Slumbering Tsar - Temple-City of Orcus, PT 1 - The Tower of Weeping Sores PDF
Slumbering Tsar - Temple-City of Orcus, PT 1 - The Tower of Weeping Sores PDF
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ST4
Frog God
Games
Credits
Interior Art
James Keegan, John Cadice,
Brian LeBlanc, Patrick McEvoy,
Nate Pride, Tyler Walpole
Author
Greg A. Vaughan
Developers
Bill Webb and Greg A. Vaughan
Playtesters
Ted Albert, Jason Chance, Matt Culver,
Liz Ellison, Phil Ellison, Kevin Haley,
James Larrison, Ryan Lerch, Joe Lessert,
Lisa Lessert, Tall James Sinclair, Kyle
Vasquez, Brent Vaughan, and New Kevin
Wright.
Producer
Bill Webb
Editor
Bill Webb
Pathfinder Roleplaying Game Conversion
Greg A. Vaughan, Skeeter Green,
and Charles A. Wright
Special Thanks
Thanks to my playtesters for putting up
with years of abuse, to Bill and Clark
for creating Necromancer Games and
preserving the First Edition feel, Bill for
creating Frog God Games as a vehicle for
this to make it into print, and most of all to
all the rabid, loyal fans out there who have
been clamoring for this adventure for six
years and without whom this wouldnt have
been possible.
Frog
God
Games
Where you
can be the
frog . . .
not the flies
2010 Bill Webb and Greg Vaughan, Frog God Games. All rights reserved. All rights
reserved. Reproduction without the written permission of the publisher is expressly forbidden. Frog God Games, Frog God Games. and the Frog God Games logo, Slumbering Tsar:
The Temple-City of Orcus is a trademark of Frog God Games. All rights reserved. All characters, names, places, items, art and text herein are copyrighted by Frog God Games, Inc.
The mention of or reference to any company or product in these pages is not a challenge to
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Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying
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compatibility license.
Table of Contents
Introduction, p. 5
Chapter 1: The Black Gates of Tsar, p. 8
Chapter 2: Kirsha Durgaut, p. 16
Monster Appendix, p. 41
Magic Item Appendix, p. 43
Legal Appendix, p. 44
Map Appendix, p. 45
Through the haze of the reeking pits rises a black, evil-looking fortress. It squats over
the gates of the city like a demonic claw bursting forth from the earth to clutch at the
hated light above. Endless spikes protrude from its outer face, many bent and broken by
the machines of war, but many more still dangling the skeletal remains of those whose illfated attempts to breach their heights failed gruesomely. The ground before the walls is
a pock-marked waste of craters and pits, some still steaming with vile gases and strange
miasmas. And rising above it all, like a cyclopean spike driven into the heart of the fortress, stands a tower of scarred stone and scabrous motif a house of untold horrors
and unguessed tragedies. Rising above the fortress of Kirash Durgaut and the Black
Gates of Tsar stands the Tower of Weeping Sores.
Introduction
Welcome to Slumbering Tsar: Temple-City of Orcus, second in
the three-part Slumbering Tsar Saga adventure series by Frog God
Games. If you are running this adventure, then it is likely that your
players have already experienced the rigors of Slumbering Tsar: The
Desolation wherein they were tested by the travails of the wastelands
surrounding the temple-city of Tsar. If they ran through that
adventure, then they should be around 11th level and have probably
had the opportunity to create replacement characters or adopt one of
the many NPCs available in that adventure as their own to carry on in
the footsteps of one of the Desolations many casualties.
Slumbering Tsar: Temple-City of Orcus consists of five parts:
Part 1The Tower of Weeping Sores, Part 2The Lower City,
Part 3The Harrow Lanes, Part 4The Crooked Tower, and Part
5Foundations of Infamy. While players may be looking for a breather
from the constant dangers of the wastes, they will find no such respite
here. If anything, the dangers within the ruined city are worse than
those that that lurked without its dark walls. This adventure is designed
for four to six 11th-level characters. By the end of this adventure, when
the characters are ready to complete the saga in Slumbering Tsar: The
Hidden Citadel, they should be about 16th level. As with the previous
adventure, a good mix of character classes is recommended, but in
the spirit of 1st Edition feel, combat abilities are crucial. Also like the
prior adventure, this one is exceedingly dangerouscharacters will
die! There are opportunities to recover lost characters and some NPCs
are available to serve as potential replacement PCs, but be forewarned
that if players are loath to lose their favorite PCs they may want to roll
up new characters for this adventure series.
More than just adventures, this series is a mini-campaign that can
take your players mid-level characters far on their careers, provided
they survive. Each adventure is playable as a stand-alone module, but
to truly reap all of the rewards and grasp the fullness of the threat at
hand, they work best as a complete series. The adventures are set in
and around the environs of the ruined temple-city of Orcus known as
Tsar, where a great battle was fought between the disciples of Orcus
and the forces of Good. The first adventure encompassed a settlement
known as The Camp, which the party likely used as its base camp
during their explorations in and around the Desolation, a vast field
of death and destruction left by the long-ago war. The second part
of the adventure covers the abandoned ruins of the great temple-city
itselfnot quite as abandoned as rumor would have one believe.
Here the party must explore the various nooks and crannies of the
city to find the pieces necessary to assemble a magical pentagram
needed to summon the great Citadel of Orcus that has been ripped
from its place in reality and set adrift across the planes. Only when
the citadel has been recalled to its home plane can the party venture
into the third part of the series exploring the massive Citadel of Orcus
and finally the hidden Caverns of the Barrier deep beneath, wherein
a great secret, carefully guarded by Orcus for millennia, waits to be
discovered before it is too late. Each of these adventures is like the
layers of an onion that the party peels back as they progress in their
exploration until, finally, they reach the ultimate goal of their quest
and discover the sinister and true purpose and history of this ancient
redoubt of vile wickedness.
While set in a generic world, these adventure do draw on background
and information presented in the Rappan AthukThe Dungeon of
Graves series by Necromancer Games. Those adventures are not
necessary to run this adventure or any in the series. If you would like
to remove this adventure to your own campaign world entirely, you
can do so with little effort by ignoring the fate of Orcuss followers
and the pursuing Army of Light following the Battle of Tsar or
tailoring it to fit the history of your own setting.
introduction
Adventure Background
Tsar the Evil, Temple-City of Orcus, the Black Gates of the Pit:
all this and more has this vast center of evil been aptly named.
However, known to few is the original name of this bastion of
wickednessSt. Haruls Hold, shrine of a sainted patriarch of
the churches of both Thyr and Muir. Who this important religious
figure was and what his relevance may have been has been lost to
obscurity, but it was he who first broke ground for a small fortified
chapel on this out-of-the-way plot of ground. In the ages since,
memory of these humble beginnings was lost to mortal man, and
over time the name of the holds name was shortened to just St.
Haruls.
A thousand years ago agents of Orcus began infiltrating the order
at St. Haruls and the small settlement that had sprung up around it,
appearing first as mendicant monks seeking freedom from religious
persecution. Why they chose to corrupt this obscure shrine none
would know, but because of its obscurity no one suspected the foul
influence slowly growing in the community. Subtly the corruption
took hold first as town leaders secretly in league with Orcus
increased trade to the city and began the establishment and upkeep
of a north-south trade road. Then as the town prospered and grew in
wealth from the plans of these leaders, the agents of Orcus gained
greater political power and influence in the development of the hold
and the shrine. These corrupt leaders were able to use their pull
to get their own petitioners accepted as acolytes of the shrine to
slowly and systematically continue their corruption from within.
