Professional Documents
Culture Documents
The Great City Backdrops
The Great City Backdrops
The Great City Backdrops
Mario Barbati
Project Development
Tim Hitchcock
Editor
Mario Barbati, Anna Fava
Art Director
O’Bully
Cartographers
Maps: Guido Barbati, Mario Barbati
3d modeling: Guido Barbati
Texture map artist: Mario Barbati
Layouts
O’Bully
Cover Artist
O’Bully
Interior Artist
Raffaele Marinetti, Hugh Vogt
Special Thanks
Anna Fava
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing,
LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing,
LLC does not guarantee compatibility, and does not endorse this product.
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Table of Contents
Foreword 3 Second Floor 44
Janazar Krumm 45
Summary
2
Foreword
Foreword
T hese backdrops represent the initial concepts for what eventually grew into several years
of design and development known as the Great City. Since their release, the Great City,
or rather Azindralea blossomed into a full campaign setting, underwent a revolution in an six-
part adventure arc, and most recently a changed game systems (sort of) with the Pathfinder
Roleplaying Game release of the new Great City Players Guide.
So now we’ve come full circle, and I’ve been tasked with returning to the start and updating
some of the original setting material for the Pathfinder Roleplaying Game. The compilation
contains the five original Great City Blueprints Backdrops pieces, with shiny new Pathfinder
stat-blocks, and a streamlined, simplified format. Some changes were made to the text, to
incorporate themes and changes that occurred in the Great City, as well as updating some
of the classes in order feature material from the recent Great City Players Guide. However, as
much as possible, the original manuscripts have been left intact.
Tim Hitchcock
Dec 17th, 2009
3
The Headquarters
The Headquarters
6 FEET
2
The Headquarters
7
4
4
5 3
4
4 ARMY ZONE
NETCASTERS
SQUARE
14 4
4
12
8
H
ER
OE
S’
W
AL
K
1
framed in iron and set with panels of the deepest every four hours. Guards request papers from any
ALK
DE
embossed with strange creatures with serpent-bodies Ranged heavy crossbow +2 (1d10/19–20) 7
CESTUS ALL
NA
ME
STATISTICS
SP
L
20 controlled by a guard Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8 YA
IO
7
The southeast door leads to a small private effect, the ghostblade can summon it to his hand
chamber used for a number of purposes from private as a swift action,
interrogation, temporary imprisonment, or as a Manifest Spirits (Su): Using his ancestral weapon,
covert listening chamber allowing individuals to a ghostblade can summon forth the spirits that
The Headquarters
eaves drop on seemingly private meetings. haunt him, allowing them to interact with the
physical world. He can manifest spirits for 18
The northeast door leads to the Office. rounds per day. Temporary increases to Charisma,
such as those gained from spells like eagle’s
Creatures: During the day there is a 50% chance splendor, do not increase the total number of
1d4 Korvash-Et-Mortand commanders are using the rounds that a ghostblade can manifest spirits
meeting room along with an appropriate number per day. A ghostblade can manifest spirits as
of low ranking troops in order to discuss upcoming
a free action. The total number of rounds of
strategies or events. If interrupted without good
manifest spirit per day is renewed after resting
cause, they respond in an unfriendly manner.
for 8 hours, although these hours do not need
to be consecutive. A ghostblade can terminate a
Korvash-Et-Mortand CR 6 manifestation as a free action and is fatigued after
XP 2400 the manifestation for a number of rounds equal to
Male/female human ghostblade 7 2 times the number of rounds spent channeling
(Great City Players Guide 15) the spirit. A ghostblade cannot initiate a new
LN Medium humanoid (human) spirit manifestation while fatigued or exhausted
Init +2; Perception +2 but can otherwise enter manifestation multiple
DEFENSE times during a single encounter or combat. If a
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) ghostblade falls unconscious, his manifestation
hp 44 (7d10+6) immediately ends.
Fort +4, Ref +4, Will +2 Spirit Powers (Su): As a ghostblade gains levels,
OFFENSE he learns to channel spirits in new ways. A
Speed 30 ft. ghostblade gains the benefits of spirit powers
Melee ancestral mw bastard sword +11/+6 only for as long as he Manifests Spirits. The
(1d10+2/19–20) Commander possesses the following powers:
Ranged heavy crossbow +9/+4 (1d10/19–20) Blindsense (Su): The spirits watch over the ghostblade,
Special Attacks haunted, manifest spirits (19 rounds/ alerting him to things he cannot perceive. The
day), spirit power, spirit powers (blind sense, ghostblade gains the blindsense ability.
corrupting strike +2d6, frightful moan, read past), Corrupting Strike (Su): The ghostblade’s ancestral
strengthen spirits (1) weapon turns incorporeal and can be used
to make a touch attack that deals 2d6 points
STATISTICS
of damage. Against ethereal opponents, the
Str 15, Dex 14, Con 10, Int 13, Wis 11, Cha 10
ghostblade adds his Strength modifier to
Base Atk +7; CMB +9; CMD 21
attack and damage rolls. Against non-ethereal
Feats Alertness(B), Combat Expertise, Dazzling
opponents, he adds his Dexterity modifier to
Display, Exotic Weapon Proficiency(B), Shatter
attack rolls only.
Defenses, Weapon Focus (bastard sword)
Frightful Moan (Su): A ghostblade can channel a
Skills Bluff +7, Climb +8, Craft (weaponsmith) +8,
spirit’s frightful moan as a standard action. All
Diplomacy +7, Intimidate +8, Knowledge (history)
living creatures within a 30-foot spread must
+7, Knowledge (nobility) +6, Knowledge (religion)
succeed a DC 13 Will save or become panicked
+5, Linguistics +5, Perception +0, Sense Motive
for 3 rounds. This is a sonic, necromantic, mind-
+9, Stealth +7, Swim +8, Use Magic Device +7
affecting, fear effect. A creature that successfully
Languages Common, Kortezian
saves against the moan cannot be affected by the
SQ haunted, manifest spirits, summon ancestral
same ghostblade’s moan ability for 24 hours.
weapon, weapon bond
Read Past (Su): Upon a successful strike, the
Gear +2 chain shirt, ancestral mw bastard sword,
ghostblade’s spirits tear at the target’s psyche.
heavy crossbow, 20 bolts, quiver, 15 gp.
The target must make a DC 13 Will Save to avoid
SPECIAL ABILITIES having his past revealed to the ghostblade. If he
Haunted (Su): The ghostblade’s soul is fails, the ghostblade knows the target’s name,
supernaturally bound to the souls of his place of birth, members of his family, alignment,
ancestors. He can use the blade to activate allegiances, and personal secrets.Read past is a
the Manifest Spirits ability. Furthermore, if his mind-affecting effect. “
ancestral weapon is within line of sight and line of
8
Strengthen Spirits (Su): The ghostblade chooses one interrupted without good cause, they respond in an
spirit power he knows and enhances in one of the unfriendly manner.
following ways:
Empower: The ghostblade can choose to increase Field Sergeant CR 4
by half all variable, numeric effects of the chosen
The Headquarters
XP 1200
spirit power for its duration. Doing so costs Male/female human fighter 5
2 rounds from the number of rounds he can LN Medium humanoid (human)
manifest spirits that day. Init +0; Perception +2
Extend: Any numeric measurements of the chosen
DEFENSE
spirit power’s range or area increase by 100%.
Doing so costs 3 rounds from the number of AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield)
rounds he can manifest spirits that day. hp 35 (5d10+8)
Focus: Add +2 to the DC of any saving throws Fort +5, Ref +1, Will +1; +1 vs. fear
against the chosen power. OFFENSE
Logian brandy when he has trouble sleeping (which the massive amount of clerical work associated
has become an increasing number of night out of the with running a military. The cabinets hold records
week). of thousands of conscripts, payroll information,
hundreds of order slips and receipts for horses, new
Colonel Robelus Anmigan CR 13 equipment, contact names of farmers, smiths cooks,
projected budgets, and all manner of confusing and
XP 25600
boring paperwork.
Male/Female human fighter 14
LN Medium humanoid (human)
Perpetually confused, the clerks despise
Init +1; Perception +3
interruptions. If interrupted once they attempt to
DEFENSE
brush the individual off and go back to work. If
AC 22, touch 11, flat-footed 21 (+10 armor, +1 Dex, +1 further pressed, the yell “I’m Busy! Leave Me Alone!”
natural) and angrily throw balls of crumpled paper until a
hp 129 (14d10+52) guard comes to resolve things. At which point, the
Fort +14, Ref +8, Will +8; evasion, +4 vs. fear poor clerk bursts into tears with complaints of being
OFFENSE too bust and completely overwhelmed.
Speed 30 ft.
Melee +2 bastard sword +25/+20/+15 (1d10+13/19–20) GF7. Library
Ranged +1 composite longbow +16/+11/+6 (1d6+1) The door opens in the center of a 15-foot long room,
STATISTICS neatly bisected by a short shelf of books. Two larger
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10 bookcases cover the far walls on the opposite sides of the
room. Each section has it own study table, seated with
Base Atk +14; CMB +18; CMD 29
four chairs and centered on a shadowglass window to
Feats Cleave, Combat Expertise, Great Cleave, Great
allow good reading light.
Fortitude, Greater Weapon Focus (bastard sword),
Greater Weapon Specialization (bastard sword),
Library Door: Whenever it is unoccupied
Iron Will, Leadership, Lightning Reflexes, Mounted (according to Lesur’s working hours) the door to the
Combat, Persuasive, Power Attack, Quick Draw, library is kept locked.
Toughness, Weapon Focus (bastard sword),
Weapon Specialization (bastard sword) Books: Valuable books fill the library. Topics include
Skills Climb +14, Diplomacy +7, Handle Animal +7, military histories, encyclopedias of weapons and
Intimidate +10, Knowledge (dungeoneering) +7,
Knowledge (local) +4, Knowledge (nobility) +4,
Linguistics +2, Perception +3, Ride +9, Survival BIBLIOPHILE
+9, Swim +12
Languages Azindralean, Common, Goblinoid, Deep appreciation for books has perfected
Kortezian your ability to quickly locate important
information from their pages and has made
SQ armor training +3, bravery +4, weapon training
you a master of using them to answer all
(heavy blades +3, bows +2, axes +1), armor
manner of questions.
training +3, bravery +4, weapon training (heavy
Benefit: Provided you have a book on the
blades +3, bows +2, axes +1)
subject in question at hand, you can use it to
Combat Gear brooch of shielding, potion of cure make Knowledge skill checks, even if you are
moderate wounds untrained in the specific knowledge.
Other Gear +1 mithral full plate, +1 amulet of natural Each minute you spend attempting to
armor, +1 cloak of resistance, +2 bastard sword, +1 research an answer grants you a +1 bonus to
composite longbow, 20 arrows, quiver. the appropriate Knowledge check, however
the total bonus is limited to the size of the
GF6. Office book. Every 100 pages a book contains grants
This long, narrow room has few furnishings and plain the reader a +1 bonus, so a 500 page book
white walls. Two rows of filing cabinets line east wall, potentially grants a +5 bonus to the relative
split by a single door of blond ash. Two more doors exit Knowledge skill check, but only if the reader
at opposite ends of the room, while two shadowglass spends at least 5 minutes looking for the
windows allow light to enter from the northwest. The answer.
remainder of the room holds two workbenches and two
10
armor, techniques for developing war machines and and began digging. He told no one of his tasks,
siege engines, technology in warfare, steam-driven taking out sacks of dirt and rock during the day
devices, arcane warfare, and many others when everyone was out drilling troops. Months later,
he struck a marble slab and beneath it, a gaping
Creature: The library is run by Lesur Brown, an cavernous hole. Soon after, he built a ladder and
The Headquarters
aged historian with fragile bones and a long gray excitedly descended into the depths. Though rumors
beard. He’s very particular about the books, which abound concerning the cistern’s existence, Lesur
he values more than his own life, particularly those keeps his discovery secret. Recently, he’s taken to
that deal in his favorite subject, dungeon-craft. He spending lots of time fishing in the murky waters
is helpful to a fault, though he permits no one in the or making charcoal sketches of the lost reservoir by
library without him, and keeps it locked when leaving candlelight. In the vastness, he has found peace in
it unattended. His normal hours are late mornings to the dripping echoes and the solitude. What Lesur
early afternoons most of the week when the light is is soon to discover is that the cistern is home to
best. He doesn’t permit reading by candlelight, or for an aboleth who has been waiting for the historian
that matter, any open flame source within the library. to share his discover with a few more individuals,
Neither does he loan books out as he considers his before he strikes.
collection irreplaceable.
Description: Lesur stands a few inches over
Lesur Brown 5-feet tall; a frail ancient-looking man with a long
Lesur secured his position as the Headquarters beard and course dry hair like gray straw. His pale
librarian decades ago; in fact, none of the current skin wrinkles into thick folds and is blotched with
staff can even recall who appointed him. A few years reddish-brown age spots. His back stoops slightly
back, Lesur lost his wife of many years. While he and he often uses a cane to walk. He wears simple
was never taken for a socialite, following her death brown robes tied with a knotted rope and wooden
he withdrew even farther from society, becoming sandals, and for some strange reason often carries
somewhat of a recluse and the library became his about a fishing pole.
private sanctuary from the rest of the world. One
day, while going through some architectural tomes,
Lesur Brown CR 6
Lesur made a startling discovery. According to faded
blueprints from the empirical ages, the Headquarters XP 2400
seemed built atop an ancient cistern. Testing his Male human expert 7
theory, Lesur cut a small hole in the floorboards LN Medium humanoid (human)
Init +1; Perception +2
DEFENSE
LESUR BROWN
AC 13, touch 12, flat-footed 12 (+1 armor, +1
deflection, +1 Dex)
hp 31 (7d8)
Fort +2, Ref +3, Will +7
OFFENSE
Speed 30 ft.
