TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  KET3-05 
   
   
   
   
   
   
   
  Broken Faith 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Ket Regional Adventure 
                                                 
  by Stephen Baker 
  Triad Editor: Chris Chesher 
  Circle Edit: David Christ 
  There is trouble near the Yatil Mountains and the local Bey has had his hands full routing a nest of undead that have 
  been unearthed. Just when the locals thought they had it under control, a local inventor goes missing. Now the Archons 
  and Elite Threshers known as the ‘Black Scorpions’ have become involved and you seem to have become the 
  middlemen. Who’s pulling the strings and what does this mean for Ket?  A One Round adventure for the unselfish from 
  APLs 6 to 12. 
   
   
   
   
   
   
   
   
   
   
  
  Broken Faith 
   
  Page 2 
   
  Introduction 
  This is an RPGA® Network adventure for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this adventure, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA adventure.  
   
  Preparation 
   
   
   
   
   
  First you should print this adventure. This adventure 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the adventure as described in the 
  introduction.  
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this adventure is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out a reporting form.  After the 
  form is filled out it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may only bring four or 
  
  Broken Faith 
   
  Page 3 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard One-round Regional adventure, set 
  in Ket.  Characters native to Ket pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
   
  Judges and Players of the Ket 
  Region 
  Like many regions in the Living Greyhawk campaign, 
  the region of Ket has some rather unique flavouring. It 
  is your responsibility as a Judge to keep yourself 
  briefed with all the latest Regional information. The 
  primary 
  source 
  for 
  this 
  is 
  http://ket.living-
  greyhawk.com. It is frequently being updated, so be 
  sure to check before running an Adventure. It is also 
  your responsibility as a Judge to follow and enforce the 
  material presented by the Ket Triad and the Living 
  Greyhawk Campaign.  
  -Chris Chesher, Scenario Coordinator, Ket Triad 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Reminder to the Judge 
   
  A general note on representing the in-game word 
  usage for NPCs when referring to the names of gods. 
  Due to the reverence (and sometimes fear) of these 
  most divine and powerful beings, the NPCs do not use 
  the true name of the god in vain during idle 
  conversation. Only when the god’s power is truly being 
  invoked (though not necessarily by a spell) is the true 
  name used. It’s a firm believe that to use the gods’ true 
  name invokes that being’s attention. The descriptive 
  name used can also sometimes refer to which sect or 
  view the worshipers have of their god, but this is not 
  always the case. For instance, when the NPCs in this 
  scenario wish to refer to Nurell, they say, “The Reaper”, 
  in an attempt to avoid his attention. Also, the NPCs in 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  Broken Faith 
   
  Page 4 
  this Scenario refer to Zilchus as “The Money Changer”, 
  for the sect that is being referenced dealt with that 
  aspect of the god more so, than those who would refer 
  to him as “The Great Guildmaster”. To say, “Fharlanghn 
  Rules the Roads” is a blessing, invoking the god’s 
  power. To say “Zilchus be poor” is profanity. 
   
   
  Adventure Background 
  The Blackhammer and Silverpick clans of Dwarves in 
  the Yatil Mountains have long been small but powerful 
  dwarven clans.  Centuries ago, they decided the best 
  plan of action was to not only ally with other like-
  minded people in the Yatils, but also create a secure 
  route to the Barrier Peaks and the other Dwarves of the 
  south.  This was thought initially to be an 
  impossibility, to create a tunnel of this length for a cost 
  that would not bankrupt the clans (not to mention 
  shore off any of the other breaches that it might make 
  and secure them).   
  Into this came one of the most brilliant inventors 
  known to the Dwarves.  His name was removed from 
  the clan rolls for his role in what was to come later, but 
  at that time he was the source of brilliance and drive.  
  He discovered the remnants of the first of the 
  clockwork horrors, a set of electrum, gold and 
  platinum types. His hubris knowing few bounds, he 
  fixed them up with little understanding of their 
  abilities and these three served as an experimental 
  force, building a test tunnel. Though spare parts were 
  being unearthed, few could be made fully functional by 
  the dwarf. Each unit required a life spark to make it 
  function, and those were harder to find.   
  Later, another type was uncovered from deep within 
  the oerth. This type was plated with adamantine and 
  badly damaged. Much irresponsible experimentation 
  was conducted on the adamantine type. The dwarf 
  discovered that this one could not only create more of 
  the other types (and the life sparks), but that it was 
  supremely intelligent in its ‘natural’ state.  
  He ordered it to create more of the lesser horrors and 
  presented his elders with a proposal that a force, acting 
  with specific directions, could build the long-sought 
  tunnel to the south.  The cost was high (the raw 
  materials themselves) but the long-term benefit and 
  the lack of dwarven supervision and upkeep was the 
  clincher.  The project began and ran for 20 years. 
  The Dwarven inventor was not entirely unwise, 
  arrogant though he may have been.  During the 
  experimenting and reconstruction phase on the 
  adamantine unit, he constructed a series of controls for 
  his “creation”, daggers of simple design that enabled 
  him to activate or deactivate many of the vital 
  functions by virtue of a slot – they were deadman 
  switches, without which the creatures could not 
  function. The adamantine horror had two such 
  controls, one to limit the higher functions of the 
  creature and the second to limit the ability to create 
  more through the creation of life sparks.  Sure in his 
  control of the creatures via the master unit, the dwarf 
  never looked further into their construction or history. 
  At the end of the 20 years, the dwarves had about 1/2 
  of the tunnel built.  It was 40 feet wide, vaulting up 
  some 50 feet and wended down through most of 
  present-day Ket at a depth of over 1000 feet.  Then, the 
  true nature of the horrors unleashed itself, as they 
  struck at their makers and made an effort to destroy 
  them and enslave the world. Even at the time of the 
  revolt, there was much debate on what finally triggered 
  the adamantine horror to reveal its true motivation, but 
  some suggest it had something to do with the magical 
  wasting disease that had started to contaminate the 
  tunnels shortly before. Others suspect intervention by 
  an otherworldly force.  
  The subsequent fight with the new legions of horrors 
  was brutal and deadly.  The Silverpick clan ceased to 
  exist that night and the Blackhammers were mauled.  
  The horrors were defeated, though the price was 
  terrible.  Great magics were used by the Dwarves, 
  unleashing a flood of water from the mountains into 
  the tunnel and sealing it for an eternity (they hoped).  
  Only a few isolated electrum horrors escaped, all of 
  which were hunted down and destroyed. 
  The adamantine horror itself was badly damaged and 
  both daggers removed, at great personal cost to the 
  Dwarves who flung themselves into this perilous task 
  in the combat. With both out, the adamantine leader 
  ceased to function and his army started to fail with 
  him, now trapped in the tunnels. The Dwarves made 
  an attempt to salvage what they could but found the 
  bodies of the horrors contaminated somehow, causing 
  a wasting disease, possibly some act by the leader of the 
  horrors, though it was said to be present weeks before 
  the revolt, perhaps an early strike. 
  What remained of the Silverpick clan merged with the 
  Blackhammers and they closed up the tunnel as a tomb 
  to those who had died, preferring to ignore that part of 
  their past rather than think upon the terror that had 
  arisen. 
  A year ago, there was an influx of electrum into the 
  economy (see the Adventure Treasure Hunt). This had 
  little impact save for an eccentric Gnomish inventor 
  
  Broken Faith 
   
  Page 5 
  living in northern Ket who found that the coins and 
  bricks had a similar pattern beneath their castings, one 
  which she matched to a dagger of ancient Dwarven 
  design.  
  There is also a glimmer of the contamination on the 
  blade, enough to connect it to the horrors and allow for 
  a bit of realization into the past. Senalabia pieced the 
  coins together in a frenzy of sleep deprivation, finally 
  putting together the shell of an electrum horror. From 
  that point, she managed to find a long-discarded (and 
  badly damaged) interior that fit it (taken from deep 
  caves near her house) and she had a barely functioning 
  electrum horror. The life spark had just enough will 
  power to crawl back home, much to the inventor’s 
  surprise. 
  Seeking more information (and sleep-deprived by this 
  point), the inventor followed the horror back to the 
  source of the horror’s interior, a deep cave behind her 
  house in the foothills.  There she found a tunnel 
  created by a creature of approximately the horror’s size 
  and followed it inward and downward, only a few steps 
  behind the limping electrum. The two eventually came 
  to an ancient magical trap-like portal that had two 
  functions. The first was to prevent digging (in either 
  direction) into the area the horrors were sealed into. 
  The second was to dampen the telepathy and the 
  higher mental functions of the horrors within. This has 
  kept the horrors from achieving any sort of resurgence.  
  Being too clever for her own good, the gnome inventor 
  worked hard and bypassed the portal and the magical 
  force effect that traveled through the earth and stone 
  all around the tomb.  
  When the electrum horror came within control range 
  of the dormant but powerful creatures of its kind 
  (platinum and gold), it activated and attacked her. It 
  held her long enough for help to arrive and she was 
  carried away, kicking and screaming.  
  With the seal down, the remaining functional horrors 
  were free to foray outside, but never strayed far from 
  the nest, for fear or exposing themselves. The horrors 
  were delighted to discover that this gnome carried an 
  adamantine dagger, although damaged, that they 
  needed all this time. With the dwarven gate 
  deactivated, the horrors quickly dismantled it 
  completely.  
  The Blackhammers were warned of the breach via 
  ancient magical means, but are hard-pressed on other 
  fronts and cannot spare an investigation of their long-
  abandoned tombs. They have asked the Graf of Molvar 
  and, by long extension, the characters, to venture into 
  this lost tomb to determine what they can of what 
  breached the tunnel and why. After initial local 
  investigation by the authorities, rescuing the now-
  missing inventor is added to the mission list.   
  The Blackhammers are represented in Molvar by the 
  House of Al’Zarif, a merchant house with which they 
  have dealt in the past.  The dwarves have not been 
  entirely candid with the Graf.  He is under the 
  impression that the cause might be undead, as there 
  was a problem with them rather recently in that exact 
  Beyship – it is up to the adventurers to bring back the 
  correct news. Of course, once the Archons become 
  involved, they start to withhold information for their 
  own reasons. A motley crew of representatives is 
  gathered, each withholding the secrets of their own 
  interests. The powers work out that they need 
  outsiders whom are expendable to every side, loyal to 
  none. The House of Al’Zarif, on behalf of the dwarves, 
  have selected the Characters.  
  The adamantine horror down in the tunnels now has 
  an adamantine dagger, which allows it to function, but 
  the dagger is damaged, as well not one of the more 
  superior control daggers that Silent Strike is. It has had 
  time to re-awaken and realign old horrors (not that the 
  dampers are gone) but cannot build the standard 
  varieties. The old horrors suffer from degradation due 
  to age and disuse and are actually capable of suffering 
  critical hit damage  (after some study). 
  The only thing that the adamantine horror has been 
  capable of doing is experimenting with a new force 
  (since it cannot currently build more horrors). A pack 
  of Owlbears were found in the caves (near the surface, 
  of course) hibernating. These sleeping beasts were easy 
  prey and quickly swarmed and subdued. The adults 
  were killed, but the cubs were dragged back for the 
  same fate as the gnome. The radiation has caused them 
  to grow extremely fast. Their life expectancy is greatly 
  shortened because of this. They are being used as 
  prototypes for the half-golem template it has been 
  using.  The owlbears are terminally vicious and attack 
  anything that is not a horror or other half-golem, 
  knowing no pity, just hunger. 
   
  Coincidence in the Beyship 
  Recently, the small Beyship of Zeer (centered on the 
  village of the same name) has had a mysterious 
  outbreak of undead. Bey Shazeer summoned forth a 
  Hunter of the Dead once the problem was more clearly 
  identified. The undead would sneak into the different 
  parts of the valley during the night and cause all sorts 
  of strange, yet malicious events. The undead would 
  
  Broken Faith 
   
  Page 6 
  always retreat by dawn, back into the hills. The Hunter 
  of the Dead led most of Bey Shazeers troops up into the 
  hills.  After a night battle in the village, they routed 
  and destroyed most of the undead. The Hunter of the 
  Undead reported a hunch that he suspected there was 
  more to it and led many of the troops further into the 
  mountains.  
  The last report given to the Bey, was that the 
  expedition into the mountains was expected to last at 
  least a month. In the mean time, watch out for any 
  undead that may have reemerged.  
  So when the gnome inventor goes missing, Bey 
  Shazeers is not sure if its undead or what. Before he has 
  a chance to send word for another Hunter of the Dead, 
  the local Archon contacts him and informs him the 
  Graf is sending special help to look into the matter. 
  The resource stricken Bey quickly accepts and grants 
  formal permission to the representatives to investigate 
  the matter. 
  When the characters arrive in the valley, Bey Shazeers 
  knows little of the progress of the Archons and 
  Threshers. If the characters insist on speaking with 
  him, he’s tells them that he has given the matter over 
  to the Archons and the Graf’s representatives.  
  The village of Sheer has a population of 400 people and 
  an item cap of 200 gp. It is a typical northern Ket 
  village in a traditional safe valley. 
  The following information can be gained with a 
  Knowledge (nobility) or Knowledge (local) check: 
  (DC 15), Bey Shazeer is an honest, upstanding Bey 
  with few political connections.  He is located here at 
  the north of Ket in a fertile area (thanks to the various 
  small rivers which come down out of the mountains) 
  but little in the way of trade or other travel.  He had 
  political contact with the previous Graf of Molvar but 
  has not cultivated any with the current one.  His 
  neglect has cost him influence in the say about things 
  around his land  
  (DC 20) but he is growing old now and tends to dote 
  on his family,  
  (DC 25) three daughters all in their early 20’s and late 
  teens.  Strange for this age, none are even betrothed 
  yet, though many seek their hand in marriage (if not 
  for the wealth, each is reputed to be very beautiful). 
   
  Black Scorpions 
  The Black Scorpions are an elite investigative branch of 
  the Threshers.  They are trained to study intelligent 
  opponents and divine/guess their intentions/goals.  
  When important personages go missing, it is 
  frequently the Black Scorpions who investigate the 
  kidnappings. Like wise, when theirs something strange 
  in a District, these are the men who are called, much 
  unlike the regular Threshers. They are a secretive 
  branch of the Threshers and rarely ask for outside 
  assistance. It is rumored that a highly skilled Black 
  Scorpion can walk into a bar, close her eyes and pick 
  out a lawbreaker by vibration alone – but that is just a 
  story… 
  Generally speaking they are combinations of Fighter 
  and Rogue, with more ranks in the former.  
   
  Adventure Summary  
  Introduction: Players are introduced to the plot by 
  members of the Archons, Threshers and the 
  Blackhammer clan via the House of Al’Zarif. There is 
  absolutely no money being offered for this mission – 
  the characters can keep whatever they take from the 
  rescue effort, but nothing further. All items looted are 
  inspected by the Archons and Threshers for legality 
  and possible danger. They reserve the right to 
  confiscate any items.  
  It is expected that characters react favorably to the 
  news that they are imparted with at the meeting.  
  Should all else fail, there is an NPC who challenges 
  people present “to do the right thing” as well as 
  “destroying undead”. There is the chance they can get 
  more information, particularly about the nature of the 
  threat, but the dwarves are deliberately vague about the 
  origins of the danger. 
  With introductions complete, the Archon and 
  Threshers present the party with their task, being to 
  recover the gnomish inventor Senalabia and discover 
  the cause of the kidnapping. Time is of the essence, as 
  they do not know what has happened to her.  
  Information about the horrors and the tunnel is not 
  provided. It is need to know. It could turn out to just 
  be an undead problem, so no need to tell the 
  Characters information they shouldn’t know. 
  Encounter One: Once the job is accepted, the Black 
  Scorpions escort the party to the home of the inventor. 
  There, they can search her house for clues or other 
  information.    
  In particular, her notes on the work are available and 
  the Threshers and Dwarves have cordoned off his 
  house to outsiders, so little has been disturbed.  After a 
  short period of time, they are encouraged to enter into 
  
  Broken Faith 
   
  Page 7 
  the tunnel at the back of the house, leading downward, 
  where the horror went. 
  Encounter Two: Deep in the tunnels below Ket, the 
  party is ambushed (unless heard/spotted) by a guard 
  force of Horrors.  The terrain of the tunnels is a 
  limiting factor on parties, being somewhat twisty and 
  short (5 ½ feet tall), preventing the effective use of 
  large weapons and slowing those of that height or 
  taller during movement. 
  Encounter Three: After surviving the first encounter 
  with the horrors, the party approaches the area they 
  were told to meet the Dwarf who has been sent in as a 
  scout.  He is a Forsaker and very much on edge, being 
  exiled from his people for his chaotic and destructive 
  ways, but still very loyal to the Blackhammer clan.  It 
  does not take much to set him off.  The combat can and 
  should be avoided and no experience is given if one 
  breaks out. He provides a map to the lower levels and 
  the location of the gnomish inventor, Senalabia (the 
  general area). 
  Encounter Four: Deeper into the tunnels, it is 
  presumed that the party goes after Senalabia first (the 
  Forsaker having emphasized her plight). There the 
  party encounters no creatures, the horrors having 
  abandoned this area at the order of the Adamantine 
  Horror, bringing Senalabia with them, but leaving a 
  trap behind.  
  There are numerous rooms full of Copper Horrors 
  here, small Clockwork horrors that are entirely non-
  functional.  These horrors are also clearly capable of 
  tunneling and digging and details can be determined 
  about the tunnel and the history of this place from this 
  point 
  Encounter Five: In the centre of the complex, the 
  adamantine horror has been watching the parties’ 
  advance through the connection it has with all other 
  horrors.  It has prepared itself, summoning aid and 
  determining the characters strengths and weaknesses. 
  Any who have purchased Silent Strike are not attacked 
  by any save the chief horror.  If the person carrying 
  Silent Strike goes down at any point, all other creatures 
  break off and try to recover the dagger and get it to the 
  Adamantine Horror. At APL 12, the newest (and only) 
  of the horror constructs, a half-golem gnome, is 
  present to add to the excitement.  There have been 
  hints and parts in the holding area for Senalabia that 
  speak to the origins of the half-golems. 
  Conclusion:  Much depends on these results as to 
  when/if the horrors are able to expand. 
   
