TEXT: by Micah Watt
  
  1
  Sanitarium
  Adventure 4 for the What Lies Beyond Reason Adventure Path
  Author: Micah Watt
  Cover Art: Dean Spencer
  Interior Art: Dean Spencer, Denny Ibnu, Stephan Shoz, Sabarudin
  Stock Art: Jacob Blackmon, Mark Hyzer
  Cartography: Derek Ruiz (of Elven Tower) & Dante Cifaldi
  Editing & Review: Bryan Bartrop
  Playtesters: Owen Giersch, Will Silva, Cameron Davis, Cristian Southall,  
  Lachlan Gurr, Daniel Dougherty, Matthew Jamieson
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  Sanitarium, Adventure 4: What Lies Beyond Reason, 2018 Pyromaniac Press, Open Gaming License © 2007 Wizards of the Coast. All rights 
  reserved.
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  2
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  3
   
  Table of Contents  
   
   
   
                
  Page
   
   
  Editorial - Dark Thoughts and Darker Deeds  
   
   
  4
   
  Adventure Background 
   
   
   
   
   
   
  5
   
  Adventure Summary & Advancement Track  
   
   
  6
   
  A Note on Running the Adventure  
   
   
   
   
  7
   
  Chapter 1 – Dark Visions  
   
   
   
   
   
  8
   
  Chapter 2 – Darker Visions 
   
   
   
   
   
  10
   
   
  Chapter 3 – The Faculty of Arcana 
   
   
   
   
  12
   
  Chapter 4 – House Clayver 
   
   
   
   
   
  15
   
  Chapter 5 – The Missing Merchant 
   
   
   
   
  24
   
  Chapter 6 – Threads & Loose Ends 
   
   
   
   
  25
   
   
  Chapter 7 – Dark Thoughts and Darker Deeds  
   
   
  28
   
  Chapter 8 – Jurisprudence  
   
   
   
   
   
  57
   
  Conclusion   
   
   
   
   
   
   
   
  61
   
  New Magic Items  
   
   
   
   
   
   
  63
   
   
  Bestiary 
   
   
   
   
   
   
   
   
  65
   
  NPC Gallery  
   
   
   
   
   
   
   
  68
   
   
  Pregenerated Player Characters  
   
   
   
   
  73
   
   
   
  Legal Appendix 
   
   
   
   
   
   
   
  78
  
  4
  Dark Thoughts and Darker Deeds
  What Lies Beyond Reason has been billed as a "High Fantasy Horror" adventure path from the beginning. To date 
  we've had hints, figments and dreams, some otherworldly monsters and some downright immoral behaviours by the 
  antagonists. 
  We've had some drug use and the fallout from it, ghostly visions of abuse and child death, and - if you were of a mind 
  to use it - alien seeds that spawned pod people bent on replacing their originals. We've also had options for some gory 
  signs and portents, and if you were a backer of the first kickstarter you may even have an exclusive and rather brutal 
  side trek concerning a girl and her puppy.
  We've even had warnings - in the Campaign Guide - that some themes may be offensive, confronting or difficult, but 
  most of what has been presented has been just the primer for things to come...until now.
  This is the adventure the warnings were for.
  Sanitarium is in many ways the darkest and most confronting of the adventures in the Adventure Path. While there's 
  plenty more to come, Sanitarium deals not only with otherworldly evils but the evils people do to each other, and to 
  themselves. To me, at least, more confronting than cinematic gore is the underlying inhumanity of the self righteous 
  and uncaring. Part of what makes this compelling to me is that it blurs the line between fantasy and reality, where some 
  of the situations, events and character plights are potentially not so far from real world analogues.
  For some of you, no doubt, this warning is unnecessary. Its a fiction, a story and a chance to explore some dark themes 
  while being entertained, not unlike a good horror movie.
  But for some, the material presented within might be viewed with less enthusiasm. I'll reiterate the warnings - read 
  the module, know your audience (your players) and determine if this is a good fit for everyone. Almost everything 
  presented here can be toned down to ensure enjoyment by most (though it is definitely not recommended for children!) 
  For everyone else - sit back, dim the lights, turn up some appropriate ambient music, break out your best theatrical 
  presence and take your players on a dark journey into a chapter that will turn the setting on its head....
  Welcome Home
  Micah Watt
  Pyromaniac Press
  
  5
  Adventure Background
  In the wake of Aether's death and the cataclysm it wrought on Anduria there was chaos, blood and pain. The inner 
  city was annihilated utterly, leaving the outer burgs as the only livable spaces - if just barely. Those citizens that 
  remained within the shattered city were wounded, lost and desperate. Food and shelter were scarce, and the established 
  authorities were gone. The city fell to brutal anarchy, where the strongest took what they needed to survive and the 
  weak were damned.
  But mortals are nothing if not adaptable. Soon gangs formed and even the individually weak could prey on the strong if 
  numbers were overwhelming. Organization formed from chaos, though it was just as brutal, and just as bleak. Survival 
  needs could be met with a sharp blade, but the spiritual emptiness of both the betrayal of a God, closely followed by an 
  unthinkable decide left wounds deeper than any shiv could. People without hope aren't people.
  From these days of blood and ash a group of pacifists emerged. These were monks, scholars, clerks and scribes. 
  They were people of inner strength. They sought to soothe wounds, both physical and spiritual. This group was the 
  foundations of the Healing Hands, the seed from which a powerful guild would one day form. At first they were 
  preyed upon by more violent and brutal groups, but as they continued their work more everyday folk joined their 
  ranks. Citizens that were grateful for their ministrations, tired of being alone or simply drawn to the uncommon 
  compassion shown by these rare few. Before long the group was simply too large for most gangs to risk attacking, for 
  while the Healing Hands themselves would not offer violence, the larger citizenry would defend themselves and the 
  monks alike. The gangs began to give tithe to the monks for services, and the Healing Hands became the first force of 
  neutrality in an otherwise hostile existence. Slowly, hope began to return to the people of Anduria.
  It was not long after that when a young Healing Hand monk, Rigus Beltain, uncovered something whilst scouring 
  rubble for salvage. He had entered the inner city - a place that the citizens had avoided since the cataclysm - in search of 
  new sources of food, clothes or any useful salvage. The outer wards had long since been picked clean. Moving inward 
  was the only option left. In a shattered cathedral he found Aether's corpse, curiously undamaged except for the wound 
  that slew him, an ever-bleeding puncture to the spine. The god was undeniably dead, and yet still lived in some form. 
  Rigus reported his find in secret to a handful of trusted friends. All agreed this discovery would deal a fatal blow to the 
  growing but fragile peace in the city, not to mention the psychological and social damage it could wreak on an already 
  broken people. They decided to hide the corpse away below the headquarters of the organization - an ancient mansion 
  near the docks - and guard the secret for all time. Thus the first step to ruin was taken. 
  Years passed, and in guarding the god Rigus and his acolytes discovered divine essence and methods of its manipulation. 
  They learned to harness it for healing and insight, and used these powers freely to aid the recovering city. By now, 
  order and government had been restored, and fledgling guilds of peacekeeping, administration and commerce had 
  formed.  Farms had been cultivated, and trees logged from the nearby forest. The city was stabilizing and growing. The 
  new skills were welcomed and lauded, and such was the reputation of the Guild of Peace and Healing (as it had been 
  formally ordained) that few questioned from where this abilities emerged. The Guild became a significant power in the 
  renewed metropolis. As Rigus and his acolytes aged, a select few in each generation were inducted into stewardship of 
  the god, and the secret remained guarded for centuries.
  In the current age the guild has lost much of its influence and prestige. The rise of the merchant princes, the new 
  renaissance of the culture of the city and the general standard of living in Anduria has seen the populous need less 
  from (and begin to take for granted the services of) the Healing Hands. The number and power of the acolytes has 
  peaked, but the city's population has not. The needs of the city began to slowly outstrip the abilities of the guildsmen, 
  leading to a greater permanent population in the Sanitarium. The re-emergence of the Machine parts in recent years 
  (and the activities of the Echo) has pushed them to breaking point. In desperation, Guildmaster Talus Redgrave turned 
  back to the origin of their power - Aether's corpse - and set about a program of harnessing the divine essence within. 
  
  6
  This took the form of distilled essence that could be imbibed and for a short time provide a boost to an acolyte's natural 
  abilities. This option worked temporarily, but too late it was discovered that prolonged use actually damaged a caster's 
  natural gifts, and opened them to a creeping madness. Caught between falling further behind in the care of the citizens 
  and losing what little repute remained to them, or risking the health and sanity of his acolytes in the short term to 
  gamble a solution could be discovered to the recessive effects of the essence, Talus made a choice to press on in blind 
  faith. His choice of path ultimately drove the Healing Hands to the brink of collapse within a year, condemning not only 
  his best and brightest healers, but himself as well, to insanity and care in his own facility. 
  How the Seekers of Asmodeus discovered their secret remains a mystery, but when Undermaster Kerval (the defacto 
  guildmaster) was confronted by High Seeker Ranark, he was left with no other option but to invite the Seekers to 'assist' 
  their failing organization. The Seekers rapidly took over operations, and the well intentioned journey started by the 
  Guild's founder Rigus ends here... in the hands of the servants of Hell.                           
  Adventure Summary
  The incapacity of a local diviner, and some prophetic information from Thaddeus, leads the PCs to investigate clues 
  relating to forbidden texts involving contacting other planes. An university student and scion of a minor noble house 
  has contrived to conjure something dark from another world for his own gratification. During a party at his family's 
  manor he intends to complete this ritual. The PCs must infiltrate this event and navigate the social pitfalls within to 
  disrupt this ceremony. They will have a chance to reacquaint themselves with a number of old allies and adversaries 
  before battling a horror from the void.
  During the chaos, Thaddeus will have been committed to the Sanitarium, the headquarters for the Healing Hands. Upon 
  entering the complex, they will discover that guild in disarray and fully under the control of the Seekers of Asmodeus. 
  Uncovering experimentation, torture and unlawful imprisonment, they must overcome the infernal organization, free 
  their friend and come to terms with the dark secrets of the guild - including the cannibalization of a God and the 
  deepening influence of the Machine.       
  Finally, with the truth uncovered, the PCs must navigate political and judicial process to see justice done. 
    
  Advancement Track
  Sanitarium is an adventure for 6th level characters. The module uses the Medium advancement track. Actual XP gained 
  might vary based on the number of encounters the GM uses and/or players choose to investigate or complete, but on 
  average the player characters should receive enough experience to advance into 7th level during, or by the end, of the 
  adventure.
  If the GM has chosen not to run a campaign side-trek or other adventure in the interim, the adventure can be run with 
  5th level characters with only a little effort to adjust (or not). The challenges represented in this adventure are for 6th 
  level characters, at a moderate to hard difficulty. It would be an extremely difficult adventure for 5th level characters, 
  bordering on impossible toward the cavern encounters. If the players are very experienced, with highly optimized 
  characters, this may be a way to challenge them. 
  If the adventure is being run for a 5th level party, and the GM would like to adjust the difficulty, make the following 
  adjustments;
  
  7
  - All skill challenges should have their DCs lowered by 1
  - All creatures and adversaries should have their Hit Points reduced from average to 1/3
  - The treasure found in the adventure should be left as is. It might represent a greater than expected Wealth By Level 
  total, but the PCs would have really earned it.
  Of course, the adventure can be adjusted upward as well. If the adventure is being run for a 7th level party simply make 
  the following adjustments;
  - All skill challenges should have their DCs raised by 1
  - All creatures and adversaries should have their Hit Points raised from average to maximum
  - The treasure should remain the same.
  A Note on Running the Adventure - Dynamics
  The Adventure Path is reaching the point where player choices are beginning to generate differing variables, particularly 
  with regards to NPC interaction, but also the state of the city itself in many ways. The GM needs to be prepared to 
  manage these complex scenarios. Triast is a prime example, and may range from being a despised adversary to an 
  almost ally at this point, which will crystallize by the end of this module. Going forth, the GM will need to contend 
  with either of these possibilities, and the ramifications for each as the story continues. It is the same with the potentially 
  campaign altering possibility that either or both the Seekers and the Healing Hands may no longer exist in the hierarchy 
  of the city - and this is all based on how the characters act within the story.   
  This adventure, and the adventures that follow will no longer make strict assumptions about such things, and as much 
  as possible allow for that variation. Where such variation exists there may be advice either way, however, it falls to the 
  GM to manage this organically with outcomes of the past character actions. Luckily, by this point, you've been running 
  the campaign for at least four adventures, and should have a strong grasp on the major elements. 
  More advice on dynamically managing the evolving game is provided in Campaign Guide 2. 
                  
  
  8
  Chapter 1 – Dark Visions
  The adventure hook commences in the Trade Ward - 
  specifically the Great Market, a tent city of constantly 
  shifting commerce at the centre of the ward - where 
  characters might be shopping, running errands or the 
  like. Ideally this scene should include all of the PCs, or 
  at least those best suited to talking or sneaking their way 
  into the scene of the crime. 
  The Great Market is alive with its low level susurrus as the 
  multitude of voices conducting business blend, occasionally 
  punctuated by the loud injection of a merchant calling out 
  to passers-by. Today, much like any other, the throngs of 
  people move about the kaleidoscopic range of tents and stalls, 
  purchasing good from all over the known world.
  Slowly you notice that the tone of the conversations change, 
  as the Andurians around you turn to their second favorite 
  pass time besides commerce - rumor mongering. At first you 
  think it is merely street talk, but quickly you realize that heads 
  are turning, fingers pointing and a few locals are moving off 
  toward the north.
  The words finally reach your section of the crowd, like driftwood 
  on a wave.
  "Mistress Jasmine is sick..."
  "No she's having a vision, a bad one..."
  "The seer from Crystal Clear? I always thought she was a 
  fraud!"
  "It's happening now. Apparently she was screaming about 
  'horrors of the void' and then she went into convulsions."
  "The Seekers are there!"
  "Are they going to take her away for practicing black magic?" 
  "I heard that they are escorting a Healing Hands Acolyte..."
  "The Seekers and the Healing hands are together a lot lately. 
  That can't be good..."     
  "I wouldn't want to be her. They'll cart her off for sure..."
  The voices begin to fall back into a lull as those around you look 
  both contemplative and regretful at the news.
  If the PCs wait longer than a few moments they see a 
  Watch Patrol run past. If they don’t take the hook, move 
  on to Chapter 2 - Darker Visions.
  If they go to Crystal Clear they see a Healing Hand acolyte 
  tending to Mistress Jasmine. She is not unconscious, but 
  having some form of fit. A pair of the Seekers are helping 
  restrain her while the other two are clearly ‘guarding’ 
  the scene. They have not yet entered the tent, but are 
  managing crowds of onlookers at the front. If the Watch 
  is there a conversation is taking place about jurisdiction 
  and procedure (and some argument). If the PCs wait too 
  long the Seekers and Watch sort it out and ‘secure’ the 
  tent from intrusion. After 10 minutes a wagon arrives 
  and the Healing Hands Acolyte and two Seekers depart 
  for the Sanitarium, while the remaining Seekers and/or 
  Watchmen secure the scene (and inspect the inside of the 
  tent). After 30 minutes Triast arrives up to take charge of 
  the situation (he’s head of the team investigating Magical 
  Malfeasance).
  If the PCs have an official relationship with the Watch 
  they can insinuate themselves into the investigation. If 
  they have an unofficial relationship they might be able to 
  talk their way in (Diplomacy DC 20). Otherwise they will 
  have to make use of the distraction out from and sneak 
  in if they want to see the evidence (the tent can be cut or 
  lifted with ease - Stealth DC 5).
  PCs caught in the tent without reason to be there are 
  arrested for ‘Interfering with an investigation’ and held 
  for 24 hours. They are not suspects (the magical nature of 
  Jasmine’s condition is apparent, as is the likely cause) but 
  they will be held and questioned, mostly because they 
  annoy Triast.
  If the PCs query the relationship between the Healing 
  Hands and the Seekers they get varied reactions based 
  on who they ask. The Healing Hand Acolyte looks 
  uncomfortable and indicates they are ‘assisting’ the 
  Guild. The Seekers themselves (including Triast) tell 
  the PCs to mind their own business. The Watch (on a 
  Diplomacy DC 15, or automatically if the PCs have a 
  good relationship with them) tell the PCs that they’ve 
  been informed that the Healing Hands have been victims 
  of assaults and threats lately and the Seekers have been 
  asked in by the Guild to provide protection.  
  Crystal Clear
  Inside the tent is sectioned into three chambers in 
  succession, curtained off for privacy – a ‘reception’ area, 
  a scrying room, and a personal living space. 
  The reception area has a thick carpet, ‘arcane’ trappings 
  (crystals and dream catchers and the like) and several 
  
  9
  plush chairs which have been overturned in Jasmine’s 
  exit. 
  The scrying room is also thickly carpeted, is lit by strange 
  candles that give off a greenish light (non-magical, just 
  a strange alchemically treated candle) and has arcane 
  runes drawn/embroidered upon every surface. A 
  successful DC 5 Knowledge (arcana) check reveals them 
  to be completely fake. In the centre of the room is a round 
  table with high backed chairs. On the table is a crystal ball 
  in a cast iron stand (500gp). Off to one side is a display 
  case with all manner of crystals and pseudo-arcane 
  paraphernalia (total worth 150gp). There is also a book 
  dropped on the floor in here. The book is old and ornate, 
  and is covered in strange glyphs, and A successful DC 5 
  Knowledge (arcana) check allows a character to recognise 
  their semi-occult nature. 
  The book is titled “Hidden Patterns – Knowledge from 
  the Beyond”. A quick peruse indicates it is some kind 
  of treatise of contacting beings from other planes to 
  gain information. A more in depth examination (taking 
  several hours and a DC 10 Knowledge (arcana) check) 
  reveals that there is some dangerous instructions in here, 
  indicating how to use divination magic to actually make 
  contact with outer planar entities of potence, but fails 
  to indicate the risk (which is significant) or any form 
  of personal protection. Using these rituals places the 
  caster in significant psychological peril (which is what 
  happened to Jasmine). There are various rituals, one per 
  being, with several paragraphs that ostentatiously and 
  verbosely describe the beings but actually say very little 
  of significance. The entities referred to are;
  The Elder Elemental Eye
  The Dreamer (the pages are dog eared here)
  The Prince of Fate
  The Time Watcher
  The Crucible of Souls
  The God At The End Of All Things
  It should be apparent to any arcane practitioner that 
  using this book is unbelievably dangerous, but if any PC 
  is foolish enough to enact any of the rituals (requiring 
  various arcane components worth 500gp – but easily 
  found at Crystal Clear – and about 8 hours) they are 
  bombarded with unintelligible, garbled images and 
  must make a DC 18 Will save. Success results in taking 
  4 Wisdom damage (Kind GMs may pass on a few useful 
  ‘visions’ if they choose - these might be selected from the 
  table provided in the Campaign Guide 2). Failure results 
  in the character being rendered completely insane for 2d4 
  days (the GM can choose the form this takes but it should 
  be total and incapacitating). The condition can be cured 
  by a Heal spell or magic that specifically cures insanity.     
  Development
  The book has a stamp on the inside back cover – “Property 
  of the Faculty of Arcana, Great Andurian Library”. 
  Anyone who is a member of the Guild of Philosophy 
  & Thought, has been to the library before (there is an 
  extensive orientation), or makes a DC 10 Knowledge 
  (local) check knows that the Library does not sell or loan 
  books.  
  The personal living space has a bed, a wardrobe (with 
  both normal outfits and elaborate costumes), a side table 
  and a footlocker (locked – DC 18 to open). The locker has 
  personal items (Portraits, trinkets, spectacles etc) and 
  234gp, 54sp and 67cp.
  Where now?
  If the PCs gain the book clue and choose to investigate 
  directly go to Chapter 3. If not, go to Chapter 2.
  
  10
  Chapter 2 - Darker Visions
  While the PCs are going about their business, they are 
  found by an NPC ally – Melissa, Lucious, Thorgrim 
  or another of the GM's choosing. After the events of A 
  Simple Job the NPC and Thaddeus have become friends 
  (or lovers at the GM's discretion). This works best if the 
  NPC was present at the initial meeting in that adventure.
  They tell the PCs that Thaddeus is unwell and has 
  asked to see them on a matter of utmost importance 
  (He didn’t tell the NPC why, but stressed the need for 
  haste). Assuming the PCs are willing, the chosen NPC 
  leads them to Thaddeus’ abode, a small apartment 
  on the second story of a three story building. Below is 
  a restaurant that has a foreign ‘delicacy’ of giant leech 
  (prepared six ways) that smells appalling, and above is a 
  pigeon coop for a messenger service. 
  The apartment has several rooms, all of which are stocked 
  with boxes, barrels, crates and containers of weird and 
  wonderful trade goods. These are remnants of deals gone 
  south, or in progress, or speculative purchases that he’s 
  waiting to come to fruition. In addition to some fairly 
  mundane trade goods such as bolts of various cloths, 
  trade bars of copper (around 1000gp worth), blank leather 
  bound books and barrels of pickled fish, Thaddeus has a 
  few additional oddities;
  • 
  A large wicker cage (standing over 9 feet tall) filled 
  with hundreds of scintillating butterflies. These are 
  actually Ethermoths, the young of which produce 
  ethermoth silk in their life cycle when they spin 
  cocoons.
  • 
  A crate full of translucent white crystals with very 
  sharp edges (dealing 1 point of slashing damage to 
  bare skin upon touch). These are unlovely to look at, 
  and have an odd cut to them. They emit a resonating 
  chime when struck against each other, but only a 
  dull  'clack' sound when struck against anything else. 
  • 
  A box of hideous wooden masks made from 
  lacquered wood of all colours, and adorned with 
  shells and river stones. The visages are all twisted 
  and demonic, though the craftsmanship is excellent.   
  • 
  A planter full of blue reeds that sway menacingly 
  toward anyone approaching. These are a harmless 
  type of river reed imported from the lands across the 
  sea. 
  • 
  A huge complex clockwork diorama made of polished 
  brass and intricate gearwork. It depicts a  small band 
  of dwarves building a castle while a large dragon 
  lurks at the edges. There is a winding mechanism 
  and release. If wound (taking several minutes) and 
  set off, the gearwork springs into action, with the 
  dwarves slowly assembling the fortification, only to 
  have the dragon swoop out and knock it all down. It 
  is a staggering feat of engineering, but highly delicate 
  and weighing over 1000lbs.          
    
  Thaddeus is gaunt and shaken when the PCs find him, 
  no trace of his bubbly optimistic self. He sits on his bed, 
  surrounded by art supplies and hasty sketches and 
  paintings of various things. He seems distracted, like he 
  is seeing things no one else can, and his sentences trail off 
  and he flinches from time to time. He tells the PCs Rhion 
  Barakar has sent him visions, though he isn’t sure what 
  many of them mean ("I've seen things, man"). He holds 
  two paintings, one carefully and the other crumpled 
  to his chest tightly. He hands them the good painting 
  (remember he’s had prophetic paintings before - see A 
  Simple Job). He doesn’t know what it is, but he knows it’s 
  important and the PCs must have the painting.
  The painting is that of an angel and devil as central 
  figures, clasped in a tender embrace. The background is 
  twilight, with the last rays of the sun above the figures. 
  The painting has a strange fractured composition, 
  reminding the PCs of a mosaic. 
  It is in fact a painting of a stained glass window – a 
  window that is unique, designed for the House of 
  Clayver in the Nobles Ward. The PCs might believe it to 
  be a style of composition. It is unlikely to be recognized 
  as a stained glass window, and even if it is, they have no 
  reason to know its significance or whereabouts.
  Once he hands over the painting Thaddeus begins to 
  weep, muttering that he “can’t go there, I just can’t”, and 
  has to “avoid it at all costs”. He avoids eye contact and 
  falls asleep almost instantly, beginning soft thrashing like 
  being gripped by a nightmare. He grips the crumpled 
  painting tightly, but the PCs can pry it loose if they want 
  (if they don’t they will see it later). If they do look at it 
  they will see a painting of Thaddeus in a padded cell 
  with no windows and only one door. Thaddeus himself 
  is in a straitjacket.
  Thaddeus is not injured, and though he is seeing things 
  he’s not actually crazy. He’s sleep deprived and shaken 
  
  11
  by the visions Rhion is sending him. There is nothing to 
  heal or cure, so the party can’t help him.    
  Investigating The Picture
  There’s probably innumerable ways to investigate 
  the picture, but ultimately it is to the city artisan’s 
  community the PCs need to go. The GM can redirect any 
  errant enquiry lines thusly;
  The item is not arcane, mystic, symbolic or occult. 
  Anyone who deals in such will tell the PCs that and say 
  that in their opinion it is mundane ‘art’, and they should 
  seek a knowledgeable Artisan.
  It has no historical signifi cance, and no architectural 
  signifi cance, so is unlikely to be apparent in library 
  holdings. It is however signifi cant (if obscure) in local 
  culture (DC 25 Knowledge local), nobility (DC 22 
  Knowledge nobility) and local Folklore (Lysenesse from 
  the Celestial Scriptorium – checks as above).  
  At the GMs discretion skills associated with art 
  knowledge can generate information (at a check of DC 
  22). Seeking out any artists or art dealers/assessors of 
  repute the PCs can automatically fi nd out what there is 
  to know;  
  Thaddeus’ picture is a rendering of stained glass window 
  that’s notable in aristocratic circles. A Scion of House 
  Clayver had it installed in their Mansion in the Nobles 
  Ward around 30 years ago. It caused quite a stir, both for 
  the medium (Stained Glass) and the subject matter (for 
  its religious and erotic content), neither of which held 
  with the artistic conventions of the time. It was seen as 
  almost scandalous. Several other families followed suit 
  with similar pieces, but this was the original (and thus 
  memorable).  
  The important information is the location – the Clayver 
  mansion inside the city.  
  
  12
  Chapter 3 – The Faculty of Arcana
  The Great Andurian Library is a collection of 8 faculty 
  towers, with various walkways and bridges connecting 
  them at multiple levels. Each ‘faculty’ is actually a 
  self-contained university for a specific subject or set of 
  subjects. Detailed information on the Great Andurian 
  Library can be found in the Campaign Guide.
  Before you stand eight towers rising into the sky, pierced 
  by innumerable windows on their journey upward. It is 
  impossible to determine the exact heights, but this complex is 
  the tallest in the city, save for the peaks of Council Chambers 
  across the street. Each tower is different in design, some being 
  clean edged while others have ornate bas-relief, and others 
  still have strange tiles or gothic style architecture. At various 
  points covered bridges link the towers to each other, allowing 
  travel between them without needing to return to the ground.
  Around the base of the towers are complex grounds of green 
  lawns, gardens, amphitheatres and a number of low  out 
  buildings. The grounds are crawling with hundreds of 
  students socializing, studying or rushing to classes. A main 
  boulevard leads from the street to the closest tower, which is 
  also the largest. 
  The main reception of ‘general’ faculty has an 
  ‘information’ desk that can point the PCs in the correct 
  direction, as does each specific faculty. The book (either 
  by physical copy or description – title/content) can 
  be identified as having been sourced from the Faculty 
  of Arcana, specifically the reserve section on occult 
  & mysticism section (essentially the ‘non-confirmed’ 
  magical arts). This section, of little importance, is found 
  tucked away on level 9 of the Faculty of Arcana tower.
  The PCs can be directed to the principal archivist for 
  the section – Randal Espenson. Randal is a student/
  archivist, a mousey scholar with glasses and rumpled, 
  threadbare clothes. He looks to be in his early 20's. If 
  asked about the book, he looks visibly nervous and 
  rather unconvincingly suggests it must have been stolen 
  (Sense Motive DC 5 to see through the lie). He can be 
  Intimidated (DC 5), Bluffed (DC 10) or Persuaded (DC 
  10) to come clean. As a poor student, he decided that 
  he’d sell off a few of the very esoteric books that no-one 
  would ever know were missing (books that haven’t been 
  accessed in years. He though it would be harmless. This 
  is the second book he sold on the subject of mysticism. 
  The first was entitled “The Darkness Beyond the Stars 
  – an examination of other realm entities”. It was sold to 
  a young nobleman – Wilton Clayver (of House Clayver) 
  who is a student here at the faculty. It was Clayver’s 
  insistence on acquiring the book that actually gave 
  Randal the idea. He sold the book to Clayver a little over 
  two weeks ago. Then, when there were no ramifications 
  for the loss, approached Jasmine (who was studying 
  here) suggesting the sale of the book that she had just 
  two days ago. Randal is not a bad sort, just a down on 
  his luck student. He never intended harm, nor was he 
  aware the books contained any real power. He’s just a 
  shelf filler in a forgotten section of the library. What the 
  PCs do with him is up to them. If they out him to the 
  Faculty administration or Watch he loses his position at 
  the library, and faces criminal charges. If they don’t, they 
  might earn a valuable contact for the future who is in 
  their debt. 
  Tracking Wilton
  The PCs can check up on Wilton Clayver as a student, 
  but if they do they find out that he has not shown up 
  to classes in almost two weeks, and is on the verge of 
  expulsion (his grades were terrible before the absences – 
  essentially only his family status has saved him thus far). 
  He is/was studying History and Arcane Lore, though 
  not enrolled in any of the base practical classes (i.e. not a 
  practitioner). 
  The Faculty of Aracana is not a wizard school. There 
  are specific practical colleges/academies in the city that 
  provide that service. The closest the Faculty comes is 
  basic cantrip manifestation, low level ritualized magic, 
  and introductory alchemical classes. Anyone wishing to 
  further a spellcasting talent needs to enrol in a specialised 
  academy (though Faculty students that show promise 
  are given recommendations and occasional scholarships 
  to attend both).      
  As it turns out, Wilton has dropped out of almost all his 
  regular activities. As a noble he doesn’t socialize with the 
  majority of the faculty students who are predominantly 
  from ‘lower’ bloodlines. Though there are a few minor 
  aristocracy among them that know Wilton. These tend 
  to be the unlucky ones that haven’t the talent or money 
  for an academy education. A handful of these might be 
  helpful (Persuasion DC 10), telling the PCs that Wilton 
  had no natural talent, but was obsessed with becoming 
  
  13
  a practitioner like several of his more prominent siblings 
  and cousins. He had been pursuing anything that might 
  lead to generating latent talent, or pacts with powerful 
  entities. Lately he’s become both excited and erratic, 
  and stopped attending classes regularly. None of them 
  have seen him for two weeks. A couple of students 
  had previously been invited to a party at the Clayver 
  manor (invitations issued months ago), and the date 
  being  ‘tomorrow’ evening. These students are still 
  planning to go despite Wilton's erratic behaviour as it 
  is an aristocratic social event and "everyone" (of note) 
  will be in attendance.  They could be persuaded to invite 
  attractive or interesting PCs (DC 10 if there are PCs with 
  Charisma scores of 12+), or intimidated (DC 15) to either 
  invite or give up their invitations.
  If the PCs somehow manage to know, or find, others 
  in Wilton’s social circle in the aristocracy the situation 
  is much the same as above. Wilton has dropped out 
  of all usual contact or routine and a few of them have 
  invitations to the party, and can be coerced as above.  
  Encounters in the Faculty
  These encounters should be run as the PCs traverse the 
  levels and corridors of the Faculty. Golem Study should 
  be run first on the way 'up' to the 9th level library. The 
  other two can be run any time after, and - while optional 
  - provide some interest and insight to the location.
  Golem Study
  The PCs walk past a classroom to see Adam perched on 
  the front bench with several students poking, rubbing, 
  tapping and sketching him. The lecturer is asking Adam 
  questions about his origin, craftsmanship, motivations, 
  feelings etc, while several students furiously note the 
  answers. Adam sees the PCs and waves.
  If the PCs want to talk to Adam he obliges, asking 
  politely for a few minutes break to speak to his ’friends’. 
  He not only remembers the PCs from the Celestial 
  Scriptorium but he remembers their conversation word 
  for word. Adam is consenting to take part in an “arcane 
  animation” class. He’s being paid in gold, though to be 
  honest he really has nothing better to do. 
  This encounter is purely Roleplaying, and designed to 
  remind the PC’s of Adam’s presence and foreshadow 
  his involvement later in the Adventure Path. Clever PCs 
  might also realize there is valuable information here 
  about both Adam’s construction and constructs in 
  general. 
  If any PCs are Guild members in good standing (with up 
  to date fees) they can receive a copy of the class notes. 
  The information constitutes a basis for construction that 
  would allow any PCs to shave 10% off any time and costs 
  of construct crafting of their own.    
  More importantly for the plot, if the PCs listen for 
  even a few moments before they interrupt (or stay on 
  to listen after they do so) the discussion will focus on 
  Adam’s heart, a power source that is contained in his 
  chest that is massively destructive. Speculation that 
  anything touching the source is instantly an irrevocable 
  destroyed. Adam will demonstrate by ingesting a stone 
  paperweight. There is a small flash seen in his throat.    
  Class Dismissed
  A detonation sounds nearby and a sulphurous stench leaks out 
  rapidly from a chemistry laboratory. Screaming and coughing 
  students and staff flee into the corridors. There are calls for 
  missing people, and fire can be seen blossoming up from within 
  the cloud. 
  Adam
  
