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Editor-in-Chief• F. Wesley Schneider
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Sarkorian Steppe
Stonewilds
The Wounded Lands
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2
6
10
22
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Printed in China.
"Heed these rules, you lot. Don't eat anyth1ngyou d1dn't br1ng 1n w1th
you. Don't dr1nk any water you haven't bo11ed. Don't touch anyth1ng
that's grow1ng. Hell, don't touch anyth1ng that's dead, e1ther! You
know what 1 touch here 1n the Worldwound? Only th1ngs that came
1n w1th me and haven't left my s1ght, that's what. That's why l'm st1ll
a11ve after five years on the 11ne, and that's why half of you w111 be
dead by the end of one. 1f you don't want to be 1ncluded 1n the dead
half, follow orders, watch your fellows, and keep your eyes sharp.
And don't. Touch. /n]thÌn_.´
-Cedr1c Mercad1an, Crusader of the Order of the R1s1ng Sun
T
h
e wor
ld
c
h
ange
d
in 4606 AR. Storms wrac
k
e
d
t
h
e
s
k
ies, oceans c
h
urne
d
, empires co
ll
apse
d
, an
d
a
go
d d
ie
d
. But to t
h
e prou
d
peop
l
e in t
h
e ancient
l
an
d
of Sar
k
oris, t
h
e wor
ld d
i
d
more t
h
an c
h
ange at t
h
e
d
awning of t
h
e Age of Lost Omens-it en
d
e
d
.
T
h
e opening of t
h
e Wor
ld
woun
d d
estroye
d
t
h
e
capita
l
city of Sar
k
oris, emptie
d
rivers, rent t
h
e eart
h
,
an
d
un
l
eas
h
e
d
a
h
oar
d
of
d
emons into t
h
e wor
ld
. T
h
e
p
l
ague of storms stri
k
ing Go
l
arion t
h
at same wee
k
was
a
bl
essing in
d
isguise,
f
r t
h
e
f
ry of t
h
ose supernatura
l
tempests s
l
owe
d
t
h
e
d
emons
'
a
d
vance
b
eyon
d
t
h
e e
d
ge
of nort
h
-centra
l
Sar
k
oris, giving t
h
e rest of t
h
e nation
time to ra
ll
y an
d
prepare
d
e
f
nses a
l
ong t
h
e Rifts
h
a
d
ow;
t
h
e storms a
l
so a
ll
owe
d
neig
hb
oring Men
d
ev to
b
o
l
ster
its on
l
y
l
ig
h
t
l
y
d
efen
d
e
d b
or
d
er wit
h
Sar
k
oris-mar
k
e
d
b
y t
h
e Se
ll
en River-an
d
sen
d f
r
h
e
l
p.
T
h
e arriva
l
of t
h
e crusa
d
ers of Iome
d
ae an
d
ot
h
er
f
it
h
s fom t
h
e sout
h
containe
d
t
h
e
d
emonic army
f
r
a time,
b
ut soon t
h
ereafter, a secon
d
wave of fen
d
s,
stronger an
d
prepare
d f
r
b
att
l
e,
b
oi
l
e
d
out of t
h
e
Wor
ld
woun
d
. T
h
is time, even t
h
e prepare
d
armies of
h
o
l
y crusa
d
ers cou
ld
not stem t
h
e
d
emon ti
d
e. T
h
is
time, Sar
k
oris was we
ll
an
d
tru
l
y
l
ost .
THE CRUSADES
To
d
ate,
f
ur crusa
d
es
h
ave
b
een
l
aunc
h
e
d
against t
h
e
d
emons of t
h
e Wor
ld
woun
d
, an
d
w
h
i
l
e a
ll f
ur
h
ave
h
a
d
varying
d
egrees of success an
d f
i
l
ure, none
h
ave yet
d
riven t
h
e armies of Des
k
ari , Lor
d
of t
h
e Locust Host ,
fom Go
l
arion. A
b
rief
h
istory of t
h
e war
fll
ows.
First Crusade (4622 AR-4630 AR): A
l
t
h
oug
h
a
f
ir
num
b
er of
h
o
l
y warriors came to Sar
k
oris
'
s ai
d
in t
h
e
f
rst
severa
l
years a
f
er t
h
e Wor
ld
woun
d
opene
d
, t
h
e c
h
urc
h
of
Iome
d
ae
d
i
d
not
d
ec
l
are t
h
e First Crusa
d
e unti
l
4622 AR, as
t
h
e repercussions of Aro
d
en
'
s
d
eat
h
signifcant
l
y
d
e
l
aye
d
t
h
e c
h
urc
h
'
s a
b
i
l
ity to respon
d
to t
h
e growing crisis. By
t
h
e time t
h
e First Crusa
d
e reac
h
e
d
Men
d
ev, t
h
e
d
emons
h
a
d l
ong since seize
d
contro
l
of centra
l
Sar
k
oris, an
d h
a
d
c
l
aime
d
signifcant portions ofMen
d
ev as we
ll
.
T
h
e First Crusa
d
e
b
o
l
stere
d
t
h
e
d
e
f
n
d
ers of Sar
k
oris
an
d
Men
d
ev,
b
oosting
b
ot
h
t
h
eir num
b
ers an
d
mora
l
e,
an
d
t
h
e su
dd
en increase in t
h
e enemy
'
s strengt
h
caug
h
t
t
h
e
d
emonic
h
or
d
e unprepare
d
, causing t
h
em to retreat
b
ac
k
to t
h
e Nort
h
moun
d
s. Wit
h
Men
d
ev an
d
sout
h
ern
Sar
k
oris t
h
us
l
i
b
erate
d
, t
h
e crusa
d
ers remaine
d
in t
h
e
region to
h
e
l
p re
b
ui
ld
-an ofer Men
d
ev we
l
come
d
grate
fll
y,
b
ut one t
h
at t
h
e
d
isparate an
d
prou
d
c
l
ans of
Sar
k
oris accepte
d
more re
l
uctant
l
y. In any event,
f
r t
h
e
next
f
w years t
h
e
d
emons seeme
d
content to
f
cus t
h
eir
wrat
h
upon Sar
k
oris
'
s Nort
h
moun
d
s,
b
att
l
ing primari
l
y
wit
h
t
h
e surviving Sar
k
orian c
l
ans
d
esperate
l
y attempting
to rec
l
aim t
h
eir
f
mi
l
y
l
an
d
s, w
h
i
l
e Men
d
ev remaine
d
re
l
ative
l
y unmo
l
este
d
.
¼DaI lS IDc¼O¡ÍOWOunO'
The term "Wor l dwound" has two mea ni ngs: It can refer
to t he seri es of canyons, ri fts, and ravi nes that have
spread (and a re sti l l spreadi ng) t hrough what was once
cent ral Sarkori s, or it can refer to t he ent i re regi on t hat fel l
under t h e sway o f t h e demoni c i nf l uence o f Deska ri , t he
demon l ord who opened t he r i f t between Gol ari on and t he
Abyss. I n most ci rcumst ances, t he t wo terms can be used
i nterchangeably, si nce t he demons and t he l and corrupted
by Abyssa l i nf l uence remai n so t i ght l y connected.
Second Crusade (4638 AR-4645 AR): W
h
en a secon
d
wave of
d
emons erupte
d
fom t
h
e Wor
ld
woun
d
in 4636
AR, t
h
e crusa
d
ers
h
a
d
sett
l
e
d
into t
h
eir new
h
omes in
Men
d
ev. T
h
ey again too
k
up arms against t
h
e
d
emons,
expecting a s
h
ort series of fg
h
ts an
d b
oasting t
h
at
t
h
is time t
h
ey wou
ld d
rive t
h
e
h
ost
b
ac
k
to t
h
e very
e
d
ges of t
h
e Wor
ld
woun
d
itse
l
f. But t
h
eir expectations
d
i
d
not come to fuition. T
h
is time, t
h
e
d
emons
pouring fom t
h
e Wor
ld
woun
d
were not on
l
y more
numerous-t
h
ey were
b
etter prepare
d
. Rat
h
er t
h
an t
h
e
h
ap
h
azar
d
, c
h
aotic, se
l
f-in
d
u
l
gent mo
b
t
h
e crusa
d
ers
previous
l
y encountere
d
, t
h
e marau
d
ing
d
emons were
now
l
egions
d
riven
b
y power
fl
comman
d
ers. Un
d
er
t
h
eir comman
d
ers
'
d
irection, t
h
e
d
emons orc
h
estrate
d
stri
k
e
f
rces, te
l
eporte
d b
e
h
in
d
enemy
l
ines,
d
rove
t
h
eir enemies towar
d
t
h
eir a
d
vancing ran
k
s, an
d
t
h
en
crus
h
e
d
t
h
eir opponents
b
etween t
h
em. T
h
e armies of
t
h
e mari
l
it
h
Aponavicius capture
d
t
h
e crusa
d
er city
of Drezen using suc
h
tactics,
f
rcing t
h
e c
h
urc
h
of
Iome
d
ae to fna
ll
y ca
ll f
r t
h
e Secon
d
Crusa
d
e.
Even wit
h
t
h
e inf
l
ux of troops fom t
h
e Secon
d
Crusa
d
e,
h
owever, it quic
kl
y
b
ecame apparent t
h
e
d
emons were going to win. Fortunate
l
y
f
r Men
d
ev,
t
h
e
d
emons aime
d
t
h
e
b
u
lk
of t
h
eir
d
evastating attac
k
westwar
d
an
d
sout
h
war
d
. T
h
e impen
d
ing
l
oss prompte
d
t
h
e
l
ea
d
ers of t
h
e Men
d
evian Crusa
d
ers to ma
k
e a
f
te
fl
d
ecision-t
h
ey pu
ll
e
d
t
h
eir support fom Sar
k
oris,
a
ll
owing t
h
e
d
emon army to
d
escen
d
on w
h
at remaine
d
of t
h
at
l
an
d
, an
d
instea
d
concentrate
d
t
h
eir eforts on
erecting wardstones a
l
ong t
h
e West Se
ll
en an
d
Moutray
rivers. T
h
e price of t
h
eir actions prove
d
steep,
b
ut , as
t
h
e wardstones f
l
are
d
to
l
i
f
, t
h
e men
h
irs containe
d
t
h
e
d
emons wit
h
in
l
ost Sar
k
oris an
d
save
d
tens of t
h
ousan
d
s
fom gris
l
y
d
eat
h
s. Yet
d
espite t
h
is success, t
h
e near­
tota
l l
oss of Sar
k
oris is genera
ll
y regar
d
e
d
as t
h
e fna
l
capstone on a
d
isastrous crusa
d
e.
Third Crusade (4665 AR-4668 AR): Now containe
d
wit
h
in Sar
k
oris
b
y a com
b
ination of t
h
e wardstones,
increase
d
pressure fom t
h
e Mammot
h
Lor
d
s, an
d
t
h
e
d
istraction of an entire nation to p
l
un
d
er, t
h
e
d
emons
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
continue
d
to press against t
h
e
b
or
d
ers
b
ut seeme
d l
arge
l
y
content to reve
l
in t
h
eir capture
d
rea
l
m. Meanw
h
i
l
e,
as t
h
e years passe
d
, t
h
e Men
d
evian crusa
d
ers grew
more an
d
more conupt-in part
d
ue to t
h
e su
b
t
l
e
mac
h
inations of t
h
e cu
l
t of Bap
h
omet , w
h
ic
h h
a
d
success
fll
y inf
l
trate
d
numerous companies an
d f
it
h
s
t
h
roug
h
out Men
d
ev,
b
ut a
l
so
b
ecause t
h
e resource­
straine
d
c
h
urc
h
of Iome
d
ae
h
a
d
increasing
l
y accepte
d
l
ess trustwort
h
y mem
b
ers into its war efort . T
h
e c
h
urc
h
l
aunc
h
e
d
t
h
e T
h
ir
d
Crusa
d
e primari
l
y as an attempt
to ga
l
vanize t
h
e crusa
d
ers,
b
ut as its
f
cus increasing
l
y
turne
d
towar
d
se
lfd
estructive witc
h h
unts an
d
interna
l
squa
bbl
ing, t
h
e crusa
d
e co
ll
apse
d
un
d
er its own couupt
weig
h
t. U
l
timate
l
y, t
h
e T
h
ir
d
Crusa
d
e accomp
l
is
h
e
d
very
l
itt
l
e wit
h
in t
h
e Wor
ld
woun
d
-apart fom
d
e
l
ig
h
ting an
d
entertaining Sar
k
oris
'
s
d
emonic masters.
Fourth Crusade (4692 AR-4707 AR): After
d
eca
d
es of
A
b
yssa
l
ru
l
e, a
d
angerous new a
dd
ition to t
h
e
d
emon
armies anive
d
in t
h
e
f
rm of K
h
onamza
d
e
h
t
h
e Storm
King. Sc
h
o
l
ars of t
h
e war are
d
ivi
d
e
d
as to w
h
et
h
er or
not t
h
e Storm King
h
a
d b
een ru
l
ing fom Iz a
ll
a
l
ong, or
if
h
e was
b
ut t
h
e
l
atest arriva
l
in t
h
e region. Regar
dl
ess,
t
h
e Storm King
'
s frst assau
l
t on t
h
e
b
or
d
er resu
l
te
d
in
no
l
ess catastrop
h
ic an event t
h
an t
h
e crac
k
ing of t
h
e
Kena
b
res wardstone. T
h
e ferocity of t
h
is attac
k
caug
h
t t
h
e
crusa
d
ers of guar
d
,
b
ut in t
h
e en
d
t
h
e wardstone
h
e
ld
.
In response, t
h
e c
h
urc
h
oflome
d
ae ca
ll
e
d f
r t
h
e Fourt
h
Crusa
d
e. T
h
is crusa
d
e prove
d
to
b
e t
h
e
l
ongest an
d
most
grue
l
ing of t
h
e crusa
d
es yet,
l
asting is years an
d
en
d
ing
more as a resu
l
t of wartime ex
h
austion t
h
an anyt
h
ing
e
l
se. T
h
e
d
emons
l
ost very
l
itt
l
e, an
d
in t
h
e years since
t
h
is crusa
d
e
'
s w
h
impering conc
l
usion, mora
l
e a
l
ong t
h
e
Wor
ld
woun
d
'
s
b
or
d
ers
h
as reac
h
e
d
an a
ll
-time
l
ow.
ON THE NATURE OF
DEMONIC SUBTLETY
Demons are a power
fl f
rce. T
h
ey resist morta
l
magic
an
d
woun
d
s fom most mun
d
ane weapons an
d
attac
k
s,
can summon more of t
h
eir
k
in
d
to ai
d
t
h
em in
b
att
l
e,
an
d
can te
l
eport across great
d
istances wit
h
ease. So
w
h
y
d
i
d
n
'
t t
h
ey imme
d
iate
l
y overrun Go
l
arion w
h
en t
h
e
Wor
ld
woun
d
opene
d?
Put simp
l
y, t
h
e
l
ea
d
ers of
d
emon
k
in
d
are as a w
h
o
l
e
muc
h
smarter an
d
more su
b
t
l
e t
h
an most of t
h
eir
enemies
b
e
l
ieve.
T
h
e initia
l
surge of
d
emons fom t
h
e Wor
ld
woun
d
in
4606 AR was,
d
espite its size an
d
power,
l
itt
l
e more t
h
an
Des
k
ari tentative
l
y
"
testingt
h
e waters
"
b
e
f
re committing
t
h
e
fll f
ry of
h
is armies in t
h
e secon
d
wave in 4636 AR.
During t
h
is attac
k
, Des
k
ari a
ll
owe
d
t
h
e
d
emons of t
h
e
frst wave to ravage an
d
savage in a
d
isorganize
d
wave
of terror. In t
h
e c
h
aos, some
d
emons use
d
t
h
eir a
b
i
l
ities
to te
l
eport to
d
istant parts of Go
l
arion, an
d
many of
t
h
ese remain in t
h
e
d
ar
k
p
l
aces of t
h
e wor
ld
to t
h
is
d
ay.
T
h
e
b
u
lk
of t
h
e initia
l
wave,
h
owever, was too eager to
ravage w
h
at
l
ay
d
irect
l
y
b
e
f
re t
h
em to stop an
d
consi
d
er
tactics. T
h
is too was part of Des
k
ari
'
s p
l
ans; t
h
e initia
l
d
isorganize
d
attac
k
on
l
y rein
f
rce
d
t
h
e perception t
h
at
t
h
ese
d
emons were a
l
ea
d
er
l
ess mass of fenzie
d
fen
d
s
o
b
vious
l
y una
bl
e to wor
k
toget
h
er.
Initia
ll
y, Des
k
ari inten
d
e
d
to
h
ave
h
is
d
emonic armies
use te
l
eportation an
d
ot
h
er a
b
i
l
ities to great efect
d
uring t
h
e secon
d
attac
k
wave,
b
ut t
h
e enemy
'
s swift
an
d
unexpecte
d
creation of t
h
e wardstones
l
imite
d h
is
army
'
s use of t
h
is tactic. T
h
e wardstones create
d
a ring
of
h
o
l
y energy aroun
d
t
h
e
d
emon-occupie
d l
an
d
s, wit
h
t
h
e more potent arc of stones a
l
ong t
h
e rivers to t
h
e east
an
d
sout
h
creating a sort of ref
l
ection a
l
ong t
h
e
b
or
d
ers
to t
h
e nort
h
an
d
west . W
h
i
l
e
d
emons cou
ld
certain
l
y
te
l
eport wit
h
in t
h
e Wor
ld
woun
d
fee
l
y, an
d
cou
ld
, in
t
h
eory, marc
h
p
h
ysica
ll
y out of t
h
e afecte
d
area to t
h
e
nort
h
or west , ot
h
er
f
ctors (t
h
e
b
ar
b
arian in
h
a
b
itants
'
aggression an
d
t
h
e simp
l
e
l
ac
k
of unite
d
opponents)
k
ept t
h
e
d
emons
f
cuse
d
on t
h
e sout
h
an
d
east , w
h
ere
t
h
e wardstones an
d
t
h
e crusa
d
ers t
h
emse
l
ves create
d
d
ificu
l
t-to-ignore targets.
Yet Des
k
ari
h
a
d
anot
h
er p
l
an, as we
ll
. He wante
d
to
give t
h
e crusa
d
ers t
h
e time an
d
opportunity to
d
e
f
at
t
h
emse
l
ves, to succum
b
to corruption an
d
to unwitting
l
y
d
o t
h
e
d
emons
'
jo
b
s
f
r t
h
em. T
h
e ruins of Sar
k
oris
h
a
d
given Des
k
ari
'
s armies enoug
h
to
d
estroy an
d
torment
f
r a
century or more on t
h
eir own,
b
ut wit
h
t
h
e ai
d
of Bap
h
omet
an
d h
is cu
l
t of Ivory Temp
l
ars, t
h
e
d
emons pic
k
e
d
away
at t
h
e menta
l f
rtitu
d
e of t
h
e crusa
d
ers, using
d
isguise
d
d
emons or
h
i
dd
en cu
l
tists to vex an
d
stir contempt, an
d
t
h
en
l
et
h
uman nature
d
o t
h
e rest. T
h
e resu
l
ts are inargua
bl

t
h
e crusa
d
ers to
d
ay are s
h
ot t
h
roug
h
wit
h
corruption,
treac
h
ery, an
d
sin. Just as a wine must
b
e a
ll
owe
d
to age
f
r
its proper
f
avor to
bl
oom, so must t
h
e sou
l
s of
h
umanity
b
e
given time to wa
ll
ow in
d
espair
b
e
f
re t
h
e
d
emons reap t
h
e
h
arvest an
d
us
h
er in t
h
e apoca
l
ypse.
READING REGION
STAT BLOCKS
T
h
is c
h
apter presents expan
d
e
d d
etai
l
s on t
h
e fve regions
of t
h
e Wor
ld
woun
d
. Eac
h
region
b
egins wit
h
a summary of
k
ey features of t
h
e region, starting wit
h
a s
h
ort
d
escription
of t
h
at region
'
s nature. New monsters or ot
h
er ru
l
es items
t
h
at appear in t
h
is
b
oo
k
are mar
k
e
d
wit
h
an asteris
k
¸*,.
Alignment: T
h
is in
d
icates t
h
e most common
a
l
ignment in t
h
e region.
Demonic Infuences: Various
d
emon
l
or
d
s
h
ave
veste
d
interests in parts of t
h
e Wor
ld
woun
d
-t
h
is entry
in
d
icates w
h
ic
h d
emon
l
or
d
s are t
h
e most common
l
y
wors
h
ipe
d
in t
h
e region, or w
h
o
h
ave t
h
e most inf
l
uence
over t
h
e region
'
s
d
enizens.
Notable Inhabitants: Specifc NPCs of note are
l
iste
d h
ere, a
l
ong wit
h
t
h
eir ro
l
es in t
h
e region-t
h
ese
c
h
aracters are genera
ll
y quite we
ll k
nown t
h
roug
h
out t
h
e
Wor
ld
woun
d
, w
h
et
h
er as notorious monsters or
d
emons,
or (in rare cases)
h
eroes w
h
o
h
ave
l
ong
f
ug
h
t against t
h
e
Wor
ld
woun
d
fom wit
h
in.
Monsters and Hazards: T
h
is entry
l
ists t
h
e most
common
d
emons, monsters, an
d h
azar
d
s one can expect
to encounter in t
h
e region. See t
h
e ran
d
om encounter
ta
bl
es on page 41
f
r
f
rt
h
er
d
etai
l
s on specifc monsters
f
un
d
in eac
h
region of t
h
e Wor
ld
woun
d
.
Notable Settlements: Most of t
h
e cities of o
ld
Sar
k
oris
l
ie in ruins,
b
ut many of t
h
em sti
ll
serve as sett
l
ements­
t
h
e majority of t
h
ose
l
iving in t
h
ese ruine
d
cities are
d
emons an
d
cu
l
tists, a
l
t
h
oug
h
exceptions
d
o exist
an
d
are in
d
icate
d
as suc
h
in t
h
e text. For eac
h
city, a
popu
l
ation fgure is
l
iste
d
. T
h
is fgure in
d
icates t
h
e
num
b
er of
h
umanoi
d
s (an
d
in some cases, tief
l
ings,
as we
ll
)
d
we
ll
ing in t
h
e city. T
h
ese
h
umanoi
d
s cou
ld
b
e prisoners an
d
victims
b
eing
h
e
ld
in g
h
ettos
f
r
eventua
l
sacrifce or
f
o
d
, or t
h
ey cou
ld b
e vi
ll
ainous
an
d
treasonous mercenaries w
h
o
h
ave t
h
rown in t
h
eir
l
ot
wit
h
t
h
e
d
emons. In some cases, t
h
e
h
umanoi
d
s mig
h
t
even consist of re
b
e
l
s e
k
ing out a
l
ife
b
e
h
in
d
enemy
l
ines.
Consu
l
t t
h
e sett
l
ement
'
s entry in t
h
e region
'
s gazetteer
section
f
r more in
f
rmation. Note t
h
at t
h
ese num
b
ers
d
o not account
f
r any
d
emons or ot
h
er monsters t
h
at
mig
h
t
l
ive in t
h
e town-t
h
e num
b
er of
d
emons in a
sett
l
ement in t
h
e Wor
ld
woun
d
can vary signifcant
l
y,
d
epen
d
ing on troop movements or t
h
e e
bb
an
d
f
l
ow of
war. A
l
isting of
"
a
b
an
d
one
d
"
f
r a sett
l
ement in
d
icates
a neg
l
igi
bl
e num
b
er of
h
umanoi
d
s
d
we
ll
t
h
ere, an
d
t
h
at
t
h
e sett
l
ement
l
ies in ruins an
d
is in
h
a
b
ite
d b
y
d
emons
an
d
monsters.
Typical Weather: Perverse seasons an
d
strange weat
h
er
aff
l
ict t
h
e Wor
ld
woun
d
. T
h
is entry
l
ists t
h
e typica
l
weat
h
er
f
r t
h
e region-ro
ll
on t
h
e ta
bl
e on page 27 of t
h
is
b
oo
k
to
d
etermine w
h
at t
h
e weat
h
er is
l
i
k
e on any one
d
ay
spent in t
h
e Wor
ld
woun
d
. Ru
l
es
f
r weat
h
er appear on
pages 437-440 of t
h
e Pathfnder RPG Core Rulebook.
Typical Precipitation: Rain
fll
an
d
snow
fll
are not
uncommon in t
h
e Wor
ld
woun
d
, yet even t
h
ese sources of
water are
d
angerous to
d
rin
k
. W
h
i
l
e suc
h
precipitation
d
oesn
'
t cause
d
amage, it is singu
l
ar
l
y unp
l
easant to
experience. Rain in t
h
e Wor
ld
woun
d
ten
d
s to
b
e o
ddl
y
co
l
ore
d
(sometimes
l
oo
k
ing
l
i
k
e
bl
oo
d
, mucus, or
f
u
l
er
b
o
d
i
l
y f
l
ui
d
s),
b
ut even w
h
en t
h
e rain appears norma
l
it sme
ll
s wrong. T
h
e stin
k
of rotting f
l
es
h
, rusting
meta
l
, an
d d
ecaying p
l
ant matter o
f
en sufuses t
h
e
Wor
ld
woun
d
'
s rain, an
d
t
h
e water itse
l
f if gat
h
ere
d
,
can cause sic
k
ness as sure
l
y as
d
rin
k
ing fom a tainte
d
river or po
ll
ute
d
poo
l
. Snow is
l
i
k
ewise
f
u
l
e
d
, wit
h
t
h
e f
l
a
k
es
b
eing gray or pa
l
e re
d
or f
l
t
h
y ye
ll
ow,
b
ut
¯Dc l1!ID L¡uSaOc
The t hi rt eent h Pat hf i nder Advent ure Path, Wrat h of t he
Ri ghteous, tel l s t he story of what cou l d be t he f i nal days
of t he Wor l dwound or t he f i nal days of Avi sta n. I n t hi s
Advent ure Pat h, t he PCs a re pl aced f ront a n d c ent er
among events no l es s epi c t han t he fa l l of t he wordstones
and t he dawn of t he Fi f t h Cr usade. For good or for i l l ,
t hi s wi l l be t he l ast of t he Mendevi an cr usades-and i t
wi l l be u p to t he PCs to preva i l . The novel King of Chaos
and l au nch of t he f i f t h season of Pat hf i nder Soci ety al s o
f ocus o n t he Fi f t h Cr usade, a n d as such, t he cont ent s
of t hi s book conta i n some s poi l ers f or t hese advent ures
and products. Every effort has been made to keep the
pl ot s of t hese upcomi ng stor i es secret, yet t hey wi l l d raw
f rom NPCs, l ocat i ons, and story seeds ment i oned i n t he
fol l owi ng pages.
For GMs see ki ng to b u i l d t hei r own Wo r l dwou n d ­
t hemed ca mpai gns, n on e of t h e l ocat i ons g i ven great er
deta i l i n Cha pter Two of t hi s book have a maj or rol e to pl ay
i n t he Wr at h of t he Ri g ht eous Advent ure Pat h. For GMs
who i nt end to r un Wr at h of t he Ri g ht eous as a non- myt hi c
Advent ure Pat h, some of t he l ocat i ons deta i l ed i n Chapt er
Two a re perfect si tes to host addi t i onal advent ures for your
PCs when t hey need t o ta ke a brea k from t he Advent ure
Path's mai n storyl i ne to gai n a few more l evel s. Conversel y,
much- expanded deta i l s on t he ci ty and ci t adel of Drezen,
numerous s mal l er l ocat i ons i n t he northeastern Wounded
L ands ( i nc l u di ng t he fortress of t he I vory Templ a rs of
Bahaumut rul ed by Xa nt hi r Va ng), t he rui ned ci ty of l z,
and t he pr i son known as t he Threshol d wi l l al l be feat ured
as maj or l ocat i ons i n Wrat h of t he Ri g ht eous.
even w
h
en t
h
ey
'
re w
h
ite, it
f
e
l
s oi
l
y to t
h
e touc
h
, an
d
w
h
en it me
l
ts, it on
l
y starts to
l
oo
k
an
d
fee
l
worse. Even
magica
ll
y manipu
l
ate
d
weat
h
er, suc
h
as control weather,
resu
l
ts in
f
u
l
precipitation.
Survival: T
h
ere is very
l
itt
l
e in t
h
e Wor
ld
woun
d f
r
out
l
an
d
ers to
d
rin
k
or eat , an
d
parasites an
d d
isease
often in
f
st w
h
at can
b
e scavenge
d
fom t
h
e
l
an
d
. W
h
en
a c
h
aracter attempts to use t
h
e Surviva
l
s
k
i
ll
to get a
l
ong
in t
h
e wi
ld
, to
k
eep fom getting
l
ost , or to pre
d
ict t
h
e
weat
h
er
f
r up to 24
h
ours in a
d
vance, use t
h
e DC
l
iste
d
h
ere instea
d
of t
h
ose provi
d
e
d
in t
h
e Core Rulebook. If
a c
h
aracter manages to fn
d f
o
d
or water, t
h
e c
h
ance
t
h
at some sort of aff
l
iction in
f
cts t
h
e mea
l
is
l
iste
d
,
as we
ll
-if t
h
e
f
o
d
or water is unsa
f
, ro
ll
on t
h
e ta
bl
e
on page 28 to
d
etermine t
h
e exact nature of its taint . A
c
h
aracter w
h
o simp
l
y eats
f
o
d h
e fn
d
s on t
h
e groun
d
or
d
rin
k
s fom any water source
h
e fn
d
s wit
h
out
success
fll
y ro
ll
ing a Surviva
l
c
h
ec
k
automatica
ll
y
exposes
h
imse
l
f to an aff
l
iction.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
DESOLATE F ROZEN SWAMPLAND
Al i gnment : CE
Demoni c I nfl uences: Cyt h-V'sug, Gogu nta, Kostcht chi e, Shax,
S hi vaska
Notabl e I nhabi tants: Al ul asavi (cont r ol s Roa r i ng Sabertooth
bar bar i ans, CE femal e shadow demon sorcerer 12), E ni vuni
(Queen of Frost mi re, CE femal e f ungus q ueen' 58 c l er i c of Cyt h­
V's ug 11), Gl u n g u r (ru l er of Dyi ngl i g ht, CE mal e marsh gi a nt81
cl er i c of Kostcht chi e 9), Yeal ek-Vor (ru l er of j or murd u n, CE
mal e kal ava kus82 cl er i c of Sh i vaska 10),
Monsters and Hazards: Bowel wor ms···, demons (dera kni s'·',
hezr ous), demoni c ver mi n, fi endi s h marsh gi a nt s"', f ungus
queens"", mi dni ght morel s''', q u i cksand, Shax's bea rd",
s uper nat ura l col d, u ra n nag ''
Notabl e Sett l ements: Dyi ng l i ght
(a bandoned)
Typi cal Weather: Col d, wi ndy
Typi cal Preci pi tati on: Snow
Survi val : DC 24 (350 affl i ct i on
chance)
Frostmire occupies t
h
e nort
h
west
corner of t
h
e Wor
ld
woun
d
. We
d
ge
d
b
etween mi
l
es of empty tun
d
ra to
t
h
e nort
h
an
d
t
h
e Rea
l
m of t
h
e
Mammot
h
Lor
d
s to t
h
e west ,
t
h
is
d
eso
l
ate
l
an
d h
as in
l
arge
part manage
d
not to attract
t
h
e
d
irect attention of Des
k
ari
'
s
d
emon armies. T
h
e
b
ar
b
arian tri
b
es
to t
h
e west
l
i
k
ewise
h
ave never
h
a
d
muc
h
interest in t
h
e ragge
d h
i
ll
s
k
nown
as t
h
e Wo
lf
rags or t
h
e stin
k
ing
swamps of Frostmire Fen. T
h
is
l
an
d
h
as t
h
us escape
d
many of t
h
e rai
d
s
t
h
ese
b
ar
b
arians
h
ave
b
een staging
against t
h
e Wor
ld
woun
d
over t
h
e past century.
Frostmire
h
as
l
arge
l
y
b
een
f
rgotten
b
y t
h
ose waging
war in
l
ost Sar
k
oris, afor
d
ing t
h
ose w
h
o
l
ive t
h
ere t
h
e
opportunity to continue t
h
eir fg
h
t
f
r surviva
l
wit
h
out
a
dd
itiona
l d
istractions.
History
Frostmire
h
as a
l
ways
b
een a
b
ac
k
water, even
d
uring
Sar
k
oris
'
s
h
ey
d
ay. T
h
e great p
l
ateau of t
h
e Nort
h
moun
d
s
an
d
t
h
e Forest of Stones to t
h
e east serve
d
to
f
nne
l
t
h
e
worst of t
h
e feezing win
d
s fom t
h
e
d
eso
l
ate nort
h
ern
tun
d
ra
d
irect
l
y t
h
roug
h
Frostmire, ma
k
ing it t
h
e
co
ld
est of Sar
k
oris
'
s regions. Even to
d
ay, jagge
d
,
b
arren
h
i
ll
s an
d
t
h
e vast , ge
l
i
d
waters of Frostmire Fen itse
l
f
ma
k
e up muc
h
of Frostmire,
l
eaving
l
itt
l
e reason
f
r
peop
l
e to
l
ive
h
ere.
W
h
en Sar
k
oris
fll
, t
h
e nort
h
ern
l
ig
h
ts t
h
at
s
h
one so often over t
h
e rea
l
m
'
s nig
h
t s
k
ies too
k
on a
strange s
h
ape-t
h
e image of a weeping woman
'
s
f
ce.
T
h
roug
h
out Frostmire, priests of t
h
e empyrea
l l
or
d
Pu
l
ura receive
d
a
dd
itiona
l
visions of a wave of
d
emonic
h
orror was
h
ing over t
h
eir
l
an
d
. Because of Pu
l
ura
'
s
warnings (an
d
t
h
e
d
emons
'
concentration on more
h
eavi
l
y popu
l
ate
d
areas) t
h
e peop
l
e of Frostmire
h
a
d
t
h
e
comparative
l
uxury of severa
l
wee
k
s to evacuate t
h
eir
h
omes. By t
h
e time t
h
e
d
emons turne
d
t
h
eir attentions
to t
h
e now-
d
eso
l
ate region, t
h
ey
f
un
d l
itt
l
e t
h
ere to
amuse t
h
em, on
l
y empty vi
ll
ages an
d
a
b
an
d
one
d h
omes.
Most preferre
d
to
f
cus on t
h
e more popu
l
ate
d
sout
h
ern
an
d
eastern regions an
d
, as t
h
e crusa
d
es gaine
d
momentum, t
h
e amassing of so many enemies on t
h
e
Wor
ld
woun
d
'
s
b
or
d
ers a
l
so
k
ept t
h
em
d
istracte
d
.
To
d
ay, Frostmire is per
h
aps t
h
e
l
east
d
emon­
h
aunte
d
of t
h
e fve regions of o
ld
Sar
k
oris, yet
it is
h
ar
dl
y a safe
h
aven. Deat
h
can trap
t
h
e unwary visitor
h
ere as sure
l
y as
anyw
h
ere e
l
se in t
h
is
l
ost
l
an
d
.
Inhabitants
T
h
e
l
ac
k
of an o
b
vious
f
e
, to fg
h
t an
d
t
h
e paucity of
civi
l
izations to
d
estroy an
d
corrupt
h
ave
l
eft Frostmire
1
/
l
arge
l
y
f
rgotten
b
y t
h
e
/
d
emonic
f
rces a
ll
ie
d
wit
h
t
h
e cu
l
t of Des
k
ari . T
h
e resu
l
ting
power vacuum
h
as
l
eft Frostmire as
t
h
e
b
est
l
ocation in t
h
e Wor
ld
woun
d
f
r
d
emons an
d
cu
l
ts t
h
at are
l
ess
invo
l
ve
d
wit
h
t
h
e Wor
ld
woun
d b
ut
sti
ll h
ave an interest in seeing t
h
e A
b
yss sprea
d
into t
h
e Materia
l
P
l
ane to
d
ig in t
h
eir ta
l
ons.
Hezrous
l
oya
l
to Gogunta
l
ur
k
in t
h
e swampy waters,
ever on t
h
e prow
l f
r Sar
k
orian treasures wit
h
w
h
ic
h
to
e
l
evate t
h
eir status in t
h
eir
d
emon queen
'
s eyes. A
l
arge
num
b
er of s
h
a
d
ow
d
emons in t
h
e service of S
h
ax
h
ave
c
l
aime
d
a power
fl b
ar
b
arian tri
b
e in Sa
b
ertoot
h
Va
l
e as
mac
h
ines of mur
d
er. Fungus queens
l
ur
k
near many of
t
h
e
f
u
l
er su
lf
r springs in Frostmire, stea
d
i
l
y wor
k
ing
to
b
ui
ld
t
h
eir cu
l
ts w
h
i
l
e t
h
emse
l
ves supporting an
d
even wors
h
iping t
h
e greatest of t
h
eir
k
in
d
in t
h
e region,
t
h
e Cyt
h
-V
'
sugian priestess Enivuni .
Beyon
d
t
h
e trac
kl
ess expanse of t
h
e
f
n itse
l
f two
a
dd
itiona
l
power
fl
in
d
ivi
d
ua
l
s ru
l
e t
h
eir own empires.
T
h
e Kostc
h
tc
h
ie-wors
h
iping mars
h
giants w
h
o
h
ave
c
l
aime
d
Dying
l
ig
h
t as t
h
eir own are
l
e
d b
y a
h
u
lk
ing
b
rute name
d
G
l
ungur, w
h
i
l
e to t
h
e nort
h
west , t
h
e s
l
aver
d
emon Yea
l
e
k
-Vor ru
l
es over a
l
ong-
l
ost s
k
y cita
d
e
l
.
Fiendish Marsh Giants: Mars
h
giants are typica
ll
y a
coasta
l
race, preferring regions
l
i
k
e Varisia
'
s Mus
h
fens
or t
h
e f
l
oo
d
e
d
ruins of t
h
e So
dd
en Lan
d
s. Yet sma
ll
tri
b
es of t
h
ese giants
h
ave
d
we
l
t in Frostmire Fen
f
r
ages, stu
bb
orn
l
y resisting a
ll
attempts to era
d
icate t
h
em.
W
h
en t
h
e citizens of Dying
l
ig
h
t evacuate
d
t
h
eir
h
ome,
t
h
e mars
h
giants
d
i
d
n
'
t imme
d
iate
l
y act , suspicious t
h
at
t
h
is was just t
h
e
l
atest
h
uman trap. However, a sma
ll
b
an
d
of fost giants marc
h
e
d
into t
h
e fen to occupy
Dying
l
ig
h
t un
d
er t
h
e
l
ea
d
ers
h
ip of a visionary jar
l
name
d
Bjorves
h
, w
h
o was respon
d
ing to t
h
e
d
emonic
l
ure of t
h
e Wor
ld
woun
d
, an
d
t
h
e mars
h
giants rea
l
ize
d
t
h
at
h
umanity
'
s time in t
h
e
f
n
h
a
d
passe
d
. T
h
e mars
h
giants were sma
ll
er t
h
an t
h
e fost giants
b
ut greater
in num
b
er, an
d
t
h
ey
d
escen
d
e
d
upon t
h
e intru
d
ers in
a
f
rious attac
k
, s
l
aying t
h
em a
ll
. Moments after Jar
l
Bjorves
h fll
,
h
is
b
o
d
y animate
d
an
d
rose fom t
h
e
d
ea
d
to spea
k
to t
h
e mars
h
giants. He congratu
l
ate
d
t
h
em on t
h
eir victory,
b
ut in
f
rme
d
t
h
em t
h
ey now
b
ore t
h
e responsi
b
i
l
ity of
b
ui
ld
ing an empire of giants
in t
h
e name of Kostc
h
tc
h
ie, t
h
e Deat
hl
ess Frost . T
h
e
superstitious mars
h
giants imme
d
iate
l
y prostrate
d
t
h
emse
l
ves in wors
h
ip of Kostc
h
tc
h
ie, an
d
ens
h
rine
d
t
h
e
d
ea
d
jar
l
'
s f
l
es
h
in a p
l
ace of
h
onor in t
h
eir new
h
ome.
T
h
e giants soon
l
earne
d
t
h
ey
h
a
d
p
l
e
d
ge
d
more t
h
an
t
h
eir wors
h
ip to Kostc
h
tc
h
ie, t
h
oug
h
,
f
r t
h
ey wou
ld b
e
t
h
e
l
ast generation untainte
d b
y
d
emonic inf
l
uence­
young
l
ater
b
orn to t
h
e tri
b
es were
d
e
f
rme
d
, fen
d
is
h
monstrosities, an
d
to
d
ay, t
h
e fen
d
is
h
mars
h
giants w
h
o
ru
l
e Dying
l
ig
h
t
k
now of t
h
e time
b
e
f
re on
l
y as
l
egen
d
s
passe
d d
own t
h
roug
h
t
h
e generations.
Fungus Queens: For many years, t
h
e mars
h
giants an
d
t
h
e
f
ngus queens
f
ug
h
t an
d b
ic
k
ere
d
over territories
in Frostmire Fen, yet now t
h
at t
h
e mars
h
giants
h
ave
l
arge
l
y re
l
ocate
d
out of t
h
e feezing
b
ogs to t
h
e ruins
of Dying
l
ig
h
t , t
h
e
f
ngus queens
h
ave waste
d
no time
in sprea
d
ing t
h
eir ten
d
ri
l
s. Eac
h f
ngus queen acts as
h
er own epicenter of corruption, using
h
er spores an
d
wi
l
es to corrupt an
d
trans
f
rm a
ll l
iving creatures
t
h
at stum
bl
e into
h
er territory,
d
emon or ot
h
erwise.
Yet w
h
i
l
e eac
h
of t
h
ese creatures act in
d
epen
d
ent
l
y to
co
l
onize
l
arge portions of t
h
e swamp
l
an
d
, t
h
ey a
ll
serve
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
a sing
l
e mistress-t
h
e c
l
eric of Cyt
h
-V
'
sug, Enivuni .
T
h
is
d
angerous priestess of t
h
e
d
emon
l
or
d
of
f
ngus
was origina
ll
y one of t
h
e frst of
h
er
k
in
d
. W
h
i
l
e s
h
e
was t
h
e
l
east of t
h
e succu
b
i w
h
o soug
h
t to assassinate
t
h
e witc
h
Soris De
l
yn, s
h
e is
h
erse
l
f a power
fl f
e.
Enivuni
'
s u
l
timate goa
l
i s not
h
ing
l
ess t
h
an t
h
e
f
nga
l
trans
f
rmation of t
h
e entire Wor
ld
woun
d
, at w
h
ic
h
point s
h
e inten
d
s to use
h
er army of
f
ngoi
d
minions
an
d
su
b
servient queens to fnis
h
t
h
e jo
b
s
h
e an
d h
er
sisters attempte
d
so
l
ong ago.
Yealek-Vor: Yea
l
e
k
-Vor, a
k
a
l
ava
k
us c
l
eric of S
h
ivas
k
a
assigne
d
t
h
e unenvia
bl
e tas
k
of increasing t
h
e C
h
aine
d
Mai
d
en
'
s cu
l
t on Go
l
arion, is a re
l
ative
l
y recent arriva
l
to t
h
e Wor
ld
woun
d
. T
h
e
k
a
l
ava
k
us spent some time on
t
h
e font
l
ine as a mercenary
f
r Des
k
ari
'
s armies,
b
ut
fna
ll
y a
b
an
d
one
d h
is post t
h
ere a
f
er stum
bl
ing upon a
fagment of crum
bl
e
d
masonry in t
h
e ruins of a most
l
y
d
estroye
d
temp
l
e of Torag. T
h
e fagment spo
k
e of t
h
e
l
ocation of a
d
warven s
k
y cita
d
e
l
ca
ll
e
d
Jormur
d
un.
Yea
l
e
k
-Vor
d
estroye
d
t
h
e stone an
d
set of imme
d
iate
l
y
to see
k
out t
h
e
l
ost cita
d
e
l
,
k
nowing t
h
at
b
ringing
it un
d
er t
h
e contro
l
of
h
is mistress wou
ld
e
l
evate
h
er
notoriety an
d h
is own power. T
h
e
h
orne
d d
emon
success
fll
y
l
ocate
d
t
h
e s
k
y cita
d
e
l
, an
d
now ru
l
es a
l
arge num
b
er of
d
uergar w
h
o
h
ave
d
we
l
t in t
h
e ruins
f
r
t
h
ousan
d
s of years. Sti
ll
,
h
e is not yet rea
d
y to emerge
or ma
k
e pu
bl
ic
h
is new
h
ome, as
h
e
h
opes to recover
severa
l
sti
ll
-
h
i
dd
en arti
f
cts of power rumore
d
to
l
ie
d
eep wit
h
in Jormur
d
un
b
e
f
re revea
l
ing
h
is strong
h
o
ld
.
Gazetteer
Frostmire is a figi
d l
an
d
t
h
at
f
nne
l
s t
h
e co
ld
win
d
s
fom t
h
e trac
kl
ess fozen tun
d
ra to t
h
e nort
h d
own into
t
h
e Sar
k
orian P
l
ains. Frostmire
'
s primary features are
t
h
e Wo
lf
rags an
d
t
h
e region
'
s namesa
k
e, Frostmire Fen.
Dyinglight: Frostmire was never a popu
l
ous region,
even at t
h
e
h
eig
h
t of Sar
k
orian civi
l
ization. In its
current
d
iminis
h
e
d f
rm, Dying
l
ig
h
t remains t
h
e
l
argest sett
l
ement in Frostmire. Be
f
re t
h
e a
d
vent of
t
h
e Wor
ld
woun
d
, t
h
e town
h
ouse
d
severa
l
t
h
ousan
d
peop
l
e-most
l
y trappers,
h
unters, an
d
ot
h
ers supporting
t
h
ose in
d
ustries-an
d
its size ref
l
ects t
h
at num
b
er.
A
l
t
h
oug
h
t
h
e city
'
s
f
rmer citizens were
l
oya
l
wors
h
ipers
of numerous
f
it
h
s, t
h
ey prominent
l
y revere
d
t
h
e
empyrea
l l
or
d
Pu
l
ura, an
d
t
h
eir re
l
igion feature
d
a great
ring of i
d
o
l
s
h
onoring
h
er as t
h
e mistress of t
h
e stars an
d
t
h
e mysterious
l
ig
h
t of t
h
e aurora. W
h
en t
h
e en
d
came
in 4606 AR, t
h
e re
l
igious
l
ea
d
ers of Dying
l
ig
h
t receive
d
news of t
h
e opening of t
h
e Wor
ld
woun
d
fom t
h
e
l
ea
d
ers
of t
h
eir sect in Pu
l
ura
'
s Fa
ll
atop t
h
e Nort
h
moun
d
s.
Arme
d
wit
h
t
h
is
k
now
l
e
d
ge, t
h
e peop
l
e of Dying
l
ig
h
t
gat
h
ere
d
t
h
eir most precious
b
e
l
ongings an
d
evacuate
d
t
h
eir
h
ome city
f
r safer
l
an
d
s.
Dying
l
ig
h
t remains a
b
an
d
one
d b
y
h
umanity to t
h
is
d
ay, a
l
t
h
oug
h
t
h
e ruine
d
city itse
l
f is not tec
h
nica
ll
y
unin
h
a
b
ite
d
. Few
d
emons come t
h
is
f
r into Frostmire,
an
d
w
h
i
l
e fen
d
s can
b
e encountere
d h
ere perio
d
ica
ll
y,
t
h
e true masters of Dying
l
ig
h
t to
d
ay are t
h
e fen
d
is
h
mars
h
giants
l
e
d b
y Hig
h
Priest G
l
ungur t
h
e Mig
h
ty, a
sa
d
istic c
l
eric of Kostc
h
tc
h
ie w
h
o reve
l
s in scouring t
h
e
surroun
d
ing
l
an
d
s
f
r t
h
e increasing
l
y
h
ar
d
-to-fn
d
h
umans upon w
h
om
h
e
l
oves to sup. But even t
h
e mars
h
giants w
h
o serve G
l
ungur are re
l
ative
l
y few in num
b
er,
l
eaving muc
h
of Dying
l
ig
h
t
d
eserte
d
, except
b
y strange
an
d h
orrifc monsters. Yet t
h
e promise of some
l
ong­
f
rgotten treasure or ancient
b
it of Sar
k
orian magic
continues to
l
ure new a
d
venturers to Dying
l
ig
h
t-an
d
in
most cases, to t
h
eir
d
oom-every year.
Frostmire Fen: Frostmire Fen is a vast expanse of figi
d
mars
hl
an
d
s punctuate
d b
y su
lf
rous
h
ot springs. T
h
e
fens are treac
h
erous in a
ll
t
h
e ways
f
mi
l
iar to swampers
fom
f
rt
h
er sout
h
,
b
ut t
h
e near-feezing temperatures
of t
h
e area
b
ring ice an
d
snow, as we
ll
as
h
ypot
h
ermia,
to t
h
e
f
n
'
s
l
ist of
h
azar
d
s. T
h
e pro
f
sion of
d
angerous
p
l
ants an
d f
ngi infesting t
h
e region
f
rt
h
er comp
l
icate
trave
l
. Be
f
re Sar
k
oris
'
s
fll
, muc
h
of t
h
e
l
ife in t
h
e fens
re
l
ie
d
on t
h
e numerous
h
ot springs t
h
at
d
ot t
h
e area
an
d k
eep t
h
e majority of t
h
e water fom feezing. T
h
ese
springs remain a major source of
l
i
f
-sustaining
h
eat ,
an
d
t
h
ey are usua
ll
y surroun
d
e
d b
y
h
eavy groun
d
cover
an
d
p
l
ant
l
i
f
fom w
h
ic
h
t
h
e
l
oca
l
anima
l
popu
l
ation
d
erives sustenance,
b
ut to
d
ay, t
h
is p
l
ant an
d
anima
l l
i
f
ten
d
s towar
d
t
h
e
d
emonic in nature.
Jormurdun: Of t
h
e 10 s
k
y cita
d
e
l
s t
h
e
d
warves
b
ui
l
t
so
l
ong ago, t
h
e
l
ocations of
f
ur were t
h
oug
h
t
l
ost-
b
ut
J ormur
d
un is one of t
h
ose
f
ur. As are a
ll
s
k
y cita
d
e
l
s,
J ormur
d
un is vast in
d
ee
d
, wit
h
on
l
y a sma
ll
portion of t
h
e
structure remaining visi
bl
e a
b
ove groun
d
. T
h
at portion,
consisting of a sing
l
e t
h
ree-story watc
h
tower
b
ui
l
t into
an ot
h
erwise
b
arren mountainsi
d
e an
d
perc
h
e
d
a
b
ove a
s
h
eer
d
rop of severa
l h
un
d
re
d f
et to t
h
e Wo
lf
rags
b
e
l
ow,
l
oo
k
s
l
i
k
e
l
itt
l
e more t
h
an an o
ld
a
b
an
d
one
d b
ui
ld
ing.
But on certain
d
ays of t
h
e year, w
h
en t
h
e inf
l
uence of t
h
e
Wor
ld
woun
d
'
s erratic weat
h
er wanes an
d
t
h
e sun pee
k
s
t
h
roug
h
at precise
l
y t
h
e rig
h
t ang
l
e, t
h
e
l
ig
h
t stri
k
es t
h
e
ri
d
ges an
d
nic
h
es of t
h
at c
l
if si
d
e just rig
h
t, a
ll
owing
anyone in t
h
e va
ll
ey
b
e
l
ow t
h
e
b
riefest g
l
impse of t
h
e
once-majestic carvings of vast
d
warven visages t
h
at
h
ave
near
l
y ero
d
e
d
away. Count
l
ess narrow win
d
ows poc
k
t
h
e wi
d
e c
l
if si
d
e as we
ll
, cunning
l
y
h
i
dd
en or c
l
ose
d
tig
h
t
l
y fom wit
h
in wit
h
ro
b
ust stone s
h
utters. During
Jormur
d
un
'
s go
ld
en
d
ays, t
h
ese win
d
ows cou
ld b
e
opene
d
, a
ll
owing muc
h
of t
h
e s
k
y cita
d
e
l
'
s interior to
b
at
h
e in t
h
e rising sun
'
s soot
h
ing
l
ig
h
t . T
h
ese win
d
ows
h
ave remaine
d
c
l
ose
d
,
h
owever, since Jormur
d
un
was a
b
an
d
one
d
an
d f
rgotten t
h
ousan
d
s of years ago.
� �
fROUM �� � �t


 
� �

To
d
ay, roug
hl
y two-t
h
ir
d
s of Jormur
d
un is popu
l
ate
d
on
l
y
b
y ancient
d
warven traps an
d
guar
d
ians, or various
h
orrors t
h
at
h
ave crept up fom t
h
e Dar
kl
an
d
s
b
e
l
ow to
infest its
h
a
ll
s an
d
vau
l
ts, inc
l
u
d
ing an unusua
l
num
b
er
of c
h
o
k
ers. T
h
e remaining t
h
ir
d h
as
fll
en un
d
er t
h
e
contro
l
of
d
uergar w
h
o, unti
l
recent
l
y,
h
a
d
toi
l
e
d
in
secrecy at re
b
ui
ld
ing t
h
e s
k
y cita
d
e
l
to
b
e a true pa
l
ace
d
evote
d
to Dros
k
ar, scru
bb
ing every remnant of previous
d
warven wors
h
ip an
d f
it
h
fom its carve
d
wa
ll
s. But
even Dros
k
ar
'
s time
h
as come to an en
d
wit
h
t
h
e arriva
l
of t
h
e mig
h
ty
h
orne
d d
emon Yea
l
e
k
-Vor an
d h
is
d
evotion
to t
h
e
d
emon
l
or
d
S
h
ivas
k
a. T
h
e existence an
d l
ocation of
t
h
e
l
ost s
k
y cita
d
e
l
remain secret
f
r t
h
e time
b
eing,
b
ut
now t
h
at
h
e
'
s manage
d
to seize contro
l
over t
h
e
d
uergar
an
d f
rce t
h
eir conversion to
h
is
d
emonic patron, Yea
l
e
k
­
Vor
l
oo
k
s
f
rwar
d
to t
h
e
d
ay w
h
en
h
e can revea
l h
is new
l
air to t
h
e wor
ld
as t
h
e mig
h
tiest temp
l
e to t
h
e C
h
aine
d
Mai
d
en t
h
at Go
l
arion
h
as ever seen.
incu
b
i
h
unters w
h
o compete
f
r unicorn
h
orn trop
h
ies
h
ave
d
evastate
d
t
h
e popu
l
ation. Two unicorns
l
ea
d
t
h
e
remnants of t
h
eir peop
l
e wit
h
in t
h
e ruine
d f
rest , t
h
e
no
bl
e twins A
l
une
l
s
h
eas an
d
Cae
d
aynen
l
o. Yet neit
h
er of
t
h
ese myt
h
ic unicorns
h
ave
b
een sig
h
te
d f
r severa
l
years,
an
d
t
h
ere are worries t
h
at t
h
ey too
h
ave
b
een s
l
ain-or
worse, corrupte
d
into
d
emonic creatures t
h
emse
l
ves.
Sabertooth Vale: Unti
l
recent
l
y, t
h
is was
b
ut one of many
simi
l
ar
l
y s
h
ape
d
va
ll
eys nest
l
e
d
among t
h
e Wo
l
fcrags.
T
h
at c
h
ange
d
w
h
en t
h
e s
h
a
d
ow
d
emon A
l
u
l
asavi
d
eci
d
e
d
to c
l
aim it as t
h
e
d
en of
h
er
l
atest project-t
h
e Roaring
Sa
b
ertoot
h
tri
b
e. A
dd
itiona
l d
etai
l
s on Sa
b
ertoot
h
Va
l
e
appear on page 36.
Shadow Spring: T
h
e nort
h
ernmost an
d l
argest of t
h
e
su
lf
r
h
ot springs t
h
at
d
ot Frostmire Fen is
k
nown
as S
h
a
d
ow Spring, a
l
arge sin
kh
o
l
e at t
h
e
b
or
d
er
b
etween t
h
e fen an
d
t
h
e Wo
lf
rags into w
h
ic
h
a sma
ll
community of stu
bb
orn evacuees fom Dying
l
ig
h
t
re
l
ocate
d
,
h
oping to
b
e safe fom t
h
e Wor
ld
woun
d
. f
T
h
is group was
l
e
d b
y one of Dying
l
ig
h
t
'
s more
af
l
uent
f
mi
l
ies-t
h
e Tarns
h
iavs. To
d
ay, t
h
e
d
escen
d
ants of t
h
e Tarns
h
iavs tec
h
nica
ll
y sti
ll
ru
l
e, i
b
ut severa
l
generations of in
b
ree
d
ing an
d
exposure
to t
h
e growing A
b
yssa
l
inf
l
uence over t
h
e region
h
ave ta
k
en t
h
eir to
ll
. T
h
e
d
enizens of S
h
a
d
ow Spring
are uni
f
rm
l
y insane, an
d
practice canni
b
a
l
ism
among t
h
emse
l
ves w
h
en one of t
h
eir mem
b
ers
d
ies
of natura
l
causes, or upon capture
d
prisoners, suc
h
as waywar
d b
ar
b
arians or
l
ost crusa
d
ers. T
h
e
b
u
lk
of t
h
eir mea
l
s come fom t
h
e
d
isease
d
f
l
es
h
of
b
easts
fom t
h
e Wo
lf
rags-t
h
e peop
l
e of S
h
a
d
ow Spring are
strange
l
y immune to t
h
e
d
emonp
l
ague, a
l
t
h
oug
h
t
h
ey
sure
l
y carry its contagion in t
h
eir f
l
es
h
.
