PZO9278 Tombs of Golarion.pdf

March 23, 2018 | Author: thomas | Category: Dwarf (Middle Earth)


Comments



Description

Tombs of GolarionGolden Ossuary Cairn of Attai Horse-Speaker Everforge Cairn of Attai Golden Ossuary Everforge Horse-Speaker Location: Kerse, Druma Location: Near Kravenkus, Location: Barrowmoor, Nidal Interred: Wealthy Kalistocrats, World's Edge Mountains, Taldor Interred: Attai Horse-Speaker ossuary's architect Interred: Monastic dwarves and family, honored members Potential Treasures: Gilded bones, Potential Treasures: Relics of his tribe plus the wealth used to pay for connected to the god Magrim. Potential Treasures: Ancient Kellid the privilege of interment Presumably a forge. relics, including weapons and Note: Access granted only to those Note: Formerly a temple fortress; armor (legendary saddle?) who win annual lottery that became a mausoleum after the Note: Rumors of white-clad undead funds the tomb's operations. See religious order died out. Strong riders pervade the region, about winning that. Otherwise, defenses likely, but may have especially along nearby rivers. sneak in? Bribe guards? deactivated over time. Authors • Scott Fernandez, Ron Lundeen, and Larry Wilhelm Cover Artist • Maichol Quinto Interior Artists • Dave Allsop, Rogier van der Beek, Subroto Bhaumik, Steve Ellis, Christof Grobeleski, and Tim Kings–Lynne Cartographer • Robert Lazzaretti Creative Director • James Jacobs Editor-in-Chief • F. Wesley Schneider Managing Editor • James L. Sutter Development Lead • Mark Moreland Table of Contents Senior Developer • Rob McCreary Developers • John Compton, Adam Daigle, Mark Moreland, and Owen K.C. Stephens A Note on Buried Potential . . . . . . . . . . . . . . . 2 Associate Editors • Judy Bauer and Christopher Carey Editors • Joe Homes, Andrea Howe, and Ryan Macklin Cairn of Attai Horse-Speaker . . . . . . . . . . . . . 4 Lead Designer • Jason Bulmahn Designers • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter Clockwork Vault . . . . . . . . . . . . . . . . . . . . . 14 Managing Art Director • Sarah E. Robinson Everforge . . . . . . . . . . . . . . . . . . . . . . . . 24 Senior Art Director • Andrew Vallas Art Director • Sonja Morris Golden Ossuary . . . . . . . . . . . . . . . . . . . . 34 Graphic Designers • Emily Crowell and Ben Mouch Prismatic Lantern . . . . . . . . . . . . . . . . . . . 44 Publisher • Erik Mona Paizo CEO • Lisa Stevens Tomb of the Necrophage . . . . . . . . . . . . . . . 54 Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters Sales Associate • Cosmo Eisele Marketing Director • Jenny Bendel Vice President of Finance • Christopher Self Staff Accountant • Ashley Kaprielian Data Entry Clerk • B. Scott Keim Chief Technical Officer • Vic Wertz Software Development Manager • Cort Odekirk Senior Software Developer • Gary Teter Campaign Coordinator • Mike Brock Reference Project Manager • Jessica Price This book refers to several other Pathfinder Roleplaying Game products using the following Licensing Coordinator • Michael Kenway abbreviations, yet these additional supplements are not required to make use of this book. Customer Service Team • Sharaya Kemp, Katina Mathieson, Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of Sara Marie Teter, and Diego Valdez these books available online for free at paizo.com/prd. Warehouse Team • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood Website Team • Christopher Anthony, Liz Courts, Advanced Class Guide ACG Ultimate Equipment UE Winslow Dalpe, Lissa Guillet, Erik Keith, Chris Lambertz, Advanced Player’s Guide APG Ultimate Magic UM and Scott Spalding Ultimate Combat UC On the Cover This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without Paizo Inc. written permission. 7120 185th Ave NE, Ste 120 Pathfinder Campaign Setting: Tombs of Golarion © 2015, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Giantslayer, Redmond, WA 98052-0577 Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Quinn discovers that not all dead in paizo.com Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc. Printed in U.S.A. the many tombs of the Inner Sea rest easy in this exciting cover illustration by Maichol Quinto! I would recommend against angering a god by looting his place of worship. Those of no ambition may assert that the living have no claim to these treasures. my noble protege. Combining Avistani trappings with Mwangi traditions. Gideon Fullonna. The Consortium is in need of proficient explorers capable of balancing true fieldwork with more subtle arts. thanks to my ongoing duties in Magnimar. Arodnalu: You may recall that when Chelish colonists settled Sargava. Understand. they brought with them their religion. proficiency with political subterfuge and economic sabotage can be profitable. and as Kalabuto’s authorities are too 2 . and steeled describe opportunities to further develop your reputation. and decry the Consortium’s services as a legitimate purveyor of the world’s goods. along with much rich paraphernalia. driving up prices for all. I write you not as a reminder from doing the same. you will I served my time as a lowly explorer for several years already be lording your new silver Aspis badge over your before expanding my repertoire. including a rather enterprising priest in Kalabuto. You’ll be happy to know that only moments ago I sent Nonetheless. It seems the deity didn’t mind her mischaracterization—or perhaps even appreciated it—for Kalabuto was supposedly blessed with significant divine power. the priest’s congregation slowly scattered and later sealed the structure to discourage theft. and you would benefit less-decorated colleagues. defeated those who stood in my way. You have opportunity for your own exploration in Golarion’s greatest keepers of secrets and plunder: its tombs. the best agent is one who is able to handle the Patrons a glowing recommendation based on your any situation and in turn avoid dangerous situations that recent accomplishments in Eledir and Korvosa. once you have harvested the profit of these sites. that we perform a valuable service with every coin. crown. Many of the native people adopted the Chelaxians’ faith as their own. I may request your transfer to Varisia to aid me against the Heidmarchs’ machinations. but as the Last Azlanti isn’t around to lodge his discontent. Normally. for every elven lady or Keleshite prince buried with a pile of gold has deprived the economy of wealth. and coffer we liberate from these lightless holes. it is the entombed and their descendants who are the true manipulators of markets. Disregard such folly! In truth. As my current station suggests. A Note on Buried Potential To my astute pupil. In the interest of your professional and personal enrichment. I have included several reports of promising projects and finds that I monitor with some interest yet am unable to explore in full. bringing wealth to all corners of Golarion. myself to do so again if necessary. sure that by the time this message reaches you. she constructed a cathedral dedicated to her own interpretation of Aroden. Once Aroden died. Many cultures have hidden sarcophagi and crypts across the land that have remained untouched for millennia. I am offer no profit. I strongly suspect that the founding priest is interred within. Why do my subordinates never of my role in your ascendant career—though for your cross me? It is because they know I have survived the sake I trust you will never forget that detail—but to wilds. fruit or risk termination. bring what supplies you can while they’re distracted. It’s only a matter of time before the orcs overcome their paranoia and sack the place now Maiveer Sloan that we have found it. such trespasses are dealt with most ferociously. information. Cairn of Attai Emberbough Cairn: Popular history suggests that Though I do not fault an agent for ambition. his ambitions were overly guided by rampant speculation. hiding wealth. so keep your findings quiet. and shield him from our Patrons’ officers’ records from the fifth campaign reported signs wrath so long as he continues to keep his discovery secret. One who masterminded such a tragedy Of course. more remote forest. Their These are only a few of the under-exploited crypts ludicrous mythology means work continues undisturbed. Magnimar “Pale Chimera” tracked down this site near the source of 3 . they would certainly dwarven heroes. and before the orcs finally triumphed. I can think of was interred there. What a true shame it would be if that and guile to get themselves slaughtered in battle. the Were the Pathfinder Society to learn of a nigh- dwarves enjoyed several noteworthy victories. as with any crime up the axe against her ancestral enemies. it has continued long enough. Dwarves being dwarves. There remains just enough within to their stubbornness. those Pathfinders would almost certainly perish before It’s always amused me that the masses tend to admire a bloodthirsty crowd. which the local orc tribes avoid due compassionate mind than yours or mine. I am loath to Horse-Speaker uncultured Kellids inhabited most of Avistan before Taldor’s forgive one who lets himself be fooled. thanks to its lawless revolutionaries. so I have made Clockwork Vault backward traditions with civilization and progress. believing one of the Pactmasters interfering with a sophisticated explorer). It’s a thought that might tempt a less excavating the site. I already have a team organization. though. I’m sure. Your failed. much less features. Vexingly. that is what the inscriptions claim. they interred Ilingra in caught wind of foreign looters stealing treasures that a hillside in an elaborate tomb with all the honors of a rightfully belong to the revolutionary government. Executive Director Jal Hariki: A silver agent operating under the code name Bronze House. and opportunity from prying yet also makes resupplying the camp and extracting any of eyes. they are at the very least predictable. I recommend mark in the world. tempt the casual adventurer—the site’s true value. Any discoveries you make could attract every treasure mausoleums have sometimes survived such pillaging. and reclaiming these treasures. and must bear Gods speed. It may be that this Golden Ossuary across what is now the River Kingdoms. and its finds difficult. but for the extinct Shory people—a graveyard Prismatic Lantern must have reburied them. Whether the hooded merchant-rulers Introduction no reason that an agent of commerce should refrain from are mortal in the first place remains open to debate. apparently died in Galt. were to happen. an aging woman named Ilingra who took dispatch a team to investigate. and keep The Paderyn lineage hid their ancestors and fortunes well. that a now have destroyed most of the overthrown aristocracy’s site known as the Emberbough Cairn is connected to this treasures. me apprised of your progress. so predictable. Tombs of Golarion weak to stop a malcontent house cat (to say nothing of Pale River in Katapesh. Of course. Yet even though the rabble battered down long-dead society. however. One of the untouched tomb so close to Isarn. yet an exception in this case. but I found their crypt early in my career and removed Ilingra’s Rest: Much as I dislike dwarves and orcs for the choicest prizes. the constantly changing so high that it brushes the clouds. leading a charge that ultimately secured a major victory If a local mastermind ensured that the Gray Gardeners her kind. dwarves seem unable to bury their heroes would surely gain the respect and admiration of the without leaving behind enough precious metal to hire a Society’s enemies. of years ago. I believe. The Hold of Belkzen was their battleground thousands is its potential as a lure. it a Pactmaster. of some formidable kingdom that rose and fell well before His expedition notebook is filled to the margins with copies Everforge the Taldans’ arrival—a civilization that left a behind legacy of extraordinary inscriptions that suggest a connection of crumbling palaces and shattered fortifications scattered to the fabled flying cities of a past age. But Pale Chimera’s Armies of Exploration swept them aside and replaced their findings turned out to be quite intriguing. It’s located east of Heibarr in the nearby the doors of the most prominent crypts. Consortium wizards are jittery about magically future with the Consortium depends on you making your delivering resources or extracting agents. you await the orcs’ bizarre “flood truce” in the spring. who by Necrophage several millennia in the past. warrior saint—at least. hunter for leagues. to superstition regarding the dead dwarf ’s ire. Read on through the enclosed complete reports. including many in our distinguished small army—again. and finish the project. borders and names in that region make it difficult to track Paderyn Family Crypt: Modern Galt has few redeeming Tomb of the what kingdoms existed there a century ago. ensuring the Society would never set those whose primary claim to virtue is having the wisdom foot in Galt again. After the first attempt to teleport there prepare to commit your resources as detailed therein. If the Taldan army tomb known as Jal Hariki serves as a burial ground not for learned of this lost realm’s name or accomplishments. Have you not heard of the White Riders— the ghostly men and women seen riding horseback down the Usk River in the moonlight? They draw curious folk to them like moths to fire. I won’t take you. and the few ever seen again are found desiccated or drowned within a mile or so of that cairn. I have no fear of the moldering dead. but that place is definitely haunted.” —Evesk. Nidalese scout 4 . No one knows much about the horselords of those days. except that they communed with spirits of man and horse alike. Put your money away. Cairn of Attai Horse-Speaker “You want me to lead you to Attai Horse-Speaker’s cairn? Absolutely not. Maddy continues to plot come to be known as Nidal. a statue in a nearby room. allowing mold fallen leader. of smooth stone 3 feet to a side. Sarcophagus lids require a successful DC 18 Strength The horselord’s mausoleum was honored for centuries. plague—into an undying guardian. Attai now spends his Everforge gave him the ability to communicate freely with animals time communing with his ancestors. When a return to the peace of the spirit world. The giant fled from Attai Ten thousand years ago. They fashioned the bones of the chieftain’s successful DC 15 Strength check. Most of these underground. with hopeless combatants—aged fisherfolk or sickly boggards—but recently captured a stone giant from the History nearby Mindspin Mountains. his entire line was gone. Open doors left untended favored steed—killed in battle some time before the swing closed after 1 round. Kahak. it’s now entirely still visible despite the passage of time. including his many wives and children—within Features a few months. The cairn’s interior is unlit except magnificent cairn that would stand the test of time. but during the battle. and bound the spirits Attai’s children are buried within small stone caskets. and their Cairn of Attai following great herds of aurochs and carrying all they trespassing awoke Attai’s spirit as a rage-filled cairn wight. The kelpies usually return fell reputation. along with many Attai Horse-Speaker’s cairn is constructed from blocks of his loyal companions. With the Description horse-speaker’s saddle. The sickness also took Attai’s family. In her desperation. The remains are only bone dust at this point. brow and long. skilled in equestrianism. Three weeks ago. in mind. horselord: honorable in battle. Time has shifted these doors in their placed atop it. Attai Horse-Speaker was one of the most powerful when the trespassers were out of sight. Opening His surviving shamans resolved to protect the cairn any door in the cairn requires a standard action and a from intruders. the survivors Maddy won’t leave the cairn without her precious interred the fallen in a large cairn. It’s always been customary for Attai repelled the nereid’s people from his personal tomb. Attai was the model of a Kellid the recovery of her beloved shawl. and its ceilings are 15 feet high. but left an entry chamber in which later generations accompanied by the occasional memento or trinket. give the entire battle. Attai Horse-Speaker ruled a clan and escaped the kelpies. loose black hair: Attai Horse-Speaker. unquiet has little assistance. her kelpie lackeys are loyal but spirits. The cairn settled into the ground Many rooms in the tomb contain large wall paintings as stones shifted in the Barrowmoor. except for the entry chamber and a paintings depict a tan-skinned man with a prominent weathered statue of Attai Horse-Speaker. requiring no but eventually the barbarians no longer returned to this Strength check. Whorlwalker and her companions discovered it. an aquifer connected to the nearby from the Age of Anguish. Meanwhile. Attai calmed and chieftains of that age. Attai’s sarcophagus Doors in the cairn are made of heavy stone 7 feet high was constructed of iron. shawl. settings. of his warriors’ mounts into a magical doorway. Maddy Necrophage Maddy and Kahak prowl the nearby Usk River every tasked her kelpies with kidnapping any surface-dwellers night. Stonemasons oversaw construction of a to grow in the cracks. and benevolent to his family and followers. but she’s not powerful enough to recover it. These proud barbarians lived off the land. and several newcomers—including a nereid named dimwitted and her ally Kahak has become enamored with Tomb of the Maddy Whorlwalker and her nuckelavee ally. he inadvertently caught her unique Clockwork Vault and the horselords were often buried with their mounts. and now hides in a forgotten of hundreds of Kellid barbarians in the area that would corner of the cairn. Geological settling has Attai’s remaining followers resolved to honor their expanded the seams between the blocks. check to open. with ample room for Attai’s retinue. the cairn contains an ancient guardian.000 years since the cairn was built. The square stone construction. shawl upon his longspear. Golden Ossuary plague took Attai’s household and followers. Maddy horselords. coupled with This legendary horselord was frequently victorious in the 10. Horse-Speaker owned on their horses. could place offerings to Attai’s legacy. 5 . The and the adults and horses are entombed in sturdy stone builders concealed access into the cairn behind a secret sarcophagi. but at 40 years old he was killed by a plague that structure an oppressive feeling of great weight and age. Tombs of Golarion W hen civilization was clawing its way back Some decades ago. She Prismatic Lantern Today. seeking a way to and granted his mount humanlike sentience. sacred resting place. making them challenging to deal with. swept through his clan. Attai didn’t pursue them far. and his legendary saddle was and 4 inches thick. due in part to the magic saddle that began bemoaning his undead state. Attai ensured his clan’s mounts were Attai’s followers built their chieftain’s cairn with durability content and incited his enemies’ horses to rebel. one where indicated. murdering travelers and furthering the region’s who might defeat the wight. Casket lids open easily. Kellids to bury their dead beneath great stone cairns. wall. northern Nidal Usk River caused several rooms within the cairn to Introduction and southern Varisia were peopled by Kellid collapse into watery sinkholes. 1 S 16 15 13 12 8 14 7 9 10 3 4 11 6 2 5 T S 1 SQUARE = 5 FEET CAIRN OF ATTAI HORSE-SPEAKER 6 . spectral horses. Next horses becomes fatigued (or exhausted if already Cairn of Attai to the entrance is a 15-foot-tall weathered statue depicting fatigued. rare equine bone golem animates and attacks if attacked or Stone double doors stand on the north wall. Any creature on opens into a crude passage leading into a large nook where this side can pass through the false doors as if they were the deathtrap ooze retreats to devour its victims. the equine spirits depart forever. it can’t be opened. such as from a previous round of exposure). The golem’s four copper hoof boots are worth 150 gp each.600 although it can be battered down (hardness 8. square) murals of Attai riding a massive blue roan horse. the creature automatically fails the Fortitude save for that round. On each round for 11 rounds. appearing on the other side of the door in area 3. Spirit Door An enormous horse skeleton—reinforced with additional Wall paintings in this room depict a young Attai in the act bones lashed onto its frame with sinew—stands on the of saving his village from stampeding horses: He mounts dais. break hp 118 (see page 13) DC 30). can also reach through to pull a willing creature near the doors in area 2 into this room. N persistent haunt (25-ft. 64) The horses are part of the haunt. Disable Device DC 25 the cairn. On a failure. this slab is solid rock 4 inches EQUINE BONE GOLEM CR 10 thick and is only carved to appear as a door. returning to area 2. room) Caster Level 11th 4. by its mane. The ooze mimics a falling DC 25 Ride check to mount a spectral horse. although the haunt takes damage from positive energy. A successful DC 19 Fortitude saving throw Clockwork Vault The entrance opens into a 20-foot-square chamber halves the damage and negates being knocked prone. EFFECTS Trigger visual. are painted with images of mounted horselords. supplemented with bones from Marg’s offspring. Any creature that takes damage from the spectral stones frame an entrance 5 feet wide and 7 feet high. Perception DC 25. the creature takes no damage Golden Ossuary ADVANCED DEATHTRAP OOZE CR 9 from the haunt and is borne spectrally through the stone XP 6. This the largest stallion in the stampede. Ancient Entry stomping of the horses inflicts 4d6+11 bludgeoning On the surface. Weaknesses tricked by hide from animals. Tombs of Golarion 1. Horse-Speaker a man with a heavy brow and long hair sitting astride an Flying creatures are unaffected by the stampeding uneven lump of stone that might once have been a horse. Children’s Chamber Notice Perception DC 25 (to hear the agitated snorting of This small room is decorated with paintings of Attai horses and smell horse sweat) playing a game with several laughing toddlers. all creatures in area 2 Attai lost in the plague. This village of leather huts. 2. The spirits of several horses are bound within the false doors. Set into the south wall are false doors identical to The room contains six alcoves. In fact. the horses cannot Tomb of the FALLING BLOCK TRAP CR 9 otherwise be affected by spells or attacks. Reset 1 minute sarcophagi containing the remains of one of the children Effect When this haunt is triggered. Reset automatic 3. the haunt doesn’t trigger alcove contains a secret door (Perception DC 20) concealing for those entering from this side. 7 . but plundering together. the jostling and these toys has repercussions in area 5. XP 9. Each hp 49.800 the weapon used to slay Marg in battle millennia ago. A southern insubstantial. The dais contains a secret alcove beneath the golem DOORS OF THE HORSE SPIRITS CR 11 (Perception DC 20). Old prone. Prismatic Lantern hp 150 (Pathfinder RPG Bestiary 3 290. containing a deathtrap ooze that devours the vermin that but a creature can forgo this save to instead attempt a occasionally seek shelter here. otherwise. and directs the entire stampede away from the Marg. Honored Mount Effect Atk +15 melee (9d6). manifesting as a haunt when the doors are touched. filigreed silver worth 500 gp. hp 120. yanks the beast about skeleton is the physical remains of Attai’s favorite mount. Creatures on this side a stone staircase that curves down 50 feet to area 2.400 doors. of three alcoves in this room holds a 3-foot-long stone Trigger touch. which contains a +1 furiousUE greataxe— XP 12.-by-25-ft. Each box also contains a small are jostled by agitated spectral horses stampeding closely sphere of fine. One of the eastern alcoves the doors of the horse spirits in area 2. but have no handles or hinges. the cairn is an untidy jumble of gray stone damage to all creatures in the area and knocks them Introduction approximately 50 feet in diameter and 20 feet high. Necrophage XP — Destruction If the horse-speaker’s saddle is removed from Type deathtrap ooze. multiple targets (all targets in a A round dais 10 feet long and 3 feet tall sits before faded 10-ft. its hooves sheathed in heavy copper hoof boots. Everforge block trap that drops on anyone it notices in the room. The doors when someone enters a hallway leading out of this room. If spotted. Hap can’t return to area 13 anymore. the water in the pit is a frozen disk of ice 3 inches to attack Attai. The kelpies lured Hap to mold grows at the waterline. observing three of his seven wives if the PCs later take a silver sphere from area 4. Due to the mold’s chilling area 14. Duttahi’s Tomb HAP CR 8 The walls and ceiling of this long chamber are painted XP 4. the pit contains 20 feet of One of the unfortunates captured by the kelpies in area 13 clear water from ground seepage. contains a masterwork cold iron dagger. XP 6. connected to the more recent watery sinkholes beneath and its moisture has obliterated the paintings on the walls.-deep pit (3d6 falling damage onto an icy disk). crafted The sarcophagus on the dais bears a stylized carving of small chips of colored stone. the motes as they carve wooden staves and weave clothing. the remaining sarcophagus men and women festooned with totems and fetishes. babies. riding away from DC 28) contains a few prized possessions: six silver combs a cluster of leather huts toward a mass of mounted warriors worth 80 gp each and a platinum necklace worth 1. If the PCs calm the frightened Reflex DC 25 negates. Rulebook 416). Male stone giant (Pathfinder RPG Bestiary 151) and ponies to an attractive woman with red hair and an hp 102 intense expression. The walls are painted A cunningly concealed alcove on the west wall (Perception with images of Attai astride a roan horse. Reset none stone wall. he relates his ordeal and the layout and denizens to the cenote). but part of it collapsed into a sinkhole years ago. Attai’s favorite of his seven wives. Collapsed Tomb The cairn builders encountered a cylindrical sinkhole 20 feet This room held three of Attai’s wives and four adolescent across when excavating this room. The witchfire fights until slain. Dim. Any creature landing on the icy disk at the 8 . so the icy disk shook off Maddy’s compulsion and fled into the sinkhole is slightly smaller than the diameter of the cenote. 10.5. A large colony of brown was a stone giant named Hap. shamans upright in alcoves ringing the cenote. Disable Device DC 20 supplemented by fish from the sinkhole. greenish grinning and doing his best to hold seven swaddled illumination issues from the seams in the sarcophagus. The three coalesce into a witchfire to pursue the grave robbers. as the area of a patch of brown mold (Pathfinder RPG Core flooded tunnels underneath have since collapsed. wound up here. multiple targets (any target adjacent giant. of Attai on horseback. acting as a dangerous trap. The in area 13. and edges of the pit are unstable. Seven 1-foot-square stone caskets sit in alcoves in this If the PCs enter this room with any of the silver spheres room. Hap got disoriented underwater. the spirit becomes infuriated at the desecration of her children’s corpses. This woman is Duttahi. smiling and pulling at Attai’s long hair. Hap hides against the Trigger location. Thirty feet down.500 gp. areas 6 and 13. which have disintegrated to dust. only fighting if attacked. The mosaic depicts Attai of the woman depicted in the paintings. sarcophagi in this room each bear a stylized carving of a woman corresponding to the women in the painting. There were also six dresses.400 Witchfire (Pathfinder RPG Bestiary 2 284) 9. but her spiritual 7. EFFECTS When the PCs arrive in this room. he attempts to frighten the PCs away. where Maddy beguiled the giant and compelled him effect. They entombed Attai’s children. as he saw the skeletal horse ICY CENOTE CR 9 there move. holding the dust of Attai’s seven infant children. all are opening the lid reveals several tiny motes of green light. The dust- The children’s caskets and two of the wives’ sarcophagi filled sarcophagi are carved with stylized images of wizened have tumbled into the water. from area 4. Similarly. The 50-foot-deep pit in the center of the room isn’t The water level is 10 feet below the floor of the room. where he’s remained for nearly a week. Lost Infants residue remains. clothing. He’s too scared to enter area 3. Antechamber hp 115 This small chamber marks the transition from the tombs of Attai’s family to those of his followers. though. Wives’ Tomb sarcophagus and coalesce into a rage-filled spectral woman The walls of this long chamber are painted with images called a witchfire. The ice doesn’t adhere to the mold. they DUTTAHI CR 9 contain simple necklaces and anklets of no particular value. Attai beat Hap so thoroughly that the giant thick. and he fears the kelpies will soon return for XP 6. Hap’s bag of rations is running low. Effect 30-ft. This room’s floor contains the cairn’s only mosaic. Perception DC 28. even with his diet Type mechanical.800 with images of Attai presenting gifts of jewelry. Her soul is long gone. Ranging from newborns to year-old infants. The motes burst from the 8. Any creature in the pit is within the chilling of areas 13–16. Icy Cenote 6. in the distance. The motes can’t be touched or affected.400 him. a +1 rallyingUE chain shirt and +1 obsidianUE spear are still intact.400 Type mechanical. protruding only a few inches above floor level. Will DC 14 negates. hatchet-faced woman. multiple targets (all targets in squares on or adjacent to the dais) 12. but it also conceals a trap. The man looks across at the east wall. trapping the creature in the water beneath the the floor. Tombs of Golarion bottom must succeed at a DC 20 Reflex save or cause the length of this room in two rows of five. Messenger’s Tomb entering his “shrine.200 Type magic. Necrophage The west wall bears a painting of a lanky man astride an athletic stallion. He lurks near the statue and attacks any creature 11. Perception DC 28. Within the sarcophagus. Disable Device DC 28 EFFECTS Trigger touch. Whenever any creature triggers pressure plates within 5 feet of the dais. ANIMAL’S IRE TRAP CR 4 XP 1. Reset manual Effect Atk +20 ranged (3d6+15). Perception DC 25. clean water has preserved many of the sacrifices Kahak entered this chamber weeks ago and fell in love the builders offered to the pit ages ago. The nuckelavee added the fat candles atop Clockwork Vault tools and a steadfast gut-stone UE lie at the bottom of the pit. RAIN OF SPEARS TRAP CR 9 XP 6. Introduction disk. bearded man and contains hp 104 (see page 12) Prismatic Lantern an obsidian-flecked armband worth 400 gp. This mural depicts Takellek’s swift escape from an enemy ambush. was laid to rest in this chamber along with his loyal steed. Will DC 14 negates) Ten sarcophagi­— the resting places of Eketeya’s greatest soldiers—run the 9 . A statue of a powerful and fierce woman on a long-legged Cairn of Attai horse watches over the fallen soldiers. The large sarcophagus in the room’s center is carved with a horse in Tomb of the profile and contains copper horseshoes of speed. They are inset in disk to flip. and bestow curse [creatures of the animal type Maddy Whorlwalker automatically confirm critical hits against the target]. Disable Device DC 25 EFFECTS Trigger location. Takellek Windracer. each sarcophagus to provide some light in his beloved’s chamber. of damage to it or succeeding at a DC 18 Strength check. Breaking through the disk requires dealing 15 points Each sarcophagus contains 1d3 corroded metal weapons. spears launch from concealed holes among the painted horsemen. to a painting of spear-wielding horsemen charging from a rocky valley. Reset none Effect spell effects (nature’s exileAPG. The lid of the sarcophagus bears a trap the horselords considered particularly debilitating.800 with the image of a lean.” Everforge Attai’s swiftest messenger. General Blackspear’s Tomb This large vault is the final resting place of Attai’s most talented general. The KAHAK CR 11 Golden Ossuary sarcophagus on a dais in the southern alcove is chiseled XP 12. Eketeya Blackspear. Horse-Speaker The cold. its top chiseled with the image of a stern. In the northern alcove stands Blackspear’s sarcophagus. A few stoneworking with the statue. KELPIES (6) CR 4 Historical Legacy: The PCs might be hired by a scholar XP 1. The sarcophagus bears a claim the tomb’s murals could help corroborate. If the PCs are reluctant to venture into water (and to see into this area from those). Maddy attempts to enthrall intruders with near Attai’s cairn. wall once held stone doors. the relentless pressure from an aquifer connected to the Usk River opened a sinkhole beneath 15. but the reality is that these opponents that resist her charms. only to her situation through histrionic sobs. friendly face speaking to warriors in the of the PCs has a direct ancestral tie to Attai himself—a act of laying down their weapons. she takes to the water and commands her kelpies The White Riders: Rumors persist of the White Riders. perched upon the feet of statue’s arm. rejects the local superstition that the cairns within the An everburning torch is affixed to the west wall. Many of the stone caskets of Attai’s loyal This long room is the processional to Attai’s burial servants fell into the water. They capture rather than kill intruders only if specifically Locals shun the cairn of Attai Horse-Speaker and discourage directed by Maddy (see area 14). but the doors now lie broken Exiting this chamber via the water requires powerful on the floor. Processional these chambers. varying from 10 to 20 feet in depicting Attai’s heroic ancestors. Maddy surrenders and explains attempted to stake out a portion of the river. several hundred desiccated boggards. so distant Kellid history is notoriously vague. near the Barrowmoor appear. 