  14
  The cloud was caused by an incompatible mixture in an 
  alchemy still, which is now alight and spewing toxic gas 
  into the room.  It has the properties of a stinking cloud 
  (save DC 15), and will last for 10 minutes.
  The challenge for the PCs is to clear the cloud (non-
  magical gas), or to endure through it, as well as either 
  drag students to safety or smother/quench the fire. 
  There are three students in the room (as indicated on 
  the above map) who are effectively incapacitated. They 
  will need to be dragged from the room, requiring actions 
  on the part of the PCs. The fire (again as indicated) will 
  spread 1 square per round in every direction, dealing 1d6 
  fire damage on contact with the fire killing the students 
  on contact. If the PCs do not intervene, or all fail to 
  overcome the gas, Adam arrives to manage the situation 
  by smashing the outer wall and throwing the flaming 
  apparatus from the building to the grounds below.
  If the PCs are successful, they are awarded several vials 
  of the volatile stuff, which are defined as a single charge, 
  non-magical alchemical stinking cloud (DC 15) with a 
  radius of 10’ that lasts for 5 rounds per vial. They receive 
  3 vials. If the person carrying them ever suffers damage 
  they must roll a Dexterity check for each vial with the 
  DC equal to damage taken. Failure indicates the item 
  activates, centred on the carrier.
  Mischievous Mephits 
  Screaming erupts from a nearby room as the doors burst open 
  and a naked student runs past you down the corridor. Peering 
  in you see cowering students being menaced by a number of 
  tiny devilish creatures that fly around the room. Papers whirl 
  in tiny tornadoes and a robe - presumably from the previously 
  encountered streaker - hovers in the air, lashing its empty 
  sleeves at a beleaguered teacher.   
  One of the basic fundamental’s classes examines magical 
  objects – simple study and theoretically no activation. In 
  one of these classes however the inexperienced teacher 
  had acquired a small brass cube inscribed with abjuration 
  magic. It was incorrectly classified as a minor warding 
  device, but was in fact a small pocket dimension trap for 
  a swarm of five Chaos Mephits. The device’s handling 
  has broken the ward, destroying the pocket prison and 
  disgorging the imps into the classroom. Statistics for the 
  Chaos Mephits (and the Animated Robe) can be found in 
  the Bestiary (page 65).
  Chaos Mephit (5) - Hp - 19
  Animated Student Robe - Hp - 21
  S
  S
  A
  S - student
  A - apparatus
   - extent of fire
  S
  A
  S - student
  A - animated robe
  C - chaos mephit
  C
  C
  C
  C
  S
  S
  S
  S
  S
  S
  S
  S
  S
  S
  
  15
  Chapter 4 - House Clayver
  The stained glass window depicted in Thaddeus’ 
  painting sits at one end of the large reception room, 
  dominating the western wall (to catch the sunset). There 
  is an unobtrusive, though not hidden, servant’s entrance 
  below it leading to the servant’s level. In a disused 
  storage room on this level, Wilton (with some dubious 
  assistance) intends to open a rift to R'lyeh.  Rhion Barakar 
  sent the vision of this window to Thaddeus as a way 
  of nudging the PCs into intervening in this potentially 
  catastrophic event.   
  Either through the painting from Thadeus, or the Faculty 
  of Arcana (or both) the PCs will eventually end up 
  pointed toward House Clayver. There are any number of 
  ways that they might gain access, but the two most likely 
  are covertly (sneaking in or subterfuge) or as ‘guests’ 
  on the evening of the party. The party is scheduled for 
  the night following the day they discover the invitations 
  (or another time as deemed appropriate by the GM). 
  Depending on the time and method of entry the GM will 
  need to be aware of the presence or absence of NPCs.
  Current Events
  Wilton is the second youngest child of the Clayver 
  patriarch, with two brothers and two sisters above 
  him, and a young brother. He is also not particularly 
  intelligent or charismatic, and has no latent magical talent 
  – something prized within the family. Over the years he 
  has become bitter, resentful and self-indulgent. Given 
  his place in the inheritance line, the utter indifference of 
  his parents and the almost ‘lowborn’ level of education, 
  it became clear to him any prospects he wished to have 
  would need to be manufactured by his own hand. He 
  began delving into dark secrets and rituals, looking for 
  ways to become personally powerful, or ways to ‘clear 
  the way' for him to be the sole inheritor of the family 
  name and fortune.  
  Along this path he discovered the old woman Agatha. 
  Claiming to be a witch and seer, she told him of an ancient 
  and unfathomable entity – the Great Cthulhu – that 
  granted power and prestige to those who worshipped and 
  invoked him. Initially sceptical, Wilton used his access 
  to the Faculty of Arcana to research this being, finding 
  just enough traces and hints to suggest that Cthulhu 
  did in fact for no discernible reason grant a measure of 
  power to those who invoked him. Unwilling to look a 
  gift horse in the mouth, Wilton grasped the opportunity, 
  and began trying to recreate the vague rituals found in 
  dusty tomes and ancient scrolls. All such attempts have 
  failed. Reluctantly, he recontacted Agatha, and asked for 
  her assistance. Her price, as he suspected, was a share 
  of his power. Left with no real option he agreed, though 
  secretly he intends to betray her once he learns what he 
  must. She instructed him to use his considerable access 
  to wealth to accumulate various items and objects, and to 
  procure a specific book from the Faculty. Everything is in 
  readiness to invoke Cthulhu. 
  For her part, Agatha knows the requirements, but lacked 
  the funds, an appropriate location, cover story, and a 
  sacrifice. The young and naïve Wilton has provided all 
  of that. She intends to feign instruction, then add him 
  to the sacrifice at the completion of the ritual. The ritual 
  is to be performed at the party. The party is celebrate 
  the birthday of the house patriarch, and will be a lavish 
  affair. For Wilton it is to be a public demonstration of 
  power, to put his family in their place and impress his 
  cronies. For Agatha it just increases the number and 
  selection of sacrifices available to appease Cthulhu.
  If the PCs access the house before the night of the party, 
  they will find only empty chambers and no sign of Agatha 
  or Wilton, who are holed up at Agatha’s dwelling in the 
  Lower Ward (which is concealed by her Hidden Home 
  hex) preparing the ritual items. 
  The PCs can use this time to scout the house layout, 
  however.
  If they access the house the night of the party they may 
  find either Agatha alone (leading up to the party) or 
  Agatha, Wilton and a bunch of partygoers (during the 
  festivities). Failing to act during the party results in a 
  dangerous release of R’lyean energy, and creates a very 
  powerful foe in Agatha.     
  Before The Party
  The house is a hive of activity with preparations for the 
  upcoming celebration in high gear. With decorators, 
  caterers, gardeners, servants and all manner of new faces 
  coming and going there is a reasonable chance of the PCs 
  sneaking or bluffing their way onto the estate. That is not 
  to say that fully armed adventurers can simply wander 
  in. The Clayvers have their own private security vetting 
  
  16
  the movements of anyone in and out of the manor and 
  checking credentials (to deter opportunists and thieves). 
  Anyone trying to get in by subterfuge will need to 
  succeed on DC 15 Disguise and Bluff checks (DC 10 if 
  additional effort is made to seem legitimate – actually 
  have the name of a registered service, or acquire genuine 
  uniforms, or attach themselves to an actual legitimate 
  service – i.e. hire on). Failure will have the PCs roughed 
  up, turned out, and their likenesses circulated amongst 
  the security staff. Further attempts at subterfuge are at 
  DC 22 as the guards are now hyper alert for chicanery.
  If the PCs manage to get in, they will have pretty much 
  the run of the house unless they start acting oddly (GMs 
  discretion as to what ‘odd’ is, but poking into rooms or 
  draws or the like counts). Further Bluff rolls might be in 
  order at this point to maintain the charade. 
  If the party tries to sneak/stealth in it will need to be at 
  a low occupancy period (i.e. night). During the day there 
  are simply too many people around to remain hidden 
  and move around  and discovery is inevitable. If they 
  do try to use stealth at night they need to get past the 
  guards (Stealth vs Perception +6), and need to make a 
  Stealth vs Perception +6 for every 10 minutes (or 6 rooms 
  they traverse) they spend in the house to avoid guards, 
  servants and Clayver family members.    
  The Night of the Party
  Agatha and Wilton arrive back at the house the night 
  of the party. Agatha slips in under invisibility an hour 
  before the party to set up the ritual room. Wilton arrives 
  an hour before in full view, walks in the front door, and 
  then readies himself for the party. A few minutes before 
  the occasion starts he drugs his younger brother and the 
  invisible Agatha carries him down to the basement in a 
  sack (yes, she’s that strong). 
  The house is at its most open, and most populated, 
  on this night. Stealth will likely fail simply due to the 
  overwhelming number of people in and around the 
  house. Even with the cover of darkness there are too many 
  people to sneak about easily. To do so, each character 
  trying must make a Stealth DC 18 every 10 minutes (or 
  6 rooms traversed). Failure indicates they are spotted by 
  partygoers, servants or guards, and will be questioned. If 
  failing to present an acceptable reason for their presence 
  (Bluff DC 15 if the choose to deceive) the PCs will be 
  pursued until they leave the grounds or are caught and 
  arrested. If arrested, but they have committed no crimes 
  other than being where they shouldn’t, the PCs will be 
  detained for 24 hours for trespass and then set loose with 
  a warning. If they committed other crimes, or harmed 
  security officers or watchmen during their arrest, the GM 
  is free to manage accordingly.
  Entering by subterfuge is handled as Before the Party.
  Entering as a partygoer with an invitation or escorting 
  an invitee allows automatic access. However appropriate 
  dress is required and no visible weapons (other than 
  daggers) will be allowed although Nobles are permitted 
  to carry swords. Anyone with Knowledge (nobility) or 
  Knowledge (local) will know this (no check required) 
  as will the original owner of an invite. Presenting in 
  inappropriate attire or with weapons will have the PCs 
  turned away.
  The party is a lavish affair, with the "who’s who" of the 
  city aristocracy present to wish the Clayver patriarch all 
  the best for his birthday and to participate in social and 
  political status games that are ever present in the upper 
  class society. In addition to the primary members of the 
  noble houses, there are also guildmasters and other city 
  officials present, as well as prominent citizens and/or 
  interesting and exotic invitees. 
  The party ranges all over the grounds, from marquees in the 
  gardens outside the main house to the halls and ballroom of 
  the manor itself. Everywhere you look you see groups of people 
  off in corners talking animatedly, drinking and laughing. 
  Servants weave skillfully through the throng, dispensing food 
  and drinks, collecting glasses and guiding overly indulgent 
  guests to quiet spots to ‘refresh’. 
  Unobtrusively hovering at the edges are the Clayver private 
  security force, a stylishly uniformed but heavily armed 
  contingent that watch both the guests and the perimeter with a 
  practiced eye. From time to time they confer and divert or escort 
  excessively intoxicated or boorish guests from the premises.
  Looking through the sea of people you can make out some very 
  prominent guests, including the heads of several noble families, 
  powerbrokers of mercantile groups and several public officials, 
  including a guildmaster or two.
  The PCs have a rare opportunity to engage in conversation 
  and make themselves known to several campaign figures 
  
  17
  of note, including the heads of the Philstour, Bowdrey, 
  Gainshall, and Mercer noble families, the guildmaster 
  of the Trade Guild (Merchant Prince Varanion), the 
  guildmaster of the Artisan’s Guild (Frieda Redforge), 
  and the guildmaster of the Scholar’s Guild (Domenica 
  Ransford) 
  PCs wishing to socially engage any of these NPCs must 
  make Diplomacy DC 18 checks (with a +2 circumstance 
  bonus if they have knowledge or skills appropriate to 
  the NPC – crafting or artisan’s skills for example when 
  approaching Frieda Redforge. The GM should determine 
  ‘appropriate’ skills, and can offer cumulative bonuses if 
  the PC is well suited socially). Success means they hold 
  the NPCs interest, and are memorable. Failure indicates 
  a few moments of polite weather discussing before the 
  NPC drifts off and the PCs is quickly forgotten. If the 
  campaign is using Reputation rules or NPC connections 
  they could be applied here. The GM might also use these 
  connections to offer information or opinions of campaign 
  events.  
  There are also a number of guests with whom they are 
  already acquainted, for the GM to use (or not) as they 
  see fit. Such attendees include Eiria Valdon (guildmaster 
  of the Explorer’s Guild), Triast (Seekers of Asmodeus), 
  Radiant Soul (Celestial Scriptorium) and Belzar or Trevel 
  (PTC – A Simple Job). Suggested encounters are below, 
  but the GM should adjust based on the relationships the 
  PCs have developed to this point.              
  Eiria Valdorn & Radiant Soul
  Through the crowd you see two stunning women deep in 
  conversation, both of whom you are acquainted with. Eiria 
  Valdorn, the fiery-haired guildmaster of the Explorers Guild is 
  dressed in a stylish golden gown. She radiates poise and power. 
  As you watch she smiles at something her companion says and 
  her face lights up, genuinely amused. In that moment you see 
  something softer behind the political mask. 
  As attractive as she is, Eiria appears almost plain compared to 
  
  18
  the woman next to her. Blonde, reserved, and breathtakingly 
  beautiful in an almost ethereal sense is Radiant Soul, mistress 
  of the Celestial Scriptorium. Dressed in a white gown of 
  almost scandalous cut, Radiant Soul draws the eye, while at 
  the same time her guarded expression and piercing gaze clearly 
  indicate she is beyond worldly reach. Yet as you watch, even 
  her reserved demeanor is broken by the occasional slight smile. 
  A small circle has opened up around the ladies, as if they 
  command their own domain within the larger party.
  The two women are discovering they are similar in many 
  ways and are verging on a fledgling friendship. Both are 
  guarded of course, and sense something strong – and 
  potentially dangerous - about the other. Radiant Soul is 
  not sensing the Echo, who is too well hidden, merely that 
  Eiria is a formidable woman in her own right.
  The intrusion of the PCs is welcome, as both are still 
  trying to gauge the other, and the interaction with shared 
  acquaintances helps this process. Assuming the PCs 
  are on reasonable terms with both (Eiria after Ignorance 
  is Bliss and Radiant Soul after A Simple Job, and maybe 
  Ignorance) the PCs are invited to the conversation. If one 
  (or both) of the ladies do not think well of the PCs they 
  excuse themselves after a few moments of pleasantries. 
  They are too well schooled to be impolite, but will not 
  remain to interact.
  The conversation can unfold as the GM desires, but 
  should touch on the activities of the past (Eiria thanking 
  the PCs for their handling of the events of Ignorance for 
  example, and Radiant Soul thanking them for alleviating 
  Lysenesse’s worry). The conversation should be light 
  and friendly, and maybe poke a little harmless fun at the 
  PCs (Eiria raising an eyebrow at the notion they frequent 
  the Scriptorium for example). The PCs should feel a little 
  out of their depth socially, but still included. The GM 
  should play the NPCs as they are – two very powerful 
  (in many ways the most powerful) and pivotal political 
  figures in the city.
  Both ladies are here to ‘make an appearance’ and will 
  leave before any ‘unpleasantness’ occurs from the actions 
  of the summoning below.    
  Triast          
  A large gathering of men within one of the areas gets your 
  attention. Expansive gestures and loud laughter suggest some 
  form of animated and entertaining discussion. However, on 
  the fringes, and looking vaguely pained, is the familiar face 
  of Triast the Seeker. Immaculately dressed in a black suit, 
  the blonde man towers over the rest, trying in vain to avoid 
  having wine spilled on him by the energetic tale telling of his 
  colleagues. Though he is taking care to hide it, Triast seems 
  both uncomfortable and slightly disdainful of the subject of 
  discussion.
  Triast is a rising star in the city, and a figurehead for the 
  Seekers of Asmodeus. As a means to maintain legitimacy 
  he has been ordered to attend and curry favour with 
  certain elements in the aristocracy – a duty he finds 
  distasteful because of the base nature of some of the 
  men. The current group is a gathering of young noble 
  scions boasting about their conquests, and the ‘assets’ 
  and attitudes of several young noblewomen. Triast finds 
  the whole affair crass, but has maintained his discipline 
  for now. 
  Whether the PCs have made inroads with Triast (after 
  the events of Ignorance is Bliss), or maybe they are still 
  adversarial and just find his discomfort appealing, they 
  may choose to join the conversation or just eavesdrop. 
  As the PCs approach, they may be included (if male) 
  or subject to (if female) the topic of conversation. The 
  noblemen are drunk and rude. If no PCs are appropriate 
  to discuss, they start discussing Eiria and Radiant Soul. 
  Triast finally loses patience with the situation and 
  (perhaps surprisingly to the PCs) not only comes to the 
  defence of any targets, citing their qualities as a warrior 
  or person, but also in his unfailingly polite, smug and 
  superior manner proceeds to offer some sophisticated 
  and subtle insults about the gentlemen and their own 
  reputations concerning their ‘skills’ in such matters. 
  Offended, but lacking any retort of substance, the group 
  of men move on.
  If the PCs are present they may continue to converse 
  with Triast if they so choose (and their ‘relationship’ 
  allows). This may be an opportunity to at least come to an 
  understanding, if not respectful association with Triast. 
  While Triast has many faults, he is at least respectful of 
  people to the point they deserve, and finds base and crude 
  behavior contemptible. More on Triast’s personality and 
  
  19
  drives can be found in the Campaign Guide.
  Triast will be here at the time of any incident, but 
  will ultimately end up shepherding out guildmasters 
  and noblemen if things go awry, unintentionally 
  strengthening his personal reputation and that of the 
  Seekers (for now anyway). He will return later in an 
  official capacity to investigate, but the PCs should be 
  long gone at that point (See Aftermath at the end of the 
  chapter).
   
  Belzar & Trevel
  Around one of the buffet tables a group of men and women have 
  gathered. Though finely dressed, they lack the embellishments 
  that set the aristocracy apart. The conversation seems to centre 
  on talk of trade and commerce. You recognise one (two) of the 
  men.
   
  Entirely dependent on the outcome of A Simple Job, The 
  PCs could see one or both of these men here. 
  Belzar the Quartermaster is moving up in the world of 
  the PTC. Since the PCs last spoke to him he has been 
  promoted to Acquisitions Associate (junior grade) and is 
  making a play for greater things. Though still very much 
  a ‘cog in the machine’ of the PTC, his new position has 
  allowed him the freedom to instigate several plans and 
  schemes that he hopes will result in significant fortune 
  for both himself and the trading concern. If he can pull 
  them off he will cement his position in the upper echelons 
  of the organization. Belzar is here tonight to make and 
  enhance certain social connections that he requires. 
  Unless the PCs did something extraordinary in A Simple 
  Job, the adventure should end with Belzar being vaguely 
  irritated to downright acidic towards the PCs. He will 
  generally avoid them, though they should note that he 
  has seen them as they’ve seen him (acknowledge their 
  presence). If engaged in conversation, he will be polite 
  but waspish, and if they have had any public failures 
  he’ll be quick to remind them (for example “Didn’t you 
  cause a tower to catch alight in the Trade Ward, and get 
  a bunch of Watchmen killed?” – Ignorance is Bliss). Belzar 
  cannot (will not) offer anything useful to the PCs at this 
  time. He is merely here to foreshadow the events of the 
  next adventure – Seeking Silver.      
  Trevel the Clerk is another matter. He has also been 
  promoted to Acquisitions Associate (junior grade), and 
  done so in remarkably rapid fashion (to the irritation 
  and chagrin of Belzar, they are now equals). If the PCs 
  successfully completed A Simple Job by rescuing him 
  and offering him the opportunity to woo Lysenesse 
  (regardless of outcome) he is well-disposed to them. 
  Trevel has moved on and focused positively on his career. 
  If however they failed to give him the opportunity, or one 
  of them has developed a relationship with Lysenesse, he 
  is bitter and fast becoming more ambitious than Belzar.
  If well-disposed to the PCs, he champions and defends 
  them socially, and they have an ally in the PTC. No longer 
  in Belzar’s shadow, Trevel has no issues confronting the 
  former quartermaster. He seeks to improve the PTCs 
  practices and reputation. If on the other hand Trevel 
  resents the PCs he will be as (if not more) cutting and 
  divisive toward them socially. He is now the one leading 
  Belzar in the shady schemes, and will be the main PTC 
  representative in the next adventure. 
  The GM should use this encounter to highlight the 
  fact that the PCs actions have a genuine effect and 
  consequence in the campaign.
  Where’s Wilton?                     
  Wilton is fairly easy to find and follow throughout the 
  night. As a scion of the Clayver house, he’s surrounded 
  by a gaggle of young noblemen and noblewomen that 
  try to curry favour and hang off his every word. For his 
  part, Wilton looks both focused and excited. 
  Wilton is impossible to get alone. He will not be distracted 
  from the task at hand as he is about to accomplish his 
  lifelong goal of stepping out of the shadow of his family 
  and humble them, so he can’t be seduced or coaxed away. 
  Furthermore, Wilton is under the protection of a mind 
  blank spell cast by Agatha to ensure no one can glean their 
  intent, since he has to appear in public before the ritual. 
  Short of doing something drastic, and probably attention 
  grabbing, the PCs will need to be content to wait. 
  The PC's can try to socialize whilst in the presence of his 
  sycophants, but will need to make Diplomacy DC 18 to 
  hold Wilton's attention. Otherwise he subtly signals the 
  house security to politely ‘move the PCs on’. Anyone 
  
  20
  with Knowledge (Arcana), or deliberately steering the 
  conversation to arcane or occult matters gains a +5 
  circumstance bonus on the roll. Wilton will not talk 
  about the book, or his plans at all, but if the PCs seem 
  like potential ‘admirers’ he might invite them to his 
  demonstration when the moment is upon them. The PCs 
  will find the rest of the group to be vapid, power-hungry 
  adolescents that espouse knowledge of the arcane but 
  actually know very little. They seem titillated by the 
  theory, but have no concept of the reality. The group 
  know nothing of Wilton’s plans other than a few have 
  been a part of his earlier failed rituals - most of which 
  they think are fake but interesting/exciting social games 
  and that Wilton has promised some form of spectacle 
  tonight.
  Several hours into the party, the Clayver Patriarch 
  is called upon to make a speech in the main hall, and 
  ascends a small podium set up for the occasion. At this 
  point Wilton and his cronies slip through the servant’s 
  door under the Angel and Devil stained glass window 
  and down to the servants ‘underworld’ below. Anyone 
  watching Wilton, or in his group, can see this. There is 
  no attempt to conceal it (it’s a sizable group) and any 
  observer's may easily follow.   
  The group passes through the servants halls, through the 
  security force armory (where PCs might arm themselves 
  if needs be), and into the previously locked sub-basement 
  (see Map above). 
  The weapons racks hold longswords, clubs, daggers and 
  light crossbows (a dozen of each and several hundred 
  quarrels) but also may hold an assortment of odd 
  weapons that might meet PC requirements as the GM 
  chooses. 
  The armor racks hold chain shirts and heavy wooden 
  shields (a dozen of each), but could also have any other 
  desired protection at the GM's discretion. 
  The general storage areas hold various household 
  supplies, but again GM's might choose to allow useful or 
  even dangerous items here for PC use. 
  Up to Ballroom
  To the Stables Cellar
  To the Kitchens
  To the Servant's 
  Quarters
  Table 
  Linens
  General 
  Storage
  General 
  Storage
  Wine Cellar
  Weapons 
  Racks
  Armor
  Racks
  Sub-Basement
  -10'
  
  21
  The Ritual encounter will be dangerous and the PCs may 
  have been forced to leave their more overt weapons and 
  armor behind to enter the manor. They should not fi nd 
  magical items however.
  The Ritual
  Beyond the door you fi nd your selves on a railed landing 
  overlooking a dingy sub-basement. The room is lit by numerous 
  lanterns and candelabra, illuminating the centre of the room 
  brightly, but causing disorienting, dancing shadows on the 
  outer walls and corners. 
  The bulk of the fl oor is taken up with an arcane symbol, vaguely 
  in the form of a ring. The sigils are marked in a dry reddish 
  brown substance that as the appearance of blood. In the centre 
  of the room an idol squats atop a 5 foot pillar. The idol is carved 
  of a greenish stone, and appears to be a representation of some 
  hideous humanoid with dragon wings and a squid-like head. 
  Behind the pillar, a hunched old woman in a 
  tattered shawl is completing a number of 
  symbols on the back wall. She dips her 
  hand into a buckets of reddish brown 
  liquid, painting them on with her 
  fi ngers. She turns toward the door 
  and smiles a gap-toothed grin fi lled 
  with malice. In her other hand is an 
  open book. 
  If the PCs enter on the night of the 
  party add the following;
  Chained to the pillar in the centre of 
  the room is a shirtless young man, 
  his torso covered in the same symbols 
  that adorn the walls and fl oor. He is 
  unconscious, but bears a remarkable 
  resemblance to Wilton.
  The gaggle of vapid aristocrats mill 
  on the landing, all abuzz with the 
  scene laid out before them. While a 
  couple look disturbed, most have an 
  eager, almost hungry look about them. 
  Wilton strides forward, drawing a knife, 
  intent on the unconscious young man.
  On the night of the party Wilton already has the 
  symbols on his torso (though they are partly healed and 
  concealed by his clothes), and his intent is to spill his 
  younger brother’s blood to commence the ritual. What 
  he expects to happen (because Agatha told him it would) 
  is that he will be invested with Cthulhu’s power, and can 
  go upstairs and intimidate his family. What is actually 
  going to happen is that the ritual will breach the planes 
  and open a temporary rift to R’lyeh, where in exchange 
  for the offerings (everyone in the room except Agatha) 
  Cthulhu will send through servitor creatures and invest 
  Agatha with power.
  Assuming the PCs intervene, roll Initiative (no surprise). 
  Agatha has completed the ritual preparation. The only 
  thing left is to spill some blood – anyone’s blood – to kick 
  it all off. Wilton’s blood (from a PC attack), the brother’s 
  blood (from Wilton’s action), PC’s blood, bystander 
  blood or even Agatha’s blood will do. If the PCs don’t 
  shed blood but do stop Wilton, Agatha will go so far as to 
  cut herself on her action to trigger it all. If they stop both, 
  an overzealous noble-ling will shed blood (anyone’s 
  really). If the PCs actually manage to stop everyone 
  shedding blood and diffuse the ritual 
  they should be awarded full XP, 
  and the GM should hint at how 
  close they came to disaster.  
  If any blood is spilled, read the 
  following;
  The room swims and distorts 
  visibly before you and seems to 
  shudder, though you can’t tell 
  if it is a physical movement or 
  something psychological. Your 
  mind tries to shy away from the 
  unfolding scene, but you can’t look 
  away. The idol doesn’t move, but 
  seems to squirm and twist, and the 
  runes covering the surfaces ripple 
  and crawl. You feel sick and dizzy, 
  like experiencing vertigo. You can 
  hear the cackling of the old woman, 
  but it’s quickly drowned out as a wet 
  tearing sound fi lls the air. Suddenly 
  tentacles of darkness erupt from 
  the shadowy areas around the room, 
  fl ailing and grasping at you all with 
  malicious intent. As you stagger to avoid 
  them, a shimmering green rip in reality forms in the middle of 
  the room, and a nightmare creature – a towering biped with a 
  huge vertical mouth and 4 arms  - stretches forth, attempting 
  to drag itself into the world from some unknown beyond.
  Behind the pillar, a hunched old woman in a 
  tattered shawl is completing a number of 
  symbols on the back wall. She dips her 
  hand into a buckets of reddish brown 
  and smiles a gap-toothed grin fi lled 
  with malice. In her other hand is an 
  If the PCs enter on the night of the 
  Chained to the pillar in the centre of 
  the room is a shirtless young man, 
  scene laid out before them. While a 
  couple look disturbed, most have an 
  eager, almost hungry look about them. 
  Wilton strides forward, drawing a knife, 
  intent on the unconscious young man.
  shedding blood and diffuse the ritual 
  they should be awarded full XP, 
  and the GM should hint at how 
  close they came to disaster.  
  If any blood is spilled, read the 
  following;
  visibly before you and seems to 
  shudder, though you can’t tell 
  if it is a physical movement or 
  something psychological. Your 
  mind tries to shy away from the 
  unfolding scene, but you can’t look 
  away. The idol doesn’t move, but 
  seems to squirm and twist, and the 
  runes covering the surfaces ripple 
  and crawl. You feel sick and dizzy, 
  like experiencing vertigo. You can 
  hear the cackling of the old woman, 
  but it’s quickly drowned out as a wet 
  tearing sound fi lls the air. Suddenly 
  tentacles of darkness erupt from 
  the shadowy areas around the room, 
  fl ailing and grasping at you all with 
  malicious intent. As you stagger to avoid 
  them, a shimmering green rip in reality forms in the middle of 
  
  22
  Everyone in the room is sickened (as the condition), 
  including Wilton (if alive) and the nobles. Only Agatha 
  and the Gug are unaffected. Each character gets a Will 
  save vs DC 18 each turn to shake of the condition.
  The tentacles act as a black tentacles spell (Cl 7th), except 
  once they have crushed their target to death, they 
  withdraw with the corpse into the darkness (taking the 
  corpse back to R’lyeh). The tentacles area of effect is 
  everything within 10’ feet of the walls of the room (not  
  the ceiling or floor), and characters remaining in the area 
  (or forced into it) are affected by them each round. The 
  effect lasts until there are no more living ‘sacrifices’ in the 
  room. Again, Agatha and the Gug are unaffected.
  Interestingly enough, the ritual spell actually protects 
  anyone inside (or just outside the room) from some of the 
  fallout of the open rift. Outside the room, for 50’ feet in 
  all directions there is an aura that generates the sickened 
  effect (as above), a confusion effect (as spell, Will save DC 
  18 to negate) and induces very realistic hallucinations, 
  generated by the deepest fears of the individual (Will 
  DC 18 to negate). Every round the portal remains open 
  the radius grows by 2 feet (no effective limit – though if 
  the PCs don’t shut it down Triast will eventually – see 
  Aftermath)   
  The Gug is still on the other side of the rift. As an imperfect 
  conduit, the creature must force its way through (with 
  considerable difficulty)*. Each round it will be able to 
  force 5’ of its bulk through, by making a DC 18 Strength 
  check (requiring a roll of 11 with its 25 STR). It requires 4 
  successful checks to make it though. If anything bars its 
  path it needs to make a bull rush instead (which it can 
  do to all targets in range) to push through. If the Portal is 
  closed while any part of the creature is on the other side, 
  it is severed at that point, and dies instantly (this also goes 
  for PCs foolish enough to extend limbs or such into the 
  portal). The Gug concentrates on getting through safely 
  rather than attacking the PCs at first, even if attacked. If 
  it reaches ½ health, it begins to try to slay its attackers 
  first, then push through. It is aware it is vulnerable. If 
  Agatha is clearly in danger of death and it hasn’t made 
  significant progress, it will slip back into R’lyeh rather 
  than risk being slain. 
  The key to the combat is Agatha. The ritual is tied to 
  her life force, and will end if she dies. For her part she 
  will try to take cover in the tentacles, use her spells to 
  move around and try to subdue the PCs to act as further 
  sacrifices for the Great Cthulhu. Any PC with Knowledge 
  (arcana) can determine this with a successful check 
  against DC 12. Players might guess this without the need 
  to use the skill.
  If Agatha is slain, the ritual ceases and the dimensional 
  effects (the sickening effect, the tentacles, the rift and 
  the confusion and hallucinations above) end. The Gug – 
  if it gets through - remains until slain. If it gets loose it 
  causes significant damage before being dispatched (see 
  Aftermath). Agatha's statistics can be found in the NPC 
  gallery on page 68.
  Agatha - Hp - 62
  Gug- Hp - 127
  Aftermath
  Assuming the ritual commences, the guests, servants and 
  guards above all immediately begin to feel the effects. 
  Along with their erratic behavior, there is a great deal of 
  panic and confusion (non-magical) from those outside 
  the area of influence. Most of the important people are 
  rushed to safety, with help from Triast, who keeps his 
  wits about him. The Watch and the Seekers are dispatched 
  to evacuate the area and discover and neutralise the 
  situation.  
  If the PCs are successful in a reasonably short time (within 
  20 minutes or so), they should be freely able to leave the 
  scene under the cover of the confusion if they so choose. 
  If they remain they will be arrested and questioned, 
  but ultimately released as there is sufficient evidence to 
  suggest they were not the perpetrators (particularly if 
  they co-operate). They are however, once again cautioned 
  to stay out of Watch/Seeker business. They are also 
  told this is their final warning and will be charged with 
  ‘obstruction’ (and a raft of other interference charges) 
  next time they are caught ‘playing vigilante’. If Triast is 
  present (highly likely) he seems almost impressed at the 
  PCs actions, but officially again upholds his warning. 
  If the PCs and Triast are on reasonable terms before 
  this point he offers a friendly word of advice – he says 
  * The point of using the City Gate in the Ritual of Enlightenment (both Aether’s original, and the Echo’s new attempt), is to create a stable gate that allows easy 
  ingress/egress between the two planes. Imperfect rifts such as this one are difficult and dangerous to traverse.
  
