TEXT: BY 
  JEFF LEE
  Doomspeakers
  
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  No other portion of this work may be reproduced in any form without permission.
  ©2014 Open Design.
  www.koboldpress.com
  Design: Jeff Lee
  Editing: Scott Gable
  Cover Art: Subroto Bhaumik
  Art Direction & Graphic Design: Marc Radle
  Accountant: Shelly Baur
  Publisher: Wolfgang Baur 
  Doomspeakers
  Table of Contents
  Credits
  Vilest of the Vile  ...............................................3
  Leaders, Organization, and Goals  ....................3
  Cult Activities and Adventure Hooks  ..............7
  The Doomspeakers in Midgard  ......................11
  New Magic Items  ............................................12
  
  3
  dooms, troops, and their own strength of arms. 
  Others prefer guile, subtly working at their enemies, 
  often sowing paranoia and dissension to fracture 
  and weaken their foes, turning them against one 
  another before sweeping in to lay waste to what 
  remains. The Doomspeakers are especially feared for 
  their nihilistic tendencies. Those who have learned 
  the dark secrets of The Book of Nine Dooms do not 
  hesitate to harm themselves in order to bring about 
  the destruction of their enemies.
  The following are examples of Doomspeaker 
  leaders
  NARN THE CRUCIFIER 
                  CR 15
  XP 51,200
  Human antipaladin 16
  CE Medium humanoid (human)
  Init +1; Senses Perception +9
  Aura cowardice (10 ft.), despair (10 ft.), vengeance 
  (10 ft.), sin (10 ft.)
  DEFENSE
  AC 25, touch 11, flat-footed 24 (+12 armor, +1 Dex, 
  +2 natural)
  hp 140 (16d10+48)
  Fort +17, Ref +11, Will +14
  Defensive Abilities
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +2 anarchic unholy falchion (w/ Power Atk) 
  +25/+15/+10/+5 (2d4+24/15–20) or 2 claws (w/ 
  Power Atk) +22/+17 (1d10+21 plus contagion [DC 
  14])
  Ranged +1 returning throwing axe +18 (1d6+7) or 
  mwk heavy crossbow +18 (1d10+1/19–20)
  Special Attacks channel negative energy (DC 21, 
  7d6), cruelties (DC 21; curse, nauseate [5 rounds], 
  sicken [16 rounds], stagger [8 rounds], stun [4 
  rounds]), smite good 6/day (+3 attack and AC, +16 
  damage), touch of corruption 10/day (8d6) 
  Antipaladin Spell-Like Abilities (CL 16th; 
  concentration +19)
  At will—detect good
  Antipaladin Spells Prepared (CL 13th; 
  concentration +16)
  4th—doom of serpent coilsDM (DC 17)
  3rd—blade of dark triumphUM, doom of dancing 
  bladesDM, vampiric touch
  2nd—darkness, darkvision, doom of consuming 
  fireDM, doom of sunderingDM
  VileSt of the Vile
  Among the worst evils in the multiverse are 
  demons. And those depraved souls that worship 
  them. Darkest among them are antipaladins, the 
  antithesis of life, hope, and good. Then there are the 
  Doomspeakers, antipaladin champions of demon 
  princes that are inducted into the profane secrets of 
  The Book of Nine Dooms, a corrupt and unholy tome 
  that teaches them to focus their hatred in new ways, 
  opening them to a practice of magic that devours 
  a portion of its caster, fueling the great misery and 
  destruction wrought upon the antipaladins’ foes. 
  The followers of this entropic order seek nothing less 
  than the destruction and dissolution of all order and 
  light in the world.
  Notations: This text refer to the following 
  products: ARG: Advanced Races: Gnolls, DM: 
  Deep Magic, UC: Ultimate Combat, UE: Ultimate 
  Equipment, UM: Ultimate Magic.
  leaDerS, 
  organization,  
  anD goalS
  The Doomspeakers, being demon worshipers, 
  are understandably lacking in organization and 
  discipline. They are ruled by their mightiest and 
  most cunning members, who retain power for as 
  long as they can hold it. They use a large number 
  of gnolls as shock troops and general minions. A 
  typical Doomspeaker collective is led by one of their 
  antipaladins with other cultists under their direct 
  command—often clerics but evil wizards, oracles, 
  barbarians, and others swell their numbers as well—
  who control the gnoll troops. Advancement in the 
  ranks is as much ability as luck and circumstance. 
  Many rise by taking advantage of their predecessor’s 
  destruction, and often, they have a hand in his or 
  her demise, directly or indirectly. Due to this deadly 
  competitive nature, individual “cells” often work 
  alone, though they band together in order to succeed 
  in their plans against particularly strong foes.
  As for the goals of the Doomspeakers, they are 
  nothing less than the goals of their demon masters: 
  destruction, misery, and dissolution. Each leader 
  goes about it in a particular manner. Some favor 
  might, laying waste to their targets with their learned 
  
