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Credits

Author: Jeff Swank with Greg A. Vaughan


Artists: Bruno Balixa, Tyler Clark, Daniel Cotter, Jacqueline Hines, Jethro Lentle, Chris McFann, Beatrice Pelagatti,
Sabrina Pugnale, Melissa Spandri
Cartography: Justin Andrew Mason, Michael Tumey
Editing and Development: Greg A. Vaughan, Jason Nelson
Design and Layout: Craig Williams
Legendary Games Team Members: Anthony Adam, Michael Allen, Alex Augunas, Kate Baker, Jesse Benner, Clinton J.
Boomer, Robert Brookes, Benjamin Bruck, Carl Cramer, Paris Crenshaw, Joel Flank, Andrew J. Gibson, Jeff Gomez,
Matthew Goodall, Jim Groves, Amanda Hamon Kunz, Steve Helt, Thurston Hillman, Tim Hitchcock, Victoria Jaczko,
Jenny Jarzabski, N. Jolly, Jonathan H. Keith, Michael Kortes, Jeff Lee, Nicolas Logue, Will McCardell, Julian Neale,
Jason Nelson, Jen Page, Richard Pett, Tom Phillips, Alistair Rigg, Alex Riggs, Wren Rosario, David N. Ross, Wendall Roy,
Amber Scott, Mark Seifter, Tork Shaw, Mike Shel, Loren Sieg, Neil Spicer, Todd Stewart, Jeff Swank, Russ Taylor, Greg A.
Vaughan, Mike Welham, Linda Zayas-Palmer, and Clark Peterson
Publisher: Jason Nelson
Executive Partner: Neil Spicer
Business Director: Rachel Ventura

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG
for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo
are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
compatibility for more information on the compatibility license.

Open Content: Subject to designation as Product Identity (see below), are not Open Content: Legendary Games, the Legendary Games Logo,
the only portion of this Legendary Games product designated as Open Adventure Path Plug-In, Aegis of Empires, The Ebon Soul, as well as all
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skills, etc., taken from the Pathfinder Reference Document) as defined of each character, location, item or monster unique to this product),
in the Open Game License version 1.0a Section 1(d). The front and back dialogue, plots, storylines, locations, characters, artworks, and trade dress,
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this product including all text not specifically designated as Open Game Inc. (Elements that have previously been designated as Open Game
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the material designated as Open Game Content may be reproduced in any
form without written permission.
Reference in non-Open Game Content (thus not covered by the Open
Game License) in this work to content owned by others is not a challenge
Product Identity: The following items are hereby identified as Product to their ownership and is used under Fair Use.
Identity, as defined in the Open Game License 1.0a, Section 1(e), and

Aegis of Empires: The Ebon Soul © 2020,


Legendary Games; Authors: Jeff Swank with Legendary Games
Greg A. Vaughan.
ISBN: 9798604631010 524 SW 321st St.
First printing May 2020. Federal Way, WA 98023
Printed in USA. makeyourgamelegendary.com

ii
Welcome to the
Aegis of Empires Adventure Path
Welcome to the Lost Lands, the campaign setting of the adventures and books by Frog God Games and Necromancer
Games before it! “But this is Legendary Games?” you say. Yes, yes it is, but as the principal developer of the Lost Lands
setting — having the privilege and pleasure of combing through every single product, word-by-word, from those two
companies’ considerable catalog of books to determine how it all fit together into a coherent whole — I had the opportunity
to continue my work with the setting. By mutual agreement upon the end of my tenure with Frog God Games in 2018, I
was able to provide them with the bible of Lost Lands material I had been collating since 2010 and was graciously allowed
to retain the rights to continue to make my own contributions to the setting I had poured so much into in Lost Lands-
compatible products. I also purchased the rights to the Aegis of Empires Adventure Path that had already been in the works
for some time (though under the name Ashes of Empires at that time, and changed due to similarities in titles from other
companies that were being released in a similar timeframe), so I could continue the development I had already started
on it and nurture it through to the end. That Legendary Games was willing to adopt such a project, was icing on the cake
and what has allowed me to put this product into your hands.

Special Electronic Features


We've hyperlinked this product internally from the Table of Contents and externally with links to the official Pathfinder
Reference Document as well as d20PFSRD. If it is in the core rulebook, we generally didn't link to it unless the rule is an
obscure one. The point is not to supersede the game books, but rather to help support you, the player, in accessing the
rules, especially those from newer books or that you may not have memorized.

About Legendary Games


Legendary Games is an all-star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc.
Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best expansion material for
your game. We are gamers and storytellers 1st, and we believe that passion shows in our products. So check us out, and
Make Your Game Legendary!

Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.

iii
What You Will Find Inside The
The Ebon Soul
The legendary Crimson Shroud is a wondrous relic with miraculous healing powers, able to undo the deadliest of curses, but
when the heroes go in quest of it they find they are not alone in its seeking. Dark agents work against them at every turn to
find the prized artifact first, their shadowy fingers reaching through the very fabric of the city of Tourse. Who is a conspirator
and who can be trusted are the questions the adventurers must answer as they race against time and a fate worse than death.
In the end, their greatest test may be in facing the darkness awakened within their very souls.

The Ebon Soul is a Pathfinder Roleplaying Game adventure for 5th-level characters in the Lost Lands Campaign Setting. This
rich and exciting world 20 years in the making has been home to dozens of adventures from Necromancer Games and Frog
God Games and produced with their cooperation to be compatible with The World of the Lost Lands campaign guide! It is the
first of six adventures in the Aegis of Empires Adventure Path, with each adventure exploring hitherto unexplored areas of the
Lost Lands with a combination of horror, intrigue, deadly danger, and the lure of ancient mysteries.

While designed for use with the Lost Lands, these adventures are loosely connected rather than following a strictly controlled
plotline, enabling you to easily place them into any campaign world. Your heroes can explore at their own pace to discover
the secrets of antiquity or be consumed in their seeking as they brave the dark paths of the Aegis of Empires.

Legendary Games was founded on the principle of delivering first-class product for your Pathfinder Roleplaying Game
experience, brought to you by the very authors who design and contribute to the adventures, hardbacks, and campaign
supplements you are already using. The Legendary Games tradition is to combine rich story and background, innovative
layout, beautiful aesthetics, and excellence in design that is second to none. This product is the latest in that tradition, and we
hope you enjoy using it as much as we enjoyed making it. Game on!

iv
Table of Contents
Introduction ........................................................................................................................................................................ 2

Chapter One: The Margravine Vanderhaven .................................................................................................................. 6

Chapter Two: Going to the Chapel .................................................................................................................................. 24

Chapter Three: The Rivals and the Ritual .................................................................................................................. 31

Appendix A: Vampire Sycophants .................................................................................................................................. 45

Appendix B: Vampires as Player Characters .................................................................................................................. 45

Appendix C: Hunger Rules ................................................................................................................................................ 46

Appendix D: New Magic Items ................................................................................................................................................ 47

Appendix E: The Duchy of Ysser ................................................................................................................................................ 50

The following superscript notations are used to denote LL0


= LL0: The Lost Lands Campaign Setting by Frog God Games
references to official Pathfinder Roleplaying Game rulebooks LL1
= LL1: Stoneheart Valley by Frog God Games
as well as books from Frog God Games and Necromancer LL3
= LL3: Sword of Air by Frog God Games
Games. In some cases, superscripts may include a hyphen
followed by a number to indicate the page number for the
LL5
= LL5: Borderland Provinces by Frog God Games
specific reference. LL8
= LL8: Bard’s Gate by Frog God Games
MoM
= Mountains of Madness by Frog God Games
ACG
= Pathfinder Roleplaying Game Advanced Class Guide OA
= Pathfinder Roleplaying Game Occult Adventures
APG
= Pathfinder Roleplaying Game Advanced Player's Guide PU
= Pathfinder Roleplaying Game Pathfinder Unchained
ARG
= Pathfinder Roleplaying Game Advanced Race Guide RA
= Rappan Athuk by Frog God Games
BM
= The Black Monastery by Frog God Games UCam
= Pathfinder Roleplaying Game Ultimate Campaign
DM1
= DM1: The Book of Taverns by Necromancer Games UC
= Pathfinder Roleplaying Game Ultimate Combat
FB
= Fields of Blood by Frog God Games UE
= Pathfinder Roleplaying Game Ultimate Equipment
FGG2
= FGG2: Strange Bedfellows by Frog God Games UI
= Pathfinder Roleplaying Game Ultimate Intrigue
GMG
= Pathfinder Roleplaying Game Gamemastery Guide UM
= Pathfinder Roleplaying Game Ultimate Magic
H1
= page 37 of H1: The Bonegarden by Necromancer Games

1
THE EBON SOUL wooded slopes of the Broken Mountain’s southern slopes
at the wine country that encompasses the vineyards of Le
Chateau Gluant as featured in the adventure “The Noble
Rot” in Quests of Doom by Frog God Games. And to the
“Life is more suffering than pleasure, more failure than success, north of the Duchy of Ysser stretches the vast grasslands
and even the momentary relief of achievement is wiped away by of the Waymarch, bisected by the legendary Tradeway upon
one’s life ending in pain. Yet, in darkness the soul can be free to fly which lies the elegant coaching inn called The Dagger &
where it will; this is the dream of the ebon soul.” Rose, also described in DM1: The Book of Taverns, and the
northeast border marks the beginning of the Stoneheart
—Yorguio Aledruchia of Tourse Valley made infamous in such works from its unnamed
beginning in D1: The Tomb of Abysthor by Necromancer
Games (and updated in LL1: Stoneheart Valley by Frog God
The Ebon Soul is a Pathfinder Roleplaying Game adventure Games) to its most recent incarnation in LL8: Bard’s Gate
designed for a party of four 5th-level player characters. by Frog God Games).
This adventure causes the PCs to become stricken with the
curse of vampirism and uses the vampire template, and the
hunger and corruption rules for the characters to take on Many other locations of Lost Lands lore can be found as
the role of the undead. As they attempt to satiate their own one proceeds outward on the map from the city of Tourse, but
hunger, the PCs become embroiled in a power struggle for none of these references are required to play this adventure.
the very life’s blood of the city. They are merely included to provide an idea of Tourse’s place
in a larger, living, breathing world and give long-time fans of
those titles the satisfaction of seeing old favorites revisited as
The Ebon Soul can be placed in any campaign setting part of the greater whole that is the Lost Lands.
but, though it is not an official Lost Lands adventure, it
is designed for and fully compatible with the Lost Lands
Campaign Setting of Frog God Games. In the Lost Lands VAMPIRE CHARACTERS
setting the adventure takes place in the city of Tourse in The Ebon Soul is an adventure with some unique aspects that
the Duchy of Ysser (EE-sur), one of the remaining realms in should be reviewed prior to running it. Player characters at
the much-shrunken Kingdom of Foere that dominates the some point succumb to a plot device and are transformed into
lands of central Akados in around the Star Sea. vampires. This may pose a problem for players not wishing
to see their characters fundamentally altered. As the Game
For long-time fans of Frog God Games and Necromancer Master you should encourage your players to push past this
Games, it is notable that the Duchy of Ysser is the site of and embrace the opportunity to play something different.
such iconic locations as the hamlet of Hogshead Bend This adventure also uses the hunger rules. These additional
as mentioned on page 57 of DM1: The Book of Taverns by rules can help players roleplay a vampire character meant to
Necromancer Games. Southwest of Tourse lies the Barony be tragic and dark, balancing the temptation for more power
of Vroulet just north of the Broken Mountains where the versus keeping one’s humanity.
Senelast Clan of dwarves operates diamond mines for
Baron Denar Craldan, while within Tourse itself lives the In addition, becoming vampires gives the players access
famed elven painter Corodolan Ielvian, both as described to abilities not initially intended for use in typical adventure
in FGG2: Strange Bedfellows by Frog God Games. At encounters, which may affect the style of play. For example,
the duchy’s far western border as the ancient highlands a vampire’s gaseous form ability might allow the players
known as the Old Tors begin their slow climb stands a to avoid some encounters or exploit certain situations.
fortress called Torwatch Keep to keep a guarded eye over Playing a vampire character can also become problematic
the mysterious Hill of Mornay not far south. For it was at for players sensitive to graphic depictions.
Mornay where the Overking’s Army besieged the foul Black
Monastery only to watch it disappear in a conflagration
of green flame some two centuries gone, as related in The While it a good idea to obtain your players’ approval
Black Monastery by Frog God Games. before running an adventure with such a stark change
to the nature of their characters, you must also weigh
it against the spoilers and potential meta-gaming that
Farther afield beyond the duchy’s borders where the could ensue by giving your players this information
neighboring County of Coutaine’s (ku-TANE) westernmost ahead of time. If you feel like your players will misuse
fringe the rolling plains of central Akados meet the this information, then try to make the questions more

2
vague (change the word “vampire” to “monster”), or she caused, and the power of controlling those weaker than
perhaps pose the question at the very beginning of the herself. These newfound talents were all that she dreamed
campaign while all characters are still first level. It will they’d be. This eventually waned, though, and she began
provide some foreshadowing as well as an escalation in to loathe her sire after realizing the control he was able to
tension as the players realize something bad is going to exercise over her. A building rage began to seethe within
happen but will have no idea exactly when. her until eventually she lured Yorguio into a trap and
destroyed him and then smiled as she burned his coffin
to cinders.
ADVENTURE BACKGROUND
Cassandra Mulvaya was born in the city of Tourse to Since that time, Cassandra has managed to moderate
a distinguished noble family that included soldiers, her blood lust. She finds the company of sycophants
priests, knights, and magistrates. Though she counted entertaining and throws outlandish gatherings at the
many luminaries among her relatives, her family tree also slightest excuse. At one such soiree she felt the presence
featured some very deranged and disturbed kin. One of of others like her. She approached them and found that
her uncles instructed her in dark psychic powers, while they were none-too-pleased about the murder of her
her aunt secretly introduced her to sadomasochism. former sire, a vampire who had been a member of their
Upon reaching adulthood, Cassandra caught the eye of organization. They threatened that they would soon make
the city’s own Margrave Alhpert Vanderhaven, and the her life extremely difficult if she did not comply with their
couple settled into Vanderhaven Manor. The margrave ever-increasing demands. The margravine again felt the
soon discovered the profound emotional and mental cold grip of being subjected to the will of others, as she
disturbances and consequent proclivities that his new had experienced since her own childhood, and soon chafed
wife had developed as a result of the years of abuse she under the subtle yoke of servitude they had placed upon
had been subjected to, but at a total loss as to how to deal her, so she began plotting the means to free herself of the
with this hidden dark side the margrave chose to try and lordship of others…again.
indulge her in hopes of it proving to be a passing phase
that merely needed to be indulged until it was outgrown.
To this end, in his misguided efforts to please and ADVENTURE SUMMARY
appease his wife, Margrave Vanderhaven even went so far
The adventure begins with the PCs attending the party
as to construct a torture chamber to her specifications.
of the city’ ruler where they impress her and for their
efforts are hired to find an ancient artifact to cure her of
For these activities, Cassandra first snatched her own a mysterious hereditary condition that she claims afflicts
housekeepers, servants, and relatives. However, she soon her. However, when they stay the night in the manor,
found herself without workers, and realized she must rein after a night of nightmares they awake to find they have
in her acts of terror or risk being discovered. Through her all been turned into vampires and realize the margravine
husband’s arrangements, she contacted Yorguio, a member is the unholy creature who has afflicted them with their
of the Underguild, a shadowy organization operating undead condition.
in the city’s criminal underworld. He agreed to supply
her with “playthings” for exorbitant fees. She readily
As they come to grip with their new undead existence,
agreed, thinking her new amusements could placate her
the party becomes aware that the margravine herself—their
desires, but over the next few months Cassandra actually
controlling vampire master—is nowhere to be found, having
became enamored with Yorguio instead. When she finally
apparently abandoned her manor in some haste. They soon
gathered the nerve to proclaim her love for this mysterious
discover the reason as vampire hunters intent on destroying
individual, he revealed that he was no mortal man but a
the undead they have tracked to the manor assault the house
vampire. Cassandra somehow knew in her soul that she
intent on destroying all of its undead occupants—including
had finally found her true place in the world. She begged
the PCs. Fighting off these holy foes and simultaneously
him for the kiss of undeath and, after submitting to his
searching the manor, the party comes to realize that there
embrace, she stormed into her husband’s bedchamber and
may be a cure for their vampiric condition and that it appears
partook of her first meal as the living dead.
to be the very artifact the margravine had intended for them
to find and bring to her, the Crimson Shroud.
Cassandra cleverly orchestrated the “disappearance” of
her husband and began the first years of exploring her new
Fighting of their own instincts to feed on the blood of
abilities. She reveled in her extraordinary abilities, the fear
the living and racing against the coming dawn, the party

3
follows the clues left by the margravine to the city’s oldest
temple where the shroud is known to be housed. However,
they arrive only to learn that Underguild in enacting their
The invitation was quite elaborate, silver ink scribed on fine own vengeance upon the margravine have already taken
vellum wrapped in velvet ribbon and sealed in wax bearing the relic in order to lure her into a trap of their own
the dove emblem of the Margrave of Tourse himself…or in devising. With no choice but to either pursue the stolen
this case herself. The old Margrave Vanderhaven having died relic or surrender to an eternity of tortured undeath, the
some handful of years ago, childless, left rule of the city to his party pursues the Underguild agents to their hideout in a
young wife, the margravine who now bears the Seal of House seedy gambling den.
Vanderhaven and has used it to invite you to attend her party,
though summon might be a better word.
Battling their way through the Underguild’s trap, the PCs
must make their way to the heart of the Underguild’s demesne
The party is this very evening at Vanderhaven Manor and and confront its remaining forces. During this foray, the party
is to be attended by the usual local luminaries and social elite discovers that the margravine has been following them as she
with the odd inclusion of yourselves. But it was no ordinary makes her move to abscond with the artifact while the PCs are
invitation because the margravine hinted that she had a busy fighting for their lives against the Underguild. The PCs
special job offer for “heroes of your fine repute and unique skill must then race back to her manor as dawn arrives in order
set” that she wished to discuss with you. The invitation said it to stop her from performing dark ritual with the Crimson
was a matter of some delicacy, so she is throwing the party as Shroud that will grant her mastery over vampirism with none
an excuse to invite a few folk to her manor whose arrival might of its weaknesses at the cost of their very souls.
otherwise raise eyebrows among her political rivals. The offer is
described as “lucrative” and “well worth your while”, and you
were asked to bring your “professional equipment” with you as STARTING THE ADVENTURE
well. It will be stored during the party, but she wishes for you to The adventure begins with the PCs in the city of Tourse,
leave first thing in the morning from her house if you agree to capital of the Duchy Ysser, where they receive an invitation
undertake her proposed engagement. to Vanderhaven Manor for an important banquet hosted
by Margravine Cassandra Vanderhaven herself. The PCs
Now you await her carriage at a fine inn, wearing your can be from Tourse or may be there for whatever reasons
best apparel and what armaments and equipment you feel best suits your campaign. Whatever the reason, it is merely
are suitable for such an occasion. Several heavy trunks with important that they are present and have not yet had
strong padlocks are stacked nearby holding the rest of your opportunity to meet the ruling margravine, though they
adventuring gear, the keys kept safely upon your persons. When have been in town long enough for her to have learned of
the carriage arrives to transport you, the footmen are to load their presence. Details on the Duchy of Ysser and the city
the trunks atop it so that it will be on hand at the manor should of Tourse are included below.
you choose to accept the margravine’s offer, and the carriage will
await you there in case you should choose to depart instead. If the players are reluctant to bring all their gear with
The margravine’s invitation went so far as to vouchsafe your them but not be personally carrying it, remind them
equipment in case it should be harmed or stolen while you that it would be inappropriate to attend the margravine’s
attend her ball, and with the seal it is clearly legally binding, party outfitted for battle, yet she wants them to leave
but you assume it is more for your own peace of mind than any first thing in the morning if they accept her job offer so
real need or risk. The cost of replacing or restoring your paltry they can have their gear with them rather than traveling
gear to someone with the resources of the Magravine of Tourse across the city to pick it up in the morning. A simple DC
would scarcely be noticeable in her monthly spending, so you 15 Linguistics check can confirm that the margravine’s
have no fear of intent to divest you of your meager possessions. guarantee in the invitation to protect their equipment
while it is unattended is legitimate and binding, as will
The clatter of hooves on cobbles signals the approach of the a DC 10 Knowledge (local). Likewise, a DC 10 Knowledge
finely liveried carriage. You make one final check to straighten (local) or (nobility) can confirm that the margravine would
cravats and brush lint from coats as you prepare to meet the have no trouble replacing every single item they possess if
ruler of the city and find out what she has in mind for you. something should happen to it, so any fears or misgivings
are unfounded. If they simply cannot part from their
equipment for the duration of a civilized social occasion,
then they may not be fit for this sort of job opportunity.

4
Besides, their gear is perfectly safe and will be returned to 10 Aside from her local interests, Margravine
them when needed. The far greater concern, they will find, Vanderhaven is known to be a generous sponsor
is the danger to themselves. of expeditions to search for lost artifacts.
15 Vanderhaven Manor is haunted, and some
After receiving the invitation, the PCs have had the servants spread tales of ghosts, spirits, and
opportunity to learn something about the Margravine of demons stalking the hallways at night.
Tourse. Allow each PC a Knowledge (local) check, Knowledge 20 The margravine wishes to find a powerful
(nobility) check or Diplomacy check to gather information ancient relic that cures any disease or condition.
(their choice of one). This represents their personal knowledge She fears the fate that befell her husband and her
or attempts to find out what they can before the upcoming husband’s children from a prior marriage and
party. Characters who are natives of Tourse gain a +2 bonus on seeks to stave it off from herself with this artifact.
this check. Consult the table below to determine what each PC
knows or has learned. They obtain the information for the DC 25 Margravine Cassandra was the prime suspect in
they rolled as well as any DCs below their check. the death of her husband because of her rumored
involvement in an illicit affair. As is the custom of
such things in Tourse, the whole matter was soon
DC Result hushed up and forgotten.
0 The aged Margrave of Tourse died some 7 30 In certain circles Cassandra Vanderhaven is
years ago. His own children having died some known as the Blood Margravine. It is believed that
years earlier, he left his young wife, Margravine she is nowhere near as young as she appears and
Cassandra Vanderhaven, as ruler of the city. that she has bathed in the blood of her servants
5 The Margraves of Tourse hold little real power. for many years in an attempt to stay young.
In truth the Dukes of Ysser exercise the most
authority over the city and always have, leaving When the PCs board the carriage for the manor, refer to
only the minor day-to-day issues to the margraves. Event 1 in Chapter 1 for the margravine’s party.

