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Albion Armitages

Astounding
Arsenal
Sean OConnor
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Arsenal is presented under the Open Game License. See page 53 for the text of the Open Game License. Except for material
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Albion Armitages
Astounding
Arsenal
Sean OConnor

Table of Contents
Introduction 4
The Adventure 6
Part I: The Town 6
Part II: The Wilderness 10
Part III: Albion Armitages Astounding Arsenal 26
Part IV: The Return to Cathay 29
Part V: Future Adventure Hooks 29
NPCs 30
New Monsters 35
The Arsenal 37
Weapons 38
Siege Weapons 40
Magic Items 41
Props and Maps 45
Open Game License 53

Credits
Designer Sean OConnor
Editor Connie J. Thomson
Publisher Robert W. Thomson
Cover Artist Will Rodriguez
Cover & Logo Design Kristen M. Collins
Cartography Will Rodriguez
Interior Artists Jason Ammons, Will Rodriguez, Maciej Zagorski (The Forge Studios)
Some artwork copyright William McAusland, used with permission.
Some artwork copyright Larry Elmore, used with permission (see OGL on page 53).
Interior Layout Connie J. Thomson
Playtesters Benjamin Donnelly, Alicia J. Hocter, Sam Hocter, Connie J. Thomson, Beth Walsh, Jeff Watson,
and Mathew Winkle

The author would like to thank Robert and Connie for making this possible, Will for his excellent work, Joe
McCullough for letting me bounce ideas off him, sometimes at 3 in the morning, and Amy Xiaofang, whom I am a
better person for knowing.

Connie and Robert would like to thank all our fans for supporting us. This module is for you! Good gaming!

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INTRODUCTION Rumors of the existence of the arsenal and its
Albion Armitages Astounding Arsenal is designed mysterious owner date back hundreds of years, leading
for a party of four to six 8th to 10th level characters. many to speculate just who or what Albion Armitage
This module is ideally suited for use between the is. Some say that he is a demi-god; others say he is a
GMs planned adventures, or as a side trip during a demon. Others still insist that the Albion Armitage of
larger campaign. Required books are the Pathfinder today is not the same one from a hundred years ago,
Roleplaying Game Core Rulebook and the Pathfinder but is rather the apprentice to the original Albion
Roleplaying Game Bestiary. The antagonist NPCs have Armitages first apprentice. Whatever or whoever he is,
heroic stats and will pose a definite threat to many, if Albion Armitage knows what warriors and rulers want,
not most, parties; GMs may wish to adjust them to a and he endeavors to give it to them.
more suitable level (see Scaling the Adventure, below).
Included in the adventure are several maps and a host ADVENTURE SYNOPSIS
of new weapons, armor and magic items. The adventure begins in the small trade city of Cathay,
where the party comes into possession of a map
PREPARATION showing the location of Albion Armitages Astounding
If you are a player and plan to play in this adventure, Arsenal. With the map is a letter to Albion Armitage
stop reading now! If you are the GM, you should read from the local duke, Carnegie Fyfe, indicating the man
through the adventure carefully, paying attention to the who had been carrying the map was a courier for the
flow of the story, the NPCs, the specific encounters and duke. Trying to dispose of the map proves useless, as it
the random encounter tables. The only books required returns to a backpack or pouch belonging to one of the
to run this adventure are the Pathfinder Roleplaying PCs after each attempt.
Game Core Rulebook and the Pathfinder Roleplaying The PCs eventually seek an audience with Duke Fyfe,
Game Bestiary, though if you have copies of the other where they learn that, through special arrangements,
books from 4 Winds Fantasy Gaming you might also he managed to peruse Albion Armitages stock and
find them useful (though they are not at all required). chose to purchase some powerful weapons. There is no
A primary driving force in this adventure is a magical immediate threat of attack, but the duke was not willing
map, showing the way to Albion Armitages Astounding to pass up this opportunity to see Cathays defenses
Arsenal. The map cannot be thrown away, intentionally strengthened. Unfortunately, an evil cleric named Matil
left behind or destroyed in any way. Attempting to get rid Vellamo found out that the Astounding Arsenal was
of the map results in the map returning, and replacing present on the Prime Plane, and nearby at that. Though
something in the characters inventory of gear (see the she was not invited to the arsenal herself, she knows
maps description on page X). However, the map can that if she can steal the map, she can then use it. Albion
be stolen or unintentionally lost. The only exception Armitage does not turn away anyone who shows up at
is that someone who is dying can pass the map on to his shop, so long as they have coin to spend.
another person. The GM should be prepared for a party Vellamos plan involved first kidnapping the family
that may not want to follow the map trying to get rid of of Petras Camerlengo (the dukes chamberlain). Under
it. If the GM cannot convince the party (through telling threat of his family being slain, Camerlengo provided
the story) to follow the map, he should have the map Vellamo with the identity of the first courier and
stolen and let the adventuring party move on to other Vellamo hired the legendary assassin Sparafucile to
adventures. track him down and take the map. Unfortunately, the
The NPCs in this module can be deadly. The assassin PCs ended up with the map before Sparafucile could
Sparafucile and the evil cleric Matil Vellamo are claim it.
particularly powerful and each could potentially kill Duke Fyfe, after having a priest verify with spells
one or more party members, especially if the party is that the PCs speak the truth, will enlist the PCs to take
underpowered for their level. The GM should take care up the mission the courier could not complete. Once
to make sure he does not end up with a total party kill this happens, Sparafucile, who is disguised as a servant
on his hands by the end of the adventure portion. in the dukes keep, will identify the PCs. Assuming
the PCs are no more of a threat than the dead courier,
ADVENTURE BACKGROUND
Albion Armitages Astounding Arsenal is a mysterious Color Maps
and oft-disbelieved weapons arsenal that not only If you purchased a print copy of this module and
changes locations (though it always seems to be a would like a PDF featuring full-color maps that can
permanent structure when found), but even moves be printed out, send a scan or photo of your purchase
from one plane of existence to another. Some say it even receipt to 4WindsFantasyGaming@gmail.com with
moves from one reality to another while remaining the subject line AAAA color maps.
on the Prime Material Plane.

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Sparafucile subcontracts a trio of local thugs to break Scaling the Adventure
into their room at the inn and steal the map from them Albion Armitages Astounding Arsenal is designed to
while he insures that the chamberlain does not reveal challenge a party of four to six 8th to 10th level PCs,
the truth to the duke. but can be played with both higher and lower level
When the local thugs prove unsuccessful in obtaining characters. Make the following adjustments to scale
the map, Sparafucile must follow the PCs into the the adventure to the power level appropriate for the
wilderness, as they follow the map to Albion Armitages PCs.
Astounding Arsenal. He sends a quick message to Matil For PCs of 5th to 7th levels:
Vellamo, giving the general directions the PCs are Reduce the DCs of all skill checks by 5 to
traveling in to her, then sets out in pursuit himself. 10, as the GM deems appropriate. Also,
Four days along the road, the PCs are ambushed the three minotaur thugs should have
by local brigands hired by Vellamo to aid the assassin. regular hide armor instead of magical
When the PCs arrive before the assassin, the brigands rhino hide.
attack anyway. Two days later, the PCs encounter the For the random encounter tables, remove
scene of another battle and recognize the dead as having any templates, such as the advanced
been some of the brigands that attacked them two days template, that is listed for a particular
ago. This is where Vellamo and Sparafucile met the encounter.
rogues and punished them for failing. Have the mercenary ambush consist solely
The next day the PCs spot greasy, black smoke on the of the archers and the spearmen; do not
horizon, and the day after that they arrive in a ruined, use the lancers. Remember to still have a
burned village. Unfortunately for the PCs, they find that few of them escape.
not everyone in the village is dead some are undead. At the village of the dead encounter,
Ghouls and ghasts left behind by Vellamo assault the remove the advanced simple template
party in wave after wave. from the ghasts and do not use the babau
When the undead in the village fail to slay the demon.
PCs, Vellamo orders Sparafucile to attack directly. Change Sparafucile to a 4th level assassin
Two nights after the village, Sparafucile finds the PCs and change his dagger of venom to a +2
campsite and watches before attacking, using his Death dagger.
Attack and Quiet Death in an attempt to take them one Change Matil Vellamo to a 12th level cleric,
by one. remove the bebilith and the symbol of
After Sparafuciles failure (and possibly his death), death, as well as the subordinate cleric,
Matil Vellamo finally takes matters directly in hand Blodwyn, and half of the fast zombies.
and confronts the PCs directly. She tricks them at first, For PCs more powerful than 10th level:
getting close, but finally reveals her true nature and an Add one or more minotaurs to the trio of
epic battle ensues. minotaur thugs.
Once Vellamo is defeated, the PCs continue on, Double the number of archers and
finally arriving at Albion Armitages Astounding Arsenal spearmen in the mercenary ambush,
fourteen days after leaving Cathay. They present the and add 2 cleric levels to the mercenary
dukes letter to Albion, and make arrangements to chaplain.
have the dukes purchases delivered to him. Once that Have two advanced ghasts accompany
is settled, the PCs are invited by Albion to peruse a every wave of ghouls in the village of the
selection of his wares. dead, and change the babau demon to two
After purchasing a few goods, the PCs return to shadow demons.
Cathay, having little, if any, trouble along the way. The Add two assassin levels to Sparafucile,
dukes goods have arrived and the duke pays the PCs making him an 8th level assassin and
the balance of their negotiated fee. make his +2 shortsword a shortsword of
subtlety.
ADVENTURE TEXT Add two cleric levels to Blodwyn and
Information meant to be read aloud to the players is two wizard levels to Raibohne, and add
presented in shaded text boxes. Information meant six more fast zombies to those Raibohne
for the GM only is not shaded, and should not be read controls. Also add three mummies under
aloud to the players. Encounters include most of the stat Matils control.
blocks needed for that encounter. The exception is with
the primary NPCs, where more detailed information
is presented in the back of the module, and with the
random encounters.

5
THE ADVENTURE board, and drink rather than coin. There is a modestly
The adventure starts in the fortified town of Cathay. sized hospital that is also the local temple of the god
Cathay has a keep and garrison of troops, a decent of healing, and a few smaller shrines, most of them
amount of trade and travel, and is the seat of power unstaffed, to other faiths. In short, its a nice enough
for the Duchy of Cathay. The town is at the edge of the place to burn off some money and rest between jobs,
plains, just before hill and forest country, and as such is but nothing adventurers havent seen before.
often considered the last bastion of civilization before
heading into the untamed hinterlands. The population PART I: THE TOWN
of Cathay is around 1,200, 95% of that number being
human, with 5% halfling, 8% dwarf, 5% elf, 5% half-
1. Man on the Run
elf, and 2% others. There are known to be bandits,
orcs, and hobgoblins in the hills so caravans often hire
As one or more of the PCs are walking the main street
on adventurers for protection before heading into the
of Cathay, sunset approaches and the crowd thins out,
hinterlands.
most people heading for taverns or their homes. Near
The town features a number of shops as well as a
the mouth of a narrow alley between two buildings,
general market held in a warehouse along the main
a figure blindly runs out into the street. GM, read the
central road in Cathay; it has stables attached so
following:
caravans can rent a berth and set up their goods inside
the converted warehouse. Once a month there is also an
auction held in the general market, sometimes offering
valuable or rare goods. There are several inns that are As you near the mouth of an alley between
used to serving traveling adventurers, a couple smithies, two buildings, a figure in stained and ragged
and a few modest artisan shops, though nothing livery staggers out of the alley with a folded
particularly uncommon or elaborate is available. The piece of parchment in his hand. He collapses to
towns only armorer is capable of making most light the ground with his hand outstretched toward
and medium grade armors and can repair, but not you, as though offering you the parchment.
construct, most heavy armors. The weapon smith can Your initial examination reveals that he is
make regular quality simple and martial weapons, but dead there is a stab wound in the small of his
nothing exotic and nothing masterwork. back that has already turned the flesh around
Entertainment in Cathay consists of a large dance hall it black. The alley he came out of is pitch black
with a few musicians, a handful of brothels, and nearly and appears empty
a dozen places that serve food and drink but do not
generally offer lodging. Those with ranks in the various
Perform skills will often be able to find themselves work
With a successful DC 15 Knowledge (local) or
for a night or two, though usually in exchange for room,
Knowledge (nobility) check, a PC recognizes the livery
as belonging to the local duke.
A DC 40 Perception check for any PC (DC 30 for
any with darkvision) allows them to spot a cloaked,
dark figure disappearing out of the other end of the
alley. The figure is Sparafucile the assassin. Sparafucile
wont emerge from the shadows to kill the PCs, but will
disappear and head back to the dukes palace (where he
is disguised as a servant) to plan how to get the map
from the PCs.
Give the PCs a couple of rounds to look over the dead
man, look down the alley, or cast spells, then read the
following:

A town watchman walks out of a building


onto the street a short distance away and starts
heading toward your party at a slow walk. He
notices something is amiss and calls out, Hold,
in the name of Duke Fyfe!

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If the PCs report the events of the murder to the letter written in eloquent script. It reads:
watchman, the watchman can make a Sense Motive The letter bears the signature of Carnegie Fyfe, Duke
check (+8 total bonus) to determine if they are telling of Cathay and outlying territories. The promissory note
the truth. If the watchman feels they are being truthful, is pinned to the letter and bears the seal of the duke as
he thanks them and encourages the PCs to visit Duke well as the dukes chamberlain, Petras Camerlengo. An
Fyfe as soon as possible. If he feels he is being lied to image of this letter is presented on page 48 and can be
(whether because the PCs actually lie and the watchman presented to the players as a prop.
succeeds on a Sense Motive check, or because the The three most obvious options for the PCs are to: a)
watchman rolls a natural 1 on his check), he will order See the duke about the map (see Part I, 2. Off to See
the PCs to discard their weapons and he will shout for the Duke); b) Try and gather information about the
assistance. If the PCs do not resist, they are taken to the arsenal (see Part I, 3. Gathering Information); or,
guardhouse and after a couple hours of telling and re- c) Head off into the wilderness and see where the map
telling their story, the captain is assured they are telling leads them (see Part II: the Wilderness).
the truth, and they are released. Before leaving, the If the PCs attempt to get rid of the map by throwing
captain tells them the murdered man was a messenger it away, the magical nature of the map will cause it to
for Duke Fyfe. return to them at increasing cost. The first time the
If the PCs run from the watchman, they will be map is tossed aside, it will transport itself back among
hunted by the watch for the remainder of their time in the possessions of the PC disposing of it. The next time
Cathay, until they finally visit the duke. that PC attempts to retrieve an item from a sack, bag,
If one of the party members examines the small backpack, etc, the PC will retrieve the map instead.
folded square of parchment, they see it is of high quality, Each successive time it is thrown away, the map will,
sealed, and seems to have something inside it. A DC 1d4 minutes later, substitute itself for a random item
15 Knowledge (local) or Knowledge (nobility) check in the PCs possession, and will resurface the next time
will identify the seal as belonging to the local duke. If they attempt to retrieve anything as per above. The
the seal is broken and the parchment is unfolded, it random item replaced can be found where the map was
reveals a map on the inside. On it, in magically glowing last left, if they go back and look for it.
symbols, is a location far to the west, several days travel
through hills and forested countryside. This location is 2. Off to See the Duke
labeled Albion Armitages Astounding Arsenal, the
text magically changing languages every few moments. If the PCs want to see Duke Fyfe, they can do so with
An image of this map is presented on page 47 and can relative ease. During normal business hours (from after
be presented to the players as a prop. breakfast until an hour before sundown) they can go to
This is obviously no ordinary map. A detect magic the keeps gatehouse and request an audience. A herald
spell reveals strong magic from all the schools of magic. will take their names, ask their business, and let them
The map will resist all non-magical means of destruction know when an audience is available (within 1d4 hours).
it will not burn, will not tear, will not cut, and will When the PCs arrive for their scheduled audience,
not dissolve in water; it is effectively DR 30/magic with they will be provided locking trunks to stow their
30 hit points against attacks directed at the map itself. equipment in (they will be allowed to keep the keys with
Area effect magic or attacks aimed at the possessor of them) and will be mildly searched (the guards have a
the map go through or around the map as though the Perception modifier of +5) before being shown into the
map were not present. ducal throne room. If asked about the search and the
Tucked into the map there is another folded and lock boxes for weapons, one of the guards will tell the
sealed square of parchment. The seal, once again, is PCs that there have been rumors of plots against the
that of Duke Fyfe. If the seal is broken, it will reveal a duke and theyre merely taking sensible precautions.
They are presented to Carnegie Fyfe, Duke of Cathay
and the outlying territories, who is accompanied by four
Master Armitage, I have perused your guards (LN human warriors 5, with 35 hp each), the
wares and have elected to order 10 of your chamberlain, and the dukes bodyguard, Sir Barnabas
Polyboli, each with 50 darts, and 20 of Van Der Deink (LN human fighter 10). Aside from the
your double-crossbows with 100 bolts each. richness of his dress (as befits his station), Duke Fyfe is
Enclosed please find a promissory note for a fairly unremarkable middle-aged human male, except
200,000 gold marks or currency of equivalent for his mustache. The dukes mustache is exquisitely
value. Inform the courier presenting this letter groomed and thoroughly waxed, and hangs past his
to you when I may expect delivery of these earlobes, quivering with each syllable as he speaks.
goods. The duke is a bit pompous but is not a bad or
unreasonable person. He is already aware of the

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anxious, though the rumors of plots against the duke
or having to trust unknown adventurers are seen as the
most likely explanations.

3. Gathering Information

There are only a few potential sources of information


in a place like Cathay, especially with little more than a
name to go on. A DC 15 Knowledge (local) check gives
the PCs the three most obvious sources of information:
among the merchants, on the black market, and other
adventurers.
The merchants can be questioned by going to the
Merchants Guildhouse, near the market warehouse.
If the PCs go to the Merchants Guild with questions,
the merchants have never heard of Albion Armitages
Astounding Arsenal. They may make an insultingly
small offer (no more than 100 gold pieces) to purchase
the map as a wondrous novelty, and are suspicious
that this Armitage fellow is an interloper looking to
compete with them.
The black market is harder to find, but a DC 20
Knowledge (local) check leads the PCs to a fence named
Josef Mandalor. Josef has no information either, and
will only share this lack of information after his palm
has been crossed with silver and gold (a bribe or
Duke Carnegie Fyfe payment of at least 15 gold pieces). He will then offer
to purchase the map, but will not offer much more than
couriers death and has a cleric (Father Corneel) the Merchants Guild offers.
brought in to cast zone of truth to verify that the PCs Among other adventurers, a DC 35 Knowledge
did not kill the courier, and that they are not in league (local) or DC 25 Diplomacy check will produce a single
with the cabal of merchants. After the duke is satisfied adventurer who knows something about the arsenal.
the PCs are telling the truth, and after a few minutes of Malcolm Greycastle is a tall old mercenary with a
deliberating, he will choose what he feels is the most graying beard and closely cropped hair, more than his
practical option: hire the PCs as couriers to follow the fair share of battle scars on both his skin and armor,
map and deliver his message and promissory note to and a mechanical prosthetic left arm. He is gruff, but
the destination. If asked about the arsenal, the duke will friendly enough to fellow adventurers, and will let the
tell the PCs that it contains nearly any weapon that can characters buy him a few drinks before speaking in
be imagined, and some never dreamt of. This may or depth.
may not be true Duke Fyfe personally does not have
the greatest imagination.
Duke Fyfe will offer each PC 1,000 gold pieces, half Some say the arsenal is run by the son of
up front and half when they return. If the PCs accept the the trickster god. Some say its never in the
offer, the chamberlain will then lead them to his office, same place twice, and that it can only be seen
where he will have servants bring each PC a pure gold by the light of a gibbous moon. All I know for
brick. Each brick weighs 10 lbs., bears the stamp of the sure is that you wont have an easy time getting
duke, and is worth 500 gold pieces. One of the servants there, and youd better bring a lot of coin.
is the assassin Sparafucile in disguise, who uses the
chance to identify his new marks the PCs. As no PC
gained a very good look at the assassin last night (even
if succeeding on the Perception check), there should be Malcolm goes on to explain that he has never seen
no cause for suspicion here. Albion Armitages Astounding Arsenal himself, but
The chamberlain will stress the need for discretion that thirty years ago when he was with the Black Eagle
to the PCs and ask where they are staying in town, when Company, his captain had a map just like the one the
they intend to leave, and other such things. A DC 20 PCs have now but indicating a location thousands of
Sense Motive check will reveal that he is quite miles from here, not even on the same continent.