Shroud of Unicorns: Burnt trun
k
s an
d
as
h
es
are most of w
h
at remains of t
h
is once-,·
prou
d f
rest ,
h
ome of t
h
e
l
argest
h
er
d
of_
unicorns in Go
l
arion unti
l
t
h
e ren
d
ing of �
Sar
k
oris. T
h
e remnants of t
h
at great
h
er
d
; ·· 
sti
ll
fg
h
t t
h
e
d
emonic inva
d
ers f
t
h
e
d
ept
h
of t
h
e woo
d
, w
h
ere -
a
f
w stu
bb
orn trees sti
ll
grow,
b
ut t
h
e succu
b
i an
d
Wolfrags: T
h
ese ragge
d f
ot
h
i
ll
s of t
h
e nort
h
eastern
Tus
k
Mountains were name
d f
r t
h
e
l
arge num
b
er of
d
ire wo
l
ves t
h
at
d
we
l
t ami
d
t
h
e maze-
l
i
k
e va
ll
eys. To
d
ay,
t
h
e
d
ire wo
l
ves
h
ave a
ll d
ie
d
an
d
risen as un
d
ea
d b
easts
t
h
at
h
ow
l
rasping, gurg
l
ing cries to a moon t
h
ey can no
l
onger see. W
h
i
l
e t
h
e Wo
lf
rags are name
d f
r
t
h
ese
b
easts, t
h
e creatures are
h
ar
dl
y t
h
e on
l
y
d
anger present in t
h
e
f
ot
h
i
ll
s. Giants fom t
h
e
Tus
k
Mountains
h
ave
l
ong p
l
ague
d
t
h
e area, an
d
w
h
i
l
e t
h
e t
h
reat of
d
emons
k
eeps most giants
fom sett
l
ing
d
own
h
ere, sma
ll
poc
k
ets of tro
ll
s,
h
i
ll
giants, ettins, an
d
even a few taiga an
d
fost
giants can
b
e
f
un
d
c
l
ustere
d
ami
d
t
h
e caves
t
h
at ri
ddl
e t
h
ese
h
i
ll
s.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
RUI N- CHOKED WATE RWAY
Al i gnment : CE
Demoni c I nfl uences: Baphomet, Deska ri , Xoveron
Notabl e I nhabi tants: Areel u Vor l esh (a rch i tect of t he
Wor l dwound and r ul er of Unda ri n, CE hal f- succubus""
h u ma n wi t ch 1 0/demoni ac"0rn2 1 0/a rchmageMA 8), Ca rrock
(ru l er of Storasta, NE advanced fi endi s h trea nt d rui d [ bl i ght
dr ui d'P6] 1 5), Mi nagho (rul er of Ral i scrad, CE femal e l i l i t u '
rogu e 6), Ommors (ma n i pu l at or of Va l ah uv, NE femal e
s angudaemon"0rn3 c l er i c of Sz ur i el 5)
Monsters and Hazards: Bowel wor ms'", corru pted creat u res,
corru pted pl ant monsters, demons (a br i ka ndi l us'', babaus,
derakni s", d retches, hezrous, i nc ubi "3, ka l ava kus"', nabas us,
omoxes"', ool i oddroos'", quasi ts, schi rs"3, s hadow demons,
succubi , vrocks), demoni c vermi n, ga rgoyl es, l eechweed'',
S hax's Beard'', undead ( ghosts, ghou l s,
pl agued beasts'', s hadows, spect res, wi g hts,
wrai t hs), fi endi s h wat er ar ms"'
Notabl e Ruins: Ral i scrad (5, 240), Storasta
(a bandoned), Undar i n (6,900), Val ahuv (300)
Typi cal Weather: Moderate, ca l m
Typi cal Preci pi tati on: Ra i n
Survi val : DC 1 8 (1 00 af fl i ct i on c hance)
An immense p
l
ateau,
k
nown
b
e
f
re
Age of Lost Omens as t
h
e Nort
h
moun
d
s
b
ut to
d
ay ca
ll
e
d
t
h
e Woun
d
e
d
Lan
d
s,
separates t
h
e eastern portion of t
h
e
Wor
ld
woun
d
fom t
h
e west . T
h
e Sar
k
ora
River, one of t
h
e most
h
eavi
l
y trave
l
e
d
Sar
k
orian tra
d
e routes in t
h
e
previous age, runs a
l
ong t
h
e
p
l
ateau
'
s sout
h
ern an
d
western
c
l
ifs,
f
rming w
h
at was once
t
h
e most
h
eavi
l
y popu
l
ate
d
region
of t
h
e nation. T
h
e
f
rmer
l
y we
ll
­
trave
l
e
d
waterway passe
d b
y suc
h
t
h
riving cities as Storasta, Ra
l
iscra
d
,
an
d
Un
d
arin, a
l
ong wit
h d
ozens of sma
ll
er towns an
d
vi
ll
ages. But to
d
ay, t
h
e region is a nig
h
tmare of ruins
an
d
A
b
yssa
l h
orrors,
d
emonic creatures s
l
ipping
d
own
fom t
h
e p
l
ateau to t
h
e nort
h
east or creeping a
l
ong t
h
e
river
b
ottom.
Overgrown, a
b
an
d
one
d
Storasta anc
h
ors t
h
e sout
h
ern
en
d
of t
h
is region, w
h
i
l
e Un
d
arin, t
h
e rea
l
m of Aree
l
u
Vor
l
es
h
, t
h
e
h
a
l
f-fen
d
witc
h
w
h
o orc
h
estrate
d
t
h
e
Wor
ld
woun
d
'
s creation, anc
h
ors t
h
e nort
h
ern en
d
.
Trave
l
t
h
roug
h
Rifts
h
a
d
ow is ma
d
e
d
ificu
l
t
b
y t
h
e
count
l
ess
d
emons wa
lk
ing Rifts
h
a
d
ow
'
s crum
bl
ing
riversi
d
e roa
d
s, p
l
ying t
h
e tainte
d
waters of t
h
e Sar
k
ora
on
d
emonic
b
arges, an
d
f
l
ying t
h
e star
k
s
k
ies a
b
ove,
b
ut at
l
east t
h
ere are many p
l
aces ami
d
t
h
e region
'
s
numerous ruins an
d
c
l
ifsi
d
e caves w
h
ere trave
l
ers can
h
i
d
e fom t
h
ese pre
d
ators.
History
Rifts
h
a
d
ow is
b
ut one of severa
l
names
f
r t
h
e Sar
k
ora
River
'
s waters
h
e
d
,
b
ut given t
h
e c
h
anges to t
h
e
l
an
d
since
Aro
d
en
'
s
d
eat
h
, t
h
e moni
k
er
h
as grown in popu
l
arity as
it gaine
d
a
d
rea
dfl
new meaning. Muc
h
of t
h
e initia
l
fg
h
ting
d
uring t
h
e First Crusa
d
e too
k
p
l
ace a
l
ong t
h
e
Rifts
h
a
d
ow, as opening of t
h
e Wor
ld
woun
d d
evastate
d
t
h
e Nort
h
moun
d
s to suc
h
an extent t
h
at no organize
d
d
efense of t
h
e
l
an
d
was feasi
bl
e t
h
ere.
A
l
t
h
oug
h
wea
k
ene
d b
y t
h
e
d
emonic armies, t
h
e
Sar
k
orian c
l
ans were a
bl
e to fe
ld l
arge armies,
b
o
l
stere
d
t
h
e Sar
k
ora River, ma
k
ing t
h
is
--
region t
h
e First Crusa
d
e
'
s
most
h
ar
d
-
f
ug
h
t area. W
h
i
l
e
t
h
e crusa
d
e
'
s en
d b
roug
h
t a
b
out
t
h
e
d
emons
'
temporary
d
efeat ,
t
h
is was on
l
y a minor set
b
ac
k
. T
h
e
secon
d
wave of A
b
yssa
l h
orrors t
h
at
emerge
d
fom t
h
e Wor
ld
woun
d
in 4636 AR
was muc
h l
arger, muc
h b
etter organize
d
,
an
d
muc
h
more
d
angerous, an
d
t
h
is time,
Ri
f
s
h
a
d
ow fe
ll
to t
h
e
d
emon armies in a
matter of
d
ays. To
d
ay, t
h
e
d
emons
fll
y
contro
l
t
h
is
l
engt
h
of
l
an
d
, an
d
t
h
e
b
u
lk
of t
h
e region
'
s cu
l
tists
d
we
ll
h
ere, resi
d
ing un
d
er t
h
eir A
b
yssa
l
masters
'
protection.
lnhabitants
secon
d
on
l
y to t
h
e
Woun
d
e
d
Lan
d
s in terms of t
h
e
concentration an
d
power of t
h
e
d
emons w
h
o ca
ll
it
h
ome,
b
ut many of t
h
ose w
h
o
h
o
ld
positions
h
ere are at
b
est on
l
y partia
ll
y
d
emonic in
nature t
h
emse
l
ves. T
h
e
l
an
d
is
h
ome to more
h
umanoi
d
cu
l
tists an
d
t
h
eir non-
d
emonic a
ll
ies t
h
an any ot
h
er
area in t
h
e Wor
ld
woun
d
, wit
h
t
h
e majority of t
h
ese
treac
h
erous men an
d
women
d
we
ll
ing in t
h
e cities of
Un
d
arin an
d
Ra
l
iscra
d
. A
l
arge num
b
er of s
l
aves
k
ept
f
r
l
a
b
or, sacrifces, or
f
o
d
are
h
e
ld
in
l
arge prisons or
f
rtife
d
camps wit
h
in Rifts
h
a
d
ow as we
ll
, in
l
ocations
often overseen
b
y
k
a
l
ava
k
us
d
emons. Ot
h
er
h
umanoi
d
s
enjoy re
l
ative fee
d
om in t
h
e cities, serving as cu
l
tists
or font-
l
ine in
f
ntry-t
h
e
l
atter
d
oing so un
d
er t
h
e
misgui
d
e
d
assumption t
h
at service to t
h
e
d
emon
h
ost
wi
ll b
e rewar
d
e
d
w
h
en Des
k
ari c
l
aims t
h
is wor
ld
.
A
l
t
h
oug
h
many
d
ea
dl
y creatures
h
o
ld
positions of power
in Ri
f
s
h
a
d
ow, few are more
d
angerous t
h
an t
h
e ru
l
ers of
t
h
e region
'
s
f
ur primary sett
l
ements. A corrupte
d
treant
name
d
Carroc
k
ru
l
es t
h
e ruins of Storasta on t
h
e sout
h
ern
b
or
d
er, w
h
i
l
e a
fll
-
f
e
d
ge
d d
emon-t
h
e
l
i
l
itu Minag
h

comman
d
s t
h
e ruine
d
city of Ra
l
iscra
d
(see page 12).
T
h
is is t
h
e on
l
y town in Ri
f
s
h
a
d
ow so ru
l
e
d
. W
h
i
l
e t
h
e
remote town of Va
l
a
h
uv is unusua
l
in t
h
at its
h
umanoi
d
in
h
a
b
itants strive to resist t
h
e
d
emonic inva
d
ers, even
t
h
ey are un
d
er t
h
e t
h
ra
ll
of an evi
l
outsi
d
er-t
h
e sinister
sangu
d
aemon Ommors (see t
h
e entry on Va
l
a
h
uv on page
i3). T
h
e most power
fl
of t
h
ese ru
l
ers,
h
owever, is Aree
l
u
Vor
l
es
h
, t
h
e Demon Witc
h
of Un
d
arin.
Areelu Vorlesh: T
h
e Sar
k
orians
d
i
d
not trust arcane
magic, an
d
t
h
ose caug
h
t practicing it were often ta
k
en
away. T
h
e most power
fl
of t
h
ese were p
l
ace
d
in a tower
ca
ll
e
d
t
h
e T
h
res
h
o
ld
-a com
b
ination
l
a
b
oratory an
d
prison, w
h
ere power
fl
arcane spe
ll
casters continue
d
t
h
eir
researc
h
un
d
er t
h
e watc
hfl
eye of t
h
e nation
'
s
d
rui
d
ic
an
d
re
l
igious
l
ea
d
ers. During an escape attempt wit
h
two
fe
ll
ow captive spe
ll
casters, Aree
l
u Vor
l
es
h
,
b
etraye
d h
er
a
ll
ies an
d
ai
d
e
d
Des
k
ari in opening t
h
e Wor
ld
woun
d
.
To
d
ay, t
h
e witc
h
is one of t
h
e Wor
ld
woun
d
'
s most power
fl
d
enizens, an
d
s
h
e continues to serve Des
k
ari
d
irect
l
y as
h
is voice in t
h
e Wor
ld
woun
d
, an
h
onor
d
enie
d
even t
h
e
Storm King K
h
orramza
d
e
h
. T
h
is
b
oon certain
l
y causes its
f
ir s
h
are of jea
l
ousy an
d d
istrust
b
etween Aree
l
u an
d
t
h
e
Wor
ld
woun
d
'
s ot
h
er
l
ea
d
ers,
b
ut it a
l
so afor
d
s Aree
l
u an
incre
d
i
bl
e amount of protection an
d
t
h
e fee
d
om to spen
d
h
er time as s
h
e wi
ll
s. S
h
e
l
eaves t
h
e war efort to t
h
e
fll
d
emons w
h
i
l
e s
h
e pursues
h
er own goa
l
s an
d
t
h
ose of
h
er
l
or
d
. Rumors
h
o
ld
s
h
e
'
s current
l
y p
l
otting to uti
l
ize a rare
an
d
power
fl
resource fom somew
h
ere on t
h
e A
b
yss to
corrupt t
h
e wardstones t
h
emse
l
ves
!
Gazeteer
Rifts
h
a
d
ow
h
o
ld
s more ruins t
h
an t
h
e rest of t
h
e
Wor
ld
woun
d
com
b
ine
d
. Un
d
arin, a
l
arge
l
y ruine
d
city,
h
as
b
een re
b
orn as a
d
emon strong
h
o
ld
,
b
ut ot
h
er
fll
en
sett
l
ements
h
ave not
b
enefte
d
fom suc
h
attention.
T
h
ese ruins are
d
iverse in terms of t
h
e amount an
d
type
of t
h
eir
d
evastation. Some
b
ear t
h
e mar
k
s of terri
bl
e fres
or aci
d
ic
d
ecay, w
h
i
l
e ot
h
ers
d
isp
l
ay t
h
e scars of massive
c
l
aws or t
h
e
f
rrows of ravenous
f
ngs. T
h
e ruins are
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
simi
l
ar
l
y
d
iverse in t
h
eir
d
enizens. Power
fl d
emons
an
d
t
h
eir t
h
ra
ll
s occupy many, w
h
i
l
e ot
h
ers mo
ld
er
away, sett
l
e
d
on
l
y
b
y monsters or t
h
e venge
fl
spirits of
t
h
e
fll
en. Resistance fg
h
ters-t
h
e sons an
d d
aug
h
ters
of Sar
k
oris w
h
o
h
ave eit
h
er sto
l
en into t
h
e Wor
ld
woun
d
or survive
d h
ere
f
r generations-c
l
aim severa
l
ruins,
using t
h
em as
h
i
dd
en camps
f
r t
h
eir s
l
ow, zea
l
ous wor
k
of opposing t
h
e inva
d
ers.
W
h
i
l
e t
h
e
d
emons
h
ave cursori
l
y
l
oote
d
a
ll
of t
h
e ruins,
muc
h
of Sar
k
oris
'
s wea
l
t
h
sti
ll l
ies
h
i
dd
en in
f
rgotten
vau
l
ts an
d
strongrooms wit
h
in or un
d
er ruine
d b
an
k
s
an
d
c
l
an
h
o
ld
s. For a
d
venturers
b
o
ld
or
f
o
l
is
h
enoug
h
to
b
rave t
h
e
d
emons an
d
t
h
e
d
angers, Rifts
h
a
d
ow
b
rims wit
h
treasure-
h
unting opportunities.
Ghalcor's Tower: Crusa
d
er
l
egen
d
s spea
k
of G
h
a
l
cor
'
s
Tower as t
h
e
l
ocation of a power
fl
, never-
d
ep
l
oye
d
weapon prepare
d d
uring t
h
e First Crusa
d
e
'
s
l
ast
d
ays an
d
su
b
sequent
l
y
l
ost w
h
en t
h
e secon
d
wave of
d
emons fe
ll
upon t
h
e crusa
d
ers fom Storasta. Accor
d
ing to surviving
fagmentary
d
ocumentation, an Iome
d
aean c
l
eric name
d
G
h
a
l
cor
l
e
d
t
h
e crusa
d
er engineers w
h
o conceive
d
of t
h
e
weapon. He an
d h
is men
d
ie
d
in t
h
e assau
l
t, una
bl
e to
b
ring t
h
eir weapon to
b
ear in time to afect t
h
e marau
d
ing
d
emons; t
h
e comp
l
ex
f
i
l
-safe proce
d
ures t
h
ey
b
ui
l
t into
t
h
e weapon to prevent it fom
fll
ing into
d
emonic
h
an
d
s
u
l
timate
l
y
l
e
d
to t
h
eir
f
i
l
ure to use it in
b
att
l
e.
To
d
ay, t
h
ese
f
i
l
-safes
h
ave essentia
ll
y
b
ac
k
fre
d
,
f
r
w
h
i
l
e t
h
e weapon
'
s
l
ocation is
k
nown, t
h
e met
h
o
d
s of
entering t
h
e tower, fn
d
ing t
h
e weapon, an
d
activating it
h
ave
b
een
l
ost ami
d
a
h
aze of ri
ddl
es,
fl
se in
f
rmation,
an
d
i
ll
usions. In
f
ct, no one even
k
nows w
h
at t
h
e weapon
is,
l
et a
l
one
h
ow to acquire it.
Needleglens: An ancient
f
rest w
h
en Sar
k
oris was
young, t
h
e Nee
dl
eg
l
ens are one of t
h
e few woo
dl
an
d
s
to
h
ave escape
d b
urning an
d
w
h
o
l
esa
l
e
d
evastation­
per
h
aps
b
ecause t
h
e
d
emon
h
ost
f
un
d
t
h
e tang
l
e
d
,
t
h
orny un
d
ergrowt
h
an
d
twiste
d
trees of t
h
e
f
rest to t
h
eir
aest
h
etic
l
i
k
ing. A
l
t
h
oug
h
most of t
h
e region sufers
bl
ig
h
t
an
d
extinction, t
h
e Nee
dl
eg
l
ens grow more vigorous
l
y
t
h
an ever, sprea
d
ing
f
rt
h
er up an
d d
own t
h
e river va
ll
ey
wit
h
t
h
eir unique an
d d
ea
dl
y
l
i
f
-
f
rms-t
h
e p
l
ant an
d
anima
l l
ife
h
ave increasing
l
y accepte
d
A
b
yssa
l
in
f
uences
into t
h
eir
f
rms.
Raliscrad: T
h
is ruine
d
city, ru
l
e
d b
y t
h
e
l
i
l
itu Minag
h
o, is
a ra
ll
ying point
f
r fes
h
recruits corrupte
d
an
d l
ure
d
fom
t
h
e crusa
d
es. ( See page 35
f
r more
d
etai
l
s on Ra
l
iscra
d
.)
Sarkora River: T
h
e Sar
k
ora River once serve
d
Sar
k
oris
as a signifcant trave
l
route, an
d
it continues to
d
o so
to
d
ay. W
h
i
l
e t
h
e
d
emons t
h
emse
l
ves
h
ave no nee
d
to
eat or
d
rin
k
(un
l
ess it p
l
eases t
h
em to
d
o so), an
d d
o not
require mun
d
ane met
h
o
d
s of trave
l
(t
h
ey simp
l
y te
l
eport
to w
h
erever t
h
ey nee
d
to go wit
h
in t
h
e Wor
ld
woun
d
), t
h
e
cu
l
tists,
fll
en crusa
d
ers,
d
esperate mercenaries, s
l
aves,
an
d
soon-to-
b
e sacrifces
l
iving in t
h
e various ruins
a
l
ong t
h
e river
d
o ma
k
e use of t
h
ese t
h
ings. For t
h
em, t
h
e
Sar
k
ora continues to provi
d
e transport an
d
a met
h
o
d
of
s
h
ipping safe
f
o
d
an
d
water. W
h
i
l
e morta
l
s in Ri
f
s
h
a
d
ow
fn
d
it easier to survive in t
h
e wi
ld
t
h
an e
l
sew
h
ere in t
h
e
Wor
ld
woun
d
, t
h
e waters of t
h
e Sar
k
ora are never safe to
d
rin
k
, an
d
t
h
ose w
h
o im
b
i
b
e it are automatica
ll
y expose
d
to a water
b
orne af
f
iction (see page 26).
T
h
e
d
emons use Drea
d
Barges, giant p
l
at
f
rms p
l
ying
t
h
e river
b
etween Un
d
arin an
d
Storasta, to convey
h
umanoi
d
s an
d
supp
l
ies up an
d d
own t
h
e river. T
h
ese
b
arges are e
l
a
b
orate afairs of
h
a
l
f-organic s
h
apes an
d
textures,
b
ut t
h
ey a
l
so serve as mo
b
i
l
e p
l
at
f
rms
f
r siege
engines an
d
ot
h
er weaponry. T
h
ey are typica
ll
y operate
d
b
y
b
a
b
au ti
ll
ers an
d
numerous
h
umanoi
d
s
l
aves w
h
o po
l
e
or row t
h
e
b
arge a
l
ong,
b
ut p
l
ague
d
auroc
h
s or ot
h
er
un
h
o
l
y
b
easts sometimes tow t
h
e structures up river.
Rumors t
h
at many of t
h
ese
b
arges
h
ave
b
een trans
f
rme
d
into co
l
ossa
l
animate
d
o
b
jects
d
iscourage re
b
e
l
s fom
attac
k
ing t
h
em.
Storasta: Once one of Sar
k
oris
'
s mig
h
tiest cities,
Storasta guar
d
s t
h
e point w
h
ere t
h
e Sar
k
ora River f
l
ows
into t
h
e West Se
ll
en. Current
l
y, t
h
e corrupt treant
Carroc
k
'
s fen
d
is
hl
y tainte
d
p
l
ants an
d
corrupt creatures
overrun t
h
e city; no ot
h
er
b
eings in
h
a
b
it it. ( See Lost Cities
of Golarion
f
r more in
f
rmation on Storasta.)
Undarin: Be
f
re t
h
e
d
emons poure
d
fom t
h
e
Wor
ld
woun
d
, Un
d
arin was t
h
e mercanti
l
e
h
eart of Storasta.
Here,
h
er
d
smen fom t
h
e west
b
roug
h
t t
h
eir
f
oc
k
s
f
r
tra
d
e an
d
s
l
aug
h
ter, w
h
i
l
e t
h
e miners an
d
stonecra
f
ers
fom Iz an
d
ot
h
er sett
l
ements atop t
h
e Nort
h
moun
d
s
use
d
t
h
e Ro
ll
ing River
l
i
f
to come an
d
go fom t
h
e p
l
ateau
a
b
ove. T
h
at a
ll
c
h
ange
d
w
h
en t
h
e Wor
ld
woun
d
opene
d
.
T
h
e great
l
i
f
was t
h
e frst structure to
fll
, t
h
e ru
bbl
e of
its stone an
d
tim
b
ers creating a treac
h
erous-to-navigate
c
h
o
k
epoint an
d
a swampy morass just sout
h
of t
h
e city,
w
h
ere it
bl
oc
k
e
d
t
h
e river
'
s origina
l
route. Meanw
h
i
l
e, t
h
e
city sufere
d
great
l
y
d
uring t
h
e First Crusa
d
e. It
h
e
ld
,
b
ut
on
l
y
b
are
l
y, an
d
was swi
fl
y crus
h
e
d d
uring t
h
e secon
d
wave of
d
emons.
T
h
e Demon Witc
h
Aree
l
u Vor
l
es
h l
e
d b
ot
h
assau
l
ts on
Un
d
arin-
h
er
l
ast
d
irect invo
l
vement wit
h
any signifcant
war
f
re comman
d
. S
h
e c
l
aime
d
Un
d
arin as
h
er
d
omain,
an
d
it serves as
h
er
h
ea
d
quarters to t
h
is
d
ay. It is most
l
y at
Aree
l
u
'
s w
h
im t
h
at Un
d
arin resem
bl
es a sti
ll
-t
h
riving city
rat
h
er t
h
an a steri
l
e ruin. T
h
is appearance is on
l
y a t
h
in
veneer,
h
owever,
f
r Un
d
arin
'
s
"
citizens
"
are, in
l
arge part,
terrife
d
s
l
aves an
d
prisoners w
h
o
k
now t
h
at t
h
eir
l
ives,
regar
dl
ess of
h
ow we
ll
t
h
ey p
l
ay t
h
eir ro
l
es, cou
ld
en
d
at a
moment
'
s notice, as t
h
e Demon Witc
h
'
s
d
esires vaci
ll
ate.
Clifide: C
l
i
f
i
d
e was t
h
e jewe
l
e
d
crown of Un
d
arin,
a
d
istrict of upsca
l
e mar
k
ets, temp
l
es,
f
rums, an
d
t
h
e
mansions of Sar
k
oris
'
s wea
l
t
h
y. Aree
l
u c
h
ose t
h
is entire
d
istrict to serve as
h
er seat of government, persona
l
p
l
aygroun
d
, an
d l
a
b
oratory. Every creature
l
iving in t
h
is
d
istrict wor
k
s
f
r Aree
l
u or is owne
d b
y
h
er. Mar
k
ets
h
ave
b
een turne
d
into s
l
ave pens, an
d
gran
d
temp
l
es into
d
esecrate
d b
arrac
k
s
f
r
h
er
f
vore
d d
emonic minions. One
part of C
l
ifsi
d
e stan
d
s out fom t
h
e rest,
h
owever-a
l
ong a
sma
ll
cree
k
stan
d
s an area w
h
ere t
h
e trees an
d
f
l
owers sti
ll
bl
oom an
d
t
h
e mansions s
h
ow
l
itt
l
e sign of
d
estruction or
d
ecay. Aree
l
u
'
s servants
k
eep t
h
ese state
l
y
h
omes
d
emon­
fee an
d
in goo
d
repair,
f
r t
h
eir mistress
h
ouses
h
er
visitors fom
b
eyon
d
t
h
e Wor
ld
woun
d
'
s
b
or
d
ers
h
ere.
Gorum's Chain: T
h
e fve sma
ll
is
l
an
d
s resting wit
h
in t
h
e
Sar
k
ora are
k
nown sti
ll
as Gorum
'
s C
h
ain. T
h
ese is
l
es were
given over
l
arge
l
y to temp
l
es an
d
sacre
d d
rui
d
groves. T
h
e
b
ri
d
ges
l
in
k
ing t
h
e is
l
an
d
s to eac
h
ot
h
er an
d
to t
h
e
b
an
k
s
h
ave most
l
y
b
een
d
estroye
d
over time, t
h
oug
h
a sing
l
e,
l
ong, circuitous route remains
f
r t
h
ose w
h
o nee
d
to
cross t
h
e river on
f
ot. T
h
e sacre
d
groves are
d
ea
d
an
d
t
h
e temp
l
es
l
arge
l
y
d
estroye
d
,
h
aunte
d b
y
gargoy
l
es an
d
na
b
asus an
d
t
h
eir g
h
ou
l
is
h
s
l
aves.
Steppeside: Steppesi
d
e was once a
d
istrict of
stoc
k
yar
d
s, mar
k
ets, an
d h
ousing
f
r t
h
ose w
h
o
wor
k
e
d
in t
h
ese in
d
ustries. Muc
h
o
fh
e pro
d
uce
fom t
h
e Sar
k
orian Steppe, as we
ll
as t
h
e river
goo
d
s sent sout
h
fom Frostmire, passe
d
t
h
roug
h
t
h
is
d
istrict. Now, Steppesi
d
e
h
ouses t
h
e majority
of Un
d
arin
'
s citizens, fig
h
tene
d
prisoners w
h
o
come out at
d
ay to p
l
ay at
"
running t
h
e city
"
f
r t
h
e amusement of Aree
l
u an
d h
er minions,
b
ut w
h
o scurry
b
ac
k h
ome at nig
h
t to
h
i
d
e fom
b
ore
d d
emons. Steppesi
d
e
'
s s
l
aug
h
ter
h
ouses
h
ave
b
een converte
d
into storage pens
f
r
sacrifces, w
h
o are eventua
ll
y s
h
ippe
d
t
h
roug
h
out t
h
e Wor
ld
woun
d
as ritua
l
s
d
eman
d
; eac
h
of t
h
ese ominous
b
ui
ld
ings
is we
ll
-stafe
d b
y
b
a
b
aus,
k
a
l
ava
k
uses, an
d
ot
h
er
d
emons. Aree
l
u
h
as
l
itt
l
e nee
d f
r muc
h
continuity in
h
er s
h
am of a city, an
d
as new
prisoners are
b
roug
h
t to Un
d
arin,
h
er minions
re
l
ocate o
ld
er citizens fom t
h
eir resi
d
ences to
t
h
e s
l
aug
h
ter
h
ouses, ensuring t
h
at
b
ui
ld
ing
an organize
d
resistance wit
h
in t
h
e city is
d
i fcu
l
t at
b
est. T
h
e more
d
esperate of
Aree
l
u
'
s prisoner-citizens
h
ave ta
k
en to
wors
h
iping t
h
e
d
emon
l
or
d
Xoveron, more
out of fear t
h
an respect, paying
h
omage
to t
h
e
l
or
d
of ruins in t
h
e
h
ope t
h
at
h
e
mig
h
t save t
h
eir mine
d
nation.
Widowknf Clanhold: On t
h
e
b
an
k
s of
t
h
e Ro
ll
ing River, sitting atop t
h
e c
l
i
f
an
d
over
l
oo
k
ing t
h
e city of Un
d
arin,
sits t
h
e c
l
an
h
o
ld
of one of o
ld
Sar
k
oris
'
s
greatest c
l
ans, C
l
an Wi
d
ow
k
nife. Aree
l
u,
h
aving
l
e
d
t
h
e sac
k
ing of Un
d
arin, too
k
t
h
is structure as
h
er
h
ome, an
d
as a resu
l
t, t
h
e c
l
an
h
o
ld
is muc
h
c
h
ange
d
.
Aree
l
u fna
l
ize
d h
er ritua
l
of trans
f
rmation into a
h
a
l

succu
b
us wit
h
in t
h
e c
l
an
h
o
ld
, an
d
wit
h
in t
h
e Wi
d
ow
k
nife
C
l
an
h
o
ld
'
s
d
eepest
d
ungeons an
d l
a
b
oratories, new
c
h
am
b
ers t
h
rum wit
h
Aree
l
u
'
s vi
l
e new researc
h
projects
an
d
experiments.
Valahuv: T
h
is sma
ll
town en
d
ures to
d
ay as one of
t
h
e
l
argest
h
o
ld
outs against t
h
e
d
emonic
f
rces. Its
re
l
ative
l
y remote
l
ocation an
d
its power
fl
evi
l
outsi
d
er
patron prevent signifcant
d
emonic interest in t
h
e area.
( See page 37
f
r more in
f
rmation a
b
out Va
l
a
h
uv. )
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
BARBARI AN· ANO DEMON- CONTESTED PLAI NS
Al i gnment : CE
Demoni c I nfl uences: Deska ri , F l a u ros, j ezel da
Not abl e I nhabi t ant s: Ahari Bl ac kbr i ar ( CE fema l e we rewol f
gn ome cl er i c of j ezel da 1 4), Gas hgel ag (Scou rge of
t he St eppe, CE mal e vava ki a80rn2), l ma l oka Gh a l mo nt­
Never home (ru l er of the Hous e of Refl ec t i ons; CE fema l e
ba ns hee bard 9), Khra i g orr Ha l f- Face ( l ea der of t he
Hor nbrea kers, CN ma l e Kel l i d bar bar i an 6/ma mmot h
r i derP0P 1 0), Yl yda Svyn (ru l er of For t Cl ea r wat er; CN fema l e
h u ma n a l c hemi s t 7)
Monsters and Hazards: Bar bar i a ns, corru pted creat ures, demons
( br i mora ks80rn2, dera k ni s'', g i br i l et hs''', hezrous, ki t ha ngi ans'',
s hadow demo ns, s hemhaz i a ns"'), demoni c ver mi n,
fi endi s h werewol ves, gr i ms l a kes''', kakuen-ta kas1 58, undead
( bans hees"', g host s, pl agued beast s'', s hadows, wrai t hs)
Not abl e Sett l ement s: Domora (a ba ndo ned),
G u ndr u n (665), Moonscrea m Gl a de (2 5 4 [a l l
fi endi s h werewol ves] )
Typi cal Weather: Moderate, wi ndy
Typi cal Preci pi tati on: Ra i n
Survi val : DC 24 ( 300 af fl i ct i on c hance)
T
h
e Sar
k
orian Steppe stretc
h
es across
t
h
e western Wor
ld
woun
d
fom t
h
e
Moutray River to t
h
e sout
h
to t
h
e
Wo
lf
rags to t
h
e nort
h
. Wit
h
t
h
e
exception of t
h
e S
h
u
dd
erwoo
d
an
d
a
f
w sma
ll
ruins,
l
itt
l
e
b
rea
k
s t
h
e
monotony of t
h
ese re
l
ative
l
y
b
arren
steppes save
f
r t
h
e
bl
eac
h
e
d b
ones
of
l
ong-
d
ea
d
mega
f
una w
h
o
were
f
rtunate enoug
h
to avoi
d
trans
f
rmation into un
d
eat
h
fom t
h
e
d
emonp
l
ague.
Histor)
T
h
e Sar
k
orian Steppe
h
as a
l
ways
b
een
sparse
l
y popu
l
ate
d b
y
h
umanoi
d
s;
its vast reac
h
es are instea
d h
ome to immense
h
er
d
s of
mammot
h
s, woo
ll
y r
h
inos, e
lk
, an
d
ot
h
er great
b
easts.
T
h
e
b
ar
b
arians of t
h
e Rea
l
m of t
h
e Mammot
h
Lor
d
s
to t
h
e west
h
ave a
l
ways viewe
d
t
h
e Sar
k
orian Steppe as
an extension of t
h
eir
h
unting groun
d
s, w
h
i
l
e Sar
k
orian
trappers,
h
unters, an
d h
er
d
ers ma
d
e simi
l
ar use of t
h
e
region. Conf
l
icts often ensue
d b
etween t
h
e groups over
t
h
e exact position of t
h
e
b
or
d
er
b
etween t
h
eir nations­
w
h
ic
h
f
l
uctuate
d
great
l
y accor
d
ing to t
h
e outcome of
t
h
eir
b
att
l
es. T
h
e transition fom Sar
k
orian-ru
l
e
d l
an
d
s
an
d
t
h
ose ru
l
e
d b
y t
h
e Mammot
h
Lor
d
s was gra
d
ua
l
;
t
h
e rea
l
m in
b
etween t
h
em com
b
ine
d
wi
ld
erness an
d
e
l
ements of a no-man
'
s-
l
an
d
.
T
h
e same
h
o
ld
s true to
d
ay, save t
h
at p
l
agues an
d
d
emons
h
ave rep
l
ace
d
t
h
e re
l
ative
l
y
h
arm
l
ess Sar
k
orian
in
h
a
b
itants. As a resu
l
t, t
h
e
b
ar
b
arians contesting t
h
ese
l
an
d
s
h
ave
b
ecome toug
h
ene
d
an
d
power
fl
as we
ll
. Many
of t
h
e greatest
b
ar
b
arian
h
eroes of t
h
e Mammot
h
Lor
d
s
can
b
e
f
un
d
in
h
ere,
l
ea
d
ing rai
d
ing parties into t
h
e
Wor
ld
woun
d
on assau
l
ts
b
ui
l
t on equa
l
parts
b
ravery an
d
f
o
lh
ar
d
iness. Un
f
rtunate
l
y
f
r t
h
ose
h
eroes, morta
l
ity
in t
h
ese con
f
icts is great. T
h
e power
fl b
ar
b
arians waging
war on t
h
e Wor
ld
woun
d
usua
ll
y rise to meet
d
emonic
c
h
a
ll
enges,
b
ut in most cases t
h
e
b
ar
b
arians are quic
kl
y
overw
h
e
l
me
d
an
d
s
l
ain
b
e
f
re ta
l
es of t
h
eir victories can
ta
k
e root.
Inhabitants
T
h
e
d
emon armies of t
h
e Wor
ld
woun
d h
ave
never
b
een over
l
y concerne
d
wit
h
t
h
e Sar
k
orian
Steppe. T
h
e
d
emons
f
un
d
in t
h
e Steppe ten
d
to
b
e
l
one warmongers or power
fl l
ea
d
ers
of sma
ll
groups of
d
emons unaf
fl
iate
d
wit
h
t
h
e
d
irect war efort; t
h
ey simp
l
y
h
unt in
t
h
e region an
d
reve
l
in t
h
e
d
estruction
of t
h
eir
b
ar
b
aric
h
umanoi
d f
es. For t
h
e
most part,
h
owever,
l
itt
l
e exists to
l
ure a
d
emon into t
h
ese
l
arge
l
y empty
l
an
d
s;
a
f
er a
ll
,
d
emons primari
l
y see
k
morta
l
s
to corrupt an
d d
estroy, an
d
wit
h
suc
h
a
ric
h b
ounty amasse
d
against t
h
e eastern
an
d
sout
h
ern
b
or
d
ers, t
h
ey o
f
en
ignore t
h
e
bl
ea
k
Sar
k
orian Steppe.
Of course, t
h
e Mammot
h
Lor
d
b
ar
b
arians
f
rm
l
y
b
e
l
ieve t
h
e
d
emons want t
h
eir
l
an
d
, so t
h
ey
sen
d d
ai
l
y rai
d
ing parties into t
h
e
Wor
ld
woun
d
. T
h
e rai
d
ers rare
l
y trave
l
f
r more t
h
an 24
h
ours
b
e
f
re t
h
ey
f
n
d
¸or are
f
un
d b
y,a group of
d
emons to
attac
k
. Even w
h
en t
h
ey experience a rare
"
d
ry spe
ll
"
of
d
emonic
f
es, t
h
e
b
ar
b
arians can easi
l
y
f
n
d
p
l
ague
d b
easts,
corrupte
d
mega
f
una, or mur
d
erous s
h
a
d
ow-
d
emon­
possesse
d
fe
ll
ow
b
ar
b
arians to
d
estroy.
Barbarian Raiders: Ban
d
s of
b
ar
b
arian rai
d
ers are
common sig
h
ts in t
h
e Sar
k
orian Steppe
d
uring t
h
e
d
ay.
Most rai
d
ing parties retreat westwar
d
as nig
h
t
d
raws near,
b
ut t
h
e numerous ruine
d f
rm
h
ouses, watc
h
towers, an
d
tiny
d
eserte
d
vi
ll
ages t
h
at
d
ot t
h
e Steppe often serve as
s
h
e
l
ters
f
r
b
an
d
s una
bl
e to
f
ee
b
y nig
h
t
fll
, or w
h
o are on
ris
k
ier,
l
onger rai
d
s
d
eeper into t
h
e Steppe. T
h
e c
l
oser one
d
raws to Ri
f
s
h
a
d
ow, t
h
e more
d
emons roam t
h
e roa
d
s an
d
t
h
e s
k
y, an
d
t
h
e
f
wer
b
ar
b
arian rai
d
ers one meets.
Two genera
l
types of
b
ar
b
arian rai
d
ing parties exist.
T
h
e more common are t
h
ose w
h
o enter t
h
e
l
an
d
s on
f
ot.
T
h
ese
b
ar
b
arian
b
an
d
s snea
k
into
d
emonic territory an
d
constant
l
y wor
k
to a
d
vance t
h
eir position an
d
s
l
ay
d
emons;
t
h
en t
h
ey retreat a
l
most as
f
r as t
h
eir previous nig
h
t
'
s
camp an
d
attempt to s
l
ow
l
y move t
h
e
b
or
d
er
b
etween t
h
eir
l
an
d
an
d
t
h
e Wor
ld
woun
d
to t
h
e east. T
h
eir
d
oome
d
eforts
genera
ll
y resu
l
t in t
h
eir own s
l
aug
h
ter an
d
t
h
e
b
or
d
er
b
eing
pus
h
e
d b
ac
k
once more. T
h
e secon
d
type of rai
d
ing party,
an
d
t
h
e more e
l
ite of t
h
e two, inc
l
u
d
es rai
d
ers mounte
d
on
woo
ll
y mammot
h
s. T
h
ese
b
ar
b
arians num
b
er fewer per
rai
d
,
b
ut t
h
ey a
ll
are
h
ig
h
er
l
eve
l
, an
d
eac
h
possesses at
l
east i
l
eve
l
in t
h
e mammot
h
ri
d
er prestige c
l
ass (Patlnder
Campa(n SettinI: Paths e Prestine 36). T
h
ese
b
ar
b
arians
venture
f
rt
h
on
l
ong-
l
asting rai
d
s, an
d
are certain
l
y viewe
d
as t
h
e true e
l
ites among t
h
eir peop
l
e.
One rai
d
ing party in particu
l
ar
d
eserves specia
l
mention: t
h
e Horn
b
rea
k
ers. T
h
e Horn
b
rea
k
ers are
l
e
d
b
y t
h
e grizz
l
e
d b
ar
b
arian K
h
raigorr Ha
lf
Face ( CN ma
l
e
Ke
ll
i
d b
ar
b
arian 6/mammot
h
ri
d
er
Por
io), an
d h
ave
en
d
ure
d
severa
l
years of success
fl
rai
d
s into t
h
e Sar
k
orian
Steppe-t
h
oug
h
t
h
e group
'
s composition
h
as c
h
ange
d
over t
h
e years as
d
eat
h
s occurre
d
an
d
K
h
raigorr accepte
d
new recruits. T
h
e Horn
b
rea
k
ers
d
o not pus
h
eastwar
d
on t
h
eir rai
d
s; instea
d
t
h
ey ri
d
e nort
h
an
d
sout
h
a
l
ong
t
h
e
l
engt
h
of t
h
e
b
or
d
er, see
k
ing
d
emonic incursions
to
d
estroy an
d h
e
l
ping to rescue ot
h
er rai
d
ing parties
f
l
eeing overw
h
e
l
ming o
dd
s. T
h
is tactic
h
as not on
l
y
h
e
l
pe
d
to sprea
d
t
h
e Horn
b
rea
k
ers
'
reputation,
b
ut
h
as
h
e
l
pe
d
sta
b
i
l
ize t
h
e western
b
oun
d
ary, even as it s
l
ow
l
y
inc
h
es eastwar
d
. Certain
l
y, t
h
e sig
h
t of t
h
e Horn
b
rea
k
ers
ri
d
ing into a camp, t
h
eir armor an
d
mammot
h
mounts
d
ecorate
d
in
h
orn trop
h
ies
b
ro
k
en fom t
h
e s
k
u
ll
s an
d
b
o
d
ies of s
l
aug
h
tere
d d
emons, is enoug
h
to raise a
t
h
un
d
erous roar fom any
b
ar
b
arian camp. Eventua
ll
y,
t
h
e Horn
b
rea
k
ers
'
growing success wi
ll
attract more
power
fl
attention, an
d
t
h
eir mett
l
e wi
ll
tru
l
y
b
e teste
d
.
A
l
rea
d
y, t
h
ey
h
ave caug
h
t t
h
e notice of one particu
l
ar
l
y
d
ea
dl
y
d
emon name
d
Gas
h
ge
l
ag, w
h
o near
l
y
k
i
ll
e
d
Ha
l

Face once
b
e
f
re (t
h
e grievous woun
d
s K
h
raigorr sufere
d
d
uring t
h
is
b
att
l
e gave
h
im
h
is current appe
ll
ation).
Borderlanders: Bar
b
arian rai
d
ers
d
o not patro
l
t
h
e
sout
h
ern
b
or
d
er wit
h
Usta
l
av; instea
d
, t
h
e wardstones
stretc
h
a
l
ong t
h
e
b
an
k
of t
h
e Moutray River an
d
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
count
l
ess sma
ll f
rtifcations stan
d
watc
h
over t
h
e
l
ine.
T
h
ese
f
rtifcations are a
ll
supporte
d b
y
f
rms, tra
d
ing
posts,
f
rges, an
d b
aHac
k
s in w
h
ic
h
crusa
d
ers recuperate
b
e
f
re
h
ea
d
ing
b
ac
k
into t
h
e
b
att
l
e. T
h
ese
f
rtife
d
vi
ll
ages
a
l
so
d
raw a
f
ir num
b
er of t
h
ri
ll
see
k
ers, a
d
venturers,
an
d
ne
'
er-
d
o-we
ll
s, w
h
o use t
h
em as
b
ases of operations
f
r t
h
eir own expe
d
itions into t
h
e Wor
ld
woun
d
. W
h
i
l
e
t
h
e crusa
d
ers fown on t
h
is, t
h
ey
d
o
l
itt
l
e to prevent
it , an
d
t
h
e
b
usiness resu
l
ting fom constant runs on
a
d
venturing supp
l
ies,
f
o
d
, water, weapons, an
d
armor
certain
l
y appea
l
s to t
h
e
b
or
d
er
l
an
d
ers.
Gashgelag: Gas
h
ge
l
ag t
h
e Drea
d
is an enormous vava
k
ia,
a power
fl d
emon t
h
at wou
ld
or
d
inari
l
y
b
e ru
l
ing a
l
arge
A
b
yssa
l
rea
l
m in
h
is own rig
h
t. Gas
h
ge
l
ag was
f
rce
d
to
f
ee
t
h
e A
b
yss a
f
er
h
e
f
i
l
e
d
in an attempt to usurp contro
l
of a
l
arge is
l
an
d
among t
h
e F
l
ensing Roc
k
s of Is
h
iar, a region
ru
l
e
d b
y Ovonovo (t
h
e nascent
d
emon
l
or
d
of s
h
ar
k
s an
d
s
h
ipwrec
k
s)-
h
e came to t
h
e Wor
ld
woun
d
t
h
roug
h
a porta
l
w
h
i
l
e
f
eeing pursuit. T
h
e
l
ac
k
of any oceans or, in
d
ee
d
,
signifcant
b
o
d
ies of water appea
l
s to Gas
h
ge
l
ag, an
d
w
h
i
l
e
h
e
d
oesn
'
t
d
irect
l
y serve Des
k
ari (or any
d
emon
l
or
d
,
f
r t
h
at
matter), t
h
e ot
h
er
d
emons
h
ave a
ll
owe
d h
im to menace an
d
marau
d
in t
h
e Sar
k
orian Steppe, especia
ll
y as Gas
h
ge
l
ag
specia
l
izes in
l
ea
d
ing sma
ll
groups of
d
emons in success
fl
attac
k
s against t
h
e
b
ar
b
arians. T
h
e
d
emon spen
d
s t
h
e
b
u
lk
of
h
is time patro
ll
ing t
h
e wi
ld
s, see
k
ing
b
ar
b
arians to
capture or
k
i
ll
. He particu
l
ar
l
y yearns
f
r a rematc
h
against
t
h
e
b
ar
b
arian K
h
raigorr Ha
l
f-Face-in t
h
eir previous
b
att
l
e
over a year ago, Gas
h
ge
l
ag near
l
y s
l
ew t
h
e
b
ar
b
arian,
b
ut
h
is own terri
bl
e woun
d
s
f
rce
d h
im to te
l
eport away rat
h
er
t
h
an spen
d
a few more secon
d
s fnis
h
ing t
h
e
b
ar
b
arian of
l
est t
h
e
b
ar
b
arian
'
s enrage
d
mammot
h
mount
d
e
l
iver
h
im
a
d
eat
h bl
ow.
The Hunger That Moves: T
h
e towering
k
a
k
uen-ta
k
as,
k
nown to Sar
k
orian re
f
gees an
d
crusa
d
ers a
l
i
k
e as t
h
e
Hunger T
h
at Moves, are among t
h
e most
d
angerous of
t
h
e
b
easts t
h
at wa
lk
t
h
e Sar
k
orian Steppe. W
h
i
l
e t
h
ey can
b
e
f
un
d
t
h
roug
h
out t
h
e region, t
h
ey are more numerous
a
l
ong t
h
e sout
h
eastern areas, an
d
are a constant source
of nig
h
tmares
f
r t
h
e peop
l
e of Gun
d
run. Statistics
f
r
k
a
k
uen-ta
k
as appear on page 20 of Pathfnder Campai.n
Settin.: Inner Sea Bestiary.
Gazetteer
T
h
e Sar
k
orian Steppes are
d
otte
d b
y ruine
d
cities an
d
vi
ll
ages, some of w
h
ic
h
serve
b
ar
b
arian rai
d
ers as
d
efensi
bl
e
camps, an
d
some of w
h
ic
h
are c
l
aime
d b
y monstrous
creatures,
d
ot t
h
e Sar
k
orian Steppe. Count
l
ess
d
ry
l
a
k
es an
d
river
b
e
d
s crisscross t
h
e Steppe, an
d
muc
h
of t
h
e
l
an
d h
as
b
ecome a
l
most
d
esert-
l
i
k
e in p
l
aces as a resu
l
t.
Bridespool Fen: T
h
e
l
a
k
e of Bri
d
espoo
l
i s yet anot
h
er of
t
h
e casua
l
ties of t
h
e Wor
ld
woun
d
, yet un
l
i
k
e t
h
e ot
h
er
l
a
k
es
of t
h
e Steppe, some moisture remains
h
ere-enoug
h
to
turn t
h
e
l
a
k
e into a ranci
d b
og. Dangerous
f
ngi , f
l
t
h
­
encruste
d
gi
b
ri
l
et
h
s, an
d h
ezrous in
f
st t
h
e swamp,
an
d
t
h
e
h
ig
h
concentrations of t
h
e
d
emonp
l
ague in
t
h
e region
l
en
d
cre
d
ence to t
h
eories t
h
at t
h
e in
f
mous
ma
l
a
d
y
b
egan
h
ere an
d
t
h
at a cure
f
r t
h
e p
l
ague may
a
l
so
l
ie
h
i
dd
en somew
h
ere wit
h
in. T
h
e
d
emons
d
we
ll
ing
h
ere are
k
nown as t
h
e P
l
aguemasters of t
h
e Bri
d
e. T
h
ey
resi
d
e in numerous f
l
t
h
-
h
ove
l
s an
d
ranci
d f
rtresses,
an
d
constant
l
y compete in t
h
e searc
h f
r new contagions
to un
l
eas
h
upon Go
l
arion.
Domora: Foun
d
e
d b
y Domora Hume, t
h
e frst of
Sar
k
oris
'
s go
d
ca
ll
ers, Domora eventua
ll
y
b
ecame t
h
e
l
argest city in t
h
e Sar
k
orian Steppe. Two years
l
ater,
a
l
arge
f
rce of Mammot
h
Lor
d
rai
d
ers attac
k
e
d
t
h
e
rapi
dl
y growing sett
l
ement , an
d
Hume conure
d
a
potent creature fom t
h
e
l
a
k
e sout
h
of town to
d
efen
d
h
is peop
l
e. T
h
is entity, a
l
um
b
ering
l
o
b
ster-
l
i
k
e creature
capa
bl
e of fring poisonous spines, was an unusua
ll
y
power
fl
ei
d
o
l
on name
d
Dyza
d d
rawn fom t
h
e P
l
ane of
Water. Wit
h
Dyza
d
'
s ai
d
, Hume repu
l
se
d
t
h
e
b
ar
b
arians.
T
h
ereafter, t
h
e amaze
d
an
d
grate
fl
peop
l
e of Domora
b
egan wors
h
iping t
h
eir savior ei
d
o
l
on as a go
d
. T
h
us
b
egan t
h
e career of t
h
e frst of Sar
k
oris
'
s go
d
ca
ll
ers.
Over t
h
e
d
eca
d
es t
h
at
fll
owe
d
, even a
f
er Hume
'
s
d
eat
h
, t
h
e peop
l
e of Domora continue
d
to wors
h
ip
Dyza
d
, an
d
Hume
'
s
d
escen
d
ants summone
d
aspects of
t
h
e ei
d
o
l
on in times of nee
d
. T
h
e city grew into a center
of anima
l h
us
b
an
d
ry an
d h
orse
b
ree
d
ing, an
d
serve
d
as
a major
h
u
b f
r t
h
e trapping an
d h
unting per
f
rme
d
on t
h
e Sar
k
orian Steppe. To
d
ay, Domora is a
b
an
d
one
d
,
an
d
Hume
'
s Poo
l
, w
h
ere Hume summone
d f
rt
h
Dyza
d
,
is just anot
h
er sun-
b
a
k
e
d l
a
k
e
b
e
d
. Bar
b
arian rai
d
ers
an
d d
emons often use Domora
'
s crum
bl
ing
b
ui
ld
ings
as cover
f
r t
h
eir c
l
as
h
es,
b
ut
f
w fom eit
h
er si
d
e
d
are
venture into t
h
e catacom
b
s
b
e
l
ow,
f
r it is sai
d
t
h
at
somew
h
ere
d
eep
b
eneat
h
Domora
'
s ruins, in t
h
e sti
ll
­
f
l
oo
d
e
d
sewers an
d
cisterns, Dyza
d
an
d h
er spawn yet
d
we
ll
, continuing to protect t
h
e greatest of t
h
e Hume
f
mi
l
y
'
s treasures.
Forest of Embers: Demons raze
d
t
h
e Forest of So
ld
iers
soon a
f
er t
h
e en
d
of t
h
e First Crusa
d
e. As t
h
ousan
d
s of
re
f
gees f
l
e
d fll
en Ri
f
s
h
a
d
ow t
h
roug
h
t
h
e
f
rest, a ca
b
a
l
of cu
l
tists of F
l
auros, t
h
e
d
emon
l
or
d
of fre, an
d
t
h
eir
army of
b
rimora
k
s raze
d
it an
d
set it a
f
ame, ofering up
t
h
e immo
l
ate
d
re
f
gees as
b
urnt oferings to consecrate
a teHi
bl
e s
h
rine to t
h
eir master. T
h
e
f
rest, now ca
ll
e
d
t
h
e Forest of Em
b
ers, is current
l
y a region of
b
urnt an
d
bl
ac
k
ene
d
trun
k
s an
d
fne as
h
t
h
at
bl
ows in t
h
e win
d
of
t
h
e p
l
ateau, an
d
at its
h
eart stan
d
s a p
l
ace of power
f
r
t
h
ose w
h
o wors
h
ip fre or see
k
mastery over it. Brimora
k
s,
corrupte
d
fre e
l
ementa
l
s, sa
l
aman
d
ers, an
d
t
h
e
l
argest
concentration of F
l
auros
'
s cu
l
tists in t
h
e Wor
ld
woun
d
in
f
st t
h
e
f
rest. T
h
ose w
h
o visit t
h
e
h
eart of t
h
e Forest
of Em
b
ers are sai
d
to come away wit
h
an uneart
hl
y
connection to fre, or t
h
ey
b
ecome one wit
h
t
h
e fre an
d
never return.
Fort Clearwater: Known on
l
y to a very few, t
h
is sma
ll
woo
d
en
f
rt is t
h
e
h
ome of t
h
e a
l
c
h
emist Y
l
y
d
a Svyn an
d
a
b
e
l
eaguere
d b
an
d
of crusa
d
ers fom t
h
e Or
d
er of t
h
e
So
l
ar Lantern. W
h
i
l
e Y
l
y
d
a earne
d
great acc
l
aim an
d
t
h
e
crusa
d
ers
'
a
ll
egiance
b
y using
h
er powers against t
h
e
d
emons,
h
er
f
scination wit
h d
emonic p
h
ysio
l
ogy
h
as
d
riven
h
er to extremes, an
d
s
h
e now
d
we
ll
s wit
h
in t
h
e
Wor
ld
woun
d
itse
l
f to
b
e c
l
oser to t
h
e su
b
jects s
h
e stu
d
ies.
W
h
at
'
s more, some merc
h
ants w
h
o
'
ve ma
d
e t
h
e terrifying
supp
l
y run out to t
h
e
f
rt w
h
isper t
h
at
h
er
d
e
d
ication
to en
d
ing t
h
e
d
emonic menace
h
as
l
e
d h
er to
b
egin
con
d
ucting o
b
scene experiments on
h
er own peop
l
e. ( For
more in
f
rmation, see t
h
e Pat
h
fn
d
er
'
s Journa
l
in t
h
e
Wrat
h
of t
h
e Rig
h
teous A
d
venture Pat
h
.)
Gundrun: Unti
l
4667 AR, Gun
d
run was just anot
h
er
a
b
an
d
one
d
ruin. As t
h
e T
h
ir
d
Crusa
d
e
b
egan, mem
b
ers of
t
h
e native c
l
ans returne
d
to t
h
eir
h
ome
l
an
d
an
d
attempte
d
to rec
l
aim Gun
d
run. W
h
i
l
e t
h
eir ef
f
rts resu
l
te
d
in a
d
isastrous
f
i
l
ure, it pave
d
t
h
e way
f
r
f
rt
h
er attempts.