  4
  1st—death knell, doom of cowardsDM (DC 14), doom 
  of the cracked shieldDM, litany of slothUC
  TACTICS
  During Combat Narn casts doom of cowards, 
  seeking to inflict the shaken condition on as many 
  opponents as possible, then uses his display feats 
  to strike further fear into them, hoping for attacks 
  of opportunity against fleeing opponents. If an 
  especially potent foe, such as a paladin or good 
  outsider, enters battle, he reads his scroll of unholy 
  sword if given the opportunity and then wades in 
  with his smite good ability and Power Attack.
  Base Statistics When not using his fiendish boon 
  and Power Attack, Narn’s statistics are Melee +2 
  falchion +25/+20/+15/+10 (2d4+11/15–20) or 2 
  claws +22/+22 (1d10+6 plus contagion [DC 14])
  STATISTICS
  Str 22, Dex 12, Con 14, Int 10, Wis 8, Cha 16
  Base Atk +16; CMB +21; CMD 32
  Feats Cleave, Dazzling Display, Furious Focus, 
  Improved Critical (falchion), Intimidating Prowess, 
  Power Attack, Savage Display, Shatter Defenses, 
  Weapon Focus (falchion) 
  Skills Bluff +15, Intimidate +21, Knowledge 
  (religion) +7, Linguistics +5, Perception +10, Ride 
  +5*, Sense Motive +8
  *armor check penalty factored into final score
  Languages Common, Abyssal, Gnoll
  SQ aura of evil, fiendish boon (weapon; +4 
  enhancement, 16 minutes/day), plague bringer
  Combat Gear +2 falchion, +1 returning throwing 
  axe, masterwork heavy crossbow and 50 +1 bolts, 
  feather token (whip), potions of cure serious wounds 
  (3), potion of bull’s strength, scrolls of disguise self, 
  protection from good, and unholy sword; Other 
  Gear amulet of natural armor +1, demon armor,  
  belt of giant strength +2, blood reservoir of physical 
  prowessUE, cloak of resistance +2, headband of alluring 
  charisma +2, gold unholy symbol, heavy warhorse 
  with saddle, bit and bridle, and chainmail barding.
  The most powerful and certainly one of the most 
  terrifying of the Doomspeakers is Narn, called the 
  Crucifier for his favored way of dealing with captured 
  enemies and disloyal minions. He operates out of 
  Shadowhold, a dark fortress perched on the cliff side 
  of a narrow box canyon of a mountain abutting the 
  plains where he recruits his gnoll troops.
  GRUULOK                                        CR 10
  XP 9,600
  Male gnoll antipaladin 11
  CE Medium humanoid (gnoll)
  Init +6; Senses darkvision 60 ft., scent; Perception +2
  Aura cowardice (10 ft.), despair (10 ft.), vengeance 
  (10 ft.)
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+ 4 armor, +1 
  deflection, +3 Dex)
  hp 98 (11d10+33)
  Fort +11, Ref +6, Will +6
  Defensive Abilities 20% chance of spells and abilities 
  treating Gruulok as neutral instead of evil
  OFFENSE
  Speed 30 ft.
  Melee +1 battleaxe +15/+10/+5 (1d8+5/×3) or mwk 
  dagger +15/+10/+5 (1d4+3/19–20)
  Ranged +2 flaming burst composite longbow 
  +14/+14/+9/+4 (1d8+5+1d6 fire/×3) or mwk 
  dagger +14 (1d4+3/19–20)
  Special Attacks channel negative energy (DC 16, 
  6d6), cruelties (DC 16; dazed [1 round], frightened 
  [5 rounds], shaken [11 rounds]), smite good 4/day, 
  touch of corruption 6/day (6d6)
  Antipaladin Spell-Like Abilities (CL 11th; 
  concentration +12)
  At will—detect good
  Antipaladin Spells Prepared (CL 8th; concentration 
  +9)
  3rd—doom of blue crystalDM
  2nd—darkness
  1st—disguise self, death knell, hobble mountDM
  TACTICS
  During Combat Gruulok likes to attack from 
  ambush if possible, pelting his opponents with 
  arrows from cover or concealment. He attempts to 
  neutralize or at least hinder mounted opponents 
  using hobble mount. If he is surrounded and 
  outnumbered, Gruulok casts doom of the blue 
  crystal, attempting to petrify his foes before 
  smashing the statues to pieces with his axe.
  Base Statistics When not using his fiendish boon 
  and Rapid Shot, Gruulok’s statistics are Ranged +1 
  composite longbow +15/+10/+5 (1d8+4/×3)
  STATISTICS
  Str 16, Dex 14, Con 16, Int 8, Wis 6, Cha 12
  Base Atk +11; CMB +14; CMD 26
  
