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Pathfinder Roleplayin9 Game Core Rulebook, Pathfinder Roleplayin9 Game Bestiary, Pathfinder
Roleplayin9 Game Advanced Player's Guide, and Pathfinder Roleplayin9 Game Bestiary 2. The s e rules can be found online as
part of the Pathfinder Roleplaying Game Reference D o cument at
paizo.com/pathfinderRPG/prd.
(Tier i-11; Subtiers 1-2, 3-4, 5 - 6 , 8-9, and 10-11). This s cenario i s designed for play in the Pathfinder S o ciety
Organized Play campaign, but can easily b e adapted for use with any world. This s cenario i s compliant with the Open
Game License (OGL) and i s suitable for u s e with the Pathfinder Roleplaying Game.
The O GL can be found on page 47 of this product.
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Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
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defined in the Open Gaming License version i.oa Section i(d). No portion of this work other than the material designated as Open Game Content may be reproduced
in any form without written permission.
Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version i.oa Copyright
2000
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Campaign Setting, Pathfinder Player Companion, Pathfinder Module, Pathfinder Society, and Pathfinder Tales are trademarks ofPaizo Publishing, LLC.
Publishing, LLC.
2011
Paizo
on increasing it s
own stores
The
GM
should
have
s ome
means
of
Table GMs what this signal i s and ensure that they are all
table. Tables are run exactly like one would run a standard
agent s win the contest and thus obtain one of the unique
this year may b e their best chance. But before the contest
end of an act, that act is finished and the Table GMs must
follow the instructions for getting the P C s to the next act
Introduction
introduction
adventure's outcome.
i s designed to
or the
des criptions
for the
maj or act
Adventure Background
keeping the entire room on point. She sets the pace for
Overseer
of knowledge,
ensure the collection she had built would last for centuries
the event, stating the rules and terms, and performing the
---
..
-,
.,
--
Goka on Tian Xia's western coast. This she called the Ruby
In A c t
1,
memory and shine like a tempting j ewel for the best and
brighte st competitors Golarion had to offer to attain.
In Act
2,
the world , but they also gain entrance into the s ecret vault
both the Cons ortium team and the PCs with locating and
want , though what specific item they have their sight s set
acro s s the glob e , with res ources and drive to match tho s e
they
defeat
the
simulacra,
the
qualifying
Rewards
Adventure Summary
at the end of the event for succe s s fully qualifying for the
and the
Table GMs mu st
Prestige
All
set to run over the cour s e of the next few day s . Hoping
'
participating
....
PCs
.
-
--
advancing
..
-
on
the
-- --
normal
PP
Overseer GM
Table GM
should
greet them, explain how the event work s , and allow each
player to quickly introduce his or her P C to the table as
they prepare to play. This i s a timed event , s o
Table GMs
(or
lack thereo
f)
Overseer GM
/OVERSEE!\ GM
Table GMs
GMs should stre s s this fact, if nece s s ary, to keep all table s
running in tandem.
In a quiet, rundown s e ction ofthe D o c k s , the PCs s p ot a
weathered wo oden sign hanging ab ove a wide alcove that
reads "D evil's Dregs." A pair of thick double doors within
the alcove lead into the tavern. A s exiting the tavern plays
a crucial role to the conclu sion of Act
1,
the GM should
Kiang Zhen
(as
(
( LE
TABLE
.===================TABLE
GMs: STOP!
GM
/OVERSEER
- -
GMs: SToP!
/OVERSEER GM
AcT
following aloud.
One it seems that all the P C s have reached and entered the
tavern, the O ver s e er GM begins this s e ction by reading
the following aloud:
'
. . - - - -l
.
.
T h e O v er s e er G M 1 n i h at e s t h e en c o u nt e r b y r e a d
e
-
...
. ..
-
--
--
--
' J ---
---.
Co
--
- f
..
-,
.,
--
d8
1-2
3
4-5
6
7
8
d6
1-2
3
Creatures:
D i fferent s ubtiers
4-5
6
7
8
d6
1-2
3
6
7
8
d6
1-2
3
4-5
6
7
8
Table GMs
and
d6
1-2
3
thugs guard each doorway out of the bar (though not the
windows) and attack any p e r s on attempting to leave with a
ruby. Should the P C s wish to leave through the open hole
4-5
6
7
8
Source Average CR
Encounter
CR 10
id4 Asp is rogues
page 23
page 31
CR 8
2 Red Ma ntis assass i n s
( u s e S u btier io-11 Qad i ra n assassin)
CR 10
2 Asp is fi g hters
pag e 22
CR 9
i ron i n (Subtier 8--9)
pa g e 27
CR 10
2 Asp is clerics
pag e 22
Ro l l twice, co m b i n i n g the
CR 11
two encou nters
'
Encounter
Source Average CR
page 21
CR 8
id4 Asp is rogues
page 30
CR 8
2 Red Ma ntis assass i n s
( u s e S u btier 8-9 Q a d i r a n assass i n)
CR 6
i Aspis fighter
page 21
CR 6
27
1 ron i n (Subtier 5-6)
page
CR 8
page 20
id4 Asp is clerics
Ro l l aga i n o n t h e S u btier 10-11 ta ble below* C R 9
Encounter
Source Average CR
id4 Asp is rogues
CR 5
page 19
page 30
2 Red Ma ntis assass i n s
( u s e S u btier 5-6 Q a d i r a n assassin)
id4 Aspis fighters
CR 5
page i9
1 ron i n (Subtier 3-4)
page 26
page i8
CR 5
2 Asp is clerics
Ro l l aga i n o n t h e S u btier 8-9 table below*
Encounter
Source Average CR
page i8
CR 3
id4 Asp is rogues
page 30
CR 2
2 Red Ma ntis assass i n s
( u s e S u btier 3-4 Qad i ra n assassin)
CR 1
i Aspis fighter
page i7
i ron i n (Subtier i-2)
CR 2
page 25
id4 Asp is clerics
page 17
Ro l l aga i n o n t h e S u btier 5-6 table below* CR 5
Table GM
Encounter
Source Average CR
CR 2
id4 Asp is rogues
page i6
i Red Mantis assass i n
page 2 8
C R i/2
(use S u btier i-2 Qadiran assassi n)
i Aspis fighter
C Ri/2
page i6
i ron i n (Subtier i-2)
CR 2
page 25
Aspis cleric
page i6
C Ri/2
Ro l l aga i n o n t h e S u btier 3-4 table below* CR 3
,.
-
--
--
--
.
. , -
' J ---
,,
---- -
Special Developments: If P C s
Overseer GM
GM should encourage them to
for
await
the
their
1,
the
Table
following day's
and
prepare
competition (as
PCs have
TABLE
GMs: SToP!
/OVERSEER GM
Subtier)
onclud ing Act 1 (CR Varies by
After 35 minutes have p a s s e d , the
CR 4
Moe
Strength/Acrobatics/Escape Artist DC 16
Escape Artist DC 16
Mob CMD 23
Mob swarm damage 3d6 non let h a l
Moe
Strength/Acrobatics/Escape Artist DC 19
Escape Artist DC 19
Mob CMD 26
Mob swarm damage 4d6 non let h a l
CR 9
Moe
Strength/Acrobatics/Escape Artist DC 21
Mob CMD 28
Escape Artist DC 21
Mob swarm damage 5d6 n o n l ethal
CR i 2
Moe
Strength/Acrobatics/Escape Artist DC 12
Mob CMD 19
the
Table GMs
CR 2
Moe
Strength/Acrobatics/Escape Artist DC 14
Escape Artist DC 14
Mob CMD 21
---
..
--,
.,
--
Overseer GM
crowd's affirmative r e s p o n s e .
strikingly walruslike
features.
Upon
The man nods and pushes the door open. Then he holds out a
sack to co l l ect the rubies of those seeki n g entry. As the va rious
contestants enter, h e di rects them towa rds a flight of stairs
near the back of the wareho use. These stairs descend i nto a
wide and shadowy basement co nverted i nto a crude, m a ke
shift a rena i l l u m i n ated by a ri n g of greasy-scented torches. The
main floor is cleared of all o bjects save for a d usti n g of sand
a n d straw that covers the co l d stone floor. An assortment of
contestants h ave a l ready a rrived, anxiously sca n n i n g the roo m .
A l m ost a l l i n attenda nce a re recogniza b l e from the p revious
night's brawl.
From across the a rena floor strides Kiang Zhen, the
terrifyi n g creatu re who represents Sifu Xho N uo. Clapping
her m assive, cl awed hands, she c a l l s for silence, a n d with a low
growl addresses the entire room as she runs her hands over her
gruesome golden horns.
" B ringing defeat upon yo u r perceived adversaries is o n ly
part of what it takes to wa l k the path of a truly great warrior. A
true m aster sees beyond his adversaries; he sees the war and
not just the battle. Last n ight, I watched how a l l of yo u were
q u ick and eager to fight one a n other-therefore today ... today
I s h a l l see how yo u fi ght together! Let's see h ow wel l you can
keep each other a l ive!"
