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6
GALLERY OF EVIL
GAMEMASTERY MODULE U1
URBAN ADVENTURE
CREDITS
Design: Stephen S. Greer
Playtesters: Rob Alford, Stanley Cramer, Dan Dekker, April Greer, and Jon Hayunga
Development and Editing: Jason Bulmahn, Mike McArtor, Jeremy Walker
Art Director: Drew Pocza
Managing Art Director: James Davis
Director of Operations: Je Alvarez
Brand Manager: Jason Bulmahn
Director of Sales and Marketing: Joshua J. Frost
Cover Artist: Matt Dixon
Interior Artists: Je Carlisle, Vincent Dutrait, Imaginary Friends Studios, Drew Pocza
Cartographer: Christopher West
Paizo CEO: Lisa Stevens
Corporate Accountant: Dave Erickson
Technical Director: Vic Wertz
Publisher: Erik Mona

U1: Gallery of Evil is a GameMastery Module designed for four 8th-level characters. By the end of this module, characters
should reach 10th level. This module is compliant with the Open Game License (OGL) and is suitable for use with the worlds
most popular fantasy roleplaying game. The OGL can be found on page 31 of this product.

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GameMastery Modules are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc. All
other trademarks are property of Paizo Publishing, LLC. 2007 Paizo Publishing.

Printed in China.
gallery of evil
as well. To deliver these works of death,
t has been said that the world turns around Absalom. While this statement might

I
Imron hired a local rake known for his sil-
not be true from a strictly physical perspective, the citys religious, strategic, and ver tongue and disarming demeanor to act
mercantile importance can hardly be overstated. Indeed, the countless ruined siege as his courier. For the final touch, Imron
engines, burned-out forts, and ancient battlefields that surround the city bear silent testimony summoned an invisible stalker to slay the
to its significance. man once he completed the job, to ensure
Yet, despite its violent history, Absalom is a wondrous place, a melting pot in which dozens the courier wouldnt later divulge informa-
of cultures, histories, ideologies, and peoples have grown into a unique identity. Perhaps one tion about Imrons involvement.
of the liveliest and most attractive areas within the city walls is the Ivy District. Named for
the ivy-covered walls and featuring freestanding pillars and well-groomed gardens lining Adventure Summary
its winding roads, the district houses many successful artisans, wandering bards and acting The PCs respond to a letter from a wealthy
troupes, merchants, and influential families. Anything that can be bought or crafted, either aristocrat living in the Ivy District. Arriving
magical or mundane, eventually finds its way to the Ivy District. at his home, they are confronted by a
Beneath the facade of cultural diversity and industry, however, exist barely perceived horrible, tentacled creature. After defeating
tensions and machinations that are easily missed by the casual observer. Subtle rivalries it, the PCs learn the monster emerged from
among street-side artists and crafters, fiercely territorial street performers, and an unwritten a magical painting delivered earlier in the
code of lawful underhandedness among the various merchant families and lesser nobles all day. It also slaughtered their potential
thrive just beneath the surface. employer. The PCs are soon on the trail of
the mysterious courier. Their eorts lead
them to the home of another wealthy art
critic. Their quarry has already made his
drop when the PCs arrive, forcing them
to negotiate a tricky social setting to keep
the unwitting host of a large party from
Adventure Background lacked the one thing he desired most: the triggering the deadly trap.
Imron Gauthfallow is an accomplished wiz- respect of Absaloms most esteemed critics The trail of the courier leads the PCs
ard with a great fondness for painting. After and artists. to another home in time to intercept the
years of adventuring he retired to Absalom The novelty of Imrons work soon faded as delivery of one more magically trapped
in a comfortable manor on Sandalwood other painters flooded the markets and gal- painting. Before the PCs can reach the
Lane in the Ivy District, where he hoped leries with similar themessome of them courier, however, an invisible stalker attacks
to spend his days painting and enjoying better, most of them worse. One painter in him. The PCs have several options for
the peace and quiet that he earned through particular caught Imrons attention: a local dealing with this encounter, and all of them
years of dangerous living. His neighbors celebrity named Endrik Archerus. When yield new clues: an incomplete address (to
knew nothing of his past, only that he was a Imron visited one of Archeruss galleries Gauthfallows manor), a map that indicates
wealthy eccentric from a foreign land. he made a shocking discovery: Archeruss the homes of each of four targets, and the
Aft er several months, Imron tired of paintings duplicated scenes from Imrons name of Endrik Archerus scribbled next to
painting for his own amusement. He adventures, things Archerus could not pos- one of the target areas on the map.
began entering his paintings in contests sibly have known about unless he spied Arriving at the residence of Endrik
and showing them in various exhibits on Imrons works in progress. Somehow, Archerus, the PCs discover he is trapped in
around the city. He also experimented Endrik Archerus had stolen Imrons ideas a diabolical painting that depicts him as a
with combining his arcane abilities and changed them just enough to pass bloated, worm-like creature. In order to save
with his artistry to enhance the viewing them o as his own. Imron didnt know Endrik, the PCs must enter the painting.
experience which in turn gave him an how Archerus accomplished it, but he was Within the extradimensional space, the PCs
edge over his competition. determined to find out. defeat a construct night hag and two chain
Much to the chagrin of other, more estab- It didnt take long for Imron to learn devils. Once they destroy their enemies, the
lished painters, Imrons paintings quickly that his servant Tharivol had snuck into PCs, along with Endrik, are ejected back into
became popular and sought-after. His sub- his studio and made charcoal sketches of the painters studio. Clues found in Endriks
ject matter was innovative and refreshing, his works to sell to Endrik. Angered at the home point to Imron Gauthfallow as the
if a little shocking. He candidly showed to treachery and audacity of his servant, Imron mastermind behind the crimes.
the people of Absalom sights from other used his magical skills to trap Tharivol From here, the PCs must infiltrate Imrons
worlds and exotic creatures beyond their within a particularly gruesome painting. manor and capture or slay him. Constructs
wildest imagination. This spawned a horrible plan for revenge, guard Imrons home, as do strange clones,
Although Imron had his share of poor and before long an ensorcelled painting was numerous traps, a vicious hell hound, and
reviews from those who preferred tradi- ready to trap and kill Endrik Archerus. As an a creature called a shadowy lurker.
tional subjects and styles, he did quite well afterthought, Imron crafted another deadly And yet, even after penetrating all Imrons
as a purveyor of popular art. But he still painting for each of his most vitriolic critics defenses and learning his powerful secrets,