  23
  Damien probably though he was doing the ‘right thing’, 
  but unsanctioned actions like this lead him down a bad 
  road. He suggests the PCs make better choices or risk 
  following the same path.
  Triast is no fool. If the ritual is halted, but the PCs are 
  long gone, he is confident he knows their role in it. 
  Again, he is secretly impressed, but has concerns that 
  their illegal behavior will ultimately only further the 
  cause of entropy. He goes out of his way to track them 
  down within the next 6-12 hours (if practical, and before 
  the next section of the adventure) to deliver his concerns 
  (as above).    
  If not stopped or slain by the PCs, the Gug causes havoc 
  in the local area before Triast returns with a contingent 
  of Seekers to slay it. By the time they do so it has slain 
  about two dozen ‘confused’ citizens, including a number 
  of nobles. If the portal has not been closed (ie the PCs fail 
  to slay Agatha, and are probably dead or disabled) Triast 
  wins through and finishes the job. Agatha will be gone, 
  having been invested with a sliver of Cthulhu's power 
  and retreated to master it. What becomes of Agatha if she 
  is successful is covered in the Campaign Guide 2.
  Wilton is ultimately unmasked as the culprit one way 
  or another. This is a major social and political setback 
  for the Clayver family, who lose considerable face (not 
  to mention wealth) in the aftermath of the incident. 
  Rumours and innuendo run rife through the city for 
  the moment, though soon more momentous events will 
  overshadow these.  
  Troubleshooting
  Removing Cthulhu
  If the GM has chosen to run the Adventure Path modified 
  to remove Cthulhu (as discussed in the Campaign Guide) 
  simply alter the idol to resemble the new source of 
  madness (such as another deity or being) or make it an 
  abstract representation of a planar nexus that is being 
  used as a focus for the portal spell. 
  Similarly, Agatha and Wilton are not invoking Cthulhu, 
  but either the new being in question, or seeking to syphon 
  off planar energies from the portal. The Gug could be 
  an intended or unintended side effect of the ritual, and 
  the black tentacles could be attributed to Agatha herself 
  rather than an external force.  
  
  24
  Chapter 5 – The Missing Merchant
  After the events of Clayver House, the party may wish 
  to return to Thaddeus to reassure him that they have 
  heeded and acted upon his warning, or simply to check 
  in on him, given the state they last saw him in.
  If they do not, have Melissa (or another NPC) contact 
  them with the news that Thaddeus is missing. In this case 
  the NPC has already been to Thaddeus’ house, but sought 
  out the PCs immediately, leaving the place undisturbed.
  When the PCs arrive at Thaddeus’ house read the 
  following;
  Arriving at Thaddeus’ residence, you are immediately filled 
  with a sense of dread. The door has been kicked in, the frame 
  shattered and scattered about the landing. 
  Entering you see that his apartment shows signs of a struggle, 
  with various mercantile stocks scattered about and crushed 
  underfoot. Not far from the door is a small scattering of blood 
  and a crumpled up parchment.
        
  Thaddeus has been taken by the Healing Hands and 
  Seekers. His odd behavior had been noted, and his 
  ‘abduction’ planned prior to the events of the adventure. 
  The Healing Hands believe that he is being taken for 
  his own good, as he is in need of treatment and has no 
  family or friends to care for him (ostensibly as evidenced 
  by the way he lives). The Seekers of course have ulterior 
  motives, flagging him as one in a long list of emerging 
  individuals that seem to be connected to the Machine 
  – and their ultimate goal of finding Aether’s soul. 
  His apparent slide into madness have given them the 
  opening needed to convince the Healing Hands a forcible 
  admission to the Sanitarium is “for his own good, even if 
  he does not believe so”. 
  A few hours ago, a squad of Seekers and two acolytes 
  showed up, and tried to convince Thaddeus to come 
  willingly. When this elicited a hysterical breakdown 
  from Thaddeus (since he prophetically painted this 
  outcome) the Healing Hands acolytes reluctantly asked 
  the Seekers to break down the door and take him into 
  custody. The Acolytes genuinely believed they were 
  acting in Thaddeus’ best interests, though by the time the 
  PCs become involved one of them is having doubts.  
  The blood on the floor does not belong to Thaddeus. 
  Even hysterical and disoriented he can defend himself, 
  and struck one of the Seekers in the face, breaking his 
  nose and causing the blood splatter. The parchment is the 
  painting from Chapter 1 (that Thaddeus was grasping but 
  would not show them) and depicts him in a straitjacket 
  in a padded cell. If the PCs haven’t already seen it, it’s 
  clearly Thaddeus’ work. If the PCs somehow managed to 
  get the painting off him in Chapter 1, then the parchment 
  is instead a torn and crumpled scrap of a Sanitarium 
  admissions form that the Healing Hand Acolytes tried to 
  get him to sign before the scuffle broke out. It was torn in 
  the process, but retains enough information for the PCs 
  to identify it (and its likely origin).    
  Additionally, this was not a quiet undertaking, and that 
  should be apparent from the mess (though to be fair it 
  was messy before the fight), the blood and the broken 
  door. Once the PCs arrive, they can see several neighbors 
  looking at them though curtains and cracked doors. If 
  the neighbors are canvassed they can tell the PCs the 
  following;
  • 
  Two Healing Hands acolytes and four Seeker 
  guards showed up about 6 hours ago. They came in 
  a Sanitarium wagon (this is a closed carriage with 
  a lockable door at the rear – not unlike a Watch 
  prisoner carrier).
  • 
  They called through the door for Thaddeus to let 
  them in and go with them
  • 
  Thaddeus went crazy, screaming and wailing
  • 
  The Seekers kicked in the door and subdued 
  Thaddeus, though one of them had a nasty broken 
  nose as they came out.
  • 
  They put the still screaming and struggling Thaddeus 
  into the wagon (along with the 4 Seekers) and the 
  Acolytes drove the wagon away. 
  Note - 6 hours is more than enough time to get the wagon 
  back to the Sanitarium. Even if the PCs have extraordinary 
  means to travel (Teleport etc), Thaddeus has already 
  been processed and housed in his cell there. If the PCs 
  figure out (or assume) that to be the destination, anyone 
  with Knowledge (local) will be able to determine this. 
  Troubleshooting
  The PCs don’t put it all together
  Virgil (see The Reluctant Acolyte in Chapter 6) pro-
  actively seeks out the PCs, the trigger being Thaddeus' 
  detainment. 
  
  25
  Chapter 6 – Threads and Loose Ends  
  This chapter deals with gathering information or 
  assistance to enter the Sanitarium, or find out about 
  Thaddeus. There are certainly other ways, means and 
  possibilities that the players might think of, but this 
  chapter is intended to assist the GM in managing likely 
  player strategies and offering options.
  Going to the Sanitarium
  While the details of the complex and operations are 
  covered in the next chapter, The PCs might try the direct 
  route of going straight to the Sanitarium and asking about 
  Thaddeus (or his method of admission). This is actually 
  not a bad tactic as the Sanitarium is (theoretically) a 
  public hospital.
  Assuming the PCs arrive during ‘business hours’ (day 
  time) they can stroll right up to the front gate and even 
  into the admissions area if they have a good reason. 
  The Seekers are in evidence at the closed front gates, 
  where there is a small crowd gathered that is slowly 
  being processed by a couple of clerks. The sheer volume 
  of injured and ill in the city has overwhelmed the 
  Healing Hands, and they have begun prioritizing and 
  in some cases turning people away. The seekers provide 
  manpower, crowd control and protection for the acolytes 
  when desperate and frustrated citizens lose control. 
  There are dozens of citizens here trying to access the 
  Santiarium, with issues ranging from illness and small 
  injuries, to serious wounds and mental instability. Most 
  are being turned away and directed to other facilities in 
  the city. The major illnesses, injuries and mental cases are 
  being admitted slowly.
  Illness or Injury
  The PCs could feign (or actually create) an injury of 
  significance enough to be admitted, but unless it’s 
  genuine (10+ Hp damage would do it, as would an actual 
  disease, poison or curse) the clerks are very hard to fool 
  - they do this for a living, and have seen every type of 
  scam and exaggeration (requiring a Bluff DC 25 to pass 
  scrutiny). Particularly realistic, vivid or just plain unusual 
  embellishments (using Disguise or magic) may generate 
  a circumstance bonus of up to +5 (GM’s discretion).
  Injury or Illness has the advantage of penetrating deeper 
  into the complex than ‘visiting’, but may ultimately end 
  up separating the group.  
  ‘Just Visiting’
  A much easier way to get in is to indicate they are here 
  to visit a patient. As this requires no resources, visitors 
  are allowed access during ‘visiting hours’ (typically 
  mornings and afternoons for a period of 2-3 hours). 
  Visitors can get easy access to the admissions area, and 
  then a limited access to the appropriate wing and floors 
  (depending on patient details). Asking to see Thaddeus 
  gets them in the door, but the filing clerk has no record of 
  Thaddeus’ admission. After a few moments of the usual 
  questions (“Could he be under another name?” and “Are 
  you sure he was brought here?”) the PCs will be told 
  he was not admitted to the Sanitarium, and expected to 
  leave. Recalcitrant PCs will be escorted off premises by 
  the Seeker enforcers. Still, it is not a wasted exercise as 
  The Reluctant Acolyte details below.
  The Reluctant Acolyte
  Many of the Healing Hands are not comfortable with 
  the arrangement with the Seekers. Almost all know that 
  the Guild is in trouble, but not why exactly. Most of the 
  casters are provided with an enhancement drug that 
  makes their spells more potent, but never told where it 
  is from. This is a closely guarded secret that the guild has 
  kept quiet for generations. Until recently the drug was 
  used very sparingly, and only a very few acolytes had 
  ‘adverse reactions’ to it. 
  With the current crisis, and rise in illness, injury and 
  madness, the Healing Hands have been using the drug 
  almost non-stop. All the guild’s casters are beginning 
  to ‘burn out’ and suffer mental breakdowns. When 
  the Guildmaster succumbed, Undermaster Kerval 
  reached out to the Seekers for assistance. The Seekers 
  support has kept the guild from disintegrating, but 
  they have essentially taken control, and have convinced 
  Undermaster Kerval that certain patients represent an 
  information source that needs to be ‘accessed’. These 
  patients are not being cared for so much as used. While 
  the “for the greater good” speech has convinced most of 
  the Healing Hands, or at least silenced them for now, one 
  acolyte has become concerned enough to go outside the 
  guild and risk exposing them all. 
  
  26
  Virgil was one of the acolytes assigned to pick up 
  Thaddeus. The forced method of his admission was 
  worrying, and Virgil noted that instead of standard 
  admission Thaddeus was taken to ‘the lower levels’, a 
  section of the Mental Health Wing that has been secured 
  by the Seekers. Only Seekers and a handful of specially 
  selected Healing Hands are authorised to enter. The rest 
  are told the tight security precautions are for ‘everyone’s 
  safety’ but Virgil no longer believes that. He is not sure 
  what is happening down there - he can’t get answers 
  from Kerval or the authorised acolytes but he suspects 
  no good. 
  If the PCs attend the Sanitarium, he sees them, then 
  follows up with the admissions clerk. Once he learns 
  they are looking for Thaddeus he decides to contact 
  them. If they do not attend the Sanitarium, he gets their 
  descriptions from retracing Thaddeus’ contacts (he 
  asks about Thaddeus’ routine and associates from his 
  neighbors, which leads him to the Grinding Gear and in 
  turn to Melissa – or another NPC – who points him to the 
  PCs). Virgil is afraid of the Seekers (with good reason) 
  and doesn’t want to risk exposure, so uses a messenger 
  service to arrange a meet.    
  Virgil meets with the PCs by arranging to be at the base 
  of the Melted Man Statue. He plans to tell them what 
  he knows, then lose himself in the slums of Pilgrimage 
  helping the truly needy. He feels this is appropriate 
  penance for his complicity.  
  You find yourselves in the shadow of the Melted Man, a colossal 
  ancient statue that was damaged in some long forgotten way. 
  Until recently, only the massive stone boots had survived, 
  melted at the point where the legs of the man should be. No one 
  even remembers who the statue was meant to depict. 
  Recently, as part of their city cultural restoration program, the 
  Explorer’s Guild obtained permission from the ruling Council 
  to rebuild the monument. This, and the Trade Gate not far from 
  here, are meant to be the first of several such undertakings to 
  restore the failing architecture of past ages. Guildmaster Eiria 
  appears to be very passionate about the program. 
  The Statue is now surrounded by fencing and scaffolds, and 
  teams of workers and artisans move to shape and place large 
  stone blocks via pulleys and rope. So far, the restoration has 
  added legs and a torso to the monument, the towering figure 
  slowly beginning to take shape once more. The current works 
  have reached over 60 feet in height, and you suspect the final 
  result will be over 80 feet tall. 
  So absorbed are you by the activity, you barely notice the plain, 
  middle-aged man approach you.  Dressed in a faded and worn 
  grey robe embroidered with the symbol of the Healing Hands, 
  the man looks around nervously as he greets you.
  Introducing himself, Virgil can convey everything in the 
  paragraphs above. While he isn’t prepared to return to 
  the Sanitarium personally, he can give the PCs directions 
  to the guarded access door of the ‘lower levels’ (Area 1 
  of the mapped complex), and hands over his keys. These 
  keys will get the PCs through any of the grounds gates, 
  the outer doors and into the wings, but will not access 
  restricted areas such as records rooms or high security 
  areas. He tells them of his intention to go to Pilgrimage 
  to help the poor. 
  He cannot be convinced to accompany them unless 
  physically or magically compelled. He is already 
  suffering a crisis of conscience for ‘betraying’ his guild, 
  and is in genuine fear for his life. If pushed, he begins to 
  break down into hysterics. How the PCs manage this is 
  up to them (and the GM of course). Aside from giving 
  the PCs his keys (which they are not authorised to have), 
  he has committed no crimes, so involving the authorities 
  will not assist them.        
  Involving Triast
  It is possible that the PCs have built a sufficient rapport 
  with Triast to approach him for information or assistance. 
  If they do, it may change a later scene (see Chapter 7, Area 
  1). Assuming there is a relationship to draw on Triast will 
  reluctantly agree to help the PCs with their inquiries. 
  Triast will have no knowledge of Thaddeus (he was at 
  the party with the PCs when this unfolded), but will 
  agree to enter the compound and ask. He will not take 
  the PCs with him, as there are Seeker secrets at stake and 
  for now he still maintains loyalty, and a sense of duty. 
  He will enter the Sanitarium to make inquiries on their 
  behalf, and agree to meet them afterward – say within a 
  few hours at a nearby location (the Melted Man statue).
  Triast will not return. His involvement – asking questions 
  about Thaddeus – will lead to a confrontation with High 
  Seeker Ranark that has been brewing for some time. 
  Secretly, Triast has begun to question the methods and 
  
  27
  motivations of the High Seeker, and his doubts over a 
  number of activities (including the kidnap of citizens) 
  has lead him to a crisis of faith. The heated confrontation 
  over the High Seeker’s methods has resulted in Triast 
  being charged with disloyalty (a very serious crime 
  within an infernal organization), stripped of his rank and 
  thrown in a cell. 
  When the PCs enter the Sanitarium after this event, they 
  will find Triast in cell A of Area 25.      
  Involving Others
  By this point in the campaign the PCs could well have 
  developed numerous relationships with specialised 
  or influential figures. Unfortunately most are likely to 
  be unable to provide much assistance in this case. The 
  GM is free to allow whatever assistance they see fit of 
  course. Below is a list (by no means complete) of possible 
  individuals they might approach and their likely 
  response;
  Eiria Valdorn – As a Guildmaster she legally cannot 
  interfere in the inner workings of another guild. No 
  matter her relationship with the PCs, she tells them that 
  all she can do is inform the city council of their suspicions, 
  but doesn’t hold out much hope without more evidence. 
  The Echo of Faith has no intentions of assisting the 
  PCs, or allowing Eiria’s actions to do so. The Seekers 
  have been unwittingly instrumental in uncovering and 
  gathering Machine pieces. The Echo will do whatever 
  she can to protect the Seekers until the time is right, then 
  will destroy them and take the artefacts for herself.
  Radiant Soul – Radiant Soul collects information for a 
  living. She can tell the PCs the following things; 
  • 
  The Healing Hands are somehow artificially boosting 
  their casting capabilities, and that it is causing them 
  to burn out at an alarming rate. 
  • 
  The Seekers are now all but in complete control of 
  the Healing Hands guild, but it’s been done subtly 
  enough that there is no real hard evidence of it – 
  though such evidence would likely be obtainable 
  within the Sanitarium itself.
  • 
  There are sewer access points to the ground floor 
  areas, and can provide official sewer service maps to 
  get them to those access points.
  • 
  There are Sea Caves below that area of the city, but 
  is unsure if they connect up to the sewers or the 
  Sanitarium at all. She can direct the PCs to an access 
  point on the coast (outside the city) but any further 
  navigation is up to them. If they do map the sea caves 
  she would pay for a copy (200-2000gp depending on 
  accuracy and completeness).  
  Inspector James Sharpes (or other Watch connections) – 
  Assuming the PCs choose to reveal what they know (and 
  their - verging on illegal - activities) to the authorities, the 
  evidence is flimsy at best (3rd hand reports). The Watch 
  will open an investigation and ask the Seekers for co-
  operation. This is a slow, tedious process that will not 
  yield results quickly. This should be conveyed to the PCs 
  by their Watch connection.   
  The Entity – The Entity knows that there is something 
  ‘unpleasant’ in that area of the city, though that’s true of 
  many places, and its definition of unpleasant is hard to 
  define. Assuming the PCs can win its co-operation (GM 
  discretion on any ‘price’ it might set to assist), it can lead 
  the PCs to the Sewer access or the Sea Cave access if they 
  request it (see Methods of Entry in the next chapter). 
  
  28
  Chapter 7 – Dark Thoughts and Darker 
  Deeds
  Once the PCs determine they need to access the 
  Sanitarium, they have a few options available to them. 
  While not exhaustive by any means, the below cover the 
  most likely means of Entry. If the PCs come up with other 
  plans the GM should allow reasonably good chances of 
  success.
  Methods of Entry
  Breaking In
  Stealthy PC groups might favour breaking in, which 
  is reasonably effective either at night or if a distraction 
  is created. The Sanitarium is designed to keep people 
  in rather than out, and even with the increased Seeker 
  presence the focus remains the same.
  During the day the front gates and front access doors are 
  open to the public, but the doors to the wings are kept 
  locked (Lock DC 15, Hardness 5, Hp 5, Break DC 20). The  
  staff and Seekers make stealth difficult, but patient or 
  clever PCs can make or take advantage of distractions to 
  clear the way (screaming or escaping patients etc). 
  At night all the doors are locked (as above), but there 
  are limited staff in the halls and these are preceded by 
  lantern light, making them easy to avoid.  
  Sewer Access
  If the PCs obtain maps or assistance to navigate the 
  sewers they can enter the Sanitarium grounds below 
  the main Sanitarium, but above the Restricted Level that 
  houses the Seekers and the God Chamber. The sewers 
  do not connect to the lower levels at all. The waste needs 
  of the lower level are managed via the sea caves. The 
  sewers do connect to the ground floor of the Sanitarium, 
  however, which will get the PCs under the walls (if they 
  exit a storm water drain) or into the main building itself 
  
  29
  (if they are willing to exit via one of the ablutions areas). 
  Sea Caves
  The Sea caves are a nightmarish network of caverns 
  both above and below the water level. Scouring the 
  coast outside the city will turn up many inlets into the 
  rocky cliffs, but most are shallow, or connect only to 
  minor cave systems. A systematic search will take weeks. 
  Additionally, unless the PCs have extraordinary means 
  of locating them and accessing them through the earth 
  near the Sanitarium they are likely to become hopelessly 
  lost very quickly. Trying to navigate a craft through 
  the caves requires regular successful DC 12 Profession 
  (sailor) checks (or other appropriate skill designated by 
  the GM) to avoid holing the ship on rocks. The sea caves 
  are a better egress than ingress. That being said, GMs 
  should reward resourceful players that come up with 
  clever means or methods to fi nd and traverse the caves, 
  allowing them to enter the mapped areas via area 40)  
  Traversing the Upper Sanitarium
  The Records Room (behind the main reception area) 
  can assist PCs in locating the lower chambers. While 
  Thaddeus is not mentioned, there are several entries on 
  patients and staff being assigned to the "High Security 
  Magical Intervention Ward" below the mental health 
  wing. Convenient layout maps can be found that show 
  the "Authorised Personnel Only" stairwell. No maps of 
  the lower complex are recorded however.   
  Traversing the Mental Health wing is a nightmare in 
  itself - at any time of day. While clean and orderly, there 
  is a disquieting aura about the place, and the patients  
  irregularly - but loudly - call out, scream, moan or sing.  
  PCs passing through generate chorus of calls from the 
  cells that are startling and disconcerting. Thankfully 
  the occurrences are regular enough that staff are not 
  immediately alerted to the presence of intruders unless 
  they linger in any one area.
  The Restricted Door
  The door at the stairwell leading to the restricted area is a 
  heavy steel door (Hardness 10, Hp 60, Break DC 28)fi tted 
  with a substantial lock (Lock DC 22), and plastered with 
  signs denoting "Restricted Area" and "Authorised 
  Personnel Only, by order of High Seeker Ranark". There 
  is a grillwork viewing port allowing anyone to see the 
  stairwell beyond.
  The standard Healing Hands Acolytes do not have keys 
  to this door, but all the Seekers do. The few acolytes that 
  are permitted keys are all found in the lower level itself.     
  If the PCs cannot pick the lock, or have any other means 
  to bypass this portal, the GM should have a conveniently 
  timed Seeker Enforcer come by with the intent to access 
  the lower levels. This door is meant to demonstrate 
  a reasonable and logical level of security the Seekers 
  would employ, not represent a barrier to furthering the 
  adventure.  
  Initial Entry
  Unless the PCs do something extremely 
  innovative, they will most likely 
  enter the Seekers complex from the 
  Sanitarium above, or less likely the sea 
  caves below. 
  In either case they will enter the 
  Common/Staging area. Assuming they 
  have not alerted the Seekers to their 
  presence, they will encounter a scene 
  where Triast confronts High Inquisitor 
  Ranark. 
  If they have put the seekers on alert or 
  enter via another method assume the 
  confrontation is complete and Triast is 
  in Cell A of Area 25. If the DM does not 
  want to run this as a ‘live’ encounter, 
  Triast can summarize when they fi nd 
  him in his cell. 
  
  30
  The Confrontation
  If the PCs did not enlist Triast’s help in discovering 
  Thaddeus’ whereabouts, when they enter the complex 
  there should be the opportunity to observe a signifi cant 
  altercation between Triast and High Seeker Ranark 
  (before reaching the God Chamber). This is scripted 
  to take place in the Common/Staging area (see Initial 
  Entry above), but the GM could potentially place it in 
  the Chamber of Horrors or wherever else they see fi t. 
  The two are heatedly arguing over the treatment of the 
  patients. Triast claims that the High Seeker has lost his 
  way, abandoning the mission set out for the Seekers by 
  Asmodeus, in pursuit of power. He also claims that the 
  High Seeker is falling into the same trap as the Healing 
  Hands, and that his quest for personal power threatens 
  the Seeker Order. In rebuttal, the High Seeker denounces 
  Triast as a traitor, and unfi t to be a representative of the 
  Seekers. He strips Triast of rank and privilege, and orders 
  his confi nement pending inquest. Triast surrenders 
  willingly, and Seeker enforcers lead him to the cells. 
  The PCs can intervene if they wish, and the High 
  Seeker will fall back to the God Chamber. Triast will 
  not assist the PCs to bring down the Seekers, but he’ll 
  not stop them either. If released he will go to the Watch 
  and report on the organization (reluctantly, but lacking 
  other options, he goes to the rightful authorities). If not 
  released he remains in his cell until the Watch arrive and 
  take everyone into custody.    
  If you wish to use this confrontation, read or paraphrase 
  the following;
  You hear raised voices ahead, as two men are clearly engaged 
  in a heated argument. You recognise one voice as Triast, while 
  1
  Entry
  1a
  1b
  N
  2
  3
  4
  5
  6
  7
  7a
  7a
  7b
  7b
  7b
  7b
  7b
  7b
  8
  9
  10
  11
  11
  11a
  11b
  12
  13
  14
  15
  15
  16
  17
  17
  17a
  18
  19
  20
  20a
  21
  21a
  22
  23
  24
  A
  B
  C
  D
  E
  F
  G
  25
  a
  b
  c
  26
  27
  28
  29
  3a
  9a
  Ђ
  Ђ
  
  31
  the other is that of an older man with a rich timbre that comes 
  from those accustomed to oratory. 
  “You’ve gone too far Ranark!”, you hear Triast announce, 
  “Kidnappings, torture, experimentation. This is not what the 
  Seekers stand for”. 
  “It is you that goes too far boy! I am the High Seeker. I speak 
  for our lord, and I decide what the Seekers stand for. Your tone 
  lacks respect. That is unwise” replies the older voice. 
  You make your way closer and can now spy Triast and Ranark, 
  a middle aged, impeccably dressed man in the black and crimson 
  raiments of the Asmodean faith. Several other seekers stand 
  nearby, all clutching weapons in tense anticipation. Clearly 
  a confrontation between the two powerful representatives has 
  them on edge.
  “The Seeker principles are well established. Seek what is 
  rightfully owed to our lord. Recovery of the lost god’s soul is 
  our mandate. The Machine is a means to an end. But this… 
  zealotry… is unbecoming. We are not some shrouded cult to 
  skulk and scheme. We are the chosen of Asmodeus and we 
  enact his will, not push your ambitions and agenda. This city’s 
  guilds and politics are not our concern. Your ‘plans’ do not 
  further our lord’s ends, only your own”
  As Triast speaks you see Ranark’s expression get darker. 
  “Enough fool! Your dissent is tantamount to sedition. I hereby 
  relieve you of your status. Contemplate your folly in the cells. 
  Take him away”
  There is a moment of hesitation from the assembled men, before 
  Triast throws down his axe to the stone floor with a metallic 
  clang. Two Seeker enforcers take him into custody and lead 
  him from the room. The flushed High Inquisitor snatches up 
  the baleful relic, then turns and departs in the other direction, 
  leaving a handful of men to gossip in hushed tones.
  Triast is lead east to Area 25, and placed in cell A after 
  being relieved of his possessions (which ultimately are 
  returned to his room pending investigation). His escorts 
  return to their post in front of the God Chamber (Area 
  29). High Seeker Ranark leaves west toward Areas 18-20. 
  The remaining Seekers stay in the common area.                
  Area 1 – Common/Staging Room
  This huge room is lit by lanterns, and held up by several 
  support pillars that reach to the ceiling some 30 feet above. The 
  main floor area is dominated by long tables and benches, like a 
  mess hall or common room. To the west is a balcony some 15 
  feet high, reached by stairs to the north and south. Doors and 
  corridors lead off in all directions, and this is clearly the hub of 
  the complex. Near the east side a cluster of rubbery grey vines 
  seem to grow from the stone floor. Cut and scorch marks show 
  where effort has been made to prune back these growths.
  At various times of the day meals and meetings are held 
  here. Just after the Initial Entry encounter (above) there 
  are 4 Seeker Enforcers here. At any other time of the 
  day there will be 1d6-2 Enforcers here, except meal times 
  where there will be 2d6.
  Seeker Enforcers - Hp - 14
  There are numerous entrances leading off from this room. 
  1a) is locked with an in-door lock, and Arcane Locked 
  (+10 to DC to pick/break, DC 35 Disable Device or 
  Strength check to burst, Hardness 5, Hp 40).
  1b) is locked with a reasonable quality lock built into 
  the door itself (DC 25 Disable Device or Strength check 
  to burst, Hardness 5, Hp 40). Behind the door is a glyph 
  of warding set to keep intruders or creatures from below 
  out. The glyph deals sonic damage (5d8, Reflex DC 17), 
  and when detonates creates a significant noise, alerting 
  anyone in the adjacent areas. 
  Area 2 – Kitchen
  A blazing oven runs the length of the east wall, making this 
  room stiflingly hot. A huge table dominates the centre of the 
  room, food preparation utensils arranged neatly on it, with pots 
  and pans hanging from hooks above. Cupboards stand against 
  the north wall, while a large barrel of water sits in the south 
  west corner. A cluster of the sickly grey roots breaks through 
  the wall above the fireplace at the north end.  
  This is the kitchen for the lower complex. At any given 
  time one or more Healing Hands acolytes might be here 
  preparing meals for either the Seekers or the Healing 
  Hands. 
  The cupboard contains cutlery and crockery, as well as 
  mugs and a few platters and bowls. The Oven bears a 
  minor enchantment to be permanently aflame with 
  no need for fuel. The permanent fire means the room 
  remains unpleasantly hot at all times. 
  
  32
  Area 3 – Food Storage
  This area is filled with crates, barrels and sacks. A set of shelves 
  along the north wall holds various earthenware jars and pots. 
  The whole place smells strongly of spices.
  The barrels and crates contain non-perishable foodstuffs 
  – flour, rice, dried fruits, potatoes etc. The jars contain 
  various herbs and spices for cooking.
  Area 3a – Cold Storage 
  This room is considerably cooler than the previous, and is tiled 
  in pale blue, with a small green stone embedded in the middle 
  of the floor. Iron racks contain pitchers and pots, while several 
  sides of meat hang suspended from metal hooks.
  This room is the cold storage, and contains various 
  meats, milk, wine and fruits. The room is kept cold by a 
  small stone embedded in the floor that is enchanted with 
  minor cold generating properties (it is icy to the touch 
  but not otherwise harmful). The tiled surfaces retain and 
  spread the cold. The stone could be removed and sold as 
  a trinket for 50gp.
  Area 4 – The Portals of Madness
  The set of doors before you are thick wood bound in iron. A 
  plaque fixed to one reads “Hall of Healing”, though someone 
  has struck through the word ‘healing’ with ink and written 
  ‘the Lost’ below it, proclaiming it now to be the “Hall of the 
  Lost”. Another phrase is scrawled in what you hope is red ink 
  below the plaque. It reads “No one leaves” 
  The doors are heavy and slow to open, but are not barred 
  in any way. Once inside characters can note that there are 
  mechanisms on the upper insides of the doors that lead 
  into the walls. Not only do they make the doors tougher 
  to open, they push them closed automatically and lock 
  the second set of doors until the first set are full closed. 
  Anyone trying to open the second set will deduce this. 
  The second set have the same mechanisms. This prevents 
  doors being left open accidentally. Once one set is fully 
  closed, the other can be opened. On the inner surface of 
  the second set of doors (facing Area 7) is another phrase 
  scrawled in red ‘ink’ reading “…and no one will”.
  Ultimately it is to prevent the Lost from wandering the 
  complex.
  Area 5 – Day Rooms
  This room has a table and several chairs. A few books, games 
  and cards lie on the tables. Several figures in robes sit dejectedly 
  within.   
  These are ‘activity’ rooms, ostensibly for the lost, but 
  generally the remaining Healing Hands acolytes tend to 
  use them as respite rooms to take breaks. At all times 
  there will be one or more acolytes here, but in truth they 
  have become so weary and dispirited they will barely 
  acknowledge any intruders unless either they or the Lost 
  are attacked or assaulted.
  If the PCs do interact with the acolytes, they find them 
  amenable to disclosing both the layout of the complex, 
  and the transpiring events. They know the Healing 
  Hands are merely a shell, and long for someone to end 
  the current arrangement.
  Healing Hands Acolytes - Hp - 25  
  Area 6 – Guildmaster Redgrave’s Chamber
  This spartan room is neat and clean. It contains only a plain 
  single bed and footlocker along the south wall, a wardrobe and 
  vanity to the north, and a small writing desk and chair against 
  the west wall. It looks like it has gone unused in some time.
  This is a chamber prepared for the guildmaster once it 
  became clear he could no longer function in his role as a 
  result of the use of the Aether drug and his growing loss 
  of faculties. The guildmaster has never used it, preferring 
  to spend all his time in the Garden (Area 10).   
  The wardrobe contains a number of fine robes 
  embroidered with the healing hand’s symbol, but these 
  have never been worn. The footlocker contains numerous 
  personal items (small portraits, a healing hands guild 
  badge in platinum stamped with #000001, hair brush 
  and shaving kit, odd trinkets and so forth), and these 
  have all been arranged neatly and seem untouched. The 
  writing desk has unused candles, unopened inks and 
  blank books and parchment.
  Area 7 – the Hall of the Lost
  This hall is set with off-white tiles from floor to ceiling, dimly 
  lit by lanterns set at the hall junction. The place is clean, but 
  
  33
  has a palpable sense of decay and despair about it. The area 
  is eerily quiet, though you can hear soft sounds of movement 
  and moaning from deeper within the complex, punctuated by 
  sudden and jarring screams at random times.
  The best and brightest of the Healing Hands guild have 
  one by one succumbed to the effects of trying to use 
  the drugs and substances procured from Aether’s body 
  to supplement their limited healing abilities to match 
  the city’s growing demand. As each burns out, they 
  are transferred here to be cared for and kept hidden 
  to maintain the Guild’s great shameful secret. Only a 
  handful of acolytes are here to care for “the Lost”, as they 
  have come to be known.
  7a – Acolyte rooms
  This room contains two sets of bunk beds – four beds in all – 
  with four footlockers on the floor nearby. The room is dark and 
  deep, exhausted snoring can be heard from within.
  The acolytes work long shifts, and sleep when they can. 
  At any time one of more of the beds may be occupied 
  (depending on where the DM places the acolytes in 
  the complex), but the sleepers are so bone weary that 
  only physical shaking or injury will rouse them. The 
  footlockers contain clothes and a few personal items, but 
  little of interest or value.   
  7b – Lost rooms
  This room has four plain beds set side by side. Each has a thin 
  mattress and simple bed sheets. Attached to the four legs are 
  leather strap restraints that could be buckled to hold a person 
  to the bed. The room smells of chemicals and sweat.
  These rooms are the basic sleeping arrangements for 
  the Lost, when the acolytes can get them to sleep. 
  Occasionally one of the Lost will need to be restrained 
  when their psychosis manifests episodes that are manic 
  or dangerous.
  There are 1d4-2 occupants in each room when the PCs 
  enter. Any occupant has a 50% chance to be strapped 
  down. 
  Area 8 – Healing Hands Ablutions
  This room is completely covered in grimy blue tiles, and the 
  air is thick with moisture. Shelves and pegs line the east wall, 
  holding towels, smocks and other bathing necessities. The 
  majority of the rest of the room is dominated by low wooded 
  bathing tubs, filled with tepid water. A boiler against the west 
  wall produces steam that hangs in the air. Several naked men 
  and women sit in tubs or shuffle about the room, all looking 
  vacant and listless. A harried looking acolyte moves between 
  several of them, vainly trying to wash, dry or dress his charges.
  There are 2d4+1 Lost present and 1 acolyte. Most of the 
  Lost either cannot or do not care to clean themselves, so 
  the acolytes must bathe them when they are docile. The 
  steam, and distraction of the lost, ensures the acolyte will 
  not detect their presence unless the PCs are loud or enter 
  the room.
  Area 9 – Open Hospice          
  This room is a surreal kind of subdued chaos. Lit by lanterns, 
  the chamber has tables in the centre and beds lining the north 
  and west walls. A cast iron oven rests against the east wall, 
  generating warmth for the area while being set behind an iron 
  cage to keep the occupants from touching it. A dozen bedraggled 
  men and women are scattered about the room engaged in 
  various activities. Some sit staring or wander aimlessly, while 
  others listlessly move board game pieces or manipulate balls 
  or other objects. One man wrestles with the cage around the 
  oven, vainly trying to reach the flames, while another writes 
  on a wall in chalk. On one of the beds a woman sings quietly to 
  herself, her knees pulled up to her chest, and her eyes distant. 
  There are two acolytes in the room, but both are distracted with 
  their charges and do not immediately notice you. One acolyte 
  is restraining a woman by the wrists, speaking softly to her. 
  It’s clear she’s been clawing at her own face. The other acolyte 
  sits near a man huddled into a corner, speaking soothingly 
  as he lets out occasional shrieks, flinching away from unseen 
  horrors.   
  The dim room smells of sweat and disinfectant. A sense of 
  hopelessness hangs heavy in the air. 
  The common room was once set aside for activities, but 
  in the last few months has become the overflow area 
  for housing the Lost as their numbers grow. If the PCs 
  observe the lost they will notice most display dissociative 
  and detached behaviour, as if barely acknowledging the 
  reality around them. In truth, many have simply lost 
  touch with reality and now exist almost purely in their 
  own fantasy constructs. A couple display manic and 
  reactive behaviours, but these are often to unseen stimuli. 
  PCs will find it very difficult to talk to or question the 
  Lost. 
  
