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Centaur Graves
Centaur Graves
Introduction
This adventure enhancement was designed by
Dudemeister as an expansion for Pathfinder
Adventure Path #33: The Varnhold Vanishing
(Kingmaker 3 of 6). Althought it relies heavily
onto it, it's easily played independently.
The Centaur Graveyard This module includes:
An Adventure enhancement for • An alternative Climb skill check system
Pathfinder Adventure Path #33: The • Modifications for Areas K, N, F and M
Varnhold Vanishing (Kingmaker 3 of 6) • A Trust Score system
Credits • A modified Chase scenario
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 1
The Centaur Graveyard
Random Encounter Chance increases by
There is another place you can go to learn
40% as tribe drives monsters at the intruders more. But it's our secret. You must prove to be
worthy of trust to me, to Danide, to the tribe.
TS 01-15 = Loathed
The characters suffer a 6 penalty on Bluff,
Diplomacy and Intimidate checks against the
TS 31-35 = Trusted
Nomen Centaurs. Furthermore, a group of The PCs gain a +4 bonus to Bluff, Diplomacy and
troublesome Centaurs will seek to sabotage any Intimidate checks against the Nomen Centaurs.
diplomat's attempt to win the trust of the tribe The PCs gain enough information to seek out
(See Sabotage in the various Quest sections.) Vordekai’s Island if they wish, and can ask a
single favour or boon from any named Centaur.
Diplomacy Attitude: Unfriendly
Diplomacy Attitude: Helpful
Random Encounter Chance increases by 20%
as Nomen dissidents send monsters to harry Random Encounter Chance unmodified
them. Information Reward: Aecora reveals the
locations of areas W, X and Z. She also talks
TS 16-20 = Disliked about the “Valley of the Dead”. At this point
The company suffers a 3 Penalty to Bluff, Xamanthe has disappeared, either trying to
Diplomacy and Intimidate Checks against the impress the PCs or desperate to prove her own
Nomen Centaurs. Furthermore, a single centaur abilities if they have earned her enmity (See: the
may seek to sabotage the attempts to win trust Kankerata Run, The Centaur Graveyard, and
among the tribe. Climbing Talon Peak).
Diplomacy Attitude: Unfriendly
TS 36+ = Admired
Random Encounter Chance increases by 5%,
The PCs gain a +6 bonus to Bluff, Diplomacy and
as Danide ushers monsters towards the party.
Intimidate checks against the Nomen Centaurs.
TS 21-25 = Neutral The PCs can annex any hexes considered Nomen
Territory (the Dunsward and the hills south of it)
The PCs suffer no penalty and gain bonus to the
but must agree not to develop in any way the
Centaurs. At reaching this level the PCs gain the
areas F, M, P, R, W or X to honor their traditions.
first real piece of information about Centaur
The hexes surrounding them are fair game
history. At this stage no centaur will attempt to
though.
sabotage the PC’s quests.
Diplomacy Attitude: Friendly
Diplomacy Attitude: Unfriendly
Random Encounter Chance unmodified
Random Encounter Chance unmodified
Information Reward: PCs learn of some of the Initial Trust Score
sites sacred to the Centaurs Areas F, R, N and Y
PCs in the Party Initial Trust Score
and that Centaurs consider Kankerata and the
Black Roc "sacred spirits" of Earth and Air which 4 7
must not be harmed. 5 6
6 5
TS 26-30 = Liked
The PCs gain a +2 bonus to Bluff, Diplomacy and Losing Trust
Intimidate checks against the Nomen Centaurs.
Committing an obvious crime in 3 to 6 Trust
The PCs have earned their respect, and learn
Nomen territory Points
another valuable nugget of information from the
Nomen Centaurs. Killing Kankerata 3 Trust Points
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 2
The Centaur Graveyard
Gaining Trust order to relay the difficulty the young Centaurs
Each month the Diplomat, Warden and the will have in aiding the “twolegs” on their
Leader (King/Queen) can each make a quest.