5
CHAPTER ONE: Leaded Glass Window: 1 in. thick; Hardness 1; hp 1; Break
DC 10; Disable Device 15.

THE MARGRAVINE A1. FOYER


VANDERHAVEN Massive double doors of polished dark oak bound in
brass open into a wide foyer. A high-domed ceiling with
a crystalline chandelier dangles in this entryway. To each
The first part of the adventure takes place at Vanderhaven side of large, elaborate archways is a grand double staircase
Manor as the party attends the margravine’s gala and in the with a series of doves intricately carved along each railing
hours that follow. As such this initial portion consists of a that sweeps upward to a carpeted balcony.
series of events that occur during and after the festivities.
These are detailed under Events at the Manor below. In
A2. GREAT ROOM
addition, a description of Vanderhaven Manor’s rooms is
This is a massive room with multiple columns of wood
provided as well. Refer to the map of Vanderhaven Manor
carved into slender spirals that ascend to the coffered
and the room descriptions below as the PCs arrive at the
ceiling above. Many doors open off to the sides as well as
manor and participate in the party.
a pair of large double doors that opens out onto a terrace
overlooking the grounds behind the manor. A grand
A. VANDERHAVEN MANOR balcony runs along the south side of the room 15 feet above.
Vanderhaven Manor was built on Paldiur Hill three
generations ago, replacing a smaller, more defensively
constructed keep at the edge of the upper city. Nevertheless, A3. GALLERY
the manor is still a well-secured home, with a formidable This room is filled with rare artwork collected by the
quantity of antiques, art, and treasures on display or Vanderhaven Margraves for generations. There are several
squirreled away here and there. The image of a dove is thousand gold pieces worth of art in here, though it is
found throughout the manor. A DC 17 Knowledge (nobility) bulky in the form of large painting, statuary, etc. If the PCs
check recognizes that the dove has been the crest of House elected to steal it they would not only find themselves at
Vanderhaven since the earliest days of the duchy. odds with the margravine but with the city itself, as much
of it is technically city property.
Vanderhaven Manor has exterior walls of mortared stone
and interior walls of plaster and lathe over heavy oak. A4. MUSIC BOX CHAMBER
Doors are of sturdy wood and most can be locked, though This high-domed room has a large music box set in the
only a few generally are. Keys are held by the margravine, center of its floor. This ingenious mechanism has a cylinder
Forsythee, and any house occupants that would require crank that can be wound up and released to play a movement
access to a room. Only the margravine holds keys for rooms from a well-known Foerdewaith opera in tinkling tones
A6, A19, and A25. Ceilings in rooms are 15 feet high, and and ringing bells. Around the edges of the chamber are
rooms are lit by a combination of glass-paned windows, simple wooden automata in the form of shepherds, flocks,
oil lamps, and chandeliers unless otherwise noted. All huntsmen, and satyrs who dance in time with the music.
windows are closed and locked with inside latches unless The entire clockwork contraption is built into the floor
a room description says otherwise. Rooms have parquet and walls of the chamber and is worth many thousands of
wood floors, those these are often covered by carpets. gold pieces, but it is intrinsically a part of the room. It is
also extremely delicate and prone to breaking down. Arrayed
Exterior Masonry Wall: 1 ft. thick; Hardness 8; hp 90; around the edges of the room with a good view of the display
Break DC 35; Climb DC 20. are a number of elegant chairs with white-cushioned seats.

Interior Wooden Wall: 6 in. thick; Hardness 5; hp 60; The mechanism of the clockworks buried under the floor
Break DC 20; Climb DC 22. hide another secret that is unlikely to be found unless the entire
contraption is disassembled and closely examined. Small
Strong Wooden Door: 2 in. thick; Hardness 5; hp 20; vents exist at the bottom of the hollows where the clockwork
Break DC 25 (if locked); Disable Device DC 25. mechanisms lie. These lead down through the earth 10 feet
and open into the ceiling of area A26. The vents can only be
discovered if the clockwork mechanism is removed and the

6
7
subfloor cavities closely examined with a DC 20 Perception A7. LIVING ROOM
check. Other than that, likely the only way to locate them is to Sculptures and paintings decorate this area, their subjects
witness someone in gaseous form using them to gain access ranging from the grisly to the erotic. Cushioned chairs and
to the crypt below (see Event 10 in Chapter 3). short tables holding small crates of smoking pipes line
each wall.
A5. LIBRARY
Four large windows let the outside light fill this chamber. A8. GUEST ROOM
A long table surrounded by leather-cushioned chairs sits Each of these rooms is identical. A large four-poster bed sits
in front of a great fireplace on the room’s west wall, and atop a plush area rug. Next to a broad armoire, a bookcase
massive shelves with thousands of books line the room’s holds a few leather-bound books and small curios. A
remaining wall-space. A pair of openings to the east are dresser and tall mirror occupy the opposite corner, and
accessed by small marble stairs whose oak finials are in the several paintings of serene landscapes hang from the walls.
grinning likeness of the mischievous god Pan. Each room sleeps two comfortably and can manage three
or four with some crowding.
A6. CONSERVATORY
Though the doors to this chamber bear a veneer of fine
A9. TERRACE
wood, they are actually made of iron and secured by
This balcony provides a phenomenal view of the city below.
superior double locks (requiring two successful Disable
The balcony’s ornate balustrade is carven with doves in
Device checks). They are also airtight, preventing even a
flight, and its tiled floor is highly polished and well cared for.
creature in gaseous form from bypassing them.

Locked Iron Doors: 2 in. thick; Hardness 10; hp 60; Break A10. STUDY
DC 28; Disable Device DC 40. This chamber is lined with tall bookshelves. At a glance,
the subjects of the books lining its shelves seem to be
Beautiful and intricate stained-glass windows create the ceiling of mainly art, history, and popular works of horror fiction.
this two-story room. The glass depicts a dove flying triumphantly A mahogany writing desk sits along the wall, its surface
through a rain of blood, as a symbol of victory in battle. The tiny covered in maps of the duchy and surrounding regions
panes of colored glass cast myriad beams of tinted light about the with notes scrawled on them, though none of these are
room. At regular intervals along the second-floor balcony, alcoves of any particular interest. One older volume entitled A
line the walls bearing displays of treasures and objets d’art. In Treatise on Talismans and Charms of the Second CenturyFGG2 - 70
the center of the chamber’s floor is a raised circular dais with a (worth 105 gp) lies among these. A secret drawer in the desk
pedestal bearing a delicately crafted, life-sized silver dove. (Perception DC 25) contains a map of the City of Tourse with
the local cathedral of Archeillus, the Bastion of Righteous
Treasure: The silver dove on the pedestal is a figurine of Decree, circled in reddish ink (human blood!) and a note
wondrous power that functions as a silver raven, though its scrawled in black ink (regular ink) at the bottom that reads:
form is that of a dove. It is a household relic and is recognizable “The tales of the shroud are real! The Groxites hold it within the
anywhere in the city as belonging to the Vanderhavens. temple vault. It holds the key to overcoming the curse of vampirism.”
Within each of the second-floor alcove are the treasures of
the Vanderhaven family. The margravine has sold off many
of the original treasures since the death of her husband, but At the back of the study is a closet containing writing
has been quite successful in business and investment as well supplies as well as the apparatus for amateur bookbinding
(both legal and shady) so that one of the alcoves holds only (not used in some time). Hidden beneath this bookbinding
a locked iron chest containg 5,800 gp, 2,340 sp, and 100 pp. apparatus is a secret door in the floor that can be found
The other treasures on display include a +1 keen bastard sword with a DC 30 Perception check. It accesses area A17.
with the image of a dove set in enamel in its hilt, a suit of +2
full plate, a wand of cone of cold (CL 7: 24 charges) in an intricate
wand case made of leather with platinum filigree (worth 320 A11. KITCHEN
gp), and a finely crafted masterwork lute (worth 850 gp). This large kitchen is immaculately clean and fastidiously
ordered. Pots arranged in perfect rows by size hang from
a rack suspended from the ceiling over a large preparation
Locked Iron Chest: Hardness 10; hp 30; Break DC 26;
table. A large oven stands in the room’s northeast corner.
Disable Device 30.

8
A12. LARDER A17. TORTURE CHAMBER
Enormous boxes of foodstuffs, wine casks, barrels of salted Accessed through the floor of the study closet (A10), a
meats, jars of spices, and other supplies are stored here. subterranean stair descends 20 feet into a hidden, brick-lined
Stacked in one corner are 10 small wine crates, each holding cellar. The walls are lined with rows of sadistic implements
4 bottles of a Coutaine merlot. Each of these wine bottles and tools. Every sort of torture device imaginable is present
are laced with Cassandra’s vampiric blood (Forsythe used in this room. The floor and walls are stained black from
a needle to inject her blood through each cork, noticeable years of work performed in the room. Aside from the torture
to anyone examining the bottles with a DC 40 Perception implements, there is a wardrobe here that holds a few of the
check). This quantity in each is sufficient to be noticed margravine’s most prized dresses. These are white dresses she
with a detect poison. Drinking any of this wine causes wore when she worked her torturer’s arts. The margravine
the imbiber to suffer a –4 penalty to Will saves against the sees the spattered stains as works of art in their own right.
margravine’s dominate ability.

A18. LUXURY GUEST ROOM


A13. DINING ROOM Each of these rooms is identical in furnishings though of
A long, polished mahogany table dominates the center of different size and shape. They are all lavishly furnished with a
the room. Ten high-backed chairs surround the table, each large, goose down canopy bed, stylish recamier couches, plush
one bearing a carving of a dove resting its head within its chairs, a round marble-topped table with four high-backed
feathers. The table and chairs sit upon a thick rug with a chairs and a full silver tea set, two spacious cedar wardrobes
spiral pattern in shades of white, silver, and bronze. and various art objects hanging from the walls and upon
small tables and pedestals. All sit upon thick carpets of the
finest qualities. The contents of these rooms are worth 1d6 x
A14. CLOAKROOM 500 gp apiece, though they are bulky and difficult to steal. The
This inconspicuous tunnel-like chamber lies beyond margravine opens these rooms to only the most distinguished
arches that extend between the dining room (A13) and the guests. Each is designed for two to three guests but can easily
great room (A2). The walls on either side bear hooks for accommodate a half dozen in comfort.
hats, cloaks, and coats, and there are two cane stands for
canes and walking sticks. In one corner a small wooden
shelf provides space for muddy boots and shoes. A19. NEW SERVANTS’ CRYPT
The doors to this room are identical to those in area A6, though
they are not airtight (i.e. creatures in gaseous form can pass
A15. POWDER ROOM through the narrow crack beneath them). Beyond are a large
This is a privy complete with wooden seat and porcelain windowless, unlit chamber and two smaller storage rooms that
basin as well as a mirror above a washstand and cupboard once served as a gaming room in the original days of the manor.
holding fine soaps, expensive powders, cosmetics, and Now the billiard and card tables have been haphazardly stacked
flowery perfume. Bundles of sweet-smelling dried herbs in the storage rooms and left to collect dust. The chamber’s
hang from the back of the door. high ceiling is decorated with a massive painting of the night
sky with a large moon at its center. A long-cold fireplace stands
across from the door, and the chamber is otherwise bare
A16. GRAND BALLROOM
except for eight ornate black coffins, lined in crimson velvet,
This long, vaulted room is exquisitely furnished with beautiful oaken arrayed before the fireplace. A small amount of grave dirt has
side tables, fine tapestries, and rows of tall, slender candelabras that been placed in the lining of each coffin, but is not noticeable
bathe the room in a rich warm glow. Numerous windows, each unless the velvet interior is torn open to reveal its presence.
rising nearly twenty feet high, line the walls. The upper halves— Even without discovering the dirt, a DC 18 Perception check (or
stained glass with scenes of doves and birds of prey—contrast with automatic for anyone with the scent ability), this dirt gives the
the polished wooden louvers of the lower halves, which are currently coffins a faint charnel odor.
open to allow cool air into the room. A recessed alcove at the north
end bears a small dais where musicians can perform. A narrow stair
climbs to a balcony high on the west wall. These coffins have not yet been used and are intended
for the magravine’s newest vampire servitors, e.g. the PCs
(see Events 6 and 7 for more information).
This hall is quite crowded when the PCs first arrive at the
manor (see Event 2 below).

9
A20. SERVANTS’ QUARTERS A25. MASTER SUITE (CR 7)
Each of these rooms is sparsely furnished with a bed, The walls of this comfortable bedroom glitter with mosaic inlays.
small dresser, and nightstand as befits the room of a On either side of the door are elaborate bas-reliefs rendered in
household servant. There is a 20% chance (80% at night) marble, depicting doves and sunrises. A bed frame of white
of encountering a house servant (N male or female human marble veined with red and adorned with a plushly appointed bed
commoner 2) if this room is explored before The Afterlife occupies the center of the room.
below. If an encounter is rolled the servant will immediately
ask if he or she can help the PC and will make every
attempt to accommodate a PC’s wishes. All house servants Locked doors lead from this room into the upper hallway
have been dominated by the margravine and will reveal no and onto the balcony overlooking A16. Another door leads
secrets of the lady, preferring death over disloyalty. to a massive closet filled with elegant clothing of aristocratic
quality. These are the equivalent of 12 courtier’s outfits. In
addition a jewelry box holds 3,500 gp in assorted jewelry.
A21. BUTLER’S QUARTERS
The door to this chamber is locked with Forsythe and the
margravine holding the only keys. Within the room is sparsely This room is immaculately kept, with the exception of a
furnished yet still feels dingy and small. A simple bed and large blood stain on the mattress underneath the bed sheets
mattress are along one wall, and a wardrobe contains the clean which can be discovered with a successful DC 30 Perception
and immaculately pressed uniforms of the butler. Everything check or anyone stating that they strip the bed sheets off.
is grimy and stained, including the walls and floors. The whole The stain serves as the only remnant of Cassandra’s violent
chamber has an odor reminiscent of decomposition and stale attack on her husband the former Margrave of Tourse. Since
sweat, and anyone making a DC 23 Perception check locates that time, her husband’s spirit has lingered here. She rarely
a secret compartment in the wardrobe holding the partially lingers in this chamber except to keep up appearances with
eaten corpses of two rats where Forsythe has attempted to guests, as it serves as a reminder of her once weak, mortal self.
replicate the sensation of when the margravine allows him to Anyone coming close to the bed triggers the Margrave’s ghost
drink of her blood. Forsythe is rarely found in this chamber to appear in his hateful rage. He does not manifest when the
in the time before Event 7 and has abandoned the house with margravine is present, as he still fears her even in death.
his mistress by the time of The Afterlife.

GHOST OF MARGRAVE ALHPERT CR 7


A22. EMPTY BEDROOM
These dusty rooms hold nothing more than sheet-draped XP 3,200
furnishings of high quality but outdated styles. They once hp 73 (Pathfinder Roleplaying Game Bestiary “Ghost”)
served as bedrooms for family members for margraves past,
though all have been disused since the deaths of Margrave A26. SECRET CRYPT (CR 7)
Alhpert’s children in a small outbreak of the Red Plague in It is unlikely that this chamber will be discovered prior to
Tourse several decades ago. Event 10 in Chapter 3.
This underground chamber has walls of fine masonry bearing
A23. LAUNDRY beautifully carved and painted bas reliefs of ranks of angels locked
A fireplace on the east wall heats water for two large copper in battle with hordes of devils. At the center of this carven throng is a
wash tubs. Tables surround this holding scouring stones, pure white dove with blood upon its beak. In the center of the chamber
wash boards, buckets of lye soap, buckets of urine for on a raised stone dais is a large, elaborate iron coffin. Behind the
bleaching, folding tables, and drying racks. coffin lie scattered coins of gold and silver, jewelry, and books.

A24. SEWING ROOM AND LINEN STORAGE This room can only be accessed through tiny vents in the
The house linens are stored in this chamber after ceiling that lead to the music room above (area A4). The iron
laundering as well as any out-of-season clothing, neatly coffin is the daily resting place of the margravine and is locked
folded in large cedar chests. A table in the corner has an oil from within, but two tiny openings can be discovered at the
lamp and implements for sewing and seaming. foot of the coffin with a DC 30 Perception that allow her to
enter in gaseous form when needed. In addition, the coffin’s
lid is hollow and bears a trap. If anyone tries to force the lid
of the coffin open, they merely pull away this initial false top

10
to reveal a black pudding trapped within that immediately
attacks. Only after the false lid has been removed can a second
attempt be made to force open the true lid underneath.
A
Locked Iron Coffin: 2 in. thick; Hardness 10; hp
60; Break DC 28 (see above); Disable Device 35.

BLACK PUDDING CR 7
XP 3,200
hp 105

Treasure: Within this crypt chamber lie some


of the margravine’s most prized possessions.
Piled on the floor are 5,020 gp, 8,500 sp, and
10,800 cp. Scattered among the coins are various
gemstones worth a total of 6,000 gp, and a few
pieces of her late husband’s gear including a +2
greatsword and the margrave’s +2 mithral breastplate. Within DC 17 Knowledge (nobility) check recognizes that the dove
the coffin are a few books on torture, the history of the has been the crest of House Vanderhaven since the earliest
Vanderhaven family, and the layout of the Tourse sewer days of the duchy.
system. In addition, there is a deed to the manor and a
marriage license (signed by the Margravine, but unsigned
by a groom). This license was Cassandra’s marriage The carriage approaches Vanderhaven Manor and drops
proposal to her progenitor, before she became angered off the PCs at the front door. A group of 2 footmen (N
and destroyed him. male human expert 2) and 4 house servants (N male or
female human commoner 2) gather near the carriage by
the manor’s front entrance. As a valet opens the door to the
EVENTS AT THE MANOR carriage, Forsythe, the house steward, welcomes the PCs.
The following events occur at specific times or when triggered “Welcome honored guests, I am the steward of House Vanderhaven.
by specific activities of the PCs in Vanderhaven Manor. My mistress, the Margravine Cassandra Vanderhaven, bids you
greetings. You may ask for me by my name, Forsythe, and I will
be at your service.”
EVENT 1: ARRIVAL (CR 7)
The plush seats absorb the minor bumps of the road as the
luxurious carriage speeds along. The city’s sprawl thins out With that, Forsythe dips into a low bow and begins walking
ahead as the road climbs towards the posh homes of Paldiur them to the door, as another servant opens the main doors
Hill, revealing a wide avenue. The street passes through a gate to the mansion. The footmen remain with the carriage and
of coiled wrought iron into which depictions of doves have been the PCs’ trunks of equipment, pending their acceptance or
elaborately cast. The roadway turns and runs along a gravel rejection of the margravine’s offer. Forsythe appears to be,
turnabout in front of a large mansion. The manor is one of the and is, by all abilities to detect, a human. Unknown to all but
more impressive buildings within Tourse. The large two-story the margravine, Forsythe is her sycophant (see Appendix A).
structure has an exterior wall consisting of courses of irregular He appears as a human male of average height in his mid-
ragstone, while its corners and window arches are made from thirties, with dull brown eyes, a thick nose, stubby hands and
finely shaped granite. Compared to the lower windows, the narrow shoulders. He is richly dressed and wears a powdered
windows at higher levels are larger and more elaborate, bearing wig. Forsythe shows the PCs through the foyer (A1) and past
distinctive chevron carvings around their arches. Central to the the great room (A2), into the grand ballroom (A16) where other
manor is the massive stained-glass window depicting a large guests already mingle. He leaves them there and returns to his
dove in flight looking down from above the main doors. duties. Though the PCs can briefly glimpse the rooms as they
pass through, they will not have time for a closer inspection
until later. Proceed with Event 2 when the PCs arrive in the
ballroom. See Appendix A for details of vampire sycophants.

11
FORSYTHE CR 7 EVENT 2: THE PARTY
XP 3,200 The festivities seem concentrated here at the moment, the room
Male human sycophant bloodragerACG 7 crowded shoulder-to-shoulder with party guests sipping wine from
CE Medium humanoid (human) tall glasses and laughing. The chamber is filled with men and
Init +6; Senses darkvision 60 ft., scent; Perception +11 women dressed in expensive outfits. Some are dressed in regal armor
and the accoutrement of knights, while others seem to be competing
DEFENSE
at how little they can wear, walking a fine line between fashion and
AC 12, touch 12, flat-footed 9 (+1 deflection, +2 Dex, +1 indecency. Music from a group of minstrels on the northern dais
dodge, –2 rage) competes with the raucous noise of merrymaking. The woman you
hp 75 (7d10+21 plus 14) assume to be your host, a slender middle-aged woman with high
Fort +8; Ref +4; Will +5; +2 bonus vs. spells cast by self cheekbones, patrician nose, arched brows, and a head of luxuriant,
or an ally stark-white hair, stands at the far end of the room surrounded by a
small group of guests laughing at her every joke.
Defensive Abilities blood rejuvenation, blood
sanctuary, improved uncanny dodge; DR 1/—;
Immune charm At this point the PCs find themselves among roughly 100
Weaknesses prayers guests in the grand ballroom, many already intoxicated.
This can be used as a roleplaying encounter, and the
OFFENSE PCs can mingle with other party attendees or even get to
Speed 40 ft. know one another if they only recently met. They have
Melee slam +14/+9 (1d6+7) only a short time before the beginning of Event 3. In that
Special Attacks blood casting, bloodrage (17 rounds/ time can attempt to make their way to the margravine or
day) interact with a few nearby NPC guests of note.
Bloodrager Spells Known (CL 7th):
2nd (2/day)—blood armorACG, blood blazeARG Development: If the PCs try to reach Margravine
1st (2/day)—cause fear (DC 13), chill touch (DC 13), color Vanderhaven immediately, they will only make it roughly
spray (DC 13), enlarge person (DC 13), mage armor halfway to her position before Event 3 occurs. PCs who
are intent on reaching the margravine will be surprised
Bloodline Undead
at the beginning of Event 3. PCs that instead choose to
BASE STATISTICS socialize can talk one of the following three guests who
Base Statistics When not raging, Forsythe’s statistics are close at hand. Details of these guests and what they
are AC 14, touch 14, flat-footed 11; hp 61; Fort +6, Will know are given below, but more importantly, each PC
engaged in socializing may make a DC 15 Perception
+3; +2 bonus vs. spells cast by self or ally; slam +12/+7
check to notice he Underguild agents in Event 3 enter the
(1d6+5); CMB +12. ballroom behind them. PCs that successfully spot them
STATISTICS entering can then make a DC 15 Sense Motive check to
Str 24, Dex 15, Con 16, Int 10, Wis 8, Cha 14 realize they are trying to reach the margravine and appear
to have malicious intent. At this point, a DC 20 Perception
Base Atk +7; CMB +14; CMD 26
notices the flash of a blade concealed by the sleeve of one
Feats AlertnessB, DeceitfulB, Dodge, Eschew Materials, of the men. If at least one of these checks is successful,
Extra Rage, Improved Initiative, Iron Will, Power that PC is not surprised and can join the initiative order
Attack, Toughness normally in Event 3. If at least two checks are successful,
Skills Acrobatics +2 (+6 to jump), Bluff +4, Climb +15, that PC actually gains surprise on the agents and can act
Diplomacy +9, Disguise +4, Knowledge (arcana) before they themselves gain surprise on anyone else.
+10, Knowledge (nobility) +2, Perception +11, Sense
Motive +1, Spellcraft +10 Social Encounters: Choose one of these three guests
Languages Common for PCs that seek to socialize or roll 1d3 to randomly
SQ blood mask, fast movement, frightful charger, determine which is encountered.
ghost strike, sense progenitor
Gear belt of giant strength +2, ring of protection +1, Corodolan IelvianFGG2 - 51 (CN male elf adept 3/expert 7) is
servant’s outfit a painter and artist of some renown who resides in Tourse.

