Daughters of Fury
Daughters of Fury
Daughters of Fury
ARWYLL STEAD
MAP KEY
1. Marketplace
2. The Blissful Badger
3. Quarry
4. Arwyll Mine
5. Jailhouse
5
6. The Red Archive
7. Catacombs
8. Arwyll Estate
4
9. Old Mine Entrance
9
Author • Victoria Jaczko
Contributing Authors • Tyler Beck, Robert Brookes, J. R. Casey,
Casey Clements, Clay Clouser, Tyler Cowart, Terry Dutton,
Kenneth “Tripp” Elliott, Brian J. Fruzen, Emmanuel Greene,
Sam Harris, Peter Johansen, Mikko Kallio, Joseph L. Kellogg,
Mike Kimmel, Michele La Barbera, Brian Lefebvre,
Richard Malena, Andrew Marlowe, Jacob W. Michaels,
Mark Nordheim, Kalervo Oikarinen, Michael Patrick,
Iain Reid, Calder Rooney, Mikael Sebag, Andrew Shumate,
Jesse Southwick, Andrew Umphrey, and Christopher Wasko
Cover Artist • Michal Ivan
Interior Artists • Dave Allsop, Michal Ivan,
Damien Mammoliti, Maichol Quinto,
Konstantinos Skenteridis, Firat Solhan, and Jose Vega
Cartographer • Robert Lazzaretti
Creative Director • James Jacobs Table of Contents
Editor-in-Chief • F. Wesley Schneider
Managing Editor • James L. Sutter Introduction 2
Development Leads • Patrick Renie and Owen K.C. Stephens
Senior Developer • Rob McCreary Chapter 1: Hell’s Quarry 4
Developers • John Compton, Adam Daigle, Mark Moreland, On the way to Arwyll Stead, the heroes encounter devils attacking a
Patrick Renie, and Owen K.C. Stephens mysterious half-orc woman. They bring the fallen leaders of the town back to
Associate Editors • Judy Bauer and Christopher Carey
Editors • Joe Homes, Ryan Macklin, and Christina Stiles its crestfallen citizens, all the while becoming embroiled in a nearby orc tribe’s
Lead Designer • Jason Bulmahn infernal plot to sack the precarious border town.
Designers • Logan Bonner, Stephen Radney-MacFarland, and
Mark Seifter Chapter 2: The Border Standings 18
Managing Art Director • Sarah E. Robinson To secure the town against further devil attacks, the heroes travel outside of
Senior Art Director • Andrew Vallas
Arwyll Stead to collect the homesteaders on the settlement’s outskirts. While
Art Director • Sonja Morris
Graphic Designers • Emily Crowell and Ben Mouch doing so, they encounter other adversaries from the Hell’s Fury tribe and gather
Publisher • Erik Mona clues to piece together the puzzle of the devil attacks.
Paizo CEO • Lisa Stevens
Chief Operations Officer • Jeffrey Alvarez Chapter 3: Sacrifice 32
Director of Sales • Pierce Watters By finding the final clues they need amid an orc encampment, the heroes
Sales Associate • Cosmo Eisele
Marketing Director • Jenny Bendel
determine the cause of the devil attacks and the location of the fiends’
Finance Manager • Christopher Self mastermind, Kelseph—whom they must defeat before she fulfills her pact
Staff Accountant • Ashley Kaprielian with a powerful devil.
Data Entry Clerk • B. Scott Keim
Chief Technical Officer • Vic Wertz
Software Development Manager • Cort Odekirk
Appendix 1: Arwyll Stead 50
Senior Software Developer • Gary Teter
Campaign Coordinator • Mike Brock Appendix 2: Bestiary 52
Project Manager • Jessica Price
Licensing Coordinator • Michael Kenway Appendix 3: Magic Items 56
Customer Service Team • Sharaya Kemp, Katina Mathieson,
Sara Marie Teter, and Diego Valdez
Warehouse Team • Will Chase, Mika Hawkins, Heather Payne,
Jeff Strand, and Kevin Underwood
Reference
Website Team • Christopher Anthony, Liz Courts, This book refers to several other Pathfinder Roleplaying Game products using the following
Winslow Dalpe, Lissa Guillet, Erik Keith, and Chris Lambertz abbreviations, though these additional supplements are not required to make use of this book.
ON THE COVER Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of
these books available online for free at paizo.com/prd.
This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or
the 3.5 edition of the world’s oldest fantasy roleplaying game.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version
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Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product
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Paizo Inc. the material designated as Open Game Content may be reproduced in any form without written permission.
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ADVANCEMENT TRACK ADVENTURE SUMMARY
Daughters of Fury is designed for four characters and uses the
medium XP track.
I n Daughters of Fury, the heroes protect the lonely
border town of Arwyll Stead from being overrun by
devil assailants and investigate the cause behind these
The PCs begin the adventure at 3rd level.
3 extraplanar attacks. Yet as the heroes delve deeper into
the mystery, they unearth more questions than answers.
After defeating the fiendish invaders and clearing out the Who is sending these diabolical agents to the town,
4
catacombs in Chapter 1, the PCs should be 4th level. and for what reason? Why are the formerly peaceful
townsfolk of Arwyll Stead descending into madness
By the time the PCs encounter Yvogga in the secret and violence? And what does the strange half-orc
5
tunnel beneath Arwyll Stead in Chapter 2, they should
be 5th level. named Vegazi have to do with all of this? The heroes’
quest takes them through the wilds bordering Lastwall
The PCs should be 6th level at the end of the adventure, and Belkzen, into the forgotten tunnels beneath Arwyll
6
after defeating Shayle on top of Eiseth’s Roost. Stead, and finally up a steep mountain precipice to face
Kelseph, the devilbound orc mastermind behind it all.
ADVENTURE BACKGROUND INTRODUCTION
Years ago, in the shadow of the Mindspin Mountains, the WHERE ON GOLARION?
daughter of an orc chieftain sought power to overthrow CHAPTER 1:
her father. Kelseph, daughter of Wrogog the Red Fury, had Ustalav HELL’S QUARRY
Ho
SACRIFICE
orc daughter by a human, Wrogog took the two boys to raise Vigil
as true warriors of his growing Fury tribe and kept them st rel R iver APPENDIX 1:
Ke
Castle Everstand ARWYLL STEAD
away from Kelseph, whom he still refused to acknowledge.
He did not, however, claim his granddaughter, Vegazi.
Lastwall APPENDIX 2:
Despite Kelseph’s neglectful parenting, Vegazi inherited MONSTERS
none of the savagery of her mother and brothers. She Daughters of Fury takes place in and around the town of
instead developed a knack for working with animals and Arwyll Stead along the northwestern border of Lastwall—a APPENDIX 3:
MAGIC ITEMS
formed strong bonds with the tribe’s horses and wolves. region constantly under threat of orc siege from the
Her upbringing was harsh at the hands of her cruel nearby Hold of Belkzen. More information on Lastwall and
mother, yet Vegazi proved a hardy survivor, persevering Belkzen can be found in Pathfinder Campaign Setting: The
and somehow staving off the wickedness that consumed Inner Sea World Guide and Pathfinder Campaign Setting:
her kin. Belkzen, Hold of the Orc Hordes.
Vegazi’s goodness—a glimmer of righteousness
in a bastion of vileness and brutality—drew a devil’s
attention. The crafty and patient erinyes Shayle noticed As time passed, Kelseph brought forth five tiefling
Vegazi’s resistance to corruption and laid out a scheme daughters, who helped cement her power throughout
to claim two prizes: the first was Vegazi’s soul—a lantern southeastern Belkzen. Adil, on the other hand, sired but
of goodness that the powers of Hell could warp into an one child: a son named Wate, who became the last of the
erinyes—and the second was a foothold for Eiseth, the Arwyll line when his mother died during childbirth and
Erinyes Queen, in the chaotic and violent patriarchal his father died in battle some years later.
Hold of Belkzen through a new puppet tribe of orcs. As promised, just as Kelseph stood on the precipice of
In a blaze of unholy fire, Shayle appeared before grand power in the region, Shayle returned, asking for the
Kelseph. The devil granted the power-hungry Kelseph missing Vegazi. Having little choice, Kelseph bargained
infernal might and an unholy weapon suitable for a with her own soul for time to retrieve her offering. Her
warlord. In exchange, Shayle would return in 20 years— deal granted her an extension on the original contract
when Kelseph would be at the peak of her power—to terms and the aid of some lesser devils. Fearing to
collect one of Kelseph’s children. Kelseph agreed to the let her tribe see her compromised, Kelseph took only
bargain, ready to trade any of her children for power. She the devils, her children, and a few of her most trusted
never expected, though, that the child Shayle wanted to warriors on the hunt for Vegazi. To ensure Kelseph
claim was her weak and strange daughter. wouldn’t renege on the deal, Shayle demanded that the
With her newly acquired strength, Kelseph overthrew chieftain remain in a secreted location of the devil’s
her father and transformed the tribe into a matriarchy choosing—a mysterious mountain peak aptly called
with herself at the head. Her rise was swift, and all the Eiseth’s Roost. From there, Kelseph could command her
orcs of the newly christened Hell’s Fury tribe soon minions and children to abduct the estranged half-orc
recognized her power. Vegazi, all while Shayle kept an eye on the orc chieftain.
In the chaos of the usurpation, young Vegazi freed Kelseph knows Vegazi to be somewhere in the hills
the tribe’s slaves and fled. Though she didn’t realize it at around Arwyll Stead. With her cowed children leaving
the time, the humans Vegazi freed weren’t just peasants no stone unturned in the region and her infernal allies
and farmers stolen from the nearby hills—among these on the prowl, Kelseph is close to locating her long-lost
prisoners was Adil Arwyll, a noble from the remote daughter. When a chance encounter brings Vegazi and
Lastwall border town called Arwyll Stead, along with his the player characters’ stories crashing together following
best soldiers. In thanks, Adil gave his ring to this savior the sudden death of Wate Arwyll, the party gets caught up
who never offered her name. The two were destined to in the politics of Arwyll Stead and Kelseph’s diabolical
never meet again: Adil returned to his family’s namesake plot. It soon becomes clear that only the PCs have the
settlement, and Vegazi took to the wilds, choosing to wit and wherewithal to unravel the mystery surrounding
eschew society completely in hopes of forgetting her their strange ally, bring down Kelseph and Shayle, and
violent past. save Arwyll Stead from certain destruction.
3
HELL’S QUARRY
T
rouble has been brewing in the highlands around Fury tribe wielded. Alarmed but preferring to avoid
the town of Arwyll Stead. Orc attacks have always direct involvement unless necessary, Vegazi tailed Wate
been common, but when scouts sighted devils and his scouts from afar. She hoped that the defenders
in the hills, the town’s leaders became concerned that of Arwyll Stead could protect their town from whatever
their longtime enemies in Belkzen had acquired allies Kelseph had planned, but she would be willing to
beyond mortal reckoning. Wate Arwyll, the last remaining intervene should the fiends prove too great a match for
member of the Arwyll family and the figurehead of Arwyll the Steaders.
Stead, ordered the town’s soldiers to scout the region and Unfortunately, Vegazi’s hesitation meant that her help
assess the situation while he and several others traveled would come too late for Wate Arwyll: Vegazi’s tiefling half-
to Vigil to rally support from the Knights of Ozem. sister, Jagan—a witch and lieutenant of the Hell’s Fury
Arwyll Stead’s scouts weren’t the only ones who noticed tribe—took a band of devils and waylaid the last Arwyll’s
the strange orc activity in the hills around the town. The convoy on its way back from Vigil. Vegazi stepped in, but
half-orc hermit Vegazi—estranged daughter of the Hell’s failed to save the humans. And now she’s in peril—unless
Fury chieftain Kelseph—also saw this transpire, though someone rushes to Vegazi’s aid before she’s captured, the
she knew all too well what infernal powers the Hell’s ranger will suffer a dread fate as her mother’s sacrifice.
4
GETTING STARTED Creatures: When the PCs come upon the scene, the INTRODUCTION
The adventure begins with the player characters stumbling half-orc woman named Vegazi is already badly wounded
upon a battle in progress in the middle of a dusty road and is fending off the final two attacking gaav devils. If CHAPTER 1:
HELL’S QUARRY
headed toward Arwyll Stead. Alternatively, if they’re Vegazi notices the PCs, she calls out to the adventurers
already known in Lastwall for past heroics, the PCs may for help. The gaavs attack the new arrivals as soon as they CHAPTER 2:
have received a missive from Wate Arwyll asking for their see them. THE BORDER STANDINGS
help in regard to the unusual orc activity nearby and Because the gaavs have already taken considerable
CHAPTER 3:
sightings of devils in the hills around Arwyll Stead. damage from the battle and expended most of their SACRIFICE
Regardless of exactly how the PCs come to be traveling special attacks (see the Tactics section of their statistics,
toward Arwyll Stead, the adventure starts with the PCs below), this encounter is treated as a CR 4 encounter APPENDIX 1:
coming upon a deadly attack on the town’s leader and rather than CR 5. ARWYLL STEAD
his scouts.
APPENDIX 2:
Since the PCs have presumably been traveling on the LESSER HOST DEVILS (GAAVS) (2) CR 3 MONSTERS
road for some time, they may already know something XP 800 each
about the town (see Arwyll Stead Lore, below). Describe LE Small outsider (devil, evil, extraplanar, lawful) (Pathfinder APPENDIX 3:
MAGIC ITEMS
to the players the nation of Lastwall and the region Campaign Setting: Book of the Damned Volume I, Princes
between this country and the Hold of Belkzen as of Darkness 58)
necessary. As soon as the players are ready, run the first Initiative +3; Senses darkvision 60 ft., see in darkness;
encounter to begin the adventure. Perception +6
DEFENSE
Arwyll Stead Lore AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural,
Before getting the adventure underway, allow the PCs to +1 size)
attempt Knowledge (local) or (nobility) checks to see how hp 30 each (currently 12 each; 4d10+8)
much they may already know about Arwyll Stead and the Fort +6, Ref +7, Will +0
surrounding region. DR 5/good; Immune fire, poison; Resist acid 10, cold 10
DC 10+: The border region between Vigil and Urgir OFFENSE
is a hotly contested battleground between the humans Speed 5 ft., fly 60 ft. (good)
of Lastwall and the orcs of Belkzen, in addition to being Melee mwk spear +7 (1d8+1), 2 claws +6 (1d4+1)
plagued by horrors from the Hungry Mountains to the east. Special Attacks noxious breath
DC 15+: The mining town of Arwyll Stead is one of the Spell-Like Abilities (CL 4th, concentration +3)
numerous border settlements standing between the Hold At will—dancing lights, detect magic, greater teleport
of Belkzen and Lastwall. It’s named after the Arwylls, a (self plus 50 lbs. of objects only), mage hand,
well-known family of Lastwall crusaders and knights who ventriloquism (DC 10)
have fought against the orcs for generations. 1/day—summon (level 3, imp 35%)
DC 20+: The Arwyll family has been steadily dwindling TACTICS
over past few decades; a knight named Wate Arwyll is During Combat Once the PCs arrive, the gaavs focus their
the sole remaining holder of the Arwyll name. While the attacks almost entirely on them. The gaavs have already
Arwylls aren’t the official rulers of the town, the townsfolk expended their noxious breath attacks and summoned
all but revere their namesake family, looking to them for imps (which were defeated before the PCs arrived).
guidance and security in the face of orc savagery. Morale If one of the gaavs is defeated, the other teleports
back to Kelseph’s encampment on its next turn to report
ON THE ROAD TO ARWYLL STEAD (CR 4) the battle’s outcome.
Read or paraphrase the following aloud to the players to STATISTICS
set the scene for this encounter. Str 13, Dex 17, Con 14, Int 7, Wis 9, Cha 8
Base Atk +4; CMB +4; CMD 18
The clang of metal on metal and the shrill whinnies of Feats Dodge, Hover
frightened horses can be heard from up ahead. As the dusty Skills Acrobatics +9, Escape Artist +9, Fly +11, Perception +6,
road curves around the hills, a scene of battle comes into Stealth +13
view some hundred feet away. Panicked horses bolt past, Languages Infernal; telepathy 100 ft.
and corpses litter the ground around the road—some are SQ shared senses, superior grappler, swarming
recognizable as human guards or fallen horses, but others are Combat Gear mwk spear
twisted, winged, horned monstrosities with fiendish features. SPECIAL ABILITIES
All of the combatants have fallen, except for two of the flying Noxious Breath (Su) Three times per day, a gaav can
yellow monsters attacking a lone, wounded half-orc woman exhale a breath that reeks of pure corruption upon a
wielding a bow. creature within 5 feet. The target must succeed at a DC 14
5
Fortitude save or be sickened for 1d4 rounds. The save STATISTICS
DC is Constitution-based. Creatures that successfully save Str 12, Dex 15, Con 8, Int 10, Wis 14, Cha 15
cannot be affected by the same gaav’s noxious breath Base Atk +3; CMB +4; CMD 16
for 24 hours. A delay poison or neutralize poison spell Feats Endurance, Iron Will, Point-Blank Shot, Precise Shot
removes the effect from the sickened creature. Creatures Skills Climb +6, Handle Animal +8, Heal +8, Intimidate +4,
with immunity to poison are unaffected, and creatures Knowledge (geography) +5, Knowledge (nature) +5,
resistant to poison receive their normal bonus on their Perception +8, Survival +7; Racial Modifiers +2 Intimidate
saving throws. Once a gaav uses its breath weapon, it Languages Common, Orc
can’t use it again until 1d4 rounds later. SQ favored terrain (mountain +2), orc blood, track +1,
Shared Senses (Su) All gaavs within 100 feet of one another wild empathy +5
share the same senses. Thus, if one individual perceives Combat Gear +1 orc-bane arrows (3), potion of bull’s
something (for example, with a successful Perception strength, acid (2), silver arrows (10), tanglefoot bag;
check), all others within range are immediately aware of Other Gear mwk studded leather, light wooden shield,
it. Senses are instantly relayed from one gaav or magaav mwk short sword, composite longbow (+1 Str) with 20
to the next, allowing for the senses of a single arrows, dust of tracelessness, antitoxin (2), healer’s
devil to potentially spread through and inform kit, tindertwigs (5), Arwyll family signet ring
an entire massive swarm instantly. It is still worth 50 gp
possible for a gaav to be surprised or flat-
footed, even if other nearby gaavs are not. Treasure: On a tiefling corpse (which
Superior Grappler (Ex) A gaav can wield Vegazi could identify as her half-sister
a weapon and still attempt grapple Jagan’s), the PCs can find two bird feather
checks. If it’s not wielding a tokens and one whip feather token attached
weapon, a gaav gains a +4 to a necklace of black feathers worth 15 gp
bonus on grapple checks. for its ornamental value alone, as well as
In addition, it takes a single scroll of see invisibility. The witch
up to eight gaavs wielded a quarterstaff outfitted with
cooperatively to lift tribal fetishes and wore dirty black
a creature that one robes. The devils have nothing of
or more of them note aside from their spears.
is grappling; each Among the humans’ gear that
gaav can lift up to is still intact is a chain shirt,
VEGAZI
50 pounds and still fly two suits of studded leather,
without being impeded. 15 arrows, three longswords, and
Swarming (Ex) Up to two gaavs a shortbow. The priest’s body
can share the same space at the same time. If two carries a silver holy symbol of Iomedae and a flask of holy
gaavs in the same square attack the same foe, they water. Most of the weapons and armor are adorned with
are considered to be flanking that foe as if they were in the mesa-and-sunburst insignia of Arwyll Stead, which
opposite squares. means they can’t be sold in town. If the PCs return any
of this equipment to the authorities in Arwyll Stead, the
VEGAZI CR 2 Steader leaders reward the party with an amount of gold
XP 600 equal to half the goods’ value.
Female half-orc ranger 3 While Wate Arwyll was outfitted with useful equipment,
NG Medium humanoid (human, orc) the items are clearly marked with the Arwyll crest (a
Init +2; Senses darkvision 60 ft.; Perception +8 badger standing its ground) and rightfully belong to
DEFENSE the Arwyll family. He bore a masterwork longsword, a
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) masterwork mithral chain shirt, and a masterwork heavy
hp 21 (currently 3; 3d10) mithral shield. He also wore an obsidian arrowhead
Fort +2, Ref +5, Will +5 necklace around his neck worth 45 gp and a silver signet
Defensive Abilities orc ferocity ring worth 150 gp. All were refitted heirlooms from his
OFFENSE father, Adil. Wate had one potion of cure moderate wounds
Speed 30 ft. left on his person when he died (Perception DC 10 to
Melee mwk short sword +5 (1d6+1/19–20) spot). None of the gear marked with the Arwyll crest can
Ranged composite longbow +5 (1d8+1/×3) be sold in Arwyll Stead, but the PCs may be able to return
Special Attacks combat style (archery), favored the arms to Terrin Shaw, Wate’s best friend, for a reward
enemy (orcs +2) and his favor; see Meeting Terrin on page 16.
6
Development: Among the dead here are three human INTRODUCTION
scouts from Arwyll Stead, their leader Wate Arwyll, the RELATIONSHIPS WITH VEGAZI
town priest Phazia, a half-dozen quickly disintegrating CHAPTER 1:
HELL’S QUARRY
gaav devils, and the tiefling witch Jagan. Jagan’s body Throughout the course of this adventure, the PCs
identifies her as an orc-descended tiefling with thin can develop relationships with Vegazi—friendly and CHAPTER 2:
horns curling from her brow, a mane of crimson hair, collegial, competitive and antagonistic, or even romantic. THE BORDER STANDINGS
and knobby, undeveloped wing stumps on her shoulders. Daughters of Fury uses the relationship system from page
CHAPTER 3:
Searching the body of the scouts’ apparent leader, Wate 176 of Pathfinder RPG Ultimate Campaign, and provides SACRIFICE
Arwyll, and succeeding at a DC 12 Perception check a note guidelines throughout the adventure to determine how
addressed to the late commander. Give the PCs a copy of enamored or contemptuous Vegazi grows with each of APPENDIX 1:
Player Handout #1 (below). the PCs. Vegazi’s current Relationship Score with each PC ARWYLL STEAD
The half-orc woman who was fighting the gaavs is referenced at critical junctures in the adventure, and
APPENDIX 2:
identifies herself as Vegazi. She’s a strong-looking half-orc impacts the story’s ultimate outcome. MONSTERS
with pale green skin and wide, kind eyes. Her Common is Each PC begins with a Relationship Score with Vegazi
rough and rife with syntactical errors, but intelligible. She equal to that PC’s Charisma modifier; the Relationship APPENDIX 3:
MAGIC ITEMS
tells the PCs her name and thanks them for rescuing her. Score can rise and fall according to the PC’s actions (such
She offers a little information about herself—that she has as giving gifts to Vegazi or insulting her) as well as with
lived among the hills in this region for many years and specific events throughout the adventure.
long ago abandoned her forebears’ tribe—but refocuses The following can affect a PC’s Relationship Score. Refer
any conversation on the deceased humans. to the rules in Ultimate Campaign for more details.
She cannot read, but if the PCs read the letter to her, Gifts: Animals or animal-themed items, archery
she admits that she’s the hunter who was following “the equipment, heirlooms or mementos. If a PC has an
human scouts.” Vegazi refrains from saying exactly why animal companion or familiar that he allows Vegazi to
she was following them—she hasn’t spoken to people in interact with, he can attempt a Diplomacy check once per
a long time, and has trouble wording her concerns about character level he possesses to affect Vegazi’s attitude as
the burgeoning orcs to the west. though he’d given her a gift.
She asks the PCs to help her deliver the dead “back Insults: Disrespect of nature, excessive reference to
to the human town;” if the PCs are willing to wait, her orc heritage, mocking Vigilants or soldiers of Lastwall.
Vegazi reconnoiters ahead a short distance and brings Devotion Boon: Your quality time with Vegazi has
back the scouts’ four horses, which were scared away instilled you with some of her insight into bonding with
at the beginning of the attack. If the PCs require animals and beasts of nature. You gain a +2 bonus on
compensation, Vegazi promises that the townsfolk of Handle Animal and Knowledge (nature) checks.
Arwyll Stead (which she simply refers to as “the human Enmity Boon: Your rivalry with Vegazi has pushed you
town”) would likely pay good money to have their fallen to master the art of hunting and ranged combat with
heroes buried at home. If the PCs received any wounds bows. As long as you’re adjacent to Vegazi, any successful
during the fight, she also points out that the town’s ranged attacks you make against other creatures deal an
healers can tend to them. additional 1d6 points of precision damage.
Story Award: If the PCs find the note on Wate’s body If you’d rather not use the relationship rules, feel free to
and agree to deliver the bodies to Arwyll Stead with play out scenes with Vegazi as you see fit—just remember
Vegazi, award them 400 XP and increase their respective that at the adventure’s climax, you’ll need to take into
Relationship Scores with Vegazi by 3 points each (see the consideration how the PCs have interacted with Vegazi.
sidebar to the right).
Player Handout #1
Wate,
The attacks on the borderlands around Arwyll Stead have obviously become more frequent
and purposeful. I fear what the orcs of the Hell's Fury tribe are plotting_it can't be good,
judging by their diabolical company.
My scouts and I have still not been able to locate the squad that went missing last
week. As we discussed, I will continue searching along the banks of the Path River for
any sign of our missing comrades before rendezvousing with you in town tomorrow morning.
_Terrin
P.S. We are not alone in our search. I spotted an elusive hunter tailing my party for the
past few days, though she is clearly benign, since she has had ample opportunity to kill
us in our sleep. She hasn't made her presence known in a little while, and I would not be
surprised if you spotted her as well.
7
DELIVERING THE DEAD A. ARWYLL MANOR
Arwyll Stead is a bustling frontier town based around an When the PCs arrive at Arwyll Estate, Mayor Proum
iron mine founded by an adventuring couple, Daniela answers the door and ushers them past the foyer and into
and Eston Arwyll. They and their heirs have been the the humbly decorated parlor room. The adjacent dining
town’s de facto leaders for generations, spurring the room has been outfitted as an impromptu morgue, with
local legend that Arwyll Stead would never fall so long as
the bodies of Wate and his comrades laid across the
an Arwyll defends it. More information on Arwyll Stead, sagging wooden table and covered in white linens.
including details on important locations and statistics Along with Proum are two militia members, an elderly
for important NPCs, can be found in the appendix on woman with wrinkled skin and a head full of curly gray
page 50. hair, and a tall man in his late forties. Proum introduces
It takes several hours for the PCs to reach Arwyll the woman as Shovann Orda and the man as Gallus
Stead from the site of the devil attack. Under normal Crevac. The two were friends of the late Wate Arwyll, and
circumstances, adventurers are a welcome sight together with the mayor, the four of them served as an
in town—Steaders respect those who can handle informal governing council for Arwyll Stead. Now, just
themselves. The PCs don’t see the town under normal the three of them remain.
circumstances; the crushing news of Wate’s death, the Shovann—the elderly woman—has a shrewd gaze and
extant prejudice against half-orcs, and the Hell’s Fury enjoys wearing vibrantly colored clothes that were in style
tribe’s meddling have all contributed to a growing mood when she was young. She hails from Ustalav, where she
of tension and paranoia among the townsfolk. The PCs learned the fortune-teller trade from her mother. When
arrive just as this tough, fearless little town teeters on
her children were grown and set off to be crusaders,
the brink of anarchy, as devils within and without call Shovann followed them into Lastwall to keep them
into question the very survival of Arwyll Stead. safe—a duty she feels she has failed. She’s outlived all of
her children, and when the last one came to Arwyll Stead
Meeting Mayor Proum to train as a scout and died in Belkzen, Shovann decided
When the PCs arrive in town (presumably with to remain at her new home to contribute her wisdom.
the bodies of Wate Arwyll and his scouts Shovann reads fortunes and people with equal
in tow, or at least news of their demise), alacrity. Her instincts are excellent, but she’s
they are greeted by town guards, who grown bitter and suspicious with age. A large owl
immediately fetch the mayor. Unless named Faydor perches on Shovann’s shoulder,
they take pains to cover the corpses or and looks as ancient as his master.
otherwise be discreet, the PCs and Vegazi Gallus wears well-groomed red robes
find a crowd of onlookers swiftly growing and keeps his graying mustache and beard
around them. immaculately neat. Once, Gallus lived in Cheliax
Mayor Darrel Proum is a sweaty man and proselytized the word of Asmodeus as one of
with a paunch and complexion that his priests. When fellow clergy members
reflect his stress-fueled life and caught the man stealing rare
encroaching middle age. volumes from the church’s
Understandably, he doesn’t libraries, they banished
take the news of Wate him from their order
Arwyll’s death well; he’s (which suited him just
visibly stricken by the loss fine, as he wanted to
of the town’s icon. He wants study scripture more than sow
to know what happened, but zealotry) and placed a bounty on his
doesn’t inquire in public. He asks head in the nation of Cheliax. Gallus fled
the guards to take the bodies of Arwyll DARREL PROUM the country, and has since enjoyed a quiet
and his scouts to Arwyll Estate, and he life in Arwyll Stead, building up the town’s
tells the PCs and Vegazi to meet him there after they repository of knowledge by establishing his personal
have gotten their wounds addressed at the chapel of library—the Red Archive—and opening it to the public.