Diplomacy check to improve the Nomen’s Aecora is approached by Danide Thunderhoof
Attitude; this represents a week of living among (Centaur Barbarian 6, stats at the Appendix),
the Centaurs, attempting to earn their trust and who loudly proclaims that the PCs have run their
getting to know the culture. Each successful little errand and have no place in the Dunsward,
Check to improve the Nomen’s Attitude instead that perhaps they should leave immediately. PCs
garners +1 Trust Point. can attempt a Diplomacy or Intimidate check
against Danide (DC 26 or 27, respectively) in an
Completing Quests and Challenges effort to convey their peaceful intentions, or make
There are a number of important members of the her back down.
Nomen tribe, and some of them have quests and If PCs succeed, Danide calms down and gives
challenges the PCs may be able to help with. The them a chance:
following Quests from the front and Back Covers
are given by Nomen Centaurs instead of the We are at a disagreement, but in this tribe we
assumed villagers or visitors to the PC’s nation. have a task for dealing with disagreements. The
Kankerata Run. If any of you wishes to gain our
Forgotten History trust, then meet me at the Blood Furrows when
Changes: Elenorik is a Centaur Bard next the sky touches the Earth. (Sunrise if it’s
attempting to chronicle the true history of the already night or Sunset if it’s already light).
Centaurs of the Iobarian steps. An unusually Until then, you can remain guests of the
bookish centaur, he is carries a small library of Centaurs.
texts in his saddlebags. In addition to the listed
If the PCs used Diplomacy to get Danide to back
reward the party will also gain +4 Trust Points.
down, they gain +1 trust point. They are invited
The Omelet King & Wanted: Manticores to stay and rest in the guest house and have a
meal of Centaur foods (flat bread, served with
Iosis Redmane is the tribal tattooist for the
wild goat haggis, with mead to drink). The food is
Nomen Centaurs and she wishes to create a
gamey and an acquired taste, but otherwise filling
potent tribal tattoo but needs Manticore Quills
and hearty. If the PCs used Intimidate then when
(for the needle) and yolk from the unfertilized egg
they are resting up in the Guest House, Danide
of a Black Roc (for ink). See Climbing Talon Peak
has her young rabblerousers serve the Pcs
for more details.
Haggis stuffed with Greendrop Mushrooms.
For each of the tasks the PCs succeed in they
Upon eating the meal PCs must make a DC 16
gain +3 Trust Points. The PCs may also gain the
Fortitude save or be Sickened for 24 hours, any
normal “Omelet King” quest, this of course will
PC that fails must make a DC 14 Fortitude save
make descending from Talon Peak much more in 12 hours or gain the Nauseated condition as
difficult. they must deal with an upset stomach. A PC who
inspects the food before eating it can make a DC
Meeting The Centaurs 16 Craft (Alchemy), Knowledge (Nature) or Heal
check to recognize the Greendrop Mushrooms and
Initial Approach the threat they pose.
When approaching the Centaurs outside of their
village, the PCs are met with distrust and told to Area M: The Kankerata Run
“turn back the way they came”. PCs can attempt a Danide and 3 regular centaurs (one of whom is
Diplomacy check to get into the village, PCs who Xamanthe) are also doing the run. Replace their
present Skybolt and offer to return it to the tribe Diplomacy skill with Acrobatics +10 and
gain a +5 bonus on the check (mostly negating the Knowledge (Nature) with Climb +6.
penalty for the low level of trust). Approaching Kankerata receives Dodge and Spring Attack as
Aecora Silverfire and presenting her with the bow bonus feats and the Advanced template.
immediately nets the PCs +2 trust points. Aecora
asks them to sit, and she explains the difficulties
between her people and Varnhold. She does so in
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 3
The Centaur Graveyard
A tradition among the Nomen tribe to settle 4. Pools of Harsh Reflections (~)
disputes has been to participate in the a) Avert Your Eyes (Reflex DC 15)
Kankerata run, racing through the Blood
b) Trust Your Instincts (Sense Motive
Furrows and dodging the predations of the
DC 20)
dangerous Bullette named Kankerata. The goal of
the run is to race from one end of the run to the 5. Stalactite Cavern (^)
other, leaving bloody handprints upon the sacred a) BATS! (Handle Animal DC 25)
stones that dot the run. To leave a print upon the b) Beware Falling Rocks (Reflex DC 20)
stone the PC must cut themselves with a piercing (In this cavern a Centaur attempts to slow
or slashing weapon (taking 1d3 points of damage, the PCs by throwing a net on the first PC
this damage ignores damage reduction) – the to arrive after them).
