Pathfinder black stars beckon pdf download
The sayona twins, Ovonda and Ultor see area B9 , may throw use of torches or personal lanterns to illuminate this Continuing the up a few social obstacles or try to distract Delmaria, but room may draw odd looks, though a simple light spell Campaign they stay in character and let the PCs succeed. This also will not. Lord Avaric reckons that whatever happens Knowledge religion check.
She is sculpted so that she Journal with the girl, his game with the PCs is far from over. The items on the windowsills are mere Bestiary B1. Foyer CR 11 decorations worth 50 gp in total. Careful examination reveals the doors, left ajar.
Just past the front door,s another pair of doors eye is a pale blue rhomboid ioun stone. The stone is also a stand to the north and south, with an alcove just beyond each.
The floor is polished B The alcoves here serve as coatrooms for those guests Avaric hid the stone, one of the few keys to his private who wish to divest themselves of their outer attire. Pegs crypt, in this location in hopes that it would never be and hooks along the wall hold an assortment of fine coats found and used. If he sees such an ioun stone floating and cloaks.
Such an act may cause him to escalate how party check invitations here as guests arrive. They also aggressive he is with the PCs. PCs who attempt to enter are greeted politely and asked for their invitation.
A flight of. He welcomes the PCs to his home and politely asks who they are. If the Creatures: There is little of interest in this area except PCs present themselves as strangers seeking hospitality for three human servants if necessary, use the pilgrim or as friends of Lord Eldarius, Avaric invites them to statistics block from page of the Pathfinder RPG stay. They are busily packing their things she is also a guest, but he has no idea where she is. They are anxious but solicitous, and Instead, he invites them to stroll about the manor and ask if the PCs require assistance.
If the PCs ask or talk seek her out. A If the PCs accept his invitation, he offers them a glass wonderful man he is. Avaric tries to deny any A red carpet runs down the center of this room, knowledge of such a person.
If the PCs are insistent, toward a set of grand staircases that lead upstairs. Avaric grows cool and asks them Gleaming brass candelabras are positioned in corners to leave. If they refuse, Avaric to provide a festive light, along with a crystal gives them one warning that chandelier hung from the ceiling. The dark he is prepared to make this hardwoods of the floors and doors have a confrontation.
Two are threat and does not reveal cursed vampires who are himself as self-aware. If traits; Resist cold 10, electricity 10 the PCs take a different approach into the manor Weaknesses vampire weaknesses. The DC 20 , unseen servant After midnight, as the cursed vampires fall into a Blighted Tower 0 at will —bleed DC 19 , detect magic, mage hand, bestial frenzy, Avaric defends his manor.
NPC Gallery in his two bodyguards in area B If given forewarning, Avaric casts false life, see invisibility, and dons his mask of B5. The adjustment Campaign for false life has not been included in this stat block. This rectangular room is filled with wooden racks that hold an During Combat He uses greater command and hold person impressive wine collection.
Doors exits to the south and east. If outmatched, he uses enervation to make the successful DC 40 Disable Device check to open. While Bestiary fight costly for his enemies. If the PCs do attempt to open the B24 specifically. Once inside, he attempts to recover his locks and are noticed, the guests in B4 try to locate Lord vigor with fast healing. Avaric or challenge the PCs directly. It retains possibly bolt if the PCs turn confrontational.
Cursed but the range from its fields usually causes the effect vampire nobles are in the custom of dissolving a sugar to be irrelevant. As long as a kudimmu receives a cube in their drink to offset the aftertaste, not unlike victim weekly, the kudimmu it chooses to maintain a absinthe. Several delicately worked, white gold absinthe symbiotic relationship with the local vampires. Together they are Asking about the wine is an alternative way to learn worth 1, gp. A variety of containers fill the pantry shelves to the south.
Ballroom CR The exterior door to the north is locked Disable This large octagonal room has a domed ceiling that is twenty Device DC 25 to open. The servants in the kitchen have a feet high at the center. Four marble pillars provide structural key. See area B5 regarding the west door. Red silk ribbons Creatures: Two to three human servants can be are twined around the columns and tied in large bows to found here at any one time, preparing a feast that only provide a festive appearance.