  Introduction 
  For early winter, the temperature is relatively 
  warm, though the sky and countryside promise that 
  a rapid change will soon be upon Ket as heavier 
  winter snows set in.  The Inn of the Golden 
  Falchion, on the outskirts of Molvar, is a common 
  gathering spot for adventurers. 
  It is with some trepidation, then, that the patrons 
  of the Inn watch as a collection of Threshers ride 
  up to the establishment and dismount.  The 
  presence of these authority figures generally means 
  only one thing – someone has broken the law. 
  At the head of the Black Scorpions (the Thresher unit) 
  is the Archon Jiazeera. She is not in charge of the 
  Threshers but her authority in the current matter at 
  hand is tremendous.  Their head is Captain Latt, a half-
  orc of reasonable intelligence who has chosen, for 
  political reasons, to defer to the Archon in all matters 
  at the Inn. The relationship between these people and 
  the different authorities they represent is very 
  complicated. 
  If anything that occurs here that is against the laws of 
  Ket, Captain Latt does not defer any longer.  He is 
  adamant about his task, which involves enforcing the 
  laws of the land.  As a representative in this mission, he 
  is willing to overlook minor indiscretions but he is still 
  an official of the government and acts accordingly. 
  The Archon is here to ask for the assistance of 
  adventurers.  A gnomish inventor by the name of 
  Senalabia has gone missing – this, in and of itself, is not 
  normally cause for concern.  The Dwarves of the Yatils, 
  specifically the Blackhammer clan, have made requests 
  in the past day or two and sent down a contingent of 
  warriors.  This makes her disappearance not just a 
  matter of some concern, but rather of significance to 
  the Graf.  On top of it all, the information provided by 
  the dwarves and the recent activities in Zeer have led 
  the Graf to assume this is the cause of undead, and 
  adventurers as well as those loyal to the Restorer of 
  Righteousness are needed. Or at least, that is the 
  official story. The Graf is curious to know exactly what 
  the Archon’s may know, over and above what they’ve 
  already told him.  
  There is a dwarf with the Threshers, Sturgeon 
  Lowrock, looking uncomfortable in his long mail 
  armor but at ease on the pony he was riding.  He steps 
  up beside the Captain and the Archon before they start 
  asking around.  Sturgeon works directly for the House 
  of Al’Zarif, a member of the Mouquollod Consortium 
  and are actively helping the Blackhammers in this 
  
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  matter. Anyone with a favour of the Blackhammer clan 
  recognizes his clan symbol (worn beside the symbol of 
  the House of Al’Zarif – which is a coin over top of a 
  mountain) or can make a Knowledge (nobility) [DC 15] 
  check. Knowing his clan is sufficient for a +2 
  circumstance bonus to social interaction with him. 
  Sturgeon is willing to exchange influence with the 
  Merchant House in order to facilitate some help but 
  cannot offer anything further.  If hard-pressed, he 
  indicates that he has no authority to offer money and is 
  helpless in that regard. 
  The Archon is wary of those who work solely for pay or 
  similar rewards.  Her only offer in this case is to do 
  good for a missing member of the community.  If 
  asked, she explains that the Archons and Black 
  Scorpions are at a loss but that they have one or two 
  important clues.  The Archon and the Black Scorpion 
  captain have not been fully briefed by their superior on 
  the matter. They’ve been told there is a slim possibility 
  that something other than undead could be causing 
  this, but to assume its undead to avoid unwarranted 
  panic and rumor.  
  They will, of course, investigate these themselves but 
  they do not have the resources north of Molvar to do 
  so for a while, possibly even a few weeks. Should 
  somebody succeed at a Diplomacy check [DC 20], she 
  reveals that the Black Scorpions plan to scour the 
  Beyship while the adventurers explore the Gnome’s 
  disappearance, to cover more ground that way. 
  She however, offers them all the treasure they can 
  obtain from whatever has caused this disappearance, if 
  any.  At this point, character’s should begin to get an 
  idea that it is not just a common disappearance but a 
  kidnapping or something similar, probably caused by 
  left over undead forces.  Until they have agreed to 
  assist, however, she does not reveal anything further – 
  if pressed with a Diplomacy check [DC 10+APL] she 
  gives more details without this requirement. 
  Any sense motives that are done on NPC’s during this 
  Encounter all have a DC of 15. If the result is less than 
  that, the individual believes the character is telling the 
  truth.  Greater than this and they notice some degree 
  of worry and slight withholding, but the truth is what 
  is being spoken. 
  Should the characters be reluctant to participate, one of 
  the patrons, a large burly half-orc named Gort steps 
  forward and volunteers his services “as all the rest of 
  them type are scared and greedy”. He is a surly fellow 
  but his heart is in the right place.  If anyone questions 
  him or makes snide comments about him, he turns on 
  them (if the chance of him hearing is reasonable) and 
  challenges them to “prove themselves”.  Should they 
  agree, he arm-wrestles with them, with the winner 
  agreeing to do some simple deed for the other.  In the 
  case that Gort wins, it is simple – the character has to 
  help out here with no monetary reward. 
  The wrestling is simple. Arm wrestling is a 
  combination of mental fortitude and brute strength. 
  Each round, both participants roll at Will save [DC 10 + 
  round].  If they succeed, they get +2 on the opposed 
  strength roll. Winning the previous round also gives a 
  +2 bonus to this roll.  Characters with Endurance get a 
  bonus toward the Will save equal to the bonus it gives 
  to fortitude.  Secondly, the participants roll opposed 
  Strength checks – before the roll, it is possible to take a 
  10 on this and generate a result.  Size modifiers do 
  apply to this roll, but nothing else.  Gort takes 10 until 
  he is losing. 
  It requires three consecutive rounds of winning to 
  finish the arm wrestle. 
  Details from Archon Jiazeera 
  After things have been settled; 
  Senalabia lives about half a days journey by fast horse 
  north of Molvar, just south of the Yatil mountains (in 
  the foothills, in fact).  She is an inventor of some repute 
  who adventured in her youth.  Her disappearance is 
  being investigated and was reported by to Bey of Zeer 
  three days ago and the matter relayed via the local 
  Archon representative to the Graf’s representatives the 
  next day. It has been a total of four days now since the 
  gnome was reported missing. 
  The disappearance of the gnome is also of interest to 
  the Blackhammer clan.  They have indicated it may 
  have something to do with ancient dwarven burial 
  tombs in the foothills. This may possibly be the source 
  of the ‘new’ undead suspect to have been awakened by 
  the original undead. The original undead creatures 
  were not dwarven in nature. The Blackhammers have 
  sent in a scout to explore the underground area and 
  anyone assisting can meet up with him there 
  (underground) to obtain a map of whatever he has 
  explored.  The scout is very grumpy (even for a dwarf) 
  and not fond of magic, so be careful. 
  Divinations reveal only that Senalabia is still alive, is in 
  danger and that time is of the essence.  There is not 
  indication as to whom has done the deed but the 
  militia had the presence of mind to cordon off the 
  house after two members (one a tracker, another the 
  local Archon) searched it. It has been left essentially 
  undisturbed.  There were tracks out back leading to a 
  
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  cave system in the foothills and they did appear to 
  belong to the gnome. 
  The Archon and Sturgeon do not reveal any further 
  details. Both are aware of the tunnel, as the 
  Blackhammers revealed this in their mission to 
  Molvar, but they are both hoping this is just a 
  coincidence and has nothing to do with that. Neither 
  has any information on the horrors and there is no clue 
  on their side yet that this was the cause. 
  Information on Senalabia and the area  
  There are several skills that can be used to gain 
  additional information during the trip. Each is capped 
  at a maximum result (as some are just more useful then 
  others in this situation) 
  Gather Information checks during the trip. This has a 
  maximum result of DC20. 
  Knowledge (Local) has a max result of DC30  
  Bardic Knowledge has a max result of DC 30 
  Knowledge (History) has a max result of DC37 
  [DC 10]: Senalabia was the inventor of a most 
  successful water clock with a yarpick nut tree crusher 
  attached.  It is still the rage of Lopolla; 
  [DC 15]: In terms of adventuring, there is no record 
  she has done anything of note for the past 10 years. 
  Indeed, her record is incredibly silent in that time 
  period and she seems to have devoted her life to 
  inventing. 
  [DC 20]: Senalabia was noted to be an accomplished 
  lockpick as well as a performer of some note, generally 
  with a small flute.   
  [DC 25]: A brother of hers lives in Keoland and is 
  likely her only heir.  He had a falling out with her over 
  a split of the family lands when their mother died and 
  she won. Senalabia was recently rumoured to be 
  working for the Archons on some secret project. 
  [DC 30]: Senalabia had a long-term relationship with a 
  Dwarf from the Blackhammer clan.  His death drove 
  her out of adventuring and to a life of inventing and 
  tinkering.  Much of what she does still centres on his 
  life and that of the clan (most people still describe her 
  as obsessed). 
  Information on the tunnel and the dwarven clans can 
  be gathered as well, so long as appropriate questions 
  are asked (Judge’s discretion): 
  [DC 25]: Knowledge that there was actually another 
  clan of Dwarves in the area (Silverpick) who combined 
  with the Blackhammers after a disaster some 550 years 
  ago. 
  [DC 30]: The Blackhammers do not customarily 
  abandon their tombs, as seems to have happened in 
  this case.  The references point to some sort of 
  battlefield burial, not a traditional tomb. This is also 
  outside of Blackhammers traditional territory (but was 
  once the fringe of the Silver Picks). 
  [DC 35]: The Blackhammers got into a major 
  underground war 550 years ago and only barely won, 
  against creatures they would not later identify.  All that 
  is known is that they were definitely not Drow or 
  surface dwellers. 
  [DC 37]: What ever it was, the source was unearthed 
  by the dwarves themselves and their Hubris got the 
  better of them. 
  Any character belonging to a Dwarven meta-
  organization from Ket or Tusmit gets a +4 
  circumstance bonus for all the above checks.  It is at 
  the Judges’s discretion how much information is 
  revealed here. 
  Once characters have asked enough questions and are 
  ready to go on, the Archon and Sturgeon accompanies 
  them north to the home of the inventor.  The small 
  valley in which Senalabia lived is half a day’s fast ride 
  north of Molvar (which is about 2 ½ days at a regular 
  walk). Anyone without a horse is encouraged to obtain 
  one.  
  Creatures: 
  ALL APLs (EL 14) 
  �Archon Jiazeera: human female, Ftr6/Sor4/Rog3, 
  see Appendix One.  
  �Captain Latt: half-orc male, Ftr5/Rog3, See 
  Appendix One.  
  �Gort: half-orc male, Ftr5, see Appendix One.  
  �Sturgeon Lowrock: dwarf male, Ftr6/Rog3, see 
  Appendix One.  
  �Black Scorpion Threshers (10) Ftr3/Rog1: human, 
  male; hp 30, See Appendix One.  
   
  Encounter One 
  The foothills of the Yatil mountains are cool at this 
  time of the year.  The Threshers lead everyone into a 
  small sheltered valley located within the lands of Bey 
  Shazeer, centered on Zeer Village.  It holds a handful 
  of houses and a grain mill, the wheel turning as the 
  
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  local river leads toward the headwaters of the Tuflik in 
  the Bramblewood Forest. 
  The Archon heads directly toward a house near the 
  base of the western part of the valley, surrounded by 
  local trees and other vegetation.  A small squad of 
  Threshers can be seen stationed outside the house, 
  alertly looking at the countryside. 
  See Appendix Three: Maps “Senalabia’s House” for an 
  overview of the premises. 
  The party can investigate the house of the inventor 
  before they head into the tunnel.  The Threshers 
  cooperate fully (they have their orders from a high 
  source) and have not set foot inside the house. Only 
  two people have done so, one a tracker and the other 
  the local Archon.  They were very careful not to disturb 
  anything and tracking is unimpeded if attempted.  
  Given the apparent urgency of the situation, the 
  Threshers appear disconcerted and not give the party 
  the time to search the house taking the usual 20’s 
  (which would take almost 2 hours to do).  They can do 
  so with regular 10’s, or can roll, but long-term timing is 
  not acceptable (since they believe they already know 
  what happened, being a kidnapping by something 
  from the caves). 
  The following information can be gained with a 
  Knowledge (nobility) or Knowledge (local) check: 
  (DC 15), Bey Shazeer is an honest, upstanding Bey 
  with few political connections.  He is located here at 
  the north of Ket in a fertile area (thanks to the various 
  small rivers which come down out of the mountains) 
  but little in the way of trade or other travel.  He had 
  political contact with the previous Graf of Molvar but 
  has not cultivated any with the current one.  His 
  neglect has cost him influence in the say about things 
  around his land  
  (DC 20) but he is growing old now and tends to dote 
  on his family,  
  (DC 25) three daughters all in their early 20’s and late 
  teens.  Strange for this age, none are even betrothed 
  yet, though many seek their hand in marriage (if not 
  for the wealth, each is reputed to be very beautiful). 
  The house itself is a fine example of single-story Kettite 
  architecture.  It is a U-shaped building, with all of the 
  windows facing inward, designed to allow cooling 
  winds to flow through the building while at the same 
  time protecting it from the blowing gales of winter.  
  One wing is devoted to the kitchen and dining room, 
  the second wing is a small stables and a storage room, 
  while the main section of the house has a pair of 
  bedrooms and a large study/work area. Senalabia used 
  one of the bedrooms for sleeping and the second to 
  store a variety of esoteric metal implements. 
  The entire house is neat.  For an inventor, Senalabia 
  certainly did not fit the absent-minded, forgetful type.  
  There are numerous bookshelves in the rooms, all 
  filled with neat, organized books about mechanics, 
  constructs and adventuring. One wall has several 
  examples of her earlier adventures (about 20 years ago) 
  including a stone from the first Temple of Elemental 
  Evil and a symbolic pendant from the Bright Desert 
  centaurs.  There are no indications as to her earlier 
  affiliations. Knowledge (History or Local) [DC 30], or 
  Bardic Knowledge [DC 20] to know that there were 
  only four others, all gnomes, and they all died in a cave-
  in in the Yatil mountains 20 years ago, sparking her 
  retirement from the field). 
  The back of the house has a copse of trees in it, all well 
  tended by a local ranger (on the occasion it is needed), 
  who is currently with the Hunter of the Dead in the 
  mountains.  Senalabia pays close attention to her local 
  contacts, which is one of the reasons her disappearance 
  was noted so quickly, given her lack of a family.  Her 
  recent work was a contract for the Archons and they 
  have found her disappearance disturbing as well.  
  If the party does not have a tracker or wishes the 
  assistance of one, a local tracker helps.  He has a +6 
  Survival check and the tracking feat.  His name is Vezir 
  and he is not willing to enter the cave system – if 
  pressed for a reason he is fearful of the recent undead 
  incursions and has no wish to risk his own life. 
  Senalabia was working on a contract for the Archons 
  involving some machinery found in one of the mines.  
  She is a rogue of decent skill levels and one who is 
  inclined toward tinkering and mechanical constructs.  
  As a result, she was chosen when magical means could 
  not determine the origin of the machinery. This 
  machinery was part of the horror. 
  In the copse of trees a Survival check (DC 18) can find 
  a faint path leading to a cave system (not uncommon in 
  the hills).  A further Survival check (DC 20) can 
  determine that one creature of small size passed by 
  here in the last three days, carrying something. 
  The Archon here has cast divination magic to see what 
  has happened and have determined that she left 
  voluntarily, did intend to come back, and is being held 
  against her will.  She is far underground and is extreme 
  danger.  She is still alive at this point.  Jiazeera confirms 
  that this is also the finding of the Molvar based 
  Archons. They also confirm that there is something 
  causing problems with the divinations. 
  
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  Problems with Divinations 
  This is the “radiation” from the damaged and destroyed 
  Horrors and other sources within the mines. It causes 
  many divinations to bring back the wrong results or 
  none at all. All divinations have an 80% chance to be 
  considered a ‘failure’ result after the original dice to 
  determine failure are rolled. This only effects 
  divination spells that have a percentile roll to 
  determine results. This effect is for such divination 
  magic being cast about or in the tunnels. 
  Details discovered during any searching in the house 
  [Search checks]: 
  [DC 10]: A wrapped up scroll of notes taken by the 
  inventor as she put the creature together, detailing a 
  strange mix of crystals she found to be the power 
  source for the construct. Some vague references to 
  mines, with no clear source. 
  [DC 14]: A piece of electrum with a note attached to it, 
  reading “lower radial dichonvial control valve – 
  important?”.  The rest of the notebook is missing 
  (divination finds it in Molvar, at the Archons – they 
  took it to protect their contract). 
  [DC 18]: Some simple calculations on speed of digging 
  and other projections.  They reveal that whatever it was 
  could create a small tunnel easily in the time it has 
  been given, spanning over a mile in length. 
  [DC 25]: A lightning rod that has been obviously used 
  and some scribbled notes on smudged piece of paper 
  listing the range of a lightning bolt spell.  This was 
  overlooked by the Archon who cleaned up the place. 
  [DC 30]: A depiction of a control slot and some 
  directions on how to insert it.  No explanation for the 
  control slot. The Archon doing the cleaning saw this 
  but misunderstood – thus it was left behind. 
  [DC 35]: A sheath for a dagger made from the softest 
  leather.  If a character has Silent Strike, the sheath is a 
  duplicate. 
  [DC 40]: A really well hidden (and hastily scribed) 
  note indicating that she would be heading down into 
  the caves with her new creation to see if proximity to 
  ore would activate anything of interest and is now 
  chasing after it as it just got up and starting walking 
  away on its own.  Senalabia realizes that people might 
  come after her and she intends to at least explain her 
  actions to her brother (down in Keoland).  She has 
  hidden this so bystanders do not just find it, but she 
  does not realize what a good job she has done. 
   