Within decades the last true clerics of Thyr and Muir had packed up
and left St. Haruls (now shortened to Tsaruls or just Tsar among
the citizenry) leaving it in the hands of politically powerful clerics
who had no true faith in those benign deities. Some, in fact, truly
worshipped Orcus in secret.
Within a century the small shrine and settlement had grown
into a full temple-city dedicated to the vile demon prince. Led by
the terrible Grand Cornu, highest disciple of Orcus on the mortal
planes, and now called simply Tsar (for which the goodly churches
were duly thankful, fearing the shame that would have been theirs
had the name of one of their saints been used in conjunction with
such a festering boil of evil), this fortified city placed a stranglehold
on the lucrative trade between the great southern kingdom and the
exotic northern lands. The city grew fat and rich on its prohibitive
tariffs. Men and creatures of evil mien came from all over,
attracted to this growing center of organized Orcus worship in the
world. A road was cut through the nonhuman tribal lands to the
east bringing those brutal humanoids into the fold, and a port city
was established at the distant eastern coast to further expand Tsars
sphere of influence.
Finally several centuries ago the churches of Good could
stand this affront no longer. The churches of Thyr and Muir,
somewhat diminished from their heyday but still powerful at that
time, gathered a delegation of other good and neutral faiths and
approached Graeltor, the last overking to rule over the united
southern kingdoms. At the behest of these religious leaders,
Overking Graeltor proclaimed a grand crusade of all faiths and
peoples to once and for all remove the blot that was Tsar from the
face of the land. The intellects of the time reckoned that if they
could confront all of Orcuss followers concentrated in one place
in the defense of Tsar, they could forever eradicate the influence
of the demon lord from the world.
At the head of this great crusade Overking Graeltor placed his
most trusted advisor, the archmage Zelkor. A combined force of
different races, ethos, and even planes swept through the templecitys outer defense posts. Then this Army of Light gathered out
on the Plain of Tsar for a horrific year-long siege that resulted in
the creation of an ecological wasteland that became known as the
Desolation. Full details on this massive military campaign can be
found in Slumbering Tsar: The Desolation.
After a year of exhaustive battle where it seemed the Army of
Light grew no closer to victory, the tide of war suddenly changed.
Adventure Summary
The adventure begins as the party has won through the
dangers of the Desolation to the very doorstep of the city.
There are several ways for the party to enter the city, including
the Black Gates themselves. However the party enters they
find themselves exploring the various locations existing in
the city as they head up the citys terraces towards the Citadel
of Orcus, which seems to be missing. Through clues found
in the city or perhaps hints whispered by a familiar midnight
peddler, the party learns that the citadel has been hidden in a
reality beyond this one. To bring the citadel back to this plane
they must recover the Nine Disciples small statuettes lost
in the city and erect them in a pentagram on the Plateau of
the Demon Prince.
The quest for the Nine Disciples leads the party into all
corners of the city as they search for the missing idols. In the
process the party encounters numerous side quests and events.
They also learn of the alignment-warping effects of spending
the night in the cursed city, which possibly sends them back
out into the Desolation for a cure to such corruption said to
be found there. Finally, with the Nine Disciples assembled
on the plateau, the adventure ends with the party able to call
the Citadel of Orcus back to this plane and gain entrance.
That portion is covered in the final adventure in the series,
Slumbering Tsar: The Hidden Citadel.
introduction
Adventure Hooks
5.
GM Notes
Chapter 1:
The Black Gates of Tsar
Rising like a ruptured boil from the bleak terrain of the Desolation
stand the Black Gates of Tsar. Countless prisoners being dragged in
chains and opposing generals marshalling their besieging armies have
looked on these massive portals and despaired. They seem to defy all
who seek to enter unbidden and promise no escape for those brought
in against their will. Rising from the center of the Black Gates is the
great fortress of Kirash Durgaut and its Tower of Weeping Sores.
Sweeping out to either side of the gates are the seemingly endless
gray walls of the city festooned with formidable towers as they rise
back towards the mountain face.
There are no random encounters for the gates and walls
themselves other than those included in the original encounter areas
themselves. Any encounters inside the walls should be rolled on
the random encounter tables in the chapters describing The Grunge
and The Dread Swamp (see Part 2The Lower City). Any random
encounters occurring outside the walls should be rolled on the
table provided for the Desolation in Chapter 3 (see Part 2The
Lower City). The encounter areas of The Black Gates of Tsar
begin with a B and are followed by a numeral designating the
specific encounter. Different areas in the encounters are designated
set into the inside face of the walls, further reinforcing them. Four
huge adamantine chains have been attached to the insides of the gates
by massive bolts. Opening the gates required four stone giant slaves
tugging these chains simultaneously.
Creatures: Atop each of these walkways crouch 15 sandmen.
They do not move to engage unless attacked or until someone actually
enters the bailey (Area B2-2). They then rise from their positions of
cover and rain broken stones that have been piled along the inside
merlons. These have only a range increment of 10 feet out from the
wall but inflict +4 damage as they gain momentum from their 40-foot
drop. The siege undead have cover against those on the ground.
SIEGE UNDEAD, SANDMAN ROCKHURLERS (15)
XP 600
Creature Collection II: Dark Menagerie 153
NE Medium undead
Init 3; Senses darkvision 60 ft.; Perception +0
CR 2
CR 1
10
CR 15
Iron Tower Walls: 1 ft. thick; Hardness 10; hp 270 per 10-ft.-by10-ft. section; Break DC 60.
CR 2
CR 2
them to close their trap. The marrow knights charge immediately while
the meatmen rush to catch up and engage the intruders.
SIEGE UNDEAD, MEATMEN (12)
XP 600
Creature Collection II: Dark Menagerie 152
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
Aura frightful presence (30 ft., DC 12)
CR 2
CR 5
11
12
LIVING BOG
XP 12,800
Creature Collection III: Savage Bestiary 136
N Gargantuan ooze (aquatic)
Init 5; Senses blindsight 60 ft.; Perception 5
CR 11
CR 6
13
CR 5
14
Speed 20 ft.
Melee 4 tentacles +9 (1d4+4 plus grab and liquefy bones)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d4+4 plus liquefy bones)
Str 18, Dex 13, Con 17, Int 10, Wis 12, Cha 13
Base Atk +6; CMB +11 (+15 grapple); CMD 23
CR 13
to pass one another, and such conveyances were often used upon the
walls to ferry troops quickly from one location to the other. Access
to the parapets is gained by multiple stairways and ramps on the
inside face of the walls. They are called the Walls of Death because
of the citys penchant for mounting the heads or entire corpses of
executed prisoners on wickedly sharp steel spikes that jut up from the
battlement here and there. None of the spikes are currently occupied,
but the walls current defenders will impale any intruders who fall
victim to them upon one of these.
The wall is pierced by only three gates and has towers at fairly
regular intervals. These towers are 40 feet high and protrude outward
from the wall. They are connected to the parapet by a heavy door,
and are composed of solid stone except for the top level which holds
barracks, armories, etc. The roofs of these towers are wide battlements
equipped with the broken remains of apparatuses for heating oil and
water to be poured upon attacking troops, as well as the crumbled
ruins of siege equipment. All of these are now inoperable, and the
towers have been abandoned by any living defenders.
