TEXT: Side Paths
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  Author
  Alex Riggs
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Playtesters
  Rosa Gibbons, Dave Mesick, Joel Migas, 
  Joshua Zaback.
  
  2
  Using This Adventure
   
  This adventure is designed to take place during the 
  first adventure of Paizo’s official rebel-themed Adventure 
  Path (volume #97), sometime in the middle or late part 
  of section 2, after the PCs have dealt with at least 3 of the 
  missions listed under that section. That said, it can be 
  easily used without a connection to the Adventure Path, 
  or used later in the Adventure Path, though if the PCs are 
  much higher than 2nd or 3rd level, it becomes notably less 
  challenging, and serves only as a way to help emphasize 
  the PCs’ growing power, as the adventure will present little 
  challenge for them. In this case, consider putting Horace 
  more in the lord-mayor’s good graces, forcing the PCs to act 
  with more cunning and subtlety, or else risk increasing their 
  notoriety.
  Background
   
  Horace Krilt is an ambitious man, who believes 
  that knowing the right people is one of the keys to success. 
  A tavern owner who supplements his income by hosting 
  brutal dogfights in his basement, when the new lord-mayor 
  of the silver city came into power, Horace immediately began 
  looking for a way to ingratiate himself with the controversial 
  new political figure. It wasn’t long before the lord-mayor’s 
  third proclamation, issuing rewards for stray dogs, and 
  rumors of his fondness for brutal excruciations involving 
  vicious dogs gave Horace just the idea that he was looking 
  for. Horace resolved to provide the lord-mayor with a gift of 
  an incredible fighting dog, dreaming that in return the lord-
  mayor might deign to patronize his tavern, or perhaps even 
  take on Horace as his master of kennels.
   
  While Horace’s own kennels are fairly well-stocked 
  with bad-natured dogs, he wanted something particularly 
  special for his gift. Through his contacts, he learned of a 
  minor noble in the city, one Gaius Silnassa, with a fondness 
  for dogs, and who was said to have a very rare foo dog among 
  those that he cared for. Horace made several offers to buy the 
  foo dog, named Torasin, but Gaius declined. Eventually, the 
  scheming tavernkeep convinced Gaius to loan him the foo 
  dog to serve as a stud, and, seizing his chance, he locked up 
  the foo dog and kept it for himself.
   
  Gaius, outraged, turned to the authorities, who 
  promptly made a thorough search of Horace’s tavern, the 
  Crimson Fang, but turned up nothing—Horace having 
  secured the foo dog in a secret back room well in advance. 
  With nowhere else to turn, Gaius seeks out the PCs for help 
  recovering his beloved friend and ally. In the meantime, 
  Horace has been having a difficult time training the foo dog 
  into the killing machine he wants it to be, being unused 
  to working with creatures of the outsider’s intelligence. In 
  order to solve the problem once and for all, he has sought out 
  magical aid, in a last-ditch effort to turn the noble protector 
  into a feral killer.
  An Unusual Request
   
  The adventure begins when Gaius contacts the PCs 
  to request their aid in recovering Torasin, the foo dog stolen 
  from him by Horace Krilt. If this adventure is being used in 
  conjunction with the official rebellion-themed Adventure 
  Path by Paizo Publishing, the most obvious way for this to 
  occur is through the PCs’ aristocrat ally, who sets them on the 
  path to rebuilding a rebellion, since he is also a minor noble. 
  In this case, the two are old friends who have traveled in the 
  same circles all their lives, and when Gaius comes to the PCs’ 
  aristocratic friend with his problem, he quickly involves the 
  PCs, who have proven themselves to be quite capable by this 
  point. It is also possible for Gaius to be put in touch with 
  the PCs by their other main ally in the first adventure of the 
  adventure path, the halfling cafe owner, or Gaius may simply 
  know of the PCs by reputation, provided that they aren’t 
  taking steps to hide their various adventures in the silver city.
   
  However he gets in touch with the PCs, Gaius asks 
  to talk with the PCs about his problem over some coffee. His 
  clothes are clearly well-made (although not “fine,” in the 
  wake of the lord-mayor’s recent proclamations), but look 
  wrinkled and unkempt, and Gaius himself is haggard and 
  worn, looking as though he hasn’t had a good night’s sleep in 
  weeks. He stirs his drink listlessly, not particularly interested 
  in it, and doesn’t actually drink a drop during the entire 
  conversation. Once the small talk is over, read or paraphrase 
  the section below as Gaius explains his problem to the PCs:
   
  My foo dog, Torasin, has been stolen, and I need 
  your help to retrieve him. Torasin has been my friend and 
  companion since I was a babe. My father actually hired 
  a conjurer to summon him when I was born, to serve as 
  my protector and guardian, and while I’ve outgrown the 
  need for a protector, well... imagine having someone be 
  with you your entire life, and then suddenly having them 
  taken away from you. It feels like a piece of me is missing. 
  But, I suppose I had better explain from the beginning.
   
  I was approached by a vile man named Horace Krilt 
  several weeks ago. He wanted to buy Torasin from me, 
  and wouldn’t take no for an answer. Eventually, after 
  talking it over with Torasin, we agreed that Torasin would 
  spend a little time with Horace as a stud, in exchange for 
  some charitable donations on Horace’s part. I went along 
  to supervise, of course, but that bastard must have had 
  his thugs attack me—all I know for sure is I woke up in a 
  gutter a few streets away with a splitting headache. When 
  I confronted Horace about it, he denied ever seeing 
  Torasin, the liar! And when I contacted the authorities, 
  they said there was no sign of Torasin ever having been 
  in Horace’s tavern! I know he’s hidden my friend away 
  somewhere—or bribed those guards—but now I don’t 
  know what to do to get him back! Please find a way to 
  rescue him! Horace runs dogfights out of his tavern, the 
  Red Fang, and I hate to think what he has in store for 
  poor Torasin.
   
  Gaius can provide directions to the Red Fang, but 
  doesn’t know much about the place—he was only there 
  once, briefly, and sustained a head wound before leaving. 
  Besides that, he has little else to contribute besides teary-
  eyed stories of all of his fond memories with Torasin, and his 
  growing fears of what terrible things might be happening 
  
  3
  to his “big fuzzy buddy.” If the issue of payment comes up, 
  Gaius explains hurriedly that of course he’d be happy to pay 
  them, as though the matter of payment were an afterthought, 
  promising their choice of either 1,500 gp, or a horn of fog that 
  has been in his family for generations. Just as they’re about to 
  leave (unless they ask earlier), Gaius calls out.
   
  Oh, I almost forgot! If you’re not familiar with dogs, 
  you might have trouble telling Torasin from the others, 
  especially if anything has happened to him. He has a 
  beautiful golden coat, with a bright red mane, like a 
  lion’s!
   
