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Death Ship of the

Roach Princess:
Pathfinder 1st
Edition Addendum
Author: Matt Finch
Pathfinder 1st Edition Conversion:
Michael Mars Russell
Layout: Michael Mars Russell

Cover Art by Balazs Pirok


Michael Mars Logo by Ryland Carlin
Art Licensed from Frog God Games and Fantasy Stockart
This product contains intellectual property of Frog God Games LLC under license. Such intellectual property is
considered Product Identity under the terms of the Open Game License provided by Wizards of the Coast.
Death-Ship of the Roach Princess 7B. Tunnel Exits
1. Climbing to the Deck Non-Matter CR 1
XP 400 (Appendix B: New Creatures and Hazards,
Using the holes, the climb can be accomplished with a “Non-Matter”)
DC 10 Climb check.
8. Honeycombed Chamber
2. The Deck
Void Trap CR 2
The roaches on the ship’s deck are not grouped XP 600
Type magic; Perception DC 25; Disable Device DC
together into the kind of masses that can actually harm
people, but for every ten minutes spent on the deck25
Trigger sound (trigger word); Duration 1 minute;
there is a 1-in-10 chance that a swarm coalesces and
starts crawling onto and over the characters. The Reset automatic
swarm is not dangerous. Effect pinholes of unreality (1 negative energy damage
in the first round, 1d2 negative energy damage in the
5. The Cabin second round, 1d3 negative energy damage in rounds 3
Composite Roach Demon CR 1 – 10); multiple targets (all creatures in the room);
XP 400 special (can be turned off by speaking the trigger word
hp 11 (Appendix B: New Creatures and Hazards, again while it is active)
“Demon, Composite Roach”)

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10. Cultist Chambers (Entrance) 11C. Cleric Lyuul the Roach
Any character who succeeds at a DC 10 Knowledge Lyuul the Roach CR 2
(Religion) check can guess that the paintings and XP 600
symbols are dedicated to some kind of tomb-guardian, hp 20 (Appendix B: New Creatures and Hazards,
but it is not a being with which they are familiar unless “Lyuul the Roach”)
they succeed at a DC 35 Knowledge (Religion) check.
Details on the deity to whom the area was consecrated 12A. Antechamber
— Charon of Far Kathan — are provided in the Void Trap CR 2
Appendix in case a character has access to divination
XP 600
magic. Type magic; Perception DC 25; Disable Device DC
Non-Matter CR 1 25
XP 400 (Appendix B: New Creatures and Hazards, Trigger sound (trigger word); Duration 1 minute;
“Non-Matter”) Reset automatic
Effect pinholes of unreality (1 negative energy damage
10A. Cultists’ Sleeping Chambers in the first round, 1d2 negative energy damage in the
second round, 1d3 negative energy damage in rounds 3
Cultist (2) CR 1/3 – 10); multiple targets (all creatures in the room);
XP 135 special (can be turned off by speaking the trigger word
hp 5 (Pathfinder Roleplaying Game NPC Codex, again while it is active)
“Acolyte”)
12B. Bedchamber
10C. Empty Quarters
Composite Roach Demon CR 1
A character who succeeds at a DC 15 Survival check XP 400
can make an educated guess that the chamber has not hp 11 (Appendix B: New Creatures and Hazards,
been occupied for at least five days. “Demon, Composite Roach”)
10E. Roach Demon Room (and Interstice to 14. Prison Chamber
Area 13B)
Bugbear CR 2
Composite Roach Demon CR 1 XP 600
XP 400 hp 16 (Pathfinder Roleplaying Game Bestiary,
hp 11 (Appendix B: New Creatures and Hazards, “Bugbear”)
“Demon, Composite Roach”)
The Prisoners
10F. The Secret Cargo
Paravas Jaune:
If they search for secret doors, however, with a
successful DC 20 Perception check they discover one Paravas Jaune CR 2
of the most disturbing secrets The Shifting Fortune XP 600
holds: its true cargo. hp 22 (currently 11) (Pathfinder Roleplaying Game
NPC Codex, “Heir Apparent”)
____________________________________________
10G. Crypts No Gear
Non-Matter CR 1 The Fiend (Torad Yarog):
XP 400 (Appendix B: New Creatures and Hazards,
“Non-Matter”) The Fiend CR 6 / BA 6
XP 2,400
11B. Guard Post hp 59 (Appendix B: New Creatures and Hazards, “The
Fiend”)
Cultist (2) CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game NPC Codex,
“Acolyte”)