As she fi n ishes this exu berant a n d enigmatic statement,
smoke fl ashes erupt t h roughout the a rena, and several dozen
h idden trapdoors suddenly spring open, u n leash i n g a horde of
otherworldly beasts!
5% per additional
ruby beyond the first that the gem glows the following
morning. Those parties with a glowing ruby are s o on
greeted by a black-feathered tengu who introduces her self
as their liai son to the Emi s s ary of the Ruby Phoenix. She
informs them that all contestants are to meet within a
large shipping hous e near where the Docks meets the
s o dden district known as the Puddles and provides them
with a s pecific time and directions to the event.
If for s ome reason a group failed to acquire a ruby
or their ruby doesn't glow, they are sought out by
Riymor Queed
TABLE
Creatures:
GMs: SToP!
'
10
....
.
-
--
..
-
-- --
' J ---
---.
Co
:I
I
I
Li?
U
:I
I
I
-----
:
I
I
I
Li?
U
I
I
I
I
:I
:I
------
Li?
U
:I
I
I
------
CR l 2
1
2-3
4
1-2
3
4
Encounter
3 ten g u m o n ks
1 tengu blade
2 sp i rit o n i
Source
pa ge 12
page 12
page 13
CR
Encounter
4 tengu m o n ks
2 s p i rit o n i
2 ten g u b l ades
Source
page 12
page 13
pa g e 12
CR2
CR3
CR4
I RO N COBRAS 4
CR 2
d4
STI RG E S 3
CR l 2
1
2
CR 2
Encounter
3 ten g u bl ades
2 kuwa o n i
1 ten g u sla:ter
og re m a ge
Source
pa g e 12
pa g e 13
pa g e 12
Bestiary 221
--
..
--
--,
.,
--
CR
CR3
CR4
CR 5
11
CR
C R6
CR6
CR7
CR8
CR 8
d4
1-2
4
Encounter
4 kuwa o n i
2 tengu sl ayers
2 o g re m a ges
Source
page 13
p age i2
Bestiary 221
CR
T E N G U B LA D E
CR 8
CR 10
CR 8
CR
1-2
Encounter
4 ten g u slayers
1 ogre mage a n d
4 kuwa o n i
3 o g re m a ges
Source
p a ge i2
Bestiary 221, page i3
CR 11
CR 10
Bestia')'_ 221
C R 11
CR
TE N G U M O N K
CR 1 2
'
CR 3
CR 7
12
....
-
--
..
-- -
--
' J ---
---.
Co
OFFENSE
Speed 50 ft.
Melee +2 temple sword +12/+7 (1d8+5), bite +4 (1d3+4) or
u n a rmed stri ke +9/+4 (1d10+4)
Ranged shortbow +9/+4 (1d6/x3)
Special Attacks fl u rry of b l ows, stu n n i n g fist (8/day, DC is)
TACTICS
Before Combat The tengu i n itiate by making eye contact a n d
bowi n g to oppon ents before engagi n g t h e m .
During Combat The t e n g u sl ayers attem pt to d r o p as m a ny
oppon ents as possib le, tri p p i n g them with their swords
and p u n c h i n g them with stu n n i n g fist. Once a n opponent
reaches o hit poi nts, the tengu signal for a pause, then sto p
to sta b i l ize that opponent and safely rem ove it from the
com bat area.
Morale When reduced to 20 h p, the tengu sl ayers yield to
their oppon ents, givi n g them the victory.
STATISTICS
Str i6, Dex 16, Con 12, Int 11, Wis i2, Cha 8
Base Atk +6; CMB +11; CMD 27
Feats B l i n d - Fight, Combat Reflexes, Dodge, I m p roved
U n a rmed Stri ke, M o b i l ity, Scorpion Style, Stu n n i n g Fist,
To ughness, Weapon Focus (te m p l e swo rd)
Skills Acrobatics +12 (+20 j u m p), Escape Artist +11, I ntimidate +8,
Li nguistics +4, Perception +11, Sense Motive +8, Stea lth +i4
Languages Com m o n , G i a nt, Tengu, Tien
SQ fast movement, gifted l i n guist, high j u m p, ki pool (s points,
magic), maneuver tra i n i n g, pu rity of body, slow fall 40 ft., sti l l
m i n d , sword trai ned, wholeness o f body
Gear +2 temple sword, shortbow with 20 arrows, bracers of
armor +i, ring of protection +1, 2,440 gp
S P I R I T ON I
CR 4
CR 2
---
..
-,
.,
--
13
OFFENSE
Speed 35 ft.
Melee mwk greatc l u b +io (1d10+6), or 2 cl aws +9 (1d6+6)
Ranged mwk com posite lon gbow +9 (1d8+4/x3)
Spell-Like Abilities (C L 5th ; concentration +8)
At will-invisibility (self o n ly)
3/day- darkness, fly
l/day- charm person (DC 14), deep slumber (DC 16)
STATISTICS
Str 18, Dex 17, Con 16, Int 12, Wis 15, Cha 17
Base Atk +s; CMB +9; CMD 2 2
Feats Cl eave, Com bat Reflexes, Power Attack
Skills B l uff +11, Disguise +s, Fly +4, I ntim idate +11, Knowledge
(a rca n a) +9, Perception +io, Sense Motive +10, Spellcrafl: +3 ,
Stea lth +9, Use Magic Device +11
Languages Com m o n
S Q change shape (S m a l l or M e d i u m h u m a n ; alter self)
are
clo s e d but are not strong enough to supp ort more than the
Development:
z.
has no set
the
Overseer GM
roll the s e cond res ult until a new opp onent come s up.
Once a table defeats two wave s of creature s , the GM
TABLE
GMs: STOP!
'
S4. Cesspool
Individuals entering this room are quickly overwhelmed
by the stench of s ewage. Anyone who fails a D C 15 Fortitude
s ave in this chamber b e comes nau s eated for ld6 round s .
14
' J ---
Co
S2 .
S4.
S4).
---
..
-,
.,
--
15
---.
CR 1 2
AS P I S ROG U E
CR 1 2
Fem a l e h u m a n fi ghter i
N E M e d i u m h u manoid ( h u m a n)
lnit +1; Senses Perception +1
DEFENSE
AC i7, to uch 11, flat-footed i6 (+6 armor, +i Dex)
hp 13 (1d10+3)
'
CR 1 2
M a l e h u m a n rogue i
N M ed i u m h u manoid ( h u m a n)
Init +3; Senses Perception +s
DEFENSE
AC i6, to uch i3, flat-footed i3 (+3 armor, +3 Dex)
hp 9 (1d8+i)
Fort +i, Ref +5, Will +1
OFFENSE
Speed 30 ft.
Melee mwk short sword +2 (1d6/19-20), short swo rd +i
(1d6/19-20)
Ranged shortbow +3 (1d6/x3)
Special Attacks sneak attack +id6
TACTICS
Before Combat The rogue listens a n d watches for the PCs,
making Perception checks, and maneuvers h i mself to
maxim ize his chances of perform i n g sneak attacks.
During Combat The rogue attem pts to use his sneak attack
a b i l ity, either by s hooti n g arrows from h i d i n g or by m ovi ng
i nto fl a n ki n g positions with h i s a l l ies, ta rgeti n g whichever
PC a ppears to be the wea kest of the pa rty.
Morale U nwi l l i n g to admit defeat so easi ly, the rogue fights
until h e is u n conscious.
STATISTICS
Str 10, Dex i7, Con i2, Int i4, Wis i3 , Cha 8
Base Atk +o; CMB +o; CMD i3
Feats Two-Weapon Fighti ng, Weapon Fi n esse
Skills Acro batics +6, B l uff +3 , C l i m b +3 , Disable Device +6,
Escape Artist +6, I ntim idate +3, Knowledge (d u n geoneeri n g)
+6, Knowledge (local) +6, Perception +s, Sense M otive +5,
S l eight of H a n d +7, Stea lth +6
16
....
-
--
..
-- --
.
. ,
' J ---
---
-.
Co
OFFENSE
Speed 20 ft.
Melee mwk greatsword +6 (2d6+5/19-20)
Special Attacks c h a n n e l positive en ergy 4/day (DC 12 (14 to
dam age u n dead], ld6}
Domain Spell-Like Abilities (C L 2nd; concentration +4)
5/day-to uch of glory (+2)
5/day-battle rage (+i damage)
Cleric Spells Prepared (C L 2nd; concentration +4)
1st-bane (DC 13), doom (DC 13), entropic shield, magic weapon
o (at wi l l )-bleed (DC n) , guidance, resistance, stabilize
D Domain s p e l l ; Domains G l o ry, Wa r
TACTICS
Before Combat The cleric has used his to uch of glory a b i l ity
on h i mself to i n crease h i s chances of success when
i ntim idati ng foes, and has also cast entropic shield on
h i m self and magic weapon on his weapon.