12
His works are well known in neighboring Coutaine and about the secretly satirical quality of sculptures by the
can even be found as far afield as Courghais. Corodolan is unappreciated sculptor AnsiphianH1 - 37 and their value
an indolent and laconic artist who, with a centuries-long to modern-day literary criticism. If the PCs succeed on
lifespan before him, gives off an air of eternal boredom. a DC 20 Diplomacy, Craft (sculptures), Perform (any),
He sighs heavily in conversations and makes frequent ArtistryPU, or Lore (art)PU check or a DC 15 Sense Motive
comments about the “pointlessness of it all” interrupted or Knowledge (history) check they make a favorable
by occasional dropped references to his own works. He impression with this diva.
is generally unpleasant to talk to for more than a few
minutes, but if the PCs succeed on a DC 22 Diplomacy or The results of making a favorable impression on one
Sense Motive check or a DC 15 Craft (paintings), ArtistryPU, or more of these individuals is discussed in Concluding
or Lore (art)PU check they make a favorable impression the Adventure.
with the ephemeral artist.

Claudius Camrid (LN male human aristocrat 6), a short, EVENT 3: PARTY CRASHERS (CR 6)
stout man with a large white beard wearing elegantly A pair of Underguild agents have infiltrated the party. They
tailored clothes and a silver hawk pendant. He is a are casing the manor, checking its security to see if how they
wealthy banker always willing to give financial advice but can get close enough to the margravine to assassinate her.
is somewhat out of his depth among the cutthroat elite When they spot the margravine in the open, they rashly decide
of Tourse. If the PCs succeed on a DC 17 Diplomacy or to go ahead and make an assassination attempt and then slip
Knowledge (nobility) check or a DC 15 Sense Motive check away in the ensuing chaos and panic. The PCs enter the grand
they make a favorable impression on him. ballroom just ahead of the agents. See Event 2 for the chances
of the party spotting the agents before they make their attack.
Because of the crowded conditions, movement is considered
Lady Ranee Galatry (CG female human aristocrat 5/
difficult terrain and anyone not in an adjacent square has
bard 4) is a tall, willowy woman who wears intricate gold
cover — improved cover if they are Small or choose to crouch
jewelry and a red velvet gown. One of the duchy’s premier
down among the people. In any case no one can get closer
operatic singers, she speaks in a sonorous voice that
to the margravine than 5 feet because of the mass of guests
belies her slender frame and holds forth at great length
defending her (see “Development” below).

13
UNDERGUILD AGENTS (2) CR 4 Development: If the PCs do not attempt to help the
margravine when the agents draw their weapons, other
XP 1,200 partygoers leap in front of her. She has either dominated
Male dhampirARG slayerACG (cutthroat) 5 those guests closest to her or has cast charm person on them
CE Medium humanoid (dhampir) at some previous point. In addition, 2d4 of her servants led
Init +4; Senses darkvision 60 ft., low-light vision; by Forsythe rush to her aid in the third round of combat
and throw themselves in front of her to block the attackers
Perception +8
from reaching her. The margravine is able to entirely
DEFENSE avoid the reach of the assassins with these distractions
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 and will quickly make her way through the crowd (which
dodge) easily parts for her, causing no penalty to her movement),
ascends the stair, and passes through the locked door into
hp 42 (5d10+5 plus 5) area A25 while the party and other partygoers take care of
Fort +6; Ref +9; Will +2; +2 vs. disease and mind- the problem. Once the party gets involved in the battle,
affecting effects Forsythe and the other servants step back and just try to
Defensive Abilities negative energy affinity; Resist contain the battle, only joining in again if things start to
undead resistance turn against the PCs.
Weaknesses light sensitivity
OFFENSE Shortly after the battle is concluded, city watchmen will
arrive (having been summoned the moment the attack
Speed 30 ft. began but only arriving now) who will take the bodies of
Melee masterwork kukri +10 (1d4+1/18-20) or the attackers into custody and ask a few questions. They
wooden stake +9 (1d4+1) will mainly deal with Forsythe, as the margravine will not
Special Attacks sneak attack +1d6, studied target +2 emerge from her sequester, and are extremely conscious
of the powerful individuals present at the margravine’s
Spell-Like Abilities (CL 1st): soiree. As such they will keep their questions short and
3/day—detect undead polite, mainly taking names of those present for future
STATISTICS inquiry and praising the quick thinking and heroic actions
Str 12, Dex 18, Con 12, Int 13, Wis 10, Cha 10 of the PCs and any others who assisted in thwarting the
assassination. In less than a half hour they will depart with
Base Atk +5; CMB +6; CMD 21 the bodies in tow and promises to investigate the matter
Feats Blood DrinkerARG, Dodge, Pack AttackUC, with the full resources of the city watch.
Weapon Finesse
Skills Acrobatics +12, Bluff +8, Climb +9 (+11 when Treasure: Hidden in the pommel of one of the assassin’s
in an urban setting), Knowledge (local) +9, kukris is a pin of shared pain (see Appendix D).
Perception +8, Stealth +12, Survival +5
Languages Common, Elven
SQ opportune target, resist level drain, slayer talent
EVENT 4: MEETING THE
(finesse rogue), street stalker, vampiric empathy MARGRAVINE (CR 11)
Combat Gear potion of cat’s grace, potion of After the occurrences of Event 3, the PCs have certainly
drawn the attention of their host. Margravine Cassandra
invisibility; Other Gear +1 leather armor, Vanderhaven emerges from her rooms shortly after the
masterwork kukri (see “Treasure” below), wooden watchmen have left and urges the partygoers to continue
stakeAPG, cloak of resistance +1, 382 gp to make merry and enjoy the festivities. The attendees are
only too happy to do so, though with a somewhat subdued
Tactics: The Underguild agents have fought and trained air. As the party regains its momentum, the margravine
together for many years. They use Pack Attack to help them makes her way over to the PCs to thank them for their
flank a single target and take it down before moving on to a valiant bravery and for saving her very life.
new target. They are not used to noblemen giving any sort
The margravine is a tall, slender woman dressed in a gown of
of resistance, but if the PCs join in, they fight to the death
purist white with a luxuriant powdered wig. Her lips are a bright
to complete their mission.
cherry red in contrast to her pallor. A smattering of tasteful jewelry

14
of obviously fine make completes her ensemble. If her cheeks appear MARGRAVINE CASSANDRA VANDERHAVEN CR 10
a bit hollow and her eyes perhaps slightly sunken with fatigue or
illness, it is more than compensated for by her radiant smile upon XP 9,600
approaching you. Female human vampire aristocrat 1/mesmeristOA 8
CE Medium undead (augmented human)
Init +7; Senses darkvision 60 ft.; Perception +18
“My dears, I cannot thank you enough!” the margravine
DEFENSE
declares. “I simply do not know what I would have done if it
AC 24, touch 16, flat-footed 20 (+2 armor, +2
weren’t for the bravery you’ve shown. I apologize for the need for
such secrecy, but with the skills I had suspected, and you have now
deflection, +3 Dex, +1 dodge, +6 natural)
amply demonstrated, I implore you to stay with me after the party
hp 116 (9d8+55 plus 17); fast healing 5
and enjoy my hospitality here at Vanderhaven Manor. We have
matters of great import to discuss.”
Fort +9; Ref +11; Will +22; +2 vs. sleep and charm
Defensive Abilities channel resistance +4; DR 10/
magic and silver; Immune undead traits; Resist
To all appearances, Margravine Cassandra Vanderhaven
has the appearance of a middle-aged human woman.
cold 10, electricity 10
That she is secretly a vampire is kept hidden through Weaknesses vampire weaknesses
disguise and her natural charisma and long experience OFFENSE
of playing the part of the mortal aristocrat. To detect the Speed 30 ft.
margravine’s ruse requires either magic or a DC 38 Sense
Motive check. Since her disguise is not of a physical nature, Melee slam +10 (1d4+6 plus energy drain)
a Perception check is not able to detect the falsehood Special Attacks blood drain, bold stares (sluggishness,
in the current setting. In addition, Forsythe remains timidity), children of the night, create spawn,
silently and unobtrusively present while the margravine dominate (DC 21), energy drain (2 levels, DC 21),
talks to the PCs and is on alert for any hostile actions hypnotic stare (–3), manifold tricks (2 tricks), mental
taken against her. Any attempts at spellcasting or use of
magical abilities on the margravine will be immediately potency (+1), mesmerist tricks 11/day (compel
noticed and intercepted or interrupted. A simple DC 10 alacrity, false flanker, fearsome guise, spectral
Diplomacy or Knowledge (nobility) check is sufficient to smoke, umbral shield), painful stare (+4 or +2d6)
realize that such an action is highly irregular and offensive Spells Known (CL 8th, concentration +15)
in polite society. In addition, the margravine maintains 3rd (4/day)—dispel magic, displacement, nondetection*
a nondetection and undetectable alignment spells while she
mingles with mortals. 2nd (6/day)—blindness/deafness (DC 19), invisibility,
sonic screamACG (DC 19), touch of idiocy
1st (6/day)—cause fear (DC 18), charm person
If the PCs appear injured, the margravine quickly
requests one of the guests, a local clergyman named Reider (DC 18), hideous laughter (DC 18), murderous
Asteri (LG charmed male human cleric of Mitra 3), to attend commandUM (DC 18), undetectable alignment* (DC
to them with all of the healing abilities at his disposal. He 18)
has access to three cure lights wounds and two cure moderate 0 (at will)—detect magic, ghost sound (DC 17), mage
wounds spells as well as channel positive energy five times
hand, message, open/close (DC 17), read magic
per day for 2d6 points of healing (though the margravine
will be conveniently out of range mingling with other * Already cast
guests during any uses he makes of his channel positive STATISTICS
energy to heal the PCs). Str 18, Dex 17, Con —, Int 17, Wis 12, Cha 24
Base Atk +6; CMB +10; CMD 26
FORSYTHE CR 7 Feats AlertnessB, Bleeding StareOA, Combat
Reflexes, Deceitful, DodgeB, Extended StareOA,
hp 75 (See Event 1) Improved InitiativeB, Lightning ReflexesB,
Mobility, Steadfast PersonalityACG, ToughnessB,
Uncanny AlertnessUM

15
Skills Appraise +10, Bluff +28, Diplomacy +19, each goblet would show if a PC is using detect poison, but
Disguise +16, Escape Artist +8, Fly +11, Intimidate as before, casting spells of this type in the company of the
margravine would be a horrible faux pas.
+16, Knowledge (arcana) +15, Knowledge (nobility)
+11, Knowledge (planes) +9, Knowledge (religion)
+13, Perception +18, Perform (sing) +11, Profession As everyone takes their seats with drink in hand, the
margravine shows off the room’s ingenious apparatus as
(torturer) +10, Ride +8, Sense Motive +16, she activates the clockwork mechanism for the party’s
Spellcraft +15, Stealth +21; Racial Modifiers +8 entertainment. She opens a large box made of polished
Bluff, +8 Perception, +8 Sense Motive, +8 Stealth oak, reaches to its side and turns a large crank, which
Languages Abyssal, Celestial, Common, Elven causes a grooved, metal cylinder to begin spinning. When
SQ change shape (dire bat or wolf, beast shape II), she releases the handle a moment later, delicate metal
bars extend and gently come to rest upon the cylinder,
consummate liar +4, gaseous form, shadowless, their vibrations against the cylinder’s grooves producing a
spider climb deep and resounding melody while the clockworks
Gear bracers of armor +2, ring of protection around the room begin their pantomime dance.
+2, headband of alluring charisma The entire show takes approximately 5 minutes
+2, white gold necklace (2,700 gp), giving everyone plenty of time to get comfortable and
sip the drinks they have been provided. It is assumed
diamond bracelet (800 gp) all the PCs drink of their beverages unless the
player specifically states otherwise. The margravine
Development: Assuming the PCs agree to is careful to not make use of her dominate ability in
linger after the party, the margravine goes back this encounter though, so the PCs should not yet be
to mingling in the crowd for the next hour tipped off that anything is amiss with the drinks.
or two until things wind down. If some
or all of the PCs decide not to accept her
offer, Cassandra is patient. She doesn’t At the end of the clockwork display, the
require these particular adventurers for margravine addresses the party. During this
her plans; she will simply wait and find monologue the margravine is attempting to
some other rubes to play her pawns at deceive the PCs. However, because of her
a future date, and this adventure is, for careful wording her deception is very difficult
the PCs, effectively over. to detect short of using magic. Even her
characterization of her condition as
a “hereditary blood disease” bears a
EVENT 5: AN core of truth considering the nature
of its transmission between master
IMPASSIONED PLEA vampire to vampire spawn creating a
The margravine continues mingling “family tree” of vampirism. As a result,
but stays close to the PCs while the she gains a +4 circumstance bonus
party winds down. As the crowd thins, on her Bluff check and is effectively
she again approaches the PCs and taking 10 on her well-rehearsed story
asks them to join her for a drink in requiring a DC 42 Sense Motive check
private. She assumes their assent, to see through her ruse. Any such
and with Forsythe in tow, she walks checks should be made secretly
off to her music box chamber (A4). by the GM unless the players
There, second servant waits with tray specifically request to make Sense
of tall crystal goblets containing Motive checks.
a fruity red liqueur. The liqueur
is laced with Cassandra’s vampire
blood, and each PC that ingests any “Friends, I would again like to
amount of the beverage takes a thank you for intervening in
–4 penalty on Will saves against the unpleasantness earlier
Cassandra’s dominate ability for this evening. The city watch is
1 week. The amount of blood in currently looking into the affair,

16
but currently it appears that some of this city’s sordid underworld “My agents were nonetheless able to discover not only the old
simply saw the party as an excellent opportunity to sneak assassins legends of this artifact but also confirmation of its presence still
in to eliminate me for some of the inconvenient stands I have made hidden away within the Bastion of Righteous Decree here in
for law and order in this city. I’m afraid the criminal world’s bottom Tourse. I have a message from my agents in my study that…” here
line has no room for civic duty. she grows ashen, paler than even her normal pallor and falters as
she grasps the back of a chair to steady herself.
“In any case, though your presence was certainly beneficial, that
was not the reason you were invited to the gala to begin with. “It is late, or rather early, and my daily invigorating philters
Instead I had selected your group for the opportunity to help me grow weak. I’m afraid I must retire lest I embarrass myself before
in an adventurous quest of some import. The compensation is you with some palsy or fit of discomfiture. Besides with strenuous
extraordinary, as I do not settle for anything but the best. But nature of what lies before you, I believe we can all use the rest.
before you accept, I would like to share some additional details.” We can continue this discussion and address your compensation
tomorrow over breakfast. I’ve taken the liberty to arrange for
At this point, the Margravine’s face becomes stern and her gaze your lodging here in Vanderhaven Manor for the duration of this
falls. “I have to admit I was born with a...hereditary condition. mission to provide you with some protection against the nefarious
This condition is blood disease, usually fatal, but which I have forces at work within the city that would seek to undo me.”
managed to stave off for many years thanks to the wealth and
resources afforded by my position. However, even with my She rubs the bridge of her nose with her thumb and forefinger,
exceptional resources, I failed to find a cure, and the disease and her form visibly slumps. “Forsythe, if you could show them to
advances to the point where even my resources will no longer be their rooms, please.”
able to avoid its most terminal effects. I have met with every faith
within the city and beyond, and none of the clergy had answers Forsythe pauses and watches his mistress for a moment with
or the ability to treat my symptoms. Because of the condition’s clear concern on his face as she gracefully departs the chamber for
hereditary nature, it is a ‘natural’ condition within my body and her upstairs apartment and then motions for you to follow with a
does not respond to the standard magical cures for ailments. At low bow. “This way, please,” Forsythe says. “Your rooms are next
best such treatments grant me a temporary reprieve from the worst to one another on the second floor.”
of its ravages. But even now these are becoming less effective, and
As you follow the margravine’s manservant up the sweeping
I can feel my body…failing.
stairs he takes up the narrative where his mistress left off. “The
“Please understand, I am no coward. I fear death no more fact of the matter, as the margravine was about to explain, is
than the next man or woman, but having lost my beloved that the clergy of Archeillus in Tourse were infiltrated years ago
husband so early and seeing so much still left for me to do for the by followers of GroxMoM - 90, the Deep Father. Their infiltration is
benefit of this glorious city, I find that I am simply not ready to complete and undetected save for the recent investigations of my
depart this world.” mistress, and the entire cathedral is now staffed by their foul ilk.
It is they who hold the shroud hostage from the people to whom it
She looks up and smiles and quickly turns in a graceful rightfully belongs, and it is they who should be exposed to the light
movement, billowing her dress. of day and the judgment they deserve.”

“I am happy to announce, however, that I have finally discovered


some promising news. Through extensive research and the Forsythe leads the PCs up the grand stairs in area A1 and guides
dedication of a considerable portion of my fortune, I finally found a them to the rooms labelled A18. He provides the PCs with
possible answer to my prayers. It is called the Crimson Shroud, an a key to each room and informs them that fresh washbasins
artifact of considerable healing power. It was held for many years and a light snack have been left in each room to satisfy their
within the cathedral of Archeillus as a boon for all people — noble needs for the night. He informs them that breakfast is served
or common alike — to benefit from its healing magic. That was at sunrise in the manor’s dining room, as the mistress is an
before a change came over the clergy of that venerable church and it early riser, and to look for him at in his quarters next to the
was locked away and for allocated for use by those of the nobility of balcony (A21) if they need anything else. He then retires to his
sufficient wealth to bribe the priesthood and then later reserved even own room and allows the PCs to organize themselves in the
further for only those of the highest ranks within the cathedral itself. two guest chambers however they see fit. They can even all
I’m afraid a dark shroud has come over what was once a bastion choose to stay in a single room if they so choose.
of goodness and law within the duchy and kingdoms of old. So you
see my purpose is not for my personal interests alone, but also for PCs making a DC 15 Knowledge (religion) check recognize
the good of my entire community. Since it involves the corruption of Grox the Deep Father, God of Artifice and Darkness, as a
such a venerable institution, you can no doubt likewise see the need subterranean god primarily revered by duergar, the evil gray
for the absolute discretion that I require.

17
dwarves. However, a cult of this chthonian god is known to
have sprung up among the Foerdewaith as a secret cult who
venerate his mastery of darkness and law in order to pervert
the rule of the land in order to manipulate governments and WHAT IF THE PCS DON’T PLAY ALONG?
courts to enrich themselves and pursue their own vile agendas It’s possible that PCs may be particularly suspicious
beneath the very noses of the authorities they seek to suborn. and/or obstinate and refuse to cooperate with the
When cultists of Grox are discovered they are inevitably rooted margravine’s invitation to stay in the manor overnight.
out and destroyed, but they are difficult to detect and destroy. If this is the case, she will allow them to take their leave
If the church of Archeillus in Tourse has been corrupted, then while informing them that they will be forfeiting their
this would be a discovery of major importance to the faith and chance to undertake this lucrative task for her. She also
to the Duchy of Ysser as a whole. warns them to keep what they have learned in strictest
confidence or they will face the full legal repercussions
that that City of Tourse and Duchy of Ysser can muster.
EVENT 6: NOCTURNAL VISITATION If these veiled hints are not enough to keep the PCs on
track, then she allows them to leave freely.
(CR 10)
The margravine waits until the small hours for all the PCs to
be sound asleep before using her gaseous form ability to slip In this case, the raid on the house occurs as described
beneath their doors to sneak into their rooms. In gaseous form in The Afterlife below, and falsified information left
she is utterly silent and will not awaken any sleepers. Unless by the margravine implicates the PCs in her plotting
the PCs set up defenses to warn or protect themselves while putting the inquisitors on the trail of the PCs anyway.
they sleep, she is able to fall upon them with ease. If she detects In this case their attack occurs at the PCs current
wakeful guards with her keen senses or magical wards (with accommodations and/or residences. Information on
detect magic), she passes by that room assuming that once their these inquisitors should reveal the margravine’s libelous
friends are under her thumb, they will follow be more likely machinations against them and put them on the trail
to follow succumb to her as well. For those PCs that do not of her quest anyway to try and clear their name. With a
or cannot sleep, the margravine attempts to dominate them little tweaking you should be able to run the adventure
or charm them with spells into docility if necessary after she largely as written with the PCs pursuing the margravine’s
has dealt with other PCs. Familiars and animal companions movements but without the benefit of newly gained
will likewise be subdued or, if necessary, killed once the vampiric powers to help them.
vulnerable PCs have been dealt with. With some or most PCs
likely incapacitated, hold outs may play out the encounter as
indicated, albeit one heavily weighted in her favor as she is a
CR 10 creature. Ideally all of the PCs should succumb to her Cassandra herself. Except for any PCs that are able to resist
ministrations, but if this is not possible, see the What If the as described above, there is no reason to fully play out this
PCs Don’t Play Along? sidebox for suggestions on how to deal encounter as the vulnerable PCs find themselves helpless
with disruptions to the intended course of play. against her ministration. Once the PCs are incapacitated,
the margravine fully drains each one of blood and uses
For those PCs that are asleep or dominated by the her create spawn ability to raise them as enslaved vampire
margravine, provide the following description to each servitors as described under Event 7 below.
player individually.
A deep sleep has washed over you in the luxuriant surroundings of MARGRAVINE CASSANDRA VANDERHAVEN CR 10
the margravine’s manor. Sometime during the night, a disturbing
image begins to haunt your dreams. Smoke fills the room like XP 9,600
roiling fog. Through the haze, a fiendish creature appears, its hp 116 (See Event 4)
burning evil eyes piercing the smoke before its fangs rip into your
flesh, splattering your blood across the chamber’s walls.
EVENT 7: DARK AWAKENINGS
This event occurs for each PC that was successfully drained
This nightmare creature is, of course, is the Margravine by the margravine in Event 6.
Cassandra Vanderhaven in her fully revealed vampiric guise.
With a successful DC 20 Perception check, the PC recognizes Hunger. Your eyes spring open as you are filled with a desperate
the feral nightmare as none other than Margravine hunger, and an insatiable thirst grips your dry throat. Grogginess

18
fades as the night’s dreams echo in your mind, a chilling reminder THE AFTERLIFE
and comforting realization that the nightmare is over. Time seems As the PCs begin to explore the world around them with their
to linger before you regain your composure, the darkness in the room new senses, they notice an unusual silence over the manor.
creating an ominous, hollow, and fragmented feeling in your soul. They can easily move from room to room (except area A6), and
You sense an odor of decay and a stale atmosphere in this seemingly it quickly becomes obvious that neither the house servants
normal and otherwise spacious room. You assume it must be morning, nor the margravine are present in the manor. A successful
but time has somehow distorted, and no daylight spills into the room. DC 15 Perception or Sense Motive check made during this
Impenetrable darkness surrounds you. You tentatively reach out into exploration reveals that the margravine and her staff must have
this pressing darkness only for your hand to be abruptly stopped by a left only moments prior to the PCs’ awakening, and in great
soft, cushioned wall. You quickly ascertain that you are no longer in haste, as the contents of rooms tend to be in some disarray. The
your bed, but rather in a cramped enclosure with plush ruffles of velvet reason for her flight is suddenly made known to the players as
caressing your body from head to toe. As you regain your senses, a a group of vampire hunters bursts through the front doors and
sudden realization washes over you; you are in a coffin! rear windows simultaneously as described under Event 8.