8
The captain took a wagon full of coin and
loot with his personal guard to that place, and
returned days later, several guards and all
the coin lighter. He was wearing brand new
armor and a new sword, much better than he
had before, as were his guards. Ill tell you this
much, half the company was ready to mutiny,
seeing hed spent all our pay on some shiny
new kit. Somehow he talked his way out of it,
and told us wed be on our knees thanking him
when we saw what hed bought. Well, a few
days passed, and most of us decided that it was
time to get a noose for him. Before we could,
though, something incredible happened.
You can hear the gears whirring in Malcolms
mechanical arm as it moves, lifting his drink
to his lips. He drains his goblet in one draught
before continuing.
The sky opened with a slash of white light,
and suddenly there were crates, dozens of
them, in the middle of our camp. These strange
men were sorting them, and one handed the
captain a folded piece of paper. The captain
nodded, and the men all disappeared at once.
The slash in the sky was gone, too, as though it
had never been.
He wipes his face with his flesh and blood
hand. Youre about to ask me what was in
the crates, of course. It was weapons. Magic Malcolm Greycastle
weapons, and enough for the entire company.
Crossbows with exploding bolts, for most of do not leave. The PCs will not find any more information
us. Swords that crackled with thunder and about the arsenal and asking around further will only
ice, spears that shrieked across the battlefield. attract the attention of the dukes men. If the PCs have
There was even a small catapult that launched not yet met with the duke, they will be summoned to the
spheres, spheres what turned into demons dukes keep (see Off to See the Duke, above). If the
where they hit, he says, eyes far away. PCs have already met with the duke, one of the dukes
Terrible, incredible weapons. We tore a swath guards approaches with a note from the chamberlain.
across two nations that way. The note instructs the PCs to kindly keep the nature of
And then we ran out of bolts and spears, their mission a bit quieter.
and our swords took a beating, and we couldnt
get any more. Just about then, the remnants of 4. Rare Thugs, Well Done
the armies wed smashed banded together and
came down upon us. I think only a dozen of us No matter what the PCs do, Sparafucile knows they
survived, the old veteran says, rubbing softly have (or at least, had) the map. He saw them with the
at where his prosthetic limb connects to his dead courier earlier, and if they went to see the duke, he
body. The arsenal is real, my young friends. saw them there (handed them their gold bricks, in fact).
But even the best equipment doesnt make If the PCs asked around about the map, word got back
you immortal. Remember that, he says, rising to Sparafucile.
from the table and walking toward the door. The assassin, unable to get out of the dukes palace
for long again without seeming suspicious and also
having a desire to keep watch on the chamberlain, lest
The old mercenary does not know any more about the man reveal what is going on, hires three local thugs
the arsenal and does not wish to talk any further. If the to jump the PCs and take the map. The thugs are a trio
party tries to force the issue, the rest of the patrons of of minotaur brothers who live in the sewers beneath
the inn threaten to throw the PCs into the street if they Cathay.

9
No Map for the Minotaur Battle
As this encounter can take place in several different
locations, no specific battle map is provided. If the
battle happens in the city of Cathay, the GM could use
the Village of the Dead map. If the encounter takes
place on the road, the GM could use the Harbinger
map. Other maps from other sources can also be
substituted, as the GM sees fit.

If the PCs went to the duke, the trio assaults them


upon leaving the ducal palace. If the PCs ask around
town, the minotaurs attack them in the streets. If the
PCs head out of town, the brothers jump them not far
from the gates.

PORTERHOUSE, RIBEYE, AND CHUCK


CR 8
4,800 XP
Male minotaur fighter 2
Large monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 20, touch 9, flat-footed 20 (+6 armor, -1 size,
+5 natural)
hp 62 (8d10+18)
Fort +9, Ref +5, Will +5
Chuck
OFFENSE
Spd 20 ft. The trio of minotaur brothers should not be an
Melee gore +11 (1d6+6) or punching dagger +11/+6 (1d6+4) overly deadly or challenging encounter for the PCs,
or masterwork greataxe +13/+8 (3d6+6) or masterwork as Sparafucile has underestimated their capabilities.
greataxe +13/+8 (3d6+6) and gore +6 (1d6+2) However, with each minotaur having rhino hide armor
Special Attacks powerful charge (gore +11, 2d6+6) that grants an extra 2d6 damage on a charge attack,
STATISTICS they can deal out a fair amount of damage.
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8 Chuck is the oldest brother of the three, and is
Base Atk +7/+2; CMB +13 (+15 bull rushing); CMD 23 (25
slightly more intelligent (he can speak the common
vs. bull rush)
Feats Cleave, Great Cleave, Great Fortitude, Improved Bull tongue, in addition to Giant). He will demand the party
Rush, Power Attack, Weapon Focus: Greataxe turn over the map and promise not to hurt anyone if
Skills Acrobatics -1, Climb +3, Escape Artist -1, Fly -3, they do (hes lying). If the PCs fail to comply, or they
Intimidate +6, Perception +11, Ride -1, Stealth +1, taunt the minotaurs, Chuck will order Porterhouse
Survival +10, Swim +3 and Ribeye to charge. Chuck will watch the battle for a
Languages Giant round to size up the most dangerous opponent, then on
SQ bravery +1 (Ex), natural cunning (Ex) the second round he will charge that target (provided
Combat Gear masterwork greataxe, punching dagger, no PC has moved up to attack him).
rhino hide armor
The minotaurs are not foolhardy, and will only fight
SPECIAL ABILITIES
Bravery +1 (Ex) +1 Will saves vs. fear so long as they feel they can win. If all three are reduced
Cleave Take an extra attack on an adjacent target with a to less than 20 hp, they will attempt to escape the
successful hit. battle. If the PCs manage to capture and question one,
Improved Bull Rush +2 to push back. No attack of the minotaur will reveal they were hired by a slender
opportunity. human male dressed like a servant of Duke Fyfe.
Natural Cunning (Ex) Although minotaurs are not
especially intelligent, they possess innate cunning and
logical ability. This gives them immunity to maze spells PART II: THE WILDERNESS
and prevents them from ever becoming lost. Further, they
are never caught flat-footed. Judging by the map (which isnt exactly to scale, but
Power Attack -3 to attack/+6 to damage. the PCs recognize some of the landmarks and know
Rhino Hide Armor Grants extra 2d6 damage on any their general location), it will take about 14 days of
successful charge steady travel on horseback (longer, if the PCs are on

10
foot) to reach the arsenal. The first day or two will be Table I: Day 1, Temperate Plains
on the plains, entering forest for the next few days
afterward before finally reaching hill country. The party
(roll 1d6)
will be traveling in the hills for at least a week of their Roll Encounter
journey. The arsenal appears to be located where the 1 A small herd of aurochs cross the road, preventing
hills become mountains. The weather starts off good. the PCs from making progress until they have
The GM can decide the weather each successive day gone through. There are several dozen aurochs in
or roll each day for random weather conditions, using the herd and they will take 4d6 minutes to clear
the tables in Chapter 13 of the Pathfinder Roleplaying the way. The aurochs appear to be calm but if the
PCs attempt to force their way through the herd,
Game Core Rulebook.
four of the bulls charge at the intruders. CR 6
The PCs are being tracked by Sparafucile, but the
assassin wont directly act until later in the journey. 2 A riding horse with saddle and reins but no rider
canters past the PCs. Further down the road, the
He will observe the party at night, studying their usual
PCs encounter a fat human man in the garb of a
sentry arrangements, and may occasionally set up wealthy merchant. He asks if theyve seen a horse.
simple mechanical traps ahead of the party on the road The merchant may reward the PCs for the return
to judge their awareness and capabilities, and to slow of his horse, or he may not. CR 0 (though if the
them down a bit (GMs discretion). He has reported PCs help the merchant, grant them each
back to Matil Vellamo, the evil cleric he is employed by, XP as if this were a CR 3 encounter)
and she has made arrangements to deal with the party 3 Eight goblins ambush the PCs, shooting arrows
as well. from the tall grass. They are a roving band of
On the days where no set encounter takes place, troublemakers looking for easy victims and will
the GM can roll for a random encounter. Not all of the flee if their victims fight back. CR 6
possible random encounters involve combat, and many 4 A mated pair of centaurs patrolling the area hails
can provide opportunities for roleplaying. Stat blocks the PCs. They know most of the local farmers and
are not provided for the random encounters. If the are suspicious of, but not hostile to strangers.
random encounters are used, the GM should use the They mention that there are several bands of
appropriate creatures from the Pathfinder Roleplaying goblins in the area but arent sure where they are
Game Bestiary. If the GM wishes to speed the adventure coming from. CR 5 (only if the PCs fight the
centaurs, though if they do they run the
along, the random encounters can be skipped for some
risk of angering the local tribe)
or all of the days.
5 An ankheg (advanced creature simple template)
scurries out onto the road and attacks the PCs. It
1. Day One The Plains will try to grab the smallest PC and drag them off.
CR 4

You pass a few scattered farms in the early 6 A pegasus soars overhead before setting down
across a field to drink from a nearby creek. It will
hours of travel and are soon beyond any trace
fly away if startled. CR 3 (only if the pegasus
of civilization. The countryside is composed is slain or captured)
of broad grassy plains that roll gently to the
horizon. In the distance you can see the edge of
a forest and hills behind them. 3. Day Three The Outer Forest

The GM can roll for a random encounter on Table I. The grasslands are left behind as you enter
the sparse outer edges of the forest. Dense
2. Day Two Nearing the Forest undergrowth, berry bushes, and some smaller
trees abound along both sides of the road. In
addition to the changes in plant life, the types
More rolling grasslands surround you, of animals youve been seeing on a daily basis
though the occasional cluster of trees and changes. A few woodlands creatures sneak out
shrubs breaks the otherwise uninteresting of the forest to explore, as well as to investigate
terrain. The forest grows ever closer as you the sounds being made by your party. You
travel on, and the land slowly begins to increase hear new birdsongs, and even the tap of a
in elevation at an almost unnoticeable grade. woodpecker in the distance.

The GM can roll for one or two random encounters


The GM can roll for a random encounter on Table II.
on Table III.

11
Table II: Day 2, Temperate Plains Table III: Day 3, Temperate Plains &
(roll 1d6) Forest (roll 1d10)
Roll Encounter Roll Encounter
1 Bison stampede! A stampeding herd of bison is 1 A shambling mound attacks one of the PCs
heading right for the PCs and will trample over (in particular, any elf), attempting to grab and
them unless action is taken immediately. CR 10 constrict that PC first and deal with the others
2 Four giant scorpions rear their tails and attack! afterward. CR 6
They appear in front of and behind the PCs and 2 Six ankhegs skitter out from the brush and from
are blocking the road in both directions. The mostly concealed holes in the ground. They see
scorpions will fight to the last. CR 7 the PCs as an easy meal. CR 8
3 The PCs interrupt six worgs tearing at the carcass 3 A dire tiger is stalking the PCs and soon chooses
of a bison. The creatures react violently to the to attack with a pounce. It will rake any PC or
partys presence and attack. CR 7 pack animal it manages to grab and will attempt
4 A pair of bull aurochs (advanced creature to flee with the body after it has made a kill. It will
simple template) are fighting, locking horns and also try to escape after it has suffered more than
attempting to gore each other, bellowing and 50% hp loss. CR 8
tearing up the turf with their hooves. They are 4 Four giant scorpions attack the PCs, completely
blocking the road as they fight and any attempts interrupting a rest break. CR 7
to interrupt them will provoke a goring charge 5 Six goblins and four goblin dogs ambush the PCs.
from one or both of them. They will continue The goblins on goblin dog mounts have short
until one is defeated, exhausted, or frightened off. spears they use as light lances to charge with. CR
CR 5 7
5 Twelve goblins with slings or javelins and short 6 A giant wasps nest has been broken open by a
swords attack the party. They appear to be an dire bear (which has fled the scene). Four giant
organized warband, though without goblin dog wasps attack the PCs for simply being nearby
mounts, and will not run until at least of their while they are agitated. CR 7
number have been defeated. CR 7
7 A pair of dire boars attacks the PCs, whether
6 Four ankhegs burst from the ground beneath out of hunger or sheer viciousness is uncertain.
the party, gaining 1 surprise round unless each The hateful creatures will often choose the same
PC succeeds on a DC 13 Perception check. Any target, one goring it after the other. CR 8
PC who is surprised must make a DC 12 Reflex
save (if on foot) or Ride check (if mounted) to 8 Six giant hunting spiders have decided this part
avoid falling prone when the ground bursts open of the trail is a perfect hunting ground. The
beneath their feet. CR 7 trapdoors count as secret or hidden doors for
Perception checks (DC 15 to notice); if the PCs do
not spot the doors, the spiders will attack when
4. Day Four The Forest someone nears the first one, gaining surprise. CR
6
9 A treant tending this patch of the forest can be
The underbrush is still quite dense but the spotted nearby. The treant is not particularly
trees are larger now, the light becoming thinner sociable but wont attack if the PCs seem to
underneath the forest canopy. As you traveled be respecting the forest. It will respond very
negatively to axes and fire. CR 8
through the morning you had gotten used to
the sound of birdsong and of squirrels hustling 10 Four giant stag beetles crawl out of rotting logs
through the brush, and now you realize that and skitter toward the party. CR 8
things are suddenly very quiet. Before you can
investigate the cause, a voice shouts, There They are lurking in the trees and underbrush at the
they are! and a volley of arrows bursts forth sides of the road and will attack on three fronts: six
from the forest! archers with shortbows will fire from cover on the left
flank, while six spearmen with spears and bucklers will
charge from the right at the beginning of the second
Mercenary Ambush! CR 10 round. On the third round, half a dozen lancers on light
Matil Vellamo has hired a band of brigands and warhorses will charge down the road, hoping to catch
deserters to ambush the PCs. These down-on-their luck the party pinned between the archers and spearmen
soldiers of fortune arent especially well-equipped or (see the battle map on page 49). The archers are wearing
very brave, and will retreat if at least one of the three leather armor; the spearmen have slightly rusty chain
units (archers, spearmen or lancers) is wiped out. shirts; the cavalry are girded by suits of chainmail. The

12
archers and spearmen have shortswords as secondary hp 42 (5d10+15)
weapons for close combat, while the cavalry have Fort +6, Ref +4, Will +1
longswords for use in melee. All the mercenaries are OFFENSE
3rd level fighters. Each group of mercenaries is led by a Spd 30 ft.
Melee dagger +7 (1d4+2) or shortsword +7 (1d6+2) or
sergeant (5th level fighter). The group is accompanied by
unarmed strike +7 (1d3+2)
their chaplain, a 5th level cleric. The cleric will focus on Ranged +1 composite shortbow (Str +2) +11 (1d6+6)
healing his flock as the PCs wound them, but will throw STATISTICS
offensive spells at the PCs if he can. Str 15, Dex 16, Con 14, Int 11, Wis 10, Cha 10
If any are taken prisoner, they will readily talk, Base Atk +5; CMB +7; CMD 20
though they know little: A scary woman hired us to Feats Deadly Aim +4/-2, Far Shot, Point Blank Shot,
stop you guys, dunno why. If asked to describe the Precise Shot, Rapid Shot, Weapon Focus: Shortbow,
scary woman, they will agree that she was tall, blond, Weapon Specialization: Shortbow
good looking, carried a huge axe with chunks of ice Skills Acrobatics +2, Climb +7, Escape Artist +2, Fly +2,
Handle Animal +4, Intimidate +7, Perception +1, Ride
stuck to the blade, wore armor with claws and a helmet
+6, Stealth +2, Survival +7, Swim +5
with horns and fangs, and that she was terrifying. Languages Common
SQ armor training 1 (Ex), bravery +1 (Ex), weapon training:
6 ARCHERS CR 7 bows +1 (Ex)
3,200 XP Combat Gear 20 arrows, dagger, shortsword, buckler, +1
Male human fighter 3 composite shortbow (str +2), mithral breastplate
NE Medium humanoid (human) SPECIAL ABILITIES
Init +3; Perception +0 Bravery +1 (Ex) +1 Will saves vs. fear.
DEFENSE Deadly Aim (+4/-2) Take a -2 penalty to ranged attacks in
AC 16, touch 13, flat-footed 13 (+2 armor, +1 shield, +3 exchange for a +4 bonus to damage.
Dex) Far Shot Suffer a 1 penalty per full range increment .
hp 25 (3d10+9) Point Blank Shot +1 to attack and damage rolls with
Fort +5, Ref +4, Will +1 ranged weapons at up to 30 feet.
OFFENSE Precise Shot No -4 penalty when shooting or throwing into
Spd 30 ft. combat.
Melee dagger +5 (1d4+2) or shortsword +5 (1d6+2) or Rapid Shot You get an extra attack with ranged weapons.
unarmed strike +5 (1d3+2) Each attack is at -2.
Ranged composite shortbow (str +2) +7 (1d6+2) Weapon Training: Bows +1 (Ex) +1 to attack, damage,
STATISTICS CMB, and CMD with bows.
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +5; CMD 18 6 SPEARMEN CR 7
Feats Deadly Aim +2/-1, Far Shot, Point Blank Shot, Rapid 3,200 XP
Shot, Weapon Focus: Shortbow Male human fighter 3
Skills Acrobatics +2, Climb +6, Escape Artist +2, Fly +2, NE Medium humanoid (human)
Handle Animal +4, Intimidate +5, Ride +6, Stealth +2, Init +5; Perception +0
Survival +5, Swim +5 DEFENSE
Languages Common AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield,
SQ armor training 1 (Ex), bravery +1 (Ex) +1 Dex)
Combat Gear composite shortbow (str +2), 20 arrows, hp 25 (3d10+9)
dagger, shortsword, leather armor, buckler Fort +5, Ref +2, Will +1
SPECIAL ABILITIES OFFENSE
Bravery +1 (Ex) +1 Will saves vs. fear. Spd 30 ft.
Deadly Aim (+2/-1) Take a -1 penalty to ranged attacks in Melee dagger +6 (1d4+3) or shortspear +7 (1d6+3) or
exchange for a +2 bonus to damage. shortsword +6 (1d6+3) or unarmed strike +6 (1d3+3)
Far Shot Only suffer a 1 penalty per full range increment. STATISTICS
Point Blank Shot +1 to attack and damage rolls with Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 8
ranged weapons at up to 30 feet. Base Atk +3; CMB +6; CMD 17
Rapid Shot Extra attack with ranged weapons; each attack Feats Cleave, Improved Initiative, Power Attack +2/-1,
is at -2. Shield Focus, Weapon Focus: Shortspear
Skills Acrobatics -1, Climb +6, Escape Artist -1, Fly -1,
ARCHER SERGEANT CR 4 Handle Animal +3, Intimidate +4, Ride -1, Stealth -1,
1,200 XP Survival +4, Swim +1
Male human fighter 5 Languages Common
NE Medium humanoid (human) SQ armor training 1 (Ex), bravery +1 (Ex)
Init +3; Perception +1 Combat Gear dagger, shortspear, shortsword, chain shirt,
DEFENSE light wooden shield
AC 20, touch 13, flat-footed 17 (+6 armor, +1 shield, SPECIAL ABILITIES
+3 Dex) Bravery +1 (Ex) +1 Will saves vs. fear.

13
Cleave Get an extra attack on an adjacent target if the first Base Atk +5; CMB +8; CMD 19
attack hits. Feats Cleave, Great Cleave, Improved Initiative, Power
Power Attack (+2/-1) -1 attack penalty gives +2 to damage. Attack +4/-2, Shield Focus, Weapon Focus: Shortspear,
Weapon Specialization: Shortspear
SPEARMEN SERGEANT CR 4 Skills Acrobatics -1, Climb +7, Escape Artist -1, Fly -1,
1,200 XP Handle Animal +5, Intimidate +8, Ride +3, Stealth -1,
Male human fighter 5 Survival +7, Swim +1
NE Medium humanoid (human) Languages Common
Init +5; Perception +0 SQ armor training 1 (Ex), bravery +1 (Ex), weapon training:
DEFENSE spears +1 (Ex)
AC 20, touch 11, flat-footed 19 (+6 armor, +3 shield, Combat Gear dagger, shortsword, +1 shortspear, +1 light
+1 Dex) wooden shield, adamantine breastplate
hp 42 (5d10+15) SPECIAL ABILITIES
Fort +6, Ref +2, Will +1 Bravery +1 (Ex) +1 Will saves vs. fear.
DR 2/- Cleave Get an extra attack on an adjacent target if the first
OFFENSE attack hits.
Spd 30 ft. Damage Reduction (2/-) granted via adamantine
Melee +1 shortspear +11 (1d6+7) or dagger +8 (1d4+3) or breastplate.
shortsword +8 (1d6+3) or unarmed strike +8 (1d3+3) Power Attack (+4/-2) Take -2 penalty to attack and add +4
STATISTICS bonus to damage.
Str 17, Dex 12, Con 15, Int 10, Wis 10, Cha 10
6 LANCERS CR 7
3,200 XP
Male human fighter 3
NE Medium humanoid (human)
Init +0; Perception +1
DEFENSE
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 25 (3d10+9)
Fort +5, Ref +1, Will +2
OFFENSE
Spd 30 ft.
Melee dagger +6 (1d4+3) or lance +7 (1d8+4) or longsword
+6 (1d8+3) or unarmed strike +6 (1d3+3)
STATISTICS
Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 16
Feats Mounted Combat, Ride-by Attack, Spirited Charge,
Trample, Weapon Focus: Lance
Skills Acrobatics -6, Climb +1, Escape Artist -6, Fly -6,
Handle Animal +5, Intimidate +5, Stealth -6, Survival +5,
Swim -3
Languages Common
SQ armor training 1 (Ex), bravery +1 (Ex)
Combat Gear dagger, lance, longsword, chainmail, heavy
wooden shield
SPECIAL ABILITIES
Bravery +1 (Ex) +1 Will saves vs. fear.
Mounted Combat Once per round, attempt to negate a hit
to mount in combat.
Ride-by Attack Move - attack - move when charging
mounted.
Spirited Charge Double damage when making a mounted
charge (triple with a lance).
Trample Target may not try to avoid mounted overruns.