  34
  The acolytes are close to broken themselves, having long 
  ago pushed past exhaustion and now perform their duties 
  automatically. They despair at the rapid degeneration 
  of their Guild and have little hope left. All that is left to 
  them is to care for their former comrades. If spoken to 
  they can describe the complex layout in general terms, 
  and they will reluctantly discuss the reasons for the state 
  of the guild. At this point there is simply nothing left for 
  them to lose. They resent the Seekers, but understand 
  that they are all that keeps the guild from imploding. 
  They do not know what the Seekers are doing, but that 
  they have their own so called ‘patients’ (prisoners) kept 
  in the East wing.
  9a – storage
  This alcove is packed with stowed supplies, including 
  cleaning supplies, blankets, clothes, spare cots and the 
  like. Mundane replacements for any other the items 
  or equipment found in the halls of the Lost can be 
  discovered here.
  Area 10 – The Garden
  Plain double doors give way to an amazing chamber beyond. 
  Gone is the drab hospice, replaced by a dazzling riot of 
  colours and odd plants. An earthy scent hangs in the air, and 
  luminescent moss and fungi in various colours bathe the room 
  in dim light. Several pools are scattered about and a complex 
  tree root system dominates the east side of the chamber, the 
  twisting, gnarled tendrils festooned with bright red flowers. 
  An ancient looking man in brown robes appears to tend to the 
  blooms.          
  At first glance it appears to be a garden of sorts, but a longer 
  look reveals a sinister aspect hidden just below the surface.
  The luminescent light is more sickly than vibrant, and the 
  earthy smell masks a deeper rotting flesh odour. The pools are 
  greasy, and small fish dart about blindly. The roots are the 
  same rubbery tendrils you’ve encountered before, the fiendish 
  veins that permeate the tunnels below the city, but these are 
  different. They curl and twist wildly and bulbously, bloated 
  and bursting like the tentacles of some monstrous beast. Grey 
  ichor drips from the tendrils, slowly mixing with the stagnant 
  water pools. 
  To your horror you realize the flowers are not flowers at all, 
  and are actually crimson polyps of blood and viscera. Within 
  each you see twisted flesh forms, miniature limbs, ears or eyes. 
  A few seem to contain misshapen embryonic creatures. To your 
  disgust these occasionally writhe or flex.
  The old man tending these turns toward you, holding slick and 
  bloody gore from the ‘blooms’ he has pruned. You see now his 
  brown robe is such because it is caked with old blood, dried 
  to dark stains, and it cracks and crumbles as he moves. His 
  lank white hair is patchy, and you see strands visibly shed as 
  he moves, exposing pale, almost translucent, skin beneath. He 
  drops the held gore into a nearby pool, and the fish attack it 
  ravenously, stirring the water into an agitated churning as 
  they rapidly devour the morsels. He smiles a rotting and gap 
  toothed grin and looks at you with almost feverish eyes. 
  “Welcome to my garden” he says with child-like glee, spittle 
  flying at his animated enthusiasm “Isn’t it lovely?”    
  The man is the Healing Hands Guildmaster Talus 
  Redgrave. A few months ago he succumbed to the Aether 
  madness and Undermaster Kerval assumed his duties. 
  Talus, already obsessed with Aether and the prospect of 
  life and healing, has been pursuing the use of Aether’s 
  flesh and the Infernal tendrils grafted to the Machine to 
  try to create new life – he is attempting to birth a new 
  god in this chamber. All the flesh pods were originally 
  cultivated from Aether’s body in Area 29. He no longer 
  needs new samples (and in truth the Seekers would deny 
  him access), as the tendrils now produce pods on their 
  own thanks to his ministrations. Failed pods are fed to 
  his pet fish, or dropped down the sinkhole to the sea cave 
  below.
  Talus pursues his ‘calling’ with the innocence and 
  enthusiasm of a child. He does not see any horror in 
  what he does, not does he see any moral or ethical issues. 
  He happily and proudly discusses his garden and all he 
  hopes to achieve. His ultimate aim is to produce a god to 
  save the city. He repeatedly states that Anduria has lost 
  its way, and a new god will be born to save everyone. 
  He cares for nothing else, and cannot be drawn from the 
  topic for more than a few moments before bringing it back 
  to discuss cultivation techniques, various experiment 
  advances or sets backs and the like. He can offer the PCs 
  no useful information as to the complex, Seekers or state 
  of affairs as he simply cannot focus on anything other 
  than his obsession.
  While Talus is affable (in a twisted way) he will not 
  allow interference in his garden. Talk of taking anything 
  from it, or damaging it in any way causes his mood to 
  rapidly shift to hostility, and the amiable fool is replaced 
  by a dangerous fanatic in the blink of an eye. He will 
  
  35
  abruptly change the subject, coldly asking the PCs about 
  their personal talents or attributes. A Sense Motive DC 
  15 will reveal he is gauging if they might have anything 
  to add genetically to his experiment, and that he might 
  very well be considering if they could be used as material 
  for his designs. If the PCs continue to assert ideas that 
  might damage his garden, or actually attempt to do so, 
  he shrieks and attacks, bringing to bear a surprisingly 
  powerful will despite his madness. His statblock can be 
  found in the NPC Gallery on page 68.  
  Talus Redgrave - Hp - 95  
  The contents of the ‘garden’ itself are unpleasant and 
  vaguely toxic to anyone who has not spent considerable 
  time building up an immunity. Touching the vines, 
  polyps, pools or luminescent moss/fungi results in mild 
  poisoning on contact, and the fish voraciously attack 
  any flesh placed in the pool, dealing 1 point of slashing 
  damage per round to exposed flesh. 
  Destroying the garden is impossible. It can be temporarily  
  destroyed by delivering 100 hp damage of any type, but 
  like the veins it simply grows back over time.
  Garden Poison - Type contact; Save Fortitude DC 14; Onset 
  immediate; Frequency 1/minute for 6 minutes; Effect 1 Con 
  damage per minute, Cure 1 save.     
  If the PCs peer into the sinkhole they can see only 
  darkness, but hear faint water lapping and smell a slight 
  salt tang. Strong illumination reveals the shaft drops at 
  least 20 feet before opening into a much larger cavern. If 
  
  36
  they have extraordinary means to determine it, the water 
  is some 80 feet below the bottom of the shaft. 
  Area 11 – Asmodean Corridors
  This narrow corridor’s dark stone walls have been hung 
  with red banners depicting the stylized pentagram symbol of 
  Asmodeus in black. Torches are fixed to the walls at intervals, 
  and several heavy doors lead off.
  The banners have been hung to differentiate this section, 
  and to intimidate the Healing Hands Acolytes into 
  avoiding this wing. 
  Toward the end of each hall a heavy black velvet curtain, 
  embroidered with the Asmodean symbol in gold thread, 
  lead to the temple (Area 18). 
  Unlike the other wings of the complex combat or 
  significant noise will be investigated by those in nearby 
  areas.
  11a – Storage
  This room acts as a storage area, and has furniture 
  (bedframes, chairs, tables etc) stacked neatly against 
  the east wall, as well as crates containing miscellaneous 
  items and accoutrements for the Asmodean wing (rolled 
  tapestries, altar cloths, candles, religious iconography) 
  and general supplies (torches, tools, blankets etc).
  11b – Lord of Hell
  In a recess at the end of this corridor sits a statue carved 
  from black basalt. The rough stone statute stands about 4 feet 
  in height, and depicts a regal man with handsome, devilish 
  features sitting on a throne. Though the statue is only chest 
  high, gazing upon it makes you feel small and insignificant.
  This statue is one of High Seeker Ranark’s favourite 
  possessions, and he has it placed either in or near his 
  seat of power wherever he goes. Though it is only a 
  passable artwork in a fairly poor medium, it was carved 
  by devilish artisans in the Nine Hells, and carries a 
  powerful enchantment. Anyone gazing at it from 20’ or 
  less must make a DC 16 Will save or be shaken for one 
  hour. Devotees of Asmodeus are immune to the effect, 
  though still feel uneasy gazing upon the likeness.
  Area 12 – Ablutions
  Slick tiles cover the floor and walls of this room. Orderly 
  wooden baths are set in the western half of the room, with 
  buckets stacked neatly in the south-west corner. Pegs and 
  shelves on the west wall appear to be for placing clothing. The 
  east side of the room has partitioned privies.  
  At the GMs discretion there might be one or more 
  Enforcers having baths or using the facilities when the 
  PCs arrive. If so their clothes and equipment may be 
  found on the shelves. 
  A search of the room shows no piping or plumbing (all 
  water is dragged from area 23), but there are several small 
  drains that allow splashes or spills to drain away (To the 
  sea caves below). Astute PCs (at the GM’s discretion, 
  of if they have relevant skills) may realize that this is a 
  repurposed room, and has only recently been assigned 
  as Ablutions (new tiles, lack of proper designed facilities 
  etc).        
  Area 13 – Barracks
  Rows of bunk beds fill this area, making its function as a 
  barracks immediately apparent. Thirteen sets of triple beds 
  indicate a capacity to sleep 39 soldiers, though the oppressive 
  closeness of the sleeping arrangements suggests that only the 
  most hardened occupants might find it comfortable.
  Three footlockers under each bunk assembly appear to be where 
  personal items are most probably stored. Unoccupied beds 
  have their bedclothes arranged with military precision, folded 
  sharply and evenly. Several of the beds appear to be occupied.
  This room houses the Enforcers. Like most other areas 
  in this wing, the current arrangements are crushed and 
  claustrophobic, the Seekers having recently relocated 
  from a larger premises. At most times there are 1d4+1 
  Enforcers sleeping here (at the GM’s discretion). Most of 
  the enforcers are on rotational duties, or out in the city on 
  assignment. 
  Each of the footlockers contains a few minor personal 
  items, several uniforms, a set (or two) of civilian clothes, 
  1d6-1 silvers and 3d6-2 coppers in coin, and an enforcer’s 
  arms and armour while they sleep.   
  Area 14 –Armoury
  Racks fill this chamber, blocking access from one side to the 
  other so that traversing would mean squeezing through the 
  maze of tightly packed stands. Weapons and armour of many 
  
  37
  varieties are stacked here in orderly rows, clean and polished 
  with a clear military precision.
  This is the main armoury for the Seekers. The assigned 
  room is much smaller than at their last headquarters, so 
  the racks are uncomfortably close to each other. Anyone 
  trying to remove items will find themselves wedged up 
  against the rack behind. Removing anything requires 
  a DC 12 Dexterity check to avoid a cascade of falling 
  weapons/armour. Such as cascade would alert nearby 
  Seekers, who would investigate the cacophony within a 
  few rounds.
  There are 15 longswords, 10 shortswords, 10 clubs, 
  12 maces, 4 handaxes, 15 daggers, 4 spears, 9 heavy 
  crossbows, 3 light crossbows, 300 bluntbolts, 100 regular 
  bolts, a single longbow, a single quiver of 24 arrows, 7 
  suits of chainmail (blackened), 1 breastplate (blackened), 
  5 shields (black and emblazoned with a red Asmodean 
  pentagram symbol), 12 tabards (black with a red 
  Asmodean pentagram symbol). 
  Tucked away on one corner, wrapped in an old and dirty 
  sack, is a double bladed mithril battleaxe, it’s blades 
  shaped into stylized angel wings, over a haft of white 
  wood. This is the weapon Invictus (see New Magic 
  Items page 63) that no seeker would dare wield. It cant 
  be seen at a glance, but can be found on a reasonably 
  through search of the room.
    
  Area 15 – Officer’s Quarters
  This spartan room contains two beds each with a footlocker, 
  a small sideboard with mirror and basin, and a weapon and 
  armour rack. It is a no frills room designed to sleep two.
  At the GM’s discretion one of the Officers may be present 
  and sleeping when the PCs enter.
  These two rooms are effectively identical (save for a 
  few minor personal items), and house the four officers 
  assigned to manage units of Enforcers. Each footlocker 
  holds officer’s uniforms, personal clothes and a few 
  minor personal items, and 2d6 copper, 2d6 silver and 
  1d4-1 gold in coin. One footlocker has a false bottom 
  (Perception DC 16) that holds a silver flask of good 
  whiskey (20gp), a jewelled dagger (40gp), 3 sets of 
  playing cards (one marked, Perception DC 16 to discern), 
  a bag of 35cp, 17sp and 2 gp, a quill and ink, and a small 
  ledger detailing gambling debts and accounts for the 
  Seekers Enforcers and Officers.   
  When the officers sleep the racks hold their arms and 
  armour. 
  Area 16 – Triast’s Room
  A desk sits centrally in this oddly arranged quarters. A small 
  cot is pressed up against the east wall, while a wardrobe and 
  vanity dominate the south. The north wall  hold a series of 
  weapon and armor racks containing various items, though the 
  most ornate stand is empty. 
  Though its clearly a private room, it is set up more like and 
  office with personal comforts as an afterthought. The central 
  desk has piles of neatly arranged files on one side, and a filing 
  cabinet stands to one side. The utilitarian chair is crafted from 
  wood and has no cushioning.
  This is Triast's room, though no personal effects mark 
  it as such. Instead, the desk has years worth of neatly 
  ordered case files pertaining to investigations into 
  magical malfeasance, and the filing system is so logically  
  sound that it would be the envy of the Great Andurian 
  Library. 
  The files on the desk are detailed accounts of Damien and 
  the PCs recent exploits, as well as those of the Explorers 
  Guild. While there is no information contained here the 
  PCs are unaware of, it is clear that Triast has been closely 
  following their activities and connections and has either 
  factual information or impressive deductions that tracks 
  their entire progress throughout the Adventures. 
  It is from these the GM is free to offer any missed 
  connections or clues that may have been bothering 
  the players, offering a little closure if needs be. It also 
  justifies  how Triast has been on their heels the entire 
  time, though the notes make mention to 'anonymous 
  tips' occasionally that Triast has not been able to verify. 
  He actually goes so far as to ruminate the PCs have an 
  adversary that is deliberately leading him to them. 
  The room contains nothing else of value. The weapons  
  - various daggers, knives, a short sword, mace and 
  crossbow - are all Seekers issue, and the ornate rack 
  holds his magical axe Last Command when he is present.         
  The wardrobe holds several Seeker uniforms and some 
  high quality civilian clothes, but no personal items can 
  be found here. 
  
  38
  Area 17 – Inquisitor’s rooms
  This room is furnished for two occupants as evidenced by the 
  two low beds and two wardrobes set against the opposite walls. 
  Between the two beds is a low shared table, while a basin rests 
  in the corner south of the door. The room’s walls are hung with 
  black and red tapestries depicting the Asmodean symbol, and 
  the shared table is covered with a red cloth, and filled with 
  various religious icons and accoutrements. 
  The Seeker’s Inquisitors reside in these two rooms, 
  representing the clergy for the group. In addition 
  to handling religious matters, they manage any 
  interrogations, including torture and oversee the 
  Healing Hand’s activities in the God Chamber (Area 29). 
  There are 4 inquisitors currently stationed here. With the 
  exception of one being present in the God Chamber at all 
  times, the GM may decide one or more are found in their 
  rooms, relaxing or sleeping. 
  Each wardrobe holds the clothing, ceremonial vestments, 
  and some personal effects of each inquisitor, as well 
  as their arms and armour if they are present. The low 
  table holds religious symbols, texts and ceremonial 
  items (dagger, offering bowl, incense and burner) for 
  shared use. There is no money here. The inquisitors shun 
  material wealth, drawing funds from Ranark as needed, 
  and returning the excess. The ceremonial items might be 
  worth around 20gp each to the right buyer, but selling 
  them is fraught with danger as the PCs are remembered.  
  Inquisitor - Hp - 51
  17a – Primarch Erasmus’ room.
  This room is appointed identically to the inquisitor’s 
  rooms except that it has a larger bed and a single 
  wardrobe. There are no weapons and amour present as 
  Primarch Erasmus is not in the complex for the duration 
  of this adventure. 
  The room has been left neat and orderly, and it is clear 
  that it has been unoccupied for some time.
  Area 18 – The Temple of Asmodeus
  The heat of the chamber strikes you as you enter, like a tangible, 
  oppressive shroud. The large area is bathed in a hellish red 
  glow, light being cast from oddly dark red flames in braziers 
  set above head height on the walls, in intervals of 5 feet. The 
  floor and ceiling are tiled in black, while the walls are tiled in 
  red with each wall tile engraved with a golden pentagram. The 
  dark ceiling and lighter walls make the temple feel low, causing 
  you to instinctively duck and lower your head – no doubt the 
  intended effect. While resisting this instinct you can see the 
  ceiling is around 20 feet in height, and the chamber begins 
  narrow before widening in the centre. Strange low pews line 
  the eastern end. At close examination you realize that to sit on 
  the pew one must actually kneel on the floor. Everything about 
  this chamber screams subservience. 
  There is an almost imperceptible dais at the western end, the 
  blackness of the floor making the small rise hard to see. On the 
  dais is an obsidian altar, black shot through with red veins. 
  To either side is a massive iron brazier, holding spitting and 
  hissing brimstone that also gives off that odd dark red glow. 
  Stretching behind as well as above the altar is a bas-relief of a 
  huge devilish visage that is painfully difficult to look at. Darkly 
  handsome, with a knowing smirk, the red gem eyes seem to 
  glow with an inner light, though whether this is a trick of the 
  strange illumination or some innate property you can’t tell. 
  The gargantuan visage seems to look right through you, it’s 
  sardonically penetrating stare proclaiming louder than words 
  that all your deepest, darkest secrets are laid bare before the 
  Lord of Hell.
  Everything about the Temple of Asmodeus is designed 
  to make anyone entering feel uncomfortable and inferior. 
  While the low ceiling effect is just an optical illusion, even 
  once the PCs understand it, they still catch themselves 
  occasionally ducking or bowing their heads. The tiles are 
  ceramic, but the golden inlay is real gold. Each tile has 
  a 5gp worth of gold inlay (if it were to be chiselled out), 
  and there are hundreds of tiles. Such an activity would 
  take days however.
  The braziers, both wall mounted and the two large ones 
  on the dais, are filled with a strange brimstone that is 
  native to the nine hells, that perpetually gives of heat and 
  a dark red glow. Anyone coming into contact with the 
  stone or flames takes 4 points of fire damage and 4 points 
  of unholy damage per contact.
  The black obsidian altar has a small niche carved into 
  the back, which is almost invisible unless the PCs are 
  within 5 feet of it (Perception DC 15 to notice from 
  further away). Stored within the niche are a fine red silk 
  altar cloth (folded, with a gold pentagram embroidered 
  onto it, worth 50gp), as well as two black iron incense 
  burners, a small obsidian dagger (10gp) and a small 
  
  39
  obsidian offering bowl (10gp). There are suspicious dark 
  red brown stains on the dagger and in the bowl.
  The gemstones in the bas-relief face do glow with an 
  inner fire (this is not a reflection) and are enchanted, 
  though they carry a potent curse to go with them. These 
  are the Eyes of Asmodeus (New Magic Items page 63).
  18a – High Seeker’s access
  This short hallway is blocked by heavy curtains on either 
  end, and provides High Seeker Ranark personal access 
  to the Temple. There is a Glyph of Warding on the floor 
  here that deals Fire damage (5d8, Reflex DC 17) to anyone  
  (other than Ranark) crossing the threshold. 
  Area 19 – High Seeker Ranark’s office
  This room is dominated by a massive dark wood desk and high 
  backed chair. In the dim light provided by an oil lamp you can 
  see piles of orderly papers, books and ledgers arranged on the 
  desktop, with barely an inch of wood surface to be seen. On the 
  right side of the desk a rack holds a series of ink-pots, quills, 
  sealing wax and stamps, and a set of shelves behind the chair is 
  stacked with tightly packed tomes and manuscripts. 
  The walls are hung with the ubiquitous black and red banners 
  depicting Asmodeus’ pentagram symbol to round out this 
  severe room. While there is a large chair behind the desk there 
  are none to the front, meaning any entrants would need to stand 
  when meeting with the office owner...conveying interpersonal 
  power through decor!
  If the PCs have not encountered Ranark prior to now, and 
  not raised an alarm, this is one of the more likely places 
  he can be found (along with Area 20, 21, 22 or Area 29). 
  If he is found here, he will be filling out paperwork with 
  military precision.
  If the PCs have a desire to find incriminating evidence 
  against the Seekers, this is the most valuable room in 
  the complex. Aside from the more mundane accounts, 
  inventories, regular mission reports, troop training and 
  readiness reports and the like, the top of the desk has 
  reports detailing information gained from observation 
  (spying), influence (extortion), procurement (theft) 
  and interrogation (torture), as well as operations that 
  are shady if not mildly illegal in nature. Most of it is 
  fairly minor and procedurally defendable. However, it 
  certainly paints a picture of a shady operation that could 
  be used to incriminate the Seekers in any legal processes. 
  Securing these reports/ledgers grants the PCs a +1 bonus 
  to their checks in the Trial in Chapter 8. 
  If the PCs search the shelves they can find a number of 
  interesting tomes on law, culture, sociology, military 
  tactics, and several on hell – detailing its mythology, the 
  nature of the plane, infernal politics and even a biography 
  on Asmodeus (though this last is mostly propaganda, 
  and reads like fiction). Each book except the last could 
  fetch between 10-40gp to the right buyer. There is also 
  a book labelled “The Secrets of the Nine Hells”, which 
  of course is blank but for the Glyph of Warding that 
  deals sonic damage (5d8, Reflex DC 17). The sound of the 
  ward's detonation will create significant noise, alerting 
  anyone in the adjacent areas.
  The desk has a secret compartment that is very well 
  hidden, requiring a DC 20 Perception check to discover. 
  Within it are two books, both coated in a virulent poison 
  that High Seeker Ranark has spent decades building up 
  an immunity to. Anyone else touching either book (even 
  while wearing gloves) may suffer its effects.
  Hell Bile - Type contact; Save Fortitude DC 16; Onset 
  immediate; Frequency 1/round for 10 rounds; Effect 1d3 Con 
  damage per round; Cure 2 saves.     
  One book is a blue leather bound journal, and is actually 
  a diary of sorts, cataloging Ranark’s personal thoughts 
  and feelings concerning the last 5 years of his activities 
  among the Seekers. While many of the thoughts are 
  dark, twisted and perverted, he never indicates acting 
  upon them, so no evidence of wrongdoing is recorded 
  here. However, it does detail a growing schism from the 
  mandate of the Seekers, and an active effort to turn the 
  Seekers to achieving his personal and political goals. 
  Much of the current activities, masked as part of seeking 
  Aether’s soul, are actually designed to place the Seekers 
  in a position where Ranark has a personal influence in the 
  city political and economic structure. While this cannot 
  be used against him legally, it will completely discredit 
  him in the eyes of the Seekers themselves. Showing this 
  to Triast or any other Seeker they can convince to actually 
  read it will create a rift in the organization. If Triast has 
  not been brought on side, the PCs can use this to cause 
  him to break with the Seekers for good.
  The other book is a red leather bound ledger that actually 
  details the Seekers truly illegal activities, including the 
  kidnap and questioning of citizens of interest, using a 
  
  40
  thin veil of ‘psychological intervention’. There are two 
  recorded cases of actually using the “Crystal Artefact” 
  (a Machine artefact, see Area 22) to induce 'madness' in 
  otherwise healthy citizens of interest to commit them 
  to the Sanitarium under Seeker care. Several of the 
  recorded citizens are here in the cells, their responses and 
  symptoms recorded in stages under various ‘treatments’ 
  of questionably value. Several others are not in the 
  complex, known to be missing, their status recorded 
  in the ledger as “Final Judgment awaits”. This book is 
  damning from a legal sense. If introduced at Trial each 
  of the PCs may each add a +5 circumstance bonus to one
  ability check they are required to make. The ledger also 
  makes reference to the current prisoners (see sidebar).
  Area 20 – High Seeker Ranark’s personal quarters        
  Where other areas have been extremely ascetic, this bedchamber 
  is the epitome of opulence. A soft white pelt covers the fl oor, and 
  the walls are covered in rich tapestries and hangings, all with 
  a vaguely glorifi ed devilish theme. One depicts hellish courts 
  where the weak and wicked are damned under Asmodeus’ 
  knowing glare – not for their evil, but for their incompetence. 
  Other tapestries show poetically appropriate punishments, 
  ironic and inventive in their cruelty. All the tapestries are of fi ne 
  quality, but the content makes you vaguely uncomfortable in a 
  way you can’t quite explain, and not just for their depictions. 
  The south east corner of the room is dominated by a huge plush 
  bed, draped in deep crimson linens, and capable of sleeping 
  several individuals comfortably. To the north end of the room 
  are deep chair and table, the top piled high with various tomes 
  and several candle stubs burned low. The east walls are covered 
  by freestanding bookshelves, one clearly a personal library 
  fi lled with numerous leather bound books, while the other holds 
  Asmodean religious iconography and artefacts, all displayed as 
  if they were showpieces.
  The white pelt is of short hair, not fur, but is incredibly 
  soft and lustrous. It is pristine and unmarked by dirt, age 
  and wear. The PCs might have diffi culty identifying it 
  (Knowledge (nature) skills DC 20). It is a unicorn pelt, 
  and worth around 500gp if sold. 
  The tapestries are fi nely made and interwoven with 
  silver and gold wire as well as thread. There are 6 in total, 
  and could be worth up to 200gp each to the right buyer. 
  The right buyer would be Lawful Evil however. While 
  not magical per se, the tapestries were created on the fi rst 
  Ranark's Revelations
  The incriminating red bound ledger also makes 
  specifi c notes about the current prisoners in 
  area 24; 
  Mistress Jasmine's section discusses her recent 
  connection with the 'outer void' as being a failed 
  divination that breached the thinning barriers 
  between worlds. Ranark indicates failure is 
  imminent and when the horrors begin to pour 
  through his task will be that much harder. 
  The nameless prisoner who only talks about 
  silver is described as "a hopelessly lost pawn 
  of the enemy". Ranark doesn't know why he 
  obsesses with silver, as this is known to be a 
  substance of purity that is anathema to dark 
  creatures.
  Thaddeus is described as a "half-breed devotee 
  of some inconsequential luck god", but that 
  it appears he is a vessel for divine messages. 
  Ranark is not sure what the current scrawls are 
  on the prisoner's cell walls are, but he suspects 
  it is some form of incomplete warding. Since it 
  will not function, he will allow it to be fi nished 
  and then record it.
  Barret he refers to as 'the immortal', noting that 
  death seemingly will not take the man, no matter 
  how many times he is slain. Ranark suggests 
  the resurrection process seems painful. Ranark 
  posits that Barret is somehow connected to 
  Aether and the Machine, but he cant fi nds the 
  connection, nor pry it out of the man. If normal 
  methods do not yield information soon he plans 
  to take more 'drastic' action (but fails to state 
  what that will be). 
  
  41
  layer of the nine hells, and retain a supernatural taint, 
  making observers of any other alignment uncomfortable 
  when they look upon them. This has no statistical game 
  effect, it just induces a vague feeling of discomfort.
  The books are Ranak’s personal collection (his work 
  books are in his office – Area 19). The tomes are all bound 
  in leather and labelled in Infernal. While the subjects 
  vary, it is clear they were all bound by the same hand 
  (Ranark likes his books to match, so has all acquired 
  volumes rebound at a favoured scribe/bookbinder in 
  the city above). The subjects range from poetry (leaning 
  toward dark themes), magic and mysticism, religions 
  (general organization and structure rather than specific 
  religions), torture and interrogation techniques, and 
  pornography. Subject preferences aside, the well bound 
  books (there are 20 in all) would fetch 20gp each if sold. 
  The books on the table all come from the religions 
  section of his bookshelf. There are several tomes dealing 
  with dead religions and theories on how to ‘revive’ a 
  religion and/or a deity. Several entries are bookmarked, 
  including symbolic or metaphorical cannibalism of 
  a deity in a religion (ie eating, drinking, smoking or 
  bathing in items representing a deity’s body or blood), 
  as well as consumption of totemic creatures of a religion 
  for ceremonial purposes. Several theorize about actual 
  cannibalism of representative deity, and in the back 
  of one of these Ranark has clearly added to the pages, 
  indicating, as if factually, that actual consumption 
  conveys power or deific attributes, but also has an 
  escalating deleterious effect on the consumer. There are 
  also philosophical musings on how this might affect the 
  health and spiritual connection a devotee of one deity 
  consuming the flesh of another deity.
  The second bookshelf is more of a display case for 
  Ranark’s personal religious items (the items found in the 
  temple are for public ceremonies). The case contains a red 
  leather bound and gold plated book (see below), a gold 
  hilted obsidian dagger (50gp), a gold edged obsidian 
  bowl (30gp), an ornate golden holy symbol of a thickly 
  twisted gold wire that resembles a pentagram (30gp), a 
  twisted gold circlet that looks like a very uncomfortable 
  crown of thorns (40gp), a golden incense burner (20gp) 
  with a dozen blocks of incense (worth 5 gp each, and 
  produce a hazy cloud of sweet smoke) and a leather 
  scourge that has gold wire twisted into the hilt, and silver 
  wire twisted into the lashes (25gp).
  In prime position, on a bookstand, is the gold plated holy 
  text of the Asmodean religion, containing rites and rituals, 
  observances and duties etc. It would be worth around 
  300gp, but anyone touching it who is NOT a true devotee 
  of Asmodeus is subject to a curse, requiring a DC 18 Will 
  save. Failure indicates the individual suffers a -5 profane 
  penalty to all attack, skill or ability rolls (yes ALL) unless 
  they become a genuine devotee of Asmodeus, officially 
  joining the clergy (at entry rank) under a legitimate 
  Asmodean church. They will not willingly divest 
  themselves of the book, and are still subject to the curse if 
  the book is forcibly taken from them (or even destroyed). 
  A remove curse or more powerful magic is required to 
  remove the curse. A successful saving throw leaves the 
  individual shaken for 24 hours, and they reflexively drop 
  the book.         
  20a – High Seeker’s Ablutions 
  This room is tiled in white, and has both a massive porcelain 
  tub and matching elaborate chamber pot edged in gold. The 
  chamber pot has both back and armrests, and has a strong 
  resemblance to a throne. Both the tub and ‘throne’ empty into 
  floor drains, though where the tubes go is a mystery. Off to the 
  side are several buckets of ‘flush’ water, and against the east 
  wall is a vanity with a basin and mirror.
  The gold gilding might make the tub or throne 
  valuable, but the porcelain is too delicate and heavy 
  to be realistically ‘looted’. If the PCs are particularly 
  determined or resourceful the GM might value the intact 
  amenities at 100-200gp each. A few coins worth of gold 
  could be scraped out of the gilding.  
  The vanity also contains soaps, oils and colognes, as well 
  as a razor, hairbrush and other grooming items.
         