2 MODULE U1
the painter himself still eludes them. The the home of Asheron Coyl and hearing
truth lies in a secret chamber where he the destructive commotion and screams WHO IS ASHERON COYL?
has hidden a powerful artifact called the within might be enough to pique the PCs The PCs know the following information
id portrait. Imron has used the artifact to curiosity long enough to draw them into with a bardic knowledge, Gather Infor-
increase his own power, but has paid a ter- the adventure. mation, or Knowledge (local) check.
rible price. After they respond to the initial encoun- DC Result
ter, the PCs should have an inclination to 10 Asheron Coyl is a wealthy local
supporter of the arts who lives in
Introduction follow up on the gruesome murder, espe-
the Ivy District.
cially when they learn that several other
15 Aside from his local interests,
Absalom. Surely there is no place like it in the significant personalities in the Ivy District Master Coyl is a generous spon-
entire world. Here, cries and yells in a dozen are at risk. If they need more motivation to sor of expeditions to ruins and
languages fill the air as people from every area investigate, you can have an overworked city dangerous places in the wilds.
imaginable press and flow and mingle through guard oer them a reward for protecting 20 Master Coyl was recently heard
the citys many districts like the lifeblood of the other nobles and bringing Asherons discussing a newly discovered
some monstrous creature. Within these walls, killer to justice. ruin containing many centuries-
right alongside the people that fill them, dwell old works of art he is eager
life, death, liberty, tyranny, love, anger, war, PART 1: THE HORRIBLE to acquire.
poverty, wealth, andmost important of all DEMISE OF ASHERON
opportunity. COYL
At the start of this adventure, the PCs
receive a missive from Asheron Coyl, a well- Designer
known supporter of the arts in Absalom as
well as an avid collector of rare art pieces
Notes
Greetings and salutations! I
hope this missive finds you
and a respected critic. He lives in a modest
in good health and amenable yet elegant townhouse on a small hillock A MORE
to a mutually profitable overlooking Vermillion Way. He frequently PERSONAL
business arrangement sponsors adventuring expeditions to far-
CONNECTION
between us. Please come away ruins and lost civilizations in pursuit
Given Asheron Coyls
to my townhouse at 11 of ancient art, jewels, and relics to add to his
business relationship with adventur-
Vermillion Way in the Ivy collection. Hearing of the PCs reputations ers, a more natural and personal way of
District upon receipt of for adventure, he sends them an invitation getting your players involved in Gallery
this message and I shall to his home to discuss the exploration of a of Evil is to introduce him into your
endeavor to discuss the recently unearthed temple ruin. campaign early on as a wealthy patron.
details with you further. The adventure begins as a courier deliv- He has the funds to sponsor numer-
Until then, farewell! ous adventures that the PCs can go
Asheron Coyl
ers a rolled-up sheet of expensive vellum
tied with an equally expensive satin ribbon. on before this one. If you portray him
The vellum note addresses each PC by name as an enthusiastic supporter who has
and contains a message as shown on Player always been generous and friendly with
Player Handout 1 Handout 1.
the PCs, it makes his death much more
personal. For the players, solving his
When the PCs are ready to meet with Ash-
murder becomes a lot more meaning-
This adventure begins as the PCs are eron, they can proceed to his townhouse ful and memorable.
summoned to the home of a man named on Vermillion Way. As they make their way
Asheron Coyl, a wealthy art collector and through the Ivy District, read or paraphrase
critic who lives in the Ivy District. This the following to set the mood for their Lane, which in turn meanders into Vermillion
invitation can take several dierent forms. adventure in this colorful and flamboyant Way, and soon the townhouse of Asheron Coyl
Attempts at selling jewelry or artwork can part of Absalom. comes into view, perched on a small rise that
lead the PCs to Coyls home in the Ivy Dis- overlooks the street. A low fence covered in
trict for consultation and a natural segue The streets of the Ivy District swell with the myr- fragrant jasmine vines abuts the street. A gate
into the adventure. The art critic might iad sights and scents of its industry: roadside opens onto a flagstone path that wends past
owe the PCs money for some past service. florists and fruit vendors, the wood and polish flower beds, fountains, and sculpted shrubs to
He might be an old associate of the PCs scent of carpenters shops, tantalizing aromas the front doors. A bell hangs next to the gate.
or a family member known to have work wafting from dozens of bakeries, and the heavy A sign reads Please ring bell.
for adventurers. If the PCs are members oil scent from the palettes of numerous street
or associates of the city watch, they might artists. Meanwhile, hundreds of rich colors give The living occupants of the townhouse
be ordered there to investigate a reported the district an appearance of a holiday festival. are too frightened to leave their hiding
disturbance. Finally, simply passing by Tiger Lily Avenue gives way to Moss Agate places if the PCs ring the bell.

3
gallery of evil
and glassware is shattered across the
bloody floor.

Creature: The painting delivered a short


while ago to Asheron Coyl was a deadly
trap. Wrapped in paper, it needed only for
Master Coyl to unwrap it. When he did, two
artificial recreations of giant octopi from
Imrons memory sprang out and attacked.
Imron refers to these monsters as tenta-
cled horrors. Once the creatures are aware
of the PCs they drop Asherons corpse and
focus on the new arrivals.

TENTACLED HORRORS (2) CR 9


hp 74 each; see Appendix 2
TACTICS
During Combat The tentacled horrors grab
their prey in their tentacles and constrict it.
They dont let go until its dead.
Morale As mindless creatures, they fight until
destroyed.

Development: The creatures turn


into large puddles of paint when slain.
Searching the premises turns up several
terrified servants. One of them explains
that his former employer received an unex-
pected gift about an hour ago from what
the courier termed a fellow art enthusi-
Area 1. Blood and Entrails ast. When he says this, he indicates the
A closer look at the surroundings reveals only intact painting in the room, which
WHO IS THE WELL- that something is most definitely wrong depicts a ravaged ship on a storm-tossed
DRESSED GENTLEMAN? here. Read or paraphrase the following. sea. The servant describes the man per-
The PCs know the following information fectly, as he seemed too well-dressed and
with a bardic knowledge, Gather Infor- The door to the townhouse hangs ajar from well-spoken for a simple courier. In fact,
mation, or Knowledge (local) check. a single hinge and is covered in bloody he had a shabbily dressed laborer with
DC Result
smears. Slithering sounds come from inside him carrying other wrapped paintings.
10 The Well-Dressed Gentleman is
the house, punctuated by loud thumps and When the servant asked the courier about
a member of a disgraced noble
house. He is little more than a shattering glass. the other paintings, the courier remarked
rake with a silver tongue. that he had to deliver similar gifts to other
15 The Gent, as he is often called, The destruction and signs of bloodshed individuals in the district. When Asheron
is well connected. He seems should give the PCs forewarning to make removed the paper covering the painting,
to have friends in every social any preparations they feel necessary. the monsters within suddenly appeared.
circle in Absalom. Pay him When Asheron was attacked, he tried to The courier described by the servant is a
enough coin and he can find out escape through the front door. One of the local rake named Darius Finch, known pub-
anything you want to know. creatures nearly yanked the door o its licly as the Well-Dressed Gentleman. He is
20 His real name is Darius Finch. The hinges as it dragged the poor man back to further described in Part 2.
commoners affectionately call
his death. If the PCs decide to report this encoun-
him the wealthiest pauper in
ter to the city guard rather than investigate
Absalom. His expertise in
manipulating people and ferreting Area 2. The Tentacled Horrors it themselves, the ocer on duty laments
out the citys secrets are as (EL 8) that he is presently unable to spare any
legendary as his spending resources to investigate this attack, as all of
binges when he gets a few coins The inside of this once-lovely townhouse is his guards are currently busy watching over
to rub together. in shambles. Paintings torn from the walls an important ceremony involving a power-
lie in broken pieces, furniture is overturned, ful foreign noble. He deputizes the PCs to

