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OVERLOAD

T he Age of Worms Adventure Path is a complete


Dungeons & Dragons campaign in twelve parts,
published monthly in issues 124135 of Dungeon
magazine. This document contains material we just couldnt t
in the magazine, but which we still wanted to share to enrich
CAMPAIGN OVERVIEW
Thousands of years ago, when the world was a more primitive
place, a morbid mystic named Kyuss gathered a vast assembly
of social outcasts for a pilgrimage across the great southern
seas to the harsh jungles of another continent. On distant
your Age of Worms campaign. The document begins with a tropical shores they founded a great city of monoliths and
slightly edited version of the campaign outline provided to vine-snared idols to alien gods. Kyuss preached of mysterious
all Age of Worms Adventure Path authors, and represents an visions, of massive metal plates foretelling the collapse of civi-
accurate picture of the central plot that weaves through all lization. In response, his beguiled followers scoured the dark-
twelve adventures. Individual installments provide plenty of ened jungle until they produced such plates, and conrmed
surprises of their own, since each author brings a dierent Kyuss apocalyptic premonition.
approach to each adventure. Likewise, certain plot elements The metal plates contained a fragment of the apocalypse myth
presented here may change slightly as the series evolves in the of a long-dead culturethe decadent six-armed spell weavers,
hands of a dozen dierent authors. John Gallaghers concept whose civilization crumbled before the jungle took form. The
art gives exciting glimpses of what lies ahead. plates spoke of an era of doom and decay, a time of chaos and
Following the outline, youll nd a huge number of stat melancholy known as the Age of Worms. It was but a sliver of a
blocks for scores of NPCs from the mining town of Diamond much grander extinct liturgy, but to Kyuss, it was enough. In his
Lake, as well as helpful tables showing who likes to hang out sweltering jungle paradise, the charismatic madman vowed to
where. Weve also provided some useful information about the bring about this bold new era. As hundreds of his followers sac-
region immediately surrounding Diamond Lake, an area that riced themselves for the glory of his vision, the twisted prophet
hosts a third of the adventures in the series. declared himself the Harbinger of the Age of Worms.
Lastly, Keith Baker and Eric L. Boyds ocial conversions oer To amass greater and greater power, Kyuss bound himself
plenty of advice for Dungeon Masters running the Age of Worms to a basalt monolith dredged up from a spell weaver ruin
in the Eberron or Forgotten Realms campaign settings. I and housed in a looming edice known as the Spire of Long
couldnt resist a few suggestions of my own on how to integrate Shadows. The massive stone thrummed with the life energy,
the Adventure Path into the Greyhawk campaign setting. and poisoned whispers from its inner void beckoned Kyuss to
But enough preamble. The Age of Worms awaits! (And so do join them in oblivion, revealing hidden pathways and temp-
your players.) tations within the placid surface of the monolith. With his
kingdom dead at his feet, Kyuss entered the immense block
Erik Mona of otherworldly stone. In so doing, he became more than
Editor-in-Chief human, but his essence remained forever trapped in a hor-
Dragon & Dungeon ric demiplane slaved to the monolith. In the centuries that
July 26, 2005 followed the jungle swallowed Kyuss once-majestic home,
leaving only the forlorn Spire of Long Shadows to peek above
the lush tropical canopy.

BY ERIK MONA
BY BY JOHN GALLAGHER
BY ROBERT LAZZARETTI
STATISTICS BY JASON BULMAHN EDITED BY JAMES JACOBS AND JEREMY WALKER
ART DIRECTION BY SEAN GLENN & MIKE SCHLEY
Dungeons & Dragons, D&D, Dragon, Dungeon, Forgotten Realm, Eberron, Greyhawk, and Wizards of the Coast and all associated logos are trademarks of
Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. 2005.

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AGE OF WORMS OVERLOAD BY ERIK MONA

Hundreds of years later, a powerful red (if not the spirit), and the process virtually culture, and within a few hundred years,
dragon named Dragotha roosted upon the enslaved Dragotha to his will. The great they had faded entirely from history. Drago-
Spires loy pinnacle, surveying the crum- undead dragon stood at the vanguard of tha never found his phylactery, retreating
bling ruins of Kyuss dream. He had learned an army of spawn of Kyuss, which savaged to a life of seclusion in the bitter north. But
of the potent necromantic monolith from the native clidwelling folk of the Ri Can- the dragon did not remain idle. With his
his consort, Tiamat, the supreme Chromatic yon and began the rst steps toward a new life essence forever bound to that of the
Dragon who guarded the Gates of Avernus, empire of evil. Scholars everywhere began trapped Kyuss, Dragotha could not abide
rst layer of Hell. Tiamat had turned against whispering about an ancient myth regard- his masters imprisonment. Over the course
Dragotha, as she eventually turns on all of ing an Age of Worms, though few knew of of centuries the dracolich stitched together
her lovers, and the brilliant dragon sought Kyuss history in the southern jungles. a vast network of agents poised to release
a means by which to protect himself against Not all of the locals fell under Kyuss heel. Kyuss once again into the world. As a group
her treachery forever. To this end, Dragotha A cadre of druids, inheritors of their own of unlikely heroes gathers in the mining
pried the basalt monolith from its moorings ancient legacy, conceived a brilliant plan to town of Diamond Lake, Dragothas plan is
and carried it far to the north, to his lair in the weaken the undead army. They managed reaching its nal stages.
Ri Canyon. Kyuss, trapped within some pla- somehow to steal Dragothas phylactery, The Age of Worms is at hand.
nar nether-realm connected to the monolith, spiriting it far from the Wormcrawl Fis-
whispered words of condence to Dragotha. sure and hiding it in an unknown location. 1. The Whispering Cairn
Release me, he claimed, and you shall live Dragothas sense of self-preservation at Levels 12 Erik Mona
forever. Dragotha conquered the required last overwhelmed his compulsion to serve This introductory adventure assumes that
rituals, and Kyuss returned to the world. Kyuss, and the dracolich quit the eld of all of the PCs begin their adventuring
Shortly thereaer, Tiamat caught up with battle. Bolstered by their victory, the druids careers in the lively mountain village of Dia-
Dragotha and murdered him for some half- pushed Kyuss back to the Wormcrawl Fis- mond Lake, a muddy smudge on the map of
remembered transgression. True to his sure and bound him once more into the the hills east of the fabulous Free City. Most
word, Kyuss restored Dragotha to life as a monoliththis time, they hoped, forever. of Diamond Lakes inhabitants are miners
powerful dracolich, fusing a part of his own But the cli dwellers victory would soon and laborers, serious folk who spend most
essence into the bones of his rescuer. Kyuss prove phyrric. Too few of their numbers of their lives toiling below ground. When
had followed the letter of their agreement survived Kyuss onslaught to sustain their not working, the miners celebrate along the

Diamond Lakes Memorial Square

2 DUNGEON PAIZO.COM WEB EXCLUSIVE


The Rival Adventurers
At some point during the PCs journey
to and from the Whispering Cairn they
encounter the trio of experienced adven-
turers from the Free City. These charac-
ters are about 5th level when the Age of
Worms Adventure Path begins. Ideally,
these engaging NPCs will last the whole
Adventure Path as foils and eventually
friends of the player characters.
Auric: The blond human gladiator Auric
wears a unique brown and black leather
girdle topped with the representation of a
haunted female facethe Champions Belt
of the Free City Arena. Auric fancies himself
the leader of the trio, but hes very suscep-
tible to Khelleks poisoned whispers and
diabolical insight. Assuming he survives,
Auric will later encounter the PCs when
they do battle in the Free City Arena.
Tirra: This vivacious brunette elf rogue
is in the adventuring life for the money,
Vein, a seedy road lined with alehouses and magical tones emerge from the depths of the and is a member in good standing with
brothels. Overall, the village is a sooty, sul- forlorn tomb. Those who know of its location the Free Citys notorious Guild of Thieves.
len place prone to unpleasant bursts of vio- call the place the Whispering Cairn. The way the PCs treat Tirra in Diamond
lence and passion. But Diamond Lake holds If adventurers from the Free City expect to Lake will have implications later in the
plenty of opportunities for adventure, for discover hidden passages and riches within Adventure Path, when the PCs visit the
Free City and get a chance to meet mem-
the uplands on the lakeside opposite the vil- the Stirgenest Cairn, it stands to reason that
bers of that guild face-to-face.
lage are rife with ancient tombs that for cen- the Whispering Cairn might also hold a gen-
Khellek: This balding, dark-haired
turies have named them the Cairn Hills. uine opportunity for prot. And in the rough- human wizard wears a high-collared red
Idle chatter around the village says that and-tumble mining village of Diamond Lake, cape fastened with a skull clasp over a
a band of richly dressed adventurers now where desperate folk slave in dank tunnels to green jerkin and pants. His receding
frequents the taproom of the Feral Dog, prot wealthy lords, an opportunity for prot hairline belies his advancing age, as do
Diamond Lakes most notorious tavern. The is an opportunity to escape. the white streaks at his temples. Khellek
condent heroes of the Free City spoke of Deep within the complex, the PCs come belongs to the Seekersan untrustworthy
hard-won battles on their journey to Dia- across the ghost of a runaway teen, who fell organization of corrupt archeologists
mond Lake, and of their intention to explore victim to one of the cairns traps a decade ago. and adventurers who seek knowledge
the long-abandoned Stirgenest Cairn on the The undead horror blocks the PCs progress, regardless of the cost. He recently heard
a rumor of a new chamber discovered in
lakes distant southeastern shore. The PCs, promising to abandon the cairn if the char-
an allegedly empty tomb elsewhere in
being natives of Diamond Lake, know that acters return his bones to the small family
the Cairn Hills, and has maneuvered the
cairn is o explored by the communitys cemetary on a farmstead just outside town. trio to Diamond Lake to seek out similar
youth, who always nd it completely empty This encounter triggers a side-quest in riches. Conventional wisdom suggests
of marvels and perfectly harmless. which the PCs must take the ghosts bones that all of the cairns were completely
Not so another cairn within a days ride of back to the farmstead, which is now an over- plundered decades ago, but Khellek has
the village, however. This cairn lies near an grown ruin inhabited by a nasty owlbear. never considered himself conventional.
iron mine that went dry about 50 years ago, But the partys plans are upset when they
and its owners charter apparently elapsed discover that the other graves in the fam-
when he died a few years later. Situated thusly ily plot have been emptied. To appease the 2. The Three Faces of Evil
in a sort of no-mans land, the cairn was all ghost, the party must track down its rela- Levels 34 Mike Mearls
but forgotten, its yawning entrance overgrown tives, who are being used as guardian skele- The PCs return to Diamond Lake laden
with weeds and choked with collapsed debris. tons by Filge, an unusual necromancer who with treasure and questions from the
Rediscovered by a curious teenager three years has just set up shop in town at the behest of Whispering Cairn. Inquiries about the
ago, the cairn has since been a sort of commu- the mine manager Balabar Smenk, a local glyphs and sigils upon the diadem invari-
nity secret held by Diamond Lakes youth, who paragon of corruption. Correspondence dis- ably lead to the single authority on mat-
dare each other to disappear into its cyclo- covered at the necromancers home reveals ters arcane in the village, a wizard named
pean entrance as a test of mettle. Occasionally, that the villains are preparing for a coming Allustan (who might be a PC wizards men-
when the wind is just right, haunting, almost event known as the Age of Worms. tor). Allustan must consult his library to

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AGE OF WORMS OVERLOAD BY ERIK MONA

decipher the coded runes, a process that


will take several days.
Following-up on the story of the vile
necromancer Filge leads to the Dourstone
Mine, where a secret underground chamber
now hosts a covert cell of the Ebon Triad,
a wicked cult dedicated to merging Hex-
tor, Vecna, and Erythnul into a supremely
powerful overgod who will rule over an era
of great strifethe so-called Age of Worms.
(The Ebon Triad were introduced in the
Shackled City Adventure Path).
The arcane lore of the Ebon Triad speaks
of a malign entity named Kyuss who
emerged in the desolate Ri Canyon centu-
ries ago. An undead colossus, Kyuss towered
over the armies of local warlords, his rot-
ting body festering with undulating green
worms. The monstrosity created a horde of
undead in his own imagethe spawn of
Kyussand set them upon the populace. that Smenk had formerly been an ally of the enclave. They can attempt to sneak in and
Sages and holy men for thousands of miles cult, but that he could no longer be trusted. rescue the prisoners from Blackwall Keep,
spoke in hushed tones of prophecies ful- The PCs might then take the ght to Smenk, or they can stride in like crazed butchers.
lled and the imminent dawn of the Age who (while an evil criminal) is merely a bas- The lizardfolk defend their home furiously,
of Worms. Many began to lose hope. Alas, tard, not a homicidal cultist bent on usher- having been driven to rage by a local black
ancient heroes eventually brought Kyuss ing in an age of darkness. dragon named Ilthane. The wyrm whis-
low within his cliside lair in the Worm- pered poison in the ears of the tribe, blam-
crawl Fissue, and the myth of Kyuss faded 3. Encounter at ing warlocks from the decadent Free City
from all but the most esoteric histories. But Blackwall Keep for the blight of awful green worms that
the tale forms a major part of the dogma of Levels 56 Sean K Reynolds putreed dozens of the lizardfolks eggs two
the Ebon Triad, who seek the advent of the Allustan the wizard hires the PCs as his pro- years ago.
Age of Worms as a precursor to the blasphe- tection and to keep him company during In fact, the brilliant, charismatic Ilthane
mous birth of their debased overgod. the journey to visit a fellow wizard stationed was responsible, having been ordered
Recently, agents of the Ebon Triad discov- at Blackwall Keep, a fortress on the border to start the incubation of a new horde of
ered signs of unusual undead lurking in the of the treacherous Mistmarsh a few days spawn by Dragotha, a being so powerful that
Diamond Lake region, perhaps associated into the southern hills. The desolate keep most dragons believe he is a myth. Although
with the local burial cairns in the nearby is no place for a wizard, claims Allustan, and Ilthane is not encountered in this adventure,
hills. Rumors spoke of humanoid creatures it is no place to travel alone. her presence is everywhere. Interrogated liz-
infested with wriggling green wormsa By the time the PCs have fought through ardfolk claim that she oered to protect the
description that perfectly matches that of the dangerous overland trek to the keep, newest clutch of eggs, the largest in more
the spawn of Kyuss. To investigate these they discover that their destination is the than a decade. With this new generation,
rumors, the Ebon Triad established a cell scene of an ongoing assault by a large band the lizardfolk hope to amass an army that
in an abandoned upper level of a still-active of lizardfolk. The PCs must battle to res- can seriously threaten the expansionist Free
mine near the village of Diamond Lake. cue the keeps few remaining survivors and City, thus protecting the lizardfolks marshy
The PCs must rst devise a means by repel the lizardfolk. But even so, a handful homeland. Aer the tragedy of two years ago,
which to pass the mine guards, and then of soldiers have been captured alive by the they are taking no chances, and have grate-
must negotiate a crude elevator to pen- lizardfolk, presumably carried o to their fully accepted the dragons oer of aid.
etrate the cultists lair. The cult consists of lair deep in the swamp. Much of this adventure involves the raid
all manner of evil beings, many of whom Allustan wastes no time, urging the PCs on the lizardfolk enclave, whether by stealth,
have a role in the local society. to attempt to rescue the abducted soldiers guile, or assault. Most of the lizardfolk and
In a sealed and locked box in one of the while he uses an emergency scroll of teleport their associated servitor creatures and allies
cult leaders quarters can be found a note to report what has happened to the com- have learned to hate civilized folk, viewing
ordering the leader to exterminate one Bala- mander of the Diamond Lake garrison. them as meddlesome outsiders who reek of
bar Smenk, a local mining magnate/criminal Aer a harrowing night in which they are corruption and greed. Some tribe members
boss whose agents recently stole something forced to deal with the marshs nocturnal are reasonable, however, and the adventure
called a Kyuss worm. The note suggests threats, the PCs nally reach the lizardfolk includes a relatively peaceful solution that

4 DUNGEON PAIZO.COM WEB EXCLUSIVE


nonetheless shatters the lizardfolks alliance Diamond Lake, Loris only recently learned He does not react well to the destruction of
with the black dragon. of the cells destruction. his minions, and soon appears with a retinue
When the PCs nally return to Blackwall Fortunately for the PCs, the power- of drow guardians to settle the score with
Keep, they nd the surviving soldiers abso- ful Raknian is too preoccupied with the the PCs. He ees (and most likely gets away)
lutely terried, for something in the keeps upcoming Champions Games, a popular at the rst sign of serious trouble, however,
complex basement has been snatching them and bloody tournament of arms held in leaving the PCs to gure out a way to track
one by one. The others hear brief scream- the Free City Arena, to personally see to him to his lair. Exploration of that locale
ing, then nothing. Eventually, the survivors the PCs destruction. Instead, he contacts and discovery of the mysterious archeologi-
confess that two years ago, the keeps sor- a former business associate, a renegade cal relics displayed therein takes up about
cerer le on an unsanctioned diplomatic mind ayer sorcerer living in the Free Citys a third of the adventure. Aer a nal show-
visit to the nearest lizardfolk enclave, about undercity with a cadre of unusual under- down with the mind ayer, the PCs discover
a days journey into the swamp. When he lings. The illithid dispatches a band of dop- a ledger logging sales of disturbing artifacts
came back, he was somehow changed, and pelgangers, who at rst spy upon the PCs to collectors around the city. Two entries
he eventually transformed into a ravenous to gain more information about them and seem of particular notea recent entry log-
undead creature infested with green worms. who later attempt to assassinate them. The ging the payment for the PCs assassination
The soldiers couldnt bring themselves to PCs trace the attack back to Sodden Hold, by the doppelgangers and an earlier trans-
kill their former colleague, so they locked an underground estate populated by more action with the same customer concerning
him in a basement vault. During the assault, doppelgangers led by an enigmatic elder something called the Apostolic Scrolls. The
a lizardfolk attacker must have snuck into doppelganger. As the PCs battle their way name of that customer is Loris Raknian,
the basement and broken open the doors through the lair, the doppelgangers assume director of the Free City Arena.
immense padlock, assuming the chamber their forms, making the place a kind of
beyond to be laden with treasure. The worm- demented hall of mirrors. 5. The Champions Belt
infested undead wizard has slain three keep The mind ayer is behind the doppel- Levels 910 Tito Leati
guards, who now lurk in the basement as ganger gang, having dominated each and Research reveals that the Apostolic Scrolls
risen spawn of Kyuss. every one of them more than three years contain a wicked incantation designed to
Upon securing Blackwall Keep from ago. Although the creatures believe them- boost the necromantic powers of a bril-
harm, the PCs return to Diamond Lake. selves to be autonomous, they are in fact liant undead behemoth known as an
There, Allustan encourages them to make thralls of the illithid, who uses the dop- ulgurstasa, also called an Apostle of Kyuss.
haste to a contact in the nearby Free City, pelgangers as an information-gathering Created by Kyuss himself, the ulgursta-
a scholar named Eligos who might help network in the city above. Many simply sas were wicked ancient beings capable of
them learn more about the green worms wander the streets in one form or another, ingesting living creatures and regurgitat-
and what sort of threat they might present but several have positions of prominence ing their remains as animate skeleton ser-
to the region. among the city government, major temples, vitors. With the incantation on the scroll,
and constabulary. Thanks to his domina- an ulgurstasa could animate a horde of
4. The Hall of tion eect, the mind ayer has eyes all over skeletons that retained a measure of intel-
Harsh Reflections the city. ligence and skill at arms. Crucially, the
Levels 78 Jason Bulmahn
The PCs journey to the Free City to enlist
the aid of Allustans sage friend Eligos.
The scholar lives in an impressive estate
bedecked in paraphernalia from famous
battles of the past, such as an immense
battle-damaged war standard hanging
like an opera curtain over marble stairs
lined with various suits of ancient armor.
Although eccentric, Eligos is a gregari-
ous, gracious host. He listens atten-
tively to what the PCs know about Kyuss
before requesting more time to put the
pieces together in studious research in
his library/laboratory. In the meantime,
he recommends an inn for the PCsthe
research will take at least a week.
Meanwhile, the PCs come to the attention
of Loris Raknian, the director of the Free
City Arena. An ally of the Ebon Triad cell in