  5
  Feats Deadly Aim, Improved Initiative, Point-Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow)
  Skills Bluff +8, Intimidate +10, Knowledge (religion) 
  +4, Perception +2, Stealth +12
  Languages Common, Gnoll
  SQ aura of evil (only detects as 1 HD creature when 
  his armor is worn, fiendish boon (weapon; +3 
  enhancement, 11 minutes/day), plague bringer
  Combat Gear +1 composite longbow (+3 Str) and 
  40 arrows, +1 battleaxe, masterwork daggers (2), 
  belt of teeth (bite +18 [1d6+3]); potion of cure 
  serious wounds, potions of protection from good (2), 
  greenblood oil (5 doses); Other Gear +1 angelskin 
  studded leather,  ring of protection +1, iron unholy 
  symbol, mewling hornARG, jewelry worth 250 gp.
  The gnoll Gruulok is a creature of exceptional ferocity 
  and vileness that showed enough promise for the 
  Doomspeakers to indoctrinate him into the mysteries 
  of The Book of Nine Dooms, rising from the troops to 
  become an antipaladin in his own right. Gruulok is 
  a ferocious but cunning fighter, preferring to attack 
  greatly outnumbered or outmatched foes or, at least, 
  from ambush. He is a notorious cannibal and has a 
  preference for the flesh of centaurs and halflings.
  KOLYA THE RUINED 
                  CR 11
  XP 12,800
  Female tiefling (pitborn) oracle 12
  CE Medium humanoid (elf, human)
  Init +2; Senses Perception −1
  DEFENSE
  AC 25, touch 13, flat-footed 23 (+8 armor, +1 
  deflection, +2 Dex, +1 natural, +3 shield)
  hp 81 (12d8+24)
  Fort +8, Ref +6, Will +9
  Immune fatigue
  OFFENSE
  Speed 20 ft.
  Melee bone whip +11/+6 (1d4+2) or mwk heavy 
  mace +11/+6 (1d8+1)
  Ranged mwk light crossbow +12 (1d8/19-20)
  Special Attacks bleeding wounds (3 bleed), death’s 
  touch 6/day (1d6+5 negative energy, +2 channel 
  resistance for 1 minute)
  Spell-Like Abilities (CL 12th; concentration +15)
  1/day—shatter
  Oracle Spells Known (CL 12th; concentration +15)
  6th (3/day)—circle of death (DC 21), harm (DC 21)
  5th (5/day)—doom of ancient decrepitude (DC 18), 
  doom of the earthen mawDM (DC 18), righteous 
  might
  4th (6/day)—cure critical wounds, fear (DC 19), 
  inflict critical wounds (DC 19), unholy blight (DC 17)
  3rd (7/day)—animate dead, bestow curse (DC 18), 
  glyph of warding, inflict serious wounds, magic 
  vestment
  2nd (7/day)—cure moderate wounds, darkness, 
  desecrate, false life, resist energy, spiritual weapon
  1st (7/day)—cause fear (DC 16), cure light wounds, 
  deathwatch, detect good, divine favor, obscuring mist
  0—bleed, create water, detect magic, detect poison, 
  mending, read magic, resistance, spark, stabilize
  TACTICS
  During Combat Kolya lays into her opponents using 
  her spells, casting righteous might before engaging. 
  She channels her death’s touch ability through her 
  bone whip, using its enervation ability on what 
  appears to be the most powerful of her opponents, 
  especially enemy spellcasters. She saves her inflict 
  critical wounds to use with her bleeding wounds 
  ability against soft targets like wizards.
  STATISTICS
  Str 12, Dex 14, Con 14, Int 12, Wis 8, Cha 17
  Base Atk +9; CMB +10; CMD 22
  Feats Exotic Weapon Proficiency (whip), Great 
  Fortitude, Greater Spell Focus (necromancy), Iron 
  Will, Spell Focus (necromancy), Spell Penetration 
  Skills Diplomacy +16, Heal +12, Knowledge (planes) 
  +14, Knowledge (religion) +14, Profession (slaver) 
  +12, Sense Motive +13, Spellcraft +15
  Languages Common, Abyssal, Gnoll
  SQ armor of bones (+8 armor bonus, 11 hours/day), 
  spirit walk 1/day (12 rounds)
  Combat Gear bone whip, masterwork light crossbow 
  and 20 bolts, potion of fly, potion of nondetection; 
  Other Gear +1 heavy steel shield, amulet of natural 
  armor +1, ring of protection +1,  spellguard bracers, 
  masterwork backpack, masterwork manacles, 
  healer’s kit, silver unholy symbol.
  Kolya was born with visible traces of demonic taint 
  in her bloodline, which she tried to hide as best she 
  could. In her teens, she was found out while traveling 
  through a small frontier town. She was brutally 
  savaged by the townsfolk—violated, disfigured, and 
  
