TEXT: CC03
  MAKE YOUR GAME LEGENDARY!
  A MINI-ADVENTURE DESIGNED TO GIVE 1ST TO 3RD 
  LEVEL CHARACTERS THE CHANCE TO EARN ADDITIONAL 
  EXPERIENCE AND TRUST WITHIN A GOTHIC-THEMED 
  ADVENTURE PATH CAMPAIGN
  BY JASON NELSON & CLARK PETERSON
  WITH THE LEGENDARY GAMES DESIGN TEAM
  The Murmuring
  Fountain
  The Murmuring
  Fountain
  
  • 5 •
  Adventure Background
  • 5 •
  Mini-Adventures
   
    5 • AN UNWANTED GUEST
   
    6 • SUDDENLY THERE CAME A TAPPING AT MY CHAMBER… WINDOW
   
    7 • (MAP) THE MURMURING FOUNTAIN 
   
    8 • FLOWERS FOR THE DEAD
   
    9 • RAVEN’S ROOST
   
  10 • THE MADMAN’S CAMP
   
   
    (1) SHACK
   
   
    (2) ROPE BRIDGE
   
   
    (3) TREEHOUSE
   
   
    (4) THE THING EMERGES
   
  12 • (MAP) THE MADMAN’S CAMP
   
  15 • RETURN TO THE FOUNTAIN
  • 4 •
  Welcome to Adventure Path Plug-Ins
  BY CLARK PETERSON
  • 3 •
  Credits
  • 17 •
  Biographies
  • 18 •
  Legal
  • 16 •
  Epilogue
  2
  I
  
   Credits
  Authors: Jason Nelson & Clark Peterson
  Design and Layout: Timothy K. Wickham
  Art: Colby Stevenson
  Cartography: Robert Lazzaretti
  Legendary Games Team Members: Clinton Boomer, Jason Nelson, Neil Spicer, Greg A. Vaughan and Clark Peterson
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff and to Michael Kortes for his excellent 
  ghost-story adventure, Haunting of Harrowstone. 
  About Legendary Games
  Legendary Games is an all-star team of authors and designers, coordinated by Clark Peterson of Necromancer 
  Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best 
  expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in our 
  products. So check us out, and Make Your Game Legendary!
  Join the Legendary Games team online at www.makeyourgamelegendary.com
  Visit us on Facebook and follow us on Twitter @legendary_games.
  Murmuring Fountain. Copyright 2012, Legendary Games. All rights reserved.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 Edition of the world’s oldest 
  fantasy roleplaying game. The OGL can be found in the Legal page at the end of this product.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility 
  for more information on the compatibility license.
  The Murmuring
  Fountain
  The Murmuring
  Fountain
  3
  The Murmuring
  Fountain
  The Murmuring
  Fountain
  