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AGE OF WORMS OVERLOAD BY ERIK MONA

PCs also learn that the ritual requires the declares all participants in the games to be former champion, and gobbles up Loris Rak-
blood of a champion. champions of the Free City for the dura- nian with relish. All the while, the controlled
If they need encouragement to continue tion of the festival. During the multiple- skeletons fall in force upon the crowd, with the
their investigation, the PCs soon encounter day competition, the PCs may not leave the massive sacrice meant to once again draw the
an ally of Eligos, a beautiful woman named vast Arena understructure, where they have attention of Kyuss to the world and entice him
Celeste (a shadowy gure who appeared in encounters with all sorts of eccentric gladi- to return to the esh. If the PCs do everything
the Shackled City Adventure Path). Celeste ator teams and individual competitors. right, this does not occur.
reveals that she and Eligos are both agents All the while, they might sneak o to a heav- The adventure is thus largely comprised
of a renowned archmage named Manzorian, ily guarded central structure, directly below of the PCs participating in a multi-chal-
and that Allustan knew to send the PCs to the eld of play, inhabited by Loris Raknian lenge gladiatorial tournament while simul-
Eligos because the wizard from Diamond and his ulgurstasa ally. This area contains a taneously exploring the Arenas monster-
Lake had formerly been Manzorians appren- multitude of intriguing chambers, but the stocked understructure.
tice. Allustan and Manzorian had parted ways central gallery is inhabited by the ulgurstasa, During the Champions Games, the PCs
on bad terms a decade ago, but Allustans who has been gorging itself on the fallen receive a message from Eligos, who has more
suggestion to visit Eligos had been a tacit champions in an attempt to create an army information to reveal about Kyuss, crypti-
invitation for Manzorian and his associates of skilled skeletons that it will release upon cally mentioning a distant independent
to assist with the investigation. Manzorian the thousands of spectators at the culmina- territory called Redhand that might some-
is indisposed at a distant lair, and Celeste tion of the Champions Games. The central how be related. Eligos also mentions that
must soon leave the Free City for business sub-eld level crawls with skeletons, and Allustan has sent him an excited message
elsewhere. She urges the PCs to investigate more arrive several times an hour. asking for their return to Diamond Lake.
Loris Raknian and the Free City Arena. The gruesome climax of the adventure, when When the PCs visit Eligos, they nd that he
One way or another, the PCs soon discover the ulgurstasa emerges onto the eld of battle has been murdered, his library destroyed.
that the only way into the Arena is to enroll to consume the tournaments ultimate cham- While investigating his estate, the PCs must
as one of dozens of teams of gladiators for pion, might occur as a PC ghts the Arenas defeat his supernatural killer, a creature
the upcoming Champions Games. At the current champion, the gladiator Auric (from with ties to the mysterious Dragotha, who
commencement of the games, Loris Raknian The Whispering Cairn). If the ulgurstasa fails bumped him o for asking too many ques-
himself (well protected by powerful guards) to devour the current champion, it settles for a tions about Kyuss.

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Celeste is nowhere to be found. The PCs enigmatic woman apologizes for her absence Spire of Long Shadowsthe near destruc-
must return to Diamond Lake. in the Free City following Eligoss murder, tion of a town called Cauldron, built in
explaining that urgent business on behalf of the caldera of a long-dormant volcano
6. A Gathering of Winds Manzorian kept her away on that fateful day. that recently sputtered to life (as revealed
Levels 1112 Wolfgang Baur She recently returned with the sages body in the Shackled City Adventure Path). This
The PCs return to Diamond Lake to consult to Magepoint, where a powerful cleric ally of event ts several prophecies concerning
with Allustan. But he is missing, having jour- Manzorians named Riggby restored him to the onset of the Age of Worms, as does one
neyed to the Whispering Cairn that started life. Eligos himself awaits the PCs at the All- other recent occurrencethe discovery of
all this business in the rst place. Hes nally Seeing Eye, Magepoints nest inn. Manzo- a segment of the fabled Rod of Seven Parts.
managed to dig through a collapsed pas- rian, Celeste explains, is on an expedition to Manzorian warns the PCs that they carry a
sage, revealing a free-standing oval of shiny Arcadia, and is not expected back for at least potent artifact, even if their segment is but
black metal. Before the PCs can leave the two days. She urges the party to rest and one of seven. He oers to take the segment
village to look for him, though, a darkness enjoy the simple pleasures of Magepoint. in exchange for a powerful personalized
appears on the horizonIlthane, the black These pleasures might include encounters magic item for each member of the party.
dragon whose plan the PCs thwarted in with local folk allied to Manzorian, a revela- Finally, the archmage oers to teleport the
Encounter at Blackwall Keep. The dragon tion of Eligoss research on Kyuss and the party to the Spire of Long Shadows and
seeks revenge against the town and the PCs story of his murder at the hands of the Ebon provides them with a method to return.
must battle her in the Veins central square. Triad (perhaps connecting Dragotha to the In the meantime, he has other aairs to
During the battle, the dragon mentions the Ebon Triad for the rst time), picking up a attend to on the Outer Planes.
name of her patronDragotha. cohort, buying new magical equipment, and Exploration of the haunted ruins of the
Thereaer, the PCs venture to the Whis- an assassination attempt by a doppelganger Spire of Long Shadows and environs takes
pering Cairn, and through the black oval to ally of the elder doppelganger killed in The up the vast majority of this adventure. An
a completely unexplored cairnunexplored Hall of Harsh Reections. These events unusual spiritual presence haunts the ruined
until Allustan entered it the day before and take up about a h of the adventure. streets and crumbling walls of the city sur-
eventually became lost in one of its numer- Eventually, the PCs receive a summons to rounding the Spire of Long Shadows. As
ous traps, that is. Designed in ancient days the Fortress of Unknown Depths. The master the PCs explore the jungle ruins, the pres-
by the legendary Wind Dukes of Aaqa to is in residence. Manzorian asks the PCs to ence approaches them, and wherever it goes,
entomb one of their most renowned war- relate what they know about Kyuss and the phantom images of a distant age follow in
riors, the tombs central chamber protects Ebon Triad. The archmage expresses grave its wake. From these illusory apparitions,
a single fragment of the fabled Rod of Seven doubts that Hextor, Erythnul, and Vecna the players learn a great deal about Kyuss
Parts, an extremely potent magical artifact could ever coexist as a single being, but none- as a mortal, when he ruled the surround-
when fully assembled. theless suggests that the Ebon Triad poses a ing lands from the Spire. They learn of his
The long-dead Wind Dukes lavished the great threat to the land, and that their eorts brutality, and of his obsession with the Age
tomb with complex traps. Every chamber are best haltedpermanently. of Worms, a time prophesized on aeons-old
holds a potential deathtrap or encounter with Manzorian does not know much about plates etched by ancient spell weavers native
an unusual bound beast, all designed to pro- Kyuss, but used to know an expert on the to the area. The plates spoke of a powerful
tect a single item. The cairn will be the most subject, a fellow wizard and former com- undead entity arising to herald this new age,
elaborate dungeon complex to this point in panion named Balakarde. Manzorian inher- and the arrogant leader decided to become
the Adventure Path. ited Balakardes papers 10 years ago, when that entity by sacricing each and every one
Once Allustan has been rescued, he views Balakarde vanished while exploring the dis- of his subjects, binding their souls to a basalt
all of the occurrences to date as ill omens. tant Ri Canyon. Before departing on that monolith deep within the Spire. As the PCs
Even the surfacing of a fragment of the Rod journey, Balakarde rst visited the steaming explore they experience visions of the citys
of Seven Parts signals the coming of momen- jungles of the south, where his journals sug- decline, until nally the entire region was
tous events. The wizard of Diamond Lake gest that a human named Kyuss lived nearly consumed in a cataclysm that toppled towers
has expended his resources. There is only two thousand years ago in a grim edice and rent great chasms in the earth.
one other who can help nowManzorian! known as the Spire of Long Shadows. Bala- But all is not a game of show and tell in
karde believed that exploration of the spire the Spire of Long Shadows, for the region
7. The Spire of Long and the ruined city surrounding it could also holds numerous natural predators and
Shadows reveal a great deal about Kyuss origins, but even some beasts le over from Kyuss time,
Levels 1314 Jesse Decker the dozen pages describing the archmages including a gargantuan green Kyuss worm
At Allustans urging, the party ventures actual voyage had been torn from the jour- with a taste for esh. Before leaving, the PCs
across the northern uplands to the Fortress nal before Manzorian inherited it, so what discover that Kyuss entered the empowered
of Unknown Depths to seek council from Balakarde discovered at the Spire of Long monolith and transcended humanity, but that
the archmage Manzorian. At a small village Shadows remains unknown. his power was forever bound to the mono-
called Magepoint near Manzorians manse, With a grim tone, Manzorian invokes a lith, and that his physical form was forever
the PCs once again encounter Celeste. The recent tragedy in the neighborhood of the bound to a nether-realm tied to the monolith.

PAIZO.COM WEB EXCLUSIVE DUNGEON 7


AGE OF WORMS OVERLOAD BY ERIK MONA

The PCs eventually discover the immense from Balakardes visit takes up about half The bulk of this adventure involves
monolith chamber, but the monolith itself of the adventure, and involves some explo- exploration of this eldritch island and its
is nowhere to be found, having been stolen ration of several mini-dungeons as well as mysterious archive of knowledge regarding
from the site several centuries ago by parties some good old fashioned detective work. the ancient cli dwellers of the distant Ri
unknown (at least for now). Skillful negotia- Lashonna is nowhere to be found, but all Canyon. Still-active wards cast with fresh
tion with the spiritual entity might reveal that of the citizens expect her to attend Prince memories of Kyuss conquest protect the
the monolith was torn from its moorings and Zeechs gala celebration. island from the presence of undead, includ-
taken north by a powerful red dragon, and The celebration aords the PCs several ing Dragotha. And including Lashonna, who
that that dragons name was Dragotha. opportunities to hobnob with the elite of has reasons of her own to want Dragotha out
Redhand, not all of whom are completely of the picture. Tired of serving as Drago-
8. The Prince of Redhand evil. Several prominent citizens express dis- thas lackey, she secretly plans to betray her
Levels 1516 Richard Pett taste for Prince Zeech and his close advi- patron and swear fealty to almighty Kyuss in
The PCs briey return to the Fortress of sors; these potential allies will come into a gambit she hopes will increase her stand-
Unknown Depths to report their ndings to play later in the series. ing in the world.
Manzorian and Celeste. Aer the reunion, Finally, the PCs encounter Lashonna, who In order to learn the secret of the phy-
the archmage reveals that Balakarde trav- arrives at the party aer dark. The PCs may lacterys location, the PCs must negotiate
eled from the Spire of Long Shadows to discover that the white-haired, charismatic deadly traps le by the ancient druids. They
an independent kingdom called Redhand, woman is in fact a silver dragon vampire, but also must deal with a canny and competent
to seek the council of a sorceress named evil is all around them, so this is not neces- cleric of Vecna and his debased followers, who
Lashonna, chief magical counselor to the sarily cause for alarm. Lashonna remembers have established a beachhead on the island to
tyrannical Prince Zeech, liege of Redhand. Balakarde as an aable fellow with a burning drain the place of arcane secrets, and who do
In the months leading up to his disappear- curiosity that almost certainly got him killed. not tolerate the presence of strangers on the
ance, Balakarde was completely obsessed She oers to meet with the PCs again in a few island. Finally, the PCs learn the location of a
with Kyuss. If he visited Lashonna, it had nights, when she promises to reveal more. To great cli dweller fortress where the phylac-
to be because he thought she could help entice the party, Lashonna oers to give them tery is kept. The Library even provides them
him get to the bottom of the mystery. Its a dozen pages of Balakardes journal, which with a mental image of the approach to the
probable that Lashonna remembers meet- he gave to her all those years ago. fortress, allowing for easy teleportation to the
ing Balakarde a decade ago, and might know next adventure.
more about his whereabouts. 9. The Library of Last
Fortunately, Manzorian explains, the Resort 10. Kings of the Rift
canny Prince Zeech is set to celebrate the Level 17 Author TBD Level 18 Greg A. Vaughan
twentieth year of his rule at a grand festival At the follow-up meeting, Lashonna hands The PCs teleport to a desolate ridge on the
in a weeks time. Lashonna is sure to attend. over Balakardes journal pages, which reveal edge of Ri Canyon, near the ancient fortress
Manzorian has arranged to have the PCs a great deal about Kyuss and his rise in the where the cli dwellers hid Dragothas phy-
placed on the invitation list for the private Ri Canyon some 1500 years ago. Balakardes lactery so many years ago. The fortress itself is
celebration within Prince Zeechs fortress notes connect many of the information frag- carved into the cyclopean walls of the canyon,
in Redhands capital, the town of Alhaster. ments the PCs may not have pieced together with numerous stone bridges connecting the
The archmage recommends that the party for themselves. The journal also reveals the fortress proper to a series of pinnacles within
teleport to Alhaster immediately, to scout history of the dracolich Dragotha, once a con- a bowshot of the cli face.
out the city prior to the ball. sort to Tiamat, the Chromatic Dragon. Drago- Sneaking into the base and making o
Despite Prince Zeechs anniversary, tha, Lashonna suggests, is trying to bring with Dragothas phylactery would be easy
Alhaster is far from festive. Everything there Kyuss back from his planar prison, perhaps to save for two facts. First, the place is now
reects the dour tastes of its lord, a Hexto- gain revenge upon him for tricking him into home to a powerful army of giant and sav-
rian fallen paladin who believes himself a servitude centuries ago. In any event, if Kyuss age humanoid bandits who dont exactly
just ruler but whose draconian policies and returns it will almost certainly herald the Age appreciate visitors. Second, the entire struc-
brutally ecient police force keep the citi- of Worms, which will bring doom across the ture is currently under attack by a handful
zens in line. It is nonetheless an intriguing continent. In order to prevent Kyuss from of chromatic dragons, who y between the
place, a crossroads of the civilized world and returning, Lashonna suggests, the PCs must clis and pinnacles, picking o bandit kings
wild country where adventurers rub shoul- rst deal with the supremely powerful Drago- and PCs at every opportunity. These dragons
ders with bandit kings, haughty hobgoblins, tha. And in order to defeat Dragotha once and serve Dragotha, and somehow became aware
and crooked merchants. The PCs have sev- for all, they must rst destroy the dracolichs of the phylacterys location when the PCs
eral days to explore the city and get to know phylactery. She doesnt know where it is, but uncovered it at the Library of Last Resort.
its denizens and dangers. Alhaster presents does know where the lost lore of the ancient Since the entire fortress was shielded from
plenty of opportunities for the PCs to blow druids might be foundon a long-aban- teleportation and similar magic by the
their covers and fall prey to temptation. doned island sanctuary of the last druids ancient druids who built it, the PCs must
Exploring Alhaster and following up clues known as the Library of Last Resort. get in the old fashioned way.

