TEXT: ®
  TM
  By richard Pett
  Trial of the
  Beast
  
  Hunters under the Moon
  Widely avoided and feared as dark 
  creatures and emissaries of disease, bats 
  hold a notorious place in Varisian folklore. 
  While similar to the birds and butterflies 
  holy to the goddesses Pharasma and 
  Desna, these winged rodents are commonly 
  associated with Urgathoa and are blamed 
  for the spread of maladies from rabies 
  to vampirism. Superstitions hold that the 
  sick may be cured if they eat the hair of 
  the bats that spread ailments to them, 
  making various parts of these night hunters 
  common ingredients in folk medicine.
  Cabinet of Calamities
  Throughout Ustalav, many wealthy 
  families subscribe to the tradition of 
  assembling cabinets of curiosities, 
  repositories of exotic treasures, unusual 
  specimens, and natural oddities. While 
  most hold little more than fakeries and 
  folk art, the most exceptional might 
  contain objects of hidden value, relics 
  possessing mysterious properties, or clues 
  hinting toward greater mysteries. Some 
  inheritors have gained fortunes by selling 
  off parts of such collections, while others 
  rightly fear what’s been locked away in 
  the family cellar.
  
  Trial of the
  Beast
  ADVENTURE PATH • PART 2 of 6
  ®
  TM
  
  credits
  Creative Director • James Jacobs
  Senior Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Rob McCreary
  Editing • Judy Bauer, Christopher Carey, and James L. Sutter
  Editorial Assistance • Jason Bulmahn, Erik Mona, Mark Moreland,  
  Stephen Radney-MacFarland, Sean K Reynolds, and Vic Wertz
  Editorial Intern • Michael Kenway
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Cover Artist
  Dave Rapoza
  Cartographer
  Rob Lazzaretti
  Contributing Artists
  Emile Denis, Carolina Eade, Mauricio Herrera, Jorge Maese, Roberto Pitturru, 
  Jibe Reynaud, and Florian Stitz 
  Contributing Authors
  Brandon Hodge, Rob McCreary, Richard Pett, Patrick Renie, Sean K Reynolds, and F. Wesley Schneider
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz
  Marketing Director • Hyrum Savage
  Special Thanks
  The Paizo Customer Service, Warehouse, and Website Teams
  “Trial of the Beast” is a Pathfinder Adventure Path scenario designed for four 4th-level characters.  
   By the end of this adventure, characters should reach 7th level. 
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Advanced Player's Guide, Pathfinder Roleplaying Game 
  GameMastery Guide, Pathfinder Roleplaying Game Bestiary, and Pathfinder Roleplaying Game Bestiary 2. These rules can be found online as part of the Pathfinder 
  Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  This adventure is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s 
  oldest fantasy roleplaying game. The OGL can be found on page 92 of this product. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game 
  Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content 
  may be reproduced in any form without written permission.
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  Pathfinder © 2011, Paizo Publishing, LLC. All Rights Reserved.
  Paizo Publishing, LLC, the golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC;  
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  table of contents
  Foreword	
  4
  Trial	of	the	Beast	
  6
  by	Richard	Pett
  Pharasma	
  64
  by	Sean	K	Reynolds
  Esoteric	Order	of	the	Palatine	Eye		
  70
  by	Brandon	Hodge
  Pathfinder’s	Journal:	Guilty	Blood,	2	of	6	
  76
  by	F.	Wesley	Schneider
  Bestiary	
  82
  by	Rob	McCreary,	Patrick	Renie,	and	Sean	K	Reynolds
  Preview	
  92
  
  W
  ant to know a secret? We’re time travelers. 
  That’s right. We are transmitting from the 
  year two, zero, one, zero. By the time this reaches 
  you, the world will have changed, awash in wonders and 
  horrors the merest hints of which would shatter our 
  primitive decennary minds. Likely when next I write to 
  you—should we have not evolved the means to simply 
  blast your mind with a barrage of virtual heroics and 
  adjective smells—I will do so from my hovering tank of 
  posiGoo, soaking in its nutritious snack-tastes and ultra-
  corp-approved subconscious affirmations. But until 
  the Ioshian corsairs crash their phase tanker into the 
  mantis-gnawed ruins of Seattle on Valentines Day 2011, 
  I have carried on developing the Carrion Crown Player’s 
  Guide in a paltry three dimensions. “What!” you say. 
  “You’ve had that intro guide for weeks now, before even 
  We Belong Dead
  ‘The Haunting of Harrowstone,’ perhaps? How could 
  a thing you’ve cherished for so long have been created 
  after the thing you just got?” Well, I’ve already told you. 
  We’re time travelers.
  That said, terrifying future entity, our vision of your 
  epoch is sometimes imperfect. Gazing into the secondhand 
  kaleidoscopic time twister that allows us to presage your 
  days, I have just learned that the plague of nano-revolts 
  anticipated to mark the new year has a 23% chance of being 
  delayed until 2012. Should that occur, there’s a possibility 
  that instant-update liqui-pages won’t be invented for 
  months to come, throwing some of our assumptions about 
  content already in your steely cybernetic pincers right out 
  the airlock doors. It’s not a likely possibility, but I prefer to 
  account for every potential future with a greater than 0.5% 
  PoO (“probability of occurrence”). 
  4
  
  F. Wesley Schneider
  Managing Editor
  wes@paizo.com
  So, as you’ve known for weeks—though I still haven’t 
  written it yet—the Carrion Crown Player’s Guide includes 
  a system by which the Harrow deck might be utilized 
  in a kind of variant hero point system. Genius, I know. 
  But, in addition to that, for the most nobly masochistic 
  GMs, there is an alternative system by which you might 
  reward your players for accomplishing specific tasks vital 
  to the adventure, thematically heroic, or that we simply 
  think would be keen hoops to have thousands of PCs 
  jump through. While we’ve taken steps to ensure that the 
  details of that system appear in this and every volume 
  of the Carrion Crown Adventure Path to follow (just as 
  they do on page 44 herein), I’d like to make doubly sure—
  should we not have the power to manipulate matter as we 
  plan to in your bleak reality—that this content for “The 
  Haunting of Harrowstone” finds its way into the world. 
  Thus, on page 49 of Pathfinder Adventure Path #43—a book 
  that doesn’t exist in my time—users of this campaign-
  specific Harrow deck reward system should recalibrate 
  their sensory organ replacement units to see the “Using 
  the Harrow” sidebar on the adjacent page.
  So there it is. Likely you won’t need this, as you’ll be 
  able to just turn on your info-faucet and drink the most 
  up-to-the-nanosecond Pathfinder slurry. But as you 
  guzzle your new adventure, spare a thought and raise a 
  holo-cup to the less fortunate sobs in those primitive 
  alternate timelines who will be getting this info for the 
  first time, and know that the temporally unfettered staff 
  of Pathfinder Adventure Path remain dedicated to getting 
  you the best RPG experience, indiscriminate of the 
  variability of technology, terrestrialism, or time.
  for science!
  Continuing our auditory journey through the macabre, 
  this month we take a turn down Pretorius Row and find 
  music for mad science. Although “Trial of the Beast” is 
  more about courtroom drama and investigation, there’s 
  still plenty of room for bubbling beakers and brains in 
  jars. The album lists presented in last month’s foreword 
  should serve you well for much of this month’s mystery 
  and encounters with the unquiet dead, but as things turn 
  toward creepy laboratories hidden in gothic castles, you 
  might want to check out some of the following works to 
  set your nefarious scenes.
  Alwyn, Kenneth: Bride of Frankenstein
  Ashkenazy, Vladimir: Prelude in C Sharp Minor, Op.3, No.2
  Aufort, Cyrille: Splice
  Band, Richard: Reanimator
  Beltrami, Marco: Mimic
  Bergeaud, David: The Outer Limits
  Burwell, Curt: Gods & Monsters
  Davis, Carl: Frankenstein Unbound
  Doyle, Patrick: Mary Shelley’s Frankenstein
  Shore, Howard: The Fly
  Next time around we’ve got werewolves and zombies, so 
  get ready for a terror two-for-one coming up in “Broken 
  Moon,” the adventure in Pathfinder Adventure Path #45.
  on the cover
  Artist Dave Rapoza reimagines the Beast of Lepidstadt, 
  the dreaded defendant in this month’s courtroom shocker, 
  “Trial of the Beast.” 
  Using the harrow deck
  If the PCs return the warden’s badge found in the torture 
  chamber (area U8) to Vesorianna in area S11, award each 
  player a free draw from the Harrow deck, as outlined in the 
  Carrion Crown Player’s Guide. If 
  you are using the other optional 
  system 
  presented 
  in 
  the 
  Carrion Crown Player’s Guide, 
  the entire party receives the 
  card known as The Uprising 
  instead. This specific card 
  can be played to grant 
  all of the PCs a +1 bonus 
  on attack and damage 
  rolls for the duration of 
  one battle. If the PCs 
  are outnumbered, the 
  card instead grants a 
  +2 bonus on attack and 
  damage rolls for one battle. The Uprising 
  can only be used once, and the entire party must agree 
  to use the card.
  Foreword
  5
  the hidden truth
  Harrow Cards.indd   10
  1/14/08   12:13:03 PM
  the hidden truth
  Harrow Cards.indd   10
  1/14/08   12:13:03 PM
  the uprising
  Harrow Cards.indd   26
  1/14/08   12:13:21 PM
  
  Trial of the Beast
  B
  urghers of Lepidstadt, rejoice! The Beast has been captured! Soon 
  the abomination will be tried for crimes against the good people 
  of Vieland. The Punishing Man now rises in the square outside the 
  courthouse! The logs have been stacked against his flanks and the oil 
  has seeped into his veins. The Punishing Man waits to take his passenger 
  to the depths of Hell! And soon, he shall have his feast...
  —Lepidstadt Town Crier
  6
  
  sought to make a deal with him. The count, anticipating 
  a blackmail attempt and seeking to be rid of those he 
  perceived as dull-witted extortionists, agreed to meet 
  them at midnight at the ominous standing stones 
  outside the city known as the Spiral Cromlech. In his 
  place, though, he sent the Beast. The Whispering Way, 
  expecting exactly this reaction to their treachery, took 
  the opportunity to invade Schloss Caromarc, subdue the 
  count and his lesser creations within, and take control 
  of the Bondslave Thrall. Vrood had expected to just use 
  Caromarc as leverage to control the Beast, but the device 
  proved even more useful to his aims.
  With control over the greatest horror in Vieland, Vrood 
  commanded the golem to break into the antiquities 
  department of Lepidstadt University and steal an 
  enigmatic and grotesque statuette of murky green stone 
  known as the Seasage Effigy. The caper went off without a 
  hitch, and the Whispering Way absconded with the statue. 
  Abandoning Schloss Caromarc, the cultists headed east 
  into the Shudderwood toward their next target, leaving the 
  count trapped inside a castle of his own crazed creations.
  Having no more use for the Beast, the Whispering Way 
  left the dazed golem to be found at the scene of the crime. 
  The Beast of Lepidstadt has finally been captured, and 
  the entire city is in an uproar over its upcoming trial. It is 
  almost a foregone conclusion that the Beast will be found 
  guilty and executed for its many crimes. But one of the 
  three judges presiding over the trial, Embreth Daramid, 
  is unconvinced of the Beast’s presumed guilt. As the trial 
  begins, Judge Daramid (also a member of the mysterious 
  society known as the Esoteric Order of the Palatine Eye) 
  looks for a way to gather more reliable evidence—to prove 
  either the Beast’s guilt, or its innocence.
  Adventure SummAry
  The PCs complete the task set before them in Professor 
  Lorrimor’s will by delivering his books to Doctor 
  Montagnie Crowl and Judge Embreth Daramid in the 
  Adventure BAckground
  For years the people of Lepidstadt have feared traveling the 
  lonely roads surrounding their secluded city at night, for 
  in the dark hunts the Beast of Lepidstadt, a devil who preys 
  upon the innocent and unwary. Over the years, dozens of 
  murders have been attributed to the Beast, and hundreds 
  of sightings have painted ever more terrible portraits upon 
  the canvas of public fears. 
  But the Beast of Lepidstadt, as told of in folktales and 
  urban legends, is more myth than monster. While the 
  Beast truly does exist, it has slain fewer than 10 people 
  in its 20 years of existence, and been sighted only a few 
  dozen times at most. The legend of the Beast dominates 
  local nightmares, but the people of Lepidstadt are far 
  more adept at stirring their own fears and telling tales of 
  the Beast’s predations than the creature is at murder and 
  mayhem, so it serves as both bogeyman and scapegoat for 
  all the wrongs, accidents, and unexplained crimes that 
  plague a city as large and old as Lepidstadt.
  In actuality, the Beast of Lepidstadt is a flesh golem, 
  albeit one that some accident granted true sentience and 
  more than rudimentary intelligence. The Beast is the 
  creation of Count Alpon Caromarc, an alchemical genius, 
  and Vieland’s aged and reclusive former ruler. The creature 
  was an act of passion for the count, and early in its life it 
  served as a weapon of Caromarc’s outrage at being forced 
  to abdicate—an act he performed voluntarily, though he 
  saw no other choice at the time. Today, however, the Beast 
  is a disappointingly secret masterpiece at best, and at 
  worse, a living regret. Caromarc’s interest in his creation 
  has largely passed, and all of his attempts to explain its 
  intelligence have failed, leaving him to view the Beast as a 
  fluke and a dead end not worthy of further research. The 
  Beast spends most of its time in a rude hovel in the middle 
  of the Dippelmere Swamp, occasionally visiting the 
  libraries of Schloss Caromarc, its master’s castle home.
  The count pays little heed to his creation these days, but 
  should he need the golem for some purpose, Caromarc 
  possesses a device called the Bondslave Thrall—an object 
  attuned to the Beast that allows the count to control the 
  golem’s mind and command it to perform any act he 
  desires. This tool, like the count’s decades-old notes on 
  the Beast’s creation, lie in his tower laboratory collecting 
  dust, discarded long ago in favor of more promising 
  investigations into alchemical golems and other stranger 
  experiments. Until recently, at least.
  Several years ago, agents of the Whispering Way 
  became aware of Count Caromarc’s profane experiments 
  into the creation of life and his connection with the Beast 
  of Lepidstadt. Under the leadership of a necromancer 
  named Auren Vrood, the cult proceeded to Lepidstadt 
  after finishing their dealings in Ravengro, and sent 
  ominous word to Caromarc that they knew his secret and 
  AdvAncement trAck
  Characters should be 4th level when they begin “Trial of 
  the Beast.” If they haven’t quite reached 4th level, consider 
  giving them a few more encounters in Ravengro itself, or 
  on the road before they meet the Crooked Kin. By the time 
  the PCs reach Schloss Caromarc, they should be 6th level, 
  and should reach 7th level before the end of the adventure. 
  “Trial of the Beast” uses the medium XP track.
  Trial of the Beast
  7
  
  city of Lepidstadt, where they discover the infamous 
  Beast of Lepidstadt is on trial. Judge Daramid hires the 
  PCs to carry out what seems to be an impossible task—
  to proving that the Beast of Lepidstadt is innocent. As 
  the PCs investigate the Beast’s alleged crimes, they can 
  learn that others are responsible for the spate of murders 
  attributed to the Beast—a body-snatching skin stealer 
  and dark creeper are operating a gruesome but highly 
  profitable business in a chymic works while using the 
  Beast as a scapegoat for their crimes. As the PCs try to 
  clear the Beast’s name, it becomes clear that the locals 
  are not interested in a fair trial, and the PCs are placed 
  between the Beast and those who would carry out the 
  sentence before the verdict. 
  After the trial, the PCs follow the Beast back to Schloss 
  Caromarc, the home of the former count of Vieland and 
  the Beast’s true creator. In search of the eccentric count, 
  the PC explore his curious castle, now turned into a 
  deadly deathtrap by the Whispering Way. When the PCs 
  finally find the imprisoned Caromarc, they must also 
  face his darkest secret—and only by taking control of the 
  Beast of Lepidstadt can they defeat Caromarc’s greatest 
  and most dangerous creation to learn the Whispering 
  Way’s next move.
  PArt one: Journey to 
  LePidStAdt
  The adventure begins with the PCs still in the town 
  of Ravengro in Canterwall, intending to travel to 
  Lepidstadt to the north to complete their errand for 
  Professor Lorrimor—delivering his sinister collection to 
  Lepidstadt. Before they leave, the PCs may be able to learn 
  a little about their journey, and about the burghers of 
  Lepidstadt, from local people in Ravengro. A Diplomacy 
  check to gather information or a Knowledge (local) check 
  reveals the following information about Lepidstadt.
  DC 10: The distance from Ravengro to Lepidstadt is 
  about 100 miles. No journey in Ustalav is without risk, 
  but the old Mountain Road is generally regarded as the 
  best route. This road follows the southeastern foothills 
  of the Tusk Mountains, passing through the towns of 
  Tamrivena and Courtaud before following the Lesser 
  Moutray River up to Lepidstadt.
  DC 15: The city of Lepidstadt is currently the scene 
  of intense local excitement. The dreaded Beast of 
  Lepidstadt—a terrifying abomination that has terrorized 
  the people of Vieland for years—has been captured. 
  Hundreds of people have flocked to the city hoping to catch 
  a glimpse of the horror and watch it burn for its crimes. 
  The early part of the journey to Lepidstadt passes 
  without event; the PCs see fewer and fewer people and 
  more and more ruins, trees, and marshes as they go. GMs 
  who wish to develop this part of the journey may wish to 
  utilize the details presented on page 81, or in Pathfinder 
  Campaign Setting: Rule of Fear. Roughly a third of the way 
  to Lepidstadt, having passed through moorland and 
  dark, dismal foothills, the PCs encounter the caravan of 
  the Crooked Kin at the roadside as dusk begins to fall. 
  the crooked kin
  The Crooked Kin are a troupe of performers and sideshow 
  freaks who travel through Vieland and Lozeri entertaining 
  the good burghers of Ustalav. The entire show travels in a 
  caravan of nine covered Varisian wagons pulled by nags. 
  The wagons are gaudily painted and depict the show’s 
  performers beneath the legend, “The Crooked Kin—
  Ustalav’s Greatest Traveling Cabinet of Curiosities!” Each 
  wagon has a front and back door opening onto cramped 
  living accommodations inside.
  Hearing rumors of the large number of people drawn 
  to Lepidstadt to witness the trial of the Beast, the Kin have 
  been making haste to reach the city to take advantage of 
  the crowds. The group stopped by the roadside to rest 
  earlier in the day, but one of their members, the pinhead 
  Aleece, heard some strange noises off the trail, went off 
  to investigate, and hasn’t returned. The Kin, worried 
  that she has now been gone for several hours in a strange 
  and dangerous place, are desperately trying to decide 
  what to do.
  meeting the kin
  The Crooked Kin consists of 13 performers, all people 
  with a variety of physical handicaps or deformities, plus a 
  handful of additional sideshow attractions. Though they 
  all have exotic (or in some cases, frightening) appearances, 
  the Kin are just honest performers trying to make a living, 
  and are concerned for the life of one of their friends.
  The following people make up the Crooked Kin.
  Hap Tarvin, the Flea Man (CN male human expert 1): 
  A short, hunched man with a distorted appearance, Hap 
  performs with his flea circus, the Magnificent Carnival 
  of Miniature Wonders.
  Kaleb Hesse, the Ringmaster (N male human expert 3):  
  An albino man with red eyes and long, white hair that 
  hangs below his knees, Kaleb wears a tall red top hat, a 
  long red coat with gold buckles, and striped trousers. He 
  is the de facto leader of the Crooked Kin.
  Lidia Gerod, the Bearded Lady (NG female human 
  commoner 3): Standing nearly 7 feet tall and possessed 
  of a fine beard down to her waist, Lidia acts as a sort of 
  “mother hen” to the other members of the troupe.
  The Pinheads: Aleece (CN female human commoner 1),  
  Lettie (NG female human commoner 2), and Poppy (N 
  female human commoner 1) are sisters, all of whom have 
  8
  
  microcephaly. Aleece recently wandered away from the 
  caravan and has gone missing.
  Prince Zar, the Human Caterpillar (CN male human 
  expert 2): This Mwangi man has no arms or legs. Prince 
  Zar was once enslaved in a Chelish sideshow, but earned 
  enough money to buy his freedom. He joined the Crooked 
  Kin, where he is billed as an exiled prince of the “Lost 
  Cities of Darkest Garund.”
  S’jeer, the Vudrani Princess (N female human aristocrat 
  2): Born with four arms, S’jeer dresses in exotic silks and 
  speaks with a thick accent, but she is actually from Galt 
  and the daughter of a fishmonger.
  The Swarm of Clowns: These three men, Gerik, Josef, 
  and Tam (all N male human expert 2), each have an extra 
  limb (Josef has three legs, the others have three arms). 
  Besides their skill in clowning, they are also accomplished 
  acrobats and jugglers.
  Trollblood, the Giant Man (N male human expert 2):  
  A shockingly ugly Ulfen man nearly 8 feet tall, Trollblood 
  entertains the crowds with fire-breathing and his feats 
  of strength.
  The Wolf Child (N male child human commoner 1): 
  Supposedly raised by wolves in the Shudderwood, this 
  10-year-old boy is covered in hair. He is unfortunately 
  insane, but the three pinhead sisters treat him like a 
  younger brother. 
  In addition, the show also includes a pair of caged 
  goblin dogs, a morlock, and a giant frog. 
  When the PCs arrive, the various members of the 
  troupe are milling aimlessly around the stopped 
  caravan. Aleece’s sisters Lettie and Poppy are crying and 
  distraught, which in turn is causing the Wolf Child to 
  howl inconsolably. Lidia and S’jeer are trying to comfort 
  them while the others argue over the best course of 
  action to take. Trollblood and Prince Zar are in favor of 
  mounting a search party to find Aleece, but Hap and the 
  three clowns are reluctant to venture into the nearby fens 
  for fear that whatever happened to Aleece might happen 
  to them. 
  As soon as the Kin realize that strangers have arrived, 
  Kaleb emerges from his wagon to greet the PCs. Though 
  the Kin are naturally reluctant to trust strangers, Kaleb 
  does not want to risk the lives of his troupe in a foolhardy 
  search in the fens at night. Several travelers have already 
  passed the caravan by, repulsed by the freaks’ appearance, 
  and despite his somewhat sinister appearance, Kaleb 
  honestly needs help. In all his finery, he approaches the 
  PCs and explains the situation, assuring them that his 
  troupe are harmless performers who have lost one of their 
  own. He begs the PCs for aid, and promises to reward 
  them with a magical dagger if they can find the missing 
  Aleece. It should be immediately obvious to the PCs 
  that the Kin are ill-prepared to go venturing into the 
  fens, and that any rescue party they mount would likely 
  deteriorate into a disaster before the night is over.
  ALeece’S FAte (cr 5)
  Aleece’s tracks are fresh, and may be found with a DC 10 
  Survival check. The tracks run for about half a mile as 
  they head down into a boggy river valley, and then into 
  a densely vegetated, midge-infested marsh. The marsh 
  is a shallow bog (Pathfinder RPG Core Rulebook 427), with 
  high reeds between 6 and 8 feet high that affect abilities 
  and movement in the same way as heavy undergrowth 
  in dense forest (Core Rulebook 426). Aleece’s tracks soon 
  all but vanish under water (DC 20 Survival check to 
  follow) as they continue for another hundred yards or so 
  Trial of the Beast
  9
  Kaleb Hesse
  
  the cries—before finally lying in wait in the cover of the 
  thick undergrowth to strike from ambush. 
  The Feaster in Watery Shadows 
  CR 5
  XP 1,600
  Female phase spider (Pathfinder RPG Bestiary 226)
  hp 51
  TaCTiCS
  During Combat The Feaster ethereally ambushes her prey and 
  bites them, then ethereally jaunts to wait for her poison to 
  take effect. She uses this method of attack as many times as 
  she feels is safe to do so.
  Morale The Feaster flees if reduced to 10 hit points or fewer.
  Treasure: The bog is littered with the remnants of 
  the belongings of previous victims. A DC 20 Perception 
  check locates a potion of fox’s cunning, a magnifying glass 
  with a gold handle (worth 100 gp), a small wooden box 
  containing a set of brass weights (the box has a false 
  bottom noticeable with a DC 25 Perception check, which 
  conceals three silver ingots worth 100 sp each), a walnut 
  traveling case with a pair of superior locks and their keys 
  sealed in wax, and a jar of pickled garlic cloves among the 
  unsettling skeletal body parts left behind.
  Development: If the PCs return with news of Aleece’s 
  fate or with her body, the Kin are saddened by her loss but 
  grateful for the PCs’ assistance. True to his word, Kaleb 
  gives the PCs a +1 humanoid (shapechanger) bane dagger as a 
  reward. Though the Kin are normally reluctant to travel 
  with strangers, after the incident with Aleece, they are 
  afraid of what other horrors may lurk ahead, and so invite 
  the PCs to travel with the troupe if they wish. If the PCs 
  accept, Kaleb asks the PCs to scout the road ahead for 
  difficulties or dangers. The Kin have little to offer the 
  PCs in the way of wages, but they do offer the use of one of 
  the caravan’s wagons, and any bards or performers in the 
  group have the chance to work with the show. If the PCs 
  do not want to travel with the Kin, the troupe thanks them 
  again, wishes them luck, and bids them farewell, but the 
  PCs may still encounter them later in Lepidstadt.
  LePidStAdt
  Upon their arrival in Lepidstadt, the PCs find an almost 
  carnival atmosphere in the city. The trial of the Beast 
  of Lepidstadt has already commenced, and things don’t 
  look good for the creature. A huge pyre in the shape of 
  a man—Lepidstadt’s famous Punishing Man—has been 
  erected in the main circle outside the courthouse, and 
  locals eagerly add fuel to the effigy in preparation for the 
  Beast’s execution. 
  Lepidstadt is a small city on the banks of the Lesser 
  Moutray River, most famous for its university and the 
  strange standing stones outside the city called the Spiral 
  to a cramped clearing filled with dismal-looking gray 
  flowers. It was here that a phase spider ambushed Aleece, 
  who soon succumbed to the spider’s poison and died. The 
  spider dragged her body away to feast on later. Aleece’s 
  pale, broken body lies half-submerged in the bog a few 
  yards past the clearing—it can be found with a DC 20 
  Survival check to notice the tracks the body made as it 
  was dragged away, or with a DC 20 Perception check made 
  while conducting a general search of the area.
  Creature: A phase spider has made this clearing its lair 
  and lurks nearby on the Ethereal Plane. The spider, who 
  calls herself the Feaster in Watery Shadows, has developed 
  the skill of mimicking human cries and voices, and used 
  it to lure Aleece away from the caravan and to her death. 
  The phase spider delights in mimicking its last victim’s 
  screams, but a DC 15 Perception check can identify these 
  cries as curiously inhuman.
   When the PCs first enter the clearing, the Feaster 
  ethereally jaunts onto the Material Plane outside the 
  clearing and cries out, mimicking Aleece’s last screams, 
  then moves away before jaunting back to the Ethereal 
  Plane. She does this four times—hoping to split the 
  group up so that they move in different directions to follow 
  uSing the crooked kin 
  If the PCs help the Crooked Kin and become friends 
  with them, the members of the freak show can be useful 
  allies during the PCs’ investigations in Part Two. As 
  performers, the Crooked Kin meet lots of people and 
  have the opportunity to hear many local rumors and 
  other information. Their travels have also taken them all 
  over Ustalav and introduced them to people around the 
  world, giving them a wide range of knowledge on esoteric 
  topics.  At any time during the trial of the Beast and their 
  investigations, the PCs may question the Crooked Kin and 
  gain a +2 bonus on any skill check to learn information, 
  hear rumors, track down leads, or deduce the importance 
  of clues. The Kin do not grant any bonuses on Diplomacy 
  checks to gather information or present evidence at the 
  trial, however, as their grotesque appearances actually 
  hinder such interactions with locals.
  In addition, you can use the Crooked Kin to direct 
  the PCs’ actions or to provide helpful clues if the PCs 
  are stuck or seem to be going off course. They will not 
  assist the PCs in combat, but they can serve in numerous 
  other roles to help the PCs in their investigations and 
  interactions in Lepidstadt.
  10
  
  •	Lepidstadt
  	 Courthouse
  •	Judge	Daramid’s
  	 House
  •	Anatomists’	Alley
  Karl’s
  Cottage
  •	Surgeons’	Flats
  •	Lepidstadt
  	 University
  •	Garrow,	Starle,
  	 and	Flicht’s
  	 Windmill
  Vorkstag	and	Grine’s
  Chymic	Works
  L
  es
  ser
  	M
  out
  ray	
  Riv
  er
  •
  •
  750 Feet
  Cromlech. Recently renovated, Lepidstadt is a bustling, 
  lively city of students and academics, with newly bricked 
  streets, wide plazas, and grandiose structures built from 
  imported wood and stone. Away from the university 
  and city center, however, the narrow, winding streets of 
  Lepidstadt show the signs of its age, with dilapidated 
  hovels, crumbling stone walls, and cramped courtyards.
  Lepidstadt
  N small city
  Corruption +1; Crime +1; Economy +3; Law –1; Lore +3, 
  Society +4
  Qualities academic, prosperous, rumormongering citizens, 
  tourist attraction
  Danger 5
  DEMogRaPhiCS
  government council
  Population 9,780 (9,600 humans, 80 dwarves, 50 elves, 30 
  gnomes, 20 other)
  Notable NPCs
  The Beast of Lepidstadt (N flesh golem barbarian 6)
  Dean of Lepidstadt University acciani Viacarri (LN male 
  expert 6)
  Former Count alpon Caromarc (N male human alchemist 13)
  MaRkETPLaCE
  Base Value 6,000 gp; Purchase Limit 37,500; Spellcasting 7th
  Minor items 4d4; Medium items 3d4; Major items 3d4
  When the PCs arrive in Lepidstadt, they have two 
  tasks to complete to fulfill the final wishes of Professor 
  Lorrimor—returning the tomes from Professor Lorrimor’s 
  chest to Dr. Montagnie Crowl at Lepidstadt University, and 
  delivering the curious Manual of the Order of the Palatine Eye 
  to Judge Embreth Daramid at her townhouse in the city. 
  It doesn’t matter which task they complete first—details 
  of the meetings with both contacts are outlined below. If 
  the PCs for some reason don’t contact Dr. Crowl or Judge 
  Daramid when they arrive, Judge Daramid soon learns of 
  their presence in Lepidstadt. She sends them an invitation 
  to meet her at her townhouse, reminding them that she 
  has the remainder of Professor Lorrimor’s bequests for 
  them once they deliver his books.
  dr. montAgnie crowL
  Lepidstadt University is quite easy to find, and PCs 
  enquiring about Dr. Crowl are directed there. A DC 10 
  Diplomacy check made to gather information about Dr. 
  Crowl reveals that the eccentric professor is well known 
  Trial of the Beast
  11
  
  in town, particularly in light of the recent theft from 
  his department that famously led to the capture of the 
  dreaded Beast of Lepidstadt, who now sits on trial. When 
  the PCs arrive at the university, they are greeted by the 
  sight of several builders and craftsman working to repair 
  the damage to the Antiquities Department caused by the 
  Beast during the theft. 
  Dr. Montagnie Crowl (N male human expert 6) is 
  Professor of Antiquities at the university. An eccentric 
  but likeable man, he is prone to waving his arms about 
  enthusiastically. He meets the PCs in the department’s 
  combination library and workshop. The workshop is 
  slowly being cleaned up, but it is still a mess. Dr. Crowl 
  is saddened to learn of his old friend and colleague 
  Lorrimor’s death and accepts the bequeathed objects 
  with sad gratitude. If asked about the damage to his 
  department, Crowl relates the tale of the Beast’s break-
  in and the curious fact that only one item was taken—a 
  strange statuette called the Seasage Effigy. Crowl is 
  frankly baffled by events—he admits that the statuette 
  was very singular, but it was hardly valuable. Although 
  the stolen statue has not been recovered, he is pleased that 
  the Beast was caught, though he understands the poor 
  creature cannot explain its actions and is clearly mad. 
  If the PCs wish to undertake their own investigation of 
  the theft, Dr. Crowl is happy to discuss the theft and allows 
  the PCs to explore the scene of the crime. Otherwise, the 
  PCs will return to the Antiquities Department later at the 
  bequest of Judge Daramid. This investigation is detailed 
  on page 17.
  Judge emBreth dArAmid
  Judge Daramid lives in a fine townhouse surrounded by 
  art in the center of Lepidstadt. A DC 10 Diplomacy check 
  made to gather information about her relates that she is 
  well respected for her even temper and fairness. Embreth 
  Daramid (NG female old human aristocrat 3/expert 4) is one 
  of the justices of Vieland and a magistrate of Lepidstadt, 
  but she is also a member of the Esoteric Order of the 
  Palatine Eye, a secret society of elite thinkers and scholars 
  with a tradition of mysticism (more details on the Order of 
  the Palatine Eye can be found on pages 70–75).
  Judge Daramid invites the PCs into her home when they 
  arrive. She is in her sixties, with gray hair pulled back 
  tightly into a bun and icy blue eyes. She is a stern, no-
  nonsense woman who appears to be all business, but a DC 
  15 Sense Motive check reveals that Lorrimor’s death has 
  affected her more than she lets show, hinting that perhaps 
  their relationship was, at one time at least, more than 
  professional. She asks the PCs if they have completed the 
  tasks in Lorrimor’s will, and graciously accepts the book 
  left to her. If the PCs question her about the purple book 
  bequeathed to her, she does not reveal anything other than 
  confirming its title, if the PCs have translated that. If the 
  PCs have already delivered the other tomes to Dr. Crowl at 
  the university, she hands over the agreed upon sum of 100 
  platinum pieces to each PC.
  Once the business of Professor Lorrimor’s will is 
  concluded, Judge Daramid asks the PCs to stay for 
  moment, adding that she is in need of some assistance, 
  and if Petros trusted them, then she might be inclined to 
  trust them as well.
  Judge Daramid explains that she believes there is a cancer 
  in Lepidstadt, a darkness lurking behind the shadow of a 
  scapegoat. For many years the people of Lepidstadt have 
  laid all their ills at the door of a creature known as the 
  Beast of Lepidstadt—murders, thefts, and terror have 
  all been attributed to the Beast, but Judge Daramid 
  knows that many stories are exaggerations or simply 
  12
  Judge Daramid
  
  untrue. She also knows that some people have different 
  stories to tell about the creature—about its kindness and 
  humanity, of how it has rescued loved ones or helped those 
  in distress. Now that the time has arrived for such kindness 
  to be repaid, however, no one dares to step forward and 
  challenge the Beast’s reputation.
  As a judge, Daramid has a keen sense of justice, and she 
  fears the Beast will not receive a fair trial. The people of 
  Lepidstadt have blamed the Beast for too much and for too 
  long, and they want it to pay for its crimes, whether those 
  crimes are real or imagined. In addition, the judge has 
  some concerns about the crime for which the Beast was 
  finally apprehended—the break-in and theft at Lepidstadt 
  University. She is also convinced that the Beast’s capture at 
  the university was not all it appeared to be, for why would a 
  creature that is intelligent knowingly enter the university, 
  where it was certain to be trapped? However, to publicly 
  announce her suspicions could put her at great risk, both 
  professionally and politically. As one of the three justices 
  presiding over the Beast’s trial, she is unable to openly 
  intervene, other than insisting that the Beast be properly 
  defended in court.
  What Judge Daramid really needs is a group of people 
  without local bias to uncover the real truth about the 
  Beast and its alleged crimes. The Beast’s legally appointed 
  advocate, a barrister named Gustav Kaple, is hopelessly 
  over his head and needs help—ideally someone to gather 
  evidence about the Beast’s alleged crimes and stand up in 
  court to be questioned by the prosecution. Such speakers 
  must have bravery in spades and silver tongues to match, to 
  ensure that if there is more to the Beast’s story, justice will 
  be done. If the Beast is indeed guilty, then Daramid can rest 
  easier at night knowing that she gave it a fair trial.
  Daramid bluntly offers to double the PCs’ bequest from 
  Lorrimor’s will (100 platinum pieces each) if they investigate 
  the Beast of Lepidstadt on her behalf while expressly keeping 
  her out of the equation, as any hint of collaboration in their 
  investigations would put her legal objectivity into question. 
  She tells the PCs that she will deny any involvement in the 
  matter if pressed, but that if they do get to the bottom of the 
  matter, she will be very grateful indeed.
  If the PCs accept, Judge Daramid directs the PCs to the 
  Lepidstadt Courthouse (area A), instructing them to register 
  with the court clerks as volunteer defenders for the Beast 
  and then meet with Barrister Gustav Kaple, to offer their 
  assistance in gathering clues to help the Beast’s defense.
  inFormAtion on the triAL
  If the PCs are interested in finding out more about the 
  Beast’s trial thus far, they can make Diplomacy checks to 
  gather information or Knowledge (local) checks to hear 
  the following widespread rumors about the trial. 
  DC 5: Burn the Beast!
  DC 10: I hear the trial’s first day detailed a long list of 
  crimes against the Beast, three of which are to be used as 
  the basis of its execution—burned alive in the Punishing 
  Man, a giant pyre that is even now being raised outside 
  the courthouse!
  DC 15: Ha! That fool barrister Gustav Kaple is defending 
  the creature—he can’t even get a whole sentence out 
  without stuttering! The Beast is as good as dead! I’ve heard 
  that the prosecution’s case is watertight—murdering 
  those poor children in Hergstag, killing all those 
  swampers in Morast, and burning down good Doctor 
  Brada’s hospice. Hurrah for Prosecutor Otto Heiger!
  DC 20: Yes, I’ve heard stories that the Beast has done 
  some kind things too, but it’s plagued Lepidstadt for far 
  too long. Even if it did do those things, that’s just proof 
  that the creature is mad and deserves to be burned!
  LePidStAdt courthouSe
  A large, squat building dominated by an enormous clock 
  overlooks the town square. A huge figure of wood, roughly 
  man-shaped, stands in the square in front of the building.
  Designed primarily as a fortification, the Lepidstadt 
  Courthouse is built of dark stone, with walls of reinforced 
  masonry (Climb DC 20). The building is three stories high, 
  with narrow, open windows only a foot wide. All exterior 
  doors are strong wooden doors (hardness 5, hp 20, Break DC 
  25), while interior doors are good wooden doors (hardness 
  5, hp 15, Break DC 18). The exterior doors have good locks 
  (Disable Device DC 30), and the acting sergeant has the keys.
  In the square immediately outside the courthouse stands 
  the Punishing Man, Lepidstadt’s traditional method of 
  executing murderers and other criminals guilty of capital 
  crimes. The Punishing Man is a gigantic, man-shaped 
  conglomeration of cut timber standing over 30 feet tall. 
  Convicted criminals are placed within the figure’s hollow 
  chest cavity and the entire structure is then set on fire in 
  a public ceremony. As the trial progresses, eager workers 
  pile more timber against the figure’s legs and oil its 
  wooden limbs, while children play games at its side and 
  throw grass, flowers, and rubbish onto it.
  Creatures: Twelve guards ward the courthouse and 
  keep watch over the prisoners held inside, operating in 
  12-hour shifts of six guards each. Their former sergeant 
  drank himself to death 3 weeks ago, and has yet to be 
  replaced, leaving one of the guards, Acting Sergeant Dun, 
  in charge. Dun has the same statistics as the other guards. 
  He holds the keys to all of the doors in the courthouse, 
  and is reluctant to give them up without orders from 
  higher up. The guards are enjoying their newfound fame 
  as the jailers of the infamous Beast of Lepidstadt, and 
  delight in tormenting the Beast.
  Trial of the Beast
  13
  
  The only other person permanently in residence at the 
  moment is Barrister Gustav Kaple, who has been charged 
  with defending the Beast during the upcoming trial. 
  Courthouse guards (12) 
  CR 1/2
  XP 200 each
  Human warrior 2
  N Medium humanoid (human)
  init +0; Senses Perception +1
  DEFENSE
  aC 15, touch 10, flat-footed 15 (+5 armor)
  hp 15 each (2d10+4)
  Fort +4, Ref +0, Will +0
  oFFENSE
  Speed 20 ft.
  Melee halberd +5 (1d10+3/×3)
  Ranged heavy crossbow +2 (1d10/19–20)
  TaCTiCS
  During Combat The guards are badly organized and have no 
  grasp of tactics, simply attacking the closest opponent. 
  Giving them instructions during combat requires a DC 12 
  Intimidate check to get them to follow orders.
  Morale If reduced to 5 hit points or fewer, the guards seek 
  cover or try to flee.
  STaTiSTiCS
  Str 15, Dex 11, Con 12, int 9, Wis 10, Cha 8
  Base atk +2; CMB +4; CMD 14
  Feats Intimidating Prowess, Weapon Focus (halberd)
  Skills Climb +2, Intimidate +5, Perception +1, Swim +2
  Languages Common
  gear scale mail, heavy crossbow with 10 bolts, halberd
  The courthouse’s main rooms are summarized below. 
  A1. Main Entrance: Ornate pillars support a balcony 
  15 feet above (area A15). Beneath the balcony, wide steps 
  lead up to a huge, ironbound door. Printed public notices 
  are posted on a wooden board next to the door. Presently, 
  these notices detail the upcoming trial in long-winded 
  legal language.
  A2. Entry: This room provides access to most of the 
  other rooms on the courthouse’s ground floor. A heavy 
  iron trapdoor covers a stone stairway that leads down to 
  the jail in the cellar below.
  A3. Storage: A DC 15 Perception check made while looking 
  through the assorted buckets, mops, ropes, torches, and 
  other sundries in this tiny storeroom uncovers the parts of 
  a ballista, lying unassembled in a trio of cases, along with 
  20 bolts. The ballista (Pathfinder RPG Core Rulebook 435) 
  may be assembled with a DC 15 Knowledge (engineering) 
  or Profession (engineer) check, or a DC 20 Disable Device 
  check. Each attempt takes 4 hours. 
  A4. Common Room: A battered table and chairs stand in 
  the middle of this room, in front of a large fireplace in the 
  east wall. The six on-duty guards spend most of their time 
  here, between hourly patrols of the jail and the courthouse.
  A5. Barracks: A dozen cots and trunks and a washstand 
  fill this room, where the six off-duty guards usually sleep. 
  A stone staircase leads up the courtroom above (area A18).
  A6. Privies: The privies are currently unoccupied.
  A7. Sergeant’s Cupboard: A small cot is rammed into 
  the only available space in this cramped storeroom, which 
  currently serves as the lodgings of Barrister Gustav Kaple.
  A8. Public Entrance: Two heavy oak doors to the north 
  and south allow the public to enter the building. Inside, 
  two narrow, iron spiral staircases climb to the public 
  gallery 30 feet above (area A22).
  A9. Kitchen: Meals for the guards and prisoners are 
  prepared in this dirty and unpleasant place. The cook, 
  Celia (N female human commoner 2), works here during 
  the day but goes home in the evening.
  A10. Pantry: This room holds assorted foodstuffs, 
  including a few barrels of excellent local wheat beer.
  A11. Well: A 50-foot-deep well, its cover broken a long 
  time ago, provides a fresh water supply for the jail.
  A12. Jail: A steep stone stair descends into this large 
  cellar, its ceiling some 15 feet above the flagstone floor. 
  A narrow, iron spiral staircase stands in the center of the 
  cellar, leading up to the prisoner holding room (area A16). A 
  cupboard along the southern wall contains numerous small 
  torture devices such as thumbscrews and choke pears.
  A13. Empty Cells: Three iron cages line the jail’s 
  northern wall. Each has a good lock (Disable Device DC 30) 
  and a small cot, but the cages are all presently empty.
  A14. The Prisoner: This large cage normally holds 
  groups of prisoners, but it is currently home to just one 
  special guest, the Beast of Lepidstadt, bound with 12 sets 
  of masterwork manacles with superior locks (hardness 10, 
  hp 10, Break DC 28, Disable Device DC 40) to a huge iron 
  chair bolted to the floor. 
  A15. Balcony: A grand balcony overlooks the town 
  square 15 feet below, surrounded by a low, 4-foot-high 
  stone railing. A huge brass and wooden clock dominates 
  the balcony’s rear wall. Known locally as “Father Time,” 
  the clock is plain but enormously noisy; its huge bell 
  (suspended in a small tower above area A16) strikes every 
  hour and can be heard throughout Lepidstadt.
  A16. Prisoner Holding Room: Three sets of masterwork 
  manacles with superior locks hang in this bare room next 
  to the door to the courtroom (area A18). The keys to the 
  manacles are in their locks. The narrow stair from the jail 
  (area A12) emerges here, enabling prisoners to be brought 
  into the courtroom without passing the public. A hefty oak 
  cupboard fills a large space within this room, containing 
  the workings of the Father Time clock and the turnkey 
  used to wind it. A ladder in the southeast corner leads up 
  to the clock’s bell tower.
  14
  