  Welcome to Adventure Path Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for use 
  with Paizo’s Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top of a  
  Legendary Games product, you can expect it is designed to fit directly with the themes of a particular Adventure 
  Path campaign. The all-star team of designers here at Legendary Games is committed to bringing you—the busy 
  GM or player—the absolute best third party support for your Pathfinder campaign. To deliver on that commit-
  ment, we’ve assembled the best of the best of current gaming authors, designers and layout experts so that you can 
  feel comfortable that Legendary Games products will be the most creative, rules-legal and well-designed content 
  you can find. Though Adventure Path Plug-Ins all share a theme with a specific Adventure Path campaign, they are 
  designed to be easily incorporated into your home game regardless of what campaign you may be running. 
  Adventure Path campaigns contain amazing plots and stories written by the industry’s best authors. But those  
  adventures have space restrictions for print publication that often leave space either for alternatives for the busy 
  GM or chances for the GM to personalize his or her game. The first installment of the current Adventure Path 
  has just these issues—PCs need more small chances to earn experience and gain trust within the town. GMs need 
  short adventures or locations that can be easily plugged in to the current adventure without disrupting its overall 
  story. This adventure, The Murmuring Fountain, fills that need and more, providing the PCs with experience and 
  the chance to gain Trust as well as the chance for the party to gain a unique spectral pet which in and of itself  
  provides another emotional link for the PCs to remain in the town, a story need that may not be sufficient to keep 
  all game groups interested in remaining in town. 
  Hey, What’s With the Names?
  You will see us use phrases such as “Gothic Campaign” instead of the title of a recent Adventure Path. Or you may see  
  us use the names “The Professor” or “The Professor’s Daughter” instead of the proper names of specific characters from 
  those adventures. There are legal reasons for this. While we can create compatible products under the Open Game License, 
  we still have to be respectful of certain content that Paizo owns. Because we want to be very respectful of their content and 
  work in partnership with them we use these “replacement phrases” for certain content. Plus, this helps the product have a 
  more general appeal to those who may be running a home campaign that fits the same themes. In any event, we are 100% 
  confident you know what we are talking about and will have no problem making the required connection. So enjoy The 
  Murmuring Fountain in your gothic Adventure Path, set in a small gothic town, helping the Professor’s Daughter and  
  cleansing the unquiet spirits in the ruins of the local prison. See, that wasn’t so hard, now was it.
  4
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  Adventure Background
  Some years ago, the traveling merchant Antrellus Varagus sought to increase 
  his wealth and notoriety beyond his modest local successes. He made contact 
  with robed priests of the Yellow King, a strange mystery cult who promised 
  him power and wealth beyond his imaginings in return for his cooperation in 
  a blasphemous rite to their alien patron, a ritual his mind did not survive, nor 
  did his unsuspecting wife. While Antrellus believed it was he who had sought 
  out the priests, in truth it was they who sought him, or more specifically, her. 
  Antrellus himself was entirely irrelevant to their nefarious plans. It was the 
  sacrifice of his wife that was their true aim, and the dawning realization of 
  his tragic miscalculation as he sat helpless and uncomprehending robbed the 
  merchant of his sanity. 
  The cultists had discovered a secret Antrellus himself did not know; his wife 
  Marisol had been a witch in her youth, and in her adventures had discovered 
  certain elder secrets that so horrified her that she gave up adventuring, even 
  dismissing her familiar, and left her old life behind, taking a new name and 
  finding contentment and eventually love with Antrellus. The servants of the 
  Yellow King, seeking that selfsame knowledge, uncovered her trail years later, 
  and after a few delicate inquiries were rebuffed they worked through her 
  foolish husband, plying him with gifts and promises to join their supposedly 
  harmless devotional meetings and to bring his wife as a guest. Once they had 
  the couple in their clutches, their eldritch chants called many-legged tentacu-
  lar abominations from beyond. Their experiments sought to inseminate body 
  and mind with the larval spawn of these alien horrors, enslaving them to the 
  will of the Yellow King and his priests and extracting their secrets either will-
  ingly or excruciatingly. 
  The spawn implanted within Marisol engrafted itself as expected, physically 
  and psychically bonding her as she offered up her long-suppressed knowledge 
  to her captors. Delighted at their success, they took her as their lobotomized 
  bond-slave, a plaything for their cultic masters. Antrellus’ implantation was 
  less successful, seemingly stillborn within him, or perhaps hibernating in a 
  prolonged gestation. While deemed an experimental failure, Antrellus was ul-
  timately immaterial to their goals, and the psychic shock of the ordeal and the 
  depraved violations he and especially his wife were forced to endure seemed 
  to break the merchant’s mind quite as effectively as any supernatural torment 
  they could have devised. They left the town and abandoned the merchant to 
  his fate, resolving to check back on him periodically to see if their experiment 
  ever bore fruit, and year by year that blighted embryo has grown within him, 
  a grotesque alien parasite that has slowly consumed what little was left of his 
  sanity as it ripened toward maturity. 
  Fleeing into the swampy woodlands wild, the locals now know him as Antrel-
  lus the Mad, a phantom figure creeping around the outskirts of town, gibber-
  ing and ranting about the robed priests and the many-legged beast which he 
  saw feed that night to any disbelieving townsfolk or traveler patient enough to 
  listen to his demented ravings. Too pitiful to slay, and too deranged to drive 
  away permanently, Antrellus has lingered near the town for a decade. As he 
  has done no harm to any, the pitying townsfolk grudgingly tolerate his pres-
  ence, though children and old women invoke his name as a bogeyman and 
  sometimes utter rhyming chants of warding when they see him, though in 
  truth he has been mostly harmless, though the time is now approaching when 
  the horror within him will hatch.
  Shortly before murder of the Professor and subsequent arrival of the PCs in 
  town, Antrellus observed a group of yellow-clad travelers passing through the 
  village, one asking questions about him. Believing that these priests were the 
  same ones responsible for his wife’s death years ago and that they had returned 
  for him (it is left open to the GM to determine if they are in fact the same cult-
  ists), he saw one of the travelers apparently talking with a raven in the town. 
  While the raven is the pet of one of Lereia, one the local town children, Antrel-
  lus became convinced the bird is actually the cultist’s familiar. After seeing the 
  little girl talking with the bird as well, his paranoia has cemented the notion 
  that the girl herself is a cultist in disguise, masquerading as the child. Obsessed 
  with the animal and believing it to be constantly watching him, he tracked it 
  and eventually captured it at its favorite roost by the Murmuring Fountain, ty-
  ing it in a sack and stuffing the squawking package under the drain grate of the 
  fountain’s lower basin. What might otherwise have been a simple act of insane 
  compulsion, however, has become something else as eldritch energies have 
  seeped into the town from the burgeoning haunting of the nearby prison and 
  caused the spirit of the murdered pet raven, named Eronel in life, to awaken, 
  along with a darker haunting at the town’s heart.
  Mini-Adventures
  The following encounters and events can be inserted as the GM sees fit into the 
  current adventure path. 
  An Unwanted Guest
  Optionally, at the Professor’s funeral, the GM may choose to have Antrellus 
  the Mad watching the procession from the distance, hiding among the tomb-
  stones. He can be spotted by a DC 12 Perception check. He may shout some 
  strange phrase, such as “the beast has many legs, the beast has many legs” or 
  “from Leng they will come, it is written, you will see,” and any other persons 
  present tell the PCs to disregard his insane ramblings and that he is a harmless 
  and pathetic madman. When the unpleasantness begins with the local toughs, 
  Antrellus quickly departs.
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  Suddenly There Came A Tapping At My  
  Chamber… Window  (CR 1/3)
  On the first night the PCs are in the home with the Professor’s daughter after 
  the reading of the will, while they are perhaps up late perusing one of the 
  Professor’s strange books, there comes a tapping at a chamber window. The 
  PCs may attempt a DC 10 Perception check to hear the tapping, and then 
  a subsequent check (DC 15) to determine which window of the house it is 
  coming from. If they fail the check, they misidentify the window and go to the 
  wrong one. They hear the tapping again and may make another check until 
  they are successful, should they wish to continue searching for the source of 
  the continued tapping. PCs identifying the correct window may open the cur-
  tains to reveal a spectral bird of some sort which immediately flies away. A DC 
  10 Knowledge (nature) check identifies the bird as a raven. PCs also see the 
  spectral bird (and may identify it) if they go outside to investigate the tapping.  
  If pursued, the raven flees.
  If PCs correctly identify the window where Eronel is tapping, they may spot 
  Antrellus lurking in the shadows (DC 16 Perception for PCs with darkvision 
  or low-light vision, DC 21 without), slinking away from the house. 
  Eronel, Ghost Raven 
  CR 1/3
  XP 133
  N Tiny undead (incorporeal)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
  Defense
  AC 15, touch 15, flat-footed 13 (+1 deflection, +2 Dex, +2 size)
  hp 4 (1d8)
  Fort +1, Ref +4, Will +2
  Defensive Abilities channel resistance +4, incorporeal, rejuvenation;  
  Immune undead traits
  Offense
  Speed fly 40 ft. (perfect)
  Melee corrupting touch +4 (1d4)
  Space 2-1/2 ft.; Reach 0 ft.
  Statistics
  Str —, Dex 15, Con —, Int 2, Wis 15, Cha 11
  Base Atk +0; CMB +0; CMD 6
  Feats Weapon Finesse
  Skills Fly +9, Perception +14, Stealth +13
  SQ phantom noises
  Special Abilities
  Corrupting Touch (Su) Eronel’s touch inflicts 1d4 points of damage from 
   
  supernatural aging (DC 11 Fortitude half).
  Phantom Noises (Sp) Eronel can use ghost sound at will (DC 10 disbelief), but  
   
  is limited to creating sounds he could make in life, including tapping of his 
   
  beak against solid objects, rustling feathers, and cawing. Each day, Eronel 
   
  may utter a single word, repeating it up to three times throughout the day; 
   