During Combat The cleric enters a battle rage, wades i nto
com bat, and fights fu rious ly, using spells l i ke bane a n d
doom to h i nder fo e s w h i l e attacki n g with his m e l e e wea pon.
If necessary h e uses his positive energy to heal h i mself o r
his a l l ies.
Morale U nwi l l i n g to admit defeat so q u ickly, the cleric o n ly
retreats if his a l l ies fa l l and he is the o n ly one l eft.
Base Statistics If the cleric doesn't h ave time to cast his spells
upon h i mself before battle, h e has the fol lowi n g statistics:
Melee mwk greatsword +6 (2d6+4/19-20); I ntim idate +5.
STATISTICS
Str 16, Dex 10, Con 13 , Int 8, Wis 15, Cha 12
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (greatsword)
Skills I ntimidate +7; Racial Modifiers +2 I ntim idate
Languages Com m o n , O re
SQ a u ra (m oderate chaotic), ore blood, weapon fa m i l i a rity
Gear s p i ked banded m a i l , masterwo rk greatswo rd, 130 gp
CR 1 2
AS P I S F I G H T E R
CR 1
---
..
--,
.,
--
CR 1
Fem a l e h u m a n fi ghter 2
N E M e d i u m h u manoid ( h u m a n)
Init +i; Senses Perception +i
DEFENSE
AC 17, to uch 11, flat-footed 16 (+6 armor, +i Dex)
hp 21 (2d10+6}
Fort +5, Ref +i, Will +i; +i vs. fear
Defensive Abilities bravery +i
OFFENSE
Speed 20 ft.
Melee mwk greataxe +7 (1d12+4/x3)
Ranged throwi ng axe +4 (1d6+3)
TACTICS
During Combat The fighter l a u nches her throwi ng axe at the
nearest opponent, then d raws her greataxe and cha rges,
fighti n g a single opponent until h e is unconscious, then
17
movi n g onto the next. She uses her potion of cure light
wounds if she loses a significant n u m ber of hit points.
Morale The fighter is fearless, a n d fights to the death.
STATISTICS
Str 17, Dex 13 , Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Cleave, Power Attack, Weapon Focus (greataxe), Weapon
Focus (th rowi n g axe)
Skills C l i m b +4, I ntimidate +4, Knowledge (d u ngeoneeri n g) +5
Combat Gear potion ofcure light wounds; Other Gear
masterwo rk c h a i n m a i l , th rowi n g axe, masterwork greataxe,
102 gp
AS P I S ROG U E
CR 1
M a l e h u m a n rogue 2
N M ed i u m h u manoid ( h u m a n)
lnit +3; Senses Perception +6
DEFENSE
AC 17, to uch 13, flat-footed 14 (+3 armor, +3 Dex, +i shield)
h p 15 (2d8+3)
Fort +i, Ref +6, Will +i
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee mwk short sword +3 (1d6/19-20), mwk short swo rd +3
(1d6/19-20)
Ranged shortbow +4 (1d6/x3)
Special Attacks sneak attack +id6
TACTICS
Before Combat The rogue listens a n d watches for the PCs,
making Perception checks, and maneuvers h i mself to
maxim ize his chances of perform i n g sneak attacks.
During Combat The rogue attem pts to use his sneak attack
a b i l ity, either by s hooti n g arrows from h i d i n g or by m ovi ng
i nto fl a n ki n g positions with h i s a l l ies, ta rgeti n g whichever
PC a ppears to be the wea kest of the pa rty.
Morale U nwi l l i n g to admit defeat so easi ly, the rogue fights
until h e is u n conscious.
STATISTICS
Str 10, Dex 17, Con 12, Int 14, Wis 13 , Cha 8
Base Atk +i; CMB +i; CMD 14
Feats Two-Weapon Defense, Two-Weapon Fighti n g, Weapon
Finesse
Skills Acro batics +7, B l uff +4, C l i m b +4, Disa b l e Device +7,
Escape Artist +7, Knowledge (d u n geoneeri n g) +7,
l< n owledge (local) +6, Percepti on +6, Sense M otive +6,
Sleight of H a n d +8, Stealth +7, Use Magic Device +4
Languages Com m o n , Elven, Va risian
S Q rogue talents (com bat trick), trapfi n d i n g +i
Gear studded leather, shortbow with 20 arrows, masterwork
short swo rds (2), 105 gp
AS P I S S O RC E R E R
CR 1
'
CR 3
18
....
-
--
..
-- --
' J ---
---.
Co
AS P I S ROG U E
CR 3
Fem a l e h u m a n fi ghter 4
N E M e d i u m h u manoid ( h u m a n)
Init +i; Senses Perception +1
DEFENSE
AC 18, touch 11, fl at-footed 17 (+7 armor, +l Dex)
hp 38 (4d10+12)
Fort +6, Ref +2, Will +2; +i vs. fea r
Defensive Abilities bravery +i
OFFENSE
Speed 30 fl.
Melee mwk greataxe +io (1d12+8/x3)
Ranged mwk th rowi n g axe +7 (1d6+4)
TACTICS
During Combat The fi ghter l a u nches her t h rowi n g axe at the
---
..
-,
.,
--
CR3
M a l e h u m a n rogue 4
N M ed i u m h u manoid ( h u m a n)
Init +8; Senses Perception +8
DEFENSE
AC 19, touch 14, fl at-footed 15 (+4 armor, +4 Dex, +i shield)
h p 27 (4d8+6)
Fort +2, Ref +8, Will +2
Defensive Abilities evasion, trap sense +i, u n c a n ny dodge
OFFENSE
Speed 30 fl.
Melee mwk short sword +6 (1d6/19-20), mwk short sword +6
(1d6/19-20)
Ranged mwk s h o rtbow +8 (1d6/x3)
Special Attacks sneak attack +2d6
TACTICS
Before Combat The rogue listens a n d watches for the PCs,
making Perception checks, and maneuvers h i mself to
maxim ize his chances of perform i n g sneak attacks.
During Combat The rogue attem pts to use his sneak attack
a b i l ity, either by s hooti n g arrows from h i d i n g or by m ovi ng
i nto fl a n ki n g positions with h i s a l l ies, ta rgeti n g whichever
PC a ppears to be the wea kest of the pa rty.
Morale U nwi l l i n g to admit defeat so easi ly, the rogue fights
until a l l of his a l l ies h ave fa l len or h e is red uced to fewer
than 5 hit poi nts, at which point he flees.
STATISTICS
Str 10, Dex 18, Con 12, Int 14, Wis 13 , Cha 8
Base Atk +3 ; CMB +3; CMD 17
Feats I m proved I n itiative, Two-Weapon Defense, Two-Weapon
Fighti ng, Weapon Fi n esse
Skills Acro batics +11, B l uff +6, C l i m b +7, Disable Device +11,
Escape Artist +11, Knowledge (d u n geoneeri n g) +8,
l<n owl edge (local) +8, Perception +8, Sense M otive +8,
19
AS P I S C L E R I C
CR 3
'
CR 6
20
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Languages Com m o n , O re
TACTICS
CR 6
Fem a l e h u m a n fi ghter 7
N E M e d i u m h u manoid ( h u m a n)
lnit +i; Senses Perception +i
DEFENSE
AC i8, touch 11, fl at-footed i7 (+7 armor, +i Dex)
hp 64 (7dio+2i)
Fort +7, Ref +3 , Will +3; +2 vs. fea r
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +i greataxe +14/+9 (id12+io/x3)
Ranged mwk th rowi n g axe +11/+6 (id6+5)
Special Attacks wea pon tra i n i n g (axes +i)
TACTICS
During Combat The fighter l a u nches her throwi ng axe at the
nearest opponent, then d raws her greataxe and cha rges,
fighti n g a single opponent until h e is u n conscious, then
movi n g onto the next, using com bat maneuvers to gain the
most adva ntageous positions. She uses her potion of cure
moderate wounds if she loses a significant n u m ber of hit points.
Morale The fighter is fearless, and fights to the death.
STATISTICS
Str i8, Dex i3 , Con i4, Int 10, Wis i2, Cha 8
Base Atk +7; CMB +11; CMD 22
Feats B l i nd- Fight, Cleave, G reat Cleave, I m p roved B u l l Rush,
I m p roved S u n der, Powe r Attack, Wea p o n Focus (greataxe),
Wea p o n Focus (th rowi n g axe), Wea p o n Special izati o n
(greataxe)
Skills C l i m b +11, I ntim idate +8, Knowledge (d u n geoneeri n g) +7,
S u rvival +9
SQ armor tra i n i n g 2
Combat Gear potion of cure moderate wounds; Other Gear
+I chainmail, +I greataxe, masterwork th rowi n g axe, i,772 gp
AS P I S S O RC E R E R
CR6
AS P I S ROG U E
M a l e h u m a n rogue 7
N M ed i u m h u manoid ( h u m a n)
Init +8; Senses Perception +11
DEFENSE
AC 20, touch is, fl at-footed is (+4 a r m o r, +4 Dex, +I dodge,
+i s h i e l d )
h p 46 (7d8+u)
Fort +3 , Ref +9, Will +3
Defensive Abilities evasion, trap sense +2, u n c a n ny dodge
OFFENSE
Speed 30 ft.