4 MODULE U1
investigate on the spot, and oers them a Ivy Districtan aristocrat named Belfor minor nobles, merchants, and other Absa-
reward of 2,500 gp if they can successfully Vittanis. Unfortunately, their quarry has lom notables with their entourages) are at
prevent the courier from delivering the already made his delivery before the PCs the height of their drunken revel. When the
other packages and endangering other citi- arrive. With only two more paintings to Well-Dressed Gentleman arrived to make
zens. If they can also track down Asherons deliver, Darius paid his hired help and dis- his delivery, Belfor invited him in. He
killer and bring him to justice, he oers to missed the man, procured a carriage, and acquiesced, as partying among the gathered
triple their reward. proceeded alone. aristocracy put him in his element. Belfor
On the fortunate side, the trapped and his guests respected the anonymity of
PART 2: BELFORS ILL-FATED painting intended for Master Vittanis has Dariuss employer and decided to make the
PARTY not yet been triggered. unveiling of the painting one of the main
Armed with a good description of their events of the party. Mounted on a stand
quarry, the PCs should have no problem Belfors Townhouse in Belfors ballroom and still wrapped in
following the directions of vendors, street paper, the aristocrat prepares to unveil the
urchins, and other locals, requiring only a The trail of the mysterious courier leads to an mysterious portrait just as the PCs arrive.
DC 10 Gather Information check. Alterna- elegant townhouse on Peacock Court marked
tively, a PC with the Track feat may attempt number 20. It appears that its occupants are in Area 1. Front Entrance
to follow the faint footsteps to the next the middle of some kind of high society party. A group of more than a dozen drivers (male
encounter area left by Darius Finch and Numerous carriages line the circular drive human expert 2; hp 8) and servants (male
his hired help by making two successful leading up to the colonnaded entrance. Some and female human expert 2; hp 7) gathered
DC 25 Survival checks. The time it takes to of the drivers and servants stand together, near the carriages by the front entrance of
perform either one of these skill checks is sharing mugs and gossiping, while within the the manor currently debates Lady Tillandas
roughly the same. grand home music and laughter drifts out to taste in men. A DC 15 Diplomacy skill check
The trail of the Well-Dressed Gentle- the street on a soft breeze. allows the PCs to improve the servants
man leads the PCs a couple streets over to attitudes to friendly and learn that a man
a residence on Peacock Court, the home Belfor Vittanis is throwing one of his leg- meeting the description of the Well-Dressed
of yet another wealthy art critic in the endary parties and he and his guests (artists, Gentleman arrived about an hour ago.

5
gallery of evil

Designer
Notes
THE DINNER
PARTY
When playtesting
this adventure, my
players and I all agreed that Belfors ill-
fated party was by far the most enjoyable
part. If you like roleplaying or putting
your players in strange and uncomfort-
able roleplaying situations (especially
the non-roleplayers), this section of the
adventure should be a lot of fun for you.
Dont be afraid to play up the quirky and
vapid personalities saturated in alcohol
mingling in Belfors townhouse. You can
make it even more fun by forcing the PCs
to come up with a forged invitation and
disguise themselves as artsy aristocrats
just to get inside Belfors place and have
them really work at pulling it off.
If the PCs decide to Bluff their way past
the drunken revelers that accost them in
area 2, claiming that they are the enter-
tainers, call their bluff by having NPCs
produce monster costumes, fake weap-
ons, perhaps a two-man horse costume,
and reveal themselves as the other part
of the acting troupe waiting for them
to arrive. doors exit the hall to one side and open doors ous painting. From this point, begin track-
on the opposite side lead into a large, elegant ing rounds if the PCs intend to stop the
chamber filled with men and women dressed in unveiling. In 10 rounds, Belfor rips the paper
He came with a servant, went inside with expensive outfits. Others seem to be competing from the painting and triggers the trap.
what looked like a wrapped painting, stayed at how little they can wear, walking a fine line If the PCs failed at their Blu attempt (or
for a while, came back out to pay and dismiss between indecency and fashion. Music from a did not try to make one), and do not come up
his man, then got inside the Lady Tillandas group of minstrels competes with the boisterous with a good alternative story for the drunken
carriage with two more wrapped packages hum of merrymaking. guests, the revelers impede the PCs move-
and left to an undisclosed destination. The ment and delay them for 2 rounds.
servants also know the package he delivered Four drunken partygoers (male and Ad Hoc XP Award: If the PCs succeed at
is about to be unveiled inside. female human aristocrat 3; hp 10) stumble their Blu attempt award them experience
Development: If the PCs explain their down the grand staircase, slurring their for a CR 5 encounter.
purpose for being there, the servants usher words as they debate the merits of wood
them inside. Even if the PCs fail to gain versus canvas. Spotting the PCs, the par- Area 3. Trouble in the Ballroom
the trust of the servants, the guests inside tygoers quickly rush over and greet them (EL 9)
are so intoxicated that simply barging in as the entertainers Belfor ordered. They
unannounced and uninvited gets little to babble queries about their costumes, paw at This long, vaulted room is exquisitely furnished
no reaction from them. their gear, and wonder aloud if the PCs are with beautiful, polished oak tables, cabinets,
going to re-enact a battle. tapestries, and tall, slender candelabra that
Area 2. Entry Hall: Mistaken Development: The PCs can attempt to provide a rich warm glow. Numerous windows,
Identity (EL Variable) Blu that they are the entertainers. This rising nearly fifteen feet high, line the walls.
group of revelers has a 5 penalty on its The upper halvesstained glass with scenes
Massive double doors of polished dark oak bound Sense Motive checks. of cherubim, fey, and mighty warlords
in brass open into a wide, vaulted hallway. A As the PCs deal with this group they hear contrast with the polished wooden louvers
grand staircase leads up to a carpeted balcony Belfor Vittanis shouting to his guests that of the lower halves, currently flung open to
directly across from the entrance. Closed double the time has come to unveil the mysteri- allow cool air into the room. Crimson drapes