LANCER SERGEANT CR 4
1,200 XP
Male human fighter 5
NE Medium humanoid (human)
Init +0; Perception +1

14
DEFENSE MERCENARY CHAPLAIN CR 4
AC 22, touch 10, flat-footed 22 (+9 armor, +3 shield) 1,200 XP
hp 40 (5d10+13) Male human cleric 5
Fort +6, Ref +1, Will +2 NE Medium humanoid (human)
OFFENSE Init -1; Perception +4
Spd 20 ft. DEFENSE
Melee +1 lance +11 (1d8+8) or dagger +8 (1d4+3) or MW AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
longsword +9 (1d8+3) or unarmed strike +8 (1d3+3) hp 36 (5d8+10)
STATISTICS Fort +6, Ref +0, Will +8
Str 17, Dex 10, Con 14, Int 10, Wis 12, Cha 10 OFFENSE
Base Atk +5; CMB +8; CMD 18 Spd 30 ft.
Feats Mounted Combat, Power Attack +4/-2, Ride-by Melee mithral longsword +6 (1d8+1) or dagger +4 (1d4+1)
Attack, Spirited Charge, Trample, Weapon Focus: Lance, or unarmed strike +4 (1d3+1)
Weapon Specialization: Lance Spell-Like Abilities battle rage, strength surge
Skills Acrobatics -5, Climb +2, Escape Artist -5, Fly -5, Cleric Spells Known (CL 5, +4 melee touch, +2 ranged
Handle Animal +7, Intimidate +7, Ride +3, Stealth -5, touch, spells marked (d) are domain spells):
Survival +7, Swim -2 3 (DC 17, 2/day) cure serious wounds, magic
Languages Common vestment (d), prayer
SQ armor training 1 (Ex), bravery +1 (Ex), weapon training: 2 (DC 16, 3/day) bulls strength (d), cure moderate
spears +1 (Ex) wounds (x2), sound burst
Combat Gear dagger, +1 lance, MW longsword, +2 banded 1 (DC 15, 4/day) bane, cure light wounds, divine favor,
mail, +1 heavy steel shield; magic weapon (d), shield of faith
SPECIAL ABILITIES 0 (DC 14) bleed, detect magic, guidance, resistance
Bravery +1 (Ex) +1 Will save vs. Fear STATISTICS
Mounted Combat Once per round attempt to negate a hit Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13
to mount in combat. Base Atk +3; CMB +4; CMD 13
Power Attack +4/-2 Take -2 penalty to attack for a +4 Feats Extra Channel, Improved Channel, Selective
bonus to damage Channeling, Weapon Focus: Longsword
Ride-by Attack Move - attack - move when charging Skills Appraise +4, Climb +6, Diplomacy +7, Handle Animal
mounted. +5, Heal +10, Knowledge: Religion +6, Ride +3, Sense
Spirited Charge Double damage when making a mounted Motive +9, Spellcraft +6, Survival +8
charge (triple with a lance). Languages Common
Trample Target may not try to avoid mounted overruns. SQ aura (Ex), channel negative energy 3d6 (6/day) (DC 15)
(Su), cleric domains: Strength, War, spontaneous casting
7 LIGHT WAR HORSES Combat Gear mithral longsword, mithral shirt
Large animal Other Gear 6 potions of cure light wounds
Init +2; Senses low-light vision, scent; Perception +6 SPECIAL ABILITIES
DEFENSE Aura (Ex) The cleric has neutral evil aura.
AC 17, touch 11, flat-footed 15 (+6 armor, +2 Dex, -1 size) Cleric Domain Granted Powers: Strength:
hp 15 (+6) Strength Surge (Sp): As a standard action, touch a
Fort +6, Ref +5, Will +1 creature to give it great strength. For 1 round, the
OFFENSE target gains an enhancement bonus equal to 1/2 cleric
Spd 35 ft. level (minimum +1) to melee attacks, combat
Melee Hooves x2 +3 (1d4+3 each) maneuver checks that rely on Strength, Strength-
STATISTICS based skills, and Strength checks. This ability can
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 be used a number of times per day equal to 3 +
Base Atk +0; CMB +5; CMD 17 (21 vs. Trip) Wisdom modifier.
Feats Endurance, Run Cleric Domain Granted Powers: War:
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Battle Rage (Sp): Touch a creature as a standard action
Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick] to give it a bonus on melee damage rolls equal to 1/2
Skills Acrobatics -3, Climb -2, Escape Artist -3, Fly -5, cleric level for 1 round (minimum +1). This can
Perception +6, Ride -3, Stealth -7, Swim -2 be done a number of times per day equal to 3 +
SQ combat riding [trick] Wisdom modifier.
Combat Gear chainmail barding Selective Channeling When channeling energy, choose a
SPECIAL ABILITIES number of targets in the area up to Charisma modifier.
Combat Riding [Trick] The animal has been trained to These targets are not affected.
bear a rider into combat. Spontaneous Casting The cleric can convert stored spells
Endurance +4 to a variety of skill checks. Sleep in Light/ into inflict spells.
Medium armor with no fatigue.
Run Run faster than normal. Mercenaries captured or slain and then searched
Scent (Ex) Detect opponents within 15+ feet by sense of produce 1d10 each copper and silver coins plus their
smell. combat gear. The sergeants and the chaplain also

15
produce 1d10 gold coins each. About a mile off the trail is The GM can roll for one or two random encounters on
their camp, with standard camp and adventuring gear, Table IV.
but nothing of real value. Each mercenary bears a black
iron cloak pin with a griffon on it. A DC 15 Knowledge 6. Day Six Bloody Road
(history) or DC 20 Knowledge (local) check allows the
PCs to identify the heraldry as that of the Black Griffon
Company, a once-proud band of mercenaries whose The forest road begins to grow more
reputation has fallen in recent years. serpentine as it avoids the more difficult terrain.
The GM should make sure that at least a handful of Without the established trail, you are not sure
the mercenaries get away, in order to set up the events youd be able to travel through the forest at all.
of Day 6 (see below). The forest is very dense on both sides of the
road and in places appears quite impenetrable.
5. Day Five The Deep Forest Even on the road, the going is slow. A sturdy
stone bridge spans a gap a dry creek bed
leading to the hills. Shortly after crossing the
The sunlight is quite diffuse as you advance
bridge, you see signs of a vicious skirmish
further into deep forest. The road is partially
overgrown and the land is starting to increase in
altitude, though the slope is still quite gradual.
The trees around you are very large and appear While some of the mercenaries from the ambush a
old, and there is only sparse undergrowth due few days ago escaped, it seems it was only temporary.
to the lack of direct sunlight. The PCs come across a stretch of road and downed

Table IV: Day 5, Temperate Forest (roll 1d10)


Roll Encounter
1 Four giant mantises hiding in the trees and undergrowth attack the PCs, seeing them as food. CR 7
2 Six centaurs, fully armed and armored, approach the PCs. Their tribe claims this territory and while they
understand the necessity of a trade route, they will provide escort to any who pass through in order to make sure
they do not cause trouble. The centaurs will escort the party for the next 10 miles (just under a full days walk). If
the PCs met the two centaurs on day one, this group has heard about it and will react according to how the PCs
treated the pair of scouts. CR 10
3 One ettercap and six giant spiders attack the PCs. The ettercap has laced parts of the road with traps and the trees
along the road are filled with webs. CR 7
4 A unicorn gallops gracefully through the forest along narrow trails occasionally paralleling the road. The beautiful
creature acknowledges the PCs but will avoid direct contact with them. CR 0 (if the party actually attacks the
unicorn it teleports away)
5 Six giant stag beetles feed on fallen rotted trees nearby but will ignore the PCs unless attacked. CR 9
6 After the PCs makes camp for the night, six werewolves attack in hybrid form. They will continue attacking in pairs
throughout the entire night, or until slain. CR 7
7 A pair of dire tigers snarl nearby, followed soon by an animals bleating and the screams of a kill. The PCs will go
unnoticed by the tigers unless they investigate. If the PCs do investigate, the tigers attack to defend their kill. CR 10
8 A dryad lounging in the bough of a great tree observes the party passing by. A ranger or druid in the party can
attempt to speak to her (Diplomacy DC 15). If she feels like talking, she will warn them that she senses a shadow
trailing them, but cant explain further. She will not stay long and will disappear back into the trees. If she is
attacked, she casts entangle and deep slumber before melding into the nearest tree. CR 3 (the XP award should
be given out if the PCs successfully communicate with the dryad. If a good-aligned party attacks
her, the GM should subtract the value of the dryads XP from the overall XP for the adventure)
9 Six dire wolves howl through the trees and bear down on the party. CR 8
10 A nymph is singing to herself while bathing in a pond not far from the road. If any PCs decide to investigate
further, they will find that she has not repressed her blinding aura. The nymph will fight to protect herself but is
not aggressive and would rather just be left in peace. If she suffers more than her total hit points in damage, she
flees. CR 7 (the XP award should be given out if the PCs successfully communicate with the nymph.
If a good-aligned party attacks her, the GM should subtract the value of the dryads XP from the
overall XP for the adventure)

16
trees that appear to have been chopped and smashed aware of it on this day, and react accordingly (as noted
to pieces, though it is not clear what creature wielding in the appropriate entries in the table).
what weapons could have caused such damage. The
torn earth is stained with dried blood and among the 7. Day Seven Into the Hills
debris are broken bucklers bearing the same black
griffon emblem as the mercenary spearmen. There are,
however, no bodies to be found. A DC 15 Perception The forest begins to thin out as it starts
check will note that there is no sign of either burial or a climbing toward the hills. As you emerge
furneral pyre. from the trees back into scrublands, you see
Detect magic will determine very little the battle something at the horizon ahead of you
happened too long ago for the aura to remain, other
than hinting that a great deal of magic was used. Detect
evil and detect chaos, however, will reveal stronger
lingering auras of chaos and evil thick across the scene. Smoke on the Horizon
The GM can roll for a random encounter on Table As the PCs near hill country and the forest thins out,
V. Reroll if a result used the previous day comes up. If they can see a thick line of black smoke up in the hills.
the party encountered the nymph, dryad or unicorn the It appears to be around a full days travel ahead and
previous day, the other two and the centaurs would be there is no direct line of sight, but smoke like that rarely

Table V: Day 6, Temperate Forest (roll 1d10)


Roll Encounter
1 Four giant mantises hiding in the trees and undergrowth attack the PCs, seeing them as food. CR 7
2 Six centaurs, fully armed and armored, approach the PCs. Their tribe claims this territory and while they
understand the necessity of a trade route, they will provide escort to any who pass through in order to make sure
they do not cause trouble. The centaurs will escort the party for the next 10 miles (just under a full days walk). If
the PCs met the two centaurs on day one, this group has heard about it and will react according to how the PCs
treated the pair of scouts. If the PCs attacked the dryad, nymph or unicorn yesterday, this group has heard about it
and will react accordingly. CR 10
3 One ettercap and six giant spiders attack the PCs. The ettercap has laced parts of the road with traps and the trees
along the road are filled with webs. CR 7
4 A unicorn gallops gracefully through the forest along narrow trails occasionally paralleling the road. The beautiful
creature acknowledges the PCs but will avoid direct contact with them. If the party met and attacked the dryad or
nymph yesterday, the unicorn will attack in retaliation. CR 0 (if the party leaves the unicorn alone) or CR 3
(if the unicorn attacks)
5 Six giant stag beetles feed on fallen rotted trees nearby but will ignore the PCs unless attacked. CR 9
6 After the PCs makes camp for the night, six werewolves attack in hybrid form. They will continue attacking in pairs
throughout the entire night, or until slain. CR 7
7 A pair of dire tigers snarl nearby, followed soon by an animals bleating and the screams of a kill. The PCs will go
unnoticed by the tigers unless they investigate. If the PCs do investigate, the tigers attack to defend their kill. CR 10
8 A dryad lounging in the bough of a great tree observes the party passing by. A ranger or druid in the party can
attempt to speak to her (Diplomacy DC 15). If she feels like talking, she will warn them that she senses a shadow
trailing them, but cant explain further. She will not stay long and will disappear back into the trees. If she is
attacked, she casts entangle and deep slumber before melding into the nearest tree. If the PCs met and attacked the
nymph or unicorn yesterday, the dryad lies in ambush and will attack. CR 3 (the XP award should be given
out if the PCs successfully communicate with the dryad. If a good-aligned party attacks her, the
GM should subtract the value of the dryads XP from the overall XP for the adventure. If the dryad
attacks the party, they receive full XP for the fight)
9 Six dire wolves howl through the trees and bear down on the party. CR 8
10 A nymph is singing to herself while bathing in a pond not far from the road. If any PCs decide to investigate
further, they will find that she has not repressed her blinding aura. The nymph will fight to protect herself but is
not aggressive and would rather just be left in peace. If she suffers more than her total hit points in damage, she
flees. If the PCs met and attacked the dryad or unicorn yesterday, the nymph lies in ambush, waiting for them. CR 7
(the XP award should be given out if the PCs successfully communicate with the nymph. If a good-
aligned party attacks her, the GM should subtract the value of the dryads XP from the overall XP
for the adventure. If the nymph attacks the party, they receive full XP for the fight)

17
bodes anything well. (The smoke is from the Village of hp 13 (2d8+4)
the Dead, see Day 9, below). Fort +2, Ref +2 Will +5
The GM can roll for a random encounter on Table Defensive Abilities: channel resistance +2
VI. This table is for days 7, 8, 10 and 13. OFFENSE
Spd 30 ft.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2
8. Day Eight Higher Into the Hills claws +3 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are
immune to this effect)
The going is a bit slower with the winding, STATISTICS
sloping roadway, and you estimate that Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14
Base Atk +1, CMB +2, CMD 14
throughout the day youve climbed a few
Feats Weapon Finesse
hundred feet over the course of many miles. Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7,
The view is quite impressive, as you can look Swim +3
around and see the forest and grasslands below Languages Common
and behind you for miles. Special Abilities
Ghoul Fever: Bite Injury; save Fort DC 12; onset 1
day; Frequency 1 day; effect 1d3 Con and 1d3 Dex; cure
2 consecutive saves; The save DC is Charisma based. A
The GM can roll for a random encounter on Table humanoid who dies of ghoul fever rises as a ghoul at the
VI, above. This table is for days 7, 8, 10 and 13. If an next midnight. A humanoid who becomes a ghoul in
this way retains none of the abilities it possessed in life. It
encounter is rolled on a subsequent day that has already
is not under the control of any other ghouls, but hungers
been used, the GM should reroll. for the flesh of the living and behaves like a normal ghoul
in all respects. A humanoid of more than 4 HD rises as a
9. Day Nine Village of the Dead ghast.

Signs of civilization become apparent once


more as you travel the road. There is a faded
sign indicating a village ahead. However, as
you grow near, the smell of old smoke lingers,
over the rancid stench of death. As you near the
outlying buildings, you see that the village has
been utterly destroyed. And it gets worse

What once was a small but presumably peaceful


mountain village is now the site of a massacre. The
entire settlement has been razed to the ground. Worse
than the damage, however, is what remains. Among the
ruins are at least two dozen ghouls (20+4d4 ghouls)
and a dozen advanced ghasts. They are feasting on the
corpses of the residents their former neighbors and
family members when the PCs arrive on scene.
Matil Vellamo and some of her cohorts were through
here about three days past. When the village refused to
help her capture the PCs, this was their punishment.
When the undead spot the party, they howl and
begin attacking in groups, based on proximity (see the
battle map on page 50). Each group will consist of 1d4
ghouls and 1 advanced ghast.

GHOULS CR 1 EACH
400 XP each
CE Medium undead
Init +2, Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

18
Table VI: Days 7, 8, 10 & 13 Hills/Mountains (roll 1d20)
Roll Encounter
1 A ferocious ogre mage swoops out of the sky, slashing at the PCs with its enormous blade. It will use invisibility and
darkness to confound the party and it loves engaging in melee, though it will use its magic to great effect as well,
using cone of cold or deeper slumber to catch the entire party when possible. CR 8
2 A young male chimera is trying to impress a female, and what better way to do that than attack a well-armed group
of adventurers? It will start off using its breath weapon from the air before landing and attacking the party on
the ground. Starting on round 3, the female will join the battle. CR 7 (if the male is defeated in less than 3
round) or CR 9 (if the female joins the battle)
3 Sixteen hobgoblins drilling nearby spot the PCs and attack. Half will engage with longbows at range while the
others advance with longswords and shields. CR 8
4 Four ogres are enjoying themselves smashing smaller humanoids to a pulp. These poor souls half of them ogre-
kin are very dead. The ogres havent spotted the PCs just yet. CR 7
5 A squad of orcs (10 orcs plus two sergeants (both with maximum hit points and masterwork weapons) and one
leader (with the advanced creature simple template, masterwork weapons and one magical +1 weapon)) spot the
PCs and attack, thinking of them good sport. CR 7
6 A successful DC 20 Perception check spots a pile of gray powder that smells quite bitter. If they dig through it,
the PCs find 1d4x10 gp worth of small gemstones and 1d6x10 gp in nuggets of precious ore. A DC 20 Knowledge
(nature) check will tell them it is gorgon dung. 1d4 minutes later, they encounter said gorgon, which immediately
attacks. CR 8
7 A shower of small boulders flies overhead, missing the PCs. The hoots and thundering footsteps that follow can only
belong to four hill giants spoiling for a fight. CR 11
8 The PCs find a severed arm holding a small wrapped parcel lying on the ground. If one of the party members
investigates the arm, they are immediately attacked by a leaping bulette (advanced creature simple template). It
will attack the entire party, diving into the earth and leaping again to attack often. Once the combat is done, if the
box is opened, it is found to contain several (2d12 each) horehound, peppermint, and licorice treats. CR 8
9 A conspiracy of 12 tengu is practicing swordplay in the hills. A few spot the party and give warning calls, causing
them all to scatter. For the remainder of the day, the tengu will follow the party, looking for the opportunity to steal
shiny baubles. They arent looking for a fight and mostly display good-natured avarice. They will defend themselves
if attacked, however. CR 7
10 Four ogres are being lorded over by a stone giant, bringing him their loot as tribute. The PCs can try and sneak past
before being noticed by the giants. CR 10
11 Twelve orcs hunting through the hills run across the PCs. Being orcs, they draw swords and attack. CR 7
12 A wyvern dives toward the party. It will attack with its stinger and attempt to grab a PC, and then drop them from a
great height. CR 6
13 Six bugbears, who have been stalking the party, strike while the party is resting. CR 7
14 Fifteen hobgoblins charge from higher up the hill. CR 8
15 A lone ogre (advanced creature simple template) has decided to attack travelers on the road, including the PCs. CR
4
16 A pair of trolls (advanced creature simple template), surly from the heat compared to their usual home, take it out
on anyone who happens by. Right now, that means the PCs. CR 6
17 Four giant eagles fly overhead. If the party isnt destroying large swaths of hillside as they go by, the eagles will
leave them alone. If the PCs are causing wanton destruction, or if the PCs attack the eagles, the eagles dive to
retaliate. CR 0 (if the party is not causing trouble) or CR 7 (if the eagles attack)
18 A pair of male hill giants is fighting each other in a narrow pass. Upon seeing the party, they decide instead to play a
round of punt the squishies and advance on the party. CR 9
19 A stone giant is clearing trees by smashing them with his club. While he doesnt appear to notice the party, he tosses
the fallen trees in their general direction. CR 8
20 An adult copper dragon is sunning on a hillside. It notices the party and climbs down to swap stories. It is a nice
enough creature, but tells awful jokes with annoying frequency. If the party can tell it a joke it hasnt heard before
(DC 35 Perform (oratory)) the dragon will give the PC who told the joke a valuable gemstone (worth 1d6x100 gp)
and fly off. Otherwise it will tell long rambling stories for 1d4 hours and will not take kindly to interruptions. CR 12

19
ADVANCED GHASTS CR 3 EACH Fort +10, Ref +6, Will +5
800 XP each Defensive Abilities protective slime; DR 10/cold iron or
CE Medium undead (advanced creature simple template) good; Immune electricity, poison; Resist acid 10, cold
Init +6; Senses darkvision 60 ft.; Perception +11 10, fire 10; SR 17
DEFENSE Offense
AC 22, touch 16, flat-footed 18 (+6 Dex, +6 Natural) Speed 30 ft.
hp 21 (2d8+12) Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear
Fort +6, Ref +6, Will +9 +12/+7 (1d8+7), bite +7 (1d6+2)
Defensive Abilities: channel resistance +4 Special Attacks sneak attack +2d6
OFFENSE Spell-Like Abilities (CL 7th)
Spd 30 ft. Constantsee invisibility
Melee bite +7 (1d6+5 plus disease and paralysis) and 2 At willdarkness, dispel magic, greater teleport (self
claws +7 (1d6+5 plus paralysis) plus 50 lbs. of objects only)
Special Attacks paralysis (1d4+1 rounds, DC 15, affects 1/daysummon (level 3, 1 babau at 40%)
elves normally) Statistics
STATISTICS Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16
Str 21, Dex 23, Con -, Int 21, Wis 22, Cha 22 Base Atk +7; CMB +12; CMD 23
Base Atk +1; CMB +6; CMD 20 Feats Combat Reflexes, Improved Initiative, Iron Will, Skill
Feats Weapon Finesse Focus (Stealth)
Skills Acrobatics +8, Climb +10, Perception +11, Stealth +11, Skills Acrobatics +11, Climb +12, Disable Device +11, Escape
Swim +6 Artist +11, Perception +19, Sense Motive +11, Sleight of
Languages Common Hand +11, Stealth +22; Racial Modifiers +8
Special Abilities Perception, +8 Stealth
Ghoul Fever: Bite-injury; save Fort DC 16, onset 1 day; Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
frequency 1 day; effect 1d3 Con and 1d3 Dex damage; Special Abilities
cure 2 consecutive saves. The save DC is Charisma based. Protective Slime (Su) A layer of acidic slime coats a
Paralysis (Su): Target: creature damaged by bite or claw babaus skin. Any creature that strikes a babau with a
attack, Save: Fortitude DC 17, Duration 1d4+1 rounds, natural attack or unarmed strike takes 1d8 points
Special: Affects elves normally. This special attack of acid damage from this slime if it fails a DC 18 Reflex
renders the victim immobile. Paralyzed creatures cannot save. A creature that strikes a babau with a melee
move, speak, or take any physical actions. The creature weapon must make a DC 18 Reflex save or the weapon
is rooted to the ground, frozen and helpless. Unlike hold takes 1d8 points of acid damage; if this damage
person and similar effects, a paralysis effect does not penetrates the weapons hardness, the weapon gains
allow a new save each round. A winged creature flying the broken condition. Ammunition that strikes a babau is
in the air at the time that it is paralyzed cannot flap its automatically destroyed after it inflicts its damage.
wings and falls. A swimmer cant swim and may drown.
The duration varies and is included in the Special Attacks The babau will attempt to sneak up on the PCs while
description. they are distracted by the ghouls, hoping to strike from
Stench (Ex): Area: 10-foot radius, Save: Fort DC 17 negates,
the shadows and make use of its sneak attack. Once the
Effect: sickened, Duration: 1d6+4 minutes. The stink
of death and corruption surrounding these creatures is PCs are aware of the babaus presence it will attack in
overwhelming. a frenzy, but will attempt to flee if its hit points drop
below 20.
After the PCs have fought at least three waves of
ghouls (at least a dozen of the undead), the next wave is 10. Day Ten Sparafucile Attacks
accompanied by an even more fearsome foe a babau
demon. The demon was brought to the village by Matil
Vellamo via a gate scroll. The demon is now free to The razed village grows ever farther behind
do as it wishes, and it was setting about making itself you and it seems youre more than halfway to
general of an undead army when the PCs arrived. The your destination. The hillsides are fairly steep
demon will not hesitate to try and gate in demonic help and rocky but not completely lifeless the
if it feels the need. occasional goat or mule deer is in view, grazing
on the tough grasses that grow here.
DEMON, BABAU CR 6
2,400 XP
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., see invisibility; The GM can roll for a random encounter on Table
Perception +19 VI, above. This table is for days 7, 8, 10 and 13. If an
Defense encounter is rolled on a subsequent day that has already
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) been used, the GM should reroll.
hp 73 (7d10+35)

20
At night while the party is encamped, Sparafucile
attacks. As the party sleeps, Sparafucile makes his
move. He will stalk whoever is on watch and use his
quiet death attack on them. Once the sentry is down, he
will search the sleepers for the map, then coup de grace
the PCs. This encounters map is provided on page 51.
GMs note: This is a particularly deadly encounter
for the party. It is recommended that they be allowed to
make Perception rolls vs. Sparafuciles Stealth in order
to wake up when the assassin is searching near that PC.
If the party is awakened, Sparafucile will attack whoever
is in his way before attempting to make his escape into
the darkness. He is an assassin, and fighting aware and
dangerous opponents is not his goal. He may try again
another night, though the party is likely to be too on-
guard to make this a practical solution. In all likelihood,
Sparafucile will abandon the job after the first attempt,
and slip away to another city. He can always get another
job, to his way of thinking.