entire process takes one standard action. A PC
6. Kankerata’s Den (*~)
may spend a standard action binding the wound,
or may allow the wound to bleed (dealing 1 point a) Don’t Wake the Beast (Stealth DC 30)
of damage to the PC on their turn, every turn). b) Scale the Ceiling (Climb DC 25)
The first to complete the challenge is the 7. Collapsing Caverns (^)
“winner”, but simply participating in the run can
a) Sprint for your Life! (Fortitude DC 15)
earn Pcs some Trust Points.
b) Find Cover (Perception DC 20)
Trust Points Rewards (In this cavern, a Centaur attempts to
Completing the Run +1 Trust Point per PC collapse a cavern on top of a PC.
Xamanthe gets caught up in the Collapse).
Completing the Run +1 Trust Point per PC
without using magic 8. Open Air (~)
a) Clear a Path in the Grass (Deal 15
Winning the Run +2 Trust points.
Damage or 5 Fire)
Rescue Xamanthe in +2 Trust points.
b) Climb the Hill (DC 10 Climb Check)
Cavern 7
9. Muddy Ravine (*)
No PCs complete the Run 4 Trust Points
a) Swim the Shallows (DC 15)
Rewards b) Wade the Mud (Strength DC 10)
Give the PCs XP as if they defeated Kankerata 10. Home Stretch (*~)
in combat. If the PCs rescued Xamanthe from the a) Final Sprint (Fortitude DC 20)
cave in, then Aecora rewards the PCs in private
b) Climb the Hill (Climb DC 25)
with a Wand of Cure Moderate Wounds (50
charges). If any of the PCs successfully complete 11. Finish
the Run, then Aecora declares to the other Information:
Centaurs present, as even attempting the run
(*) Whenever a PC or Centaur fails a check,
they have done what no twoleg before them has
tried, she continues to say that the PCs are Kankerata bursts forth from the ground making a
indefinite guests of the Nomen Tribe, and may spring attack before burrowing back.
freely travel in Nomen lands.
(~) Stone to mark
The Kankerata Run Obstacle Progression
(^) Saboteur
1. The Starting Line
See Danide Thunderhoof, and the other
a) Sprint Ahead (Fortitude DC 10) Centaurs statics at the Appendix.
b) Slide down the hill (Acrobatics DC 15)
2. The Fallen Columns (~)
a) Leap the Stones (Acrobatics DC 20)
b) Hidden Shortcut (Perception DC 25)
3. Kankerata’s Pit (*)
a) Climb Down (Climb DC 10)
b) Dive Down (Swim DC 15)
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 4
The Centaur Graveyard
heads and tails of their companions so that they
Area F: The Centaur could be buried with honour in their traditional
burial mounds.
Graveyard
When the PCs arrive the tribe are dancing a
Introduction traditional funeral dance, which symbolises the
bravery of the fallen, and their journey to their
The PCs are brought to the Centaur graveyard
race among the stars, in the Mother Moon’s fields.
by the Nomen Tribe who, having believed that
there may be some danger on Vordekai’s Island After the dance Aecora greets the PCs, telling
sent a hunting party of Centaurs out to check it them that they have come during a dark time.
out. The Centaurs lost their lives, and now the The death of some of their own weighs heavily on
survivors have brought their heads and tails back a tribe already decimated by disease and war. She
to be interred in the Sacred Mounds. invites the PCs to join them in burying the lost
companions. If the PCs have yet to reach Trust
The PCs are invited to the burial ceremony, but
Score 26 by this point then Danide objects and
upon arriving at the Centaur mounds discover
PCs can make a Diplomacy check (At the
something now lurks in the Centaur mounds. The
difficulty of the Tribe) to be allowed to join the
Gravestone Gargoyle tribe, the traditional
proceedings, otherwise Aecora compromises and
protectors of the mounds have been made
allows the PCs to follow at a distance.
servants of a wretched family of Manticores – the
PCs are tasked by the Centaurs with driving out
F1: Mounds Entrance
the Manticores, and freeing the Gargoyles from
Challenge Rating 7
their bondage.