14. the scholar might believe that one man with a broad. a diplomatic shaman named Barkek Open-Hand. Collapsed Chambers hp 126 Decades ago. The only surviving feature is a statue of a stern overseer The statue in the northernmost alcove has fallen on a shaggy pony. the kelpies attack. and Attai Horse-Speaker’s as an opportunity. The east wall contains several enormous statues below the floor of the cairn. 10 . but her map seems wildly inaccurate: most of the discarding plans to recover her shawl. careless investigation. The PCs might her shawl from Attai by any means necessary. area 13. This cartographer hires the PCs into the same watery sinkhole described in area 13. hoping Adventure Hooks to lure opponents into the watery sinkhole to drown. Locals assume that the recent increase her beguiling aura. the tumbled statue. An opening in the west depth. The stone here is littered with recent corpses lungs or the ability to breathe water. The eastern side of this room has collapsed resisting being catalogued. The scholar will be friends. Modern Kellids eschew hp 38 each (Pathfinder RPG Bestiary 2 172) the written word. and feet of flooded natural passages connect to the Usk River. providing illumination in this area. disappear. and shift about. as the passage is from Maddy’s failed attacks on the cairn wight: three completely submerged. To the north. particularly interested in the paintings found throughout What remains of the mural in this room depicts a large the crypt. The paintings in this room are completely destroyed. MADDY WHORLWALKER CR 10 XP 9. The room’s current inhabitants—a shoal of to the flooded part of that area.) carving of this man and contains a circlet of persuasion and Surveying the Mounds: An eccentric cartographer a wand of calm emotions with 20 charges. (in Sylvan) to capture the brawniest trespassers and bring spectral raiders on horseback who ride along the Usk River them to her. The clear. Diplomat’s Tomb preserved tomb presents a powerful lure. the dangerous Barrowmoor. The kelpies occasionally kelpies—jammed an everburning torch into the crook of the spy on Attai from this location. as they believe the area is haunted It’s possible to see into part of areas 14 and 15 across the by ghostly riders. clean water is 15 feet chamber. She views intruders indicated mounds are misplaced. (As a twist. four weedy human fishermen. If confronted with intruders. Maddy uses her sightings are simply Kahak—or Maddy astride one of her suggestion ability to compel enthralled victims to recover kelpie lackeys—out on a murderous spree. the following hooks might encourage them to explore the cairn. Exploration of an ancient Kellid chieftain’s well. creating a passage entombed here. as it’s certain to This room was once the resting place of one of Attai’s closest contain relics of a long-forgotten age. keeping a watchful eye over the servants backward through the wall into area 13. so if she hears any disturbance in cairn don’t appear on her map at all. a kelpie that displeased her. to confirm her map of the mounds in the area of the Usk Maddy Whorlwalker spends her time here creating and River. hoping to secure mysteriously disappear—perhaps this ally languishes as aid by cultivating a helpless persona.600 Nereid (Pathfinder RPG Bestiary 2 198) 13. actively sarcophagus.200 each interested in Kellid prehistory. If reduced to have an ally who was researching the White Riders and fewer than 30 hit points. using her poison spray to eliminate in sightings is a dire omen. a prisoner tormented by the kelpies in area 13. AURA moderate divination and transmutation This wood-and-leather riding saddle is stitched with icons of warriors on horseback. +6 natural. Will +12. 4d8+8d12+92) Horse-Speaker Attai peering into the distance from atop a horse. It automatically resizes to fit any mount from Medium to Huge size. CONSTRUCTION REQUIREMENTS COST 8. Perception +19 This room holds a series of daises. Ref +8. The top level of the dais slides Defensive Abilities improved uncanny dodge. Senses darkvision 60 ft. flat-footed 21 (+7 armor. but contains only sense +2. This doesn’t predispose the animal toward the rider and doesn’t compel the animal to follow the rider’s commands. ATTAI HORSE-SPEAKER CR 12 XP 19. high cantle. Attai energy drain) or typically stands near the statues in melancholy communion. slam +19 (1d4+12 plus energy drain) Prismatic Lantern He launches immediately into combat with trespassers and fights to the death. ancestors of Attai’s clan. OFFENSE Everforge This tomb is decorated with statues depicting honored Speed 30 ft. DEFENSE Introduction creating a low staircase up to an iron sarcophagus. Maddy’s shawl is still impaled upon Tomb of the Attai’s longspear. Attai doesn’t Necrophage realize its special ability. Immune undead traits the remains of six fine horses and metal fragments of the Weaknesses resurrection vulnerability tack they wore. and no stirrups. The saddle is of archaic design. +3 Dex. ATTAI HORSE-SPEAKER CR 12 XP 19. its rider can speak with animals at will. AC 24. the builders intended these statues Melee +1 longspear +20/+15/+10 (1d8+13/×3 plus Golden Ossuary to inspire Attai’s spirit with wisdom and rectitude. if the rider has treated the animal cruelly. magic sarcophagus’s lid sits askew. Attai Horse-Speaker Attai Horse-Speaker This wight’s ancient armor and weapons have an air of majesty.500 GP SLOT none CL 9th WEIGHT 20 lbs. The Fort +14. speak with animals Creatures The following creatures inhabit the cairn. in fact. one atop the other. touch 11.250 GP Craft Wondrous Item. the rider can target the animal wearing the saddle with the awaken spell. Horse-Speaker’s Tomb Init +5. +4 vs. DR 1/—. Once per year as a full- round action. Tombs of Golarion 16. awaken.. the awakened animal may attempt to unseat or attack the rider. as the spell.200 Male cairn wight barbarian 8 (Pathfinder RPG Bestiary 276) NE Medium undead 11 . PRICE HORSE-SPEAKER’S SADDLE 16. When the saddle is worn by a mount.200 hp 167 (see below) Lying against Attai’s iron sarcophagus is the horse- speaker’s saddle. with a thick girth. trap Clockwork Vault aside with difficulty (Strength DC 30). This sarcophagus is engraved with much greater skill and –2 rage) Cairn of Attai detail than the other sarcophagi in this tomb and depicts hp 167 (12 HD. Maddy rage (23 rounds/day). touch 13. If calmed or restrained. Power Attack. Kahak This skinless rider-and-horse being stares with two sets of eyes. trample (1d6+9. Dex 28. rage powers (ferocious mount APG. Attai’s Combat. and not merely his destruction. Whorlwalker’s shawl strength surge +8. 2 hooves +5 (1d6+3 plus disease) Space 10 ft. Perception +17 Aura frightful presence (30 ft. +1 dodge. but his soul was troubled by his ignoble plus energy drain). unexpected strike) TACTICS Attai Horse-Speaker was a proud and powerful chieftain Base Statistics When not raging. diminish plants. who have told SQ fast movement him that his resurrection. energy drain (1 level. 22. Reach 5 ft. Attai was overcome with Survival +19.. touch 19. and friends. DC 19). Str death and the grief of losing his wives. Pathfinder RPG Bestiary 3 203) CE Large fey (aquatic) Init +9. Will +10 Defensive Abilities evasion. Int 13. bite +10 (1d8+6 plus disease). children. Dex 20. DR 10/cold iron. Attai Horse-Speaker’s among the Kellid horselords millennia ago. Attai joined his ancestors +12. or slam +17 (1d4+9 plus energy drain). CMB +19. Hallit communing with the spirits of his ancestors. Int 15. Furious at the Base Atk +11. –1 size) hp 104 (11d6+66) Fort +9. Cha 25 reconstituted his body as a dusty corpse. Con —. Reflex DC 21 half. Racial Modifiers +8 Stealth melancholy at his undead state. Wis 17. Melee +1 longspear +18/+13/+8 (1d8+10/×3 in the spirit world. Leadership. Other Gear +1 breastplate. until a plague statistics are AC 26. the undead chieftain bargains for resurrection magic to return him to the spirit world. Ref +18. but the barbarian is unsure how to obtain this. usable every 1d4 rounds). the undead barbarian drove the Feats Blind-Fight. Immune disease. In his attack. Ride +17. Fort devastated his clan and household.Special Attacks create spawn. poison OFFENSE Speed 50 ft. Special Attacks breath weapon (30-ft. Will +10. Con 22. flat-footed 23. hp 143. DC 21) Spell-Like Abilities (CL 9th. CMD 32 (36 vs. concentration +14) 3/day—control water. CMD 32. Mounted nereid and her kelpies from his tomb. flat-footed 15 (+9 Dex. Kahak cone. CMD 32 temerity of the trespassers. KAHAK CR 11 XP 12. CMB +12. trip) 12 . will free his spirit. Cha 21 Base Atk +5. swim 50 ft. +1 longspear. He seeks solace by Languages Elven. Trample longspear snagged Maddy’s shawl and tore it from her. CMB +17. Sense Motive +11. Cha 21. improved uncanny dodge.. Giant. The Skills Climb +12. obscuring mist STATISTICS Str 22. 10d6 damage plus disease. Handle Animal +22. Skills Climb +10. DC 20) DEFENSE AC 25. Swim +12. sneak attack +5d6. superstition +4. Intimidate +22. Combat Reflexes. Perception +19. Stealth +10. Senses low-light vision. Swim +10. shawl now hangs limply from his weapon. When Maddy retreated. Melee +1 keen rapier +11 (1d6+7/15–20). +6 natural.800 Male rogue nuckelavee (Pathfinder RPG Monster Codex 248.. Wis 19. Attai’s spirit Str 26. When Maddy Whorlwalker and her entourage invaded STATISTICS the room where Attai’s sarcophagus stands. equine bone golems are nereid’s enchantment. Although Kahak has long since shaken off the Among cultures that revere horses. Tombs of Golarion Feats Dodge. Int —. golem’s hoof attack must succeed at a DC 23 Fortitude Necrophage Although Kahak enjoys inflicting diseases as much as any saving throw or be staggered for 1 round. Gear +1 keen rapier Special Attacks bone prison (ranged touch +17). victims don’t typically survive long enough to suffer from his plague-ridden touch. With his or cairns of horselords or other people of high station in supernatural affinity for disease of all types. Common. Variant Equine Bone Golems but his rides along the Usk River are perfunctory affairs. The save DC is nuckelavee. Wind Stance Fort +5. he continues to be Maddy’s unlikely often a prized variant. CMB +23. Although bone golems are usually constructed in a Kahak met Maddy several years ago and was beguiled humanoid shape. Kahak must occasionally leave his beloved statue to hunt. Escape Artist +23. He viciously attacks any creatures—even his horse skeleton must be included. Reach 5 ft. reinforced with bones racing along the Usk River. This is a rogue talent that Feats Improved InitiativeB Prismatic Lantern affects sneak attack. When Maddy discovered the underwater entrance Equine bone golems are typically created to guard tombs to Attai’s cairn. Immune construct Intimidate +16. Wis 10. flat-footed 21 (+2 Dex. Kahak knew equestrian societies. capturing and slaughtering from smaller creatures and sealed with sinew and resin. although Advanced variant bone golem (Pathfinder RPG Bestiary 3 133) these plates primarily serve to bolster the golem’s structural N Large construct integrity rather than deflect blows. Lightning Stance.” Courser Bone Golem (CR +0): Designed to be ridden swiftly into battle. a courser bone golem lacks heavy weights Equine Bole Golem on its reinforced hooves. Perception +0 gains a +2 armor bonus to its AC. touch 11. except that at least one large fingers.600 fashioned with metal plates to resemble barding. traveler or animal before returning to the “shrine. The pair has spent many moonlit evenings from the skeleton of a large horse. A wealthy knight might pay to have the immediately that the cairn contained victims of an ancient bones of a fallen steed fashioned into a golem to protect plague. they can be fashioned into other forms. staggering stomp ability. Perception +17. SQ amphibious. He set out to investigate. Mobility. rogue talents (fast stealth. DEFENSE and Improved Natural Attack as a bonus feat for each of AC 23.” devastating stomp attacks. Construction of an equine bone golem is the same as caressing its ancient stone carvings with his disease-ridden normal for a bone golem. 13 . DC 24) Everforge Lethal Infection (Su) When Kahak makes a successful sneak STATISTICS attack with a natural weapon.. but has a base speed of 50 feet and gains the pounce ability. Kahak became infatuated with created by non‑necromantic magic—or a decadent noble the crudely chiseled statue of Eketeya Blackspear. Lightning Reflexes. entering the general’s her crypt—particularly if the knight prefers guardians tomb east of the sinkhole.. magic Cairn of Attai Stealth +19. travelers and giving new life to the legends of the mysterious The hooves are weighted with stone or metal to deliver “White Riders. trample (2d6+9. Some powerful artificers create variant equine bone golems lasting only long enough to ambush and eat an unlucky intended to serve as mounts rather than tomb guardians. trip) disease by an equal number. Toughness. staggering SPECIAL ABILITIES stomp. he can forgo any number Str 22. low-light vision. Dex 15. SPECIAL ABILITIES Staggering Stomp (Ex) An opponent hit by an equine bone Tomb of the Kahak is a horrid fey who has wandered Nidal for decades. +12 natural. Equine bone golems are constructed companion. –1 size) its natural attacks. lethal infection). Will +5 Introduction Skills Acrobatics +23 (+31 when jumping). traits. Kahak traveled there with her. EQUINE BONE GOLEM CR 10 Destrier Bone Golem (CR +1): A destrier bone golem is XP 9. Knowledge (nature) +15. Cha 1 Golden Ossuary of sneak attack dice to increase the initial save DC of his Base Atk +16. with him. 2 hooves +16 (2d6+3 plus staggered) Clockwork Vault undersized weapons Space 10 ft. with bizarre limbs. and is might choose to have his favorite racing horse entombed convinced that the statue represents a nuckelavee goddess. Senses darkvision 60 ft. his preference for grisly mutilations means his Strength-based. Ref +7. Swim +28 OFFENSE Horse-Speaker Languages Aklo. Sylvan Speed 40 ft. A courser bone golem loses the This mass of bones is shaped like a horse. 20 additional hit points. DR 5/adamantine and bludgeoning. CMD 35 (39 vs. Con —. He spends most of every day leaning against the statue. hp 118 (16d10+30) Spring Attack. A destrier bone golem Init +6. Melee bite +21 (1d8+6). by her aura. erstwhile allies—that intrude upon his goddess’s presence. guarded by mechanical contraptions and sealed with puzzles to test the intellect.” —Mafeq Al-Haddin. many of his designs are unmatched even today. Clockwork Vault “Thank you for admiring my automaton. None have yet penetrated the vault to secure Mutalib’s legendary secrets. Rumors hold that Mutalib’s descendants could have bypassed the wards to access their ancestor’s secret lore. two hundred years later. but I’m really not much more than a dabbler. though I’m not the only one who would give his right hand for the secrets within. so he entombed himself and his greatest secrets within a vault of stone and metal. inventor 14 . Hakan Mutalib was a true master of clockworks. but a century ago a sandstorm ended his entire family line. Have you heard of his great vault in northwestern Rahadoum? They say Mutalib hoped his descendants might build on his genius. The mesa is higher at the grandchildren or great-grandchildren would be worthy southern end. The keys to the clockworker’s fabulous vault descendants would one day complete and put to use—are were lost or stolen. Mutalib raised three children. The urn itself is curiosity on the outskirts of a dying town. His hope was Mutalib’s vault is built into an irregular. shielding the metal door unfinished schematics and other treasures. A tall spire The rooms within Mutalib’s vault are made of smooth capped with a stylized gear symbol rotates continuously stone and are 15 feet high. Mutalib constructed a massive vault vault unmolested while rivals would face strong opposition. Although many of these clockwork approaching the following spring. mechanisms for these rooms as riddles to test his heirs. Despite Mutalib’s efforts to of clockwork constructs throughout his life. would need to refine and perfect the design of many of these creations. other than a few History mishaps due to their age—the clockwork toys have rusted Mutalib crafted many cunning and revolutionary clockwork and the golden defender sprang a leak of molten metal—the items. Decades after Mutalib died. The treasures Mutalib most of its residents—including Mutalib’s children and held most dear—the unfinished schematics he hoped his grandchildren. Mutalib’s plans to begin successful careers of their own. they still set all his traps. expecting they would become scattered died out. fate had other plans for Mutalib’s family. an intricate clockwork machine guarded by a clanking. and perhaps his 200 feet long and 150 feet wide. eccentric He programmed each of these constructs to permit those who clockworker. a fine layer of desert sand covers most simple matter to repurpose some to defend his vault. The vault fills most of the mesa and rooms inside the vault elevate or descend. durability. Mutalib hoped his most clever descendants would decades as desert sands have slowly claimed its outlying work together to assemble the keys. so it was a keep his vault sealed. He also included rooms to showcase his favorite inventions. Three of the leading into the vault. but the clockworker never expected them to remain operational for 200 years. The only entrance to the vault is on the northeastern Mutalib dug rooms out of a nearby mesa. a clockwork soldier known as the Ageless powerful clockwork creation—a towering golden automaton Tomb of the Dervish. In the years before his death in bear his blood to pass. but as he entered old age. whose body emanated intense heat—and commanded the Necrophage Three rooms within the vault are constructed on mighty construct to lift him into its arms. This spire is topped with a steel descendants. 15 . leaving the mysteries unsolved. Mutalib installed intricate nested locks in the Cairn of Attai Rahadoum to serve as his tomb and legacy. surfaces. Mutalib’s vault is guarded by constructs the inventor set Mutalib finished his vault in 4519 ar and felt his death Golden Ossuary in place before his death. Many of the walls are carved with above the mesa. but the few hardscrabble locals can still point prowess by puzzling their way through the tomb. steep-sided mesa that his children would carry on his line. though ambient light fills area 1. To preserve his secrets for his from the highest point. regular alcoves. slowly rotating spire rises 100 feet successors to his life’s work. The vault is unlit. as certain rooms ascend interior a clockwork puzzle. cause these rooms to move into place. inside a mesa near the town of Hapkani in western Finally. Three massive columns support a an elaborate vault to house his remains beside his portico of smooth stone. and a tall. a ferocious sandstorm swept Several rooms in Mutalib’s vault showcase his bizarre through Hapkani. Still. Hapkani has heirlooms that a descendant would one day recover from Clockwork Vault declined in importance and population over the past few his kin. intellects and powers of observation. Features making his vault as much a museum as a tomb. When the inventor was clockwork pistons that ascend and descend to provide reduced to ash. Mutalib devoted his final years to creating symbol 15 feet across that resembles a gear or a stylized sun. only correct answers Unfortunately. The vault and its cunning constructs were designed for steaming golden construct designed to dissuade robbers. constructs are the size of small children’s toys. powered by mechanisms in the vault. He expected doors of his vault. but he considered Description them to be intellectual disappointments. The most alert and active possessions into a clockwork urn. he realized someone else vault’s denizens remain in astonishingly good condition. guards the only entrance into the vault. and Mutalib’s tomb became a neglected stored in his urn at the top of the vault. and carefully placed his most cherished Prismatic Lantern pose a danger to incautious PCs. He bequeathed the keys to these doors to Horse-Speaker his descendants to unlock his vault’s secrets. and use Everforge the way to the mesa housing the inventor’s vault. burying much of the town and killing inventions and curious discoveries. The vault was ready for Mutalib’s gained. so his descendants could traverse the Introduction 4520 ar. prove their intellectual farmlands. He retreated to his vault. the golden defender poured Mutalib into access throughout the structure. making the extends deep below the ground. Mutalib crafted the control and descend based on the settings of the puzzles within. making it appear as though the visitor were Mutalib had engineered several unique varieties walking inside a massive gear. Tombs of Golarion H akan Mutalib was a talented. constructing side of the mesa. for Mutalib’s vault contains puzzles to test explorers’ descendants to claim their ancestor’s treasures. This access isn’t easily the urn with his treasures. He activated his most of the constructs. a resting place worthy of both himself and his creations. but his line his grandchildren. 14 6 1 S 5 7 S 4 UP 2 13 S 3 12 8 S 11 DOWN 10 9 CLOCKWORK VAULT 1 SQUARE = 5 FEET 16 . Disable Device checks to open the locks have a +2 circumstance bonus. Sand has blown into the locking mechanisms here. he wanted to make Cairn of Attai descendants with the hope they would work together. 9. the central lock is inaccessible until the exterior lock is opened. beneath a stone portico that keeps rooms. Everforge The only entrance to Mutalib’s vault is in the center of the Although the model does not depict any features in the mesa’s northern wall. others stout stone pillars support the portico. these circles cloth. Ageless Dervish not represented in the model at all.400 Clockwork soldier (Pathfinder RPG Bestiary 3 57) hp 64 Melee +1 scimitar +14/+9 (1d6+10/18–20). some of the map rooms contain a pin with a small Golden Ossuary storms and wind from battering the door directly. This guardian wears circles are just outside of the front doors of the Necrophage a turban and robes that appear to be of a silvery white model (area 1). mechanisms. and the inner lock can’t be reached until the central lock is unlocked. Tombs of Golarion The vault’s interior contains only three doors. creatures that come within 60 feet of the door and attacking area 10 (“Beauty”). Several passages in the vault are many hints as to the wonders and dangers they would face. A nested lock costs 200 gp. AGELESS DERVISH CR 6 XP 2. area 6 (“Food”). This metal mesh clothing is worth 250 gp. and each requires a separate Disable Device check to unlock (DC 20 for the exterior lock. sealed with heavy steel slabs that rise only when the puzzles This model has no roof and represents the layout of Clockwork Vault on the slabs are solved or disabled (see areas 4. mwk kukri +10 (1d4+4/18–20) The iron door leading into the vault is protected by one of Mutalib’s complicated nesting locks. Areas 5. and DC 30 for Ageless Dervish the inner lock). and 12). Failing a Disable Device check to open any of the locks causes all previously opened locks to snap closed. but they are actually constructed of a fine metal mesh are intended to draw attention to those rooms designed to repel sand from the soldier’s delicate internal for the purpose of solving the puzzle in area 12. Map Room constructed of iron (hardness 10. 9. each 2. which is in turn embedded within an exterior lock. and 45 hit points. The flagged rooms Prismatic Lantern called the Ageless Dervish patrols this area. Nested Lock: This intricately crafted clockwork lock consists of three interconnected locking mechanisms: an inner lock nested within a central lock. but sure to orient them appropriately without providing too Horse-Speaker the keys are now lost. These nested locks must be opened in order. The red Tomb of the anyone that approaches within 40 feet. A clockwork guardian contain a red circle on the floor. and 13 are built on springs and bounce slightly if touched. break DC 28) This room contains a low stone table bearing a delicate Introduction locked with a nested lock of Mutalib’s invention (see area 1). DC 25 for the central lock. areas 1 through 13 in accurate detail. Each lock fits a separate key. Area 14 is 1. and in areas 5. 17 . and area 11 (“Music”). Nested locks are forged with durable oils that give each lock 5 points of resistance against energy damage. hp 60. hardness 10. area 7 (“Fashion”). and 12. 8. making them slightly easier to open. As Mutalib expected his own Mutalib bequeathed the keys to these locks to various descendants to be exploring his tomb. waving away any are area 2 (“Map”). Three metal flag engraved with a single word in Osiriani. metal model of Mutalib’s vault. a PC can deduce the solution with a successful bonus to AC against attacks from constructs in the vault. but offers a vial of her once noted that the ages of my three children added up to blood in exchange for one-quarter of the treasures the PCs 23. she’s ecstatic XP 2. This metal slab is locked into place. how old were my children?” The connection is too distant for her blood to be wholly solution is 12. Age Combination Puzzle Adventure Hooks This hall ends at a doorway blocked with a solid steel slab. Batib has no interest a time. Each is tightly packed with books that have tantalizing titles such IRON COBRAS (3) CR 2 as Secrets of the Clockworker’s Trade. (successfully disabling this trap causes area 5 to rise. Clockwork Conspirators: A secret cabal of sentient pushing the metal slab upward) constructs knows that Mutalib invented clockwork EFFECTS components able to withstand supernatural heat. Carnival Master: The ringmaster of a traveling circus Setting the dials in this order causes area 5 to ascend with called Madame Tellane’s Mundivagant Carnival needs the a grinding noise over the course of 1 round. Dexterity. 1. Perception DC 29. The room contains three iron cobras that clockwork assassins after the PCs to silence them. The Salubrious Contrivance The eastern egress from this room is blocked by a metal TRAPPED BOOKSHELVES (2) CR 5 slab like the one in area 4 (unless area 5 has been raised). the door is solved or disabled. and connects secrets. If the players are stumped by the effective. The slab can’t be forced open. The centerpiece of Tellane’s carnival is the metal slab as it rises and providing access to area 5. Aziza’s hereditary From oldest to youngest. though each was at least 4 years apart from the others. round room rises into place only when the puzzle golden defender in area 14. Two bookcases flank this room on the east and west. Disable Device DC 28 This room showcases a device that grinds organic refuse EFFECTS with spices to create nutritious paste. can recover. this cabal hires the PCs Effect spell effect (bestow curse. multiple targets (all creatures in area 3) cost and complexity. Bound by Blood: Aziza Batib. Type magic. but the following hooks provide the PCs a underground clockworks push it upward if the puzzle on specific reason to explore the clockworker’s vault. from 1 to 12. Instead of poison. each cobra holds a potion of ghoul touch in its reservoir that inflicts the spell upon the first target bitten by the cobra (Fortitude DC 13 negates). 