8 DUNGEON PAIZO.COM WEB EXCLUSIVE


The action in Kings of the Ri involves virtually all of the secrets they may have slay the living. Skeletons and spawn of Kyuss
the PCs sneaking (or bashing) their way into missed so far, but he cannot remain on the roam the streets. And above all towers a con-
the vertically-oriented cli fortress, ght- Material Plane for long aer his redemp- struction at once brand new and unspeak-
ing through the savage Erythnul-worship- tion, and he vanishes shortly aer helping ably oldthe Spire of Long Shadows.
ing bandits who infest the place to reach the the PCs enter the Tabernacle. Or, rather, a Spire of Long Shadows. On
bridges, and then crossing the bridges while The Writhing Tabernacle is the demesne the way to the Spire, the PCs have a handful
avoiding all out destruction at the talons of of the avolakias, brilliant aberrations of street encounters, possibly with charac-
more dragons than the party ought to be obsessed with the creation of undead. They ters rst encountered in the The Prince
able to handle at this level. Once the PCs are the true masters of the Ebon Triad, of Redhand. Some of these encounters are
have identied and penetrated the pinnacle weaving complex plots to enhance the leg- tragic. Others give the PCs an opportunity
containing Dragothas phylactery, they must acy of Kyuss and to and hasten his return. to save lives and make a real dierence.
deal with the deadly traps and guardians le Lashonna, Redhands vampire silver dragon Finally, the PCs enter the Spire of Long
in ancient times to ensure that the phylac- sorceress, is their high priestess. Dragotha Shadows and do battle with Lashonna,
tery never le the fortress. Finally they reach stands atop all, the only villain who some- who awaits them near the monolith,
a chamber containing the phylactery. Fres- times hears the voice of Kyuss himself, from which Kyuss has already emerged.
coes upon the walls suggest how the ancient whispered between the folds in the world. She refuses to apologize for using the
druids bound Kyuss into the monolith 1,500 By the time PCs must defeat a host of PCs to eliminate Dragotha, but thought-
years ago, giving players a hint at how they classed avolakia to gain entrance to the main fully offers them a place at her side as
might later do something similar. hall of the Writhing Tabernacle, the deed has a retainer for the great Kyuss, who will
The phylactery in hand (or destroyed), the already been done. The monolith pulses with usher in a new time of horror beloved to
PCs can nally teleport to the Wormcrawl power, and soon Kyuss will emerge from his all who prefer darkness over light.
Fissure for the nal showdown with Drago- centuries-long exile. But it wont happen here. In a chamber near the pinnacles peak, the
tha and the pawns of Kyuss. The monolith is nowhere to be seen, having PCs nally battle Kyuss himself on a huge
already been activated and delivered via a spe- terrace. The immense undead entity might
11. Into the Wormcrawl cial gate to Lashonnas fortress below Alhaster, toss characters from the Spire, or might
Fissure capital of Redhand. A condent Dragotha summon a horde of spawn of Kyuss to scale
Level 19 James Jacobs stays behind to deal with the PCs. Depend- the walls and overwhelm the PCs. Defeating
The PCs venture into the Wormcrawl Fis- ing upon the status of the dracolichs phy- Kyuss wont be easy, but it will be required to
sure, in a distant corner of Ri Canyon. lactery and the PCs words about Lashonnas prevent the coming of the infamous Age of
Before they can enter the Fissure, they must betrayal, the nal confrontation with Drago- Worms. Striking the decisive blow might take
sneak or battle their way past a host of Kyuss- tha might end in an alliance. If not, hes happy the use of an artifact (such as the Rod of Seven
related guardian creatures, including a rav- to provide a ght, during which he uses the Parts). It might involve secrets learned from
enous colossal green worm of Kyuss. Within crumbling pillars of the grand hall to great the ancient druid frescoes from Kings of the
the Fissure dwell the wretched Apostles of advantage. Ri, or it might involve lore known only to
Kyuss, a cadre of super-intelligent ulgurstasas With Dragotha slain or as an ally, the PCs Balakarde. Maybe it involves all three.
who attempt to destroy the PCs in retribu- must now pass through the gate to Lashon- Once Kyuss is again bound into the mono-
tion for the slaying of their brother in The nas realm under Redhand. lith, reality returns to Alhaster, leaving much
Champions Belt. When this proves hopeless, of the city in ruins. Redhands ruler, Prince
they instead attempt to steer the PCs into the 12. Dawn of a New Age Zeech, sees that his own advisor Lashonna
depths of the Fissure with tales of the dracol- Level 20 Author TBD betrayed him and led his people to ruin. Pri-
ich Dragotha and a monolith that keeps Kyuss The PCs emerge from Lashonnas gate to vately, he remembers the part of him that
locked away in a nether-realm even as it gives nd themselves at the heart of her fortress, was once a paladin, and decides that the
him the power of a living god. which is lled with more avolakias and kingdom would be better in the hands of its
Dragotha and the monolith lie beyond other nasty critters. Villains who survived saviors. Prince Zeech challenges the most
the brazen gates of the Writhing Taber- earlier adventures and who hold grudges able member of the party to a public duel for
nacle, an appalling edice constructed in against the PCs might also be in attendance, leadership of Redhand, to be undertaken in
Dragothas cavernous former lair. Pass- serving Lashonna in an eort to get back at Alhasters public forum. Before a crowd of
ing through the gates requires the touch their mutual enemy. But even aer clearing thousands, Zeech throws the match, willfully
of a powerful undead, and no one more out the vampires lair, the PCs discover no taking a fatal blow from his PC opponent.
ably suits the role than the ghost of the sign of the monolith or of Lashonna. Before collapsing, he recants his evil ways
archmage Balakarde, who roams the When they nally emerge above ground, and urges the PC to take better care of his
Wormcrawl Fissure in three insane per- they discover that the city of Alhaster has people than he was ever able to do.
sonality fragments that must be pacied undergone a transformation since Kyuss The PCs end the Age of Worms Adventure
and unied before he can be of any help. arrival. Certain alleys and buildings have Path as leaders of the independent nation
Balakarde passes along what information fallen under some pall. Where the shadow of Redhand. Where they go from there is
he can on Kyuss, lling the PCs in on has fallen, undead abominations arise to entirely up to them.

PAIZO.COM WEB EXCLUSIVE DUNGEON 9


AGE OF WORMS OVERLOAD BY ERIK MONA

DIAMOND LAKE 14 pearls worth 100 gp each, silver mirror Ariello Klint CR 3
DENIZENS worth 1000 gp (focus for scrying), 225 gp (Scene-Stealing Magician)
To make Diamond Lake truly come alive Spellbook as above plus: 0all, 1stalarm, Male Haling sorcerer 3
for your players, youll need more than just comprehend languages, color spray, feather CN Small humanoid
maps and a clever town write-up. Youll need fall, mage armor, silent image, shocking grasp, Init +3
stat blocks, and lots of them. The following Tensers oating disc, true strike; 2ndfog Senses Spot +1, Listen +3
is an alphabetical listing of 50 important cloud, glitterdust, false life, gust of wind, Languages Common, Haling, Orc
denizens of Diamond Lake, from lowly card invisibility, knock, mirror image, spider climb; AC 15, touch 14, at-footed 12
dealers to scheming politicians. 3rddisplacement, explosive runes, gentle hp 12 (3 HD)
repose, haste, stinking cloud, water breathing; Fort +3, Ref +5, Will +3; +2 morale bonus on
Allustan CR 8 4thremove curse, stone shape, scrying, saves against fear
(The Patient Patron) summon monster IV, wall of re Spd 20 .
Male human wizard 8 Hook My word, what an excellent question! Melee dagger +1 (1d31/1920)
N Medium humanoid Ranged mwk sling +7 (1d31)
Init +6 Amariss CR 6 Base Atk +1; Grp 4
Senses Spot +6, Listen +6 (High Priestess of Wee Jas) Combat Gear potion of invisibility
Languages Common, Elven, Dwarven Female human cleric 6 (Wee Jas) Spells Prepared (CL 3rd, +5 ranged touch):
AC 17, touch 13, at-footed 15; Dodge LN Medium humanoid 1st (6/day)animate rope (DC 13), hypnotism
hp 29 (8 HD) Init 1 (DC 13), silent image (DC 14)
Fort +5, Ref +6, Will +10 Senses Spot +3, Listen +3 0 (6/day)detect magic, ghost sound, mage
Spd 30 . Languages Common hand, prestidigitation, read magic
Melee mwk dagger +4 (1d41/1920) AC 19, touch 9, at-footed 19 Abilities Str 8, Dex 16, Con 13, Int 12, Wis 8,
Ranged dagger +7 (1d41/1920) hp 42 (6 HD) Cha 15
Base Atk +4; Grp +3 Fort +7, Ref +1, Will +10 SQ summon familiar (snake)
Combat Gear potion of cure moderate wounds, Spd 20 . Feats Eschew Materials, Spell Focus (illusion)
scroll of dimension door, scroll of dispel magic, Melee mwk sickle +6 (1d6+1) Skills Blu +7, Concentration +6, Sleight of
scroll of teleport, wand of dispel magic (CL 5th, Ranged mwk light crossbow +4 (1d8/1920) Hand +5, Spellcra +5
7 charges), wand of magic missiles (CL 5th, 20 Base Atk +4; Grp +5 Possessions combat gear plus small dagger,
charges) Special Atk death touch 1/day (6d6), command masterwork small sling with 20 bullets,
Spells Prepared (CL 8th): undead 8/day (+1, 2d6+8, 7th), spontaneous bracers of armor +1, hand of the mage, 15-.
4thdimension door, empowered scorching ray casting (inict spells) hemp rope (2), 22 gp
(2 rays, +6 ranged touch), stoneskin Combat Gear robe of bones (full), scroll of cure Hook Let me show you a trick.
3rddeep slumber (DC 18), dispel magic, moderate wounds (4)
reball (DC 18), y Spells Prepared (CL 6th +5 melee touch): Auric CR 5
2ndresist energy, scorching ray (2 rays, +6 3rdanimate deadD, bestow curse (DC 16), (Champion of the Free City Arena)
ranged touch), see invisibility, web (DC 17) dispel magic, prayer Male human ghter 5
1stcharm person (DC 16), identify, magic 2ndhold person (DC 15), identifyD, silence, N Medium humanoid
missile, magic weapon, shield sound burst (DC 15), spiritual weapon (+7 Init +5
0detect magic, mage hand, mending, read magic melee attack, 1d8+2/1920) Senses Spot 1, Listen 1
Abilities Str 8, Dex 14, Con 12, Int 20, Wis 14, 1stcause featD (DC 14), cure light wounds (2), Languages Common
Cha 10 divine favor, magic weapon AC 16, touch 11, at-footed 15, Dodge
SQ summon familiar (none) 0cure minor wounds, detect magic, detect hp 42 (5 HD)
Feats Brew Potion, Combat Casting, Dodge, poison, guidance, resistance Fort +7, Ref +3, Will +1
Empower Spell, Improved Initiative, Scribe D: Domain spell. Domains: Death, Magic Spd 30 .
Scroll Abilities Str 13, Dex 8, Con 14, Int 10, Wis 16, Melee mwk greatsword +10 (2d6+4)
Skills Concentration +12 (+16 when casting Cha 12 Base Atk +5; Grp +8
defensively), Knowledge (arcana) +16, SQ use spell completion and trigger items as Atk Options Power Attack, Spring Attack
Knowledge (history) +13, Knowledge (local) 3rd level wizard Combat Gear potion of cure moderate wounds (2),
+11, Knowledge (planes) +13, Listen +6, Feats Combat Casting, Extra Turning, Improved potion of rage
Spellcra +18, Spot +6 Turning, Iron Will Abilities Str 16, Dex 13, Con 14, Int 10, Wis 8,
Possessions combat gear plus masterwork Skills Concentration +8, Knowledge (religion) Cha 12
dagger, amulet of natural armor +1, bracers +6, Spellcra +6 Feats Dodge, Improved Initiative, Mobility,
of armor +3, ring of protection +1, headband Possessions combat gear plus masterwork Power AttackB, Spring AttackB, Weapon Focus
of intellect +2, cloak of resistance +2, pearl of sickle, masterwork light crossbow with 20 (greatsword)
power (1st), 500 gp worth of diamond dust, bolts, +1 splint mail, +1 heavy steel shield, 80 gp Skills Climb +11, Intimidate +9, Jump +11
Hook Listen to the virtues of the Green Lady.

10 DUNGEON PAIZO.COM WEB EXCLUSIVE


Possessions combat gear plus masterwork Combat Gear sleep arrow (2), tanglefoot bag (2), hp 16 (4 HD)
greatsword, masterwork light crossbow with thunderstone (2) Fort +1, Ref +6, Will +7
20 bolts, +2 studded leather, cloak of resistance Abilities Str 15, Dex 13, Con 14, Int 8, Wis 12, Spd 30 .
+1, champions belt, 55 gp Cha 10 Melee mwk rapier +5 (1d61/1820)
Hook You call that thing a sword? SQ wild empathy +4 Ranged dart +4 (1d41)
Feats Animal Anity, Track, Two Weapon Base Atk +3; Grp +2
Balabar Smenk CR 7 Fighting, Weapon Focus (scimitar) Special Atk bardic music (4/day, countersong,
(Paragon of Corruption) Skills Handle Animal +7, Heal +3, Ride +6, fascinate, inspire competence, inspire courage +1)
Male human rogue 7 Survival +3 Combat Gear potion of cure light wounds, scroll
CN Medium humanoid Possessions combat gear plus masterwork of suggestion (2), smoke sticks (3), wand of
Init +3 kukri, masterwork scimitar, masterwork silent image (25 charges)
Senses Spot +9, Listen +9 composite short bow (+2) with 20 arrows, Spells Prepared (CL 4th):
Languages Common, Dwarven, Orc masterwork studded leather, 100 gp 2nd (1/day)detect thoughts (DC 15), enthrall
AC 17, touch 14, at-footed 14; Dodge, Hook Hands o the critters. (DC 15)
Mobility, uncanny dodge 1st (3/day)silent image (DC 14), Tashas
hp 34 (7 HD) Chaum Gansworth CR 4 hideous laughter (DC 14), ventriloquism
Fort +4, Ref +9, Will +2; evasion (Mine Manager) 0 (3/day)dancing lights, detect magic, ghost
Spd 30 . Male human rogue 4 sound (DC 13), lullaby (DC 13), message,
Melee mwk rapier +9 (1d6+1/1820) N Medium humanoid prestidigitation
Ranged dagger +8 (1d4+1/1920) Init +2 Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13,
Base Atk +5; Grp +5 Senses Spot +6, Listen +6 Cha 16
Atk Options sneak attack (4d6), Spring Attack Languages Common, Elven, Dwarven SQ bardic knowledge +5
Combat Gear brooch of shielding (82 charges), AC 16, touch 12, at-footed 14; Dodge, Feats Negotiator, Persuasive, Weapon Finesse
potion of invisibility, potion of y Mobility, uncanny dodge Skills Blu +12, Concentration +7, Diplomacy
Abilities Str 12, Dex 16, Con 13, Int 14, Wis 8, hp 16 (4 HD) +16, Gather Information +12, Knowledge
Cha 10 Fort +1, Ref +6, Will +0; evasion (local) +8, Perform (oratory) +10, Sense
SQ trapnding, trap sense +2 Spd 30 . Motive +10, Sleight of Hand +11
Feats Dodge, Mobility, Sprint Attack, Weapon Melee mwk rapier +6 (1d6+1/1820) Possessions combat gear plus masterwork
Finesse Ranged light crossbow +5 (1d8/1920) rapier, darts (6), masterwork leather armor,
Skills Blu +10, Diplomacy +14, Forgery Base Atk +3; Grp +4 pipes of sounding, tarot cards, smoky glass
+12, Gather Information +10, Hide +13, Atk Options sneak attack (2d6) ball, 250 gp
Intimidate +12, Listen +9, Move Silent +13, Combat Gear necklace of reballs (type I), potion Hook I see great things in your future.
Sense Motive +9, Spot +9, Tumble +13 of cure light wounds (2)
Possessions combat gear plus dagger (4), Abilities Str 12, Dex 15, Con 10, Int 14, Wis 8, Companion CR 3
masterwork rapier, +1 studded leather armor, Cha 14 (Mistress of the Veiled Corridor or
cloak of resistance +1, ring of protection +1, 110 gp SQ trapnding, trap sense +1 Midnight Salute)
Hook Dont you know who I am? Feats Dodge, Mobility, Weapon Finesse Female human rogue 3
Skills Blu +9, Climb +6, Diplomacy +11, CN Medium humanoid
Bogodor CR 2 Disguise +9 (+11 when acting in character), Init +6
(Beastmaster of the Emporium) Escape Artist +7, Hide +7, Jump +8, Listen Senses Spot 1, Listen 1
Male human ranger 2 +6, Move Silently +7, Open Lock +7, Sense Languages Common
N Medium humanoid Motive +6, Spot +6, Tumble +11 AC 13, touch 12, at-footed 11; Dodge
Init +1 Possessions combat gear plus masterwork hp 16 (3 HD)
Senses Spot +1, Listen +1 rapier, light crossbow with 20 bolts, +1 Fort +2, Ref +5, Will +0; evasion
Languages Common studded leather armor, 42 gp Spd 30 .
AC 14, touch 11, at-footed 13 Hook I dont believe weve met. I am Melee mwk dagger +4 (1d4+1/1920)
hp 16 (2 HD) Gansworth, mine manager Gansworth. Ranged mwk dagger +5 (1d4+1/1920)
Fort +5, Ref +4, Will +1 Base Atk +2; Grp +3
Spd 30 . Chezabet CR 4 Atk Options sneak attack (2d6)
Melee mwk scimitar +6 (1d6+2/1820) or (Emporium Fortune Teller) Abilities Str 13, Dex 14, Con 12, Int 10, Wis 8,
mwk scimitar +4 (1d6+2/1820) and Female human bard 4 Cha 15
mwk kukri +3 (1d4+2/1820) CG Medium humanoid SQ trapnding, trap sense +1
Ranged mwk composite short bow +4 (1d6+2/x3) Init +2 Feats Athletic, Improved Initiative, Dodge
Base Atk +2; Grp +4 Senses Spot +1, Listen +1 Skills Balance +10, Blu +8, Climb +9 (+11
Atk Options favored enemy humanoid (elf ) +2 Languages Common, Elven climbing rope), Diplomacy +10, Escape
AC 14, touch 12, at-footed 12 Artist +8 (+10 escaping from rope), Jump +9,

PAIZO.COM WEB EXCLUSIVE DUNGEON 11


AGE OF WORMS OVERLOAD BY ERIK MONA

Sleight of Hand +10, Tumble +10, Use Rope Dannath CR 1 Dietrik Cicaeda CR 3
+8 (+10 when binding) (Lazares Daughter and Hostess) (Master Cartographer)
Possessions masterwork dagger (2), bracers Female human aristocrat 2 Male human expert 4
of armor +1, elixir of love (3), masterwork NG Medium humanoid NG Medium humanoid
manacles, courtiers outt, 25 gp Init 1 Init 1
Hook Whats your pleasure? Senses Spot +2, Listen +7 Senses Spot +1, Listen +1
Languages Common, Dwarven, Elven, Gnome, Languages Common, Dwarven, Elven
Cubbin CR 5 Goblin, Haling, Orc AC 11, touch 9, at-footed 11
(Corrupt Sheriff) AC 10, touch 9, at-footed 10 hp 16 (4 HD)
Male human ghter 5 hp 12 (2 HD) Fort +1, Ref +0, Will +5
NE Medium humanoid Fort +0, Ref 1, Will +5 Spd 30 .
Init +1 Spd 30 . Melee mwk light mace +3 (1d61)
Senses Spot +3, Listen +3 Melee mwk quartersta +1 (1d61) Ranged mwk light crossbow +3 (1d8/1920)
Languages Common Base Atk +1; Grp +0 Base Atk +3; Grp +2
AC 20, touch 11, at-footed 19 Combat Gear potion of delay poison, smokestick (2) Abilities Str 8, Dex 9, Con 11, Int 14, Wis 12,
hp 36 (5 HD) Abilities Str 9, Dex 8, Con 10, Int 13, Wis 10, Cha 10
Fort +6, Ref +2, Will +2 Cha 11 Feats Skill Focus (Cra cartography), Skill Focus
Spd 20 . Feats Alertness, Iron Will (Knowledge geography), Toughness
Melee +1 longsword +10 (1d8+6/1920) Skills Diplomacy +7, Gather Information +7, Skills Appraise +9, Climb +3, Cra (cartography)
Ranged heavy crossbow +6 (1d10/1920) Knowledge (local) +6, Listen +7, Sense Motive +12, Decipher Script +9, Forgery +9,
Base Atk +5; Grp +8 +5, Speak Language 5 Knowledge (geography) +12, Knowledge
Atk Options Cleave, Improved Sunder, Power Possessions combat gear plus masterwork (history) +9, Knowledge (local) +9, Ride +4,
Attack quartersta, bracers of armor +1, tindertwig Survival +6
Combat Gear potion of cure moderate wounds, (10), 43 gp Possessions masterwork light mace, masterwork
potion of bulls strength Hook Take a seat. Care for a game of light crossbow with 20 bolts, leather armor,
Abilities Str 16, Dex 12, Con 14, Int 10, Wis 13, dragonchess? paper (20), quill and ink, scroll case (4),
Cha 8 spyglass, light horse, riding saddle, 18 gp
Feats Cleave, Improved Sunder, Power Attack, Dealer CR 2 Hook I have maps of this area and beyond.
Quick Draw, Weapon Focus (longsword), (Master of Many Games)
Weapon Specialization (longsword) Female human commoner 3 Dobrun Trent CR 6
Skills Intimidate +7, Listen +3, Ride +9, Spot +3 NG Medium humanoid (Militia Lieutenant)
Possessions combat gear plus +1 longsword, Init +1 Male half-elf ghter 6
heavy crossbow with 20 bolts, +1 banded mail, Senses Spot +6, Listen +6 LN Medium humanoid (elf )
large steel shield, 8 gp Languages Common Init +2
Hook Youll do it because I told you to! AC 11, touch 11, at-footed 10; Dodge Senses low-light vision; Spot +1, Listen +1
hp 6 (3 HD) Languages Common, Elven
Dancer CR 2 Fort +0, Ref +2, Will +1 AC 21, touch 12, at-footed 19, Dodge, Mobility
(Nimble Entertainer) Spd 30 . hp 43 (6 HD)
Female human commoner 3 Melee mwk dagger +1 (1d41) Immune sleep
NE Medium humanoid Ranged mwk dagger +3 (1d41) Fort +6, Ref +4, Will +2; +4 against
Init +1 Base Atk +1; Grp +0 enchantment
Senses Spot 1, Listen 1 Abilities Str 8, Dex 12, Con 9, Int 10, Wis 11, Spd 20 .
Languages Common Cha 13 Melee +1 scimitar +11/+6 (1d6+6/1820)
AC 11, touch 11, at-footed 10; Dodge Feats Alertness, Dodge, Skill Focus (Sleight of Ranged mwk composite shortbow +9/+4 (1d6+3/x3)
hp 9 (3 HD) Hand) Base Atk +6; Grp +9/+4
Fort +1, Ref +2, Will +0 Skills Blu +2, Listen +6, Sense Motive +2, Special Atk Combat Expertise, Spring Attack,
Spd 30 . Sleight of Hand +7, Spot +6 Whirlwind Attack
Melee dagger +0 (1d41/1920) Possessions masterwork dagger, entertainers Combat Gear potion of bulls strength, potion of
Ranged dagger +2 (1d41/1920) outt, deck of cards (2), deck of marked cards cure moderate wounds
Base Atk +1; Grp +0 (2), 105 gp Abilities Str 16, Dex 14, Con 12, Int 13, Wis 10,
Abilities Str 8, Dex 13, Con 11, Int 10, Wis 9, Hook One more game couldnt hurt. Cha 8
Cha 12 Feats Combat Expertise, Dodge, Mobility,
Feats Dodge, Endurance, Quick Draw Spring Attack, Weapon Focus (scimitar),
Skills Blu +4, Climb +7, Perform (dance) +4 Weapon Specialization (scimitar), Whirlwind
Possessions dagger (2), entertainers outt, 8 gp Attack
Hook One day, Ill leave this place.