A pair of stone mounds stamped with hoofprints
Death of a Nomen Event mark the entrance to the Burial Mounds of the
This event triggers if the PCs have heard the Nomen Centaurs.
story of the Cyclops God and warn the Nomen The Entrance to the Mounds is currently
that they are in danger. The Nomen send a group occupied by a group of about 40 Gravestone
of scouts to the Valley of the Dead who are Gargoyles. Cowed by the Manticores these
attacked by Zombie Cyclopes. Two of their Gargoyles assault the Centaurs and Pcs alike,
number die and the rest retreat, retrieving the yelling at them in Terran and Common to leave
and never return. Terrible things now
lurk here. In this encounter describe the
Centaurs fending off the Gargoyles,
while a group swoop in to attack the PCs
as well. If the PCs are following along at
a distance they arrive just in time to see
the Centaurs assaulted, if the PCs
choose to help the Centaurs they
increase the Centaur’s trust by 2.
Monsters
Gravestone Gargoyles (see stats at the
Appendix)
Figure 1: Centaur Mounds. 1 Square = 10 Ft.
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 5
The Centaur Graveyard
Development Development
After the battle the Aecora asks the PCs to If the Gargoyles surrender to the PCs a
explore the burial mounds. Traditionally the Manticore swoops out of the sky and attacks the
gravestone gargoyles have acted as guardians and PCs, promising the gargoyles that their young are
protectors of the Nomen burial mounds, paid next. The Gargoyles cower for the remainder of
regularly with tributes from the Centaur’s hunts. the encounter while the Manticore makes a series
The Centaurs want to know why they were of flyby attacks against the PCs.
attacked by the Gargoyles and to see if the PCs If the Manticore is reduced to half its HP, it flees
can set it right. They would prefer a peaceful to area F6. If it is killed or forced to flee, the
solution to the Gargoyle’s problem. Gargoyles tell the PCs of the plight of the
Gravestone Tribe.
F2: Mound Creek Bridge
They explain that the Gargoyles traditionally
Challenge Rating 6;5 keep their eggs in the Nomen burial mounds,
The stream here is only 2 feet deep and counts recently a family of Manticores moved into the
as difficult terrain. A 10 foot wide stone bridge mound and claimed the eggs. They have
with four waterspout statues hanging from the demanded that the gargoyles raid for treasure
side acts as the main method of crossing the from travellers in Iobaria or else see their
creek. children die. The Waterspout Gargoyles can also
tell the PCs of the special properties of the tree in
Monsters area F4, but warn that swarms of bats often roost
A quartet of Waterspout Gravestone Gargoyles in the trees.
(see stats at the Appendix) are currently perched
here. When any PCs cross the bridge they attack. F3: Burial Mound Entrance
Challenge Rating 9
Tactics and Morale
This Burial Mound is a circular structure built
The Gargoyles use the surprise round and
into a hill. From above it appears to be the iris of
combine their breath weapons to trip 2 PCs, and
an enourmous eye trodden into the dirt.
concentrate their attacks on those PCs, telling
them to flee the whole time. These Gargoyles will Above the entrance are 4 Gargoyles and a
surrender if reduced to half their HP or if half of Manticore.
their numbers are killed. At which point one of If the PCs attempt to enter the mound, the
the three manticores that patrols the mounds will Manticore orders the Gargoyles to attack, opening
attack (see Development) with a volley from its tail and then uses FlyBy
Attack to assault the PCs. If reduced to less than
half its hp, it flees inside the mound. The
entrance here leads to area F6.
Monsters
Manticore, 4 × Gargoyles (see stats at the
Appendix)
Monsters
6 × Vampire Bat Swarms (carrying Rabies)
attack any PCs attempting to scale the tree
attempting to collect the Moon Fruit.