Where the walls abut the cliff terraces and mountain face, they
abruptly end, seamlessly joining the natural stone. In the case of the
terraces, they begin again atop the cliffs and continue their perimeter.
On the terraces themselves, small extensions of the walls with
small towers extrude outward often along the edges of the terrace,
providing additional defense against enemies that might wish to
circumvent the city walls by gaining the heights above the city. These
extending walls were connected to the main walls by wooden bridges
that could be removed if one of the secondary walls was overrun so
that they would not provide access over the city walls. Those bridges
have all long since fallen leaving 20-foot gaps between the secondary
walls and the city walls. These secondary walls are now completely
abandoned.
When the disciples of Orcus abandoned Tsar, they did not leave it
entirely undefended. Hordes of siege undead still roam the Walls
of Death and wait within many of the towers thereon. Every time
the walls or one of their adjacent towers are approached, roll on the
encounter table below to determine what troops may be present to try
and repulse them. Reroll every time the walls are approached again.
If the party stays upon the walls, roll again for another encounter
every 5 minutes. There is a virtually limitless supply of siege undead
guarding the more than 3 miles of wall that surround the city.
Fortunately, these undead have orders to guard the walls only and do
not come down inside or outside the city, not even to pursue quarry.
The foreboding walls of Tsar stand intact after all these years.
They are composed of a rough, dark gray stone quarried from the
Stoneheart Mountains, and the massive blocks fit together seamlessly.
In many places the walls show the scars from long ago battle, and
bone fragments and the crumbling remains of siege engines are not
uncommon at their base. The walls themselves stand 30 feet high
and 25 feet thick at the base, tapering slightly to 20 feet thick at the
top. The top of the wall is a wide parapet with battlements along the
inside and outside edges. The parapet is wide enough for two chariots
15
Encounter
No encounter
1d10 bonemen: See Area B2-2
1d4 meatmen: See Area B2-6
2d10 bonemen: See Area B2-2
1d12 sandmen: See Chapter 2, Area 23
1d4 sandmen: See Chapter 2, Area 23,
and 2d8 meatmen: See Area B2-6
Chapter 2:
Kirash Durgaut
The great gate fortress Kirash Durgaut and its Tower of Weeping
Sores rises above the Black Gates of Tsar like a mountain a replica
in miniature of the mighty Stoneheart escarpment behind the city.
With the Black Gates themselves opening on either side of the lower
fortress, Kirash Durgaut stands like a breakwater against incoming
tides of enemies. To successfully attack the gates, enemy forces must
expose themselves beneath the grim walls of this citadel. Atop the
lower fortress stands the tower itself overseeing all that lies before
the city and silently conveying its ominous threat to invaders. There
is a reason why the Black Gates never fell before the assaulting Army
of Light Kirash Durgaut is that reason.
As mentioned Kirash Durgaut consists of a massive lower fortress,
largely composed of solid stone and fill to prevent frontal attacks
from penetrating the citys defenses. The fortress walls rise 40 feet
before topping off at a great platform from which siege engines could
fire out upon besieging foes. Rising like a sentinel from this platform
stands the Tower of Weeping Sores to a height of another110 feet.
The watch post at this towers pinnacle is said to be able to see the
whole of the Desolation spread out before it. The veracity of this
claim has yet to be tested, as no living being has stood upon that
perch since long before the citys fall.
The Tower of Weeping Sores if so named because of the great,
stained craters that mar the walls of the tower and fortress from some
long-ago and long-forgotten engagement, predating even the Battle
of Tsar. Whatever powerful weapons caused these impacts, they were
obviously ineffective, as the walls of Kirash Durgaut continue to stand
strong and unbroken. Direct command of the tower was turned over
to a powerful general long ago by the Grand Cornu. The legendary
General Myrac created in the tower his own demesne, recruiting and
training his own troops and barring even the disciples of Orcus from
all but support and advisory roles. He gathered information about
the enemies of the city through his own intelligence network, and
the tortures that his underlings performed upon captives within the
tower became legendary. This, too, added to towers fell reputation
and the results of these torments proved the name of the tower to be
an apt moniker.
The Grand Cornu did not mind this as long as the generals
loyalties continued to lie with the city and its devotion to Orcus.
This the general did, and his incredible longevity carried him
through the reigns of many generations of Grand Cornus. How he
survived so many centuries none could say rumors speaking of
demonic heritage and worse. Nevertheless, General Myrac himself
commanded the defense of the tower during the Battle of Tsar, and
none can say what became of him afterward, though rumors persisted
that he did not accompany the Great Retreat from the city.
The truth of the matter is that the enigmatic general holds his
command of Kirash Durgaut to this day, though he rarely leaves his
personal chambers. There he lives in whatever reverie his alien mind
concocts while his troops continue to perform their functions like the
automatons that they are. Where once, highly trained and disciplined
soldiers manned the tower, now mindless undead guardians perform
the duties, their living predecessors having fallen in the battle or been
pressed into service for the battles outside the city. With the might
facing the city and dire straits of its defenders General Myrac was
unsuccessful in deterring the Grand Cornu from this requisitioning of
his elite troops. Nor, since he had so firmly entrenched his command
outside the hierarchy of the Disciples ordinary command structure,
was he able to sally forth to lead his own men in battle. Instead
16
he was left to continue to hold the gate against the invaders. The
Grand Cornu reasoned that mindless undead could easily serve in
this function while intelligent and trained troops would be of more
worth out in the fluctuating terrain of battlefield strategy. Ironically,
General Myrac did resume command of most of his loyal troops after
their corpses were brought back from the fighting and reanimated for
the defense of the city.
When the disciples of Orcus chose to flee the city, General Myrac
defied their orders and remained in his tower. The Grand Cornu, in
no position to try and root out his errant subordinate and knowing
full well that the slow undead of Myracs command would better
serve as a final defense of the city rather than on the forced march of
the Disciples flight, allowed General Myrac to remain behind in his
bastion uncaring of his former commanders fate. When Lord Bishu
and his knights stormed the city, they found the Black Gates open
and received no harassment from the forbidding heights of Kirash
Durgaut. Myrac no longer cared for the fate of the city, choosing
instead to ensconce himself as supreme commander within Kirash
Durgaut, and the rest of the world be damned.
This situation remains today. The tower is now primarily defended
by skeletons and siege undead, and Myrac takes no interest in the
goings-on outside his walls. Woe be unto him, however, that should
try to set foot within his domain. For within, Myracs programmed
undead continue to man their posts in simulation of the generals
former elite troops, and the defenses still remain effective and
deadly.
The Fortress
Kirash Durgaut is built of some incredibly dense, unidentifiable
black stone quarried from deep beneath the Stoneheart Mountains.
All of the stone is considered magically treated. Whether this is a
natural effect of whatever eldritch source it came from or a later
treatment applied by the Disciples is unknown, but it has the same
net effect of making the walls extremely tough. The first 10-foot
thickness of walls, exterior or interior, is this magically treated stone
(ergo if the wall is 20 feet thick it is solid stone because the first 10
feet from each side is solid stone). If the wall is thicker than that,
then the interior is a combination of tightly packed gravel and dirt fill
interspersed with great columns of the treated stone for stability.