6 MODULE U1
with golden tassels flank the windows. A. Drunk and Aectionate
The festivities seem concentrated here at (EL 4): The alcohol has made
the moment, the room crowded shoulder- some of the guests, located
to-shoulder with party guests sipping wine, in squares marked A, quite
whispering scandalous secrets, or boasting amorous. Moving through
of accomplishments in their various social these squares or those adja-
circles. The hosta slender middle-aged man cent to them results in an
with a long nose, arched brows, and a smirk intoxicated guest making a
as if remembering a secret jokestands at grapple attempt on the PC
the far end of the room on a small stage (+3 melee touch and grapple).
shared by a group of minstrels near a large If a PC enters the square the
object wrapped in paper mounted on a touch attack automatically
heavy easel. succeeds. If the NPC succeeds
on the grapple check, the
Belfor Vittanis (CN male human aris- result is harmless fawning,
tocrat 5; hp 23) is making a grandiose, groping, and drunken kisses
wine-induced speech about the mysteri- until the PC breaks the grap-
ous painting, with broad flourishes that ple. This aection delays the
would make any bard proud. He is about to PC for as many rounds as the
unwrap the trapped painting for his gath- grapple lasts.
ered guests, although only half of them are B. Long-winded Talkers
paying attention to him. (EL 4): Extremely sociable
Remember to keep track of the number and talkative guests occupy
of rounds it takes the PCs to cross the squares marked B. In order
ballroom to get to Belfor (starting from to move through these
area 2). Moving through the crowded room squares or those adjacent to
counts as dicult terrain, forcing the PCs them, a PC must succeed on Belfor
to move at half speed and preventing them a rushed DC 15 Diplomacy
from running or charging. Belfor stands check (10 penalty) or an opposed Intimi- the guilty character. Once they pin the PC,
next to the painting (marked on the map date check (the NPC gains a +5 bonus to the bouncers carry the character out to the
with an X). If the PCs do not make it to oppose). If the PC fails this check, the NPC street and toss him into the road. While
him in time, he unwraps the portrait and delays him for 1 round plus 1 round per 5 these bouncers are more than capable of
triggers the trap. As soon as the canvas is points by which he failed. responding to ordinary party crashers, the
uncovered three bearded devils emerge C. Falling Down Drunk (EL 4): Squares sight of the bearded devils is too much for
from the portrait and attack the partygoers, marked C contain guests who have reached them. If the painting is uncovered, they
starting with Belfor. The ballroom is a teetering level of drunkenness in which panic and try and make a run for it, just
thrown into a terrified panic when the they can barely stand without help. A PC like everyone else.
devils appear. moving into these squares must succeed PCs who reach Belfor in time to stop
The noise in this room and the eects of on a DC 15 Reflex save. Failure results in him must succeed on a DC 25 Diplomacy
mass quantities of alcohol make calling out the drunken party guest stumbling into the check to convince him of the danger. Of
to warn Belfor ineective in stopping him. PC and causing them both to fall prone in course, physically restraining him can
Creatures: A total of 112 guests (male that square in a tangled heap and ending delay the unveiling, although it has the
and female gnome, halfling, half-elf, the PCs movement for the round. On the unfortunate consequence of provoking all
and human aristocrat 3; hp 14) are in following round, the PC must succeed on of the bouncers. If their Diplomacy check
various areas of Belfors townhouse, not a second DC 15 Reflex save to untangle is successful, the PCs may use any means
counting entertainers and servants. 88 himself. Failure results in another round they can devise to destroy the painting.
of these guests are gathered here in the of delay. On the round after that the PC As long as no one unwraps it, the PCs
ballroom. Using violence here before the automatically frees himself. can handle it safely. The painting (and
unveiling draws the unwanted attention D. Bouncers (EL 8): Belfors four trap) is destroyed after taking 15 points
of Belfors bouncers lurking in the crowd. bouncers (LN male human fighter 4; hp of damage.
The bouncers mingle among the nobles to 34; AC 15; improved unarmed strike +8 If the PCs fail to reach Belfor in time
quell any violent flare-ups. melee [1d3+5]; grapple +7) are positioned or fail to convince him of the danger,
To get to the other side of the room and in the great hall at the areas marked D. he unwraps the painting, which depicts
stop Belfor from triggering the trap, the PCs They respond immediately to any violent a scene of devils and demons fighting a
must overcome several social hazards in actions by a PC (before Belfor springs the battle on a hellish landscape of cracked
their path. trap) by closing with him and grappling red earth with volcanoes spewing ash and

7
gallery of evil
lava into the air in the background. The round later, the bearded devils burst out of Eleazonna Gertwright. This time, fortune
guests actually paying attention begin cri- the painting and attack. favors them. Taking advantage of the
tiquing the piece derisively, even as the shiny black carriage and its driver, Darius
tips of glaives, followed by scaled, smoking BEARDED DEVIL (3) CR 6 Finch decided to make a few stops at the
arms, begin emerging from the painting. A hp 57; MM 52 taverns and pubs he normally frequents to
TACTICS impress his friends in between his last two
During Combat The bearded devils activate stops (the homes of Endrik Archerus and
their battle frenzy and attack Belfor (because Eleazonna Gertwright).
he is the closest target). They benefit from
Imrons Augment Summoning feat, which The Invisible Assailant (EL 8)
gives them +2 bonus on attack rolls, damage The Well-Dressed Gentleman arrives at
rolls, and Fort saves, Str 19, and Con 21. This the Gertwright home as the PCs round a
stacks with the effects of their battle frenzy. corner 60 feet away. The invisible stalker
The devils slaughter everyone in sight until trailing him for most of the day has grown
the summon spell expires on the 11th round. impatient. It has rationalized that once
Morale They fight until slain or the summon Darius steps on to the property with the
spell ends. painting, he has essentially delivered it.

Darius Finch Development: Following these A shiny black carriage stops in front of a house
events, the PCs notice a portrait marked number 14. A handsome man in a char-
in the ballroom that depicts coal and cream nobles outfit and black cloak
Asheron Coyl, Belfor Vittanis, steps out of the carriage carrying a wrapped
and a gray-haired woman. painting under one arm and a polished ivory
If the PCs ask about the walking stick in the other. With a few quick
portrait, Belfor tells them glances at his surroundings, he makes his way
that the three are (or were) toward the front gate. As he steps inside, some-
good friends. All three thing unseen strikes him from behind, sending
support the arts and are him sprawling across the lawn. The painting
among the most well-known flies out of his grasp.
art critics in Absalom. The
woman, Eleazonna Gertwright, Creatures: Although he has the look of a
lives at 14 Burgundy Wine Terrace. fop and a dandy, Darius Finch is a skilled
Belfor happily reveals this information if combatant and hard to catch unawares, but
he lives, but if the devils escaped and killed he is ill prepared to deal with this encoun-
Belfor, the PCs can still get the information ter. The first strike, a glancing blow, merely
with a DC 15 Gather Information check. knocked him o balance. He quickly draws
If the PCs befriended the servants his rapier and searches for the source of
and drivers at area 1, one of them knows the attack.
the driver of the carriage the Well-
Dressed Gentleman left in mentioned INVISIBLE STALKER CR 8
something about driving over to Burgundy hp 68; MM 160
Wine. The owner of the carriage, a TACTICS
guest named Lady Tillanda, vaguely During Combat The invisible stalker attacks
remembers meeting the charming anyone who gets in its way, but it otherwise
man and oering him the use of her focuses solely on Darius Finch.
carriage to meet someone nearby Morale The invisible stalker fights until either it
and return. or the Well-Dressed Gentleman dies.
Ad Hoc XP Award: If the PCs prevent
the trap from being triggered award them DARIUS FINCH, THE WELL-DRESSED
half again as much (+50%) experience for the GENTLEMAN CR 5
three bearded devils. Male human aristocrat 1/rogue 5
LE humanoid
PART 3: THE LAST Init +3; Senses Listen +9, Spot +9
DELIVERY DEFENSE
By now, the PCs should have enough AC 18, touch 14, flat-footed 15
information to head straight to the home of (+4 armor, +1 deflection, +3 Dex)

