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S05-14 Day of The Demon

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100% found this document useful (1 vote)
524 views

S05-14 Day of The Demon

Uploaded by

Samuel Dias
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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DA V OF THE DEMON

Pathfinder Society Scenario #5-14


Author • Larry Wilhelm Publisher • Erik Mona
Contributing Artists • Eric Belisle, Yong Yi Lee, and Paizo CEO • Lisa Stevens
Fernanda Suarez Chief Operations Officer • Jeffrey Alvarez
Cartographer • Sean Macdonald Director of Sales • Pierce Watters
Sales Associate • Cosmo Eisele
Creative Director • James Jacobs Marketing Director • Jenny Bendel
Editor-in-Chief • F. Wesley Schn eider Finance Manager • Christopher Self
Senior Editor • James L. Sutter Staff Accountant • Ashley Gillaspie
Development Lead • Mark Moreland ChiefTechnical Officer • Vic Wertz
Senior Software Developer • Gary Teter
Senior Developer • Rob McCreary Campaign Coordinator • Mike Brock
Development Team • Logan Bonner, John Compton, Project Manager • Jessica Price
Adam Daigle, Mark Moreland, and Patrick Renie Licensing Coordinator • Michael Kenway
Associate Editors • Judy Bauer and Christopher Carey
Editors • Justin Juan, Ryan Macklin, Customer Service Team • Erik Keith, Justin Riddler,
and Matthew Simmons Sara Marie, and Sharaya
Lead Designer • Jason Bulmahn Warehouse Team • Will Chase, Mika H awkins,
Design Team • Stephen Radney-MacFarland Heather Payne, Jeff Strand, and Kevin Underwood
and Sean K Reynolds Website Team • Christopher Anthony, Liz Courts,
Crystal Frasier, Lissa Guillet, and Chris Lambertz
Managing Art Director • Sarah E. Robinson
Senior Art Director • Andrew Vallas
Art Director • Sonja Morris
Graphic Designer • Emily Crowell and Ben Mouch

Pathfinder Society Scenario #5- 14: Day ofthe Demon is a Pathfinder Society Scenario designed for 3rd- to 7th-level characters
(Tier 3- 7; Subtiers 3- 4 and 6- 7). This scenario is designed for play in the Pathfinder Society Organized Play campaign,
but can easily be adapted for use with any world.

Weapon in the Rift makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player's Guide, Pathfinder
RPG Bestiary, and Pathfinder RPG Bestiary 2. In addition to being available for purchase in b ookstores and game stores
worldwide, all rules referenced in this adventure can be found in the free Pathfinder Reference Document online at
paizo.comfprd.

This product is compliant with the Open Game License (OGL} and is su itable for use with the Pathfinder Roleplaying Game or the 3·5 edition of the world's oldest
fantasy roleplaying game. · ·
Product Iden tity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.oa, Section t(e), and are not Open
Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialog ue, plots, storylines, locations, characters, artwork, and trade dress.
(Elements that have previously been designated as Open Game Content or are in the public domain arc not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as
defined in the Open Gaming License version 1.oa Section t(d). No portion or this work other than the materia l designated as Open Game Content may be reproduced
in any form witho ut writ ten permission.
Paizo Publishing, LLC
7120 185th Ave NE, Ste 120
Redmond , WA 98052-0577
paizo.com/patblindersociety
Patl!finder Society Scenario #5- 14: Day of the Demon© 2014, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder,
Pathfinder Society, and GameMastery arc registered trademarks ofPai zo P ublishing, LLC; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder
Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder
Roleplaying Game, Pathfinder Tales, and Rise of the Runclords are trademarks ofPaizo Publishing, LLC.
Bv l A.RRV Wti.HH M

stergarde Manor, an infamous estate in the


foothills of the Menador Mountains, is best WHERE ON GOLARION?
known for the practice of diabolism before the Day of the Demon takes place in the foothills of the Menador
Age ofLost Omens. Built by the Kastner family, the estate Mountains in the nation of Cheliax, approximately 75 miles
fell out of use after House Thrune's infernal regime came from the headwaters of the Yolubilis River. The manor stands
to power, and it is a fine example of an old Chelish manor on a high bluff overlooking a well-traveled road leading
house now fallen into obscurity. No longer obliged to through the mountains, making it a memorable landmark
practice their dark arts at the edges oflmperial Cheliax, for travelers passing from Kintargo to points south and
the Kastners moved to the more cosmopolitan city of vice versa. For more information about Cheliax, refer to
Egorian, leaving their remote manor untended and Pathfinder Campaign Setting: The Inner Sea World Guide
empty. T he cold stones of the abandoned manor still and Pathfinder Player Companion: Cheliax, Empire of Devils,
stand, and while the secluded property no longer sees use both available at your local bookstore or hobby store, or
by the family, it still represented a major holding ofthe online at paizo.com.
Kastners' until very recently.
In the autumn of 4712 AR, Hellknight maralictor
Damian Kastner married Michellia Blakros, one of the
family matriarch's eldest daughters. As is tradition in
the Blakros family, when a new member of the family
marries into the clan, he or she gives the family a dowry
in exchange for taking the family name (and gaining all
the benefits that come with it). Kastner gave his new wife
his long-abandoned ancestral home-Ostergarde.
While this exchange of real estate appeared mundane to
most, the transaction caused significant distress to Tancred
Desimire, a demon-worshipper who had been squatting
in the remote manor, using the forsaken site to carry out
secret rites to the demon lord Shax. Within Ostergarde's
unhallowed walls, Tancred plotted a grandiose assault upon
the city of Absalom. Using his clout within the Chelish Pathfinders). Unfortunately for Desimire, however, while
bureaucracy, he secured the transfer of several killers and Vaga is happy to kill intruders, she's far more interested
assassins to his own care. Tancred then sought to swell the in arranging their corpses than in clearing away evidence.
ranks oft his psychotic platoon with a demonic hoard, drawn
together under the banner ofShax-the Blood Marquis. SUMMARY
But the transfer of Ostergarde to new ownership The adventure begins as the PCs arrive at Ostergarde
interrupted Tancred's plans. Knowing that the during a thunderstorm. As the PCs approach the manor,
reclamation of the estate was inevitable, Tancred hastily they may note signs of recent use, including strange
abandoned the manor. Before he left, Tancred ordered tracks leading toward the house. As the PCs investigate
one murderess, Vaga Underbough, to clean up the a ransacked wagon, they're attacked by several howlers
evidence of demon worship and deal with anyone who that had been kept as pets by Desimire's growing army of
arrives to claim or clear up the site (particularly ifthey're demons and murderers.
"Pathfinders, please may I introduce to you Hamaria Blakros,
GM RESOURCES
who some of you may have met previously. Madame Blakros is
This adventure makes use of the following Pathfinder
the head of the powerful Blakros family, valuable allies of the
Roleplaying Game products: the Pathfinder RPG Core
Pathfinder Society. She will brief you on your next
Rulebook, Pathfinder RPG Advanced Player's Guide,
mission." The regally dressed noblewoman looks over the
Pathfinder RPG Bestiary, and Pathfinder RPG Bestiary
assembled party, her piercing eyes seeming to notice every
2. These rules can be found online for free as part of the
detail, then speaks. "Greetings, Pathfinders. Recently, my
Pathfinder Roleplaying Game Reference Document at
daughter Michellia married the Hellknight Damian Kastner,
paizo.comj prd.
and as is customary when one marries into the Blakros
family, he provided a dowry in exchange for being honored
with our illustrious name. Damian's gift took the form of
Within Ostergarde itself, the PCs must survive his ancestral home, an estate called Ostergarde in north-
or bypass the manor's defenses: a series of central Cheliax.
traps and gargoyles tasked with protecting "Ostergarde has sat empty for some time, deserted
the estate from anyone not of or escorted by by the Kastners after the Thrune regime came to control
a member ofthe Kastner family. In addition Cheliax and the family moved to the new capital of
to the manor's defenses, the PCs also find a Egorian. I am a cautious woman, and I'd prefer to
sobbing child hiding in a closet. This "child" have a third party explore the manor before I or
is Vaga Underbough, one of the killers any of my family take up residence there."
Tancred Desimire enlisted to help him Hamaria snaps her fingers and servants
build his army. Vaga is a halfling with bring several tomes to her side.
a knack for disguising herself as a "These books all make some
human child. The deceptive mention of Ostergarde or the
killer begs the PCs for their Kastners, and may contain useful
help, refusing to leave until information. While the Chelish
they find her missing relatives, government takes great care in
who she claims are hidden elsewhere VENTURE-CAPTAIN rewriting history to suit its current
in the manor-the bait for her trap to politics, these tomes have been in our
AMBRUS VALSIN
ensnare the PCs. family since before the rise of House Thrune,
As the PCs explore Ostergarde, they so I am confident their contents have not
discover incriminating evidence scattered throughout been altered. Consider them a donation to the Pathfinders'
the manor detailing arson, a prison break, and plans great library-a down payment for the deal I brokered with
to attack an unknown city with an unlikely army of your venture-captain. I suppose he can fill you in on the details
murderers and demons. Eventually, the PCs discover from here. It was a pleasure to meet you." Without further ado,
the entrance to the manor's hidden dungeon complex. Hamaria takes her leave.
As the PCs enter the dungeon, they are beset by a small Valsin then claims the room's attention again . "Pathfinders,
contingent of demons left behind in Ostergarde to assist you are to journey to Ostergarde and rid its halls of any squatting
Underbough with eliminating any who could discover denizens, traps, or forgotten devils. In return, you are free to
Tancred's plans. plunder its contents. Hopefully, everything you need to know
When the deceptive halfling finally leads the PCs into about Ostergarde can be found within these books. I do not
her trap, she reveals herself for the killer she is, and need to remind you how important it is to maintain our good
attacks them with the aid of more Abyssal allies. If the relationship with the Blakros family, so don't screw things up.
PCs are victorious, they not only clear Ostergarde of Stick to the mission, and don' t wreck the place." Softening his
dangers, leaving it ready for the Blakros family, but also stance, Valsin finally adds, "Be careful, Ostergarde is not a kind
rescue the two surviving victims ofUnderbough's most place," before hurrying away to attend to the next crisis.
recent murder spree.