The exterior of the tower is huge blocks of this stone placed together
nearly seamlessly. The front portion of the fortress (facing outward
from the city) is pin-cushioned with outward projecting iron spikes
up to a height of 20 feet. Originally these were 3 feet long, but time
and rust makes them range from stunted nubs to their full length
and everything in between. Spaced in between these iron spikes at
5-foot intervals are great, iron-reinforced stone spikes extending up
to 10 feet long. The iron spikes served to dissuade enemy soldiers
from attempting to reach the wall. These stone spikes likewise
prevented large siege engines from having easy access. The base of
the fortress sits on exposed bedrock out to a distance of about 30
yards from the wall. Set into this bedrock in a band 20 feet wide
running along the base of the fortress (ending at the two gates) are
2-foot iron spikes pointing straight upward. Once again many of
these are broken, bent or missing, but they still serve as a deterrent
to foes trying to approach the wall. From the long ago war, countless
17
This is designed as a death trap for troops invading the tower who
have made it this far. All of the doors are barred.
Tactics: When invaders to the fortress penetrate this far, they
immediately come under attack by the skeleton archers in Areas
19 and 21. Furthermore if the invaders manage to break through
one of the other doors or activate the trap in Area 4, then the siege
undead come pouring into the room from Area 5 to engage them and
attempting to make flanking attacks while the archers continue their
sniper fire.
18
CR 1
CR 2
CR 5
CR 3
7. Stables
Long rows of dusty, stone horse stalls disappear into the
darkness of this vast hall. They are unoccupied, long since
emptied of their occupants to fight in that long ago war, from
which none of the mounts or their riders ever returned.
These military stables are no longer used and nothing ever wanders
through here, so they could serve admirably well for any mounts
that the party may have. Each stall has an empty stone trough and
old bucket for feed and water. Neither of these has anything in them
other than dust. The eastern end of each of these long chambers holds
many racks, hooks and stands for saddles, barding and tack. These
are long gone save for the occasional item that was left behind for
repair. The southern stable also has a portable forge set up with the
tools and supplies necessary for shoeing horses.
Treasure: A DC 20 Perception check around the forge reveals a
hidden compartment in its side. Hidden within are four horseshoes
of a zephyr awaiting the steed of some field commander who never
returned from battle.
8. Guard Room
Each of these rooms holds tables and benches as well as ample room
for drilling by the guards who were on duty here. Now, however, they
are empty abandoned after the departure of the troops for battle.
Each of these rooms has a spiral stair rising to the floor above and
a partitioned-off latrine capable of servicing a half-dozen soldiers at
once. These latrines open into 40-foot-deep pits that are now empty
of any refuse.
9. Main Armory
CR 4
Treasure: Hidden within the cold ashes beneath the wight (DC 17
Perception check to notice) is a +2 adamantine dagger thrown in as
a sacrifice to the gods of the forge long ago.
19
A wooden table scooted against the south wall has a halfdozen chairs around it. Above the table dangles a metal bar on
the end of a chain suspended from the ceiling. Empty sconces
in the walls once held torches. An old waste bucket sits in the
corner.
This guard room once controlled access between the prison and
storage areas and the rest of the fortress. A password was necessary
to gain access in either direction. The hanging metal bar served as an
alarm that could be heard as far as Areas 8 and 15. The metal clapper
for striking the bar lies in the dust below the table. Though the room
is no longer guarded, the eastern door is bears a trap.
Door Trap: Anyone opening the eastern door (including breaking
it down) without first hitting a hidden catch on the inside of the frame
(DC 20 Perception check to find) activates a volley of darts that fires
from the ceiling directly at the doorway. Anyone standing in the
doorway or the 10-foot-square just west of the doorway is subject to
being hit by these missiles.
FUSILLADE OF DARTS
CR 5
Type mechanical; Perception DC 19; Disable Device DC 25 (or
locating hidden switch)
CAVE LEECH
CR 6
XP 2,400
The Tome of Horrors II 24
N Medium magical beast
Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 60
ft.; Perception +7
The odors of dampness and rot fill this chamber. The waisthigh brick lips of three wells rise from the floor of this room.
A pulley on the ceiling above each suspends a steel bucket on
a chain. The warped and rotten remnants of water barrels are
scattered about the floor.
The wells here descend 60 feet into the bedrock and each holds 20
feet of water. The water is pure and drinkable but has an unpleasant
metallic taste to it. The buckets and pulleys are still functional and
can be used to draw water from these wells if necessary.
20
Str 15, Dex 11, Con 17, Int 3, Wis 12, Cha 6
Base Atk +8; CMB +10 (+14 grapple); CMD 20 (cant be tripped)
Feats Improved Initiative, Skill Focus (Stealth), Toughness, Weapon
Focus (tentacle)
Skills Perception +7, Stealth +10, Swim +14
Blood Drain (Ex) If a cave leech makes a successful grapple after
hitting with its bite attack, deals 1d4 points of Constitution damage
each round from blood drain.
CR 6
21
CR 1/2
Treasure: A pouch on the dead cleric holds 32 gp, 7 pp, and a stillsealed flask of acid. At his belt is a +2 spiked heavy mace (see Magic
Items Appendix). The silver unholy symbol of Orcus is worth 25 gp.
22
20. Barracks
The boxed text applies for the easternmost of the barracks. Adjust
the description accordingly for the other two and feel free to add
different treasures that can be found in them.
Hundreds of bunks fill this massive chamber. It appears that
the majority of the fortresss garrison once resided here. Now
it is eerily empty. A rail surrounds a stair that descends through
the center of the floor. At the middle of the west wall are two
massive winches, each requiring dozens of operators on their
massive handles. Huge chains rise from the winches through
holes cut in the ceiling.
With the commandeering of Kirash Durgauts forces for the battle
and replacement with undead troops, this room fell into disuse.
The winches attach to huge pulleys in the ceiling that connect to
the massive stone block in Area 4. Each winch requires a DC 40
Strength check simultaneously to raise the massive block after the
trap is activated. Ordinarily groups of giants or ogres aiding one
another would have been used for this task.
Treasure: Beneath the bunks are footlockers once belonging to the
soldiers of Kirash Durgaut. Anyone searching through these can find
one of the following for every 10 minutes spent searching (1 hour
to find them all): a crudely carved ivory good luck charm (10 gp),
an old sock holding 9 gp, a miniature portrait of a woman (15 gp),
22. Armory
Each of these rooms holds rack upon rack of shortbows and light
crossbows. All are of the mundane variety, though there are a few
longbows and heavy crossbows interspersed within. Bins around
the walls of the rooms hold hundreds if not thousands of arrows
and crossbow bolts. The racks nearest the western doors hold large
ballista missiles for the ballistae at Area 24.
Creatures: This chamber lies directly above the entry hall (Area 1). It
is manned at all times by 15 sandmen who continually stoke the fires,
replenish the oil, shovel fuel and wait for intruders to enter the hall below
so they can activate their trap. The cauldrons hold oil that the sandmen
keep constantly boiling. Each pair of cauldrons can be tipped by a single
sandman and activates the trap described in Area 1. It takes 10 minutes for
a cauldron to be refilled and brought to a boil by the sandmen. Every few
months General Myrac sends them out to collect more fuel from various
locations in the city. The casks hold more of the oil. The winches no longer
function since the portcullises are now animated objects and move up or
down of their own volition (and will move up in here to assist the sandmen
if not already dealt with below). If intruders enter this chamber, the sandmen
immediately surge toward them en mass to engage them in melee.