Melee +i short sword +9 (id6+i/i9-20), mwk short sword +9
(id6/i9-20)
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CR 6
21
spiritual weapon
ist-bane (DC 14), deathwatch, doom (DC 14), entropic shield,
magic weapon, shield offaith
o (at wi l l )-bleed (DC i3), guidance, resistance, stabilize
D Domain s p e l l ; Domains G l o ry, Wa r
TACTICS
Before Combat The cleric h a s used h i s touch of g l o ry
a b i l ity on h i mself to i n c rease h i s c h a n ces of success when
i ntimidating foes, a n d h a s a l so cast bull's strength and
entropic shield o n h i mself, magic weapon o n h i s wea pon,
a n d magic vestment o n h i s a r m o r. In addition, h e casts his
spell immunity spells to grant i m m u n ity to magic missile
a n d fireball.
During Combat The cleric enters a battle rage, wades i nto
com bat, and fights fu rious ly, using spells l i ke bane a n d
blindness to h i nder foes, as wel l as spiritual weapon t o
com bat t h o s e he h i mself is n o t attacking w i t h his melee
weapon. If n ecessary h e uses h i s positive energy to heal
h i mself or a l l ies. H e uses breath oflife to restore life to
recently s l a i n a l l ies, a n d righteous might if possi b l e a n d h e
feels the o d d s a re n ot i n his favo r otherwise.
Morale U nwi l l i n g to admit defeat so q u ickly, the cleric o n ly
retreats if his a l lies fa l l and he is the o n ly one l eft.
Base Statistics If the cleric doesn't have time to cast his spells
upon h i mself before battle, h e has the fol lowi ng statistics:
AC 22, touch 11, fl at-footed 22; Melee +I greatsword +11/+6
(2d6+5/19-20); Str i6; CMB +9; CMD 20; I ntim idate +7
STATISTICS
Str 20, Dex 10, Con i4, Int 8, Wis i6, Cha 12
Base Atk +6; CMB +11; CMD 22
Feats Cl eave, Com bat Casting, Extend Spell, Power Attack,
Weapon Focus (greatsword)
Skills Diplomacy +6, I ntim idate +i6, Knowledge (rel igion) +4,
Sense Motive +7, Spellcraft +7; Racial Modifiers +2 I ntim idate
Languages Com m o n , O re
SQ a u ra (strong ch aotic), divi ne p resence (9 ro u n ds, DC i7),
ore blood, weapon fa m i l i a rity
Gear spiked +2 full plate, +I greatsword, ring of protection +I
TACTICS
Before Combat The sorcerer casts mage armor, protectionfrom
CR 8
'
AS P I S F I G H T E R
CR 8
Fem a l e h u m a n fi ghter 9
N E M e d i u m h u manoid ( h u m a n)
Init +i; Senses Perception +i
DEFENSE
AC i8, touch 11, fl at-footed 17 (+7 armor, +I Dex)
hp 81 (9d10+27)
Fort +8, Ref +4, Will +4; +2 vs. fea r
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +2 greataxe +19/+14 (1d12+12/19-20/x3)
Ranged mwk th rowi n g axe +i5/+10 (1d6+7)
Special Attacks wea pon tra i n i n g (axes +2, th rown +i)
22
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TACTICS
Skills Acro batics +i6, B l uff +11, C l i m b +i2, Disa b l e Device +i6,
AS P I S S O RC E R E R
CR8
AS P I S ROG U E
M a l e h u m a n rogue 9
N M ed i u m h u manoid ( h u m a n)
lnit +8; Senses Perception +13
DEFENSE
AC 21, touch i6, flat-footed i6 (+4 armor, +1 deflection, +4 Dex,
+i dodge, +i s h i e l d)
hp 58 (9d8+i4)
Fort +4, Ref +io, Will +4
Defensive Abilities evasion, trap sense +3, improved uncanny dodge
OFFENSE
Speed 30 fl:.
Melee +I short sword +io/+s (1d6+i/19-20), +I short sword
+10/+5 (1d6+i/19-20)
Ranged mwk s h o rtbow +11/+6 (1d6/x3)
Special Attacks sneak attack +sd6
TACTICS
Before Combat The rogue listens a n d watches for the PCs,
making Perception checks, and maneuvers h i mself to
maxim ize his chances of perform i n g sneak attacks.
During Combat The rogue attem pts to use his sneak attack
a b i l ity, either by s hooti n g arrows from h i d i n g or by m ovi ng
i nto fl a n ki n g positions with h i s a l l ies, ta rgeti n g whichever
PC a ppears to be the wea kest of the pa rty.
Morale U nwi l l i n g to admit defeat so easi ly, the rogue fights
until a l l of his a l l ies h ave fa l len or h e is red uced to fewer
than 10 hit poi nts, at which point he flees.
STATISTICS
Str 10, Dex i9, Con 12, Int 14, Wis i3, Cha 8
Base Atk +6; CMB +6; CMD 22
Feats Dodge, I m proved I n itiative, I m p roved Two-Weapon
Fighti ng, M o b i l ity, Two-Weapon Defense, Two-Weapon
Fighti ng, Weapon Fin esse, Weapon Focus (short sword)
---
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CR 8
23
=-ST'""'A'""'T"'"'IS""T""lc==s'---
Str 8, Dex i4, Con 14, Int i2, Wis 10, Cha i8
TABLE
Concluding Act
GM
i, hp
Table
io
Table GM may
consider offering a
8; Break D C 5)
exit the underground pas sages with the vase. I f the PCs
Skills B l uff +i6, Fly +io, I nt i m id ate +11, Perce ptio n +2,
Development:
GMs: STOP!
Cons ortium.
Dawn of th e
Quarter. Even i f the vase break s , the PCs can attend the
Jade Ph oenix,
prostitute, but his mother told him that his father was the
has taken a room in. (If the PCs made arrangements other
'
24
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DEFENSE
hp 30 (3d10+9)
every 5 p oint s by which the PCs beat this DC, they gather
CR2
LN M e d i u m h u manoid (h u m a n)
Init +s; Senses Perception +i
---
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25
'
CR4
CR6
26
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LN M e d i u m h u manoid (h u m a n)
lnit +5; Senses Perception +i
DEFENSE
AC 20, touch 12, fl at-footed 18 (+8 armor, +1 Dex, +1 dodge)
hp 64 (7d10+21)
Fort +7, Ref +3 , Will +3
OFFENSE
Speed 20 ft.
Melee + I katana +i3/+8 (1d8+7/18-20)
Special Attacks c h a l l enge (+7, 3/day)
STATISTICS
Str 18, Dex i3 , Con 14, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +n; CMD 23
Feats Cleave, Dodge, I m proved I n iti ative, M o u nted
Archery, Power Attack, Weapon Focus (kata n a), Weapon
Speci a l ization (kata na)
Skills B l uff +9, D i p l o m acy +9, I ntim idate +9, l< nowledge
(local) +io, Sense M otive +ll
Languages Com m o n , Tian
S Q banner +2, mount (ho rse), order a b i l ities (self re l i a nt),
order c h a l l e n ge +2, resolve (4/day), ro n i n , wea p o n
expertise (kata n a)
Other Gear +I banded mail, +I katana, 900 gp
SPECIAL ABILITIES
Banner {Ex) See descri ption from S u btier 3-4.
Challenge {Ex) See descri ption from S u btier 1-2.
Mount (Ex) See descri ptio n from S u btier 1-2.
Order Challenge {Ex) See descri ption from S u btier 1-2.
Resolve {Ex) See descri ption fro m S u btier 1-2.
Self Reliant {Ex) See description from S u btier 1-2.
Weapon Expertise {Ex) See descri ption from S u btier 1-2.
RO N I N
RO N I N
C R9
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C R 11
27
How the P C s wish to rest and recup erate from the day's
Development:
custody, A s p i s
ronin's impre s s ive blade work bail him out later that
night and adopt him into their organization. Feeling
indebted to the Cons ortium for their aid, he accept s .
ACT 4: MURDEROUS
INTENTIONS
(CR VARIES BY SUBTIER)
In this act, the P C s ' As pis Cons ortium rivals s end a troupe
of foreign a s s a s sins to slay them. The Cons ortium targets
the PCs both as a threat to their own obj e ctives and out of
vengeance for whatever damage the PCs inflicted on them
in Act 3. The stealthy a s s a s sins break into their room and
set up an ambush, hoping to catch the PCs unaware.