Melee mw dagger +7 (1d4–1/19–20)
STATISTICS
Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 13
Base Atk +5; CMB +4; CMD 16
Feats Bibliophile, Persuasive, Skill Focus (Knowledge
[history]), Weapon Finesse
Skills Appraise +11, Craft (architectural drafts)
+13, Craft (siege weapons) +13, Diplomacy +0,
Intimidate +0, Knowledge (dungeoneering) +13,
Knowledge (engineering) +13, Knowledge (history)
+13, Knowledge (local) +13, Knowledge (nobility)
+13, Linguistics +13, Profession (engineer) +12,
Profession (scholar) +10, Use Magic Device +8
Languages Azindralean, Common, Celestial,
Draconic, Dwarven, Elven, Infernal, Kortezian,
Undercommon
Combat Gear potion of cure moderate wounds (2)
11
Other Gear ring of protection +1, bracers of armor
+1, mwk dagger, mwk draftsmen’s kit, 135 gp. Quentin
Fargus
GF8. Cartography Room
The Headquarters
The Headquarters
before entering into a impressive looking balcony. To one
Craft (cartography) +12, Craft (painting) +8, side, you notice a small crank connected to rope and
Disable Device +6, Fly +0, Heal +0, Knowledge pulley system that runs to the chandelier.
(dungeoneering) +9, Knowledge (geography) +10,
Knowledge (nature) +8, Linguistics +5, Perception Creatures: A single guard waits here. As soon as an
+11, Sleight of Hand +0, Stealth +0, Survival +12 unknown person walks through the door, he lines up
(14 when tracking), Swim +7 a shot and prepares to snipe them.
Languages Azindralean, Common, Gnome,
Kortezian, Orc, Sylvan Field Sergeant CR 4
SQ favored terrain (urban), track, wild empathy,
hp 35; see page 9
favored terrain (urban), track, wild empathy.
Gear masterwork studded leather, +1/+1 gnome hook
Chandelier Holder: A crank wheel at the top of the
hammer.
landing allows an individual to raise and lower the
chandelier in order to light the candles. If the cord
GF9. Storeroom
is cut, the chandelier plummets to the floor dealing
The door to this room is locked. Inside the barrels and 5d6 points of damage to anyone underneath (DC 15
crates pile to the ceiling. Reflex negates).
A single window to the southeast allows a little light
to enter. FF2. Balcony
A 15-foot-wide chestnut plank balcony encircles the
The crates hold various supplies including
center of tower, stopping midway through each of the
uniforms and bedding, as well as dried goods,
marble columns in the center. Sections of 3-foot-high
cheeses, tobacco.
wrought-iron railing with a chestnut handrail circle the
edge of the balcony, each safely anchored between two
The barrels contain mostly water and wine, but a
of the columns. The drop from the balcony is about
few are filled with brandy or other liquors.
20-feet and from the ledge one has a clear view of the
weather clock. The columns continue up another 20
GF10. Armory
feet, passing straight through the stained glass ceiling.
The door to this room is locked. Inside, rows of armor As with the ground floor, doors encircle the exterior wall.
and weapons racks line the walls. There are a dozen single doors and two sets of double
One of them stuffed in the southeast corner conceals doors opposite the main stair landing. Similar 10-foot-
a window. wide corridors open into the west and east walls. Each of
these opens into a small foyer with two doors in opposite
The racks hold dozens of mundane and corners.
masterwork weapons. For the most part, they are
common weapons, though there are a few exotic Creatures: four soldiers guard this area at all
pieces among them. times. They immediately arrest anyone with proper
clearance or identification.
GF11.Secret Maps
The secret door creaks, revealing a dark, tiny room. Field Sergeant CR 4
Inside the air hangs still, stale and moldering.
hp 35; see page 9
Sprinkled with dust, cobwebs, and mouse droppings,
the room seems entirely forgotten.
Guard Soldier (3) CR 1
A powerful illusion covers this room, protecting hp 14; see page 5
its secrets from outsiders. Around the room, dozens
of secret maps hang on the walls. Some contain FF3. Parlour
records of places unseen, such as lost cities, sunken The double doors swing inward opening into a large
ships, and fabled sites most believe as mythical. parlour. On either side of the entrance, small chestnut
Others contain maps of the various lands labeled bookcases partially conceal a matched pair chestnut
with war tactics, and plans for invading surrounding tables. Across the room, opposite the double doors,
countries; even those the Great City is at peace with. a couch and two lounge chairs face a tremendous
chestnut mantel. Similar to the downstairs parlor, the
13
14
The Headquarters
furniture is upholstered in dark-maroon leather. The feet This room is a privy. The sealed barrel is full
of the mantel are carved to resemble giant clawing lions and could stand to be removed. When in use, a
paws. On the mantelshelf rest twenty different drinking privy’s door is latched shut. Anyone barging in and
cups of every possible size and shape, from a crude interrupting someone’s privy time is bound to start
fur wrapped bull’s horn to gold plated goblet inlaid a fight.
The Headquarters
with gemstones. Above the mantel, hang two crossed
greatswords partially covered by a metal shield painted Headquarters NPCs
with a lion-headed serpent. Aside from the shadowglass
windows set into the northern wall, no other exits are
Captain Lubor Agres
apparent.
The once talentless Captain Agres was appointed
Books: The shelves hold a variety of mundane to his position by the good graces of his father’s
texts, including a collection of home remedies, a friends; or perhaps the emptiness of their wallets. At
bawdy collection of prostitute tales, a travel guide of the time of his conscription, Lubor’s sword-fighting
different cities, and the memoirs of General Greer. style was more theatrical than deadly and even his
father speculated that his son only chose the uniform
FF 4 -11. Commander’s Room because he was too socially inept to approach
women on his own. He had even less success as a
Rooms 4 –11 are entirely similar, with exception of
foot soldier. By the end of basic training, his platoon
some of their owner’s personal belongings as noted
members despised him for being a selfish bungling
in the other sections.
fool. After basic, he was assigned a two-year stint
as guardian in the Uthmar Mines. Three-months
This room appears to be someone’s personal quarters.
in, he decided to take a nap while on guard duty.
A single bed juts from one wall, accompanied by night
As he snoozed, a troop of goblins snuck past his
table set with a candle in a tin cup. Near the foot of
position and raised a camp of miners and guards,
the bed, but off to one side stands a chestnut dresser.
leaving few survivors. Days later, survivors found
A small fireplace takes up a corner of the room, and
the straggling Lubor wandering back towards the
between the fireplace and the dresser stands an armor
camp and wasted no time cutting his throat. The
and weapons rack. The room has a single window and
three soldiers made a pact never to tell of their deed
no other exits.
and when they returned, the simply reported Lubor
among the missing. Then strangely, three weeks later
FF 12 -15. General’s Room
Lubor returned to base-camp spouting a tale of epic
Rooms 12 –15 are entirely similar, with exception of proportions and dragging a rope threaded with the
some of their owner’s personal belongings as noted heads of 20 goblins behind him. From that point
in the other sections. on, Lubor quickly excelled, meeting every challenge
and becoming one of the Armies most brilliant and
This pleasantly sized room appears to be the private strategic thinkers, in fact more than a few speculate
quarters of a high-ranking military person. As soon as the young captain is fast on his way to becoming a
you enter, you notice the armor and weapons rack. general.
Opposite the rack, rests single bed framed on the
window side by a night table, and the wall side by a Still, however well it was hidden, the truth of Lubor
matching chestnut dresser and set of shelves. A leather Agres’s death remains. The current Captain Agres is
lounge chair sits comfortably between a small stone not a human, but a strange shapeshifting aberration
fireplace and the room’s single window. There are no known as a phasm. Out of curiosity, the phasm stole
other apparent exits. Lubor’s identity and quite enjoys the calculating
profession of commanding troops. He also very
FF 16-19. Privy much enjoys the handsome inheritance left to him
Rooms 16 – 19 are entirely similar. by Lubor’s father along with the Headquarters close
proximity to the Yei Ling House of Pleasure.
This room stinks of human waste. A barrel with clean
water is pushed into the closest corner; near it is a box Description: Miraculously, Lubor Agres has grown
of clean rags. In the opposite corner are several brass better looking with age. Though most estimate he’s
basins and two small barrels. The first appears nailed in his late-forties, his appearance is closer to a man
shut while the second is filled with dark water, rose half his age. Well-built, he stands about 6-feet-tall
petals, and dirty rags. with chiseled features and piercing green eyes. He
A few more floral bouquets lie scattered throughout keeps his curly auburn hair cut just above shoulder-
the room, though they provide little defense against the length. When not in uniform, he dresses in the most
stench. Flies crawl and swarm about the brass basins fabulous and expensive clothing he can find.
and barrels in the far corner
15
Lubor Agres
attempts to flee and witll transform if he believes
opponents could slay him.
Base Statistics In his natural form Lubor Statistics
are as follows:
The Headquarters
The Headquarters
(longsword)
Skills Acrobatics +14, Bluff +9, Climb +10, Diplomacy
+12, Disable Device +11, Intimidate +10,
Knowledge (local) +7, Linguistics +8, Perception
+11, Sense Motive +8, Sleight of Hand +12, Stealth
+15, Survival +6, Swim +9, Use Magic Device +9
Languages Azindralean, Common, Kortezian, Orc,
Sylvan
SQ rogue talents (fast stealth, resiliency +9, stand
up, surprise attack), trapfinding, trapsense +3
Other Gear +2 chain shirt, +1 cloak of resistance, +1
longsword, mwk shortbow, 20 arrows.
18
from the number of rounds he can manifest Spellcraft +10, Stealth +9, Survival +9
spirits that day. Languages Abyssal, Common, Kortezian
Weapon Bond (Sp): A ghostblade can always sense SQ armor training +2, bravery +2, weapon training
the location of his ancestral weapon as if using the (heavy blades +1), armor training +2, bravery +2,
locate object spell. weapon training (heavy blades +1)
The Headquarters
Summon Ancestral Weapon (Sp): A ghostblade Combat Gear potion of haste, deathblade poison
can summon his ancestral weapon from any (Injury DC 20, 1d6 Con/2d6 Con), 3 doses purple
location, at will. It takes three rounds of complete worm poison (Injury DC 24, 1d6 Str/2d6 Str)
concentration after which the weapon magically Other Gear +1 mithral full plate, +2 amulet of natural
appears in his hand. If the weapon is on another armor, +2 belt of giant strength, two-bladed sword
plane of existence, the ghostblade must make a DC (+1 frost and +1 shock), 3 mwk javelins.
30 Spellcraft check or the attempt fails and he must SPECIAL ABILITIES
wait 24 hours before making another attempt. Aura of Despair (Su): Uril radiates a malign aura that
causes enemies within 10 ft of him to take a -2
General Uril Krakon CR 15 penalty on all saving throws.
XP 51200
(blackguard 3.5 OGL SRD)
Male fighter 8/blackguard 8 Uril Krakon
LE Medium humanoid (human)
Init +3; Perception +6
Aura despair 10 ft; moderate evil
DEFENSE
AC 25, touch 13, flat-footed 22 (+10 armor, +3 Dex, +2
natural)
hp 112 (8d10+8d10+24)
Fort +12, Ref +8, Will +7; +2 vs. fear,
OFFENSE
Speed 30 ft.
Melee +1 frostbrand two–bladed sword +21/+16/+11
(1d8+8/19–20 plus 1d6 cold) and +1 shocking
two–bladed sword +21 (1d8+8/19–20 plus 1d6
electricity)
Ranged mwk adamantine javelin +20/+15/+10 (1d6)
Special Attacks channel negative energy (3d6, DC 15,
5/day), smite good 2/day, sneak attack +2d6
Spell-Like Abilities (CL 8th)
At Will—detect good
Blackguard Spells Prepared (CL 8th)
3rd—inflict serious wounds (DC 15)
2nd—bull’s strength
1st—cause fear (DC 13), corrupt weapon, cure light
wounds
STATISTICS
Str 18, Dex 17, Con 10, Int 12, Wis 11, Cha 14
Base Atk +16; CMB +20; CMD 33
Feats Blind-Fight, Cleave, Combat Reflexes,
Command Undead, Exotic Weapon Proficiency,
Great Fortitude, Improved Sunder, Improved
Two-Weapon Fighting, Iron Will, Leadership,
Persuasive, Toughness, Weapon Focus (two-
bladed sword), Weapon Specialization (two-
bladed sword)
Skills Acrobatics +8, Appraise +2, Bluff +4, Climb
+13, Diplomacy +16, Heal +9, Intimidate +15,
Knowledge (religion) +9, Perception +6, Ride +12,
19
Channel Negative Energy (Su): Uril can channel OFFENSE
negative energy as a 6th level cleric. Speed 30 ft.
