 7 on it before it comes out 
  to attack. The canopic jars will not betray their unusual status 
  until the mummy has been destroyed, apart from the jackal-
  headed one which will need to move to cast Death Knell on a 
  dying PC. 
  Once the mummy has been destroyed the Canopic Jars will do 
  everything they can to chase away the PCs29. 
  Removing the lid from the queen’s sarcophagus requires a DC 
  15 Strength check. Inside is the object of the PC’s quest, the 
  Shagreen, the queen’s necklace, which features later on in this 
  adventure, plus whatever other treasure is indicated in the 
  encounter summary. The queen’s body, if removed from its 
  wrappings, is exceptionally well preserved. 
  DC 
  Summary 
  15 
  Strength check to open the queen’s sarcophagus 
  The King’s Chamber (CR 11) 
  The final chamber in the pyramid contains the remains of King 
  Malik Balzac amidst a huge representation of the pharaoh’s 
  journey into the afterlife. 
                                                                          
  29 i.e. not a lot, once it gets down to this 
  Mummy 
  CR 5 
  LE Medium undead 
  Init 0; Senses darkvision 60ft. 
  Perception +16 
  Aura despair 
  Defense 
  AC 20, touch 10, flat-footed 20  
  hp 60 (8d8+24)  
  Fort +4, Ref +2, Will +8 
  DR 5/-; Immune undead traits 
  Weaknesses vulnerable to fire 
  Offense 
  Speed 10 ft.  
  Melee slam +14 (1d8+10 plus mummy rot) 
  Power Attack slam +12 (1d8+16 plus mummy rot) 
  Statistics 
  Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15 
  Base Atk +6; CMB +13; CMD 23 
  Feats Power Attack, Toughness, Skill Focus (perception), 
  Weapon Focus (slam) 
  Skills Stealth +11 
  Languages Common 
  SQ Canopic Jars 
  Special Abilities 
  Despair (Su) All creatures within a 30-foot radius that 
  see a mummy must make a DC 16 Will save or be 
  paralyzed by fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected again 
  by the same mummy's despair ability for 24 hours. This is 
  a paralysis and a mind-affecting fear affect. The save DC 
  is Charisma-based. 
  Disease / Curse (Su) Mummy Rot 
  Type injury (slam); Save Fort DC 16 
  Onset 1 minute; Frequency 1 / day 
  Effect 1d6 Con and 1d6 Cha 
  Cure – 
  Mummy rot is both a curse and disease and can only be 
  cured if the curse is first removed, at which point the 
  disease can be magically removed. Even after the curse 
  element of mummy rot is lifted, a creature suffering 
  from it cannot recover naturally over time. Anyone 
  casting a conjuration (healing) spell on the afflicted 
  creature must succeed on a DC 20 caster level check, or 
  the spell is wasted and the healing has no effect. Anyone 
  who dies from mummy rot turns to dust and cannot be 
  raised without a resurrection or greater magic. The save 
  DC is Charisma-based. 
   
  Canopic Jar (4) 
  CR 2 
  N Tiny construct 
  Init +2; Senses darkvision 60ft., low-light vision 
  Perception 0 
  Defense 
  AC 15, touch 14, flat-footed 13  
  hp 16 (3d10)  
  Fort +1, Ref +3, Will +1 
  Immune construct traits 
  Offense 
  Speed 5ft., fly 30 ft.  
  Melee bite +4 (1d3-1) 
  Spell-like Abilities 
  CL 3; melee touch +3; ranged touch +6; conc +3 
  3/day: Depending on type, either: Death Knell (DC 12), 
  Inflict Moderate Wounds (DC 11), Resist Energy, or 
  Mending 
  Statistics 
  Str 8, Dex 14, Con -, Int -, Wis 10, Cha 11 
  Base Atk +3; CMB 0; CMD 12 
  SQ empowerment, heartbound 
  
   
  Seven Sinful Tales 
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  A magnificent golden barge, 10’ wide and 30’ long, floats upon 
  a water filled trench cut into the middle of the room. The 
  barge is covered in gems that glint and sparkle in whatever 
  light the PCs might have brought in. The pharaoh himself is 
  portrayed in statue form in the barge sitting next to his own 
  wooden sarcophagus surrounded by servants. All of the 
  statues within the barge are painted and made of wood 
  however a large humanoid statue, bald-headed and grim 
  faced, depicted pushing the barge forwards with both hands 
  away from the entrance to the chamber, is clearly made from 
  stone. 
  The chamber’s walls are decorated to show a bleak and 
  desolate landscape, empty and ashen, just like the desert 
  found outside the pyramid but greyer and grimmer. 
  The trench is 20’ wide, 5’ deep and stretches right across the 
  room. The boat is shallow keeled. Anyone who wants to get 
  on to the barge will have to cross over 5’ of water, however as 
  soon as they approach the barge they will gain the attention 
  of the stone golem “pushing” the barge forwards. With a 
  grinding of stone on stone the golem’s face will turn to look at 
  whoever had the temerity to approach: the barge and its 
  contents are sacred, and anyone that the golem spots 
  Canopic Jar Special Abilities 
  Empowerment (Su) Canopic jars come in four varieties 
  (duamutef, hapi, imseti, and qebehsenuef), depending 
  upon the type of organ placed within them. When an 
  internal organ of the appropriate type is placed within 
  the canopic jar, it grants unique powers. If this internal 
  organ belongs to an undead, as described in the 
  heartbound ability, it grants additional powers. The 
  canopic jar’s spell-like abilities have a caster level of 3. 
  Duamutef: The duamutef canopic jar features the head 
  of a jackal, and is created to hold the stomach. When it 
  contains a stomach, it gains the ability to cast Death 
  Knell three times per day (DC 12) as a spell-like ability. If 
  the duamutef canopic jar is heartbound to an undead, 
  the undead may receive the benefits of any death knell 
  spell cast by the canopic jar, as long as it is within 30 feet 
  of the duamutef canopic jar. 
  Hapi: The hapi canopic jar features the head of a 
  baboon, and is created to hold the lungs. When the hapi 
  canopic jar contains a set of lungs, it gains the ability to 
  cast Inflict Moderate Wounds three times per day (DC 
  11) as a spell-like ability. If the hapi canopic jar is 
  heartbound to an undead, it may cast inflict moderate 
  wounds upon the undead at a range of 30 feet. 
  Imseti: The imseti canopic jar features a human head, 
  and is created to hold the liver. When it contains a liver, 
  it gains the ability to cast Resist Energy three times per 
  day as a spell-like ability. If the imseti canopic jar is 
  heartbound to an undead, it counts as CL 7 when casting 
  the fire resistance version of the resist energy spell upon 
  the undead. 
  Qebehsenuef: The qebehsenuef canopic jar features a 
  falcon head, and is created to hold the intestines. When 
  it contains intestines, it gains the ability to cast Make 
  Whole three times per day as a spell-like ability. If the 
  qebehsenuef canopic jar is heartbound to an undead, 
  the undead gains fast healing 2 as long as the undead 
  remains within 30 feet of the qebehsenuef canopic jar. 
  Heartbound (Su) When internal organs are placed into 
  the appropriate type of canopic jar, they are 
  permanently preserved as per a gentle repose spell for 
  as long as the jar remains unopened. An undead who has 
  had one or more internal organs removed and placed 
  within canopic jars may command the jars as long as its 
  heart remains intact within its body. 
  Stone Golem 
  CR 11 
  N Large construct 
  Init -1; Senses darkvision 60ft., low-light vision 
  Perception 0 
  Defense 
  AC 26, touch 8, flat-footed 26  
  hp 107 (14d10+30)  
  Fort +4, Ref +3, Will +4  
  DR 10/afamantine; Immune construct traits, magic 
  Offense 
  Speed 20 ft.  
  Melee 2 x slam +22 (2d10+9) 
  Space 10ft.; Reach 10ft. 
  Special Attacks Slow 
  Statistics 
  Str 28, Dex 9, Con -, Int -, Wis 11, Cha 1 
  Base Atk +14; CMB +24; CMD 33 
  Special Abilities 
  Immunity to Magic (Ex) A stone golem is immune to any 
  spell or spell-like ability that allows spell resistance. In 
  addition, certain spells and effects function differently 
  against the creature, as noted below. 
  A transmute rock to mud spell slows a stone golem (as 
  the slow spell) for 2d6 rounds, with no saving throw, 
  while transmute mud to rock heals all of its lost hit 
  points. 
  A stone to flesh spell does not actually change the 
  golem's structure but negates its damage reduction and 
  immunity to magic for 1 full round. 
  Slow (Su) A stone golem can use a slow effect, as the 
  spell, as a free action once every 2 rounds. The effect has 
  a range of 10 feet in a burst centered on the golem and a 
  duration of 7 rounds, requiring a DC 17 Will save to 
  negate. The save DC is Constitution-based. 
  
   
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  despoiling these any of these in any way30, or who successfully 
  damages the golem itself, will be sentenced to death. 
  The golem will start by casting Slow in order to prevent 
  escape, and then pursue any condemned PCs as far as the 
  portal, squeezing in order to get up that last passageway as 
  necessary. 
  Should the PCs miraculously succeed in defeating the golem 
  then they will be able to claim the barge’s 777 bright 
  gemstones (worth 10 gp each) as treasure above and beyond 
  what is normally rewarded for a module at this level. 
  The journey back 
  Not long after the PCs disappeared into the pyramid Abd 
  Al’Arij’s wife was taken ill with food poisoning so the camp 
  had to be rapidly struck so that the journey back to Tabassum 
  could begin straight away. If the PCs have camels from Hashim 
  then these will have gone too as Abd Al’Arij cannot afford to 
  upset this particular merchant. The PCs will have been left 
  with food and water for the journey back unless they upset 
  Saifullah in which case that vengeful nomad will have pierced 
  their water containers and rubbed sand into their food just 
  before the caravan left. 
  Without camels the journey back is likely to take 2 weeks. 
  Without food and water there is some danger that the PCs will 
  die along the way without magical help. Fortunately, the trail 
  of the caravan along the sand is easy enough to see and follow 
  … 
  Sandstorm 
  However, on the second day of travel, a sandstorm will strike. 
  Howling winds and rasping sands force the PCs to huddle 
  down under whatever shelter they can quickly put together. 
  Although it will only last for a few hours, at the end of it the 
  trail that the PCs will have been following will have 
  disappeared. 
  Foedora (CR -/9) 
  Fortunately help is at hand. 
  Foedora, a female androsphinx31, is out exploring after the 
  sandstorm to see if the desert has exposed anything new or 
  interesting when she spots the PCs from miles away, lands and 
  comes over to talk. If the PCs speak to her honestly about 
  their experiences in Balzac then she offers to help them get 
  back to the caravanserai in exchange for their participation in 
  a game / riddle which will determine what fee, if any, she 
  should receive as payment. 
  Assuming the PCs agree Foedora will ask them to produce 
  Queen Balzac’s necklace, which she knows they now must 
  have, and remove from it the 13 stones which she informs 
                                                                          
  30 Including any sort of damage such as might be caused by 
  stealing one of the gems 
  31 didn’t know they existed, did you?  
  them are worth 100gp each. She will then ask the first PC for 
  their name which she will write down in the sand, followed by 
  the second PCs name and so on until she reaches the last, 
  whereupon she will pause in order to put her own name so 
  that it occupies the penultimate position.  The list of names 
  will therefore read like this: 
   
  First-PC 
   
  Second-PC 
   
  … 
   
  Foedora 
   
  Last-PC 
  Foedora will then explain what the rules of the game are: 
  1. 
  The first PC in the list is allowed to allocate the 13 
  stones of the necklace in any way that they like 
  between everyone on the list. This includes 
  themselves, and Foedora, and they are allowed any 
  sort of distribution possible, including giving one 
  person all of the stones if they wish. 
  2. 
  Everyone in the list must then *secretly* vote on 
  whether they agree with the allocation or not. Both 
  the person who made the allocation and Foedora 
  herself are included in this vote (since they are both 
  in the list). Foedora manages the secrecy using 
  different shaped stones in her possession, each PC 
  and herself secretly picking a yes or no stone and 
  then throwing it over her bulk so that no one can 
  see how anyone votes. It is important that this 
  secrecy is maintained throughout the whole game, 
  including through any sort of divination, though the 
  PCs are free to have any sort of discussions they like 
  with each other at any point before voting. 
  3. 
  If half the people in the list or more agree with any 
  given allocation, then the game is over and everyone 
  takes away the stones that they were allocated. 
  Prior to the game starting Foedora makes everyone 
  swear that they will abide by this and not seek to re-
  distribute or recompense each other in any way 
  afterwards. Whatever stones are allocated to 
  Foedora in this case she will accept as reward for her 
  help. 
  4. 
  If less than half the people in the list agree with the 
  allocation then the person at the top of the list gets 
  removed from the list (and thus can get no stones) 
  and the game is re-run. 
  As Foedora explains to the PCs, the fewer the number of 
  people on the list the more stones there are to go around, but 
  of course it’s up to them how they allocate and vote. 
  Should it ever come down to Foedora’s turn to allocate stones 
  she will allocate them all to herself and, of course, vote in 
  agreement. Since at that stage there will only be one other PC 
  left she is guaranteed to gain half the votes and therefore will 
  win the lot. Otherwise, Foedora will always vote against the 
  
   
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  allocation in the hope that the PCs will be greedy enough to 
  let her win the lot in the end. 
  If the PCs aren’t happy with the result then they can always 
  attack and Foedora is proud enough and sufficiently quick to 
  anger to make sure that they regret their decision. Her tactics 
  will most likely be to disable spell casters and ranged 
  combatants then fly away to leave the PCs to their fate32. 
  Conclusion 
  Once the PCs return from the desert their task for this tale will 
  be done. The Shagreen, though impressively inscribed as seen 
  below, does not have any of its alleged powers but giving it 
  over to Paulina will satisfy the young gnome’s wish. 
                                                                          
  32 and note that the Sphinx doesn’t carry any treasure around 
  with her 
  Foedora 
  CR 9 
  Female Androsphinx 
  CG Large magical beast 
  Init 0; Senses darkvision 60ft., low-light vision 
  Perception +23 
  Defense 
  AC 23, touch 9, flat-footed 23 
  hp 123 (13d10+52)  
  Fort +12, Ref +8, Will +17 
  Offense 
  Speed 40 ft., fly 60 ft. 
  Melee 2 x claw +20 (2d6+8/19-20 plus grab) 
  Power Attack 2 x claw +16 (2d6+16/19-20 plus grab) 
  Space 10ft.; Reach 5ft. 
  Special Attacks pounce, rake (2 claws +20, 2d6+8), roar 
  Spells Prepared (as Cleric level 6) 
  CL 6; melee touch +20; ranged touch +12; conc +9 
  3rd Bestow Curse (DC 16), Searing Light, Speak with Dead  
  2nd Bull’s Strength, Calm Emotions (DC 15), Cure 
  Moderate Wounds, Resist Energy 
  1st Comprehend Languages, Divine Favor, Remove Fear, 
  Shield of Faith 
  0 (at will) Detect Magic, Guidance, Purify Food and 
  Drink, Stabilize 
  Statistics 
  Str 27, Dex 10, Con 18, Int 16, Wis 17, Cha 17 
  Base Atk +13; CMB +22; CMD 32 (36 vs trip) 
  Feats Alertness, Cleave, Flyby Attack, Great Cleave, 
  Hover, Improved Critical (claw), Power Attack 
  Skills Fly +5, Intimidate +13, Knowledge (history) +16, 
  Sense Motive +13, Survival +16 
  Languages Common, Draconic, Sphinx 
  Special Abilities 
  Roar (Su) An androsphinx can roar up to three times per 
  day as a standard action. Each progressive roar has a 
  different effect, depending upon whether it is the first, 
  second, or third of the androsphinx's roars for that day. 
  All of these roars are sonic effects that fill a 60-foot-
  radius burst, centered on the androsphinx; the save DCs 
  are Charisma-based. Sphinxes are immune to all of the 
  effects of an androsphinx's roars. 
  First Roar: Affected creatures become frightened for 2d6 
  rounds (DC 19 Will negates). This is a mind-affecting fear 
  effect in addition to being a sonic effect. 
  Second Roar: Affected creatures are paralyzed with fear 
  and deafened for 1d4 rounds (DC 19 Will negates). This is 
  a mind-affecting fear effect in addition to being a sonic 
  effect. 
  Third Roar: Affected creatures take a 2d4 penalty to 
  Strength for 2d4 rounds and take 2d8 points of sonic 
  damage. Creatures smaller than the androsphinx are 
  knocked prone. A DC 19 Fortitude save negates the 
  Strength penalty and being knocked prone. 
  
   
  Seven Sinful Tales 
  5.1 
  46 
  The Bard’sTale
  This tale begins in the sleepy little village called Hook and 
  follows a trail all over Surrey before ending at Stag Island in 
  the middle of Friary Lake. 
  Cast (living) 
  Bairn ........................................ A charming young man 
  Nik ............................................ Bairn’s 
  father, 
  currently 
  petrified  
  Eireola ...................................... Bairn’s mother, abandoned by 
  Bairn’s father 
  Loren, Diana, Cherie,  
  Iris, Cecilia and Harriet ............. Numerous women of various 
  races that form Nik’s trail of 
  broken hearts 
  Bortka ...................................... A harpy found along the way 
  Tamara ..................................... An angry medusa; Nik’s final 
  lover 
  Vinke ........................................ A kelpie, friend of Tamara, 
  slayer of Tabitha the Kitsune, 
  who now pretends to be 
  Tabitha the Kitsune 
  Cast (deceased) 
  Tabitha ..................................... A female kitsune who was to 
  be 
  Nik’s next lover after 
  Tamara, 
  but 
  unfortunately 
  came to a sticky end 
  Background 
  Nik (CN Male Human Bard/4) seduced Eireola (LG Female 
  Drop-Dead-Gorgeous Elf Sorcerer/3) 20 years ago, but despite 
  having the most beautiful woman imaginable on his arm33 he 
  always wanted more. The first time their relationship grew 
  rocky he patched it up by marrying her, and ever the dewy-
  eyed romantic she thought he might have been reformed. 
  Alas, he wasn’t. Two years later when he was at it all again he 
  patched it up this second time by conceiving with her a child 
  called Bairn. That didn’t work either. 
  They stopped having kids, but Nik never ran out of excuses. 
  Eireola put up with it for 8 more years then finally kicked him 
  out. Although Nik had been pretty careful seducing all the 
  women around the village of Hook without Eireola knowing 
  about it eventually the circumstancial evidence was so 
  overwhelming that even Eireola’s considerable powers of self-
  deception could not stretch any further. 
  Nik hung around in Hook for a couple of years after their 
  separation but eventually, unhappy that his little lady at home 
  was no longer available to him whenever his seductions of 
                                                                          
  33 and other places 
  other women failed, decided to go wandering around Surrey 
  to see what sorts of interesting sexual encounters he might 
  find instead. Over the course of the next twelve months Nik 
  left a trail of broken hearts in many a varied female breast 
  until eventually falling afoul of a medusa called Tamara, who 
  had been an extraordinarily interesting and versatile lover to 
  have34 until she found out that he was going to leave her for a 
  kitsune called Tabitha and petrified him at a rather 
  inconvenient moment35. 
  Nik still resides in the house of the medusa. More of an 
  ornament, really, but he still has his uses. Tabitha was killed by 
  a kelpie who lives in the lake around the medusa’s house. 
  Bairn, in the meantime, although knowing that his parents will 
  never get together again still wishes that his father would 
  come around from time to time. If the PCs could at least find 
  him and persuade him to visit then maybe that would be 
  something, but unfortunately Nik’s been missing for over a 
  year now and no one knows where he is. 
  Overview 
  Once the PCs talk to Bairn and his mother Eireola they can 
  begin to follow the trail of Nik’s lovers that leads from Hook all 
  the way around Surrey to Stag Hill Lodge, where the medusa 
  and the kelpie that petrified Nik and killed his next lover-to-be 
  can be found. 
  Tabitha, the kitsune lover in question, had purchased a jar 
  with a dose of Stone Salve in it, a magical ointment that can 
  return to flesh anyone turned to stone, in case of 
  emergencies. Tabitha’s body, and her treasure, is where she 
  left it by her little boat. If the PCs gain the salve then they will 
  be able to return Nik to normal and bring him back to Hook 
  and his son Bairn. It is even possible that Nik might settle 
  down with Bairn and his ex-wife properly for a few years in 
  recognition of the foolhardiness of his previous experiences36. 
  Bairn 
  The PCs will have no trouble getting hold of Bairn, either at 
  the school or once they discover where he lives. Bairn is a 
  really nice handsome and polite young man probably destined 
  eventually to become a paladin or a cleric of a benevolent god 
  someday. His mother Eireola is also the sort of a lovely, kind, 
  beautiful, generous, intelligent, interesting and sexy woman 
  that you might imagine most males would consider an 
  absolute trophy, making Nik’s behaviour all the more puzzling 
  given that she was totally devoted to him. Both Bairn and 
                                                                          
  34 all those snakes! 
  35 note that Medusa’s can veil their eyes when they don’t 
  want to petrify, but it doesn’t take them long to remove their 
  veil! 
  36 perhaps not, though, eh…. 
  
   
  Seven Sinful Tales 
  5.1 
  47 
  Eireola will be quite welcoming and open towards the PCs as 
  long as they’re civil and friendly. 
  Eireola has never found another partner, perhaps because 
  she’s dedicated herself to her son. She may even still be in 
  love with Nik, albeit against her better judgement37. If Bairn 
  explains to his mother that the PCs have agreed to try to find 
  Nik and bring back news of him, just out of the goodness of 
  their hearts, then Eireola will explain how as far as she knew 
  Nik went off to live with Loren, an attractive half-elven lady in 
  the other side of the village, but then two months later left 
  her to go with someone else. Neither she nor Bairn know what 
  happened to Nik next, since neither of them are on good 
  terms with Loren. 
  Loren, however, has to be the PCs next port of call. 
  A Trail of Broken Hearts 
  This section of the adventure is a *hopefully* amusing journey 
  across Surrey in which the PCs discover just how far Nik was 
  prepared to go in his search for the perfect partner38. 
  It’s up to you just how much of this you want to use, as this 
  sort of humour is very much down to taste. It’s also up to you 
  whether you decide to use any of the skill checks in the 
  journey as recommended in the table below. The PCs have to 
  succeed in these checks eventually if they are to make any 
  progress in the story so whilst on the one hand some groups 
  might find them good for immersion others might find them 
  an unnecessary delay. 
  You can skip any parts of the trail you like by changing the way 
  one lover was abandoned for another (e.g. you could even 
  have Nik leave Loren for Harriet if you like, pretty much 
  skipping this whole part altogether). 
  DC 
  Summary 
  15 
  Knowledge Local or Diplomacy check to find the 
  next lover in the chain in civilised areas, once the 
  PCs are in the right area 
  15 
  Survival check to do the above in wild areas (such 
  as Gluprota Swamp) 
  17 
  Diplomacy check to persuade any given lover to 
  divulge information about where Nik went next 
  12 
  Intimidate check to do the same as above 
  20 
  Sense Motive check to determine how upset any 
  given lover is now. Apart from Eireola, the more 
  upset the old lover is, the closer the PCs are to 
  reaching Tamara. 
  Loren the Half Elf 
  A somewhat “rougher” lady compared to Eireola, Loren 
  (Female half-elf ranger/2) lives in a poor side of town where 
  she is currently bringing up three sons and two daughters by 
                                                                          
  37 Eireola’s the sort of person who thinks the best of everyone 
  38 and sex; in fact mainly sex 
  herself. Loren has plenty of family around her all of whom 
  constantly remind her that she should never have taken up 
  with Nik. One of the daughters is relatively newly born but she 
  refuses to say whether Nik is the father or not. Lauren doesn’t 
  know what happened to Nik after he left her as all he did was 
  go off into the woods one day and never come back. The 
  oldest of her sons, however, informs the PCs that he’s pretty 
  sure Nik went off with the dryad Diana and can show them 
  roughly where she lives. 
  Diana the Dryad 
  Diana is a voluptuous platinum blonde dryad who, although 
  living in an oak tree that is miles away, occasionally travels to 
  Hook to listen out for any gossip that she feels might concern 
  her. A young oak tree near the village is her point of arrival 
  and exit, via her Tree Stride ability, and this is where she can 
  readily be found. Diana remembers Nik quite well - not in any 
  way with any malice as being a Fey she is quite used to having 
  fleeting relationships with humankind. The two of them spent 
  quite a lot of time walking in the woods together, making love 
  under trees of various descriptions, whilst she looked after his 
  survival needs, until eventually they came across a friendly 
  tribe of centaurs whereupon Nik fell in love with and ran off 
  with a centaur filly called Cherie. 
  Cherie the Centaur 
  Cherie and her tribe live in the plains to the south of Surrey, 
  herding cattle and living in yurts with their humanoid nomadic 
  companions. It is not unusual for a centaur and a humanoid to 
  become lovers, generally to the humanoid’s delight, and it will 
  be clear from talking to members of the tribe that Cherie and 
  Nic appeared to be very much in love. One day, however, the 
  tribe was attacked by ogres and Nik was raped by one of the 
  females. Unfortunately, when Cherie fought her way through 
  to him, she saw that he seemed to be enjoying the experience 
  too much and abandoned him in disgust. The tribe later heard 
  that both Nik and the ogress had survived the attack and had 
  gone to live together in an old fisherman’s hut by the river 
  Sinne. 
  Iris the Ogress 
  Although Iris is as ferocious as any other Ogre she is not stupid 
  enough to attack a party of well-armed PCs who come 
  knocking at the door of her hut, and indeed once they explain 
  that they’re after information about Nik she’ll even go slightly 
  mellow as she thinks about what he was like. 
  At 8’ tall and 550 lbs, Iris is what is known as a BBW39, or 
  perhaps just a BW40. Leather skinned, rough, flatulent, and so 
  huge that words like “voluptuous” cannot hope to describe 
  the enormity of all her folds of flesh, their love-making must 
                                                                          
  39 big beautiful woman 
  40 big woman 
  
   
  Seven Sinful Tales 
  5.1 
  48 
  have been a thing to behold41, yet it is clear from speaking to 
  Iris that Nik was in no hurry to leave her. He even tried, in his 
  own way, to please her sexually too, though any PCs who wish 
  to listen to those particular stories had better have a strong 
  stomach. 
  Their romance did come to an end one day when a strange 
  octopoid-like creature, human-female from the waist up, 
  swam up the river Sinne from the estuary down south and 
  found Nik lying on his back exhausted after their last, ehem, 
  frolic. As Iris watched helplessly from the other bank the 
  cecaelia, for such the creature was, caressed Nik back to 
  consciousness and then stole him away downriver. Iris chose 
  not to intervene as she felt sure that Nik had been using magic 
  to mend his broken bones and 
  she felt that perhaps it was 
  time that he took on a gentler 
  lover.  
  Cecilia the Cecaelia 
  Cecilia is a female cecaelia who 
  spent most of her childhood 
  listening to fantastical stories 
  about creatures with legs 
  instead of tentacles that lived 
  far away from the water. 
  When she grew up and left 
  home, she discovered that 
  these creatures were in fact 
  real and developed a strange 
  fascination 
  for 
  them 
  that 
  would eventually turn into 
  infatuation and then love. 
  Cecilia proceeded to have a 
  string of humanoid lovers, 
  desperately 
  looking 
  to 
  conceive a child by one of 
  them but always failing to do 
  so. One day she found Nik on 
  the side of the river Sinne 
  when a tidal wave swept her 
  up the estuary and into the 
  river. Believing that fate had brought them together she 
  scooped up Nik’s prostrate and exhausted form from the river 
  bank and took him back to her coral cave near the coastal 
  town of Sinnemouth where she nurtured him back to health 
  and massaged him in ways that Nik never realised were 
  possible. 
  Cecilia was a very motherly lover, which after the brutality of 
  Iris suited Nik very well, and perhaps fate really had conspired 
  in their meeting because 2 months later Cecilia fell pregnant. 
  Now it so happens that a harpy called Harriet knew Cecilia of 
  old and had been taking an intense interest in this cross-
                                                                          