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Appendix B: New Creatures and Lyuul the Roach
XP 600
CR 2
Hazards Human cleric of Teratashia 3
Demon, Composite Roach CR 1 CE Medium humanoid (human)
XP 400 Init +0; Senses Perception +3
CE Medium outsider (augmented vermin) AC 17, touch 11, flat-footed 17 (+6 armor, +1
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; deflection)
Perception +1 hp 20 (3d8+6)
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) Fort +4, Ref +1, Will +6; +2 insight bonus vs. mind-
hp 11 (2d8+2) affecting
Fort +4, Ref +2, Will +1 Speed 30 ft. (20 ft. in armor)
Defensive Abilities swarm traits (tiny vermin); Resist Melee morningstar +3 (1d8+1)
cold 5, fire 5; SR 6 Special Attacks channel negative energy 5/day (DC
Speed 15 ft., climb 15 ft., fly 30 ft. (poor), swim 15 ft. 13, 2d6)
Melee swarm touch +3 (1d6 plus distraction and filth Cleric Spells Prepared (CL 3rd; concentration +6)
fever) 2nd—hold person (DC 15), knock[D], silence (DC
Space 5 ft.; Reach 5 ft. 17)
Special Attacks distraction (DC 12), filth fever (DC 1st—bane (DC 14), cause fear (DC 14), cure light
12), smite good (1/day; +0 to hit, +2 damage) wounds, open and shut[D] (DC 16)
Str 2, Dex 15, Con 13, Int —, Wis 13, Cha 2 0 (at will)—create water, detect magic, purify food
Base Atk +1; CMB —; CMD — and drink (DC 13), read magic
Skills Acrobatics +2 (-6 to jump), Climb +10, Fly +2, D Domain spell; Domains Travel (Portal
Swim +10 subdomain), Void
Special Abilities Str 13, Dex 10, Con 12, Int 8, Wis 17, Cha 14
Swarm-like Body (Su) The composite roach demon’s Base Atk +2; CMB +3; CMD 14
form is made of thousands of cockroaches, allowing it Feats Bloatmage Initiate, Greater Spell Focus
to fit through any area a cockroach could and granting (illusion), Spell Focus (illusion)
it the typical swarm abilities and immunities. If the Skills Acrobatics -5 (-9 to jump), Knowledge (planes)
composite roach demon enters another creature’s +5, Knowledge (religion) +5
square, that creature suffers the swarm attack damage Languages Common
without an attack roll, but the attack may be used SQ sacred threshold
from an adjacent square with Other Gear chainmail, morningstar, ring of protection
a touch attack. +1, silver unholy symbol of Teratashia, spell
component pouch
Special Abilities
Bloatmage Initiate (Illusion) +1 caster level with a
specific school of spells. Always considered to have a
medium load.
Sacred Threshold (1d4 + 1 temporary hp, 6/day) (Su)
As a standard action, for 1 minute your touch increases
DC to force open portal, ally passing through gets
temp hp.

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The Fiend CR 6 / BA 6 Non-Matter CR 1
XP 2,400 XP 400
Between Doppelganger Non-matter is a black, tarry substance that bubbles
N Medium monstrous humanoid (shapechanger) slowly.
Init +8; Senses darkvision 90 ft.; Perception +9 Anything touching it evaporates into nothingness, as if
AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 it made contact with the strongest of acid. No material
natural) substance is immune to the effect, including gases. An
hp 59 (4d10+4 plus 33 temporary hp that are regained incorporeal being is not annihilated by contact, but
every morning) faces a different problem — since the black tar holds
Fort +4, Ref +8, Will +6 together the ship’s component structure in a sea of
Defensive Abilities distorted 50%; DR 5/cold iron and nothingness, an incorporeal being touching the non-
magic; Immune charm, sleep; SR 19 matter is pulled outward into the void of interplanar
Speed 30 ft. space and lost forever. So, it isn’t much better, really.
Melee 2 claws +9 (1d8 + 5) A character who touches the tar must make a DC 20
Special Attacks sneak attack +2d6 Will saving throw every round they are in contact with
Spell-Like Abilities (CL 4th; concentration +6) the non-matter, taking 1d6 untyped damage on a
At will—detect thoughts (DC 14) failure, or half as much damage on a success. The
3/day—charm person (DC 13), unseen servant amount of damage dealt increases by 1d6 for every
Str 20, Dex 19, Con 12, Int 13, Wis 14, Cha 15 round of exposure. The amount of damage taken
Base Atk +4; CMB +9; CMD 24 returns to 1d6 after one minute. The stuff is lethal, and
Feats Combat Reflexes, Dodge, Great Fortitude, since it cannot be contained in any material barrier (it
Improved Initiative, Power Attack oozes out slowly), it cannot be put to use as a weapon.
Skills Bluff +10 (+14 while using change shape),
Disguise +10 (+30 while using change shape),
Perception +9, Sense Motive +6, Stealth +15
Languages Aklo, Common
SQ change shape (alter self), mimicry, perfect copy
Combat Gear dust of disappearance, potion of cure
serious wounds, potion of gaseous form; Other Gear
envoy’s signet*
Special Abilities
Distorted 50% You have a chance to negate critical hits
or sneak attacks on attacks.
Mimicry (Ex) Proficient in all weapons, armor, and
shields. Can use any spell trigger or spell completion
item as if the spells were on its spell list.
Perfect Copy (Su) When a doppelganger uses change
shape, it can assume the appearance of specific
individuals.
For more information regarding Between creatures,
consult Tome of Blighted Horrors by Frog God
Games.