Iomedae, free of charge. Once they’ve done so, perhaps Proum, Shovann, and Gallus are keenly interested in the
acquainting themselves with the town’s priest Ovir PCs and their traveling companion. Once introductions
Radan in the process, allow them to continue to Arwyll have been made, Proum asks the PCs and Vegazi to
Estate. A courier summons the group if they delay for explain exactly what happened that led to Wate’s demise.
long, and the guards at the gates have been instructed The mayor and his associates are patient listeners, and
to—politely—not allow the PCs out of the town until they ask the PCs to elaborate when necessary. Gallus
they’ve met with the mayor. keeps notes on the discussion as they talk.
8
At some point in their conversation, one of the Involuntary Steaders INTRODUCTION
interviewers (or perhaps one of the PCs) notices Vegazi’s The discussions at Arwyll Manor take most of rest of
the day, and by the time Proum, Shovann, and Gallus
signet ring, which bears the initials “A.A.” and motifs of the CHAPTER 1:
HELL’S QUARRY
Arwyll family crest, and asks her about it. Vegazi tells the finish questioning the PCs, the sun
group she got the ring from a human she freed from is fast setting. Until he and his CHAPTER 2:
an orc tribe’s slave yard. She can give a description council can sort out the matter THE BORDER STANDINGS
of the man who gave the ring to her (which matches surrounding Wate Arwyll’s
CHAPTER 3:
that of Adil Arwyll), but otherwise death and ascertain the SACRIFICE
offers scant details of the event, trustworthiness of the PCs
not wishing to relive a past and Vegazi, Mayor Proum APPENDIX 1:
that’s 20 years behind her. requests that the party and their ARWYLL STEAD
Vegazi doesn’t elaborate new friend stay put in Arwyll
APPENDIX 2:
even when pressed Stead for at least the night. He’s MONSTERS
because she doesn’t arranged for them to have two
want the townsfolk rooms in the Blissful Badger— APPENDIX 3:
MAGIC ITEMS
to mistake her the town’s only inn—and he’d
relations to the appreciate their cooperation
fearsome Hell’s with the investigation.
Fury tribe as In particular, Proum
an alliance. wants to know more about
Vegazi’s relationship with
Questions for Proum the Arwyll family; he tells
Proum and his companions the PCs that he would like
have an initial attitude of their help retrieving Grev, a
SHOVAAN ORDA AND GALLUS CREVAC
indifferent toward the PCs. local hermit who knew the
At any point in the discussion, Arwylls well, in the morning. In addition, Proum would
the PCs may ask Proum or the others some questions like the party to meet with Scoutmaster Terrin when he
about Wate Arwyll, Arwyll Stead, and the surrounding returns from his latest scouting mission.
region. The following are answers to some of their most Story Award: If the PCs converse with Mayor Proum,
likely questions. Shovann, and Gallus and explain their situation to the
Who was Wate Arwyll? “Wate was the last of the Arwyll town leaders, award them 800 XP.
family, which founded Arwyll Stead generations ago.
He was a brave young man who died far too young. In B. ATTACK ON THE BLISSFUL BADGER
addition to being a symbol of the indomitable spirit of The Blissful Badger is the sole inn and one of two taverns
Arwyll Stead, he was a friend to many in the town.” in Arwyll Stead. It’s a rather remarkable establishment,
Why is there so much concern over this man? built 50 years ago by the late dwarf Delest Forgemore
“Because he’s an Arwyll. The founders of this town and and run by her daughter for the past decade. The tavern’s
their line included many noble warriors who fought name is a reference to Arwyll Stead at times of peace,
against the orc hordes, and the Arwylls have long been when the Arwyll family needs not invoke “the fury of the
a source of morale and spirit for Arwyll Stead. With no badger” to fend off the orcs of Belkzen or monsters from
remaining Arwylls to continue the family name, the the Hungry Mountains.
town will never be the same.” The building is separated into two halves connected by
Who is in charge now that Wate is dead? “That’s part of a broad bar area. On the western side of the building is the
the problem. While I can certainly do my best to maintain inn, where visitors and a few semipermanent residents
peace in Arwyll Stead as the town’s official mayor, Steaders stay in cramped rooms on either the first or second floor.
are a notoriously stubborn lot and aren’t likely to defer On the eastern side is the tavern, where tables small
their loyalty to someone not of the Arwyll line. In truth, I and large dot the floor in front of a finely lacquered
am leader in name only, and the town likely needs a new performing stage. Performances aren’t common in the
hero to look to.” pragmatic Arwyll Stead, but the occasional traveling bard
Do you suspect us? “I’m not ruling anything out right has been known to stop by and raise the townsfolk’s
now. You seem like a reasonable lot, and I have no reason morale with a night of story or song.
to doubt your claims, but I can’t take any chances, either. Because it’s such a popular establishment and often the
If what Vegazi says is true, then the Arwyll family owes her meeting place for important emissaries to Arwyll Stead,
a great deal of gratitude—at the very least for returning the Blissful Badger is a frequent target during orc sieges.
the Arwyll signet ring.” The inn’s reputation has drawn the attention of Ogash,
9
1 SQUARE = 5 FEET
B2 B2 B2 B2
B3
B4
B2
B2
B5
SECOND FLOOR
FIRST FLOOR
B1
B1 B1 CELLAR
B1 B1
B6
Kelseph’s most headstrong daughter, who suspects that B1. Upstairs Bedrooms (CR 4)
Vegazi might be recovering there after her narrow rescue Each of these bedrooms is furnished with one or more
from the gaavs. After finding out about Jagan’s death, beds, a lantern that hangs from the ceiling, and little else.
Kelseph sent Ogash to capture “the half-orc runt” alive. The The mayor puts the PCs up here for the night, and it is
reckless tiefling chose to mount a large-scale surprise attack from here that they must begin their escape.
in the night with some of her mother’s fiendish minions, Creatures: Two imps have smashed through the window
hoping to capture Vegazi in the chaos and escape through a of the southeasternmost bedroom and are searching each
secret tunnel she mistakenly believes to be within the town’s of the upstairs rooms for Vegazi. Depending on where
catacombs. Ogash sent minions to search several locations the PCs and Vegazi are sleeping, they may have heard the
in Arwyll Stead while she hunted for the escape route. imps coming in (the Perception DC depends on the PCs’
Determine which of the upstairs bedrooms (the areas distance from the room), or they may have been sleeping
marked B1 on the map) each of the PCs and Vegazi are when the imps broke in (in which case the imps are
occupying. This will factor into the initial encounter and afforded a surprise round).
determine whether the PCs are surprised by the fiendish
attackers bursting into their room (see area B1, below). IMPS (2) CR 2
For the purpose of regaining spells and healing, the XP 600 each
PCs are considered to have rested a full 8 hours by the hp 16 each (Pathfinder RPG Bestiary 78)
time of the attack.
The PCs awake in the night to the sound of splintering B2. Downstairs Bedrooms (CR 3)
wood and crashing glass as the roar of battle erupts Creatures: A pair of lemures slinks through the
outside. Once Vegazi realizes the fiendish nature of the bedrooms and hallways of the downstairs bedrooms,
attackers, she assumes the Hell’s Fury tribe is behind defiling bedsheets and plundering drawers for personal
the raid, though not that she’s the raiders’ true target. possessions. They don’t hunt Vegazi—the lemures have
Concerned that she’ll be implicated as an invader, Vegazi no intellects of their own, and are here only to cause
asks the PCs to help her fight her way out of the inn and destruction and chaos while Ogash and her minions root
figure out what’s going on. out the half-orc.
10
LEMURES (2) CR 1 to the east, a door to the south, and a stone spiral staircase INTRODUCTION
XP 400 each to the northwest.
hp 13 each (Pathfinder RPG Bestiary 79) CHAPTER 1:
HELL’S QUARRY
Creature: The proprietor of the Blissful Badger, a
B3. Bar dwarven woman named Isald Forgemore (LG female CHAPTER 2:
dwarf commoner 3; use the statistics for a miner on page THE BORDER STANDINGS
A long bar counter covered in platters of half-eaten food stands 256 of the Pathfinder RPG NPC Codex), is one of the few
CHAPTER 3:
opposite two broad wooden doors that lead out of the tavern. Steaders still in the tavern. She can be found here in the SACRIFICE
Numerous bottles of alcohol rest on shelves behind the bar. kitchen, where she is desperately trying to extinguish the
flames spilling over from the fire pit. When the PCs arrive APPENDIX 1:
While normally staffed by the tavern’s proprietor, the here, Isald pleads with them to help her put out the fires ARWYLL STEAD
bar is untended when the PCs arrive here during Ogash’s to save her establishment.
APPENDIX 2:
attack. A few panicked inn patrons and tavern-goers flee MONSTERS
the scene of chaos through the front doors to the north;
they don’t stop to talk, but among their shouts and APPENDIX 3:
MAGIC ITEMS
screams, the PCs can decipher that the attackers came
through the eastern doors to the taproom.
Treasure: Anyone who looks at the bar counter sees,
amid the half-empty cups of ale and spilled dinner plates,
two flasks of holy water, a cold iron dagger, and a sack of
itching powder (Pathfinder RPG Ultimate Equipment 108).
Anyone who succeeds at a DC 13 Perception check also
spots a silver raven figurine of wondrous power tucked
beneath a discarded napkin.
Development: Vegazi is visibly captivated by the silver
raven figurine. If the party gives Vegazi the figurine of
wondrous power (even if just to borrow), increase each PC’s
Relationship Score with her by 3 points.
11
1 SQUARE = 5 FEET
C2 C2 C2 C2
C1
C6
C3 C3 C3
C5
C3
C3 C3 C4
Hazard (CR 2): Some orcs came through here and though other spell effects can be used to smother it, such
knocked over the cauldron on the western side of the as expeditious excavation (Pathfinder RPG Advanced Player’s
kitchen, spilling a large amount of grease and setting Guide 220) or wood shape. The PCs may devise their own
fire to the floorboards in that part of the room. When creative means of dousing the fires in this room (subject
the PCs arrive, the grease fire takes up a single 5-foot to your discretion).
square. At the beginning of each round (including Treasure: If the PCs save the Blissful Badger from
the first round when the PCs see the fire), the grease certain immolation, Isald gifts the PCs three potions of cure
fire spreads to an additional 5-foot square. Randomly light wounds.
determine which adjacent square the grease fire Development: After thanking them with the potions,
spreads to. If the fire spreads to a square occupied by Isald asks the PCs to investigate the cellar below. She
a creature, that creature is at risk of catching on fire saw some terrible, globular monstrosities go down
(Reflex DC 15 negates; see page 444 of the Pathfinder there, and she’s afraid they might destroy her food
RPG Core Rulebook). stores as well as the relics she keeps down there for
A character can extinguish a 5-foot-square area of fire safekeeping. Isald says that the PCs are welcome to the
using a blanket or other suitable survival implement relics if they can eradicate the devils; her treasures are
with a successful DC 10 Survival check. Dousing a square hidden beneath a loose stone tile in the northeastern
to extinguish it requires at least 1 gallon of water per corner of the room.
5-foot square. The only exception to this is the original
5-foot square where the grease fire started. Because it’s B6. Cellar (CR 3)
a grease fire, pouring water on this square only causes
the fire to spread immediately to an additional 5-foot Barrels of wine flank the walls of this long stone cellar. On the
square. To eradicate the grease fire, the square must be eastern end of the basement, various meats hang from chains
covered in a wet blanket, doused with a large quantity of and hooks attached to the ceiling.
salt (which can be found in abundance on the kitchen
shelves), or put out with some other flame retardant. Creatures: A pair of lemures has found its way into
Even magical water doesn’t put out the grease fire, this cellar. They are busy devouring the hanging meats
12
on the far end of the cellar. Unless the party makes INTRODUCTION
considerable noise, the lemures don’t notice the PCs, RAINING ARROW
allowing them a surprise round in combat. CHAPTER 1:
HELL’S QUARRY
This thick-shafted arrow contains a reservoir of holy water
LEMURES (2) CR 1 and is designed to burst upon impact. A raining arrow CHAPTER 2:
XP 400 each damages the target as normal, and also treats the target THE BORDER STANDINGS
hp 13 each (Pathfinder RPG Bestiary 79) as though it had been struck by a direct hit from a thrown
CHAPTER 3:
vial of holy water; adjacent creatures take splash damage SACRIFICE
Treasure: True to Isald’s word, treasure can be found in from this effect. A raining arrow imparts a –2 penalty on
the corner of this room with a successful DC 12 Perception attack rolls because of its weight. A raining arrow costs APPENDIX 1:
check to locate the loose stone she spoke of. Beneath the 30 gp, and can be crafted with a successful DC 25 Craft ARWYLL STEAD
tile, a plain canvas bag contains several expensive items, (alchemy) check.
APPENDIX 2:
including two water purification sponges (Pathfinder RPG MONSTERS
Ultimate Equipment 105), a masterwork heavy crossbow
with 20 bolts, a +1 buckler, a scroll of daze monster, and two Empty sconces line the walls every 20 feet except in the APPENDIX 3:
MAGIC ITEMS
oils of align weapon (good). sarcophagus chambers (area C3), which have no amenities
for light.
ESCAPING THE BLISSFUL
BADGER C1. Collapsed Hall
Once the PCs are out of the tavern, the extent of the
chaos in Arwyll Stead becomes much clearer: townsfolk A pile of boulders, broken rock, and rubble blocks the main
run through the streets, flocks of gaavs assail buildings passageway through the catacombs where the ceiling
and innocents, and lemures pour down the cobblestone collapsed. On either side of the hallway, five-foot-wide
avenues in a scene of almost total anarchy. passages lead into other areas.
The PCs are promptly hailed by Mayor Proum. He
hurriedly tells them that the leader of the raid was seen The hallway here collapsed several years ago during a
running down the streets toward the catacombs. With particularly devastating orc siege, and the damage was so
the town’s guards occupied keeping order and fending great that the Steaders haven’t yet cleaned up the rubble
off devils outside, he has few other options than to turn and rebuilt the passage. Digging through the rubble
to the PCs (and Vegazi, assuming she is with them) for would take a day or more of solid work for a few skilled
help clearing out the monsters from the town’s sacred laborers—since there were more pressing repairs to
burial chambers. If the PCs need any further reason to make following the siege, these were eventually forgotten.
submit to Proum’s request and destroy the invaders, he
tells them simply, “If you wish to further demonstrate C2. Urn Repositories (CR 4)
your heroism to Arwyll Stead, we would welcome it.”
If the PCs require healing before heading into the Skull-sized cavities dot the finely carved walls of these
tavern, Proum ushers them toward the temple of chambers in an orderly fashion. The cubbies contain funerary
Iomedae, where the resident cleric, Ovir, heals each PC of urns of varying quality and size.
2d6 points of damage. He also offers the party a bundle of
five raining arrows (Pathfinder Player Companion: Alchemy Most Steaders are cremated and interred in funerary
Manual 21), which Vegazi uses if no one else wields a urns within one of these chambers, which are expanded
bow. For convenience, the rules for raining arrows have as necessary to accommodate the town’s dead.
been reprinted in the sidebar on this page. Creatures: Ogash commanded three of her lemure
Story Award: If the PCs clear out the Blissful Badger minions to scour the walls of these urn chambers for a
and escape the tavern, award them 1,200 XP. secret exit. The lemures attack the PCs on sight.
13
C3. Sarcophagus Chambers (CR 3) ACCUSER DEVIL (ZEBUB) CR 3
XP 800
Sarcophagi line the walls and occupy the corners of these hp 30 (Pathfinder RPG Bestiary 2 84)
chambers. The sarcophagi each bear inscriptions and minute
cosmetic differences indicative of the individual enshrined. Treasure: While perusing the chambers, the zebub
pilfered a few items from the floor, all left by a Pharasmin
Particularly important or wealthy citizens of Arwyll priest some years ago while Arwyll Stead was dealing
Stead sometimes wish to be interred in sarcophagi rather with an undead problem: three scrolls of protection from
than have their bodies cremated. Each sarcophagus in evil, a scroll of magic circle against evil, and a wand of see
this room bears an inscription that details the name of invisibility with 16 charges remaining.
the deceased, the years of the deceased’s birth and death,
and a short epitaph. C4. Hall of the Honored
Creature: An accuser devil wanders the rooms here,
scanning for a hidden exit just as its lemure compatriots A long row of stone sarcophagi lines this hallway. Three
did in the urn repositories (area C2). The accuser devil passageways to the north lead to other rooms.
attacks the PCs on sight, but flees to Ogash’s side if it
falls to 10 or fewer hit points. The lid of one sarcophagus sits slightly ajar, which
is noted with a successful DC 15 Perception check.
Creature: Hiding inside the open sarcophagus
is a scared Arwyll Stead militia member
named Jerem (NG male human warrior 3;
use the statistics for a guard on page 267
of the Pathfinder RPG NPC Codex). He ran in
after the orc attackers when the siege began,
thinking his fellow Steaders were behind
him, but he was unpleasantly surprised
to find himself alone with the enemies in
the catacombs. Rather than die a hero, Jerem decided
to hide in a vacant sarcophagus in this chamber until
help arrived. Unsure whether the PCs are friend or foe,
he remains as silent as possible, peeking out from his
macabre hiding spot.
Development: If his hiding spot is discovered, Jerem
holds his eyes shut and cowers, waving his guisarme in
front of himself feebly. He’s a coward when alone, but
if he realizes the PCs are there to fight the fiendish
invaders as well, he finds a bit of bravery in himself. He
offers to protect the PCs’ escape route in case they need
to flee the catacombs, but if the PCs explicitly ask him to
fight alongside them as they go through the catacombs,
he resigns himself to the task. Regardless, once the PCs
have killed Ogash, Jerem flees the catacombs to inform
the other Steaders of the PCs’ heroics.
While Jerem’s prowess as a town guard is questionable
at best, the cowardly man has talent as a cartographer.
If Jerem is rescued and survives the dangers of the
catacombs, Terrin Shaw asks him to draft a map of the
surrounding region for the PCs at the beginning of
Chapter 2. This will come in handy as the PCs explore
the hinterlands around Arwyll Stead and bring in the
homesteaders during that part of the adventure. See
page 19 for more details.
OGASH Story Award: If the PCs find Jerem before defeating
Ogash and either convince him to help them or allow him
to guard the exit to the catacombs, award them 400 XP.
14
C5. Chamber of Elders (CR 3) INTRODUCTION
THE DAUGHTERS OF FURY
Five plain stone sarcophagi lie along the walls of this CHAPTER 1:
HELL’S QUARRY
rectangular burial chamber. The PCs encounter each of Kelseph’s tiefling daughters
before facing the orc matriarch herself. Kelseph treats CHAPTER 2:
Important citizens of Arwyll Stead, including the each of her daughters differently, which shows through THE BORDER STANDINGS
longest-standing priests of Iomedae and several friends in their distinct personalities and how much (or how
CHAPTER 3:
of Daniela and Eston Arwyll, are interred in sarcophagi little) they know about their mother’s plot. They are SACRIFICE
in this room. presented in order of appearance.
Creatures: Two lemures lurch over the various Jagan the Blighter: The now-deceased witch Jagan APPENDIX 1:
sarcophagi here, trying to fit through small fissures was the eldest of Kelseph’s tiefling brood. She was ARWYLL STEAD
and cracks to search for a secret tunnel that leads out infamous in the Hell’s Fury tribe for using maggots to
APPENDIX 2:
of the catacombs. heal (and punish) fellow orcs. Kelseph asked Jagan to MONSTERS
spread mayhem along the outskirts of Arwyll Stead,
LEMURES (2) CR 1 ostensibly to show the strength of the growing Hell’s APPENDIX 3:
MAGIC ITEMS
XP 400 each Fury tribe; in actuality, Kelseph hoped to draw Vegazi
hp 13 each (Pathfinder RPG Bestiary 79) out of hiding.
Ogash, the Steel Daughter: Ogash, an unstable
C6. Arwyll Crypt (CR 5) bloodrager, was kept in check by her levelheaded older
sister, Jagan, and she knows as little about her mother’s
Ornate stone sarcophagi line the floors of this wide chamber. plot as her fallen sibling. With Jagan dead, Ogash’s only
In the center of the crypt, four sarcophagi surround a large true friend is her orc double axe, Underbite. Ogash’s
iron brazier. Passages lead from the western side of the statistics appear on this page.
chamber, and a collapsed tunnel to the south appears to Ilka, the Wild Daughter: The druid Ilka bends the
be unfinished. forces of nature to her will and displays contempt for all
living creatures, including her own family. Beneath her
Members of the Arwyll family are buried in this feathers and furs, she has a shrewd and patient mind.
sacred chamber. With Wate Arwyll’s death, the final She’s never seen Shayle, but she knows her mother is
Arwyll family member will soon be interred here. taking orders from a devil. Ilka believes Kelseph is losing
Inscriptions on the sarcophagi indicate the names of the the spirit that made the Hell’s Fury tribe powerful in the
late Arwylls: The founders of Arwyll Stead, Daniela and first place. See the Development section of the Wild
Eston, and their two children, Husker and Tili, occupy Daughter encounter on page 22 for more information on
the sarcophagi surrounding the iron brazier. Adil and Ilka. Ilka’s statistics appear on page 21.
Wate’s other immediate relatives occupy the sarcophagi Yvogga, the Outsider Daughter: Yvogga is a
framing the room. summoner reliant upon her eidolon in combat. She is
Creatures: The mastermind behind the invasion— smaller and slimmer than her sisters, and her frailness
Ogash, daughter of Kelseph and twin sister of the late makes her more approachable to humans, but a
Jagan—is looking in vain for a secret exit from Arwyll laughingstock among orcs. She resents her family, but
Stead in this crypt, since her siege has proved to be a her fear of other Belkzen tribes makes her stay. She’s
miserable failure. She’s joined by one of Kelseph’s easy to question, but knows only about as much as Ilka.
infernal minions, a hell hound granted to the orc Yvogga is the only one of Kelseph’s daughters who can
matriarch by Shayle. When the two of them realize be redeemed, if given the opportunity. Her statistics
they’ve been cornered by the PCs, they attack with appear on page 35.
everything they’ve got. Bax the Mask: When they were young, Ogash burned
off half of Bax’s face. Ever since, Bax has worn a frightful
HELL HOUND CR 3 mask, which reveals only parts of her scarred head and
XP 800 her protruding horn bumps. She intends to usurp Kelseph,
hp 30 (Pathfinder RPG Bestiary 173) but follows orders until she spots an weakness. She knows
Kelseph is stationed on top of Eiseth’s Roost, and through
OGASH, THE STEEL DAUGHTER CR 3 spying has learned the nature of her mother’s bargain.
XP 800 Bax told Korlum and Grache about Kelseph’s whereabouts
Female tiefling bloodrager 4 (Pathfinder RPG Bestiary 264, and her infernal pact, hoping the brothers would succeed
Pathfinder RPG Advanced Class Guide 15) against Kelseph and Bax could then overthrow them.
CE Medium outsider (native) Bax’s statistics appear on page 44.
Init +2; Senses darkvision 60 ft.; Perception +6
15
DEFENSE Languages Common, Infernal, Orc
AC 17, touch 10, flat-footed 15 (+7 armor, +2 Dex, SQ blood casting, fast movement, fiendish sorcery
–2 bloodrage) Combat Gear potions of cure light wounds (2), potion of
hp 51 (4d10+20) magic weapon, scrolls of magic missile (2), scroll of ray of
Fort +8, Ref +3, Will +2; +2 vs. poison enfeeblement, smokestick (3); Other Gear +1 breastplate
Defensive Abilities blood sanctuary, uncanny dodge; with armor spikes, mwk orc double axe, throwing
Resist cold 5, electricity 5, fire 5 axes (3), black feather necklace worth 15 gp, climber’s
OFFENSE kit, hemp rope (50 ft.), locked gauntlet, mwk
Speed 30 ft. manacles, signal hornUE, 91 gp
Melee mwk orc double axe +10 (1d8+6/×3) SPECIAL ABILITIES
Ranged throwing axe +6 (1d6+4) Fiendish Sorcery (Ex) Because of Ogash’s
Special Attacks bloodrage (12 rounds/day), strong connection to the forces of Hell
hellfire strike (3/day, flaming) and her infernal bloodrager bloodline, her
Spell-Like Abilities (CL 4th, concentration +4) fiendish sorcery racial trait allows her to
1/day—darkness treat her Charisma score as 2 higher for
Bloodrager Spells Known (CL 4th; the purpose of her bloodline powers.
concentration +4)
1st (2/day)—burning hands (DC 11), Development: If captured alive,
color spray (DC 11) Ogash vehemently confesses her
Bloodline infernal reasons for raiding the town, shouting
TACTICS that the “half-human scum” responsible
Before Combat Ogash enters her for her sister Jagan’s death will pay.
bloodrage as soon as she She doesn’t say exactly why she went
knows she is about to into the catacombs, but explains
face battle. if magically compelled that she
During Combat Ogash begins combat by using TERRIN SHAW (mistakenly) believed she could
her darkness spell-like ability centered on escape Arwyll Stead by finding
Vegazi, then uses the effect as cover to attack the half- the secret tunnel within. Since she knows relatively little
orc and any PCs in the way. She prefers to fight in melee about her mother’s true scheme (see sidebar on page 15),
with her orc double axe (making use of her hellfire strike Ogash can’t give the PCs much insight into Kelseph’s
to coat the weapon in flames), but hurls throwing axes at plot, but it should become clear through interacting
opponents who prove bothersome from a distance. She with Ogash that the orc matriarch and her daughters are
uses her scrolls and potions as needed. seeking to capture Vegazi—and wreak havoc on Arwyll
Morale Though Ogash is confident in her ability to abduct Stead in the process.
Vegazi and kill any who stand in her way, she is not Story Award: If the PCs defeat Ogash and put a stop to
blind to her mortality. If her hell hound ally is slain, the tiefling’s raid on Arwyll Stead, award them 1,600 XP.
she attempts to abduct Vegazi and escape, heedless of
the remaining combatants. If her ally is slain and she’s MEETING TERRIN
reduced to fewer than 20 hit points, Ogash flees without After the PCs clear out the catacombs, they are greeted
Vegazi. However, if a PC is wearing Jagan’s black feather outside by a handsome, petite human man with a
necklace, Ogash attacks that PC exclusively and fights to personable demeanor. “I don’t know who you are,” the
the death. man exclaims, “but I’m glad you lot are on our side. Did
Base Statistics When not bloodraging, Ogash’s statistics are Wate send for you? My scouts are missing, and now we’ve
AC 19, touch 12, flat-footed 17; hp 43; Fort +6, Will +0; got this mess to clean up.”
Melee mwk orc double axe +8 (1d8+3/×3); Ranged The man introduces himself as Terrin Shaw, Arwyll
throwing axe +6 (1d6+2); Str 14, Con 15; CMB +6, CMD 18; Stead’s scoutmaster. He’s been out of town for several
Skills Climb +6. days, traveling to Trunau to gather news and supplies
STATISTICS and scouting along the Path River to determine the cause
Str 18, Dex 15, Con 19, Int 12, Wis 8, Cha 11 of several orc attacks on remote homesteads (see Player
Base Atk +4; CMB +8; CMD 18 Handout #1 on page 7).
Feats Eschew Materials, Two-Weapon Fighting, Weapon If the PCs tell him about Wate’s death, Terrin’s whole
Focus (orc double axe) demeanor collapses. Grief-stricken, he tells the party that
Skills Acrobatics +6, Bluff +2, Climb +8, Intimidate +7, on his way back from Trunau, his scouts failed to meet
Perception +6, Spellcraft +6, Stealth +6; Racial Modifiers him at their rendezvous. Between Wate’s demise and
+2 Bluff, +2 Stealth Ogash’s raid, he fears the worst for his scouts.
16
“I was also Wate’s best friend,” he says. “He always INTRODUCTION
worried what would happen to Arwyll Stead if his family LOSING VEGAZI
wasn’t around anymore, and really felt the pressure CHAPTER 1:
HELL’S QUARRY
when his mother died. He made me promise to help It’s not easy for Vegazi to be unintentionally captured or
things stay together.” Terrin can tell the PCs about Wate, killed, but it’s possible. If Vegazi is taken out of the story, CHAPTER 2:
providing the same details as Mayor Proum on page 9. then the PCs become the focus of Kelseph’s unhealthy THE BORDER STANDINGS
Treasure: If the PCs are using any of Wate Arwyll’s gear, attention. Either she’s infuriated with them for getting her
CHAPTER 3:
Terrin recognizes it and asks that it be returned to Arwyll sacrifice killed early, or she’s out to avenge her children SACRIFICE
Manor. If they require compensation, Terrin offers the PCs after she completes her bargain for Shayle. She blames
500 gp from the Arwyll family’s coffers. Accepting the the party for the deaths of her daughters, even Jagan, APPENDIX 1:
offer shifts Terrin’s attitude (which starts at indifferent) and throws all her resources at the PCs, terrorizing Arwyll ARWYLL STEAD
toward the PCs one step closer to friendly. Refusing to Stead with orc and devil raids to force them out.
APPENDIX 2:
return the equipment causes Terrin’s attitude to shift one This requires significant modification to the adventure, MONSTERS
step closer to unfriendly, and the scoutmaster’s future but still leads to confrontations with Kelseph’s children,
interactions with the party are terse at best. a fight against the phiam, and a final battle against APPENDIX 3:
MAGIC ITEMS
Kelseph (though without Shayle). Even without Vegazi,
FOR THE FALLEN the adventure’s essential structure remains intact.
