TEXT: ADVENTURES
  MA6
  TM
    Buried
     Palace 
  by Mike Franke
  An adventure for four 7th level PCs
  The
  
  Suitable for four 7th level Characters
  A FantasyAdventure
  Written by
  Mike Franke
  Editied by
  Michael Kenway
  
  CREDITS
  Author
  Mike Franke
  Editor
  Michael Kenway
  Cover Art 
  Hugo Solis
  Cartographer
  Sean Macdonald
  Interior Art
  Rick Hershey
  Layout
  Anne Trent
  Publisher and Developer
  Wolfgang Baur
  T e Buried Palace © 2011 Open Design LLC
  All Rights Reserved. Reproduction of this book in any manner without express permission from the publisher is 
  prohibited.
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  1
  Adventure Background
  Valeran Imperial Marshall Carridoc Kastellan is a 
  man with a dangerous secret. 200 years ago he was 
  Emperor Arcosti I of Valera, and one of the most 
  powerful men in all the Seven Cities. Unfortunately, 
  his ambition was too great and when his rule col-
  lapsed, and his enemies closed in, he had no choice 
  but to hide in an elven magic mirror used to impris-
  on enemies and rivals. Recently, Arcosti emerged 
  from the mirror and found the world changed. T e 
  throne was now occupied by a 13-year-old whelp, 
  Loki V, and Valera was much reduced in stature. 
  Arcosti fashioned a new name and life for himself 
  as Carridoc Kastellan and immediately set about 
  ingratiating himself with Loki V to secure a position 
  of power in the young emperor’s government. Today 
  only the emperor is more powerful, and if Kastellan 
  has his way that may soon change. 
  Kastellan knew that somewhere in the ruins 
  under Valera was the answer to his problem. He hid 
  the Regalia of Valera in his ancient palace before 
  retreating into the mirror. T e Regalia include a 
  powerful magic scepter that will allow him to gather 
  followers and perhaps one day usurp the throne. 
  Unfortunately, 200 years of ruin and re-building 
  have obscured the location of Kastellan’s former 
  treasure trove. Kastellan bides his time, watching for 
  any opportunity to usurp the power of the emperor.
  Several days ago that opportunity arrived. An 
  earth tremor shook Valera and opened a sinkhole 
  under one of the city’s popular bathhouses. Investi-
  gation of the sinkhole revealed underground cham-
  bers uncovered by the collapse. A bathhouse em-
  ployee descended into the chambers and returned 
  with several ancient items before he was suddenly 
  yanked back below, screaming in terror. T e recov-
  ered items led Kastellan to believe that his ancient 
  palace is located beneath the bathhouse and his 
  treasure lies within.
  Adventure Summary
  T e characters are summoned to a meeting with the 
  second most powerful man in Valera, Lord Mar-
  shall Kastellan. Lord Kastellan reveals to the char-
  acters that the recent earth tremor has opened up 
  a sink hole underneath the popular bathhouse, the 
  “Stick and Sponge”, revealing a previously unknown 
  underground complex. He wants the characters 
  to clear the complex of dangerous creatures and 
  recover for him an important artifact of ancient 
  Valera, the Regalia of Valera.
  Af er meeting with Kastellan, the characters 
  descend into the half f ooded underground palace. 
  Once below the characters must contend with the 
  dangerous creatures that have taken up residence-
  and the dangerous condition of the palace itself, 
  which is close to collapse. Investigation of the palace 
  also reveals some unexpected information regarding 
  Kastellan himself, as frescoes in the palace bear a 
  striking resemblance to Lord Kastellan. It eventually 
  becomes clear that there is more to the Lord Mar-
  shall than meets the eye and perhaps he wants the 
  Regalia of Valera for himself. In the throne room 
  of the buried palace the characters must confront 
  an undead priest of Mavros that believes itself to be 
  the emperor, and then they can claim the Regalia of 
  Valera.
  When the characters return to the surface they 
  are confronted by the Lord Marshall and his guards. 
  Kastellan demands the Regalia and the characters 
  must make a choice. : provide the powerful magic to 
  Kastellan or attempt to escape with the Regalia and 
  become the most wanted fugitives in Valera?
  Adventure Hooks
  At the beginning of this adventure, the characters 
  should be well known in Valera and possibly mem-
  bers of the Valeran Delvers Society, a society of ad-
  venturers and explorers dedicated to exploring the 
  ruins of Valera. T e characters are summoned to a 
  meeting with Lord Marshall Kastellan who explains 
  to them his desire that they descend into the buried 
  palace and recover the Regalia of Valera.
  Other motivations might include:
  T e characters are agents of young emperor Loki 
  V. He knows of Lord Kastellan’s plan and wants the 
  characters to recover the Regalia for him.
  T e Valeran Delvers Society asks the characters to 
  investigate the newly uncovered ruins underneath 
  the Stick and Sponge.
  T e Stick and Sponge hires the characters inves-
  tigate underneath the bathhouse, clear the area of 
  dangerous creatures, and return if possible with the 
  body of the slain employee.
  
  2
   Mike Franke
  Introduction
  T is adventure takes place in the ruins underneath 
  the city of Valera. T e characters descend into the 
  buried palace at the request of the Lord Marshall 
  of Valera in search of a powerful magic item. In 
  the process they f nd themselves embroiled in the 
  secret but growing conf ict between young Emperor 
  Loki V and Lord Marshall Kastellan. T e adventure 
  begins with a summons from the Lord Marshall.
  PART ONE:  SUMMONS
  1. Delving in Valera
  If you’re using a hook for the party, assume they 
  have gathered in a favorite spot between expedi-
  tions to relax or discuss future opportunities.
  A man wearing the livery of the Lord Marshall 
  of Valera separates himself from the crowd and 
  approaches you. After checking your identities, 
  he bows and hands you a parchment bearing 
  the seal of the Lord Marshall before clearing 
  his throat and speaking in a deep, clear voice. 
  “The Lord Marshall of Valera, Carridoc Joderik 
  Kastellan, requests your presence on a matter of 
  import to the city of Valera.”
  T e parchment provided by the messenger gives 
  directions to an upscale bathhouse, the “Stick 
  and Sponge”, of en used by government of  cials 
  for meetings and relaxation. It indicates the Lord 
  Marshall will meet the characters there and that 
  they should come prepared to work immediately. If 
  asked further questions, the messenger states that 
  Lord Kastellan will answer all questions, includ-
  ing those having to do with payment. Assuming 
  the characters agree to the meeting, proceed to “A 
  Meeting with the Imperial Marshall.”
  2. A Meeting With the Imperial 
  Marshall
  When the characters enter the bathhouse it is 
  apparent that their arrival is anticipated. T ey are 
  quickly ushered into a meeting room occupied by 
  several people wearing the uniforms of the staf  as 
  well as a hawknosed, middle-aged man of imposing 
  bearing. A DC 15 Knowledge (Local) check  identi-
  f es this man as Lord Marshall Kastellan (human 
  f ghter 5/Cavalier 5). He motions for the characters 
  to be seated.
  Kastellan’s bright green eyes command your 
  attention as he speaks. “I have asked you here 
  today because the recent tremor has opened a 
  hole under this bath house. Normally this would 
  not be the concern of men such as yourselves; 
  however, initial attempts to repair the damage 
  have led to the discovery of underground 
  chambers that are apparently occupied. One 
  member of the staﬀ  here has already been 
  lost to whatever creatures lurk below. Are you 
  willing to investigate the chambers and clear 
  them of danger so the repair of the bathhouse 
  may proceed?”
  T e characters will want to know more, including 
  what they will be paid and perhaps why someone 
  as important as Lord Kastellan is involved. If they 
  indicate they are willing, Lord Kastellan dismisses 
  the others in the room to have a private discussion 
  with the characters.
  You may be wondering why someone of 
  my station is involved in this matter. I have 
  dismissed the others so that we may speak 
  without this information becoming public. 
  There is more at stake here than damage to a 
  popular bathhouse. As you may know, Valera 
  is an ancient city that has been re-built several 
  times over the centuries. Because of this, 
  the city sits on extensive underground ruins. 
  Information in the palace indicates that the 
  palace of a former emperor of Valera is likely 
  under this site. I want you to clear out the area 
  and recover any objects of historic import. 
  Speciﬁ cally, I want you to search for the Regalia 
  of the Emperor.
  