  the next day, Eronel may choose a different word. 
  Developments: Attempts to harm, capture, or follow the raven are likely to be 
  unsuccessful, due to its high Stealth and its ability to pass through solid ob-
  jects while fleeing. The ghostly raven was drawn to the house by the presence 
  of Antrellus, his murderer, who was slinking around the manor having seen 
  the PCs at the Professor’s burial.
  Story Reward: If the PCs follow the sound to the proper window and observe 
  the raven, award the PCs experience as if they had defeated a CR 1/3 creature 
  in combat. 
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  (1) The Murmuring Fountain
  (2) The Town’s Memorial
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  Flowers for the Dead
  CR 1
  Once the haunting begins in earnest in the town and the bloody letters appear, 
  the PCs likely begin roaming the town at night and may well take to guarding 
  the memorial. This encounter can begin during one of their nightly patrols. 
  Or, if they are not given to patrolling at night, they can hear local rumors of a 
  ghostly girl who was seen in the vicinity of the Murmuring Fountain near the 
  Memorial. If that does not move them, a young couple trysting (named Bryn 
  and Mellum) sees her the next night while trysting near the fountain; fleeing in 
  panic, they beg help of the town guards and the PCs to deal with this apparition. 
  The “ghostly” girl is, in fact, Lireia, the eight-year-old former owner of Ero-
  nel, the dead raven. Garbed in white, she comes to lay flowers at the well at 
  midnight in his honor at the Murmuring Fountain, the raven’s favorite perch 
  in life. On the day of Eronel’s disappearance, a scattering of his feathers found 
  near the well seemed to indicate that her bird had been savaged by some town 
  cat or perhaps an owl. Though her parents insisted the bird was only injured 
  and would soon return, Lireia knew instinctively that her pet was dead and 
  suspected it had been murdered. Unknown to her parents (who would be mor-
  tified), Lireia has been sneaking out of her house in her finest dress to conduct 
  her midnight memorial and intends to continue it each night for a week. Note 
  that Lireia may have been encountered by the PCs during daylight hours, skip-
  ping rope and singing local songs, as detailed in the Adventure Path. 
  The Murmuring Fountain
  The Murmuring Fountain (1) is located in a small, overgrown garden in front 
  of the town’s Memorial (2), described as location “O” on the Adventure Path’s 
  town map). The garden’s hedgerows of white roses have become wild and 
  half-merged with the surrounding undergrowth from lack of tending, but lend 
  a fey beauty to the memorial park, and it is popular for romantic rendezvous 
  with a hint of danger. The pale gravel of the footpath is half-overgrown with 
  grass, weeds, and wildflowers, while fountain and memorial alike show marks 
  of weathering to accompany a patina of dirt and clinging moss.
  The fountain itself is in two parts, a lower cruciform basin with four pools sur-
  rounding a central pillar. The 4-foot high pillar supports an upper basin 8 feet 
  across and ringed by four stone gargoyles (1a) which sit at each of the ordinal 
  directions (NE, SE, SW and NW) and support the basin’s fluted lip, where 
  water spills between the gargoyles into the lower basins toward a central drain 
  and thence into the nearby river. Water burbles a few feet in the air from the 
  upper bowl, from which clean water can be drawn for drinking while the lower 
  basins can be used for bathing or washing. The fountain is in disrepair, with 
  several of the gargoyles having suffered large chips and broken stonework, 
  though the basins are intact. 
  Lireia
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  The Murmuring Fountain is so named for the strange, susurrant voices inter-
  mixed with the gurgling of the fountain water. No two persons listening to 
  the strange murmurings ever agree on the words that seem to be spoken by 
  the just barely indecipherable whispering voice. To one, it may seem the voice 
  of a lost love, to another the voice of a hated rival. Despite local attempts at 
  repair of the stone gargoyles, they quickly crack or suffer some sign of damage. 
  Locals have given up trying to repair the fountain and nearly all believe it is 
  haunted in some way. 
  Creatures: 
  Lereia, Grieving Child
  CR 1/8
  XP 50
  Initiative +1; Senses Perception -1
  Small female humanoid (human)
  AC 12 (+1 Dex, +1 size)
  hp 2 (1d4-1)
  Skills  Perception -1, Stealth +1
  Str 6, Dex 13, Con 8, Int 10,Wis 9, Cha 12
  Developments:  PCs watching near the well or memorial may see Lireia 
  (Perception DC 13) approaching slowly and silently in her ghostly pale dress, 
  white flowers clutched in her hands and her head reverently bowed. PCs 
  may attempt a DC 10 Perception check (characters with ranks in Knowledge 
  (local) or Knowledge (religion) gain a +2 bonus) to recognize her as a living 
  girl (and one of the townsfolk they have seen) and not undead. PCs failing 
  the check may well believe her to be the apparition the frightened townsfolk 
  have described. Lireia may notice PCs moving to attack (Perception -1); if she 
  does, she shrieks in terror and drops her flowers. PCs may then make another 
  Perception check as above to recognize she is not undead; characters about to 
  make a melee attack may turn their blow aside, but ranged attacks cannot be 
  recalled once PCs realize their error.
  A young, innocent child, Lireia tells PCs the story of her missing pet raven and 
  how she does not believe what everyone says, that her bird was killed by an 
  animal. She thinks crazy old Antrellus did it. He always yelled strange things at 
  her and her bird, and since Eronel disappeared Antrellus scurries away every 
  time he sees her, like he is afraid of her , but he doesn’t run from any of the 
  other children. Through her tears, she implores the PCs to help prove he is a 
  pet-killer. A Diplomacy check (DC 10) calms her down enough to convince 
  her to let PCs take her home, and a second check (DC 15) persuades her to 
  stop sneaking out at night, though she insists on leaving flowers for her bird at 
  the well one last time. 
  Rewards: If the PCs recognize Lireia is not undead and do not harm her, award 
  them experience as if they defeated a CR 1 creature in combat. If they convince 
  her to return home and interact with her horrified but grateful parents, award 
  them +2 Trust. If the PCs harm Lireia and the town learns of that harm, they lose 
  2 points of Trust even if they heal her. If they kill her, they lose 6 points of Trust. 
  The Raven’s Roost (CR 2)
  As the PCs begin to leave the memorial with Lireia (either alive, or with her 
  body if she has been accidentally killed), a screaming caw splits the night as 
  a trio of bloodravens dive to attack Lireia or the PC carrying her or her body. 
  Bloodravens are a rare but very large and aggressive breed of raven, hunted to 
  extinction in the region. If they are not spotted by PCs (DC 16 Perception if 
  PCs have darkvision or low-light vision, DC 20 without), they attack by sur-
  prise. The bloodravens do not appear naturally, but are generated by the haunt 
  that has formed at the fountain due to Eronel’s murder and the spiritual taint 
  seeping out of the haunted prison.
  The Raven’s Roost
  CR 2
  LE haunt (10 ft. by 10 ft. fountain)
  Caster Level 3rd 
  Notice Perception DC 18  
  (to notice torn raven feathers falling into the fountain)
  hp 10; Trigger proximity; Reset 1 hour
  Effect When this haunt is triggered, a trio of bloodravens appears with a 
  dreadful caw and swoops to attack any creatures in sight. In a dark subver-
  sion of Eronel’s affection for Lireia, the bloodravens attack female children (or 
  creatures protecting them) in preference to other targets. The haunt can be 
  fooled by illusions, including invisibility. The bloodravens function as summon 
  nature’s ally II and can be harmed by normal attacks
  Destruction The body of Eronel must be removed from the fountain and his 
  murder avenged, either by slaying Antrellus or by having Antrellus come to 
  the fountain and apologize to Lireia, then burying Eronel in blessed ground 
  and tossing a spadeful of earth from his burial plot into the fountain.
  Creatures:  Bloodravens (3) (hp 5) A bloodraven’s statistics are identical to 
  those of an eagle (Pathfinder RPG Bestiary 118, advanced simple template 294), 
  but it also has a +6 bonus to Stealth (+10 in dark conditions) and gains Blind-
  ing Critical as a bonus feat. They attack for 3 rounds or until slain and then 
  disappear without a trace.
  A PC wishing to shield Lireia from attack by the bloodravens may use the aid 
  another action as usual, or may shield her body as a full-round action, grant-
  ing double the normal bonus to her Armor Class.
  Developments:  When the bloodravens attack, PCs may hear an answering 
  caw echoing up from the fountain (DC 15 Perception). At the beginning of 
  the next round, Eronel the ghost raven flies out of the fountain and fights to 
  protect Lireia. It may attack the bloodravens directly or may use aid another to 
  assist her Armor Class or the AC or attack roll of a creature protecting her. 
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  After the battle, Eronel’s ghost perches on the lip of the fountain and PCs can 
  clearly hear the squawk of a raven calling “Murder!  Murder!  Murder!” Ero-
  nel’s beak does not move as these words are uttered, but after using his ghost 
  sound to create the words he plunges into the fountain (not disturbing the 
  water’s surface) and disappears. 
  A search of the fountain (DC 15 Perception, with a +2 bonus for PCs with 
  ranks in Knowledge (engineering)) reveals that something is blocking the 
  drain beneath the grate of the lower basin and that the grate itself has been 
  recently disturbed. If the grate is removed by a DC 10 Strength check, the PCs 
  discover a moldy brown sack roughly tied with cord. If opened, inside can be 
  found the remains of a large bird, mostly bones, feathers and rotting flesh—
  Lereia’s pat raven. Also in the bag is a gold signet ring (200 gp) belonging to 
  Antrellus the Mad (DC 13 Knowledge (local) or Knowledge (nobility) reveals 
  this information, as does a DC 18 Diplomacy check to gather information). 
  A second check against the same DC reveals that Antrellus lives in the woods 
  and is believed to have a hidden cabin somewhere south of the town.
  In the struggle to stuff the raven into the sack, the bird grasped the ring in its 
  beak and pulled and clawed the ring from his finger, causing him much pain 
  and damage to his hand. The ring was in the bird’s mouth when it drowned 
  and the spectral form of the bird still seems to have something unidentifiable 
  in its mouth. If the PCs remove the ring from the bag, the next time they see 
  the spectral raven it will no longer seem to have anything in its mouth. 
   