12 DUNGEON PAIZO.COM WEB EXCLUSIVE


Skills Climb +6, Intimidate +8, Jump +6, Ride Senses Spot +6, Listen +6 Izenfen the Occluded CR 7
+11, Swim +6 Languages Common (Mistress of the Twilight Monastery)
Possessions combat gear plus +1 scimitar, AC 15, touch 12, at-footed 13 Female human monk 7
masterwork composite shortbow (+2) with hp 2 (16 HD) LN Medium humanoid
40 arrows, +1 chainmail, +1 heavy steel shield, Fort +5, Ref +5, Will +1 Init +2
manacles (2), badge, 155 gp Spd 30 . (5 squares) Senses Spot +2, Listen +2
Hook Stay alert, soldier. Melee mwk shortsword +4 (1d6+1/1920) Languages Common
Ranged mwk longbow +5 (1d8+1/x3) or AC 17, touch 16, at-footed 15, Deect Arrows,
Ellival Moonmedow CR 4 mwk longbow +3/+3 (1d8+1/x3) Snatch Arrows
(Mine Manager) Base Atk +2; Grp +3 hp 42 (7 HD)
Male elf bard 4 Atk Options favored enemy humanoid (orc) +2, Immune nonmagical disease
CN Medium humanoid Point Blank Shot, Precise Shot Fort +6, Ref +7, Will +7; +9 against
Init +2 Combat Gear dust of tracelessness, elixir of hiding, enchantment, evasion
Senses low-light vision; Spot +1, Listen +1 potion of cure moderate wounds Spd 50 . (10 squares)
Languages Common, Elven, Gnome Abilities Str 13, Dex 15, Con 14, Int 8, Wis 12, Melee unarmed strike +6/+6 (1d8+2)
AC 17, touch 12, at-footed 15 Cha 10 Ranged mwk sling +8 (1d4+2)
hp 20 (4 HD) SQ wild empathy +2 Base Atk +5; Grp +11
Immune sleep Feats Point Blank Shot, Precise Shot, Rapid Atk Options ki strike (magic), Stunning Fist
Fort +3, Ref +7, Will +4; +6 against Shot, Track (7/day, DC 15)
enchantment Skills Hide +7, Listen +6, Move Silently +7, Ride Special Atk wholeness of body (14 hp)
Spd 30 . +7, Spot +6, Survival +6 Combat Gear elixir of hiding, elixir of sneaking,
Melee mwk rapier +6 (1d8/1820) or Possessions combat gear plus masterwork potion of owls wisdom, smokestick (2)
mwk rapier +4 (1d8/1820) and composite longbow (+1) with 40 arrows, Abilities Str 14, Dex 15, Con 12, Int 10, Wis 14,
mwk shortsword +4 (1d6/1920) masterwork shortsword, masterwork studded Cha 8
Ranged light crossbow +5 (1d8/1920) leather armor, light riding horse, 41 gp SQ slow fall 30 .
Base Atk +3; Grp +3 Hook The game is scarce in these parts, but I Feats Deect Arrows, Dodge, Improved Grapple,
Special Atk bardic music (4/day, countersong, still hang around. Improved Trip, Improved Unarmed Strike,
fascinate, inspire competence, inspire Mobility, Snatch Arrows, Stunning Fist
courage +1) Gelch Tilgast CR 5 Skills Climb +12, Hide +12, Knowledge (arcana)
Combat Gear potion of eagles splendor (Mine Manager) +5, Knowledge (religion) +5, Move Silently
Spells Prepared (CL 4th): Male human expert 6 +12, Tumble +12
2nd (1/day)heroism, hold person (DC 15) NG Medium humanoid Possessions combat gear plus masterwork sling
1st (3/day)cause fear (DC 14), cure light Init 1 with 20 bullets, bracers of armor +1, ring of
wounds, sleep (DC 14) Senses Spot +0, Listen +0 protection +1, mask of the mind, 8 gp
0 (3/day)daze (DC 13), detect magic, know Languages Common, Dwarven, Gnome Hook Look inside yourself, beneath the mask
direction, light, lullaby (DC 13), read magic AC 14, touch 10, at-footed 14 that we all wear.
Abilities Str 10, Dex 15, Con 12, Int 12, Wis 8, hp 41 (6 HD) Mask of the Mind: Three times per day, as a
Cha 16 Fort +8, Ref +2, Will +8 standard action, the wearer can read the minds
SQ bardic knowledge +5 Spd 30 . of others, as per the spell detect thoughts.
Feats Two-Weapon Fighting, Weapon Finesse Melee +1 morningstar +7 (1d8+2) Once activated, this power lasts for 3 minutes
Skills Balance +11, Concentration +8, Disguise Ranged mwk light crossbow +4 (1d8/1920) but only aects one target. Unlike the spell,
+10, Hide +6, Move Silently +9, Perform Base Atk +4; Grp +5 the wearer of the mask can read thoughts
(wind instruments) +10, Profession (gambler) Abilities Str 13, Dex 8, Con 16, Int 14, Wis 10, immediately, without concentrating for 3
+4, Tumble +9 Cha 12 rounds. A DC 13 Will save resists this eect.
Possessions combat gear plus masterwork Feats Great Fortitude, Iron Will, Persuasive, Faint divination; CL 3rd; Cra Wondrous
rapier, masterwork shortsword, +1 chain shirt, Weapon Focus (morningstar) Item, detect thoughts; Price 7,200 gp.
cloak of resistance +1, explorers outt, silver Skills Blu +12, Cra (stoneworking) +11,
ute, 28 gp Diplomacy +14, Gather Information +12, Jamis CR 3
Hook Back to work, you sluggards. Do I have Intimidate +14, Knowledge (architecture and (Incurious Deputy)
to play you a song? engineering) +11, Knowledge (local) +11, Male human ghter 3
Profession (mining) +9, Sense Motive +9 NE Medium humanoid
Fester Trollump CR 2 Possessions +1 morningstar, masterwork light Init +5
(Curious Trapper) crossbow with 20 bolts, chain shirt, ring of Senses Spot +1, Listen +1
Male human ranger 2 protection +1, cloak of resistance +1, 84 gp Languages Common
N Medium humanoid Hook Smenk must be stopped. AC 20, touch 11, at-footed 19
Init +2 hp 27 (3 HD)

PAIZO.COM WEB EXCLUSIVE DUNGEON 13


AGE OF WORMS OVERLOAD BY ERIK MONA

Fort +5, Ref +2, Will +2 Abilities Str 12, Dex 10, Con 14, Int 8, Wis 16, disguise self, grease, hold portal, hypnotism,
Spd 20 . Cha 13 magic weapon, obscuring mist, unseen servant,
Melee mwk longsword +7 (1d8+2/1920) Feats Combat Casting, Cra Arms and Armor, ventriloquism; 2ndarcane lock, blindness/
Ranged mwk heavy crossbow +5 (1d10/1920) Exotic Weapon Prociency (whip), Skill Focus deafness, levitate, protection from arrows,
Base Atk +3; Grp +5 (Knowledge religion) shatter, summon swarm; 3rddaylight, tongues
Atk Options Cleave, Improved Sunder, Power Skills Concentration +12 (+16 when casting Hook Youll stay out of my way if you know
Attack defensively), Knowledge (religion) +12 whats good for you.
Combat Gear potion of cure moderate wounds, Possessions combat gear plus +1 heavy mace,
alchemists re (2) masterwork whip, +1 half plate of light Kurlag CR 5
Abilities Str 15, Dex 13, Con 14, Int 8, Wis 12, fortication, +1 heavy steel shield, cloak of (Bouncer)
Cha 10 resistance +1, silver holy symbol, 59 gp Male half-ogre ghter 4
Feats Cleave, Improved Initiative, Improved Hook Enlightenment can penetrate even a N Large giant
Sunder, Power Attack, Weapon Focus helm of iron. Init +0
(longsword) Senses darkvision 60 ., Spot +0, Listen +0
Skills Intimidate +6, Ride +7 Khellek CR 5 Languages Common, Giant
Possessions combat gear plus masterwork (Seeker of Lost Lore) AC 18, touch 9, at-footed 18
longsword, masterwork heavy crossbow with Male human wizard 5 hp 38 (4 HD)
20 bolts, +1 banded mail, heavy steel shield, NE Medium humanoid Fort +7, Ref +1, Will +1
28 gp Init +6 Spd 20 .
Hook Now what do we have here? Dont worry, Senses Spot +2, Listen +2 Melee +1 Large greataxe +11 (3d6+12/x3)
I dont really care. Languages Common, Draconic, Elven Space 10 .; Reach 10 .
AC 13, touch 13, at-footed 11 Base Atk +4; Grp +14
Jierian Wierus CR 7 hp 19 (5 HD) Atk Options Cleave, Power Attack
(High Priest of St. Cuthbert) Fort +5, Ref +4, Will +5 Special Atk Improved Overrun
Male human cleric 7 Spd 30 . Combat Gear potion of rage
LG Medium humanoid Melee dagger +1 (1d41/1920) Abilities Str 22, Dex 11, Con 16, Int 6, Wis 10,
Init +0 Ranged dagger +4 (1d41/1920) Cha 10
Senses Spot +3, Listen +3 Base Atk +2; Grp +1 SQ giant blood
Languages Common Combat Gear potion of cure moderate wounds, Feats Cleave, Improved Overrun, Power
AC 21, touch 10, at-footed 21; light scroll of darkvision, scroll of see invisibility, Attack, Weapon Focus (greataxe), Weapon
fortication scroll of spider climb, wand of color spray (15 Specialization (greataxe)
hp 49 (7 HD) charges), wand of glitterdust (34 charges) Skills Intimidate +7
Fort +8, Ref +3, Will +9 Spells Prepared (CL 5th +4 ranged touch): Possessions combat gear plus +1 Large
Spd 20 . 3rdhaste, suggestion (DC 17) greataxe, Large breastplate, 4 gp
Melee +1 heavy mace +7 (1d8+2) or 2ndfalse life, invisibility, scorching ray Hook Boss says you gotta go. Dont make me
mwk whip +7 (1d3+1 nonlethal) 1stmage armor, charm person (DC 15), get out da cleava.
Base Atk +5; Grp +6 expeditious retreat, ray of enfeeblement
Atk Options smite 1/day (+4 attack, +7 damage), 0detect magic (2), dancing lights, Lanod Neff CR 6
feat of strength 1/day (+7 Str) prestigitation (Governor-Mayor)
Special Atk spontaneous casting (cure spells), Abilities Str 8, Dex 14, Con 13, Int 16, Wis 10, Male human ghter 6
turn undead 4/day (+3, 2d6+8, 7th) Cha 12 NE Medium humanoid
Combat Gear holy water (3), scroll of cure critical SQ summon familiar (rat) Init +7
wounds (2), scroll of freedom of movement, Feats Alertness (as long as familiar is within Senses Spot +2, Listen 1
wand of sound burst (33 charges, DC 13) arms reach), Cra WandB, Improved Languages Common, Dwarven, Gnome
Spells Prepared (CL 7th, +5 ranged touch): Initiative, Scribe ScrollB, Skill Focus AC 19, touch 13, at-footed 16
4thdivine power, spell immunityD (concentration), Spell Focus (enchantment) hp 37 (6 HD)
3rddispel magic, magic vestmentD, prayer, Skills Concentration +12, Knowledge (arcana) Fort +6, Ref +5, Will +2
searing light +9, Knowledge (history) +7, Knowledge (the Spd 30 .
2ndaugury, bulls strengthD, hold person (DC planes) +7, Knowledge (religion) +7, Listen Melee +1 rapier +11/+6 (1d6+4/1820)
15), silence, spiritual weapon (+8 atk, 1d8+2) +2, Profession (gambler) +7, Spellcra +13, Ranged mwk light crossbow +10 (1d8/1920)
1stbless, cause fear (DC 14), command (DC 14), Spot +2 Base Atk +6; Grp +7
divine favor, enlarge personD, shield of faith Possessions combat gear plus dagger, brooch Atk Options Blind Fight, Combat Expertise,
0create water, detect magic (2), guidance, read of shielding (63 charges), ring of protection +1, Improved Disarm
magic, resistance cloak of resistance +1, 75 gp Combat Gear potion of cats grace, potion of cure
D: Domain spell. Domains: Destruction, Spellbook as above plus: 0all, 1st light wounds (2), ring of command (see below)
Strength comprehend languages, detect secret doors,

14 DUNGEON PAIZO.COM WEB EXCLUSIVE


Abilities Str 12, Dex 16, Con 10, Int 14, Wis 8, Luzane Parrin CR 3 SQ aura of good, detect evil at will
Cha 13 (Mine Manager) Feats Mounted Combat, Power Attack, Weapon
Feats Blind Fight, Combat Expertise, Improved Female human rogue 3 Focus (longsword)
Disarm, Improved Initiative, Quick Draw, N Medium humanoid Skills Diplomacy +5, Knowledge (religion) +3,
Weapon Finesse, Weapon Focus (rapier), Init +2 Profession (gambler) +3, Ride +5, Sense
Weapon Specialization (rapier) Senses Spot +6, Listen +6 Motive +7
Skills Blu +4, Diplomacy +4, Intimidate +10, Languages Common, Dwarven, Gnome Possessions combat gear plus masterwork
Knowledge (local) +5, Ride +9, Spot +2, Swim +7 AC 16, touch 12, at-footed 14; Dodge longsword, light crossbow with 20 bolts,
Possessions combat gear plus +1 rapier, hp 16 (3 HD) lance, half-plate armor, heavy steel shield,
masterwork light crossbow with 20 bolts, +1 Fort +2, Ref +5, Will +1; evasion phylactery of faithfulness, heavy warhorse,
chain shirt, cloak of resistance +1, masterwork Spd 30 . military saddle, silver holy symbol
buckler, 92 gp Melee mwk short sword +5 (1d61/1920) Hook How can I help you see the light of
Hook My time is valuable. What could you Ranged mwk shortbow +5 (1d61/x3) Heironeous?
possibly want? Base Atk +2; Grp +1
Ring of Command: Once per day, as a standard Atk Options Combat Reexes, sneak attack Merris Sandovar CR 3
action, the wearer can utter a command, as per (2d6) (Chief Scout)
the spell. A DC 11 Will save resists this eect. Combat Gear potion of cats grace, potion of cure Male human ranger 3
Faint enchantment; CL 1st; Forge Ring, light wounds NG Medium humanoid
command; Price 400 gp. Abilities Str 8, Dex 15, Con 12, Int 14, Wis 10, Init +2
Cha 13 Senses Spot +8, Listen +8
Lazare CR 4 SQ trapnding, trap sense +1 Languages Common
(Dragonchess Parlor Proprietor) Feats Combat Reexes, Dodge, Weapon Finesse AC 15, touch 12, at-footed 13
Male human rogue 4 Skills Blu +7, Diplomacy +11, Hide +8, Jump hp 20 (3 HD); Diehard
NG Medium humanoid +10, Knowledge (local) +8, Listen +6, Move Fort +4, Ref +5, Will +3
Init +2 Silently +8, Profession (mining) +6, Sense Spd 30 .
Senses Spot +3, Listen +3 Motive +7, Spot +6, Tumble +10 Melee mwk longsword +5 (1d8+1/1920)
Languages Common, Elven, Haling Possessions combat gear plus masterwork Ranged mwk composite longbow +6 (1d8+1/x3
AC 14, touch 12, at-footed 12; uncanny dodge short sword, masterwork shortbow with 20 or 1d8+2/x3 plus 1d6 re) or
hp 12 (4 HD) arrows, +1 studded leather armor, 58 gp mwk composite longbow +4/+4 (1d8+1/x3 or
Fort +0, Ref +6, Will +4; evasion Hook Im just trying to make an honest living. 1d8+2/x3 plus 1d6 re)
Spd 30 . Base Atk +3; Grp +4
Melee mwk short sword +4 (1d6/1920) Mlinde CR 3 Atk Options favored enemy animal +2, Point
Ranged mwk shortbow +6 (1d6/x3) or (Heironean Bon Vivant) Blank Shot, Precise Shot
mwk shortbow +4/+4 ranged (1d6/x3) Female human paladin 3 Combat Gear potion of cure moderate wounds,
Base Atk +3; Grp +3 LG Medium humanoid potion of invisibility, thunderstone (2)
Atk Options Point Blank Shot, sneak attack Init 1 Abilities Str 12, Dex 15, Con 13, Int 10, Wis 14,
(2d6) Senses Spot +1, Listen +1 Cha 8
Combat Gear gray bag of tricks, potion of eagles Aura aura of courage (10 ., allies receive a +4 SQ wild empathy +2
splendor morale bonus on saves against fear) Feats Diehard, Endurance, Point Blank Shot,
Abilities Str 10, Dex 14, Con 8, Int 16, Wis 12, Languages Common Precise Shot, Rapid Shot, Track
Cha 13 AC 18, touch 9, at-footed 18 Skills Hide +5, Listen +8, Knowledge
SQ trapnding, trap sense +1 hp 24 (3 HD) (geography) +6, Knowledge (nature) +8, Move
Feats Iron Will, Point Blank Shot, Rapid Shot Immune fear, disease Silently +5, Ride +8, Spot +8, Survival +8 (+10
Skills Blu +8, Decipher Script +10, Diplomacy Fort +6, Ref +2, Will +4 above ground or to avoid getting lost)
+12, Disable Device +9, Gather Information Spd 20 . Possessions combat gear plus masterwork
+10, Knowledge (local) +10, Listen +3, Open Melee mwk longsword +7 (1d8+2/1920) or longsword, masterwork composite longbow
Lock +10, Profession (gambler) +7, Search lance +5 (1d8+2/x3) (+1) with 40 arrows and 5 +1 aming arrows,
+15, Sense Motive +10, Spot +3 Ranged light crossbow +2 (1d8/1920) masterwork studded leather, light warhorse,
Possessions combat gear plus masterwork Base Atk +3; Grp +5 military saddle, 43 gp
short sword, masterwork shortbow with 20 Atk Options Power Attack, smite evil 1/day (+2 Hook Things are quiet out there. Nothing out
arrows, masterwork leather armor, goggles of attack, +3 damage) of the ordinary.
minute seeing, dragonchess set, 54 gp Special Atk lay on hands (6 hp)
Hook I guess have time for one more game. Combat Gear oil of bless weapon, potion of cure
Double or nothing? light wounds, holy water (2)
Abilities Str 15, Dex 8, Con 13, Int 10, Wis 12,
Cha 14