  3
  THE BURIED PALACE
  T e characters likely have more questions at this 
  point. Inform them that Lord Kastellan will pay 
  them 1,500 gp each to undertake this mission. T ey 
  may keep anything of value they f nd other than the 
  Regalia of the Emperor. When asked about the rega-
  lia Lord Kastellan responds:
  The Regalia consist of a crown, orb, and 
  scepter. They are traditional symbols of the 
  oﬃ  ce of the emperor that were lost several 
  hundred years ago. It would be an important 
  political coup for the young emperor to have 
  these items before celebrating his majority in a 
  few years.
  Lord Kastellan (Bluf  +14) is not lying but there 
  is a lot that he is leaving out. He knows about the 
  regalia is because he is the former emperor and the 
  regalia was his. He hid it before entering an elven 
  magic mirror to escape his enemies. He doesn’t 
  want it for the young emperor, he wants it for him-
  self.
  Development: Once the characters have f nished 
  asking questions, the Lord Marshall recalls the 
  bathhouse employees and shows the characters to 
  the sinkhole. Proceed to “T e Broken Bath”.
  3. The Broken Bath
  The room before you is dominated by the 
  remains of an empty , coldwater bath. The 
  water that should have kept the bath supplied 
  from the city aqueducts spurts from a grate 
  in the side of the bath and ﬂ ows instead into 
  a  10-ft-wide hole in the tiled ﬂ oor of the bath.  
  After disapearing from sight into the depths, the 
  water can be heard splashing in the darkness 
  below.
  Once the characters provide a light source they 
  cansee the f oor of the room below, approximately 
  40 f . beneath them.  T e hole in the bath pierces 
  the ceiling of a large, barrel-vaulted room. A large 
  pile of stone rubble is directly beneath the hole. 
  T e f oor of the room is covered in water of an 
  unknown depth. T e characters must either lower 
  themselves on ropes, or f nd some other way of 
  transporting themselves to the room below. Climb-
  ing down without the aid of ropes or magic requires 
  a DC 30 Climb check.
  Conditions in the Buried 
  Palace
  T e Buried Place has been underground for 
  hundreds of years. Time, and the recent earth 
  tremor, has made many areas of the palace dan-
  gerous to traverse. Several specif c areas of the 
  palace are close to collapse, as detailed below. 
  However, all parts of the palace and catacombs 
  are likely to collapse if subjected to certain 
  conditions.
  If the characters utilize damaging area ef-
  fect spells, or magic devices such as a horn of 
  blasting, immediately subject the occupants of 
  the room where this occurs to a partial ceiling 
  collapse. A DC 15 Knowledge (Engineering) or 
  DC 20 Knowledge (Dungeoneering) check will 
  tell the characters the buried palace is a highly 
  unstable place and actions such as those de-
  scribed above are likely to cause a collapse.
  Partial Ceiling Collapse (CR5) Type mechani-
  cal; Perception DC 20; Disable Device none; 
  Trigger damaging spells or ef ects; Reset imme-
  diate; Ef ect Attack +15 melee (6d6); multiple 
  targets (all targets in the room or hallway).
  
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   Mike Franke
  
  5
  THE BURIED PALACE
  PART TWO: 
  THE BURIED PALACE
  1. The Waterfall Room (CR 7)
  As the characters descend into the buried palace, 
  or af er they have reached the f oor of the room, the 
  characters see the following:
  Water rains down on you from above as you 
  descend into the large room below. The light 
  reﬂ ects crazily oﬀ  the mistﬁ lled air, slick walls, 
  and water sloshing below. The entire ﬂ oor is 
  covered in muddy water except for a large pile 
  of stone rubble directly below the hole in the 
  ceiling.
  When the characters reach the f oor they note the 
  following:
  The murky water covering the ﬂ oor is 
  approximately three feet deep. A large archway 
  leads into a room to the west that is also 
  partially ﬁ lled with water. A short ﬂ ight of 
  submerged stairs lead up to a large archway in 
  the eastern wall. Water spills out over the top of 
  the stairs and into the room beyond. 
  Because of the water covering the f oor, medium 
  characters must treat this room as rough terrain 
  and are limited to half speed. Small characters must 
  swim to move. A hungry black pudding lurks in 
  the water, and due to the murky water and lighting 
  conditions, the pudding is especially dif  cult to spot 
  (Hide +10). T e pudding is waiting in the south-
  west corner of the room and it senses characters as 
  soon as they enter the room.
  BLACK PUDDING 
  CR 7
  XP 3,200
  N Huge ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 3, touch 3, ﬂ at-footed 3 (–2 size, –5 Dex)
  hp 105 (10d8+60)
  Fort +9, Ref –2, Will –2
  Defensive Abilities split, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +8 (2d6+4 plus 2d6 acid plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+4 plus 2d6 acid), 
  corrosion
  STATISTICS
  Str 16, Dex 1, Con 22, Int—, Wis 1, Cha 1
  Base Atk +7; CMB +12 (+16 grapple); CMD 17 (27 vs. 
  bull rush, can’t be tripped)
  Skills Climb +11
  SQ ooze traits, suction
  SPECIAL ABILITIES
  Acid (Ex) A black pudding secretes a digestive acid 
  that dissolves organic material and metal quickly, but 
  does not aﬀ ect stone. Each time a creature suﬀ ers 
  damage from a black pudding’s acid, its clothing 
  and armor take the same amount of damage from 
  the acid. A DC 21 Reﬂ ex save prevents damage to 
  clothing and armor. A metal or wooden weapon that 
  strikes a black pudding takes 2d6 acid damage unless 
  the weapon’s wielder succeeds on a DC 21 Reﬂ ex 
  save. If a black pudding remains in contact with a 
  wooden or metal object for 1 full round, it inﬂ icts 21 
  points of acid damage (no save) to the object. The 
  save DCs are Constitution-based.
  Corrosion (Ex) An opponent that is being constricted 
  by a black pudding suﬀ ers a –4 penalty on Reﬂ ex 
  saves made to resist acid damage applying to clothing 
  and armor.
  Split (Ex) Slashing and piercing weapons deal no 
  damage to a black pudding. Instead, the creature 
  splits into two identical puddings, each with half of 
  the original’s current hit points (round down). A 
  pudding with 10 hit points or less cannot be further 
  split and dies if reduced to 0 hit points.
  Suction (Ex) The black pudding can create powerful 
  suction against any surface as it climbs, allowing it to 
  