  Area 21 – The Summoning Chamber     
  This octagonal chamber has flame scorched and pitted walls, 
  the dark soot smudges obscuring the carved eldritch symbols 
  that adorn the surfaces. An arcane circle has been drawn in the 
  centre of the floor, its silver and diamond inlay shimmering in 
  the torchlight cast from a ring of sconces high overhead. 
  The torches are set in sconces at around 13 feet in 
  height, just 2 feet short of the ceiling. These are normal 
  torches, but are regularly replaced. Anyone with ranks  
  in Knowledge (arcana) can easily discern room is a 
  summoning chamber and the inlaid circle is a focus 
  for summoning rituals. A DC 20 check of the skill can 
  
  42
  determine that not only have there been frequent uses 
  of the chamber, but the summoning spells have been 
  infernal in nature (due to the residual sulphur and 
  brimstone).
  21a – Summoning Stores
  This tiny space is basically a cupboard, and has floor to ceiling 
  shelves to the full 15 foot height of the room. The shelves 
  are filled with jars, pots and containers, mostly ceramic and 
  earthenware, but with glass interspersed. They are all orderly 
  and clearly labelled. A small ladder leans up against one side, 
  allowing access to the upper shelves.
  There are hundreds of various components, most of 
  which are standard and relatively inexpensive. There 
  are however a number of choice substances that are 
  worth a considerable amount. Among the items PCs 
  can find silver powder (50gp), mithril powder (500gp), 
  adamantine powder (200gp), ruby powder (75gp), 
  emerald powder (50gp), sapphire powder (50gp),  
  ground ailcorn (200gp), angel feathers (150gp), celestial 
  bone dust (100gp), dragon scales (12, various colours, 
  100gp each), and a few other sundries that amount to an 
  additional 400gp. The total weight of the components is 
  less than 50lbs.
  There are also a bundle of 26 torches in one corner to 
  replace those burning in Area 21.
  Area 22 – Machine Component Containment Vault
  This octagonal chamber is brightly lit with a piercing blue-
  white illumination that makes you squint in pain. It is also 
  hot, humid and bathed in steam. The room is domed, and every 
  inch of the ceiling and 30 foot high walls are covered in spidery 
  infernal symbols drawn in a red substance. 
  Dominating the centre of the room are three thick obsidian 
  pillars, each around waist height. Strange objects rest on them 
  (A strange object rests on one of them). The pillars are enclosed 
  in an unbroken ring of eldritch symbols inlaid on the floor in 
  silvery metal. In turn a second ring of thin pillars connected 
  by silvery infernal runes encloses the first ring concentrically. 
  Atop each of these pillars suspended in a wrought iron bowl 
  and frame is a small faceted crystal, each aglow with an inner 
  light. The bowls are filled with boiling water, though no flame 
  or fire can be seen. These are the source of the piercing glare, 
  and as you watch one dims, flickers and then goes out, the 
  crystal shattering with a sharp crack.
  Through the glare you can make out a number of twisted 
  devilish creatures tending the arcane system, repainting runes 
  from small pots, cleaning the silver inlay or pouring water into 
  the iron bowls. They look up at your intrusion, their wicked 
  eyes narrowing in hatred.
  The Devils are servants brought forth to tend the 
  protections on this chamber. Their efforts are what keeps 
  the machine components from exerting influence. That 
  and the Soul crystals. There are 4 devils here – three 
  Gaav and a Soul Keeper (see Bestiary, page 65). Unless 
  The PCs are accompanied by High Seeker Ranark or 
  Triast (who they know is a ‘special case’) they will attack 
  immediately. If they are accompanied, the devils go about 
  their business unless anyone interferes with or damages 
  the wards or tries to remove the Machine components.
  Gaav devils – Hp - 30
  Soul Keeper – Hp - 95
  The objects are the Machine pieces that the Seekers and 
  Healing Hands have collected to date. If the PCs gave 
  up the Ring (Difficult Circumstances) to either the Seekers 
  or the Healing Hands it is here on one of the pillars. It is 
  also possible (though highly unlikely) if the PCs actually 
  found a way to get the Keystone free (From The Ashes) 
  but could not contain it, then it too is here. The one object 
  that is definitely present is referred to by the Seekers as 
  “The Crystal Artefact” and has been in their possession 
  since before the Adventure Path commenced (Damien 
  refers to the Seekers having a contained Machine part in 
  Difficult Circumstances – this is it). See New Magic Items 
  for its effects. If any of these objects are not here, their 
  pillar is simply empty.
  The Machine pieces are kept in check by an infernal set 
  of wards. However, the Machine influence is significant, 
  and standard magic is ineffective for long. As Damien’s 
  wards (From the Ashes) are powered by life energy, so 
  are these. Each of the crystals are actually damned souls,  
  acting like batteries with their energy powering the 
  wards. Like batteries, however, the energy is consumed 
  over time. As the souls are destroyed, and their crystals 
  burn out, replacements are needed or the wards will fail. 
  Souls burn out at different rates, but the ‘low quality 
  souls’ of the damned do not last long (days or weeks at 
  best). Powerful or noble souls (perhaps like the PCs) can 
  last months and would be sought after by the Soul Keeper, 
  whose task is to supply and tend the soul ‘batteries’. In 
  the configuration of 8, the souls are taxed slowly, and the 
  
  43
  current ‘crop’ will last a few weeks (assuming the newly 
  burned out one in the room description is replaced). 
  As they fail one by one there is a greater draw on those 
  remaining, and which exponentially increases the failure 
  rate. Destroying souls to power wards is an evil act, and 
  once/if the PCs become aware of the nature of the wards 
  they may have difficult choices to make. 
  Once the wards fail, the influence of the Machine parts 
  begins to permeate the complex, and rapidly onto the 
  surrounding parts of the city. PCs that played through 
  the events of Difficult Circumstances will be well aware of 
  the danger this poses. Dealing with the artefacts and/or 
  failed wards is covered in the Conclusion.       
  Not mentioned in the description is that some of the 
  ‘infernal roots’ from the conduit have breached the south 
  east wall. They are reaching toward the Machine parts, 
  which - along with Aether’s corpse – are the primary 
  cause of the mutation. Clear efforts to prune them back 
  with blade and fire are apparent, but the roots have 
  almost reached one of the soul pillars. Regardless of the 
  Seekers/Devils efforts, within a few days or weeks the 
  roots will overrun the system and collapse the wards.
  Area 23 – The Well
  Forcing your way past a thick cluster of the greyish rubbery 
  roots you find a small space beyond, barely enough space to 
  contain a waist high well. Several buckets and coils of rope sit 
  to the south. The sound of rushing water can be heard in the 
  darkness below.
  There is no crank or pulley system here, the buckets 
  must be lowered and retrieved by hand. The well travels 
  through solid rock for about 20 feet, then opens into 
  
  44
  an underground river (Area 31), the ceiling some 10 
  feet above the rushing water – so about 30 feet or rope 
  is required to fetch water. The current is strong, and 
  will pull the bucket from the grip of anyone with less 
  than a 15 Strength (or alternatively pull anyone without 
  sufficient strength into the well if they do not or cannot 
  let go of the rope).
  Area 24 – The Study Wing
  This wide hallway leads off into darkness, interspersed with 
  torches on opposite walls every 20 feet or so. In several places 
  you can see that clusters of the grey roots have broken through 
  the stone of the floor.
  Along both sides of the hall are heavy doors inset into the walls, 
  thickly banded in iron and barred from this side. Each is set 
  with a small viewing window.
  This is the study wing, and the cells contain ‘subjects of 
  interest’ to the Seekers – those that they believe have a 
  connection to or information about the Machine and/
  or the missing soul of Aether. While the doors are solid, 
  they are easily opened from the hallway side once the 
  heavy bars are lifted. Should a character need to break 
  one down they have a DC 25 Strength check to burst, 
  Hardness 5, Hp 40.
  The inside of each cell is (or once was) padded, including 
  the inner surface of the door, to prevent those within from 
  hurting themselves. Only the metal viewing window is 
  uncovered. The Seekers have long since stopped caring 
  about the state of the rooms, and have the Healing Hands 
  enter to feed, clean and empty the chamber pots once per 
  day. Occasionally the inmates are taken to the ablutions 
  area in the Hall of the Lost (area 8) but only if they are co-
  operative. More often that are ‘cleaned up’ after sessions 
  in the The Questioning (area 26). 
  24a) The inside of this room is covered in padded material, it’s 
  off-white cloth faded and stained in places. Lying motionless 
  in the centre is a ragged looking man, unkempt beard and 
  hair a bedraggled mess. He lies unmoving, his eyes open but 
  unseeing. Only the rise and fall of his chest suggests that he 
  still lives. 
  Characters that played through Ignorance is Bliss might 
  recognise the catatonic state as that similar to (and in fact 
  is) that of the ‘blank’s created by the Memory Thief. Of 
  course the state is pretty much indistinguishable from 
  any other catatonia, so they may not make the connection. 
  The Seekers picked up the ‘blank’ after the Memory 
  Thief attack, and have not succeeded in obtaining any 
  useful information from him.   
  24b) Inside this padded cell is a middle aged woman curled up 
  in the back corner, garbed in ostentatious yellow robes sewn 
  with arcane symbols. Her long black hair is a mess of tangled 
  braids. She weeps and whispers, repeating the same words - “I 
  can see them, they are coming”.    
  This is Mistress Jasmine, a ‘seer’ who plies her – mostly 
  fake - trade in a tent in the Grand Market (See Campaign 
  Guide and the introduction – Dark Visions – of this 
  adventure). While Jasmine’s prophesies and predictions 
  are usually fraudulent, she does (or rather did) have 
  some small talent. Armed with the stolen book (detailed 
  in the Dark Vision chapter earlier) she actually managed 
  to get a future vision of the city – which was overrun with 
  aberrant creatures from another place or dimension. It is 
  the same vision granted to the NPC while travelling in 
  Difficult Circumstances, and if the PCs can convince her 
  to discuss it (see below), matches one of the paintings in 
  Phineus’ art journal in Ignorance is Bliss.         
  Jasmine is traumatised, and the experience with the 
  vision has destroyed the little talent she actually 
  possessed. She has also been roughly questioned by 
  the Seekers, and is in shock. PCs might be able to coax 
  her into coherence with soft words and treatment, and 
  a DC 18 Diplomacy. She admits to buying the book 
  from the librarian in the Faculty of Arcana in order to 
  research for a more ‘authentic’ performance. She can 
  describe the vision as “seeing the city, though it was 
  abstractly warped and twisted, under a kaleidoscopic, 
  swirling sky, being overrun by indescribable monsters of 
  amorphous shapes, tentacles and teeth. These creatures 
  were devouring the citizens in the streets”. The memory 
  renews her melancholia, and she becomes reluctant to 
  converse further or dwell on details. In truth she has very 
  little else to offer. 
  24c) You hear muffled laughing as you approach this door. 
  Within you see an emaciated, bald man with scratched and 
  marred skin. He is giggling and drooling, and scratching at 
  the bare stone walls with a metal spoon. The walls are covered 
  in these carvings, and you can just make them out in the light 
  through the window. It’s the same phrase over and over – 
  “Leave the Silver” 
  
  45
  The inmate of this cell is one of the Echo’s drug addled 
  burn outs, though he’s long succumbed to the madness 
  surrounding the Machine parts. He has been here a 
  long time – he was in possession of the Crystal Artefact 
  when the Seekers found it, and him. Though he’s been 
  ‘questioned’ many times he is simply too far gone to 
  provide any useful information. He’s in a dissociative 
  state and he no longer has much sense of self. He doesn’t 
  have a name and doesn’t seem to feel pain or much of 
  anything. He can focus on individuals if being spoken 
  to, but doesn’t converse, instead repeating “Leave the 
  Silver” like a mantra, or instructions “must leave the 
  silver she says”, “The silver must stay”, “can’t touch 
  the silver, must leave it”. He will become passive if 
  physically handled, but if left alone he will continue 
  obsessing about the silver and carving it onto surfaces. 
  “She” refers to the Echo, but he will not (or cannot 
  elaborate) beyond “she” – he doesn’t even realize he’s 
  saying it. The Silver refers to a fragment memory he has 
  – the last memory he has, of being instructed concerning 
  a silver stockpile the Echo has. She is aware of Damien’s 
  discovery of protective runes, and that silver is required, 
  and is taking steps to reduce the volume of silver in the 
  city to limit such spells. As well as her part in engineering 
  the occupation of Silverton (see Adventure 5 Seeking 
  Silver), she is actively removing as much silver from the 
  city’s economy as she can (without drawing too much 
  attention) and stockpiling it in secret (see the Campaign 
  Guide 2 expansion).      
  24d) Drawing back the viewing window you see a familiar 
  face beyond. Thaddeus is here, partially restrained in a straight 
  jacket that is wet with spatters of fresh blood. He’s managed to 
  free one arm, and is rhythmically dabbing blood from scratches 
  on his face and neck and drawing strange characters and 
  symbols on the padding of the floor and walls. The entire inner 
  surfaces he can reach are covered in the gruesome red brown 
  sigils. As you begin to call out you notice his face is slack, and 
  his eyes are a solid white, lacking irises or pupils.
  Thaddeus is a trance state brought on by a vision from 
  Rhion Barakar. Though the PCs have never witnessed 
  it before, this is also how he produces his prophetic 
  paintings. The trance state will last until he finishes, 
  which - if uninterrupted - will be another ½ hour or so, 
  scratching himself deeply to access more blood as the 
  wounds clot. If he is stopped or restrained, he will sit 
  passively until able to continue. He is using his blood 
  because there are no other mediums available. If given 
  paint or ink he will switch to those until finished or they 
  run out. Once his trance ends he becomes himself again, 
  though his easy smile is gone and he is very shaken by 
  both the direction of Rhion’s recent divine messages and 
  his rough treatment at the hands of the Seekers. Already 
  high strung, he is not coping well.       
  24e) You can hear soft sobbing from within as you reach the 
  door. Through the viewport you see a small, thin man with 
  unkempt hair curled in a corner. At your approach he moans 
  "Just leave me alone". The voice is vaguely familiar. 
  The man in the cell is Barret, the gambler from the 
  Sleeping Dog tavern (see Difficult Circumstances). The 
  Seekers retraced Therric's steps after those events and 
  found the Barret. The sly man has managed to avoid 
  revealing much about his connection to the Machine 
  or relative immortality, though the weeks in captivity 
  have been gruelling for him. The Seekers are convinced 
  (rightly) that he knows something, and he is very close 
  to breaking under torture and use of the Machine part.
  Barret can tell them the Seeker's questions have been 
  concerned with finding the soul of the dead god Aether 
  and something called The Machine. He will claim he 
  doesn't know exactly why he's here but he suspects 
  it has to do with the events at the tavern and the Ring 
  they removed. He also claims to not really know what 
  happened after they parted ways. Given that he was 
  killed by ambush and then picked up by the Seekers 
  just after his 'resurrection' none of this is untrue, though 
  it skirts a fine line (Barret has played this game for 300 
  years and is very good at it).
  If the PCs press he plays innocent, feigns mental 
  breakdown and even outright defiance at the last - after 
  all the PCs are hardly going to do worse to him than the 
  Seekers have. If the PCs confront him with Ranark's notes 
  he shrugs and states he doesn't really understand why he 
  seems to be immortal. At 300 years old, witness to Deicide, 
  and survivor of countless torturous resurrections the PCs 
  cannot persuade, trick or intimidate him into revealing 
  anything. Even charmed he holds his secrets back from 
  'friends'. Short of mind reading magic he simple wont 
  cooperate. Anyone that successfully uses mind reading 
  magic will be subject to 300 years of horrendously 
  jumbled information and images, and gains nothing 
  from the experience other than he is over 300 years old.
  
  46
  There are only two things that will make Barret talk. 
  The imminent completion of the portal to R'lyeh (which 
  he fears more than anything else) or being confronted 
  unequivocally with the truth of his identity - both of 
  which will occur in later adventures.    
       
  24f-g) These rooms are empty, with their padding in a 
  state of disrepair. However, at the GM’s discretion they 
  might each contain an appropriate NPC if the previous 
  game play dictates. For example, if Wilton survives from 
  the party, the Seekers may have him in custody here.  
  Area 25 – Cell Block
  This narrow hallway is lit by torches near the intersections 
  leaving much of it in darkness. Several cell style doors are set 
  into the north wall, iron banded with view ports and heavy 
  locks built in. 
  Each cell is a plain 10 by 10 room of blank stone, with 
  a straw pallet and waste bucket. The sturdy doors are 
  resistant to being forced (DC 25 Disable Device to unlock 
  or Strength check to burst, Hardness 5, Hp 40). The 
  Seeker Enforcers at area 28 have keys to the cells (as does 
  High Inquisitor Ranark). The cells are empty (except 
  'a' see below), though the GM could conceivably have 
  prisoners here if the story calls for it, and if the PCs are 
  captured in the complex this is where they will be held. 
  Unless the PCs were able to intervene earlier, Triast 
  is in cell 'a'. As previously described he has fallen out 
  with Ranark, and has been charged with mutiny. 
  Triast is in moral crisis. Always dedicated to the cause 
  of the Seekers, he finds himself at odds with how the 
  organization is being directed by his superiors. As an 
  infernal organization, following the established order 
  and obeying the chain of command are the highest 
  principles behind carry out Asmodeus’ will. Triast is 
  in crisis because he believes these ideals are in conflict, 
  and despite not being overly devout, he believes in the 
  mission of the Seekers (see the Campaign Guide for more 
  information on Triast).
  Redeeming Triast
  This is the moment where the PCs have their greatest 
  opportunity to redeem Triast if they are so inclined. 
  Though he is not of a mind to betray the Seekers or turn 
  on them outright, his disillusionment can be exploited to 
  break with them, and potentially become an ally in later 
  adventures. How this process occurs is up to the GM, but 
  should be approached organically. A strong roleplayed 
  argument by the players should be allowed to push the 
  narrative, though past dealings with Triast should have 
  influence also. Characters that have built up a level of 
  respect will be more influential than those with a history 
  of acrimony. 
  If the GM wants to conduct it as a skill challenge, it could 
  be represented by the following;
  A DC 22 Diplomacy check is required, though the DC can 
  be lowered to 20 with a strong role-played case (appealing 
  to his sense of responsibility, duty or order, or arguing 
  that the Seekers current course harms order, is against 
  their mandate or falls under magical malfeasance). The 
  PCs can apply the following (stacking) circumstance 
  bonuses/penalties to the roll, ignoring those which are 
  clearly mutually exclusive or not applicable;
  • 
  Standing up to the Seekers in Difficult Circumstances 
  +1
  • 
  Capitulating to the Seekers in Difficult Circumstances 
  -1
  • 
  Using the law to negotiate for Cannus the Shopkeeper 
  in A Simple Job +1
  • 
  Siding (or appearing to side with) Triast at the climax 
  of Ignorance is Bliss +1
  • 
  Siding (or appearing to side with) Damien at the 
  climax of Ignorance is Bliss -1
  • 
  Taking the time to respectfully converse with Triast 
  in the aftermath of Ignorance is Bliss +1
  • 
  Destroying the Spirit Mist in From the Ashes +1 
  • 
  Clearing out the Dark Folk and Lonely One in From 
  the Ashes +1
  • 
  Intervening and stopping the ritual at the Clayver 
  mansion in Chapter 4 +1 
  • 
  Killing any Seekers along the adventures to this 
  point -1 (-2 if they have slain 10+)
    
  If the PCs fail to convince Triast, he becomes defensive 
  and defiantly obstinate, opting to stay in his cell and 
  face ‘due process’ as is expected of a Seeker. He will 
  offer no information of use, and in fact begin to raise 
  the alarm if the PCs presence is not already known to 
  the Seekers. If the PCs have opened his cell he will try 
  to fight (unarmed) and/or run for reinforcements. If 
  required Triast's statistics can be found in the Campaign 
  Guide and/or Ignorance is Bliss.
  
  47
  If the PCs succeed, he will reluctantly admit that the 
  Seekers have lost their way under the current leadership. 
  He will disclose the location of Thaddeus and the 
  other ‘subjects’ (Area 24) and the existence of the body 
  of Aether (Area 29) and the actions and effects on The 
  Healing Hands, and the experiments being conducted 
  (Area 27). If released he will not accompany the PCs or 
  further betray the Seekers, but will leave via the stairs in 
  Area 1 and report the misconduct of the Seekers to the 
  Watch. He will state his intention to the PCs. This will 
  take a few hours to accomplish, and he will be arrested. 
  The Watch will arrive 2-4 hours after he departs (see 
  Chapter 8 Jurisprudence).
  Area 26 – ‘The Questioning’
  This massive chamber is split into two distinctive sections, 
  lit by braziers, torches and the occasional luminescent object 
  to the north. The northern section resembles some sort of 
  laboratory, while the southern section more closely resembles 
  a torture chamber. 
  A huge throne-like contraption dominates the center of the 
  southern section, facing north, with the dizzying number 
  of straps, restraints and locks an indicator that those seated 
  on it are reluctant participants. It also has a strange hinged 
  framework that appears to swing in to encapsulate a seated 
  individuals’ head, though no obvious torture devices are 
  attached to it at present. 
  Nearby the throne are several seats arranged almost as if for an 
  audience, and a scribe’s desk sits to one side. A metal topped 
  table rests against the east wall, its surface covered in wicked 
  implements that seem more appropriate to a surgery.     
  This is where the Seekers question those they feel may 
  be able to provide useful information. Most of the 
  equipment, including the ‘throne’ has been ‘borrowed’ 
  from the hospital above, but there is little doubt that it 
  serves to restrain, intimidate and facilitate actual torture 
  when the need arises. 
  The hinged framework is designed to enclose a subject’s 
  head closely, and has a clasp that telescopes incrementally 
  closer as a wheel is turned. The clasp is empty at the 
  moment. 
  The clasp is actually designed to hold the Crystal  Machine 
  Artefact, currently found in Area 22. The Seekers have 
  discovered that several needle-like protrusions on one 
  side of the Crystal Artefact can actually easily penetrate 
  flesh and bone without leaving an injury, generating both 
  a hallucinogenic and compliant mental state when thrust 
  into a subject’s brain. The deeper the needles penetrate, 
  the more powerful the effect. When the needles are 
  removed there is no wound, and the subject appears 
  physically unharmed. Long term side effects have not yet 
  been charted, but are part of the ongoing study (see area 
  27 below). It is a horrific experience for the subject, and a 
  most effective method of torture.
  Searching the table the PCs can discover a range of 
  surgical implements including saws, scalpels, syringes, 
  clamps and all manner of other tools. They look sharp, 
  clean and well cared for.
  The scribes desk is clear, but in its storage compartment 
  under the lift-top it has stacks of neatly arranged 
  parchment, a half dozen vials of ink, spare quills, blotting 
  sand, candles etc. The contents are immaculately ordered. 
  Area 27 – The Chamber of Horrors
  The northern portion of the huge chamber is given over to an 
  eclectic laboratory filled with vats, glass cases, bottles, jars, 
  jugs and cages. While many of the vessels are empty, or filled 
  only with liquids, most have mutated creatures or grotesque 
  lumps of unidentifiable flesh suspended in fluid. Several of the 
  oddities glow with an inner luminescence of wan, sickly light, 
  and occasionally one pulses, though whether through choice or 
  some reflexive action you couldn’t be sure. The metallic tang of 
  blood and the acrid waft of chemicals are powerful here.
  Toward the eastern wall the room widens to incorporate a 
  chute, the floor angled and polished to ease passage, ending in 
  a pit that disappears into darkness, 
  The northern end of the room opens up into what can only be 
  described as a surgical theatre, a large metal table supporting a 
  corpse of an older male, its skull partially removed in autopsy. 
  The smell of blood is stronger here. A misshapen man in a blood 
  splattered apron removes organs and viscera into buckets, his 
  back turned to you. Intent on his work he doesn’t appear to 
  have heard your approach. 
  The ‘man’ is in fact not a man at all. It once might have 
  been, but years of experimentation by The Doctor (see 
  area 29) in order to improve 'his servant' has left it more 
  monster than man. The Doctor has been infusing the 
  servant with various distillations from his harvesting and 
  
  48
  experimentation, as well as grafting various cultivated 
  flesh to it, leaving the strong, servile creature to carry 
  out the menial tasks whilst he ‘perfects’ his work. The 
  Servant is effectively a Flesh Golem, though not crafted 
  through the traditional means. It is also close to deaf, 
  so only moving into his line of sight, touching him or 
  making a huge amount of noise (such as destroying vats 
  etc) will get his attention. If the PCs choose to attack he 
  will be automatically surprised. Once he sees the PCs he 
  attacks on sight. 
  The Servant - Flesh Golem - Hp - 79
  The surgical area is clean, but splatters and residues still 
  linger despite the efforts. Aside from the metal table, there 
  are racks of tools, barrels of water and caustic chemicals 
  (1d4 points of acid damage per contact to bare flesh) tools 
  for cleaning (mops, brooms, buckets, rags etc), hangers 
  with coats, aprons, gloves and the like. 
  In the north west corner, almost inconspicuously, is a 
  small table and chair. On it is a leather binder with all 
  manner of odd pages inserted into it. This is The Doctor’s 
  Journal, and contains hundreds of pages of records, 
  diagrams, experiments and formulas. 
  Everything of consequence about the complex is in this 
  book, including:
  • 
  Ancient entries of early experimentation on the body 
  of Aether
  • 
  the development of the Aether drug
  • 
  the experiments (both successful and failed) in this 
  room
  • 
  the failing health of the Healing Hands acolytes (and 
  the Guildmaster), the coming of the Seekers,
  • 
  the capture and questioning of the subjects in area 
  24, and the methods used (the Crystal Artefact, and 
  the storage of the other Artefacts)
  • 
  discussions on the odd mutations in the infernal 
  veins, the theory they are ‘drawn’ to Aether and the 
  Machine Parts, and the efforts to use them to create 
  ‘life’ in the Garden (area 10). 
  The journal is by far the most incriminating evidence of 
  wrongdoing in the entire complex, and it is documented 
  in a neat, orderly and intuitive fashion, in prose that 
  is matter of fact and devoid of emotion despite the 
  overwhelming atrocities recorded within. If turned 
  over to the Watch and used as evidence in the Trial it 
  is even more damning than the evidence in the High 
  Seeker’s office. If introduced at Trial all the PCs checks 
  gain a +5 bonus circumstance bonus. However, there is a 
  catch. Within the book are the formulas for all manner of 
  mundane and magical items found within the complex 
  here, as well as a few spells (See New Magic Items 
  page 63). The problem is it will take months of study to 
  learn, and despite its flimsy looking construction, the 
  binder is a single item that must be literally torn apart to 
  remove these sections. The tampering would be obvious 
  to anyone inspecting the remnants, and the confusing 
  jumble of disorganized notes would be far less effective 
  as evidence (and far easier to discredit, citing obvious 
  tampering) in parts.      
  The corpse on the surgical table is recognizable as Theric 
  the trapper if any of the PCs participated in Difficult 
  Circumstances. No matter the outcome of the adventure, 
  Theric - or his corpse - ended up here at the hands of the 
  Seekers. If alive at the time, he recently passed away under 
  Questioning (area 26). If dead, his body was preserved in 
  the vats until the Doctor had learned enough to believe 
  his autopsy was valuable. An examination of the corpse 
  by anyone with the Medicine skill (no roll required) 
  shows numerous tumours in his brain, which are noted 
  in the Doctor’s notes (see above). The servant was in the 
  process of ‘cleaning up’ which involves throwing the 
  corpse and all its excised parts into the chute.
  The chute itself drops away 110 feet to Area 39 below. 
  A DC 18 Perception check allows the PCs to detect the 
  vague scent of salt and distant sound of lapping water 
  emanating from below.   
  The middle section of the chamber is given over to a 
  jumble of containers that hold various experiments 
  conducted on Aether’s flesh and fluids, the Infernal roots, 
  and the various effects of the former on living creatures. 
  A few of the containers are cages or terrariums that hold 
  (currently) living creatures mutated in some way, and 
  any PCs that have ranks in the Knowledge (nature) skill 
  can identify creatures that used to be known species of 
  lizards, fish and mammals (rabbits, rats, cats), though 
  these are now grotesque, misshapen and pain-maddened 
  mutations of their former selves. If they are able to interact 
  at all (some just lie and draw shuddering breaths), they 
  are instinctively violent, wildly attacking anything that 
  comes close (limited combat danger, dealing 1 point of 
  piercing or slashing damage to anyone foolish enough to 
  
  49
  extend a hand). The remainder of the samples are strange 
  fleshy growths suspended in various liquids, most inert, 
  but a few occasionally pulsing or twitching. Several 
  resemble anatomical parts – hands, feet, heads – but none 
  are fully human.
  Area 28 – The Doors 
  The end of this corridor is blocked by a set of massive iron doors, 
  their surfaces carved in intricate bas-relief of an androgynous 
  deific figure rising from the ashes of a shattered city. The 
  doors are impressively detailed, and have a palpable sense of 
  antiquity to them, as if they were crafted long before time itself. 
  They seem oddly out of place in this dismal complex.
  The doors were crafted hundreds of years ago, by an 
  artisan in the group that sequestered his body here after 
  the cataclysm - what eventually became the Guild of 
  Peace and Healing. When first brought here, the acolytes 
  revered Aether, even after his actions, and sought a way 
  to revive him. Over the centuries that gave way to the 
  twisted cannibalistic practices that now bring the guild 
  undone. 
  The doors swing both ways easily at a touch.
  Just to the side of the doors is a small room. Once 
  an antechamber for religious iconography such as 
  vestments, censures and other religious apparatus, it 
  now serves as a guard room. There is a table and chairs, 
  and mostly empty shelves line the walls (what is there 
  are mundane items – cards, dice and games, cups and 
  jugs, torches etc). There are 2 Seeker Enforcers here at 
  all times. They carry keys to the Cells (area 25) and will 
  challenge anyone seeking to enter Area 29).
  Area 29 – The God Chamber
  This domed chamber is almost perfectly hemispherical, the peak 
  of the ceiling reaching 20 feet in height. It is lit with massive 
  braziers set around the walls, the dancing flames revealing 
  once fine murals now faded, chipped and peeling. Below these 
  crumbling walls are piles of mouldering cushions, acolytes of 
  the Healing Hands sprawled languidly on them, most dazed 
  and sluggish.
  The north and west walls are overtaken with a knotted mass 
  of the grey roots that you’ve seen elsewhere in the complex. 
  These are bulbous, twisted and in some places split, leaking a 
  greyish liquid that has pooled onto the floor in large puddles. 
  The tendrils reach across the floor, seemingly seeking contact 
  with the being at the centre of all this.    
  The centre of the room is dominated by a sight that fills you 
  with both awe and disgust in equal measure. Atop a stone 
  bier is the recumbent body of a man, tall and majestic, even 
  in his current state. His bronze skin is sallow, his golden hair 
  snarled, and his flesh carved and missing in places, revealing 
  bone and internal organs. His lower left leg is missing. The 
  waft of rot emanates from the corpse. And yet, for all its gore 
  and decay, you are in no doubt the being is beyond mortal. 
  An aura extends from it, even in death, clearly proclaiming its 
  divine lineage. The corpse is that of a God, you have no doubt. 
  Aether, the Mad God lies before you (read this only if they have 
  gleaned appropriate information to know of Aether).
  Next to the bier is an alchemical apparatus, with tubes running 
  from it to the corpse. Fluids slowly ooze through the lines, and 
  several glass tubes, beakers and alembic seem to be diluting, 
  distilling or mixing the substances. A man in a white coat and 
  apron works furiously over the system, making deft changes 
  and subtle shifts in order to manage the process.  
  The man is known only as ‘the Doctor’, the driving 
  force behind the accelerated experimentation and drug 
  use in the Healing Hands. Once an acolyte dedicated 
  to medicine, he has become a dispassionate research 
  scientist bent on extracting divine secrets for the god’s 
  corpse and putting them to practical; use. He will not 
  abide interlopers, and will defend his experiments with 
  his considerable skills and substances. The acolytes in 
  the room serve as assistants/subjects (less extreme that 
  the Servant in area 27), and will aid in his defence. His 
  statistics can be found in the NPC gallery on page 68. 
  There is also one Seeker Inquisitor present at all times.
  The Doctor - Hp - 43
  The Acolytes (Aether affected) - Hp - 30
  Seeker Inquisitor - Hp - 51
  Aether’s remains are in a pretty sorry state, one that 
  does not really befit a god. Close inspection reveals 
  considerable surgical invasion, including vivisection. It 
  appears to slowly regenerate damage (cuts and wounds 
  close) but not replace wholesale loss, so the removed 
  organs and leg do not regrow. With the removal of 
  organs there is some blood and fluid seepage which 
  