CR 1 2
A D I RA N AS SAS S I N S 3
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i/ro u n d for
CR 1
29
Guide 134)
LE M ed i u m h u manoid ( h u m a n)
Init +3; Senses Perception +6
DEFENSE
AC 16, to uch 13 , flat-footed 13 (+3 armor, +3 Dex)
hp 14 each (2d8+2)
Fort +o, Ref +6, Will +i
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee mwk short sword +s (1d6+2/19-20 plus poison)
Ranged dart +s (1d4+2 p l u s poison)
Special Attacks sneak attack +id6
TACTICS
Before Combat The assassins stea lthily a p p roach b e h i n d
oppon ents, atte m pting t o p o i s o n them w i t h da rts before
enteri ng melee.
During Combat The assassi ns attem pts to m a n e uver i nto
fl a n ki n g positions, using Acro batics checks to navigate
a ro u n d the fu rniture.
Morale If a n assassi n's a l lies fall, the assassin attem pts to flee.
If caught, the captured assassin attem pts to ki l l herself
before she can be forced to ta l k.
STATISTICS
Str 14, Dex i7, Con 10, Int 13, Wis 12, Cha 8
Base Atk +i; CMB +3; CMD 16
Feats Weapon Finesse, Weapon Focus (da rt)
Skills Acro batics +7, B l uff +4, C l i m b +6, Disguise +4, Escape
Artist +7, Knowledge (local) +6, Perception +6, Sense
M otive +6, Slei ght of Hand +8, Stea lth +7
Languages Com m o n , Qadiran
S Q poison use, rogue talents (s urprise attack)
Combat Gear bloodroot poison (3 doses); Other Gear studded
leather, dart, m asterwork short sword, 145 gp
SPECIAL ABILITIES
Poison {Ex) B l o o d root- i nj u ry; save Fort DC 12; frequency
l/ro u n d for 4 ro unds; effect 1 Con and 1 Wis; cure 1 save.
TACTICS
Before Combat The assassins stea lthily a p p roach b e h i n d
CR 3
'
A D I RA N AS SAS S I N S 3
30
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OFFENSE
Speed 30 ft.
Melee +i short sword +12/+7 (1d6+3/19-20 p l u s l asti n g poison)
Ranged dart +11/+6 (1d4+2 p l u s poison)
Special Attacks sneak attack +5d6, poison
TACTICS
Before Combat The assassins h ave q uaffed potions of invisibility,
and stea lthily approach opponents from behind, attempting
to poison them with darts before enteri ng melee.
During Combat The assassi ns attem pt to m a n euver i nto
fl a n ki n g positions, using Acro batics checks to navigate
a ro u n d the fu rniture.
Morale If a n assassi n's a l lies fall a n d she is dropped to fewer
than 12 hit poi nts, the assassin attem pts to flee. If caught,
the captured assassin attem pts to ki l l herself before she can
be forced to ta I k.
STATISTICS
Str i4, Dex 18, Con 10, Int i4, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 23
Feats Agi le M a n e uvers, Combat Reflexes, Stealthy, Weapon
Finesse, Weapon Focus (da rt), Weapon Focus (s hort swo rd)
Skills Acrobatics +16, Bluff +n, Climb +14, Craft (alchemy) +i4,
Disguise +n, Escape Artist +i8, Knowled ge (local) +14, Perception
+13, Sense Motive +13, Sleight of Hand +16, Stealth +i8
Languages Com m o n , Qadiran
S Q m aster poisoner, poison use, rogue talents (s urprise
attack, l asti ng poison, swift poison, distracti n g attack)
Combat Gear potions of invisibility (2), purple wo rm poison (3
doses); Other Gear +i studded leather, +1 short sword, dart,
cloak ofresistance +i, ring ofprotection +1, 865 gp
SPECIAL ABILITIES
Lasting Poison (Ex) See descri ption from S u btier 5-6.
Master Poisoner (Ex) See descri ption from S u btier 5-6.
Poison (Ex) Purple worm poison-inj u ry; save Fort DC 24;
frequency i/ro u nd for 6 ro unds; effect id3 Str; cure 2 saves.
Swift Poison (Ex) See descri ption fro m S u btier 8-9.
hp 42 each (7d8+7)
Fort +3 , Ref +10, Will +4
Defensive Abilities evasion, u n c a n ny dodge
OFFENSE
Speed 30 ft.
Melee +1 short sword +11 (1d6+3/19-20 p l u s lasting poison)
Ranged dart +10 (1d4+2 p l u s poison)
Special Attacks sneak attack +4d6
TACTICS
Before Combat The assassins h ave q uaffed potions of invisibility,
and stea lthily approach opponents from behind, attempting
to poison them with darts before enteri ng melee.
During Combat The assassi ns attem pts to m a n e uver i nto
fl a n ki n g positions, using Acro batics checks to navigate
a ro u n d the fu rniture.
Morale If a n assassi n's a l lies fall a n d she is dropped to fewer
than 7 hit points, the assassin attem pts to flee. If caught,
the captured assassin attem pts to ki l l herself before she can
be forced to t a l k.
STATISTICS
Str 14, Dex 18, Con 10, Int 13 , Wis 12, Cha 8
Base Atk +s; CMB +9; CMD 21
Feats Agi le M a n e uvers, Combat Reflexes, Weapon Fin esse,
Weapon Focus (da rt), Weapon Focus (short sword)
Skills Acro batics +i4, B l uff +9, C l i m b +12, Disguise +9, Escape
Artist +i4, Knowledge (local) +11, Perception +11, Sense
M otive +11, S l eight of Hand +i4, Stea lth +i4
Languages Com m o n , Qadiran
S Q m aster poisoner, poison use, rogue tal ents (s urprise
attack, lasti ng poiso n , swift poison)
Combat Gear potions of invisibility (2), La rge sco rpion poison
(3 doses); Other Gear + i studded leather, + i short sword,
dart, cloak ofresistance +i, 315 gp
SPECIAL ABILITIES
Lasting Poison (Ex) See descri ption from S u btier 5-6.
Master Poisoner (Ex) See descri ption from S u btier 5-6.
Poison (Ex) La rge scorpion poison-inj u ry; save Fort DC 17;
frequency i/ro u n d for 6 ro unds; effect id2 Str; cure 1 save.
Swift Poison (Ex) A rogue with this talent can apply poison to a
weapon as a move action, i n stead of a standard actio n .
A D I RA N AS SAS S I N S 3
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31
Development:
+i
the event .
TABLE
GMs: STOP!
At this time
Table GMs
Overseer GM resumes
spells.