8 MODULE U1
hp 31 (6 HD; 1d8+1 plus 5d6+5) paintings, he becomes defensive and claims
Fort +3, Ref +8, Will +5 innocence. He merely delivered a quartet Designer
Defensive Abilities evasion, trap sense +1,
uncanny dodge
of packages for a man willing to pay well
for his services. He admits it was a strange
Notes
OFFENSE job, but the mans coin made it worth the
Spd 30 ft. trouble. His natural intuitiveness led him THE ORIGINAL
Melee +1 rapier +7 (1d6+1/1820) to track his employer back to his place HADES
Ranged masterwork hand crossbow +7 (1d4/19 of residence on Sandalwood Lane, but he ADVENTURE
20 plus poison) knows nothing about the man since he The basic idea for
Space 5 ft.; Reach 5 ft. hasnt had time to ask around yet. Darius Gallery of Evil had its genesis as a high-
Special Attacks sneak attack +3d6 willingly reveals that he delivered the third level adventure I ran for my players
TACTICS package to Endrik Archerus. in early 2005. In it, a vengeful wizard
Before Combat Darius has coated his crossbow If the Well-Dressed Gentleman dies, the scorned by the art community of a large
bolts in giant wasp poison. PCs can still find enough clues on Dariuss city hosts an exhibit of his new collec-
During Combat Darius uses the total defense body to continue the adventure. His scrollcase tion of paintings that he claimed would
action and attempts to escape by talking contains a map of the Ivy District, with the change his guests outlook on art for-
his way out of trouble. If pressed, he fires locations of homes he delivered paintings to ever. The night of the exhibit, monsters
start jumping out of paintings and kill-
his crossbow at enemies to weaken them clearly marked. The locations are numbered
ing the guests, and a famous rival of
and makes good use of Improved Feint to 1 through 4 (the order in which Darius made
the villains attending the show is kid-
land sneak attacks. Against strong melee the deliveries). At this point, the PCs have napped and transported to a prison cell
combatants he uses both Combat Expertise already visited locations 1 and 2 and they in Hades. The adventurers discover what
and Dodge. If he has the opportunity, he stand in front of location 4. With a DC 10 has happened and have to fight their
quaffs his potion of cats grace. Knowledge (local) or Gather Information way past Cerberus at the Gates of the
Morale Darius seeks to escape at every check, the PCs learn that Endrik Archerus Underworld and locate the scheming
opportunity, but he surrenders if cornered. lives at location 3. The back of the map bears wizard and his prisoner.
STATISTICS a note that reads Sandalwood Lane. Darius The painting in Endrik Archeruss stu-
Str 10, Dex 16, Con 12, Int 14, Wis 13, Cha 8 knows Imrons house is somewhere on that dio depicting the night hag collecting
Base Atk +3; Grp +3 street, but doesnt know which house is his. the damned souls of the Underworld
was one of the encounters from that
Feats Combat Expertise, Improved Feint, Skill Unless someone unwraps the painting
original adventure.
Focus (Diplomacy), Weapon Finesse lying on Eleazonna Gertwrights lawn, the
Skills Appraise +7, Bluff +6, Diplomacy +15, trap remains inert. If triggered, it summons
Escape Artist +8, Gather Information three augmented fiendish dire apes (each is
+9, Hide +7, Knowledge (geography) +4, CR 4). The painting (and trap) is destroyed are duplicated and hung in many manor
Knowledge (history) +4, Knowledge (local) after taking 15 points of damage. houses, universities, and royal courts across
+7, Knowledge (nobility and royalty) +7, Golarion. Protecting him from harm means
Listen +9, Move Silently +9, Search +4, Sense FIENDISH DIRE APES (3) CR 4 more than just saving a local artist, it means
Motive +6, Sleight of Hand +10, Spot +9 hp 45 each; MM 62 keeping alive a part of Absaloms cultural
Languages Common, Draconic, Elven TACTICS identity. His immodest home is located at 3
Combat Gear potion of cats grace, potion of During Combat The fiendish dire apes attack Blue Sapphire Avenue. When the PCs arrive,
cure light wounds, vial of giant wasp venom; anyone they can see, starting with the read or paraphrase the following.
Other Gear cloak of resistance +1, gold person who triggered the trap. Due to
rings worth 100 gp each (3), mithral shirt, Imrons Augment Summoning feat, these A tall stone tower partially covered in flowering
nobles outfit, ring of protection +1, scrollcase fiendish dire apes have a +2 bonus on attack vines overshadows the neighboring manors. An
with map of the Ivy District and notes (see rolls, damage rolls, and Fort saves, Str 26, iron plaque beside the front gate reads Endrik
Development), 40 gp, 2 pp. and Con 18. Archerus, Artist. A flagstone path leads across
SPECIAL QUALITIES Morale The fiendish dire apes fight to the a handsome yard to an ironbound door at the
Poison: Dariuss bolts are poisoned with giant death, or until the summoning spell ends in base of the tower.
wasp venom (injury, Fort DC 18, initial and 11 rounds.
secondary 1d6 Dex).
PART 4: THE OTHER SIDE The Missing Painter
Development: If the PCs save the Well- OF THE CANVAS It doesnt take long for the PCs to learn that
Dressed Gentleman from the invisible With the information the PCs learned from Endrik is missing. He received a wrapped
stalker, he attempts to fast-talk them to their encounter with the Well-Dressed package earlier in the day and took it up
aect his escape. If the PCs detain and Gentleman, they have just one last painting to his studio to examine. Since then, his
confront him with the events that have to deal with. The paintings of Endrik servants have not seen him. They tell the
transpired since he delivered the trapped Archerus, himself an international celebrity, PCs that he does not leave without letting

9
gallery of evil
them know, and none of them saw him exit
the tower. The servants worry that some-
thing unnatural has happened to him, but if
the PCs can unravel the mystery they wont
need to send for the watch.
Creatures: Five servants live in and work
in Endriks home (LN male and female hal-
fling and human expert 2, hp 9).
Development: There is no map provided
for Endriks tower. Any action here takes
place within the trapped painting. The
40-foot-diameter tower rises to a height
of 60 feet and contains five levels, with
Endriks studio located at the top.