SIEGE UNDEAD, SANDMEN (15)
XP 600
Creature Collection II: Dark Menagerie 153
NE Medium undead
23
CR 2
The kitchens once turned out meals in great quantities (if not
quality) for the soldiers of Kirash Durgaut.
Creatures: The fortresss cooks were sent to the field with the
rest of the regiment leaving behind only the cooks assistants 20
human zombies that still stand silently in this room. They attack
anyone who enters and is not wearing the uniform of Kirash Durgaut
or the robes of the priesthood of Orcus.
HUMAN ZOMBIES (20)
XP 200
hp 12 (Pathfinder Roleplaying Game Bestiary Zombie)
CR 1/2
30. Quartermaster
A desk with a hard chair sits before the east wall. Across
from it are two doors. Beside the desk are two large wooden
trunks with padlocks. Behind the desk hangs a large black tapestry of the red tower.
This room served as the office of Kirash Durgauts quartermaster.
The desk drawers hold sheaves of blank parchment, brittle quills and
inkwells, their contents long since dried out. The keys have been
lost to the two chests, but if opened they are found to contain only
endless stacks of parchment holding requisition orders, inventories
of uniforms, supplies, equipment and weapons, and billeting
assignments. None of it is of interest to the party.
Locked Wooden Trunk: 1 in. thick; Hardness 5; hp 10; Disable
Device DC 18; Break DC 20).
24
1 human spectre
1 orc ghost
1 orc ghost and 1 human spectre
1d3 human spectres
2 orc ghosts
CR 7
25
35. Garderobe
These small chambers hold chutes that empty out into the gateway
below. Travelers through the black gates learned to skirt the inner
wall to avoid any effluvia.
26
Black curtains shroud the walls of this dark chamber, and the
black paint of the ceiling further absorbs any lights brought in.
Against the far wall is a simple altar of gray stone. Suspended
above it by thin chains is a rams skull rendered in iron. Atop
the skull the melted remains of a fat, red candle dribble over
its features like rivulets of blood frozen in time.
While not a part of the disciples of Orcuss official troops, the
garrison of Kirash Durgaut still revered Orcus as their patron deity.
The chaplains of the tower conducted regular worship services for
the officers of the tower who were forced to stand and observe the
proceedings. The common troops received exhortations in their
barracks or were allowed to attend services at the Cathedral of Pain.
Though the hollow evil of the chapels past services still seem to
linger, raising the hairs on ones neck, there is no longer any power
here. However, the chaplains did leave behind one last trap for
anyone foolish enough to desecrate their altar.
Altar Trap: Anyone touching the altar or suspended rams skull
who is not an ordained priest of Orcus activates the trap. Once the
altar is touched, the door of the room slams shut (if it was left open)
dislodging or shoving aside any impediments such as pitons, PCs, etc.
The door seals shut and magically transforms into stone. It is arcane
locked (caster level 20) and airtight. It reflects spells lower than 3rd
level. One round after the door seals, all of the air in the room is
magically pumped out leaving a vacuum. Characters trapped in the
room must then hold their breath while they attempt to escape (see
the Suffocation section in Chapter 13 of the Pathfinder Roleplaying
Game).
VACUUM ROOM TRAP
CR 10
Type mechanical and magical; Perception DC 30; Disable Device
DC 28
Trigger touch; Reset repair
Effect asphyxiation (PCs must hold their breath or suffocate);
multiple targets (all within room); onset delay (1 round)
Arcane Locked Magically Treated Stone Door: 4 in. thick;
Hardness 8; hp 120; Break DC 48.
27
28
Str 21, Dex 24, Con 21, Int 14, Wis 18, Cha 21
Base Atk +15; CMB +20 (+24 trip); CMD 38 (42 vs. trip)
Feats Combat Expertise, Combat Reflexes, DodgeB, Exotic
Weapon Proficiency (spiked chain)B, Greater TripB, Improved TripB,
MobilityB, Quick Draw, Point-Blank Shot, Precise Shot, Rapid Shot,
Shot on the Run, Weapon Finesse
Skills Acrobatics +19, Appraise +9, Bluff +17, Climb +15,
Diplomacy +14, Disable Device +20, Escape Artist +17, Fly +20,
Intimidate +20, Knowledge (planes) +12, Knowledge (religion)
+12, Perception +20 (+22 locate traps), Sense Motive +14, Stealth
+23, Use Magic Device +12
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ armor training 1, rogue talents (combat trick, stand up),
trapfinding
Combat Gear 3 thunderstones; Other Gear +1 moderate
fortification chain shirt, +2 unholy spiked chain, +1 flaming
composite bow [+5 Str bonus], 40 arrows, 50-ft. chain, bag of
holding (type I), masterwork thieves tools
Entangle (Su) Lascer carries a 50-ft.-long chain that
entangles opponents of any size as an animate rope spell (CL
16th, DC 25) but with hardness 10, hp 5, AC 10, Break DC
26. He can hurl his chain 30 feet with no range penalty. The
chain functions only for Lascer and no other. The save DC is
Dexterity-based.
Tactics: If the party begins looking around, the erinyes attempts
to summon bearded devils to attack and distract the party. Then
from hiding, he flings his chain to entangle a stout-looking fighter
before teleporting to surprise a weak-looking spellcaster in order
to sneak attack with his spiked chain. He then attempts to trip
anyone that tries to enter his threat range holding them off with
his spiked chain and unholy blight. If hard pressed he grabs a
valuable-looking weapon off a nearby rack and tries to teleport
to safety. Roll randomly from the treasures below to determine
which weapon he grabs. If you like, he can begin to stalk the party
hoping to slay them or at least steal some of their powerful magic
items.
Treasure: Though stripped of most of the items, this armory still
holds at least masterwork quality example of each simple and martial
weapon in the Pathfinder Roleplaying Game. There is also at least one
masterwork example of each type of armor and shield. In addition the
following items remain to be found:
CR 5
SADIE, SUCCUBUS
CR 7
XP 3,200
hp 84 (Pathfinder Roleplaying Game Bestiary Demon, Succubus)
Tactics: Left by her master and paramour, Sadie has languished
in this room in utter boredom. His last command was for her to not
open the secret door or leave the room. Now that new and interesting
people have arrived, though, things look suddenly more engaging.
She immediately begins using all of her wiles to tempt the most
pious-looking member of the party (she prefers paladins) to abandon
his comrades and join her for an eternity of paradise. She will go so
far as to physically threaten those who interfere with her attempts.
She is emboldened and willing to risk open combat because of the
fact that she does not fear death. Long ago she managed to wrangle
a promise from the demon lord Baphomet that if she was slain she
would immediately be promoted in the Abyssal hierarchy. What she
does not realize (but probably should) is that a demon lords word is
not worth as much as the paper it is written on. If Sadie is slain she
immediately returns in the next round as a nalfeshnee demon, but not
in the Abyss before her new underlings as she expected. Rather she
remains on the Material Plane in this same room and once again faces
the same party that slew her. Baphomets promise kept, he is under
no further compunction to promote her, and she fights madly to the
death to avoid that very fate.