Along the south wall, a wooden some of the guests actually eat, while the others only bandstand has been erected with a small set of steps. A set of imagine they do. If necessary, use the pilgrim stat block double doors exits to the west. None of them have a key to Creatures: A total of eight creatures occupy the area B5, and they are instructed to say nothing, but to ballroom most of the time. Five are human, three of notify Avaric and Abraed if anyone tries to get in there.
There are The servants are otherwise too busy to speak much, as also two cursed vampire guests and one ecorche. The ecorche, Abraed, is not affected by the curse and is very self-aware. The necromantic horror poses as a B7. Dining Hall CR 13 party guest by wearing a human skin. Against the north wall and the stolen. Otherwise the undead spy is a troubleshooter. A door with a glass window opens to begins. After midnight, he returns to his chambers in the east and provides a view of a sloping garden and hedge area B Three wooden doors exit to the west and north.
This becomes an opportunity for apply poison to their claws. In that role, they meddle with efforts to Morale If reduced to 50 hit points or fewer, a twin attempts Continuing the liberate Delmaria, but not so much as to reveal themselves. Aura cowardice 10 ft. A smaller chamber fills the northeast corner, separated by a. You know, something a tad less prim and proper. The smaller room of the sayona twins is present, they cut in and reply as contains a privy.
The north doors have no lock but may described in the Development section of area B9. Private Parlor B Spare Bedrooms Carpets line the floor of this octagonal room, including a ten- These rooms differ in layout but are all similar in foot-square and three-foot-deep center area filled with silk- content.
Each is a guest room with a bed, small table, and satin-covered pillows. Four well-stuffed sofas sit against and wardrobe. One room contains a private bath, and a the corner walls and face the center of the room. To the east pair of secret doors connects two rooms.
The rooms see and west are two black iron cages, each large enough to house little use, but in this instance may be useful for either a human being and suspended a few feet off the floor by a vampires or PCs to hide the bodies of the other. If the heavy chain. Against the north wall is a wooden wardrobe. This door is kept locked and requires a DC 35 Disable Device check to open. Each of the cages has a lock keyed to B Hallway CR 16 the same key as the door to this chamber.
This room is for private entertaining and is most commonly used by the This hallway runs east to west and divides the top floor of the sayona twins. The wardrobes to the north contain a small manor. If one or both of the twins accompanies the PCs, their reaction to this room depends upon the role the undead Creatures: Avaric stationed two cursed vampire guards creatures are playing.
When they play innocent humans, here, even before the PCs arrived. Until the curse is lifted they explain Avaric pressed the key in their hands, at midnight, they believe they are elite human retainers instructed them to meet him here at midnight, and warned of a wealthy lord, nothing more.
Their assignment is to them not leave. They do not permit the PCs to snoop around in Alternately, the twins can be found in here by the PCs, the rooms here, but are otherwise professional. This represents a serious challenge to PCs who try to B Lounge CR 11 rescue Delmaria through roleplaying.
If the PCs take the tack that they have with cues standing in a rack mounted on a nearby wall. If the PCs and the guards exchange words and it gets heated enough that Delmaria The sideboard contains several bottles of liquor, which can hear, she might stick her head out of her room to is a departure from the wine that is prevalent throughout investigate. Other variations are possible, such as a Bluff the manor. The PCs should be rewarded area, enjoying a bit of sport and friendly wagering.
If it is for creative problem-solving. You can use opposed Sleight Most cursed vampires in the manor are not predisposed of Hand checks as a fast and easy means to simulate a to get in a fight with the PCs, but these two are an game. The first to get two successful checks is the winner. If a fight breaks out, the curse on them is If the PCs ask about Delmaria, the vampires truthfully temporarily suspended.
If a battle is not contained reply that they believe she is on the third floor. They remain as possible combat threats. PART 4: Speed 30 ft. A Journal Before Combat The guards remain shoulder Bestiary to shoulder initially, to prevent flanking and block creatures from advancing down the hallway. During Combat They rely on martial abilities painting of a strange city hangs on the rather than vampiric powers at first. Both western wall, and alongside it is a window attempt to bull rush opponents with Shield that overlooks a large ledge that wraps around the Slam to break up their ranks and try to flank PCs exterior of the top floor.