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   Mike Franke
  2. False Exit (CR 5)
  This room appears to have once been an 
  entrance chamber. The walls are covered in 
  the patchy remains of frescoes depicting court 
  life. Through the water you can make out a red 
  and gold tile path leading to an archway in the 
  far wall. The archway is blocked by a large pile 
  of broken tile and stone created by a partial 
  collapse of the ceiling.
  T is room is very unstable. A DC 15 Knowledge 
  (Engineering) or DC 20 Knowledge (Dungeoneer-
  ing) will tell the characters the ceiling is likely to 
  collapse if the room is disturbed. If the characters 
  attempt to dig through the rubble blocking the 
  archway they will cause a partial collapse of the ceil-
  ing. Continued ef orts to dig through the rubble will 
  continue to drop rocks from the ceiling.
  Falling Block Trap (CR5) Type mechanical; 
  Perception DC 20; Disable Device DC 20; Trigger 
  location; Reset automatic after 1 round; Ef ect 
  Attack +15 melee (6d6); multiple targets (all targets 
  cling to inverted surfaces with ease. A black pudding 
  can establish or release suction as a swift action, and 
  as long as it is using  suction, it moves at half speed. 
  Because of the suction, a black pudding’s CMD score 
  gets a +10 circumstance bonus to resist bull rush, 
  awesome blows, and other attacks and eﬀ ects that 
  attempt to physically move it from its location.
  ECOLOGY
  Tactics: The pudding mindlessly attacks any organic 
  creature that enters the room.
  Morale: The pudding will attack until all organic 
  creatures or metallic objects in the room are 
  dissolved, or it is killed.
  Treasure: Hidden by the water are many objects of 
  historical signiﬁ cance. A DC 15 Perception check  
  will locate ceramic pots, ivory combs, statuettes, 
  and other items worth a total of 550 gp. Finding all 
  of these items requires 15 minutes and, at the GM’s 
  discretion, triggers a role on the Wandering Monster 
  Table. However, the chance of a wandering monster 
  encounter in this room is only 10%, as monsters 
  must get by the golem in area 4 before entering this 
  part of the buried palace.
  in the 10 – ft. square before the archway)
  3. Deep Water (CR -)
  This small room is ﬁ lled with three feet of 
  water like the waterfall room behind you.
  T is room is not what it seems. T e muddy water 
  hides the collapsed f oor in the middle of the room; 
  it hasformed a 20’deep water-f lled pit. Any char-
  acter entering the middle of the room sinks to the 
  bottom of the pit unless they can successfully swim 
  back to shallower ground.
  Underwater Pit trap (CR-) Type mechanical; 
  Perception DC 25; Disable Device DC 20; Trigger 
  location; Reset automatic; Ef ect 20 ft. deep water-
  ﬁ lled pit (targets must make DC 10 Swim checks to 
  stay aﬂ oat); multiple targets (all targets in a 10 ft. 
  square area) Treasure: If a character searches the 
  bottom of the pit, a DC 20 Perception  check  ﬁ nds a 
  construct channel brick (APG p. 303) buried in the 
  mud.
  4. The Crystal Colonnade (CR 8)
  At the top of a short ﬂ ight of stairs can be seen 
  a grand colonnade that extends to the very end 
  of your vision. Pillars of crystal, reminiscent of 
  trees, complete with delicate branches hold up 
  the high ceiling. Multiple archways exit both 
  sides of the colonnade, the far end of which is 
  buried under a collapsed ceiling. Water spilling 
  from the water fall room covers the ﬂ oor to a 
  depth of several inches.
  T e water covering the f oor makes movement 
  dif  cult due to the slippery tiles. Any character at-
  tempting to double move, run, or f ght in this room 
  must succeed on a DC 10 Acrobatics check  or fall 
  prone. A DC 20 Perception check will allow obser-
  vant characters to note that a slight current moves 
  the water toward areas 7 and 8. About halfway 
  down the colonnade, one of the crystal trees is a 
  glass golem. It is programmed to attack anyone 
  
  7
  THE BURIED PALACE
  not wearing the livery of Emperor Arcosti I, a red 
  tabard featuring a golden sun above a large f sh, or 
  accompanied by someone in said livery.
  GLASS GOLEM  
  CR 8
  XP 4,800
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEFENSE
  AC 21, touch 8, ﬂ at-footed 21 (–1 Dex, +13 natural, –1 
  size)
  hp 96 (12d10+30)
  Fort +4, Ref +3, Will +4
  Defensive Abilities reﬂ ect spells; DR 5/adamantine; 
  Immune magic, construct traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +16 (2d8+5 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d8), dazzling brightness
  STATISTICS
  Str 20, Dex 9, Con—, Int—, Wis 11, Cha 1
  Base Atk +12; CMB +18; CMD 27
  SPECIAL ABILITIES
  Dazzling Brightness (Ex) A glass golem in an area of 
  bright light dazzles any creature within 30 feet that 
  sees it (Fortitude DC 16 negates). Once a creature 
  makes its save against this ability, it is immune to 
  that golem’s brightness for 24 hours. The DC is 
  Constitution-based.
  Immune to Magic (Ex) A glass golem is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and eﬀ ects 
  function diﬀ erently against a glass golem, as noted 
  below.
  • A shatter spell damages a glass golem as if it were a 
  crystalline creature.
  • A keen edge spell aﬀ ects all of a glass golem’s slam 
  attacks as if they were slashing weapons. 
  • A magical attack that deals cold damage slows a glass 
  golem (as the slow spell) for 3 rounds (no saving 
  throw).
  • A magical attack that deals ﬁ re damage ends any 
  slow eﬀ ect on the golem and heals 1 point of damage 
  for each 3 points of damage the attack would 
  otherwise deal. If the amount of healing would cause 
  the golem to exceed its full normal hit points, it gains 
  any excess as temporary hit points. A glass golem 
  gets no saving throw against ﬁ re eﬀ ects.
  Ref ect Spells (Ex) As a free action once every 1d4 
  rounds, a glass golem can align its internal structure 
  to enhance its resistance to magic for 1 round. 
  During this time, the golem reﬂ ects spells (even 
  spells that function diﬀ erently against the golem as 
  described in its immune to magic ability) as if under 
  the eﬀ ect of a spell turning spell.
  ECOLOGY
  Tactics: The golem attacks anyone that moves more 
  than 20 ft. into the colonnade. The golem will not 
  pursue characters beyond this room.
  Morale: The golem attacks as long as characters 
  remain in the colonnade or until it is destroyed.
  
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   Mike Franke
  5. Dangerous Ceiling (CR 5)
  Falling Block Trap (CR5) Type mechanical; 
  Perception DC 20; Disable Device DC 20; Trigger 
  location; Reset never; Ef ect Attack +15 melee (6d6); 
  multiple targets (all targets in the 10 – ft. square 
  before the archway)
  Development:  Af er the loose piece of the ceiling 
  collapses, the room stabilizes and the trap will not 
  reset.
  6. Rubble-Filled Room
  T ere is nothing is this room except for stone 
  rubble and the squashed corpse of a giant insect. A 
  DC 12 Knowledge (Nature) check  will identify it as 
  a giant, red ant.
  7. The Fungus Among Us (CR 5)
  This room is unstable, and the ceiling  is about to 
  collapse. If the characters enter and search this 
  room they set oﬀ  the “trap”.
  The ceiling of this room must have collapsed at 
  some point, ﬁ lling the room with rubble. The 
  hindquarters of some massive insect can be seen 
  protruding from under the rubble.
  The water from the colonnade room can be 
  seen slowly ﬂ owing down a narrow, six inch 
  wide crack that stretches across most of this 
  room’s ﬂ oor. Two man-sized, purple mushrooms 
  sit near the crack on beds of thick tentacular 
  roots. 
  VIOLET FUNGUS  
  CR 3
  XP 800
  N Medium plant
  Init –1; Senses low-light vision; Perception +0
  DEFENSE
  AC 15, touch 9, ﬂ at-footed 15 (–1 Dex, +6 natural)
  hp 30 (4d8+12)
  Fort +7, Ref +0, Will +1
  Immune plant traits
  OFFENSE
  Speed 10 ft.
  Melee 4 tentacles +4 (1d4+1 plus rot)
  Space 5 ft.; Reach 10 ft.
  STATISTICS
  Str 12, Dex 8, Con 16, Int—, Wis 11, Cha 9
  Base Atk +3; CMB +4; CMD 13
  SPECIAL ABILITIES
  Rot (Ex) A creature struck by a violet fungus’s tentacle 
  must succeed on DC 15 Fortitude save or the ﬂ esh 
  around the point of contact swiftly begins to rot 
  away, exposing raw bone with shocking swiftness. 
  This hideous aﬄ  iction causes 1d4 points of Strength 
  damage and 1d4 points of Constitution damage. This 
  is a poison eﬀ ect. The save DC is Constitution-based.
  Tactics: The violet fungi can reach everywhere in the 
  room with their tentacles, however, they prefer to 
  wait until characters enter an adjacent square before 
  attacking to draw in as many victims as possible. 
  The violet fungi can and will move to attack the 
  characters if they don’t approach, or attack from 
  range.
  Morale: Violet fungi are unintelligent and driven by 
  instinct. They move to attack characters once aware 
  of them and do not stop attacking until destroyed.
  Treasure: If the characters have not already spotted 
  the jewel, a DC 15 Perception  check will ﬁ nd a 
  rubyhandled, ceremonial dagger worth 850 gp 
  hidden among the “roots” of the violet fungus. A DC 
  10 Perception  check  locates several decaying giant 
  ant corpses (DC 12 Knowledge (Nature)) in the back 
  corner of the room.
  ECOLOGY
  Development: The crack in the ﬂ oor leads down to 
  Area 23, however, only a size tiny or smaller creature 
  can navigate the narrow conﬁ nes of the crack down 
  to the catacombs below.
  