Figure 2: Burial Mound, Inner: 1 Square = 5 ft.
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 6
The Centaur Graveyard
Treasure • Masterwork chest containing 1,000 silver
PCs can collect Moonfruit with a successful pieces minted in Brevoy and Iobaria.
DC 15 climb or fly check. There are currently
Concluding the Adventure
1d6 Moon Fruits on the tree. When eaten Moon
Fruits act as a Potion of Lesser Restoration, or if If the PCs successfully kill or drive away the
used by a crafter with Brew Potion, they may Manticores, the Centaurs can finally perform the
brew a Potion of Restoration as if the spell was burial ceremony, a Bard sings the tales of their
Level 3. lives and their brave deaths and Aecora chisels
their names into the stone tablets within.
Each Moon Fruit has a value of 900 gp to an
interested buyer. Afterwards, the Centaurs thank the PCs for
their help. The PCs gain the following trust
F5: The Dead Grove rewards:
Challenge Rating 8 PCs kill no Gargoyles in F2 or F3 +1 Trust Point
This area is where the Centaurs bury their PCs drive out or kill the manticores +1 Trust Point
dishonoured dead, those who have committed
crimes against the tribe or betrayed the teachings Scaling the Adventure
of Mother Moon. Mother Moon has created a To increase the CR of Encounters F1, F2 or F3
permanent low fog in this grove (Treat as Fog, increase the numbers of Gargoyles or Bats by
20% miss chance against foes more than 5 ft 50%. In order to decrease the challenge, just
away). decrease the numbers of gargoyles.
Monster To increase the CR of F4 add more bats or a
more potent disease. To decrease the Challenge
A Hangman Tree waits patiently in this grove remove the disease or some bat swarms.
for more Centaur Prisoners to devour, if the PCs
To increase the CR of F5 add the Large
dally here the Hangman Tree attacks the PCs.
Template to the Hangman Tree. To decrease the
F6: The Nomen Mound CR remove the Fog effect.
Challenge Rating 6–7
Shafts of light play on the underground pond the
Area K: Varnhold Pass
Nomen have dug here, causing light and shadow There is an Elven Tower in Varnhold Pass,
to play on the walls and ceilings of this dirt and repurposed as a Watchtower for Varnhold.
stone dome. In the middle of the chamber a dais Inside the tower is eerily empty, and still
raises up, covered in the bones of the revered contains most of the equipment in the armory.
Centaur dead, and a few stone Gargoyle eggs lie One room (the Captain's Room) at the top of the
scattered on the Dais. tower is Stuck Shut (DC 24 Str check to open).
The Roof is 40 feet high from the water level. Within, the room smells of death. Captain
The water is 10 ft deep. Stepheo Dorlais is dead in this room (DC 20 Heal
check reveals cause of death as Starvation) he is
Monsters clutching a journal.
Tokliss Advanced Manticore (see NPC
Appendix), if any Manticores fled from previous Treasure
encounters they can now be encountered here, The dead captain is wearing a Tabard that bears
fully healed as they have drunk some potions the crest of Varnhold and counts as a cloak of
from their treasure hoard. resistance +1.
The Journal provides a +2 equipment bonus to
Treasure any Knowledge (Geography), or Survival checks
The Gargoyle raids have netted a small pile of made to scale Talon peak. Whoever uses the
treasure, the Manticores have buried beneath a journal takes a 1 penalty to their Will Save vs
pile of Centaur Bones. It consists of: the Yeti's Frightful Gaze ability, and may not
• Potions of Cure Moderate Wounds (2) choose to avert their eyes.