  6
  crippled—before being left for dead outside of town. 
  She survived, crawling away to find an animal den, 
  in which to recover. During her fever dreams, she 
  believes demons spoke to her, and perhaps they did. 
  She was opened to avenues of power that aided in her 
  eventual recovery (though her legs remain damaged, 
  a sacrifice for her gifts). Her new power allowed her 
  to rise from prey to predator, visiting death upon the 
  deserving, including the town that once brutalized 
  her. (She and her gnolls burned it to the ground.) 
  However, in her eyes, all are deserving of death. 
  Eventually, she was recruited by the Doomspeakers, 
  who admired her power, demonic connections, and 
  mercilessness. With her divine gifts and the powers 
  learned from The Book of Nine Dooms, she works 
  diligently to carve a bloody path through the world.
  Kolya wears a copper mask to cover her scarred 
  face, missing nose, and mouth of broken teeth, with 
  only her orange eyes visible. The verdigris running 
  from the eye holes, down over the burnished cheeks, 
  gives the appearance of green tears. Her horns are 
  broken but still visible beneath her mop of unruly 
  brown hair. Her left leg is twisted, and she limps 
  badly on the right, her ankle permanently damaged. 
  When attempting to intimidate and unnerve 
  prisoners and sometimes foes, she will remove her 
  mask and expose her ruined visage, promising to 
  work on the individual until he looks just like her.
  SKERR’ESH                                        CR 7
  XP 3,200
  Old male gnoll cleric 8
  CE Medium humanoid (gnoll)
  Init +2; Senses darkvision 60 ft., scent; Perception +3
  Aura destructive (30 ft.; 8 rounds/day, +4 damage, 
  and auto-confirm critical hits)
  DEFENSE
  AC 13, touch 8, flat-footed 13 (+ 5 armor, −2 Dex)
  hp 47 (8d8+8)
  Fort +8, Ref −1, Will +10; −2 vs. fear effects
  Defensive Abilities
  OFFENSE
  Speed 30 ft. (40 ft. when withdrawing)
  Melee +1 spear +8 (1d8+4/×3)
  Ranged mwk sling +5 (1d4+2)
  Special Attacks channel negative energy 6/day (DC 
  16, 4d6), chaos blade 1/day (4 rounds), destructive 
  smite 6/day (+4 damage)
  Domain Spell-Like Abilities (CL 7th; concentration 
  +9)
  6/day—touch of chaos
  Cleric Spells Prepared (CL 7th; concentration +9)
  4th—doom of serpent coilsDM (DC 17), inflict critical 
  woundsD (DC 17), unholy blight (DC 17)
  3rd—animate dead, cure serious wounds, protection 
  from energy, rageD, summon monster III
  2nd—blood trackARG, cure moderate wounds, dread 
  boltUM (DC 16), shatterD, slave’s stuporARG (DC 16)
  1st—comprehend languages, divine favor, murderous 
  commandUM (DC 14), protection from lawD, ray of 
  sickeningUM, sanctuary (DC 14)
  0—bleed, detect magic, detect poison, read magic
  D Domain spell; Domains Chaos, Destruction
  TACTICS
  During Combat Skerr’esh lets his minions engage 
  opponents directly, supporting them with 
  summoned fiendish hyenas, unholy blight targeting 
  enemy spellcasters, and other offensive spells. 
  If engaged directly, he uses his spear, using his 
  destructive smite to drop a foe quickly.
  STATISTICS
  Str 14, Dex 6, Con 12, Int 10, Wis 16, Cha 13
  Base Atk +6; CMB +8; CMD 16
  Feats Extra Channel, Improved Channel, Improved 
  Initiative, Spell Focus (enchantment) 
  Skills Diplomacy +7, Knowledge (religion) +7, 
  Profession (slaver) +7, Sense Motive +10
  Languages Common, Gnoll
  SQ aura
  Combat Gear +1 spear, masterwork sling and 10 
  bullets and 1 alchemical bullet (acid), cheetah paw 
  fetishARG , potion of barkskin, potion of blur, scroll of 
  lesser planar ally; Other Gear +1 mithril chain shirt,  
  masterwork manacles, silver unholy symbol, jewelry 
  worth 150 gp.
  Skerr’esh, servant of demons, is an old gnoll, having 
  survived nearly 50 years. At full height, he would be 
  over seven feet tall, but his natural slouch, combined 
  with the hunching of old age, makes him stand no 
  more than a few inches above six feet. The fur on 
  his muzzle and along his shoulders and spine has 
  gone gray. He remains a powerful combatant due to 
  his divine power, though his physical abilities have 
  faded with time. Skerr’esh serves as Kolya’s right 
  hand. He appreciates her subtlety, her well-planned 
  and smartly executed violence, and her penchant for 
  slavery. He advises her on her operations, offering 
  his aged wisdom and practical experience dealing 
  
  7
  with slaves as well as the political machinations of 
  demon cultists. Skerr’esh keeps several slaves himself, 
  docile body servants to help and comfort him in his 
  advanced age.
  ANDORA NAVARRE 
                   CR 6
  XP 2,400
  Female half-elf arcane duelist (bard) 7
  CE Medium humanoid (elf, human)
  Init +6; Senses low-light vision; Perception +10
  DEFENSE
  AC 18 touch 13 flat-footed 15 (+ 4 armor, +2 Dex, +1 
  dodge, +1 shield)
  hp 49 (7d8+14)
  Fort +3, Ref +7, Will +4; +2 vs. enchantment effects
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +8 (1d6+4/18–20)
  Ranged mwk composite shortbow +8 (1d6+1/×3)
  Special Attacks
  Bardic Spells Known (CL 7th; concentration +10 
  [+14 to cast defensively])
  3rd (2/day)—confusion (DC 16), doom of the 
  dancing bladesDM, thunderous drums (DC 16)
  2nd (4/day)—doom of the slippery rogueDM, mirror 
  image, silence, suggestion (DC 15)
  1st (5/day)—charm person (DC 14), detect secret 
  doors, disguise self, expeditious retreat, grease (DC 14)
  0—dancing lights, detect magic, ghost sound, lullaby, 
  message, read magic
  TACTICS
  During Combat Andora likes to roam the battlefield, 
  sticking and moving. She casts expeditious retreat 
  and mirror image before combat if possible, using 
  the extra movement to prevent too many foes from 
  closing on her. She casts confusion on other melee 
  types to keep them disorganized and silence near 
  spellcasters to thwart their efforts and push them 
  closer to her so she can hit them with Spring Attack. 
  She uses her bladethirst ability to give her rapier the 
  keen enhancement for as long as possible.
  STATISTICS
  Str 15, Dex 14, Con 12, Int 10, Wis 8, Cha 16
  Base Atk +5; CMB +7; CMD 19
  Feats Arcane Strike, Combat Casting, Disruptive, 
  Dodge, Improved Initiative, Mobility, Skill Focus 
  (Perform [oratory]), Spring Attack
  Skills Acrobatics +12, Bluff +12, Disguise +10, 
  Intimidate +10, Perception +10, Perform (oratory) 
  +16, Sense Motive +6, Stealth +9
  Languages Common, Elven
  SQ bardic performance 19 rounds/day (bladethirst 
  +1, distraction, fascinate, inspire competence +2, 
  inspire courage +2, rallying cry)
  Combat Gear +1 rapier, masterwork composite 
  shortbow (+1 Str) and 20 arrows, elixir of hiding, 
  elixir of tumbling, potion of bull’s strength, potion of 
  cure moderate wounds, 4 smokesticks; Other Gear +1 
  studded leather armor, mwk darkwood buckler, silver 
  unholy symbol, disguise kit, jewelry worth 100 gp.
  The fifth daughter of a minor nobleman, Andora 
  fled her home as soon as talk of an arranged 
  marriage began. She lived by her wits, traveling 
  with an acting troupe for a time, learning fencing 
  and narration, and living a decadent and hedonistic 
  life. After a scandalous affair with a married noble 
  was discovered, she was imprisoned on trumped 
  up charges. Her life in prison was rough, and she 
  quickly grew jaded and hateful of those born into 
  power. As luck would have it, a Doomspeaker was 
  imprisoned with her. When his allies came to break 
  him out, she made herself useful and was taken 
  along, falling quickly into their depraved cult and 
  learning their ways. As is her wont, Andora’s schemes 
  usually involve the downfall of the nobility, either 
  by involving them in scandals or by straightforward 
  assassination or kidnapping.
  Cult aCtiVitieS anD 
  aDVenture hookS
  Here are several methods of introducing the 
  Doomspeakers as adversaries for the PCs in your 
  campaign. They can be opponents for single 
  adventures or returning enemies in an extended 
  campaign, pitting the PCs against increasingly 
  more powerful members of the cult as they do 
  their demonic masters’ wills and spread chaos and 
  destruction throughout the land.
  APL 1–3
  •  Caravans crossing the great plains are not 
  reaching their destination. PCs investigating the 
  situation—perhaps joining a caravan as guards—
  find themselves attacked by the walking dead, the 
  