To
d
ay, Gun
d
run is an impro
b
a
b
i
l
ity, a fee town of
Sar
k
orians w
h
o
h
ave returne
d h
ome, an
d h
ave, to
d
ate,
manage
d
to exist in t
h
e s
h
a
d
ow of t
h
e Wor
ld
woun
d
. T
h
e
town of Gun
d
run is
d
etai
l
e
d
in
fll
on pages 51-53 of
PatYnder Campa(n Settinn: Lost Kinndoms.
House ofRefections: T
h
e
l
arger of t
h
e two
l
a
k
es
k
nown
co
ll
ective
l
y as First Rains once
h
oste
d
a semi-permanent
f
oating p
l
easure pa
l
ace
k
nown as t
h
e House of Ref
l
ections,
patronize
d b
y t
h
e greatest Sar
k
orian aristocrats an
d
t
h
eir i
ll
ustrious guests. Insi
d
e t
h
e House of Re
f
ections,
mirrors t
h
at en
h
ance
d
t
h
e
b
eauty of t
h
ose re
f
ecte
d
wit
h
in
l
ine
d
t
h
e wa
ll
s of t
h
e
l
argest
b
a
ll
room. W
h
en Sar
k
oris fe
ll
,
t
h
e owner of t
h
e House of Ref
l
ections, a
b
eauti
fl f
r
l
orn
e
l
f name
d
Ima
l
o
k
a G
h
a
l
mont-Never
h
ome turne
d
t
h
e
p
l
easure pa
l
ace into a
f
rtress, an
d h
er guests soon
b
egan
to
f
e
l l
i
k
e prisoners. No
d
emonic attac
k
was responsi
bl
e
f
r t
h
e pa
l
ace
'
s
d
estruction-t
h
e f
l
oating pa
l
ace sun
k
w
h
en t
h
e
"
guests
"
attempte
d
a
f
o
l
is
h
escape t
h
at
d
estroye
d
one of t
h
e pa
l
ace
'
s wings an
d
san
k
it
b
eneat
h
t
h
e
l
a
k
e
'
s sur
f
ce. To
d
ay, t
h
e First
Rains are
d
ry
l
a
k
e
b
e
d
s, an
d
t
h
e once-sun
k
en
House of Ref
l
ections is expose
d
to t
h
e air
once again. T
h
e pa
l
ace is
h
aunte
d b
y t
h
e venge
fl
spirits
of t
h
ose w
h
o peris
h
e
d
in t
h
e
d
isaster, t
h
eir g
h
osts
b
oun
d
to t
h
eir re
f
ections in t
h
e t
h
ousan
d
s
h
attere
d
mirrors.
Wit
h
in t
h
e mirrors, t
h
e g
h
osts appear
b
eauti
fl
, yet w
h
en
t
h
ey emerge, t
h
eir
d
isfgure
d
an
d
rotting visages are
d
ea
dl
y to gaze upon. T
h
e g
h
osts t
h
emse
l
ves are ru
l
e
d b
y
Ima
l
o
k
a, w
h
o was trans
f
rme
d b
y A
b
yssa
l
energies an
d
h
er own
b
itter rage into a
b
ans
h
ee. S
h
e sti
ll
retains
h
er
training as a per
f
rmer-on
l
y now,
h
er songs can
k
i
ll
.
Moonscream Glade: Locate
d
in S
h
u
dd
erwoo
d
, t
h
is
sma
ll
vi
ll
age is in
h
a
b
ite
d b
y fen
d
is
h
werewo
l
ves w
h
o
wors
h
ip t
h
e
d
emon
l
or
d
Jeze
ld
a an
d
wor
k
to in
f
st t
h
e
surroun
d
ing
f
rest wit
h
more of t
h
eir
k
in
d
. More
d
etai
l
s
on Moonscream G
l
a
d
e appear on page 33 .
Shudderwood: T
h
e S
h
u
dd
erwoo
d
was t
h
e
l
argest
f
rest
in Sar
k
oris
b
e
f
re t
h
e Wor
ld
woun
d
erupte
d
, an
d
remains
so to t
h
is
d
ay, as it was one of t
h
e few woo
dl
an
d
s to escape
t
h
e scouring fres of t
h
e
d
emonic a
d
vance. But even t
h
is
f
r
fom t
h
e Wor
ld
woun
d
, t
h
e nort
h
ern portion of t
h
is
f
rest
is twiste
d
an
d h
aunte
d
. T
h
e un
d
ea
d
s
h
a
d
es of Sar
k
orian
re
f
gees mur
d
ere
d b
y t
h
e Usta
l
avs
h
ave
l
arge
l
y rep
l
ace
d
S
h
u
dd
erwoo
d
'
s
b
easts an
d
monsters, an
d
t
h
e
b
att
l
e cries of
riva
l
g
h
ost
l
y
h
or
d
es competing
f
r spectra
l
territory o
f
en
ren
d
t
h
e si
l
ence of t
h
e nig
h
t. T
h
e
f
rest is a
l
so occupie
d b
y
vicious, tainte
d f
y w
h
o
h
ate intru
d
ers as muc
h
as t
h
ey
h
ate
t
h
e
d
emons w
h
o poisone
d
t
h
eir
h
ome.
Large pac
k
s of werewo
l
ves, many
d
evote
d
to t
h
e
d
emon
l
or
d
J eze
ld
a
b
ut ot
h
ers wit
h
allegiances to clans fom
t
h
e sout
h
, war wit
h
in
t
h
e
f
rest as we
ll
.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
LOST DRUI DI C HOMELAND
Al i gnment : CE
Demoni c I nfl uences: Cyt h-V's ug
Not abl e I nhabi t ant s: Auzmeza r ( Mas t er of t he Ci rc l e
of Hi eropha nt s, NE ma l e human s i abrae'' dr u i d 20/
hi eropha ntMA 5), S haor haz ( Lord of G reeng rave, CE ma l e
vrol i k a i "' i n q u i si t or of Cyt h-V's ug 9)
Monsters and Hazards: Cul t i sts, demons ( hezrous, gi bri l et hs ',
ki t ha ngi ans''', nabas us, omoxes, s hemhazi a ns82, and vrocks),
demoni c ver mi n, fi endi s h pl ant monsters, undead ( ghosts,
pl agued beasts'', s i abraes'', and whi te wrai t hs'')
Notabl e Sett l ements: None
Typi cal Weather: Col d, c al m
Typi cal Preci pi tati on: Snow
Survi val : DC 28 (40% affl i ct i on c hance)
T
h
e Stonewi
ld
s were once an immense
woo
dl
an
d k
nown as t
h
e Forest of Stones,
t
h
e evergreen trees of w
h
ic
h
s
h
ie
ld
e
d
muc
h
of Sar
k
oris fom t
h
e Crown of
t
h
e Wor
ld
'
s figi
d
win
d
s. Former
l
y a
d
rni
d
ic strong
h
o
ld
, t
h
e vast majority
of t
h
is
f
rest
h
as
b
een
b
urne
d
an
d
t
h
e c
h
ane
d h
us
k
s of its trees
h
ave
petrife
d
to stone. Litt
l
e remains
of t
h
e numerous stone men
h
irs t
h
e
d
rui
d
s use
d
to mar
k
t
h
eir sacre
d
sites, an
d
even
l
ess manages
to
l
ive wit
h
in t
h
is soure
d
l
an
d
scape un
l
ess it
h
ai
l
s fom
t
h
e A
b
yss . . . or survives as an
un
d
ea
d
a
b
omination.
History
T
h
e Forest of Stones, so name
d
in
h
onor of t
h
e mega
l
it
h
ic
monuments use
d
to power t
h
e
f
rmer
d
rui
d
ic resi
d
ents
'
ritua
l
s,
was t
h
e frst region of Sar
k
oris
in
h
a
b
ite
d b
y
h
umans, yet it
h
as
never
b
een civi
l
ize
d
. T
h
e frst Ke
ll
i
d
s w
h
o
d
we
ll
e
d h
ere
a
dh
ere
d
to ancient
d
rni
d
ic ways-a
l
t
h
oug
h h
istory
is unc
l
ear a
b
out w
h
et
h
er t
h
ese
d
rni
d
ic
b
e
l
iefs
b
egan
h
ere or in Io
b
aria to t
h
e east (t
h
oug
h
t to
b
e t
h
e
h
ome
of t
h
e ancestors of t
h
e Ke
ll
i
d
peop
l
e). One t
h
ing is
certain,
h
owever: By t
h
e time t
h
e Ke
ll
i
d
s sett
l
e
d
in t
h
e
Rifts
h
a
d
ow an
d
among t
h
e Nort
h
moun
d
s, t
h
e
d
rni
d
ic
tra
d
itions practice
d
wit
h
in t
h
e Forest of Stones were
a
l
rea
d
y ancient . T
h
e Green Fait
h
,
b
y a
ll
accounts, was
b
orn in t
h
is
f
rest , an
d
w
h
i
l
e t
h
is i
d
eo
l
ogy
h
as
l
ong since
sprea
d
t
h
roug
h
out t
h
e Inner Sea region an
d b
eyon
d
, its
greatest p
h
i
l
osop
h
ers resi
d
e
d h
ere.
T
h
e presence of so many power
fl d
rui
d
s ma
d
e
ta
k
ing t
h
e Forest of Stones a great c
h
a
ll
enge. Against
t
h
e crusa
d
ers, t
h
e
d
emons
h
a
d
an a
d
vantage in t
h
e
very nature of t
h
eir
f
es-t
h
eir enemies
b
e
l
ieve
d
in
mu
l
tip
l
e i
d
eo
l
ogies. A
l
t
h
oug
h
Iome
d
aeans
l
e
d
t
h
e
b
u
lk
of t
h
e crusa
d
es, not a
ll
of t
h
e crusa
d
ers wors
h
ipe
d
t
h
e In
h
eritor. During t
h
e First Crusa
d
e, in
f
ct , a
f
ir
num
b
er were
d
ispirite
d
an
d d
esperate wors
h
ipers of
Aro
d
en, an
d
in eac
h
su
b
sequent crusa
d
e, t
h
e so
ld
iers
'
b
e
l
iefs (or
l
ac
k
t
h
ereof ) grew more an
d
more varie
d
.
Wit
h
t
h
ese variations came
d
iferences of opinion,
wit
h d
iferences grew
d
isagreements, an
d
t
h
e
d
emons
gaine
d
t
h
e perfect weapon against t
h
e crusa
d
ers even
w
h
en t
h
eir enemies weren
'
t wit
h
in t
h
e Wor
ld
woun
d
.
Dissent an
d
conuption among t
h
e crusa
d
ers
remain primary reasons a
ll f
ur crusa
d
es
h
ave
f
i
l
e
d
.
But in t
h
e Forest of Stones, t
h
e
d
emons
d
i
d
not
f
ce a co
ll
ection of
f
reigners
wit
h d
ifering
b
e
l
iefs. Here, t
h
e
d
emons confonte
d
an organize
d
group of
l
i
k
e-min
d
e
d
, power
fl
spe
ll
casters w
h
o were
d
e
f
n
d
ing
not on
l
y t
h
eir
h
ome,
b
ut t
h
e
f
n
d
amenta
l b
irt
h
p
l
ace of t
h
eir
entire et
h
os an
d
p
h
i
l
osop
h
y.
T
h
e
d
rui
d
s
h
a
d
not i
dl
y
c
h
osen t
h
e Forest of Stones­
t
h
is woo
dl
an
d h
ar
b
ore
d
numerous sites of potent
natura
l
magic an
d
energies
t
h
at not on
l
y gave t
h
e
d
rui
d
s
t
h
eir power,
b
ut inspire
d
t
h
e
Green Fait
h
in t
h
e frst p
l
ace.
Count
l
ess
d
emons
d
ie
d
attempting
to penetrate an
d d
estroy t
h
e Forest
of Stones, an
d
in t
h
e en
d
, Des
k
ari
d
eci
d
e
d
to
f
cus
h
is armies
f
rt
h
er
sout
h
. Yet
h
e
d
i
d
not inten
d
to
l
et t
h
e Forest of Stones
b
e.
Instea
d
of using
h
is own resources to attac
k
t
h
e
d
rui
d
s,
Des
k
ari recruite
d
a power
fl d
emonic minion serving
a
d
iferent
d
emon
l
or
d
entire
l
y, an entity w
h
ose entire
existence
h
a
d b
een spent
d
evote
d
to a
l
or
d
singu
l
ar
l
y
suite
d
towar
d
t
h
e corruption an
d d
estruction of nature.
Des
k
ari ca
ll
e
d
upon a vro
l
i
k
ai inquisitor of Cyt
h
-V
'
sug
name
d
S
h
aor
h
az to so
l
ve t
h
e
d
rui
d
pro
bl
em.
S
h
aor
h
az accepte
d
t
h
e c
h
a
ll
enge imme
d
iate
l
y, an
d
b
roug
h
t
h
is own
d
emon army t
h
roug
h
t
h
e Wor
ld
woun
d
porta
l
, setting to t
h
e tas
k
wit
h
a remorse
l
ess an
d
terrifying zea
l
. He
b
egan
b
y surroun
d
ing t
h
e
f
rest wit
h
h
is armies an
d
t
h
en
d
estroying t
h
e sacre
d
stones c
l
osest
to t
h
e e
d
ges. Count
l
ess
d
emons fe
ll
,
b
ut t
h
e tactic
wor
k
e
d
: Una
bl
e to
d
efen
d
t
h
e
f
rest fom a constant
assau
l
t fom a
ll d
irections, t
h
e
d
rui
d
s
'
power
l
essene
d
wit
h
eac
h
stone mega
l
it
h
s
h
attere
d
an
d
eac
h
tree
b
urnt
to as
h
es. In time, t
h
e
d
rui
d
s, ever t
h
e pragmatists,
rea
l
ize
d
t
h
ey cou
ld
not win. Yet a fna
l
option remaine
d
to prevent t
h
e comp
l
ete
b
urning of t
h
eir
h
ome
l
an
d
. A
few
d
rui
d
s f
l
e
d
t
h
e
f
rest entire
l
y, eac
h
carrying secrets
of t
h
e Green Fait
h
to
b
e
h
i
dd
en away in ot
h
er p
l
aces of
t
h
e wor
ld
,
b
ut most remaine
d b
e
h
in
d
wit
h
t
h
eir
l
ea
d
er,
t
h
e
h
ierop
h
ant Auzmezar. T
h
e
d
rui
d
s wor
k
e
d
a fna
l
great magic, one requiring t
h
e u
l
timate sacrifce­
turning t
h
eir
b
ac
k
s on t
h
e cyc
l
e of
l
ife an
d d
eat
h
, t
h
ey
a
b
sor
b
e
d
t
h
e enemy
'
s corruption into t
h
eir own sou
l
s.
Using t
h
is power against t
h
e
d
emons, t
h
e
d
rui
d
s create
d
an immense
b
ac
kl
as
h
of sacre
d
fre t
h
at
bl
aste
d
t
h
e
majority of S
h
aor
h
az
'
s army to as
h
es. T
h
is corrupt wave
of power trans
f
rme
d
t
h
e
f
rest
'
s surviving an
d
sti
ll
­
b
urning f
l
ora into stone,
b
ut t
h
e wave
'
s efect on t
h
e
d
rui
d
s t
h
emse
l
ves prove
d
even more
d
ire. To a person,
t
h
ey peris
h
e
d
, yet t
h
ey
d
i
d
not remain
d
ea
d
-t
h
eir f
l
es
h
was
bl
aste
d
, t
h
eir
b
ones turne
d
to stone
l
i
k
e t
h
e trees of
t
h
eir
h
ome, an
d
t
h
e
d
rui
d
s rose as un
d
ea
d
sia
b
raes (see
page 58) .
T
h
oug
h h
is army was
d
evastate
d b
y t
h
is fna
l
attac
k
,
S
h
aor
h
az exu
l
te
d
nonet
h
e
l
ess,
f
r w
h
en t
h
e as
h
es
sett
l
e
d
,
h
e saw t
h
at t
h
e Forest of Stones
h
a
d b
een a
l
most
entire
l
y
d
estroye
d
, re
d
uce
d
to gnar
l
e
d
, petrife
d
ruins.
His army remaine
d
in possession of
b
ut a s
h
a
d
ow of
its origina
l
mig
h
t , an
d
t
h
e power
fl
vro
l
i
k
ai
k
new
h
e
cou
ld
not return to t
h
e A
b
yss in suc
h
a wea
k
ene
d
state,
so
h
e e
l
ecte
d
to remain in t
h
e new
l
y
f
rme
d
Stonewi
ld
s.
He
b
ui
l
t a pa
l
ace
h
e ca
ll
e
d
Greengrave atop t
h
e
d
rui
d
s
'
secon
d
most sacre
d
site an
d
starte
d
re
b
ui
ld
ing
h
is
resources. In time, t
h
oug
h
, t
h
e
d
emon rea
l
ize
d h
e
'
d
gone too
f
r in
h
is eagerness to
d
estroy t
h
e
d
rui
d
s,
f
r
many of t
h
e sacre
d
stones
h
e
'
d b
een responsi
bl
e
f
r
razing
h
a
d h
e
ld
great power. Decip
h
ering t
h
e secrets
of
d
rui
d
ic magic
h
i
dd
en in t
h
e men
h
irs
'
fagmentary
stones soon
b
ecame
h
is o
b
session, t
h
oug
h
t
h
e un
d
ea
d
sia
b
raes protecting t
h
e stones-
f
es more power
fl
t
h
an t
h
eir
l
iving counterparts-
h
ave ma
d
e t
h
e tas
k
increasing
l
y
d
ificu
l
t .
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
ln habitants
Litt
l
e of t
h
e natura
l
wor
ld
remains in t
h
e Stonewi
ld
s.
T
h
e
d
emons of t
h
e Wor
ld
woun
d l
arge
l
y
l
eave t
h
is
l
an
d
to t
h
ose serving its new master, S
h
aor
h
az,
b
ut even t
h
e
power
fl
vro
l
i
k
ai
d
oesn
'
t contro
l
t
h
e entire region.
Power
fl
un
d
ea
d
, many sti
ll
wie
ld
ing vestiges of t
h
eir
f
rmer
d
rui
d
ic mig
h
t , ru
l
e t
h
e
l
an
d
'
s
d
eeper reac
h
es.
T
h
ese sia
b
raes an
d
t
h
eir un
d
ea
d
minions engage in
constant
l
ow-
l
eve
l
war
f
re against S
h
aor
h
az an
d h
is
servants,
b
ut t
h
ey are equa
ll
y remorse
l
ess in
b
ringing
t
h
e fg
h
t to any w
h
o intru
d
e upon t
h
eir
d
omain.
Shaorhaz: Be
f
re
h
is assau
l
t upon t
h
e Forest of
Stones, t
h
e vro
l
i
k
ai inquisitor S
h
aor
h
az comman
d
e
d
an army of t
h
ousan
d
s of
d
emons. He expen
d
e
d
near
l
y
a
ll
of t
h
ese in
h
is war against t
h
e
d
rui
d
s, an
d
w
h
i
l
e
h
e current
l
y comman
d
s a siza
bl
e num
b
er of
d
emons,
t
h
ey num
b
er
b
ut a faction of t
h
e
f
rmer army
'
s
w
h
o
l
e. Instea
d
of strengt
h
ening
h
is
f
rces,
h
owever,
t
h
e vro
l
i
k
ai
h
as
b
een spen
d
ing
h
is time stu
d
ying
t
h
e ancient secrets of
d
rui
d
ic magic , an
d h
as come
to
b
e
l
ieve one of t
h
e centra
l
t
h
eories of t
h
e Green
Fait
h
'
s teac
h
ings-Go
l
arion itse
l
f
h
as a
l
i
f f
rce
t
h
at is tie
d
to a
ll
t
h
ings of t
h
e natura
l
wor
ld
. To t
h
e
ever-
h
ungry
d
emon, t
h
e opportunity to feast upon
t
h
e sou
l
of a wor
ld
is too tempting an opportunity to
ignore,
b
ut a met
h
o
d
of ac
h
ieving t
h
is goa
l
remains
e
l
usive . He
h
as grown increasing
l
y o
b
sesse
d
wit
h
t
h
e
i
d
ea t
h
at t
h
e fna
l
secret nee
d
e
d
to expose t
h
e wor
ld
spirit to
h
is
h
unger
l
ies
h
i
dd
en in a
l
ost men
h
ir,
an
d
wit
h
eac
h
recovere
d
fagment t
h
at
d
oes not
b
ear
t
h
e reve
l
ation
h
e
d
esires,
h
e grows more an
d
more
d
esperate in
h
is esca
l
ating
h
unger. Fu
ll
statistics
f
r t
h
is
d
angerous
d
emon appear in t
h
e c
h
apter
on na
b
asu
d
emons in Pathfnder Campaign Setting:
Demons Revisited.
Siabraes: T
h
e un
d
ea
d d
rui
d
s
h
ate a
ll l
ife now,
regar
dl
ess of its
f
it
h
or purpose. To t
h
ese
d
ea
dl
y
spe
ll
casters, any intru
d
er is an afront to t
h
eir
d
omain
an
d
a
ll
inter
l
opers, morta
l
s an
d d
emons a
l
i
k
e, receive
t
h
e sia
b
raes
'
wrat
h
in equa
l
measure. T
h
at t
h
e sia
b
raes
retain any of t
h
eir sacre
d d
rui
d
ic powers
h
as vexe
d
many
p
h
i
l
osop
h
ers an
d
re
l
igious sc
h
o
l
ars,
f
r t
h
e
d
rui
d
ic
f
it
h
is among t
h
e stricter re
l
igions. One wou
ld
t
h
in
k
t
h
at a
d
rui
d
trans
f
rme
d
into an un
d
ea
d
a
b
omination wou
ld
d
eny t
h
e spe
ll
caster fom
h
is
d
ivine powers as sure
l
y as
wou
ld
teac
h
ing t
h
e secret
l
anguage to a non
b
e
l
iever or
as wou
ld
t
h
e
d
onning of armor
f
rge
d b
y a smit
h
, yet
t
h
e sia
b
raes nonet
h
e
l
ess comman
d
power
fl d
rui
d
ic
magic. Of course, t
h
eir a
b
i
l
ities are muc
h
c
h
ange
d
fom
w
h
at t
h
ey were in
l
ife-t
h
ey no
l
onger
h
ave t
h
e same
association wit
h
t
h
e natura
l
wor
ld
, after a
ll
,
b
ut instea
d
s
h
are a new an
d
muc
h
more
h
orrifc
b
on
d
wit
h
a
f
u
l
new environment .
White Wraiths: Not a
ll
of t
h
e un
d
ea
d h
aunting t
h
e
Stonewi
ld
s serve t
h
e sia
b
raes. W
h
en t
h
e city of Drezen fe
ll
,
many ofits crusa
d
ers, were cut of fom t
h
eir a
ll
ies an
d f
rce
d
to
f
ee west an
d
nort
h
, w
h
ere t
h
ey succum
b
e
d
to t
h
e co
ld
an
d
t
h
eir own
d
espair. After
d
eat
h
, t
h
ey arose as w
h
ite wrait
h
s,
un
d
ea
d
w
h
o appear to
b
e ma
d
e of w
h
ir
l
ing snow an
d
g
h
ost
l
y
f
es
h
. Many w
h
ite wrait
h
s
h
aunt t
h
e nort
h
eastern e
d
ges of
t
h
e Stonewi
ld
s,
b
ut t
h
ey rare
l
y enter t
h
e Forest of Stones itse
lf
A w
h
ite wrait
h
is CR 6,
d
ea
l
s 2
d
6 points of co
ld d
amage an
d
i
d
8 points of Dexterity
d
amage wit
h
its incorporea
l
touc
h
attac
k
, an
d
isn
'
t power
l
ess in sun
l
ig
h
t. It exu
d
es a 20-
f
ot­
ra
d
ius aura of
b
rig
h
t
l
ig
h
t t
h
at causes creatures to
b
ecome
d
azz
l
e
d
as
l
ong as t
h
ey remain wit
h
in it. Creatures s
l
ain
b
y
a w
h
ite wrait
h
rise as norma
l
wrait
h
spawn in i
d
4 roun
d
s.
Gazetteer
Most of t
h
e Stonewi
ld
s consists of t
h
e
b
urnt , petrife
d
f
rest t
h
at inspire
d
t
h
e
l
an
d
'
s name,
b
ut empty tun
d
ra
an
d b
ro
k
en
h
i
ll
s stretc
h f
r mi
l
es a
l
ong t
h
is woo
dl
an
d
'
s
finges. No sett
l
ements existe
d
in t
h
is region
b
e
f
re t
h
e
Wor
ld
woun
d
opene
d
, an
d
t
h
us, wit
h
t
h
e exception of
t
h
e fg
h
t against t
h
e
d
rui
d
s, t
h
e
d
emons
h
ave
l
arge
l
y
l
eft t
h
is region to rot .
Circle of Hierophants: T
h
e
d
rui
d
s of t
h
e Green Fait
h
h
ave
l
ong carve
d
secrets an
d l
ore in t
h
eir secret
l
anguage
upon t
h
e
f
ces of men
h
irs. T
h
e sym
b
o
l
s etc
h
e
d
on
t
h
ese great
bl
oc
k
s provi
d
e specifc in
f
rmation t
h
at is
meaning
l
ess outsi
d
e of its greater context, a context t
h
at
inc
l
u
d
es t
h
e area
'
s natura
l
features an
d
ot
h
er mono
l
it
h
s.
T
h
e
l
ore containe
d
in one carving is essentia
ll
y greater
t
h
an itse
l
f an
d b
ui
ld
s upon ot
h
er men
h
irs
'
carvings
in a way t
h
at ma
k
es it very
d
iffcu
l
t to start
d
ecip
h
ering
fom t
h
e mi
ddl
e-w
h
ic
h
rea
d
ers must
d
o, as t
h
e
l
ore
k
ept
wit
h
in t
h
e mono
l
it
h
s
h
as no
b
eginning or en
d
.
T
h
e greatest of t
h
e stone circ
l
es are t
h
ose t
h
at ma
k
e
up t
h
e Circ
l
e of Hierop
h
ants, once t
h
e
f
cus of t
h
e
Green Fait
h
'
s p
h
i
l
osop
h
y. Here,
h
un
d
re
d
s of stones,
b
ot
h l
arge an
d
sma
ll
,
b
ear incre
d
i
bl
y comp
l
icate
d
ritua
l
s,
l
egen
d
s, an
d
secrets upon t
h
eir
f
ces. Severa
l
of t
h
e circ
l
es surroun
d
ing an
d
augmenting t
h
at centra
l
f
cus rest on sma
ll h
i
ll
s of natura
l
origin, giving t
h
e
entire Circ
l
e of Hierop
h
ants a t
h
ree-
d
imensiona
l
component , an
d
t
h
e ang
l
es
b
etween t
h
e various stones
are o
f
en preternatura
ll
y precise. Six of t
h
e sma
ll
circ
l
es
sit atop cave mout
h
s t
h
at purporte
dl
y give access to
d
eep
caverns w
h
ere more stones stan
d
ran
k
e
d
in e
l
a
b
orate
f
rmations, conveying even more in
f
rmation to t
h
e
initiate
d
. T
h
ese caves were eac
h
ten
d
e
d b
y one of t
h
e
Green Fait
h
'
s
l
ea
d
ers, w
h
o answere
d
to t
h
e
f
it
h
'
s acting
h
ierop
h
ant . To
d
ay, t
h
e sia
b
raes ma
k
e t
h
ese caves t
h
eir
d
omains, an
d
t
h
e secrets t
h
ey now
d
eve
l
op,
d
iscover,
an
d k
eep are of a muc
h
more sinister nature t
h
an t
h
ose
t
h
ey guar
d
e
d
in
l
i
f
.
Goddess's Tear: T
h
is
l
a
k
e at t
h
e western e
d
ge of t
h
e
Stonewi
ld
s was once a para
d
ise of p
l
easant woo
d
e
d
is
l
an
d
s t
h
at serve
d
as
h
ome to
d
rui
d
s w
h
o
h
a
d
not yet
wa
lk
e
d
t
h
e pat
h
s
b
e
l
ow Spira
l
Hi
ll
(a sacre
d
site now
l
ocate
d
un
d
er Greengrave Keep), t
h
ere
b
y earning t
h
e
rig
h
t to join t
h
ose wit
h
in t
h
e woo
d
s. T
h
eir
d
e
b
ris- an
d
re
l
ic-f
ll
e
d h
omes remain t
h
ere sti
ll
,
h
i
dd
en among
t
h
e stone trees. T
h
e
d
emons
h
ave on
l
y ransac
k
e
d
a
f
w
of t
h
ese p
l
ain, unassuming
h
omes, so it
'
s certain
l
y
possi
bl
e t
h
at potent
d
rui
d
ic magic
l
ies
h
i
dd
en wit
h
in
t
h
ese
b
ui
ld
ings, sti
ll
guar
d
e
d b
y its un
d
ea
d
owners.
Greengrave Keep: Bui
l
t fom uproote
d
stan
d
ing
stones atop t
h
e sacre
d
mount of Spira
l
Hi
ll
, t
h
is
ominous structure serves as S
h
aor
h
az
'
s
l
air. ( See page 31
f
r more
d
etai
l
s on t
h
is
d
ea
dl
y
l
ocation.)
Guardian Circles: Beyon
d
t
h
e Circ
l
e of Hierop
h
ants,
on
l
y a sma
ll
faction of t
h
e stone men
h
irs
k
nown
as Guar
d
ian Circ
l
es remain stan
d
ing-S
h
aor
h
az
'
s
minions systematica
ll
y
d
estroye
d
t
h
e rest in t
h
eir
assau
l
t on t
h
e Forest of Stones. Now, t
h
e vro
l
i
k
ai
h
as
t
h
e
d
emons re
b
ui
ld
ing t
h
ese circ
l
es in an attempt
to
d
ecip
h
er t
h
eir secrets. A
b
yssa
l
magic w
h
o
ll
y
corrupts t
h
ese
d
emon-
b
ui
l
t circ
l
es, an
d
t
h
eir once­
potent powers now
b
o
l
ster
d
emonic
l
ife. Some of
t
h
ese circ
l
es
h
ea
l d
emons stan
d
ing wit
h
in t
h
em,
w
h
i
l
e ot
h
ers augment t
h
em wit
h
ot
h
er efects
l
i
k
e haste, 9reater heroism, or unholy aura. Porta
l
s to
t
h
e A
b
yss
h
ave
b
een
k
nown to perio
d
ica
ll
y open
wit
h
in t
h
ese corrupte
d
circ
l
es, an
d
rumors t
h
at
t
h
e stones of some circ
l
es are in
f
ct animate
d
as go
l
ems are gaining momentum among t
h
e few
crusa
d
ers w
h
o
h
ave exp
l
ore
d
t
h
e Stonewi
ld
s.
The Lake Lost to the Sun: T
h
e La
k
e Lost to
t
h
e Sun was a grim p
l
ace even
b
e
f
re t
h
e
d
emons
came-a
l
arge narrow
b
o
d
y of water wit
h
unusua
ll
y
sti
ll
,
d
ar
k
waters of an un
k
nown
d
ept
h
, sai
d
to
b
e
t
h
e
l
air of particu
l
ar
l
y aggressive an
d
unusua
ll
y
inte
ll
igent water orms. T
h
e
l
a
k
e
'
s
d
ar
k
waters
l
oo
k
near
l
y
bl
ac
k
even un
d
er t
h
e noon
d
ay sun an
d h
ave a
curious
h
a
b
it of re
f
ecting t
h
e image of an overcast
s
k
y even on sunny
d
ays. T
h
e
d
rui
d
s of t
h
e Green
Fait
h
avoi
d
e
d
t
h
e
l
a
k
e,
b
e
l
ieving t
h
at intru
d
ing
upon t
h
e ancient, primor
d
ia
l
nature spirits
f
un
d
t
h
ere wou
ld
cause t
h
em to rise up an
d d
efen
d
t
h
ose
d
ar
k
waters. T
h
e
l
a
k
e
'
s
d
ar
k
reputation persists
to t
h
is
d
ay, an
d
even
d
emons
d
o not fequent t
h
is
area. W
h
at strange an
d
age
l
ess source
l
ies at t
h
e
l
a
k
e
'
s
b
ottom sti
ll
remains a mystery.
Petrifed Librar y: A su
b
-or
d
er of Green Fait
h
d
rui
d
s ca
ll
e
d
t
h
e Preservers of Notions once
d
e
f
n
d
e
d
t
h
is
f
rest, w
h
ic
h
was
k
nown as t
h
e Living
Li
b
rary
b
ecause t
h
e
f
rest
'
s trees serve
d
as a
l
iving
repository of
k
now
l
e
d
ge fom ages past. Using ritua
l
s
an
d
spe
ll
s now
b
e
l
ieve
d
to
b
e
l
ost, t
h
e Preservers of Notions
cou
ld
merge wit
h
t
h
ese trees an
d
o
b
serve events e
l
sew
h
ere
in Go
l
arion,
b
ot
h
present an
d
past,
b
y
l
oo
k
ing out upon
t
h
e wor
ld
t
h
roug
h
p
l
ants in t
h
ose times an
d l
ocations.
S
h
aor
h
az
'
s attac
k
s against t
h
e Forest of Stones cut t
h
e
Preservers of Notions of fom t
h
e rest of t
h
e
d
rui
d
s,
creating an is
l
an
d
of
d
efen
d
ers
h
ere t
h
at put up a strong
resistance an
d
organize
d d
e
f
nse. On
l
y w
h
en S
h
aor
h
az
grew tire
d
of t
h
eir resistance an
d f
cuse
d h
is
fll
wrat
h
on t
h
e Living Li
b
rary in a sing
l
e concentrate
d
attac
k d
i
d
t
h
e Preservers of Notions sacrifce t
h
emse
l
ves in a potent
ritua
l
to petrify every tree in t
h
e
f
rest-t
h
e same ritua
l
t
h
e Green Fait
h d
rui
d
s
l
ater use
d
to protect t
h
e Forest
of Stones. To
d
ay, t
h
e woo
d
s are
k
nown as t
h
e Petrife
d
Li
b
rary, an
d
w
h
i
l
e t
h
e un
d
ea
d d
rui
d
s protecting it are not
t
h
e most power
fl
of t
h
e sia
b
raes in t
h
e Stonewi
ld
s, t
h
ey
are tec
h
nica
ll
y t
h
e o
ld
est.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
SOURCE OF T HE WORLDWOUND
Al i gnment : CE
Demoni c I nfl uences: Baphomet, Deska ri , Pazuzu, Shax,
Si f kesh, Xoveron
Notabl e I nhabi tants: Aponavi ci us (ru l er of Drezen, CE femal e
mar i l i t h fi g ht er 7), Bel seferek ( Butcher of t he Sta rl i ght Host,
CE mal e g a l l u''' ra nger 3), E l i andra ( Hi gh Pr i estess of Pu l u ra's
Fa l l , CG femal e aas i mar cl er i c of Pu l u ra 2 0), F i r adreal (Lord
of t he Hangi ng Hei g ht s, CE mal e vrock bar ba r i a n 6), l s i l da
( L ady of t he Yath, CE femal e U l fen g host cl er i c of Deskar i 1 7),
j a a l i ka (Mi st ress of Bl ackear t h Cai rn, CE femal e ser apt i s00m2
cl er i c of Si fkesh 1 2), Khorra mzadeh the Storm Ki ng (rul er of l z,
CE mal e bal or l ord), Xa nt h i r Va ng ( Bl ackfi re Mast er, CE mal e
t i efl i ng wor m t hat wal ks"' wi zard 8/bl ackfi re adept•0• 4/
a rchmageM' 3), Yrac andra (Mi st ress of t he Hangi ng Tower,
CE femal e gl a brezu sorcerer 7), Zel mi sd r i a (Mi st ress of t he
Wi nged Wood, CE femal e succu bus ra nger 1 1 )
Monsters a n d Hazards: Abyssal geysers, a byssa l ri fts,
bebi l i t hs, cul t i sts, demons (a l l ), demoni c
ver mi n, dwi erget hs'', gr i ms l akes",
l eechweed·•·, neo- l arvae swa rms·•,
ret r i evers, ri ftcreepers'", Shax's
bea rd···, ur annag'", vescavor
swa rms", war monger was ps···,
war ped ones'", woundwyr ms' '"
Notabl e Sett l ements: Drezen
(7, 489), l z (a bandoned)
Typi cal Weather: Moderate,
wi ndy
Typi cal Preci pi tati on: Ra i n
Survi val : DC 30 ( 750 affl i ct i on
c hance)
W
h
en one t
h
in
k
s of t
h
e
Wor
ld
woun
d
, invaria
bl
y imagery
As tragic,
d
angerous, an
d d
ea
dl
y
as t
h
e ot
h
er
f
ur regions of
t
h
is
d
evastate
d l
an
d
are, t
h
e
Woun
d
e
d
Lan
d
s are t
h
e worst. It was
h
ere t
h
at Aree
l
u
Vor
l
es
h
ai
d
e
d
Des
k
ari in opening t
h
e Wor
ld
woun
d
in
4606 AR, an
d
t
h
e resu
l
ting networ
k
of porta
l
-ri
ddl
e
d
canyons an
d
c
h
asms
h
ave
d
one more t
h
an anyt
h
ing e
l
se
to
d
evastate w
h
at was once Sar
k
oris. T
h
e Wor
ld
woun
d
rare
l
y yawns more t
h
an a mi
l
e wi
d
e,
b
ut in p
l
aces its
d
ept
h
reac
h
es t
h
ousan
d
s of feet in seeming
l
y
b
ottom
l
ess rents
t
h
at
h
ave
d
estroye
d
vast reac
h
es of t
h
e upper Dar
kl
an
d
s
rea
l
m of Nar-Vot
h
. In
f
ct, in some p
l
aces an
d
on certain
fll
nig
h
ts, t
h
e Wor
ld
woun
d
is tru
l
y
b
ottom
l
ess, as rifts
into t
h
e A
b
yss open in its
d
ept
h
s to augment t
h
e
d
emonic
h
ost a
l
rea
d
y infesting t
h
e
l
an
d
.
T
h
e Woun
d
e
d
Lan
d
s are t
h
e center of t
h
e A
b
yssa
l
taint,
an
d h
ere, not
h
ing is as it s
h
ou
ld b
e. W
h
ereas e
l
sew
h
ere
in t
h
e Wor
ld
woun
d d
ay an
d
nig
h
t seem of-
k
i
l
ter an
d
d
amage
d
, in t
h
e Woun
d
e
d
Lan
d
s t
h
e sun an
d
stars an
d
moon are a
ll b
ut a
l
iens,
f
r w
h
en t
h
ey
d
o appear ami
d
gaps in t
h
e
bl
ac
k
c
l
ou
d
s a
b
ove, t
h
ey seem not of t
h
is
wor
ld b
ut of some ot
h
er rea
l
ity. Some
d
ays, t
h
e sun rises
in t
h
e west an
d
sets in t
h
e east ,
b
ut t
h
e nig
h
ts are worse,
f
r on t
h
e rare evenings w
h
en t
h
e stars an
d
moon are
visi
bl
e . . . t
h
ey are too
f
w, too many, or simp
l
y too wron.
f
r even an untraine
d
stargazer to mista
k
e
f
r t
h
e Inner
Sea
'
s nig
h
t s
k
ies. Common wis
d
om says t
h
e s
k
ies a
b
ove
t
h
e Woun
d
e
d
Lan
d
s are not Go
l
arion
'
s at a
ll
,
b
ut t
h
at
t
h
e rifts wit
h
in t
h
e Wor
ld
woun
d b
e
l
ow are mirrore
d
in
t
h
e frmament a
b
ove, an
d
t
h
at if one were to f
l
y
h
ig
h
/ enoug
h
, one wou
ld
f
l
y into t
h
e nig
h
tmare
h
eig
h
ts of
t
h
e Rasping Rifts t
h
emse
l
ves.
 
In t
h
e time of Sar
k
oris, t
h
e up
l
an
d
s
 
k
nown as t
h
e Nort
h
moun
d
s
compose
d
t
h
e most signifcant
geograp
h
ica
l
feature of t
h
e rea
l
m.
Here, at an average e
l
evation of
severa
l h
un
d
re
d
feet a
b
ove t
h
e
surroun
d
ing
l
an
d
s, t
h
ings were
co
ld
er an
d
more
b
arren t
h
an
b
e
l
ow. Rugge
d h
i
ll
s, figi
d
p
l
ains, an
d
d
ecorate
d
t
h
e
d
ense
f
rests
p
l
ateau, an
d
numerous rivers
d
raine
d
fom
t
h
e
h
eig
h
ts towar
d
t
h
e e
d
ges,
casca
d
ing fom t
h
e p
l
ateau
'
s c
l
ifs
Sar
k
oris
'
s popu
l
ation
l
ive
d
in
t
h
e
l
ow
l
an
d
s surroun
d
ing t
h
e
Nort
h
moun
d
s, t
h
e nation
'
s
greatest city an
d d
e
f
cto capita
l
, lz, sat atop t
h
e centra
l
p
l
ateau
l
i
k
e a crown upon t
h
e rea
l
m. T
h
oug
h
Iz was never
a
d
ense
l
y popu
l
ate
d
city, many representatives of t
h
e
nation
'
s
d
isparate c
l
ans
d
we
l
t t
h
ere, a
l
ong wit
h
armies
of servants, entertainers, artisans, an
d
merc
h
ants­
w
h
o ma
d
e up t
h
e
b
u
lk
of t
h
e city
'
s popu
l
ace-to ten
d
t
h
eir every nee
d
. Ot
h
er sma
ll
towns an
d
vi
ll
ages,
most
l
y mercanti
l
e waystations or
f
rming an
d h
unting
communities,
d
otte
d
t
h
e Nort
h
moun
d
s,
b
ut Iz was
f
r
an
d
a
b
ove t
h
e
l
argest .
Even in t
h
ose times, t
h
oug
h
, Des
k
ari
'
s cu
l
t was not
un
k
nown. Sar
k
oris
'
s
d
ecentra
l
ize
d
re
l
igious
b
e
l
ie
f
a
ll
owe
d
a
h
uge num
b
er of cu
l
ts an
d f
it
h
s to start an
d
even prosper over t
h
e centuries, an
d
w
h
en one more cu
l
t
b
egan to grow in t
h
e centra
l
Nort
h
moun
d
s, no one too
k
notice. T
h
e region was remote, an
d
w
h
i
l
e
l
oca
l
priests
an
d
a
d
venturers may
h
ave note
d
t
h
e rise of strange
insectoi
d d
emons an
d h
orrifc monsters, Iz
'
s peop
l
e
h
a
d
ot
h
er matters on t
h
eir min
d
s. An
d
so t
h
e cu
l
t of Des
k
ari
grew, an
d
comp
l
ete
d
a vi
l
e ritua
l
t
h
at
b
roug
h
t an avatar of
Des
k
ari into t
h
e wor
ld
in preparation
f
r an even greater
wor
k
of evi
l
-t
h
e opening of a ri
f b
etween t
h
is wor
ld
an
d
t
h
e A
b
yss. Fortunate
l
y
f
r Sar
k
oris, Aro
d
en
'
s arriva
l
in
t
h
e region so
l
ve
d
t
h
is pro
bl
em,
f
r t
h
e Last Az
l
ant too
k
it
upon
h
imse
l
f to
d
estroy t
h
e cu
l
t. But eac
h
time
h
e wipe
d
out one
b
ranc
h
, t
h
oug
h
, a new cu
l
t arose in its s
h
a
d
ow.
In t
h
e en
d
, it too
k
Aro
d
en an
d h
is
fll
owers near
l
y 3 years
to
d
rive t
h
e cu
l
t eastwar
d
fom Sar
k
oris an
d
t
h
roug
h
Men
d
ev, fna
ll
y c
l
imaxing w
h
en Aro
d
en
d
rove Des
k
ari
'
s
avatar an
d
severa
l
ot
h
er power
fl
an
d
unique
d
emons
into t
h
e
d
ept
h
s of t
h
e La
k
e ofMists an
d
Vei
l
s, w
h
ere t
h
ey
are
b
e
l
ieve
d
to remain imprisone
d
to t
h
is
d
ay.
Yet t
h
e cu
l
t
'
s wor
k d
i
d
not
d
ie-it mere
l
y went
d
ormant, awaiting a newer an
d
stronger
l
ea
d
er to pic
k
up t
h
e fagments an
d b
egin anew t
h
e ritua
l
to ren
d
t
h
e wor
ld
.
T
h
e opening of t
h
e Wor
ld
woun
d
was
d
evastating
to t
h
ose w
h
o
d
we
ll
e
d h
ere. W
h
ereas t
h
e armies of t
h
e
Ri
f
s
h
a
d
ow an
d
Men
d
ev were a
bl
e to rise up in time
to create an organize
d d
e
f
nse of t
h
eir
l
an
d
s t
h
at
u
l
timate
l
y resu
l
te
d
in t
h
e somew
h
at success
fl
First
Crusa
d
e, t
h
e
d
emonic in
f
station an
d
eart
h
qua
k
es
l
e
f
no suc
h
opportunity
f
r
d
efense
h
ere. Fu
ll
y two­
t
h
ir
d
s of t
h
e city of Iz co
ll
apse
d
into t
h
e Wor
ld
woun
d
on t
h
e frst
d
ay,
l
ost
f
rever to t
h
e A
b
yss. By t
h
e time
t
h
e First Crusa
d
e
h
a
d
organize
d
a
d
efense
h
ere, t
h
e
Nort
h
moun
d
s were a
l
rea
d
y
l
ost .
Most of t
h
e
d
emon armies now
d
we
ll
in t
h
is vast
swat
h
of
l
an
d
-t
h
e few
h
umanoi
d
s
f
un
d h
ere are
cu
l
tists an
d
prisoners. T
h
e majority of t
h
e
l
atter are
sacrifces
"
processe
d
an
d
prepare
d
"
in t
h
e converte
d
s
l
aug
h
ter
h
ouses of Un
d
arin,
b
ut a signifcant num
b
er are
simp
l
y capture
d
victims-gat
h
ere
d
-up crusa
d
er patro
l
s
or
f
o
lh
ar
d
y a
d
venturers w
h
o got in over t
h
eir
h
ea
d
s.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
ln habitants
T
h
e Woun
d
e
d
Lan
d
s
h
ave t
h
eir s
h
are of cu
l
tists an
d
s
l
aves,
b
ut t
h
e
d
emons
f
owing in fom t
h
e A
b
yss
f
r outnum
b
er
t
h
em. Some of t
h
ese fen
d
s are
b
roug
h
t in
b
y comman
d
ers
in t
h
e
d
emon armies,
b
ut most simp
l
y wan
d
er in t
h
roug
h
t
h
e A
b
yssa
l
rifts t
h
at open wit
h
ever-increasing fequency
in t
h
e Wor
ld
woun
d
itse
l f
Demonic comman
d
ers recruit
a few of t
h
ese wan
d
erers,
b
ut most a
d
ept
l
y avoi
d
t
h
e
armies an
d
see
k
out t
h
eir own vi
l
e
f
rtunes. T
h
e nove
l
ty of
exp
l
oring t
h
e Materia
l
P
l
ane
k
eeps most of t
h
ese
d
emons
in t
h
e Woun
d
e
d
Lan
d
s,
f
r even suc
h
a corrupte
d
rea
l
m
is nectar to a
d
emon see
k
ing a non-A
b
yssa
l l
an
d
to wrea
k
ruin upon.
As one mig
h
t expect of suc
h
a rea
l
m, a great many
exceptiona
ll
y power
fl d
emonic comman
d
ers exist in
t
h
e Woun
d
e
d
Lan
d
s. Some of t
h
ese
d
emons serve as
genera
l
s in t
h
e various armies
d
evote
d
to Des
k
ari an
d
ot
h
er
d
emon
l
or
d
s
l
i
k
e Bap
h
omet, w
h
o
h
ave a
ll
ie
d
wit
h
t
h
e Lor
d
of t
h
e Locust Host-
l
egen
d
ary fen
d
s
l
i
k
e t
h
e
mara
l
it
h
Aponavicius or master tactician an
d
s
l
ayer of
azatas Be
l
sefere
k
. Ot
h
ers aren
'
t
d
irect
l
y associate
d
wit
h
t
h
e armies an
d f
nction as t
h
eir own mercenary
l
or
d
s
(
l
i
k
e t
h
e g
l
a
b
rezu sorcerer Yracan
d
ra), or simp
l
y see
k
to
carve out t
h
eir own
d
omains to ru
l
e as t
h
ey p
l
ease (suc
h
as t
h
e succu
b
us Ze
l
mis
d
ria). Des
k
ari
'
s armies sufer t
h
ese
opportunistic
d
emons in
l
arge part
b
ecause t
h
eir presence
p
l
ays into t
h
e
h
or
d
e
'
s overa
ll
goa
l
s. T
h
en t
h
ere are t
h
ose
w
h
o were not
d
emons
b
e
f
re,
b
ut w
h
o cast t
h
eir
h
umanity
asi
d
e a
f
er t
h
rowing in t
h
eir
l
ot wit
h
Des
k
ari an
d h
is
minions. Power
fl
c
l
erics of Des
k
ari ,
l
i
k
e t
h
e g
h
ost Isi
ld
a
or mem
b
ers of t
h
e B
l
ac
k
fre A
d
epts
l
i
k
e Xant
h
ir Vang,
h
ave or wi
ll
soon
b
ecome va
l
ua
bl
e an
d d
ea
dl
y a
dd
itions to
Des
k
ari
'
s
f
rces. Of Des
k
ari
'
s two most power
fl
agents in
t
h
e Wor
ld
woun
d
, Aree
l
u Vor
l
es
h
spen
d
s t
h
e majority of
h
er
time in t
h
e
l
ow
l
an
d
s, w
h
i
l
e t
h
e
b
a
l
or
l
or
d
K
h
orramza
d
e
h
essentia
ll
y ru
l
es t
h
e Woun
d
e
d
Lan
d
.
Khorramzadeh the Storm King: A staggering
l
y power
fl
b
a
l
or
l
or
d
equa
l
in mig
h
t to t
h
e greatest of t
h
e nascent
d
emon
l
or
d
s, K
h
orramza
d
e
h
serves as t
h
e
l
ea
d
er of
Des
k
ari
'
s armies in t
h
e Wor
ld
woun
d
. Known as t
h
e
Storm King
f
r
h
is a
b
i
l
ity to wreat
h h
imse
l
f in coi
l
s of
l
ig
h
tning capa
bl
e of
bl
asting an
d b
urning even creatures
norma
ll
y immune to e
l
ectricity (suc
h
as ot
h
er
d
emons),
K
h
orramza
d
e
h
spen
d
s t
h
e
b
u
lk
of
h
is time in Iz
'
s
remaining ruins,
d
irecting t
h
e actions of
h
is numerous
genera
l
s fom a
f
r. Nonet
h
e
l
ess, t
h
e Storm King is a
l
ways
wi
ll
ing to te
l
eport to particu
l
ar sites an
d
events t
h
at
require
h
is attentions. His p
l
ans
f
r t
h
e
d
estruction of
t
h
e wardstones
b
o
l
stering t
h
e Men
d
evian, Numerian, an
d
Usta
l
avic
b
or
d
ers are nearing fuition, an
d h
e
h
as set asi
d
e a
specia
l
p
l
ace on t
h
e wa
ll
a
b
ove
h
is t
h
rone in Iz to mount
t
h
e
h
ea
d
of
h
is greatest enemy among t
h
e crusa
d
ers-t
h
e
ancient si
l
ver
d
ragon of Kena
b
res, Teren
d
e
l
ev.
Gazetteer
T
h
e Rasping Rifts, Des
k
ari
'
s A
b
yssa
l
rea
l
m, strong
l
y
inf
l
uence t
h
e Woun
d
e
d
Lan
d
s. Very
l
itt
l
e of t
h
e natura
l
wor
ld
remains in t
h
is torture
d
region.
Blackearth Cairn: Once t
h
e tom
b
of one of Sar
k
oris
'
s
greatest ru
l
ing c
l
ans, B
l
ac
k
eart
h
Cairn is now un
d
er t
h
e
contro
l
of t
h
e seraptis
d
emon Jaa
l
i
k
a, as are t
h
e spirits
of t
h
e c
l
an mem
b
ers interre
d
wit
h
in. See page 30
f
r
more
d
etai
l
s of t
h
is tragic
l
ocation.
Drezen: Using a sty
l
e reminiscent of t
h
eir ancient
S
k
y Cita
d
e
l
s, a sma
ll
army of
d
warven crusa
d
ers
constructe
d
t
h
e war-
h
ar
d
ene
d
city of Drezen an
d
its
massive cita
d
e
l
, esta
bl
is
h
ing a
l
asting
f
ot
h
o
ld d
uring
t
h
e First Crusa
d
e. As a resu
l
t , numerous
b
arrac
k
s,
b
att
l
ements, an
d
store
h
ouses stan
d
c
h
ise
l
e
d
into t
h
e
h
i
ll
s-enoug
h
to garrison an entire
l
egion of crusa
d
ers.
Un
f
rtunate
l
y, even Drezen
'
s potent
d
efenses cou
ld
not
wit
h
stan
d
t
h
e secon
d
wave of
d
emons t
h
at emerge
d
fom t
h
e Wor
ld
woun
d b
etween t
h
e First an
d
Secon
d
Crusa
d
es, an
d
t
h
e cita
d
e
l
an
d
city a
l
i
k
e fe
ll
to Des
k
ari
'
s
f
rces in 4638 AR. Now, cu
l
tists
d
evote
d
to Des
k
ari an
d
Bap
h
omet contro
l
t
h
e outer ruins, as we
ll
as t
h
e city
'
s
f
rmi
d
a
bl
e strong
h
o
ld
-t
h
eir fres
l
ig
h
ting t
h
e city
'
s
b
att
l
ements, spawning groun
d
s, an
d
t
h
e mountain
pass w
h
ere va
l
ua
bl
e prisoners are ta
k
en
d
eeper into
t
h
e Wor
ld
woun
d
. T
h
e near
b
y caves serve as
h
omes
f
r gargoy
l
es,
h
arpies, an
d h
a
l
a
d
emons, a
ll
of w
h
om
d
e
l
ig
h
t in
h
arassing t
h
e many s
l
aves an
d
prisoners w
h
o
ma
k
e up at
l
east
h
a
l
f t
h
e city
'
s popu
l
ation. So
ld
iers an
d
mercenaries ma
k
e up t
h
e rest of Drezen
'
s in
h
a
b
itants;
t
h
ey fequent
l
y patro
l
t
h
e streets an
d
eastern
approac
h
es
b
e
f
re reporting
b
ac
k
to t
h
e cu
l
t
l
ea
d
ers
an
d
t
h
eir
d
emonic masters. T
h
e city itse
l
f is ru
l
e
d b
y
Aponavicius, a merci
l
ess mari
l
it
h
comman
d
er of severa
l
l
egions of
d
emonic armies. Aponavicius is quite prou
d
of
h
er prize,
f
r its capture near
l
y 75 years ago mar
k
e
d
t
h
e point at w
h
ic
h
t
h
e crusa
d
ers rea
l
ize
d
t
h
ey
h
a
d
fna
ll
y
l
ost Sar
k
oris.
Hanging Tower: Two power
fl d
emons contest
owners
h
ip of t
h
is a
l
ien tower, w
h
ic
h
f
l
oats in t
h
e air
in t
h
e nort
h
western corner of t
h
e Woun
d
e
d
Lan
d
s. ( See
page 32
f
r more
d
etai
l
s on t
h
is site.)
Iz: Iz was t
h
e on
l
y Sar
k
orian city t
h
at tru
l
y rose
to t
h
e
l
eve
l
of a metropo
l
is in size, yet it
h
as a
l
ways
b
een un
d
erpopu
l
ate
d
, wit
h
many of its massive
l
o
d
ges an
d
towering
b
ui
ld
ings serving as
h
omes
f
r
wea
l
t
h
y in
d
ivi
d
ua
l
s an
d f
ture c
l
an
l
ieges. To
d
ay, t
h
e
Wor
ld
woun
d h
as swa
ll
owe
d
muc
h
of t
h
e city, wit
h
new
b
ui
ld
ings an
d
even neig
hb
or
h
oo
d
s crum
bl
ing away eac
h
year. On
l
y a t
h
ir
d
of t
h
e origina
l
city remains; it is sti
ll
popu
l
ate
d b
y t
h
e ru
l
ing c
l
ass, on
l
y t
h
e no
bl
es resi
d
ing
h
ere now are power
fl d
emons an
d
comman
d
ers of
Des
k
ari
'
s armies. Even t
h
e
h
umanoi
d
cu
l
tists w
h
o
d
we
ll
in ot
h
er parts of t
h
e Wor
ld
woun
d
avoi
d
Iz-t
h
ey may
visit ,
b
ut t
h
e
l
onger even a
d
evout wors
h
iper of Des
k
ari
remains in Iz, t
h
e
b
etter
h
is c
h
ances of joining t
h
e
en
dl
ess
l
ine of sacrifces s
h
ippe
d
in
d
ai
l
y fom Un
d
arin
an
d
e
l
sew
h
ere.
T
h
e Aurora River, w
h
ic
h
once f
l
owe
d
t
h
roug
h
t
h
e
city, is now a
d
ry
b
e
d
in
f
ste
d
wit
h d
emonic vermin.