  The Tunnels 
  There is no lighting in the tunnels. Ensure that all 
  party members specify their light source. The tunnels 
  mapped are the only one’s large enough for a party 
  with a medium size or larger member – there are a 
  myriad of smaller tunnels in the cave system (which 
  the horrors can use to bypass much of this entry) but 
  they are too small for most people.  If someone insists 
  upon traveling in it, they can do so if they are small by 
  moving at half movement rate and suffering the same 
  penalties as an oversized character in the larger 
  tunnels. They run a risk of encounter a ‘patrol’ (listed 
  later) if this tiny traveler spends too much time away 
  from the party. This includes familiars and pets. 
  Timing in the Tunnels 
  The Characters should be encouraged to go as quickly 
  as possibly in the tunnels.  If they retreat out of the 
  tunnels for more than a short period of time (half an 
  hour) all of the combat encounters reset as the horrors 
  continue to build and expand their lair and power – 
  this does not result in additional xp, however.  If the 
  party takes more than 48 hours to complete the task, 
  they should be advised that the lair can no longer be 
  reached (the horrors have totally sealed themselves in 
  as they prepare to enter the main tunnel itself).  See 
  failure notes at the end. 
  Sundering 
  All of the horrors have this feat but they only use it on 
  missile weapons or two-handed melee weapons large 
  size or bigger. The reason is very simple – the 
  adamantine horror does not know when it might be 
  able to build new versions and needs all the intact 
  melee weaponry it can get to arm prior models 
  damaged through a variety of means.  It also needs 
  equipment for defensive traps. 
  Aging of the Horrors  
   The horrors have been mostly dormant and aging for a 
  long time.  Though built well, they were not intended 
  to go this long without maintenance of some type.  If a 
  party or characters takes the time to take one of the 
  “dead” horrors apart after a fight, they can recognize 
  weaknesses inherent to the structure.  This requires an 
  Intelligence check, [DC 20], or a Skill check (Alchemy 
  at the same DC).  Thereafter, any member of the party 
  with this information can do critical hit damage to any 
  horror save the adamantine horror (which is in perfect 
  condition). Furthermore, whenever a horror is brought 
  to less than 0 hp, the gem upon it’s head crumbles away 
  to ash. Removing the gem from a horror turns the gem 
  to ash.  
  
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  Tunnel Limitations 
  The tunnels were built by the Horrors for themselves 
  and Dwarves.  They are no more than 4-5 feet tall and 
  there are attendant problems.  Anyone taller then 5’ 6” 
  has their move cut by 1/2 while they hunch, as well as 
  suffering an additional –4 circumstance penalty to any 
  skill that has an armor check penalty.  Creatures over 5 
  ½ feet tall cannot run or charge in the tunnels. 
  Medium size two-handed weapons and larger cannot 
  be wielded effectively without maneuver/impact room 
  (-2 to hit, -2 to damage) nor can longbows be used 
  (cannot be fired). Tower Shields cannot be used. 
  Creatures affected include any on mounts of any kind 
  if they mount is Medium size (Large size cannot fit in). 
   Large size creatures and larger cannot fit into the 
  tunnels.  These limitations are considered to be 
  equivalent to a EL +2  for the purposes of calculations. 
  At APL’s where there are Half-Golem Owlbear 
  templates included, the tunnel size limitation is not in 
  effect.  They are considered to be 9 feet tall tunnels at 
  that time. 
   
  Encounter Two 
  Deep in the caverns, it seems as if all outside noise 
  has been drowned out by the sounds of water 
  dripping from the walls.  The heat this far down is 
  oppressive, though the source is far from clear.  The 
  low tunnels provide little in the way of a clear view, 
  twisting and turning in a chaotic manner. As your 
  round the next corner a crack like thunder peals 
  out of nowhere and echoes throughout the small 
  tunnels. 
  See Appendix Three “Top Half Map” for the first half of 
  the descent toward the tunnel complex, and the 
  location of this ambush.  The ambush itself is on a 
  separate map for an overhead view. There are alternate 
  ambush locations on the map, for use as needed (if a 
  party retreats out, or if they attract another patrol at a 
  later time). 
  Have the party make listen checks at this point.  The 
  [DC is 12 + APL]. Any who make the check are not 
  surprised during the first round, when the horrors 
  attack from a pre-mined wall.  Spot checks are not 
  possible unless the party specifically notes it is 
  checking all corridors for weaknesses and the like (and 
  then the [DC is 15 plus the APL] for a similar lack of 
  surprise, but the Characters are significantly slowed in 
  movement). Blindsense or Blindsight does not provide 
  any help and only spells that can pass beyond a solid 
  wall penetrate for detection and other purposes.  The 
  horrors are powered down (eg. no movement) until 
  they activate to push the wall down in one round, 
  initiating things.  It is a Reflex save [DC 15] to avoid 
  the wall, otherwise the characters is knocked to the 
  ground, taking 1d6 blunt damage and starting combat 
  prone. 
  If the Owlbear half-golems are present, anyone with 
  Blindsense or Blindsight can spot movement beyond 
  the walls (cracks and the like) but they are not able to 
  discern the actual creature.  They can not, however, be 
  subject to a surprise round like the rest of the party if 
  the others have failed the listen check. 
  This is the first point that the limitations of the tunnels 
  should become apparent to the adventurers, barring 
  some brief descriptions of height problems earlier.  
  Remember that the APL’s with half-golem Owlbear 
  template are not subject to the lower tunnels. 
  Tactics:  Horrors employ tactics that depend on the 
  APL.   Electrum horrors attack without coordination 
  on their own.  Gold leaders have a more complex plan, 
  using the electrum horrors as a wall to protect 
  themselves while launching lightning bolts whenever 
  possible, but nothing fancier.  They take advantage of 
  the terrain only peripherally. Platinum horrors, when 
  present, make every effort to use intelligent tactics, 
  generally having the lesser horrors gang up on 
  individual targets (and it pumps in lightning bolts), 
  and attacking with maximum use of the terrain. 
  If Half-Golems are present, they attack as directed by 
  the Gold or Platinum Horrors.  If none are left, they 
  simply attack the closest creature (but not another 
  horror or Half-Golem).  They have nothing at all 
  resembling tactics and tend to just pound away until 
  whatever they face is no longer upright. 
  Clockwork horrors do not surrender or retreat but they 
  abandon the bodies of the dead (characters), after 
  taking all metal objects with them. Anyone playing 
  dead are likewise ignored by the Electrum Horrors but 
  not the other types, at least until combat is concluded 
  with other parties, when Electrum horrors try to 
  scavenge the dead while Gold and Platinum stand back 
  and watch carefully.  If given the choice between a 
  downed horror and looting a victim, horrors scavenge 
  another horror first, since it has all the necessary parts 
  to make another within it. 
  If the Horrors are subjected to ranged attacks and are 
  capable, they close distance and attempt to sunder such 
  ranged weapons. The Horrors also sunder large sized 
  melee weapons (but not small or medium).  
  
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  Animals of all types are ignored until the end of 
  combat, in favour of what the horrors consider to be 
  “intelligent opponents”, unless no other target is 
  practical.  Dwarves are favoured most of all, for 
  historical reasons, thus attacked as first targets when 
  ever possible. 
  Silent Strike 
  Silent Strike is an adamantine dagger obtainable in 
  Ket3-02 ‘And Battles to Be Won’.  It is one of the 
  control daggers for the adamantine horror’s two 
  control slots. Several of these items were originally 
  made and all were taken from the tomb before it was 
  originally sealed up. Someone with it in their 
  possession is avoided by all horrors and half-golems 
  until they are the last standing. The monsters do not 
  have to have see it to be aware of its presence, they just 
  need to be able to see the character who has it on his 
  person. This includes moving out of combat with them 
  and not launching lightning bolts if they are in the 
  way.  When they are the last standing, the horrors 
  cease to fight and attempt to “herd” the character 
  toward the adamantine horror. Should herding not 
  work, they attack with subdual, grapple, trip, strike the 
  object and any other type of trick to get at the character 
  but not risk to the harm the dagger. 
  Once you go Adamantine 
  If in combat with the adamantine horror, it avoids 
  injuring the Silent Strike possessing character and tries 
  to parlay if this is the last person standing – but 
  remember, of Oerthian tongues, it can only speak 
  Dwarven. It’s own language is alien and it is doubtful 
  any character knows this, but a language spell could 
  make everything understandable in any event. Failure 
  to parlay results in the horrors attacking one round 
  later.  If a parlay is accepted, the adamantine horror 
  offers a similar adamantine dagger (with out the 
  complex internal workings) and the lives of all of the 
  downed characters in return for Silent Strike. In terms 
  of the AR, all this means is that it is noted that Silent 
  Strike is gone but an identical dagger has replaced it in 
  terms of function (a normal adamantine dagger).  The 
  horror keeps it’s word (in an unusual turn of events, 
  even if it is Lawful Evil, its just more convenient at the 
  moment) only because it is consumed with the 
  information that the control dagger brings it.  
  The Judge decides how the parlay is to be handled, 
  giving the Adamantine Horror a skill of +10 Diplomacy 
  if opposed and a +10 Sense Motive in this instance.  
  The Horror has already placed a booby trap glyph, cast 
  at 15
  th level, on the bag containing the replacement 
  adamantine dagger. Triggering it causing 1d6 sonic 
  damage per 2 APL’s, radius 15’, unless it is dispelled 
  first or disarmed. After the trap has been activated, 
  there is a one-hour delay before it goes off. In theory, 
  the Characters use the same bag for the gems and do 
  not throw it away. 
  All APLs (EL 5) 
  �Glyph Bag; magical;  trigger-opening the bag (time 
  delay of one hour); 15ft); APL6 (3d6 Sonic), APL8 (4d6 
  sonic), APL10 (5d6 sonic), APL12 (6d6 sonic), APL14 
  (8d6 sonic); Search DC 25, Disable Device DC 25, 
  Dispel DC 24; 
  There is no set difficulty or structure to the parlay.  The 
  only thing that the Horror really wants is Silent Strike 
  and it is willing to sacrifice just about anything for it 
  (the above parlay is a starting point).  This could 
  include the body of the inventor, all the loot in the lair 
  and the bodies of any half-golems.  It allows any other 
  horrors to be taken but might even be persuaded to 
  leave this lair for a distant land if it gets the Silent 
  Strike. The horror cannot be fooled with a phony 
  dagger, it knows the real deal when it sees it. 
  Creatures: 
  APL 6 (EL 8) 
  �Electrum Horrors (2), hp 32, 32; see Appendix One.  
   
  APL 8 (EL 10) 
  �Electrum Horrors (3, hp 32, 32, 32; see Appendix 
  One.  
  �Platinum Horror, hp 66, See Appendix One.  
   
  APL 10 (EL 12) 
  �Electrum Horrors (2), hp 32, 32, See Appendix One.  
  �Gold Horrors (2), hp 54, 54, See Appendix One.  
  �Platinum Horrors (2), hp 76, 76, See Appendix One.  
   
  APL 12 (EL 14) 
  �Gold Horrors (3), hp 54, 54, 54; See Appendix One.  
  �Half-Golem Owlbears (8 HD) (2), hp 82, 82; see 
  Appendix One.  
  �Platinum Horrors (2), hp 76, 76, see Appendix One.  
   
  Treasure:  None; The bodies of the horrors are 
  contaminated with no known way to clean them. They 
  are all the source of the “wasting disease” and the 
  Dwarves inform the Threshers of this.  
   
  
  Broken Faith 
   
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  Interlude 
  PATROLS:  Once the party is deemed to have reached 
  the core complex itself, and then to the top of the 
  “Bottom Map” (see Appendix Three), they are 
  potentially subjected to patrols of Horrors.  These 
  patrols should only be hinted at in the early stages of 
  the adventure but they sweep the entire area every 
  hour.  If the party is taking their time or (for some 
  reason) decide to rest, they are likely discovered by the 
  patrols and immediately attacked. 
  Parties should always be highly encouraged to keep 
  moving rather than encounter these patrols. These are 
  intended to keep the plot moving along, not to punish 
  a party.  Those who are unwary or otherwise tempting 
  fate can be encountered by the patrols. 
  Once a single patrol is engaged and there is no 
  immediate reaction from the party (eg. leave the area 
  within a few minutes, thus confusing the issue), the 
  horrors begin to organize a more comprehensive 
  investigation.  A second patrol is sent to the area with 
  orders to engage at a distance (with those that can) and 
  determine the strength of the party.  Whatever 
  remains of the second patrol (if anything) falls back as 
  soon as each character in the party has had a chance to 
  act, and retreat.  The strongest two remaining creatures 
  from the patrol are then included in the last fight – 
  they have reported back (not just mentally) and be 
  present for the fight.  This is an untiered addition 
  The second patrol only takes place if a party camps in 
  one area and does not leave after a confrontation.  
  Otherwise, new patrols may be engaged in the above 
  manner but they do not result in any increased 
  difficulty in the final fight. 
  APL 6, 8, 10 (include all listed for that APL): 
  �Electrum Horrors (5) (APL 6-10), hp 32 x5; see 
  Appendix One.  
  �Gold Horror (APL 8-10), hp 54; see Appendix One.  
  �Platinum Horror (APL 10), hp 66; see Appendix 
  One.  
   
  APL 12 
  �Golden Horrors (4), hp 54 x4, see Appendix One.  
  �Owlbear Half-Golems (8 HD): hp 82, see Appendix 
  One. 
  �Platinum Horror, hp 66; see Appendix One. 
  Encounter Three 
  Deeper into the tunnels, you find evidence of a 
  more rigid appreciation of orderly construction.  A 
  large cavern opens up in front of the group. 
  See Appendix Three “Bottom Half Map” for details as 
  to the depth of the cavern .  The Forsaker has a perfect 
  copy (most of the horrors have been tracking by an old 
  “magical” method, which never picks him up) of the 
  main complex map for the party.  He has not 
  questioned his luck, just gone with it, so to speak. 
  “Complex Map from Forsaker” is the second map, for 
  the players. 
  Here waits the Forsaker from the Blackhammers. He 
  could not stand by and leave intruders to simply walk 
  about the tombs and headed here at the request of the 
  clan.  As a Forsaker, he is in exile from the clan and not 
  very happy about life in general but still answers their 
  call our of a sense of duty.  He has mapped the complex 
  and provides this to the characters providing they do 
  not “tick him off”. 
  Remember that Valathar lives and thrives in darkness 
  with his darkvision. He views light underground as a 
  weakness, save when used to view gems or gemstones.  
  Above ground animals as druidic companions here are 
  also not very much in his favour, but he appreciates 
  any native or burrowing animal or companion. 
  Character’s should be advised of the excellent quality 
  of his weaponry and armor, if they indicate they are 
  looking Valathar over.  Anyone making an effort to see 
  what he can do can make an Intelligence check [DC 
  15] to note he has nothing at all magical upon him and 
  make the leap of logic to him being a Forsaker.  His 
  wary glances at any obvious magical items are the 
  source of this check. 
  As stated, he is willing to show the Character’s the map 
  (and let them copy or take it, as the case may be), but is 
  very much on edge and has a number of phobias, any 
  of which might set him off: 
  Magic.  First and foremost, Valathar despises magic of 
  any kind.  He attacks anyone who openly casts a spell, 
  be it beneficial or otherwise, or uses a spell-like ability. 
  He also views the use of Bardic abilities as magic. Any 
  mention of magic itself also causes great anxiety but 
  only the actual use of it sets him off; 
  Spellcasters.  Anyone who is recognizably a 
  spellcaster, even without spells (thinks like obvious 
  familiars, or those waving around wands and the like) 
  may be the subject of combat if they do not succeed at a 
  Diplomacy check [DC 10+APL] (assistance is possible, 
  
  Broken Faith 
   
  Page 15 
  up to two other characters).  This includes all 
  spellcasters, even divine ones, but they must be 
  obvious; 
  Dwarf Haters. Anyone who professes a dislike for 
  Dwarves or the Blackhammer/Silverpick clans.  This 
  extends to commentary about Dwarves or the Yatil 
  Mountains in a derogatory fashion or comments about 
  the recent conflicts.  A Diplomacy check [DC 10+APL] 
  is required to calm Valathar down if such a comment is 
  made, otherwise combat ensues.   
  After any diplomacy checks have been made and the 
  situation once more arises, the difficulty is increased 
  by cumulative 4 per event.  After all, given enough 
  provocation Valathar attacks. Bluff may be substituted 
  for Diplomacy. 
  Once the party has the map of the complex, Valathar 
  leaves the area to get some revenge on the clockwork 
  horrors.  He does not go with the party under most 
  circumstances (even if charmed). If forced to come 
  with the party for magical reasons, have his mind snap 
  in the final combat and he becomes under a non-
  magical version of the Confusion, Lesser spell lasting 
  one hour.  
  Creatures:  
  APL 6 (EL 8) 
  �Valathar: Male Dwarf Bar6/For2; See Appendix 
  One.  
   
  APL 8 (EL 10) 
  �Valathar: Male Dwarf Bar6/For4; See Appendix 
  One.  
   
  APL 10 (EL 12) 
  �Valathar: Male Dwarf Bar6/For6; See Appendix 
  One.  
   
  APL 12 (EL 14) 
  �Valathar: Male Dwarf Bar6/For8; See Appendix 
  One.  
   