After introducing himself to the PCs, Terrin asks the
adventurers if they would help him, Acolyte Ovir Radan,
and the other townsfolk bury those lost in the raid and DC 14 Heal check to complete, as well as a successful
the attack on Wate Arwyll’s convoy. This request is hardly DC 8 Fortitude save to avoid becoming nauseated by
out of line, since everyone in the town is expected to the experience.
chip in. If the PCs are still hesitant, Vegazi looks visibly • Building the Pyre: Building the funeral pyre requires
disappointed as she separates from the group to help making sure it is large enough to cremate the deceased
the crestfallen Steaders (in this case, reduce each PC’s and ensuring its flames won’t spread to any nearby
Relationship Score with Vegazi by 1 point). structures, which is accomplished with a successful
With Phazia dead, Ovir Radan is the sole remaining DC 14 Survival check.
cleric in town. Considering the number of dead, Ovir • Officiating the Funeral: Anyone trained in Knowledge
won’t be able to perform individual services and has to (religion) can attempt a DC 14 check to officiate the
instead conduct a mass ceremony. ceremony; failure means that Ovir steps in to take
The PCs may perform any of a variety of tasks to aid in over for the fumbling PC. A PC can attempt a DC
the funeral. Each task should involve one or more ability 16 Bluff or Perform (oratory) check in place of the
checks or skill checks of some sort. Following are Knowledge (religion) check.
some examples of tasks the PCs might perform, For each task a PC performs, increase that PC’s
along with the associated checks. Relationship Score with Vegazi by 1 point
• Gathering the Dead: Collecting the bodies (maximum increase of 5). After completing
of the fallen is the most labor-intensive the tasks, treat townsfolk’s attitudes toward
part of the funeral, and requires a the PCs as one step closer to friendly for
successful DC 14 Strength check to the rest of the adventure. Even if the PCs
help the town’s guards lift and move don’t attend the hours-long ceremony,
the bodies of their dead comrades to the they hear the prayers and hymns long into
funeral pyre. the night.
• Cleaning the Streets: The least Treasure: If the PCs help with the
glamorous (but certainly no less ceremony, Ovir gifts them four
important) task to be done is potions of cure light wounds, a
clearing the streets of the scroll of remove curse, and
dead devils and washing three flasks of holy water.
the blood from the If the PCs successfully
cobblestone walkways, accomplished three or
requiring successful DC more tasks to aid the
14 Dexterity checks to get the job OVIR RADAN ceremony, the priest also gifts them
done in a timely manner. with a periapt of protection from curses (Ultimate
• Burial Preparations: Each dead body must be stripped Equipment 260).
and wrapped in linen before it is ceremoniously Story Award: If the PCs aid in the funeral ceremony,
placed on the mass pyre. This requires a successful award them 800 XP.
17
THE BORDER STANDINGS
B
y now, the PCs have saved a mysterious half-orc Early in the morning following the funeral, after the
from devils, repelled the raid of a bloodthirsty PCs have gotten a full night’s sleep and are ready to
tiefling, and helped a small town mourn its dead continue with the adventure, Terrin hails them and asks
heroes. The townsfolk are grateful to the adventurers, them to join him at the town’s southern gates, atop the
but wary of trusting anyone now that the Arwyll family wall walk west of the gates. When the PCs have gathered,
is gone. The PCs are still mistrusted in the town, despite read or paraphrase the following aloud.
having performed these heroic deeds—the mayor just
doesn’t know what to make of them and Vegazi. However, Terrin’s voice is tired, and he doesn’t look like he’s slept for
Terrin Shaw’s news of devils being spotted outside the a long while. “There’s a problem... again,” he says. “We sent
town convinces Mayor Proum he still needs the PCs’ help. guards to bring in the citizens from the houses outside the
The PCs are tasked with escorting the outlying walls. The guards spotted more devils in the sky, and it’s got
homesteaders into Arwyll Stead to protect them against me worried about the outlying homesteads. The folks who
any future attacks, but what should be a simple task is live that far out are a bit better at defending themselves,
complicated by a druidic stalker who turns the wilds but they’re used to fending off occasional orc scouts—not
against the party. hosts of devils.
18
“Mayor Proum has asked that you all extend your stay Random Encounters INTRODUCTION
here until we can figure out how you—especially Vegazi—are Each hour the PCs are outside Arwyll Stead, there is a
involved in all of this. That said, you’ve all proved yourselves 20% chance the party encounters a random monster (roll CHAPTER 1:
HELL’S QUARRY
in my book. We’re short-handed, and could use all the help d% on the table below to determine the encounter). The
we can get, so I must ask you a favor for which you will be chance for an encounter increases by an additional 10% CHAPTER 2:
compensated. Could you round up the outlying homesteaders for every hour that goes by without an encounter, and THE BORDER STANDINGS
and convince them to come within the walls until this problem resets to 20% after each encounter. After the PCs locate
CHAPTER 3:
is resolved? It’s not an official order—we haven’t seen an and kill or apprehend Ilka (see The Wild Daughter on SACRIFICE
invading force and can’t say if the devils even care about page 20), the attacks from wild animals stop, and there’s
attacking the homesteads—but we have a duty to protect the only a 20% chance each day of a random orc encounter. APPENDIX 1:
homesteaders. If you can get these people out of harm’s way, ARWYLL STEAD
I can find something in the armory or wrangle a dispensation d% Encounter Avg. CR Source
APPENDIX 2:
from Mayor Proum to make it worth your time.” 01–10 1 aurochs 2 Bestiary 174 MONSTERS
11–22 2d6 orcs 2 Bestiary 222
If the PCs accept, Terrin thanks them and provides 23–37 1 giant eagle 3 Bestiary 118 APPENDIX 3:
MAGIC ITEMS
them with basic instructions to each homestead. If the 38–52 1d4 hyenas 3 Bestiary 179
PCs rescued Jerem (who happens to be one of the town’s 53–68 1d4 lions 4 Bestiary 193
best cartographers) from the catacombs at the end of 69–84 1d4 boars 4 Bestiary 36
Chapter 1 (see page 14), Terrin also provides the party 85–92 1 dire lion 5 Bestiary 193
with a map of the region around Arwyll Stead (similar to 93–100 1d4 dire hyenas 5 Bestiary 179
the map on page 20, though obviously Terrin doesn’t yet
know the location of Ilka or her brethren’s camps).
Terrin is especially interested in the retrieval of an
old homesteader named Grev, a retired soldier from
Vigil who knew many members of the Arwyll family
personally, including Adil and Wate. If anyone can
verify the truth of Vegazi’s claim that she saved Adil
from the Hell’s Fury tribe’s prison camps, it would be
Grev. Even if the PCs can’t retrieve the others, Terrin
wants to ensure they bring the hermit back to town to
shed light on this matter.
• D4
RO
TH
PA
◊ EISETH’S
ROOST (H)
PATH RIVER
Animals: Anyone who succeeds at a DC 25 Handle Patient and cunning, Ilka believes intimidating Arwyll
Animal or Knowledge (nature) check can determine that Stead so it will over Vegazi will be a more effective tactic
the animals faced in these random encounters are acting than attacking the town outright. To aid in her intimidation
under the compulsion of an enchantment. See The Wild tactics, the druid wants to kidnap townsfolk to use as
Daughter, below, for more information. leverage; her half-brothers already have Terrin’s scouts (see
If Vegazi is with the party, reduce each PC’s Relationship The Traitors’ Camp on page 36), but Ilka thinks they need
Score with her by 1 for each encounter that ends in the more. If the PCs brought Vegazi along, Ilka also recognizes
death of one or more animals. The PCs’ Relationship Scores the opportunity to capture her sister outright while the
are unchanged if they knock the animals unconscious and half-orc is away from the protection of Arwyll Stead’s walls.
stabilize them, and increase by 1 for each encounter in When the PCs leave the town, Ilka keeps tabs on the
which the PCs deal with the animals nonviolently. adventurers by assuming the form of a red eagle with her
Orcs: During a random orc encounter, the PCs confront wild shape ability—her boar, Umber, remains out of sight
a band of 2d6 orcs from the Broken Spine tribe. If any during her reconnaissance missions. She mostly observes,
of the orcs are captured and questioned about tieflings but sometimes she sends controlled or summoned
or orcs attacking Arwyll Stead, they say they’ve heard of animals after the PCs (see Random Encounters, above).
a growing, female-led tribe in the north called the Hell’s She hopes to wear the party down and, should the PCs be
Fury tribe. Even though they’ve heard that devils aid the overpowered, take any survivors (especially Vegazi) back to
Hell’s Fury tribe’s leader—and that she may even be one her camp to hold them captive.
herself—they assume the upstart’s been conquered by If the PCs have reason to believe something is watching
now. For more information on established orc tribes in them (because they see Ilka’s aura within the range of
the Hold of Belkzen near Lastwall, see Pathfinder Player a detect magic spell, for example), a successful DC 15
Companion: Orcs of Golarion. Perception check reveals that a red eagle and a wild boar
have been following them from afar. Ilka and Umber follow
The Wild Daughter the PCs for only 4 hours at a time, after which they rely on
Kelseph’s third daughter, Ilka, has watched the lands Ilka’s animal emissaries to harry and follow the PCs. If they
surrounding Arwyll Stead since Ogash’s raid failed. aren’t specifically looking for something strange, then the
20
PCs are unlikely to notice Ilka or Umber—red eagles and Base Statistics Without her potion of bear’s endurance INTRODUCTION
boars are typical fauna for the area. or longstrider, Ilka’s base statistics are hp 29; Fort +5;
If Ilka is spotted and chased, she leads the party to the Speed 20 ft.; Con 13. CHAPTER 1:
HELL’S QUARRY
nearest copse of trees or group of boulders and casts soften STATISTICS
earth and stone or summon swarm to distract them while Str 8, Dex 14, Con 17, Int 12, Wis 16, Cha 12 CHAPTER 2:
she flees. She continues monitoring from a safer distance, Base Atk +3; CMB +2; CMD 14 THE BORDER STANDINGS
using Umber as her eyes if he has remained unnoticed. If Feats Augment Summoning, Spell Focus (conjuration)
CHAPTER 3:
the PCs spot Umber and pursue him, he flees toward Ilka, Skills Bluff +3, Handle Animal +8, Knowledge (nature) +3, SACRIFICE
at which point she uses the same tactics as above. Perception +10, Ride +5, Spellcraft +8, Stealth +6,
If combat with the PCs proves unavoidable, Ilka fights Survival +10; Racial Modifiers +2 Bluff, +2 Stealth APPENDIX 1:
as best she can, using tactics similar to those she would Languages Common, Druidic, Infernal, Orc ARWYLL STEAD
use at her camp (see area E on page 26), and she tries to SQ fiendish sorcery, nature bond (animal companion),
APPENDIX 2:
abduct Vegazi or a PC if she gets a chance. nature sense, trackless step, wild empathy +5, MONSTERS
woodland stride
ILKA CR 3 Combat Gear potion of bear’s endurance, scrolls of call APPENDIX 3:
MAGIC ITEMS
XP 800 animal (3), scroll of flame blade, scroll of flaming sphere,
Female tiefling druid 4 (Pathfinder RPG Bestiary 264) wand of charm animal (10 charges), wand of cure light
NE Medium outsider (native) wounds (12 charges), wand of magic fang (23 charges);
Init +2; Senses darkvision 60 ft.; Perception +10 Other Gear mwk hide armor, mwk light wooden shield,
DEFENSE mwk scimitar, silent whistle, necklace of black feathers
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield) worth 15 gp, 40 gp
hp 37 (4d8+16)
Fort +7, Ref +3, Will +7; +4 vs. fey and plant-targeted effects UMBER CR —
Resist cold 5, electricity 5, fire 5 Boar animal companion
OFFENSE N Medium animal
Speed 30 ft. Init +0; Senses low-light vision, scent; Perception +5
Melee mwk scimitar +3 (1d6–1/18–20) DEFENSE
Ranged sling +5 (1d4–1) AC 18, touch 10, flat-footed 18 (+8 natural)
Special Attacks wild shape 1/day hp 34 (4d8+16)
Spell-Like Abilities (CL 4th; concentration +7) Fort +7, Ref +4, Will +2
1/day—darkness Defensive Abilities evasion
Druid Spells Prepared (CL 4th; concentration +7) OFFENSE
2nd—soften earth and stone, summon swarm, Speed 40 ft.
unshakable chillUM (DC 15) Melee +1 gore +8 (1d8+7)
1st—entangle (DC 14), longstrider, obscuring mist (2) Special Attacks ferocity
0 (at will)—light, mending, purify food and drink, TACTICS
read magic During Combat Umber fights savagely, goring opponents
TACTICS and keeping them away from Ilka. At Ilka’s command, he
Before Combat Before a potential combat, Ilka casts flees with Vegazi on his back once Ilka has apprehended
longstrider on herself. When she believes confrontation is her half-orc sister.
imminent, she shifts to her natural form before drinking Morale Umber protects his mistress to the death, retreating
her potion of bear’s endurance and using her wand of only if commanded by Ilka. If Ilka flees, Umber follows,
magic fang on Umber. and defends Ilka’s body if the druid falls unconscious.
During Combat Ilka spontaneously casts summon nature’s Base Statistics Without magic fang, Umber’s statistics are
ally as often as possible to tip the odds in her favor. Melee gore +7 (1d8+6).
She casts unshakable chill on Vegazi to weaken her for STATISTICS
capture, and she casts soften earth and stone to slow the Str 18, Dex 11, Con 17, Int 3, Wis 13, Cha 4
PCs as she tries to knock the ranger unconscious. If she Base Atk +3; CMB +7; CMD 17 (21 vs. trip)
successfully subdues Vegazi, Ilka throws the half-orc onto Feats Combat Reflexes, Toughness
Umber and orders the boar to flee back to camp. Ilka uses Skills Acrobatics +4 (+8 when jumping), Climb +8,
her spells and scrolls as needed to keep the PCs busy or to Perception +5, Stealth +4; Racial Modifiers +4 Acrobatics
cover her escape. when jumping
Morale Ilka’s primary goal is to capture Vegazi or a PC, and Languages Druidic (can’t speak)
she flees if that doesn’t seem like a possibility and her SQ link, share spells, tricks (attack, come, defend, down,
minions are defeated. fetch, guard, seek, stay)
21
Development: If the party protects Vegazi from being The leader of the Morter family, Ellia (LG middle-aged
abducted (or retrieves her from Ilka’s camp before the female human commoner 3), runs the ranch with the help
next sunrise), the ranger is extremely grateful. However, of her lame husband, Clyde (NG middle-aged male human
if Ilka does nab Vegazi and the PCs fail to follow the trail commoner 2), and his brother, Feb (NG middle-aged male
or locate Ilka’s camp before dawn the next day, Ilka leaves human commoner 2/expert 1). Ellia and Clyde have three
her campsite and escorts the half-orc to the traitors’ camp children together—two older girls and a young boy—and
(area G, see page 36) to meet Bax, who takes charge of are more than willing to bring their family to safety behind
Vegazi and brings her to Kelseph on Eiseth’s roost. Arwyll Stead’s walls.
Apprehending Ilka and questioning her proves fruitful Creatures: While the Morters gather their things and
to the PCs’ investigation. She reveals all of the information prepare to leave their home, have the PCs roll Perception
written in her journal (see Development under Ilka’s checks. A result of 10 or higher is enough for a PC to notice
Camp on page 27), and can answer basic questions about a small band of orcs skulking behind a hillock only 50 feet
the Hell’s Fury tribe. She doesn’t know her mother’s full away. PCs who succeed at the Perception check may act in
plans—or even why Kelseph desires Vegazi in the first the surprise round as the orcs spring over the hill to attack.
place—but she believes they’re related to the recent arrival
of the devils with whom Kelseph has been consorting. HELL’S FURY TRIBE WARRIORS (3) CR 1/3
She knows her mother has taken leave from the Hell’s XP 135 each
Fury tribe’s territory, but she doesn’t know where the Orc (Pathfinder RPG Bestiary 222)
matriarch is now or where her brothers’ encampment hp 6 each
is—she has been communicating with Kelseph and her
siblings through imps and gaavs, and knows only enough URNOK CR 2
to perform her part of the plot (capturing people of XP 600
interest who might be useful in obtaining Vegazi). As for Male orc sergeant (Pathfinder RPG Monster Codex 166)
the Hell’s Fury tribe’s next steps, Ilka believes that Kelseph hp 30
will continue to assault Arwyll Stead with either diabolical
forces or use her tiefling daughters as pawns. Development: The orcs belong to the Hell’s Fury
Story Award: If the PCs decidedly defeat Ilka (either on tribe, and provide a valuable lead if apprehended and
the road or in her camp; see Ilka’s Camp on page 26) and questioned. The leader of the band, an orc named Urnok,
ensure she no longer poses a threat to Arwyll Stead, award is one of the more outspoken men among the tribe. If
them 1,600 XP and increase their Relationship Scores magically compelled (or sufficiently intimidated), he tells
with Vegazi by 2. the PCs that the Hell’s Fury tribe’s leader, Kelseph, left
the tribe’s formal holdings to follow her “visions” in the
D. THE HOMESTEADS Hungry Mountains and bring back greater power for
The homesteads around Arwyll Stead are detailed below the tribe. Urnok doesn’t believe Kelseph’s claims, and
and are keyed to the map on page 20. In order to persuade instead thinks the chieftain has gone into human lands to
the residents of each homestead to return to town with consort with the filthy “thin-skins” once again. If pressed
them, the PCs must usually either wait a set amount of for what he means, he sheepishly tells the PCs about how
time or attempt to expedite the process by performing his tribe has been shamed by Kelseph and her “infernal
some task for the homesteaders. In either case, the GM daughters.” He is not the only male in the tribe to seek to
should provide the players with time estimates for each reclaim power within it, and he insinuates that if the PCs
given course of action, so the party can make informed fear an orc attack from the Hell’s Fury tribe on Lastwall
decisions about how to use their time throughout this turf, then their best bet at dismantling the tribe’s power
part of the adventure. While the PCs don’t have a set time structure is by taking out Kelseph.
limit to bring the homesteaders to safety, the amount of While Urnok could lead the PCs back to the Hell’s Fury
time spent on each encounter determines the random tribe’s encampment, such a venture is beyond the scope
encounters they will face. of this module, and ultimately the orc would rather die
than disgrace himself by betraying his tribe’s location.
D1. BORDER RANCH (CR 3)
This horse-breeding family’s land dates back to when D2. BRETHUN FARM (CR 2)
the border of the Hold of Belkzen reached much farther Linno Brethun (LN old male dwarf alchemist 3), a dwarven
to the west. This holding was originally called Morter alchemist from Vellumis who retired to the country for
Ranch, but so many people from Arwyll Stead mistakenly his health, has a floundering farm here. His experiments
called the place “Border Ranch” that the moniker stuck. on the soil have all failed and he’s now resigned to giving
The ranch is little more than a wooden farmhouse, a barn, up the business for good, so he’s very amenable to leaving,
and a wide, craggy pasture for grazing cattle. but wants to protect his property before he does so.
22
His live-in bodyguard, Iselle (LN female human fighter 2), If the PCs have already visited the Turnell home INTRODUCTION
is so bored of spending her days watching the dwarf flop (area D5) and received the gift of herbs from the Turnells,
at farming that she quickly begins packing for them both. they can opt to give those herbs to Rosette instead of CHAPTER 1:
HELL’S QUARRY
Development: Before agreeing to leave, Linno asks the hunting for herbs themselves.
PCs to help him set up some traps around his home to Story Award: Regardless of how they do so, if the PCs CHAPTER 2:
deter would-be looters. The “traps” are little more than help Pelengren get the herbs he needs to heal Rosette, THE BORDER STANDINGS
flasks of concentrated alchemist’s fire rigged to pressure award them 600 XP.
CHAPTER 3:
plates, but they will do to put Linno’s worries to rest. SACRIFICE
The entire process takes 3 hours; reduce this time by D4. DESSAR GOAT RANCH (CR 3)
30 minutes for each PC helping Linno set up the mines Oliver (LN middle-aged male human commoner 3/ APPENDIX 1:
(to a minimum of 30 minutes), and roll for random expert 1) and Adelaine Dessar (LN middle-aged female ARWYLL STEAD
encounters every hour, as normal. Each PC aiding in the human commoner 3) own this ranch of 30 goats. They
APPENDIX 2:
process must succeed at a DC 15 Craft (traps) check or a have five children ranging in age from 3 to 17 years old MONSTERS
DC 20 Sleight of Hand check; failure causes the PC’s mine and two hirelings, Blake (LN male human commoner 2)
to prematurely detonate. Regardless, each PC needs to and Reubel (N male middle-aged human commoner 4). APPENDIX 3:
MAGIC ITEMS
attempt only one check while setting up the mines. The Dessar family has had trouble recently with goats
Once all the mines have been planted, Linno rewards going missing, and Oliver and Adelaine insist on bringing
each PC who aided him in the process with an alchemical all their goats with them. They take 4 hours to wrangle the
mine trap of their own, which they can bury and arm with goats and prepare to leave.
a successful DC 15 Craft (traps) check. Alternatively, if the PCs agree to hunt down the
source of the Dessars’ goat problems, they can easily
ALCHEMICAL MINE TRAP CR 1 spot the predator’s tracks leading out of the ranch with
Type mechanical; Perception DC 18; Disable Device DC 18 a successful DC 10 Survival check. Following the tracks
EFFECTS takes 30 minutes each way, and leads to a small group
Trigger location; Reset none of hillocks (see map on page 26), where the culprit—a
Effect alchemical explosion (1d6+1 fire damage, Reflex DC 13 chupacabra—has been lairing.
half); multiple targets (all targets in a 10-ft. square) Creature: The chupacabra doesn’t take long to show
itself once the PCs have found its lair. Knowing that it
Story Award: If any of the PCs helped Linno set up his won’t find a hunting spot like this again anytime soon,
mines, award the party 600 XP. the chupacabra does everything it can to defend its home
against the PCs.
D3. VANYAHARA RANCH (CR 2)
Pelengren Dweomerhart (CG male elf ranger 3) and CHUPACABRA CR 3
Rosette Vanyahara (NG middle-aged female human XP 800
rogue 3) have lived here together since they retired from hp 30 (Pathfinder RPG Bestiary 2 57)
their fledgling adventuring careers years ago.
Development: Rosette has fallen ill with filth fever, and Treasure: The chupacabra has stolen valuables from
Pelengren has been unable to go harvest the herbs he needs homesteaders and preyed upon their livestock. Squirreled
to cure her. Before they agree to leave, the couple wants to away under a rock near the chupacabra’s den are several
make sure Rosette can begin her journey toward recovery rings, necklaces, and other jewelry worth a total of 640 gp.
as soon as they get to Arwyll Stead. If the PCs have access In addition, anyone who succeeds at a DC 12 Perception
to a remove disease spell, they can cure Rosette outright. check while searching the rock notices a small bead of force
Failing that, a PC can spend 1 hour and attempt a DC 15 half-buried in the dirt.
Knowledge (nature) or Profession (herbalism) check to Story Award: If the PCs deal with the chupacabra and
gather the necessary herbs from around Vanyahara Ranch. return to the ranch with proof of their kill, the Dessars
Pelengren can gather the herbs himself in 2 hours if the agree to leave their goats at home and go to Arwyll Stead;
PCs agree to watch over Rosette and the ranch during this award the party 600 XP. For ensuring the goats’ safety,
time. In either case, roll for random encounters as normal. increase the PCs’ Relationship Scores with Vegazi by 1.
Alternatively, a PC with a spell component pouch can
offer the necessary herbs out of hand. In this case, from D5. TURNELL HOME (CR 2)
now until the next time the party visits Arwyll Stead, Elizabeth (LG female human commoner 2) and Ort
anytime the PC attempts to cast a spell with a material Turnell (LG male human commoner 2) and their two
component requirement, there’s a 25% chance she doesn’t children make a living by harvesting the fungi and herbs
have the necessary material component on hand and can’t that grow around the Arwyll Stead hinterlands and selling
cast the spell. the goods to travelers and townsfolk.
23
Player Handout #2
The Turnell family won’t leave their homestead The hermit Grev lives in this house, where he
until their children come in from playing outside. The diligently works on his books and paintings. Seven
children—a boy named Aram and a girl named Whimsy— years ago, Grev retired from military service in Vigil
are playing in the hills just east of the house. The PCs after a skirmish with orcs left his sword arm so
can either opt to wait 1d3 hours for the kids to come in wounded that the healers had to amputate it. Rather
from playing, or they can strike out and try to find the than become a liability on the field, Grev opted to retire
kids on their own. Either way, roll for random encounters and buy a little house with his savings. After his wife
as normal. died, he found himself reminiscing more and more
Tracking down the children takes 1 hour and requires about the time he served on Captain Adil’s border
one of the PCs to succeed at a DC 16 Survival check. Doing guard. Ultimately, he decided to write a memoir about
so leads the party to the two children, who are playing his experiences.
in a dried-up streambed roughly 1 mile from the Turnell Creatures: Grev is absorbed in his writing and makes
homestead. It takes only 20 minutes to get back to the a poor host. If the PCs ask him to come back to Arwyll
homestead from where the children are found. Stead, he shakes his head in refusal. He doubts his little
Treasure: For bringing their son and daughter back homestead is going to draw much attention, and he’s
home, Elizabeth and Ort gift the PCs a bundle of useful certainly not much good in a fight anymore; if he’s to
herbs, which grant a +2 competence bonus on Heal die soon, he’d prefer to at least finish his book—the
checks to treat poisoned or diseased creatures as long as hundreds of pages of which are scattered throughout
the herbs are used within the next 3 days. The herbs can his home.
also be given to Rosette Vanyahara at area D3. Grev can be bullied into going with the PCs with a
Story Award: If the PCs retrieve the Turnell children, successful DC 15 Intimidate check. Attempting with
award the party 600 XP. Diplomacy would work only to get him to agree to go
once his book is finished—which will be no time soon.
D6. GREV’S HOMESTEAD (CR 5) A successful DC 10 Sense Motive check, however, clues
in the PCs that the way to Grev’s compliance is through
This little house sits on a level field about a half-mile from his memoir. If they indicate interest in reading his book
the road. Trees surround the home and a small garden is while they travel, or fib and say that Mayor Proum would
planted in front; these splashes of green provide contrast love to see Grev’s book, then the codger becomes eager
to the otherwise rocky, dusty terrain. The house is built to to join the PCs. “Finally,” he exclaims, “some adventurers
weather the elements, and has a wide porch, a fresh coat of with good taste in literature!”
paint, and windows open to let in the breeze. A sun parlor on If Vegazi is traveling with the PCs, then Grev’s
the northeast side of the house features large glass windows interaction with the party is very different. He recognizes
instead of walls. the half-orc immediately, and scrambles around his
24
scattered notes and drawings to locate one sketch in INTRODUCTION
particular. Show or give the players a copy of Player GREV’S MEMOIR
Handout #2 from page 24. Grev stammers in excitement CHAPTER 1:
HELL’S QUARRY
before bowing his head politely to the half-orc. “You!” The hermit Grev was a talented fighter in Lastwall’s
he exclaims to Vegazi. “Her!” he cries to the PCs. “She military, but he was a much better soldier than he is an CHAPTER 2:
rescued Captain Adil and myself many years ago from author—his writing is awful. The following are just a few THE BORDER STANDINGS
the Hell’s Fury prison camp!” of the excerpts he might read aloud to the PCs.
CHAPTER 3:
Regardless of Grev’s response to their request that • “And then I pulled my sword out of the orc, and the SACRIFICE
he join them or how long the party dawdles, the group blade made a terrible smacking noise as the orc cried,
is destined to face combat in the man’s homestead. ‘Raaarggh!’ If my sword had a voice, it would have APPENDIX 1:
Ilka has noted that Grev seems to be a particularly screamed right back at the orc, spitting the monster’s ARWYLL STEAD
wealthy and storied homesteader among the folk of blood in his face.”
APPENDIX 2:
Arwyll Stead (as evidenced by his extravagant cottage), • “The stench was terrible. It was a battlefield stench, MONSTERS
and she sends some of her cruelest minions yet—two the kind you never forget: the wretched stink of blood
monstrous flocks of ravens—to defeat the PCs and and battle.” APPENDIX 3:
MAGIC ITEMS
capture the old man. • “The battle was over, but even as my brothers and
I whooped for victory, I noticed my bloody stump of
GREV CR 2 an arm flopping about. Like a lumberjack apprentice’s
XP 600 first attempt at chopping down a fine cherry tree in
Male old human fighter 4 its youthful bloom, the orcs had whittled my limb so
NG Medium humanoid (human) badly it weren’t worth saving.”