  A22
  1 SquAre = 5 Feet
  A13 A13
  A12
  A13
  A14
  A1
  A2
  A3
  A4
  A5
  A9
  A10
  A11
  A6
  A7
  A8
  A15
  A17
  A16
  A18
  A21
  A20
  A19
  LePidStAdt courthouSe
  A17. Office: This small, neat office contains a mahogany 
  desk and leather chair. Three more chairs stand against 
  the southern wall. This room serves as neutral ground for 
  any meetings that the justices may deem necessary.
  A18. Courtroom: This grand room is paneled in dark 
  oak and its vaulted ceiling is 25 feet high. Three thronelike 
  chairs with built-in lecterns for the presiding justices 
  stand in front of the east wall. The witness stand is directly 
  in front of them. Two polished mahogany desks, one for 
  the defense and one for the prosecution, stand facing the 
  justices’ chairs. An iron restraining chair with six sets of 
  masterwork manacles for the accused stands in the center 
  of the room, specially created for this trial. Behind the 
  accused, two rows of a dozen seats each face the front of the 
  court. To the west, the public gallery (area A22) overlooks 
  the room 10 feet above.
  A19. Prosecution Chamber: This small, simple office is 
  for the use of the prosecution. It contains two chairs and a 
  desk, with a writing set and paper in one drawer.
  A20. Justices’ Chamber: This sumptuous chamber 
  contains three luxurious leather chairs, a wardrobe, and 
  an ornate enamel washstand. The wardrobes contain the 
  justices’ gowns and collars, powdered wigs, and a great 
  wooden gavel for the chief justice. 
  A21. Defense Chamber: This small chamber is identical 
  to area A19. Barrister Gustav Kaple currently uses this 
  room as his office. 
  A22. Public Gallery: A sloping gallery with a low rail 
  overlooks the courtroom from 10 feet above. The gallery 
  can only be accessed from the steep spiral stairs at the 
  public entrance (area A8).
  the BArriSter
  Barrister Gustav Kaple (NG male human aristocrat 3/ 
  expert 2) meets the PCs in the Defense Chamber (area 
  A21). When wearing his huge court wig, Gustav cuts an 
  impressive figure. Unfortunately, looks can be deceiving—
  Gustav has had several recent failures in the justice system 
  and seen his last six clients hanged. In truth, the down-
  at-the-heels barrister was chosen to represent the Beast 
  precisely because of his inability to defend anyone and 
  for his stutter, which manifests itself when he is stressed.
  Although Gustav has no doubt that the Beast is guilty, 
  he plans to defend the creature to the best of his ability, 
  but he is struggling to find any kind of evidence in 
  support of the Beast’s innocence. Gustav is happy to tell 
  the PCs the circumstances leading to the Beast’s capture 
  at the University (see page 17), and outline the legal process 
  Trial of the Beast
  15
  
  involved in the trial (see page 37). He informs the PCs that 
  the prosecution is using three recent crimes attributed to 
  the Beast to convict the creature of murder: the murder of 
  10 citizens of the village of Morast a year ago; the slaying 
  of six children in the farming community of Hergstag 
  7 months ago; and the arson attack 4 months ago at the 
  Sanctuary on Karb Isle, which resulted in the deaths of 
  Doctor Brada and his patients and the blinding of the 
  doctor’s assistant, Karl.
  Gustav has interviewed the main witnesses from each 
  of the three cases to be discussed at the trial and has 
  found that their stories are very plausible. He wishes to 
  see justice done, however, and he is certain that without 
  evidence in its favor, the Beast will be convicted. 
  To that end, he is willing to assist the PCs with 
  their investigations (unless he is at court). His 
  role in court is to present evidence, cross-
  examine witnesses, and clear the Beast of any 
  wrongdoing. Because of his stutter, however, 
  he suggests that if the PCs find any evidence 
  that can help the Beast, it might be better for 
  one of the PCs to present it. 
  Gustav is very concerned about time. He 
  informs the PCs that the trial has already 
  commenced, and preliminary evidence has been 
  presented to the three justices. The trial begins 
  in earnest tomorrow, however, as the 
  majority of the evidence for the three 
  crimes will be presented over the 
  next 3 days. The PCs must act fast 
  if they hope to find evidence in 
  support of the Beast’s innocence. Gustav 
  suggests that the PCs investigate the 
  events in Morast first, as that evidence will be presented 
  tomorrow. They can then investigate the other two crimes 
  over the following two nights.
  If the PCs have no further questions for him, Gustav 
  recommends that they go meet the Beast for themselves.
  meeting the BeASt
  Gustav Kaple escorts the PCs into the courthouse’s cellar 
  jail to meet the Beast of Lepidstadt, currently held in area 
  A14. Read the following when the PCs get their first look 
  at the legendary Beast.
  A towering abomination sits in an iron chair, bound with no 
  less than a dozen sets of manacles. Stitching holds together 
  this grotesque patchwork of flesh and bone, beast and man, 
  though the wires are so taut they look as though they may fly 
  apart at any moment. Its mouth is twisted in a permanent 
  sneer, and a shock of lank, dark hair clings to its scalp. The 
  creature slumps in its chair, a despondent expression upon its 
  monstrous face.
  The Beast of Lepidstadt is ugly, kind, angry, and gentle. 
  It is also noble, terrible, incredible, and frightful. But the 
  Beast has been given its name erroneously. While the 
  creature looks like a monster, it is an intelligent creature, 
  and beneath the surface it is a pitiable thing with a soul. 
  Although it has killed before, the Beast possesses a 
  childlike innocence, and in each case the killings were 
  brought on by the victims themselves, who taunted or 
  attacked the Beast, causing it to fly into a berserk rage. 
  Over the years, the Beast has learned to control its rage 
  somewhat, though the stress of battle inevitably causes it 
  to lose control and go berserk. After it kills, the Beast is 
  filled with sorrow and tries to understand why people hate 
  it. The Beast realizes it’s not human, and seeks to 
  better understand humans, even memorizing 
  the verses in an old book of Taldan poetry 
  it came across in an attempt to find some 
  meaning. Although it no longer makes the 
  mistake of trying to join human society, 
  the Beast desperately wants to be accepted, 
  and has returned children lost in the forest 
  unharmed to their homes in the hope of 
  gaining some measure of tolerance.
  Even the Beast’s creator—the deposed count 
  Alpon Caromarc—now views his creation as a 
  mistake; the Beast could never be the son he 
  and his dead wife had sought. The Beast 
  is aware that it has disappointed its 
  creator, but does not know why. It 
  has forgiven the count, although at 
  times it forgets what it has forgiven. 
  When the PCs first meet the creature—
  chained and beaten by the cruel guards—
  it truly is a beast. It is dirty and miserable, covered in flies, 
  and more likely to roar and strain at its bonds than to speak 
  at first. If the PCs can somehow calm the Beast down and 
  befriend it, they find communication with the creature 
  difficult at best. The Beast doesn’t fully comprehend its 
  predicament, and struggles to understand why the humans 
  have imprisoned and tortured it. If questioned about its 
  alleged crimes, the Beast only repeats, “I didn’t do it,” over 
  and over again. The only incident it has any knowledge 
  of are the events which transpired in Hergstag, the only 
  location where it was actually present. More details of the 
  Beast’s memories of that place are detailed in The Children 
  of Hergstag on page 22. Under no circumstances does the 
  Beast reveal the name of its creator until after the trial. If 
  pressed, it remains silent on the issue.
  Play the Beast as a child in a monster’s body—it can be 
  amazingly gentle, insatiably curious, and a true friend, 
  but it can also be incredibly dangerous, uncontrollably 
  wild, and impossible. If treated with any degree of 
  kindness, the Beast soon develops a childlike, innocent 
  16
  Barrister Gustav Kaple
  
  love for its “friends,” but if treated cruelly, it becomes a 
  raging beast worthy of its name. Do your best to portray 
  the Beast in a way that leads the PCs to feel sympathy 
  for the creature, eventually understanding that while it 
  looks like a monster, it most certainly is not.
  The Beast of Lepidstadt 
  CR 13
  XP 25,600
  hp 118 (see page 62)
  PArt two: the BeASt on triAL
  Once they have met both the Beast and its 
  barrister, Gustav Kaple, how the PCs go about 
  investigating the Beast’s alleged crimes 
  is up to them. There are a total of four 
  locations to explore: the swamp hamlet 
  of Morast, the abandoned village of 
  Hergstag, the burned-down asylum 
  of Sanctuary on Karb Isle, and the 
  break-in at Lepidstadt University 
  where the Beast was finally 
  apprehended. In addition, clues 
  at these locations may also lead 
  PCs to a fifth location—the lair 
  of the true culprits at Vorkstag 
  and Grine’s Chymic Works in 
  Lepidstadt. While the incident 
  at Morast will be discussed first 
  at the trial on the following day, the 
  PCs may explore the crime scenes in 
  whichever order they wish. The following 
  sections detail the locations the PCs can 
  investigate and the clues they can find there.
  Use the trial as a means to move events along, but do 
  not become a slave to keeping exact times for everything. 
  The emphasis should be put on the PCs acting quickly, 
  requiring them to stretch their abilities and reducing 
  their chance to fully rest. Adventuring at night and 
  fatigue from lack of sleep can heighten the atmosphere 
  of horror. Familiarize yourself with the rules on light 
  (Pathfinder RPG Core Rulebook 172–173) and fatigue and 
  exhaustion (Core Rulebook 567). You might also consider 
  using a variant rule where characters who do not get a 
  full night’s sleep may suffer the effects of fatigue. If a 
  PC does not get at least 6 hours of sleep, she must make a 
  DC 15 Fortitude save or be fatigued and take a –1 penalty 
  on all other checks and saving throws against sleep 
  effects. A second night without sleep requires another 
  DC 15 Fortitude save. A failed save results in the character 
  becoming exhausted and the penalties increasing to –2. A 
  third failed save on the next night increases the penalties 
  to –3.
  the theFt At LePidStAdt univerSity
  If the PCs have not yet delivered Professor Lorrimor’s 
  bequest to Dr. Montagnie Crowl at Lepidstadt University’s 
  Antiquities Department, they can do so while investigating 
  the location where the Beast was captured. Details of the 
  meeting with Dr. Crowl can be found on pages 11–12.
  Crowl is quite willing to allow the PCs to investigate 
  the scene of the crime, although he warns them that a 
  good deal of cleaning up has already taken place. The trail 
  of the thief is easy to follow—the thief broke in through 
  the back door, then passed through the auditorium on 
  his way to the workshop where the Seasage Effigy was 
  kept. The back door to the Antiquities Department 
  was originally locked with a superior lock, 
  but it is clear that the door was recently 
  damaged. The 1-inch-thick iron door 
  (hardness 10, hp 30, Break DC 26) is 
  currently locked with a makeshift 
  padlock (treat as a simple lock, 
  Disable Device DC 20) and only 
  crude repairs have been made. 
  The simple wooden door 
  leading from the back door 
  foyer into the auditorium has 
  been broken off its hinges, as has 
  the far door leading to the workshop. 
  Paneled in oak, the auditorium contains 
  a sunken, 5-foot-deep central area lined 
  with books, tribal fetishes, and curiosities. 
  A small stage and lectern stand in the 
  center of this area, which is edged with a 
  low oak rail, worn smooth from the touch 
  of years of students gazing into the Master’s 
  lecture room below. 
  The high–ceilinged workshop/library is lined with mostly 
  empty shelves, and a trio of great leaded windows looks 
  out over the university lawn. A staggering array of books, 
  scrolls, maps, and curios, including shrunken heads, tribal 
  masks, and bits of pottery, lie scattered all over the floor, 
  apparently pulled from the shelves. The room is otherwise 
  crowded with overturned tables, desks, and cabinets.
  Clues: A DC 5 Perception check shows that the back 
  door was clearly forced open from the outside, while a DC 
  15 Perception check discovers the remains of fine silver 
  wire and a tiny bell attached to the door, which can be 
  identified as the material components of an alarm spell 
  with a DC 20 Knowledge (arcana) check. While several 
  people have walked through the area since the break-in, 
  a DC 20 Survival check reveals the tracks of a large, heavy 
  creature in iron-nailed boots.
  A DC 10 Perception check notices the smell of beeswax 
  lingering in the air in the auditorium. A DC 20 Perception 
  Trial of the Beast
  17
  The Beast of Lepidstadt
  
  LePidStAdt environS
  Schloss	
  Caromarc
  6 miLeS
  Boneyard
  Morast
  Lepidstadt
  Sanctuary
  Hergstag
  L
  ess
  er	M
  o
  utr
  a
  y
  	
  R
  iver
  or Survival check notices a few deep scratches on the 
  wooden rail. An additional DC 20 Perception or Survival 
  check made while searching the tiled floor of the sunken 
  central area immediately under the scratched rail above 
  determines that something heavy landed or fell here.
  Despite the mess in the workshop, a DC 15 Perception 
  check notices that one area in the room appears to be 
  untouched, in stark contrast to the damage seen elsewhere 
  in the department. Indeed, the pedestal that once held the 
  Seasage Effigy is crowded with small fetishes and delicate 
  mother-of-pearl fish carvings that are undamaged. The 
  workshop’s windows have clearly not been opened for 
  many years, as evidenced by the build-up of grime around 
  them. However, a DC 15 Perception check reveals that the 
  center window, though now shut, has no such grime.
  Deductions: When the back door was forced open, an 
  alarm spell alerted the guards in a nearby guardroom, who 
  arrived 6 rounds later to overpower the Beast. These guards, 
  if interviewed, remember finding the Beast rampaging 
  through the workshop, but they did not see any accomplices. 
  The tracks in the foyer match the boots worn by the Beast.
  Questioning the department staff reveals that the smell 
  in the auditorium is from the polish used by the cleaners 
  on all the wood in the university. The scratches on the rail 
  and impressions in the floor could easily have been made 
  by the Beast’s iron-shod boots.
  The workshop’s center window, though stiff, opens easily, 
  but opening the other windows requires a DC 25 Strength 
  check. If questioned about the windows, the staff states that 
  the window was shut when they arrived after the crime.
  Though all of the clues found in the Antiquities 
  Department point to the Beast of Lepidstadt as the culprit, 
  there are still some unanswered questions. What was the 
  Beast’s motive for stealing the Seasage Effigy? Why did it 
  rampage through the workshop but remove the statuette 
  with such care? And what did it do with the stolen statue 
  before it was captured? 
  In fact, the Beast was not here of its own accord. After 
  invading Schloss Caromarc, the Whispering Way used the 
  Bondslave Thrall to control the Beast and directed the golem 
  to break into the university. Having previously scried the 
  area, they made immediately for the Seasage Effigy, which 
  the Beast then passed through a window to a waiting 
  homunculus, who carried the statuette to the cultists. Their 
  work done, the Whispering Way fled with the effigy and 
  abandoned the creature to its fate. Freed of the Bondslave 
  Thrall’s control, the Beast became enraged and began 
  mindlessly demolishing the antiquities department until 
  18
  
  the university’s guards managed to overpower the Beast 
  with the help of the city watch, who threw the Beast into jail. 
  Unfortunately, the Beast has no memories of its time while 
  under the control of the Bondslave Thrall. If interrogated, it 
  only says that it was in the Dippelmere Swamp, and the next 
  thing it knew, it was being led from Lepidstadt University in 
  chains, with no memories of the intervening time.
  If questioned about the stolen statue, Dr. Crowl happily 
  discusses the Seasage Effigy. He is unsure of where the 
  statuette originally came from, but he knows it’s been part 
  of the department’s collection for many years. Physically, 
  the effigy is a murky green statuette depicting a grotesque 
  creature writhing with tentacles. Dr. Crowl admits that he 
  found the effigy fascinating, as it appeared to be an anomaly, 
  an idol of some sort that did not seem to correlate to the 
  worship of any known divine being. He privately suspects 
  that the statuette depicts something only whispered of in 
  the ancient legends of Golarion—some sort of creature 
  from the mysterious Dark Tapestry. Regardless of such 
  idle speculation, however, Dr. Crowl believes the Seasage 
  Effigy’s distinct appearance will make it easy to recover, 
  and he expects the statuette to be found soon.
  the SwAmPerS oF morASt 
  The first crime the Beast is charged with is the killing of 10 
  people in Morast, a small hamlet in the Dippelmere Swamp 
  about 8 miles east of Lepidstadt. A narrow trail leads from 
  Lepidstadt to the village. Morast is a miserable collection 
  of 20 or so wattle-and-daub hovels built on stilts above 
  the swamp and connected by soggy wooden boardwalks. 
  The villagers make their livings fishing and occasionally 
  bringing in a blood caiman (a variety of crocodilian with a 
  red-scaled head that is native to the north) to eat or sell.
  Morast
  N hamlet
  Corruption –1; Crime –2; Economy  –2; Law –3; Lore –2; 
  Society +2
  Qualities insular
  Danger –5; Disadvantages impoverished
  DEMogRaPhiCS
  government council
  Population 62 (60 humans, 2 other)
  Notable NPCs
  old Mother Corl (LN old female human witch 2)
  Village Elder Lazne (N male middle-aged human commoner 4)
  MaRkETPLaCE
  Base Value 100 gp; Purchase Limit 500 gp; Spellcasting 2nd  
  Minor items potion of protection from evil, ring of swimming
  The swampers of Morast are a curious group. Local rumor 
  claims that somewhere in their somewhat inbred ancestry, 
  they mingled with strange swamp creatures, tainting their 
  blood and marking them with queer countenances. No one 
  knows how or why, but the people of Morast have legendary 
  constitutions—sickness is rare among the swampers, and 
  the villagers live long, healthy lives. While admired for this 
  fact, they are also shunned for their strange appearance. 
  However, the swampers’ very hardiness and isolation made 
  them interesting targets for Vorkstag and Grine.
  The body snatchers first exhumed a corpse from Morast’s 
  boneyard a year ago, and were amazed by its condition. Even 
  after spending a week underground, the corpse showed 
  few signs of decay. Their client was most pleased, and soon 
  came back requesting more cadavers. Vorkstag and Grine 
  stole a total of six bodies from Morast’s boneyard before 
  they ran out of fresh corpses. Vorkstag killed a poacher and 
  stole her face, using the woman’s appearance to move in and 
  out of the swamp. Operating from the boneyard, Vorkstag 
  then used the Shambling Man skin to terrorize the village, 
  pretending to be the Beast of Lepidstadt. Vorkstag snatched 
  10 more victims before finally being driven away by a mob 
  the truth
  Of all the crimes attributed to the Beast of the Lepidstadt, 
  the creature itself played a role only in Hergstag, though 
  it did not commit the crime it is charged with. The other 
  two incidents were the handiwork of Vorkstag and Grine, 
  two alchemists in Lepidstadt, who used the Beast as a 
  convenient scapegoat for their own crimes.
  Using their innocent chymic works in the city as a cover, 
  Vorkstag and Grine ply a darker trade—trafficking in stolen 
  bodies and body parts, which they supplied to eminent 
  physicians across the region for over a decade. At first, the 
  pair contented themselves with using their unique talents 
  for simple body snatching. Greed soon took over, however, 
  and as the demand for fresher parts increased, the supply 
  of corpses dwindled. It wasn’t long before the alchemists 
  turned to murder to obtain fresh subjects—but in such a way 
  that the Beast of Lepidstadt was blamed for the killings.
  In fact, Vorkstag and Grine are much more than simple 
  alchemists. Vorkstag is a skin stealer, a creature able to wear 
  the skins of bodies he has slain, while Grine is a murderous 
  dark creeper who disguises himself as a gnome. Whenever 
  they commit a murder, Vorkstag dons a particularly 
  gruesome skin—that of a hulking freak called the Shambling 
  Man, whose vile appearance makes an excellent Beast of 
  Lepidstadt, causing terror in all who see it. By means of 
  such deception, the true culprits have escaped suspicion at 
  the expense of an innocent scapegoat.
  Trial of the Beast
  19
  
  of villagers. They chased the “Beast” into the swamp, where 
  they saw it attacked by a blood caiman and assumed it was 
  killed. The vigilance of the swampers, plus the blood caiman 
  attack, were enough to convince Vorkstag not to return to 
  Morast, and he never returned to collect the belongings he 
  left in the Boneyard.
  The Witness: The villagers only realized that the “Beast” 
  had escaped when the village elder, Lazne, was called as a 
  star witness by the prosecution for the Beast’s trial, since he 
  led the mob that drove the Beast away. Lazne is a grizzled, 
  middle-aged man with dirty gray hair and skin the color of 
  swamp mud. He chews on a foul-smelling swamp weed and 
  punctuates most of his sentences by spitting weed-juice 
  onto the ground. Lazne doesn’t much like “cityfolk and 
  furriners” (by which he means anyone not from Morast, or, 
  to a lesser extent, from Lepidstadt) and his starting attitude 
  is unfriendly. If the PCs wish to talk to Lazne about the 
  Beast’s alleged crime, they must change his attitude to 
  friendly or better with a DC 25 Diplomacy check. If they are 
  successful, the village elder relates his story. 
  Lazne claims that at first the Beast only took lone 
  villagers who were outside at night, but soon became 
  bolder and began to attack houses. These attacks only 
  ended when Lazne organized the villagers and set a trap 
  for the Beast. He recalls that night well. The villagers 
  were lying in wait for the Beast, who attacked just after 
  nightfall. Armed with torches, the locals attacked and 
  wounded the creature—a huge, hulking brute about 7 feet 
  tall. The Beast took to the water, but the swampers gave 
  chase in their boats, pursuing it to the village boneyard, 
  where it was attacked by a blood caiman. Lazne grins as 
  he recalls how the Beast yelled oaths and curses that even 
  the worst whore in Lepidstadt would blush to say as the 
  gator attacked it, and describes the deep bite wound the 
  gator made on the Beast’s shoulder as it dragged the Beast 
  under the water. Although the Beast’s blood tainted the 
  villagers’ burial ground, forcing them to abandon it and 
  build another, the swampers thought it a small price to 
  pay for the thing’s death. Hearing that the Beast actually 
  survived was all that Lazne needed to tell his story to the 
  authorities, and he’s looking forward to seeing it burn.
  If asked about the villagers’ supposed health and 
  longevity, Lazne remains close-lipped. If made helpful, 
  Lazne will only say that the swampers just have “strong 
  blood.” In fact, there is no real secret. The water drawn from 
  the village well is infused with minerals, and this, coupled 
  with their healthy diet of fish and relative isolation, has 
  made the villagers less susceptible to sickness and disease, 
  which results in overall longer lifespans. 
  Lazne knows nothing about the strangely “incorruptible” 
  bodies of Morast’s dead that first attracted Vorkstag and 
  Grine to the hamlet in the first place. In fact, it has nothing 
  to do with the villagers’ health. The preserved corpses are 
  a natural byproduct of the boggy burial ground where they 
  were interred—the combination of highly acidic water, low 
  oxygen, and low temperatures staves off decay, creating 
  mummy-like “bog bodies.”
  The abandoned boneyard where the Beast was attacked 
  can only be reached by boat. The swampers use small 
  coracles to navigate the swamp, and will rent the tiny boats 
  to the PCs for 5 gp per boat per day. If Lazne was made at 
  least friendly, the swampers will agree to pilot the boats for 
  the PCs. If Lazne was made helpful, he agrees to take the PCs 
  to the boneyard himself. Each coracle can hold a maximum 
  of two Medium-sized creatures, including the boatman.
  B. ABAndoned BoneyArd (cr 5)
  A tiny, miserable island rises from the swamp, a tangle of trees 
  covering its dour, reed-choked surface. Hundreds of fetishes 
  hang from the trees—simple, roughly humanoid figures made 
  of sticks and bound with twine. Larger fetishes are planted in 
  the ground on various parts of the island, leaning drunkenly 
  in the soft mud. A large nest built of sodden swamp wood sits 
  high in the boughs of a trio of tangled trees on the northwest 
  side of the isle.
  The old village boneyard lies about a mile north of 
  Morast on a low, wooded isle (see map on page 23). Some 
  40 graves, each marked with a simple wooden fetish man, 
  lie on the island.
  Creature: A manticore is the most recent visitor to 
  the burial ground since the villagers abandoned it. This 
  heavily pregnant female is building a nest in which to 
  raise her young, which sits about 20 feet up in the trees 
  (area B1). The manticore hunts the marshland nearby, but 
  stays away from the village side of the swamp for fear of 
  attack. There is a 50% chance that the manticore is in her 
  nest when the PCs first come to the boneyard. Otherwise, 
  she is out hunting, but she returns to her nest 1d6 minutes 
  after the PCs arrive. The manticore views anyone on the 
  island as a threat to her nest, and immediately attacks.
  Manticore 
  CR 5
  XP 1,600
  hp 57 (Pathfinder RPG Bestiary 199)
  TaCTiCS
  During Combat The manticore begins combat by launching 
  spikes at approaching foes, then makes Flyby Attacks. She 
  avoids landing to prevent opponents from surrounding her.
  Morale The manticore flees if reduced to fewer than 20 hit 
  points, loosing a final volley of spikes at her enemies to 
  discourage pursuit.
  Treasure: The manticore’s nest is obviously a recent 
  construction, and contains the corpse of a dwarf traveler 
  20
  
  who unfortunately was boating through the swamp a few 
  weeks ago. The corpse wears a colorful patchwork coat with 
  numerous pockets holding an oil of keen edge, a package of 
  bodybalm (Adventurer’s Armory 9), a silver hip flask still 
  containing brandy worth 30 gp, and a crimson felt purse 
  containing 31 pp and 22 gp. A masterwork shortsword and 
  a wand of ghost sound (22 charges) lie on the ground nearby.
  Clues: A DC 25 Perception check identifies six graves 
  in the boneyard that appear to have been tampered with, 
  sagging into the ground as though they had collapsed 
  from below, and leaving wide depressions in the muddy 
  earth. These six graves are empty, but the other graves  
  are undisturbed.
  PCs who make a DC 15 Perception check while searching 
  the southern end of the boneyard come upon the remains 
  of Vorkstag’s old camp (area B2). Around a small firepit 
  are a waterskin (still half full of wine), the aged remnants 
  of some trail rations, and a curious glass vial. The bottom 
  of the vial contains the dried remains of a green substance 
  that smells vaguely of carrots. A DC 20 Craft (alchemy) or 
  Knowledge (arcana) check identifies the substance not as 
  a potion, but as an alchemist’s darkvision extract. 
  A DC 20 Perception check finds Vorkstag’s coracle 
  hidden in the trees and brush along the southwest shore 
  of the island (area B3). Dried blood can be noticed in the 
  bottom of the boat with a DC 20 Perception check. The 
  coracle contains an oar, a moldy leather travel bag with 
  a damp artisan’s outfit (a shirt, breeches, shoes, and a 
  cloth apron) inside, and a vile object—what appears to 
  be a detached human face (Vorkstag wore this face as a 
  disguise whenever he entered the swamp).
  In addition, a length of rope stretches from the boat 
  into the waters below. The rope is attached to a heavy 
  sack, requiring a DC 10 Strength check to haul up. The 
  sack is very large (big enough to hold a Medium-sized 
  humanoid in fact) and has dried blood soaked into its 
  fabric, noticed with a DC 15 Perception check. The sack 
  holds some rope, a gag, a rusted lantern, a trio of heavy 
  knives, and a rusted shovel. 
  A DC 30 Perception check finds a leather-bound case 
  filled with fine tools, made of silver with amethyst 
  handles, lost in the undergrowth nearby. The set is worth 
  300 gp. A DC 20 Heal check deduces that this is a surgical 
  tool set used by physicians and chirurgeons. A DC 25 
  Perception check is required to notice a small symbol 
  on the handle depicting a raven. These tools were also 
  Vorkstag’s, though he is unaware that he lost them here, 
  and so never returned to reclaim them.
  Deductions: PCs examining the clues found above can 
  make the following deductions. First, someone stole six 
  bodies from the boneyard (1,200 XP). A DC 15 knowledge 
  (nature) check realizes that the blood caiman attack should 
  have left scars, but the Beast has none (1,200 XP). A DC 17 
  knowledge (arcana) check recognizes that as a flesh golem, 
  the Beast has darkvision, so it would not need an extract 
  of darkvision (1,200 XP). The face in the coracle, little more 
  than a ragged mask, is tricky to identify, but if anyone from 
  Morast sees it, they can identify it as the face of Nan Klebem, 
  a poacher who used to visit Morast about once a month, but 
  who has not been seen in the village for about a year, since 
  the time of the Beast’s attacks in fact (1,200 XP).
  The surgeon’s tools provide no evidence of the Beast’s 
  innocence, but they do point to the real culprit. The tools 
  are somewhat unusual, but not uncommon in Lepidstadt. 
  If the PCs decide to follow up on this lead, they must 
  return to Lepidstadt. Tracking down the owner of the 
  tools requires multiple skill checks, each leading to 
  another clue that must be unraveled (see below). These 
  checks can be made by the PCs, or even by loyal henchmen 
  or other NPCs. All of the clues can be followed by using 
  the Diplomacy skill to gather information, but remember 
  that each such check takes 1d4 hours. Alternatively, the 
  PCs can follow the clues with other skill checks, which 
  take less time, but might be more difficult. In addition, 
  these clues rely on working businesses, which are only 
  open from 6 a.m. to 6 p.m. each day. 
  Where the tools are made: The skills required to make 
  surgeon’s tools are rare, but because of the presence of 
  Lepidstadt University, some 20 such artisans work locally. 
  A DC 15 Diplomacy check to gather information or a DC 15 
  Knowledge (local) check reveals that all of these craftsmen 
  operate within an area called the Surgeons’ Flats.
  Who made this set of tools: A DC 20 Diplomacy check to 
  gather information or a DC 20 Appraise check identifies 
  cLueS And deductionS
  As the PCs investigate the crimes attributed to the Beast 
  and explore the crime scenes, they have the opportunity 
  to unearth clues that support the Beast’s innocence and 
  may also point to the true culprits of the crimes. In order 
  to realize the value of these clues, the PCs must deduce 
  their importance to their investigations. Many of these 
  deductions earn the PCs experience points for successfully 
  recognizing their value. The exact XP total is listed in 
  parentheses after each deduction. (Note that the PCs earn 
  no XP for deductions made at Lepidstadt University, as 
  these clues only confirm the Beast’s presence at the crime 
  scene, and do nothing to prove its innocence.) The PCs will 
  also have the opportunity to earn additional experience 
  points by presenting their evidence at the trial. 
  Trial of the Beast
  21
  
  the raven symbol on the tools as a maker’s mark used by 
  Zbraslav Hora and Sons, who have a workshop on the tiny 
  Anatomists’ Alley.
  Who bought the tools: Zbraslav Hora is a bookish, 
  taciturn man who wears thick spectacles. He frequently 
  deals with various tinkers and itinerant peddlers who sell 
  his wares, and keeps a ledger of all of his sales. Zbraslav 
  noted down the purchaser as Vladka Kostel, a red-haired 
  Varisian woman who wears a green silk scarf depicting 
  a swan. Zbraslav knows she works for an auction house, 
  but he doesn’t remember which one. A DC 25 Diplomacy 
  check to gather information or a DC 20 Knowledge 
  (local) check locates Vladka and her employer, Ledov’s 
  Chirurgery Merchants.
  Who the auction house sold the tools to: Vladka Kostel 
  remembers the buyer of the tools as wearing an unusual 
  high hat and green-tinted reading glasses. The Auction 
  Master, Ollo Klud, is a stuffy, pretentious man with a 
  bald head and tufts of hair above his ears. He is not about 
  to release information on his clients to just anyone who 
  comes in off the streets. A DC 25 Diplomacy check to gather 
  information using Vladka’s description, or a DC 20 Bluff 
  check to trick Master Klud into revealing the identity of the 
  buyer, leads to a chirurgery supply shop in the Surgeons’ 
  Flats, operated by a shopkeeper called Radniche.
  Who purchased the tools from the shop: Radniche’s 
  cramped shop is piled with skeletons, pickled things in jars, 
  and alchemical components. He prides himself on keeping 
  his customers’ identities confidential and volunteers no 
  information on who bought the tools. A bribe (or purchase 
  from the shop) of at least 20 gp convinces Radniche to recall 
  the buyer—a striking fellow, very dapper in black from head 
  to toe, who said he owned a chymic works somewhere nearby. 
  A DC 25 Diplomacy check to gather information using 
  Radniche’s description, or a DC 20 Intimidate check against 
  Radniche, reveals the name of the man who purchased the 
  surgeon’s tools—Master Vorkstag, of Vorkstag and Grine’s 
  Chymic Works (see page 28). Award the PCs 1,200 XP for 
  tracing the tools to Vorkstag.
  XP Award: The PCs can earn a maximum of 6,000 XP 
  for deducing the importance of the clues found in the 
  village of Morast.
  the chiLdren oF hergStAg
  The Beast’s second alleged crime is the murder of 
  six children in Hergstag, formerly a small, religious 
  farming community in the Dippelmere Swamp. A DC 15 
  Knowledge (local) check reveals that the village has been 
  abandoned since the attacks 7 months ago. Until that 
  time, the villagers of Hergstag lived quiet lives and made 
  passable livings farming and hunting. Unknown to most 
  of the townsfolk, the Beast of Lepidstadt was living by a 
  small lake near Hergstag at the time and had befriended 
  one of the local children, a girl named Ellsa. The young 
  child saw nothing wrong with the Beast’s terrifying 
  appearance and the two became friends. The Beast found 
  Ellsa to be a gentle, kind friend but begged her to keep his 
  presence secret for fear of what her family might do. 
  And then Brother Swarm came to town. In life, Brother 
  Swarm had been a child-killer who was caught by vigilantes 
  and horribly executed—covered in honey and stung to 
  death by hornets. Returning as a wraith, Brother Swarm 
  wandered the Dippelmere Swamp until he found Hergstag, 
  taking up residence in small hilltop cave outside of town. A 
  young boy named Maarten had the misfortune to fall into 
  the cave while he was playing on the hill, and was quickly 
  slain by Brother Swarm. Maarten soon rose as a wraith 
  spawn, and Brother Swarm sent him out in search of more 
  of the village’s children to lure to the hill to make into his 
  spawn. To the villagers, it seemed that the children simply 
  vanished, then returned as ghosts haunting the village.
  When Ellsa was lured to the hill by one of her “ghostly” 
  friends, the Beast tracked her to Brother Swarm’s lair, but 
  it was unable to touch the killer’s incorporeal form, and 
  Ellsa was slain. The Beast rescued Ellsa’s pale body, and 
  tried to return it to her father, but the villagers attacked 
  the Beast and drove it from the village. Mad with grief, 
  the Beast fled back to its lair in the Dippelmere Swamp 
  and vowed never to have anything to do with people again. 
  Haunted by the ghosts of their lost children, the locals 
  abandoned the village shortly thereafter.
  The Witnesses: A DC 10 Diplomacy check to gather 
  information or a DC 20 Knowledge (local) check reveals that 
  of the former inhabitants of Hergstag, only three remain 
  in the area. Three sisters named Garrow, Starle, and Flicht 
  (N female human commoners 2) now own a small windmill 
  on the outskirts of Lepidstadt and are witnesses for the 
  prosecution. All in their late forties, the three lived their 
  entire lives in Hergstag. Each remembers the deaths. The 
  village’s children vanished one by one, only to return as 
  ghosts. Then one day the culprit was found—the Beast of 
  Lepidstadt. It boldly walked into the village with one of the 
  dead children, a girl named Ellsa. The witnesses all recall 
  seeing the Beast laughing as it carried the child’s broken 
  body. As soon as the locals saw the Beast, they set upon it 
  with pitchforks, but try as they might they couldn’t catch it, 
  and the Beast escaped into the swamp. The poor innocents 
  it killed continued to haunt the village, and before long 
  became too much for the locals, who soon abandoned the 
  cursed village.
  While not bluffing, the three witnesses are giving a 
  condensed version of events. Anyone speaking to them 
  can make a DC 20 Sense Motive check to notice they are 
  concealing something. A DC 15 Diplomacy or Intimidate 
  check convinces them to reveal that of the six children 
  who died, one—a girl named Karin—died in her own 
  22
  
  hergStAg
  C5
  SAnctuAry
  ABAndoned 
  BoneyArd
  C2
  C1
  C3
  C4
  Rachel
  Maarten
  Karin
  Gaard
  Allen
  Ellsa
  1 SquAre = 50 Feet
  1 SquAre = 5 Feet
  1 SquAre = 5 Feet
  D1
  D2
  D3
  B1
  B3
  B2
  Trial of the Beast
  23
  
  bed 2 days after the Beast was driven from Hergstag. Her 
  father heard her screaming but by the time he reached her 
  she was dead, without a mark on her and with no signs of 
  entry. The three villagers can also give directions to the 
  house in Hergstag where Karin died (area B2).
  Of the three crimes the Beast is charged with, the 
  Beast was only present in Hergstag during the time of the 
  killings. If questioned about the case, the Beast remembers 
  Hergstag. It quietly mutters Ellsa’s name and becomes 
  visibly upset. Its face tightens, the stitching pulling back 
  its jaw into a grimace, making it look almost like the Beast 
  is laughing. In fact, the Beast is crying, though its eyes are 
  incapable of producing true tears.
  Although very simple, the Beast can tell the PCs the 
  basics of what it remembers—that it lived in the hermit’s 
  tangle by the lake (area B4) and it befriended a local girl, 
  Ellsa. The Beast claims the children were killed by a “ghost 
  who stole their souls and walks at night.” The Beast goes 
  on to describe the day it found Ellsa’s dead body and how 
  it took her back to the villagers to try to explain about the 
  ghost, but was driven away.
  c. hergStAg (cr 4 or 5)
  Now abandoned and overgrown, the village of Hergstag 
  lies some 10 miles northwest of Lepidstadt (see the map 
  on page 23). The farmland has fallen to ruin, and now 
  even the well-trodden pathways around the area require 
  a DC 15 Survival check to follow. The crops have gone to 
  seed and high corn grows everywhere, affecting visibility 
  and providing concealment as light undergrowth (Core 
  Rulebook 426). The village’s farmhouses have all been 
  abandoned, and while some furniture such as tables and 
  washboards remain, the homes have been given over to 
  termites and cockroaches unless otherwise indicated. In 
  the northern portion of the village, the land turns to deep 
  bog (Core Rulebook 427). The paths here are even harder to 
  follow (DC 20 Survival check), and if PCs stray from them 
  for any distance, they quickly encounter quicksand (Core 
  Rulebook 427). 
  Traps: Before they abandoned the village, the locals 
  left behind a number of bear traps, hoping to catch the 
  Beast should it return. There are a dozen such traps in the 
  region, hidden by grass and overgrowth. When the PCs 
  first approach the village, they automatically encounter 
  one of these traps. As they continue to explore the village, 
  the PCs have a 20% chance of encountering another trap 
  whenever they move between buildings.
  Bear Traps (12) 
  CR 1
  XP 400 each
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the 
  creature’s ankle and halve the creature’s base speed (or hold 
  the creature immobile if the trap is attached to a solid object); 
  the creature can escape with a DC 20 Disable Device check, 
  DC 22 Escape Artist check, or a DC 26 Strength check
  Brother SwArm And hiS chiLdren
  The grotesque wraith Brother Swarm and his six wraith 
  spawn “children”—Allen, Ellsa, Gaard, Karin, Maarten, 
  and Rachel—wander the village by night, though each of 
  the children is anchored to a point that was dear to him or 
  her in life. Allen haunts the eastern portion of the village, 
  Ellsa wanders near her family’s house to the southeast, 
  while Gaard lurks near the village’s northeastern fringe. 
  Karin stays near her house (area C2) to the west, Maarten 
  haunts the northwest, and Rachel lurks in the chapel (area 
  C1) quietly humming hymns to herself. Only Brother 
  Swarm moves about freely, but he is generally encountered 
  near his lair, a moldering scarecrow atop a low hill to the 
  southwest (area C5).
  Creatures: The wraiths only appear at night; during the 
  day, they lurk within their old homes (or in Brother Swarm’s 
  case, his lair) to avoid the sunlight. At night, Brother Swarm 
  wanders near the hill containing his lair and immediately 
  attacks any intruders approaching the area. Otherwise, he 
  should appear at some climactic moment while the PCs are 
  exploring the village, perhaps after they have fought a few 
  of the wraith spawn or have just found their final clue. A 
  tempest of shadows given form, Brother Swarm looks like 
  a cloud of glowing red eyes (one for each child he killed in 
  life), with ghostly hornets buzzing among the dark shadows 
  of his spectral form. He arrives with the drone of a hornet 
  swarm and the sickly sweet stench of decay.
  Meanwhile, his wraith spawn “children” wander within a 
  150-foot-radius of their respective houses (see map on page 23). 
  The wraith spawn look like shadows twisted into children’s 
  bodies and wreathed in black fire. Have each wraith spawn 
  make a DC 16 Perception check every minute the PCs are 
  in its region. A successful check assumes the wraith spawn 
  comes within 60 feet of the PCs and notices them with its 
  lifesense ability. The wraith spawn know the locations of the 
  bogs and bear traps in their regions, and try to get the PCs 
  to wander into them by calling for help and appearing in 
  fleeting glances. The spawn attack any characters trapped in 
  bear traps or quicksand, as well as any PCs who enter one of 
  the wraith spawn’s homes (marked in blue on the map). 
  Brother Swarm 
  CR 5
  XP 1,600
  Wraith (Pathfinder RPG Bestiary 281)
  hp 47 
  TaCTiCS
  During Combat Brother Swarm uses the terrain to his 
  24
  
  advantage, vanishing into the cornfields or mires and then 
  returning to attack a lone target at the edges of combat.
  Morale If reduced to 25 hit points or fewer, Brother Swarm 
  flees back to the rotting scarecrow upon the hill. If cornered 
  there, he fights until destroyed.
  Broken Children (6) 
  CR 4
  XP 1,200 each
  Wraith spawn (Pathfinder RPG Bestiary 281)
  LE Small undead (incorporeal)
  init +5; Senses darkvision 60 ft., lifesense; Perception +8
  aura unnatural aura (30 ft.)
  DEFENSE
  aC 15, touch 15, flat-footed 14 (+3 deflection, +1 Dex, +1 size)
  hp 37 each (5d8+15)
  Fort +4, Ref +2, Will +4
  Defensive abilities channel resistance +2, incorporeal; 
  immune undead traits
  Weaknesses sunlight powerlessness, wraith spawn
  oFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +5 (1d4 negative energy plus 1d2 
  Con drain)
  TaCTiCS
  During Combat A wraith spawn concentrates attacks upon 
  individual PCs, such as those caught in traps or at the edges 
  of the group. If attacked, a wraith spawn flees and returns 
  again to attack the same foe when it is safe.
  Morale A wraith spawn flees if reduced to 10 hit points or fewer, 
  but if encountered in its home, it attacks until destroyed.
  STaTiSTiCS
  Str —, Dex 12, Con —, int 14, Wis 10, Cha 17
  Base atk +3; CMB +3; CMD 16
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +8, Fly +5, Intimidate +11, Knowledge 
  (planes) +5, Perception +8, Sense Motive +8, Stealth +13
  Languages Common, Varisian
  SPECiaL aBiLiTiES
  Constitution Drain (Su) The save DC for a wraith spawn’s 
  Constitution drain is 15. On each successful attack, the 
  wraith spawn gains 2 temporary hit points.
  Wraith Spawn (Su) The broken children are spawn of the 
  wraith Brother Swarm and are under his control. As such, 
  they are smaller and weaker than normal wraiths. If Brother 
  Swarm is destroyed, they become full-sized, free-willed 
  wraiths with no penalties.
  Development: If Brother Swarm is destroyed, his spawn 
  become full wraiths and flee screaming into the marsh. 
  They play no further part in this adventure.
  Story Award: Once Brother Swarm is destroyed, award 
  the PCs XP as if they had slain all of the wraith spawn, 
  even if the PCs did not encounter all of the spawn.
  c1. the chAPeL
  A small, whitewashed timber building stands in the center of 
  the village, surrounded by gravestones.
  The village’s chapel was dedicated to Desna, but it 
  already shows the signs of its abandonment. Within, the 
  simple chapel is falling victim to rot, its pews are already 
  overgrown, and some of its windows are smashed. Mice 
  nest in the altar, the holy water in the font is turning green, 
  and the once-beautiful frescoes depicting Desna and the 
  heavens have begun to flake.
  Treasure: The villagers took the truly valuable religious 
  items from the chapel when they left, but the water in the 
  font is still holy water, enough to fill five flasks.
  Clues: The graves of the six murdered children in the 
  chapel’s graveyard can be easily identified with DC 5 
  Perception checks, as they are named and dated, but only 
  Ellsa’s and Karin’s bodies are buried here. The graves of 
  the other four children are empty, as their bodies were 
  never recovered.
  c2. kArin’S houSe
  This house appears to be in better condition than others in the 
  village. Its door is shut and barred.
  Trial of the Beast
  25
  Brother Swarm
  