  Tactics:  Valathar orders parties he spots (using the 
  skill or if they are not attempting stealth) to stop at 40 
  feet, from which he negotiates.  Should they approach 
  closer than that, he warns them he will attack. At less 
  than 30 feet he initiates combat.  His first attack is a 
  charge, with his Rage activated. 
  Valathar has a concealed pit 15 feet in front of him. He 
  knows enough to jump it in a charge, if he is given that 
  opportunity.  Anyone moving toward him must make a 
  Spot Check to detect it (DC 15.  Full round move adds 
  +2, run adds +8, Dwarves get their stonecunning as a 
  bonus to the roll).  Those that Spot it may stop their 
  movement or try to jump it. Those that do not have to 
  make a Reflex save [DC 20] or fall into the pit.   
  The pit is 10 feet wide and 15 feet deep and full of soft 
  mud at the bottom, along with the sides being crumbly 
  and soft.  This mud acts as a non-magical Entangle 
  effect for all creatures [DC 12+APL] to break free – it is 
  not possible to avoid being stuck.  Climbing the sides is 
  the same DC. The fall into the pit does not cause 
  damage. 
  Treasure:  
  The coins and gear of Valathar, who gives them up only 
  over his dead body. 
  APL 6:  L: 248 gp, C: 5 gp; M: 0 gp 
  APL 8-12:  L: 1,360 gp; C: 5 gp; M: 0 gp 
   
  Complex Details 
  The main map of the complex lists a series of rooms 
  that have little overall importance to this particular 
  event.  They are as follows (GM’s may embellish to suit 
  their need): 
  Caved-In:  These areas are entirely full of debris and 
  stone.  They are impassable though a long search (10 
  minutes – DC 20) could reveal ancient dwarven 
  remains (550 years old). 
  Old Temple of Moraddin: This was the old temple to 
  Moraddin.  The horrors see no point to it but they have 
  not disturbed it, viewing it as a source of future storage, 
  nothing further.  All possible treasure has been 
  removed and there is nothing of value in this room. 
  Owlbear Resting Area: In APL’s which include 
  Owlbears, this is the resting area for the half-golem 
  Owlbears.  They are messy and eat animals that wander 
  into the cave and the horrors hunt.  It is a very fowl 
  and inhospitable room but anyone with Knowledge 
  (Nature) can make a [DC 15] check to recognize the 
  identity of the inhabitants (as Owlbears).  A smart or 
  curious party may wonder how they got here, as they 
  would be far too large to fit down the tunnel. 
  Horror Storage Area: This is where horrors are stored 
  pending new life sparks or refurbishment. There are 
  perhaps a half dozen in here, all Electrum, in various 
  states of disrepair.  None can be salvaged but this is a 
  new opportunity to study the Horrors for critical 
  damage possibility (see page 11 for details), if that is 
  desired and conceived of by the party. 
  Copper Storage Area: A much smaller type of horror 
  is stored here, all shutdown and non-functional.  They 
  
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  have an overlay of copper and are the worker horrors.  
  Each has a light pick or a shovel attached and their 
  mechanical bodies looks narrower and less elegant 
  than their brethren. 
  Guards:  This is not a room but a statement. Two 
  electrum horrors patrol this corridor but they can be 
  easily bypassed.  The patrol is standard – eight rounds 
  at 20 feet to the end of the corridor, wait for one 
  minute, and then back.  Their vision is 60’ darkvision 
  and they only look in one direction (ahead).  They 
  never tire and are never changed. 
  Chief Horror: Encounter Five. 
  Lab/Holding Area: Encounter Four. 
  Main Exit: This is a large stone doorway, sealed with 
  glyphs and warnings.  It leads to the main tunnel itself, 
  still full of water that would crush any within this 
  complex if the exit is opened.  The adamantine horror 
  has an escape route planned just beside it, to 
  disintegrate a weak section of wall and plunge into the 
  water – debris then falls to plug the section and further 
  seal it.  It is death for characters to open this – there are 
  seven Greater Glyphs upon the doorway (Fireball, 
  10d6; Lightning Bolt, 10d6; Harm; Blindness; Iceball, 
  10d6; Blast, 10d8), all cast at 20
  th level with a DC of 18 
  plus spell level to avoid/save, and 3 Symbols (one each 
  of Insanity, Death and Sleep) cast at 20
  th level with 
  similar DC’s. 
   
  Encounter Four 
  The deep tunnels have seen a rise in the noise, with 
  whistles, moans and creaks disturbingly close at 
  times.  The map indicates this is the way to the area 
  in which Senalabia is being held but there has been 
  no change in the tunnels yet to indicate proximity. 
  The Lab/Holding Area on the map is the location 
  where the Forsaker believes her to be held.  The trap is 
  located in the corridor, the two squares directly before 
  the doors, closer to the entrance doorway from the 
  outside tunnel. 
  The horrors have constructed a number of traps around 
  the complex but have very few weapons with which to 
  arm them.  This is one of the active ones, placed in the 
  corridor before the room in which they held Senalabia 
  and contains their lab for the half-golem creation.  It is 
  anticipated that a rescue attempt is to be made and this 
  trap serves a two-fold purpose: 1)  to damage the 
  intruders to some degree and 2) to warn the horrors 
  that the party has reached the main complex. 
  If the party does not choose this route first (in other 
  words, if they go after the Adamantine Horror instead) 
  they have a chance of surprising it, despite the 
  warnings it gets from the link with all of the other 
  horrors (it is arrogant enough to assume that people 
  would be scared away). 
  A Search of the trap after it has been deactivated (and 
  only possible then) can reveal the following details to 
  an interested group: 
  [DC 15]: The swords are of old design and 
  construction.  They are of old Dwarven make but there 
  is nothing that stands out about them which would 
  indicate their most recent owner prior to becoming 
  part of this trap. 
  [DC 20]: The swords have not yet struck a foe. This is 
  the first time they have been used in an offensive 
  manner, from a review of the gears and mechanisms. 
  [DC 25]: The design of this trap presumes that those 
  building it can dig through solid stone.  It also takes 
  advantage of an ability to either move stone magically 
  or disintegrate it. 
  [DC 30]: There is a subtle alarm spell cast upon the 
  trap, which only activates when it goes off. 
  Deactivating the trap can sometimes also deactivate 
  this spell, but it is difficult (if the character beat the 
  Disable Device check by more than 10, the spell was 
  also deactivated). 
  The alarm trap associated with the trap itself is magical 
  in nature and has been cast at 15
  th level for the purposes 
  of dispelling.  It is alarm spell, as described in the 
  Player’s Handbook, and is separate from the trap itself 
  – as a result, deactivating it will not render the trap 
  useless, just not warn the adamantine horror or others 
  of the approach of the party. 
  The lab itself, beyond the information below, contains 
  many gruesome indications of the half-golem 
  creations.  The arms of four Owlbears can be found, 
  decomposing in one corner (Heal check [DC 10] to 
  realize they are arms, Knowledge (Nature) [DC 18] to 
  identify the creature). There are also a pair of identical 
  (left side) arms on the walls, mechanical creations 
  made of solid iron which look very similar to the 
  horrors in design and build.  A Knowledge (Arcana) 
  check [DC 34] can identify these as part of a golem (or 
  half-golem) project. 
  In the lab is also the horror inventory, a pile of 
  discarded treasure items.  While magic is useful to the 
  horrors, as is money for creating new versions of 
  themselves, they are limited in what they can do right 
  
  Broken Faith 
   
  Page 17 
  now.  It is stored here temporarily until they can figure 
  out how to best employ it. 
  Searching the rooms in this area can also reveal details 
  about the horrors and the history of the place itself 
  (drawn from scraps of old vellum that are discovered 
  and other hints). 
  Copper Horrors are small creatures, very similar in size 
  and shape to an Electrum Horror.  They have a layer of 
  copper on their body and have a single light pick tool 
  attached to them and a small shovel. None of them can 
  be activated by any means (this is solely at the 
  discretion of the adamantine horror who does not 
  during this Adventure). 
  Search Checks for Historical Information: 
  [DC 10]: The horrors are all built in identical copies of 
  one another, including some obvious flaws. They are 
  about the same age as the tunnel complex itself (550 
  years old).  There are no new horrors in this area of the 
  complex. 
  [DC 15]: The tunnel design and tools used by the 
  horrors are clearly of Dwarven influence. The 
  implements used by the Copper horrors are definitely 
  not part of their original design but one which was 
  added at the time of the tunnel construction.  A further 
  DC 20 Craft (Metalsmithing or Weaponsmith) check 
  can determine that Copper Horrors originally had saw-
  like implements rather than picks. 
  [DC 20]: The tunnels were flooded quite some time 
  ago and the water took over 300 years to drain. There 
  are signs that there was a conflict at the same time as 
  the flooding took place. 
  [DC 25]: Small insignia of the Blackhammer clan can 
  be found, as well as insignia of an unknown Dwarven 
  clan (Silverpick, DC 25 Knowledge Nobility check or 
  DC 30 bardic knowledge check, +4 circumstance bonus 
  for any Dwarves). 
  [DC 30]: There are remains of Dwarves carefully 
  ground up (but with enough skeletal remains to 
  identify) in some of the rooms.  They have clearly been 
  attacked and killed by tools such as the horrors wield.  
  Some of the horrors (non-functioning) likewise have 
  marks that can be identified with this level of search as 
  having come from Dwarven axes. 
  [DC 35]: A thin scroll tube is rolled up and fell 
  between the cracks of one wall.  Within it is a brief set 
  of instructions noting the weakness of the adamantine 
  horror is the control slots – and that the two daggers in 
  them need to be removed to render it non-functional.  
  A description of the daggers makes it clear to anyone 
  with it that Silent Strike is one such dagger. It also 
  suggests that several inferior back-up daggers were 
  created. 
  APL 6 (EL 5) 
  �Sword Blades Trap; CR 5; mechanical; proximity 
  trigger (5 foot square in the middle of corridor leading 
  south); automatic reset; Long sword blades (Atk +10 
  melee, 1d3 blades, 1d8+3 [19-20], long sword blade); 
  Search DC 24, Disable Device DC 22. 
   
  APL 8 (EL 6) 
  �Sword Blades Trap; CR 6; mechanical; proximity 
  trigger (5 foot square in the middle of corridor leading 
  south); automatic reset; Long sword blades (Atk +15 
  melee, 1d6 blades, 1d8+3 [19-20], long sword blade); 
  Search DC 24, Disable Device DC 25. 
   
  APL 10 (EL 7) 
  �Sword Blades Trap; CR 7; mechanical; proximity 
  trigger (10 foot square in the middle of corridor 
  leading south); automatic reset; targeted hold person 
  (Caster Lvl 12
  th,
   Will save [DC 18]) followed by; Long 
  sword blades (Atk +15 melee, 1d6 blades, 1d8+5 [19-
  20], long sword blade); Search DC 24, Disable Device 
  DC 25. 
   
  APL 12 (EL 8) 
  �Sword Blades Trap; CR 8; mechanical; proximity 
  trigger (10 foot square in the middle of corridor 
  leading south); automatic reset; targeted hold person 
  (Caster Lvl 12
  th,
   Will save [DC 22]) followed by; Long 
  sword blades (Atk +20 melee, 1d6 blades, 1d8+6 [19-
  20], long sword blade); Search DC 30, Disable Device 
  DC 32. 
   
  Tactics: None, the trap simply triggers and thereby 
  warn the Horrors where the party has headed.  It has a 
  guardian function but they do not expect it to deal 
  with the party alone. 
  Treasure:  A lot of Dwarven half-plate and other 
  equipment, from the final fight lay scattered about the 
  floor.  All is masterwork and the Blackhammers pay 
  more than necessary to get it back (heirlooms).  If the 
  party does not want to sell these items back to the 
  Blackhammers, they only get half the value. Some of 
  the leather straps and the like are long-since gone but 
  the armor is very solid, likewise for the weaponry). 
   
  APL 6: L: 500 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 1,000 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 1,500 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 2,000 gp; C: 0 gp; M: 0 gp 
   
  
  Broken Faith 
   
  Page 18 
  Encounter Five 
  The doors in front of you swing open silently as you 
  approach, the background noises of this place 
  fading immediately to a bare whisper.  A lit room 
  stands ahead, with a single clockwork horror 
  staring out into the tunnel itself.  It looks somehow 
  odd and out of place, all alone in the room. 
  The Adamantine horror awaits the intruder here in the 
  centre of it’s lair, at APL 12.  At lower APL’s, it was 
  aware of the intrusion and has fled, leaving minions to 
  do the work of recovering Silent Strike (if the party has 
  it).  It has expected them to take this route and is aware 
  of everything that any other horror has experienced.  
  Note that the Admantine Horror is a particularly nasty 
  creature for an encounter with the spells it has at its 
  disposal and care should be taken to adhere to the 
  tactics provided, at a minimum. 
  In the event that the party does not choose to go 
  toward the holding area, they can surprise the 
  Adamantine horror or the minions. The horror get a 
  Listen and Spot check as the party enters, each of them 
  making a hide and move silently roll, whether or not 
  they are trying to do so. Anyone who is not detected by 
  the horror (it must fail both checks) have a surprise 
  round action. 
  If the party comes here after they have searched for 
  Senalabia, it is well aware of their presence.  The alarm 
  spell on the doors (just inside) is active and it is not 
  surprised, generally, by their arrival.  As an automaton, 
  it does not need to sleep and has chosen to wait 
  patiently for their arrival. 
  At higher APL’s, the supporting creatures are standing 
  off to the side and moves in once combat is initiated.  It 
  is a Spot check [DC 14 + APL] to notice that the 
  adamantine horror has a single dagger stuck in one of 
  the two control slots (give +6 to the check if the player 
  states he is specifically looking for the dagger). 
  Anyone may attempt to grapple with the Adamantine 
  horror in combat to remove the one adamantine 
  dagger.  A successful grapple results in a hold on the 
  dagger and a second such grapple can remove it.  If the 
  Adamantine horror has the dagger removed, it ceases 
  to function and simply stand immobile.   
  The Adamantine Horror would much rather parlay 
  with any party with Silent Strike in their possession.  
  Note the rules for parlaying that have been indicated. 
  Creatures (Senalabia is present at APL’s 6 and 8 but 
  unconscious having suffered enough damage to take 
  her to -20 subdual damage). Note: The room is of 
  normal height at this point in the complex and the 
  fight is thus not adjusted for difficult fighting 
  conditions. 
  APL 6 (EL 9) 
  �Platinum Horrors (2), hp 76, 76; see Appendix One.  
   
  APL 8 (EL 11) 
  �Electrum Horrors (5), hp 32, 32, 32, 32, 32; see 
  Appendix One.  
  �Platinum Horrors (2): hp 76, 76; see Appendix One.  
   
  APL 10 (EL 13)  
  �Electrum Horrors (5), hp 32, 32, 32, 32, 32; see 
  Appendix One.  
  �Gold Horrors (4): hp 54, 54, 54, 54; see Appendix 
  One.,  
  �Platinum Horrors (3): hp 76, 76, 76; see Appendix 
  One.  
  �Senalabia, Gnome Rogue6/Half Golem: hp 51; see 
  Appendix One. 
   
  APL 12 (EL 15) 
  �Adamantine Horror: hp 98, See Appendix One.  
  �Senalabia, Gnome Rogue8/Half Golem: hp 63; see 
  Appendix One.  
  �Owlbear Half Golems (5): hp 82, 82, 82, 82, 82; See 
  Appendix One.  
  �Platinum Horrors (2): hp 76, 76; See Appendix One.  
   
  Tactics:   The Adamantine horror is intelligent and 
  always tries to have creatures between it and any 
  enemies.  Likewise for the Platinum Horrors when 
  they are in control.  The Half-Golems are given strict 
  orders to simply smash the enemies, although 
  Senalabia is given more latitude to use her Sneak 
  Attack. Horrors with electricity are very careful to not 
  use their powers if they can possibly hit one of the 
  golems (knowing that it causes them to slow down). 
  Platinum/Gold Horrors cycle their lightning bolts so 
  they are not all being shot in a single round. 
  The horrors do not care about surface dwellers at this 
  point.  Although they do not hold back in combat 
  against any save a wielder of Silent Strike, the 
  Adamantine Horror has also concluded that the half-
  golem experiment is a failure and needs no more 
  “subjects”.  They drag anybody who falls unconscious 
  back outside of their realm and leave them to die.  
  Those who stabilize are found by the Forsaker within 
  the hour, and those who do not, are at least rescued by 
  him for corpse recovery.  Senalabia, considered a 
  failure, is only discarded if she dies in the combat – 
  
  Broken Faith 
   
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  otherwise (although the Adamantine Horror has her 
  killed) she is not recoverable. 
  The Adamantine Horror has a well-developed survival 
  instinct.  It will conserve what it views as limited spell 
  power and only cast one spell every other round.  
  Implosion, if it chooses to cast the spell, will only last 
  for one round. On turns when it does not cast, it will 
  enter melee if possible.  If combat is not going well, it 
  seeks to flee the area as fast as possible. The area 
  marked as main tunnel is an escape area the party 
  cannot pursue into (because of radiation, etc.) – if it can 
  reach this spot on the map, it is considered to have 
  escaped. 
   
  Treasure:  Loot the half-gnome 
   
  APL 6-8: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 151 gp; C: 0 gp; M: +1 dagger (192 gp 
  per character), +2 Ring of Protection (667 gp per 
  character). 
   
  APL 12: L: 60 gp; C: 0 gp; M: +1 Icy Burst dagger 
  (692 gp per character), +2 Mithral Chain Shirt (425 gp 
  per character), +2 Ring of Protection (667 gp per 
  character), +1 Cloak of Resistance (83 gp per character), 
  Gloves of Dexterity +2 (333 gp per character). 
   
  Conclusion 
  Success: 
  The successful party either destroys the Adamantine 
  Horror/Platinum Horrors in the final room or parlays 
  with them and gains a promise from the creature to 
  depart Ket (and return the body of the inventor). 
  Should the Adamantine Horror flee and not be 
  pursued, or the platinum horrors not defeated, it is at 
  the discretion of the Judge to decide if it was damaged 
  severely enough and the rest of the complex weakened 
  to enable this to be a success. If this is accomplished, 
  the Blackhammer clan and House of Al’Zarif are 
  highly relieved and thankful.  They provide all rewards 
  noted.  
  It is likewise considered a success, though not to the 
  same degree, if the presence of the horrors is recorded 
  (in other words, the party gets the map from the 
  Forsaker) and the body of the inventor is recovered 
  (both have to be accomplished), whether or not 
  Senalabia is alive. In this case, influence from the 
  House of Al’Zarif is still possible, but the Golembane 
  Scarab addition to Silent Strike is not, nor is influence 
  from the Blackhammer clan.   
  Failure: 
  The party loses one of the fights and is forced to retreat 
  permanently or they cannot destroy or force the 
  Adamantine Horror and Platinum Horrors from the 
  lair during the time allotted (see the beginning for 
  “Time in the Tunnels”).  In this case, there is no 
  availability of influence points, nor the upgrading for 
  Silent Strike.  The party also fails to have access to the 
  House of Al’Zarif influence point if they do not 
  recover the inventor, whether alive or dead. 
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter One:  
  Accept the mission in the introduction and 
  explore/search the house of the inventor. 
   