SPARAFUCILE THE ASSASSIN CR 11


Male elf assassin 6/ranger 2/rogue 4
NE Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +16
DEFENSE
AC 22, touch 15, flat-footed 17 (+7 armor, +4 Dex,
+1 dodge) Sparafucile
hp 60 (2d10+10d8)
Fort +6, Ref +15, Will +6 death (DC 21) (Su), two-weapon combat style (Ex), wild
Defensive Abilities evasion, improved uncanny dodge, empathy +4 (Ex)
trap sense +1; Immune magic sleep effects; Resist +3 Combat Gear dagger of venom, +2 shortsword, darkwood
save bonus against poison composite longbow (str +2), 20 arrows, +1 mithral
OFFENSE chainmail
Spd 30 ft. Other Gear elixir of fire breath, potion of cure moderate
Melee +2 shortsword +13/+8 (1d6+4) or dagger of venom wounds
+12/+7 (1d4+3) or +2 shortsword +11/+6 (1d6+4) and SPECIAL ABILITIES
dagger of venom +10 (1d4+2) or unarmed strike +11/+6 Poison Use +3 save bonus against poison and no accidental
(1d3+2) poisonings
Ranged darkwood composite longbow (str +2) +15/+10 Death Attack (DC 20) (Ex) Kill or render a target helpless
(1d8+2) for 1d6+6 rounds with a prepared sneak attack.
Special Attacks death attack (DC 20), sneak attack +5d6 Elven Immunities +2 save bonus vs Enchantments.
STATISTICS Elven Immunities Immune to magic sleep effects.
Str 15, Dex 21, Con 10, Int 18, Wis 16, Cha 15 Evasion (Ex) Take no damage on a successful save.
Base Atk +9/+4; CMB +14; CMD 27 Fast Stealth (Ex) Move at full speed while using the Stealth
Feats Agile Maneuvers, Assassin Weapon Proficiencies, skill without penalty.
Dodge, Mobility, Point Blank Shot, Spring Attack, Hidden Weapons +6 (Ex) Gain +6 to Sleight of Hand
Stealthy, Two-weapon Fighting checks made to hide weapons.
Skills Acrobatics +12, Appraise +10, Bluff +12, Climb +7, Improved Uncanny Dodge (Ex) Retain DEX bonus to AC
Craft: Alchemy +10, Craft: Traps +10, Diplomacy +13, when flat-footed. Cannot be flanked unless the attacker is
Disable Device +10, Disguise +13, Escape Artist +12, Level 14+.
Fly +3, Handle Animal +7, Heal +8, Intimidate +10, Mobility +4 to AC against some attacks of opportunity.
Knowledge (dungeoneering) +9, Knowledge (geography) Point Blank Shot +1 to attack and damage rolls with
+10, Knowledge (local) +11, Knowledge (nobility) +8, ranged weapons at up to 30 feet.
Perception +16, Ride +9, Sense Motive +13, Sleight of Quiet Death (Ex) Make an opposed Stealth vs. Perception
Hand +11, Spellcraft +9, Stealth +15, Survival +13, Swim check to avoid sneak attacks being noticed.
+7, Use Magic Device +10 Sneak Attack +5d6 damage if flanking target or target is
Languages Common, Draconic, Elven, Gnoll, Goblin, Orc flat-footed.
SQ elven immunities, elven magic, favored enemy Spring Attack Move - attack - move when attacking with a
(humanoids [humans]) (+2 bonus) (Ex), fast Stealth melee weapon.
(Ex), hidden weapons +6 (Ex), poison use, quiet death Surprise Attacks (Ex) Opponents are always flat-footed
(Ex), surprise attacks (Ex), track +1, trapfinding +2, true in the surprise round.

21
Track +1 to survival checks to track. Matil will almost always use righteous might first in
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC combat to increase her power, and with her greataxe of
against traps. frost, she enjoys melee greatly. She will use her magic
Trapfinding +2 +2 to find or disable traps. as well as her personal fighting ability, and she has
True Death (DC 21) (Su) Casting raise dead on a victim of
brought allies.
death attack requires a successful DC 21 caster level
check. Matil has summoned a powerful creature to aid her
Wild Empathy +4 (Ex) Improve the attitude of an animal, in combat, a bebelith, as well as a huge air elemental. In
as if using Diplomacy. addition, she has a necromancer and a cleric with her,
as well as a score of advanced fast zombies. Worse still,
Sparafucile will stalk his prey from the shadows, she has prepared a symbol of death on the battleground
studying them intently before striking. He will attempt (the symbol is not marked on the map (see page 52); the
to use his death attack ability, usually with his dagger of GM should determine where it is, and mark it once the
venom. If he fails with death or sneak attacks, generally PCs trigger it or come close enough to see it).
he will try and finish off his current opponent, then Matil summoned both extra-planar creatures just
slip away into the shadows and try again at another before the PCs arrived the bebilith will disappear after
time. He is not a coward, but sees no percentage in 6 rounds and the air elemental after 5 rounds. While
getting bogged down in melee combat against prepared they are present, Matil instructs them to attack the foes
opponents. Such is not the method of a proper assassin. she deems most dangerous typically paladins, good
When opponents prove difficult, he may prepare traps clerics and rogues.
to slow them down and make them easier to deal with.
MATIL VELLAMO CR 14
Female human cleric 15
11. Day Eleven A Quiet Day CE Medium humanoid (human)
Init +3; Perception +10
DEFENSE
The wind in the hills whips against you as AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)
you travel and there is little growing or moving hp 131 (15d8+45)
in this patch of country. Overhead it appears Fort +12, Ref +8, Will +15
only vultures soar, and you get a sense of the Resist SR 13
ominous as you proceed. OFFENSE
Spd 20 ft.
Melee +2 frost greataxe +16/+11/+6 (1d12+5+1d6 cold) or
masterwork dagger +14/+9/+4 (1d4+2) or unarmed
strike +13/+8/+3 (1d3+2)
There are no encounters this day. Special Attacks destructive smite +7, scythe of evil for 7
rounds, 2/day, touch of evil 7 rounds
12. Day Twelve The Harbinger Spell-Like Abilities touch of evil 7 rounds
Cleric Spells Known (CL 15, +13 melee touch, +14 ranged
touch, spells marked (d) are domain spells; spells marked
with an * have already been cast):
A cold stream runs near the road, clear and 8 (DC 24, 1/day) symbol of death*, unholy aura (d)
rapid. The land is much less barren than your 7 (DC 23, 2/day) disintegrate (d), inflict serious wounds,
previous days travel and there even seem to be mass, summon monster VII*
a few fish in the stream. As you round a curve 6 (DC 22, 4/day) create undead (d), dispel magic,
in the road, you spot a group of ominous figures greater, heal, inflict moderate wounds, mass,
blocking your way. Two of the figures are huge summon monster VI*
and inhuman, the rest appear to be roughly 5 (DC 21, 5/day) command, greater, dispel good (d),
flame strike, righteous might, true seeing, wall of
humanoid. Over a dozen of the figures begin
stone
charging headlong for you. 4 (DC 20, 5/day) cure critical wounds, dismissal, divine
power, inflict critical wounds (d), poison, restoration
3 (DC 19, 5/day) animate dead, bestow curse, contagion,
cure serious wounds, dispel magic, magic circle
The partys behind-the-scenes nemesis, Matil Vellamo, against good (d)
finally comes forward after Sparafucile fails. She will 2 (DC 18, 6/day) aid, bulls strength, cure moderate
meet the party, axe in hand and armored to the fullest, wounds, darkness, hold person, shatter (d), sound
raining hell upon the party if they do not hand over burst
the map. Even if they do, she will attack to the fullest. 1 (DC 17, 6/day) bane, command, cure light wounds,
divine favor, doom, obscuring mist, true strike (d)
Matil will fight until she can no longer stand; such is
0 (DC 16) bleed, detect magic, read magic, resistance
the depth of her zealotry.

22
STATISTICS
Str 15, Dex 16, Con 16, Int 15, Wis 23, Cha 15
Base Atk +11/+6/+1; CMB +13; CMD 26
Feats Alignment Channel: Chaos, Alignment Channel:
Evil, Channel Smite, Command Undead (DC 19),
Deceitful, Persuasive, Selective Channeling, Toughness
+15, Weapon Focus: Greataxe
Skills Acrobatics +2, Appraise +8, Bluff +6, Climb +5,
Diplomacy +16, Disguise +5, Escape Artist +2, Fly +0,
Handle Animal +7, Heal +12, Intimidate +10, Knowledge
(arcana) +10, Knowledge (dungeoneering) +4, Knowledge
(nobility) +7, Knowledge (religion) +14, Knowledge (the
planes) +10, Linguistics +7, Perception +10, Ride +5,
Sense Motive +15, Sleight of Hand +2, Spellcraft +11,
Survival +13, Swim +4
Languages Abyssal, Common, Draconic
SQ aura (Ex), aura of destruction +7 (15 rounds/day) (Su),
channel negative energy 8d6 (5/day) (DC 19) (Su), cleric
domains: Destruction, Evil, spontaneous casting
Combat Gear +2 frost greataxe, +2 spell resistant (13)
breastplate
Other Gear belt of physical might (STR & CON) +2, potion
of cure moderate wounds Matil Vellamo
SPECIAL ABILITIES
Alignment Channel: Chaos, Evil: Channel energy heals or Defensive Abilities air mastery; DR 5/; Immune
harms outsiders of stated alignments elemental traits
Aura (Ex) Chaotic evil aura. OFFENSE
Channel Negative Energy 8d6 (5/day) (DC 19) (Su) Spd fly 100 ft. (perfect)
Channel negative energy to injure the living and heal the Melee 2 slams +17 (2d6+6)
undead. Special Attacks whirlwind (3/day, 1050 ft. high, 2d6+6
Channel Smite Channel divine energy through a melee damage, DC 21)
weapon wielded. STATISTICS
Cleric Domain Granted Powers: Destruction: Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Destructive Smite (Su): Gain the destructive smite power: Base Atk +10, CMB +18; CMD 38
the supernatural ability to make a single melee attack Feats Combat Reflexes, Dodge, Flyby Attack, Improved
with a morale bonus on damage rolls equal to 1/2 InitiativeB, Iron Will, Mobility, Weapon FinesseB
cleric level. Must declare the destructive smite before Skills Acrobatics +18, Escape Artist +18, Fly +23,
making the attack. Use this ability a number of times Knowledge (the planes) +7, Perception +13, Stealth +9
per day equal to 3 + Wisdom modifier. Languages Auran
Destructive Aura (Su): +7 (15 rounds/day) (Su) 30-foot SPECIAL ABILITIES
radius aura grants +1 to all damage rolls within and all Air Mastery (Ex) Airborne creatures take a 1 penalty on
critical threats are confirmed. attack and damage rolls against an air elemental.
Cleric Domain Granted Powers: Evil: Whirlwind (Su) The air elemental can transform into a
Touch of Evil (Sp): 7 rounds (9/day) (Sp) With a melee whirlwind and remain in that form for up to 1 round for
touch attack, target is sickened and counted as good- every 2 HD it has. It can continue to fly while in
aligned for the purpose of [evil] spells. whirlwind form.
Scythe of Evil (Su): 7 rounds, 2/day. (2/day) (Su) A melee
weapon held becomes unholy. BEBILITH
Selective Channeling Choose not to include up to 2 CE Huge outsider (chaotic, evil, extraplanar)
targets in channeling area of effect. Init +5; Senses darkvision 60 ft., scent; Perception +16
Command Undead (DC 19) Command undead creatures, DEFENSE
making them into servants. AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural,
Spontaneous Casting Convert stored spells into inflict 2 size)
spells. hp 150 (12d10+84)
Fort +15, Ref +11, Will +7
HUGE AIR ELEMENTAL DR 10/good
N Huge outsider (air, elemental, extraplanar) OFFENSE
Init +13; Senses darkvision 60 ft.; Perception +13 Spd 40 ft., climb 20 ft.
DEFENSE Melee bite +19 (2d6+9 plus rot) and 2 claws +19
AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 (2d4+9/1920)
natural, 2 size) Special Attacks dismantle armor, penetrating strike, web
hp 95 (10d10+40) (+11 ranged, DC 23, 12 hp)
Fort +11, Ref +16, Will +5

23
Spell-Like Abilities (CL 12th) Scribe Scroll, Spell Focus: Necromancy, Spell Mastery,
At willplane shift (bebilith only) Spell Penetration, Wizard Weapon Proficiencies
STATISTICS Skills Appraise +11, Climb +3, Diplomacy +6, Fly +7,
Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13 Handle Animal +5, Knowledge (arcana) +14, Knowledge
Base Atk +12; CMB +23; CMD 34 (46 [ 48 ] vs. trip) (religion) +13, Knowledge (the planes) +12, Perception
Feats Cleave, Improved Critical (claws), Improved Initiative, +6, Ride +7, Sense Motive +4, Sleight of Hand +6,
Iron Will, Lightning Reflexes, Power Attack Spellcraft +13
Skills Acrobatics +16, Climb +32, Perception +16, Sense Languages Abyssal, Common, Draconic, Elven
Motive +16, Stealth +16, Survival +16; Racial Modifiers SQ divination, grave touch (7/day) (Sp), opposition schools:
+8 Stealth Illusion, Necromancy, power over undead (7/day) (Su)
Languages Abyssal (cannot speak); telepathy 100 ft. Combat Gear +1 quarterstaff, heavy crossbow, 10
SPECIAL ABILITIES crossbow bolts
Dismantle Armor (Ex) If a bebilith hits with both claw Other Gear bracers of armor +1, potion of cure moderate
attacks, it can peel away the targets armor and shield as a wounds, ring of protection +1
free action by making a CMB check. If successful, the SPECIAL ABILITIES
targets armor and shield are dismantled, falling to the Divination Must spend 2 slots to cast spells from the
ground. Armor subjected to this attack loses half its hit Divination school.
points and gains the broken condition if the target fails a Illusion Must spend 2 slots to cast spells from the Illusion
DC 25 Reflex save. school.
Penetrating Strike (Su) A bebiliths natural weapons Eschew Materials Cast without materials, if material cost
are treated as chaotic and magical for the purposes of is less than 1gp.
penetrating damage reduction. Against creatures with the Grave Touch (7/day) (Sp) Melee touch attack, shakes then
demon type, its natural weapons are also treated as cold frightens target.
iron and good. Greater Spell Focus: Necromancy +1 to the save DC of
Rot (Su) A bebiliths bite causes a horrible withering and Necromancy spells.
weakening of the flesh, resulting in a hideous melting Power Over Undead (7/day) (Su) Receive Command
and foul rotting effect. This catastrophic withering begins Undead or Turn Undead as a bonus feat.
on the round the creature is bitten and continues for Spell Focus: Necromancy Necromancy spells have +1 to
another 4 rounds thereafter, for 5 rounds of withering their save DC.
in all. Each round the rot persists, the target must Spell Mastery Prepare spells 4 spells without a spellbook.
succeed on a DC 23 Fortitude save or take 2 points of Spell Penetration +2 to caster levels checks to overcome
Constitution damage. If the target makes two consecutive spell resistance.
saving throws in a row, the effect is cured. Heal can also
halt the rot effect. Raibohne has under his control 12 fast zombies he
animated from the remains of the mercenaries Matil
RAIBOHNE CR 6 had hired to attack the PCs a few days ago. He sends
Male human wizard (Necromancy) 7
them into battle, and follows them up with more spells.
CE Medium humanoid (human)
Init +2; Perception +6
If any of the PCs fall in battle, he will attempt to animate
DEFENSE them as undead as well.
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex,
+1 deflection) 12 Fast Zombies
hp 34 (7d6+7) NE Medium undead
Fort +3, Ref +4, Will +5 Init +2; Perception +0
OFFENSE DEFENSE
Spd 30 ft. AC 18, touch 12, flat-footed 16 (+4 armor, +2 natural
Melee +1 quarterstaff +3 (1d6) or unarmed strike -2 (1d3-1) armor, +2 Dex)
Ranged heavy crossbow +5 (1d10) hp 12 (2d8)
Wizard Spells Prepared (CL 7, +2 melee touch, +5 Fort +0, Ref +2, Will +3
ranged touch): Immune undead traits
4 (DC 18, 2/day) animate dead (x2), black tentacles OFFENSE
3 (DC 17, 3/day) fireball, halt undead, haste, vampiric Spd 40 ft.
touch Melee dagger +5 (1d4+4) or shortspear +5 (1d6+4) or
2 (DC 16, 4/day) acid arrow, command undead, flaming shortsword +5 (1d6+4) or slam +5 (1d6+4)
sphere, ghoul touch, protection from arrows Special Attacks Quick Strikes (Ex): Whenever a fast
1 (DC 15, 5/day) burning hands, chill touch (x2), magic zombie takes a full-attack action, it can make one
missile, protection from good, shocking grasp additional slam attack at its highest base attack bonus.
0 (DC 14) acid splash, detect magic, flare STATISTICS
STATISTICS Str 18, Dex 14, Con -, Int -, Wis 10, Cha 10
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 13 Base Atk +1; CMB +5; CMD 16
Base Atk +3; CMB +2; CMD 15 Feats Toughness
Feats Craft Magic Arms & Armor, Command Undead, Combat Gear dagger, shortspear, shortsword, chain shirt
Eschew Materials, Greater Spell Focus: Necromancy,

24
BLODWYN CR 6 Combat Casting +4 to Concentration checks to cast while
Female half-elf cleric 7 on the defensive.
CE Medium humanoid (elf, human) Destructive Smite +3 (7/day) (Su) Gain the destructive
Init -1; Senses low-light vision; Perception +6 smite power: the supernatural ability to make a single
DEFENSE melee attack with a morale bonus on damage rolls equal
AC 16, touch 9, flat-footed 16 (+7 armor, -1 Dex) to 1/2 cleric level (minimum 1). Must declare the
hp 49 (7d8+14) destructive smite before making the attack.
Fort +8, Ref +2, Will +10 Elf Blood You are counted as both elves and humans for
Immune magic sleep effects any effect relating to race.
OFFENSE Elven Immunities +2 save bonus vs Enchantments.
Spd 30 ft. Elven Immunities Immune to magic sleep effects.
Melee adamantine battleaxe +8 (1d8+1) or dagger +6 Spontaneous Casting The cleric can convert stored spells
(1d4+1) or unarmed strike +6 (1d3+1) into inflict spells.
Ranged heavy crossbow +4 (1d10)
Special Attacks destructive smite +3, touch of evil 3 rds Blodwyn is a fanatical acolyte of Matils. She fights
Spell-Like Abilities touch of evil 3 rounds
side-by-side with the more powerful cleric, and follows
Cleric Spells Known (CL 7, +6 melee touch, +4 ranged
touch, spells marked (d) are domain spells): her lead. If Matil remains on the battlefield, so does
4 (DC 18, 2/day) divine power, inflict critical Blodwyn; if Matil flees, so does Blodwyn.
wounds (d), poison
3 (DC 17, 3/day) bestow curse, contagion, deeper 13. Day Thirteen Looming
darkness, rage (d)
2 (DC 16, 4/day) aid, align weapon (d), cure moderate
Mountains
wounds, silence, sound burst
1 (DC 15, 5/day) bane, cause fear, cure light wounds,
doom, protection from good, true strike (d)
The hills ahead are growing ever larger.
0 (DC 14) bleed, detect magic, mending, resistance Soon, you will be traveling through mountains
STATISTICS instead of hills. The air is growing slightly
Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13 thinner as you trudge on, knowing you are
Base Atk +5; CMB +6; CMD 15 nearly to your elusive destination.
Feats Channel Smite, Combat Casting, Extra Channel, Skill
Focus: Spellcraft (Adaptability), Weapon Focus: Battleaxe
Skills Acrobatics -4, Appraise +4, Climb +2, Diplomacy
+7, Escape Artist -4, Fly -4, Handle Animal +5, Heal +10, The GM can roll for a random encounter on Table
Knowledge (arcana) +6, Knowledge (religion) +6, VI, above. This table is for days 7, 8, 10 and 13. If an
Perception +6, Ride +0, Sense Motive +9, Spellcraft +9, encounter is rolled on a subsequent day that has already
Stealth -4, Swim -2 been used, the GM should reroll.
Languages Common, Elven
SQ aura (Ex), channel negative energy 4d6 (6/day) 14. Day Fourteen Albion
(DC 14) (Su), cleric domains: Destruction, Evil, elf blood,
elven immunities, spontaneous casting Armitages Astounding Arsenal
Combat Gear adamantine battleaxe, heavy crossbow,
dagger, 10 crossbow bolts, +1 dragonhide breastplate
Other Gear cloak of resistance +1, potion of cure light
You cant be sure whether to be awestruck,
wounds or madly disappointed. You have come to the
SPECIAL ABILITIES location shown on the map and found only what
Aura (Ex) Chaotic evil aura. lies before you: a wooden shack with a pair of
Channel Negative Energy 4d6 (6/day) (DC 14) (Su) carved gargoyles flanking the door. Above, a
Channel negative energy to injure the living and heal the painted sign reads ALBION ARMITAGES
undead. ASTOUNDING ARSENAL. Below, in
Channel Smite Choose to spend one use of channel energy smaller letters, you read The Price Will Be
ability to channel power through melee attack
Paid. You have come to the end of the road.
Cleric Domain Granted Powers: Destruction:
Destructive Smite (Su): Gain the destructive smite power:
Your destination appears to be a 10 foot
the supernatural ability to make a single melee attack by 10 foot wooden shack with a pair of carved
with a morale bonus on damage rolls equal to 1/2 wooden gargoyles by the door. There is no
cleric level. Must declare the destructive smite before knocker on the door, only an iron handle. As
making the attack. Use this ability a number of times you go inside, you find the shack is empty. No
per day equal to 3 + Wisdom modifier. windows, no decorations, no furniture, only a
Cleric Domain Granted Powers: Evil: set of stairs in the floor, heading down. You see
Touch of Evil (Sp): 3 rounds (7/day) (Sp) With a melee a soft glow, like from a candle, near the bottom
touch attack, target is sickened and counted as good-
of the stairway
aligned for the purpose of [Evil] spells.