  9
  THE BURIED PALACE
  A DC 20 Perception  check notes the gleam of a 
  blood-colored jewel nestled among the roots of one 
  of the large mushrooms. 
  8. A Way Down
  The water from the colonnade room can be 
  seen ﬂ owing quickly down a 5 ft. wide hole 
  in the north-western corner of this room. A 
  dirt-streaked fresco on the wall of the room 
  depicts a regal, robed man wearing a crown 
  and bearing a rod. Other well-dressed men and 
  women stand  in attendance, as if the man with 
  the crown is holding court. Many ﬁ gures are 
  dressed in red, with a golden sun over a large 
  ﬁ sh device prominently displayed.
  T e hole in the f oor of this room opens into the 
  ceiling of area 17 in the catacombs. T e f oor of area 
  17 is approximately 20 f . below. Characters may 
  take time to clean and study the fresco, but it has 
  degraded over the years and the f gures aren’t spe-
  cif cally recognizable beyond their general appear-
  ance. A DC 15 Knowledge (History) check  or DC 
  20 Knowledge (Local) check  identif es the clothing 
  portrayed in the fresco as being in fashion 200 years 
  ago and the livery as being the livery of former Em-
  peror Arcosti I.
  Treasure: With a DC 15 Perception  check, the 
  characters discover that the eyes of the central 
  f gure in the fresco are actually emeralds worth 200 
  gp each.
  9. Empty Room
  Unlike most of the nearby rooms, this room is 
  free of rubble. The remains of a large wooden 
  desk and iron table can still be seen within.
  T is room is the safest spot on this level for a 
  party to rest. T e golem won’t pursue into the room 
  and the ceiling is stable. A resourceful party can uti-
  lize the iron table to block the archway and keep out 
  wandering monsters, or the violet fungus from area 
  7. A DC 15 Perception  check  locates the crumbling 
  remains of a book in one of the desk drawers. 
  Most pages of the book are illegible, or so water 
  damaged they crumble on contact. However, a few 
  pages may be handled and read. T ey appear to be 
  entries from a diary or pages of correspondence to 
  an unknown recipient and discuss “f eeing to the 
  mirror” to escape. A DC 15 Knowledge (History) 
  check  identif es the writer of the diary, from the 
  circumstances, as former Emperor Arcosti I. A DC 
  20 Knowledge (History) check  allows a character to 
  recall that Emperor Arcosti disappeared under mys-
  terious circumstances as forces opposed to Valera 
  closed in on the city.
  Letters of Emperor Arcosti I
  “I send you this message because you are the 
  only one I can trust. My enemies close in from 
  every direction. T ere is no normal means of 
  escape at my disposal … once inside I will not 
  be able to free myself, for the mirror is a prison. 
  No matter how long it takes, you my trusted 
  friend must come to Valera and …”
  10. Rubble-Filled Room
  The ceiling of this room must have collapsed at 
  some point, ﬁ lling the room with rubble.
  T ere is nothing is this room except for stone 
  rubble.
  11. Rubble-Filled Room
  The ceiling of this room must have collapsed at 
  some point, ﬁ lling the room with rubble.
  T ere is nothing is this room except for stone 
  rubble.
  
  10
   Mike Franke
  13. The Emperor’s Throne Room (CR 10)
  A DC 20 Perception  will locate a secret door be-
  hind the upright statue next to the throne. T e door 
  is locked, but may be opened with a DC 25 Disable 
  Device check. Unfortunately, the statue in front of 
  the secret door is also a trap. If the door is tampered 
  with the statue sweeps its sword through the area 
  before the secret door.
  Sword of Mavros Trap (CR7) Type mechanical; 
  Perception DC 25; Disable Device DC 25; Trigger 
  location; Reset automatic; Ef ect Attack + 20 melee 
  (large scythe; 2d6+6/x4)  The statue of Mavros’ 
  sword blade sweeps in a circle attacking  all targets 
  within 5 ft.
  Af er the characters enter the room and the False 
  Emperor becomes aware of  their presence, read the 
  following.
  The form on the golden throne suddenly 
  straightens and its head swivels toward 
  you. Inside its cowl you see not a face, but 
  a squirming mass of ants and other insects. 
  It raises a bejeweled scepter and while its 
  chittering voice is barely understandable, its 
  intent is clear. “Kneel before the Emperor of 
  Valera!”
  12. The Temple of Mavros (CR 6)
  The walls of this large room bear graven images 
  of the god Mavros as well as inscriptions of holy 
  text. Strangely, there is no altar to be seen. An 
  archway leads to the north and a 10 ft. wide hole 
  gapes in the ﬂ oor.
  T is former temple is occupied by an army ant 
  swarm. It attacks anyone who enters the room.  T e 
  hole in the f oor leads down 20 feet to Area 26.
  ARMY ANT SWARM (GIANT)  
  CR 6
  XP 1,600
  N Diminutive vermin (swarm)
  Init +1; Senses darkvision 60 ft., scent; Perception +4
  DEFENSE
  AC 18, touch 20, ﬂ at-footed 18; (+4 size, +1 Dex, +3 NA)
  hp 71 (11d8+22)
  Fort +9, Ref +4, Will +3
  Defensive Abilities swarm traits; Immune weapon 
  damage
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee swarm (4d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks cling, consume, distraction (DC 17)
  STATISTICS
  Str 5, Dex 13, Con 14, Int—, Wis 10, Cha 2
  Base Atk +4; CMB—; CMD—
  Skills Climb +10, Perception +4; Racial Modiﬁ ers +4 
  Perception
  SPECIAL ABILITIES
  Cling (Ex) If a creature leaves an army ant swarm’s 
  square, the swarm suﬀ ers 1d6 points of damage 
  to reﬂ ect the loss of its numbers as several of the 
  crawling pests continue to cling tenaciously to the 
  victim. A creature with army ants clinging to him 
  takes 4d6 points of damage at the end of his turn 
  each round. As a full-round action, he can remove 
  the ants with a DC 16 Reﬂ ex save. High wind or any 
  amount of damage from an area eﬀ ect destroys all 
  clinging ants. The save DC is Dexterity-based.
  Consume (Ex) An army ant swarm can rapidly 
  consume any creature it swarms over. Against 
  helpless or nauseated targets, an army ant swarm 
  attack deals 6d6 points of damage.
  Distraction (EX) A creature with this ability can 
  nauseate the creatures that it damages.  Any living 
  creature that takes damage from a creature with 
  the distraction ability is nauseated for 1 round; a 
  Fortitude save DC 17 negates the eﬀ ect.
  Tactics: The army ant swarm considers anyone 
  entering the temple to be a threat to the hive in area 
  26. The swarm attacks as long as anyone remains 
  in the Temple. Combat lasting 5 rounds or longer 
  attracts the ants from areas 25 and 26 if they are still 
  alive.
  ECOLOGY
  Morale: The army ant swarm attacks until destroyed.
  Treasure: A DC 20 Perception  check locates a 
  platinum and ruby holy symbol of Mavros worth 
  1,500 gp buried in the rubble near the edge of the 
  hole in the ﬂ oor. 
  