A sliver of moonlight plays across for their teamwork feats. Morale The guards fight until reduced to 40 hit points or fewer and then retreat with gaseous This room is as much as it appears. PCs who require form until they can heal. Although it is that specific challenge and subdue or kill her, depending disconcerting and created with poor artistic skill, a on the consequences they choose to accept.
The pale light of the moon streams after midnight. She gives it to the PCs if through the window just behind it. A dressing her final outcome is a positive one. If they kill Creature: Delmaria is located in this chamber until her, that award includes the XP for defeating her in combat. She is an attractive woman of shorter-than-average B Master Bedroom height, who died just when she was coming of age.
Once a ghost and now a freshly made vampire, she retains the The center of this bedroom is filled with an enormous, square, physical age she had for thousands of years. She is in four-poster bed with a gauzy silk canopy.
A small dressing this room because Avaric has offered a choice of more table sits in the southwest corner, and a dark wooden sophisticated evening wear, some of which has been wardrobe occupies the corner to the east. Between them is collected by Ovonda. Between the curse and her time as a solitary window large enough to step through, with curtains a ghost, she retains the mindset of a young adult despite pulled partially shut. Outside the window is a wide ledge that her great age.
If the PCs ask Delmaria to leave, for whatever reason, they need to do so privately. This locale works but This room is much as it appears—the bedroom of a largely depends on whether she wants to remain here wealthy lord. Avaric sleeps here most nights as he has once the PCs garner her attention. Other party attendees including Lord Avaric, Treasure: A painting of a handsome man with dark Ovonda, and Ultor in particular, entreat her to stay if eyes, darker hair, and a lopsided grin adorns the wall.
For example, lover in life and is worth 5, gp. When the bonus on attacks and damage rolls against that PC due to suggestion to leave is made, whatever reason is given, his anger over its theft. Avaric is saving for some potential future ally. Similarly, if the PCs wish to outright abduct her, they would do best to get her out of the manor first unless B Dungeon Entrance they want to fight their way out.
A charming PC might lure her out for a moonlit stroll and an illicit kiss in the This darkened chamber has masonry walls and flooring, and dark. Such alternatives may not require a Diplomacy is featureless except for two corridors that lead east and south check if handled well.
There are many available hiding and a heavy-duty, wall-mounted ladder that ends in a small places, like the nearby hedge maze. When the PCs attack, chute with a door to an upper floor. This with line of sight within 60 feet secret door hardness 9, hp 60, break DC 28 is made PART :1 of the same stone as the walls of the dungeon. It has no XP 1, Winds Whisper discernible means to open it from this side. Trigger touch; Reset none Suns Set over Neither secret passage is airtight; creatures with the Effect spell effect node of blastingOA, 6d6 points of damage, Aevan-Vhor gaseous form ability can pass through them.
Identical statues of a fanged female of wounding see Trap above ; a white gold wedding The figure with bat wings stand to either side of a small altar. A faint coppery odor lingers in the air, and offerings pearls worth gp containing pp.
A NPC Gallery corridor exits to the west. Gaol of the Damned CR 15 Continuing the Before Carcosa subsumed Aevan-Vhor, Avaric hosted Rows of cell doors, each fit with a small barred window, ring Campaign a small polytheistic cult in his manor, the leader of the outer edges of this room, except to the south where a which eventually granted him immortality as a vampire.
At the center of the chamber is a dark pit in the stone Journal authority over decadence and paid deference to the masonry floor. A thick layer of dust lies on the floor, marred by Demon Lord Zura, who is depicted here by the pair of a recent set of footprints. Bestiary statues. The cell doors Aside from being part of a magical trap, the carved are still functional, as are their locks.
Each door lock wooden statue is also a ritual object used in the creation engages automatically when the door is firmly closed of Oromith the nemhain see area B All but one of the cell doors is slightly ajar when magical trap to punish those who would presume to the PCs enter. The keys to the cells hang on a small defile the altar.