  Karin’s father always meant to come back here, and he 
  secured his home just in case. The good wooden door has 
  been nailed shut (hardness 5, hp 15, Break DC 18). The 
  house is neat and tidy, consisting of a kitchen and dining 
  room downstairs and two bedrooms upstairs.
  Clues: Karin’s bedroom upstairs holds the true clues. The 
  room’s single window stands 15 feet up from the ground. 
  PCs examining the window can make a DC 10 Perception 
  check to see it is unmarked in any way and shuts from the 
  inside with a stout latch. Another DC 10 Perception check 
  outside reveals that the house’s slatted timber walls are 
  difficult to climb and also show no marks.
  c3. the FALLen mAn
  What at first appears to be a fallen scarecrow lies at the side of 
  the path, bones jutting from its tattered rags. 
  The scarecrow is actually the withered body of a man, 
  his leg still clamped in a bear trap. This petty thief should 
  never have come here, but he thought the abandoned houses 
  might have something valuable in them. Hearing children’s 
  voices, he followed them until he put his foot in the bear 
  trap he still stands in. The wraith spawn children enjoyed 
  playing with and tormenting the trapped man for days until 
  he stopped moving, but it took him many days to die.
  Treasure: The thief still carries all his belongings, 
  though his clothes are now little more than rags. He wears a 
  turquoise worth 100 gp on a leather thong around his neck, 
  and carries 12 gp, 22 sp, a small silver pocket knife worth 25 
  gp, and a set of masterwork thieves’ tools in his pockets.
  c4. the hermit’S tAngLe
  A tangle of willow trees grows by the shores of this small lake, 
  many of them scarred by fire.
  This odd dwelling, which once resembled a house, was 
  the Beast’s former lair. The villagers ransacked and burnt 
  the lair when they found it, as evidenced by the remains 
  of spent torches on the ground. A DC 20 Perception check 
  finds the burnt remnants of a Taldan poetry book lying 
  in the ruins.
  c5. the rotting ScArecrow
  A rotting scarecrow leans on a scythe at the top of this low hill. 
  Its pumpkin face is carved with a leer and a sheep’s jaw hangs 
  flaccidly below.
  Brother Swarm lairs in a small, 10-foot-diameter cave 
  beneath the scarecrow. The entrance is concealed, but can 
  be found with a DC 20 Perception check. 
  Clues: Inside the cave, the skeletal remains of four 
  children lie where they fell.
  Deductions: PCs who examine the clues found in 
  Hergstag can make the following deductions. If the Beast 
  killed the children, why did it bring Ellsa’s body back and 
  not the others? By questioning the Beast, the PCs can learn 
  that the Beast was crying, not laughing, when it brought 
  Ellsa’s body back (1,200 XP). Karin died 2 days after the 
  Beast was driven away, so the Beast could not have killed 
  her (1,200 XP). In addition, whatever killed Karin did not 
  climb the house’s walls (1,200 XP) or force entry into her 
  room (1,200 XP), so if it was the Beast, how did it get in?
  The PCs can also recover the bodies of the four missing 
  children from Brother Swarm’s lair (1,200 XP). Speak with 
  dead has no effect on the children’s bodies, unless the PCs 
  first destroy the wraith spawn the children have become. 
  Once this is done, however, the PCs can learn the truth 
  about events in Hergstag. Ellsa’s body in particular gives 
  very strong evidence, as she categorically states that the 
  Beast was her friend and would never hurt her or the other 
  children (1,200 XP).
  XP Award: The PCs can earn a maximum of 7,200 XP for 
  deducing the importance of the clues found in Hergstag.
  the kArB iSLe SAnctuAry
  The third crime the Beast is accused of is the arson attack 
  on the asylum of Sanctuary on Karb Isle, which resulted 
  in the fiery deaths of Sanctuary’s administrator, Doctor 
  Brada, and all of his patients, and the blinding of the 
  doctor’s assistant, Karl.
  Sanctuary started as a noble idea. Doctor Brada founded 
  the institution to cure those unfortunate individuals 
  afflicted with madness and physical deformity. His motives 
  were born of his own horror at the fate of his uncle, who 
  was burned by a mob because of his monstrous features. 
  Unfortunately, Brada’s treatments were a frustrating 
  failure. He began researching darker and less ethical 
  cures, which soon led him to experiments on body parts 
  provided by Vorkstag and Grine. Brada’s relationship with 
  Vorkstag and Grine was a mutually beneficial one—the 
  good doctor provided the body snatchers with physically 
  deformed victims from the asylum and with a list of 
  contacts throughout Ustalav to expand their business. In 
  exchange, Vorkstag and Grine supplied Brada with more 
  exotic parts and a cut of the profits. 
  A disagreement over money led to a falling out among 
  three, and the nervous Brada became concerned for his 
  life. In his terror, he threatened to unmask the pair unless 
  they agreed to increase his cut. It was his last mistake. 
  Vorkstag, using the Shambling Man skin, came to kill 
  Brada one night 4 months ago. During the fight, lanterns 
  were knocked over, spilling flaming oil, and eventually 
  Sanctuary burned to the ground, taking Brada and his 
  26
  
  patients with it. Only Vorkstag and Karl survived the 
  fire, but the heat of the flames permanently blinded the 
  doctor’s assistant. The bodies of Brada and most of his 
  patients were never recovered, and their graves, which lie 
  close to the hospital, are empty. 
  The Witness: A DC 10 Diplomacy check to gather 
  information or DC 20 Knowledge (local) check finds that 
  Karl (NG male human expert 3) now lives in a small cottage 
  by the river in Lepidstadt. Although blinded, Karl prides 
  himself on his independence. He rarely gets visitors, and 
  if the PCs call upon him, his initial attitude is friendly. He 
  makes a great show of hospitality, insisting they break bread 
  with him and help him drink a bottle of wine.
  If questioned about the events 4 months ago, Karl 
  describes the last image he saw before the fire took his 
  sight—a shambling beast escaping the burning hospital 
  while he tried to save his beloved master. He believes that 
  creature was none other than the Beast of Lepidstadt. Karl’s 
  description of the Beast is actually that of the Shambling 
  Man, but his description is vague enough to fit the Beast. 
  Karl knows that Brada’s body was not recovered from the 
  fire, and if made helpful, he also reveals that ghasts are 
  known to occupy the region of the Dippelmere Swamp 
  around Karb Isle. 
  d. SAnctuAry
  Sanctuary lies some 3 miles north of Lepidstadt along 
  the Lesser Moutray river. A narrow track follows the 
  western shore of the river, passing through depressingly 
  gray marshland before arriving at the lonely ruins of 
  Sanctuary on Karb Isle. 
  The sad remains of a broken building lie on a spur of land jutting 
  into the river. The burnt timbers of a large house sag into the 
  undergrowth of nettles and thistles. Nature is taking back this 
  charred ruin, as if trying to erase dark memories. Nearby, a 
  small cluster of gravestones jut from the weeds.
  Though called an island, Karb is actually an isthmus 
  and is connected to the mainland (see the map on page 
  23). There are a total of 12 graves along the cobbled track 
  to Lepidstadt. If exhumed, all of the coffins are empty. 
  The ruins of Sanctuary (area D1) are choked with fallen 
  debris and count as dense rubble (Core Rulebook 428). 
  The entrance to Sanctuary’s cellar was buried at the 
  time of the fire but the cellar’s current inhabitants have 
  subsequently reopened it. A DC 15 Perception check is 
  enough to notice the 3-foot-wide hole on the south side 
  of the ruins (area D2). The entrance opens into a 15-foot-
  deep stone-walled shaft (DC 15 Climb check to traverse) 
  which enters the cellar through its ceiling.
  Clues: A DC 25 Perception check made while searching 
  the ruins turns up a charred metal strongbox, warped by 
  the heat of the fire. The lock is fused, but the box can be 
  broken open with a DC 23 Strength check. Doctor Brada 
  stored his incriminating papers for blackmailing Vorkstag 
  and Grine inside the box, but unfortunately the heat of 
  the fire was enough to char most of the papers beyond 
  recognition. However, a DC 20 Linguistics check is enough 
  to decipher the words “Vorkstag and Grine’s Chymic 
  Works,” which appear multiple times in the documents.
  d3. the ceLLAr (cr 6)
  The hospital’s damp cellar, which contained Dr. Brada’s 
  private workshop, escaped the fire remarkably unscathed. 
  A pair of large water casks sits beneath the entrance shaft 
  to climb upon. The cellar itself is some 15 feet high, and 
  is a mess, as the remains of Brada’s workshop have been 
  flung about and otherwise thrown into disarray. A ghastly 
  trophy made of burnt heads dangling on chains from an 
  iron candelabrum hangs from the ceiling near the shaft.
  Creatures: A gang of four ghasts lives in squalor in 
  the cellar during the day, venturing forth to wander the 
  swamps by night. They attack intruders on sight.
  Trial of the Beast
  27
  Ghast
  
  ghasts (4) 
  CR 2
  XP 600 each
  Advanced ghouls (Pathfinder RPG Bestiary 146, 294)
  hp 17 each
  TaCTiCS
  During Combat The ghasts attack as a group, attempting to 
  outflank their opponents. They continue to bite paralyzed 
  victims until they are dead, making coup de grace attacks if 
  they can safely do so.
  Morale A ghast flees if reduced to 5 hit points or fewer. If two 
  of their number are slain, they flee as a group.
  Treasure: Buried among the debris in the cellar are 12 
  silver crossbow bolts in a quiver, a slightly melted gold belt 
  buckle worth 15 gp, and an iron bracelet with silver filigree 
  work depicting a moon eating an owl worth 75 gp.
  Clues: The ghasts have explored the ruins many times, 
  and came across several burnt bodies of the patients and 
  Brada himself. PCs who examine the charred heads and 
  make a DC 20 Perception check can see that while most 
  of the heads clearly display physical deformities, one 
  does not. Also among the ruins are numerous shards of 
  charred, broken glass, but a DC 15 Perception check finds 
  one unbroken vial that has rolled into a corner. The label 
  on the vial is very damp, but the words “Vorkstag and 
  Grine, Chymickal Bleach” are still clearly visible.
  Deductions: PCs examining the clues found at 
  Sanctuary can make the following deductions. Both the 
  papers in the strongbox and the vial in the cellar point to 
  Vorkstag and Grine (1,200 XP each for the papers and the 
  vial). The doctor’s assistant Karl knows nothing of Brada’s 
  agreement with Vorkstag and Grine. If asked about the two 
  alchemists, Karl can only state that they were occasional 
  visitors to Sanctuary (1,200 XP). If nothing else, the PCs 
  might wish to question them about the circumstances of 
  their business with Doctor Brada. Vorkstag and Grine’s 
  Chymic Works is detailed below. Should the PCs acquire 
  the Shambling Man skin from the chymic works (see area 
  E8) and describe it to Karl, he can identify it as the creature 
  that attacked Sanctuary.
  The single head without deformities is that of Doctor 
  Brada, and is a useful clue for the PCs. Though only his head 
  remains, the PCs can still cast speak with dead on it. Brada’s 
  answers are difficult to discern as his words are whispered 
  without air, but the PCs can still learn from him what really 
  happened at Sanctuary that night (1,200 XP).
  XP Award: The PCs can earn a maximum of 4,800 XP for 
  deducing the importance of the clues found at Sanctuary.
  vorkStAg And grine’S chymic workS
  The true culprits of the crimes attributed to the Beast 
  are Vorkstag and Grine, the two alchemists-cum-body- 
  snatchers, who operate out of a mundane chemical factory 
  in Lepidstadt, staffed by enslaved mongrelmen. Grine 
  discovered the mongrelmen living in the sewers near 
  the chymic works and decided they would make a perfect 
  captive workforce. Slaying the mongrelmen’s leader—a 
  giant, twisted specimen—the two alchemists intimidated 
  the survivors into working for them, and Vorkstag used the 
  mongrelman leader’s skin to create his Shambling Man 
  disguise. The mongrelmen work the factory and provide 
  security, and the fact that Vorkstag has the Shambling 
  Man skin to wear often comes in handy to remind the 
  mongrelmen who their master is. As a result, the cowed 
  mongrelmen rarely attempt to escape, and the chymic 
  works’ alchemical acid and bleach production has never 
  been better. Vorkstag and Grine are keenly aware of the 
  value of their goods, however, and have recently made 
  arrangements with a pair of intelligent chymickal zombies 
  and purchased a flesh golem hound to guard the premises.
  By day, both Vorkstag and Grine usually stay in the 
  works, either overseeing production, experimenting, or 
  otherwise occupied in their own rooms. At night, Vorkstag 
  often goes out on various missions, and has several skins he 
  uses to do so. PCs watching the works by night (if they have 
  time) may see several people come and go over a period of 
  days, and assume more people are within, but all of those 
  people are actually Vorkstag in different disguises. Grine 
  rarely leaves the building.
  PCs who wish to find out more about Vorkstag and 
  Grine may make Diplomacy checks to gather information 
  or Knowledge (local) checks to discover the following 
  information about the two alchemists.
  DC 10: Vorkstag and Grine are well-respected merchants. 
  Grine is a peculiar-looking fellow, though gnomes are that 
  way, you know.
  DC 15: No workers are ever seen going on shift at the 
  chymic works, but the smoke from the chimney never 
  stops. Odd that.
  DC 25: Master Vorkstag has a great many friends in high 
  places, and whenever any minor trouble comes his way, 
  someone is always ready to speak up on his behalf.
  Once the PCs locate Vorkstag and Grine’s Chymic Works, 
  read the following description.
  A tall, iron chimney belches yellow clouds into the sky from this 
  small brick factory. Large leaded windows arch in a dozen places 
  on its outer walls, but they are so begrimed as to be opaque. A 
  large gate opens onto an inner courtyard beneath a sign proudly 
  proclaiming “Vorkstag and Grine, Chymic Works.” The building 
  has two floors and a tower, topped by a lightning rod.
  Characters coming within 60 feet of the chymic works 
  can smell the acrid fumes coming from the chimney. 
  A DC 10 Craft (alchemy) check identifies the smoke as 
  a byproduct of acid and bleach production. The iron 
  28
  
  vorkStAg & grine’S
  chymic workS
  1 SquAre = 5 Feet
  E4
  E4
  E1
  E2
  E3
  E5
  E6
  E7
  E8
  E9
  E10
  E11
  E13
  E12
  a
  a
  b
  b
  b
  b
  a
  chimney is very difficult to climb (DC 30 Climb check) 
  and rises 40 feet from the roof above the vats (area E4). 
  The outer walls of the building are masonry, made of 
  local brick (DC 25 Climb check). All of the windows in the 
  building are so blackened they cannot be seen through, 
  and all doors are good wooden doors (hardness 5, hp 15, 
  Break DC 18 if locked). The floors are stone, except for the 
  upper levels, which have wooden floorboards supported 
  with iron beams.
  e1. courtyArd (cr 6)
  A twenty-foot-high stone wall, topped with broken glass, 
  surrounds a small courtyard before the workshop. A heavy oak 
  gate bars entry beneath a sign proudly proclaiming “Vorkstag 
  and Grine, Chymic Works.” A bell hangs by one side of the gate.
  The strong wooden gate is barred at all times (hardness 5, 
  hp 20, Break DC 25) unless a collection or delivery is expected. 
  All such collections and deliveries are carried out by agents 
  well known to the duo and always take place at specific times. 
  The wall is made of brick (DC 25 Climb check) and topped 
  with broken glass. Each PC climbing over must make a DC 
  18 Reflex save or take 1d6 points of damage.
  If anyone rings the bell, either Vorkstag or Grine appears 
  at the upper entrance to the loading bay and asks what the 
  visitors want. They do not like unwelcome visitors, and 
  have more than enough clients to keep them busy, so they 
  are uninterested in discussing business with strangers.
  An iron-wheeled cart sits in the courtyard, ready for 
  deliveries. A locked door (Disable Device DC 25) to the 
  north leads into the workshop, while double doors to the 
  east open into a storeroom (area E2). Above these, a large 
  set of doors opens onto the loading bay (area E5).
  Creature: A flesh golem hound guards the courtyard. By 
  day, it is fitted with a muzzle and chained to its kennel in the 
  southeast corner of the courtyard with a 20-foot-long chain 
  (hardness 10, hp 5, Break DC 26). At night, Grine removes 
  the chain and muzzle and lets the creature run loose. If the 
  golem is wearing its muzzle, it can only make slam attacks. 
  Grine or Vorkstag can remove the muzzle as a move action 
  that provokes an attack of opportunity. If attacked with 
  missile weapons or spells from a distance, the hound slinks 
  back into its kennel and hides until it can attack.
  Flesh golem hound 
  CR 6
  XP 2,400
  Variant flesh golem (Pathfinder RPG Bestiary 160)
  Trial of the Beast
  29
  
  N Medium construct 
  init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  aC 20, touch 10, flat-footed 20 (+10 natural)
  hp 64 (8d10+20)
  Fort +2, Ref +2, Will +2
  DR 5/adamantine; immune construct traits, magic
  oFFENSE
  Speed 40 ft.
  Melee bite +13 (2d8+7) or
  slam +13 (2d6+7)
  Special attacks berserk
  TaCTiCS
  During Combat The flesh golem hound attacks anyone 
  entering the courtyard other than Vorkstag or Grine.
  Morale The flesh golem hound fights until destroyed.
  STaTiSTiCS
  Str 20, Dex 11, Con —, int —, Wis 11, Cha 1
  Base atk +8; CMB +13; CMD 23 (27 vs. trip)
  e2. StorAge (cr 4)
  This chamber contains numerous boxes, crates, and bales of 
  straw for packing.
  Creatures: Three mongrelmen are working in this 
  chamber. They attack anyone entering the room.
  Mongrelmen (3) 
  CR 1
  XP 400 each
  hp 15 each (Pathfinder RPG Bestiary 2 191)
  TaCTiCS
  During Combat The mongrelmen bludgeon any intruders 
  they see with their clubs.
  Morale The mongrelmen flee if reduced to 5 hit points or fewer.
  Treasure: Boxes in this room hold 12 vials of 
  alchemist’s fire, 12 vials of liquid ice*, 10 smoke pellets*, 
  10 smokesticks, and six bottles of bleach (worth 5 gp 
  each) with the same labels as the one found in area D3 of 
  Sanctuary. In addition, a DC 20 Perception checks finds a 
  bottle of port intended as a gift to a client, worth 100 gp.
  * See the Pathfinder RPG Advanced Player’s Guide.
  e3. StABLe
  This simple stable contains two stalls filled with straw, 
  one of which holds an ancient horse one step away from 
  the knacker’s yard. When not working, the mongrelmen 
  sleep in the stable as well, where the flesh golem hound 
  in the courtyard (area E1) prevents them from attempting 
  to escape.
  e4. the vAtS (cr 4)
  This chamber occupies a whole side of the building, from the 
  cellar level below up to the roof high above. Seven iron vats, 
  each ten feet across, occupy the majority of the room. Furnaces 
  fuel the vats at cellar level, while at the ground floor level a 
  series of planks have been laid across the vats to allow passage 
  to a ladder that leads to an iron walkway on the level above. Two 
  ladders also allow access from the planks to the floor below. 
  The air in the chamber is cloying and acidic.
  The door from area E1 opens onto a narrow stone platform 
  15 feet above the floor. The ceiling is another 20 feet above 
  ground level. At cellar level, a locked door (DC 25 Disable 
  Device) to the east leads to area E11. Three vats (marked 
  a) contain acid, while the other four vats (marked b) hold 
  bleach. All of these chemicals are still being processed, and 
  are not yet concentrated enough to be used as weapons.
  The planks between the vats are 10 inches wide and a DC 
  10 Acrobatics check is required to cross them. Remember 
  that if any PCs take damage while balancing on the planks, 
  they must make another Acrobatics check to avoid falling 
  into the vats or onto the floor below.
  Hazard: The PCs must make a DC 12 Fortitude save 
  every round they spend in this chamber or be nauseated 
  by the acidic fumes for 1 round. Holding one’s breath or 
  30
  Flesh Golem Hound
  
  breathing through some sort of filter (such as a scarf or 
  one of the mongrelmen’s masks) negates the need for a 
  saving throw. Creatures that fall into the acid vats take 3d6 
  points of acid damage per round of immersion. Creatures 
  falling into the bleach vats take 1d6 points of acid damage 
  per round of immersion, and must make a DC 15 Fortitude 
  save or be blinded for 1d6 minutes. Climbing out of the 
  vats requires a DC 25 Climb check.
  Creatures: Eight mongrelmen wearing cloth breathing 
  masks attend the vats in this chamber. Heavily scarred by 
  acid, they are even more horrid in appearance than most 
  mongrelmen. Three of the eight are trusties and are also 
  charged with security. They attack anyone entering the 
  chamber. The other five try to avoid combat and continue 
  their work, only fighting if attacked first.
  Mongrelmen (3) 
  CR 1
  XP 400 each
  hp 15 each (Pathfinder RPG Bestiary 2 191)
  TaCTiCS
  During Combat The mongrelmen bludgeon any intruders 
  they see with their clubs.
  Morale The mongrelmen flee if reduced to 5 hit points or fewer.
  Development: Combat in this chamber has a chance of 
  attracting the attention of Grine (area E6) and Vorkstag 
  (area E7) upstairs. At night, Vorkstag is usually out, and 
  Grine is asleep in his room. During the day, Grine is 
  awake and Vorkstag is usually asleep. Make Perception 
  checks for the two alchemists—the DC is 10 if they are 
  awake, and 20 if they are asleep (including penalties for 
  distance, distraction as each focuses on his own work, 
  and the sound of the noisy factory floor). However, the 
  mongrelmen laborers are a fractious lot, and the three 
  mongrelmen trusties frequently resort to force to keep 
  their compatriots in line. As such, Vorkstag and Grine 
  tend to ignore the sounds of fighting if it lasts 4 rounds 
  or less. If combat goes on for longer (and they make their 
  Perception checks), Vorkstag or Grine or both come 
  to investigate, first preparing themselves as listed in 
  the tactics section of their stat blocks. You should use 
  Vorkstag and Grine as you see fit to best challenge the 
  PCs—if the PCs are easily handling the mongrelmen, 
  both Vorkstag and Grine can make an appearance, but 
  if the PCs are wounded or having trouble, you can have 
  them encounter the alchemists one at a time.
  e5. LoAding BAy
  This room overlooks the courtyard and has a retractable timber 
  and iron crane to lower goods into wagons below through a 
  sliding wooden door. Presently the room has only a few wooden 
  cases in it.
  Vorkstag and Grine do not have any deliveries currently 
  scheduled, so most of the boxes in this chamber are empty 
  of all but packing straw.
  Treasure: Among the empty boxes in this room are 
  cases containing 12 vials of acid, 12 vials of nushadir (see 
  the Advanced Player’s Guide), five tanglefoot bags, and three 
  thunderstones, all packed in straw.
  e6. grine’S Butchery (cr 4)
  As much an abattoir as a bedchamber, this room contains not 
  only a four-poster bed, but also numerous workbenches and 
  alchemical gear. The walls are lined with shelves and strange-
  looking objects in jars of liquid. Bits of rags litter the floor, and 
  the air is heavy with the stench of spoiled food mixed with acrid 
  chemicals. A ladder leads to a trapdoor in the ceiling.
  This room is part alchemy lab, part slaughterhouse, 
  and part bedroom. The many jars about the room 
  contain alchemically preserved body parts from a variety 
  of creatures. One bell jar full of liquid contains a small 
  gold key at the bottom. The liquid is acid, and anyone 
  reaching into the jar to remove the key takes 1d6 points 
  of acid damage. This key opens Grine’s strongbox (see 
  Treasure, below). When he needs it, Grine fishes the key 
  out of the jar with a length of gold wire. The ladder in the 
  southeast corner leads to the tower above (area E9).
  Creature: The dark creeper Grine lives in this 
  chamber. Besides his position as a priest of Norgorber, 
  god of poison and murder, he is also an alchemist, body 
  snatcher, poisoner, and amateur vivisectionist. Many of 
  his experiments and samples lie about the room, some 
  preserved in jars of chemicals, some rotting away on 
  tables in the open. Swathed in filthy rags, Grine normally 
  disguises himself as a gnome, but he takes no such 
  precautions when at home. He responds to any intrusions 
  with a snarl and a poisoned blade. 
  grine 
  CR 4
  XP 1,200
  Male dark creeper cleric of Norgorber 1/rogue 2 (Pathfinder 
  RPG Bestiary 53)
  NE Small humanoid (dark folk)
  init +8; Senses see in darkness; Perception +12
  DEFENSE
  aC 19, touch 17, flat-footed 15 (+2 armor, +2 deflection, +4 Dex, 
  +1 size)
  hp 38 (6d8+12)
  Fort +5, Ref +10, Will +5
  Defensive abilities evasion
  Weaknesses light blindness
  oFFENSE
  Speed 30 ft.; climb 20 ft.
  Trial of the Beast
  31
  
  Melee mwk handaxe +9 (1d4+1/×3 plus poison)
  Ranged mwk throwing axe +9 (1d4+1 plus poison)
  Special attacks channel negative energy 2/day (DC 9, 1d6), 
  death throes, sneak attack +2d6
  Spell-Like abilities (CL 3rd; concentration +2)
  At will—darkness, detect magic
  Domain Spell-Like abilities (CL 1st; concentration +3)
  5/day—bleeding touch (1 round)
  5/day—copycat (1 round)
  Cleric Spells Prepared (CL 1st; concentration +3)
  1st—command (DC 13), disguise selfD (DC 13), shield of faith
  0 (at will)—bleed (DC 12), detect magic, read magic
  D Domain spell; Domains Death, Trickery
  TaCTiCS
  Before Combat Grine casts shield of faith and imbibes his 
  potion of spider climb.
  During Combat Grine prefers to attack opponents in the Vats 
  (area E4). If encountered in his room, he tries to retreat into 
  that area to have better maneuverability and options. He 
  uses darkness to conceal himself to make sneak attacks with 
  his poisoned throwing axes, and attempts to draw enemies 
  onto the dangerous planks above the vats.
  Morale If reduced to 10 hit points or fewer, Grine retreats to 
  area E9 to collect his homunculi before escaping the factory 
  through the tower using spider climb.
  Base Statistics Without his spells and potion, Grine’s statistics 
  are aC 17, touch 15, flat-footed 13; Skills Climb +10.
  STaTiSTiCS
  Str 12, Dex 18, Con 15, int 10, Wis 15, Cha 8
  Base atk +3; CMB +3; CMD 19
  Feats Improved Initiative, Skill Focus (Sleight of Hand), 
  Weapon Finesse
  Skills Acrobatics +10, Bluff +4, Climb +14, Craft (alchemy) +7,  
  Disable Device +8, Disguise +8 (+18 with disguise self ), 
  Perception +12, Sleight of Hand +14, Stealth +18
  Languages Common, Dark Folk
  SQ poison use, rag armor, rogue talents (lasting poison*), 
  trapfinding +1
  Combat gear potion of cure light wounds, potion of spider climb, 
  acid (2), antitoxin; other gear rags, masterwork handaxe, 
  masterwork throwing axes (3), disguise kit, holy symbol of 
  Norgorber, black smear poison (6 doses), spell component 
  pouch, thieves’ tools
  SPECiaL aBiLiTiES
  Poison (Ex) Black Smear: injury; save Fort DC 15; frequency 1/
  round for 6 rounds; effect 1d2 Str; cure 1 save
  * See the Advanced Player’s Guide.
  Trap: Grine’s strongbox (see Treasure, below) is trapped. 
  Anyone who attempts to open it without the proper key 
  sets off the trap, which releases a cloud of poisonous 
  ungol dust.
  Ungol Dust Trap 
  CR 4
  XP 1,200
  Type mechanical; Perception DC 15; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset repair
  Effect poison gas (Ungol Dust: inhaled; save Fort DC 15; 
  frequency 1/round for 4 rounds; initial effect 1 Cha drain; 
  secondary effect 1d2 Cha damage; cure 1 save); never miss
  Treasure: The room is packed with curios and medical 
  oddities, including a complete alchemist’s lab and 
  four vials of antitoxin that Grine has recently crafted. 
  Altogether, the contents of the room would be worth 750 
  gp to the right collector. Under the bed is a small metal 
  strongbox. The box is both locked (Disable Device DC 
  30 to open) and trapped, but the key to its lock rests in 
  a nearby bell jar (see above). The chest contains 200 gp, 
  four vials of antitoxin, and a small purple velvet purse 
  containing 4 small, cloudy diamonds worth 300 gp each.
  32
  Grine
  
  e7. vorkStAg’S Study (cr 5)
  This room appears to be the study of a scholar. A roll-top desk 
  with a leather chair stands against one wall, holding a variety of 
  alchemical equipment and surrounded by hundreds of books 
  piled on every available surface. A narrow cot is crushed into one 
  corner behind a wall of books. A door stands in the north wall.
  A combination alchemy lab, library, and bedchamber, 
  this room is almost fastidiously clean except for the heaps 
  of books everywhere. A large bell jar atop the desk contains 
  the alchemically preserved head and shoulders of a human 
  man (a swamper from Morast). The door to the north leads 
  to area E8 and is locked with a superior lock (DC 40 Disable 
  Device to open). Vorkstag has the key.
  Creature: The other half of the body-snatching duo, the 
  skin stealer Vorkstag, lives in this room. A sinister fey creature 
  capable of stealing a victim’s skin and wearing it as his own, 
  Vorkstag is an accomplished alchemist as well as a student 
  of anatomy and chirurgery. At night, Vorkstag is usually 
  out on inscrutable errands in Lepidstadt wearing one of his 
  stolen skins, and he spends the days sleeping, studying his 
  books, or crafting alchemical items. If encountered here, he 
  leaps to his feet and attacks any intruders.
  Vorkstag 
  CR 5
  XP 1,600
  Male skin stealer alchemist 4 (see page 88)
  NE Medium fey
  init +7; Senses low-light vision; Perception +11
  DEFENSE
  aC 19, touch 13, flat-footed 16 (+3 Dex, +2 natural, +4 shield)
  hp 72 (8 HD; 4d6+4d8+40)
  Fort +10, Ref +11, Will +7; +2 vs. poison
  Defensive abilities blur
  oFFENSE
  Speed 30 ft.
  Melee mwk heavy mace +11 (1d8+5 plus poison) or
  2 claws +10 (1d4+5)
  Ranged bomb +9 (2d6+4 acid or fire)
  Special attacks bomb 8/day (2d6+4 acid or fire, DC 16), sneak 
  attack (+1d6), steal skin
  alchemist Extracts Prepared (CL 4th)
  2nd—blur, fire breath* (DC 16)
  1st—bomber’s eye*, jump, shield, true strike
  TaCTiCS
  Before Combat Vorkstag drinks his mutagen and potion of 
  bull’s strength, then his extracts of blur, jump, and shield.
  During Combat On the first round of combat, Vorkstag 
  drinks his extract of bomber’s eye. Vorkstag prefers to meet 
  opponents in the Vats (area E4), where he can use his bombs 
  to greater effect, excluding himself and any allies with precise 
  bombs, if necessary. He attempts to draw opponents onto 
  the planks between vats to make things more dangerous for 
  them. If forced into melee combat, he drinks his extract of 
  fire breath and continues throwing bombs, attacking with his 
  poisoned mace or claws only as a last result.
  Morale If reduced to 20 hit points or fewer, Vorkstag retreats 
  from combat, drinking his potion of invisibility if possible. If 
  pursued, he tries to lure enemies to the Cadaver Pool (area 
  E13) where his chymickal zombie allies are waiting.
  Base Statistics Without his mutagen, potion, and extracts, 
  Vorkstag has aC 15, touch 13, flat-footed 12; hp 56; Fort +8; 
  Melee mwk heavy mace +9 (1d8+3 plus poison) or 2 claws 
  +8 (1d4+3); Str 17, Con 16, Cha 18; CMB +8; CMD 21; Skills 
  Acrobatics +14, Bluff +15, Disguise +17 (+27 with stolen skin), 
  Use Magic Device +15.
  STaTiSTiCS
  Str 21, Dex 16, Con 20, int 18, Wis 10, Cha 16
  Base atk +5; CMB +10; CMD 23
  Feats Brew Potion, Deceitful, Improved Initiative, Iron Will, 
  Throw Anything, Weapon Finesse
  Skills Acrobatics +14 (+24 jump), Bluff +14, Craft (alchemy) +15  
  (+19 to craft alchemical items), Disguise +16 (+26 with stolen 
  skin), Escape Artist +10, Heal +13, Knowledge (local) +13, 
  Perception +11, Sense Motive +9, Sleight of Hand +10, 
  Stealth +18, Use Magic Device +14
  Languages Aklo, Common, Elven, Undercommon, Varisian
  SQ alchemy (alchemy crafting +4, identify potions), discoveries 
  (acid bomb, precise bombs [4 squares]), mutagen (+4 Con/–2 
  Cha, +2 natural, 40 minutes), poison use, swift alchemy
  Combat gear potion of bull’s strength, potions of cure light 
  wounds (2), potion of invisibility, potion of spider climb, potion 
  of water breathing, wand of acid arrow (21 charges); other 
  gear masterwork heavy mace, dust of tracelessness (2 doses), 
  alchemist’s kit, formula book (contains all prepared extracts, 
  plus bull’s strength, cure light wounds, darkvision, endure 
  elements, invisibility, and spider climb), keys (to all locked 
  doors in the chymic works, including the Cabinet of Skins 
  and Faces [area E8], and the grille beyond area E12), poison 
  (black adder venom [2 doses], blue whinnis [2 doses], and 
  deathblade [1 dose])
  * See the Advanced Player’s Guide.
  Treasure: Vorkstag’s collection of books (mainly 
  dealing with anatomy and surgery) would be worth 
  500 gp to the right scholar or a university. In addition, 
  a complete alchemist’s lab sits on the desk, along with 
  three packets of flash powder* and five pots of alchemical 
  grease* Vorkstag had recently created.
  * See the Advanced Player’s Guide.
  Clues: If the PCs examine Vorkstag’s body after he is 
  defeated, a DC 10 Perception check notices the scars of a 
  blood caiman bite on his shoulder. 
  Deductions: Vorkstag’s scars place him in Morast when 
  the swampers drove off the “Beast” (1,200 XP).
  Trial of the Beast
  33
  
  e8. the cABinet oF SkinS And FAceS
  Beyond the locked door, a tiny room holds a single object—a 
  large oak cabinet.
  The cabinet contains the skins Vorkstag has stolen 
  over decades of crime. Nearly a score of flayed skins—the 
  answers to several of Lepidstadt’s unsolved crimes, some 
  of which have been attributed to the Beast of Lepidstadt—
  hang within the cabinet like empty sacks of flesh. Notable 
  skins include the missing Miller of Hargen; Olga Slovech, 
  the scandalous “Harlot of Cerny Brothel” in Lepidstadt; 
  Borgo Znojmo, a respected and reclusive Lepidstadt 
  merchant; Doctor Katarina Vilt, an esteemed lecturer at 
  Lepidstadt University; and countless others both missing 
  or still occasionally seen. Most importantly, hanging at 
  the front is Vorkstag’s Shambling Man disguise—the 
  grotesque, deformed skin of a 8-foot-tall mongrelman, 
  made up of flesh, fur, and scales and covered with fungal 
  boils and hideous puss-filled eruptions—which the skin 
  stealer wears to impersonate the Beast of Lepidstadt. 
  Treasure: A DC 30 Perception check notices the cabinet 
  has a false back, which slides out to reveal Vorkstag’s 
  treasure—500 gp in assorted coins, a silver drinking cup 
  inlaid with obsidian worth 400 gp, and a syringe of six 
  vials of necromantic alchemical elixir. Vorkstag gives 
  the two zombies in area E13 weekly injections of this 
  elixir to preserve their brains and ensure their loyalty. In 
  addition, the secret compartment also contains a ledger 
  detailing customers who have purchased stolen cadavers 
  and anatomical parts from Vorkstag and Grine. Many of 
  the names are local doctors and scholars, but two names 
  stand out: Doctor Brada of Sanctuary, and Auren Vrood, 
  the Whispering Way necromancer who killed Professor 
  Lorrimor in Ravengro and who orchestrated the Beast’s 
  theft of the Seasage Effigy from Lepidstadt University. 
  Brada’s name is likely immediately recognizable to the 
  PCs; Vrood’s name is probably not notable at this point, 
  but the PCs may recall seeing it here when they finally 
  encounter Vrood later in the Adventure Path.
  Story Award: Award the PCs 1,200 XP if they discover 
  the Cabinet of Skins and Faces and the Shambling Man 
  skin inside.
  e9. tower oF curioS (cr 4)
  Strange art and artifacts from distant lands fill this tower room. 
  Another ladder rises upward to a trapdoor in the ceiling.
  Grine is an obsessive collector of curios from around the 
  world. He stores his collection in the tower above his room.
  Creatures: Grine keeps three leathery things with 
  bone and metal jaws—tiny constructs known as snapjaw 
  homunculi—as both security and entertainment, delighting 
  in watching the creatures tear flesh from prey. Although he 
  did not make them himself, the homunculi were created 
  using Grine’s blood, so he does possess a telepathic link with 
  these minions. They attack anyone except Grine entering 
  the tower, but are not drawn by combat below.
  Snapjaw homunculi (2) 
  CR 2
  XP 600 each
  Variant advanced homunculus (Pathfinder RPG Bestiary 176)
  NE Tiny construct 
  init +3; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  aC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
  hp 16 each (3d10)
  Fort +1, Ref +6, Will +2
  immune construct traits
  oFFENSE
  Speed 20 ft., fly 50 ft. (good)
  Melee bite +5 (1d6/×3 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special attacks dislocating jaw
  TaCTiCS
  During Combat The snapjaw homunculi attack intruders 
  with their bear trap jaws. If an opponent succumbs to their 
  34
  Cabinet of 
  Skins and Faces
  
  poison, they switch to a new enemy.
  Morale If reduced to fewer than 8 hit points, the snapjaw 
  homunculi flee through the trapdoor to join their 
  master, Grine.
  STaTiSTiCS
  Str 10, Dex 17, Con —, int 10, Wis 12, Cha 7
  Base atk +3; CMB +4; CMD 15
  Feats Dodge, Lightning Reflexes
  Skills Fly +11, Perception +4, Stealth +14
  Languages Common (cannot speak); telepathic link
  SPECiaL aBiLiTiES
  Dislocating Jaw (Ex) A snapjaw homunculus’s jaws can open 
  very wide, giving its bite attack a ×3 critical multiplier.
  Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/minute 
  for 60 minutes; effect sleep for 1 minute; cure 1 save.
  Treasure: Among the curios and artifacts in this chamber 
  are an ebony tribal mask from the Mwangi Expanse worth 
  175 gp, a silver torc from the Lands of the Linnorm Kings 
  worth 200 gp, and a mammoth tusk scrimshaw from the 
  Realm of the Mammoth Lords with several spells carved 
  on its surface. The tusk weighs 20 pounds and functions as 
  a magic scroll containing the spells bull’s strength, ice storm, 
  and phantom steed.
  e10. toP oF the tower (cr 5)
  Slatted timber openings cover the windows of this tower-
  top room, 60 feet above the ground.
  Creature: Grine posted a final snapjaw homunculus in 
  this dirty chamber to guard against theft and intrusion 
  through the chymic works’ tower.
  Snapjaw homunculus 
  CR 2
  XP 600
  hp 16 (see above)
  TaCTiCS
  During Combat The homunculus focuses its attacks on 
  intruders stunned by the trap (see below).
  Morale The homunculus fights until destroyed.
  Trap: The trapdoor leading to area E9 bears a magic 
  trap that goes off when the trapdoor is opened. Note that 
  while the homunculus might take sonic damage from the 
  trap, it is immune to the trap’s stun effect.
  Sound Burst Trap 
  CR 3
  XP 800
  Type magic; Perception DC 27; Disable Device DC 27
  EFFECTS
  Trigger location; Reset none
  Effect spell effect (sound burst, 1d8 sonic damage plus stunned 
  for 1 round, DC 13 Fortitude save negates stun); multiple 
  targets (all targets in a 10-ft. spread)
  Treasure: The roof above this chamber is topped with a 
  copper lightning rod in the form of a raven eating a wolf, 
  worth 100 gp.
  e11. Lower StorAge
  This underground room contains several dozen crates, a few 
  coffins, lots of straw, and several huge bell jars.
  This chamber is used as a storage area for packaging 
  secret goods from the works. The door to the west leads to 
  the vat room (area E4) and is locked (DC 25 Disable Device 
  to open). The secret door to the east is used frequently 
  and may be spotted with a DC 20 Perception check.
  Treasure: The crates in this room hold five pots of 
  bladeguard*, 10 doses of bloodblock, 5 applications of silver 
  weapon blanch*, 5 applications of cold iron weapon blanch*, 
  and a single application of adamantine weapon blanch*.
  * See the Advanced Player’s Guide.
  e12. Secret diStriBution room
  This room contains grisly things in jars, two complete skeletons 
  of monstrous creatures, a coffin, and a handcart.
  The jars contain various preserved specimens waiting 
  to be shipped, including a preserved drow head, a pickled 
  pair of hill giant eyes, the half-changed head and spine of 
  a wererat, and a trio of chuul tentacles. The skeletons are 
  both owlbears, while the coffin holds the body (preserved 
  with gentle repose) of a recently slain traveler from 
  Tamrivena named Jakob Terrell who Grine 
  poisoned and is sending to a buyer for 
  dissection. A narrow corridor to the east 
  ends at a locked iron grille (hardness 
  10, hp 60, Break DC 25). Vorkstag has the 
  key to the lock, or it can be picked with a 
  DC 25 Disable Device check. Forty yards 
  beyond the grille, the tunnel joins the 
  local sewer, which Vorkstag and Grine 
  use to move cadavers and 
  merchandise through 
  the city unseen.
  Treasure: A ledger 
  sits in the handcart, 
  listing the objects 
  in the room, 
  their buyers, 
  and delivery 
  Trial of the Beast
  35
  Snapjaw Homunculus
  
  destinations. All of them are destined for scholars in 
  Caliphas and have commanded high prices. A wand of 
  gentle repose (28 charges) rests on top of the ledger.
  e13. cAdAver PooL (cr 4)
  The floor of this large chamber is hidden beneath the murky 
  water filling the room to just below the bottom of the door. 
  Dozens of pale cadavers silently float in the ice-cold waters, 
  bumping into each other or against the damp walls. The air 
  is still and quiet, broken only by the sound of water lapping 
  against stone walls.
  An iron door (hardness 10, hp 60, Break DC 28) stands at 
  the bottom of the stairs leading to this room. A 10-foot-long 
  gaff hangs on the wall beside the door, used to hook bodies 
  and drag them to the door. In all, 36 cadavers float in the 
  water, all of them preserved with gentle repose.
  The water in the room is only 4 feet deep. Most Medium-
  sized creatures can wade through the water without making 
  a Swim check, but the entire room counts as difficult terrain. 
  Small creatures or those shorter than 5 feet tall must make 
  DC 10 Swim checks to move through the room. 
  Creatures: Two zombies that were created through 
  alchemical processes rather than necromancy inhabit this 
  room. Known as chymickal zombies, these two monks retain 
  the intelligence, skills, and abilities they possessed in life, 
  but require regular injections of a rare alchemical extract to 
  preserve their brains in working order. In exchange for the 
  zombies’ help in guarding the chymic works, Vorkstag and 
  Grine supply them with weekly doses of this extract to stave 
  off the natural decay of their brains. 
  When the PCs open the door, the two zombies hide 
  themselves among the floating bodies using Stealth. 
  They wait until most of the PCs have entered the water 
  before revealing themselves. They attack anyone other 
  than Vorkstag or Grine who enter the room.
  Chymickal Zombies (2) 
  CR 2
  XP 600 each
  Variant human juju zombie monk 2 (Pathfinder RPG Bestiary 2 291)
  LE Medium undead
  init +7; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  aC 18, touch 15, flat-footed 15 (+3 Dex, +2 Wis, +3 natural)
  hp 15 each (2d8+3) 
  Fort +2, Ref +6, Will +5
  Defensive abilities channel resistance +4, evasion; DR 5/
  magic and slashing; immune cold, electricity, magic missile, 
  undead traits; Resist fire 10
  Weaknesses alchemical dependence
  oFFENSE
  Speed 30 ft.
  Melee slam +5 (1d6+6) or
  flurry of blows +4/+4 (1d6+4)
  Special attacks flurry of blows, stunning fist (2/day, DC 13)
  TaCTiCS
  During Combat The zombies use their Nimble Moves and 
  Acrobatic Steps feats to move without hindrance through the 
  room. They attack with flurries of blows, and use stunning fist 
  to stun opponents and drag them beneath the water to drown.
  Morale If reduced to 5 hit points or fewer, the zombies try to 
  flee and warn Vorkstag and Grine. 
  STaTiSTiCS
  Str 18, Dex 17, Con —, int 10, Wis 15, Cha 8
  Base atk +1; CMB +5; CMD 20
  Feats Acrobatic Steps, Combat Reflexes, Improved Grapple, 
  Improved InitiativeB, Improved Unarmed Strike, Nimble 
  Moves, Stunning Fist, ToughnessB
  Skills Acrobatics +8, Climb +16, Escape Artist +8, Perception 
  +7, Stealth +8, Swim +8
  Languages Common
  SPECiaL aBiLiTiES
  alchemical Dependence (Su) Chymickal zombies are 
  dependent on an alchemical elixir to keep their brains 
  preserved and functioning. A chymickal zombie must inject 
  itself with this elixir at least once per week. Failure to do so 
  results in the loss of 1d4 points of Intelligence per week. 
  This Intelligence loss is permanent and cannot be restored, 
  but further Intelligence loss can be prevented with a 
  new injection of the elixir. Once the chymickal zombie’s 
  Intelligence reaches 0, it loses all of its chymickal zombie 
  abilities and becomes a normal zombie in all ways.
  Development: The zombies only work for Vorkstag 
  and Grine out of necessity, not from any sense of duty or 
  loyalty. If shown proof of Vorkstag and Grine’s demise, the 
  zombies immediately break off their attacks and attempt 
  to negotiate with the PCs for the rest of the alchemical 
  extract they need to preserve their current forms.
  the triAL oF the BeASt
  The Trial of the Beast is presented as a series of scenes 
  and events. While the course of events for each day of the 
  trial is detailed, the PCs take no direct part in the general 
  running of the trial. Their role is to investigate the Beast’s 
  crimes for Barrister Kaple, and if necessary, present any 
  new evidence they find at the trial. The trial itself can 
  be as simple or as detailed as you wish. If you and your 
  players enjoy acting and roleplaying and are interested in 
  a more detailed trial, feel free to play out the trial as an 
  elaborate courtroom drama, full of witness testimonies, 
  impassioned speeches, and probing cross-examination.
  However, the adventure assumes that the trial serves 
  as more of a background for the PCs’ investigations in 
  and around Lepidstadt. At night, the PCs can investigate 
  36
  