Dark Blessing (Su): Uril applies his Charisma Melee +3 axiomatic longsword +33/+28/+23/+18
modifier (if any) as a bonus on all his saving (1d8+15/17–20 plus 2d6 vs chaotic creatures)
The Headquarters
throws. STATISTICS
Fiendish Servant: Uril can summon a fiendish Str 19, Dex 12, Con 16, Int 13, Wis 12, Cha 13
warhorse, Blackdamp, to serve him. Base Atk +20; CMB +24; CMD 35
Poison Use: Uril is skilled in the use of poison and Feats Cleave, Combat Expertise, Great Fortitude,
never risks accidentally poisoning himself. Great Cleave, Greater Weapon Focus (longsword),
Greater Weapon Specialization (longsword),
Blackdamp CR— Improved Critical (longsword), Improved Iron
Male fiendish heavy horse (companion) Will, Improved Shield Bash, Iron Will, Leadership,
LE Large magical beast (extraplanar) Lightning Reflexes, Mounted Combat, Persuasive,
Init +4; Senses darkvision 60 ft., low-light vision, Power Attack, Ride-By Attack, Shield Master,
scent; Perception +10 Spirited Charge, Toughness, Weapon Focus
DEFENSE
(longsword), Weapon Specialization (longsword)
Skills Acrobatics +6, Bluff +7, Climb +13, Diplomacy
AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, –1
+9, Handle Animal +12, Intimidate +12,
size)
Knowledge (dungeoneering) +8, Knowledge
hp 84 (8d10+40)
(geography) +5, Knowledge (history) +5,
Fort +11, Ref +10, Will +5; improved evasion
Knowledge (local) +5, Knowledge (nobility) +5,
DR 5/good; Resist cold 10, fire 10; SR 13
Linguistics +6, Perception +7, Ride +13, Survival
OFFENSE
+9, Swim +11
Speed 50 ft. Languages Azindralean, Common, Giant, Goblinoid,
Melee 2 hooves +8 (1d6+3), bite +13 (1d6+6) Gnoll, Kortezian
Space 10 ft.; Reach 5 ft. SQ armor mastery, armor training +4, bravery +5,
Special Attacks smite good (1/day; +6) weapon training (heavy blades +4, bows +3,
STATISTICS spears +2, light blades +1), armor mastery, armor
Str 23, Dex 18, Con 21, Int 8, Wis 17, Cha 11 training +4, bravery +5, weapon training (heavy
Base Atk +8; CMB +15; CMD 29 (33 vs. trip) blades +4, bows +3, spears +2, light blades +1)
Feats Blind-Fight, Endurance, Improved Natural Combat Gear boots of speed
Attack (bite), Improved Overrun, Run(B) Other Gear +4 mithral full plate, +2 heavy steel
Skills Perception +10, Stealth +7 shield,+2 belt of physical perfection, +3 axiomatic
SQ blood bond, docile, empathic link, share spells, longsword, ring of evasion; heavy warhorse, private
speak with blackguard residence in Castle Ward.
SPECIAL ABILITIES
Docile (Ex): Unless specifically trained for combat General Ariana Blackwell CR 13
(see the Handle Animal skill), a horse’s hooves XP 25600
are treated as secondary attacks. Female human fighter 4/wizard 5/eldritch knight 5
Blood Bond (Ex): If Blackdamp witnesses Uril being N Medium humanoid (human)
threatened or harmed, he gains a +2 bonus on all Init +2; Perception +0
attack rolls, checks and saves. This bonus lasts as
DEFENSE
long as the threat is immediate and apparent.
AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex)
hp 85 (4d10+5d6+5d10+19)
General Henrik Prostolom CR 19 Fort +10, Ref +7, Will +8; +1 vs. fear
XP 204800 OFFENSE
Male human fighter 20 Speed 30 ft.
LG Medium humanoid (human) Melee +1 flaming rapier +15 (1d6+5/15–20 plus 1d6)
Init +1; Perception +7 Ranged +1 javelin +14 (1d6+3)
DEFENSE Special Attacks hand of the apprentice (7/day)
AC 28, touch 11, flat-footed 27 (+13 armor, +1 Dex, +4 Wizard Spells Prepared (CL 10th)
shield) 5th—baleful polymorph (DC 19), false vision (DC 19)
hp 200 (20d10+90) 4th—dimensional door, phantasmal killer (DC 18),
Fort +17, Ref +9, Will +9; evasion, +5 vs. fear scrying
DR 5/— 3rd—arcane sight, blink, clairaudience/clairvoyance,
20
dispel magic DEFENSE
2nd—detect thoughts (DC 16), invisibility, obscure AC 21, touch 14, flat-footed 19 (+2 Dex, +7 natural, +2
object, see invisibility, spider climb size)
1st—disguise self, identify, magic missile, silent image, hp 44 (14HD)
true strike Fort +11, Ref +9, Will +9; improved evasion
The Headquarters
0 (at will)—detect magic, mage hand, mending, read Immune paralysis, sleep, SR 12
magic OFFENSE
STATISTICS Speed 15 ft., fly 60 ft. (good)
Str 14, Dex 14, Con 12, Int 19, Wis 10, Cha 12 Melee sting +3 (1d3–2 plus poison) and bite +3
Base Atk +11; CMB +13; CMD 25 (1d2–2)
Feats Arcane Armor Mastery(B), Arcane Armor Space 2 1/2 ft.; Reach 0 ft.; 5 ft. with tail
Training(B), Combat Expertise, Improved Critical Special Attacks deliver touch spells
(rapier), Improved Familiar, Improved Feint, STATISTICS
Leadership, Lunge, Scribe Scroll, Silent Spell, Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Spring Attack, Still Spell, Weapon Finesse, Base Atk +11; CMB +9; CMD 21
Weapon Focus (rapier), Weapon Specialization Feats Alertness, Weapon Finesse
(rapier) Skills Diplomacy +5, Fly +15, Perception +8, Sense
Skills Climb +12, Handle Animal +11, Intimidate +11, Motive +8, Stealth +19 (+23 in forests), Survival +6
Knowledge (arcana) +16, Knowledge (engineering) Languages Draconic, telepathy 60 ft.
+12, Knowledge (geography) +12, Knowledge SQ empathic link, share spells, speak with master
(history) +12, Knowledge (local) +14, Knowledge SPECIAL ABILITIES
(nobility) +12, Knowledge (planes) +12, Linguistics
Poison (Ex) Sting; save Fort DC 14; frequency 1/
+13, Ride +13, Sense Motive +9, Spellcraft +19,
minute for 10 minutes; effect sleep for 1 minute;
Swim +13
cure 1 save.
Languages Azindralean, Common, Goblin, Draconic,
Elven, Kortezian, Sylvan; empathic link
SQ armor training +1, arcane bond (pseudo dragon),
Adventure Seeds
bravery +1, diverse training • Marol Agres suspects that his nephew isn’t
Gear +2 mithral breastplate, +1 cloak of resistance, +1 all that he seems. His suspicions compounded
flaming rapier, +2 head band of mental prowess (Int, following the recent passing of his brother, and
Cha) Lubor’s subsequent inheritance of his father’s sizable
fortune. He offers to pay players to investigate Lubor
Spell Book all spells prepared plus:
and bring him whatever evidence they can find
5th— cloudkill, cone of cold, dominate person, hold
about his miraculous rise through the military ranks.
monster, telekinesis, wall of force
Marol still has a more than a few contacts within
4th— charm monster, fire shield, globe of
the military and can manage to get them all jobs as
invulnerability, hallucinatory terrain, illusory wall, Headquarter guards.
remove curse, solid fog, stone skin, wall of ice
3rd— fireball, fly, haste, hold person, slow, suggestion, • Cartographer and noted explorer Quentin Fargus
tongues, vampiric touch is partial correct in his recent discoveries; the Fabled
2nd— alter self, blur, bull’s strength, cat’s grace, Lands do exist- however they are no paradise. On the
hideous laughter, acid arrow, minor image, protection contrary, the ancient formulas open a gate between
from arrows, resist energy, scorching ray world where fiends have become native outsiders
1st— alarm, charm person, endure elements, and cannot be banished. An astral deva contacts
expeditious retreat, feather fall, grease, sleep players and tasks them with subtly altering Quentin’s
0— all cantrips work so that his calculations cannot open the gate. A
SPECIAL ABILITIES low-profile task requiring the utmost secrecy. At first,
Diverse Training: Arianna adds her PrC level to the job is simple and the trusting Cartographer fails
her fighter levels for the purpose of meeting the to notice any significant changes. But when Quentin
prerequisites for feats. She also adds her level to cross-references his current notes with his prized
possession (an ancient map of the Fabled Lands), he
any levels in an arcane spellcasting class for the
becomes delusional and paranoid, even murderous
purpose of meeting the prerequisites for feats.
of any who would deny night him the rewards of
discovering paradise before his death. Players must
Daxis (pseudo-dragon familiar) CR — locate his secret room, and find his map before the
NG Tiny dragon dark forces of the world become aware of it.
Init +2; Senses blindsense 60 ft., darkvision 60
ft.;Perception +8
21
The Golden Eel
Ground Floor
his walls. He largely hunts elsewhere, traveling far
outside of town to avoid suspicion, or has feasting GF1. Grand Foyer
on special items brought in by Panobla. Still, he
Two massive oak doors provide entrance to the
serves as master over several vampire spawn that
Golden Eel. They swing inward and are almost never
inhabit the Dock Ward.
locked as the inn is open 24 hours. Still, all the Inn’s
Marcoso’s primary motivation remains to keep the
employees have a key to the front door.
inn running smoothly and accommodate his guests,
Oak Front Doors: 2 in. thick; Hardness 8; hp 20;
thus keeping its secondary function as a meeting
Break DC 23, Open Lock DC 25
place for his cabal undetected.
During the day and early evening, a woman named
Marcoso Kval CR 7 Mira runs the front desk. Mira invites guests into
XP 3200 the check in room located behind and to the left
Male human vampire fighter 6/aristocrat 1 the counter. Here she sits behind a large chestnut
LE Medium undead (augmented, human) desk. Clients sit opposite of her while she takes their
Init +8; Senses darkvision 60 ft.; Perception +16 deposits and gives them a room key. During this
DEFENSE time, she also summons a bellhop, her 13-year-old
son Edram to take their belongings upstairs.
AC 22, touch 16, flat-footed 17 (+1 deflection, +4 Dex,
+1 dodge, +6 natural)
Late night, an ex-con brute named Admir runs
hp 76 (6d10+1d8+39); fast healing 5
the inn. He conducts business at the front counter,
Fort +9, Ref +8, Will +8; +2 vs. fear though he still requests a room deposit. There is no
Defensive Abilities Channel resistance +4 bellhop after 10 pm.
23
WAY OF SALT SEA
20 16 5 (T
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SWORDFISH ALLEY (WHISPER WAY) T
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The Golden Eel
AL
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SPIR ARE)
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AY
TROLL’S WAY
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18
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15
SPICE ALLEY
9
Admir Admir CR 2
Admir is a burly ex-con whoseTeyes
HE Hfall
ARBOR
too long on XP 600 6
individuals before he speaks. This quality makes his Male human fighter 2 rogue 1
presence somewhat unsettling. Marcoso has cleaned NE Medium humanoid (human)
Admir up nicely, and he wears a black silken tabard Init +1; Perception +3
over well-polished chainmail. He is clean-shaven DEFENSE 4
(both face and pate) though, he has a tiny near his
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1
right temple indicating he has been in at least one
shield)
scrap. Careful observation (Search DC 20) reveals
hp 18 (2d10+1d8+3)
a faded ring tattoo of skulls and roses on the ring
finger of his right hand. A Knowledge (local) skill Fort +3, Ref +3, Will –1; +1 vs. fear
1 check (DC 15) denotes it as a prison tattoo that one OFFENSE
gets for shoving a fellow inmate. Allow Admir to Speed 30 ft.
make an opposed Sense Motive check (+3) against Melee mwk battle axe +6 (1d10+2/19–20) or dagger
the PC’s Search check to see if he catches anyone +4 (1d4+2/19–20)
TROLL’S WAY (THE SHACK AVENUE)
At the far end of the room is a long counter top of Edram (N male human commoner 1): Edram is
veneered with a heavily burled wood. Behind it stands a Mira’s eldest son. Edram remembers life before the
fair-haired woman in her early thirties. She wears a long inn and isn’t nearly as spoiled as Durn, though he
burgundy-hued cotton dress and bodice and a white still appreciates tips. He wears his brown hair cut
blouse. On top of the desk rests a small silver bell, a just above his shoulder, and carries himself with the
leather-bound writing book, and a quill and ink set. As awkward posture of a teenager growing into his body.
you enter, she looks up and asks in a polite voice, “May He dresses in knickers and a jacket with a high collar.
I help you?” Edram works two jobs– one as the bellhop during
check in hours, the other as Panobla’s dish-boy (after
Mira (N female human commoner 3): A fair-haired the dining room closes).
woman in her early thirties, Mira’s light green eyes Edram’s primary motivation is to help his mother
and his little brother, keeping them safe and out of
trouble.
Animated Carpet CR 5
N Large construct
Init-1; Senses darkvision 60 ft., low-light vision;
Perception –5
DEFENSE
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 52 (4d10+30)
Defensive Abilities hardness 5; Immune Construct
traits
Fort +1 Ref +1 Will -4
OFFENSE
Spd 20 ft. fly 10 ft (clumsy)
Melee Slam +7 (1d6+4)
Space 10ft ; Reach 10 ft.
Special Attacks constrict, grab
STATISTICS
Str 20 Dex 8 Con — Int — Wis 1 Cha 1
Base Atk +4; CMB +9; CMD 19
SQ Construction points (constrict, grab, fly)
25
Developments: To the left of the counter is a small
private room with an oak check-in desk and some TIPPING THE STAFF
chairs. Within the desk is a locked panel containing
36 sets of keys, three sets for each room. Both Mira The Golden Eel is a high end Inn and as
and Marcoso possess a key to open the panel. such, its servants expect tips, usually in the
The Golden Eel
Customers receive one key with the room; a second form of silver pieces for adults and coppers
key can be requested for an additional fee of 5 sp. for the boys. If the boys aren’t tipped, Durn
The desk keeps a third key in case of emergencies. in particular, they perform slightly under par.