Noticing their unusual location requires a concealed section with a heightened symbol of insanity successful DC 20 Perception check. The pit in the center is an oubliette, a dungeon cell There is a secondary trap that operates independent that can be accessed only from the top.
The pit is 30 feet of the first. Avaric made an offering to Hastur of his deep with no handholds and extremely smooth walls. Over Located in the locked northernmost cell on the the hundreds of centuries, he has had allies who have western wall, behind the cell door, is a small blank coveted it, so Avaric arranged to have node of blastingOA cast notebook, a quill and bottle of ink, a water flask, and upon it.
While not a powerful trap, it may be overlooked half a loaf of stale bread, all of which are tucked in a unless someone touches the rapier. He is unable to cry out for help and has no stone can be found wedged in a crack in the masonry means to signal his presence other than clapping his along one wall. It currently contains no spells. He is plainly visible if a light but until the PCs can come to some accord with Lakronis is shined down the hole. Worse, Erich has only patchy see area B22 , he is of little help.
Once given something memories of who he is and how he got here. He retains to write with, like the quill and notebook in the cell, he his skills and abilities, but has little context in which to can communicate. He knows some of his memories are apply them. If asked, he by the hyakume Lakronis in area B He knows he had one hyakume are in the same location.
He is cold, frightened, once, but where it is now is a mystery. Erich Zann pleads and alone. A dybbuk, Yewilt is like him back to his home in the Paris nexus. As an incorporeal creature with the old man through another dangerous nexus before telekinesis as an at-will ability, the dybbuk makes a making it to the Paris nexus. Even though Erich Zann perfect jailer. If the button in area B18 is pressed, she can can hold his own in some cases and can help bolster the investigate who wants access to the room.
She can open party, the PCs need to ensure his safety. This may put and shut doors, retrieve and use the keys, and manipulate additional strain on the party and can affect some of the bar that secures the door from within. If brought their usual tactics. Catacombs CR 15 invaded, she attacks after pausing to study the intruders. She hides in the gloom and strikes by surprise.
She may Winding and twisting five-foot-wide corridors form a maze. You should not have Yewilt possess Erich cover the walls from top to bottom. The air is particularly cold Zann, however, as it makes it too likely that the PCs will throughout the stone labyrinth. The cultists are There are multiple suits of armor on the three floors signified with a few stone plaques written in Azlanti, while of the manor, and four stone gargoyle statues posted the unfortunate victims remain anonymous.
She is too canny to be drawn away from exception—is also found in the locked cell along with the the labyrinth, and PCs who attempt to wait her out supplies needed to keep him alive and able to communicate. The southernmost cell on the western wall is not Oromith continues to harry the party while they are locked and if thoroughly searched by a PC who succeeds in front of areas B24 and B25, retreating back into the.
Cell doors line the north and west walls, each set with hp a small barred window. Two more cells flank a corridor that Combat Gear potions of cure serious wounds 2 , potion PART : 2 heads south into another chamber.
A sour, fetid smell of lesser restoration; Other Gear minor cloak of Suns Set over comes from the southern room. Organized into small displacement, keys to area B22 Aevan-Vhor piles are soiled blankets and pillows in one corner and PART 3: human bones and scraps of flesh in another. Treasure: Lakronis has a small sack with Riot and Ruin 1, gp of expense money in addition to his in Rime The portcullis hardness 10, hp 60, break or personal equipment.
An effort to quietly lift the portcullis to return them and make the man or raise it with the winch imposes a —5 whole again. The cells are empty and similar him to flee the manor.
He assures to the ones found in area B The in the southern half of this area. If Erich Journal unusual partnership with Avaric. Both is not rescued yet, Lakronis points the creatures are adept at manipulating the PCs to area B20 to find the bard there Bestiary minds of others, but it is second nature and consents to wait here if they must to Lakronis.
Live humans are not an rescue the bard first. Avaric, for his part, sees him live. Skinning Room CR 16 exception and therefore adheres to ancient traditions and habits. A heavy stone door hardness 8, hit points This large rectangular chamber emits a powerful stench of 60, break DC 28 protects his crypt. The door has no alchemical materials mixed with the coppery tang of blood obvious handle or mechanism to open it, is magically and bodily fluids.