  the scene of the crime to be presented the following day. 
  Their role in court the next day is to present new evidence, 
  represented by skill checks, as detailed below. How much 
  evidence the PCs find and how well they present it to the 
  court determines the Beast’s guilt or innocence at the 
  end of the trial.
  The trial proceeds as follows. The first day concerns the 
  killing of the villagers of Morast. The second day presents 
  evidence for the deaths of the children of Hergstag. On 
  the night of the second day, a mob of townsfolk decides 
  to take justice into its own hands and assaults the 
  courthouse, attempting to get to the Beast and lynch it. 
  The third and final day of the trial involves the burning 
  down of Sanctuary and the deaths of the doctor and his 
  patients within, followed by the final verdict.
  PreSenting evidence
  If the PCs have evidence to present, they may do so, likely 
  after consultation with Gustav Kaple so they can agree 
  on what questions he will ask based on their evidence. 
  The trial process is steeped in the history and traditions 
  of Ustalav, however, and any new evidence must be 
  submitted to the Clerk of the Court before 10 a.m. of the 
  day it is to be brought before the court. Extraordinary 
  evidence (such as any findings in the chymic works) may 
  also be submitted for consideration and inserted into 
  the proceedings (giving the PCs chances to bring new 
  evidence into the trial), following the same restrictions.
  Once evidence has been submitted, the PCs are kept in 
  the Defense Chamber (area A21) until called to the stand, 
  where they are questioned and subsequently dismissed. 
  While multiple PCs can be called to the stand, only one PC 
  can present each piece of evidence. The trial works as a series 
  of DC 20 Diplomacy checks made by the PC presenting 
  the evidence to the court in response to Kaple’s questions 
  and the prosecution’s cross-examination. The Diplomacy 
  checks are modified by the quality of the evidence. A tenuous 
  piece of information may offer no bonus on the check, 
  whereas presenting Vorkstag’s Cabinet of Skins and Faces 
  grants a +20 bonus on the check (generally an automatic 
  success). The PCs must have a piece of evidence to make a 
  Diplomacy check. Only one PC can make the check for a 
  specific piece of evidence, and only one check can be made 
  for each piece of evidence presented. If a player roleplays 
  an impassioned plea about the evidence presented or adds 
  colorful descriptions about how it was found and the perils 
  encountered in doing so, he gains an additional +2 bonus on 
  the check, at the GM’s discretion. If the PCs succeed on at 
  least 12 Diplomacy checks during the course of the trial, the 
  Beast is found innocent. If not, the Beast is declared guilty. 
  For more information on the verdict, see page 43.
  While all notable clues are addressed in the sections 
  below, the PCs may uncover unexpected clues or take 
  actions not listed below. If this is the case, use your best 
  judgment and the rules above to incorporate these extra 
  clues or actions into the trial. 
  Gustav Kaple cautions the PCs about any attempts to 
  deceive the court through the use of subterfuge or spells, 
  which are forbidden in the courtroom (see page 39). Kaple 
  never knowingly takes part in any such deception, and he 
  refuses to cooperate if he becomes aware of such trickery.
  memBerS oF the court
  Notable people present in the court during the trial of the 
  Beast are outlined below. 
  The Three Justices: The Justices are three judges who 
  preside over the trial and decide the verdict. The decision 
  need not be unanimous—a majority verdict is acceptable. 
  They make imposing figures, dressed in voluminous black 
  robes with starched ruffs, and wearing enormous powdered 
  wigs that tower over their heads. The Justices for this trial are 
  Chief Justice Khard, Justice Aldaar, and Justice Daramid.
  Chief Justice Ambrose Khard (N male human aristocrat 
  8): A dour man in his eighties, Chief Justice Khard speaks 
  with a deep, commanding voice and suffers no nonsense 
  in his court. The Chief Justice carries the court gavel—a 
  mallet of black ebony the Justice uses to keep order—and 
  wears a huge cartwheel ruff to make him look even more 
  imposing. He has the power to have people removed 
  from court, discount evidence, and issue punishments 
  (up to hanging) for lying to the court. Any levity in the 
  court is punished by a fine (up to 1,000 gp) or overnight 
  imprisonment for those who take his court too lightly.
  Judge Kasp Aldaar (LE male human aristocrat 2/fighter 
  4): Judge Aldaar is a figure of terror for criminals on 
  trial. He is a hard-liner in the extreme, and his merciless 
  justice is feared throughout Ustalav. A former military 
  general, Aldaar is infamous for his impalement of four 
  score deserters under his command who fled a battle. 
  Judge Embreth Daramid (NG female human aristocrat 
  3/expert 4): Judge Daramid is a magistrate of Lepidstadt 
  and a member of the Esoteric Order of the Palatine Eye. 
  Judge Daramid is already known to the PCs (see page 12). 
  The Holy Sister of Justice (N female human cleric of 
  Pharasma 3): This gray-robed priestess is present to ensure 
  that no magic is used at the trial unless requested or approved 
  by the justices. Unless otherwise instructed, the Holy Sister 
  watches for unauthorized spellcasting and constantly scans 
  the room with detect magic, recasting the spell as necessary. 
  The Holy Sister also has comprehend languages and zone of 
  truth spells prepared should the court require them.
  The Herald of the Court (N male human warrior 7): Clad 
  in black half-plate armor with a full-face visor, the Herald 
  keeps his identity secret. The Herald calls out official 
  announcements with the striking of a great gong, calls 
  witnesses, and keeps order in the court. He also acts as 
  Trial of the Beast
  37
  
  the justices’ protector, and has a ceremonial masterwork 
  greatsword at hand at all times. 
  The Clerks: Five elderly, pale, and bookish clerks with 
  ink-stained fingers legally accept and record new evidence 
  for the trial, document the proceedings, and ensure 
  procedure is followed to the letter. They tend to speak in 
  legal jargon, which in essence means that whenever they say 
  anything, they use 10 times as many words as necessary.
  The Prosecution: The appointed prosecutor for the 
  Palatinate of Vieland is Otto Heiger (N male human 
  aristocrat 2/expert 4). Although well educated and 
  intelligent, Otto is not immune to the bigotry of Lepidstadt 
  and believes the Beast is guilty. Together with his trio of 
  legal advisers, he aims to see the Beast burn, and fights 
  tooth and nail to prove his case.
  The Defense: Barrister Gustav Kaple (see page 15) has 
  been appointed as the Beast’s defender. Gustav believes 
  the Beast is guilty as well, but he feels honor-bound to give 
  the creature the fairest trial possible. Unfortunately, when 
  standing in front of the full courtroom, Gustav’s nervous 
  stutter makes his speeches almost unintelligible.
   The Accused: The Beast of Lepidstadt (see page 16) 
  stands on trial for three specific crimes against the people 
  of Vieland, but it is common knowledge that these offenses 
  are just representative of the many crimes attributed to the 
  Beast over the past 20 years. 
  In addition to the notables listed above, members of the 
  public are permitted to watch the proceedings. The public 
  gallery overlooking the courtroom (area A22) is packed with 
  spectators during every day of the trial. Made up of locals 
  of various backgrounds and skills, the crowd wants to see 
  the Beast burn for its “crimes,” and bays for the Beast’s 
  blood, cheering and clapping at everything that affirms 
  the Beast’s guilt, and jeering and booing any evidence that 
  alleges its innocence. Three nervous courthouse guards 
  (see page 14) are posted in the courtroom to keep the crowd 
  in order and ensure the Beast does not escape.
  the triAL BeginS
  The following sections provide a timeline of each day of 
  the trial for the GM’s reference. For the most part, these 
  details can be glossed over, and you can simply have the 
  38
  
  PCs make the required Diplomacy checks to present 
  evidence in between their investigations, but they are 
  provided for GMs who want a more detailed description of 
  events. Assume that the trial lasts at least 4 hours each day, 
  adding time for any elaboration of evidence accordingly.
  Following each day’s timeline is a list of evidence the PCs 
  can present, based on the clues they might have found and 
  the deductions they made while investigating the crime 
  scenes. Each clue provides a bonus to the PCs’ Diplomacy 
  check for that piece of evidence, followed by the XP award 
  gained by the PCs for a successful check. If the PCs fail a 
  Diplomacy check, they get no additional experience points.
  Regardless of the evidence presented (even convincing 
  evidence in favor of the Beast’s innocence, such as 
  confessions from Vorkstag and Grine), the trial runs as 
  follows, as all evidence against the Beast must be presented 
  in an orderly fashion to satisfy the public that the trial 
  was thorough. For the Beast to be safe and for justice to be 
  done, the trial must run its course.
  dAy one: morASt
  A significant crowd gathers around the Punishing Man at 
  dawn, and a carnival atmosphere engulfs the courthouse.  
  The clerks arrive early to prepare the courtroom and 
  chambers. Other members of the court arrive as the time 
  approaches 10:00 a.m. The three justices arrive in black 
  coaches with several guards in attendance.
  10:00 a.m.: The Trial of the Beast begins. A trio of 
  guards leads the Beast into the court and shackles it to the 
  large iron chair in the center of the courtroom to the jeers 
  of the crowd. 
  10:10 a.m.: Opening of the Trial. Chief Justice Ambrose 
  Khard commences proceedings by laying out the rules 
  of the court in a lengthy speech, interspersed with gong-
  strikes by the Herald. Khard concludes his speech by 
  announcing that the good people of Lepidstadt have 
  suffered many acts of terror and barbarity at the hands of 
  the Beast of Lepidstadt for many years, and that while the 
  Beast is doubtless responsible for numerous murders, the 
  prosecution will focus on three recent cases to prove the 
  Beast’s guilt during this trial.
  10:30 a.m.: Opening Statements. Prosecutor Otto Heiger 
  outlines his case. He alleges that the Beast is responsible 
  for the murder of 10 people in the village of Morast a year 
  ago, in addition to two other horrendous crimes that will 
  be described as the trial continues. Barrister Gustav Kaple 
  then makes his case for the Beast’s innocence, a half-
  hearted attempt full of stutters and awkward pauses, all 
  the while being jeered and booed by the baying mob in 
  the gallery.
  11:00 a.m.: Witnesses for the Prosecution. Otto first 
  brings three locals from Morast, two young women and 
  a man, to the stand. The trio describes events as they saw 
  them happen—that over a series of nights, the Beast came 
  to the village and took people away; that a trap was finally 
  laid for the Beast; that the Beast was driven into the swamp, 
  and, they assumed, killed. Otto then calls the village elder, 
  Lazne, who led the mob that drove the Beast off. He confirms 
  the events related by the other three villagers. 
  12:30 p.m.: Witnesses for the Defense. Gustav calls the 
  PCs to present any evidence they found in Morast.
  2:00 p.m.: Court Recess. Chief Justice Khard brings the 
  first day of the trial to a conclusion. As the Beast is led away, 
  emphasize the baying crowd, who bring their hatred to 
  bear on anyone defending the Beast. At present, such abuse 
  is merely vocal. After the trial, Gustav Kaple is available to 
  meet with the PCs in the Defense Chamber. If they have 
  not yet done so, he suggests the PCs investigate the scene 
  of the crime in Hergstag before tomorrow’s trial.
  SPeLLS And other mAgic  
  in court
  The use of magic is forbidden in the court, whether in the 
  form of spells or magic items. Most courts (including this 
  one) retain a cleric of Abadar or Pharasma to ensure the 
  sanctity of the court with repeated castings of detect magic. 
  While magic such as discern lies, zone of truth, and charm 
  person is available to the court, these spells are not normally 
  used in court except under exceptional circumstances. 
  Lepidstadt, and the Palatinate of Vieland as a whole, prides 
  itself on its egalitarianism and feels such means of coercion 
  and divination have no place in a fair trial.
  However, the PCs may wish to use spells such as speak 
  with dead to present first-hand evidence from the victims 
  of the alleged crimes. In such extraordinary cases, the PCs 
  may petition the court for permission to use such magic 
  with a DC 20 Diplomacy check. Remember that if speak 
  with dead has already been cast on a corpse in the past 
  week, the spell automatically fails. If the PCs used the spell 
  to converse with victims during their investigations, they 
  will have to present the evidence of what those victims 
  said themselves.
  Should the PCs be discovered attempting to pervert 
  the court’s justice through spellcasting or any other 
  tricks, any evidence presented for that day’s session is 
  summarily dismissed and any Diplomacy checks made for 
  those pieces of evidence are considered to have failed. In 
  addition, a fine of 1,000 gp is levied on the offending PC. 
  If this happens more than once, the PC is fined 2,500 gp 
  and barred from court for a year and a day.
  Trial of the Beast
  39
  
  Evidence: Based on their investigations in Morast, the PCs 
  may wish to present the following as evidence to the court.
  •	 Six	of	the	graves	in	Morast’s	boneyard	have	been	robbed	
  (+0 on Diplomacy check; 1,200 XP).
  •	 The	Beast	can	see	in	the	dark,	so	it	does	not	require	an	
  extract of darkvision (+5 on Diplomacy check; 1,200 XP).
  •	 Although	 the	 Beast	 was	 clearly	 seen	 to	 be	 bitten	 by	 a	
  blood caiman, it has no scars from such an attack. (+10 
  on Diplomacy check; 1,200 XP).
  •	 Displaying	the	removed	face	of	the	poacher	Nan	Klebem	
  (+0 on Diplomacy check; 1,200 XP).
  dAy two: hergStAg
  If anything, the crowd is larger today, and is alive with 
  talk of yesterday’s events. The clerks arrive early to prepare 
  the courtroom, and as the time approaches 10:00 a.m., the 
  other members of the court arrive. Today’s events whip the 
  crowd into a frenzy. They are angered at the deaths of the 
  children, and are even louder than yesterday. Be sure to 
  emphasize the crowd’s feelings as the day progresses.
  10:00 a.m.: The Trial of the Beast resumes. Chief Justice 
  Khard asks the prosecution to outline the details of the 
  alleged events in Hergstag.
  10:30 a.m.: Witnesses for the Prosecution. The prosecution 
  describes the events that transpired in Hergstag 7 months 
  ago, alleging that the Beast slew six children and, when 
  caught, was driven from the village. Otto calls three former 
  residents of Hergstag, the sisters Garrow, Starle, and Flicht, 
  to give their eyewitness testimony of events in the village.
  12:30 p.m.: Witnesses for the Defense. Gustav calls the 
  PCs to present any evidence they found in Hergstag.
  2:00 p.m.: Court Recess. After the trial, Gustav suggests 
  that the PCs investigate Sanctuary before tomorrow’s trial 
  if they have not yet done so.
  Evidence: Based on their investigations in Hergstag, the 
  PCs can present the following as evidence to the court.
  •	 Raising	the	question	of	why	the	Beast	brought	Ellsa’s	body	
  back and not the others (+0 on Diplomacy check; 1,200 XP).
  •	 Making	the	Beast	cry	by	mentioning	Ellsa’s	name	and	
  demonstrating that he is not laughing (+15 on Diplomacy 
  check; 1,200 XP).
  •	 Pointing	 out	 that	 Karin	 died	 2	 days	 after	 the	 Beast	
  supposedly fled and was in her bed at the time (+20 on 
  Diplomacy check; 1,200 XP).
  •	 Pointing	 out	 that	 Karin’s	 bedroom	 window	 was	 not	
  forced (+0 on Diplomacy check; 1,200 XP).
  •	 Observing	that	the	wall	outside	Karin’s	bedroom	is	almost	
  impossible to climb (+0 on Diplomacy check; 1,200 XP).
  •	 Recovering	the	bodies	of	the	four	children	from	Brother	
  Swarm’s lair (+10 on Diplomacy check; 1,200 XP).
  •	 Using	speak with dead on any of the children’s bodies (or 
  reporting the results of such) to learn the truth about 
  events in Hergstag (+10 on Diplomacy check or +20 if the 
  PCs speak with Ellsa; 1,200 XP). If the PCs use speak with 
  dead on the slain children, however, the crowd views this 
  as a desecration of the bodies (unless Ellsa testifies as to 
  the Beast’s innocence). This outrage manifests in the mob 
  that attacks the courthouse later that night (see below).
  Development: As day two of the trial progresses, the crowd 
  grows more and more angry. At the end of this day’s trial, 
  allow the PCs to make a DC 20 Sense Motive check to notice 
  the growing discontent of the crowd, and recognize that the 
  mob might very well decide to try and take justice into their 
  own hands. Most of the justices and even Acting Sergeant 
  Dun refuse to recognize any possible danger or take action, 
  but if the PCs bring their suspicions to either Judge Daramid 
  or Gustav, they ask the PCs to stay at the courthouse that 
  night to protect the Beast in case the mob does attack.
  dAy two (night): moB JuStice  
  (cr vArieS)
  On the second night of the trial, a local mob decides that 
  the Beast is guilty and that there is no need for any more 
  trial. Fired up on anger and strong cider, the mob gathers 
  torches and other equipment, and begins marching 
  toward the courthouse to see justice done and to burn 
  the Beast alive in the Punishing Man. In the minds of the 
  extrAordinAry evidence
  If the PCs find additional clues in Vorkstag and Grine’s 
  Chymic Works, they can introduce them as evidence 
  into the trial on any day, provided they follow the same 
  procedure as for other evidence. The evidence, bonus on 
  Diplomacy checks, and XP award for each of these clues 
  are listed below.
  •	 Tracing	the	surgeon’s	tools	found	in	Morast	to	Vorkstag	
  (+0 on Diplomacy check; 1,200 XP).
  •	 Displaying	the	Shambling	Man	skin	(+15	on	Diplomacy	
  check; 1,200 XP).
  •	 Displaying	 Vorkstag’s	 blood	 caiman	 bite	 scar	 (+10	 on	
  Diplomacy check; 1,200 XP).
  •	 Presenting	Vorkstag’s	Cabinet	of	Skins	and	Faces	(+20	
  on Diplomacy check; 1,200 XP).
  •	 Getting	Vorkstag	to	confess	(either	in	person,	via	speak 
  with dead, or even by having a PC take the stand to report 
  his confession) (+20 on Diplomacy check; 1,200 XP).
  •	 Getting	Grine	to	confess	(either	in	person,	via	speak with 
  dead, or even  by having a PC take the stand to report 
  his confession) (+20 on Diplomacy check; 1,200 XP).
  40
  
  mob, anyone who gets in their way is no better than the 
  Beast itself, and deserves to burn too.
  This encounter should be run sometime during the night, 
  when the PCs have returned from investigating another 
  crime scene or are otherwise present in the city. If they 
  are not staying at the courthouse, an ally or other contact 
  (perhaps one of the Crooked Kin) can inform them of the 
  gathering mob and urge the PCs to intervene. Alternatively, 
  if the PCs are out of town, or recovering from other battles, 
  this can be an optional encounter—it’s not strictly necessary 
  for the mob to attack the courthouse, but the events of this 
  night can have an effect on the trial’s final verdict.
  Creatures: The size of the mob depends largely upon the 
  PCs’ actions within the city and the friends and enemies 
  they have made. Rational people, such as the Crooked Kin, 
  may spread word of the PCs’ good deeds, just as enemies 
  might spread bad rumors. In particular, Vorkstag and 
  Grine are well versed at spreading misinformation, and 
  the mere fact of anyone defending the Beast (which might 
  lead to discovery of their own dark deeds) demands a 
  response from the body snatchers. The default size of the 
  mob is 50 townsfolk and 5 ringleaders, modified as shown 
  in the table on page 43.
  The angry mob assaults the courthouse in three waves, 
  but takes approximately 5 minutes to organize and get 
  up the courage to actually attack the courthouse. During 
  this time, the PCs may attempt to disperse the mob before 
  it attacks (as described in Dealing with the Mob below), 
  but any hostile action on the PCs’ part (such as attacking 
  any members of the mob) causes the mob to immediately 
  begin its first assault. If the mob manages to get inside 
  the courthouse and get to the Beast, the members try 
  to overpower it, grappling as a group (Pathfinder RPG 
  Core Rulebook 201), and take it to the Punishing Man. In 
  addition to the weapons members are carrying, the mob 
  also possesses four 20-foot-long ladders, four portable 
  rams, 30 feet of rope, and a grappling hook.
  Assault 1: Most of the mob chants, calling for the guards 
  inside the courthouse to hand over the Beast to the mob’s 
  justice. Meanwhile, 10 townsfolk move in and attempt 
  to break into the jail at the main entrance (area A1) with 
  portable rams. The ringleaders move into firing positions 
  from cover and attack any of the courthouse’s occupants 
  (including the PCs) with their crossbows. This attack is 
  repelled when five members of the group attacking the 
  door are overpowered or dispersed. The second attack 
  occurs 1d4 rounds later.
  Assault 2: Still covered by the ringleaders with their 
  crossbows, the main mob continues to chant, but begins 
  to walk around the courthouse. At the same time, 10 
  townsfolk try to break into the public entrance (area A8) 
  with portable rams while 10 more townsfolk rush up 
  with ladders and attempt to climb onto the balcony (area 
  A15). This attack is repelled when at least five members of 
  each group assaulting the courthouse are overpowered or 
  dispersed. The final assault begins 1d6 rounds later.
  Assault 3: For the final attack, those armed with 
  crossbows move closer to the courthouse, firing at anyone 
  they can see in the jail, while the rest of the mob makes 
  a half-hearted attempt to burn down the courthouse. 
  The townsfolk throw torches into the building, while 
  ringleaders hurl vials of alchemist’s fire through the 
  windows. These attacks have little effect on the stone walls 
  of the courthouse, but if the PCs have had an easy time 
  repelling the mob so far, you can use the simplified rules 
  in Pathfinder Adventure Path #43 to add the threat of fire 
  spreading through the courthouse. These attacks continue 
  until the mob is dispersed, or until the local militia finally 
  arrives (see Development below).
  Dealing with the Mob: The angry mob gives you the 
  chance to voice the locals’ fury at the Beast. How the PCs 
  respond to the mob’s attacks is up to them, but it should be 
  made clear to the players that the mob is (mostly) made up 
  of ill-armed townspeople, and a heavy offensive response 
  (such as a few well-aimed fireballs) could quickly turn this 
  into a massacre.
  While the courthouse guards quickly lock all the doors 
  leading into the courthouse when the mob first appears, 
  they take no direct action against the mob themselves. PCs 
  who want to command the guards during the attack must 
  succeed on a DC 12 Intimidate check to get them to follow 
  orders in combat.
   Besides brute force, the PCs can try other means to 
  disperse the mob. A DC 15 Diplomacy check or DC 20 
  Intimidate check (opposed by a similar check from any 
  of the mob’s ringleaders) convinces 1d4 townsfolk per 
  check to disperse and not return. Ringleaders cannot be 
  dispersed in this way. Spells such as calm emotions, cause 
  fear, charm person, enthrall, hold person, sleep, or the like can 
  also be used—townsfolk affected by spells such as these 
  flee if commanded or disperse when the spell effect 
  wears off. The mob finally disperses when 25% of its total 
  number have been overpowered or removed (killed, knock 
  unconscious, or driven away), or once the militia arrives.
  The PCs can also choose to do nothing to defend the 
  courthouse or the Beast. If this is the case, the mob breaks 
  into the courthouse in 10 rounds, and the frightened 
  guards hand the Beast over to mob justice. Before the mob 
  can place the Beast inside the Punishing Man, however, 
  the Beast goes berserk, rampaging through the now-
  terrified townsfolk. The Beast kills several citizens before 
  the militia arrives on the scene and manages to subdue 
  and imprison the Beast once more.
  Lepidstadt Townsfolk (50) 
  CR 1/2
  XP 200 each
  Trial of the Beast
  41
  
  Human commoner 2
  N Medium humanoid (human)
  init +0; Senses Perception +3
  DEFENSE
  aC 10, touch 10, flat-footed 10
  hp 9 each (2d6+2)
  Fort +1, Ref +0, Will –1
  oFFENSE
  Speed 30 ft.
  Melee club +2 (1d6+1) or
  torch –3 (1d3+1 plus 1 fire)
  Ranged stone –3 (1d2+1)
  TaCTiCS
  Morale A townsperson flees as soon as he or she takes any 
  damage.
  STaTiSTiCS
  Str 12, Dex 11, Con 13, int 10, Wis 9, Cha 10
  Base atk +1; CMB +2; CMD 12
  Feats Animal Affinity, Skill Focus (Profession [any])
  Skills Climb +6, Handle Animal +7, Knowledge (local) +1, 
  Perception +3, Profession (any) +7, Ride +2
  Languages Common
  gear club, stones, torches (3)
  Ringleaders (5) 
  CR 2
  XP 600 each
  Human expert 2/warrior 2
  CN Medium humanoid (human)
  init +1; Senses Perception +0
  DEFENSE
  aC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 20 each (4 HD; 2d8+2d10)
  Fort +3, Ref +1, Will +5
  oFFENSE
  Speed 30 ft.
  Melee club +5 (1d6+2) or
  torch +0 (1d3+2 plus 1 fire)
  Ranged heavy crossbow +4 (1d10/19–20)
  TaCTiCS
  Morale Ringleaders flee if reduced to 5 hit points or fewer.
  STaTiSTiCS
  Str 14, Dex 12, Con 11, int 11, Wis 10, Cha 12
  Base atk +3; CMB +5; CMD 16
  Feats Iron Will, Persuasive, Throw Anything
  Skills Climb +8, Diplomacy +10, Disable Device +5, 
  Intimidate +10, Knowledge (local) +7, Profession (any) +7
  Languages Common
  Combat gear alchemist’s fire (2); other gear studded leather, 
  club, heavy crossbow with 20 bolts, jug of cider, torches (6)
  Development: It takes a suspiciously long time for 
  the beleaguered defenders of the courthouse to get help. 
  Three minutes after the mob begins its final assault, 40 
  members of the Lepidstadt militia (N human warrior 1), 
  led by a sergeant-at-arms (LN female human fighter 5), 
  finally arrive at the courthouse. This is because senior 
  watch officers are not only convinced that the Beast 
  is guilty, but are also angry that outsiders have come 
  into town to defend the Beast’s side. The watch captain 
  therefore deliberately delays intervention until the last 
  possible moment, hoping to rid the city of trouble. If the 
  mob somehow manages to set the courthouse on fire, the 
  militia arrives sooner, however, as they are unwilling to 
  let the mob endanger the city as a whole. Regardless of 
  when the militia arrives, they quickly restore order and 
  disperse the mob. If the PCs have captured any of the 
  perpetrators, the militia takes them into custody, but 
  they make no additional arrests.
  How the PCs handle the mob attack has a direct effect 
  on their success at the trial. While no one is going to blame 
  the PCs for defending themselves, neither will significant 
  loss of life or destruction of property be overlooked. If the 
  PCs callously massacred the mob (if more than 50% of the 
  total number are killed), they are arrested by well-armed 
  militiamen and thrown into jail. The Order of the Palatine 
  Eye (on the secret orders of Judge Daramid) bails the PCs 
  out the next morning before the trial, but the PCs will now 
  need 18 successful Diplomacy checks during the trial to 
  gain an innocent verdict for the Beast. If the PCs were not 
  at the courthouse, if they did nothing to defend the Beast 
  and the courthouse, or if they allowed the courthouse to 
  catch fire, they will need to make 15 successful Diplomacy 
  checks, as the court (somewhat irrationally, perhaps) 
  blames the Beast itself for what transpired. If the PCs 
  successfully defended the courthouse and the Beast 
  without a significant loss of life (fewer than five deaths), 
  their chance of success is unchanged (12 successes). If the 
  PCs managed to repel the attacks and disperse the mob 
  without killing a single townsperson, they need make 
  only 10 successful Diplomacy checks during the trial. 
  Regardless of the outcome of events, however, the trial 
  continues as scheduled the next day.
  XP Awards: How many experience points the PCs earn 
  for defending the courthouse depends upon how they 
  conduct themselves against the mob. Award the normal 
  XP for defeating the ringleaders, though these awards 
  should be halved if the ringleaders are killed. The PCs 
  gain no experience for defeating or killing townsfolk. If 
  the PCs dispersed the mob on their own before the militia 
  arrived, award them an additional 1,200 XP. If the PCs 
  managed to disperse the mob without killing a single 
  townsfolk or ringleader, award them an additional 2,400 
  XP instead. These awards are for primarily good or neutral 
  characters—a predominantly evil party might get full XP 
  for violently repelling and destroying the mob after the 
  first attack instead.
  42
  
  dAy three: SAnctuAry And the FinAL 
  verdict
  After the events of the previous night, the crowd still 
  seems angry, but members are allowed access to the trial 
  even if PCs try to prevent it. The atmosphere on this final 
  day is frenzied, with the locals determined to see the 
  Beast burn. The clerks arrive early, with other members 
  of the court arriving as the time approaches 10:00 a.m.
  10:00 a.m.: The final day of the Trial of the Beast 
  begins. Chief Justice Khard reminds the crowd of the 
  penalties of violence, and tells them that he will clear 
  the entire court if they do not behave. He also warns 
  them that mobs do not rule Lepidstadt, and that should 
  anyone threaten violence to any of the defense, he will 
  have the person whipped out of town or hanged. He then 
  requests the prosecution to describe the alleged events 
  at Sanctuary.
  10:30 a.m.: Witnesses for the Prosecution. The 
  prosecution details the arson attack on the hospital of 
  Sanctuary on Karb Isle 4 months ago. Otto alleges that 
  the Beast set fire to the building, murdering Doctor 
  Brada and his patients in the process, and states that only 
  Brada’s loyal assistant Karl survived. Otto calls Karl to 
  the stand to give his evidence.
  12:30 p.m.: Witnesses for the Defense. Gustav calls the 
  PCs to present any evidence they found at Sanctuary.
  2:30 p.m.: Closing Statements. The prosecution asserts 
  that the Beast is guilty of the murders in Morast, Hergstag, 
  and Sanctuary. Otto claims that the Beast is a danger to 
  society, and is a monster that should be destroyed. He 
  recommends punishment in accordance with traditional 
  law—execution by burning in the Punishing Man. 
  Assuming the PCs presented evidence for the Beast’s 
  innocence (and made at least some of the required 
  Diplomacy checks), Gustav asserts that the prosecution’s 
  evidence is not enough to prove the Beast guilty of any 
  of the crimes in Morast, Hergstag, or Sanctuary. He 
  recommends the Beast be freed immediately.
  3:00 p.m.: Close of the Trial. When both prosecution 
  and defense have made their closing statements, Chief 
  Justice Khard announces that the trial is over, and he and 
  the other justices depart to deliberate.
  Evidence: Based on their investigations at Sanctuary, 
  the PCs may wish to present the following as evidence to 
  the court.
  Getting Karl to admit that Vorkstag and Grine were 
  occasional visitors to Sanctuary (+5 on Diplomacy check; 
  1,200 XP).
  Describing the Shambling Man skin from Vorkstag’s 
  Cabinet of Skins and Faces to Karl (+20 on Diplomacy 
  check; 1,200 XP).
  Establishing that Brada knew Vorkstag and Grine, 
  either through his papers or the bleach vial (+10 on 
  Diplomacy check; 1,200 XP).
  Using speak with dead on the head of Doctor Brada 
  (or reporting the results of such) to learn the truth of 
  what happened at Sanctuary (+20 on Diplomacy check; 
  1,200 XP).
  the verdict
  An hour after the justices leave to deliberate, they return 
  looking grim. The Herald calls for order, and the crowd 
  immediately hushes. Chief Justice Khard stands and 
  announces the verdict. If the PCs did not achieve enough 
  successes during the trial, the verdict is guilty. Read or 
  paraphrase the following text.
  “We have deliberated upon the evidence we have heard and are 
  shocked by it. It is our verdict that the Beast of Lepidstadt is 
  guilty of multiple counts of murder. The Beast shall be taken to 
  the Punishing Man at dawn tomorrow, where it shall be burned 
  to death, and may Pharasma have mercy upon its soul, if it has 
  such a thing.”
  If the PCs achieved enough successes during the trial, 
  the verdict is innocent. Read or paraphrase the following.
  “We have heard the evidence presented before us, and thank 
  Pharasma that we did so, for without this trial there would have 
  been a most terrible miscarriage of justice. There are many 
  cruelties in the world, but to lie and blame another for one’s 
  crimes is the most terrible of sins. We have asked ourselves a 
  question—who is the monster here? Is it this creature before us, 
  with its broken body and terrible form, or is it we, the people of 
  Lepidstadt, with our bigotry and lies? The Beast is innocent!”
  LePidStAdt moB Size
  PCs’ actions 
  Mob Size Modifier
  PCs befriended the Crooked Kin 
  –10 townsfolk/–1 ringleader
  Vorkstag has yet to be unmasked 
  +20 townsfolk/+2 ringleaders
  PCs used speak with dead on the children of Hergstag 
  +30 townsfolk/+3 ringleaders
  PCs used speak with dead on Ellsa to prove the  
   –30 townsfolk/–3 ringleaders
  Beast did not kill the children of Hergstag 
  (cancels out penalty for using speak with dead in the first place)
  PCs recovered the bodies of the dead children 
  –10 townsfolk/–1 ringleader
  Trial of the Beast
  43
  
  If the Beast is found guilty, the crowd bays and cheers, 
  rushing out into the streets to spread the news. Within 
  moments, church bells across Lepidstadt begin ringing in 
  celebration. If it’s found innocent, the crowd screams its 
  anger at the verdict, and the guards must draw weapons to 
  keep them at bay. Within minutes, a mob forms outside the 
  courthouse, chanting, “Burn the Beast! Burn the Beast!”
  AFtermAth oF the triAL
  If the Beast is declared guilty, it is led back to its cell sobbing. 
  Before it is dragged away, it looks pleadingly at the PCs and 
  roars, “Help me! Go to Caromarc. He can save me! He can 
  prove I didn’t do it!” A DC 15 Knowledge (local) or Knowledge 
  (nobility) check can identify “Caromarc” as the former 
  count of Vieland, or his ancestral castle north of Lepidstadt, 
  but not its connection to the Beast. Later that night, the 
  Beast goes berserk, finally breaking loose and smashing 
  its way into a neighboring sewer tunnel. Following the  
  sewers, it escapes into the swamp north of the city.
  If the Beast is found innocent, it thanks the PCs for 
  their help, calling them its “best friends in all the world.” 
  The Beast confides that it wants nothing more than to go 
  see its “father,” who lives at Schloss Caromarc. The Beast 
  tells the PCs that “Father doesn’t usually like visitors,” 
  but invites them to visit it there in a few days. The guards 
  escort the Beast through the baying crowds to the edge of 
  the city, and release it into the Dippelmere Swamp.
  Regardless of the outcome of the trial (provided the PCs 
  did a reasonable job of defending the Beast), Judge Daramid 
  requests that the PCs meet her the next morning to receive 
  their payment. When the PCs arrive at Judge Daramid’s 
  house, she gives them their promised reward, telling them 
  they have earned it, as the Beast was able to receive a fair 
  trial. But she asks them to complete one more task for her. If 
  the Beast was found guilty, Judge Daramid informs the PCs 
  of the Beast’s escape the previous night. The guilty verdict 
  notwithstanding, Daramid believes that the PCs found 
  enough evidence to put the creature’s guilt into question, at 
  least in her mind. But she is curious about the Beast’s final 
  statement, and asks the PCs to find out why it said what it 
  did, and what it meant. If the PCs have not already made 
  the connection to Schloss Caromarc themselves, Daramid 
  asks the PCs to go to Schloss Caromarc and try to shed some 
  light on the Beast and its alleged crimes. Daramid also tells 
  the PC that the townsfolk are forming a mob to recapture 
  the Beast, and suggests that the PCs hurry to avoid further 
  unnecessary violence.
  If the Beast was declared innocent and released, Judge 
  Daramid still asks the PCs to go to Schloss Caromarc 
  in search of the Beast and its creator. She is interested in 
  the Beast’s history, and thinks the Beast might still be 
  dangerous. If the PCs can find its creator, perhaps they can 
  learn how to control the Beast, or convince its creator to keep 
  a tighter rein on the creature. But Daramid has also heard 
  rumors that the townsfolk are planning to track down the 
  Beast and overturn the court’s verdict on their own. If the 
  PCs want to protect the creature, they should hurry.
  On their way back from Judge Daramid’s house, the PCs 
  notice a large number of people gathering on the streets 
  with torches and various weapons and farm tools. If asked, 
  the townsfolk tell of their plan to go into the swamp, find 
  the Beast, and “give it the justice it deserves, once and for 
  all.” Whether the Beast is guilty or innocent, the PCs must 
  get to Schloss Caromarc before the mob does.
  Story Award: If the Beast was found innocent, award 
  the PCs 3,200 XP.
  PArt three: reScue At 
  SchLoSS cAromArc
  Schloss Caromarc lies some 24 miles north and east of 
  Lepidstadt in a rocky gorge at the edge of the Dippelmere 
  Swamp. The Beast heads straight through the swamp to 
  get to the castle, but a road also follows the western bank 
  of the Lesser Moutray River, leading directly to Schloss 
  Caromarc. The road is slightly longer, but several trails 
  exist for those traveling the swamp by foot, so it takes the 
  same amount of time to reach the castle, regardless of 
  which route the PCs take.
  The Beast stopped by its lair in the swamp to collect 
  its gear, then went to the castle in search of its “father,” 
  uSing the hArrow deck
  If the Beast is found innocent because of the evidence the 
  PCs presented, award each player a free draw from the 
  Harrow deck, as outlined in the Carrion Crown Player’s 
  Guide. If you are using the optional 
  system presented in the Carrion 
  Crown Player’s Guide, the entire party 
  receives The Hidden Truth card 
  instead. This specific card can be 
  played to give the PCs an automatic 
  success on any one Diplomacy 
  check to gather information or 
  Knowledge check (in effect, they 
  get the maximum result for such 
  a check). The Hidden Truth card 
  can only be used once, and the 
  entire party must agree to use 
  the card.
  44
  the hidden truth
  Harrow Cards.indd   10
  1/14/08   12:13:03 PM
  the uprising
  Harrow Cards.indd   26
  1/14/08   12:13:21 PM
  the hidden truth
  Harrow Cards.indd   10
  1/14/08   12:13:03 PM
  
  but it turned away when it discovered the trolls guarding 
  the gatehouse, and has been wandering through the 
  swamps ever since. The Beast makes a final appearance 
  once the PCs activate the Bondslave Thrall (see area L5 for  
  more details).
  If the PCs want to find out some details about Schloss 
  Caromarc and its eccentric resident before they leave, 
  they may make Diplomacy checks to gather information, 
  Knowledge (local) checks, or Knowledge (nobility) checks 
  to learn the following information.
  DC 10: Schloss Caromarc is the dwelling of Count Alpon 
  Caromarc, the former ruler of Vieland who abdicated his 
  position when the Palatinates threw off the heavy yoke of 
  the aristocracy.
  DC 15: An eccentric recluse, Count Caromarc has built 
  a dwelling that both attracts and deters visitors. Known 
  as the Hanging House, Schloss Caromarc lies to the 
  northeast of Dippelmere Swamp, and is actually several 
  buildings built into the walls of a gorge above a waterfall. 
  Although the lower parts of the house are as luxurious 
  as one might find in any city, the further up the gorge 
  one goes, the more treacherous and inhospitable the 
  buildings become. 
  DC 20: Paranoid about his experiments and discoveries 
  being stolen, the eccentric Count Caromarc has, it is 
  rumored, trapped parts of his castle to prevent theft, and 
  constructed numerous guardian creatures to serve and 
  protect him.
  SchLoSS cAromArc
  The fens give way to a deep, rocky gorge at the northern 
  edge of the swamp, where a peculiar building, or rather 
  group of buildings, clings to steep cliff edges above half a 
  dozen plummeting waterfalls. Beyond a fortified gatehouse, a 
  stone bridge arches gracefully over the raging torrents below. 
  Perched precariously beyond this is a fine, fortified manse and 
  a ruined building that appears to have partially collapsed into 
  the river below. A slender rope bridge, replacing the fallen 
  remnants of a stone bridge, links to a strange tower pierced 
  with beautiful stained glass windows depicting bizarre beasts. 
  A further building teeters to the north of this, but how it is 
  reached is impossible to see from here. Far above, a great 
  tower rises from an isle of stone to the sky, ending in a great 
  steeple topped with a huge lightning conductor.
  While it is true that visitors to Schloss Caromarc are 
  usually rare, Alpon Caromarc has had more than his fair 
  share lately. The first group, a trio of eminent engineers 
  from Caliphas, arrived 2 months ago to oversee proposed 
  repairs to the Alchemy Wing (area H) and the destroyed 
  bridge leading to the Living Museum (area J), ruined by 
  Caromarc’s recent experiments with boiling alchemist’s 
  fire under pressure. Unfortunately for the engineers, 
  they were still here when the second group of visitors, the 
  Whispering Way, assaulted the castle and put their plan 
  involving the Beast into action.
  After securing the Seasage Effigy from the Beast, the 
  Whispering Way sabotaged the castle on their way out, 
  leaving the place an even worse death trap for those 
  entering it than it was when they arrived. After the cultists 
  left, a group of local trolls attempted to raid the castle 
  themselves, but they have only managed to infiltrate the 
  gatehouse so far, as the golem hound Caromarc employs 
  to guard his manse has kept them at bay.
  SchLoSS cAromArc generAL FeAtureS
  The exterior walls of Schloss Caromarc are constructed 
  of superior masonry. A DC 25 Climb check is required 
  to climb the walls, while a DC 30 Climb check is needed 
  to scale the slippery natural rock walls of the gorge. 
  Inside, unless otherwise noted, walls are of wooden 
  construction, with good wooden doors. All windows are 
  6 inches wide with leaded glass, unless otherwise stated. 
  Areas F, G, and H are 100 feet above the upper river, while 
  areas I and J are 150 feet above the lower river below the 
  falls. Areas K and L are built 200 feet above the churning 
  waters. Creatures that fall into the water ignore the first 
  20 feet of a fall but must contend with the roiling waters 
  below (DC 20 Swim checks). Characters that fall into the 
  upper river may also be swept over a waterfall and suffer 
  further damage from the 50-foot fall to the lower river. 
  gAtehouSe
  Schloss Caromarc’s gatehouse is wide enough to contain 
  any carriages Caromarc’s visitors might arrive in. Until 
  recently, a pair of homunculi watched the gatehouse and 
  fed information back to Caromarc, but the Whispering 
  Way slew these creatures. A small group of trolls now 
  occupy this area; they hope to break into the castle once 
  they have defeated the golem hound (area G1), an act that 
  is presently beyond them. Although healed, the trolls and 
  their pets bear the ugly scars of their recent battles with 
  the hound.
  F1. outer gAte (cr 5)
  A two-story stone gatehouse leads into the castle, topped with 
  a crenellated tower at each corner. The main gate is closed.
  The strong wooden gate is bound with iron and barred 
  from within (hardness 5, hp 20, Break DC 30). 
  Creatures: The trolls left two trollhounds on guard 
  outside the gate. Large, troll-like canines with oversized 
  jaws, the trollhounds howl balefully and attack any 
  creature they see other than a troll or goblin.
  Trial of the Beast
  45
  
  Trollhounds (2) 
  CR 3
  XP 800 each
  N Medium magical beast (Pathfinder Adventure Path #32 88)
  init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEFENSE
  aC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 30 each (4d10+8); regeneration 3 (acid or fire)
  Fort +6, Ref +5, Will +1
  oFFENSE
  Speed 40 ft.
  Melee bite +8 (1d6+6 plus disease and trip)
  Special attacks disease
  TaCTiCS
  During Combat The trollhounds continue attacking any 
  opponents they trip. They do not pursue fleeing foes out of 
  sight of the gatehouse.
  Morale The trollhounds fight to the death.
  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, Stealth +5, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  SPECiaL aBiLiTiES
  Disease (Ex) A trollhound’s saliva is an infectious brew of 
  contagion. Creatures bitten by a trollhound are often 
  afflicted with bloodfire fever. 
  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.
  Development: If the trolls are alerted to the presence of 
  attackers by the trollhounds, those inside the gatehouse 
  (area F2) move to the gatehouse towers above and attack 
  with large thrown rocks, while their leader Grork (area 
  F5) uses his crossbow.
  F2. gAtewAy (cr 7)
  The gates open on a broad chamber with a vaulted roof. Two 
  large fires burn in the room, and spiral stairways climb up in 
  each corner toward the ceiling. The gate on the far side of the 
  room is barricaded with timber and furniture. 
  The trolls have barricaded the inner gate (hardness 5, hp 
  20, Break DC 23) against the flesh golem hound guarding 
  the manse on the other side of the bridge, and any of 
  Caromarc’s other beasts. The barricade is composed of a 
  number of cots, tables, and other furniture previously used 
  by Caromarc’s guards, six of whom were posted here. When 
  the Whispering Way arrived, they slew the guards, throwing 
  two of them into the river, and subjecting the other four to 
  a much worse fate (see area K6). A DC 10 Perception check 
  while examining the barricade reveals a stained and ragged 
  gray tunic with blue trim. If repaired in some way (such as 
  with a mending spell), this spare guard’s uniform will 
  enable the PCs to bypass the golem hound and 
  other guardians of the castle as listed in 
  their descriptions.
  Creatures: Two trolls and their 
  three goblin slaves rest inside the 
  gatehouse. The trolls rush to 
  defend the gatehouse if 
  an alert is sounded, 
  heading to the 
  towers to throw 
  rocks. If the PCs 
  break into this 
  room, the trolls 
  engage 
  them, 
  falling back to the 
  terrace beyond 
  the inner gate 
  46
  Troll and Trollhound
  