  41 from a safe distance! 
  species relationship. Over time she grew a little jealous of the 
  pair, and when Cecilia started showing obvious sings of 
  pregnancy Harriet persuaded Nik to elope with her instead 
  lest he find himself having to play the role of father in a family 
  that he couldn’t possibly cope with. 
  The PCs will meet Cecilia nursing her humanoid baby. No 
  tentacles are apparent on the child yet, and mother and 
  daughter are doing just fine. Cecilia will happily tell the PCs 
  her story and then point them towards the marshes of 
  Gluprota to the north-west if they wish to find Harriet and Nik. 
  She doesn’t blame Nik for leaving her42 as she believes that 
  the harpy must have used some sort of magic to spirit him 
  away. Ceceilia does ask the PCs to inform Nik when they find 
  him that he has a beautiful 
  baby girl back here and that 
  she’s waiting for him to come 
  back to her43. 
  Harriet the Harpy 
  The marsh at Gluprota is a 
  dismal 
  waterlogged 
  area 
  surrounding a bleak body of 
  stagnant water named, rather 
  ironically, Fairy Lake. Strange 
  bestial creatures cry out in the 
  mist and harpies as well as 
  other carrion-feeders perch 
  like vultures on dead cypress 
  trees and mangroves looking 
  for their next meaty meal. 
  After a day or so of trekking 
  around this dreadful place the 
  PCs will meet a harpy called 
  Bortka – an older example of 
  her kind – who will call to 
  them from a distance as she is 
  curious to find out what a 
  group 
  of 
  well-armed 
  adventurers is doing in her 
  swamp. If the name of Harriet 
  is mentioned, she will laugh 
  her head off, in a rather nasty way, and inform the PCs that 
  she will take them to where the harpy is for a small fee (20 
  gp). 
  Harriet’s petrified form lies on the edge of Fairy Lake. As 
  Bortka will cheerfully inform them, Harriet’s stupid human 
  lover was taken by the medusa that lives in Stag Hall in the 
  centre of the lake, presumably because she wanted him to be 
  her lover instead, and Harriet should have realised that no one 
  argues with a medusa! 
                                                                          
  42 they never do, do they 
  43 awkward… 
  
   
  Seven Sinful Tales 
  5.1 
  49 
  Fairy Lake 
  Fairy Lake got its name from the strange white wispy mists 
  that rise constantly from within it then dart crazily around its 
  surface like little whirlwinds. Mud pushes up slowly from the 
  lake bed, 50’ below, as does warm water and the harmless gas 
  that bubbles up through the lake and causes this effect. The 
  island in the centre of the lake has been formed by this mud 
  over the years, which still continues to slowly push the 
  boundaries of the lake out. 
  The lake’s water is warm and pleasant to swim in. The island 
  holds an old hunting / fishing lodge called Stag Hall which was 
  abandoned by the original owners many years ago but which 
  is now the home of a medusa. 
  The mists that rise up from the water limit visibility from 5’ to 
  60’, constantly varying from one six-second round to the 
  next44. A wooden bridge, 5’ wide, that once connected the 
  island to the mainland, is missing its middle 30’ section. Two 
  old row-boats can be found at the edges of the lake, 
  abandoned and empty apart from their oars. The last 
  possessions of the kitsune called Tabitha, as detailed in the 
  Encounter Summary, are found in the reeds on the opposite 
  side of the lake next to another little boat. 
  The Kelpie (CR 4) 
  A savage aquatic creature called a kelpie lives in Fairy Lake. 
  Allied to the medusa, the kelpie was tipped off to the 
  presence of Tabitha the kitsune while she was waiting for her 
  lover, which allowed the kelpie to find, kill and devour her. 
  The kelpie now wears Tabitha’s form45 which he uses as a lure 
  to anyone that might happen to be in the area. 
  The kelpie’s tactic is to appear to be Tabitha drowning in the 
  lake (Bluff check +15), claiming if necessary to be stuck in long 
  weeds if the PCs simply ask her to swim. Once any would-be 
  rescuer is within 5’ the kelpie uses its Captivating Lure ability 
  and then slams, grabs, and dives under water, looking to 
  drown its victim. 
  The exact timing and location of the kelpie’s attack is up to 
  you. 
  DC 
  Summary 
  +15 
  Kelpie’s Bluff 
  Stag Hill Lodge (CR 7) 
  Once used by a wealthy family as a base from which to hunt 
  deer in the surrounding moorland, Stag Hill Lodge was 
  abandoned after the water table rose and turned the land into 
  marsh. Various humanoid creatures have lived her in the 
  intervening years. Once the medusa moved in these creatures 
                                                                          
  44 every round visibility is 1d12 x 5 feet 
  45 there is some debate about whether Alter Self allows an 
  exact duplicate, but that doesn’t matter here as the PCs will 
  never have seen Tabitha before anyway 
  either moved out or became part of the medusa’s statuary. 
  Dotted around the island are statues of: 
  1. 
  A goblin with a broken scimitar 
  2. 
  A wolf lying on its side 
  3. 
  A dwarf looking up from a map of the Hall 
  Vinke 
  CR 4 
  Kelpie 
  NE Medium fey (aquatic shapechanger) 
  Init +7; Senses low-light vision; Perception +13 
  Defense 
  AC 17, touch 13, flat-footed 14  
  hp 38 (7d6+14)  
  Fort +4, Ref +8, Will +6 
  Resist fire/10  
  Offense 
  Speed 40 ft., swim 40ft. 
  Melee 2 x slam +6 (1d6+2 plus grab) 
  Special Attacks captivating lure 
  Statistics 
  Str 15, Dex 16, Con 15, Int 8, Wis 12, Cha 17 
  Base Atk +3; CMB +5 (+9 grapple); CMD 18 
  Feats Alertness, Deceitful, Improved Initiative, Weapon 
  Finesse 
  Skills Bluff +15, Disguise +15, Sense Motive +13, Stealth 
  +13, Swim +10 
  Languages Aquan, Common, Sylvan; telepathy (1 mile, 
  previously touched creatures only) 
  SQ amphibious, change shape (hippocampus or horse, 
  beast shape IV; Small or Medium humanoid, alter self ) 
  Special Abilities 
  Captivating Lure (Su) Once per day, a kelpie can use a 
  powerful mental attack to lure in a single creature within 
  60 feet. The target must make a DC 16 Will saving throw 
  or become captivated by the kelpie, thinking it is a 
  desirable woman in mortal danger or (if in hippocampus 
  or horse form) a valuable steed. A victim under the 
  effects of the captivating lure moves toward the kelpie 
  using the most direct means available. If the path leads it 
  into a dangerous area such as through fire or off a cliff, 
  that creature receives a second saving throw to end the 
  effect before moving into peril; the victim does not 
  consider water a dangerous area, and will enter the 
  water even if it cannot swim or breathe. A captivated 
  creature can take no actions other than to move toward 
  the kelpie and defend itself, even if it is drowning. A 
  victim within 5 feet of the kelpie simply stands and offers 
  no resistance to its attacks. This effect continues as long 
  as the kelpie is alive and the victim is within 1 mile of the 
  kelpie. This is a mind-affecting charm effect. The save DC 
  is Charisma-based. 
  
   
  Seven Sinful Tales 
  5.1 
  50 
  4. 
  Two halfling rogues, with short swords, flanking 
  something that isn’t there any more 
  5. 
  A huge boa constrictor 
  6. 
  A female gnome druid and her tiger companion, 
  who look like they both succumbed at exactly the 
  same time 
  7. 
  A giant frog, 4’ high, its tongue protruding from its 
  mouth by 5’ but broken in two pieces 
  8. 
  A wizened old man in a loincloth sitting cross-legged 
  on the ground 
  9. 
  An attractive half-elven female, half submerged in 
  the lake as if heading away from the lodge but, 
  unwisely, glancing backwards 
  10. A pair of hyenas, at opposite ends of the island 
  The original owners of the Lodge didn’t so much as move out 
  as simply failed to return one day, which is why when the 
  medusa arrived there she found bedding, curtains, dining sets 
  and so on, on the whole untouched beyond a bit of soiling. 
  Thanks to having a source of hot water in the kitchen, the 
  medusa was able to restore the lodge to some semblance of 
  decency, and it’s not altogether an uncomfortable place to live 
  in now if it wasn’t sitting in the middle of such an unpleasant 
  environment. 
  There are four bedrooms upstairs, and a kitchen and dining 
  room / living room are downstairs. 
  The Medusa 
  The PCs will know there’s a medusa on the island and the 
  medusa, Tamara, will know that the PCs know. Unless the PCs 
  have remarkable stealth, she will hear them arriving, at which 
  point she will arm herself with her bow and arrows and go on 
  the hunt. 
  The mists on the island constantly vary. Every round roll 1d12 
  and consult the table below to get the effect on visibility. 
  Roll 
  Concealment 
  Total Concealment 
  1 
  5’ 
  10’+ 
  2 
  5’-10’ 
  15’+ 
  3 
  10’-15’ 
  20’+ 
  4 
  15’-20’ 
  25’+ 
  5 
  20’-25’ 
  30’+ 
  6 
  25’-30’ 
  35’+ 
  7 
  30’-35’ 
  40’+ 
  8 
  35’-40’ 
  45’+ 
  9 
  40’-45’ 
  50’+ 
  10 
  45’-50’ 
  55’+ 
  11 
  50’-55’ 
  60’+ 
  12 
  55’-60’ 
  65’+ 
  Concealment gives a 20% miss-chance, total concealment a 
  50% miss-chance and both conditions allow you to use stealth, 
  which the medusa will do all the time. The medusa’s plan is to 
  stalk the PCs from a distance of 40’ to 50’, trying to pick off 
  ranged fighters with her bow (with Rapid Shot) unless the 
  opportunity presents itself for her to make a gaze attack safely 
  within 30’ (i.e. without exposing herself to a multitude of PC 
  attacks). 
  The PCs have a choice about what to do about the medusa’s 
  gaze attack: 
  1) 
  They can avert their gaze, even when they don’t 
  know where the medusa is (e.g. looking at the 
  ground all the time). In this way they will have a 50% 
  chance of not having to make a saving throw against 
  her gaze attack, but the medusa will always have at 
  Tamara 
  CR 7 
  Variant Medusa 
  LE Medium monstrous humanoid  
  Init +6; Senses all-round vision, darkvision 60ft. 
  Perception +16 
  Defense 
  AC 15, touch 12, flat-footed 13  
  hp 76 (8d10+32)  
  Fort +6, Ref +8, Will +7  
  Offense 
  Speed 30 ft.  
  Melee 
  dagger +10/+5 (1d4/19-20) 
    
  snake-bite +5 (1d4 plus poison) 
  Ranged MW longbow +11/+6 (1d8/x3), or 
    
  MW longbow +9/+9/+4 (1d8/x3) 
  Special Attacks petrifying gaze 
  Statistics 
  Str 10, Dex 15, Con 18, Int 12, Wis 13, Cha 15 
  Base Atk +8; CMB +8; CMD 20 
  Feats Improved Initiative, Point-blank Shot, Rapid Shot, 
  Weapon Finesse 
  Skills Bluff +10, Disguise +10, Intimidate +13, Stealth +13 
  Languages Common 
  Gear (light) Efficient Quiver 
  Special Abilities 
  All-Around Vision (Ex) A medusa's snake-hair allows her 
  to see in all directions. Medusas gain a +4 racial bonus to 
  Perception checks and cannot be flanked. 
  Petrifying Gaze (Su) Turn to stone permanently, 30 feet, 
  Fortitude DC 16 negates. The save DC is Charisma-based. 
  Poison (Ex) 
  Type injury (bite); Save Fort DC 18 
  Frequency 1/rnd for 6 rnds; Effect 1d3 Str 
  Cure 2 consecutive saves 
  The save DC is constitution based. 
   
  
   
  Seven Sinful Tales 
  5.1 
  51 
  least concealment regardless of her distance from 
  them. 
  2) 
  They can make themselves effectively blind. If the 
  PCs know where the medusa is, this blindness is 
  directional (i.e. just in the direction of the medusa), 
  otherwise it is complete. 
  If the medusa is dropped to less than ¼ hit points, then she 
  will withdraw from combat in order to hide herself 
  somewhere on the island46. If she’s then found in her hiding 
  place, she will offer to parley, from a distance, only fighting to 
  the death if that offer is refused. If the PCs do parley with the 
  medusa then she will tell them everything she knows – i.e. 
  Nik, the kelpie, the kitsune, the kitsune’s treasure in her boat, 
  and so on. She will even allow them take her own treasure in 
  the Hall as long as they agree to let her live. 
  The Kitchen 
  A well with a hand-pump provides fresh and hot (!) water 
  from deep below the ground. A stove with a chimney has the 
  remains of a wood fire within it and evidence that the medusa 
  dined on rabbit the night before. Dried herbs hang by the 
  windows and the kitchen is adequately equipped with the 
  normal complement of cooking equipment found in these 
  places - none of it particularly valuable. 
                                                                          
  46 Including total cover 
  Additionally, one of the kitchen 
  tables holds fletching and arrow 
  making tools, reflecting the medusa’s 
  skill at providing herself with arrows. 
  Bedrooms 
  Two of the four bedrooms are 
  unused, though still set with bedding 
  in case of visitors. One bedroom is 
  clearly used by the medusa most of 
  the time, the bed obviously slept in, 
  wardrobes and chests of drawers full 
  of clothes. This is the bedroom that 
  contains the medusa’s treasure as 
  detailed in the Encounter Summary. 
  The final bedroom contains the 
  petrified form of Nik lying naked in 
  the bed in a very compromising 
  position. The medusa likes to use this 
  bed sometimes too and a jar to the 
  side full of some sort of soft runny 
  mud from the lake might hint at 
  exactly what she gets up to47. 
  Nik’s clothes are in a wardrobe in this 
  bedroom. There is also here a chest 
  of drawers on which a set of letters is 
  pinned to the top with a kitchen 
  knife. Once the knife is removed the 
  letters can be identified as love letters between Nik and 
  Tabitha. The last letter from Tabitha to Nik describes how she 
  will be meeting him to the north-west of the island, ready for 
  them to elope. 
  Living and Dining Rooms 
  The main hall of the lodge holds rugs, comfortable furnishings 
  and various stag heads and antlers on the walls. A dining 
  tables and chairs is also present to the south-west. Treasure 
  here is as described in the Encounter Summary. 
  Conclusion 
  Once Nik is returned to flesh again48 he will gladly accompany 
  the PCs back to Hook and probably start living with Eireola and 
  Bairn again. Whether he does or nor, the PCs quest for this 
  particular part of the adventure will be complete. 
                                                                          
  47 I’m not saying more than that! 
  48 If your players are adults and you don’t mind grossing them 
  out a bit, you might like to consider what would happen to a 
  man who’s been held in a state of petrified near-orgasm for a 
  year when he’s finally turned back to flesh. 
  
   
  Seven Sinful Tales 
  5.1 
  52 
   
   
  
   
  Seven Sinful Tales 
  5.1 
  53 
  The Paladin’s Tale
  This tale takes place in the war zone between Commander 
  Crawshaw’s human army and King Berthilda Planatagenet IV’s 
  giant army. Happily the armies are currently at a truce. 
  Cast (living) 
  Tilvern ...................................... A timid young man 
  Rosemary Ann .......................... His protective mother 
  Sir Reginald .............................. His Paladin father 
  Farrowstone ............................ Stone Giant that Sir Reginald 
  has sworn to kill 
  Commander Crawshaw............ Leader of a human army 
  Berthilda Plantagenet IV .......... King of the opposing giant 
  army 
  Cast (deceased) 
  Commander Ferris ................... Previous leader of the human 
  army, killed by Farrowstone in 
  battle 
  Background 
  There’s been a war going on between the giants of the 
  Plantagenet Mountains and the humanoids of Surrey for as 
  long as anyone can remember, though nobody can remember 
  why. 
  Doubtlessly some faux-pas was committed in the past. Now 
  it’s just a case of “we aint letting none of them big lummoxes 
  into our lands!” vs “those mouthy shrimps need to be taught a 
  lesson!” 
  Most of the time, however, a truce exists between the two 
  sides so there’s rarely any actual violence. It’s only when 
  somebody “principled” gets involved that things can get out of 
  hand, such as was the case when Sir Reginald first turned up 
  at Commander Ferris’s tent and swore his oath of fealty a few 
  months ago. 
  Ferris hadn’t heard *that* sort of swearing for years, but he 
  soon recognised that here was a martial talent worth 
  recruiting even if the fellow was a few plumes short of a 
  duster. There hadn’t been much action in the last few months 
  and everyone expected him to get bored and leave before the 
  next winter but unfortunately a few weeks later Reginald 
  managed to persuade a few bored soldiers to embark on a 
  sortie to “harass” the enemy and King Berthilda Planatagenet 
  IV was sufficiently harassed that he launched a counterattack 
  which not only killed Ferris but also did so right in front of Sir 
  Reginald’s eyes. 
  Although Reginald was too wounded at that moment to do 
  anything about it he now sees himself as duty bound to 
  avenge Ferris. Thus, fully healed, Sir Reginald has announced 
  to his new commander, Crawshaw, that he will seek out and 
  kill that fould giant, which he had discovered was of the stone 
  variety and called Farrowstone, in revenge for the death of 
  Crawshaw’s predecessor. 
  Crawshaw, having just signed a peace treaty with the Giant 
  King and who not favourably inclined towards Sir Reginald, has 
  forbade him, discharged him and sent him home. 
  After spending a few days at home and thinking about the 
  situation, Sir Reginald has decided that his oath to the dead 
  commander Ferris is stronger than his duty to his current 
  commander Crawshaw and so has returned to the Warzone to 
  seek out Farrowstone and challenge him to single combat. 
  Reginald’s son Tilvern is very worried that his father will be 
  killed by the Stone Giant instead, so it is his sincerest wish that 
  this be somehow prevented from happening. 
  Overview 
  After meeting with Tilvern and learning of the precise nature 
  of his wish, the PCs will travel to just south of the 
  Planatagenet Mountains where an uneasy truce exists 
  between Crawshaw’s humanoid army and the giants led by 
  King Berthilda Planatagenet IV. 
  Somewhere within the human camp Sir Reginald hides, 
  preparing to ride off into the mountains to ask the Giant King’s 
  permission to challenge and fight Farrowstone without 
  violating the truce. Assuming the PCs do not intervene in this 
  process the King will have no problem granting Reginald his 
  wish and Farrowstone will have no problem accepting the 
  challenge. The giant and the paladin will then agree to meet 
  alone, in a few days’ time, at a place called Crisis Creek, in 
  order to fight to the death. 
  The two adversaries are evenly matched so it’s far from clear 
  who will win the battle. In order to satisfy Tilvern’s wish the 
  PCs will have to prevent this combat from happening at all, 
  either by killing Farrowstone themselves or, in a somewhat 
  twisted fashion, by killing Sir Reginald instead. 
  Although this part of the adventure appears to be running on 
  a timer, there is a little bit of GM sleight-of-hand in play here 
  that can ensure that the PCs do not lose the opportunity to 
  fulfil Tilvern’s wish. No matter how long the PCs take over it, 
  Farrowstone and Sir Reginald will never succeed in meeting up 
  in Crisis Creek in order to fight one another because as long as 
  the PCs are not witness to any of these events it can be 
  assumed that Sir Reginald will never make any progress in his 
  quest to meet the giant or be constantly forced to turn back. 
  The GM’s hand is only “called” if the PCs appear in Crisis Creek 
  in order to witness the fight but not prevent it, though happily 
  in this case both Farrowstone and Sir Reginald will refuse to 
  continue with their combat since neither trusts the other not 
  to be using the PCs in some way to their advantage. Since 
  Crisis Creek is known for being almost theatre-like in its 
  
   
  Seven Sinful Tales 
  5.1 
  54 
  acoustics, the PCs will be guaranteed to be spotted if they’re 
  near there, even if they’re invisible. 
  In other words, the fight between the paladin and the giant 
  will not happen if the PCs are not there to witness it, and if 
  they are there to witness it then the fight will get postponed. 
  Now in order for the PCs to succeed in their quest they will 
  have to arrange to meet either Farrowstone or Sir Reginald on 
  their own somewhere and then kill them before the fight 
  between the two of them takes place. There is no straight 
  forward mechanical way for this to happen, rather the text 
  below contains various suggestions of ways in which the PCs 
  might delay or misdirect Sir Reginald in order that they might 
  either: 
  a) 
  get to the Giant King themselves and then challenge 
  Farrowstone on their own behalf or on behalf of Sir 
  Reginald49, or 
  b) 
  ambush Sir Reginald somewhere remote and kill him 
  instead50. 
  Principally this will involve inter-personal 
  skills such as Diplomacy, Intimidate or Bluff, 
  or just plain old role-playing and ingenuity. 
  Tilvern 
  Tilvern is a timid young man, dark haired, a 
  bit small for his age, who’s been caught 
  between his over-protective mother and his 
  over “empowering” father. Tilvern’s father 
  believes not just in standing up and being 
  counted but also in fighting for what you 
  believe in even if that means taking the 
  fight right into your opponent’s territory. Sir 
  Reginald was knighted at a young age and 
  wans his son to go out into the world with 
  him even though he’s only 13. His wife and 
  Tilvern’s 
  mother, 
  Rosemary 
  Ann, 
  as 
  stubborn as her husband, will hear none of 
  this, believing that their son should have a proper education 
  first and then learn to think before he hits. 
  Tilvern’s parents fight all the time. Tilvern loves them both but 
  ultimately thinks more like his mother and less like his father, 
  who he worries is going to get himself killed, especially now 
  that he’s explained what he’s going to do. 
  Given the urgency of the situation Tilvern will approach the 
  PCs for help as soon as he sees them. It was Tilvern who was 
  principally behind the group’s crazy attempt to summon some 
  sort of help at the stone circle so they will probably meet him 
  and be briefed by him on his predicament as soon as he sees 
  them in Fordguild. 
  (Should they wish to visit Tilvern at his home village, Farham, 
  both he and his mother will be perfectly welcoming once 
                                                                          
  49 allegedly, as he would never agree to such a thing willingly 
  50 the rotters! 
  they’ve seen that the PCs mean them no harm. The action for 
  this particular tale, however, takes place in the war zone to 
  the north east.) 
  War Zone 
  Approximately 2000 humans, half-elves and other humanoids 
  are camped out in a huge field just to the south of the 
  Plantaganet Mountains. Between them and the mountains are 
  two to three miles of desolate battlefield where most of the 
  fighting generally takes place, though fighting has also 
  extended into the mountains themselves. The Plantagenet 
  King and all of his troops are currently camped within a huge 
  hollowed-out cavern three miles to the north of the 
  battlefield. A truce exists between the two warring factions 
  but tension hangs in the air. 
  Commander Crawshaw’s Camp 
  The human camp is a chaotic maze of dirt 
  tracks, tents and people. Small round 
  pavilion tents belonging to nobility fly 
  banners at their tops identifying the noble 
  that resides within (recognisable with a DC 
  15 Knowledge Nobility check). Larger 
  pavilion tents house troops and four huge 
  pavilion tents hold mess halls (x 2) a supply 
  tent and a hospital (of sorts). 
  Depending on the weather soldiers may be 
  out and about practicing, laughing, drinking, 
  brawling or just hanging around getting 
  bored. Anybody with the ability to hurt 
  another creature is welcome in the army so 
  the PCs will have no trouble fitting in and 
  looking inconspicuous. 
  As well as soldiers, about one fifth of the 
  population of the camp are non-combatant, 
  i.e. craftsmen of one sort or another plus 
  labourers and menial workers. Given the recent skirmishes 
  everyone is pretty busy and there’s a steady stream of horse-
  drawn wagons carrying in supplies from the outside world and 
  carrying away the dead and wounded51. 
  Finding Commander Crawshaw requires a DC 10 Diplomacy 
  check to gather information, or a DC 15 Knowledge Nobility 
  check. Finding Sir Reginald requires a DC 20 Diplomacy check, 
  since Sir Reginald is keeping out of the way. 
  DC 
  Summary 
  15 
  Knowledge Nobility check to recognise that the 
  various banners on the tents on the battlefield 
  either belong to the commander (if that’s what’s 
  been searched for) or do not belong to Sir Reginald 
  (if that’s what’s been searched for instead) 
                                                                          
  51 those who cannot be healed locally. 
  
   
  Seven Sinful Tales 
  5.1 
  55 
  10 
  Diplomacy check to gather information to find the 
  commander’s tent (as an alternative to the above) 
  20 
  Diplomacy check to gather information to find Sir 
  Reginald 
  Commander Crawshaw 
  The army’s new commander (Male Human Fighter/12) is a 
  middle-aged man, tall, dark-haired and bearded, who 
  although not particularly averse to bloodshed would welcome 
  a few months’ peace now in order to try to get his army and 
  support operation under control. He will not welcome the 
  presence of the PCs in his camp, whether they arrive at his 
  tent by their own volition or are brought here by one of his 
  patrols, as he will see them as being disruptive to these ends, 
  so his initial attitude towards the PCs will be “unfriendly”. In 
  order to improve this the PCs can try any of the following: 
  1. 
  Straight forward Diplomacy check (his Charisma 
  bonus for the check is +3). 
  2. 
  Intimidate (DC 26), though the PCs will be unable to 
  interact with him again at a later 
  date. 
  3. 
  Bluff (DC 16) to spin some yarn 
  about having important aristocratic 
  relatives or military history or 
  something equally respectful to 
  the commander. 
  A successful check will improve Crawshaw’s 
  attitude by one step. 
  If the commander is made “indifferent”, he 
  will allow the PCs freedom of the camp. 
  If the commander is made “friendly”, he will 
  also allow the PCs to roam around in no-
  man’s land. 
  If the commander is made “helpful”, he will order Sir Reginald 
  to be found and detained for a while. 
  If the commander remains “unfriendly”, he will have the PCs 
  thrown out of the camp. There is no real disadvantage to this 
  as they can always come back in again after a day or so. 
  If the commander is made “hostile”, he will throw the PCs out 
  of the camp now and every time they meet him from now on. 
  Note that the commander’s attitude when they subsequently 
  meet him is the same as it was when they left him. 
  DC 
  Summary 
  +3 
  Modifier for the commander’s DC for a diplomacy 
  check 
  26 
  Intimidate check to influence the commander 
  15 
  Bluff check to improve the commander’s attitude 
  by one step 
  Sir Reginald 
  Sir Reginald is keeping a low profile around a few of his friends 
  and supporters as he slowly plans how to get past the patrols 
  in no man’s land in order to go to petition the Giant King for 
  the right to fight Farrowstone. 
  Reginald is tall, dark, regal looking, proud and a bit stupid. 
  There’s no way on this earth that he’s ever going to back 
  down from his quest against the stone giant, but an intelligent 
  party should be able to fool or distract him long enough to 
  give themselves time to arrange to fight Farrowstone 
  themselves instead. 
  Sir Reginald’s initial attitude is “indifferent” (DC 19 for 
  Diplomacy checks). The intimidate skill is not appropriate in 
  this case because its effects don’t last long enough but Bluff 
  can be used, especially as Reginald’s Sense Motive skill is a 
  pitiful +2. A successful Diplomacy or Bluff check combined 
  with one of the tales below (or any other ones the PCs can 
  think of) will result in Sir Reginald becoming delayed. Note 
  that repeated attempts to use the same deceit, which is 
  possible if the PCs fail on their first attempt 
  at this task, suffer a cumulative -10 penalty. 
   