  APL6  
   
  30 xp 
  APL8  
   
  30 xp 
  APL10   
  60 xp  
  APL12   
  60 xp 
    
  Encounter Two: 
  Defeat or neutralize the ambushing clockwork horrors.  
  APL6  
   
  240 xp 
  APL8  
   
  300 xp 
  APL10   
  360 xp  
  APL12   
  420 xp 
    
  Encounter Three 
  Reach Valathar and obtain the map from him by 
  peaceful means.  
  APL6  
   
  60 xp 
  APL8  
   
  60 xp 
  APL10   
  90 xp  
  APL12   
  90 xp 
   
  Encounter Four 
  Deactivate, bypass, or disarm the blades trap. 
  APL6  
   
  150 xp 
  APL8  
   
  180 xp 
  APL10   
  210 xp  
  APL12   
  240 xp  
  
  Broken Faith 
   
  Page 20 
  Encounter Five 
  Defeat or parlay successfully with the Adamantine 
  Horror and troops (if any).  
  APL6  
   
  270 xp 
  APL8  
   
  330 xp 
  APL10   
  390 xp  
  APL12   
  450 xp 
    
  Story Award 
  Rescue or recover the body of Senalabia. 
  APL6  
   
  30 xp 
  APL8  
   
  30 xp 
  APL10   
  30 xp 
  APL12   
  30 xp 
    
  Discretionary roleplaying award 
  APL6  
   
  60 xp 
  APL8  
   
  105 xp 
  APL10   
  90 xp 
  APL12   
  135 xp 
    
  Total possible experience:  
   
  APL6  
   
  840 xp 
  APL8  
   
  1,035 xp 
  APL10   
  1,230 xp 
  APL12   
  1,425 xp 
    
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take 
  the time to loot the bodies, they do not gain this gold.  If 
  you feel it is reasonable that characters can go back to 
  loot the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional adventure, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Three:   
   
  APL 6: L: 248 gp, C: 5 gp; M: 0 gp 
   
  APL 8-12:  L: 1,360 gp; C: 5 gp; M: 0 gp 
   
  Encounter Four:   
   
  APL 6: L: 500 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 1,000 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 1,500 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 2,000 gp; C: 0 gp; M: 0 gp 
   
  Encounter Five:   
   
  APL 6-8: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 151 gp; C: 0 gp; M: +1 dagger (192 gp 
  per character), +2 Ring of Protection (667 gp per 
  character). 
   
  APL 12: L: 60 gp; C: 0 gp; M: +1 Icy Burst dagger 
  (692 gp per character), +2 Mithral Chain Shirt (425 gp 
  
  Broken Faith 
   
  Page 21 
  per character), +2 Ring of Protection (667 gp per 
  character), +1 Cloak of Resistance (83 gp per character), 
  Gloves of Dexterity +2 (333 gp per character). 
   
  Total Possible Treasure 
  APL 6: 
  753 gp  
  APL 8:  
  1,250 gp 
  APL 10:  
  2,100 gp 
  APL 12:  
  3,000 gp 
   
  Special 
  �Favour 
  of 
  the 
  Blackhammer 
  Clan: 
  The 
  Blackhammer clan is pleased at the success in your 
  fight against the Clockwork Horrors.  They make 
  available to you any simple or martial weapon (found 
  in the Player’s Handbook) made predominantly of 
  metal as an adamantine weapon.  This is a one time 
  Regional Access and priced as per the Dungeon 
  Master’s Guide.  Once used, this favour must be voided. 
  �Resistance:  If any character retains Silent Strike at 
  the end of the adventure (has not lost it to the 
  Adamantine horror, either in combat or through 
  parlay), they can upgrade the weapon to include the 
  abilities of a scarab, golembane with the assistance of 
  the Archons.  This is Regional Access and the cost is 
  3,000 gp and increases the value of Silent Strike by the 
  same amount. This makes Silent Strike a non-standard 
  item. Once used, this benefit must be voided. 
  �Influence Point with the House of Al’Zarif or the 
  Blackhammer Clan: For successfully completing the 
  mission, you may choose one point of influence with 
  either  
  []House of Al’Zarif  
  or  
  [] Blackhammer Clan 
   
  
  Broken Faith 
   
  Page 22 
                      Appendix One NPCs 
  Introduction 
  �Jiazeera: female human Ftr6/Sor4/Rog3; CR 13; 
  Medium Humanoid (5’ 6” tall); 6d10+12+3d6+6+4d4+8; 
  hp 98; Init +5 (Dex); Spd 30 ft; AC 19 (+5 Dex,  +2 Ring 
  of Protection, +2 Amulet of Natural Armor); Atks 
  +13/+8 melee (d6+5, [crit 15-20] [x2], +1 keen scimitar); 
  or +17/+12 ranged (d6+6 [crit 20] [x3] +1 (+2 Strength) 
  Mighty Composite Shortbow); Face/Reach 5 ft. x 5 
  ft./5 ft.;  SA; None; SQ Evasion, Trapfinding, Trap 
  Sense +1, Sneak Attack +2d6;  AL LN; SV Fort +9, Ref 
  +8, Will +5; Str 12, Dex 18/20, Con 14, Int 10, Wis 10, 
  Cha 14. 
  Skills and Feats: Diplomacy +11, Handle Animal +9, 
  Jump +10, Knowledge (Arcana) +6, Languages: 
  Baklunish, Common, Ride +10, Sense Motive +9, 
  Spellcraft +6, Tumble +14; Combat Reflexes, Far Shot, 
  Toughness, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus Composite Shortbow, Weapon Focus 
  Scimitar, Weapon Specialization Composite Shortbow, 
  Weapon Specialization Scimitar. 
  Spells (6/6/3) 0 Lvl Daze, Detect Magic, Flare, Light, 
  Ray of Frost, Read Magic 1 Lvl Mage Armor, Magic 
  Missile, Shield. 2 Lvl Cat’s Grace 
  Possessions:  Large Steel Shield, +1 Scimitar, +1 (+2 
  Mighty Strength) Composite Longbow, 20 arrows, 
  Gloves of Dexterity +2, Light Warhorse, Tack. 
   
  �Captain Latt; male half-orc Ftr5/Rog3; CR 8; 
  Medium Humanoid (6’ 5” tall); 5d10+10+3d6+6; hp 62; 
  Init +4 (Dex); Spd 30 ft; AC 19 (+3 Dex, +4 Masterwork 
  Chain Shirt, +2 Masterwork Large Steel Shield); Atks 
  +13/+8 melee (1d6+5, [crit 18-20] [x2], masterwork 
  scimitar); or +13/+8 ranged (d6+4 [crit 20] [x3] Mighty 
  Masterwork +2 Composite Shortbow); Face/Reach 5 ft. 
  x 5 ft./5 ft.; SA; None; SQ Orcish Blood, Darkvision 60’; 
  ; Evasion, Uncanny Dodge (Dex bonus to AC); AL LN; 
  SV Fort +6, Ref +8, Will +1; Str 20, Dex 16/18, Con 14, 
  Int 10, Wis 8, Cha 6. 
  Skills and Feats: Diplomacy +6, Languages: Baklunish, 
  Common, Orcish, Dwarven, Ride +12, Sense Motive 
  +7, Spot +7; Far Shot, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus Composite Shortbow, 
  Weapon Specialization Composite Shortbow. 
  Possessions: 
   
  Masterwork 
  Chain 
  Shirt, 
  Large 
  Masterwork Steel Shield, Masterwork Scimitar, Gloves 
  of Dexterity +2, Masterwork +4 Strength Composite 
  Longbow, 40 masterwork arrows, Light Warhorse, 
  Tack. 
   
  �Gort; male half-orc Ftr5; CR 5; Medium Humanoid 
  (6’ 6” tall); 5d10+10; hp 44; Init +2 (Dex); Spd 30 ft; AC 
  19 (+3 Dex, +4 Chain Shirt, +2 Large Steel Shield); Atks 
  +10 melee (1d6+5, [crit 18-20] [x2], masterwork 
  scimitar); or +9 ranged (d6+2 [crit 20] [x3] Mighty 
  Masterwork +2 Composite Shortbow); Face/Reach 5 ft. 
  x 5 ft./5 ft.; SA; None; SQ Orcish Blood, Darkvision 60’; 
  ; Evasion, Uncanny Dodge (Dex bonus to AC); AL LN; 
  SV Fort +6, Ref +8, Will +1; Str 18, Dex 16, Con 14, Int 
  10, Wis 8, Cha 6. 
  Skills and Feats: Intimidate +6, Languages: Baklunish, 
  Common, Orcish, Dwarven, Ride +11; Power Attack, 
  Cleave, Weapon Focus Composite Shortbow, Weapon 
  Focus Scimitar, Weapon Specialization Scimitar.  
  Possessions: 
  Chain 
  Shirt, 
  Large 
  Steel 
  Shield, 
  Masterwork 
  Scimitar, 
  Masterwork 
  +4 
  Strength 
  Composite Longbow, 40 arrows, Light Warhorse, Tack. 
   
  �Sturgeon Lowrock: Ftr6/Rog3; CR 9; Medium 
  Humanoid; HD 6d10+18+3d6+9 Hp 77; Init +4; Spd 20 
  ft; AC 21 (+4 Dexterity, +2 Amulet of Natural Armor, 
  +3 Masterwork Studded Leather, +2 Ring of 
  Protection); Atks +14/+9 melee (1d4+5, [crit 20] [x4] +1 
  Light Pick); or +12/+7 ranged (1d10, [crit 19-20] [x2] 
  heavy crossbow); Face/Reach 5 ft. x 5 ft. / 5 ft; SA: 
  Sneak Attack; SQ: Darkvision 60’, +2 Fort save vs. 
  poison, +2 save vs. spells or spell-like abilities, +1 racial 
  attack bonus vs. orcs or goblinoids, +4 dodge bonus to 
  AC vs. Giants, +2 to Appraise (rare or exotic items), +2 
  Craft with stone or metal items, Stonecunning (+2 on 
  checks), Evasion, Uncanny Dodge. AL LN; SV Fort +6, 
  Ref +8, Will +0; Str 15, Dex 18, Con 16, Int 10, Wis 9, 
  Cha 6.   
  Skills and Feats: Climb +4, Disable Device +6, Hide 
  +10, Jump +7, Languages: Common, Dwarven, Listen 
  +5, Move Silently +10, Search +6, Spot +5, Tumble +10; 
  Cleave, Dodge, Flick of the Wrist, Power Attack, 
  Quickdraw, Weapon Finesse Light Pick, Weapon 
  Focus Light Pick, Weapon Specialization Light Pick.  
  Sneak Attack: +2d6 if opponent is denied dex. 
  Evasion: Any reflex save that is made vs. area effect 
  spells that normally result in ½ damage result in no 
  damage. 
  Uncanny Dodge: Dex bonus to AC even if flat-footed. 
  Possessions:  Masterwork Studded Leather Armor, +1 
  Light Pick (2), Masterwork Light Pick (2), daggers (4), 
  Heavy Crossbow, 20 bolts, backpack, bedroll 
   
  �Elite 
  Threshers; 
  male 
  and 
  female 
  human; 
  Ftr3/Rog1; CR 4; Medium Humanoid (5’ 6” tall); 
  3d10+3+1d6+1; hp 30; Init +3 (Dex); Spd 30 ft; AC 19 
  (+3 Dex, +4 Chain Shirt, +2 Large Steel Shield); Atks +6 
  melee (1d6+2, [crit 18-20] [x2], scimitar); or +6 ranged 
  (d6 [crit 20] [x3] Composite Shortbow); Face/Reach 5 
  ft. x 5 ft./5 ft.; SA; None; SQ None; AL LN; SV Fort +4, 
  
  Broken Faith 
   
  Page 23 
  Ref +6, Will +1; Str 14, Dex 16, Con 12, Int 12, Wis 10, 
  Cha 10. 
  Skills and Feats: Handle Animal +7, Languages: 
  Baklunish, Common, Ride +10, Sense Motive +7; 
  Combat Reflexes, Dodge, Mobility, Mounted Combat, 
  Weapon Focus Scimitar.  
  Possessions:  Chain Shirt, Large Steel Shield, Scimitar, 
  Composite Shortbow, 40 arrows, Light Warhorse, Tack.  
   
  Encounter Two 
  APL 6 (EL 8) 
  �Electrum Horror; CR 4; small size construct; HD 
  4d10; hp 22; Init +2; Spd 30 ft.; AC 19 (touch 12, flat-
  footed 18) [[+1 size, +1 Dex, +7 Natural]]; Atk +5 melee 
  (1d8+1, razor saw) or +5 ranged (2d4+1 pressure dart); 5 
  ft by 5 ft/ 5 ft; SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 17; AL LE; SV Fort +1, Ref +2, 
  Will +3; Str 12, Dex 13, Con -, Int 5, Wis 14, Cha 5. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Point Blank Shot, Precise Shot. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range). 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.   
   
  APL 8 (EL 10) 
  �Electrum Horror; CR 4; small size construct; HD 
  4d10; hp 22; Init +2; Spd 30 ft.; AC 19 (touch 12, flat-
  footed 18) [[+1 size, +1 Dex, +7 Natural]]; Atk +5 melee 
  (1d8+1, razor saw) or +5 ranged (2d4+1 pressure dart); 5 
  ft by 5 ft/ 5 ft; SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 17; AL LE; SV Fort +1, Ref +2, 
  Will +3; Str 12, Dex 13, Con -, Int 5, Wis 14, Cha 5. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Point Blank Shot, Precise Shot. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range). 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.   
  �Platinum Horror; CR 7; small size construct; HD 
  12d10; hp 66; Init +3; Spd 40 ft.; AC 25 (touch 14, flat-
  footed 22) [[+1 size, +3 Dex, +11 Natural]]; Atk +13 
  melee (1d12+4, razor saw); 5 ft by 5 ft/ 5 ft; SA 
  lightning bolt SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 20; AL LE; SV Fort +4, Ref +7, 
  Will +9; Str 16, Dex 17, Con -, Int 13, Wis 20, Cha 15. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Cleave, Great Cleave, Power 
  Attack, Sunder. Language: Dwarven. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage.  A successful 
  Reflex save (DC15) halves the damage. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range).  Against 
  magic weapons or armor, the razor saw of a platinum 
  horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
  
  Broken Faith 
   
  Page 24 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
   
  APL10 (EL 12) 
  �Electrum Horror; CR 4; small size construct; HD 
  4d10; hp 22; Init +2; Spd 30 ft.; AC 19 (touch 12, flat-
  footed 18) [[+1 size, +1 Dex, +7 Natural]]; Atk +5 melee 
  (1d8+1, razor saw) or +5 ranged (2d4+1 pressure dart); 5 
  ft by 5 ft/ 5 ft; SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 17; AL LE; SV Fort +1, Ref +2, 
  Will +3; Str 12, Dex 13, Con -, Int 5, Wis 14, Cha 5. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Point Blank Shot, Precise Shot. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range). 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.   
  �Gold Horror; CR 5; small size construct; HD 8d10; 
  hp 44; Init +2; Spd 30 ft.; AC 22 (touch 13, flat-footed 
  20) [[+1 size, +2 Dex, +9 Natural]]; Atk +9 melee 
  (1d10+3, razor saw); 5 ft by 5 ft/ 5 ft; SA lightning bolt 
  SQ 
  Electricity 
  immunity, 
  linked 
  mind, 
  spell 
  vulnerability, SR 18; AL LE; SV Fort +2, Ref +4, Will +5; 
  Str 14, Dex 15, Con -, Int 9, Wis 16, Cha 11. Height 3’ 5” 
  ft. 
   
  Skills and Feats: Cleave, Power Attack, Sunder. 
  Language: Dwarven. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  40 feet long that deals 6d6 damage.  A successful Reflex 
  save (DC13) halves the damage. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range).  Against 
  magic weapons or armor, the razor saw of a gold horror 
  acts as a +2 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  �Platinum Horror; CR 7; small size construct; HD 
  12d10; hp 66; Init +3; Spd 40 ft.; AC 25 (touch 14, flat-
  footed 22) [[+1 size, +3 Dex, +11 Natural]]; Atk +13 
  melee (1d12+4, razor saw); 5 ft by 5 ft/ 5 ft; SA 
  lightning bolt SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 20; AL LE; SV Fort +4, Ref +7, 
  Will +9; Str 16, Dex 17, Con -, Int 13, Wis 20, Cha 15. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Cleave, Great Cleave, Power 
  Attack, Sunder. Language: Dwarven. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage.  A successful 
  Reflex save (DC15) halves the damage. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range).  Against 
  magic weapons or armor, the razor saw of a platinum 
  horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
  
  Broken Faith 
   
  Page 25 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
   
  APL 12 (EL 14) 
  �Gold Horror; CR 5; small size construct; HD 8d10; 
  hp 44; Init +2; Spd 30 ft.; AC 22 (touch 13, flat-footed 
  20) [[+1 size, +2 Dex, +9 Natural]]; Atk +9 melee 
  (1d10+3, razor saw); 5 ft by 5 ft/ 5 ft; SA lightning bolt 
  SQ 
  Electricity 
  immunity, 
  linked 
  mind, 
  spell 
  vulnerability, SR 18; AL LE; SV Fort +2, Ref +4, Will +5; 
  Str 14, Dex 15, Con -, Int 9, Wis 16, Cha 11. Height 3’ 5” 
  ft. 
   
  Skills and Feats: Cleave, Power Attack, Sunder. 
  Language: Dwarven. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  40 feet long that deals 6d6 damage.  A successful Reflex 
  save (DC13) halves the damage. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range).  Against 
  magic weapons or armor, the razor saw of a gold horror 
  acts as a +2 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  �Platinum Horror; CR 7; small size construct; HD 
  12d10; hp 66; Init +3; Spd 40 ft.; AC 25 (touch 14, flat-
  footed 22) [[+1 size, +3 Dex, +11 Natural]]; Atk +13 
  melee (1d12+4, razor saw); 5 ft by 5 ft/ 5 ft; SA 
  lightning bolt SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 20; AL LE; SV Fort +4, Ref +7, 
  Will +9; Str 16, Dex 17, Con -, Int 13, Wis 20, Cha 15. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Cleave, Great Cleave, Power 
  Attack, Sunder. Language: Dwarven. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage.  A successful 
  Reflex save (DC15) halves the damage. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range).  Against 
  magic weapons or armor, the razor saw of a platinum 
  horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
   
  �Owlbear Half-Golem (Iron), Advanced (8HD); CR 
  8; large size construct; HD 8d10+30; hp 82; Init +0; Spd 
  30 ft. (cannot run); AC 20 (touch 9, flat-footed 20) [-1 
  size, +11 Natural]; Atks +16, +16 melee (1d6+11, claw), 
  +11 melee (1d8+5, bite); 5 ft by 10 ft/ 5 ft; SA Improved 
  Grab, Breath Weapon; SQ Scent, Magic Immunity, 
  Rust 
  Vulnerability, 
  Construct 
  Traits, 
  DR 
  20/Adamantine and Magic; AL NE; SV Fort +8, Ref +5, 
  Will +5; Str 33, Dex 10, Con –, Int 1, Wis 12, Cha 4. 
  Height 7’ 8” ft. 
   