8. Above the dials are carved the words: “I in exploring the vault in person.000 gp to obtain Mutalib’s calliope schematics from the vault. which reads. it weighs 6. the paranoid cabal thereafter sends to areas 4 and 6. Unfortunately for the PCs. Disable Device DC 29 working calliope and Mutalib’s schematics. XP 1. however. If the PCs successfully disassemble the functioning AGE COMBINATION PUZZLE CR 6 calliope in area 11 and return it to Tellane. but massive investigate. Mutalib had hoped Trigger touch. Will DC 16 negates) even provide a key that unlocks the innermost locks of each of Mutalib’s famed nested locks (see area 1). “Valuable lore is not so easily gained. and the paste’s rotten tang. Trigger touch. to plunder Mutalib’s vault. and XP 600 each Ninety-Nine Critical Schematics. heard that Mutalib’s blood relations right to left. False Library guardians pursue trespassers anywhere in the vault. positioned from Mutalib’s cousins. 18 . The 5. Each dial can be rotated to show one number at can bypass the vault’s guardians. but he never found a buyer due to the device’s Reflex DC 14 half). pushing open PCs’ assistance. cursing the creature that entered the wrong on the calliope’s vital clockworks. attack as soon as this room rises to connect to area 4. These relentless 3. Last Setting any other combination triggers the trap on the week. the carnival’s rust monster escaped and snacked metal slab. the PCs’ mysterious employers or Constitution [determined randomly]. The books are blank except for the first page of each.” 6. –6 penalty to Strength. Reset automatic Through human intermediaries.400 and doubles her promised reward in exchange for the Type magic. 6d6 electricity damage. the bearer of the vial gains merely a +2 insight puzzle. Tellane offers the PCs combination with the effects of old age.600 each this one bears no puzzle and can’t be used to raise area 5. a descendant of one of The slab’s center is fitted with three dials.000 pounds The PCs might simply pass Mutalib’s vault and decide to and is 2 feet thick. and 3. Perception DC 28. 4. Removing any book triggers hp 15 each (Pathfinder RPG Bestiary 182) its shelf ’s trap. Cobra Guardians PCs’ patrons eagerly purchase the melted slag from the This small. DC 20 Knowledge (engineering) or DC 15 Intelligence check. Reset none this invention would revolutionize nutrition in orphanages Effect spell effect (variant fireball. and mines. Lost Lore of Alkenstar. an antiquated calliope originally crafted by Mutalib. hoping to reconstruct Mutalib’s in area 4 is successfully solved or disabled. The replica contains Introduction outfitted with a variety of tubes and canisters—in the dining several valuable parts worth 300 gp in total. victim is exposed to Setting the tumbler to any other number triggers the green slime (Pathfinder RPG Core Rulebook 416). It’s made XP 2. The constructs pursue intruders anywhere in the vault. it the crab’s back to accept cloth. or Charisma [determine putting colorful cloth of varying textures into the machine randomly]. my son patch of green slime has grown over the stone grinding plates told me. Although cloth Trigger touch. like the Anyone foolish enough to stand beneath the replica when door in area 1. This display room presents one of the few machines pushing the metal slab upward) that gained Mutalib financial success: a device that shreds EFFECTS rags or cloths and sews them into a wig. the automated wigmaker produces a stylish brunette wig MECHANICAL EFREET (6) CR 1 from bolts of woolen cloth. hp 5 each (see page 22) On the southern tapestry. (Treat the replica it flutters to the ground. on a hit. (successfully disabling this trap causes area 9 to rise. Wisdom. The 80-pound machine is the as having a CMB of +10 and a CMD of 18 for purposes of shape of a rain barrel and adorned with colorful carvings of 19 . the XP 400 each wigmaker produces a gentleman’s wig from white yarn. our replica sprays green slime over the adjacent squares. Will DC 16 negates) produces wigs of outre colors and designs. The northern exit from the room connects to area 6. Happy cooks operate the machine for Cairn of Attai a line of comically ragged orphans lining up before several 8.600 a grinding noise over the course of 1 round. A Above the dial are carved the words: “When I was 35. The east exit from this room is a vast chasm unless area 9 its claws dangling over empty air—the replica has no metal has been raised into position. On the northern tapestry. Perception DC 29. it’s activated risks being grappled by the machine’s legs. A PC Tomb of the EFFECTS can deduce the solution with a successful DC 20 Knowledge Necrophage Trigger touch.’ How old was my son when Golden Ossuary he said this?” The solution is 7 (the sister is 12. Six mechanical efreet machine activates it for 2d4 rounds: the cloth in the chute spring to attack as soon as the walkway extends to connect to is shredded in the crab’s body. ‘My brother is now twice the age I will be in 1 year. Origami Machine A replica of the machine stands on a pillar in this room. my sister was twice my age at the time. today. was never designed to function and is basically valueless. The replica doesn’t destroy cloth or create wigs. and the brother CONTAMINATED REPLICA CR 5 is 16). Disable Device DC 20 the metal slab as it rises and providing access to area 9. multiple trap on this door. hall of an orphanage. Effect Atk +5 melee touch. A 10-foot-wide walkway extends across the over a featureless metal bust. three ages together equal yours. raise steaming bowls of porridge. Tombs of Golarion A thick tapestry hangs across this room’s curved southern grapple checks. cursing the creature pressing the button targets (all creatures within 5 feet of the replica) with childlike mental faculties. Any attempt to operate or open the years ago. The orphans closest to the nozzles A steel slab like the one in area 4 fills the southern doorway. 7. An iron it can rapidly piston its needle-tipped legs back and forth. –6 penalty to rival theaters in Cheliax and Taldor soon learned that Intelligence. Three tapestries along the room’s western wall show 9. A chute protrudes from room only when the puzzle in area 8 is solved or disabled. spun by its legs. A dial on the rear of the provides access between areas 8 and 10. Perception DC 20. into a wig around the bust. but hear the mephit’s discordant piping from area 11. This showroom displays a machine that folds paper Grappled creatures take 1d6 points of damage each round into an origami butterfly and launches it skyward so that until they break free or the machine stops. Reset none (engineering) or DC 15 Intelligence check. door to the west is locked with a nesting lock. On the center tapestry. Age Difference Puzzle Horse-Speaker nozzles on the machine. pushing aside Type mechanical. which a dial that shows a single number at a time. Effect spell effect (bestow curse. Disable Device DC 29 area 1. and woven area 8. The tapestry shows the machine—a blocky structure released when the machine stops. the wigmaker produces a huge multicolored wig from a pile of colorful rag scraps. from 1 to 20. Genie Guardians the automated wigmaker at work. 10. The mechanism that’s Illusory walls in this room depict a cloud-filled sky above depicted resembles a mechanical crab with claws hovering a deep ravine. In the center of the room is a raised contraption fitted with Clockwork Vault An alcove to the north holds a replica of the machine.) Any creatures grappled are automatically wall. setting the tumbler to 7 causes area 9 to ascend with Prismatic Lantern XP 1. Automated Wigmaker AGE DIFFERENCE PUZZLE CR 6 The southern door in this room leads to area 12. 2 Everforge deep within the replica.400 of iron and locked with a nesting lock similar to the one in Type magic. Creatures in this room can bust. Reset automatic made from animal hair produces a realistic-looking wig. that comprise a single amalgamated return the machine to operation. 300. When the PCs arrive. ?” Below the sequence. 10. with shiny whistles and polished and returns to its discorporate state to await the PCs’ return. it is made of iron but is unlocked. the components are making tiny movements. but the east. The machine draws paper from the 12. or half that if sold while jammed. Toy Room intake tray at a rate of one sheet per second. or if it is moved from its base. colorful paper sit in the tray Skills Fly +12. A metal crank sits atop MELLAK CR 4 the machine. but found them to be simple contraptions that toy golem does not pursue PCs out of this room. instruments) +10. but for more than 10 seconds. The machine is extremely delicate. On the slab are carved from this room without disassembling it—which requires the words “Have you been observant?” and the sequence a successful DC 20 Knowledge (engineering) check to avoid “1. and silver. The calliopes. The calliopes used automated slowly heals itself with the room’s scattered clockwork parts bellows to compress air. which is also littered with hundreds of in a sheet. On the toy—a 6-inch-tall. the machine clicks to life for 5 minutes. six metal levers bear the destroying the instrument—but the calliope would fetch numbers 8. the swarm of toys Mutalib had commercial success with his mechanical combines into a hulking clockwork golem to repel them. Pushing any other button Mellak is irascible but not immediately hostile. if a PC compliments her musical skill. her music can be clearly heard from area 10. Perception +8. its swarm of component A tapestry on the south wall depicts hundreds of clockwork toys lying among the detritus of the room. A PC can also deduce the solution with Mellak’s ire. three wig tapestries. Set high in the walls on either side of the stairs eight of them are nice enough to fetch 100 gp each. which can be determined from observing either the the north leads to area 12. 9. 203) The tray can hold a stack of several hundred sheets of hp 25 paper.flowers in brass. XP 1. those of a piano. The solution 1. scattered throughout the room are 300 specific toys. but the out before deactivating. a successful DC 18 Wisdom check. Stealth +14 If the crank is turned 1 full rotation. 6. Perform (keyboard when the PCs arrive. turning their heads to watch the PCs or sneakily winding one another up. Pulling the “300” lever causes area instrument. the entire machine jams if the machine pulls anything other creating the current mess. Calliope If the PCs enter the room’s center. Mellak spends most food machine. any PC Unlike the math-based puzzles in this tomb. it’s intended to successful DC 25 Perception check is required to notice that serve merely as a backdrop for the machine’s operation. copper. 3. number of guardians in the vault (one Ageless Dervish. creature is in its discorporate form. launching a Cogs and springs cover the benches and shelves of this colorful origami butterfly into the air 1 round after drawing untidy workshop.400 gp from a collector of eclectic instruments. 13 to rise and push the slab aside. The red circles on the succeeding at a DC 20 Performance [keyboard instruments] model in the map room (area 2) are clues to help the PCs check) or who tries to disassemble the mechanism earns solve this puzzle.200 into the air and a square intake tray at the machine’s rear. a bench sits before a panel with many keys like as a clamor box (Pathfinder RPG Ultimate Equipment 289). A butterflies flitting over a field of flowers. each A successful DC 20 Craft (clockwork) check is required to about 1 foot in height. 300 sheets of brittle. Advanced salt mephit (Pathfinder RPG Bestiary 294. instead. and 300 components to before Mutalib activated its guards and traps. if its exit chute becomes blocked Half of the toys here are ordinary clockwork toys. If all 300 sheets of paper remain in the tray. especially triggers a trap that blasts the room with disorienting magic. Mutalib’s calliopes are recognizable by their TOY GOLEM CR 5 burnished metal housings decorated with cogwheel motifs. The room as a whole is a fully functioning The doorway to the northeastern portion of the room calliope. and 640. six mechanical efreet. the 500 gp if operational. and has been the toy golem) or the displays of Mutalib’s inventions (one obsessed with this calliope for decades. The machine is worth construct: a clockwork junk golem. the clockwork toys in various states of disrepair. six calliope whistles. three A salt mephit named Mellak slipped into the vault iron cobras. it weren’t really worth his time. provoking her to attack. 20 . chimes positioned over a collection of gears and a simple keyboard. than paper from the tray. 75. However. room’s unusual inhabitant cannibalized them over the years.600 A long tapestry on the southern wall depicts a parade of hp 53 (see page 23) Mutalib’s calliopes along a street in Hapkani crowded with awestruck onlookers. The machine weighs 400 pounds and can’t be moved is blocked by another steel slab. A door to is 300. drumming hippopotamus—functions western wall. A long flight of stairs descends from The working toys that remain are in poor shape. this puzzle who demonstrates superior talent with the calliope (by requires observation and memory. This room machine folds all of them into butterflies and shoots them once contained completed toys in orderly displays. 11. and days playing the same series of lively tunes on the noisy 300 origami butterflies). respectively. between a small chute that curves gracefully XP 1. Another is a set of four gleaming whistles of various sizes. Introduction Type magic.. The scroll tubes contain what Mutalib considered to be his greatest treasures: the schematics he didn’t have time Golden Defender to finish. The construct can’t speak. and the machine can wind itself when necessary. a pair of engineer’s workgloves (Ultimate Equipment 234). low-light vision. but it’s accompanied by a faint hissing as the heat emanating from its body boils away moisture in the air. Golden Ossuary metal post. –1 size) Tomb of the hp 74 (8d10+30) Necrophage 14. 13. driven by gears beneath Perception +0 the mesa. The construct attacks if anyone enters the room. there. The nature of the clockwork wonders these plans propose is up to you. DEFENSE Prismatic Lantern The post continues up to area 14 and through the ceiling AC 22.-radius burst) XP 3. spewing molten gold and reducing the entire construct to slag worth only 7. Horse-Speaker Trigger touch. and a folded all tools vest (Ultimate Equipment 220). Will DC 16 negates). four large scroll tubes. the golden defender’s inner cylinder ruptures. they might be revolutionary (such as an airship with clockwork wings or a clockwork exoskeleton granting immense strength) or merely eccentric (such as an automated greenhouse or mechanical beehive). an attempt to finish one of these schematics might launch new adventures. GOLDEN DEFENDER CR 7 XP 3. touch 9. unfolding the urn like a flower. Mutalib’s Legacy Fort +2. A large urn made of interlocking steel gears occupies the center of this room. +2 dodge. Senses darkvision 60 ft. Will +2 The stairs in area 13 ascend to an alcove at the south end of this hemispherical room. The air is stifling and warm due to the heat emanating from a golden statue of an elderly human man standing at the north end of the room. Auger Pathfinder Module: City of Golden Death 29) Everforge This room rises when the puzzle in area 12 is solved or N Large construct (clockwork) disabled.200 hp 74 (see below) Touching the urn causes its gears to rotate. Disable Device DC 29 (successfully disabling this trap causes area 13 to rise) Golden Defender Cairn of Attai EFFECTS This golden statue of an elderly man radiates intense heat. The golden defender is constructed around a sealed interior cylinder containing molten gold. flat-footed 20 (–2 Dex.200 Giant clockwork variant golden guardian (Bestiary 3 291. CL 7th. Tombs of Golarion GUARDIANS PUZZLE TRAP CR 5 Creatures XP 1. At your discretion. Reset immediate Effect spell effect (confusion. so the stairs rotate around the post like a screw. GOLDEN DEFENDER CR 7 Clockwork Vault multiple targets (all targets in a 15-ft. The post turns slowly. Perception DC 29. If reduced to 0 hit points. The statue is Mutalib’s final guardian: a golden defender. Inside the urn is a small wooden box filled with Mutalib’s ashes. connecting to the spire rising high above the mesa.500 gp as the gold mixes with the non-gold elements of the construct. 304. It contains only a set of spiral stairs around a thick Init +2. 21 . +13 natural. Its winding key is built into its left side.600 The following creatures inhabit the Clockwork Vault. Ref +2. fire shield. wealth into it. Mechanical Djinni: This construct flies by means of cunning propellers mounted under its torso in place of GOLDEN DEFENDER legs. Cha 1 gives the golden defender concealment (20% miss chance).000 gp. CMD 11 Molten Core (Ex) The golden defender’s body generates Feats Improved InitiativeB. +2 natural. Wis 11. fireball. A mechanical efreeti has a face sculpted into a radius spread take 6d6 points of fire damage (Reflex DC 14 permanent scowl and an inner boiler to heat its large fists. Space 2-1/2 ft. the golden defender is carved to resemble an elderly Mutalib wearing MECHANICAL EFREETI a simple vest and working smock. All creatures within a 10-foot. dealing an additional 1d6 points of fire SQ difficult to create. Wis 11. fire. 200 pounds of molten gold—in total. CMD 25 hp 5 (1d10) Feats Improved InitiativeB. Price 58. creator must be at least caster level 7th. each with variations based must. Cost 44. They stand 2 feet tall and weigh subject to this damage. a mechanical djinni doesn’t provoke Requirements Craft Construct. heat shimmer. animate objects.Defensive Abilities conductivity. Reach 0 ft. CMB +15. much of it is Variant Mechanical Genies constructed from other metals or gold alloys. Reach 10 ft. swift reactions. Due to the sheer weight of solid gold required to make the creature.000 pounds.500 gp mechanical djinni requires fly in place of fireball. sculpted appearance. This Str 6. Heat Shimmer (Ex) The intense heat radiating from the Special Attacks burn (1d6 fire. 30. Int —. and are often placed in pairs so they defender with unarmed strikes or natural weapons are also can wind each other up. 22 . however. A mechanical djinni loses the burn ability but gains CL 12th. Mechanical Efreeti DR 5 adamantine. attacks of opportunity when entering its opponent’s square. and wall of fire. Cha 1 +2 size) Base Atk +8. XP 400 Melee 2 slams +13 (2d6+6 plus 1d6 fire) N Tiny construct (clockwork) Space 10 ft. when reduced to 0 hit around 8 pounds. DC 10) golden defender’s body creates a wavering shimmer in STATISTICS the air that makes the construct difficult to see clearly. Int —. The golden defender is CL 7th. creator must be at least caster and it gains a +2 bonus on damage rolls.000 gp a fly speed of 20 feet with clumsy maneuverability. Lightning ReflexesB intense heat.. Ref +4. low-light vision. touch 16. swift reflexes. The creator Other mechanical genies exist. winding damage whenever it hits with a melee attack. Cost 2.500 gp 10 feet tall and weighs 3. Will +0 SQ difficult to create. flat-footed 14 (+2 Dex. SR 18 OFFENSE MECHANICAL EFREETI CR 1 Speed 20 ft. points. the inventor literally poured his components worth 500 gp. for 1d4 rounds. Base Atk +1. Con —.. provide 400 pounds of gold plating and on the associated genie. geas/quest. above. Dex 14. winding DR 10/adamantine. Init +6. +2 dodge. The save DC is Constitution-based. CONSTRUCTION Requirements Craft Construct..000 gp clockwork pieces worth 1. electricity. Price 3. Con —. half). The golden defender gets no saving throw Melee slam +1 (1d3–2 plus burn) against electricity effects.000 gp in raw gold. Covered in gilded metal plates. Lightning ReflexesB Fort +0. Skill Craft A golden defender’s creator must start with heat-resistant (clockwork) DC 15. lesser Construction geas. Senses darkvision 60 ft. Additionally. blur. the golden defender superheats and instantly melts The most common mechanical genie is that presented into a pile of molten gold. fabricate. CMB +1. Construction Although the golden defender is not the most complicated A mechanical efreeti requires intricate gears and other construct Mutalib built. Perception +0 Special Attacks molten core DEFENSE STATISTICS AC 18. This crimson-skinned genie has an artificial. When CONSTRUCTION charging while flying. Dex 7. Immune construct traits. Skill Craft (clockwork) DC 20. Immune construct traits SPECIAL ABILITIES Weaknesses vulnerable to electricity Conductivity (Ex) A magical attack that deals electricity OFFENSE damage speeds up the golden defender as the haste spell Speed 30 ft. Construction of a level 12th. Creatures attacking the golden rather than scouts. as well as 1d6 points of fire damage each round to any creature in a Mechanical genies are best used as stationary guards grapple with the construct. Str 22. Con —. Cha 1 Base Atk +6. component toy is only 1 foot tall and weighs 1-1/2 pounds. but gains an additional slam attack and a +4 bonus TOY GOLEM to Strength. flat-footed 19 (–1 Dex. Senses darkvision 60 ft. The ability. clockwork repair Fort +2. each Cairn of Attai keen edge in place of fireball. Construction of a mechanical janni requires A toy golem is 6 feet tall and weighs about 450 pounds. Dex 9. Each time a victim Toy Golem takes Dexterity damage from tetanus. cure 2 consecutive saves. components worth a total of 1. there’s a 50% chance its jaw muscles stiffen. Disease (Ex) Tetanus: Slam—injury. false life. preventing speech and the use of spells with verbal 23 . CMD 21 Feats Improved InitiativeB. save Fort DC 13. low-light vision. Its base speed increases to 40 feet. Lightning ReflexesB SQ difficult to create. and it gains a +2 bonus on attack and Construction damage rolls against creatures in or touching water. Will +2 DR 5/adamantine. Introduction critical threat range of 18–20 and an additional 1d4 points of bleed damage. Clockwork Vault swim speed of 30 feet and Swim skill of +6. minor Tomb of the Toy Golem creation. Immune construct traits. Mechanical Shaitan: A mechanical shaitan loses the burn Golden Ossuary ability. such as Mutalib’s workshop or the area created by a similar golem’s discorporate ability. It loses the burn ability. Price 16. +2 dodge. Melee 2 slams +10 (1d6+4 plus disease) Special Attacks disease STATISTICS Str 18. swift reactions. winding SPECIAL ABILITIES Clockwork Repair (Ex) The toy golem has fast healing 2 when in an area with a high concentration of clockwork parts. Tombs of Golarion Mechanical Janni: A mechanical janni loses the burn components for 24 hours. CMB +10. CONSTRUCTION Requirements Craft Construct. creator must be at least caster level 7th. Cost 8. Perception +0 DEFENSE AC 21.000 gp Prismatic Lantern shape in place of fireball. Its A toy golem requires approximately 300 tiny clockwork Everforge construction requires haste in place of fireball. Skill Necrophage This amalgam of mechanical toys clacks and whirs. touch 11. lesser geas. Creation of a mechanical shaitan requires stone CL 7th. 132) N Medium construct (clockwork) Init +3. but gains a winding one another up if they can reach each other. magic Weaknesses vulnerable to electricity OFFENSE Speed 30 ft. discorporate. +10 natural) hp 53 (6d10+20). Horse-Speaker Mechanical Marid: A mechanical marid is quick but The components that make up the golem are capable of tends to be erratic.000 gp.600 Clockwork variant junk golem (Pathfinder RPG Bestiary 4 304. Craft (clockwork) DC 17.. Int —. frequency 1/day.500 gp TOY GOLEM CR 5 XP 1. Ref +3. onset 1d6 days. effect 1d4 Dex damage. Wis 11. but its slam attack deals slashing damage with a save DC is Constitution-based. Take my aged bones to Kravenkus. Its scorching furnace flames crackled in every shade of scarlet and gold. its autumn-hued fires turned the color of ice. That pale inferno guides dwarven spirits to the afterlife. so its blaze can funnel me into Magrim’s realm. the spirit foundry hidden under the mountain. yet I knew even then that I was in the presence of the divine. Its shifting form danced with the souls of heroes tempered from iron and steel. —The last recorded words of Brundigar Thurgar 24 . I yearn to bathe in its holy glow—to find my rest at its hearth. but when the high priestess struck it with Hearthhammer. Come with me. I was just a boy. Everforge I saw it once. and guide my failing body into the fires of Everforge. and before I die. interlocking marble floor tiles. any site so tethered to divine power her family. ensuring the Taskmaster’s everlasting life. Unless otherwise stated. Fearing for his own immortality. and sturdy iron plates to violent earthquakes. the resultant below the tomb’s floors. the spider swarm–bodied Styriax life protecting. proved too great for Kravenkus’s leaders to justify. areas bordering the chasm. or stay with her loved ones. halls of judgment in the Boneyard. the dwarven god of its earthen walls. Light is scarce. twisted race of eyes of their deity die suddenly and often painfully. Dark Smith—to toil in Styriax’s stead for eternity. Rather than relying With his most trusted guardians. but without Styriax hopes to corrupt Everforge’s famous Soulforge to send the artifact’s jeweled bellows. from the glacial crawl of tectonic Stone walls. allowing them role in the great dwarven exodus to the surface. fulfilling the Father of Creation’s prophecies. Over time. Of these portents. the duergar. Everforge was once a place for spiritual An ancient sect of Toragdan soothsayers known as the pilgrimage. the cleric now toils to on his own ability to toil endlessly for his deific master. this who were too weak to heed Torag’s call. but to the divine flames. believing the Quest for Sky a mistake that had eventually garners the attention of covetous enemies. To honor to be immediately judged by the Lady of Graves and—if the order. reactivate the Soulforge so that he may corrupt it. none were doors have sheltered the forsaken tomb since its creation more sacred than those that launched the Quest for Sky. Naika found no Among the most powerful duergar in the Darklands are the joyous reunion awaiting her in the afterlife. the temples became tombs. Prismatic Lantern the most claustrophobic visitor. the temple built near Kravenkus to honor Magrim. Naika Horse-Speaker tomb houses a powerful relic linking Golarion to Pharasma’s forsook her role as mother and wife and pressed upward. and dwarves known as duergar. and as members Tomb of the for its vaulted chambers. and hundreds of colossal and the order faded in prominence and membership. There pylons and other marvels of engineering provide support were no additions to the Stoneseers’ ranks. now underworld than the dwarves’ twisted brethren. known as When the dwarves completed their perilous trek Clockwork Vault the Soulforge. for her family chosen of Droskar known as the Taskmasters—11 paragons had forsaken Torag. She prayed daily to Magrim. though. Those who fail in the Dark Furnace. the rest They had no doubt that the massive quake was Torag’s call of the tomb is shrouded in total darkness. and shares the same solid construction as the Stoneseers dedicated their lives to both deciphering and rest of the ancient dwarven stronghold. In recent years. sits for Sky: follow the call of her god and abandon her sickly the dwarven tomb called Everforge. centuries unseen. has ventured into the fabled tomb himself in the Styriax cleverly deduced the Soulforge’s secret location. When she died. and ruined her order. each Sky Citadel erected a mighty temple within Everforge found worthy—passed on to Magrim. the Stoneseers halls. the site Naika—by then one of the eldest and most respected of now lies abandoned on the Sky Citadel’s outskirts. they and the other dwarves who had of the race granted near-immortality by their god so long remained behind now served Droskar. each dedicated to the dwarven pantheon the underworld. begging to no enemy is more concerned with access to the dwarven be reunited upon her death with her husband and son. he cannot ignite the forge’s the souls of great dwarven artisans not to Magrim. reading them in the Features vibrations of the earth. as the first of the sinister. and Hakazor. Necrophage pilgrims from every known dwarven stronghold. These sightless fanatics felt for signs from Torag. but with an emphasis on one god over the others. then. six of the Taskmasters have died corrupted family would later invade her final resting place unexpectedly. The artifact. are believed to be denied access to Droskar’s realm in the It was perhaps fated. Once filled with clergy and of the order died one by one. one of the to corrupt the very artifact she spent the latter years of her surviving Taskmasters. The duergar ransacked the temple. Bound to duty. the only constant illumination When the aboleths of Golarion’s surface seas brought down issues from a lava flow at the bottom of a chasm 100 feet the Starstone to punish the humans of Azlant. eternally shrouded beneath the faced a terrible decision as her sect championed the Quest Introduction abandoned spires of the Sky Citadel Kravenkus. sconces are plentiful throughout the complex. The lava casts dim light over the tremors were like none the Stoneseers had ever experienced. Description Chiseled from the bedrock that houses the Sky Citadel History of Kravenkus. deserted the Stoneseers—led the branch of her order that resided in when the resources required to guard its Darklands gate Everforge. Renowned as the final husband and newborn child. Naika grew to regret her decision to abandon Unfortunately. though torch for his children to begin their skyward march. wide avenues. that the descendants of Naika’s afterlife. the Master of the as they continue to toil for him. the tomb’s grand surrounded by the stone of the Darklands. millennia ago. Cairn of Attai resting place of the dwarven oracle Naika Omenspeaker. and silent thoroughfares soothe even found themselves less and less able to read Torag’s signs. 