Init +4; Senses Perception +4
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor) RAVEN SWARMS (2) CR 3
hp 30 (4d10+4) XP 800 each
Fort +7, Ref +2, Will +2 (+1 vs. fear) Tome of Horrors Complete 584
Defensive Abilities bravery +1 N Tiny animal (swarm)
OFFENSE Init +2; Senses low-light vision, scent; Perception +11
Speed 30 ft. DEFENSE
Melee mwk longsword +7 (1d8+3/19–20) AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
TACTICS hp 14 each (4d8–4)
During Combat Grev fights defensively throughout combat, Fort +3, Ref +6, Will +3
preferring to let younger adventurers do most of the Defensive Abilities swarm traits
battling. If one of the PCs gets in trouble, though, Grev OFFENSE
moves to defend that PC as well as possible. Speed 10 ft., fly 40 ft. (average)
Morale Grev won’t leave any of the PCs behind, even if Melee swarm (1d6 plus eye-rake)
ordered, and retreats only if doing so would allow him to Space 10 ft.; Reach 0 ft.
get help for his fallen comrades. Special Attacks distraction (DC 11), eye-rake
STATISTICS STATISTICS
Str 12, Dex 11, Con 10, Int 15, Wis 10, Cha 14 Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +4; CMB +5 (+7 disarm); CMD 15 (17 vs. disarm) Base Atk +3; CMB —; CMD —
Feats Combat Expertise, Great Fortitude, Improved Disarm, Feats Skill Focus (Perception), Weapon Finesse
Improved Initiative, Weapon Focus (longsword), Weapon Skills Fly +10, Perception +11
Specialization (longsword) SPECIAL ABILITIES
Skills Climb +4, Craft (paintings) +9, Perception +4, Eye-Rake (Ex) Any living creature damaged by a raven swarm
Profession (scribe) +4, Profession (soldier) +6, Ride +5, must succeed at a DC 11 Reflex save or be blinded as the
Swim +4 swarm tears at the victim’s eyes. The blindness lasts for 1d4
Languages Common, Orc, Varisian days or until healed with remove blindness or a successful
SQ armor training 1, frail bodied DC 11 Heal check. The save DC is Constitution-based.
Other Gear mwk breastplate, mwk longsword, cloak of
resistance +1, sunrod (3), tindertwig (3), mule, pack Development: If Ilka captures Grev, she holds him in
saddle, saddlebags, silver holy symbol of Iomedae, 65 gp her camp until the next sunrise, after which she takes him
SPECIAL ABILITIES to the traitor’s camp (area G) then kills him. His corpse is
Frail Bodied Grev is frail and not in the fighting shape he used to send a message to Arwyll Stead (see The Talking
once was, decreasing his CR by 1. Corpse and the Phiam on page 28).
25
1 SQUARE = 5 FEET
Assuming he isn’t captured, Grev realizes the extent of a circle of rocks where she lights a fire each night, and a
the danger, and is quick to return with the PCs to Arwyll stump to perch on while she writes in her journal.
Stead after bundling his things together. Creatures: When she’s not keeping an eye on the PCs,
The whole way back, Grev regales the PCs with excerpts Ilka stays in the campsite with her boar companion Umber
from his book—it’s a terrible piece of writing (see the Grev’s and a pair of Kelseph’s imp minions. Ilka and Umber
Memoir sidebar on page 25). At some point, he talks about usually either sit by the fire or near her tent, while the
being captured by the Hell’s Fury tribe along with Adil Arwyll imps hover near the game trail leading to the campsite
and some of Adil’s finest soldiers. If he hasn’t already shown and watch for intruders. The imps use invisibility to remain
the PCs his sketches of Vegazi and Adil Arwyll, he does so, undetected; however, if the PCs come to the camp during
telling the PCs how the half-orc granddaughter of the tribe’s daylight hours, anyone who succeeds at a DC 25 Perception
chieftain rescued the humans from certain demise during a check notices the foliage near the entrance shaking in the
chaotic bout of infighting among the orcs. breeze created by the imps’ wings.
Story Award: If the PCs rescue Grev and deliver the old If the PCs have already defeated Ilka and Umber
man to Arwyll Stead, award them 800 XP. when they find the camp, then only the imps are
present here. In this case, the devils are much more
E. ILKA’S CAMP (CR 5) likely to flee and report back to Kelseph as soon as
The PCs may come to Ilka’s campsite for a number of reasons. they realize they are outmatched. If Ilka is there after
They’ll certainly notice that the local wildlife has been acting being forced to flee or because she abducted Grev or a
up, and might try to find out what’s rousing the animals. PC, then the imps attack at Ilka’s command; Ilka aids
Use the rules for tracking creatures in the description of the with what spells she has left, but otherwise fights to the
Survival skill in the Core Rulebook to determine the DC of death rather than face her mother’s ire for losing her
Survival checks to track the creatures back to Ilka’s camp; in campsite and what’s in it.
most cases, the DC will be between 15 and 17. The PCs can
also find Ilka’s camp by following Ilka or Umber back to it. ILKA CR 3
Ilka’s campsite isn’t much to speak of; it consists XP 800
primarily of a tent where Ilka sleeps and keeps her gear, hp 37 (see page 21)
26
UMBER CR — INTRODUCTION
hp 34 (see page 21) IF GREV DIDN’T MAKE IT
CHAPTER 1:
HELL’S QUARRY
IMPS (2) CR 2 If the PCs didn’t bring Grev to Arwyll Stead, they can still
XP 600 each use the hermit’s writings and drawings to prove Vegazi’s CHAPTER 2:
hp 16 each (Pathfinder RPG Bestiary 78) claim to the Arwyll name. In this case, the PCs miss out on THE BORDER STANDINGS
TACTICS the reward of gold from Mayor Proum, but the adventure
CHAPTER 3:
During Combat Unless the PCs took pains to enter the is otherwise largely unaffected. SACRIFICE
campsite stealthily, the imps drop their invisibility and
attack the adventurers as soon as the party enters the APPENDIX 1:
area. They shift into their boar forms to attack the PCs; if she’s never given them weapons. They are working with ARWYLL STEAD
Umber is still around, the imps use the corners and foliage Yvogga—a younger daughter of Kelseph—whom Ilka
APPENDIX 2:
as cover to confuse the PCs and make it difficult to tell insults in the journal as a “human-lover who needs a MONSTERS
which boar is which. magical outsider” to do all her work for her. The half-orcs
Morale The imps fight as long as Ilka and Umber are and Yvogga are lairing in a camp north of Arwyll Stead. APPENDIX 3:
MAGIC ITEMS
still standing. If Ilka and Umber are defeated (or were The journal briefly mentions Bax as the sibling who most
defeated earlier), the imps fight until one of them has agrees with Ilka that they should use subtlety instead of
been defeated, at which point the other takes flight to brash attacks.
report to Kelseph.
RETURN TO ARWYLL STEAD
Treasure: Inside Ilka’s tent, the party can find a pair of Depending on their route and means of transportation,
air bladders (Pathfinder RPG Ultimate Equipment 58), a bottle it may take several days for the PCs to gather all the
of animal glue (Ultimate Equipment 58), a compass, five homesteaders from around Arwyll Stead. Regardless,
days’ worth of animal feed, a fishing rod with fishhook, Scoutmaster Terrin, who is still faithfully watching the
50 feet of silk rope, a scroll of raise animal companion, and gates, greets them when they return to town; shortly
Ilka’s journal (see Development, below). Unbeknownst to thereafter, Mayor Proum hails them.
Ilka, the imps maintained their own little cache of gems, Treasure: Terrin thanks the PCs for bringing in the
jewelry, rare stones, and gold and platinum coins, totaling homesteaders, as much for safety as for the use they
550 gp in all, in the hollow of the tree stump in the center can be to the town. He’s requisitioned a reward for the
of the camp. Locating the hollow of the stump requires a party from the town’s armory based on the number of
successful DC 15 Perception check. homesteads they managed to bring in, including Grev’s.
Development: The journal the PCs find is a rough, The PCs earn each of the rewards listed on the table below
leather-bound volume with pages made of cactus skin. up to the number of homesteads they brought in. Where a
The pages are prickly to the touch, and the text of the choice is given, the GM may either choose a specific item
journal is written in Orc. or allow the PCs to choose an item for themselves.
In her journal, Ilka details her grisly experiments
on beasts of Belkzen to increase their resilience to the Homesteads Reward
elements and train them to work harder with less food. 0–1+ 50 gp
Later in the journal, the tiefling’s dispassionate accounts 2–3+ 10 masterwork arrows or bolts
give way to personal venting. She writes that Kelseph, her 4+ A suit of light or medium armor worth
mother and her tribe’s leader, has been acting strangely up to 100 gp
since the appearance of some minor devils at the Hell’s 5+ A masterwork simple or martial
Fury tribe’s encampment. Ilka believes Kelseph is now weapon worth up to 400 gp
answering to the devils, something she feels puts her 6 3 potions of cure moderate wounds
mother’s leadership in jeopardy.
The last entry discusses the deaths of Jagan and Ogash, Development: After he rewards the party, Terrin tells
and disparages Kelseph’s decision to bring her best assets the PCs that all’s been quiet. There have been some
out of Belkzen to acquire a single half-orc woman for troublesome rumors spreading and people jumping at
no reason Ilka can imagine. Nonetheless, Ilka refuses to shadows, but the scoutmaster chalks up such occurrences
waste more resources in assaults like Ogash’s, preferring to the townsfolk’s nerves and increased tension.
instead to find enough leverage to force the town to If the PCs share the information they found in Ilka’s
surrender Vegazi. journal with Terrin, he appreciates having names to put
The journal mentions Korlum and Grache, two other to his enemies, but admits it creates more questions than
half-orc children of Kelseph; Kelseph loathes them answers. He recommends they go to Proum with anything
so much for reminding her of her father’s cruelty that they’ve discovered while Terrin works on preparing the
27
town for whatever plot Kelseph has in store next. If they Proum listens with interest to the PCs’ report on Ilka. Her
mention Grev, whether the old man is with them or not, journal gives names and identities to the town’s enemies,
Terrin says Proum’s mentioned that name lately and and at least the outline of a motive. Still, Proum wonders
recommends they speak to the mayor. how, exactly, Vegazi is entangled in the diabolical plot.
If he’s with the PCs, Grev tells Proum all about
The Talking Corpse and the Phiam Vegazi and how she saved countless Steaders several
This event occurs as the PCs are returning Grev to Arwyll decades ago. If Grev is dead, the PCs can reveal this as
Stead or shortly afterward. As the PCs pass by the gates into information Grev imparted to them at his homestead.
town, four gaav devils fly over the town’s gates and drop the While Proum is glad that Vegazi is responsible for
mangled corpse of one of Terrin’s scouts in the dirt before effectively extending the Arwyll line another generation, he
teleporting away. The corpse is enchanted with a magic is unsure what this fact ultimately means for the town, or
mouth spell, and if anyone comes within 60 feet of it, its even what the townsfolk would make of such a revelation.
bloody lips part to shout a message in a low orc voice: “The Further to the point, Proum wants to know why the Hell’s
Hell’s Fury tribe demands the half-orc Vegazi. Until then, Fury tribe is bent on exacting revenge against Vegazi after
devils will walk among you. Refuse, and this won’t be the all these years. Secretly, the mayor hopes that Vegazi’s
last body that falls.” It repeats this message for 10 minutes relationship with the Arwyll family might be enough to
before going silent. If Ilka captured Grev, the corpse is his. appease the townsfolk, who feel hopeless without an Arwyll
This is Kelseph’s response to the defeat of her daughter protecting them, and that he can somehow convince the
Ilka, though it is not the only retaliation she enacts against half-orc to stay in town if the Steaders accept her. However,
the PCs and the innocents of Arwyll Stead. In retribution the mayor is worried that with the orc tribe demanding
for their meddling—and to ensure Vegazi’s capture once Vegazi’s head, the terrified populace won’t be receptive to
and for all—Kelseph enlisted the aid of one of Shayle’s news of the half-orc’s heroism. He keeps these feelings
most powerful minions: a curse devil created by Shayle to himself if Vegazi is with the PCs, but if the PCs are
for exactly this purpose. unaccompanied, he tells them as much.
Having foreseen that the extraction of Kelseph’s daughter In either case, Mayor Proum asks the PCs to keep this
would not be easy, Shayle crafted a curse devil, or phiam information quiet, at least for now, until the town is no
(see page 53), and bound the fiend to Vegazi when Kelseph longer under immediate threat from the Hell’s Fury tribe.
signed her infernal contract decades ago. Now, the erinyes For now, Mayor Proum asks for the PCs’ patience as the
unleashes the phiam upon Arwyll Stead to track down town awaits reinforcements from Vigil to tackle the matter
Vegazi and stir up a frenzy among the townsfolk. These of the missing scouts and track down the orc mastermind
brainwashed and corrupted individuals are the “devils” named Kelseph. He is unwilling to negotiate in the
referred to in the severed head’s threatening message. matter of closing the gates, and if the PCs express their
The phiam’s task as given by Shayle is not to capture disapproval, the mayor waves them off and tells them to air
Vegazi outright, but to covertly push the half-orc into the their grievances with Terrin or anyone else who might care.
waiting hands of Kelseph by convincing the ranger that her Treasure: In thanks for bringing Grev to Arwyll Stead
presence is a bane to the townspeople of Arwyll Stead. and for proving Vegazi’s claim that she helped the Arwyll
The PCs will have ample opportunity to encounter and family, Proum rewards the PCs with 1,000 gp. He promises
confront the phiam as it assails the town. For details on them 1,000 gp more if they can keep Vegazi alive and safe
the PCs’ encounters with the curse devil, see Hunting the until reinforcements arrive from Vigil.
Curse Devil on the facing page.
Terrin’s Key
Proum Closes the Gates After the PCs report to Mayor Proum and hear of his
The townsfolk are in an uproar over the decapitated head order to close Arwyll Stead’s gates, Terrin pays a visit
dropped on their doorstep, and rightly so. In response to the to the party at their lodgings. The scoutmaster’s face is
diabolists’ threat, Mayor Proum orders the militia of Arwyll drawn, and he is obviously still wrestling with his grief
Stead to close the gates and bar anyone from entering or over the loss of Wate.
leaving the town, including the PCs. It would be a disgrace Terrin apologizes for the clandestine meeting, but he
to the Arwyll name to give in to the fiendish demands, wants to talk to them without Proum present, for while
Proum reasons, and he sees the walling off of Arwyll Stead the mayor is content to lock the town’s gates and wait for
as the safest course of action until reinforcements from more help to arrive, Terrin wants his scouts rescued and
Vigil arrive to help the Steaders track down their missing out of harm’s way.
scouts and put the fiendish killers to justice. To facilitate such an endeavor, Terrin gives the PCs a
Proum sends a messenger to hail the PCs if they do not worn iron key. “Maybe this key leads to a secret tunnel
seek him out themselves. He would like to talk to them beneath Arwyll Manor, and maybe not,” he muses to
and Grev (if he’s present) in Arwyll Manor’s parlor. the party. “What I can say for certain is that, should you
28
manage to find a way out of Arwyll Stead, I would be INTRODUCTION
forever indebted to you if you rescued my scouts and put FIGHTING THE PHIAM
a stop to this mess once and for all.” CHAPTER 1:
HELL’S QUARRY
The phiam’s natural invisibility makes it a powerful foe. It
DIFFICULT DECISIONS is difficult to locate even under the best of circumstances, CHAPTER 2:
Between Mayor Proum’s decision to quarantine the let alone fight in a head-on battle. The PCs must make THE BORDER STANDINGS
townsfolk, Terrin Shaw’s request that the PCs rescue his use of equally strong tactics in order to fight and defeat
CHAPTER 3:
missing scouts, and the apparent arrival of some kind of the devil. You should encourage and reward any creative SACRIFICE
devil within the city’s walls, the PCs must suddenly make tactics the PCs come up with to corner and defeat the
a very difficult decision that could drastically affect how fiend. In addition, several items and resources are APPENDIX 1:
they are perceived by key townsfolk. Depending on the placed throughout this adventure that can help with the ARWYLL STEAD
PCs’ next course of action, the adventure may become phiam encounter.
APPENDIX 2:
less linear than it has been to this point. Protection From Evil: During their foray into the MONSTERS
On the one hand, if the PCs go to rescue the scouts catacombs during the latter half of Chapter 1, if the
from the clutches of Kelseph’s children, they will PCs defeat the zebub in area C3 they’re bound to find a APPENDIX 3:
MAGIC ITEMS
doubtlessly ingratiate themselves to Terrin and veritable trove of devil-repelling items, including scrolls of
(of course) the scouts themselves. protection from evil and a scroll of magic circle against
However, going this route means evil. Acolyte Ovir can also cast protection from evil
the phiam will effectively have up to three times a day for 20 gp per casting.
free reign to wreak havoc on Remove Curse: If the PCs aid in the
the townsfolk during the funeral ceremony at the end of
heroes’ absence, and Mayor Chapter 1, they receive a scroll
Proum will be disappointed of remove curse. Better yet,
in the PCs’ subterfuge, no if they lend significant aid to
matter how well-meaning the funeral’s proceedings, they
it was. can earn an incredibly useful
On the other hand, if the PCs delay periapt of proof against
their efforts to escape Arwyll Stead curses, which allows the
and instead focus their attentions wearer to reroll a saving
on the phiam, they can prevent throw against a curse up to
much of the chaos wrought three times per day. If the PCs
by the devil, and in doing so didn’t receive either of these items,
strengthen their bond with either Shovann or LILLI FLAGA Shovann can offer to cast remove curse up
Gallus as well as prove their trustworthiness to once per day for 180 gp each time.
to Proum. Delaying a rescue attempt will also jeopardize See Invisibility: The PCs are nearly guaranteed to find
the lives of the scouts still held at the Traitors’ Camp, and the scroll of see invisibility on Jagan’s body at the beginning
lose Terrin’s respect for the PCs. Depending on how long of this adventure (see the Treasure entry under On the
the PCs stay in town, some or all of the scouts may be Road to Arwyll Stead on page 6). In addition, they may find
killed due to the PCs’ postponement. the wand of see invisibility on the zebub in area C3.
Regardless of which path they choose, if the PCs
remain in town any longer than a day, the Hell’s Fury
tribe makes good on its promise to kill more scouts and HUNTING THE CURSE DEVIL
drop them on Arwyll Stead. It becomes clearer with each The influence of Shayle’s curse devil minion brings out
passing day that the reinforcements from Vigil are not the worst in the citizens of Arwyll Stead, forcing otherwise
coming anytime soon, and the Steaders—with the aid of stouthearted individuals to gradually give in to deep-set
the PCs—are likely on their own in this matter. fears and old prejudices. The following encounters can
If the PCs linger in Arwyll Stead, either in hopes of be integrated into the adventure whenever the PCs are
tracking down the “devils” the talking corpse warned in town as long as the phiam is at work ratcheting up the
of or simply to recuperate before proceeding, begin Steaders’ suspicions, unrest, and fear.
running the encounters listed under Hunting the For each of the following event encounters, the PCs
Curse Devil, below. have a chance of spotting the curse devil in action. Allow
If the PCs decide to leave Arwyll Stead through the the PCs to attempt Perception checks after resolving each
secret tunnel beneath Arwyll Manor to rescue Terrin’s encounter; a successful check means the PC catches a
missing scouts, proceed to Chapter 3 and run the phiam glimpse of the phiam in its current square (though the
encounters the next time the PCs return to town. devil is still invisible). The base DC of this check is 37,
29
but is reduced by 5 for each previous phiam-related and delights in Lilli’s desperation and Gallus’s confusion
encounter the PCs have resolved (representing their and frustration. The books Lilli is compiling all belong to
growing understanding of the dark force at play). PCs who Gallus’s impressive collection of tomes on infernal lore
succeed at the check see the phiam performing different and diabolism; the phiam knows that these books contain
acts of cruelty or violence, depending on the encounter; facts regarding its kind, and it hopes that by jumbling the
refer to the individual Phiam Involvement entries toward books it will confound any would-be researcher attempting
the end of the events below for the exact details of what to learn about the devil.
the phiam is up to when the PCs spot it. If the PCs attempt to stop Lilli, she hurls books at them
If the PCs do spot the phiam, it’s up to the GM to and protests violently. A successful DC 25 Sense Motive
determine whether the phiam stays to fight the PCs check allows a PC to recognize that Lilli is acting under the
or flees to instigate further encounters. If the party is influence of magic. If asked why she is assembling towers
excited by the mystery of the phiam’s mischief around out of the books, she responds nonsensically as she tries
town and is content to chase the fiend, additional to portray her irrational urge: “These books,” she cries,
events may be the way to go; if the pace of the game is motioning to the dozens of books on Hell and its agents,
lagging and the players simply want to be done with as if this statement says it all. “This book!” she practically
the monster once and for all, it may be best to have screams, gripping a compendium of devilkind before
the adventurers face off against the phiam rather than tossing it on top of one of the piles. She mutters something
continue the hunt. about “green eyes” as she calmly continues her task.
Treasure: If the PCs manage to find out what’s causing
Lilli’s Obsession (CR 3) Lilli to act so strangely, Gallus gifts the party
Gallus Crevac has operated the Red Archive by with a 1st-level page of spell knowledge
himself for many years, but he recently took on (Ultimate Equipment 314) bearing the
a young apprentice named Lilli Flaga (N female sanctuary spell.
gnome adept 3; if necessary, use the statistics for Development: Lilli does not attack
the initiate from page 245 of the Pathfinder RPG the PCs if they take any of the books
NPC Codex) to manage mundane tasks in she’s collecting, though she is clearly
the town’s largest repository of learning. upset if her book towers are disrupted. By
Lilli has been a useful apprentice spending 1d3 hours perusing the pages of
to Gallus for the most part, but the books in the stacks and succeeding at
she’s begun to act strangely, and a DC 20 Knowledge (planes) check, the
Gallus fears that a devil is at PCs can learn about phiams, which
play behind the scenes. are described as devils with green
Run this encounter eyes that are known to cause their
anytime the PCs are victims to act strangely. Gallus
seeking out Gallus and recommends this research if
the phiam is at work in the PCs don’t think of it first,
town. Alternatively, Gallus and if the PCs are unable to
may beckon the PCs to the Red NAIA VOLSSON identify the cause of Lilli’s bizarre
Archive either via a messenger or by behavior, Gallus informs them later in
finding the PCs himself. Regardless, read or paraphrase the day, having found the answer himself.
the following aloud to set the scene for the players once Phiam Involvement: The phiam has no desire for
they have arrived at the library. the PCs to learn about its true nature. If spotted with
a successful Perception check, it can be seen subtly
Books, scrolls, and arcane miscellanies litter this expansive, pulling books toward the edge of the shelf for Lilli to
cylindrical library. Floor-to-ceiling shelves cover the walls grab and put on her book piles. The books the phiam is
of the three-story repository, and a few hallways branch extracting all pertain to lore on devils.
off to other chambers. Chairs, couches, and other furniture Story Award: If the PCs stop Lilli from further
are positioned throughout the room, except in its very disorganizing the Red Archive—such as by defeating the
center, where several stacked piles of tomes have been phiam, forcibly restraining Lilli, or casting remove curse to
precariously assembled. cure her affliction—award the party 800 XP.
Creatures: Lilli has been cursed by the phiam to assemble Zeb’s Aggression (CR 2)
these towers of books; failing to do so causes her great pain Run this encounter when the PCs visit the Blissful
in the form of blinding headaches. The invisible phiam Badger for a night of rest or otherwise pass by the tavern
watches over the gnome as she puts the towers together, after the phiam has begun manipulating the townsfolk.
30
A local man named Zeb is causing a scene outside talk him down with a successful DC 14 Intimidate check INTRODUCTION
the tavern after being thrown out. He is obviously or DC 16 Bluff check. Alternatively, a remove curse spell
intoxicated, and spits biting insults at anyone who immediately ends Zeb’s aggression. Once the party has CHAPTER 1:
HELL’S QUARRY
approaches him. He seems to be looking for Vegazi, and him pacified, Reya takes her father home to sober up, and
he cruelly bellows for the “half-breed monstrosity” to thanks the PCs for not hurting her father. Zeb continues CHAPTER 2:
come out (regardless of whether she is even in there). “I to grumble about hellspawn and quietly harbors his ill THE BORDER STANDINGS
want that abomination out of my town!” he shouts feelings for Vegazi until his curse is removed or the
CHAPTER 3:
at anyone who tries to talk to him. Deputy Naia phiam is destroyed. SACRIFICE
Volsson (see page 51) is also on the scene, If the party kills Zeb, Reya is inconsolable.
watching to make sure Zeb doesn’t try Volsson orders the party away from the APPENDIX 1:
anything drastic. Blissful Badger, and she reports to the ARWYLL STEAD
Beside Zeb is his daughter, a young mayor to discuss having the PCs kicked
APPENDIX 2:
woman named Reya. She feebly tries out of town. Proum convinces her it must MONSTERS
to calm her father, and pleads with have been an accident, but Volsson (and
anyone who stops to help her. “He’s Reya) is forever distrustful of the party. APPENDIX 3:
MAGIC ITEMS
never like this. I’ve never even seen him In addition, reduce the PCs’ Relationship
drink,” she says. The proprietor Scores with Vegazi by 2 points.
of the bar, Isald Forgemore Phiam Involvement: If the PCs
(see page 11), and her succeed at a Perception check to
employees can back up spot the phiam, they can see the
Reya’s claim—indeed, fiend lurking near a cresset across
Zeb didn’t have anything to drink at the street from the Blissful Badger.
the Blissful Badger; he simply showed up at Story Award: If the PCs pacify Zeb
the establishment in this state, demanding Vegazi. ZEB without lethally harming him, award them
Other townsfolk say that Zeb is normally a polite, 600 XP.
quiet man who keeps mostly to himself, and is
known mostly for telling extravagant stories to children An Unexpected Visitor (CR 5)
in the temple of Iomedae on Starday afternoons. Run this encounter only if the PCs are spending the night
Creatures: When he sees the party, Zeb points at them in Arwyll Stead—most likely in the Blissful Badger inn or
and yells: “Defenders of the hellspawn! You can get out, in some of Arwyll Manor’s many empty bedrooms.
too!” He attacks the first PC he sees with his cane (treat Creature: When the phiam has had its fun with the
it as a club). The phiam watches from behind the scenes. townsfolk of Arwyll Stead and it’s ready to inflict some
serious pain on Vegazi and her friends, it breaks into
ZEB CR 1 one of their rooms and curses the characters with its
XP 400 anathematize special attack. This is more of a last-ditch
Drunkard (Pathfinder RPG GameMastery Guide 303) effort than an actual strategy—rather than having its
hp 23 misdeeds undone by the adventurers and returning
to Shayle empty-handed, the phiam opts for one final
Treasure: If Zeb is pacified without causing him assault against the group in hopes of frightening Vegazi
permanent harm, Reya thanks the PCs with a homemade into submission.
necklace worth 20 gp, and promises to have them over This is the phiam’s final attempt to dismay the PCs
for dinner anytime they like. Volsson is impressed by and victimize the Steaders. The fiend is not discreet, and
the PCs’ relatively peaceful execution of the law, and fights until it is destroyed.
requisitions a reward of 200 gp for the PCs. In addition,
she is able to dispel any ill feelings between the party CURSE DEVIL (PHIAM) CR 5
and Scoutmaster Terrin, shifting his attitude toward the XP 1,600
party one step closer to friendly. hp 39 (see page 53)
Development: Zeb has been affected by the curse
devil, which has spurred him into an abnormal drinking Treasure: If the PCs defeat the phiam and display its head
binge and implanted the thought that a half-orc to Mayor Proum, the town leader is pleasantly surprised,
diabolist who is plotting against the town is rooming at and rewards the party for their efforts with a magnificent
the establishment. Of course, Vegazi is no such diabolist, +2 heavy steel shield from the town’s armory. The shield is
but convincing the drunk of this is a difficult endeavor. emblazoned with the badger symbol of Arwyll Stead.
The party could bring Zeb under control magically, Story Award: If the PCs defeat the phiam and prevent
knock him out with nonlethal damage, or attempt to it from further dismaying Steaders, award them 1,200 XP.
31
SACRIFICE
T
hrough their investigations, the PCs have F. SECRET TUNNEL
learned much about the threat facing Arwyll When Daniela and Eston Arwyll founded their fledgling
Stead. The half-orc they rescued is the daughter border town, they positioned one of its first mines on the
of Kelseph, the Hell-tainted chief of the Hell’s Fury tribe, southeastern side of the hill where Arwyll Manor would
and the matriarch and her fiendish children will stop at eventually be built. There, a long tunnel wound into
nothing to get her daughter Vegazi back—though the the rock of the hill, terminating at an rich vein of iron
PCs may not yet have learned why. Kelseph continues ore. Miners extracted the valuable metal and brought it
to show her determination and anger by dropping the back through the winding passageway, until the project
tortured corpses of Terrin’s captured scouts on Arwyll came to a halt when cave-ins maimed and killed several
Stead every morning until Vegazi is turned over to her. workers. After that, the Arwylls blocked the tunnel’s
The PCs have had their hands tied by Mayor Proum, who entrance with a large boulder to prevent any townsfolk
refuses to negotiate with the Hell’s Fury tribe or let anyone from venturing in and endangering themselves.
risk their lives outside the town’s walls. Scoutmaster Terrin As the years went on and the town grew outward
has asked the party to sneak out of town by way of a secret from Arwyll Manor, the old mine’s entrance was
tunnel under the Arwyll Estate to rescue his scouts. forgotten. Years later while building a cellar beneath
32
the mansion, workers rediscovered the old mine. They F1. UNFINISHED CELLAR (CR 4) INTRODUCTION
hollowed out the cellar and didn’t block it off from the
mine, reasoning that the hidden passage could serve as Blankets, broken bottles, candlesticks, and other detritus CHAPTER 1:
HELL’S QUARRY
a secret escape route for the townsfolk should Arwyll litter this unfinished cellar room. The walls are made
Stead fall during a siege. of stone and packed dirt, and the only obvious exit is a CHAPTER 2:
The cellar was rarely used by the Arwyll family—except crumbling ladder leading up to a trap door in the ceiling. A THE BORDER STANDINGS
for Wate, who in his youth frequently used the cellar large flat stone has been propped against the northern wall.