  50
  degrades, causing both the rotting smell and a level 
  of tissue necrosis where the seepage occurs. The body 
  regenerates blood and fluids. Aether is clearly dead, but 
  at the same time the corpse retains vestiges of life, and 
  vestiges of divinity  
  The alchemical processes are extremely complex, and 
  without a deep understanding of the process (such 
  as years of practical study or weeks with the Doctor’s 
  Journal) it is too convoluted to follow. Tubes enter and 
  exit the corpse. Some are ‘taps’ that siphon off pure blood 
  or cranial fluid from the source, but others seem to carry 
  liquids into or through the body, either generating effects 
  in the tissues via injection (that are then harvested) or 
  infusing the liquid somehow so that as it exits the liquid 
  has differing properties than when it entered. Only the 
  Doctor himself really understands these processes.     
  The alchemical apparatus appears to collect pure 
  samples, and either generate, distill or mix others. It is an 
  ongoing process that can be increased or slowed based 
  on changes in the configuration, but never really stops. 
  The Doctor manages the more complex operations, and 
  either the servant or acolytes take over temporarily 
  when the Doctor has other duties such as experiments 
  or questioning (as he no longer needs to sleep or eat, 
  thanks to his ‘breakthroughs’). If left untended for more 
  than an hour the apparatus fails, either bursting under 
  unrelieved pressure or being blocked by congealing 
  substances.
  A shelf on the lower apparatus contains hundreds 
  of vials of samples and finished products. A DC 22 
  Knowledge (arcana) check can determine the pure 
  samples and experimental compounds from the finished 
  products, and that some of the finished products are 
  
  51
  effectively enchanted ‘potions’. Along with the samples 
  and ingredients, there are 12 vials of the ‘Aether’ drug 
  (which boosts spellcasting effectiveness), as well as 
  potions that simulate healing, or physical or mental 
  boosting properties.
  Aether
  Type drug (imbibed); Addiction moderate, Fortitude 
  DC 16, Effect 1 hour; all spells are empowered (as the 
  meta-magic feat), Effect 1d4 hours; user must make a 
  caster check to cast spells, DC 15 +spell level, Damage 1 
  Wisdom damage.
  There are also 1d4 of each of the following 'potions' 
  which are all at caster level 10;
  • 
  potion of cure serious wounds (3d8+10)
  • 
  potion of bull's strength (+4 Str for 10 mins) 
  • 
  potion of bears endurance (+4 Con for 10 mins)
  • 
  potion of fox's cunning (+4 Int for 10 mins)
  • 
  potion of eagles splendor (+4 Cha for 10 mins)  
  The main issue – aside from the moral and ethical 
  implications of substances essentially derived from godly 
  biological sampling – is that the corruption in Aether goes 
  to the very core. Anyone partaking of these substances 
  opens themselves up to the influences of R’lyeh and the 
  unfathomable madness of that realm. Anyone drinking 
  these drugs or ‘potions’ must make a DC 16 Will saving 
  throw or contract a temporary form of madness (see 
  Afflictions in the GameMastery Guide) and permanently 
  lose 1 point of Wisdom. Each time a substance is used, a 
  new saving throw must be made. 5 failures total results 
  in permanent madness, which is essentially why the 
  Healing Hands acolytes (and Guildmaster) are all failing 
  with the more widespread use of the Aether Drug.
  If the PCs are so inclined Aether’s body can be ‘killed’ 
  (ie no longer regenerate) by massive damage and 
  dismemberment or beheading. The regeneration is slow 
  (1 hp per hour) and if the body is dealt more than 100 
  points of damage it will cease to function. Anything 
  amputated also fails, and beheading renders the whole 
  body inert. It is because of this precarious balance that 
  the experiments and substance production are slow 
  and exacting, and why there aren’t huge stockpiles of 
  drugs and potions. The Doctor (rightly) fears ’killing’ his 
  source.
  The Sea Caves
  The Sea Cave below the Sanitarium is a small cavern at 
  the end of one arm of what is an extensive and elaborate 
  series of passages at or below water level. In some cases 
  (such as this one) the network can be traversed without 
  submerging, but that is not generally the norm. No one 
  knows the full extent of the complex, and getting from 
  here to the coast involves navigating the pitch black, 
  maze-like warrens full of dead ends, switch backs and 
  jagged rock formations that threatened to tear the hull 
  out of any vessel.
  This cave complex is dark except for any light sources 
  the PCs bring, with the exception that there are small 
  shafts of light extending down from above at area 31, 
  area 36 and area 39. These are faint and do not illuminate 
  the caves at all, merely indicate the presence of openings 
  high above. 
  The heights are as marked on the map, or described in 
  each section, but the height of the main cavern is around 
  80 feet, with about 10 feet of rock between the cave 
  ceiling and the Sanitarium lowest floor. The pool in the 
  cavern is 40 feet deep at its deepest point (see individual 
  areas for variations). 
    
  Area 30 – The Ledge               
  This rocky shelf stretches east and west, and overlooks a drop 
  to the waterline to the north. To the east is a waterfall, while 
  to the west the shelf descends to the waterline. The remnants 
  of a broken jetty jut out toward the north, over the shattered 
  remains of a skiff, and a natural stone ramp ascends to the 
  south. 
  The door at the top of the ramp (connects to area 1b 
  above) is locked with a reasonable quality lock built 
  into the door itself (DC 25 Disable Device to unlock or 
  Strength check to burst, DR 5 Hp 40).
  Before the door is a glyph of warding set to keep intruders 
  or creatures from below out. The glyph deals sonic 
  damage (5d8, Reflex DC 17), and when detonates creates 
  a significant noise, alerting anyone in the adjacent areas. 
  At the base of the ramp is another glyph of warding, set in 
  the same manner as above, but generating Fire damage.
  The outer landing of area 32 can be seen from the edge 
  
  52
  of the waterfall, but the freshwater river is driving 
  it with a strong current. Trying to swim against the 
  current requires a DC 18 Swim check. Failure indicates 
  the individual is carried over the waterfall and dropped 
  50 feet to the pool below. While the fall won't likely kill 
  them due to dropping into water, the Sharks (area 39) 
  will be attracted to the fall. 
  The western end slopes gently down to a sand and shale 
  beach at the water level.
  The jetty starts at a height of 50 feet above the waterline 
  and angles downward. It used to level off at around 10 
  feet above the waterline to accommodate the skiff, but 
  the jetty was shattered by falling rock from an earthquake 
  long ago. It now extends outward for 10 feet before 
  ending abruptly 40 feet above the waterline (which is a 
  20 foot drop to the bow of the shattered skiff - area 33) 
  Area 31 – The River      
  A powerful torrent rushes past, the opaque water spraying up 
  over partially submerged rocks and against the tunnel walls 
  The river is over 10 feet deep in the centre, becoming 
  around 3 feet deep at the edges. The ceiling of the river 
  tunnel is about 10 feet from the water’s surface. The 
  current is strong, and moving through it requires a DC 
  18 Swim check. Failure carries the character downstream 
  towards area 30. They have one chance to hurl themselves 
  to one of the banks just before the waterfall, with a 
  successful DC 16 Strength check, or be carried over (see 
  area 30 above).
  At the marked point there is a hole in the ceiling, 10 feet 
  above the water’s surface, up to the well (area 23). The 
  well travels through the rock for about 20 feet before 
  reaching the fl oor above.   
  30
  31
  32
  33
  34
  35
  36
  37
  37a
  38
  39
  40
  Ђ
  Ђ
  0'
  -30'
  -80'
  
  53
  The landing before area 32 is only a foot or so above the 
  river’s surface.
  Area 32 – The Final Rest
  This short stone passage ends in a cavern filled with mushrooms 
  and fungi. The air is thick with spores and the rich earthy 
  smell of mildew. A humanoid skeleton lied partially concealed 
  amongst the plant life.
  When the Aboleth (Area 37) was drawn to the caves 
  several years ago due to the strange magical emanations, 
  and the root growth, it brought with it several servitor 
  creatures. Included among those was one noble Triton 
  warrior named Eanom (Ee-an-om) from a clan that 
  dwells off the coast of Anduria. Eanom eventually was 
  able to free himself from the Aboleth’s control and flee, 
  but was savaged by the sharks at area 39, and retreated. 
  Mortally wounded, he climbed the cliff, then tried to 
  swim the river to freedom. Failing utterly, his strength 
  spent, he crawled into this cave and expired. This was 
  about a year ago.
  Eanom’s corpse can be identified as a Triton by a DC 16 
  Knowledge (nature) check with the lighter bones and 
  lower leg structure designed as fins rather than feet. He 
  has an ornate pink coral signet ring, carved with very 
  distinctive crab and wave designs (worth 50gp) and a 
  razor sharp shell dagger (has the fragile property) among 
  the mouldering remnants of shark and seal skin clothes. 
  Eanom’s Trident was lost in the climb (see area 39). While 
  the trinkets might be worth a few coins, their real value 
  is in returning them to the Triton Clan (See the side trek 
  Beneath the Waves in the Campaign Guide 2).
  Area 33 - Sunken Skiff
  The wreck of a single-masted ship lies submerged in the 
  water here, its bow angled upward while its shattered stern 
  disappeared beneath the surface. The wood is twisted and heavy 
  with water and rot. Lashed to the bow is an upturned rowboat. 
  Once the vessel of a nobleman and smuggler that built 
  the Sanitarium (which itself was originally a manor 
  house), this ship lay undisturbed for centuries. When 
  an earthquake struck the area, dislodged rocks smashed 
  through the rotten wood of the ship like it was paper, 
  holing and sinking the vessel. As its hold filled with water 
  and it submerged, it hit a rock shelf in its middle, forcing 
  the bow upward while the stern sunk. It has remained 
  here ever since. The wood is very rotten, and characters 
  setting foot on the boat cause it to rapidly crush and 
  then splinter, triggering a total collapse within a few 
  minutes and the weight of the wood pulls it apart. The 
  rowboat (which seats up to 6 medium sized creatures) 
  has fared better, and will hold together, though it leaks 
  and constant bailing will be required by one or more 
  characters to keep it afloat. The rowboat has no oars 
  however (though an intact set can be found in area 34).
  The wreck has nothing of interest other than the rowboat, 
  time and water claiming everything it once held.    
  Area 34 – Supply Cove
  Ancient crates, lockers and barrels lie scattered here, rotten, 
  broken and half buried in the gritty sand of this alcove. Nearby 
  the rocky shelf angles down to the waterline, the dark waters 
  lapping against the stone. A gouge across the stone and shale 
  indicates something heavy was dragged across to the water at 
  some stage. 
  The supply cove held various supplies for the smuggling 
  ship. These are now all time and mould affected, and most 
  are useless. Searching amongst the various remnants the 
  PCs can make out old rope, sail canvas, wooden fixtures, 
  crates of rusted iron nails and blots, tools, cracked pots 
  with tar residue etc. There are a dozen oars, though only 
  3 remain intact, the others crumbling to the touch. 
  A DC 18 Perception check will uncover a small 
  hermetically sealed clay box wrapped in a perished seal 
  skin. The rusted iron hinges shatter as it is opened, but the 
  contents are perfectly preserved. Inside are 6 unlabelled, 
  sealed clay vials (containing 3 potions of water breathing 
  (CL 6th), 2 potions of water walking (CL 6th), and a potion 
  of cure serious wounds (CL 6th)), and a mithral scroll case 
  (100gp) containing scrolls of endure elements (CL 6th) and 
  track ship (Cl 6th)       
  The drag marks can be inspected, and with either a DC 18 
  Perception or Survival check, characters can discern that 
  a large, heavy metal object (there are traces of bronze in 
  the scrapings) was dragged by a large or several smaller 
  tentacled creatures. 
  Area 35 – The Altar to Dagon
  Several rocks pierce the dark waters of the cave here, jutting up 
  in thin jagged spikes almost like claws or teeth.
  
  54
  The water varies from 10 to 20 feet deep here around 
  the natural rocky spikes. A colony of four Devilfish lair 
  in and amongst the rocks. They are content to scavenge 
  discarded flesh and detritus while avoiding the more 
  powerful creatures in the area, but will viciously attack 
  anything that wanders into their territory.  
  Devilfish (4) - Hp - 42
  Submerged in the centre of the stone pillars, 20 feet 
  down, is a bronze and obsidian idol depicting an aquatic 
  being with characteristics of both fish and man. Unlike 
  the classic men-man description, this figure includes a 
  piscean tail, tentacle-like arms and a single large eye in 
  the centre of its fish-like head. The depiction is that of 
  Dagon, a figure of both Lovecraftian and D&D lore, being 
  a demon prince in the latter. The idol is several feet tall,  
  weighs in at 400lbs and is not magical. Originally the idol 
  served the smuggler as an offering point to Dagon before 
  a journey in area 34, but with the coming of the devilfish 
  they pulled it into the water to be closer to their lord’s 
  visage. If it could be retrieved and sold, the idol is worth 
  500gp for its religious and historical significance. 
  If combat occurs here, it will draw the Shark Frenzy from 
  area 39. If the PCs are engaged here the sharks attack 
  everything indiscriminately. The PCs could wound the 
  devilfish and use it as a method of diversion to draw the 
  sharks from area 39. 
  Area 36 – The Root Tangle
  A bulbous tangle of the rubbery grey roots hang from the 
  ceiling here, having burst through the rock at some point in 
  time. The roots trail in the water like twisted mangroves, and 
  you can see pale luminescent fish flit between them. Above the 
  root web, some distance into the darkness, you can make out 
  another pale light source near what you presume is the ceiling.
  The light extends down from the Garden (area 10), 
  which is 70 feet above the water level, through a jagged 
  sinkhole of stone around 10 feet deep (so 80 feet total 
  from waterline to the area above). 
  It is possible to climb the roots, though they are slippery, 
  fraught with hidden barbs and coated an a vaguely 
  acidic slime. Climbing successfully requires a DC 16 
  Climb check, but automatically deals 2d6 piercing and 
  2d6 acid damage to a climber. Armour, gloves or other 
  skin protection reduces this damage by half, but not 
  completely as the needle like thorns manage to pierce 
  seams or joins, and the ichor slowly soaks in. 
  The pale fish are actually a rather nasty form of piranha, 
  and anyone falling into the water below this root section 
  (say – from a failed climb) are attacked by hundreds of 
  the fish, automatically sustaining 1d6 piercing damage 
  each round until they are clear. Using the roots to climb 
  free subjects characters to climbing damage.
  Finally, the blood generated from either climbing or 
  piranha attack attracts the Shark Frenzy, though they 
  will not follow into areas 37 or 38 – even the sharks fear 
  the inhabitants of those caves.     
  Area 37 – The Aboleth Lair
  The passage north narrows, then widens into a large cavern. 
  From above and to the north, more of the rubbery roots have 
  pierced the stone and trail into the water. To the west the water 
  is illuminated by a pale white glow from some form of algae 
  clinging to the wall at water level. 
  The six Sahaguin servants of the Aboleth burst forth 
  from area 37a, automatically gaining surprise unless the 
  PCs have a way of piercing illusions at range (true seeing 
  or the like) or are otherwise unable to be surprised. 
  Suddenly strange fish-men with translucent skin burst forth 
  from nowhere, gnashing their fang filled maws and reaching 
  for you with wicked claws.    
  The Aboleth lets his servants soften up and try to drive 
  off intruders, but if more than half the sahaguin are 
  defeated, it takes a more direct hand in the action. 
  Aboleth - Hp - 84 
  Sahaguin (6) - Hp - 15 
  If the PCs are defeated here they are not slain. Instead 
  they are ‘infected’ by the aboleth's Mucous Cloud ability  
  (gaining water breathing but losing air breathing 
  capability) and restrained until they succumb to the 
  aboleth’s dominate monster ability (or fight their way free). 
  The Aboleth recognises the value that the PCs present as 
  slaves, even if they are slow swimmers.
  Area 37a - This areas is hidden by an illusory wall. PCs 
  can only find this area by physically trying to touch it.  
  Beyond the illusion the cavern extends deeper and further to 
  
  55
  the west, submerging almost completely below the waterline, 
  leaving only a few inches of space at ceiling level. More 
  luminescent algae sheds light here from above, fl oating up near 
  the ceiling. Against the west side there is a cluster of dozens 
  of fl oating, globby mucous pods tethered by what looks like 
  seaweed and string. Suspended within the pods are odd fl eshy 
  growths.
  Like most of the creatures here - the Aboleth has been 
  drawn to the area by the odd emanations of the artefacts, 
  Aether’s corpse and the infernal roots. Unlike most of 
  the creatures (the Phase Spider excluded) it comes with 
  a purpose. Similar to the Doctor above, it seeks to form 
  its own experiments, using the fl esh discards from areas 
  10 and 27, along with the root secretions and its own 
  mucous and magical powers. As yet it has not discovered 
  anything signifi cant, but this has not deterred it.   
  There is no treasure here. The aboleth needs nothing, 
  and accumulates nothing. 
  Area 38 – The Phase Spider Lair
  Another series of roots hang from the cieling of this fl ooded 
  cave, though these seem less congested and tangled 
  than the other clusters, each root length spread wide 
  and away from the others.
  The roots are actually held apart in a strong 
  but almost invisible spider web produced 
  by Agreshegic (ag-resh-ee-jick), a 
  unique phase spider (see Bestiary 
  page 66) that has gained a 
  powerful intelligence by 
  feeding off the roots. 
  Creatures entering this area must make a DC 18 Perception 
  check to spy the webs before moving against them and 
  becomming stuck. Touching the webs sticks a creature 
  fast, conveying the entangled condition (no saving throw) 
  where the bonds are anchored (allowing no movement). 
  Breaking free requires an action to attempt a DC 18 
  Strength  or Escape Artist check. If the webs are coated 
  in phase spider blood the checks gain a +5 circumstance 
  bonus. The webs can be cleared by signifi cant damage 
  (10 points per 5 foot cleared) but implements used (such 
  as weapons) become stuck and must be freed (as above) 
  each time. The web is immune to fi re however.  
  For her part, Agreshegic is content to live here peaceably, 
  in a dream-like state hovering between the Shadow, 
  Ethereal and Material planes, but is not going to pass up 
  a free meal if creatures wander in. She might be willing 
  to talk to securely captured prey before feeding, but if 
  any characters are free, she acts to subdue or slay them 
  fi rst. 
  If the PCs do manage to get Agreshegic talking, she can 
  Area 38 – The Phase Spider Lair
  Another series of roots hang from the cieling of this fl ooded 
  cave, though these seem less congested and tangled 
  than the other clusters, each root length spread wide 
  and away from the others.
  The roots are actually held apart in a strong 
  but almost invisible spider web produced 
  by Agreshegic (ag-resh-ee-jick), a 
  unique phase spider (see Bestiary 
  page 66) that has gained a 
  powerful intelligence by 
  feeding off the roots. 
  
  56
  discuss any of the creatures in the Sea Caves, including the 
  deceased Triton in area 32. She does not enter the Seeker 
  level of the Sanitarium as the Seekers are formidable and 
  would not tolerate her presence. She knows nothing of 
  the level except the entrance (area 30).  
  If drawn into a more abstract conversation, Agreshegic  
  freely speaks of her existence, since she is both unique 
  and lonely. She knows that she is conected to a 'shadow 
  world' as well as the ethereal, and that no other spiders 
  like her are. She experiences pleasurable sensations from 
  it, and that it mirrors this world in a sense, but doesn't 
  have exactly the same physical properties. Agreshegic  
  describes it as 'soft'. She speculates that the roots might 
  extend there too, but again, not in a physical sense.   
  Agreshegic cant be befriended, as she sees the PCs as 
  interesting food. She may talk to them, but ultimately 
  cannot be dissuaded from trying to eat them. Agreshegic 
  can be fought and either killed or driven off, but in either 
  case will reappear in Adventure 6 - World In Shadow. If 
  slain here, her body melts away into shadow. 
  Agreshegic - Hp - 51
  Area 39 – Shark Frenzy
  As you approach this area you see numerous large fins breach 
  the waters here, circling and diving in constant motion. 
  Beneath the sleek sharks you see a green glow emanating from 
  what looks to be a trident made of coral. The trident lies below 
  15 feet of water and around a dozen of the apex predators. 
  There are 12 Sharks (common) here, the frenzy (group 
  noun for sharks) drawn in by the fairly constant supply 
  of fleshy offerings from area 27 above. The sharks have 
  become very territorial, and very aggressive, and will 
  attack almost anything (see below) that enters their 
  waters, including ramming and trying to capsize boats. 
  Occasionally sahaguin from area 37 come out and chase 
  them off a particular flesh morsel dropped from above, 
  but most are eaten quickly.
  The sharks will harry anything thrown in the water, 
  including anchors or grappling hooks, ensuring such 
  devices cannot be accurately used to hook the trident. 
  The sharks display no loyalty to each other, so wounded 
  sharks become fair game to the others. If enough sharks 
  are wounded or killed (at least 4-6) the rest will turn on 
  them in enough numbers that unwounded PCs might 
  slip past. Wounded PCs will still be subject to attacks. 
  The sharks can also be lured away by introducing blood 
  to other areas of the water, including area 35 and 36, but 
  they will not move if bleeding prey is on hand, and they 
  will never venture into areas 37 or 38. 
  Shark, Common (12) - Hp - 22
  The trident is a trident of fish command. It is carved from a 
  single piece of pink coral, and both detailed and unique. 
  It will instantly be recognized by the Tritons in the side 
  trek Beneath the Waves (Campaign Guide 2) as belonging 
  to Eanom, and may assist or damage relations based on 
  how the PCs choose to act.  
  Area 40 – Tunnels to the Coast
  The cavern becomes a series of tunnels that eventually 
  leads to the coast as described under Methods of Entry 
  on page 30.  
  
  57
  Chapter 8 – Jurisprudence 
  In the aftermath of the events at the Sanitarium, the 
  Watch come in force and likely simply arrest everyone 
  in the area, process them and sort them out later. The 
  standard Watch are assisted by members of the Guard 
  under special dispensation, and are accompanied by 
  several powerful mages.
  If they were not tipped off by the PCs, or Triast, they 
  were clued in by Virgil (or another Acolyte) who 
  revealed the extent of the corruption in the guild. If Virgil 
  is not directly involved in bringing the Watch, he is later 
  tracked down to act as a witness.
  The investigation, questioning and evidence processing 
  takes weeks. Luckily, the PCs are amongst the fi rst to 
  be processed as they are the least involved in the deep 
  conspiracy. They are still facing charges of criminal 
  trespass at the least, and likely assault, property damage 
  (action dependant) and possibly murder, but these are 
  suspended as the facts come to light. The PCs are treated 
  as critical witnesses instead, and placed under protective 
  custody until the trial is convened. Any PC objecting is 
  reminded that they can either be a protected witness or 
  an arrested suspect (their charges are only suspended 
  after all).  
  Given the extent, severity and potential implications 
  of the activities in the Sanitarium, all standard judicial 
  processes are suspended, and this trial brought forward. 
  The city is abuzz for weeks with gossip, rumour and 
  innuendo.    
  When the time for the trial is at hand, it is held in the 
  main council meeting room, in the very centre of the 
  Council Chamber complex. The trial is presided over 
  by full members of the council, including Lord Antony 
  Reinwald (chair), Harbin Wingate (Guild of Justice), 
  Corvin Walsh (Guild of Balance), Dame Verity Astinus 
  (Guild of Defence) and Eiria Valdorn (Explorer's Guild). 
  At this time the both the Seekers and the Guild of 
  Peace and Healing (Healing Hands) are on trial, as 
  organizations, and each of its individual members. The 
  PCs are not, but each camp’s defence councils are going 
  to try to implicate them as much as possible. 
  Any characters that have Profession (lawyer) skills now 
  have a chance to shine. These players should be told ahead 
  of time what to expect, and allowed to prepare arguments 
  and/or a defence (the players may already have done 
  so). Characters with the Profession (lawyer) skill should 
  be told that the opposing council will try to trip them 
  up, get them to inadvertently lie or confuse their own 
  testimony, or otherwise damage their credibility. While 
  the PCs aren’t on trial, if they are discredited as witnesses 
  the Seekers/Healing Hands cases are strengthened.  
  If the characters do not have the Profession (lawyer) skill 
  they may hire an advocate for the sum of 50gp per day 
  for the trial. Roll 2d4 for the number of days before the 
  PCs are brought to witness in order to determine the 
  full cost. Hiring a lawyer allows the character to reroll 1 
  roll (Charisma or Intelligence) using the barrister's skill 
  (Profession (lawyer) +8) in its place. They must take the 
  new roll even if it is worse.  
  At fi rst the PCs are brought into the court to convey their 
  story and their actions. They are brought out as a group. 
  The room is set up with the City Council on a bench 
  (presiding as judges, with the Healing Hands seat empty. 
  To one side there is a bench for the prosecutors (several 
  lawyers) and on the opposite side (but separated) are the 
  defending parties in docks. The Seekers are represented 
  by High Seeker Ranark (if he survived), ‘Primarch’ 
  Running the Trial
  The trial should be run as a montage with a few 
  scenes highlighted for character interaction. 
  The GM should in no way subject the players 
  to long and tedious hours of trial in gameplay, 
  though the trial itself is clearly long and tedious.
  As GM, if you feel your players will have no 
  interest in this purely procedural roleplaying 
  exercise, feel free to simply skip it and inform 
  them of the outcome, but they will miss an 
  opportunity of aff ect the results – particularly 
  for Triast.  
  have a chance to shine. These players should be told ahead 
  have a chance to shine. These players should be told ahead 
  
  58
  Erasmus (essentially 2IC, not present in the last chapter 
  – ostensibly ‘on mission’ elsewhere) and Triast (as 
  ranking military commander). The Healing Hands are 
  represented by Undermaster Kerval, and a couple of 
  High Acolytes. There are a large number of Watchmen 
  present, and not a few functionaries (scribes, assistants, 
  factors etc). The Court is public, and the viewing gallery 
  above is packed with hundreds of citizens.  
  The defence councillors for each group (the Healing 
  Hands have a human lawyer, but the Seekers have a full 
  blown Devil) then begin to question the PCs.
  Despite being questioned as a group, they must answer 
  individually, and the defence lawyers will go after them 
  hard. Questions will focus on the PCs lack of authority 
  to be present, acting as reckless vigilantes. The defence 
  lawyers will try to get the party to admit to knowingly 
  breaking the law and acting without authority. It is 
  essentially a character assassination to show the party 
  as unreliable at best, and dangerously biased at worst. 
  The character’s best defence is to demonstrate they are 
  working for the city’s best interests, and uncovering this 
  criminal conspiracy does just that. 
  Each PC must make an Intelligence and Charisma check, 
  with a DC of 12. They can substitute Profession (lawyer) 
  for either or both of the checks (if a PC has it). This might 
  be influenced by the reputation of the party (see Sidebar 
  on the next page).
  The Intelligence check simulates their ability to 
  successfully manage the verbal tricks the lawyers use 
  to trip them up, while the Charisma check simulates 
  how well received and influential their testimony is. 
  Given that each PC participates, the overall outcome of 
  their testimony is assessed as pass vs fail ratio - more 
  successes than failures per check per group or vice versa 
  (ie if there are 5 party members and 3 or more succeed in 
  the Intelligence Check, the party is considered to succeed 
  
  59
  overall, whereas is 3 or more failed, it is considered to be 
  an overall failure).
  Abysmal (Failed Intelligence & Charisma)   
  The PCs performance couldn’t have been worse. Not 
  only are they completely discredited as witnesses, but 
  they also fi nd themselves as pariahs, their character 
  and motives highly questionable. If using an optional 
  reputation system the GM should impose a signifi cant 
  negative impact to their reputation.
  In terms of the outcome of the trial, the prosecution 
  suffers a major setback as their position is weakened, 
  with only the physical evidence that the PCs were not 
  involved with acquiring remaining solid. The PCs 
  recounting of the facts is systematically dismantled and 
  clouded by the expert defence (the devil is particularly 
  talented) and fails to meet the burden of technical proof 
  the council requires. 
  Without that, only the physical evidence remains, and 
  aside from possessing the corpse of a god, and tapping 
  into a secret power reservoir (which isn’t covered under 
  the law), it is diffi cult to prove much of the mistreatment 
  of the patients or the forcible abductions. The fi nal 
  outcome of the Trial is that the Seekers have their legal 
  status removed (they are no longer Watch equivalent) and 
  suffer monetary penalties (fi nes and restitutions), but are 
  otherwise free to continue to operate as an organization. 
  The Healing Hands are put into administrative oversight 
  by a body of the Council’s choosing, but remain free to 
  operate given the service they provide the city. 
  Admirable (Failed Intelligence / Successful Charisma)
  The PCs are seen as genuinely trying to assist the city, 
  and their testimony is both honest and their honour 
  is unquestionable. Both the Council and the public 
  believe them and their version of events, however their 
  recounting of the facts is systematically dismantled and 
  clouded by the expert defence (the devil is particularly 
  talented) and fails to meet the burden of technical proof 
  the council requires. 
  Without that, only the physical evidence remains, and 
  aside from possessing the corpse of a god, and tapping 
  into a secret power reservoir (which isn’t covered under 
  the law), it is diffi cult to prove much of the mistreatment 
  of the patients or the forcible abductions. There is a 
  general feeling that both the Seekers and the Healing 
  Hands are escaping justice on technicalities, and public 
  opinion turns against both organizations. If using an 
  optional reputation system the GM should enhance the 
  PCs reputation based on this.
  In terms of the outcome of the trial, both groups face a very 
  few minor criminal charges that can stick (negligence and 
  public welfare charges mostly). This results in moderate 
  fi nes that the Seekers clearly shrug off. The seekers are 
  stripped of their Watch powers, the Council citing ‘loss 
  of public confi dence’ but otherwise they exit unscathed.
  The Healing Hands are not fi nancially sanctioned given 
  their necessary civic service, but the continued support 
  of the council comes at a cost of appointing council 
  observers an administrators to ‘assist’ the current Guild 
  Reputation Systems
  A GM using an optional reputation system 
  should take this into account when running the 
  trial. 
  PCs with a positive reputation, or one for 
  honesty or trustworthiness should be granted 
  a circumstance bonus to these checks based 
  on how strong the reputation is. Conversely, 
  characters with a negative reputation should be 
  penalized accordingly. 
  If using the optional system presented in the 
  Campaign Guide they could receive +1 per 
  level of Fame achieved, or -1 per level of 
  Infamy.
  Similarly, when the outcomes call for a positive 
  or negative inﬂ uence on their reputations as a 
  result of their performance, they could gain a 
  level of Fame or Infamy, or 2 levels if deemed 
  to be a signifi cant impact.  
  overall, whereas is 3 or more failed, it is considered to be 
  overall, whereas is 3 or more failed, it is considered to be 
  
  60
  hierarchy. Essentially they are allowed to continue to 
  operate under council observation.      
  Competent (Successful Intelligence / Failed Charisma)
  The PCs successfully defend their position legally, but 
  present poorly, seen as dangerous mavericks that flaunt 
  the law and have only avoided prosecution themselves 
  though legal trickery. While the evidence they present is 
  solid, the various factions on the Council suspect the PCs 
  are agents or dupes of the others, and vote conservatively 
  when sentencing the groups on trial. Additionally the 
  PCs are not well regarded publicly, which ultimately 
  pressures the outcome. If using an optional reputation 
  system the DM should impose a negative impact.
  In terms of the outcome of the Trial, the Seekers have 
  their Watch powers removed, are disbanded as a 
  ‘recognized organization’ (losing tax and other municipal 
  benefits), and are heavily fined. They are banned from 
  displaying their symbols or acting in an organized 
  fashion (and warned that disregarding the orders will 
  result in arrest and conviction). High Seeker Ranark 
  and Primarch Erasmus are sentenced to 12 months 
  imprisonment (possibly suspended sentence, see below). 
  Triast is sentenced to 6 months imprisonment (possibly 
  suspended sentence, see below).
  The Healing Hands remain a guild due to the nature of the 
  service they provide the city, but their seat is abolished 
  from the Council and their entire leadership is dissolved 
  and banned from holding official office in Anduria. The 
  Council will institute administrators selected from the 
  Guild of Balance to ensure critical services continue to 
  run.  
  Impressive (Successful Intelligence & Charisma)
  Not only do the PCs withstand the verbal pressure, 
  but do so with intelligence and wit, turning several 
  key arguments against the defence council during 
  questioning. The PCs testimony is unassailable, and 
  carries significant weight both with the public and the 
  Council. If using an optional reputation system the 
  GM should grant a significant enhancement to the PCs 
  reputation.
  The outcome of the Trial shakes the city social fabric to 
  its core. With popular support the Council disbands both 
  the Seekers and the Healing Hands – essentially legally 
  eradicating a Guild - something which the city has never 
  before seen. All assets are seized by the city Council, and 
  put toward a new paradigm of medical care – one run 
  jointly by the Guild of Balance and representatives of the 
  remaining Guilds for now (with the view to establish it as 
  a perpetually funded independent entity in the future).  
  High Seeker Ranark and Primarch Erasmus are 
  sentenced to 5 years imprisonment (see below), as is 
  Undermaster Kerval of the Healing Hands. Triast is 
  sentences to 12 months imprisonment (see below), and 
  lesser hierarchical figures in both organizations are given 
  appropriate sentences (mostly 6-12 months).
  On the Record
  In addition to overall influence of the Trial outcome, 
  if any of the major NPCs suffer sentences (if the PCs 
  manage Competent or Impressive outcomes), the PCs 
  are asked if they wish to add comment to the record on 
  each of those being sentenced. While Triast is the obvious 
  choice (depending on their relationship with him), they 
  may choose to defend or condemn any/all of them.
  If the PCs put up a defence or a case of leniency, have 
  all characters roll Charisma checks vs DC 12. On a 
  successful check (and for each point passing), the Council 
  offers a month ‘suspended’ from the total sentence. The 
  lesser sentences (12 months/6 months) can possibly 
  be completely suspended this way, while the greater 
  sentences (5 years) can have that time reduced for ‘good 
  behavior’, but reduced to no less than 2 years minimum. 
  This act will carry no favour from either Ranark or 
  Erasmus, but Triast, regardless of outcome, will re-
  evaluate the PCs in a more positive light (hostile may 
  become neutral; neutral to friendly; friendly to loyal). 
  Triast has had his world completely shaken by this 
  event. If the PCs have made any attempt to befriend or 
  at least connect with Triast he breaks from the Seekers 
  at this point (whether or not he drifts away or joins the 
  PCs is dependent on past interactions and GM call – see 
  Conclusion). If the PCs have made no attempt at all to 
  redeem Triast, his moment of doubt in the Sanitarium 
  is replaced by a newfound sense of duty as the Seekers 
  close ranks in the trial. He becomes even more zealously 
  devoted to the Seekers, now trying to atone for his 
  ‘moment of weakness’. 
  