• Ring of Sustenance
• Pouch containing 50 gp
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 7
The Centaur Graveyard
The journal is mostly a record of the various When the PCs are descending with the eggs,
surveys, with maps and information. The last they can also not take 10, furthermore anyone
few entries though reveal something disturbing. carrying an egg who rolls a Natural 1 gives the
Journal's contents: egg the "broken" condition. If in combat they roll a
1 or are struck by a critical hit, the egg gains the
1 Week Before the Vanishing <insert Date broken condition (it can be fixed with Mending
here> but not with cure spells, since they are
The rooftop watchers report something strange, unfertilized eggs). An egg with the broken
eyes like burning coals staring just beyond the condition that gains it again is destroyed.
edge of the light. Constantly staring. I'll give At reaching certain accumulation, characters
Private Quire a week off from the night watch. reach one of the following areas or trigger one of
The isolation must be getting to him. the following events:
<date of the Vanishing>
Area A:The Low Plateau
Private Quire reports that the beacon tower
Challenge Rating 7
was not lit tonight. Perhaps forgetfulness? If it
is not lit tomorrow we shall mount an Cumulative DC 100
expedition. Terrain for Random Encounters: Rugged
<2 days after the vanishing> Weather: Cold and windy; the howling winds
At night they came, I thought the howls merely and constant cold make rest difficult. PCs must
wind. They tore Quire in half. We never see make a DC 15 Fortitude Save or gain the fatigued
them, always they are at the edge of our light, condition, furthermore they do not gain any
staring at us. benefit from rest including regaining spells or hit
<5 days after the vanishing> points1.
There is none of us left. I can not leave this Altitude: Low Plateau
place, they won't let me leave. I see them from Monsters Cave Bear (Dire Bear, Bestiary p31)
my window. Staring at night. I dare not leave A cave bear lives in a cave in the low plateau. If
my room. The horror, the horror, the horror. PCs are climbing the mountain during winter,
then the bear is slumbering fitfully (suffering a
Area N: Climbing Talon Peak 10 on Perception checks) if the PCs choose to
sneak by. Otherwise, the bear is active and PCs
Climbing the Talon Peak requires a DC 400 may attempt to sneak past it, but it is more
cumulative Climb check. In order to do so, one difficult.
character is designated to make the primary
Development: When the PCs return to this spot
Climb checks, while others may help him using
when climbing down the Mountain and have a
Aid Another with Climb, Survival, Knowledge
Trust Score of 21 or less either a group or a single
(Nature), Knowledge (Geography) or, if they have
Centaur attempts to send the Cave Bear after the
the capacity to fly, Fly (using Fly uses up an hour
PCs.
of flight time per character).
PCs can make skill checks or take 10, climbing Area B1: The Cold Mephit Cliffs
gear can add a +2 equipment bonus, Aid Another Challenge Rating 8
checks can add a further +6. The ascent might
slow down near the top as they can't take 10 Cumulative DC 200
during the snow storm. Monsters: 4 × Ice Mephits (Bestiary p202)
Each Climb check represents 4 hours of As the PCs are climbing the side of a sheer cliff
climbing. The DCs are 10 (0100), 15 (101200), 20 (Approximately 80 ft. drop to the nearest plateau),
(201300), 25 (301400). Failing a check a group of four Ice Mephits attempt to steal the
diminishes the accumulated amount equal to the PC’s packs and supplies. This is a CR 8 encounter
difference between the current DC and the check. because it favors the Ice Mephits who are capable
After each check there is a chance for a random of flight. The Ice Mephits flee if reduced to 10 hp
encounter (cumulative 15% chance; resets when
1 Lenient DMs may concede rest if protective magic such as
an encounter is rolled). Roll twice each time the Endure Elements or specific (and burdensome) equipment is
PCs rest. employed.
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 8
The Centaur Graveyard
or less, or if half of their number die. PCs may Cumulative DC 400
attempt to negotiate with the Ice Mephits with Altitude: Low Peak
a successful DC 20 Diplomacy check and an
Atop Talon Peak lies an ancient elf observatory.
offer of 500 gp worth of gold, gems or magic items.
It consists of a stone tower with a set of stairs
Each 100 gp beyond that the PCs offer gives the
twisting all the way to the top. The crushed dome
PCs a +1 bonus on the Diplomacy Check.
is littered with shattered remnants of an ancient
Area B2: Return to Mephit Cliffs telescope. When the PCs first arrive the Roc is not
currently on the tower.