GETTING STARTED Ostergarde


Read or paraphrase the following to get the adventure The Pathfinders may use their brief time in Absalom or
underway. the long journey to Cheliax to research the manor and
its history, making Knowledge (history, local, or nobility)
In the halls of Skyreach, Venture-Captain Ambrus Valsin's familiar checks. If they refer to the books Hamaria provided, the
voice gathers the attention of the assembled Pathfinders. PCs receive a +s circumstance bonus on this check.
15+ It was an open secret that when occupied,
THE STORM
Ostergarde was a nexus for devil worship, and because of
Day of the Demon takes place during severe weather
its reputation, most travelers leave the abandoned manor
(treat as cold, below 40° F; Pathfinder RPG Core Rulebook
alone even though it sits near a highly travelled mountain
442). GMs should be familiar with the features of storms
pass between Kintargo and the rest of Cheliax.
(particularly rain and severe wind), their dangers, and how
20+ Before Queen Abrogail I ofHouse Thrune ventured
they affect combat and movement, as described on pages
into the Barrowood, she visited Ostergarde to bolster her
438-439 of the Core Rulebook. The manor's interior and
knowledge on infernal contracts. It is believed she used
basement levels provide shelter from the storm's effects.
this knowledge in her infamous infernal bargain within
The storm ends 2 days after the PCs arrive at Ostergarde
the Barrowood, which led to her house's victory in the
Manor, unless the PCs magically alter the weather to clear
Chelish Civil War.
the skies before that point.
25+ A sprawling dungeon complex exists under the
manor, accessible only through secret entrances. A
gateway to Hell is believed to rest somewhere beneath
Ostergarde's abandoned halls. stated otherwise. Once lit, fireplaces and torch sconces
JO+ One must enter Ostergarde with an escort of illuminate Ostergarde with normal light. Individual
Kastner blood, or speak aloud the following devotion to rooms are described below.
Asmodeus: "0, cleansing fires ofthe Prince ofDarkness,
wash me in your burning might. Purify me as I enter your A1. Outbuilding (CR 6 or CR 9)
house of cloven hooves." Anyone who fails to do so incurs A wagon sits in pieces outside of a modest stable. A
the wrath ofOstergarde's eternal defenders. successful DC 15 Perception check reveals the tracks of
several large felines intermixed with stranger tracks
Also, allow the PCs time to purchase any equipment that resemble elongated, thin humanoid footprints. The
they may need, either before leaving Absalom, or during PCs can identify the former as howler footprints with
their long journey through Cheliax to Ostergarde. a DC 18 Knowledge (planes) check, while the latter can
be identified as babau prints with a successful DC 21
A. OSTERGARDE MANOR Knowledge (planes) check; the PCs may use Survival to aid
As the PCs approach Ostergarde in north-central another when attempting these checks. The babau tracks
Cheliax, they are barraged by a raging storm that follows lead toward the manor, while the howler tracks lead to
them through the countryside for days. Luckily, the the stable by way of the shattered wagon-its surface is
manor itself provides a good source of shelter. Other than marred by rents from the beast's savage claws. Despite
Ostergarde, however, the area is desolate and consists of the downpour, the tracks are sufficiently fresh that the
sharp hills, craggy terrain, and barren trees. Read the PCs may locate and follow either of these sets of tracks
following aloud to set the scene. with a successful DC 15 Survival check.
The stable's eight box stalls lie mostly empty, but a
Lig htn ing slashes throug h the overcast sky, highlig htin g a successful DC 20 Survival check reveals several horse
darkened mano r that stands defia ntly upon a jagged bluff. tracks less than a week old, hinting at the manor's recent
A torrent of rain floods the trai l, and thunderous cracks use. A successful DC 15 Perception check reveals a silver
accompa ny each electrified stroke. In the distance, the tra il pommel cover from an ornate saddle, knocked into the
ends ab ruptly at the front doo r of the lo nely ma nor house- dirt as ifby accident. A character who succeeds at a DC
the only shelter in sight. 15 Knowledge (nobility) check connects the insignia
etched on the saddle decoration to the Desimires, a noble
T he grounds of Ostergarde contain the manor itself Chelish family. A nearby pile of hay reeks of musk.
and a modest outbuilding functioning as both a stable On the stable's outer eastern wall, a narrow staircase
and servants' quarters (A1). The manor itself is divided rises toward three humble rooms that once offered
into the first floor (A2-A8), the second floor (B1- B7), and lodging for servants. The ceiling leaks, and the rain has
the basement (C1 8{ C2), the last of which contains a secret made the staircase slick; if any PC attempts to ascend the
dungeon complex (D1- D 5) that can be accessed from staircase, she must make a successful DC 17 Acrobatics
the first floor's master bedroom closet. The manor and check or she slips and falls to the ground, taking 2d6
stable are constructed of red- and black-hued masonry points of damage (Reflex DC 13 for half damage). A
(hardness 8, hp 90, break DC 35) in the architectural successful check allows a PC to move at half speed.
style of Imperial Cheliax. Wooden doors (hardness 5, The three rooms located above the stables are littered
hp 15, break DC 18) divide the rooms unless specifically with mundane trinkets and clothing that once belonged
SECRET SIIAF~