  (area F3) if reduced to 35 hit points or fewer. The goblins 
  make a lot of noise and throw rubbish at combatants (trolls 
  and PCs alike), but otherwise do not attack, and try to flee 
  at the earliest opportunity if attacked.
  goblins (3) 
  CR 1/3
  XP 135 each
  hp 6 each (Pathfinder RPG Bestiary 156)
  Trolls (2) 
  CR 5
  XP 1,600 each
  hp 63 each (Pathfinder RPG Bestiary 268)
  Ranged rock +1 (1d8+5)
  Development: The goblins hate the trolls and are happy 
  to see them killed. If released from their masters, the 
  goblins happily tell of the flesh golem hound at area G1. 
  As they have not been beyond the gatehouse, they have no 
  further information about the rest of the castle. They also 
  impart that a group of humans left the area some time ago 
  (goblins are not so good at counting days). If asked what 
  these people look like, they simply shrug and say that all 
  humans look alike.
  In addition, one of the goblins carries a small amulet 
  depicting a gagged skull, which he found in the gatehouse 
  and pocketed. A DC 20 Knowledge (arcana) or Knowledge 
  (religion) check identifies the gagged skull as the symbol 
  of the Whispering Way. One of the cultists accidentally 
  dropped the amulet, and this serves as the PCs’ first clue 
  that the Whispering Way has been here before them.
  Treasure: Hunks of dubious meat (mostly local 
  mountain goat) hang from meat hooks attached to an 
  old staff among piles of timber. The staff is actually a 
  staff of swarming insects with 7 charges, though the trolls 
  are totally unaware of its value. The trolls have collected 
  several sacks of plunder, including a pair of bellows, a 
  shovel, a sledge, a battered tankard, several pretty (but 
  valueless) stones, 208 gp, and 345 sp.
  F3. inner gAte And terrAce (cr 6)
  This broad stone terrace has no rails at its edge. To the north, 
  a stone bridge arches above a waterfall that drops into the river 
  two hundred feet below.
  Creatures: A troll and his trollhound stand on the 
  terrace watching the manse for signs of trouble. While 
  the golem hound at area G1 is not tethered, the trolls 
  know it won’t attack them unless they attack it first, so 
  the troll posted here makes sure to steer clear of the 
  hound. If attacked, the troll and trollhound fight to the 
  death, as the flesh golem hound blocks their only route 
  of escape.
  Troll 
  CR 5
  XP 1,600 
  hp 63 (Pathfinder RPG Bestiary 268)
  Trollhound 
  CR 3
  XP 800 
  hp 30 (see page 46)
  F4. gAtehouSe towerS
  Each of these three towers has battlements, providing 
  cover from attackers below. The trolls have piled large, 
  pointed stones in all three towers to throw.
  F5. SouthweSt gAtehouSe tower (cr 6)
  The battlements around this tower provide cover from 
  attackers below. The trolls didn’t think to stockpile 
  throwing stones in this tower.
  Creature: The trolls’ leader Grork loiters in the southwest 
  tower, using a stolen spyglass to watch for intruders. 
  Unfortunately, he is obsessed with the manse and the 
  golem hound and takes a –5 penalty on Perception checks 
  to notice anything approaching from any other direction. 
  Once he becomes aware of intruders, he attacks with his 
  heavy crossbow.
  grork 
  CR 6
  XP 2,400
  Advanced troll (Pathfinder RPG Bestiary 268, 294)
  hp 75
  Ranged Large heavy crossbow +5 (2d8/19–20)
  gear Large heavy crossbow with 20 bolts
  Treasure: Grork wears the mummified hands of 20 
  of his victims, and has thrust several needles through 
  his flesh, three of which are actually fancy hatpins 
  ending in tiny rubies, worth 75 gp each. He also carries a 
  magnificent spyglass bound in gold worth 1,000 gp.
  the mAnSe
  The manse serves as a comfortable residence for Count 
  Caromarc and is luxuriously furnished. Six permanent 
  unseen servants are on hand to attend to visitors’ needs, 
  though Caromarc finds their inability to cook frustrating. 
  The servants may be encountered in any room of the manse 
  tidying up, but they respond to any simple instructions 
  given to them. Doors within the manse are good and fitted 
  with latches, walls are paneled oak, and rooms have sconces 
  with torches (lit at night by the servants). Once they had 
  imprisoned Caromarc and murdered his few living servants, 
  the Whispering Way ignored the manse for the duration of 
  their visit. They left no guardians or traps behind in this 
  building, and as a result, the manse is a safe place for the 
  PCs to rest while they explore the rest of the castle.
  Trial of the Beast
  47
  
  g1. the Low Bridge (cr 6)
  A slender stone bridge arches gracefully over a roaring waterfall 
  here, linking the gatehouse to a fortified manor house clinging 
  to the cliff on the far side.
  The bridge is 10 feet wide and has no guardrail. The 
  arch is sufficiently high to provide cover for creatures on 
  either end of the bridge.
  Creature: A flesh golem hound guards the bridge. It 
  has been instructed to stop intruders by initially barking 
  loudly enough to raise the alarm. The hound attacks anyone 
  stepping onto the center of the span, trying to bull rush 
  the intruder off the bridge. But if it sees a guard’s uniform 
  (such as the one found in area F2), it ignores trespassers 
  and lets them pass, assuming the visitors are known.
  Flesh golem hound 
  CR 6
  XP 2,400
  hp 64 (see page 29)
  g2. the greAt door (cr 7)
  The arched bridge ends at a small cobbled terrace with a curious-
  looking iron door depicting a scowling sun being devoured by 
  ravenous clouds. To the left, two hundred feet below, a huge 
  waterfall plummets into the depths.
  The iron door is locked (hardness 10, hp 60, Break DC 28,  
  Disable Device DC 30) and trapped. A DC 20 Perception 
  check notices a hidden bell pull hanging by the eastern side 
  of the door. The pull sounds the bells in areas G8 and G10, 
  alerting an unseen servant that comes to the door and looks 
  out a concealed viewing port. If it sees a guard uniform, or 
  if Caromarc has instructed it to allow visitors in, the unseen 
  servant disarms the trap on the door and opens the door. 
  Otherwise, it leaves and ignores the bell pull for an hour. 
  Trap: The door is trapped, and goes off if the door is 
  opened without bypassing the trap with the switch inside, 
  summoning a Huge air elemental to repel intruders.
  guardian of air Trap 
  CR 7
  XP 3,200
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger touch; Reset none; Bypass switch in area g3
  Effect spell effect (summon monster VI, summons Huge air 
  elemental for 11 rounds)
  g3. greAt hALL (cr 5)
  A huge portrait hangs above an enormous, lit fireplace in this 
  large entry chamber. A set of steep stairs rises to the right.
   A small switch next to the door disables the trap on the 
  main entrance (area G2). The stairs lead up to a second-
  floor landing (areas G11 through G13).
  Creature: One of Caromarc’s guardians, a strange 
  animated object of metal and flesh, lurks under the 
  stairs. The guardian immediately attacks intruders, but 
  ignores anyone accompanied by someone in a guard’s 
  uniform. Although predominantly a thing of metal and 
  wire, this loping construct has some organic parts that 
  seem more for decoration than for a purpose. It takes 
  awkward, hobbling steps and frequently rests itself upon 
  two huge, scythe-like forearms.
  The hobbling hook-Clawed apparatus 
  CR 5
  XP 1,600
  Large animated object (Pathfinder RPG Bestiary 14)
  N Large construct 
  init –1; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  aC 16, touch 8, flat-footed 16 (–1 Dex, +8 natural, –1 size)
  hp 52 (4d10+30)
  Fort +1, Ref +0, Will –4
  Defensive abilities hardness 10; immune construct traits
  oFFENSE
  Speed 30 ft.
  Melee 2 slams +9 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  STaTiSTiCS
  Str 22, Dex 8, Con —, int —, Wis 1, Cha 1
  Base atk +4; CMB +11; CMD 20
  SQ construction points (additional attack, metal [iron])
  Treasure: The portrait above the fireplace is of Count 
  Caromarc, and shows him as a deeply curious man, 
  surrounded by objects in his museum. PCs making a DC 20 
  Perception check can see through a painted window behind 
  the figure how the bridge connecting the Alchemy Wing 
  (area H) to the Living Museum (area J) looked before it was 
  blown up a few months ago. A DC 35 Perception check reveals 
  a figure in a mirror behind Caromarc, a four-armed white 
  ape with clearly visible stitching—the flesh golem girallon 
  encountered in area L1. The portrait is worth 500 gp.
  g4. LiBrAry
  Shelves crammed with books line the walls of this room. A 
  comfortable leather chair sits in the room’s center.
  A DC 30 Perception check discovers a secret door in the 
  north wall, formed by a bookcase that swings inwards.
  Treasure: The books here are all about engineering and 
  grant a +2 bonus on Knowledge (engineering) checks made 
  here. The books are worth 500 gp in total.
  48
  
  SchLoSS cAromArc
  1 SquAre = 5 Feet
  F1
  F2
  F3
  F4
  F4
  F4
  F5
  G1
  G2
  G3
  G6
  G4 G5
  G8
  G10 G9a
  G9c G9b
  G9d
  G13
  G11
  G11a
  G12
  G11
  H1
  H2
  I
  J6
  J7
  J1
  J2
  J3
  J4
  J9
  J8
  J10
  J5
  G6
  G7
  J11
  Trial of the Beast
  49
  
  g5. Smoking room
  Two plush chairs sit around a small lit fire in this 
  cramped, tobacco-stained room. Numerous tobacco jars 
  stand on a shelf next to a pipe rack filled with strange 
  pipes. A DC 30 Perception check finds a secret door in 
  the north wall.
  Treasure: The tobacco jars are filled with various 
  exotic tobacco mixtures, worth 200 gp in total. Among 
  the mundane pipes are a calabash set with six small jets 
  (worth 75 gp), and a long churchwarden with a gold tooth-
  guard (worth 50 gp).
  g6. troPhy roomS
  Treasure: These two rooms are crammed with taxidermied 
  animals and stuffed heads. While interesting, the 
  numerous trophies in these rooms are low in value; the 
  entire collection is worth perhaps 300 gp. 
  g7. BiLLiArdS room
  Treasure: A billiards table fills up most of this chamber, 
  and a rack of cues on one wall. A brass and gold score 
  checker worth 90 gp hangs by the door.
  g8. dining hALL
  The vaulted ceiling of this large room is adorned with gilt. A 
  pair of halberds hang above a huge lit fireplace in the far wall. 
  A great dining table and twelve chairs take up the center of 
  the room.
  Guests at Schloss Caromarc are rare, and despite 
  regular dusting, a DC 30 Perception check notices a 
  build-up of dust around the chair legs. A large bell hangs 
  near the fireplace, connected to the bell pull at the main 
  entrance (area G2). Secret doors in the south wall lead to 
  the library (area G4) and smoking room (area G5), and 
  may be found with DC 30 Perception checks. Although 
  the secret door in the west wall is very well made, a DC 
  15 Perception check locates the door from the slight draft 
  and the sound of water  rushing over the falls outside. 
  Treasure: The two halberds above the fireplace are 
  masterwork. In addition, hooks next to the outside door 
  in the secret corridor hold several coats, a walking cane, 
  and a sealskin cloak worth 120 gp.
  g9. StoreroomS
  These four rooms are crammed with items in boxes and on 
  shelves, and the smell of beeswax lingers in the air. Area 
  G9a is a household storeroom containing furniture polish, 
  mops and brooms, torches, and other simple tools for the 
  use of the unseen servants in their daily chores. Area G9b is 
  a well-stocked wine cellar, and area G9c is a larder stocked 
  with excellent foodstuffs. Both rooms are linked with 
  pipes to the waterfalls below, lowering the temperature 
  in these two rooms to better preserve their contents. Area 
  G9d is full of coal for the manor’s fireplaces, brought by 
  wagon from Lepidstadt only 2 months ago.
  Treasure: Caromarc likes his wine, and has several 
  fine vintages in his cellar. The entire collection is worth 
  1,200 gp.
  g10. kitchen
  This large kitchen contains a roaring stove, several 
  workbenches, and a spice cabinet. While Count Caromarc 
  occasionally brings in chefs from Lepidstadt to cook for him, 
  he generally cooks his own meals here. A bell hangs above the 
  stove, connected to the main entrance bell pull (area G2).
  Treasure: The spice cabinet is of Tian design and 
  crammed with an outstanding collection of spices. In 
  total, the collection is worth 300 gp.
  g11. gueSt BedroomS
  White sheets cover the four-poster bed, wardrobe, and 
  dressing table in these luxurious guest rooms that are 
  rarely used. A locked door (DC 25 Disable Device check 
  to open) in the southern room leads out to a narrow stone 
  balcony (area G11a) with no handrails, which affords a 
  spectacular view over the falls.
  g12. engineerS’ quArterS
  Three simple cots are arranged within this chamber. Numerous 
  drawings and books litter a nearby table.
  The engineers Caromarc hired to repair the damaged 
  Alchemy Wing (area H) resided here. The drawings on 
  the table are various attempts at plans for rebuilding the 
  bridge between the workshop and museum (area I).
  Treasure: The engineering books on the table are 
  technical manuals worth a total of 100 gp. Also on the 
  table are a magnificent jade and gold writing set with 
  several jars of valuable inks worth 150 gp, and a small 
  portable ink jar with a silver clasp worth 20 gp.
  g13. mASter Bedroom (cr 6)
  This neat bedchamber holds a resplendent four-poster bed 
  surrounded by oak furniture.
  This is Count Caromarc’s bedroom, though it is 
  obvious that no one has slept here in days. The furniture 
  consists of a wardrobe, a dressing table, chest, and a tall 
  dressing mirror. A DC 35 Perception check finds a small 
  hidden cupboard behind the chest.
  Trap: The hidden cupboard’s door is trapped with a 
  poison arrow, which launches when the door is opened.
  50
  
  Wyvern arrow Trap 
  CR 6
  XP 2,400
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect Atk +15 ranged (1d6/×3 plus wyvern poison—injury; save 
  Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Con 
  damage; cure 2 consecutive saves)
  Treasure: The wardrobe is crammed with fine men’s 
  clothing—10 noble’s outfits, six scholar’s outfits, and one 
  royal outfit. One of the dressing table’s drawers contains 
  a jewelry box holding a silver chain worth 50 gp, a gold 
  snuffbox set with a topaz worth 400 gp, a platinum-
  handled magnifying glass in a leather case worth 600 gp, 
  and a monocle with a silver chain ending in a diamond pin 
  worth 800 gp. The secret cupboard contains several chests 
  of coins totaling 2,000 gp, and a figurine of wondrous power 
  (ivory goats).
  the ALchemy wing
  Count Caromarc practiced most of his alchemical 
  experiments in this building until an accident blew up 
  the workshop and destroyed the bridge connecting it to 
  the Living Museum (area J).
  h1. nArrow wALkwAy
  A narrow stone bridge without a handrail lies above the roaring 
  river waters as they are drawn over the edge of the falls.
  The bridge, created by a stone shape spell, links the 
  manse to the alchemy wing. The bridge is 3 feet wide, and 
  though it looks precarious, it is easy to cross, unless the 
  PCs attempt to do so at full speed, in which case a DC 10 
  Acrobatics check is required. The bridge ends at a narrow 
  stone terrace with a wooden door.
  h2. PrecAriouS ALchemy workShoP 
  (cr 6)
  This large workshop is crammed with alchemical equipment, 
  but an explosion of some kind has ripped away the western wall, 
  leaving a large gap in the floor and wall open, now wreathed 
  with scaffolding. It looks as if a stone bridge once connected 
  this building with another on the far side of the gorge, but only 
  a slender rope bridge now hangs between the two.
  A few months ago, Count Caromarc began experimenting 
  with boiling alchemist’s fire under pressure in an attempt 
  to increase its potency, and the resulting explosion nearly 
  destroyed his workshop. As a temporary measure until 
  they could rebuild the demolished bridge to the Living 
  Museum, engineers from Caliphas constructed timber 
  scaffolding around the damaged workshop and installed a 
  rope bridge to allow them to cross over the waterfall below. 
  The arrival of the Whispering Way halted their repairs, 
  however, and the cultists imprisoned the engineers in the 
  Drowned Menagerie (area K10).
  When the Whispering Way explored this wing, they 
  inspected the iron support beams beneath the workshop 
  and decided to release the trio of rust monsters Caromarc 
  kept as curiosities into the workshop. As a result, the 
  beams are now in danger of collapse.
  Although most of the alchemy equipment here is of 
  masterwork construction, a DC 10 Perception check is 
  enough to notice that rust has gotten into nearly everything 
  in the lab, making the equipment effectively useless.
  Hazard: The iron beams beneath the workshop have 
  been dangerously rusted by the ravenous rust monsters, 
  but the PCs will only realize this fact if they look beneath 
  the building, in which case they can spot the danger with a 
  DC 5 Perception check. A DC 20 Knowledge (engineering) 
  check reveals that even with the damage, however, the 
  beams are unlikely to collapse unless subjected to strong 
  force or a heavy weight. A Large-sized or bigger creature 
  entering the room has a minimum 10% chance of causing 
  the section of floor beneath it and a further 5-foot-
  square adjacent section to collapse each round (20% for 
  Huge creatures, 40% for Gargantuan). Likewise, spells 
  that inflict damage in a burst or subject the room to 
  greater than normal stresses (such as fireball, gust of wind, 
  sound burst, and the like) have a 10% chance of causing a 
  collapse. Creatures in a collapsing square must make a 
  DC 15 Reflex save or fall into the water 100 feet below.
  Creatures: Three rust monsters remain in the workshop. 
  The creatures have plenty of cover from the alchemical 
  equipment throughout the room, and gain a +5 bonus on 
  Stealth checks to hide among the debris. The monsters 
  immediately attack any new sources of metal (such as 
  armored PCs), but try to flee beneath the building through 
  the gap in the floor if reduced to 10 hit points or fewer. 
  Rust Monsters (3) 
  CR 3
  XP 800 each
  hp 27 each (Pathfinder RPG Bestiary 238)
  Treasure: A DC 25 Perception check turns up a rod of 
  flame extinguishing under the debris, which unfortunately 
  was of little use when the lab exploded.
  i. roPe Bridge (cr 7)
  Beyond the scaffolding, a slender rope bridge swings out 
  toward a two-story building with a tower across the gorge.
  Trial of the Beast
  51
  
  The swaying rope bridge requires a DC 15 Acrobatics 
  check to cross safely. Creatures that fail their checks or 
  that are knocked off the bridge may make a DC 15 Reflex 
  save to catch hold of the ropes before falling 150 feet to the 
  waters below.
  Trap: The Whispering Way have trapped the bridge with 
  a trap that summons an erinyes as soon as anyone reaches 
  the midpoint of the bridge. The erinyes flies above the gorge 
  and attacks creatures on the bridge with flaming arrows. 
  (Remember that taking damage while balancing on the 
  bridge requires another Acrobatics check to avoid falling.)
  Trapped Bridge 
  CR 7
  XP 3,200
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (summon monster VI, summons erinyes for 
  11 rounds)
  the Living muSeum
  Count Caromarc’s private museum is cluttered with 
  thousands of objects, from fossils to the entire skeleton 
  of a sea cow. Every inch of wall space and most of the 
  floor space is given over to boxes, cabinets, display cases, 
  and stuffed or skeletal creatures. The museum smells 
  musty but is resplendently decorated, with stained glass 
  windows depicting various beasts and monsters. The 
  walls are paneled oak, and each room has torches in 
  sconces (lit at night by unseen servants).
  J1. Broken AButment
  One end of the demolished bridge clings to the cliff beneath a 
  large building. A statue of a beautiful nymph stands next to a 
  pair of double doors. Above the doors is a stained glass window 
  depicting a unicorn.
  The remains of the bridge on this side are very secure. 
  The doors open easily, but doing so triggers a permanent 
  alarm spell that mentally alerts the museum guardian 
  in area J7 below, which stalks through the museum in 
  search of intruders.
  J2. LoBBy
  This room is crammed with cabinets full of weird, 
  alchemically preserved creatures, including a pair of ice 
  mephit wings, several large spiders, parts of a dissected 
  giant slug, and the digestive tracts and proboscises of 
  three stirges.
  Treasure: A DC 30 Perception check discovers three 
  vials that have fallen behind one cabinet near the door. 
  The vials are labeled and each contains 1 dose of violet 
  venom (Pathfinder RPG Bestiary 274) that Caromarc 
  extracted from his fungi in area K5.
  J3. thingS oF the SeA
  The skeleton of a sea cow dominates this room, hung 
  from the ceiling on a set of iron rungs and held together 
  by a steel frames. Numerous jars sit on shelves within 
  the room, containing alchemically preserved octopuses, 
  tubeworms, the head of a skum, a curiously repellent 
  eel-like creature with fangs, and a strange, mermaidlike 
  creature with the upper body of a monkey and the tail of 
  a fish. A DC 16 Knowledge (nature) check identifies the 
  creature as a ningyo. If the PCs enter the room during the 
  day, the ningyo appears quite dead in its jar. If they venture 
  into the room at night, however, the ningyo becomes an 
  animated corpse, clawing and pounding on the glass walls 
  of its jar. The ningyo is trapped within its jar and is little 
  threat to the PCs. If you wish to have your PCs interact with 
  the ningyo, its stats (both living and undead) are presented 
  in Pathfinder Adventure Path #37’s bestiary.
  A spiral staircase leads up to the second floor, hidden 
  behind a secret door (DC 20 Perception check to find).
  J4. thingS oF the LAnd
  A stuffed bulette faces the door to this room. Cabinets 
  along the walls contain a partially dissected bugbear, 
  a partially transformed doppelganger, and a complete 
  goblin dog, all preserved in alchemical fluids. 
  J5. BeAStS oF dArk rePutAtion (cr 7)
  This room is filled with weird-looking preserved creatures. Two 
  elaborately carved and painted sarcophagi stand against the east 
  and west walls. A pile of chains lies in the center of the floor.
  Among the more unsavory creatures on display in this 
  room are the tentacle of a froghemoth, a pickled intellect 
  devourer, and a desiccated darkmantle. A trapdoor opens 
  onto the Hanging Stair below (area J6), and a door in the 
  north wall opens onto the Stretching Way (area J11).
  Creatures: The western sarcophagus holds an undead 
  mummy. Caromarc acquired the Osirian relic at great 
  cost, intending to study it to learn how some undead 
  spontaneously come to life and then apply such knowledge 
  to his own researches. The mummy had been securely 
  bound within its sarcophagus by strong chains, but the 
  Whispering Way removed the chains and released the 
  mummy when they left the castle. The mummy waits 
  within the sarcophagus until it is opened, or 1d4 rounds 
  after the mummy hears movement inside the room.
  The eastern sarcophagus is not a coffin at all, but 
  rather a mimic in disguise. Another creature acquired 
  by Caromarc for study, the mimic was also freed by the 
  52
  
  Whispering Way. Trapped inside this room with the 
  mummy, the mimic has been unable to leave or eat since. It 
  remains in disguise until the PCs encounter the mummy, 
  at which point it attacks unsuspecting opponents.
  Mimic 
  CR 4
  XP 1,200
  hp 52 (Pathfinder RPG Bestiary 205)
  Mummy 
  CR 5
  XP 1,600
  hp 60 (Pathfinder RPG Bestiary 210)
  Treasure: The mummy’s sarcophagus is of ancient Osirian 
  make and is worth 2,000 gp. In addition, the mummy wears 
  a ring of the ram under its wrappings, noticeable with a DC 25 
  Perception check once the mummy is slain.
  J6. the hAnging StAir
  A spiral iron stair literally hangs above the valley beneath 
  the museum, connecting to a small stone terrace and a 
  wooden door. Although the view is dizzying, the stair and 
  terrace are stable and safe.
  J7. the Secret curioS (cr 7)
  Caromarc stores some of his more dangerous, valuable, 
  and outré objects in this basement room. In addition, 
  he also used this room to temporarily store 
  living creatures for his menagerie. Three 
  large crates sit in the room, now empty 
  after the Whispering Way released the 
  creatures contained within them (the 
  rust monsters in area H2, the mimic in 
  area J5, and the vargouilles in area K4).
  Hazards: Three large, sealed, opaque 
  black glass jars sit inside the room. The 
  first contains the alchemically preserved 
  head of a sea hag (Pathfinder RPG Bestiary 
  243), the second contains yellow mold 
  (Pathfinder RPG Core Rulebook 416), and 
  the last jar contains hallucinogenic 
  spores from a basidirond fungus 
  (Pathfinder RPG Bestiary 28). 
  Anyone opening one of 
  the jars is exposed to 
  either the hag’s horrific 
  appearance, yellow mold, 
  or basidirond spores.
  Creatures: The museum’s 
  guardian, a faceless f lesh 
  golem, resides in this 
  room. If alerted by the 
  alarm spell in area J1, the 
  golem and its helpers slowly and quietly move through 
  the museum looking for intruders. The golem is blind, 
  hunting by scent only and sniffing at the air as it does so. 
  It is assisted by its “eyes,” six homunculi that are chained 
  to the golem or flit around its head. Although the golem 
  is mindless, the homunculi were created using the golem’s 
  blood, and their telepathic links with the golem allow it to 
  see through their eyes. In combat, the homunculi try to stay 
  out of harm’s way, keeping combatants in sight but trying to 
  hide and use cover as they do so. Each homunculus that is 
  slain deals 2d10 points of damage to the golem. If all of the 
  homunculi are slain, the golem is blinded.
  Faceless Flesh golem 
  CR 7 
  XP 3,200
  Senses scent
  hp 79 (Pathfinder RPG Bestiary 160)
  Trial of the Beast
  53
  Faceless Flesh Golem
  
  The guardian’s Eyes (6) 
  CR — 
  Homunculus (Pathfinder RPG Bestiary 176)
  hp 11 each 
  J8. thingS oF the Air
  The secret stairway from area J3 ends in this room. Three 
  dissected, preserved harpies sit in huge bell jars in this 
  room, along with jars containing four stuffed bats, the 
  skeletal front legs and head of a griffon, and the preserved 
  wing of a roc which is slowly losing its feathers. A ladder 
  leads up to a trapdoor in the ceiling.
  J9. Attic Storeroom (cr 6)
  This large room is crammed with crates and boxes. The 
  cases all contain curios like animal bones, stuffed birds, 
  and more mundane preserved creatures. 
  Creatures: One of the large chests in the southern 
  portion of the room contains the animated severed heads 
  of two medusas. If the chest is opened, the medusa heads 
  fly out and attack any living thing they see.
  Shrieking Medusa heads (2) 
   
  CR 4
  XP 1,200 each
  Advanced screaming medusa heads (Pathfinder Adventure Path 
  #43 83, Pathfinder RPG Bestiary 294)
  NE Small undead
  init +3; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  aC 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size)
  hp 34 each (4d8+16)
  Fort +5, Ref +4, Will +6
  immune undead traits
  oFFENSE
  Speed fly 40 ft. (perfect)
  Melee bite +8 (1d4+4 plus petrifying bite)
  Special attacks scream
  TaCTiCS
  During Combat On the first round of combat, one of the 
  medusa heads screams while the other bites the closest 
  opponent. They alternate screaming to affect as many foes 
  as possible while trying to turn foes to stone with their 
  petrifying bites.
  Morale The medusa heads fight until destroyed.
  STaTiSTiCS
  Str 18, Dex 16, Con —, int —, Wis 15, Cha 19
  Base atk +3; CMB +6; CMD 19 (can’t be tripped)
  Feats Flyby AttackB
  Skills Fly +11
  SPECiaL aBiLiTiES
  Petrifying Bite (Su) Creatures bitten by a shrieking medusa 
  head must make a DC 16 Fortitude save or turn to stone for 
  1d4 rounds. Targets immune to poison are immune to this 
  effect. The save DC is Charisma-based.
  Scream (Su) Once every 1d4 rounds, a shrieking medusa 
  head can open its jaw and emit a bone-chilling scream. 
  Each creature within 30 feet must make a DC 16 
  Will save or be shaken for 1d4 rounds. This is a sonic 
  mind-affecting fear effect. Whether or not the save is 
  successful, an affected creature is immune to the same 
  head’s scream for 24 hours.
  J10. the high Attic (cr 7)
  Trap: This high attic room is empty except for a trap the 
  Whispering Way left behind. The trap is triggered when a 
  creature passes through the trap door, conjuring an acid 
  fog that fills both this room and area J8.
  acid Fog Trap 
   
  CR 7
  XP 3,200
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (acid fog, persists for 11 rounds); multiple 
  targets (all creatures in areas J8 and J10)
  J11. the Stretching wAy
  The Stretching Way is an exposed, winding, narrow 
  pathway that climbs the bare rock face to the Drowned 
  54
  Ningyo
  
  Menagerie (area K1) 50 feet above. A DC 10 Climb check 
  is required to ascend the Stretching Way, as there are no 
  handrails or guide ropes. A failed Climb check results in a 
  fall into the lower river 150 to 200 feet below.
  the drowned menAgerie
  Made up of four interconnected towers, this building 
  stands 200 feet above the falls. Caromarc designed this 
  private zoo to contain and study living creatures, and 
  built iron catwalks above the containment chambers 
  to view his specimens in safety. After they imprisoned 
  Caromarc, the Whispering Way blocked the stairwell 
  to the upper level and destroyed the catwalks to force 
  those who might come looking for Caromarc to move 
  through the actual containment rooms. Diverting a high 
  mountain stream, the cultists also flooded the lower 
  level to make passing through the menagerie even more 
  difficult. The entire lower level is flooded to a depth of 
  3 feet unless otherwise noted, filled with floating debris. 
  Flooded rooms are considered difficult terrain; Small-
  sized or smaller creatures must make DC 10 Swim checks 
  to move through the water. 
  The four containment chambers have ceilings 40 feet 
  high; the iron catwalks originally hung 30 feet above 
  the floors. All of the interior walls are slippery with 
  moisture, and require a DC 25 Climb check to climb. 
  Unless otherwise noted, all doors opening onto the 
  containment rooms are bound in iron and barred from 
  the outside (hardness 5, hp 20, Break DC 25).
  k1. the nArrow viStA
  The Stretching Way ends here at a small stairway that 
  descends 10 feet to a recessed iron door. The door is rusted 
  shut and blocked by the pressure of the water behind it. A 
  DC 28 Strength check is required to open the door. 
  k2. BLocked StAirweLL
  This stairwell previously connected the two menagerie 
  levels, enabling Caromarc to view his collection, but the 
  Whispering Way deliberately collapsed it. Some 20 feet of 
  broken rock now blocks the stairwell.
  k3. Pit oF LeecheS (cr 6)
  Trap: Caromarc placed a flooded pit trap here and filled 
  it with leeches. Creatures that trigger the trap don’t fall 
  into the pit, but they must make Swim checks to stay 
  afloat in the deeper water.
  Underwater Pit Trap 
  CR —
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 20-ft.-deep water-filled pit (targets must make DC 10 
  Swim checks to stay afloat); multiple targets (all targets in a 
  10-ft.-square area) 
  Creatures: The flooded pit contains two leech swarms 
  eager for prey. They immediately swim up to attack any 
  living creatures in the water.
  Leech Swarms (2) 
  CR 4
  XP 1,200 each
  hp 39 each (Pathfinder RPG Bestiary 187)
  k4. deScended From APeS (cr 6)
  A rotting stench comes from a trio of headless, apelike creatures 
  inside heavy iron cages. The waters lap against these corpses, 
  while the twisted remnants of an iron walkway lie half-submerged 
  in the water. Two doors sit high in the north and east walls, 
  thirty feet above the floor.
  The stench of rotting flesh is so strong here that any 
  creature entering the room must make a DC 14 Fortitude 
  save or be sickened for as long as the creature remains in 
  the room. 
  Creatures: When the Whispering Way arrived, the 
  cages here held three girallons. The cultists removed 
  a trio of vargouilles from captivity in the museum and 
  released them in this room shortly before they left. The 
  vargouilles, eager to feast, found the girallons challenging 
  prey, but the tight confines of their cages hampered the 
  apes. The girallons were subsequently slain, became 
  vargouilles themselves, and ate the original vargouilles. 
  The girallon-headed vargouilles now lurk in the darkness 
  near the ceiling, close to the remains of the iron walkway 
  that once traversed the room.
  girallon-headed Vargouilles (3) 
  CR 3
  XP 800 each
  Giant vargouille (Pathfinder RPG Bestiary 272, 295)
  hp 25 each
  TaCTiCS
  During Combat The vargouilles attack as a group, shrieking 
  before entering combat. The vargouilles attempt to bite 
  as many opponents as possible, hoping to breed more of 
  their kind.
  Morale Trapped in this chamber, the vargouilles fight to the 
  death.
  k5. the inFeStAtion (cr 7)
  This room seems to be infested with various fungi that cling to 
  every surface. The broken remains of an iron walkway juts from 
  the water, also now infested with fungi. Two doors stand high 
  up on the walls.
  Trial of the Beast
  55
  
  K5
  K5
  K8
  K8
  L1
  L2
  L5
  L3
  L4
  K9
  K9
  K10
  K11
  b
  a
  K9
  K7
  K7
  K4
  K4
  K3
  K6
  K1
  K2
  1 SquAre = 5 Feet
  SchLoSS cAromArc towerS
  Side view oF rooFtoP
  LeveL 2
  rooF
  LeveL 3
  LeveL 1
  LeveL 2
  LeveL 1
  Creatures: Among the more mundane varieties of 
  fungus Caromarc raised, he also kept a basidirond and 
  two violet fungi here to harvest their spores and poison. 
  The fungal creatures move to attack any living creatures 
  entering the chamber.
  Basidirond 
  CR 5
  XP 1,600
  hp 52 (Pathfinder RPG Bestiary 28)
  Violet Fungi (2) 
  CR 3
  XP 800 each
  hp 30 each (Pathfinder RPG Bestiary 274)
  k6. Pit oF drowned guArdS (cr 7)
  Trap: Caromarc placed another simple pit trap here. 
  When the Whispering Way flooded the menagerie, they 
  placed additional guardians in the f looded pit. 
  Underwater Pit Trap 
  CR —
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 20-ft.-deep water-filled pit (targets must make DC 10 
  Swim checks to stay afloat); multiple targets (all targets in a 
  10-ft.-square area) 
  Creatures: The Whispering Way threw four of Caromarc’s 
  guards into the pit and reset the trap. When the cultists 
  flooded the menagerie, these guards drowned as the pit 
  filled with water. The residual necromantic energies left 
  by the cult’s presence caused the guards to animate as 
  undead draugrs. When the trap is triggered, the vengeful 
  drowned guards immediately swim up and attempt to pull 
  any swimming PCs underwater to drown.
  Drowned guards (4) 
  CR 3
  XP 800 each
  Advanced draugr (Pathfinder RPG Bestiary 2 110, 292)
  hp 25 each
  k7. the trAnSPArent BASiLiSk (cr 6)
  This circular chamber is empty save for dark water. Two doors 
  sit high up the walls to the north and west.
  The floor of this chamber is actually 20 feet lower 
  than rest of the level, which is noticeable with a DC 15 
  56
  
  Perception check. Characters who step unaware into the 
  room must make a DC 10 Swim check to stay afloat. As in 
  the other containment chambers, the iron catwalk that 
  once passed above this chamber has been knocked down, 
  and now lies at the bottom of the room, beneath the 
  dark waters.
  Creature: At great expense, Caromarc acquired a rare 
  basilisk that had been infected with aboleth slime and 
  placed it here for study (the catwalk above was just out 
  of range of the creature’s gaze attack). Caromarc further 
  altered the creature through  alchemical experimentation, 
  effectively giving it the aquatic subtype. The basilisk now 
  has transparent skin, which gives it a bonus on Stealth 
  checks in the water. It uses this advantage to attack 
  unsuspecting creatures.
  Slime-infected Basilisk 
  CR 6
  XP 2,400
  Variant advanced basilisk (Pathfinder RPG Bestiary 29, 294)
  N Medium magical beast (aquatic)
  init +1; Senses darkvision 60 ft., low-light vision; Perception +12
  DEFENSE
  aC 21, touch 11, flat-footed 20 (+1 Dex, +10 natural)
  hp 52 (7d10+14)
  Fort +9, Ref +6, Will +7
  oFFENSE
  Speed 20 ft., swim 30 ft.
  Melee bite +12 (1d8+7)
  Special attacks gaze (30 ft., DC 15)
  TaCTiCS
  During Combat The basilisk ignores opponents petrified by 
  its gaze (who sink to the bottom), instead biting those still 
  moving about in the water.
  Morale The basilisk retreats to the bottom of the room when 
  reduced to fewer than 13 hit points.
  STaTiSTiCS
  Str 20, Dex 12, Con 15, int 2, Wis 17, Cha 15
  Base atk +7; CMB +12; CMD 23 (35 vs. trip)
  Feats Blind-Fight, Great Fortitude, Iron Will, Skill Focus 
  (Perception)
  Skills Perception +12, Stealth +12 (+16 underwater), Swim +13; 
  Racial Modifiers +4 Stealth (+8 underwater)
  k8. the thing on the ceiLing (cr 7)
  Other than the two stone doors high on the walls, this room 
  seems bare save for the dark waters covering the floor.
  All of the doors in this room are stone (hardness 8, hp 
  60, Break DC 28) to keep this chamber’s occupant inside. 
  There is no trace of the iron catwalk that once hung 
  above, as the creature within the room destroyed it some 
  time ago. 
  Creature: A black pudding clings to the stone roof of 
  this chamber. The pudding is starving and attacks any 
  creature that enters.
  Black Pudding 
  CR 7 
  XP 3,200
  hp 105 (Pathfinder RPG Bestiary 35)
  k9. uPPer corridorS
  These corridors once connected the blocked stairwell 
  to the iron walkways 30 feet above the containment 
  chambers, but since the Whispering Way destroyed the 
  catwalks, each hallway now stands by itself.
  Treasure: The alcove marked a in the central corridor 
  contains shelves holding a potion of displacement, a potion 
  of gaseous form, and two vials of alchemically preserved 
  basilisk blood (considered fresh for the purposes of 
  restoring petrified creatures to flesh; see Pathfinder 
  RPG Bestiary 29). The alcove marked b in the northern 
  corridor contains a potion of nondetection and a wand of 
  charm monster with 44 charges.
  k10. Buried ALive (cr 7)
  The Whispering Way entombed the three eminent 
  engineers hired by Caromarc in this alcove with a stone 
  shape spell, but perfected their cruelty by sealing them 
  in with a wight. As the PCs approach this area, they can 
  become aware of a faint scratching and knocking from 
  behind the wall with a DC 10 Perception check. A further 
  DC 15 Perception check identifies the curiously smooth 
  wall, although no further noise beyond weak scratching 
  and pathetic knocking can be heard. The wall (hardness 
  8, hp 15, Break DC 25) collapses if breached.
  Creatures: The unfortunate engineers were quickly 
  slain by the wight and became its spawn. Once the wall 
  is breached, the four wights burst out and attack any 
  living creatures in sight. The creatures have been driven 
  to madness by their confinement, and they do not flee 
  from combat.
  Wights (4) 
  CR 3
  XP 800 each
  hp 26 each (Pathfinder RPG Bestiary 276)
  k11. the high Bridge
  A grand stone bridge arches over the gorge to a stack of rock on 
  which perches a high tower topped with a lightning rod.
  The bridge is 3 feet wide and has no handrails, but is 
  not otherwise dangerous, unless the PCs attempt to cross 
  it at full speed, in which case a DC 10 Acrobatics check  
  is required.
  Trial of the Beast
  57
  
  Guardian of the Tower
  the Lightning tower
  A great stone tower perches atop a sheer stack of rock above 
  the river. The tower climbs to an elaborate iron steeple, from 
  which a huge lightning conductor calls out to the skies.
  This tower is Caromarc’s secret laboratory and contains 
  his greatest, and perhaps most tragic, experiment—a 
  creature called the Aberrant Promethean, which Caromarc 
  kept confined within the tower after his failures with the 
  Beast of Lepidstadt. But when the Whispering Way had 
  finished with the Beast, they turned the creature loose 
  and imprisoned Caromarc within his own laboratory. 
  The cultists left Caromarc’s final guard, a flesh golem 
  made from girallon parts, to guard the tower’s ground 
  floor. The superior masonry walls of the tower require a 
  DC 25 Climb check to scale.
  L1. the inSAne guArdiAn (cr 8)
  A curving stone staircase winds along the wall of this circular 
  chamber up to a trapdoor in the ceiling some thirty feet above. 
  The room is in chaos, with books, alchemical equipment, and 
  curiously twisted metal everywhere. A huge, broken cage 
  stands in the center of the room, its bars bent and door 
  smashed open.
  The stout, iron-bound door leading into the tower has 
  been sealed with an arcane lock (hardness 5, hp 20, Break 
  DC 25 or Disable Device DC 20). Among the torn pages and 
  books in this room are Caromarc’s instructions for using 
  the Bondslave Thrall, which were pinned to the back of the 
  entrance door by the Whispering Way (DC 30 Perception 
  check to notice them, or automatically if the door is 
  closed from the inside). The cultists studied Caromarc’s 
  abstruse notes and made their own notations and diagrams 
  in the margins in red ink and with a different hand. 
  Unfortunately, the notes have become so soiled and torn 
  that they are virtually illegible. However, a 
  DC 30 Linguistics check or comprehend 
  languages spell can decipher enough 
  of the notes to learn of the 
  existence of the Bondslave 
  Thrall and its ability to 
  control the Beast of 
  Lepidstadt, but not 
  its location or how to 
  actually activate it.
  Creatures: One of Caromarc’s 
  experiments was a fearsome, four-armed 
  flesh golem made from dead girallons, but he 
  was so wary of his creation’s savagery that he kept 
  it in a huge cage in this room. As they left the 
  tower, the Whispering Way unlocked the cage 
  and released the construct. The golem 
  attacks anyone entering this room of 
  the tower. It pursues fleeing foes out of 
  the tower, but it cannot pass through 
  the trapdoor to the next level.
  guardian of the Tower 
  CR 8
  XP 4,800
  Advanced variant girallon flesh golem 
  (Pathfinder RPG Bestiary 160, 294)
  N Large construct 
  init +1; Senses darkvision 60 ft., low-light vision; 
  Perception +2
  DEFENSE
  aC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
  hp 79 (9d10+30)
  Fort +3, Ref +4, Will +5
  58
  
  DR 5/adamantine; immune construct traits, magic
  oFFENSE
  Speed 30 ft., climb 30 ft.
  Melee 4 claws +15 (1d4+7 plus rend)
  Space 10 ft.; Reach 10 ft.
  Special attacks berserk, rend (4 claws, 1d4+10)
  TaCTiCS
  During Combat The golem madly attacks anything that 
  moves. It focuses all of its attacks on single opponents, 
  tearing and rending with its claws. 
  Morale The golem fights until destroyed.
  STaTiSTiCS
  Str 24, Dex 13, Con —, int —, Wis 15, Cha 5
  Base atk +9; CMB +17; CMD 28
  Skills Climb +15
  Languages none
  Treasure: The trapdoor is a solid block of adamantine 
  worth 3,000 gp. The block serves as a ward against the 
  golems in the tower, which instinctively avoid touching 
  the metal.
  L2. the emPty PriSon (cr 1)
  This circular room is choked with webs. A stone staircase curves 
  along the wall to another trapdoor in the ceiling.  
  The Aberrant Promethean (see area L3) used to be 
  kept in this chamber, until released by the Whispering 
  Way. It created the webs that fill this chamber, which 
  function as those created by a web spell (DC 17). A DC 
  25 Perception check discovers a number of faint chalk 
  marks on the east wall of the room. The Whispering 
  Way made these marks when they were trying to work 
  out how to activate the Bondslave Thrall, and though they 
  wiped them clean when they were done, enough traces 
  still remain that a DC 35 Linguistics check or Perception 
  check can reveal much of what the cultists wrote. A 
  crude chalk diagram depicts the iron spire atop of the 
  tower, and two strange apparatuses at its pinnacle. An 
  arrow points to the larger of the two devices, next to the 
  words “The Storm Caller must be activated to energize 
  the Bondslave Thrall.”
  Creature: Caromarc’s crippled homunculus Waxwood 
  hides near the top of the stairs wearing a ring of invisibility. 
  The homunculus has been hiding in the tower since 
  the Whispering Way attacked, struggling valiantly to 
  keep its master alive with rats and insects it catches and 
  tiny handfuls of collected rainwater.  Although it can 
  communicate telepathically with Caromarc, the creature 
  cannot speak. When the PCs enter this room, Waxwood 
  lurks out of sight, watching the PCs until it has judged 
  their intentions. As soon as it detects any desire by the 
  PCs to save Caromarc, or at the very least determine what 
  happened to him, it appears and attempts to drag one PC 
  to the chalk markings on the wall. It points to the ceiling 
  above and pantomimes both the imprisoned Caromarc 
  and the rampaging golem in the room above. Waxwood 
  attempts to convey to the PCs, as best as it can, that 
  Caromarc is trapped inside the constricting iron doll and 
  that he needs rescuing as a matter of great urgency, but that 
  the Aberrant Promethean is a fearsome and dangerous 
  foe. Waxwood shows the PCs the Whispering Way’s notes 
  in this room and the one below, trying to impart to the 
  PCs that they can call the Beast of Lepidstadt to their aid 
  using the Bondslave Thrall on the roof and use it to fight 
  the Promethean for them. Waxwood doesn’t actually 
  know how to activate and use the Bondslave Thrall, only 
  that it can be done. If necessary, the PCs can make a DC 
  30 Sense Motive check to try to understand each bit of 
  information the homunculus is trying to convey. The DC 
  is reduced by the result of Waxwood’s Perform check (the 
  homunculus has a total Perform modifier of –2). As a last 
  resort, if the PCs are unable to understand it, Waxwood 
  tries to write out the information for them—it may not 
  be able to speak, but Waxwood can read and write, albeit 
  in a tiny, cramped hand. If attacked, Waxwood puts on its 
  ring and flees, returning an hour later to try again.
  Waxwood 
  CR 1
  XP 400
  Homunculus (Pathfinder RPG Bestiary 176)
  hp 11
  L3. LABorAtory oF creAtion (cr 11)
  This tower room, clearly once a laboratory, is choked with huge 
  webs. Two curious objects—a large iron idol and a glass bell 
  jar of the same size—stand against the eastern wall. The jar is 
  filled with fluid and contains a human woman, while the idol 
  has only two openings for eyeholes, through which blink a 
  pair of terrified human eyes.
  This chamber is a mess—the remains of an incredible 
  laboratory and workshop have been smashed and destroyed. 
  Huge chains ending in hooks dangle flaccidly from the 
  ceiling 60 feet above. An iron ladder against the south wall 
  climbs up to a trapdoor in the ceiling. Next to the ladder is a 
  metal lever.  Like the chamber below, this room is filled with 
  the Aberrant Promethean’s cloying webs, which function as 
  a web spell (DC 17). Above the webs, huge iron shutters close 
  off the central portion of the ceiling (hardness 10, hp 50,  
  Break DC 28). The lever next to the ladder retracts the 
  shutters, revealing a circular, 20-foot-diameter hole in the 
  ceiling open to the sky above and the iron framework atop 
  the tower (area L4).
  Trial of the Beast
  59
  