  Rewards: If Eronel observes any creature using aid another to protect Lireia, 
  he forms an attachment to that PC and may manifest after the battle, seeking 
  out the PC and hovering by their shoulder. If no character distinguished them-
  selves in protecting Lireia, he gravitates to any character carrying or wearing 
  Antrellus’ ring. For as long as the character Eronel favors remains within 5 
  miles of the town, that character may treat Eronel as his familiar when out-
  doors at night. Eronel himself also gains the benefits of being a raven familiar 
  (as a wizard of the bonded character’s level). He follows his bonded character 
  until the sun rises, at which point he disappears into the fountain until it sets 
  again. Eronel refuses to go underground or to go inside buildings, and while 
  unable to speak he can understand Common and can indicate yes or no to 
  questions asked to him (within the bounds of his limited intellect).
  The Madman’s Camp
  Under the direction of the spectral raven (who can sense the direction of his 
  murderer) or following rumors from the town, the PCs may venture into the 
  southern woods. After an hour, they find a game trail leading deeper into the 
  forest; a DC 12 Survival check (or DC 17 Perception) allows PCs to spot bare 
  human footprints along the trail, left by Antrellus during his roamings to and 
  from the town. Antrellus has a number of sleeping places, but this trail leads to 
  his favorite campsite about 2 miles south of the town. Here he has constructed 
  a rough lean-to shack 10 feet square and 5 feet high in the midst of a grove of 
  cedars at the edge of a deep ravine. He has constructed a rope bridge across 
  the ravine to a treehouse in a tall cedar, with the lower branches cut off to 
  prevent others from climbing up towards him. 
  Creatures: 
  Antrellus the Mad
  CR 2
  XP 600
  Male middle-aged expert 4
  N Medium humanoid (human)
  Init +0; Senses Perception +6
  Defense
  Defense
  AC 10, touch 10, flat-footed 10
  hp 22 (4d8+4) 
  Fort +1, Ref +1, Will +0; +2 vs. witch hexes
  Offense
  Speed 30 ft.
  Melee morningstar +2 (1d8–1)
  Ranged  light crossbow +3 (1d8/19-20)
  Statistics
  Str 9, Dex 10, Con 10, Int 14, Wis 2, Cha 3
  Base Atk +3; CMB +2; CMD 12
  Feats Alertness, Diehard, Endurance
  Skills Appraise +6, Bluff +3, Climb +3, Craft (carpentry) +6, Craft (traps) 
  +8, Diplomacy +3, Knowledge (dungeoneering) +3, Knowledge (geography) 
  +3, Knowledge (history) +3, Knowledge (local) +6, Knowledge (nature) +6, 
  Knowledge (planes) +3, Perception +6, Sense Motive +5, Stealth +6, Survival +4
  Languages Aklo, Common, Elvish
  Other Gear 10 crossbow bolts, guardian moppet (aliens)*
    *This item is detailed in the Treasury of the Macabre by Legendary Games. If you 
  do not have this product, substitute a ring of sustenance and ignore the listed save 
  bonus against witch hexes. 
  Developments: Antrellus has grown progressively more paranoid with the 
  passing of years and has taken to setting traps around his camp. Allow Antrel-
  lus a Perception check to notice the PCs once per minute they spend explor-
  ing the shack and its vicinity, or once per round of combat or moving up the 
  rope bridge. Antrellus’ base attitude is unfriendly, but if he notices creatures 
  approaching his camp without hailing him first, he becomes hostile. He hides 
  behind narrow-shuttered windows or cracked-open doors and peers out at 
  those below, shouting for them to go away, to leave him alone, and that he’s 
  “ready for them this time.” “You won’t get me like you got her. My love, forgive 
  me, but they won’t get me like they got you.” If attacked while sheltering in his 
  treehouse, he gains improved cover (+8 cover bonus to AC, +4 to Reflex saves, 
  improved evasion).
  If made indifferent with Diplomacy, Antrellus can be coaxed out onto the 
  balcony, which grants cover (+4 cover bonus to AC, +2 to Reflex saves) against 
  those on the ground. He grudgingly admits that PCs are not cultists, but 
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  insists that they are everywhere, that they have been through the town re-
  cently, that they are coming back for him. He repeats his tale of them and the 
  “multi-legged horror” that took his wife. He says they tried to “put the worms 
  in him,” but that he keeps a now-ragged doll his wife made for the child they 
  were planning to have. He says it is his good luck charm, and as long as he 
  has it “they can’t find me, and the worms can’t get out.” (If using the guardian 
  moppet, the item possesses actual magical powers; if not, it is simply a non-
  magical keepsake.)
  If made friendly or helpful, Antrellus invites PCs to come up to his treehouse, 
  which features a bewildering array of scrawled notes, map fragments, and 
  strange equations scratched into or tacked up on the walls, beams, and ceiling 
  of the shack, with a labyrinth of strings and threads tying them together in an 
  incomprehensible network. Antrellus attempts to explain his careful observa-
  tions the past decade since his wife’s death trying to reconstruct the path of 
  the Whisper Cult, their movements, and their secret crimes, desperate that 
  no one believes him about their sinister plots, or even that they exist at all. He 
  frequently strikes himself in the head as he explains, sometimes out of sheer 
  frustration but also, as he says, 
  “... to stop the voices, I CAN’T TAKE IT MUCH LONGER!” 
  While much of his story is little more than paranoid rambling and obsessed 
  perseveration about robed cultists, worms, and the “many-legged beast,” there 
  are enough legitimately useful observations recorded in Antrellus’ shack to 
  grant a +2 circumstance bonus to research checks about the town (though not 
  about the prison or its prisoners) and to Knowledge (planes) checks made to 
  identify outsiders for 1 week.
  If asked about the raven, Antrellus insists the raven was watching him, spying 
  on him, and it looked just like the raven one of the cultists had when he passed 
  through town a week ago. 
   “They left it behind for a spy! I knew that bird saw me, and I knew those 
  cultists would come back, so’s I watched where it liked to perch, right on the 
  fountain. Then I snuck up and GRABBED him! Oh how that bird scratched and 
  pecked, tore my arm up real good, like it was possessed or something, hungry 
  for blood. It near snapped my finger off. Snatched my ring even, trying to carry 
  it off to its masters. But I fixed him, stuffed him in a sack and drowned him to 
  boot.  If they’re buried under running water, it makes it so the wizards can’t 