  Since things have, indeed, happened to Torasin, and 
  he is no longer able to speak, this will indeed prove vital in 
  helping the PCs identify the dog, as no other dog in the Red 
  Fang matches this description.
  Approaching the Situation
   
  There are a few different approaches that the PCs 
  can take to the situation. The more likely ones are outlined 
  below, along with considerations involved with each. After 
  this section, the Red Fang is outlined in detail, providing 
  GMs with the information necessary to react and respond to 
  whatever plans the PCs develop.
   
  All-Out Assault: Some groups may choose to 
  simply treat the Red Fang as an enemy stronghold and attack 
  it head-on, without any attempt at subtlety or subterfuge. 
  While the PCs should hopefully have developed greater 
  discretion than this by now (especially if the adventure is 
  being used to supplement the official Paizo Adventure Path), 
  this method isn’t necessarily as disastrous as it seems at first. 
  Any hostile actions in any of the public areas largely result 
  in the patrons fleeing, leaving just the PCs and Horace’s 
  employees to duke it out. Of course, 1 minute after the 
  first patron makes it out the front door, a troop of 2d4 city 
  guards arrives, and even if they weren’t corrupt servants 
  of the lord-mayor, they would still side against anyone 
  brazenly assaulting a legitimate business within the city 
  walls. Every 1d4 minutes thereafter, there is a cumulative 30% 
  chance of another patrol of 2d4 guards arriving, with the 
  situation possibly escalating to more elite troops, at the GM’s 
  discretion, after three such patrols fail to report back. 
   
  If the PCs can handle Horace’s thugs, as well as any 
  guards they encounter, and get away with Torasin, however, 
  they are largely in the clear: the tavernkeeper hasn’t earned 
  the lord-mayor’s friendship just yet, and, assuming he 
  survives, any sniveling protests about how the foo dog was 
  meant for the lord-mayor do little to endear Horace to him; 
  the lord-mayor simply sees him as weak. Even if a full-scale 
  fight breaks out, the silver rebels’ notoriety only increases 
  by 1d6, and no organized effort is made to pursue the PCs, 
  even if there are witnesses who can identify them. Of course, 
  if the PCs later come under scrutiny for other reasons (such 
  as passing through a checkpoint, or attempting to divert 
  suspicion during an event in the official Adventure Path when 
  members of the guard make their way to the silver rebels’ 
  hideout), it may turn out that, officially speaking, a warrant 
  was issued for their arrest over this, and that may be all the 
  pretext that is needed to detain them, possibly complicating 
  a future event or mission.
   
  Involving Law Enforcement: PCs will find little 
  help from the city guards. Dogfighting, along with most 
  other forms of bloodsport, are perfectly legal in the Infernal 
  Empire, and this includes the silver city, with much of 
  Horace’s activities being perfectly legal. As Gaius informed 
  them, he already reported Torasin’s theft, and the matter has 
  already been unsuccessfully investigated; the guards won’t 
  act on any accusations the PCs make unless they are able to 
  provide something new. PCs who have made it past the secret 
  doors in the Red Fang’s basement and found Torasin can 
  convince the guards to take another look with them with a 
  successful Diplomacy check (DC 25), in which case a group 
  of 6 guards goes to investigate once more. Unless the PCs 
  accompany them, these guards are bribed by Horace, and 
  never set foot in the kennels.
   
  Posing as Dogfighters: Perhaps the most 
  obvious way to gain access to Horace’s kennels is to pose as 
  dogfighters themselves, acquiring a dog and entering it in one 
  of Horace’s nightly dogfights. While the PCs could potentially 
  grab any old dog off the street (in fact, Paizo’s official 
  Adventure Path #97 includes information for capturing a 
  stray dog along with the lord-mayor’s third proclamation), 
  Horace knows his customers aren’t particularly interested 
  in any mangy cur off the street, and is only interested in 
  exceptional dogs to fight in his arena. A successful Bluff 
  or Disguise check (opposed by Horace’s Sense Motive or 
  Perception check respectively, with a +5 bonus, as he is an 
  experienced judge of fighting canines) can pass a normal dog 
  off as an exceptional fighter, but failure gets them tossed out 
  of the tavern, and Horace will refuse to see any further dog 
  they bring, no matter how impressive. Similarly, Horace has 
  no interest in dogs (or dog-like creatures) summoned via 
  summon monster or similar spells, insisting that his audience 
  demands a fight with “real stakes, and not just a fancy magic 
  show.”
   
  A much better plan is to track down a dog that’s 
  actually exceptional, although this is not as simple a task as it 
  sounds. A successful Diplomacy check to gather information 
  (DC 15) can put the PCs in touch with dog breeders within 
  the city who are willing to sell dogs bred for combat (treat 
  these as riding dogs with the advanced creature simple 
  template). The going rate for such a creature is 300 gp, which 
  may or may not be a price that the PCs are willing to pay. A 
  successful Diplomacy check (DC 25) is sufficient to convince 
  the breeder to loan the dog to the PCs for the nominal fee 
  of 25 gp, plus 1/3 of any winnings earned by the dog in the 
  dogfights, although if the dog isn’t returned (including 
  if it dies in the fight), the PCs will be on the hook for the 
  whole 300 gp. Alternatively, if any of the PCs have an animal 
  companion, eidolon, familiar, or similar ally that is canine in 
  nature, they may, at the GM’s discretion, be able to enter that 
  creature as a combatant in the dogfights, instead.
   
  Once a suitable dog is acquired, entering the 
  dogfight is an easy matter. See area A2, under the Red 
  Fang Tavern, below, for more information on dogfighting. 
  Typically, Horace will pit one of his fighting dogs against 
  whatever the PCs bring, though if they bring something 
  that’s obviously more than a match for these, he will instead 
  use his blind trollhound (see area B8). As a general rule, 
  even as dogfighters the PCs won’t be allowed into Horace’s 
  kennels, but if they show up early and succeed on a Bluff or 
  Diplomacy check (DC 20), they can convince Horace to let 
  
  4
  them house their dog in his kennels until the fight, which 
  gives them an excuse to enter the kennels. Similarly, if they 
  have a particularly impressive dog, Horace may try to get it 
  (and them) into the kennels so he can pull a similar trick to 
  what he did with Torasin.
   
  Posing As Patrons: Posing as patrons is a relatively 
  simple affair, as the tavern—including the dogfighting 
  pits—is open to the public. While this doesn’t allow the party 
  access to any of the back areas not open to the public, it does 
  still allow them to potentially gain some useful information. 
  For every 1d4 hours spent staking out the Red Fang, the PCs 
  can make a single Diplomacy or Perception check (DC 15). 
  Success allows them to learn how many men Horace has on 
  staff at any given time (see The Red Fang Tavern, areas A1–A6, 
  below), where the kennels are located (through area A4), and 
  similar information. It also allows them to hear stories about 
  Horace’s “special dogs,” with patrons (or perhaps Horace 
  himself) relating tales of how Horace’s krenshar defeated a 
  hell hound a few weeks back, or how his trollhound (referred 
  to simply as “the beast”) once fought and killed a bear.
   