On
l
y t
h
ree of t
h
e city
'
s origina
l
Five Great Gates remain,
a
l
ong wit
h
a section of t
h
e city once
k
nown as t
h
e T
h
rone
District. Here, K
h
orramza
d
e
h
t
h
e Storm King ru
l
es
f
om t
h
e Circ
l
e at t
h
e Center of t
h
e Wor
ld
, w
h
ere t
h
e
Crysta
l
Cita
d
e
l
of Sar
k
oris
h
as
b
een re
f
s
h
ione
d
in
h
is
own A
b
yssa
l
image, t
h
e g
l
ass me
l
te
d
an
d
res
h
ape
d
into
grotesque spires an
d
pi
ll
ars. Ot
h
er inf
l
uentia
l
fgures
maintain
h
omes
h
ere as we
ll
, great manors t
h
at a
ll
types
of monstrous
d
angers,
d
emonic or ot
h
erwise, in
h
a
b
it
w
h
en t
h
e
h
omes
'
owners are not present .
W
h
i
l
e t
h
e majority of lz
'
s
b
ui
ld
ings
h
ave eit
h
er
b
een
d
estroye
d
or
l
oote
d b
y
d
emons, some we
ll
-
h
i
dd
en an
d
we
ll
-protecte
d
vau
l
ts an
d
strong
h
o
ld
s exist sti
ll
in t
h
e
city, an
d
t
h
e canny a
d
venturer can
l
oo
k
to t
h
ese
f
r
b
ot
h
s
h
e
l
ter an
d
supp
l
ies-if t
h
e remaining war
d
s
d
on
'
t
k
i
ll
t
h
em frst
!
Lake Ipona: On
l
y t
h
roug
h
c
h
ance
h
as La
k
e Ipona
remaine
d
a
l
a
k
e; t
h
e arms of t
h
e Wor
ld
woun
d
stretc
h
out aroun
d
it
b
ut never quite struc
k
t
h
e region to
d
rain
away t
h
e waters. Of course, t
h
e
l
a
k
e
h
as not tec
h
nica
ll
y
"
survive
d
"
t
h
e
l
an
d
'
s corruption,
f
r its waters are now
h
ope
l
ess
l
y tainte
d
-
f
u
l
an
d
poisonous f
l
ui
d
s serving
as
h
ome to
h
ezrous, omoxes, an
d
worse. T
h
e
l
a
k
e
'
s e
d
ges
surge an
d
s
l
op wit
h
a strange, a
l
most sentient eagerness,
as if t
h
e entire t
h
ing were some
h
ow a
l
ive an
d
trying
to
l
earn to craw
l
an
d h
unt . T
h
e creatures t
h
at
d
we
ll
wit
h
in t
h
e
"
waters
"
of La
k
e Ipona are
b
est
d
escri
b
e
d
as
parasites, s
l
ipping t
h
roug
h
t
h
e
f
u
l l
iqui
d
an
d d
rawing
sustenance fom it w
h
en t
h
ere
'
s not
l
iving f
l
es
h
an
d
warm
bl
oo
d
to consume instea
d
.
Pulura's Fall: One of t
h
e on
l
y parts of t
h
e Woun
d
e
d
Lan
d
not entire
l
y un
d
er
d
emonic contro
l
, t
h
e temp
l
e
k
nown as Pu
l
ura
'
s Fa
ll h
as
b
een
b
esiege
d b
y Des
k
ari
'
s
army
f
r over a
h
un
d
re
d
years
b
ut
h
as yet to
fll
. More
d
etai
l
s on t
h
is
b
astion of
h
ope can
b
e
f
un
d
on page 34.
Threshold: T
h
is tower-prison previous
l
y stoo
d
at t
h
e
h
ig
h
est point of t
h
e Hig
h
Cairns. Here, t
h
e Sar
k
orians
k
ept t
h
eir greatest arcane spe
ll
casters un
d
er
l
oc
k
an
d
k
ey, watc
h
e
d
c
l
ose
l
y
b
y t
h
e nation
'
s re
l
igious
l
ea
d
ers,
w
h
o ensure
d
t
h
e spe
ll
casters
'
magic
d
i
d
not
"
corrupt
"
t
h
e
d
ivine magic t
h
at was t
h
e
l
aw of t
h
e
l
an
d
. Ironica
ll
y,
t
h
e magic t
h
at eventua
ll
y a
ll
owe
d
t
h
e Wor
ld
woun
d
to
open an
d
corrupt Sar
k
oris in ways its
l
ea
d
ers cou
ld
never
h
ave imagine
d b
egan in T
h
res
h
o
ld
, as t
h
e resu
l
t
of an escape attempt
b
y t
h
ree prisoners. Now t
h
e tower­
prison stan
d
s at groun
d
zero of t
h
e Wor
ld
woun
d
'
s
h
eart,
wit
h
one metap
h
orica
l f
ot in t
h
e Materia
l
P
l
ane an
d
one in t
h
e A
b
yss.
Winged Wood: T
h
e Winge
d
Woo
d
remains most
l
y
intact to
d
ay, yet t
h
is
d
oes not mean t
h
e
f
rest is a p
l
ace
of sane an
d
serene nature. T
h
e succu
b
us Ze
l
mis
d
ria
conquere
d
t
h
e Winge
d
Woo
d
an
d
t
h
e power
fl
green
d
ragon, Azrivauxus, w
h
o resi
d
e
d
in it . See t
h
e entry on
Ze
l
mis
d
ria
'
s Bou
d
oir on page 39
f
r more
d
etai
l
s.
Yathscar: T
h
e site of an organic,
l
iving
d
emon tower
ca
ll
e
d
Yat
h
, w
h
ic
h
an a
d
venturing group recent
l
y
d
estroye
d
, t
h
is stretc
h
of
d
isease
d l
an
d l
oo
k
s more
l
i
k
e
t
h
e
b
o
d
y of a vast un
d
ea
d b
east t
h
an a
l
an
d
scape. See
page 38
f
r more
d
etai
l
s on t
h
is nauseating
l
ocation an
d
its
d
angerous g
h
ost
l
y mistress.
Day _.The shy ro11s w1th v1olet clouds today. 1 welcome them, 1f only
because they h1de the sky's s1cRly color. 1 pray the clouds pers1st
1nto the n1ght-at least they prov1de a sane reason for the lack of
stars and moon above. Th1s morn1ng saw a ra1n of rott1ng 1nsects,
and as 1 wr1te, the ground a hundred paces to what 1 assume 1s
the east heaves 11he a 11v1ng th1ng 1n the contract1ons of labor. The
guards watch tensely, wonder1ng what 1t w111 b1rth. Only two more
days before th1s week-long patrol 1s over and 1 return to the san1ty
of home. lt cannot come soon enough.
-J ournal of an unknown crusader
recovered from the ru1ns of Ra11scrad
T
h
e t
h
innest of t
h
rea
d
s anc
h
or t
h
e Wor
ld
woun
d
to rea
l
ity.
Near t
h
e Wor
ld
woun
d
'
s
d
eepest rents, t
h
ose t
h
rea
d
s
h
ave
l
ong ago
b
een severe
d
or
b
urne
d
away, a
ll
owing t
h
e
A
b
yss to seep in an
d
ta
k
e root. T
h
is A
b
yssa
l
connection
trans
f
rme
d
w
h
at was once Sar
k
oris into a nig
h
tmare
rea
l
m, an
d
a
l
tere
d
its very s
k
y, turning it ot
h
erwor
ldl
y
s
h
a
d
es:
l
ea
d
en gray, sic
kl
y green,
b
ruise
d
purp
l
e, insane
l
y
warpe
d
ye
ll
ow, or most often an ominous re
d
wit
h
voi
d
­
bl
ac
k
c
l
ou
d
s. T
h
e
l
an
d
s now trem
bl
e wit
h
fequent, su
dd
en
eart
h
qua
k
es an
d
roc
k
s
l
i
d
es, many of w
h
ic
h
sun
d
er t
h
e
eart
h
, tear open A
b
yssa
l
ri
f
s, an
d
un
l
eas
h
unspea
k
a
bl
e
h
orrors fom
b
eyon
d
. But in t
h
e Wor
ld
woun
d
, more
t
h
an
d
emons an
d
monsters
b
ring
d
eat
h
to t
h
e wary or
o
bl
ivious-t
h
e environment is just as
l
et
h
a
l
.
Poisonous geysers erupt fom massive, pustu
l
ant moun
d
s,
spewing out sic
kl
y, ye
ll
ow-w
h
ite gouts of infectious ic
h
or
or pi
l
es of wrigg
l
ing
l
arvae. Noxious gases an
d
s
l
imy,
aci
d
ic rain ooze fom t
h
e s
k
y, ranging in toxicity fom
uncom
f
rta
bl
e to incapacitating to
f
ta
l
to t
h
e unprotecte
d
trave
l
er. A
b
yssa
l
storms c
h
urn in
f
erce vortexes of
d
emonic
win
d
, scouring
f
es
h
fom
b
ones.
A
d
venturing wit
h
in t
h
e Wor
ld
woun
d
is exceptiona
ll
y
d
angerous. Most GMs wi
ll
pro
b
a
bl
y want to avoi
d
running
l
ow-
l
eve
l
a
d
ventures in t
h
e Wor
ld
woun
d
,
b
ecause a
ll
owing
l
ow-
l
eve
l
PCs to prosper an
d
succee
d
in t
h
is region (wit
h
out
remar
k
a
bl
e circumstances or ai
d
) un
d
ermines its
d
anger
an
d
menace. It mig
h
t
b
e
b
etter to start a Wor
ld
woun
d
­
b
ase
d
campaign wit
h
t
h
e PCs sti
ll
in one of t
h
e
b
or
d
ering
nations, per
h
aps
d
ea
l
ing wit
h d
emon incursions or t
h
e
efects of
d
emonic p
l
ots on neig
hb
oring rea
l
ms. Once
t
h
e PCs transition into mi
d
-
l
eve
l
(a
b
out 5t
h l
eve
l
), t
h
ey
'
re
pro
b
a
bl
y rea
d
y
f
r a
d
venture p
l
ots t
h
at sen
d
t
h
em
d
eeper
an
d d
eeper into t
h
e Wor
ld
woun
d
. T
h
e most
d
angerous
regions wit
h
in t
h
e Wor
ld
woun
d
ma
k
e even t
h
e mig
h
tiest
of
h
eroes quai
l
. T
h
ese rea
l
ms wor
k
particu
l
ar
l
y we
ll f
r
h
ig
h
-
l
eve
l
myt
h
ic
h
eroes,
f
r t
h
e
f
es t
h
ey
'
ll f
ce
h
ere cou
ld
inc
l
u
d
e some of t
h
e A
b
yss
'
s most
d
angerous
d
emons.
SURVIVING IN THE
lORLDUOUND
T
h
e Wor
ld
woun
d
'
s environment is a constant source of
d
anger. Most sources of
f
o
d
an
d
water are poisone
d
,
d
isease
d
, infeste
d
wit
h
parasites, or so tainte
d
wit
h
A
b
yssa
l
corruption t
h
ey
'
re comp
l
ete
l
y unpa
l
ata
bl
e. T
h
ere
f
re, even
acquiring sustenance presents a pro
bl
em. Navigation a
l
so
proves
d
i
f
cu
l
t, as t
h
e s
k
ies are tota
ll
y unsta
bl
e. T
h
oug
h
certain
l
an
d
scape features can serve as
l
an
d
mar
k
s (w
h
en
t
h
ey
'
re visi
bl
e), exp
l
oring
d
eep c
h
asms or trave
l
ing t
h
roug
h
one of t
h
e region
'
s t
h
ic
k f
gs can
b
e quite treac
h
erous. Nig
h
t
fll
s an
h
our ear
l
ier t
h
an it s
h
ou
ld h
ere, an
d d
awn
b
rea
k
s an
h
our
l
ate.
Smart crusa
d
ers an
d
exp
l
orers
b
ring t
h
eir own
f
o
d
an
d
water w
h
en trave
ll
ing in t
h
e Wor
ld
woun
d
-an
d
wise ones
¼caIDc¡ 1n IDc¼O¡ÍOWOunO
Weat her patterns in the Wor l dwound a re affected by t he
chaos of t he Abyss as wel l . Survi val checks made to predi ct
weat her i n t he Worl dwound t ake a -20 penal ty, and attempts
to i nf l uence the weat her vi a control weather req u i re a
successful DC 30 caster l evel check to succeed. If you wi sh to
rol l random weat her for a part i cul ar day, use the fol l owi ng
ta bl e i n pl ace of t he one on page 439 of t he Core Rulebook.
dO
0 1 -30
3 1 -5 0
5 1 -60
61 -70
71 -80
8 1 -90
9 1 -95
Resul t
Nor mal wea t her f or t he regi on (see regi on a l
s t a t bl oc k s i n Cha pt er One)
Nor mal prec i pi t at i on f or t he regi on (see
regi on a l st at bl ocks)
Wi ndst or m (01 -60) or t hu nderst or m (61 -1 00;
ro l l ra ndoml y to det er mi n e t he energy t ype
u n l eas hed by l i ght ni ng st r i kes [aci d, col d,
el ect r i ci t y, f i re, or s oni c] )
Heat wave (o r co l d s na p i n F ros t mi re)
Ashst orm1 (or bl i zza rd in Frost mi re)
S u per nat ur al prec i pi t at i on (eq u i va l ent to
h a i l , but the prec i pi t at i on i s composed of
t eet h, moa n i n g i n sect s, bi t s of j agged cryst al ,
a r rowheads, frozen eyebal l s, or s omet h i n g
equ a l l y f r i ghte n i ng)
Wi ndst or m and t hu nderst or m pl us t or nadoes
(1 0 of t or nadoes caus e 1 d3 Abyss al r i f t s as
t hey pass)
96-98 H u rr i ca ne wi t h i s ol ated occu rrences of storm
of vengeance
99-1 0 0 Abyss al st or m2
1 Treat as a duststorm, pl us al l exposed to t he ashstorm
take 1 poi nt of fi re damage per round i n addi t i on to the
other effects common to duststorms.
2 Abyssal storm: Treat as an ashstorm combi ned wi t h a
t hunderstorm. I nstead of l i ght ni ng stri kes, the storm
creates Abyssal ri fts.
overestimate t
h
eir nee
d
s. T
h
e
b
ase DC to get a
l
ong in t
h
e
wi
ld
in t
h
e Wor
ld
woun
d
varies accor
d
ing to region (see t
h
e
regiona
l
stat
bl
oc
k
s in t
h
e previous c
h
apter). Locating
f
o
d
an
d
water is on
l
y part of t
h
e issue. Anyone w
h
o
d
rin
k
s water
or eats
f
o
d h
arveste
d
fom somew
h
ere in t
h
e Wor
ld
woun
d
ris
k
s exposure to parasites or
d
isease-in
d
ivi
d
ua
l
s w
h
o
consume
f
o
d
or water fom t
h
e
l
an
d
must ro
ll
a percentage
c
h
ec
k f
r exposure once per
d
ay. T
h
e c
h
ance of exposure
varies
b
y region (see t
h
e appropriate regiona
l
stat
bl
oc
k
).
Puri food and drink
h
as no efect on
f
o
d
or water
h
arveste
d
fom t
h
e wi
ld
of t
h
e Wor
ld
woun
d
,
b
ut it
d
oes
d
econtaminate
importe
d
provisions t
h
at
l
ater
b
ecame contaminate
d
. If
someone
b
ecomes af
f
icte
d
, ro
ll
on t
h
e
fll
owing ta
bl
e to see
w
h
at sort of parasite or
d
isease in
f
cts
h
er.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
dO Food Affl i cti on Water Affl i cti on
0 1 -40 Demon pl a gu e Demon pl a gu e
41 -60 Psychos i s
G
M
G
Bowel wor ms
61 -90 Random mi nor s pel l b l i g ht"M Bl i n d i n g si ckness
9 1 -95 Random maj or s pel l b l i g ht"M Demon fever
96-1 00 Rol l a wat er af f l i c t i on Rol l a f ood af f l i c t i on
Worl dwound Hazards
In a
dd
ition to t
h
e increase
d d
ifcu
l
ty of fn
d
ing sa
f f
o
d
an
d
water, ot
h
er supernatura
l
events, suc
h
as t
h
ose
l
iste
d
b
e
l
ow, are fig
h
tening
l
y common in t
h
e Wor
ld
woun
d
.
Abyssal Geysers (CR z+): T
h
e raw A
b
yssa
l
energy
t
h
rumming t
h
roug
h
out t
h
e Wor
ld
woun
d
seeps up t
h
roug
h
t
h
e groun
d
,
f
rming miss
h
apen, puc
k
ere
d
moun
d
s of eart
h
measuring fom 6 inc
h
es to severa
l f
et across. At ran
d
om
interva
l
s t
h
ese moun
d
s exp
l
o
d
e, venting geysers of energy
into t
h
e air. T
h
ese moun
d
s a
l
so exp
l
o
d
e if t
h
ey
'
re
d
istur
b
e
d
¸steppe
d
upon, pro
dd
e
d
,
d
amage
d
wit
h
a spe
ll
, an
d
so
f
rt
h
,.
A success
fl
DC 15 Acro
b
atics c
h
ec
k
is require
d
to move
t
h
roug
h
a square in
f
ste
d
wit
h d
ormant A
b
yssa
l
geysers
wit
h
out setting one of
f
Once a geyser erupts, it exp
l
o
d
es in a 30-
f
ot-ra
d
ius
b
urst,
d
ea
l
ing 4
d
6 points of energy
d
amage to a
ll
creatures in t
h
at area ¸Re
f
ex DC 15
f
r
h
a
l
(. Determine
t
h
e
d
amage
'
s energy type ¸aci
d
, co
ld
, e
l
ectricity, fre, or
sonic,ran
d
om
l
y. A success
fl
DC zo Perception c
h
ec
k
ena
bl
es a c
h
aracter to notice an A
b
yssa
l
geyser
'
s
d
angers
b
e
f
re triggering it acci
d
enta
ll
y. Once a geyser
is triggere
d
, it genera
ll
y won
'
t trigger again,
b
ut some can quic
kl
y re
b
ui
ld
t
h
eir potentia
l
an
d
erupt mu
l
tip
l
e times. Some geysers are
more power
fl
. Eac
h
z
d
6 points of
d
amage
a
dd
e
d
to a geyser
'
s
d
amage increases its
b
urst ra
d
ius
b
y 5
f
et, its Re
f
ex save DC
b
y 1, an
d
its CR
b
y 1, to
a maximum of zo
d
6 points of energy
d
amage
¸Re
f
ex DC 23
f
r
h
a
l
(in a 60-
f
ot ra
d
ius ¸a
CR 10 A
b
yssa
l
geyser,.
Ab yssal Rift (CR 10): Permanent
A
b
yssa
l
porta
l
s can
b
e
f
un
d
scattere
d
t
h
roug
h
out t
h
e Wor
ld
woun
d
, an
d
temporary ones-ca
ll
e
d
A
b
yssa
l
rifts-
h
ave
b
een
k
nown to open as we
ll
. A
b
yssa
l
ri
f
s
f
nction
as t
h
e Eate spe
ll
¸CL 20t
h
,use
d f
r p
l
anar trave
l
, an
d
are
genera
ll
y a
b
out 5 feet in
d
iameter
b
ut can
b
e sma
ll
er or
l
arger. For l
d
6 minutes
b
e
f
re a rift opens, t
h
e air an
d
groun
d
t
h
rum an
d
vi
b
rate wit
h
magica
l
energies-a
success
fl
DC 29 Know
l
e
d
ge ¸arcana or p
l
anes, c
h
ec
k
,
a
ll
ows a c
h
aracter to correct
l
y
d
e
d
uce t
h
at a rift is a
b
out
to open. Once a rift opens, it remains open
f
r 3
d
6 roun
d
s
b
e
f
re c
l
osing. Sometimes a rift
'
s orientation can cause
l
an
d
si
d
es, create w
h
ir
l
poo
l
s, or even create a pit-
l
i
k
e
o
b
stac
l
e. It cou
ld
a
l
so a
ll
ow
d
angerous A
b
yssa
l d
enizens
to stum
bl
e t
h
roug
h
an
d b
ecome trappe
d
wit
h
in t
h
e
Materia
l
P
l
ane. A rift cou
ld
even open insi
d
e an A
b
yssa
l
sea ¸creating a su
dd
en f
l
oo
d
,, wit
h
in t
h
e
h
eart of an
A
b
yssa
l
vo
l
cano ¸creating an unexpecte
d
surge of
l
ava,, or
worse. Casting dimensional anchor, dimensional lock, dispel
chaos, or dispel evil on a rift
'
s
l
ocation can premature
l
y
c
l
ose it.
Hazardous Fl ora and Fauna
T
h
e primary pre
d
ators in t
h
e Wor
ld
woun
d
to
d
ay are
d
emons; extrap
l
anar creatures
l
i
k
e
b
e
b
i
l
it
h
s,
d
wierget
h
s,
riftcreepers, an
d
urannags; an
d
monsters power
fl
enoug
h
to
h
o
ld
t
h
eir own against suc
h d
angerous
intru
d
ers, suc
h
as manticores,
b
u
l
ettes, an
d
wyverns.
Anima
l
s an
d
ot
h
er wi
ld
creatures
b
e
l
ow CR 5, suc
h
as
wo
l
ves an
d b
ears, once in
h
a
b
ite
d
t
h
e region in great
num
b
ers,
b
ut to
d
ay on
l
y t
h
e most power
fl
species
¸inc
l
u
d
ing many variants of mega
f
una, can
survive
f
r
l
ong. T
h
ose t
h
at
fll
often
b
ecome
p
l
ague
d b
easts ¸see page 56
f
r t
h
is un
d
ea
d
temp
l
ate, or are ot
h
erwise corrupte
d b
y t
h
e
A
b
yssa
l
energies. T
h
e numerous
d
emonic vermin
¸see page 52
f
r t
h
is temp
l
ate,t
h
at infest t
h
e
Wor
ld
woun
d
are a prime examp
l
e of t
h
is
f
rm
of corrupte
d l
ife.
T
h
e Wor
ld
woun
d
'
s remaining f
l
ora an
d
f
una
h
ave
b
een trans
f
rme
d
. Now corrupt
an
d d
angerous, t
h
ings
l
i
k
e
b
owe
l
worms
an
d l
eec
h
wee
d
are among t
h
e numerous
t
h
reats an
d h
azar
d
s to t
h
ose exp
l
oring
t
h
is
l
an
d
.
Bowel Worms (CR 6 hazard):
T
h
ese
h
orrifc parasites
l
ive an
d b
ree
d
tainte
d
water, an
d
can infest any creature
t
h
at
d
rin
k
s fom t
h
e Wor
ld
woun
d
'
s
l
a
k
es, rivers,
an
d
poo
l
s. W
h
en t
h
ese microscopic parasites
enter a
h
umanoi
d
creature
'
s intestina
l
tract ,
t
h
ey ta
k
e on an un
h
o
l
y
l
ife. Wit
h
in 2
d
4
h
ours
a
f
er ingesting
b
owe
l
worms, t
h
e victim
must attempt a DC 15 Fortitu
d
e save. Success
in
d
icates t
h
e victim
h
arm
l
ess
l
y
d
igeste
d
t
h
e
b
owe
l
worms,
b
ut
f
i
l
ure causes t
h
e victim
to su
dd
en
l
y cramp up, sufering
h
orrifc intestina
l
pain
t
h
at causes
h
im to
b
ecome staggere
d
. T
h
e victim a
l
so
ta
k
es l
d
4 points of Constitution
d
amage eac
h
roun
d
unti
l
h
e
'
s ta
k
en a tota
l
of 4 points of Constitution
d
amage. A
fll
-grown
b
owe
l
worm t
h
en
b
urrows fom
h
is
b
e
ll
y
an
d
craw
l
s out onto t
h
e groun
d
-a pa
ll
i
d
, arm-
l
engt
h
,
maggot-
l
i
k
e, eye
l
ess worm wit
h
a nasty co
ll
ection of
toot
h
y mout
h
s on one en
d
. Once a
b
owe
l
worm escapes,
it is
h
e
l
p
l
ess an
d
can
'
t move. Dea
l
ing it any amount of
d
amage, suc
h
as
b
y stomping upon it ,
k
i
ll
s it . As it
d
ies,
it emits a
h
ig
h
-pitc
h
e
d
s
h
rie
k l
i
k
e t
h
at of an in
f
nt in
morta
l
pain.
After t
h
e victim passes t
h
e
b
owe
l
worm,
h
e ta
k
es 1 point
of
bl
ee
d d
amage,
b
ut is no
l
onger staggere
d
, an
d
ta
k
es no
f
rt
h
er Constitution
d
amage . . . at
l
east
f
r anot
h
er 2
d
4
h
ours, w
h
ereupon t
h
e victim must attempt anot
h
er DC
1 5 Fortitu
d
e save to prevent anot
h
er
b
owe
l
worm fom
maturing an
d b
urrowing fee. T
h
ese saves continue unti
l
t
h
e victim succee
d
s at a saving t
h
row ¸at w
h
ic
h
point t
h
e
in
f
station is over,, or unti
l
t
h
e victim
d
ies.
T
h
e
f
ct t
h
at t
h
ese
h
orrifc parasites mature on
l
y
wit
h
in
h
umanoi
d h
osts, an
d
t
h
at t
h
ey seem to serve no
rea
l
purpose once
b
orn except to
d
ie,
h
as
l
ong vexe
d
sages.
In trut
h
, t
h
ese wretc
h
e
d
worms are a true manifestation
of t
h
e A
b
yss-
l
i
f
t
h
at exists on
l
y to cause misery an
d
pain. Bowe
l
worms are an infestation-remove disease
or any ot
h
er efect t
h
at cures
d
iseases removes t
h
em,
b
ut immunity to
d
isease ofers no protection, as t
h
e
a
f
iction itse
l
f is cause
d b
y t
h
ese
h
orri
bl
e parasites.
Corrupted Creatures: Very few natura
l
creatures exist
in t
h
e Wor
ld
woun
d
-most of t
h
ose encountere
d
in t
h
e
region
h
ave
bl
un
d
ere
d
into t
h
e rea
l
m acci
d
enta
ll
y an
d
wi
ll
soon
b
e
d
ea
d
of
d
isease, parasitism, or pre
d
ation. On
t
h
e ot
h
er
h
an
d
, some
d
o persist an
d
survive,
b
ut after a
certain amount of time even t
h
ese
l
uc
k
y survivors
fll
,
b
ecoming fen
d
is
h
creatures t
h
at now exist so
l
e
l
y to see
k
out inva
d
ers an
d
s
l
aug
h
ter t
h
em. Monstrous vermin in
particu
l
ar un
d
ergo a stranger trans
f
rmation,
b
ecoming
d
emonic vermin ¸see page 52,.
Leechweed (CR 3 hazard): T
h
ese p
l
ants c
l
uster t
h
ic
kl
y
in t
h
e mu
dd
y mars
h
es of t
h
e western Wor
ld
woun
d
,
typica
ll
y growing in a 5-
f
ot-square patc
h
. A sing
l
e p
l
ant
is s
l
ig
h
t
l
y sma
ll
er t
h
an a
h
uman
h
an
d
, an
d
consists of
a mass of
d
ar
k
green
l
eaves fom w
h
ic
h
a sing
l
e fee
d
ing
sta
lk
exten
d
s. T
h
e tip of t
h
is sta
lk
contains a sma
ll
,
l
ancet-
l
i
k
e protrusion t
h
at can pierce f
l
es
h
wit
h
ease.
Spotting a patc
h
of
l
eec
h
wee
d b
e
f
re
bl
un
d
ering into it
requires a DC 17 Know
l
e
d
ge ¸nature,or DC 22 Perception
c
h
ec
k
. A
l
iving creature t
h
at comes into contact wit
h
a
patc
h
of
l
eec
h
wee
d
swi
fl
y
l
earns t
h
e source of t
h
e p
l
ant
'
s
name, as
d
ozens of fee
d
ing sta
lk
s su
dd
en
l
y sta
b
an
d
s
l
as
h
at any
b
its of expose
d
f
l
es
h
. As soon as a creature
is in contact wit
h l
eec
h
wee
d
, t
h
e p
l
ant attempts an attac
k
against it wit
h
a +9
b
onus. T
h
e attac
k
s continue at t
h
e en
d
of eac
h
of t
h
e creature
'
s turns if it
d
oesn
'
t move away fom
t
h
e p
l
ant . On a
h
it, t
h
e p
l
ant
d
ea
l
s l
d
4 points of
d
amage
an
d
l
d
6 points of
bl
ee
d d
amage. Fire
k
i
ll
s
l
eec
h
wee
d
, as
d
oes
h
o
l
y
d
amage or any magica
l
efect t
h
at specifca
ll
y
h
arms p
l
ants ¸suc
h
as bl(ht).
Midnight Morel (CR 7 hazard): T
h
ese mus
h
rooms
typica
ll
y grow in 5-
f
ot-
d
iameter patc
h
es, eac
h
b
urgeoning wit
h d
ozens of pa
l
e sta
lk
s cappe
d b
y conica
l
,
h
oneycom
b
e
d
caps in
bl
ue or
bl
ac
k
t
h
at can reac
h h
eig
h
ts
of 8 inc
h
es. T
h
ese carnivorous
f
ngi
f
e
d
on sma
ll
insects an
d
ot
h
er creatures
b
y s
h
ooting tiny f
l
aments
LcmOnµÍa
j
uc
Of the af f l i ct i ons wrea ked upon Sa rkori s by the Worl dwound
a n d Deska r i 's host , t he demonpl a gu e i s per haps t he
mos t i ns i d i ous. Thi s vi l e si ckness spreads t hrough water,
affect i ng pl ant and ani mal l i fe al i ke. I n hi gher creat ures, t he
demonpl ague causes madness and then deat h, but i n ani mal s
and ot her uni ntel l i gent beasts, i t cont i nues beyond death,
a ni mat i ng t hem as u ndead horrors cal l ed pl ag ued beasts
(see page 56). The pl ague al so twi sts and corrupts pl ant l i fe­
most of t he hazardous pl a nts deta i l ed bel ow are t he resul ts
of nor mal pl ants becomi ng corrupted by t he demonpl ague.
An expl orer i n t he Worl dwound ca n be exposed to t he
demonpl ague i n a number of ways. Pl agued beast s ca rry
the si ckness, and contact wi t h a l i vi ng sufferer can resul t i n
i nfect i on. I n add i t i on, each day a person attempts a Survi val
check to l i ve off t he l and in t he Worl dwound, t here's a chance
he i s exposed to t he pl ag ue, as descri bed on page 28 and
varyi ng i n l i kel i hood by reg i on. A creat ure suffer i ng from
demonpl ague beg i ns to g row para noi d, and i s pr one t o
i ncreasi ngl y real i st i c hal l uci nat i ons. I t s body sl owl y decays
away, start i ng wi th t he l oss of f i ngernai l s, teeth, and hai r,
but adva nci ng to compl ete l i mb l oss or gapi ng wounds in t he
hours before deat h.
Beyond t he Worl dwound's borders, t he pl ague i s much
l ess vi r ul ent . Creatures gai n a +4 bonus on savi ng t hrows
agai nst demonpl ague out si de of t he Worl dwound, and those
suffer i ng from i t aren't contagi ous ( al t hough creat ures l i ke
pl agued beasts can sti l l i nfect vi cti ms wi t h i t).
DEMON PLAGUE
Type di sease, i nj u ry or i ngested; Save For t i t ude DC 1 8
Onset 1 day; Frequency 1 /day
Effect 1 d3 Con damage and 1 d6 Wi s damage, and vi ct i m
i s f at i gued i f i t t akes a ny abi l i ty damage f rom t he di sease;
certai n creatu res s l ai n by demonpl ague ri se as pl agued
beasts (see page 56); Cur e 3 consecut i ve saves
t
h
at snatc
h f
o
d
an
d
pu
ll
it into t
h
eir
h
o
ll
ow caps, w
h
ic
h
a
l
so serve as
d
igestion c
h
am
b
ers. T
h
oug
h
t
h
is attac
k
poses
l
itt
l
e t
h
reat to creatures
l
arger t
h
an wasps or f
l
ies,
a mi
d
nig
h
t more
l
'
s met
h
o
d
of repro
d
uction is anot
h
er
matter. W
h
enever a
l
iving creature of Sma
ll
or
l
arger
size comes wit
h
in 5 feet of a mi
d
nig
h
t more
l
, t
h
e
f
ngus
exu
d
es a c
l
ou
d
of invisi
bl
e spores,
f
rcing t
h
e creature
to attempt a DC 18 Fortitu
d
e save to resist
b
ecoming
in
f
ste
d
. A success
fl
DC 20 Know
l
e
d
ge ¸
d
ungeoneering,
c
h
ec
k
or DC 25 Perception c
h
ec
k
a
ll
ows a c
h
aracter to
notice t
h
e
d
angers presente
d b
y a mi
d
nig
h
t more
l b
e
f
re
coming wit
h
in its spore range. Direct sun
l
ig
h
t ren
d
ers
a mi
d
nig
h
t more
l d
ormant,
b
ut
d
oesn
'
t ot
h
erwise
h
arm
it ¸a
l
t
h
oug
h b
ot
h
sunbeam an
d
sunburst automatica
ll
y
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
d
estroy any mi
d
nig
h
t more
l
s in t
h
eir areas). Damage
fom
h
o
l
y sources (suc
h
as
h
o
l
y water or a
h
o
l
y weapon)
d
estroys mi
d
nig
h
t more
l
s, as
d
oes fre.
Once a creature is infeste
d
wit
h
a mi
d
nig
h
t more
l
'
s
spores, t
h
e spores remain
d
ormant
f
r l
d
6
h
ours.
Su
dd
en pangs of pain t
h
en sprea
d
t
h
roug
h
t
h
e target ,
causing it to
b
ecome sic
k
ene
d
an
d
imme
d
iate
l
y ta
k
e l
d
6
points of Constitution
d
amage. Every minute t
h
ereafter
f
r l
d
4 minutes, t
h
e victim must attempt a new DC 18
Fortitu
d
e save or ta
k
e anot
h
er l
d
6 points of Constitution
d
amage as its s
k
in grows increasing
l
y
bl
ac
k
, moist , an
d
h
oneycom
b
e
d
, not un
l
i
k
e t
h
e cap of a mi
d
nig
h
t more
l
.
Now an
d
t
h
en, f
l
aments f
l
ic
k
out fom t
h
e
h
oneycom
b
s
growing on t
h
e creature, trying to snatc
h
tiny insects an
d
ot
h
er snac
k
s.
A creature s
l
ain
b
y t
h
is Constitution
d
amage co
ll
apses
an
d
imme
d
iate
l
y trans
f
rms into a new patc
h
of
mi
d
nig
h
t more
l
s, creating one 5-
f
ot-
d
iameter patc
h f
r
eac
h
square of t
h
e creature
'
s previous space. If t
h
e victim
d
oesn
'
t
d
ie, it remains sic
k
ene
d
fom t
h
e pain an
d
its
f
l
es
h
remains
d
isco
l
ore
d
an
d h
oneycom
b
e
d f
r as
l
ong
as it continues to sufer t
h
e Constitution
d
amage. T
h
is
spore infestation is a poison efect , an
d
t
h
us can
'
t in
f
st
creatures t
h
at are immune to poison,
l
i
k
e
d
emons.
Neo-Larva Swarm {CR 7
)
: A c
h
aotic evi
l
sou
l
t
h
at
en
d
s up on t
h
e A
b
yss
b
ecomes a particu
l
ar
l
y
f
u
l
type
of petitioner
k
nown as a
l
arva. T
h
oug
h
t
h
e Wor
ld
woun
d
isn
'
t tec
h
nica
ll
y a part of t
h
e A
b
yss, it
'
s sufuse
d
wit
h
enoug
h
A
b
yssa
l
energies t
h
at a simi
l
ar process sometimes
occurs in t
h
e
d
irt an
d
eart
h
t
h
ere. Neo-
l
arvae are not true
petitioners,
b
ut
fl
se proxies-min
dl
ess
b
ut
d
angerous
to t
h
ose w
h
o stum
bl
e upon t
h
em. A sing
l
e neo-
l
arva
appears as a 3- to 6-inc
h
-
l
ong maggot wit
h
a
h
uman
h
ea
d
an
d
a mout
h
f
ll
e
d
wit
h
tiny, s
h
arp teet
h
.
Neo-
l
arva swarms are
b
irt
h
e
d
fom
h
eaving moun
d
s of
infection in t
h
e eart
h
itse
l f
T
h
ey mig
h
t gestate
f
r a wee
k
or more in t
h
ese pits, fee
d
ing voracious
l
y on t
h
e wea
k
est of
t
h
eir
b
roo
d b
e
f
re
b
oi
l
ing out of t
h
e groun
d
to see
k l
arger
prey. Burrowing t
h
roug
h
t
h
e groun
d
or s
l
it
h
ering over
it, t
h
ey move stea
d
i
l
y unti
l
t
h
ey fn
d
some unsuspecting
creature to craw
l
upon-an
d
into. T
h
eir statistics are as
a rot gru
b
swarm (Pathfinder RPG Bestiary 3 215) b
ut wit
h
a
b
urrow spee
d
of 10 feet an
d
immunity to fre.
Shax's Beard (CR 8 hazard): C
l
ose
l
y resem
bl
ing an
e
d
i
bl
e
f
rm of roc
k
moss t
h
roug
h
most of its
l
ife cyc
l
e, t
h
is
corrupte
d f
ngus grows amp
l
y in t
h
e most
b
arren regions
of t
h
e Wor
ld
woun
d
. Name
d f
r S
h
ax, t
h
e B
l
oo
d
Marquis
an
d d
emon
l
or
d
of mur
d
er, t
h
e spores of S
h
ax
'
s
b
ear
d
can
cause psyc
h
osis in t
h
e min
d
s of inte
ll
igent creatures. A
success
fl
DC 20 Know
l
e
d
ge (nature) or a DC 25 Perception
c
h
ec
k
is require
d f
r a c
h
aracter to notice t
h
e
d
anger S
h
ax
'
s
b
ear
d
presents
b
e
f
re coming wit
h
in its spore range. W
h
en
any inte
ll
igent
l
iving creature comes wit
h
in 5
f
et of a patc
h
of S
h
ax
'
s
b
ear
d
, it must attempt a DC 20 Wi
ll
save to resist
b
ecoming infeste
d
wit
h
t
h
e invisi
bl
e, scent
l
ess spores. Once
a creature is infeste
d
, it
d
eve
l
ops a psyc
h
osis remar
k
a
bl
y
quic
kl
y as t
h
e spores rewor
k
t
h
e victim
'
s persona
l
ity,
trans
f
rming it into a mur
d
erous
k
i
ll
er wit
h
a
k
een a
b
i
l
ity
to
h
i
d
e its sa
d
istic secret. Fu
ll
ru
l
es on psyc
h
osis appear on
page 251 of t
h
e Pafnder RPG GameMastery Guide.
ADVENTURE SITES
W
h
en t
h
e Wor
ld
woun
d
swa
ll
owe
d
up Sar
k
oris, t
h
e
d
oome
d
nation
'
s prou
d
c
l
an
h
o
ld
s fe
ll
into ruin, its
h
o
l
y
p
l
aces an
d
mono
l
it
h
s were
d
ef
l
e
d
, an
d
t
h
e tom
b
s of
its ancestors were gutte
d b
y fen
d
s. T
h
e
h
orrors
l
oose
d
upon t
h
e
l
an
d h
ave
b
een
h
e
ld
in c
h
ec
k b
y t
h
e unceasing
vigi
l
ance of t
h
ose w
h
o stan
d
watc
h
on t
h
e Wor
ld
woun
d
'
s
b
or
d
ers, ai
d
e
d b
y t
h
e presence of t
h
e wardstones.
Meanw
h
i
l
e, t
h
e wea
l
t
h
of a nation remains
b
e
h
in
d
in
d
emon-infeste
d
ruins,
d
espoi
l
e
d
crypts, an
d
t
h
e persona
l
l
airs of innumera
bl
e fen
d
s.
T
h
e remain
d
er of t
h
is c
h
apter
d
etai
l
s severa
l d
iferent
a
d
venture sites w
h
ere a
d
venturers can recover some of
t
h
is
l
ost wea
l
t
h
an
d
ancient magic. Eac
h
entry
b
egins
wit
h
a s
h
ort summary of t
h
e site
'
s
l
ocation, its master (t
h
e
creature or organization t
h
at ru
l
es t
h
e site), its nota
bl
e
in
h
a
b
itants (t
h
e most common
f
es one mig
h
t encounter
in t
h
e a
d
venture site), an
d
any features of note (important
structures, magic, rumors, traps, treasure, an
d
so on).
Any monster t
h
at appears in t
h
is
b
oo
k
is mar
k
e
d
wit
h
an
asteris
k
¸*,.
Blackearth Cairn
Haunted Sarlwrian Royal Crypt
Locat i on: The Wounded L ands
Master: j a a l i ka ( CE femal e ser apt i s"0rn2 cl er i c of Si fkesh 12)
I nhabi tants: Cul t i sts, demons ( babaus, i nc ubi 83, shadow
demons, ver ml eks80102), g hosts, wi g hts, wra i t hs
Features: Compl ex hau nt i ngs, magi c- i nfused chapel s devoted
to the demon l ord of s ui ci de, monst rous l y compl ex resett i ng
tra ps, r umors of fa bul ous t reas ure
Situate
d
in t
h
e
h
eart of t
h
e Fie
ld
of T
h
rones ami
d
count
l
ess
ot
h
er s
h
attere
d
an
d d
ef
l
e
d
crypts of past Sar
k
orian roya
l
ty,
B
l
ac
k
eart
h
Cairn stan
d
s intact, an
d
its promise of
h
i
dd
en
wea
l
t
h
sti
ll l
ures
d
emonic an
d
morta
l
treasure see
k
ers
a
l
i
k
e. Yet B
l
ac
k
eart
h
Cairn contains somet
h
ing more t
h
an
just graves to p
l
un
d
er-it
'
s protecte
d b
y a potent
d
e
f
nse
t
h
at even
d
emonic tom
b
ro
bb
ers
d
on
'
t expect.
T
h
e
l
ea
d
ers of t
h
e B
l
ac
k
eart
h
c
l
an ru
l
e
d
wit
h
a
ll
t
h
e
wis
d
om of t
h
eir ancestors, an
d
t
h
e mar
k
of t
h
eir ru
l
e
was t
h
e Crown of Feasting Ravens, an ornate go
ld
en crown
d
ecorate
d
wit
h
etc
h
ings of a
b
att
l
efe
ld
aroun
d
its rim
an
d
circ
l
ing onyx ravens on t
h
e crown
'
s points a
b
ove.
T
h
e voices of past ru
l
ers can w
h
isper t
h
roug
h
t
h
is crown,
provi
d
ing counse
l
to t
h
e crown
'
s wearer, imparting a
d
vice,
giving praise, or a
d
monis
h
ing mis
d
ee
d
s as t
h
e situation
merits. Wit
h
t
h
e wis
d
om an
d l
earning of generations, t
h
e
B
l
ac
k
eart
h
c
l
an prospere
d
. Yet t
h
ere was a secret price.
Upon a ru
l
er
'
s
d
eat
h
,
h
is or
h
er sou
l
vanis
h
e
d
into t
h
e
crown an
d
a new raven joine
d
t
h
e
f
oc
k
upon its go
ld
en
b
att
l
efe
ld
. By giving up t
h
eir rewar
d
s in t
h
e after
l
ife,
t
h
e c
l
an
'
s
l
ea
d
ers
h
ope
d
to
k
eep t
h
eir
l
iving
h
eirs an
d
d
escen
d
ants power
fl
. But w
h
en t
h
e c
h
i
ldl
ess c
l
an
l
iege
Ar
k
i
l
an B
l
ac
k
eart
h
I I
d
ie
d
at
h
is own
h
an
d
after t
h
e
l
oss
of
h
is wife in 4303 AR, t
h
e Crown ofFeastin. Ravens fe
ll
into
quiescence atop Ar
k
i
l
an
'
s
b
row
d
eep in t
h
e si
l
ent cairn.
Ru
l
e of t
h
e c
l
an passe
d
to one of Ar
k
i
l
an
'
s
d
istant cousins,
b
ut t
h
e crown was
f
rgotten.
W
h
en t
h
e Wor
ld
woun
d
sp
l
it Sar
k
oris open, t
h
e sou
l
s
b
oun
d
to t
h
e Crown of Feastin. Ravens too
k
notice. T
h
e
spirits of t
h
e crown, fee
l
ing t
h
e A
b
yssa
l
intrusions,
in
f
se
d
t
h
e very structure of t
h
e cairn an
d
raise
d
t
h
e
d
ea
d
wit
h
in as guar
d
ians to protect it. An
d f
r
d
eca
d
es, t
h
e
power
fl
wrait
h
an
d
wig
h
t
d
efen
d
ers an
d
t
h
e numerous
crown-create
d h
aunts
k
ept t
h
e crypt safe fom
l
ooters.
T
h
ese spirits eventua
ll
y
b
ecame so eager to
l
as
h
out at
t
h
e
d
emonic
f
rces t
h
at t
h
ey opene
d
t
h
e cairn
'
s
d
oors
in invitation. Unti
l
t
h
e cairn
'
s reputation as a
d
eat
h
trap
sprea
d
among t
h
e
d
emons, many accepte
d
t
h
at invitation
an
d
were s
l
aug
h
tere
d b
y t
h
e un
d
ea
d
awaiting t
h
em wit
h
in
t
h
e cairn
'
s numerous un
d
ergroun
d
c
h
am
b
ers.
But 7 years ago, t
h
e cu
l
t of Sif
k
es
h
turne
d
its attention
to t
h
e crypt w
h
en t
h
e power
fl
seraptis
d
emon Jaa
l
i
k
a
l
e
d
a group of priests of t
h
e
d
emon
l
or
d
of suici
d
e into t
h
e
crypt . W
h
et
h
er t
h
e crown was
d
rawn to Jaa
l
i
k
a
'
s power,
or w
h
et
h
er Ar
k
i
l
an
'
s suici
d
a
l
en
d
wea
k
ene
d
t
h
e crypt
'
s
d
e
f
nses against t
h
e
l
or
d
of suici
d
e
'
s minions, t
h
ese
cu
l
tists too
k
contro
l
of B
l
ac
k
eart
h
Cairn. Now t
h
e Crown
of Feastin. Ravens sits atop t
h
e
f
ur-arme
d d
emon
'
s
b
row,
an
d
t
h
e crown
'
s spirits toi
l
an
d d
ance at
h
er w
h
im. T
h
e
cu
l
t
h
as
l
itt
l
e interest in ai
d
ing Des
k
ari an
d
t
h
e ot
h
er
d
emonic agents in t
h
e Wor
ld
woun
d
. Instea
d
, t
h
ey seem
content to
l
inger
h
ere in t
h
e cairn, wi
l
ing t
h
e years away
in an ever-expan
d
ing project to convert t
h
e site into an
un
h
o
l
y cat
h
e
d
ra
l d
evote
d
to Si
f
es
h
. W
h
at Jaa
l
i
k
a an
d
h
er cu
l
tists are waiting
f
r is unc
l
ear,
b
ut t
h
eir presence
h
as ma
d
e B
l
ac
k
eart
h
Cairn more
d
angerous t
h
an ever.
Greengrave Keep
Demon Fortress Atop Druidic Secrets
Locat i on: The Stonewi l ds
Master: Shaor haz ( CE mal e vrol i ka i "' i nqui si torAP
G
of Cyt h-V'sug 9)
I nhabi tants: Cul t i sts, demons ( pa r t i cu l arl y hezrous, g i br i l et hs''',
ki t ha ngi ans·•·, nabas us, s hemhazi a ns"', and vrocks), demoni c
ver mi n, fi endi s h pl ant monsters, pl agued beasts, wra i t hs
Features: Corru pted d rui di c mag i c, despoi l ed sta ndi ng stones,
twi sted mazes of bra mbl es and car n i vorous pl ant s
Be
f
re t
h
e Wor
ld
woun
d
opene
d
, t
h
e great nort
h
ern
woo
dl
an
d
of Sar
k
oris,
k
nown t
h
en as t
h
e Forest of Stones,
was t
h
e
b
irt
h
p
l
ace an
d
sacre
d h
ome
l
an
d
of t
h
e
d
rui
d
s of
t
h
e Green Fait
h
. T
h
e
d
rui
d
s
f
ug
h
t
l
ong an
d h
ar
d
against
t
h
e encroac
h
ing
d
emons,
b
ut in t
h
e en
d
t
h
e
f
rest fe
ll
,
conquere
d b
y a vro
l
i
k
ai inquisitor of Cyt
h
-V
'
sug name
d
S
h
aor
h
az. S
h
aor
h
az was no rea
l
a
ll
y to Des
k
ari ,
b
ut w
h
en
t
h
e
b
a
l
or
l
or
d
K
h
orramza
d
e
h
ofere
d
S
h
aor
h
az contro
l
over t
h
e entire region in return
f
r mere
l
y wiping out
t
h
e Green Fait
h
, t
h
e vro
l
i
k
ai
k
new a goo
d
ofer w
h
en
h
e
saw one. He imme
d
iate
l
y went into action. His armies of
h
ezrous,
k
it
h
angians, na
b
asus, an
d
vroc
k
s ma
d
e s
h
ort
wor
k
of t
h
e
f
rest. T
h
ey scoure
d
it fom t
h
e outsi
d
e in,
d
estroye
d
circ
l
es of stan
d
ing stones, an
d
corrupte
d
d
rui
d
s, anima
l
s, an
d
p
l
ants a
l
i
k
e to t
h
eir cause. W
h
en
h
e
was
d
one, t
h
e Forest of Stones was
d
estroye
d
, petrife
d b
y
t
h
e fna
l d
esperate
d
efense of its
d
rui
d
guar
d
ians. T
h
ose
d
rui
d
s w
h
o
h
a
d
n
'
t f
l
e
d
were
f
rce
d
to turn t
h
eir
b
ac
k
s on
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
nature an
d b
ecome un
d
ea
d
sia
b
raes just to protect t
h
eir
f
w remaining
f
rtresses.
S
h
aor
h
az
l
eft t
h
e sia
b
raes to t
h
eir crum
bl
ing
h
o
ldf
sts,
an
d
set
h
is armies to wor
k b
ui
ld
ing
h
im a pa
l
ace-a
h
ome away fom
h
is A
b
yssa
l h
ome. Bui
l
t primari
l
y
fom stan
d
ing stones uproote
d
fom
h
un
d
re
d
s of sacre
d
d
rui
d
ic circ
l
es t
h
roug
h
out t
h
e nort
h
, t
h
e p
l
ace came to
b
e
k
nown as Greengrave Keep,
f
r it was ma
d
e of t
h
e
tom
b
stones of t
h
e Green Fait
h
.
Greengrave Keep sits
h
ig
h
a
b
ove t
h
e sunoun
d
ing
l
an
d
scape, perc
h
e
d
atop a craggy
h
i
ll d
ecorate
d h
ere an
d
t
h
ere wit
h
t
h
e
b
urnt, petrife
d h
us
k
s of trees. A
l
t
h
oug
h
S
h
aor
h
az
'
s
d
emonic arc
h
itects comp
l
ete
d
t
h
e primary
construction of Greengrave Keep not
l
ong after t
h
e
f
rest
b
urne
d
, t
h
ey continua
ll
y a
dd
new wings an
d
extensions
as previous a
dd
itions crum
bl
e away fom
b
att
l
e
d
amage
or neg
l
ect . Craggy towers rise up in various states of
comp
l
etion an
d
integrity, merging at o
dd
ang
l
es
l
i
k
e
somet
h
ing out of a ma
d
arc
h
itect
'
s nig
h
tmares. Vroc
k
s
roost in f
l
t
h
y aeries at t
h
e
k
eep
'
s
h
ig
h
est points, w
h
i
l
e
na
b
asus an
d k
it
h
angians prow
l
t
h
e tunne
l
s
b
e
l
ow.
Cu
l
tists of Cyt
h
-V
'
sug, t
h
e
d
emon
l
or
d
of
d
isease an
d
f
ngus, serve S
h
aor
h
az eager
l
y, an
d
new a
dd
itions to t
h
e
cu
l
t arrive fequent
l
y to rein
f
rce t
h
eir num
b
ers, as t
h
ose
serving t
h
e ravenous vro
l
i
k
ai ten
d
to
h
ave
d
rastica
ll
y
s
h
ortene
d l
ifespans.
Cru
d
e approximations of t
h
e
d
rui
d
s
'
origina
l
stone
circ
l
es surroun
d
t
h
e
k
eep. T
h
e
d
emons constructe
d
t
h
ese circ
l
es to enact ritua
l
s of t
h
eir own, wanting
to warp an
d
contro
l
t
h
e
l
an
d
as t
h
e Green Fait
h
'
s
h
ierop
h
ants
d
i
d b
e
f
re t
h
em. For t
h
e most part t
h
ey
h
ave
f
i
l
e
d
,
b
ut mazes of fen
d
is
h b
ram
bl
es an
d
ot
h
er p
l
ants
warpe
d b
y
d
emonic intention testify t
h
at S
h
aor
h
az
h
as not
b
een entire
l
y unsuccess
fl
. S
h
aor
h
az
b
e
l
ieves
t
h
at
h
i
dd
en wit
h
in t
h
e stan
d
ing stones
'
carvings
l
ies
t
h
e
k
ey to un
l
oc
k
ing a
ll d
rui
d
ic magic an
d
infecting
t
h
e tra
d
itions wit
h
a contagious corruption t
h
at wi
ll
d
isrupt a
ll
a
dh
erents to t
h
e Green Fait
h
on Go
l
arion.
T
h
e
f
ct t
h
at
h
e or
d
ere
d
t
h
e
d
estruction of many of
t
h
ese stones remains a constant source of fustration
to t
h
e
d
emon. He now spen
d
s muc
h
of
h
is time
painsta
k
ing
l
y re
b
ui
ld
ing an
d
reconstructing s
h
attere
d
men
h
irs recovere
d
in t
h
e Stonewi
ld
s an
d h
au
l
e
d b
ac
k
to Greengrave Keep
b
y teams of p
l
ague
d
anima
l
s
d
riven
b
y
d
emons.
Because S
h
aor
h
az never manage
d
to w
h
o
ll
y c
l
aim
t
h
e Circ
l
e of Hierop
h
ants, t
h
e most sacre
d
site in t
h
e
Stonewi
ld
s, as
h
is own,
h
e use
d
w
h
at
h
e consi
d
ere
d
t
h
e
next most sacre
d
site as Greengrave Keep
'
s
f
un
d
ation.
T
h
e
f
rtress sits atop an immense artifcia
l h
i
ll
s
h
ape
d
l
i
k
e a
f
at-toppe
d
pinw
h
ee
l
spira
l
. Drui
d
s
b
ui
l
t t
h
is
moun
d
,
k
nown as Spira
l
Hi
ll
, mi
ll
ennia ago as a gran
d
site of ritua
l
magic. On t
h
e summer an
d
winter so
l
stices,
a procession of
d
rui
d
ic
h
ierop
h
ants once woun
d
t
h
eir way
t
h
roug
h
stone circ
l
es mar
k
ing t
h
e connection of
l
ey
l
ines
d
iscerni
bl
e on
l
y to t
h
em. T
h
e journey a
l
ways en
d
e
d
atop
Spira
l
Hi
ll
, w
h
ere t
h
ey per
f
rme
d d
ay-
l
ong ceremonia
l
rites an
d
sacrifces to initiate new
d
rui
d
s into t
h
e
h
ig
h
er
ran
k
s of t
h
e
f
it
h
. At t
h
e c
l
imax of t
h
is initiation, t
h
e new
l
y
ascen
d
e
d d
rui
d
ic
h
ierop
h
ants magica
ll
y sun
k
t
h
roug
h
t
h
e
eart
h
into a
l
a
b
yrint
h
wit
h
in t
h
e
h
i
ll
itse
l
f w
h
ere t
h
ey
continue
d
t
h
eir tria
l
s of com
b
at an
d
menta
l f
rtitu
d
e
t
h
roug
h
a ceremonia
l
un
d
erwor
ld
create
d
specifca
ll
y
f
r
t
h
at purpose. T
h
is passage teste
d
t
h
e
d
rui
d
s
'
k
now
l
e
d
ge
an
d
s
k
i
ll
, an
d
upon comp
l
etion, t
h
ey emerge
d
as senior
mem
b
ers of t
h
e circ
l
e, empowere
d b
y t
h
eir experiences
b
e
l
ow t
h
e
h
i
ll
. W
h
at precise
l
y t
h
ey
f
un
d
an
d
w
h
o or w
h
at
grante
d
t
h
em a
dd
itiona
l
power remains
l
ost
f
r now,
b
ut
t
h
at cou
ld
soon c
h
ange.