'
are allowe d
32
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their faces red with black circle s ab out the eye s . Clown
Creatures:
The
General;
otherwi s e ,
the
Aspis
fighter
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33
CR 1 2
DEFENSE
AC 10, to uch 10, fl at-footed 10
OFFENSE
Melee b room -1 (1d6+3 n o n l ethal)
STATISTICS
Gear b room
AS P I S F I G H T E R AS T H E WA R R I O R W O M A N
CR 1
DEFENSE
AC 18, touch n, fl at-footed 17 (+7 armor +1 Dex)
OFFENSE
Melee wooden polearm +5 (1d8+4 non lethal)
STATISTICS
Gear costume armor, wooden polearm
CR 1 2
AS P I S F I G H T E R AS T H E WA R R I O R W O M A N
DEFENSE
AC 18, touch n, fl at-footed 17 (+7 armor+i Dex)
OFFENSE
RO N I N AS TH E G E N E RA L
CR 4
STATISTICS
DEFENSE
OFFENSE
RO N I N AS TH E G E N E RA L
CR 2
STATISTICS
DEFENSE
AC 18, touch n, fl at-footed 17 (+7 armor, +1 Dex)
OFFENSE
Melee wooden swo rd +6 (1d8+3 non lethal)
STATISTICS
Gear costume armor, wooden swo rd
CR 1
DEFENSE
AC 13 , touch 13 , fl at-footed 10 (+3 Dex)
OFFENSE
AS P I S ROG U E AS T H E C RU E L BAN D I T
CR 1 2
DEFENSE
AC 13 , touch 13 , fl at-footed 10 (+3 Dex)
OFFENSE
Melee l o n g wooden knife +3 (1d4 n o n l ethal)
Special Attacks sneak attack +id6 non l eth a l
STATISTICS
Gear long wooden knife
AS P I S S O RC E R E R AS T H E M O N KEY KI N G
CR 1
DEFENSE
AC n, touch n, fl at-footed 10 (+i Dex)
OFFENSE
AS P I S S O RC E R E R AS T H E M O N KEY KI N G
CR 1 2
STATISTICS
Gear m o n key mask
DEFENSE
AC n, touch n, fl at-footed 10 (+i Dex)
OFFENSE
Melee u n a rmed stri ke -1 (1d3-1)
STATISTICS
Gear m o n key mask
CR 3
DEFENSE
AC lo, to uch lo, fl at-footed lo
AS P I S C L E R I C AS T H E WH I T E - EY E D C LOWN
OFFENSE
CR 1
DEFENSE
STATISTICS
'
34
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Gear b room
CR 3
AS P I S F I G H T E R AS T H E WA R R I O R W O M A N
DEFENSE
AC 18, touch n, fl at-footed 17 (+7 armor, +i Dex)
OFFENSE
RO N I N AS TH E G E N E RA L
CR
STATISTICS
Gear costume armor, wooden polearm
DEFENSE
AC 19, touch 12, fl at-footed 17 (+7 armor, +1 Dex, +i dodge)
OFFENSE
Melee wooden swo rd +i4/+9 (1d8+4 n o n l ethal)
STATISTICS
Gear costume armor, wooden swo rd
RO N I N AS TH E G E N E RA L
CR 6
DEFENSE
AC 19, touch 12, fl at-footed 17 (+7 armor, +i Dex, +i dodge)
OFFENSE
AS P I S ROG U E AS T H E C RU E L BAN D I T
CR 6
STATISTICS
DEFENSE
OFFENSE
AS P I S ROG U E AS T H E C RU E L BAN D I T
CR 3
DEFENSE
AC 14, to uch 14, fl at-footed 10 (+4 Dex)
OFFENSE
Melee l o n g wooden knife +7 (1d4 non leth al)
Special Attacks sneak attack +2d6 non l eth a l
STATISTICS
Gear long wooden knife
AS P I S S O RC E R E R AS T H E M O N KEY KI N G
CR 6
DEFENSE
AC n, touch n, fl at-footed 10 (+i Dex)
OFFENSE
AS P I S S O RC E R E R AS T H E M O N KEY KI N G
CR 3
STATISTICS
Gear m o n key mask
DEFENSE
AC n, touch n, fl at-footed 10 (+i Dex)
OFFENSE
Melee u n a rmed stri ke +i (1d3-1)
STATISTICS
Gear m o n key mask
CR 8
DEFENSE
OFFENSE
AS P I S C L E R I C AS T H E WH I T E - EY E D C LOWN
CR 6
STATISTICS
DEFENSE
AC 10, to uch 10, fl at-footed 10
OFFENSE
Melee b room +4 (1d6+3 n o n l ethal)
STATISTICS
Gear b room
Gear b room
AS P I S F I G H T E R AS T H E WA R R I O R W O M A N
DEFENSE
AC 18, touch n, fl at-footed 17 (+7 armor, +1 Dex)
OFFENSE
AS P I S F I G H T E R AS T H E WA R R I O R W O M A N
CR 6
STATISTICS
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35
CR 8
RO N I N AS TH E G E N E RA L
CR 11
TABLE
DEFENSE
GMs: STOP!
OFFENSE
STATISTICS
AS P I S ROG U E AS T H E C RU E L BAN D I T
CR 8
Mausoleum Entrance
DEFENSE
-------
FFENSE
Melee l o n g wooden knife +10/+5 (1d4 non lethal)
Special Attacks sneak attack +5d6 non l eth a l
STATISTICS
Gear long wooden knife
0
AS P I S S O RC E R E R AS T H E M O N KEY KI N G
'
CR 8
DEFENSE
AC 13 , touch i3 , fl at-footed 10 (+2 Dex, +i dodge)
OFFENSE
Melee u n a rmed stri ke +3 (1d3-1)
STATISTICS
Gear m o n key mask
After 40 minute s , t h e
OVERSEER GM
,,..;
I
and
carry
250
p ound
casket
into
the
s p ecified
The stairs em pty i nto a long h a l l of cool gray sto ne. O n both
sides of the smooth, polished wa l l s open deep, n a rrow a rches
that recede i nto stra ight, dark h a l lways. A go ld-skinned
h u manoid sits i n a trance l i ke state i n the middle of the room
l i ke a great silent statue. Across his lap is a massive s p i ked c l u b.
B e h i n d the creatu re, on the fa r side of the h a l l , a s m a l l b rass
gong h a n gs sti l l upon a lacquered wooden fra me. Beside the
gong rests a l a rge m a l l et, its beater wrapped i n cloth.
'
36
....
.
-
--
..
-
-- --
. ,
' J ---
---- -
,,
IRO N WA L L T RA P
EFFECTS
Trigger locatio n ; Reset none
Effect spell effect (wall ofiron (hard ness 10, h p 60, Break
+i natural)
h p 68 (1d10+30); regeneration 5 (fi re or acid)
Fort +11, Ref +6, Will +7; +1 vs. fea r,
Defensive Abilities bravery +1; SR 15
OFFENSE
Speed 35 ft.
Melee mwk greatc l u b +i4/+9 (1d10+9) or
2 cl aws +i3 (1d6+6)
Ranged mwk com posite lon gbow +i3/+8 (1d8+6/x3)
Spell-Like Abilities (C L 4th ; concentration +7)
At will-invisibility
3/day-darkness, fly
l/day- charm person (DC 14), deep slumber (DC 16)
TACTICS
During Com bat J udge Hen g's pri m a ry task is to gua rd the gong
and then a lcove c, and he attem pts to keep h i m self between
the PCs and their goa l at a l l costs. Should J udge Heng
knock a n opponent unconscious, on his next tu rn he picks
up the fal len creatu re and then th rows it into the nea rest
a lcove (other than a lcove c). The creature disa ppears into the
i l l usionary wa l l of blades, tri ggeri ng the trap within, which
i m prisons it.
Moral Once reduced to 16 hit poi nts, the j udge su rrenders,
conced i n g to the PCs as his victors.
STATISTICS
Str 23, Dex 20, Con 19, Int 10, Wis 16, Cha 16
Base Atk +7; CMB +i3; CMD 29
Feats Cl eave, Com bat Reflexes, Dodge, Power Attack, Step U p,
Vital Stri ke
Skills B l uff +11, Disguise +5, Fly +7, I ntim idate +11, Knowledge
(a rca n a) +8, Perception +11, Sense Motive +11, Spellcraft +2,
Stea lth +i3 , Use Magic Device +11
Languages Com m o n
CR 4
M a l e kuwa o n i
h p 42 (use the kuwa o n i stats on p a g e 13)
TACTICS
During Com bat J udge Hen g's pri m a ry task is to gua rd the gong
and then a lcove c, and he attem pts to keep h i mself between
the PCs and their goa l at a l l costs. Should J udge Heng
knock a n opponent unconscious, on his next tu rn he picks
up the fal len creatu re and then th rows it into the nea rest
a lcove (other than a lcove c). The creature disa ppears into the
i l l usionary wa l l of blades, tri ggeri ng the trap within, which
i m prisons it.
Moral Once reduced to 8 hit poi nts, the j udge s u rrenders,
conced i n g to the PCs as his victor.
CR 6
- --
- f
..
--,
.,
--
CR 6
37
lJihg
SQ
Other Gear
fl E3
CR 8
'
UDGE HENG
38
C R 11
....
-
--
..
-- --
. ,
' J ---
---- -
,,
+i dodge, +1 natural)
169 (14d10+93); regeneration 5 (fi re o r acid)
Fort +i6, Ref +i2, Wi l l +11; +2 vs. fea r,
Defe n sive Abilities bravery +2; SR 15
OFFENSE
Speed 35 ft.
Melee mwk greatc l u b +24/+i9/+14 (1d10+i3) or
2 cl aws +21 (1d6+7)
Ranged mwk com posite lon gbow +20/+i5/+10 (1d8+6/x3)
Special Attacks wea pon tra i n i n g (ham mers +2, natural +1)
Spe l l - Li ke Abilities (C L 4th ; concentration +7)
At will-invisibility
3/day-darkness,jly
l/day-charm person (DC 14), deep slumber (DC 16)
TACTICS
During Com bat J udge Heng's pri m a ry task is to gua rd the gong
and then a lcove c , and he attem pts to keep h i m self between
the PCs and their goa l at a l l costs. Should J udge Heng
knock a n opponent unconscious, on his next tu rn he picks
up the fal len creatu re and then th rows it into the nea rest
a lcove (other than a lcove c) . The creature disa ppears into the
i l l usionary wa l l of blades, tri ggeri ng the trap within, which
i m prisons it.
Moral Once reduced to 45 hit poi nts, the j udge su rrenders,
conced i n g to the PCs as his victors.
STATISTICS
Str 23, Dex 20, Con 20, I n t 10, Wis 16, C h a 17
Base Atk +14; C M B +20; C M D 37
Feats Cl eave, Com bat Reflexes, Dodge, I m proved B u l l Rush,
Light n i n g Reflexes, Power Attack, Sta nd Sti l l , Step U p,
To ughness, Vita l Stri ke, Weapon Focus (greatc l u b), Weapon
Speci a l ization (greatc l u b)
Ski l l s B l uff +i5, Disguise +s, Fly -2, I ntim idate +i5, Knowledge
(a rca n a) +11, Perception +i4, Sense Motive +i5, S p e l l craft +2,
Stea lth +6, Use M agic Device +12
Languages Com m o n
S Q armor tra i n i n g 2, change shape (S m a l l o r M e d i u m h u m an,
alter self)
Other Gear +2 breastplate, masterwo rk greatc l u b, masterwo rk
com posite longbow with 20 a rrows, cloak ofresistance +I,
ring of protection +i, 1,995 gp
hp
Development:
There
a r e t h r e e ways
to
e n d this
encounter.