  61
  Conclusion
  At the conclusion of this adventure momentous events 
  have shaken the city social structure. The revelation that 
  the Healing Hands are a mere shell under the façade they 
  present is overshadowed only by the fact that they have 
  been harbouring, and cannibalizing, the divine body of a 
  fallen god to survive. 
  Public confidence and trust is at an all-time low, and the 
  reputation of the city’s most trusted Guild is in tatters 
  (one way or another). The growing madness, creature 
  sightings and assaults on citizens from one source or 
  another leads to civil unrest as the citizens take to the 
  streets to protest the actions or lack thereof from the 
  ruling Council. A few protests turn ugly (either directed 
  at the Council Chambers building or at the Sanitarium 
  and/or other Healing Hands run hospices – whatever 
  is appropriate given the outcome of the trial), and the 
  Council is forced to use both the Watch and the Guard 
  to manage the situation. They stop short of invoking 
  martial law, but numerous agitators and firebrands are 
  arrested in the wake of the protests. Active dissent ceases, 
  but public dissatisfaction remains high, simmering just 
  below the surface.
  The Seekers (or what is left of them) wisely go 
  underground, and bide their time before deciding on 
  their next course of action. The PCs have become the 
  focus of their wrath, and there is a general order (or 
  consensus) that they are to be killed on sight in the 
  future. While against the law of the city, the Seekers hold 
  the law of Hell in higher position – and that has clear 
  mandates when dealing with groups that thwart their 
  divine mission.
  Triast may either be with the Seekers, in jail, or finds 
  himself completely lost and directionless for the first 
  time in his life. Even if closely allied with the PCs at the 
  close of the adventure, he will go apart to soul search, 
  intending to live for a time on the streets and with the 
  people of the city while he re-evaluates his values and 
  goals. For now, the PCs lose contact with him.
  Thaddeus begins to recuperate from his ordeal. He was 
  never fully given over to madness – it was overwhelming 
  divine inspiration that fades as the events pass. Always 
  highly strung, he mostly recovers in time, though a certain 
  tightness around the eyes and nervous mannerisms 
  remain. He never fully returns to the man he was before 
  being a conduit for the messages from Rhion Barrakar.      
  The other captives in the Seekers headquarters are taken 
  to appropriate care in either the newly administered 
  hospices or to the Explorer's Guild, who - due to their 
  high injury rate - are known to have the second best care 
  facilities in Anduria. The Echo of course wants them 
  under control and observation. However, Unless the PCs 
  specifically manage to keep Barret with them somehow, 
  he vanishes before falling under the Echo's gaze given 
  his talents. This is fortunate as they would both recognise 
  the other on sight and he would not fare well under such 
  an event. If the PCs turned over Ranark's notes the Echo 
  recognizes the description of Barret and sets to hunting 
  him.   
  The complex below the Sanitarium is dismantled. If not 
  already taken care of by the PCs, the body of Aether is 
  destroyed by the Watch at the insistence of the Council 
  (the Echo included, who in incensed by the befoulment 
  of her Lord’s remains). The infernal veins of the Machine 
  are also destroyed (at least for now – they do have 
  regenerative properties), and the Explorer’s Guild tasked 
  with exploring and mapping the sewers, tunnels and sea 
  caves under the city and discovering the origin of the 
  veins (of course the Echo already knows). The remainder 
  of the complex is buried, but not before all materials 
  seized and recorded for study including anything on 
  the walls being faithfully reproduced. All such materials 
  are conveyed to the Faculty of Arcana after the trial for 
  catalogue and study. The full significance of this material 
  will be explored in the next adventure – Seeking Silver, 
  as the PCs are finally brought in to act in a more official 
  capacity in dealing with the escalating problems in the 
  city.
  The Machine artefacts present a larger issue, and can’t 
  simply be given to the Faculty of Arcana. If the PCs left 
  them undisturbed (which is wise), they disappear under 
  mysterious circumstances during the catalogue and 
  sealing of the complex. The Echo takes them and places 
  the Crystal Artefact into the heart of the Machine where 
  it belongs, while the Ring is instead hidden in a portable 
  hole pocket dimension, and placed in the secure archives 
  under the Explorer’s Guild. This does not fully mitigate 
  its effects - which begin to creep through the guildhall 
  at an alarming rate – but serves to shield it from outside 
  eyes until it can be set into the rebuilt Melted Man 
  
  62
  statue (See the final adventure – Doors Best Left Closed). If 
  however, the PCs did interfere with the warding around 
  the Machine pieces, the Echo cannot remove them 
  given the very public effects surrounding them. Instead 
  she manoeuvres the Council into placing them inside 
  the Vault with the piece(s) already there. Since she is 
  planning to stage a robbery in the future to acquire them 
  (see the side trek – Bank Heist), collecting them all in one 
  place is not an issue for her.    
  The PCs themselves are excused of any crimes committed 
  in the course of the adventure, so long as they are 
  justifiable actions and are confined to the Sanitarium 
  and/or the activities of the Seekers or Healing Hands. 
  The Council cannot allow the PCs continued interference 
  in city matters without authority however. Regardless of 
  how they are perceived by reputation, the PCs efficacy to 
  this point is unquestionable. Also, with the Seekers and 
  Healing Hands either disbanded or no longer trusted, 
  the Council needs agents. So rather than sanction them, 
  the Council intends to make their interfering ‘official’ – 
  whether the PCs like it or not. More on that in the next 
  adventure.      
  Finally, the PCs should have earned enough XP to 
  advance to the next level (7th or 8th depending on their 
  starting level).     
  
  63
  New Magic Items
  The Crystal Artefact (minor artefact)
  Aura  strong necromancy and transmutation;   CL 20th
  Slot  - ; Weight 2lbs
  DESCRIPTION
  The Crystal Artefact is an odd looking item that appears 
  to be a raised oval shaped centre with two flat wing-
  like protrusions extending from opposite sides. at right 
  angles to the wings are a cluster of 5 needles of ranging 
  in 1 inch increments from 6 inches in length to 2 inches in 
  length. The whole object appears to be crafted from a  n 
  ochre coloured crystal.
   
  The artefact doesn't appear to 'do' anything, 
  though if left unchecked it begins to emanate an aura of 
  fear and mild hallucination. Creatures that spend more 
  than an hour with it must make a DC 20 Will save or 
  become shaken, and must save again an hour later or 
  become frightened, then an hour later or become panicked. 
  The source of their fear is unknown, but the condition 
  persists within 1 mile of the artefact, ending if they move 
  beyond that range. 
   
  If uncontained, the aura of fear grows by 20 feet 
  in radius each hour, and has no known limits.   
   
  The needles pierce flesh as easily as water, but 
  cause no damage and leave no wound when removed. 
  When inserted into a sentient creature it is immediately 
  affected by the shaken condition (no saving throw) 
  if inserted in a depth of an inch or less. For each inch 
  further inserted (adding another needle) the conditions 
  become frightened (2 inches, 2 needles), panicked (3 inches, 
  3 needles), paralysed (4 inches, 4 needles), unconscious (5 
  inches, 5 needles), and death (6 inches, 5 needles).
  DESTRUCTION
  Like the Ring artefact, there is no known method of 
  destruction. It is likely tied to the Machine and the God 
  Aether however. 
   
  The Doctor's Journal (minor artefact)
  Aura  strong necromancy and transmutation;   CL 16th
  Slot  - ; Weight 4lbs
  DESCRIPTION
  This folder consists of worn and blood speckled leather 
  covering a mismatched series of pages of paper, 
  parchment, vellum and even human skin, inked with 
  various types and colours of inks. It represents three 
  hundred years of collected information about research 
  on the body of Aether and experiments from harvested 
  materials.
   
  Obtaining 
  this 
  book 
  raises 
  a 
  character's 
  Intelligence by 2 points, but only so long as it is kept on 
  person or within reach. Reading the entire book (which 
  takes more than 30 hours dedicated study), moves 
  an owner's Alignment 1 step closer to Evil, requiring 
  relinquishment of the book and an atonement to reverse.
   
  Once read, the owner gains the following benefits 
  so long as they retain the book and are able to reference it 
  as required;
  • 
  All Transmutation and Necromancy spells cast by 
  the owner are at +1 CL and +1 DC to resist.
  • 
  The owner gains a +2 profane bonus to rolls involving 
  the crafting of potions, fleshcraft (from Fleshwarper 
  feat)  and alchemical items. 
  • 
  All crafting using crafting feats is reduced in time 
  and cost by 10%        
  DESTRUCTION
   
  The folder can be pulled apart of have pages 
  removed easily, but these pages are surprisingly hard 
  to destroy. In time they will make their way back to the 
  current owner though coincidences and odd events.
  The Journal can be destroyed by soaking it in the blood of 
  Aether for 24 hours, then having it eaten by a fleshwarped 
  creature created by an owner of the book.
  Eyes of Asmodeus
  Aura  strong necromancy and abjuration;   CL 20th
  Slot  - ; Weight 1lb (each)
  DESCRIPTION
  Each of the two eyes is a 6 inch, marquis cut, unidentifiable 
  orange gem that glows with hellish red inner light and is 
  warm to the touch. 
   
  Each bearer of an eye gains Resist 10 fire and 
  Resist 10 unholy, and always feels warm even under the 
  coldest of conditions (see below). The bearer also knows 
  the health condition and distance/direction of the holder 
  of the other eye (much like a status spell), but functions 
  only if the stones are on the same plane.
   
  The curses on the stones are subtle, and not 
  easily identified as they are hidden within and bound to 
  the positive effects of the stone. While the holder feels 
  warm in the coldest conditions the stone does not protect 
  the wearer from any detrimental effects, it just makes 
  them feel as though they are warm and comfortable. This 
  has the effect of concealing any damage or detriment, 
  requiring the holder to make a DC 18 Will save to realize 
  
  64
  they are adversely affected. 
   
  Secondly, the health condition and distance/
  direction of holder of the stone is known to anyone 
  grasping a holy symbol of Asmodeus. The symbol holder 
  is also aware that the stone holder is an enemy of the 
  church and unlawfully holds church property. This effect 
  only functions if the holder is on the same plane as the 
  holy symbol wearer.
   
  Lastly, the stone holder finds it more difficult to 
  resist spells cast by devotees of Asmodeus. The DCs for 
  saves against spells cast by anyone holding or using a 
  holy symbol of Asmodeus as part of the spell are raised 
  by 2. 
   
  Anyone seeking to rid themselves of a gem once 
  the curse properties are discovered finds it impossible to 
  do so without a successful remove curse, or more powerful 
  magic. 
  DESTRUCTION
  The Eyes must be taken by two complete strangers, 
  independently and without collusion, to the 4th layer of 
  Hell - Phlegethos - and hurled into the great forges there. 
  If done within 24 hours of each other the eyes will melt. 
  If not, they (or one if only one is cast in) will appear in 
  the  possession of a random true believer of Asmodeus.
  Exploding Pustule
  Aura moderate evocation; CL 10th
  Slot -; Price 3000gp; Weight 1/10lb
  DESCRIPTION
  These translucent, malleable sacs carry within them 
  flesh growths suspended in a viscous fluid. Each glows a 
  vague colour based on their damage type.
   
  They can be thrown up to 40 feet with no range 
  penalty, or twice that with a -2 to hit. If a specific creature 
  is targeted and hit, they are automatically sickened for 1d4 
  rounds and the pustule ruptures. If a target is missed the 
  pustule ruptures in the occupied square. On rupture it 
  emits a burst of energy in a 10 foot radius, inflicting 5d6 
  points. A successful dexterity saving throw versus DC 16 
  halves the damage.
  The pustules come in the following forms;
  • 
  Fire, glowing with an orange radiance
  • 
  Acid, glowing with a green radiance
  • 
  Poison, glowing with a yellow radiance
  • 
  Necrotic, glowing with a purple radiance    
  CONSTRUCTION
  Requirements Fleshwarper, a morsel of divine flesh, 
  3rd level spell or greater that produces the damage type 
  required (ie Fireball for fire); Cost 1500gp
  Invictus
  Aura moderate abjuration; CL 12th
  Slot -; Price 22,000gp; Weight lb
  DESCRIPTION
  Invictus is a double bladed mithril battleaxe, it’s blades 
  shaped into stylized angel wings, over a haft of white 
  wood. 
  This is a +2 battleaxe of sharpness that constantly grants the 
  wielder a death ward effect as per the spell. 
  CONSTRUCTION
  Requirements Craft Magical arms and armor, death ward; 
  Cost 11,000gp
  
  65
  Bestiary
  Chaos Mephit
  This small humanoid creature has thin leathery wings, small 
  horns and a mischievous smile. Its skin seems to ripple and 
  cascade with random light and colour.
  Chaos Mephit                           
   
   
  CR 3
  XP 800
  CE Small outsider
  Init +6; Senses Darkvision 60 ft.; Perception +6
  DEFENSE
  AC 19, touch 16, flat-footed 16 (+2 Dex, +1 dodge, +3 
  natural, + 1 Size, +2 chaos shield)
  Hp 19 (3d10+3) Fast Healing 2 (while possessing object)
  Fort +2, Ref +5, Will +3
  Defensive Abilities Evasion (no damage from successful 
  Reflex saving throws that allow ½) DR 5/magic
  OFFENSE
  Speed 30ft., Fly 40 ft (average)
  Melee 2 claws +5 (1d3+1) 
  Special Abilities - Chaos Breath Weapon (15 foot cone, 
  Will DC 13, every 4 rounds), Possess Object.
  STATISTICS
  Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
  Base Atk +3; CMB +3; CMD 15 
  Feats Dodge, Improved Initiative
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12
  Languages Common, Abyssal
  ECOLOGY
  Environment any
  Organization solitary, pair, gang (3-6)
  Treasure Special
  SPECIAL ABILITIES
  Chaos Breath Weapon (Su): A chaos mephit can emit 
  a cone of pure chaos once every 4 rounds. Creatures 
  that lack spellcasting ability must make a Will DC 13 
  Saving throw or be confused (as the Confusion spell) for 
  3 rounds. Any creatures that are spellcasters instead are 
  infused with primal chaos if they fail the saving throw, 
  and any spell or spell like ability used in the subsequent 3 
  rounds automatically generates a Wild Surge in addition 
  to its normal effect.
  Chaos Shield (Su): Chaos Mephits are surrounded by 
  a field of randomness that makes them harder to target, 
  granting a +2 profane bonus to their AC. 
  Possess Object (Su): Once per day, a chaos mephit 
  can possess an object, slipping completely into it and 
  animating it. The object can be no larger than small in 
  size, though multiple mephitis can group up to affect 
  larger objects (2 mephits can animate a medium object, 
  4 a large, 8 a huge, 16 a gargantuan and 32 a colossal). 
  Normal, unattended objects are automatically affected, 
  while those in the possession of creatures allow for a 
  DC 13 Will saving throw by the owner to resist. Magical 
  objects cannot be affected. A possessed object is treated 
  as an animated object (see the Animated Object creature 
  in Bestiary 1) under the control of the mephit. The object 
  retains its properties (hardness, Hp etc) but always 
  has a Fly speed of 40 ft (average) regardless of what it 
  is. The mephit may possess the object for 10 rounds or 
  until the object is destroyed, or a successful dispel magic 
  or banishment is cast on the object (using the mephit’s 
  saving throws). Damage to the object does not affect the 
  mephit. While in possession of an object the mephit is 
  fully blended with it, and cannot use any of its other 
  abilities. 
  Chaos Mephits are tainted by the chaotic influence of 
  the abyss. They delight in pranks and practical jokes, the 
  nastier and more dangerous the better. Above all else 
  they love to wound or even kill creatures with beloved 
  possessions or those with special significance.
  Chaos mephitis generally do not own items or treasure, 
  but occasionally keep souvenirs from particularly 
  memorable possessions if the object is small enough to 
  carry. In these cases the mephit will favor possession of 
  this object over all others.
  Animated Student Robe
  N Small construct
  Init +1, Senses darkvision 60, low-light vision: Perception 
  -5
  AC 12, touch 12, flatfooted 11 (+1 Dex, +1 Size)
  Hp - 21 (2d10+10)
  Fort +0, Ref +1, Will -5
  Immune construct traits
  OFFENSE
  Speed 20ft, Fly 40ft (average)
  Melee Slam +3 (1d3) plus grab
  STATISTICS
  Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1
  Base Atk +2, CMB +1, CMD 12
  SPECIAL ABILITIES
  Wrap (Su): The Robe can make a free Grapple check on an 
  attack which does not provoke an Attack of Opportunity, 
  and inflicts -4 penalty to checks to break the grapple. 
  
  66
  Phase Spider, Agreshegic
  This large spider-like creature has an inky black carapace shot 
  through with vivid purple markings. Its head has the hints of 
  human like features and its compound eyes glow with a arcane 
  purple radiance.
  Phase Spider, Agreshegic (unique)                         CR 6
  XP 2400
  NE large outsider
  Init +7; Senses Blindsight 60 ft., see in darkness; 
  Perception +6
  DEFENSE
  AC 17, touch 12, fl at-footed 14 (+3 Dex, +5 natural, -1 
  Size) 
  Hp 51 (6d10+18) 
  Fort +8, Ref +8, Will +3
  DR 10/magic
  Defensive Abilities etherial jaunt, Shadowborn, Shadow 
  slip. 
  OFFENSE
  Speed 40ft., Climb 20 ft
  Melee bite +10 (2d6+7 plus poison and grab)
  Special Attacks- etherial ambush
  STATISTICS
  Str 20, Dex 17, Con 16, Int 12, Wis 13, Cha 10
  Base Atk +6; CMB +12 (+16 grapple); CMD 25 (37 vs 
  Trip) 
  Feats Ability Focus (poison), Improved Initiative, Skill 
  Focus (Stealth)
  Skills Climb +18, Perception +6, Stealth +12
  Languages Common, Aklo
  ECOLOGY
  Environment any
  Organization unique
  Treasure none
  SPECIAL ABILITIES
  Ethereal Ambush (Ex): A phase spider that attacks foes 
  on the Material Plane in a surprise round can take a full 
  round of actions if it begins the combat by phasing into 
  the Material Plane from the Ethereal Plane.
  Ethereal Jaunt (Su): A phase spider can shift from the 
  Ethereal Plane to the Material Plane as a free action, and 
  shift back again as a move action (or as part of a move 
  action). The ability is otherwise identical to ethereal jaunt 
  (CL 15th).
  Poison(Ex): Bite—injury; save Fort DC 18; frequency 1/
  round for 8 rounds; effect 1d2 Constitution damage; cure 
  2 consecutive saves. The save DC is Constitution-based.
  Shadow born (Su): Agreshegic is partially a creature 
  of the Plane of Shadow, and has taken on some of the 
  properties of that plane. Agreshegic can see perfectly in 
  normal or magical darkness, has an innate +5 bonus to 
  stealth, DR 10/magic and when slain on any other plane 
  returns and reforms on the Plane of Shadow. If slain on 
  the Plane of Shadow Agreshegic dies.  
  Shadow slip (Su): Agreshegic has plane shift at will  (as 
  the spell), but only to and from the Plane of Shadow. 
  Agreshegic is a unique creature, having mutated from 
  a regular phase spider after feeding on the strange 
  emanations and discharges from the root system under 
  the Sanitarium, and some of the creatures and experiment 
  waste dumped from above. 
  While she does not yet fully realize it, Agreshegic is in 
  transition to becoming the progenitor of a new race, one 
  that will appear in Adventure 6 - World in Shadow 
  
  67
  Soul Keeper (Devil)
  This red-skinned fiend has a powerful physique and bone spurs  
  that protrude from its flesh. Massive horns curve downward 
  from the crown of its head,and bandoliers festooned with 
  glowing gems adorn its torso.  
  Soul Keeper, Devil                        
   
  CR 9
  XP 6400
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +9; Senses Darkvision 60 ft., see in darkness, 
  soulsight 60ft; Perception +19
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural) 
  Hp 95 (10d8+50) 
  Fort +11, Ref +12, Will +7
  DR 10/good; Immune fire, poison; Resist acid 10, cold 
  10; SR 20 
  OFFENSE
  Speed 40ft.
  Melee 2 claws +13 (2d6+4 plus poison)
  Specil Abilities - Soul Trap (DC 
  Spell-Like Abilities (Cl 12th)
  At Will - dimensional anchor, greater teleport (self plus 
  50lbs of objects only), charm person (DC 15)
  3/day - quickened suggestion (DC 17), invisibility, wall of 
  fire
  1/day summon (level 4, 1 Soul Keeper, 35%)
  STATISTICS
  Str 19, Dex 21, Con 20, Int 16, Wis 15, Cha 18
  Base Atk +10; CMB +15; CMD 30 
  Feats Ability Focus (Soultrap), Alertness, Improved 
  Initiative, Iron Will, Quicken Spell-like Ability (suggestion)
  Skills Bluff +18, Diplomacy +18, Intimidate +18, 
  Knowledge (arcana) +16, Knowledge (planes) +16, 
  Perception +19, Sense Motive +19, Spellcraft +16, Stealth 
  +14
  Languages Celestial, Common, Draconic, Infernal; 
  Telepathy 100ft.
  ECOLOGY
  Environment any (Hell)
  Organization solitary or pair
  Treasure special
  SPECIAL ABILITIES
  Soulsight (Su): A soul keeper can see any living creature 
  with a soul if it resides on the same plane as the keeper 
  regardless of any attempts to hide or disguise, magical or 
  mundane, short of a wish spell. 
  Soultrap (Su): When a sentient mortal creature dies 
  within 100 feet of a soul keeper, the devil may attempt 
  to entrap the soul in a gem before it moves on to its 
  afterlife. The dead creature must make a DC 21 Will save 
  or have its soul captured permanently. While captured 
  the creature cannot be raised or resurrected. The soul can 
  be released by destroying the gem (AC 10, Hardness 1, 
  Hp 5).  
  Poison (Ex): Claw—injury; save Fort DC 20; frequency 1/
  round for 6 rounds; effect 1d2 Constitution damage; cure 
  2 consecutive saves. The save DC is Constitution-based.
  Soul Keepers are very specialized jailers of the Nine 
  Hells, collecting and keeping the souls of the living in 
  gemstone prisons. Souls are both power and currency 
  in the lower planes, with the souls of talented or more 
  accomplished individuals being worth more than that of 
  inconsequential mortals. Soul keeper have been known 
  to try to bargain for souls, trade or sell souls. They also 
  will tempt mortals into consigning their souls to the hells 
  though contract or action.
  Soul keepers carry no tangible treasure, but may have a 
  very rare or unique soul in their collection. 
  
  68
  NPC Gallery
  Agatha the Witch 
   
   
   
  CR 9*
  XP 6400
  Human Witch 15
  CE Medium humanoid (human)
  Init +6; Senses Murksight 15 ft., Scent 30' (children only); 
  Perception +21
  DEFENSE
  AC 18, touch 14, flat-footed 16 (+2 dex, +4 mage armor, 
  +2 ring)
  Hp 77 (15d6+30) 
  Fort +7, Ref +9, Will +13 (reroll Fort & Will save 1/day)
  Defensive Abilities Absorb 60hp of magic missile damage
  OFFENSE
  Speed 30ft.
  Melee claws +11/+5 (2d6+4 slashing)
  Special Attacks - Evil Eye (Target within 30', -4 to AC, 
  ability checks, attack rolls, saving throws or skill checks 7 
  rounds, Will DC 21 to reduce to 1 round) 
  Witch Spell-like Abilities (Cl 15th, Concentration +19)
  At Will - featherfall
  1/day - levitate
  15 hours/day - disguise self
  15 mins/day - fly 
  Witch Spells Prepared (CL 15, Concentration +19)
  8th (1) - mind blank
  7th (2) - insanity (DC 21), scrying greater (DC 21)
  6th (3) - envious urge (DC 20), legend lore, night terrors (DC 
  20)
  5th (4) - contact other plane, glimpse of truth, inflict critical 
  wounds (DC 19), mind fog (DC 19)
  4th (5) - arcane eye, confusion (DC 18), infernal healing 
  greater, locate creature, vigilant rest 
  3rd (5) - countless eyes, dispel magic, distractiong cacophony,  
  lightning bolt (DC 16), locate object.
  2nd (5) - aggressive thundercloud (DC 16), boiling blood (DC 
  16), fester (DC 16), hideous laughter (DC 16), see invisibility
  1st (5) - frostbite, mage armor, memory lapse (DC 15), unseen 
  servant, youthful appearance
  0th (4) - bleed, detect magic, light, touch of fatigue (DC 14)
  STATISTICS
  Str 18, Dex 14, Con 10, Int 18, Wis 13, Cha 14
  Base Atk +7/+2; CMB +11; CMD 23
  Feats Brew Potion, Alertness, Lightning Reflexes, 
  Improved Great Fortitude, Improved Initiative, Improved 
  Iron Will, Iron Will, Great Fortitude, Toughness. 
  Skills Craft (alchemy) +29, Fly +20, Knowledge (arcana) 
  +25, Knowledge (planes) +25, Perception +17, Spellcraft 
  +25, Use Magic Device +20; Racial Bonus +4 Swim
  Languages Aklo, Celestial, Common, Draconic, Infernal; 
  SQ - Favored Class (+1 Hp per level), Patron (Cthulhu 
  - Insanity), Hexes (Cackle, Cauldron, Child-Scent, 
  Coven, Evil Eye, Disguise, Flight, Murksight), Major Hex 
  (Hidden Home)
  Combat Gear potion of blur (Cl 10), potion of cure serious 
  wounds (CL 15, 3d8+15) x2, potion of protection from energy 
  (fire) (Cl 10).
  Other Gear ring of protection +2, brooch of shielding (60 
  hp), "The Darkness Beyond the Stars – an examination of 
  other realm entities" tome.
  SPECIAL ABILITIES
  Hag Sister (Ex): Agatha has a supernatural strength 
  (18) and natrural claws that deal 2d6 slashing damage. 
  Witch's Familiar (Ex): Agatha has a small blue ringed 
  octopus (called 'Sweetie') that she keeps in a fish bowl 
  tucked into her bag.
  TACTICS
  Agatha will seek to keep her enemies in sight by using 
  see invisibility early, and glimpse of truth if it becomes 
  necessary. She will heal with infernal healing, and use 
  her potions freely. She will try to distract or disable foes 
  with envious urge, hideous laughter and fester, or confusion 
  if well co-ordinated. Agatha will try to avoid killing 
  anyone after the initial sacrifice, feeling she is 'stealing' 
  Great Cthulhu's kills and doesn't want to risk angering 
  him. If seriously threatened with death however, she will 
  use lightning bolt, aggressive thundercloud and inflict critical 
  wounds as appropriate.  
  Agatha has spent her entire life dedicated to Cthulhu, 
  the master of R'lyeh. His favour granted her both power 
  and torment in equal measure, but she always she craved 
  more. For a time she joined a coven of Hags, and while 
  she ultimately surpassed and sacrificed her 'sisters' to her 
  patron, Agatha took on a few of the characteristics of the 
  creatures from that association.  
  Agatha appears as a, frail, grandmotherly old lady, but 
  nothing could be further from the truth. While physically  
  withered in health, she is supernaturally strong, and 
  unspeakably evil. Once magically powerful, time and 
  age has robbed Agatha of much of her virility, and even 
  sanity given her connection to great Cthulhu. She seeks 
  this one last attempt to garner favour and power from 
  her chosen patron before she passes.  
  *Despite being a 15th level Witch, Agatha is not a CR 14 threat. Her 
  lower than standard ability scores, limited combat abilities and 
  spells, her low Hp and meagre magic item count significantly reduces 
  her combat effectiveness. The combat spells she does possess however 
  represent a significant threat due to her high caster level.
  
  69
  Healing Hands (Guild of Peace and Healing)
  The Doctor 
   
   
   
   
  CR 5
  XP 1600
  Human Cleric 5
  NE Medium humanoid (human)
  Init +5; Senses Darkvision 60ft.; Perception +4* (cannot 
  be surprised)
  DEFENSE
  AC 11, touch 11 flat-footed N/A 
  Hp 43 (5d8+20) 
  Fort +6, Ref +2, Will +8
  Defensive Abilities Immune poison, disease, age.
  Resistance cold 10 , fire 10 , necrotic 20  
  OFFENSE
  Speed 30ft.
  Melee +3 scalpel (1d4)
  Special Attacks Channel Energy (30 burst, 3d6 healing) 
  Cleric Spells Prepared (CL 5, Concentration +13)
  3rd (2) - cure serious wounds, agonising rebuke (DC 17)
  2nd (3) - placebo effect, admonishing ray (ranged touch, 2 
  rays, 4d6 non lethal) x2.
  1st (4) - diagnose disease, command (DC 15), cure light 
  wounds,  inflict light wounds (1d8+5, DC 15)
  0th - bleed, detect magic, read magic, stabilize.
  STATISTICS
  Str 10, Dex 12, Con 14, Int 12, Wis 18, Cha 14
  Base Atk +3; CMB +3; CMD 14
  Feats Brew Potion, Combat Casting, Fleshwarper, 
  Improved Initiative. 
  Skills  Craft (Alchemy) +9, Craft (Fleshcrafting) +9, Heal 
  +12, Knowledge (arcana) +9, 
  Languages Common, Infernal; 
  SQ - Favored Class (+1 hp/level), Aura (Evil), Domain 
  (Healing - Medicine; Blessed Surgery 7/day roll twice on 
  Heal skill & take best result, 1 hr uses take 1 min)
  Combat Gear none
  Other Gear scalpel (treat as dagger)
  SPECIAL ABILITIES
  Enhancements (Ex); Mastering fleshcrafting, the doctor 
  has given himself a number of 'safe' enhancements
  • 
  He has Darkvision to 60 feet
  • 
  He cannot be surprised or rendered flat footed
  • 
  Immune to poison, disease and aging. He still ages 
  normally but cannot be magically aged.
  • 
  No longer requires sleep or food.
  • 
  Resistance to cold (10), fire (10) and necrotic (20)
  Guildmaster Talus Redgrave 
   
   
  CR 9
  XP 6400
  Human Cleric 10
  CE Medium humanoid (human)
  Init +8; Senses True sight 120; Perception +2
  DEFENSE
  AC 13, touch 13 flat-footed 10 (+3 dex)  
  Hp 85 (10d8+40) 
  Fort +10, Ref +8, Will +12 (reroll Will save 1/day)
  Defensive Abilities Immune Pain and crippling effects, 
  disease and poison, Master of the Garden DR 5/-
  OFFENSE
  Speed 30ft.
  Melee +7/+2 club (1d6)
  Ranged +10 exploding pustule (see combat gear)
  Special Attacks Channel Energy (30 burst, 5d6 necrotic, 
  DC 17). 
  Cleric Spell-like Abilities (Cl 10, Concentration +15)
  At Will - true seeing
  Cleric Spells Prepared (CL 10, Concentration +15)
  2nd (5) - levitate, hold person (DC 14) x3, resist energy (20).
  1st (5) - featherfall, command (DC 13) x2, cure light wounds, 
  ray of sickening (DC 13)  
  0th 4- bleed, detect magic, light, mending.
  STATISTICS
  Str 10, Dex 16, Con 16, Int 14, Wis 12*, Cha 14
  Base Atk +7/+2; CMB +7; CMD 17
  Feats 6  Combat Casting, Fleshwarper, Improved 
  Initiative, Iron Will, Lightning Reflexes, Toughness. 
  Skills Craft (Alchemy) +15 , Heal +14, Knowledge 
  (arcana) +15, Knowledge (planes) +15, Sense Motive +14; 
  Languages Common, Celestial, Infernal; 
  SQ - Favored Class (+1 hp/level), Aura (Chaotic), 
  Domain (Void; Guarded Mind +2 insight bonus to mind 
  affecting effects; Part the Veil), Spontaneous Casting 
  (inflict wounds spells).
  Combat Gear exploding pustule (acid) x3, exploding pustule 
  (necrotic) x2, exploding pustule (poison) x2
  Other Gear none
  SPECIAL ABILITIES
  Part the Veil (Su); 5/day Talus as a swift action can add 
  a madness effect to 1 spell that targets a single creature 
  and has a Will save. If the target fails to resist the spell it 
  is also confused for a number of rounds equal to the spell's 
  level, gaining a new save each round.  
  Divine Infusion (Ex); Talus' prolonged and unsafe 
  contact with Aether's essence has gained him the 
  following abilities;
  • 
  true seeing at will. Talus can penetrate all earthly 
  
  70
  illusions, but is plagued with visions from R'lyeh.
  • 
  His skin has hardened, giving him DR 5/-
  • 
  He has Fast Healing 5, though he is riddled with 
  cancers and has a much shortened lifespan.
  • 
  He is immune to pain or crippling, not feeling any 
  wounds. When he reaches 0 hp, he may continue 
  to take a more or action each round, though he will 
  bleed 1 hp each time he does. He dies at -20 hp.
  • 
  He is immune to disease and poison.   
  Master of the Garden (Ex); Talus has become so 
  accustomed to life in the garden he is more or less part of 
  it. Neither he is effected by its effects, nor does anything 
  he do affect it.
    