  find em, see? Their magic don’t work. And if they can’t find the bird, they won’t 
  know the bird found me! It won’t be doin’ no spyin’ now!  Hah!” 
  No amount of persuasion can convince Antrellus that Eronel was not the same 
  raven as the one he saw with the cultists. 
   NOTE: If Eronel appears in ghost form, or if Lereia is present, Antrellus will cry out in terror 
  and become enraged, attacking the PCs for bringing doom with them to his “safe place” and 
  fighting to the death.
  Antrellus the Mad
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  (1) Shack
  (2) Rope Bridge
  (3) The Treehouse
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  1.  Shack (CR 3)
  A Perched on the edge of a deep ravine, this rude lean-to shelter is roughly constructed,  
  with clapboard and scrap wood nailed or lashed together with rusty nails, tattered ropes, 
  and woven branches and vines. Its far end hangs out over the ravine, propped on tree 
  stumps. Rain barrels catch water from an improvised gutter on one side of the shack.
  The front entrance to the shack is guarded at 1a by a pit trap (Pathfinder RPG 
  Core Rulebook 420); the trap is a CR 1 hazard and PCs gain experience for 
  dealing with it. While there is no clear footing around the pit to safely ap-
  proach the door, it is possible to climb along the front of the shack (DC 10 
  Climb check) to avoid falling in. If Antrellus is bringing a slain animal or other 
  large object into the shack, he uses loose boards inside the shack to span it. 
  There are two giant centipedes that live in the ground near the bottom of the 
  pit. If a creature falls into the pit, there is a 50% chance each round that the 
  disturbance attracts the attention of a giant centipede; continue checking until 
  both centipedes emerge or all creatures exit the pit. The centipedes attack 
  creatures they find in the pit and will climb out of the pit to pursue creatures 
  on the ground above.
  Creatures: 2 giant centipedes (hp 5, Pathfinder RPG Bestiary 43)
  Developments: The rain barrels contain nothing but murky though drink-
  able water. PCs may break through the walls of the shack rather than entering 
  by the door (break DC 15, hardness 5, hp 30); however, doing so has a 50% 
  chance of causing the entire shack to collapse. The shack contains a rough 
  oven built of river stones and mortar and an improvised smoker. Several bar-
  rels hold jerky of indeterminate origin, and the floor is scattered with rusty 
  tools and numerous stained and worn sacks of burlap and canvas, as well as a 
  hammer, hatchet, shovel, and a set of artisan’s tools (Craft (trapmaking)) for 
  building his traps. At the back of the shack is a large shuttered window with a 
  bench beneath it, allowing egress to the rope bridge.
  PCs wishing to climb to the rope bridge without going through the shack 
  must climb along the side and back of the shack, which have fewer handholds 
  than the front side (DC 15 Climb check), or down into the ravine (Climb DC 
  10), then back up the trees (DC 20) and the back of the shack (DC 15). PCs 
  attempting to climb onto the shack’s roof may notice it is unstable (DC 10 
  Knowledge (engineering) check); any Small or larger creature walking on it 
  will break through and fall inside, suffering 1d6 points of damage. 
  2.  Rope bridge (CR 1)
  A pair of ropes links the back of the shack to a tall cedar across a deep ravine, where a 
  ramshackle treehouse can be dimly seen amidst the higher branches, though the lower 
  branches have all been hacked off. 
  The rope bridge itself is not difficult to climb (DC 10); however, to dissuade 
  trespassers Antrellus has trapped the bottom end with a swinging axe trap 
  (Pathfinder RPG Core Rulebook 420; the trap is a CR 1 hazard). 
  If the axe hits a PC, they may be knocked into the ravine (DC 10 Reflex save, 
  or DC 15 Acrobatics or Climb check as an immediate action; player’s choice). 
  Those falling into the ravine take 1d6 points of nonlethal damage from the fall 
  and end up 1d3 x 10 feet down a steep slope.
  If the axe does not hit a PC, it has a 50% chance to sever one rope (increasing 
  the Climb DC to 15) and a 50% chance to sever both ropes. A PC adjacent to 
  the rope can try to catch it (DC 15 Reflex save); otherwise, the rope falls slack 
  along the trunk of the cedar tree containing the treehouse. It can be used to 
  help climb up to the treehouse if PCs can cross the ravine. PCs may cross the 
  ravine using a grappling hook and their own rope, or they can climb down 
  into (Climb DC 10) and back up out of (Climb DC 15) the ravine, which is 40 
  feet deep. 
  If Antrellus notices the PCs and is hostile, he will shoot his crossbow at any 
  creature attempting to climb the rope bridge or cross the ravine. If Antrellus 
  sees PCs approaching the base of the tree he will use a full-round action to pull 
  up the rope if it has been cut. He will also attempt to cut the rope bridge while 
  they climb. He can cut one rope with a standard action; once both ropes are 
  cut, PCs must climb the tree or use their own rope to ascend to his treehouse.
  3.  Treehouse (CR 3)
  A ramshackle platform sits in the upper branches of a tall cedar, some 30 feet above 
  the ground. The lower branches of the tree have been pruned and scorched to prevent 
  regrowth, but the treehouse itself is shrouded in greenery. The rope bridge ends at a small 
  balcony, where a door leads within. 
  Combat: Antrellus may parley with PCs from inside the treehouse (if hostile 
  or unfriendly) or the balcony at 3a if made indifferent or better. He prefers to 
  shoot his crossbow at targets below, but will resort to his makeshift morning-
  star (a club with many long nails driven through it) if pressed closely. Inside of 
  his shack, he has set up two poisoned dart traps (Pathfinder RPG Core Rule-
  book 420, though dosed with drow poison rather than greenblood oil; each is 
  a CR 1 hazard). Antrellus can move through the areas of the traps without set-
  ting them off and he will try to lure PCs into following him and setting them 
  off; however, his furtive glances at the traps and irregular movements may tip 
  off PCs to the presence of the traps. Each round, a PC may attempt a DC 13 
  Sense Motive check to gain a +2 circumstance bonus to AC, saving throws, or 
  skill checks made against Antrellus’ traps for that round; a character with at 
  least 1 rank in Sense Motive may automatically make this check as a free ac-
  tion, but other characters must use a move action to gain this bonus.
   