to Vaga's victims. With a successful DC 10 Perception TACTICS


check, a PC uncovers 12 diaries written by different Before Combat Sensing prey nearby, the howlers begin to
people. These memoirs all have similar last entries (from close in on the outbuilding by using the rain to conceal
various times over the last few months) describing their their approach. The howler in the haystack observes the
incredible "good fortune" at stumbling upon the isolated Pathfinders and howls and attacks when the first PC enters
manor during cruel weather, and their intent to wait the the stable, signaling its kin to join the assault.
storm out within its walls. The most recent entry, only 2 During combat The howlers utter mind-shattering howls
days old, belongs to Benn Anders. The text ofthejournal immediately upon initiating combat and continue to howl for
entry is reproduced in Handout # 1 on page 21. the duration of combat. They fight with pack tactics, attempting
Creatures: A small pack ofhowlers call the stables home to surround and overwhelm the weakest-looking PC.
and claim the hay storage as their den. These Abyssal Morale The howlers fight until reduced to 5 or fewer hit points,
hunters were kept by Desimire as guardians and sentinels, at which time they attempt to flee into the wilderness.
but proved difficult to transport with him when he left,
so he set them loose to sow havoc in the countryside. T he Subtier 6-7 (CR 9)
howlers now hunt the well-traveled mountain pass. One
hides in the hay to weather the storm, and the others prowl FERAL HOWLERS (4) CR 5
about using the rain as concealment to stalk prey. As the Advanced howler (Pathfinder RPG Bestiary 2 159)
PCs investigate the outbuilding, the howlers attack. CE Large outsider (chaotic, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +14
Subtier 6-7 (CR 6) DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natura l, -1 size)
FERAL HOWLERS {3) CR 3 hp 51 each (6d10+18)
Howler (Pathfinder RPG Bestiary 2 159) Fort +8, Ref +8, Will +4
hp 37 each Defensive Abilities quill defense
OFFENSE
SCALING ENCOUNTERAI
Speed 60ft.
To accommodate a party of four PC, remove one feral howler
Melee bite +10 (1d8+5), quills +5 (1d4+2 plus pai n)
from the encounter.
Space 10ft.; Reach 5 ft.
Special Attacks howl
TACTICS and other gore, but nothing ofvalue is immediately apparent.
Before Combat Sensing prey nearby, the howlers begin to With a successful DC 20 Perception check, however, a PC may
close in on the outbuilding by using the rain to conceal uncover a pair ofearplugs from the haystack. While Tancred's
their approach. The howler in the haystack observes the howler handlers were tieflings (and thus immune to the
Pathfinders and howls and attacks when the first PC enters beasts' howls), when non-outsiders needed to approach the
the stable, signali ng its kin to join the assault. beasts, they wore these lead earplugs, which grant immunity
During Combat The howlers utter mind-shattering howls to the howlers' howl special attack for 1 hour, after which the
immediately upon initiating combat and continue to howl for supernatural force ofthe otherworldly cries can no longer be
the duration of combat. They fight with pack tactics, attempting suppressed. Like normal earplugs, these earplugs grant a +2
to surround and overwhelm the weakest-looking PC. circumstance bonus on saving throws against sonic effects
Morale The howlers fight until reduced to 15 or fewer hit points, but impart a-s penalty on sound- based Perception checks.
at which time they attempt to flee into the wilderness.
STATISTICS
Str 20, Dex 17, Con 17, lnt 6, Wis 14, Cha 13
Base Atk +6; CMB +12; CMD 25 (29 vs. trip)
Feats Combat Reflexes, Improved Initiative, Skill
Focus (Perception)
Skills Acrobatics +9 (+21 when jumping), Climb +11,
Perception +14, Stealth +8
Languages Abyssal (can't speak)
SPECIAL ABILITIES
Howl (Su) A howler's constant howl ing is a grating, exhausting
baying that can drive listeners insane. All beings other than
outsiders within 120 feet of a howling howler must succeed
at a DC 14 Will save or become cursed by the creatu re's
howl. Once a creature becomes cu rsed in this way, it takes
no additional penalty for being exposed to additiona l
howlers' howls until the current howler curse is lifted. This
is a sonic mind-affecting effect. The save DC is Charisma-
based. Howler Howl: Curse- howl; save Will DC 14 negates;
frequency 1/hour; effect 1 Wis damage; cure 1 save.
Pain (Ex) Whenever a creature takes damage from a howler's
qui ll attack or its quill defense, that creature must make a
successful16 Reflex save or one quill breaks off in its flesh,
causing the target to become sickened until all embedded
qui lls are removed. Removing one quill requires a successfu l
DC 15 Heal check made as a full-round action. For every 5
by which the check is exceeded, one additional quill can be
removed. On a fai led check, a quill is still removed, but the
process deals 1d4+1 points of damage to the victim. The save
DC is Dexterity-based.
Quill Defense (Ex) Any creature that strikes a howler with
a non- reach melee weapon, unarmed strike, or natural
weapon takes 1d4+1 points of piercing damage from the
howler's quills and suffers from the howler's pain attack.