Two steel worktables show signs of rust treated to be immune to stone shape and passwall, and thanks to a thin layer of dried blood.
Avaric rarely physically opens it, choosing Two wooden wardrobes rest against the west wall. At the instead to enter the crypt in gaseous form. The door south end of the room are two closed cell doors. Up the stairs does have an unusual lock that is further augmented and to the east are an iron portcullis and a winch. This chamber is clearly used for surgical activities, Alternatively there is a small slot in the door concealed and there is no shortage of gore and blood.
The east among the many engravings on the surface. A PC who cell is used for prisoners, but the west cell has been succeeds at a DC 20 Knowledge religion check identifies repurposed and contains a small washbasin and items the monstrous figure as the demon lord Zura, and if she used for personal hygiene.
Both cells lock automatically succeeds at this check by 10 or more, she also identifies and require a successful DC 30 Disable Device check the other figure as the Azlanti goddess of the moon and to unlock. If the PCs defeat eye found in area B2 , the door swings open. After the door is not airtight and a creature with gaseous form midnight, Abraed returns here for the rest of the night can pass through freely.
He is found for example, if Avaric asks him to remain especially here only if he has fled another battle elsewhere and vigilant. Alternatively, this may be a location he retreats retreated here to recover. He counts on Oromith and the to if temporarily defeated in battle in the manor above. Once the PCs are inside the crypt, read or summarize If the PCs encounter him here, he does not hesitate to the following description.
Bas-relief carvings of celestial creatures being XP 76, slaughtered or succumbing to orgiastic acts with infernal Male ecorche Pathfinder RPG Bestiary 3 creatures cover the walls, except to the south.
There, the hp carving depicts a bearded man standing majestically on the Gear keys to area B23 backs of a man and woman, as he pulls their heads back with collars attached to chains clenched in his fists. A small chest sits just as a boro bead 3rd level and a small pouch with 5, gp beneath where his feet rest normally.
Its surface has engravings sp, and 9, cp. A stone coffin rests on a raised stone platform that runs down Most vampires in the Aevan-Vhor nexus do not the center of this small burial chamber. Avaric is an coffin lid. The coffins are kept in Prized by Erich Zann, this beautifully crafted violin is reserve in case they should need to retreat in gaseous enchanted with magic that bolsters summoned creatures.
Creatures noble upholds his part of Winds Whisper summoned with that spell are treated as if the caster the bargain and tells them the had the Augment Summoning feat. A small path runs between instruments 5 ranks PART 3: each of the rows, and the stela stands near Riot and Ruin the center of the vineyard. NPC Gallery damage rolls. Campaign part of its domain. The creature is called a kudimmu, a blood-drinking plant with necromantic abilities.
Bohlvarai is an extraordinary it attacks. The PCs rows because of the trellises. It can still burrow and use do not have to traverse a mountain range, since Carcosa dimension door to get around them. The temperature negated by the Bleeding Moon curse, but neither does drops rapidly as the PCs cross the border and remains it cause any undead to realize their true nature.
Furthermore, the PCs are affected harvested, that no harm comes to it, and that at least one by altitude sickness as if the area were a high peak. Each living creature is brought to it weekly to feed its field. PC needs a means to survive these temperatures, whether through cold weather gear or endure elements.
G3 G2 G4. Tunnel Thoroughfare monstrosity, with a barrel-shaped body, leathery wings, and five tentacles at its base. The head resembles the broken A wide path winds through what appears to be mist- remains of a starfish with bulbous eyestalks on the end of shrouded mountaintops jutting from the earth. Ahead to the five tentacles. The tunnel appears artificial, as with a successful DC 20 Knowledge dungeoneering gigantic support columns brace the sides and roof every check. They can also attempt a DC 15 Knowledge twenty to forty feet.