  8
  
  9
  remnants of those lost in prior caravans. With a 
  bit of luck or skill, the PCs can backtrack along 
  their trail. In an old ruin on the plain, a member 
  of the Doomspeakers placates his gnoll troopers 
  with goods and food from the caravans while 
  industriously reanimating the corpses of the fallen, 
  sending them out to wander uncontrolled over 
  the trade route in order to further disrupt trade. 
  Should the PCs defeat the cleric and his gnoll 
  troopers, they find among the cleric’s possessions 
  a book about unholy demonic texts, including 
  one called The Book of Nine Dooms. That section 
  has copious handwritten notes in the margins, 
  including mention of a hidden settlement around a 
  forgotten oasis deeper in the desert.
  •  Gnolls have been reported lurking in the ruins near 
  an oasis on a busy trade route. The PCs are hired 
  to scout the situation and roust the gnolls from the 
  ruins if they believe they are able. The gnolls put 
  up a fierce fight but flee after losing a third of their 
  number. An exploration of the ruins reveals that 
  the gnolls seemed intent on opening a sealed vault 
  under the ruins of some large, important building—
  perhaps a temple or civic building—too far gone 
  to discern its exact purpose. Should the PCs 
  commit to opening the vault, they find it a long and 
  arduous process as the walls and door are strong, 
  two feet of solid stone. The gnolls return during 
  the process, attacking the PCs while they attempt 
  to open the vault. Again, they flee if they lose half 
  their numbers. Should the PCs enter the vault, 
  they find a room filled with strange trappings—
  boxes containing crumbling incense and temple 
  accouterments , a locked shrine, and a golden idol 
  of an obviously demonic entity. It is up to the PCs 
  what they wish to do with this discovery, but the 
  remaining gnolls once again throw themselves at the 
  party in a desperate last attempt to win the contents 
  of the vault, fighting to the death. Should the PCs 
  win, they can head back to civilization. However, 
  these are evil artifacts that the gnolls are determined 
  to retrieve. Whoever sent them scares them more 
  than a party of stalwart adventurers. 
  • The PCs are hired as night watch for a rather strange 
  museum exhibit. An eccentric collector of sculpture 
  has acquired six statues of blue crystal, all done in the 
  likeness of men and women in the throes of combat. 
  She is keeping them on display in her public gallery 
  while she attempts to research their origins, having 
  bought them from a caravan master that claimed to 
  have found them alongside the route he traveled to 
  get to the city, simply sitting in the sand at the side of 
  the trail. The collector is certain they are not of any 
  local artisan, living or dead, that she knows. After the 
  gallery closes for the evening, the place is invaded 
  by gnolls. They attempt to get past the PCs and 
  smash the statues, attacking PCs that interfere and 
  fleeing back into the night after succeeding at their 
  task (though some might take the time to grab a few 
  portable valuables on the way out). Should the PCs 
  capture any of the gnolls, they may discover through 
  interrogation that the statues were once alive, turned 
  to crystal by a powerful spell cast by a Doomspeaker. 
  If the PCs manage to find a way to return the statues 
  to flesh again, they find a party of competent 
  adventurers who reward the PCs for their assistance 
  and possibly recruit them in the crusade to root out 
  the Doomspeakers and bring them to justice.
  APL 4–6
  • Warring clans have caused a steady stream of 
  refugees to flee westward away from the conflict. 
  Many settlements are turning them away, afraid of 
  overcrowding, food shortages, and disease. However, 
  word is spreading among the tents of the refugee 
  camps of a place of sanctuary. In the foothills of 
  the mountains to the north, a valley settlement 
  is sending out an open invitation to the refugees, 
  promising food, shelter, and opportunity. However, 
  a feverish, exhausted refugee arrives on the outskirts 
  of a town the PCs are currently visiting. Before 
  collapsing into unconsciousness, she mumbled a 
  few cryptic words “Good Hope... betrayed... false 
  friendship… everyone taken...”.  A brief investigation 
  yields the information that Good Hope is the name 
  of the community that is supposedly taking in 
  refugees. Should the PCs investigate, they find a 
  walled but peaceful looking community where the 
  refugees are being tended. They camp outside the 
  walls of the town awaiting their turn to be situated 
  and helped in starting new lives. Overly curious 
  visitors soon discover that the town is actually a 
  cover for slavers working for the Doomspeakers, 
  overseen by Skerr’esh the gnoll cleric and his band of 
  gnolls hidden in a tunnel network beneath the town 
  that they use to shuttle the new slaves out to buyers 
  elsewhere. If the PCs win here, they attract the 
  personal attention of Kolya the Ruined, who seeks 
  revenge for this disruption of her work.
  