S
h
aor
h
az
b
e
l
ieves t
h
e
d
ungeons
b
e
l
ow Greengrave cou
ld
contain
h
ints a
b
out, or even a so
l
ution to,
h
is current quest
to corrupt
d
rui
d
ic magic. T
h
oug
h h
e possesses t
h
e s
k
i
ll
an
d k
now
l
e
d
ge to per
f
rm t
h
e ritua
l
s to open t
h
e way to
t
h
ese
d
ungeons,
h
e
l
ac
k
s
f
it
h
-t
h
e
k
ey to opening t
h
e
porta
l
to t
h
e strange un
d
erwor
ld d
emip
l
ane
l
oc
k
e
d b
e
l
ow
h
is new
h
ome. Experiments wit
h
capture
d
an
d
corrupte
d
d
rui
d
s
h
ave, to
d
ate, a
ll f
i
l
e
d
,
b
ut wit
h
eac
h f
i
l
ure t
h
e
vro
l
i
k
ai gets one step c
l
oser to opening Spira
l
Hi
ll
an
d
p
l
un
d
ering its secrets. Few mem
b
ers of t
h
e Green Fait
h
a
l
ive to
d
ay rea
l
ize
h
ow S
h
aor
h
az
'
s p
l
ans t
h
reaten t
h
em,
b
ut regar
dl
ess t
h
ey
h
ave
k
ept t
h
eir
k
now
l
e
d
ge of t
h
e ritua
l
secret-
f
r if an eager
d
rui
d
were to fn
d
t
h
e way into
Spira
l
Hi
ll
an
d
succee
d
, s
h
e wou
ld h
ave to
d
efen
d
it fom
S
h
aor
h
az, w
h
o wou
ld
certain
l
y
fll
ow as soon as t
h
e porta
l
opene
d
. Wit
h
few mem
b
ers of t
h
e Green Fait
h
capa
bl
e of
d
irect
l
y opposing t
h
e power
fl
vro
l
i
k
ai an
d h
is minions,
t
h
ey
h
ave p
l
aye
d
a si
l
ent an
d
worrisome waiting game
f
r
d
eca
d
es,
h
oping t
h
at S
h
aor
h
az wi
ll b
e
d
riven of
b
e
f
re
h
e
fn
d
s w
h
at
h
e see
k
s.
Hanging Tower
Mysterious Floating Enigma
Locat i on: The Wounded L ands
Masters: Yrac andra (CE femal e gl a brezu sorcerer 7) , F i r adreal
(CE mal e vrock bar bar i an 6)
I nhabi tants: Cul t i sts, demons ( babaus, br i mor aks80102,
derakni s '', kal avakuses82, succu bi , vrocks)
Features: Al i en tower of u nknown or i gi n, mu l t i pl e extra pl anar
pockets, power f ul t i me- based and force- based magi c t ra ps,
roost of Pazuzu-wors hi pi ng vrocks
To say t
h
at t
h
e so-ca
ll
e
d
Hanging Tower stan
d
s at t
h
e
e
d
ge of t
h
e Nort
h
moun
d
P
l
ateau over
l
oo
k
ing Frostmire
an
d
t
h
e Stonewi
ld
s is somet
h
ing of an error,
f
r t
h
e
tower
d
oesn
'
t stan
d
at a
ll
. S
h
ape
d l
i
k
e an inverte
d
o
b
e
l
is
k
of
d
ar
k
re
d
mar
bl
e, t
h
e tower isn
'
t connecte
d
to
t
h
e groun
d
-its
l
owest point
h
overs wit
h
an impossi
bl
e
sta
b
i
l
ity severa
l
inc
h
es a
b
ove t
h
e eart
h
. Not on
l
y
d
oes
t
h
e structure
'
s p
h
ysica
l
impossi
b
i
l
ity point to an
uneart
hl
y origin, its exterior an
d
interna
l
arc
h
itecture
resem
bl
e not
h
ing in t
h
e Sar
k
orian tra
d
ition. T
h
oug
h
some suggest it
'
s yet anot
h
er unimagina
bl
e a
b
omination
d
isgorge
d
fom t
h
e A
b
yss, its recent appearance ¸in 4698
AR) in
d
icates its origin mig
h
t not
b
e tie
d
to t
h
e opening
of t
h
e Wor
ld
woun
d
.
T
h
e Hanging Tower measures a staggering 458 feet
in
h
eig
h
t fom its
l
owest point to its 150-
f
ot-wi
d
e apex.
T
h
e tower appears to
b
e ma
d
e of stone,
b
ut a t
h
in s
h
e
ll
of magic a
k
in to t
h
at create
d b
y temporal stasis s
h
rou
d
s
its sur
f
ce, preventing anyone fom interacting wit
h
t
h
e
tower
'
s actua
l
materia
l
, so its composition remains a
mystery. On
l
y one entrance a
ll
ows access into t
h
e tower, a
trapezoi
d
a
l
arc
h
way on its eastern
f
ce, 20 feet a
b
ove t
h
e
groun
d
. T
h
roug
h
t
h
e arc
h l
ies a trio of entire
l
y empty
rooms arrange
d
aroun
d
a spira
l
stairwe
ll
t
h
at ascen
d
s
to t
h
e
h
ig
h
er
l
eve
l
s. Demons
l
ong ago
f
rce
d
t
h
eir way
t
h
roug
h
t
h
e exterior
d
oor an
d
strippe
d
t
h
e rooms of
t
h
eir contents-if in
d
ee
d
any contents ever existe
d
.
Since it mysterious
l
y appeare
d
, t
h
e tower
h
as
b
een
occupie
d b
y t
h
e we
ll
-spo
k
en yet
h
orrifca
ll
y mercuria
l
g
l
a
b
rezu Yracan
d
ra, a sma
ll
army of
d
emons, an
d h
er
coven of morta
l
spe
ll
casters, a
ll
see
k
ing to p
l
um
b
t
h
e
structure
'
s secrets
f
r t
h
eir master Des
k
ari . To
d
ate,
t
h
ey
'
ve accomp
l
is
h
e
d l
itt
l
e, reac
h
ing mere
l
y
h
a
l
fway
into t
h
e structure
'
s interior an
d
una
bl
e to
b
ypass t
h
e
signifcant war
d
s protecting t
h
e
d
eeper c
h
am
b
ers fom
intru
d
ers an
d d
ecay. Te
ll
ing
l
y, t
h
ese war
d
s specifca
ll
y
exc
l
u
d
e c
h
aotic outsi
d
ers fom accessing many sections,
again suggesting t
h
e structure mig
h
t not
b
e A
b
yssa
l
in origin. Furt
h
er comp
l
icating Yracan
d
ra
'
s ef
f
rts to
p
l
un
d
er t
h
e tower, muc
h
of interior operates un
d
er t
h
e
restrictions of a dimensional lock, an
d
impenetra
bl
e wa
ll
s
of temporal stasis seem to f
l
ic
k
on an
d
of accor
d
ing to
fustrating
l
y comp
l
ex sc
h
e
d
u
l
es. To ma
k
e matters even
worse
f
r t
h
e fen
d
s, a roost of vroc
k
s
l
oya
l
to Pazuzu
h
as co
l
onize
d
t
h
e tower
'
s roof T
h
eir
l
ea
d
er, Fira
d
rea
l
,
d
ec
l
are
d h
imse
l
f master of t
h
e so-ca
ll
e
d
Hanging
Heig
h
ts atop t
h
e tower roof Now, contro
l
of t
h
e structure
f
l
uctuates as
h
e an
d
Yracan
d
ra constant
l
y strugg
l
e
against eac
h
ot
h
er.
In 4709 AR, a group of S
h
ining Crusa
d
ers on a mission
d
eep into t
h
e Wor
ld
woun
d fll
victim to t
h
e g
l
a
b
rezu
an
d f
un
d
t
h
emse
l
ves recruite
d
as exp
l
orers
f
r parts
of t
h
e upper tower inaccessi
bl
e to t
h
e
d
emons. T
h
e
a
d
venturers ma
d
e
f
r more progress t
h
an t
h
e
d
emon
rea
l
ize
d
,
b
ut w
h
i
l
e exp
l
oring t
h
e interior, t
h
eir
l
ea
d
er,
Aucinda Fermender ¸NG fema
l
e
h
a
l
f-ore rogue i,,t
h
rew
of Yracan
d
ra
'
s min
d
-contro
l
magic an
d l
e
d h
er party
in a
d
esperate attempt to
d
efeat t
h
e g
l
a
b
rezu. Yracan
d
ra
an
d h
er minions s
l
aug
h
tere
d
t
h
e entire group, except
f
r
Aucin
d
a, w
h
o f
l
e
d
into t
h
e tower
'
s upper reac
h
es. S
h
ort
l
y
a
f
er t
h
e s
l
aug
h
ter, Aucin
d
a manage
d
to get a message to
h
er comman
d
er
b
ac
k
in Kena
b
res, up
d
ating
h
im on
h
er
situation,
b
ut no one
h
as
h
ear
d
fom Aucin
d
a in t
h
e past
severa
l
years.
Moonscream Glade
Demonic Werewolf Village
Locat i on: Sa rkor i an Steppe
Master: Aha ri Bl ackbr i a r (CE femal e werewol f g nome cl er i c of
j ezel da 1 4)
I nhabi tants: F i endi s h werewol ves, fi endi s h wol ves, fi endi s h
d i re wol ves
Features: Nu mer ous tra pped bu i l di ngs, r ui ned cast l e d u ngeon
A
l
t
h
oug
h
t
h
e S
h
u
dd
erwoo
d
'
s
d
ense un
d
ergrowt
h
an
d
l
ooming tree
l
ine mar
k
t
h
e o
b
vious
b
oun
d
ary of t
h
e
Sar
k
orian Steppe, Sar
k
oris once c
l
aime
d
muc
h
of t
h
is
f
rest. Li
k
ewise, to
d
ay near
l
y
h
a
l
f t
h
e woo
dl
an
d l
ies
un
d
er t
h
e Wor
ld
woun
d
'
s inf
l
uence. T
h
e
d
emon armies
d
on
'
t
f
cus muc
h
of t
h
eir attention
h
ere, t
h
oug
h
wit
h
in
t
h
e woo
d
s
l
ie p
l
enty of A
b
yss-inf
l
uence
d d
angers-suc
h
as t
h
e vi
ll
age ofMoonscream G
l
a
d
e.
Be
f
re t
h
e
fll
, t
h
is vi
ll
age was ca
ll
e
d
Moong
l
a
d
e,
b
ut
its current citizens are more vio
l
ent an
d bl
oo
d
t
h
irsty
t
h
an t
h
e vi
ll
age
'
s previous in
h
a
b
itants. No one
k
nows
w
h
et
h
er t
h
ose
d
we
ll
ing in t
h
e vi
ll
age c
h
ange
d
its
name to Moonscream G
l
a
d
e or t
h
ose w
h
ose mis
f
rtune
b
roug
h
t t
h
em t
h
ere
d
i
d
so. Regar
dl
ess, t
h
e name fts,
f
r
t
h
is vi
ll
age s
h
e
l
ters
f
mi
l
ies of
d
emonic werewo
l
ves.
Moonscream G
l
a
d
e is c
l
ustere
d
at t
h
e
b
ase of a
l
ow
h
i
ll
in a 1-mi
l
e-wi
d
e c
l
earing. A most
l
y co
ll
apse
d
cast
l
e
b
ui
l
t in an ancient Usta
l
avic sty
l
e guar
d
s t
h
e
h
i
ll
. Life in
Moonscream G
l
a
d
e seems to go on as one mig
h
t expect in
a typica
l
Usta
l
avic
f
rest sett
l
ement .
W
h
en t
h
e vi
ll
age was
k
nown as Moong
l
a
d
e, it was t
h
e
l
argest of a co
ll
ection of severa
l
t
h
orps an
d h
am
l
ets, an
d
serve
d
as a tra
d
e
h
u
b f
r t
h
em a
ll
. To
d
ay, exp
l
oration of
t
h
ese ot
h
er sett
l
ements revea
l
s mass graves an
d
signs of
terri
bl
e vio
l
ence, wit
h
no signs of recent
h
a
b
itation.
T
h
e rustic vi
ll
agers c
l
aim ignorance of w
h
atever
f
te
b
efe
ll
t
h
eir neig
hb
ors an
d
events wit
h
in t
h
e
Wor
ld
woun
d
itse
l
f T
h
eir feigne
d
ignorance
d
oesn
'
t
h
o
ld
up to even casua
l
scrutiny,
b
ut t
h
ose w
h
o confont t
h
e
citizens mere
l
y
h
asten t
h
eir own capture. T
h
e fen
d
is
h
werewo
l
ves prefer to am
b
us
h
visitors after
d
ar
k
w
h
i
l
e
t
h
e new arriva
l
s s
l
eep in one of t
h
e vi
ll
ages
'
t
h
ree inns,
b
ut t
h
ey aren
'
t afai
d
to s
h
i
f f
rm an
d
overw
h
e
l
m too­
curious visitors
d
uring t
h
e
d
ay.
Many vi
ll
agers
k
now t
h
e ta
l
e ofMoong
l
a
d
e
'
s
d
eat
h
an
d
Moonscream G
l
a
d
e
'
s
b
irt
h
, an
d
t
h
ey
'
re prou
d
an
d
even
eager to s
h
are t
h
is story wit
h
t
h
eir captives. As t
h
e story
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
goes, a sma
ll
group of Sar
k
orian a
d
venturers
l
e
d b
y a
gnome name
d
A
h
ari B
l
ac
k b
riar staggere
d
into t
h
e vi
ll
age
one
d
ay wit
h
ta
l
es of t
h
e
d
evastation occurring in t
h
e
nation
'
s
h
eart. T
h
e vi
ll
agers we
l
come
d
t
h
ese re
f
gees,
an
d
in t
h
e
fll
owing
d
ays, B
l
ac
kb
riar
'
s
b
an
d
prove
d
t
h
eir
wort
h b
y
h
e
l
ping to
b
o
l
ster t
h
e vi
ll
age
'
s
d
efenses even
as t
h
e sma
ll
er vi
ll
ages an
d h
am
l
ets in t
h
e Moong
l
a
d
e
'
s
h
inter
l
an
d
s sufere
d
an increasing num
b
er of attac
k
s
fom
d
emonic wo
l
ves. Moong
l
a
d
e accepte
d
re
f
gees
fom t
h
ese
h
am
l
ets wit
h
open arms,
b
ut as t
h
e attac
k
s
increase
d
, its resources
b
ecame
d
ep
l
ete
d
. Increasing
l
y,
t
h
e vi
ll
agers turne
d
to A
h
ari an
d h
er fe
ll
ow a
d
venturers
f
r ai
d
, a
d
vice, an
d
protection.
One mont
h
after t
h
e
b
an
d
'
s arriva
l
,
d
emonic wo
l
ves
attac
k
e
d
some
h
unters wit
h
in a
f
w
h
un
d
re
d
yar
d
s of
Moong
l
a
d
e, an
d
t
h
e citizens
b
egge
d
A
h
ari
f
r
h
e
l
p. In
response to t
h
eir request, A
h
ari gat
h
ere
d
everyone to t
h
e
vi
ll
age
'
s square, promising t
h
em
l
ife
l
ong protection fom
t
h
e
d
emonic wo
l
ves-if t
h
ey consente
d
to
h
er ofer.
It was t
h
en t
h
at s
h
e an
d h
er fe
ll
ows revea
l
e
d
t
h
e trut
h
­
t
h
ey were t
h
e attac
k
ing wo
l
ves. A
h
ari to
ld
t
h
e vi
ll
agers
t
h
at any w
h
o wou
ld
step
f
rwar
d
an
d
accept t
h
e gift of
Jeze
ld
a, Mistress of t
h
e Hungry Moon an
d
t
h
e
d
emon
l
or
d
of werewo
l
ves, wou
ld b
e spare
d
an
d
a
ll
owe
d
to continue
t
h
eir
l
ives wit
h
in Moong
l
a
d
e. T
h
ose w
h
o
d
ec
l
ine
d
wou
ld
b
e
fd
to t
h
e vi
ll
agers w
h
o accepte
d
t
h
e ofer.
To
d
ay, t
h
ose
d
we
ll
ing in Moonscream G
l
a
d
e spea
k
of
t
h
at
d
ay wit
h
awe an
d
reverence. A
h
ari B
l
ac
kb
riar sti
ll
ru
l
es t
h
e vi
ll
age,
l
iving ami
d
t
h
e ruins of t
h
e cast
l
e atop
t
h
e
h
i
ll
,
b
ut a
ll
of Moonscream
'
s citizens are fen
d
is
h
werewo
l
ves t
h
emse
l
ves, an
d
o
f
en
f
rm pac
k
s to trave
l
into t
h
e woo
d
s towar
d
Usta
l
av
'
s
b
or
d
er
f
r new prey.
Severa
l
times, mem
b
ers of Moonscream G
l
a
d
e
h
ave
emigrate
d
, esta
bl
is
h
ing new pac
k
s of
d
emon wo
l
ves
d
eeper in t
h
ese woo
d
s. T
h
e strongest of t
h
ese pac
k
s are
l
e
d b
y an antipa
l
a
d
in name
d
A
d
imarus Ionacu, a sa
d
ist
w
h
o soug
h
t out A
h
ari in or
d
er to receive Jeze
ld
a
'
s gi
f
.
A
d
imarus an
d
A
h
ari , now
l
overs, p
l
ot on soon expan
d
ing
t
h
eir inf
l
uence
f
rt
h
er sout
h
, stri
k
ing across t
h
e
b
or
d
er
in an attac
k
t
h
at mig
h
t we
ll
ta
k
e t
h
e Usta
l
avic county of
Lozeri
b
y surprise ¸see Pathfnder Campai,n Settin,: Rule
of Pear).
Pul uras Fal l
Besie8ed Temple of an Empyreal Lord
Locat i on: The Wounded L ands
Masters: E l i andra (CG femal e aas i mar cl er i c of Pu l u ra 2 0),
Bel sefel ek (CE mal e ga l l u ''' ra nger 3)
I nhabi tants: Cl er i cs of Pu l u ra, azat as ( bra I an is, ghael es,
I i i l ends, ya mahsMcoM), const r uct s
Features: Drai ned l akebed hau nted by g hosts and ot her undead,
templ e of Pul ura contai ni ng potent ant i - demon wa rds,
perpet ual l i ght snowfal l , cl ear ni ght sky overhead
Not every Sar
k
orian
b
astion of goo
d
an
d l
aw crum
bl
e
d
w
h
en t
h
e Wor
ld
woun
d
opene
d
. Amazing
l
y,
d
eep in t
h
e
Woun
d
e
d
Lan
d
s one suc
h b
astion yet remains,
h
aving
wit
h
stoo
d
over a century un
d
er siege wit
h
no wardstones
s
h
ie
ld
ing its
b
or
d
ers an
d
no crusa
d
ers
b
att
l
ing to protect
it. Prior to Sar
k
oris
'
s
d
estruction, t
h
e
l
ocation
k
nown as
Pu
l
ura
'
s Fa
ll
was a great casca
d
ing water
fll
. Now, t
h
e
great
l
a
k
es a
b
ove an
d b
e
l
ow t
h
e c
l
ifs are
d
raine
d
an
d
b
arren, an
d
t
h
e vanis
h
e
d fll
s stan
d
as mute, torture
d
c
l
ifs. But t
h
e water
fll
'
s namesa
k
e remains, a spraw
l
ing
temp
l
e comp
l
ex
d
evote
d
to t
h
e empyrea
l l
or
d
Pu
l
ura, t
h
e
S
h
immering Mai
d
en ¸see Patlnder Campai,n Settin,:
Chronicle of the Ri,hteous). T
h
e
l
argest portion of t
h
e
temp
l
e stan
d
s a
b
ove t
h
e
fll
s, near t
h
e
f
rmer
l
a
k
es
h
ore.
Passages an
d
stairwe
ll
s cut into t
h
e c
l
if connect t
h
is
structure to a secon
d
one at t
h
e
b
ase of t
h
e
fll
s
b
e
l
ow.
Be
f
re t
h
e
fll
of Sar
k
oris, t
h
e no
bl
es of Iz use
d
t
h
is
river an
d
its
l
a
k
es
f
r
b
uria
l
s, sen
d
ing t
h
e
h
onore
d d
ea
d
d
ownriver fom t
h
e Sar
k
orian capita
l
on
f
nera
l b
arges.
As t
h
ese
b
arges reac
h
e
d
Pu
l
ura
'
s Fa
ll
, priests
bl
esse
d
t
h
e
b
o
d
ies,
l
it t
h
e
b
arges on fre, an
d
t
h
en gui
d
e
d
t
h
em
over t
h
e
fll
s. To
d
ay,
b
ones, oferings, an
d
remnants of
t
h
ese
b
urne
d
s
h
ips
l
itter t
h
e
d
ry
l
a
k
e
b
e
d b
e
l
ow. During
t
h
e initia
l d
emonic assau
l
t against t
h
e temp
l
e
b
e
f
re
t
h
e First Crusa
d
e,
d
emonic necromancers awa
k
ene
d
t
h
e
corpses of t
h
e
h
onore
d d
ea
d
in t
h
e
l
a
k
e
b
e
l
ow,
h
oping
to turn t
h
em against Pu
l
ura
'
s c
l
ergy. T
h
eir
d
emonic
magic
f
i
l
e
d
spectacu
l
ar
l
y. As t
h
e
d
ea
d
c
l
am
b
ere
d
to
l
ife, g
l
owing wit
h
a pa
l
e star
l
ig
h
t ra
d
iance, t
h
ey too
k
up t
h
e arms t
h
ey
'
d b
een
b
urie
d
wit
h
an
d
turne
d
upon
t
h
e necromancers wit
h
si
l
ent
f
ry. Un
f
rtunate
l
y
f
r
t
h
ose trappe
d
in t
h
e temp
l
e, t
h
ese wrait
h
s, g
h
osts, an
d
ot
h
er un
d
ea
d
turne
d
t
h
eir wrat
h
upon t
h
em as we
ll
­
t
h
e awa
k
ene
d d
ea
d d
i
d
n
'
t recognize anyone,
d
emons or
morta
l
s, as a
ll
ies. Since t
h
en,
b
ot
h
t
h
e
d
emons an
d
t
h
e
un
d
ea
d h
ave trie
d
time an
d
again to penetrate t
h
e wa
ll
s
of Pu
l
ura
'
s Fa
ll
,
b
ut as
l
ong as Pu
l
ura
'
s
f
it
hfl
remain
wit
h
in, t
h
e ancient, potent war
d
s t
h
at protect t
h
e temp
l
e
sti
ll h
o
ld
. Pu
l
ura
'
s Fa
ll
continues to wit
h
stan
d
t
h
is
d
ua
l
siege fom
d
emons a
b
ove an
d
un
d
ea
d b
e
l
ow, a constant
t
h
orn in t
h
e si
d
e of t
h
e Wor
ld
woun
d
'
s
l
ea
d
ers.
T
h
e ga
ll
u Be
l
sefe
l
e
k
, comman
d
er of t
h
e
b
esieging
army, is an unusua
ll
y tactics-min
d
e
d
an
d
patient
warmonger. He
k
nows t
h
at
h
e can out
l
ive any mere
morta
l
, so
h
e
h
as a
d
opte
d
a
d
iferent approac
h
. T
h
oug
h
h
is army
h
as yet to
b
reac
h
t
h
e temp
l
e
'
s
d
efenses,
h
e a
l
so
k
nows t
h
e remaining priests can
'
t escape t
h
e temp
l
e
'
s
wa
ll
s. Demons an
d
un
d
ea
d d
on
'
t age,
b
ut morta
l
s
d
o, an
d
su
b
sisting on
d
ivine
l
y create
d f
o
d
an
d
water can
'
t
h
o
ld
of t
h
e a
d
vance of years
f
r Pu
l
ura
'
s
f
it
hfl
. T
h
ere
f
re,
Be
l
se
fl
e
k
an
d
t
h
e ot
h
er
b
esiegers stan
d
patient, waiting
f
r t
h
e
l
ast few
d
efen
d
ers to
d
ie of o
ld
age-
f
r time wi
ll
u
l
timate
l
y prove t
h
e nuisance priests
'
greatest enemy. In
t
h
e meantime, Be
l
se
fl
e
k k
eeps
h
imse
l
f an
d h
is immense
army of
b
rimora
k
s (see Patlnder Campa(n Settin9: Lords
of Chaos, Book of the Damned, Vol. 2) an
d
a
b
ri
k
an
d
i
l
u
b
ar
b
arians
b
usy patro
ll
ing t
h
e
l
an
d
s surroun
d
ing
Pu
l
ura
'
s Fa
ll
, merci
l
ess
l
y pic
k
ing of t
h
ose attempting to
d
e
l
iver ai
d
to t
h
e temp
l
e.
Snow
fll
s
l
ig
h
t
l
y
f
r severa
l
mi
l
es aroun
d
t
h
e temp
l
e,
giving it a coo
l
, serene
b
eauty. Over time icic
l
es
h
ave
f
rme
d
on t
h
e roc
k
s of t
h
e
fll
, creating a si
l
ent , fozen
pa
l
isa
d
e of casca
d
ing ice to rep
l
ace t
h
e vanis
h
e
d
water
fll
.
A
b
ove t
h
e temp
l
e
h
overs anot
h
er mirac
l
e: a sing
l
e patc
h
of c
l
ear nig
h
t s
k
y. Rat
h
er t
h
an t
h
e roi
l
ing storm c
l
ou
d
s,
scar
l
et
h
aze, an
d f
reign stars seen e
l
sew
h
ere wit
h
in
t
h
e Wor
ld
woun
d
, t
h
e s
k
y at nig
h
t a
b
ove Pu
l
ura
'
s
fll
is
norma
l
an
d
serene, watc
h
e
d
over
b
y t
h
e prominent stars
t
h
at
f
rm t
h
e 12 conste
ll
ations so
f
mi
l
iar to trave
l
ers
an
d
sacre
d
to Pu
l
ura
'
s
fll
owers.
T
h
is efect , as we
ll
as t
h
e
b
u
lk
of t
h
e war
d
s t
h
at protect
t
h
e temp
l
e sti
ll
, are maintaine
d b
y E
l
ian
d
ra, per
h
aps t
h
e
most power
fl
surviving c
l
eric of Pu
l
ura on Go
l
arion
after t
h
e opening of t
h
e Wor
ld
woun
d
resu
l
te
d
in t
h
e
d
eat
h
s of
h
er superiors. E
l
ian
d
ra
h
as on
l
y grown more
power
fl
over t
h
e past century,
h
er
l
ifespan en
h
ance
d
an
d l
engt
h
ene
d b
y t
h
e same magic t
h
at
k
eeps t
h
e temp
l
e
safe,
b
ut s
h
e
k
nows t
h
at if t
h
e temp
l
e
fll
s or s
h
e sets
f
ot
outsi
d
e its protective wa
ll
s, t
h
e weig
h
t of t
h
e past century
wi
ll
co
ll
apse upon
h
er in a sing
l
e moment . T
h
e priests
trappe
d
wit
h
in
k
now in t
h
eir
h
earts t
h
at Pu
l
ura
h
as a
purpose
f
r t
h
em, an
d
t
h
ey
b
e
l
ieve t
h
at some
d
ay soon
t
h
e S
h
immering Mai
d
en wi
ll
revea
l h
er p
l
an. Unti
l
t
h
en,
t
h
ey continue to
h
ope-an
d
pray.
Raliscrad
Ruined City of Demon- Enthralled Slaves
Locat i on: Ri f t shadow
Master: Mi nagho (CE l i l i t u rogu e 6)
I nhabi tants: Cul t i sts, demons (a br i ka n di l u s''', col oxuses63,
gl a brezus, i nc ubi 63, ool i oddroos'', s hadow demons, succubi ,
ver ml eks"0ro2), ent hra l l ed cr usaders, ghou l s, psychopomps' 5"
Features: Pa rti a l l y fl ooded cat acombs, Pharas mi n/Green Fa i t h
templ e, seal ed va ul t s of Sa rkor i an t reas ure, ent hra l l ed
c hampi ons of t he cr usade now ser vi ng a demoni c mi st ress
T
h
e ruine
d
town of Ra
l
iscra
d
sits at t
h
e conf
l
uence of
t
h
e Sar
k
ora an
d
Is
k
rivers, an
d
was once a prosperous
sett
l
ement on one of t
h
e most
h
eavi
l
y trave
l
e
d
tra
d
e routes
t
h
roug
h
t
h
e
h
eart of Sar
k
oris. A
b
an
d
one
d
in t
h
e ear
l
y
d
ays of t
h
e Wor
ld
woun
d
, muc
h
of t
h
e city
'
s accumu
l
ate
d
wea
l
t
h
remaine
d b
e
h
in
d
to
b
e p
l
un
d
ere
d
an
d
savage
d
, as
d
i
d
Ivy
f
ne, one of t
h
e strangest temp
l
es to P
h
arasma in
nort
h
ern Avistan. A
l
oca
l
syncretism of t
h
e Green Fait
h
an
d
P
h
arasma wors
h
ip, t
h
e temp
l
e
'
s stone wa
ll
s were
covere
d
wit
h
extensive engravings of p
l
ants t
h
roug
h
t
h
e
seasons, s
h
owing natura
l
growt
h
an
d
renewa
l
, para
ll
e
l
ing
P
h
arasma
'
s aspects of
b
irt
h
an
d d
eat
h
. In t
h
e centra
l
p
l
aza
a
b
ejewe
l
e
d
,
f
ur-si
d
e
d
pi
ll
ar s
h
owe
d
t
h
e La
d
y of Graves
'
s
various aspects in prof
l
e, wrappe
d
in a coif of natura
l
ivy
an
d
f
l
owering vines.
Ra
l
iscra
d h
as sufere
d
great
l
y
d
uring t
h
e
d
eca
d
es,
b
ut its stone
b
ui
ld
ings
h
ave en
d
ure
d
t
h
e a
b
use we
ll
,
an
d
many of t
h
e
l
arger ones sti
ll
stan
d
in part . Over
t
h
e years, comman
d
of t
h
e ruins
h
as s
h
i
f
e
d
numerous
times
b
etween various
d
emons,
b
ut
f
r t
h
e past 2 0 years,
a power
fl l
i
l
itu name
d
Minag
h
o
h
as ru
l
e
d
t
h
e ruins,
c
l
aiming t
h
e Ivy
f
ne as
h
er
d
omain. T
h
e
l
i
l
itu
h
as
d
one extensive restorations on t
h
e temp
l
e, t
h
oug
h
s
h
e
'
s
ma
d
e count
l
ess sma
ll
a
d
justments to t
h
e
b
ui
ld
ing
'
s
iconograp
h
y to incorporate
h
er own vi
l
e i
d
ea
l
s. T
h
e
city itse
l
f contains a surprising
l
y
h
ig
h
popu
l
ation of
h
umanoi
d
s, a
ll
of w
h
om are t
h
e
l
i
l
itu
'
s s
l
aves, t
h
ra
ll
s,
or un
d
er
l
ings. A num
b
er of
h
er cu
l
tists are mi
ddl
ing
necromancers, inc
l
u
d
ing t
h
eir morta
l
c
h
ief Corminoth
Wolmor ( CE ma
l
e
h
uman c
l
eric of Bap
h
omet 11), w
h
o
was once a priest of Iome
d
ae
b
ut is now a
d
evotee of
Minag
h
o an
d h
er
d
emonic
l
or
d
Bap
h
omet .
T
h
oug
h
near
l
y
h
a
l
f of t
h
e city
l
ies in crum
bl
e
d
ruins
or
h
as sun
k
into t
h
e increasing
l
y mars
h
y groun
d
over
t
h
e past century, an extensive comp
l
ex of catacom
b
s
remains
l
arge
l
y intact un
d
er t
h
e city
'
s upper reac
h
es.
T
h
ese tunne
l
s connect t
h
e Ivy
f
ne to severa
l
ot
h
er
b
ui
ld
ings, an
d
many inc
l
u
d
e e
l
a
b
orate, centuries­
o
ld
tom
b
s. T
h
e spraw
l
ing
l
a
b
yrint
h
a
l
so inc
l
u
d
es
storerooms, a signifcant
l
i
b
rary
h
ousing price
l
ess
re
l
igious an
d
secu
l
ar wor
k
s fom Sar
k
oris
'
s
h
ey
d
ay, an
d
numerous vau
l
ts to w
h
ic
h
t
h
e wea
l
t
h
of mu
l
tip
l
e c
l
ans
was entruste
d
prior to t
h
eir
d
estruction in t
h
e c
h
aotic
d
ays after t
h
e opening of t
h
e Wor
ld
woun
d
. Minag
h
o
h
as
preserve
d
, restore
d
, an
d
corrupte
d
many of t
h
ese,
b
ut
some of t
h
e
d
eeper vau
l
ts resist even
h
er intrusion­
h
ere, power
fl
psyc
h
opomps sti
ll
stan
d
guar
d
over t
h
e
c
h
am
b
ers an
d d
ea
d
wit
h
in.
T
h
e comman
d
er of t
h
ese guar
d
ians is t
h
e enigmatic
psyc
h
opomp Atzemsira (N
f
ma
l
e morrigna
FF
4
l
inquisitor 6),
a strange
b
eing Minag
h
o
h
as contacte
d
severa
l
times
via proxy in attempts to secure an a
ll
iance or
d
ea
l
to
l
earn t
h
e fna
l
secrets of t
h
e lvy
f
ne. Eac
h
time, t
h
oug
h
,
Atzemsira
h
as seen t
h
roug
h
Minag
h
o
'
s expert
l
y
h
i
dd
en
treac
h
ery an
d fl
se promises, an
d
of
l
ate Minag
h
o
h
as turne
d h
er attentions e
l
sew
h
ere-s
h
e
'
s
b
ecome
increasing
l
y invo
l
ve
d
in
h
e
l
ping to orc
h
estrate t
h
e cu
l
t
of Bap
h
omet
'
s inf
l
tration of t
h
e Men
d
evian crusa
d
ers,
an
d h
as
b
een spen
d
ing an increasing amount of time in
d
isguise on t
h
e font
l
ines, wor
k
ing to su
b
vert an
d l
ure
ever more power
fl l
ea
d
ers to
h
er service.
If outsi
d
ers intru
d
e upon Ra
l
iscra
d
an
d
avoi
d
t
h
e
l
i
l
itu
'
s
fll
owers, t
h
ey mig
h
t fn
d
a potent a
ll
y in Atzemsira an
d
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
t
h
e
f
w remaining psyc
h
opomps in
h
er service, w
h
o wa
lk
t
h
e streets in c
l
ever
d
isguises to avoi
d d
emonic
d
etection.
T
h
ose wi
ll
ing to act against t
h
e fen
d
'
s
d
esecrations
mig
h
t avoi
d
virtua
ll
y a
ll
of t
h
e ruins
'
ot
h
er
d
angers, an
d
possi
bl
y gain permission to excavate t
h
e treasures
l
e
f
b
e
h
in
d
fom a century ear
l
ier. T
h
e guar
d
ians consi
d
er
it
f
r
b
etter t
h
at t
h
e wea
l
t
h
of t
h
e vanis
h
e
d
nation trave
l
to t
h
ose w
h
o wou
ld
appreciate it rat
h
er t
h
an
fll
into a
l
i
l
itu
'
s c
l
utc
h
es.
Sabertooth Val e
Possessed Barbarian Camp
Locat i on: Frost mi re
Master: Ul mar Beursson (CE mal e Kel l i d bar ba r i an 1 4) possessed
by Al ul asavi (CE femal e shadow demon sorcerer 1 2)
I nhabi tants: Di re t i gers, demon- possessed bar bar i a ns,
gr i ms l a kes···, megafauna", shadow demons
Features: F i el d l i ttered wi t h t r aps bui l t f r om t he bones of
megafa u na, n u mer ous publ i c tor t ure s i tes f or capt u red
pr i soners, r i t ua l s l aug ht er si te i n nea rby cave
A
l
t
h
oug
h
t
h
ey
d
on
'
t present an organize
d d
e
f
nse
l
i
k
e t
h
ose on t
h
e Wor
ld
woun
d
'
s eastern an
d
sout
h
ern
b
or
d
ers, t
h
e
b
ar
b
arians of t
h
e Rea
l
m of t
h
e Mammot
h
Lor
d
s
h
ave
f
ug
h
t against t
h
e
d
emons
'
westwar
d
expansion. T
h
eir
f
rocious protection of t
h
eir ancestra
l
h
unting groun
d
s, com
b
ine
d
wit
h
t
h
e re
l
ative paucity
of civi
l
ize
d
targets to tempt
d
emons in t
h
e area,
h
as
resu
l
te
d
in a sta
l
emate of sorts a
l
ong t
h
is
b
or
d
er. Yet
not a
ll
t
h
e
b
ar
b
arians
d
efeate
d
in t
h
is fg
h
t simp
l
y
d
ie;
some
b
ecome un
d
ea
d
servitors or
d
ominate
d
t
h
ra
ll
s of
t
h
eir captors. To t
h
e
b
ar
b
arians, t
h
oug
h
, t
h
e worst
f
te
isn
'
t
h
aving one
'
s
b
o
d
y or min
d
ens
l
ave
d
-t
h
e worst
is
b
eing possesse
d b
y a
d
emon. For in suc
h
a state, t
h
e
b
ar
b
arians
'
min
d
s can
d
o not
h
ing
b
ut watc
h
as t
h
e
d
emons use t
h
eir
b
o
d
ies, perfecte
d b
y war, as weapons
against t
h
e
b
ar
b
arians
'
own
k
in.
Suc
h
was t
h
e
f
te of t
h
e Roaring Sa
b
ertoot
h
tri
b
e.
I n 4710 AR, t
h
e i s greatest
b
erser
k
ers of t
h
e Roaring
Sa
b
ertoot
h
s trave
l
e
d
into t
h
e Sar
k
orian Steppe on w
h
at
wou
ld b
e t
h
eir twentiet
h
rai
d
into t
h
e
d
emon-
h
aunte
d
l
an
d
. It wou
ld
a
l
so
b
e t
h
eir
l
ast . After attac
k
ing an
d
d
efeating a
b
an
d
of sc
h
irs (Bestiary 3 74) an
d b
a
b
aus
l
e
d
b
y
k
a
l
ava
k
us (Pathfinder RPG Bestiary 2 78) trave
l
ing
across t
h
e steppe wit
h
two
d
ozen Mammot
h
Lor
d
b
ar
b
arian captives in tow, t
h
e Roaring Sa
b
ertoot
h
s
too
k
t
h
e captives un
d
er t
h
eir wing an
d
promise
d
to
escort t
h
em
b
ac
k h
ome. T
h
e
b
ar
b
arians campe
d
t
h
at
nig
h
t ,
b
ut as t
h
ey s
l
ept , t
h
e fee
d
captives rose up
against t
h
em-t
h
ey were, in
f
ct , possesse
d b
y power
fl
s
h
a
d
ow
d
emons. T
h
e
d
emons quic
kl
y a
b
an
d
one
d
t
h
eir
emaciate
d
an
d
wea
k
ene
d h
osts, an
d
seize
d
contro
l
of t
h
e
Roaring Sa
b
ertoot
h
warriors.
Instea
d
of inexperience
d b
ar
b
arians, t
h
e
d
emons
now contro
ll
e
d
a group of seasone
d b
erser
k
ers. Le
d b
y
one of S
h
ax
'
s more mur
d
erous
d
evotees, t
h
e s
h
a
d
ow
d
emon A
l
u
l
asavi , t
h
e
d
emons
f
rce
d
t
h
e Sa
b
ertoot
h
s
to s
l
aug
h
ter t
h
e captives t
h
ey
h
a
d
just rescue
d
an
d
consume t
h
e
b
o
d
ies. T
h
ey t
h
en marc
h
e
d
t
h
e possesse
d
Sa
b
ertoot
h
s
b
ac
k
to t
h
eir
h
ome camp, an
d f
rce
d
t
h
em
to s
l
aug
h
ter t
h
eir
f
mi
l
ies an
d
t
h
en
f
e
d
upon t
h
ese
fll
en as we
ll
. It was t
h
is act t
h
at
d
rove t
h
e Sa
b
ertoot
h
s
insane,
b
ut trappe
d
in t
h
eir own
b
o
d
ies t
h
ey cou
ld
n
'
t
even cry out in t
h
eir ma
d
ness.
Since t
h
en, t
h
e s
h
a
d
ow
d
emons
h
ave use
d
t
h
eir
h
osts to
f
rt
h
er expan
d
t
h
eir num
b
ers, capturing
new mem
b
ers an
d b
ringing new s
h
a
d
ow
d
emons in to
t
h
e Wor
ld
woun
d
to contro
l
t
h
eir prisoners. As part of
t
h
eir fun, t
h
e
d
emons sometimes re
l
ease contro
l
of t
h
e
possesse
d b
ar
b
arians
d
uring a fg
h
t ,
f
r t
h
e insane,
raging warriors no
l
onger care w
h
o or w
h
at t
h
ey
k
i
ll
.
T
h
e Sa
b
ertoot
h
s range t
h
roug
h
out t
h
e Sar
k
orian
Steppe, an
d
are growing increasing
l
y notorious as t
h
e
vio
l
ence of t
h
eir rai
d
s into t
h
e Rea
l
m of t
h
e Mammot
h
Lor
d
s
h
as recent
l
y ec
l
ipse
d
t
h
e rai
d
s t
h
ey ma
d
e
b
e
f
re
t
h
ey were possesse
d
. T
h
e
b
ar
b
arians
k
eep t
h
eir own
l
air
f
r to t
h
e nort
h
, in a narrow va
ll
ey t
h
ey ca
ll
Sa
b
retoot
h
Va
l
e. T
h
ey retreat
h
ere after t
h
eir rai
d
s to torment
an
d
torture captives, saving t
h
em to eventua
ll
y eit
h
er
canni
b
a
l
ize or
"
recruit
"
into t
h
e tri
b
e.
Muc
h
of t
h
is torture occurs i n a
l
arge cavern at t
h
e
f
r en
d
of t
h
e va
ll
ey, in a c
h
am
b
er containing a num
b
er
of concea
l
e
d
pits. T
h
e fen
d
s stas
h
most of t
h
e wea
l
t
h
strippe
d
fom t
h
e
d
ea
d d
eeper in t
h
ese caves, an
d h
ave
tric
k
e
d
a
l
arge num
b
er of grims
l
a
k
es into serving as
t
h
e caves
'
guar
d
ians. T
h
e most
d
e
b
ase
d
of t
h
e s
h
a
d
ow
d
emons enjoy possessing a new victim w
h
ose
b
o
d
y an
d
ta
l
ents are insuficient to merit in
d
uction into t
h
e
tri
b
e, an
d
instea
d
wa
lk
t
h
e
b
o
d
y into t
h
e caves to enjoy
t
h
e sensation of
b
eing eaten a
l
ive
b
y t
h
e
h
orrifc worms.
A
l
u
l
asavi
'
s
l
atest p
l
an is particu
l
ar
l
y gruesome. S
h
e
recent
l
y
d
iscovere
d
t
h
at one of t
h
e tri
b
e
'
s
l
ast groups
of victims inc
l
u
d
e
d
Fu
l
mar, son of Bromag, a power
fl
c
h
ieftain of t
h
e Dra
k
e-Tongue Tri
b
e. T
h
e Dra
k

Tongues are one of t
h
e most esta
bl
is
h
e
d
an
d
power
fl
of t
h
e tri
b
es t
h
at
h
ave
f
ug
h
t against t
h
e
d
emons. Even
now, Bromag
'
s
k
in ra
ll
y severa
l
a
ll
ie
d
tri
b
es un
d
er a
sing
l
e f
l
ag an
d
prepare to
l
aunc
h
a revenge attac
k
on
Sa
b
retoot
h
Va
l
e-a
ll
as A
l
u
l
asavi
h
as p
l
anne
d
. T
h
e
Sa
b
retoot
h
s
h
ave f
ll
e
d
t
h
e approac
h
to t
h
eir va
l
e wit
h
h
orrifc magica
l
traps an
d
t
h
e remains of s
l
aug
h
tere
d
mega
f
una to
f
nne
l
t
h
e
h
or
d
e in an
d
capture t
h
em. A
sma
ll
army of new s
h
a
d
ow
d
emons
l
ur
k
s in t
h
e caverns
b
e
l
ow t
h
e va
l
e, rea
d
y to seize contro
l
of t
h
e
b
ar
b
arian
army w
h
en it
bl
un
d
ers,
fll
of raging revenge, into
A
l
u
l
asavi
'
s trap.
Valahuv
Holdout Against the Worldwound
Locat i on: Ri f t shadow
Master: Ommors, t he Br i nger of Twi l i ght ( NE femal e
s angudaemon"0103 c l er i c of Sz ur i el 5)
I nhabi tants: Ent ra pped demons, mi s l ed bar bar i ans of t he
Bal emoon c l an, wa nder i ng undead
Features: Forgotten s hr i nes and aba ndoned offer i ngs, f or t i f i ed
vi l l age and keep, l abyr i nt hi ne d u ngeon
Over
l
oo
k
ing t
h
e wa
ll
e
d
town of Va
l
a
h
uv-a
b
astion of
civi
l
ization an
d h
ome to some 300 emaciate
d
Sar
k
orian
re
f
gees-t
h
e Ba
l
emoon C
l
an
h
o
ld
is a rarity in t
h
e
Wor
ld
woun
d
, a
f
rtife
d k
eep impro
b
a
bl
y
h
o
ld
ing out
against t
h
e
d
emons. Wit
h
in its courtyar
d
s
l
ies t
h
e De
l
vegate,
an ornate portcu
ll
is
l
ea
d
ing into
d
isma
l
vau
l
ts
d
eep wit
h
in
t
h
e T
h
un
d
erstair c
l
ifs. T
h
e Ba
l
emoon c
l
an an
d
t
h
ose
t
h
ey protect te
ll
outsi
d
ers t
h
at t
h
eir go
d
Tammerri-t
h
e
ei
d
o
l
on of t
h
eir c
h
ie
f
ain God Caller Feinroh Balemoon
( LN ma
l
e
h
uman summoner 4)-protects t
h
em,
b
ut in
rea
l
ity somet
h
ing
f
r more power
fl
an
d f
r
d
ar
k
er
h
as
b
een provi
d
ing t
h
at service.
Centuries ago, t
h
e sangu
d
aemon Ommors
h
unte
d
t
h
e
Sar
k
orian Steppe, cutting a
bl
oo
d
y swat
h
across mu
l
tip
l
e
vi
ll
ages an
d l
eaving on
l
y exsanguinate
d
, sou
ll
ess corpses
in
h
er wa
k
e. As s
h
e s
l
aug
h
tere
d
,
h
owever, Ommors
b
ecame
increasing
l
y intrigue
d b
y Sar
k
orian re
l
igious
b
e
l
iefs-in
particu
l
ar, t
h
eir perception of
d
ivinity in anyt
h
ing an
d
everyt
h
ing
b
eyon
d
morta
l
ity. Exp
l
oiting t
h
ese
b
e
l
iefs,
Ommors presente
d h
erse
l
f to t
h
e peop
l
e of Va
l
a
h
uv as
a
d
ivine presence, ofering protection in exc
h
ange
f
r
sacrifces. To
h
er
d
e
l
ig
h
t, t
h
e
h
umans quic
kl
y came to
accept
h
er as a prominent mem
b
er of t
h
eir
l
oca
l
pant
h
eon.
At frst s
h
e require
d
on
l
y a sma
ll
amount of
bl
oo
d
every
7
d
ays,
b
ut as time passe
d
an
d
t
h
eir
f
it
h
in t
h
eir
bl
oo
d
go
dd
ess grew, so too
d
i
d h
er
d
eman
d
s. Soon, s
h
e require
d
t
h
e
b
o
d
ies of crimina
l
s, t
h
en t
h
e
h
onore
d d
ea
d
, t
h
en
l
iving
crimina
l
s, unti
l
fna
ll
y s
h
e or
d
ere
d
t
h
e citizens to con
d
emn
l
iving sacrifces to enter t
h
e De
l
vegate on a wee
kl
y
b
asis. In
time, wor
d
of t
h
ese atrocities cou
ld
no
l
onger
b
e ignore
d
,
an
d
c
h
ampions fom t
h
e Ba
l
emoon c
l
an came to Va
l
a
h
uv to
c
h
a
ll
enge an
d
t
h
wart t
h
e evi
l
. T
h
e c
l
an
d
efeate
d
Ommors
'
s
wors
h
ipers,
b
ut c
h
ose not to s
l
ay t
h
e sangu
d
aemon­
instea
d
, t
h
ey use
d
a forbiddance spe
ll
an
d
ot
h
er magic to
l
oc
k
h
er away in t
h
e
d
eepest
l
eve
l b
e
l
ow De
l
ve gate.
An
d
t
h
ere,
f
r many years, Ommors
d
we
ll
e
d
. T
h
e
Ba
l
emoon c
l
an seize
d
contro
l
of t
h
e
d
ungeons
b
eyon
d
t
h
e
De
l
ve gate an
d
too
k
t
h
e stewar
d
s
h
ip of Va
l
a
h
uv un
d
er its
protective wing, exc
l
u
d
ing Ommors fom t
h
eir regiona
l
pant
h
eon. An
d l
ife was goo
d
-unti
l
t
h
e opening of t
h
e
Wor
ld
woun
d
. Re
l
ative
l
y iso
l
ate
d
fom t
h
e initia
l
attac
k
s, t
h
e
peop
l
e of Va
l
a
h
uv stu
bb
orn
l
y
d
eci
d
e
d
not to evacuate. But
w
h
en t
h
e frst
d
emons reac
h
e
d
t
h
eir
h
ome, t
h
e Ba
l
emoons
b
are
l
y
d
efeate
d
t
h
e inva
d
ers. Knowing t
h
at more
d
emons
wou
ld
come soon to fnis
h
t
h
e jo
b
, t
h
e
d
esperate go
d
ca
ll
ers
d
escen
d
e
d
to Ommors
'
s vau
l
t an
d b
egge
d f
r
h
er protection.
Ommors consente
d
,
b
ut on
l
y in return
f
r
h
er fee
d
om an
d
reinstatement as not just a
d
eity
b
ut the go
dd
ess of Va
l
a
h
uv.
T
h
e Ba
l
emoon c
l
an consente
d
, an
d
w
h
en next t
h
e
d
emons
came, t
h
e power
fl d
aemon s
l
aug
h
tere
d
t
h
em
b
e
f
re t
h
ey
even reac
h
e
d
t
h
e community. Time an
d
again t
h
e
d
aemon
d
e
f
n
d
e
d h
er new
f
oc
k
, a
l
ways un
d
er t
h
e cover of nig
h
t.
T
h
e citizens of Va
l
a
h
uv never
l
earne
d
t
h
e trut
h
of
h
ow
t
h
eir
b
ene
f
ctors
h
a
d
turne
d
,
b
ut in t
h
e years t
h
at
fll
owe
d
,
t
h
e sufering of t
h
ose
d
we
ll
ing in t
h
e town
h
as
b
een sweet
nectar to Ommors
d
eep
b
e
l
ow.
Since t
h
e opening of t
h
e Wor
ld
woun
d
an
d
t
h
e First
Men
d
evian Crusa
d
e, Ommors
h
as reve
l
e
d
in t
h
e carnage.
S
h
e no
l
onger spen
d
s a
ll h
er time in
h
er vau
l
ts,
b
ut rat
h
er
exp
l
ores t
h
e Wor
ld
woun
d f
r mont
h
s at a time, fee
d
ing of
of t
h
e remnants of t
h
e en
dl
ess
b
or
d
er con
f
icts. Yet s
h
e
a
l
ways returns to Va
l
a
h
uv,
f
r s
h
e
h
as grown accustome
d
to fee
d
ing on not just t
h
e occasiona
l
sacrifce of
h
er
wors
h
ipers,
b
ut more su
b
t
l
y on t
h
eir
d
espair an
d f
ar. S
h
e
a
l
so preys fee
l
y upon
h
umans w
h
o approac
h
t
h
e town
an
d d
emons
f
o
l
is
h
enoug
h
to en
d
anger
h
er stoc
k
yar
d
of
h
uman catt
l
e.
T
h
e mean
d
ering passages
b
eyon
d
t
h
e De
l
vegate
b
urrow
d
eep into t
h
e T
h
un
d
erstair c
l
ifs,
h
o
ld
ing centuries
'
wort
h
of tom
b
s an
d
s
h
rines to
l
ong-a
b
an
d
one
d
go
d
s as we
ll
as
t
h
e remains of Ommors
'
many victims. W
h
en supp
l
ie
d
fes
h
sacrifces, t
h
e fen
d
paints t
h
e stones wit
h
a stic
k
y,
ree
k
ing coat of t
h
eir
bl
oo
d
. S
h
e ta
k
es more time to enjoy
t
h
e sufering of a
bd
ucte
d d
emons,
k
eeping
d
ozens of t
h
em
b
oun
d
in
bl
oo
d
y cocoons scattere
d
t
h
roug
h
out t
h
e
d
ept
h
s.
Many of
h
er victims rise as un
d
ea
d
s
h
e
ll
s to wan
d
er t
h
e
h
a
ll
s. T
h
ese
h
ungry, min
dl
ess creatures
f
nction as
t
h
e
d
aemon
'
s guar
d d
ogs, vicious
l
y swarming anyt
h
ing
f
o
l
is
h
enoug
h
to intru
d
e upon
h
er un
h
o
l
y
d
omain.
Newcomers to Va
l
a
h
uv are rare, an
d
w
h
i
l
e t
h
e town
'
s
l
atest c
h
ie
f
ain, Go
d
Ca
ll
er Feinro
h
Ba
l
emoon, genuine
l
y
cares
f
r
h
is peop
l
e,
h
e
'
s suspicious of outsi
d
ers, an
d
on
l
y ta
k
es in t
h
ose w
h
o promise to never c
l
im
b
t
h
e
T
h
un
d
erstair. If ever confonte
d
a
b
out Va
l
a
h
uv
'
s
d
ar
k
protector, t
h
e c
h
ie
f
ain is quic
k
to exp
l
ain t
h
e necessity of
t
h
e
"
go
d
'
s
"
continue
d
existence-after a
ll
, w
h
at are a few
sacrifces in exc
h
ange
f
r
k
eeping t
h
e rest of t
h
e town
'
s
resi
d
ents safe
?
W
h
i
l
e
h
e
d
eep
l
y regrets t
h
e necessity of
t
h
e mur
d
ers,
h
e
d
oes
h
is
b
est to sate t
h
e
d
aemon wit
h
t
h
e
bl
oo
d
of crimina
l
s an
d
rai
d
ers-an
d
occasiona
ll
y
nosy outsi
d
ers. T
h
oug
h
many peop
l
e in Va
l
a
h
uv mig
h
t
b
e
h
appy enoug
h
to see t
h
e sacrifces en
d
, Ba
l
emoon is
quic
k
to remin
d
a
d
venturers t
h
at
d
efeating Ommors
on
l
y so
l
ves one of Va
l
a
h
uv
'
s pro
bl
ems-
f
r w
h
en wor
d
of
t
h
e sangu
d
aemon
'
s
d
eat
h
inevita
bl
y sprea
d
s, t
h
e
d
emons
wi
ll
soon return.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
Yathscar
Grave of the Tower of Yath
Locat i on: The Wounded L ands
Master: l s i l da ( CE femal e U l fen g host cl er i c of Des kar i 17)
I nhabi tants: Cul t i sts, demoni c ver mi n, demons (ba baus,
derakni s'", gi bri l et hs''', hezrous, ki t ha ngi a ns'", schi rs"3),
dwi erget hs···, gr i ms l a kes'', ur annag'", war ped ones'"
Features: Forest s of cr u mbl ed i nsect oi d l i mbs, r i vers and l akes
of bl ood, rott i ng h i l l s of t umorous f l esh
On
l
y a few years
h
ave passe
d
since t
h
e
d
estruction of t
h
e
Tower of Yat
h
. A semi-sentient fagment of t
h
e A
b
yss
transpose
d
into t
h
e eastern reac
h
es of t
h
e Wor
ld
woun
d
,
it acte
d
as a
l
iving con
d
uit
f
r a ti
d
e of A
b
yssa
l
energies
capa
bl
e of
b
reac
h
ing t
h
e protective
b
oun
d
ary of
Men
d
ev
'
s wardstones. Ha
d
t
h
e tower
b
een a
ll
owe
d
to grow to fuition, it wou
ld h
ave
b
ecome a
crown jewe
l
of Des
k
ari
'
s cu
l
t an
d
a signifcant t
h
reat to
Men
d
ev,
b
ut in 4711 AR an un
l
i
k
e
l
y
b
an
d
of a
d
venturers
manage
d
t
h
e even un
l
i
k
e
l
ier triump
h
of
b
ringing
d
own
t
h
e tower an
d
s
l
aying its mistress, t
h
e treac
h
erous
priestess Isi
ld
a. To
d
ay, t
h
e site w
h
ere t
h
e Tower of Yat
h
once stoo
d
is a waste
l
an
d
of putrescent f
l
es
h
s
l
oug
h
e
d
fom t
h
e tower
'
s mass as it fe
ll
. T
h
e tormente
d
groun
d
aroun
d
t
h
e site s
h
u
dd
ere
d
an
d h
eave
d l
i
k
e
d
isease
d
f
l
es
h
w
h
en t
h
e tower stoo
d
, an
d
to
d
ay it continues to
d
o so,
b
ut as an un
d
ea
d l
an
d
scape of
h
i
ll
-size
d
tumors
marre
d b
y acres of scars, rivers of
bl
oo
d
an
d
pus, an
d
t
h
e
b
uzzing of mi
ll
ions of insects gorging an
d d
ying on t
h
e
necrotic tissue.
T
h
e tower
'
s remains now
f
rm a
l
ow moun
d
at t
h
e
center of a
l
a
k
e of rotting
bl
oo
d
, an
d
t
h
e grims
l
a
k
es an
d
d
wierget
h
s craw
l
ing a
b
out on its sur
f
ce are t
h
e
l
east of
its
d
angers. A
l
t
h
oug
h
t
h
e tower
h
as co
ll
apse
d
, t
h
e moun
d
remains ri
ddl
e
d
wit
h
passageways in t
h
e s
h
ape of rotting,
empty arteries an
d
sagging gu
ll
ets.