The establishment charges a fee of 50 gp to replace Perhaps not promptly removing bedpans or
lost keys (citing client safety, they claim the cost is more likely not replacing them with clean
needed to replace the locks). ones.
thickly upholstered in brocade tapestries depicting the in the candlelight. In the center of the room is a small
struggles between heaven and hell. Patterns of clouds wooden cocktail table.
drip into twists of orange and silver threaded flames
while weaves of golden haired angels thrust swords into GF4. The Washroom
leering demons and snarling toad-like beasts that swim Only open during dining hours, this small
in rivers of fire. The walls are wood-paneled like those washroom is attended by Mira’s second son Durn.
of the lobby, as is the wooden plank floor. Portraits of The boy sits outside the room and when approached,
stoic looking nobles, all with dark hair hang on three offers his services. He keeps a small cart with brass
of the walls. Four are men, one is a woman, but all are bedpans and hot wash towels near him, as well as
depicted as lean and pale, painted with the same angry a small mirror. Patrons come to wash up or preen
brush strokes. They rest in frames of gilded plaster, but themselves while he holds a mirror and flatters them.
the nameplates are blank. A large stained-glass window Likewise, he offers bedpans to those requiring use of
occupies the fourth wall. Light creeps against it but the washroom.
refuses to enter, instead throwing the shadow of passing
street pedestrians into the room to dance like ghosts
27
The Golden Eel
1 square = 5 ft
Durn (N male human commoner 1): Durn is a to the far corner that says, “Place Pans Here When
small skinny boy with dirty blonde hair, about the age Finished”.
of 10 or 11. He wears knickers and a nice jacket with a
high starched collar, which appears unbearably itchy. GF5. The Stairwell
Durn manages the washrooms and runs other small In this section of the inn, a gorgeously curved walnut
errands. He has grown accustomed to good tips and stairwell winds around an alcove, climbing to the second
his services become steadily less unreliable to those floor. The banister and elegantly curved handrail are
who do not tip well. about three feet-tall. A dark green and brown carpet
runs the length if the stairs and the path is illuminated
Durn is typically encountered by the downstairs by large white candles that rest on sconces along the
washroom during restaurant hours and services the outer wall. A open hallway, blocked only by the rail
upstairs twice per day, once in the early evening and overlooks the staircase.
once in the morning
His primary motivation is to get silver tips. GF6. The Kitchen
The text below assumes the kitchen is in operation
This plain white-tiled room is completely empty except when the characters enter. If not, unlit and locked-up
for a small, neatly carved sign with an arrow pointing and the stove is not hot.
28
This room is obviously a tremendously large, well-
stocked and fastidiously cleaned kitchen. Directly in Chef Panobla
front of you, a large black iron stove belches heat into
the room, slightly cooled by the draft of the propped
door opening into a back alley. Strong but pleasurable
15 19
PROPHET COURT
19
The Tower of Janazar
SQUARE OF THE
BLESSED WAY
ELEVEN PRAYERS 8
12 20
11
19
WAY OF THE CITY LORDS
2
17 15
LORDS’ PROMENADE (TEATWIST LANE)
14 6
20 5
7
3 KING’S SQUARE
(PIGSQUABBLE SQUARE)
0 120 240
1
2 - The Tower of Janazar (Residence Ward) FEET
DUKES’ WAY (LONG HOPE ROAD)
18 19 13
NOBLES’ WALK (DRUDGER’S WALK)
its perimeter. Flakes of minerals deposited in the stone Teleportation
12 Trap CR 9
8 make the tower glisten during the day, and at night,
4 Type magical; Perception DC 34; Disable Device DC 34
they catch light from lanterns and streetlamps bathing
COUNT STREET (SPADE STREET)
EFFECTS
the tower in an eerie yellow glow. In stark contrast to the
glittering tower, the building serving as its foundation Trigger location; Reset automatic
seems strangely out of place. A large austere structure, Effect spell effect (teleportation circle); single target
its rough gray granite walls supported by heavy fluted (5ft-radius teleports activator).
columns give it a somber appearance, not unlike a
mausoleum. 16 Interior Walls: all interior walls consist of iron rods
holding a framework of stones, set with concrete.
Iron and Concrete Wall: thickness 6, hardness 8, hp
Tower Rooms
70, break DC 40.
General Features: Unless otherwise noted, use the Interior Doors: All interior doors are made from
following statistics to determine the properties of ironwood stained to match the appropriate decors of
tower features. various rooms. Consider individual doors unlocked
Exterior
ARISTOCRAT STREET (SHORTHREAD LANE) Walls: All exterior walls are made from unless otherwise noted in the room description.
thick blocks of marble and granite seamlessly Ironwood Door: thickness 3”, hardness 8, hp 50,
welded together by arcane fires. In addition, several
11 Open Lock DC 30, Break DC 30.
spells have been placed that block both scrying and
9
teleportation.
13 Ground Floor
Exterior Tower Walls: thickness 1 1/2 feet, hardness
12, hp 650, break DC 50.
Exterior Windows: all the tower windows are set GF1. Entrance
K)
AL
with the highest quality glass. While one might Hanging on thick hinges chiseled into the cobbled
W
X
presume breaking into the tower through its ward wall, a massive iron gate, twenty-feet-wide and
D
BO
with the same arcane trap. Anyone attempting to the wooded courtyard where Janazar’s Tower rests. The
K
AL
W
enter a window from the exterior is teleported to a gate’s centerpiece is a weathered iron plate in the shape
10
L
AL
W
locked cell in the city jail. of a shield embossed with three columns. Mounted to
Tower Window: thickness 1, hardness 1, hp 1, the plate is a large gilded letter J.
Break DC 5.
34
Janazar keeps his front gate closed at all times, and them to watch the gardens and report any unusual
anyone meddling with the locked iron-gate triggers activities.
the alarm system. Typically, Geneyse sends her
familiar to inspect such situations and either sends Creatures: During daylight hours, a mute half-
Fespod Gardner CR 7
XP 3200
Male half-orc ranger 8
N Medium humanoid (orc)
Init +3; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
35
hp 56 (8d10+12) Cumak Gardner CR 3
Fort +7, Ref +9, Will +5 XP 3200
Defensive Abilities orc ferocity Male half-orc ranger 4
The Tower of Janazar
N Tiny magical beast (augmented animal) Speed 10 ft., fly 40 ft. (average)
Init +2; Senses low-light vision; Perception +8 Melee bite +9 (1d3–4)
DEFENSE
Special Attacks deliver touch spells
Space 2-1/2 ft.; Reach 0 ft.
AC 22, touch 14, flat-footed 20 (+2 Dex, +8 natural,
37
STATISTICS N Medium humanoid (orc)
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 Init +3; Senses darkvision 60 ft.; Perception +6
Base Atk +7; CMB +7; CMD 13 DEFENSE
The Tower of Janazar
Feats Alertness, Skill Focus (Perception), Weapon AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
Finesse hp 6 (1d8+2)
Skills Craft (alchemy) +16, Fly +13, Knowledge Fort +3, Ref +3, Will +4
(arcana) +13, Knowledge (dungeoneering) Defensive Abilities orc ferocity
+5, Knowledge (engineering) +11, Knowledge OFFENSE
(geography) +8, Knowledge (history) +8,
Speed 30 ft.
Knowledge (local) +8, Knowledge (nature) +8,
Melee whip –1 (1d3–1)
Knowledge (nobility) +5, Knowledge (planes)
Druid Spells Prepared (CL 1st)
+8, Knowledge (religion) +5, Linguistics +7,
1st—calm animals, speak with animals
Perception +8, Sense Motive +5, Spellcraft +13
0 (at will)—guidance, purify food and drink, resistance
SQ empathic link, scry on familiar, share spells,
STATISTICS
speak with animals of its kind.
Str 8, Dex 17, Con 13, Int 12, Wis 14, Cha 10
GF3. Stables Base Atk +0; CMB –1; CMD 12
Feats Exotic Weapon Proficiency
The faint smell of horse dung tinges the sizeable six-
horse stables built along the west wall. Skills Handle Animal +4, Intimidate +0, Knowledge
Individual stalls face the courtyard wall cobbles, while (nature) +7, Perception +6, Spellcraft +5, Survival +8
the front section’s open-faced three-quarter timber Languages Azindralean, Common, Druidic, Orc,
walls allow fresh air and sunlight into the stables while Sylvan
keeping them dry. Everything in the stable appears well SQ nature bond (Animal domain), nature sense,
maintained and the stalls look better cleaned than orc blood, speak with animals (4 rounds/
most. day),(effective druid level -2), wild empathy +1
Gear mwk whip, mwk leather armor.
Creatures: During the early mornings and late
afternoons Fespod’s daughter Cinnamon waters and GF4. Foyer
feeds the horses, and tends the stables. All other Stone doorposts symmetrically carved with dour-faced
hours, she works elsewhere in the district, teaching gargoyles frame a set of iron-plated stone double doors.
horsemanship or tending and tutoring the brats of Each gargoyle bears a similar expression of disgust.
wealthy nobles. Cinnamon is complementary of all
guests, though she speaks curtly to anyone showing The enchanted gargoyles guard the door for
obvious cruelty to their mounts. Janazar, directing visitors and dealing with unwanted
visitors. Whenever someone other than the Krumms
Cinnamon Gardner or the Gardners approaches, the eyes of all the
Hardly a pretty girl, Cinnamon feels much more at gargoyles suddenly pop open and stare as they speak
peace around animals than people. Just the same, the following proverb:
she is smart and well educated for a fourteen-year-
old, having had the good fortune of growing up “Those of strong decisive will
under Geneyse’s able tutelage. She now splits time fear not their destiny,
teaching horsemanship, tutoring wealthy nobles’ for they understand how to shape it.
children, and tending Janazar’s stables. Neither do those of strong decisive conscious
for they understand how it shapes them.”
Description: Cinnamon’s heritage plainly shows
in her features, even more so than her father. She Should an unaccompanied trespasser attempt
has a prominent lower jaw and tusks, and dark gray to pass through the door, eerie rays shoot from the
eyes that glisten like wet hematite. Already she has gargoyles’ eyes striking and petrifying anyone within
developed the body of a woman, though her figure range and leaving the trespasser helpless on the
causes her more embarrassment than pride and she wizard’s doorstep.
hides it beneath the same plain cotton clothing as
her father. She wears her long hair in several thick Gargoyle Trap CR 6
braids, pulled back and tied together in a ponytail.
Type magical; Perception DC 31; Disable Device
DC 31.
Cinnamon Gardner CR 1/2
EFFECTS
XP 200 Trigger location; Reset automatic reset
Female half-orc druid 1 Effect spell effect (flesh to stone, Fort DC 21 negates);
38
multiple targets (all targets within 30ft). her grandfather. Regardless, Geneyse dotes on her
father with full-admiration and desires little, but to
When locked, the iron-plated door to the tower is remain with him in the tower and continue studying
almost impenetrable. Of course, one could always his work. Still, she is a young woman and both
Geneyse Krumm
The half-elven daughter of the great Janazar
Krumm, Geneyse has inherited much of her father’s
considerable talent and if provoked, she is extremely
capable of defending of herself. She looks hauntingly
like the deceased mother she never knew, something
that has become troubling to both her father and
39
Geneyse Krumm CR 5
XP 1600 Reading Orbs
Female half-elf wizard 6 Aura faint evocation; CL 3rd
The Tower of Janazar
41
When the tower is in Position A the west door clean water that function as basins. Shelves filled with
leads to the Waiting Hall. In Position B, the west cooking equipment occupy the remainder of the space.
door leads to the Privy (room GF11), it smells like A 10-foot-wide opening in the exterior north wall serves
The Tower of Janazar
lilacs and butterscotch. The privy door automatically as both a window and a fish tank. Two panes of glass
locks in this position. are set a half-foot apart, in between several exotic eels
swim through twisted branched of black coral. Directly
Anyone succeeding a DC 18 Perception check beneath the window is a ten-foot long butcher-block
to search the floor around the desk, notices it countertop.
partially covers a hatch. This desk is quite heavy
(1,200 pds). The locked hatch leads to small crawl The noisy clatter of metal and china fills the room
space permitting Janazar access to the giant gears as magically animated pots, pans, and other kitchen
and machinery beneath the tower. Janazar uses utensils fly through the kitchen, boiling water, searing
telekinesis to move it whenever he needs to access meat on the coils, stirring cauldrons and scrubbing dirty
the hatch. plates in a barrel of suds and lye.
Machine Room Hatch: thickness 2 in., hardness 8, Creatures: As soon as unidentified individuals
hp 35, Open Lock DC 30, Break DC 30 enter the kitchen, the animated utensils and
Individuals entering the alcove can attempt to cookware swarm the intruders and beat them
jam up the tower’s machinery with a Disable Device senseless.
check (DC 33) or manipulate it with a successful
Knowledge (engineering) check (DC 28). A swarm of greasy knives, slop-covered wooden
spoons, flame-blackened pots, half-rusted scouring
GF7. Dining Room pads, and other strange kitchen apparatus flies
A freshly polished walnut dining table with six towards you, dripping water, soapsuds, and gruel.
perfectly placed matching chairs sits in the center of
what is obviously a formal dining room. Along the east Animated Cookware Swarm CR 2
wall leans a china cabinet, the top portion displaying a XP 200
complete set of formal clay dishware from an ancient N Tiny construct (swarm)
civilization. The lower section of the cabinet forms Init +2; Senses darkvision 60 ft., low-light vision;
a serving station covered with a fine lace throw and
Perception –5
several carefully placed pewter platters. All the cabinet
DEFENSE
drawers beneath the counter are closed.