Treas ure: Once the PCs defeat the howlers, t hey may
search the pile ofhay. Within the fetid straw, they find bones
During Combat The gargoyles use the two-story terrain to the
SCALING ENCOUNTER A3
best of their abi lity, making hit-and-run attacks and fleeing
To accommodate a party of four PCs, give the gargoyles the
to the room's balcony to regroup for another onslaught.
sickened condition as a result of their advanced age.
Morale The gargoyles fight until reduced below 10 hit points,
at which time they flee Ostergarde, only to return when the
Rewards: If the PCs do not find the howler handler's geas effect forces them back. If at any time the PCs speak
earplugs, reduce each PC's gold earned by 166 gp. the phrase above, the gargoyle guardians immediately
surrender and retake their positions at the founta in. The
A2. Front Door gargoyles do not attack any creature that has previously
The 2-inch-thick iron front door (hardness 10, hp 6o, spoken the pass phrase.
break DC z8) is decorated with a sneering devil's visage.
A brass ring protruding from the devil's pierced nose Subtier 6-7 (CR 9)
serves as a knocker.
Beyond the doors, two circular receiving chambers FOUR-ARMED GARGOYLE CR 9
once offered visitors a place to rest before the master of CE Large monstrous humanoid (earth)
Ostergarde received them. Init +1; Senses darkvision 60 ft.; Perception +15
DEFENSE
A3. The Fountain of Carnal Delights (CR 6 or CR 9) AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, -1 size)
hp 105 (10d10+50)
A stone foun tai n showcases Ostergarde's entra nce hal l. Fort +10, Ref +8, Will +9
Water streams from the mouths of several sculpted stone DR 10/magic
imps skirting the fou ntain's edge. At the fountai n's center, an OFFENSE
immense fou r-armed devi l bellows in a silent scream while Speed 40 ft., fly 60 ft. (average)
two eri nyes concubines kneel at his feet. Melee bite +15 (1d8+6), 4 claws +15 (1d6+6/19-20), gore +1 5
(1d4+6)
While this fountain serves as an ostentatious decoration Space 10 ft.; Reach 10 ft.
for the manor's grand entry hall, it also provides as one of Special Attacks rend (2 claws, 1d6+6)
Ostergarde's primary defenses. TACTICS
Creatures: At the height ofthe Chelish Civil War, when Before Combat The ga rgoyle uses its freeze special ability to
the Kastners' alliance with House Thrune made them blend in with the fountai n's statuary. If the PCs repeat the
many enemies, one of the family's many great wizards ph rase above, the gargoyle guardian remains motionless and
cast .9eas on several gargoyles, commanding them to ig nores the PCs' presence within Ostergarde.
defend the manor from the family's enemies. Ever since, During Combat The gargoyle attempts to get in a position to
only those of Kastner blood, those escorted by a member attack as many targets in a single round as possible, but uses
ofthe family, or those who utter a pass phrase are allowed the room's two-story layout to its advantage if the PCs are
to enter; all others find themselves the target of the spread out in such a way that hit-and-run tactics work more
gargoyles' wrath. T he pass phrase allowing entry into in the guardian's favor.
the house is "0, cleansing fires ofthe Prince ofDarkness, Morale The gargoyle fights until reduced below 20 hit points,
wash me in your burning might. Purify me as I enter your at which time it flees Ostergarde, only to return when the
house of cloven hooves." In Subtier 3-4, the two cowering geas effect forces it back. If at any time the PCs speak
erinyes statues are gargoyles. In Subtier 6-7, the erinyes the phrase above, the gargoyle guardian immediately
are simple inanimate sculptures, but the bellowing devil surrenders and retakes its position at the fou ntain. The
statue is a four-armed gargoyle. gargoyle does not attack any creature that has previously
spoken the pass phrase.
Subtier 3 4 (CR 6) STATISTICS
Str 23, Dex 12, Con 20, lnt 8, Wis 15, Cha 11
GARGOYLES (2) CR 4 Base Atk +10; CMB +17; CMD 28
hp 42 each (Pathfinder RPG Bestiary 137) Feats Great Fortitude, Hover, Im proved Critical (claws), Power
TACTICS Attack, Skill Focus (Fly)
Before Combat The gargoyles use their freeze special abilityto Skills Fly +18, Perception +15, Stealth +10; Racial Modifiers +2
blend in with the fountain's statuary. If the PCs repeat the Stealth (+6 in stony environs)
phrase above, the gargoyles remain motionless and ignore Languages Common, Terran
the PCs' presence within Ostergarde. SQ freeze
SPECIAL ABILITIES attention. When the PCs enter this area (assuming Vaga
Freeze (Ex) A gargoyle can hold itself so still it appears to be is aware oftheir presence), they can hear her sobs with
a statue. A gargoyle that uses freeze can take 20 on Stealth a successful DC 5 Perception check (the halfling wants
checks to hide in plain sight as a stone statue. to be discovered). At first, she feigns a state of sobbing
hysteria. Regardless of how the PCs interact with her,
A4. Ballroom she eventually snaps out of her psychosis and clings
A scuffed hardwood floor dominates this large recessed to the rescuer with the highest Charisma score. Allow
chamber. At the room's far end, a large harp and piano sit the PCs to attempt a skill check or two (Diplomacy or
neglected, suggesting this room once provided revelry. Heal skill checks with automatic success) before she
However, on dark nights this chamber also held all form becomes lucid. She refuses to leave the manor without
of occult ceremonies. her family (Pa, Mother, and Tarcey), and begs the
PCs to help her. Despite her pleas for aid, she
A5. The Wolf in Sheep's Clothing {CR 4 doesn't allow any of the PCs to touch her, as
or CR 8) such contact would constitute interaction
with the disiJuise self spell she has in effect
An ornate fi replace, plush chairs, and thick rugs to appear as Tilly. If a PC attempts to touch
offer the veneer of comfort within the otherwise her, the halfling screams in fear and cowers
cold manor. Two doors exit the room. from him.
In Subtier 3- 4, Vaga has a Disguise
T his open sitting room appears to bonus of +25 if under the effects of
have been used more recently than disiJuise self, or +15 without the benefits
other, less comfortable portions ofthe of the spell. As noted above, she can
manor. The western door provides take 10 on any Bluff check to appear
access to the basement (area C1), innocent, and has a +13 modifier
while the door on the east wall leads on such checks. In Subtier 6- 7,
to a large closet. Vaga has a +30 Disguise bonus
Creature: Unless the PCs took when magically altered by disiJuise
steps to enter the manor quietly and self, and a +20 bonus without it.
avoided the gargoyle battle, run the Her Bluff bonus is +18. If the
encounter with Vaga Underbough (see PCs pierce Vaga's hoax with skill
area D 5 for her stat block). as detailed VA.GA. UNDERBOUGH checks, spells, or class abilities, refer
here. If the PCs bypassed the battle to the Vaga's Ruse sidebar on page 10.
with the gargoyles and took measures Once Vaga becomes coherent,
to remain silent, Vaga must attempt an she answers the PCs' questions, but
opposed Perception check to detect the PCs. If the PCs her answers come from the viewpoint of her assumed
surprise her, she has not had the chance to cast disiJuise identity of Tilly Anders. Some of "Tilly's" answers are
self. Regardless, Vaga is masquerading as a human child, provided below. For the remainder of the scenario, or
and has used her wand of misdirection targeting the true until her identity is discovered, Vaga stays close to the
Tilly Anders, who can be found in the secret dungeon PCs, all the while maintaining her ruse of being the
beneath the manor (area D5). Any attempt to read her young, traumatized Tilly Anders. She remains out of
aura instead reads Tilly's, and the halfling's naturally harm's way throughout the exploration ofthe house, as
childlike features mean that even without her disguise she knows what's in store for the PCs every step of the
in place, she can easily be mistaken for a human child. way. If engaged at a later time, the halfling continues to
Vaga's Childlike feat grants her the ability to take draw the conversation back to her poor family, begging
10 on Bluff checks to convince others she is telling the the PCs to help her. Ifthey suggest she hide somewhere
truth, so long as her story makes her appear innocent. safe until they've cleared the manor of any danger, she
She also gains a +2 bonus on Disguise skill checks to outright refuses, throwing a child's temper tantrum out
pose as a human child, and ignores the check penalties of the fear ofbeing abandoned in a scary house with so
for disguising herself as a different race and age category many monsters in it.
while doing so. These effects are already factored into her Who are you? "My name is T illy. Tilly from Kintargo.
skill bonuses as listed below. Pa says I'll be Tilly from Egorian soon."
As the PCs explore the ground floor, Vaga is hiding What happened to you? "Pa and Mother and Tarcey
in the closet here, and begins whimpering to attract and me, we hit the road. Pa says we'll walk and walk till
Subtier 6-7 (CR 8)
VAGA'S RUSE
If the PCs' opposed Sense Motive checks surpass Vaga's Bluff
VAGA UNDERBOUGH CR 8
or Diplomacy checks and the PCs suspect her falsehood, she
hp 82 (see page 16)
attempts a final lie (Vaga takes a -5 penalty on this Bluff
check as this lie is unlikely, and she can't take 10 since
A6. Kitchen
the lie doesn't make her appear innocent). Suddenly, Vaga
begins to twitch violently, and with an awkward jerk she
A large kitchen with an attached su nken cold room holds slowly
activates her boots of levitation and rises off the ground
decaying foodstuffs. A stone oven squats in the southern half
speaking in Infernal. If it becomes apparent that no PC can
of the room . Near the oven, a dark well provides the manor's
understand her, she breaks into choppy Common. Hoping the
fresh water. Wooden cou nters, tables, and barrels make up the
PCs are aware of Ostergarde's diabolical past, she attempts
rest of the kitchen' s contents.
to trick the PCs into thinking she is possessed. Vaga (now
masquerading not just as Tilly, but as Tilly possessed by
If the PCs descend the well, they arrive in area Cz.
a devil) torments the PCs, holding the "child's body" as
hostage. Vaga then taunts the PCs as they explore the manor
A7. Dining Hall
while periodically reverting back to sweet Tilly begging for
the Pathfinders' help. If Vaga's bluff fails a second time, she
Stone fire places fl ank an oval table su rrounded by upholstered
attempts to escape (drinking her potion of gaseous form)
cha irs. A large mu ral on the eastern wal l depicts the found in g
and waits for the PCs in area 05. If the PCs prevent her
mem bers of the Kastner fam ily wea ri ng robes and stand in g
escape and defeat her in the manor, they find themselves
arou nd an open black double door. Eldritch light floods out of
rewarded with an easier final encounter.
the painted doo r, casti ng the staring faces in a sinister glow.