T
h
e tower
'
s
f
rmer ru
l
er exists
h
ere sti
ll
as an
enrage
d
,
d
espon
d
ent g
h
ost w
h
o
l
usts
f
r revenge upon
t
h
ose s
h
e
d
eems responsi
bl
e
f
r
h
er
d
eat
h
an
d
Yat
h
'
s
d
ismissa
l
fom t
h
is wor
ld
. As in
l
ife, s
h
e see
k
s to own
strong, ta
l
ente
d
, an
d
attractive men, ofering
f
vor an
d
wea
l
t
h
in exc
h
ange
f
r t
h
eir servitu
d
e as if Yat
h
sti
ll
existe
d
an
d
s
h
e sti
ll
compete
d
wit
h
ot
h
er so-ca
ll
e
d
interme
d
iaries. T
h
e
l
ocation of
h
er morta
l
remains­
h
i
dd
en wit
h
in a ragge
d d
ome of
h
a
l
f-rotten, ca
l
cife
d
,
carti
l
aginous f
l
es
h
cu
ll
e
d
fom Yat
h
'
s
h
eart-remains
f
r
b
i
dd
en to
d
emons an
d
morta
l
s a
l
i
k
e. Here, Isi
ld
a
d
isp
l
ays t
h
e taxi
d
ermic remains of
h
er
f
rmer
l
over­
s
l
aves. W
h
en not giving or
d
ers to
d
evote
d
cu
l
tists an
d
imp
l
oring
d
emons to
fll
ow
h
er once again, t
h
e un
d
ea
d
c
l
eric
b
roo
d
s, spea
k
ing to
h
er
d
ea
d l
overs as if t
h
ey
sti
ll l
ive
d
.
On t
h
e sout
h
ern s
h
ore of t
h
e
l
a
k
e of
bl
oo
d
, a
gate-tower once contro
ll
e
d
access to t
h
e
b
ri
d
ge
t
h
at crosse
d
to Yat
h
itse
l f
A new temp
l
e rises
t
h
ere now,
b
ui
l
t
b
y cu
l
tists sti
ll l
oya
l
to Isi
ld
a
'
s
memory, t
h
oug
h
many of
h
er
f
rmer f
l
oc
k h
ave
simp
l
y a
b
an
d
one
d
t
h
eir
h
ig
h
priestess. Face
d
wit
h
t
h
e
s
l
ow
h
emorr
h
age of
h
er origina
l fll
owers, Isi
ld
a ca
ll
s
more via
d
reams, imp
l
oring t
h
em to recreate Yat
h
,
f
rging it anew or raising it fom t
h
e grave in t
h
e same
way s
h
e returne
d
fom
d
eat
h
.
A num
b
er of
d
emons sti
ll
c
l
ing to
h
er, t
h
oug
h
d
ramatica
ll
y fewer t
h
an t
h
e armies t
h
at once f
l
oc
k
e
d
to
h
er comman
d
un
b
i
dd
en. Her
fll
owers
l
inger at t
h
e
Yat
h
scar
f
r various reasons. Some stay out of
b
e
l
ief
t
h
at s
h
e cou
ld
yet resurrect Yat
h
, fn
d
ing somet
h
ing
to rep
l
ace t
h
e sto
l
en anc
h
or t
h
at ma
d
e its presence on
Go
l
arion possi
bl
e-an
d
t
h
at u
l
timate
l
y
l
e
d
to its
fll
.
Ot
h
ers stay to watc
h
an
d
enjoy t
h
e g
h
ost
l
y c
l
eric
'
s fts of
d
epression an
d f
ry.
Isi
ld
a
'
s g
h
ost
h
as
b
een
d
estroye
d
t
h
ree times since
Yat
h
'
s
fll
, twice
b
y
d
emons see
k
ing to gain contro
l
of t
h
e
Yat
h
scar an
d
enact t
h
eir own
d
esigns, an
d
once
b
y morta
l
pa
l
a
d
ins ofMen
d
ev see
k
ing to put
d
own t
h
e
l
ast
l
egacy of
Yat
h
once an
d f
r a
ll
. But s
h
e
h
as a
l
ways appeare
d
again to
ta
k
e swift revenge on
h
er wou
ld
-
b
e
d
estroyers, an
d
in t
h
e
f
w s
h
ort years since s
h
e
b
ecame a g
h
ost s
h
e
h
as grown
muc
h
more power
fl
t
h
an w
h
en s
h
e
l
ive
d
. To any
d
e
l
ving
into Yat
h
'
s ruins an
d
its tang
l
e of un
d
ergroun
d
, organ­
l
i
k
e caverns,
h
er resurgence remains t
h
e greatest t
h
reat .
Fin
d
ing an
d d
estroying
h
er
f
cus is t
h
e
k
ey to fna
ll
y
d
estroying
h
er, t
h
oug
h
t
h
at
f
cus cou
ld b
e anyt
h
ing: t
h
e
remains of
h
er
l
overs,
h
er own
b
ones, or quite possi
bl
y
Yat
h
'
s
f
rmer anc
h
or now ta
k
en
f
r
b
eyon
d
t
h
e reac
h
of
t
h
e Wor
ld
woun
d
itse
l f
Zel misdria's Boudoir
Succubus Den and Drason Lair
Locat i on: The Wounded L ands
Master: Zel mi sdr i a ( CE femal e s uccu bus ra nger 11)
I nhabi tants: bur ni ng d ryads and ot her corru pted fey, c ul t i st s,
demoni c ver mi n, demons (a br i ka n di l us'', br i mora ks"010',
succubi , schi rs"', ool i odd roos''', vrocks), fi endi s h d ra kes
Features: Ashen wastel and of bu r ned f orest, regi ons of
per pet ual l y s mol der i ng trees and screa mi ng d ryads,
r ui ned vi l l ages and bat t l efi el ds f rom t he t i me of t he F i rst
Mendevi an Cr usade
T
h
e Winge
d
Woo
d
once stretc
h
e
d
fom t
h
e o
ld
Sar
k
orian Marc
hl
an
d
s to t
h
e West Se
ll
en River, t
h
oug
h
now it comprises
l
itt
l
e more t
h
an a waste
l
an
d
of as
h
an
d
per
h
aps 2 0 square mi
l
es of torture
d
, perpetua
ll
y
smo
ld
ering trees. At t
h
e
f
rest
'
s center, t
h
e o
ld
fen
d
is
h
green
d
ragon Azrivauxus sits atop an ever­
growing
h
oar
d
of treasure p
l
un
d
ere
d
fom t
h
e ruins of
surroun
d
ing vi
ll
ages an
d
scavenge
d
fom t
h
e rotting
corpses of
d
emons an
d
crusa
d
ers a
l
i
k
e. Yet Azrivauxus
is not t
h
e ru
l
er of t
h
is woo
d
,
f
r s
h
e serves a muc
h
more
d
angerous mistress-t
h
e succu
b
us Ze
l
mis
d
ria.
Ze
l
mis
d
ria frst came t
h
roug
h
t
h
e Wor
ld
woun
d
near
l
y 95 years ago as an agent of Nocticu
l
a. T
h
e
d
emon
l
or
d
of
l
ust was eager to
l
earn if s
h
e cou
ld
capita
l
ize upon t
h
e Wor
ld
woun
d
,
b
ut as t
h
e years wore
on, Nocticu
l
a
'
s interests in t
h
e Wor
ld
woun
d
wane
d
in
l
ig
h
t of ot
h
er concerns, even as Ze
l
mis
d
ria grew more
an
d
more intrigue
d b
y t
h
e possi
b
i
l
ities s
h
e
f
un
d h
ere.
S
h
e
h
a
d
a
l
rea
d
y more or
l
ess a
b
an
d
one
d h
er
d
uties
to Nocticu
l
a
b
y t
h
e time s
h
e encountere
d
t
h
e green
d
ragon Azrivauxus, an
d
after managing to se
d
uce t
h
e
o
ld d
ragon s
h
e
d
eci
d
e
d
to ma
k
e t
h
e ruins of t
h
e Winge
d
Woo
d h
er
d
omain.
Over t
h
e
l
ast severa
l d
eca
d
es of c
l
ose contact wit
h
t
h
e
d
ragon, Ze
l
mis
d
ria
h
as gra
d
ua
ll
y warpe
d
t
h
e creature
'
s
very essence, trans
f
rming
h
er into a fen
d
is
h d
ragon.
To
d
ay,
d
epen
d
ing on t
h
e succu
b
us
'
s moo
d
, t
h
e
d
ragon
treats
h
er various
l
y as a mot
h
er, a
l
over, or a
d
aug
h
ter,
a
dd
ing a
f
rt
h
er
l
eve
l
of comp
l
ex perversion to t
h
eir
re
l
ations
h
ip. T
h
e succu
b
us constructe
d
a strange
l
y
incongruous
h
ome at t
h
e
h
eart of t
h
e
bl
aste
d f
rest-a
state
l
y manor t
h
at wou
ld b
etter ft in t
h
e no
bl
e
d
istrict
of an af
l
uent city. Azrivauxus
h
erse
l
f roosts in a massive
d
ea
dfll
t
h
at
l
ooms
l
i
k
e a
h
i
ll
over t
h
is manor.
T
h
e surroun
d
ing woo
d
s continue to
b
urn even to
d
ay,
more t
h
an a century after a
l
egion of
b
rimora
k
s frst set
t
h
em a
f
ame. Ze
l
mis
d
ria entrappe
d
an
d
corrupte
d
t
h
e
d
ea
d f
rest
'
s
d
rya
d
s,
d
ooming t
h
em to a torture
d
existence
as t
h
eir
h
ost trees perpetua
ll
y smo
ld
er. Eterna
l
woun
d
s
cover t
h
ese
d
rya
d
s. T
h
e misera
bl
e creatures stare out
wit
h h
o
ll
ow eyes, an
d fll
into ran
d
om fts of
h
ysterica
l
screaming. T
h
e succu
b
us fn
d
s t
h
em a
d
ora
bl
e, referring
to t
h
em co
ll
ective
l
y as
h
er
"
l
ove
l
y
b
urning
d
aug
h
ters
"
an
d
occasiona
ll
y compe
ll
ing t
h
em to see to
h
er w
h
ims.
Sig
h
tings of a succu
b
us ri
d
ing a
d
emonic
d
ragon
d
iminis
h
t
h
e mora
l
e of crusa
d
er troops un
l
uc
k
y enoug
h
to encounter t
h
e pair w
h
en t
h
e vi
ll
ains ma
k
e one of
t
h
eir fequent rai
d
s a
l
ong t
h
e West Se
ll
en River. T
h
ese
rai
d
s
h
ave ma
d
e Ze
l
mis
d
ria notorious not on
l
y among
t
h
e crusa
d
ers,
b
ut among t
h
e cu
l
tists of Des
k
ari ,
f
r t
h
e
succu
b
us t
h
in
k
s of
h
erse
l
f as
h
er own master, owing
service to no one. Storm Lor
d
K
h
orramza
d
e
h h
as
l
uste
d
f
r Ze
l
mis
d
ria since
l
ong
b
e
f
re t
h
e Wor
ld
woun
d
opene
d
,
an
d h
er perio
d
ic visits to Iz to atten
d
to t
h
ese
l
usts
h
ave
gone a
l
ong way towar
d
ensuring
h
er continue
d
a
b
i
l
ity
to operate in
d
epen
d
ent
l
y in t
h
e area. Ot
h
er
d
emon
genera
l
s ofer
h
er
l
arge
b
ri
b
es in t
h
e
f
rm of magic, go
ld
,
or
d
isposa
bl
e
l
overs to gain
h
er ai
d
-oferings t
h
ey
h
ave
easy access to
b
ecause of t
h
e proximity of t
h
e succu
b
us
'
s
b
ou
d
oir to t
h
e
b
or
d
er.
T
h
oug
h
t
h
e succu
b
us an
d h
er
d
ragon are t
h
e most
d
angerous
d
enizens of t
h
e Winge
d
Woo
d
, an
d
t
h
oug
h
h
er
b
urning
d
rya
d
s are per
h
aps t
h
e most popu
l
ous of
t
h
e region
'
s in
h
a
b
itants, numerous ot
h
er
d
angers
d
we
ll
wit
h
in t
h
is area. Demonic vermin are particu
l
ar
l
y
common in t
h
e woo
d
s, especia
ll
y
d
emonic mantises an
d
d
emonic spi
d
ers of a
ll
s
h
apes an
d
sizes. A
l
arge num
b
er
of
f
rest
d
ra
k
es, rift
d
ra
k
es, an
d
(a
l
ong t
h
e areas near
waterways) river
d
ra
k
es
d
we
ll h
ere,
b
ut t
h
ese monsters
h
ave a
ll
succum
b
e
d
to t
h
e Wor
ld
woun
d
'
s corruption. T
h
e
majority of t
h
ese
d
ra
k
es are mere
l
y fen
d
is
h
creatures,
b
ut an increasing proportion seem to
b
e
h
a
l
f-fen
d
s.
Cu
l
tists too f
l
oc
k
t o t
h
e woo
d
s i n greater num
b
ers, an
d
many
h
ave come to wors
h
ip Ze
l
mis
d
ria as a go
dd
ess.
T
h
e
f
ct t
h
at some of t
h
e c
l
erics among t
h
ese cu
l
tists are
b
eing grante
d
spe
ll
s is worrisome in
d
ee
d
.
Two more of my soldiers, one of them my squire, went missing this
evening after a fight. No one saw them leave. Tempers are short. ¡
expect the locust demons to hit us again before the dawn, just as ¡
expect my missing soldiers to be with them, recruited by evil spirits,
fighting at their side. But the sound of those hideous scavenger
worms in the carnage just beyond the barricade, crunching open
bones and slurping corpses dry. That may drive us mad before the
locusts even come ...
-Final entry from Commander Halven's watch log, recovered
from the ruins of the Eagle Rock massacre.
RANDOM ENCOUNTER TABLES
T
h
e encounter ta
bl
es presente
d
on t
h
is page are not
meant to
b
e ex
h
austive
l
ists of creatures t
h
at
d
we
ll
wit
h
in
t
h
e Wor
ld
woun
d
-t
h
e inc
l
usion of a
"
GM
'
s C
h
oice
"
a
ll
ows
f
r t
h
e intro
d
uction of ot
h
er
d
emons or creatures
as you see ft . Note t
h
at t
h
e Wor
ld
woun
d
is inten
d
e
d
to
c
h
a
ll
enge
h
ig
h
er-
l
eve
l
parties-
l
ow-
l
eve
l
creatures can
certain
l
y
b
e encountere
d h
ere,
b
ut
b
e wary of inc
l
u
d
ing
too many encounters of CR 8 or
l
ower, as t
h
ese ma
k
e t
h
e
Wor
ld
woun
d
seem a
l
ess-c
h
a
ll
enging
l
oca
l
e.
Crusader Patrol { CR 11): Usua
ll
y, t
h
is patro
l
consists
of seven Men
d
evian crusa
d
ers ( LG
h
uman cava
l
ier s)
l
e
d
b
y a comman
d
er ( LG
h
uman pa
l
a
d
in 9). T
h
ese
h
ar
d
ene
d
warriors assume t
h
e PCs are unfien
dl
y, an
d
attempt to
capture t
h
em a
l
ive
f
r questioning-success
fl
B
l
uf or
Dip
l
omacy c
h
ec
k
s can convince t
h
e crusa
d
ers t
h
e PCs
aren
'
t possesse
d
or
d
emons in
d
isguise.
Cultists {CR 10): T
h
is group consists of
f
ur cu
l
tists
( CE
h
uman c
l
eric s)
l
e
d b
y a
h
ig
h
priest ( CE tief
l
ing c
l
eric
9). At your option, t
h
e cu
l
tists may
b
e
l
ea
d
ing a
b
an
d
of
prisoners to a near
b
y
f
rtifcation or ruin
f
r sacrifce, or
t
h
ey cou
ld b
e escorting a sing
l
e power
fl
( CR 9 or
h
ig
h
er)
d
emon. T
h
e cu
l
tists wors
h
ip one of t
h
e
d
emon
l
or
d
s w
h
o
h
ave signifcant inf
l
uence in t
h
e region in w
h
ic
h
t
h
e
encounter occurs.
Low Templars (CR 10): Low temp
l
ars are crusa
d
ers
w
h
o
l
ac
k
spiritua
l
conviction. T
h
is
b
an
d
of
f
ur suc
h
miscreants ( CN
h
uman fg
h
ter 5/
l
ow temp
l
ar
ISWG
2) may
h
ave recent
l
y a
b
an
d
one
d
a patro
l
an
d
are ma
k
ing t
h
eir way
b
ac
k
to a sout
h
ern
b
or
d
er to escape t
h
e war, or t
h
ey cou
ld
b
e using crusa
d
er resources to
l
oot a
b
att
l
efe
ld
or an o
ld
Sar
k
orian ruin. T
h
ey
'
re not evi
l
,
b
ut give t
h
em time.
Raiding Part y {CR 11): T
h
is mounte
d b
an
d
of 1
d
4+2
Mammot
h
Lor
d b
ar
b
arians ( CN
h
uman
b
ar
b
arian 6/
mammot
h
ri
d
er
PoP
1) scours t
h
e western Wor
ld
woun
d
l
oo
k
ing
f
r
d
emons to s
l
ay, t
h
ey assume any in
d
ivi
d
ua
l
s
t
h
ey encounter are
d
emons or, at t
h
e very
l
east , are
possesse
d b
y
d
emons, an
d
genera
ll
y attac
k
on sig
h
t .
Frostmire
d% Resul t
0 1 -05 Ra i di ng pa rty
06-2 0 1 d 4 demoni c deadfa l l scor pi ons
2 1 -30 2d4 wi l l -'o- wi sps
3 1 -35 1 d6 f r ost gi a nt s
36-40 1 d6 s uccu bi and 1 d6 i nc ubi
41 -50 1 d6 dera k n i s
5 1 -60 1 d 4 hezrous
61 -80 1 d 8 f i endi s h ma rs h gi a nt s
8 1 -90 1 f u ngu s queen a n d 1 d 4
f ungoi d f i endi s h ma rs h g i a nt s
9 1 -1 0 0 1 d 6+2 u ra n nag
Avg. CR Source
1 1 See a bove
1 1 See page 52
1 1 B l 277
1 2 Bl 1 49
1 2 Bl 68, B 3 73
1 3 Page 43
1 3 B 1 62
1 3 B 2 1 2 9, 292
1 3 I SB 1 2, B2 1 29
1 3 See page 6 0
Riftshadow
d% Resul t
01 -20 Cu l t i st s
2 1 -40 Low templ ars
41 -45 Cr usader patrol
46-60 2d6 babaus
61 -65 1 d8 spectres
66-75 1 d 6 vrocks
76-85 2d4 s hadow demons
86-90 1 d4 kal avakuses
91 -95 1 ool i oddroo
96-1 00 1 d6 derakni s
Sarhorian Steppe
d% Resul t
01 -1 5 Low templ ars
1 6-30 Cr usader patrol
3 1 -50 Rai di ng Pa rty
5 1 -55 1 gi bri l et h
56-70 2d8 br i mora ks
71 -80 2d6 wrai t hs
81 -85 1 d6 ki t hangi ans
86-90 2d6 gr i ms l akes
91 -93 1 kakuen-ta ka
94-1 00 Pl agued beast s
Stonewil ds
d% Resul t
01 -1 5 Cu l t i st s
1 6-30 1 d8 war monger wasps
3 1 -40 2d6 whi te wrai t hs
41 -50 1 d8 ki t ha ngi ans
5 1 -65 2d6 nabasus
66-70 1 d4 omoxes
71 -80 2d6 vrocks
81 -85 1 s i abrae
86-90 1 s hemhazi an
91 -1 00 Demoni c vermi n
Wounded Lands
d% Resul t
01 -1 0 Cu l t i st s
1 1 -1 5 Cr usader pat r ol
1 6-2 5 2d6 vescavor swa r ms
26-35 1 d8 bebi l i t hs
36-40 1 d6 ret r i evers
41 -60 2d6 war ped ones
61 -70 2d6 derakni s
71 -75 1 d 4 dwi erget hs
76-80 1 ri ftcreeper
81 -85 1 wou ndwyr m
86-90 1 s hemhazi an
91 -1 00 Demoni c vermi n
Avg. CR Source
1 0 See a bove
1 0 See a bove
1 1 See a bove
1 1 B 1 57
1 1 B 1 256
1 2 B1 69
1 2 B1 67
1 2 B 2 78
1 3 See page 5 0
1 3 See page 43
Avg. CR Source
1 0 See a bove
1 1 See a bove
1 1 See a bove
1 1 See page 46
1 1 BOTD2 5 6
1 1 B 1 281
1 2 See page 47
1 2 See page S5
1 4 I SB 20
Va r. See page 56
Avg. CR Source
1 0 See a bove
1 1 See page 61
1 2 See page 20
1 3 See page 47
1 4 B1 64
1 4 B2 79
1 5 B1 69
1 5 See page 5 8
1 6 B 2 8 0
Va r. See page 5 2
Avg. CR Source
1 0 See a bove
1 1 See a bove
1 1 L K 5 0
1 4 B 1 32
1 4 B 1 234
1 4 See page 62
1 5 See page 43
1 5 See page 54
1 5 See page 57
1 5 I SB 61
1 6 B 2 8 0
Va r. See page 5 2
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
DEMON, ABRIRANDILU
This deformed, horned, hunchbacked humanoid has a forked,
ratlike tail and two thumbs on each taloned hand.
ª
XP 800
CE Med i u m out si der (chaot i c, demon, evi l , ext r a pl anar)
l ni t +O; Senses da rkvi s i on 60 ft. ; Percept i on +1 2
DEFENSE
AC 1 5, t ouch 1 0, f l at-footed 15 (+5 nat ur al )
hp 32 (Sd 1 0+5)
For t +S, Ref +4, Wi l l +3
I mmune el ect r i ci t y, poi son; Resi st aci d 1 0, col d 1 0, fi re 1 0
Weaknesses hatred o f mi rrors
OFFENSE
Speed 30 ft.
Mel ee bi te +7 (1 d6+2 pl us mut i l at i on), 2 cl aws +7 (1 d4+2)
Ranged i mprovi sed wea pon +S (1 d6+2)
Speci al Attacks dest r ucti ve at t acks, mut i l at i on
Spel l - L i ke Abi l i t i es ( CL 5t h; concent rat i on +6)
3/day-couse fear (DC 1 2), shatter (DC 1 3)
1 /day-s ummon (l evel 1, 1 abr i ka n di l u 500)
STATISTICS
Str 1 5, Dex 1 1 , Con 1 2, Int 6, Wis 1 0, Cha 1 3
Base Atk +S; CMB +7 (+9 s under); CMD 1 9 (2 1 vs. s under)
Feats I mproved Sunder, I ron Wi l l , Power Attack, Throw Anyt hi ng'
Ski l l s Appr ai se +6, Cl i mb +1 0, Di sabl e Devi ce +8, Percept i on +1 2;
Raci al Modi fi ers +4 Percept i on
Languages Abyssal , Cel est i al , Dr aconi c; tel epat hy 1 00 f t .
ECOLOGY
Envi ronment a ny (Abyss)
Organi zati on sol i t a ry, pai r, or gang (3-1 2)
Treasure sta ndard (a l l a rt obj ect s a re broken)
SPECIAL ABI LI TI ES
Destructive Attacks (Ex) An a br i ka n d i l u's nat ur al at t acks can
t hreat en and conf i r m cr i t i cal hi t s agai nst obj ect s. I n add i t i on,
t hey ga i n a +S rac i al bonus on St rengt h checks made to
brea k or dest roy obj ect s.
Hatred of Mi rrors (Ex) An abr i ka n di l u l oat hes t he s i ght of
i t s own refl ect i on. Us i ng a mi rror g ra nts a +S bonus on
I nt i mi dat e checks agai nst a n a br i ka n di l u . An abr i ka n di l u
adj acent t o a mi rror or at t acked by a mi rror- car ryi ng creat ure
(at t he GM's di scret i on, some s hi el ds cou l d be cons i dered
mi rrors) must at tempt a DC 1 5 Wi l l save at t he st ar t of i t s
t ur n. I f i t fa i l s, i t must f ocus al l of i t s act i ons t hat round on
at t empts to dest roy t he mi rror.
Muti l ati on (Su) An a br i ka n di l u's bi t e ca uses hi deous, ugl y
wounds t hat not onl y mar beaut y but s uper nat ural l y
d i mi n i sh a creat u re's s ens e of sel f-wor t h. A creat ure bi t t en
by a n abr i ka n di l u mus t s ucceed at a DC 1 3 For t i t ude save or
ga i n a -1 pena l t y on a l l Char i s ma- based checks. Thi s pena l t y
ca n st ack as hi gh as a -5 penal t y wi t h mu l t i pl e bi t es and
fa i l ed saves, and l as t s even af t er t he wounds a re hea l ed.
The penal t y reduces by 1 poi nt every 24 hours. Thi s i s a c urse
effect. The save DC i s Const i t ut i on- based.
Known as wrec
k
er
d
emons, a
b
ri
k
an
d
i
l
us
d
e
l
ig
h
t in
d
estroying
b
eauty,
b
e it t
h
e ren
d
ing a
f
ne painting to s
h
re
d
s,
re
d
ucing a magni
f
cent statue to ru
bbl
e, or scarring a
l
ove
l
y
fce. A
b
ri
k
an
d
i
l
us
f
rm fom t
h
e sou
l
s of t
h
ose w
h
o in
l
i
f
van
d
a
l
ize
d
art or
d
estroye
d
o
b
jects of
b
eauty, particu
l
ar
l
y
fom t
h
ose w
h
ose acts of
d
estruction were
b
orn fom
jea
l
ousy. A
ll
a
b
ri
k
an
d
i
l
us
l
oat
h
e on
l
y one t
h
ing more t
h
an
b
eauty-t
h
eir own re
f
ection. Curious
l
y, t
h
e countenances of
ot
h
er a
b
ri
k
an
d
i
l
us
d
o not vex a wrec
k
er
d
emon,
b
ut t
h
e sig
h
t
of its own
d
e
f
rme
d
s
h
ape
d
rives it into a
f
rious anger.
A
b
ri
k
an
d
i
l
us are use
d
o
f
en as groun
d
troops in
d
emonic
" ' wars,
f
r t
h
ey are exce
ll
ent
b
rutes on t
h
e
b
att
l
e
f
e
ld
an
d
d
o not require weapons or armor to exce
l
at com
b
at. T
h
eir
penc
h
ant
f
r
d
estroying wor
k
s of art
b
rings a
d
emora
l
izing
e
l
ement to
b
att
l
e,
f
r
l
itt
l
e remains a
f
er a
b
ri
k
an
d
i
l
us attac
k
wor
k
s of
b
eauty. Even w
h
en t
h
ey are
d
efeate
d
, t
h
e
d
amage
t
h
ey
'
ve
d
ea
l
t en
d
ures, a constant remin
d
er of t
h
e in
f
nite
va
l
ue of w
h
at t
h
ey
d
estroye
d
.
An a
b
ri
k
an
d
i
l
u stan
d
s 4 feet ta
ll
an
d
weig
h
s 200 poun
d
s.
DEMON, DERARNI
The size of a horse, this demonic locust has a scorpion's stinner
and an almost-human face. Its front lens end in clawed hands.
CR 1 0
XP 9,600
CE L arge out si der (chaot i c, demon, evi l , extra pl a na r)
l ni t +1 0; Senses da rkvi s i on 60 ft. , scent; Percept i on +2 5
DEFENSE
AC 2 5, touch 1 5, f l at-footed 19 (+6 Dex, +1 0 nat ural , -1 si ze)
hp 1 2 6 (1 1 d 1 0+66)
Fort + 1 3, Ref + 1 3, Wi l l +8
DR 1 0/good; I mmune el ect r i ci ty, poi son; Resist aci d 1 0, col d 1 0,
fi re 1 0; SR 2 1
OFFENSE
Speed 30 ft. , fl y 60 ft. ( good)
Mel ee bi te +1 8 (1 d4+8 pl u s poi s on), 2 cl aws +1 8 (1 d4+8),
s t i ng +1 8 (1 d 8+8/1 9-2 0 pl u s poi s on)
Space 1 O ft. ; Reach 1 O f t .
Speci al Attacks d rone
Spel l - L i ke Abi l i t i es ( CL 1 2 t h; concent rat i on +1 5)
At wi l l -contagion ( DC 1 7), greater teleport (sel f pl us 50 l bs.
of obj ect s on l y), gust of wind
3/day-enervation, q u i ckened
summon swarm
1 /day-insect plague, s u mmon ( l evel 4,
1 dera k ni or 1 d 4 vescavor swa r ms 400)
STATISTICS
Str 26, Dex 2 3, Con 22, Int 9, Wis 1 7, Cha 1 6
Base Atk +1 1 ; CMB +20; CMD 36 (44 vs. t r i p)
Feats Fl yby Attack, I mproved Cri ti cal (st i ng),
I mproved I ni ti ati ve, I ron Wi l l , Power Attack,
Qui cken Spel l - Li ke Abi l i ty (summon swarm)
Ski l l s Acrobat i cs +20, Fl y +22, Percept i on +2 5,
Stea l t h +1 6, S u rvi val +1 7; Raci al Modi fi ers
+8 Percept i on
Languages Abyssal , Cel est i al , Dr aconi c; tel epat hy 1 00 f t .
ECOLOGY
Envi ronment a ny (Abyss)
Organi zati on sol i t a ry, pai r, or swar m (3-1 0)
Treasure sta ndard
SPECIAL ABI LI TI ES
Drone (Su) The sound of a derakni i n f l i ght i s a mesmeri zi ng,
unsettl i ng drone that causes confusi on i n al l non- demons who
hear the sound. A derakni must fl y at l east 10 f eet to acti vate
thi s abi l i ty (whi ch i t can do as a free acti on as part of i ts move
acti on). Any non- demon creat ure that begi ns its turn wi t hi n 30
feet of a derakni that moved in t hi s manner on its previ ous t urn
must succeed at a DC 1 8 Wi l l save or become confused for 1 d4
rounds. A creat ure t hat makes t hi s save i s i mmune t o t he d rone
of that derakni for 24 hours. Demons are i mmune to t hi s soni c,
mi nd-affecti ng effect. The save DC i s Char i sma- based.
Poi son (Ex) Bi t e or st i ng-i nj u ry; save For t DC 21; frequency 1 /
round f or 6 rou nds; effect 1 d4 Con; cure 2 consecuti ve saves.
The save DC i s Const i t ut i on- based.
Dera
k
nis, a
l
so
k
nown as
l
ocust
d
emons, are among Des
k
ari
'
s
fvorite minions,
b
ot
h
in t
h
e A
b
yss an
d
in t
h
e Wor
ld
woun
d
.
Great
f
ig
h
ts of t
h
ese creatures p
l
ague t
h
e s
k
ies a
b
ove t
h
e
Woun
d
e
d
Lan
d
s in particu
l
ar,
b
ut t
h
ey can
b
e encountere
d
anyw
h
ere in t
h
e Wor
ld
woun
d
. T
h
ese creatures
'
l
eering
h
umanoi
d
visages are armore
d
wit
h
c
h
itinous p
l
ates, an
d
t
h
eir
f
ont feet en
d
in sma
ll
c
l
aws t
h
at
l
oo
k
strange
l
y
l
i
k
e
h
uman
h
an
d
s. A
d
era
k
ni can use t
h
ese
h
an
d
s to manipu
l
ate
o
b
jects or wie
ld
items,
b
ut genera
ll
y esc
h
ews using weapons
or s
h
ie
ld
s entire
l
y.
Often,
d
era
k
nis are encountere
d
in t
h
e vicinity of
h
ives
of vescavors (Patlnder Campainn Settinn: Lost Kinndoms 50 ).
In
d
ee
d
, vescavor swarms eager
l
y serve
d
era
k
nis as minions,
an
d
, save
f
r tru
l
y unusua
l
circumstances, a
d
era
k
ni never
nee
d
s to worry a
b
out ta
k
ing
d
amage fom or
b
eing
d
istracte
d
b
y a vescavor swarm t
h
at s
h
ares its space. Dera
k
nis typica
ll
y
ai
d
in t
h
e
d
evastation o
f
arge regions, o
f
en in preparation
f
r
t
h
e a
d
vance of
l
arger
d
emonic armies, an
d
t
h
e Wor
ld
woun
d
is one of t
h
eir crowning g
l
ories.
A
d
era
k
ni is 14 feet
l
ong an
d
weig
h
s i, 200 poun
d
s. T
h
ese
wretc
h
e
d d
emons arise fom t
h
e sou
l
s of t
h
ose w
h
o, in
l
ife,
purpose
fll
y engineere
d d
isasters or ai
d
e
d
in t
h
eir
d
eve
l
opment-particu
l
ar
l
y sou
l
s w
h
ose
d
isasters
resu
l
te
d
in mass fmines or
d
roug
h
ts.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
DEMON, GALLO
This horned, win.ed, wolfheaded demon has bone-white fesh
onto which have been riveted plates of spiky armor.
GALLU CR 1 9
X P 204,800
CE Med i u m out si der (chaot i c, demon, evi l , ext r a pl anar)
I ni t +8; Senses da rkvi si on 60 ft. , true seeing; Percept i on + 36
Aur a cloak of chaos (20 f t . , DC 25), havoc ( 30 f t .)
DEFENSE
AC 34, touch 1 8, f l at-footed 30 (+8 ar mor, +4 def l ect i on, +4 Dex,
+8 nat ur al )
hp 332 (1 9d1 0+228); fast hea l i n g 1 0
Fort +27, Ref +1 6, Wi l l +2 1
Defensive Abi l i ti es ar mor pl at i ng; DR 1 5/col d i ron and good;
I mmune bl eed, el ect r i ci t y, poi son; Resi st aci d 1 0, col d 1 0,
fi re 1 O; SR 30
OFFENSE
Speed 50 ft. , fl y 50 ft. ( good)
Mel ee +1 wounding falchion +31 /+26/+2 1 /+1 6 (2d4+1 7/1 5-20),
bi te +2 5 (1 d8+5), gore +2 5 (1 d6+5)
Speci al Attacks ra i n of bl ood, woundi ng bl ood
Spel l - L i ke Abi l i t i es ( CL 1 9th; concent rat i on +26)
Const ant-cloak of chaos (DC 2 5), true seeing
At wi l l -confusion ( DC 2 1 ), fear ( DC 2 1 ), geas/quest,
greater telepart (se l f pl u s 50 l bs . of o bj ect s on l y),
telekinesis (DC 22)
3/day-dimensianal Jack, q u i ckened hold monster ( DC 22),
song of discord (DC 22)
1 /day-mass hold monster ( DC 2 6), s u mmon ( l evel 7,
1 g a l l u 2 00, 1 mar i l i t h 350, o r 1 d 4 na l f es h nees 600),
symbol of insanity (DC 2 5), word of chaos ( DC 24)
STATISTICS
Str 33, Dex 1 8, Con 34, Int 1 8, Wis 2 3, Cha 25
Base Atk +1 9; CMB +30 (+32 bul l rush); CMD 48 ( SO vs . bul l r ush)
Feats Cr i t i cal Focus, I mproved Bu l l Rush, I mproved Cr i t i cal
(fa l c hi on), I mproved I n i t i at i ve, I mproved Vi t al Stri ke,
L i ght ni ng Refl exes, Power Attack, Qu i cken Spel l - L i ke Abi l i t y
(hold monster), Stagger i ng Cr i t i ca l , Vi t a l St r i ke
Ski l l s Bl uf f +2 9, Di s gu i se +29, Fl y +30, I nt i mi dat e +37,
Knowl edge (engi neer i ng) +26, Knowl edge ( h i story) +26,
Knowl edge ( pl anes) +26, Percept i on +36, Ri de +26, Sense
Mot i ve +28; Raci al Modi fi ers +8 I nt i mi date, +8 Percept i on
Languages Abyssal , Cel est i al , Dr aconi c; tel epat hy 1 00 f t .
SQ change shape (alter self, Smal l or Med i u m h u ma noi d)
ECOLOGY
Envi ronment a ny (Abyss)
Organi zati on s ol i t ary or pl at oon (1 g a l l u, 1 -3 mar i l i t hs, and
3-1 2 vrocks)
Treasure sta ndard (+1 falchian, ot her t reas ure)
SPECIAL ABI LI TI ES
Armor Pl at i ng (Su) The ar mor pl ates cover i ng muc h of a
g a l l u's body g rant it a +8 ar mor bonus . They a l so f unc t i on
as a rmor s pi kes d u r i n g g ra ppl es, but c annot be used as off­
hand wea pons . I n add i t i on, these ar mor pl ates can possess
one a ddi t i ona l ar mor s pec i al a b i l i t y chosen f r om t he
fol l owi n g opt i ons : acid resistance 20, cold resistance 20,
fire resistance 20, ghost touch, moderate fortification, o r
sonic resistance 20. A g a l l u demon c an swi t ch t he act i ve
ar mor s pec i al q u a l i t y o nce per h ou r as a swi f t act i on-as
a gener al r ul e, t he g a l l u demon keeps t he ar mor pl at i ng
s et to moderat e fo r t i fi c at i on. T hes e a rmor pl ates do not
enc umber t he gal l u o r i mpose ar mor check penal t i es,
maxi mu m Dex bon uses, or a rc ane s pel l fa i l u re c hances.
They ca n n ot be removed, s u ndered, o r dest royed wh i l e t he
g a l l u l i ves, and t hey r ust away i nto nonma gi c a l f ra gment s
of i ro n upon t he g a l l u's deat h.
Aur a of Havoc (Su) A g a l l u's presence wreaks havoc, i nf us i ng
bat t l efi el ds wi t h el ement s of c haos a n d ent ro py t hat di s r upt
c aref u l coord i nat i on a n d t act i ca l pl ot t i ng by ma n i p u l at i ng
f at e a n d cha nce. T hi s a u ra exte nds to a 30 - foot rad i u s
a rou n d t he g a l l u . The a i d a not her a c t i o n c an never g ra nt
bonus es i n t hi s a rea, nor does fl a n ki n g g ra n t bon uses to
h i t i n t he af f ect ed a rea (a l t ho u g h fl a n ked f oes rema i n
s uscept i bl e t o s n e a k at t ack da ma ge) . A creat ure s u mmoned
i nto t hi s a rea by a ny creat ure ot her t han a demon mu st
s ucceed at a DC 26 Wi l l save to avo i d bei ng conf used f or
1 d4 rou nds . Pa l a di n s and creat u res wi t h t he l awf ul s u bt ype
must ma ke a DC 26 Wi l l save each rou n d t hey beg i n t hei r
t u rn i n t hi s a u ra to avoi d bei ng nauseat ed f or 1 rou n d.
Demon s i gn ore t he ef f ect s of a g a l l u's a u ra of havoc. T h e
save DC s a re Char i s ma- bas ed.
Rai n of Bl ood (Su) As a sta ndard act i on once per mi n ute, a
ga l l u ca n command t he wounds of a l l creat ures wi t h i n 30
f eet to er upt i nto a gory del uge of bl ood; any wounded
creat ure i n t he a rea of effect i mmed i at el y ta kes 3d6 poi nt s
of damage f rom t he ra i n of bl ood and must succeed at a
DC 31 For t i t ude savi ng t h row. Fa i l u re i nd i cates t hat t he
damage becomes bl eed damage and t he affected creat ure
becomes staggered f rom t he pai n as l ong as t he bl eed
damage cont i nues . Creat u res t hat a re i mmu n e to bl eed
damage a re i mmu n e to t hi s a bi l i ty's effects. The save DCs
a re Const i t ut i on- based.
Woundi ng Bl ood (Su) The s pi kes t hat hol d a ga l l u's a rmor
pl ates i n pl ace extend as f ar i nto t he demon' s body as t hey
do out si de of i t, ca us i ng r i vul ets of bl ood to const ant l y
r un f rom t he creat u re's fl es h. Thi s cont i nu a l bl eed i ng does
not i nconveni ence or har m t he ga l l u; i nstead, i t g rant s
t he woundi ng speci al a bi l i t y to a l l man uf act ured wea pons
wi el ded by t he ga l l u . The d ri ppi ng bl ood does not af f ect t he
ga l l u 's nat ura l at t acks.
On t
h
e en
dl
ess
b
att
l
efe
ld
s of t
h
e A
b
yss, t
h
e
d
emon
l
or
d
s
'
vast armies c
l
as
h
an
d
tear at eac
h
ot
h
er in
h
orrifc
d
isp
l
ays of war
f
re an
d bl
oo
d
s
h
e
d
. T
h
ese conf
l
icts often
arise fom
b
or
d
er
d
isputes
b
etween
d
emonic rea
l
ms, or
w
h
en one
d
emon
l
or
d
fn
d
s an excuse to attac
k
anot
h
er.
But many of t
h
ese immense wars
h
ave no goo
d
reason
at a
ll
,
f
r ga
ll
us eager
l
y
f
ment war
f
r war
'
s sa
k
e; t
h
ey
are master engineers of martia
l
strife. T
h
ese
h
ate
fl
,
d
estructive
d
emons arise fom t
h
e sou
l
s of warmongers
an
d
war profteers-ne
f
rious
l
ea
d
ers, corrupt priests, or
su
b
versive merc
h
ants w
h
o use
d
t
h
eir power to perpetuate
existing wars or even to trigger new ones, a
ll f
r t
h
e
express purpose of persona
l
gain or sa
d
istic p
l
easure.
Known to some as warmonger
d
emons, t
h
e ga
ll
us are
not as enormous as many of t
h
e ot
h
er power
fl d
emons;
d
espite t
h
eir near-
h
uman size,
h
owever, t
h
ey are among
t
h
e
d
ea
dl
iest of
d
emon
k
in
d
. Stan
d
ing 8 feet ta
ll
an
d
weig
h
ing 450 poun
d
s, t
h
ese creatures
h
ave wo
l
f
l
i
k
e (
b
ut
h
air
l
ess)
h
orne
d h
ea
d
s,
b
at
l
i
k
e wings, an
d
pa
l
e f
l
es
h
.
T
h
eir feet en
d
in
h
ooves, an
d
t
h
eir tai
l
s resem
bl
e t
h
ose
of
l
ions. Ga
ll
us can assume
h
umanoi
d
s
h
ape as we
ll
, an
d
typica
ll
y
d
o so w
h
en interacting wit
h
morta
l
s, a
ll
owing
t
h
em to more easi
l
y sow see
d
s of war among t
h
ose t
h
ey
interact wit
h
.
T
h
ese
d
emons are re
l
ative
l
y
d
ificu
l
t to summon­
nate spe
ll
s can conjure t
h
em fom t
h
e A
b
yss,
b
ut
few ot
h
er morta
l
spe
ll
s can ca
ll
t
h
em
f
rt
h
. As
a resu
l
t , most ga
ll
us encountere
d
outsi
d
e t
h
e
A
b
yss
h
ave trave
l
e
d
t
h
ere via porta
l
s or simi
l
ar
met
h
o
d
s. Ga
ll
us are innate
l
y crafty creatures;
w
h
en coming to a new wor
ld
, t
h
ey resist
t
h
eir natura
l
urges to
d
estroy in
f
vor of
inf
l
tration. Extraor
d
inari
l
y patient , t
h
ey can
spen
d d
eca
d
es or more in
d
isguise as t
h
ey
su
b
t
l
y
b
ui
ld
t
h
eir inf
l
uence an
d
acquire
positions of power; t
h
ey t
h
en use t
h
ose
positions to incite government oficia
l
s
an
d
ot
h
er power
fl
in
d
ivi
d
ua
l
s to wage
war on t
h
eir neig
hb
ors. On
l
y w
h
en t
h
e
h
osti
l
ities
h
ave comp
l
ete
l
y
d
evastate
d
t
h
eir
h
ost ,
l
eaving it in smo
k
ing ruins,
d
o ga
ll
us s
h
e
d
t
h
eir
h
uman f
l
es
h
an
d
appear in t
h
eir true
f
rm to g
l
oat an
d
torment t
h
e conf
l
ict
'
s few survivors
b
e
f
re moving on to see
k
fes
h
victims.
In t
h
e Wor
ld
woun
d
, ga
ll
us serve an
a
dd
itiona
l
ro
l
e as comman
d
ers in t
h
e
numerous
d
emonic armies. Many contro
l
mu
l
tip
l
e
d
ivisions, eac
h l
e
d b
y a mari
l
it
h
genera
l
, an
d
report in turn to one of t
h
e
Wor
ld
woun
d
'
s
l
ea
d
ers,
l
i
k
e K
h
orramza
d
e
h
,
Aree
l
u, or Aponavicius. But not a
ll
of t
h
e
Wor
ld
woun
d
'
s ga
ll
us comman
d
armies. T
h
ose
w
h
o serve Bap
h
omet primari
l
y uti
l
ize t
h
eir
d
eceptive
t
h
e finges of more civi
l
ize
d l
an
d
s, an
d
ot
h
er
f
ctions
arraye
d
against t
h
e Wor
ld
woun
d
. From wit
h
in t
h
ose
groups, t
h
ey serve as a
d
visors, urging t
h
ose t
h
ey
'
ve
inf
l
trate
d
into
l
aunc
h
ing i
ll
-time
d
or poor
l
y p
l
anne
d
attac
k
s on t
h
eir
d
emonic
f
es. T
h
ese ga
ll
us occasiona
ll
y
f
e
d
t
h
eir
h
umanoi
d
"
a
ll
ies
"
l
egitimate inte
ll
igence a
b
out
d
emonic
f
rtifcations or troop movements,
k
nowing
t
h
at a
l
itt
l
e trut
h
can go a
l
ong way in encouraging
morta
l
s to act upon t
h
eir more vio
l
ent urges.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
DEMON, GIBRILETH
Thisfyini, bulbous, tumor-riddled mass has numerous arms,
no lejs, and a leerini, three-eyed face.
P
CR 1 1
XP 1 2, 800
CE L arge out si der ,chaot i c, demon, evi l , extra pl a na r,
l ni t +8; Senses da rkvi si on 60 ft. , scent; Percept i on +25
DEFENSE
AC 2 5, touch 1 3, f l at-footed 21 ,+4 Dex, +1 2 nat ural , -1 si ze,
hp 1 3 7 ,1 1 d1 0+77,
Fort +1 4, Ref +9, Wi l l +1 0
Defensive Abi l i ti es amorphous; DR 1 0/good; I mmune aci d,
di sease, el ect r i ci ty, poi son; Resi st col d 1 0, fi re 1 0; SR 22
OFFENSE
Speed 10 ft. , fl y 40 ft. ,good,
Mel ee +1 scorpion whip +1 8/+1 3/+8 ,1 d 6+8/1 8-20 pl us
di sease,, bi te +1 2 ,1 d 8+3 pl us di sease,
Ranged t umor +1 4 ,2d6 aci d pl us di sease,
Space 1 0 ft. ; Reach 1 0 f t . ,20 ft. wi t h whi p,
Speci al Attacks di sease ,see page 2 9,, whi p speci a l i st
Spel l - L i ke Abi l i t i es ,CL 1 3th; concent rat i on +1 6,
At wi l l -contagion ,DC 1 7,, grease ,DC 1 4,, greater teleport
,sel f pl us 50 l bs. of ob, ect s onl y,, unholy blight ,DC 1 7,
3/day-stinking cloud ,DC 1 6,
1 /day-s ummon , l evel 4,
1 g i br i l et h 35%,,
STATISTICS
Str 24,
Dex 1 9,
Con 24,
I nt 1 3, Wi s 1 6, Cha 1 7
Base At k +1 1 ; CMB +1 9
,+2 3 t r i p,; CMD 35
,37 vs. t r i p,
Feats Combat Experti se,
Combat Refl exes, G reat er
Tri p, I mproved I ni t i at i ve,
I mproved Tri p, L i ght ni ng
Refl exes
Ski l l s Fl y +20, Knowl edge
,d u ngeoneer i ng,+1 5,
Knowl edge , pl anes,+1 5,
Percept i on +25, Sense
Mot i ve +1 7, Stea l t h +1 4, Su rvi va l +1 7;
Raci al Modi fi ers +8 Percept i on
Languages Abyssal , Cel est i al , Dr aconi c;
tel epat hy 1 0 0 f t .
SQ t umors
ECOLOGY
Envi ronment a ny ,Abyss,
Organi zati on sol i t a ry, pai r, or i nfect i on ,3-8,
Treasure sta ndard (+1 scorpion whip, ot her t reas ure,
SPECIAL ABI LI TI ES
Di sease Any wea pon a g i br i l et h wi el ds becomes a vector f or
s preadi ng t he demonpl ague. A creat ure bi t t en by a gi bri l et h
or damaged by a wea pon i t wi el ds i s exposed to t hi s vi r ul ent
di sease. A s uccessf ul DC 22 F or t i t ude save i s needed to resi st
t hi s creat u re's pa r t i cu l ar st ra i n of demonpl ag ue-f ul l det a i l s
on t hi s wi despread si ckness a ppear on page 2 9. The save DC
i s Const i t ut i on- based.
Tumors (Su) As a swi f t act i on, a g i br i l et h c an r i p a g ra pef r u i t­
si zed t u mor f r om i t s body wi t h one of i t s many a r ms a n d
t hrow i t as a s pl a s h wea pon wi t h a ra nge i ncrement of
2 0 f eet . A d i rect hi t deal s 2d6 poi n t s of ac i d da ma ge, a n d
deal s 1 d 4 poi n t s of ac i d s pl a s h da ma ge t o a l l creat ures
wi t h i n 5 feet of t he t arget . A creat ure c an avo i d t he s pl as h
da ma ge wi t h a s uccess f ul DC 2 2 Refl ex save. The s ave DC i s
Const i t ut i on- bas ed.
Whi p Speci al i st (Ex} A g i br i l et h does not provoke at t acks of
oppor t uni t y when usi ng a whi p.
Gi
b
ri
l
et
h
s are
k
nown as f
l
t
h d
emons
b
ecause t
h
eir
appearance is so vi
l
e t
h
at even ot
h
er
d
emons fn
d
t
h
em
appa
ll
ing-inc
l
u
d
ing some
h
ezrous. A gi
b
ri
l
et
h
'
s
b
o
d
y is
compose
d
a
l
most entire
l
y of quivering,
g
l
o
b
u
l
ar, aci
d
ic tumors, save
f
r its
b
at
l
i
k
e
wings an
d
t
h
e nest of spin
dl
y, atrop
h
ie
d
arms growing fom t
h
e top of its
b
o
d
y. It
can wa
lk
wit
h
a c
l
umsy gait , using its
l
ong
arms,
b
ut it prefers to
b
e on t
h
e wing.
T
h
ese creatures enjoy sprea
d
ing
nausea an
d
sic
k
ness, eit
h
er
via t
h
eir spe
ll
-
l
i
k
e a
b
i
l
ities or
t
h
roug
h
vio
l
ence-in
f
ct , t
h
ey
are one of t
h
e primary sources
of
d
emonp
l
ague t
h
roug
h
out
t
h
e Wor
ld
woun
d
. Gi
b
ri
l
et
h
s
t
h
e taste
l
iquefe
d
,
d
isease
d
f
l
es
h
, an
d
many
k
eep infecte
d
victims
in pens
l
i
k
e catt
l
e
f
r
perio
d
ic snac
k
ing, a
ll
owing
t
h
eir sic
k
ness to season t
h
em
proper
l
y
b
e
f
re fee
d
ing. Gi
b
ri
l
et
h
s
rise fom t
h
e sou
l
s of morta
l
s w
h
o
d
e
l
i
b
erate
l
y encourage t
h
e sprea
d
of
d
isease or sic
k
ness, many of w
h
om
d
ie
d
of
d
isease t
h
emse
l
ves.
A gi
b
ri
l
et
h
is approximate
l
y 10 feet in
d
iameter, wit
h
a wingspan of 16
f
et. T
h
ese
f
u
l
,
bl
oate
d d
emons typica
ll
y weig
h
a
b
out
2, 400 poun
d
s.
DEMON, HITHANGIAN
This creature combines the features of a scorpion and a horse­
slaverin. humanoid faces peer from between its two pincers.
ª •
XP 6,400
CE L arge out si der (chaot i c, demon, evi l , extra pl a na r)
l ni t +4; Senses darkvi si on 60 ft. , al l -around vi si on; Percepti on +1 8
DEFENSE
AC 2 5, touch 9, f l at-footed 25 (+1 6 nat ural , -1 si ze)
hp 1 1 S (1 1 d 1 0+SS)
Fort + 1 2, Ref +9, Wi l l +7
DR 1 0/good; I mmune el ect r i ci ty, fea r, poi son; Resi st aci d 1 0,
col d 1 0, fi re 1 O; SR 20
OFFENSE
Speed SO ft.
Mel ee 2 cl aws +1 6 (1 d6+6/1 9-20 pl us gr ab), 2 st i ngs +1 6
(1 d6+6/1 9-20 pl us poi son)
Space 1 O ft. ; Reach 1 O f t .
Speci al Attacks hat red, ras pi ng tongues
Spel l - L i ke Abi l i t i es ( CL 1 2 t h; concent rat i on +1 S)
Const ant-speak with animals
At wi l l -hold animal ( DC 1 S), greater telepart (sel f pl u s
so l bs. of obj ect s onl y), unnatural lustuM ( DC 1 4)
3/day-air walk, q u i ckened unnatural lustuM (DC 1 4)
1 /day-baleful polymorph ( DC 1 8), s u mmon ( l evel 3,
1 ki t ha ngi an 350)
STATISTICS
Str 22, Dex 1 1 , Con 20, Int 7, Wis 1 9, Cha 1 6
Base Atk +1 1 ; CMB +1 8 (+22 gr appl e); CMD 2 8
Feats I mp roved Cr i t i ca l (cl aw), I mproved Cr i t i cal (st i ng),
I mproved I ni t i at i ve, L i ght ni ng Refl exes, Power Attack,
Qu i cken Spel l - L i ke Abi l i t y (unnatural Just)
Ski l l s Handl e Ani mal +1 7, I nt i mi date +1 7, Percept i on +1 8,
Stea l t h +1 0
Languages Abyssal , Cel est i al , Dr aconi c; speak with animals,
tel epat hy 1 0 0 f t .
SQ change shape (beast shape II, Med i u m or L arge a n i ma l ),
swi f t tra nsfor mat i on
ECOLOGY
Envi ronment a ny (Abyss)
Organi zati on sol i t a ry, pai r, or pack (3-8)
Treasure sta ndard
SPECIAL ABI LI TI ES
Hatred (Ex) A ki t ha ngi an gai ns a +2 bonus on a l l attack rol l s and
damage rol l s made agai nst a l l creat u res of t he ani mal type.
I n add i t i on, a n i mal s ta ke a -2 penal t y on a l l savi ng t h rows
agai nst a ki t ha ngi a n' s s uper nat ur al or spel l - l i ke a bi l i t i es.
Poi son (Ex) St i ng-i nj ury; save For t DC 20; frequency 1/round for
6 rounds; effect 1d4 Sir pl us nauseated; cure 2 consecut i ve saves.
Raspi ng Tongues (Su) The faces between a ki t ha ngi a n's
cl aws have l ong ras pi ng tongues covered wi t h t i ny t eet h.
Whenever a ki t ha ngi an successf ul l y gr appl es a foe wi t h i t s
cl aws, a ras pi ng tongue s l i t hers out f rom t he face wi t hi n
and bu rrows i nto t he creat ure' s body. Each round t hat t he
creat ure i s g ra ppl ed, i t ta kes 1 d6 poi nt s of damage and 1 d 4
poi nt s of Char i sma d a ma g e as i t s sense of sel f- i dent i t y i s
war ped a n d t wi st ed. A successf ul DC 1 8 Wi l l s ave negates
t he Char i sma damage. The save DC i s Char i sma- based.
Swi ft Transformati on (Su) A ki t ha ngi an can use i t s change
s hape a bi l i t y as a s wi f t act i on.
Kit
h
angians, a
l
so
k
nown as
b
east
d
emons, are repre
h
ensi
bl
e
monstrosities
b
orn fom t
h
e sou
l
s of t
h
ose w
h
o a
b
use
d
an
d
tormente
d
anima
l
s in
l
i
f
. Universa
ll
y ma
l
e, t
h
e
su
dd
en sprea
d
of fen
d
is
h
e
l
ements t
h
roug
h
wit
h
in an
area
'
s funa is a sure in
d
ication of a
k
it
h
angian
'
s presence in
a region. T
h
e fct t
h
at most creatures t
h
at
b
irt
h l
itters of
young wit
h
t
h
e
h
a
l
f-fen
d
is
h
temp
l
ate
d
ie in t
h
e process
is of
l
itt
l
e concern to t
h
e
k
it
h
angian,
f
r it mere
l
y moves
on to new
h
unting groun
d
s w
h
en uncorrupte
d
anima
l
victims grow too rare.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
DEMON, LILITU
While this seductive woman has 1oat horns, 1oat hooves, and
a serpentine tail, her eyeless face is her most disturbin1fature.