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2
When the tower is in Position A the west door size)
leads to the Privy (room GF12), it smells like nutmeg hp 16 (3d10)
and ginger. In Position B, the door leads to the Fort +1, Ref +3, Will –4
Waiting Hall. Immune construct traits
OFFENSE
The cabinet is locked for good reason, it holds Speed 5 ft., fly 50 ft. (good)
Janazar’s good tableware. Melee swarm +4 (1d2–1)
Space 2 1/2 ft.; Reach 0 ft.
Cabinet: thickness 1 in, hardness 5, hp 15, Open STATISTICS
Lock DC 25, Break DC 18.
Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1
A Knowledge (history) check determines that
Base Atk +3; CMB +3; CMD 12
the tableware is a mixed set of near perfect
Skills Fly +10
reproductions and authentic pieces of the elaborate
SQ Hardness 8
settings used by the high priests of an ancient and
powerful civilization. A DC 20 Appraise skill check Hardness (Ex): An animated object has the same
estimates the complete sets’ worth at 3,000 gp, hardness it had before it was animated.
perhaps more to the right collector.
Tactics: The glowing metal coils were designed for
GF8. Kitchen cooking food indoors and glow with intense heat.
The coil deals 1d6 points of fire damage to anyone
The room is brutally hot, and smells of a peppery spice
touching them.
and burnt pork lard. Doors allow egress through both
Spilling the barrel of soapy water makes the floor
the east and west walls. An extended metal countertop
dangerously slippery. Anyone attempting to take
stretches half the length of the south wall. Set into its
more than a partial action on the sudsy floor must
surface, several strange metal coils glow with arcane
make a Reflex save DC 15 or they are thrown off
fire along with deeply hammered indents filled with
balance and suffer a –2 penalty to AC, Attacks, and
42
Reflex saves. Individuals failing the Reflex save by This is Geneyse’s private laboratory. When she isn’t
more than –10 (or rolling a 1), instead fall prone. using it, she keeps it locked. The door in the north
wall leads to her bedroom.
GF9. Apprentice’s Bedroom
The northeast door leads to the kitchen and smells GF12. Privy
like peppery spice and burnt pork lard. This small, private room smells of nutmeg and ginger.
The door in south wall leads to Geneyse’s In the corner, just opposite the door sits a porcelain chair
laboratory and smells like chemicals. in the shape of a basin, partially filled with a greenish
When the tower is in Position A the southeast liquid.
door leads to the Privy (room GF11), it smells like
lilacs and butterscotch. In Position B, it leads to the The porcelain seat is a toilet, and the bowl
Waiting Hall. connects to an ultra-dimensional space. Similar to a
portable hole, the fluid magically sucks away anything
Hopechest thickness 2 in; Hardness 8; hp 10; placed within it.
Break DC 23, Open Lock DC 25
The hopechest contain Geneyse’s personal GF13. Stairs
belongings, including her robes, work clothes and
A massive wine-stained mahogany staircase spirals
several silk gowns worth 500 gp each.
upward into the tower while a blood-red carpet pills
Anyone searching the chest can attempt a DC 25
down its rises an onto the Waiting Room floor. Rows of
Perception check to uncovers a secret panel in the
intricately carved post support the worn banister coiling
bottom which conceals a string of pearls 800 gp, a
around the perimeter of the steps eventually leading to
handwritten book of elvish poems given to Geneyse
the four dour-faced gargoyles carved in a stack that form
by her father worth 600 gp and matching set of boots
a most presumptuous newel post.
of elvenkind and cloak of elvenkind
The massive mahogany staircase leads to the first
GF10. Apprentice’s Laboratory
and second floors of the tower.
Two rows of identical shelves line the west and east
walls. The shelves overflow with rolls of parchment, glass
First Floor
tanks holding insects, small wooden boxes of minerals
and powders, jars of colored liquids and bitter smelling
unguents, steel calipers and other tools. A cluttered FF1. Stairs
desk rests between them, its surface marred with dark The massive mahogany staircase leads to the
stains, cuts, and globs of melted wax. Another desk ground and second floors of the tower. The staircase
facing a window in the west wall is half buried beneath door leading to Janazar’s bedroom is locked.
a collection of greasy cogs and a partially assembled
clockwork device along with several pan balances FF2. Master Bedroom
apparently measuring several different colored dusts. These living quarters appear well used. The occupant
The south wall is engraved with a massive chart of both haphazardly kicked a silk comforter towards the foot
alchemical and arcane glyphs and symbols. Doors block of the four-poster bed where it drapes sloppily onto the
exits in both the north and east walls. worn wood floor. The doors to a plain oak wardrobe set
into the wall just to the right side of the bed hang open,
43
exposing rows of various wizardly robes all of which leather spines embossed with faded gold-leaf titles
smell vaguely of camphor. Twin windows separated by written in languages slowly fading from the memories
a stone column provide sunlight, while additional light of civilized races. The fifteen-foot-high ceiling arches
The Tower of Janazar
and heat comes from a glowing fireplace. Arranged into a great dome, with its curved panels painted
comfortably before the hearth sit two large armchairs to resemble all the constellations of the night sky
both upholstered in dark-blue ocean patterned tapestry. with every enchanted star glowing brightly. Beneath
A painting on the wall over the bed depicts a beautiful it, someone has seared a massive pentagram into
elven woman, while another over the mantle depicts a hardwood floor. Arranged comfortably before the
younger version of the tower’s half-elven apprentice. You hearth stand two large armchairs, both upholstered in
readily note the similarity between the two women. a deep-green forest tapestry. In the corner, adjacent to
the door a plain oak table serves as reading desk, proven
Janazar spends most of his time in his Laboratory, by the thick dictionary of ancient languages resting
though he can be encountered here when sleeping or upon and another upholstered chair waiting invitingly
preparing for the day. Other times, he and Geneyse for company. A second table mounted with mysterious
spend a quiet time here in front of the hearth. The instruments, levers, dials, compasses, and other alien
hearth fire is a permanent illusion, and though it mechanical devices faces the window from across the
provides both light and heat the illusory fire cannot room. Before it sits a plain, but extremely comfortable
leave the hearth and is noncombustible. Anyone looking cowhide chair.
placing their hand into the flame, discovers it feels
warm, but takes no damage. Janazar can verbally Janazar’s impressive laboratory crowns his
command the fire to become bright or dimmer, or Tower. From here, he controls all its workings with
simply appear as glowing embers. the tower control panel. A work of arcane and
architectural brilliance, only individuals with a deep
FF2. Bathroom understanding of architecture and engineering can
Dullish-brown sandstone tiles cover the entirety of manipulate it. Just understanding how the tower
this odd, small room. Its noticeably hot and humid air controls work requires a Knowledge (architecture and
feel heavy and beads of moisture cling to everything. engineering) check DC 30. Operating it requires less
Opposite the door sits a porcelain chair in the shape of effort, but more patience. A full change in position
a basin, partially filled with a greenish liquid. Taking up takes almost 30 minutes, though that time can be
the adjacent corner of the room, a rectangular cast iron decreased incrementally with a second Knowledge
tub large enough to accommodate a walrus rests within (architecture and engineering) check. A base DC
a sandstone dais. A tiny flight of stairs leads up to the 15 reduces the time by –5 minutes; every additional
tub. Hovering above it is a grayish cloud of steam. +1 the DC increases reduces the rotation time by
another –1 minutes to a minimum rotation time of 1
The grayish cloud above the tub is magically bound minute. The problem is that speeding up the rotation
steam elemental that services the bathroom, heating increases the possibility of damaging the tower’s
it to comfortable temperatures, warming baths, inner machinery causing it to break down and jam
and providing showers. While the elemental can in a single position. The chance of breaking down
be temperamental, binding magic prevents it from is +3% per each minute, for example speeding up
leaving the room. the rotation time to 15 minutes increases the chance
that the tower machinery will break down to 45%.
The porcelain seat serves as a toilet, and the bowl Attempting to rotate the tower in a single minute
connects to an ultra-dimensional space. Similar to a imposes an 87% chance that the rotating machinery
portable hole, the fluid magically sucks away anything breaks down.
placed within it.
In Position A, the view reveals the entirety of the
Residential District, while in Position B one can see
Second Floor
all of the Temple Districts (an advantage distained by
many high clergy members of the district’s various
SF1. Stairs temples).
The massive mahogany staircase leads to the
ground and first floors of the tower. Janazar keeps The hearth fire here functions identically to the one
the staircase door leading to his Laboratory locked. in Janazar’s bedroom. Anyone searching the back
wall of the hearth can attempt a DC 28 Perception
SF2. Master’s Laboratory check to uncover a secret that opens into a small
Rows of curved shelves line the entire perimeter of alcove where the wizard keeps the remainder of
the top tower level, interrupted only by the staircase his valuable magic items. Items include: 1,500 pp,
exit and a stone hearth and adjacent pair of windows. 4,200 gp, 6,500 sp, a pair of ruby earrings 525 gp, a
Ancient tomes overflow from the shelves, their cracked maximize metamagic rod, 3 applications of unguent of
44
should anyone other than his daughter mention his
wife, he becomes angered and storms off. Should
Janazar Krumm anyone be foolish enough to threaten or challenge
him they quickly learn the potency of his spellcasting,
Janazar Krumm CR 15
XP 38400
Male human wizard 9/shadow mage 7
(see Great City Players Guide 59)
N Medium humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 11, flat-footed 14* (+3 armor, +1 Dex)
(*shadow defenses)
hp 76 (9d6+7d6+21)
Fort +5, Ref +6, Will +11
OFFENSE
Speed 30 ft.
Melee mwk dagger +7 (1d4–1/19–20)
timelessness, a flask of curses, a deck of illusions, pipes of Ranged mwk dagger +9 (1d4/19–20)
haunting, and a periapt of wound closure. Special Attacks blinding ray (8/day)
Wizard Spells Prepared (CL 16th)
Janazar’s library has over 500 books on almost 8th—demand, shadow evocation (90% real), sunburst
every subject. The books range in price from 50 7th—power word (blind), prismatic pray, greater
to 500 gp. Using the library for 2 hours research, shadow conjuration (90%), spell turning
provides a +4 circumstance bonus to any single 6th—geas, guards and wards, legend lore, shadow walk
Knowledge skill checks. The circumstance bonus is 5th—contact other plane, dismissal, dream, nightmare,
non cumulative, however if the skill check fails the persistant image, shadow evocation (50% real)
individual can spend another 2 hours to attempt a 4th—arcane eye, locate creature, phantasmal killer,
second check (without the bonus). rainbow pattern, scrying, shadow conjuration (50%)
3rd—arcane sight, dispel magic, displacement, illusory
Creatures: Janazar spends the majority of his script, minor image, suggestion
time in his laboratory and only on rare occasions or
2nd—arcane lock, detect thoughts, locate object,
emergencies is he encountered elsewhere.
misdirection, minor image, rope trick
1st—animate rope, disguise self, floating disk, hold
Janazar Krumm
portal, identify, silent image, unseen servant
A brilliant wizard now in his twilight years, 0 (at will)—arcane mark, detect poison, light,
JanazarKrumm has had equally incredible fortune prestidigitation, read magic
and loss. Long retired from professional adventuring,
STATISTICS
he spends his days studying and experimenting in his
lab, conversing with colleagues, and spending time Str 9, Dex 12, Con 10, Int 21, Wis 13, Cha 17
his beloved daughter. He prefers to let his daughter Base Atk +7; CMB +6; CMD 17
deal with people with whom he is not acquainted. If Feats Brew Potion, Craft Rod, Craft Staff, Craft
forced into a social situation he remains cordial, but Wondrous Item, Eschew Materials, Extend Spell,
keeps his discussions curt, distant, and formal. All Scribe Scroll, Silent Spell, Spell Penetration,
in all, he tries to avoid becoming involved in politics Toughness
and similar events that detract him from his work Skills Appraise +8, Craft (alchemy) +24, Fly
or family. He rarely discusses his past adventures +12, Knowledge (arcana) +21, Knowledge
(except begrudgingly with his old friend Tighe) and (dungeoneering) +13, Knowledge (engineering)
45
+20, Knowledge (geography) +16, Knowledge can travel through Plane of Shadow as though
(history) +16, Knowledge (local) +16, Knowledge affected by a teleport spell. All the benefits and
(nature) +16, Knowledge (nobility) +13, Knowledge risks associated with the spell apply to this form
The Tower of Janazar
(planes) +16, Knowledge (religion) +13, Linguistics of dimensional travel—including the number
+15, Perception +4, Sense Motive +6, Spellcraft of companions he may take along, chances of
+21 failure, and so on. The effects of both abilities are
Languages Azindralean, Celestial, Common, determined by Janazar’s class level (CL 16).