Rin_gin_g th e Gon_g:
UDGE HENG
C R 13
- --
- f
..
--,
.,
--
39
illusions to fade from the arche s and dismis sing any iron
wal l s .
to area
Mz;
-2
the exit.
c,
100
c,
fe et
down
the
tunnel
acce s s e d
CR
Jud se H en s
CR 2
.
. ,
---
',, J --- -- -
EFFECTS
Tri gger
Effect
G REAS E D C H U T E T RA P
CR 3
Type
Type
G REAS E D C H U T E T RA P
CR 4
B L I N D I N G LI G H T T RA P
CR 5
Type
CR 6
CR 8
G REAS E D C H U T E T RA P
CR7
Type
CR 10
Development:
p a s s age into area M4; the PCs are free to enter through
B L I N D I N G LI G H T T RA P
Type
magic;
Percepti on
CR 3
DC 27;
---
Disable Device
..
--,
other groups have entered. Upon arrival, the PCs hear the
DC 27
.,
--
41
WAVE i: M E D I U M AI R E L E M E N TA L S 2
CR 3
hp
WAVE 2: LA RG E F I R E E L E M E N TA L
CR 5
hp
WAVE i: LA RG E EART H E L E M E N TA L S 2
Mz
CR 5
hp
WAVE 2: H U G E WAT E R E L E M E N TA L
CR7
hp
WAVE i: H U G E AI R E L E M E N TA L S 3
CR 7
hp
Ms.
hp
CR
CR
WAVE 2: E L D E R F I R E E L E M E N TA L
hp
CR 11
Creatures:
The
entire
floor
of the
elemental s , the
main p a s s age
each table
has
defeated
the
first
wave
of
elemental s , the
inform the
TABLE u
"
S.
pl
M . STO .
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
/OVERSEER GM
W
""
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
WAVE i: S M A L L F I RE E L E M E N TA L S 2
hp
CR
CR 3
Table GM
Hou s e .
'
42
....
-
--
..
-- -
--
' J ---
---.
Co
The
Overseer GM
TABLE
INGGONG DISCIPLE
GMs: SToP!
as
GM notes
Overseer GM calls
out
Sifu's
ki
"Code
---
..
-,
.,
--
43
CR 3
CR 6
'
CR
44
....
-
--
..
-- -
--
' J ---
---.
Co
Languages
C R 12
---
..
-,
.,
--
C R 14
45
TABLE
GMs: SToP!
Table GMs
succes sion. Whenever players roll a natural 20, they are done
(though they must keep the roll showing) . The first table to
have every player roll a natural 20 ends the competition.
The
Overseer GM ends
FINAL CLOSING
After the final s cene, the
GMs
'
Overseer GM should
/OVERSEER GM
Table
46
....
-
--
..
-- -
--
' J ---
--.
Co
T h e fo l l ow i n g t e x t is t h e p r o p e rty of W i z a r d s of t h e C o a s t , I n c . a n d i s
C o p y r i g h t 2 0 0 0 W i z a r d s of t h e C o a s t , l n c ("Wiza rds"). A l l R i g h t s Reserve d .
L Defi n i t i o n s : (a) " C o n t r i b utors" m e a n s t h e copyright a n d/o r t r a d e m a r k
o w n e r s w h o h a v e c o n t r i b uted O p e n G a m e C o n t e n t ; ( b) " D e rivative Material"
m e a n s copyrighted material i n c l u d i n g d e r ivative works and translations ( i n cl u d i n g
i n t o other c o m p uter l a n g u a ges), potati o n , m o d ifi c a t i o n , correct i o n , a d d i t i o n ,
exte n s i o n , u p grade, i m p rove m e n t , c o m p i l a t i o n , a b r i d g m e n t o r other fo r m i n
w h i c h a n exist i n g work may be recast, t r a n s fo r m e d o r a d a pted; (c) " D istrib ute"
m e a n s to repro d u ce, license, rent, lease, s e l l , broad cast, p u b licly d i s p l ay, t r a n s m i t
o r otherwise d i s t r i b ute; (d ) "Open G a m e C o n tent" m e a n s t h e g a m e m e c h a n i c
a n d i n c l u d e s t h e m e t h o d s , p r o ced u res, processes a n d r o u t i n e s to t h e exte nt s u c h
c o n t e n t does n o t e m body t h e P ro d u ct I d e n tity a n d is a n e n h a n c e m e n t over t h e
p r i o r art a n d a n y a d d itio n a l content clearly ide ntified as O p e n G a m e Content
by t h e C o n t r i b utor, a n d m e a n s a n y work cove red by t h i s License, i n c l u d i n g
t r a n s l a t i o n s a n d d e r ivative works u n d e r copyright l aw, b u t s p e cifi c a l l y exc l u d es
P r o d u c t I d e ntity. (e) " P rod u ct I d e n t ity" m e a n s p r o d u ct a n d p r o d u ct l i n e n a m es ,
logos a n d i d e ntify i n g m a rks i n c l u d i n g trade d ress; a rtifacts, creatu res, c h a racters,
stories, story l i nes, p l ots, thematic elements, d i a l ogue, i n cidents, l a n g u a ge,
artwork, s y m b o l s , designs, d e p i c t i o n s , l i ke n esses, fo r m ats, poses, c o n cepts,
themes and graphic, p h otogra p h i c and other visual o r audio representations;
n a mes a n d descriptions of c h a racters, s p e l l s , e n c h a n t m e n t s , perso n a l ities,
teams, personas, l i ke n esses and s p e c i a l a b i l ities; p l a ces, locations, envi r o n m e nts,
creatu res, e q u i p m e n t , magical o r s u pe r n a t u r a l a b i l ities o r effects, logos, sy m bo l s ,
o r g r a p h i c designs; a n d a n y other t r a d e m a r k o r registered t r a d e m a r k c l e a r l y
i d e ntified as P ro d u ct ide ntity b y t h e owner of t h e P r o d u ct I d e n tity, a n d w h i c h
specifi c a l ly excl u d e s t h e O p e n G a m e Content; (f) "Tr a d e m a rk" m e a n s t h e l o g o s ,
n a mes, m a rk, s i g n , m otto, d e s i g n s t h a t a re used b y a C o n t r i b u t o r to i d e n t ify itself
o r its p r o d u cts o r t h e associated p r o d u cts c o n t r i b uted to t h e O p e n Game License
by t h e C o n t r i b u t o r (g) " U se", " U sed" o r " U s i n g" m e a n s to use, D i s t r i b ute, co py,
edit, fo r m a t , m o d ify, t r a n s l ate a n d otherwise create De rivative Material of O p e n
G a m e Content. (h) l<Yo u" o r "Yo u r" m e a n s t h e l i censee i n terms of t h i s a g r e e m e n t .
2 . T h e License: T h i s Lice n s e a p p l i es to a n y O p e n G a m e C o n t e n t t h a t c o n t a i n s
a n otice i n d icat i n g t h a t t h e O p e n G a m e C o n t e n t m ay o n ly be U s e d u n d e r a n d i n
t e r m s of t h i s License. Yo u m u st a ffi x s u c h a n ot i ce t o a n y O p e n G a m e C o ntent
t h a t y o u U s e . N o t e r m s m a y be a d d e d to o r s u btracted fro m t h i s License exce pt
a s d e s c r i b e d by the License itself. No o t h e r terms o r c o n d i t i o n s m ay be a p p l i e d
to a n y O p e n G a m e C o n t e n t d is t r i b uted u s i n g t h i s L i c e n s e .
3 . Offe r a n d Acce pta n ce : By U s i n g t h e O p e n G a m e C o ntent Yo u i n d icate
Yo u r acceptance of t h e terms of this License.
4 . Grant and C o n s i d e r a t i o n : In c o n s i d e r a t i o n fo r agreei n g to use t h i s License,
t h e C o n t r i b u t o r s g r a n t Yo u a p e r p et u a l , worldwide, royal ty-free, n o n -exc l u s ive
l i c e n s e with the exact t e r m s of t h i s Lice n s e to Use, the O p e n G a m e C o n t e n t .
5 . Re p res e n t a t i o n of A u t h o rity to C o n t r i b u te: I f Yo u a r e c o n t r i b u t i n g o r i g i n a l
m a t e r i a l a s O p e n G a m e C o n t e n t , Yo u represent t h a t Yo u r C o n t r i b u t i o n s a r e
Yo u r o r i gi n a l creat i o n a n d/o r Yo u h ave s u ffi c i e n t r i g h t s to g r a n t t h e r i g h t s
conveyed by t h i s Lice n s e .