  Count Alpon Caromarc
  The large bell jar contains the alchemically preserved 
  body of Count Caromarc’s wife, Ceryse. She died many years 
  ago in childbirth, and Caromarc has dedicated his entire 
  life and much of his fortune to regaining the wife and son 
  he lost. Although he created the Beast as a surrogate “son,” 
  Caromarc has been unable to bring Ceryse back to life, 
  though he occasionally speaks to her via speak with dead. 
  Creatures: Once they had the means of using the 
  Bondslave Thrall to control the Beast, the Whispering Way 
  cultists sealed Count Alpon Caromarc (N male human 
  alchemist 13) into a curiously cruel object—a 
  misery idol. Appearing much like a fat doll, 
  engraved with sewn lips and a representation 
  of a man being crushed to death, the misery 
  idol is an iron casket bound in adamantine, 
  a terrible execution device that tightly 
  grips the unfortunate person trapped 
  within it and makes it impossible for its 
  victim to move. The adamantine bindings 
  keep the Promethean from attacking the 
  idol, leaving Caromarc to slowly die of thirst 
  and hunger. Trapped within the idol, and with 
  his bombs, elixirs, extracts, and mutagens 
  destroyed, Caromarc is nearing madness. 
  Perfectly aware of his predicament, 
  Caromarc has tried desperately to 
  think of a way for Waxwood to help, but 
  is fast approaching death, and the clumsy 
  attentions of the homunculus are, he fears, 
  merely prolonging his sufferings. While 
  he can see and call out feebly, Caromarc 
  is of little other use until released from the misery idol 
  (hardness 10, hp 60, Break DC 28). Before the PCs can do 
  so, however, the PCs must face the guardian left behind 
  by the Whispering Way.
  Having been freed by the cultists, Caromarc’s greatest 
  creation, the Aberrant Promethean, broods near the top of 
  the room in its webs. A stitched abomination made from 
  the parts of at least half a dozen creatures, the Aberrant 
  Promethean is primarily a mixture of choker, chuul, cloaker, 
  and ettercap, blended together into a disgusting mass of 
  unlife. Able to climb through its webs like a spider, the 
  Promethean goes berserk when anyone enters the room or 
  opens the shutters above, attacking anything that moves.
  A DC 17 Knowledge (arcana) check is enough to recognize 
  that the Promethean is no ordinary flesh golem, and that the 
  PCs are likely no match for it themselves. The monstrosity 
  is far more powerful than they can safely defeat, but the PCs 
  do have access to a secret weapon—the Bondslave Thrall. If 
  the PCs can activate the device and take control of the Beast 
  of Lepidstadt, they can use the Beast to fight and defeat the 
  Promethean. See area L5 for details of this strategy. If the 
  PCs don’t want to face the Promethean to get to the roof, they 
  can also fly or climb up the outside of the tower, completely 
  bypassing the golem until the Beast arrives.
  The aberrant Promethean 
  CR 11
  XP 12,800
  Advanced variant flesh golem (Pathfinder RPG Bestiary 160)
  N Huge construct
  init +0; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  aC 25, touch 8, flat-footed 25 (+17 natural, –2 size)
  hp 117 (14d10+40)
  Fort +4, Ref +4, Will +6
  DR 10/adamantine; immune construct  
  traits, magic
  oFFENSE
  Speed 30 ft., climb 20 ft.
  Melee 2 slams +21 (4d6+9 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special attacks berserk, constrict (4d6+9), 
  moan, paralytic tentacles, strangle, web  
  (+12 ranged, DC 17, 14 hp)
  TaCTiCS
  During Combat The Promethean attacks the 
  closest moving target, lashing out with its limbs and 
  trying to inflict as much damage as possible.
  Morale The Promethean fights until destroyed.
  STaTiSTiCS
  Str 28, Dex 11, Con —, int —, Wis 15, Cha 5
  Base atk +14; CMB +25 (+29 grapple); CMD 35
  Languages none
  SQ quickness
  SPECiaL aBiLiTiES
  Moan (Ex) The Promethean can emit an infrasonic moan as a 
  standard action, with one of two effects.
  Fear: All creatures in a 30-foot spread must make a DC 14 
  Will save or become panicked for 2 rounds.
  Nausea: All creatures in a 30-foot cone must make a 
  DC 14 Fortitude save or fall prone and be nauseated for 
  1d4+1 rounds. 
  A creature that successfully saves against the 
  Promethean’s moans cannot be affected by that same 
  moan effect for 24 hours. Save DCs are Charisma-based.
  Paralytic Tentacles (Ex) The Promethean can transfer a 
  grappled victim to its tentacles as a move action. The 
  tentacles grapple with the same strength as its slam attacks 
  but deal no damage, instead exuding a paralytic secretion. 
  Anyone held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the creature’s turn or be 
  paralyzed for 6 rounds. The save DC is Constitution-based. 
  While held in the tentacles, paralyzed or not, a victim 
  automatically takes 2d4+9 points of damage each round.
  Quickness (Su) The Promethean is supernaturally quick. It can 
  take an extra move action during its turn each round.
  60
  
  Strangle (Ex) The Aberrant Promethean has an unerring 
  talent for seizing its victims by the neck. A creature that is 
  grappled by the Promethean cannot speak or cast spells 
  with verbal components.
  Treasure: Caromarc’s wand of speak with dead (31 charges) 
  sits on a shelf next to the jar holding his dead wife.
  Development: If the PCs are able to defeat the Aberrant 
  Promethean and free Caromarc, see Concluding the 
  Adventure on page 62.
  L4. tower rooF
  The tower opens onto a flat platform high above the raging 
  waters. A spire of twisted iron rises from the tower’s roof in a 
  series of three triangular iron platforms. Perched at the very top 
  stands a huge lightning conductor and numerous lightning rods.
  The tower roof is 350 feet above the river below and 
  has no guardrails. The triangular iron structure rises a 
  further 30 feet above the tower, each of its three levels 
  connected by an iron ladder (DC 5 Climb check to climb 
  because of the strong winds). The center of the roof is 
  blocked by iron shutters (hardness 10, hp 50, Break DC 
  28), which can only be opened with the lever in area L3.
  L5. the BondSLAve thrALL
  A peculiar brass device, studded with dials and protrusions 
  and filled with a strange purple liquid, stands high atop the 
  tower, attached to a huge silvery conductor by thick, rubber-
  coated cables.
  At the very top of the iron structure sits the Bondslave 
  Thrall, the device the Whispering Way used to control the 
  Beast and steal the Seasage Effigy, and which the PCs 
  must now use to control the Beast to fight the Aberrant 
  Promethean. Mounted on the spire next to it is the Storm 
  Caller, a huge lightning conductor and the power source 
  for the device, surrounded by numerous lightning rods.
  The Bondslave Thrall is a large brass apparatus that weighs 
  almost 250 pounds. It is attached to the Storm Caller by four 
  inch-thick, rubber-coated copper cables (hardness 10, hp 
  20, Break DC 26). If any of the cables are severed, or if the 
  Bondslave Thrall is otherwise detached from the Storm Caller 
  (even if the whole device is removed), it ceases to function, 
  and any control over the Beast ends immediately.
  To use the Bondslave Thrall, the PCs must first power it 
  using the Storm Caller. Activating the Storm Caller is relatively 
  simple—a DC 20 Knowledge (arcana) check or DC 25 Use 
  Magic Device to blindly activate the device is all that is 
  required to turn it on. One round later, the Storm Caller emits 
  a deep hum and begins sending out myriad sparks and bolts 
  of electricity that act as a call lightning spell. Lightning lashes 
  the area, and a lightning bolt strikes a random creature on 
  the roof or the iron platforms (or in area L3 if the shutters 
  are open) each round for 3d6 points of electricity damage 
  (DC 16 Reflex save for half). Any creature in contact with 
  the Bondslave Thrall is considered to have evasion (Pathfinder 
  RPG Core Rulebook 68) with regards to these lightning bolts. 
  During this lightning storm, anyone touching one of the 
  lightning rods atop the spire automatically takes 3d6 points 
  of electricity damage per round (no save). Remember that 
  these lightning strikes may also heal the Promethean and 
  the Beast if these creatures are struck. The lightning storm 
  lasts as long as the Storm Caller is activated (deactivating it is 
  a standard action). 
  Once the Storm Caller has been turned on, the Bondslave 
  Thrall can be activated. This requires a DC 25 Use Magic 
  Device check to activate blindly (PCs who deciphered the 
  notes in both areas L1 and L2 get a +2 circumstance bonus 
  on the check). Once activated, the Bondslave Thrall adds its own 
  high-pitched whine to the deep hum of the Storm Caller, 
  and the purple alchemical liquid inside it begins rapidly 
  boiling. At this point, anyone touching the Bondslave Thrall 
  becomes aware of the Beast of Lepidstadt, and can even feel 
  some of its pain and misery. They also become aware that 
  they can call the Beast to them and control its actions. 
  controLLing the BeASt
  Once the Bondslave Thrall is activated, the humming 
  machinery attracts the attention of the Aberrant Promethean 
  in area L3 below. It immediately attempts to reach the 
  roof, breaking through the shutters that close off the roof 
  if necessary. The PCs need to call the Beast of Lepidstadt to 
  them to help fight the Aberrant Promethean. At this point, 
  the Beast of Lepidstadt is 2d4 rounds away.
  Up to four creatures can use the Bondslave Thrall at 
  one time, but only one character can control the Beast’s 
  action each round. If two or more characters each try to 
  exert their influence over the Beast in the same round, 
  they must make opposed Charisma checks, with the 
  highest result winning control for that round. As a full-
  round action, a character using the Bondslave Thrall can 
  completely control the Beast’s actions, using its attacks, 
  feats, skills, and other abilities.
  In addition, the mental link through the Bondslave Thrall 
  enables a controlling character to use her own abilities 
  to assist the Beast. While controlling the Beast, a combat 
  character (such as a fighter) can grant the use of one of 
  her feats to the Beast for 1 round. A character with sneak 
  attack (such as a rogue) can grant the Beast her sneak attack 
  ability for 1 round. An arcane caster can channel arcane 
  energy through the Bondslave Thrall to grant the Beast a 
  deflection bonus to its AC equal to the caster level of the 
  character for 1 round. A divine caster can likewise channel 
  Trial of the Beast
  61
  
  divine energy through the Bondslave Thrall to grant the 
  Beast fast healing equal to the caster level of the character 
  for 1 round. A character can only grant these abilities to the 
  Beast while actively controlling the Beast, so the Beast can 
  only use one of these abilities per round.
  If no character actively controls the Beast in a given 
  round, the Beast can act on its own (see Tactics below).
  The Beast of Lepidstadt 
  CR 13
  XP 25,600
  Flesh golem barbarian 6
  N Large construct 
  init –1; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  aC 24, touch 6, flat-footed 24 (+6 armor, –1 Dex, +12 natural, 
  –2 rage, –1 size)
  hp 118 (15 HD; 9d10+6d12+30)
  Fort +8, Ref +4, Will +9
  Defensive abilities improved uncanny dodge, trap sense +2, 
  DR 5/adamantine; immune construct traits, magic
  Weaknesses open mind
  oFFENSE
  Speed 40 ft.
  Melee ogre hook +21/+16/+11 (2d8+10/×3) or
  2 slams +21 (2d8+7 plus 1d6 electricity)
  Ranged double crossbow +9 (2d6 and 2d6/19–20)
  Space 10 ft.; Reach 10 ft.
  Special attacks berserk, rage (15 rounds/day), rage powers 
  (knockback, moment of clarity, renewed vigor [1d8+2 hp])
  TaCTiCS
  During Combat If not under the control of the Bondslave 
  Thrall, the Beast rages and attacks the Aberrant Promethean 
  so that it can free Caromarc from his imprisonment.
  Morale While under the control of the Bondslave Thrall or if 
  berserk, the Beast fights until destroyed. On its own, the 
  Beast flees from battle if reduced to fewer than 30 hit points. 
  Base Statistics When not raging, the Beast’s statistics are 
  aC 26, touch 8, flat-footed 26; Will +7; Melee ogre hook 
  +19/+14/+9 (2d8+7/×3) or 2 slams +19 (2d8+5 plus 1d6 
  electricity); Str 21; CMB 21 (+23 bull rush); Skills Intimidate 
  +14 (+18 against Medium or smaller creatures).
  STaTiSTiCS
  Str 25, Dex 9, Con —, int 7, Wis 11, Cha 12
  Base atk +15; CMB +23 (+25 bull rush); CMD 30
  Feats Cleave, Exotic Weapon Proficiency (double crossbow), 
  Improved Bull Rush, Improved Iron Will, Intimidating 
  Prowess, Iron Will, Power Attack, Skill Focus (Stealth)
  Skills Disguise +6, Intimidate +16 (+20 against Medium or 
  smaller creatures), Perception +4, Stealth +13
  Languages Common
  SQ fast movement
  gear battered masterwork breastplate, Large double 
  crossbow* with 20 bolts, Large ogre hook (see the 
  Pathfinder Player Companion Adventurer’s Armory), boots of 
  the mire (see Pathfinder Adventure Path #3; wearer can move 
  with no cost to speed in swamps and leaves no tracks in 
  that terrain), cloak of elvenkind, shock amulet of mighty fists, 
  ragged and torn explorer’s outfit
  SPECiaL aBiLiTiES
  open Mind (Ex) Unlike other constructs, the Beast is 
  susceptible to mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects).
  Rage (Ex) The Beast does not gain a bonus to its Constitution 
  while in a rage, nor does it gain any extra hit points. 
  Likewise, it is not fatigued after rage.
  * See Pathfinder RPG Advanced Player’s Guide.
  concLuding the Adventure
  If the PCs manage to defeat the Aberrant Promethean 
  and free Caromarc, this adventure reaches its conclusion, 
  but there are still some issues that need to be resolved.
  First, the PCs are now aware of the twisted experiments 
  Caromarc has been carrying out in his laboratory—the 
  tragic existence of the Beast of Lepidstadt is only one 
  among many. With his castle in ruins and his secrets 
  revealed, Caromarc would prefer for the PCs to go on 
  their way quickly and quietly—any gossip could have a 
  devastating effect upon his reputation, and should the 
  residents of Lepidstadt learn that he was responsible for 
  the creation of the Beast, his position in Vieland would 
  become very difficult indeed.
  Because of this, Caromarc instructs his bankers in 
  Lepidstadt to release 3,000 gp as a reward to the PCs for 
  freeing him and for having the courage to defend the Beast 
  (regardless of the outcome of the trial), and asks the PCs to 
  avenge the wrongs against him and the people of Lepidstadt 
  by unmasking and thwarting the Whispering Way’s plot. If 
  the PCs need further encouragement, Caromarc is willing 
  to increases the reward up to 4,500 gp, but only if he gets 
  the PCs’ promise to go after the cultists.
  Caromarc is happy to tell the PCs what little he knows of 
  the Whispering Way’s plot—they used the Bondslave Thrall to 
  force the Beast to steal the Seasage Effigy (though he does not 
  know why), and once they had it in hand, they immediately 
  departed. Caromarc’s homunculus Waxwood overheard the 
  cultists talking in hushed tones about the Shudderwood, 
  the dark forest to the south and east, and Caromarc suspects 
  that they may be heading for Ascanor Lodge, since that is 
  the only island of civility in its deadly depths. Caromarc 
  directs the PCs to the Silent Path, an ancient hunting trail 
  through the Shudderwood, now little more than a memory 
  marked in places by strange bone fetishes. Caromarc often 
  used the trail himself when he was younger and had more 
  energy to seek out rare plants and toxins, accessing the old 
  trail about a mile downstream from Schloss Caromarc. If 
  62
  
  the Whispering Way did go into the Shudderwood, that 
  is most likely the path they took. If it survived, the Beast 
  thanks the PCs for defending it and being the only friends 
  it has ever known, and sobs bitterly when they leave.
  While some characters may view Caromarc’s actions 
  as understandable—his experiments were simply an 
  expression of his love for his wife and his desire for 
  a son and a normal life—others may wish to see the 
  former count stand trial for the abominations he created. 
  Caromarc is in no shape to defend himself when the PCs 
  first encounter him, and they should have little difficulty 
  delivering him to Lepidstadt. If the PCs turn Caromarc 
  over to Lepidstadt’s legal system, Judge Daramid promises 
  the PCs that he will receive a fair and just trial. 
  Daramid also personally congratulates the PCs on their 
  exploits, and tells them the fate of the Beast of Lepidstadt 
  is no longer their concern. If the Beast was found guilty 
  and still lives, she assures the PCs that as far as she and 
  the court are concerned, it died in the Schloss. She later 
  contacts Caromarc to ensure it never leaves his care again, 
  whether guilty or innocent.
  She adds that one final loose end about the Beast still 
  exists, however—the stolen Seasage Effigy, the very reason all 
  this trouble began. Daramid confides to the PCs that she is 
  a member of the Esoteric Order of the Palatine Eye, a secret 
  organization that, among other things, seeks to defend 
  Ustalav from threats both within and without. Now that 
  they know the Whispering Way was involved in the theft, the 
  Order is greatly concerned with what the Whispering Way 
  might be up to, as it is a death cult that reveres undeath as 
  a means of transcendence, and has disturbing connections 
  to the Whispering Tyrant, Tar-Baphon. If the PCs are not 
  ready to pursue the Whispering Way on their own, Judge 
  Daramid bluntly offers the PCs the substantial reward of 
  6,000 gp to track down and investigate the cult. She hints 
  that helping the Order in this way might pave the way for 
  the PCs’ own initiation into the mysteries of the society, 
  should they prove loyal and able.
  The journey through the Shudderwood to Ascanor 
  Lodge is detailed in “Broken Moon,” the next volume of 
  the Carrion Crown Adventure Path, where even more of 
  the Whispering Way’s sinister plans will be revealed.
  Trial of the Beast
  63
  
  Pharasma
  P
  harasma (fah-RAZ-mah) is the stern observer of life and death, 
  scrutinizing the tangled webs of fate and prophecy, mercilessly cold 
  in the administration of her grim duties. Having seen infants die, the 
  righteous fall too soon, and tyrants live to advanced age, she makes no 
  judgment about the justness of a particular death and welcomes each birth 
  with equal severity. At the moment of birth, she knows where a particular 
  soul will end up, but she reserves her official verdict until the last possible 
  moment, as she knows prophecies can be wrong or fail completely. She 
  believes in fate and predestination but understands the need for vagueness 
  and misinterpretation to allow for the illusion of free will.
  64
  
  departed spirits to the Boneyard. Black roses are thought 
  to bring good luck, especially if the stems sport no thorns. 
  Pharasma will also sometimes allow the spirits of those who 
  have died under mysterious conditions to transmit short 
  messages to their living kin to comfort them, to expose 
  a murderer, or even to haunt an enemy. Her displeasure 
  is often signified by cold chills down the spine, bleeding 
  from under the fingernails, an unexplained taste of rich 
  soil, the discovery of a dead whippoorwill, or the feeling 
  that something important has been forgotten.
  Pharasma is neutral and her portfolio 
  is fate, death, prophecy, and birth. Her 
  weapon is the skane, a special dagger 
  with ritual significance. Her holy 
  symbol is a spiral of light, representing 
  a soul, its journey from birth to death 
  to the afterlife, and the confusing path 
  of deciphering prophecy. Her domains 
  are Death, Healing, Knowledge, Repose, and 
  Water. Most members of her priesthood 
  are clerics, with a significant number of 
  diviners, oracles, and adepts. Roughly two-
  thirds of her clergy are women, though 
  the gender mix may vary regionally.
  Pharasma’s followers are midwives, 
  morticians, so-called “white necromancers,” 
  expectant 
  mothers, 
  and 
  (though much less so since 
  Aroden’s death) Harrowers, 
  palmists, oneiromancers, 
  cloud-readers, and others 
  who use non-magical forms 
  of divination. In smaller 
  communities, a Pharasmin priest may assume several of 
  these roles, or a wife-and-husband team might split the 
  duties between them. Of course, as the goddess of birth 
  and death, Pharasma has many lay followers as well, and 
  even in lands where her faith is not large or organized, 
  commoners pray to her for guidance or protection, much 
  as farmers everywhere pray to Erastil for good crops.
  Worshipers of Pharasma—as well as most commoners—
  trace the goddess’s spiral-symbol on their chests, typically 
  as a form of prayer when hearing ill news or a spoken evil, 
  in response to blasphemy, and before or during an event 
  that is dangerous or has an uncertain outcome. Different 
  lands perform this gesture differently—in Ustalav, it is 
  with a closed fist, while in Osirion it is with the first two 
  fingers extended. Especially devout folk see or repeat this 
  gesture in everyday activities, such as stirring soup or 
  scrubbing a floor.
  Prayer services to Pharasma are a mixture of somber 
  chants and joyous song, with local celebratory or somber 
  music mixed in. Services usually end on a positive or 
  Legends claim that Pharasma knew the death of Aroden 
  was fast approaching and even judged him as she did 
  all those born as mortals, but did nothing to warn her 
  followers, many of whom were driven mad by the event. 
  Though prophecy is no longer reliable, prophets continue 
  to be born, and most of these are driven mad by their 
  confusing and contradictory visions—and the church has 
  taken it upon itself to care for these poor souls, devoting 
  portions of major temples to be sanitariums.
  In art, Pharasma is depicted as the midwife, the mad 
  prophet, or the reaper of the dead, depending upon her role. 
  Her visage usually has gray skin and white eyes. As the 
  midwife, she is efficient and severe, hair pulled 
  back and arms bare from hands to the elbows. 
  As the prophet, she is wild-eyed and tangle-
  haired, her words echoing like thunder. 
  As the reaper, she is tall and gaunt, with 
  a flowing, black-hooded gown and 
  an hourglass with fast-flowing red 
  sand—moving with deliberate care 
  rather than aggressiveness. Pregnant 
  women often carry small tokens of 
  her midwife likeness on long necklaces 
  to protect the unborn and grant them 
  good lives.
  Sitting atop an impossibly tall spire, 
  Pharasma’s realm in the 
  afterworld—the Boneyard—
  awaits all mortals. Once 
  there, they stand in a great 
  line, waiting to be judged 
  and sent to their final 
  reward. 
  Those 
  who 
  die 
  before experiencing their full fate may be lucky enough 
  to return in this life or the next, though in some cases 
  their fate is merely to die an ignoble or early death. The 
  Lady of Graves opposes undeath as a desecration of the 
  memory of the flesh and a corruption of a soul’s path on 
  its journey to her judgment.
  The church works much like a strong, predominantly 
  matriarchal family, though some have compared it to a 
  severe, conservative nunnery. Though neutral as a whole, 
  the church has many traditions passed down by the goddess 
  and her prophets, and members of the church follow these 
  teachings stringently. However, different branches of the 
  church give some rituals and practices more weight than 
  others; though this is never enough that church factions 
  war on each other, it is easy for one of the faith to recognize 
  a member of his own sect, or realize a visitor is unfamiliar 
  with local practices.
  Pharasma manifests her favor through the appearance 
  of scarab beetles and whippoorwills, both of which 
  function as psychopomps and serve to guide recently 
  Pharasma
  65
  “Birth and death are written in the bones,
  but bones can be broken.”
  —The Bones Land in a Spiral
  
  uplifting note, for while death comes to all, there are new 
  generations of life to praise (at least, until the end comes, 
  which they will deal with at that time). Each temple 
  keeps a record of births and deaths of its members, and 
  priests speak their names on anniversaries of these 
  events (while those close to the departed light candles 
  to honor them).
  Pharasma is in favor of marriage, as it leads to births, but 
  is not against having children out of wedlock, or childless 
  couples adopting, or children being raised in orphanages. 
  Church weddings may be simple or ornate, depending 
  on the social status and wealth of the participants. 
  Though she is the goddess of birth, she does not oppose 
  contraception, and her temples have been known to provide 
  this assistance to women with a history of stillbirths and 
  deformities. However, she believes killing a child in the 
  womb is an abomination, for it sends the infant soul to the 
  afterlife before it has a chance to fulfill its destiny; thus, 
  the goddess’s midwives refuse to aid in such matters, even 
  if bearing the child would be a great risk to the mother. 
  Some church midwives, called casarmetzes, are so skilled 
  in a combination of medicine, magic, and surgery that 
  in dire circumstances they can cut a living child from its 
  mother’s womb and save both. Curiously, the church does 
  not frown upon suicide, though individual priests may 
  debate whether taking one’s own life is the natural fate 
  of some souls or a means to return to the goddess for a 
  chance at a different life.
  A traditional bread associated with the church is kolash, 
  made from braided dough and bent in a tight spiral until 
  it forms a round loaf. Often, the dough is filled or topped 
  with diced fruit, and eaten with sweet cheese. For the 
  winter feast, the center portion of the spiral is left open 
  to allow for a wax candle, lit at the start of the meal and 
  extinguished when the bread is to be eaten.
  The church has a tradition where a family calls a 
  gathering on the third day after a child’s birth, to welcome 
  it as a new soul in the world. Superstition holds that the 
  child must be given a name before this gathering, else the 
  child will be unlucky. Visitors bring small cakes, seeds, 
  salted peas, and watered beer to share with the family and 
  other guests. A priest or family elder lists the names of 
  the child’s maternal or paternal ancestors (matching the 
  child’s gender), calling for the child to be named and grow 
  up with good health, and for the parents to live to see the 
  child married and grandchildren born.
  When a member of the faith dies, the body is cleaned, 
  immersed in water, and dressed in a special multi-part 
  shroud (consisting of 5 pieces for a male, 9 for a female). 
  A prayer written on parchment, bark, cloth, or stone is 
  tucked into the shroud, and the corpse is sealed in a casket 
  (if one is to be used). A guardian sits with the body the 
  night before the burial—sometimes to honor the dead, 
  sometimes to guard against body thieves, sometimes to 
  watch that the body does not rise as an undead.
  Those who can afford it usually pay to have their remains 
  interred on holy ground by priests. The cost varies by the 
  local economy and the nature of the burial; a tiny burial 
  cell in a catacomb or ossuary is inexpensive (especially if 
  shared with other bodies), whereas a room-sized private 
  tomb may be something only a wealthy merchant or noble 
  can afford. Disinterring a buried corpse is considered a 
  violation of the dead, and the church normally refuses to 
  do this—even when a city government has sought to break 
  ground for a sewer, aqueduct, or other vital construction, 
  the church has refused to permit it. However, if a priest 
  discovers a worshiper’s corpse that has been buried 
  improperly and exposed, he or she usually arranges for a 
  proper burial in accordance with church teachings.
  Those mourning for the recent dead (typically the 
  father, mother, son, daughter, brother, sister, and spouse) 
  traditionally mark their eyelids with black ash or an herbal 
  paste for five days after the burial. The faithful honor the 
  deceased by burning a votive candle on the anniversary 
  of the death. This squat candle lasts 24 hours; many 
  tombstones have niches to protect soul candles from the 
  wind. The church allows the dead to be cremated, though 
  burial in earth is preferred; disposing of a corpse at sea, sky 
  burial, and funerary cannibalism are generally considered 
  disrespectful. The church does not mourn apostates, and 
  priests refuse to give rites to those who turn their back on 
  the faith.
  In Ustalav, a belief called the Pharasmin Penitence has 
  taken hold in the minds of those who worship the Lady of 
  Graves. It is their understanding that the pains and trials 
  of life add a certain weight to the soul, and when Pharasma 
  judges that soul, she counterbalances that weight with 
  rewards in the afterlife. Though most who share this belief 
  merely take on ascetic-like restrictions in their diet and 
  what meager pleasure they can find in life, some sacrifice 
  more by blinding, deafening, or flagellating themselves, 
  or by wearing hairshirts to limit or counter what would 
  lighten their souls, hopefully guaranteeing greater 
  rewards in the afterlife. In some counties, extremists view 
  enduring pain as a condemnation of pleasure and change, 
  and hunt those who alter the world to satisfy mere mortal 
  whims—specifically, users of arcane magic.
  Temples and shrines
  Pharasma’s temples are often gothic cathedrals, usually 
  located near a town’s graveyard, although a single bleak 
  stone in an empty field or graveyard can serve as a shrine. 
  Large temples usually have catacombs underneath, filled 
  with corpses of the wealthy and former members of the 
  priesthood, as burial under the goddess’s temple is believed 
  66
  
  to raise her opinion of the deceased when it is time for 
  judgment. Even a remote Pharasmin monastery has a large 
  area set aside for burial, and may be the final resting place 
  of generations of wealthy and influential folk—as well as 
  an uncountable accumulation of tomb treasures.
  Each temple has a high priest or priestess for each 
  aspect of the faith—birth, death, and fate. In theory they 
  are equal, though the high priest of prophecy has assumed 
  a secondary role in recent decades (and the position 
  is often held by a strange or unstable person), and in 
  smaller locales a single priest serves all three functions. 
  Temples that include a crypt also have a cryptsmaster or 
  cryptsmistress in charge of that facility. Ranking within 
  a temple is usually based on seniority of service—those 
  who have been in the priesthood longer outrank those 
  who have served for a shorter length of time.
  Hierarchy between churches depends on the size of 
  the populations they serve; a large city temple has greater 
  influence than a smaller town’s temple. Pharasma’s 
  faithful dress in funereal clothes for religious ceremonies, 
  always black (regardless of the local custom, though other 
  colors and styles may be underneath a black outer garment) 
  and accented with silver and tiny vials of holy water. Clergy 
  living in monasteries dress in black or gray, depending on 
  local custom; many of these take vows of silence to show 
  their devotion to the Lady of Graves.
  a priesT’s role
  Members of the priesthood are usually clerics, diviners, 
  or “white necromancers” (wizards who study forms of 
  necromancy other than the creation of undead and the 
  destruction of life), though especially skilled midwives 
  and hedge wizards have been known to gain authority in 
  some areas. Priests oversee births, and having a Pharasmin 
  priest at childbirth almost always ensures that the mother 
  and child will live. They are the stewards of the dead, and 
  most are familiar with funereal customs from their own 
  and nearby lands. They are the protectors of graveyards 
  and the memory of those who have died, guarding sites 
  from robbers and corpse-animators and memorizing or 
  recording what they know about anyone who dies in their 
  presence. The church despises the undead as abominations 
  to the natural order, and all priests follow the church’s 
  teachings about undead without question; creating undead 
  is forbidden, and controlling existing undead is frowned 
  upon, even by evil Pharasmin priests.
  A typical priest earns a meager living tending to women 
  in labor, speaking words at funerals, or even digging 
  graves or building tombs for wealthy patrons. Adventuring 
  priests avoid entering tombs for the purpose of looting, 
  though if a tomb is known to hold undead, they accept this 
  transgression with the intent of dispatching abominations 
  Pharasma
  67
  
  (though they still oppose desecrating non-undead corpses 
  in such places). Followers of Pharasma tend to be brusque, 
  as they spend much of their time dealing with the dead 
  (who do not talk back and don’t get their feelings hurt) or 
  folk under extreme duress (such as women giving birth). 
  When their services are needed, they give orders and expect 
  to be obeyed, as a mortal soul (either recently departed or 
  about to arrive) is at stake. 
  All priests carry a skane, a double-edge ceremonial 
  dagger with a dull gray blade, often with a stylized depiction 
  of the goddess’s face and hair on the pommel. The dagger is 
  used to hold open prayer scrolls, to touch parts of a corpse 
  when performing death rites, to cut shrouds for the dead 
  and the umbilical cord of newborns, and to slice kolash on 
  feast days. It is not forbidden for a priest to use a skane to 
  draw blood or take a life, but some refuse to do so, 
  and carry a different weapon if they must fight. 
  A casarmetzes carries a special skane, bearing 
  Pharasma’s likeness on one side of the pommel 
  and a crying child on the other.
  holidays
  The first month of spring, Pharast, is 
  named for the Lady of Graves—a month 
  of new life and renewal for the world. 
  The church has two common 
  holidays shared by all temples.
  Day of Bones: On the fifth 
  day of Pharast, priests carry the 
  enshrouded corpses of the recent dead through the streets 
  of the city in an honored procession. These corpses are 
  interred at no cost in a church graveyard, tomb, or sepulcher, 
  which is considered a great honor to the departed.
  Procession of Unforgotten Souls: Practiced in lands 
  where the Lady of Graves is a prominent deity, this 
  ceremony is a nightly ritual for weeks leading up to the 
  harvest feast in which the faithful ask the goddess to delay 
  when she takes them to the afterlife. Priests wear thin, 
  black robes over their festival clothes, and carry lit candles 
  in a procession into a large fountain, pool, lake, or quiet 
  river. As they enter the deeper water, the candles go out, 
  but as the priests reach the other side, the candles re-light, 
  and the water makes the black robes transparent, revealing 
  the festival colors beneath. 
  aphorisms
  Given its abundance of rituals, ritual objects, 
  and ritual clothing, it is not surprising that 
  the church has developed many habitual 
  phrases. In most cases, a member of the 
  faith makes the sign of the Lady over the 
  heart when speaking one of these locutions. 
  The three most common are as follows.
  Not this year, not yet: This is a brief 
  prayer, spoken in response to hearing a 
  tragedy or bad rumor, asking that Pharasma 
  delay when believers are sent to her realm, for 
  they have much to do before that time. The devout 
  speak it at each morning’s prayers and when they 
  pray before bed.
  All who live must face her judgment: This is a 
  promise that another person—typically an enemy, 
  but often just a flippant or disrespectful person—
  will suffer whatever fate is in store for them, even 
  if it takes longer than the speaker would like.
  The Lady shall keep it: This is an oath to bear 
  a secret to the grave, telling no one, swearing that 
  only Pharasma shall hear it in person (and only 
  once the oath-maker has died), or that she will 
  claim the oath-maker early should he break his 
  promise of secrecy.
  holy TexT
  Pharasma’s holy book is The Bones Land in a Spiral; much 
  of it was written long ago by a prophet, and many of 
  its predictions are so vague that there is much debate 
  about what events they foretell or whether they have 
  already passed. Other sections were added later 
  and deal with safe childbirth, disposal of the 
  dead to prevent undeath, and so on.
  68
  
  In many temples, especially older ones, the holy book 
  exists as a collection of illuminated scrolls organized by 
  topic. Created with rare inks and metal filigree, some of 
  these collections are historical artifacts worth thousands 
  of gold pieces. As each scroll has particular prayers needed 
  for various temple ceremonies, in many cases a priest 
  only needs to bring the appropriate scrolls to the service, 
  leaving the remainder in a safe place. Each scroll is held 
  in a gray silk sleeve called a mantle to protect it from wear 
  and mishaps. As mantles wear out after years of use, they 
  must be disposed of, but church doctrine says they cannot 
  merely be discarded, and a used mantle is either walled up 
  in a tiny compartment within a temple, or (preferably) sewn 
  into a burial shroud of a priest or other notable member 
  of the faith who is about to be buried. Corpses fortunate 
  enough to bear a Pharasmin mantle as part of their shroud 
  are said to be especially resistant to the predations of the 
  undead, including being animated or turned into spawn.
  relaTions wiTh oTher religions 
  All deities deal peaceably with Pharasma, for their agents 
  must have access to her realm to escort souls to their 
  respective god-homes. She has no true enemies or allies, 
  though Iomedae views her with some resentment for keeping 
  Aroden’s approaching death a secret. Even Zyphus treats her 
  with respect, though many believe he and she are at odds 
  over whether certain souls are taken from the mortal world 
  too quickly. Her relationship with the enigmatic Groetus 
  is a mystery. The Lady, however, is disinclined to bargain 
  with fiends, for she knows too well of their predations on 
  unsorted souls as they pass through the Astral Plane to her 
  realm and the harassment of her psychopomp servants.
  new divine spell
  Adepts, bards, rangers, sorcerers, and wizards of Pharasma 
  may learn augury as a 2nd-level spell, death knell as a 2nd-
  level spell, and speak with dead as a 3rd-level spell. Clerics 
  and oracles who serve Pharasma may prepare false life as a 
  2nd-level spell, clairaudience/clairvoyance as a 3rd-level spell, 
  and moment of prescience as an 8th-level spell. In addition to 
  defending bone (see Gods and Magic), her priests have access 
  to the following spell.
  Smite Abomination
  School evocation; Level cleric 5 (Pharasma)
  Casting Time 1 standard action
  Components V, S, F (a holy symbol of Pharasma)/DF
  Range personal
  Target you
  Duration 1 round/level
  Drawing upon positive energy, you emulate some of the powers 
  of a paladin smiting undead. Choose one undead creature. Your 
  melee attacks against that undead add your Wisdom bonus to 
  hit and add your caster level to damage. Your attacks bypass 
  the undead creature’s damage reduction. These bonuses do not 
  stack with the bonuses from a paladin’s smite.
  planar allies
  Pharasma’s divine servants are usually strange creatures, 
  though those whose destiny was especially bright or whose 
  fate was unusually dark may come to the mortal world 
  to carry a message on her behalf, even if they went to 
  another deity or realm as part of their final judgment. The 
  appearance of such a spirit usually relates to their activities 
  in life or what god they served. For example, to warn her 
  followers of a bloody battle, she many call forth the spirit 
  of a mighty warrior of Gorum or a fallen champion of 
  Iomedae. Her herald is the Steward of the Skein (see page 
  88), a ghaelelike creature that appears sometimes as a suit 
  of shining white and blue armor, others as an incorporeal 
  figure of flickering orange flame. Among the servitors 
  that obey Pharasma and no other are the following.
  Echo of Lost Divinity: This spectral soldier wears fine 
  clothes in green and gold. When his face is visible, he 
  resembles an Azlanti man, and looks much like depictions 
  of Aroden as a god. As he has only appeared in her service 
  since the death of the Last Azlanti, some believe he is a 
  remnant of that god. Echo of Lost Divinity denies this, 
  however. He prefers to heal and support those who call 
  him rather than attacking their foes directly.
  Endless Gravestone: This being resembles a circular, 
  rotating tombstone, bearing writing in many languages 
  that is hard to read because of his constant movement. He 
  is an excellent messenger and is not adverse to charging 
  through enemies or breaking defensive lines, though he is 
  more suited to protecting mortals than destroying them.
  CusTomized summon lisT
  Pharasma’ priests can use summon monster spells to summon 
  the following creatures in addition to the normal creatures 
  listed in the spells. Her priests may use summon monster and 
  summon nature’s ally spells to summon whippoorwills as if 
  they were eagles (using the same game stats as eagles).
  Summon Monster III
  Yanakeion psychopomp (Pathfinder Adventure Path #44) 
  Summon Monster XI
  Amzranei psychopomp (Pathfinder Adventure Path #44)
  Pharasma
  69
  
  Esoteric Order of the 
  Palatine Eye
  T
  hey are the true masters of the old world and the powers behind thrones. 
  In secret they meet to judge the fate of Ustalav in strange whispered 
  tongues. In ritual are they reborn, and in mystery they forever remain. Engraved 
  in keystones of buildings old and new, the Order’s blazing eye sees all. We do 
  not understand their bizarre contemplations, but we know without them all 
  would be lost, as they are the saviors of our lands. 
  —Professor Breverius Trusdale, On Secret Societies
  70
  
  known as the Lost Gospels of Tabris, a curious amalgamation 
  of Osirian mysticisms, Pharasmin catechisms, and 
  Varisian occult traditions. The text outlined the first of 
  nine stations, or paths, to nurture one’s inner divine 
  spark in preparation for a holy communion upon death. 
  Further revelations were carefully disseminated based 
  on a member’s financial contributions to the cabal, and 
  membership was restricted to landed gentry under Aldus’s 
  sway. Many noble sons fled as public sentiment turned 
  against the Order in 3999, when a mob of angry citizens 
  interrupted an orgiastic new year rite at the mysterious 
  ruins known as the Spiral Cromlech, thwarting what 
  some said appeared to be Aldus’s impending sacrifice of 
  a celestial being.
  I
  n paneled salons and dark catacombs, the secret elite 
  of Ustalav assemble in exclusive social clubs known 
  collectively as the Esoteric Order of the Palatine Eye. 
  What began centuries ago as a cabal of mystics exploring 
  forbidden knowledge has given rise to an organized 
  network of gentleman philosophers who almost universally 
  rise to the most influential stations of Ustalav society as 
  judges, deans, landed aristocracy, and even high-ranking 
  clergy of Pharasma’s church. The Order promotes divine 
  enlightenment through participation in secret meetings 
  involving mysterious philosophies and strange rituals.
  Western Ustalav’s bloodless shirking of aristocratic rule 
  is of course attributed to the benevolent machinations of 
  the Order, and Palatine Eye arcanists are widely credited 
  for their part in the legendary defeat of the dragon 
  Kazavon in Scarwall. But power has its detractors, and such 
  malevolent occurrences as the inexplicable disappearances 
  in Canterwall and the attacks of Lozeri’s Devil in Gray 
  have been attributed to the Order by conspiracy theory 
  broadsides. The elusive Order’s refusal to dignify the 
  stories with responses only exacerbates the rumor-
  mongering among Ustalav’s superstitious citizens. 
  History of tHe order
  Squandering fortunes on safaris and archaeological 
  expeditions into the dark heart of Garund, Aldus Canter 
  was among the most famous gentleman adventurers of 
  his age. Rumored to be cursed after the disastrous looting 
  of Thutmoset IV’s tomb in 3985 ar, the future count was 
  given up for lost when a pyramid-plundering expedition 
  in Osirion’s Parched Dunes disappeared later that year. 
  Aldus reappeared in Vieland 3 years later a changed 
  man, claiming knowledge of lost esoteric rites and ancient 
  mysticisms learned from an angelic mentor. According 
  to his accounts, Aldus discovered a stone sepulcher 
  uncovered by a raging sandstorm, and within found 
  immortal sages who venerated a desiccated angel named 
  Tabris, the possessor of torn scrolls Aldus claimed held the 
  mysterious annals of creation. For 3 years, Aldus learned 
  the cabal’s secret language and communed with the angel, 
  absorbing the knowledge and philosophies of the mystics. 
  Aldus claimed the sages sent him forth, newly enlightened, 
  to act as their mortal messenger on Golarion. Some 
  conspiracy theorists contest that his story of these “secret 
  masters” is an imaginative fallacy concocted by the count 
  to bring fortune to his ailing estate. Others believe the 
  “angel” was instead a clever devil sent to corrupt mortals 
  with diabolical influence, or that Aldus poisoned a divine 
  warden to claim guarded secrets for himself.
  Regardless of the truth of such criticism, Aldus attracted 
  a devout following of young nobles hungry for his esoteric 
  ramblings, and finally published his coded theories in a folio 
  recitations
  Order members who subscribe to the society’s philosophical 
  beliefs benefit greatly from the mental disciplines. 
  Depending on her station, a member in good standing may 
  recall the following meditative recitations, presented in the 
  Ancient Osiriani parlance of the Order. These recitations 
  serve as commonly repeated maxims, passwords, and 
  methods for members to identify one another.
  Ab Sek, Abet Sahu: Once mine, always yours refers to 
  the sharing of knowledge between members and the 
  philosophy that knowledge held by one is transitory, but 
  when committed to the society’s charge, lasts forever. 
  Het Aaru Muut: Reflecting the Order’s belief that 
  favored is brevity, this phrase summarizes the teaching 
  that adherents live minutes ahead of plebeians ignorant 
  of their society’s philosophy. 
  Khu Ba Heteph: An Order motto meaning seek and you 
  shall find suggests not just the society’s endless search for 
  knowledge and enlightenment, but also the pervasiveness 
  of the group’s influence and members’ commitment to 
  aid one another.
  Nib Imnet Hem Maa: An ancient Osirian recitation 
  meaning remember what is learned, this motto teaches 
  that all knowledge is valuable, and worth recording and 
  sharing. What might be meaningless trivia to one might 
  further the research or save the life of another.
  Sek Ahmet Thul Khof: The moral secrets kept remain mine 
  reminds members of their vows of secrecy. This sacrosanct 
  mantra is repeated at the end of every gathering of Order 
  members, but takes on a more ominous meaning to 
  those expelled from the society, as this is the only phrase 
  members are allowed to speak to such exiles.
  Esoteric Order of the Palatine Eye
  71
  