  11
  THE BURIED PALACE
  FALSE EMPEROR 
   CR 10
  XP 9,600
  Human cleric 9 (Mavros) (worm that walks variant)
  NE Medium vermin (augmented human)
  Init + 5; Senses blindsight 30 ft. , darkvision 60 ft.; 
  Perception +13
  DEFENSE
  AC 25, touch 15, ﬂ at-footed 24 (+10 armor, +1 Dex, 
  insight +4)
  hp 85 (9d8 + 45 )
  Fort +11 , Ref +9 , Will +11
  Defensive Abilities worm that walks traits; DR 15/-; 
  Immune critical hits, disease, paralysis, poison, sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 shock ﬂ ail +9/+4 (1d8+3 plus 1d6 electricity/ 
  19-20)
  Special Attacks channel negative energy 5/day (DC 14, 
  5d6), discorporate, grab (large), squirming embrace
  Domain Spell-Like Abilities (CL 9th, concentration 
  +13)
  7/day—Battle Rage (+4), Strength Surge (+4) 
  9 rounds/day—Might of the Gods +9, Weapon Master 
  Divine Spells Prepared (CL 9th; concentration +13)
  5th—Domain: (ﬂ ame strike), spell resistance
  4th—Domain: (divine power),  freedom of movement, 
  poison, unholy blight
  3rd—Domain: (magic vestment), cure serious wounds, 
  dispel magic, invisibility purge, protection from energy
  2nd—Domain: (bull’s strength), cure moderate wounds, 
  hold person, silence, sound burst, spiritual weapon  
  1st—Domain: (magic weapon), command, cure light 
  wounds, divine favor, sanctuary, shield of faith
  0 (at will)—detect magic, stabilize, guidance, light
  Domains Strength, War
  STATISTICS
  Str 14, Dex 16 , Con 18 , Int 8, Wis 18, Cha 10
  Base Atk + 6; CMB +8; CMD +21 
  Feats Armor Proﬁ ciency (heavy), Craft Magic Arms 
  and Armor, Extra Channel, Improved Initiative, 
  Lightning Reﬂ exes, Toughness, Diehard (bonus feat)
  Skills Diplomacy +4, Heal +8, Knowledge (religion) 
  +8, Perception +13 , Sense Motive +16 , Spellcraft +8, 
  Stealth +8
  Languages Common
  Combat Gear +1 full plate, +1 shock ﬂ ail, +1 cloak of 
  resistance, rod of rulership
  Tactics: The creature on the throne believes itself 
  to be the emperor. It will begin by using its rod of 
  rulership to demand obedience from the characters. 
  If the characters don’t comply it will begin combat 
  by casting spell resistance, and then continue 
  with ranged spells such as ﬂ ame strike, or enter 
  melee as appropriate. In melee it will attempt to 
  utilize domain spelllike abilities as well as grab and 
  squirming embrace.
  ECOLOGY
  Morale: The False Emperor spends free actions to call 
  for guards (there are none) and otherwise seems put 
  out by being assaulted in “his throne room”, but he 
  does not retreat or surrender.
  Treasure: The False Emperor wields the Scepter of 
  Valera, a rod of rulership, and one of the objects 
  sought by the Lord Marshall. Although an extremely 
  powerful magic item, the Scepter of Valera is 
  an elfmarked item and likely not useable by the 
  characters themselves. Although the throne shines 
  like solid gold it’s only covered in gold plate. If the 
  characters spend several hours scraping they may 
  salvage 500 gp worth of gold from the throne.
  Development: The frescoes in this room are the 
  clearest in all of the ruins, amazingly preserved 
  despite hundreds of years in the ground. A DC 15 
  Perception check reveals the central ﬁ gure portrayed 
  in the frescoes bears a striking resemblance to the 
  Lord Marshall, right down to his bright green eyes. 
  A DC 15 Knowledge (History) check  or DC 20 
  Knowledge (Local) check identiﬁ es the man in the 
  frescoes as the former Emperor of Valera Arcosti I 
  and a DC 20 Knowledge (History) check allows a 
  character to remember the mysterious circumstances 
  under which the Emperor disappeared.
  This information, combined with the information 
  found in the paperwork in area 9, should be enough 
  to get many players wondering about the Lord 
  Marshall and whether or not it is a good idea to 
  provide him with a powerful magic item such as the 
  Scepter of Valera.
  
  12
   Mike Franke
  14. False Exit(CR 5)
  This narrow hallway ends in an archway ﬁ lled 
  with stone rubble from a partially collapsed 
  ceiling.
  T is room is very unstable. A DC 15 Knowledge 
  (Engineering) or DC 20 Knowledge (Dungeoneer-
  ing) will tell the characters the ceiling is likely to 
  collapse if the room is disturbed. If the characters 
  attempt to dig through the rubble blocking the 
  archway they will cause a partial collapse of the ceil-
  ing. Continued ef orts to dig through the rubble will 
  continue to drop rocks from the ceiling.
  Falling Block Trap (CR5) Type mechanical; 
  Perception DC 20; Disable Device DC 20; Trigger 
  location; Reset automatic after 1 round; Ef ect Attack 
  +15 melee (6d6); multiple targets (all targets in the 
  10 – ft. square before the archway)
  15. Treasure Chamber
  This small room is empty except for a large 
  chest along the rear wall and a plethora of dead 
  ants littering the ﬂ oor.
  T e chest is locked but may be opened with a DC 
  25 Disable Device check. Inside the chest is a gold 
  crown worth 950 gp and crystal orb worth 450 gp 
  covered in a carpet of dead ants. T e rod described 
  by Imperial Marshal is not here.
  16. Empty Treasure Chamber
  Through the gaping hole in the wall you can 
  see book shelves covering every wall of this 
  room. The shelves now stand crumbling and 
  empty. The only item in the room is a small 
  bronze cauldron sitting in a corner.
  A search of the room (DC 10 Perception check) 
  f nds numerous bits of paper but nothing intact or 
  recognizable. T e cauldron has a hole in it and is 
  generally valueless.
  17. Death Mist Chamber (CR 6)
  Water rains down from a hole in the ceiling, 
  ﬁ lling this roughhewn chamber with thick mist, 
  before pooling on the ﬂ oor and streaming out 
  of the room down a short passage to the east.
  T is room is the home of three vampiric mists 
  that recently squeezed their way up from even 
  deeper caverns via the vortex in area 22. T ey are 
  tired of ants and excited to feast on juicier prey. A 
  DC 10 Perception  check  notes the desiccated husks 
  of several giant ants pilled in the south-west corner 
  of the room.
  VAMPIRIC MIST (3)  
  CR 3
  XP 800
  NE Medium aberration (air, water)
  Init +8; Senses darkvision 60 ft., sense blood; 
  Perception +8
  DEFENSE
  AC 14, touch 14, ﬂ at-footed 10 (+4 Dex)
  hp 30 (4d8+12)
  Fort +4, Ref +5, Will +5
  Defensive Abilities amorphous; DR 5/magic
  Weaknesses vulnerable to ﬁ re
  OFFENSE
  Speed ﬂ y 50 ft. (perfect)
  Melee touch +7 (bleed and blood siphon)
  Special Attacks bleed (1d6)
  STATISTICS
  Str—,Dex 19, Con 16, Int 7, Wis 13, Cha 10
  Base Atk +3; CMB—; CMD—
  Feats Improved Initiative, Weapon Finesse
  Skills Fly +12, Perception +8, Stealth +11
  Languages Aklo
  SQ blood overdose, misty form
  SPECIAL ABILITIES
  Blood Siphon (Ex) A vampiric mist drains blood 
  with each melee touch attack dealing 1d3 points of 
  Constitution damage. Every time a vampiric mist 
  damages a creature in this way, it heals 1d8 hit 
  points. Hit points healed in excess of its maximum 
  are gained as temporary hit points, to a maximum 
  amount equal to its Constitution score. These 
  