25 . is an everburning bastion of bright flames that 300 years later. No longer Golden Ossuary Carved from the mountain itself. hope of winning Droskar’s favor forever. Tombs of Golarion C radled within the rocky crags of the World’s A young Stoneseer acolyte named Naika Omenspeaker Edge Mountains. the Stoneseers were recognized for their accepts petitioners into the dwarven afterlife. EVERFORGE 1 SQUARE = 5 FEET 15 14 –10 feet S 16 13 17 12 12 11 T T 10 7 7 7 8 S 9 5 2 5 T T 3 3 6 6 1 4 4 26 . Guard Room the furnace in area 8. Siege Balcony beneath the statue. This complex The area between the statues is trapped to prevent system allows the hoisted cauldron to pour its magma intruders from breaching the temple through the balconies into a channel that connects this area to Everforge’s three above.200 Introduction past flanking siege balconies (area 4) and a group of Type mechanical. display the holy symbol of one of the dwarven pantheon represented at area 1. The elemental statues triggers the trap. The six smaller statues. the married Effect Atk +20 ranged (6d6 plus poison [diluted Leng spider Clockwork Vault deities Torag and Folgrit. In the twist. this trap was turned foundries (area 7). Dranngvit. A vaulted ceiling soars above an iron statue of Magrim opening it from above requires a successful DC 40 Disable standing atop a 6-foot-tall pedestal. Tomb Entrance POISONED HAIL OF ARROWS TRAP CR 12 A grand staircase carved from the mountainside ascends XP 19. can be recognized with a successful DC 15 4 rounds. Guard Tower is a brown-and-yellow stain—the pulverized remains of Several arrow slits pierce the thick stone walls of this guard one of the invading duergar’s riding spiders killed by the tower.800 can locate a bypass switch with a successful DC 25 check. the jewels on each of the statues allows creatures to pass through the area without triggering the trap. Several narrow arrow slits in the 8. save Fort DC 23. Barrack room from above. and Trudd. Rotunda leads to area 3. When the tomb was abandoned. The entrance. The remains can be identified with a the surrounding countryside. whose Golden Ossuary name is clearly marked in Dwarven upon an iron plaque 4. helmet reaching halfway up the chamber’s wall to a height of 20 feet. This chamber once housed soldiers. Disable Device DC 30 towering statues. Kols. the statue’s horned Device check or DC 25 Strength check. all three foundries’ this abandoned room. Foundry XP 25. Any creature passing between any two order an elemental to work the colossal winch. A bypass switch hidden among disturb its resting place. Tombs of Golarion 1. At the room’s center is a large successful DC 15 Knowledge (nature) check. where crenellated walkways look down on the 5. effect 1d2 Con plus confusion for 1 round. this channel is empty. frequency 1/round for more obscure. With a successful DC 10 Knowledge EFFECTS Horse-Speaker (religion) check. level (see area 4). 10-foot-wide iron doors. but each stair is barred by an iron trap door secured from below. illuminating the areas in dim light. while venom—injury. The Elemental Furnace room’s southern wall offer views of the surrounding area. multiple targets (all targets in a Everforge Bolka. the trap rearms ELDER MAGMA ELEMENTAL CR 11 itself 3 rounds after the switch is pressed. applying a diluted version of Leng spider venom to tomb’s heyday. and contains a trio of The statue is actually an iron golem that attacks any dilapidated bunks and rotten foot lockers. 2 consecutive saves]).000 gp. On the ground north of the pedestal 6. tungsten cauldron into the lava flow below. Currently. crowned with crenellations and a large iron pot doors are locked with a superior quality lock. the elemental attacks at once. Turning the massive crank to work the off. Grundinnar. Perception DC 30. hp 123 (Pathfinder RPG Bestiary 2 119) 27 . if Four gem-encrusted statues of dwarven women loom over magma is poured into the channel. these nine effigies crowd Bypass 4 jeweled switches (Perception DC 25) Cairn of Attai the tomb’s entrance.600 This foundry contains two chimneys and a forge that hp 129 (Pathfinder RPG Bestiary 162) overlooks the chasm below. Two flights of trespassers unless they possess the dwarf subtype or stairs flanking the entrance lead to a guard tower (area 6). The raised 15-ft. Atop the stairs. A character XP 12. cure Knowledge (religion) check as the dwarven deities Angradd. which once offered sentries an impressive view of chamber’s guardian. a PC can identify the two largest statues Trigger proximity. but the duergar were able to reactivate it and add a new winch requires a successful DC 25 Strength check. Grim and dour. Should anyone down from the ceiling. The trap door is locked from the underside. Reset repair as the chief figures of the dwarven pantheon. beyond Magrim’s effigy. Tomb of the On the balcony’s floor is a 3-inch-thick iron trap door that Necrophage 2. A pair of stairways ascend to a second forges ignite. which launches a hail of arrows remains within the massive cauldron today. This chamber contains a massive winch that lowers a huge The gems on each statue are worth 1. This terrace stands 20 feet above and to the side of the main Prismatic Lantern stands a set of 20-foot-tall. IRON GOLEM CR 13 7. a cleric used a ring of elemental command (fire) to the ammunition. brass bell that acted as both an alarm and a signal for prayer.-square area between the statues) central statue depicts the dwarven god Magrim. The foundry is linked to two other foundries via a channel in the floor that runs to 3. that can swivel to dump its contents onto attackers below. Disable Device DC 25 At the chamber’s east end rests an enormous silver anvil EFFECTS etched with an ornate carving of the god Magrim ushering Trigger location. however. but it has no innate magical properties while separated from the Soulforge. but the chamber is warm. and lapis lazuli. 28 .000 gp for its materials alone. despite the passing of so many centuries. Type mechanical. reducing its worth by half. natural earth. Amid the images are solemn scenes of sacrifice. Crypt ROLLING BOULDER TRAP CR 10 The interlocking marble tiles found elsewhere within XP 9.600 Everforge give way to natural earth in this vandalized crypt. but ignite easily. Surrounding the tiered slabs are four bronze candleholders that each stand 3 feet tall. Unable to locate this hidden tomb. fierce battles with strange Darklands creatures. A tiered platform rises from this tomb’s center. the stout candles ensconced within are unlit. a tale that transcends language leads to Naika’s final resting place. The ground here is soft. Hearthhammer. unfolds: the saga of Naika’s Quest for Sky. The damage. and which she wished buried with her after she used the Soulforge to pass from the Material Plane. Tomb of Naika Omenspeaker within them have been tossed aside. Perception DC 30. Reflex DC 25 half). which remains as pristine as the day it was forged. The rest of the room is lined with 10 burial niches. these bellows transform the fire into the divine heat Magma Elemental source needed to unlock its true power. who seek its slabs rests an intricate coffin of iron and stone. The second item is a set of bellows carved of gold and bejeweled with emeralds. Not only niche along the north wall is a secret door (Perception a work of art. they abandoned this chamber and turned upon the chamber’s walls as part of a masterfully painted their focus to other areas. Reset repair newly judged souls into his kingdom. The same woman’s image is repeated tomb (area 10). If the PCs open the coffin (doing so requires a successful DC 25 Strength check). Sealed Naika’s tomb in order to reactivate and ultimately corrupt shut. and atop The vandals were the recently arrived duergar. Resting next to the urn lie the two items the oracle held most dear in life. amethysts. and as the viewer DC 25). 9. The anvil weighs 250 Effect rolling boulders (12d6 points of bludgeoning pounds and is worth 5. until at last she pierces Golarion’s crust under a blazing sky. multiple targets (all targets anvil is purely decorative—any strikes to its surface mar the in the tunnel) soft metal. depictions of Naika as an elderly woman stoking the white-hot flames of a colossal forge. the coffin’s lid is etched with an image of a serene the Soulforge. and finally images of vast crowds paying homage to the oracle during her wake. The events A pressure plate 15 feet north of the secret door triggers portrayed in the mural begin with this dwarven hero as a rolling boulder trap when depressed. The first is her warhammer. they find the clay urn in which Naika’s bodily remains were interred. This bellows radiates a strong aura of transmutation magic. When used to fuel the flames within that artifact. behind which lies a claustrophobic tunnel that admires the painting. Styriax has yet to fully reawaken the Soulforge and corrupt it to Droskar’s will. the mural tells an epic. the dwarven urns that stood 10. a young oracle in the Darklands and then proceed to her many adventures and feats of fortitude as she struggles ever upward toward the surface. Not realizing how close they were to her secret dwarven woman. At the back of the central burial mural that swathes the room in vibrant colors. A long causeway spans a chasm lit by lava flowing 100 feet Prismatic Lantern below. within Everforge.800 each falling into mud) and suffers the effects of total immersion hp 81 each (see page 32) in lava (Core Rulebook 444). and thousands of silken strands span XP 9. multitiered spider web. They attack any intruders who enter this hall. The forge. Duergar Caves of these gases has created the potential for a highly Freshly excavated.” direction a pendulum web is swinging for each attack). Scaling the walls requires a series of successful DC MANY-LEGGED MOUNTS (2) 15 Climb checks. and Golden Ossuary 11. multiple targets (all creatures hp 60 each (see page 32) in a 20-ft. three crude tunnels now Cairn of Attai carved in the form of a stately dwarven woman. these cobweb-clogged tunnels contrast destructive conflagration should anyone attempt to light with the worked stone and reinforced areas found elsewhere the forge. 60 points of fire MANY-LEGGED MOUNTS (5) damage. stonemasonry. Tombs of Golarion HEARTHHAMMER PRICE 13. Disable Device DC 31 XP 4.000 GP Once a grand hall.-radius burst) 29 . These caves are home to a rowdy band of arachnid-riding cavaliers.600 Tomb of the the chasm in a complex. hp 120 (see page 31) Necrophage Any PC who falls or is pushed off the bridge can attempt a DC 20 Reflex save to grab a thick strand of webbing. The four massive columns that support the causeway DUERGAR IRONCLAD CR 10 are caked in webbing. The wielder pierce the once-pristine chamber’s eastern wall. Three duergar—one ironclad and two strandriders— CONSTRUCTION REQUIREMENTS COST 16. The once-intricate ancient carvings on the forge’s Type mechanical. She has A set of stone stairs ascends into a massive forge in this also crafted a counterbalanced network of pendulums large chamber. False Forge every 6 hours to check her webs for tasty morsels.600 DUERGAR STRANDRIDERS (5) CR 8 Type magic. Dwarven releasing a series of pendulum webs that swing violently runes crown the forge’s entryway. Making matters worse. jewelry.800 each EFFECTS hp 81 each (see page 32) Trigger location. Effect Atk +15 melee (2d6+6 plus bull rush [+15 CMB]). which now leaks magical. Perception DC 25. Styriax. hp 60 each (see page 32) The webbing here was created by the Skitter Queen. A (armor. the Leng spider who resides in area 15. The duergar’s vandalism here exacerbated a crack in multiple targets (all targets on the causeway) the stone dais supporting the forge. Introduction been marred by vandalism at the hands of the duergar The stone handle of this +3 adamantine warhammer is invaders. the Skitter Queen. Failure DUERGAR STRANDRIDERS (2) CR 8 indicates the character falls into the lava (treat the fall as XP 4. A decorated with hundreds of bas-reliefs depicting dwarven delicate tripwire halfway across the walkway sets off the trap. smiths pounding metal into weapons and armor.506 GP guard the chamber’s western doors. Disable Device DC 20 surfaces have been scratched and marred with profane EFFECTS Dwarven graffiti and crude images. bonus increases to +10. this ancient chamber has recently AURA moderate CL 9th WEIGHT 10 lbs. this chamber’s north end. traps.800 it. is hidden among the jumbled webs above the causeway. fabricate carvings there. Hall of Heroes 30. an incredible feat of crafting. Escaping from the flow takes 1 round. Perception DC 31. Causeway his ally. raising an alarm to warn their leader. and weapon) checks. Reset none Effect spell effect (maximized fireball. COMBUSTIBLE GAS TRAP CR 13 XP 25. Reflex DC 14 half). Duration 1d4+1 rounds. The buildup 12. flammable gases into the chamber. much less corrupt XP 12. Styriax and his fellow duergar were initially fooled by this false relic and defaced it in frustration when they PENDULUM WEB TRAP CR 11 found themselves unable to activate it. she comes here 14. those who read the across the entire length of the causeway for 1d4+1 rounds language recognize the text as the lyrics to a dwarven before losing their momentum (randomly determine what working song titled “Hymn to Magrim. set of stone stairs provides access to a raised area at the Clockwork Vault If the wielder is a humanoid with the dwarf subtype. idly defacing the Everforge Craft Magical Arms and Armor. as well as the unholy Trigger location. Reset manual symbol of Droskar. defacing Horse-Speaker of Hearthhammer gains a +5 competence bonus on Craft several bas-reliefs depicting scenes of dwarven glory. however. a suit of +2 splint mail.400 Hidden within the statue’s mouth is a small lever that.” XP 38. a text. Alternatively. water is potable and flows ceaselessly from the statue. causes the entire sculpture to rise. the ghostly material is incredibly resilient. A successful DC 20 Knowledge (geography) check provides direct access to Nar-Voth—this is how the duergar allows a PC to deduce the probable destination of this penetrated Everforge in the first place. The area is hot. Forced to serve the duergar under the duress of a greater because of the collapse. and a raging fire burns within the forge’s open furnace. wailing spirits. and glittering gemstones of every imaginable color. the ornate metal-and- gemstone walls of the magical forge transform into a mass Skitter Queen of thousands of opaque. which in turn spills over the chasm’s edge. due to their solid footing. stronger even than adamantine. “Heed the words of Magrim. a set of massive. Soulforge A set of ornate stairs ascends toward a massive forge made of burnished bronze. When the Soulforge is in this state. 30 . Lair of the Skitter Queen 16. the Leng spider known as the Skitter Queen is impossible by conventional means. blocked passage as Kravenkus’s inner ward. its true power is revealed when the flame is fed with a specific golden bellows (currently located in Naika Omenspeaker’s crypt in area 10). Female Leng spider (Pathfinder RPG Bestiary 2 176) when pulled. revealing hp 202 a passageway ending in a door that opens into area 17. A 1-foot-deep cerulean Pathfinder RPG Bestiary). In reinforced stone double doors open to reveal a collapsed the cave’s southeast corner sprawls a massive sinkhole that tunnel. polished gold and silver. a continuous spout of water pours Webs cover every inch of this area (see page 305 of the from the effigy’s pursed lips. 17. a character who succeeds at a DC 30 Disable Device check can open the passage without using the lever mechanism. and through them you will gain entry into his SKITTER QUEEN CR 14 hidden realm. as Within the strands of webbing hanging over the sinkhole though it were a decanter of endless water. She loathes all life on the Material Plane A 15-foot-tall bust depicting the god Magrim protrudes and is quick to make a meal out of anyone who disturbs her. face is an engraved Dwarven verse from Magrim’s holy including a +1 giant-bane greataxe. which reads. Unfortunately.15. While the runes carved into the stone above the face hint at this secret passageway and the means by which to access it. Above the carved bob several objects scavenged from the crypts in area 9. Each 5-foot section of webs has 15 hissing into steam before it reaches the lava below. flow as water from his mouth. those who employ it for forge-related crafting can potentially tap into Magrim’s divine power. an Escape Artist or burst DC of 25. which gem of seeing. When the flame is fed by the bellows. Exceeding this DC by 5 or more allows a PC to also notice the lever hidden in the statue’s mouth. This forge is the Soulforge. and a stone of good luck. an artifact that links Golarion to Magrim’s realm in the Boneyard. Creatures caught in ground-level pool gathers under the spout and drains southward in webs gain a +5 bonus to escape or burst from the webbing a stream. Apply these teachings to your life. and DR 5/—. from the western wall. a successful DC 25 Perception check also reveals the secret door. Magrim’s Fountain This cavern is shrouded in a mass of spider webs that hides At the north end of this wide avenue. calls this cave home. While the forge is capable of making exquisite metalwork when lit with a mundane flame. iron- a 10-foot-deep channel running from north to south. Rather than being weak and insubstantial. The hit points. travel to that area via the passage planar ally spell. touch 15. As When the forge’s furnace is fed by a specific set of bellows. a Duergar Ironclad maul of the titans. gray-skinned dwarf is armored like a fortress. Various masterwork tools (worth 500 gp in total) hang on the walls here. Everforge to its former glory. These ambitious dwarves are crafter garners Magrim’s favor and can choose from one of unaware that if Styriax’s plans come to fruition. spells 31 . if a character’s successful Craft (armor. and a rod of metal and mineral detection. a party of adventurers Clockwork Vault surprisingly resilient. The dwarven explorers reopening the city judgment and petitions on her behalf before the Lady of believe that Everforge holds a means by which any artifact Graves. upon its seemingly soft. allowing for forging at a temperature Dongun Hold. Senses darkvision 120 ft. Ref +6. Guarding him are two sentinels who stand out of sight DUERGAR IRONCLAD CR 10 from the chamber’s door. hardworking souls being supplied to the Dark Smith. but have no interest in opening Second. A creature can receive at most one such oracles. delicate surfaces. Will +7 (+2 vs. long as the request does not conflict with Magrim’s lawful Reopening the Temple: An enclave of dwarven clerics. jewelry. Naika Omenspeaker used the altar to enter the afterlife. A Legend Reborn: Styriax Hakazor’s ultimate plan Any item crafted with this forge can be constructed in half to secure his immortality hinges on a steady flow of Everforge the normal amount of time. and Cairn of Attai This massive forge is built into the structure of a temple to the divine flames of the Soulforge have not burned since Horse-Speaker Magrim and can’t be moved without divine intervention. body. +2 vs.. they ultimate rest in the realm best befitting their lives. between Golarion and Magrim’s realm could have grown Finally. the flames glow with a divine radiance and within dwarven communities. With only ages-old tales to go on. their souls the three following special rewards. among them a mattock of the titans. the forge is Despite the temple’s abandonment. fear). the crafter can choose for her soul to pass from her thin. the crafter can override the and exploring an ancient tomb themselves. 7d10+4d12+51) hp 153 (see page 33) Fort +11. STYRIAX HAKAZOR CR 14 +3 shield) XP 38. +3 dodge. they seek adventurers to clear the site of any threats. Styriax Hakazor works the Soulforge in vain. neutral alignment. Artisans in the guilds of Prismatic Lantern emit no noticeable heat. and the Five Kings Mountains more comfortable to the crafter. send the PCs to escort the relic to the tomb and destroy it. traveling through the Soulforge to Magrim’s realm in Unmaking Evil: A powerful artifact of Abyssal origin has the Boneyard. the artifact is destroyed. and other religious dignitaries seek to restore miracle over the course of her life. Perception +10 hp 120 each (see below) DEFENSE AC 29. or is most qualified to once again light the sacred forge and Necrophage weapons) check result using the forge exceeds DC 40. Creatures The following creatures inhabit Everforge. such. advocating for his most faithful followers to find can be unmade. will be delivered instead to Droskar. and they will be forced First. +2 Dex. at the GM’s discretion. the XP 9. Tombs of Golarion MAJOR SOULFORGE ARTIFACT Adventure Hooks SLOT none CL 20th WEIGHT n/a Introduction AURA strong evocation The dwarves of Kravenkus sealed Everforge long ago. flat-footed 24 (+11 armor. the duergar’s many agents throughout the Inner Sea Golden Ossuary currently buried beside the remains of Naika Omenspeaker have begun spreading rumors of the Soulforge’s power (see area 10). that pass into Magrim’s realm. This bulky. so to toil at his dark forge for eternity. Magrim been found in the ruins of the Sky Citadel of Jormurdun in immediately ushers the crafter’s soul before Pharasma for the Worldwound. Currently.600 each Init +2. Advanced Race Guide 186. Made of precious metals and gemstones. and even hard metals can be crafted might brave Everforge’s sacred halls for a number of reasons. Pathfinder RPG Advanced Player’s Guide 277) DUERGAR IRONCLADS (2) CR 10 LE Medium humanoid (dwarf) XP 9. While the Soulforge is so now conduct tests of skill to determine who among them Tomb of the lit. Janderhoff. Aware that destruction conditions of a minor artifact without a lawful the sepulcher has sat abandoned for years and the nexus aura and destroy it in the Soulforge. the crafter can ask of the god a single miracle. effectively causing the crafter to die. locks.600 ironclad sentinels cast enlarge person and invisibility before Duergar fighter 7/stalwart defender 4 (Pathfinder RPG blocking the forge’s stairs while Styriax prepares for combat. When any threat approaches. DESTRUCTION If the great anvil of the Soulforge is used as a sacrificial altar to slay a willing lawful outsider of at least 18 Hit Dice while the forge burns with divine flame.400 hp 120 (11 HD. spells SPECIAL ABILITIES Immune paralysis.. swift action. 28 vs. Con 16. cloak of resistance +1. 32 . 33 vs. Cha 6 Spell-Like Abilities (CL 11th. javelins of Giant spider animal companion (Ultimate Magic 37) lightning (2). challenge Weaknesses light sensitivity 3/day (+9 damage. XP 4. mwk bardicheUE. Will +2 (+6 vs. Ranged sling +11 (1d4+3) phantasms. potion of heroism. Str 16. defensive stance simple banners (2). poison Poison (Ex) Bite—injury. mwk SQ armor training 2. Fort +9. Endurance. Int 8. blow). 420 gp Combat Gear brooch of shielding. 7 gp Perception +0 DEFENSE Bred in the steam vents of Diepkamer. defensive powers (bulwark. Undercommon Skills Intimidate +7. potion of cure moderate wounds. save Fort DC 17. Senses darkvision 60 ft. Racial Modifiers +4 Stealth Weapon Specialization (bastard sword) Languages Common. these duergar mwk bardiche +13/+8 (1d10+4/19–20) or harvest the egg sacks of giant female spiders. Dwarven. sling with 10 bullets. OFFENSE Speed 20 ft. Con 16. trip) Attack.. Immune paralysis.. javelins (3). invisibility (self only) Ranged javelin +14/+9/+4 (1d6+3) STATISTICS Special Attacks weapon training (heavy blades +1) Str 16. +3 to hit while riding mount). Exotic Weapon Proficiency (bastard sword). their counterparts— Melee +1 lance +13/+8 (1d8+5/×3) or the strandriders—are swift. CMD 24 (28 vs. Cha 6 Improved Overrun. claiming the mwk cestus +13/+8 (1d4+3/19–20) cluster’s strongest specimens to use as their future mounts. Dex 16. MANY-LEGGED MOUNT +1 heavy steel shield. +1 lance. concentration +7) mwk light hammer +15/+10/+5 (1d4+3) 1/day—enlarge person (self only). Intimidate +10. Dodge. CMB +14.). Ride +11. Perception +6. Stealth +8. ironclads are as AC 23. bull 1/day—enlarge person (self only). enchantments) Defensive Abilities evasion. Mounted Combat. tremorsense 30 ft. halting cestusUE. trip) STATISTICS Feats Charge ThroughAPG. +2 vs. Ultimate Combat 36) Base Atk +6. overrun. Power Base Atk +11. mwk javelin. Skills Handle Animal +10. Dex 14. Speed 20 ft. devotion. cloak of resistance +1. Melee bite +7/+2 (1d8+3 plus poison) DUERGAR STRANDRIDER CR 8 Space 10 ft. Senses darkvision 120 ft. Quick Draw. Ref +5. Stealth +2. Weapon Focus (bastard sword). extra attack hp 81 (9d10+27) Gear chain shirt barding Fort +10. Wis 14. defend. touch 12. Ride-By Attack Feats Combat Reflexes. iron Init +3.Defensive Abilities uncanny dodge. Dwarven. Str 15. CMB +12 (+14 overrun). As a rite of passage.800 STATISTICS Duergar cavalier (beast rider) 9 (Advanced Race Guide 186. gray-skinned warrior sits astride an enormous spider. Wis 10. CMB +9. phantasms. climb 30 ft. Ref +8. effect 1 Str. Improved Initiative. guard. Dex 14. Sense Motive +2 (+6 when opposing a Bluff StalwartUC. Cleave. These –1 size) duergar are known to chain themselves to one another and hp 60 (8d8+24) anchor their iron boots to the very structures they defend. Cha 2 Advanced Player’s Guide 32. Other Gear Languages Common. Outflank APG. Toughness. Racial SQ mount (giant spider). mounted mastery. Other Gear +2 full plate. Wis 14. 5 pp. cure 1 save. come.. invisibility (self only) rush. Diehard. CMD 22 (34 vs. Undercommon +2 agile breastplate UE. spikes (5). 26 vs. Will +6. CMD 29 (33 vs. mwk light N Large vermin hammer. order of the sword Modifiers +4 Stealth Combat Gear potion of cure serious wounds. flat-footed 18 (+8 armor. cavalier’s charge. greater OFFENSE tactician 2/day (Outflank or Precise Strike. trip) LE Medium humanoid (dwarf) Feats EnduranceB Init +6. Int 8. iron chain (10 ft. mindless Duergar Strandrider OFFENSE This stout. Where the ironclads are immovable. flat-footed 20 (+4 armor. touch 12. poison Special Attacks banner +2.. Int —. +2 Dex) SQ combat riding. down. Precise StrikeAPG. 7 rounds) Melee +1 bastard sword +17/+12/+7 (1d10+7/19–20) or Spell-Like Abilities (CL 9th. Perception +6 Tricks attack. +3 Dex. bull rush. heel DEFENSE Skills Climb +8 AC 20. Con 16. Speed 30 ft. Reach 10 ft. +1 bastard sword. check). concentration +9) Base Atk +9. frequency 1/round Weaknesses light sensitivity for 4 rounds. unfeeling as the metallic casings that entomb them. Perception +10. +7 natural. Tombs of Golarion Styriax Hakazor Improved Initiative. 2/day). Con 20. STYRIAX HAKAZOR CR 14 Perception +20. protection from good. hold person (DC 17). Styriax gains a climb speed equal to his base speed. Wis 21. Ref +7. lesser silent Clockwork Vault LE Medium vermin (augmented dwarf) metamagic rod. shield of faith 0 (at will)—detect magic. +1 Dex. Infernal. murderous commandUM (DC 16). resistance D Domain spell. invisibilityD. distraction (DC 21). Immune critical hits. flanking. discorporate. flame strike (DC 20). Special Attacks channel negative energy 1/day (DC 14. grab (Large). Power Attack. flat-footed 24 (+7 armor. touch 16. Stealth +10. aura of doomUM (DC 21). dispel magic. stone shape D. crushed jade worth 500 gp. Dwarven. but Tomb of the phantasms. deeper darkness. belt of giant DEFENSE strength +2. Necrophage Weaknesses light sensitivity OFFENSE Taskmaster Styriax Hakazor performed a ritual that Speed 20 ft. artisan’s tools. Senses blindsight 30 ft. mislead D (DC 21) 5th—major curseUM (DC 22). sanctuary (DC 16). headband of inspired wisdom +2.. Dex 12. +12 Stealth Horse-Speaker Male duergar variant worm that walks cleric of Droskar 13 Languages Common. Cairn of Attai XP 38. spells SPECIAL ABILITIES Prismatic Lantern Defensive Abilities worm that walks traits. silver unholy symbols of Droskar (2) Fort +13. Int 12. tenacious Spell-Like Abilities (CL 13th. silence (DC 17) 1st—cause fear (DC 18). concentration +11) 1/day—enlarge person (self only) (DC 9). cure critical wounds. fast healing 7 dust worth 50 gp. bull rush. mwk Everforge AC 25. 36 vs. DR 15/—. CMB +12 (+20 grapple). wall of ironD 6th—greater dispel magic. CMD 32 (36 vs. trip) Feats Diehard. confusionD (DC 19). darkvision 120 ft. bypasses DR and hardness 13). Will +13. summon monster V.. Domains Artifice. turned his body into a swarm of skittering Melee +2 light hammer +14/+9 (1d4+5) or spiders. Undercommon (Advanced Race Guide 186. Greater Spell Focus (necromancy). Trickery STATISTICS Styriax Hakazor Str 16. disease. harm (DC 23). Spell Focus (necromancy). Cha 6 Base Atk +9. 33 . squirming embrace (3d6+4 plus distraction). freedom of movement 3rd—bestow curse (DC 20). and seeks immortality by delivering slam +7 (1d6+1 plus grab) souls to Droskar’s realm. vision of hellUM (DC 18) 2nd—aid.. small iron sheet and gold Golden Ossuary hp 153 (13d8+91). Knowledge (religion) +10. 