CHAPTER 3:
for clandestine romantic encounters with Terrin Shaw. The eastern corner of the room glows lightly with warm SACRIFICE
Terrin was able to squeeze between the boulder and the yellow light.
tunnel entrance outside the city, and he would brave the APPENDIX 1:
twisting tunnel to meet his lover. This dusty, unfinished cellar room is where Terrin and ARWYLL STEAD
When Kelseph’s daughters surveyed the area around Wate met for their secret trysts during their rebellious
APPENDIX 2:
Arwyll Stead to plan their abduction of Vegazi, they teenage years. Terrin would brave the long tunnel MONSTERS
discovered the boulder in front of the old mine and leading from outside Arwyll Stead into the cellar, and
figured that the tunnel must lead into town somehow. Wate would climb down the trap door secreted in his APPENDIX 3:
MAGIC ITEMS
Ogash chanced that the town’s catacombs linked to family’s manor. A thin layer of dust covers everything in
the mine passage, and she and her fiendish servants the cellar. On the shelf in the corner are some moth-
fled there in their ill-fated attempt to escape the eaten blankets, several spent candles, and a few uneaten
town. In truth, the catacombs have never led to the sweets long gone stale.
secret tunnel—only the trap door in Arwyll Manor’s The secret door on the northern side of this chamber
unfinished cellar leads to the mines. Yvogga, Ogash’s is hardly a secret from this side—since the walls of the
more reasonable sister, entered the mine tunnel from room are packed dirt and stone, the broad flat stone
outside of the town and is searching its walls for the covering the exit is obvious even at a glance. From the
secret entrance into Arwyll Stead. other side, the stone is camouflaged, requiring anyone
General Features: Unless otherwise specified, the viewing the doorway to succeed at a DC 20 Perception
ceilings in the secret tunnel are 20 feet high. The tunnel’s check to locate it.
walls are rough, naturally formed stone. There are no Creatures: Flash beetles are common to the region,
sources of light anywhere in the caverns. and Arwyll Stead’s original founders even used the
Hazards (CR 2): Multiple squares on the map of this vermin to illuminate the town’s first mines. A cluster of
area are marked with dotted lines. Any creature occupying the beetles has made this cellar their home. One of them
a marked square who talks or makes a sound louder than recently knocked over an unopened bottle of wine on the
a whisper (including speaking the verbal components shelf to the east, and now the flash beetles feed hungrily
for a spell, using a melee weapon in combat, and so on) upon the spilled contents. The beetles won’t attack if
triggers a minor cave-in, as the reverberations cause the left alone, but moving the detritus they’re clambering
ceiling to collapse. This cave-in affects the square where over or attempting to touch one of the beetles incites
it was triggered, as well as any adjacent squares that are the whole group.
marked with dotted lines.
A weakened ceiling can be spotted with a successful FLASH BEETLES (6) CR 1/2
DC 20 Knowledge (engineering) or Craft (stonemasonry) XP 200 each
check—remember that Craft checks can be attempted Advanced fire beetle (Pathfinder RPG Bestiary 294, 33)
untrained as Intelligence checks. In addition, any hp 6 each
character with the stonecunning racial trait can Special Attacks flash 1/hour (10-ft. burst, Fort DC 12,
automatically attempt a check if he simply passes within dazzled 1d3 rounds)
10 feet of a weakened ceiling, even if he’s not actively
looking for weaknesses. Treasure: The housekeepers of Arwyll Stead cleared
Characters in a square where a cave-in is triggered out most of this cellar in recent years, since the
take 4d6 points of damage (Reflex DC 15 half ). Those household has become too small to warrant the cellar’s
in affected adjacent squares take 2d6 points of damage continued use, but they did miss several valuable items,
(Reflex DC 15 negates). A square can be affected by a including an ornate gold-and-silver ring worth 200 gp,
cave-in only once. Once affected by a cave-in, the square three bottles of fine vintage wine worth 50 gp each, and
becomes difficult terrain. a heritage book (Pathfinder RPG Ultimate Equipment 66)
For each set of marked squares collapsed by a cave-in with details on the Arwyll family. In addition, anyone
or noticed and avoided, award the party 600 XP—up to a who succeeds at a DC 16 Perception check finds an
maximum of 3,000 XP for triggering or actively avoiding everwake amulet (Ultimate Equipment 257) behind the
all five cave-in areas. bookcase where the beetles were nesting.
33
1 SQUARE = 5 FEET
CAVE-IN AREAS
F3 F5
F2
F6
F1
F4
F2. COLLAPSED TUNNEL enough to justify the effort of chasing it out of its
underwater lair, so it was left in this room and forgotten.
Rusted picks, shovels, and hammers lie scattered on the The ooze doesn’t leave the pool in this chamber. If
ground in this wide cavernous area. the PCs approach the pool, they can attempt a DC 15
Perception check to spot the gray ooze before it lunges
The broken tools on the ground were abandoned when for one of them from the water.
the mine was closed. They have long since rusted and
become useless. The orcs in area F4 can be heard from here GRAY OOZE CR 4
with a successful DC 10 Perception check. XP 1,200
Treasure: A successful DC 12 Perception check allows hp 50 (Pathfinder RPG Bestiary 166)
a PC who inspects the tools to spot an unusual item lying
amid the detritus here—a tarnished mithral shovel. Treasure: Though most of the items in the murky
Though valuable, it’s damaged and has lost much of its pool have corroded or decomposed in the decades since
luster, making it worth only 1,500 gp. they were lost here, the PCs can find some valuables
tucked behind a stone underwater, including an amulet
F3. FLOODED CHAMBER (CR 4) of natural armor +1, a potion of remove fear, and six various
gemstones worth a total of 400 gp.
The stench of brackish water fills the air from a small, dark pool
in the northeastern corner of this cavernous antechamber. F4. SOUTHERN CAVERN (CR 5)
Creature: A gray ooze lies idle on the edge of this A steep dirt slope leads up to a shelf ten feet from the floor
forgotten pool. It has awaited a fresh meal for many long of this thirty-foot-tall chamber. Tunnels branch out to the east
years—its last such meal consisted of some unfortunate and northwest.
workers in the early days of Arwyll Stead who thought
they’d found another source of water for the town. The The slope on the eastern side of the ledge is the easiest
creature proved efficient at hiding, and not aggressive means up the embankment (requiring no Climb check),
34
though climbing the sides is also possible with a STATISTICS INTRODUCTION
successful DC 5 Climb check. Str 10, Dex 16, Con 13, Int 14, Wis 8, Cha 14
Creatures: When the PCs arrive here, they’ve come just Base Atk +3; CMB +3; CMD 16 CHAPTER 1:
HELL’S QUARRY
in time to find Yvogga, another one of Kelseph’s tiefling Feats Deceitful, Extra EvolutionAPG
daughters, with a small band of Hell’s Fury tribe orcs Skills Bluff +10, Disguise +8, Intimidate +6, Linguistics +6, CHAPTER 2:
and a trained wolf. They’re searching the tunnel high Spellcraft +9, Stealth +5, Use Magic Device +8 THE BORDER STANDINGS
and low for a possible entrance into Arwyll Stead, since Languages Common, Elven, Infernal, Orc, Varisian
CHAPTER 3:
the mayor closed the gates and Yvogga has no interest in SQ bond senses (4 rounds/day), eidolon, fiendish sorcery, SACRIFICE
repeating her sister Ogash’s failed frontal assault. life link
As Yvogga and the orcs believe they’re the only Combat Gear scrolls of summon monster II (2), scrolls APPENDIX 1:
ones in this tunnel, they are not being stealthy. Their of summon monster III (2); Other Gear longspear, ARWYLL STEAD
discussions (in Orc) and activity in the tunnels can be vest of escape UE, courtier’s outfit, amethyst necklace
APPENDIX 2:
heard from areas F2 and F6 with a successful DC 10 worth 50 gp, 25 gp MONSTERS
Perception check. Since they all have darkvision, the
infiltrators eschew lights in favor of their natural senses. APPENDIX 3:
MAGIC ITEMS
YVOGGA CR 3
XP 800
Female tiefling summoner 4 (Pathfinder RPG Bestiary 264,
Pathfinder RPG Advanced Player’s Guide 54)
LE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception –1
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 25 (4d8+4)
Fort +2, Ref +4, Will +3
Defensive Abilities shield ally, Resist cold 5,
electricity 5, fire 5
OFFENSE
Speed 30 ft.
Melee longspear +3 (1d8/×3)
Spell-Like Abilities (CL 4th; concentration +6)
1/day—darkness
Summoner Spell-Like Abilities (CL 4th; concentration +6)
5/day—summon monster II
Summoner Spells Known (CL 4th; concentration +6)
2nd (2/day)—bull’s strength, invisibility
1st (4/day)—lesser rejuvenate eidolonAPG, mage armor,
magic mouth, sleep (DC 13)
0 (at will)—arcane mark, detect magic, mage hand,
mending, message, read magic
TACTICS
Before Combat Yvogga has already cast mage armor on
herself and invisibility on her eidolon.
During Combat Yvogga orders her orc minions to take the
front line as she clambers up the slope in this room to
evade the PCs. From there, she casts darkness in the
center of the room if the PCs are relying on light to see;
otherwise, she summons monsters and casts sleep on
the strongest PCs. She resorts to bull’s strength and her
longspear only if cornered in melee.
YVOGGA AND SHELZEBA
Morale If her orc comrades are slain and the wolf
dispatched, or if her eidolon is defeated, Yvogga sees that
the fight is clearly not going to end in her favor. She
drops her weapon and surrenders.
35
SHELZEBA CR — the PCs to show her the hidden route from the tunnel
Eidolon (Pathfinder RPG Advanced Player’s Guide 58) into Arwyll Stead (or at least figure out which direction
LE Small outsider (extraplanar) they came from), so she can escape from the town later.
Init +6; Senses darkvision 60 ft.; Perception +6 Once in town, Yvogga tells the PCs that Terrin’s
DEFENSE scouts are being held prisoner at her half-brothers’
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size) campsite to the northeast. She can even provide the
hp 19 (3d10+3) PCs with exact directions. If asked why she’s being
Fort +4, Ref +5, Will +1 so helpful, she answers honestly that she never cared
Defensive Abilities evasion; Resist fire 5 much for her siblings.
OFFENSE If the PCs killed Yvogga or can’t extract information
Speed 40 ft., climb 40 ft. from her, they can still find the half-orc brothers’
Melee bite +7 (1d8+2), 2 claws +6 (1d4+2) camp via other means. See encounter area G for
Special Attacks pounce more information.
TACTICS Story Award: If the PCs capture Yvogga and question
During Combat Yvogga’s eidolon protects its master her, award them 1,200 XP and increase their Relationship
diligently, making claw and bite attacks against PCs and Scores with Vegazi by 2.
providing the summoner with a flanking bonus whenever
it can. F5. CAVE FISHER LAIR (CR 4)
Morale Shelzeba fights to the death alongside Yvogga.
STATISTICS A pair of ten-foot-tall ledges flanks this passageway. Bones
Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11 and thick ropes of pale gray filament litter the floor.
Base Atk +3; CMB +4; CMD 16 (20 vs. trip)
Feats Improved Initiative, Weapon Focus (bite) Creatures: Two cave fishers lurk on opposite sides of
Skills Acrobatics +5 (+9 when jumping), Climb +10, Disable this chamber, each perched atop one of the 10-foot-tall
Device +8, Perception +6, Stealth +12; Racial Modifiers escarpments flanking the passage between. The cave
+4 Acrobatics when jumping fishers aren’t very stealthy; PCs who succeed at a DC 11
Languages Common, Elven, Infernal, Orc, Varisian Perception check spot the creatures before they attack.
SQ evolutions (basic magicUM [acid splash], bite, claws, The cave fishers attack any creature they see that comes
climb, improved damage [bite], improved damage within 60 feet.
[claws], limbs [legs, 2], magic attacks, pounce, tail), link,
share spells CAVE FISHERS (2) CR 2
XP 600 each
HELL’S FURY TRIBE SPEARBEARERS (3) CR 1/3 hp 22 each (Pathfinder RPG Bestiary 41)
XP 135 each
Orc (Pathfinder RPG Bestiary 222) F6. EASTERN CAVERN
hp 6 each
Melee shortspear +5 (1d6+3) To the west is a depression in the cavern floor. Tunnels lead
Ranged shortspear +2 (1d6+3) north and south.
Feats Weapon Focus (shortspear)
TACTICS Yvogga and her minions in area F4 can be heard from
Morale If Yvogga is knocked unconscious during the battle here with a successful DC 10 Perception check. Likewise, if
or she surrenders, the spearbearers flee back down the the cave-in in this area is triggered, the infiltrators can hear
tunnel from whence they came, ordering their wolf to the crashing rocks with a successful DC 10 Perception check.
stay behind and distract the PCs while they report back
to Korlum and Grache. The PCs can potentially use this G. TRAITORS’ CAMP
retreat to track the orcs back to their encampment. When she left her tribe to consort in secret with Shayle,
Kelseph ordered most of the orcs of the Hell’s Fury
WOLF CR 1 tribe to remain at the tribe’s holdings to the north.
XP 400 However, she deemed a few of her favored female
hp 13 (Pathfinder RPG Bestiary 278) warriors trustworthy enough to keep tabs on her half-
SQ tricks (attack, down, stay) orc sons, Korlum and Grache, whom she suspected to
be disloyal to her. These Hell’s Fury orcs have camped
Development: If Yvogga surrenders or is captured, she here with the brothers in the weeks since Kelseph’s
complies with the PCs’ demands, though she refuses to campaign began, and along with the bearded devil
talk until she’s taken to Arwyll Stead. Her plan is to get Netokkurai, the group is responsible for slaughtering
36
the human scouts captured outside Arwyll Stead and INTRODUCTION
delivering their heads to the town’s gates. Additionally, REDEEMING YVOGGA
if any of the tiefling sisters (other than Bax) captured CHAPTER 1:
HELL’S QUARRY
Vegazi, they were tasked with bringing the half-orc here Unlike her tiefling sisters, Yvogga has no love for the
so Netokkurai could escort the sacrifice to Kelseph’s Hell’s Fury tribe or the orc way of life in Belkzen. If the PCs CHAPTER 2:
hiding spot on Eiseth’s Roost. are receptive to her surrender and show her compassion THE BORDER STANDINGS
The most obvious means of locating the half-orc or understanding, they may be able to win her over to
CHAPTER 3:
brothers’ camp is by questioning Yvogga or following her their side. She’s been long disrespected by her family and SACRIFICE
orc cronies back to the spot. If the PCs slew the tiefling tribe and is amenable to starting a new life, if given the
and her minions, they can still follow Yvogga’s tracks option. A successful DC 25 Diplomacy check is enough to APPENDIX 1:
from Arwyll Stead to the hideout with a successful DC 17 persuade Yvogga to turn over a new leaf with the PCs’ ARWYLL STEAD
Survival check. If they are unable to attempt this check, help, but it’ll be a long road to redemption for the Hell’s
APPENDIX 2:
Vegazi can attempt it for them. Finding Ilka’s journal in Fury daughter. The PCs gain a +2 circumstance bonus on MONSTERS
Chapter 2 (see page 27) grants a +4 circumstance bonus this check if they promise that Yvogga’s past crimes will
on this check, since it gives an approximate direction to be forgiven. Detailed optional rules for redeeming evil APPENDIX 3:
MAGIC ITEMS
the campsite. creatures can be found in Pathfinder Player Companion:
The PCs may devise their own creative means of finding Champions of Purity.
the camp at your discretion, such as using speak with dead If the party secures Yvogga’s help, the tiefling offers
on the mangled body delivered to Arwyll Stead, casting to work with the PCs to locate Kelseph by taking them
locate object on a personal item of one of the missing to Korlum and Grache’s camp. Yvogga knows where
scouts, or simply scouting in the wildlands for signs of her half-orc brothers are hiding out (see area G), and
a campfire. suspects they might know where Kelseph is, since
Kelseph ordered Yvogga to bring Vegazi to the bearded
G1. CAMP (CR 3) devil working with the brothers.
37
1 SQUARE = 5 FEET
G6
G4 G5
G3
G2
G1
the gear: three shortbows, 60 arrows, a suit of studded Creatures: Four viciously battered human scouts from
leather armor, two chain shirts, two suits of chainmail, Arwyll Stead are bound and tied to the log stakes in the
5 days’ worth of trail rations, five bedrolls, five filled holding pen. They’re dehydrated, naked, and listless,
waterskins, two vials of antitoxin, three potions of cure their morale utterly devastated. If one of the scouts
moderate wounds, 254 gp, and 89 sp. spots the PCs (taking a –4 penalty on Perception checks
to do so), he doesn’t cry out foolishly—rather, the scouts
G3. PRISONER PEN toss pebbles or otherwise try to make themselves known
to the adventurers, waiting patiently for rescue once they
A fence of upturned logs, tangled wire, and cruel metal know they’ve been sighted.
barbs separate this holding pen from the rest of the Along with the tied-up scouts, various human body parts
encampment. Sloping earth and steep dirt ledges lead down litter the ground around the prisoner pen. The number of
into the pen, where ropes hang like leashes from two large body parts depends on how long the PCs took to find the
stakes embedded in the earth. On the north side of the pen, traitors’ camp after the first mangled corpse was dropped
a sheer escarpment fifteen feet above the pen’s floor leads at Arwyll Stead’s gates (see The Talking Corpse and the
into a stone cavern. Phiam on page 28). For each full day that has passed since
the first corpse was dropped at the gates, one of the scouts
This macabre, fenced-in prisoner pen serves as the has been tortured and killed—decrease the number of
holding area for the human scouts that Korlum and surviving scouts here by one, and add several severed limbs
Grache captured earlier in the week from the outskirts and the like to the number of body parts rotting in the pen.
of Arwyll Stead. The fence is a mess of barbed wire, If Grev was captured by Ilka, he could be one of the
stakes, and rope; the key to the good-quality lock living prisoners here—or his tortured corpse could
holding the “door” shut can be found under Korlum’s already have been delivered to Arwyll Stead.
bed in area G4. Alternatively, the crude fence can be
disassembled in roughly an hour. The escarpment to ARWYLL STEAD SCOUTS (4) CR 1
the north is a difficult climb, though not impossible, XP 400 each
requiring a successful DC 25 Climb check to scale. Human ranger 2
38
NG Medium humanoid (human) INTRODUCTION
Init +2; Senses Perception +7 AN EXTRA PARTY MEMBER
DEFENSE
CHAPTER 1:
HELL’S QUARRY
AC 12, touch 12, flat-footed 10 (+2 Dex) While certain parts of this module specifically state
hp 17 each (currently 7 each; 2d10+2) whether or not Vegazi is with the party during certain CHAPTER 2:
Fort +4, Ref +5, Will +2 encounters or events, it‘s largely up to the PCs to decide THE BORDER STANDINGS
OFFENSE if they’re adventuring alongside the mysterious half-orc.
CHAPTER 3:
Speed 30 ft. If traveling with the PCs, Vegazi can prove incredibly SACRIFICE
Melee unarmed strike +4 (1d3+2) useful for her tracking and survival skills as well as her
Special Attacks combat style (archery), favored enemy combat prowess with a bow, and it will be much easier APPENDIX 1:
(orcs +2) for the PCs to raise their Relationship Scores with her. ARWYLL STEAD
STATISTICS To streamline gameplay while the PCs are adventuring
APPENDIX 2:
Str 14, Dex 15, Con 13, Int 10, Wis 14, Cha 8 with Vegazi, simplify the rules for Vegazi by taking one MONSTERS
Base Atk +2; CMB +4; CMD 16 or more of the following suggestions and integrating
Feats Lookout APG, Point-Blank Shot, Weapon Focus (longbow) them into the adventure. APPENDIX 3:
MAGIC ITEMS
Skills Climb +7, Handle Animal +4, Heal +7, Knowledge • Don’t bother calculating experience for Vegazi from
(geography) +5, Perception +7, Ride +7, Survival +7, battles and story awards—simply increase her ranger
Swim +7 level each time the average party level increases.
Languages Common • If battles seem too easy with Vegazi helping the
SQ track +1, wild empathy +1 PCs, feel free to have the half-orc occasionally take
a temporary leave from the party to go into the
Development: The scouts are in bad shape and are wilderness for her own reasons. She may return with
ready to return to Arwyll Stead. They refuse to help potent healing herbs for the party, or she could scout
the PCs fight the orcs in this area or Netokkurai, and if ahead and warn the group of upcoming dangers.
pressed, they beg loudly to just be freed. • Vegazi doesn’t take part in many discussions or
Story Award: If the PCs rescue the scouts here (either roleplaying encounters. Her long history of living
by giving them their gear back or otherwise making sure alone in the wild means she isn’t really one for talking,
they get to Arwyll Stead safely), award the party 400 XP and she prefers to speak through actions rather than
for each living scout rescued (to a maximum of 1,600 XP). words. Of course, during certain encounters—such as
those with her half-sisters or brothers—Vegazi may
G4. COMMANDERS’ CAVE (CR 4) take a more active role, provided that she doesn’t
steal attention or focus from the PCs.
Two messy bedrolls adorn this cramped stone cavern. A crude
diagram is drawn in chalk on the back wall.
prisoners in good faith with a successful DC 16 Bluff or
This small cavern is where Korlum and Grache, Diplomacy check.
Kelseph’s abused half-orc sons, rest and plan their
schemes away from the small band of Hell’s Fury orcs KORLUM AND GRACHE CR 2
they unofficially lead. XP 600 each
Creatures: Unless they were alerted to the PCs’ presence Male half-orc brawler 3 (Pathfinder RPG Advanced Class
by the orcs in area G1, Korlum and Grache can be found Guide 23)
here, talking with each other in Orc. They’re discussing CE Medium humanoid (human, orc)
whether Arwyll Stead will give up Vegazi, and, if it does, Init +2; Senses darkvision 60 ft.; Perception +5
how they can get Vegazi away from Yvogga so they can offer DEFENSE
the half-orc to Shayle themselves in exchange for infernal AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
power. Because of echoing caused by the cavern walls, the hp 30 each (3d10+9)
brothers take a –4 penalty on Perception checks to notice Fort +5, Ref +5, Will +2 (+1 vs. fear)
the approaching PCs. Defensive Abilities bravery +1, orc ferocity
If the party announces their presence without OFFENSE
attacking, the brothers are on guard, but are willing to Speed 30 ft.
talk. They’ll trade Terrin’s scouts for Vegazi if she is with Melee unarmed strike +5 (1d6+2) or
the PCs or the PCs deliver her to them. They won’t trade brawler’s flurry +3/+3 (1d6+2)
for Yvogga; if she’s with the PCs, the brothers display Special Attacks brawler’s flurry (Two-Weapon Fighting),
little interest in getting her back. The brothers are a bit maneuver training (dirty trick +1), martial flexibility
dimwitted, and can be talked into handing over their (4/day, move action)
39
TACTICS Languages Common, Orc
Before Combat If they’re alerted to the PCs, Korlum and SQ brawler’s cunning, orc blood, weapon familiarity
Grache each drink a potion of enlarge person to increase Combat Gear potion of cure light wounds, potion of enlarge
their damage output. This hasn’t been factored into person; Other Gear chain shirt
their statistics.
During Combat Despite their crude intellects, Korlum and Treasure: Korlum hid his few belongings beneath
Grache are experts at fighting alongside one another, his bedroll in this chamber, including two bright green
and make clever use of flanking and other combat tactics. emeralds worth 200 gp each, a compass, 20 feet of chain,
They use their martial flexibility to gain feats that allow a piece of charcoal, a snapleaf (Ultimate Equipment 319),
them to control the battlefield (such as Improved Bull and the key to the padlock holding the fence shut in
Rush or Step Up) or feats that allow them to damage area G3.
multiple opponents (such as Cleave). Development: If Korlum or Grache are left alive and
Morale If one of the brothers falls unconscious, the other interrogated, the two promise to tell the PCs whatever
fights until reduced to 10 or fewer hit points, at which they know in exchange for their lives. If one of the
point he surrenders, knowing that they’ve been beaten. brothers is killed, the other reacts indifferently, seeing
STATISTICS the loss as simply an opportunity to more easily seize
Str 15, Dex 15, Con 14, Int 8, Wis 12, Cha 10 power over the Hell’s Fury tribe for himself. Thanks to
Base Atk +3; CMB +5 (+8 dirty trick); CMD 17 (20 vs. dirty trick) Bax, the brothers know the location of Kelseph on top of
Feats Combat Expertise, Improved Dirty Trick APG, Improved Eiseth’s Roost and can direct the PCs there in exchange
Unarmed Strike, Power Attack for letting them go, and might even be convinced to
Skills Acrobatics +4, Climb +4, Intimidate +2, guide the party there personally. Either way,
Perception +5; Racial Modifiers the brothers’ ultimate goal is to overthrow
+2 Intimidate Kelseph and her daughters and establish
their own rule over the Hell’s Fury
tribe, and they act accordingly to
accomplish this mission.
If the PCs simply killed Korlum
and Grache, the diagram on the
back wall of the cavern can provide
the information they need to figure out
where they should head next. The diagram
is poorly drawn and difficult to interpret, though a
successful DC 14 Knowledge (geography) check is enough
to determine that it’s a map of the region around Arwyll
Stead. If the PCs received the map of the Arwyll
Stead hinterlands from Terrin (see the
opening to Chapter 2 on page 19),
they gain a +4 circumstance bonus
on this check.
If they can discern the diagram,
the PCs can determine that the
tallest mountain east of the brothers’
camp was of some import, since it’s marked with
a large “X.” Written in Orc next to the X are two
words: “Eiseth’s Roost.” If the PCs aren’t able to
read the diagram, one of the scouts from area G3
can direct them to the mountain (see page 46).
Vegazi has seen the horrors her brothers
are capable of first-hand, and knows they are
irredeemable. If the PCs kill Korlum or Grache,
increase their Relationship Scores with Vegazi by 1
point for each brother killed.
KORLUM AND GRACHE
Story Award: If the PCs find the location
of Eiseth’s Roost through either defeating
and interrogating Korlum and Grache or
40
interpreting the map on the cave wall, award them an INTRODUCTION
additional 1,600 XP. DAUGHTERS AND SONS
CHAPTER 1:
HELL’S QUARRY
G5. POND (CR 5) It’s up to you how to handle Korlum, Grache, and any
surviving daughters if the PCs don’t kill or capture CHAPTER 2:
Mist and runoff from a waterfall farther up the mountain them. Most likely, the freed son or daughter continues THE BORDER STANDINGS
floats hazily down the rock faces of the northern cliffs, to harry the PCs during the party’s investigation into
CHAPTER 3:
condensing into this sizable mountain pond. A shore of the Hell’s Fury tribe’s schemes. Such an attack may take SACRIFICE
smooth rocks lies on the eastern edge of the pond. A narrow place in the town itself or on the road to some other
ledge leads up to a pair of makeshift wooden bridges twenty location, and it might include the addition of lesser APPENDIX 1:
feet above the pond, which connects the gaps between two devils like lemures, imps, or gaavs, at your discretion. ARWYLL STEAD
other outcroppings on the northern side of the pond. Several of the children of Kelseph—Korlum, Grache,
APPENDIX 2:
and Yvogga, specifically—are resentful of their mother MONSTERS
The pond’s depth is difficult to determine without or otherwise seek to overthrow her and assume her
wading into the water; a successful DC 14 Perception power for themselves. Such individuals might try to APPENDIX 3:
MAGIC ITEMS
check is enough to see that the water is roughly 3 feet broker a deal with the PCs to team up against Kelseph
deep at most—certainly not deep enough to break a fall so they can claim Vegazi’s sacrifice for themselves.
from one of the bridges above. They could instigate whole side quests after the
Creatures: Two gaav devils currently hover around adventure’s end; perhaps Korlum and Grache try to
this area. They attack the PCs as soon as they see them. sacrifice someone else they see as worthy, or Ilka
begins her bizarre experiments anew in the foothills
LESSER HOST DEVILS (GAAVS) (2) CR 3 around town. Bax might slink into the shadows to try
XP 800 each and set up a puppet ruler for the now-leaderless Hell’s
hp 30 each (see page 5) Fury tribe. Additionally, any of these children who
survive could appear at their mother’s side at the top
Hazard: The makeshift bridges here are actually little of Eiseth’s Roost if you think the final battle needs an
more than wide wooden ladders that have been laid added challenge.
across the gap. The ladders are rickety, but the boards At your discretion, these children of Kelseph could
are wide enough and close enough that they’re relatively also simply never be heard from again.
easy to cross. Anyone moving faster than half speed
across the bridges must attempt a DC 14 Acrobatics
check; a creature who fails this save must succeed at a one of Kelseph’s daughters came to the camp with Vegazi
DC 14 Reflex save or fall prone in a randomly determined in tow, at which time Netokkurai would personally
adjacent square, possibly falling into the water 20 feet escort the half-orc to Eiseth’s Roost.
below. Succeeding at the Reflex save means the creature Netokkurai has taken pleasure in his duties as the
instead falls prone in the square on which it slipped. self-appointed executioner of Terrin’s scouts since
Treasure: Tucked away inside a crack in the stone Korlum and Grache captured the humans several days
where water is trickling down the face of the cliff is a ago. Each night, the bearded devil drags one of the
decanter of endless water, noticeable with a successful DC 18 scouts out of the pen and takes the victim into this
Perception check. If the vessel is removed from the wall cavern for torture. After he has had his fun—and made
and stoppered with its command word, the pond below sure the scout’s screams are loud enough for the others
eventually dries to about half of its current size after a in the prisoner pen to hear—Netokkurai takes the
few weeks. unfortunate out to the stone balcony north of the pen
and executes the still-screaming human just as the sun
G6. DEVIL’S CAVERN (CR 5) begins to rise. Finally, the bearded devil tosses into the
prisoners’ pen whatever body parts he severed during
The walls of this cavern glisten with moisture, but the dirt the torture session and holds the mangled corpse aloft
floor is dry and dusty. for a team of gaavs from area G5 to snatch and carry to
Arwyll Stead.