PAIZO.COM WEB EXCLUSIVE DUNGEON 15


AGE OF WORMS OVERLOAD BY ERIK MONA

Mikkela Venderin CR 5 Init +0 hp 15 (3 HD)


(Military Lieutenant) Senses Spot +2, Listen +2 Fort +4, Ref +0, Will +1
Female human ghter 5 Languages Common Spd 30 .
N Medium humanoid AC 17, touch 10, at-footed 17 Melee mwk whip +3 (1d3+1 nonlethal) or
Init +6 hp 14 (2 HD) Ranged dagger +0 (1d4+1/1920)
Senses Spot +1, Listen +1 Fort +4, Ref +0, Will +0 Base Atk +1; Grp +2
Languages Common Spd 20 . Abilities Str 13, Dex 9, Con 12, Int 10, Wis 11,
AC 20, touch 12, at-footed 18 Melee mwk longsword +5 (1d8+1/1920) or Cha 8
hp 45 (5 HD) Ranged longbow +2 (1d8/x3) Feats Exotic Weapon Prociency (whip), Great
Fort +7, Ref +3, Will +2 Base Atk +2; Grp +3 Fortitude, Toughness
Spd 20 . Combat Gear smokestick (2), tanglefoot bag Skills Handle Animal +2, Intimidate +2,
Melee masterwork warhammer +9 (1d8+4/x3) or Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Profession (miner) +6, Use Rope +2
Ranged light hammer +7 (1d4+2) Cha 8 Possessions masterwork whip, dagger, leather
Base Atk +5; Grp +7 Feats Alertness, Weapon Focus (longsword) armor
Atk Options Cleave, Power Attack Skills Intimidate +4, Ride +5 (2 when armored) Hook Back to work!
Combat Gear horn of fog, oil of magic weapon, Possessions combat gear plus longbow with 20
silversheen arrows, masterwork longsword, chainmail, Mine Worker CR
Abilities Str 14, Dex 15, Con 14, Int 8, Wis12 , heavy wooden shield, manacles, 14 gp Male human commoner 1
Cha 10 Hook By order of the militia, hold! N Medium humanoid
Feats Cleave, Improved Initiative, Power Attack, Init +0
Toughness, Weapon Focus (warhammer), Militia 3 CR 2 Senses Spot +0, Listen +0
Weapon Specialization (warhammer) (Aspiring Private) Languages Common
Skills Handle Animal +8, Intimidate +8 Male or Female human warrior 3 AC 11, touch 10, at-footed 11
Possessions combat gear plus masterwork N Medium humanoid hp 8 (1 HD)
warhammer, light hammer (2), +1 breastplate, Init +0 Fort +3, Ref +0, Will +0
heavy steel shield, 47 gp Senses Spot +2, Listen +2 Spd 30 .
Hook Lets all calm down, no one needs to get Languages Common Melee light mace +1 (1d6+1)
hurt. AC 17, touch 10, at-footed 17 Base Atk +0; Grp +1
hp 20 (3 HD) Abilities Str 13, Dex 10, Con 12, Int 9, Wis 11,
Militia 1CR 1/2 (Raw Recruit) Fort +4, Ref +1, Will +1 Cha 8
Male or Female human warrior 1 Spd 20 . Feats Great Fortitude, Toughness
N Medium humanoid Atk mwk longsword +6 melee (1d8+1/1920) or Skills Climb +3, Profession (miner) +4, Use
Init +0 mwk longbow +4 ranged (1d8/x3) Roper +2
Senses Spot +2, Listen +2 Base Atk +3; Grp +4 Possessions rock hammer (treat as light mace),
Languages Common Atk Options Power Attack padded armor
AC 12, touch 10, at-footed 12 Combat Gear potion of cure light wounds, Hook Mining aint for weak types like yourself.
hp 9 (1 HD) smokestick (2), tanglefoot bag
Fort +3, Ref +0, Will +0 Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Nogwier CR 6
Spd 30 . Cha 8 (High Cleric of the Bronzewood Lodge)
Melee longsword +3 (1d8+1/1920) or Feats Alertness, Power Attack, Weapon Focus Male human cleric 6 (Obad-Hai)
Ranged longbow +1 (1d8/x3) (longsword) N Medium humanoid
Base Atk +1; Grp +2 Skills Intimidate +5, Ride +6 (+0 when armored) Init +0
Combat Gear smokestick Possessions combat gear plus masterwork Senses Spot +3, Listen +3
Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, longbow with 20 arrows, masterwork Languages Common, Sylvan
Cha 8 longsword, masterwork chainmail, heavy AC 17, touch 10, at-footed 17
Feats Alertness, Weapon Focus (longsword) wooden shield, manacles, signal whistle, 31 gp hp 42 (6 HD)
Skills Intimidate +3, Ride +4 (+3 when armored) Hook In the name of the militia, I order you Fort +8, Ref +3, Will +9
Possessions combat gear plus longbow with 20 to hold! Spd 20 .
arrows, longsword, leather armor, manacles, Melee mwk club +6 (1d6+1)
6 gp Mine Taskmaster CR 2 Ranged mwk sling +5 (1d4+1)
Hook Hold there! Male human commoner 3 Base Atk +4; Grp +5
N Medium humanoid Special Atk rebuke plants 2/day (1, 2d6+6,
Militia 2 CR 1 Init 1 6th), spontaneous casting (cure spells), turn
(Hardened Private) Senses Spot +0, Listen +0 undead 2/day (+1, 2d6+6, 6th)
Male or Female human warrior 2 Languages Common
N Medium humanoid AC 11, touch 9, at-footed 11

16 DUNGEON PAIZO.COM WEB EXCLUSIVE


Combat Gear oil of magic weapon (2), potion of Silently +6, Sense Motive +7, Sleight of Hand Melee +1 warhammer +11/+6 melee (1d8+5/x3)
barkskin +3, potion of delay poison, wand of +11, Spot +6 or
cure moderate wounds (11 charges) Possessions combat gear plus masterwork 2 claws +10 (1d4+3) and
Spells Prepared (CL 6th, +4 ranged touch): rapier, masterwork light crossbow plus 20 bite +8 (1d4+1)
3rddispel magic, dominate animalD (DC 16), bolts, masterwork studded leather armor, Base Atk +7; Grp +10
prayer, searing light cloak of resistance +1, Atk Options Blind Fight, Cleave, Great Cleave,
2ndbarkskinD, bears endurance, bulls Hook I am condent we can meet your every Power Attack, rage
strength, resist energy, silence (DC 15) need. Combat Gear elixir of re breath, potion of cure
1stbless, entangleD (DC 14), obscuring mist, moderate wounds
sanctuary (DC 14), shield of faith Rontabont Mur CR 4 Abilities Str 16, Dex 11, Con 14, Int 10, Wis 12,
0detect magic, detect poison, guidance, purify (Visiting Copper Merchant) Cha 12
food and drink, resistance Male human rogue 4 SQ scent
D: Domain spell. Domains: Animal, Plant CG Medium humanoid Feats Blind Fight, Cleave, Multiattack, Power
Spell-Like Abilities (CL 6th): Init +3 Attack
1/dayspeak with animals Senses Spot +6, Listen 1 Skills Climb +7, Blu +7, Diplomacy +11, Gather
Abilities Str 13, Dex 10, Con 14, Int 12, Wis 16, Languages Common, Dwarven, Haling Information +7, Hide 1 (+1 in shadowy
Cha 8 AC 16, touch 13, at-footed 13 areas), Listen +4, Sense Motive +7, Spot +4,
Feats Brew Potion, Combat Casting, Self hp 20 (4 HD) Survival +4
Sucient, Track Fort +2, Ref +7, Will +0 Possessions combat gear plus +1 warhammer,
Skills Concentration +8 (+12 casting Spd 30 . +1 chainmail, nobles outt, 87 gp
defensively), Heal +11, Knowledge (nature) Melee +1 rapier +7 (1d6+2/1820) or Hook Do not let my appearance frighten you.
+7, Knowledge (religion) +7, Spellcra +7, Ranged mwk composite shortbow +7 (1d6+1/x3) My father was a bear, but my mother was as
Survival +8 (+10 above ground) Base Atk +3; Grp +4 sweet as honey.
Possessions combat gear plus masterwork Atk Options Combat Expertise, sneak attack Rage (Ex): Shag has a 1 in 6 chance of ying
club, masterwork sling with 20 bullets, +1 (2d6) into a berserk rage the round aer taking
hide armor, +1 heavy wooden shield, cloak of Special Atk Improved Feint damage, clawing and biting madly until
resistance +1 Combat Gear acid ask (2), elixir of sneaking, either he or his opponent is dead. Shag
Hook Do no harm to nature and none shall be potion of cure light wounds (2) cannot end this rage voluntarily. When he
visited upon you. Abilities Str 13, Dex 16, Con 13, Int 14, Wis 8, rages, Shags statistics change as follows:
Cha 10 AC 16, touch 6, at-footed 16
Purple Prose CR 3 SQ trapnding, trap sense +1 Melee +1 warhammer +13/+8 (1d8+8/x3) or
(Madame of the Midnight Salute) Feats Combat Expertise, Improved Feint, 2 claws +10 (1d4+5) and
Female elf rogue 3 Weapon Finesse bite +8 (1d4+2)
NE Medium humanoid Skills Appraise +9, Blu +7, Decipher Script +9, Grp +12
Init +7 Diplomacy +11, Gather Information +9, Hide Abilities Str 20
Senses low-light vision, Spot +6, Listen +6 +10, Knowledge (local) +9, Move Silently +10, Skills Climb +9
Languages Common, Elven, Gnome Sense Motive +6, Spot +6, Tumble +10
AC 16, touch 13, at-footed 13 Possessions combat gear plus +1 rapier, St. Cuthbert Fanatic CR 2
hp 10 (3 HD) masterwork composite shortbow (+1) with 20 Male or Female human cleric 2
Immune sleep arrows, masterwork studded leather armor, LG Medium humanoid
Fort +1, Ref +7, Will +3, +5 against 18 gp Init +0
enchantment; evasion Hook Let me show you my wares. Senses Spot +2, Listen +2
Spd 30 . Languages Common
Melee mwk rapier +6 (1d61/1820) Shag Solomon CR 7 AC 17, touch 10, at-footed 17
Ranged mwk light crossbow +6 (1d8/1920) (The Gentleman Quaggoth) hp 16 (2 HD)
Base Atk +2; Grp +1 Male quaggoth aristocrat 6 (Monsters of Faern 75) Fort +5, Ref +0, Will +5
Atk Options sneak attack (2d6) N Medium monstrous humanoid Spd 20 .
Combat Gear elixir of love (2), potion of eagles Init +0 Atk mwk heavy mace +3 melee (1d8+1)
splendor Senses Spot +4, Listen +4 Base Atk +1; Grp +2
Abilities Str 8, Dex 17, Con 8, Int 13, Wis 12, Languages Common, Undercommon Atk Options smite 1/day (+4 attack, +2 damage),
Cha 14 AC 20, touch 10, at-footed 20 feat of strength 1/day (+2 Str)
SQ trapnding, trap sense +1 hp 62 (9 HD) Special Atk spontaneous casting (cure spells),
Feats Improved Initiative, Weapon Finesse Immune fear turn undead 4/day (+3, 2d6+3, 2nd)
Skills Blu +8, Diplomacy +12, Disguise +8 (+10 Fort +5, Ref +5, Will +9 Combat Gear holy water (3), scroll of cure
when acting), Gather Information +10, Hide Spd 20 . , climb 20 . moderate wounds, scroll of protection from evil
+6, Knowledge (local) +7, Listen +6, Move Spells Prepared (CL 2nd):

PAIZO.COM WEB EXCLUSIVE DUNGEON 17


AGE OF WORMS OVERLOAD BY ERIK MONA

1stbless, cause fear (DC 13), enlarge personD, Immune sleep heavy warhorse, masterwork manacles (2),
shield of faith Fort +3, Ref +10, Will +4, +6 against signal whistle, 142 gp
0detect magic, guidance (2), resistance enchantment; evasion Hook As commander of the militia, I order you
D: Domain spell. Domains: Destruction, Spd 30 . to stop!
Strength Melee mwk dagger +8 (1d41/1920) Tom Shingle CR 7
Abilities Str 12, Dex 10, Con 14, Int 8, Wis 15, Ranged mwk dagger +8 (1d41/120) or (Emporium Contortionist)
Cha 13 mwk shortbow +8 ranged (1d6/x3) Male boggle rogue 4
Feats Combat Casting, Skill Focus (Knowledge Base Atk +3; Grp +2 CN Small monstrous humanoid
[religion]) Atk Options Point Blank Shot, sneak attack Monster Manual II 33
Skills Concentration +7 (+11 when casting (3d6) Init +10
defensively), Knowledge (religion) +7 Combat Gear potion of cure moderate wounds (2), Senses darkvision 60 ., Spot 2, Listen 2
Possessions combat gear plus masterwork potion of invisibility Languages Common
heavy mace, masterwork breastplate, heavy Abilities Str 8, Dex 18, Con 10, Int 110, Wis 13, AC 22, touch 17, at-footed 16; Dodge,
steel shield, silver holy symbol, 11 gp Cha 14 Mobility, uncanny dodge
Hook There is only one true god. Come to the SQ trapnding, trap sense +1 hp 40 (8 HD); DR 5/magic
just side of St. Cuthbert. Feats Point Blank Shot, Weapon Finesse Resist re 5
Skills Blu +7, Diplomacy +7, Disable Device Fort +2, Ref +14, Will +3; evasion
Tidwoad CR 4 +8, Escape Artist +8, Gather Information +8, Spd 40 . , climb 30 .
(Gem Monger) Listen +9, Open Lock +12, Search +8, Spot +9, Melee 2 claws +10 (1d4+2) and
Male gnome expert 5 Tumble +12, Use Magic Device +10 bite +5 (1d4+2) or
LE Small humanoid Possessions combat gear plus masterwork mwk dagger +11/+6 (1d3+2/1920)
Init +1 dagger, masterwork shortbow plus 40 arrows, Ranged mwk dagger +15/+10 (1d3+2/1920)
Senses low-light vision, Spot +8, Listen +4 +1 leather armor, cloak of resistance +1, Space 5 .; Reach 15 .
Languages Common, Dwarven, Gnome Hook You know, between the dog ghts and Base Atk +7; Grp +5
AC 15, touch 12, at-footed 14; +4 dodge bonus the knife ghts, this town aint so bad. Atk Options improved grab, rend (2d4), sneak
against giants attack (2d6)
hp 25 (5 HD) Tolliver Trask CR 9 Special Atk grease
Fort +2, Ref +2, Will +6; +8 vs illusion (Militia Commander) Combat Gear rope of entanglement
Spd 20 . Male human warrior 10 Spell-Like Abilities (CL 7th):
Melee masterwork dagger +3 (1d32/1920) LN Medium humanoid 6/daydimension door
Ranged masterwork dagger +6 (1d32/1920) Init +5 Abilities Str 14, Dex 23, Con 13, Int 9, Wis 7,
Base Atk +3; Grp 3 Senses Spot +0, Listen +0 Cha 6
Combat Gear potion of cure moderate wounds, Languages Common SQ scent, trapnding, trap sense +1
potion of invisibility AC 22, touch 11, at-footed 21 Feats Dodge, Improved Initiative, Mobility
Spell-Like Abilities (CL 5th): hp 58 (10 HD) Skills Climb +14, Escape Artist +23, Hide +11,
1/dayspeak with animals Fort +9, Ref +5, Will +4 Move Silently +11, Sleight of Hand +13,
Abilities Str 7, Dex 12, Con 12, Int 14, Wis 11, Spd 20 . Tumble +13
Cha 8 Melee +1 frost longsword +14/+9 (1d8+3/1720 Possessions combat gear plus masterwork
Feats Diligent, Iron Will plus 1d6 cold) or dagger (4), +1 leather armor, 50 . silk rope,
Skills Appraise +10, Blu +7, Cra (gemcutting) sap +12/+7 melee (1d6+2 nonlethal) masterwork manacles (4), 8gp
+10, Gather Information +7, Listen +4, Sense Ranged mwk heavy crossbow +12 (1d10/1920) Hook Tom in a twist, both legs, both sts.
Motive +8, Sleight of Hand +11, Spot +8 Base Atk +10; Grp +12 Grease (Sp): At will, Tom can secrete an oily
Possessions combat gear plus Small masterwork Atk Options Cleave, Power Attack nonammable substance from his skin that
dagger (3), +1 leather armor, gemcutting tools, Combat Gear potion of cure serious wounds (2), acts like a grease spell except it has a range
gems worth 1,200 gp, 87 gp potion of bulls strength, tanglefoot bag (2) of touch and lasts 8 rounds. A DC 12 Reex
Hook Im sure we can come to some sort of deal. Abilities Str 14, Dex 12, Con 12, Int 9, Wis 10, save avoids this eect. Tom is immune to the
Cha 8 eects of this substance.
Tirra CR 5 Feats Cleave, Improved Critical (longsword),
(Free City Adventurer) Improved Initiative, Power Attack, Weapon Trovost Skunt CR 5
Female elf rogue 5 Focus (longsword) (Militia Lieutenant)
N Medium humanoid Skills Climb +1, Intimidate +7, Ride +9, Swim +7 Male human ghter 5
Init +4 (5 while armored) LN Medium humanoid
Senses low-light vision, Spot +9, Listen +9 Possessions combat gear plus +1 frost Init +1
Languages Common, Elven longsword, sap, masterwork heavy crossbow Senses Spot +1, Listen +1
AC 17, touch 14, at-footed 13; uncanny dodge with 20 bolts, +2 banded mail, +1 heavy steel Languages Common
hp 20 (5 HD) shield, cloak of resistance +1, badge of oce, AC 21, touch 10, at-footed 21