  Membership in the Order soon withered, as did the 
  mental stability of Aldus, who grew increasingly erratic 
  and consumed with repeated retranslations of his original 
  manuscripts, and was forced to abdicate his title as count 
  of Vieland in favor of a distant cousin. But the Order’s 
  philosophy was now cemented, as devotees tied allegorical 
  lessons into every moment of the manuscript’s discovery 
  and assimilated the tenets of Pharasma’s church into 
  the celestial hierarchies outlined in newly penned “lost 
  gospels,” forming the basis for the Order’s teachings of 
  ascension from the motes of base human desire toward a 
  perfect angelic state.
  The shrunken and exclusive Order persisted until 4028, 
  when Aldus disappeared under mysterious circumstances. 
  His nine most devout apostles then gained control of 
  both their founder’s manuscripts and the dwindling 
  organization. This event, known as the Elect of Nine, 
  marked a new era, and under this new leadership the 
  Order opened its doors to invitees willing to follow the 
  organization’s philosophies, and wealthy enough to 
  afford the society’s annual dues. The Order began quietly 
  funding the construction of temples, libraries, colleges, 
  and asylums for war-scarred veterans. With this new 
  benevolent facade, worthy nobles once more flocked to the 
  philosophical teachings of the semi-secret society, and its 
  wealth and influence spread across Ustalav.
  MeMbersHip
  Since its inception, Esoteric Order members have enjoyed 
  the benefits of an influential social club with powerful 
  connections. While not all members are landed gentry, 
  all are expected to behave themselves as polite, respectful 
  citizens and contribute meaningfully to society. Weekly 
  meetings are held on Oathday and are known as cathedrals, 
  the term referring to both the assembled group and their 
  meeting hall, whether it be a former church, a hunting lodge, 
  or a tavern cellar. Members are also expected to attend 
  services of Pharasma and pay her homage, although a 
  member’s worship of other gods is not precluded.
  To those rare non-members granted audience to Esoteric 
  Order ceremonies, the strange rites, bizarre trappings, 
  and unusual call-and-responses from the assembly can 
  be bewildering. These rituals are elaborate affairs where 
  even mundane business such as tithing, dues, reading of 
  minutes, and regular correspondence with other cathedrals 
  involves a great deal of ceremonial pomp, with each action 
  following strict bylaws related to metaphorical lessons 
  about personal salvation. The rituals have enlivened 
  rumors of occult associations, an observation bolstered by 
  the rule that all members attend in full regalia—fanciful 
  embroidered accoutrements such as elaborate robes, 
  gloves, aprons, and headgear. Meetings are followed by 
  lectures from respected members, such as professional 
  surgeons performing an autopsy on a dead manticore or 
  alchemists demonstrating the Order’s principles through 
  metaphysical experimentation. Typically the cathedral 
  then adjourns to a prepared feasthall or smoking salon 
  where members congregate and trade favors with an 
  understanding of guaranteed reciprocation, no matter 
  what a member’s profession may be. 
  During the week, cathedrals host a variety of activities 
  for members, such as philosophical workshops, study 
  groups, or social dinners marking Pharasmin holy days. 
  Most cathedrals have attached private taverns for the 
  tHe Lost GospeLs
  The original Osirian scrolls Aldus recovered centuries 
  ago endlessly fascinate conspiracy theorists. Exiled Order 
  members claim they are the lost gospel of the outcast 
  angel Tabris, who dared to record the secret history of 
  the multiverse—and in so doing created volumes known 
  in part as the Book of the Damned. According to the Order, 
  Tabris charged Aldus with a divine mandate to reunite 
  this lost chapter of eternal truths with that vile book, in 
  hopes that the merger would purge the unholy tome 
  from Golarion. Instead, Aldus selfishly extracted secret 
  biographies and hierarchies of primordial divine entities 
  from the pages, and parceled out the revelations to 
  tempt wealthy followers into funding his further research 
  into the manuscript. While some scholars speculate they 
  are simply another accursed chapter of the fragmented 
  Book of the Damned, the Order’s philosophers maintain 
  the words vindicate the exiled angel and guide mankind 
  toward a divine path. In his later years, Aldus became 
  convinced the scrolls held the key to the rebirth of some 
  primordial being, and members of the First Throne’s 
  intense interest in diabolical lore lead many to question 
  the Order’s true ambitions.
  The original manuscripts are a powerful artifact in 
  their own right, and the Order guards them in a hidden 
  cathedral. Other society tomes, especially those containing 
  excerpts from these texts, are always written in secret 
  code and steeped in elusive allegory, often heavily warded 
  with secret page or sepia snake sigil spells. Some important 
  tomes require the presence of magical scarab brooches 
  to diffuse the wards, and more than one over-curious 
  initiate has fallen victim to a carelessly misplaced tome 
  that exploded in a fiery conflagration when attempts were 
  made to reveal the secret writings within.
  72
  
  exclusive use of members wishing to socialize. Seances are 
  a popular pastime, as are mummy unwrapping parties, 
  where Osirian mummies are slowly unveiled, their dried 
  skin afterward ground into a delicate powder and brewed 
  as an intoxicating tea served to attendees. 
  Members in higher standing hold secretive, private 
  meetings based on an esoteric calendar cycle meaningful 
  only to those well-steeped in the Order’s history in 
  undisclosed locations, such as the dark catacombs of 
  persecuted and burned cathedrals or the crypts of founding 
  families. Such meetings delve deeper into the Order’s 
  hidden mysteries and guide these elect members toward 
  some divine communion or celestial ascendancy.
  codes & pHiLosopHies
  Central to the Palatine Eye’s theology is an ordered path of 
  learning, divided into nine steps of ascendancy, known 
  as stations, emulating a supposed celestial hierarchy 
  of angels. The separation between stations exists 
  to encourage ambition and obscure motivations as 
  well as to conceal the group’s activities in the eyes of 
  conspiracy theorists, unsympathetic religions, and 
  occasionally the law. 
  While the original gospels recovered by Aldus 
  Canter are only accessible to high-ranking 
  members, the tracts have inspired myriad 
  writings espousing the Order’s beliefs. 
  Aldus’s original Lost Gospels outline 
  immortal philosophies and hierarchies, 
  creating a system for members to seek 
  divine knowledge, prepare their bodies to 
  contain that knowledge, and nurture their 
  lives to release their illuminated souls upon 
  death. Texts such as the Cromlech Catechisms 
  and Issachar’s Mysteries of Order further 
  promote this philosophical self-awareness, 
  and adherents believe that within the 
  human vessel lies a divine spark that craves 
  reunification with the primordial celestial 
  motes of the upper planes. Only through 
  an ordered life path can members ascend to 
  higher stations, both in their mortal lifetimes 
  and their afterlives. Of course, the influence of 
  membership alone is often enough to promote 
  the idea that a member’s successes are due to 
  these beliefs, further encouraging the member’s 
  continued financial contributions to the Order. 
  These teachings are often illustrated through 
  metaphor and allegory, and the untrained find it 
  almost impossible to understand these writings 
  without initiation in the Order’s ways, even 
  with the use of language-deciphering magics. 
  The metaphorical path to enlightenment is displayed in 
  cathedrals on 18 tiled mosaics known as Stations Above 
  and Below, nine of which are mounted above eye-level, 
  with the remaining nine worked into the floor. The 
  stations above depict an everyman figure growing in 
  power, wealth, and adornment as the mosaic sequence 
  continues and the character follows the Order’s teachings. 
  The nine stations below begin their sequence with this 
  idealized, enlightened everyman straying from the true 
  path; as the stages progress, he is stripped of powers and 
  gifts, demonstrating the ignorance of the uninitiated, or 
  dire warnings to those who would betray the Order.
  appeaL & initiation
  Membership in the Esoteric Order of the Palatine Eye is by 
  invitation only, with aspirants well-vetted both socially 
  and magically—their potential peers investigate 
  embarrassing dalliances or past transgressions that 
  might reflect badly on the society. Recruits must 
  display a willingness to defer to higher stations, 
  and a desire to learn universal truths of the celestial 
  realms. As a lawful neutral organization, the 
  Order recruits members of sympathetic lawful 
  mindset, although opinions on good and evil 
  vary between cathedrals. Clergy of Pharasma 
  are accepted without exception.
   An aspirant spends his first 3 years as an 
  acolyte, regardless of outside social station, 
  representing the trial of Aldus Canter in 
  the desert. Acolytes pay the annual dues 
  of the Order’s first full station, and learn 
  the Order’s cryptic codes and the secret 
  language of sphinxes in order to properly 
  converse in the meeting’s intricate preambles. 
  After indoctrination, acolytes are inducted into 
  full membership in an elaborate ceremony, 
  ascend to the Third Throne, and receive the 
  common title of Most Worthy Angelic 
  Prince, the Order’s first station. 
  A 
  cathedral’s 
  highest-ranking 
  master orchestrates initiations, also 
  presided over by the sarcophagus-
  bound, mummified corpse of a 
  respected deceased member. After exhaustive 
  scripted exchanges between the master and the 
  acolyte, members spin the blindfolded apprentice 
  about so he may “wander the desert of ignorance” 
  seeking a pair of loosely-chained doors that must 
  be ceremonially opened. The initiate, master, and 
  sarcophagus pass through the portal, where the 
  presiding master uses the corpse as the target of 
  a ventriloquism spell with a ceremonial bone rod 
  Esoteric Order of the Palatine Eye
  73
  
  and speaks as though he were the corpse. The initiate then 
  asks three scripted questions of the “corpse,” receiving 
  whispered replies. The last question asked is always, “What 
  shall I be called?” and the corpse grants an extravagant 
  society name of dubious Ancient Osirian origin such as 
  “Alexdrandantalus,” “Nebuzaradan,” or “Seaxolomeus.” 
  The final rite involves breaking off the corpse’s lower jaw, 
  then cremating it in a sacred crucible before the assembled 
  congregation to forever silence the corpse. The acolyte is 
  then clothed in full regalia and rises to take a seat among 
  his new brethren. 
  The first station affords the Order’s full benefits, and 
  thereafter ambition within the society is limited only 
  by enthusiasm to pursue the Order’s philosophy 
  and the amount of dues the member might 
  afford, although members rarely rise 
  in station more than once annually. 
  The highest levels have reserved 
  membership, with the number of 
  seats fixed and openings occurring 
  only when a seat is vacated by 
  ascension, expulsion, or death. 
  Such is the complete 
  indoctrination 
  of 
  the 
  Order’s members that 
  any who betray the group 
  by 
  teaching 
  the 
  Order’s 
  codes, secrets, or sigils to 
  outsiders immediately lose 
  any organizational benefits gained 
  due to their membership. Expulsion 
  from the Order is swift, and former treacherous 
  members are known to have mysteriously disappeared.
  catHedraLs & conGreGations
  Some imposing, others unassuming, the Esoteric Order’s 
  cathedrals are the grand meeting halls where members 
  congregate. While varying in size and opulence, cathedrals 
  typically share common elements of metaphorical 
  significance. Stone sphinxes often flank the entrance, 
  and imposing, golden-chained wooden doors bar entry 
  to meeting chambers by the uninitiated, with the Order’s 
  prominent symbol sometimes serving as a glyph of warding. 
  Members arrive for meetings led by the highest-ranked 
  member, and the doors are opened from within by a 
  member performing a vigil known as a wake, who is 
  locked within to guard the cathedral between meetings. 
  Blinding light bathes the assembly, who are greeted with 
  the phrase, “Who seeks knowledge within this sepulcher?” 
  The members then enter and begin their congregation. 
  Historically, the Order held meetings in Pharasma’s 
  churches, and tradition dictates cathedrals do all they can 
  to follow similar floor plans—though many are restricted 
  by the confines of existing structures and subterranean 
  spaces. When created to the Order’s preferences, a large, 
  central nave known as the Grand Congregation is a 
  cathedral’s most prominent chamber. Tessellated floors 
  lined with stepped wooden pews give way to nine steps that 
  lead to an imposing, judicial-style bench, behind which 
  preside the cathedral’s nine highest-ranked members. 
  Stout doors lead to the meeting chambers, archives, and 
  wood-paneled salons that lie beyond, and to the crypts that 
  inevitably lie below. 
  The Esoteric Order’s symbolism decorates every flat 
  surface of the meeting halls, typically in gaudy, faux-Osirian 
  splendor, with themes of scarabs, pyramids, blazing 
  pharaonic eyes, and sarcophagi being most prevalent, 
  peculiarly mixed with the symbols of 
  Pharasma. Everywhere 
  the blank stares of 
  moldering taxidermied 
  shapes loom, including 
  the stuffed and mounted 
  familiars of noted deceased 
  members. Displayed above 
  the presiding members’ bench 
  is an imposing clock, set one 
  hour ahead of the outside world’s 
  time (which members call plebeian time), not 
  only reminding members to make the most of time’s 
  ticking minutes, but also reflecting the mentality of the 
  Order that the powerful are always one step ahead of the 
  uninitiated in thought and action.
  catHedraLs of note
  The Order’s tremendous wealth has resulted in the 
  establishment of cathedrals across the breadth of Ustalav 
  and beyond, and the society’s philosophies have even 
  subtly inspired the architecture of entire cities, such 
  as the sweeping curved streets of Lepidstadt. Lacking a 
  central meeting hall, members assemble in noble estates, 
  catacombs, crypts, and even taverns.
  Haraday Theater: When the Ustalavic capital moved 
  from Ardis to Caliphas, the Order quickly shifted its 
  resources and established a cathedral in Ustalav’s new seat 
  of power. Housed inside a disused theater, the Caliphas 
  cathedral also contains a library of obscure and recondite 
  lore in its basement, known as the Esoteric Archives.
  Necropolis of the Faithful: The sprawling catacombs 
  surrounding the High Temple of Pharasma in Sothis host 
  an extremely secretive sect of the Order led by high priest 
  Inebni Andabar, a seraph in the Order. The sect gathers at 
  dusk among the limestone crypts housing the remains of 
  the Order’s founders; these catacombs are said to house a 
  source of divine power.
  74
  
  Ventriloquist’s Pulpit: The seat of the Palatinate of 
  Vieland’s ruling council, this domed administration 
  building in Lepidstadt once served as the offices of the 
  region’s ruling counts, including Aldus Canter himself. 
  Although the building was publicly scheduled for 
  demolition after the land’s move from aristocratic rule, 
  the Palatine Eye halted its destruction, thus saving one of 
  their oldest cathedrals, hidden beneath the foundations. 
  Aside from the meeting halls common to most cathedrals, 
  Ventriloquist’s Pulpit holds numerous hidden chambers 
  constructed to the unusual and exacting specifications of 
  the Order’s founder, with some members even claiming 
  that whole floors lie beneath the currently used cellars, 
  including vaults of scroll-wrapped mummies and a prison 
  for holding creatures with no need for food.
  syMboLisM by deGrees
  The Order’s mysterious symbols represent metaphorical 
  keystones along members’ ascendancy toward divine 
  truth. Clever PCs might learn to spot a member in outside 
  society by the recognition of subtle sigils embroidered 
  onto everyday clothing or worked into jewelry. The most 
  important and pervasive symbols follow.
  The Apostolic Tome: This symbol of a large book 
  represents concealed knowledge, a direct representation 
  of Canter’s original gospels. The book’s decayed state 
  represents the inevitable decay of secrecy as time 
  progresses and people’s souls weather. Shown open, this 
  symbol represents shared fellowship, while a closed book 
  represents ignorance or forbidden mysteries.
  The Chained Door: Usually depicted as chained doors 
  burst from within by the blinding flames of enlightenment, 
  this symbol serves as an invitation for all seeking knowledge 
  to enter for guidance. Chained or shut doors represent close-
  mindedness, and mark locations unfriendly to the Order or 
  hint of concealed knowledge within. 
  The Palatine Eye: The most pervasive of the society’s 
  symbols, the blazing Palatine Eye gazes from the back of 
  a golden scarab upon the breadth of Golarion, piercing all 
  shadow to seek the light of truth. Only with wise scrutiny 
  can hidden knowledge be unveiled, and the staring 
  eye represents the search for fellowship in the desert of 
  ignorance and the ascendancy toward truth. A closed eye 
  represents death and ignorance. 
  The Sepulcher: Often marking secret archives or 
  storehouses of knowledge sympathetic to the Order, the 
  sepulcher represents the holy houses of information and 
  buildings sympathetic to the gathering of divine insight. 
  A symbol of a ruined sepulcher represents mysteries 
  destroyed by treacherous revelation. 
  The Withered Hand: Typically shown with various 
  numbers of extended digits, the withered hand reminds 
  members that secrets should be taken to the grave, 
  and symbolizes the trials of learning the Order’s path. 
  Different numbers of outstretched digits denote various 
  stages in the acquisition of forbidden knowledge, and can 
  convey different meanings to members who correlate the 
  number of digits with allegorical lessons, allowing the 
  conveyance of secret messages.
  tHe order in tHe caMpaiGn
  The Order’s mysterious machinations rarely play out 
  in public, and the society can serve as either an aloof 
  protagonist or a subtle antagonist. So secret are the group’s 
  ambitions that adventurers may be working for them and 
  never know it, or may be aided by the society one day only 
  to find their efforts mysteriously thwarted the next. GMs 
  should strive to keep an air of secrecy around the Order’s 
  ambitions and true motives.
  Characters as Members: Adventurers are a valuable 
  commodity to Ustalavic aristocrats more interested in 
  court intrigue than sullying their hands with such base 
  tasks as dangerous explorations. Important members 
  might approach parties to trade information or money in 
  exchange for performing tasks necessary to the Order. While 
  initiation is long, and entire adventuring careers can 
  begin and end before a PC is approved for membership, 
  GMs who wish to allow PCs membership may begin the 
  game with characters on the precipice of initiation, or 
  allow for exceptions to this rule or honorary memberships 
  for those who show devotion to the Order with especially 
  dangerous tasks.
  Enemies of the Order: The Palatine Eye opposes or has 
  designs upon numerous competing organizations. Among 
  these are diabolic cults, which the Order remains vigilant 
  against, as several high-ranking members of the Order 
  have fallen victim to temptation and turned to the worship 
  of devils. In Ustalav, where the cults of Dispater, Lorcan, 
  and the malebranche Alichino prove especially tenacious, 
  the Order seeks to bring such blasphemous worship to 
  light where it might be stamped out. The faith of Norgorber 
  and his preoccupation with secrets contradicts much of 
  the Order’s philosophy. In most cases the society avoids 
  members of this religion, but it has lost multiple members 
  and valuable discoveries to a lethal group of secret-hoarding 
  assassins known as the Anaphexia. Given the society’s 
  interest in guarding the lands and people of Ustalav, the 
  Order also opposes groups and nations that might bring the 
  homeland to harm, such as the hordes of Belkzen, fanatics 
  of Razmiran, necromancers of the Whispering Way, and even 
  overly ambitious knights from Lastwall—to say nothing of 
  countless other menaces within the country’s borders. At 
  any point, members serving as the eyes and instruments of 
  the Order might hire or manipulate adventurers to further 
  the society’s goals.
  Esoteric Order of the Palatine Eye
  75
  
  Guilty Blood: 2 of 6
  Decay by Degrees
  W
  hat had been a blood smear began to run, 
  dribbling down the whitewashed door, trailing a 
  sticky shadow. Whatever scrape was accentuating 
  my banging with bursts of pain hardly registered 
  as I railed upon the author’s darkened porch. I was 
  shouting, but only caught snippets of my own pleas as 
  they rebounded off the solid door, echoing with the 
  same hollow, desperate inefficacy as my bursts of frantic 
  knocking. The question of how long I would go on 
  banging at a probably empty house began to form in one 
  of the few still lucid districts of my mind. Gradually it 
  dawned upon me, the sickening depth of the desperation 
  that brought me howling like a lunatic to the threshold 
  of a stranger’s home. I knew I had nowhere else to go, 
  and the first twinge of a shrinking, helpless sensation 
  began to crowd my fear. I felt it coming at last, a chill 
  panic. I was going to scream.
  The faintest creak of a door latch being withdrawn 
  spared the final tattered remnant of my composure.
  The door opened no more than the finest crack, 
  revealing nothing but a column of absolute dark and the 
  slight glint of multiple door chains. No sound issued 
  forth—no greeting, no challenge, nothing.
  “Miss Kindler?” I hazarded, straining to see inside. 
  “I’m so sorry to… call… at such an inexcusable hour. I’m 
  Laurel Cylphra. I need—”
  76
  
  Street Watch garrison. Otherwise I don’t know how you 
  think I can be of service.” 
   My brows furrowed as a frustrating possibility came to 
  mind. “You are Ailson Kindler, correct?” 
  There was a long pause, and a sound that might have 
  been a sigh.
  “Yes. Though I favor being held at such a disadvantage 
  nearly as little as I favor being awake at this hour,” came 
  the eventual retort. At least she was talking; you don’t ask 
  the name of someone you’re going to slam the door on. I 
  withdrew my boot.
  “I’m Laurel Cylphra. This isn’t how I’d preferred we 
  meet, ma’am, but I’m familiar with your writing and 
  your expertise in matters... extraordinary. I’d hoped you 
  might help me figure a way to right what I had a part in 
  putting wrong tonight.”
  “Cylphra,” she seemed to test the name, searching for 
  its place in some mental file. “Perhaps you should start by 
  telling me what actually happened tonight.”
  The “accidental” clatter of the tea salver on the marble-
  topped end table next to me startled me awake. It took a 
  moment to remember where I was, and I took in Kindler’s 
  disarming sitting room again. It was what one might 
  expect the tearoom of a spinster in her seventies to look 
  like, with the collected knickknacks and curios of a 
  lifetime displayed amid copious lace and porcelain. Yet, 
  at the same time, it was obvious Ms. Kindler was more than 
  some widow enjoying a slow, melancholy slide toward 
  death. Rather than the portraits of lost loved ones or 
  chintzy collectables, her shelves bore the wildest range 
  of oddities, rarities, and grotesqueries. Upon a shelf 
  laden with heavy books—several bearing Ms. Kindler’s 
  own name as author—leered a fierce tribal totem, while 
  above it a stand for test tubes supported several slender 
  vials of fluids, gnarled lengths of wood, and silken 
  flowers. Over the mantle hung an old but quite sharp-
  looking black spear, along with a faded portrait of four 
  eclectic travelers in the rose garden of a sinister chateau. A 
  sideboard displayed the skull of some fanged monstrosity 
  between pieces of painted flatware, and an ancient tome 
  supported a bowl of dried leaves and fruit. Even the tea 
  set from which Kinder absently poured was a weird sort of 
  treasure, bearing the knotting shapes of wingless golden 
  dragons upon porcelain finer than eggshell.
  I remembered retelling Ms. Kindler my story—twice, in 
  fact, after all the questions she’d had—before dozing off. 
  I had the feeling of being interrogated while recounting 
  the evening’s incident, not so much because she seemed to 
  blame me for anything or even disapprove of my actions, 
  but more because with each questioned nuance I felt as 
  though I were giving away more than I’d meant. By the 
  end my plays for sympathy had come to little, and I felt 
  “Something terrible,” interrupted a voice like a rusty, 
  slowly drawn knife. I halted, momentarily unsure of what 
  was said.
  “Excuse—” But I was cut off again.
  “You were blithering about ‘something terrible.’ You 
  wouldn’t be referring to your manners, mayhap?”
  “I’m sorry to wake you, ma’am, but—”
  “But still you’re going on. You’ve gone to greater 
  lengths than a drunk would, and if you’re a thief you’re 
  going about it all wrong—so what is it? And be brief.”
  I understood that I had roused the woman, but this 
  reception was not quite what I expected. Somewhat 
  sobered by the chiding voice rasping from the dark, I 
  tried to be both concise and reasonable-sounding—goals 
  very much at odds.
  “Yes, ma’am. I was at Evercrown earlier tonight, with 
  others. We trespassed upon one of the resting places… 
  the countess’s family’s mausoleum. We woke something 
  there accidentally, something lingering from one of the 
  crypt’s residents. When we tried to flee it… it was terrible. 
  It cut down two I was with. I ran. There was nowhere 
  else….” I had done well keeping the tremble out of my 
  voice, but choked on the memory of that final horror—of 
  Sayn and Garamand death’s and the terror in Liscena’s 
  eyes as I fled, leaving her to the apparition.
  “Two with you, eh? Quite a minx. I suppose you’ve 
  learned better for future trysts, hum?” A dusty chuckle 
  followed from inside. 
  I gaped. She was making a joke. I was retelling the most 
  terrifying incident of my life, still shuddering from it in 
  fact, and the only person I could think of to help me, a 
  stranger and a spinster, was making quips at my expense. 
  Certainly I was imposing. Certainly I was trying to cast 
  my plight in a sympathetic light—or, at least, trying to 
  avoid presenting myself as too much of a criminal. But 
  I expected my reception to be met with something other 
  than dismissal. Perhaps I’d been deluding myself.
  “Oh, come now girl, show some spine,” the disembodied 
  voice chided. “You’ve had a bad turn and come through it. 
  I’m sorry about your friends, but obviously the Lady has 
  more in store for you. Count yourself lucky and go home. 
  You’ll be more thankful for your luck come the morning.” 
  That said, the door crept shut by the slightest degree. 
  Immediately I slid the toe of my boot into the gap, 
  jamming it open. Did she seriously take me for some 
  churl, some stranger come to her doorstep by accident, 
  hoping for a pat on the head as she prayed to Pharasma 
  for a brighter tomorrow?
  The beginnings of annoyance helped steady my resolve, 
  and I hoped my voice as well. “Ma’am, I came to ask your 
  help, I thought you might—”
  She cut me off again. “If it’s help you want, or a crime 
  you wish to report, I can direct you to the Carpenter 
  Decay by Degrees
  77
  
  like I’d unintentionally presented myself as nothing more 
  than a girl who’d run scared when she’d gotten beyond 
  her depth. That idea pissed me off—mostly because after 
  my actions I couldn’t say it wasn’t true. The past evening, 
  its recounting, and my hammering conscience had 
  exhausted me so that I’d fallen asleep on Ms. Kindler’s 
  stiff settee when she’d stepped out for a moment.
  She was more fully dressed than she’d been earlier, her 
  hair pulled back in a loose iron-gray bun, her dress’s high 
  collar and long sleeves accentuating her thinness. There 
  wasn’t much to distinguish her from any other old maid. 
  She seemed worn and nearly used up. Her conservative, 
  stiff ly starched clothing hid most of her skin, but 
  what did show seemed less a part of her and more like 
  wrinkled sheets festooned upon a drying rack too small 
  for them. At some point a sour look had pinched her face 
  and held tight, giving her the perpetually disapproving 
  countenance of a Pharasmin priestess. Altogether, not 
  the imposing adventuress I’d imagined. But the details 
  gave me some hope. Her insistent questioning and even 
  her unappreciated humor revealed a mind still very 
  much active and alert, and through her silver-rimmed 
  spectacles, her gray eyes seemed undulled by the tarnish 
  of nostalgia and regret.
  She put one of her delicate teacups into my hands. 
  It wasn’t filled with tea, but rather thick black coffee. I 
  muttered thanks, brushing the sleep from my eyes and 
  taming a few stray hairs.
  “It’s well after dawn,” she said pointedly, filling her 
  own cup, half from the matching teapot and half from 
  a crystal decanter of brown liquid on the table. The 
  decanter was nearly empty. “Probably best to be up and 
  about.”
  Daintily taking a seat across from me, she scrutinized 
  me patiently, watching me like an opponent in some game 
  or—perhaps more aptly—like an unwelcome guest. I 
  returned her look. A long moment of tea-sipping passed.
  “Well?” I finally came to it.
  “Well, that’s it, it seems.” She took a long swig from 
  her cup. “It’s been lovely to chat with you, dear, but now 
  it’s time to be on your way home. Do call again—perhaps 
  during more respectable hours.”
  “Ms. Kindler!” I straightened in my seat, momentarily 
  thinking I’d mistaken my impression of her shrewdness. 
  “What about what I’ve told you? What of the spirit at 
  Evercrown?”
  “Exactly what I’m thinking of, dear.” Neither her tone 
  nor her manner changed. “Best to be off. There’s nothing 
  to be done.”
  “‘Nothing to be done?’” I repeated, incredulous, the 
  already forgotten teacup in my hands clattering, spilling 
  a bit into the saucer.
  “If you’re truly that concerned, I might suggest taking 
  a bit of a holiday,” she continued, unvexed. “Do you have 
  family in Caliphas? Or Karcau? Both are really quite 
  lovely this season, and I find a bit of time along the water 
  often soothes my nerves.”
  “A holiday!? How can—” I began, and the sound of my 
  own shrill voice in the close room halted me. Pulling 
  in a long breath, I paused and tried again, swift but not 
  frantic. “Ms. Kindler, I apologize, but you don’t seem to 
  understand. My concern hasn’t been for myself, but for 
  others. I saw a terrible thing last night. A terrible thing 
  that by all that is right shouldn’t be. It’s about in the 
  cemetery at my fault, and who knows what hurt it might 
  cause. I came for your advice, as I’ve heard tell you’ve 
  faced down such things before. I need to know how so I 
  can do the same.”
  From her look I wasn’t sure that she’d comprehended. 
  She didn’t seem sour or insulted, but rather disappointed, 
  “Altogether, not the 
  imposing adventuress 
  I’d imagined.”
  78
  
  or perhaps slightly sad. The look was gone with a shift of 
  her posture as she set down her cup.
  “Ms. Cylphra. I think it’s you who doesn’t understand.” 
  Her voice was even, her gray eyes like silver through the 
  sheen of her spectacles. “I am giving you my advice—
  advice from a long life that’s seen many sad things. Leave 
  this be and go. Go home, or if your conscience won’t let 
  you, go far away. In either case, let this drop.”
  I’d had enough. This surely wasn’t what I’d come for, 
  and I’d obviously mistaken my hostess completely. I 
  stood and bit my lip to keep back my words—but didn’t 
  bite hard enough. “You know, you’re nothing like what 
  they say about you. I’d heard all your stories were based 
  on your life, but—” I looked at the very old woman 
  and gave my most withering scoff. She watched me, 
  seemingly unperturbed—what discouraged amorous 
  barf lies apparently held little insult for her. I made my 
  way to the door. 
  She stood properly, coming to see me out, “Quite true, 
  Ms. Cylphra, but there it is, and there’s nothing to be 
  done about it.”
  The door was open and I was back on the porch with 
  the morning’s early rays spilling sidelong through the 
  cool mist. With the night dispelled, I considered other 
  options aloud. “I should have gone to the church to begin 
  with. They’ll know how to handle something like this.” 
  A sharp laugh pursued me. Looking back, Ms. Kindler 
  was standing in the door.
  “Oh, they’ll know. But I doubt they’ll believe a stray 
  cat like you,” she chuckled dismissively. “And even if they 
  check into your story, they’ll hold you for a graverobber 
  while they do—and they’d quickly find they were right to. 
  The Pharasmins deal mercifully with the dead, but tend 
  to be less so with the living.”
  I halted on the steps for only an instant, half turning 
  and throwing up a hand in frustration. “What, then? Just 
  run off like you say? Feh!” Doing my best to look like I 
  had a direction, I marched down the remaining steps, 
  “I’ll handle this myself. Good day, Ms. Kindler.”
  I hardly heard her response, but something in her tone, 
  something wistful, halted me. “You’re not going to let 
  this drop, are you?”
  “I think I’ve been clear about that,” I shot back.
  “Well, I can’t help you—” she started distantly, but it 
  was my turn to cut her off.
  “You’ve made that more than obvious.” I took another 
  step.
  “But if you’re not going to be satisfied until you’ve had 
  a lick at this,” she said evenly, an eyebrow raised archly, “I 
  know someone who might.”
  When I was a child, they still called the neighborhood 
  Merridweigh Gardens. I remember attending a lawn 
  party at one of the estates there—wandering off with my 
  brother, staining our hands and faces amid a patch of 
  wild blackberries and upsetting mother mightily. I was 
  embarrassed at the time, but returning I kept a lookout 
  for any hint of that berry patch.
  There was nothing. The life had drained out of the 
  community along with the snooty manor owners and 
  their money. What had been Merridweigh Gardens, a 
  cluster of the wealthiest, most envied addresses in Ardis, 
  was now just what folks called “Mud Way.”
  No doubting that the name was apt. With none left to 
  defend against it, the Vhatsuntide River had sought to 
  reclaim the grounds along its banks, conspiring with 
  the frequent rains to drench the earth and undermine 
  anything that stood without roots. Puddles sprawled into 
  entire muddy lakes, fueling a marshy degeneracy as once-
  manicured lawns and bordering woods degraded into 
  fields of weeds and snarls of tangled shade trees. Patches 
  of irregularly scattered cobbles suggested the routes fine 
  carriages once rolled along, leading inevitably to the 
  picked-over carcasses of manor houses and the remains 
  of attendant structures. Over it all hung the pervasive 
  musk of wet earth and rotting leaves, making things 
  seem older, and I felt as though I walked among ancient 
  ruins rather than properties abandoned only recently. 
  Abandoned, but perhaps not deserted. I’d heard too 
  many stories of Mud Way not to be wary. Stories of homes 
  turned into the courts of cruel gangs and used as the 
  settings of crimes too raucous to commit within city 
  walls. There were also rumors of looters seeking to scrape the 
  last flecks of gilding from overlooked banisters and high 
  molding, only to meet terrible ends at the fangs of beasts 
  and hungry bogeymen. On hearing most of these tales 
  far from their setting I’d cynically dismissed them. Now, 
  here, alone, I chose my path carefully, as though even the 
  most fanciful rumors might be true.
  Keeping to the thin tree lines that once separated estate 
  from estate, I prowled as swiftly as I could, hoping not to 
  encounter anyone else along my way. The Watch didn’t 
  patrol Mud Way anymore, and anyone I might run into 
  likely had a purpose more nefarious than my own. That 
  didn’t speak well of the one upon whom I was calling, 
  but I knew how nobles were with their homes and to what 
  lengths pride would drive some to keep up even the most 
  easily contradicted appearances. I had no doubt that my 
  host, the Mr. Barttley that Ms. Kindler had suggested 
  I call upon, would be an eccentric, but to resist the rot 
  that permeated the area—both the vegetative and human 
  varieties—his home must be a fortress.
  It was nearing noon when I came to “Barttley Manor,” 
  a wreck of especial decrepitude threatening to topple into 
  the Vhatsuntide. The estate grounds had transformed 
  into a morass, soggy earth weakening the ground and the 
  Decay by Degrees
  79
  
  grip of trees, fence posts, and foundations alike, giving 
  everything an unnerving, off-kilter appearance. The 
  manor house was the greatest victim, losing its footing 
  and resettling unevenly. The whole structure looked as 
  though it were undertaking an impossibly slow drunken 
  reel, staggering backward before its inevitable pitch to 
  the ground.
  But what marked the ruins among the others were its 
  furnishings, the ones scattered about what of its yard 
  hadn’t fallen away into the river. Not garden furniture, 
  but carved tables and a pile of sturdy dining room chairs, 
  a dry sink spilling shattered ceramics, a mossy divan, 
  and more, all scattered upon the weedy lawn as though 
  partially carried off but discarded with frantic haste. 
  Where every other home I’d circled was a wreck, they 
  were deliberately emptied wrecks. Something here had 
  kept the looters at bay. 
  With each step toward the sagging house my boots sank 
  slightly deeper into the soggy earth and I indulged speed 
  over caution, imagining myself sinking into the swampy 
  lawn if I tarried too long. I reached a front corner and the 
  house leaned above me, its weathered timbers scaly with 
  the scabby remnants of flaking paint, facade riddled with 
  shadowy cracks welcoming all manner of beetles, worms, 
  and earwigs. Especially earwigs—an infestation of the 
  ugly brown bugs swarmed in mindless whorls, poking 
  antennae and clawed anuses from seemingly every split 
  panel and dark gap. 
  Doing my best to avoid touching the house itself, 
  disgusted by what thrived inside its moldy walls and the 
  suggestion of even fouler things within, I made my way 
  to the remains of the porch and with a single high step 
  mounted the platform. The sturdy front door remained 
  trustworthy, settling in its frame only slightly and 
  holding a good lock. Not a great lock, though—some 
  inexpert prowler had obviously been at it, leaving the 
  broken end of a metal pick within the keyhole. It took 
  some convincing, but lending my shoulder to it, the door 
  reluctantly ground open.
  With the sun still high in the sky, gray light filtered 
  into the house through myriad cracks and crusty 
  windows. The invasion of air through the opened front 
  door sent unaccustomed eddies through the entry hall, 
  throwing heavy motes of dust through the room, filling 
  it with a cloud of must and old mold smells. The entry 
  had been emptied, with only a stained stairwell reaching 
  to a second-f loor balcony above. Empty doorframes 
  opened off the hall, the rooms beyond either empty 
  or littered with the wreckage of toppled furnishings. 
  Although shadows clung to the ceiling high above, the 
  house’s interior still managed to feel claustrophobic, 
  as though the stale air were decaying along with the 
  memories of past lavishness.
  The creak of an upstairs f loorboard whined through 
  the stillness, the noise muff led by the thick dust. The 
  second f loor coveted its shadows more than the first, 
  hiding everything behind a row of rounded balusters. If 
  the noise was anything more than just the complaining 
  of the old house itself, I decided it was probably just 
  some small animal—a rat or raccoon—or perhaps a 
  squatter, nothing more dangerous. Or maybe even Mr. 
  Barttley himself. I smirked. My errand was growing 
  more ludicrous by the minute, and from the state of 
  things it was obvious nothing more discerning than 
  scavengers or transients still made a home of the place. 
  But regardless, I hadn’t come all this way to leave my 
  curiosity unsatisfied.
  I’d halfway climbed the creaking steps, reaching a 
  wide landing at its midpoint, when a mangy hunting dog 
  surprised me, appearing from around the corner at the 
  stairs’ summit. It didn’t so much pad onto the  balcony as 
  tumble, pitching like a marionette mastered by a manic 
  child, shuddering and threatening to collapse with every 
  awkward motion. Its filthy head lolled toward me, though 
  what gazed down squirmed in the dog’s eye sockets. 
  Sick? Crippled? My mind recoiled though the 
  possibilities, 
  dismissing 
  each 
  for 
  more 
  uncanny 
  explanations as disgust seized my limbs. Had I been 
  cursed? Did nothing lie dead in this damnable city 
  anymore?  The bug-eaten remains of the dog carcass’s 
  muzzle peeled back, revealing rows of shattered fangs. A 
  dry rasp issued over its limp, dusty tongue, a noise that 
  might have been a growl had the thing been whole. For the 
  second time in as many days, the primitive demand for 
  blind flight shrieked through my mind. Had I not spent 
  the past hours reliving my retreat from the Venacdahlia 
  crypt, I might have fled again, but the built-up frustration 
  and indignance fought it back. If I was to be murdered, 
  it would be for pride, not cowardice.
  The corpse flung itself—a patchwork of fur scraps, 
  dangling ligaments, and flaking bone shards—down the 
  stairs. Dodging against the landing’s banister, I reeled 
  for an instant as the railing gave against my weight, 
  threatened to collapse, but ultimately held. The canine 
  tangle of knotted hair and broken limbs landed at my heels 
  with a clamor of sickening snaps, its teeth and exposed 
  ribs scoring the wood with equal ferocity. It didn’t bother 
  to regain its footing, and in an instant was lunging at 
  me sidelong, as though whatever foulness enlivened it 
  still saw no difference between gnashing fangs and the 
  jagged split in its side. Its wild spill had given me just 
  enough time to vault halfway up the next flight of steps, 
  and when its gnashing rot lurched toward me I held the 
  high ground. My shout of revolted anger punctuated the 
  impact as I spun my boot in a sweeping kick. Its body 
  gave overmuch, my boot sinking into its splitting hide, 
  80
  
  overbalancing it. Wildly flailing limbs went out from 
  under the thing, sending it toppling backward into the 
  landing’s heavy wooden banister. The railing balked 
  at this second abuse and, in a cacophony of splintering 
  wood and scraping bones, collapsed, spilling the hound 
  to the ground a half-story below.
  I rushed up the remaining steps and turned, preparing 
  an even more forceful kick, expecting to find the creature 
  already loping up after me. The house’s heavy silence had 
  returned like a blanket of smothering smoke. Over the 
  second floor railing I looked down upon the dog carcass, 
  which now resembled a trod-upon tomato more than 
  an animal. Several furious joints and ravenous organs 
  twitched amid the mess of bones and dog fur, but those 
  broken bits had lost the coordination to pursue me. For 
  a too-long moment of morbid curiosity I tarried to watch 
  the thing die, but its mindless struggles didn’t cease. I 
  almost pitied it as I thought of the life, whatever it was, 
  trapped within the abomination below, condemned 
  to wait for decay’s slow release rather than death’s 
  sympathetic end.
  A door’s echoing slam startled me back to the moment. 
  Cursing myself for not expecting something worse after 
  seeing the dog-horror—and for not fleeing of my own 
  volition when I’d had the opportunity—I snapped my 
  attention down the hallway, hand quick for my dagger. 
  Slits of dusty light streaming weakly through the patchy 
  ceiling lit the corridor, revealing facing rows of rotted 
  portraits and sunken doors, but otherwise blessed 
  emptiness. Except there was something more: the simple 
  waver of light, that of a lantern or candle, flickering from 
  the hall’s end. 
  The house couldn’t be on fire—the tinderbox would 
  have gone up in moments had even a spark strayed 
  across its f loorboards. Someone was actually here. I’d 
  given up on finding Mr. Barttley shortly after laying 
  eyes upon the manor, entering only to see what kind of 
  jest Ms. Kindler had sent me upon. Expecting a fool’s 
  errand and finding a deathtrap, I shocked myself by 
  again coming to wonder if someone might in fact be 
  living in this wreck.
  Although the complaints of the long-untrod flooring 
  countered any attempt at stealth, I gingerly made my way 
  down the narrow hall. When the flickering light fell upon 
  my boots, I stood before a solid oaken door, its lower 
  portion carved halfway through by endless clawing. 
  Could the dog corpse have been a guard imprisoning 
  Mr. Barttley? Or even some roaming monstrosity that 
  had found the manor’s decay to its liking, trapping the 
  place’s careless owner within? Such possibilities seemed 
  improbable, but I’d witnessed more than my fair share of 
  improbabilities in the past few hours. With good manners 
  seeming a distant and potentially dangerous liability in 
  this ruin, I gripped the door handle and shouldered my 
  way into the lit room without knocking.
  Dozens of eyes pinned me in place, and for a startled 
  moment I though it’d walked into some sort of ambush. 
  A grotesque perfume unlike the wet must that permeated 
  the rest of the house washed over me, the malodorous 
  twin of the stench that exploded from the kicked dog 
  corpse. Once this room had been a library, though a 
  leaky ceiling had ruined whole shelves and rotted out 
  parts of the flooring, pitching much of the collection onto 
  the f loor. The trove had included more than just books, 
  with tarnished figurines, the chipped busts of stern 
  scholars, and stranger objets d’art scattered along the 
  shelves, strewn across the f loor, and lolling crookedly 
  upon the walls. Yet there were new additions, inexpert 
  taxidermies and morbid folk art worked in palettes of 
  fur, f lesh, and viscera, nailed upon exposed walls and 
  suspended from toppled shelves by the weight of heavy 
  albums. It was their eyes, the hollow gazes of rats and 
  snakes and caught pigeons by the dozens, that had 
  transfixed me, and the smell of their decay—many of 
  the creatures had clearly been rotting for months or 
  more—that offended my senses.
  I staggered back into the hall in disgust, trying to 
  steal a half-clear breath. At first I mistook the noise for 
  the grating of something being drug in short, unsteady 
  bouts across the splintering wood f loor. Then the hiss 
  exploded in insane intensity, filling the room and 
  echoing down the hall, spilling through the manor’s 
  cracked timbers in a riot of shrill, maniac cackling.
  “Did nothing lie dead in this damnable city 
  anymore?”
  Decay by Degrees
  81
  