The PCs have awakened in A19 1d4 days later (though all at the Of particular note is that the margravine’s enslavement
same time), at nightfall after their mortal bodies died and have of the PCs is incomplete. Perhaps because of her gluttony
assumed their undead forms. Though they are technically in draining and creating so many spawn at one time or
dead, they retain all of their abilities and knowledge that because of being forced to abandon them before they
they had in life with the addition of the vampire template completed their transformation and rose from their
from the Pathfinder Roleplaying Game Bestiary. See Appendix coffins, her enslavement of them is imperfect. All of the PCs
B for details of this transformation. As the PCs open their begin as enslaved vampires under the margravine’s control
coffins, describe their newly advanced senses—darkvision, (though she is not currently present to exercise that control
acute hearing, and increased perception. They can also feel a so they are essentially free to do what they will for the time
deep longing and loyalty — almost repulsive in its intensity being), but immediately upon waking each vampire PC gets
— towards the Margravine Cassandra Vanderhaven whom a DC 21 Will save to try and break the margravine’s hold
they realize is both their hated creator and their master (see over them and become a free-willed vampire. PCs that fail
Afterlife below and “Enslavement” under Appendix B for the initial save can make a new save each hour (with a +1
more details regarding the margravine’s control of the PCs). bonus to the saving throw for each one after the first) to try
and throw off the slowly unravelling compulsion.

The most immediate change that they notice, however,


is the sudden and almost overwhelming hunger to feed A side effect of this battle for control of their free wills
upon the blood of a living, sentient creature. They likewise has created a unique situation. Even though the PCs may
immediately understand that to do so is an act of possibly have fought of the margravine’s mental hold over them,
irredeemable evil that will likely banish any hope of ever they are still susceptible to her will. Though as undead they
being rescued from their current undead existence. This were ordinarily be immune to all mind-affecting effects, if
pang constantly gnaws at them throughout the adventure the margravine attempts to use her dominate ability on
until they feed and requires a saving throw to avoid instantly one of the PCs she has the chance to reestablish herself
attempting to feed any time they are exposed to the presence as their master and they must make a new DC 21 Will save
of a bleeding sentient creature — even during the midst of (without the previous bonuses) or become dominated as
battle (see Appendix C for further details of this hunger). per the normal vampire ability.
The coffins are fanned out around the fireplace, with Though the passage of time in this adventure is
one for each of the PCs who were transformed by the somewhat arbitrary and subject to the plans of the PCs, it
margravine. They will likewise find that all of their would be suitable to assume that 1d3 hours had passed by
equipment is stacked nearby. Though the PCs lack a key for the time the PCs had finished Chapter 2 of the adventure
the locked doors in this chamber, they can quickly discover and that another 1d3 had occurred by the time they try to
that by assuming gaseous form it becomes a simple matter infiltrate The Lich’s Laboratory in Chapter 3. By the time
to pass beneath them and escape the room. they return to Vanderhaven Manor at the end of Chapter 3,
a full 8 hours has passed since they awoke, so ideally few if
any of the PCs should still be enslaved by the margravine
Give the PCs a few moments to get oriented with their by the time they are ready to confront her as she uses the
new existence and abilities before proceeding with The Crimson Shroud.
Afterlife below.

19
EVENT 8: THE HUNTERS BECOME SAREEZ OF MITRA CR 4
THE HUNTED (CR 8) XP 1,200
This event is triggered as the PCs explore the manor Female human cleric (divine strategistUC) of
and realize that the margravine and her servants have MitraLL5- 241 5
fled. Tipped off to the coming hunters by her agents, LG Medium humanoid (human)
the margravine had hoped to flee with her new vampire
adventuring group but realized she would be unable to Init +5; Perception +4
fully awaken the fledgling vampires before the vampire DEFENSE
hunters battered down her doors and was forced to AC 18, touch 9, flat-footed 18 (+6 armor, –1 Dex, +1
abandon them to their fate.
natural, +2 shield)
hp 39 (5d8+15)
Ideally the event should occur when the PCs are on the Fort +6; Ref +2; Will +7
second-floor balcony between areas A1 and A2. It begins
with the following description. OFFENSE
Speed 20 ft.
Bursting through one of the large back windows of the great
room, a pair of heavily armed individuals leaps into the room. Melee +1 heavy mace +6 (1d8+3)
The first is a hulking human clad in silver armor polished to a Spell-Like Abilities (CL 5th):
mirror shine and bearing a silver longsword. Directly behind him 6/day—rebuke death (1d4+2)
is a short, thin man with a tuft of hair that flickers like fire and Spells Prepared (CL 5th):
a set of mottled horns that sprout from his brow. Simultaneously 3rd—daylight, dispel magic, searing lightD
the great front doors blow inward from a powerful magical
charge revealing a woman with curly, chestnut-brown hair that 2nd—bless weaponD, consecrate, lesser restoration,
spills down over her mail hauberk. Her piercing gray eyes burn spiritual weapon
with a holy intensity and she bears a steel shield with the image 1st—bless, detect undead, hide from undead (DC 14),
of a sunburst surrounded by a wreath of leaves. Her other hand shield of faithD, sun metalUC (DC 14)
gauntleted hand holds a well-used heavy mace. Moving with the 0 (at will)—detect poison, light, resistance, stabilize
grace of a feline and wielding a longbow, a slender elven woman
enters behind her.
D
Domain spell; Domain Healing
STATISTICS

These vampire hunters are led by Sareez of Mitra, a Str 14, Dex 8, Con 15, Int 10, Wis 16, Cha 12
fanatical follower of the Sun Father in her lifelong hunt Base Atk +3; CMB +5; CMD 14
of the undead. She is joined by her colleagues Ulaven, Feats Combat Casting, Improved Initiative,
the inquisitor of Darach-Albith, Vonzizer, a paladin Lightning Reflexes, Shield Focus
of Mitra, and Iegen, an ifrit pyrokineticist. This group
Skills Diplomacy +5, Knowledge (history) +4,
operates as a group of undead hunters-at-large for the
Church of Mitra and have worked most recently among Knowledge (nobility) +4, Knowledge (religion) +8,
the wilds of the BuntesveldtLL0 city-states. They recently Perception +4, Sense Motive +7, Spellcraft +8
arrived in Tourse after the desperate summons by High Languages Common
Faithful Thesius Blathe of the local Temple of Mitra SQ caster support, master tactician
who had become aware of the corruption of vampirism
Combat Gear potion of lesser restoration, silversheen,
at the highest levels of the city. The hunters have staked
out Vanderhaven Manor for the last two weeks watching 3 vials holy water; Other Gear masterwork
Cassandra’s patterns and decided that the day after her chainmail, masterwork light steel shield, +1 heavy
large party was the best time to launch their raid. The mace, amulet of natural armor +1, everburning
margravine only became aware of the pending attack in torch, silver holy symbol of Mitra, wooden stakeAPG,
the nick of time through her own informants and chose
hammer, platinum bracelets (worth 379 gp)
to go into hiding to avoid the attack and rally her own
forces in response.

20
ULAVEN CR 4 masterwork scale mail, +1 longbow, masterwork
XP 1,200 rapier, wooden stakeAPG, hammer
Female elf inquisitorAPG of Darach-AlbithRA - 589 5
LG Medium humanoid (elf ) VONZIZER CR 4
Init +6; Senses low-light vision; Perception +13 XP 1,200
DEFENSE Male human paladin (oath against undeathUM) of
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex) MitraLL5 - 241 5
hp 31 (5d8 plus 5) LG Medium humanoid (human)
Fort +4; Ref +4; Will +7; +2 vs. enchantments Init –1; Perception +8
Immune sleep Aura courage (10 ft.)
OFFENSE
DEFENSE
Speed 20 ft.
AC 21, touch 9, flat-footed 21 (+10 armor, –1 Dex, +2
Melee masterwork rapier +4 (1d6/18–20)
shield)
Ranged +1 longbow +7 (1d8+1/×3)
hp 47 (5d10+5 plus 10)
Special Attacks bane (5 rounds/day), judgment 2/day
Fort +8; Ref +3; Will +8
Spell-Like Abilities (CL 5th):
Immune disease, fear
At will—detect alignment, discern lies (5 rounds/day)
OFFENSE
6/day—lightning arc (1d6+2 electricity)
Spells Known (CL 5th): Speed 20 ft.
2nd (3/day)—flames of the faithfulAPG (DC 15), see Melee masterwork silvered longsword +10
invisibility, weapon of aweAPG (DC 15) (1d8+2/19–20)
1st (5/day)—bane (DC 14), bowstaffUC, hide from Special Attacks channel positive energy 2/day (DC 15,
undead (DC 14), true strike 3d6), smite evil 2/day (+3 attack and AC, +5 damage)
0 (at will)—detect magic, disrupt undead, guidance, Spells Prepared (CL 2nd):
light, stabilize, virtue 1st—divine favor, veil of positive energyAPG
Domain Air STATISTICS
STATISTICS Str 16, Dex 8, Con 13, Int 10, Wis 12, Cha 16
Str 10, Dex 16, Con 11, Int 14, Wis 16, Cha 8 Base Atk +5; CMB +8; CMD 17
Base Atk +3; CMB +3; CMD 16 Feats Alertness, Shield Focus, Toughness, Weapon
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Focus (longsword)
Shake It OffUC Skills Diplomacy +7, Knowledge (religion) +8,
Skills Climb +5, Intimidate +1, Knowledge (arcana) Perception +8, Sense Motive +7, Survival +4
+10, Knowledge (nature) +10, Knowledge (planes) Languages Common
+8, Knowledge (religion) +10, Perception +13, SQ detect undead, divine bond (weapon +1, 1/day),
Sense Motive +9, Spellcraft +10 (+12 to identify ghost touch aura, lay on hands 5/day (2d6)
magic item properties), Stealth +8, Survival +7; Combat Gear potion of lesser restoration, oil of magic
Racial Modifiers +2 Perception, +2 Spellcraft to weapon; Other Gear +1 full plate, masterwork
identify magic item properties light steel shield, masterwork silvered longsword,
Languages Celestial, Common, Elven, Sylvan wooden stakeAPG, hammer, 26 gp
SQ elven magic, monster lore +3, solo tactics, stern
gaze +2, track +2
Combat Gear silversheen, potion of invisibility, potion
of lesser restoration, vial holy water; Other Gear

21
IEGEN CR 4 together for many years and know how to use their various
specialties in combination to great effect. They typically
XP 1,200 attempt to neutralize a single target before moving onto
Male ifritARG pyrokineticistOA 5 the next. Vonzizer acts as a shield for Iegen, while the ifrit
NG Medium outsider (native) blasts away with his attacks fire, and Sazeer casts spells or
Init +2; Senses darkvision 60 ft.; Perception +8 channels to harm undead while Ulaven launches ranged
attacks from the cover she provides. The hunters are not
DEFENSE
foolish enough to split up further in pursuit of individual
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 PCs and try to keep each other in sight as much as possible
dodge) in battle.
hp 44 (5d8+15 plus 5)
Fort +7; Ref +6; Will +1 Prior to battle, Sareez and Ulaven apply silversheen to their
weapons while Vonzizer applies his oil of magic weapon.
Resist fire 5
Vonzizer casts veil of positive energy and divine favor, Sareez
OFFENSE casts bless weapon and sun metal on her mace, and Ulaven
Speed 30 ft. (20 ft. in armor) casts weapon of awe on her longbow.
Melee masterwork cold iron dagger +3 (1d4–1/19-
20) or masterwork silver shortspear +3 (1d6–2) With the PCs exposed on the balcony between A1 and A2,
Ranged fire blast +5 touch (3d6+1 fire) Iegen and Ulaven attempt to pin them in place with ranged
attacks while Sareez and Vonzizer make for the stairs in
Special Attacks kinetic blast, metakinesis (empower) their own rooms respectively in order to meet up on the
Spell-Like Abilities (CL 5th): balcony and take the battle to the PCs. If the PCs head over
1/day—burning hands (DC 12) the balcony edge to threaten one of the ranged attackers
Kineticist Wild Talents Known: below, these two do not hesitate to make the 15-foot leap in
Defense—searing flesh order to defend their comrades from direct attack.
Infusions—burning infusion (DC 15), fan of flames
(DC 14), kinetic blade Remember to apply the Hunger rules in Appendix C if
the PCs injure any of these opponents in battle.
Blasts—fire blast (3d6+1 fire)
Utility—basic pyrokinesis, fire sculptor, fire’s fury
Development: If the PCs attempt to parley before
STATISTICS
engaging in battle, Sareez listens for 1 round, ordering her
Str 8, Dex 15, Con 16, Int 14, Wis 10, Cha 12 companions to hold their attacks as she does so. She knows
Base Atk +3; CMB +2; CMD 15 that the PCs were attendees of the gala earlier in the evening
Feats Dodge, Point-Blank Shot, Precise Shot and had not expected for them to be present as vampires.
A successful Diplomacy check to change Sareez’s attitude
Skills Diplomacy +6, Knowledge (nature) +10,
from hostile to indifferent is needed to get her to hold the
Knowledge (planes) +7, Knowledge (religion) +7, attack longer and talk. If dialogue ensues, she takes into
Perception +8, Stealth +7 account the PCs’ plight and attempts to discern the truth of
Languages Common, Dwarven, Elven, Ignan their words through Sense Motive checks. If they convince
SQ burn (1 point/round, max 6), elemental overflow her of their innocence in their recent transformation,
Sareez spares them for now, but also offers to “put them
+1, gather power, infusion specialization 1
down” as an act of kindness. If they insist on existing as
Combat Gear potion of invisibility, 2 vials holy water; vampires for the time being, she allows them to leave only
Other Gear +1 chain shirt, masterwork cold iron if they immediately surrender and place themselves in the
dagger, masterwork silver shortspear, leather custody of Sareez and the Temple of Mitra in Tourse where
duster with silver studs (worth 153 gp) High Faithful Thesius Blathe will determine their fate. If
the PCs agree to these terms, they are in for an unfortunate
Tactics: The vampire hunters assume the PCs are agents fate as the High Faithful knows of no means of removing
of the margravine and attack them on sight. You should their vampiric curse and will opt to put a wooden stake
familiarize yourself with Sareez and her companions’ into each of them so that they can be destroyed by the light
abilities before the battle begins. They have worked of the coming dawn. A PC making a DC 20 Sense Motive or
Intelligence check or a DC 15 Knowledge (religion) check

22
will strongly suspect this to be the likely outcome and information provided in the short interview with the
should balk at such an offer. margravine (and Forsythe afterward) should be sufficient
to point the PCs towards that church as their next priority,
if for no other reason than the Crimson Shroud seems to
Even if the PCs are willing to place themselves in the
offer a potential cure for their vampirism (the only other
hands of the hunters without a fight, they are unlikely to
alternative being death followed by a resurrection spell,
make it to the temple with Sareez as Ulaven cut herself
which is likely beyond the PCs’ means at their current level.
on a splinter of wood as she made her way through the
shattered front door. The fresh wound on her arm is
minor but bleeds freely and has not received healing from With it being currently nighttime, and knowing that they
Sareez. As a result, the scent of blood is overpowering to are likely to be drawn back to their coffins in A19 with the
the fledgling vampires and the hunger rules apply (see coming of dawn, the PCs should feel some urgency in getting
Appendix C). If the PCs attack as a result, the hunters see to the bottom of their predicament and finding a cure before
them as unredeemable and give them no quarter. they find themselves at the hands of other vampire hunters
or perhaps the margravine herself, since as their creator it
seems likely she will be able exercise some level of control
WHERE TO GO FROM HERE over them. Fortunately for the PCs, with their newfound
After defeating (or escaping) the vampire abilities comes fast healing, so they should be in good shape
hunters, the PCs have the opportunity to to continue their quest in relatively short order. Exploration
thoroughly search the manor house. One of of the Bastion of Righteous Decree is detailed in Chapter 2.
the consequences of this is likely
to be a better understanding into
the dark nature of the margravine
— provided the vampire-haunted
dreams she spawned weren’t
enough already. Additionally,
in the margravine’s study
(A10) there can be found a
clue that points the party
fairly directly towards the
cathedral of Archeillus.
However, even if that
clue is entirely missed,
the somewhat cryptic

23
CHAPTER TWO: previous practices, such that most no longer remember the
Crimson Shroud as anything but a legend and would be
hard pressed to recall that it was once kept at the Bastion of
GOING TO THE Righteous Decree for all to use.

CHAPEL Despite the cathedral’s long history as the caretaker of the


Shroud, the margravine’s agents are not the only ones who
were recently able to dig up the secret of its existence. And
This chapter explores Tourse’s cathedral of ArcheillusLL5
in fact, the margravine’s own intention to take the artifact
- 236
, the Bastion of Righteous Decree. This part of the
has been slower than to develop that of others, for the
adventure should occur on the same night as the attack of
cathedral has just lost the Crimson Shroud this very night in a
the vampire hunters on Vanderhaven Manor, and the PCs
raid by agents of the Underguild. As a result, the cathedral’s
should be instilled with a sense of urgency to get across
surviving guards and clergy are still on high alert when the
town and complete their task before the coming of dawn
PCs arrive. They assume the PCs are Underguild agents and
forces them into their coffins to rest or potentially catches
are instantly hostile.
them outside them and results in their destruction.

The stone walls are decorated with flying buttresses and the
B. THE BASTION OF RIGHTEOUS lion head and crown symbols of the god Archeillus carved into
DECREE the stonework. This stonework is magically treated reinforced
masonry walls that are infused with potent wards that render
This majestic building is located in the oldest part of the
them resistant to teleportation and transmutation effects
city. Its doors, which might typically be supposed to be
(such as teleport, passwall, or transmute rock to mud). In order to
unlocked and open to the public, are not commonly found
successfully affect or bypass one of the cathedral walls with a
so. Dedicated to the God of Rightful Rule, the traditional
spell of these types, the spellcaster must succeed at a DC 30
Foerdewaith protector of the nobility, the cathedral is not
caster level check. Interior walls are also of masonry but are
much visited by the common folk. Rather its patrons are the
not reinforced and lack the magical treatment of the exterior
various nobles and aristocrats of the city who, far from being
walls. The ceilings are 30 feet high in the nave, and just under
devout followers of Archeillus themselves, nonetheless
20 feet high in the surrounding rooms.
support the cathedral in recognition of how much its
existence contributes to maintaining their own status and
power within the duchy and throughout Foere as a whole. The doors throughout the temple are of strong wood
and bear locks but no keyholes. Their locks are magical and
require unconventional means to open—the touch of a holy
The margravine and Forsythe did not lie about the church
symbol of Grox unlocks a door for 1 minute. Likewise, a
being a den of evil, as the clergy of this temple have a dark
successful dispel magic spell (DC 21) unlocks a door for 1d4
secret; they worship Grox, the subterranean God of Artifice
rounds. In the case of the Bastion of Righteous Decree the
and Darkness. The false clergy followers of Grox began
clergy all bear the depiction of the typical lion head holy
infiltrating the ranks of the cathedral years ago and fully
symbols of Archeillus, but they have subtly been altered
completed their silent takeover five years ago. They have
to show a blindfold over the lion’s eyes. This change can
successfully maintained the ruse after having removed the
only be noticed without closely inspecting the holy symbol
former true clergy through subtle manipulation, political
by making a DC 22 Perception check followed by a DC 18
maneuvering, and simple attrition. They maintain the
Knowledge (religion) check.
appearance and forms of the cathedral’s practices, and to
date few have noticed anything amiss. If Archeillus himself
is aware of the false clergy among the ranks of his faithful, he Lighting within most areas of the cathedral is provided
has not deigned to warn his followers. by large stained-glass windows with depictions of Archeillus
blessing the rule of various historical Foerdewaith monarchs
and nobles that bear the same warding enchantments as the
As consummate profiteers, the clergy of Grox keep the
magically treated walls. These bathe the interior in softly
artifact known as the Crimson Shroud in secret, hidden from
colored light during the day, and sconces enchanted with
all. The clergy of Archeillus had long ago resorted to only
continual flame are set about at regular intervals to provide
offering its benefits to those of the nobility that they deemed
illumination at night or in cloudy weather. Unless otherwise
worthy, so the Groxite’s own limitation to allowing only their
noted, all areas of the cathedral have normal lighting.
own to use it has not been a truly significant difference from

24
25
Exterior Magically Treated Reinforced Masonry Wall: 5 ft. Ranged masterwork gavel +5 (1d4+3)
thick; Hardness 16; hp 540; Break DC 70; Climb DC 18. Special Attacks channel negative energy 7/day (DC
13, 2d6), spontaneous casting (inflict spells)
Interior Masonry Wall: 5 ft. thick; Hardness 8; hp 540; Spell-like Abilities (CL 4th; melee touch +6):
Break DC 60; Climb DC 20. 6/day—touch of evil, touch of law
Spells Prepared (CL 4th):
Locked Strong Wooden Door: 2 in. thick; Hardness 5; hp 2nd—aid, align weapon (law)D, calm emotions (DC
20; Break DC 25 (if locked); Disable Device DC 30 (due to a
15), sound burst (DC 15)
lack of keyholes).
1st—doom (DC 14), magic weapon, protection from
chaosD, protection from good, sanctuary (DC 14)
Stained Glass Window: 1 in. thick; Hardness 5; hp 15;
Break DC 15.
0 (at will)—bleed (DC 13), guidance, light, virtue
D
Domain spell; Domains Evil, Law
STATISTICS
B1. GRAND NAVE (CR 8)
Str 16, Dex 11, Con 14, Int 14, Wis 16, Cha 14
This chamber has multiple rows of marble pillars, skillfully carved
Base Atk +3; CMB +6; CMD 16
to resemble a series of gavels and scales in interlocking columns.
Feats Extra Channel, Improved Channel, Weapon
At the opposite end of the nave stand 15-foot high double doors of
Focus (light hammer)
shining gold. Inscribed across the surface of both doors is the holy
symbol of Archeillus. The scent of rusted iron wafts from within
Skills Bluff +9, Diplomacy +9, Knowledge (religion)
the temple’s nave with the distinct sweet smell of fresh blood.
+9), Sense Motive +10, Spellcraft +9
Languages Common, Dwarven, Undercommon
Within the cathedral are 6 cathedral priests that have just Combat Gear 3 potion of cure light wounds; Other
finished putting down the remaining Underguild agents. Gear chainmail, heavy steel shield, masterwork
The recent attack on the temple by the Underguild happened
primarily in this chamber. There are 4 Underguild agents
gavel (as light hammer), holy symbol of Grox
and 5 temple guards lying dead on the floor in here. The (disguised as holy symbol of Archeillus)
priests herein are checking for survivors among the fallen
and finishing any Underguild agents that still live. They B2. DINING HALL
attack immediately upon seeing anyone enter the temple. An immense, obsidian-topped table fills the center of this
The presence of the freshly spilled blood may cause one or room. The temple priests take their meals here.
more PCs to resort to feeding as described in Appendix C.