No matter where a PC moves in the dining hall, the


we're in Egorian, and that's where he'll find work. We eyes in the painting always seem to stare directly at the
walked so long, and I got real tired, and it got real dark onlooker; this is a nonmagical effect. Ifthe PCs have been
and windy, and the rain made Tarcey cry. And Mother to area B6, they recognize that the black door in the mural
said, "Let's wait inside," but Pa said, "No way"-he said is identical to the closet door in the master bedroom.
he heard there's bad things live in Osty-garde. And then
I dunno. Maybe there's big, prickly cats. Maybe they A8. Private library
scared me and so I hid from the thin men. I dunno. I
want Mother and Pa." Esoteri c books cra m the shelves of two long bookcases. The
Where are your parents? "The thin men drug them shelves fl ank a desk whose surface is bu ried beneath dossiers,
through the mud. In here, in Osty-garde. And Tarcey was receipts, bu reaucratic seals, and other symbols of office. A
crying and they didn't even care." spira l staircase on the eastern wa ll ri ses to a second level.
How long have you been here? "I dunno. When the
scary statue chased me, I hid here. When I heard Pa The most notable books on the shelves constitute
shouting upstairs, I wanted to go up but I was too scared. a collection called The Gates Ajar and grant anyone
Can you help me find them?" who reads the collection a +2. competence bonus on
Why are you still here? (Let's get you to safety.) "I want Knowledge (planes and religion) checks relating to
Mother and Pa and Tarcey. They said I'm supposed to daemons, demons, or devils. Unfortunately, the books
never go off without them. I'm supposed to wait. But I'm are infused with evil and any nonevil PC who lacks an
so tired, and hungry, and scared. I can't leave without evil aura and attempts to open one ofthe volumes must
them. They always say not to." succeed at a DC 2.0 Will save or he takes 1d6 points of
Who are the thin men? "They're really skinny and unholy fire damage and is unable to pick the books up
really mean. Their skin looks like mud. They grin real for the remainder of the scenario (cross this boon off
big but they never talk, except they maybe talk without such PCs' Chronicle sheets). Furthermore, a marked
words. I dunno." page details first contact with an Abyssal entity named
"Arastrax"-a shadow demon in whom Tancred showed
Subtier 3 4 (CR 4) a particular interest.
PCs who study the dossiers learn ofan ambitious plan to
VAGA UNDERBOUGH CR 4 amass an army of demons and serial killers and hide them
hp 34 (see page 16) on the isolated estate. The plan details inmate transfers to
a prison named Sinner's End. T he list ofprisoner transfers Rewards: Ifthe PCs do not enter this room and explore
is reproduced as Handout #2 on page 22. A successful its contents, reduce their gold earned as follows.
DC 10 Knowledge (local) check reveals that Sinner's End Subtier 3-4: Reduce each PC's gold earned by 27 gp.
recently burned down, claiming the damned souls within. Out ofSubtier: Reduce each PC's gold earned by 359 gp.
Evidence within the dossiers implies that their deaths Subtier 6-;: Reduce each PC's gold earned by 692 gp.
were faked and the prisoners were taken to Ostergarde to
swell the ranks of the hidden army. B4. Castellan's Quarters
T he receipts on the desk specify that a man named This chamber once housed Ostergarde's commander-at-
Tancred Desimire funded the construction of Sinner's arms, though it now serves as Vaga's chambers. The posh
End. In addition, the insignias on the seals and symbols room contains a large mirror and an armoire. Ifthe PCs
of office match the etching found on the silver pommel search the armoire, they find clothing sized for a small
hidden in area A1. humanoid creature; with a successful DC 20 Perception
check, a PC also turns up an exhausted disguise kit.
B. SECOND FLOOR
Ostergarde's second floor held the Kastner family's B5. Rooftop Garden
private chambers and served much the same purpose for An elaborate garden wraps around Ostergarde's second
Desimire and the most trusted of his associates in his floor. Cold-environment plants thrive in this forgotten
burgeoning army. Many areas of the second floor are mountain country. Treat this area as difficult terrain.
open to the first, allowing occupants to see the goings-
on throughout the house from nearly any vantage point. B6. Master's Bedroom (CR 5 or CR 8)
The balconies overlooking areas AJ, As, and A7 stand at a Warm carpet, thick curtains, and a four-poster bed decorate
height oh5 feet from the first floor and have a railing that this room. A curtain of pure white linen divides the
provides partial cover to any Medium creatures standing room in two. T he curtain is decorated with embroidered
adjacent to them. images of bone-white doves with berry-stained beaks;
with a successful DC 15 Perception check, a PC notices a
Bl. Guest Quarters subtle ivory pattern throughout the curtain-the Abyssal
Several rooms on Ostergarde's second floor once offered rune for Shax. A successful DC 20 Knowledge (planes or
guests a cozy respite, but they've been stripped down and religion) check identifies Shax's rune, as can those who
refurnished with cots to accommodate the recent influx read from T he Gates Ajar in area AS.
of prisoners, who are now traveling with Tancred. To the east of the curtain, a set of stairs and two
chairs create an antechamber. On the opposite side, a
B2. Guard Towers bed and three sets of doors await. The north door exits
These twin, open-air turrets are topped with onto an outdoor veranda overlooking the mountain
crenellations. T hey would offer a magnificent view pass. Overhanging the edge of the bluff, the distance
of the surrounding countryside, were it not for the from the balcony to the ground below is 8o feet. The
raging storm. southern doors exit out into Ostergarde's balconies,
providing a view ofthe manor's first floor. The double
B3. Armory door on the west wall has a smooth jet surface unlike
The armory's iron door (hardness 10, hp 6o, break DC any other door in Ostergarde. If the PCs noticed the
28, Disable Device DC 40) is barred with a superior mural in area A7, they note a striking resemblance to
quality lock, and its key is miles north with its owner, the glowing door in the mural. The doors open easily,
Tancred Desimire. Ifthe PCs gain entry, they find within but the passage is trapped. Beyond lies only a walk-
weaponry filling several wooden racks. in closet; along the closet's southern wall, however,
Treasure: In the armory, a PC can find one of any a sliding panel provides access to area B 7. A PC who
simple or martial weapon listed on Table 6-4 of the succeeds at a DC 20 Perception check can find the
Pathfinder RPG Core Rulebook. No ammunition is present. secret panel in the closet.
Such weapons may be used during the scenario, but does Traps: Before Tancred left, he installed a trap to guard
not count toward (or against) the total wealth cap for the the entrance to Ostergarde's secret dungeons. In Subtier
scenario as presented on the Chronicle sheet. 3-4, a shocksaw trap arcs out from a hidden ceiling slot in
A unique weapon hangs on the wall-a Large heavy the northwest corner ofthe room. In Subtier 6-7, a hail of
mace called "Hell's Gavel." In Subtier 3-4, Hell's Gavel arrows fires from a series of small holes in the northwest
is a Large masterwork cold iron heavy mace, while it is a corner, targeting all creatures in a 20-foot line from the
Large +l demon bane heavy mace in Subtier 6-7. room's northwest corner to its southeast corner.
room and a cistern. Since the manor had always had an
SHAX
extensive dungeon complex beneath it, the site's builders
The PCs may wish to gain more
never bothered building too elaborate of an actual cellar.
information on Shax with a Knowledge
The basement is 10 feet below the first floor above,
(Planes or Religion) check. Using the
and has cold hewn stone walls and smooth stone floors.
library in area 86 grants a PC a +2
Abandoned when Tancred took the majority ofhis army
circumstance bonus on the skill check
with him, the basement is currently unlit.
(this bonus stacks with the permanent
circumstance bonus granted by reading
Cl. Modified Barracks
from The Gate Ajar specifically).
This chamber was once the manor's storage area, but it
15+ Shax is known as the Blood Marquis, and is the male
now holds several rows of cots that were used to house
demon lord of envy, lies, and violent murder. His temples
the escaped convicts from Sinner's End. In all, 21 cots sit
take the forms of crooked alleyways, hidden rooms in grand
abandoned; their former occupants currently march with
estates, and secret dungeons.
their general, Tancred Desimire.
20+ Shax appears as a human male with a dove's head,
bird's legs, and an immense collection of knives and other
C2. Cistern
bloodstained weaponry. His unholy symbol is a curved white
This circular chamber holds fresh spring water, which
feather sitting in a pool of blood.
rises to just under the height of the floor. A hole in the
25+ Shax's realm, which is named Charnelhome, is an
ceiling allows a bucket to descend into the clear waters
immense house the size of a city that sits perched atop
before being hauled to the kitchen in area A6.
a slanted bluff. Each of Charnelhome's rooms contains a
The water here is 10 feet deep, and hides an underwater
different insidious death trap or horrific guardian- Shax is
tunnel providing access to the secret dungeon complex
fond of releasing victims into Charnelhome so he can watch
beneath the manor. If any PC enters the spring's waters,
them try to escape, often posing as a fellow prisoner so he
a successful DC 15 Perception check reveals a submerged
can experience the victims' despair.
culvert that runs 40 feet under area C1 before emptying
into the pool in area D1.
Subtier 3 4 (CR 5)
D. SECRET DUNGEON
SHOCK SAW TRAP CR 5 Built for illicit purposes in a time when the open worship
Type mechanical; Perception DC 25; Disable Device DC 20 ofdevils was not permitted in righteous Imperial Cheliax,
EFFECTS this dungeon served as the location ofthe Kastner family's
Trigger location; Reset automatic diabolical practices. While the dungeon complex once
Effect whirli ng electrified circu lar saw blades on an articulated contained many levels below this one, collapsed tunnels
meta l arm reach out of a slot in the ceiling to strike a target and still-hidden entrances leave this the only currently
below (+10 melee, 2d6 slashing plus 3d6 electricity damage) accessible layer ofthe Kastners' subterranean chambers.
The walls of this level are all superior masonry and the
Subtier 6-7 (CR8) floor is flagstone. Small glowing red crystals embedded
into the ceiling at intervals of between 10 and 20 feet
HAIL OF ARROWS TRAP CR 8 illuminate the dungeon with dim light.
Type mechanical; Perception DC 29; Disable Device DC 25
EFFECTS 01. Cleansing Chamber
Trigger location; Reset repair
Effect Atk +20 ranged (6d6); multiple targets (all targets in a The iron rungs descend from a vertical shaft and co nti nu e all
20-ft. li ne) the way to the floor, leadi ng into a clear pool filling the bottom
10 feet of the roo m. The chamber's walls depict Asmodeus in
B7. Secret Room all manner of triu mph. A stone stai r rises from the pool to a
A stout ledge hangs over a shaft that descends 35 feet into dais on the room's easte rn end, where several dark robes ha ng
Ostergarde's secret dungeon complex. A series of iron on hooks. An ornate double door in the east wall provides the
rungs leads down the dark shaft to area D1. on ly visible eg ress from the chamber.