7d6). poison. climb 20 ft. amulet of natural armor +2. Lightning Reflexes. Spell Penetration. invisibility (self only) Domain Spell-Like Abilities (CL 13th. concentration +18) 7th—destruction (DC 24). Thousands of spiders cover this formidable. obscuring mist. Spellcraft +14. concentration +11) At will—master’s illusion (13 rounds/day). Other Gear +1 breastplate. read magic. +2 vs. +8 Sense Motive. Toughness Introduction Skills Craft (weapons) +13. Sense Motive +25. magic circle against chaos. divine power. true seeing 4th—air walk. +2 light Init +5. eye ointment +2 natural) for true seeing (worth 500 gp). mending 8/day—artificer’s touch (1d6+6. dwarflike warrior. Bestiary 2 286) Combat Gear lesser extend metamagic rod. dancing weapons (4 rounds. sleep the effectiveness of his fast healing ability is halved. paralysis. cure moderate wounds.400 Racial Modifiers +8 Perception. Perception +20 hammer. Variant Traits (Ex) Composed of spiders instead of worms. guidance. instrument of agonyUC. copycat (13 rounds) Cleric Spells Prepared (CL 13th. false visionD. disguise self D. +5 insight. I stood before an assembly of riches. the fact that each bone was gold-plated and reworked into an object of art was profoundly unsettling.” —Hanno Stravos. metallic glow. While the presence of humanoid remains did not usually bother me. Golden Ossuary “As the ivory doors swung open. High Tax Collector of Kerse 34 . I realized the futility of attempting to quantify the ossuary’s worth. But it was not the pyramids of coins or the flawless gems that befuddled me—rather. In that moment. and gemstones the size of an ogre’s fist peered out from the metal slopes. it was the perfectly arranged bones from which the furnishings and fixtures of this treasury were constructed. casting the entire chamber in a warm. Mountains of gold rose from the polished floor. and it’s capped with a golden series of strict rules and self-restraints. and as a general rule. the Golden Ossuary is the epitome of excess. catacombs are vaulted to a height of 20 feet. during which they are allowed through the management of his very resting place. Anyone holdings after death? Adherents’ answers are as varied as wishes to do so can extract the precious materials built into the prophets themselves. for became Aradati’s inspiration for the Golden Ossuary. whenever ossuary’s furnishings and fixtures must pay a steep fee. one’s own body for those unable to enter the drawing all but ensure the interred within the ossuary’s gilded halls is a status that Golden Ossuary acquires more coin during the lottery few Kalistocrats can afford. the Golden Ossuary towers above the metalworker who earned his fortune fashioning trinkets Introduction lesser mausoleums and grave markers of Kerse’s and emblems for the Drumish elite. fact that getting out of the dangerous tomb is a far more Of course. Tombs of Golarion S ituated atop a bluff overlooking the Gulf of One such savvy businessman was Aradati Kalm. and other amass their empires while maneuvering deftly through adornments are carved from humanoid bones plated in gold. these white-clad merchants pay The Golden Ossuary rises three stories. the Kalistocrats dome. Yet even the wealthiest of mortals thick iron inlaid with precious metals. a far more fool for draining his coffers in the endeavor. and the elite who have paid than it loses to the winners’ plundering—as does the the price find themselves the subject of awe and jealousy. who wore the opulent cemetery. then While the Golden Ossuary’s main business of selling quietly ended his life. If this vandalism greedily take their belongings with them to their graves. with a buttress homage to a far more tangible master: wealth. it. furnishings. along with the onset of crippling arthritis. Which holds enough wealth him in a dream. the tomb acts as a bone house for the most in a display of juvenile one-upmanship. what happens to their level within the ossuary is considered bright light. The light The question then becomes. The repository of wealth stored their fate within the tomb. Its gem-encrusted walls and gold-capped dome baubles as symbols of their wealth. The ceilings must eventually die. and he spent the last few years of his life Necrophage to awaken the greed of even the wealthiest Kalistocrats. Of course. 35 . The most successful adherents of the Prophecies are among the wealthiest individuals in Features the Inner Sea region and hold incredible influence in Unless otherwise stated. still occurs outside of the annual lottery. While many considered Aradati a grave plots turns a profit for the bone house. Aradati Kalm. Prismatic Lantern the tomb’s catacombs—rumors that are mostly true. Aradati would have one final commission: Everforge Whispers amid Kerse’s populace speak of gold-masked gilding a cenotaph memorializing the deceased. Holding true to the central tenet of his faith. History The Prophets of Kalistrade hold no fervor for gods or other Description powerful entities. While technically not home to a single his services to construct a larger. to plunder the site of all they can carry. centuries to come would pay fortunes to be buried within tomb raiders. Aradati. others a successful DC 15 Craft ( jewelry) check. and their golden funerary masks are worth 100 gp each. Those who would often continued for decades. means to continue amassing wealth even after death. and treasure-seekers from across Golarion. Many winners have met reserved for its architect. while those within the follow its owner to the Great Beyond. wealth cannot aboveground are 10 feet high. The reach of their beloved faith—and a resourceful few discover ossuary agents’ white linen robes are worth 50 gp each. of entry into the lottery and a complex betting system To have a deceased relative or. agents of the Golden Ossuary he would create a tomb so opulent that Kalistocrats for hold a lottery that gains the attention of adventurers. This macabre rumors of an obscene amount of wealth resting within competition. fanatically pouring his wealth into its construction. continues to earn a sizable annual profit the ossuary for 24 hours. The winners of these annual drawings gain access to though dead. persisting until one rival have their remains encased in gold and worked into the eventually died and the game ended. These rivalries Clockwork Vault affluent members of Drumish society. Rather. this happened. more expensive piece occupant. within makes the Golden Ossuary one of Kerse’s most prosperous businesses. Its door handles. better yet. servants carting gold bars into the secure depths of the As with Aradati’s jewelry. it attracts the attention others donate their assets to the High Prophet to further the of gold-masked agents who patrol the famous site. the most prestigious section of the ossuary is difficult task than gaining entry. a talented Accord. the mercantile world. The high price Today. they didn’t sporting endeavor ensures the tomb is eternally brimming realize the simple philosophy behind Aradati’s plan— with riches: every year. Some Kalistocrats bequeath their the ossuary’s surfaces at a rate of 2d20 gp per hour with belongings to an heir or trusted business partner. Aradati often finished Cairn of Attai are shining examples of the opulence found within the one commission only to have a jealous neighbor demand Horse-Speaker Drumish capital. These accounts fuel cenotaphs became increasingly grandiose. The beyond a gilded portal lies the labyrinthine tomb of the aging metalworker claimed the tomb’s design came to Tomb of the vault’s architect. light sconces. the doors are made from 1-inch- Druma and beyond. never leaving with even a penny. Through a spiraling around its exterior. the commissions for these Golden Ossuary ossuary under the cover of night. THIRD FLOOR GOLDEN OSSUARY UP UP 7 6 UP 4 SECOND FLOOR CATACOMBS 6 UP 15 T 4 16 UP 5 14 17 UP S 13 S ST T 11a 11b 11c GROUND FLOOR 1 2 UP T 10 12 12 4 DOWN S 3 8 UP 9 UP TO 4 8 1 SQUARE = 5 FEET 36 . As such. Ignore XP 6. filling the enclosed space with clouds of glittering steam. the The fragrant oils in the 12 crystal vials found here are golems appear much less gruesome than many of their kind. hp 79 each (Pathfinder RPG Bestiary 160) 37 .600 gp. Hidden within this alabaster. Four ossuary agents stand guard outside the tomb. These flesh linen. When wealth is placed in a statue’s palm. A successful DC 15 Appraise check reveals the FLESH GOLEMS (3) CR 7 containers are worth 200 gp each. The keys required to open these doors reside outside hp 56 each (see page 43) of the ossuary’s premises with their respective owners. areas 6. A golden-masked flesh golem stands sentinel within each 2. is where the newly deceased are prepared for their constructs. Tombs of Golarion 1. Will saving throws or take a –1 penalty on the same rolls A staircase curls upward around the outside of the ramp to for the next 24 hours while adventuring within the site. The value of the gold within the vat at any ensure that nothing is stolen.000 gp (the value of the goods This curved walkway winds upward. “Four pounds of platinum or forty pounds of gold—pay ANIMATE HOARDS (2) CR 9 Everforge the prophet near me and good fortune shall unfold. A vat of molten gold bubbles within this circular chamber. which attack anyone rifling Clockwork Vault successful DC 30 Perception check reveals a single phrase through the decoy treasures. and is unwieldy even then. The two statues radiate strong 5. she receives a +1 luck bonus of those who purchased a plot within the prestigious ossuary. If the chamber’s door is they confiscate if they find. bringing the total value XP 3. and they thoroughly search given time is approximately 2. filled with scented oils and swaths of white marked key required to open the crypt’s door. saving throws. hoard your wealth. Once a corpse is purified and wrapped in the masks. It reads. these locked portals require a heaps of coins and scintillating gemstones. its walls lined with mentioned in the inscription) within either of the alabaster scores of macabre golden statues—the gold-plated skeletons Tomb of the statue’s outstretched palms. The gold plating PCs who fail to make this offering must succeed at DC 20 on each of the 70 statues is worth 200 gp. False Treasury Along the ossuary’s northwestern arc rests a set of exquisitely Designed to tempt winners of the lottery who wish only to Introduction carved doors. Gilding Pool conjuration auras. but for plating. ossuary agents take the body to area 5 wished to spend eternity within the Golden Ossuary. within (including the winners of the annual lottery). A junk are two animate hoards.400 each my offer. Family Crypts each year’s lottery. after three full spirals around the ossuary. At your discretion. are amalgams of the remains of supplicants who appropriate attire. Constructed from identical solid slabs of ivory make a quick haul and exit the tomb safely. and This parade of remains ends abruptly at an unfinished wall skill checks while adventuring within the Golden Ossuary. it is teleported into the vault (area 15). worth 1. though it must be left to all visitors as these exit the tomb. and they may also patrol the interior of the tomb when it is not open to the 24-hour winner of 6. who could not afford actual interment within. A successful Cairn of Attai successful DC 40 Disable Device check to open. without tribute. Purification Chamber crypt and attacks anyone who doesn’t display the magically This room. their outstretched arms demanding payment. this room features (treat as 2-inch-thick stone).” If a PC discerns the hidden message and places an 4. ensuring that none enter except those with official business The sparkling clouds are toxic—upon entering the room. as such items violate the spirit left open for 1 minute. They escort anyone who has official the steam persists. while inside the ramp a staircase descends to area 8. guards may be present. but the vials themselves are also valuable.200 each of the items in the room to 3. garbed in pure white linens and golden funerary interment. Flanking DC 15 Appraise check reveals the treasure is nothing more Horse-Speaker this ivory threshold stand two sentinels: statues carved from than painted slag and worthless glass.200 gp.200 each each. which and for 1d4 rounds after exiting. written in Common etched into the ivory door. The doors to these opulent crypts are secured with superior quality locks that are augmented with arcane lock spells—a OSSUARY AGENTS (4) CR 7 successful DC 50 Disable Device check is needed to open XP 3. more cool before it can be transported. Ivory Gate 3.000 gp. They any creature not holding its breath must succeed at a DC 18 search anyone entering the premises for extradimensional Fortitude save or be sickened as long as it remains here containers such as bags of holding and portable holes. beware for hp 111 each (see page 42) Golden Ossuary your health. While what she can carry). totaling 14. Avenue of Golden Skulls Prismatic Lantern offering of at least 2. it provides concealment for all creatures business not related to the lottery through the ossuary to in the chamber.200 gp in total. the steam clouds dissipate and the of the lottery’s terms (that the winner may leave with only hazard ends until the chamber is sealed once more. Necrophage for the next 24 hours on all attack rolls. 2d6 fire damage [round 3]). Reflex DC 20 for half fire damage and negates damage after round 1. Type mechanical. a Prophet of Kalistrade. Entry Catacomb A wide avenue with four alcoves runs for 65 feet before opening into a grand hall. Within the 11 occupied funerary boxes rests an assortment of jewelry worth 1. Catacombs Entrance A pair of oversized golden doors stand at the north end MOLTEN GOLD TRAP CR 10 of this circular room. walls. The gems on (which requires a successful DC 22 Craft [ jewelry] check). each uniquely carved to depict a stern man or woman clad in flowing robes. Because of their size. Duration 3 rounds. High Prophet’s Tomb Seventeen white pearls (worth 200 gp each) adorn the This tomb contains a gem-encrusted sarcophagus. 10. 16. or if more than four of the pearls in the ceiling are removed should he wish to be interred in the ossuary.” A successful DC 15 Knowledge of their faith.000 gp.7.” While a reminder of the strict tenets of the Prophecies of Kalistrade. the lids require a successful DC 20 Strength check to lift. Perception DC 25. The image chamber’s vaulted ceiling at seemingly random intervals. Above the doors along the north wall hangs a plaque engraved with a passage from the Prophecies of Kalistrade: “The right and proper path of a follower of Kalistrade leads Flesh Golem to riches. 13. High Prophet Kelldor. I would be humbled often interpreted by Kalistocrats as representing the founder if you accepted this gift. multiple targets (all targets in area 8). 8. Atop a raised 20-foot-diameter platform rests a menacing. Within each of the four alcoves rest three golden sarcophagi. reads. and ceiling of this gilded chamber. but one can use its interpretation to bring about a favorable outcome. 9. Be warned: anything more sinister can lead to folly. empty save for a simple placard that depicting the esoteric constellation known as the Prophet. An empty sarcophagus in the northwest alcove has a false bottom (Perception DC 30). gem-encrusted statue holding twin glittering swords. “Reserved for his most honored.000 gp total.600 wall leads to a 5-foot-wide stairwell that climbs to area 4. Single doors to the east and west and a series of three double doors to the north offer egress. they find a coffin. carved on its lid depicts a regal man wearing the robes of a With a successful DC 20 Knowledge (nature) check. 6d6 fire damage [round 2]. the sarcophagus are worth 2.000 pounds. A trap that rains molten gold triggers when (local or nobility) check allows a PC to infer that the tomb anyone attempts to open the golden doors leading to area 9. this plaque also serves as a clue to which door safely leads deeper into the catacombs (see area 11). The molten gold drains from the pool in area 5—removing the gold from the pool via other means disarms this trap. 38 . Reset repair Effect molten gold pours from the ceiling. and 17. If the PCs open the lid (Strength DC character identifies the arrangement of the pearls as 20). which hides a secret staircase leading to a 5-foot-wide passage that connects to areas 11a. Chamber of the Guardian Thousands of golden tiles compose the floor. while a single door in the eastern XP 9. hardening and continuing to burn as it cools (10d6 fire damage [round 1]. One must always follow the letter of the law. Each sarcophagus is worth 200 gp and weighs upward of 3. Disable Device DC 29 Bypass If the gilding pool in area 5 is emptied prior to the trap triggering EFFECTS Trigger proximity. is reserved for the leader of Druma. yet even in the depths of greed one can find secrets. -deep pit (5d6 falling damage). represents the farthest one can explore their contents. located with a successful DC 25 Perception check. Duration 1d3+1 rounds. Though it looks identical to the hallways in areas 11a and 11b.000 gp. The Proper Path hp 157 (Pathfinder Campaign Setting: The Inner Sea World This is the “right and proper path” referred to in the passage Everforge Guide 307) quoted in area 10. 16. and which leads to the catacombs’ contains three gilded sarcophagi (for a total of 36 funerary secret area. which can be ready to animate and attack any intruders. In mimics). corrosive glue false door at its north end triggers a trap that symbolizes SPECIAL ABILITIES the punishment that followers of Kalistrade inflict upon Aberrant Biology (Ex) The mimic ignores extra damage themselves for straying from the tenets of their faith. pit spikes (Atk XP 3. each of which to which passage is safe. Disable Device DC 22 jewelry worth a total of 2. from critical hits and sneak attacks 50% of the time. or grapple check.600 Introduction initial construction. but it rouses quickly and attacks EFFECTS Cairn of Attai any creatures entering the room who do not wear one of Trigger location. At each chamber’s northern and secret door connected to areas 9. The sculptures are so lifelike that they appear the western wall of the pit is a secret door. an CHAMBER OF LASHES TRAP CR 10 eternal guardian purchased during the Golden Ossuary’s XP 9. and in each of these corridors the trap Tomb of the triggers when the false door at the north end is opened. In truth. The calikang currently rests in a state Type mechanical. the value of the damaged ones decreases to a mere require a successful DC 20 Climb check to scale. “The right and proper path” that leads to the receptacles). 11a. 11b) are trapped. Reset repair Horse-Speaker the golden funerary masks denoting a servant of the tomb. Should a they are merely exquisite works of art. weighing close to 3. Perception DC 27. Reflex DC 25 negates. Tombs of Golarion The statue at the room’s center is actually a calikang. 30-foot-long corridors end in gem. Effect Atk +20 melee (4d4+3). XP 6. When triggered. 200  gp as art objects (including the value of the gold the trap can be disarmed from below with a DC 22 Disable they contain). albeit locked with a superior quality lock Prismatic Lantern encrusted doors. Disable Device DC 20 of suspended animation. 1d4 spikes per target for 1d6+5 damage Advanced variant mimics (Pathfinder RPG Bestiary 294. revealing a spike-filled pit below. which are worth character enter the room from the hidden passage within. Pit of Secrets Four of the 72 sarcophagi here are actually specially This hallway. Pathfinder Campaign Setting: Dungeon Denizens in area 11a).200 11c. Clockwork Vault CALIKANG CR 12 XP 19.400 Within the 68 true funerary boxes rests an assortment of Type mechanical. Perception DC 25. this passage contains no trap. 40  gp apiece. In their pristine form. The exquisitely crafted golden sarcophagi vault is literally to the rightmost door.200 each +15 melee. Should the sculptures be marred in any Device check. multiple targets (all targets 204. Revisited 25) hp 66 each 11b. As soon as anyone A golden sculpture of a resting Kalistocrat lies atop attempts to open the false door at the passage’s north end. Two of the three corridors (areas 11a and (Disable Device DC 40). southern ends stand a pair of golden statues depicting humanoid skeletons locked in an obscene embrace. The phrase “more located within each alcove areas are identical to the sinister” refers to the leftmost corridor. Reset manual DECOY SARCOPHAGI (4) CR 7 Effect 50-ft. the westernmost of the three identical bred mimics. each). The Prophet’s Path gem-encrusted iron door located at the hallway’s north Three identical. 39 . end is functional. multiple targets (all targets within area 11b). 13. each of the sarcophagi (both the real ones and the the floor drops away.000 pounds each. EFFECTS Trigger location. the trap releases a series of barbed leather Corrosive Glue (Ex) The decoy sarcophagus deals 2d6 cords from the walls that lash all targets in the room for points of acid damage with every successful slam attack multiple rounds. Room of a Thousand Lashes Melee slam +12 (1d8+8 plus 2d6 acid and adhesive) Choosing the central passage and attempting to open the SQ aberrant biology. which contains a ones found in area 9. The Golden Ossuary 11. and 17. The walls of the pit are smooth stone and way. 12. Guarded Catacomb Necrophage The phrase on the plaque in area 10 provides the answer This burial chamber houses 12 alcoves. stray from the Prophecies of Kalistrade. the sculptures are unwieldy and must be transported with the heavy coffins ENHANCED CAMOUFLAGED SPIKED PIT TRAP CR 9 beneath them. ready to strike at anyone who attempts to passages composing area 11. they find a woman—Anauriel The doors to the vault are lined with a copperlike skymetal Malaseer—resting here atop the field of pillows. Perception DC 25. This year. room fills with sand over the course of the next 10 rounds. Cashing in on several This damage can be negated with a successful DC 15 Reflex favors. and the walls depict woodland creatures among This shimmering chamber is filled with riches that rival ancient tree trunks. If the PCs enter this tomb between the chamber.. When a creature steps on the triggering plate. Oantus entered the ossuary’s diamond’s theft from the ossuary reaches the ears of the lottery and won. The ceiling is painted to resemble a 15. Bright. a well. Anauriel’s Tomb Effect rushing gold dust (targets directly under the vent holes Unique among the areas of the Golden Ossuary. within the famous Golden Ossuary. the ossuary’s gilt-masked representatives sand takes several weeks. her employer. this catacomb is actually players with the Golden Ossuary. Disable Device DC 28 EFFECTS Trigger touch. she the Golden Ossuary offer a handsome reward to those can separate 2d100 gp worth of gold powder. the desperate Kalistocrat purchased an illicit opening save to immediately shift out of the doorway. The Vault twilight sky. Lost Heirloom: During a game of chance. safe crackers. almost-blinding light door painted to look like a tree. If they arrive known as horacalcum. This effect also prolongs the life hp 98 (see page 42) of the vault’s platinum-clad guardian. hours of midnight and 2 a. A PC can identify 40 . Catacomb of False Promise Adventure Hooks This catacomb has six burial niches with a total of 18 replica sarcophagi snuggled within their recesses. a At the chamber’s north end stands a statue of a white-clad sun-baked elf named Oantus Malaseer. Impressed with her loyalty. and authorities are quite likely recruit tomb raiders. Reflex DC 20 negates) dyed in verdant hues. The noble Druman cannot risk in or fully out of the room. Convinced that her adversary cheated. (even if it is taken by a lottery winner during the allowed Test the Defenses: In the events before the annual 24-hour period of plunder). Located on the western wall is a secret an ancient dragon’s hoard. the heirloom on her behalf. the scoundrel the chamber’s entrance slams shut. and other ill-reputed to intercede well before this task is completed. this tarnishing her reputation if she is discovered trespassing. looks to rectify the situation.600 quickly than most realize.000 gp. which rises at a rate of 2 feet per round. scoundrels who can gain entrance beyond the gilded doors and retrieve a list of items from within the tomb GOLD DUST FLOOD TRAP CR 9 before a period of 24 hours expires. he sends agents to reclaim it in exchange for retrieving his daughter’s corpse. The secret door can be located with a successful DC 25 objects piled here. a cleverly disguised death trap. 14. this oval. which leads to areas 9. claims his daughter Prophet of Kalistrade holding a flawless sparkling diamond. The agents of for every hour a PC spends collecting the gold dust. Because of the sea of coins within this Perception check.600 Type mechanical. time within the vault. One minute of perceived time spent within the chamber takes 1 hour of real time.m. XP 9. her employer a gift to the Golden Ossuary’s founder from the Padishah purchased her a plot to honor her service. the entire room is considered difficult terrain. or DC 30 Disable Device check. With no legal way Empire of Kelesh that’s worth 16. Oantus now offers anyone his right to enter current Padishah Emperor. If news of the to claim his daughter’s remains. Harvesting the gold from the lottery. Unfortunately. reflects off the myriad glittering coins and other valuable and 17. she looks for a group of adventurers to retrieve suffocating any creatures buried beneath the golden sand. professionals to test the crypt’s wards. therefore. The sealed door Proper Burial: An annual lottery is held for the chance can be forced open with a successful DC 22 Strength check to plunder the ossuary for a period of 24 hours. so lottery ANAURIEL MALASEER CR 13 winners’ 24-hour window to plunder the tomb passes more XP 25. which creates a pocket of slowed at any other time. The emissary. Objects or creatures in perished and had the heirloom buried alongside his body this doorway when this occurs take 8d6 points of damage. the room is empty. While similar The following adventure hooks can help GMs involve their in appearance to areas 10 and 12. Located within the ceiling are several 1-foot-diameter reputed Kalistocrat lost an irreplaceable heirloom to a holes that spill several tons of sand and gold dust into this rival merchant. Anauriel’s remains became entombed within the bone A successful DC 15 Appraise or Knowledge (local) check house when she thwarted an assassination attempt on identifies the spectacular diamond as the Padishah’s Fist. 16. she chamber. The air within is fresh and smells of pine sap and mulch. However. either fully of the tomb’s gilt doors. Once the door slams shut. Duration 10 rounds. are knocked prone and take 2d6 points of bludgeoning shaped chamber is filled with plush pillows and silk curtains damage per round plus suffocation. an emissary from Kyonin won the prize. Reset none 13. Curiously.400 gp). respectively. Aradati Kalm. Eight ornate pillars stand between the entrance to the south and a curious glass casket to the north.500 pounds. split scroll detailing a legal transaction of property. It also sets Necrophage leaf (worth 5.356 cp. Twenty of these each contain a single Horse-Speaker The Golden Ossuary’s vault contains the following. With a successful DC 15 Knowledge (local) check. 400 pp. The stairs terminate at a locked set of copper-hued doors warded with an alarm spell (keyed to Anauriel as a mental alarm). which when attached to a water source plays in Absalom. 24.” and details a complex plan (worth 5.200 gp total). sp. a character must succeed at a DC 20 Disable Device check. Clearly visible within the quartz casket is a floating figure that appears to be levitating in a serene state of sleep. a silk mill in Jalmeray. ANAURIEL MALASEER CR 13 XP 25. Of the 400 lock boxes built into this chamber. A permanent gentle repose spell has been cast upon the figure entombed within the casket. save for Shelyn. and 91.000 gp). and these deeds are for residential properties located within Clockwork Vault piles of loose coins: a wonderfully crafted hydraulis weighing Druma.200 gp. a haunting melody of unknown origin (worth 4. The remaining five confer ownership of a tavern 5. any valuables the PCs placed This page can be identified as a scroll of resurrection—it’s in the statues’ hands in area 1 are located here. a board game depicting golden forth specific conditions that must be met before Aradati is figures of serpentfolk fighting savage humans covered in brought back to life. in her chamber (see area 13).000 gp total). an a pesh farm in Katapesh. Anauriel now serves her deceased master by standing vigilant in the heart of his tomb. Anauriel Malaseer. and a whaling ship harbored in Everforge ivory box that depicts images of flying cities on its surface. The quartz casket is worth 600 gp. Cairn of Attai of the presence of this rare metal. 32. expertly bound and embossed with gold and divest the profits into real estate purchases. A character can discover the casket’s opening mechanism with a Anauriel Malaseer successful DC 15 Perception check. the final page of the book strange writing (worth 3.600 hp 98 (see page 42) 16. Aradati Kalm’s most loyal guardian. unique items. a set of the best-known volumes of the with instructions on how to manage the Golden Ossuary Tomb of the Pathfinder Chronicles. intended to be used to bring Aradati back to life at the Except for during the 2 hours each night when she sleeps appointed time. can be found in this room. Chamber of Deeds check. Architect’s Tomb A chandelier made from gold-plated bones dangles from the ceiling of this chamber.500 gp). waiting for the time to have him resurrected (see page 42). each locked with a superior-quality 30 Perception check. ceramic pots. The glass casket is made from clear quartz decorated with gold trim. The remaining interlocking sculptures depicting the gods of the Inner Sea in deposit box holds a leather-bound document labeled Prismatic Lantern various lewd positions. Desperation Bay. a character identifies the figure within as the Golden Ossuary’s architect. jewelry boxes. The doors are worth 30. Additionally. a collection of to an individual named Anauriel Malaseer. who appears prudish “Terms of My Resurrection. Tombs of Golarion the skymetal on the door with a successful DC 25 Appraise 17. 41 .000 gp because lock. only 21 are filled. a foundry in Alkenstar.900 contains not business plans. A former member of the Mercenary League. Common to each deed is which when opened displays a miniature floating model the signed transfer of ownership from one Aradati Kalm Golden Ossuary of the Shory city of Kho (worth 7. but strange magical symbols. or notice dust motes in the hallway outside the door This immaculate chamber contains hundreds of Introduction moving at seemingly lightning speed with a successful DC safe-deposit boxes. To activate this mechanism and slide the top open. Fifteen of among chests. Improved LN Medium humanoid (elf) Trip. When this event draws near. Perception +10 StrikeAPG. Toughness. Con 13. Wis 13. so he entrusted Anauriel with ensuring he would live again when the time drew near. Spellcraft +8 (+10 to identify magic item +1 Dex. Stealth +12. 