B3. KITCHEN
CATHEDRAL PRIESTS (6) CR 3 This chamber is a well-used kitchen with shelves holding
foodstuffs lining the walls.
XP 800
Male or female human cleric of GroxMoM 4
B4. CLOISTER GARDEN
LE Medium humanoid (human) Used for quiet contemplation, this large open space has
Init +0; Perception +3 paths of white gravel that merge at a large marble fountain
Aura evil, law depicting a majestic, rearing lion. Marble benches are
DEFENSE spaced around the fountain. The lawn alongside the paths
is well tended, and flower beds of red and white roses have
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield) been planted to provide the air here with a sweet aroma.
hp 33 (4d8+8 plus 4)
Fort +6; Ref +1; Will +7
B5. STOREROOM (CR 3)
OFFENSE
Stacked grain, dried meats, and other food supplies are
Speed 20 ft. stored here. The back area of the storage room is used to
Melee masterwork gavel +8 (1d4+3) hold gardening implements, seeds, and mulch for use in
the garden. One of the temple’s priests hides among the

26
supplies. Vorlawn Hodge peaks out from behind a stack gavel (as light hammer), holy symbol of Grox
of grain sacks (opposed Stealth versus Perception checks). (disguised as holy symbol of Archeillus)
At the first sign of the Underguild’s attack, he ducked into
this room to wait out the battle and is not sure who won
Development: Vorlawn is a coward at heart and does not
or who the PCs even are.
engage in combat if he thinks there is a way to escape.
His initial attitude is unfriendly if discovered, but he will
not attack and merely cowers if no opportunity to escape
VORLAWN HODGE, CATHEDRAL ADEPT CR 2 presents itself. If the PCs are able to change his attitude to
XP 600 friendly, Vorlawn tells what he knows about the church of
Male human cleric of GroxMoM 3 Grox and how it took over the temple years ago. He knows
the high priest of Grox exploits the artifact’s healing
LE Medium humanoid (human)
magic to extort money from the sick. He also overheard
Init –1; Perception +3 a few of the Underguild agents discussing how they
Aura evil, law were going to use the Crimson Shroud to lure the “noble
DEFENSE bitch to her destruction.” Vorlawn does know the Ritual
of the Crimson Shroud (see Appendix D) and is willing
AC 15, touch 9, flat-footed 15 (+6 armor, –1 Dex) to perform it for the PCs at the end of the adventure in
hp 23 (4d8+3 plus 3) exchange for his life.
Fort +4; Ref +0; Will +6
OFFENSE
B6. WORKSHOP
Speed 20 ft. This workshop seems to be focused on the creation of
Melee masterwork gavel +5 (1d4+1) everything from clothing to forged-iron tools and weapons
Ranged masterwork gavel +3 (1d4+1) in support of the cathedral.
Special Attacks channel negative energy 7/day (DC
13, 2d6), spontaneous casting (inflict spells) B7. GUEST QUARTERS
Spell-like Abilities (CL 3rd; melee touch +3): Guests or those awaiting friends or family in the infirmary
stay in these sparse quarters. The chamber holds four
5/day—touch of evil, touch of law
beds, each with a small desk, chair and footlocker.
Spells Prepared (CL 3th):
2nd—hold person (DC 16), align weapon (law)D, calm
emotions (DC 16) B8. LIBRARY
Floor-to-ceiling shelves filled with hundreds of books
1st—command (DC 15), protection from chaosD, line the walls of this room. A long table with several chairs
sanctuary (DC 15) sits in the room’s center. The books hold a myriad of
0 (at will)—bleed (DC 13), detect magic, detect texts covering the history of the religions of Foerdewaith
poison, purify food and drink, virtue and many prayer books and treatises on the worship of
D
Domain spell; Domains Evil, Law Archeillus. Interestingly there are a great number of texts
on local law and jurisprudence.
STATISTICS
Str 12, Dex 8, Con 13, Int 10, Wis 16, Cha 15
Base Atk +2; CMB +3; CMD 12 B9. LAVATORY
This room houses a simple stone bench with a hole cut in
Feats Extra Channel, Selective Channelling, it leading to a deep pit. There is nothing of interest here.
Weapon Focus (light hammer)
Skills Bluff +9, Perception +6, Sense Motive +9,
B10. BISHOP’S OFFICE
Spellcraft +7 This small office contains a mahogany desk and leather
Languages Common chair. Three more chairs stand against the opposite wall.
Combat Gear potion of cure moderate wounds, The office is strangely devoid of texts or records for the
scroll of comprehend languages, scroll of darkness, worship of Archeillus.
scroll of cure moderate wounds, scroll of find traps;
Other Gear masterwork breastplate, masterwork

27
B11. SACRISTY SLAVTIN GRAN CR 8
This room features several towering mirrors. Lining the
room’s walls are cabinets containing supplies such as
XP 4,800
incense, robes, clerical vestments, and other mundane Male firbolgB5 warpriestACG of GroxMoM 4
items necessary for conducting services as well as a drawer LE Large humanoid (giant)
holding an unusual collection of blindfolds (Knowledge Init +6; Senses low-light vision; Perception +17
[religion] DC 25 to recognize as associated with the worship DEFENSE
of Grox). The cathedral’s priests prepare for both public
services as well as for secret rituals here. AC 23, touch 11, flat-footed 21 (+7 armor, +2 Dex, +5
natural, –1 size)
Treasure: A successful DC 20 Perception check reveals a hp 79 (6d8+18 plus 4d8+12 plus 4)
hidden stash of 4 blocks of incense of meditation. Fort +9; Ref +7; Will +13
Defensive Abilities fortification 25%
B12. PRIEST CELL OFFENSE
Each of these rooms is similarly furnished with four wooden
beds, four simple footlockers, and a table with four chairs. Speed 30 ft.
Melee +1 warhammer +14/+9 (2d6+8/×3) or gauntlet
Treasure: A DC 18 Perception check uncovers 3d6 x 10 gp (from armor) +14/+9 (1d8+7) or +1 warhammer
in assorted coins and small knickknacks. +12/+7 (2d6+8/×3) and gauntlet (from armor) +12
(1d8+3)
B13. LARGE PRIEST CELL Ranged rock +9 (2d6+10)
This room holds beds and furnishings for eight but is Space 10 ft.; Reach 10 ft.
otherwise identical to B12. Special Attacks blessings 5/day (Darkness:
darkened vision, enshrouding darkness, Evil:
Treasure: A successful Perception check reveals double battle companion, unholy strike), channel
the valuables to be found in B12.
negative energy 3/day (DC 16, 1d6), fervor 6/day
(1d6), oversized weapon, rock throwing (120 feet),
B14. COMMON ROOM sacred weapon 4 rounds/day (+1, 1d6)
A long table runs down the center of this room, and its
walls are decorated with tapestries dedicated to worship Spell-Like Abilities (CL 6th):
of Archeillus. A DC 25 Perception check and a DC 20 At will—reduce person (DC 12)
Knowledge (religion) notices that these tapestries feature 1/day—alter self, confusion (DC 15), detect magic,
subtle references to GroxMoM. know direction
Spells Prepared (CL 4th):
B15. INFIRMARY (CR 8) 2nd—cure moderate wounds, sound burst (DC 16)
Spiral staircases rise from the nave below to reach this area. A dozen 1st—cure light wounds, murderous commandUM (DC
beds in this room are separated by folding screens into semi-private 15), ray of sickeningUM (DC 15), sun metalUC (DC 15)
areas. A third spiral stair rises into the cathedral’s tower above. Next 0 (at will)—bleed (DC 14), detect magic, read magic,
to this stair rests a wooden chair of enormous size.
stabilize
STATISTICS
For the right price, the priests of Grox offer healing and
convalescence services. If monetary payment can’t be arranged, Str 25, Dex 15, Con 17, Int 15, Wis 18, Cha 12
the clergy gladly accept other forms of payment such as quests, Base Atk +7; CMB +15; CMD 27
blackmail, or other tasks performed for the church. With the Feats Deflect Arrows, Improved Initiative, Improved
high priest in the Inner Sanctum above, the guard Slavtin Unarmed Strike, Lightning Reflexes, Power
Gran is still on duty and assumes anyone other than priests
of Grox coming into this room are agents of the Underguild Attack, Two-Weapon Fighting, Weapon Focus
that must be destroyed. Slatvin is a firbolg who was saved by (unarmed strike)
the bishop from being lynched by an angry mob years ago and Skills Climb +10, Knowledge (nature) +6,
stayed on to become a warpriest of Grox in gratitude.

28
Knowledge (religion) +11, Perception +17, Sense (worth 45 gp each), a +1 keen rapier, a +1 adamantine heavy
Motive +11, Spellcraft +9, Stealth –2, Survival +11 mace, a +2 longbow, a set of masterwork platemail bearing
the arms of Ysser on the breastplate, a suit of +1 chainmail,
Languages Common, Giant, Infernal a suit of +2 leather armor, and a suit of +1 scale mail. The
Combat Gear potion of haste; Other Gear +1 light Crimson Shroud is noticeably not on display in this chamber.
fortification chainmail, +1 warhammer, silver holy
symbol of Grox, 276 gp
B18. BISHOP’S CHAMBER
This well-appointed room serves as both a lavish
Treasure: A successful DC 30 Perception check reveals a bedchamber and a personal shrine for the bishop
hidden panel in the north wall containing five scrolls of cure overseeing the cathedral. A canopied bed with fine silk
moderate wounds, a scroll of remove curse, and two scrolls of sheets (worth 250 gp) stands in one corner, while a 4-foot-
remove disease. tall statue of what appears to be Archeillus stands in the
opposite corner but has a blindfold tied around its eyes
B16. CHOIR (recognizable as a representation of GroxMoM - 90 with a DC
This immense balcony overlooks the grand nave of the 20 Knowledge [religion] check).
cathedral, and the ceiling above rises into a half-dome 50
feet overhead. B19. INNER SANCTUM (CR 9)
Normally the bishop would be a CR 10 encounter, but due
B17. RELIQUARY (CR 8) to his weakened condition it is reduced to a CR 9, though it
should still be a very difficult encounter for the PCs. Unless
This dusty chamber has a wide variety of items on display. the battle was magically silenced somehow, the bishop will
Swords, shields, boots, belts, and framed parchments adorn the have heard combat in B15 below and will be ready for battle.
walls, and several mannequins stand in the corners, some of them
clad in armor. In the center of this square room stands a pedestal of black
painted stone carved to resemble lion-headed humanoid wearing
a blindfold and with arms and hands extended as if holding some
This room holds a variety of prizes traded for the use of the object above his head. Blood is spattered about the room from
Crimson Shroud. The walls are lined with hangers holding some recent conflict, and two human forms are slumped near the
shields, swords, contracts of service, and a variety of gear. The pedestal—a circular scorch mark in the floor outlines their charred
invading Underguild agents never made it into this room remains. A large pile of ash in the shape of a humanoid body with
due to the battle with the priests being more of a struggle a wooden stake protruding from the pile lies nearby.
than they planned for. Wooden mannequins stand in the
room’s corners to hold armor displays, but three of them
are actually 3 wood golems assigned to guard the chamber. This area is under the effect of a forbiddance spell (CL 11, Will
If the PCs enter the room without fully presenting the holy save DC 23) keyed to lawful evil. This is the room that held
symbol of Grox, the golems spring to life and attack. the Crimson Shroud and was only ever entered by the bishop
until the Underguild managed to breach it during their raid.
Bishop Voltix Calbrough remains in here now, but he is badly
WOOD GOLEMS (3) CR 6 wounded (which should prompt Will saves per the Hunger
rules in Appendix C). He stands next to the charred remains of
XP 2,400 the vampire, clutching a wicked dagger in one hand, a female
hp 64 vampire’s severed head in his other. He is horribly disfigured
after having withstood a fierce assault, and his scorched facial
Treasure: There are many items in this room, and the skin is attached only by wisps of sinuous tissue. A number of
GM is encouraged to add or alter the treasure to suit the Underguild agents perished at his hands, including the raid’s
PCs and their campaign. Hanging on the walls are 10 sets commander, a vampire that went by the name of Eudoxia, but
of fine silk garments equal to courtier outfits but adorned he was badly injured in the fight and was unable to prevent
with even greater than normal embellishment and them from absconding with the Crimson Shroud (that once
accoutrements (worth 50 gp each), a small display case holds rested atop the pedestal). He has remained in this chamber
a ring of protection +1, a ring of sustenance, and a unique ring since the battle and used his magic to recover some of his hit
of natural armor +1 (as the amulet). In addition wall hangers points. His currently diminished health and remaining spells
hold two masterwork longswords with fine silken baldrics is reflected in his stat block.

29
BISHOP VOLTIX CALBROUGH CR 9 Feats Combat Casting, Extra Channel, Improved
XP 6,400 Channel, Improved Initiaive, Lightning Reflexes,
Male human cleric of GroxMoM 11 Selective Channeling
LE Medium humanoid (human) Skills Intimidate +7, Knowledge (nobility) +6,
Init +3; Perception +11 Knowledge (planes) +7, Knowledge (religion) +6,
Aura law, evil Linguistics +5, Perception +11, Sense Motive +13,
DEFENSE Spellcraft +8
Languages Common, Infernal, Undercommon
AC 20, touch 9, flat-footed 20 (+7 armor, –1 Dex, +1
Combat Gear necklace of fireballs (type III [7-HD
natural, +3 shield)
fireball already used), potion of delay poison,
hp 75, currently 35 (11d8+11 plus 11)
wand of shield of faith (7 charges); Other Gear +1
Fort +9; Ref +5; Will +13
breastplate, +1 heavy steel shield, amulet of natural
OFFENSE
armor +1, cloak of resistance +1, atheist’s dagger
Speed 20 ft. (see Appendix D), headband of inspired wisdom +2,
Melee +1 adamantine dagger +10/+5 (1d4+2/19–20) holy symbol of Grox (disguised as holy symbol of
Special Attacks channel negative energy 7/day (DC Archeillus)
19, 6d6), spontaneous casting (inflict spells), staff
of order 1/day (5 rounds) Tactics: Bishop Voltix is weakened, low on hit points
Spell-like Abilities (CL 11th): and spells. The sight of additional vampires coming up
At will—lore keeper (DC 31), remote viewing (11 the stairs bends his will to almost a breaking point. He
goes on the attack with the remaining spells and fight
rounds/day)
he has left in him. Never a particularly brave or fanatical
8/day—touch of law man, if the bishop is reduced to 15 hit points, he drops his
Spells Prepared (CL 11th): weapon and shield and surrenders, begging for his life.
6th—blade barrier (already cast), hold monsterD He screams that they “already took the shroud” and “what
(already cast) more do you want.”
5th—dispel chaosD (already cast), flame strike (x2,
both already cast), spell resistance Development: PCs making successful Bluff checks
4th—air walk, cure serious wounds (already cast), (with a +5 circumstance bonus) can pretend to be agents
of the Underguild and seek to squeeze the bishop for
dismissal (DC 19), freedom of movement, order’s useful information which the bishop reluctantly gives.
wrathD (already cast) However, if they reveal that they are not agents of the
3rd— cure serious wounds (already cast), glyph of Underguild, he becomes even more cooperative seeing
warding, invisibility purge, searing light (already an opportunity to strike back at those who dared invade
cast), speak with deadD, water walk his god’s sanctuary.
2nd—cure moderate wounds, detect thoughtsD (DC
17), hold person (DC 17), resist energy (x2, one From either direct questioning or my putting together
bits of information that the bishop relays, the PCs can
already cast), silence (DC 17)
confirm that a score or more agents of the Underguild,
1st—bless, command (x2, DC 16), cure light wounds, led by a vampire (the one whose head the bishop still
endure elements, magic weapon, protection from possesses) broke into the cathedral within the last
chaosD (already cast) hour. The priests put up a fight but were surprised and
0 (at will)—bleed (DC 15), detect magic, guidance, overmatched. Bishop Voltix fought them off (killing
several singlehandedly) but was not able to stop them
virtue
from stealing the Crimson Shroud during the battle. The
STATISTICS last of the Underguild agents left only minutes before the
Str 13, Dex 8, Con 12, Int 10, Wis 21, Cha 14 PCs arrived. The firbolg was not on duty this night and
Base Atk +8; CMB +9; CMD 18 arrived only moments before the PCs, taking up guard
over the bishop in his sanctuary. Bishop Voltix claims

30
they need him to conduct the ritual over their heads in
order to spare his life and get as many concessions as
possible (keeping he cathedral’s secret safe, leaving it
unlooted, etc.).

In any case, the bishop will conclude any deal making


with information on where to find the Underguild.
Though the cathedral and the Underguild have never
been openly opposed before, he has long known of the
despicable guild’s presence within Tourse (this House
of Grox does to a great extent deal in secrets after all).
He can tell them that The Lich’s Laboratory, a gambling
hall near the riverfront has long served as a front for
the organization’s operations within the city. If the PCs
go there and press their case, they will surely be able to
find the miscreants they seek and the stolen Shroud. He
will add one extra bit of important information. While
the Crimson Shroud can be used to heal conditions such
as vampirism, it could also be used with only minor
variations of the ritual to remove the weaknesses of a
condition like vampirism. “Imagine a vampire able to
withstand the holy rebuke of a churchman or with no
fear of the sun’s rays,” he says. “I’d guess that’s why those
bloodsuckers from the Underguild came to steal it and
why you have to find it first before they become too
powerful for you to stop.”

Bishop Voltix doesn’t know it, but he was left alive


during the raid on purpose. While the Underguild is
unaware of the Shroud’s ability to remove vampire
that he was able to thin the attackers’ ranks some despite weaknesses (or they would have taken it long ago), they
their successful theft of the Shroud. He is unsure if the know the margravine wants it and seek to set a trap for
guild has more undead or vampires at their command but her to take vengeance for her past betrayals. They assume
wouldn’t be surprised. that her agents will be hot on the heels of the Shroud’s
theft. They know the bishop knows of their safe house
Even if the PCs attempt to hide their undead nature, and hope to lure the margravine in while pursuing
assume the bishop makes a successful Knowledge the stolen artifact. If the PCs kill the bishop without
(religion) check to discern the truth. If the PCs have obtaining the information, assume that Vorlawn Hodge
admitted to not being members of the Underguild, he (B5) also knows the above information and of the safe
quickly senses the recent nature of their conversion and house’s whereabouts. If both are killed, you will need to
the likely internal conflict that they face and offers them arrange another clue to inform the party and lead them
a deal. If they can recover the Crimson Shroud and return to The Lich’s Laboratory (see Chapter 3) — perhaps a
it to them, he can use its ritual to cure them of their clue sent by the margravine or her other agents. In any
vampirism. If the PCs haven’t recognized the truth of event, after leaving the cathedral, the gambling hall
the cathedral’s devotion to Grox, he hopes this will be should be the party’s next target location with half the
incentive enough. If he believes they have learned of the night already gone and a deadly sunrise looming.
cathedral’s true faith, he attempts to get an oath of secrecy
from them as part of the bargaining. If unsuccessful, he Ad Hoc XP Award: If the PCs allow Bishop Voltix to
will agree to any conditions that they require including live and obtain the Underguild’s information from him,
giving up the Shroud and/or leaving town (he knows he award them XP as if they had defeated him.
is in no position to make demands and will intend to
double cross them later), but he does hold the fact that

31
CHAPTER THREE: When the PCs first locate The Lich’s Laboratory, read the
following.

THE RIVALS AND THE Not far from the dank riverfront, this single-story building is a
misshapen construction of stone, wood and plaster, with a wood-

RITUAL
shingled roof, wreathed in the night fogs off the river. The image
of a grinning skull with a set of dice for teeth is crudely painted
above the door. Despite the lateness of the hour, the windows of
After exploring the Bastion of Righteous Decree and the establishment blaze with light and the raucous sounds from
discovering the theft of the Crimson Shroud, the PCs should within indicate that the night’s festivities are far from over.
be headed for the Underguild safe house hidden within the
gambling hall known as The Lich’s Laboratory. Locating The The interior and exterior walls of the gambling hall are a crudely
Lich’s Laboratory is simple enough, requiring only a DC put together combination of wood, stone, and plaster and are
15 Knowledge (local) of a DC 15 Diplomacy check to gather the structural equivalent of wooden walls. Ceilings are low, only
information. This check receives a +2 bonus if the PCs ask 7 feet high, crisscrossed by heavy support beams. The floors and
around among unsavory types along the riverfront and by an ceiling are of wood, though the planks of the floor are obscured
additional +1 for every 5 gp that they spend in bribe money. by a layer of old vomit-, urine-, and ale-oaked sawdust. Doors
are made of wooden planks and do not have locks unless
They sunrise is still some hours off, the PCs’ hunger from otherwise noted. Rooms contain cheap oil lamps for light, but
their new forms and the danger of the sun’s approaching these are only lit in rooms that are occupied. All other rooms
rays should give this part of the adventure a sense of are dark. Windows are made a parchment-thin horn that let in
urgency. It is only a matter of time until they deadly sun’s little enough light during the day and none at night. They are
light traps them in whatever building they are lurking opaque and do not allow a view of what is beyond.
until the next night or their own blood thirst causes them
to lose control of themselves and fully abandon themselves The lower levels consists of sewer tunnels and chambers
to their curse of vampirism. dug out of the earth. Walls that aren’t earthen are crudely
dressed stone and are slick with moisture and slime.
Ceiling heights are only 6 feet (except in area C5 where it is
THE LICH’S LABORATORY 10 feet). There are no light sources unless otherwise noted,
The Lich’s Laboratory is a gambling hall and tavern and the air in these rooms is musty and foul.
owned by the vampiress Eudoxia, leader of a local cell
of Underguild agents. The operator of the hall is a man
named Davius, a member of the Underguild who has been Wooden Wall: 6 in. thick; Hardness 5; hp 60; Break DC
negotiating with another member of the Underguild, 20; Climb DC 18.
Valarit the vampiress, in an attempt to become a vampire Dressed Stone Wall: 1 ft. thick; Hardness 8; hp 90; Break
himself. He secretly loathes Valarit and hopes that once he DC 35; Climb DC 24.
becomes a vampire, he will be powerful enough to destroy
her and take over as leader of the local chapter. With the Simple Wooden Door: 1 in. thick; Hardness 5; hp 10;
destruction of Eudoxia during the raid on the Bastion Break DC 15 (if locked); Disable Device DC 20 (if locked).
of Righteous Decree, Davius is hopeful that his time of
ascension is near. However, Eudoxia’s destruction at the
hands of Bishop Voltix has also caused consternation and Horn Window: 1/8 in. thick; Hardness 0; hp 3; Break DC 5.
confusion among the Underguild cell here. They did not
all know the extent of Eudoxia’s plan — specifically, to lead C1. TAPROOM (CR 9)
the agents of the margravine into a trap — so while they
The massive heavy oak door opens into a tavern, complete with a bar
are on alert after their raid, they are not truly expecting
and stools. Almost every table is filled by patrons swilling on leather
the arrival of the PCs this night and have not set up an
jacks of ale and playing a variety of card and dice games. There is
ambush accordingly. A message has been sent to Valarit
much shouting, swearing, and general revelry as many of the players
(who does not appear in this adventure) for instructions,
are deep in their cups and seem to win or lose their entire stake on every
and the Underguild survivors currently wait at their safe
hand. Oil lamps set in sconces on the walls illuminate the chamber.
house waiting to hear back from her.