C. OSTERGARDE BASEMENT Members of the Kastner family used this room to


The basement accessible from the building itself is cleanse themselves before partaking in diabolical rituals
unusually small, consisting of a single large storage elsewhere in the secret dungeons. Participants would
disrobe in the master bedroom (area B6) and proceed balcony (area D 3). A horrifying mural of the Nine Hells
naked through the narrow tunnel to emerge into this covers the entirety of the so-foot-by-2o-foot west wall. A
cleansing pool, where they would consume a draught successful DC 20 Climb check allows a PC to climb up on
of poison. If the drinker's faith in Asmodeus was true, the balcony leading to area D 3.
consuming the pool's water would stave off death. In
truth, the entire ceremony was a sham, and the poison 03. Chamber of the Damned (CR 6 or CR 9)
was nothing but a placebo designed to test one's devotion. This grand chamber overlooks a sunken hallway (area Dz)
The water in the pool is merely water and is not an via a balcony. Other than the balcony, an additional exit
antidote for any true poisons. provides access to this chamber from the north. On the
Any PC submerged under the water notices an culvert north entrance, a portcullis (hardness 10, hp 6o; Lift DC
in the southern wall 10 feet below the waterline. The 25) bars entry. There was once a southern entrance, but
culvert runs for 40 feet and terminates at a secret door. it now lies buried under several tons of rock, impassable
A successful DC 10 Perception check reveals the entrance without magic or hours of labor. On the chamber's
to area Cz. eastern edge, a tricky lifting mechanism protrudes from
Treasure: The robes all appear unremarkable, and they the stone wall. With a successful DC 15 Disable Device
smell musty, having been out of use for decades. D espite check, a PC manipulates the mechanisms to raise the
their ordinary appearance, however, one of the robes northern portcullis (an action that takes 1d4 rounds). In
radiates a moderate necromancy aura-it is a robe ofbones. the chamber's center, a desk faces the balcony and the
Rewards: If the PCs do not recover the robe of bones, grand mural beyond. A secret compartment on the desk
reduce each PC's gold earned by 200 gp. (Perception DC 20 to notice) yields Tancred Desimire's
personal journal (see Development, below).
02. Sunken Path Two portals have been carved into the stone floor;
Two sets of stairs flank this so-foot-long corridor, their recessed lines are stained reddish-brown. With
sinking the avenue 10 feet under the lip ofan overhanging a successful DC 10 Heal check, a PC identifies the
they attempt to harass the PCs from the da rkness with their
OPTIO NAL ENCOUNT ER
longspears. When reduced below half its total hit points, a
Elements of encounter D3 are optional. If less than 2 hours
demon uses its greater teleport spell-like ability to retreat
remains in which to complete the scenario, remove the
to another part of the dungeon and delay for 1 round before
creatures from area D3 and give the PCs the opportunity to
reengagi ng the PCs a round later, counting on the element of
discover the desk's secret compartment and interact with
surprise to throw the PCs off as the trio pops back and forth
the summoning circles without harassment.
into combat one-by-one.
Morale Two of the babaus fight to the death, thirsty for blood
and relishing the opportunity to murder the PCs. When only
substance is dried human blood. A PC who succeeds one babau remains alive and it is reduced below 10 hit
at a DC 20 Knowledge (arcana or planes) check recalls points, it attempts to flee using its greater teleport spell-like
that one method of retuning a portal is to taint it with ability, intending to find Tancred and inform him that Vaga
blood; through this method, Tancred Desimire retuned has failed at her mission.
Ostergarde's infernal portals to reach the Abyss.
Creatures: A babau demon guards this room, watching Development: If the PCs discover Tancred's journal,
the hallway below for any intruders. Tancred called this they uncover three shocking entries. The text for these
demon here months ago from Charnelhome, but now entries is reproduced in H andouts #J, #4, and # 5 on
it follows Vaga's commands. This is the "thin man" she pages 22-23.
spoke of in her Tilly Anders persona. The demon is
aware of Vaga's ruse and ignores her should she appear 04. Collapsed Corridors
in the room with the PCs, focusing all its attention on Several tons of rocks fill these hallways, blocking passage
the Pathfinders escorting her in an effort not to reveal into a larger dungeon complex. No matter how much
her true identity. In Subtier 6-7, there are three babaus. effort the PCs put into clearing these passages, more
debris cascades into their excavations. What lies beyond
Subtier 3 4 (CR 6) them, if it's even accessible through other means, is
beyond the scope ofthis adventure.
BABAU CR6
hp 73 (Pathfinder RPG Bestiary 57) 05. The Pit (CR 6 or CR 9)
TACTICS
Before Combat The babau uses stealth to ambush the PCs as A narrow wooden pla nk spa ns a twe nty-foot-deep pit, withi n
they enter this chamber or traverse the sunken path (area which sits an unsettli ng scene. Several groups of corpses have
D2). been arra nged here, mi mi cking poses of fam ily merriment.
During Combat On the opening round of combat, the babau There are ha lf a dozen such macabre scenes set up throughout
uses its darkness spell-l ike ability. On subsequent rounds, it the pit, includ ing a middle-aged couple engaged in a romantic
uses its longspear to harass the PCs from a dista nce. When mea l, a family of fou r nestled cozily in a bed, a da ncing couple,
reduced below half its total hit points, the demon uses its and six men who appear to be brothers playing a dice game
greater teleport spell-like ability to retreat to another part arou nd a crowded table. Interspersed between the si nister
of the du ngeon. At this point, it attempts to summon an dio ramas are seem ingly random objects, like a jar of eyebal ls,
additional babau, reengaging the PCs a round later whether a cage ful l of snow-white doves, and a la rge pi le of ragged,
successful or not. It employs its greater teleport spell-like filthy bla nkets.
ability to surprise the PCs when it reappears.
This pit once served the Kastners as a place to keep
Subtier 6-7 (CR 9) dangerous creatures that they feared they couldn't
control. While it was fairly ineffectual against
BABAUS (3) CR 6 summoned devils and creatures with flight or the power
hp 73 each (Pathfinder RPG Bestiary 57) ofteleportation, it met their general needs at the time.
TACTICS Since Tancred's abandonment of Ostergarde 3 months
Before Combat The babaus use stealth to ambush the PCs as ago, Vaga has sated her sadistic thirst for murder by
they enter this chamber or traverse the sunken path (area returning to her old ways, setting up her characteristic
D2). dioramas of death here.
During Combat On the opening round of combat, one babau Creatures: Here the PCs find themselves face-to-face
uses its darkness spell-like ability while the other two with the true nature of the person they've known only
move to flank the nearest target. On subsequent rounds, as Tilly Anders since meeting her in Ostergarde's closet.
Vaga Underbough is a hardened serial killer, despite
SCALING ENCOUNTERD3
her innocent appearance. Born a slave at the Pleatra,
To accommodate parties of four PCs, make the following
Vaga Underbough was sold at a young age, and grew up
adjustments to encounter 03.
serving a Chelish noble family in the city ofWestcrown.
Subtier 3-4: The babau does not attempt to summon
Though similar in age to her master's children, she did
another demon when it teleports away, and waits 2 rounds
not share their privileges; she endured many torments,
before reappearing to surprise the Pathfinders, allowing
but quietly became obsessed with the affection she saw
them more time to heal after the fight appears to end.
her master bestow on his offspring. Seeing the disparity
Subtier 6-7: Remove one babau from the encounter, but
between her own childhood and those of her owners'
do not alter the remaining demons' tactics.
children, Vaga internalized the pain and it warped her
to the core. While her master's children grew up and
moved out of the house, Vaga remained behind, and one
day when her master was alone in the house, Vaga slumber. In Subtier 6-7, there are two yeth hounds in the
murdered him and posed his corpse in a gaudy display of pit, awaiting their mistress's return with new prey.
privileged leisure-sitting in his favorite chair with his
feet up, reading a scandalous serial novel purchased for a Subtier 3-4 (CR 6)
copper on a street corner.
Without a master, Vaga Underbough took to the VAGA UNDERBOUGH CR 4
streets and survived by posing as a human child in need Female halfli ng rogue 1jsorcerer 4
of care. A skilled manipulator, the halfling murderess CE Small humanoid (ha lfling)
worked her way into dozens ofhomes, and in each case, lnit +3; Senses Perception +7
she murdered the families that showed her charity,
posing her victims in garish dioramas of family life.
She became known as the Lullaby Lady by the people of
Westcrown, who invented wild stories ofthe dangerous
serial killer that stalked the streets, never suspecting
the charming orphan girl who begged them, doe-
eyed, for a warm meal was the true killer. Eventually,
however, the authorities captured and imprisoned Vaga
Underbough, and she was transferred from Westcrown
to Sinner's End, a prison just outside of Egorian, on
the orders of a member of the Chelish government-