SADIE, NALFESHNEE
CR 14
XP 38,400
hp 203 (Pathfinder Roleplaying Game Bestiary Demon, Nalfeshnee)
Treasure: The copper censer is similar to an everburning torch in
that its flame never expires and, in this case, never stops giving off
the aroma of the strange-smelling incense. It could be sold as a curio
for as much as 150 gp.
29
CR 12
CR 5
30
CR 2
CR 7
suit their form. Once the backbone of Kirash Durgauts cavalry, four
of the marrow knights were hidden by Myrac when the rest were sent
to the field by the priesthood. He had them moved up here and retains
them as his ranking officers in the fortress. It is they who see to the
defenses and deployment of the undead soldiers everywhere except
within the Weeping Tower itself. Each wears the tabard of the red
tower and the rank insignia of a field-grade officer.
MARROW KNIGHTS (4)
XP 1,600
hp 90 (See Area B2-6)
CR 5
Tactics: The knights periodically patrol the roof of the fortress (see
Area 50) using their bows to repel intruders and charging once they
are within range. They attempt to lure intruders into the waiting grasp
of the flailing dreadnought at Area 50 if they can without risking
themselves overmuch. If two of the marrow knights are destroyed,
one will remain behind to hold off the attackers, while the other
gallops to Area 52 to release the cloud giant skeletons and order them
to attack.
57. Crane
A massive construct rises from the battlement here like some
sort of prehistoric monstrosity. Tree trunks lashed together
by bronze bands extend up and out over the bailey below. A
huge, iron-banded crossbar supports a myriad of ropes, chains
and pulleys. At the base of the cranes arm a winch allows the
hoist to be raised and lowered. The entire crane rests on a huge
windlass platform so that the crane can be swung around to
allow loads to be deposited on the battlement.
This crane is still functional and can lift loads of 25,000 lb. A DC
40 Strength check is necessary to rotate the platform. It requires A
DC 25 Strength check to raise and lower the crane with an additional
+1 for every 1,000 lb. of load. It requires 8 rounds to raise a load
from the ground 40 feet below.
31
CR 5
32
63. Kitchen
A large hearth and oven occupy the eastern wall. Tables, shelves and counters hold
utensils, pots and pans beneath a layer of
dust. A feeling of long abandonment fills
this chamber. To the south, in an alcove,
a wooden cover caps a well. Above this
well, anchored in the top of the alcove is a
winch with a heavy rope and steel bucket.
This kitchen once served the elite troops of the Tower of Weeping
Sores. The garrison of the tower has not required meals since the
Battle of Tsar, and the kitchen has fallen into disuse accordingly. A
DC 19 Perception check notices suspicious dark stains on the floor
and some of the tables as if perhaps this chamber was once used for
something more than just innocent meal preparation, and a DC 31
Perception confirms this by locating a chopped section of a charred
human femur tucked into one corner of the oven. The well itself is
80 feet deep with 20 feet of pure water from a spring deep beneath
the foundations of the fortress. However anyone exploring the well
or lowering the bucket find that there is a blockage 40 feet down. See
the treasure below.
Treasure: Before abandoning the tower for the field, one of the
cooks robbed the quarters of an officer. Not wishing to be caught
and assuming that the officer would likely die in battle, the cook
dumped his ill-gotten goods in the well hoping to come back and
claim them later. Instead both cook and officer were slain in the field
so that the theft was neither discovered nor recovered. Now wedged
in the shaft of the well 40 feet down is spined shield, a +1good
outsiderbane bastard sword, and a handy haversack holding 850 pp,
a gem-encrusted eye patch (300 gp), a delicate elven crown crafted
from silver and polished wood (3,000 gp), and a ring of keys for all
of the cell and manacle locks in Area 75.
33
64. Storage
Bins and shelves hold typical kitchen items and supplies. No
foodstuffs remain as all were taken when the tower forces were
deployed and replaced by the living dead who had no need of such
staples.
Treasure: Hidden behind a sack of charcoal (DC 14 Perception
check to locate) is a bottle of vintage dwarven whiskey over 500
years old but still good. A larcenous cook stole this prized possession
from the fortress undercommanders quarters shortly before the
garrisons deployment. The unopened bottle is worth 1,000 gp. Its
contents are quite potent and drinking from it requires a DC 17
Fortitude save for each drink to avoid becoming inebriated for 1d10
minutes (cumulative for multiple drinks even if saves were made).
While inebriated the character has the game effects of being both
sickened and staggered.
CR 2
sunrods.
Locker #2: 5 flasks of acid, 14 flasks of unholy water and 3 vials
of antitoxin.
Locker #3: empty.
Locker #4: 10 flasks of alchemists fire.
68. Latrines
Each of these rooms has stone seat with a hole descending 20 feet.
These are now empty, their foul contents long since turned to dust.
CR 1
67. Armory
Metal cages line the walls barring weapons racks and armor
stands. These are all now empty. The cages to the south protect
wooden lockers that line the wall. Standing before one of the
southern cage doors, its hand outstretched and touching the
metal is an extremely lifelike statue of an armored hobgoblin.
This room served as the armory for the tower. All of the barred
doors have good locks. The key to all of them can be found in the
seneschals chamber (Area 77). All of the weapons and armor in this
chamber were removed when the troops deployed. However, the four
lockers on the south wall (each within its own cage) all held special
substances used in defense of the tower. The easternmost locker
also had a flesh to stone trap. The statue is a hobgoblin officer who
deserted his troops and returned here steal some of these valuables to
sell on the black market. Unfortunately he was unaware of the trap
and has remained here since. He fails his Fortitude save if characters
cast stone to flesh on the creature.
Iron-Barred Cages: 2 in.-thick bars spaced 4 in. apart; Hardness10;
hp 50; Break DC 28; Open Lock DC 30.
Treasure: There are four lockers on the south wall numbered 14
from east to west. Their contents are as follows:
Locker #1: 10 thunderstones, 20 tindertwigs, 7 smokesticks and 5
34
The sign next to the door is written in Abyssal and says simply,
Wait here. Everyone familiar with the tower back in its heyday
knew better than to wait in the waiting room but would instead walk
directly into the receiving chamber (Area 71). There was a practical
reason for this that exists to this day.
Creatures: Anyone loitering in the waiting room for more than 2
rounds is attacked by 8 wraiths that emerge from the hollow iron
skulls. They never leave this room but attack without mercy as long
as anyone remains here.
WRAITHS (8)
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary Wraith)
CR 5
The iron stairs end at the next floor where they become stone steps
contained within a walled stairwell.
RETRIEVER
CR 11
XP 12,800
hp 137 (Pathfinder Roleplaying Game Bestiary Retriever)
The walls of this room are smeared with dried blood and
less identifiable stains. Markings dedicated to every dark
god imaginable are scrawled across this palate. The massive
wooden frame of a bed, its mattress long gone, dominates the
room. Beneath where the mattress would have lain is a secret
hollow now empty. Against one wall is metal chair set with
many small spikes and knobby protrusions. Lying across its
seat is a scourge still dark with old blood and bearing strips of
leathery skin still caught in its barbs.