25
PART III: ALBION ARMITAGES evil, etc. still work. If a spellcaster attempts to cast a
spell nothing happens but they have still expended
ASTOUNDING ARSENAL that spell for the day. The exceptions are noted below.
For the PCs who stay outside or in the shack:
The well-lit area is filled with echoes and
snatches of conversation from a distance. You
As your companions head down the stairs,
cant be sure if its distortion or not, but you
you lose sight of them, and after a few moments,
swear some of the languages are completely
cannot hear any trace of them, either. Calling
alien to you. As you step into the arsenal, you
for them produces no result if they are down
see a large counter with a dark-skinned, very
there, they cannot hear you. It is as though they
beautiful woman sitting behind it, reading a
are in a different plane of existence...
book and looking somewhat bored. She appears
to have small dark horns on her forehead and
vestigial wings between her shoulder blades.
There is a small plaque on her counter reading
For the PCs who head down the stairway:
Desdemona Darklove, Manager. As she notices
you, she calls back into the arsenal, Albion,
dearest, we have new arrivals.
The stairs creak beneath your feet as you Almost before she stops speaking, a hand
head into darkness. Walking under a stone claps onto [name one of the PCs]s shoulder.
arch, you feel the hair on the back of your head The person it is attached to appears to be
stand up and you suddenly feel lighter. You an aristocratic, middle aged human male,
can see light coming from the crack under an dressed in a bizarre ensemble that even the
apparently normal door. You open it, and find most flamboyant court jester would blush to
yourself looking into a simply cavernous space wear. Layers of purples, yellows, and almost
filled with shelved aisles, and upon every shelf luminescent oranges, blues, and greens feature
seem to be some kind of weapon or armor. The heavily.
space looks so large that you doubt you could Welcome, welcome to my shop, fine
hit the far wall with a shot from a longbow. travelers! You have finally arrived at Albion
Armitages Astounding Arsenal. I am the
proprietor; you may call me Albion Armitage.
Now, what are we in the market for? Swords?
Have each PC present make a DC 5 Perception check.
Axes? Disintegrator cannons? Matter
If the check is successful, read the following:
conversion bombs? No, wait, never mind those
last two forgot where I was. Well, Im certain
we have something to accommodate your surely
You realize that all of your weapons are particular tastes. Now, youre the emissaries for
gone, and in your hand is a small ticket with a the Duke of Cathay, are you not? He extends
four digit number and a list of all the weapons his hand, expectantly.
you were carrying, including any weapons you
had hidden.
He is obviously expecting the letter from the duke.
If the PCs do not produce the letter, his attitude grows
a bit chillier and he will not negotiate on prices. If he
All PCs who enter the arsenal are magically stripped
is given the letter, he opens it, nods, and says to the
of all weapons, regardless of how well they were hidden
PCs, His Graces courtyard, after the next new moon.
or how many layers of clothing and gear was on top of
Delivery and retrieval of payment. He will negotiate
them in their bags. Bags of holding are also on the list
up to 10% off the listed price on items the duke has
and are gone from the characters person. In addition,
ordered, should the PCs be inclined to negotiate
magic divine or arcane doesnt work in the arsenal.
(opposed Diplomacy checks, Albion has a Diplomacy
Spell-like abilities of any kind also do not work. Clerics
of +20). Since the deal with the duke has already been
cannot channel energy or cast spells, though they can
set, and Albion is not one to renege on a deal, a poor
still feel their connection with their deity; rangers,
negotiation attempt on the part of the PCs (even a roll
druids, and paladins cannot cast spells. However,
of a natural 1 on Diplomacy) will not affect the dukes
druids can wildshape, bardic performance abilities
purchase. It may, however, affect Albions personal
still work, and paladin powers smite evil, detect
dealings with the PCs.

26
towering stone construct with six immense
arms, three from each shoulder. Passing such
bizarre and unearthly sights, you finally come
to a section that appears normal wooden
shelves in metal frames, pegs holding up
weapons, and stands displaying armor proudly.
Class T merchandise, here you are. Feel
free to browse. Ill have a couple of prote at
your disposal if you need help carrying things.
In addition to what you see here, we also have
trade-in items and can do custom orders,
Albion tells the party. Ah, here the prote are
now.
The creature stepping around the corner
into the aisle you are in must be a prote, since
it stops and seems to wait for instructions. It
appears to be a human male of slightly lower
than average height and of average build. Its
Albion Armitage face is covered by a dark scarf across the nose
and mouth and it wears a hooded cloak over
its outer clothes. On its hands are fingerless
gloves. Seconds later, another arrives, looking
Well with that settled, let me show you
very similar to the first. They do not look at or
my wares. Lets see, you look like
speak to each other, nor your party.
Desdemona interrupts, not looking up from
So what are we looking for today? Albion
her book. Class T, dearest.
Armitage asks.
Albion nods. Quite right, quite right. Class
T it is. Well, do follow me, he instructs. He
claps his hands once and large sections of the
Detection Spells in the Arsenal:
warehouse begin glowing with brilliant white
light, and then fade into mere glowing outlines
Detect magic creates overwhelming readings there
of their former shape. He leads you past
is so much magic present of such power that the caster
several phantom shelves and down the now-
must make a DC 25 Will save to avoid being stunned for
empty aisles. Occasionally you pass the ghostly
1d4 rounds.
image of a person, sometimes very much like
Detect chaos reads very strongly on Desdemona and
yourselves an adventurer of one of the known
Karrago (see below), but not on Albion or any of the
races and other times of beings completely
prote. Detect evil reveals no evil beings in the area. No
alien. A shelf full of large tubes with a large
detection spells of any kind seem to indicate anything
cone on one end and a small opening at the
about Albion.
other appears to be browsed by the phantom
The prote are not people or undead, but oddly enough
of a bipedal rhinoceros in some kind of plate
appear to be some sort of construct. Moreover, Albion
armor. Two aisles over, an array of tool-like
seems quite aware of attempts to magically analyze him
objects is being examined by an insect-like
and reacts with amused but fading tolerance. After a
humanoid standing easily six feet tall.
few attempts, he tells the PCs not to further waste his
Through the aisles, cloaked figures move
time or theirs.
objects both visible and invisible, tending and
True seeing will reveal Desdemona to be a succubus
stocking shelves and displays. In the distance,
instead of the sorceress she acts like, though a DC 20
along the walls of the arsenal, you see ten
Knowledge (planes) check reveals that Desdemona
enormous steel doors, five on each side of the
does not quite act like a succubus either. The same spell
arsenal. You estimate that they are at least
combined with a DC 25 Knowledge (planes) will show
thirty feet high and forty feet across. They are
the arsenal to be a pocket dimension connected to
all covered in symbols that almost seem to twist
many realities at once. The ghostly parts of the arsenal
and change as you try and read them. Snatches
have been shifted just out of the current reality. Many
of deep disembodied voices echo from the area
of the objects in the arsenal are difficult to interpret but
near the large doors.
they all seem to be weapons or armor of some sort.
Near the far end of the arsenal there is a

27
If the PCs ask about the merchandise, Albion will
give them a summary of each piece of equipments magical munitions. There are also several of
description and general abilities. (See The Arsenal, the ghostly outlines of objects that must also be
page 37.) weapons, though they look more like gnomish
If one or more PCs investigate the doors, they find contraptions than anything else. There is even a
they are not opposed. They occasionally see other prote bizarre 10-foot tall device of roughly humanoid
all of them identical to the ones theyve seen moving shape, though the rather forward-set head has
among the ghostly shelves, placing invisible objects that several tentacles dangling from the lower jaw,
become the white light outlines like everything else on and the forearms are equipped with numerous
the shelves. tubes, large bulky devices, and large talon-like
When they reach the enormous doors, there appear metal hands with three fingers. However, these
to be no handles, bars, or latches on the doors, and objects are held within a cage inside the second-
they seem to be recessed into the stone walls. Attempts hand area and seem to be off-limits.
to open or touch the doors will result in the PC being
gently pushed back 10 feet (no save or resistance) and
a voice announces one of the following statements (GM There is a 35% chance of finding 1 each of any major
roll 1d10): or specific magical weapon or armor from the Pathfinder
Roleplaying Game Core Rulebook; they are available
for 5% off normal price. For minor magical weapons and
Roll Result
armor, that chance increases to 85% and the discount is
1 Macross gate disengaged: space fold in 10% off. Items from additional sourcebooks may also be
progress. The voice is calm and feminine. available at the GMs discretion.
2 Neutron star interference. Please try again
later. The voice is a smooth male tenor. If the PCs ask about custom equipment:
3 *undecipherable alien language* Sounds like a
frog mating with a woodpecker.
4 Passage to Thaetaren Empire forbidden to Class Certainly! I knew you looked like discerning
T sophonts. Deep male voice. customers, Albion says. We can craft a
5 This terminal is for loading and unloading weapon or armor to your specifications, for a
mecha only. Bored female voice. price. We have a master-smith here who can
6 *rapid clicking and squealing, like a dolphin* build what you seek, if we choose to accept your
order. Half the cost up front, of course. Let me
7 Password? *regardless of answer* Hah-hah,
introduce him. Karrago! Albion barks, and a
real funny pal. Snarky male voice.
metal hatch in the floor opens several feet away.
8 Im sorry, *insert character name*, I cant do There is a palpable rush of heat as it opens
that. Calm, smug male voice.
and you feel the room grow several degrees
9 *optic pulse of green light in rhythmic pattern* warmer. There is a snarl and hiss before a
10 Relative existence transition among restricted figure emerges from the hatch. A sinister
dimensions strictly prohibited The voice is high- draconic head and powerful shoulders precede
pitched, droning, and agitated. a serpentine torso and long snake tail with
sharp spines. The creature stands taller than a
If the PCs ask about trade-in equipment, read the man on his coiled tail, and he seems to radiate
following: intense heat. Across his torso is a pair of chain
belts, glowing red from his body heat, from
which hang various tools.
Ah, interested in second-hand equipment? What do you want? the creature hisses,
Well, if thats what youd like. Some of our eyes glowing with malevolence. He seems to
previous clients were so impressed with our be rather ill-tempered and once the party has
offerings that they offered their own possessions made their order, he will grunt and slither back
for credit. Fairly mundane stuff, honestly, but into his workshop below.
cheap enough, Albion shrugs. He shows you to
a cordoned off area loaded with slightly worn
or tarnished gear thats obviously seen use but
is still in fully functional condition. There are A DC 10 Knowledge (planes) check will tell that the
numerous suits of armor, literally barrels full smith is a salamander generally evil beings from the
of weapons, and even partially full quivers of Plane of Fire and the Abyss; a result of better than DC
20 reveals Karrago is abnormally large for such beings.

28
Party members can order magic weapons or Depending on the PCs actions, they may or may
armor made to their specifications, designed using not become more involved. If they were employed by
the properties and rules found in the Pathfinder the duke, his men summon the PCs to the keep and
Roleplaying Game Core Rulebook. They may use interview them about their journey. The duke is very
the mundane weapons offered by Albion Armitages pleased at the news about his purchases. He tells
Astounding Arsenal as the base for a magical weapon them that someone conspiring against me, no doubt
as well, or if they have a weapon from another source, in the service of the merchants guild kidnapped
the party member can give it to Karrago or Albion for Camerlengos children to manipulate the chamberlain.
them to reverse engineer and use as a base weapon as The children were returned to their father as ghouls and
well. Regardless of the type, weapons will be finished devoured the chamberlain before rampaging through
in two weeks, and armor in one month. Cost is as per the keep. Only the actions of Sir Barnebas Van Der
Pathfinder Roleplaying Game Core Rulebook, plus Deink saved the duke from falling victim as well.
25%. The PCs are paid the remainder of their promised fee
and given tokens of ducal favor which may be traded for
When the party has made their selections (if any): one boon at a later date. They are then bid farewell and
good fortune in their next adventures.
Desdemona reviews each of the PCs purchases
and asks how they intend to pay. She reviews the PART V: FUTURE ADVENTURE
possessions on their tickets and offers trade-in credit
up to 50% value of any magic or unique weapons or HOOKS INVOLVING ALBION
armor the PCs had when they entered the arsenal. ARMITAGES ASTOUNDING
Especially rare or valuable magical objects may also
be considered for trade. Aside from trade-ins, other ARSENAL
forms of payment are accepted. Hard currency coin
and gems are preferred, but land pledges or even 1. The Recurring Nemesis: Matil Vellamo may be
chattel are accepted (good characters will NOT treat vanquished, but the power she serves remains. It is
other intelligent beings as property). PCs can even trade entirely possible that others of her sect, or perhaps
themselves into service of the arsenal in exchange for even her very deity, will resurrect Vellamo to once
merchandise. Such characters will be used as agents to more spread chaos and destruction. She will surely seek
acquire valuable materials or resources, or to enforce revenge upon those who defeated her, though not to the
collection of unpaid debts by other clients. Characters detriment of her deitys goals.
who do so earn 10% of the value of the collected debt 2. Another Map: Before leaving the arsenal, the
toward their own debt. PCs can buy a blank map from Desdemona for 250
After arranging payment, Desdemona offers the PCs gp. She informs them that the map will let them know
a map for 250 gp to allow them to find the arsenal again, when the arsenal returns to this world and show them
though it most likely will not appear on this plane again where, from their current location, wherever it may be.
for several years. Custom orders placed will be delivered However, this could be years or decades later.
after being finished, with a dimensional portal opening 3. Historys Mystery: The PCs are approached
wherever the PC is located, to allow a prote to deliver by a scholar who wants to interview them in detail
the object and collect the rest of the payment. about their experiences with the arsenal. The scholar
Anyone attempting to steal anything from the arsenal is investigating the strange being known as Albion
is dealt with extremely harshly, though Albion prefers Armitage and the legends surrounding his arsenal.
not to kill any thieves. He has other uses for them 4. Is This a Prote Before Me? Many weeks or
even months later, in a market bazaar somewhere far
from Cathay, one of the PCs spots a prote in the crowd.
PART IV: THE RETURN TO When they go to look for the prote, it is gone.
CATHAY 5. Sleeping with the Enemy: In the midst of a
pitched battle, the PCs recognize the weapons in the
The return trip to Cathay is uneventful. The GM can enemies hands as being some of the merchandise
roll for random encounters on the tables in Part II, as available from Albion Armitages Astounding Arsenal.
appropriate, but there are no major encounters along 6. Dream Weaver: In their dreams, Desdemona
the way. appears to the PCs and informs them that they have a
Upon returning to Cathay, the party finds a great opportunity to do a job for Albion Armitage.
state funeral in progress. During their absence, the The risk will be great but the rewards substantial, she
chamberlain, Petras Camerlengo, was apparently slain. promises. The job turns out to involve traveling to
Rumors abound but no one outside the keep seems to another dimension and embarking on a quest there.
know for certain exactly what happened. The job may involve the PCs seeking stones infused

29
with magical energy to use as power cells for the He views haggling as a sport and will often extend
Ekatonkier. negotiations just for the sake of amusement. The one
7. And Hear the Lamentations of Their thing he will not tolerate is being cheated anyone he
Women! Refugees from a distant nation, reported catches attempting to steal from his shop is immediately
to be as old and powerful as any nation the PCs are expelled, sans explanation, refund, and their own
familiar with, have started arriving in large numbers, equipment his reparation fee. Those who have stolen
having fled great destruction. When questioned, they from him in the past, if they are able to find Albions
claim that an army of a warlord that had been a minor shop again, will find him to be willing to do business
nuisance for years was destroying everything in its with them once again, at somewhat inflated prices.
wake. They tell of unexplained horrors hundreds of Those who attempt to steal from him twice are taken
burning arrows filling the skies, soldiers with bizarre by the prote into one of the sealed rooms in the arsenal
weapons, and an enormous multi-armed giant golem and never seen again. The truest signs of his power are
hammering through the walls of their cities. All of these linked with his shop within the shop, reality flows as
sound very familiar. he wishes it to.
8. You Want I Should Break His Kneecaps, Albion Armitage is what many would consider to be
Boss? The characters trade their services to Albion a demi-god. He has no worshippers or following that he
Armitage in order to pay for their purchases, and act knows of (and would probably tell them to knock it off
as enforcers, repossession agents, and acquirers for the if he did find some), but is clearly on a power level equal
mysterious arsenal. to or exceeding many powerful demon lords or devil
princes. The rules on magic and spell casting inside
the arsenal (as explained in the previous section) do
NPCs not apply to Albion or to Desdemona (see below). Also,
while inside the arsenal, those Albion targets with his
For those NPCs intended as combat encounters, full stat spells or spell-like abilities suffer a -4 penalty to their
blocks are given within the text of the adventure. Extra saves.
notes on their personalities are included in this section.
For those NPCs not intended as combat encounters, but
ALBION ARMITAGE CR 30
for whom a GM may need full stat blocks, you will find Male human wizard 20
them here. All NPCs are listed in alphabetical order, by N Medium humanoid (human)
first name. Init +8; Senses darkvision 120 ft.; Perception +11
Note that none the NPCs detailed here include an XP DEFENSE
value. This is because the PCs should not fight any of AC 34, touch 21, flat-footed 30 (+8 armor, +3 Dex,
them. If the PCs do get into a fight with one or more of +5 deflection, +1 dodge, +5 natural)
these NPCs, the GM should actually deduct XP from the hp 161 (20d6+60)
PCs rather than award it assuming the PCs survive, Fort +11, Ref +12, Will +19
DR 20/-
that is.
Immune SR 20
OFFENSE
Albion Armitage Spd 30 ft.
The proprietor of the Astounding Arsenal, Albion Melee +4 dancing adamantine dagger +17/+12 (1d4+7) or
appears as a handsome and tall middle-aged human staff of power +11/+6/+7 (1d6+5/1d6+3) or unarmed
male. His manner of dress is very unusual, featuring strike +9/+4 (1d3+3)
a panoply of various articles from a score of different Spell-like Abilities (CL 20, +13 melee touch, +14 ranged
touch):
cultures, many of which most PCs will not recognize.
At Will: disintegrate (DC 25), shapeshift, summon (1d4
While his expression remains firmly affable, there prote)
is something menacing about him, and there is an 3/day: banishment (DC 26), baleful polymorph (DC 24)
unmistakable sense of power behind his facade. He is 1/day: charm monster, mass (DC 27)
unfailingly glib even when describing the most unusual Wizard Spells Prepared (CL 20, +13 melee touch, +14
pieces of merchandise, the only emotion being an ranged touch):
occasional hint of pride. 9 (DC 28, 6/day) energy drain, gate, hold monster,
His motivations in running his shop are quite mass, summon monster IX (x2), time stop
simple: he provides unique, high quality merchandise 8 (DC 27, 7/day) antipathy, dimensional lock, discern
location, iron body, polar ray, polymorph any object,
specifically, weapons and armor in both mundane
temporal stasis
and magical varieties and sells it to whoever can 7 (DC 26, 7/day) arcane sight, greater, banishment,
pay the asking price. He makes no judgments, is ethereal jaunt, forcecage, hold person, mass, scrying,
uninterested in causes, unmoved by persuasion, and greater, teleport, greater
beyond intimidation. Albion Armitage does not care 6 (DC 25, 8/day) analyze dweomer (x2), antimagic field,
who uses his merchandise, nor to what end. dispel magic, greater, elemental body III, form of the