To aid in Kelseph’s scheme to corrupt and capture Creature: If the PCs go into this cavern at night, they
Vegazi, Shayle called forth the bearded devil Netokkurai can easily hear the screams of Netokkurai’s victim from
to fight alongside the orc chieftain’s children. Kelseph just outside the cavern; the wailing is dramatically
knows her half-orc sons, Korlum and Grache, are louder inside the cave, causing everyone within to
unreliable and potentially traitorous, so she assigned take a –4 penalty on hearing-based Perception checks.
Netokkurai to watch over them at their campsite until If the PCs come to the orcs’ encampment during the
41
day, Netokkurai is alone here, waiting hungrily for his Morale If he’s brought to fewer than 20 hit points,
next chance to behead one of the scouts. As soon as Netokkurai uses his greater teleport spell-like ability to
he realizes the PCs are in the cavern, Netokkurai stops teleport to the base of Eiseth’s Roost. There, he rests and
whatever he’s doing and attacks them. regains hit points until the PCs encounter him alongside
Bax (see area H1 on page 43).
NETOKKURAI CR 5
XP 1,600 Story Award: If the PCs defeat Netokkurai either
Bearded devil (barbazu) (Pathfinder RPG Bestiary 73) here or on Eiseth’s Roost, award them an additional
hp 57 1,600 XP for defeating one of the orc matron’s most
TACTICS important allies.
During Combat On the first round of combat, Netokkurai
uses his summon spell-like ability to call forth six RETURNING THE SCOUTS
lemures. On subsequent rounds, he attacks PCs with his With Netokkurai out of commission and Kelseph’s
glaive to inflict infernal wounds, switching to his claw half-orc sons defeated, there are no more executions of
attacks once all the PCs are bleeding. imprisoned scouts or gruesome spectacles over Arwyll
Stead. The living prisoners are weak and injured, but
capable of walking; they ask the PCs to take them back
to town after the party has finished taking care of the
traitors’ camp. Alternatively, the PCs can return the
scouts’ gear from area G2, allowing the freed captives
to trek back to Arwyll Stead alone but armed.
FINDING KELSEPH
Once the PCs have cleared area G by rescuing Terrin’s
missing scouts and defeating two more of Kelseph’s
wicked children and her bearded devil minion,
the party’s next (and final) objective is to locate
the orc mastermind herself and end her diabolical
campaign. To do that, the PCs need to locate Kelseph’s
hiding place—the peak of a remote mountain called
Eiseth’s Roost.
The most obvious way for the PCs to locate Kelseph
is by interrogating Korlum or Grache at the traitors’
camp (see page 40). Netokkurai also knows Kelseph’s
location, but he is much more difficult to capture or
question. The map drawn on the back wall of Korlum
and Grache’s cave is also an effective lead to Kelseph’s
hiding spot.
If the PCs still have trouble locating Kelseph’s
encampment, one of the scouts they rescued may
approach them in town with information that he
overheard the half-orc brothers talking with a
tiefling about a certain mountain called Eiseth’s
Roost, to the east. Terrin can provide exact
directions there, should none of the scouts
survive their harsh imprisonment.
H. EISETH’S ROOST
The final encounter location the PCs
must explore and overcome to complete
NETOKKURAI this adventure is Eiseth’s Roost, a
soaring mountain plateau carved by
millennia of erosion into a perilous
landscape. It’s here that the orc matriarch
of the Hell’s Fury tribe has camped since she
42
began her campaign several weeks ago to retrieve her The natural staircase in this area should pose no INTRODUCTION
lost daughter Vegazi. problem to trekkers, but the broken staircase to the east
It’s a grueling climb from the base of the mountain to is a more difficult prospect. To reach the southeastern CHAPTER 1:
HELL’S QUARRY
the top of Eiseth’s Roost, taking no fewer than 3 hours level of the mountaintop, a character must succeed
without a magical means of expedited transportation. at a DC 15 Acrobatics check to leap from one end of CHAPTER 2:
The “trail” is rough and consists not so much a created the broken staircase to the other, or succeed at DC 15 THE BORDER STANDINGS
walkway as the least obstructive path up the mountain. Climb checks to scale the 20-foot-tall cliff side adjacent
CHAPTER 3:
General Features: Depending on what time of day the to the staircase. SACRIFICE
PCs arrive here, they have a slightly different challenge Creatures: Here, at the trail leading up to Eiseth’s
before them. If it’s day, the weather is overcast, since the Roost, waits Bax the Mask, Kelseph’s youngest APPENDIX 1:
mountaintop doesn’t quite reach high enough to break daughter. She’s eerily calm when the PCs arrive, and ARWYLL STEAD
through the clouds. If it’s night, then the braziers along doesn’t openly attack them until they try to pass her or
APPENDIX 2:
the broken bridge (area H2) and around the sacrificial she is attacked. A hell hound stands by her side and a MONSTERS
altar (area H3) cast normal light in a 30-foot radius small flock of fiendish birds hover in the sky above, all
around each brazier. However, as noted in the Braziers ready to attack at Bax’s command. APPENDIX 3:
MAGIC ITEMS
section below, the PCs must extinguish the braziers to The hell ravens are linked to
defeat the hell ravens that come out of them. the braziers around the broken
For the purpose of climbing the escarpments along the staircase; if a raven is destroyed
mountain, the ledges and cliff sides are rough and have and there are more braziers lit
adequate handholds and footholds, allowing characters than ravens remaining in the
to climb at one-quarter their speed by succeeding at battle, another raven manifests
DC 15 Climb checks. The elevation changes illustrated again from the flames of a brazier
on the map of this area on page 44 are an abstraction, after 1d3 rounds.
and do not reflect the actual differences in height If the PCs didn’t slay
between one area and the next. Instead, the cliff sides are Netokkurai in area G6
labeled on the map to show the elevation change from (see page 41), the bearded
one level to another, which should be used to calculate devil may also be here.
the distance characters must climb to ascend or descend If so, he attacks the PCs
to one level from another. alongside Bax and her other
Braziers: The heavy iron braziers on Eiseth’s Roost fiendish minions.
are magically linked to the plane of Hell, and cause
fiendish birds called hell ravens to leap from the
flames if left ignited (though they are not considered
magical flames, and can be extinguished normally).
Each brazier is linked to one hell raven. If a hell raven
is destroyed and the number of braziers lit exceeds the
number of hell ravens left in battle, another hell raven
flies forth from a lit brazier after a set amount of time,
as mentioned in the Creatures sections for those
encounter locations. Regardless of how many
hell ravens the PCs actually defeat, they only gain
experience for one hell raven per brazier.
Additionally, the braziers around the summoning
circle in area H3 are linked to Shayle’s powers while
she resides on the Material Plane. See Shayle’s Bargain
on page 47 for more details.
43
H. Eiseth’s Roost
1 SQUARE = 5 FEET
LEDGE HEIGHT
H3
50 FEET 10 FEET
10 FEET
40 FEET H2
10 FEET
H1 20 FEET
10 FEET
BAX THE MASK CR 4 smokesticks before finding cover and reloading. Once
XP 1,200 she has expended her ranged options (or if she finds
Female tiefling rogue (knife master) 5 (Pathfinder RPG herself trapped in melee), she relies on her allies to
Bestiary 264, Pathfinder RPG Ultimate Combat 72) provide a flanking bonus while she stabs at the nearest
NE Medium outsider (native) PC with her daggers and frightens anyone who comes
Init +6; Senses darkvision 60 ft.; Perception +8 near with her mask.
DEFENSE Morale Bax has no place to run to, and she ultimately
AC 19, touch 16, flat-footed 13 (+3 armor, +6 Dex) would rather perish than face her mother’s punishment
hp 34 (5d8+8) for failure. She fights to the death.
Fort +2, Ref +10, Will +1 Base Statistics Without the potion, Bax’s statistics
Defensive Abilities evasion, uncanny dodge, blade sense +1, are AC 17, touch 14, flat-footed 13; Ref +8; Melee
Resist cold 5, electricity 5, fire 5 mwk dagger +6 (1d4+2/19–20), mwk dagger +6
OFFENSE (1d4+1/19–20); Ranged hand crossbow +5 (1d4/19–20),
Speed 30 ft. hand crossbow +5 (1d4/19–20); Dex 18; Skills
Melee mwk dagger +8 (1d4+2/19–20), mwk dagger +8 Acrobatics +12, Disable Device +12, Escape Artist +12,
(1d4+1/19–20) Sleight of Hand +12, Stealth +14.
Ranged hand crossbow +7 (1d4/19–20), hand crossbow +7 STATISTICS
(1d4/19–20) Str 14, Dex 22, Con 12, Int 15, Wis 10, Cha 6
Special Attacks sneak stab +3d8 Base Atk +3; CMB +5; CMD 20
Spell-Like Abilities (CL 5th, concentration +3) Feats Rapid Reload (hand crossbow), Two-Weapon Fighting,
1/day—darkness Weapon Finesse
TACTICS Skills Acrobatics +14, Bluff +8 (+13 when feinting, +12
Before Combat Bax imbibes her potion of cat’s grace when lying, –3 when passing hidden messages),
(included in her statistics) if she expects combat. Climb +7, Disable Device +14, Escape Artist +14,
During Combat Bax fires her hand crossbows on the first Intimidate +6, Perception +8, Sense Motive +8, Sleight
round of combat, then uses her potion of invisibility or of Hand +14 (+16 when concealing a light blade),
44
Stealth +16, Use Magic Device +6; Racial Modifiers INTRODUCTION
+2 Bluff, +2 Stealth BAX’S MASK
Languages Common, Infernal, Orc, Varisian CHAPTER 1:
HELL’S QUARRY
SQ hidden blade, fiendish sorcery, rogue talents (bleeding The mask that covers Bax’s scarred face and head is a
attack +3, slow reactions) magical item with the following statistics. CHAPTER 2:
Combat Gear +1 bolts (3), potion of cat’s grace, potions THE BORDER STANDINGS
of cure moderate wounds (2), potion of invisibility,
BAX’S MASK PRICE
9,100 GP CHAPTER 3:
adamantine weapon blanchUE, cold iron weapon blanchUE, SACRIFICE
SLOT head CL 3rd WEIGHT 2 lbs.
smokesticks (2); Other Gear +1 studded leather, hand
AURA faint necromancy APPENDIX 1:
crossbows (2) with 20 bolts, mwk daggers (2), Bax’s
mask (see sidebar), 122 gp This plain mask is made of a reflective, dark gray ARWYLL STEAD
ceramic. When worn, the mask transforms to look like
APPENDIX 2:
HELL HOUND CR 3 the wearer’s skull, and it gradually becomes eerier MONSTERS
XP 800 and more fearsome the closer a viewer gets to the
hp 30 (Pathfinder RPG Bestiary 173) wearer. Whenever a creature enters a square adjacent APPENDIX 3:
MAGIC ITEMS
to the wearer of Bax’s mask, that creature must
HELL RAVENS (4) CR 1/2 succeed at a DC 13 Will save or become shaken for as
XP 200 each long as it remains adjacent to the wearer. An affected
Fiendish eagles (Pathfinder RPG Bestiary 118, Pathfinder creature can attempt a new save by moving away
RPG Bestiary 294) from the wearer and reentering a square adjacent
hp 5 each to the wearer. A creature that succeeds at the save is
immune to the mask’s effect for 24 hours. A creature
H2. SWITCHBACKS (CR 5) shaken by Bax’s mask does not become frightened
Who (or what) built the staircases and braziers on Eiseth’s if affected by the mask again, but other fear effects
Roost is a great mystery to those who know of the stack with the creature’s shaken condition as normal.
mountain, but the area has long been associated with ill CONSTRUCTION REQUIREMENTS COST 4,550 GP
omens and devil worship. Anyone who succeeds at a DC Craft Wondrous Item, scare
15 Knowledge (religion) check determines that the unholy
symbol (resembling a dark-winged snake) carved into the
ruins here belongs to worshipers of Eiseth, the Erinyes H3. EISETH’S SUMMIT (CR 7)
Queen. (More information on Eiseth can be found on
page 328 of Pathfinder Campaign Setting: Inner Sea Gods.) Twin staircases are carved into the sides of the mountain’s
Creature: While most of the relics built by the devil broad, flat peak. Dug into the red rock in the center of the
worshipers who named this mountaintop have long plateau is a fifteen-foot-wide circle marked with diabolical
since crumbled, a lone graven guardian still diligently sigils. Four iron braziers arranged around the circle burn with
watches over the switchbacks leading up to the peak yellow fire. A rectangular stone altar south of the circle faces
of Eiseth’s Roost. The guardian is fiercely loyal to its the path of switchbacks leading down the mountain.
deity and launches arrows at anyone within 100 feet
who doesn’t openly wear the unholy symbol of Eiseth. Creatures: The orc matriarch of the Hell’s Fury tribe,
This could mean that the guardian attacks in tandem Kelseph, awaits the PCs here alongside Shayle. Since
with the other defenders on the mountain, if the battle the orc chieftain is contractually bound to this location
with Bax spills eastward from area H1. by the erinyes until her pact is fulfilled, she does not
descend the mountain to fight the PCs, and instead
GRAVEN GUARDIAN CR 5 lets her proxies take care of her business until the PCs
XP 1,600 reach the mountain’s peak.
hp 53 (Pathfinder RPG Bestiary 3 140) When Kelseph sees the PCs, her face twists in rage as
OFFENSE she screams: “You! I’ve lost nearly everything because
Melee slam +9 (1d6+4) of you! Shayle, destroy them!” Shayle laughs and tells
Ranged +2 seeking longbow +10/+5 (1d8/×3) Kelseph only those who can defend their power are
Special Attacks magic weapon worthy of it, and she teleports away for the duration of
Spell-Like Abilities (CL 5th; concentration +0) the PCs’ fight against Kelseph.
2/day—shatter (DC 13) In addition to Kelseph, four giant hell ravens patrol
1/day—haste (self only) the skies around this part of the mountain. The ravens
STATISTICS attack as soon as Kelseph does, and they are linked to the
SQ enhanced, guardian domains (Destruction, War) four braziers around the summoning circle. If a giant
45
hell raven is destroyed, another giant hell raven leaps hp 52 (5d10+20); regeneration 5 (good spells or good
out of the flames of a brazier 1 round later, provided that weapons)
the number of lit braziers is greater than the number of Fort +7, Ref +5, Will –1 (+1 vs. fear); +4 vs. poison
hell ravens currently in the battle. Defensive Abilities bravery +1, ferocity; Resist fire 30
Weaknesses contract bound, light sensitivity
KELSEPH CR 5 OFFENSE
XP 1,600 Speed 20 ft.
Female erinyes-bound orc fighter 5 (Pathfinder RPG Melee mwk falchion +11 (2d4+7/18–20) or
Bestiary 4 56, Pathfinder RPG Bestiary 222) mwk silver dagger +11 (1d4+5/19–20)
CE Medium humanoid (orc) Ranged angelfall bow +11 (1d8+7/×3)
Init +4; Senses darkvision 60 ft., see in darkness; Special Attacks weapon training (bows +1)
Perception +2 Spell-Like Abilities (CL 5th; concentration +5)
DEFENSE 3/day—fear (single target), unholy blight
AC 24, touch 12, flat-footed 22 (+8 armor, +1 Dex, +1 dodge, 1/day—summon (level 3, 1 gaav 100%)
+4 natural) TACTICS
Before Combat Kelseph drinks her
potion of cat’s grace and her elixir
of tumbling if she knows a battle is
imminent. These changes are factored
into her statistics.
During Combat Kelseph uses her summon
ability as soon as combat begins, and relies on her
fiendish minions to keep the PCs at bay while she plugs
them with arrows from her angelfall bow. If melee seems
inevitable, she launches into the fray with her falchion,
using Acrobatics to maneuver the battlefield and avoid
being flanked. She uses her fear spell-like ability against
whomever she deems to be the biggest damage-dealer,
and uses unholy blight if she is surrounded. She drinks a
potion of cure moderate wounds when her hit point total
falls below 20.
Morale Kelseph has run out of options at this point, and
fights to the death.
STATISTICS
Str 20, Dex 19, Con 16, Int 10, Wis 6, Cha 10
Base Atk +5; CMB +10 (+12 bull rush); CMD 25 (27 vs.
bull rush)
Feats Deadly Aim, Dodge, Improved Bull Rush, Mobility,
Point-Blank Shot, Power Attack
Skills Acrobatics +11 (+7 when jumping), Intimidate +7,
Perception +2; Racial Modifiers –4 Acrobatics when jumping
Languages Common, Orc
SQ armor training 1, weapon familiarity
Combat Gear +1 arrows (5), +1 cruel arrows (5), potions
of cure moderate wounds (2), potion of cat’s grace,
smokestick (3); Other Gear mwk half-plate, angelfall
bow (see page 53) with 20 arrows, mwk falchion,
mwk silver dagger, elixir of tumbling, red diamond
pendant worth 200 gp
SPECIAL ABILITIES
KELSEPH Summon (Sp) Due to the specifics of her contract with
Shayle, Kelseph can use her summon spell-like ability
to summon a single gaav with a 100%
chance of success instead of the lemure
she would normally be able to summon.
46
GIANT HELL RAVENS (4) CR 1 INTRODUCTION
XP 400 each SACRIFICING VEGAZI
Giant fiendish eagle (Pathfinder RPG Bestiary 294, 295, 118) CHAPTER 1:
HELL’S QUARRY
hp 7 each If Vegazi was captured earlier in the adventure and the
PCs didn’t manage to track her down to Eiseth’s Roost CHAPTER 2:
Development: Shayle applauds the PCs once they within 4 or 5 hours of her arrival here, it’s already too late THE BORDER STANDINGS
kill Kelseph, and tells them they’ve more than proven for the doomed half-orc. In this case, Vegazi’s body and
CHAPTER 3:
themselves—she’s willing to offer them a bargain. blood are spilled upon the altar here, a dagger plunged SACRIFICE
If the PCs left Vegazi at Arwyll Stead, the ranger arrives through her heart. Kelseph’s statistics are unchanged,
here just after the party defeats Kelseph, having left town and Shayle does not make an appearance either before APPENDIX 1:
of her own accord to fight for her own destiny. The half- or after the PCs confront Kelseph. See Concluding the ARWYLL STEAD
orc plays an integral role to the end of this adventure, and Adventure on page 48 for more details.
APPENDIX 2:
depending on how the PCs have acted toward her up to MONSTERS
this point, her relationships with them can drastically alter
the outcome of the module. makes her decision, she hears out the PCs one last time. APPENDIX 3:
MAGIC ITEMS
If the PCs defeat Vegazi’s devil-tainted mother and freeing A successful DC 15 Sense Motive check is enough for any
the half-orc of a menace that haunted much of her life, PC to gain insight into the root of Vegazi’s feelings—
increase their Relationship Scores with Vegazi by 2 points. her guilt over the death of Wate Arwyll, her isolation as
Story Award: If the PCs defeat Kelseph and prevent an adult, and her failure to ever stand up to her mother
her from fulfilling her infernal bargain with Shayle, or her siblings as a child. If a PC picks up on these
award them an additional 2,400 XP. feelings and relays them to Vegazi, increase each PC’s
Relationship Score with her by 1 point.
SHAYLE’S BARGAIN (CR 8) The PCs can also attempt to reason with Vegazi; they
At the end of the day, Shayle doesn’t care about Kelseph’s could do this with a successful DC 15 Diplomacy check
grand dreams of leading an orc tribe in the Hold of to help Vegazi understand she’s been played as a pawn,
Belkzen. Shayle seeks only the blood she was promised or a successful DC 15 Knowledge (planes) check to
when she made her pact with Kelseph, and with the orc point out that Shayle wants Vegazi’s soul only because
matriarch defeated, the erinyes sets her sights on the PCs she wants to make the half-orc an erinyes—something
and Vegazi to complete the vile arrangement. that wouldn’t even be possible if Vegazi wasn’t, at heart,
With Kelseph out of the way, Shayle extends her offer a good and noble soul. Succeeding at either of these
to the PCs, telling them that if they convince Vegazi to checks increases each PC’s Relationship Score with
sacrifice herself in the name of the erinyes, Shayle can Vegazi by 2 points.
grant the party even greater powers than those she You should feel free to grant circumstance bonuses to
bestowed upon Kelseph. If this course of reasoning these skill checks based on good roleplaying if desired,
isn’t effective, Shayle points out that the PCs have as well as up to 4 bonus Relationship Score points as
already eliminated the orc threat in the region by killing appropriate if the PCs devise their own creative means
Kelseph—why do they need Vegazi anymore? To avoid of swaying Vegazi to refuse Shayle’s invitation.
facing the erinyes’s wrath and end their quest once and Vegazi’s final decision is based on the highest
for all, it would be most logical for the PCs to simply Relationship Score a PC has established with her (see
sacrifice the half-orc. the Relationships with Vegazi sidebar on page 7). If you
Vegazi knows that her presence in or around Arwyll decided not to use the Relationships subsystem for this
Stead has caused the town grief and misery, and she’s adventure, you should use your best judgment based on
prepared to sacrifice her own life if it means the the PCs’ treatment of Vegazi to determine her decision.
Steaders won’t have to endure future devil attacks. • If any of the PCs earned a Relationship Score of 20
If the PCs accept Shayle’s offer for infernal power, they or higher with Vegazi, the half-orc outright refuses
need only say so to Vegazi for her to agree to go with Shayle’s demands.
Shayle. In return, the erinyes grants each willing PC • If the highest Relationship Score in the party is 10 or
the half-fiend template (shifting the PC’s alignment to higher (but lower than 20), Vegazi can be talked into
evil) and 2 permanent negative levels, which remain either sacrificing herself to Shayle or refusing the
until the PC seeks two atonement spells—one to remove offer, and it’s up to the PCs to persuade her one way
the half-fiend template and one to restore the PC’s or the other. If the PCs offer no effort to sway Vegazi,
alignment. You can confer additional effects unto the the decision is left to your discretion.
PCs at your discretion. • If none of the PCs earned a Relationship Score of at
If the PCs don’t immediately accept Shayle’s offer, least 10 with Vegazi, she sees her sacrifice as the most
then it’s up to Vegazi to decide for herself. Before Vegazi logical course of action. Vegazi plunges the dagger
47
into her chest and dies on the altar. Shayle cackles as a successful DC 20 Knowledge (planes) or Sense Motive
soon as her contract has been fulfilled with Vegazi’s check. The flames in any of the braziers still burning
blood, and she immediately disappears back to the take on a blood-red hue as soon as Shayle attacks the
plane of Hell to train her newly recruited erinyes PCs, and become magical flames. Extinguishing the
minion, leaving the PCs alone on the mountaintop. magical flames is trickier than putting out the fires that
Creature: Shayle has waited decades for Vegazi, and she birthed the hell ravens, and requires either the casting
won’t leave without her prize. If the erinyes can’t convince of a spell such as create water or the use of a magic item
Vegazi or the PCs to sacrifice the half-orc on the altar that creates water, such as a decanter of endless water.
here, she flies into a rage and attacks the PCs. Mundane methods of putting out the fires (including
At this point, the braziers around Shayle’s summoning nonmagical water) don’t work.
circle don’t let loose any more hell ravens, but instead act Vegazi aids the party against Shayle. If no one has
as catalysts for Shayle’s power, perceivable as such with taken up Kelseph’s angelfall bow, Vegazi grabs it and
uses it to the best of her ability against the erinyes,
consuming her potion of bull’s strength (if she still has it)
to make more effective use of the weapon.
SHAYLE CR 8
XP 4,800
Erinyes (Pathfinder RPG Bestiary 75)
hp 94
TACTICS
During Combat Shayle attempts to bring forth two
bearded devils from the pits of Hell using her summon
ability on the first round of combat. She takes flight to
stay out of melee range, but remains within 40 feet
of the ground for fear of being brought crashing
down (such as by the angelfall bow’s special
ability). If the PCs extinguish two or more braziers,
Shayle attempts to relight them and attack the PCs at
the same time with a full attack.
SPECIAL ABILITIES
Flame Bound (Su) If a brazier around her summoning
circle is extinguished (see Creatures, above), Shayle
takes a –1 penalty on ability checks, attack rolls, combat
maneuver checks, saving throws, and skill checks until
she relights the brazier. This penalty is cumulative for
each brazier extinguished, to a maximum penalty of –4.
Once all four braziers are extinguished, Shayle becomes
staggered until she relights a brazier. Shayle can reignite
any extinguished brazier with magical fire by hitting
the brazier with a ranged touch attack (AC 15) from her
+1 flaming composite longbow.
CONCLUDING THE
ADVENTURE
Shayle wasn’t summoned—she came here by her own
SHAYLE
accord—which means that if the PCs destroy her on the
Roost, they’ve destroyed her for good and Vegazi is free
48
from Kelseph’s infernal pact. If Shayle escapes, however, INTRODUCTION
she may return for Vegazi’s life in the near future. In this NEW MAGIC WEAPON
case, Vegazi thanks the PCs for their help, but decides CHAPTER 1:
HELL’S QUARRY
she has to pursue Shayle to put her past to rest. She gifts Kelseph wields this powerful relic that served as a
the party the angelfall bow before leaving. She may be covenant when the orc made her infernal bargain CHAPTER 2:
convinced to join the PCs on their journeys if they’re with the erinyes Shayle. THE BORDER STANDINGS
leaving Arwyll Stead, but she doesn’t enter another town
CHAPTER 3:
so long as Shayle seeks her.
ANGELFALL BOW PRICE
26,900 GP SACRIFICE
If the PCs destroy Shayle for good, Vegazi returns
SLOT none CL 7th WEIGHT 3 lbs.
to Arwyll Stead with the party. A rescue party from APPENDIX 1:
AURA moderate evocation ARWYLL STEAD
Vigil finally arrives, too late to be of use. The Steaders
celebrate the news that Kelseph’s daughters and Shayle’s Black feathers adorn the tips of
APPENDIX 2:
devils will no longer trouble the town, and hail the PCs this ebony +1 composite longbow MONSTERS
and Vegazi as true heroes. (+5 Strength bonus). The bow gives off
the faint scent of brimstone when the APPENDIX 3:
MAGIC ITEMS
Rewarding the PCs string is drawn back.
As long as Vegazi wasn’t sacrificed, Mayor Proum Three times per day as a swift action,
awards the PCs the 1,000 gp he promised for keeping the wielder of an angelfall bow can
the half-orc safe. Scoutmaster Terrin thanks the PCs imbue the next arrow she fires that
for putting a stop to the Hell’s Fury menace, and offers round with the bow’s inherent raging
them their choice of one of the following items from energy. On a hit, the attack deals
the Arwyll family vault. damage as normal and acts as a trip
• A randomly determined ioun stone worth up to 10,000 gp. combat maneuver to knock the target prone, treating
• A belt of physical might +2. the result of the wielder’s attack roll as the combat
• A staff of minor arcana (Pathfinder RPG Ultimate maneuver check result. If the target is flying, it must
Equipment 198) and two fully charged wands of immediately succeed at a DC 25 Fly check to stay aloft
randomly determined 1st-level spells. or plummet to the ground.