  Antrellus will flee up the staircase at 3b if pursued. If PCs are weakened, he 
  will climb out onto the roof and lie in wait at the top of the stairs and shoot 
  down at those ascending. If PCs are clearly too strong for him, he will let down 
  a knotted rope ladder and try to flee into the woods. 
   
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  Rewards: Antrellus has few possessions of value, but a search of his treehouse 
  turns up a magnifying glass, steel mirror, hourglass, and merchant’s scale that 
  he uses to ‘test’ things that he finds for signs of aberrant star-spawned taint. He 
  keeps a small box with 15 sheets of parchment and 7 bottles of ink to record 
  his findings and scrawl his journals.
   
  Over the past decade, Antrellus has collected a strange miscellany of ‘lost’ 
  objects from the townsfolk, gathering and studying them to see who might be 
  a cultist in disguise and then discarding them into a battered crate (though a 
  dozen broken items and bits are incorporated into his addled tapestry as he 
  insists they are vital clues to the secret cultic conspiracy, if only he could find 
  the missing piece that links them all together!). Though dusty and scratched, 
  returning these lost items to the townsfolk gains the PCs 2 points of Trust. In 
  addition, they may gain a monetary reward (made up of small gifts and re-
  wards) equal in gp value to twice the result of a single Knowledge (local) check 
  (assisted by all party members), representing their ability to return lost items 
  to their proper owners. 
   
  Befriending Antrellus impresses the townsfolk as a show of pity and generosity 
  of spirit and gains the PCs 2 points of Trust from the townsfolk. To gain this 
  Trust, however, they must convince at least three members of the town council 
  or other named NPCs in town that they did so (requiring a DC 15 Diplomacy 
  check (if they actually did befriend him) or a DC 20 Bluff check (if they did 
  not). PCs can gain this Trust for being kind to Antrellus even if he is later killed.
   
  If Antrellus is killed, the PCs gain 1 point of Trust as some in the town always 
  believed him a menace that would have finally snapped sooner or later; better 
  that he did it in the presence of those able to deal with him rather than around 
  someone vulnerable. If they bring the body of the alien thing inside him (see 
  next session), they gain 3 additional points of Trust for freeing Antrellus from 
  this thing inhabiting him and also destroying the monster.
  4.  The Thing Emerges (CR 4)
  If Antrellus dies, the embryonic neh-thalggu maturing within his body is jolted 
  into independent awareness. It extends its tendrils and begins absorbing his 
  brain, extracting it from within. This takes 1d4 rounds, during which a character 
  closely examining Antrellus may notice something moving inside his body (his 
  head seeming to cave inwards, then his neck bulging, then something swell-
  ing within his torso) with a DC 17 Perception check or Heal check; creatures 
  may attempt one check (against either skill) per round that they are adjacent to 
  Antrellus’ body. After this brain extraction has been completed, the abomina-
  tion bursts forth from the unfortunate merchant’s belly and attacks any creatures 
  nearby, focusing its attacks on arcane spellcasters present (using Spellcraft to 
  identify their spells).
  If PCs have avoided combat with Antrellus, this event may instead occur in 
  the midst of their conversation with the madman or even after they have left. 
  Likewise, if the PCs had too hard a time battling Antrellus, you might choose 
  to delay the thing’s emergence until after they have had a chance to recuperate, 
  though they do have a chance to heal themselves during the 1d4 rounds that 
  the monster is devouring Antrellus’ brain. If the creature emerges later, it is 
  able to recall Antrellus’ interactions with the PCs and will use this knowledge 
  to hunt them in the town, setting up an ambush at the Professor’s residence or 
  wherever else they might be staying.
    Erupting in a spray of gore from the shattered torso of the slain madman is a thing 
  out of nightmares, almost like a shell-less crab with too many legs with a fanged 
  maw dripping with greenish venom. Tiny winking eyes cover its body and limbs, but 
  most horrifying of all, within a distended, pulsating, translucent rubine sac on the 
  creature’s back is a glistening human brain.
  Embryonic Neh-Thalggu 
  CR 4
  XP 1,200
  CE Tiny aberration 
  Init +4; Senses darkvision 60 ft.; Perception +7
  Defense
  AC 17, touch 17, flat-footed 13 (+4 Dex, +1 insight, +2 size)
  hp 19 (3d8+6)
  Fort +3, Ref +5, Will +4
  DR 5/magic; Immune confusion effects; SR 11
  Offense
  Speed  5 ft., fly 20 ft. (perfect)
  Melee 2 claws +9 (1d2), bite +9 (1d3 plus poison)
  Special Attacks poison, rend (2 claws, 2d2)
  Sorcerer Spells Known (CL 1st; concentration +3)
  1st (4)—color spray (DC 12), shield
  0 (at will)—acid splash, dancing lights, detect magic, mage hand
  Statistics
  Str 8, Dex 18, Con 15, Int 13, Wis 12, Cha 13
  Base Atk +2; CMB +4; CMD 13 (can’t be tripped)
  Feats Arcane Strike, Eschew MaterialsB, Weapon Finesse
  Skills Fly +20, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, 
  Knowledge (planes) +7, Perception +7, Sense Motive +5, Spellcraft +7, 
  Stealth +16
  Languages Aklo, Common
  SQ brain collection
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  Special Abilities
  Brain Collection (Ex)  See Pathfinder RPG Bestiary 2 p. 197. However, an 
   