Challenge Rating 9 (+1 CR for Advantageous
terrain for the Elementals) PCs may spend an hour searching the ruins of
the tower. A DC 25 Perception check uncovers an
Monsters: 3 × Large Ice Elementals (Replace
efficient scroll case (20 scrolls/wands and 5 staves;
Swim Speed 60 ft, with Climb Speed 30 ft.)
price as efficient quiver). There is also a door at
As PCs are descending the cliff, it shakes with the base of the tower with strange markings; a
an ominous force, cracking as it does so. Three DC 30 Knowledge(Nature) check reveals these
Large Ice Elementals are spouted from the First patterns as being roughly analogous to ancient
World. The Elementals are angered at their stars (PCs may take rubbings of the markings to
sudden ejection and assume the PCs are glean this knowledge later).
responsible. The Elementals are actually the
The tower can be turned into an Observatory for
victims of the thin planar boundaries between the
half price. An Observatory can be built instead of
Stolen Land and Thousand Breaths.
a farm. Observatories, concerned with the science
of the stars
Event: Light Snow
The Roc’s eggs are the size of a Medium
Cumulative DC 250
Humanoid and weigh 50 pounds each. Due to
Weather: Light Snow; 4 Perception, 4 their shape and size it’s impossible to put them
Ranged Attacks, Cold Weather 1d6 NonLethal away in a Bag of Holding or similar. PCs can use
Damage every hour (Fort DC 15 or Cold Weather ropes and the like to create a harness to carry the
Outfit negates). Due to the snow storm, players Eggs. There are currently 6 eggs on the tower, all
can no longer take 10. of them unfertilized.
Given the proximity between Talon Peak and the As the PCs begin to descend from the tower, the
first world, the weather is unpredictable. Snow Roc returns (See stats at the NPC Appendix)
begins to fall continually from the sky at this
Tactics: The Roc only fights until it has been
point.
reduced to a quarter of its HP, at which point it
flies off seeking another nest (Possibly area Z).
Area C: Yeti Den
Challenge Rating 8 Event: Heavy Snow
Cumulative DC 300 As the PCs begin to descend, the snow becomes
Monsters: Big Yan (Yeti with Large Simple much heavier, as it seems the mountain itself
Template), Young Yan (Yeti with Small Simple seems angry at the PC's thievery.
Template +1 Frost Ranseur and +1 Studded Weather: Heavy Snow; 6 to Perception and
Leather Armour), and two more normal Yetis (See Ranged Attacks. 20% Concealment beyond 5 ft.
Stats at the NPC Appendix.)
A family of four NE Yetis (One with a Large
Template, and one with a Young Template) reside
in a chimney the PCs will need to scale to reach
the top of Talon Peak. If any of the Yetis are
killed they retreat deeper into the mountain.
Young Yan wields a +1 Frost Ranseur of clearly
ancient elf design (stolen from the Observatory),
and wears a set of +1 Studded Leather Armor.
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 9
The Centaur Graveyard
Defensive abilities improved uncanny dodge, Space 10 ft. Reach 5 ft.
trap sense +2, DR 1/ Str 24, Dex 19, Con 22, Int 11, Wis 16, Cha 13
Speed 60 ft. (40 ft. in armor) Base Atk +6; CMB 14; CMD 28
Melee Varn’s End (+1 Bastard Sword) +13/+6 Feats Flyby Attack, Hover, Weapon Focus
(1d10+5/19–20), 2 hooves (magic horse shoes) +8 (spikes)
(1d6+2) Skills Fly 1, Perception +11, Survival +6 (+10
Ranged Javelins +13/+6 (1d8+2/×3) to follow tracks); Racial Modifiers +4 Perception
Special Attacks Rage 20 rounds/day (+4 Languages Commonn
Str/Con, +2 Will, 2 AC), rage powers
(superstition [+3 Will], knockback [bullrush as Special Abilities
standard], no escape [double speed to follow Spikes (Ex) With a snap of its tail, a manticore
withdrawing characters]) can loose a volley of four spikes as a standard
Space 10 ft., Reach 5 ft. action (make an attack roll for each spike). This
attack has a range of 180 feet with no range
Str 15, Dex 14, Con 15, Int 11, Wis 14, Cha 12
increment. All targets must be within 30 feet of
Base Atk +11; CMB +13; CMD 22 (26 vs. trip) each other. The creature can launch only 24
Feats Improved Initiative, Run, Exotic Weapon spikes in any 24hour period.