  * Talus' Wisdom has suffered due to the overuse of the Aether drug. 
  While he still retains his casting ability it is much reduced for a cleric 
  of his level. 
  Healing Hands Acolyte (Aether affected) 
      CR 2
  XP 800
  Human Adept 5*
  NE Medium humanoid (human)
  Init +4; Senses Perception +3
  DEFENSE
  AC 10, touch 10 flat-footed 10 
  Hp 30 (5d6+10) 
  Fort +4, Ref +1, Will +2
  OFFENSE
  Speed 30ft.
  Melee +4 Dagger (1d4+1)
  STATISTICS
  Str 12, Dex 10, Con 12, Int 10, Wis 6, Cha 10
  Base Atk +2; CMB +3; CMD 13
  Feats Great Fortitude, Improved Initiative, Toughness, 
  Weapon Focus (dagger)
  Skills Heal +6, Perception +3 
  Languages Common
  Combat Gear vial of Aether
  Other Gear robe, dagger
  * These adepts can no longer cast spells due to their low wisdom, but 
  they fight fiercely to defend the body of Aether as it is their only supply 
  of the addictive drug they need. The statistical changes represent this 
  martial fanaticism. Their CR is adjusted accordingly.
   
  Healing Hands Acolyte  
   
   
      CR 3
  XP 800
  Human Adept 5
  NG Medium humanoid (human)
  Init +0; Senses Perception +3
  DEFENSE
  AC 10, touch 10 flat-footed 10
  Hp 25 (5d6+5) 
  Fort +3, Ref +1, Will +9
  OFFENSE
  Speed 30ft.
  Melee +3 Dagger (1d4)
  Cleric Spells Prepared (CL 5, Concentration +8)
  2nd (2) - cure moderate wounds, delay poison
  1st (3) - cure light wounds x2, sleep (DC 14)
  0th (3) - create water, purify food and drink, stabilize
  STATISTICS
  Str 10, Dex 10, Con 12, Int 10, Wis 16, Cha 10
  Base Atk +2; CMB +2; CMD 12
  Feats Great Fortitude, Iron Will, Skill Focus (Heal), Skill 
  Focus (Knowledge Nature), 
  Skills Heal +12, Knowledge (nature) +9 
  Languages Common
  Combat Gear none
  Other Gear robe, dagger
  The Seekers of Asmodeus
  Enforcer 
   
   
   
            CR 1/3
  XP 135
  Human Warrior 2
  LE Medium humanoid (human)
  Init +0; Senses Perception +2
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 armour)
  Hp 14 (2d10+3)
  Fort +3, Ref +0, Will +1 
  OFFENSE
  Speed 20 ft.
  Melee heavy mace +4 (1d8+1 /x2) or Sap +3 (1d6+1 
  nonlethal)
  Ranged light crossbow +2 (1d8* 19-20/x2) 
  STATISTICS
  Str 13, Dex 11, Con 10, Int 8, Wis 12, Cha 11
  Base Atk +2, CMB +3, CMD 13
  Feats Toughness, Weapon Focus (Heavy mace)
  Skills Intimidate +4, Perception +2
  Language Common
  Combat gear none
  Other Gear heavy mace, sap, light crossbow, 20 bolts,  
  
  71
  chainmail armor
  TACTICS
  Within the sanitarium the seekers will use lethal force 
  and will not retreat or surrender.
  Enforcer Officers 
   
   
   
  CR 2
  XP 600
  Human Fighter 3
  LE Medium humanoid (human)
  Init +4; Senses Perception +7
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 armour)
  Hp 24 (3d10+8)
  Fort +5, Ref +1, Will +2 (+1 vs fear)
  OFFENSE
  Speed 30 ft.
  Melee heavy mace +7 (1d8+2 /x2) or Sap +5 (1d6+1 
  nonlethal)
  Ranged light crossbow +4 (1d8* 19-20/x2) 
  STATISTICS
  Str 14, Dex 11, Con 14, Int 10, Wis 12, Cha 11
  Base Atk +3, CMB +4, CMD 14
  Feats Improved Initiative, Toughness, Weapon Focus 
  (heavy mace & light crossbow) Greater Weapon Focus 
  (heavy mace)
  Skills Intimidate +6, Perception +7, Profession (soldier) 
  +7
  Language Common
  Combat gear none
  Other Gear heavy mace, sap, light crossbow, 20 bolts,  
  chainmail armor
  TACTICS
  Within the Sanitarium the seekers will use lethal force 
  and will not retreat or surrender.
  Inquisitors 
   
   
   
   
  CR 5
  XP 1600
  Human Inquisitor 6
  LE Medium humanoid (human)
  Init +6; Senses detect alignment 60ft.; Perception +11
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
  Hp 51 (6d8+24) 
  Fort +7, Ref +2, Will +7
  OFFENSE
  Speed 30ft.
  Melee +7 heavy mace (1d8+2) or +9  1d8+2+2d6 bane or 
  +9 1d8+5+2d6 bane and destruction
  Special Attacks - Bane (swift, bane property, 6 rounds 
  per day), Judgement (swift action, 2/day, destruction (+3 
  damage)
  Inquisitor Spell-like Abilities (Cl 6, Concentration +12)
  At Will - detect chaos, detect evil, detect good, detect law
  6 rounds/day - discern lies
  Inquisitor Spells Prepared (CL 6 Concentration +12)
  2nd (4) - flames of the faithful, hold person (DC 14), resist 
  energy (10), see invisibility.
  1st (5) - command (DC 13), cure light wounds, interrogation 
  (DC 13), shield of faith
  0th - acid splash, bleed, brand, detect magic, light, read magic.
  STATISTICS
  Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 10
  Base Atk +4; CMB +6; CMD 16
  Feats Combat Casting, Improved Initiative, Instant 
  Judgement, Outflank (TW), Precise Strike (TW), 
  Toughness. 
  Skills  Bluff +9, Intimidate +12, Knowledge (arcana) +9, 
  Knowledge (planes) +9, Perception +11, Spellcraft +9, 
  Sense Motive +14; 
  Languages Common, Infernal; 
  SQ - Favored Class (+1 hp/level), Domain (Law, 
  Tyranny), Touch of Law (5/day, std action, for 1 round, 
  attack rolls, skill & ability checks and saves treat as 
  11 instead of rolling 1d20), Cunning initiative (+Wis 
  to initiative), Monster lore (+Wis to Knowledge vs 
  monsters), Stern Gaze (+1/2 level to Intimidate & Sense 
  Motive), Detect Alignment (detect chaos, evil, good or 
  law at will), Solo Tactics (allies counted for teamwork 
  feats)
  Combat Gear none
  Other Gear chainmail, masterwork heavy mace, heavy 
  steel shield, warning horn.
  TACTICS
  Inquisitors will try to raise the alarm first, followed by 
  shield of faith and activate bane (swift) and judgement 
  (immediate). If time permits or there is a need resist 
  energy or flames of the faithful.  
  Given their teamwork feats inquisitors will always try to 
  set up a flanking situation for additional bonuses to hit 
  (+4) and damage (1d6 precision).
   
  
  72
  High Seeker Ranark 
   
   
   
  CR 9
  XP 6400
  Human Inquisitor 10
  LE Medium humanoid (human)
  Init +10; Senses detect alignment 60ft.; Perception +17
  DEFENSE
  AC 21 (24), touch 12 (15), flat-footed 19 (22) (+2 dex, +7 
  armor, +2 shield) (+3 protection judgement)
  Hp 95 (10d8+50) 
  Fort +10, Ref +7, Will +11 (reroll Reflex save 1/day)
  OFFENSE
  Speed 20ft.
  Melee +11/+6 heavy mace (1d8+4) or +13/+8  1d8+4+2d6 
  bane or +13/+8 1d8+8+2d6 bane and destruction
  Special Attacks - Bane (swift, bane property, 10 
  rounds per day), Judgement (immediate action, 4/day, 
  destruction (+4 damage), protection (+3 AC, +6 AC vs 
  crit confirmations)
  Tyrannical strike (immediate action, forgo damage to 
  command 1/day)
  Inquisitor Spell-like Abilities (Cl 10, Concentration 
  +18)
  At Will - detect chaos, detect evil, detect good, detect law
  10 rounds/day - discern lies
  Inquisitor Spells Prepared (CL 10, Concentration +18)
  4th (2) - dismissal (DC 18), restoration. 
  3rd (4) - agonising rebuke (DC 17), dispel magic, glyph of 
  warding (DC 17), shield of fortification greater.
  2nd (5) - flames of the faithful, hold person (DC 16), lesser 
  restoration, resist energy (20), see invisibility.
  1st (6) - command (DC 15), cure light wounds,  divine favor, 
  interrogation (DC 15), shield of faith
  0th - acid splash, bleed, brand, detect magic, light, read magic.
  STATISTICS
  Str 16, Dex 14, Con 16, Int 12, Wis 18, Cha 13
  Base Atk +7/+2; CMB +11; CMD 23
  Feats Ally Shield (TW),  Combat Casting, Improved 
  Lightning 
  Reflexes, 
  Improved 
  Initiative, 
  Instant 
  Judgement, Lightning Reflexes, Outflank (TW), Precise 
  Strike (TW), Toughness. 
  Skills  Bluff +14, Intimidate +19, Knowledge (arcana) 
  +14, Knowledge (planes) +14, Perception +17, Profession 
  (lawyer) +17, Spellcraft +14, Sense Motive +21; 
  Languages Common, Infernal; 
  SQ - Favored Class (+1 hp/level), Domain (Law, 
  Tyranny), Touch of Law (7/day, std action, for 1 round, 
  attack rolls, skill & ability checks and saves treat as 
  11 instead of rolling 1d20), Cunning initiative (+Wis 
  to initiative), Monster lore (+Wis to Knowledge vs 
  monsters), Stern Gaze (+1/2 level to Intimidate & Sense 
  Motive), Detect Alignment (detect chaos, evil, good or 
  law at will), Solo Tactics (allies counted for teamwork 
  feats), Second judgement (2 at a time) 
  Combat Gear potion of cure serious wounds (3d8+10)
  Other Gear belt of physical might +2 (Str, Con), chainmail 
  +1, heavy mace +1, heavy steel shield, warning horn.
  TACTICS
  High seeker Ranark will endeavour to bring as many 
  of the Seekers to his aid as possible, using his horn to 
  call in all available seekers in the area. He will then cast 
  shield of faith and use his judgements as an instant action 
  (destruction and protection) to raise his AC (to 27 if he 
  has his armor and shield on), and activate his Bane ability 
  (most appropriate humanoid) as a swift action.
  If possible he will then cast greater shield of fortification if 
  appropriate or resist energy if needed. 
  To enhance his combat effectiveness he can cast divine 
  favor (+3 hit and damage luck bonus), flames of the 
  faithful (+1d6 flaming weapon, or flaming burst if using 
  judgement).
  He can cast see invisibility, dispel magic or dismissal in 
  response to enemy spellcasting or summoning, and if 
  protected by allies will hold person at will. 
  If able to generate his whole suite of buffs High Seeker 
  Ranark is a significant combat threat.    
  TEAMWORK TACTICS
  Ranark has the Ally Shield teamwork feat, and can use 
  an immediate action to force ranged and melee attacks 
  that would miss with cover (+4 AC) to instead strike an 
  adjacent ally. 
  If there are more than one ally present, he instructs them 
  to flank opponents, brining his Outflank (+4 to hit on 
  flanking) and Precise Strike (+1d6 precision damage on 
  flanking) to bear.
  
  73
  Pregenerated Player Character Statblocks
  Alizsah, Tiefling (kyton spawn) Female Bard 6        
  CG medium humanoid (Tiefling) 
  Init +2; Perception +5; Darkvision 60 feet.
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+2 natural, +3 armor, +2 Dex);
  Hp 35 (6d8+6)
  Fort +5, Ref +9, Will +6; +4 vs bardic performance and sonic 
  Resist cold/electricity/fire 5
  OFFENSE
  Speed 30 ft.
  Melee +6 Sickle 1d6+1 (20/x2)
  Ranged +7 Longbow 1d8+2 (20/x3) - (+1 hit/damge within 30ft)
  Special bardic performance 16 rounds/day (countersong, distraction, fascinate, 
  inspire courage +2, inspire competence +2, suggestion).
  Spell-like Ability (CL 6th, Concentration +10)
  2nd (1) - web (DC 16)
  Bard Spells Known (CL 6th, Concentration +10)
  2nd (3) – blur, eagles splendor, sound burst (DC 16), silence (DC 16).
  1st (4) – comprehend languages, delusional pride (DC 15), ear-piercing scream (DC 15), innocence 
  0th (at will) – daze (DC 14), detect magic, ghost sound, mage hand, presdigitation , read magic.
  STATISTICS
  Str 12, Dex 14, Con 12, Int 12, Wis 9, Cha 17 (19)
  Base Atk +4; CMB +4; CMD 16
  Feats Armor of the Pit, Martial Weapon Proficiency (longbow), Point Blank Shot (+1 hit/damage within 30ft)
  Skills Acrobatics +6, Appraise +5, Bluff +13, Climb +5 (+10), Diplomacy +8, Disable Device +6, Disguise +7, Escape 
  Artist +8, Heal +3, Intimidate +14, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) 
  +7, Knowledge (geography) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, 
  Perception +4, Perform (dance) +13, Perform (oratory) +13, Sense Motive +3, Sleight of Hand +6, Spellcraft +5, Stealth 
  +7, Use Magic Device +10.
  Languages Common, Abyssal, Infernal
  SQ Tielfling racial (cold/electricity/fire resist 5, +2 Escape Artist/Intimidate, prehensile tail), Favoured class bonus 
  (+1 skill point/level), bardic knowledge +1, versatile performance (Acrobatics, Fly; Bluff/Diplomacy).
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st),  
  Other Gear +1 composite longbow (12 str), 24 arrows , cold iron masterwork sickle, +1 leather armour, cloak of resistance 
  +2, daredevil boots, headband of alluring charisma +2, ring of climbing, mysterious engraved circlet ,300gp
  TACTICS
  Alizsah tends to use charm, guile and, if needs be, intimidation to achieve her goals. She prefers subterfuge to open action, 
  though she’s not afraid to get her hands dirty when the time comes. In a party she will support any action with spells, 
  performance and her bow, closing to melee only as a last resort. She specializes in confounding her opponents.  
  Description
  Lithe and agile, Alizsah has short black hair, violet skin and wickedly demonic eyes. When working, she wears dark, form 
  fitting leathers, and carries a bow over her shoulders and sickle at her side. When ‘performing’ she wears little more than a 
  smile.
  Background
  Alizsah grew up in the darker parts of the city, her blood and upbringing making the transition to the seamy side of society. 
  She moves through the criminal element like a master, using her burlesque performances to get close to the right people. 
  She takes jobs where she can get them, but excels in spying, information gathering and ‘recovery’. Despite a truly devilish 
  streak, Alizsah has limits to how far she will delve into the darkness, and she is particularly cagey about her past or the 
  mysterious circlet she carries.
   
   
   
   
   
   
   
   
   
   
  Character Concept - Vernon Swain-Nisbet
  
  74
  Elzix, Human Female Oracle 6          
  CG medium humanoid (Human) 
  Init+0; Roll Twice; Perception +8
  DEFENSE
  AC 20, touch 10, flat-footed 18 (+7 armor, +3 shield);
  Hp 32 (6d8)
  Fort +3, Ref +3, Will +7
  OFFENSE
  Speed 20 ft.
  Melee +8 longsword 1d8+3 (19-20/x2)
  Ranged +4 throwing axe 1d6+2 (20/x2)
  Oracle Spells Known (CL 6th, Concentration +10, +14 casting defensively)
  3rd (4) - deadly juggernaut, magic vestment.
  2nd (6) – bull's strength, cure moderate wounds, fog cloud.
  1st (7)— cause fear, cure light wounds, enlarge person, forbid action (DC 15), murderous 
  command (DC 15).
  0th (at will) – create water, detect magic, light, mending, read magic, spark, stabilize
  STATISTICS
  Str 14, Dex 10, Con 10, Int 13, Wis 12, Cha 17 (19)
  Base Atk +4; CMB +6; CMD 16
  Feats Combat Casting, Extra Revelation, Improved Shield Bash, Scribe Scroll
  Skills Craft (alchemy) +9, Diplomacy +12, Heal +9, Knowledge (religion) +9, Perception +9, Sense Motive +9, 
  Spellcraft +9
  Languages Common, Halfling
  SQ Favoured class bonus (+1 skill point/level), Skilled (+1 skill point/level), Mystery (Battle), Revelations (War Sight, 
  Skill at Arms, Weapon Mastery - longsword), Oracle Curse (Lame)
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st), scroll of fog cloud (Cl 4th)
  Other Gear +1 longsword, +2 scalemail, +1 heavy steel shield, aegis of recovery, cloak of resistance +1, headband of alluring 
  charisma +2, throwing axe (4), 200gp 
  TACTICS
  Elzix revels in a brawl, but she’s got a deep vindictive streak. She opens combat with spells that hamper of confuse 
  her opponents, then wades in with her sword and shield, ruthlessly crushing her opposition while they are 
  weakened.  
  Description
  Thin and waifish, with slightly tangled long brown hair, Elzix looks like exactly what she is – a hardened street 
  kid. She has a noticeable limp, and a masterful ‘innocent’ expression only a 15 year old girl can produce. Garbed in 
  slightly oversized armour and wielding a longsword and shield, she cuts a slightly comical figure until observers 
  realise the deadly precision of her movements and the almost maniacal gleam in her eye.   
  Background
  An orphan in an unforgiving city, Elzix grew up rough and poor, falling into street gangs at an early age. She found 
  she had the fire for a fight, and never took a backward step. Her awakening to mystical power occurred at puberty, 
  and she rose even further, her gang and their “Battle Witch” carving out a nice little territory in the Lower Ward. 
  Until recently, she was content with this, but she’s begun to sense true darkness on the horizon…and she’s always up 
  for a scrap.   
  Character Concept - Zorba “The Dwarf Smasher”
  
  75
  Lenalee Shieldheart, Halfling Female Paladin 6 (Hospitaler)   
  LG small humanoid (halfling) 
  Init +1; Perception +6
  Aura - Courage (10' all allies gain +4 saves vs fear)
  DEFENSE
  AC 22, touch 11, flat-footed 19 (+8 armor, +2 shield, +1 Dex, +1 size);
  Hp 53 (6d10+12)
  Fort +11, Ref +9, Will +11; Immune Fear, Disease
  OFFENSE
  Speed 20 ft. (15ft in armor)
  Melee +9/+3 longsword 1d6+2 (19-20/x2) 
  Ranged +8 light crossbow 1d6 (19-20/x2)
  Special Smite Evil (one target, +4 to hit, +6 damage, Bypass DR, +4 AC vs target, 
  damage bonus doubled on 1st attack vs evil outsider, dragon or undead)
  Spells Prepared (CL 2nd, Concentration +5)
  1st (2)— cure light wounds (x2)
  STATISTICS
  Str 12, Dex 12, Con 12, Int 11, Wis 12, Cha 17 (19)
  Base Atk +6/+1; CMB +6; CMD 17
  Feats Greater Mercy (+1d6 healing on Lay on Hands when no conditions exist), Toughness, Word of Healing (use Lay 
  on Hands at 30' range)
  Skills Diplomacy +13, Heal +10, Knowledge (religion) +7, Perception +6 
  Languages Halfling, Common.
  SQ Halfling Racial (+1 AC and hit, -1 CMB/CMD, +2 saves vs fear, +1 all Saves, +2 Acrobatics/Climb/Perception, +4 
  Stealth), Favoured class bonus (+1 skill point/level), Aura of Good, Detect Evil (move action, single target, 60’ range), 
  Smite Evil 1/day, Lay on Hands (30', 3d6 healing and removes sickened & diseased conditions 7/day, can damage 
  undead), Mercy (sickened), Channel Energy (positive, 30’ burst, 2d6, Will DC 17) 6/day, Divine Bond (Weapon +1 
  enhancement bonus or ability, sheds light, 1/day, 5 minutes). 
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st)
  Other Gear +1 longsword (small), +2 chainmail, +1 light steel shield, masterwork light crossbow (small), 24 bolts, cloak of 
  resistance +1, headband of alluring charisma +2, 600gp 
  TACTICS
  Lenalee will always attempt a diplomatic solution before combat, and will seek to incapacitate rather than kill 
  opponents if possible, always offering quarter if asked. If her comrades are in genuine danger she will switch, 
  however reluctantly, to lethal combat.
  Lenalee uses her spells and abilities to shield and heal her allies, and will always interpose herself between them and 
  harm.   
  Description
  Lenalee always tries to keep a comely appearance (her only true vice) despite wearing her father's weathered suit of 
  armour. Her auburn hair is usually in a ponytail with some sort of flower decoration. Both her shield and her armour 
  display her family crest, a pair of swords crossing in front of a heart. Her eyes (one blue, the other green) seem to 
  have a welcoming twinkle about them. Unlike most halflings, her feet are covered mainly for protection. Her father's 
  long sword rests in a sheath on her right hip (she's left handed).
  Background
  Lenalee was born to a forgotten hero and took up his mantle when he passed. She seeks to do his memory justice and 
  protect the weak from aggressors. To her everyone is deserving of mercy and bloodshed to her means failure.
  Character Concept - Adam Matherly
  
  76
  Luther “Sarge” Flint, Human Male Gunslinger 6         
  LN medium humanoid (human) 
  Init +3; Perception +11
  DEFENSE
  AC 21, touch 16, flat-footed 15 (+5 armor, +4 Dex, +2 dodge);
  Hp 54 (6d10+12)
  Fort +6, Ref +9, Will +4
  OFFENSE
  Speed 30 ft.
  Melee +7/+2 longsword 1d8 (19-20/x2)
  Ranged +11/+6 pistol 1d8+5 (20/x4, Misfire 1)
  Deeds Deadeye, Gunslinger’s dodge, Quick clear, Gunslinger initiative, Pistol whip, 
  Utility shot 
  STATISTICS
  Str 10, Dex 17 (19), Con 12, Int 13, Wis 14, Cha 10
  Base Atk +6/+1; CMB +6; CMD 19
  Feats Gunsmithing, Extra Grit, Point Blank Shot (+1 hit/damage within 30’), Precise 
  Shot, Rapid Reload (pistol), Weapon Focus (pistol).
  Skills Acrobatics +13, Craft (weaponsmith) +10, Knowledge (engineering) +10, Knowledge (local) +10, Perception 
  +11, Profession (soldier) +10.
  Languages Common, Dwarven.
  SQ Favoured class bonus (1hp/level), Skilled (+1 skill point/level), Grit (4 points/day), Deeds, Nimble (+1), Gun 
  Training 1 (pistol)
  Combat Gear potion of cure moderate wounds (Cl 3rd 2d8+3), potion of shield of faith (Cl 1st)
  Other Gear masterwork longsword, dagger (2),+1 pistol, shot & powder for 60 shots, +2 studded leather armour, cloak of 
  resistance +1, endless bandolier, belt of incredible dexterity +2, gunsmith’s kit, 3030gp 
  TACTICS
  Luther is soft spoken and is equally at home talking things through or ‘taking them outside’. If combat occurs he 
  prefers to think his way through a situation, calm and considered before taking action – which is inevitably through 
  the sights of his pistol.   
  Description
  Luther is a man in his forties, short cut hair and heavily scarred face. He wears leather armour and a heavy coat, and 
  carries a longsword and a pistol holstered at his side. He has the bearing and calm assured purpose of an ex-military 
  man. 
  Background
  Luther served as a sergeant in the Andurian Guard, stationed in one of the few external outposts in the region. Career 
  military, he was content to serve out his days, but a sudden, unprovoked attack on the outpost by a small horde 
  of shambling undead wiped the Guard contingent there out to a man – only Luther survived. The attack ceased as 
  suddenly as it started, with no apparent reason or trigger. Deeply troubled by this he resigned his commission to seek 
  out the cause of the incursion.       
  Character Concept - Brian Dunnett
  
  77
  Tarathiel Crystalthorn, Elf Male Wizard 6          
  NG medium humanoid (Elf) 
  Init +6; Perception +9; Low Light Vision.
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection);
  Hp 32 (6d6+6)
  Fort +3, Ref +4, Will +5; +2 vs Enchantment; Immune Sleep
  OFFENSE
  Speed 30 ft.
  Melee +4 Longsword 1d8 (19-20/x2)
  Ranged +6 Longbow 1d8 (20/x2)
  Special force missile (1d4+2) 6/day
  Wizard Spells Prepared (CL 6th, Concentration +10, +14 casting defensively)
  3rd (3) - dispel magic, fireball (DC 17), lightning bolt (DC 17)
  2nd (4) – blur, mirror image, scorching ray (x2).
  1st (4)— burning hands (DC 15), grease (DC 15), mage armor, magic missile 
  0th (4) – detect magic, light, ray of frost (DC 14), resistance
  STATISTICS
  Str 10, Dex 15, Con 12, Int 17 (19), Wis 12, Cha 10
  Base Atk +3; CMB +3; CMD 15
  Feats Combat Casting, Craft Wand, Craft Wondrous Item, Improved Initiative, Scribe Scroll
  Skills Appraise +8, Craft (alchemy) +11, Knowledge (arcana) +12, Knowledge (planes) +12, Knowledge (history) +12, 
  Knowledge (local) +11, Perception +9, Spellcraft +12 (+14 for identification).
  Languages Common, Elven, Celestial, Draconic, Sylvan. 
  SQ Elven Racial (Immune to magic sleep, +2 saves vs enchantment, +2 Perception/Spellcraft (identification only), 
  +2 Cl to overcome SR, proficiency with ‘elven’ weapons), Favoured class bonus (1 skill point/level), Arcane Bond 
  (amulet, cast any spell known 1/day), Arcane school (Evocation, opposition schools Necromancy and Enchantment), 
  Intense Spells (add +1/2 level to damage of evocation spells) 
  Combat Gear wand of magic missile (CL 3rd, 50 charges), wand of invisibility (CL 3rd, 50 charges).   
  Other Gear masterwork longsword, masterwork longbow, 24 arrows, cloak of resistance +1, headband of vast intelligence 
  +2 (Knowledge - planes), ring of protection +1, spellbook (all 0th, memorised plus expeditious retreat, identify, protection 
  from evil, shield and fox's cunning), 50gp
  TACTICS
  Tarathiel is happy for others to go hand to hand, remaining toward the back where he can rain down destruction on 
  his foes with magic or arrows.  
  Description
  Tarathiel is a young elf, with pale blonde hair blue eyes. He wears finely tailored clothing, and carries a longbow and 
  longsword, the traditional weapons of his people. 
  Background
  Tarathiel is young by the standards of his race, young enough to be impassioned and wish to embark on grand 
  endeavours. ‘Foolish’ other elves deem it. Tarathiel was raised in a distant enclave, to a life of study and privilege. 
  When he uncovered an ancient text predicting a great evil rising in the Eternal City, Tarathiel impulsively journeyed 
  there to uncover and face this menace.   
  Character Concept - T. Minards & Micah Watt
  
  78
  OPEN GAME LICENSE Version 1.0a
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  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 
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  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
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  11. Use of Contributor Credits: You may not market or advertise the
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation 
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  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and 
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast,
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Pathfinder Roleplaying Game Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. Copyright 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K. Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. Copyright 2011, Paizo Publishing, LLC; Authors Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, 
  F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt 
  James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. 
  Wesley Schneider, Tork Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross 
  Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ 
  Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, 
  Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, 
  Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, 
  Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Game Mastery Guide. Copyright 2010, Paizo Publishing, LLC; Authors: 
  Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steve 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 Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny 
  Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, 
  with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, 
  Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.
  Pathfinder Campaign Setting; Pathfinder Society Field Guide. 2011, Paizo Publishing, LLC. Authors: Erik 
  Mona, Mark Moreland, Russ Taylor, and Larry Wilhelm.
  Pathfinder Chronicles – Cheliax: Empire of Devils Copyright 2009, Paizo Publishing, LLC Authors: 
  Jonathan H. Keith, Colin McComb, Steven E. Shend, Leandra Christine Schneider, and Amber E. Scott.
  Pathfinder Players Companion: Champions of Balance. 2014, Paizo publishing, LLC; Authors: Matt 
  Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz.
  Pathfinder Player Companion: Champions of Corruption © 2014, Paizo Inc.; Authors: Paris Crenshaw, Jim 
  Groves, Sean McGowen, and Philip Minchin
  Pathfinder Player Companion: Demon Hunter’s Handbook. 2013, Paizo Publishing, LLC; Authors: Philip 
  Minchn, F. Wesley Schneider, and Jerome Virnich.
  Pathfinder Player's Companion: Pirates of the Inner Sea Copyright 2012, Paizo Publishing, LLC; Author: 
  Amber E Scott.
  Pathfinder Chronicles: Princes of Darkness. Book of the Damned Vol. 1. Copyright 2009, Paizo Publishing, 
  LLC; Author: F Wesley Schneider.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, 
  Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, 
  Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark 
  Seifter, Linda Zayas-Palmer Pathfinder Player Companion: People of the Wastes © 2017, Paizo Inc.; 
  Authors: Logan Bonner, John Compton, Nathan King, Luis Loza, Christopher Wasko, and Linda Zayas-
  Palmer.
  Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander Augunas, John 
  Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, 
  Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David 
  N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer 
  Pathfinder Player Companion: Divine Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, Russ 
  Brown, John Compton, Alex Riggs, and David Ross.
  Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua 
  J. Frost.
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. 
  Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston 
  Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, 
  and Linda Zayas-Palmer.
  Difficult Circumstances, Prologue: What Lies Beyond Reason, 2015, Pyromaniac Press; Micah Watt.
  A Simple Job, Adventure 1: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Ignorance is Bliss, Adventure 2: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  From the Ashes, Adventure 3: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Campaign Guide: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Sanitarium, Adventure 4: What Lies Beyond Reason, 2018, Pyromaniac Press; Micah Watt.
  
  The road to Hell is paved with good intentions
  The Guild of Peace and Healing have seemingly formed an alliance with the 
  Seekers of Asmodeus, possibly the most unlikely of ties even in these dark 
  times. Is this a union of mutual beneﬁ t, or something more sinister? 
  As the creeping madness continues to claw its way across Anduria, 
  infecting the populous and releasing unfathomable horrors, the heroes 
  must uncover the secret of this alliance to save a friend.
  What they ﬁ nd will rock the city to its very foundations. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Pyromaniac Press/Sanitarium v1.pdf