L I L I TU CR 1 7
XP 1 02,400
CE Med i u m out si der (chaot i c, demon, evi l , ext r a pl anar)
l ni t +9; Senses da rkvi si on 60 ft. , true seeing; Percept i on +34
DEFENSE
AC 34, t ouch 24, fl at-footed 28 (+4 def l ect i on, +S Dex, +1 dodge,
+1 0 nat ura l , +4 profa ne)
hp 263 (1 7d 1 0+1 70)
Fort +1 9, Ref +2 3, Wi l l +20
Defensive Abi l i ti es evas i on, profa ne g race; DR 1 O/col d i ron
and good; I mmune el ect r i ci ty, poi son; Resist ac i d 1 0, c ol d 1 0,
fi re 1 O; SR 28
OFFENSE
Speed 60 ft. , fl y 60 ft. ( good)
Mel ee 4 cl aws +25 (2d8+8/1 9-20), t ai l sl ap +20 t ouch (1 d6+4
pl us bra n d i ng)
Speci al Attacks create husk, husk l i nk, profa ne pact, swi ft cl aws
Spel l · Li ke Abi l i t i es (CL 1 7th; concent rat i on +28)
Const ant-fy, tongues, true seeing, unholy aura (DC 26)
At wi l l -charm monster (DC 22), detect thoughts ( DC
20), greater teleport (sel f pl us 50 l bs. of obj ect s onl y),
suggestion (DC 2 1 ), telekinesis
3/day-q u i ckened charm monster (DC 22), persistent image
(DC 2 3), seeming (DC 2 3)
1 /day-demond (DC 26), dominate monster (DC 27), project
image (DC 2 5)
1 /week-binding (DC 26), wish ( gr ant ed to a mor t al
h u ma noi d onl y)
STATISTICS
Str 27, Dex 20, Con 30, Int 2 1 , Wis 2 3, Cha 26
Base Atk +1 7; CMB +25; CMD 49
Feats Cr i t i cal Focus, Decei t f ul , Dodge, I mproved Cr i t i cal (cl aws),
Mobi l i ty, Power Attack, Qu i cken Spel l - L i ke Abi l i t y (charm
monster), Spr i ng Attack, Stagger i ng Cr i t i cal
Ski l l s Acrobat i cs +2 5, Bl uf f +40, Di pl omacy +2 8, Di s gu i se +29,
Fl y +37, I nt i mi date +2 5, Knowl edge ( l oca l ) +2 5, Knowl edge
(nobi l i ty) +2 5, Knowl edge (rel i gi on) +22, Percept i on + 34,
Sense Mot i ve +26; Raci al Modi fi ers +8 Bl uff, +8 Percept i on
Languages Abyssal , Cel est i al , Dr aconi c; tel epat hy 1 00 f t .
SQ change shape (alter self, Smal l or Med i u m huma noi d),
profa ne wi shcraf t
ECOLOGY
Envi ronment a ny (Abyss)
Organi zati on s ol i t ary or c ul t (1 l i l i t u and 6-1 2 succubi )
Treasure doubl e
SPECIAL ABI LI TI ES
Brandi ng (Su) E ac h t i me a l i l i t u damages a l i vi ng creat ure
wi t h her t a i l s l a p, t he wo u n d l eaves a n a n g ry a n d
per manent r ed bra n d. I n add i t i on, t he creat ure st r uck
becomes staggered for 1 rou n d f r om t he pai n. A s uccess f ul
DC 26 Wi l l s ave negat es t he staggered condi t i on and
red u ces t he d u rat i on of t he bra nd f ro m per ma nent to 1
h ou r. The save DC is Char i s ma- bas ed. Removi ng bra nds i s
d i f fi c u l t-eac h c as t i ng of restoration, dispel chaos, o r dispel
evil r emoves 1 bra n d. Heal removes 1 d 4+4 br ands . Greater
restoration removes a n u mber of br a nds equ a l to the s pe l l 's
cast er l evel . Miracle a n d wish c an r emove a l l br ands at
o nce. The n u mber of bra nds a creat ure ga i n s i n t hi s manner
has a c u mu l at i ve s er i es of ef f ect s, as s u mma ri zed bel ow.
1-3 Brands: The l i l i t u c an af f ect the branded creat ure
wi t h i t s create h usk, hus k l i n k, a n d prof a ne pact a b i l i t i es .
4-6 Bands: The bra nded c reat ure ta kes a -2 penal ty
o n a l l Wi l l saves made a ga i nst a l i l i t u's s pel l s, s pel l - l i ke
a b i l i t i es, a n d s u per nat ur al a b i l i t i es . The br anded creat ure's
a u ra now radi a tes chaos a n d evi l .
7-9 Brands: The branded creat u re's Wi sdom score i s
red uced b y 4. A chaot i c e vi l creat ure i s i mmune t o t h i s effect.
1 0 or more Brands: The penal t i es to the cr eat u re's Wi l l
saves a n d Wi s dom score l i st ed a bove doubl e. I n add i t i on,
t he branded creat ure a u tomat i ca l l y fa i l s a l l Wi l l saves made
a ga i nst a l i l i t u's s pel l s, s pe l l - l i ke a b i l i t i es, a n d s u per nat ur al
a b i l i t i es . A chaot i c evi l creat ure i s i mmu n e to t hi s ef f ect .
Create Husk (Su) Once per day as a swi f t act i on, when
a l i l i t u deal s en ou gh da ma ge wi t h a wea pon, s pel l , o r
s pe l l - l i ke a b i l i t y t o k i l l a h u ma noi d wi t h i n 30 feet, s h e
c an i nst ead opt t o t r ansf or m t h a t s l a i n h u ma noi d i nto
a hus k. A s uccess f ul DC 26 F or t i t ude save negates t hi s
ef f ect, a l l owi ng t he vi c t i m to di e nor mal l y. A h u ma noi d
tra nsf or med i nto a hus k wi t hers away i nto a n i mmobi l e a n d
des i ccat ed cor pse, but d o e s not act ua l l y d i e-i n t hi s st ate,
the creat ure rema i n s awa re of i ts s u rro u n d i ngs but can t ake
no ac t i ons at a l l . A hus k is essent i a l l y t r eat ed as a n obj ect
wi t h h a rd ness 1 5 a n d 60 h i t poi nt s. I f a hus k i s dest royed,
t he ef f ect ends and t he body di es . T hi s i s a c u rse ef f ect­
removi ng t hi s c u rse restores t he vi c t i m to l i fe at a n u mber
of negat i ve h i t poi nt s equ a l to t he cr eat u re's Co ns t i t ut i on
-1 ; a hus k restored to l i fe i n t hi s way has 1 rou n d t o
st a bi l i ze o r be s aved before i t d i es. A l i l i t u c an ma i n ta i n
a n u mber of h us ks s i mu l t aneous l y e q u a l t o her Chari s ma
mod i f i er ( 8 hus ks fo r t he t ypi ca l l i l i t u); i f s he creates one
t oo ma ny hus ks, a previ ous l y cr eat ed hus k i s rel eased a n d
i mmed i at el y d i es. L i l i t us hi de t hei r hus k co l l ect i ons i n very
saf e pl aces. The save DC i s Char i s ma- bas ed.
Husk L i nk ( Su) By s pend i n g a mi n u te i n bl a s ph emou s
c on t a c t wi t h a h u s k s he cr eat ed, a l i l i t u c a n est a b l i s h a
s uper nat ur al l i n k to t hat h u s k. As l on g a s s he a n d t hat
h u s k rema i n o n t he s a me pl a ne, d i vi na t i on s pel l s revea l
t he l i n ked h u s k' s a l i g n ment to be t he s a me a s t he l i l i t u's
a l i g n ment (c haot i c evi l ) . T he h u s k l i n k a l l ows a l i l i t u to
us e her c h a n ge s el f a b i l i t y to a s s u me a h u s k' s or i g i n a l
f or m-when s he d oes, s he g a i n s a +2 0 bon u s o n Di s gu i s e
c hec ks ma de to i mper sonat e t hat perso n . I f a l i l i t u wi t h
a n ac t i ve h u s k l i nk eve r t akes enough d a ma g e to be s l a i n,
t he h u s k t a kes t he k i l l i n g - b l ow's d a ma g e i nst ead a n d i s
des t royed, i nst a nt l y sever i ng t he ac t i ve h u s k l i n k; i f t he
l i l i t u i s d i s g u i s ed i n t he h u s k's or i g i n a l f or m, s he i nst a nt l y
rever t s to her t r ue f or m.
Profane Grace (Su) A l i l i t u gai ns a +4 profa ne bonus to AC
a n d o n I n i t i at i ve checks a n d Ref l ex saves.
Profane Pact (Su) Once per day as a f u l l - rou nd act i on, a l i l i t u
may f or ge a profa ne pact wi t h a wi l l i ng h u ma noi d creat ure
bea r i ng at l east one l i l i t u bra n d by tou c hi ng t he creat ure
f or 1 f u l l ro u n d. A s i n gl e c reat ure may have no more t han
one profa ne pact f r om a l i l i t u at one t i me. T hi s f unc t i ons
i dent i ca l l y to a succu bus's prof a ne gi ft a b i l i t y (Pathfinder
RPG Bestiary 68), save t hat it g ra nt s a +4 profa ne bonus to
an a b i l i t y sco re of the h u ma noi d's c hoi ce, a n d i t does not
g ra n t a tel epat hi c l i nk to t he ta rget .
Profane Wi shcraft (Su) A creat u re t hat a ccept s a wish f ro m
a l i l i t u i mmed i at el y beco mes chaot i c evi l u n l ess i t ma kes a
s uccessf u l DC 26 Wi l l save. A creat ure t hat beco mes chaot i c
evi l i n t hi s way gai ns t he benefi ts of a good hope s pel l f or
24 h ou rs, fol l owed by t he ef f ect s of crushing despair fo r
1 d 6 days (t hese s pel l ef f ect s f unc t i on at CL 1 7t h) . The save
DC i s Char i s ma- bas ed.
Swi ft Cl aws (Ex) When a l i l i t u ma kes a f u l l - rou nd at t ac k
act i on, s he c an at t ack t wi c e wi t h each of her cl aws, f or a
tota l of fou r at t acks a rou n d.
Li
l
itu
d
emons are su
b
versive an
d h
i
dd
en
h
orrors,
d
emons w
h
o wor
k
muc
h
more su
b
t
l
ety in t
h
eir constant
quest to
d
estroy an
d d
evastate. W
h
ereas most
d
emons
prefer to ren
d
an
d d
estroy, t
h
e
l
i
l
itu is more a
k
in
to t
h
e succu
b
us-s
h
e
l
a
b
ors in
h
umanoi
d
guise to
infect society fom wit
h
in wit
h
sin. Known to some
as temptation
d
emons,
l
i
l
itus enjoy
l
itt
l
e more t
h
an
l
ea
d
ing morta
l
s into a
ll
matter of sin
fl
acts, in t
h
e
h
opes t
h
at w
h
en t
h
e morta
l
peris
h
es, t
h
at sou
l
wi
ll
f
e
l
t
h
e A
b
yss. Despite some superfcia
l
simi
l
arities
to succu
b
i ,
l
i
l
itus are not so
l
e
l
y concerne
d
wit
h
t
h
e
sin of
l
ust . T
h
e exact nature of sin t
h
at a
l
i
l
itu tempts
a morta
l
into committing varies,
f
r t
h
ese
d
emons are
a
d
ept at rea
d
ing morta
l d
esires an
d
secrets, quic
kl
y
d
iscerning w
h
ic
h
sin
fl
acts a specifc target can
b
e
convince
d
to per
f
rm.
Li
l
itus
h
ave numerous too
l
s at t
h
eir
d
isposa
l f
r t
h
e
encouragement of promoting sin,
b
ut t
h
ey muc
h
prefer
t
h
eir
h
umanoi
d
victims to commit sins of t
h
eir own
fee wi
ll
. As suc
h
,
l
i
l
itus genera
ll
y use t
h
eir a
b
i
l
ities to
d
eceive an
d b
egui
l
e morta
l
s rat
h
er t
h
an
f
rcing t
h
em to
execute t
h
ese
h
einous acts. A son convince
d
to
k
i
ll f
r
h
is
mot
h
er (t
h
e
d
isguise
d l
i
l
itu) to rectify a grave injustice
d
one to
h
er pro
d
uces more
d
e
l
ig
h
t t
h
an simp
l
y min
d
­
contro
ll
ing a
h
umanoi
d
into
d
oing suc
h
a
d
ee
d
.
In
h
er true
f
rm, a
l
i
l
itu appears as an eye
l
ess,
h
orne
d
,
sna
k
e-tai
l
e
d
-
b
ut ot
h
erwise
b
eauti
fl
-
h
uman woman.
Despite
h
er
l
ac
k
of eyes, a
l
i
l
itu can see wit
h
supernatura
l
ease. A
l
i
l
itu
f
rms fom t
h
e sou
l
of a morta
l
w
h
o
l
ure
d
ot
h
ers of its
k
in
d
to commit sins.
Li
l
itus serve many
d
emon
l
or
d
s, a
l
t
h
oug
h
t
h
e
d
emon
l
or
d
s associate
d
wit
h
t
h
e c
l
assic seven
d
ea
dl
y sins­
Ares
hk
aga
l
( gree
d), Ju
b
i
l
ex (s
l
ot
h
), N octicu
l
a (
l
ust), Orcus
(wrat
h
), S
h
ax (envy), Socot
hb
enot
h
( pri
d
e), an
d
Xoveron
( g
l
uttony)-are t
h
eir
f
vorites. Li
l
itus w
h
o serve t
h
ese
seven
d
emon
l
or
d
s are unique in appearance, ref
l
ecting
t
h
eir sins more p
h
ysica
ll
y t
h
an ot
h
ers of t
h
eir
k
in
d
. A
l
i
l
itu of Ju
b
i
l
ex mig
h
t appear to
b
e ma
d
e of s
l
ime, w
h
i
l
e a
l
i
l
itu of Xoveron mig
h
t
b
e mor
b
i
dl
y o
b
ese.
Li
l
itus typica
ll
y stan
d
6 feet ta
ll
an
d
weig
h
i30 poun
d
s.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
DEMON, OOLIODDROO
This skeletally thin woman has a mothlike face. It fies upon
four dra1onfy win1s and wears a mantle of shadows.
M CR 1 3
XP 25,600
CE Med i u m out si der (chaot i c, demon, evi l , ext r a pl anar)
l ni t +7; Senses da rkvi s i on 60 ft. , see t houg ht s; Percept i on +32
DEFENSE
AC 28, t ouch 22, f l at-footed 20 (+4 defl ect i on, +7 Dex, +1 dodge,
+6 nat ural )
hp 1 75 (1 4d1 0+98)
Fort +1 1 , Ref +1 6, Wi l l +1 6
Defensive Abi l i ti es s hadow ma nt l e; DR 1 0/good; I mmune
el ect r i ci ty, mi nd- affect i ng effects, poi son; Resi st aci d 1 0,
col d 1 0, fi re 1 0; SR 24
OFFENSE
Speed 30 ft. , fl y 40 ft. (perfect)
Mel ee 2 cl aws +2 1 (l d4+2), tongue +2 1 (l d6+2 pl us t hought
s i phon)
Speci al Attacks ovi posi t i on, sneak at t ack +3d6
Spel l - L i ke Abi l i t i es ( CL 1 4th; concent rat i on +20)
At Wi l l -calm emotions ( DC 1 8), charm person ( DC 1 7),
detect thoughts (DC 2 2), greater teleport (se l f p l u s
5 0 l bs . of o bj ec t s o n l y), invisibility, modify memory
( DC 1 9), sending
3/day-hold person ( DC 1 9), q u i ckened invisibility,
suggestion ( DC 1 9)
1 /day-dreom, feeblemind (DC 2 1 ), nightmare (DC 2 1 ),
summon (l evel 4, 1 ool i oddroo or l d4 shadow demons 350)
STATISTICS
Str 1 4, Dex 25, Con 24, I nt 2 1 , Wis 24, Cha 2 3
Base Atk + 1 4; CMB + 1 6; CMD 38
Feats Dodge, L i ght ni ng Sta nce, Mobi l i t y, Qu i cken Spel l - L i ke
Abi l i t y (invisibility), S pr i n g At t ac k, Wea pon F i nesse,
Wi n d St ance
Ski l l s Acrobat i cs +2 1 , Bl uf f +2 3, Di pl omacy +2 3, Fl y +32,
Knowl edge (a rca na) +22, Knowl edge ( pl anes) +22,
Percept i on +32, Sense Moti ve +32, Spel l cr af t +2 2, Stea l t h +28,
Use Magi c Devi ce +2 3; Raci al Modi fi ers +8 Percept i on, +8
Sense Mot i ve, +4 Stea l t h
Languages Abyssal , Cel est i al , Dr aconi c; tel epat hy 300 f t .
ECOLOGY
Envi ronment a ny (Abyss)
Organi zati on sol i t a ry, pai r, or c ul t (3-6)
Treasure sta ndard
SPECIAL ABI LI TI ES
Ovi posi ti on (Su) As a f u l l - rou n d ac t i on o nce per day, a n
ool i oddroo ca n use i t s tongu e t o i mpl ant i t s eggs i nto
the bra i n of a hel pl ess, s l eepi ng, u nconsci o us, or wi l l i n g
cr eat u re, dea l i n g 1 p oi n t of I ntel l i gence da mage. Typi c al l y,
t he ool i oddroo uses modify memory i mmed i at el y af t er a n
ovi pos i t i on, ma k i ng i t s vi c t i m f or get t h e vi ol at i on. T h e egg
gest ates i n t he vi c t i m's bra i n f or 24 h ou rs, af t er whi c h a
s ma l l cater pi l l a r- l i ke l a rva emerges a n d nest l es pa i n l essl y
i nto t he vi c t i m's bra i n . At t hi s poi nt, t he ool i oddroo c an
t r ac k t he vi ct i m' s l ocat i on as i f t he vi c t i m were u n der t he
ef f ect of a status s pel l , c an co mmu n i cat e tel epat hi ca l l y
wi t h t he vi ct i m ac ross any d i st a nce, a n d c an use i t s detect
thoughts, modify memory, a n d suggestion s pel l - l i ke
a b i l i t i es t h rou gh t he l i n k to t arget t he vi ct i m. The l a rva
(a nd l i n k to i ts ool i oddroo) becomes i nert whe never t he
vi c t i m a n d t he ool i oddroo a re o n s eparat e pl a nes. Vi c t i ms
ca rryi ng t hi s l a rva det ec t as chaot i c a n d evi l . Anyone who
reads t he vi c t i m's t houg hts, s uc h as vi a detect thoughts
o r t el epat hy, c an at te mpt a Sens e Mot i ve check o pposed
by t he ool i oddroo's Bl u ff check to not i ce t he presence of a
second, a l i en set of t houg ht s i n t he ta rget 's mi n d . Dispel
chaos a n d dispel evil i mmed i at el y ends the ovi pos i t i on­
t he i mp l a nt ed l a rva mel t s i nto har ml ess fl u i d and i s
a bsor bed by t he vi ct i m' s body. Thi s i s not a di sease ef f ect,
t hou gh, so heal o r remove disease of f er no a i d i n en di n g
t he ef f ect . As a n i mmed i ate ac t i on, a n ool i oddroo ca n use
i t s feeblemind s pe l l - l i ke a b i l i t y on t he car r i er-i t uses t hi s
"scorc hed eart h" t act i c i f i t fea rs t hat t he host i s about to be
rescued or c ut of f f ro m i t s i nfl u ence, s uc h as occu rs when
t he ef f ect s a re ended vi a dispel chaos or dispel evil. Us i ng
feeblemind i n t hi s way a ut omat i ca l l y dest roys t he l a rva,
rega rd l ess of whet her or not the vi ct i m saves a ga i nst t he
feeblemind ef f ect, so a n ool i oddroo t ypi ca l l y wai t s u nt i l
t he l as t moment t o us e t hi s a b i l i ty.
See Thoughts (Su) An ool i oddroo c an see a creat u re' s
t houg hts, i nt er pret i n g t hem as a s hi f t i ng mass of i ma ges,
co l ors, a n d s hapes t hat i nf us e a cr eat u re's a u ra . An
ool i oddroo g a i n s t he ef f ect s of see invisibility a ga i nst
creat ures wi t h a n I ntel l i gence score as a res u l t of t hi s
u n u s u a l sense. Thi s a b i l i t y a l so g ra nt s t he ool i oddroo a
+8 rac i al bonus o n Sens e Mot i ve checks. When it uses
detect thoughts, i t does not have to st udy a n a rea or
s u bj ect to g a i n a l l 3 ro unds of i nfo r mat i on-i t g a i n s a l l of
t hi s i nfo r mat i on o n t he 1 st ro u n d of usi ng t he a b i l i t y. I n
add i t i on, i t ga i n s a + 4 ra c i al bonus on t h e save DC o f i t s
detect thoughts s pe l l - l i ke a b i l i ty. A b l i n d ool i oddroo l oses
t he a b i l i t y to see t houg ht s.
Shadow Mantl e (Su) The s uper nat ur al shadows t hat wreat he
a n ool i oddroo g rant t he creat ure a +4 rac i al bonus on Stea l t h
checks and a +4 def l ect i on bonus to i t s Ar mor Cl ass.
Thought Si phon (Su) Whenever a n ool i oddroo da mages a
creat ure wi t h i t s tongue at t ack, it can dr i nk away one of t he
creatu re's t houg ht s or memori es. A creat ure can resi st t hi s
at t ack wi t h a s uccessf ul DC 2 3 Wi l l save. On a fa i l ed save,
the ool i oddroo chooses to t arget the vi ct i m wi t h one of t he
fol l owi ng effects. The save DC i s Char i sma- based.
Memory Drain: The vi ct i m i s i mmed i at el y affected
by t he ool i oddroo's modify memory spel l - l i ke a bi l i ty.
The ool i oddroo can adj ust up to 5 mi n utes of memori es
i mmedi atel y-i t does not need to i ncrease t he spel l 's cast i ng
t i me to mat ch t he d u rat i on of t he modified memory.
Skill Drain: The vi ct i m l oses a l l s ki l l ra nks i n a s ki l l of
t he ool i oddroo's choosi ng f or 24 hours. Lost ski l l ra nks ca n
be recovered i mmed i at el y wi t h a restoration or greater
restoration s pel l .
Spell Drin: The vi cti m i mmedi atel y l oses one prepared spel l
or one unused spel l sl ot of t he ool i oddroo's choi ce; t hi s l ost
spel l or spel l sl ot can be repl eni shed nor mal l y.
Wisdom Drain: The vi ct i m t akes 2 poi nt s of Wi sdom d ra i n .
Tongue (Ex) An ool i oddroo's tongue at t ack i s a pri ma ry at t ack
t hat does pi erc i ng and s l as hi ng damage. Whenever an
ool i oddroo da mages a foe wi t h i t s tongue, i t can use i t s
t hought si phon at t ack.
Oo
l
io
dd
roos,
k
nown a
l
so as mot
h d
emons, are a
particu
l
ar
l
y insi
d
ious
b
ree
d
of fen
d
t
h
at can infest t
h
e
b
rain of a
l
iving creature wit
h
t
h
eir eggs, a
ll
owing t
h
em
to manipu
l
ate creatures
'
t
h
oug
h
ts an
d
min
d
s fom a
f
r.
Sometimes an oo
l
io
dd
roo
'
s victim can go
f
r mont
h
s or
even years
b
e
f
re t
h
e
d
emon capita
l
izes on t
h
e
l
in
k
an
d
f
rces t
h
e victim to un
d
erta
k
e a particu
l
ar
l
y ne
f
rious
or vi
l
e
d
ee
d
. In t
h
e worst cases, t
h
e victim can commit
crimes or
h
einous acts at t
h
e oo
l
io
dd
roo
'
s
b
i
dd
ing an
d
t
h
en imme
d
iate
l
y
f
rget a
b
out t
h
ese acts, creating t
h
e
per
f
ct s
l
eeper agent w
h
o not on
l
y un
k
nowing
l
y
d
oes t
h
e
oo
l
io
dd
roo
'
s
b
i
dd
ing,
b
ut mig
h
t even
b
e signifcant
l
y
invo
l
ve
d
in ef
f
rts to oppose t
h
e acts of sa
b
otage an
d
terrorism t
h
e oo
l
io
dd
roo comman
d
s. To t
h
e oo
l
io
dd
roo,
t
h
e torment, s
h
ame, an
d d
espair a victim fee
l
s upon
rea
l
izing
h
e
'
s
b
een at
l
east somew
h
at responsi
bl
e
f
r t
h
e
actions is as
d
e
l
icious an
d d
e
l
ig
h
t
fl
as t
h
e pain an
d
sufering cause
d b
y t
h
e acts t
h
emse
l
ves.
An oo
l
io
dd
roo appears as a s
k
e
l
eta
ll
y t
h
in woman wit
h
gray
f
es
h
. Its s
h
a
d
ow mant
l
e typica
ll
y appears in t
h
e
f
rm
of a
f
owing,
d
iap
h
anous,
bl
ac
k
gown,
b
ut t
h
e
d
emon can
contro
l
t
h
e s
h
ape of t
h
is supernatura
l d
e
f
nse to ma
k
e it
appear as regu
l
ar
bl
ac
k
c
l
ot
h
ing or simp
l
y its own s
h
a
d
ow.
T
h
e oo
l
io
dd
roo
'
s
f
ce is t
h
at of a
h
orne
d
mot
h
, an
d h
er
tongue, w
h
i
l
e
f
exi
bl
e, can penetrate
f
es
h
an
d b
one wit
h
ease. An oo
l
io
dd
roo stan
d
s 6 feet ta
ll
,
b
ut on
l
y weig
h
s 100
poun
d
s. T
h
ese sinister
d
emons
f
rm fom t
h
e sou
l
s of
t
h
ose w
h
o use
d b
rainwas
h
ing, min
d
-contro
l
, an
d
simi
l
ar
tec
h
niques, eit
h
er magica
l
or mun
d
ane, to tric
k
or
f
rce t
h
e
innocent into committing terri
bl
e acts of
b
ruta
l
ity.
An encounter wit
h
an oo
l
io
dd
roo can
b
e rat
h
er
comp
l
ex, especia
ll
y if a PC is its inten
d
e
d
victim. If an
oo
l
io
dd
roo attempts to seize contro
l
of a
l
one PC, one
tric
k
y tactic is to simp
l
y as
k
t
h
e c
h
aracter
'
s p
l
ayer to
attempt a
ll
t
h
e necessary ro
ll
s an
d
c
h
ec
k
s
b
e
f
re
h
an
d
.
Typica
ll
y, one of t
h
ese
d
emons attempts to imp
l
ant eggs
in a s
l
eeping or
l
one
l
y c
h
aracter, so you can just
h
ave t
h
at
c
h
aracter ma
k
e a Perception c
h
ec
k
(at a -10 pena
l
ty if
t
h
e c
h
aracter is s
l
eeping) an
d
a saving t
h
row against t
h
e
modify memory spe
ll
-if
b
ot
h f
i
l
, you can continue wit
h
t
h
e assumption t
h
at t
h
e imp
l
ante
d
egg
h
atc
h
es wit
h
out
t
h
e p
l
ayer noticing. T
h
ereafter, t
h
e source of t
h
e strange
voices an
d
compu
l
sions in t
h
e c
h
aracter
'
s t
h
oug
h
ts, as
we
ll
as t
h
e source of t
h
e perio
d
ic su11estions an
d
ot
h
er
magica
l
attac
k
s, can
b
e as fig
h
tening
l
y mysterious to
t
h
e p
l
ayer as we
ll
as t
h
e c
h
aracter. Of course, you s
h
ou
ld
ta
k
e care not to go too
f
r wit
h
t
h
is-if t
h
e PC or an a
ll
y
uses detect evil,
f
r examp
l
e,
d
on
'
t
f
rget to give t
h
em t
h
e
c
l
ue t
h
at somet
h
ing strange is going on w
h
en a norma
ll
y
non-evi
l
PC ra
d
iates an unexpecte
d
aura
!
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
DEMONIC VERMIN
This oversized vermin bears demonic features and the
unmistakable 1lint of intelli1ence in its eyes.
..   ·· .. .. ••• •�
XP 6,400
CE Huge magi cal beast (a u gment ed vermi n)
I ni t +2; Senses darkvi si on 60 ft., tremorsense 60 ft.; Percepti on + 1 9
DEFENSE
AC 24, touch 1 1 , f l at-footed 21 (+2 Dex, +1 dodge, +1 3 nat ural ,
-2 si ze)
hp 1 1 5 (1 0d8+70)
Fort +1 3, Ref +7, Wi l l +7
DR 5/co l d i ro n; I mmune el ect r i ci ty, poi s on; Resi st ac i d 1 0,
col d 1 0, fi re 1 O
OFFENSE
Speed SO ft.
Mel ee 2 cl aws +1 5 ( 1 d 8 +1 0 p l u s g ra b), s t i ng +1 5 (1 d 8+1 0
p l u s poi s on)
Space 1 5 ft. ; Reach 1 5 ft.
Speci al Attacks death t hroes (DC 21, 9d6 col d damage),
const r i ct (1 d8+1 0), s udden st r i ke
Spel l - L i ke Abi l i t i es (CL 9t h; concent rat i on +1 1 )
1 /day-darkness, insect plague, vomit swarm
STATISTICS
Str 31 , Dex 1 5, Con 22, Int 1 0, Wis 1 4, Cha 1 5
Base Atk +7; CMB +1 9 (+2 3 gr appl e); C MD 3 2 (44 vs. t r i p)
Feats Dodge, I ro n Wi l l , L i g h t n i n g Refl exes, Power At t ack,
S k i l l Focus (Steal t h) 8, To u g h ness8, Vi t al St r i ke
Ski l l s Acrobat i cs +1 5, C l i mb +2 3, Percept i on +1 9, Stea l t h +2 1
(+2 9 i n forests); Raci al Modi fi ers +4 Percept i on, +8 Stea l t h
( + 1 6 i n forests)
Languages Abyssal , Cel est i al , Dr aconi c; tel epat hy 1 00 ft.
ECOLOGY
Envi ronment a ny
Organi zati on sol i t a ry, pai r, or col ony (3-1 0)
Treasure sta ndard
SPECIAL ABI LI TI ES
Poi son {Ex) S t i ng-i nj u ry; save F or t DC 2 1 ; frequency 1/
ro u n d for 6 ro u n d s; effect 1 d 4 Str d a ma ge; cure
2 cons ecu t i ve saves.
Sudden Stri ke (Ex) Dur i ng a s u r pr i se rou nd, a demoni c
deadfa l l scor pi on may act as i f i t had a f ul l round to act,
rat her t han j us t one sta ndard act i on.
•· ����� ������•••••��
XP 600
CE Med i u m magi cal beast
l ni t +3; Senses darkvi si on 60 ft., tremorsense 60 ft.; Percepti on +1 0
DEFENSE
AC 1 6, t ouch 1 3, f l at-footed 13 (+3 Dex, +3 nat ural )
hp 22 ( 3d8+9)
Fort +S, Ref +4, Wi l l + 1
DR 5/col d i ron; I mmune aci d, el ect r i ci ty, poi son; Resist col d 1 0,
fi re 1 0
OFFENSE
Speed 30 ft. , c l i mb 30 ft.
Mel ee bi te +4 (1 d6+3 pl us poi son)
Speci al Att acks a byss al energy (ac i d), breat h wea pon (60 -f t .
l i ne, 2d6 aci d, DC 13 hal f), web (+5 ra nged, DC 1 3, 3 h p)
Spel l - L i ke Abi l i t i es (CL 2 nd; concent rat i on +4)
1 /day-dorkness
ECOLOGY
Envi ronment a ny
Organi zati on sol i t a ry, pai r, or col ony (3-1 6)
Treasure sta ndard
STATISTICS
Str 1 5, Dex 1 7, Con 1 4, Int 1 0, Wis 1 0, Cha 1 5
Base Atk +2; CMB +4; CMD 1 7 (2 9 vs. t r i p)
Feats Combat Refl exes, Power Attack, Toughness8
Ski l l s Acrobat i cs +9, C l i mb +32, Percept i on +1 0, Stea l t h +1 3
(+1 7 i n we bs); Raci al Modi fi ers +1 6 C l i mb, +4 Pe rcept i on,
+4 Steal t h ( +8 i n webs)
Languages Abyssal , Cel est i al , Dr aconi c; tel epat hy 1 00 ft.
SPECIAL ABI LI TI ES
Poi son {Ex) Bi t e-i nj u ry; save Fort DC 1 S; frequency 1jround
f or 4 rounds; effect 1 d 2 St rength; cure 1 save.
Des
k
ari
'
s inf
l
uence upon t
h
e Wor
ld
woun
d
'
s verminous
l
ife cannot
b
e ignore
d f
r
l
ong
b
y visitors to t
h
is
tainte
d l
an
d
. W
h
i
l
e some giant vermin
h
ave resiste
d
Des
k
ari
'
s inf
l
uence, most
h
ave succum
b
e
d
to it . Suc
h
creatures are a
l
most a
l
ways encountere
d
a
l
ong t
h
e
Wor
ld
woun
d
'
s perip
h
ery. As one trave
l
s
d
eeper into t
h
e
bl
ig
h
te
d l
an
d
, t
h
e immense insects, spi
d
ers, an
d
ot
h
er
vermin encountere
d
in t
h
e canyons an
d
rivers ta
k
e on
an increasing
l
y unsett
l
ing inte
ll
igence an
d d
emonic
features. In many ways, t
h
ese
d
emonic vermin are no
l
onger true
d
enizens of t
h
e Materia
l
P
l
ane-t
h
ey are,
a
f
er a
f
ct , w
h
at
h
appens w
h
en t
h
e c
h
aos an
d
evi
l
of t
h
e
A
b
yss in
f
se a min
dl
ess creature. T
h
ey are t
h
e un
h
o
l
y
spawn of vermin-an
d
morta
l
sins.
Count
l
ess variations of
d
emonic vermin exist in t
h
e
f
r
b
i
dd
ing waste
l
an
d
t
h
at is t
h
e Wor
ld
woun
d
. W
h
en
a nest of simi
l
ar monsters is encountere
d
, t
h
ey a
ll
typica
ll
y s
h
are t
h
e same
d
emonic powers an
d
traits,
b
ut
anot
h
er nest of t
h
e same species cou
ld
ex
h
i
b
it entire
l
y
d
iferent a
b
i
l
ities,
d
epen
d
ing on t
h
e nature of t
h
e
A
b
yssa
l
energies t
h
at
h
ave corrupte
d
an
d
trans
f
rme
d
t
h
em. Uncorrupte
d
giant vermin t
h
at wan
d
er into or
are ot
h
erwise
b
roug
h
t into t
h
e Wor
ld
woun
d d
o not
imme
d
iate
l
y
fll
victim to t
h
is vi
l
e trans
f
rmation,
b
ut severa
l
mont
h
s of exposure can, at t
h
e GM
'
s w
h
im,
cause suc
h
creatures to spontaneous
l
y trans
f
rm into
one of t
h
ese
h
i
d
eous monstrosities.
Creating a Demonic Vermin
"
Demonic vermin
"
is an in
h
erite
d
or acquire
d
temp
l
ate t
h
at
can
b
e a
dd
e
d
to any vermin (
h
erea
f
er re
f
rre
d
to as t
h
e
b
ase
creature). A
d
emonic vermin retains a
ll
t
h
e
b
ase creature
'
s
statistics an
d
specia
l
a
b
i
l
ities except as note
d h
ere.
CR: Same as t
h
e
b
ase creature +L
Alignment: C
h
aotic evi
l
.
Type: T
h
e creature
'
s type c
h
anges to magica
l b
east.
Do not reca
l
cu
l
ate HD, BAB, or saves. W
h
i
l
e a
d
emonic
vermin is not an outsi
d
er, it is treate
d
as if it
h
a
d
t
h
e
d
emon su
b
type
f
r t
h
e purposes of reso
l
ving a
ll
efects
re
l
ating to t
h
at su
b
type.
Armor Class: Natura
l
armor improves
b
y +2.
Special Qualities and Defenses: A
d
emonic vermin gains
immunity to e
l
ectricity an
d
poison an
d
resistance to aci
d
10, co
ld
10, an
d f
re 10. It a
l
so gains DR 5/co
ld
iron (if 11 HD
or
l
ess) or DR 10/co
ld
iron (if 12 HD or more). As
d
emonic
vermin are inte
ll
igent, t
h
ey
l
ose t
h
e min
dl
ess trait.
Melee: A
d
emonic vermin
'
s natura
l
weapons are
unc
h
ange
d
,
b
ut t
h
ey are treate
d
as c
h
aotic an
d
evi
l f
r
t
h
e purpose of reso
l
ving
d
amage re
d
uction.
Special Attacks: A
d
emonic vermin retains a
ll
t
h
e
specia
l
attac
k
s of t
h
e
b
ase creature. In a
dd
ition, it gains
one of t
h
e
fll
owing specia
l
a
b
i
l
ities of your c
h
oosing­
you can, of course, invent
d
iferent a
b
i
l
ities of your own
as we
ll
. T
h
e save DC
f
r any of t
h
ese attac
k
s is equa
l
to 10
+ i/2 t
h
e
d
emonic vermin
'
s HD + t
h
e
d
emonic vermin
'
s
Constitution mo
d
i
f
er.
Abyssal EnerJy (Su): C
h
oose one of t
h
e
fll
owing energy
types-aci
d
,
f
re, or co
ld
. T
h
e
d
emonic vermin gains
immunity to t
h
at energy type, an
d
a
l
so gains a
b
reat
h
weapon t
h
at inf
l
icts t
h
at type of energy
d
amage. T
h
is
b
reat
h
weapon is a 60-
f
ot-
l
ine, an
d d
ea
l
s i
d
6 points
of
d
amage per CR point possesse
d b
y t
h
e
d
emonic
vermin ( Ref
l
ex save
h
a
l
ves). It can
b
e use
d
once every
i
d
4 roun
d
s.
Additional Senses (Ex): T
h
e vermin
h
as a
l
arge num
b
er of
extra eyes an
d
ot
h
er sensory organs. It gains a
ll
-aroun
d
vision, scent , an
d
a +8 racia
l b
onus on Perception c
h
ec
k
s.
Death Throes (Su): W
h
en t
h
e vermin is s
l
ain, it can ma
k
e
a sing
l
e me
l
ee attac
k
(using any one of its natura
l
attac
k
s) as an imme
d
iate action. It t
h
en exp
l
o
d
es
into aci
d
,
f
re, e
l
ectricity, or co
ld
( your c
h
oice),
d
ea
l
ing i
d
6 points of
d
amage per CR point
possesse
d b
y t
h
e
d
emonic vermin ( Ref
l
ex
save
h
a
l
ves).
Diseased (Su): T
h
e
d
emonic vermin
is immune to
d
isease, an
d
its natura
l
attac
k
s inf
l
ict
d
emonp
l
ague (see page 29)
on a
h
it ( Fortitu
d
e save negates).
Drone (Su): By ru
bb
ing its wings or
l
im
b
s
toget
h
er as a stan
d
ar
d
action, t
h
e
d
emonic
vermin pro
d
uces a
l
ou
d
,
d
iscor
d
ant
d
rone
t
h
at causes t
h
ose wit
h
in 30 feet of it to
b
ecome sic
k
ene
d
(if t
h
e vermin is CR 8 or
l
ess) or con
f
se
d
(if t
h
e vermin is
CR 9 or
h
ig
h
er) f
r i
d
6 roun
d
s ( Wi
ll
save negates). T
h
is is
a sonic min
d
-afecting efect .
Skitter (Ex): T
h
e creature
h
as uncanny spee
d
an
d
erratic
movements. T
h
e vermin
'
s spee
d
s a
ll
increase
b
y 10 feet ,
it gains Mo
b
i
l
ity an
d
Spring Attac
k
as
b
onus
f
ats, an
d
it
gains a +4 racia
l b
onus on Initiative c
h
ec
k
s.
Spell -Like Abilities: I n a
dd
ition t o gaining one of t
h
e
specia
l
attac
k
s
l
iste
d h
ere, a
ll d
emonic vermin gain access
to a
l
imite
d
num
b
er of spe
ll
-
l
i
k
e a
b
i
l
ities,
d
epen
d
ing on
its Hit Dice. Eac
h
a
b
i
l
ity is usa
bl
e once per
d
ay. Caster
l
eve
l
equa
l
s t
h
e creature
'
s CR.
CR Abi l i ti es
1 -4 darkness
5-8 vomit swarmAPG
9-1 2 insect plague
1 3-1 6 greater teleport (sel f pl u s 50 l bs. of o bj ect s onl y)
1 7-2 0 earth
q
uake
Abilities: Str +4, Con +2. A
d
emonic vermin
'
s
Inte
ll
igence
b
ecomes 10 an
d
its C
h
arisma
b
ecomes is
(un
l
ess t
h
e
b
ase creature
h
as
h
ig
h
er va
l
ues, in w
h
ic
h
case
t
h
ey remain unc
h
ange
d
).
Feats: A
d
emonic vermin gains feats as appropriate
f
r
its Hit Dice, an
d
gains Toug
h
ness as a
b
onus feat.
Skills: A
d
emonic vermin
h
as s
k
i
ll
points per racia
l
Hit
Die equa
l
to 4 + its Inte
ll
igence mo
d
i
f
er. T
h
e
fll
owing
are c
l
ass s
k
i
ll
s
f
r
d
emonic vermin: Acro
b
atics, B
l
uff
C
l
im
b
, F
l
y, Know
l
e
d
ge ( p
l
anes), Perception, Sense Motive,
an
d
Stea
l
t
h
.
Languages: A
d
emonic vermin spea
k
s A
b
yssa
l
,
Ce
l
estia
l
, an
d
Draconic. It a
l
so gains te
l
epat
h
y
to a
d
istance of 100 feet.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
0IIERGETH
This beast's bulbous body perches atop four sucker-ended, multi­
jointed le.s, with a snake-like maw .nashin. at either end.
CR 1 3
XP 25,600
CE L arge a ber rat i on (extra pl anar)
l ni t +1 1 ; Senses al l -around vi si on, darkvi si on 60 ft. ; Percepti on +1 6
DEFENSE
AC 28, t ouch 1 7, f l at-footed 20 (+7 Dex, +1 dodge, +1 1 nat ura l ,
-1 si ze)
hp 1 75 (1 3d8+1 1 7)
Fort +1 3, Ref +1 1 , Wi l l +1 5
DR 1 0/l awf ul ; I mmune bl i nd ness, dazzl i ng, poi son, vi sua l
effects; Resi st col d 20, fi re 20; SR 24
OFFENSE
Speed 60 ft. , c l i mb 60 f t .
Mel ee 2 bi t es +1 9 (4d6+1 1 /1 9-20 pl us gr ab)
Space 1 O ft. ; Reach 1 O f t .
Speci al Attacks fast swa l l ow, f orever g u l l et, swa l l ow whol e
(8d6 s l as hi ng da mage, AC 1 5, 1 7 h p)
Spel l · Li ke Abi l i t i es (CL 1 3th; concent rat i on +1 3)
const. nt-]e:t·e·]:' '
At wi l l -gust a]+ -1¸oc:,,
:f!.
,
-:a-··a' + -1s¸ oc:s,,+ -1+:' '
STATISTICS
Str 32, Dex 25, Con 28, Int 5, Wis 24, Cha 1 7
Base Atk +9; CMB +2 1 (+25 gr appl e); CMD 39 (43 vs. t r i p)
Feats Combat Refl exes, Dodge, I mproved Cr i t i cal ( bi tes),
I mproved I ni t i at i ve, Mobi l i ty, Spr i ng Attack, Wi nd St ance
Ski l l s Cl i mb +37, Percept i on +1 6
Languages Abyssa l
ECOLOGY
Envi ronment col d mount ai ns
Organi zati on sol i t a ry, pai r, or pack (3-6)
Treasure i nci dent al
SPECIAL ABI LI TI ES
Forever Gul l et (Su) When a dwi erget h swal l ows a creat ure
whol e (bei ng abl e to swa l l ow Smal l creat ures or s mal l er), t he
act of swa l l owi ng s hu nts t he vi ct i m t hrough extradi mensi onal
or i fi ces wi th i n t he creat ure's body and i nto a seemi ngl y
endl ess maze of tooth- l i ned ent rai l s t hat exi st out si de of
real i ty, s i mi l ar to t he l abyr i nt h created by a maze spel l
but hor r i bl y organi c and hungry. I f a swa l l owed creat ure
successful l y cuts i t s way out of a dwi ergeth, it must attempt a
DC 2 1 For t i t ude save as it crawl s out of t he hol e. If t he vi ct i m
i s successful , i t escapes t he creat ure, but on a fa i l u re, t he
vi ct i m merel y cr awl s f r om one extradi mensi onal i ntest i ne t o
a not her and must endure a not her round of bei ng swa l l owed
whol e. A dwi ergeth can conti nue to use swa l l ow whol e
even af t er a creat ure cuts i t s way out . A creat ure casti ng
a ny t el eport- based spel l or spel l - l i ke abi l i ty whi l e wi t hi n 5
feet of a dwi ergeth must make a successf ul DC 21 Wi l l save
or t he t el epor t at i on effect i nstead sends the t arget i nto the
dwi erget h's forever gu l l et. When a dwi erget h i s under t he
effects of dimensional anchor or i n a n a rea t hat prohi bi t s
extradi mensi onal t r avel , i t l oses t he abi l i t i es of i ts forever
gul l et, but i ts swal l ow whol e abi l i ty f unct i ons nor mal l y. The
save DC i s Char i sma- based, and i t has a +2 raci al bonus.
Dwierget
h
s
h
unt t
h
e Wor
ld
woun
d
'
s
d
ea
dl
y ri
f
va
ll
eys,
f
asting on
d
emon f
l
es
h
as rea
d
i
l
y as any ot
h
er meat,
d
igesting prey in a gnawing process of trans
d
imensiona
l
rumination. Sure-
f
ote
d d
wierget
h
s
l
eap an
d
sprint
a
l
ong vertica
l
sur
f
ces wit
h d
istur
b
ing ease, an
d
o
f
en
c
l
ing to a c
l
i
f
i
d
e
f
r
h
ours or even
d
ays, waiting
f
r
prey to approac
h
fom eit
h
er a
b
ove or
b
e
l
ow. T
h
ey
h
ave
a supernatura
l
mastery over t
h
e win
d
as we
ll
, an
d
ma
k
e
use of t
h
eir spe
ll
-
l
i
k
e a
b
i
l
ities to cause c
l
im
b
ers
to
fll
fom c
l
ifs or f
l
ying creatures to
b
e
d
as
h
e
d
against roc
k
y wa
ll
s-it
'
s easier to eat
bl
ee
d
ing,
b
ro
k
en meat , a
f
er a
ll
.
A
d
wierget
h
'
s anatomy is quite unusua
l
. Trem
bl
ing
b
rist
l
es protru
d
ing fom t
h
e creature
'
s f
l
es
h
act as
monster
'
s strangest feature
l
ies wit
h
in.
A
l
t
h
oug
h d
issection of a s
l
ain
d
wierget
h
revea
l
s a sing
l
e coi
l
ing
d
igestive tract f
ll
e
d
wit
h
s
h
arp teet
h
win
d
ing fom one of its
mout
h
s t
h
roug
h
its
b
u
lb
ous
b
o
d
y to t
h
e
ot
h
er mout
h
, t
h
e entrai
l
s of a
l
iving
d
wierget
h
actua
ll
y
exten
d
into ot
h
er strange
d
imensions generate
d b
y t
h
e
monster
'
s A
b
yssa
l h
eritage.
GRIMSLARE
This nauseatinl ma11ot-like creature has a lon1 tail covered
with fri1htenin1 hooked suckers.
���  M&&MMMM��
XP 2,400
CE L arge a ber rat i on (extra pl anar)
I ni t +5; Senses darkvi si on 60 ft., tremorsense 30 ft.; Percepti on + 1 3
DEFENSE
AC 1 9, t ouch 1 0, f l at-footed 1 8 (+1 Dex, +9 nat ural , -1 si ze)
hp 68 (8d8+32); fast hea l i n g 5
Fort +6, Ref +5, Wi l l + 1 0
Defensive Abi l i ti es s l as hi ng sca l es; I mmune di sease; Resi st
aci d 1 0, fi re 1 0
OFFENSE
Speed 20 ft. , bu rrow 20 ft. , c l i mb 20 ft.
Mel ee bi te +1 1 (2d6+6 pl us gr ab), st i ng +1 1 (l d6+6 pl us gr ab)
Space 1 O ft. ; Reach 1 O f t .
Speci al Attacks constri ct (l d6+6), marrow drai n, penetrat i ng j aws
Spel l - L i ke Abi l i t i es (CL 6th; concent rat i on +6)
3/day-deoth knell (DC 1 2), ry of exhaustion (DC 1 3)
1 /day-s/ow (DC 1 3)
STATISTICS
Str 22, Dex 1 3, Con 1 9, Int 6, Wis 1 4, Cha 1 1
Base Atk +6; CMB +1 3 (+1 7 g ra ppl e); CMD 2 4 (ca n' t b e t r i pped)
Feat s I mp roved I n i t i at i ve, I ron Wi l l , Li ght ni ng Refl exes, Step Up
Ski l l s Cl i mb +25, Percept i on +1 3
Languages Abyssa l
ECOLOGY
Envi ronment a ny
Organi zati on sol i t a ry, pai r, or t angl e (3-1 0)
Treasure i nci dent al
SPECIAL ABI LI TI ES
Marrow Drai n (Ex) A gr i ms l a ke' s ta i l i s covered wi t h
s uc kers t hat extend l ong, t h i n, razor- s har p tendr i l s t o
dr i l l i nto i t s vi c t i m's bones, d ra i n i ng t hem of ma r row.
The gr i ms l a ke can d ra i n ma rrow f ro m any creat ure i t i s
g ra p p l i n g or f ro m a ny hel pl ess creat ure as a swi f t ac t i on.
The vi c t i m ca n res i s t t hi s pai nf ul at t ac k wi t h a s uccessf u l
DC 1 8 F or t i t ude save; ot herwi se, he becomes
staggered f ro m t he hor r i f i c agony f or 1 rou n d
a n d ta kes 1 poi nt of Co ns t i t ut i on d ra i n . The
s ave DC i s Co ns t i t ut i on- bas ed.
Penetrati ng j aws (Su) A g ri ms l ake' s bi te at t ack
penetrates col d i ron and si l ver damage red uct i on.
Sl ashi ng Scal es (Ex) The sca l es r u n n i n g i n a l i n e
d o wn a gr i ms l a ke' s b a c k have razor- s harp r i dges
a n d s pi nes, a n d t he creat ure i s adept at
l as hi ng at at t ackers wi t h t hese sca l es .
Any creat ure t hat at t acks a gr i ms l a ke
wi t h a nat ur al wea pon, una r med st r i ke, o r l i g ht
wea pon mus t s ucceed at a DC 1 5 Ref l ex save to
avo i d ta k i ng l d 4 poi nt s of s l as hi ng damage. The save DC i s
Dext er i t y- bas ed.
T
h
e grims
l
a
k
e is a nauseating creature common
l
y
f
un
d
ami
d
A
b
yssa
l b
att
l
efe
ld
s, w
h
ere it craw
l
s among t
h
e
b
o
d
ies, suc
k
ing away marrow an
d
ot
h
er vita
l
tissues
f
un
d
wit
h
in t
h
e
d
ea
d
. Of course, w
h
en fes
h
carcasses
aren
'
t avai
l
a
bl
e, grims
l
a
k
es eager
l
y to turn to
l
iving
victims-t
h
ey ta
k
e particu
l
ar
d
e
l
ig
h
t in t
h
e soun
d
of
screams as t
h
ey fee
d
. W
h
i
l
e on t
h
e A
b
yss, t
h
ey o
f
en
h
unt
l
esser
d
emons,
b
ut t
h
ese semi-inte
ll
igent scavengers fn
d
morta
l h
umanoi
d
s a particu
l
ar
d
e
l
icacy.
T
h
e
h
ermap
h
ro
d
itic grims
l
a
k
es use t
h
e remnants
of t
h
eir mea
l
s as incu
b
ators
f
r t
h
eir eggs. After eating,
t
h
ey f
ll
t
h
e
d
raine
d b
o
d
ies wit
h
t
h
eir eggs an
d f
rti
l
ize
t
h
em. T
h
en t
h
ey a
b
an
d
on t
h
e eggs to searc
h f
r new
fee
d
ing groun
d
s,
l
eaving
b
e
h
in
d
a
h
i
d
eous
l
egacy. Ot
h
er
scavengers instinctive
l
y avoi
d
t
h
e egg-f
ll
e
d b
o
d
ies, an
d
10
to i2
d
ays
l
ater, t
h
e corpses
b
urst open, re
l
easing a mass
of grims
l
a
k
es t
h
e
l
engt
h
of a
h
uman arm. T
h
ese creatures
fll
upon eac
h
ot
h
er in a ravenous orgy of canni
b
a
l
ism,
growing quic
kl
y as t
h
ey consume t
h
eir
k
in unti
l
, a few
d
ays
l
ater, t
h
e few surviving,
fll
y grown grims
l
a
k
es go of
in searc
h
of new
f
o
d
an
d
incu
b
ators.
On t
h
e A
b
yss, some
d
emon
l
or
d
s use grims
l
a
k
es to
d
ispose of
b
o
d
ies. Ot
h
ers use t
h
em as imp
l
ements of
torture. T
h
e worst
k
eep t
h
em as
f
o
d
sources-not to eat
t
h
e grown specimens, of course,
b
ut to
d
ine on corpses pregnant wit
h
t
h
e
grims
l
a
k
es
'
seet
h
ing young.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
PLAGUED BEAST
This fanned horse i s i n an advanced state of decay, yet despite its
drippin! mannots, it moves as if it were very much alive.
XP 600
Pl agued beast horse (Pathfinder RPG Bestiary 1 77)
NE L arge undead (a u gment ed a n i mal )
l ni t +3; Senses da rkvi si on 60 f t . , l ow- l i ght vi si on; Percept i on +6
DEFENSE
AC 1 4, touch 1 2, f l at-footed 1 1 (+3 Dex, +2 nat ural , -1 si ze)
hp 1 6 (2d8+7)
Fort +S, Ref +6, Wi l l + 1
Defensive Abi l i ti es cha nnel resi st ance +2; DR 5/s l as hi ng;
I mmune col d, undead tra i t s
OFFENSE
Speed SO ft.
Mel ee bi te +S ( 1 d8+5 pl us d i sease), 2 hooves +O (1 d4+2)
Space 1 O ft.; Reach 1 O f t .
Speci al Attacks di sease ( DC 1 3) (see page 29)
STATISTICS
Str 20, Dex 1 6, Con -, Int 2, Wis 1 3, Cha 1 5
Base Atk +1; CMB +7; CMD 20 (24 vs. t r i p)
Feats E ndu ra nce, Run8, Toughness'
Ski l l s Percept i on +6
SQ doci l e
T
h
e
d
emonp
l
ague
h
as a particu
l
ar
l
y
h
i
d
eous efect on
anima
l
s an
d
ot
h
er uninte
ll
igent
b
easts t
h
at succum
b
to its ravages-
fll
en creatures arise fom
d
eat
h
an
d
continue to sprea
d
t
h
e vi
l
e p
l
ague wit
h
t
h
eir
b
ite. Certain
d
emons an
d h
umanoi
d
cu
l
tists are
f
n
d
of using p
l
ague
d
b
east
h
orses as mounts.
Creating a Plagued Beast
"
P
l
ague
d
Beast
"
is an acquire
d
temp
l
ate t
h
at can
b
e a
dd
e
d
to a
l
iving, corporea
l
creature wit
h
an Int score of i or 2 .
A p
l
ague
d b
east uses a
ll
of t
h
e creature
'
s statistics an
d
specia
l
a
b
i
l
ities except as note
d h
ere.
CR: As
b
ase creature +i.
Alignment: Neutra
l
evi
l
.
Type: T
h
e creature
'
s type c
h
anges to un
d
ea
d
. I retains
any su
b
type except
f
r a
l
ignment su
b
types an
d
su
b
types
in
d
icating
k
in
d
. Do not reca
l
cu
l
ate saves, BAB, or s
k
i
ll
ran
k
s.
Armor Class: Increase fom t
h
e
b
ase creature
b
y +2.
Hit Dice: C
h
ange a
ll
of t
h
e creature
'
s racia
l
HD to
d
8s.
As un
d
ea
d
, p
l
ague
d b
easts use t
h
eir C
h
arisma mo
d
ifers
to
d
etermine
b
onus
h
it points (instea
d
of Constitution).
Defensive Abilities: P
l
ague
d b
easts gain
d
ar
k
vision
60 feet an
d
c
h
anne
l
resistance +2. A p
l
ague
d b
east a
l
so
gains
d
amage re
d
uction 5/s
l
as
h
ing. T
h
ey are immune to
co
ld
, an
d
gain a
ll
of t
h
e stan
d
ar
d
un
d
ea
d
traits.
Melee: A p
l
ague
d b
east gains a
b
ite attac
k
t
h
at
d
ea
l
s
d
amage
b
ase
d
on t
h
e p
l
ague
d b
east
'
s size. If t
h
e
b
east
a
l
rea
d
y
h
as a
b
ite attac
k
, t
h
e
b
ite
'
s
d
amage increases
b
y
one step, as if it
h
a
d
increase
d
one size category.
Special Attacks: A p
l
ague
d b
east inf
l
icts
d
emonp
l
ague
(see page 29) wit
h
eac
h
success
fl b
ite attac
k
. T
h
e save DC
to resist t
h
e
d
isease i s equa
l
to 10 + t
h
e p
l
ague
d b
east
'
s
HD + 1/2 t
h
e p
l
ague
d b
east
'
s C
h
arisma mo
d
ifer.