  Persuade Reginald to go home to 
  see his family 
   
  Persuade Reginald to see his 
  commander 
   
  Send Reginald off to some random 
  location in the mountains in order to 
  ostensibly meet up with Farrowstone 
   
  Persuade Reginald to allow the PCs 
  to act on his behalf in negotiations with the 
  Giant King 
  All of these tales will only result in Sir 
  Reginald being delayed by a day or two, as 
  he gradually comes to the decision that he’s 
  better sticking to his original plan rather than following the 
  PCs suggestion. This is enough to give the PCs the time they 
  need to get to see the Giant King first. 
  DC 
  Summary 
  19 
  Diplomacy DC on Sir Reginald 
  +2 
  Sir Reginald’s Sense Motive skill to see through an 
  PC Bluffs 
  No man’s land 
  This rather dismal stretch of barren ground, about a mile in 
  width, between the human camp and the edge of the 
  mountains, is where most of the fighting takes place. All 
  corpses have been cleared away and carrion devoured but 
  there is still the stench of death here following the recent 
  fighting. There are no undead around, thankfully, but human 
  guards patrol the area, sending any giants they find back to 
  the mountains and everybody else back to the camp. 
  
   
  Seven Sinful Tales 
  5.1 
  56 
  If the PCs succeeded in making the commander of the camp 
  friendly or helpful, the PCs will have no trouble crossing no 
  man’s land. Otherwise, the PCs will need to succeed on a 
  special stealth check whereby one designated PC leads the 
  party across the area with everyone else, hopefully, assisting. 
  The DC for the Stealth check to be made by the lead PC is 10 + 
  2 times the number of PCs in the party. PCs who successfully 
  assist, of course, will add 2 to the lead PC’s role and thus 
  counter their penalty to the DC. 
  If the PCs fail this check then they will encounter a human 
  patrol that will demand they follow them back to the camp for 
  questioning. The PCs can avoid this with either a Bluff, 
  Diplomacy or Intimidate check with a DC 20. If the PCs are 
  forced back to camp, they will lose any delay advantage they 
  had with Sir Reginald and have to start again. 
  DC 
  Summary 
  10 + 2 times the number 
  of PCs in the party 
  Stealth check to cross no-man’s 
  land undetected 
  20 
  Bluff, Diplomacy or Intimidate to 
  avoid a detected party being 
  marched back to camp 
  No man’s mountains 
  The foothills to the Plantagenet Mountains are sheer and 
  severe. Slate and scree crunches underfoot and there is little 
  by way of vegetation to break the monotonous grey 
  landscape. Navigating through this wilderness without getting 
  lost requires making a DC 15 Survival check. Failing the check 
  results in the PCs losing their delay advantage over Sir 
  Reginald which will mean at this stage that they will encounter 
  him at the edge of the stone giant’s camp. 
  DC 
  Summary 
  15 
  Survival check to avoid getting lost in the 
  mountains 
  King Berthilda’s Giant Camp (CR -/8) 
  King Berthilda and about 150 giants, mainly of the stone kind, 
  are camped in a huge cavern in the mountains about a day’s 
  journey away from the battlefield (i.e. no man’s land). The 
  giants have lookouts but nobody’s going to be that bothered 
  about a few odd humanoids wandering around. 
  Should the PCs have lost their delay advantage against Sir 
  Reginald, or never have gained it in the first place, both PCs 
  and Sir Reginald will arrive here at the same time. This will 
  present the PCs with one more occasion in which to try to 
  delay Sir Reginald as described in the section on him earlier in 
  this text52. Alternatively, the PCs can, if they want to now, 
  choose this moment to challenge Sir Reginald himself to 
  combat, either to delay him through injury or, indeed, to kill 
                                                                          
  52 i.e. go home and see his family, etc 
  him and thus satisfy Tilvern’s wish in a rather nasty way. If 
  they neither delay nor kill him then Sir Reginald will gain 
  access to King Berthilda and arrange for combat with 
  Farrowstone to take place at Crisis Creek. If the PCs choose to 
  not participate further with this part of the adventure then it 
  can be assumed that Farrowstone fails to turn up as appointed 
  and Sir Reginald is forced to go back to the camp for supplies. 
  If the PCs arrive here before Sir Reginald, then they have the 
  following options: 
  1. 
  They could challenge Farrowstone themselves to a 
  combat to the death here and now, which 
  Farrowstone will gladly accept, though he will fight 
  with a +1 bonus to attack and Will saves if the fight 
  actually takes place in the giant’s camp as all of his 
  friends cheer him on. 
  2. 
  They could challenge Farrowstone to combat but at 
  some out of the way location. Farrowstone will 
  suggest Crisis Creek and explain to them how to get 
  there. 
  3. 
  They could claim to be acting on behalf of Sir 
  Reginald and deliver the challenge on his behalf 
  instead, whereupon Farrowstone will agree that Sir 
  Reginald meets him at Crisis Creek for the combat. 
  This is actually no better than option 2 and even 
  requires a DC 15 Bluff check to succeed. 
  No amount of persuasion will prevent Farrowstone accepting 
  a challenge either from the PCs or Sir Reginald when he shows 
  up. 
  DC 
  Summary 
  15 
  Bluff check to persuade Farrowstone that the PCs 
  are acting on Sir Reginald’s behalf 
  Crisis Creek (CR 8/-) 
  If the PCs haven’t killed either Sir Reginald or Farrowstone 
  events will either climax or be once more postponed when the 
  PCs arrive at Crisis Creek. If the PCs choose not to go to Crisis 
  Creek at this late stage, you can assume that this whole part of 
  the adventure goes back to the beginning again, as either 
  Farrowstone or Sir Reginald will for some reason fail to make 
  their rendezvous. 
  Otherwise there are three possibilities here: 
  1. 
  If the PCs have managed to arrange to meet here 
  with Farrowstone without Sir Reginald’s knowledge. 
  the only thing that makes sense for the PCs to do 
  now is to kill the stone giant. Anything else sends 
  this part of the adventure back to the beginning. 
  2. 
  If the PCs arrive at the same time as Sir Reginald and 
  attack him, they can satisfy his son’s wish rather 
  perversely by killing him; failing to kill him will 
  merely results in this part of the adventure going 
  back to the beginning again. 
  
   
  Seven Sinful Tales 
  5.1 
  57 
  3. 
  Finally, if the PCs arrive here at the same time as Sir 
  Reginald and don’t attack him, Sir Reginald will be 
  forced to go back to camp and try his whole strategy 
  at some future date when the PCs are not around, as 
  he cannot risk their interference. 
  As mentioned earlier, it will not be possible for the PCs to 
  arrive in Crisis Creek and bear witness to the combat between 
  paladin and giant, as one or the other of them will spot signs 
  of them somewhere and postpone their meeting to another 
  occasion. If the PCs are so amazingly stealthy that it is literally 
  impossible for them to be spotted, then I’m afraid you’re 
  going to have to wing-it a bit and assume that the arranged 
  combat simply doesn’t take place. 
  Conclusion 
  Once either paladin or stone giant is dead, Tilvern’s wish will 
  have been fulfilled. 
   
  Farrowstone 
  CR 8 
  Stone Giant 
  N Large humanoid (giant) 
  Init +2; Senses darkvision 60ft., low-light vision 
  Perception +12 
  Defense 
  AC 22, touch 11, flat-footed 20 
  hp 102 (12d8+48)  
  Fort +12, Ref +6, Will +7 
  Special Defenses improved rock catching 
  Offense 
  Speed 40 ft.  
  Melee  
  greatclub +16/+11 (2d8+12), or 
    
  2 x slam +16 (1d8+8) 
  Power Attack  
  greatclub +13/+8 (2d8+21), or 
    
   
  2 x slam +13 (1d8+14) 
  Ranged  rock +11/+6 (1d8+12) 
  Space 10ft.; Reach 10ft. 
  Special Attacks rock throwing (180ft.) 
  Statistics 
  Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10 
  Base Atk +9; CMB +18; CMD 30 
  Feats Iron Will, Martial Weapon Proficiency (greatclub), 
  Point-blank Shot, Power Attack, Precise Shot, Quick Draw 
  Skills Climb +12, Intimidate +12, Stealth +4 (+12 in rocky 
  terrain) 
  Languages Common, Giant 
  Special Abilities 
  Improved Rock Catching (Ex) A stone giant gains a +4 
  racial bonus on its Reflex save when attempting to catch 
  a thrown rock with rock catching. This ability otherwise 
  works like the rock catching ability. 
  Sir Reginald 
  CR 8 
  Male Human Paladin / 9 
  LG Medium humanoid (human) 
  Init +1; Senses Detect Evil; Perception -1 
  Aura courage (10ft.), resolve (10ft.) 
  Defense 
  AC 18, touch 11, flat-footed 17 
  hp 94 (9d10+36)  
  Fort +10, Ref +6, Will +7 
  Immune charm, disease, fear 
  Special +1 on all saving throws when scaled to 6 PCs 
  Offense 
  Speed 30 ft. (20ft. in armor unless Effortless Armor cast) 
  Melee greatsword +14/+9 (2d6+7/17-20) 
  Power Attack 
  +11/+6 (2d6+16/17-20) 
  Vital Strike 
  +14 (4d6+7/17-20) 
  PA + VS  
  +11 (4d6+16/17-20) 
  Special Attacks channel positive energy 3/day (DC 16, 
  5d6), divine bond (weapon 2/day, 9 minutes, greatsword 
  becomes flaming burst), smite evil 3/day (+2 attack and 
  AC, +9 damage) 
  Spells Prepared 
  CL 9; melee touch +13; ranged touch +10; conc +11 
  2nd Effortless Armor, Vestment of the Champion 
  1st Cure Light Wounds, Knight’s Calling, Wrath 
  Statistics 
  Str 18, Dex 12, Con 15, Int 10, Wis 18, Cha 15 
  Base Atk +9; CMB +13; CMD 24 
  Feats Death or Glory, Improved Critical (greatsword), 
  Power Attack, Toughness, Vital Strike 
  Skills Diplomacy +10, Handle Animal +6, Heal +7, 
  Knowledge (nobility) +7, Knowledge (religion) +4, Ride 
  +2, Sense Motive +3 
  Languages Common 
  SQ lay on hands 6/day (4d6), mercies (fatigued, 
  poisoned, staggered) 
  Gear (light) +1 Greatsword, +1 Breastplate, +1 Cloak of 
  Resistance (vs 6 PCs) 
  Special Abilities 
  Detect Evil (Sp, at will). 
  Aura of Courage: grants allies a morale bonus vs fear. 
  Aura of Resolve: grants allies a morale bonus vs charm. 
  Buffs 
  Vestment of the Champions 
  AC 19, touch 11, flat-footed 18 
  Wrath 
  All greatsword attacks +3 to hit and damage against 
  designated creature 
   
  
   
  Seven Sinful Tales 
  5.1 
  58 
  The Necromancer’s Tale
  This tale takes place in a spooky and run down two-storey 
  wooden building called Willoughby House. 
  Cast (living) 
  Holly Willoughby ...................... A bright and vivacious young 
  girl 
  Elder Willoughby...................... Her incredibly lazy necromantic 
  father 
  Cast (zombie) 
  Uncle Ash  ................................ Holly’s uncle, now butler 
  Petunia Willoughby ................. Holly’s mother, now cleaner 
  Mangrove ................................ Elder’s manservant, past and 
  present 
  Berry Willoughby  .................... Elder’s mother, now cook 
  Rose Willoughby  ..................... Holly’s sister, 
  now maid 
  Abelia Willoughby  ................... Holly’s cousin 
  and tutor, now 
  just a waste of 
  space 
  Aspen Willoughby  ................... Holly’s young 
  brother, only 
  animated 
  for 
  companionshi
  p 
  Blackthorn Willoughby ............ Elder’s 
  brother, once 
  a warrior, now 
  an ornament 
  Background 
  Holly Willoughby and her father Elder are the last surviving 
  relatives of the Willoughby family. 
  Many say that the family was struck by a curse, decades ago, 
  and that that curse was wealth. Father Elder came into a 
  fortune in land and property when he was young, but instead 
  of investing it he sold it off a bit at a time to fund his 
  increasingly idle life style. 
  At its peak the house was full of friends and family getting 
  drunk, getting high, having sex, whenever they could be 
  bothered, with teams of servants running around doing all of 
  the work. In time, however, money ran out, servants 
  disappeared, and friends and family started dying of various 
  ugly diseases related to the woeful mistreatment of their own 
  internal organs53. 
                                                                          
  53 and, in the case of the men, one notable external organ 
  In the end all that was left was Elder, his daughter Holly, and 
  the one residence that was all that remained of his fortune: 
  Willoughby House. 
  Elder, however, was not in any way inclined to start doing the 
  housework now, and there was only so much that Holly could 
  do, so Elder began to practice necromancy, not by studious 
  hard work in the wizardly fashion but by developing his innate 
  necromantic powers acquired through his questionable 
  ancestry. 
  For the last ten years, therefore, Elder has been animating 
  various corpses to “help out”, so to speak, and now members 
  of his family that used to once idle away their lives in more 
  prosperous times are busy at work keeping the place tidy, 
  cooking (!), doing the laundry and so on. 
  Zombies are not the best at this sort of thing admittedly but 
  they cost nothing to feed and the people whose bodies he’d 
  animated had no one left to object to their mistreatment. 
  Holly is, quite frankly, horrified at all of this, 
  but she has nowhere else to go and Elder is 
  still her father. Unfortunately, over time all 
  the necromantic energy in the building has 
  caused Willoughby House to acquire a 
  strange sort of necromantic sentience in 
  itself, and all of the zombies around the place 
  now appear to be picking up some sort of 
  gestalt 
  intelligence. 
  There’s 
  definitely 
  something odd about the way they look at 
  you now which is quite disturbing, and it 
  would seem that they gossip with one 
  another or at least exchange information as 
  Holly frequently finds one talking to her, in its 
  slow stuttering way, about events that 
  happened whilst she was in the company of 
  another. 
  Most recently, however, Holly’s bedroom was overrun by 
  spiders forcing her to move upstairs and now she’s frightened 
  that something nasty has also moved into the house which 
  has evil intents upon her. Her wish, of course, is to be able to 
  move back safely into her bedroom again. 
  Overview 
  Holly Willoughby travels to school and back in a dingy school-
  coach full of the local village children. Her striking good looks 
  coupled with her slightly haunted appearance will make her 
  easy for the PCs to spot after meeting her at Ravenstone, and 
  she, too, will remember the PCs and be easy enough to 
  approach. Assuming they behave reasonably, Holly will explain 
  her fears about something in the house being after her and 
  ask them to come over the next day once she’s cleared things 
  up with her father. When the PCs arrive, however, whether 
  the next day or any time after, Holly will be missing, as she’s 
  
   
  Seven Sinful Tales 
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  59 
  being held by the creature that now resides in the attic. The 
  PCs task, therefore, is to rescue her from one undead menace 
  and to destroy a second menace that lives in the basement 
  and is generating all the spiders that are now in Holly’s old 
  bedroom. 
  Holly’s father isn’t bothered what they do as long as they 
  don’t damage or steal anything, and all of Holly’s zombie 
  relatives will do nothing to prevent the PCs either apart from 
  being a bit on the spooky side. 
  Holly 
  Holly is pretty much the opposite of her father, i.e. bright 
  where he is dark, energetic where he is slothful, and outward 
  looking where he is introspective and moody. 
  That’s not to say that her father’s personality and Willoughby 
  House has not had an adversarial effect on her and her natural 
  vivaciousness, encouraged by her desire to fight against the 
  darkness of her environment, is nevertheless slowly losing the 
  battle. These days her eyes betray a sadness and 
  disappointment that life is failing to return the love that she so 
  much wants to heap upon it. One day that bitterness will 
  settle in, but for now her youth and joie-de-vivre prevails. 
  The spiders were a bit of a blow. She’d been in the same 
  bedroom for the whole of her 13 years and her dearest wish is 
  to be able to move back in again. She doesn’t like her room 
  upstairs, as she’ll readily tell the PCs when they meet and quiz 
  her, and she’s even worried that something really nasty has 
  moved into the house and is slowly coming after her. 
  (The PCs might wish to suggest that she moves out, but that’s 
  not really an option for her. Besides, it’s just possible it’s all in 
  her imagination). 
  Willoughby House 
  Willoughby House leaves very little to the imagination - it’s 
  about as stereotypical a haunted house such as you might find 
  anywhere in the American Midwest. 
  Basically a wooden structure with a gabled slate roof, wooden 
  floorboards, glass windows and shutters, the whole thing 
  creaks alarmingly even when there’s no wind. Weeping 
  willows adorn the gardens which otherwise seem devoid of 
  any colouration regardless of the season. There is evidence 
  that some upkeep of both the house and the gardens takes 
  place, though by inexpert hands, as here and there a hole in 
  the wooden cladding has been clumsily repaired with a couple 
  of nailed crossed boards, whilst up on the roof missing tiles 
  have been replaced with specimens both miscoloured and 
  misaligned, as if either nobody cared how the place looked or 
  no one knew how to do a better job. 
  The Zombie Collective 
  Willoughby House has, indeed, become tainted with 
  necromantic magic, so that the house itself now radiates a 
  faint version of this. More alarmingly, though, is that the 
  house acts as a conduit knitting together the motivating 
  negative energy powering all of the zombies within it into a 
  sort of gestalt or collective. Although not a danger in itself, at 
  least not yet, the zombies that lumber about the place appear 
  to be linked in some fashion, and are a bit cleverer. They can 
  speak, albeit falteringly, and even reason to some extent, as if 
  all of their individual experiences were immediately pooled 
  amongst them by the house in which they live. Furthermore 
  these zombies appear to behave a little bit in accordance to 
  how they were when they were alive, almost as if some 
  memory of their past existence was implanted in their physical 
  form and has now been rekindled in their newly animated 
  brains. 
  The Zombies are no longer under Elder’s control. Elder has 
  noticed this but actually rather welcomes it since it means he 
  doesn’t have to spend so much time giving them instructions. 
  Holly has noticed a change in her zombie relatives too but it 
  has happened so gradually that she now takes it for granted. 
  The Zombie Collective, as such, is neutral about life at present, 
  though occasionally a smile or a stare at the wrong time or in 
  the wrong direction hints that some evil might be slowly 
  gathering within. This particular problem, however, is not one 
  for the PCs to solve today, as their attention has to bear on 
  both the attic and the cellar.  
  Key to the House 
  Gardens 
  The willows that give this house its name droop languidly over 
  a lawn which is neither well-cut, neat, nor hugely overgrown. 
  The shrubbery which gathers in clusters around the garden 
  seems “somewhat” maintained though a suitable gardening-
  like skill check, including Knowledge Nature, with a DC 10, 
  reveals that this is not the result of the work of a gardener but 
  rather the result of some sort of animal chewing the 
  vegetation down, perhaps sheep though they must be very 
  well behaved sheep since they’re not touching the bark of the 
  trees. 
  There are, indeed, three zombie sheep, Bella, Ed and Jake, 
  grazing mechanically at the back of the house. They don’t 
  actually eat what they graze, of course, but follow their 
  instructions of chopping up overlong bushes and grass and 
  then regurgitating it somewhere away from the house. 
  DC 
  Summary 
  10 
  Knowledge Nature or suitable gardening skill to 
  determine that the garden is being “kept” by the 
  action of some sort of strange grazing animal 
  1. 
  Entrance Hall 
  
   
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  60 
  The front door to Willoughby House is sturdy but unlocked. If 
  the PCs are polite, then an iron knocker in the shape of a leg 
  bone summons the butler, Ash, to let them in. 
  Uncle Ash, a tall ball-headed zombie in a frock coat, spends 
  most of his time in the entrance hall just opening and closing 
  the door. His appearance puts most people off, which suits 
  Elder Willoughby just fine, especially as Ash has a tendency to 
  address people at a point level with his own height and likely 
  to be six inches or more above theirs. 
  The hall itself is plain. There are narrow tables and chairs to 
  the side and a huge vase with a tall plant which is well and 
  truly dead in the corner. A staircase rises up to a balcony 
  which overlooks the hall along its north and west sides; the 
  stairs appear safe to climb though the balcony rail is broken in 
  several places. 
  2. 
  Library 
  Bookshelves line the walls, though many of them sag under 
  the weight of the books upon them and a couple have broken 
  completely so that they form shallow “V’s” resting on the shelf 
  underneath. 
  The books here deal mainly with local history - if you wish you 
  can use this area as a way to impart clues to the PCs on any of 
  the background or issues surrounding any parts of this 
  adventure. Mixed in with histories are novels, scientific 
  treaties, magical treaties, bestiaries and so on, such as might 
  be found in any other well rounded library. 
  3. 
  Study 
  Against the wall under the windows is a large wooden writing 
  desk in front of which is an upholstered leather chair. There 
  are three drawers in each 
  pedestal of the desk and a 
  larger drawer in its centre. 
  All are closed; none are 
  locked. The contents of the 
  drawers are all documents 
  relating to the finances of 
  the Willoughby Estate in 
  years gone by. Anyone with 
  an accountancy style skill 
  who succeeds against a DC 
  10 will glean that the family 
  once owned substantial land 
  and property in the area 
  though this was slowly sold 
  off over the years so that 
  only this house and its 
  grounds remain. 
  DC 
  Summary 
  10 
  Accountancy style 
  skill check (or 
  Intelligence check) 
  from studying the 
  books to establish 
  that the Willoughby 
  Estate was once 
  quite wealthy 
  4. 
  Holly’s Bedroom 
  This room is full of spiders - not enough to form a swarm, but 
  enough to make it uncomfortable for Holly to use as her 
  bedroom. 
  Spiders crawl on the two large wardrobes against the walls, 
  one wardrobe full of clothes she hardly uses and the other 
  now empty. They scuttle across her dressing table with all of 
  its powders, lotions and cheap jewellery that Holly reluctantly 
  doesn’t wear now. They squirm amongst the bedclothes on 
  her bed, which Holly can’t bear to lie on, and build their webs 
  on every corner, nook and cranny of her bedroom. 
  Their source is the trap door underneath a large round rug 
  which leads to the cellar. Holly has figured out this much, but 
  has no desire to go down and confront whatever it is that is 
  spawning them off from below her. 
  5. 
  Zombie Repair Room 
  Accidents in the home happen all the time54, and occasionally 
  Elder’s animations have suffered mishaps which have 
  rendered them crippled in one way or another. Although the 
  Repair Undead spell restores a zombie’s vitality, it doesn’t 
  regenerate lost “bits”: zombies are as prone to incapacity due 
                                                                          
  54 “don’t you know” 
  
   
  Seven Sinful Tales 
  5.1 
  61 
  to simple things like losing a big toe or a thumb as are the 
  living humanoids that they once were. 
  This room has a couple of long tables in it stained with the sort 
  of gooey effluvia that occasionally leaks from zombies, and 
  cupboards along the walls have preserved bits of skin, pickled 
  fingers and thumbs, sewing and even carpentry equipment. A 
  DC 10 Knowledge Arcana check reveals what it’s all for – if it 
  wasn’t already obvious. 
  DC 
  Summary 
  10 
  Knowledge Arcana check to recognise Zombie 
  repairing paraphernalia 
  6. 
  Downstairs Zombie Rest Room 
  Two of these rooms exist: one on this floor and one on the 
  floor above. 
  These once normal rooms have been overtaken with piles of 
  junk which the zombies now “living” here have accumulated, 
  slowly in remembrance of their past lives - a curious 
  phenomenon symptomatic of the transformative effect which 
  is taking place within the Zombie Collective. 
  This particular room was once a living room however all the 
  soft furnishings are covered in ornaments, dresses and other 
  strange bits of junk. 
  Petunia Willoughby, Holly’s mother, spends a lot of her time in 
  here when she’s not wondering around the place with a 
  feather duster. Although she died well after she was married 
  to Elder she chooses to wear the wedding gown that she kept 
  and saved for Holly’s eventual use all of the time. The fact that 
  she trails it around the house as she fusses away with her 
  “cleaning” has made its chiffon trail, which doubles up as floor 
  sweeper, grey with dust and muck. 
  7. 
  Dining Room 
  A long table stands in the centre of this room, surrounded by a 
  dozen chairs. When Holly was little she used to like to come in 
  here to do her drawing on long sheets of paper placed on the 
  table and her last artistic masterpiece, drawn 4 years ago, still 
  sits on the table: a picture of her birthday party when she was 
  9, with lots of colourful streamers and balloons, and even a 
  cake with her blowing out the candles, surrounded by 
  skeleton stick men looking down on her. 
  8. 
  Withdrawing Room 
  Two stuffed armchairs stand near the fireplace of this room. A 
  small table stands against the north wall and a cupboard to 
  one side holds several boxes of fine cigars. 
  Mangrove, a tall black zombie55, likes to lounge in here when 
  he’s not busy looking after Elder. As manservant he was part 
  of the Willoughby household for years, and was the first 
                                                                          
  55 i.e. of the equivalent of African descent for your campaign 
  world 
  zombie to be animated by Elder when Elder started animating. 
  As time has gone on, and Elder has done less and less, and 
  therefore needed less looking after, Mangrove has started 
  appreciating the finer things in life, or death, and is not averse 
  to sitting on an armchair smoking a cigar. Quite how a zombie 
  might enjoy the pleasure of a cigar is another one of those 
  puzzles for the PCs to ponder over. 
  9. 
  Kitchen 
  Iron cooking equipment lies below the chimney next to a 
  stone sink under the window. Cupboards full of cooking 
  equipment line the walls. 
  A rather portly zombie wearing an apron cooks and cleans in 
  here. Berry Willoughby, Elder’s past mother, and Holly’s 
  deceased but still much loved grandmother, cooks her 
  signature stews, typically rabbit, from one day to the next. 
  Fortunately thanks to his “Two World Magic” feat Elder is able 
  to cast Purify Food and Drink on what his ex-mother produces, 
  preventing the inevitable poisoning that a meal cooked by a 
  zombie is likely to produce. 
  Stairs lead up to the landing (#18) 
  10. Scullery 
  A large copper boiler to one side can be lit to produce hot 
  water for washing clothes and having baths. Two large 
  wooden tubs, suitable for both purposes, are to one side, one 
  currently full of water and dirty linen, the other empty. A 
  rather frail looking zombie in a maid’s outfit does all of the 
  laundry here, collecting, washing, hanging out and replacing 
  clothes and bedlinen. This was once Rose Willoughy, Holly’s 
  elder sister, that died of a nasty and rapid disease at the age 
  of 18. 
  Stairs lead down to the wine cellar (#20) 
  11. Bridal Suite 
  The door to this room is locked, the key held by Elder himself. 
  Picking the lock requires a DC 25 Disable Device check. 
  Breaking open the door is likely to annoy Elder. 
  In keeping with an old Willoughby tradition, the first room 
  slept in by a married couple was always maintained in the 
  state that it was on their wedding night until the time came 
  for the next couple in the Willoughby family to put it to use. 
  After Petunia Willoughby went in here and stole her wedding 
  dress Elder Willoughby decided to keep this room locked lest 
  she become obsessed and never do any of the cleaning. 
  This room with its four poster bed and beautiful furnishings, 
  therefore, is covered in dust and cobwebs as it’s the only 
  room in the house which isn’t cleaned by the “servants”. The 
  two wardrobes contain wedding clothes for bride, groom, 
  members of the family, bridesmaids and so on, minus the 
  bride’s dress, and chests of drawers contain fancy table-ware, 
  vases, kitchen-ware and so on for the staging of a wedding. 
  