Draconic, Ignan, Kortezian, Sylvan Shadow metamagic (Su): Janazar can cast Shadow
SQ arcane bond (raven), control light and shadows, spells affected by metamagic feats with less effort
extended illusions +4 rounds, improved shadow than other spell casters. The level increase of all
casting, invisibility field (9 rounds/day), shadow such spells is reduced by -2. This cannot reduce
defenses, shadow focus, shadow metamagic, the cost below the base spell’s actual level. While
shadow travel on the Plane of Shadows, Janazar can effectively
Gear bracers of armor +3, mwk silver dagger, +2 “double Maximize” any shadow spell, by virtue
headband of mental superiority, staff of charming, of the plane’s trait to normally Maximize shadow
goggles of the night spells. The caster can opt to also apply the
Spellbook spells prepared plus 0– acid splash, dancing Maximize Spell feat, if he possesses it, to gain the
lights, daze, detect magic, disrupt undead, flare, double effect.
ghost sound, light, mending, message, open/close, Shadow defenses (Su): Shadow substance
ray of frost, read magic, resistance, touch of fatigue; continuously swirls around Janazar granting him
1– burning hands, charm person, detect secret doors, concealment (and therefore making him immune
mage armor, magic missile, ray of enfeeblement; to sneak attack and other precision–based
2– darkvision, flaming sphere, magic mouth, see damage). Janazar can dismiss the shadows as a
invisibility; 3– tongues; 5– permanency; 6– analyze free action, while resummoning them requires a
dweomer, disintegrate. move action.
SPECIAL ABILITIES
Improved Shadow Casting (Sp): whenever Janazar Janazar’s Friends,
casts shadow conjuration, shadow evocation, Family, and Colleagues
greater shadow conjuration, greater shadow While Janazar practices his reclusion with fervency,
evocation, or shades the effects of these spells are a handful of people remain who make it their practice
increased by +30% (max 100%). to stop by for intermittent visits. Within the course
Control light and shadows (Su): Janazar manipulates of a month, any of the following individuals make
both light and dark as further aspects of shadow. stopovers to the Tower.
When casting spells with the [Darkness] descriptor
he may opt to produce a range of effects ranging The Gray Consortium: Like many other aging
from total darkness to illumination equal to wizards Janazar shares and debates his research
torchlight. He may alter the amount of darkness and knowledge with a secret alliance of likeminded
produced at the casting time, and as a move powerful spellcasters. Every so often, they get
equivalent action, he may alter it each round the together to discuss arcane theory, history, politics
spell is in effect. Similarly, when he casts spells and other heady subjects, which would bore the
life out of men of other professions. His colleagues
with the [Light] descriptor, he may opt for effects
include, but are not limited to, the following:
that range from torch light up to effects equal to
daylight. He may control this in the same way as
darkness spells, using a move action every round Moirgone the Withered (CN male human
to alter the amount of light present as a result of (Kortezian) wizard 11); a putrid necromancer who
the others joke might as well become a lich, as he
her spell. Where appropriate, a shadow mage of
already looks and smells like one.
the Gray Consortium treats spells with either the
[Light] or [Darkness] descriptor as though they had
the Shadow subtype. Lubor Smythe (N male human (Azzywog) bard 8);
Shadow Focus (Ex): Whenever a shadow mage of the a once cheerful bard taken to singing dirges that the
group now affectionately calls Lubor the Lugubrious.
Gray Consortium casts a shadow spell, he adds +1
to the save DC. This bonus stacks with those from
Thessaly DeCirgen (CN female human
his Spell Focus and Greater Spell Focus feats.
(Azindralean) wizard 9); a charming if not somewhat
Shadow travel (Sp): 7/day— Janazar can travel
pompous transmuter best known for her work with
through the Plane of Shadow as though affected binding raw chaos.
by a dimension door spell. 1/day— Janazar
46
Carmet the Oblivious (N female human (Kortezian) a wealthy noble whose family trades horses. He
wizard 6/ shadow mage 3); the youngest member became smitten with Geneyse following a rare trip
of the congress. She claims to have perfected a she and Cinnamon made to the town market to
memory-enhancing potion using quicksilver as a purchase some items for the stables. For a while
Amwa Swain, City Councilwoman (NG human • Janazar stole his front door from the fortress of a
(Azindralean) expert 5); A friend to both Janazar demon he defeated. After suffering through several
and his wife in younger years, Amwa played crucial decades as a blob of primordial slime, the demon
part getting the city council to solicit the Great City has finally reformed his physical body and now he
as a place for the wizard to erect his magnificent wants his front door back. The demon purchases
tower. She also hosts an annual memorial service a nearby dwelling and moves in, slowly gating in
for Janazar’s wife and occasionally played the role of a small army of fiends. Once he releases them,
surrogate mother to Geneyse when she was younger. his violent and plundering forces place the Tower,
Janazar, and the surrounding district in grave danger.
Rothburn Allyns (LN human (Kortezian) aristocrat
3); Rothburn is teenage son of Strathburn Allyns,
47
Temple of the Silver Lady
the other structures of the Temple district by at least Currently, the temple’s current residents include
a century, and may even predate the city itself. The six adepts under the matriarchal guidance of high
earliest record of the religion describes a sacred priestess Cyruette.
meadow marked by eight menhirs centered round
a huge geode which reflected moonlight so brightly, Read the following text when players approach the
that it appeared the night stars had fallen from the Temple of the Silver Lady:
sky to dance amongst the mortal worshippers.
In the north western corner of the Temple Ward,
Later records describe the addition of a small bordering against the Wall of Revered Ancestors sits one
marble temple and a life-size stone effigy of the Silver of the most mysterious structures in the Great City, a
Lady. About this same time, a renaissance of industry monstrous dome of pure mica-schist isinglass known as
and commerce gave rise to the sectioning of the the Temple of the Silver Lady.
Great City, forcing many other religions to relocate
near the Temple of the Silver lady, creating the During the day, the isinglass surface refracts
foundation for the Temple district, as well as dozens images of the sky and surrounding structures so
of other districts around the country. vividly, the dome almost seems to disappear. At
night, it catches the moon’s reflection, mirroring
At some point, a master carver reshaped the each phase upon the spherical surface creating the
menhirs into the intricately carved phase columns, illusion of a second moon rising from the earth,
though records aren’t explicit as to who enchanted except during the new moon when the temple turns
them or even when they were enchanted. During this black and opaque. During the moon’s crescent
same period, there some mention of the addition phases, the temple sheds low-light in a 10-ft-radius,
of moon fountains, added to replace the function during the quarter-moon phases the low-light
of the great geode, dragged into the main temple increases to a 15-foot radius, 20-ft radius during
for safeguarding. Finally, the priests constructed the gibbous and a full 30-ft during the full moon.
great dome, sealing the temple and its courtyards
48
2 CITY OF THE DEAD
PANTHEON GARDENS
4
6
19
9
HOLY WAY
13
0 120 240
OUR LORD STREET WAY OF THE PALADIN
4 - Temple of the Silver Lady (Temple Ward) FEET
18 16 1
17 7
The original temple was a crescent shaped building
14
PILGRIM’S PROMENADE constructed of white marble facing an open semi-
19 ON THE STREET
WORD circular courtyard. When the isinglass dome was
constructed, workers erected it right over the original
Characters asking around of the street or temple and the courtyard. Therefore, the older
otherwise researching the Temple of the Silver 3
northern chambers (including the Library, the Hall
Lady can make Knowledge (local) or Gather of the Moon, and Priest Quarters) do not receive
Information 10 19 the following
checks to learn 5
light from the outside, except through their windows.
CLERIC STREET information about the shop. Scale either check Conversely, the interior Courtyard looks much as
using DC 10 + Cyruette’s HD.
15 1. The Temple has no external entrance and its
19 it did before the construction of dome, especially
PROPHET at
COURT
night when the moon spills down through the
parishioners use secret portals to enter.
19 isinglass.
2. The Silver Lady was
SQUARE worshiped here long
OF THE
before the Great
ELEVENCity was built and the BLESSED WAY
PRAYERS
Anyone examining the Temple exterior 8finds no
12 dome covers their 20ancient moon grove. visible doors or windows, and subsequent searches
3.11The religion is matriarchal and run by a high won’t reveal any. In fact, the alchemically prepared
priestess. isinglass acts as a one-way mirror allowing light
19 some famous thieves attempted
4. “Once to pass through, but preventing individuals on the
WAY OF THE CITY LORDS
to break into the dome, but a blast of outside of the dome from peering in. Anyone foolish
21 moonlight shot out and knocked all of them enough to tamper with the isinglass dome triggers
PRINCE STREET (PONCE STREET)
1
PHASE COLUMNS Northern Light House in the Dock Ward.
Temple of the Silver Lady
AND MOONGLOW FOUNTAINS First Quarter: This portal opens into a secret room
Each of the eight magnificent stone columns in the basement of a storage facility in Army
that arch across the north end of the courtyard Ward. Imar Havemolt, an ageing sergeant loyal
bares intricately carved arcane symbols and lost to the church that currently recruits new initiates
rhymes pertaining to specific moon phase. Powerful into the order of the moon warriors owns the
works of divine magic and architecture, the priests building.
refer to them as the phase columns. When the Waxing Gibbous: This portal opens into the pantry
appropriate moonlight falls upon a column and of a small shack belonging to Priestess Mareshti
the proper incantation is spoke, the column located at the intersection of Jewel’s Way and
bursts into a pillar of translucent glowing flame Fang Alley in the Trade Ward.
opening a magic portal that connects the moon Full Moon: This portal opens into a mural engraved
glow fountains to one of several secret locations into far wall the tomb of St. Lharium, the first
outside the temple. The waning fountain is keyed moon warrior of the Silver Lady.
to waning moon signs, as is the waxing fountain Waning Gibbous: This portal opens into the
keyed to waxing moon signs. Only individuals residence of Paerth Atham, a retired moon
bearing the Silver Lady’s crescent holy symbol warrior living in a small stone cottage facing the
and speaking the appropriate rhyme (as written Court Under the Mountain in Castle Ward.
upon each of the phase columns) can activate Third Quarter: This portal opens into the attic of
passage through the portals. Anyone attempting the Kalristo Family Manse at the intersection
to enter the temple must first make contact with of Noble’s Walk and Court Street. The Kalristo
a temple priest capable of activating the phase family have long been followers of the Silver Lady
columns, and then perform the passage rhyme and are among the Churches most powerful and
from memory. The portals effectively serve the dual generous patrons.
purpose of allowing parishioners, priests and their Waning Crescent: This portal opens into a baptismal
guests, entrance to and from the Courtyard, while pool run by Gramut the Decrepit in the Prophet’s
protecting the sanctuary from unwanted guests. Court.
The phase column portals link to the following Operating the Phase Columns
locations:
In order to operate a column, one must first
New Moon: This portal opens into the hollow of
interpret it with a successful Decipher Script
a gigantic tree stump in the darkest section of
skill check, or by using read magic, comprehend
Pantheon Gardens.
languages, or a similar type of spell. Activating an
Waxing Crescent: This portal opens into a crescent interpreted column requires a successful Spellcraft
shadow that forms in the water beneath the or Use Magic Device skill check.
Several key locations around the city maintain Isinglass Dome: The isinglass dome engulfs the
entrance portals, all under strict church sanction. entire temple. All windows built into the exterior
While the portal entrances help to dissuade thieves, temple walls press directly against the isinglass
marauders, and other temple threats, they primarily dome.
contribute to the airs of mystery and ritual connected
to the goddess of the noon. Enchanted Isinglass Dome: thickness 2 in.;
Hardness 20; hp 600; Break DC 50.
Temple General Features
Symbol of Stunning Trap CR 7
Lighting: All light in the temple comes from Perception DC 32; Disable Device DC 32
natural sources, providing low or no light, EFFECTS
depending on the time of day and phase of the
Type magical; trigger proximity (alarm); reset
moon. Both the dome and the alchemically
automatic; bypass hidden lock Effect spell effect
treated glass doors amplify low light, spreading it
(symbol of stunning 20th-level cleric, Fortitude Will
throughout the complex. Still, the dome absorbs
DC 23 negates).
the harshest of the sun’s rays, and the temple never
receives more than low light.
Doors: Every door in the temple is made from
alchemically-treated glass. Frosted and elaborately
50
Temple of the Silver Lady
1 square = 5 ft
etched with ancient symbols, it is impossible to see intricately etched, glass double-doors that lead to the
through the doors, though they remain translucent temple’s inner sanctum.
enough to allow light to pass through them, thus all
of them glow softly. Every clergy member possesses The previously open-aired courtyard and now
keys to her own room, as well as the kitchen, larder, the largest section of the Court of the Silver Lady
privy, and library. Room descriptions denote doors embraces the oldest and most sacred elements
as locked or unlocked. Unless otherwise noted, all of the temple. Here worshipers come to pray and
temple doors possess the following statistics. contemplate in solitude, spending hours with
Frosted-Glass Temple Door: thickness 1 in.; thoughts adrift in the moon fountains, deciphering
Hardness 1; hp 10; Break DC 10, Open Lock DC 18 the ancient phase columns or simply gazing upwards
into the night skies.
Ground Floor
At almost any hour of the day, one may expect to
encounter one or two introspective adepts wandering
GF1. Court of the Silver Lady
the courtyard deep in thought. Additional priests
A towering atrium shelters a large circular courtyard service the courtyards to aid individuals entering or
washed in the pale light that filters through its isinglass exiting through the moonglow fountains.
dome. A lush blanket of natural grass covers the floor
while long hedged gardens of pale moonflowers and Enchanted Glass Double Doors: thickness 2 in.;
cereus blossoms line the path of every walkway. In Hardness 6; hp 40; Break DC 20*
each of the adjoining gardens, a gargantuan forty-foot Strong Abjuration; CL 20th; casting dispel magic on
diameter stone fountain sinks slowly into the soft earth. the doors turns them into ordinary glass (Hardness
Carved into crescent fonts, their shimmering waters 2; hp 2; Break DC 15).
catch the moonlight and reflect it in pale erupting
beacons. To the north, eight massive columns of white GF2. Moonglow Fountain
weathered granite climb to the pinnacle of the dome,
The tremendous fountain in the western garden rests
each scarred by ancient astrological runes of long dead
evenly on he soil, its base devoured by the surrounding
priests. Behind them, a cobbled path leads to a pair of
flowers. Its pale coral crescent-shaped inlay arches away
51
eight 10-foot-long stained glass murals line the room’s
Cyruette perimeter.