  Stealth: The Red Fang Tavern is open all night, so 
  there’s no time when there aren’t at least a few thugs on the 
  premises. However, PCs who stake the place out will notice 
  that the place is much quieter during the day, and fewer of 
  Horace’s thugs are around to contend with. Sneaking through 
  area A4 to get to the kennels will be difficult without magical 
  assistance, as the area is well-lit and offers little in the way 
  of hiding places, but PCs who are able to do so can get to 
  the kennels without fighting any of the thugs, and may even 
  be able to avoid Horace’s backup plan (see Horace’s Backup 
  Plan, in the Basement section), although the dogs in area 
  B2 will likely make a loud enough commotion to ruin any 
  attempt at stealth, and the PCs may then find that the threats 
  they had bypassed are now pouring down the stairs after 
  them.
  Additional Considerations
   
  A Home For the Dogs: Either before or after visiting 
  the Red Fang tavern, the PCs may want to investigate what 
  options they have as far as providing a better home for the 
  dogs that Horace keeps in his kennels. In total, there are five 
  fighting dogs, plus a krenshar and a blind trollhound. It’s 
  possible that the PCs may want to keep some or all of these 
  creatures for themselves, to serve as mascots or guardians at 
  the base of operations for their rebellion. Keeping the group 
  of five fighting dogs as guard dogs in their base of operations 
  grants a +2 bonus on all Security checks involving their base, 
  but imposes a –2 penalty on Secrecy checks involving the 
  base, as the dogs are loud and require a steady influx of food. 
  If the PCs ask him, Gaius states that he has some friends who 
  are dog lovers, as he is, and he can arrange for the dogs to be 
  adopted. Alternatively, a DC 15 Knowledge (local) check (or 
  a DC 20 Diplomacy check to gather information) reveals the 
  existence of Tender Paws, a small veterinary clinic in one of 
  the city’s poorer districts, run by Leanne Ylt (female tiefling 
  expert 2/druid 1), which could take the dogs in and help them 
  find better homes. Mercenary PCs may prefer instead to sell 
  the dogs. The bounty listed in the lord-governor’s recent 
  proclamation calls for 2 sp per dog, but shrewd PCs (who 
  succeed on DC 15 Appraise or Diplomacy checks) can bring 
  this up to 5 gp per dog for these trained and vicious fighting 
  dogs. Alternatively, PCs who succeed on a DC 20 Diplomacy 
  check to gather information, or a DC 20 Knowledge (local) 
  check, find several dog fighters willing to pay as much as 10 
  gp per dog.
   
  The krenshar and trollhound are more difficult 
  matters. As dangerous and wild beasts, they cannot simply 
  be handed off to Gaius or the local clinic. Though they are 
  badly mistreated, Horace’s abuses have left them partially 
  domesticated, and PCs who want to claim the animals for 
  themselves can attempt to use Handle Animal to rear them, 
  even though they are already adults. The DC for this special 
  use of Handle Animal is 20 for the krenshar and 25 for the 
  trollhound, but otherwise functions identically to the rear 
  wild animal use of the Handle Animal skill. Alternatively, 
  a successful DC 20 Diplomacy check to gather information 
  reveals the presence of Elroy’s Grand Circus, which is 
  travelling east on a large merchant vessel called the Green 
  Rose, which has stopped in the silver city to refuel. Led by 
  Ewen Elroy (old male gnome bard 3), the circus treats its 
  animals well and has an accomplished animal handler, Feyja 
  (female sylph druid 4), capable of dealing with Horace’s 
  wild beasts. Elroy agrees to purchase the animals for 300 gp 
  total, and won’t budge on the price, as he’s doing this more 
  out of pity for the animals than anything else, and knows 
  they’ll be a lot of work. Finally, the PCs may wish to sell the 
  krenshar and trollhound to other dog fighters. Doing so can 
  fetch them as much as 400 gp total, with a successful Bluff 
  or Diplomacy check (DC 20) increasing the price to 500 gp. 
  Most dog trainers in the city cannot handle these beasts, and 
  PCs who take this route should hear a week or two later that 
  the beasts killed their new master and escaped, now stalking 
  the city streets.
  The Red Fang Tavern
   
  The Red Fang tavern is a single-story establishment, 
  though it has an extensive basement. Most of the ground 
  floor is open to the public, but the basement is strictly for 
  employees only. 
  Ground Floor
   
  The walls on the ground floor are made of wooden 
  boards, and, unless otherwise indicated, the floors are bare 
  earth. The ceilings are 10 feet tall. Rooms on this floor are lit 
  by oil lanterns which hang from the rafters, and are spaced so 
  as to provide normal light throughout the floor. There are no 
  windows in the Red Fang.
  A1. The Common Room
   
  The inside of this old wooden building is no more 
  inspiring than the outside. There are several plain 
  wooden tables spread throughout the room, which 
  are surrounded with a mis-matched collection of hard 
  wooden benches, chairs, and stools. A bar is situated 
  along the northern wall, offering a motley selection 
  of cheap beers. The floor is covered in dirty straw in 
  dire need of changing, and the entire place smells of 
  stale beer and vomit. An open door to the east leads to 
  a small kitchen, and another leads to what appears to 
  be a fighting pit. A door on the south wall has a sign 
  indicating a restroom.
  
  5
   
  The common room of the Red Fang tavern serves 
  as the entry room, with doors on the west side opening 
  onto a small but busy street. Most of the day, 2d4 patrons 
  (CN human commoner 1) can be found here, as well as one 
  serving girl and 2 thugs. In the evening, when business picks 
  up, the number of patrons increases to 4d4, the serving girls 
  to 2, and the thugs to 4. PCs who wait around long enough 
  are likely to encounter Horace here, though he spends much 
  of his time downstairs.
   