   
  Seven Sinful Tales 
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  DC 
  Summary 
  25 
  Disabled Device check to open the lock to this room 
  12. Master Bedroom 
  A four poster bed lies against the wall opposite the fireplace. 
  The master of the house, Elder Willoughby (male human 
  sorcerer undead-bloodline 14), rarely dressed in anything but 
  his night shirt, either lies on the bed or sits on an armchair 
  next to the window, looking out, lost in his own thoughts. The 
  only other furniture in here is a wardrobe, its door stuck shut. 
  Elder will show little or no interest in the PCs, or in his 
  daughter’s plight, or pretty much in anything. If the PCs 
  threaten to burn the house down or something like that then 
  he might be sparked into action, but in general he is not 
  someone that the PCs should be thinking about taking on56 
  and so they will get little help or clues from this direction. 
  Holly, after all, rarely fares any better. 
  13. Guest Bedroom 
  A double bed and a single bed appear to have had very little 
  use over the years. A single wardrobe and chest of drawers 
  are both empty. Should the PCs have any reason to stay the 
  night here then some of them can certainly sleep in here. 
  14. School Room 
  Back in the past the Willoughby family used to employ private 
  tutors for their children. Although Holly now goes to school at 
                                                                          
  56 it’s up to you what spells he has for the occasion; Banshee 
  Blast would be a good one – DC 20 on the saves 
  Fordguild, her old tutor has 
  been reanimated and placed 
  in here in order to help 
  Holly with her homework. 
  Unfortunately, 
  clever 
  though these zombies are 
  relative to other zombies, 
  Abelia Willoughby can do 
  little more than just wipe 
  the blackboard and clean 
  the desks. Tall and angular, 
  still sporting small glasses at 
  the end of her sightless 
  eyes, Abelia attempts to 
  usher the PCs onto chairs in 
  front 
  of 
  school 
  desks 
  equipped with textbooks 
  underneath 
  their 
  lids. 
  Unfortunately, apart from 
  telling the PCs to just get on 
  with it, she can do little to 
  help them with anything. 
  Holly avoids the place. 
  15. Holly’s Temporary Bedroom 
  Holly hasn’t been in her new bedroom long and it shows as it 
  lacks any sort of identity that would normally be associated 
  with a 13-year-old female child. 
  The bed looks comfortable enough and the room smells nice; 
  unlike much of the rest of the house the window is kept open 
  as Holly doesn’t allow any of the zombies in here, preferring 
  to do her own cleaning herself. There is a wardrobe here with 
  all her most frequently used clothes, a desk by the window 
  with a chair in front of it for her to do her schoolwork and a 
  bookcase by the bed with her small collection of books. 
  A trap door in the ceiling leads into the attic. A step ladder 
  directly has been placed directly below the trap door.  
  16. Upstairs Zombie Rest Room 
  The second Zombie Rest Room (see #6 above) was originally a 
  guest bedroom like #13 but is now full of piles of bedding, 
  curtains, clothes and toys. An old rocking horse big enough for 
  a full sized medium adult to play on and a 3’ square jack-in-
  the-box are the most obvious features. 
  Aspen Willoughby lives57 in here most of the time. He doesn’t 
  play with the toys, just gazes at them wistfully in memory of 
  what they once meant to him. Holly visits him from time to 
  time as does Rose from #10, though there’s little interaction 
  between them now. 
                                                                          
  57 i.e. “lives in a state of death”, if you see what I mean 
  
   
  Seven Sinful Tales 
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  63 
  Aspen was only raised from the dead at Holly and Rose’s 
  insistence, having drowned one day by the beach years ago, 
  and he doesn’t really do anything apart from sit around here 
  and pretend to listen to his sisters58. Recently Aspen’s 
  frustrated existence caused the creation of an Attic Whisperer 
  in #19. If asked about Holly, Aspen’s zombie form replies 
  “she’s lying here with me”, repeatedly, but gives no more 
  information than that. Aspen is tied in with the Attic 
  Whisperer and both will cease to exist should either be slain. 
  17. Box Room 
  This room is used for storage. A large oak chest stands under 
  the window, its lid closed. Elsewhere are chairs, tables, chests 
  full of bedlinen and curtains, rolls of carpets, garden furniture, 
  and so on. 
  18. Landing 
  Stairs lead up from the kitchen (#9) and a separate set of 
  stairs, looking rather precarious but nonetheless safe, leads up 
  into the attic (#19). 
  19. The Attic (CR 5) 
  The attic occupies an area equivalent to the complete 
  floorplan of Willoughby House, though the gable roof at a 45-
  degree angle makes the 5’ nearest the edge too low to stand 
  up in. 
  The last remnants of a family that once owned several 
  properties and many acres of land now lies within Willoughby 
  House. As the Willoughby family’s fortunes dwindled, ousted 
  family members came to live here with their various 
  possessions, and whilst remnants with emotional interest are 
  dotted around the house, large pieces of furniture can be 
  found in the cellar and smaller bits such as travelling chests 
  full of clothes, small tables, mirrors, packing cases full of 
  ornaments, bird cages, crafting equipment, portraits, an old 
  wheelchair, clothes-dummies, and lots and lots of toys, can be 
  found up here. 
  Visibility is 5’ to 10’ at best. 
  An Attic Whisperer has arisen out of the frustrations 
  experienced by Aspen Willoughby in #16. Formed out of his 
  old toys, including a teddy bear head, the whisperer tempted 
  Holly up into its abode and now has her permanently asleep 
  beside him. 
  Fearful that someone might take his sister away, when the 
  whisperer detects the PC’s presence in the attic it will use 
  Holly’s voice to persuade one of them to come right into the 
  midst of all the junk by themselves in order to meet “her”. The 
  whisperer will then attack them first of all by touching them in 
  order to rob them of their ability to call out for help and then 
  by means of three successive bites. The whisperer will not 
                                                                          
  58 not dissimilar to the way he behaved when he was alive 
  Aspen Willoughby 
  CR 4 
  Advanced Attic Whisperer 
  NE Small undead 
  Init +10; Senses darkvision 60ft.; Perception +14 
  Aura sobs (10ft.) 
  Defense 
  AC 23, touch 18, flat-footed 16 
  hp 57 (6d8+30)  
  Fort +7, Ref +8, Will +10 
  Immune undead traits 
  Offense 
  Speed climb 20ft. 
  Melee  
  bite +11 (1d4+1 plus steal breath) 
    
  touch +6 (steal voice) 
  Statistics 
  Str 13, Dex 23, Con -, Int 18, Wis 20, Cha 21 
  Base Atk +4; CMB +4; CMD 21 
  Feats Dodge, Improved Initiative, Weapon Finesse 
  Skills Bluff +11, Climb +10, Knowledge (history) +10, 
  Knowledge (local) +10, Stealth +19 
  Languages common 
  Special Abilities 
  Aura of Sobs (Su) All of the voices that an attic whisperer 
  steals linger around it in an invisible but audible aura of 
  unnerving childlike whimpers, songs, and sobs. Any living 
  creature that enters this area loses the benefit of all 
  bardic performances affecting it and takes a –1 penalty 
  on all attack rolls, damage rolls, and Will saving throws. 
  The attic whisperer can suppress or reactivate its aura as 
  a free action. This aura is a sonic, mind-affecting effect. 
  Steal Breath (Su) A creature bit by an attic whisperer 
  must make a DC 18 Will save or become fatigued for 1 
  hour. A fatigued creature that is bitten is instead 
  exhausted for 1 hour, and an exhausted creature falls 
  asleep for 1 hour if bitten. The sleeper can only be 
  roused by killing the attic whisperer or by using dispel 
  magic, remove curse, or similar effects. The save DC is 
  Charisma-based. 
  Steal Voice (Su) Any creature hit by an attic whisperer’s 
  touch must make a DC 18 Will save or lose its ability to 
  speak for 1 hour. During that time, the creature cannot 
  talk, cast spells with verbal components, use auditory 
  bardic performances, or use any other ability that 
  requires speech. Once an attic whisperer has stolen a 
  creature’s voice, it can perfectly mimic that voice at any 
  time, even after its victim’s voice has returned, and while 
  using that voice can speak any languages the victim 
  knew. Those familiar with an individual’s voice can make 
  a Sense Motive check opposed by the attic whisperer’s 
  Bluff check to realize a mimicked voice is inauthentic. 
  The save DC is Charisma-based. 
  
   
  Seven Sinful Tales 
  5.1 
  64 
  coup-de-grace sleeping PCs, however, though sleeping PCs will 
  eventually die of starvation. 
  Unfortunately destroying the attic whisperer will also cause 
  the destruction of Aspen Willoughby’s zombie form in #16. 
  20. Wine Cellar 
  Wooden bottle-racks line the north and west walls to a height 
  of 6’, with about 100 bottles of wines of various vintages filling 
  the racks. Against the east wall, at the foot of the stairs, are 
  two large metal storage bins used for making beer. A zombie 
  in full plate armour stands against the south wall, immobile. 
  This is Blackthorn Willoughby, brother of Elder, once a mighty 
  warrior working for Commander Ferris (see the Tale of the 
  Paladin) but now just kept here with instructions to do 
  nothing unless needed by Elder for protection. 
  Blackthorn holds a two-handed sword in front of him but will 
  not attack even to defend himself (he follows his instructions 
  literally). The secret door (Perception DC 20 to spot) is on the 
  south wall right behind him. 
  DC 
  Summary 
  20 
  Perception check for the secret door 
  21. Cellar (CR 6) 
  This large underground room has three entrances – the secret 
  door from the Wine Cellar (#20), stairs leading down from the 
  trap door in Holly’s old bedroom (#4) and a passageway 
  leading out to a secret location in the woods around 
  Willoughby House (not shown on the map). 
  The room is full of old bits of furniture, mostly in need of 
  repair, which haven’t seen use in years, including old dining 
  tables and chairs, sofas and other soft furnishings, bookcases 
  and broken wardrobes, kitchen tables, old stoves, chests, bunk 
  beds, two huge old four-poster beds, six empty barrels, an old 
  desk, a pile of rugs, and so on. 
  Covering this collection of junk are sheets upon sheets of 
  spider-webs running floor to ceiling, courtesy of the deathweb 
  which has made its home here. 
  PCs that wander in here are subject to the debilitating effects 
  of the web. Burning the webs is easy enough unless the PCs 
  think about using Fireball, in which case they’re likely to cause 
  a major conflagration since the stuff in here is all quite 
  flammable59. 
  The deathweb can move around its own webs without 
  hindrance at its climb speed (i.e. 20ft.). Its tactic is to use 
  stealth to position itself against an opponent on its own then 
  attack with reach using Power Attack and Vital Strike, even 
  though this will grant its target cover (+4 to AC). Anyone then 
  closing with the deathweb will most likely invoke an attack of 
                                                                          
  59 I think you should remind the PCs of this fact before they 
  start thinking about casting Fireball, and the fact that they 
  don’t want to annoy a 14th level sorcerer 
  opportunity (the webs are difficult terrain) and be subject to 
  the deathweb’s infestation ability. 
  Deathweb 
  CR 6 
  N Large undead 
  Init +6; Senses darkvision 60ft.; Perception +15 
  Defense 
  AC 19, touch 11, flat-footed 17 
  hp 71 (11d8+22)  
  Fort +5, Ref +5, Will +8 
  Immune undead traits 
  Offense 
  Speed 30 ft.; climb 20ft. 
  Melee bite +15 (2d8+12) 
  Power Attack bite +12 (2d8+21) 
  Vital Strike bite +15 (4d8+12) 
  Power Attack + Vital Strike bite +12 (4d8+21) 
  Space 10ft.; Reach 10ft. 
  Special Attacks infestation, web (+9 ranged, DC 15, 
  11hp) 
  Statistics 
  Str 26, Dex 14, Con -, Int 7, Wis 13, Cha 15 
  Base Atk +8; CMB +17; CMD 29 (41 vs trip) 
  Feats Awesome Blow, Cleave, Improved Bull Rush, 
  Improved Initiative, Power Attack, Vital Strike 
  Skills Climb +16, Stealth +16 
  SQ compression 
  Special Abilities 
  Infestation (Su) An infestation of poisonous spiders, 
  which nest within this creature's exoskeleton, constantly 
  surrounds a deathweb, to a radius of 5 feet. Any 
  creature within the infestation takes 1d6 points of 
  damage at the end of each round it remains in the area. 
  A creature that takes this damage must make a DC 17 
  Fortitude save or be nauseated for 1 round. In addition, 
  those damaged by this infestation are poisoned as well. 
  Any area effect attack that deals 10 or more points of 
  damage to a deathweb destroys its infesting spiders, 
  removing its aura for 3 rounds, after which a new batch 
  of spiders swarms out of the undead's body to replenish 
  the infestation. The save DC is Charisma-based. 
  Poison (Ex) 
  Type injury (infestation); Save Fort DC 17 
  Frequency 1/rnd for 6 rnds; Effect 1d4 Str 
  Cure 2 consecutive saves 
  The save DC is charisma based. 
   
   
  
   
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  The deathweb has no treasure but killing it will finally rid 
  Holly’s bedroom of its spider problem. 
  22. Treasure Room 
  The door to this room has been locked with a superior lock 
  further enhanced by an Arcane Lock spell (Disable Device DC 
  50). The key is held by Elder, though Holly has also managed 
  to get herself a copy. The PCs should not be able to get in here 
  as this room contains what wealth remains of the Willoughby 
  family’s fortune. There’s probably about 50,000 gp’s worth of 
  stuff here, including many small magical items. If the PCs try 
  to steal it, they’ll have Elder Willoughby to worry about60. 
  DC 
  Summary 
  50 
  Disable Device check to open the door to this room 
  23. Corpse Storage 
  Rows of biers on the east and west wall, stacked two-high like 
  bunkbeds, hold twelve perfectly preserved corpses of the 
  Willoughby family (4 adult men, 3 adult women, 1 elderly 
  man, 2 young boys and 1 young girl). Originally preserved by 
  alchemy, they are now kept in a state of ready-for-zombie-
  animation by the effects of the Zombie Collective which has 
  taken root in the House. Occasionally one of the corpses even 
  twitches, though none of them register as undead. 
                                                                          
  60 it will, at least, rise him up from his slothful torpor 
  24. Abandoned 
  Laboratory 
  A bench runs down the west 
  wall of what was obviously 
  once a laboratory. On it are 
  various jars of powders and 
  liquids as well as several 
  pieces of apparatus relating 
  to the craft of alchemy. A 
  DC 10 Craft Alchemy check 
  reveals that the purpose of 
  all the equipment most 
  likely 
  relates 
  to 
  the 
  animation of undead. A 
  table on the south wall, 
  forming an L-shape with the 
  bench, holds several books 
  on anatomy. 
  Elder 
  once 
  studied 
  necromancy in here but 
  hasn’t visited the place for 
  years. 
  DC 
  Summary 
  10 
  Craft Alchemy check 
  to recognise the 
  necromantic nature 
  of the equipment 
  here 
  Conclusion 
  Once both the deathweb and the attic whisperer have been 
  dealt with, Holly’s wish will be complete. As a reward, Holly 
  will present the PCs with the treasure given in the encounter 
  summary which she will take from the Treasure Room (#22). 
   
  
   
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  Finale
  With all of their quests complete, the PCs will wish to return 
  to Ravenstone to see if the advice given by Humphrey and 
  Beauregard turns out to be true. 
  Nothing will happen until midnight, then a bright golden light 
  shrouded by mist will appear in the middle of the circle 
  enticing the adventurers to enter within it so that they can be 
  returned back to their own lands and homes. 
  (Up in their twisted tower Humphrey and Beauregard will be 
  watching proceedings without interfering.) 
  Assuming that the PCs did not kill Tilvern’s father in The 
  Paladin’s Tale but killed the stone giant instead, then as the 
  PCs approach the centre of the circle a number of 
  recognisable figures will step out from the darkness: 
   
  Deako, the tengu, will appear, standing between his 
  mother and father, each of them holding onto one 
  of his hands as they walk behind him. 
   
  Adriana will appear arm in arm with Stockwell, 
  looking like they might actually end up getting 
  together after all, perhaps because of everything 
  that they went through. 
   
  Augustus and his parents will be there too, the two 
  of them fussing over him as if noticing him for the 
  first time, which they more or less have. Augustus 
  will be grinning broadly, not minding their clumsy 
  attention on him at all. 
   
  Paulina and her mother Raphaela will be watching 
  the PCs by one of the standing stones, looking 
  slightly tearful as they pass by. 
   
  Bairn, Nik and Eireola will be there too, Bairn with a 
  wide grin on his face, Nik looking slightly sheepish 
  though unable to stop his gaze wondering over to 
  Raphaela before Eireola steps on his foot. 
   
  Tilvern will be there with his father, Sir Reginald, 
  though not his mother who thinks he shouldn’t have 
  gone out into the dark in the first place! Sir Reginald, 
  will be gazing fondly down at his son though will 
  turn to salute the PCs as they depart. 
   
  Holly will appear, right at the end, at first looking 
  like she’s on her own but then joined by her father 
  walking slowly behind her linking his arm with hers. 
  As the PCs slowly pass into the golden mists and disappear, 
  they will see all of the people above gazing at them fondly and 
  waving them goodbye. A few seconds later the PCs will be 
  back where they were taken from, though time will have 
  moved on accordingly and any bath water still in the bath will 
  have gone cold. 
   
  
   
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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. 
  Defend 
  The animal defends you (or is ready to defend you if no threat 
  is present), even without any command being given. 
  Alternatively, you can command the animal to defend a 
  specific other character. 
  Down 
  The animal breaks off from combat or otherwise backs down. 
  An animal that doesn’t know this trick continues to fight until 
  it must flee (due to injury, a fear effect, or the like) or its 
  opponent is defeated. 
  Guard 
  The animal stays in place and prevents others from 
  approaching. 
  Heel 
  The animal follows you closely, even to places where it 
  normally wouldn’t go. 
  Maneuver 
  The animal is trained to use a specific combat maneuver on 
  command. An animal must know the attack trick before it can 
  be taught the maneuver trick, and it only performs maneuvers 
  against targets it would normally attack. This trick can be 
  taught to an animal multiple times. Each time it is taught, the 
  animal can be commanded to use a different combat 
  maneuver. 
  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. 
  Attic Whisperer 
  This thing resembles a gray, emaciated child, with 
  cobwebs and dust for clothes and a fox skull for a 
  head. 
  Knowledge Religion DC 14 
  An attic whisperer spawns as the result of a lonely or 
  neglected child’s death. Rather than animating the body of the 
  dead youth, the creature rises from an amalgam of old toys, 
  clothing, dust, and other objects associated with the 
  departed—icons of the child’s neglect. The widely varying 
  materials that fuse together to form these creatures lead to 
  attic whisperers with vastly different appearances. Attic 
  whisperers linger in the places where they were formed, 
  typically old homes, orphanages, schools, debtors’ prisons, 
  workhouses, and similar places where children might be 
  discarded. When an attic whisperer first forms, it does so 
  without a skull—this does not impact the creature’s abilities in 
  any way, but it usually seeks out a small animal’s skull as a 
  form of decoration soon after it manifests. 
  An attic whisperers haunts shadowy, forgotten places like old 
  buildings and dilapidated institutions, places that were once 
  homes to both young children and subtle evils. Hiding in drafty 
  attics and moldy basements, an attic whisperer might lie 
  dormant for decades while the quick go about their lives—
  often a scant f loor away. The coming of a new child, though, 
  rekindles some hope in the creature, its animating spirits 
  motivated by loneliness, and ever seeking comfort and 
  companionship. Once an attic whisperer finds a potential 
  playmate, it does all it can to ensure it will never be lonely 
  again by attempting to lure its friend to it, singing nursery 
  rhymes, leaving trails of old toys, or calling out in the stolen 
  voices of other children. 
  Destroying an attic whisperer reduces it to its component 
  parts, usually consisting of dusty junk left to molder in the 
  attics of old houses, though a few items, such as china dolls, 
  small lockets, music boxes, precious marbles, fine teacups, 
  sculpted metal soldiers, or the like, may have some value. 
  Basidirond 
  This strange plant consists of four spidery stalks, 
  long green tendrils, and an inverted bell-shaped cap 
  filled with spores. 
  Knowledge Nature DC 15 
  
   
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  The strange fungal basidirond is a deadly plant monster that 
  feeds on mineral-rich moisture, be it runoff from cave walls or 
  fresh blood. By ensuring a constant flow of nutritious 
  moisture, canny cave dwellers can use basidironds as 
  guardians for their lairs, although they must take care to avoid 
  the plant's hunting routes lest they become its latest victims. 
  Canopic Jar 
  An ornate jar depicting an animal head on its lid 
  slowly floats up and begins to orbit the room. 
  Knowledge Arcana DC 12 
  Canopic jars serve many cultures as a means of preserving the 
  organs of their deceased. Each is designed to hold a different 
  internal organ, and provides a separate boon to the undead 
  whose organs they hold. If the heart of the undead is 
  destroyed, the jars cease to follow its commands. 
  Cecaelia 
  In place of legs, this handsome humanoid sports an 
  octopus's eight writhing tentacles. 
  Knowledge Nature DC 15 
  Cecaelias are intelligent human-octopus hybrids that hunt 
  coastlines and ocean reefs. A cecaelia's humanoid upper body 
  varies individually but generally reflects the features of the 
  inhabitants of the nearest humanoid settlements. Sages think 
  this is an adaptive trait, akin to an octopus's natural 
  camouflage, allowing cecaelias to mutate within one to two 
  generations to blend in with humanoids sharing their territory. 
  Cecaelia stand 6 feet tall on land, and weigh just over 200 
  pounds. They generally live to be 60 years old. Cecaelias don't 
  normally wear clothes, but often carry woven seaweed 
  backpacks. They prefer not to wear armor, though when they 
  do, they prefer light, flexible varieties. Tattoos are a common 
  form of decoration as well. Cecaelias are inquisitive creatures, 
  but wary of strangers, and are quickly frustrated by wordy 
  attempts at diplomacy—which they nearly always view as 
  attempts at deception. As allies, they can be valuable to 
  coastal communities since they often dig up treasures from 
  the seabed that they then trade for fragments of polished 
  glass or bits of "land fare," as they refer to food not taken 
  from the sea. 
  Centaur 
  This creature has the sun-bronzed upper body of a 
  seasoned warrior and the lower body of a sleek 
  warhorse. 
  Knowledge Nature DC 13 
  Legendary hunters and skilled warriors, centaurs are part man 
  and part horse. Typically found on the fringes of civilization, 
  these stoic people vary widely in appearance, their skin tones 
  typically appearing deeply tanned but similar to the humans 
  who occupy nearby regions, while their lower bodies borrow 
  the colorations of local equines. Centaur hair and eyes trend 
  toward darker colors and their features tend to be broad, 
  while the overall bulk of their bodies is influenced by the size 
  of the horses their lower quarters resemble. Thus, while an 
  average centaur stands over 7 feet tall and weights upward of 
  2,000 pounds, there are vast regional variations—from lean 
  plains-runners to burly mountain hunters. Centaurs typically 
  live to be about 60 years old. 
  Aloof with other races and at odds even with their own kind, 
  the centaurs are an old race only slowly coming to accept the 
  modern world. While the majority of centaurs still live in tribes 
  roaming vast plains or the fringes of eldritch forests, many 
  have abandoned the isolationist ways of their ancestors to 
  walk among the more cosmopolitan cities of the world. Often 
  such free-spirited centaurs are considered outcasts and are 
  shunned by their own tribes, making the decision to leave a 
  heavy one. In some rare cases, however, whole tribes under 
  progressive leaders have come to trade or make alliances with 
  other humanoid communities—typically elves, but sometimes 
  gnomes, and rarely humans or dwarves. Many races remain 
  wary of centaurs, though, largely due to legends of territorial 
  beastmen and the regular, violent encounters the centaurs 
  have with stubborn settlers and expansionist countries. 
  Deathweb 
  This animated husk from an enormous spider seems 
  filled with thousands of living spiders that fall from 
  its body like drops of blood. 
  Knowledge Undead DC 16 
  A deathweb is the undead exoskeleton of a massive spider 
  animated with the vilest necromancy. The spells that create 
  this monstrosity bind to it thousands of normal spiders, which 
  together form the mind of the undead beast like an arachnid 
  hive. These smaller spiders live in and direct their exoskeleton 
  home, working together to swarm around the deathweb and 
  weave its web sheets. 
  The exoskeleton of a deathweb is cracked and full of holes to 
  allow the resident spiders easy passage into and out of it. 
  Although the exoskeleton can be up to 10 feet long, the 
  largest spiders within are only 6 inches in length. The variety 
  in the sizes of the internal spiders allows them to ably move all 
  parts of the exoskeleton, giving the massive carapace amazing 
  dexterity and swiftness, as well as cleverness, perception, and 
  presence. 
  These capabilities make deathwebs resourceful and 
  frightening opponents, especially when adversaries mistake 
  them for normal monstrous arachnids or mindless undead. 
  Because of their ability to squeeze into tight surroundings, 
  deathwebs may be found lurking in all manner of niches. 
  Deathwebs lair where they can build webs to trap passersby, 
  such as among thick trees or in caves or tunnels. The creatures 
  don't actively collect valuables, but they kill indiscriminately to 
  feed the multitude of spiders within. Webs in a deathweb's 
  lair are thus likely to contain valuables despite the creature's 
  lack of interest in wealth. 
  Devil (general) 
  Masters of corruption and despoilers of purity, devils seek to 
  destroy all things good and drag mortal souls back with them 
  to the depths of Hell. 
  As the most numerous fiendish occupants of Hell, the various 
  forms of devils are well catalogued by diabolists. Most are 
  known by two names: an evocative title given to the fiends by 
  commoners and folklore, and an obscure, ancient designation 
  spoken by the servants of Hell and those who would seek to 
  deal with the damned. 
  Born from the foulest of mortal souls—their personalities and 
  memories long since scoured by millennia of torment—would-
  be devils rise from the masses of suffering souls as lemures, 
  
   
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  revolting beings of mindless evil potentiality. Only through 
  continued centuries of torture or by the edicts of more 
  powerful devils do these least of devilkind rise to become 
  deadlier fiends, graduating through a pain-wracked 
  metamorphosis dictated by their masters or the infernal 
  whims of Hell's semi-sentient layers. While fiendish lords 
  wield transformation into greater or lesser forms as both prize 
  and punishment, some devils spontaneously rise from 
  particularly evil souls long trapped upon an infernal layer. 
  Thus, although the various diabolical breeds possess 
  recognizable abilities and hold generalized rankings in the 
  great infernal hierarchy, a devil's type alone does not always 
  correspond to a specific tenure of torment or place in the 
  infernal chain of command. 
  Devils fill the nine layers of Hell, though certain fiends are 
  more common on specific layers than others, their specialized 
  duties or fealty to individual archdevils drawing them to one 
  torturous domain more than others. Although the various 
  types of devils tend to specialize in unique forms of depravity 
  or temptation, the hierarchies of Hell are not without 
  flexibility for uncommon individual talents. Thus, particularly 
  watchful hamatulas might join the ranks of Phlegethon's bone 
  devil inquisitors, while veteran barbazus might serve among 
  the pit fiends of Nessus. 
  Beyond the pits of Hell, devils often travel to the Material 
  Plane at the summons of evil spellcasters. Quick to bargain 
  and willing to serve mortals to assure their damnation, devils 
  ever obey the letter of their agreements, but serve the whims 
  of Hell foremost. Thus, even the least of devilkind might come 
  to the Material Plane intent on further corrupting souls, 
  cleverly escaping the bonds of their contracts to indulge their 
  own plots, or to further the unspeakable goals of the 
  archdevils of Hell. 
  Devil, Deimavigga (Apostate Devil) 
  Armored in the ceremonial garb of some grim knight, 
  this figure stands unnaturally still, though the 
  intricate metalwork patterns of its sculpted mantle 
  writhe and shift as if alive. Claws the length of 
  longswords extend from its armored fingers in razor-
  sharp fans, and no head or helm rests upon its 
  ironclad shoulders. Instead, there hovers only a plain 
  mask, an unnatural facade devoid of all empathy, 
  emotion, or mercy. 
  Knowledge Planes DC 27 
  Regal, fearsome, and unfeeling, deimaviggas seek to turn the 
  faithful from their gods, using cold logic to proselytize the 
  path of atheism, the freedom of the mortal spirit, and the 
  order offered by Hell. Their slowly ever-shifting masks speak 
  envenomed words and imply the hollow nature of their lies. 
  Speaking out against all deities except for Asmodeus, whom 
  they subtly tout as a bringer of discipline even as they 
  downplay his divinity—these deadly intellectuals know that 
  those who turn from their deities are more likely to succumb 
  to the temptations of their diabolical brethren. Rather than 
  attempting to sway the souls of individual mortals, these 
  cunning fiends take on the roles of prophets of reason, 
  disguising themselves beneath layers of illusion to evangelize 
  the virtues and freedoms of lives unshackled from demanding 
  deities. Occasionally one might focus its arguments on a soul 
  of particular piety, delighting in throwing deities’ most 
  devoted servants into endless crises of faith. Deimaviggas care 
  little for what gods their depredations affect, disenfranchising 
  the worshipers of the divine and the profane alike. In their 
  natural shapes, deimaviggas stand 7 feet tall and weigh a 
  mere 120 pounds. When disguised, though, they typically take 
  the forms of wise old men, priests who have “realized their 
  folly,” and even “angels” of truth. 
  Habitat & Society 
  Deimaviggas prefer to spend their time upon the Material 
  plane, swaying the weak and corruptible souls of mortals. 
  There they seek out either vast mortal cities, where their 
  heresy might reach many ears, or small communities where 
  the isolated might fall to their blasphemous philosophizing. 
  When in Hell, though, they linger in Caina, tormenting the 
  souls of those trapped upon its lonely islands, developing and 
  testing complicated and often confusing arguments. Preferring 
  to operate alone, these poison-tongued devils rarely work 
  with others of their kind, even though their status as greater 
  devils affords them great control over their lesser brethren. 
  They find their arguments benefit from simplicity, their 
  endeavors complicated by even the most obedient minions. 
  Pit fiends and infernal dukes sometimes utilize deimaviggas as 
  spies and spreaders of dissension and confusion, though even 
  among devilkind these enigmatic fiends are considered 
  strange and unnerving. 
  Dryad 
  This strange, beautiful woman has flesh that seems 
  made of wood and vibrant hair that resembles leaves 
  and blossoms. 
  Knowledge Nature DC 13 
  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. 
  Giant, Stone 
  This giant has chiseled, muscular features and a flat, 
  forward-sloping head, looking almost as if it were 
  carved of stone. 
  Knowledge Local DC 18 
  Stone giants prefer thick leather garments, dyed in shades of 
  brown and gray to match the stone around them. Adults are 
  about 12 feet tall, weigh about 1,500 pounds, and can live to 
  be 800 years old. 
  Stone giants fight from a distance whenever possible, but if 
  they can't avoid melee, they favor gigantic clubs chiseled out 
  of stone. A favorite tactic of stone giants is to stand nearly 
  motionless, blending in with the background, then move 
  forward to throw rocks and surprise their foes. 
  