Temple of the Silver Lady
items such as a hairbrush or comb, loose change hangs from the ceiling, casting star-like flickers across
(2d10 coppers or silver pieces), a half-full glass of the shadowed walls. Silk sheets flow over the overstuffed
water, nail polish, a chewed pencil, or some costume mattress and garlands of fresh flowers draped across
jewelry. Anyone searching the nightstand can attempt the windowsill and door frame. The remaining furniture
a DC 18 Perception check to discover a small silver consists of a small wooden nightstand, a marble
dagger beneath one of the nightstands. bookcase, and a matching writing desk and chair.
GF7. High Priestess’s Chambers These simple quarters belong to high priestess
This small room appears to be the private quarters Cyruette, a young and excessively devout woman
of a female priest. A gorgeous crystal and silver mobile bent on restoring the faithful and increasing the size
53
of parishioners by enticing them with recently revised
Imar Havemolt
scriptures. The simple furnishings are consistent
with those of the other temple priests. Cyruette rarely
Temple of the Silver Lady
Library books contain a variety of religious and GF10. Refectory and Kitchen
astrological texts, as well as several hundred The temple maintains a small and simple combined
years of history pertaining to the construction of kitchen and refectory to service the resident priests.
the Great City and surrounding lands. Using the Propped into the western corner, a stone table and
library guarantees a success for individuals seeking bench combination offers seating. Lining the opposite
common local knowledge, historical facts about the wall is a long stone kitchen countertop with inset
city, known location in the city and history or other washbasins. A single window in the western external
54
wall provides the room its sole source of illumination. Description In her early forties, Cyruette’s long
tresses are beginning to silver and slight etchings
During breakfast, lunch, and dinner, the entire have started to wrinkle her pale, moon-washed skin.
The crates and barrels in the lard hold enough food AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
to comfortably feed twenty people for about a month. hp 60 (12d8+6)
None of the barrels or crates are locked. Crates Fort +10, Ref +8, Will +13
contain dried foodstuffs, including grains, dried OFFENSE
fruits, vegetables, and spices. The barrels contain Speed 30 ft.
water, wine, and ale. In all, the value of these meager Melee +3 spiked chain +11 (2d4+2)
foodstuffs might be about 100 gp. Special Attacks channel Positive energy (6d6, DC 18,
5/day), moonbeam (30 ft. ranged touch, 8/day,
The Temple Staff 6d6+6 cold damage),
and Occupants Cleric Spells Prepared (CL 12th)
6th—extended true seeing, forbiddance (DC 21),
Adepts nightmareD (DC 21)
Within the temple, adepts dress in plain robes and 5th—atonement, commune, plane shift, extended
display a silver holy symbol as appropriate to the tongues, symbol of sleepD
current moon phase. They do not arm themselves 4th—air walkD, extended dispel magic, freedom of
within the temple and try to avoid conflict whenever movement, heightened searing light (DC 19), sending
possible. The staff consists of six 1st-level clerics, five 3rd—clairaudience/clairvoyanceD, invisibility purge,
2nd-level clerics, three 4th-level clerics, two 5th-level locate object, meld into stone, prayer, remove curse
clerics, and one 6th-level clerics. 2nd—aid, augury, bear’s endurance, glitterdust, lesser
restoration, zone of truth
Cyruette 1st—bless, bless water, divine favor, entropic shield,
The daughter of a young priestess and moon sanctuary, remove fear, sleepD
warrior, Cyruette was born into the church and 0 (at will)—detect magic, guidance, read magic,
raised within the temple. Her non-secular education resistance
consists entirely of the books in the Silver Library D Domain spell; Domains Knowledge, Moon
making her probably the most devout and well- STATISTICS
versed priestess the temple has ever had. For the Str 8, Dex 14, Con 10, Int 12, Wis 21, Cha 14
last decade she has held the title of high priestess, Base Atk +9; CMB +8; CMD 20
a position she well deserves and manages capably. Feats Exotic Weapon Proficiency, Extend Spell, Great
Unfortunately, her religious duties have taken a Fortitude, Heighten Spell, Lightning Reflexes, Turn
painful toll on her personal life, something she
Undead, Weapon Finesse
frequently writes about in her journal.
Skills Craft (silversmith) +8, Diplomacy +12, Heal
+14, Knowledge (arcana) +7, Knowledge (history)
Cyruette never married or had children of her own.
+8, Knowledge (nature) +12, Knowledge (planes)
For awhile, she retained an intimate relationship with
Paerth, but as the years passed he grew distant from +10, Knowledge (religion) +12, Spellcraft +12
her and it became painfully obvious to her that his Languages Azindralean, Common,
romantic interests were drawn to many places. Now SQ aura, lore keeper (32), moonsight, remote
approaching middle age, she frequently dreams of viewing (12 rounds/day)
bearing her own children and is considering seeking Other Gear +2 chain shirt, +3 spiked chain, +2
an unattached affair. headband of inspired wisdom.
55
AC 13, touch 12, flat-footed 12 (+1 deflection, +1 Dex,
MOON DOMAIN +1 natural)
Temple of the Silver Lady
hp 40 (4d8+4d8+4)
Granted Powers: You gain the supernatural
Fort +9, Ref +6, Will +13; +4 vs. fey and plant–
strength and clarity of the moon.
targeted effects
Moonbeam (Sp): As a standard action,
you can unleash a beam of frigid moonlight OFFENSE
targeting any foe within 30 feet as a ranged Speed 30 ft.
touch attack. This beam deals 1d6 points of Melee mwk dagger +6 (1d4–1/19–20)
cold damage + 1 point for every two cleric Special Attacks channel positive energy (2d6, DC 13,
levels you possess. You can use this ability 4/day), moonbeam (30 ft. ranged touch, 5/day,
a number of times per day equal to 3 + your 2d6+2 cold damage), wild shape (Small–Medium
Wisdom modifier. animal; 4 hours/day)
Moon Sight (Ex): At 6th level, you gain low- Cleric Spells Prepared (CL 4th)
light vision. At 12th level, you gain darkvision, 2nd—augury, delay poison, glitterdust, sound burst (DC
allowing you to see in the dark up to 60 feet. 16)
At 20th level, your darkvision increases to a 1st—bless water (2), cause fear (DC 15), sanctuary,
range of 120 ft. sleepD(DC 15)
Domain Spells: 1st—sleep, 2nd—glitterdust, 0 —(at will)—guidance, mending, read magic, stabilize
3rd—blink, 4th—air walk, 5th—symbol of sleep, D Domain spell; Domains Healing, Moon
6th—nightmare, 7th—control weather, 8th— Druid Spells Prepared (CL 4th)
symbol of insanity, 9th—meteor swarm.
2nd—heat metal(DC 16), summon swarm, warp
wood(DC 16)
1st—calm animals(DC 15), faerie fire, goodberry, magic
Gramut the Decrepit
fang
For most of her life, Gramut the Decrepit, the old 0—(at will)—create water, detect magic, detect poison,
witch who lives in Prophet’s Court made her living
purify food and drink
as a fortune-teller. Both a longtime parishioner and
STATISTICS
retired priestess of the Temple, Cyruette appointed
her to the position of guardian of the Waxing Str 8, Dex 12, Con 10, Int 15, Wis 18, Cha 13
Crescent. Base Atk +6; CMB +5; CMD 17
Feats Brew Potion, Eschew Materials, Lightning
She sleeps little, mostly in late morning and early Reflexes, Quick Draw, Stealthy
afternoons when the sun hits her house hardest. The Skills Craft (alchemy) +7, Diplomacy +8, Escape
remaining hours she spends running the baptismal Artist +0, Handle Animal +7, Heal +14, Knowledge
pools, anointing new seekers into the church fold. (geography) +7, Knowledge (history) +8, Knowledge
She is equally inquisitive of outsiders prying for (nature) +11, Knowledge (planes) +7, Knowledge
information about the Temple, and immediately
relays her suspicions to Cyruette. Gramut the Decrepit
Imar Havemolt CR 9
Description: Though in his late 40’s, Paerth still
XP 6400
possesses the physique of a man half his age,
Male human fighter 10 which he keeps well maintained by regular sparing
LN Medium humanoid (human) matches. He has brownish gray hair, warm brown
Init +2; Perception +0 eyes, and round face only slightly wrinkled by the
DEFENSE passing years.
AC 23, touch 13, flat-footed 21 (+10 armor, +1
deflection, +2 Dex) Paerth Atham CR 7
hp 90 (10d10+35)
XP 3200
Fort +9, Ref +5, Will +3; +3 vs. fear
Male fighter 3/monk 3/moon warrior 2
OFFENSE
(Great City Players Guide 50)
Speed 30 ft. LN Medium humanoid (human)
Melee +1 halberd +17 (1d10+8/x3) Init +3; Perception +7
Ranged +1 composite longbow +13 (1d8+1/x3) DEFENSE
STATISTICS
AC 16, touch 15, flat-footed 12 (+1 armor, +1
Str 17, Dex 14, Con 14, Int 13, Wis 10, Cha 8 deflection, +3 Dex, +1 dodge)
Base Atk +10; CMB +13; CMD 26 hp 46 (3d10+3d8+2d8+8)
Feats Cleave, Combat Expertise, Greater Trip, Fort +8, Ref +8, Will +7; +1 vs. fear, evasion, +2 vs.
Improved Trip, Power Attack, Spring Attack, enchantment
Toughness, Weapon Focus (halberd), Weapon OFFENSE
Focus (halberd), Weapon Specialization (halberd),
Speed 40 ft.
Whirlwind Attack
Melee +1 spiked chain +10 (2d4+3)
Skills Climb +11, Craft (weaponsmith) +8, Handle
Ranged mwk dagger +10 (1d4/19–20)
Animal +8, Intimidate +8, Ride +10, Survival +10,
Special Attacks flurry of blows, evasion, stunning fist
Swim +9
(4/day, DC 16)
Languages Azindralean, Common
Moon Warrior Spells Known (CL 2nd)
SQ armor training +2, bravery +3, weapon training
2nd (1/day)—glitterdust
(pole arms +2, heavy blades +1), armor training
1st (2/day)—sleep (DC 13)
+2, bravery +3, weapon training (pole arms +2,
STATISTICS
heavy blades +1)
Other Gear +1 full plate, +1 ring of protection, +1 Str 14, Dex 16, Con 12, Int 10, Wis 14, Cha 10
composite longbow, +1 halberd, 300 gp. Base Atk +7; CMB +9; CMD 24
Feats Combat Expertise(B), Combat Reflexes, Dodge,
Paerth Atham Exotic Weapon Proficiency, Improved Disarm(B),
Improved Grapple, Improved Unarmed Strike,
Once one of the temples greatest martial
champions, Paerth now live alone in semi-retirement. Stunning Fist, Weapon Focus (spiked chain)
He no longer ranks among the moon warriors but Skills Acrobatics +9, Climb +7, Escape Artist +8,
instead, remains within the church serving as the Handle Animal +5, Heal +7, Intimidate +5,
watcher of the waning gibbous portal from his Knowledge (arcana) +2, Knowledge (nature) +5,
modest cottage in the Castle Ward. At one time, Knowledge (religion) +5, Perception +7, Sense
Paerth was intimately involved with Cyruette, though Motive +7, Spellcraft +5, Stealth +9, Swim +7
he ended the relationship over his own mixed feeling Languages Azindralean, Common
about his sexuality. Although the temple places no SQ armor training +1, bravery +1, fast movement,
taboos against sexual orientation, Paerth suffered maneuver training, still mind, armor training +1,
terrible guilt concerning his feelings and believing bravery +1, fast movement, maneuver training,
he’d somehow disgraced his position as captain of still mind
the guard, he formerly relinquished his position to a Combat Gear potion of cure moderate wounds
younger knight. Other Gear +1 ring of protection, +1 bracers of armor,
+1 spiked chain, mwk dagger (2), 55 gp.
Paerth is a private man and avoids outside SPECIAL ABILITIES
interruptions. Anyone attempting to interact
Moon Blessing (Su): Once per day for 2 minutes,
with him finds him both secretive and strangely
Paerth can bless his weapon temporarily granting
remorseful. Still, he becomes suspicious of anyone
it the properties of alchemical silver.
58
4/day), moonbeam (30 ft. ranged touch, 5/day,
PARISHIONERS 2d6+2 cold damage)
Cleric Spells Prepared (CL 4th)
Naboo is a tall, sandy-haired humanoid with earthy Change Size (Sp): Twice per day, Naboo can
skin and large, thick hands. He keeps his hair and magically change a creature’s size. This works
long mustache in braids decorated with beads and just like an enlarge person or reduce person spell
golden threads. Both his hair and skin glisten with (Naboo chooses when using the ability), except
oil. He is muscular, well built and smells like freshly that the ability can work on the efreeti. A DC 13
dug soil. As suiting to his personality, Naboo dresses Fortitude save negates the effect. The save DC is
dramatically in loose fitting silks and chintz. He Charisma-based. This is the equivalent of a 2nd-
is also overly fond of jewelry and drapes his body level spell.
with decadent layers of necklaces, bangles, rings, Elemental Endurance (Ex): Naboo can remain on
bracelets, giant hoop earrings, and a diamond stud the Planes of Air, Earth, Fire, or Water for up to 48
through his right nostril. hours at a time. Failure to return to the Material
Plane before that time expires causes a janni to
Naboo CR 10 take 1 point of damage per additional hour spent
XP 9600 on the elemental plane, until it dies or returns to
Male jann rogue 6 the Material Plane.
N Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +12 During the evenings, when he’s not around,
Naboo employs a semi-retired soldier named
DEFENSE
Doyle Dunbar to keep an eye on things. Doyle is a
AC 23, touch 16, flat-footed 17 (+6 armor, +4 Dex, +2 semi-retired, mid-ranking captain in the city guard
dodge, +1 natural) (uncanny dodge) who supplements his income by moonlighting as
hp 78 (6d10+6d8+15) Naboo’s night watchman. He has two sons, both
Fort +5, Ref +11, Will +8; evasion soldiers in their twenties, and an older daughter
Resist fire 10 (married to, as he puts it, “an idiot candle-maker”).
OFFENSE His wife has since passed away from a wasting
Speed 20 ft., fly 20 ft. (perfect) sickness several years ago. Her death has left him
Melee +1 falchion +15/+10 (2d4+4/15–20) with a persistent melancholia and acute insomnia.
Special Attacks change size, sneak attack +3d6,
Spell-Like Abilities (CL 8th) Description: Despite his fifty some ought years, Doyle
3/day—invisibility (self only), plane shift (willing is still a tough looking old soldier, square-jawed and
barrel-chested. His face is worn from years of war and
targets to elemental planes, Astral Plane, or
life, though his deep green eyes burn through it with
Material Plane only), speak with animals
deep sorrow and determination. Bald on top, he keeps
1/day—create food and water, ethereal jaunt (for 1 hour)
the rest of his thinning, gray wispy hair in ponytail.
STATISTICS
His magnificent suit of platemail is lacquered in deep
Str 16, Dex 18, Con 12, Int 14, Wis 15, Cha 13 shades of red and blue, well oiled and cared for.
Base Atk +10; CMB +13; CMD 29
Feats Combat Reflexes, Dodge, Improved Critical Doyle Dunbar CR 3
(falchion), Improved Initiative(B), Iron Will,
XP 800
Martial Weapon Proficiency, Mobility, Weapon
Male human fighter 4
Focus (falchion)
NG Medium humanoid (human)
Skills Acrobatics +13 ( (+9 jump)), Appraise +17, Bluff
Init +0; Perception +0
+11, Craft (trapmaking) +17, Craft (jewelrymaking)
+13, Diplomacy +13, Disable Device +10, Disguise DEFENSE
+8, Escape Artist +13, Fly +17, Linguistics +11, AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield)
Perception +12, Ride +7, Sense Motive +12, hp 26 (4d10+4)
61
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The Curiosity Shop
C
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24
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18 19
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NOBLES’ WALK (DRUDGER’S WALK)
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ST
RS
PE
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KE
IN
MARKET SQUARE
30 3 11
6
CATS’ ALLEY
26
10
SILK WAY 22
0 120 240
1 21 ARISTOCRAT STREET (SHORTHREAD LANE)
9
Fort +5, Ref +1, Will +1; +1 vs. fear
12
No sign hangs out front, only a giant question mark
OFFENSE dramatically scrawled into the door marks the location.
Kitsch little sayings about curiosity are painted around
16 Speed 30 ft.
Melee mwk longsword +8 (1d8+4/19–20) the doorframe, and the embroidered mat on the
27 stoop exclaims, “Enter To Delight Your Senses!” The
Ranged longbow +5(1d8/x3) BARREL STREET
D
building doesn’t have real windows, instead, two large
OO
(BL
STATISTICS
amateurish murals are painted on the façade. Both
K
AL
Str 14, Dex 11, Con 12, Int 9, Wis 10, Cha 8
W
depict massive glass curio cases filled with the types of
strange charms and baubles one might expect to10
L
AL
Base Atk +4; CMB +6; CMD 16 find
W
Feats Cleave,
13 13 Power Attack, Skill Focus (perception), inside.
Weapon Focus (longsword), Weapon
3 13 13 Specialization (longsword) Ground Floor
13
Skills Climb13+0, Handle Animal +2, Intimidate HORSESHOE ALLEY
+3, Knowledge (dungeoneering) +3, Profession
GF1. Ground Floor Showroom
3 13 13 (guard) +4, Perception +4, Ride –2, Survival +4,
13 Swim +013 The door opens into a small room cramped with all
Languages Common, Kortezian sorts of outlandish junk. You’re immediately assaulted
SQ armor training +1, bravery +1, armor training +1,
28 by the scents of incense, mildew, rust, and oils. Directly
29 across from the door, occupying the center of the room
bravery +1
is a long, slender, J-shaped glass display case. Padding
Combat Gear potion of cure light wounds
lightly across the glass countertop is a live miniature
ES WARD Other Gear masterwork half-plate, masterwork heavy
(Thesteel
Coin, Merchants'
shield, mwk longsword,Row,
mwkMoneytown)
longbow, quiver
tabby cat that looks small enough to fit into the palm
of your hand. Behind the display case, the walls are RESIDENTIAL
with 20 arrows, 20 gp. completely buried by towers of crooked shelves and
mixed cabinets brimming with small and peculiar
Read the following text when PCs approach the knick-knacks, ugly fetishes, and other oddities. To your
Curiosity Shop: left are two large casks and to your right is a strange suit
of green enameled plate armor, propped onto a display
Walking down Innkeeper Street you arrive to a small, stand and posed as if it means to embrace the next
two-story Tudor, wedged tightly between two private individual to approach it.
residences that can only be the fabled Curiosity Shop.
62
Shop Customers
WORD ON THE STREET During business hours, the store has 2d4
customers. Possible customers include the following:
Characters asking around of the street or
otherwise researching the Curiosity Shop can
63
confronted. He despises making scenes and drawing
Peytar attention to himself as the antithesis of his life’s
work.
The Curiosity Shop
Peytar CR 5
XP 1600
Male half elf rogue 6
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +9
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
(uncanny dodge)
hp 30 (6d8+3)
Fort +2, Ref +7, Will +2; evasion, +2 vs.
enchantments
OFFENSE
Speed 30 ft.
Melee mwk dagger +5 (1d4/19–20) and sap +5 (1d6
plus nonlethal)
Ranged mwk shortbow +7 (1d6/x3)
Special Attacks slow reactions, sneak attack 3d6
STATISTICS
Str 10, Dex 15, Con 11, Int 12, Wis 10, Cha 8
Base Atk +4; CMB +4; CMD 16
Feats Deft Hands, Persuasive, Skill Focus (Sleight of
Hand) (Sleight of Hand)(B), Weapon Finesse(B),
Weapon Focus (sap)
Peytar is a local pickpocket and high-up thieves Skills Acrobatics +10, Appraise +8, Bluff +6,
guildsman that frequents many of the fine Diplomacy +0, Disable Device +13, Disguise +6,
establishments of the Trades Ward disguised as the Escape Artist +9, Intimidate +6, Knowledge (local)
wealthy heir to an ancient but powerful merchant +8, Linguistics +6, Perception +9, Perform (Act)
house from a nearby city. He has gone through great +4, Sleight of Hand +16, Stealth +11, Use Magic
trouble to create and maintain his persona and Device +6
has made more than a few significantly flamboyant Languages Azindralean, Common, Elven, Kortezian
purchases from the Curiosity Shop in order to SQ elf blood, rogue talent (fast stealth, finesse rogue,
assuage any suspicions Naboo may have had about slow reactions), trapfinding, trap sense +2
his authenticity. Regardless of his skill, there is Combat Gear potion of spider climb, potion of cat’s
always the chance that Peytar might blow his identity. grace, 2 thunderstones, flask of acid
Should this happen, Naboo acknowledges his guild Other Gear +1 amulet of natural armor.
affiliation and simply runs him out of the shop.
Anyone foolish enough to get the law involved, is On Purchasing Magic Items
only asking for further trouble from both Peytar and
his fellow guildsmen. Naboo’s specialty is buying and selling oddball
items, wondrous items in particular. He keeps
many of such magic items locked up in the secret
While an excellent pickpocket, fighting isn’t
room, and maintains a great list of contacts from
Peytar’s cup of tea (so to speak) and if at all possible
which he can attempt to get others. Regardless, he
he avoids combat and attempts to flee when
doesn’t display such items openly but instead takes
64
queries about specific items and then asks characters 5. A small leather pouch with a pile of miniature
to return and purchase them when they become bones on top. When a command word is spoken,
available (within the hour if the item is in stock, the bones assemble themselves into a tiny
or up to week if he needs to get them elsewhere). skeleton. The skeleton dances eerily for one minute
Regardless, he does his best to make it seem to before tumbling apart, back into the pile of bones.
1 square = 5 ft
65
14. Lots of different teeth and tusks of various
sharks, whales, and other sea animals. Many are D10 WALL HANGINGS
scrimshawed with etchings of ships, sea monsters,
or half-naked merfolk in suggestive poses. 1 Three kewpie dolls made from
The Curiosity Shop
15. Lutes, harps, tin flutes and other instruments, mummified pixies.
most are intended for display pieces and are 2 A watercolor portrait of the crew of
therefore not in the greatest condition. a whaling ship posed around a dead
16. A wind up jack-in-the-box that instead pops out orca. A leg is protruding from the dead
a six-armed Marilith. When it pops open, Naboo whales mouth.
enthusiastically comments, “It really scares the 3 A wooden case filled with porcelain
demons from ya!” thimbles each painted with the name of
17. An old brass oil lamp that Janni jokingly calls his a different port city.
“old apartment”. 4 A framed collection of copper and iron
18. An ivory and silver music box. When is plays, a war medals.
tiny ballerina figurine pops out of the top and spins 5 A three-foot-long fossil of an ancient
around. bird.
19. A small glass case that holds the colorful 6 A macramé planter woven from course
shimmering chitins of several rare beetles. thread.
20. A puppet made from a wool sock. If anyone pays 7 A set of six brass sconces cast in the
attention to it, Naboo puts it on and says, “Look! disturbing likeness of laughing jester’s
It’s the head magistrate of the Great City”. Then he face.
flaps the puppets jaw and in a funny voice adds, 8 A long chain of coins from different
“Read my lips, no new taxes!” Anyone purchasing nations.
the puppet (1cp) and attempting to do the same 9 A beautifully crafted gold and ebony
stunt on the street draws the attention of the town display case for holding knives.
guard who fine the character 2 gp for insulting the 10 The tusk of a massive beast.
magistrate.
has a burrow speed of 10 ft., instead of a swim cornered Naboo’s cousin and after threatening the
speed. thoughtless efreeti, he finally blurted out the location
CONSTRUCTION
of the pilfered mirror. Naboo’s cousin sent him a
frantic warning explaining the current situation with
Requirements Craft Wondrous Item, animate
the mirror however it may not give the jann enough
objects, continual flame, soften earth and stone,
time to protect himself before the nalfeshnee shows
creator must have 8 ranks in the Knowledge up to reclaim it. Naboo desperately seeks the help of
(engineering); Cost 45,000 gp. able-bodied adventurers to prevent the otherworldly
sacking and burning of his establishment.
Special: Naboo uses this location to holds Alternately, Naboo might pay adventurers to return
his high stakes card games after hours. Anyone the mirror to its previous owner.
attempting to enter this room without Naboo’s
consent, immediately attracts his attention and his • A demon senses the Abyssal Mirror and uses it
wraith. Additionally, if the GM uses either adventure to enter the Curiosity Shop. Seizing the opportunity,
seed 1 or 2, the demons leave tracks leading to this it sets up camp in the secret room. During the
locations. evenings, when the shop is closed, it sneaks out-
terrorizing and murdering townsfolk. Clues lead
Adventure Seeds investigators to the Curiosity Shop. Some locals even
Getting characters to visit the shop should be suspect Naboo, however clever investigators realize
simple task, as its unique characteristics make it the murderer is far more dangerous than the jovial
somewhat of regional attraction. Characters hearing jann.
of the shop and its reputation may want to see it for
themselves. Likewise, a patron may hire characters • Doyle, the night watchman at the Curiosity Shop
to pick-up or deliver a shipment to the Curiosity was killed during a break-in. Strangely enough,
Shop, or send them there to procure an unusual item nothing appears to have been stolen, even though
or object. The following adventure seeds assume the perpetrator seemed to easily by-passed Naboo’s
characters have some previous familiarity with alarms and traps. Naboo suspects the murder was
Naboo and the Shop, and work best after they have deliberate and hires investigators to find Doyle’s
visited it a few times. killer (a doppelganger who has stolen the guard’s
identity in order to infiltrate the local garrison and
• Recently, Naboo acquired an Abyssal Mirror steal military secrets). Naboo lends the adventurers
from his cousin (a shiftless efreeti) in a card game. his apparatus of the ankheg to help them with their
What Naboo’s cousin neglected to tell him was that infiltration.
70
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15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on
material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica
Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill
Webb; Based on original content from TSR.
The Great City Backdrops © by Øone Roleplaying Games
This compilation contains the five original Great City Blueprints
Backdrops pieces, with shiny new Pathfinder stat-blocks, and a
streamlined, simplified format. The backdrops were revised by Tim
Hitchcock to match the rules presented in The Great City Player’s
Guide.