Success means they know that there has been no seismic or volcanic activity in this area, and The tunnel is 40 feet high at its tallest point. Ambush CR 17 not used to create the tunnel, as it lacks a uniform The northern end of the tunnel terminates with a or consistent appearance, but neither does it appear complete cave-in that blocks further passage. The to have been dug out using tools. Success by 10 or support columns on either side of the tunnel appear to more allows a PC to determine that it must have been have been pulled or knocked toward the center of the scooped out by Huge creatures or larger, without tools, tunnel before they cracked and broke.
The floor If the PCs search the eastern wall, they can attempt a DC is rough but does not count as difficult terrain except 21 Will save to disbelieve the false wall created by mirage where noted.
However, the floor is icy, and the DCs of arcana see page If not, the effect ends in a few hours all Acrobatics checks in the tunnel increase by 5. This second passage leads through the mountain and into the city proper. Sentinel Statue Creatures: Two Leng spiders from a neighboring nexus have come here in search of slaves or lost elder A solid statue of an unusual creature, carved from oddly thing technology.
To avoid notice by the shoggoths colored stone, stands on a raised dais here. The statue is found within, they retreat to this position to rest. They approximately twenty-five feet tall, and its head has fallen are assumed to have noticed the PCs approach; they off and now lies shattered at its base.
The figure itself is a maintain a constant state of vigilance. They thus used. Architecture notwithstanding, the scope of the city One spider casts invisibility and suspends itself from a suggests a once-thriving community.
Immense hive-like thread to let the PCs pass underneath it. The other uses arcologies, stadiums, universities, and marketplace plazas as veil to take on the appearance of a giant, blind, albino far as the eye can see stand empty. The city is haunted by penguin. Both use major image to create two more a whistling wind that sometimes carries strange cries.
No BLACK penguin illusions so that just one penguin alone does bodies are evident anywhere, not even skeletons. The penguins appear docile, with the stark loneliness is a palpable sensation of being BECKON unafraid, and nonaggressive toward the PCs, and the watched, though the only suggestions of life are huge and Foreword Leng spiders hope the PCs move to investigate them or sinister shapes frozen in sheets of ice where bridges once at least continue forward.
When the PCs are sandwiched traversed flowing rivers—rivers that were never possible in PART :1 between them, the invisible spider drops to the ground this climate. Where Dark and attacks. The Leng spiders flee if reduced to 50 hit Winds Whisper points or fewer.
Finding the Star Stela in Bohlvarai is like finding a If a little extra suspense is desired, during the fight needle in a haystack. Effects such Suns Set over li! Then it Continuing the course of their explorations, storing them in a portable can use nightmare and wendigo psychosis on the heroes Campaign treasure pouch made from webbing that is currently while they rest to weaken them before it confronts them pasted against the wall 15 feet above the ground.
Once the directly in combat. All of the coins are minted E. The stone is approximately twenty feet in diameter and paraphrase the following.
Five smaller triangular stone markers, all of which Upon exiting the mountain tunnel, the path quickly becomes point to the center spire, surround the monument. Buildings fabricated by some ancient race litter the landscape. Some buildings are causing the DCs of Acrobatics checks attempted while on smashed with no discernible cause or evidence of a natural the ramp to increase by 5. The ramp rises 5 feet with every geological event. There are no stairs anywhere, only ramps. The number five strongly influences many designs, from The stone is basically a city directory, although it is building shapes to doorframes, as if four walls ran contrary to not comprehensive enough to reveal the location of the most basic building designs.
The writing on the stone is in Aklo, but. A PC who way to the top. Erich Zann can also perform or the Knowledge Stone in the previous encounter. This assist on this check. The monster is sprouting all manner spire, two larvae of the Outer Gods teleport to the spire of eyes, mouths, and appendages while half-crawling and immediately attack. Their sudden appearance may and half-rolling toward them. The shoggoth charges to be a mystery to the PCs, but Erich Zann suggests later if defend its territory.
The shoggoth should be placed so necessary that it is an act of Hastur meant to deter them. XP 51, each Shoggoths are dangerous creatures and this is an epic hp each see page 88 encounter.
At the end of a long plaza stands a modestly sized, five-sided The shoggoth chases the PCs into the city archive. The pyramid is pyramid very quickly. If the PCs enter the pyramid, a little more than ninety feet in diameter.