Tancred Desimire. •

According to the public record, Underbough died
along with the rest of the criminals in Sinner's End
when the structure burned to its foundation six months
hence. In fact, Tancred had her smuggled to Ostergarde,
and before he left the manor, he ordered her to hide the
evidence oftheir occupation and murder anyone entering
its premises: specifically the anticipated members of
the Pathfinder Society. But Vaga soon grew bored and
has used the manor to lure ill-fated travelers into
Ostergarde where she murders them and uses their
corpses in her dioramas.
In addition to Vaga, who gleefully invites the PCs to
admire the beauty ofher work here in the pit, and hopes to
slit their throats with looks of surprise and horror still on
their faces-the PCs must contend with the halfling's loyal
yeth hound. The creature has been trained well to obey the
killer and restrains itself from hunting unless Vaga allows
it to do so. Currently, the beast is hidden amid the rags and BABAU
blankets at the bottom of the pit along with the Anders
children, who are both in a poison-induced state of deep
Skills Acrobatics +11 (+7 when jumping), Bluff +13,
SCALING ENCOUNTERDS
Climb +1, Disgu ise +13, linguistics +5, Perception +7,
To accommodate parties of four PCs, make the following
Spellcraft +5, Stealth +13; Racial Modifiers +2 Acrobatics
adjustments to encounter OS.
(-2 when ju mpi ng), +2 Climb, +2 Perception
Subtier 3-4: Replace the advanced yeth hound with a
Languages Abyssal, Common, Halfling, Infernal
standard yeth hound; do not adjust the creature's tactics.
SQ trapfinding +1, bloodline arcana (summoned creatu res gain
Subtier 6-7: Remove one of the advanced yeth hounds;
DR 2/good)
do not adjust the remaining creatures' tactics.
Combat Gear potion of gaseous form, wand of misdirection
(CL 12th, 6 charges), shadow essence (2 doses); Other Gear
DEFENSE leather armor, dagger, boots of levitation
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 34 (5 HD; 1d8+4d6+14) ADVANCED YETH HOUND CR 4
Fort +4, Ref +7, Will +4; +1 vs. traps, +2 vs. fear, +2 vs. poison hp 38 (Pathfinder RPG Bestiary 286, 294)
Resist electricity 5 TACTICS
OFFENSE Before Combat The yeth hound hides amid the dirty rags at the
Speed 20ft. bottom of the pit, next to the sleeping Anders children. When it
Melee dagger +6 (1d3-1/19-20) hears anyone enter the room, it flies up to investigate, relishing
Ranged dagger +6 (1d3-1/19-20) in the prospect of hunting anyone Vaga will permit it to pursue.
Special Attacks sneak attack +1d6 During Combat The hound attempts to put itself between
Sorcerer Spells Known (CL 4th; concentration +7) Vaga and the PCs, viciously attacking any target it can reach
2nd (4/day)- summon monster II without putting Vaga in undue danger. It does not use its
1st (7/day)- couse fear (DC 14), disguise self, magic missile, bay attack unless Vaga is dead or not present.
roy of enfeeblement (DC 14) Morale The yeth hound is consumed with a desire for blood
0 (at will)- ocid splash, bleed (DC 13), dancing lights, flare and the hunt, and it fights to the death, even pursuing
(DC 13), ghost sound (DC 13), resistance fleeing prey should the PCs attempt to escape.
Bloodline abyssal
TACTICS Subtier 6-7 (CR 9)
Before Combat Vaga attempts to position herself in the most
adva ntageous location while her disguise is still in effect. VAGA UNDERBOUGH CR 8
She ensures that her dagger is coated in a dose of shadow Female halfli ng rogue 1jsorcerer 8
essence whenever possible so her first attack with the CE Small hu manoid (ha lfling)
weapon will be deadly. lnit +3; Senses Perception +7
During Combat Vaga prefers deception and capita lizing DEFENSE
on her targets' moments of weakness rather than open AC 23, touch 15, flat-footed 19 (+4 armor, +3 Dex, +1 dodge,
combat, but when forced to fight, she does so with the fury +4 shield, +1 size)
expected of a killer of her renown. If adjacent to a flat- footed hp 82 (9 HD; 1d8+8d6+48)
foe at the start of combat, she initiates with a sneak attack; Fort +7, Ref +8, Will +6; +1 vs. traps, +2 vs. fear, +2 vs. poison
otherwise, she activates her boots of levitation immediately, Resist electricity 5
hovering above her enemies to avoid melee attacks. While OFFENSE
she has a 10% arcane spell failure chance from her leather Speed 20ft.
armor, she nevertheless knows that her strength is in her Melee dagger +8 (1d3-1/19- 20)
spellcasting rather than physical damage. Thus, she lets her Ranged dagger +8 (1d3-1/19-20)
yeth hound minion fight in her stead while she casts offensive Special Attacks sneak attack +1d6
spells from range. If the hound appears near death, Vaga casts Sorcerer Spells Known (CL 8th; concentration +12)
summon monster II to bring a fiendish giant spider to her aid. 4th (4/day)-summon monster IV
Morale Vaga is overwhelmed by her urge to kil l, and even 3rd (6/day)-deep slumber (DC 17), rage, wind wall
when her carefully crafted plans fall apart, she can't bring 2nd (7/day)- bu//'s strength, false life, invisibility, web (DC 16)
herself to surrender or relent until all her enemies are dead. 1st (7/day)-couse fear (DC 15), disguise self, expeditious
As such, she fights to the death. retreat, magic missile, roy of enfeeblement (DC 15), shield
STATISTICS 0 (at will)-ocid splash, bleed (DC 14), dancing lights,
Str 8, Dex 16, Con 14, lnt 12, Wis 8, Cha 17 detect magic, detect poison, flare (DC 14), ghost sound
Base Atk +2; CMB +0; CMD 13 (DC 14), resistance
Feats ChildlikeAPG, Deceitful, Eschew Materials, Weapon Finesse Bloodline abyssal
TACTICS Development: Amid the pile of rags and tattered
Before Combat Vaga attempts to position herself in the blankets, the PCs find the sleeping bodies ofTarcey and
most adva ntageous location while her disguise is still in Tilly Anders. Both have been kept sedated with a diluted
effect. She ensures that her dagger is coated in a dose dose of poison Vaga administered to keep them out of
of shadow esse nce whenever possible so that her first her hair. While she's a cold-hearted killer, Vaga is largely
attack with the weapon will be deadly. At the soon as she motivated by her own jealousy for the human children
is aware of the PCs' presence, Vaga casts false life, and she saw experience the happiness and privileges she was
she casts shield immediately befo re entering area DS, denied as a child slave. As such, she has no ill will toward
knowing combat within is immi nent (as long as she ca n the Anders children, and justifies their parents' murder
do so without being seen or heard by a PC). as saving the children from the inevitable betrayal the
During Combat Vaga prefers deception and capitalizing adults were bound to commit eventually.
on her targets' moments of weakness rather than open If awakened with a successful DC 20 H eal check or
combat, but when forced to fight, she does so with the any effect that neutralizes poison, the children tell the
fury expected of a killer of her renown. If adjacent to a horrific tale of their family's journey from Kintargo to
flat-footed foe at the start of combat, she initiates with Egorian, and how they sought shelter in Ostergarde's
a sneak attack; otherwise, she activates her boots of stable to wait out the storm. When howlers attacked
levitation immediately, hovering above her enemies to the family, the Anderses fled into the manor itself, at
avoid melee attacks. Although she has a 10% arcane spell which point the gar goyles chased them right into Vaga's
failure chance as a result of wearing leather armor, she waiting hands.
nevertheless knows that her strength is in her spellcasting The siblings can identify their parents as the couple
rather tha n physical damage. Thus, she lets her yeth posed as if sharing a meal, a sight that brings both of
hound minions fight in her stead while she casts offensive them to tears and silences them until a PC can coax them
spells from range. After one of the hounds is defeated, back into talking with a successful DC 15 Diplomacy
Vag a casts summon monster IV to bring 1d3 dretches to check. Both children desperately want to get as far away
her aid (or 1d3 fiendish dire bats if more than half of the from Ostergarde as possible, and indicate that they have
PCs are flying). family in Egorian they were planning to stay with when
Morale Vaga is overwhelmed by her urge to kil l, and even the whole family arrived from Kintargo.
when her carefully crafted plans fall apart, she can't bring Treasure: While most of the strange trinkets and
herself to surrender or relent until all her enemies are dead. decorative objects in the pit are mundane and essentially
As such, she fights to the death. worthless, the jar of eyes is actually an eyeball jar.
Base Statistics Without the benefit of false life and shield, Rewards: If the PCs defeat Vaga and recover the eyeball
Vaga has the following statistics: AC 19, touch 15, flat- jar, reward them as follows.
footed 15; hp 69. Subtier 3-4: Give each PC 910 gp.
STATISTICS Subtier 6-T Give each PC 2,147 gp.
Str 8, Dex 16, Con 14, lnt 12, Wis 8, Cha 18
Base Atk +4; CMB +2; CMD 16 CONCLUSION
Feats Childl ikeAPG, Deceitful, Dodge, Eschew Materials, Great With Ostergarde secured, the P Cs may return to
Fortitude, Toughness, Weapon Finesse Absalom, where Ambrus Valsin greets them with a
Skills Acrobatics +14 (+10 when jumping), Bluff +18, warm smile. He immediately thanks the PCs for a job
Climb +1, Disguise +18, Linguistics +5, Perception +7, well done and informs them that the Blakros family is
Spellcraft +6, Stealth +13; Racial Modifiers +2 Acrobatics pleased as well.
(-2 when jumping), +2 Climb, +2 Perception When Valsin learns of Tancred Desimire's shocking
Languages Abyssal, Common, Halfling, Infernal plans, he seems unconcerned; despite his nonchalance, he
SQ trapfinding +1, bloodline arcana (summoned creatures gain immediately takes this information to the Decemvirate.
DR 4/good) What future plans the Ten will unleash to counteract
Combat Gear potion of gaseous form, wand of misdirection Tancred's grandiose schemes is not immediately revealed.
(CL 12th, 6 charges), shadow essence (2 doses); Other Gear Ifthe PCs return without securing Ostergarde, Valsin
glamered +2 leather armor, dagger, boots of levitation looks disappointed, but assures them that another team
is on standby.
ADVANCED YETH HOUSES (2) CR 4
hp 38 each (Pathfinder RPG Bestiary 286, 294) Success Conditions
TACTICS The PCs' primary mission and secondary mission are
As Su btier 3-4. the same: clear Ostergarde ofits threats. Ifthe PCs defeat
Vaga Underbough and her minions and either destroy
NEW MAGIC ITEM
the gargoyles or learn their bypass phrase, each PC earns
2 Prestige Points. If the PCs defeat Vaga and her minions
PRICE
EYEBALL JAR 8,000 GP but fail to destroy or permanently bypass the gargoyles,
SLOT none CL 11th WEIGHT 4 lbs. they instead only earn 1 Prestige Point.
AURA moderate divination