  Creatures: Between 2 and 4 Red Fang thugs can be 
  found here at any given time, depending on how busy the 
  tavern is. For the most part they are quite happy to leave well 
  enough alone, but if any of the PCs make a scene or start 
  poking their noses where they aren’t supposed to, Horace’s 
  men will not hesitate to put a stop to it. If any combat does 
  occur, it is likely to alert the additional guards in area B4, who 
  come to join the fight without delay, arriving 2-3 rounds after 
  they first hear the fight.
  RED FANG THUG 
   
   
   
         CR 1/2
  XP 200
  Male human brawlerACG 1
  CN Medium humanoid (human)
  Init +1; Senses Perception +1
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 14 (1d10+4)
  Fort +5, Ref +3, Will +1
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +4 (1d6+2)
  Special Attacks martial flexibility 4/day
  TACTICS
  During Combat Red Fang thugs start off using Power 
  Attack, attempting to end the fight as quickly as possible. 
  They try to focus their efforts on the most lightly-armored 
  opponent, attempting to bring down the easy ones first 
  before focusing on the tougher opponents. They deal 
  nonlethal damage unless lethal force is used against them. 
  Once combat begins, they use their martial flexibility to grant 
  themselves Dodge, raising their AC by 1.
  Morale A Red Fang thug flees if reduced to fewer than 5 
  hit points. If at any time the remaining Red Fang thugs are 
  outnumbered at least 3 to 1, they attempt to flee. They will 
  not surrender, however, and if unable to escape, will fight to 
  the bitter end (whether fighting nonlethally or not).
  STATISTICS
  Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +3; CMD 14
  Feats Improved Unarmed StrikeB, Power Attack, Weapon 
  Focus (unarmed strike)
  Skills Handle Animal +3, Intimidate +3, Profession 
  (gambler) +5, Sense Motive +5
  Languages Common
  SQ brawler’s cunning, martial training
  Gear studded leather armor, 10 gp, 40 sp
  A2. The Fighting Pit
   
  The floorboards in the center of this large room 
  have been pulled up, and an earthen pit dug into the 
  floor, about 10 feet deep. A small dirt ramp leads down 
  into the pit in the southeast corner. The only light in the 
  room comes from a handful of oil lamps which hang 
  from the ceiling rafters, which leave the room in dim and 
  flickering light.
   
  This is the main attraction of the Red Fang, and 
  where Horace holds his regular dog fights. Though it’s in a 
  The Red Fang Tavern - First Floor
  
  6
  separate room from the common room, the fighting pit is 
  no secret and not hidden, as bloodsport is perfectly legal. 
  The room is largely empty during the day, when no fights are 
  taking place, but during a fight a good 30-40 patrons can be 
  found here, crowding around the pit and cheering for the dog 
  they bet on.
   
  Most nights, the Red Fang hosts two or three dog 
  fights, beginning shortly after sunset, though on some nights 
  a tournament is held, which may comprise many more 
  fights and starts earlier in the day. Guests are encouraged to 
  place bets on the outcome of fights and Horace serves as the 
  bookie. Bets of anywhere from 1 sp to 10 gp are accepted, and 
  on certain high-profile fights, Horace accepts bets of up to 
  100 gp, or, rarely, even more (in all cases, a successful DC 20 
  Diplomacy check convinces Horace to accept bets of up to 5 
  times his normal limit). Typically, bets are simply placed on 
  which dog will win the fight, and at even odds, though again, 
  in special circumstances, betting on an underdog may offer 
  odds of up to 3:1, or there may be side-bets, such as how long 
  it will be before the obvious winner ends the fight, or whether 
  a particularly outmatched dog will survive the fight at all.
   
  The majority of the fights that take place here are 
  between a “house” dog (one of the dogs Horace keeps in his 
  kennel downstairs) and a “challenger” (a fighting dog owned 
  by someone else, who brings it here specifically to fight). 
  Challengers are paid only if they win (the amount varies 
  depending on the quality of their dog, but usually somewhere 
  in the neighborhood of 15 - 20 gp), and are allowed to bet 
  for their own dog to supplement their winnings, but Horace 
  won’t accept bets by a challenger against his own dog. Fights 
  continue until either Horace or the challenger admits defeat, 
  meaning that most fights don’t end in death as neither 
  Horace nor the challengers want to lose their investment 
  in their dog. However, reckless trainers and sudden upsets 
  can sometimes result in deaths. Any interference in a fight 
  is strictly prohibited, and will be dealt with mercilessly by 
  Horace’s thugs if it is noticed.
  A3. The Kitchens
   
  This small kitchen is not impressive by any but 
  the lowest of standards, and mostly consists of a grease- 
  and stain-covered wooden table and a large pot which is 
  perpetually cooking a murky meat stew. Whenever the stew 
  begins to run low, more ingredients are added to the pot, but 
  it’s only emptied out once a week, meaning that the stew is 
  considerably better at the beginning of the week than the 
  end. Bread, cheese, and stew ingredients can be found in the 
  kitchen, but not much else. There is no dedicated cook; all 
  the cooking is done by the serving girls. The kitchen is off-
  limits to customers, and PCs caught snooping here will bring 
  down the ire of Horace’s thugs.
  A4. Employee Area
   
  The floor in this room transitions from bare earth to 
  flagstones, and an old and worn looking rug lies in the 
  middle of the room. A card- and dice-cluttered table sits 
  in the middle of the room, surrounded by a handful of 
  chairs slightly more comfortable-looking than the ones 
  in the common room. A closed door on the east wall 
  bears a small wooden placard that says “Horace Krilt” on 
  it, while a stone stairway descends downwards to the east 
  just north of it.
   
  This room was never really intended as an employee 
  break room, and was originally envisioned by Horace to be a 
  waiting room for those he would meet in his office. However, 
  as the room also contains the entryway to the kennels down 
  below, and Horace takes his kennel’s security very seriously, 
  he has ensured that he always has two of his thugs on guard 
  here, and over time, the room has become a place for his 
  employees to catch a quick break (mostly when he isn’t 
  looking). 
   
  The door to the area isn’t locked, but anyone poking 
  their head in will be gruffly told by one of the thugs that 
  “This’s fer employees only, eh, so get lost.” Failure to comply 
  swiftly results in a fight. The PCs may try to Bluff the guards, 
  but Horace doesn’t let very many people into his kennels at 
  all, and almost never without accompanying them himself, 
  so any attempt to convince them that the PCs are allowed to 
  head down there is treated as a far-fetched lie (-10 penalty on 
  the Bluff check). Bribes may work, but since the guards know 
  their steady employment would be on the line, the bribe 
  would need to be considerable: at least 500 gp. The stairs in 
  the corner lead down to area B1.
   
  Creatures: At any given time, two of Horace’s thugs 
  can be found in this room. If they hear any commotion from 
  elsewhere on the first floor, they will quickly go to intervene. 
  Similarly, if a fight breaks out here, the thugs in area B1 won’t 
  hesitate to come investigate, arriving 2-3 rounds after they 
  first hear the fight.
   
  Treasure: Several oil lanterns hang from hooks on 
  the north wall, by the stairs, each of which is currently filled 
  with 1 pint of oil.
  A5. Horace Krilt’s Office
   
  This small room appears to be a shabby copy of a 
  much nicer office. The floor is covered with a stained 
  and dusty carpet that looks like it was once rather nice. 
  The wooden desk is propped up on one corner by a 
  few books where its foot was knocked off. A landscape 
  painting hangs on the wall behind the desk, but it hangs 
  crookedly, in a cheap frame.
   