32
33
This tavern and gambling hall has served as a front of the immediately requests a 20-gp cover charge from each party
Underguild for many years now. The Underguild used the member to enter. He instructs the PCs that the floor tables
sewer network accessible beneath the hall to move agents are open to anyone with coin, but the high stakes tables
in and out of the establishment to avoid drawing too much require an “invitation” (hinting strongly that an invitation can
attention to the gambling hall. On occasion, Eudoxia would be obtained with a proper bribe — at least 500 gp). Davius
entertain city officials and allow them to win some of the is aware of the Underguild raid on the cathedral tonight but
house’s gold to keep the right hands greased. Others would has no idea that the PCs might be looking for the Crimson
disappear in the night and were never heard from. Shroud so soon. If the PCs hint at or mention the cathedral in
anyway, he immediately draws his weapon and yells an alarm.
Likewise, if the PCs make no attempt to hide their vampirism,
The kitchen staff and serving girls are locals, hired to give
Davius will assume that they are agents of the margravine that
a sense of legitimacy to the establishment, no something of
he has been warned of and raise the alarm as well.
their employers’ true operations but are well paid to ask
no questions and mind their own business. They are aware
that there is a secret basement but do not know how to If the party refuses to pay the cover charge or picks a
reach it. Rough-looking men standing in the corners of fight, all the bouncers immediately turn on them, but flee
the room are 4 bouncers who are actual members of the if near death. Otherwise, the party is free to interact with
Underguild, all whom know about the secret grate in the the patrons and even join in games of chance. Feel free to
floor in the storage room (C4). play out actual games of craps, poker, etc. or simply bet on
high rolls or cutting the deck.
Many of the tavern’s 26 patrons are engaged in games
of cards and dice at various tables around the room. Treasure: The house’s nightly bank and proceeds are
Overseeing the bar is the manager, Davius. The area behind held in an unlocked box behind the bar. The box contains
the bar holds shelves and racks of ale barrels, wine bottles, various gems worth a total of 2,100 gp, and mixed coins
and bottles of stronger liquors. Many of the bottles of worth a total of 4,505 gp.
liquor are highly flammable. Four of them are particularly
potent, and if combat breaks out or Davius suspects the
PCs are vampires (he recognizes all the local vampires in C2. KITCHEN
the Underguild), he uses a small box of 20 tindertwigs to This kitchen has suffered from long neglect. Shelves
ignite the bottles before throwing them at targets. covered in grease, old food, broken crockery, and other
refuse line the walls, while across the room a burned, rusty
cauldron hangs over the cold hearth.
Patrons and staff at the bar other than the bouncers and
Davius will not become involved in any battles, preferring
to grab what cash they can and attempting to escape Treasure: One of the shelves conceals two potions of owl’s
through doors and windows. wisdom that can be discovered with a DC 22 Perception check.

C3. PRIVIES
DAVIUS CR 6 Arranged out back behind the tavern, each of these thick-
XP 2,400 walled alcoves is concealed by a threadbare curtain and has
only a hole cut in its earthen floor that drains directly into the
hp 45 (use Harrying BruteNPCC statistics, but AL NE)
sewers (area C5) below. The holes are too small for anything
larger than size Tiny to navigate and descend a total of 15 feet
UNDERGUILD BOUNCERS (4) CR 5 before emptying into the sewage channel below.

XP 1,600
C4. STORAGE (CR 8)
hp 57 (use GladiatorGMG statistics, but replace
trident with longsword) This room holds shelves and racks of spices, vegetables, grain, bottles of
cooking wine, and bottles of stronger liquors. In the center of the floor
sits a large oddly placed decorative rug and a barrel of dried meat.
Development: Despite the shady nature of the gambling
hall, Davius and the bouncers don’t initially attack or
become hostile towards the PCs unless the PCs come in with PCs that succeed on a DC 15 Perception check hear sounds
swords swinging. Upon entry, a bouncer near the entrance of rushing water emanating from below the rug. Looking

34
under the rug, the PCs find a large iron grate (hardness 10,
hp 30, Break DC 28) that leads down to the sewers below.
The grate is unlocked but trapped.

Trap: To discourage unwanted visitors from popping


up from the sewers, the Underguild trapped this grate
with a permanent symbol of stunning that triggers when
someone touches the grate without uttering the password,
“Phylactery.” When triggered, the symbol also sets off an
audible alarm spell, alerting anyone in area C3 and C11.

SYMBOL OF STUNNING CR 8
XP 4,800
Type magical; Perception DC 32; Disable Device
DC 32
EFFECTS
Trigger touch, magic (alarm); Reset automatic (10
minutes)
Effect spell effects (alarm and symbol of stunning,
stunned for 1d6 rounds, DC 20 Will save negates);
multiple targets (all creatures in 60-ft.-radius
burst, up to 150 total hp)

Development: Since the trap causes a stunning effect,


vampire PCs are immune to its effects though they must
still deal with the consequences of setting off an alarm.

C5. SEWER (CR 5)


A 5-foot-wide walkway hugs both sides of the walls of this sewer
channel. The sewage rushes swiftly west, frothing and gurgling
under a rudely built wooden bridge as it makes its way through a
grate and towards the nearby river. A secret door on the opposite side of the bridge is almost
The sewer system under Tourse was built with an incline seamless, so that if the sewer floods no water seeps in. This
towards the river create good flow and reduce required also conceals the door, making it more difficult to detect,
maintenance. Certain areas level off as storage areas, and it though tracks in the muck between the bridge and the door
is at this point the Underguild found an old maintenance can be found with a DC 20 Survival or Perception check. If
outpost’s bricked-up entrance. After knocking the wall in, successful, these provide a +5 bonus on Perception checks
they found multi-roomed access tunnels. These 20-foot to find the secret door.
wide tunnels are 10 feet high above the level of the walkways,
though with recent rains the sewer channel is filled almost Secret Door: 2 in. thick; hardness 8; hp 40; Break DC 28;
to the level of the walkway and only 1 foot below the Perception DC 35.
bridge. An undigested swarm has taken up residence in the
sewage under the bridge. The swarm is encouraged by the
Underguild, who see it as a silent guardian. They know to UNDIGESTED SWARMB5 CR 5
bring down a piece of dried meat (from the barrels in C4 or
C6) to placate the guardian before crossing the bridge. The XP 1,600
swarm attacks any creature that crosses the bridge without hp 54
tossing a piece of food into the sewage.

35
C6. THIEVES’ TUNNEL (CR 5) Skills Acrobatics +12, Appraise +11, Bluff +5,
Past the secret door, a tight, earthen passage runs to a Climb +10, Diplomacy –1 (+10 wolves), Disable
small gathering area. The rough-hewn tunnel widens into Device +20, Escape Artist +14, Knowledge
a chamber that holds a large table with multiple wooden
chairs surrounding it. Three oil lanterns give off a soft glow, (dungeoneering) +11, Knowledge (local) +6,
illuminating the four doors that exit the room. Large tapestries Linguistics +6, Perception +14 (+17 find traps),
cover the majority of the room’s walls, and bloodstains cover Sleight of Hand +12, Stealth +14, Swim +5, Use
a disturbingly large area of the floor. Next to the southern Magic Device +8
passage is a barrel half-full of dried meat. Languages Aklo, Common, High BorosLL4,
Undercommon
A single lookout named Jamus Hyne stands SQ rogue talents (fast stealth, rogue crawl,
guard here at all times. Currently, the lookout is
trap spotter), trapfinding +3
wearing a unique wolfskin cloak that he stole
from a priest during the raid on the Bastion Combat Gear antitoxin; Other
of Righteous Decree. He paces back and Gear masterwork studded leather,
forth in excitement, as he just recently masterwork buckler, +1 short sword,
learned of its hidden abilities and masterwork shortbow with 20
highly anticipates using it again soon.
arrows, eyes of the eagle, werewolf
If battle is joined, Jamus attempts to
assume werewolf form before going skin (see Appendix D), masterwork
on the attack. thieves’ tools, 18 gp
JAMUS HYNE (HUMAN
FORM) CR 5 JAMUS HYNE
(HYBRID WEREWOLF FORM)
XP 1,600
CR 5
Male human rogue 6
NE Medium humanoid XP 1,600
(human) Male human rogue 6
Init +3; Perception +14 NE Medium humanoid
DEFENSE (human)
Init +3; Perception +14
AC 17, touch 13, flat-footed 14
DEFENSE
(+3 armor, +3 Dex, +1 shield)
hp 45 (6d8+12 plus 6) AC 19, touch 13, flat-footed 16 (+3
Fort +6; Ref +8 (+10 vs. traps); Will armor, +3 Dex, +2 natural, +1 shield)
+2 hp 45 (6d8+12 plus 6)
Defensive Abilities evasion, trap sense Fort +6; Ref +8 (+10 vs. traps); Will +2
+2, uncanny dodge Defensive Abilities evasion, trap sense +2,
OFFENSE uncanny dodge; DR 5/silver
OFFENSE
Speed 30 ft.
Melee +1 short sword +8 (1d6+2/19–20) Speed 30 ft.
Ranged masterwork shortbow +8 (1d6/x3) Melee +1 short sword +8 (1d6+3/19–20), bite +2
Special Attacks sneak attack +3d6 (1d6+2) or bite +7 (1d6+2)
STATISTICS Ranged masterwork shortbow +8 (1d6/x3)
Special Attacks sneak attack +3d6
Str 12, Dex 16, Con 14, Int 14, Wis 11, Cha 9
SPECIAL ABILITIES
Base Atk +4; CMB +5; CMD 18
Feats Great Fortitude, Skill Focus (Disable Device), Str 14, Dex 16, Con 14, Int 14, Wis 11, Cha 9
Stealthy, Weapon Finesse Base Atk +4; CMB +6; CMD 19

36
Feats Great Fortitude, Skill Focus (Disable Device), occupant which might lead the PCs to believe that the
Stealthy, Weapon Finesse room belongs to some kind of lycanthrope (perhaps even
the guard in C6). There is nothing else here to indicate the
Skills Acrobatics +12, Appraise +11, Bluff +5, identity of the room’s occupant.
Climb +11, Diplomacy –1 (+10 wolves), Disable
Device +20, Escape Artist +14, Knowledge
Treasure: Five bottles on one table hold a recently concocted
(dungeoneering) +11, Knowledge (local) +6, elixir of antimordetis (see Appendix D). In addition, a DC 14
Linguistics +6, Perception +14 (+17 find traps), Perception check reveals a book hidden in brackets attached
Sleight of Hand +12, Stealth +14, Swim +6, Use to the bottom of one table. This book is written in Infernal
Magic Device +8 and includes the alchemical formulae as well as helpful hints
Languages Aklo, Common, High BorosLL4, for the distillation of all the poisons listed in the Appendices
of the Pathfinder Roleplaying Game Core Rulebook. The use of
Undercommon this book to create these poisons provides a +2 circumstance
SQ rogue talents (fast stealth, rogue crawl, trap bonus on the Craft (alchemy) role and reduces the cost of
spotter), trapfinding +3 creation by 20%. In addition, if you have access to LL7: Richard
Combat Gear antitoxin; Other Gear masterwork Pett’s Crooked City: The Blight by Frog God Games, this book
studded leather, masterwork buckler, +1 short includes the secret recipes of making fortified distilled and
doubly distilled potions (see page 513 of that book) or any other
sword, masterwork shortbow with 20 arrows, alchemical secret that you wish to insert into your campaign.
eyes of the eagle, werewolf skin (see Appendix D),
masterwork thieves’ tools, 18 gp
C8. BANDESTEI’S ROOM
A massive canopy bed dominates this chamber. A large
C7. MERTIFRAX’S CHAMBER (CR 7) dresser stands at the bed’s side, and cheap paintings of
The door to this room has been rigged with an acid fog trap the Ysser countryside hang on the wall. The bedding
that goes off if the door is opened without first flipping a and frame of the otherwise grand bed is soiled and
small switch at the bottom of the jamb. The switch can be ruined by mildew and stains, and the dresser only holds
found on a successful DC 35 Perception check to search for the nondescript clothes many different trades and
traps and allows the trap to be deactivated automatically. occupations found in the city — obviously for use as
disguises. However, nothing is of any intrinsic value.

ACID FOG TRAP CR 7


C9. EUDOXIA’S ROOM (CR 6)
XP 3,200
The scent of wax faintly permeates this chamber. At the eastern
Type magical; Perception DC 31; Disable Device end of the chamber rests an elegant coffin of bronze and polished
DC 31 wood. It is open revealing a lining of plush velevet. Beside this
DESCRIPTION coffin stands a large open wardrobe, its interior overflowing
Trigger touch, magic (alarm); Reset none with elegant dresses. In the southern portion of the room stands
draconic beast, fully 16 feet long from snout to tip of tail. It has
Effect spell effects (acid fog, persists for 11 rounds); scales of blue and stands upon two clawed feet, wings splayed at
multiple targets (4 squares adjacent outside door) its side, its tail tipped by a menacing horn-like stinger.
The pungent odor of strange chemicals and reagents hangs in the
air of this chamber. The tables that fill the room are covered with
The head of the local chapter of the Underguild at the
glass bottles and flasks, some placed upon small burners, and some
time of the temple assault was Eudoxia, a vampire of
connected to each other with elaborate glass tubing. Among the bottles
exquisite beauty and a furious temper. A member of the
and liquids, a small bed with a nest of blankets lies on the floor.
Underguild for over 50 years, it was she and her lover
Yorguio who expanded the organization’s reach into the
This is the room of the Underguild’s alchemist and underworld of Tourse. The raid on the cathedral to both
sergeant-at-arms, Mertifrax the barghest. There is little of recover the Crimson Shroud and use it as a lure to destroy
note here other than the complete alchemist’s lab that can the margravine. Unfortunately for her, she miscalculated
be found upon the tables. A search of the rumpled bedding the cathedral’s defenses, and it cost her her eternal unlife at
reveals a number of canine-like hairs left by the bed’s recent the hands of the bishop.

37
The draconic beast is recognizable as a wax mannequin Treasure: A DC 22 Perception check to search the coffin
with a simple DC 10 Perception check, but is an obviously locates an assassin’s dagger, two potions of invisibility, and a
skilled replica of a wyvern molded in wax. It also happens bag of 10 emeralds (200 gp each). The dresses within the
to be a waxwork wyvern that Eudoxia had brought in and wardrobe are worth a total of 700 gp. Sitting on a shelf
assembled here piece by piece by Bandestei. The creature within is a pearl-handled hairbrush (250 gp). Hidden
serves as a guardian for the chamber and attacks anyone within the waxwork wyvern (Perception DC 30 only if it is
who enters unaccompanied by Eudoxia. Despite their destroyed) is a leather bundle holding 2,200 pp.
leader’s recent death, the other Underguild survivors have
not yet decided on the best way to deal with the automaton
in order to recover their former leader’s treasures. C10. BARRACKS
This wide chamber has been set up as a barracks. It has rows
of uncomfortable wooden bunks and footlockers. There are
WAXWORKHA WYVERNB1 CR 6 perhaps a dozen in total. Most show signs of recent use with
soiled sheets and burlap pillows scattered in disarray.
XP 2,400
N Large construct
Init +1; Senses darkvision 60 ft., low-light vision; Most agents of the Underguild in Tourse maintain
residences within the city. When mustering for a major
Perception +0 operation this room is used to house them while they
DEFENSE prepare. The recent raid on the cathedral brought more
AC 15, touch 12, flat-footed 14 (+1 Dex, +2 deflection, than a dozen agents to this safe house and had them staying
+3 natural, –1 size) the previous night while they prepared. The few surviving
agents that returned here quickly rifled through their fallen
hp 68 (7d10+30); waxen regeneration 5 (fire) comrades’ personal items, claiming anything of value.
Fort +2; Ref +3; Will +2
Immune cold, construct traits
C11. STAGING ROOM (CR 11)
Weaknesses vulnerability to fire
OFFENSE The door opens into a wide audience hall decorated with elaborate
tapestries and art befitting a noble bloodline. A massive table sits
Speed 20 ft., fly 60 ft. (clumsy) near the chamber’s entrance. Set atop its surface is a long, detailed
Melee sting +10 (1d6+4), bite +10 (2d6+4), 2 wings map of Tourse. The back of the chamber is partially divided by two
+5 (1d6+2), or slam +10 (1d8+6) rounded buttresses that support the low ceiling overhead. Between
Space 10 ft.; Reach 5 ft. these buttresses hangs a long curtain that can be stretched across
for privacy, though currently it is only partially drawn. Draped
STATISTICS across a desk in the back corner is a blood-red shroud.
Str 19, Dex 12, Con —, Int —, Wis 10, Cha 10
Base Atk +7; CMB +12; CMD 26
Feats Improved InitiativeB The map on the table shows a number of marked locations
of old Underguild robberies, stakeouts, burglaries, etc.
Skills Fly –9 Though none of it is of current relevance to the city.
SQ freeze (wax sculpture) The front portion of the room is for staging before an
Gear ring of protection +2 Underguild operation while the back portion is used for
SPECIAL ABILITIES storage of necessary equipment for an operation, storage of
stolen goods waiting to be fenced, and even as a makeshift
Waxen Regeneration (Su) This ability functions like hospital based on the old bloodstains on the stone floor
regeneration, except the waxwork creature has it here and there. The desk has a number of drawers holding
without a Constitution score. A waxwork creature little more than some moldering remains of food, bits and
reduced to 0 hit points is staggered instead of pieces of old disguises, and a number of old Underguild
passwords and phrases that are years out of date and no
destroyed while its waxen regeneration is active;
longer of use. Lying across the desk is the Crimson Shroud,
it ignores all damage dealt to it that would where the Underguild agents have carelessly tossed it while
reduce its hit points below 0. Fire damage causes trying to figure out their next move. Draped over the back
the waxwork creature’s regeneration to stop of the desk’s chair is a bandit’s cloak (see Appendix D). A pair
functioning on the round following the attack. of mildewed tapestries hang along the back wall to try and

38
keep the chill of the nearby river out of the room. Behind one hp 101 (11d6+44 plus 2d10+8 plus 2)
of them is a concealed door. It requires a DC 20 Perception Fort +11; Ref +18; Will +11
check to notice without looking behind the curtain, but
is found automatically if a player states they look behind
DR 5/cold iron
the tapestry. Behind this door is a dugout tunnel that leads OFFENSE
to a concealed dell on the banks of the nearby river. It is Speed 30 ft.
from here that the Underguild sallies forth under cover of Melee bite +16 (1d4+4 plus bleed), 2 claws +16
darkness to undertake their clandestine enterprises.
(1d4+4 plus bleed)
Special Attacks bleed (1d4), blood rage, curse of
Currently within this chamber are Bandestei, the
misery, horrific critical, studied target +1 (1st,
ranking Underguild lieutenant after Eudoxia’s destruction,
Mertifrax, this Underguild chapter’s sergeant-at-arms and move action)
local alchemist, and 4 Underguild foot soldiers, all of whom Spell-Like Abilities (CL 11th):
survived the recent raid on the cathedral. If no alarm has Constant—hide from animals (self only), hide from
been raised in area C4 or C6, they may be able to surprise undead (self only) (DC 14), tongues
the remaining members of the Underguild gathered
At will—detect thoughts (DC 15)
around the map table discussing how their attack on the
Bastion of Righteous Decree went wrong. Anyone listening 3/day—animal trance (DC 15), invisibility (self only),
at the door and making a DC 20 Perception check can hear snare
Bandestei (see “Note” below), berating the other members 1/day—control weather, dominate animal (DC 16),
for being sloppy in their execution. If the PCs listen for at speak with dead (DC 16)
least 2 rounds, after berating the group Bandestei turns his
STATISTICS
attention to the Mertifrax and asks if his latest “batch” is
ready for use. The alchemist replies that his current batch Str 17, Dex 25, Con 18, Int 16, Wis 16, Cha 17
is sufficient for five individuals. Bandestei closes by telling Base Atk +7; CMB +9; CMD 27
his men to make ready for the arrival of the margravine’s Feats Dodge, Improved Initiative, Improved
goons who should have taken the bait and ought to be
arriving to get the Shroud at any time now.
Natural Attack (claw), Mobility, Power Attack,
Rending ClawsAPG, Spring Attack, Weapon Finesse
Skills Acrobatics +21, Bluff +17, Climb +15, Craft
Note: Bandestei is under a constant hide from undead,
so if the undead PCs do not make a DC 14 Will save, they (traps) +11, Diplomacy +10, Disguise +17, Escape
will be unable to see or hear the sangoi lieutenant, causing Artist +16, Intimidate +17, Knowledge (local) +11,
them only to hear the responses to his comments above Knowledge (nature) +11, Perception +17, Sense
and creating a potentially confusing situation for listeners. Motive +9, Sleight of Hand +12, Stealth +25,
Survival +18
If the PCs have not managed to obtain surprise, the Languages Aklo, Common, Goblin, Sylvan; tongues
group’s actions are described under “Tactics” below. SQ change shape (Medium or Small land animal
or humanoid, polymorph), combat style (natural
BANDESTEI, weaponAPG), sideways glance, slayer talent
UNDERGUILD LIEUTENANT CR 9 (ranger combat styleACG), sunlight transparency,
track +1
XP 6,400
Combat Gear elixir of antimordetis (see Appendix
Male sangoiB5 slayerACG 2
D), potion of rage, potion of resist fire 10; Other
NE Small fey
Gear amulet of mighty fists +1, bracers of armor +2,
Init +11; Senses hear heartbeat, low-light vision;
cloak of resistance +1, thieves’ tools, key to desk
Perception +17
secret compartment
DEFENSE
AC 24, touch 19, flat-footed 16 (+2 armor, +7 Dex, +1
dodge, +3 natural, +1 size)

39
MERTIFRAX, SERGEANT-AT-ARMS CR 6
XP 2,400
Male barghestB1 alchemistAPG 4
LE Medium outsider (evil, extraplanar, lawful,
shapechanger)
Init +7; Senses darkvision 60 ft., scent; Perception
+10
DEFENSE
AC 20, touch 13, flat-footed 17 (+1 armor, +3 Dex, +6
natural)
hp 74 (10 HD; 4d8+6d10+20 plus 4)
Fort +10 (+12 vs. poison); Ref +12; Will +7
DR 5/magic
OFFENSE
Speed 30 ft.
Melee bite +14 (1d6+5), 2 claws +14 (1d4+5)
Ranged acid bomb +12 (2d6+4 acid) or bomb +12
(2d6+4 fire)
Special Attacks bomb 8/day (2d6+4 fire, DC 16)
Spell-Like Abilities (CL 6th):
At will—blink, levitate, misdirection
1/day—charm monster (DC 18), crushing despair (DC
18), dimension door
Extracts Prepared (CL 4th):
2nd—fire breathAPG (DC 16), invisibility
1st—blurred movementACG, long armACG, phantom +2 natural armor, 40 minutes), poison use, swift
bloodACG, shield alchemy
STATISTICS Combat Gear elixir of antimordetis (see Appendix
Str 21, Dex 17, Con 15, Int 19, Wis 12, Cha 18 D), potion of haste; Other Gear amulet of natural
Base Atk +9; CMB +14; CMD 27 (31 vs. trip) armor +1, bracers of armor +1, alchemist starting
Feats Brew Potion, Combat Reflexes, Great formula book, 130 gp
Fortitude, Improved Initiative, Point-Blank Shot,
Precise Shot, Throw Anything
UNDERGUILD FOOT SOLDIERS (4) CR 6
Skills Acrobatics +12, Bluff +13, Craft (alchemy) +16
(+20 to create alchemical items), Craft (poison) XP 2,400
+13, Diplomacy +13, Heal +11, Intimidate +13, hp 53 (use HighwaymanGMG statistics)
Knowledge (nature) +14, Knowledge (planes) +13,
Perception +10, Sense Motive +10, Spellcraft +16, Tactics: If the inhabitants of the room become aware
of the PCs entering their lair, they order Jamus in C6 to
Stealth +12, Survival +10 ambush and slow them in C5. Badnestei casts invisibility on
Languages Abyssal, Aklo, Goblin, Infernal, Worg himself and hides beneath the map table (he doesn’t know
SQ alchemy (alchemy crafting +4), change shape for sure that the intruders are undead, so he does not rely
(goblin or wolf, polymorph), discoveries (acid solely on his hide from undead ability). He drinks his potions
bomb, directed bomb), feed, mutagen (+4/–2, and studies the least armored PC while waiting for the PCs
to discover him or for his companions to attack before