When created, this clear glass jar


contains four eyeballs floating in
a viscous fluid. As long as the jar
contai ns at least three eyeballs,
the eyeball jar grants its wielder
all-around vision. Additionally, the
eyeball jar grants its wielder a + 2
bonus on saving throws against gaze attacks. Any time the
jar's wielder fails a save against a gaze attack, she may, as an
immediate action, expend one eyeball to absorb the effects
of the gaze attack. This negates the gaze attack's effects as
if the wielder had made her save, but destroys the eyeball.
When the la st eyeball in the jar is destroyed, the eyeball jar
shatters and becomes useless. A jar found with fewer than
four eyeballs is worth 250/o less for each missing eyeball.
CONSTRUCTION REQUIREMENTS I COST 4,000 GP
Requirements Craft Wondrous Item, blindness/deafness,
true seeing

PLAYER HANDOUT # I

-rhis dap-,nec/ storm ain't relentln:J. My wi.,t:'e Marta., c..a.u:Jfrt Somethin:J .f:erc.e, a.nd
throa:;h her ra.S?in:J c..oa:;hs be:JS me to let oar .,t:'ap-,i/y rest in Oster:;a.rde. I've told
her oVer a.nd oVer that only evil lives there, we'd be be.tier a.;:'.;:' to die in this storm.
I can't de/a; 4.1¥ lon:3er. My wi.,t:'e ha.llac.ina.tes a.nd f?oor 771/y shafes violently.
Yoan:J ~a.reey holds stron:J, bat I'm a..,t:'ra.id we're :JOI.n:J to die in this weather i.,t:'
we don't :;et warm, a.nd .,t:'a.st. ])ap-,n itJ I 've m a.de t:.Lf? ~mind- I'm tafin:3 ~ .,t:'ap-,i/y
to the sta.ble !y the manor, to :;et oat o.,t:' the weather. 5arely we'!! be sa..;:'e i.,t:' we
)ast a.v01"d the manor itse/.,t:'_

8enn 4nderS

PLAYER HANDOUT #2

The Butcher of Korvosa-Dalton Krunne Life Sentence for murder Transferred to Sinner's End
murder and cannibalism En route to Ostergarde
The Gentleman Strangler- Regis Jaggere Life Sentence for murder Transferred to Sinner's End
and conspiracy against the En route to Ostergarde
Egorian nobility
The Giggling Granny-Nettie Fallows Life Sentence for murder Transferred to Sinner's End
and child abduction En route to Ostergarde
The Lullaby Lady-Vaga Underbough Life Sentence for murder Transferred to Sinner's End
and indecency to corpses En route to Ostergarde
The Monster of Macini-Salter Wisp Life Sentence for murder Transferred to Sinner's End
and theft En route to Ostergarde
PLAYER HANDOUT #3

/he deed :s done.' I 17na.!ly ha.d that straM)?et, Za.rta. ])ra.lneen, sha.ci:led :n u'ta.del
Vra.:d. It too/: every reSoaree I ha.d w:th:n the Chel:sh barea.acra.cy, bat :t
wa.S worth :t to ffa.frle her -/'or treaSon. I have no More -/'avorS w:th:n /hrane 'S
3overnMent, bat I sha./1 need Che/:a.x no lon3er. /he J?lea.Sare o-/'J?erSona.lly order:n:J
her arrest wa.S a. MOMent I w:/1 savor -/'or a.n etern:ty. I Swear Zarta. w:/1 ?Co/
-/'or the Marder o-/' fr7}l dearest brother /13/orn. Poor brother, fr7}l reVen3e :s not
Cofr7,Piete. I Vow I sha./1 destroy eVeryth:n:J she holds dear, start:n3 w:th her
J?roJ?erty :n 4bsa.loM-yes1 tha.t whole 6ty shall barn.

PLAYER HANDOUT #4

5weet 4:Jiorn1 eVen :n yoar death yoa a.ss:st Me 3reatly. I read yoar thes:s on
reroat:n:J ?orta.ls, a.nd I th:nf: I re?rodaced yoar wor/: at the ]);a.frlond Gate.
w:th Oster3arde 's :n-/'erna.l J?Oda./s re-taned to the 4/yss, I have Swelled fr7Y'
arfrl}l o-/' Marderers w:th a. deMon:c horde.' 5ha.x be ?ra.:sed.' I leave -/'or a. wedd:n:J,
wh:ch ConVen:ently br:n:3s Me near /!bsa.loM where I ca.n delve the yet-anex)?lored
dan:3eonS beneath the ra:ns o-/' Bone/:ee)?. I-/' I'M r'jht, I ca.n MoVe fr7Y' arfrl}l
there- cloSer to the c:ty-a.nd /:ee? theM h:dden ander the ra:ns ant:/ I'M ready
to str:f:e.' Oh, how I w:sh yoa st:/1 /:ved, brother, -/'or the chaoS a.nd death sha./1
be 3/or:oas.'

PLAYER HANDOUT #S

])earest Brother, yoar MeMory SJ?ars Me on. I 'Ve h:t M:nor Sna.:J :n fr7}l J?la.ns,
bat do not -/'ret, Sweet 4:Jiorn 1 -/'or they are M:nor :nconVen:enees. I -/'a.:/ed to
.f;nd :n:3reSS to the dan:3eonS ander Bone/:ee?1 a.nd on tha.t Sa.frle da.frlned tr:? I
d:sce>Vered that Oster3arde ha.d excha.n:Jed ownersh;?· /he very SaMe Path.f;nder
5o6ety reSJ?ons:ble -/'or yoar death Sends a..9ents fr7Y' w0f.' I MaSt -/'lee, bat
don 't worry-I have le-/'t thoSe Meddl;n:J PatMnderS a. /:ttle 3:-/'t. Brother, I head
to Nere>Sya.n, -/'orsa.f::n3 fr7Y' J?oS:t:on :n the /hrane 3oVernMent. 5ha.x ha.s shown
Me the -/'orce I need, a.nd :t wa.:ts :n the Worldwoand.' w:th th:s -/'orce, I sha./1
retarn to 4bsa.loM 1 Set fr7Y' MardererS a?on the 6ty, a.nd when chaoS a.nd -/'ear
3r/;? the ent:re J?OJ?alat:on, fr7}l deMon arfrl}l w:/1 str:f:e. 5o north we 3o 1 brother,
a.nd -/'roM there, to the u·ty at the Center o-/' the world.'
OPEN GAME LIC ENSE Version 1.oa
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