   
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  Stone giants prefer living in enormous caves in high-altitude, 
  rocky peaks. They rarely live more than a few days' travel from 
  other bands of stone giants, and even raise shared herds of 
  goats and other livestock between tribes. Older stone giants 
  tend to wander away from the tribe for a significant period of 
  time in their later years, either living in seclusion somewhere 
  or attempting to merge into other humanoid civilizations. 
  After decades of this self-imposed exile, those who return do 
  so as stone giant elders. 
  Golem, Stone 
  This towering stone automaton bears the likeness of 
  an archaic, armored warrior. It moves with 
  ponderous but inexorable steps. 
  Knowledge Arcana DC 21 
  A stone golem has a humanoid body made from stone, 
  frequently stylized to suit its creator. For example, it might 
  look like it is wearing armor, with a particular symbol carved 
  on the breastplate, or have designs worked into the stone of 
  its limbs. Its head is often carved to resemble a helmet or the 
  head of some beast. While it may be sculpted to carry a stone 
  shield or stone weapon such as a sword, these aesthetic 
  choices do not affect its combat abilities. 
  Like most golems, a stone golem cannot speak and makes no 
  sound other than the grinding of stone against stone when it 
  moves. A stone golem is 9 feet tall and weighs around 2,000 
  pounds. 
  Hag, Blood 
  This woman would be pretty if it were not for her 
  sharp teeth and nails, and her ghastly pale skin. 
  Knowledge Nature DC 18 
  Blood hags, known to some as soucouyants, prefer to live near 
  isolated human communities or on the edge of civilized lands. 
  A blood hag takes the appearance of a young woman by day. 
  At night, she assumes her true form, as her skin peels back 
  and sloughs off to reveal the monstrosity beneath. 
  A hunting blood hag preys on unsuspecting neighbors during 
  the night, sneaking into their homes and feeding off their 
  blood or burning them alive. When a blood hag finds a 
  particularly choice victim, she forgoes simply feeding on her, 
  and instead abducts her, spiriting her away to the hag's 
  hidden lair, where she'll be tortured and drained dry of blood 
  over the course of days or weeks. Once the hag has properly 
  prepared the victim's skin, she wears it. Bold and particularly 
  clever blood hags attempt to masquerade as their victims for a 
  time. Blood hags of exceptional talent typically gain levels in 
  the witch class. 
  Harpy 
  Save for the tattered wings and taloned feet, this 
  creature resembles a feral woman with a wild look 
  about her. 
  Knowledge Nature DC 14 
  Often viewed as vicious and corrupted creatures, harpies 
  know how creatures think and act. This understanding gives 
  them an advantage when it comes to finding their favorite 
  meals. While creatures of the wild easily fall victim to their 
  captivating songs, these vile bird-women prefer their meals 
  spiced with complex sentient thoughts. Easy prey makes for a 
  boring meal. 
  While ultimately savage and without remorse for their actions, 
  a number of harpies live close to humanoid societies and 
  enjoy parlaying with creatures that they see as potential 
  meals. 
  Harpies tend to wear baubles and trinkets stolen from their 
  victims, as they like to indulge in the shiny ornaments of 
  mankind. Up close, these creatures reek with the stench of 
  consumed victims, and they rarely let creatures not yet 
  captivated too near, lest they smell the gore and decay upon 
  their feathers. For this reason, many harpies wear perfumes 
  and scented oils. 
  Harpies appear wildly different in different lands. Some seem 
  like an amalgam of vultures and women, while others bear the 
  regal markings of hawks or falcons in their feathers. Rare 
  clutches of harpies in isolated and tropical parts of the world 
  even have colorful feathers akin to parrots. 
  Hippopotamus 
  This lumbering bull hippopotamus lunges out of the 
  water and yawns wide, displaying an impressive set 
  of tusk-like teeth. 
  Knowledge Nature DC 15 
  The ill-tempered “river horse” has a well-earned reputation 
  for hostility, despite the fact that it is a herbivore. 
  Kelpie 
  This hideous humanoid creature has slimy, 
  transparent skin; webbed, humanoid hands; and a 
  snaggle-toothed, horse-like face. 
  Knowledge Nature DC 14 
  A kelpie is a deadly shapechanging predator that, in its natural 
  form, appears as a hideous combination of emaciated horse 
  and sickly humanoid, with slimy, transparent skin and long, 
  stringy hair. Its face is long and equine, with a mouth filled 
  with jagged teeth. Few, however, ever see a kelpie in its true 
  form, for kelpies almost always encounter other creatures 
  while in disguise as a humanoid, horse, or hippocampus, 
  reverting to their true form only after their targets have 
  drowned so that they can feast on their victims, leaving 
  behind only the heart and liver (as both of these organs are 
  distasteful to most kelpies). 
  Kelpies can be found in saltwater and freshwater 
  environments, including fens, rivers, swamps, and 
  underground pools and lakes. Communities living near kelpie 
  lairs believe that folk who die on the water or are killed by a 
  kelpie become kelpies themselves. Kelpies may serve as 
  steeds for aquatic fey or other water monsters while in their 
  hippocampus forms, sometimes without their riders ever 
  knowing the truth of the steed’s sinister nature. 
  A typical kelpie is 6 feet tall and weighs 170 pounds. 
  Medusa 
  This slender, attractive woman has strangely glowing 
  eyes and a full head of hissing snakes for hair. 
  Knowledge Nature DC 17 
  Medusas are human-like creatures with snakes instead of hair. 
  At distances of 30 feet or more, a medusa can easily pass for a 
  beautiful woman if she wears something to cover her 
  
   
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  serpentine locks—when wearing clothing that conceals her 
  head and face, she can be mistaken for a human at even 
  closer distances. Medusas use lies and disguises that conceal 
  their faces to get close enough to opponents to use their 
  petrifying gaze, though they like playing with their prey and 
  may fire arrows from a distance to lead enemies into traps. 
  Some enjoy creating intricate decorations out of their victims, 
  using their petrified remains as accents to their swampy lairs, 
  but most medusas take care to hide the evidence of their 
  previous conflicts so that new foes won't have advance 
  warning of their presence. 
  Used to concealing themselves, medusas in cities are usually 
  rogues, while those in the wilderness often pass themselves 
  off as rangers or trackers. The most notorious and legendary 
  medusas, though, are those who take levels as bards or 
  clerics. Charismatic and intelligent, urban medusas are often 
  involved with thieves' guilds or other aspects of the criminal 
  underworld. Medusas may form alliances with blind creatures 
  or intelligent undead, both of which are immune to their stony 
  gaze. Spellcasting medusas often serve as oracles or prophets, 
  usually dwelling in remote locations of legendary power or 
  infamous history. Such oracle medusas take great delight in 
  their roles, and if presented with the proper gifts and flattery, 
  the secrets they offer can be quite helpful. Of course, the lairs 
  of such potent creatures are liberally decorated with statues 
  of those who have offended them, so the seeker of knowledge 
  is well advised to tred carefully during such meetings. 
  All known medusas are female. Rarely, a medusa may decide 
  to keep a male humanoid as a mate, usually with the help of 
  elixirs of love or similar magic, and is always careful to not 
  petrify her prisoner—at least until she grows tired of his 
  company. 
  Mummy 
  Wrapped from head to toe in ancient strips of 
  moldering linen, this humanoid moves with a 
  shuffling gait. 
  Knowledge Religion DC 15 
  Created to guard the tombs of the honored dead, mummies 
  are ever vigilant for those who would desecrate their sacred 
  ground. 
  Mummies are created through a rather lengthy and gruesome 
  embalming process, during which all of the body's major 
  organs are removed and replaced with dried herbs and 
  flowers. After this process, the flesh is anointed with sacred 
  oils and wrapped in purified linens. The creator then finishes 
  the ritual with a create undead spell. 
  Although most mummies are created merely as guardians and 
  remain loyal to their charge until their destruction, certain 
  powerful mummies have much more free will. The majority 
  are at least 10th-level clerics, and are often kings or pharaohs 
  who have called upon dark gods or sinister necromancers to 
  bind their souls to their bodies after death—usually as a 
  means to extend their rule beyond the grave, but at times 
  simply to escape what they fear will be an eternity of torment 
  in their own afterlife. 
  Easily the most feared ability of mummies is their notorious 
  curse: mummy rot. Both a disease and a curse, this affliction 
  proves exceptionally difficult to cure, even for accomplished 
  healers. Part of this blight’s infamy comes from the specifics of 
  its symptoms. While many mummies cause a curse that 
  gradually withers away its victims till nothing but desert sand 
  remains, the affliction itself proves highly variable and unique 
  to many atypical individuals. In each case, the effects prove 
  the same, but the symptoms can be wildly distinctive. 
  Not just any corpse can spontaneously manifest as a mummy. 
  GMs interested in creating mummies resurrected “naturally” 
  (rather than by spells like create undead) should consider the 
  passion and force of will of the would-be mummy. By and 
  large, a corpse should be of a creature with a Charisma of 15 
  or higher and possessing at least 8 Hit Dice. In addition, it 
  should have a reason for caring about the eternal sanctity of 
  its remains in excess of normal mortal concern. As such, 
  priests of deities with the Death or Repose domains, heroes 
  expecting a champion’s burial, lords of cultures preoccupied 
  with the afterlife, or individuals otherwise obsessed with 
  death or their worldly possessions all make suitable 
  candidates for resurrection as mummies—though countless 
  other potential reasons for resurrection exist. 
  Ogre 
  This lumbering giant's beady eyes are devoid of wit 
  or kindness, and its puffy face features a wide mouth 
  with ill-fitting teeth. 
  Knowledge Local DC 13 
  Stories are told of ogres—horrendous stories of brutality and 
  savagery, cannibalism and torture. Of rape and 
  dismemberment, necrophilia, incest, mutilation, and all 
  manners of hideous murder. Those who have not encountered 
  ogres know the stories as warnings. Those who have survived 
  such encounters know these tales to be tame compared to the 
  truth. 
  An ogre revels in the misery of others. When smaller races 
  aren't available to crush between meaty fists or defile in 
  blood-red lusts of violence, they turn to each other for 
  entertainment. Nothing is taboo in ogre society. One would 
  think that, left to themselves, an ogre tribe would quickly tear 
  itself apart, with only the strongest surviving in the end—yet if 
  there is one thing ogres respect, it is family. 
  Ogre tribes are known as families, and many of their 
  deformities and hideous features arise from the common 
  practice of incest. The leader of a tribe is most often the 
  father of the tribe, although in some cases a particularly 
  violent or domineering ogress claims the title of mother. Ogre 
  tribes bicker among themselves, a trait that thankfully keeps 
  them busy and turned against each other rather than 
  neighboring races. Yet time and again, a particularly violent 
  and feared patriarch rises among the ogres, one capable of 
  gathering multiple families under his command. 
  Regions inhabited by ogres are dreary, ugly places, for these 
  giants dwell in squalor and see little need to live in harmony 
  with their environment. The borderland between civilization 
  and ogre territory is a desperate realm of outcasts and 
  despair, for here dwell the ogrekin, the deformed offspring 
  and results of frequent ogre raids against the lands of the 
  smaller folk. 
  Ogre games are violent and cruel, and victims they use for 
  entertainment are lucky if they die the first day. Ogres' cruel 
  senses of humor are the only way their crude minds show any 
  spark of creativity, and the tools and methods of torture ogres 
  devise are always nightmarish. 
  
   
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  An ogre's great strength and lack of imagination makes it 
  particularly suited for heavy labor, such as mining, forging, 
  and clearing land, and more powerful giants (particularly hill 
  giants and stone giants) often subjugate ogre families to serve 
  them in such regards. 
  A typical adult ogre stands 10 feet tall and weighs roughly 650 
  pounds. 
  Rust Monster 
  This insectile monster has four legs, a strange 
  propeller-shaped protrusion at the end of its tail, and 
  two long, feathery antennae. 
  Knowledge Dungeoneering DC 13 
  Of all the terrifying beasts an explorer might encounter 
  underground, only the rust monster targets that which the 
  average adventurer values most: his treasure. 
  Typically 5 feet long and weighing almost 200 pounds, the 
  lobster-like rust monster would be frightening enough even 
  without the alien feeding process that gives it its name. Rust 
  monsters consume metal objects, preferring iron and ferrous 
  alloys like steel but devouring even mithral, adamantine, and 
  enchanted metals with equal ease. Any metal touched by the 
  rust monster's delicate antennae or armored hide corrodes 
  and falls to dust within seconds, making the beast a major 
  threat to subterranean adventurers and those dwarven 
  miners who must defend their forges and compete for ore. 
  Though rust monsters have no innate tendency toward 
  violence, their insatiable hunger leads them to charge 
  anything they come across that bears even trace amounts of 
  metal, and any resistance is met with unthinking savagery. It's 
  not unheard of for rust monsters in metal-poor areas to track 
  escaped victims for days using their scent metal ability, 
  provided the victims retain intact metal objects. Fortunately, 
  it's often possible to escape a rust monster's attentions by 
  throwing it a dense metal object like a shield and running in 
  the opposite direction. Those who frequent areas infested 
  with rust monsters quickly learn to keep a few stone or 
  wooden weapons close at hand. 
  Skull Swarm 
  This swarm of tiny heads floats silently and 
  ominously, bits of flesh still hanging from its face 
  and graying teeth clattering slightly as it bobs in the 
  air. 
  Knowledge Religion DC 11 
  Beheaded are floating skulls or severed heads whose bodies 
  have long since abandoned them, either in the moment of 
  death or long after. Reanimated via dark magic, these horrors 
  are usually created as mindless sentinels for dungeons or lairs. 
  Beheaded silently hover at about eye-level, often making 
  them the last thing a casual wanderer or careless villager in an 
  infested area ever sees. 
  Sphinx, Androsphinx 
  This regal, bird-winged lion has a human's head, clad 
  in the golden raiment of a powerful pharaoh. 
  Knowledge Arcana DC 19 
  The mightiest of the common sphinxes, androsphinxes see 
  themselves as all that is worthy and noble in the species and 
  carry themselves as though the weight of the world rests upon 
  their good example. They view criosphinxes with paternalistic 
  condescension, hieracosphinxes with poorly veiled disgust, 
  and gynosphinxes as the only other sphinxes worthy of their 
  time. Androsphinxes put on a gruff and cantankerous front to 
  outsiders. They make no effort to hide annoyance when 
  displeased. Androsphinxes tend to be territorial, though less 
  so than other sphinxes. They almost invariably warn and 
  bluster before attacking, and nearly always heed a call to 
  parley. Androsphinxes barter information and conversation 
  for safe passage, not treasure. 
  Androsphinxes are 12 feet tall and weigh 1,000 pounds. 
  Treant 
  This animated tree's bark is knotted into vaguely 
  humanoid features, with branches for arms and roots 
  for legs. 
  Knowledge Nature DC 18 
  Treants are guardians of the forest and speakers for the trees. 
  As long-lived as the forests themselves, and seeing themselves 
  as parents and shepherds rather than gardeners, treants are 
  slow and methodical in most things but terrifying when forced 
  to fight in defense of their flock. Though they rarely seek out 
  the companionship of the short-lived races, and have an 
  inherent distrust of change, they have been known to tolerate 
  those who seek to learn from their long, rambling 
  monologues, especially if the pupils express a desire to help 
  protect the wildlands. Yet against those who would threaten 
  the forest, especially loggers who seek to harvest wood for 
  lumber or those who try to clearcut a section of forest in order 
  to build a fort or establish a town, the treants' wrath is swift 
  and devastating. They are particularly gifted at tearing down 
  what others build—a trait that serves angry treants well. 
  Treants are primarily solitary creatures, with a given individual 
  sometimes responsible for an entire forest, but they 
  occasionally come together in small groups called groves to 
  share news and reproduce. In times of grave danger, all of the 
  groves in a region may gather for a great months-long meeting 
  called a moot, but such events are exceedingly rare, and 
  millennia may go by between them. 
  The typical treant is 30 feet tall, with a trunk 2 feet in 
  diameter, and weighs 4,500 pounds. Treants tend to resemble 
  the species of trees most common in their woodland 
  territories. 
  Troll 
  This tall creature has rough, green hide. Its hands 
  end in claws, and its bestial face has a hideous, 
  tusked underbite. 
  Knowledge Local DC 15 
  Trolls possess incredibly sharp claws and amazing regenerative 
  powers, allowing them to recover from nearly any wound. 
  They are stooped, fantastically ugly, and astonishingly 
  strong—combined with their claws, their strength allows them 
  to literally tear apart flesh to feed their voracious appetites. 
  Trolls stand about 14 feet tall, but their hunched postures 
  often make them appear shorter. An adult troll weighs around 
  1,000 pounds. 
  A troll's appetite and its regenerative powers make it a 
  fearless combatant, ever prepared to charge headlong at the 
  nearest living creature and attack with all of its fury. Only fire 
  seems to cause a troll to hesitate, but even this mortal threat 
  
   
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  is not enough to stop a troll's advance. Those who commonly 
  battle with trolls know to locate and burn any pieces after a 
  fight, for even the smallest scrap of flesh can regrow a full-size 
  troll given enough time. Fortunately, only the largest part of a 
  troll regrows in this way. 
  Despite their cruelty in combat, trolls are surprisingly tender 
  and kind to their own young. Female trolls work as a group, 
  spending a great deal of time teaching young trolls to hunt 
  and fend for themselves before sending them off to find their 
  own territories. A male troll tends to live a solitary existence, 
  partnering with a female for only a brief time to mate. All 
  trolls spend most of their time hunting for food, as they must 
  consume vast amounts each day or face starvation. Due to this 
  need, most trolls stake out large territories as their own, and 
  fights between rivals are quite common. While these are 
  usually nonlethal, trolls are aware of each others' weaknesses 
  and will use such knowledge to kill their own kind if food is 
  scarce. 
  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. Note that Identify 
  does not work on Artifacts. 
  +1 Armour or Shield 
  Faint Evocation; DC 18 (DC 21 for +2, etc) 
  +1 (or more) AC. 
  +1 Weapon 
  Faint Evocation; DC 18 (DC 21 for +2, etc) 
  +1 (or more) to hit and damage. 
  Aegis of Recovery 
  Faint Abjuration and Conjuration; DC 18 
  An aegis of recovery grants its wearer a +2 resistance bonus 
  on all saving throws made to recover from a continuing effect, 
  such as ongoing poison damage, daily saving throws against a 
  disease, a hold person spell, or lingering damage from an 
  attack. This bonus does not help against initial saving throws 
  against such effects. Should the wearer ever drop below 0 hit 
  points, the aegis heals the wearer for 2d8+3 points of damage 
  and then crumbles to dust. 
  Alluring Golden Apple 
  Faint Enchantment; DC 20 
  This enchanted apple appears to be made of solid gold. 
  When dropped or thrown, it draws the attention of the 
  nearest hostile creature within 20 feet. The creature must 
  make a DC 13 Will save or be paralyzed as if by hold person as 
  it focuses its undivided attention on the golden apple. If the 
  creature makes its save on a later round, it realizes it has been 
  affected by magic and the apple is not actually gold. While 
  focusing on the apple, the target takes a -2 penalty on 
  Perception checks. The apple is consumed upon being 
  dropped or thrown. 
  Amulet of Natural Armour 
  Faint Transmutation; DC 20 
  This amulet, usually containing some type of magically 
  preserved monster hide or other natural armor - such as bone, 
  horn, carapace, or beast scales - toughens the wearer's body 
  and flesh, giving him an enhancement bonus to his natural 
  armor from +1 to +5, depending on the kind of amulet. 
  Backpack, Masterwork 
  his backpack has numerous pockets for storing items that 
  might be needed while adventuring. Hooks are included for 
  attaching items such as canteens, pouches, or even a rolled-up 
  blanket. It has padded bands that strap across the chest and 
  the waist to distribute its weight more evenly. Like a common 
  backpack, it can hold about 2 cubic feet of material in its main 
  container. When wearing a masterwork backpack, treat your 
  Strength score as +1 higher than normal when calculating your 
  carrying capacity. 
  Bag of Holding 
  Moderate Conjuration; DC 24 
  
   
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  This appears to be a common cloth sack about 2 feet by 4 feet 
  in size. The bag of holding opens into a nondimensional space: 
  its inside is larger than its outside dimensions. 
  Regardless of what is put into the bag, it weighs a fixed 
  Amount. This weight, and the limits in weight and volume of 
  the bag's contents, depend on the bag's type, as shown on the 
  table below. 
  Bag 
  Type 
  Bag 
  Weight 
  Contents 
  Limit 
  Contents 
  Volume Limit 
  Market 
  Price 
  I 
  15 lbs. 
  250 lbs. 
  30 cubic ft. 
  2,500 gp 
  II 
  25 lbs. 
  500 lbs. 
  70 cubic ft. 
  5,000 gp 
  III 
  35 lbs. 
  1,000 lbs. 
  150 cubic ft. 
  7,400 gp 
  IV 
  60 lbs. 
  1,500 lbs. 
  250 cubic ft. 
  10,000 gp 
  If a bag of holding is overloaded, or if sharp objects pierce it 
  (from inside or outside), the bag immediately ruptures and is 
  ruined, and all contents are lost forever. If a bag of holding is 
  turned inside out, all of its contents spill out, unharmed, but 
  the bag must be put right before it can be used again. If living 
  creatures are placed within the bag, they can survive for up to 
  10 minutes, after which time they suffocate. Retrieving a 
  specific item from a bag of holding is a move action, unless the 
  bag contains more than an ordinary backpack would hold, in 
  which case retrieving a specific item is a full-round action. 
  Magic items placed inside the bag do not offer any benefit to 
  the character carrying the bag. 
  If a bag of holding is placed within a portable hole, a rift to the 
  Astral Plane is torn in the space: bag and hole alike are sucked 
  into the void and forever lost. If a portable hole is placed 
  within a bag of holding, it opens a gate to the Astral Plane: the 
  hole, the bag, and any creatures within a 10-foot radius are 
  drawn there, destroying the portable hole and bag of holding 
  in the process. 
  Bandages of Rapid Recovery 
  Faint Conjuration; DC 16 
  These linen bandages have the same color and softness as the 
  feathers of a dove, but their antiseptic smell suggests a less 
  natural origin. Any creature wrapped in these bandages 
  recovers from wounds and ability damage each day as if 
  receiving complete bed rest regardless of activity. A creature 
  actually receiving long-term care (from the Heal skill) or 
  complete bed rest while wearing the bandages gains a +4 
  bonus to its effective level or Hit Dice when determining how 
  many hit points it recovers each day. The bandages are 
  destroyed once removed or when the wearer recovers all hit 
  points and ability damage, whichever comes first. 
  Boots of the Cat 
  Faint Transmutation; DC 16 
  These high-soled blue boots provide a great deal of comfort 
  and arch support while also making the wearer appear a little 
  bit taller than normal. 
  The boot’s wearer always takes the minimum possible 
  damage from falls (as if the GM had rolled a 1 on each die of 
  damage incurred by the fall) and at the end of a fall always 
  lands on his feet. 
  Boots of the Enduring March 
  Faint Conjuration; DC 17 
  These travel-stained boots of stout brown leather enable the 
  wearer to traverse great distances without tiring. 
  When making a forced march, for each hour of marching 
  beyond 8 hours, the wearer needs only to make a Constitution 
  check (DC 10, +1 per extra hour) instead of the normal check. 
  Furthermore, if the wearer fails the check, she only takes 1d4 
  points of nonlethal damage and does not become fatigued the 
  first time she takes nonlethal damage in this way. 
  Campfire Bead 
  Faint Evocation; DC 16 
  This tiny glass bead transforms itself into a small (2-foot-tall) 
  pile of burning logs whenever its command word is spoken. 
  The fire burns for 8 hours or until extinguished, at which point 
  it turns back into a bead. The owner of the item must wait 
  twice as long as the fire burned before he can order the bead 
  to become a campfire again. 
  Cape of Free Will 
  Moderate Abjuration; DC 22 
  he wearer of this brightly colored patchwork cape gains a 
  bonus on all saving throws, as with a cloak of resistance, but 
  the resistance bonus on Will saves is one greater. 
  Furthermore, if the wearer fails a Will saving throw, he can 
  expend one use of mythic power as an immediate action to 
  reroll that saving throw. If the wearer fails the saving throw on 
  the reroll, he can’t use this ability again for 24 hours. 
  Cauldron of Brewing 
  Faint Transmutation; DC 20 
  A cauldron of brewing looks like a fine cooking pot with four 
  stout legs. The cauldron is capable of heating any liquid placed 
  in it to a precise temperature (anywhere from just above 
  room temperature to hot enough to boil salt water) and 
  maintaining it indefinitely while still remaining only slightly 
  warm to the touch on the outside. A cauldron of brewing 
  provides a +5 competence bonus on Craft (alchemy) skill 
  checks. 
  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). 
  Cold Weather Outfit 
  This outfit includes a wool coat, linen shirt, wool cap, heavy 
  cloak, thick pants or skirt, and boots. This outfit grants a +5 
  circumstance bonus on Fortitude saving throws against 
  exposure to cold weather. 
  Concealing Pocket 
  Faint Illusion; DC 18 
  