  This is Horace’s office, where he meets with potential 
  challengers for his dogfights, to discuss terms and payment, 
  and conduct other business, such as interviewing and hiring 
  employees. If the PCs search through the papers on his 
  desk (a difficult task unless they’re alone in the room) does 
  not turn up any incriminating evidence or direct mention 
  of Torasin at all, but a successful Accounting or Perception 
  check (DC 20 in either case) reveals a receipt for payment of 
  200 gp to one Karlus Vox, Sorcerer, for “canine discipline.” 
  A successful Knowledge (local) check (DC 15) reveals that 
  Karlus is indeed a local sorcerer for hire, with a reputation 
  for enchantment magic, and a darker reputation for using it 
  recklessly.
  
  7
   
  Creatures: When he’s not training dogs, running 
  fights, or serving as bartender, Horace can be found here in 
  his office.
  HORACE KRILT 
   
   
   
            CR 2
  XP 600
  Male human ranger 3
  LE Medium humanoid (human)
  Init +2; Senses Perception +6
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 30 (3d10+9)
  Fort +5, Ref +5, Will +1
  OFFENSE
  Speed 30 ft.
  Melee longsword +5 (1d8+2/19-20)
  Ranged mwk composite shortbow [+2 Str bonus] +6 (1d6+2/
  x3)
  Special Attacks favored enemy (humans +2)
  TACTICS
  During Combat Horace engages foes from a range, making 
  use of his Deadly Aim and Rapid Shot feats to attempt to take 
  down foes before they can close to him, and maneuvering to 
  position tables, chairs, and other obstacles between himself 
  and his opponents to slow their advance, as well as calling 
  on his thugs for backup. If his foes close to melee range, and 
  he is unable to safely move away to shoot at them, Horace 
  switches to his longsword.
  Morale Horace Krilt attempts to surrender if reduced below 
  1/2 his maximum hit points, but only if he believes the PCs 
  will treat him fairly and mercifully. He will not surrender 
  unconditionally, and if the party insists on tying him up or 
  ransacking his things, he resumes fighting. If they insist he 
  hand over Torasin, he attempts to convince them he doesn’t 
  have the dog. If this fails, he agrees to give the dog over to 
  them, and leads them into the kennel, where he uses the trap 
  door in B2 to sic his dogs on them and slip through the secret 
  door before enacting his backup plan.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +3; CMB +5; CMD 17
  Feats Deadly Aim, Endurance, Point-Blank Shot, Precise 
  Shot, Rapid Shot
  Skills Bluff +2, Handle Animal +5, Intimidate +5, Knowledge 
  (local) +4, Perception +6, Profession (innkeeper) +6, Sense 
  Motive +3, Stealth +8
  Languages Common, Infernal
  SQ favored terrain (urban +2), track (+1), wild empathy (+2)
  Gear +1 studded leather, mwk composite shortbow [+2 Str 
  bonus], longsword, 40 arrows
   
  Treasure: Horace keeps a small lockbox here, in 
  which he keeps the weekly payroll. The box is fairly sturdy 
  (hardness 5, 30 hp, break DC 15, Disable Device DC 25), and 
  contains 600 gp.
   
  Development: A successful Perception check (DC 
  20) reveals a secret panel on the wall behind Horace’s desk. 
  Pressing this panel temporarily opens all secret doors in the 
  basement as well as the doors to areas B7–B9, releasing their 
  inhabitants to freely roam throughout the basement area. All 
  of these doors close after 1 minute, which is plenty of time for 
  the trollhound and krenshar in B7 and B8 to begin wandering 
  the room, but Torasin, in area B9, remains where he is. See 
  Horace’s Backup Plan, below, for more information. PCs who 
  press the panel will not receive any particular indication that 
  anything has occurred.
  A6. Restroom
   
  This small closet contains a chamber pot for use by 
  the tavern’s employees and patrons, and not much else.
  Basement
   
  Unlike the ground floor, the walls and floor in the 
  basement are all flagstone, and other than the lighting that 
  is described in each individual room, the area is unlit. Unless 
  otherwise indicated, doors in the area are strong wooden 
  doors (AC 3; hardness 5; hit points 22; break DC 18), though 
  they are not locked unless specifically stated to be. Locked 
  doors have a Disable Device DC of 20.
  Horace’s Backup Plan
   
  Horace, as a man who doesn’t let the prospect of 
  making a few enemies get in the way of his illicit activities, 
  has long expected that trouble would one day catch up to 
  him, and has arranged to use his fighting dogs as his last 
  means of defense should such a thing occur. If a fight breaks 
  out on the main floor, he attempts to retreat to the basement, 
  where he opens the doors to areas B7 and B8, as well as 
  the secret door in area B2 (which closes automatically 10 
  minutes later), and then either escapes the building or hides, 
  depending on his location, and waits until he’s confident the 
  intruders have been dealt with. If Horace is attacked in his 
  office and unable to flee, his final act of spite is to press the 
  secret panel there (see area A5), which accomplishes largely 
  the same thing.
  B1. Storage
   
  After taking a turn on the stairs, you find that they 
  come to an end in a small stone room, filled with various 
  crates, barrels, and boxes. A single door leads to the 
  south.
   
  This area serves as storage for the tavern, and is 
  where all the normal supplies for running an alehouse are 
  kept, including several casks of cheap beer. In addition to 
  this, various dog-handling equipment, including leashes, 
  collars, muzzles, and even a few whips can be found amongst 
  the other equipment.
  Treasure: PCs who take the time to thoroughly search 
  through the storage area find a set of pipes of the sewers, 
  which look like they haven’t seen use in some time.
  B2. Main Kennels
   
  This long hallway contains three rows of cages, 
  spaced 5 feet apart. Inside the cages, fierce-looking pit 
  bulls and rottweilers bark and snarl at your approach, 
  lunging against the walls of their cages and creating quite 
  a racket. Between each set of cages, on the east and west 
  
  8
  walls of the hallway, are several doorways, some open, 
  and others closed. 
   
  This room serves as the main kennel for the Red 
  Fang tavern. It contains six cages, each designed to hold 
  a single fighting dog. The southern end of the passage, 
  directly between the two cage doors for cages e and f, holds 
  a secret door (DC 20 to notice), which is rigged to open if 
  the secret panel in area A5 is pressed, and is rigged to close 
  automatically 10 minutes after it is opened, regardless of how 
  it was opened. The secret door has a well-concealed keyhole, 
  but is not locked. It also contains a potentially nasty trap, 
  which unleashes all of the kennel’s dogs on those who open 
  it. Opening the secret door via the panel in area A5, or by 
  inserting Horace’s key into the keyhole, does not trigger the 
  trap.
  KENNEL DOOR TRAP  
   
   
          CR 1/2
  XP 200
  Type mechanical; Perception DC 22; Disable Device DC 25
  EFFECTS
  Trigger touch (opening door); Reset automatic (though it 
  has little effect unless the dogs have been returned to their 
  cages)
  Effect the doors to cages a – f open, releasing their 
  inhabitants into the hallway.
   