This chamber served as the quarters of the commander of Myracs
elite soldiers, a vile blackguard known only as Soulless. His penchant
for violence and torture were legendary and were what first brought
him to the generals attention. His chair of contrition served as a focus
for his masochistic urges but with the addition of manacles (lying
on the floor beneath) also served for guests Soulless occasionally
brought in to entertain. The blackguard kept all of his equipment in
an untidy heap upon the floor and carried it all with him when he and
his troops took the field of battle. His mortal remains now exist as
a wandering mohrg in the part of the Desolation known as the Dead
Fields (see Slumbering Tsar: The Desolation). The commanders
treasures were kept in a secret hollow beneath the mattress but were
later stolen by one of the towers cooks (see Area 63 for details).
35
36
79. Playroom
This chamber seems to hold every item of torture imaginable. From racks to whips to iron maidens to furnaces in two
of the corners for heating tongs, pokers, water, oil or coals.
Two iron-barred cages stand in the southwest corner to hold
the unfortunates awaiting their fate. Throughout the room are
tables and chairs with attached straps and manacles for holding unwilling participants as well as more comfortable seats
for spectators. A stone cylinder in the center of the room contains the spiraling stair that appears to be the only way in or
out. The entire chamber reeks of burnt flesh, death and fear.
Despite the many cruel items within, there is nothing here of
particular interest otherwise. Feel free to add whatever torture device
you deem appropriate. If PCs should be captured and brought here
or if they happen to decide to use this equipment themselves (an act
with serious alignment repercussions), see the side box for details.
If torture victims are being questioned, allow a DC 15 Will save per
minute of torture to avoid disclosing any information. Add +1 to the
Will save DC for every one-tenth of the victims hit points that are
lost through the torturers ministrations during that minute or for
every point of ability damage sustained. On a failed save the victim
tells what the torturer wants to know or possibly makes up what he
thinks the torturer wants to hear (opposed Bluff check to the torturers
Sense Motive check to determine if this ruse is discovered).
The cells in this chamber are identical to the ones in Area 79 except
all of them hold dimensional shackles that can be detached from the
cells wall plate if the correct key is used (carried by the seneschal).
Roll d6
1
2
3
4
5
6
37
Level
Stoning
Extreme
Severe
Moderate
Mild
Quick
Damage
10d10 hp plus 1d6 Cha drain
6d6 hp plus 1d3 Str, Dex, and Con drain
5d6 hp plus 1d3 Str and Dex drain
4d6 hp plus 1d6 Con damage
3d6 hp plus 1d6 Cha damage
1d10 hp plus 1d3 Dex damage
38
CR 1/3
39
Speed 5 ft.
Melee bite +1 (1d44 plus paralysis)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks paralysis (1d6 rounds, DC 9)
CR 3
40
Monster Appendix
Battlehulk
A massive block of stone rolls ponderously toward you on
great stone rollers. Iron plates armor this stone monstrosity,
the front of which is studded with spikes of iron, adamantine
and stone. Great stone clubs capped in iron sprout from
loopholes in the sides like the arms of a giant. The top of
this huge structure is a platform surrounded by stone
merlons to provide cover for any defenders riding
upon it. At the back edge of this platform extend two
chains that end in great stone spheres that spin on
a pivoted base and lay waste to anyone behind the
mobile fortress.
BATTLEHULK
CR 13
XP 25,600
N Huge construct (good)
Init 4; Senses darkvision 60 ft., low-light vision;
Perception +0
AC 27, touch 4, flat-footed 27 (+2 armor, 4 Dex, +21
natural, 2 size)
hp 177 (25d10+40)
Fort +8; Ref +4; Will +8
DR 15/adamantine; Immune acid, cold, electricity, fire, construct
traits; SR 20
Spd 10 ft.; charge
Melee ram +38 (4d8+22) and 4 slams +38 (2d10+15)
Space 15 ft.; Reach 5 ft. (10 ft. with slams)
Special Attacks bull rush, charge, ram, sweep, trample (8d8+44, DC
37)
Str 40, Dex 3, Con , Int , Wis 11, Cha 1
Base Atk +25; CMB +42 (+46 bull rush); CMD 48 (52 vs. bull rush,
cant be tripped)
Feats Greater Bull RushB, Improved Bull RushB
Environment any relatively flat and dry terrain
Organization solitary
Treasure none
Bull Rush (Ex): If the battlehulk is charging it can opt to make a
bull rush attack without provoking an attack of opportunity. If the
bull rush is successful, the defender is automatically pushed back
the distance that the battlehulk moves forward past his position. The
battlehulk does not require a check result of 5 or more higher than the
defenders check result to determine how far back the defender can
be pushed. The battlehulk can bull rush as many opponents as occupy
the squares in its path of travel with the usual 4 penalty to additional
combat maneuver checks.
Charge (Ex): Each round a battlehulk double moves in a straight
line, it adds an additional 10 ft. to its speed as its weight and inertia
propel it forward. It can reach a maximum speed of 80 feet in this way.
A battlehulk can stop after charging only by striking an unyielding
obstacle (like a mountain) or by gradually slowing. It can reduce its
speed by 10 feet per round as it slows its momentum. A battlehulk
can only turn when going at a speed of 30 feet or less. If traveling
downhill on a steep slope, the battlehulk accelerates twice as fast (i.e.
it goes from 10 feet, to 30 feet, to 50 feet, etc.) and decelerate twice
41
Monster Appendix
is able to reach those atop it with its flail slam if enemies reach that
position, though not with its club slams.
In the center of the platform is a secret door (DC 25 Perception
check to locate) leading to an interior chamber large enough to hold
two Medium creatures. This compartment is sealed against water
and air and holds enough air to supply two Medium creatures for 10
minutes before the door must be opened again or suffocation begins.
Ordinarily the controller would ride here. Anyone opening this door
other than the controller must make a DC 40 Strength check or deal
60 points of damage against a Hardness 8. These hit points are not
deducted from the battlehulks total. Slaying the controller does not
stop the battlehulk, which continues to carry out the controllers last
command.
A battlehulk is a 15-foot cube atop three 5-foot diameter stone
rollers. It weighs about 50,000 pounds.
A battlehulk is nonintelligent and has no forms of communication,
taking direction telepathically from its controller. It rolls with a
grinding rumble, crushing anything in its path. Despite its bulk it is
able to maneuver well since its rollers are able to swivel individually
to some extent.
A battlehulk is a terror to behold in combat, and very few will
willingly stand against one. Entire enemy formations are often routed
Construction
Dokkalfoer
Atop this massive iron tower is an octagonal room with arrow slits
looking out from each wall. Etched into the 15-foot-high iron ceiling
of this chamber is a huge face with large, blank eyes and pronounced
cheekbones.
DOKKALFOER
CR 15
XP 51,200
NE Colossal construct
Init 1; Senses darkvision 60 ft. low-light vision; Perception +37
AC 19, touch 3, flat-footed 19 (5 Dex, +22 natural, 8 size)
hp 288 (32d10+80 plus 32)
Fort +10; Ref +5; Will +7
Defensive Abilities hardness 10; Immune construct traits
Speed 0 ft.
Ranged force pulse +20 touch (4d8+13/1920)
Space 40 ft.; Reach 0 ft.