40
making his own attack. Mertifrax assumes his goblin MARGRAVINE CASSANDRA VANDERHAVEN CR 10
form and drinks his invisibility, blurred movement, and shield
extracts and his potion of haste while waiting around the XP 9,600
corner from the entrance by the door to C9. He has his fire hp 116 (See Event 4)
breath extract in hand for use as soon as the ambush of the
PCs begins. Once he has used the fire breath on any obvious Treasure: The desk contains a hidden compartment under
spellcasters, he uses dimension door to retreat behind the its writing surface (Perception DC 23) that is locked and
curtain partition gaining total concealment. He then casts trapped an acid trap that shoots a stream of acid at anyone
blink on himself and uses charm monster and crushing despair opening the compartment without using the key. Within
on the party while throwing bombs and blinking back and this compartment is a bag of assorted gems worth 6,700
forth behind the curtain. gp, a hat of disguise, and forged identification documents
and credentials of a half dozen different “residents” of
One of the foot soldiers dons the bandit’s cloak on the desk Tourse that the Underguild can use to infiltrate or evade as
chair, and they all hide behind the curtain and spring out necessary. Who these identities are and how they may be of
to attack with surprise when the party enters. They initially use to the party is up to the GM.
use their bows and to make concentrated sneak attacks on
the first PC to enter the room and then switch to spiked Locked Secret Compartment: hardness 5; hp 25; Break
chains to try and lure the party fully into the room and set DC 18; Disable Device 30.
up the attacks of their invisible comrades. They try to flank
PCs to continue their sneak attacks and will use Acrobatics
to maneuver around the battlefield and even their potions ACID STREAM TRAP CR 5
of invisibility to try and reach favorable positions for further
sneak attacks. The foot soldier wearing the bandit’s cloak XP 1,600
will only activate if none of his companions are within its Type mechanical; Perception DC 25; Disable Device
area of effect or if he is on the verge of death. DC 25
EFFECTS
Development: During the third round of combat, Trigger touch; Reset repair
Margravine Cassandra Vanderhaven infiltrates the
chamber in gaseous form through the secret entrance
Effect Atk +10 ranged touch (4d6 acid for 2 rounds
at the back, having located and breached the safe house plus DC 20 Fort save or blind)
using her own resources. When she realized the PCs
were going to raid it, she opted to wait and see what RETURN TO THE MANOR
mayhem they could cause. She tries to remain behind
the tapestry as much as possible requiring an opposed After the events at The Lich’s Laboratory, the margravine
Perception check against her Stealth to spot her before has the Crimson Shroud and is in a rush to use its abilities
she assumes her corporeal form. Anyone making at least a to remove her vampire weaknesses. Once freed of these
DC 30 Perception check notices a slight chill draft in the constraints, she plans on visiting any old enemies for a
room the round before she emerges due to her opening drink. In addition, she dreams of true immortality, and
the concealed door behind the tapestry before assuming the ever-increasing power of her psychic abilities that will
gaseous form. She materializes long enough to grab the make here the region’s one true master vampire.
Crimson Shroud from the desk before ducking back
behind the tapestry and through the open door there. The PCs will be unable to follow her through the river
If attacked before she can make her escape, she tries to mists after absconding with the Crimson Shroud through the
dominate any attackers with her gaze and orders them to Underguild’s backdoor. They don’t know where she might
cover her retreat. Unless you wish for the adventure to be headed but a DC 15 Knowledge (local) or (nobility) does
end here, you should orchestrate the margravine’s escape not recall any other known holdings of any significance of
with the Shroud. Once to the riverbank she assumes the margravine in or around the city, and with the coming
gaseous form again and disappears into the night mists down only a few hours at most away she must be seeking
over the river. If the PCs are having a hard time with the shelter from the sun’s rays. If the players don’t think of
encounter, the margravine can make an early appearance it themselves, A DC 15 Intelligence check will recall that
and take down a few of the foot soldiers before she makes with the destruction (or at least temporary removal) of the
off with the Crimson Shroud. vampire hunter threat, Vanderhaven Manor is likely the

41
most logical place for the margravine to have retreated at sunlight, but only enough to reduce the light level by one
least in the short term. The PCs don’t have time to gather step. It still causes a full vampire to become exhausted
allies elsewhere in the city, so their only viable option under prolonged exposure. Cassandra has broken open a
seems to be heading back to Vanderhaven Manor and single 5-foot section directly above the central dais so that
hoping to catch the margravine before she can complete the sunlight through the roof will fall upon it and her as the
her nefarious plans with the Crimson Shroud. sun rises. If she moves during the ritual, she must return to
the dais by the final round of the ritual. The sun has begun
to rise as the PCs gain entrance into the room (unless for
EVENT 9: VANDERHAVEN MANOR REDUX some reason they refuse or are unable to, in which case she
(CR 11) completes the ritual uninterrupted). Assuming the PCs
The PCs can reach the manor before dawn, but its pink gain entry into the conservatory, they will enter on Round 1
suggestion is beginning to show on the eastern horizon. It of the ritual (see “Tactics” below).
is only a matter of minutes before the sun’s rays force the
PCs to seek shelter within their own coffins.
While she undergoes this process, Forsythe and her
summoned wolves do everything they can to keep the party
The house is exactly as they left it, and if any members of away from the margravine, including fighting to the death.
the vampire hunters survived their attack, they have returned In addition, she has Forsythe here for the ritual’s sacrificial
to Temple of Mitra to await the PCs. The margravine has demands. However, when the PCs arrive, she focuses the
retreated to area A6 to conduct her ritual, though the PCs sacrificial demand on one of them instead. This creates a
may need to search around a little bit to conclude that. second hazard for the PCs as the Crimson Shroud begins to pull
During this process remind them of their urgency as the blood from their bodies. On any round in which the targeted
predawn darkness gradually grows lighter and lighter with PC succeeds at his saving throw to avoid the blood sacrifice,
the swiftly coming day. A DC 10 Perception check in A2, A5, Cassandra defaults to Forsythe instead. If Forsythe is slain, the
or the hallway in between them notices many new muddy margravine makes the sacrifice from her own hit points in
tracks. These are coming in through the broken window in that round counting on her fast healing to recover them.
A2. A DC 10 Knowledge (nature) or Survival check identifies
them as large canine tracks, while a DC 15 on these checks
confirms them to be wolves. Once the tracks have been MARGRAVINE CASSANDRA VANDERHAVEN CR 10
identified, a DC 10 Survival check easily follows them into
A5 and the double doors leading into A6. See that area for XP 9,600
the means of gaining entry to the room. hp 116 (See Event 4)
FORSYTHE CR 7
Assuming the PCs are able to enter the room, add the
following description in addition to the previous one XP 3,200
provided in Chapter 1. hp 75 (see Event 1)
The beautiful stained glass roof sparkles as small beams of
sunlight filter through in a rainbow of colors. The rising sun WOLVES (7) CR 1
provides slight illumination as it peaks over the horizon and
XP 400
pierces through city’s haze and building’s windows. Sunlight,
the once-revered, life-giving radiance that is now to be feared. hp 13
Standing before the central pedestal is the Margravine Cassandra
veiled in the diaphanous folds of the Crimson Shroud. Tactics: The margravine and her retinue use the
following tactics to battle the PCs during the ritual, and
the timetable of outside events occur as outlined below.
Within the conservatory are the Margravine Cassandra Modify the tactics of the margravine’s forces as necessary
Vanderhaven, her house steward and sycophant Forsythe, based on the actions of the PCs, but completion of the
as well as her summoned children of the night in the form ritual remains her top priority — Cassandra knows she
of a pack of 7 wolves. From the start of this encounter, the only gets one chance at this.
clock is running for the PCs. The sun has begun to rise and
the margravine is counting on it to complete the Ritual of
Round 1: Arrival of the PCs, initiative is rolled. Forsythe
the Corrupted Shroud (see Appendix D). The stained glass
and the wolves rush forward to protect their master. On
of the roof is magically warded against the rays of direct
Cassandra’s initiative she begins the Ritual of the Corrupted

42
Shroud and the targeted PC begins to take damage. The Development: If she is defeated her and get inside her coffin
margravine automatically succeeds on her skill checks and while she is still recovering, Cassandra attempts to dominate
begins to have one vampire weakness removed each round them at first, and if that fails she begs for her life. She offers
(see the Ritual of the Corrupted Shroud in Appendix D). up everything, even the Crimson Shroud and its secrets, her
mansion, and her wealth. She will of course attempt to double
Round 5: The morning sun filtering into the room is cross the PCs at the first available opportunity.
sufficiently bright to cause any vampire in the chamber
(other than the margravine) to gain the fatigued condition
unless they succeed on a DC 16 Fortitude save (if not
fatigued, a new save is required each round with the DC CONCLUDING THE
increasing by +2 each round). Any vampire (again other
than the margravine) standing on the central dais is subject ADVENTURE
to direct sunlight and is staggered in the first round and
destroyed in the second consecutive round of exposure. If the party is successful at the end of the adventure, they
should have destroyed Margravine Cassandra and recovered
Round 10: The margravine completes the ritual and the Crimson Shroud with at least one of the PCs still in
immediately assumes gaseous form. She will make her way control of himself as a free-willed vampire (as opposed to
to A4 in order to access her coffin in A26 where she will be having succumbed to evil through feeding and becoming a
able to regain her material form after 2 rounds of rest. GM-controlled NPC). It is possible that such a PC will need
to try and put down any of his evil party members in order
Development: If the margravine is defeated before to have the Crimson Shroud cure administered to them even
completing the ritual, she likewise assumes gaseous form against their will. Since the dawn has come, the first order
in order to reach her coffin in A26 as described above. of business for the PCs will be to return to their coffins in
Regardless of how the margravine is dealt with, the Crimson A5 until the next nightfall which will give a canny PC the
Shroud is left behind in this chamber. opportunity to stake his unsuspecting corrupted comrades
in order to keep them in a state of suspended animation
until such time that the cure can be administered. The PCs
EVENT 10: IN THE CRYPT OF THE are in luck during this first day of rest because both the
MARGRAVINE (10, 11, OR 12) remoteness of access and the reputation of Vanderhaven
The most likely way for the PCs to discover area A26 is to Manor will keep anyone from trespassing at the house
follow the margravine’s gaseous form here after battling before nightfall when the PCs can become active again.
her in Event 9. If the PCs defeated her during the ritual,
then Margravine Cassandra is here in her coffin recovering The PCs have the Crimson Shroud but do not know
from her wounds. If she was able to complete the Ritual of the Ritual of the Crimson Shroud to cure them of their
the Corrupted Shroud, then she only needs to rest in her vampiric affliction. In addition, their continual blood
coffin for 2 rounds before being able to emerge whole and hunger (Appendix C) means they are unlikely to have
with none of the weaknesses of a normal vampire (see the time to research the ritual before succumbing to their
Ritual of the Corrupted Shroud in Appendix D). One of her foul impulses, so their best bet is to find someone who
first actions in combat will be to pull the outer lid off of the can do the ritual for them. The most obvious possibilities
coffin in order to release the black pudding within to give include any deals they have brokered with Vorlawn Hodge
the PCs something extra to worry about. or Bishop Voltix at the Bastion of Righteous Decree or
possibly even High Faithful Thesius Blathe of the local
Temple of Mitra, who all possess the requisite knowledge
MARGRAVINE CASSANDRA VANDERHAVEN CR 10 of the Shroud and its ritual necessary to cure the PCs.
If the PCs do not have any of these opportunities, the
XP 9,600
strange elven painter Corodolan Ielvian (from Event 2)
hp 116 (See Event 4) will seek them out on the next night having learned of
their plight through his own mysterious network. If the
PCs previously made a favorable impression upon the
BLACK PUDDING CR 7
artist, he will put them in touch with an underground
XP 3,200 cleric of Bacchus-Dionysus who can perform the ritual
hp 105 they need in exchange for allowing him to paint their

43
vampiric destruction (staking, sunlight, etc.) at the hands been reduced to ash by the rays of sunlight after being defeated
of the cleric. If they have not previously made a favorable by the PCs in area A26), but they are still not above suspicion
impression on the painter, he will demand a payment of having been seen with her at the party which was her last
5,000 gp as well as the painting before he will put them in public appearance and likely having stayed in residence at her
touch with the cleric. In any event, the cleric of Bacchus- manor afterward — and especially if they are seen possessing
Dionysus will demand they turn over the Crimson Shroud any items connected with her family and household.
to him before he will use the ritual.
There are several ways that this can play out. In truth Duke
Unfortunately for the PCs, regardless of whom they procure Kanimar Passur cares little for the passing of the House of
to perform the Ritual of the Crimson Shroud, they all know Vanderhaven and assumes formal control of duchy’s capital
that to do so they will first have to destroy the PCs and use city himself with the ability to give out the hollow title of
the Shroud’s true resurrection ability on each PC at the rate of Margrave of Tourse to some other political toady at a later
once per week. They will propose to stake each PC and then date. However, he does have a duty to keep up appearances
expose them all to the light of sunrise to burn them to ash and and cannot allow nobles of the realm to be murdered and
permanently destroy them as undead. They will then resurrect robbed with impunity. If the PCs have made no secret of their
one PC on the first morning (the ashes of the vampires are involvement and their possession of Vanderhaven property,
sufficient for the Crimson Shroud’s power to work) and allow the duke orders their arrest and the return of all the treasures
them to oversee and bear witness to the completion of the taken from the manor. Having made a deal with Bishop Voltix
process over the next month or so. The clerics of Grox will, Calbrough or a favorable impression with Claudius Camrid
surprisingly, abide by any agreement they previously made (Event 2) reduces this to return of 50% of the monetary
with the PCs but will demand the additional concession of treasures along with the silver dove and +1 keen bastard sword
the return of the Crimson Shroud to them at the end as they from A6 and the +2 mithral breastplate from A26. If the PCs
suddenly realize the leverage that they have over the PCs in have not allied with either of these individuals but have made
the situation. High Faithful Thesius will likewise willingly alliance with High Faithful Thesius and bring forth proof of
conduct the ritual — even if the PCs slew some or all of his the margravine’s vampirism and other unsavory practices,
vampire hunters in Event 8 — but only on the condition that they are offered the same deal.
they concede ownership of the Crimson Shroud to the Temple
of Mitra at the end of the process so that it may be used for the
If the PCs have not openly displayed any of the Vanderhaven
benefit of all. He will resurrect any of the slain hunters during
property or revealed their part in events, suspicion still
this time to bolster his position against recalcitrant PCs.
falls heavily upon them. In this case the duke orders an
investigation of them. If the PCs have allied with Bishop Voltix
It is entirely possible that the PCs may decide to renege on or made a favorable impression with Claudius Camrid or
any deals regarding giving up the Crimson Shroud and instead Lady Renee Galatry (both from Event 2), then the investigation
intending to keep it for themselves. As GM, you should be finds nothing conclusive but does require the return of the
cautious about allowing an artifact of its potency to remain dove, the sword, and the breastplate if they are found to be
in the hands of the PCs. Its presence could easily unbalance missing from the manor. Otherwise the investigation leads to
a game. It would be better to have the respective church the conclusion as described in the paragraph above.
make its own contingency plans for just such a double cross
that prevent the PCs from being able to do so. One possible
The situation for the PCs in Tourse varies widely depending
alternative is to allow the party to come to an agreement with
on how the adventure goes: anything from being wanted
the church that they may return and receive the use of the
criminals on the run, to cronies with some of the city’s corrupt
Shroud on future occasions free of charge. This keeps it out
leadership, to civic crusaders allied with the rising Temple
of their immediate hands but also puts an ace in their back
of Mitra. Whichever it turns out to be, they are likely to have
pocket should they need resurrection or similar services later.
many uncomfortable memories of their time spent as blood
drinkers among the city’s night-shrouded streets that could
In any event, as long as the PCs have not attempted to double serve to propel them towards or repel them from further
cross the benefactor providing the ritual, they have created at adventures in the city. The Church of Grox will attempt to
least something of an ally that can assist them in other ways rebuild its influence while the Underguild is unlikely to
— most notably in what amounts to the assassination of the abandon its own aspirations for the city and duchy. All of
Margravine of Tourse, no small matter within the duchy. It is that combined with a crusading Church of Mitra and a
possible that the PCs have managed to cover their tracks well thoroughly corrupt government ensures plenty of adventure
with the margravine having “disappeared” (her body having opportunities should the PCs want them.

44
APPENDICES vampire — this sense can be blocked by any effect that
blocks scrying. A sycophant has detect thoughts on its
progenitor in effect at all times (CL 20th); these abilities
cannot be dispelled.
APPENDIX A: VAMPIRE
Immunity: A sycophant is immune to charm effects of any
SYCOPHANTS but their progenitor.
Sycophants are creatures that are thralls of vampires yet Weaknesses: Sycophants cannot tolerate the sound of
have not undergone a transformation to the undead. They prayers or religious mantras recited by those truly
are instead rewarded for their service to the vampire with faithful to a good deity. Any divine spellcaster with a
a portion of the vampire’s blood. This daily feeding allows good-aligned deity can force a sycophant to recoil by
the sycophant to retain its abilities as it ingests and gains dramatically praying and presenting their holy symbol
dark powers from its master’s ichor. as a standard action. Praying doesn’t harm a sycophant;
it merely keeps the creature at bay. A recoiling sycophant
CREATING A SYCOPHANT must stay at least 5 feet away from a praying character
“Sycophant” is an acquired template that can be added and cannot touch or make melee attacks
to any living, corporeal creature (referred to hereafter as against it. After 1 round, a sycophant can
the base creature). A sycophant uses all the base creature’s fight past its revulsion and function
statistics and special abilities except as noted here. normally each round it succeeds at a
DC 25 Will save. The prayers of those
Challenge Rating: Same as the base creature +1. who worship non-good deities or
Alignment: Any evil. worship no deity have no effect on a
Size and Type: Animals with this template sycophant.
become magical beasts, but otherwise the Reducing a sycophant’s hit
creature type is unchanged. points to 0 or lower incapacitates
Senses: A sycophant gains darkvision 60 ft. it but doesn’t always destroy it (see
and the scent special ability. fast healing). However, consecrating
Armor Class: A sycophant’s natural the sycophant’s remains and
armor improves by +2. burying the body destroys it forever.
A sycophant’s body is considered
Hit Dice: All racial Hit Dice consecrated if it is doused
or Class Hit Dice are with a vial of holy water and
unaffected. buried, if it is buried in
Attacks: The earth affected by the spell
sycophant gains consecrate, or if bless, prayer,
a primary slam or a similar divine spell is cast
attack if it has no other upon it as it is being buried. Digging
natural attacks. up a sycophant’s corpse or profaning
Special Qualities: A sycophant retains all the area where it’s buried does not
the special qualities of the base creature restore a buried sycophant
and also gains the following special Withdrawal: If a sycophant misses feeding
qualities. from its progenitor for more than 24 hours,
Blood Mask (Su) A sycophant is able to it begins to suffer the effects of withdrawal as
conceal its alignment from all forms of the hunger rules (see Appendix C). After 7 days
divination. If the sycophant has fed from of withdrawal, if the the sycophant has not feed
its progenitor within a 24-hour period and from its progenitor it loses its template bonuses
is within 1 mile, the progenitor gains this and reverts back to its original form.
benefit as well. Abilities: Str +2, Dex +2, Con –4 (minimum 1),
Blood Rejuvenation (Su) For 10 rounds after a Cha +2
sycophant drinks of his progenitor vampire’s Feats: A sycophant gains Alertness and Deceitful as bonus
blood it gains fast healing 5. feats.
Sense Progenitor (Su) A sycophant knows
the direction and distance to its progenitor

45
APPENDIX B: VAMPIRES AS PLAYER Vampire Spawn
All of the above assumes that all of the PCs are at least 5th
CHARACTERS level. PCs lower than 5th level instead become vampire spawn,
which have the statistics of a wight (Pathfinder Roleplaying
VAMPIRE TEMPLATE Game Bestiary “Wight”) but with the blood drain and dominate
The main plot point of this adventure is that the PCs are special attacks, channel resistance +2, DR 5/silver, resist cold
turned into vampires at the beginning and must complete and electricity 10, fast healing 2, gaseous form, shadowless,
the adventure and find a cure before their condition spider climb, and the standard vampire weaknesses.
becomes permanent. When a PC is turned into a vampire
via the create spawn ability, he gains the vampire template
Enslavement
as described in the Pathfinder Roleplaying Game Bestiary
As explained under Afterlife in Chapter 1, the PC vampires
under “Vampire”. This template is summarized here for
are originally created to be enslaved servitors of the
your convenience.
margravine. However, because of the unusual circumstance
surrounding their creation the PC vampires have the
CR: Same as base creature +2. opportunity to break her control over them. Immediately
Type: Undead (augmented); do not recalculate Hit Dice, upon waking each vampire PC gets a DC 21 Will save to try
BAB, or saves. and break the margravine’s hold over them and become a
free-willed vampire. PCs that fail the initial save can make
Senses: Gain darkvision 60 ft.
a new save each hour (with a +1 bonus to the saving throw
Armor Class: +6 natural armor for each one after the first) to try and throw off the slowly
Hit Dice: Racial Hit Dice become d8s, Class Hit Dice are unravelling compulsion. PCs who remain enslaved behave
unaffected (vampires use Cha bonus in place of Con for as if under the effects of a dominate person spell but
hit points). without additional saving throws to resist orders except
Defensive Abilities: channel resistance +4, DR 10/magic those described above.
and silver, resist cold and electricity 10, undead traits, fast
healing 5. If reduced to 0 hp become gaseous and must A side effect of this battle for control of their free wills
return to coffin. has created a unique situation. Even though the PCs may
Weaknesses: Vampire weaknesses (see Pathfinder Roleplaying have fought of the margravine’s mental hold over them,
Game Bestiary “Vampire”). they are still susceptible to her will. Though as undead they
Speed: Same as base creature; unharmed by running water were ordinarily be immune to all mind-affecting effects, if
if swim speed. the margravine attempts to use her dominate ability on
one of the PCs she has the chance to reestablish herself
Melee: Gain a slam attack which causes energy drain (see
as their master and they must make a new DC 21 Will save
below).
(without the previous bonuses) or become dominated as
Special Attacks: Save DCs equal 10 + 1/2 HD + Cha modifier. per the normal vampire ability.#
Blood drain, children of the night, create spawn,
dominate, energy drain (see Pathfinder Roleplaying Game
Bestiary “Vampire”). Alignment
Special Qualities: Change shape, gaseous form, shadowless, Vampire PCs begin with their original alignment.
spider climb (see Pathfinder Roleplaying Game Bestiary However, the first time a vampire gives into its hunger
“Vampire”). (see below), its alignment shifts one step closer toward evil
on the good–evil axis (the law–chaos axis is unaffected). If
Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As a vampire PC’s alignment shifts to evil, then it becomes
undead vampires have no Con score. an NPC under the control of the GM until cured of its
Skills: +8 racial bonus to Bluff, Perception, Sense Motive, vampirism. If free-willed, it may still work with the PCs
and Stealth. against the margravine but will not seek to obtain a cure
Feats: Gain Alertness, Combat Reflexes, Dodge, Improved for its condition. If still enslaved by the margravine, then
Initiative, Lightning Reflexes, and Toughness as bonus feats. the vampire PC begins working for her against the party.
If a PC is already evil when he becomes a vampire, then
the first time it succumbs to its hunger it becomes an NPC
under the control of the GM.