18 DUNGEON PAIZO.COM WEB EXCLUSIVE


hp 42 (5 HD) Valkus Dun CR 10 Velias Childramun CR 4
Fort +7, Ref +2, Will +0 (High Priest of Heironeous) (Fatherly Cleric of Heironeous)
Spd 20 . Male human ghter 3/cleric 7 (Heironeous) Male human cleric 4 (Pelor)
Melee +1 battleaxe +10 (1d8+6/x3) LG Medium humanoid NG Medium humanoid
Ranged mwk light crossbow +7 (1d8/1920) Init 1 Init 1
Base Atk +5; Grp +8 Senses Spot +4, Listen +4 Senses Spot +3, Listen +3
Atk Options Cleave, Improved Sunder, Power Languages Common Languages Common, Gnome
Attack AC 23, touch 9, at-footed 23 AC 9, touch 9, at-footed 9
Combat Gear potion of cure moderate wounds, hp 61 (10 HD) hp 25 (4 HD)
potion of bears endurance Resist re 10 Fort +5, Ref +0, Will +7
Abilities Str 16, Dex 13, Con 14, Int 10, Wis 8, Fort +11, Ref +4, Will +14 Spd 30 .
Cha 12 Spd 20 . Melee light mace +3 (1d6)
Feats Cleave, Improved Sunder, Power Attack, Melee +1 shock longsword +12/+7 (1d8 +3/1920 Base Atk +3; Grp +3
Quick Draw, Weapon Focus (battleaxe), plus 1d6 electricity) Special Atk greater turning 1/day, spontaneous
Weapon Specialization (battleaxe) Ranged mwk heavy crossbow +8 (1d10/1920) casting (cure spells), turn undead 5/day (+4,
Skills Intimidate +9, Listen +1, Ride +9, Spot +1 Base Atk +8; Grp +10 2d6+6, 4th)
Possessions combat gear plus masterwork Atk Options Cleave, Power Attack Combat Gear antitoxin (2), Keoghtoms ointment
battleaxe, masterwork light crossbow with 20 Special Atk spontaneous casting (cure spells), (2 uses), potion of cure light wounds (4),
bolts, +1 half-plate, +1 heavy wooden shield, turn undead 5/day (+4, 2d6+10, 8th) potion of cure moderate wounds (2), potion of
badge of oce, masterwork manacles, 55 gp Combat Gear scroll of ame strike (CL 10th, delay poison, scroll of remove curse, scroll of
Hook Now what trouble is going on here? DC 17), wand of cure moderate wounds (33 restoration
charges) Spells Prepared (CL 4th):
Tyrol Ebberly CR 4 Spells Prepared (CL 7th, 1d20+11 to bypass SR): 2ndaugury, cure moderate woundsD (CL 5th),
(Weapon Dealer) 4thdivination, divine powerD, freedom of delay poison, lesser restoration
Male human ghter 4 movement 1stbless water, comprehend language, cure
N Medium humanoid 3rddispel magic, invisibility purge, magic circle light woundsD (CL 5th), sanctuary (DC 14),
Init 1 against chaosD (CL 8th), prayer remove fear
Senses Spot +1, Listen +1 2ndaid, hold person (DC 16), silence, spiritual 0detect magic, detect poison, guidance (2),
Languages Common weaponD (+12/+7 atk, 1d8+2/1920), zone of read magic
AC 18, touch 9, at-footed 18 truth (DC 16) D: Domain spell. Domains: Healing, Sun
hp 34 (4 HD) 1stbless, command (DC 15), divine favor, Abilities Str 10, Dex 8, Con 13, Int 12, Wis 16,
Fort +6, Ref +0, Will +3 magic weaponD, sanctuary (DC 15), shield of Cha 14
Spd 20 . faith Feats Brew Potion, Scribe Scroll, Skill Focus (heal)
Melee mwk longsword +8 (1d8+4/1920) or 0detect magic (2), detect poison, light, read Skills Concentration +8, Cra (alchemy) +5, Heal
mwk lance +8 melee (1d8+2/x3) magic, resistance +13, Knowledge (religion) +8, Spellcra +4
Ranged mwk heavy crossbow +4 ranged D: Domain spell. Domains: Law, War Possessions combat gear plus light mace,
(1d10/1920) Abilities Str 14, Dex 8, Con 12, Int 10, Wis 16 clerics vestments, wooden holy symbol, 8 gp
Base Atk +4; Grp +6 (18), Cha 14 Hook By the blessings of Heironeous, I grant
Special Atk Ride-By Attack, Spirited Charge Feats Cleave, Combat Casting, Greater Spell you His healing favor. Be well, child.
Combat Gear potion of cure light wounds (2), Penetration, Improved Turning, Iron Will,
tanglefoot bag (2) Power Attack, Spell Penetration, Weapon Venelle CR 3
Abilities Str 15, Dex 8, Con 14, Int 10, Wis 12, Focus (longsword)B (Bowyer/Fletcher)
Cha 14 Skills Concentration +11 (+15 when casting Female human ranger 3
Feats Mounted Combat, Ride-By Attack, defensively), Diplomacy +7, Heal +9, NG Medium humanoid
Spirited Charge, Weapon Focus (lance), Knowledge (religion) +10, Ride +2 Init +6
Weapon Focus (longsword), Weapon Possessions combat gear plus +1 shock Senses Spot 1, Listen +5
Specialization (longsword) longsword, masterwork heavy crossbow with Languages Common, Elven, Haling
Skills Diplomacy +4, Intimidate +6, Knowledge 20 bolts, +2 full plate armor of re resistance, AC 15, touch 12, at-footed 13
(nobility) +3, Ride +6, +2 heavy steel shield, periapt of Wisdom +2, hp 17 (3 HD)
Possessions combat gear plus masterwork cloak of resistance +2, ring of counterspells Fort +3, Ref +5, Will +0
longsword, masterwork lance, masterwork (hold person), scroll of raise dead, silver holy Spd 30 .
heavy crossbow, +1 banded mail, heavy steel symbol, 89 gp Melee short sword +4 melee (1d6+1/1920)
shield, heavy warhorse, military saddle, 108 gp Hook Heironeous is the true path to honor. Ranged mwk composite longbow +6 ranged
Hook Oh, I could tell a tale about my (1d8+2/x3) or
adventuring days, but let me pour you a mwk composite longbow +4/+4 ranged
drink rst. (1d8+2/x3)

PAIZO.COM WEB EXCLUSIVE DUNGEON 19


AGE OF WORMS OVERLOAD BY ERIK MONA

Base Atk +3; Grp +4 Hook Death comes to us all, and I look forward meant to perfect the body and spirit. The
Atk Options Point Blank Shot, Precise Shot to the great beyond. secretive monks hold dusk as the holiest of
Combat Gear potion of cats grace, sleep arrows (3) hours, and sonorous chants emit from the
Abilities Str 13, Dex 15, Con 10, Int 14, Wis 8, Zalamandra CR 7 Twilight Monasterys central courtyard when
Cha 12 (Queen of the Veiled Corridor) the night sky appears in the heavens.
SQ wild empathy +4 Female human rogue 7 Foremost among the monks is Izenfen
Feats Endurance, Improved Initiative, Point CN Medium humanoid the Occluded (LN female human monk 7),
Blank Shot, Precise Shot, Rapid Fire, Track Init +7 a peerless masked combatant thought to be
Skills Cra (bowmaking) +8,Hide +8, Listen +5, Senses Spot +5, Listen +5 one of the wisest gures in the hills. Trav-
Move Silently +8, Survival +5 Languages Common, Elven elers frequently seek her council, but most
Possessions combat gear plus short sword, AC 18, touch 14, at-footed 15; Dodge, leave Diamond Lake without ever having
masterwork composite longbow (+1) with Mobility, uncanny dodge gained access to the Twilight Monastery, for
25 +1 arrows, masterwork studded leather hp 34 (7 HD) Izenfen deigns to speak with only a handful
armor, 60 gp Fort +3, Ref +8, Will +2; evasion of pilgrims foretold to her via the agency
Hook Pleased to meet you. If you need a bow, Spd 30 . of the night sky and an immense mirrored
Im your lady. Melee +1 short sword +9 (1d6/1920) lens called the Censer of Symmetry. The Cen-
Ranged mwk dagger +9 (1d41/1920) ser, which dominates the monasterys cen-
Wee Jas Fanatic CR 3 Base Atk +5; Grp +4 tral courtyard, grants any who gaze upon it a
Male or female human cleric 3 (Wee Jas) Atk Options sneak attack (4d6) +10 bonus on Profession (astrologer) checks
LN or LE Medium humanoid Combat Gear potion of the cats grace, potion of made during a clear night. Junior monks
Init 1 cure moderate wounds, potion of invisibility polish its smooth surface throughout the
Senses Spot +2, Listen +2 Abilities Str 8, Dex 16, Con 13, Int 12, Wis 10, day, and the whole of the order is prepared
Languages Common Cha 14 to defend it with their lives.
AC 16, touch 9, at-footed 16 SQ trapnding, trap sense +2 When word of the Censers predictive
hp 20 (3 HD) Feats Dodge, Improved Initiative, Mobility, prowess spread to the miners of Diamond
Fort +4, Ref +0, Will +5 Weapon Finesse Lake 20 years ago, a desperate contingent
Spd 20 . Skills Blu +12, Climb +9, Diplomacy +16, petitioned Izenfen to predict the location
Melee mwk dagger +4 (1d4+1/1920) Escape Artist +13, Hide +13, Jump +11, Listen of the richest unclaimed local ore deposits,
Ranged dagger +2 (1d4+1/1920) +5, Move Silently +13, Sense Motive +10, appealing to her compassion with tales of
Base Atk +2; Grp +3 Spot +5, Tumble +15 starving children and dangerously unpaid
Special Atk death touch 1/day (3d6), Possessions combat gear plus +1 short sword, debts. The masked mistress of the Twilight
spontaneous casting (inict spells), command masterwork dagger (3), +1 studded leather Monastery rebued their pleas, triggering
undead 5/day (+4, 2d6+6, 4th) armor, ring of protection +1, 87 gp the miners contingency planan ill-fated
Combat Gear potion of bulls strength, scroll of Hook I am condent we can meet your needs. invasion of the monks compound that le
cure moderate wounds, scroll of magic missile (2) seven miners dead. Only a single member
Spells Prepared (CL 3rd): DIAMOND LAKES of the order perishedImonoth, Izenfens
2ndaid, identifyD, sound burst (DC 14) HINTERLANDS beloved daughter.
1stcause fearD (DC 13), cure light wounds (2), Beyond the streets of Diamond Lake is a Immediately thereaer, Izenfen gathered
shield of faith jagged expanse of wilderness. Wandering a cadre of stealth assassins from the ranks
0cure minor wounds, detect magic, guidance, bands of militia patrol the region, keeping of her best warriors, and silently set them
read magic it mostly safe for the merchants, pilgrims, upon the surviving invaders who still milked
D: Domain spell. Domains: Death, Magic and travelers heading to and from the Free wounds in the petty shacks along Diamond
Abilities Str 12, Dex 8, Con 13, Int 10, Wis 15, City. The following locations, while techni- Lakes waterfront. At an annual celebration
Cha 14 cally outside the town limits, play important called Darkstars Kiss, the monks of the
SQ use spell completion and trigger items as roles in local aairs. Twilight Monastery recite from memory
1st level wizard the names of all een miners murdered
Feats Combat Casting, Improved Turning, Skill The Twilight Monastery on that night, reminding themselves to
Focus (Knowledge religion) About two hours north of Diamond Lake, always remain vigilant to the encroachment
Skills Concentration +7 (+11 when casting a towering crag called the Grions Roost of outsiders. Rumors suggest that Izenfens
defensively), Knowledge (religion) +9, casts a dark shadow over the muddy road masked silent killers remain active to this
Spellcra +6 to Elmshire. From a perch hundreds of feet day, citing the disappearance or mysterious
Possessions combat gear plus masterwork above looms the cat-infested Twilight Mon- deaths of nearly a dozen political enemies
dagger, dagger (2), breastplate, heavy steel astery, a three-towered monument to an within the town.
shield, phylactery of faithfulness, silver holy obscure philosophy of the Distant West. Two Although the monks of the Twilight
symbol, 61 gp score monks dwell within the monastery, Monastery keep mostly to themselves and
dedicating themselves to a litany of exercises desire only to lead lives of undisturbed con-

20 DUNGEON PAIZO.COM WEB EXCLUSIVE


Emporium Encounters templation, they frequently appear on the
Zalamandra Proprietress, Queen of the Veiled Corridor (CN female human rogue 7)
streets of Diamond Lake to reprovision or
Gaspar Doorman (N male human rogue 2)
Bogodor Beastmaster (N male human ranger 2) to engage in the trade of kalamanthis, a rare
Percival Dogsbody (NG male human commoner 1) psychotropic plant grown regionally only
Daria Angel Flirtatious Dragonre dealer (CG female human commoner 3) on the slopes of the Grions Roost. Pro-
Nurelle No-nonsense Norebonne dealer (CE female half-elf commoner 3) ceeds from this trade account for all of the
Natalo Bask Sardonic Rat Game attendant (N male human rogue 2) monasterys activities, but initiates of the
Moroldo Grumpy pit boss (NE male human expert 3) order are forbidden from taking it in all but
Garavelle Fence/casino cashier (N female human expert 1) the most controlled ritual circumstances.
Auric Gregarious former gladiator (N male human ghter 5) Kalamanthis is popular among all classes of
Benazel the Alchemist Talkative potionmonger (NG male half-elf expert 6/wizard 3)
Diamond Lake, but the real business is cen-
Ariello Klint Magician (CN male haling sorcerer 3)
Shag Solomon Wild child (N male quaggoth aristocrat 6) tered in the nearby Free City. Potential buy-
Tom Shingle Contortionist/gurner (CN male boggle rogue 4) ers frequently meet with elder monks in a
Chezabet Fortuneteller (CG female human bard 4) secluded corner of Lazares House along the
Grouse Birdkeeper (CN male human expert 2) Veins central square to arrange payment and
Saron Dancer (NE female human commoner 3) distribution to the neighboring metropolis.
Sage Dancer (CG female half-elf rogue 2) Both the wagons loaded with kalamanthis
Proud Polly Companion (CN female human rogue 3) and the returning coaches loaded with city
So Ascobel Companion (CN female human expert 5) coin go unmolested in Diamond Lake, for
Gabriard Companion (N male human expert 2)
all fear Izenfens relentless invisible killers.
Kurlag Bouncer (N male half-ogre ghter 4)
Gristle Sanitation (NE female half-orc warrior 3)
The Bronzewood Lodge
Feral Dog Encounters The ring of crumbling menhirs on the blu
Durskin Retired marine with boat for hire (N male human commoner 1) overlooking Diamond Lake is a remnant
Gorvic Bartender (NE male half-elf rogue 2) of an ancient human druidic culture that
Kullen Seething gang leader (NE male half-orc barbarian 3) once inhabited the region. They too came
Rastophan Swamp-raised freakish goon (N male human ranger 2)
to the hills for the ancient cairns, seeing
Todrik Corrupt swordsman (NE male human ghter 2)
them as monuments to great ancestors
Merovinn Bask Ill-tempered bald wizard (NE male human wizard 3)
Tirra Playful Free City adventurer (N female elf rogue 5) of the invisible past. Although modern
Pagget Would-be dagger-throwing champion (N male haling commoner 4) humans displaced the native druids dur-
ing great migrations over a thousand years
Lazares House Encounters ago, pockets of indigenous architecture
Lazare Proprietor, dragonchess master (NG male human rogue 4) and culture remain. Foremost among these
Dannath Hostess (NG female human aristocrat 2) near-forgotten practices is veneration of
Trevant Guest host (N male gnome commoner 2)
Obad-Hai, the Shalm, the brooding patron
Allustan The smartest man in Diamond Lake (NG male human wizard 8)
Golgan Hant Trade Envoy of the Twilight Monastery (LN male human monk 3) of wilderness and natural order.
Khellek Seeker of hidden lore (NE male human wizard 5) Druids and rangers who honor the Shalm
Mlinde Heironean bon vivant (LG female human paladin 3) and a host of minor nature deities and fey
Prince Moonmeadow Mine manager, dragonchess prodigy (CN male elf bard 4) spirits (the so-called Old Faith) routinely
Chaum Gansworth Mine manager (N male human rogue 4) congregate in great moots three hours
Luzane Parrin Mine manager (N female human rogue 3) northeast of Diamond Lake, at an ancient
megalithic structure called the Bronzewood
Spinning Giant Encounters Lodge. Devotees of Ehlonna or the elven
Nimiscent Brassy monologuing barkeep (NG female human expert 2)
Deputy Jamis Corrupt lawman looking for trouble (NE male human ghter 3) pantheon are welcome at these meetings,
Dobrun Trent Upstanding militia lieutenant (LN male half-elf ghter 6) if a bit gruy, but all other attendees must
Mikela Venderin Able militia lieutenant (N female human ghter 5) be invited personally by someone already
Trovost Skunt Cruel militia lieutenant (LN male human ghter 5) within the circle of trust. At these great
Mlinde Heironean bon vivant (LG female human paladin 3) moots, the woodsfolk observe rituals from
Primmith Flirty server who reports to Balabar Smenk (N female human rogue 2) long ago, celebrate with great contests of
Galuth Grobadore High-volume friendly scolder (LG male dwarf expert 3) strength and wit, and debate policy regard-
Tyrol Ebberly Weaponmonger (N male human ghter 4)
ing the natural aairs of the region.
Manlin Osgood Stoic smith (N male human expert 5)
A small permanent community inhab-
Dietrik Cicaeda Canny cartographer (NG male human expert 4)
Merris Sandovar Garrison scout with Bronzewood ties (NG male human ranger 3) its the Lodge itself and the wooded copse
Valkus Dun High priest of Heironeous (LG male human ghter 3/cleric 7) surrounding it. Perhaps 30 assorted druids,
Velias Childramun Fatherly Heironean healer (LG male human cleric 4) rangers, and scouts protect the sacred site
and keep watch on the nearby roads and