Special Attacks force pulse, illusory defenders
Str 28, Dex 1, Con , Int 10, Wis 1, Cha 18
Base Atk +32; CMB +49 (+51 bull rush); CMD 54 (56 vs. bull rush,
cant be tripped)
Feats Ability Focus (illusory defenders), Alertness, Awesome Blow,
Blind-Fight, Critical Focus, Improved Bull Rush, Improved Critical
(force pulse), Improved Initiative, Iron Will, Power Attack, Skill
Focus (Perception), Skill Focus (Sense Motive), Staggering Critical,
Stunning Critical, Toughness, Weapon Focus (force pulse)
Skills Perception +37, Sense Motive +37
Languages all (cannot speak)
Environment any
Organization solitary
Treasure none
Force Pulse (Ex) Against intruders in its top chamber, the focus
of the Dokkalfoer is able to produce a pulse of force each round as
a standard action by virtue of its indomitable will. This force pulse
is directed at a single target and deals 4d8+13 points of damage. It
strikes as a ranged touch attack. It is similar to the force effect created
by a ring of the ram, and like the ring subjects its target to a bull rush
on a successful hit. The force pulse uses the Dokkalfoers CMB. The
42
Dokkalfoer can use its Awesome Blow with the force pulse but is not
able to make attacks of opportunity with it.
Illusory Defenders (Su) Against attackers outside the tower, the
Dokkalfoer creates illusory defenders who fire volleys of arrows.
These defenders are equivalent to a major image, but they cannot be
dispelled. From the exterior they appear as shadowy humanoid archer
shapes concealed behind the cover of the towers arrow slits. They
appear to respond normally to attacks (arrows fired at them, magic
missiles, etc.) but always seem to survive and continue attacking.
There is one defender at each of the arrow slits (8 in all), each with
a 90-degree field of fire. They attack as 7th-level fighters using a
composite longbow [+2 Str bonus]: Atk +9 ranged (1d8+2/x3); Full
Monster Appendix
Atk +9/+4 ranged (1d8+2/x3), and their arrows seem real enough
until someone has cause to disbelieve and makes a successful DC
32 Will save (simply being hit by an arrow is not sufficient cause to
disbelieve). On a successful Will save, the attacks are recognized as
illusory and any damage taken from earlier attacks disappears.
From the perspective of anyone standing in the towers top chamber,
the major images of the archers themselves do not exist, and the
arrows fired out of the arrow slits seem to appear in midair before
sailing off to their destinations. Witnessing this gives the character
cause to disbelieve and provides a +15 circumstance bonus on the
Will save. Anyone who arrives in the top chamber after the illusory
defenders have stopped firing and finds an empty room where he
expected to find archers stationed receives only a +5 circumstance
bonus to the Will save.
The save DC is Charisma-based.
The Dokkalfoer is a unique entity, often referred to simply as the
Iron Tower. Whether the tower was created as a construct or whether
it was merely constructed as a formidable tower that later became
inhabited by the possessing spirit of the Dokkalfoer is unknown.
What is known is that the two are seamlessly merged now into one
entity whether by accident or design the Dokkalfoer is the Iron
Tower, and the Iron Tower is the Dokkalfoer. The Dokkalfoer stands
in the inner bailey of the Black Gates of Tsar and lends to the defense
of that evil city.
The Iron Tower is octagonal in cross-section and stands 80 feet tall.
It is 40 feet in diameter. It is comprised entirely of riveted iron plates.
Its interior is hollow save for a spiral stair that climbs 65 feet to a
single room with eight arrow slits at the towers apex. Etched into
the ceiling of this room is a humanoid face that serves as the focus
of the Dokkalfoers essence. Other than the arrow slits, there are no
entrances into the tower except for a trapdoor at the ground floor that
leads to a tunnel running beneath the bailey.
The Dokkalfoer is completely immobile and has no moving parts
save for the trapdoor in its lowest floor. It has no means to attack
or defend itself except through exertions of its considerable will.
Despite being a construct, the animating spirit is quite powerful
and able to interact with its surroundings by thought alone. The
entire tower is composed of 1-foot-thick iron plates (hardness
10, hp 270 per 10 ft.-by-10 ft. section, Break DC 60). However,
damaging the tower itself has no effect on the Dokkalfoer or
its abilities. Even toppling the tower over does not prevent the
Dokkalfoer from continuing its attacks. The only way to destroy
the Dokkalfoer is to face its focal point in the top chamber and
destroy it there from the inside out. Attacks in the top chamber
can be directed toward the face etching or even the surrounding
walls, floor, and ceiling and still remain effective. The face and
surrounding walls, etc. also gain the benefits of the constructs
hardness just as the exterior walls do.
The Dokkalfoer understands the languages of all intelligent
creatures that are spoken within its hearing, but it lacks the ability to
communicate in any way.
The Dokkalfoer peppers foes in the bailey below it with arrows from
its illusory defenders. For those that manage to infiltrate its interior,
they are safe from its attacks until they reach the top chamber where
it is able to use its force pulse.
43
Legal Appendix
Product Identity: The following items are hereby identified as Product
Identity, as defined in the Open Game License version 1.0a, Section 1(e),
and are not Open Content: All trademarks, registered trademarks, proper
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characters, artwork, and trade dress. (Elements that have previously been
designated as Open Game Content or are in the public domain are not
included in this declaration.)
versions of this License. You may use any authorized version of this License to
copy, modify and distribute any Open Game Content originally distributed under
any version of this License.
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Content using the name of any Contributor unless You have written permission
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to statute, judicial order, or governmental regulation then You may not Use any
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13. Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of becoming
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provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
and Dave Arneson.
Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams.
The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights
reserved.
Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott
Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
on original content from TSR.
Bog Mummy from the Tome of Horrors, Copyright 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Bruce Cordell.
Bone Sucker from the Tome of Horrors, Copyright 2002, Necromancer Games,
Inc.; Author Erica Balsley.
Juju Zombie from the Tome of Horrors, Copyright 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott
Greene; Additional Authors: Erica Balsley, Keven Baase, Casey Christofferson,
Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill
Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte
Cook.
Creature Collection Copyright 2000, Clark Peterson
Creature Collection II: Dark Managerie Copyright 2001, White Wolf
Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.
Slumbering Tsar: The Desolation, Part 1 -The Edge of Oblivion- Copyright
2010 Bill Webb and Greg Vaughan, Frog God Games
Slumbering Tsar: The Desolation, Part 2 -The Ghosts of Victory- Copyright
2010 Bill Webb and Greg Vaughan, Frog God Games
Slumbering Tsar: The Desolation, Part 3 -The Western Front- Copyright 2010
Bill Webb and Greg Vaughan, Frog God Games
Slumbering Tsar: The Temple-City of Orcus, Part 1 -The Tower of Weeping
Sores - Copyright 2010 Bill Webb and Greg Vaughan, Frog God Games
The following text is the property of Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.
1. Definitions: (a) Contributors means the copyright and/or trademark owners
who have contributed Open Game Content; (b) Derivative Material means
copyrighted material including derivative works and translations (including into
other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an
existing work may be recast, transformed or adapted; (c) Distribute means to
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and includes
the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game
Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically
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teams, personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos, symbols,
or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names,
mark, sign, motto, designs that are used by a Contributor to identify itself or its
products or the associated products contributed to the Open Game License by the
Contributor (g) Use, Used or Using means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) You or Your means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied to
any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by
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6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must
add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product Identity
in Open Game Content does not constitute a challenge to the ownership of that
Product Identity. The owner of any Product Identity used in Open Game Content
shall retain all rights, title and interest in and to that Product Identity.
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44
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map appendix
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map appendix
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map appendix
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map appendix
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