6 . N otice of L i c e n s e C o py r i g ht: Yo u m u st u p d ate t h e COPYR I G H T N OT I C E
p o r t i o n of t h i s License to i n c l u d e t h e exact text of t h e C O PY R I G H T N OT I C E
of a n y O p e n G a m e C o n t e n t Yo u a r e c o p y i n g , m o d ify i n g o r d is t r i b u t i n g, a n d
Yo u m u s t a d d t h e t i t l e , t h e c o p y r i g h t d ate, a n d t h e copyright h o l d e r's n a m e t o
t h e C O PY R I G H T N OT I C E of a n y o r i gi n a l O p e n G a m e C o n t e n t y o u D i s t r i b ute.
7. Use of Prod u ct I d e ntity: Yo u agree n o t to U s e a n y P ro d u ct I d e nt ity, i n c l u d i n g
as a n i n d ication as to c o m p a t i b i l ity, except as expressly licensed i n a n ot h e r,
i n d e p e n d e n t Agree m e n t with t h e own e r of each e l e m e n t of that P r o d u ct I d e nt ity.
Yo u agree not to i n d icate c o m p a t i b i l ity o r c o - a d a pta b i l ity with any Tra d e m a r k o r
Registered Tra d e m a r k i n conj u n c t i o n with a w o r k conta i n i n g O p e n G a m e Content
except as expressly licensed i n a n ot h e r, i n d e p e n d e n t Agree m e n t with t h e own e r
of s u c h Tra d e m a r k o r Registered Tra d e m a rk. The use of a n y Prod u ct I d e n tity i n
O p e n G a m e C o n t e n t d oes n o t constitute a c h a l l e n ge to t h e own e r s h i p of t h a t
P r o d u c t I d e nt ity. T h e ow n e r of any P ro d u ct I d e ntity u s e d i n O p e n G a m e Content
shall ret a i n all rights, title a n d i n terest i n a n d to that Prod u ct I d e n tity.
8 . I d entifi cati o n : I f you d istrib ute Open G a m e Content Yo u m ust clearly i n d icate
which portions of the work that yo u are distributing are Open G a m e Content.
9 . U p d a t i n g t h e License: Wizards o r its d e s i g n ated Agents m a y p u b l i s h
u p d ated ve r s i o n s of t h i s Lice n s e . Yo u m a y u s e a n y a u t h o rized ve r s i o n of t h i s
License to co py, m o d ify a n d d i s t r i b ute a n y O p e n G a m e C o n t e n t o r i gi n a l ly
d is t r i b uted u n d e r a n y vers i o n of t h i s License.
1 0 . C o py of t h i s License: Yo u M U ST i n c l u d e a copy of t h i s Lice n s e with every
copy of the O p e n G a m e C o n t e n t Yo u d i s t r i b ute.
1 1 . U s e of C o n t r i b u t o r C r e d i t s : Yo u m ay n o t m a r ket o r advertise t h e Open
Game C o ntent using t h e name of a n y C o n t r i b u t o r u n less Yo u h ave written
p e r m i s s i o n fro m t h e C o n t r i b u t o r t o d o s o .
1 2 . I n a b i l ity to C o m p ly: I f it i s i m p o s s i b l e fo r Yo u t o c o m p l y with a n y of t h e
t e r m s of t h i s L i c e n s e with respect to s o m e o r a l l of t h e O p e n G a m e C o n t e n t d u e
to s t a t u t e , j u d i c i a l o r d e r, o r gove r n m e n t a l regu l a t i o n t h e n Yo u may n o t U s e a n y
O p e n G a m e M a t e r i a l s o affected.
1 3 . Te r m i n a t i o n : T h i s License will t e r m i nate a u t o m at i c a l l y if Yo u fa i l to
co m p ly with all t e r m s herein and fail to c u re such b r e a c h wit h i n 3 0 d ays of
beco m i n g aware of the b r e a c h . All s u b l icenses s h a l l s u rvive the t e r m i n a t i o n of
this License.
14. Refo rmation: If any p rovis i o n of this License is h e l d to be u n e n fo rceable, s u c h
provision s h a l l be refo rmed o n ly to the exte n t necessary to m a ke it e n fo rcea ble.
i 5 . C O PY R I G H T N OT I C E
O p e n Game License v i . o a 2 0 0 0 , W i z a r d s of t h e C o a s t , I n c.
System Reference Docu ment 2 0 0 0 , Wizards of t h e C o a s t , I n c; A u t h o rs :
J o n a t h a n Tweet, M o nte C o o k, S k i p W i l l i a m s , based o n m a t e r i a l by E . G a ry
Gygax a n d Dave A r n e s o n .
I ron Cobra from the Tome of Horrors 2 0 0 2 , N e c ro m a n ce r G a m e s , I n c . ;
A u t h o r : S c o t t G re e n e , b a s e d o n o r i g i n a l m a t e r i a l by P h i l i p M a sters.
Path.finder Society Special: Blood Under Absalom 2 0 1 1 , Paizo P u b l i s h i n g,
LLC; A u t h o r : T i m H itchcock.
Date
GM C h a racte r #
GM #
GM N a m e
0 Lantern Lodge
0Andoran
0 Chel iax
0 G rand Lodge
O Qadira
0 Sczarni
0 0sirion
0 Taldor
Cha racte r #
Cha racter N a m e
0Andoran
0 Chel iax
0 G rand Lodge
O Qadira
0 Sczarni
0 Taldor
Cha racte r #
Cha racter N a m e
0Andoran
0 Chel iax
0 G rand Lodge
O Qadira
0 Sczarni
0 Taldor
Cha racte r #
Cha racter N a m e
0Andoran
0 Chel iax
0 G rand Lodge
O Qadira
0 Sczarni
0 Taldor
Cha racte r #
Cha racter N a m e
0Andoran
0 Chel iax
0 G rand Lodge
O Qadira
0 Sczarni
0 Taldor
Cha racte r #
Cha racter N a m e
0Andoran
0 Chel iax
0 G rand Lodge
0 Qadira
0 Sczarni
O Taldor
Cha racte r #
Cha racter N a m e
0Andoran
0 Chel iax
D G rand Lodge
0 Qadira
O sczarni
--
..
-,
0 Taldor
.,
--
47
-----+----1
Cl
2,500 5
A.K.A.
-----
Pathfinder Society #
Character Name
Player Name
5,334
Faction
determined. You must accept the second roll, even ifit's wors e than the first roll. You may only
use this ability once. On using this ability, check the box and line through this boon.
Magic Boon: As a standard action, you may recall one s p ell that you have already prepared and
then cast that day. The s p ell is then prepared again, just as ifit had not been cast. You may only
us e this ability once. On using this ability, check the box and line through this boon.
Starting XP
Skill Boon: As an immediate action, you may reroll a skill check before succe s s is determined.
You must accept the second roll, even if it's worse than the first roll. You may only use this
ability once. On using this ability, check the box and line through this boon.
DD
I 1 I
I+
II
DD
determined. You must accept the second roll, even ifit's wors e than the first roll. You may only
use this ability twice. On using this ability, check one of the boxe s . O n using this ability the
second time, check the final box and line through this boon.
DD
DD
Magic Boon: A s a standard action , you may recall a spell that you have already prepared and
then cast that day. The spell i s then prepared again, just as if it had not been cast. You may
only use this ability twice. On using this ability, check one ofthe boxe s . O n using this ability
the s econd time, check the final box and line through this boon.
Skill Boon: As an immediate action, you may reroll a skill check before success i s determined.
You must accept the second roll, even if it's worse than the first roll. You may only use this
ability twice. On using this ability, check one of the boxe s . O n using this ability the second
time, check the final box and line through this boon.
Prestige Spent
determined. You must accept the second roll, even ifit's wors e than the first roll. You may only
use this ability three times . On using this ability, check one of the boxe s . O n using this ability
the third time, check the final box and line through this boon.
D D D Magic Boon: As a standard action , you may recall a spell that you have already prepared and
then cast that day. The spell i s then prepared again, just as if it had not been cast. You may
only use this ability three time s . On using this ability, check one of the boxe s . On using this
ability the third time, check the final box and line through this boon.
D D D Skill Boon: As an immediate action, you may reroll a skill check before success i s determined.
You must accept the second roll, even if it's worse than the first roll. You may only use this
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TOTAL COST O F I T E M S B O U G H T
I+
+
I=
r--+=
,
Start G P
G P Gained (G M O N LY)
ability three times . On using this ability, check one ofthe boxe s . On using this ability the third
time, check the final box and line through this boon.
I I
I
Items Sold
Su btotal
Ite m s Bought
Total
For GM Only
EVENT
EVENT CO D E
DATE
G a m e Master's Signatu re
I
I