   
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  This 4-inch-square cloth pocket has no powers unless it is 
  sewn onto a garment (which takes 1d4 minutes). 
  Once sewn, it changes its appearance to match the garment. 
  Any magic item inside it cannot be magically detected, as if 
  protected by magic aura. Hiding an item in the pocket gives 
  the garment's wearer a +5 competence bonus on Sleight of 
  Hand checks to conceal the item. The pocket can be removed 
  from the garment with a DC 10 Heal check or an appropriate 
  Craft check such as Craft (cloth) or Craft (leather); failing this 
  roll by 5 or more gives the pocket the broken condition. 
  Deathwatch Eyes 
  Faint Necromancy; DC 16 
  The wearer gains the constant effects of the deathwatch spell. 
  Efficient Quiver 
  Moderate Conjuration; DC 24 
  This appears to be a typical arrow container capable of 
  holding about 20 arrows. It has three distinct portions, each 
  with a nondimensional space allowing it to store far more 
  than would normally be possible. 
  The first and smallest one can contain up to 60 objects of the 
  same general size and shape as an arrow. The second slightly 
  longer compartment holds up to 18 objects of the same 
  general size and shape As a javelin. The third and longest 
  portion of the case contains as many as 6 objects of the same 
  general size and shape as a bow (spears, staffs, or the like). 
  Once the owner has filled it, the quiver can quickly produce 
  any item she wishes that is within the quiver, as if from a 
  regular quiver or scabbard. The efficient quiver weighs the 
  same no matter what's placed inside it. 
  Elixir of Love 
  Faint Enchantment; DC 19 
  This sweet-tasting liquid causes the character drinking it to 
  become enraptured with the first creature she sees after 
  consuming the draft (as charm person—the drinker must be a 
  humanoid of Medium or smaller size, Will DC 14 negates). The 
  charm effect wears off in 1d3 hours. 
  Feather Step Slippers 
  Faint Transmutation; DC 18 
  These fine silken slippers allow their wearer to ignore the 
  adverse movement effects of difficult terrain as if subject to 
  the feather step spell, including granting the ability to take 5-
  foot steps in difficult terrain. 
  Feather Token 
  Strong Conjuration; DC 27 
  Each of these items is a small feather that has a power to suit 
  a special need. The kinds of tokens are described below. Each 
  token is usable once. A particular feather token has no specific 
  features to identify it unless its magic aura is viewed—even 
  tokens with identical powers can be wildly different in 
  appearance. 
  Swan Boat: A token that forms a swan-like boat capable of 
  moving on water at a speed of 60 feet. It can carry eight 
  horses and gear, 32 Medium characters, or any equivalent 
  combination. The boat lasts for 1 day. 
  Flaming Weapon Property 
  Moderate Evocation; DC 16 
  Upon command, a flaming weapon is sheathed in fire that 
  deals an extra 1d6 points of fire damage on a successful hit. 
  The fire does not harm the wielder. The effect remains until 
  another command is given. 
  Goblin Skull Bomb 
  Moderate Evocation; DC 21 
  An ember glow lights the beady eyes of this blackened, 
  burned out goblin's skull. It is very brittle and shatters if 
  dropped on solid ground. When a goblin skull bomb breaks, 
  the very last creature to touch it bursts into a raging magical 
  flame, automatically suffering 5d6 points of fire damage and 
  also catching fire should it fail a Reflex save (DC 13). If this kills 
  the creature, its body burns away in one round, leaving behind 
  only a pile of ash and the creature's blackened, burned-out 
  skull, which is a new goblin skull bomb. If the target survives 
  the fire, doesn't have a skull, or if its skull is destroyed before 
  another creature touches it, it does not create a new goblin 
  skull bomb. 
  A skull bomb can be used as a thrown weapon with a range 
  increment of 10 feet. If the attacker hits, the skull shatters, 
  immolating the target as described above. If the attacker 
  misses, the skull breaks upon the floor or another nearby hard 
  surface and the attacker bursts into flame. Touching the skull 
  using gloves, gauntlets, or handheld items such as tools or 
  weapons counts as touching the skull. It can be safely moved 
  using spells (such as mage hand or telekinesis) or attacked 
  with ranged weapons (hardness 0, 1 hp). 
  Potion of Cure Moderate Wounds 
  Faint Conjuration; DC 18 
  See the spell of the same name. 
  Red Desert Sash 
  Faint Abjuration; DC 20 
  This long strip of red fabric is designed to wrap around your 
  waist or head several times and be held in place by its ankh-
  shaped clasp of red gold. When worn, you remain comfortable 
  even in warm environments as if protected by endure 
  elements. If you unwrap it to its full length and hold the clasp 
  in your hand, you can feather fall once per day, briefly leaving 
  behind a trail of pleasant red-gold light as bright as a torch. 
  If your patron is a god of healing and the sun, once per day by 
  command, you can use the sash to cast cure light wounds. You 
  may trigger this ability automatically if you are reduced to –1 
  hit points or less, though thereafter you must recharge it by 
  placing it in strong sunlight for 8 continuous hours. At will, you 
  may cause the clasp to shine as brightly as a torch or cease 
  this illumination; the light is warm, feels like sunlight, and is 
  enough to make sun-fearing creatures slightly uncomfortable 
  but not enough to cause them harm. 
  Robe of Infinite Twine 
  Moderate Conjuration; DC 22 
  
   
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  This coarse hempen robe seems made from a single strand of 
  twine. 
  The wearer can draw up to 30 feet of twine or up to 10 feet of 
  hemp rope per round from the robe without harming it. As an 
  immediate action, the wearer can draw up to 150 feet of 
  twine or 50 feet of rope from the robe, but this gives the robe 
  the broken condition and suppresses its powers until it is 
  repaired. Twine or rope drawn from the robe remains 
  connected until cut or torn, but is treated as common material 
  rather than part of a magic item. Pieces removed become 
  normal twine or rope. 
  Rope of Climbing 
  Faint Transmutation; DC 18 
  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. 
  Shawl of Life-Keeping 
  Faint Conjuration; DC 18 
  This magical shawl is woven from silken, diaphanous material. 
  Once per day, the wearer can speak a command word to 
  transfer some of her life energy into the shawl (up to 10 hit 
  points). If she is wearing the shawl and is reduced to –1 hit 
  points or below, the shawl immediately heals her an amount 
  equal to the number of hit points stored in the shawl. This 
  healing cannot prevent the wearer from being killed. The life 
  energy stored in the shawl lasts for 24 hours or until it heals 
  the wearer, whichever comes first. If the shawl is destroyed, 
  the stored life energy is lost. 
  While the shawl is storing a creature's life energy, it retains a 
  connection to that creature. If another creature holds the 
  shawl in hand, the creature whose life energy is stored in the 
  shawl takes a –2 penalty on Fortitude and Reflex saving 
  throws against all effects from the current bearer of the 
  shawl. 
  Sleeves of Many Garments 
  Faint Illusion; DC 16 
  These translucent cloth tubes easily fit over their wearer’s 
  arms. 
  The wearer of these sleeves can, when she slips them on, 
  choose to transform her current garments into any other non-
  magical set of clothing. These new clothes fit her perfectly and 
  are always clean and mended unless she specifically 
  designates otherwise. When she removes the sleeves, her 
  clothes revert to their original form. 
  Stone Salve 
  Strong Abjuration; DC 28 
  This ointment has two uses. If an ounce of it is applied to the 
  flesh of a petrified creature, it returns the creature to flesh as 
  the stone to flesh spell. If an ounce of it is applied to the flesh 
  of a nonpetrified creature, it protects the creature as a 
  stoneskin spell. 
  Sustaining Spoon 
  Faint Conjuration; DC 20 
  If this unremarkable appearing utensil is placed in an empty 
  container, the vessel fills with a thick, pasty gruel. Although 
  the gruel tastes like warm, wet cardboard, it is highly 
  nourishing and contains everything necessary to sustain any 
  herbivorous, omnivorous, or carnivorous creature. The spoon 
  can produce sufficient gruel each day to feed up to four 
  humans. 
  Swarmbane Clasp 
  Moderate Transmutation; DC 23 
  An ancient fossilized insect lies trapped within this ornate 
  amber clasp, impaled by the long golden pin that fastens the 
  wearer's cloak. The wearer's weapons, unarmed attacks, and 
  natural attacks deal full damage to swarms, regardless of the 
  swarm's immunity to weapon damage (if any, although 
  damage reduction applies as normal). If the wearer is 
  damaged by a swarm, she automatically succeeds on her 
  saving throw against the swarm's distraction ability. 
  Unguent of Timelessness 
  Faint Transmutation; DC 18 
  When applied to any matter that was once alive, such as 
  wood, paper, or a dead body, this ointment allows that 
  substance to resist the passage of time. Each year of actual 
  time affects the substance as if only a day had passed. The 
  coated object gains a +1 resistance bonus on all saving throws. 
  The unguent never wears off, although it can be magically 
  removed (by dispelling the effect, for instance). One flask 
  contains enough material to coat eight Medium or smaller 
  objects. A Large object counts as two Medium objects, and a 
  Huge object counts as four Medium objects. 
  Wand of Neutralize Poison 
  Faint Conjuration; DC 20 
  See the spell of the same name. 
  Wand of Remove Disease 
  Faint Conjuration; DC 20 
  See the spell of the same name. 
   
  Rules Reference
  All rules-related terms not otherwise explained within the 
  text. 
  
   
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  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. 
  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. 
  All around vision (Ex) 
  The creature sees in all directions at once. It cannot be 
  flanked. 
  Amphibious (Ex) 
  Creatures with this special quality have the aquatic subtype, 
  but they can survive indefinitely on land. 
  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. 
  Awesome Blow 
  This creature can send opponents flying. 
  Prerequisites: Str 25, Power Attack, Improved Bull Rush, size 
  Large or larger. 
  Benefit: As a standard action, the creature may perform an 
  awesome blow combat maneuver. If the creature's maneuver 
  succeeds against a corporeal opponent smaller than itself, its 
  opponent takes damage (typically slam damage plus Strength 
  bonus) and is knocked flying 10 feet in a direction of the 
  attacking creature's choice and falls prone. The attacking 
  creature can only push the opponent in a straight line, and the 
  opponent can't move closer to the attacking creature than the 
  square it started in. If an obstacle prevents the completion of 
  the opponent's move, the opponent and the obstacle each 
  take 1d6 points of damage, and the opponent is knocked 
  prone in the space adjacent to the obstacle. 
  Blood Drain (Ex) 
  The creature drains blood at the end of its turn if it grapples a 
  foe, inflicting Constitution damage. 
  Cleave (Combat) 
  You can strike two adjacent foes with a single swing. 
  Prerequisites: Str 13, Power Attack, base attack bonus +1. 
  Benefit: As a standard action, you can make a single attack at 
  your full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that is 
  adjacent to the first and also within reach. You can only make 
  one additional attack per round with this feat. When you use 
  this feat, you take a –2 penalty to your Armor Class until your 
  next turn. 
  Change Shape (Su) 
  A creature with this special quality has the ability to assume 
  the appearance of a specific creature or type of creature 
  (usually a humanoid), but retains most of its own physical 
  qualities. A creature cannot change shape to a form more 
  than one size category smaller or larger than its original form. 
  This ability functions as a polymorph spell, the type of which is 
  listed in the creature's description, but the creature does not 
  adjust its ability scores (although it gains any other abilities of 
  the creature it mimics). Unless otherwise stated, it can remain 
  in an alternate form indefinitely. Some creatures, such as 
  lycanthropes, can transform into unique forms with special 
  modifiers and abilities. These creatures do adjust their ability 
  scores, as noted in their description. 
  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 
  
   
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  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. 
  Compression (Ex) 
  The creature can move through an area as small as one-
  quarter its space without squeezing or one-eighth its space 
  when squeezing. 
  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. 
  Deceitful 
  You are skilled at deceiving others, both with the spoken word 
  and with physical disguises. 
  Benefit: You get a +2 bonus on all Bluff and Disguise skill 
  checks. If you have 10 or more ranks in one of these skills, the 
  bonus increases to +4 for that skill. 
  Death or Glory 
  
   
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  Even when facing a larger foe, you aren’t afraid to take great 
  risks in order to finish the fight. 
  Prerequisites: Str 13, Power Attack, base attack bonus +6. 
  Benefit: Against a creature of size Large or larger, you can 
  make a single melee attack as a full-round action, gaining a +4 
  bonus on the attack roll, damage roll, and critical confirmation 
  roll. You gain an additional +1 on this bonus at base attack 
  bonus +11, +16, and +20 (for a maximum of +7 at base attack 
  +20). After you resolve your attack, the opponent you attack 
  can spend an immediate action to make a single melee attack 
  against you with the same bonuses. 
  Special: You can combine the full-round action attack this feat 
  allows with the benefit of Vital Strike, Improved Vital Strike, or 
  Greater Vital Strike. 
  Disease 
  From a widespread plague to the bite of a dire rat, disease is a 
  serious threat to common folk and adventurers alike. Diseases 
  rarely have a limited frequency, but most have a lengthy onset 
  time. This onset time can also be variable. Most diseases can 
  be cured by a number of consecutive saving throws or by 
  spells such as remove disease. 
  Divine Bond (Sp) 
  Upon reaching 5th level, a paladin forms a divine bond with 
  her god. This bond can take one of two forms. Once the form 
  is chosen, it cannot be changed. 
  The first type of bond allows the paladin to enhance her 
  weapon as a standard action by calling upon the aid of a 
  celestial spirit for 1 minute per paladin level. When called, the 
  spirit causes the weapon to shed light as a torch. At 5th level, 
  this spirit grants the weapon a +1 enhancement bonus. For 
  every three levels beyond 5th, the weapon gains another +1 
  enhancement bonus, to a maximum of +6 at 20th level. These 
  bonuses can be added to the weapon, stacking with existing 
  weapon bonuses to a maximum of +5, or they can be used to 
  add any of the following weapon properties: axiomatic, 
  brilliant energy, defending, disruption, flaming, flaming burst, 
  holy, keen, merciful, and speed. Adding these properties 
  consumes an amount of bonus equal to the property's cost 
  (see Table: Melee Weapon Special Abilities). These bonuses 
  are added to any properties the weapon already has, but 
  duplicate abilities do not stack. If the weapon is not magical, 
  at least a +1 enhancement bonus must be added before any 
  other properties can be added. The bonus and properties 
  granted by the spirit are determined when the spirit is called 
  and cannot be changed until the spirit is called again. The 
  celestial spirit imparts no bonuses if the weapon is held by 
  anyone other than the paladin but resumes giving bonuses if 
  returned to the paladin. These bonuses apply to only one end 
  of a double weapon. A paladin can use this ability once per 
  day at 5th level, and one additional time per day for every 
  four levels beyond 5th, to a total of four times per day at 17th 
  level. 
  If a weapon bonded with a celestial spirit is destroyed, the 
  paladin loses the use of this ability for 30 days, or until she 
  gains a level, whichever comes first. During this 30-day period, 
  the paladin takes a –1 penalty on attack and weapon damage 
  rolls. 
  The second type of bond allows a paladin to gain the service 
  of an unusually intelligent, strong, and loyal steed to serve her 
  in her crusade against evil. This mount is usually a heavy horse 
  (for a Medium paladin) or a pony (for a Small paladin), 
  although more exotic mounts, such as a boar, camel, or dog 
  are also suitable. This mount functions as a druid's animal 
  companion, using the paladin's level as her effective druid 
  level. Bonded mounts have an Intelligence of at least 6. 
  Once per day, as a full-round action, a paladin may magically 
  call her mount to her side. This ability is the equivalent of a 
  spell of a level equal to one-third the paladin's level. The 
  mount immediately appears adjacent to the paladin. A paladin 
  can use this ability once per day at 5th level, and one 
  additional time per day for every 4 levels thereafter, for a total 
  of four times per day at 17th level. 
  At 11th level, the mount gains the celestial template and 
  becomes a magical beast for the purposes of determining 
  which spells affect it. At 15th level, a paladin's mount gains 
  spell resistance equal to the paladin's level + 11. 
  Should the paladin's mount die, the paladin may not summon 
  another mount for 30 days or until she gains a paladin level, 
  whichever comes first. During this 30-day period, the paladin 
  takes a –1 penalty on attack and weapon damage rolls. 
  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. 
  Endurance 
  Harsh conditions or long exertions do not easily tire you. 
  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. 
  
   
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  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. 
  Favoured Terrain (Ex) 
  Favoured Terrain grants a +2 bonus on initiative checks and 
  Knowledge (geography), Perception, Stealth, and Survival skill 
  checks when on this terrain. Traveling through favored terrain 
  normally leaves no trail and prevents tracking (though a trail 
  may be left if desired). 
  Flyby Attack 
  This creature can make an attack before and after it moves 
  while flying. 
  Prerequisite: Fly speed. 
  Benefit: When flying, the creature can take a move action and 
  another standard action at any point during the move. The 
  creature cannot take a second move action during a round 
  when it makes a flyby attack. 
  Normal: Without this feat, the creature takes a standard 
  action either before or after its move. 
  Gaze (Su) 
  A gaze special attack takes effect when foes look at the 
  attacking creature’s eyes. The attack can have any sort of 
  effect; petrification, death, and charm are common. The 
  typical range is 30 feet, but check the creature's entry for 
  details. The type of saving throw for a gaze attack varies, but it 
  is usually a Will or Fortitude save (DC 10 + 1/2 gazing 
  creature’s racial HD + gazing creature’s Cha modifier; the 
  exact DC is given in the creature’s text). A successful saving 
  throw negates the effect. A monster’s gaze attack is described 
  in abbreviated form in its description. Each opponent within 
  range of a gaze attack must attempt a saving throw each 
  round at the beginning of his or her turn in the initiative order. 
  Only looking directly at a creature with a gaze attack leaves an 
  opponent vulnerable. Opponents can avoid the need to make 
  the saving throw by not looking at the creature, in one of two 
  ways. 
  Averting Eyes: The opponent avoids looking at the creature’s 
  face, instead looking at its body, watching its shadow, tracking 
  it in a reflective surface, etc. Each round, the opponent has a 
  50% chance to avoid having to make a saving throw against 
  the gaze attack. The creature with the gaze attack, however, 
  gains concealment against that opponent. 
  Wearing a Blindfold: The foe cannot see the creature at all 
  (also possible to achieve by turning one's back on the creature 
  or shutting one's eyes). The creature with the gaze attack 
  gains total concealment against the opponent. 
  A creature with a gaze attack can actively gaze as an attack 
  action by choosing a target within range. That opponent must 
  attempt a saving throw but can try to avoid this as described 
  above. Thus, it is possible for an opponent to save against a 
  creature’s gaze twice during the same round, once before the 
  opponent’s action and once during the creature’s turn. 
  Gaze attacks can affect ethereal opponents. A creature is 
  immune to gaze attacks of others of its kind unless otherwise 
  noted. Allies of a creature with a gaze attack might be 
  affected. All the creature's allies are considered to be averting 
  their eyes from the creature with the gaze attack, and have a 
  50% chance to not need to make a saving throw against the 
  gaze attack each round. The creature can also veil its eyes, 
  thus negating its gaze ability. 
  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 Cleave 
  You can strike many adjacent foes with a single blow. 
  Prerequisites: Str 13, Cleave, Power Attack, base attack bonus 
  +4. 
  Benefit: As a standard action, you can make a single attack at 
  your full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that is 
  adjacent to the previous foe and also within reach. If you hit, 
  you can continue to make attacks against foes adjacent to the 
  previous foe, so long as they are within your reach. You 
  cannot attack an individual foe more than once during this 
  attack action. When you use this feat, you take a –2 penalty to 
  your Armor Class until your next turn. 
  Hold Breath 
  The creature can hold its breath for a number of minutes 
  equal to 6 times its Constitution score before it risks 
  drowning. 
  
   
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  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 Critical 
  Attacks made with your chosen weapon are quite deadly. 
  Prerequisite: Proficient with weapon, base attack bonus +8. 
  Benefit: When using the weapon you selected, your threat 
  range is doubled. 
  Special: You can gain Improved Critical multiple times. The 
  effects do not stack. Each time you take the feat, it applies to 
  a new type of weapon. 
  This effect doesn't stack with any other effect that expands 
  the threat range of a weapon. 
  Improved Initiative 
  Your quick reflexes allow you to react rapidly to danger. 
  Benefit: You get a +4 bonus on initiative checks. 
  Improved Natural Attack 
  Attacks made by one of this creature's natural attacks leave 
  vicious wounds. 
  Prerequisite: Natural weapon, base attack bonus +4. 
  Benefit: Choose one of the creature's natural attack forms 
  (not an unarmed strike). The damage for this natural attack 
  increases by one step on the following list, as if the creature's 
  size had increased by one category. Damage dice increase as 
  follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 
  12d6. 
  A weapon or attack that deals 1d10 points of damage 
  increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. 
  Special: This feat can be taken multiple times. Each time it is 
  taken, it applies to a different natural attack. 
  Improved Sunder 
  You are skilled at damaging your foes' weapons and armor. 
  Prerequisite: Str 13, Power Attack, base attack bonus +1. 
  Benefit: You do not provoke an attack of opportunity when 
  performing a sunder combat maneuver. In addition, you 
  receive a +2 bonus on checks made to sunder an item. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to sunder your gear. 
  Normal: You provoke an attack of opportunity when 
  performing a sunder combat maneuver. 
  Intimidating Prowess 
  Your physical might is intimidating to others. 
  Benefit: Add your Strength modifier to Intimidate skill checks 
  in addition to your Charisma modifier. 
  Iron Will 
  You are more resistant to mental effects. 
  Benefit: You get a +2 bonus on all Will saving throws. 
  Lay On Hands (Su) 
  Beginning at 2nd level, a paladin can heal wounds (her own or 
  those of others) by touch. Each day she can use this ability a 
  number of times equal to 1/2 her paladin level plus her 
  Charisma modifier. With one use of this ability, a paladin can 
  heal 1d6 hit points of damage for every two paladin levels she 
  possesses. Using this ability is a standard action, unless the 
  paladin targets herself, in which case it is a swift action. 
  Despite the name of this ability, a paladin only needs one free 
  hand to use this ability. 
  Alternatively, a paladin can use this healing power to deal 
  damage to undead creatures, dealing 1d6 points of damage 
  for every two levels the paladin possesses. Using lay on hands 
  in this way requires a successful melee touch attack and 
  doesn't provoke an attack of opportunity. Undead do not 
  receive a saving throw against this damage. 
  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. 
  Martial Weapon Proficiency 
  Choose a type of martial weapon. You understand how to use 
  that type of martial weapon in combat. 
  