  13
  THE BURIED PALACE
  temporary hit points last for 1 hour.
  Blood Overdose (Su) When a vampiric mist gorges on 
  blood to an extent that it gains temporary hit points, 
  it moves much more quickly. It gains a +2 haste 
  bonus to its Armor Class and on Reﬂ ex saves, and 
  can take one additional move action each round.
  Misty Form (Ex) A vampiric mist’s body is composed 
  of a semisolid red mist similar in consistency to thick 
  foam. The vampiric mist does not have a Strength 
  score, and it cannot manipulate or wear solid objects. 
  This form grants it the amorphous defensive ability, 
  and allows it to move through areas as small as 1 
  inch in diameter with no reduction to its speed. The 
  creature can speak in a hissing voice. A vampiric mist 
  cannot enter water or other ﬂ uids, and is treated as 
  a creature two size categories smaller than its actual 
  size (Tiny for most vampiric mists) for the purposes 
  of how wind aﬀ ects it. 
  Sense Blood (Ex) A vampiric mist can immediately 
  sense the presence of warm-blooded creatures in a 
  60-foot radius as if by scent. It can detect exposed 
  blood within a mile.
  ECOLOGY
  Tactics: Due to their sense blood ability, the vampiric 
  mists will likely be aware of the approach of the 
  characters. They will take advantage of the misty 
  environs of the room (Stealth check +14) and attempt 
  to surprise the characters when they descend from 
  above.
  Morale: The vampiric mists are famished for 
  humanoid blood and won’t pass up this opportunity 
  to feed. If two of the mists are killed, the third will 
  attempt to ﬂ ee to area 22 and escape down the 
  vortex.
  T is hallway provides access to areas 20, 21 and 
  22. Characters will need to pass through either area 
  21 or area 22 to reach the next catacomb hallway, 
  area 23.
  19. End of the Road
  The catacomb passageway ends in a deadfall of 
  large stones. The collapse does not look recent 
  but the ceiling groans occasionally and dust 
  sifts down from above.
  T e pile of stones blocking the passage is relatively 
  stable and digging will not provoke another collapse 
  (DC 15 Knowledge (Engineering)). Unfortunately, 
  digging won’t get the characters anywhere, as the 
  entire passage beyond has collapsed. Let characters 
  attempt to get by the blockage if they desire, how-
  ever, extended digging is sure to attract wandering 
  monsters.
  20. Mausoleum (CR 7)
  A heavy iron door blocks entry to whatever is 
  beyond. The door was at one time engraved 
  with a message, but time and rust have 
  obscured its meaning.
  T e door to the mausoleum is locked but can be 
  opened with a DC 20 Disable Device check. Even 
  then, the door is rusted to its frame and a DC 15 
  Strength check  is required to force it open. If the 
  characters open the door read the following.
  The metal of the door shrieks loudly in protest 
  as you force it open. Inside you see a room 
  empty except for three stone sarcophagi. As you 
  take in your surroundings a translucent form 
  rises through the lid of the center sarcophagus. 
  It opens its mouth and emits a moan so 
  terrifying it freezes your very blood.
  18. Catacomb Hallway  
  A long hallway stretches for over a hundred 
  feet before ending in collapses at both ends. 
  Numerous burial niches line both sides of the 
  hall but the bodies and contents within have 
  mostly rotted away, leaving only a few worthless 
  trinkets. A stream of water ﬂ ows out of a large 
  hole in the west wall and into a breach in the 
  east wall. A closed iron door can be seen about 
  halfway down the corridor.
  
  14
   Mike Franke
  GHOST  
  CR 7
  XP 3,200
  Human ghost aristocrat 7
  CE Medium undead (augmented humanoid, 
  incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 17, touch 17, ﬂ at-footed 15 (+1 Dex, +1 dodge, +5 
  deﬂ ection)
  hp 73 (7d8+42)
  Fort +7, Ref +6, Will +7
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
  OFFENSE
  Speed ﬂ y 30 ft. (perfect)
  Melee corrupting touch +6 (7d6, Fort. DC 18 half )
  Special Attacks frightful moan (DC 18)
  STATISTICS
  Str—, Dex 12, Con—, Int 10, Wis 11, Cha 20
  Base Atk +5; CMB +5; CMD 22
  Feats Dodge, Improved Initiative, Iron Will, Lightning, 
  Reﬂ exes, Toughness
  Skills Fly +9, Knowledge (history) +10, Knowledge 
  (nobility) +10, Perception +18, Sense Motive +10, 
  Stealth +9; 
  Racial Modif ers +8 Perception, +8 Stealth
  Languages Common
  SPECIAL ABILITIES
  Corrupting Touch (Su) All ghosts gain this 
  incorporeal touch attack. By passing part of its 
  incorporeal body through a foe’s body as a standard 
  action, the ghost inﬂ icts a number of d6s equal to its 
  CR in damage. This damage is not negative energy—
  it manifests in the form of physical wounds and 
  aches from supernatural aging. Creatures immune 
  to magical aging are immune to this damage, but 
  otherwise the damage bypasses all forms of damage 
  reduction. A Fortitude save halves the damage 
  inﬂ icted.
  Frightful Moan (Su) The ghost died in the throes of 
  crippling terror. It can emit a frightful moan as a 
  standard action. All living creatures within a 30-
  foot spread must succeed on a Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-
  aﬀ ecting fear eﬀ ect. A creature that successfully 
  saves against the moan cannot be aﬀ ected by the 
  same ghost’s moan for 24 hours.
  Tactics: The ghost begins combat with its frightful 
  moan ability and then moves into melee. 
  Morale: The ghost hates all life and will attack until 
  destroyed, pursuing characters as long as they 
  remain in the catacombs.
  ECOLOGY
  Treasure: A DC 15 Perception  check  discovers an 
  unlocked coﬀ er inside the left sarcophagus. It 
  contains 150 gp, 300 sp and an emerald worth 850 
  gp. A DC 25 Perception  check  ﬁ nds a false bottom 
  underneath the bones in the central sarcophagus. 
  It contains a +1 ﬂ aming heavy ﬂ ail and a scroll 
  containing burning hands and icestorm.
  Development: The noise created by forcing the door 
  of the tomb automatically attracts a wandering 
  monster. It arrives 1d8 rounds after the door is 
  opened.
  
  15
  THE BURIED PALACE
  21. The Ant Way
  Unlike the stone construction of the catacombs, 
  this low, four foot high, earthen, tunnel appears 
  to have been freshly dug. 
  Medium characters must crawl through this tun-
  nel and large characters must squeeze.
  22. The Drain
  Water drains into this low, narrow, earthen, 
  tunnel from the hallway. The tunnel bends 
  sharply down and around a corner after only 
  a few feet, preventing you from seeing into its 
  interior.
  If the PCs enter the tunnel read the following:
  The sound of water is loud in this small tunnel. 
  It rushes by, covering the ﬂ oor to a depth of 1 
  foot in most places. After you move beyond the 
  ﬁ rst turn, it is apparent that water is entering 
  the tunnel from both ends and converging in 
  the middle where a small vortex can be seen 
  syphoning the water into the unknown below.
  T e passage is quite slippery and characters at-
  tempting to move through the tunnel must succeed 
  on a DC 15 Acrobatics check  or be pulled of  their 
  feet by the current and sucked into the vortex. T e 
  vortex is created by numerous small holes and isn’t 
  big enough to suck down a character; however, a 
  character sucked into the vortex plugs it and causes 
  the water level in the tunnel to rise 1 f . per round.
  