PAIZO.COM WEB EXCLUSIVE DUNGEON 21


AGE OF WORMS OVERLOAD BY ERIK MONA

Rumors in Diamond Lake The Lodge itself is a twelve-chambered


A successful DC 15 Gather Information check can garner one of the following rumors (roll 1d10): structure composed of piled megaliths
1 One of the lodgers at the Able Carter Coaching Inn is a rich mine manager from the covered by earth. The cairns central gallery
neighboring village of Blackstone. He has no guards, and several trunks for an extended contains a huge uprooted petried bronze-
stay. Hed better watch himself, cause if I know it, you can bet Im not alone. [True] wood tree planted upside down so that its
2 Governor-Mayor Lanod Ne loathes the presence of the Twilight Monastery monks roots are exposed. Nogwier and his three
in his town, and plans to attack the monastery soon with the sheris boys and some
servitors (N female human cleric of Obad-
mercenaries from the Free City. [Party True. Ne loathes the monastery, but is too
Hai 3) use the tree as a massive altar. Other
afraid of Izenfen to strike. He has employed no mercenaries from the Free City, but
the presence of Auric, Tirra, and Khellek is probably to blame for the confusion.] chambers contain the sorted, commingled
3 Did you hear about what happened at the Spinning Giant last month? There was some bones of generations of druids as well as
kind of ght inside, and when the sheris boys tried to go in to make an arrest, the priceless natural treasures accumulated
soldiers forced the lawmen to leave. My cousin was there, and swears that a couple of over the course of centuries.
those Heironeous clerics stood up to them sheris boys, too. [True. Governor-Mayor
Lanod Nes goons are no longer welcome on soldier property.] The Cairn Hills
4 Last week me mate Barwik were on the Elmshire Road when he come across a dozen A few hundred years ago, intrepid explor-
armored warriors. They werent the garrison militia, neither. Had a ag with the sym- ers discovered a fantastic cache of priceless
bol of Manzorian the Archmage, what lives near Elmshire. Barwik thinks he plans to artifacts entombed in one of the hundreds
invade Diamond Lake! [Partly True. The archmage has indeed marshaled a force in the
of ancient burial complexes hewn into the
northern hills, but he has no ambitions upon Diamond Lake.]
crags surrounding the Free City. The trove
5 No one has seen Mestal Fixx, Balabar Smenks right-hand man, in more than two
weeks. I might be imaginin things, but Smenk seems more on edge lately. I wonder attracted legions of treasure-seekers to the
if something big is about to happen? [True. Last week, Balabar Smenk awoke from a Free City (then a mere trading post), and
pleasant nights sleep to stare into the eyes of Mestal Fixxs disembodied head, courtesy unbelievable wealth plundered from the
of a pack of grimlocks aligned with the Ebon Triad. Smenk fed the body to his dire tombs. The wealthiest explorers became
apes, and nervously maintains that Fixx is away on business.] the citys rst nobility, and the Free City
6 Somebodys moved into the Old Observatory. I saw a crew of Balabar Smenks boys quickly became associated with easy wealth
hauling all kinds of unusual contraptions and gear from a carriage parked outside the and fabulous archeological artifacts from
building. Heavy cloth sheets covered just about everything, but I could have sworn that long-dead civilizations that appeared to pre-
some of the things they unloaded were huge glass tanks. [True. A handful of miners date the emergence of gnomes and dwarves
saw Kullen and his gang moving the necromancer Filge into the Old Observatory, a
in the region. But the wealth didnt always
key location in The Whispering Cairn.]
come easy, as many of the forlorn tombs
7 I hear Luzane Parrins been hanging on the arm of Chaum Gansworth lately. My wife saw
them leaving Lazares House together last week, so theres something going on. So much provided deadly surprises in the form of
for Gansworths neutrality! [True. Parrin and Gansworth have been lovers for months.] bound demon guardians, relentless con-
8 They say a horse was killed in Tilgasts walled stable last week. Opened from ear to ear. structs, and ingenious magical wards and
Old Tilgast had to pay the visiting merchant a fortune to keep things quiet, but the traps. The hilly lands surrounding the City
men who hauled away the carcass revealed everything one night at the Feral Dog. A lot became known as the Cairn Hills, and the
of people are thinking about pulling their horses out of Tilgasts, but its not as if the hunt for lost treasure became an important
Lakeside Stables are any better. [True. The horse attack was a Smenk move to weaken part of the regions cultural heritage.
Tilgasts beloved side-business.] But the treasure didnt last forever. Even-
9 Old Ragnolin Dourstone seems like one of the better mine managers, but I heard he was tually, the cairns dried out, and unplundered
run out of Greysemere aer he caved in his own mines on his agitating workers. [True.]
tombs became more and more dicult to
10 I hear that one of the freaks escaped his cage at the Emporium. Crazy little bugger
locate. Every decade or so a lucky explorer
called Demon Boy. Bright red skin, obsessed with re, you cant miss im. Word
is Shag Solomon will pay 100 pieces of gold to the rst one what can turn im in. managed to strike it rich, but even more
[True. Unfortunately for would-be bounty hunters, the nasty little creature has already came away from their endeavors with noth-
departed Diamond Lake to nd fame and fortune in the free-wheeling Free City.] ing more than broken ankles and clothes
singed by the res of ancient protections.
Several vanished entirely. Over the years, the
valleys. Occasionally, they step in to rescue in Diamond Lake, whose avariciousness Cairn Hills began to lose their allure, and
a traveler from some natural menace, but continually rapes the land. Nogwier urges the City fell upon dicult times.
just as oen they warn explorers to stay on cautious cooperation with Lanod Ne via Although abandoned cairns host no
the roads and let the wilderness take care a former Bronzewood man named Merris few bandit troupes and savage humanoid
of itself. Their leader is Nogwier (N male Sandovar, who now works as the garrisons enclaves, two nonhuman communities play
human cleric of Obad-Hai 6), an aged pro- chief scout, but he wishes that the Free City an important role in the Free Citys economy,
ponent of the Old Faith who strives to keep would have given him a more reasonable so much so that they impact even the remote
the focus of his community on preservation governor-mayor than Ne, and knows he mining town of Diamond Lake. These are
of a near-extinct way of life and away from wont outlive him. the gnome warren of Grossetgrottel and the
anger at the Free City and its operatives dwarven stronghold of Greysmere.

22 DUNGEON PAIZO.COM WEB EXCLUSIVE


Three days (by coach) northwest of Dia- upper markets and vast, agoraphobia-induc- residents. The orders leader, the enchant-
mond Lake, the Cairn Hills Trail enters a ing galleries. More than 400 dwarves dwell ing Amariss (LN female human cleric 6), is
region of steep crags pocked with natural within Greysmere, under the guidance of always on the lookout for new recruits.
caverns. Five of these caverns lead to an inter- Fionor the Rude (LN male dwarf ghter 12),
connected series of gnome villages called a downright mean little fellow who invites CONVERSION
Grossetgrottel. The gnomes of Grossetgrot- all new guests to his dinner table in hopes APPENDICES
tel specialize in rare gems rescued from the that they might provide a moments enter- The following sections provide tips on con-
subterranean depths, but each of the ve vil- tainment. Despite his boorishness, Fionor verting the Age of Worms Adventure Path
lages focuses on a dierent trade or special- respects those who command respect, and to the Eberron and Forgotten Realms
ization. All told, some 800 gnomes call the is a trustworthy friend. campaign settings. Check out the web
place home, though about a quarter as many Far less welcoming are the brooding supplements for each Age of Worms adven-
expatriates live in the Free City itself or in inhabitants of the Cairn of the Green Lady, ture for individual adventure conversion
the mining towns surrounding it. Able gnome a reclaimed tomb on the opposite shore of appendices. Paizo will periodically update
wardens and gem-encrusted constructs stand Diamond Lake itself. Cloaked in robes of this le with new conversion appendices as
vigil over the surface entrances to each com- green and quick to threaten outsiders, these time allows.
munity, and nongnome visitors are subject to two-score devotees of the death goddess
the legendary gnome suspicion. Wee Jas honor a fallen saint of that deity EBERRON CONVERSION
South of the immense Mistmarsh, the with mournful prayers to departed spirits APPENDIX
Cairn Hills jut up to become the Abbor-Alz and mysterious explorations of the hills By Keith Baker
Mountains, and in a tight valley stands the nearby. They base themselves in the tomb Eberron is a world shaped by prophecy.
imposing dwarven fortress of Greysmere, its of this departed servant of the Dark-Eyed Dragons and demons fought a terrible war
impressive stone-carved faade reecting in Lady, whom they believe died during a great at the dawn of history, and the mightiest of
the still waters of a placid mountain lake. Tall migration of humans across the treacherous the ends were bound in the underworld
mountains completely surround the valley, hills more than a thousand years ago. Dia- of Khyber. But bonds can always be bro-
making the citadel one of the most easily mond Lakes Governor-Mayor Lanod Ne ken. For tens of thousands of years, the
defended locales in the region. Unusually trusts the cultists only because they protect dragon sages of Argonnessen have studied
for the dwarves, Greysmere stands open to the towns boneyard from the sinister atten- star, stone, and sea, seeking insights into
all visitors, who are welcome in the enclaves tions of the communitys most depraved the living prophecy that shapes the destiny

Diamond Lake Miners

PAIZO.COM WEB EXCLUSIVE DUNGEON 23


AGE OF WORMS OVERLOAD BY ERIK MONA

of Eberron. Those who know the secrets of and the dragons rose up to ght the ends known planes in search of power. And ulti-
the Draconic Prophecy have heard of the that covered the land, they sought allies in mately, they created the Rod of Seven Parts,
Age of Worms: a time of terror, a reign of all corners of the world, and ultimately even forged in dragonre and cooled in purest
death, when dragon and human alike will the outer planes. On Lamannia, the couatl elemental air. Unfortunately, it was only
be corrupted and enslaved by the ancient emissary found a nation of mighty genies, used once before it was lostbut Miska the
evils. The seers of Argonnessen know that and many were sympathetic to Eberrons Wolf-Spider has never been seen again.
this darkness will one day overtake Eberron; plight. These were the Wind Dukes. Deadly It is believed that all of the Wind Dukes were
they believe that it is inevitable. The only warriors and powerful wizards, these ele- destroyed in the war against the rakshasa, but
question is when. Over the course of this mental lords fought alongside the greatest their tombs and relics still remain.
Adventure Path, a sinister force will set the of the dragons, and wind and re scattered
wheels of the age in motion: it will fall to the the armies of Khyber. Even today, the names The Seeker Lodge
heroes to serve as the agents of destiny, to of the Wind Dukes are still spoken in whis- The Seekers can be incorporated into
nd a way to stop the Age of Worms. pers in the ruined halls of Ashtakala. Eberron as is, as a new secret society. How-
But as powerful and valiant as the allies ever, they could be an unscrupulous arm of
The Whispering Cairn were, it was a battle that could not be won. Morgrave University, or an agency aligned
The Whispering Cairn introduces the idea The mightiest children of Khyber could with members of the Aurum who possess a
of the Wind Dukes of Aaqa and the armies not be destroyed: their spirits would sim- particular love for antiquities. Alternatively,
of Chaos, two ancient powers that fought at ply reform. The couatls retired into Sarlona, the organization could be replaced with the
the dawn of time. In Eberron, the Queen of seeking to nd a way to bind the demon Waynder Foundationalthough Waynd-
Chaos and Miska the Wolf-Spider were two lords. Meanwhile, the dragons and the Wind ers are less likely to resort to subterfuge.
of the mightiest children of Khyber. In the Dukes took a dierent approachcreating a
rst age of Eberron, these beings and oth- weapon that could banish a ends essence Filge
ers of their ilk commanded vast armies of from the Eberron itself. The Wandering In Encounter 5, a male elf corpse tells Filge
rakshasa and other ends. When the couatl Dukes traveled across Eberron and all of the the Guild of Wizardry was wrong to turn

Garrison Militia

24 DUNGEON PAIZO.COM WEB EXCLUSIVE


you out. This should be changed to the few older tombs, which legends claim date Healing
Esoteric Orderthe Esoteric Order of back to the Age of Demons itself. For centu- The largest dragonmarked outpost in Dia-
Aureon, described on page 147 of the Sharn: ries these structures have drawn scholar and mond Lake is the Jorasco house of healing,
City of Towers sourcebook. Filges necroman- adventurer alike, both hoping to uncover maintained by Taskar dJorasco (N male
tic experiments violated the principles of new ruins from the fallen civilizationsand haling adept 4/dragonmark heir 3). Taskar
the Esoteric Order, but as a rational arcane to nd treasures overlooked by those who has a number of adepts and mundane heal-
sage, Filge had no interest in joining the have gone before. ers in his employ, and he caters to travelers,
Order of the Emerald Claw, one of the usual Aside from the Dagger River to the east, injured miners, and adventurers who take
bastions for necromancers. Humiliated, he few physical changes are required to use unwise risks in the ruins. Healing spells and
made his way from Sharn to Diamond Lake, Diamond Lake in Eberron. Specic NPCs potions should be obtained at the refuge, as
and he has been lurking in the shadows will be dealt with in the conversion notes temple priests rarely sell their services.
of the great towers ever for the adventures
since. Religion
The Chapel of Heironeous
Backdrop: is dedicated to the sov-
Diamond ereign Dol Arrah, the
Lake goddess of honor and
Diamond Lake battle, and the wall fresco
is located in the displays Dol Arrah in battle
Kingdom of with the dark god known as
Breland. Find the Mockery.
the town of The Church of St.
Moonwatch at Cuthbert is a temple of
the western the Silver Flame. The
edge of the followers of the Flame
Hilt, and follow have always strived to
the trade road ght both spiritual and
to the northeast. physical evils, and the
When the road zealous Jierian Wierus
reaches the Dagger exhorts his congregation
River, you will nd to battle the evil that lurks
yourself at Diamond within all mortal flesh
Lake, high above the through their frequent acts
waters of the Dagger. On of agellation.
a clear day you can see the towers of Sharn in which they appear. However, there are a The Diamond Lake Boneyard is protected
which serves in place of the Free Cityto few specic changes that will help to draw and maintained by the Restful Watch, a
the southeast. Three times each week barges Diamond Lake more fully into Eberron, as small and obscure cult that worships both
stop at the lower docks of the town, picking outlined below. the sovereign lord Aureon and the deity
up shipments of ore to be processed in the known as the Keeper. Followers of the Rest-
foundries of the City of Towers. The small Tidwoads ful Watch believe that the keeper snatches
lake that gives the town its name is located The dragonmarked House Kundarak worthy souls to protect them from Dolurrh,
up at the top of the clis, and some old salts dominates the banking trade. As a result, and that some day, when the time is right,
claim that there are tunnels at the bottom of the banker Tidwoad is actually Tidwoad he will return these souls and the dead will
Diamond Lake that lead all the way down to dKundarak (LE male dwarf expert 5), who rise again.
the Dagger itself. uses his dragonmark gi of arcane lock to The Ebon Triad reveres the Shadow, the
The mines of Diamond Lake run down help secure his many vaults. Tidwoads bank Mockery, and the Keeperthough they have
into the clis along the Daggers edge. The also holds a House Sivis speaking stone, allow- a very dierent view of the Keeper than the
majority of the tombs and cairns in the hills ing residents to send and receive messages Restful Watch.
around the town are tied to three cultures: for a fee. A number of Sivis gnomes reside
the ancient goblins of the Dhakaani Empire, in the shop to operate the stone and assist Getting the Players Involved
Malleon the Reaver and the other humans Tidwoad with bookkeeping. The senior Sivis Consider the following options for charac-
who rst settled the region during the representative is Lylana Lyrriman dSivis (N ters belonging to Eberrons unique races:
migration from Sarlona, and the strange, female gnome bard 1/expert 3), a garrulous Changelings: There are a few changelings
alien architecture of the daelkyrthe rem- woman who will keep customers talking for in Diamond Lake. Most have ties to the
nants of the war that shattered goblin civi- as long as possible. Midnight Salute; Purple Prose may actually
lization in ages past. And then there are a be a changeling herself.

PAIZO.COM WEB EXCLUSIVE DUNGEON 25


AGE OF WORMS OVERLOAD BY ERIK MONA

Kalashtar: A kalashtar seer has had pre- god. In time, the overlords were bound by ness to become the herald of the Shadow. A
cognitive visions of a terrible disaster, but dragons and the Silver Flame. But many of character would have to make a successful
she cannot narrow the focus to determine the lesser spiritsthe rakshasaescaped skill check in one of the following to have
its exact nature. A kalashtar may have been this fate, and for tens of thousands of years heard these tales: Knowledge (arcana) (DC
sent to the town to watch for any signs of they have schemed to release their mas- 25), Knowledge (religion) (DC 20), bardic
this rising evil. ters. Thousands of years ago, the overlord knowledge (DC 25).
Shiers: There should be a number of Katashka merged with the human wizard
shifters at the Bronzewood Lodge, but Kyuss, but this newly-forged demigod was The Tieings
shier rangers and scouts could also be bound anew before he could unleash his The tieings guarding the mines are not the
attached to the garrison; the question is full power. The Prophecy speaks of the result of contact with the outer planes. Their
whether the character is a child of the wilds, Age of Worms, when Kyuss shall be freed ancestors ventured deep into the underdark,
or a member of Brelish society. to stretch his hand across the world. The only to be corrupted by the dark power of
Warforged: The warforged are tireless Lords of Dust who serve Katashka have been the rakshasa overlords imprisoned in Khy-
workers with no need for food, and as such preparing for this day for millennia, and ber. Tieings bridge the gap between the
they would be welcome in the mines. How- the Ebon Triad is just one of the tools they Cults of the Dragon Below and the Lords of
ever, established miners might see a new have shaped to serve their purpose. This is a Dust: they are loyal servants of the ancient
wave of warforged as a threat to job security. perfect example of the machinations of the powers, and a Lord of Dust may be able to
A former warforged soldier might continue Lords of Dusta scheme that takes cen- call on the tieings touched by his over-
to serve at the garrison. Or perhaps a war- turies to unfold, using human agents who lord to serve in his schemes. The tieings in
forged adventurer has become fascinated have no idea of the true role they are play- this adventure are servants of Katashka, and
with the ruins: as a member of a race with ing. In time, the heroes will come face to their tattoos display serpentine patterns and
no history, he is intrigued by the remnants face with the servants of Kyuss-Katashka; skeletal gures.
of fallen nations. for now, they must ght the Ebon Triad. Khyber tieings are native outsiders; in
The grimlocks in this adventure come from all other respects they are identical to stan-
The Three Faces of Evil a grimlock culture that has turned from the dard tieings.
In The Three Faces of Evil, the heroes worship of the daelkyr to revere the Keeper.
battle the Ebon Triada cult that seeks to They mine Khyber shards in the depths and The Aspect of the Overgod
create a vessel for the power of three gods. cra Keepers fang weapons, helping to spread At the end of the adventure, the heroes may
But the Ebon Triad is actually the tool of an the grasp of the Keeper across the world of have to battle an aspect of the Overgod, a
ancient evil that created the cult as a tool to the living. However, the dreams that led Gral- creation of the faith of the Ebon Triad. Its
usher in the Age of Worms. lak Kur to this place did not come from the appearance should be altered to reect the
Keeper; these were sent by the Lords of Dust. gods it represents. As such, it has the body of
The Ebon Triad For purposes of the adventure, replace a ayed giant, its raw muscle glistening with
The cult of the Ebon Triad reveres three Hextor with the Mockery, Vecna with the blood. Its head is that of a skeletal dragon,
of the gods of the Dark Six: the Mockery, Shadow, and Erythnul with the Keeper. though eshy eyes peer out of its bony sock-
the Keeper, and the Shadow. The cultists ets. The entire creature is surrounded by
believe that ritual and sacrice can bring Vecna halo of dark mistthe cloak of the Shadow.
their lords to Eberron, combined into the According to the adventure, the labyrinth It still has six arms tipped with vicious talons.
singular force they call the Overgod. was one of Vecnas lairs during his mortal Two belong to the ayed giant. Two are the
Unfortunately for the cult, this is a days. But the Shadow was never mortal. bony forelimbs of a skeletal dragon; the le
doomed quest. The gods of Eberron are dis- To bridge this inconsistency, the DM may is missing its forelimb and paw. And two are
tant and enigmatic, if they even exist; they choose to say that this was the lair of one limbs of pure shadow; these are insubstantial
are not about to descend to the world as of the greatest acolytes of the Shadow and and cannot actually harm anything solid.
one or three. Power can be drawn from the the Keepera wizard whose research into The statistics of the aspect remain the
heavens, and it is this force that empowers dark magic allowed him to break the bor- same. The Standard of Hextor instead sum-
the aspect of the Overgod. The cult can cre- ders of life and death to become the rst mons the weapons of the Mockery, a pair of
ate monsters like the aspect, but they will human lich. This Vecna did not become kamas. However, the damage remains the
never bring true gods to the world. a god, but he was one of the mightiest same; one kama strikes at +13, the other at
The founders of the cult knew this from human wizards of history. His nal fate is +8, and each inicts 1d8+8 damage.
the very beginning. The cult of the Ebon a mystery; he spread terror for a century
Triad was founded by immortal rakshasas aer his death, then vanished. Some believe FORGOTTEN REALMS
members of the cabal known as the Lords of that he was killed by warriors of the Silver CONVERSION
Dust (described in detail in Dragon #337). Flame. Other tales say that Vecnas own dark APPENDIX
In the rst age of Eberron, the world was magicks consumed him. But some say that By Eric L. Boyd
ruled by the rakshasa and their endish he lives stillthat he is the lord of the Lair The Age of Worms adventure path can be
overlords, spirits with the power to rival any of the Keeper, or that he stepped into dark- incorporated into the Forgotten Realms