  Skills and Feats: Listen +9, Spot +9. 
   
  Improved Grab (Ex): The Owlbear must hit with 
  a claw attack to use this ability. 
   
  Breath Weapon (Su): 10-foot cube, cloud of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1 rounds; initial damage 1d4 Con, secondary 
  damage 3d4 Con, Fortitude DC 19 negates. The save 
  DC is Constitution-based. 
   
  Magic Immunity (Ex): The half-golem is 
  immune to all magical or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against this creature. 
   
  Spells Effects (Ex): An electricity effect slows an 
  Iron Half-Golem (as the slow spell) for 3 rounds, no 
  saving throw.  A fire effect breaks the slow effect and 
  cures 1 point of damage for every 3 points of damage 
  
  Broken Faith 
   
  Page 26 
  from the spell as it would otherwise deal.  A golem gets 
  no save from a fire effect. 
   
  Rust Vulnerability (Ex): An iron half-golem is 
  affected normally by rust attacks, such as that of a rust 
  monster or a rusting grasp.  
   
  Construct Traits: A half-golem is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  half-golem has darkvision (60’ range).   
   
  Encounter Three 
  APL 6 (EL 8) 
  �Valathar: CR 8; Medium Humanoid Male Dwarf 
  Bar6/For2; HD 8d12+32; hp 93; Init +2; Spd 30 ft.; AC 
  19 (touch 12, flat-footed 17) [+2 Dex, +3 large 
  adamantine shield, +4 chain shirt]; Atk +13/+8 melee 
  (1d8+4, masterwork battleaxe [crit *3]); +11/+6 ranged 
  (1d6+2, mighty masterwork composite shortbow [crit 
  *3]); SQ Rage 2/day, Uncanny Dodge (dex to AC, can’t 
  be flanked), Darkvision 60’, Dwarf Bonuses, SR 12, Fast 
  Healing 1 (10), Damage Reduction 3/+1; AL CN; SV 
  Fort +14, Ref +6, Will +7; Str 19, Dex 14, Con 18, Int 8, 
  Wis 11, Cha 6. Height 4’ 9” ft. 
   
  Skills and Feats: Climb +14, Jump +13, Survival 
  +10; Great Fortitude, Iron Will, Lightning Reflexes. 
  Languages: Common, Dwarven. 
   
  Possessions: 
  Masterwork 
  Battleaxe, 
  Large 
  Adamantine Shield, Chain Shirt, Mighty Masterwork 
  Composite Shortbow (+2 Strength), 20 Arrows, 
  Backpack, bedroll, flint & steel, 30 gp in pouch. 
   
  Physical Description: Dwarf in ripped and 
  damaged clothing, with obvious bloodstains upon it.  
  Brown hair and eyes flashing with insanity or calm, 
  depending on his mood. 
   
  APL 8 (EL 10) 
  �Valathar: CR 10; Medium Humanoid Male Dwarf 
  Bar6/For4; HD 10d12+50; hp 125; Init +2; Spd 30 ft.; 
  AC 25 (touch 12, flat-footed 23) [[+2 Dex, +3 large 
  adamantine shield, +5 Mithril Breast Plate, +5 Con]]; 
  Atk +16/+11 melee (1d8+6, adamantine battleaxe [crit 
  *3]); +13/+8 ranged (1d6+2, mighty masterwork 
  composite shortbow [crit *3]); SQ Rage 2/day, 
  Uncanny Dodge (dex to AC, can’t be flanked), 
  Darkvision 60’, Dwarf Bonuses, SR 14, Fast Healing 1 
  (20), Tough Defence, Natural Weapons, Damage 
  Reduction 5/+2; AL CN; SV Fort +16, Ref +7, Will +8; 
  Str 19, Dex 14, Con 20, Int 8, Wis 11, Cha 6. Height 4’ 
  9” ft. 
   
  Skills and Feats: Climb +16, Jump +13, Survival 
  +10; Combat Reflexes, Great Fortitude, Iron Will, 
  Lightning Reflexes. Languages: Common, Dwarven. 
   
  Possessions: 
  Adamantine 
  Battleaxe, 
  Large 
  Adamantine Shield, Mithril Breast Plate, Mighty 
  Masterwork Composite Shortbow (+2 Strength), 20 
  Arrows, Backpack, bedroll, flint & steel, 30 gp in 
  pouch. 
   
  Physical Description: Dwarf in ripped and 
  damaged clothing, with obvious bloodstains upon it.  
  Brown hair and eyes flashing with insanity or calm, 
  depending on his mood. 
   
  APL 10 (EL 12) 
  �Valathar: CR 12; Medium Humanoid Male Dwarf 
  Bar6/For6; HD 12d12+72; hp 161; Init +2; Spd 30 ft.; 
  AC 26 (touch 12, flat-footed 24) [+2 Dex, +3 large 
  adamantine shield, +5 Mithril Breast Plate, +6 Con]; 
  Atk +19/+14/+9 melee (1d8+7, adamantine battleaxe 
  [crit 
  *3]); 
  +15/+10/+5 
  ranged 
  (1d6+2, 
  mighty 
  masterwork composite shortbow [crit *3]); SQ Rage 
  2/day, Uncanny Dodge (dex to AC, can’t be flanked), 
  Darkvision 60’, Dwarf Bonuses, SR 16, Fast Healing 2 
  (30), Tough Defence, Natural Weapons, Damage 
  Reduction 7/+3, Slippery Mind; AL CN; SV Fort +18, 
  Ref +8, Will +9; Str 20, Dex 14, Con 22, Int 8, Wis 11, 
  Cha 6. Height 4’ 9” ft. 
   
  Skills and Feats: Climb +16, Jump +15, Survival 
  +10; Combat Reflexes, Great Fortitude, Hold the Line, 
  Iron Will, Lightning Reflexes. Languages: Common, 
  Dwarven. 
   
  Possessions: 
  Adamantine 
  Battleaxe, 
  Large 
  Adamantine Shield, Mithril Breast Plate, Mighty 
  Masterwork Composite Shortbow (+2 Strength), 40 
  Arrows, Backpack, bedroll, flint & steel, 30 gp in 
  pouch. 
   
  Physical Description: Dwarf in ripped and 
  damaged clothing, with obvious bloodstains upon it.  
  Brown hair and eyes flashing with insanity or calm, 
  depending on his mood. 
   
  APL 12 (EL 14) 
  �Valathar: CR 14; Medium Humanoid Male Dwarf 
  Bar6/For8; HD 14d12+84; hp 187; Init +2; Spd 30 ft.; 
  AC 26 (touch 12, flat-footed 24) [+2 Dex, +3 large 
  adamantine shield, +5 Mithril Breast Plate, +6 Con]; 
  Atk +22/+17/+12 melee (1d8+8, adamantine battleaxe 
  [crit 
  *3]); 
  +17/+12/+7 
  ranged 
  (1d6+2, 
  mighty 
  masterwork composite shortbow [crit *3]); SQ Rage 
  2/day, Uncanny Dodge (dex to AC, can’t be flanked), 
  
  Broken Faith 
   
  Page 27 
  Darkvision 60’, Dwarf Bonuses, SR 18, Fast Healing 2 
  (40), Tough Defence, Natural Weapons, Damage 
  Reduction 9/+4, Slippery Mind; AL CN; SV Fort +19, 
  Ref +8, Will +10; Str 22, Dex 14, Con 22, Int 8, Wis 11, 
  Cha 6. Height 4’ 9” ft. 
   
  Skills and Feats: Climb +18, Jump +15, Survival 
  +10; Combat Reflexes, Great Fortitude, Hold the Line, 
  Iron Will, Lightning Reflexes. Languages: Common, 
  Dwarven. 
   
  Possessions: 
  Adamantine 
  Battleaxe, 
  Large 
  Adamantine Shield, Mithril Breast Plate, Mighty 
  Masterwork Composite Shortbow (+2 Strength), 40 
  Arrows, Backpack, bedroll, flint & steel, 30 gp in 
  pouch. 
   
  Physical Description: Dwarf in ripped and 
  damaged clothing, with obvious bloodstains upon it.  
  Brown hair and eyes flashing with insanity or calm, 
  depending on his mood. 
   
  Encounter Five 
  APL 6 (EL 9) 
  �Platinum Horror; CR 7; small size construct; HD 
  12d10; hp 66; Init +3; Spd 40 ft.; AC 25 (touch 14, flat-
  footed 22) [[+1 size, +3 Dex, +11 Natural]]; Atk +13 
  melee (1d12+4, razor saw); 5 ft by 5 ft/ 5 ft; SA 
  lightning bolt SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 20; AL LE; SV Fort +4, Ref +7, 
  Will +9; Str 16, Dex 17, Con -, Int 13, Wis 20, Cha 15. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Cleave, Great Cleave, Power 
  Attack, Sunder. Language: Dwarven. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage.  A successful 
  Reflex save (DC15) halves the damage. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range).  Against 
  magic weapons or armor, the razor saw of a platinum 
  horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
   
  APL 8 (EL 11) 
  �Electrum Horror; CR 4; small size construct; HD 
  4d10; hp 22; Init +2; Spd 30 ft.; AC 19 (touch 12, flat-
  footed 18) [[+1 size, +1 Dex, +7 Natural]]; Atk +5 melee 
  (1d8+1, razor saw) or +5 ranged (2d4+1 pressure dart); 5 
  ft by 5 ft/ 5 ft; SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 17; AL LE; SV Fort +1, Ref +2, 
  Will +3; Str 12, Dex 13, Con -, Int 5, Wis 14, Cha 5. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Point Blank Shot, Precise Shot. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range). 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.   
  �Platinum Horror; CR 7; small size construct; HD 
  12d10; hp 66; Init +3; Spd 40 ft.; AC 25 (touch 14, flat-
  footed 22) [[+1 size, +3 Dex, +11 Natural]]; Atk +13 
  melee (1d12+4, razor saw); 5 ft by 5 ft/ 5 ft; SA 
  lightning bolt SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 20; AL LE; SV Fort +4, Ref +7, 
  Will +9; Str 16, Dex 17, Con -, Int 13, Wis 20, Cha 15. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Cleave, Great Cleave, Power 
  Attack, Sunder. Language: Dwarven. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage.  A successful 
  Reflex save (DC15) halves the damage. 
  
  Broken Faith 
   
  Page 28 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range).  Against 
  magic weapons or armor, the razor saw of a platinum 
  horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  APL10 (EL 13) 
  �Electrum Horror; CR 4; small size construct; HD 
  4d10; hp 22; Init +2; Spd 30 ft.; AC 19 (touch 12, flat-
  footed 18) [[+1 size, +1 Dex, +7 Natural]]; Atk +5 melee 
  (1d8+1, razor saw) or +5 ranged (2d4+1 pressure dart); 5 
  ft by 5 ft/ 5 ft; SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 17; AL LE; SV Fort +1, Ref +2, 
  Will +3; Str 12, Dex 13, Con -, Int 5, Wis 14, Cha 5. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Point Blank Shot, Precise Shot. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range). 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.   
  �Gold Horror; CR 5; small size construct; HD 8d10; 
  hp 44; Init +2; Spd 30 ft.; AC 22 (touch 13, flat-footed 
  20) [[+1 size, +2 Dex, +9 Natural]]; Atk +9 melee 
  (1d10+3, razor saw); 5 ft by 5 ft/ 5 ft; SA lightning bolt 
  SQ 
  Electricity 
  immunity, 
  linked 
  mind, 
  spell 
  vulnerability, SR 18; AL LE; SV Fort +2, Ref +4, Will +5; 
  Str 14, Dex 15, Con -, Int 9, Wis 16, Cha 11. Height 3’ 5” 
  ft. 
   
  Skills and Feats: Cleave, Power Attack, Sunder. 
  Language: Dwarven. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  40 feet long that deals 6d6 damage.  A successful Reflex 
  save (DC13) halves the damage. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range).  Against 
  magic weapons or armor, the razor saw of a gold horror 
  acts as a +2 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  �Platinum Horror; CR 7; small size construct; HD 
  12d10; hp 66; Init +3; Spd 40 ft.; AC 25 (touch 14, flat-
  footed 22) [[+1 size, +3 Dex, +11 Natural]]; Atk +13 
  melee (1d12+4, razor saw); 5 ft by 5 ft/ 5 ft; SA 
  lightning bolt SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 20; AL LE; SV Fort +4, Ref +7, 
  Will +9; Str 16, Dex 17, Con -, Int 13, Wis 20, Cha 15. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Cleave, Great Cleave, Power 
  Attack, Sunder. Language: Dwarven. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage.  A successful 
  Reflex save (DC15) halves the damage. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  
  Broken Faith 
   
  Page 29 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range).  Against 
  magic weapons or armor, the razor saw of a platinum 
  horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  �Senalabia; Rog6/Half-Golem (Iron); CR 9; small size 
  construct; HD 6d10+10; hp 51; Init +6; Spd 20 ft. 
  (cannot run); AC 30 (touch 15, flat-footed 28) [+1 Size, 
  +2 Dexterity, +4 Mithril Chain Shirt, +2 Ring of 
  Protection, +11 Natural]; Atks +12 melee (1d4+7, [19-
  20] +1 dagger); and Atck +8 ranged (1d4+7, [19-20] 
  masterwork dagger); 5 ft by 5 ft/ 5 ft; SA Breath 
  Weapon; SQ trapfinding, Trap sense +2,Uncanny 
  Dodge, Improved uncanny dodge, Sneak Attack +3d6, 
  Evasion, 
  Magic 
  Immunity, 
  Rust 
  Vulnerability, 
  Construct Traits, DR 20/Adamantine; AL NE; SV Fort 
  +4, Ref +7, Will +2; Str 22, Dex 15, Con –, Int 8, Wis 10, 
  Cha 6. Height 2’ 8” ft. 
   
  Skills and Feats: Craft (Inventing) +8, Decipher 
  Script +8, Disable Device +8, Listen +9, Search +8, Spot 
  +9, Open Lock +8, Profession (Locksmith) +9, Tumble 
  +11, Use Magic Device +7; Improved Initiative, Dodge, 
  Mobility. Languages:  Gnomish, Common, Baklunish, 
  Dwarven. 
  Possessions: Mithril Chain Shirt, Masterwork daggers 
  (6), +1 Dagger, +2 Ring of Protection 
   
  Breath Weapon (Su): 10-foot cube, cloud of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1 rounds; initial damage 1d4 Con, secondary 
  damage 3d4 Con, Fortitude DC 19 negates. The save 
  DC is Constitution-based. 
   
  Immunity to Magic (Ex): An iron golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
  A magical attack that deals electricity damage slows an 
  iron golem (as the slow spell) for 3 rounds, with no 
  saving throw. 
  A magical attack that deals fire damage breaks any slow 
  effect on the golem and heals 1 point of damage for 
  each 3 points of damage the attack would otherwise 
  deal. If the amount of healing would cause the golem 
  to exceed its full normal hit points, it gains any excess 
  as temporary hit points. For example, an iron golem hit 
  by a fireball gains back 6 hit points if the damage total 
  is 18 points. An iron golem gets no saving throw 
  against fire effects. 
  An iron golem is affected normally by rust attacks, 
  such as that of a rust monster or a rusting grasp spell. 
   
  Construct Traits: A half-golem is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  half-golem has darkvision (60’ range). 
   
  APL 12 (EL 15) 
  �Platinum Horror; CR 7; small size construct; HD 
  12d10; hp 66; Init +3; Spd 40 ft.; AC 25 (touch 14, flat-
  footed 22) [[+1 size, +3 Dex, +11 Natural]]; Atk +13 
  melee (1d12+4, razor saw); 5 ft by 5 ft/ 5 ft; SA 
  lightning bolt SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 20; AL LE; SV Fort +4, Ref +7, 
  Will +9; Str 16, Dex 17, Con -, Int 13, Wis 20, Cha 15. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Cleave, Great Cleave, Power 
  Attack, Sunder. Language: Dwarven. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage.  A successful 
  Reflex save (DC15) halves the damage. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range).  Against 
  magic weapons or armor, the razor saw of a platinum 
  horror acts as a +3 weapon. 
  
  Broken Faith 
   
  Page 30 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or admantine horror are in 
  constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  �Adamantine Horror; CR 9; small size construct; HD 
  16d10; hp 88; Init +8; Spd 50 ft.; AC 28 (touch 15, flat-
  footed 24) [[+1 size, +4 Dex, +13 Natural]]; Atk +18 
  melee (2d10+7, razor saw); 5 ft by 5 ft/ 5 ft; SA Spell-
  like Abilities; SQ Electricity immunity, linked mind, 
  spell vulnerability, SR 22; AL LE; SV Fort +5, Ref +9, 
  Will +12; Str 20, Dex 19, Con -, Int 17, Wis 24, Cha 21. 
  Height 3’ 5” ft. 
   
  Skills and Feats: Cleave, Great Cleave, Improved 
  Initiative, Power Attack, Sunder. Languages: Dwarven. 
   