30
dragon I, mages lucubration, true seeing SPECIAL ABILITIES
5 (DC 24, 9/day) baleful polymorph, break enchantment, Arcane Strike As a swift action, add +4 damage and
contact other plane, dismissal, dominate person, weapons are treated as magic for the purpose of
fabricate, major creation, permanency, telekinesis overcoming damage reduction.
4 (DC 23, 9/day) arcane eye, bestow curse, charm Combat Casting +4 to Concentration checks to cast while
monster, detect scrying, dimension door, enervation, on the defensive.
geas, lesser, illusory wall, scrying Empower Spell Numeric effects of a spell are increased
3 (DC 22, 14/day) arcane sght, dispel magic, 50%. +2 Levels.
displacement, fly, gaseous form, haste, hold person, Enlarge Spell Increase spell ranges. +1 Level.
illusory script, major image, ray of exhaustion, Eschew Materials Cast without materials, if material cost
shrink item, slow, suggestion, tongues is <= 1gp.
2 (DC 21, 10/day) arcane lock, continual flame, daze Extend Spell Spell duration lasts twice as normal. +1 Level.
monster, detect thoughts, hypnotic pattern, magic Hand of the Apprentice (12/day) (Su) Throw the melee
mouth, resist energy, see invisibility, touch of idiocy, weapon held 12/day.
whispering wind Heighten Spell Increases spell level to effective level
1 (DC 20, 11/day) alarm, animate rope, cause fear, desired.
charm person, comprehend languages, floating disk, Maximize Spell All variable effects of a spell are
identify, magic missile, silent image, sleep, unseen maximized. +3 Levels.
servant Metamagic Mastery (7/day) (Su) Apply a metamagic feat
0 (DC 19) detect magic, detect poison, light, mage hand, known for free 7/day.
mending, read magic Quicken Spell Cast another spell in the same round as this
STATISTICS one. +4 Levels.
Str 16, Dex 19, Con 17, Int 29, Wis 20, Cha 18 Silent Spell Cast a spell with no verbal components. +1
Base Atk +10/+5; CMB +13; CMD 33 Level.
Feats Arcane Strike, Brew Potion, Combat Casting, Craft Still Spell Cast a spell with no somatic components. +1
Construct, Craft Magic Arms & Armor, Craft Staff, Craft Level.
Wondrous Item, Dodge, Empower Spell, Enlarge Spell, Widen Spell Alter area of a burst, emanation, line or spread
Eschew Materials, Extend Spell, Forge Ring, Heighten spell. +3 Levels.
Spell, Improved Initiative, Maximize Spell, Quicken Spell,
Scribe Scroll, Silent Spell, Still Spell, Widen Spell, Wizard
Sir Barnebas Van Der Deink
Weapon Proficiencies
Skills Acrobatics +5, Appraise +20, Bluff +10, Climb +7,
Sir Van Der Deink is Duke Fyfes captain of arms and
Craft (alchemy) +20, Craft (armor) +16, Craft (books) chief bodyguard, and his second cousin. A friendly,
+18, Craft (bows) +18, Craft (gemcutting) +20, Craft competent, but not brilliant warrior, he is distinctive for
(glass) +20, Craft (jewelry) +20, Craft (traps) +16, Craft his contralto voice. His only remark on that matter is
(weapons) +18, Diplomacy +20, Disable Device +3, that it was due to a youthful misadventure involving a
Disguise +5, Escape Artist +2, Fly +12, Heal +12, dire jackalope. When Vellamo releases the child-ghouls
Intimidate +12, Knowledge (arcana) +32, Knowledge in the palace to dispatch Chamberlain Camerlengo, Sir
(dungeoneering) +24, Knowledge (engineering) +20, Van Der Deink manages to destroy both undead before
Knowledge (geography) +20, Knowledge (history) +20,
they can harm his Lord.
Knowledge (local) +20, Knowledge (nature) +20,
Knowledge (nobility) +20, Knowledge (religion) +20,
Knowledge (the planes) +24, Linguistics +15, Perception SIR BARNEBAS VAN DER DEINK
+11, Perform (dance) +9, Perform (oratory) +9, Perform CR 8
(sing) +7, Profession (merchant) +13, Ride +5, Sense Male human warrior 10
Motive +11, Spellcraft +20, Stealth +7, Survival +10, LN Medium humanoid (human)
Swim +0 Init +1; Perception +5
Languages Aboleth, Abyssal, Aklo, Auran, Celestial, DEFENSE
Common, Draconic, Dwarven, Elven, Goblin, Ignan, AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield, +1
Infernal Dex)
SQ hand of the apprentice (12/day) (Su), metamagic mastery hp 81 (10d10+30)
(7/day) (Su) Fort +10, Ref +4, Will +4
Combat Gear staff of power, +4 dancing adamantine DR 2/-
dagger OFFENSE
Other Gear bag of holding IV, boots of levitation, bracers Spd 20 ft.
of armor +8, brooch of shielding, clay golem manual, Melee +1 adamantine battleaxe +16/+11 (1d8+5) or dagger
cloak of elvenkind, flesh golem manual, headband +14/+9 (1d4+4) or unarmed strike +14/+9 (1d3+4)
of mental superiority +2, iron golem manual, ring of Ranged +1 flaming heavy crossbow +12/+7 (1d10+1+1d6
protection +5, ring of wizardry III, stone golem manual, fire)
stone golem manual, greater (note: Albion also has STATISTICS
access to just about any piece of magical or mundane Str 18, Dex 12, Con 16, Int 9, Wis 9, Cha 13
weapon or armor the items listed here are just those he Base Atk +10/+5; CMB +14; CMD 25
carries on his person, usually in the bag of holding)

31
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1
dodge)
hp 30 (5d8+5)
Fort +2, Ref +2, Will +6
OFFENSE
Spd 30 ft.
Melee +1 mithral longsword +7 (1d8+3) or dagger +5
(1d4+2) or unarmed strike +5 (1d3+2)
STATISTICS
Str 15, Dex 13, Con 12, Int 12, Wis 10, Cha 15
Base Atk +3; CMB +5; CMD 17
Feats Dodge, Iron Will, Persuasive, Weapon Focus:
Longsword
Skills Acrobatics -1, Appraise +6, Bluff +8, Climb +4,
Diplomacy +11, Escape Artist -1, Fly -1, Handle Animal
+8, Intimidate +8, Knowledge (history) +5, Knowledge
(local) +6, Knowledge (nobility) +6, Linguistics +5,
Perception +6, Perform (dance) +7, Perform (oratory)
+8, Ride +4, Sense Motive +7, Stealth -1, Survival +4,
Swim +0
Languages Common, Elven
Combat Gear +1 mithral longsword, dagger, elven chain

Desdemona Darklove
A darkly beautiful and sensually appealing woman,
Sir Barnebas Van Der Deink Desdemona usually takes the guise of an Abyssal-
blooded sorceress. In truth, she is actually a demoness
Feats Alertness, Combat Reflexes, Iron Will, Mounted
who is the consort of Albion Armitage. Contrary to the
Combat, Quick Draw, Weapon Focus: Battleaxe
Skills Acrobatics -3, Climb +5, Diplomacy +2, Escape Artist usual nature of her kind, she is completely faithful to
-3, Fly -3, Handle Animal +7, Intimidate +9, Perception Armitage and makes no effort to tempt or seduce any
+5, Perform: Sing +3, Ride +4, Sense Motive +4, Stealth of the mortal clientele that visit the shop. In fact, her
-3, Survival +7 manner of dress is often quite modest and she usually
Languages Common wears her hair fastened in a bun with dark-lacquered
Combat Gear +1 adamantine battleaxe, +1 flaming pins. She is by all appearances Albions assistant and
heavy crossbow, 20 crossbow bolts, dagger, adamantine shop manager, often directing the prote to various
breastplate, light steel shield sections of the arsenal to aid or guide customers. She
will rebuff any attempts at romance or seduction by
Duke Carnegie Fyfe guests and those who get insistent will find themselves
The local feudal lord, remarkable only for his waxed being escorted out of the shop by at least a dozen prote
and curled mustache, and that he has somehow come if they are lucky. If any should be foolish enough
into possession of a map leading to Albion Armitages to attempt to attack her, Albion, or damage the shop,
Astounding Arsenal. He has an order ready to be placed however, Desdemona is fully capable of tearing such
with the arsenal, with the letter detailing the order, the offenders limb from limb.
arrangements, and a promissory note for payment. The As Desdemona is not typical for her kind, she lacks
Duke is a man used to having power over those around some of the attributes that are usually typical for a
him and seeks little more than to maintain his position. succubus. For example, Desdemona no longer has the
His order is perhaps on the unimaginative side evil subtype. Likewise, she no longer has DR 10/good
he is simply looking to acquire improved defensive (though the DR 10/cold iron still applies). She also no
equipment for his castle, and as such is placing an longer has her Profane Gift ability, though her energy
order for 10 polyboli with 50 darts each, and 20 double- drain remains, and she isnt afraid to use it against
crossbows with 100 bolts each. He is nearly emptying his those she deems a threat.
treasury to do so, and has raised taxes on the merchants
to increase income this year and next to compensate. DESDEMONA DARKLOVE CR 17
Female succubus (advanced creature simple template)
DUKE CARNAGIE FYFE CR 3 sorcerer 10
Male human aristocrat 5 N Medium outsider (demon, extraplanar)
LN Medium humanoid (human) Init +6; Senses darkvision 60 ft.; Perception +25
Init +1; Perception +6

32
DEFENSE
AC 36, touch 21, flat-footed 29 (+6 armor, +6 Dex, +9
natural, +4 deflection, +1 dodge)
hp 208 (8d10+10d6+126)
Fort +12, Ref +15, Will +19
DR 10/cold iron; Immune electricity, fire, poison; Resist
acid 10, cold 10, fire 10; SR 18
OFFENSE
Spd 30 ft., Flying (50 feet, Average)
Melee +3 frost mithral dagger +22/+17/+12 (1d4+6) or 2
claws +20 (1d6+3)
Spell-Like Abilities charm monster (at will), detect good
(constant), detect evil (constant), detect thoughts (at
will), dominate person (1/day), ethereal jaunt (self plus
50 lbs. of objects only), suggestion (at will), teleport,
greater (self plus 50 lbs. of objects on), tongues
(constant), vampiric touch (at will)
Sorcerer Spells Known (CL 10, +16 melee touch, +19
ranged touch):
5 (DC 26, 5/day) baleful polymorph, hold monster
4 (DC 25, 7/day) bestow curse, black tentacles, freedom
of movement, geas, lesser
3 (DC 24, 9/day) arcane sight, dispel magic, fireball,
invisibility sphere, protection from Energy, ray of
exhaustion
2 (DC 23, 9/day) acid arrow, blur, cats grace, daze
monster, levitate, minor image, scorching ray
1 (DC 22, 15/day) alarm, animate rope, burning hands,
cause fear, charm person, chill touch, magic missile,
shocking grasp, sleep
0 (DC 21) acid splash, arcane mark, bleed, detect
magic, detect poison, flare, mage hand, mending, Desdemona Darklove
message, prestidigitation, read magic
STATISTICS Combat Reflexes Make up to 6 attacks of opportunity per
Str 17, Dex 22, Con 24, Int 22, Wis 18, Cha 32 round, and may make them while flat-footed.
Base Atk +13/+8/+3; CMB +19; CMD 37 Destined When casting a Personal spell, gain a save bonus
Feats Ability Focus: Energy Drain, Acrobatic, Agile equal to its level for 1 round.
Maneuvers, Arcane Strike, Brew Potion, Combat Reflexes, Energy Drain (DC 32) (Su) An unwilling victim must be
Dodge, Eschew Materials, Iron Will, Weapon Finesse, grappled before using this ability. The drain bestows one
Weapon Focus: Claws negative level. Touch also acts as a suggestion spell.
Skills Acrobatics +15, Appraise +15, Bluff +32, Climb Eschew Materials Cast without materials, if material cost
+4, Craft (alchemy) +11, Craft (jewelry) +12, Diplomacy is <= 1gp.
+24, Disguise +23, Escape Artist +15, Fly +20, Heal Fated +2 (Su) Gain +2 on saves when unaware of or when
+6, Intimidate +23, Knowledge (arcana) +17, Knowledge surprised.
(dungeoneering) +12, Knowledge (local) +23, Knowledge It Was Meant To Be (1/day) (Su) 1/day, re-roll an attack,
(the planes) +19, Linguistics +8, Perception +25, Perform critical confirmation, or spell resistance check.
(dance) +16, Perform (sing) +16, Profession (merchant) Telepathy (100 feet) (Su) Communicate telepathically if the
+12, Ride +7, Sense Motive +21, Sleight of Hand +12, target has a language.
Spellcraft +16, Stealth +21, Survival +6, Swim +4, Use Touch of Destiny +1 (14/day) (Sp) Creature touched gains
Magic Device +20 +1 sorcerer level to most rolls for 1r.
Languages Abyssal, Auran, Celestial, Common, Draconic,
Dwarven, Elven, Infernal, Orc; Telepathy (100 feet)
SQ destined, energy drain (DC 32) (Su), fated +2 (Su), it was
Karrago
meant to be (1/day) (Su), touch of destiny +1 (14/day) Karrago is Albions chief employee, and he and his
(Sp) offspring are the skilled craftsmen behind much of
Combat Gear +3 frost mithral dagger the fantastic merchandise offered at the Astounding
Other Gear boots of elvenkind, bracers of armor +6, ring Arsenal. Ill-tempered as most of his kind when dealing
of protection +4, ring of wizardry I with mortals, Karrago will reluctantly take orders for
SPECIAL ABILITIES custom pieces of equipment (this requires a DC 30
Arcane Strike As a swift action, add +3 damage, and Diplomacy check), provided he has Albions permission
weapons are treated as magic for the purpose of
(GMs discretion). Karragos prices are steep but every
overcoming damage reduction.
piece he constructs personally is a masterwork

33
object. Enchantments are added by Desdemona and slaying all others who are aware of it, and journeying
Albion themselves, and will add exponentially to the to the fabled arsenal to acquire an item for her Goddess
price of any item. Custom goods require a 50% deposit something known as an Ekatonkier. With it, she is
upon ordering, with the rest at pick-up. assured, her Goddess will spread ruin across the entire
world, striking down all who oppose her. Matil cannot
KARRAGO CR 9 wait to bring this about and wants nothing more than to
Male salamander (advanced creature simple template) be part of ending the world.
expert 4 Matil is without mercy or compassion and will
CN Medium outsider (extraplanar, fre)
use any means necessary, including deception and
Init +3; Senses darkvision 60 ft.; Perception +23
DEFENSE
seduction, to destroy her enemies, though she dislikes
AC 28, touch 13, flat-footed 25 (+6 armor, +3 Dex, +9 subtlety and relishes the use of force over guile. Any
natural) offers of truce or bargains made are ploys she will
hp 144 (8d10+4d8+72) immediately betray once she has what she wants. She
Fort +13, Ref +10, Will +12 took Chamberlain Camerlengos children as prisoners
DR 10/magic; Immune fire to hold sway over him, but has already murdered them
Weakness vulnerability to cold and turned them into small ghouls under her thrall.
OFFENSE Once he has identified the party for Sparafucile, she
Spd 20 ft.
returns his children to him to devour him and Duke
Melee +3 trident +19/+14/+9 (1d8+8+1d6 fire) or
adamantine smiths hammer +17/+12/+7 (1d4+5+1d6
Fyfe.
fire) or tail slap +16 (2d6+7+1d6 fire and grab) or
unarmed strike +16/+11/+6 (1d3+5+1d6 fire) Chamberlain Petras Camerlengo
Special Attacks constrict (2d6+7 plus 1d6 fire), heat Petras Camerlengo is Duke Fyfes minister of affairs,
STATISTICS who runs the day to day operations of the duchy. Hes
Str 21, Dex 17, Con 22, Int 18, Wis 19, Cha 17 also secretly in the service of Matil Vellamo, who is
Base Atk +11/+6/+1; CMB +16; CMD 29 (cant be tripped)
holding his family hostage. He appears to be faithfully
Feats Cleave, Iron Will, Power Attack, Skill Focus: Craft:
Weapons, Skill Focus: Perception, Toughness
carrying out the Dukes orders while undermining
Skills Acrobatics +16, Appraise +12, Bluff +16, Craft: his lord. Petras is not an evil man, but is becoming a
Armor +19, Craft (blacksmith) +18, Craft (bows) +11, desperate one. He will tell the party to be discrete
Craft (weapons) +27, Diplomacy +13, Disable Device +5, because revealing the expenditure could cause problems
Intimidate +18, Knowledge (history) +10, Knowledge with the local merchants (who have been grumbling
(the planes) +17, Perception +23, Profession (merchant) about the raised taxes). Indeed, he has been in touch
+13, Sense Motive +17, Stealth +16 with Sparafucile and has been paying the assassin to
Languages Abyssal, Common, Draconic, Ignan, Infernal refuse contracts against the Duke. Petras identifies the
SQ heat (Ex)
party to Sparafucile in order to gain freedom for his
Combat Gear +3 trident, adamantine smiths hammer, +2
mithral chain shirt of greater cold resistance
children, unaware they have already been slain by Matil
SPECIAL ABILITIES and raised as undead.
Cleave Extra attack on adjacent target with successful
attack. CHAMBERLAIN PETRAS CAMERLENGO
Damage Reduction (10/magic) Damage reduction against CR 2
all except magic attacks. Male human aristocrat 1/expert 3
Heat (Ex) A salamander generates so much heat that its N Medium humanoid (human)
mere touch deals an additional 1d6 points of fire damage. Init +0; Perception +15
A salamanders metallic weapons also conduct this heat. DEFENSE
Immunity to Fire Immune to fire damage. AC 13, touch 13, flat-footed 13 (+3 deflection)
Power Attack Subtract 3 from attack rolls to add 6 to hp 22 (4d8)
damage. Fort +1, Ref +1, Will +8
Vulnerability to Cold +50% damage from cold damage. OFFENSE
Spd 30 ft.
Matil Vellamo Melee +1 silver dagger +3 (1d4+1) or unarmed strike +2
Tall, statuesque, and blond, Matil could be a vision of (1d3)
STATISTICS
feminine beauty, if not for the bone-chilling madness
Str 10, Dex 10, Con 10, Int 16, Wis 16, Cha 16
behind her eyes. A zealot of the worst sort, she is an Base Atk +2; CMB +2; CMD 15
eager servant of the Goddess of Destruction, taking Feats Alertness, Persuasive, Skill Focus: Perception
great delight in annihilating the enemies of her deity. As Skills Appraise +9, Bluff +10, Craft (calligraphy) +8,
a reward for her vile deeds, Matil has received a divine Diplomacy +12, Disguise +7, Handle Animal +7,
message, a task directly from the Goddess. She is Intimidate +11, Knowledge (history) +10, Knowledge
tasked with acquiring the map to the arsenal, (local) +10, Knowledge (nobility) +10, Linguistics +8,

34
against Duke Fyfe among the merchants. He mistakenly
believes that these things are related, and suspects that
the party is involved in foiling the merchants plots.

NEW MONSTERS
Albion Armitages Astounding Arsenal introduces two
new monsters the prote and the ekatonkier. While
none of the encounters in the adventure specifically
involved combating either, the possibility could arise of
the PCs fighting the prote if they annoy or anger Albion
Armitage. Also, if Matil Vellamo manages to take the
map from the PCs and get to the Astounding Arsenal,
she could purchase an ekatonkier and the PCs next
quest might involve trying to stop the insane cleric and
her construct of destruction.