  10
  •  A notorious rogue seeks to sell a tome to a 
  spellcaster or religious figure in the party. He says 
  he’s nicked a powerful magical tome: The Book 
  of the Nine Dooms. At first, he’s rather cagey and 
  wrangles for a good deal but soon becomes rather 
  desperate to be rid of the book, his price dropping 
  well below his original asking price. When the 
  night of the meeting finally comes, the rogue is 
  nervous and strange sounds in the night cause 
  him to panic, thrusting the wrapped book into 
  the hands of a PC and fleeing into the night. If 
  they pursue, they come upon him as he’s struck 
  down by several dark-garbed figures. Should they 
  see the packaged book in other hands, they target 
  that person and any who assist. Should the PCs 
  instead decide to leave with their new prize, they 
  hear of the rogue’s demise the following day. He 
  apparently died of near-complete exsanguination 
  from his eyes, ears, and mouth, found lying in a 
  great pool of his own blood. The party eventually 
  discovers that what they hold is not The Book of 
  the Nine Dooms, but a copy. The Doomspeakers 
  are still ready to slay anyone in their path to 
  recover the book. What the PCs do with it is up 
  to them. If they keep it, they are sure to become 
  regular targets for assassins and agents of the 
  Doomspeakers. Should they turn it over to the 
  authorities or a temple, then it is safe for a while, 
  until a daring raid causes it to return to the hands 
  of the cult. If they destroy it, the Doomspeakers 
  stop pressing them, but they mark them as 
  enemies to be dealt with later.
  •  A wronged noble seeks out one of the PCs to be 
  his champion in a duel of honor. He invites the 
  other PCs to attend, expecting them to come 
  along to the victory feast after their companion 
  wins in the noble’s name. Unfortunately for the 
  noble, his entourage, and the PCs, the man who 
  wronged him was not actually another noble, but 
  Doomspeaker Andora Navarre in disguise. She 
  takes advantage of her effrontery to lure the noble 
  and his people to a remote location where her 
  minions hide, ready to kill or capture everyone. 
  What first appears to be honorable single combat 
  soon turns into a desperate battle against a horde 
  of evil with the PCs not only having to defend 
  themselves, but also the noble and his entourage of 
  courtiers and attendants.
  APL 7–9
  •  The centaurs of the plains are being much more 
  aggressive against traveling humans. If the PCs 
  manage to make contact without being attacked 
  themselves, the centaurs demand that their leaders 
  stop their raids on the centaur tribes, and they 
  threaten outright war if this demand is not met 
  immediately. Investigation leads to a group of 
  Doomspeakers, disguised as soldiers from a nearby 
  country, who are killing the centaurs to goad them 
  into open warfare.
  •  The PCs discover a secret slave market in a city 
  where such activity is outlawed. Interrogation of 
  prisoners after breaking up the ring reveals that 
  the slaves are being smuggled into the city via 
  ship at regular intervals. If the PCs await the ship’s 
  next landing, they find a fierce Doomspeaker 
  antipaladin and his scurvy cohorts ready to defend 
  their living cargo, drugged and hidden in barrels 
  marked as salt pork. They are not above distracting 
  overly moral opponents by kicking barrels of 
  enslaved folk overboard into the bay.
  •  The son of a local noblewoman, while traveling 
  with a caravan to meet his bride and stay with her 
  and her family for a month before their official 
  betrothal, has been kidnapped after the caravan was 
  attacked by gnoll raiders. The noblewoman learned 
  of this from survivors of the attack. What concerns 
  her is that the expected ransom demand hasn’t been 
  received. Fearing the worst, she hires the PCs to 
  track down the raiders and rescue her son. Tracking 
  the raiders to an ancient ruin deep in the desert, 
  the PCs soon discover that the gnolls serve the 
  Doomspeaker Gruulok, who intends to sacrifice the 
  noble’s son in an extravagant and extraordinarily 
  cruel and bloody ritual in order to bind a demon 
  to his service. The PCs should work to disrupt this 
  ritual quickly, or they may not only face a powerful 
  antipaladin, but also his new demonic ally.
  APL 10–12
  • Seeking a challenge worthy of his might, Narn 
  the Crucifier has set off on a rampage of historic 
  carnage. He is making his way toward the coast, 
  slaughtering caravans, wandering tribes, and 
  settlements in his path, and leaving a trail of 
  crosses hung with his dead and dying victims in 
  his wake, a road of carnage to the sea, until he 
  finds foes worthy to face him. The PCs are asked 
  