  Spell-Like Abilities: At will – disintegrate, 
  implosion, Mordekainen’s disjunction.  Caster level 
  14
  th; save DC 15 + spell level. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range). 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
   
  �Senalabia; Rog8/Half-Golem (Iron); CR 11; small 
  size construct; HD 8d10+10; hp 63; Init +7; Spd 20 ft. 
  (cannot run); AC 34 (touch 17, flat-footed 30) [+1 Size, 
  +4 Dexterity, +6 for +2 Mithril Chain Shirt, +2 Ring of 
  Protection, +11 Natural]; Atks +14/+9 melee (1d4+7, 
  [19-20] +1 frosty burst dagger); and Atck +12/+7 ranged 
  (1d4+7, [19-20] masterwork dagger); 5 ft by 5 ft/ 5 ft; SA 
  Breath 
  Weapon; 
  SQ 
  trapfinding, 
  Trap 
  sense 
  +2,Uncanny Dodge, Sneak Attack +4d6, Evasion, 
  Improved uncanny dodge, Magic Immunity, Rust 
  Vulnerability, Construct Traits, DR 20/Adamantine; 
  AL NE; SV Fort +5, Ref +11, Will +3; Str 22, Dex 16/18, 
  Con –, Int 8, Wis 10, Cha 6. Height 2’ 8” ft. 
   
  Skills and Feats: Craft (Inventing) +10, Decipher 
  Script +10, Disable Device +10, Listen +11, Search +10, 
  Spot +11, Open Lock +10, Profession (Locksmith) +11, 
  Tumble +13, Use Magic Device +9; Improved 
  Initiative, Dodge, Mobility. Languages:  Gnomish, 
  Common, Baklunish, Dwarven. 
  Possessions:  +2 Mithril Chain Shirt, Gloves of 
  Dexterity +2, Masterwork daggers (6), +1 Icy Burst 
  Dagger, +2 Ring of Protection, +1 Cloak of Resistance. 
   
  Breath Weapon (Su): 10-foot cube, cloud of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1 rounds; initial damage 1d4 Con, secondary 
  damage 3d4 Con, Fortitude DC 19 negates. The save 
  DC is Constitution-based. 
   
  Immunity to Magic (Ex): An iron golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
  A magical attack that deals electricity damage slows an 
  iron golem (as the slow spell) for 3 rounds, with no 
  saving throw. 
  A magical attack that deals fire damage breaks any slow 
  effect on the golem and heals 1 point of damage for 
  each 3 points of damage the attack would otherwise 
  deal. If the amount of healing would cause the golem 
  to exceed its full normal hit points, it gains any excess 
  as temporary hit points. For example, an iron golem hit 
  by a fireball gains back 6 hit points if the damage total 
  is 18 points. An iron golem gets no saving throw 
  against fire effects. 
  An iron golem is affected normally by rust attacks, 
  such as that of a rust monster or a rusting grasp spell. 
   
  Construct Traits: A half-golem is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  half-golem has darkvision (60’ range). 
  �Owlbear Half-Golem (Iron), Advanced (8HD); CR 
  8; large size construct; HD 8d10+30; hp 82; Init +0; Spd 
  30 ft. (cannot run); AC 20 (touch 9, flat-footed 20) [-1 
  size, +11 Natural]; Atks +16, +16 melee (1d6+11, claw), 
  +11 melee (1d8+5, bite); 5 ft by 10 ft/ 5 ft; SA Improved 
  Grab, Breath Weapon; SQ Scent, Magic Immunity, 
  Rust 
  Vulnerability, 
  Construct 
  Traits, 
  DR 
  20/Adamantine and Magic; AL NE; SV Fort +8, Ref +5, 
  
  Broken Faith 
   
  Page 31 
  Will +5; Str 33, Dex 10, Con –, Int 1, Wis 12, Cha 4. 
  Height 7’ 8” ft. 
   
  Skills and Feats: Listen +9, Spot +9. 
   
  Improved Grab (Ex): The Owlbear must hit with 
  a claw attack to use this ability. 
   
  Breath Weapon (Su): 10-foot cube, cloud of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1 rounds; initial damage 1d4 Con, secondary 
  damage 3d4 Con, Fortitude DC 19 negates. The save 
  DC is Constitution-based. 
   
  Magic Immunity (Ex): The half-golem is 
  immune to all magical or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against this creature. 
   
  Spells Effects (Ex): An electricity effect slows an 
  Iron Half-Golem (as the slow spell) for 3 rounds, no 
  saving throw.  A fire effect breaks the slow effect and 
  cures 1 point of damage for every 3 points of damage 
  from the spell as it would otherwise deal.  A golem gets 
  no save from a fire effect. 
   
  Rust Vulnerability (Ex): An iron half-golem is 
  affected normally by rust attacks, such as that of a rust 
  monster or a rusting grasp.  
   
  Construct Traits: A half-golem is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  half-golem has darkvision (60’ range).   
   
   
  
  Broken Faith 
   
  Page 32 
  Appendix Two: New Rules 
   
  Clockwork Horror as presented in Monster 
  Manual II 
   
  Electrum Horror 
  Small Construct 
  Hit Dice: 
  4d10+10 (32 hp) 
  Initiative: 
  +2 
  Speed:  
  30 Ft. 
  AC:  
   
  19 (+1 size, +1 Dex, +7 Natural), 
  touch 12, flat-footed 18 
  Attacks:  
  Razor Saw +5 melee, or pressure dart 
  +5 ranged 
  Damage:  
  Razor Saw 1d8+1, pressure dart 
  2d4+1 
  Face/Reach: 
  5 ft by 5 ft / 5ft 
  Special Attacks: - 
  Special Qual: 
  Construct 
  Traits, 
  electricity 
  immunity, 
  linked 
  mind, 
  spell 
  vulnerability, SR 17 
  Saves: 
   
  Fort +1, Ref +2, Will +3 
  Abilities: 
  Str 12, Dex 13, Con -, Int 5, Wis 14, 
  Cha 5 
  Skills: 
   
  Climb +8 
  Feats: 
   
  Point Blank Shot, Precise Shot 
  Climate/Terrain:   Any land or underground 
  Organization: 
  Pair or component (3-8) 
  Challenge Rating:    4 
  Treasure: 
  50% coins, 50% goods (gems only) 
  Alignment: 
  Always lawful evil 
  Advancement: 
  - 
   
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range). 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Spell Vulnerability: A clockwork horror is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.   
  Clockwork horrors are intelligent, arachnidlike 
  constructs that live as a hierarchical collective.  They 
  exist solely to strip entire worlds of worked and raw 
  metals, which they use to produce more horrors.  
  These activities take clockwork horrors into areas 
  where metal can be found, from underground mines to 
  civilized areas where processed metal is often readily 
  available.  Clockwork horrors ignore nonmechanical 
  creatures unless such beings pose a threat or obviously 
  possess metal.  The horrors’ searches are methodical 
  and efficient, resulting in the destruction of nearly 
  everything in their path.  An army of horrors can 
  devastate an entire nation in a matter of weeks. 
  A clockwork horror appears as a four-legged, 
  mechanical arachnid with a body about 2 feet in 
  diameter.  It is made of a base metal (such as iron) 
  overlaid with a thin patina of precious or semiprecious 
  metal.  A large gem is embedded in the creature’s brow. 
   A single razor saw is situated near the front of its head 
  where a mouth would normally be located.  The more 
  powerful clockwork horrors are more fantastically 
  designed and decorated than the lesser ones.  Servant 
  clockwork horrors with overlays of less precious 
  metals are known to exist, but these serve the 
  hierarchy primarily as labourers. 
  Clockwork horrors communicate in their own 
  language of mechanical sounds.  The linked mind that 
  they share allows for instant communication among 
  individual horrors within 10 miles of each other. 
  Logic indicates that since the horrors are mechanical 
  beings, someone or something must have created 
  them.  What happened to that being is unknown.  
  Some sages theorize that the adamantine horror 
  rebelled against and slew its creator, then devised the 
  other types of clockwork horrors to serve as its armies. 
   
  Electrum Horrors 
   
  Electrum horrors are the shock troops of the 
  clockwork horror collective.  They are sent in to scout 
  out areas, asses potential resistance and overcome any 
  opposition. 
   
  Combat 
  Electrum horrors advance into combat in precise battle 
  lines, with the individual horrors spaced about 10 feet 
  apart.  They open fire with volleys of pressure darts.  
  Upon closing with the enemy, some continue firing 
  darts at perceived spellcasters or opponents using 
  ranged weapons, while others slice away at nearby foes 
  with their razor-sharp saws.  After a battle, additional 
  electrum horrors scavenge the area, retrieving fallen 
  
  Broken Faith 
   
  Page 33 
  companions and any abandoned weapons for smelting 
  down and making new horrors. 
   
  Gold Horror  
  Small Construct 
  Hit Dice: 
  8d10+10 (54 hp) 
  Initiative: 
  +2 
  Speed:  
  30 Ft. 
  AC:  
   
  22 (+1 size, +2 Dex, +9 Natural), 
  touch 13, flat-footed 20 
  Attacks:  
  Razor Saw +9 melee 
  Damage:  
  Razor Saw 1d10+3 
  Face/Reach: 
  5 ft by 5 ft / 5ft 
  Special Attacks: lightning bolt 
  Special 
  Qualities: 
  Construct 
  Traits, 
  electricity 
  immunity, linked mind, spell 
  vulnerability, SR 18 
  Saves: 
   
  Fort +2, Ref +4, Will +5 
  Abilities: 
  Str 14, Dex 15, Con -, Int 9, Wis 16, 
  Cha 11 
  Skills: 
   
  Climb +13 
  Feats: 
   
  Cleave, Power Attack , Improved 
  Sunder 
  Climate/Terrain: Any land or underground 
  Organization: 
  Module (1-2 plus 3-12 electrum 
  horrors) 
  Challenge Rating:    5 
  Treasure: 
  50% coins, 50% goods (gems only) 
  Alignment: 
  Always lawful evil 
  Advancement: 
  - 
   
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range). 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Spell Vulnerability: A clockwork horror is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.   
  Clockwork horrors are intelligent, arachnidlike 
  constructs that live as a hierarchical collective.  They 
  exist solely to strip entire worlds of worked and raw 
  metals, which they use to produce more horrors.  
  These activities take clockwork horrors into areas 
  where metal can be found, from underground mines to 
  civilized areas where processed metal is often readily 
  available.  Clockwork horrors ignore nonmechanical 
  creatures unless such beings pose a threat or obviously 
  possess metal.  The horrors’ searches are methodical 
  and efficient, resulting in the destruction of nearly 
  everything in their path.  An army of horrors can 
  devastate an entire nation in a matter of weeks. 
  A clockwork horror appears as a four-legged, 
  mechanical arachnid with a body about 2 feet in 
  diameter.  It is made of a base metal (such as iron) 
  overlaid with a thin patina of precious or semiprecious 
  metal.  A large gem is embedded in the creature’s brow. 
   A single razor saw is situated near the front of its head 
  where a mouth would normally be located.  The more 
  powerful clockwork horrors are more fantastically 
  designed and decorated than the lesser ones.  Servant 
  clockwork horrors with overlays of less precious 
  metals are known to exist, but these serve the 
  hierarchy primarily as labourers. 
  Clockwork horrors communicate in their own 
  language of mechanical sounds.  The linked mind that 
  they share allows for instant communication among 
  individual horrors within 10 miles of each other. 
  Logic indicates that since the horrors are mechanical 
  beings, someone or something must have created 
  them.  What happened to that being is unknown.  
  Some sages theorize that the adamantine horror 
  rebelled against and slew its creator, then devised the 
  other types of clockwork horrors to serve as its armies. 
   
  Gold Horrors 
   
  Gold horrors are the commanders of the 
  clockwork horror armies.  They supervise the 
  electrums and other lesser horrors, ensuring that the 
  orders of their superiors are obeyed.   
   
  Combat 
  Gold horrors fight from behind a line of electrum 
  guards, shooting lightning bolts at their foes.  In melee, 
  a gold horror strikes at the enemy’s weapon to destroy 
  it.  Against magic weapons and items, a gold horror’s 
  razor saw functions as a +2 weapon.  
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  40 feet long that deals 6d6 damage.  A successful Reflex 
  save (DC13) halves the damage. 
  
  Broken Faith 
   
  Page 34 
  Platinum Horror  
  Small Construct 
  Hit Dice: 
  12d10+10 (76 hp) 
  Initiative: 
  +3 
  Speed:  
  40 Ft. 
  AC:  
   
  25 (+1 size, +3 Dex, +11 Natural), 
  touch 14, flat-footed 22 
  Attacks:  
  Razor Saw +13 melee 
  Damage:  
  Razor Saw 1d12+4 
  Face/Reach: 
  5 ft by 5 ft / 5ft 
  Special Attacks: lightning bolt 
  Special Qualities: immunity, linked mind, spell 
  vulnerability, SR 20 
  Saves: 
   
  Fort +4, Ref +7, Will +9 
  Abilities: 
  Str 16, Dex 17, Con -, Int 13, Wis 20, 
  Cha 15 
  Skills: 
   
  Climb +18, Hide +22, Move Silently 
  +18 
  Feats: 
   
  Cleave (B), Great Cleave (B), Power 
  Attack (B), Sunder (B) 
  Climate/Terrain: Any land or underground 
  Organization: 
  Series (1 plus 1-2 gold horrors and 4-
  16 electrum horrors) 
  Challenge Rating:    7 
  Treasure: 
  50% coins, 50% goods (gems only) 
  Alignment: 
  Always lawful evil 
  Advancement: 
  - 
   
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range). 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Spell Vulnerability: A clockwork horror is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.   
  Clockwork horrors are intelligent, arachnidlike 
  constructs that live as a hierarchical collective.  They 
  exist solely to strip entire worlds of worked and raw 
  metals, which they use to produce more horrors.  
  These activities take clockwork horrors into areas 
  where metal can be found, from underground mines to 
  civilized areas where processed metal is often readily 
  available.  Clockwork horrors ignore nonmechanical 
  creatures unless such beings pose a threat or obviously 
  possess metal.  The horrors’ searches are methodical 
  and efficient, resulting in the destruction of nearly 
  everything in their path.  An army of horrors can 
  devastate an entire nation in a matter of weeks. 
  A clockwork horror appears as a four-legged, 
  mechanical arachnid with a body about 2 feet in 
  diameter.  It is made of a base metal (such as iron) 
  overlaid with a thin patina of precious or semiprecious 
  metal.  A large gem is embedded in the creature’s brow. 
   A single razor saw is situated near the front of its head 
  where a mouth would normally be located.  The more 
  powerful clockwork horrors are more fantastically 
  designed and decorated than the lesser ones.  Servant 
  clockwork horrors with overlays of less precious 
  metals are known to exist, but these serve the 
  hierarchy primarily as labourers. 
  Clockwork horrors communicate in their own 
  language of mechanical sounds.  The linked mind that 
  they share allows for instant communication among 
  individual horrors within 10 miles of each other. 
  Logic indicates that since the horrors are mechanical 
  beings, someone or something must have created 
  them.  What happened to that being is unknown.  
  Some sages theorize that the adamantine horror 
  rebelled against and slew its creator, then devised the 
  other types of clockwork horrors to serve as its armies. 
   
  Platinum Horrors 
   
  Platinum horrors are the generals and governors 
  of all the lesser clockwork horrors.  it is they who 
  identify targets, devise strategies, and decide how best 
  to deploy other horrors to achieve their goals.  
   
  Combat 
  In combat, Platinum horrors fire lightning bolts at 
  opponents before closing with them.  In melee, they 
  use their razor saws to sunder the weapons and armor 
  of their enemies.  Against magic weapons and items, a 
  platinum horror’s razor saw functions as a +3 weapon.  
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage.  A successful 
  Reflex save (DC15) halves the damage. 
   
  Adamantine Horror 
  Small Construct 
  Hit Dice: 
  16d10+10 (98 hp) 
  Initiative: 
  +8 
  Speed:  
  50 Ft. 
  
  Broken Faith 
   
  Page 35 
  AC:  
   
  28 (+1 size, +4 Dex, +13 Natural), 
  touch 15, flat-footed 24 
  Attacks:  
  Razor Saw +18 melee 
  Damage:  
  Razor Saw 2d10+7 
  Face/Reach: 
  5 ft by 5 ft / 5ft 
  Special Attacks: Spell-like abilities 
  Special Qualities:  Construct Traits, electricity 
  immunity, 
  linked 
  mind, 
  spell 
  vulnerability, SR 22 
  Saves: 
   
  Fort +5, Ref +9, Will +12 
  Abilities: 
  Str 20, Dex 19, Con -, Int 17, Wis 24, 
  Cha 21 
  Skill: 
   
  Balance +23, Climb +14, Jump+24, 
  Hide +27, Move Silently +23;  
  Feats: 
   
  Cleave, Greater Cleave, Combat 
  Reflexes, Improved Initiative, Power 
  Attack, Improved Sunder. 
  Climate/Terrain: Any land or underground 
  Organization: 
  Assembly (1 plus 1-2 platinum 
  horrors, 3-4 gold horrors and 5-20 
  electrum horrors) 
  Challenge Rating:    9 
  Treasure: 
  50% coins, 50% goods (gems only) 
  Alignment: 
  Always lawful evil 
  Advancement: 
  - 
   
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  clockwork horror has darkvision (60’range). 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication.  If one is aware of a 
  particular danger, they all are.  If one in a particular 
  group is not flat-footed, none of them are.  No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Spell Vulnerability: A clockwork horror is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.   
  Clockwork horrors are intelligent, arachnidlike 
  constructs that live as a hierarchical collective.  They 
  exist solely to strip entire worlds of worked and raw 
  metals, which they use to produce more horrors.  
  These activities take clockwork horrors into areas 
  where metal can be found, from underground mines to 
  civilized areas where processed metal is often readily 
  available.  Clockwork horrors ignore nonmechanical 
  creatures unless such beings pose a threat or obviously 
  possess metal.  The horrors’ searches are methodical 
  and efficient, resulting in the destruction of nearly 
  everything in their path.  An army of horrors can 
  devastate an entire nation in a matter of weeks. 
  A clockwork horror appears as a four-legged, 
  mechanical arachnid with a body about 2 feet in 
  diameter.  It is made of a base metal (such as iron) 
  overlaid with a thin patina of precious or semiprecious 
  metal.  A large gem is embedded in the creature’s brow. 
   A single razor saw is situated near the front of its head 
  where a mouth would normally be located.  The more 
  powerful clockwork horrors are more fantastically 
  designed and decorated than the lesser ones.  Servant 
  clockwork horrors with overlays of less precious 
  metals are known to exist, but these serve the 
  hierarchy primarily as labourers. 
  Clockwork horrors communicate in their own 
  language of mechanical sounds.  The linked mind that 
  they share allows for instant communication among 
  individual horrors within 10 miles of each other. 
  Logic indicates that since the horrors are mechanical 
  beings, someone or something must have created 
  them.  What happened to that being is unknown.  
  Some sages theorize that the adamantine horror 
  rebelled against and slew its creator, then devised the 
  other types of clockwork horrors to serve as its armies. 
   