35 gp Aradati Kalm’s most loyal servant was his elven bodyguard. CMB +15 (+19 trip). Sylvan Defensive Abilities light fortification. laid out in a 100-page tome she keeps secreted away in area 17. longbow with 20 arrows. Iron Will. Perception +2 Aura avarice DEFENSE AC 21. Speed 20 ft. Melee +2 bardiche +20/+15/+10 (1d10+10/17–20) Anauriel Malaseer Ranged longbow +12/+7/+2 (1d8/×3) This elven warrior gleams like a burnished statue. Senses low-light vision. +2 vs. hp 98 (11d10+33) +2 Spellcraft to identify magic item properties Fort +11. potion of cure moderate wounds. enchantments Languages Common. fire 20 Combat Gear potion of bear’s endurance. Power Attack. Early in his career. trip) Female platinum-clad elf fighter (polearm master) 11 Feats Combat Expertise. steadfast pike STATISTICS ANAURIEL MALASEER CR 13 Str 18. giving the elf a protective platinum casing designed to distract her foes and deflect their attacks. Ref +7. Racial Modifiers +2 Perception. +15 natural. (Advanced Bestiary 199. SQ elven magic. CMD 27 (29 vs. until the ivory- clad merchants of Druma own the world. flat-footed 21 (–2 Dex. Perception +10. Will +9. Anauriel has patiently tended to her departed master’s affairs while keeping her existence a secret. Anauriel Malaseer. Other Gear +2 studded leather. Tripping Init +1. Elven. For the last decade. +5 natural) properties). Animate Hoard This pile of treasure offers tempting glimpses of gems and jewelry. ANIMATE HOARD CR 9 Animate Hoard Advanced animated object LE Huge construct Init –2. cloak of resistance +3. Weapon Focus (bardiche) DEFENSE Skills Appraise +7. Aradati realized his brief human existence wouldn’t allow him to witness the final triumph of the Prophecies of Kalistrade. flexible flanker Resist electricity 5.. touch 8. ring of sustenance. Improved Critical (bardiche). Combat Reflexes. –2 size) hp 111 (13d10+40) 42 . +2 bardicheAPG. potion of bull’s strength. +1 deflection. Int 14. Special Attacks pole fighting. Senses darkvision 60 ft. Advanced Player’s Guide 106) Greater Trip.Creatures OFFENSE The following new creatures guard the Golden Ossuary. Cha 12 XP 25. AC 22.600 Base Atk +11. flat-footed 21 (+5 armor. Knowledge (local) +6. Sense Motive +12. True to her dead master. Furious FocusAPG. Immune sleep. To protect his investments. her orders are to resurrect her preserved master so he can live in the prophesied time of glory. she waits until the realization of the Prophecies of Kalistrade—that is. low-light vision. ring of protection +1. touch 12. she is unhindered in following her master’s agenda. he augmented Anauriel with an expensive alchemical process. Lunge. Believed to be deceased herself. Dex 12. 2 CP) The object is made up of smaller but This golden funerary mask depicts the serene expression Golden Ossuary similar objects. Improved Initiative. Con —. trap spotter). ossuary swarmlike creatures blend in with the ossuary’s riches. Con 13. Cha 1 their identities. Possessing awareness Combat Gear elixir of truth. trap sense +2. Failure results in the affected Special Attacks combat style (two-weapon combat). winners still inside Fort +6. and a like sneak attacks. The object can move through spaces +2 resistance bonus on Will saving throws. changing its Iron Will.200 buyers. sneak attack +3d6 to retrieve a glittering object from the animate hoard’s mass STATISTICS (this action does not provoke an attack of opportunity). Double Slice. When grants it immunity to critical hits and flanking. Perception checks. Ref +12. Two-Weapon Fighting. mask. flat-footed 15 (+5 armor. Will +6 when their 24 hours expire are met with efficient resistance. and Sense Motive checks. DEFENSE During the annual lottery. resistance Avarice Aura (Su) Creatures within 10 feet of the animate hoard are subject to overwhelming feelings of greed. CMD 23 Guardian (Ex. Wis 10. +1 dodge) the winning team for 24 hours. as well as hide Str 30. Str 14. quick disable. Wis 10. Ref +2. Everforge SPECIAL ABILITIES AURA faint abjuration and divination Amalgam (Ex. including mourning relatives or prospective plot XP 3. any curiosity is quelled by the obscene (1d4+2/19–20) monthly payments these agents receive. +1 rapier. Sense Motive +15.550 GP Necrophage +10 racial bonus on Stealth checks. Defensive Abilities evasion. Stealth +0 OSSUARY MASK 3. Its ability to constantly shift its form found only at the moment of a peaceful death. 43 . uncanny dodge The ossuary agents claim their superiors receive orders OFFENSE each morning via written instructions from an unknown Speed 30 ft. Dodge. Int —. Tombs of Golarion Fort +4. The object also receives a CONSTRUCTION REQUIREMENTS COST 1. Such creatures must succeed at a DC 23 Will save each round while within the aura. Clockwork Vault Base Atk +13. While speculation surrounding the identity of their Melee +1 rapier +9/+4 (1d6+3/18–20). The DC is Wisdom-based. Dwarven are more unwavering than the mindless constructs SQ rogue talents (combat trick. CMB +8. While it is mandatory for OSSUARY AGENT CR 7 visitors. follow basic orders and watch for enemies. Base Atk +6. However. CMD 33 PRICE Skills Perception +2. Disable Device +17. Perception. Appraise +12. Stealth +14 None of the guardians who patrol the Golden Ossuary Languages Common. Dex 18. Craft Wondrous Item. entity. +4 Dex. 1 CP) The object is granted the ability to Feats Alertness. mwk dagger +9 leader runs wild. Cha 8 This is a mind-affecting effect. these Other Gear +1 chain shirt. that go about their duties in silence—particularly the track +1. it grants the wearer a +2 competence bonus on Prismatic Lantern not take additional damage from precision-based attacks. Appraise. wild empathy +1 cleverly disguised animate hoards. Int 13. CMB +25. to be escorted by agents while wandering within Human ranger 2/rogue 6 the premises. Bluff +10. mwk dagger. Intimidate +10. Tomb of the half its size without squeezing. guidance. touch 15. far surpassing that of standard animated objects. Worn by the agents of the Golden Ossuary.100 GP SQ Construction Points SLOT head CL 5th WEIGHT 1 lb. It also does worn. the agents are there less to deter theft than LN Medium humanoid (human) to keep visitors from falling afoul of the ossuary’s many Init +8. Will +4 Defensive Abilities hardness 10. Perception +15. potion of cure moderate wounds. creature taking no actions that round other than attempting favored enemy (humans +2). 6d8+2d10+14) reveling in the side events. instead protecting those hp 56 (8 HD. Immune construct traits New Magic Item: Ossuary Mask Introduction OFFENSE Speed 30 ft. Senses Perception +15 guards and wards. thieves’ tools Ossuary Agent Most visitors to the Golden Ossuary have little to fear A metal mask covers the face of this attentive guard. these gilded Cairn of Attai Melee 2 slams +21 (1d8+10) funerary masks aid them in seeing through the deceptions Horse-Speaker STATISTICS of those trying to steal from the tomb. Knowledge (local) +10. Weapon Finesse Wisdom score to 10 and granting it a +2 racial bonus on Skills Acrobatics +14. trapfinding +3. these guards steer clear of AC 20. from the metal-masked guards who patrol the bone house’s opulent grounds. Dex 6. Diplomacy +10. the design had potential. The raw elemental power just couldn’t be contained in that small extradimensional space. To be sure. but she pushed at boundaries only the archmage Nex could safely manage. It is no surprise the Arclord died such a spectacularly destructive death. Perhaps once I’ve brought the Council of Three and Nine completely under my influence. Alzika the Prismatic was a genius. I have no doubt her very soul was consumed in that explosion all those centuries ago. Prismatic Lantern The design of the siege tower was brilliant—except for the idea of controlling the structure from a demiplane. Arclord of Nex 44 . Still. —From the journal of Agrellus Kisk. I will commission the production of an improved version for deployment. the Prismatic Lantern for herself. Alzika Karr of Ecanus. readiness against targets in the Spellscar Desert. In the ensuing magical explosion. the Arclords priests. just The final magical weapon built by the Arclord Alzika across the border—the lantern’s deadly rays laid waste Clockwork Vault Karr—known as Alzika the Prismatic—the tower also to enormous vermin and whole tribes of mutants from serves as the doorway to the Arclord’s final resting place. These troops would soon find GameMastery Guide 185). War College. Shortly after the expulsion of the Arclords of Nex from to the new commandant of the War College. Ecanus’s Today. and to Alzika’s Jalmeray in 2822 ar. The brilliant war mage intended to crystal control rod to enter the demiplane that powers the create a siege engine capable of harnessing the energies device. sundering the crystal staff deadly arcane energy. she kept one for herself History and entrusted one each to the Council of Three and Nine. It was never determined whether the elemental backlash Witnesses claim an enormous insectile creature with an resulted from a miscalculation by the Arclord or feedback opalescent carapace exits the prismatic sphere on occasion from all the raw elemental forces involved. a fiery spell cohort. cracked the foundations of the walls during their holy days in the month of Neth to renew of Ecanus. has Alzika based her design for the Prismatic Lantern on come to believe leaving the weapon atop the tower unused conceptual notations found in a treatise of elemental theory is a waste. Once the Cairn of Attai from the Mana Wastes or an invasion by the forces of nodes were operational. the current commandant of the Ecanus Lantern served as the prototype for such machines of war. the Mana Wastes. Tombs of Golarion A long the Ustradi River near the Nexian fortress After creating the demiplane. constructs. In recent walls. soon drew the attention of Nex’s enemies in Geb. her personal demiplane created using spellcraft passed Alzika’s frequent tests of the Prismatic Tower. city’s famed War College. however. hold crystal control rods and share access to its interior. who has been granted near immortality by and daring tactical maneuvers. forming an elite corps the timeless nature of the demiplane (Pathfinder RPG of spellcasting warriors. filling the skies with flashing rays of rocked the Prismatic Lantern. which are directed into the distant to channel the energy from the elemental nodes into one Necrophage wastelands surrounding Ecanus. earned the mantle of commandant of the turning it into a mausoleum. however. but Atop the tower the Arclord constructed an animated orrery were anyone or anything to upset the tenuous balance of composed of rare metals and precious gemstones. Able to absorb the energy blasts of the Prismatic Prismatic Lantern esoteric algorithms programmed by Alzika centuries ago. In desperation. the six-armed undead threatened to overwhelm The chaotic energies collected by the orrery are focused the Arclord’s defenses. the sole living inhabitant of the tomb is battle mages and alchemists embraced bold new strategies Shemimar. she grew a graceful complete control of the weapon from the three others who spire of flowing crystal from the waters of the Ustradi. and uses the years to contemplate her existence besiege the great city of Absalom. Alzika’s apprentices duelist and prodigy in the fabrication of powerful siege interred her body in her abode within the demiplane. of control into four pieces. Alzika bound four city of Ecanus stands a soaring crystalline tower powerful elementals to crystal nodes within it that were Introduction known as the Prismatic Lantern. Alzika attempted Tomb of the into colored beams. She guards her mentor’s tomb purpose as the Arclords of Nex set plans in motion to vigilantly. mirrors. But to breach the city’s and meditate on the nature of the multiverse. who Atop the Prismatic Lantern. the annihilating burst. the Arclord tested the Lantern’s Horse-Speaker Geb should hostilities renew between the two nations. and ended Arclord Alzika Karr’s life. a skilled magus named Ananda Rahira. the wards and blessings placed on the Prismatic Lantern. Lantern. The Nethysian High Priest hoping her greatness will inspire their efforts. built power between those who control the various rods. The Prismatic years. Everforge down from the legendary archmage Nex himself. beams of the Prismatic Lantern can be turned against Alzika’s greatest creation became her doom—the blast the city’s enemies. She then as a beacon and watchtower against marauding beasts attuned all four nodes to her crystalline staff. sent a contingent of undead calikangs across the border Golden Ossuary and prisms attached to mechanical armatures rotate near Ecanus to claim the towering war machine for their around the central permanent prismatic sphere according to own. of the elemental planes. The spire stands constructed to tap the power of planar conduits. planned attack on Absalom. In the aftermath and climbs down the spire to speak with the Nethysian of what was considered a catastrophic failure. researching the principals behind the weapon. In times of war. Students of the War College in Ecanus often visit deemed the prototype war machine too volatile for their the mausoleum of Alzika before their final arcane trials. The explosion consumed the Each year the clergy of Nethys in Ecanus gather attacking calikangs. a variety of lenses. With increasing regularity. 45 . she has used her by the archmage Nex. they needed devastating weapons. the azruverda Shemimar. transformed the pieces of the Prismatic Lantern’s crystal control staff into four crystal rods. Ananda around the doorway to a demiplane that would serve as would likely jump at the opportunity to take control of the siege engine’s power source. With the assistance of the most She currently lacks the confidence to attempt to wrest powerful Nexian priests of Nethys. Under her tutelage. ELEMENTAL NODE 1 SQUARE = 10 FEET B2 B3 B1 TO A 46 .PRISMATIC LANTERN A. KEYSTONE 1 SQUARE = 5 FEET TO B TO B A1 A2 TO B A3 A2 1 SQUARE = 10 FEET B. The interior of the tomb is instead located of lambent orange crystals that compose the geode can be on a demiplane within the prismatic sphere that acts as the used to empower any spell from the conjuration (healing) flame to the lantern’s lamp. As magnificent as the workings of the The four crystal control rods formed from Alzika Karr’s tower are. brought here up. or DC  33 Disable Device checks. sending erratic blasts of magic elder elementals. and prisms with fields of enormous luminous crystals. and raging tempests. Within this demiplane lies subschool or channeled positive energy once per hour as a the source of the Prismatic Lantern’s power. two terminate at separate elemental nodes. its ends Lantern. way does exist. illumination to dim light in a 120-foot radius. mirrors. the demiplane—swarms of glowing insects and forests of Random eldritch energies released from the miniature luminescent fungi thrive among the strange crystal growths. Tombs of Golarion Description circle are deposited before the entrance to the Arclord’s Standing just outside the city walls of Ecanus. a soaring tower reaches into the sky. At sunrise and sunset. the wielder and up to eight creatures touched discharged. away from the city below into the surrounding wastelands The abundant life is attributed to a slight connection to the or directing them at the city’s enemies. Positive Energy Plane. Once sufficient potential builds of mephits call the appropriate nodes home. energy stored in the tower is so great that any spellcaster The enclosed environment and the elemental node of in contact with the Prismatic Lantern adds half her caster fire subject visitors to severe heat (Pathfinder RPG Core level to spell damage from spells of the conjuration and Rulebook 44). discharging once the sun clears the horizon. When the energy is Conversely. These four nodes are built around conduits to the four brass platforms upon which the enormous gears of elemental planes. and here too greater empower metamagic rod. The cavern is filled Golden Ossuary branching arms covered in lenses. a safeguard against a possible attempt The tower itself is solid. The demiplane of the Prismatic Lantern Everforge the complex mechanical orrery operate. an The orrery is composed of four metal armatures with enormous geode nearly 10 miles across. Taking as a standard action when within 100 feet of the prismatic control of the machine’s armatures and optics in this sphere at the top of the siege tower. Horse-Speaker the structure and honor Nethys. though another SLOT none CL 20th WEIGHT 5 lbs. No visible stairways ascend Three trails lead from the teleportation circle away from the the tower—those who cannot command magic in Nexian Keystone. without any interior chambers by the undead armies of Geb to claim the tower. In Any creature present during this priming of the machine addition to functioning as a greater elemental metamagic rod can attempt a DC 30 Knowledge (arcana) check to identify (Pathfinder RPG Ultimate Equipment 188). a crystal control the planar nature of this energy. and Clockwork Vault society are not expected to experience its most powerful the third splits into two more paths. a violet-hued charge AURA strong conjuration and evocation builds among the lenses and prisms of the Prismatic This translucent crystalline rod is 2-1/2 feet long. on the banks tomb at the heart of the demiplane. each of which is bound to a different node. Life teems within Prismatic Lantern cogs stacked and engaged at the center of the platform. The clusters to speak of. each leading to another wonders. except for the flagstone paths that connect At night the tower’s glow is bright enough to provide the Keystone to the elemental nodes. MINOR Entering the demiplane normally requires the use of CRYSTAL CONTROL ROD ARTIFACT one of four crystal control rods (see below). evocation schools. The amount of arcane teleportation effects are the most efficient modes of travel. The natural stone floor of the demiplane is considered Features difficult terrain. Magical flight and normal light up to 60 feet away. around the prismatic sphere exposes an inlaid mithral • The wielder can enter the Prismatic Lantern’s demiplane teleportation circle hidden upon the primary cogs. Creatures arriving within the demiplane appear in a Thin veins of blue crystal flow upward in a lattice bearing teleportation circle before the mausoleum called the Keystone. Tomb of the sun at the machine’s center coalesce into colored filaments especially near the elemental nodes of earth and water. and deadly demiplane left behind by the daring Arclord’s final act of wizardry. A successful DC 30 rod also provides the wielder with access to and control over Knowledge (engineering) or Spellcraft check reveals that the demiplane at the heart of the Prismatic Lantern in the manipulating the armatures into the correct alignment following ways. boiling geysers. they merely serve as the doorway to the fabulous staff control her demiplane and its guardians. Mobs Necrophage collected by the lenses. any creatures standing within the teleportation can exit the demiplane from anywhere in the realm as a 47 . Introduction of the Ustradi River. that orbit the tower on toothed rings turned by massive pools of magma. are jagged and its length is carved with arcane runes. Using this power reduces the is its lone occupant interred. Cairn of Attai inlaid mithral runes and glyphs that magically strengthen where the remains of Arclord Alzika Karr are interred. The slender spire widens at the top to support node. it is discharged from the tower in sweeping arcs like to assist in maintaining the conduits and serving the four the beams of a lighthouse. This deposits the way requires succeeding at four DC 25 Use Magic Device wielder and up to eight creatures touched in area A1. takes the form of the inside of a great earthen sphere. Alzika the Prismatic lies interred in this austere chamber. Trigger proximity (alarm). With a successful DC 23 Knowledge elemental node becomes unstable (see area B3). Lantern’s orrery arrive in the mithral-inlaid teleportation circle in the courtyard below the Keystone. thus protecting the collection from of other crystal control rods on the Material Plane. the MITHRAL GOLEM CR 16 Arclord’s body remains preserved for viewing by visiting XP 76. the wielder can activate any shelves or cabinets without a crystal control rod trigger walls of the Prismatic Lantern’s defenses. and 35 points of fire damage A1.600 Lantern. Items from the library’s collection are immune to fire • The wielder can control the flow of energy into the rod’s while they remain within the Keystone. Within the castle. Reset automatic A mithral golem hiding in its fluid form immediately Effect spell effect (summon monster IX. rod. Visitors attempting to remove a book or object from the • With a mental command. 20 points of fire damage to creatures environment outside. If any bearer of a rod speaks the statues’ The rod is destroyed if it takes 100 points of damage of command word or the doors to the Arclord’s mausoleum the energy type opposed to its associated element from a are opened by creatures that don’t possess a crystal control single source in 1 round.800 students of the War College. Disable Device DC 34 splitting into four copper-and-iron walkways leading to EFFECTS the elemental nodes that power the Prismatic Lantern. within 10 feet. globe—actually a gravitic globe­—also animates to protect • The wielder is alerted via a mental alarm if any of the the collection. summons 1 ghaele challenges any creatures arriving without a crystal control azata [Pathfinder RPG Bestiary 25]) rod. Dozens of exotic magical weapons hang on the walls Within the Keystone lies the great library of Alzika the around the Arclord’s body—her arcane armory. which project their intense heat toward the reading from the protectors of the demiplane and the wielders areas of the library. theft. Polished wooden tables and chairs are situated true magic arms are four miniature platinum swords—foci throughout the room’s center. Among the Prismatic. Entry Portal to any creature passing through it). eventually Type magic. A . Library Nex. Three sets of stairs lead GHAELE GUARDIAN TRAP CR 11 away from the circle into the cavernous geode. Disable Device DC 33 rise 30 feet. standard action. 10 points of fire damage to those past 10 feet but within 20 feet. while the two wings of the Keystone’s library Type magic. The adamantine associated elemental node (see area B2). while bookshelves form this for the mage’s sword traps hidden in plain sight around 48 . The Keystone GRAVITIC GLOBE CR 10 Designed as the command chamber for the Prismatic XP 9. other Arclords. Reset automatic rooms are lit by everburning torches. elemental nodes come under attack or if the wielder of Standing vigil over the library wings and the stairs leading another crystal control rod summons help. • The wielder does not set off any of the Prismatic Lantern’s A large globe of Golarion cast from adamantine rests on a defenses. unlike the harsh wall of fire [CL 8th]. grated catwalks ring each level. movement of the wielder or her allies unless attacked. connected by rolling ladders. the Keystone takes the form a small palace of hp 140 (see page 52) white marble overlooking the entry portal to the demiplane. (planes) check. Mausoleum to its normal use of the fluid form ability in combat. The golem can passively remain in fluid form within the teleportation circle indefinitely. Effect spell effect (empowered heightened maximized temperatures are cool and comfortable. and creatures within don’t hinder the efforts or marble pedestal at the far end of the room. Iron- the tower on the Material Plane. a ghaele azata appears to defend the Keystone. The statues radiate bound to the associated elemental node is freed and that strong conjuration auras. and members hp 172 (Pathfinder RPG Bestiary 2 139) of the Temple of Nethys. The interior Trigger proximity (alarm). but is otherwise limited A3. and call for aid both of fire. Perception DC 33. Encased in a force casket (see page 49) atop a stone bier. The central tower of the Keystone rises 60 feet above the WALL OF FIRE TRAP CR 12 courtyard. to the late Arclord’s mausoleum are statues of elegantly If a crystal control rod is destroyed. The doors are constructed of strong wood and EFFECTS remain unlocked unless alarms are raised. they then find themselves at the top of chamber’s walls. the elemental armored warriors of noble bearing. stretching upward for three levels. Perception DC 34. a character identifies the statues as depicting DESTRUCTION ghaele azatas. all of whom consider Alzika Karr to be one of the finest military minds in the history of A2. multiple targets (all Creatures entering the demiplane from the Prismatic targets in area A2). 4d6+3/19–20 force damage) B2. or Water. Disable Device DC 32 MEPHITS (TYPE VARIES) (12) CR 3 EFFECTS XP 800 each Trigger proximity (alarm). MAGE’S SWORD TRAPS (4) CR 9 Type magic. Control Center Alzika’s body was perfectly preserved and lovingly placed This small structure houses the control mechanisms that here within a custom force casket.000 GP Craft Wondrous Item. each of which harnesses the energy from a planar conduit to a different elemental plane—Air. which is detailed below. AURA moderate evocation. gentle repose. Wire-wrapped crystalline conductors. the celestial azruverda which are regulated by a nearby control center (see area B2) Shemimar. feed from the Necrophage hp 136 platform in the energy vortex to the iron observation deck. A small window hangs above a panel of FORCE CASKET 8. three mephits of the type SHEMIMAR CR 13 associated with that node’s element flit about the area Prismatic Lantern XP 25. either from the outside or from within. 49 . a disintegrate spell. If present.000 GP complex levers and switches. The other living creatures. Introduction attending her mentor’s crypt. Nothing can pass through the sphere. observation deck perched above a swirling vortex of Golden Ossuary elemental energy. which functions as a resilient sphere spell. the caretaker activates the alarm function of her crystal B1. but is more of the matching energy types are enhanced. looking out into the nearby SLOT none CL 10th WEIGHT — energy vortex. Observation Deck Everforge control rod. is usually found at this site. CONSTRUCTION REQUIREMENTS COST 4. resilient sphere B. Perception DC 32. the azruverda grants access crystal pillars forming the node are controlled from a small Clockwork Vault to her mistress’s resting place to visitors who approach structure adjacent to the platform within the energy vortex. The sphere is not subject to damage of any sort except from a rod of cancellation. The corpse within a force casket is also preserved so that it does not decay. Earth. the mausoleum respectfully. necromancy. These effects destroy the sphere without causing harm to the corpse within. magic is affected millennia by the demiplane’s timeless quality. If threatened by intruders.600 performing minor maintenance or other duties in service of Female young celestial azruverda (Pathfinder RPG Bestiary 3 the elemental node. At each deck. Reset automatic hp 19 each (Pathfinder RPG Bestiary 202 or 203) Effect spell effect (mage’s sword +17. Kept young through the Within 100 feet of each elemental node. Arcane diagrams and schematics PRICE adorn the walls. running in veins all the way back to the Keystone. provided the corpse is small enough to fit within the 10-foot diameter of the sphere. 30) pulsing with light and arcs of electricity. The elemental channels Shemimar the energy from the vortex into the crystals. fastidiously that is keyed to one of the four crystal control rods. Tombs of Golarion the room. a rod of negation. and universal A permanent globe of shimmering force encloses one corpse. draw energy from the elemental conduit and channel them into the Prismatic Lantern. Fire. 290. or a targeted dispel magic spell. Alzika’s former cohort. Tomb of the 291. summoning the ghaele azatas from area A2 and Each walkway leading from the Keystone ends at a small triggering the mausoleum’s defenses. Shemimar as it would be on the corresponding elemental plane: spells Cairn of Attai nevertheless possesses the wisdom of centuries. and spells of the Horse-Speaker aloof than others of her kind because of her isolation from opposing types are impeded (GameMastery Guide 186). Elemental Node Beyond the Keystone lie four elemental nodes. Each node is positioned near an energy vortex (see area B3) where an elder elemental is bound within a circle of crystal pillars suspended above the vortex by telekinesis. the control panel can be manipulated with following spell effects occurs at caster level 20th. Learning disrupting the functioning of the Prismatic Lantern—to of a new potential rival for control of the Prismatic Lantern. hoping to peruse her wondrous of the corresponding energy type.800 anywhere inside the demiplane or within 60 feet of the hp 152 or 168 (Pathfinder RPG Bestiary 121. Deciphering the complex instructions on elemental nodes slowly destabilize over the course of the room’s walls requires a successful DC 30 Knowledge 10 minutes. engineering. The first is by destroying a burst of energy from the tower was not redirected the crystal control rod attuned to the appropriate element (see harmlessly away from Ecanus and caused significant page 48).400 the two control rod wielders. the crystal pillars can be destroyed damage to one of the city’s fleshforges. The following adventure hooks can be used to start as meddling. hp 131 (see page 51) Elemental Forces: Knowledge of the centuries-long imprisonment of the elder elementals bound to the B3. an Arclord of Nex (Pathfinder Campaign Setting: Each control center is keyed to a different crystal control Inner Sea NPC Codex 6). binding and protecting the elementals bound within by any means necessary. 