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Appendix C: Demons, Divinities, helm. The ship will lose its motive force, but the
helmsman can get back into the helm, and it will
and Artifacts continue on its way. The magical energy is not lost- it
The Shifting Fortune is stored. This energy cannot be used by someone else
Aura strong conjuration [teleportation] CL 20th; to activate the helm, and if another magic-user
Slot —; Price —; Weight 500,000 lbs. activates the helm, any stored energy is depleted.
The Shifting Fortune is a rowed river-galley, with oars Some magic-users have full access to spells, and can
protruding from the side of the ship rather than having power the helm normally. Others don't have the access
the rowers sitting on the top deck, that is able to travel that wizards or clerics do. These individuals use only
between inter-dimensional gaps via an ornate helm that half their caster level (rounded up) when determining
sits in the center of a 100 ft. diameter stone disk at the what the speed rating of The Shifting Fortune is. The
heart of the ship. classes that can get the full benefit of their caster
To give commands to the ship, you must be wearing levels, and those that only get half benefit of their
the helm, which responds to spoken commands. caster levels, are listed below.
Phanoris, Temporis, Anchoris: This command causes Full Caster Level: Arcanist, Cleric, Druid, Oracle,
the ship to resolve itself fully into the Material Plane of Psychic, Shaman, Sorcerer, Witch, Wizard
Existence for the period of one hour. Speaking the Half Caster Level: Alchemist, Antipaladin, Bard,
words a second time causes the ship to remain Bloodrager, Hunter, Inquisitor, Investigator, Magus,
indefinitely; speaking them a third time causes the ship Medium, Mesmerist, Occultist, Paladin, Ranger, Skald,
to move into partial resolution (its current state); and Spiritualist, Summoner, Warpriest
speaking them a fourth time causes the ship to move The Pillars of Draloon lie a mere 6 speed away from
into the gaps between realities. While in partial Bard’s Gate. Speed rating equates to the speed of light
resolution, entering the area surrounding the ship is when in the gaps between realities, but to only 150 ft.
possible, but exiting is not possible unless the ship is per round while partially resolved in the Material Plane
fully resolved into the Material Plane of Existence due of Existence. When fully resolved, the ship travels at
to the Quantum Zeno effect. the typical speeds for a ship of its size based on the
Yamatar, Vothontar, Uanibaster: This command amount of crew rowing.
(normally used to enter the helm chamber) does not Creatures who do not worship Teratashia must make
affect anyone wearing the helm, as the helm is an DC 20 Will saving throws each day they travel through
integral part of the chamber. The command will, the inter-dimensional gaps or move one step towards
however, banish anyone else in the chamber back to CE. If the creature is already CE, they become a
Area 8. If the words are spoken when no one is in the member of the cursed crew and begin worshiping
chamber (other than the person wearing the helm), it Teratashia.
summons anyone in the magic circle in Area 8 into the The Shifting Fortune is an extremely powerful artifact,
chamber. and unless you want to take the campaign into a
Bedoriomedes. Omniphonologon. Anjoole: Speaking planar-adventuring context, it is the sort of thing that is
these words while wearing the helm unlocks the door too dangerous to hold onto. Many powerful creatures
in Area 12. would love to get their hands on something like this,
The ship can move into dimensional gaps only when it and the Demon-Princess Teratashia is certain to want it
is located at a gateway, so if Phanoris, Temporis, back. The ship’s “navigation” is currently done by
Anchoris is spoken four times, there will not be any Teratashia’s direct intervention (hence the code words
effect unless the ship has been piloted to the Pillars of being recorded in writing by the captain), and the
Draloon or another such gateway. characters would need some way of telling the ship
The Helm of the Shifting Fortune draws on the magical where to go if you decide to take the campaign in that
energy of worshipers of Teratashia, to derive its motive direction. The most likely candidate for this would be
force. The level of the magic-user determines the speed an NPC with experience having to do with the planes
rating of The Shifting Fortune, but is increased by 1 for of existence … if the characters can trust someone with
every ten worshipers of Teratashia in the crew. The that sort of knowledge.
helm requires a magic-user with a full complement of Destruction
spells for optimum performance. For every spell cast To permanently destroy The Shifting Fortune, it must
before activating the helm, deduct one speed from the be fully resolved in the Material Plane of Existence,
ship's rating while that person is in the helm (minimum with no worshipers of Teratashia on board, then
of 1 speed.) A person using the helm is known as the consecrated. Only then can the Helm be destroyed by a
helmsman. A helmsman who activates the helm loses good aligned weapon and the curse on the ship ended.
the use of all their spells for the rest of the day, until Unfortunately, anyone on board the ship, and the ship
they have rested and regained spells. However, a itself) when this happens is shunted into the gaps
helmsman can activate the helm, and then leave the between realities without any protection.

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