  Adamantine 
   
  An adamantine horror is the supreme leader of the 
  entire clockwork horror collective.  Only one is 
  believed to exist.   
  The adamantine horror directs the harvesting of metal 
  and the creation of new horrors.  It alone decides 
  which new horrors to make; thus it controls the 
  composition of the collective.  The adamantine horror 
  holds the secret of animating a newly built horror 
  body. 
  The adamantine horror’s motives in its aggressive 
  campaign to grow the collective are unknown.  Some 
  sages speculate that it strives to destroy rival cultures; 
  others claim it has acquired a living thing’s drive to 
  reproduce.  Whatever its motives, the creature is a 
  master at destroying other civilizations. 
  Combat 
  An adamantine horror devastates foes with its spell-
  like abilities from afar.  In melee, it slashes through its 
  enemies with its razor saw.  Against magic weapons 
  and items, an adamantine horror’s razor saw functions 
  as a +5 weapon.  
  Spell-Like Abilities: At will – disintegrate, implosion, 
  Mordekainen’s disjunction.  Caster level 14
  th; save DC 
  15 + spell level. 
  
  Broken Faith 
   
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  Forsaker as presented in Masters of the Wild: 
  A Guidebook to Barbarians, Druids, and 
  Rangers 
   
  Magic is evil.  Magic tempts.  Magic perverts.  Magic 
  corrupts. Magic is Tory. Anyone who cannot embrace 
  these truths has no business considering the path of 
  the forsaker. 
  The forsaker rebels against the magic of the fantastic 
  world around him.  It’s not that he doesn’t believe in it; 
  he knows full well that magic is real.  He has felt its all 
  too tangible power burn over his skin or wrest control 
  of his mind from him.  While others may ignore the 
  dangers of magic and succumb to its siren call of 
  power, the forsaker knows better.  To him, sorcery is 
  nothing but a crutch that coddles and weakens its 
  users.  By depending upon his own resources alone, the 
  forsaker becomes stronger, tougher, smarter and more 
  nimble than any of his companions.  To that end he 
  treads a lonely path, deliberately depriving himself of 
  magic’s benefits and destroying any magic items he 
  finds. 
  Forsakers can take up any standard or philosophy, 
  though they tend more toward chaos than law.  Evil 
  forsakers hunt down and kill the most powerful users 
  of magic that they can find, as it to demonstrate the 
  ultimate weakness of the wizard and the sorceror.  
  Good forsakers commit themselves to expunging evil 
  sorcery from their world, but they too see themselves 
  as examples of how mundane strength can conquer 
  foul enchantments. 
  Though forsakers do their best to resist all spells – even 
  beneficial ones – cast upon them, some eventually 
  learn to tolerate their companions’ magic.  A few claim 
  that they are leading by example; others rationalize that 
  only by consorting with lesser villains can they defeat 
  greater ones.  Whatever justification they use, the 
  allegiance between forsaker and spellcaster, no matter 
  how temporary or how necessary, is seldom a peaceful 
  one. 
  Few characters other than dwarven fighters and 
  human or half-orc barbarians can appreciate the 
  lifestyle of the forsaker.  Elves, half-elves and gnomes 
  are surrounded by the benefits of magic from birth, so 
  they are unlikely to choose this path.  Dwarves, on the 
  other hand, are naturally suspicious of sorcery, and 
  many rural humans are just as distrustful.  Certainly, 
  no spellcaster should consider this career choice, since 
  it means the virtual end of advantages gained from a 
  former class.  Even paladins and rangers must think 
  hard before leaving behind their spells and spell-like 
  abilities.  Fighters and rogues occasionally take up this 
  prestige class, but most forsakers are barbarians.  Some 
  say that only such a primitive, focused mind could ever 
  manage to forsake magic for good. 
  Hit Die: d12 
  Requirements 
  To qualify as a forsaker, a character must fulfill the 
  following criteria. 
  Feats:  Great Fortitude, Iron Will, Lightning Reflexes 
  Special:  The character must once have been the victim 
  of a magical attack that seriously wounded him or 
  threatened his life.  He must also sell or give away all 
  his magic items (including magic weapons, armor and 
  potions) and renounce the use of any spellcasting and 
  spell-like abilities. 
  Class Skills 
  The forsaker’s class skills (and the key ability for each 
  skill are Climb (Str), Craft (any) (Int), Handle Animal 
  (wis), Heal (Wis), Intimidate (Cha), Jump (Str), Listen 
  (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), 
  Tumble (Dex) and Survival (Wis).  See Chapter 4 of the 
  Player’s Handbook for all skill descriptions. 
  Skill Points at Each Level:  2 + Int Modifier 
  Class Features 
  The following are class features of the forsaker prestige 
  class. 
  Weapon and Armour Proficiency: Forsakers gain no 
  weapon or armor proficiencies. 
  Ability Bonus (Ex): Beginning at 1
  st level, the 
  character gains a +1 inherent bonus to any desired 
  ability score for each forsaker level. 
  Fast Healing (Ex): Forsakers regain hit points at an 
  exceptionally fast rate.  At 1
  st level, the character 
  regains 1 hit point per round, to a maximum of 10 hit 
  points per day.  The number of hit points regained per 
  round increases by +1 for every four forsaker levels, 
  and the maximum restorable per day increases by 10 
  for every two forsaker levels.  Except as noted above, 
  this ability works like the fast healing ability described 
  in the introduction of the Monster Manual 
  Forsake Magic: In addition to avoiding all use of 
  spellcasting, spell-like abilities and magic items, the 
  forsaker must also refuse any benefits from others 
  magic – including magical healing.  Thus, he must 
  attempt a saving throw against any spell that allows 
  one.  For most beneficial spells, such as displacement 
  
  Broken Faith 
   
  Page 37 
  or neutralize poison, a successful save negates the 
  spell’s effects; for a cure spell, it halves the benefit.  
  Any forsaker who unwittingly uses a magic items or 
  casts a spell (while under the influence of a charm 
  person or  dominate person spell, for example) loses all 
  the special abilities of the prestige class for one week. 
  Spell Resistance (Ex): At 1
  st level, the forsaker gains 
  spell resistance 11.  This value increase by +1 with each 
  forsaker level gained and stacks with any other 
  applicable spell resistance he has. 
  Damage Reduction (Ex): At 2
  nd level, the forsaker 
  gains damage reduction 3/+1.  This damage resistance 
  rises by 2/+1 for every 2 forsaker levels he gains 
  thereafter.  This ability remains in effect only as long as 
  the forsaker destroy the required value of magic items 
  every 24 hours (see Magic Destruction, below).  This 
  does not stack with any other damage reduction he 
  already has. 
  Magic Destruction: The forsaker gains access to his 
  damage reduction ability (see above) through the 
  destruction of magic items.  If he goes more than 24 
  hours without destroying magic items whose market 
  prices equal at least 100 gp per point of damage 
  reduction, he loses that ability until he does so. 
  Tough Defence (Ex): At 3
  rd level, a forsaker gains a 
  natural armor bonus equal to his Constitution bonus (if 
  any). 
  Natural Weapons (Ex): Beginning at 3
  rd level, the 
  forsaker can fight as though he and his weapon were 
  one.  Any weapon he uses functions as if it were a 
  natural weapon for overcoming damage reduction (see 
  Damage Reduction in the introduction of the Monster 
  Manual).  That is, if the forsaker has damage reduction 
  3/+1, any weapon he uses functions as if it were a +1 
  weapon for overcoming a foe’s damage reduction. 
  Slippery Mind (Ex): At 6
  th level, the forsaker can 
  struggle free from magical effects that would otherwise 
  control or compel him.  If he fails his saving throw 
  against an enchantment effect, he can attempt his 
  saving throw again 1 round later.  He gets only one 
  extra chance to succeed at his saving throw.
   
  Forsaker 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +2 
  +0 
  +2 
  Ability Bonus +1, Fast Healing 1 (10), forsake magic, SR 11 
  2
  nd 
  +2 
  +3 
  +0 
  +3 
  Ability Bonus +1, damage reduction 3/magic, magic 
  destruction, SR 12 
  3
  rd 
  +3 
  +3 
  +1 
  +3 
  Ability Bonus +1, Fast Healing 1 (20), natural weapons, SR 
  13, tough defence 
  4
  th 
  +4 
  +4 
  +1 
  +4 
  Ability Bonus +1, damage reduction 5/magic, SR 14 
  5
  th 
  +5 
  +4 
  +1 
  +4 
  Ability Bonus +1, Fast Healing 2 (30), SR 15 
  6
  th 
  +6 
  +5 
  +2 
  +5 
  Ability Bonus +1, damage reduction 7/magic, slippery mind, 
  SR 16 
  7
  th 
  +7 
  +5 
  +2 
  +5 
  Ability Bonus +1, Fast Healing 2 (40), SR 17 
  8
  th 
  +8 
  +6 
  +2 
  +6 
  Ability Bonus +1, damage reduction 9/magic, SR 18 
  9
  th 
  +9 
  +6 
  +3 
  +6 
  Ability Bonus +1, Fast Healing 3 (50), SR 19 
  10
  th 
  +10 
  +7 
  +3 
  +7 
  Ability Bonus +1, damage reduction 11/magic, SR 20 
   
  
  Broken Faith 
   
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  Half-Golem as presented in Fiend Folio 
   
  Half-golems are the results of good-intentioned actions 
  taken too far.  While the application of a poultice 
  infused with curative herbs or the casting of a spell can 
  save the life of an injured or diseased person, only 
  powerful magic can replace a missing limb.  Such 
  magic is often beyond the reach of the ordinary person 
  working in a quarry or a mill, or scything a field of 
  grain, who suffers the loss of one or more limbs. 
   
  Arcane artisans applied their knowledge of golem 
  construction to come up with a way to restore such a 
  person to wholeness.  While the initial results were 
  promising, there was a limit to the effectiveness of the 
  technique – many people who received one or more 
  new limbs through this process proved unable to 
  withstand the trauma of the transformation and 
  became permanently evil as a result.  Individuals of evil 
  intent now exploit this limitation, purposely creating 
  ravening, unholy crosses between living beings and 
  golems. 
   
  Construction 
   
  There are two steps to making a half-golem.  The first is 
  constructing the limbs, and the second is attaching the 
  limbs. 
   
  Molding a limb from clay, preparing one made of flesh, 
  carving it from stone, or forging it from iron requires 
  an appropriate skill (see the specific half-golem 
  descriptions for details) and can be done by anyone.  
  Infusing a formed limb with magic requires the Craft 
  Wondrous Items and Craft Magic Arms and Armor 
  feats.  It takes one month to complete the magical 
  rituals.  The creator must labor for at least 8 hours each 
  day in specially prepared laboratory or workroom.  The 
  chamber is similar to an alchemist’s laboratory and 
  costs 500 gp to establish. 
   
  When not working on the rituals, the creator must rest 
  and can perform no other activities, just as if he or she 
  were creating a golem.  As with a golem, if the creator 
  is personally constructing the limbs, he or she can 
  perform the building and the rituals together. 
   
  Once created, the limbs are treated as spell completion 
  items.  Any character capable of casting the appropriate 
  level of spell (see specific descriptions) can attach a 
  limb.  All that’s left to do is perform the final gestures 
  and speak the words needed to imbue the limb with 
  magic.  All the limbs to be attached to a particular body 
  must be of the same type – it’s not possible, for 
  instance, to attach a limb made of iron to a half-golem 
  that already has a new limb made of stone.   Any such 
  attempt automatically fails, leaving the second type of 
  limb unattached. 
   
  The Danger 
  Each time a limb is attached to his or her body, the 
  recipient makes a Will save. The DC of the save varies 
  according to the number of new limbs the character 
  has received. 
   
   
  Save DC 
  First new limb 
  15 
  Second new limb 
  19 
  Third new limb 
  25 
  Fourth new limb 
  33 
  Fifth new limb 
  43 
  Sixth new limb 
  55 
   
  A character who succeeds at all the saves he or she is 
  required to make takes on the attributes of a half-golem 
  as described below – except that the character retains 
  his or her alignment, gains a +4 bonus to Constitution, 
  and does not change type or gain construct traits.  As 
  soon as the character fails one of these required saves, 
  he or she becomes a half-golem of neutral evil 
  alignment.  The character then has no Constitution 
  score and the character’s type changes to construct, 
  granting him or her construct traits.  A neutral evil 
  half-golem retains the memories and knowledge of its 
  former life, but its personality becomes murderous and 
  cruel.  It demonstrates the hatred of flesh creatures 
  common to elementals, and it seeks methods 
  appropriate to its class to slaughter as many flesh 
  creatures as possible. 
   
  Creating a Half-Golem 
   
  “Half-golem” is a template that can be added to any 
  animal, beast, giant, humanoid creature, magical beast 
  or monstrous humanoid (referred to hereafter as the 
  character).  There is no minimum level or Hit Dice 
  requirement to become a half-golem.  The character’s 
  type changes to construct once a Will save is failed.  
  Each half-golem takes on the characteristics of a 
  particular type of golem (flesh, clay, stone or iron) as 
  described later in this section. 
  A half-golems abilities are primarily those of the 
  character, with the following exceptions. 
   
  
  Broken Faith 
   
  Page 39 
  Hit Dice: Same as character or as construct, +10 hp per 
  size category 
  Initiative: Same as character –1, to account for the 
  half-golem’s reduced Dexterity (see Abilities, below). 
  Speed: Same as character, but a half-golem cannot run. 
  AC: A half-golem replaces any natural armor bonus it 
  may have had with a new natural armor bonus that 
  varies depending on its type (see the table below).  The 
  change to Dexterity (see Abilities, below) also affects 
  the half-golem’s Armor Class.  
  Attacks: Same as character. 
  Damage: Same as character. 
  Face/Reach: Same as character. 
  Special Attacks: Same as character (and see the table 
  below). 
  Special Qualities: Same as character; plus construct 
  traits (upon a failed Will save), damage resistance (see 
  table below) and others by type (see table below). 
  Saves: A half-golem gains a +2 racial bonus on 
  Fortitude saves, otherwise same as character. 
  Abilities: Half-golems have –2 Dex, +4 Con (or no Con 
  upon a failed Will save), -6 Int, +0 Wis, and –6 Cha.  
  Strength varies by type (see the table below).  The 
  number of limbs attached does not alter a half-golems 
  Strength score. 
  Skills:  Same as character, modified by the new ability 
  modifiers.  The drop in Intelligence does not 
  retroactively remove skill points spent. 
  Feats: Same as character. 
  Climate/Terrain: Same as character. 
  Organization: Solitary, pair or squad (5-20). 
  Challenge Rating: Same as character +3. 
  Treasure: Standard. 
  Alignment: Same as character (if all Will saves 
  succeed) or always neutral evil (if any Will save fails). 
  Advancement: By character class. 
   
   
  Iron Half-Golem 
  Natural Armor 
  +11 
  Special Attacks 
  Breath Weapon 
  Damage reduction 
  15/Adamantine 
  Special Qualities 
  Rust vulnerability 
  Strength 
  +12 
  Magic Immunity 
  As iron golem 
   
  Combat 
   
  A half-golem fights as the character from which it is 
  created.  Half-golems are usually straightforward, 
  unsubtle combatants that rely on their great strength 
  to win the day.  They rarely use teamwork or 
  cooperation, even when banded together. 
   
  Iron Half-Golem 
   
  The limbs of an iron half-golem appear bolted or 
  riveted to the flesh.  Irregular and haphazard iron 
  plates join flesh and metal limbs.  The limbs can be 
  fashioned in any manner, just like those of a stone half-
  golem, although they usually appear armored.  They 
  are much smoother than those of a stone half-golem. 
   
  An iron limb is sculpted from 500 pounds of pure iron. 
   The 
  sculpting 
  requires 
  a 
  successful 
  Craft 
  (armorsmithing) or Craft (weaponsmithing) check (DC 
  20).  The rituals cost 20,000 gp and 400 xp and require 
  cloudkill and geas/quest.  Attaching the limb requires 
  the ability to cast 6
  th-level arcane spells. 
   
  Construct Traits: A half-golem is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  energy drain, or death from massive damage.  It cannot 
  heal itself but can be healed through repair.  It cannot 
  be raised or resurrected.  A half-golem has darkvision 
  (60’ range). 
  Immunity to Magic (Ex): An iron golem is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
  A magical attack that deals electricity damage slows an 
  iron golem (as the slow spell) for 3 rounds, with no 
  saving throw. 
  A magical attack that deals fire damage breaks any slow 
  effect on the golem and heals 1 point of damage for 
  each 3 points of damage the attack would otherwise 
  deal. If the amount of healing would cause the golem 
  to exceed its full normal hit points, it gains any excess 
  as temporary hit points. For example, an iron golem hit 
  by a fireball gains back 6 hit points if the damage total 
  is 18 points. An iron golem gets no saving throw 
  against fire effects. 
  An iron golem is affected normally by rust attacks, 
  such as that of a rust monster or a rusting grasp spell. 
  Breath Weapon (Su): 10-foot cube, cloud of poisonous 
  gas lasting 1 round, free action once every 1d4+1 
  rounds; initial damage 1d4 Con, secondary damage 3d4 
  Con, Fortitude DC 19 negates. The save DC is 
  Constitution-based.                             
  
  Broken Faith 
   
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  Appendix Three: Maps 
   
  Map One 
   
   
   
  
  Broken Faith 
   
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  Map Two 
   
   
   
  
  Broken Faith 
   
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  Map Three 
   
   
   
  
  Broken Faith 
   
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  Map Four 
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Ket/KET3-05 - Broken Faith.pdf