• A magic weapon or suit of armor of the GM’s choosing Once per day when the wielder of an angelfall bow
with an effective enhancement bonus of +2. would be affected by a spell or spell-like ability with
the light descriptor, she can attempt an immediate
The Last Arwyll dispel check (using the caster level of the bow) to
With the threat of fiendish invaders quelled, Proum counter the effect. This manifests as a pulsating
can use the evidence from Grev’s book and Vegazi’s own darkness emerging from the bow and swallowing
account to pronounce the woman an honorary member the light.
of the Arwyll family. Doing so is a major boon to the CONSTRUCTION REQUIREMENTS COST 13,750 GP
town and goes a long way in dispelling any lingering Craft Wondrous Item, dust of twilight APG, thundering
half-orc prejudice. If the PCs achieved a Relationship drums APG
Score of 20 or higher with Vegazi, she recognizes her
value to others and vows to watch over Arwyll Stead in
the name of Wate and his family. Alternatively, if the the town’s protectors and take up residence at Arwyll
PCs didn’t foster their relationship with Vegazi, they Manor, if they wish.
may fill this role instead and stay to watch the town, The party may have some other loose ends to tie up,
as the townsfolk see the same fighting spirit of the such as fulfilling promises made to NPCs, deciding what
Arwyll lineage in these intrepid adventurers. If neither to do with morally ambiguous characters like Yvogga, or
Vegazi nor the party is willing to stay in Arwyll Stead, even looking into tracking down the rest of Kelseph’s
the Steaders are fine with that as well—they’re happy now-leaderless Hell’s Fury tribe.
to have strong heroes amid their ranks, but they also Finally, the PCs have time to explore the town, and
recognize their own need to move on independently of perhaps get to know some of the NPCs better now
such protectors. that lives aren’t hanging in the balance: Terrin needs
If Vegazi ultimately killed herself or wound up someone to confide in about his suffering over Wate’s
sacrificed to Shayle, a mournful spirit settles over Arwyll death, Vegazi enjoys relationships with other people for
Stead. There’s rejoicing that Kelseph is gone, but also the first time in years, Ovir seeks an experienced mentor
a lingering fear that the devils may yet return. In this to help him step into the priestly role that’s been thrust
case, either Terrin or Proum—whichever has a better upon him, and Yvogga (if she was spared) faces the
relationship with the PCs—invites them to stay on as prospect of a life freed from her family’s expectations.
49
T
he mining town of Arwyll Stead lies in the The citizens of Arwyll Stead are a tough, stubborn
northernmost reaches of Lastwall, bordering lot. They are self-reliant and proud to a fault, and the
the Hold of Belkzen to the west and the nation deep reverence they hold for the town’s namesake family
of Ustalav to the east. The town, built on the flat plane of a line borders on the superstitious. The town’s origin as a
tall mesa among the foothills of the Hungry Mountains, homestead for retired adventurers makes it welcoming
is arranged around a smaller, secondary formation that to outsiders, but the residents’ constant conflict with
marks the entrance to one of the town’s oldest iron the brutal orc tribes of the Hold of Belkzen make them
mines. Daniela and Eston Arwyll claimed the mine in wary of non-humans—a prejudice that makes the town
4464 ar and built their home on a nearby outcropping a sanctuary to some of those who seek refuge there, and
facing the tunnel entrance. The couple elected to retire a nightmare to others.
from their storied life of adventuring, and sent out a call
for miners and workers from Lastwall: anyone willing ARWYLL STEAD
to brave the untamed wilds on the doorstep of orcs to LG small town
the west and a land of horrors to the east could build a Corruption +0; Crime –5; Economy +1; Law +4; Lore +0;
livelihood in Arwyll Stead. What began as a homestead Society +3
near a yawning mineshaft soon became a well-defended Qualities insular, racially intolerant (half-orcs), strategic
and integral producer of affordable iron for the nearby location, superstitious
crusaders of Vigil. Danger +0
50
DEMOGRAPHICS construct the walls around Arwyll Stead as well as many INTRODUCTION
Government autocracy of the town’s buildings. Now, shipments of stone are
Population 681 (655 humans, 16 dwarves, 4 half-orcs, 6 other) delivered to Vigil and other cities downstream on the CHAPTER 1:
HELL’S QUARRY
Notable NPCs Path River.
Acolyte Ovir Radan (NG male human cleric of Iomedae 2) 4. Arwyll Mine: The mine within Arwyll Stead’s walls CHAPTER 2:
Deputy Naia Volsson (LG female human fighter 3) was once the largest in the region, and was filled with THE BORDER STANDINGS
Elder Gallus Crevac (LN middle-aged male human thick veins of iron ore and rarer materials. While not the
CHAPTER 3:
ex-cleric 5/expert 2) town’s first such endeavor (see the old mine entrance, SACRIFICE
Elder Shovann Orda (NG venerable female human witch 6) below), the Arwyll Mine did serve the town for many
Mayor Darrel Proum (LG middle-aged male human years before it was depleted. The entrance is still open, APPENDIX 1:
aristocrat 5) but the only folk who venture into the dark tunnels are ARWYLL STEAD
Scoutmaster Terrin Shaw (CG male human rogue 5) vagrants and children fulfilling superstitious dares.
APPENDIX 2:
MARKETPLACE The long millhouse outside the mine, called Bedeth’s MONSTERS
Base Value 1,100 gp; Purchase Limit 5,000 gp; Mill, still operates, though miners must bring their
Spellcasting 2nd ore from hinterland mines to have it sorted. The other APPENDIX 3:
MAGIC ITEMS
Minor Items 3d4; Medium Items 1d6; Major Items — old mine, which was quickly closed off (and plays
an important role in Chapter 3 of this adventure), is
Rising above the red stone wall that circles Arwyll Stead, located beneath the Arwyll Estate.
the tops of various buildings are just barely visible from 5. Jailhouse: Situated on a bluff known to the locals
the foot of the steep, rocky cliffs that draw together to as Hanger’s Crest, the jailhouse is the headquarters of
form the mesa on which the town sits. A sloping ledge Scoutmaster Terrin Shaw and his deputies, as well as the
on the southwest side of the town and a set of steep holding place for prisoners and other unsavory types.
switchbacks on the northeastern edge allow entrance Prisoners aren’t allowed out to the jail yard, and most
through the settlement’s heavily fortified wooden gates. are fine with that—a lone gallows is the only structure
Several smaller mesas dot the interior of Arwyll that occupies the yard, and it’s here that Arwyll Stead’s
Stead, forming the craggy backyards of residents militia host the occasional hanging.
or hosting formidable structures of their own. The 6. The Red Archive: While Arwyll Stead has no
northeastern plateau sports the town’s oldest iron formal school for teaching its children, the town does
mine, the well-used rock quarry, and the jail and sport a sizeable repository of arcane lore in the form of
gallows. It’s this latter structure that gives the plateau the Red Archive. Gallus Crevac started the Red Archive
its name: Hanger’s Crest. when he came to Arwyll Stead decades ago, and ever
since has amassed a diverse collection of writings—
GAZETTEER both recent and ancient.
The citizens of Arwyll Stead have constructed many 7. Catacombs: The town’s dead are interred in the
notable locations within the town’s walls over network of tunnels and crypts that wind beneath Arwyll
the settlement’s history. The following location Mesa. More information on the catacombs, including a
descriptions are keyed to the map on the inside front map, can be found starting on page 12.
cover of this book. 8. Arwyll Estate: In the corner of town opposite
1. Marketplace: Steaders from within the town and Hanger’s Crest is the more austere Arwyll Mesa. This
homesteaders from without congregate at the market flat layer of red rock rises above the rest of the city,
stalls north of the city’s main gates, where all manner bearing a castlelike manor with pointed towers visible
of local produce and artisanal goods can be found for even from outside the walls. This structure is Arwyll
reasonable prices. Traders from afar make visits to the Estate, and flags of russet and silver adorned with the
marketplace as well, bringing weapons, armor, and image of a stubborn badger snap in the wind from the
other valuable supplies from elsewhere to this distant tops of its towers. The estate has been severely damaged
corner of Lastwall. and rebuilt several times throughout the town’s history,
2. The Blissful Badger: The Blissful Badger is one and its decadent trappings are a symbol of Steaders’
of two taverns in Arwyll Stead (the other being the Red appreciation for their heroic founding family.
Plateau on the east side of town), and it is the town’s 9. Old Mine Entrance: This lonely, narrow tunnel
only inn. More information on the tavern, including a served as the entrance to the first mining operation
map, can be found starting on page 9. during Arwyll Stead’s infancy. A number of unfortunate
3. Quarry: In addition to mining iron, Arwyll Stead’s accidents led to the death of several miners, and the
skilled miners extract quartzite and red granite from Arwyll family sealed the tunnel with a boulder before
the town’s quarry, which is just slightly younger than setting their sights on other ventures nearby. See
the Arwyll Mine. The first tons of rock were used to Chapter 3 for more information on the secret tunnel.
51
APPENDIX 2: MONSTERS
T
he following new monsters were designed and written by contestants in Paizo’s 2014 RPG Superstar
competition. Each of these four contestants made it to the final round of the competition with their monster
designs: Mike Kimmel (chimney troll), Victoria Jaczko (curse devil), Robert Brookes (dunagh), and Mikko
Kallio (immured). The curse devil was written specifically for this module.
CHIMNEY TROLL chimney troll inhales flames and only within 3 rounds of
Filth and soot cover this large, emaciated humanoid’s pallid using that ability. The save DC is Constitution-based.
skin, and its beady black eyes glint with desperate hunger. Wicked Blood (Ex) Chimney trolls cannot heal hit point
damage naturally (such as by resting).
CHIMNEY TROLL CR 2
XP 600 Chimney trolls are gaunt, pale giants that skulk among the
CE Large humanoid (giant) shadowy rooftops of towns and cities, searching for flames
Init +3; Senses low-light vision, scent; Perception +4 to heal their cursed wounds and flesh to sate their bellies.
DEFENSE To claim the fire they need to survive, they twist their limbs
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size) into impossible positions, hiding in chimneys and sucking
hp 19 (3d8+6) up the flames from frightened townsfolk’s hearths.
Fort +5, Ref +4, Will +1 By some cruel twist of fate or malicious necromancy,
Resist fire 10 chimney trolls’ accursed bodies can heal wounds only
Weaknesses wicked blood if they consume the very substance trolls loathe most:
OFFENSE fire. This desperate reliance on fire has made them
Speed 30 ft., climb 20 ft. anathema to their kin, who long ago drove them from
Melee bite +2 (1d8+1), 2 claws +2 (1d6+1) their mountain homes and into civilized lands.
Ranged rock +5 (1d8+1) Chimney trolls are 9 feet tall and weigh 350 pounds.
Space 10 ft.; Reach 10 ft.
Special Attacks soot breath, rock throwing (60 ft.)
STATISTICS
Str 13, Dex 16, Con 15, Int 8, Wis 11, Cha 6
Base Atk +2; CMB +4; CMD 17
Feats Combat Reflexes, Deadly Aim
Skills Acrobatics +4, Climb +9, Perception +4, Stealth +0
(+8 in urban environments); Racial Modifiers +8 Stealth
in urban environments
Languages Giant
SQ compression, inhale flames
ECOLOGY
Environment any urban
Organization solitary or gang (2–3)
Treasure standard
SPECIAL ABILITIES
Inhale Flames (Ex) As a standard action, a chimney troll can
inhale a single nonmagical fire up to the size of a campfire
within 30 feet. This extinguishes the fire and grants the
chimney troll regeneration 3 (acid, cold) for 3 rounds.
If the fire is attended (such as fire on a held torch), a
successful DC 13 Reflex save negates this effect. The
save DC is Constitution-based.
Soot Breath (Su) As a standard action, a chimney troll
can exhale a searing cloud of smoke and cinders that
fills the lungs of a targeted creature within 30 feet.
The victim takes 1d6 points of fire damage and becomes
nauseated for 1d3 rounds. A successful DC 13 Fortitude
save halves the fire damage taken and negates the
nausea effect. This ability can be used once each time the
52
DEVIL, CURSE ability. Those who can see invisible creatures are immune INTRODUCTION
This short fiend has mottled pink skin, clawed fingers, and to this effect. The save DCs are Charisma-based.
green eyes. It drags a tattered scroll behind its feminine frame. Broken Curses (Ex) When a curse devil dies, any lingering CHAPTER 1:
HELL’S QUARRY
curses or harmful effects caused by the devil are undone
CURSE DEVIL (PHIAM) CR 5 as if by a miracle spell. CHAPTER 2:
XP 1,600 Infernal Bond (Ex) When a curse devil is created by a lesser THE BORDER STANDINGS
LE Small outsider (devil, evil, extraplanar, lawful) or greater devil, its creator forges a magical link between
CHAPTER 3:
Init +8; Senses darkvision 60 ft., see in darkness, detect the curse devil and a mortal signed to—or implicated in—an SACRIFICE
magic, detect thoughts; Perception +11 infernal contract, such as a mortal who sold her soul to a
DEFENSE devil or the first-born child of a mortal who was promised APPENDIX 1:
AC 20, touch 16, flat-footed 15 (+4 Dex, +1 dodge, +4 natural, in an infernal bargain). Thereafter, the curse devil can ARWYLL STEAD
+1 size) always find the specified mortal as though guided by a
APPENDIX 2:
hp 39 (6d10+6) locate creature spell with no maximum range. The specified MONSTERS
Fort +5, Ref +9, Will +7 mortal takes a –2 penalty on saving throws against the curse
Defensive Abilities natural invisibility; DR 5/cold or silver; devil’s anathematize ability and its spell-like abilities. APPENDIX 3:
MAGIC ITEMS
Immune fire, poison; Resist acid 10, cold 10
OFFENSE Curse devils, or phiams, are constructs of Hell that exist
Speed 20 ft., fly 40 ft. (perfect) outside the infernal hierarchy. They are forged by more
Melee 2 claws +6 (1d4–1) powerful devils to hunt down mortals whose souls belong
Special Attacks anathematize to Hell. When folk speak of “family curses” or “damned
Spell-Like Abilities (CL 6th; concentration +9) fates,” a curse devil is often pulling strings.
Constant—detect magic, detect thoughts (DC 15) A curse devil is 4 feet tall and weighs 80 pounds.
At will—daze (DC 13), greater teleport (self plus 50 lbs. of
objects only), mage hand
5/day—bane (DC 14), chill touch (DC 14), doom (DC 14)
3/day—bestow curse (DC 16), suggestion (DC 16), touch of
idiocy (DC 15)
1/day—blindness/deafness (DC 15), confusion (DC 17),
contagion (DC 17), summon (level 3, 2 lesser host
devils 50%)
STATISTICS
Str 8, Dex 18, Con 12, Int 13, Wis 15, Cha 17
Base Atk +6; CMB +4; CMD 19
Feats Dodge, Great Fortitude, Improved Initiative
Skills Bluff +12, Fly +23, Intimidate +12, Perception +11,
Sense Motive +11, Spellcraft +10, Stealth +17
Languages Infernal; telepathy 100 ft.
SQ broken curses, infernal bond
ECOLOGY
Environment any (Hell)
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Anathematize (Su) Once per day as a standard action, a
curse devil can temporarily drop its natural invisibility to
reveal its true, horrifying form. All creatures within 30
feet must succeed at a DC 16 Will save or become cursed as
bestow curse; additionally, all creatures in the area must
succeed at a second DC 16 Will save or have their memories
of the event stripped as if by modify memory. The curse
devil can resume its invisibility at the end of its turn as
a free action. Whether or not the saves are successful,
an affected creature is immune to that curse devil’s
anathematize ability for 24 hours. If its natural invisibility
is negated by other methods, the curse devil can’t use this
53
DUNAGH the Lands of the Linnorm Kings, where they’re most likely
This spectral woman holds a silver urn and floats in midair with to be found today. Attracted by a family’s or clan’s intense
an unearthly grace and demanding presence. devotion to a single structure or holding, the dunaghs
serve as guardians of family homes, watchful protectors of
DUNAGH CR 4 both the structures and those who live within them.
XP 1,200 Most dunaghs prefer to remain anonymous, going
LN Medium outsider (incorporeal, kami, native) about their business when residents are not present. They
Init +7; Senses darkvision 60 ft.; Perception +13 occasionally assist “their” family by tidying up the house,
Aura fate (20 ft., DC 15) locking doors, or shutting windows left open during the
DEFENSE cold months.
AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex) When a family line watched over by a dunagh comes
hp 37 (5d10+10); fast healing 2 to an end, the dunagh falls into a bleak depression and
Fort +3, Ref +7, Will +7 remains fixated on the family’s last place of residence,
Defensive Abilities incorporeal; Immune bleed, mind- becoming a spiteful spirit that forcibly evicts anyone
affecting effects, petrification, polymorph; Resist acid 10, else who tries to take up residence or otherwise trespass
cold 10, electricity 10, fire 10 upon its ward.
OFFENSE Dunaghs prefer to stay merged with their wards, but in
Speed fly 30 ft. (perfect) their visible forms, they take on appearances similar to
Melee incorporeal touch +8 (2d6 cold plus dunagh’s curse) ghostly versions of those people they guard.
Spell-Like Abilities (CL 5th; concentration +8)
At will—mage hand
STATISTICS
Str —, Dex 17, Con 14, Int 11, Wis 17, Cha 16
Base Atk +5; CMB +8; CMD 21
Feats Alertness, Flyby Attack, Improved Initiative
Skills Fly +19, Intimidate +11, Knowledge (local) +8,
Perception +13, Sense Motive +13, Stealth +11
Languages Common; telepathy 100 ft.
SQ merge with ward, ward (house)
ECOLOGY
Environment any urban
Organization solitary
Treasure standard
SPECIAL ABILITIES
Aura of Fate (Su) A dunagh merged with or within 120 feet
of its ward radiates an aura of fate to a radius of 20 feet.
Enemies within this aura must roll two d20s whenever
a situation calls for a d20 roll (such as an attack, a skill
check, or a saving throw) and take the lower of the two
results. Allies designated by the dunagh in this aura
likewise roll two d20s whenever a situation calls for a
d20 roll, but can take the higher result instead. This is a
mind-affecting morale effect that doesn’t work on fey. A
dunagh can suppress and reactivate this aura at will as a
free action.
Dunagh’s Curse (Su) Any creature touched by a dunagh
must succeed at a DC 15 Will save or be afflicted with the
dunagh’s curse. Whenever the cursed creature rolls a d20,
it treats any roll of 20 as a roll of 1 instead. The cursed
creature cannot take 20. The save DC is Charisma-based.
54
IMMURED attack roll. In addition, an immured that deals nonlethal INTRODUCTION
Through cracked, sickly blue lips, this pallid humanoid figure damage with its slam attack can attempt a drag combat
emits deep gasps as if struggling to breathe. maneuver against the target as a free action. CHAPTER 1:
HELL’S QUARRY
IMMURED CR 3 Immured are undead remains of those who died of slow CHAPTER 2:
XP 800 suffocation in a confined, lightless space. Their feelings of THE BORDER STANDINGS
NE Medium undead abject terror and desperate desire to escape before death
CHAPTER 3:
Init +4; Senses darkvision 60 ft.; Perception +6 manifest as an ability to open temporary rifts in reality. SACRIFICE
Aura breathlessness (10 ft., DC 14) Although they loathe the bright lights and open spaces of
DEFENSE the world outside, they occasionally emerge to violently APPENDIX 1:
AC 16, touch 10, flat-footed 16 (+6 natural) hush any sounds that disturb their repose. Some immured ARWYLL STEAD
hp 26 (4d8+8) find the last gasps of dying creatures intoxicating, so they
APPENDIX 2:
Fort +3, Ref +1, Will +5 seek out victims to choke night after night. MONSTERS
Immune undead traits While an accidental live burial can trigger the birth
Weaknesses bound of an immured, most of these unfortunates are brought APPENDIX 3:
MAGIC ITEMS
OFFENSE about by purposeful malevolence, such as being walled
Speed 30 ft. in as a form of torture or execution in life. In cultures
Melee slam +6 (1d4+4) obsessed with undeath or the afterlife, living servants
Special Attacks breach, seize are sometimes honored by being entombed with their
STATISTICS masters, which can create immured.
Str 16, Dex 11, Con —, Int 5, Wis 13, Cha 14 An immured is 6 feet tall and weighs 100 pounds.
Base Atk +3; CMB +6 (+8 drag); CMD 16 (18 vs. drag)
Feats Improved DragAPG, B, Improved Initiative, Power Attack
Skills Perception +6, Stealth +5
Languages Common (can’t speak)
ECOLOGY
Environment any urban
Organization solitary or gang (2–5)
Treasure standard
SPECIAL ABILITIES
Aura of Breathlessness (Su) The agonized gasping of
an immured displaces oxygen within 10 feet of it,
automatically extinguishing nonmagical fires within this
range. Breathing creatures within the aura must hold
their breath or risk suffocation. Whenever an immured
deals nonlethal damage to a creature holding its breath
in the aura, the duration the target can hold its breath for
decreases by a number of rounds equal to the nonlethal
damage dealt. The immured cannot dismiss this aura.
Bound (Su) Immured are bound to the locations in which they
died. Each hour an immured remains away from the tomb
or building in which it died, it takes 1d6 points of damage
that can’t be healed until it returns to its place of death.
Breach (Su) As a swift action, an immured can touch a
nonmagical wall and open a spatial rift. The touched
5-foot section of wall (which can be up to 2 feet thick)
effectively ceases to exist for 2 rounds, except for a dark,
semisolid membrane that blocks line of sight through the
rift. The immured can see, move, attack, or even drag a
target through the rift without penalty. Other creatures
can move through the rift, treating it as difficult terrain.
After 2 rounds, the rift closes, pushing anything inside it
into the nearest open space.
Seize (Ex) An immured can choose to deal nonlethal
damage with its slam attack with no penalty on the
55
APPENDIX 3: MAGIC ITEMS
T
he following 28 new magic items were submitted for Paizo’s 2014 RPG Superstar competition, and led their
authors to the second round of the contest. The contestants who earned a place among the top 16 include
Mikael Sebag (amulet of reverse incantation), Victoria Jaczko (bitter widow’s veil), Christopher Wasko (bonedancer
bodhran), Kenneth “Tripp” Elliott (bosun’s call), Emmanuel Greene (crest of the fallen), Tyler Beck (deck of the hellwasp’s
sting), J. R. Casey (gossiper’s gourd), Brian J. Fruzen (groundbreaker cloak), Mark Nordheim (horned helm of the wild stag),
Joseph L. Kellogg (ironmorph dust), Jacob W. Michaels (poltergeist knot), Andrew Marlowe (scourge vial), and Richard
Malena (Sun Wukong’s puzzle box). Contestants who earned a place among the top 32 include Michael Patrick (bog boots),
Andrew Shumate (charlatan’s symbol), Andrew Umphrey (choker of the siphoning scorpion), Peter Johansen (death mask),
Brian Lefebvre (evergreen seed pouch), Michele La Barbera (familiar’s soulstone), Terry Dutton (fetish of the frog queen), Iain
Reid (goblet of liquefied cognition), Tyler Cowart (jar of mottled clay), Kalervo Oikarinen (murktouch cloak), Clay Clouser
(nightbane quiver), Casey Clements (patternward spectacles), Jesse Southwick (quicksilver gloves), Sam Harris (star cinder),
and Calder Rooney (stormcrusher gauntlets).
PRICE
AMULET OF REVERSE INCANTATION 20,000 GP
amorphous shadows swirl beneath the veil across the
wearer’s face.
SLOT head CL 8th WEIGHT —
Whenever an ally within 30 feet of the wearer falls
AURA moderate abjuration
unconscious by taking lethal damage, the bitter widow’s
An ivory cameo depicting two veil gains 1 charge. The wearer can expend 1 charge as a
elderly, bearded wizards with standard action to unleash a bereaved scream in a 30-foot
identical faces hangs on this cone. Creatures within the area must succeed at a DC 16
amulet’s delicate silver chain. Will save or become shaken for 4 minutes. If a creature
Three times per day, when casting that brought a humanoid or monstrous humanoid to fewer
a spell with a verbal component, than 0 hit points within the past 12 hours fails the save,
the wearer of an amulet of it’s dazed for 1 round as it is consumed with sorrow, after
reverse incantation can recite the which it’s subject to the shaken effect.
spell’s words backward as a free action in order to invert As long as the bitter widow’s veil has an unspent
the spell’s effect, as described below. charge, the wearer can see and hear ethereal creatures
• If the wearer casts a spell that can counter or dispel as though affected by see invisibility. The veil can contain
another specific spell, she can activate the amulet to only 1 charge at a time. Unused charges dissipate after
convert the spell being cast into the spell it specifically 1 hour.
counters. For example, haste would become slow, or CONSTRUCTION REQUIREMENTS COST 7,000 GP
reduce person would become enlarge person. Craft Wondrous Item, crushing despair, overwhelming
• If the wearer casts a spell that detects or affects grief UM, see invisibility
creatures of a certain alignment, the spell instead
PRICE
affects creatures of the opposite alignment. For BOG BOOTS 12,000 GP
example, chaos hammer would damage and blind
SLOT feet CL 9th WEIGHT 1 lb.
chaotic creatures and outsiders instead of lawful ones.
AURA moderate transmutation
• If the wearer casts a cure or inflict spell, she can activate
the amulet to convert the spell being cast into the other These boots are well worn and caked with mud, but still
type of the same spell level, such as converting cure sturdy, comfortable, and dry on the inside.
moderate wounds into inflict moderate wounds. Three times per day, the wearer can activate the boots
Alignment restrictions still apply for casters who can’t to cause up to 9 5-foot squares of nearby terrain to become
cast spells with certain alignment descriptors. a shallow bog. All affected squares are instantly filled with
CONSTRUCTION REQUIREMENTS COST 10,000 GP 1 foot of water, mud, and plant life. The wearer can move
Craft Wondrous Item, dispel magic, tongues through these squares at her normal speed, but other
creatures treat the squares as a shallow bog (Pathfinder
PRICE
BITTER WIDOW’S VEIL 14,000 GP
RPG Core Rulebook 427), costing 2 squares of movement
to move into each affected square.
SLOT head CL 5th WEIGHT 1/2 lb.
The initial affected square must be adjacent to the
AURA faint enchantment and divination
wearer. Each additional affected square must be adjacent
This delicate black veil is made of black lace and crepe to another affected square, but otherwise the effect can
and affixed to a midnight blue bonnet. When it’s donned, take any shape the wearer desires.
56
As a standard action, the wearer can rearrange the expend the indicated number of charges to produce one INTRODUCTION
affected squares. Multiple uses of the boots can create of the following effects.
larger areas of bog. The effect lasts until dismissed by 0 charges: Wake all allies within 30 feet (DC 15). CHAPTER 1:
HELL’S QUARRY
the wearer (a free action), the wearer moves more than 1 charge: Wake all allies aboard the same ship (DC 20).
5 feet beyond the affected area, the wearer becomes 1 charge: Convey a secret message to all allies within CHAPTER 2:
unconscious, or the boots are removed. 60 feet, as the Bluff skill (DC 20). THE BORDER STANDINGS
Additionally, once per day, the wearer can travel as per 1 charge: Perform a countersong as the bardic
CHAPTER 3:
dimension door from one affected square to another. performance ability, with a +2 bonus on the Perform SACRIFICE
CONSTRUCTION REQUIREMENTS COST 6,000 GP (wind) check (DC 20).
Craft Wondrous Item, dimension door, transmute rock to mud 2 charges: Grant up to six allies, no two of whom can APPENDIX 1:
be more than 30 feet apart, climb and swim speeds of 20 ARWYLL STEAD
PRICE
BONEDANCER BODHRAN 6,700 GP
feet each for 4 rounds (DC 20).
APPENDIX 2:
2 charges: Grant all allies within 60 feet a +5 morale MONSTERS
SLOT none CL 3rd WEIGHT 2 lbs.
bonus on Swim checks for 10 minutes (DC 25).
AURA faint necromancy APPENDIX 3:
The charge is expended even if the Perform check fails.
MAGIC ITEMS
This calfskin drum is painted A user of the bosun’s call who has the bardic
with an image of a grinning performance class feature can, as a swift action, expend
skull, and comes with a giant’s a number of rounds of bardic performance equal to the
finger bones to use as beaters. number of charges needed to produce the effect instead
A creature with at least 1 rank in of expending those charges.
Perform (percussion) can play a CONSTRUCTION REQUIREMENTS COST 3,350 GP
steady rhythm on the drum as a Craft Wondrous Item, alarm, alter self, creator must have
standard action each round. Doing so grants all undead the bardic performance class ability
creatures within 30 feet of the drummer a +2 profane
PRICE
bonus on attack rolls, damage rolls, and Will saves each CHARLATAN’S SYMBOL 2,000 GP
round the drum is played.
SLOT neck CL 5th WEIGHT 1 lb.
Alternatively, the drummer can instead force undead
AURA faint illusion (see text)
creatures in the area to dance in place to the beat of the
drum. Affected undead within 30 feet can’t leave their This small relic is designed to resemble a holy symbol of
spaces and take a –2 penalty to Armor Class and on Reflex a genuine or fictional deity and can be worn about the
saves for as long as the drummer plays. Intelligent undead neck. A charlatan’s symbol contains an extradimensional
can attempt a DC 12 Will save to resist this effect; those compartment that can hold one wand of a 1st-level cleric
that succeed can move and take actions normally, but still spell, which becomes attuned to the symbol after 24
take the –2 penalty on Reflex saves and must succeed at hours. Speaking a command word or phrase activates
concentration checks to cast spells (DC = 10 + the spell’s the wand as if the user had succeeded at a DC 20 Use
level). Mindless undead receive no save and can take no Magic Device check, which also causes the symbol to glow
actions other than dancing. faintly. Those observing a spell cast through the use of
A bonedancer bodhran can be used for 9 rounds per a charlatan’s symbol must succeed at a DC 20 Spellcraft
day; these rounds need not be consecutive. check in order to determine that the spell was cast from
CONSTRUCTION REQUIREMENTS COST 3,350 GP a wand rather than through normal divine spellcasting.
Craft Wondrous Item, command undead, creator must have After using the symbol, the wearer receives a +5
the bardic performance class ability circumstance bonus on Bluff checks related to the assumed
religion against witnesses for 24 hours.
PRICE
BOSUN’S CALL 12,000 GP
To anyone using detect magic, the charlatan’s symbol
appears to be nonmagical (as magic aura), as if it were a
SLOT none CL 8th WEIGHT 1 lb.
standard holy symbol.