46
APPENDIX C: HUNGER RULES be motivated to try and resist such a feeding at all costs.
However, once a PC has successfully fed at least once during
Vampire PCs are immediately beset by their overwhelming
the adventure, the hunger no longer affects him and will
thirst for blood upon awaking in Event 7 of Chapter 1. This
not recur until the next night when he will fill the need to
desire to feed upon the life-giving sustenance is known
feed again (an occurrence that will hopefully not come to
as hunger. Rules for handling the hunger experienced by
pass during the course of this adventure).
vampire PCs are provided in Pathfinder Player Companion:
Blood of the Night. Since this adventure deals with only the
first night of the PCs’ existence as vampires, an abbreviated Due to the short duration of this adventure, the
and simplified version of these rules is provided here. If a withdrawal effects described in Pathfinder Player Companion:
PC ends up as a vampire for a longer period, you may want Blood of the Night do not come into play.
to consult that book for a fuller explanation of what the PC
will be dealing with.
APPENDIX D: NEW MAGIC ITEMS
The PCs awake in this adventure on their first night as
vampires, having never sated their need to feed on blood.
Their hunger for living blood is almost overwhelming, ATHEIST’S DAGGER Price 21,002 gp
but they also instinctively know that to give in to that urge Aura moderate abjuration; CL 7th
leads to the path of evil and corruption from which they Slot none; Weight 1 lb.
may not be able to return (see “Alignment” under Appendix This +1 adamantine dagger has an undulating, flamberge-
B above). Though, they may choose to feed upon the blood style blade and an alabaster hilt. It has the bane special
of a lesser animal which will provide them with sustenance ability against any foe with divine spellcasting abilities, the
(which is not the issue since this entire adventure takes ability to channel energy, or other divinely granted special
place over a single night so that actual withdrawal is not abilities.
truly an issue), it does nothing to rid them of the hunger to In addition, on a critical hit against a foe of this type,
feed upon the blood of a living, sentient creature. the dagger disrupts the target’s connection to its deity. The
As a result of this nearly overwhelming hunger, the PCs victim must succeed on a DC 16 Will save or be unable
face a test whenever they are faced with the presence of to cast divine spells, channel energy, or use any divinely
fresh blood from a living NPC in this adventure (feeding granted special abilities for 1 round.
from a recently deceased corpse does not sate this hunger).
Construction Requirements Cost 12,002 gp
There are occasions in this adventure when the exposure
to fresh blood will trigger this hunger, and it always occurs Craft Magic Arms and Armor, bestow curse, dimensional anchor
whenever there is a battle in which one or more enemies
is wounded.

Each time a PC who has not fed is exposed to the presence


of the fresh blood of a living sentient creature, he must
make a Will save (DC 10 + 1/2 the PC’s Hit Dice, +1 for each
previous check). If this save is failed, the PC is compelled
to feed or fall upon the wounded individual to attempt to
drain him. Until the PC has fed, he can take no other action
than to try and feed from this creature (e.g. grappling and
using his blood drain ability). In his wild frenzy, he will
be careless and will continue to feed until the victim has
been drained. During this feeding frenzy, the PC takes
a –2 penalty to AC. Multiple PCs can feed off of a single
individual simultaneously.

If a PC feeds in this way, his alignment shifts as described


under Appendix B above. The players should not know
that it is sometimes possible to feed more than once
before becoming an evil GM-controlled NPC and should

47
BANDIT’S CLOAK Price 17,500 gp Diplomacy to alter the attitude of wolves as if using a 7th-
Aura moderate evocation; CL 9th level druid’s wild empathy ability with a +4 racial bonus on
Slot shoulders; Weight 1 lb. the check (d20 + 7 + Charisma modifier +4 racial bonus).
This tough leather cloak has a deep cowl to help protect the Three times per day as a full-round action, the wearer
wearer from the elements. It also has a scarf sewn into the can assume the form of a werewolf in its hybrid form for
neck-lining to cover the wearer’s face. Upon command, the up to 7 rounds, during which time the wearer gains a +2
cloak can lower the light level in the area around its wearer. bonus to Strength, a +2 natural armor bonus, DR 5/silver,
The cloak consumes light and heat in the area, dropping and a bite attack (1d6 for Medium size). The wearer cannot
the light level by two levels in a 20-foot radius centered on transmit lycanthropy with his bite attack.
the wearer, and by one level in the surrounding, adjacent
Construction Requirements Cost 21,000 gp
squares. These effects last for 1 round. Creatures adjacent
to the wearer immediately take 4d6 points of cold damage Craft Wondrous Item, beast shape III
when the darkness sets in. A creature that succeeds on a DC
17 Fortitude save takes half damage.
Major Artifact
Construction Requirements Cost 8,750 gp
Craft Wondrous Item, cone of cold, darkness CRIMSON SHROUD
Aura strong conjuration; CL 20th
Slot shoulders; Weight 1 lb.
This loosely woven red shroud is made from a blood-soaked
ELIXIR OF ANTIMORDETIS P rice 1,750 gp
burial shroud. As a standard action, the wearer may command
Aura faint transmutation; CL 5th
the shroud to become a vaporous, blood-red cloud of mist
Slot none; Weight —
in a 10-foot radius centered on the user. The red mist can
When imbibed this reddish-green liquid changes the remain for up to 10 minutes per day. The duration need not
drinker’s blood and skin into a hazard. Creatures that touch be consecutive but must be used in 1-minute increments. The
or hit the imbiber with a natural attack take 2d6 points of mist provides concealment away as an obscuring mist spell, and
acid damage plus 1 point of acid damage each round for any living creature that enters it must make a DC 15 Will save
5 rounds. A successful DC 14 Reflex save halves the initial or be filled with sadness as if affected by the spell crushing
damage and negates the ongoing damage. The effects of despair, as long as they remain in the cloud. Furthermore,
the elixir last for 5 hours. creatures affected by this spell effect always attempt to save
Construction Requirements Cost 937 gp against harmless spells and effects (such as cure spells) and
Craft Wondrous Item, elemental auraAPG refuse to leave the cloud willingly. An affected creature can
attempt a new save each round at the end of its turn. A creature
that successfully saves is immune to the effects of the crimson
mist for 24 hours. This is a mind-affecting effect. The wearer
PIN OF SHARED PAIN Price 33,750 gp of the Crimson Shroud is able to see through the mist normally
Aura moderate necromancy; CL 9th and is immune to its other effects.
Slot neck; Weight —
The true power of the Crimson Shroud, however, lies in
Small metal barbs surround the deep-red ruby set in the its ability to heal the afflicted. When the shroud is placed
head of this rusty pin. If the wearer of the pin is struck by a over the body (or some portion of it) of the individual to
critical hit from a melee attack, the attacker must succeed at be healed (whether living or dead) and the Ritual of the
a DC 17 Will save or take half of the attack’s damage (rounded Crimson Shroud is intoned, the following abilities can be
down), while the wearer takes the remaining damage. activated.
Construction Requirements Cost 16,875 gp • remove disease 5/day
Craft Wondrous Item, symbol of pain • heal 3/day
• raise dead 3/day
• greater restoration 1/day
WEREWOLF SKIN Cost 16,875 gp
• resurrection 1/day
Aura moderate transmutation; CL 7th
Slot shoulders; Weight 4 lbs. • true resurrection 1/week (requires at least some small
This gray, furry cloak sports a wolf ’s head that fits snuggly portion of the body: a bone fragment, dust, etc.)
over the wearer’s head like a hood. Its wearer can use An additional use of the Crimson Shroud has been
discovered as well. If the shroud is placed over a vampire

48
and an altered ritual called the Ritual of the Corrupted
Shroud is intoned, the typical weaknesses of a vampire can
be removed over a 1-minute period leaving the creature an
immortal undead creature but without a vampire’s normal
weaknesses and requirements for existence. A vampire
transformed in this way gains a +2 to its CR.
Destruction
The Crimson Shroud is
destroyed if a wearer commits
suicide of his own free will
while wearing it.

RITUALS
Rituals and their use are described in
Pathfinder Roleplaying Game Occult Adventures. Two new RITUAL OF THE CORRUPTED SHROUD
rituals are included in this adventure: the Ritual of the School necromancy; Level 9
Crimson Shroud and the Ritual of the Corrupted Shroud. Casting Time 1 minute
The casting times and/or skill checks for these rituals are
Components V, M (a blood sacrifice, see text), F (the Crimson
lower than ordinarily needed because of the use of the
Shroud)
Crimson Shroud as a required focus for them that alleviates
these typical requirements of ritual casting. Likewise, the Skill Checks Knowledge (arcana) DC 20, 4 successes;
use of the Shroud absorbs any backlash against the caster. Knowledge (religion) DC 20, 3 successes; Spellcraft DC 20,
Conversely, these rituals cannot be performed at all without 2 successes
the use of the Crimson Shroud as a focus. Range touch
Target one vampire
RITUAL OF THE CRIMSON SHROUD Duration instantaneous
School conjuration (healing); Level 9 Saving Throw none; SR yes
Casting Time 90 minutes Backlash The target is forced into gaseous form and must
Components V, S, F (the Crimson Shroud) return to its coffin for 2 rounds to reform.
Skill Checks Heal DC 20; Knowledge (religion) DC 20; Failure The target’s weaknesses stop being removed at
Spellcraft DC 20 the point when the 5th skill check is failed and no further
removal of weaknesses can be attempted for that target.
Range touch
Target one creature’s body (living or dead) DESCRIPTION
Duration instantaneous The caster places the Crimson Shroud over the target
vampire’s body and begins the ritual. If the vampire is
Saving Throw none, see text; SR yes (harmless)
conscious and willing, it can be the caster. Making the
Backlash none necessary skill check in each round of the ritual is a move
Failure The Crimson Shroud’s use of the intended spell action that allows the caster to otherwise act normally,
effect fails. This does not count as a use of that spell ability, but she cannot otherwise talk or cast spells with verbal
and it can be attempted again after 1 hour. components during the ritual. The ritual does not require
concentration and cannot be interrupted short of the
DESCRIPTION
caster losing consciousness or otherwise being unable to
The caster places the Crimson Shroud over the body of the continue the ritual. The ritual must be cast in the moments
individual who is to be affected by the rituals healing. She before dawn so that in the final round of the ritual the
then chooses the spell effect that will be used and begins vampire is exposed to direct sunlight. If the vampire is not
the ritual. Upon completion of the ritual that spell effects exposed to direct sunlight in the final round of the ritual,
that target of the ritual just as if it had been cast by a cleric then it cannot ever remove its weakness to being destroyed
of the appropriate level. If the ritual used to bring a creature by direct sunlight. While covered by the Crimson Shroud, the
back from death, the subject’s soul must be free and willing vampire is temporarily immune to the effects of sunlight.
to return as described in the raise dead spell.

49
The casting of this ritual requires a blood sacrifice each
round that deals 3d6 points of damage. The caster chooses APPENDIX E: THE
the source of this blood sacrifice each round from any
sentient creature (living or undead) that has blood in its
body that is within 30 feet of the caster. A creature can
DUCHY OF YSSER
resist this sacrificial blood loss with a DC 23 Fortitude save,
The Duchy of Ysser (EE-sur) has long been a part of the
though the caster can target a different individual with
Kingdoms of Foere. During the Wars of Succession when
the blood sacrifice as part of the ritual’s move action for
many of the kingdom’s holdings broke away in rebellion or
that round. The caster can only redirect the blood sacrifice
remained but with greater autonomy, often even palatinate
target once per round.
status, the Dukes of Ysser stayed true to the Court of
The ritual is unlike other rituals in that for each round Courghais and held their fealty to the Crown of the
in which a successful skill check (caster’s choice) is made, Overking. Nevertheless, Ysser stands at the northernmost
one vampire weakness is removed in the following order. of edge of Foere’s dominion, and the dukes wield great
This weakness is removed even though the caster has not power in their own right, ruling from the capital at Tourse.
yet succeeded on at least half of the skill checks (see Failure
above if 5 skill checks are failed).
Ysser is a vast realm that at its widest point stretches 600
miles from the ancient highlands of the Old Tors in the
Round Vampiric Weakness Removed west to mountains of Mons Terminus in the east. It borders
1 Aversion to odor of garlic the County of Coutaine to the south (another realm in
the Kingdoms of Foere) and runs 300 miles north to an
2 Shadowless
indistinct border with the Duchy of WaymarchLL1 (a part of
3 Aversion to presentation of holy symbols the Grand Duchy of Reme) somewhere south of the great
Inability to enter a private home or dwelling TradewayLL1 that runs all the way from the City of Reme on
4 the Crescent Sea, through the Stoneheart ValleyLL1 and its
without invitation
5 Damage from immersion in running water legendary city of Bard’s GateLL8 all the way to FreegateLL8 on
the Gulf of AkadosLL3 in the east. Though the duchy holds
6 Immobilization by wooden stake through heart no claim to the Tradeway, long have the Dukes of Ysser
7 Blood hunger coveted it and the riches of its trade caravans.
Forced into gaseous form and regeneration in
8
coffin at 0 hit points For the most part the Duchy of Ysser consists of rolling
9 Staggered by exposure to direct sunlight plains with scattered farms, copses, and woodlands. It
10 Damage from exposure to direct sunlight is grassy and fertile until it starts to reach the more arid
and parched grasslands of Waymarch. It does not receive
the abundant rainfall and gentle breezes of the weather
A vampire with at least 5 of its weaknesses removed systems migrating across central Akados only to become
gains a +1 bonus to its CR. A vampire with at least 8 of its stalled over the Star Sea and the central lands of Foere by
weaknesses removed gains a +2 bonus to its CR. the enclosing March of MountainsLL5 to the east, but neither
does it suffer from the harsher north winds coming from
the Haunted SteppeFB and the Stoneheart MountainsLL1
It is possible that variations of this ritual exist that can that sweep across Waymarch. It enjoys a mixture of the
remove the weaknesses of nosferatus and other types of two creating plentiful water for agriculture, grasslands for
vampires or even other types of undead altogether, but if herds, and woodlands for game. It does not have the superb
so none have yet come to light. conditions for vineyards that its southern neighbor does
but does quite well from a climate standard otherwise.

Three great roads cross the whole of the duchy and


converge at the walls of Tourse. The Bishop’s Road winds
south from that city, crosses into Coutaine and passes
through the Cathedral-City of Cantelburgh before crossing
the Great Amrin RiverLL5 and entering Foere Proper. The
aptly named North Road extends northward from Tourse

50
in a more-or-less straight line to the Tradeway. At this when Cale, the son of Overking Paulus abdicated the throne
intersection the Duke of Ysser seeks to divert as much to his twin brother Kennet and was given the port city of
trade as possible south into his lands and encourages a Reme and its surrounding lands as his own in what was to
major caravan stop and trading site to be maintained there, become the Grand Duchy of Reme. The Duke’s Road heads
but it can’t compete with the success of FaremeLL1 farther west past the Broken Mountains before turning north again.
east where the Tradewat enters the Stoneheart Valley and Not far from this turn the Hill Road continues on west to
so remains little more than a sporadic way station for the Torwatch Keep and the hill lands. The Duke’s Road continues
great year-long caravans that ply the Tradeway. north where it too meets up with the Tradeway some 200
miles east of the Rheman regional capital of Panetoth and
200 miles west of the North Road’s own intersection. Where
Heading west from Tourse is the Duke’s Road. The House
the Duke’s Road meets the Tradeway stands the renowned
of Passur would like to pretend that it was named in their
inn known as The Dagger & Rose where a band of brigands
honor, but it in fact extends much farther back into history
known as the HighwaymenDM1 have run rampant of late.

51
Ysser has no great woodland of its own, but the THE CITY OF TOURSE
southwestern portion of its otherwise rolling plains
The capital of the Duchy of Ysser is the centrally located
is interrupted by the irregular heights of the Broken
city of Tourse (tur-SAY).
Mountains from whose western and southern slopes
extends the old growth forest of the Elderwood extending
into the Old Tors and reaching even the boundaries of the Tourse is a large walled city at the intersection of the three
Kingdom of Foere itself to the south. The Barony of Vroulet main high roads that run through the Duchy of Ysser. The
stands in the embrace of the base of those peaks and some River Kambur meanders through the eastern portion of
hill dwarves reside among them mining diamonds for the the city following the foot of a series of limestone bluffs
Baron CraldanFGG2, but otherwise Ysser is a land of lowland capped by chert gravel, though these have been mostly built
farmers, herdsmen, and entrepreneurs, mostly human but over or covered in gardens during the city’s centuries of
with its fair share of halflings (rumored to descend from existence. The river serves to separate the high-born, noble,
ancient halfling clans of the Old Tors) and half-elves. Few and affluent neighborhoods from the lower city below.
elves call the duchy home, and other than the Broken
Mountain Senelast ClanFGG2, few dwarves.
The city is ruled in name by Margravine Cassandra
Vanderhaven since the death of her husband the margrave
The lands of the duchy have been at peace and ruled some years earlier, but in truth Duke Kanimar and his
over by the dukes of House Passur for many years. The last advisors hold the true reins of power. While Vanderhaven
great upheaval to directly affect the duchy was the rise and Manor is a marvelous structure set upon Paldiur Hill and
subsequent fall of the infamous Black Monastery on the Hill Kast Hall is a vast structure near the river where the City
of MornayBM in the Old Tors. But even in that instance the Assembly and Courts meet in session, the duke’s castle of
armies of the Overking bore the brunt of campaign. The Esterby at the northern edge of the city is clearly where the
fortress at Torwatch Keep was built and garrisoned by duchy seat of government lies. What the duke chooses not to dictate
soldiers, but since then other than the haunted monastery’s he passes on to the city officials to oversee at the margravine’s
occasional reappearance on certain nights, things have behest. In truth, the margravine has little to do with the day-
relatively quiet. This situation may not last as the current to-day running of the city, and as long the high sheriff keeps
Duke Passur has at last taken steps to claim the riches of the lawlessness to an acceptable level on the streets and the city
Tradeway for himself and has begun to secretly hire gnoll taxes continue to fill the duchy’s coffers the duke gives the
bands of the Stoneheart Valley to disrupt trade and waylay city functionaries are fairly free hand. This has made the
troops of Waymark cavalryLL1, but so far this has neither city government extremely susceptible to corruption and
borne much fruit nor been connected back to him. It is only infiltration by such entities as the Underguild and the Cult
a matter of time before he decides to escalate his tactics, and of Grox, but they are smart enough to use their influence
then his carefully laid plans are likely to backfire on him lightly in order to not rock the boat.
under the full pressure of the forces of Waymarch and the
scrutiny of the LonghuntersLL8 of Bard’s Gate.

52
With a population of its size, Tourse has temples and
churches of virtually every religion common to central
Akados and a great many that are less common. Its most TOURSE
distinguished temple is also its greatest local representative N metropolis
of the High Church of Foere in the Bastion of Righteous Corruption +8; Crime +4; Economy +5; Law +2; Lore +7;
Decree, the Temple of Archeillus, the Foerdewaith god Society +0
of noble rule. It is the oldest temple in the city and was
established by the original duke and patronized by Qualities academic, holy site, prosperous, strategic
the dukes of House Passur for many generations. This location, tourist attraction
patronage has steadily declined (as has the rectitude of the Disadvantages infiltrated, rampant corruption
city in general), through succeeding dukes of lower moral Danger 20
fiber. The current duke has only darkened the door of the
venerable edifice twice for his own weddings and on a Government overlord
handful of other state occasions. If he were more familiar Population 117,721 (95,000 humans; 13,655 halflings; 6,888
with its current hierarchy, he might find it much more in half-elves; 2,178 other)
line with his own proclivities than the stuffy, dogmatic, Notable NPCs
pomp that he imagines. The Bastion of Righteous Decree
is detailed in Chapter 2 of this adventure. • Kanimar Passur, Duke of Ysser (NE male human
aristocrat 3/fighter 9)
• Cassandra Vanderhaven, Margravine of Tourse (CE
The other church in the city with the greatest following female human vampire aristocrat 1/mesmeristOA 8)
is the much newer House of the Revealed Sun, a temple of
MitraLL5- 241, god of law, justice, and the sun, that stands in the • Sir Geromin Vlank, High Sheriff (LE male half-elf
lower portion of the city that has grown substantially in the aristocrat 5/swashbucklerACG 5)
last 40 years and stands in direct competition with the older, • Sir Voltix Calbrough, Bishop of Archeillus (LN
more traditional Foerdewaith faiths of SolanusLL2 - 16 (goddess male human cleric of ArcheillusLL5 - 236 11 [actually LE
of the sun and healing and patroness of neighboring Reme) cleric of GroxMoM 90 11])
and ThyrLL1 - 169 (god of law and justice). Though accepted • Thesius Blathe, High Faithful of Mitra (LG male
as a part of the High Church of Foere in other parts of the human cleric of MitraLL5 - 241 9)
Kingdoms of Foere, the staunch traditionalists of Tourse
• Corodolan Ielvian, famed painter (CN male elf
have kept its recognition as such in the Duchy of Ysser. As
adept 3/expert 7)
such, it is seen as an upstart faith of the unwashed masses
but has experienced ever-growing popularity among these
Base Value 22,400 gp; Purchase Limit 150,000 gp;
same masses who have found a true haven of goodness from
the pall that touches their city. For his part, High Faithful Spellcasting 9th
Thesius Blathe prays continually for divine guidance in the Minor Items all; Medium Items 4d4; Major Items 3d4
face of the overwhelming shadow that he can sense creeping Infiltrated The community has been infiltrated by dark
across his city but cannot put a name to. forces. They are not numerous or bold enough for
the community to be considered hunted, but their
presence is nonetheless felt in myriad small ways
that cast a shadow over the citizenry. (Economy, Law,
and Society –2; Danger +10; reduce base value by 20%)
Rampant Corruption The powers that be are riddled
with corruption. (Corruption +4; Crime +2; Law –2)

53
54
55
56
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could be claimed as Product Identity pursuant pursuant to license. any additional content clearly identified as
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This printing is done under version 1.0a of the and means any work covered by this License,
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57
conveyed by this License. necessary to make it enforceable. Authors: Gary Gygax, Scott Greene, Clark
6. Notice of License Copyright: You must 15. COPYRIGHT NOTICE Peterson, and Bill Webb; based on original
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Open Game License v 1.0a © 2000, Wizards of
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any Product Identity, including as an indication based on material by Jonathan Tweet, Monte
as to compatibility, except as expressly licensed Cook, and Skip Williams. The Tower of Jhedophar © 2006, Necromancer
in another, independent Agreement with The Book of Experimental Might © 2008, Monte Games, Inc.; Author: Casey Christopherson,
the owner of each element of that Product J. Cook. All rights reserved. with additional material by Skeeter Green,
Identity. You agree not to indicate compatibility Erica Balsley and Scott Greene.
Pathfinder RPG Bestiary, © 2009, Paizo
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provision shall be reformed only to the extent Greg A. Vaughan.

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