Harvester of Souls (EL 9)


If the PCs oer to help, the servants escort
them up to Endriks studio. Read or para-
phrase the following.

The studio is a cluttered mess of easels, boxes


of paints, stools, workbenches, brushes, rags,
unfinished paintings, and stretched can-
vasses still waiting for brush and paint.
A three-foot-by-six-foot oil-on-wood painting
appears to be a recent addition. Thick brown
paper lies wadded on the floor around it. The
painting, full of grays, depicts a horrible crone
with dark skin and bright glowing eyes sitting
astride a black warhorse. The hag waves a long
pole ending in an iron spike at a pair of ugly
humanoids with glowing emerald eyes and All except one, which depicts Archerus in his During Combat Endrik Archerus bites at
covered in chains. They struggle to pull a two- new form (gained via a baleful polymorph spell anything that comes within reach in order to
wheeled handcart filled with a writhing mass triggered when he touched the painting), defend himself.
of large fat worms with humanoid heads. More are illusions. The horse is a phantom steed, as Morale If wounded, Endrik awkwardly attempts
of the vile creatures crawl in the dust around the spell. The chain devils are real and bol- to slither away.
them, their humanoid faces twisted with hate stered with Imrons Augment Summoning
and self-loathing. In the background loom piles feat. The creature on the horse is a soul har- SOUL HARVESTER CR 5
of rubble and a massive stone wall that seems vester, a painted creation night hag. Painted creation night hag
to rise into infinity. N Medium construct
CHAIN DEVILS (2) CR 6 Init +2; Senses darkvision 60 ft., low-light
The surface of the painting appears slick hp 68 each; MM 53 vision; Listen +0, Spot +0
and wet. Additionally, the subjects seem to TACTICS DEFENSE
actually move, albeit at an incredibly slow During Combat The chain devils animate the AC 23, touch 12, flat-footed 21
rate. Anyone who touches the surface of the chains that bind them to the cart, then (+2 Dex, +11 natural)
painting is instantly transported into an attack in melee. They have a +2 bonus on hp 65 (8d10+20)
extradimensional space within the painting attack rolls, damage rolls, and Fort saves, Fort +4, Ref +6, Will +4
(no save). While the active subjects of the Str 19, and Con 19 due to Imrons Augment DR 10/; Immune construct traits
painting (see below) exist, PCs transported Summoning feat. OFFENSE
inside remain trapped. Morale These chain devils are more savage Spd 20 ft.
A sheet of vellum on the floor in front of than their ordinary counterparts. They fight Melee bite +10 (2d6+6 plus toxic touch)
the painting contains a cryptic letter (see ferociously to the death. Special Attacks constrict 2d6+6, improved grab
Player Handout 2). TACTICS
Creatures: The worm creatures are souls ENDRIK ARCHERUS (WORM FORM) CR During Combat The soul harvester attacks the
of the damned, collected by evil outsiders to hp 27; use the stats for a Medium snake, MM 288 nearest enemy with its bite.
sell, trade, andoftentimessimply devour. TACTICS Morale Fights until destroyed.

10 MODULE U1
harvester can alter its form to a puddle of At this point, the PCs should be able
paint to squeeze through cracks or holes. to proceed to the next part of the adven-
It is said that the souls of thieves While in this form it gains a swim and climb ture rather easily. If they saved the artist,
and liars are damned to an speed equal to its base movement rate. It Endrik Archerus knows exactly who sent
eternity of torment in Hell. can flow through any openings that liquid him the trapped paintingImron Gauth-
So then, Master Archerus, can pass through. A soul harvester can fallow. He recognized the style as soon as
gaze upon this portrait, a gift to
return to its original form as a move action. he unwrapped the painting. Endrik also
you, and ponder whose damned
soul you see. Improved Grab (Ex): If the soul harvester hits a understands the meaning of the cryptic
Ah, and lest I forget: your Medium or smaller opponent with its bite, letter that accompanied it and tells the PCs
compatriot, you should know, it deals normal damage and can attempt he has reason to believe Gauthfallow might
will join you soon. The sting to start a grapple as a free action without have harmed Tharivol, a friend of Endriks
of his duplicity gnaws at him, provoking an attack of opportunity. If it gets and servant of Imrons. He is loath to reveal
you can be sure. a hold, it deals constrict damage. why Imron has it in for him and attributes
Toxic Touch (Ex): The touch of a soul harvester it to jealousy.
is toxic to most living creatures. A living If the PCs dont save Endrik, they still
Player Handout 2
creature struck by a soul harvester is should have no problem proceeding to Part
poisoned (contact or injury; DC 14 Five. Making a DC 15 Gather Information
STATISTICS Fortitude; initial and secondary 1d6 Con). check regarding someone notable living on
Str 19, Dex 14, Con , Int , Wis 10, Cha 1 Sandalwood Lane turns up Imrons name.
Base Atk +4; Grp +8 Development: Destroying the chain A foreign artist, Imron recently gained
Feats devils and soul harvester causes the fame very quickly with his refreshing and
Skills extradimensional space to collapse, shocking style and subject matter.
Languages Common (does not speak) shunting the PCs and Endrik Archerus If the PCs destroy the painting before
SQ construct traits, fluid form back into the painters studio in a flood of they free the people trapped within, the
SPECIAL ABILITIES wet paint. Endrik Archerus immediately extradimensional space remains intact, and
Fluid Form (Ex): As a free action, a soul reverts back to his normal form. the creatures inside are trapped. Only very