125. Attacking Lantern to determine why it’s malfunctioning and to the crystal pillars triggers a mental alarm spell on the repair it if possible. and if confronted she is not afraid to adventures set in the Prismatic Lantern. Controlling the pillars with the appropriate crystal control rod is a move action ELDER ELEMENTAL (TYPE VARIES) CR 11 that requires a successful DC 20 Spellcraft check from XP 12. the elemental on the platform. however. magical energies radiating from the prismatic sphere at its The elemental can be freed (or the elemental node heart into the surrounding wastelands. The wielder of the appropriate rod can use it to open statistics for a high priest on page 305 of the Pathfinder RPG or contract the circle of crystal pillars like an iris. the accumulated collection of spells within. but with the Destruction and Magic the energy vortex to grow or shrink as necessary to meet domains). Insulted at the treatment of glowing crystal is suffused with the energy of an elemental elders of their kind. 123. the elementals have petitioned to plane. a high priest of Nethys (use the rod. attuned crystal control rod. prevent control of the device from falling into what she Ananda Rahira activates her rod’s alarm function to summon sees as the wrong hands. of 1d4 minutes of study. closing the planar conduit to the demiplane. their control center. the only way to manipulate the crystal pillars is from within the Should any of the elder elementals be freed. She sees any intruders’ presence Nex. When the adventurers arrive. Energy Vortex Prismatic Lantern’s demiplane has reached the elemental This wide platform surrounded by eight hovering pillars of tribes of Osirion’s deserts. the Prismatic Lantern’s needs. armory. the invisible fire all. hardness 15. depending 50 . To that end. the energy vortex (arcane. one of the successfully. Recently. A Huge elder elemental stands in the center of it the Ruby Prince’s elemental companion. discharging beyond the crystal pillars to defend itself or the node. One of the nine (AC 5. sacrifice her staff to destroy her crystal control rod—thus Ananda’s Call: A player character comes into possession destabilizing the elemental node of water and potentially of the crystal control rod attuned to the earth node. and Ananda Rahira can be found at the controls of the her personal collection of the writings of the lost archmage elemental node of water. Ananda quickly turns the demiplane’s ANANDA RAHIRA CR 14 defenses against them. Any attempt to manipulate the control panel that fails by 10 Many spellcasters seek access to Alzika the Prismatic’s or more causes the panel to deal 4d6 points of damage extraplanar retreat. or 127) tower on the Material Plane. Alternatively. At the end of that time. aid—a false alarm to draw the PCs to the tower. The circle of pillars forms a magic circle against hires emissaries to enter the Prismatic Lantern and free chaos and a globe of invulnerability. Janhelia crystals. allowing GameMastery Guide. controlling the flow of energy from the vortex into the elemental Janhelia. The elemental’s binding Wrench in the Gears: The animated orrery of the requires it to defend the platform and allows it to reach Prismatic Lantern has functioned for centuries. destroyed) through two methods. alerting its bearer to the danger. Any sign of danger to the Prismatic Lantern brings one of the following to investigate after 1d4 minutes: Shemimar (see page 49). either a successful DC 30 Use Magic Device or a successful Adventure Hooks DC 40 Disable Device check as a standard action. 150 hp). creating a battle of wills between XP 38. seeking justice. If the diagrams are decoded In the final minute before the vortex collapses. or Ananda Rahira (see page 51). Without the rods. Any creature standing on the administrators on the Nexian Council of Three and Nine platforms within the energy vortex takes 10d6 points of now calls for an exploratory mission into the Prismatic energy damage per round (Reflex DC 21 half ). or planes) check after a minimum collapses. Clockwork Vault the stunned condition. Will +12 OFFENSE Speed 30 ft. or tsunami (water). 9 points). ice Prismatic Lantern storm. Toughness. sacrificial staff). long armACG. quarterstaff defense. +1 Dex. Improved Trip. Greater Trip. feather This woman wears purple robes and wields a curved staff. Osiriani. magus arcana (concentrate. bull’s strength. scroll of stoneskin. scroll of true seeing. Combat Casting. trip) Ananda Rahira Feats Arcane Strike. elemental touchAPG. Combat Expertise. the demiplane ceases Use Magic Device +13 to exist. teleport. invisibility. Con 14. Improved Critical (quarterstaff). shocking grasp. Wis 8. Vudrani Cairn of Attai the Prismatic Lantern. Ref +8. detect magic. (arcana) +20. flat-footed 23 (+6 armor. Weapon Focus (quarterstaff) 51 . spellbook (contains all prepared spells Golden Ossuary Ananda Rahira and all 0-level spells plus blink. telekinesis 4th—black tentacles. enlarge person. haste. interposing hand. obscuring mist. cloak of resistance +2. Senses Perception –1 DEFENSE AC 24. shunting all inhabitants out onto the platform of Languages Common. Tombs of Golarion on the energy type of the node: earthquake (earth). Intimidate +13. concentration +17) 5th—cloudkill (DC 17). Knowledge (fire).400 Necrophage Female human magus (staff magus) 15 (Pathfinder RPG Ultimate Magic 9. greater spell combat. wand of charm person (25 charges). magic missile. spell component pouch. Craft Staff. Knowledge (planes) +15. Quarterstaff MasterUM. improved spell recall. amulet of elemental Everforge The following new creatures guard the Prismatic Lantern. staff weapon Horse-Speaker each creature and stunning it for 1 round. potions of cure serious wounds (2). mirror image (2) 1st—chill touch (DC 13). staff of fire. fall. corrosive touchUM. Dex 12. CMB +15 (+23 trip). warding weaponUC. ring of protection +2. strifeUE. +5 shield) hp 131 (15d8+60) Fort +13. A successful DC Combat Gear crystal control rod (water). fly. fire storm Skills Diplomacy +15. blur. +2 deflection. fire shield. 49) LE Medium humanoid (human) Init +5. and wall of ANANDA RAHIRA CR 14 force). Iron Will. overland flight. potion of barkskin. spellstrike Magus Spells Prepared (CL 15th. storm of vengeance (air). greater invisibility 3rd—dispel magic. 255 gp Tomb of the XP 38. vampiric touch. Improved Initiative. CMD 28 (34 vs. maneuver mastery. touch 13. Int 15. dimension door. Creatures Other Gear +2 mithral chain shirt. dispelling strike. scroll of alter self. Melee staff of fire +18/+13/+8 (1d6+8/19–20) Special Attacks arcane pool (+4. true strike 0 (at will)—arcane mark. Spellcraft +20. wind wall 2nd—bear’s endurance. Cha 10 Base Atk +11. Introduction If all four elemental nodes collapse. wall of ice. read magic STATISTICS Str 18. light. 20 Fortitude saving throw halves the damage and negates potion of cat’s grace. ray of frost. quickened magic. dealing 10d10 points of damage to SQ knowledge pool. SPECIAL ABILITIES OFFENSE Sacrificial Staff (Su) When wielding any magic staff Speed 30 ft. containing one or more charges, the magus can break the Melee slam +29 (3d6+15 plus burn) staff for a retributive strike. Such an act must be purposeful Space 10 ft.; Reach 5 ft. and declared by the magus, and can be performed as Special Attacks burn (2d6 fire, DC 20), trample (3d6+15 plus a standard action. When making a retributive strike, all burn, DC 30) charges currently in the staff are released in a 30-foot STATISTICS spread. All creatures within 10 feet of the broken staff Str 30, Dex 8, Con —, Int —, Wis 1, Cha 1 take a number of points of damage equal to 10 times the Base Atk +20; CMB +31; CMD 40 (can’t be tripped) number of charges in the staff, those between 11 and SPECIAL ABILITIES 20 feet away take a number of points of damage equal Magnetism (Ex) The gravitic globe is surrounded by an aura to 7 times the number of charges in the staff, and those of magnetism that allows it to attract metal objects and between 21 and 30 feet away take a number of points creatures. A metal creature or creature wearing metal of damage equal to 5 times the number of charges in armor that begins its turn within the globe’s aura must the staff. All affected targets can attempt a Reflex saving succeed at a DC 20 Reflex saving throw or fall prone; throw to halve the damage (DC = 1/2 the magus’s level standing up from prone within the aura is a standard + her Intelligence modifier). If the broken staff contains action for such creatures. Such a creature that enters the a spell that deals acid, cold, electricity, or fire damage, globe’s aura must succeed at a DC 20 Reflex save or be the damage dealt by the retributive strike is also of this pushed back 5 feet, ending its movement. On its turn, energy type (if more than one energy type is present in the gravitic globe can attempt a bull rush, pull, or trip the staff, the magus can choose which the retributive combat maneuver against a single metal or metal-wearing strike deals). A staff containing no spells that deal energy creature within its aura as a swift action that does not damage instead deals an amount of force damage equal provoke attacks of opportunity. Alternatively, it can attempt to half the normal amount of damage. Prior to breaking a disarm or steal combat maneuver targeting a metal the staff, the magus can spend 1 or more points from her weapon or item within its aura as a swift action that does arcane pool as a swift action to recharge the staff up to its not provoke attacks of opportunity. The erratic magnetic maximum number of charges. The magus must be at least field surrounding the globe grants it a 20% miss chance 12th level before selecting this arcana. against attacks made with metallic weapons (including ammunition), as the invisible forces make targeting Ananda Rahira’s lifetime of service to the Ecanus unpredictable. The save DC is Constitution-based. War College has fostered in her a driving sense of duty, especially when it comes to protecting the people of Having seen a similar construct made of stone in an Nex against attacks from the Mana Wastes, Geb, or other arcane library in the Five Kings Mountains, Alzika Karr was enemies. Her ambition and dedication have earned her determined to improve upon the design. Wishing to make the position of commandant, and with it custody of the the construct as realistic as possible so as to fall in line with college’s crystal command rod. In her many visits to Alzika’s her experiences in the Darklands researching magnetic prismatic tomb, Ananda has learned the potential power ores and magma, the Arclord procured a rare sample of a of the Arclord’s weapon and vowed to one day harness it plasma ooze (Pathfinder RPG Bestiary 3 220) from a colleague for the glory and protection of Nex. in Oenopion and infused it into the core of her gravitic globe. The effects on the newly forged construct were remarkable— Gravitic Globe not only did it draw metallic objects toward it as the ooze This large, adamantine sphere is carved to resemble the surface did, but it occasionally repelled them as well. of Golarion, and burns with magical flame. Construction GRAVITIC GLOBE CR 10 A gravitic globe’s outermost surface is a thin layer of XP 9,600 adamantine galvanized around a hollow iron core N Large construct containing a sample of a plasma ooze, which weighs Init –1; Senses darkvision 60 ft., low-light vision; Perception –5 4,000 pounds and is worth 15,000 gp in total. Aura magnetism (30 ft., DC 20) DEFENSE GRAVITIC GLOBE AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size) CL 13th; Price 75,000 gp hp 140 (20d10+30) CONSTRUCTION Fort +6, Ref +5, Will +1 Requirements Craft Construct; animate objects, repulsion, Defensive Abilities hardness 20, magnetism; Immune reverse gravity, telekinesis, creator must be caster level construct traits 13th; Skill Craft (sculptures) DC 16; Cost 45,000 gp 52 Tombs of Golarion Prismatic Orrery The automated orrery atop the Prismatic Lantern takes no A series of metal rings rotates around a giant prismatic sphere. defensive actions against intruders except when attacked or Introduction if commanded to do so by the wielder of a crystal control rod. PRISMATIC ORRERY CR 13 Cairn of Attai XP 25,600 Construction Horse-Speaker N Gargantuan construct A prismatic orrery must be built around a demiplane, using Init +2; Senses darkvision 60 ft., low-light vision, true rare metals and delicate optics worth a total of 50,000 gp. Clockwork Vault seeing; Perception +12 DEFENSE PRISMATIC ORRERY AC 24, touch 8, flat-footed 22 (+2 Dex, +16 natural, –4 size) CL 17th; Price 170,000 gp Everforge hp 159 (18d10+60) CONSTRUCTION Fort +6, Ref +8, Will +6 Requirements Craft Construct, animate objects, permanency, Golden Ossuary Defensive Abilities all-around vision, dispel resistance, prismatic sphere, true seeing, creator must be caster hardness 10; Immune construct traits level 17th; Skill Craft (clockwork) DC 25; Cost 110,000 gp Prismatic Lantern OFFENSE Speed 0 ft. (cannot move) Tomb of the Melee slam +21 (6d6+10 plus grab) Necrophage Spell-Like Abilities (CL 13th; concentration +8) Constant—true seeing Space 20 ft.; Reach 15 ft. Special Attacks blinding pulse, constrict (6d6+10), prismatic refraction (+17 ranged touch, DC 21, every 1d4 rounds) STATISTICS Str 25, Dex 14, Con —, Int —, Wis 10, Cha 1 Base Atk +18; CMB +29 (+33 grapple); CMD 41 Skills Perception +12; Racial Modifiers +12 Perception SPECIAL ABILITIES Blinding Pulse (Ex) As a move action, the prismatic orrery can set its lenses to refract the light of the prismatic sphere at its center, granting it a gaze attack that causes blindness in all targets that fail a DC 19 Fortitude saving throw. This gaze attack can be disabled as a move action, and is automatically disabled if the orrery uses its prismatic refraction ability or if the prismatic sphere is temporarily dispelled. The save DC is Constitution-based. Dispel Resistance (Su) The prismatic sphere at the center of the orrery (CL 20th) can be dispelled with a targeted dispel magic spell, but only temporarily. As the sphere is fueled by the elemental energies within the Prismatic Lantern’s demiplane, it reappears after 1d3 rounds. While the prismatic sphere is inactive, the prismatic orrery cannot use its blinding pulse and prismatic refraction abilities. Prismatic Refraction (Ex) As a standard action, the prismatic orrery can position its many rings and lenses such that the magical energy of the prismatic sphere at its center is aimed in a series of beams at all targets within 60 feet. These beams take the form of a prismatic spray spell (CL Prismatic Orrery 13th); determine the color of each ray randomly with a roll of 1d8 as indicated in the spell. A prismatic refraction ray is a ranged touch attack with a +17 bonus to hit and a save DC of 21. It takes the prismatic orrery 1d4 rounds to recalibrate its lenses to recharge this ability. The save DC is Dexterity-based. 53 Tomb of the Necrophage “It’s true, Yamasa was a prosperous nation. But that was in the past, before the hurricane came. Their ruling caste—the Koboto—survived the storms and floods that devastated their country. They turned to cannibalistic rites and ancient superstitions in order to hold on to their lands, but they’ve lost any morality they ever had. They now revere a horrid pantheon of gluttony, and animate whatever corpses they don’t eat. The Koboto raid the tombs in their flooded land to feast upon their dead ancestors with zeal, believing they draw spiritual strength from these vile acts. In Yamasan ruins, fear the living more than the dead.” —Gadise Tadelech, Pathfinder chronicler 54 The traps—including magical pit traps and the site and. Mifutu warded and so are concealed only from the vault side (Perception DC her family’s remains with traps and constructs. the lowest levels remain Introduction Eye of Abendego. consuming the The areas of the tomb not yet claimed by Jitikai or her corpses she believes to be her ancestors. and even the upper rushed over Yamasa. Like most Koboto of the Sodden Golden Ossuary Urgathoa. allowing the Horse-Speaker With rumors of sunken palaces and fabulous treasure occasional creature of elemental mud to pass through— vaults in other parts of the Sodden Lands. she relocated her relatives’ remains from Other than the entrance. most of the chambers within Mifutu’s sprawling tomb and The Koboto discovered the entrance to Mifutu’s tomb have introduced traps of their own to deter eager explorers only a few months ago. The tribe’s current Prismatic Lantern Wendifa. She commissioned a sprawling tomb. became convinced bone-tearing bear traps—are designed to “feed” intruders she is Mifutu’s great-grandniece. when the Eye of Abendego and couples interred within the same vault. the doors are obvious. Mifutu’s remain rough stone. The water and entombed there. or years after the hurricane. the cannibalistic rites of her people. but the ceilings One of the few surviving Yamasan tombs. shared her tomb carved upon the entrance. with parents connected to children Garund until a century ago. Most hallways contain stairs. guardians who have thus far staved off Jitikai’s desecration. after an initial investigation. but its half-flooded ruins still stand flooded with fetid water to this day. Mifutu had no children of staircases are carved directly from the rock and have no her own. hewn of the same stone as the rest and had a massive family tree showing all of her kin that of the vault. Jitikai took a personal interest in or rival tribes. The great floods submerged every structure that wasn’t Features constructed on high ground. typically built near sea level—fared poorly. recently discovered Mifutu’s tomb and has begun witch doctor. but a levels remain damp and spattered with mold and moss. the only doors in the tomb are their scattered burial sites to the stone coffins within. systematically plunders the sodden vaults. so she has juju practices. explorers have the area is now home to a few territorial mudlords and an Clockwork Vault paid little attention to the tomb of a minor aristocrat. destroyed the Yamasan coast and flooded the nation. Further. These invaders control utterly loyal to her commands. Lands. Ten Everforge tomb—bloodthirsty cannibals who revere Sar-Gorog. Tombs of Golarion T he thriving nation of Yamasa was obliterated a surge of filthy water swept through it. elemental planes in the depths of the tomb. Mifutu’s tomb wasn’t destroyed. 55 . the floodwaters from the Eye of Abendego mud persist in the tomb’s lower levels. a tribe of humans who feast with religious The floodwaters destroyed Mifutu’s fields. but a continual flame spell death. indolent mud elemental. Rovagug. which are also watched over by a Description gang of xenophobic elementals. The mix of magical in the region now called the Sodden Lands. The floor and walls are sanded smooth. From the hallway side. a wicked oracle named Jitikai the to consume in vile rituals to Sar-Gorog. These are intended to confuse escaping spirits. minions are far from safe. was complete. The numerous stretch of fertile farmland. traditional Yamasan taboo against necromancy meant the A substantial amount of water from the hurricane that complex was free of undead. Though the deluge century ago by the great hurricane known as the receded from the upper levels. but wished to be surrounded by her family in handrails. and the 20). secret doors 2 inches thick. some of which ascend only to immediately descend again— these are meant to keep the spirits of the dead from finding History their way back to the world of the living. Along with several loyal to Sar-Gorog or to restrain intruders so such prey can be minions. pounded Yamasa a century ago seeped into this tomb Less than a year after Mifutu herself died and was through the loose stone entrance doors. and once it burns on the ceiling of each vault. Jitikai believes that merges the unholy worship of Sar-Gorog with traditional Tomb of the consuming corpses grants her mystical power. Jitikai occasionally exempts prisoners from Necrophage eaten all of the corpses she has found in the tomb thus far. The tomb’s layout Yamasa was a proud nation of farmers and traders in western resembles a family tree. the tribe scours the surrounding jungle for wanderers The tribe’s leader. The hallways are unlit. Jitikai moved into the tomb’s main level and now imprisoned and devoured by the cannibals at their leisure. The rooms within the tomb are 15 feet crypt was built into a ridge of stone that bordered a long tall and the connecting halls are 10 feet tall. a small Koboto tribe moved into the the “Three Feasters. The upper levels contain Mifutu’s family tomb is a sprawling complex of vaults Mifutu’s coffin and treasures. and the demon lord Zura. leaving them a fervor upon intruders inhabit the ridge housing Mifutu’s soggy mass that quickly blossomed into a thick jungle.” an unholy pantheon consisting of jungle beneath the ridge. to carefully and patiently plunder it. A vicious trap still wards the flooded lower levels. a fearsome oracle named Jitikai the Wendifa. One of these floodwaters and mud opened a pinhole-sized gate to the Cairn of Attai sites is the tomb of a prosperous landowner named Mifutu. but not out of mercy— Numerous allies accompany Jitikai. and the Yamasan tombs— Mifutu’s tomb is carved directly into the rock of a wide ridge. warded by lethal traps and connected by twisting hallways. including juju Jitikai transforms these prisoners into juju zombies who are zombies and human cannibal zealots. S 11 DOWN TO 9 S 8 T 9 7 S S T 13 S 6 10 S S S 3 T S 2 12 T 1 S T S 15 14 S 3 S 4 15 16 5 T S S 5 17 TOMB OF THE NECROPHAGE 1 SQUARE = 5 FEET 56 . these 26 Strength check. Perception DC 20. Dinha. the zombies attempt to lure trespassers into a are not permitted to feast on the corpses interred in this nasty bear trap they’ve hidden in front of the carved door. Jitikai added her own name. The zealots attacking. 2. but humanoids who venture here are fair game. Tombs of Golarion 1. In addition to jewelry worth 4d20 gp. The zealots stack stones on the lids to keep GRINDING BEAR TRAP CR 5 prospective meals from escaping. The back side of this secret door DC 17 half). Duration 10 rounds. DC 22 Escape Artist check. The floor of the Reflex DC 17 negates. before Jitikai was born) listed on the family tree among the Fresh blood stains the table’s surface. and Etefu) in the branches of the family for Mifutu’s uncles. CANNIBAL ZEALOTS (2) CR 6 Jitikai placed a trap in the east hallway to devour intruders. Wide creature’s flesh for 1d3 rounds. and emptied. the creature can escape with a successful DC The room provides quarters for two cannibal zealots. crudely scratched into the stone near the top. area) Everforge branches like fruit. slashing damage each round at the beginning of the causing it to cast dim. but each escape attempt while the jaws zealots usually have little to do. they are XP 800 each stripped of their gear and stuffed into the blood-stained hp 30 each (see page 63) coffins here until the zealots decide to kill. Entrance FEASTING PIT TRAP CR 6 A set of loosely fitted stone double doors shelter Mifutu’s XP 2. If an alarm is raised. their lids left lying on the floor. turns to the east and ends at a secret door. victim’s turn. Disable Device DC 20 Because the lids lie across both coffins. Most of the names have been scratched out with a knife and are illegible. cook. XP 2. Reflex from the jungle outside. recently used fire pit. eager to attack intruders. tomb. the family members she has found within and consumed. and more blood pools names of Mifutu’s relatives. sharp 5. pushing up a lid from XP 1. and eat them. Avuncular Tomb Golden Ossuary “Mifutu” near the center and four other names (Tigist. but Jitikai has consumed them. and their lids Necrophage find the name of her great-grandfather (who died decades have been placed across them to create a macabre table. 20 Disable Device check. Feasting Vault Tomb of the When Jitikai first came to the tomb. The vault at the end of this twisting passage was set aside Mashwea. dealing 2d6+3 points of leaves shade the continual flame illuminating the room. and spend most of their are grinding deals 1d6 points of damage to the trapped time relaxing in this room. Before servants. and other encroachments bludgeoning damage to all targets within the pit.400 each The trap doesn’t trigger for undead or followers of Sar-Gorog. moss. or DC As Jitikai prefers the services of her juju zombies. each additional round deals 4d6 Clockwork Vault hall is covered with leaves. Cannibal Barrack jaws spring shut around the creature’s ankle and hold it In addition to the open and empty stone coffin of one of immobile while a spring grinds the jaws into the trapped Mifutu’s cousins. once held the remains of Mifutu’s grandparents—the first corpses Jitikai ate when she arrived to plunder the tomb. greenish light over the room. Type mechanical. this room contains three pallets.400 Introduction tomb from the elements. and human jawbones. Worn carvings on the doors depict Type magic.-by- is carved with the image of a tree bearing names in its 10-ft. 4. the cannibal zealots of Sar-Gorog. hp 54 each (see page 61) 57 . Prismatic Lantern tree. Reset none Horse-Speaker The room beyond the double doors is a wide hall that Effect spell effect (hungry pitAPG. Duration 1d3 rounds. Perception DC 30. multiple targets (all targets in a 10-ft. the initiative to patrol other areas of the tomb. they take creature (regardless of whether it succeeds at the check). Trigger location.600 inside a coffin requires a successful DC 25 Strength check. Grandparents’ Vault The room contains the few treasures the zealots haven’t This large vault has two unmarked stone coffins set side by given to Jitikai. 4d6 falling damage. The coffins ointments made from jungle herbs. Both coffins have been opened the treasures include oddments such as colored stones. Reset manual Effect Atk +15 melee (2d6+3 piercing damage). Crude carving tools hang on hooks and is now using the carving like a scoreboard to track driven into the room’s south wall. except for the name 3. side in the room’s center. The name “Jitikai” has been added to the tree. she was surprised to The two stone coffins in this vault are empty. JUJU ZOMBIE BRUTES (4) CR 3 If the PCs are captured by Jitikai’s minions. in the coffins below. Jitikai has stationed four tireless juju zombies here This room serves as the common area for Jitikai’s living to guard the tomb against unwanted intruders. To the west lies a large. Trigger proximity (alarm). This is where the zealots cook and eat unfortunate interlopers. Disable Device DC 30 her former holdings: a network of buildings on stilts behind EFFECTS Cairn of Attai broad fields of rice and other grains. PCs in different EFFECTS coffins can aid each other on this check. The zombies have so far discovered a soaked handy The stone coffin here once contained the body of haversack containing two pouches of dust of appearance Mifutu’s cousin Tigist. hp 123 (Pathfinder RPG Bestiary 2 121) 58 .200 gp. creating a patch of yellow mold pursue intruders from this room. your return will inevitably cause bear trap in the hallway leading to the stairway.400 the trap. see area 1 ANCESTRAL WARNING TRAP CR 5 7. and so haven’t triggered XP 2. The reagents slowly interacted with the moisture elemental attacks if its warning is ignored. would reinforce this warning for errant spirits. Trapped Stair Brackish. but the continually churning mud and jade jewelry worth 1.600 Muddy water and fetid vegetation flood this vault to a Type magic. The eldritch floodwaters that filled this vault a century ago opened a tiny gate to the Planes of Earth and Water. were entombed in the rooms branching off of this one. She loaned her goz mask (Pathfinder Muddy water completely fills this vault. Effect spell effect (sepia snake sigil. water and prepares an ambush with his companions. but does not and mosses in this room. The zombie wearing the body and the extensive book collection with which she goz mask has little trouble spotting PCs through the murky was buried. Moldy Vault the elemental planes. spices. two stone coffins lie Trigger spell (when text is read). the lip of which the spirits in the lower vaults from ascending the stairs. swirling mud to aid it in the search. Scavengers XP 1. Flooded Vault 9. obscuring all sight (including darkvision) beyond and dangle from the ceiling. including three mudlords and a lazy mud elemental. Pass on!” Mifutu hoped that the muddy water obscures it. muddy water floods this vault to a depth of This stairway descends 30 feet from a landing just off of 2 feet. just like area 6. This vault is flooded to a depth of 2 feet. The mudlords relocated to area 11. treat this room as containing a deep bog EFFECTS (Core Rulebook 427). and contains a dose of flying ointment (Pathfinder XP 6. Mud Source might be valuable. JUJU ZOMBIE BRUTES (3) CR 3 This gate keeps the waters in the tomb’s lower level XP 800 each particularly muddy and has occasionally disgorged hp 30 each (see page 63) elemental creatures. Although the Campaign Setting: The Inner Sea World Guide 298) to a zombie continual flame on the ceiling still burns.400 RPG Ultimate Equipment 299). A few days ago. Reset 1 day side by side. The mud alone. Perception DC 28. the spell effect expires and it rereads the phrase. treat the floor as a shallow bog (Pathfinder RPG area 6. Reflex Jitikai tasked a few of her juju zombies—who don’t mind DC 14 negates) the putrescence and can operate underwater indefinitely— with thoroughly examining these coffins for anything that 10. the mud elemental warns the intruders to its inhabitant. now rises only a few inches above the fetid water. Jitikai and room once contained Mifutu’s aunt.6. A wall plaque bears the phrase in Polyglot: “Pass on. The elementals GRINDING BEAR TRAP CR 6 on this level can’t read the words. except the target Although Jitikai opened these coffins and ate the is aware of its surroundings—particularly the phrase sodden. Disable Device DC 28 depth of 4 feet. and was fills the southern portion of the room and is unwilling to buried with her eclectic collection of tinctures. bloated corpses within. whose children her forces have not yet visited this area or the vaults below. to the next phase of existence open to you. plaque’s trap. where the them grief and ill luck. Perception DC 25. ascending the stairwell (area 9) and anchored a grinding Return not to the living. (Core Rulebook 416) in the open coffin. she had little time or containing the trap—but can’t be trapped again until stomach to investigate the rest of the coffins’ contents. If any creatures other than the mudlords enter and reagents. but the stairway is wholly flooded with muddy Core Rulebook 427). Tendrils of moss cling to the walls water. A lacquered box at the bottom of the coffin has withstood the passage of GREATER MUD ELEMENTAL CR 9 years. The mud elemental The cousin interred here was an herbalist. but the mud elemental remained here. The bottom landing contains a trap intended to deter Jitikai has already emptied this coffin. Jitikai noticed a mudlord stealthily dear relative. leave it. Under the water. When Jitikai breached the coffin to consume the room. she left the desiccated collection of herbs depart. Creatures 5 feet away have concealment. issuing the command in guttural Terran. reduces the illumination in the room to dim light. which causes a few days of immobility. but they’re still searching has since seeped into the coffin and dissolved Tigist’s underwater when the PCs arrive. completely submerged. The stone coffin in this 5 feet. The gate doesn’t permit passage back to 8. MUDLORDS (3) CR 6 XP 2. Jitikai stationed two cannibal zealots in this room to protect the entrance to her lair. Jitikai keeps the treasures found elsewhere in the tomb jumbled here in an untidy pile. The room also serves as the frontier of Jitikai’s exploration: the intruders have yet to overcome the guardians in the two vaults to the south. CANNIBAL ZEALOTS (2) CR 6 XP 2. She has drawn out the ritual of consuming Mifutu’s brother over several days. Jitikai attacks intruders immediately. the mudlords join the PCs. Mifutu’s brother has the same name as Jitikai’s great-grandfather. Mudlord Enclave platinum merchant’s scale worth 450 gp. and his coffin was protected by a fire storm trap on the coffin’s lid. The treasures include a 59 . so Jitikai believed this coffin held her direct ancestor. but don’t realize the JITIKAI THE WENDIFA CR 9 stone coffins (which they call “rock knobs”) are hollow or XP 6. Introduction pocket of air. When the PCs arrive. it returned here to consult with its fellows— JUJU ZOMBIE BRUTES (4) CR 3 Golden Ossuary they are all in a state of high anxiety and disagreement about XP 800 each what to do.400 each hp 67 each (Pathfinder RPG Bestiary 4 195) 12. and a candle of truth. PCs will taste. Jitikai makes Cairn of Attai Mifutu’s cousins. She rarely leaves this vault. but Jitikai considers their loss acceptable. As she fights. The two cannibal zealots she tasked to open the coffin were killed when they triggered the trap. and now only a single hand remains. Parents’ Vault This vault contains the coffins of Mifutu’s parents. a merchant named Mashwea. the creatures Tomb of the explain that they want all trespassers out of “their” home Necrophage (meaning the entire tomb). the mudlords preemptively hp 30 each (see page 63) Prismatic Lantern attack. but Jitikai has consumed the corpses within. If diplomatic PCs agree to leave the tomb in the near future and can make the unfriendly mudlords helpful. Three mudlords have lived here for years. assuming the PCs are enemies. commanding The unadorned stone coffin holds the corpse of another of her zombies to protect her. still wearing disturbing observations about how she anticipates the Horse-Speaker a circlet of persuasion and a pouch holding 600 gp in gems. The muddy water in this area is only 2 feet deep. and has supplemented her diet with the flesh of the roasted zealots—she sees no sense in letting their bodies go to waste. Jitikai’s Lair Mifutu’s youngest brother was buried in this vault. If the PCs avoid violence and communicate with the mudlords. but the two are siblings who spend more time bickering than keeping watch. They know the Clockwork Vault halls have several connecting vaults.400 understand the coffins’ purpose. hp 88 (see page 62) Everforge When a roaming mudlord overheard Jitikai’s intruders a few days ago.400 each hp 54 each (see page 61) 13. this vault retained a large 75 gp containing eight feather tokens (tree). Tombs of Golarion 11. a lacquer box worth When the lower levels flooded. Juju Zombie Brute Jitikai currently dwells in this room along with a gang of sycophantic juju zombies. these contracts are XP 4. Heal check reveals the victims were badly pulverized 2 days Mifutu’s Archives: Mifutu and her kin were influential ago and hurled down these stairs. Mifutu’s contracts trespassers. a significant amount of money. he asks the PCs to recover at least one intact (and preferably still animate) juju zombie from 17. but the of a wealthy. and a shawl of life-keeping (Ultimate Equipment 268). A necromancer reveals Effect 50-ft. Guarded Vault Mifutu’s vault. The PCs encounter a kindly juju adherent who has heard of Jitikai’s 15. along with any charms or fetishes used by its This vault contains Mifutu’s coffin. The specifics This winding hall leads to Mifutu’s vault. within territory claimed by cannibalistic Koboto tribes. Reflex DC the tomb’s location to the PCs. These golems also serve as protection for Mifutu’s vault. XP 2. curly hair PCs might be wary of such an unusual request. 