  16
   Mike Franke
  T e tunnel can f ll nearly all of the way to the roof 
  before the water reaches the level of the surround-
  ing catacombs and begins to spill out, thus, a char-
  acter could drown if stuck for enough time. A stuck 
  character may free herself with a DC 17 Strength 
  check  but must make a DC 10 Acrobatics check  to 
  safely exit the tunnel and avoid being sucked back 
  into the vortex.
  Treasure: A DC 20 Perception  check  discovers a 
  rusty gauntlet wedged in a crack, under the water, 
  near the vortex. T is is actually a gauntlet of rust.
  23. Catacomb Hallway (CR 5)
  A long hallway stretches for over 100 feet before 
  ending in collapses at both ends. Numerous 
  burial niches line both sides of the hall but the 
  bodies and contents within have mostly rotted 
  away leaving only a few worthless trinkets. 
  Water showers down from a crack in the roof 
  near the midpoint of the hallway pooling on 
  the ﬂ oor before running into a large hole in 
  the western wall. An iron door can be seen 
  crumpled on the ground at the north end of the 
  hallway.
   
   
   
   
   
   
  VIOLET FUNGUS (2)  
  CR 3   
  PATHFINDER BESTIARY (SEE AREA 7)
  Tactics: The violet fungi attack any character within 
  reach—and they have enough reach to block the 
  entire hallway. These violet fungi have gorged 
  themselves on ants for several days now and do not 
  move to chase characters that do not come within 
  reach.
  Morale: Violet fungi are unintelligent and driven by 
  instinct. They attack any creature within reach and 
  attack until destroyed.
  Development: The crack in the ceiling leads up to 
  Area 7, however, only a size tiny or smaller creature 
  can navigate the narrow conﬁ nes of the crack up to 
  the palace above.
  24. The Priest’s Tomb
  The heavy iron door leading into this room has 
  been torn oﬀ  its hinges, as if by some great 
  force. Inside the room is dominated by a stone 
  sarcophagus. Even from the doorway you can 
  see that the lid has been opened and thrown to 
  the side. Ants swarm in and out of a multitude 
  of cracks in the ﬂ oor.
  T e ants are harmless, normal ants. T e sarcopha-
  gus is empty, the priest having arisen as the Ant that 
  Walks and moved on to the T rone Rome (area 13) 
  where it spends its time thinking it is the Emperor. 
  A DC 15 Perception  check  reveals the writing on 
  the sarcophagus lid. 
  With a DC 15 Linguistics check  a character 
  may translate the somewhat obscure, 300-year-old 
  dialect. It tells the story of a priest of Mavros who 
  singlehandedly fought of  a lizardman attack on a 
  caravan traveling from Melana to Valera. Af er suc-
  cumbing to his wounds, he was buried here, with 
  honors, near the temple.
  25. Collapsed Hallway (CR 6)
  Although this catacomb hallway was at one 
  time likely much longer, it has suﬀ ered a drastic 
  collapse. Forty feet of passage remain passable 
  and large holes are apparent in both the west 
  and east walls. A group of giant ants quickly 
  approaches as soon as you enter the hallway.
  If combat in this area lasts for more than 5 
  rounds, the army ant swarm from area 26 will join 
  the f ght.
  
  17
  THE BURIED PALACE
  26. The Hive (CR 6)
  This irregularly shaped cave is dominated by 
  the large earth mound at its center. A massive, 
  rectangular, red-ﬂ ecked, slab of granite is 
  imbedded in the side of the mound. What 
  looks to be a section of the palace can be seen 
  through a 10-ft.-wide hole  in the ceiling 20 feet 
  above.
  T is room is the home of an army ant swarm. If it 
  has not already been fought in area 25, the swarm 
  boils forth from the mound to attack any intruders. 
  A knowledge DC 15 Religion check  identif es the 
  block of stone as an altar to the god Mavros. T e 
  altar apparently fell through the ceiling from area 
  12 above. A DC 25 Perception  check  of the altar 
  locates a secret compartment.
  GIANT ARMY ANT SWARM  
  CR 6   
  PATHFINDER BESTIARY  (SEE AREA 12)
  Tactics: The army ant swarm considers anyone in the 
  hive room a threat and ﬁ ghts until all intruders are 
  killed or it is destroyed. 
  Morale: The army ant swarm attacks until destroyed.
  Treasure: The giant ants of the catacombs have 
  GIANT ANT (4)  
  CR 2
  XP 600
  N Medium vermin
  Init +0; Senses darkvision 60 ft., scent; Perception +5
  DEFENSE
  AC 15, touch 10, ﬂ at-footed 15; (+5 natural)
  hp 18 (2d8+9)
  Fort +6, Ref +0, Will +1
  Immune mind-aﬀ ecting eﬀ ects
  OFFENSE
  Speed 50 ft., climb 20 ft.
  Melee bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus 
  poison)
  STATISTICS
  Str 14, Dex 10, Con 17, Int —, Wis 13, Cha 11
  Base Atk +1; CMB +3 (+7 grapple); CMD 13 (21 vs. 
  trip)
  Feats Toughness
  Skills Climb +10, Perception +5, Survival +5; Racial 
  Modiﬁ ers +4 Perception, +4 Survival
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 12; frequency 
  1/round for 4 rounds; eﬀ ect 1d2 Str; cure 1 save
  ECOLOGY
  Tactics: The giant ants attack anyone that in area 25 or 
  area 26. They continue to attack until destroyed or 
  all intruders are killed or driven oﬀ .
  Morale: While defending their hive the ants are 
  fearless and will not retreat for any reason.
  pilled a collection of objects here for use in building 
  the hive. A DC 20 Perception  check  locates the 
  following: a masterwork silver dagger worth 225 
  gp, a bunch of gold wire worth 150 gp, tattered and 
  rotten silk burial garments worth 5 gp, a dirt covered 
  ivory bust worth 75 gp, vaguely recognizable as a 
  man, and 580 gp of ancient coins. 
  If the altar’s secret compartment is discovered, the 
  party ﬁ nds 2 scrolls of greater restoration, 3 vials 
  of holy water, and a rare holy text of Mavros worth 
  1,500 gp to the right buyer. A DC 25Knowledge 
  (History or Religion) check  recognizes the text as 
  one stolen from the Seat of Mavros several hundred 
  years ago and sought by the clergy of Mavros ever 
  since.
  Development: If the characters take time to clean oﬀ  
  the ivory bust or succeed on a DC 20 Perception  
  check  they note the bust appears to be of a hawk-
  nosed man. An inscription on the base of the bust 
  has mostly worn away, however, the letters ACSI are 
  still recognizable.
  
  18
   Mike Franke
  ply kill them out of hand as long as the characters 
  keep their bargain with him. Turining on his own 
  agents for no apparent reason could lead to ques-
  tions about the buried palace and further investiga-
  tion into its secrets by agents of the Emperor.
  Finally, af er the discussion is f nished, the Lord 
  Marshall asks the characters to turn over the Regalia 
  of Valera per their agreement. Unless the characters 
  have stated that they put the Regalia away, or are 
  hiding it, you can assume the Lord Marshall sees 
  it. If the characters turn over the crown, orb, and 
  scepter, there is no problem and the characters are 
  rewarded per their agreement with the Lord Mar-
  shall and allowed to leave.
  If the characters refuse to turn over the regalia, 
  the Lord Marshall gives them one chance to change 
  their mind before ordering the soldiers to attack. 
  T e Lord Marshall doesn’t enter combat and with-
  draws if attacked or if the f ght appears to be go-
  ing poorly for his men. If the characters attempt to 
  deceive the Lord Marshall, the Lord Marshall is a 
  cagey observer (Sense Motive +14). If the Lord Mar-
  shall sees through the deception he give them one 
  chance to remedy the situation before ordering the 
  guards to attack. 
   