AURA moderate abjuration
CONSTRUCTION REQUIREMENTS COST 1,000 GP
This copper-and-bronze whistle Craft Wondrous Item, eagle’s splendor, magic aura, creator
is played by blowing through must have 5 ranks in both Bluff and Use Magic Device
the mouthpiece while opening
PRICE
and closing one’s hand over the CHOKER OF THE SIPHONING SCORPION 8,000 GP
hole to modify the pitch. The
SLOT neck CL 9th WEIGHT —
whistle has 3 charges, which are
AURA moderate necromancy
automatically restored at sunrise each day. As a standard
action, the user can attempt a Perform (wind) check and This choker consists of a thin gold chain with a small
57
scorpion charm that presses snugly against the neck the badge, and it disappears after 5 rounds. It can’t use
when worn. Once per day as an immediate action, the equipment or magic items, including potions.
wearer of this item can forgo her saving throw against a If the animal is slain, it disappears and the heraldic
poison effect, and instead let the scorpion charm siphon image on the crest of the fallen fades to a dark gray for 1
the poison, filling to its maximum capacity of 1 dose. The week, during which time the crest can’t be activated.
wearer suffers no effects from the poison in this manner. CONSTRUCTION REQUIREMENTS COST 6,000 GP
While filled, the charm doesn’t protect against poison. Craft Wondrous Item, deathwatch, summon nature’s ally II
As a full-round action, the wearer can remove the
PRICE
choker and affix it to her melee weapon by pressing the DEATH MASK 16,000 GP
scorpion against the weapon and allowing the chain to
SLOT head CL 6th WEIGHT 4 lbs.
automatically secure itself around the weapon’s hilt or
AURA moderate necromancy
handle. If the weapon hits, the wearer can choose to dose
the target with the poison (in addition to any effects the This elaborate wooden mask is carved in the image of
attack would normally have) as though the weapon were Pharasma. The owner of a death mask can place the mask
coated with a dose of the poison. This drains the scorpion of upon a corpse to ask the corpse up to three questions as if
its stored dose. The target can attempt a Fortitude save as by speak with dead, except the corpse does not get a Will
normal (using the poison’s original DC) to resist the effect. saving throw if the mask’s owner is of a different alignment
CONSTRUCTION REQUIREMENTS COST 4,000 GP than the corpse had in life. This effect works as long as the
Craft Wondrous Item, absorb toxicityUC, greater magic weapon head of the corpse is intact enough to fit the mask onto,
no matter how damaged the corpse is otherwise. A death
PRICE
CREST OF THE FALLEN 12,000 GP
mask functions on a given corpse only once in this way;
additional attempts to ask the corpse questions fail.
SLOT neck CL 5th WEIGHT —
If a living person dons the death mask, her appearance
AURA faint conjuration
changes to that of the last person whose corpse was spoken
This fist-sized silver badge bears a with using the mask, as alter self. The wearer resembles
stylized image of a heraldic animal. the deceased person as she looked in life.
The first time a character wears CONSTRUCTION REQUIREMENTS COST 8,000 GP
the crest, the animal changes to Craft Wondrous Item, alter self, speak with dead
match that of the wearer’s heraldic
PRICE
symbol. If the wearer doesn’t have DECK OF THE HELLWASP’S STING 10,380 GP
a heraldic animal, it takes the form
SLOT none CL 9th WEIGHT 1 lb.
of an animal appropriate to the
AURA moderate conjuration
character’s personality. The animal depicted must be one
suitable for use as a druid animal companion (see page 53 This seemingly ordinary
of the Pathfinder RPG Core Rulebook). Once a character has deck of 54 playing cards
worn the crest, the animal depicted on the crest is always is held in an ornate
the same for that character and can’t be changed. wooden box with a
Once per day, if the wearer of the crest of the fallen simple clasp, decorated
falls unconscious (other than voluntary sleep), the animal with wasp-themed art.
on the crest jumps out of the badge and becomes a living The clergy of Calistria
creature in an unoccupied square adjacent to the wearer. sometimes gifts decks
The creature has the same statistics as a 1st-level druid’s of this kind to its more
animal companion of the same type as depicted on the devout and covert spies.
crest, except its hit points are equal to one-quarter of the As a move action, the owner of a deck of the hellwasp’s
wearer’s maximum hit points. The creature also gains the sting can draw a card from the deck and speak a command
4th- or 7th-level advancement as described in the animal word to transform that card into a thrown weapon (treat
companion’s statistics if the wearer is of sufficient level as a +1 flaming dart). Alternatively, the user can draw and
(treating his character level as the effective druid level). It activate a card covertly as a standard action, using Sleight
doesn’t, however, gain any of the other bonuses or abilities of Hand to palm it and treat it as a hidden weapon for a
of an animal companion. subsequent attack. A card is always destroyed after being
The creature guards the fallen wearer to the best of thrown, even if it doesn’t hit the target. If the thrower uses
its ability. It protects the wearer by attacking enemies, the Arcane Strike feat with this attack, the feat’s bonus
assisting allies using the aid another action, dragging the damage doubles.
character’s body to a safe location, or taking other helpful In addition, as long as there are at least 20 cards
actions. The creature can’t move more than 50 feet from remaining in the deck, the entire deck can be sacrificed by
58
speaking a command word and tossing the cards into the to it at a time, and a familiar’s soulstone can be bound only INTRODUCTION
air as a full-round action. The cards transform into a swarm to a single creature.
of burning, poisonous paper with the same statistics as a CHAPTER 1:
CONSTRUCTION REQUIREMENTS COST 5,250 GP
HELL’S QUARRY
hellwasp swarm (Pathfinder RPG Bestiary 3 146), except Craft Wondrous Item, raise dead
the swarm doesn’t gain the inhabit ability, and all damage CHAPTER 2:
dealt by its swarm attack is fire damage. The character PRICE THE BORDER STANDINGS
who activated the ability can control the swarm as if it
FETISH OF THE FROG QUEEN varies
CHAPTER 3:
were summoned by the summon swarm spell for up to 10 Lesser 9,000 GP
SACRIFICE
rounds, at which point the swarm dissipates. Standard 32,500 GP
CONSTRUCTION REQUIREMENTS COST 5,190 GP Greater 73,000 GP APPENDIX 1:
Arcane Strike, Craft Wondrous Item, flame arrow, summon SLOT none CL 17th WEIGHT 4 lbs. ARWYLL STEAD
swarm AURA strong transmutation
APPENDIX 2:
Created from the bodies of certain frogs whose poisons MONSTERS
PRICE
EVERGREEN SEED POUCH 16,000 GP
induce potent hallucinations and delusions, these
APPENDIX 3:
mummified husks are variously cited as the invention of
SLOT none CL 9th WEIGHT 1/2 lb. MAGIC ITEMS
either grippli druids or an unusually cunning boggard
AURA moderate conjuration
priest-king. Regardless, their powers are a boon to any
This leather pouch is decorated with fresh mistletoe and caster favoring mental manipulation and alteration.
sprigs of holly that are shaped to resemble the druidic Three times per day while casting a targeted mind-
symbol of the Green Faith. The pouch contains seeds of affecting spell that allows a Will save, a caster holding a
various small plants and grasses. When the pouch is used as fetish of the frog queen can lace the spell’s energies with a
a divine focus component for a spell that affects or creates magical poisonous essence. Instead of affecting the target’s
plant matter—such as entangle or spike growth—its magic mind directly, the altered spell attacks through the victim’s
manifests as the pouch opens and the seeds float out. The body as a psychotropic toxin, requiring the victim to use his
seeds plant themselves in the ground and instantly grow Fortitude modifier in place of Will for the purposes of any
to create any vegetation or grass that the spell requires to Will saving throws the spell normally allows.
function inside of the spell’s area of effect. The vegetation An altered spell is considered a poison effect, with the
created by the pouch grows regardless of the terrain, and following conditions.
lasts the full duration of the spell, allowing the user to cast • An altered spell can be suppressed by effects such as
plant-altering or plant-creating spells in deserts, badlands, delay poison. Time spent suppressed still counts against
and other harsh terrains. the spell’s duration.
CONSTRUCTION REQUIREMENTS COST 8,000 GP • If accelerate poison (Pathfinder RPG Advanced Player’s
Craft Wondrous Item, wall of thorns Guide 201) is used on the spell, the poison effect’s
duration is halved but its saving throws are unaffected.
PRICE
FAMILIAR’S SOULSTONE 10,500 GP
• An altered spell transferred to another target, such as by
absorb toxicity (Pathfinder RPG Ultimate Combat 221),
SLOT none CL 9th WEIGHT 1 lb.
is still considered cast by the original caster for the
AURA moderate necromancy
purposes of adjudicating spell effects, such as which
A familiar’s soulstone looks like an unpolished, rough red creature a charmed victim regards as its friend.
gem the size of a fist. The bearer can use the familiar’s An altered spell is still vulnerable to spell resistance,
soulstone to perform an hour-long ritual that binds the soul dispelling, and other effects as normal.
of his familiar, animal companion, or bonded mount to the Three varieties of fetish of the frog queen exist: lesser,
soulstone. Once this bond is established, the only way to standard, and greater. A lesser fetish affects spells of up to
sever it is to destroy the gem. 3rd level; a standard fetish affects spells of up to 6th level;
If the bonded creature dies while on the same plane and a greater fetish affects any spell.
as its familiar’s soulstone, its soul is siphoned into the CONSTRUCTION REQUIREMENTS COST varies
gem, where it’s preserved for 24 hours. Within this period, Lesser 4,500 GP
holding the gem to the body of the deceased bonded Standard 16,250 GP
creature for 1 full minute restores that creature to life, as Greater 36,500 GP
raise dead. The gem is destroyed in the process. A witch’s Craft Wondrous Item, poison
familiar brought back to life using a familiar’s soulstone
PRICE
retains all of its stored spells. If the soul isn’t extracted GOBLET OF LIQUEFIED COGNITION 18,000 GP
from the gem within 24 hours, the gem crumbles to dust,
SLOT none CL 7th WEIGHT 5 lbs.
automatically releasing the soul to the Great Beyond.
AURA moderate divination and transmutation
A creature can have only one familiar’s soulstone bound
59
This ornate, oversized silver goblet is wrought with runes 30 feet by whispering the idea into the empty gourd.
and letters in a profusion of languages. When written This effect functions as sow thought, except the target
words are placed in the goblet—whether written on a must be from the local area. A successful DC 12 Will save
piece of parchment, carved into stone, or other such negates the effect.
means of delivering physical text—the text detaches itself A gossiper’s gourd can’t become attuned to a water
from the source, liquefying into a sweet wine over the source more than once per day. For example, if the owner
next 10 minutes. The liquid can then be drunk, granting fills the gourd from a well at the beginning of the day, then
the imbiber benefits based on the nature of the text. drinks the water, she must wait until the beginning of the
• Pages from a spellbook representing a single spell can next day to benefit from the gourd again.
be drunk, allowing an arcane spontaneous caster to add CONSTRUCTION REQUIREMENTS COST 6,250 GP
that spell to her list of spells known for 24 hours. The Craft Wondrous Item, share languageAPG, sow thoughtARG,
spell must be on the imbiber’s spell list. creator must have at least 5 ranks in Knowledge (local)
• An arcane scroll can be drunk, allowing the immediate
PRICE
memorization of its contents by an arcane caster who GROUNDBREAKER CLOAK 22,000 GP
prepares spells. The memorized spell must be on the
SLOT shoulders CL 9th WEIGHT 6 lbs.
imbiber’s class spell list and still requires an open spell
AURA moderate transmutation
slot of the appropriate level to use. The imbiber uses
her own caster level and spellcasting ability modifier to This heavy cloak is made from
cast the spell, rather than the caster level of the scroll. the hide of a bulette, its thick
• Nonmagical writing can also be drunk, granting gray leather heavily abraded
a complete understanding of the text’s contents. and seemingly always dusty,
This doesn’t require an understanding of the text’s and features a plated dorsal fin
language. The goblet can liquefy the text of up to 10 that protrudes from between the
standard-sized pages at once. wearer’s shoulders.
In all cases, the text is destroyed once drunk, and the As a standard action, the
knowledge gained fades after 24 hours. The goblet can be wearer of a groundbreaker cloak
used three times per day. can dive into the ground, gaining
CONSTRUCTION REQUIREMENTS COST 9,000 GP a burrow speed of 20 feet through sand, soil, gravel, and
Craft Wondrous Item, comprehend languages, create loose stone. While burrowing, the wearer cannot run or
water, mnemonic enhancer charge and must travel along the surface, leaving the
exposed dorsal plate visible from above. As the wearer
PRICE
GOSSIPER’S GOURD 12,500 GP
burrows, displaced dirt swells before her and collapses
behind her to create difficult terrain in her wake. She has
SLOT none CL 3rd WEIGHT 1 lb.
cover from attacks while burrowing. Unless the wearer
AURA faint divination
has some other means of breathing while submerged,
This drinking gourd has she must hold her breath while burrowing. Emerging
a slender neck capped from the ground is a move action that doesn’t provoke
with a tethered cork, as attacks of opportunity.
well as a leather strap Once per day, the wearer can perform a charge attack
so it can be hung from by diving deep into the ground, burrowing up to 40 feet
a belt or pack. Once per in a straight line (ignoring any obstacles that don’t
day, the gossiper’s gourd can be filled with water from a extend at least 10 feet into the ground) and bursting
village well or other local water source, becoming attuned forth into a square adjacent to a target creature. This
to that source as long as the gourd is full of water. The use of the cloak does not disturb the terrain as noted
bearer gains a +2 insight bonus on any Knowledge (local) above, except where the wearer enters and exits the
checks she attempts within a 1-mile radius of the water ground. The wearer ends this movement standing
source, and can speak and understand (though not read and the target of the charge is considered flat-footed
or write) the dominant local language in that area. These against the attack.
effects persist as long as the attuned gourd is full. CONSTRUCTION REQUIREMENTS COST 11,000 GP
By drinking all the local water from a gossiper’s Craft Wondrous Item, beast shape III, burrowUM
gourd, the imbiber gains a +5 insight bonus on all Bluff,
PRICE
Diplomacy, Knowledge (local), and Sense Motive checks HORNED HELM OF THE WILD STAG 14,000 GP
within a 1-mile radius of the water source for 1 hour.
SLOT head CL 7th WEIGHT 3 lbs.
In addition, during that hour, the user can plant an idea
AURA moderate transmutation
or suspicion in the mind of one local person within
60
Numerous antlers protrude Armor or clothing affected by ironmorph dust is effectively INTRODUCTION
from this ornate leather metal, and counts as such for abilities or classes that are
helm, creating an impressive restricted to certain types of armor (such as druids); however, CHAPTER 1:
HELL’S QUARRY
array of bony points that jut any abilities that are suppressed or lost due to the ironmorph
out in several directions. dust’s effects are restored at the end of the dust’s duration, CHAPTER 2:
When the horned helm of instead of after their normal time limit. THE BORDER STANDINGS
the wild stag is donned, CONSTRUCTION REQUIREMENTS COST 250 GP
CHAPTER 3:
the wearer’s facial structure subtly elongates in a manner Craft Wondrous Item, silk to steelUM SACRIFICE
reminiscent of a stag’s head. He gains a +2 dodge bonus
PRICE
to AC against attacks of opportunity. JAR OF MOTTLED CLAY 600 GP
APPENDIX 1:
ARWYLL STEAD
Once per day when the wearer charges an enemy or
SLOT none CL 3rd WEIGHT 1 lb.
attempts an overrun combat maneuver, he can as part of
AURA faint transmutation APPENDIX 2:
his action activate the helm to summon dozens of spectral MONSTERS
stags to accompany him during his movement. These This empty clay jar, suitable for holding a few ounces of
ghostly stags gallop around him in a frenzy, with the liquid, smells of freshly tilled earth and changes hue in APPENDIX 3:
MAGIC ITEMS
unmistakable sound of pounding hooves, and stampede sunlight. A jar of mottled clay can be thrown as a ranged
through any creature within 5 feet of the wearer at any touch attack with a range increment of 10 feet.
point during his movement. Although this stampede When the jar strikes a creature or a solid object, a mound
causes no physical damage, each affected creature must of earth and clay rises up from where it struck. The mound
attempt a DC 16 Will save to avoid being overcome by the is 5 feet wide and 10 feet tall, and has a hardness of 2
frenzy of the rampaging herd. A creature that fails this and 40 hit points. A creature struck by a direct hit must
save must use its next turn to charge the nearest valid succeed at a DC 13 Reflex save or be pushed back 5 feet and
target (including its allies), if possible. Creatures that knocked prone as the mound erupts where the target was
are unable to charge must instead move away from the standing. Success allows the creature struck to move 5 feet
wearer of the helm as quickly as possible on their next in any direction and avoid being knocked prone.
turn. This is a mind-affecting compulsion effect. The mound lasts for 3 rounds before losing its structure
CONSTRUCTION REQUIREMENTS COST 7,000 GP and collapsing into a pile of dirt. A creature can topple a
Craft Wondrous Item, aspect of the stagAPG, moonstruckUM mound with a successful DC 18 Strength check; creatures
within 10 feet on the opposite side of the mound must
PRICE
IRONMORPH DUST 500 GP
attempt Reflex saves as if directly struck by the jar of
mottled clay. When a mound collapses or is destroyed, it
SLOT none CL 5th WEIGHT 1 lb.
creates difficult terrain in a 5-foot-radius area centered on
AURA faint transmutation
the square where it was created.
This bag of powder has a sharp A jar of mottled clay can optionally be filled with an
metallic odor. Ironmorph dust alchemical item. Filling a jar requires a successful DC
can be applied to a willing 15 Craft (alchemy) check. When thrown, a modified jar
adjacent creature as a standard applies the effects of the alchemical item along with
action, or thrown as a ranged its own effect; contradictory or bizarre combinations of
touch attack with a range effects are subject to the GM’s discretion.
increment of 10 feet. On contact, it causes the target’s CONSTRUCTION REQUIREMENTS COST 300 GP
clothing to stiffen and harden (Reflex DC 15 negates). If the Craft Wondrous Item, soften earth and stone
target is wearing light or no armor, his clothing is treated as
PRICE
chainmail for all purposes—including armor bonus, arcane MURKTOUCH CLOAK 20,000 GP
spell failure chance, and armor check penalty—except
SLOT shoulders CL 9th WEIGHT 1 lb.
weight. Exceptionally light clothing (such as a nightshirt
AURA moderate conjuration
or silks) is instead treated as a chain shirt. Exceptionally
heavy clothing (such as a cold-weather outfit or elaborate This lustrous crimson cloak has an ethereal quality to it,
ceremonial garb) is instead treated as full plate. If the target and is unnaturally light. When the wearer speaks the item’s
is already wearing medium or heavy armor, he instead command word, a murktouch cloak dissolves into a vortex of
gains DR 5/adamantine, but the maximum Dexterity bonus red fog that churns around her and extends her awareness.
of his armor decreases by 3 (to a minimum of +0), and its The fog forms a 15-foot-radius emanation around the
armor check penalty increases by 3. wearer and remains centered on her for as long as the cloak
After 5 rounds, affected clothing returns to normal. is activated. All creatures in the fog gain concealment (20%
Ironmorph dust has no effect on creatures not wearing miss chance), but the wearer has blindsight within the area.
clothing or armor. The vortex is unaffected by wind or any similar effect.
61
Whenever the wearer casts a spell or uses an ability just when it appears to be
that requires a successful touch attack, she can attempt nearly unraveled.
that touch attack against any creature within the fog, On command, the twine
even if she is not adjacent to the targeted creature. unrolls and snakes out through
The cloak can be activated for up to 10 rounds per day, the air toward a target within
though these rounds need not be consecutive. Its magic 50 feet. Unless the target
can be dismissed as a free action. succeeds at a DC 13 Reflex
CONSTRUCTION REQUIREMENTS COST 10,000 GP save to avoid the poltergeist knot, at the twine’s touch, the
Craft Wondrous Item, echolocationUM, fog cloud, mage hand bindings of any containers the target is carrying (packs,
pouches, sheaths, quivers, and so on) come undone and all
PRICE
NIGHTBANE QUIVER 16,000 GP
their contents are swept up in a whirlwind, performing a
madcap dance around the target’s head.
SLOT none CL 5th WEIGHT 3 lbs.
Anyone can grab an item as it spins by succeeding
AURA faint evocation
at a steal combat maneuver (Pathfinder RPG Advanced
This black silk quiver bears a silver star-and-moon motif. It Player’s Guide 322) against a CMD of 12. In addition,
can transform up to 20 arrows per day into tangible beams the spinning objects obstruct the target’s sight; other
of light. When drawn from the quiver, these arrows produce creatures gain concealment against attacks made by the
light as the daylight spell for 5 rounds, after which they target. The equipment moves with the victim, whirling
disappear. Arrows enhanced in this way prove particularly around her head for 3 rounds before falling to the ground.
deadly to light-sensitive and shadowy creatures—an arrow A poltergeist knot affects laces and buckles only on
altered by a nightbane quiver bypasses the DR of any exterior containers—bottles in a pouch or a bag of caltrops
creature with light sensitivity and counts as a force effect in a backpack, for example, are swept into the whirlwind
against shadows and wraiths. Arrows gain these benefits but don’t spill their contents. The poltergeist knot works
only when shot by the current owner of the quiver. Arrows on inanimate objects, but can’t open locks. A creature who
placed in this quiver retain any magical effect already isn’t carrying a significant amount of gear may be immune
placed on them. to the poltergeist knot’s effect, at the GM’s discretion.
CONSTRUCTION REQUIREMENTS COST 8,000 GP Once used, the knot loses its magic and becomes 50
Craft Wondrous Item, daylight feet of tangle, mundane twine.
CONSTRUCTION REQUIREMENTS COST 325 GP
PRICE
PATTERNWARD SPECTACLES 750 GP
Craft Wondrous Item, open/close, pilfering hand UC
62
Hurling this crystalline, ember-filled vial These speckled metal gauntlets provide a noticeable INTRODUCTION
at an enemy causes the vessel to erupt prickling sensation when donned. Three times per day
in a burst of green smoke and burning when the wearer would take electricity damage, she can CHAPTER 1:
HELL’S QUARRY
ash that coalesces into a fire-blackened attempt a Strength check as an immediate action to catch
skull with burning eyes. Wreathed in oily, the electricity and crush it into harmless sparks that deal no CHAPTER 2:
acrid smoke and trailing hot embers, damage (DC = 10 + 1 per 10 points of damage). THE BORDER STANDINGS
the skull corkscrews around its target If the wearer possesses mythic tiers (see Pathfinder RPG
CHAPTER 3:
uttering biting insults and dire curses. The black smoke left in Mythic Adventures), she can also expend one use of her SACRIFICE
its wake causes watering eyes and wracking coughs. mythic power to reshape the crushed lightning into a variety
When a scourge vial is thrown as a ranged touch attack, of forms: blasts of electric force, blinding showers of sparks, APPENDIX 1:
the skull torments any single struck creature of size Large or even lassos. This allows the wearer to perform a bull rush, ARWYLL STEAD
or smaller. The skull moves with the target, distracting it in dirty trick, grapple, reposition, or trip combat maneuver on
APPENDIX 2:
combat with its chaotic orbit. Any combatant in melee with her next turn against any opponent within range (10 feet MONSTERS
the target is considered to be flanking with the skull. per mythic tier she possesses). If the wearer succeeds at this
The skull’s trailing smoke and embers cause the target combat maneuver check, her opponent also takes an amount APPENDIX 3:
MAGIC ITEMS
(and any creature occupying the same square as the target) of electricity damage equal to the wearer’s combat maneuver
to become dazzled. Furthermore, each round, the target must check result (up to a maximum of the original electricity
succeed at a DC 14 Fortitude save or become sickened by the effect’s damage). Creatures immune to electricity damage
smoke. Targets with the scent ability take a –4 penalty on their are immune to this ability. If the wearer expends the mythic
Fortitude saves. Creatures with the fire subtype are immune to power but doesn’t attempt to use the crushed lightning by her
the sickening effect. The skull and smoke dissipate in 5 rounds. next turn, the energy surges out, dealing the original effect’s
If an attack roll made to throw a scourge vial fails, the electricity damage to the wearer with no save granted.
vial is treated as a splash weapon to determine where it CONSTRUCTION REQUIREMENTS COST 22,500 GP
lands instead. If there is creature of size Large or smaller Craft Wondrous Item, Mythic Crafter, lightning bolt,
in the resulting square, make a touch attack against that shock shield UC
target. If that attack misses, or there is no valid target in
PRICE
that square, the skull shrieks harmlessly before dissipating. SUN WUKONG’S PUZZLE BOX 15,200 GP
CONSTRUCTION REQUIREMENTS COST 600 GP
SLOT none CL 10th WEIGHT 1 lb.
Craft Wondrous Item, pyrotechnics
AURA moderate conjuration and illusion
PRICE
STAR CINDER 50,000 GP
The plainly lacquered exterior
of this wooden puzzle box
SLOT neck CL 12th WEIGHT 4 lbs.
cunningly hides the devious
AURA strong abjuration
clockwork mechanism inside.
This tiny flake of dark, extraordinarily dense material is To those unversed in its
hung on a simple wire chain and seems to absorb the abilities, Sun Wukong’s puzzle
light around it. When activated, streaks of alien color box seems to be little more than a frustratingly impossible
play across its surface. Once per day, the wearer of a star child’s toy that is adorned with the holy symbol of the
cinder can choose one energy type (acid, cold, electricity, Monkey King.
fire, or sonic). Creatures within 60 feet of the wearer with Once per day as a standard action, the user can unlock
resistance or immunity to the selected energy type have Sun Wukong’s puzzle box to create two simultaneous
that resistance or immunity suppressed for 12 rounds. effects. First, a shower of golden sparks envelops the
Creatures with the elemental subtype are unaffected. user, causing her to become invisible and immediately
An affected creature of the outsider type must succeed teleporting her exactly 20 feet in a direction of her choice.
at a DC 17 Will save each round it remains within the area Second, a monkey swarm (Pathfinder RPG Bestiary 2 212)
of effect or be forced to return to its home plane (as per the bursts from the same square the user left.
dismissal spell). Even if the outsider succeeds at its save, it Although the monkey swarm isn’t under the control
is sickened for as long as it remains in the area of effect. of the user, the monkeys keep at least 20 feet from the
CONSTRUCTION REQUIREMENTS COST 25,000 GP user at all times and attempt to surround as many of her
Craft Wondrous Item, antimagic field, dismissal, resist energy opponents as possible. This effect otherwise acts as mad
monkeys with a CMB of +12. Both the invisibility effect and
PRICE
STORMCRUSHER GAUNTLETS 45,000 GP
the monkey swarm last for 10 rounds.
CONSTRUCTION REQUIREMENTS COST 7,600 GP
SLOT hands CL 10th WEIGHT 5 lbs.
Craft Wondrous Item, dimension door, invisibility, mad
AURA moderate abjuration and evocation
monkeysUM, creator must be chaotic
63
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exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You Pathfinder Module: Daughters of Fury © 2015, Paizo Inc.; Authors: Victoria Jaczko, with Tyler Beck, Robert Brookes,
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compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of Iain Reid, Calder Rooney, Mikael Sebag, Andrew Shumate, Jesse Southwick, Andrew Umphrey, and Christopher Wasko.
UNLEASH HELL!
MONSTER CODEX BELKZEN, HOLD OF THE BOOKS OF THE DAMNED PATHFINDER UNCHAINED
Throw orc commanders, ogre bruisers, ORC HORDES Devils aren’t the only fiends that Take your game to the next
goblin frog-talkers, and more at your Master the orc realms with this lurk in the Great Beyond. Inflict level with the all-new rules,
PCs with the army of new monsters guide to orc tribes, their fearsome countless horrors upon your PCs subsystems, and class overhauls
in Pathfinder RPG Monster Codex! gods, adventure sites, and more! with the Books of the Damned ! in Pathfinder Unchained!
paizo.com
Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2015 Paizo Inc.
Unleash Your Fury
When devils slay the knightly leader of Arwyll Stead and orcs from the Hell’s Fury
tribe attack the town, all hope seems lost for the brave people living on Lastwall’s
border. The coincidental arrival of the mysterious half-orc Vegazi also raises
unsettling questions, and it’s up to the heroes to make sense of these events and
end the Hell’s Fury tribe’s threat to Arwyll Stead once and for all. What does Vegazi
have to do with the raiders’ diabolical plot? Who will rally Arwyll Stead now that the
town’s icon has been cut down? And who is the mastermind orchestrating the orc
tribe’s alliance with devils from beyond?
Daughters of Fury is a deluxe adventure for 3rd-level characters, and includes
64 action-packed pages of exciting battles, enticing social encounters, and new
monstrous foes, plus a gorgeous double-sided poster map featuring an overview
of Arwyll Stead and a miniatures-scale battlemap! The author of this adventure,
Victoria Jaczko, was the winner of the 2014 RPG Superstar contest, in which
hundreds of unpublished authors compete for the chance to write a Pathfinder
Module, and in addition to her adventure, this book contains a host of new monsters
and magic items designed by the contest’s runners-up.
Players can expect to reach 6th level upon completion of this adventure—if they
can survive the onslaught of hell-tainted orcs and deadly devils!