  The doors to areas B3 and B6 are closed, while the 
  doors to areas B4 and B5 are open.
   
  Creatures: The dogs here are quite savage, having 
  been bred and trained into being killing machines by Horace 
  and his men. The cages are denoted on the map as a – f. Cages 
  a, d, e, and f currently each contain a bloodthirsty fighting 
  dog. Cage b also contains a bloodthirsty fighting dog, but 
  this one was injured seriously in its most recent fight, and 
  currently has only 1 hit point. Unlike the others, it does not 
  get up, merely laying on the floor and whining. Cage c is 
  empty. If the doors to their cages are opened, the dogs attack.
  FIGHTING DOG 
   
   
   
        CR 1/2
  XP 200
  Advanced variant dog
  N Small animal
  Init +3; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 11 (1d8+7)
  Fort +6, Ref +5, Will +3
  OFFENSE
  Speed 40 ft.
  Melee bite +4 (1d4+3)
  STATISTICS
  Str 17, Dex 17, Con 19, Int 2, Wis 16, Cha 10
  Base Atk +0; CMB +2; CMD 15 (19 vs. trip)
  Feats Toughness
  Skills Acrobatics +3 (+7 jumping), Perception +7, Survival +3 
  (+7 scent tracking); Racial Modifiers +8 Acrobatics when 
  jumping, +4 Survival when tracking by scent
  B3. Surgery
   
  A crude-looking wooden table, stained with blood 
  and littered with knives, bandages, twine, and other 
  implements of amateur surgery, occupies the northern 
  section of the room. The southern portion contains an 
  area separated from the rest of the room by a rickety-
  looking wooden fence, which contains a group of four 
  mangy, unhealthy-looking dogs, whose heads snap up to 
  attention as you enter.
   
  Until a month or two ago, this room used to be the 
  main storage area, though even then, the grim operating 
  table in the northern portion of the room was present. 
  Horace himself has no medical skills, and neither does 
  anyone in his employ, but whenever one of his favored dogs is 
  seriously injured, he calls in a doctor to examine the wound, 
  patch it up if able, and dispose of the dog if it could not be 
  recovered.
   
  Recently, acting on some misinformation about the 
  strange creatures known as death dogs that he received from 
  a dubious source, Horace determined to try to create some 
  death dogs of his own by infecting some of his less successful 
  dogs with the worms that are known to infest death dogs. 
  He hastily had his men clear the storage out of this room, 
  moving it to B1, and then had them erect the wooden pen 
  that currently contains his four worm-ridden experiments.
  Red Fang Tavern - Basement
  
  9
   
  It eventually became clear that the experiment had 
  not worked, and Horace became rather disinterested in 
  these dogs, who have been neglected and starving ever since 
  (no one has been in this room in over a week). He still has 
  plans for potentially using the creatures in fights, and even 
  claiming that they are death dogs, but knowing that their 
  fighting ability won’t actually have improved, he’s much less 
  concerned with them than he once was.
   
  Creatures: The four worm-infested dogs in this 
  pen waste no time attempting to break free once the door 
  opens. The walls of the pen are not well constructed, and it 
  takes only a DC 10 Strength check for a worm-infested dog 
  to successfully knock down the entire wall, freeing them to 
  attack the party. Starved and maddened by the worms in 
  their body, the dogs fight to the death.
  WORM-INFESTED FIGHTING DOG 
   
         CR 1/2
  XP 200
  Advanced variant dog
  N Small animal
  Init +3; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 9 (1d8+5)
  Fort +4, Ref +5, Will +3
  OFFENSE
  Speed 40 ft.
  Melee bite +4 (1d4+3 plus disease)
  STATISTICS
  Str 17, Dex 17, Con 15, Int 2, Wis 16, Cha 10
  Base Atk +0; CMB +2; CMD 15 (19 vs. trip)
  Feats Toughness
  Skills Acrobatics +3 (+7 jumping), Perception +7, Survival +3 
  (+7 scent tracking); Racial Modifiers +8 Acrobatics when 
  jumping, +4 Survival when tracking by scent
  SQ brain damage
  SPECIAL ATTACKS
   
  Brain Damage (Ex): The brains of these dogs have 
  been damaged by the worms they are infested with. As a 
  result, they are constantly confused.
   
  Disease (Su): Wormpox: Bite—injury; save Fort DC 
  15; onset 1 day; frequency 1 day; effect 1 Con damage; cure 2 
  consecutive saves.
  B4. Meat Locker
   
  This surprisingly frigid room contains rows and rows 
  of slabs of meat, most the size of a man, hanging by 
  hooks from the rafters.
   
  This is where Horace keeps the raw meat that serves 
  as the bulk of the diet for his dogs. He long ago hired a wizard 
  to permanently render the room’s temperature to a chilly 40˚ 
  Fahrenheit, to better preserve his meat. Other than a few lazy 
  flies, there are no living creatures in this room.
  B5. Breeding Room
   
  This room is largely bare, except for several strange-
  looking straps and harnesses that hang from the ceiling, 
  dangling in the middle of the room like a bizarre 
  marionette. In one corner of the room, some odd-looking 
  wooden objects, also covered in straps, sit neatly stacked.
   
  This room is used by Horace to facilitate (and, in 
  many cases, force) breeding amongst his dogs, in order to 
  produce good fighting offspring from his best fighters. A 
  successful Knowledge (local) or Knowledge (nature) check 
  (DC 20) is enough to reveal the purposes of the devices 
  in the room, which hold the dogs in place for the act, as 
  will a somewhat easier Profession (farmer) or Profession 
  (stablemaster) check (DC 15).
   
  The secret door is only hidden from the inside of the 
  room (Perception DC 20 to notice). It is plainly visible from 
  the other side.
   
  Creatures: If Horace has enacted his backup plan 
  and released the residents of B7 and B8, then the krenshar 
  from B7 can be found here. Hungry and savage, it attacks 
  mercilessly and fights to the death. Merciful PCs (or those 
  who want a krenshar of their own) may be able to successfully 
  grapple it, move it to the dangling harnesses, and tie it up 
  using the grapple rules. If successfully strapped into the 
  harness, the krenshar is unable to escape. Whether the PCs 
  slay the krenshar, capture it, or deal with it through other 
  means, award them XP as though they had defeated it in 
  combat.
   
  If the PCs make it into the hallway on the other side 
  of the secret doors without passing through this room, the 
  krenshar is attracted to the sound of any battle from the 
  hallway, and will move to investigate.
  KRENSHAR 
   
   
   
   
            CR 1
  XP 400
  hp 15 (Pathfinder RPG Bestiary 2)
  B6. Training Room
   
  If Horace has not yet activated his backup plan, 
  and the residents of B7 and B8 are still in place, read the 
  following:
   
  This room contains a large wooden pole, with 
  several small beams jutting out from it parallel to the 
  floor. Straps and harnesses are attached to several of the 
  beams. In another part of the room, several hooks on 
  chains hang at varying heights from the ceiling. Stacked 
  along the north wall are row upon row of small cages, 
  roughly 1 foot in each dimension, which contain a variety 
  of small animals: chickens, rabbits, cats, and so on, all of 
  which stir listlessly as you enter.
   