  VALERAN GUARDSMEN (5)  
  CR 3
  XP 800
  Human warrior 5
  N Medium humanoid
  Init +0; Senses Perception +4
  DEFENSE
  AC 19, touch 10, ﬂ at-footed 19 (+9 armor)
  hp 37 (5d10+10)
  Fort +5, Ref +1, Will +0
  OFFENSE
  Speed 20 ft.
  Melee mwk guisarme +9 (2d4+4/×3) or spiked gauntlet 
  +8 (1d4+3) or sap +8 (1d6+3 nonlethal)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  STATISTICS
  Str 16, Dex 11, Con 12, Int 8, Wis 9, Cha 10
  Base Atk +5; CMB +8 (+10 bull rush); CMD 18 (20 vs. 
  bull rush)
  Feats Alertness, Improved Bull Rush, Intimidating 
  Prowess, Power Attack
  PART THREE: 
  RETURN TO THE 
  SURFACE
  1. The Bathhouse Again (CR 13)
  As you pull yourselves one by one out of 
  the darkness and back into the light of the 
  bathhouse, you can see that the room is no 
  longer occupied by a few bathhouse attendants 
  watched over by a government bureaucrat. 
  A full squad of soldiers wearing the livery of 
  the Lord Marshall, a full moon over a ﬁ sh on a 
  ﬁ eld of red, surrounds the bath, watching you 
  very closely. Their heavy armor shows the wear 
  of repeated combat and their wizard captain 
  holds his wands at the ready.
  A young man in the dress of a government 
  messenger runs from the room at your 
  appearance and a few moments later the Lord 
  Marshall himself enters the room and looks 
  down at you from the lip of the bath.
  T is is a very dangerous encounter for the PCs. 
  Make sure to spend time describing the number of 
  guards and their appearance as capable veterans.
  T e Lord Marshall questions the characters about 
  what they found in the Buried Palace. Feel free to 
  ask the players any questions regarding the state of 
  the palace and the dangers found within. Eventu-
  ally, however, the Lord Marshall attempts to get the 
  characters to talk about the frescoes. He knows that 
  there is art in the place with his face. He doesn’t 
  know if any of it survived or is recognizable af er 
  hundreds of years. He could ask questions such as:
  Is there any art or architecture of historic signif -
  cance in the palace? Or
  Did you f nd anything related to previous rulers 
  that we should attempt to preserve?
  T is can be a dangerous exchange for the charac-
  ters for, if the Lord Marshall believes they have f g-
  ured out his true identity, he will become a lifelong 
  enemy and plot their quiet elimination as soon as 
  possible. However, the Lord Marshall will not sim-
  
  19
  THE BURIED PALACE
  Skills Intimidate +10, Perception +4, Sense Motive +4
  Languages Common
  Combat Gear tanglefoot bags (2); Other Gear +1 half-
  plate, masterwork guisarme, sap, spiked gauntlet
  VALERAN CAPTAIN  
  CR 5
  XP 1,600
  Human evoker 6
  N Medium humanoid
  Init +6; Senses Perception +6
  DEFENSE
  AC 16, touch 12, ﬂ at-footed 14 (+4 mage armor, +2 Dex)
  hp 33 (6d6+12)
  Fort +3, Ref +4, Will +5
  OFFENSE
  Speed 30 ft.
  Melee dagger +2 (1d4–1/19–20) or
  wand of shocking grasp +2 touch (1d6 electricity)
  Ranged dagger +5 (1d4–1/19–20)
  Special Attacks intense spells +3
  Arcane School Spell-Like Abilities (CL 6th; 
  concentration +9)
  6/day—force missile (1d4+3)
  Wizard Spells Prepared (CL 6th; concentration +9)
  3rd—dispel magic, ﬂ y, haste, ﬁ reball (2) (DC 17)
  2nd—ﬂ aming sphere (DC 16), glitterdust (DC 15), 
  mirror
  image, protection from arrows, scorching ray (DC 16)
  1st—burning hands (DC 15), color spray (DC 14), 
  expeditious
  retreat, mage armor, shocking grasp
  0 (at will)—dancing lights, detect magic, light, 
  message
  Prohibited Schools enchantment, necromancy
  STATISTICS
  Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13
  Base Atk +3; CMB +2; CMD 17
  Feats Combat Casting, Craft Wand, Defensive Combat 
  Training, Improved Initiative, Scribe Scroll, Spell 
  Focus (evocation)
  Skills Craft (Armor) +10, Craft (Weapons) +10, Fly +11, 
  Knowledge (arcana) +12, Knowledge (engineering) +7, 
  Knowledge (geography) +7, Knowledge (history) +7, 
  Perception +6, Ride +6, Spellcraft +12
  Languages Common, Draconic, Elven, Giant
  SQ arcane bond (wand)
  Combat Gear scrolls of ﬂ y (2), invisibility (2), minor 
  image (2), wand of magic missile (CL 5, 50 charges, 
  arcane bond item), wand of shocking grasp (50 
  charges), tanglefoot bags (3);
  Development: If the characters ﬁ ght and defeat the 
  Lord Marshall’s soldiers they may escape, however, 
  they will quickly ﬁ nd that they are now wanted men. 
  They have earned the enmity of the Lord Marshall 
  and he will have them arrested on sight in Valera.
  
  20
   Mike Franke
  CONCLUDING 
  THE ADVENTURE
  What begins as a straightforward delve into the 
  ruins under Valera with the sponsorship of the 
  Lord Marshall has the possibility of throwing the 
  characters into the middle of a political f restorm. 
  Information from the Buried Palace can identify the 
  Lord Marshall as the mysteriously-missing, former 
  Emperor Arcosti I. T is information, combined 
  with the obvious power of the Scepter of Valera, 
  may convince some characters to renege on their 
  deal with the Lord Marshall. If the characters return 
  the Scepter of Valera to the Lord Marshall they will 
  be handsomely paid and earn his gratitude while 
  at the same time moving him one step closer to his 
  ultimate goal of re-taking power in Valera. If the 
  characters choose to oppose the Lord Marshall, they 
  become wanted fugitives in Valera and earn the 
  enmity of a man who may someday be emperor.
  Wandering Monsters 
  T e Buried Palace is just a small part of a 
  massive underground world of catacombs, 
  ruins, and natural caverns buried beneath the 
  current city of Valera. T ese rooms and passag-
  es connect the surface with the world beneath 
  the surface and as such sometimes become the 
  home of strange creatures from the depths. 
  Monsters are encountered at the GM’s discre-
  tion whenever the party is spending too much 
  time in an area (resting, etc.) or making a large 
  amount of noise such as extended f ghting, 
  digging, triggering collapses, or using loud 
  evocation magic. Every time the party does one 
  of the above there is a 25% chance of a random 
  encounter.
  Wandering Monsters
  1. Xorn (CR 6, Pathﬁ nder Bestiary)
  2. Army ant swarm (CR 5, Pathﬁ nder Bestiary)
  3. 3d4 stirges (CR ½ Pathﬁ nder Bestiary)
  4. Gray Ooze (CR 4 Pathﬁ nder Bestiary)
  5. 1d4 giant ants (CR 2, Pathﬁ nder Bestiary)
  6. Slithering Tracker (CR 4, Pathﬁ nder Bestiary II)
  7. 3d4 ghouls (CR 1, Pathﬁ nder Bestiary)
  8. Mohrg (CR 8, Pathﬁ nder Bestiary)
  
  21
  THE BURIED PALACE
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  Advanced Player's Guide. Copyright 2011 Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on mate-
  rial by E. Gary Gygax and Dave Arneson.
  Pathf nder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
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  LLC. www.koboldquarterly.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Midgard Adventures 6 - The Buried Palace.pdf