  embryonic neh-thalggu is still forming its body, it must bud a new brain 
   
  pod for each brain it consumes; this takes 1d4 rounds and the neh- 
   
  thalggu is staggered during this time. It does not burst out of Antrellus’ 
   
  body until it has finished absorbing his brain. An embryonic neh-thalggu 
   
  does not suffer negative levels for having less than seven stored brains, 
   
  nor does consuming brains grant it additional hit dice or spellcasting  
   
  ability (though it can access information that a consumed brain formerly 
   
  possessed, at the GM’s discretion).
  Poison (Ex) Bite; save Fort DC 13; frequency 1/round for 6 rounds; effect 
   
  1d2 Strength damage and staggered; cure 2 consecutive saves.
  If enemies are close by, the neh-thalggu uses color spray to disable as many as 
  possible; otherwise, it begins by casting shield before closing with opponents. 
  If able to settle on an incapacitated creature without interference, it makes 
  coup de grace brain collection attacks. Each brain it consumes grants it a +1 
  insight bonus to AC, concentration checks, and Knowledge checks. If enemies 
  threaten it directly, it flies out of melee reach and casts shield resuming attacks 
  with color spray above on enemies that resisted its initial assault. As a Tiny 
  creature, it lacks reach and does not threaten attacks of opportunity, and to 
  make melee attacks it must enter the square of its target, its movement pro-
  voking attacks of opportunity. Still, it may use Arcane Strike with its rending 
  claws and poisonous bite to hamper enemies, especially arcane spellcasters, 
  preventing them from fleeing while sapping their strength. If brought below 
  5 hit points, it flies into the forest to hide but will follow the PCs as able and 
  plot a return attack to devour the brain of any arcane spellcaster that escapes. 
  Once the arcane spellcasters in the party are eliminated, it will leave the town 
  behind and seek more interesting prey; at the GM’s option, this creature may 
  be encountered in a later adventure featuring the Whisper Cult and their  
  interactions with Lovecraftian horrors.
  Return to the Fountain (CR 3)
  After dealing with Antrellus, the PCs as PCs peruse his notes they may learn 
  about ‘haunts of vengeance,’ and with a DC 15 Knowledge (religion) check 
  can piece together the means for laying the fountain’s haunt to rest. Traveling 
  to the town’s cemetery, a DC 15 Bluff, Diplomacy, or Intimidate check allows 
  them to purchase a plot for Eronel for 1 sp; if they have accumulated Trust of 
  10 or more, no check is needed. 
  If PCs return to the Murmuring Fountain to complete the ritual, the ghostly 
  raven accompanies them, perching on the fountain and cawing “Rest!  Rest!  
  Rest!” Approaching the fountain triggers the Ravens’ Roost haunt; however, 
  tossing the spadeful of earth into the fountain inflicts 3d6 points of positive 
  energy damage to the haunt as it tries to form. If reduced to 0 hit points, the 
  bloodravens are not summoned.
  However, if the ghostly taint within the prison has not yet been expunged, the 
  haunt’s spiritual energies do not simply dissipate when the haunt is destroyed. 
  Instead, these energies cascade over the fountain and create spirit-duplicates of 
  the four gargoyles supporting the fountain. These spirit-gargoyles are similar 
  to those created by shadow conjuration (DC 12 Will disbelief allowed when a 
  creature is attacked; if any creature saves and disbelieves, they may grant a +4 
  bonus to the saving throws of other characters thereafter). Each spirit-gargoyle 
  rolls a separate initiative, stepping out of the real gargoyle and attacking on 
  their turn. The spirit-gargoyles will slowly take to the sky, hovering and attack-
  ing creatures within reach. These spirit-gargoyles appear only once, when the 
  haunt is destroyed. 
    If you have the Construct Codex by Legendary Games, you could replace these 
  shadow-conjured gargoyles with a single lesser Gothic gargoyle as an uncreated 
  construct, awakened to life by the collapse of spiritual energies within the haunt.
   