  11
  to take what may amount to a suicide mission in 
  the hopes that, if they slay the Doomspeaker, his 
  gnoll troops will scatter back to the plains and stop 
  the mass slaughter.
  •  The PCs attend the memorial service of a wealthy 
  guild merchant. The service is interrupted by the 
  local constabulary, who accuse the merchant of 
  conspiring with slavers. Damning evidence is 
  presented, and the estates of the deceased merchant 
  are seized by the crown. His wife begs the PCs to 
  investigate the matter, to turn up anything that 
  will clear her deceased husband of the charge so 
  that she and her children will not be turned out in 
  the street, or worse, found to be collaborators. If 
  the PCs can convince the constables to cooperate, 
  they can peruse the evidence and find the trail that 
  leads them to the slavers. A group of Doomspeaker 
  cultists, under the command of Kolya the Ruined, 
  is in charge of the slaver operation. Defeating or 
  driving off the Doomspeakers allows the party 
  to gather evidence that the merchant was being 
  blackmailed into cooperating. While not clearing 
  him of wrongdoing, it may be enough to convince 
  the law to be more lenient in his case.
  •  People of importance throughout the realm are 
  being assassinated. There seems to be no rhyme or 
  reason to the choice of targets, save that they are 
  all influential men and women—priests, nobles, 
  wealthy merchants—and no two murders are 
  alike. In fact, some feel there is no connection to 
  them at all, that it is simply a rash of murders only 
  coincidentally linked. A paranoid noble or a priest 
  troubled by a premonition asks the PCs to stay close. 
  Soon, the assassin shows, and it is none other than 
  Narn the Crucifier. The Doomspeaker has recruited 
  a wizard that has fashioned him new weapons, 
  primal dooms, which he finds poetic as each target 
  dies at the hands of their worst fears. Faced with the 
  PCs, he uses his arsenal of items in rapid succession, 
  leaving the PCs to face not only a powerful cultist, 
  but creatures from their darkest nightmares.
  In the Southlands, the Doomspeakers recruit many 
  of the gnolls of the Sarkland Desert to their cause, 
  the gnolls drawn by their strength and the thought 
  of easy conquest. While the Doomspeakers are 
  universally despised by all peace-loving citizens 
  of the Southlands, one name in particular inspires 
  great fear and loathing: Narn the Crucifier. The 
  antipaladin’s depredations and atrocities have caused 
  the sultana to declare him an enemy of the empire, 
  promising great riches to the one that presents 
  his head before her throne, and torturous death is 
  guaranteed for any found aiding Narn in any way. 
   
  Narn’s fellow antipaladin Gruulok avoids such 
  powerful resistance. He sticks to raiding the caravans, 
  wandering tribes, and occasional settlements in the 
  vicinity of the Sarkland Desert. Despite this cautious 
  outlook, Gruulok has his own ambitions, hoping his 
  show of strength allows him to unite most, if not 
  all, of the gnoll tribes in the area under his banner, 
  providing a powerful enough force to safely move on 
  larger targets, like the cities of Nuria Natal.
   
  The Doomspeakers have a hidden temple or 
  complex in the south that serves as their main base of 
  operations and the resting place of The Book of Nine 
  Dooms. Some say it is hidden in ruins somewhere in 
  the desert, others that it is hidden below ground in 
  one of the cities in Nuria Natal, perhaps Per-Bastet 
  or the City of Scorpions. Another theory says it 
  actually lies in a sea cave on one of the islands off 
  the southern coast of the Mharoti Empire. Wherever 
  they lair, the Doomspeakers have proven a threat to 
  all civilized areas in the Southlands, even daring to 
  challenge the might of the Dragon Empire.
   
  The Doomspeakers also have a presence on the 
  Rothenian Plain. Some say they lair in caves under 
  Demon Mountain by permission of the Master of the 
  Mountain. Others claim they lurk in the forests north 
  of the plain. Here, like in the Southlands, they also 
  avail themselves of the local gnolls as troops, using 
  them to bring grief to all residents of the plain—
  centaurs, huginn, kariv—through raids, pillaging, 
  and enslavement. In particular, Kolya the Ruined, 
  and her lieutenant, the aged priest Skerr’esh, are fond 
  of enslaving the plainsfolk. Kolya fancies kariv slaves 
  in particular; it amuses her to end family bloodlines 
  by tying them to one place and allowing the kariv 
  curse to take effect.
  The Doomspeakers in Midgard
  