   
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  Benefit: You make attack rolls with the selected weapon 
  normally (without the non-proficient penalty). 
  Normal: When using a weapon with which you are not 
  proficient, you take a –4 penalty on attack rolls. 
  Special: Barbarians, fighters, paladins, and rangers are 
  proficient with all martial weapons. They need not select this 
  feat. 
  You can gain Martial Weapon Proficiency multiple times. Each 
  time you take the feat, it applies to a new type of weapon. 
  Mercy (Su) 
  At 3rd level, and every three levels thereafter, a paladin can 
  select one mercy. Each mercy adds an effect to the paladin's 
  lay on hands ability. Whenever the paladin uses lay on hands 
  to heal damage to one target, the target also receives the 
  additional effects from all of the mercies possessed by the 
  paladin. A mercy can remove a condition caused by a curse, 
  disease, or poison without curing the affliction. Such 
  conditions return after 1 hour unless the mercy actually 
  removes the affliction that causes the condition. 
  • Fatigued: The target is no longer fatigued. 
  • Shaken: The target is no longer shaken. 
  • Sickened: The target is no longer sickened. 
  • Dazed: The target is no longer dazed. 
  • Diseased: The paladin's lay on hands ability also acts as 
  remove disease, using the paladin's level as the caster level. 
  • Staggered: The target is no longer staggered, unless the 
  target is at exactly 0 hit points. 
  • Cursed: The paladin's lay on hands ability also acts as 
  remove curse, using the paladin's level as the caster level. 
  • Exhausted: The target is no longer exhausted. The paladin 
  must have the fatigue mercy before selecting this mercy. 
  • Frightened: The target is no longer frightened. The paladin 
  must have the shaken mercy before selecting this mercy. 
  • Nauseated: The target is no longer nauseated. The paladin 
  must have the sickened mercy before selecting this mercy. 
  • Poisoned: The paladin's lay on hands ability also acts as 
  neutralize poison, using the paladin's level as the caster level. 
  • Blinded: The target is no longer blinded. 
  • Deafened: The target is no longer deafened. 
  • Paralyzed: The target is no longer paralyzed. 
  • Stunned: The target is no longer stunned. 
  These abilities are cumulative. For example, a 12th-level 
  paladin's lay on hands ability heals 6d6 points of damage and 
  might also cure fatigued and exhausted conditions as well as 
  removing diseases and neutralizing poisons. 
  Mobility 
  You can easily move through a dangerous melee. 
  Prerequisites: Dex 13, Dodge. 
  Benefit: You get a +4 dodge bonus to Armor Class against 
  attacks of opportunity caused when you move out of or within 
  a threatened area. A condition that makes you lose 
  your Dexterity bonus to Armor Class (if any) also makes you 
  lose dodge bonuses. 
  Dodge bonuses stack with each other, unlike most types of 
  bonuses. 
  Nature Sense 
  A druid gains a +2 bonus on Knowledge (nature) and Survival 
  checks. 
  Plant Traits (Ex) 
  Plants are immune to all mind-affecting effects (charms, 
  compulsions, morale effects, patterns, and phantasms), 
  paralysis, poison, polymorph, sleep, and stun. 
  Point Blank Shot 
  You are especially accurate when making ranged attacks 
  against close targets. 
  Benefit: You get a +1 bonus on attack and damage rolls with 
  ranged weapons at ranges of up to 30 feet. 
  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. 
  Pounce (Ex) 
  
   
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  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 not apply to touch 
  attacks or effects that do not deal hit point damage. 
  Precise Shot (Combat) 
  You are adept at firing ranged attacks into melee. 
  Prerequisite: Point-Blank Shot. 
  Benefit: You can shoot or throw ranged weapons at an 
  opponent engaged in melee without taking the standard –4 
  penalty on your attack roll. 
  Note: Two characters are engaged in melee if they are 
  enemies of each other and either threatens the other. 
  Quick Draw 
  You can draw weapons faster than most. 
  Prerequisite: Base attack bonus +1. 
  Benefit: You can draw a weapon as a free action instead of as 
  a move action. You can draw a hidden weapon (see the Sleight 
  of Hand skill) as a move action. 
  A character who has selected this feat may throw weapons at 
  his full normal rate of attacks (much like a character with a 
  bow). 
  Alchemical items, potions, scrolls, and wands cannot be drawn 
  quickly using this feat. 
  Normal: Without this feat, you may draw a weapon as a move 
  action, or (if your base attack bonus is +1 or higher) as a free 
  action as part of movement. Without this feat, you can draw a 
  hidden weapon as a standard action. 
  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. 
  Rake (Ex) 
  A creature with this special attack gains extra natural attacks 
  under certain conditions, typically when it grapples its foe. In 
  addition to the options available to all grapplers, a monster 
  with the rake ability gains two free claw attacks that it can use 
  only against a grappled foe. The bonus and damage caused by 
  these attacks is included in the creature's description. A 
  monster with the rake ability must begin its turn already 
  grappling to use its rake - it can't begin a grapple and rake in 
  the same turn. 
  Rapid Shot 
  You can make an additional ranged attack. 
  Prerequisites: Dex 13, Point-Blank Shot. 
  Benefit: When making a full-attack action with a ranged 
  weapon, you can fire one additional time this round. All of 
  your attack rolls take a –2 penalty when using Rapid Shot. 
  Regeneration (Ex) 
  A creature with this ability is difficult to kill. Creatures with 
  regeneration heal damage at a fixed rate, as with fast healing, 
  but they cannot die as long as their regeneration is still 
  functioning (although creatures with regeneration still fall 
  unconscious when their hit points are below 0). Certain attack 
  forms, typically fire and acid, cause a creature's regeneration 
  to stop functioning on the round following the attack. During 
  this round, the creature does not heal any damage and can die 
  normally. The creature's descriptive text describes the types 
  of damage that cause the regeneration to cease functioning. 
  Attack forms that don't deal hit point damage are not healed 
  by regeneration. Regeneration also does not restore hit points 
  lost from starvation, thirst, or suffocation. Regenerating 
  creatures can regrow lost portions of their bodies and can 
  reattach severed limbs or body parts if they are brought 
  together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally. 
  Rend (Ex) 
  
   
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  If it hits with two or more natural attacks in 1 round, a 
  creature with the rend special attack can cause tremendous 
  damage by latching onto the opponent's body and tearing 
  flesh. This attack deals an additional amount of damage, but 
  no more than once per round. The type of attacks that must 
  hit and the additional damage are included in the creature's 
  description. The additional damage is usually equal to the 
  damage caused by one of the attacks plus 1-1/2 the creature's 
  Strength bonus. 
  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. 
  Settlement Governments 
  This entry lists how the settlement is governed and ruled. The 
  type of government a settlement follows affects its statistics, 
  and these will already have been included in the settlement 
  stat block. 
  Autocracy A single individual chosen by the people rules the 
  community. This leader's actual title can vary—mayor, 
  burgomaster, lord, or even royal titles like duke or prince are 
  common. (No modifiers) 
  Colonial The settlement's ruler is a figure-head for a distant 
  colonial power: a magistrate, governor, or minor landed 
  noble. He or she may have limited autonomy in running the 
  colony, but ultimately answers to the colony's founding 
  power. Colonies are typically seen as resources for their 
  founding government, not having much political power or 
  influence. 
  The colony's government is more concerned with making sure 
  trade with and taxes paid to the homeland flow efficiently 
  then the welfare of the colony's inhabitants. 
  Increase Corruption +2, Economy +1, Law +1. 
  Council A group of councilors, often composed of guild 
  masters or members of the aristocracy, leads the settlement. 
  Increase Society +4; Decrease Law and Lore –2. 
  Dynasty Power is concentrated in the hands of a single family 
  or a small group of closely related, inter-married families. 
  These elites have ruled the settlement since its inception, and 
  manipulated the power structure to ensure they remain in 
  power. 
  Increase Corruption +1, Law +1. Decrease Society -2. 
  Overlord The community's ruler is a single individual who 
  either seized control or inherited command of the settlement. 
  Increase Corruption and Law +2; Decrease Crime and Society –
  2. 
  Plutocracy The wealthiest and most influential merchants rule 
  this settlement. Wealth is seen as a sign of good character, 
  ethics and even divine favor. The poor have few, if any rights 
  that the wealthy are bound to respect. 
  Increase Corruption +2, Crime +2, Economy +3. Decrease 
  Society -2. 
  Utopian Experiment This idealistic settlement was founded 
  upon lofty ideals. In theory at least, all members of the 
  community have a voice in its government, and a settlement 
  council meets to ensure the ideals of the community are 
  followed. 
  Increase Society +2, Lore +1. Decrease Corruption -2, Crime -1. 
  Neo-Exodus Campaign Setting. Copyright 2011, LPJ Designs. Author: JP Chapleau, Louis Porter Jr. 
  Cityscapes: New Settlement Options for the Pathfinder RPG. Copyright 2012, Otherverse Games. Author Chris A. Field 
  Settlement Modifiers 
  Life in a settlement is represented by six modifiers, each of 
  which adjusts the use of specific skills within the city. 
  Corruption: Corruption measures how open a settlement's 
  officials are to bribes, how honest its citizens are, and how 
  likely anyone in town is to report a crime. Low corruption 
  indicates a high level of civic honesty. A settlement's 
  corruption modifies all Bluff checks made against city officials 
  or guards and all Stealth checks made outside (but not inside 
  buildings or underground). 
  Crime: Crime is a measure of a settlement's lawlessness. A 
  settlement with a low crime modifier is relatively safe, with 
  violent crimes being rare or even unknown, while a settlement 
  with a high crime modifier is likely to have a powerful thieves' 
  guild and a significant problem with violence. The atmosphere 
  generated by a settlement's crime level applies as a modifier 
  on Sense Motive checks to avoid being bluffed and to Sleight 
  of Hand checks made to pick pockets. 
  Danger: A settlement's danger value is a number that gives a 
  general idea of how dangerous it is to live in the settlement. If 
  you use wandering monster chart that uses percentile dice 
  and ranks its encounters from lowest Cr to highest CR, use the 
  modifier associated with the settlement's danger value to 
  adjust rolls on the encounter chart. 
  
   
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  Economy: A settlement's economy modifier indicates the 
  health of its trade and the wealth of its successful citizens. A 
  low economy modifier doesn't automatically mean the town is 
  beset with poverty—it could merely indicate a town with little 
  trade or one that is relatively self-sufficient. Towns with high 
  economy modifiers always have large markets and many 
  shops. A settlement's economy helps its citizens make money, 
  and thus it applies as a modifier on all Craft, Perform, and 
  Profession checks made to generate income. 
  Law: Law measures how strict a settlement's laws and edicts 
  are. A settlement with a low law modifier isn't necessarily 
  crime-ridden—in fact, a low law modifier usually indicates that 
  the town simply has little need for protection since crime is so 
  rare. A high law modifier means the settlement's guards are 
  particularly alert, vigilant, and well-organized. The more lawful 
  a town is, the more timidly its citizens tend to respond to 
  shows of force. A settlement's law modifier applies on 
  Intimidate checks made to force an opponent to act friendly, 
  Diplomacy checks against government officials, or Diplomacy 
  checks made to call on the city guard (see sidebar). 
  Lore: A settlement's lore modifier measures not only how 
  willing the citizens are to chat and talk with visitors, but also 
  how available and accessible its libraries and sages are. A low 
  lore modifier doesn't mean the settlement's citizens are idiots, 
  just that they're close-mouthed or simply lack knowledge 
  resources. A settlement's lore modifier applies on Diplomacy 
  checks made to gather information and Knowledge checks 
  made using the city's resources to do research when using a 
  library. 
  Society: Society measures how open-minded and civilized a 
  settlement's citizens are. A low society modifier might mean 
  many of the citizens harbor prejudices or are overly suspicious 
  of out-of-towners. A high society modifier means that citizens 
  are used to diversity and unusual visitors and that they 
  respond better to well-spoken attempts at conversation. A 
  settlement's society modifier applies on all Disguise checks, as 
  well as on Diplomacy checks made to alter the attitude of any 
  non-government official. 
  Settlement Qualities 
  Settlements often have unusual qualities that make them 
  unique. Note that increases to Settlement Modifiers will 
  already be reflected in the Settlement Stat Block. 
  Academic The settlement possesses a school, training facility, 
  or university of great renown. (Lore +1, increase spellcasting 
  by 1 level) 
  Artist's Colony The settlement is renowned for the excellence 
  of its local artists, performers and craftsfolk. 
  Increase Economy +1, Society +1. Add the settlement's 
  Economy modifier on all Craft checks, not just those made to 
  earn a living. 
  Decadent The settlement's vast wealth and proud, ancient 
  heritage has made it a haven for corruption and sin. 
  Special Restriction Evil communities only 
  Increase Corruption +1, Crime +1, Economy +1, Society +1, 
  Danger +10. Increase Base Purchase Limit by +25%. 
  Defensible The settlement is strategically situated to make it 
  easier to defend, giving its inhabitants confidence and making 
  the settlement a major local trade hub. 
  Increase Corruption +1, Crime +1, Economy +2. Decrease 
  Society -1. 
  Financial Center This settlement is home to powerful banks, 
  mints, trading houses, currency exchanges and other powerful 
  financial and mercantile organizations. 
  Special Restriction Non-chaotic communities only. 
  Increase Economy +2, Law +1. Increase Base Value and 
  Purchase Limit by +40%. 
  Free City The city's libertarian laws make it a haven for 
  fugitives and outcasts of all kinds, from runaway children, 
  serfs who escaped their lord's lands, criminals and escaped 
  slaves alike. Foreign adventurers and bounty hunters cannot 
  arrest or capture fugitives within the settlement's borders. 
  Special Restriction Chaotic communities only 
  Increase Crime +2, Danger +5. Decrease Law -2. 
  Gambling The settlement caters to vice and greed. 
  Casinos, gaming houses, opium dens and bordellos are all 
  common here, and serve as the town's major industry. 
  Increase Crime +2, Corruption +2, Economy +2, Law -1. Add 
  +10% to the settlement's Purchase Limit. 
  Good Roads The settlement has an extensive road network. 
  These roads are well-maintained and allow for quick 
  movement of troops and merchandise. 
  Increase Economy +2. 
  Guilds A variety of trade and mercantile guilds control the 
  town's industry and trade. These guilds are highly specialized 
  (a printer's guild, an eggler's guild, a swordsmith's guild, a 
  diamond cutter's guild,ect), and usually semi-hereditary, with 
  children following their parents into the guild. 
  Increase Corruption +1, Economy +1. Decrease Lore -1. 
  Majestic The settlement is known for its dramatic, sweeping 
  architecture, monumental statuary and is built to a scale alien 
  to most Medium size humanoids. Perhaps the settlement was 
  once a domain of giants, or simply a human metropolis hewn 
  to an epic scale for the sake of grandeur. 
  Increase spellcasting by +1 level. Add +1d8 to the number of 
  the most expensive category of magic items the settlement 
  offers for sale, as determined by its size. 
  Notorious The settlement has a reputation (deserved or not) 
  for being a den of iniquity. Thieves, rogues, and cutthroats are 
  much more common here. 
  Increase Crime +1 and Danger +10; Decrease Law –1; Increase 
  Base Value by 30% and Purchase Limit by 50%) 
  Planned Community The community's design was determined 
  in advance, every detail planned out before the first keystone 
  was laid. Streets are wide, straight and laid out on an orderly 
  grid, neighborhoods and districts are segregated by purpose, 
  as are the living quarters of the city's inhabitants. 
  Special Restriction Lawful communities only 
  Decrease Crime -1, Society -1. Increase Economy +1. 
  Population Surge This settlement is home to a greater than 
  usual percentage of children, making it energetic and lively. 
  Increase Crime +1, Society +2. 
  Prosperous The settlement is a popular hub for trade. 
  Merchants are wealthy and the citizens live well. 
  Increase Economy +1; Increase Base Value by 30%; Increase 
  Purchase Limit by 50%. 
  
   
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  Racial Enclave The settlement is dominated by a single race: a 
  pleasant halfling farming community, an elven capitol, a 
  collection of half-orc yurts on the open plains, ect. 
  Decrease Society -1. 
  Members of one or more races, chosen when the settlement 
  is founded, is especially welcome in the tight-knit and 
  homogeneous settlement. Members of this race can purchase 
  goods and services in the settlement at a 25% discount. 
  Religious Tolerance The settlement is known for its 
  widespread religious tolerance, and many faiths have temples, 
  cathedrals or monasteries here. Religious debates in the 
  public square are common. 
  Increase Lore +1, Society +1. Increase divine spellcasting by +2 
  levels. 
  Rumormongering Citizens The settlement's citizens are nosy 
  and gossipy to a fault—very little happens in the settlement 
  that no one knows about. 
  Increase Lore +1; Decrease Society –1. 
  Rural The settlement, no matter its size, has never lost its 
  sleepy, small-town atmosphere. The settlement sprawls 
  across a wide, mostly open area, and despite the distances 
  between homes and buildings, neighbors look out for one 
  another. 
  Decrease Economy -1, Crime -1, Danger -5. 
  Strategic Location The settlement sits at an important 
  crossroads or alongside a deepwater port, or it serves as a 
  barrier to a pass or bridge. (Economy +1; increase base value 
  by 10%) 
  Superstitious The community has a deep and abiding fear of 
  magic and the unexplained, but this fear has caused its 
  citizens to become more supportive and loyal to each other 
  and their settlement. 
  Increase Law and Society +2; Decrease Crime –4; reduce 
  spellcasting by 2 levels. 
  Trading Post The settlement's primary purpose is trade. 
  Merchants and buyers from all over the world can be found 
  within the settlement. 
  Double the Purchase Limit for the settlement. 
  Well Educated The settlement's inhabitants are incredibly well 
  educated and known for their sharp wits. 
  Increase Lore +1, Society +1. 
  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. 
  Smite Evil (Paladin) (Su) 
  Once per day, a paladin can call out to the powers of good to 
  aid her in her struggle against evil. As a swift action, the 
  paladin chooses one target within sight to smite. If this target 
  is evil, the paladin adds her Charisma bonus (if any) to her 
  attack rolls and adds her paladin level to all damage rolls 
  made against the target of her smite. If the target of smite evil 
  is an outsider with the evil subtype, an evil-aligned dragon, or 
  an undead creature, the bonus to damage on the first 
  successful attack increases to 2 points of damage per level the 
  paladin possesses. Regardless of the target, smite evil attacks 
  automatically bypass any DR the creature might possess. 
  In addition, while smite evil is in effect, the paladin gains a 
  deflection bonus equal to her Charisma modifier (if any) to her 
  AC against attacks made by the target of the smite. If the 
  paladin targets a creature that is not evil, the smite is wasted 
  with no effect. 
  The smite evil effect remains until the target of the smite is 
  dead or the next time the paladin rests and regains her uses of 
  this ability. At 4th level, and at every three levels thereafter, 
  the paladin may smite evil one additional time per day, as 
  indicated on Table: Paladin, to a maximum of seven times per 
  day at 19th level. 
  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 
  
   
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  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. 
  Spell Resistance (SR) 
  A creature with spell resistance can avoid the effects of spells 
  and spell-like abilities that directly affect it. To determine if a 
  spell or spell-like ability works against a creature with spell 
  resistance, the caster must make a caster level check (1d20 + 
  caster level). If the result equals or exceeds the creature's 
  spell resistance, the spell works normally, although the 
  creature is still allowed a saving throw. 
  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). 
  Trackless Step (Ex) 
  A druid leaves no trail in natural surroundings and cannot be 
  tracked. She may choose to leave a trail if so desired. 
  Trample (Ex) 
  As a full-round action, a creature with the trample ability can 
  attempt to overrun any creature that is at least one size 
  category smaller than itself. This works just like the overrun 
  combat maneuver, but the trampling creature does not need 
  to make a check, it merely has to move over opponents in its 
  path. Targets of a trample take an amount of damage equal to 
  the trampling creature's slam damage + 1-1/2 times its Str 
  modifier. Targets of a trample can make an attack of 
  opportunity, but at a –4 penalty. If targets forgo an attack of 
  opportunity, they can attempt to avoid the trampling creature 
  and receive a Reflex save to take half damage. The save DC 
  against a creature's trample attack is 10 + 1/2 creature's HD + 
  creature's Str modifier (the exact DC is given in the creature's 
  descriptive text). A trampling creature can only deal trampling 
  damage to each target once per round, no matter how many 
  times its movement takes it over a target creature. 
  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. 
  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. 
  Vital Strike 
  You make a single attack that deals significantly more damage 
  than normal. 
  Prerequisites: Base attack bonus +6. 
  Benefit: When you use the attack action, you can make one 
  attack at your highest base attack bonus that deals additional 
  damage. Roll the weapon's damage dice for the attack twice 
  and add the results together before adding bonuses from 
  Strength, weapon abilities (such as flaming), precision based 
  damage, and other damage bonuses. These extra weapon 
  damage dice are not multiplied on a critical hit, but are added 
  to the total. 
  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. 
  
   
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  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. 
  Web (Ex) 
  Creatures with the web ability can use webs to support 
  themselves and up to one additional creature of the same 
  size. In addition, such creatures can throw a web up to eight 
  times per day. This is similar to an attack with a net but has a 
  maximum range of 50 feet, with a range increment of 10 feet, 
  and is effective against targets up to one size category larger 
  than the web spinner. An entangled creature can escape with 
  a successful Escape Artist check or burst the web with a 
  Strength check. Both are standard actions with a DC equal to 
  10 + 1/2 creature's HD + creature's Con modifier. Attempts to 
  burst a web by those caught in it suffer a –4 penalty. 
  Web spinners can create sheets of sticky webbing up to three 
  times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. 
  Approaching creatures must succeed on a DC 20 Perception 
  check to notice a web; otherwise they stumble into it and 
  become trapped as though by a successful web attack. 
  Attempts to escape or burst the webbing gain a +5 bonus if 
  the trapped creature has something to walk on or grab while 
  pulling free. Each 5-foot-square section of web has a number 
  of hit points equal to the Hit Dice of the creature that created 
  it and DR 5/-. 
  A creature can move across its own web at its climb speed and 
  can pinpoint the location of any creature touching its web. 
  Wild Shape (Su) 
  At 4th level, a druid gains the ability to turn herself into any 
  Small or Medium animal and back again once per day. Her 
  options for new forms include all creatures with the animal 
  type. This ability functions like the beast shape I spell, except 
  as noted here. The effect lasts for 1 hour per druid level, or 
  until she changes back. Changing form (to animal or back) is a 
  standard action and doesn't provoke an attack of opportunity. 
  The form chosen must be that of an animal with which the 
  druid is familiar. 
  A druid loses her ability to speak while in animal form because 
  she is limited to the sounds that a normal, untrained animal 
  can make, but she can communicate normally with other 
  animals of the same general grouping as her new form. (The 
  normal sound a wild parrot makes is a squawk, so changing to 
  this form does not permit speech.) 
  A druid can use this ability an additional time per day at 6th 
  level and every two levels thereafter, for a total of eight times 
  at 18th level. At 20th level, a druid can use wild shape at will. 
  As a druid gains levels, this ability allows the druid to take on 
  the form of larger and smaller animals, elementals, and plants. 
  Each form expends one daily use of this ability, regardless of 
  the form taken. 
  At 6th level, a druid can also use wild shape to change into a 
  Large or Tiny animal or a Small elemental. When taking the 
  form of an animal, a druid's wild shape now functions as beast 
  shape II. When taking the form of an elemental, the druid's 
  wild shape functions as elemental body I. 
  At 8th level, a druid can also use wild shape to change into a 
  Huge or Diminutive animal, a Medium elemental, or a Small or 
  Medium plant creature. When taking the form of animals, a 
  druid's wild shape now functions as beast shape III. When 
  taking the form of an elemental, the druid's wild shape now 
  functions as elemental body II. When taking the form of a 
  plant creature, the druid's wild shape functions as plant shape 
  I. 
  At 10th level, a druid can also use wild shape to change into a 
  Large elemental or a Large plant creature. When taking the 
  form of an elemental, the druid's wild shape now functions as 
  elemental body III. When taking the form of a plant, the 
  druid's wild shape now functions as plant shape II. 
  At 12th level, a druid can also use wild shape to change into a 
  Huge elemental or a Huge plant creature. When taking the 
  form of an elemental, the druid's wild shape now functions as 
  elemental body IV. When taking the form of a plant, the 
  druid's wild shape now functions as plant shape III. 
  Woodland Stride (Ex): 
  Starting at 2nd level, a druid may move through any sort of 
  undergrowth (such as natural thorns, briars, overgrown areas, 
  and similar terrain) at her normal speed and without taking 
  damage or suffering any other impairment. Thorns, briars, and 
  overgrown areas that have been magically manipulated to 
  impede motion, however, still affect her. 
   
   
   
  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. 
  Banshee Blast 
  School necromancy [death, fear, mind-affecting, sonic] 
  Level sorcerer/wizard 6, witch 6 
  Casting Time 1 standard action 
  Components V, S 
  Range 30 ft. 
  Area cone-shaped burst 
  Duration instantaneous and 1 round/level (see text) 
  Saving Throw Reflex half and Will negates (see text) 
  Spell Resistance yes 
  You create a cone of spectral energy resembling screaming 
  elven ghosts that deals 1d4 points of damage per caster level 
  (maximum 15d4); a successful Reflex save halves this damage. 
  Any creature that fails its Reflex save must succeed at a Will 
  save or become panicked for 1 round/level. 
  Barkskin 
  School transmutation; Level druid 2, ranger 2 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  
   
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  Target living creature touched 
  Duration 10 min./level 
  Saving Throw none; Spell Resistance yes (harmless) 
  Barkskin toughens a creature's skin. The effect grants a +2 
  enhancement bonus to the creature's existing natural armor 
  bonus. This enhancement bonus increases by 1 for every three 
  caster levels above 3rd, to a maximum of +5 at 12th level. 
  The enhancement bonus provided by barkskin stacks with the 
  target's natural armor bonus, but not with other 
  enhancement bonuses to natural armor. A creature without 
  natural armor has an effective natural armor bonus of +0. 
  Bestow Curse 
  School necromancy; Level cleric 3, sorcerer/wizard 4 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration permanent 
  Saving Throw Will negates; Spell Resistance yes 
  You place a curse on the subject. Choose one of the following. 
  –6 decrease to an ability score (minimum 1). 
  –4 penalty on attack rolls, saves, ability checks, and skill 
  checks. 
  Each turn, the target has a 50% chance to act normally; 
  otherwise, it takes no action. 
  You may also invent your own curse, but it should be no more 
  powerful than those described above. 
  The curse bestowed by this spell cannot be dispelled, but it 
  can be removed with a break enchantment, limited wish, 
  miracle, remove curse, or wish spell. 
  Bestow curse counters remove curse. 
  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. 
  Calm Emotions 
  School enchantment (compulsion) [mind-affecting]; 
  Level bard 2, cleric 2 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range medium (100 ft. + 10 ft./level) 
  Area creatures in a 20-ft.-radius spread 
  Duration concentration, up to 1 round/level (D) 
  Saving Throw Will negates; Spell Resistance yes 
  This spell calms agitated creatures. You have no control over 
  the affected creatures, but calm emotions can stop raging 
  creatures from fighting or joyous ones from reveling. 
  Creatures so affected cannot take violent actions (although 
  they can defend themselves) or do anything destructive. Any 
  aggressive action against or damage dealt to a calmed 
  creature immediately breaks the spell on all calmed creatures. 
  This spell automatically suppresses (but does not dispel) any 
  morale bonuses granted by spells such as bless, good hope, 
  and rage, and also negates a bard's ability to inspire courage 
  or a barbarian's rage ability. It also suppresses any fear effects 
  and removes the confused condition from all targets. While 
  the spell lasts, a suppressed spell, condition, or effect has no 
  effect. When the calm emotions spell ends, the original spell 
  or effect takes hold of the creature again, provided that its 
  duration has not expired in the meantime. 
  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 
  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. 
  Comprehend Languages 
  School divination 
  Level bard 1, cleric 1, sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S, M/DF (pinch of soot and salt) 
  Range personal 
  Target you 
  Duration 10 min./level 
  You can understand the spoken words of creatures or read 
  otherwise incomprehensible written messages. The ability to 
  read does not necessarily impart insight into the material, 
  merely its literal meaning. The spell enables you to 
  
   
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  understand or read an unknown language, not speak or write 
  it. 
  Written material can be read at the rate of one page (250 
  words) per minute. Magical writing cannot be read, though 
  the spell reveals that it is magical. This spell can be foiled by 
  certain warding magic (such as the secret page and illusory 
  script spells). It does not decipher codes or reveal messages 
  concealed in otherwise normal text. 
  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. 
  Cure Moderate Wounds 
  School conjuration (healing); 
  Level bard 2, cleric 2, druid 3, paladin 3, ranger 3 
  This spell functions like cure light wounds, except that it cures 
  2d8 points of damage + 1 point per caster level (maximum 
  +10). 
  Death Knell 
  School necromancy [death, evil]; Level antipaladin 1, 
  cleric/oracle 2, inquisitor 2, witch 2; Domain death 2 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target living creature touched 
  Duration instantaneous/10 minutes per HD of subject; see 
  text 
  Saving Throw Will negates; Spell Resistance yes 
  You draw forth the ebbing life force of a creature and use it to 
  fuel your own power. Upon casting this spell, you touch a 
  living creature that has -1 or fewer hit points. If the subject 
  fails its saving throw, it dies, and you gain 1d8 temporary hit 
  points and a +2 enhancement bonus to Strength. Additionally, 
  your effective caster level goes up by +1, improving spell 
  effects dependent on caster level. This increase in effective 
  caster level does not grant you access to more spells. These 
  effects last for 10 minutes per HD of the subject creature. 
  Deathwatch 
  School necromancy; Level cleric 1 
  Casting Time 1 standard action 
  Components V, S 
  Range 30 ft. 
  Area cone-shaped emanation 
  Duration 10 min./level 
  Saving Throw none; Spell Resistance no 
  Using the powers of necromancy, you can determine the 
  condition of creatures near death within the spell's range. You 
  instantly know whether each creature within the area is dead, 
  fragile (alive and wounded, with 3 or fewer hit points left), 
  fighting off death (alive with 4 or more hit points), healthy, 
  undead, or neither alive nor dead (such as a construct). 
  Deathwatch sees through any spell or ability that allows 
  creatures to feign death. 
  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. 
  Delay Poison 
  School conjuration (healing) 
  Level bard 2, cleric 2, druid 2, paladin 2, ranger 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Target creature touched 
  Duration 1 hour/level 
  Saving Throw Fortitude negates (harmless) 
  Spell Resistance yes (harmless) 
  The subject becomes temporarily immune to poison. Any 
  poison in its system or any poison to which it is exposed 
  during the spell's duration does not affect the subject until the 
  spell's duration has expired. Delay poison does not cure any 
  damage that poison may have already done. 
  Detect Good 
  School divination; Level cleric 1 
  This spell functions like detect evil, except that it detects the 
  auras of good creatures, clerics or paladins of good deities, 
  good spells, and good magic items, and you are vulnerable to 
  an overwhelming good aura if you are evil. 
  Detect Evil 
  School divination; Level cleric 1 
  Casting Time 1 standard action 
  Component V, S, DF 
  Range 60 ft. 
  Area cone-shaped emanation 
  Duration concentration, up to 10 min./ level (D) 
  Saving Throw none; Spell Resistance no 
  You can sense the presence of evil. The amount of information 
  revealed depends on how long you study a particular area or 
  subject. 
  1st Round: Presence or absence of evil. 
  