11
gallery of evil
powerful magic (such as a limited wish spell) The exterior walls of the manor are PCs who succeed on a DC 15 Spot check
could recreate the gateway and allow the 1-foot-thick reinforced masonry rising to notice signs partially covered in the vines
PCs to rescue those trapped inside. crenellations and merlons surrounding a growing around the bars of the fences. The
flat roof, with 3-inch-thick reinforced iron signs say Beware of Dog.
PART 5: THE WIZARD and wood outer doors kept secure with The iron fences lead to and completely
The evidence pointing at Imron Gauthfal- arcane locks (in addition to their regular surround the front porch. An iron grill
low as the culprit responsible for the recent locks). The interior walls are 6-inch-thick opens from the porch to the yard.
crimes is very convincing. The mysteri- wood and stone combinations, with good Iron Fence: hardness 10, hp 30, Break DC
ous letter he sent, along with the trapped wooden doors that, unless stated otherwise, 25, Climb DC 15.
painting for Endrik Archerus, is not quite remain unlocked. Aside from the one in the Iron Grill: hardness 10, hp 30, Break DC 25.
as cryptic as he thought. ceiling over the vaulted entry chamber, the Creature: There is indeed a dog prowling
When the PCs arrive at Imrons home, windows throughout the manor are 2-foot- the yard. In Imrons travels he met an extra-
read or paraphrase the following. wide by 5-foot-tall stained glass that open planar merchant who sold him a massive
inward. Each window has a good latch and hell hound pup from a litter he claimed
Nestled among the homes of lesser aristocracy is warded with a heightened fire trap. was bred by one of the Dukes of Hell.
and well-to-do artisans, merchants, and Unless stated otherwise in a rooms Imron named the pup Killer and trained
craft folk stands a tall, austere home of rigid description, a glowing insubstantial the ferocious beast to protect him and his
angles and simple decorations surrounded lantern floats near the ceiling at the property. Now fully grown, it prowls the
by a high wall covered in flowering vines. rooms center. yard, ready to devour anyone other than
A plaque near the front gate reads Imron The floors throughout most of the keep Imron and his servants.
Gauthfallow, Retired. are smooth, fitted flagstones of dark green When Imron bought this manor he real-
marble covered in places by thick rugs. ized that a full-grown Nessian warhound
The PCs have likely foiled some of Imrons Outer Wall: hardness 8, hp 450, Break openly guarding his home might raise a few
magical traps and, observing some of the DC 60. eyebrows and attract unwanted attention, so
previous events through his crystal ball, Iron Gate: hardness 10, hp 60, Break DC he placed a permanent image on Killer to make
he is aware of their meddling. Imron has 28, Open Lock DC 30. him appear as a normalalbeit heavily mus-
developed a plan to evade capture and trick Exterior Wall: hardness 8, hp 180, Break cled and ferocious-lookingmasti wearing
his enemies. Some years ago, he obtained DC 45. a leather collar with his name engraved in
a powerful artifact called the id portrait Interior Wall: hardness 8, hp 90, Break bold letters on a tag hanging from it.
(see Appendix 3, page 30). This powerful DC 30.
magical relic from a bygone age inspired Outer Door: hardness 8, hp 60, Break DC KILLER, NESSIAN WARHOUND CR 9
him to learn the secrets of combining art 38 or 28, Open Lock DC 30. hp 120; MM 151
and sorcery. Hesitant to use its powers until Interior Door: hardness 5, hp 15, Break TACTICS
he realized he might get caught, he fully DC 18. Before Combat When the PCs get halfway
intends for the PCs to succeed in capturing Stained Glass Window: hardness 1, hp 1, up the gravel path, Killer trots around the
or slaying his duplicates. Seeing the PCs in Break DC 8, Open Lock DC 25, heightened southeast corner of the manor and charges
action has caused him to develop a healthy fire trap spell. up to the fence, barking and snarling at
respect for their abilities, which overcame them. If the PCs attack Killer from their side
his fear of using the artifacts powersince HEIGHTENED Fire Trap CR 7 of the fence, Killer breathes fire and batters
it would essentially fracture his personality Type spell; Search DC 31; Disable Device DC 31 the fence to get at them.
into three separate beings and leave him EFFECTS During Combat Killer breathes on his enemies,
imprisoned inside the portrait. He knows, Trigger touch; Reset none then targets a single creature to grapple and
however, that once the PCs capture (or Eect heightened fire trap (1d4+11 fire, 11th rip apart with his fiery bite. If the PCs retreat
kill) his duplicates, the painting will eject level wizard, DC 20 Reflex save half damage) from Imrons property, Killer snarls and
him, allowing him to escape (hopefully) barks at them from the gate, but does not
undetected. Once that happens, he plans to Ground Level leave the manor grounds.
leave Absalom forever. Morale If reduced to fewer than 20 hit points,
1. The Yard (EL 10) Killer withdraws, continuing to bark and
Gauthfallow Manor Features howl while remaining close enough to watch
The manor resembles a small keep, with A tall gate between stone pillars allows access the intruders.
a 10-foot-high stone wall surrounding the to Imron Gauthfallows property. A gravel path
property, broken only by a tall gate at the flanked by tall iron fences covered in places by 2. Grand Foyer (EL 8)
front, facing Sandalwood Lane. The sur- jasmine vines and roses leads to a colonnaded
rounding walls are 5 feet thick and topped porch, where a thick oak door with decorative This chamber is lit by a softly glowing, semi-
by short spikes. The gate is 10 feet high, 2 iron banding allows entrance into the manor. translucent lantern suspended in the air half-
inches thick, and usually locked. way up to a magnificent stained-glass window

12 MODULE U1
STATISTICS
in the ceiling depicting a red dragon and a gilded frames, colorful tapestries, and antique
knight on a white charger facing each other. Str 12, Dex 13, Con , Int , Wis 10, Cha 1 weapons and shields hanging from the walls.
Across from the doorway, a winding car- Base Atk +3; Grp +4 Three armor stands hold exotic suits of armor,
peted staircase ascends to a balcony, from Feats apparently from distant cultures, while a fourth
which hang tapestries depicting strange and Skills is empty. Thick curtains frame tall stained-
exotic heraldry. A corridor under the stair- Languages Common (does not speak) glass windows spaced around the room. To the
case leads to areas deeper within the manor. SQ fluid form north, a wide archway exits the room.
A golden tasseled rope in the southwest cor- SPECIAL ABILITIES
ner hangs from the ceiling to within a foot or Fluid Form (Ex): As a free action, a painted
two of touching the green marble flagstones. On servant can alter its form to a puddle of
the other side of the chamber, an open ledger paint to squeeze through cracks or holes.
with quill and inkpot sits atop a small table. While in this form, it gains a swim and climb
speed equal to its base movement rate. It
Creatures: Four constructs created can flow through any openings that liquid
by Imron, called painted servants, stand can pass through. A painted servant can
hidden behind the tapestries, waiting to return to its original form as a move action.
attack intruders (Spot DC 30). They look Improved Grab (Ex): If a painted servant hits a
human on first glance, but their color- Medium or smaller opponent with its slam,
ation is a little richer than real humans it deals normal damage and can attempt
and their movements are supernaturally to start a grapple as a free action without
lithe. Each of them wears leather armor provoking an attack of opportunity. If it gets
under servants livery. In addition, the a hold, it deals constrict damage.
tasseled rope hanging from the ceiling is Toxic Touch (Ex): The touch of a painted servant
animated. Imron commanded it to attack is toxic to most living creatures. A living
anyone not wearing his symbol who comes creature struck by a painted servant is
within reach. poisoned (contact or injury; DC 12 Fortitude;
initial and secondary 1d6 Con).
LARGE ANIMATED ROPE CR 3
hp 52; MM 14 Trap: The ledger on the table has numer-
TACTICS ous names written on its pages, but no one
During Combat Slams foes and attempts to of consequence other than couriers deliv-
wrap around and constrict them. ering various goods. Imron has trapped it
Morale It attacks as long as an enemy is within with a heightened sepia snake sigil. The spell
reach. is triggered if anyone except Imron reads
the ledger.
PAINTED SERVANTS (4) CR 3
Painted creation male human expert 4 HEIGHTENED Sepia Snake Sigil CR 7
N Medium construct Type spell; Search DC 31; Disable Device DC 31
Init +1; Senses darkvision 60 ft., low-light EFFECTS
vision; Listen +0, Spot +0 Trigger read text; Reset none
DEFENSE Eect heightened sepia snake sigil (creature
AC 13, touch 11, flat-footed 12 immobilized 1d4+11 days, 11th-level wizard,
(+2 armor, +1 Dex) DC 21 Reflex save negates)
hp 42 (4d10+20)
Fort +1, Ref +2, Will +1 Development: Sounds of combat,
DR 5/; Immune construct traits especially the clanging bell at the upper
OFFENSE end of the animated rope as it attacks,
Spd 30 ft. alert the living occupants of the manor
Melee slam +4 (1d6+1 plus toxic touch) to trespassers.
Special Attacks constrict 1d6+1, improved grab
TACTICS 3. Great Room (EL 10)
During Combat A painted servant slams
opponents and constricts foes it A massive chandelier hangs from a beam in
successfully grapples. the ceiling, each of its dozens of small candles
Morale Mindless and unquestioningly loyal, a burning with a small flame that combine
painted servant fights until destroyed. to brightly illuminate the oil paintings in
Painted Servant