  12
  new magiC
  Doom rings out from the Abyss to mortal lands. It 
  seeps into all that it touches.
  New Magic Items
  Fear. Destruction. Violence. These are the aspects 
  nurtured in the favored implements of those that 
  revel in spreading doom.
  Bone Whip
  Aura strength type; CL 9th
  Slot none; Price 14,305 gp; Weight 3 lb.
  DESCRIPTION
  This whip is constructed of humanoid vertebrae, 
  their edges magically sharpened and pointed, 
  joined together in a single, coiled line by strands 
  of blackened steel wire. The handle is half a femur 
  wrapped in soft leather of tanned human skin. This 
  weapon functions as a +1 conductive scorpion whip. 
  In addition, once a day on a successful attack, the 
  wielder can affect the target with an enervation 
  effect, bestowing 1d4 negative levels on the target. 
  For every negative level afflicted on the target, the 
  wielder of the bone whip gains 5 temporary hit points 
  and a +1 profane bonus to damage rolls for 1 minute.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, 
  enervation, inflict light wounds; Cost 7,305 gp
  Primal Doom
  Aura strong conjuration and transmutation; CL 12th
  Slot none; Price 14,400 gp; Weight 3 lb.
  DESCRIPTION
  Each primal doom appears to be a globe of crystal 
  or glass with a murky liquid or smoke churning 
  within. The wielder of the primal doom chooses a 
  target and hurls the globe at it. Upon breaking, the 
  contents of the globe, the dark, primal essence of 
  the Abyss itself, escapes, latching onto the mind of 
  the target and forming itself into a fiendish creature 
  based on the darkest fears of the target. For example, 
  if a target is afraid of spiders and fire, the primal 
  doom fashions itself into a fiendish giant spider with 
  flaming mandibles. 
  The casting of a primal doom and formation of a 
  creature from its contents is a full round action. The 
  target creature is allowed a Will save to avoid this 
  psychic dredging of its mind (DC 20). If the target’s 
  saving throw is successful, the form of the doom 
  cannot be of a higher CR than its HD–2. However, 
  if the target fails the save, then the doom forms a 
  creature equal to the target’s HD. 
  The GM is encouraged to come up with creative 
  and frightening creatures to be created from this 
  item, taking existing monsters and giving them 
  unique and interesting abilities.
  CONSTRUCTION
  Requirements Craft Wondrous Item, polymorph, 
  summon monster VI, creator must be a 
  Doomspeaker; Cost 7,200 gp
  New Spell
  All that live must die. Magic simply speeds up the 
  process.
  DOOM OF ANCIENT DECREPITUDE
  School necromancy; Level antipaladin 4, druid/
  shaman 5, oracle 5
  Casting Time 1 standard action
  Components V, S, DF
  Range personal (aura)
  Target 20 ft. radius around caster
  Duration 1 round/level
  Saving Throw Fort, see text; Spell Resistance yes
  You generate an entropic field that rapidly ages you 
  and anyone in the area of effect. On the first round, 
  anyone within the area of effect must make a Fortitude 
  saving throw. The caster of the spell gains a +2 profane 
  bonus to his saving throws against the spell. Failure 
  indicates that the creature has advanced to middle 
  age, suffering a decrease to its physical statistics (−1 to 
  Strength, Dexterity, and Constitution) but none of the 
  benefits. A successful saving throw staves off the aging 
  effects, but each round a creature remains in the area, 
  it must make another saving throw. 
  On a second failed save, the creature advances to 
  old age, reducing its physical statistics by 2. A third 
  failed save advances the creature to venerable age, 
  reducing physical statistics by 3. 
  Any further rounds continue to age a creature, 
  causing physical disabilities as it continues to 
  advance in age. Roll 1d4 for effect: 1—blindness, 2—
  deafness, 3—reduced mobility (reduce all movement 
  speeds by 10 ft.), 4—dementia (treat target as 
  confused for the duration of the spell). Consider 
  each round past the third within the field as aging 
  the target another 10 years. 
  
  13
  A creature aged to the limit of its lifespan dies.
  Once the spell ends, or a target leaves the area of 
  effect, an affected creature’s age begins to revert to 
  normal, removing one round’s worth of effects for 
  every round outside the spell’s area of effect. Any 
  creatures killed by the spell’s effects remain dead, 
  however. Since they died of old age, they cannot be 
  returned to life with anything less than a wish or 
  miracle.
  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.
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  Demon Cults: Doomspeakers. © 2014, Open Design; Author Jeff Lee.
  OPEN GAME LICENSE Version 1.0a
  
  www.KoboldPress.com
  TM
  By Adam Roy
  Aasimar
  Aasimar
  TM
  By Mike Franke, Phil Minchin, 
  and Christina Stiles
  CULTS AND CHAOS IN THE CITY OF ADVENTURE
  Dark DeeDs in 
  Freeport
  With an introduction by Margaret Weis
  Edited by Amanda Hamon Kunz and Wolfgang Baur
  Surprise your game group with  
  new options for Pathfinder RPG—as a  
  player or as a GM! Check out new races  
  like the Aasimar, new classes like the 
  Theurge and the Spell-Less Ranger, even 
  whole new tomes of Deep Magic with new 
  subschools, bloodlines, and archetypes!
  Whether you’re an experienced gamer  
  or new to Pathfinder RPG, you’ll find  
  something magical here for you.
  Kobold Press is a trademark of Open Design. Pathfinder 
  and associated marks and logos are trademarks of Paizo 
  Publishing, and are used under license. See paizo.com/
  pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Freeport: The City of Adventure is 
  Copyright 2000-2014 Green Ronin Publishing and is used 
  under license. Freeport, Green Ronin, and their associated 
  logos are Trademarks of Green Ronin Publishing.
  EXPAND YOUR    
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