S05-14 Day of The Demon
S05-14 Day of The Demon
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
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Bv l A.RRV Wti.HH M
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.
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.'
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