26 DUNGEON PAIZO.COM WEB EXCLUSIVE


with a minimum of work for the Dungeon Daggerford diers from Diamond Lake in favors from the former dukes castle to the
Master. The online supplement for each that it is walled, it lies on the banks of a river highest bidder. In less than 24 months, the
installment of the adventure path will be ford, not a lake, and, until recently it was a once-proud town of Daggerford has become
accompanied by an appendix detailing sug- much nicer place than Diamond Lake and synonymous with vice and exploitation,
gested adaptations to the adventure. Note ruled by a hereditary duke. The most impor- to the frustration of Sherlen Spearslayer
that in lieu of repeatedly saying In the tant dierence is that the mining industry (female variant of Captain Tolliver Tresk).
Realms, XXX is known as YYY, these side- does not dominate Daggerford to the extent Long-established businesses have been sold,
bars use the convention XXX (YYY). that it does in Diamond Lake, so that the their owners forced out by new investors
Future Forgotten Realms products will conicts among the mine owners are but allied with Lanod and Cubbin.
not treat the events in the Age of Worms one of many threads of conict within the In conscious imitation of the Lords of
adventure path as canon, but the unfolding town of Daggerford. The DM can either use Waterdeep, the identities of the 23-member
of events suggested in these appendices will the map of Diamond Lake with Realms-ver- Town Council of Daggerford are nominally
not diverge unduly from the core Realms sion place names or the Daggerford map secret except to each other, but everyone
unless the characters fail or the Dungeon found at the above-mentioned URL. knows the roster includes the towns guild-
Master wishes them to. Each Forgotten The most prominent deities in Daggerford masters and most prominent clerics. The
Realms appendix may refer to various include Chauntea (Beory), Lathander (replaces current Council roster includes Baergon
Forgotten Realms products, including, St. Cuthbert, although dogmatically Helm is Bluesword (CG male half-moon elf ghter 7/
but not limited to, City of Splendors: Waterdeep, a better substitute), Tempus (Kord), Tymora cleric 7 [Tempus]), Bando the Lame (CG male
Faiths & Pantheons, Lost Empires of Faern, Ser- (Olidimmara), and Tyr (Heironeous). Local lightfoot haling cleric 9 [Tymora]), Derval
pent Kingdoms, and Underdark, but only the sects include the Bronzewood Lodge of Silva- Ironeater (Dulok Blitzhame), guildmaster
Forgotten Realms Campaign Setting should nus (Obad-hai), the Cult of Ascended Lovers of the blacksmiths, Korbus Brightjewel (CN
be strictly necessary to adapt the campaign (Cult of the Green Lady, a local sect that ven- male rock gnome illusionist 7), guildmaster
to the Forgotten Realms. erates Kelemvor and a LN aspect of Mystra in of jewelers and whitesmiths, Liam Sunmist
Characters in the Realms version of the lieu of Wee Jas), and the Old Order (Twilight (Jierian Wierus, LG male Tethyrian human
arc begin their careers in the town of Dag- Monastery). The Ebon Triad is a sinister cult cleric 10 [Lathander]), Maerovyna (LG female
gerford (Diamond Lake) along the banks of venerating three gods slain during the Time Tethyrian human cleric 9 [Chauntea]), Nar-
the River Delimibiyr, exploring the Forlorn of Troubles (1358 dr): Bane (Hextor), Bhaal tan the Merchant (LE male shield dwarf war-
Hills (Cairn Hills) and the Lizard Marsh (Erythnul), and Myrkul (Vecna). The Realms- rior 9), guildmaster of merchants, and Bala-
(Mistmarsh) before moving to Waterdeep version of the Ebon Triad seeks to bring bar Smenk, guildmaster of the mine owners.
(Free City), Longsaddle (Magepoint), the about the rebirth of the Dead Three. Unlike Other guilds include the animal handlers,
Chultan Peninsula (Amedio Jungle), Star- in the standard adventure path, where cult- carpenters, farmers, heralds and runners,
mantle (Alhaster and Redhand), and Skull ists of the Ebon Triad are dangerous, deluded leatherworkers, moneylenders, physicians,
Gorge (Ri Canyon and Wormcrawl Fis- fools, the Realms-version of the cult is actu- pleaders, rivermen, scribes, spellcasters, tai-
sure). For those DMs who used the Shack- ally on to something, acting as key players in lors, tanners, taverners, and watermen.
led City Adventure Path in the Realms, note a centuries-old divine plot initiated during Locations of note in Daggerford include
that these appendices assume that the city the Age of Netheril by Jergal, Lord of the End the community Stables (Lakeside Stables),
of Cauldron sits in a caldera on the Chul- of Everything. the Barracks (Garrison), Black Stone Inn (the
tan Peninusla, on the northern slopes of the Nearly two years ago, unknown assassins Midnight Salute), Delfens Tower (Allustans
Sanrach Mountains, just east of the Jungles poisoned the Duke of Daggerford, Pwyll Residence), the Ducal Castle (Ne Manor),
of Chult. Greatshout Daggerford, his sister, Lady the Happy Cow (the Feral Dog), Zalaman-
Bronwyn, and his bastard brother, Lord dras Emporium (formerly the River Shin-
Backdrop: Diamond Lake Llewellyn Longhand, leaving the duchy with- ing Tavern), Daggerford Inn (Jaleks Flop-
The adventure path begins in late spring out an heir. (Luzanes late husband died in the house), Farrels Fine Jewelry and Apparel
of the Year of Lightning Storms (1374 dr) in same incident.) The perpetrator(s) were never (Tidwoads), and the Merchants Guild (Gen-
the town of Daggerford (Diamond Lake), caught. Soon thereaer, the Town Council eral Store). NPCs of note include Bitris Iro-
which lies along the northern bank of the met and elected Lanod Ondabar (Ne) of naxe (Bitris Ruthek), Demetira Landscraper
River Delimibyr (Diamond Lake) where the Irieabor, the little-known brother of the (female shield dwarf variant of Jalek), Der-
Trade Way crosses the river. Aside from a well-respected Delfen Yellowknife Onda- win Ironeater (Ragnolin Dourstone, brother
brief mention in the Forgotten Realms bar (Allustan, but CN, short, and increasingly of Derval), Filarion Filvendorson (Ellival
Campaign Setting, further details about stout), as Governor-Mayor. Rumors suggest Moonmeadow), Galuth Ironaxe (Galuth
Daggerford may be found in the 1e and 2e that the Town Council settled on Lanod Grobadore), Kaulbach (female variant of
products N5Under Illefarn, Volos Guide to Ondabar as a compromise candidate and Velias Childramun), and Ransaran (Tyrol
the Sword Coast, and The North. The North is lesser evil in lieu of Balabar Smenk. Ebberly).
available as a free PDF download on the As Governor-General, Lanod quickly The region surrounding Daggerford is
Wizards of the Coast website, wizards.com/ appointed his old adventuring companion, best described in the web enhancement for
dnd, and contains a map of the town. Cubbin, as sheri and began selling political City of Splendors: Waterdeep, found on the

PAIZO.COM WEB EXCLUSIVE DUNGEON 27


AGE OF WORMS OVERLOAD BY ERIK MONA
Inside the Library of Last Resort

Wizards of the Coast website. Waterdeep, lies east of Daggerford along the northern peaks of the Forlorn Hills (Cairn Hills), south
City of Splendors (the Free City), lies 120 bank of the River Delimibyr, south of the of the Delimbiyr Route. It takes a full day (8
miles by highway through plains terrain to Forlorn Hills and the trail that connects hours) to make the hike from Daggerford to
the west-northwest. Criam Hold (Blackwall Secomber with the Trade Way.) Mount Ille- the abandoned mine oce.
Keep) lies 15 miles west by river (down- farn (Greysmere) is the most prominent of In the Realms, the Wind Dukes of Calim
stream) or by trackless plains, on the edge of the mountains and perhaps the only one to (Aaqa) were djinni (vaati) generals of the
the Lizard Marsh. Julkoun (Blackstone) and merit the name, while Grossetgrottel lies Calim Empire in what is now far-o Calim-
Secomber (Elmshire) lie 90 and 165 miles within a lesser known peak to the west. shan. Their ancient foes were the armies
east, respectively, by river (upstream) or by Finally, note that half-orcs are the legacy of Memnonnar (Chaos army) led by the
road/trail through hills. The Bronzewood of numerous invasions from the Spine of great efreet general Memnon (Miska the
Lodge lies across the river and 90 miles to the World (the orc nation), while human Wolf-Spider) in service to Kossuth (Queen
the east by trackless plains, near the north- barbarians are likely descendants of the of Chaos), the elemental Lord of Fire. The
ern edge of the Misty Forest. Daggerfords Uthgardt tribes that wander the north or Era of Skyre (Battle of Pesh) ended thou-
iron and silver mines lie 5 to 20 miles to the clans that live on the High Moor to the sands of years ago in the destruction of both
the east of town by mountain trail, on the south and east. genie-led empires and the creation of the
same side of the river, in the small range Calim Desert (Pesh). The Scepter of Calim
of mountains that rise up at the southern The Whispering Cairn (Rod of Law) was symbol of the djinns sov-
end of the Forlorn Hills (Cairn Hills). (This As discussed in the Realms sidebar for the ereignty in the lands south of what is now
range is small enough that it does not show Diamond Lake Backdrop, the adventure the River Agis until it was shattered by the
up on the general map of the Realms found begins in Daggerford (Diamond Lake) on the elven High Mages of Keltormir. It is now
in the Forgotten Realms Campaign Setting northern shore of the River Delimibyr, south known as the Shattered Scepter of Calim (Rod
but does appear in the map accompanying of Waterdeep (the Free City). The Whispering of Seven Parts). The djinni buried their dead
the City of Splendors: Waterdeep web enhance- Cairn and the Stirgenest Cairn lie upriver in the cold, unclaimed lands of northern
ment. The southern end of the Forlorn Hills from Daggerford, among the southernmost Faern, far beyond the grasp of Memnons

28 DUNGEON PAIZO.COM WEB EXCLUSIVE


tomb-raiding legions. Further details on the than its heretical beliefs. If Jergals long-sim- power must remain within the waters. Aer
history of the Calim Empire and Memnonar mering ploy succeeds, the resurrection of Grallak Kur drowned in the rivers waters
can be found in the Forgotten Realms the Dead Three will enable him to circum- (murdered by a rival) before being brought
Campaign Setting, Lost Empires of Faern, and vent Aos strictures and absorb the power of back to life, the Way of the Ebon Triad was
in the second edition product Empires of the all three gods, transforming the Lord of the revealed to him in a series of visions. The
Shining South. End of Everything into the Overgod. grimlock oracle founded a Cult of Bhaal,
Artophanx is a small magma paraelemen- The Nethertome of Trask was penned by an but the dead gods followers were eventu-
tal (see Manual of the Planes, page 182) who archmage of Netherese descent in the Year ally unmasked and driven from the town.
served Memnon ere his imprisonment. of the Telling Tome (668 dr). Trask is said Inspired by a vision, Grallak led his follow-
The Whispering Cairn was last explored to have explored the ruins of Holloway, a ers north to the Black Cathedral, where they
by Ulavant, an unscrupulous tomb hunter Netherese city that lay in the depths of the joined the Faceless Ones followers. Note that
(Shade hunter, see Champions of Ruin) Hollow (see the Netheril boxed set, available Grallak needs to replace his Combat Casting
backed by a minor sect (the Seekers) within for free download at wizards.com/dnd), feat with Servant of the Fallen (Bhaal) (see
the Church of Oghma who seek to liber- now known as Skull Gorge, and discov- Lost Empires of Faern), lose the bonus Weapon
ate knowledge by any means necessary and ered the Way of the Ebon Triad therein. In Focus feat, add a dagger to his possessions,
oen to their own personal benet. Details the Nethertome, Trask indicates that the Way replace his domains with Death and Destruc-
of Ulavants band may be found in Water- of the Ebon Triad may actually date back to tion, and change his domain spells to inict
deep among the musty tombs of the Font the primitive humans who inhabited the light wounds and death knell.
of Knowledge (Seeker Lodge). gorges caverns long before the rise of the
The architecture and artifacts of the Netherese, although in truth those writings THE WORLD
Whispering Cairn once owned or created by were placed there by servants of Jergal ere OF GREYHAWK
the djinni Icosiol, Nadroc, and Zosiel reect the founding of Holloway. CONVERSION
the art and culture of the djinni-led Calim In the Year of the Banner (1368 dr), APPENDIX
Empire. Depictions of Zosiel, as found in #7, Theldrick and a company of tieings ed Fans of the World of Greyhawk campaign
#24, and #25, show a proud djinn warrior. Darkhold during the Second Banedeath, setting will nd that adapting the Age of
The statues in #10 and #15 depict proud as the purge of Banites from the ranks of Worms Adventure Path takes a minimum
djinni nobles. The Guardian of the Veil is a the Zhentarim by Cyricists in that year is of eort. The Free City, of course, is the Free
mythic gure of djinni lore. known. Although Bane has since returned, City of Greyhawk. Readers seeking more
Aside from Anders and Alastor, the Land Theldrick and his followers never returned information about the fabulous Free City
family died of the Red Death plague in the to Darkhold, preferring to make their own should seek out the City of Greyhawk Boxed
Year of the Shadows (1358 dr), a magical way among the wilds of the North. Garras Set and Greyhawk: The Adventure Begins.
disease unleashed during the chaos of the and Kendra hail from the Amnite city of Both supplements are now out of print, but
Time of Troubles. Anders died in the Year Purskul (see Lands of Intrigue, available for PDFs can be purchased online through a
of the Boot (1343 dr). Alastor ran away in the free download at wizards.com/dnd). Note number of ocially licensed retailers.
Year of the Moonfall (1344 dr). that Garras, Kendra, and Theldrick have the Using this approach, the archmage Man-
Filge hails from the City of Splendors, an Hatred domain (see the Forgotten Realms zorian becomes Tenser, former member
outcast from Waterdeeps Watchful Order of Campaign Setting or Players Guide to Faern) of the Circle of Eight and one of the most
Magists and Protectors (Guild of Wizardry). in lieu of the War domain, employ the powerful agents of good in the Flanaess. His
morningstar in lieu of the heavy ail, and associate Balakarde becomes Bucknard, who
The Three Faces of Evil lose the bonus Weapon Focus feat. Likewise, vanished in the Wormcrawl Fissure decades
In the Realms, the Ebon Triad is a sinister Theldrick replaces his domain spells with ago. The current year is 595 cy.
cult venerating three gods slain during the protection from good, scare, and bestow curse, The Twilight Monastery, outside Dia-
Time of Troubles (1358 dr): Bane (Hextor), and he particularly enjoys taunting follow- mond Lake, is dedicated to the tenets of
Bhaal (Erythnul), and Myrkul (Vecna). The ers of Tyr (Heironeous). Xan Yae, a goddess of Twilight, Stealth, and
Realms-version of the Ebon Triad seeks to Below Boreskyr Bridge, the Winding Water Shadows from the distant Baklunish West.
bring about the rebirth of the Dead Three. is foul and loathsome, owing black until Izenfens silent killers honor Zuoken, a
Unlike in the standard Adventure Path, many miles west of Trollclaw Ford. The demigod in Xan Yaes service. The Living
where cultists of the Ebon Triad are danger- rivers waters were poisoned by the death of Greyhawk Gazetteer oers more informa-
ous, deluded, heretical fools, the Realms-ver- Bhaal during the Time of Troubles. Unbe- tion on these beings. F
sion of the cult is comprised of dangerous knownst to all but a few intrepid explorers
heretics who are actually on to something, of the Realms Below, the tainted water also Future conversion appendices will appear in the
acting as key players in a centuries-old divine drains down into the Underdark, eventually Online Supplements for the issues in which new
plot initiated during the Age of Netheril by mingling with an underground river that adventures appear, as well as in updated versions
Jergal, Lord of the End of Everything. In the passes through the grimlock town of Reeshov of this le, which will be uploaded to paizo.com
Realms version, the Ebon Triad is marginal- (see Underdark). Although the water is not as the Age of Worms Adventure Path progresses
ized more by its embrace of three dead gods befouled at that point, some hint of Bhaals and as time allows.

PAIZO.COM WEB EXCLUSIVE DUNGEON 29

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