  Bestiary
  L
  eaves like claws grasped me around the throat, face, and limbs, harsh 
  fibers biting deep. In an instant I was ripped off my feet. I had 
  the briefest glimpse of vines writhing around me, hoisting me into the 
  canopy of mossy fronds. Then my eyes fell upon it: a thing with splinters 
  for teeth, mold for flesh, and eyes that smoldered. Slipping soundlessly 
  through the muck, it drew close. “My domain will be your killing ground 
  no more,” came a voice like grinding bark. It touched my face with a 
  touch as slight and soft as mold, and I felt the swamp invade my flesh—
  and begin to grow.”
  —Account of the Eshirwood Warden
  82
  
  little more than free-spirited travelers, some are the scam 
  artists and thieves known as Sczarni. 
  When encountering Varisian wanderers, there’s a 30% 
  chance the group’s alignment is predominantly chaotic 
  good, a 50% chance it’s neutral, and a 20% chance the 
  group comprises neutral evil Sczarni. There’s also a 
  30% chance any group might include a member adept at 
  reading the Harrow. Use the statistics for wanderers from 
  page 290 of the GameMastery Guide to represent groups of 
  traveling Varisians.
  T
  his month’s entry into the Pathfinder Bestiary takes 
  a look at just a few of the freaks and abominations 
  that lurk in the shadows of the supposedly 
  enlightened city of Lepidstadt. While science and learning 
  preoccupy many in this beacon of learning on one of 
  Ustalav’s most dangerous frontiers, beneath the veneer of 
  scholarship lurk creatures of superstition and grim faith 
  made flesh. Yet research into secrets humanity was never 
  meant to know unlocks its own terrors, with monsters 
  of science and profane magic leaping to horrifying life 
  from the laboratories and arcane sanctums of maniacs 
  who dare intrude upon the dominions of gods.
  Doom between Destinations
  As much as the Carrion Crown Adventure Path is about 
  gothic vistas and facing down the terrible creatures of the 
  night, “Trial of the Beast” reveals another component that 
  all of the following adventures feature: travel. That’s right, 
  Carrion Crown is a road show. To aid GMs who’d like to 
  add details and danger to their PCs’ journeys, starting 
  this month and for each of the campaign’s adventures 
  hereafter, this page will include a bit of a travel guide to the 
  dangers along the routes the PCs are mostly to travel. This 
  month’s focus is on the route from Ravengro in the moors 
  of Canterwall to the hilly, monolith-studded countryside 
  of Vieland and thence to the lowlands of the county seat, 
  Lepidstadt. Noted below are a pair of encounters that 
  appear on the nearby encounter tables and are common to 
  these regions of western Ustalav.
  Border Guards: The western border of Ustalav abuts 
  the savage region known as the Hold of Belkzen, leading 
  the western counties to finance border guards to patrol 
  their roads and frontiers for dangers. While these guards 
  have noble mandates, some are no better than bullies 
  empowered by wearing the nation’s livery and quick to 
  harass or extort even the most innocuous passersby. The 
  guards near the xenophobic town of Tamrivena are most 
  likely to be corrupt, unwarrantedly suspicious, or openly 
  hostile—especially toward half-orcs, but also toward 
  other non-human races and Varisian wanderers. 
  When encountering border guards, there’s a 75% chance 
  of the group being predominantly lawful neutral, and a 
  25% chance of them being neutral evil bullies. These 
  percentages change to 50% for patrols near Tamrivena. 
  Use the statistics for caravan guards from page 282 of the 
  Pathfinder RPG GameMastery Guide to represent patrols of 
  border guards.
  Varisian Wanderers: Though the majority of Ustalav’s 
  population consists of settled Varisians, many still 
  embrace the wanderlust of their ancestors and cousins 
  in Varisia to the west, with some even making seasonal 
  journeys between the two countries. And while many are 
  encounters in canterwall
  d% roll 
  Result 
  Avg. CR 
  Source
  1–18 
  1d6 farmers 
  2 
  GMG* 309
  19–24 
  1 assassin vine 
  3  
  Bestiary 22
  25–28 
  1 doppelganger 
  3 
  Bestiary 89
  29–35 
  1 dire wolf 
  3 
  Bestiary 278
  36–40 
  1 yeth hound 
  3 
  Bestiary 286
  41–43 
  1 barghest 
  4 
  Bestiary 27
  44–53 
  2d6 bandits 
  4 
  GMG* 258
  54–63 
  1d4 bat swarms 
  4 
  Bestiary 30
  64–68 
  1d4 yellow musk creepers 4 
  Bestiary 285
  69–75 
  1d4 Varisian wanderers 4 
  GMG* 290
  76–84 
  2d4 border guards 
  5 
  GMG* 282
  85–87 
  1d6 dire bats 
  5 
  Bestiary 30
  88–95 
  2d12 orcs 
  5 
  Bestiary 222
  96–100 
  2d8 wolves 
  5 
  Bestiary 278
  encounters in VielanD
  d% roll 
  Result 
  Avg. CR 
  Source
  1–5 
  1 dryad 
  3 
  Bestiary 116
  6–9 
  1 wight 
  3 
  Bestiary 276
  10–17 
  1d4 boars 
  4 
  Bestiary 36
  18–21 
  1d4 bugbears 
  4 
  Bestiary 38
  22–30 
  1 owlbear 
  4 
  Bestiary 224
  31–39 
  2d6 wolves 
  4 
  Bestiary 278
  40–46 
  1d4 assassin vines 
  5 
  Bestiary 22
  47–55 
  2d4 border guards 
  5 
  GMG* 282
  56–62 
  1d8 ghouls 
  5 
  Bestiary 146
  63–68 
  2d8 stirges 
  5 
  Bestiary 260
  69–72 
  1 troll 
  5 
  Bestiary 268
  73–78 
  1d4 wolverines 
  5 
  Bestiary 279
  79–82 
  1d6 worgs 
  5 
  Bestiary 280
  83–87 
  1d4 grizzly bears 
  6 
  Bestiary 31
  88–90 
  1 shambling mound 
  6 
  Bestiary 246
  91–93 
  1 will-o’-wisp 
  6 
  Bestiary 277
  94–95 
  1 wyvern 
  6 
  Bestiary 282
  96–100 
  1d8 Varisian wanderers 
  6 
  GMG* 290
  * Pathfinder RPG GameMastery Guide
  Bestiary
  83
  
  boruta
  Piercing yellow eyes gaze from the mossy skull of this ivy-covered 
  skeleton. Where bones should be, gnarled roots grow, and tangles 
  of vines hang from its moldering chest like spilt viscera.
  Boruta 
  CR 9 
  XP 6,400
  N Medium plant 
  Init +6; Senses low-light vision; Perception +20
  DefenSe
  AC 23, touch 13, flat-footed 20 (+2 Dex, +1 dodge, +10 natural)
  hp 105 (14d8+42)
  fort +12, Ref +6, Will +7
  Immune electricity, plant traits
  OffenSe
  Speed 30 ft.
  Melee 2 claws +13 (1d4+3 plus grounding curse)
  Spell-Like Abilities (CL 7th; concentration +10)
  Constant—pass without trace
  At will—entangle (DC 14)
  3/day—command plants (DC 17)
  1/day—summon nature’s ally V (1 shambling mound only)
  Spells Prepared (CL 7th; concentration +10)
  4th—spike stones (DC 17)
  3rd—call lightning (2, DC 16), plant growth
  2nd—fog cloud, soften earth and stone, tree shape, wood 
  shape (DC 15)
  1st—calm animals, detect animals or plants, goodberry, magic 
  fang, speak with animals
  0—create water, detect magic, detect poison, know 
  direction, mending
  StAtIStICS
  Str 17, Dex 15, Con 16, Int 13, Wis 17, Cha 16
  Base Atk +10; CMB +13; CMD 26
  feats Combat Casting, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Iron Will, Mobility, Natural Spell
  Skills Perception +20, Stealth +19, Survival +17
  Languages Common, Sylvan
  SQ treespeech, wild shape
  eCOLOgy
  environment any
  Organization solitary, party (2–4), or band (2–4 borutas plus 
  1–3 shambling mounds)
  treasure none
  SPeCIAL ABILItIeS
  electric fortitude (ex) Borutas take no damage from electricity. 
  Instead, any electricity attack used against a boruta 
  temporarily increases its Constitution score by 1d4 points. The 
  boruta loses these temporary points at the rate of 1 per hour.
  grounding Curse (Su) Any living creature that takes damage 
  from a boruta’s claws must make a DC 20 Fortitude save 
  or have hundreds of tiny seed pods injected into its body. 
  These seeds grow rapidly; they explode through the victim’s 
  skin on its next turn, dealing 1d6 points of damage and 
  entangling it as runners and vines grow from its flesh and 
  root themselves in the ground. The victim cannot move 
  unless it makes a DC 10 Strength check to tear the plants 
  from the ground, but doing so also deals 1d4 points of 
  damage to the victim. This effect lasts for 10 minutes. 
  Remove curse, blight, diminish plants, and similar spells 
  instantly end this effect. The save DC is Constitution-based. 
  treespeech (ex) A boruta has the ability to converse with plants 
  as if subject to a continual speak with plants spell, and most 
  plants greet them with an attitude of friendly or helpful.
  Wild Shape (Su) A boruta can wild shape three times per 
  day as a 7th-level druid. In any form a boruta takes, its 
  appearance remains plantlike, with wooden features and 
  leaves rather than fur or feathers.
  A distant cousin of shambling mounds, borutas are 
  powerful wielders of natural magic that make their 
  homes in marshes or wetlands, where their mysterious 
  control over the natural environment is most useful. 
  Though none are sure of the specific relationship 
  between borutas and shambling mounds, the connection 
  is clear when comparing the two, their powers and affinity 
  for the marshlands being the most obvious similarities. 
  Borutas—or “swamp lords,” as they’re sometimes called—
  resemble mossy, skeletal humans at first glance, with 
  bonelike wooden frames, viny covering, and vivid yellow 
  eyes. Considerably more intelligent than their shambling 
  mound cousins, they claim wide territories—typically 
  swamps, forests, jungles, or other lands thick with 
  plant-life—and brook no insult to their realm. Highly 
  defensive of the life within their lands, especially plants 
  and thinking plant creatures, borutas view themselves as 
  the avengers of those that can’t defend themselves, and 
  mercilessly repay destructive invaders with verdurous 
  force. On the rare occasions when they deal peaceably with 
  non-plant creatures, borutas cover their frightening forms 
  with thick veils of grass or peat moss.
  Borutas generally stand about 7 feet tall and weigh just 
  over 200 pounds.
  ecology
  Surfacing from the dark waters of bogs and marshes, 
  borutas are birthed from swamps and forested caves 
  in isolated pods. Cocooned in a thick shell of reeds and 
  swampy grasses, a boruta grows inside its own chamber 
  until it reaches maturity, about 2 years after the emergence 
  of the pod. Upon reaching this stage of maturity, a swamp 
  lord breaks out of its protective shell fully grown.
  Though formidable upon emergence, infant borutas are 
  incredibly vulnerable while developing in their cocoons. 
  If the shell-like pod is ruptured before development is 
  84
  
  complete, the boruta within ceases to grow, usually causing 
  it to simply wither away. Few can say where borutas come 
  from, though some claim that natural lands threatened 
  with destruction or with strong ties to the First World 
  produce them. 
  A boruta’s viny flesh typically takes a greenish hue, 
  though these colors change with the natural progression 
  of the seasons or to otherwise blend in with the foliage 
  of its homeland. As a boruta ages, its leaves continues to 
  darken, and the most ancient swamp lords possess foliage 
  almost as black as the murky waters from which they 
  emerge. How long a boruta might survive, no one knows, 
  as the reclusive creatures sometimes vanish into their 
  fecund homes and aren’t seen for decades. Some propose 
  the creatures are immortal—or at least have life spans on 
  par with the oldest trees—so long as the territory they 
  watch over remains healthy.
  Habitat & society
  Borutas hold plant and animal life in the 
  same esteem as humans typically hold 
  members of their own race or other 
  sentient creatures. As sentient plants, 
  borutas share kinship with the oldest 
  trees and slightest blades of grass 
  in their territories, viewing all as 
  members of their extended family 
  and watching over all. Their manner of 
  thinking and philosophies differ wildly 
  from these of humanoids, being far 
  more fundamentally tied into the 
  cycle of seasons and the mysterious 
  rhythms of the earth. Borutas 
  understand that nature is rarely 
  calm or peaceful, and that 
  the mere act of moving 
  can often be disruptive 
  or outright destructive 
  to other organisms, yet 
  do what they can to keep 
  forces outside of nature 
  from disturbing or destroying 
  the environments of their homes. 
  Left to their own devices, they tend 
  to plants and vulnerable animals, 
  commune with the oldest growth 
  and natural creatures of their 
  territories, and encourage new 
  growth. Should their homes 
  be violated, however, whether by 
  the axes of enterprising humanoids 
  or the depredations of rampaging 
  monsters, borutas do all they can to prevent future 
  harm. Sometimes this might mean slaying a dangerous 
  interloper, but in more extreme cases their vengeance 
  might launch an extended campaign of natural violence 
  against an entire community. Borutas try not to harm the 
  innocent, but if they view certain neighboring creatures as 
  fundamentally destructive, or are forced to choose between 
  the lives of invaders and those of their plants, they will 
  always side with nature. Such decisions often put borutas 
  at odds with expanding humanoid communities, leading 
  to tales of violent swamp monsters or evil spirits of the 
  forest, though rarely do such stories consider the plants’ 
  points of view. Borutas are intelligent enough to reason 
  with, but are stolid in their defense of their lands and will 
  no more accept partial loss or brook lessened defilement 
  of their homes than a community might assent to the 
  murder of a mere fraction of its populace.
  Borutas rarely encounter others of their kind, being 
  born alone and never leaving their territories of their 
  own accord. They typically find themselves 
  at odds with humanoids, and even the 
  most nature-sensitive elves often find 
  them disagreeable or alien enough 
  to bear avoidance. Druids who know 
  of a boruta in a region typically go 
  out of their way to placate it 
  and serve as peacemakers 
  between the swamp lord 
  and the communities of 
  other humanoids; they often 
  preach avoidance to all who 
  would pass through the proud 
  plant creature’s lands. Despite 
  their similar interests in watching 
  over nature, treants rarely share territories 
  with borutas, preferring highly forested 
  lands while the swamp lords tend to favor 
  darker lands and the meaner plants of the 
  forest. When members of the two races do 
  share lands, they might briefly cooperate 
  in defense of their forest, though treants 
  typically disfavor boruta tactics, which they 
  view as shortsighted and provocative. Fey, too, 
  have mixed opinions of borutas, with goodly 
  fey avoiding them, while the more neutral 
  hold them in high regard. Yet borutas share 
  a special alliance with shambling mounds, 
  treating the wild plants as primitive 
  cousins, often assembling and guiding 
  tribelike communities of the 
  mounds and cooperating 
  with them to drive off 
  those who threaten 
  their lands. 
  Bestiary
  85
  
  skeleton
  Bones rattle against cracked bones as this ancient, fleshless 
  corpse clatters forth.
  four-Armed Mudra Skeleton CR 1/2
  XP 200
  NE Medium undead 
  Init +7; Senses darkvision 60 ft.; Perception +0
  DefenSe
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 4 (1d8)
  fort +0, Ref +3, Will +2
  DR 5/bludgeoning; Immune cold, undead traits
  OffenSe
  Speed 30 ft.
  Melee short sword +1 (1d6+2/19–20), 3 short swords +1 
  (1d6+1/19–20) or 
  4 claws +3 (1d4+2)
  StAtIStICS
  Str 15, Dex 16, Con —, Int —, Wis 10, Cha 10
  Base Atk +0; CMB +2; CMD 15
  feats Improved InitiativeB, Multiweapon FightingB, 
  Weapon FinesseB
  gear 4 short swords
  Sometimes called “whirlwind skeletons,” a mudra skeleton’s 
  Dexterity increases by +4 (instead of +2), and it gains 
  Multiweapon Fighting and Weapon Finesse as bonus feats.
  Skeletal Mount 
  CR 1
  XP 400
  Advanced heavy horse skeleton
  NE Large undead 
  Init +9; Senses darkvision 60 ft.; Perception +0
  DefenSe
  AC 17, touch 13, flat-footed 13 (+2 armor, +4 Dex, +2 natural, –1 size)
  hp 9 (2d8)
  fort +0, Ref +5, Will +3
  DR 5/bludgeoning; Immune cold, undead traits
  OffenSe
  Speed 50 ft.
  Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  StAtIStICS
  Str 20, Dex 20, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +7; CMD 22 (26 vs. trip)
  feats Improved InitiativeB
  gear broken chain shirt barding
  Skeletal mounts are normal skeletons made from combat-
  trained heavy horses. They often serve as mounts for 
  necromancers or skeletal champions.
  Armored Ogre Skeleton 
  CR 2
  XP 600
  NE Large undead 
  Init +4; Senses darkvision 60 ft.; Perception +0
  DefenSe
  AC 19, touch 9, flat-footed 19 (+8 armor, +2 natural, –1 size)
  hp 18 (4d8)
  fort +1, Ref +1, Will +4
  DR 5/bludgeoning; Immune cold, undead traits
  OffenSe
  Speed 30 ft. (40 ft. base)
  Melee greatclub +7 (2d8+7) or
  2 claws +7 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  StAtIStICS
  Str 21, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +3; CMB +9; CMD 19
  feats Improved InitiativeB
  gear half-plate, greatclub
  Armored skeletons are normal skeletons given heavier 
  varieties of armor and weapons to serve as elite troops in 
  undead armies.
  Skeletal Mage 
  CR 5
  XP 1,600
  Human skeletal mage necromancer 3
  NE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +8
  DefenSe
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)
  hp 38 (5 HD; 2d8+3d6+18)
  fort +2, Ref +4, Will +8
  Defensive Abilities channel resistance +4, DR 5/bludgeoning; 
  Immune cold, undead traits
  OffenSe
  Speed 30 ft.
  Melee mwk dagger +5 (1d4+1/19–20), claw –1 (1d4) or
  2 claws +4 (1d4+1) or
  spectral hand +6 touch (by touch spell)
  Ranged ray +4 ranged touch (by spell)
  Special Attacks channel negative energy (DC 13, 6/day, 
  command undead only)
  Arcane School Spell-Like Abilities (CL 3rd; concentration +6)
  6/day—grave touch (1 round)
  Spells Prepared (CL 3rd; concentration +6)
  2nd—ghoul touch (DC 17), scorching ray, spectral hand
  1st—chill touch (DC 16), mage armor, magic missile, ray of 
  enfeeblement (DC 16)
  0 (at will)—detect magic, mage hand, ray of frost, read magic, 
  touch of fatigue (DC 15)
  Opposition Schools Enchantment, Illusion
  StAtIStICS
  86
  
  Str 12, Dex 15, Con —, Int 16, Wis 12, Cha 15
  Base Atk +2; CMB +3; CMD 15
  feats Combat Casting, Command Undead, Improved 
  InitiativeB, Scribe Scroll, Silent SpellB, Spell Focus 
  (necromancy), Toughness, Weapon Finesse
  Skills Intimidate +8, Knowledge (arcana) +11, Knowledge 
  (religion) +11, Perception +8, Sense Motive +9, Spellcraft 
  +11, Stealth +10
  Languages Abyssal, Common, Draconic, Undercommon
  SQ arcane bond (skull)
  eCOLOgy
  environment any
  Organization solitary or pair
  treasure NPC Gear (masterwork dagger, cloak of resistance +1, 
  skull, spell component pouch, spellbook, 348 gp)
  Skeletal mages are minor spellcasters (typically 5th-level 
  or less) who have retained both their intelligence and their 
  spellcasting abilities. These variant skeletal champions 
  gain Silent Spell as a bonus feat. Like skeletal champions, 
  skeletal mages cannot be created with animate dead—they 
  only arise under rare conditions or through ancient, 
  esoteric rituals.
  Multiplying t-Rex Skeleton 
  CR 9
  XP 6,400
  NE Gargantuan undead 
  Init +6; Senses darkvision 60 ft.; Perception +0
  DefenSe
  AC 14, touch 8, flat-footed 12 (+2 Dex, +6 natural, –4 size)
  hp 81 (18d8)
  fort +6, Ref +8, Will +11
  DR 5/bludgeoning; Immune cold, undead traits
  OffenSe
  Speed 40 ft.
  Melee bite +20 (4d6+22)
  Space 20 ft.; Reach 20 ft.
  StAtIStICS
  Str 32, Dex 15, Con —, Int —, Wis 10, Cha 10
  Base Atk +13; CMB +28; CMD 40
  feats Improved InitiativeB
  SQ multiplication, powerful bite
  SPeCIAL ABILItIeS
  Multiplication (Su) When a multiplying skeleton is reduced 
  to 0 hit points, its bones reform 1d4 rounds later into two 
  smaller multiplying skeletons with half the Hit Dice of the 
  original. Each resulting multiplying skeleton continues 
  to reform into smaller and smaller sizes. A multiplying 
  tyrannosaurus skeleton reforms into two Large skeletons 
  with 9 HD each, each of which then reforms into two 
  Small skeletons with 4 HD each. When these four Small 
  skeletons are killed, the skeleton no longer multiplies and 
  is finally destroyed.
  Powerful Bite (ex) A multiplying tyrannosaurus skeleton 
  applies twice its Strength modifier to bite damage.
  A multiplying skeleton reassembles itself into smaller 
  skeletons when it is destroyed. As these smaller skeletons 
  are themselves destroyed, they continue to multiply into 
  even more skeletons. Once the skeleton’s Hit Dice can 
  no longer be halved or the resulting skeletons would 
  be Tiny or smaller, the skeletons are finally destroyed. 
  Multiplying skeletons can be created using animate dead, 
  but they count as twice their normal number of Hit Dice 
  per casting.
  Bestiary
  87
  
  skin stealer
  Dark pink flesh drawn tightly across its emaciated body, this 
  being resembles a gaunt human stripped of its skin, its pulsing 
  muscles completely exposed.
  Skin Stealer 
  CR 2
  XP 600
  CE Medium fey 
  Init +3; Senses low-light vision; Perception +7
  DefenSe
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 18 (4d6+4)
  fort +2, Ref +7, Will +4
  OffenSe
  Speed 30 ft.
  Melee 2 claws +5 (1d4+1)
  Special Attacks sneak attack (+1d6), steal skin
  StAtIStICS
  Str 12, Dex 17, Con 13, Int 16, Wis 10, Cha 17
  Base Atk +2; CMB +3; CMD 16
  feats Deceitful, Weapon Finesse
  Skills Acrobatics +10, Bluff +12, Disguise +16 (+26 with 
  stolen skin), Escape Artist +10, Heal +8, Perception +7, 
  Sense Motive +7, Sleight of Hand +10, Stealth +14; Racial 
  Modifiers +4 Disguise, +4 Heal, +4 Stealth
  Languages Aklo, Common, Elven, Sylvan
  eCOLOgy
  environment any
  Organization solitary
  treasure standard
  SPeCIAL ABILItIeS
  Steal Skin (Su) As a full-round action, a skin stealer may 
  steal the skin of a creature of Small, Medium, or Large 
  size with a roughly humanoid shape. The target creature 
  must be dead, helpless, or willing. If the target creature 
  is alive, the skin stealer must make a successful coup de 
  grace attack to steal its skin. The skin stealer can don or 
  remove a stolen skin as a move action. When wearing a 
  stolen skin, the skin stealer takes on the likeness of the 
  skin’s original owner, including the victim’s voice, build, 
  and size, but gains none of the creature’s abilities. The 
  stolen skin grants the skin stealer a +10 bonus on Disguise 
  checks, with none of the usual penalties for different 
  gender, race, age, and size. Stolen skins are preserved 
  and remain as supple as living skin. A skin stealer may 
  only steal and use a number of skins equal to its Charisma 
  score. The skin stealer may choose to discard unwanted 
  skins to make room for new ones at any time; discarded 
  skins rot and decay normally.
  A sadistic being from the realm of the fey, a skin stealer 
  is a terrifying sight to behold. These blood-red creatures 
  resemble horrid, emaciated humans without skin, their 
  yellowish eyes and teeth suggesting malnourishment or 
  disease. Skin stealers suffer from no ailment, however, 
  except for their insatiable lust for chaos and their 
  hunger for f lesh.
  Hailing from the First World, skin stealers are fey bent 
  on destruction and gruesome murder. When left to their 
  own devices, these gangly beings are unpredictable and 
  spontaneous; when assigned duties from some higher, 
  stronger power, however, skin stealers prove adept at 
  performing complex assassinations and spy work.
  A skin stealer is a little over 6 feet tall and weighs about 
  100 pounds, though it can adjust its size to inhabit many 
  different creatures’ skins.
  88
  
  ecology
  Nightmares can come true just as readily as dreams in 
  the First World, and the skin stealer is proof of this. A 
  manifestation of inhabitants’ fears and disdain, a skin 
  stealer’s primary desires are to deceive, murder, and 
  rob. In a world where inconsistency is the law and little 
  can be trusted anyway, these evil denizens only add to 
  the overwhelming sense of paranoia many travelers feel 
  when thrust into the magical realm of the fey.
  When a powerful inhabitant of the Material Plane 
  experiences intense feelings of distrust and maliciousness, 
  she can unintentionally draw out a skin stealer from the 
  First World—often whilst sleeping—under the guise of a 
  nightmare. Thus, an unwitting evoker of such a dark being 
  awakens cold and sweaty, unaware of the chaotic fey now 
  causing mayhem outside her chamber walls—assuming 
  the bandit hasn’t already made off with her flesh yet.
  Skin stealers possess few items of their own, as they 
  derive absolutely no pleasure from material goods, and 
  often times the only thing one will carry is a sharp object. 
  Though their claws—thick and unsightly as they are—
  are formidable weapons, they are not ideal tools when it 
  comes to flaying victims. Thus, many skin stealers use 
  rusty knives or crude blades as their scalpels. Most skin 
  stealers would revel in the agony that skinning victims 
  alive would cause, but the simple fact of the matter is 
  that stripping a subject’s flesh is too difficult while the 
  victim is still alive. It is out of convenience, rather than 
  any sense of mercy, that a skin stealer slays a target before 
  performing its barbaric reinterpretation of surgery.
  Though most think of skin stealers as nothing more than 
  mindless killing machines with a quirky habit of peeling 
  the skin off victims, the truth is grimmer. In addition to 
  their affinity for grisly murders, skin stealers also possess 
  a love of trickery, delighting in the chaos they can create 
  through impersonating political leaders they have slain 
  or the havoc they can wreak while wearing the flesh of a 
  trusted guard or advisor. Where a skin stealer goes, there is 
  not only death, but confusion as well.
  The techniques skin stealers employ while preparing 
  a hide for use would inspire the envy and admiration of 
  fur trappers if the act were not so heinous. Even more 
  remarkable than their style of flaying, perhaps, is their 
  supernatural ability to preserve the flesh of victims for 
  lengthy periods of time. Skin stealers fold the fleshy suit 
  of a victim into an impressively compact pouch that they 
  can fit into any fist-sized pocket or pouch. Realizing the 
  benefits of possessing multiple hides, skin stealers tend 
  to wear clothes with numerous compartments, making 
  adventurers 
  and 
  traveling 
  merchants 
  particularly 
  susceptible to having their skins and outfits stolen.
  Skin stealers’ own flesh looks similar to the muscular 
  layer beneath most humanoids’ epidermis. This outer 
  layer is so taut that it allows skin to perfectly adhere to 
  it. The malleable vocal cords of a skin stealer are located 
  on the outside of its throat—when it dons the flesh of 
  another being, it captures that creature’s voice’s tone and 
  inflection by shaping its own neck muscles so as to fit 
  its host’s perfectly. The slightest bump or agitation may 
  disturb the sensitive vocal lining, however, and one of the 
  most common giveaways of a skin stealer in disguise is an 
  abrupt crack in its speech or a shift in register.
  A skin stealer does not die of old age; instead, it 
  continually wanders whatever plane it may have found 
  itself upon until it is slain, at which time it returns to 
  the First World to be reborn into the cosmic energy 
  comprising its native realm.
  Habitat & society
  Often used by powerful entities of the First World as 
  spies, assassins, and agents of havoc, skin stealers excel 
  at espionage as well as cold-blooded murder. On the 
  Material Plane, skin stealers are much more difficult to 
  partner with, their lust for flesh only heightened by the 
  plethoric array of new available suits. However, if one can 
  garner the respect of a skin stealer (usually only possible 
  through intimidation or coercion), one has found a 
  powerful ally.
  When a skin stealer emerges from the First World onto 
  the Material Plane, it immediately tries to find a host for 
  its horrid form, knowing full well that exposure could 
  lead to its swift eradication. Fortunately for the wretched 
  fey, it usually arrives via the unhindered emotions of a 
  hapless dreamer rapt in torturous visions or night terrors. 
  This helpless subject makes for an easy first target, and 
  a skin stealer may inhabit this individual’s flesh for 
  several days while it gathers its bearings and studies the 
  immediate world around it.
  Skin stealers rarely stay in one spot long, however. 
  Their love of mayhem often turns a place of peace into 
  one of bedlam, and it behooves a skin stealer to continue 
  alternating between different suits of skin, both to 
  perpetuate chaos and to mask its identity. When people 
  begin to suspect the gruesome bandit or catch it in its 
  gory work, it hastily leaves the area in search of new, 
  unsuspecting victims.
  Skin stealers do not collaborate or work together 
  unless a higher power forces them to do so. Their 
  selfish predispositions and individualistic tactics make 
  teamwork difficult, and planned assassinations tend 
  to go better when performed by a lone skin stealer. 
  Just as useful, though, are skin stealers who remain 
  at their master’s side, so adept are they at identifying 
  doppelgangers and other skin stealers. As skin stealers 
  are masters of disguise as well as flaying, few can bypass 
  their perceptive gaze.
  Bestiary
  89
  
  stewarD of tHe skein
  This plate-clad woman has large bird wings augmented with 
  overlapping pieces of metal. Her armor is adorned with skulls, 
  and her open-faced helm reveals nothing of her features but a 
  pair of intensely-glowing eyes.
  Steward of the Skein 
  CR 15
  XP 51,200
  N Medium outsider (extraplanar, shapechanger)
  Init +7; Senses blindsight 30 ft., darkvision 60 ft., detect chaos/
  good/evil/law, lifesense 60 ft., low-light vision, see invisibility; 
  Perception +27
  Aura fate aura
  DefenSe
  AC 31, touch 23, flat-footed 27 (+4 deflection, +3 Dex, +1 dodge, 
  +5 insight, +8 natural)
  hp 199 (19d10+95); fast healing 5
  fort +15, Ref +20, Will +22
  DR 10/cold iron; Immune electricity, death effects, 
  petrification, Resist cold 10, fire 10; SR 26
  OffenSe
  Speed 50 ft., fly 150 ft. (average)
  Melee 2 slam +26 (2d10+7 plus gaze)
  Special Attacks gaze, tug the strands of fate
  Spell-Like Abilities (CL 19th; concentration +25)
  At will—aid, augury, charm monster (DC 20), continual 
  flame, cure light wounds, dancing lights, death ward, detect 
  thoughts (DC 18), disguise self, dispel magic, hold monster 
  (DC 21), greater invisibility (self only), major image (DC 20), 
  greater teleport (self plus 50 lbs. of objects only)
  3/day—breath of life, chain lightning (DC 22), globe of 
  invulnerability, greater dispel magic, heal, limited wish (DC 
  23), plane shift, prismatic spray (DC 23), undeath to death 
  (DC 22), wall of force
  StAtIStICS
  Str 25, Dex 16, Con 20, Int 18, Wis 21, Cha 23
  Base Atk +19; CMB +26; CMD 44
  feats Combat Casting, Combat Expertise, Dodge, Improved 
  Disarm, Improved Initiative, Improved Iron Will, Iron Will, 
  Lightning Reflexes, Mobility, Spell Penetration
  Skills Bluff +19, Diplomacy +16, Fly +16, Handle Animal 
  +16, Heal +24, Intimidate +25, Knowledge (history) +26, 
  Knowledge (nature) +11, Knowledge (planes) +26, Knowledge 
  (religion) +26, Perception +27, Sense Motive +27, Stealth +16
  Languages Common, Abyssal, Celestial, Draconic, Infernal
  SQ fateful resurrection, incorporeal form, lady’s blessing
  eCOLOgy
  environment any (extraplanar)
  Organization solitary
  treasure standard
  SPeCIAL ABILItIeS
  fate Aura (Su) The Steward’s aura gives her a +4 deflection bonus 
  to AC and a +4 resistance bonus on saves. The aura makes 
  her immune to possession and attempts to exercise mental 
  control over her, as protection from evil (though it blocks these 
  effects from non-evil sources as well). If a creature successfully 
  strikes the Steward with a melee attack, it is blinded or takes 
  1d6 Strength damage (Steward’s choice,  DC 25 negates either 
  effect). The fate aura also acts as consecrate, although this does 
  not interfere with altars or other fixtures relating to deities.
  fateful Resurrection (Su) As the herald of the goddess of 
  death and birth, the Steward quickly recovers from being 
  killed. She remains dead for only 1d4 rounds unless her body 
  is completely destroyed by an effect such as disintegrate. 
  Otherwise, she rises again 1d4 rounds after death, as if 
  brought back to life via resurrection, and is fully healed. The 
  Steward gains 1 permanent negative level when this occurs 
  (though Pharasma typically removes it as soon as the herald 
  returns to the Boneyard). The Steward can self-resurrect 
  only once per day. If she dies a second time before that day 
  passes, she is permanently dead (barring intervention by 
  Pharasma or magic that can resurrect an outsider).
  gaze (Su) In humanoid form, the Steward can use a 60-foot-
  range gaze attack that dazes creatures for 2d6 rounds (Will 
  negates, DC 25). Creatures who make their save are merely 
  staggered for 1d6 rounds. Creatures of 5 HD or less who fail 
  their save are stunned instead of dazed. Undead who fail their 
  saves are held immobile (as halt undead) for 2d6 rounds rather 
  than stunned or staggered. A creature that saves against the 
  Steward’s gaze cannot be affected by it again for 24 hours. The 
  Steward is immune to her own gaze. This is a mind-affecting 
  effect (or a necromancy effect against undead). A creature 
  struck by the Steward’s slam attack must save or be affected 
  by her gaze attack. The save DCs are Charisma-based.
  Incorporeal form (Su) The Steward can become incorporeal 
  or return to her normal form as a standard action. When 
  incorporeal, she can use her spell-like abilities and gaze attack 
  but can’t make physical attacks against corporeal creatures. 
  Her appearance changes radically when she is incorporeal, 
  looking like a burning orange spirit of darkness (this duality has 
  led some to believe Pharasma actually has two heralds).
  Lady’s Blessing (Su) This special blessing is normally only 
  given to important heroes of the faith or children with 
  a significant destiny. The touched target gains a +1 luck 
  bonus on attack rolls, weapon damage rolls, saves, and skill 
  checks, and foes take a –1 penalty on such rolls directed 
  against the target. This blessing lasts one year. The Steward 
  can use this ability at will, but only does so at the direction 
  of Pharasma, and never on herself.
  tug the Strands of fate (Su) The Steward can influence a 
  creature’s fate, forcing a creature within 100 feet and line of 
  sight to reroll any one roll that it has made before the result 
  of the roll is revealed. The result of the reroll must be taken, 
  even if it is worse than the original roll. The Steward can use 
  this ability 3 times per day.
  90
  
  The Steward of the Skein is Pharasma’s foremost agent 
  in the mortal realm, a mighty warrior sent to restore the 
  balance of fate, announce a particularly auspicious birth or 
  death, or deliver a world-shaking prophecy. Many times her 
  presence on Golarion is as an incorporeal shade, making 
  a pronouncement and then fading away, though countless 
  creatures over the eons have felt the stunning impact 
  of her armored fists. No mortal can recall seeing her in 
  relation to the death of Aroden, and her role as messenger 
  of prophecy has all but disappeared since that time.
  The Steward is emotionally distant, and seems to have 
  difficulties relating to mortals. Some speculate that she was 
  driven slightly mad by the Last Azlanti’s death, and others 
  believe she sees the past, present, and future simultaneously, 
  leading her to treat mortals as temporary objects in the 
  skein of fate, much the way a beekeeper has little 
  regard for individual bees. When viewed by a 
  Medium or Small creature, she always appears 
  to be exactly the same height as the viewer, 
  though her size does not change, and the few 
  documented sightings of her by larger creatures 
  describe her as no more than 6 feet tall.
  ecology
  The Steward is timeless and ageless, and 
  capable of patiently waiting hundreds of 
  years for a particular event to occur. She 
  has been found deep underground, 
  standing silently like a golem, only to 
  snap to attention when a particular 
  individual approaches, delivering her 
  message and then vanishing. She has 
  likewise appeared in cities or remote 
  areas, ignoring all who speak to her, 
  stunning those who try to harm 
  her, and waiting for the right 
  time to speak. It is unknown 
  why Pharasma has her act this way 
  rather than appearing at the necessary 
  time, but her priests believe the herald’s 
  presence is enough to align the strands 
  of fate to suit the goddess’ will, much as 
  standing in a stream can change the 
  course of a floating leaf. On at least 
  two occasions she has waited in a 
  prominent Pharasmin temple, rarely 
  reaching out to bless the faithful, and 
  in one case a loyal member of the 
  church found her standing in a field 
  and built a temple around her.
  The Steward only kills when it is Pharasma’s 
  will. She prefers to use her stunning gaze, 
  her charm and hold magic, and similar 
  nonlethal methods for dealing with opponents, giving them 
  ample opportunities to flee. She is sparse with her healing, 
  only using it to save those who Pharasma needs for future 
  events—when present at great battles in history, she healed 
  only a few,  and restored but one or two who had recently 
  died. The herald is ruthless when dealing with the undead, 
  however, blasting them with her full power.
  Habitat & society
  The Steward is a loner and has little interest in the desires of 
  mortals. She is more personable with other planar servitors 
  of her creator, but her unique role places her above them in 
  the religious hierarchy, and she does not like fraternizing too 
  much with her underlings lest she distract them from what 
  Pharasma has planned for them. Conversely, she is extremely 
  interested when one of the goddess’s other 
  servants is due to give birth or die. Though 
  the Steward has no interest in procreating 
  on her own, any celestial or half-celestial 
  birth is especially interesting  to her, 
  from both a physical and a spiritual 
  standpoint—perhaps as proxy to 
  Pharasma herself, whose presence 
  would 
  certainly 
  overwhelm 
  the newborn and confuse 
  its role in the tapestry of 
  fate. Likewise, she has an 
  almost morbid curiosity 
  about one of her fellow 
  servitors dying, and has 
  an almost-precognitive 
  sense for such things, 
  making her sudden 
  appearance next to 
  other 
  servants 
  of 
  Pharasma in the 
  Material 
  Plane 
  slightly worrisome. 
  Occasionally she is 
  called to testify in 
  Pharasma’s 
  Court 
  about the deeds or fate 
  of a particular soul. 
  When not following a 
  direct order from the 
  goddess, the Steward has 
  been known to travel the planes 
  slaying undead, following the 
  Rivers of Souls and protecting them from 
  greedy daemons and other soul-devouring creatures. 
  She relishes the opportunity to chase and slaughter the 
  outsider minions of Urgathoa, and has torn apart her herald (a 
  flying fanged skull called Mother’s Maw) several times.
  Bestiary
  91
  
  Broken Moon
  by Tim Hitchcock
  Among the shadows of the infamous Shudderwood lurk 
  deadly beasts, savage madmen, and monsters that blur the 
  line between the two. Into this fearful wilderness the PCs 
  follow the path of the Whispering Way, intent on ending 
  their mysterious machinations. But when the cultists’ 
  passage throws the forest’s tenuous peace into chaos, the 
  adventurers find themselves in the midst of a war between 
  deadly lycanthropic tribes. Can the PCs escape the fearful 
  wilderness and unveil the death cultists’ true plot at last? 
  Or will the lycanthropic blood curse claim them as well?
  The Whispering Way
  Revering death as the ultimate dark ideal, the murderous 
  cultists of the Whispering Way strive to see the world and 
  all its peoples reduced to the silent perfection of ashes 
  and bone. Discover the grim secrets of the Inner Sea’s 
  most infamous death cult and the dark secrets of their 
  morbid magic.
  ecology of The lycanThrope
  From packs of savage werewolves to swarms of shadowy 
  werebats, those afflicted with the curse of lycanthropy 
  are consumed by bestial passions. Learn the brutal ways 
  of numerous breeds of werebeasts and the secrets of the 
  dreaded affliction known as lycanthropy.
  and More!
  The hunt for a ghostly murder is on in the next entry into 
  the Pathfinder’s Journal. Also, an army of new horrors 
  take on unnatural life in the Pathfinder Bestiary.
  suBscriBe To paThfinder advenTure paTh!
  The Carrion Crown Adventure Path continues! Don’t miss 
  out on a single volume—venture to paizo.com/pathfinder 
  and subscribe today! Have each Pathfinder Adventure 
  Path, Pathfinder Campaign Setting, Pathfinder Player 
  Companion, Pathfinder Module, and GameMastery 
  product delivered to your door! Also, jump online and get 
  the free Carrion Crown Player’s Guide, available now!
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  Next Month
  92
  
  FANTASY
  Winter Witch
  Elaine Cunningham
  Winter Witch Elaine Cunningham
  ®
  ™
  9/17/10   12:46:05 PM
  T
  his is the story of Ellasif, a barbarian shield maiden who will stop 
  at nothing to recover her missing sister, a child born possessed 
  who was cast out by her tribe and taken in by the mysterious winter witches 
  of Irrisen. Together with Declan, a young ne’er-do-well spellcaster-turned-
  forger who wants only to prove himself to the woman he loves, Ellasif will face 
  monsters, magic, and the fury of her own cold-hearted warriors in their quest to 
  rescue the lost child. Yet when they ﬁ nally reach the ice-walled city of Whitethrone, 
  where trolls hold court and wolves roam the streets as men, will it be too late to save 
  the girl from the forces of darkness?
  From New York Times best-selling author Elaine Cunningham comes a fantastic new 
  adventure of swords and sorcery, set in the award-winning world of the Pathﬁ nder 
  Roleplaying Game.
  paizo.com
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  Fanłasłic Ficłion from the 
  Pathﬁ nder Campaign Setting
  Paizo Publishing, LLC, the golem logo, and Pathﬁ nder are registered trademarks 
  of Paizo Publishing, LLC. Pathﬁ nder Tales and Pathﬁ nder Roleplaying Game are 
  trademarks of Paizo Publishing, LLC. © 2011, Paizo Publishing, LLC.
  ISBN–13: 978-1-60125-286-9   Paperback $9.99
  T
  he race is on to free Lord Stelan from the grip of a 
  wasting curse, and only Elyana, his old elven adventuring 
  companion and former lover, has the wisdom and reﬂ exes 
  to save him. When the villain turns out to be another of 
  their former companions, Elyana and a band of ragtag 
  adventurers must set out on a perilous race across the 
  revolution-wracked nation of Galt and the treacherous 
  Five Kings Mountains, bound for the mysterious Vale 
  of Shadows. But even if they can succeed in locating 
  the key to Stelan’s salvation in a lost valley of 
  weird magic and nightmare beasts, the 
  danger isn’t over. For Elyana’s companions 
  may not all be what they seem.
  From sword and sorcery icon Howard 
  Andrew Jones comes a fantastic 
  new adventure set in the award-
  winning world of the Pathﬁ nder 
  Roleplaying Game.
  ISBN–13: 978-1-60125-291-3   Paperback $9.99
  Magic & Mystery
  in the inner sea
  
  New magus base class
  archetypes for every caster
  PAIZO.COM/PATHFINDER
  Paizo Publishing, LLC, the Paizo golem logo, and Pathﬁ nder are registered trademarks of Paizo Publishing, LLC, and the Pathﬁ nder Roleplaying Game is a 
  trademark of Paizo Publishing, LLC. ©2011 Paizo Publishing, LLC.
  ®
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  Tons of Spells and feats
  ULTImaTE 
  maGIC
  ULTImaTE 
  maGIC
  coming
  april 2011
  
  All trademarks are property of Paizo Publishing®, LLC © 2011 Paizo Publishing.  
  Permission granted to photocopy this page.
  ® 
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  Pathfinder Adventure Path is your monthly Pathfinder campaign resource. Each volume explores new locations, unveils new monsters unique to 
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  www.paizo.com
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  Available Now!
  Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, 
  and the Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC.
  The perfect world guide for Pathfinder RPG players 
  and Game Masters alike, this definitive 320-page 
  full-color hardcover volume contains expanded 
  coverage of more than 40 nations, details on gods, 
  religions, and factions, new character options, 
  monsters, and more. Chart the events of your 
  Pathfinder campaign with a beautiful poster map 
  that reveals the lands of the Inner Sea region in all 
  their treacherous glory!  
  
  Death’s Mask
  When the Bleak Breath came to the city of 
  Kavapesta in 4249 ar, Pharasmin healers were 
  overwhelmed. Burdrumar Roltz, a butcher 
  turned doctor, joined the city’s few physicians, 
  demanding high prices for outlandish treatments. 
  For a time, Roltz’s practices proved popular, 
  and numerous healers adopted his dubious 
  precaution of wearing a mask stuffed with herbs 
  and Pharasmin holy symbols. Although Roltz 
  was later dismissed as an empiric who infected 
  more people than he aided, today his masks are 
  still used throughout Ustalav and beyond by both 
  doctors of dubious skill and cultists of Urgathoa.
  The All-Seeing Eye
  Behind doors hidden amid Ustalav’s halls of 
  power, a mysterious society of influential families 
  and political manipulators furthers the agendas 
  and fortunes of its members, building support for 
  princes, reshaping nations, and thwarting all who 
  oppose them. Supposedly called the Esoteric 
  Order of the Palatine Eye, this secret society may 
  be nothing more than a manifestation of paranoia, 
  yet some scholars point to ages of strange 
  circumstances as the machinations of a centuries-
  old conspiracy, inspired by the oldest magical 
  traditions of dark Garund to pursue fortunes none 
  but those indoctrinated into the Order’s secrets  
  can comprehend.
  
  paizo.com/pathfinder
  Printed in China. PZO9044
  ®
  TM
  Evil Stitched to Evil
  T
  he rampaging abomination known as the Beast of Lepidstadt has been 
  captured! Yet rather than destroy the monster for its countless murders 
  and untold crimes, the city council demands the creature receive a fair 
  trial. Upon traveling to Lepidstadt, the adventurers find themselves caught 
  up in the anger and investigations surrounding the Beast’s judgment. Soon 
  it’s up to them to discover whether the legendary monster is truly a killer or 
  merely the instrument of some greater evil—and either way, whether it’s too 
  dangerous to be allowed to survive.
  This volume of Pathfinder Adventure Path continues the Carrion Crown 
  Adventure Path and includes: 
  •	 “Trial	of	the	Beast,”	a	Pathfinder	RPG	adventure	for	4th-level	
  characters,	by	Richard	Pett.
  •	 An	investigation	into	the	secret	society	called	the	Esoteric	Order	of	the	
  Palatine	Eye,	by	Brandon	Hodge.
  •	 Revelations	on	the	faith	of	Pharasma,	goddess	of	birth,	death,	and	fate,	
  by	Sean	K	Reynolds.	
  •	 Terror	upon	terror	for	Laurel	Cylphra	in	the	Pathfinder’s	Journal,	by	
  F. Wesley Schneider.
  •	 Four	exciting	and	deadly	new	monsters,	by	Rob	McCreary,	Patrick	
  Renie,	and	Sean	K	Reynolds.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF43-48 Carrion Crown/Carrion Crown - 02 - Trial of the Beast.pdf