   
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  2nd Round: Number of evil auras (creatures, objects, or spells) 
  in the area and the power of the most potent evil aura 
  present. 
  If you are of good alignment, and the strongest evil aura's 
  power is overwhelming (see below), and the HD or level of the 
  aura's source is at least twice your character level, you are 
  stunned for 1 round and the spell ends. 
  3rd Round: The power and location of each aura. If an aura is 
  outside your line of sight, then you discern its direction but 
  not its exact location. 
  Aura Power: An evil aura's power depends on the type of evil 
  creature or object that you're detecting and its HD, caster 
  level, or (in the case of a cleric) class level; see the table 
  below. If an aura falls into more than one strength category, 
  the spell indicates the stronger of the two. 
  Lingering Aura: An evil aura lingers after its original source 
  dissipates (in the case of a spell) or is destroyed (in the case of 
  a creature or magic item). If detect evil 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 × 10 minutes 
  Overwhelming 
  1d6 days 
  Animals, traps, poisons, and other potential perils are not evil, 
  and as such this spell does not detect them. Creatures with 
  actively evil intents count as evil creatures for the purpose of 
  this spell. 
  Each round, you can turn to detect evil 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 CHAOS/EVIL/GOOD/LAW 
  Creature / 
  Object 
  Aura Power 
  N 
  o 
  n 
  e 
  F 
  a 
  i 
  n 
  t 
  M 
  o 
  d 
  e 
  r 
  S 
  t 
  r 
  o 
  n 
  g 
  Over-
  whelming 
  Aligned 
  creature1 (HD) 
  4 
  or 
  less 
  5 
  to 
  10 
  11 
  to 
  25 
  26 
  to 
  50 
  51 or higher 
  Aligned Undead 
  (HD) 
  — 
  2 
  or 
  less 
  3 
  to 
  8 
  9 
  to 
  20 
  21 or higher 
  Aligned outsider 
  — 
  1 
  2 
  5 
  11 or higher 
  DETECT CHAOS/EVIL/GOOD/LAW 
  Creature / 
  Object 
  Aura Power 
  N 
  o 
  n 
  e 
  F 
  a 
  i 
  n 
  t 
  M 
  o 
  d 
  e 
  r 
  S 
  t 
  r 
  o 
  n 
  g 
  Over-
  whelming 
  (HD) 
  or 
  less 
  to 
  4 
  to 
  10 
  Cleric or paladin 
  of an aligned 
  deity2 (class 
  levels) 
  — 
  1 
  2 
  to 
  4 
  5 
  to 
  10 
  11 or higher 
  Aligned magic 
  item or spell 
  (caster level) 
  5th 
  or 
  less 
  6th 
  to 
  10th 
  11th 
  to 
  15th 
  16th 
  to 
  20th 
  21st or higher 
  1 Except for undead and outsiders, which have their own entries on the 
  table. 
  2 Some characters who are not clerics may radiate an aura of equivalent 
  power. The class description will indicate whether this applies. 
  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 
  
   
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  accompanying table. If an aura falls into more than one 
  category, detect magic indicates the stronger of the two. 
  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) 
  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 
  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. 
  Detect Poison 
  School divination; Level cleric 0, druid 0, paladin 1, ranger 1, 
  sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target or Area one creature, one object, or a 5-ft. cube 
  Duration instantaneous 
  Saving Throw none; Spell Resistance no 
  You determine whether a creature, object, or area has been 
  poisoned or is poisonous. You can determine the exact type of 
  poison with a DC 20 Wisdom check. A character with the Craft 
  (alchemy) skill may try a DC 20 Craft (alchemy) check if the 
  Wisdom check fails, or may try the Craft (alchemy) check prior 
  to the Wisdom check. 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. 
  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. 
  Effortless Armor 
  School transmutation 
  Level cleric 2, inquisitor 2, magus 2, paladin 2, ranger 2 
  Casting Time 1 standard action 
  Components V, S 
  Range personal 
  Target you 
  Duration 1 minute/level 
  Armor you wear no longer reduces your speed. You also 
  reduce the armor’s armor check penalty by 1 + 1 per five 
  caster levels (maximum 5). 
  Endure Elements 
  School abjuration; Level cleric 1, druid 1, paladin 1, ranger 1, 
  sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration 24 hours 
  Saving Throw Will negates (harmless) 
  Spell Resistance yes (harmless) 
  A creature protected by endure elements suffers no harm 
  from being in a hot or cold environment. It can exist 
  comfortably in conditions between –50 and 140 degrees 
  Fahrenheit without having to make Fortitude saves. The 
  creature's equipment is likewise protected. 
  Endure elements doesn't provide any protection from fire or 
  cold damage, nor does it protect against other environmental 
  hazards such as smoke, lack of air, and so forth. 
  Faerie Fire 
  School evocation [light]; Level druid 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range long (400 ft. + 40 ft./level) 
  Area creatures and objects within a 5-ft.-radius burst 
  Duration 1 min./level (D) 
  Saving Throw none; Spell Resistance yes 
  A pale glow surrounds and outlines the subjects. Outlined 
  subjects shed light as candles. Creatures outlined by faerie fire 
  take a –20 penalty on all Stealth checks. Outlined creatures do 
  not benefit from the concealment normally provided by 
  darkness (though a 2nd-level or higher magical darkness effect 
  functions normally), blur, displacement, invisibility, or similar 
  effects. The light is too dim to have any special effect on 
  undead or dark-dwelling creatures vulnerable to light. The 
  faerie fire can be blue, green, or violet, according to your 
  
   
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  choice at the time of casting. The faerie fire does not cause 
  any harm to the objects or creatures thus outlined. 
  Feather Fall 
  School transmutation; Level bard 1, bloodrager 1, magus 1, 
  sorcerer/wizard 1, summoner 1; Domain feather 1 
  Casting Time 1 immediate action 
  Components V 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets one Medium or smaller free-falling object or 
  creature/level, no two of which may be more than 20 ft. apart 
  Duration until landing or 1 round/level 
  Saving Throw Will negates (harmless) or Will negates (object); 
  Spell Resistance yes (object) 
  The affected creatures or objects fall slowly. Feather fall 
  instantly changes the rate at which the targets fall to a mere 
  60 feet per round (equivalent to the end of a fall from a few 
  feet), and the subjects take no damage upon landing while the 
  spell is in effect. When the spell duration expires, a normal 
  rate of falling resumes. 
  The spell affects one or more Medium or smaller creatures 
  (including gear and carried objects up to each creature's 
  maximum load) or objects, or the equivalent in larger 
  creatures: a Large creature or object counts as two Medium 
  creatures or objects, a Huge creature or object counts as four 
  Medium creatures or objects, and so forth. 
  This spell has no special effect on ranged weapons unless they 
  are falling quite a distance. If the spell is cast on a falling item, 
  the object does half normal damage based on its weight, with 
  no bonus for the height of the drop. 
  Feather fall works only upon free-falling objects. It does not 
  affect a sword blow or a charging or flying creature. 
  Guidance 
  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. 
  Ice Armor 
  School transmutation [cold, water] 
  Level cleric/oracle 1, druid 1 
  Casting Time 1 minute 
  Components V, S, F (5 gallons of water) 
  Range 0 ft.; see text 
  Effect a suit of armor made of ice 
  Duration 1 hour/level or until destroyed 
  Saving Throw none; Spell Resistance no 
  You create a suit of armor made of ice. While cold to the 
  touch, it does not harm the wearer, especially if worn over 
  normal clothing (though it can hasten the effects of exposure 
  in cold environments). It offers the same protection as a 
  breastplate, except it has hardness 0 and 30 hit points. If the 
  intended wearer is immersed in water when you cast this 
  spell, you may form the armor around the wearer (who may 
  be you); otherwise the wearer must don the armor normally. 
  Attacks against the wearer that create heat or fire degrade the 
  armor, reducing its armor bonus by 1 for every 5 points of fire 
  damage the wearer takes; when the armor's bonus to AC 
  reaches 0, the armor is destroyed and the spell ends. Because 
  the ice is slightly buoyant, the wearer gains a +2 circumstance 
  bonus on Swim checks, except when swimming downward. 
  Druids can wear ice armor without penalty. 
  Inflict Light Wounds 
  School necromancy; Level cleric 1 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration instantaneous 
  Saving Throw Will half; Spell Resistance yes 
  When laying your hand upon a creature, you channel negative 
  energy that deals 1d8 points of damage + 1 point per caster 
  level (maximum +5). 
  Since undead are powered by negative energy, this spell cures 
  such a creature of a like amount of damage, rather than 
  harming it. 
  Inflict Moderate Wounds 
  School necromancy; Level cleric 2 
  This spell functions like inflict light wounds, except that you 
  deal 2d8 points of damage + 1 point per caster level 
  (maximum +10). 
  Knight’s Calling 
  School enchantment (compulsion) [mind-affecting] 
  Level paladin 1 
  Casting Time 1 standard action 
  Components V, DF 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets one creature 
  Duration 1 round 
  Saving Throw Will negates; Spell Resistance yes 
  You compel an enemy to come and fight you. On its turn, the 
  target moves its speed toward you, avoiding any other 
  dangers along its path (including any movement that would 
  provoke attacks of opportunity). The target may do nothing 
  but move on its turn. If the target ends its move adjacent to 
  you, you can make an attack of opportunity against the target. 
  Light 
  School evocation [light]; 
  Level bard 0, cleric 0, druid 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  
   
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  Components V, M/DF (a firefly) 
  Range touch 
  Target object touched 
  Duration 10 min./level 
  Saving Throw none; Spell Resistance no 
  This spell causes a touched object to glow like a torch, 
  shedding normal light in a 20-foot radius, and increasing the 
  light level for an additional 20 feet by one step, up to normal 
  light (darkness becomes dim light, and dim light becomes 
  normal light). In an area of normal or bright light, this spell has 
  no effect. The effect is immobile, but it can be cast on a 
  movable object. 
  You can only have one light spell active at any one time. If you 
  cast this spell while another casting is still in effect, the 
  previous casting is dispelled. If you make this spell permanent 
  (through permanency or a similar effect), it does not count 
  against this limit. Light can be used to counter or dispel any 
  darkness spell of equal or lower spell level. 
  Magic Vestment 
  School transmutation; Level cleric/oracle 3, inquisitor 3, 
  shaman 3; Domain nobility 3, strength 3, war 3 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Target armor or shield touched 
  Duration 1 hour/level 
  Saving Throw Will negates (harmless, object) 
  Spell Resistance yes (harmless, object) 
  You imbue a suit of armor or a shield with an enhancement 
  bonus of +1 per four caster levels (maximum +5 at 20th level). 
  An outfit of regular clothing counts as armor that grants no AC 
  bonus for the purpose of this spell. 
  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 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. 
  Neutralise Poison 
  School conjuration (healing); Level alchemist 4, bard 4, 
  cleric/oracle 4, druid 3, inquisitor 4, paladin 4, ranger 3, witch 
  4; Domain restoration 4 
  Casting Time 1 standard action 
  Components V, S, M/DF (charcoal) 
  Range touch 
  Target creature or object of up to 1 cu. ft./level touched 
  Duration instantaneous or 10 min./level; see text 
  Saving Throw Will negates (harmless, object) 
  Spell Resistance yes (harmless, object) 
  You detoxify any sort of venom in the creature or object 
  touched. If the target is a creature, you must make a caster 
  level check (1d20 + caster level) against the DC of each poison 
  affecting the target. Success means that the poison is 
  neutralized. A cured creature suffers no additional effects 
  from the poison, and any temporary effects are ended, but 
  the spell does not reverse instantaneous effects, such as hit 
  point damage, temporary ability damage, or effects that don't 
  go away on their own. 
  This spell can instead neutralize the poison in a poisonous 
  creature or object for 10 minutes per level, at the caster's 
  option. If cast on a creature, the creature receives a Will save 
  to negate the effect. 
  Produce Flame 
  School evocation [fire]; Level druid 1 
  Casting Time 1 standard action 
  Components V, S 
  Range 0 ft. 
  Effect flame in your palm 
  Duration 1 min./level (D) 
  Saving Throw none; Spell Resistance yes 
  Flames as bright as a torch appear in your open hand. The 
  flames harm neither you nor your equipment. 
  In addition to providing illumination, the flames can be hurled 
  or used to touch enemies. You can strike an opponent with a 
  melee touch attack, dealing fire damage equal to 1d6 + 1 point 
  per caster level (maximum +5). Alternatively, you can hurl the 
  flames up to 120 feet as a thrown weapon. When doing so, 
  you attack with a ranged touch attack (with no range penalty) 
  and deal the same damage as with the melee attack. No 
  sooner do you hurl the flames than a new set appears in your 
  hand. Each attack you make reduces the remaining duration 
  by 1 minute. If an attack reduces the remaining duration to 0 
  minutes or less, the spell ends after the attack resolves. 
  This spell does not function underwater. 
  Purify Food and Drink 
  School transmutation; Level cleric 0, druid 0 
  Casting Time 1 standard action 
  Components V, S 
  Range 10 ft. 
  Target 1 cu. ft./level of contaminated food and water 
  Duration instantaneous 
  Saving Throw Will negates (object); 
  Spell Resistance yes (object) 
  This spell makes spoiled, rotten, diseased, poisonous, or 
  otherwise contaminated food and water pure and suitable for 
  
   
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  eating and drinking. This spell does not prevent subsequent 
  natural decay or spoilage. Unholy water and similar food and 
  drink of significance is spoiled by purify food and drink, but 
  the spell has no effect on creatures of any type nor upon 
  magic potions. Water weighs about 8 pounds per gallon. One 
  cubic foot of water contains roughly 8 gallons and weighs 
  about 60 pounds. 
  Remove Disease 
  School conjuration (healing) 
  Level cleric 3, druid 3, ranger 3 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration instantaneous 
  Saving Throw Fortitude negates (harmless) 
  Spell Resistance yes (harmless) 
  Remove disease can cure all diseases from which the subject is 
  suffering. You must make a caster level check (1d20 + caster 
  level) against the DC of each disease affecting the target. 
  Success means that the disease is cured. The spell also kills 
  some hazards and parasites, including green slime and others. 
  Since the spell's duration is instantaneous, it does not prevent 
  reinfection after a new exposure to the same disease at a later 
  date. 
  Remove Fear 
  School abjuration; Level bard 1, cleric 1 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets one creature plus one additional creature per four 
  levels, no two of which can be more than 30 ft. apart 
  Duration 10 minutes; see text 
  Saving Throw Will negates (harmless); 
  Spell Resistance yes (harmless) 
  You instill courage in the subject, granting it a +4 morale 
  bonus against fear effects for 10 minutes. If the subject is 
  under the influence of a fear effect when receiving the spell, 
  that effect is suppressed for the duration of the spell. 
  Remove fear counters and dispels cause fear. 
  Resist Energy 
  School abjuration; Level cleric 2, druid 2, paladin 2, ranger 1, 
  sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Target creature touched 
  Duration 10 min./level 
  Saving Throw Fortitude negates (harmless) 
  Spell Resistance yes (harmless) 
  This abjuration grants a creature limited protection from 
  damage of whichever one of five energy types you select: acid, 
  cold, electricity, fire, or sonic. The subject gains resist energy 
  10 against the energy type chosen, meaning that each time 
  the creature is subjected to such damage (whether from a 
  natural or magical source), that damage is reduced by 10 
  points before being applied to the creature's hit points. The 
  value of the energy resistance granted increases to 20 points 
  at 7th level and to a maximum of 30 points at 11th level. The 
  spell protects the recipient's equipment as well. 
  Resist energy absorbs only damage. The subject could still 
  suffer unfortunate side effects. 
  Resist energy overlaps (and does not stack with) protection 
  from energy. If a character is warded by protection from 
  energy and resist energy, the protection spell absorbs damage 
  until its power is exhausted.  
  Scorching Ray 
  School evocation [fire]; Level sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one or more rays 
  Duration instantaneous 
  Saving Throw none; Spell Resistance yes 
  You blast your enemies with a searing beam of fire. You may 
  fire one ray, plus one additional ray for every four levels 
  beyond 3rd (to a maximum of three rays at 11th level). Each 
  ray requires a ranged touch attack to hit and deals 4d6 points 
  of fire damage. The rays may be fired at the same or different 
  targets, but all rays must be aimed at targets within 30 feet of 
  each other and fired simultaneously. 
  Searing Light 
  School evocation; Level cleric/oracle 3, inquisitor 3; Domain 
  glory 3, sun 3 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Effect ray 
  Duration instantaneous 
  Saving Throw none; Spell Resistance yes 
  Focusing divine power like a ray of the sun, you project a blast 
  of light from your open palm. You must succeed on a ranged 
  touch attack to strike your target. 
  A creature struck by this ray of light takes 1d8 points of 
  damage per two caster levels (maximum 5d8). 
  An undead creature takes 1d6 points of damage per caster 
  level (maximum 10d6), and an undead creature particularly 
  vulnerable to bright light takes 1d8 points of damage per 
  caster level (maximum 10d8). 
  A construct or inanimate object takes only 1d6 points of 
  damage per two caster levels (maximum 5d6). 
  Shield Companion 
  School abjuration; Level antipaladin 1, druid 1, paladin 1, 
  ranger 1, sorcerer/wizard 1, witch 1 
  Target your animal companion, familiar, or fiendish servant 
  This spell functions as shield other but affects only the caster's 
  animal companion or familiar. Spellcasters from classes that 
  do not normally gain an animal companion, familiar, or 
  fiendish servant but who gain one through an alternate class 
  
   
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  feature, archetype, or prestige class can prepare and cast this 
  spell as a 1st-level spell if they are capable of casting spells. 
  Shield of Faith 
  School abjuration; Level cleric 1 
  Casting Time 1 standard action 
  Components V, S, M (parchment with a holy text written on it) 
  Range touch 
  Target creature touched 
  Duration 1 min./level 
  Saving Throw Will negates (harmless) 
  Spell Resistance yes (harmless) 
  This spell creates a shimmering, magical field around the 
  target that averts and deflects attacks. The spell grants the 
  subject a +2 deflection bonus to AC, with an additional +1 to 
  the bonus for every six levels you have (maximum +5 
  deflection bonus at 18th level). 
  Shield Other 
  School abjuration; Level cleric/oracle 2, inquisitor 2, paladin 2; 
  Domain community 2, protection 2; Subdomain friendship 2, 
  martyr 2 
  Casting Time 1 standard action 
  Components V, S, F (a pair of platinum rings worth 50 gp worn 
  by both you and the target) 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature 
  Duration 1 hour/level (D) 
  Saving Throw Will negates (harmless) 
  Spell Resistance yes (harmless) 
  This spell wards the subject and creates a mystic connection 
  between you and the subject so that some of its wounds are 
  transferred to you. The subject gains a +1 deflection bonus to 
  AC and a +1 resistance bonus on saves. Additionally, the 
  subject takes only half damage from all wounds and attacks 
  (including those dealt by special abilities) that deal hit point 
  damage. The amount of damage not taken by the warded 
  creature is taken by you. Forms of harm that do not involve hit 
  points, such as charm effects, temporary ability damage, level 
  draining, and death effects, are not affected. If the subject 
  suffers a reduction of hit points from a lowered Constitution 
  score, the reduction is not split with you because it is not hit 
  point damage. When the spell ends, subsequent damage is no 
  longer divided between the subject and you, but damage 
  already split is not reassigned to the subject. 
  If you and the subject of the spell move out of range of each 
  other, the spell ends. 
  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. 
  Speak With Dead 
  School necromancy [language-dependent] 
  Level cleric/oracle 3, inquisitor 3, witch 3; Domain knowledge 
  3, repose 3 
  Casting Time 10 minutes 
  Components V, S, DF 
  Range 10 ft. 
  Target one dead creature 
  Duration 1 min./level 
  Saving Throw Will negates; see text 
  Spell Resistance no 
  You grant the semblance of life to a corpse, allowing it to 
  answer questions. You may ask one question per two caster 
  levels. The corpse's knowledge is limited to what it knew 
  during life, including the languages it spoke. Answers are brief, 
  cryptic, or repetitive, especially if the creature would have 
  opposed you in life. 
  If the dead creature's alignment was different from yours, the 
  corpse gets a Will save to resist the spell as if it were alive. If 
  successful, the corpse can refuse to answer your questions or 
  attempt to deceive you, using Bluff. The soul can only speak 
  about what it knew in life. It cannot answer any questions that 
  pertain to events that occurred after its death. 
  If the corpse has been subject to speak with dead within the 
  past week, the new spell fails. You can cast this spell on a 
  corpse that has been deceased for any amount of time, but 
  the body must be mostly intact to be able to respond. A 
  damaged corpse may be able to give partial answers or 
  partially correct answers, but it must at least have a mouth in 
  order to speak at all. This spell does not affect a corpse that 
  has been turned into an undead creature. 
  Spider Climb 
  School transmutation; Level alchemist 2, bloodrager 2, druid 
  2, magus 2, sorcerer/wizard 2, summoner 2 
  Casting Time 1 standard action 
  Components V, S, M (a live spider) 
  Range touch 
  Target creature touched 
  Duration 10 min./level 
  Saving Throw Will negates (harmless) 
  Spell Resistance yes (harmless) 
  The subject can climb and travel on vertical surfaces or even 
  traverse ceilings as well as a spider does. The affected 
  creature must have its hands free to climb in this manner. The 
  subject gains a climb speed of 20 feet and a +8 racial bonus on 
  Climb skill checks; furthermore, it need not make Climb checks 
  to traverse a vertical or horizontal surface (even upside 
  down). A spider climbing creature retains its Dexterity bonus 
  
   
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  to Armor Class (if any) while climbing, and opponents get no 
  special bonus to their attacks against it. It cannot, however, 
  use the run action while climbing. 
  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. 
  Stoneskin 
  School abjuration 
  Level alchemist 4, bloodrager 4, druid 5, inquisitor 4, magus 4, 
  shaman 5, sorcerer/wizard 4, summoner 3, unchained 
  summoner 4; Domain earth 6, strength 6; bloodline abyssal 4; 
  elemental school earth 4, metal 4 
  Casting Time 1 standard action 
  Components V, S, M (granite and diamond dust worth 250 gp) 
  Range touch 
  Target creature touched 
  Duration 10 min./level or until discharged 
  Saving Throw Will negates (harmless) 
  Spell Resistance yes (harmless) 
  The warded creature gains resistance to blows, cuts, stabs, 
  and slashes. The subject gains DR 10/adamantine. It ignores 
  the first 10 points of damage each time it takes damage from 
  a weapon, though an adamantine weapon bypasses the 
  reduction. Once the spell has prevented a total of 10 points of 
  damage per caster level (maximum 150 points), it is 
  discharged. 
  Stone to Flesh 
  School transmutation; Level magus 6, shaman 6, 
  sorcerer/wizard 6, witch 6; Elemental School earth 6 
  Casting Time 1 standard action 
  Components V, S, M (a drop of blood mixed with earth) 
  Range medium (100 ft. + 10 ft./level) 
  Target one petrified creature or a cylinder of stone from 1 ft. 
  to 3 ft. in diameter and up to 10 ft. long 
  Duration instantaneous 
  Saving Throw Fortitude negates (object); see text 
  Spell Resistance yes 
  This spell restores a petrified creature to its normal state, 
  restoring life and goods. The creature must make a DC 15 
  Fortitude save to survive the process. Any petrified creature, 
  regardless of size, can be restored. The spell also can convert a 
  mass of stone into a fleshy substance. Such flesh is inert and 
  lacking a vital life force unless a life force or magical energy is 
  available. For example, this spell would turn an animated 
  stone statue into an animated flesh statue, but an ordinary 
  statue would become a mass of inert flesh in the shape of the 
  statue. You can affect an object that fits within a cylinder from 
  1 foot to 3 feet in diameter and up to 10 feet long or a 
  cylinder of up to those dimensions in a larger mass of stone. 
  Strong Jaw 
  School transmutation; Level druid 4, ranger 3 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Targets creature touched 
  Duration 1 minute/level 
  Saving Throw Fortitude negates (harmless) 
  Spell Resistance yes (harmless) 
  Laying a hand upon an allied creature's jaw, claws, tentacles, 
  or other natural weapons, you enhance the power of that 
  creature's natural attacks. Each natural attack that creature 
  makes deals damage as if the creature were two sizes larger 
  than it actually is. If the creature is already Gargantuan or 
  Colossal-sized, double the amount of damage dealt by each of 
  its natural attacks instead. This spell does not actually change 
  the creature's size; all of its statistics except the amount of 
  damage dealt by its natural attacks remain unchanged. 
  Undetectable Alignment 
  School abjuration; Level alchemist 2, antipaladin 2, bard 1, 
  cleric/oracle 2, inquisitor 2, paladin 2 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature or object 
  Duration 24 hours 
  Saving Throw Will negates (object) 
  Spell Resistance yes (object) 
  An undetectable alignment spell conceals the alignment of an 
  object or a creature from all forms of divination. 
  Vestment of the Champion 
  School abjuration; Level antipaladin 2, paladin 2 
  Casting Time 1 standard action 
  Component V, S 
  Range touch 
  Target armor or shield touched 
  Duration 1 minute/level 
  Saving Throw none; Spell Resistance no 
  This functions as magic vestment, except it only affects armor 
  or a shield you are wearing or carrying. If the armor or shield 
  is worn or carried by anyone other than you, the spell has no 
  effect, but resumes its effect when you are wearing or 
  carrying it again. 
  Wrath 
  School enchantment (compulsion) [mind-affecting] 
  Level inquisitor 1 
  
   
  Seven Sinful Tales 
  5.1 
  98 
  Casting Time 1 standard action 
  Components V, S, M (a thorny vine) 
  Range personal 
  Target you 
  Duration 1 minute 
  You focus your anger against an enemy. Choose one enemy 
  creature that you can see. You gain a +1 morale bonus on 
  attack rolls and weapon damage rolls against that designated 
  creature for every three caster levels you have (at least +1, 
  maximum +3). You also receive this bonus on caster level 
  checks made to overcome the creature's spell resistance, if 
  any. At 12th level, you gain the benefits of the Improved 
  Critical feat on attack rolls made against the designated 
  creature. This effect doesn't stack with any other effect that 
  expands the threat range of a weapon. 
   
  
   
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  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 
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  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 
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  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) 
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  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 
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  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 
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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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  15. COPYRIGHT NOTICE 
  Four Dollar Adventures 5.1, Seven Sinfful Tales, by Richard Develyn, copyright Richard Develyn © 2016 
   
  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. 
   
  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. 
  Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; Published and distributed by Frog God Games; Authors: Clark Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  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, 
  Demon, Shadow 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 Neville White. 
  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. 
  Flind and Flindbar 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 J.D. Morris. 
  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. 
  Genie, Marid 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. 
  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 Complete © 2011, Necromancer Games, Inc., published and distributed by Frog GodGames; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  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 Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 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 Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Ian Livingstone and Mark Barnes. 
  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. 
  Moon 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 Gary Gygax. 
  Muckdweller 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. 
  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 Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/4$d/Seven Sinful Tales.pdf