Proficiency (Bastard Sword), Power Attack,
Weapon Focus (Bastard Sword), Cleave
Skills Diplomacy +12, Intimidate +13,
Knowledge (nature) +4, Perception +14, Survival
+16
Languages Common, Elven, Sylvan
SQ rapid movement
Combat Gear alchemist’s fire (4), tanglefoot
bag (4), saddle bags containing potions of cure
serious wounds (3) and a potion of remove
disease; Other gear +1 fortification breastplate,
heavy steel shield, +1 bastard sword, javelins (10),
+1 horse shoes, torches (4)
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 10
The Centaur Graveyard
Skills Fly +16, Perception +5, Stealth +17;
Gravestone Gargoyle Racial Modifiers +2 Stealth (+6 in stony
CR 3; XP 800 environs)
N Small monstrous humanoid (earth) Languages Common, Terran
Init +7; Senses darkvision 60 ft.; SQ freeze
Perception +5
Special Abilities
AC 18, touch 14, flatfooted 15 (+3 Dex, +4
natural, +1 size) Freeze (Ex): A gargoyle can hold itself so still it
appears to be a statue. A gargoyle that uses freeze
hp 32 (5d10+5); DR 10/piercing or magic
can take 20 on its Stealth check to hide in plain
Fort +3, Ref +7, Will +4 sight as a stone statue.
Speed 40 ft., fly 60 ft. (average) Waterspout Breath (Su): These creatures have
Melee 2 claws +6 (1d4), bite +6 (1d3), gore +6 adapted to life in a magical city, and may be the
(1d3) descendants of a wizard’s team of modified
gargoyle guards and spies. They can cling to
Space 5 ft. Reach 5 ft.
buildings with ease and have a climb speed of 20
Str 11, Dex 16, Con 14, Int 6, Wis 11, Cha 7 feet. Waterspout gargoyles have a breath weapon
Base Atk +5; CMB 4; CMD 18 in the form of a stream of highvelocity water 20
feet long and 1 foot wide which expels about 30
Feats Hover, Improved Initiative, Skill Focus
gallons of water. The force of this geyser deals 1d4
(Fly)
points of damage to a single target and the
Skills Fly +16, Perception +5, Stealth +17; gargoyle can use this ability to trip or bull rush
Racial Modifiers +2 Stealth (+6 in stony environs) the target as a free action (if the attempt fails, the
Languages Common, Terran gargoyle cannot be tripped or bull rushed in
SQ Freeze return). The breath weapon is usable every 1d4
rounds and is a supernatural ability.
Waterspout Gravestone Gargoyle Feat: Combine Breath Weapon
CR 3; XP 800
You can use your breath weapon in concert with
N Small monstrous humanoid (earth) an ally to make your attack more potent.
Init +7; Senses darkvision 60 ft.; Perception Benefit: You may use the Aid Another action
+5 and expend your breath weapon to provide a +2
AC 18, touch 14, flatfooted 15 (+3 Dex, +4 Bonus on the Save DC of another creature’s
natural, +1 size) breath weapon, and add the number of dice of
damage as a static bonus to theirs damage.
hp 32 (5d10+5); DR 10/piercing or magic
Fort +3, Ref +7, Will +4
Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +6 (1d4), bite +6 (1d3), gore +6
(1d3)
Special Attacks Waterspout Breath (20 ft. line,
1d4 bludgeoning plus free bullrush or trip, Reflex
DC 15 Negates, usable every 1d4 rounds).
Space 5 ft. Reach 5 ft.
Str 11, Dex 16, Con 14, Int 6, Wis 11, Cha 7
Base Atk +5; CMB 4; CMD 18
Feats Improved Initiative, Ability Focus (Breath
Weapon), Combine Breath Weapon
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 11
The Centaur Graveyard
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 12
The Centaur Graveyard
Special thanks to Paizo, James Jacobs and Greg A. Vaughan for the inspiration. 13