  Creatures:  Shadow-conjured gargoyles (4) Statistics are as normal for  
  gargoyles except as noted below:
  Shadow-Conjured  
  Gargoyles (4)
  CR #
  XP 1,200
  CE Tiny aberration 
  Init +4; Senses darkvision 60 ft.; Perception +7
  Defense
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural); AC 10 if disbelieved
  hp  8
  DR  2/magic
  Offense
  Speed  40 ft., fly 60 ft.
  Melee 2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2); 20% damage if 
  disbelieved
  Rewards: Eliminating the haunting of the Murmuring Fountain gains 4 Trust 
  for the PCs. 
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  Once Eronel’s remains have been interred and the haunting of the Murmuring Fountain has been eradicated, the 
  ghost raven is puzzled at why he remains a ghost. The next time he appears, however, he uses ghost sound to utter 
  “Prison! Prison! Prison!” He has realized that, until the hauntings at the prison are resolved, he will be unable to 
  fully rest. As soon as the prison is cleansed of its hauntings, however, Eronel’s ghost is truly freed and able to slip 
  off to the afterlife. However, the next morning a raven with a single white feather flies to Lireia’s windowsill and 
  perches on it, tapping at her window until she opens it and then hopping inside as if it were his own home. She 
  adopts the raven as her new pet and names it Eronel, believing it to be her beloved pet come back from the dead, 
  and she will try to find the PCs before they leave the town to thank them for all they have done for her and her 
  beloved bird, whose curious eyes regard the PCs with a knowing warmth and appreciation.  
  Epilogue
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  Jason Nelson, started professional RPG writing in 2002 with the Save My Game 
  and Behind the Screen gamemastering advice columns for Wizards of the Coast, 
  then broadening into writing adventures for Dungeon (“Practical Magic” and “Man 
  Forever”) and several articles for Dragon. In 2008, he made the final four in Paizo’s 
  inaugural RPG Superstar competition, and since then has been a regular contributor 
  to Paizo’s adventure paths, including End of Eternity for Legacy of Fire, War of the 
  River Kings for Kingmaker, and The Hungry Storm for Jade Regent. In addition  
  to adventure writing, Jason has co-authored 10 Pathfinder Chronicles and Companion 
  sourcebooks and has written major sections of the Ennie-award winning Pathfinder 
  Chronicles Campaign setting, Gamemastery Guide, Advanced Player’s Guide, 
  Bestiary 2, Ultimate Magic, and Ultimate Combat. A devoted Christian, husband,  
  and father, and a proud gamer since 1981, Jason loves to bring hardcore old-school 
  stylings alongside inventive new creations to his contributions to Paizo and is excited 
  to be bringing the same high-concept, high-action, high-adventure attitude to 
  Legendary Games.
  Clark Peterson, founded Necromancer Games, Inc., and has the distinction of 
  being the first person to make use of the Open Game License and release content 
  compatible with Third Edition with his free, ENnie-award winning adventure, The 
  Wizard’s Amulet. Clark produced a number of key third party products for Third 
  Edition, from the famed Creature Collection and Relics and Rituals with Sword 
  and Sorcery Studios, to the indispensible Tome of Horrors series. He wrote a large 
  number of classic “First Edition Feel” adventures, from to The Tomb of Abysthor and 
  Bard’s Gate to Rappan Athuk, the world’s deadliest dungeon crawl. Clark has had the 
  pleasure of working with Gary Gygax on Necropolis, Flying Buffalo on The Wurst 
  of Grimtooth’s Traps and the honor of bringing Judges Guild’s Wilderlands of High 
  Fantasy and City State of the Invincible Overlord to the Third Edition rules. An expert 
  on the Open Game License, Clark has been a tireless supporter of open gaming. Clark 
  is also an outspoken advocate for the classic “old school” heart of gaming. A friend 
  and supporter of Paizo since its inception, Clark served as a judge for several years 
  on Paizo’s RPG Superstar competition. Legendary Games is Clark’s latest venture—an 
  all-star team of authors and designers assembled to bring you the best third party 
  support for the Pathfinder Roleplaying Game. 
  Timothy K. Wickham, some college students go to Cancun for Spring Break, while 
  others discover Role-Playing Games. Tim... belongs to the second group. After 
  finishing his education he moved to the Pacific Northwest for the coffee and stayed 
  for a career. When he’s not pushing the limits of the Print/Pixel divide he enjoys long 
  walks with his 90 pound “puppy” and culinary alchemy with his wife, Kate. At this 
  very moment he is engrossed in the latest Design Problem (ahm, ‘Challenge’) and is 
  honored for the opportunity to give form to the fiction at your game table.
  Robert Lazzaretti started as an intern at Game Designers Workshop where he 
  basically took on illustrating all of the maps because no one else in the art department 
  really enjoyed drawing them. After working on Dangerous Journeys, Traveller, Twilight 
  2000 and Challenge Magazine for a couple of years, He was hired by TSR to join the 
  Cartography Department. Almost immediatly, he was put to the task of designing 
  maps for the new Planescape setting. Rob has created maps for almost every Role 
  playing game world over the past 18 years.
  Colby Stevenson is a freelance illustrator who resides deep within the forests of 
  Connecticut. His attraction to dark worlds and the diabolic creatures that reside in 
  them has dragged him into the realm of RPGs headfirst! Completing numerous private 
  commissions for avid Pathfinder gamers, Warcraft fans and everything in-between, 
  he soon moved onto Paizo Publishing’s web fiction illustrating such stories as Lord of 
  Penance and Guns of Alkenstar. Colby has now found himself locked within the dank, 
  dungeons of Legendary Games conjuring up images and nightmares for the gaming 
  world to feed upon. When not drawing dragons, succubi or elves, Colby can be found 
  working on Music/Audio Production or reciting quotes from such films as Aliens and 
  Star Wars.
   Bios
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  Notice of Open Game Content: This product contains Open Game Content, as  
  defined in the Open Game License. Open Game Content may only be Used under and 
  in terms of the Open Game License.
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product 
  designated as Open Game Content is the statblocks of Lereia, Antrellus the Mad, Eronel, the embryonic neh-thalggu, and 
  the Raven’s Roost haunt and any and all rules content (names of skills, etc., taken from the Pathfinder Reference Document)  
  as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and 
  Credits page, as well all other parts of this product including all text not specifically designated as Open Game Content is not 
  Open Game Content. No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, 
  Seection 1(e), and are not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, The 
  Murmuring Fountain, as well as all trademarks, registered trademarks, proper names (including the names of each character, 
  location, item or monster unique to this product), dialogue, plots, storylines, locations, characters, artworks, and trade dress, 
  but excluding any content that is Product Identity of Paizo Publishing, Inc. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.)
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by 
  others is not a challenge to their ownership and is used under Fair Use. 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game 
  Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including 
  into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this 
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  (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; 
  artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities 
  or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” 
  or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed 
  under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
  distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.
  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 order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this 
  License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  The Murmuring Fountain. Copyright 2012, Legendary Games; Authors Jason Nelson and Clark Peterson.  
  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.
  The Hypertext d20 SRD. Copyright 2004, Jans W Carton.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason 
  Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven 
  Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard 
  Pett, Rich Redman, Sean K. Reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, 
  James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
   Legal 
  VII
  VII
  table of 
  contents
  table of 
  contents
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Gothic Horror/CC03 - The Murmuring Fountain.pdf