A ten-foot-wide it waits outside and eventually climbs to cover the top. It of clone, a scroll of restoration, a scroll of skinsendUM, and a essentially traps them inside and taunts them. It is Dim light pours through windows in this top-floor chamber. Where Dark not necessary that the shoggoth be killed. The PCs may The ceiling slopes almost to a point and then merges into a Winds Whisper find a way to elude it or drive it away.
If a pitched battle solid pentagonal support column that runs from the floor to occurs and the PCs severely wound it, it may amble off in the roof. Around this center section are five racks of scrolls and PART : 2 search of easier prey.
The goal is to permit the PCs and books fabricated from metal plates. On both the east and west Suns Set over players to encounter a rare and powerful creature and side of the room are glass cylinders with hinged hatch doors. Aevan-Vhor live to tell the tale.
A steep ramp descends to a lower floor in the north end of PART 3: the chamber. Riot and Ruin F1. City Archive Lower Floor in Rime This room is very much like the lower floor in respect The lower level of the pyramid has a one-room, open floor to the ramp and the library racks and their contents. The PART 4: plan. The only means of entrance or egress is the southern value of certain tomes listed on the lower floor includes The foyer. The hallway splits to wrap around a pentagonal center these volumes as well.
Blighted Tower section, the northeast and northwest walls of which are Creatures: Two elder thing archivists named covered with shelves of scrolls and metal plates. A stone Pharlnimaar and Blaayjhan are here in a state of PART 5: statue of a winged barrel-shaped creature with tentacles for suspended animation.
To the west is an alcove which serve only to protect them from the elements with a stone table covered with a diorama. Another alcove and dust or in any way disturb them, they awaken. NPC Gallery mirrors it to the east. A ramp on the north side of the room The adventure assumes the elder things succeed at ascends to a second floor.
Neither attacks, but their starting attitude Campaign The diorama is a map of Bohlvarai as it once existed is unfriendly. Due to the destruction that occurred during the slumber. However, they share limited information Journal shoggoth revolt, it is not completely accurate, nor does it freely. Neither creature has seen a sentient humanoid indicate the location of the Star Stela. The two elder things before, but they overcome their shock quickly.
Bestiary on the second floor see area F2 can, however, use it to They can provide some basic context to Bohlvarai, pinpoint the building where the stela can be found. A fevered effort was made to locate a new origin.
It is questionable how the elder things even write planet or place on their existing world to evacuate to. All the books are constructed of thin but durable Then, when the citizens of Bohlvarai did not think things metal plates etched in Aklo or the language of the elder could become worse, they found their city relocated to things. The library which includes the shelves upstairs a new planet in a different galaxy.
Uncertain of where contains the essential history of Bohlvarai and the elder another habitable planet was located, they were left thing race, and touches on diverse topics such as the with the untenable choice between fighting their slaves, Dark Tapestry and the Outer Gods. Your Store Your Store. Categories Categories. Special Sections. Player Support. Community Hub. This content requires one of the following products to play:.
All Reviews:. Popular user-defined tags for this product:. Is this DLC relevant to you? Sign In or Open in Steam. Languages :. Franchise: Fantasy Grounds. Share Embed. Add to Cart. View Community Hub. Arriving in the alien metropolis of Carcosa, the adventurers must sever the links that bind it to Golarion. In wandering the parasitic city, the characters navigate frozen elder thing ruins, deal with accursed partygoers in a reflection of an Azlanti city, and encounter a mute musician who can help them find their way through the maddening and monster-infested streets.
In wandering the parasitic city the characters navigate the frozen ruins of an elder thing city, deal with accursed partygoers in a reflection of an Azlanti city, and encounter a mute musician who can help them find their way in the maddening streets of lost Carcosa.
Can the heroes keep Carcosa from drawing Thrushmoor into its amalgam of stolen cities or do they risk waking the unspeakable nightmare that stirs in the depths of Lake Hali? They must break these links—or Golarion is doomed to greet the King in Yellow. Advice and suggestions on how to expand your campaign beyond this Adventure Path's conclusion, including a system to bring your Pathfinder character to a whole other world, by James Jacobs.
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