  If Horace has activated his backup plan, and the 
  residents of B7 and B8 are loose, read the following, instead:
  
  10
   
  This room contains a large wooden pole, with several 
  small beams jutting out from it perpendicular to the 
  floor. Straps and harnesses are attached to several of 
  the beams. In another part of the room, several hooks 
  on chains hang at varying heights from the ceiling. 
  Currently, the room is a scene of chaos and confusion, as 
  dozens of small cages, roughly 1 foot in each dimension, 
  have been scattered across the room. Many of the cages 
  contain small animals: chickens, rabbits, cats, and so on, 
  which make quite a racket as they scramble frantically 
  inside. The other cages are empty, having been twisted 
  open or crushed by a powerful force. Bloodstains, 
  feathers, and bits of matted fur are everywhere in the 
  room.
   
  This room is where Horace does most of the training 
  for his dogs, and where he keeps his dog “bait,” the small 
  caged animals. The bait is hung from the hooks, and the 
  dogs below jump up, bite into the bait, and hang on by their 
  jaws until they get tired or until the animal is torn. The large 
  wooden pole rotates, and dog and bait alike are strapped to 
  different beams attached to the pole, allowing the dog to 
  chase the bait in circles for as long as it’s able. Obviously, the 
  bait here live short, brutal lives, even worse than those of the 
  dogs.
   
  The secret door is only hidden from the inside of the 
  room (Perception DC 20 to notice). It is plainly visible from 
  the other side.
   
  Creatures: If Horace has released the residents of 
  B7 and B8, the blind trollhound from B8 is in here, having a 
  great time hunting out the bait in the scattered cages, after 
  having lumbered into the room, charged into the scent and 
  sound of the bait, and scattered the cages containing them 
  everywhere. It creates quite a ruckus, and can be heard from 
  rooms B2 and B4, as well as from the hallway on the other 
  side of the secret door with a DC 5 Perception check; it can 
  be heard from anywhere else in the basement with a DC 15 
  Perception check, and from upstairs with a DC 25 Perception 
  check. The krenshar from B7 avoids the commotion, however, 
  wary as it is of the blind trollhound. Unlike the krenshar, the 
  trollhound will not leave the room to investigate the sound 
  of battle until all of the prey here has been killed, something 
  which takes 1d4 hours for it to accomplish.
   
  The blind trollhound senses the PCs immediately 
  if they enter the room, and abandons its hunt for small prey 
  in order to pursue this new and exciting prey. Being blind, 
  it must use its scent ability to attempt to find the PCs, and it 
  wanders through the room looking for them. Once it finds 
  one, it attacks mercilessly and fights to the death (having 
  only once faced an opponent with acid or fire, it has no fear of 
  death).
   
  The cages, blood, and animal parts littering the room 
  make the entire area difficult terrain.
  THE BEAST 
   
  CR 2
  XP 600
  Blind trollhound
  N Medium magical beast
  Init +5; Senses blinded, scent; Perception +8
  DEFENSE
  AC 12, touch 8, flat-footed 12 (–2 blind, +4 natural)
  hp 30 (4d10+8) regeneration 3 (acid or fire)
  Fort +6, Ref +5, Will +1
  OFFENSE
  Speed 20 ft.
  Melee bite +8 (1d10+6 plus disease and trip)
  STATISTICS
  Str 18, Dex 13, Con 15, Int 2, Wis 11, Cha 6
  Base Atk +4; CMB +8; CMD 19 (23 vs. trip)
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Perception +8 (–4 on opposed Perception checks, 
  sight-based Perception checks automatically fail), Stealth 
  +1, Survival +1 (+5 scent tracking); Racial Modifiers –4 on 
  most Strength- and Dexterity-based skills, and on opposed 
  Perception skill checks, sight-based Perception checks 
  automatically fail, +4 Survival when tracking by scent
  SPECIAL ABILITIES
   
  Blinded (Ex): This trollhound has been 
  permanently blinded, and cannot see. The penalties to AC 
  and skill checks associated with this have been included in its 
  entry above. The trollhound’s speed has been reduced from 
  40 feet to 20 feet. It can make a DC 10 Acrobatics check to 
  move at its full speed of 40 feet. Failure on this check causes 
  it to fall prone.
   
  Disease (Ex): A trollhound’s saliva is an infectious 
  brew of contagion. Creatures bitten by a trollhound are 
  often afflicted with bloodfire fever, a disease characterized 
  by deep internal pain, as if the victim’s blood were on fire. 
  Additional symptoms include loss of muscular coordination, 
  pus-filled blisters, and overall lethargy and fatigue. Trolls and 
  trollhounds alike are immune to bloodfire fever, even though 
  trollhounds often exhibit the pus-filled blisters that come 
  with the disease. 
  Bloodfire fever: Bite—injury; save Fort DC 14; onset 1 day; 
  frequency 1/day; effect 1d3 Str damage, 1d3 Dex damage, and 
  target is fatigued; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  B7. The Krenshar’s Pen
   
  This small stone room is featureless except for a 
  small water basin and a pile of hay in one corner. It serves 
  as the pen for one of Horace’s prize animals, a krenshar. The 
  door to the room is made of stout wood, but has a small 
  barred window (about 6 inches square) that allows outside 
  observers to see into the room. If Horace has not enacted 
  his backup plan, the krenshar is still here, pacing restlessly. 
  Otherwise, the door to this room swings ominously open, 
  and it is empty.
  
  11
  B8. The Trollhound’s Pen
   
  This is where Horace keeps his most prized 
  combatant, a trollhound that was blinded as a pup to make 
  it more manageable. Other than its occupant, this room is 
  identical to B7.
  B9. Torasin’s Pen
   
  This small stone room is mostly bare. A large 
  water basin sits in one corner; in the opposite corner, 
  the remains of what was once a fine feather mattress 
  lie in a tattered heap of cloth and loose feathers. An 
  unmistakably regal looking dog sits on the pile, and it 
  looks up as you enter the room, its eyes glowing with a 
  malevolent red light, its fangs bared, an unsettlingly deep 
  snarl rising from its throat.
   