PROTE CR 4
N Medium construct
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 69 (9d10)
Fort +3, Ref +3, Will +3
Immune construct traits
Chamberlain Petras Camerlengo OFFENSE
Spd 30 ft.
Perception +15, Ride +4, Sense Motive +12 Melee slam +7 (1d6+3)
Languages Common, Dwarven, Elven, Goblin, Halfling, Orc STATISTICS
Combat Gear +1 silver dagger Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10
Other Gear ring of protection +3 Base Atk +4; CMB +10; CMD 20
Languages All (understand only; cannot speak, except for
Common)
Sparafucile SQ stout (a prote receives a +5 bonus to Strength for
One of the finest assassins in the realm, Sparafuciles purposes of determining carrying/lifting capacity this
name is known only to a select few, even in the criminal bonus does not affect attack rolls, damage, or ability
class of society. Born and raised in the elven forests, he checks)
rejected that life and ran off to the cities. Sparafucile ECOLOGY
was a gifted thief and had no hesitation to slit a throat Environment any (wherever the arsenal appears or
or drop a vial of poison in pursuit of his goals. Soon wherever Albion sends them)
he began getting assassins jobs and grew to enjoy the Organization solitary or gang (24)
Treasure none
work. Sparafucile believes that humans are obnoxious,
SPECIAL ABILITIES
arrogant, short-lived nuisances spoiling a world that
Hive Mind (Su) The prote are not truly telepathic, and
should belong to elf-kind, and so takes great delight as constructs they have no actual intelligence, but each
in taking money to slay humans. A consummate is connected to one another so that what one prote does,
professional, Sparafucile now only kills when he is another prote knows. When Albion gives a particular
hired to, and will not fight to his own death, preferring prote an instruction, the others know it. If something
to make his escape and try again if his mark manages to prevents that prote from following through on the
fight back effectively. instructions, another will immediately set out to complete
He is currently in the pay of a cleric named Matil that task.
Teamwork (Su) Because of their hive mind, whenever two
Vellamo and is commanding an excellent fee to dispatch
or more prote work together, all of them receive a +2
each of her marks. However, he does not like her zeal
bonus to all attack rolls, skill checks, saves or ability
and only took her jobs because he found himself low checks.
on funds between jobs, having recently spent much of Immunity to Magic (Ex) The prote are immune to any
his nest egg on a ring of protection. If captured, he will spell or spell-like ability that allows spell resistance.
share his information for a price. He knows that Matil In addition, certain spells and effects function differently
Vellamo wants the map (though not where it leads), against them, as noted below:
that she wants the party dead, and that there are plots

35
A confusion spell temporarily disrupts the hands of the middle pair, which transforms the soft soil
protes hive mind. For 1d4 rounds, the prote into solid rock before passing the rocks to the upper arms
target of the spell cannot make use of its hive for hurling.
mind or teamwork special abilities. When barraging, the ekatonkier will focus entirely on
A mending spell repairs 1d8+ 1 per caster digging, transmuting and throwing and has a 45% chance
level hit points to the prote. each round of completely ignoring melee combatants
that are threatening it. The barrage can be maintained for
Albion currently has about 20 prote the completely up to 5 minutes before needing to change positions
identical, human-like shop drones that guide customers (having dug up all the earth within reach), and can be
resumed 5 rounds later (or as soon as the ekatonkier can
and carry merchandise until it has been purchased.
reach suitable ground).
They can understand all languages and speak the Immunity to Magic (Ex) The ekatonkier is immune to
common tongue but only speak in response to Albion, any spell or spell-like ability that allows spell resistance.
Karrago, or Desdemona. It is unknown whether they In addition, certain spells and effects function differently
communicate telepathically amongst themselves, but against the ekatonkier, as noted below.
some have speculated they can. If asked, Albion will A transmute rock to mud spell slows the
simply shrug and say, They are prote. They serve me. ekatonkier (as the slow spell) for 2d4 rounds,
That is all one need know about them. They are slightly with no saving throw, while transmute mud
over five and a half feet tall, somewhat stocky, and wear to rock restores all of its lost hit points.
A soften earth spell negates the ekatonkiers
long hooded coats, scarves over most of their faces, calf-
damage reduction for 1 full round.
length boots, and dark blue or purple tunics with grey Cost: 500,000 gp; +250,000 gp for the command crown;
breeches. +150,000 for the SiegeBreaker package
It is known that Albion can speak through the prote,
as he has been known to send one or two to purchase The ekatonkier is a massive 20-foot tall construct
items for him and the voice that issues from the prote designed as a weapon of phenomenal power. It is an
to the merchant doing the selling is always Albions. It original creation of Albion Armitages, and so far there is
is speculated that Albion can see what each prote sees but one of them. It appears to be a gigantic stone golem
as well. with 6 arms, three on each side. The lowest pair of arms
digs out chunks of earth, the middle pair transmutes
THE EKATONKIER CR 18 the earth to stone, and the top pair of arms hurls the
N Huge construct stone great distances at great speed. However, if there
Init -1; Senses darkvision 60 ft., low-light vision;
are ready munitions, including boulders, chunks of
Perception +0
DEFENSE
debris, or other heavy objects, the ekatonkier can throw
AC 30, touch 7, flat-footed 29 (-1 Dex, -2 size, +23 with all six arms.
natural) The ekatonkier will obey only its designated
hp 144 (18d10) master(s), and if they are killed, the ekatonkier will
Fort +4, Ref +3, Will +4 become inert, effectively becoming a large stone statue
DR 12/adamantine; Immune construct traits in place. As long as the designated master(s) is alive,
OFFENSE large red glass-like bubbles glow brightly, visible even
Spd 20 ft. during the day. When rendered inert, the glowing
Melee 6 slams +24 (4d8+12 each)
bubbles are dull and gray. These bubbles cover clusters
Ranged rock +20 (2d10+12 each)
Space 15 ft.; Reach 15 ft.
of reddish gemstones that are a source of power for the
Special Attacks barrage golem.
Spell-like Abilities at will Transmute Mud to Rock The ekatonkier will follow simple commands, such as
STATISTICS march here, follow, halt, and attack or defend.
Str 35, Dex 8, Con -, Int -, Wis 10, Cha 1 When set to defend, the ekatonkier will throw stones at
Base Atk +12/+7/+2; CMB +28; CMD 37 anything besides its master that comes within 50 feet.
SPECIAL ABILITIES For more precise instructions, the master of the
ECOLOGY ekatonkier must be wearing the command crown. The
Environment any
crown allows the user to take complete control of the
Organization unique
Treasure none
ekatonkier, and each round, as a free action, may give
Special Abilities the ekatonkier a command.
Barrage (Ex) When provided with plenty of ready stones for SiegeBreaker package: With this package, the
ammunition, the ekatonkier can hurl six rocks per ekatonkier comes equipped with six mattocks of the
round in a devastating barrage. If ready ammunition is titans, each effectively a +3 Gargantuan adamantine
not available, the ekatonkier is limited to two ranged warhammer, doing 4d6+12 points of damage per
attacks per round as it must pull up handfuls of earth strike. The ekatonkier is -4 to each attack, but can still
with the lower pair of arms, pass the earth to the do tremendous damage. Thus equipped, it can quickly

36
The Ekatonkier

smash through castle walls or through attacking armies. THE ARSENAL


In addition, the SiegeBreaker package adds armor Albion Armitages Astounding Arsenal supplies a wide
to the ekatonkier, giving it a +9 armor bonus and range of mundane and magical items to those with
increasing damage reduction to DR 15/Adamantine. the coin and the ability to find the place. If it is a type
However, its effective speed is reduced by half and of armor or shield, or is a weapon, Albion Armitage
it cannot travel through marshy or swampy terrain probably has it, from the ubiquitous dagger to the most
without getting stuck. powerful suit of armor. Note that Albion Armitage only
Control Crown: The control crown is a golden stocks those items that could be considered weapons and
magical crown which allows the wearer to give precise armor, so, for example, one will not find a feather token
commands to the ekatonkier, allowing the construct in the arsenal, but one could very well find stonesalve.
to target specific objects or enemies, or carry out more And although wands can hold offensive spells, Albion is
complicated orders to the best of its ability. While the not in the habit of selling wands (You can find wands
crown is worn, the wearer has the same immunities to in thousands of shops on thousands of worlds, but only
mind control as constructs. However, because much of here can you find the ekatonkier!), though one can
the wearers attention must be dedicated to controlling occasionally find a less-than-fully-charged wand among
the ekatonkier, they are considered distracted for all the used items others have traded in.
other tasks and have a -4 penalty to attacks, -2 penalty Any weapon, shield or armor that the GM wants in
to AC, and are considered flat-footed. the arsenal can be found in the arsenal, including
those from the Pathfinder Roleplaying Game

37
Core Rulebook and those from other 4 Winds Fantasy
Gaming publications. In addition, the GM should
feel free to include items from any other publication
as well, or to exclude any items, regardless of source.
Masterwork quality versions of any mundane items
are always available for an extra fee of +300 gp for
masterwork weapons , or +150 gp for masterwork
shields and armor.

WEAPONS
The weapons listed in Table VII are detailed below.
Behemoth Blade: These swords are enormous
in scale, looking more like a slab of steel than an
actual weapon. A behemoth blade will generally
have a blade six feet in length, a half-inch thick,
and broader than a handspan, with a handle that is
usually a foot or so long of wrapped steel cylinder.
The pommel on a behemoth blade is often as large
and heavy as a mace-head. These weapons require
great strength to even lift, and are far too heavy to
be used by most warriors. Ogres, the more intelligent
giants, and other large intelligent creatures of great
strength may use them without penalty in one hand.
Powerful beings like minotaurs or supremely strong
humans may use them as two-handed weapons. A
Medium creature wielding a behemoth blade has
reach with it so long as they have the Exotic Weapon
Proficiency: Behemoth Blade feat.
These are not merely oversized swords; they are
designed with rather different proportions as well. A
behemoth blade requires a minimum strength of 16
to be able to lift or carry and suffers a -3 penalty to
produce comparatively impressive wounds. The blade is
initiative, attack, and damage for every point of strength
triple fullered, which reduces the weight, and often the
below 20 (-12 at STR 16, -9 at STR 17, etc.). Due to the
blade is engraved with dwarven runes, either spelling
sheer mass of the weapon, it has a hardness of 22 and
out a dwarven adage, a prayer for the wielder, the
40 hp; attempts to sunder the blade are at -10 to CMB,
wielders name and family or clan, or a curse against the
while the blade gets a +10 bonus to sundering attempts.
owners enemies. The ogre gutter is a favored weapon
Just carrying one around automatically incurs a level of
against all sorts of large enemies, though it remains less
encumbrance regardless of strength, not only from the
popular than the war-axe among most warriors.
weight but from the unwieldiness as well.
Eku: Developed from the long oars used by
Merely carrying this sword gives a +2 circumstance
archipelago fisherman, this is a large wooden paddle
bonus to Intimidate checks, and drawing/brandishing
adapted for use as a bludgeoning weapon. The head
the weapon raises the bonus to +5. A behemoth blade
of the oar is usually half as long as the haft (around
cannot be used by any creature smaller than Medium;
two feet) and has a ridged spine on both faces, with a
they are simply not made for Small or smaller creatures.
rounded tip. The shape of the oar allows it to be used
There are no known examples of mithral or adamantine
with a cutting or chopping motion not dissimilar to a
versions of this blade, most likely due to the amount of
glaive or similar polearm. While heavy, in the hands of
material needed and what the final cost would be.
a skilled practitioner, it can be a very effective weapon.
Dwarven Greatsword: Also called an ogre gutter,
While usually a bludgeoning weapon, the eku can
this broad, mighty blade has proportions more suited
also do slashing damage with the sharp wooden edge,
to dwarven warriors than conventional two-handed
though attempting to do so incurs a -2 penalty to attack
swords. The blade of a dwarven greatsword is generally
and damage.
much shorter than its human or elven counterparts,
Grossemesser: A smaller version of the
often only a few inches longer than a longsword.
kriegsmesser, this blade possesses a similar knife-like
However, the blade is half again as wide and twice
handle and features a clipped-back tip. It has roughly
as thick as a normal greatsword, allowing it to
the same dimensions as a bastard sword and may also

38
Table VII: Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Light Melee Weapons
Neck Knife 1gp 1d2 1d3 x2 5 ft. 1 lb. P/S

Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
One-handed Melee Weapons
Warbrand 10 gp 1d8 1d10 x3 6 lbs. S
Two-handed Melee Weapons
Kriegsmesser 8 gp 3d3 3d4 x2 7 lbs. S

Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Light Melee Weapons
Spurs 10 gp 1d4 1d6 x2 5 lbs. P/S monk
One-handed Melee Weapons
Grossemesser 5 gp 1d8 1d10 x2 5 lbs. S
Macuahuitl 2 gp 1d4 1d6 x4 8 lbs. S barbarian
Ugric shield 15 gp 1d3 1d4 x2 10 lbs. P/S
Two-handed Melee Weapons
Behemoth Blade 1200 gp 3d10 3d12 x3 80 lbs. S reach
Dwarven Greatsword 75 gp 2d4 2d6 x4 15 lbs. S
Eku 5 gp 1d6 1d8 19-20/x2 15 lbs. B or S monk
Ranged Weapons
Over-Under Double Crossbow 200 gp 1d8/1d8 1d10/1d10 19-20/x2 100 ft. P

be used with one hand after special training with the almost perfectly uniform edges. While a macuahuitl
weapon (Exotic Weapon Proficiency: Grossemesser is a heavy, inelegant weapon, the razor-sharp edge of
feat). It is a utilitarian chopping weapon that is often volcanic glass causes horrific wounds and is capable
found in the hands of rangers and other wilderness of decapitating a horse in one powerful stroke. Among
travelers. Like a falchion, it may be used as often for cultures that lack metalsmithing, this may be the
chopping logs and beheading animals as it is for fighting. pinnacle of edged weaponry. Barbarians are proficient
Kriegsmesser: Also known as a shamshir, the with these weapons, but the macuahuitl is considered
kriegsmesser is sometimes called the war knife or an exotic weapon for anyone else.
lions tail in some places. It is a single edged, deeply Neck Knife: A common weapon among barbarian
curved two-handed sword with a distinctive handle. tribes as well as certain criminal guilds, a neck knife is
The grip of a kriegsmesser is like that of a large knife, a short-bladed knife worn on a thong around the neck,
rather than a sword it has a full slab tang sandwiched often under clothing. It is sometimes worn openly as a
between two grip plates of wood. It features a straight symbol of power or prestige. The blade of a neck knife
crossguard and a small protrusion to the right side of is usually triangular and comparatively stout, and may
the blade that protects the hand. While not as majestic be made of bronze, steel, or even flaked stone. The neck
as the typical greatsword, it is a practical weapon carried knife may be a ceremonial weapon similar to a witchs
by many professional fighters. Unlike a falchion, the boline, a tool for skinning and cleaning game, or it may
blade is curved back, not forward. be a last resort concealed weapon.
Macuahuitl: A decidedly vicious weapon, the name Over-Under Double Crossbow: A rare weapon,
roughly translates to hungry stick. The macuahuitl is a this is simply two heavy crossbows built into one, one
paddle or sword-like wooden instrument with grooves stacked atop the other, with a metal frame holding them
along the cutting edges. These grooves are filled with together. There is a double trigger, one for each bow,
prismatic blades of obsidian held in place with adhesive, and they can be fired successively or at the same time.
usually plant resin or animal glue. Some may have gaps Due to the awkward balance and weight, this weapon
between pieces of obsidian, though others may have causes wielders to suffer a -2 bonus on all attack

39
rolls (those not proficient with the weapon suffer and does not require an Exotic Weapon Proficiency feat
a -6 penalty), but the power is often considered a to be used one-handed.
worthwhile tradeoff. The cranquein built into the butt
of the weapon is designed to pull back both strings and SIEGE WEAPONS
takes twice as long as loading a normal crossbow unless The siege weapons listed in Table VIII are detailed
the Rapid Reload feat is known. Both chambers must be below.
reloaded at the same time. It can be fired one-handed, Hwacha A phenomenal battlefield engine, the
but at an additional -4 to attack. This is not generally a hwacha is capable of causing chaos and devastation
battlefield weapon, but occasionally used by assassins, across entire armies. The hwacha is a small wagon or
highwaymen, and by those going boar hunting. They cart drawn by a mule, horse, or ox, with a rack containing
can also sometimes be found mounted on battlements 20 rows of 20 metal, reed, or bamboo tubes. It may also
for use against those laying siege. be built as an emplacement on a fortified wall. Each tube
Spurs: Modeled after the sharp spurs of fighting is loaded with a fire arrow, the cord of which is fed out
roosters, spurs are sharp retractable blades built the rear of the tube and bundled together with the cords
into armored vambraces. There are several different of all the other arrows. The combined fuses are lit and
configurations, all for use in close unarmed combat. 1 round later, a deafening salvo of 400 flaming arrows
The most common variety is a curved blade that erupts from the hwacha, raining down upon masses of
extends from the wrist along the forearm, used for close enemy troops or across a village. To fire the hwacha,
slashing. Other variants include a longer curved blade the crew member in charge makes a DC 15 Profession
that extends past the elbow, paired knives extending (engineer) skill check, modified by range increment
from the wrist past the fist, and the rarest of all, two penalties.
short blades, one from the wrist, the other from the The flaming arrows hit everything in a 75 foot radius
elbow. In all cases, the blades are released by either from the point of impact, doing 1d6 piercing and 1d6
turning the wrist or closing the fingers into a fist after fire damage to a Small or Medium target, +1d6 for
they have been set (free action to release, move action each size increment larger than Medium (representing
to re-set the blade once it has been deployed). Some more arrows striking a larger target). Range increment
monastic orders use these as weapons, and they are is 100 feet and the maximum range is 500 feet. If the
popular in gladiatorial arenas as well. Spurs can be used Profession (engineer) skill check to use the hwacha
while grappling. results in a natural 1, the hwacha explodes, doing
Ugric Shield: Mostly found in the gladiatorial 10d10 damage to everything in a 25-foot radius, and
arena, this vicious off-hand weapon is also used by 4d10 to everything from a 26-foot to a 50-foot radius,
some barbarian tribes and even the occasional group Reflex save DC 15 for half damage. The hwacha takes 10
of brigands or mercenaries. The ugric shield is a metal minutes to reload (20 minutes for a crew of 1). A bundle
plate, roughly oval in shape, which covers the hand, of 400 fire arrows with set fuses costs 1,000 gp.
forearm, and elbow. It is secured to the arm by a strap An often unexpected danger of the hwacha is that
roughly halfway down its length, with a handle to be there is a 45 cone of fire behind the weapon that deals
gripped when in use. Not dissimilar from a somewhat 3d10 fire damage to anything in the area of effect from
flattened and lengthened buckler, the ugric shield backblast.
provides a +1 shield bonus when wielded. The unique Polybolos: A highly effective siege weapon, a
feature of the ugric shield is that the shield extends into polybolos is basically a scaled up repeating crossbow.
a single sharp, claw-like blade beyond the hand. While It fires large darts or spears like a ballista or giant
short ranged, it can be used for off-hand weapon attacks crossbow with a good degree of accuracy. The darts
and while grappling. Shield bash attempts can be made are stored in a large tapering hopper positioned over
with the ugric shield, but this would use the flat of the the groove, with a moving loading gate. The loading
shield, not the blade, and so would be as per a normal gate and the bowstring are operated by a chain drive,
light steel shield. powered by a large windlass at the end of the device.
Warbrand: A very simple, sleek, effective weapon, Two men can turn the windlass to pull back the cord
this is a one-or-two handed single edged sword used and feed the next dart in automatically. Optimally, a
for powerful slashing attacks. The blade is straight polybolos has a three-man crew two loaders and an
and has a tip suitable for thrusting as well as slashing. engineer to aim the device. With such a crew, the device
The hilt lacks any type of crossguard, being a simple, can launch 3 darts per round. With only one loader and
long wooden handle with a small pommel. The first an engineer, it can launch one dart per round. When
few inches of the blade are unsharpened, thicker, and only one person is operating the device, it can fire 1 dart
more compact than the cutting edge of the blade. The per 2 rounds and has -4 penalty to its attack rolls, -8
cutting area of the blade broadens along the belly to a against moving targets.
consistent width, giving it a distinctive profile. It can The darts for the polybolos are more like javelin-
be used from horseback or on foot with equal ease,

40
Table VIII: Siege Weapons
Item Cost Damage Critical Range Increment Typical Crew
Hwacha 2,500 gp 2d6* 100 ft. 2-3
Polybolos 3,000 gp 3d8 19-20/x2 120 ft. 3
*see item description

sized crossbow bolts than typical ballista darts and are creatures that remain in the radius take an additional
specially shaped to slide through the feeder mechanism 1d6 per round until the flames are extinguished. They
smoothly. Using regular ballista darts gives a -5 penalty may make a Reflex saving throw for half damage. Once
to all attack rolls with the polybolos and the maximum those charges are expended, the flaming enchantment
rate of fire is 2 per round. For each incorrect munition on the blade disappears and it is considered to be only
fired through the polybolos, roll 1d20 on a natural a +2 two-bladed sword from that point on, with no
1, the machine jams and must be repaired (Profession elemental powers or weaknesses.
(engineer) DC 15, takes 2d4 rounds) before it can be CONSTRUCTION
used again. Polybolos darts cost 250 gp for a bundle of Requirements Craft Magic Arms and Armor, fireball,
10. resist energy; Cost 13,700 gp

Cane of Grigori
MAGIC ITEMS Aura strong conjuration; CL 13th
The magic items listed in Table IX are detailed below. Slot none; Price 176,890 gp; Weight 6 lbs.
A silver-headed gentlemans walking cane, oddly
Weapons decorated with painted flames near the foot, this weapon
is an instrument of life rather than death. Waving this
Beryl Sword cane over the body of a creature will function as a detect
Aura strong evocation [good]; CL 9th magic, detect evil, and detect poison all in one, letting
Slot none; Price 14,315 gp; Weight 6 lbs. the wielder of the cane know exactly the state of that
This breathtakingly beautiful sword is a +2 scimitar creatures health. By focusing on that creature for 3
with a blade made entirely out of green beryl. The hilt rounds, the canes wielder will precisely know what,
is wrapped in gold wire and the pommel resembles the if anything, is wrong with that creature and have a
head of a desert hawk. The gemstone blade is semi- +10 circumstance bonus to any skill checks needed to
opaque and is a demon-slaying blade, dealing an extra determine a cure.
2d6 damage to demons (not devils or other types of In addition, the cane has remarkable healing powers
outsiders). In addition to that ability, wounds inflicted it can cast heal once per week, cure critical wounds
by the beryl sword on evil outsiders of any kind heal 3 times per week, cure serious wounds once per day,
at only 1/3 the normal rate, unless a salve made with remove disease, neutralize poison and cure moderate
a demons brain tissue is put on the wound. The beryl wounds 3 times daily, and cure light wounds 5 times
sword was supposedly once part of a viziers treasure daily. In addition, it can be used to cast raise dead once
trove and the hilt is inscribed with intricate calligraphy per month, and resurrection once per year.
in the Auran language. Finally, when facing undead, the cane functions as
CONSTRUCTION a +4 holy weapon, doing 1d6 piercing or bludgeoning
Requirements Craft Magic Arms and Armor, holy smite, damage with a 30% chance of a disruption effect.
creator must be good; Cost 7,315 gp
Against living enemies, the cane only deals 1d3 non-
lethal damage, with no bonus to attack rolls.
Blade of the Inferno CONSTRUCTION
Aura moderate evocation; CL 12th Requirements Craft Magic Arms and Armor, cure critical
Slot none; Price 26,700 gp; Weight 10 lbs. wounds, cure light wounds, cure moderate wounds, cure
Appearing as a two-bladed sword with distinctly sinuous serious wounds, detect evil, detect magic, detect poison,
blades, like those of a flammard, this double weapon is heal, neutralize poison, raise dead, remove disease,
enchanted with potent fire magic. It is a +2 two-bladed resurrection; Cost 88,650 gp
sword, with each strike doing an additional 1d6 fire
damage. The wielder of the blade of the inferno only Cudaben Sword
takes half-damage from fire or flame, but suffers double Aura strong transmutation and enchantment; CL 13th
damage from cold or water. In addition, the blade has Slot none; Price 70,140 gp; Weight 4 lbs.
three charges of fire burst. The wielder is unharmed by A majestic longsword that exudes power and majesty,
the fire burst, but all those within a 25 foot radius take fittingly so, as it was once the sword of the Cudaben King,
10d6 fire damage. All combustibles are ignited, and commander of the army of the forgotten Mienwyles.
It is also known by some as the Sword of Regret

41
Table IX: Magic Items
Item Cost Weight
Weapons
Beryl Sword 14,315 gp 6 lbs.
Blade of the Inferno 26,700 gp 10 lbs.
Cane of Grigori 176,890 gp 6 lbs.
Cudaben Sword 70,140 gp 4 lbs.
Hellstrike Halberd 191,310 gp 12 lbs.
Lyridus Hammer 71,805 gp 16 lbs.
Trollslayer Greataxe 74,320 gp 12 lbs.