27) 60 . Mifutu’s well-preserved corpse is within her coffin. although many have The coffins here hold the preserved bodies of Mifutu’s been rendered illegible by the moist climate.800 contained among the documents in area 17. but expresses no interest in 25 negates. Its steps are means Jitikai’s death. The guardian rises and presents its head to The guardians of this room have not shown any interest in daze intruders. the hall contains a pit trap that deposits with certain Thuvian and Chelish merchant houses—could intruders into area 14. but Jitikai has clumsily hidden a grinding bear trap cephalophore hurls defeated foes down the stairs to area 15 outside the door as a precaution. A successful DC 15 in the process of fueling Jitikai’s aberrant juju practices. The leaving.400 each Impure Juju: For the most part.200 shielding. Perception DC 12.400 golems have repelled Jitikai’s minions three times already. and its fists are caked with blood. leaving fortunes in dispute. and his wife Dinha. The cephalophore in area 17 knows allow the descendents of those she traded with to reclaim how to avoid the pit trap and reset it. before returning here to lie atop Mifutu’s coffin. deep The golems attack anyone who enters this room. She GRINDING BEAR TRAP CR 4 wears fine robes of durable cloth worth 250 gp. see area 1 Her coffin also contains several ledgers and contracts for transactions more than a century old. The statue is a cephalophore tasked with protecting 14. Bloody Stairs cannibalistic plundering and wants it stopped. Upon the coffin’s stone lid lies a statue The necromancer’s motives are strictly academic. facing north. and Mifutu was an were killed by the cephalophore in area 17. and a serene countenance. These two unfortunates traders as well as prosperous landowners. but some practitioners see errant juju and DR 5/slashing rather than DR 5/adamantine. The following hooks might encourage PCs to explore the BLOSSOMING WOOD GOLEMS (2) CR 6 remote location. (Climbing back up the shaft requires a successful DC 25 Climb check. the specifics of juju zombie Trigger location (in center of hall). the corpses of two cannibal zealots spiritual patrons called wendo will be skewed toward evil lie twisted and broken at the bottom. pursuing foes into area 16 if necessary. Reset manual creation elude many spellcasters. a ring of mind XP 1. To deter corporeal of Mifutu’s trade network—in particular. in the south wall. One such merchant house commissions the PCs to explore Mifutu’s tomb and recover PIT TRAP CR 8 any contracts that survived the floods. juju devotees consider hp 64 each (Pathfinder RPG Bestiary 164) worshipers of alignments different from themselves to be Defensive Abilities These wood golems have fast healing 3 simply misguided. Type mechanical. Perception DC 29. as a serious affront to hana juju—the spirit world. fall into area 14 (5d6 falling damage). which lies in an alcove creator—Jitikai’s spell component pouch suffices for this. older brother Etefu. The statue’s head is propped on its chest rather than its shoulders. important link in trade networks stretching across the Inner Sea. still wearing his druid’s vestments. older Yamasan woman with short. for fear that the powerful but capricious splattered with blood. Trapped Hall was unleashed. Many of these collapsed when the Eye of Abendego 16. even if it This spiral staircase leads 40 feet up to area 16. Two variant wood golems that resemble ADVANCED CEPHALOPHORE CR 9 small treants festooned with blossoms guard the coffins. Disable Device DC 25 Necromantic Patron: Although the creation of standard EFFECTS zombies is well understood. Adventure Hooks as the pit trap in area 16 deposits its victims here. hp 96 (Pathfinder RPG Bestiary 4 288. The XP 6.) Mifutu’s tomb is located in the Sodden Lands. Mifutu’s Vault the area. instead. multiple targets (all creatures in the hall) its treasures. Intimidating Prowess. rain- The following creatures and characters inhabit the Tomb scoured jungles of the Sodden Lands their entire lives. CMB +9. rage (14 rounds/day). weapon of aweAPG (DC 15) 1st (4/day)—command (DC 14). solo tactics. zealots are starting to discuss—in hushed tones—whether rage power (animal fury) perhaps they ought to desert Jitikai and find another Spell-Like Abilities (CL 7th. artisan’s tools. touch 12. monster lore +3. slavish devotion. stern gaze +2. The cannibals prefer to incapacitate DEFENSE their enemies using hold person or tanglefoot bags so they Tomb of the AC 17. Will +8 rage of the Three Feasters overtake them and don’t back Defensive Abilities trap sense +1. Intimidate +15.) 61 . +1 Dex. CMD 21 Feats Cleave. is all that Horse-Speaker Crude designs painted in what can only be dried blood cake the protects their people from devastation by monsters and face and the hide clothing of this rugged-looking human. mwk light flail. Con 12. daze (DC 13). wrathAPG 0 (at will)—bleed (DC 13). Dex 13. stabilize Inquisition AngerUM STATISTICS Str 16. 
These warriors rarely rush into combat without Everforge XP 2. From Introduction of the Necrophage. potion of Cannibal Zealot invisibility. tanglefoot bag. OFFENSE These zealots follow Jitikai out of habit rather than Speed 30 ft. Polytheistic Blessing (Sar-Gorog pantheon. and the Koboto believe that consuming the flesh of their enemies grants them strength and CANNIBAL ZEALOT CR 6 power. the Three Feasters of Koboto Cairn of Attai Cannibal Zealot lore. Knowledge (nature) +5. Power Attack. can tie up and eventually cook and eat their victims. The Special Attacks judgment 2/day. Jitikai increasingly favors her juju Melee mwk light flail +10/+5 (1d8+3) or zombies over her living followers. They prefer to cast Human barbarian 3/inquisitor 4 (Pathfinder RPG Advanced preparatory spells such as shield of faith and weapon of awe Golden Ossuary Player’s Guide 38) if time permits. whose weather. Cha 10 Base Atk +6. see the sidebar on page 63). spears (4). create water. Dodge. a living Necrophage +1 shield) prisoner spoils less quickly than a decaying corpse. Ref +3. Perception +9. concentration +7) At will—detect alignment Inquisitor Spells Known (CL 4th. concentration +7) witch doctor to serve. mwk light wooden shield. Int 8. concentration +7) 2nd (2/day)—hold person (DC 15). Their preferred method of combat is NE Medium humanoid (human) ambush. Senses Perception +9 enemies undetected. 4d8+3d12+11) combat becomes necessary. Precise StrikeAPG Skills Craft (traps) +5. track +2 Combat Gear potion of cure light wounds.400 some consideration and preparation. flat-footed 15 (+4 armor. Stealth +9. and has forbidden the spear +9/+4 (1d8+4/×3) zealots from consuming any corpses in Mifutu’s tomb. Sense Motive +11. light. cure light wounds. Cannibalism is a sacred rite in the worship of Clockwork Vault grinning mouth is filled with sharp. Survival +13 Languages Polyglot SQ hateful retort. +1 dodge. uncanny dodge down until they or their enemies are dead. a young age. filed teeth. Worship of this pantheon. Wis 16. Heal +9. the Three Feasters. these zealots let the ferocious Fort +8. guidance. shield of faith. they use Stealth and attempt to approach their Prismatic Lantern Init +4. Tombs of Golarion Creatures These Koboto cannibals have lived in the harsh. 1/day—decompose corpseUM Inquisitor Spell-Like Abilities (CL 4th. they believe. these warriors have been indoctrinated into the worship of Sar-Gorog. If open hp 54 (7 HD. Other Gear mwk hide armor. silk rope (50 ft. Ref +6. shield of faith. wand of resist energy (40 charges). mending. 12 pp. mwk sickle. Con 14. +1 light wooden shield. Heal +10. detect magic. bestow curse Fort +7. mass inflict light DEFENSE wounds (DC 19). Spell Focus (enchantment). concentration +14) JITIKAI THE WENDIFA CR 9 1/day—decompose corpseUM XP 6. light. Survival +10 Languages Polyglot SQ oracle’s curse (wasting). charm person (DC 16). gaining the benefit of a moment of prescience spell with the insight bonus equal to half your oracle level (minimum 1). ensnare the soul. Polytheistic Blessing (Sar-Gorog pantheon.Jitikai the Wendifa OFFENSE This imposing woman wears thick hides and ornate clothing that’s Speed 20 ft. virtue Mystery Juju (Pathfinder Player Companion: Faiths & Philosophies 14) STATISTICS Str 8. ring of protection +1. speak with animals 0 (at will)—bleed (DC 14). seen better days. Knowledge (religion) +13. predatory gaze. CMB +6. appearing dead to observers (Heal or Perception DC 20 to determine the 62 . revelations (connaissance. 51 gp SPECIAL ABILITIES Connaissance (Su) You can spend a full-round action to attune yourself to the spirit world. Ensnare the Soul (Su) Your magic turns others into zombie-like servants. inflict critical wounds (DC 18). concentration +14) Female human oracle 10 (Advanced Player’s Guide 42) 1/day—summon monster V (augmented elementals) NE Medium humanoid (human) Oracle Spells Known (CL 10th. She has a hard. Iron Will. touch 12. cloak of resistance +2. mass suggestion (DC 20) AC 21. contagion (DC 17). Int 10. purify food and drink (DC 14). spiritual weapon 1st (7/day)—cause fear (DC 15). CMD 18 Feats Combat Casting. +1 deflection. poison (DC 18) hp 88 (10d8+40) 3rd (7/day)—aura of cannibalism (DC 17). flat-footed 20 (+7 armor. Other Gear +1 breastplate. hold person (DC 17). spell component pouch. sound burst (DC 16). guidance. hideous laughter (DC 17).400 Oracle Spell-Like Abilities (CL 10th. Spellcraft +8. Sense Motive +10. +2 shield) movement. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1). but you can have only Jitikai the Wendifa one connaissance effect active at a time. inflict serious Immune disease. Wis 14. Senses Perception +2 5th (3/day)—dominate person (DC 20). sanctuary (DC 15). fear (DC 17). deathwatch. detect poison. Creatures affected by either spell become listless and pale. +4 vs. Will +13. disease (DC 17). see the sidebar on page 63). inflict light wounds (DC 15). inflict moderate wounds (DC 16). Improved Initiative. 4th (6/day)—charm monster (DC 19). Diplomacy +13. sickened wounds (DC 17) 2nd (7/day)—cure moderate wounds. freedom of +1 Dex. summon nature’s spirits) Combat Gear wand of bless (11 charges). Cha 18 Base Atk +7. Dex 12. Add charm person and dominate person to your spell list. Disguise +0. Melee mwk sickle +7/+2 (1d6–1) Spell-Like Abilities (CL 10th. concentration +14) Init +5. resistance. Intimidate +17. Toughness Skills Bluff +0. +3 natural) hp 30 (3d10+9) SAR-GOROG PANTHEON (ALIGNED AND CULTURAL) Fort +4. Tombs of Golarion creature is not undead). see Faiths & Philosophies 14) Init +7. Jitikai was pleased Feats Cleave. if you OFFENSE use this ability on a corpse rather than on a corporeal Speed 20 ft. and defend themselves if attacked. but is Horse-Speaker action. Thinking she Benefit: When you take this feat.. select a pantheon had discovered a connection to her lost ancestry.” granted spell allows a saving throw. Dex 16. Their relief turned to horror. the witch doctor wendifa Jitikai your veneration of a pantheon of deities. Power to discover that one of the explorers possessed brutal Attack. Weapon Focus (greatclub) skill with a greatclub. touch 13. Jitikai has from the list below. undead Sodden Lands traits. spell-like ability until you have received an atonement for your transgression (as a cleric attempting to regain JUJU ZOMBIE BRUTE CR 3 lost class abilities). Con —. you lose the ability to cast the granted wasted flesh beneath. Immune cold. sunder) animating their corpses as juju zombies. ToughnessB. +3 Dex. swinging their clubs at the opponents mwk hide armor. CMB +8 (+9 sunder). Necrophage Juju Zombie Brute Special: If you act out of line with the tenets of your This hulking human appears dead. XP 800 Human juju zombie fighter (two-handed fighter) 3 JUJU PANTHEON (CULTURAL) (Bestiary 2 291. and insisted that he teach combat Skills Climb +17. You gain the listed spell-like ability Prismatic Lantern spent the intervening time looting the tomb and ritually for your selected pantheon. javelin. CMD 21 (22 vs. Improved InitiativeB. 63 . but are treated as having the Augment Summoning feat when you do so. Perception +4 Common Believers juju practitioners. flat-footed 17 (+4 armor. Str 21. cannibals captured the explorers. Although these zombies are fearless. Int 10. slam +3 (1d6+2) Ranged javelin +6 (1d6+5) Special Attacks overhand chop. undead. the DC is equal to Tomb of the 10 + 1/2 your character level + your Charisma modifier. Combat Reflexes. who were initially These juju zombies retained their prior intellects but relieved when the fearsome witch doctor insisted they not their personalities. as a standard Faiths & Philosophies as Pantheistic Blessing. Languages Common. yet its eyes shine with intelligence. Advanced Player’s Guide 108) Deities wendo (supernatural entities of the spirit NE Medium undead (augmented human) world. The Koboto recommence hostilities from a more promising position. Golden Ossuary dead for her own departed great-grandfather. you receive nourishment as though you had Melee mwk greatclub +10 (1d10+7) or eaten a normal meal for a Medium creature. must worship a pantheon. magic missile. shattering strike STATISTICS be spared from the feast. consume their potions. Rovagug (CE). Polytheistic Blessing You are granted a small bit of divine power as a result of Everforge Several weeks ago. Cha 13 though. however. with dried. Will +2 Deities Urgathoa (NE). all of Modifiers +8 Climb the juju zombies now possess similar martial training. Step Up. This feat first appeared in Pathfinder Player Companion: Cairn of Attai Summon Nature’s Spirits (Sp) Once per day. Intimidate +7. Polyglot They are straightforward fighters who rush into combat Combat Gear potion of inflict light wounds. Affected creatures are slow to take any action unless you specifically direct them Polytheistic Blessing Introduction to take a particular action. Wis 12. Base Atk +3. Clockwork Vault only elementals in this manner. and Zura (CE) Defensive Abilities channel resistance +4. they are now wholly loyal to Jitikai. discovered Mifutu’s tomb and mistook one of the interred Prerequisites: Wis 13. They are not mindless or helpless. these juju zombies were explorers who ventured to retreat from a difficult fight. Senses darkvision 60 ft. you can cast a summon monster spell of a level corrected and expanded here to include a benefit for juju up to the highest level you can cast. electricity. Racial techniques to the other juju zombies—as a result. as Jitikai murdered each of the explorers in turn. mwk greatclub they consider to be the most dangerous. and into the jungle occupied by Jitikai’s tribe. they possess enough tactical acumen In life. Ref +4. You can summon practitioners and worshipers of Sar-Gorog. wendifa DEFENSE Granted Spell-like Ability speak with animals AC 20. usable once per day. gray skin and pantheon’s beliefs. DR 5/magic and Common Believers Koboto cannibal tribes of the slashing. Perception +4. Resist fire 10 Granted Spell-like Ability decompose corpseUM. If the cannibalizing her “ancestors. Other Gear with enthusiasm. including translations and derivative works under copyright law.0a The following text is the property of Wizards of the Coast. and Stan! 3. based on original material by Gary Gygax. and You must God Games. license. 2. environments. Inc. places. dialogue. logos. Author: Scott Greene. based on original material by Gary Gygax. other terms or conditions may be applied to any Open Game Content distributed using this License. lease. Ron Lundeen.. are distributing are Open Game Content. concepts. and any other trademark or registered trademark clearly identified as Product 14. the Paizo golem logo. You must affix such a notice to any Open Game Content Kobold Quarterly. Derek Kagemann. No Baur. (c) 9. mark. independent Agreement with the owner of each element of that Product Identity. based on original material by Lawrence Schick. modifying or distributing.. of that Product Identity.. Monte Cook. No terms may be added to or subtracted from this License except as described by the License itself. Author: Scott Greene. Companion: Dungeoneer’s Handbook. John Flemming. the official Find all the tools and tricks you’ll need to Learn about Golarion’s most infamous relics— Follow a team of adventurers into a deadly campaign setting of the Pathfinder Roleplaying explore Golarion’s tombs in Pathfinder Player perfect additions to any tomb—in Pathfinder tomb in search of a weapon capable of Game. Pathfinder Roleplaying Game. or all of the Open Game Content due to statute. Golem. teams. Genie. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership (“Wizards”). enchantments. Inc. 6. photographic and other visual or audio Open Game Material so affected. Necromancer Games. Pathfinder Module. Gary Gygax and Dave Arneson. and the Pathfinder logo are registered trademarks of Paizo Inc. Necromancer Games. Marid from the Tome of Horrors Complete © 2011. formats. locations. All Rights Reserved. transformed or adapted. likenesses. Juju from the Tome of Horrors Complete © 2011. abridgment or other form in which an existing work may be recast. Inc. Pathfinder Player Companion. Pathfinder.. modify and distribute any Open Game Content originally distributed (d) “Open Game Content” means the game mechanic and includes the methods. Authors: Scott Greene and Patrick Lawinger. Author: Matthew Sernett. 7.. Inc. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact Kelpie from the Tome of Horrors Complete © 2011. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any License. or graphic designs. royalty-free. The owner of any Product Identity used in Open Game Content shall retain all rights. and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Nereid from the Tome of Horrors Complete © 2011. Registered Trademark. judicial order. (e) Contributor unless You have written permission from the Contributor to do so. God Games. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. Reformation: If any provision of this License is held to be unenforceable. Author: Scott Greene. LLC. Inc. and means any work covered by this 11.com Paizo. based on original material by Philip Masters. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure and special abilities. publicly display. modification. designs that are used by a Contributor to identify itself or its products or 15. www. Jeremy Jones. Necromancer Games. published and distributed by 5. published and distributed by expressly licensed in another. Author: Scott Greene. equipment. Updating the License: Wizards or its designated Agents may publish updated versions of this License. representations. format. to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Pathfinder Campaign Setting: Tombs of Golarion © 2015. (f) “Trademark” the extent necessary to make it enforceable. broadcast. Authors: John Baichtal. title and interest 1. Inc. compilation. copy. including as an indication as to compatibility. to use. and which specifically excludes the Open Game Content. logos and identifying marks including trade dress. names and descriptions of characters. EXPLORE MORE OF THE INNER SEA THE INNER SEA WORLD GUIDE DUNGEONEER’S HANDBOOK ARTIFACTS & LEGENDS NIGHTBLADE Discover the world of Golarion. means the logos. Open Game Content except as expressly licensed in another. personas. You may “Distribute” means to reproduce. © 2015 Paizo Inc. Ross Byers. additional content clearly identified as Open Game Content by the Contributor. Matthew Cicci. . improvement. thematic elements. depictions. such breach within 30 days of becoming aware of the breach.. Authors: Scott Fernandez. “Used” or “Using” means Open Game License v 1. correction. Content may only be Used under and in terms of this License. independent Agreement with the owner of such Trademark or and Larry Wilhelm. the Open Game Content. Inc. based on original material by Gary Gygax. the Contributors grant You a perpetual. Content. procedures. names. such provision shall be reformed only to identity by the owner of the Product Identity. symbols. and Pathfinder Adventure Path. Open Game License Version 1. and Pathfinder Tales are trademarks of Paizo Inc. addition.koboldquarterly. Inc. Representation of Authority to Contribute: If You are contributing original material as Open Game Content. rent. Richard Pett. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game in and to that Product Identity. Authors: Jonathan Tweet.. Necromancer Games. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Advanced Bestiary © 2004. transmit or otherwise distribute. storylines. language. spells. published and distributed by 4.0a © 2000. 12. Green Ronin Publishing. Wizards of the Coast. Frog God Games. translate and otherwise create Derivative Material of Open Game Content. based on material by E. COPYRIGHT NOTICE the associated products contributed to the Open Game License by the Contributor (g) “Use”. published and distributed by Frog Content you Distribute. upgrade. with The Inner Sea World Guide. Use of Product Identity: You agree not to Use any Product Identity. and Skip (h) “You” or “Your” means the licensee in terms of this agreement. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some creatures. add the title. edit. magical or supernatural abilities or effects. represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights Iron Cobra from the Tome of Horrors Complete © 2011. Grant and Consideration: In consideration for agreeing to use this License. motto. Wolfgang that you Use. Frog God Games. artifacts. worldwide. modify. creatures. artwork. plots. All sublicenses shall survive the termination of this License. Pathfinder Campaign Setting. Campaign Setting: Artifacts & Legends! banishing demons from the world forever! paizo. Inc. personalities. Paizo Inc. Inc. System Reference Document © 2000. Paizo Inc. poses.com. You Frog God Games.. symbols.. Wizards of the Coast. published and distributed by Frog text of the COPYRIGHT NOTICE of any Open Game Content You are copying. Distribute. Williams. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you into other computer languages). and is Copyright 2000 Wizards of the Coast. potation. sell. (b) “Derivative Material” means copyrighted material including derivative works and translations (including 8. published and distributed by conveyed by this License. You agree not Frog God Games. incidents. processes and routines under any version of this License.. themes and graphic. Open Design LLC. except as Zombie. Wood from the Tome of Horrors Complete © 2011. or governmental regulation then You may not Use any designs. Necromancer Games. Author: Scott Greene. use any authorized version of this License to copy. but specifically excludes Product Identity. non-exclusive license with the exact terms of this License to Use. likenesses 13. “Product Identity” means product and product line names. Phillip Larwood. characters. sign. Issue 7 © 2008. Necromancer Games. to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any 10. the copyright date. stories. extension. Nex Hapkani. mastery of the lantern's mechanical inventions advent of Abendego. Alzika the Prismatic Potential Treasures: Clockworks Potential Treasures: Unknown. Rahadoum (formerly Yamasa) (on Ustradi River) Interred: Master inventor Interred: Wealthy landowner Interred: Arclord Alzika Karr. Try hostile.k. Also cannibalistic. Method for way to enter the tomb.a. Note: Tower's “interior” actually may have a key or other Note: Natives of region very on a demiplane. so no prismatic siege weaponry Note: One of Mutalib's descendents reference is available. getting into and out of plane tracking one down? Avoid if possible. Clockwork Vault Tomb of the Necrophage Prismatic Lantern . Potential Treasures: Arcane and other advanced Few other tombs survived lore. Hakan Mutalib named Mifutu and family a. paramount to exploration. Clockwork Vault Tomb of the Necrophage Prismatic Lantern Location: Near village of Location: Southern Sodden Lands Location: Near Ecanus. waiting for the intrepid and the foolhardy alike to explore them in search of treasures and secrets lost to the ages. ► The Golden Ossuary.A. Pathfinder Campaign Setting: Tombs of Golarion is intended for use with the Pathfinder campaign setting. ► The Prismatic Lantern.The Call of the Crypt The vaults of the dead lie scattered across the Inner Sea region. these monuments to the deceased are as f illed with history and riches as they are cursed with peril and despair. PZO9278 . new monsters and magic items. ready to be used as f lavorful side quests or the centerpieces of entire adventures. a desert mausoleum constructed by a master inventor to pass his discoveries on to worthy descendants. paizo.S. you’ll find: ► The Cairn of Attai Horse-Speaker. and cunning traps and haunts sure to challenge any adventurer. a flooded crypt in the hurricane-ravaged Sodden Lands. now home to a tribe of ruthless cannibals. now overrun by sinister fey. From labyrinthine gilded catacombs to the submerged ruins of a forgotten nation or an arcane tower hewn from crystal. an arcane siege engine powered by a self-contained demiplane. ► The Tomb of the Necrophage. a former dwarven temple housing a powerful holy relic. but can be easily adapted to any fantasy world.com/pathfinder Printed in the U. the gilded bone house where some of the wealthiest adherents of the mercantile Prophecies of Kalistrade are laid to rest. the tomb of an ancient Nidalese horselord. which holds the final resting place of the weapon’s creator. now besieged by cultists intent on stealing souls for their dark god. ► The Clockwork Vault. Each one comes complete with a room-by-room breakdown. Within this book. Those daring enough to brave these tombs’ traps and monsters will f ind themselves wealthy beyond measure—or entombed with the dead for all eternity! Presented within are six complete tombs. ► Everforge.
Copyright © 2024 DOKUMEN.SITE Inc.