  This is where Torasin has been kept since Horace 
  brought in Karlus Vox to infuse him with demonic essence. 
  This happened the night before the adventure begins, and 
  Horace gives Torasin 3 days to recover before beginning any 
  further training, on Karlus’s advice. As a result, it’s likely that 
  Torasin has not left the room or had any contact with living 
  creatures since being infused.
  TORASIN 
   
   
   
   
             CR 3
  XP 800
  Advanced fiendish variant foo dog
  CE Medium outsider (augmented, good, extraplanar)
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
  hp 23 (2d10+12)
  Fort +9, Ref +7, Will +5
  Defensive Abilities paired protectors, stony defense 2/day; 
  DR 5/bludgeoning; Resist cold 5, fire 5; Immune poison, 
  disease, paralysis, sleep; SR 7
  OFFENSE
  Speed 30 ft.
  Melee bite +7 (1d6+7 plus trip)
  Special Attacks smite good 1/day (+1 attack, +2 damage)
  STATISTICS
  Str 23, Dex 19, Con 23, Int 2, Wis 14, Cha 12
  Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
  Feats Iron WillB, Skill Focus (Perception)
  Skills Acrobatics +8 (+12 jumping), Perception +9, Survival 
  +2 (+6 scent tracking); Racial Modifiers +4 Acrobatics when 
  jumping, +4 Survival when tracking by scent
  Languages Celestial, Common (can’t speak)
  SQ berserk, freeze
  SPECIAL ABILITIES
   
  Berserk (Ex): Torasin has been infused with 
  demonic essence, which has changed his alignment from 
  neutral good to chaotic evil, and has clouded his mind into a 
  haze of red fury. Each round, Torasin must attack the nearest 
  living creature if able, and he has permanent +2 bonuses to 
  his Strength and Constitution scores, but a permanent -6 
  penalty to his Intelligence score, which has reduced him to 
  animal intelligence and rendered him incapable of speech. 
  As a full-round action, a character can attempt to speak to 
  Torasin to bring him back to his senses. Doing so requires 
  a successful Diplomacy check (DC 25, or 20 if the character 
  mentions Torasin’s or Gaius’s names). Success on this check 
  releases Torasin from demonic influence, and he loses the 
  benefits of the fiendish template, as well as this ability. His 
  normal statistics are: Str 21, Con 21, Int 10. This also restores 
  his ability to speak.
   
  Freeze (Ex): Torasin can hold himself so still that he 
  appears to be a statue. He can take 10 on Stealth checks made 
  to hide in plain sight as a stone statue. He can maintain this 
  position for as long as he wishes.
   
  Paired Protectors (Su): When two or more foo 
  creatures are within 30 feet of one another, they both gain 
  the benefit of a protection from evil spell. The caster level 
  of this effect is equal to the highest Hit Dice of the affected 
  foo creatures. This effect can be dispelled, but if it is, a foo 
  creature can reactivate it as a swift action.
   
  Stony Defense (Su): Twice per day, Torasin can 
  harden his skin to unyielding stone as an immediate action. 
  He gains hardness 8 until the end of his next turn, but his 
  speed is reduced by 10 feet for the same duration.
  Concluding the Adventure
   
  If the PCs are able to calm Torasin down or subdue 
  him, and return him to Gaius, they are treated to a very 
  tearful and heart-warming reunion as Gaius hugs his 
  childhood friend close and thanks the PCs for rescuing him 
  in between sobs. If Torasin hasn’t already been cleared of 
  his demonic influence, the sight of Gaius is enough to do 
  the trick, and he also thanks the PCs for their assistance, 
  although he is somewhat more reserved about it.
   
  In addition to paying the party what he promised 
  them, Gaius remains a staunch ally of the PCs, and he and 
  Torasin may potentially serve as useful allies who can be 
  called on for assistance from time to time. Further, after 
  the party has gained a few levels, Gaius may reach out to 
  them to say that Torasin fathered a litter (under much more 
  conventional circumstances), and to offer them to choose one 
  of the resulting foo dog pups, which can serve as a cohort for 
  a PC with leadership, or just as a mascot for the party and the 
  rebellion. Gaius also puts out a good word for the PCs, and 
  his efforts provide them with 1d4 additional supporters each 
  week for the next 3 weeks.
   
  Depending on how the  PCs went about dealing 
  with Horace Krilt and the Red Fang Tavern, it’s possible that 
  their actions may be reported to the local government. If so, 
  make a notoriety check. Success indicates that their actions 
  can’t be connected to the rebellion or the PCs. Failure means 
  that it is, and the authorities come questioning. Once the 
  PCs furnish proof that Horace was holding Torasin illegally, 
  however (something Torasin himself can easily coroborate), 
  the blame shifts away from the PCs and back to the tavern 
  owner, although even with their names cleared, the rebellion 
  still gains 1d2 points of notoriety.
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. 
  Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason 
  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt 
  James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley 
  Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, 
  Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James 
  Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, 
  Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber 
  Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, 
  Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. 
  Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K 
  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason 
  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, 
  Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. 
  McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, 
  Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan 
  Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin 
  McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork 
  Shaw, Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Pathfinder Adventure Path #97: In Hell’s Bright Shadow © 2015 Paizo Inc.; Authors: Crystal Frasier, with Eric 
  Hindley, Stephen Loree, and Michael McCarthy. 
  Side Paths: Silver Rebels 1: Kennels of the Red Fang Copyright 2016, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  It’s a Dog Eat Dog World!
   
  Adventure paths offer fantastic stories and sweeping campaign 
  arcs that take characters on a ride from very low levels all the way up 
  to the highest reaches of the game, and they can be incredibly fun and 
  rewarding to play. But even though there’s a lot packed into an 
  adventure path, sometimes you find yourself wishing for more, 
  adventure path, sometimes you find yourself wishing for more, 
  whether there’s a part of the adventure path that feels like it got a bit 
  rushed or cut due to space issues, or just a fun little side trek to take a 
  breather before jumping back into the action of the main story. Side 
  Paths provides just this sort of content, with short adventures 
  designed to fit into portions of existing official Paizo adventure 
  designed to fit into portions of existing official Paizo adventure 
  paths, but which can easily stand on their own, or be inserted into 
  other, similar campaigns.
   
  In this adventure for a party of 2nd- or 3rd-level characters, 
  designed to occur during or after the first volume (#97) of the 
  rebellious adventure path from Paizo, Inc, the party is approached by 
  rebellious adventure path from Paizo, Inc, the party is approached by 
  a man with a seemingly simple request: his dog has been kidnapped by 
  the owner of the Red Fang, a dog-fighting ring with a nasty 
  reputation. With dog-fighting quite legal in the area, and the 
  authorities unable (or unwilling) to find any evidence of the missing 
  dog, hiring rebellious heroes willing to work outside the law to do 
  good deeds is this man’s last hope. But as the PCs delve into the 
  kennels of the Red Fang, it quickly becomes apparent that there’s a lot 
  kennels of the Red Fang, it quickly becomes apparent that there’s a lot 
  more going on here than a missing dog. Can they defeat the strange 
  and twisted monsters caged in those kennels?
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Side Paths - Silver Rebels 1 - Kennels of the Red Fang.pdf