Armor
Invincible Manica 81,200 gp 15 lbs.
Salamander Armor 39,150 gp 50 lbs.

Rods
Rod of the Basilisk 25,000 gp 4 lbs.

Wondrous Items
Ethereal Goggles 12,000 gp
Eyepatch of the Dreaded Corsair 33,735 gp
Rainiers Goggles 1,000 gp
Scharffecht Gauntlets 36,360 gp
Snipers Monocle 30,000 gp

and Blade of Pusillanimity. The Cudaben Sword is a A black-bladed +3 halberd with a steel haft, this weapon
relic weapon, and is effectively a keen +4 longsword, is infused with negative energy. Every strike randomly
with a blue-tinged blade and golden hilt in the shape of inflicts one of the following (roll 1d4): poison (as per
a crown, inlaid with three large sapphires. In addition, it the spell), disease (as per the contagion spell), bleeding
grants a +2 bonus to all attributes, grants the Leadership (target gains the bleed condition, with an amount equal
feat while in ones possession (if the owner already has to the damage just taken), or fatigue (target gains the
Leadership, then the sword grants a +4 bonus to the fatigued condition). A successful critical strike inflicts
owners Leadership score), and 3 times daily it can be all four simultaneously.
used to cause awe in those nearby, granting the wielder The hellstrike halberd is an evil weapon and will
a +10 bonus to Intimidation against everyone in a 25- bestow one permanent negative level on any good
foot radius. creature attempting to wield it. The negative level
However, the sword also causes the owner to be remains as long as the weapon is in hand and disappears
unable to make attacks of opportunity, and to lose all when the weapon is no longer wielded. This negative
bonuses to Will saves granted by spells or magic items level cannot be overcome in any way (including
(bonuses gained from feats are not lost). They will restoration spells) while the weapon is wielded.
become hesitant to seize opportunities no matter how In addition, the weapon can channel negative energy
minor the risk, and often will internally lament their 3 times per day, equal to a 5th level cleric. In the hands of
perceived shortcomings while doing nothing to remedy an evil cleric, no extra uses of channeling are bestowed,
the situation. but rather the clerics channeling ability is maximized,
CONSTRUCTION always inflicting the most damage possible 3 times each
Requirements Craft Magic Arms and Armor, crushing day. This is a favored weapon among champions of evil
despair, eagles splendor, keen edge; Cost 35,230 gp and much desired by such dread villains.
CONSTRUCTION
Hellstrike Halberd Requirements Craft Magic Arms and Armor, bleed,
Aura strong evocation and necromancy; CL 15th contagion, poison, ray of exhaustion, unholy blight;
Slot none; Price 191,310 gp; Weight 12 lbs. Cost 95,810 gp

42
Lyridus Hammer
Aura strong evocation; CL 18th
Slot none; Price 71,805 gp;
Weight 16 lbs.
Not a warhammer, but
rather a monks meteor
hammer (see below), this
is a weighted head made
of adamantine on a strong
steel chain that is used
for bludgeoning, tripping,
entangling, and other special
combat maneuvers. In the
hands of a skilled user, this
can be a blindingly fast and
effective weapon; in the
hands of anyone else, there is
a serious chance of inflicting
injury to themselves and
everyone around them.
The lyridus hammer is
a +2 adamantine meteor
hammer with two special
powers when used under
an open sky at night. Once
per week it can discharge
three shooting stars (as per
a ring of shooting stars)
CONSTRUCTION
simultaneously that impact for 12 points of damage and Requirements Craft Magic Arms and Armor, fireball,
spread in a 5-foot radius sphere for 24 points of fire meteor swarm; Cost 36,065 gp
damage. Any creature struck by the shooting stars takes
full damage from impact plus full fire damage from the
spread unless it makes a DC 13 Reflex save. Creatures Meteor Hammer (Originally Published
not struck but within the spread ignore the impact in Luven Lightfingers Gear and
damage and take only half damage from the fire spread Treasure Shop)
on a successful DC 13 Reflex save. Range is 70 feet, at Exotic Two-handed Melee Weapon
the end of which the shooting star explodes unless it Cost 25 gp, Damage (S) 1d6, Damage (M) 2d4,
strikes a creature or object before that. The shooting Critical x2, Range , Weight 12 lbs., Type B,
stars always follows a straight line, and any creature in Special disarm, monk, trip
the path must make a save or be hit by the projectiles.
Once per month, when infused with all of the
wielders ki, the wielder can designate an enemy,
and then throw the hammer into the sky. One round
Trollslayer Greataxe
later, the designated enemy becomes the target of a Aura moderate necromancy; CL 12th
meteor swarm (as per the spell). The wielder must Slot none; Price 74,320 gp; Weight 12 lbs.
make a ranged touch attack to strike the target with A broad, deeply bearded greataxe with a 4-foot haft, this
the meteors. Any creature struck by a sphere takes 2d6 weapon is powerful against most enemies, but when
points of bludgeoning damage (no save) and takes a 4 used to attack trolls and other regenerating creatures,
penalty on the saving throw against the spheres fire the Trollslayer becomes even stronger. By taking a full
damage (see the meteor swarm spell description). If a attack against such creatures, with a successful hit the
targeted sphere misses its target, it simply explodes at greataxe disrupts the regeneration effect for 1d4 hours.
the nearest corner of the targets space. All four meteors Once a creatures regenerative powers are suppressed
target the same designated enemy. The next round, the by the greataxe, it cannot be affected again for another
hammer will return to the wielder and be unable to use 24 hours (i.e., multiple attacks to the same creature do
either of its special powers for 1d4 days (or 1 week, if it not extend the interruption of its regenerative abilities).
has already used its weekly shooting stars ability). In addition, the weapon, which normally is a +2
greataxe, is effectively +4 against regenerating

43
creatures, and against trolls, automatically confirms
critical hits.
Dwarves in particular are fond of this weapon and
are often responsible for making them. Indeed, some
dwarven warriors prefer an axe of this type to stand as
tall as they are themselves. While these greataxes are
usually plain, some have great examples of decorations,
sometimes including precious metals, either with
etched patterns, dwarven adages, or invectives against
trolls.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bestow
curse; Cost 37,320 gp

Armor

Invincible Manica
Aura strong abjuration and evocation; CL 18th
Slot armor; Price 81,200 gp; Weight 15 lbs.
+3 gladiator armor apparently made from pure gold and
decorated with rampant lions, the Invincible Manica
provides magnificent defense for both close and ranged
combat. The manica is enchanted to resist arrows, bolts
and other ranged attacks, allowing the wearer to make
a DC 20 Fortitude save against ranged weapon attacks.
If the save is successful, the missiles bounce harmlessly
off the wearer. Because this enchantment functions
differently than the typical arrow deflection ability,
the wearer does not have to be aware of the attacker
for it to work. However, just as with the typical arrow
deflection, this ability does not work against exceptional
missiles, such as boulders thrown by giants or catapults,
or against the magic missile spell.
It also has the invulnerability property, giving the
wearer DR 5/magic. Finally, the armor has the property
of light fortitude against critical attacks. Altogether,
the wearer of the Invincible Manica can become a
battlefield juggernaut, shrugging off most conventional
attacks as they close with the enemy.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, shield and
wish or miracle; Cost 40,700 gp

Gladiator Armor (Originally


Published in Paths of Power)
Light Armor
Cost 50 gp, Armor Bonus +3*, Max. Dex Bonus
+6, Armor Check Penalty -1, Arcane Spell
Failure Chance 15% , Speed (30 ft.) 30 ft.,
Speed (20 ft.) 20 ft., Weight 15 lbs.
*This armor bonus only counts against melee attacks;
Salamander Armor
Aura moderate abjuration; CL 8th
against ranged attacks, gladiator armor only provides a
Slot armor; Price 39,150 gp; Weight 50 lbs.
+1 armor bonus.
A dull-gray suit of +2 full plate armor, this suit of
armor is stylized to resemble the fire-dwelling, extra-
planar salamanders, and as such the plates on the back,
shoulders, and arms have small spines and horns,

44
giving the armor a reptilian look. The
helmet resembles the draconic head
of a salamander as well, and almost
completely covers the wearers face.
In addition to the unique appearance,
the armor has the ability to protect its
wearer from intense heat and flame.
It can be worn all day in the hottest
deserts and feel comfortable, and when
exposed to normal fires it protects the
wearer from the heat, smoke, fumes,
and flame. When exposed to fire, the
armor will begin to glow red-orange
as though it were being forged, but
the plate will not soften nor will the
wearer be harmed. While wearing the
salamander armor, the wearer ignores
the first 15 points of damage from each
separate fire/heat attack and benefits
from endure elements (heat only). A
drawback to wearing the armor is that
the wearer suffers double damage from
all cold-based attacks.
CONSTRUCTION
Requirements Craft Magic Arms and
Armor, endure elements, resist energy; eyepieces allow the wearer to see invisible and ethereal
Cost 20,400 gp creatures for as long as the goggles are worn, as per the
spell see invisibility. Lightweight and easy to use, the
Rods main drawbacks of the goggles are the price, and that
they must be polished daily. Failure to polish the lenses
Rod of the Basilisk at least once each day results in the goggles ceasing to
Aura moderate transmutation; CL 9th work; once there has been a lapse in regular polishing,
Slot none; Price 25,000 gp; Weight 4 lbs. it will take an additional 24 hours beyond the next
The rod of the basilisk is an iron rod shaped like an polishing for the goggles to regain their power.
elongated attacking basilisk sans legs. When used, it CONSTRUCTION
emits a petrifying beam identical to a flesh to stone Requirements Craft Wondrous Item, see invisibility;
spell, similar to a basilisks gaze attack. The range of Cost 6,000 gp
the beam is 50 feet, and the wielder must succeed on
a ranged touch attack against the target. The effect Eyepatch of the Dreaded Corsair
is only temporary, lasting but one hour before the Aura faint necromancy; CL 5th
target reverts to normal (no save necessary to survive Slot eyes; Price 33,735 gp; Weight
the return transformation). As such, it is a popular A black eyepatch emblazoned with the ensign of an
weapon among bounty hunters and others charged infamous pirate of ages past, this item is rumored to
with securing dangerous beings. When found, the rod have once been worn by William the Bloodthirsty.
has 50 charges. For every size category above Medium Legends tell that William was half-fiend, and it is said
the target creature is, the rod uses an additional charge. that in his career, William was responsible for taking
Charges return at a rate of 1 every 3 days. over 200 vessels and slaying hundreds of crews and
CONSTRUCTION passengers, as well as selling thousands in the slave
Requirements Craft Rod, flesh to stone, stone to flesh; markets of the world. His sign, a skeletal hand crushing
Cost 12,500 gp a heart in its grasp, caused such terror that crews were
said to freeze in panic upon sighting his flag. The wearer
WONDROUS ITEMS of the patch can cause fear as per the spell up to three
times daily.
CONSTRUCTION
Ethereal Goggles Requirements Craft Wondrous Item, see invisibility;
Aura moderate divination; CL 5 th
Cost 16,870 gp
Slot eyes; Price 12,000 gp; Weight
Silver-framed goggles with reflective lenses, these

45
Rainiers Goggles CONSTRUCTION
Aura faint transmutation, abjuration and evocation; CL 5th Requirements Craft Magic Arms & Armor, Craft
Slot eyes; Price 1,000 gp; Weight Wondrous Item, true strike; Cost 15,000 gp
These odd goggles are large, clear, highly visible, and
smell faintly of acid. Despite the fact that they radiate
transmutation, abjuration and evocation magic, no
use for them has yet been determined, even by Albion
Armitage. They are currently found within the used
goods section of the arsenal, Albion having taken them
in trade for other items. Albion will sell them for a mere
1,000 gold coins just to get rid of them.
CONSTRUCTION
Requirements Craft Wondrous Item, ?; Cost 500 gp?

Scharffecht Gauntlets
Aura moderate evocation; CL 11th
Slot hands; Price 36,360 gp; Weight
Scharffecht gauntlets are a pair of articulated metal
gauntlets decorated with gemstones. The left gauntlet
has three small inlaid orbs of jet at the wrist and a
larger single lapis lazuli on the back of the hand. The
right gauntlet has a single fire agate on the wrist and
an amethyst on the hand of the hand. The gems serve
as foci for the spells built into the gauntlets. The left
gauntlet casts magic missile via the jetstones and chain
lightning through the lapis lazuli, while the right casts
scorching ray through the fire agate and shout through
the amethyst. The magic missile creates three missiles
which can be aimed at a single target or at up to three Youve reached the end of the adventure! On the
separate targets; the chain lightning creates one main following pages youll find the promised props and
bolt and 5 secondary bolts each doing 5d6 points of maps for running this module:
damage. The scorching ray creates a single ray that Page 47: Map to Albion Armitages
delivers 4d6 points of damage, while the shout delivers Astounding Arsenal
5d6 damage to creatures or crystalline structures. The Page 48: Duke Fyfes letter to Albion
gauntlets must be worn as a pair to function and each Armitage
spell is usable once per day. Page 49: Battle map for the mercenary
CONSTRUCTION ambush
Requirements Craft Wondrous Item, chain lightning,
Page 50: Battle map for the city of the
magic missile, scorching ray, shout; Cost 18,180 gp
dead
Page 51: Battle map for the encounter
Snipers Monocle with Sparafucile
Aura faint transmutation, abjuration and evocation; CL 5th
Slot eyes; Price 30,000 gp; Weight
Page 52: Battle map for the fight with
A small eyepiece consisting of a single yellow-tinted Matil Vellamo
lens, this magical item is of great utility to ranged Have fun! Youll never forget your first trip to
combatants. While wearing the monocle, the user Albions...
receives a +5 competence bonus to ranged attacks, with The Forgetful Wizard
an increased critical multiplier (as per the Improved
Critical feat), and range increments increased by 20
feet. However, in melee combat, the wearer suffers
a -5 penalty to attacks, automatically fails critical hit
confirmation rolls, and suffers a -5 penalty to CMB. It is
a standard action to put on the monocle, but only a swift
action to take it off. For double the price, the monocle
can be built into a helmet and retracted into a small
housing when not in use.

46
OPEN GAME LICENSE Version 1.0a Pathfinder Roleplaying Game Core Rulebook. 2009, Paizo
The following text is the property of Wizards of the Coast, Inc. and is Copyright Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. Monte Cook, and Skip Williams
1. Definitions: (a)"Contributors" means the copyright and/or trademark The Book of Experimental Might. 2008, Monte J. Cook. All rights
owners who have contributed Open Game Content; (b)"Derivative Material" means reserved.
copyrighted material including derivative works and translations (including into Tome of Horrors. 2002, Necromancer Games, Inc; Authors: Scott
other computer languages), potation, modification, correction, addition, extension, Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
upgrade, improvement, compilation, abridgment or other form in which an existing Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on
work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, original content from TSR.
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; Pathfinder Roleplaying Game Bestiary. 2009, Paizo Publishing, LLC;
(d)"Open Game Content" means the game mechanic and includes the methods, Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and
procedures, processes and routines to the extent such content does not embody Skip Williams.
the Product Identity and is an enhancement over the prior art and any additional Basidirond from the Tome of Horrors. 2002, Necromancer Games,
content clearly identified as Open Game Content by the Contributor, and means any Inc.; Author Scott Greene, based on original material by Gary Gygax.
work covered by this License, including translations and derivative works under Cave Fisher from the Tome of Horrors. 2002, Necromancer Games,
copyright law, but specifically excludes Product Identity. (e) "Product Identity" Inc.; Author Scott Greene, based on original material by Lawrence Schick.
means product and product line names, logos and identifying marks including trade Crystal Ooze from the Tome of Horrors. 2002, Necromancer Games,
dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, Inc.; Author Scott Greene, based on original material by Gary Gygax.
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, Dark Creeper from the Tome of Horrors. 2002, Necromancer Games,
formats, poses, concepts, themes and graphic, photographic and other visual or Inc.; Author Scott Greene, based on original material by Rik Shepard.
audio representations; names and descriptions of characters, spells, enchantments, Dark Stalker from the Tome of Horrors. 2002, Necromancer Games,
personalities, teams, personas, likenesses and special abilities; places, locations, Inc.; Author Scott Greene, based on original material by Simon Muth.
environments, creatures, equipment, magical or supernatural abilities or effects, Dracolisk from the Tome of Horrors. 2002, Necromancer Games, Inc.;
logos, symbols, or graphic designs; and any other trademark or registered trademark Author Scott Greene, based on original material by Gary Gygax.
clearly identified as Product identity by the owner of the Product Identity, and which Froghemoth from the Tome of Horrors. 2002, Necromancer Games,
specifically excludes the Open Game Content; (f) "Trademark" means the logos, Inc.; Author Scott Greene, based on original material by Gary Gygax.
names, mark, sign, motto, designs that are used by a Contributor to identify itself Giant Slug from the Tome of Horrors. 2002, Necromancer Games,
or its products or the associated products contributed to the Open Game License by Inc.; Author Scott Greene, based on original material by Gary Gygax.
the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, Ice Golem from the Tome of Horrors. 2002, Necromancer Games, Inc.;
format, modify, translate and otherwise create Derivative Material of Open Game Author Scott Greene.
Content. (h) "You" or "Your" means the licensee in terms of this agreement. Iron Cobra from the Tome of Horrors. 2002, Necromancer Games,
2. The License: This License applies to any Open Game Content that contains a Inc.; Author Scott Greene, based on original material by Philip Masters.
notice indicating that the Open Game Content may only be Used under and in terms Marid from the Tome of Horrors III. 2005, Necromancer Games, Inc.;
of this License. You must affix such a notice to any Open Game Content that you Author Scott Greene.
Use. No terms may be added to or subtracted from this License except as described Mite from the Tome of Horrors. 2002, Necromancer Games, Inc.;
by the License itself. No other terms or conditions may be applied to any Open Game Author Scott Greene, based on original material by Ian Livingstone and Mark
Content distributed using this License. Barnes.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your Nabasu Demon from the Tome of Horrors. 2002, Necromancer
acceptance of the terms of this License. Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
4. Grant and Consideration: In consideration for agreeing to use this License, Russet Mold from the Tome of Horrors. 2002, Necromancer Games,
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Inc.; Author Scott Greene, based on original material by Gary Gygax.
license with the exact terms of this License to Use, the Open Game Content. Shadow Demon from the Tome of Horrors. 2002, Necromancer
5. Representation of Authority to Contribute: If You are contributing original Games, Inc.; Author Scott Greene, based on original material by Neville White.
material as Open Game Content, You represent that Your Contributions are Your Vegepygmy from the Tome of Horrors. 2002, Necromancer Games,
original creation and/or You have sufficient rights to grant the rights conveyed by Inc.; Author Scott Greene, based on original material by Gary Gygax.
this License. Wood Golem from the Tome of Horrors. 2002, Necromancer Games,
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE Inc.; Authors Scott Greene and Patrick Lawinger.
portion of this License to include the exact text of the COPYRIGHT NOTICE of any Yellow Musk Creeper from the Tome of Horrors. 2002, Necromancer
Open Game Content You are copying, modifying or distributing, and You must add Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
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NOTICE of any original Open Game Content you Distribute. Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
7. Use of Product Identity: You agree not to Use any Product Identity, including Yeti from the Tome of Horrors. 2002, Necromancer Games, Inc.;
as an indication as to compatibility, except as expressly licensed in another, Author Scott Greene, based on original material by Gary Gygax.
independent Agreement with the owner of each element of that Product Identity. The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming;
You agree not to indicate compatibility or co-adaptability with any Trademark or Authors Connie J. Thomson and Robert W. Thomson
Registered Trademark in conjunction with a work containing Open Game Content The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors:
except as expressly licensed in another, independent Agreement with the owner of Gwendolyn F.M. Kestrel and Duncan Scott
such Trademark or Registered Trademark. The use of any Product Identity in Open The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming;
Game Content does not constitute a challenge to the ownership of that Product Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and
Identity. The owner of any Product Identity used in Open Game Content shall retain Sean OConnor.
all rights, title and interest in and to that Product Identity. Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors
8. Identification: If you distribute Open Game Content You must clearly Sean OConnor and Patricia Willenborg, with Connie J. Thomson and Robert W.
indicate which portions of the work that you are distributing are Open Game Thomson.
Content. Character Clip Art & Color Customizing Studio. Copyright 2002,
9. Updating the License: Wizards or its designated Agents may publish updated Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, art and
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modify and distribute any Open Game Content originally distributed under any Luven Lightfingers Gear and Treasure Shop. Copyright 2010, 4 Winds
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copy of the Open Game Content You Distribute. Albion Armitages Astounding Arsenal. Copyright 2010, 4 Winds Fantasy
11. Use of Contributor Credits: You may not market or advertise the Open Game Gaming; Author Sean OConnor.
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12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content due to
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13. Termination: This License will terminate automatically if You fail to comply
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14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v1.0a. 2000, Wizards of the Coast, Inc.
System Reference Document. 2000. Wizards of the Coast, Inc; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
and Dave Arneson.

53

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