Abilities: +4 Str, +2 Dex. A p
l
ague
d b
east
h
as a minimum
C
h
arisma score of 15-if t
h
e
b
ase creature
'
s C
h
arisma is
l
ower, increase it to 15. If it
'
s 15 or
h
ig
h
er,
d
o not a
d
just t
h
e
p
l
ague
d b
east
'
s fna
l
C
h
arisma. A p
l
ague
d b
east
h
as no
Constitution score; as an un
d
ea
d
, it uses its C
h
arisma in
p
l
ace of Constitution w
h
en ca
l
cu
l
ating
h
it points, Fortitu
d
e
saves, or any specia
l
a
b
i
l
ity t
h
at re
l
ies on Constitution.
Feats: A p
l
ague
d b
east gains Toug
h
ness as a
b
onus
f
at .
RIFTCREEPER
This slitherin1 mass of bubblin1 red ooze extrudes a nest of
lon1, thin tendrils, as if tastin1 the air in search of prey.
CR 1 5
XP 51, 200
CE Ga rgant uan ooze (extra pl anar)
l ni t +1 2; Senses bl i ndsi ght 60 ft., tremorsense 1 20 ft.; Percepti on +3
DEFENSE
AC 30, touch 1 4, f l at-footed 22 (+8 Dex, +1 6 nat ura l , -4 si ze)
hp 2 1 7 (1 5d 8+1 50); fast hea l i ng 1 0
Fort + 1 5, Ref + 1 3, Wi l l +8
Defensive Abi l i ti es ada pti ve def enses; I mmune aci d, a bi l i t y
damage, a bi l i t y d ra i n, exhaus t i on, fat i gue, ooze tra i t s
OFFENSE
Speed 30 ft. , c l i mb 30 ft. , swi m 20 ft. ; gel at i nous s urge
Mel ee 2 s l ams +22 (4d6+1 4 pl us 2d4 aci d a n d gr ab)
Ranged 6 stra nds +1 5 touch (2d4 aci d and at t ach)
Space 20 ft. ; Reach 20 f t .
Speci al Attacks const r i ct (sl a m, 4d6+1 4 pl us 2d6 aci d), pu l l
(stra nd, 20 feet)
Spel l · Li ke Abi l i t i es (CL 1 5th; concent rat i on +1 5)
Const ant-feather foll
STATISTICS
Str 39, Dex 27, Con 30, Int 7, Wis 1 6, Cha 1 0
Base Atk +1 1 ; CMB +2 9 (+31 b u l l r ush, +33 gr appl e); CMD 47
(49 vs. bu l l r ush, can' t be t r i pped)
Feat s Awesome Bl ow, Combat Refl exes, I mproved Bul l Rush,
I mproved I ni t i at i ve, I mproved Vi t al Stri ke, Power Attack, Vi t al
Stri ke, Wea pon Focus (s l am)
Ski l l s Cl i mb +37, Swi m +22
Languages Abyssa l (ca nnot speak)
ECOLOGY
Envi ronment a ny mount ai n
Organi zati on s ol i t ary
Treasure sta ndard
SPECIAL ABI LI TI ES
Adapti ve Defenses {Su) After bei ng da maged by any magi cal
effect t hat deal s col d, el ect r i ci ty, fi re, or s oni c damage, a
ri ftcreeper's body i nsta nt l y ada pts to become i mmu n e to
t hat form of energy. A ri ftcreeper ca n onl y adapt to one of
t hose fou r types of energy at a t i me-i f i t adapts to a new
energy type, i t l oses i t s i mmu ni ty to t he previ ous type.
Ot herwi se, t he i mmu n i ty l ast s f or 1 hour.
Gel ati nous Surge {Ex) Once per mi nute as a sta ndard act i on,
a ri ftcreeper can ext r ude a protopl as mi c tendr i l of ooze t o
at t ach to any vert i cal su rface wi t h i n 1 20 f eet . I t ca n t hen
tra nsfer i t s ent i re bul k al ong t hat tendr i l as par t of t hat
move act i on to change i t s l ocat i on to t he su rface to whi ch
i t 's now at t ached. Thi s movement does not provoke at t acks
of oppor t un i t y. Any creat u res al ong i t s l i ne of travel a re
s ubj ect ed to a bu l l r ush at t empt .
Strands {Ex) A ri ftcreeper ca n extend u p to si x t hi n, st i cky
stra nds from i t s body at a t i me as a sta ndard act i on,
l aunc hi ng t hem to a maxi mu m ra nge of 1 2 0 feet. These
at t acks resol ve as ra nged touch at t acks. On a hi t, a stra nd
deal s 2d4 poi nt s of aci d damage to i t s t arget and at t aches t o
t he creat ure. These stra nds a re q u i te st rong, but any amount
of s l as hi ng damage severs t hem ( a stra nd has AC 25) . As
l ong as a stra nd remai ns attached to a ta rget, that creat ure
t akes a n addi t i onal 2d4 poi nt s of aci d damage at t he st ar t of
i t s turn. A ri ftcreeper can a utomat i ca l l y a bsor b t he stra nds
i nto i t s body i f i t uses i t s gel at i nous s urge a bi l i t y (a nd, i n
doi ng so, i t rel eases a ny at t ached creat ures).
Heaving masses of unnatura
l
protop
l
asm
k
nown as
riftcreepers prow
l
t
h
e Wor
ld
woun
d
'
s s
h
attere
d
canyons.
Despite t
h
eir name, t
h
ese inte
ll
igent, ma
l
evo
l
ent oozes
are quite agi
l
e an
d
swi
f
, s
l
it
h
ering up an
d d
own canyon
wa
ll
s or swimming t
h
roug
h
even t
h
e
f
u
l
est water. Natives
of t
h
e A
b
yss, riftcreepers
h
ave a
d
apte
d d
istur
b
ing
l
y we
ll
an
d
quic
kl
y to t
h
e Wor
ld
woun
d
. A
l
t
h
oug
h
smart enoug
h
to un
d
erstan
d
A
b
yssa
l
, riftcreepers
h
ave
l
itt
l
e interest in
conversing wit
h
t
h
eir
f
o
d
.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
SIABRAE
This petrifed skeleton i s clad in rottinJ furs. Stone antlers nrow
from the crown of its skull, and its eyes are polished white orbs.
CR 1 5
XP 51, 200
F emal e ol d human s i abrae dr ui d 1 4
NE Med i u m undead (a ugmented hu ma noi d)
l ni t +3; Senses darkvi si on 60 ft., tremorsense 60 ft.; Percepti on +32
DEFENSE
AC 27, t ouch 1 1 , fl at-footed 27 (+6 ar mor, +2 defl ect i on, -1 Dex,
+ 1 O nat ural )
hp 1 78 ( 1 4d 8+1 1 2)
Fort +1 5, Ref +5, Wi l l +1 6; +4 vs. fey and pl a nt-t argeted effects
Defensive Abi l i ti es bl i g hted rebi rth, c hannel resi st a nce +4;
DR 1 0/adamant i ne and bl udgeoni ng; I mmune fi re, poi son,
undead tra i ts; Resi st aci d 20
OFFENSE
Speed 20 ft. , bu rrow 30 ft. ; ear t h gl i de
Mel ee +2 defending quarterstaff +1 3/+8 (1 d6+3), gore +1 1
(1 d 8+1 pl us pet r i f i cat i on ( DC 2 3] )
Speci al Attacks bl i g ht bond, bl i ght mastery, wi l d s hape 6/day
Domai n Spel l - L i ke Abi l i ti es (CL 1 4th; concent rat i on +2 1 )
1 0/day-aci d dart (1 d6+7 aci d)
Drui d Spel l s Prepared ( CL 1 4th; concent rat i on +2 1 )
7th-q ui ckened contagion ( DC 20), creeping doom ( DC 24),
elemental body I V (ea rth on l y), fire storm (DC 24)
6th-ontilife shell, q u i ckened borkskin, greater dispel magic,
stoneskin°, stone tell,
5t h-animal growth (DC 22), baleful polymorph ( DC 22),
q u i ckened entangle (DC 1 8), transmute rock to mud, wall
of stone0
4th-blight (DC 2 1 ), dispel magic, freedom of movement,
extended greater magic fang, rusting grasp, spike stones"
(DC 2 1 )
3rd-extended bull's strength, col/ lightning ( DC 20),
contagion (DC 20), meld into stone, poison (DC 20),
extended spider climb, stone shope0
2nd-extended longstrider, faming sphere (2, DC 1 9), fog cloud,
heat metal (DC 1 9), soften earth and stone0, tree shape
1 st-entangle (2, DC 1 8), faerie fire, magic stone0, obscuring
mist, produce fame (2)
O (at wi l l ) -detect magic, fare (DC 1 7), guidance, light
D doma i n s pel l ; Domai n ear t h
STATISTICS
Str 1 2, Dex 9, Con -, Int 1 2, Wis 24, Cha 22
Base Atk +1 0; CMB +1 1 ; CMD 26
Feats Cr af t Magi c Ar ms and Ar mor, Cr af t Wondrous I tem,
Defensi ve Combat Tra i n i ng, Ext end Spel l , I mproved I n i t i at i ve,
I mproved L i ght ni ng Refl exes, L i ght ni ng Refl exes, Qu i cken
Spel l , Tou ghness
Ski l l s I nt i mi dat e +1 6, Knowl edge ( nat ure) +20, Knowl edge
( pl anes) +1 1 , Knowl edge (rel i gi on) +1 8, Percept i on +32,
Sense Mot i ve +32, Stea l t h +22, Su rvi va l +9; Raci al Modi fi ers
+8 Percept i on, +8 Sense Mot i ve, +8 Stea l t h
Languages Common, Dr ui d i c, Syl va n
SQ a t hous and faces, nat ure bond ( Ear t h domai n), nat ure sense,
t r ackl ess step, wi l d empat hy +20, wood l and st r i de,
ECOLOGY
Envi ronment a ny bl i g hted l and
Or gani zat i on s ol i t ary or c i rc l e (2-8 s i a br aes pl u s 3-1 2
undead mi n i o ns)
Treasure NPC gea r (+2 wild hide armor +2 defending quarterstaff,
headband of mental prowess +2 (Wi s, Cha], ring of protecton +2)
W
h
en t
h
e Wor
ld
woun
d
opene
d
, t
h
e
d
rui
d
s of t
h
e Green
Fait
h f
ug
h
t
l
onger an
d h
ar
d
er t
h
an any ot
h
er Sar
k
orian
citizen against t
h
e rising
d
emon ti
d
e. T
h
ose
d
rui
d
s w
h
o
stu
bb
orn
l
y ¸or
f
it
hfll
y,re
f
se
d
to
f
ee t
h
eir sacre
d l
an
d
s
manage
d
somet
h
ing t
h
at few ot
h
ers in Sar
k
oris
d
i
d
­
t
h
ey prevente
d
t
h
e w
h
o
l
esa
l
e invasion an
d
corruption of
t
h
eir
l
an
d
fom
d
emonic in
f
uence,
b
ut on
l
y at a terri
bl
e
cost. T
h
ey too
k
t
h
e corruption into t
h
emse
l
ves, an
d
to
d
ay,
t
h
ese
d
rui
d
s exist as
bl
ig
h
te
d
, un
d
ea
d
paro
d
ies of t
h
eir
f
rmer se
l
ves. Known as sia
b
raes, t
h
ese power
fl d
rui
d
s
h
ave em
b
race
d
un
d
eat
h
,
b
o
l
stere
d
wit
h
t
h
e strengt
h
of
t
h
e woun
d
e
d
-
b
ut-sti
ll
-
l
iving wor
ld b
eneat
h
t
h
eir feet, an
d
fg
h
t not on
l
y against
d
emonic trespass into t
h
eir rea
l
m,
b
ut against a
ll l
iving creatures,
f
r t
h
ey are f
ll
e
d
wit
h
b
itterness an
d h
atre
d f
r t
h
eir
b
ret
h
ren, w
h
om t
h
ey regar
d
as cowar
d
s. T
h
e Green Fait
h
was meant to
d
ie, t
h
e sia
b
raes
b
e
l
ieve,
f
r t
h
e trut
h
an
d
g
l
ory of t
h
e Stonewi
ld
s to emerge.
Sia
b
raes
d
o not
f
rm spontaneous
l
y; t
h
ey arise on
l
y w
h
en
a
d
rui
d
of sufcient power ¸at
l
east nt
h l
eve
l
,wi
ll
ing
l
y gives
h
er spirit over to un
d
eat
h
in a
h
orrifc ritua
l
t
h
at must
occur at t
h
e
h
eart of necromantica
ll
y empowere
d
stan
d
ing
stones. Some
d
rui
d
s are initia
ll
y unwi
ll
ing participants
in t
h
ese ritua
l
s-captives
b
roug
h
t to t
h
e stones
b
y e
ld
er
sia
b
raes to increase t
h
eir num
b
ers. To
d
ate, no
d
rui
d h
as
u
l
timate
l
y
b
een a
bl
e to resist t
h
is e
ld
ritc
h
trans
f
rmation
wit
h
any ot
h
er recourse t
h
an pure
d
eat
h
. Sia
b
raes may exist
e
l
sew
h
ere,
b
ut on
l
y in t
h
e nort
h
ern Wor
ld
woun
d
are t
h
ey
encountere
d
in signifcant num
b
er.
Creating a Siabrae
"
Sia
b
rae
"
is an acquire
d
temp
l
ate t
h
at can
b
e a
dd
e
d
to
any creature wit
h
at
l
east 11
l
eve
l
s of
d
rui
d
¸
h
erea
f
er
referre
d
to as t
h
e
b
ase creature,. A sia
b
rae never
h
as t
h
e
bl
ig
h
t
d
rui
d
arc
h
etype (Patlnder RPG Advanced Player's
Guide 98); its transition fom a mem
b
er of t
h
e Green Fait
h
ta
k
es it into t
h
is
d
isma
l
new un
l
ife via a
d
iferent pat
h
. A
sia
b
rae retains a
ll
t
h
e
b
ase creature
'
s statistics an
d
specia
l
a
b
i
l
ities except as note
d h
ere.
CR Same as t
h
e
b
ase creature +2.
Alignment: Neutra
l
evi
l
.
Type: T
h
e creature
'
s type c
h
anges to un
d
ea
d
wit
h
t
h
e
eart
h
su
b
type. Do not reca
l
cu
l
ate HD, BAB, or saves.
Armor Class: A sia
b
rae
h
as a +10 natura
l
armor
b
onus or
t
h
e creature
'
s norma
l b
onus, w
h
ic
h
ever is
b
etter.
Hit Dice: C
h
ange t
h
e creature
'
s racia
l
Hit Dice to
d
8s.
A
ll
Hit Dice
d
erive
d
fom c
l
ass
l
eve
l
s are unc
h
ange
d
.
As un
d
ea
d
, sia
b
raes use t
h
eir C
h
arisma mo
d
ifer to
d
etermine
b
onus
h
it points ¸instea
d
of Constitution,.
Defensive Abilities: A sia
b
rae gains
d
ar
k
vision 60
feet , tremorsense 60 feet, c
h
anne
l
resistance +4, DR 10f
a
d
amantine an
d bl
u
d
geoning, an
d
immunity to fre ¸in
a
dd
ition to a
ll
t
h
ose grante
d b
y its un
d
ea
d
traits,. T
h
e
sia
b
rae a
l
so gains t
h
e
fll
owing
d
efensive a
b
i
l
ity.
Bl(hted Rebirth (Su): W
h
en a sia
b
rae is
d
estroye
d
, it may
attempt a DC 20 Fortitu
d
e save to avoi
d d
estruction. T
h
e
sia
b
rae automatica
ll
y ma
k
es t
h
is saving t
h
row if it is in
contact wit
h bl
ig
h
te
d
or
d
isease
d
terrain ¸suc
h
as most of
t
h
e Wor
ld
woun
d
'
s terrain,. A success
fl
save causes t
h
e
sia
b
rae
'
s
b
o
d
y to crum
bl
e to
d
ust, as t
h
e
bl
ig
h
te
d
eart
h
a
b
sor
b
s its essence. Its en
d
uring essence
b
egins
f
rming
a new
b
o
d
y in a ran
d
om
l
ocation wit
h
in i
d
10 mi
l
es ¸t
h
is
new
l
ocation must contain a mass of unwor
k
e
d
stone
l
arge
enoug
h f
r t
h
e sia
b
rae
'
s
b
o
d
y to
f
rm wit
h
in,. T
h
is process
ta
k
es i
d
10
d
ays, after w
h
ic
h
t
h
e sia
b
rae emerges fom t
h
e
stone wit
h
a pea
l
of t
h
un
d
er, t
h
oug
h
wit
h
out its gear.
Speed: A sia
b
rae gains a
b
urrow spee
d
equa
l
to its
l
an
d
spee
d
, an
d
t
h
e eart
h
g
l
i
d
e universa
l
monster a
b
i
l
ity.
Melee: A sia
b
rae grows a pair of stony ant
l
ers fom its
s
k
u
ll
t
h
at grant it a gore attac
k
t
h
at
d
ea
l
s
d
amage
b
ase
d
on
t
h
e sia
b
rae
'
s size,
b
ut as if it were one size category
l
arger
t
h
an its actua
l
size. T
h
is gore attac
k
is a
l
ways a primary
attac
k
, even w
h
en t
h
e sia
b
rae a
l
so uses weapons. If t
h
e
sia
b
rae wis
h
es, it can retain t
h
ese ant
l
ers in any
f
rm it
assumes via wi
ld
s
h
ape. S
h
ar
d
s of t
h
e stony ant
l
ers
b
rea
k
of in woun
d
s-a sia
b
rae
'
s ant
l
ers constant
l
y rep
l
enis
h
t
h
emse
l
ves as t
h
ese s
h
ar
d
s
b
rea
k
o
f
A creature
d
amage
d
b
y a sia
b
rae
'
s gore attac
k
must ma
k
e a success
fl
Fortitu
d
e
save ¸DC = 10 + if2 t
h
e sia
b
rae
'
s HD + t
h
e sia
b
rae
'
s C
h
arisma
mo
d
ifer,or turn to stone permanent
l
y.
Special Attacks: A sia
b
rae retains a
ll
t
h
e specia
l
attac
k
s
of t
h
e
b
ase creature. If it
h
a
d
t
h
e a
b
i
l
ity to use wi
ld
s
h
ape,
it retains t
h
is a
b
i
l
ity,
b
ut it can assume on
l
y t
h
e
f
rm of
creatures t
h
at cannot
f
y. Any
f
rm it assumes ¸via wi
ld
s
h
ape or po
l
ymorp
h
efects,or any creature it summons
appears ma
l
nouris
h
e
d
,
d
isease
d
, or even in an a
d
vance
d
state of
d
ecay, a
l
t
h
oug
h
t
h
ese are cosmetic efects; t
h
ey
d
o
not impact actua
l
game statistics. In a
dd
ition, a sia
b
rae
gains t
h
e
fll
owing specia
l
attac
k
s. T
h
e save DC
f
r any
of t
h
ese attac
k
s is equa
l
to 10 + if2 t
h
e sia
b
rae
'
s HD + t
h
e
sia
b
rae
'
s C
h
arisma mo
d
ifer.
Bliht Mastery (Su): Any of a sia
b
rae
'
s spe
ll
or efects
t
h
at wou
ld
norma
ll
y
b
e restricte
d
to afecting anima
l
s
can a
l
so afect un
d
ea
d
anima
l
s.
Blightbond (Ex): A sia
b
rae
h
as an un
h
o
l
y
b
on
d
wit
h
t
h
e
bl
ig
h
te
d
eart
h
. It
l
oses any anima
l
companion or access
to
d
omains it
h
a
d
fom its
d
rui
d
ic nature
b
on
d
a
b
i
l
ity. In
p
l
ace of nature
b
on
d
, t
h
e sia
b
rae
'
s c
l
ose ties to t
h
e
bl
ig
h
te
d
l
an
d
scape grant it one of t
h
e
fll
owing c
l
eric
d
omains:
Anima
l
, Deat
h
, Destruction, Eart
h
, Ma
d
ness, or Repose.
T
h
is a
b
i
l
ity ot
h
erwise
f
nctions t
h
e same as nature
b
on
d
.
Abilities: Str +2 , Wis +2 , C
h
a +2. Being un
d
ea
d
, a sia
b
rae
h
as no Constitution score.
Feats: A sia
b
rae gains Toug
h
ness as a
b
onus
f
at .
Skills: A sia
b
rae gains a +8 racia
l b
onus on Perception,
Sense Motive, an
d
Stea
l
t
h
c
h
ec
k
s. A sia
b
rae a
l
ways treats
Intimi
d
ate, Know
l
e
d
ge ¸p
l
anes,, Know
l
e
d
ge ¸re
l
igion,,
Sense Motive, an
d
Stea
l
t
h
as c
l
ass s
k
i
ll
s. Ot
h
erwise, a
sia
b
rae
'
s s
k
i
ll
s are t
h
e same as t
h
e
b
ase creature.
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
URANNAG
What appeared at first to be a sadistic spiked cage suddenly
writhes into unholy life, with bladed, articulated arms.
U RANNAG CR 8
XP 4, 800
CE Huge const r uct (extra pl anar)
l ni t +4; Senses t remorsense 60 ft. ; Percept i on +1 8
DEFENSE
AC 22, t ouch 8, f l at-footed 22 (+1 4 nat ura l , -2 si ze)
hp 1 00 (1 1 d 1 0+40)
Fort +5, Ref +5, Wi l l +5
DR 5/adamant i ne and good; I mmune gaze attacks, vi sual effects
and i l l usi ons, si ght-based attacks, construct trai ts; SR 1 9
Weaknesses exposed mechani s ms
OFFENSE
Speed 10 ft.
Mel ee 3 cl aws +1 7 (1 d8+7 pl us ent ra p)
Space 1 5 ft. ; Reach 1 5 ft.
Speci al Attacks encage, entrap (DC 1 5, 1 d 1 0 rounds, hard ness 1 0,
h p 1 0)
STATISTICS
Str 2 5, Dex 1 1 , Con -, Int 2, Wis 1 5, Cha 2
Base Atk +1 1 ; CMB +20; CMD 30 (ca n' t be t r i pped)
Feats Great Forti tude, I mproved I ni ti ati ve, Li ght ni ng Refl exes, Ski l l
Focus (Percepti on), Ski l l Focus (Steal t h), Weapon Focus (a rms)
Ski l l s Percept i on +1 8, Stea l t h +9 (+2 1 i n s hal l ow wat er); Raci al
Modi fi ers +8 Percept i on, +8 Stea l t h (+20 i n s hal l ow wat er)
SQ l i vi ng t ra p
Envi ronment a ny swa mp
Organi zati on sol i t a ry, pai r, t a n g l e (3-5), or menace
(6-1 2)
Treasure i nci dent al
SPECIAL ABI LI TI ES
Encage (Ex) As a swi f t act i on, an ur annag can at tempt to
encage a creat ure t hat i s not aware of i t and i s s har i ng i t s
space, or a hel pl ess creat ure i t has ent ra pped. The t arget
creat ure can resi st t hi s at tempt wi t h a DC 22 Refl ex save. On
a fa i l u re, t he t arget treats t he u ra nnag's space as d i ffi c ul t
terra i n, but cannot move out of t hat s pac e or u p more t han
1 0 feet. Each round a creat ure remai ns enc aged, i t t akes
2d6 s l as hi ng damage from t he sha r pened gears and bl ades
t hras hi ng and whi rr i ng i ns i de t he creat ure. A creat ure can
esca pe bei ng encaged by maki ng a s uccessf ul CMB check or
Escape Arti st c hec k (DC = t he ur anna g's CMD) as a f ul l - round
act i on, or ca n smash t hrou gh a cage wal l . Thes e wal l s a re AC
22, have hard ness 1 0, and 22 h p-once a hol e i s smashed
i nto a wal l , i t a utomat i ca l l y repai rs i t sel f t he next t i me t he
ur annag encages a f oe. The save DC i s St rengt h- based.
Exposed Mechani sms (Ex) Al t hou gh a n ur annag i s a const r uct,
i t can be damaged and har med by the s ame met hods used
to di sar m and di s abl e t ra ps. A DC 20 Di sabl e Devi ce check
ca n be at t empted agai nst a n u ra n nag as a f ul l - round act i on
t hat provokes a n at t ack of oppor t u ni ty. On a s uccessf ul
check, t he ur annag ta kes damage equal to 3d6 + t he
cha racter's tot al ra nks i n Di sabl e Devi ce a n d i t must make
a DC 1 6 For t i t ude save to avoi d bei ng staggered f or 1 round
(t he damage bypasses t he ur annag's damage red uct i on) .
Li vi ng Trap (Ex) Defensi ve a b i l i t i es t hat appl y to t ra ps (s uch as
tra p sense) a ppl y agai nst a n ur annag's at t acks.
T
h
e strange urannag ¸ur-AWN-ag, t
h
e singu
l
ar an
d
p
l
ura
l
are t
h
e same,
h
as
l
ong vexe
d
sc
h
o
l
ars w
h
o
h
ave
argue
d
w
h
et
h
er or not t
h
e t
h
ing is a creature or mere
l
y
a comp
l
ex trap. In trut
h
, it is a
l
itt
l
e
b
it of
b
ot
h
-yet
anot
h
er unsett
l
ing examp
l
e of
h
ow rea
l
ity on t
h
e A
b
yss
d
oesn
'
t quite matc
h
morta
l
expectations. Be
h
aviora
ll
y,
an urannag acts simi
l
ar
l
y to an am
b
us
h
pre
d
ator, yet
it
h
as no nee
d f
r sustenance an
d
is
d
riven to trap an
d
f
l
ense prey simp
l
y out of an in
b
orn sense of crue
l
ty
an
d
sa
d
ism.
Construction
Most urannag are create
d
spontaneous
l
y
b
y t
h
e A
b
yss,
b
ut enterprising spe
ll
casters
h
ave
f
un
d
met
h
o
d
s to
d
up
l
icate t
h
e construction of t
h
ese strange creatures. An
urannag
'
s
b
o
d
y is ma
d
e of 2, 000 poun
d
s of iron, an
d
its
fame must
b
e
f
rge
d
over an A
b
yssa
l h
eat source, w
h
ic
h
in
f
ses t
h
e creature wit
h
its c
h
aotic an
d
evi
l
urges.
U RAN NAG
CL 1 0th; Price 35, 000 g p
CONSTRUCTION
Requi rements Craft Construct, geas/quest, keen edge, limited
wish, planar binding; Ski l l Craft (scul pture) DC 1 9; Cost 1 7, 500 gp.
lARMONGER lASP
This wasplike creature seems to be partially made of metal. Its
win.S create an iridescent .low as they buzz loudly in the air.
º
XP 3,200
CE L arge const r uct (extra pl anar)
l ni t +1 0; Senses darkvi si on 60 ft. , l ow- l i ght vi si on; Percepti on +1 3
DEFENSE
AC 2 1 , t ouch 1 5, f l at-footed 15 (+6 Dex, +6 nat ural , -1 si ze)
hp 85 (1 0d1 0+30); fast hea l i ng 5
Fort +5, Ref +9, Wi l l +4
I mmune el ect r i ci t y, construct tra i t s
OFFENSE
Speed 30 ft. , fl y 30 ft. ( good)
Mel ee bi te +1 5 (1 d8+4), 2 cl aws +1 5 (1 d6+4), st i ng +1 5
(1 d 6+4/1 9-20 pl us poi son)
Space 1 O ft. ; Reach 1 O f t .
Speci al Attacks st at i c di s charge, poi son
STATISTICS
Str 1 8, Dex 2 3, Con -, Int 3, Wis 1 3, Cha 1
Base Atk +1 0; CMB +1 5; CMD 31
Feats Abi l i t y F oc us ( poi son), G reat For t i t ude, I mproved Cr i t i cal
(st i ng), I mp roved I n i t i at i ve, Wea pon F i nesse
Ski l l s F l y +1 4, Pe rcept i on +1 3, Stea l t h +1 3; Raci al Modi fi ers
+8 Percept i on, +8 Stea l t h
Languages Abyssa l (ca nnot speak)
ECOLOGY
Envi ronment a ny (Abyss)
Organi zati on sol i t a ry, pai r, or fl i ght (3-1 2)
Treasure none
SPECIAL ABI LI TI ES
Poi son (Ex) St i ng-i nj u ry; save Fort DC 1 7; frequency 1/round
f or 6 rounds; effect 1 d4 Dex; cure 2 consecuti ve saves.
Stati c Di scharge (Su) Once every 1d4 rounds as par t of a move
act i on t aken to fly at l east 1 0 feet, a war monger wasp's
wi ngs can d i scha rge a bol t of el ect r i ci t y to a ra nge of up to
60 feet. The bol t expl odes upon reac hi ng i ts t arget, creat i ng
a 20-foot- radi us bu rst t hat deal s 6d6 poi nt s of el ect r i ci t y
damage ( Ref l ex DC 1 5 ha l f ).
Li
k
e t
h
e more power
fl
retriever, t
h
e warmonger wasp is
a construct
b
ui
l
t fom t
h
e protop
l
asmic
f
es
h
an
d
c
h
aotic
f
cun
d
ity of t
h
e A
b
yss itse

Appearing as partia
ll
y organic,
partia
ll
y meta
ll
ic, warmonger wasps serve t
h
e
d
emonic
armies as air support in
l
arge
b
att
l
es, an
d
t
h
e armies
of t
h
e Wor
ld
woun
d
are no exception. T
h
eir e
l
ectricity­
b
ase
d
exp
l
osions wor
k
we
ll
on
b
att
l
efe
ld
s w
h
ere
d
emons
an
d
morta
l
s c
l
as
h
, as e
l
ectrica
l
attac
k
s
h
ave no efect on
d
emons. It
'
s more accurate to say t
h
at warmonger wasps are
grown rat
h
er t
h
an constructe
d
, an
d
w
h
i
l
e t
h
e proce
d
ure of
crafting t
h
ese
f
u
l
constructs is
b
eyon
d
t
h
e
k
en of morta
l
crafters, spe
ll
casters can conjure t
h
em to
d
o t
h
eir
b
i
dd
ing
(see
b
e
l
ow). Warmonger wasps are on
l
y inte
ll
igent enoug
h
to un
d
erstan
d
simp
l
e comman
d
s, an
d
on
l
y ones universa
ll
y
associate
d
wit
h b
att
l
efe
ld
con
d
itions.
In t
h
e Wor
ld
woun
d
, a
l
arge num
b
er of warmonger wasps
h
ave
b
een
l
e
f
to t
h
eir own
d
evices. T
h
ese
"
wi
ld
"
wasps
b
uzz
t
h
roug
h
t
h
e s
k
ies, constant
l
y watc
h
ing
f
r any non-
d
emons
to swoop
d
own on an
d
attac
k
. Cu
l
tists an
d
ot
h
er wors
h
ipers
of Des
k
ari not escorte
d b
y
d
emons are quic
k
to spea
k
in
A
b
yssa
l
an
d
s
h
ow t
h
eir un
h
o
l
y sym
b
o
l
s w
h
en confonte
d
b
y a
f
ig
h
t of warmongers. PCs eager to
d
o t
h
e same can
convince t
h
e wasps to
l
eave t
h
em a
l
one wit
h
a success
fl
DC 20 B
l
uf c
h
ec
k
-provi
d
e
d
t
h
e attempt is ma
d
e w
h
i
l
e
spea
k
ing A
b
yssa
l
.
A warmonger wasp is a
b
out 10 feet
l
ong, wit
h
a 20-
f
ot
wingspan. T
h
ey weig
h
i, 200 poun
d
s.
Conjuring a Warmonger Wasp
A
l
t
h
oug
h
a warmonger wasp is not an outsi
d
er, it may
nonet
h
e
l
ess
b
e conjure
d b
y eit
h
er planar ally or planar
bindin.. T
h
e spe
ll
caster must ta
k
e care to
d
o so,
h
owever,
using specia
l
rare incenses, t
h
e secretions of rare an
d
vio
l
ent insects, an
d
comp
l
ex
d
iagrams in
k
e
d
on t
h
e f
l
oor
an
d
wa
ll
s wit
h
expensive p
h
osp
h
orescent in
k
s,
l
est t
h
e
wasp attac
k
t
h
e spe
ll
caster upon t
h
e spe
ll
'
s comp
l
etion.
T
h
ese components cost i5 , ooo gp an
d
rep
l
ace t
h
e usua
l
costs associate
d
wit
h
casting eit
h
er spe
ll
(inc
l
u
d
ing
planar bindin.'s C
h
arisma c
h
ec
k
requirement).
 ·f Í\¡1llK9LKL\N|\lhK�L¡¡lKu.11LhJK|9YJßK9
lARPED ONE
O•
XP 4, 800
CE Med i u m out si der (chaot i c, evi l , extrapl anar)
l ni t +8; Senses da rkvi si on 60 ft. ; Percept i on +1 0
Aura war p fi el d (30 ft. )
DEFENSE
AC 2 1 , t ouch 1 4, f l at-footed 17 (+4 Dex, +7 nat ur al )
hp 1 05 (1 0d1 0+50)
Fort +1 2, Ref +9, Wi l l +9
Defensive Abi l i ti es amorphous, i ns a ne; I mmune mi nd­
affect i ng effects, pet r i fi cat i on, pol ymor ph effects; Resi st
el ect r i ci t y 1 0; SR 1 9
OFFENSE
Speed 30 ft.
Mel ee 4 cl aws +1 6 (1 d4+6/1 9-20)
Speci al Attacks fl eshwa r pi ng
Spel l - L i ke Abi l i t i es ( CL 8t h; concent rat i on +1 0)
Const ant-blur
At wi l l -dimension door (sel f pl us SO l bs. of obj ect s onl y)
1 /day-unstoble summoning
STATISTICS
Str 22, Dex 1 9, Con 20, Int 1 2, Wis 5, Cha 1 5
Base Atk +1 0; CMB +1 6; CMD 30 ( 34 vs. t r i p)
Feats Combat Refl exes, I mproved Cr i t i cal (cl aws), I mproved
I ni t i at i ve, L i ght ni ng Refl exes, S ki l l Focus (Steal th)
Ski l l s Acrobat i cs +1 7, Cl i mb +1 9, Knowl edge ( pl a nes) +1 4,
Percept i on +1 0, Stea l t h +2 3, Swi m +1 9, Use Magi c Devi ce +1 5
Languages Abyssa l
ECOLOGY
Envi ronment a ny (Abyss)
Organi zati on sol i t a ry, pai r, or mob (3-1 4)
Treasure sta ndard
SPECIAL ABI LI TI ES
Fl eshwarpi ng (Su) A war ped one's body const ant l y s hi f t s
and changes as raw Abyssa l energi es cou rse t hrough i t,
res hapi ng and rebu i l di ng i t i n mi nor but hi deous ways. Once
a warped one enters combat, t hese g rowi ng energi es beg i n
t o a l t er i t s st at i st i cs i n s ma l l ways. At t h e st ar t of a war ped
one's t u rn, rol l on t he fol l owi ng ta bl e to see what addi t i onal
effect i t s tl eshwa r pi ng has on i t f or t hat round-a l l of t he
fol l owi ng mut at i ons have a d u rat i on of 1 round u nl ess
ot herwi se not ed.
d8 Resul t
Infusion of Chaos: The warped one' s body r i ppl es
a n d s h i f t s ra pi dl y as i t g rows a n d a bsor bs f i ngers,
ten d ri l s, s i g ht l ess eyes, t oot hl ess mout hs, t u mors,
a n d ot her most l y usel ess orga ns out of i ts body. The
war ped one ga i n s DR 1 0/l awf u l .
2
3
4
5
6
7
8
Enhanced Musculature: The war ped one g rows muc h
more mu s c u l a r. I t g a i n s a +2 enha ncement bonus
o n mel ee at t ac k rol l s, mel ee wea pon da ma ge, CMB
checks, St rengt h- based checks, a n d to i t s CMD.
L ean and Swift: The war ped one g rows l ea n and
a g i l e, wi t h l onger l egs a n d a ddi t i ona l j oi nt s i n i t s
l i mbs. I t g a i n s a +2 dodge bonus to i t s AC, a +2
enha ncement bonus o n Ref l ex saves, a n d i t s speed
i nc reases by 1 0 f eet .
Prismatic Scales: Mu l t i c ol ored sca l es g row f ro m t he
war ped o ne' s f l es h. I t ga i n s resi st a nce to aci d 1 0, co l d
1 0, a n d f i re 1 0.
Razor-Sharp Talons: The war ped one's cl aws g row
add i t i onal , shar per t al ons. I ts cl aw at t acks ga i n bl eed
1 d6.
Multiple Eyes: The war ped one g rows a ddi t i ona l eyes
and ot her s ens ory o rgans . I t ga i n s a +8 bonus on
Percept i on checks and g a i n s a l l -a rou n d vi s i on.
Accelerated Metabolism: The warped one sheds i ts
cl aws and teeth and i mmedi atel y grows new ones, i ts
wounds heal , and i ts col ors grow bri ghter. I t gai ns a +2
enha ncement bonus on Forti tude saves and i mmedi atel y
heal s 3d8+1 0 poi nts of damage (i f i t 's currentl y
unwounded, i t gai ns these hi t poi nts as temporary hi t
poi nts that l ast for 1 hour or unti l depl eted).
Armor Plating: The war ped one g rows a t hi c k hi de
a n d dar k sca l y pl ates g ra nt i ng i t DR 5/ a n d i t s nat ur al
ar mor bonus i nc reases by +4.
I nsani ty (Ex) A war ped one's mi nd i s compl et el y u n h i nged, a
raw chaos of mad ness. It uses i t s Char i sma modi fi er on Wi l l
saves i nstead of i t s Wi s dom modi fi er, and i t i s i mmu n e to
mi nd-affect i ng effects. Any at tempt to cont act a war ped one
tel epat hi ca l l y ( i ncl udi ng us i ng s pel l s l i ke detect thoughts)
produces a backl ash effect, dea l i ng 1 d 4 poi nt s of Cha r i sma
damage to t he one at tempt i ng t he cont act . A DC 1 7 Wi l l save
negates t hi s ef f ect . The save DC i s Char i sma- based.
Unst abl e Summoni ng (Sp) A war ped one ca n rend t he
boundari es bet ween wor l ds to summon creat ures to ai d i t i n
combat, but i t has l i t t l e cont r ol over what sor t s of monsters
or demons respond to i t s s ummoni ngs. When a warped one
uses i t s uns t abl e s ummoni ng, t here' s a 500 c hance t hat a
creat ure (or a g rou p of creatu res) a rri ves to ai d t he war ped
one. Creat ures s ummoned i n t hi s way a re i mmu ne to t hat
pa r t i cu l a r war ped one's war p fi el d. To determi ne t he nat ure
of t he s ummoned ai d, rol l on t he t abl e bel ow. Thi s is a St h­
l evel s pel l effect.
d8 Resul t
1 1 d 4+1 meph i t s (deter mi ne t ype ra ndoml y)
2 1 d4+1 Med i u m el ement al s (deter mi ne type ra ndoml y)
3 1 d 3 s a l a ma nders
4 1 d 3 La rge el ement al s (deter mi ne t ype ra ndoml y)
5 1 d 3 babaus
6 1 s hadow demon
7 1 succu bus
8 1 war
p
ed one
Warp Fi el d (Su) A war ped one exudes a fi el d of ment al and
physi ca l ent ropi c energy to a rad i us of 30 feet t hat t wi st s
and war ps t he mi nds and bodi es of al l ot her l i vi ng creat ures.
Creat ures who beg i n t hei r t urn i ns i de of a war p fi el d must
s ucceed at a DC 1 7 Wi l l save. Fa i l u re i nd i cates t hat t he
creat ure i s conf used f or 1 round and suffers one mut at i on
f rom t he ta bl e bel ow. These mut at i ons emerge swi f t l y and
pai nf ul l y, ca us i ng t he vi ct i m to become si ckened f or 1 round
and t o ga i n one ra ndom mut at i on f r om t he fol l owi ng ta bl e
f or 1 round. Once a creat ure succeeds at i t s savi ng t hrow
agai nst a warp f i el d, i t i s i mmu n e to f ur t her effects f rom
t hat speci f i c war ped one's war p fi el d f or 24 hours. Thi s i s a
pol ymor ph effect. The save DCs a re Cha r i sma - based.
d8 Resul t
2
Club Foot: One of you r feet becomes badl y defor med.
Rreduce you r speed by 1 0 f eet .
Cataracts: Yo u r eyes f i l m ove r wi t h cat ar act s . Yo u
a re b l i nded.
3 Demonic Homs: Yo u g row sever al bony hor ns f r om
yo u r s k u l l . Yo u must s ucceed at a DC 17 Ref l ex save or
any headband or hat you wea r beco mes broke n.
4 Boneless Mass: You fa l l prone a n d yo u r movement
r at e i s red u ced to O f eet . Yo u must s ucceed at a DC 1 7
F or t i t ude s ave to avo i d bei ng s t unned for 1 ro u n d.
5 Twisted Hands: Yo u r hands t wi st a n d def or m. You
d ro p a l l hel d o bj ect s a n d wor n r i ngs a n d c an not use
yo u r hands to ma ke at t acks o r cast spel l s f or 1 rou n d.
6 Twisted Visage: Yo u r f ace def or ms i nto a h i d e o u s
moc ke ry. Yo u ca n n ot s pea k o r c a s t s p el l s wi t h
ve r ba l co mp o n e nt s .
7 Malnourished: Yo u become skel et a l l y t h i n . Al l wor n
i t ems ( save boots, head, and headband i t ems) d rop
f r om yo u r body, a n d you must s ucceed at a DC 1 7
F or t i t ude s ave to avo i d bei ng enta n gl ed i n you r gear.
When you ret ur n to you r nor mal s hape 1 rou n d l at er,
d ropped i t ems rema i n on t he g rou n d i n you r s qu a re.
8 Obesity: You become monst rous l y obese. Yo u r l a nd
s peed i s red u ced t o 5 f eet . I n add i t i on, i f you fa i l a
DC 1 7 Ref l ex save, a ny i t ems yo u have e q u i pped i n
t h e ar mor, bel t, body, chest, neck, s hou l ders, o r wr i st
sl ot s become br oken.
Demons
f
rm fom t
h
e interaction of sin
fl h
uman sou
l
s
upon t
h
e
f
cun
d
ity of t
h
e A
b
yss itse
l
f
b
ut t
h
is is not t
h
e
on
l
y way t
h
e
d
emonic p
l
ane creates
l
i
f
. In certain parts
of t
h
is
bl
asp
h
emous rea
l
m, non-sin
fl
sou
l
s or even
l
iving
h
umanoi
d
s can
b
e overw
h
e
l
me
d
an
d
trans
f
rme
d
into
d
emon-
l
i
k
e creatures. So power
fl
are t
h
e energies
corrupting an
d
warping t
h
ese
h
umanoi
d
s t
h
at c
h
aotic
f
rce continues to
l
ea
k
fom t
h
eir creations an
d
continuous
l
y afect t
h
e creatures
'
f
es
h
-
f
rever twisting
an
d
mutating t
h
em in en
dl
ess agony. T
h
ese poor victims
h
ave
b
een trans
f
rme
d
into warpe
d
ones.
No two warpe
d
ones
l
oo
k
exact
l
y a
l
i
k
e, a
l
t
h
oug
h
t
h
ey
a
ll
s
h
are certain common features. T
h
ey a
l
ways appear
as two to
f
ur
d
emonic
h
umanoi
d
s aw
k
war
dl
y
f
se
d
toget
h
er into a sing
l
e
h
uman-size
d
monstrnsity. W
h
i
l
e
t
h
ey can
h
ave severa
l l
im
b
s, t
h
ey a
l
ways
h
ave
f
ur t
h
at sport
particu
l
ar
l
y s
h
arp ta
l
ons. Once a warpe
d
one enters com
b
at,
t
h
e excitement of imminent
bl
oo
d
s
h
e
d
¸
b
ot
h
t
h
at of its
victims an
d
of itse
l
(causes t
h
e entrnpic energies wit
h
in
it to c
h
ange an
d
mutate. A
f
g
h
t against a warpe
d
one is
a
h
arrnwing experience,
f
r not on
l
y
d
o t
h
e warpe
d
one
'
s
p
h
ysica
l
traits c
h
ange continuous
l
y, t
h
ese mutations afect
an
d
cripp
l
e t
h
ose near
b
y in
d
evastating ways.
As using a warpe
d
one in com
b
at a
dd
s
l
ots of a
dd
itiona
l
d
ice rn
ll
s to encounters, you may want to
"
sync
h
rnnize
"
t
h
eir
f
es
h
warping an
d
warp-fe
ld
a
b
i
l
ities w
h
en using mu
l
tip
l
e
warpe
d
ones in
b
att
l
es, so eac
h
roun
d
t
h
ey a
ll
ex
h
i
b
it t
h
e
same trait an
d
t
h
eir warp fe
ld
s a
ll h
ave t
h
e same efect.
A warpe
d
one is 7 feet ta
ll
an
d
weig
h
s 350 poun
d
s.
Open Game license Version 1 .oa
The fllowi ng text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, I nc
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Open Game Li cense v i.oa © 2000, Wizards of the Coost, Inc.
System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip
Williams, based on material by E. Gary Gygax and Dave Arneson.
The Book ofFiends © 2003, Green Ronin Publishing; Authors: Aoron Loeb, Erik Mona, Chris Pramas, ond RobertJ. Schwalb.
Baphomet fom the Tome ofHorrors Compfete © 2011, Necromancer Games, I nc. , published and distributed by Frog
God Games; Author: Scott Greene, based on origi nal material by Gary Gygax.
Kostchtchie fom the Tme ofHorrors Complete © 2011, Necrom;ncer Games, I nc. , published ;nd distributed by Frog
God Games; Author: Scott Greene, based on origi nal material by Gary Gygax.
Jubi l ex fom the Tome ofHorrors Complete © 2011, Necromancer Games, I nc. , published and distributed by Frog God
Games; Author: Scott Greene, based on origi nal material by Gary Gygax.
Nabasu fom the Tme ofHorrors Complete © 2011, Necromancer Games, I nc. , published and distributed by Frog God
Games; Author: Scott Greene, based on origi nal material by Gary Gygax.
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Games; Author: Scott Greene, based on origi nal material by Gary Gygax.
Rot Grub fom the Tme ofHorrors Complete © 2011, Necromancer Games, I nc. , published and distributed by Frog
God Games; Author: Scott Greene and Clark Peterson, bosed on origi nal material by Gary Gygox.
Shadow Demon fom the Tome ofHorrors Complete © 2011, Necromancer Games, Inc., published and distributed by
Frog God Games; Author: Scott Greene, based on origi nal material by Neville White.
Pathfnder Campaign Setting: The Worldwound © 2013. Paizo Publishi ng, LLC; Authors: J ames J acobs, Jon:th;n Keith,
Jason Nelson, Todd Stewart, and Tanith Tyrr.
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Date Event 4644 The l ast remnant of Sa rkori s, t he ci ty of Storasta, fal l s-i ts
Unknown The Green Fai t h comes to the Ci rcl e of Hi eropha nts. defeat i s i mmorta l i zed i n "The Song of Sa rkor i s"; ref ugees
-1 600 The Kel l i ds, wi th t he ai d of dr ui ds of the Green Fai t h, defeat the fl eei ng from Storasta nea rl y overwhel m Gu ndr un, and then
frost gi a nts of the Northmounds at the si te that woul d soon f l ood t he Ustal avi c border, sparki ng t he Demonski n Wa r (al so
become home to the Threshol d, and event ual l y be t he si te at cal l ed t he Bl oodwater Betraya l s) .
whi ch the Worl dwound opens. 464S The Second Cr usade ends wi th the l oss of Sarkori s, but i s
3672 The r i se of Sa rkor i s; l z i s founded on the si te of anci ent frost successful i n hal t i ng the demon army's advance.
gi ant r ui ns . 4646 The l ast rebel s a ba ndon Gundrun; i t becomes a ghost town.
3844 Storasta i s founded. 4650 Deskar i recr ui t s Baphomet to ai d i n s u bvert i ng cr us aders .
401 2 U ndar i n i s founded. 4665 The Thi rd Cr usade beg i ns wi t h a vi ol ent "wi tch bur ni ng" i n
4172 Domora Hume summons Dyzad f r om the depths of Hume's Pool , Kenabres that t ai nts publ i c percept i on of t he Church of l omedae.
becomi ng t he f i rst god cal l er. 4668 The T h i rd Cr usad e ends i n s hame wi t h very l i t t l e ef f ect on
421 7 T h e daemon Ommors arri ves i n Del vegate. the demons.
4256 Dyi ngl i ght i s founded. 4684 Corksberg Keep i s sel ected as a defensi ve l ocat i on for t he
4406 The cul t of Deskari fi rst ri ses i n Nor t hmounds. Demonscope-a dangerous rel i c recovered by t he pal adi n
441 6 The Bal emoon Cl an defeats t he cul t of Ommors. Cl ydwel l ; when Cl ydwel l sacri fi ces hi msel f to keep t he bal or
4433 Aroden defeats Deskari 's avatar, dri vi ng the demon's cul t i nto the Gori ath i mpri soned wi t hi n t he a rti fact, t he Church of l omedae
Lake of Mi st s and Vei l s, maki ng the Nor t hmounds safe. el evates Cl ydwel l to sai nthood, renames t he keep i n hi s
4598 Areel u Vorl esh i s captured and i mpri soned i n the Threshol d. honor, and founds t he Order of t he Hol y Sent i nel s to guard t he
4600 Areel u Vorl esh l eads a rebel l i on i n Threshol d af t er she contacts dangerous a rti fact.
Deskari . Countl ess portal s open i n Threshol d. 4689 Veal ek-Vor di scovers the l ost sky ci t adel of j or murdun.
4601 Queen Gal f rey takes the crown i n Mendev. 4691 Mi nagho takes control of Ral i scrad.
4602 Areel u sei zes f ul l control of Threshol d. 4692 Khorramzadeh the Storm Ki ng attacks Kenabres and cracks the
4605 Areel u 's i nf l uence s preads t hro u g h t he hi gh ca i rns wordstone t here, but i s forced t o abandon the attack after t he
s u rrou n d i n g T hres hol d. si l ver dragon Terendel ev nearl y k i l l s hi m; t he Fourth Crusade
4606 Areel u and Deskari , worki ng from both si des of real i ty, open the begi ns as a resul t of the near-di saster.
Worl dwound. Aroden di es. lz is destroyed. Demons spread i nto 4698 The Hangi ng Tower appears i n t he northwestern Wounded Lands.
the Nor t hmounds. 4702 The Brot her hood of Ta l a i s founded i n Mendev.
4607 The si ege of Pul ura's Fal l begi ns; Dyi ngl i ght evacuates. 4704 The sera pt i s j a a l i ka i nvades and sei zes cont r ol of t he
4608 Demons begi n attacki ng Mendev and l owl a nd Sarkori s. Bl ackear t h Ca i r n.
4609 The House of Refl ecti ons si nks i nto t he dept hs of t he F i rst Rai ns. 4707 The Fourth Crusade ends as resources grow sca rce and the wi l l to
461 0 Areel u Vorl esh i nvades Wi dowkni fe Cl anhol d and di scovers t he conti nue the hopel ess- l ooki ng wa r dwi ndl es; t he Brotherhood of
f i nal steps of a ri tual to transform hersel f i nto a hal f- succubus. Tal a crafts the Orb of Tola.
461 5 Fi endi sh marsh gi a nts cl ai m Dyi ngl i ght. 4708 A pal adi n of t he Order of t he Hol y Sent i nel s named Hol t on
461 7 Deskari unl eashes Shaorhaz upon t he Forest of Stones. Al br i ght i s decei ved by a demon di s gui sed as an angel
461 8 The Church of l omedae begi ns to ral l y the Fi rst Crusade. i nto bel i evi ng t hat Sai nt Cl ydwel l 's spi ri t i s tra pped i n t he
461 9 Demoni c necromancers rai se the dead of t he l ake bel ow Pul ura's Demonscope and t hat Hol t on shoul d rel ease i t . A band of
Fal l ; t he dead t ur n on the necromancers. advent u rers manages to prevent the f al l en pal adi n's act i ons
4620 The Preservers of Noti ons petri fy the Li vi ng Li brary to protect i t s f rom rel easi ng t he bal or Gori at h; i n t he battl e, Gor i at h i s
secrets from Shaorhaz's armi es. bani shed f rom t he Demonscope back to t he Abyss, render i ng
4621 The d rui ds of t he Forest of Stones petri fy t he remai ni ng trees t he a rti fact i nert.
and become undead si abraes rat her than a l l owi ng thei r secrets 4709 Auci nda Fermender becomes trapped i n the Hangi ng Tower;
to fa l l i nto Shaorhaz's cl utches. l si l da betrays the Brotherhood of Tal a.
4622 T he f al t er i ng C h u rc h of Aroden l a u nc hes t he F i rst 471 0 The shadow demon Al ul asavi and her fol l owers capture Sabertooth
Mendevi a n Cr us ade. Va l e; Vat h ri ses from t he Abyss; t he freq uency of demon attacks
4625 Shaorhaz constructs Greeng rave Keep f rom dr ui di c megal i t hs. al ong t he Mendevi an border i ncreases si g ni f i cant l y.
4628 Drezen i s founded. 471 1 The Tower of Vath is destroyed before it can rel ease a new army
4630 The Fi rst Crusade ends; t he crusaders d ri ve the demons from of demons from the Abyss i nto the Worl dwound; the Si l ver
Mendev and l owl and Sa rkori s back to t he Wounded Lands. Crusade establ i shes i tsel f i n Nerosyan and swi ftl y gai ns fame for
4634 Fi endi sh werewol ves capture the vi l l age of Moongl ade. i ts act i ons agai nst the Worl dwound.
4636 A second wave of demons emerges from the Worl dwound. 471 2 The decorated pal adi n Staunton Vhane of Kenabres is reveal ed to
4638 Drezen fal l s to t he mari l i th Aponavi ci us, t r i gger i ng the start of be an agent of t he cul t of Baphomet by a woman named l rabeth;
the Second Crusade. Vhane fl ees Kenabres before he can be captured and i s now
4639 Crusaders abandon Storasta to the demons and erect wordstones bel i eved to be servi ng Aponavi ci us in Drezen.
i n a desperate attempt t o contai n the fi ends. 471 3 The current year.
Tf £ WORLDWOU�D
A century ago, t
h
e nation of Sar
k
oris was mur
d
ere
d
. To
d
ay, t
h
e
fll
en nation is
a
h
orrifc, post-apoca
l
yptic nig
h
tmare c
l
oven
b
y a vast canyon t
h
at connects
Go
l
arion to t
h
e
d
emon-
h
aunte
d
reac
h
es of t
h
e A
b
yss. T
h
is ri
f
is
k
nown as t
h
e
Wor
ld
woun
d
, an
d
t
h
roug
h
it t
h
e
d
emonic
h
or
d
es pour
f
rt
h
, set on
d
ef
l
ing t
h
e
wor
ld
of morta
l
s an
d
c
l
aiming it
f
r t
h
eir own. T
h
oug
h
t
h
e
d
emons
h
ave so
f
r
b
een
h
e
ld b
ac
k
at t
h
e
b
or
d
ers
b
y
b
ar
b
arians an
d
crusa
d
ers a
l
i
k
e, t
h
e region t
h
at
was once Sar
k
oris remains a fen
d
is
h b
eac
hh
ea
d
on t
h
e morta
l
rea
l
m. Worse, t
h
e
Wor
ld
woun
d
itse
l
f is s
l
ow
l
y growing-an
d
if somet
h
ing isn
'
t
d
one to
h
a
l
t t
h
is
bl
ig
h
t,
t
h
e
d
emons it spawns mig
h
t one
d
ay swa
ll
ow a
ll
of Go
l
arion
!
Insi
d
e t
h
is
b
oo
k
, you
'
ll
fn
d
:
� Ruine
d
cities, suc
h
as t
h
e s
h
attere
d
capita
l
city of Iz, t
h
e fozen city of
Dying
l
ig
h
t, an
d
t
h
e river city of Un
d
arin.
.l
� An ex
h
austive examination of t
h
e strange an
d
ot
h
erwor
ldl
y
h
azar
d
s of t
h
is
d
emon-ru
l
e
d
region.
� Key
h
istorica
l
sites suc
h
as t
h
e Circ
l
e of t
h
e Hierop
h
ants, t
h
e
S
h
rou
d
of Unicorns, an
d
T
h
res
h
o
ld
, t
h
e
f
rtress w
h
ere t
h
e A
b
yssa
l
porta
l
frst opene
d
.
� A
d
venture sites rea
d
y
f
r exp
l
oration, as we
ll
as
l
ocations
l
i
k
e t
h
e
h
o
ld
out town of Gun
d
run, a safe
h
ar
b
or in a
d
ea
dl
y
l
an
d
.
� More t
h
an a
d
ozen new monsters, inc
l
u
d
ing severa
l
new
d
emons
an
d
two new monster temp
l
ates, ensuring PCs wi
ll
never
l
ac
k f
r
f
es in t
h
is
d
evastate
d
rea
l
m
!
The Worldwound is inten
d
e
d f
r
Ro
l
ep
l
aying Game an
d
Pat
h
fn
d
er campaign setting,
b
ut can easi
l
y
b
e use
d
in any
f
ntasy game setting.
In a
dd
ition, t
h
e Wor
ld
woun
d
is t
h
e setting
f
r t
h
e
d
emons
l
aying Wrat
h
of t
h
e Rig
h
teous A
d
venture Pat
h
, ma
k
ing t
h
is
b
oo
k
a perfect supp
l
ement
f
r t
h
at campaign.

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