13
gallery of evil
A DC 25 Search check reveals that two of SQ id duplicate, trapfinding Trap: Any PCs not quick enough to
the weapons hanging from the walls are Combat Gear potion of cats grace (2); Other scramble out of the way when the Rake
missing: the antique masterwork rapier Gear masterwork studded leather armor, releases the rope are crushed under the
and greataxe Imrons id duplicates are antique masterwork rapier, light crossbow heavy weight of the chandelier and cut by
armed with. with 10 bolts the shards of broken glass as it shatters
Creature: The Rake, one of Imrons alter SPECIAL ABILITIES against the flagstones.
egos created by the id portrait, hides behind Id Duplicate (Su): An id duplicate lasts until
a curtain at the northwest side of the room slain or a number of days equal to the base FALLING CHANDELIER CR 8
(Spot DC 28). The Rake is the embodiment creatures HD or level. The Rake will last for Type mechanical; Search DC 25; Disable Device
of the suppressed scoundrel within Imron a total of 11 days at which point he simply DC 25
daring, debonair, agile, and stealthy. The Rake dies. See Appendix 3 for more information EFFECTS
holds the end of the rope rising to a pair of on the id portrait and its effects. Trigger location; Reset repair
pulleys that raise and lower the chandelier. Permanent Spells (Sp): The Rake shares Eect 8d6 bludgeoning, piercing, and slashing
He waits for the perfect moment to drop it Imrons permanent detect magic and see damage; DC 25 Reflex save avoids; multiple
on the PCs and springs out to attack. invisibility spells. creatures in a 10-ft.-by-10-ft. square.

THE RAKE (ID DUPLICATE) CR 10


Male human rogue 11
NE Medium humanoid
Init +8; Senses detect magic, see invisibility;
Listen +14, Spot +14
DEFENSE
AC 17, touch 14, flat-footed 13
(+3 armor, +4 Dex)
hp 52 (11d6+11)
Fort +4, Ref +11, Will +3
Defensive Abilities trap sense +3, improved
evasion, improved uncanny dodge,
uncanny dodge
OFFENSE
Spd 30 ft.
Melee mwk rapier +13/+8 (1d61/1820)
Ranged light crossbow +12 (1d8/1920)
Special Attacks sneak attack +6d6
TACTICS
Before Combat The Rake drinks potion of cats
grace while hiding and ambushes enemies.
During Combat The Rake attempts to sneak
attack flat-footed enemies using Improved
Feint if necessary, flees and hides, then
repeats this tactic.
Morale If he is reduced to fewer than 20 hp, the
Rake surrenders, hoping to trick the PCs into
thinking that he is the real Imron. He plays
out the deception as long as possible to give
the real Imron a chance to flee.
STATISTICS
Str 8, Dex 18, Con 12, Int 13, Wis 10, Cha 14
Base Atk +8; Grp +7
Feats Combat Expertise, Improved Feint,
Improved Initiative, Weapon Finesse
Skills Bluff +16, Disable Device +15, Hide +18,
Move Silently +18, Listen +14, Open Lock The Rake
+18, Search +15, Spot +14, Tumble +18, Use
Magic Device +16
Languages Auran, Common, Draconic, Ignan

14 MODULE U1
Treasure: Imron collected the paint- SMALL ANIMATED CRYSTAL FIGURINE CR 1 TACTICS
ings and tapestries in this room from hp 15; MM 13 During Combat A painted servant slams
various places across the world dur- TACTICS opponents and constricts foes it
ing his adventuring days. The antiques During Combat The animated ogre batters its successfully grapples.
mounted on the walls include two mas- foes with its fists. Morale Mindless and unquestioningly loyal, a
terwork heavy steel shields, a masterwork Morale If not being attacked, it returns its place painted servant fights until destroyed.
rapier (hung as if another rapier crossed on the table.
in front of it), and a masterwork halberd. 6. Guest Rooms
The suits of armor include bugbear hide Treasure: The animated figurine functions
with tribal brands marking it as that of a as a tabletop gofer as long as it is placed atop A large four-poster bed sits atop a plush area rug.
chieftain (masterwork hide armor), cord a suitable table. As an interesting novelty, it A bookcase next to a broad armoire holds a few
armor (equivalent of masterwork leather can sell for as much as 500 gp. leather-bound books and small curios, while in
armor), and armor made from pieces of Development: If attacked, the crystal the opposite corner sits a dresser mounted by a
bulette carapace (equivalent to a master- figurine responds by hammering foes with tall mirror. A small desk is furnished with parch-
work breastplate). The Enraged Warrior its fists. It otherwise simply remains at the ment paper, quill, and inkpot. Several paintings
(area 9) wears the missing suit of armor. center of the table, waiting to carry out of serene landscapes hang from the walls.
These items are worth a combined total whatever commands it is given.
of 7,500 gp. Each of these keyed rooms has the same
Development: If the Rake is forced 5. Kitchen (EL 7) basic theme, with slight variations. A PC who
to withdraw, he salutes the PCs with succeeds on a DC 20 Knowledge (local) check
his rapier and darts through the din- This large kitchen is immaculately clean and fas- notices that one or two of the paintings look
ing room and into the kitchen, where tidiously ordered. Pots in perfect rows, from larg- very similar to recent Archerus portraits on
he descends to area 15 using the ladder est to smallest, hang from a rack suspended from sale in local galleries. Archerus stole the con-
hidden in the larder. He then heads for the ceiling over a large preparation table. Knives cepts from these very paintings while Imron
the gallery and heals himself using the hanging on the wall are exactly perpendicular to was still working on them. Imrons initials,
portrait of health. the cutting table beneath them. Plates and other painted in the lower right corner, bear a date
Ad Hoc XP Award: The Rakes CR is crockery are stacked neatly in open cupboards. A approximately 1 month after the appearance
1 lower than normal due to his lack of large oven and stove dominate the north wall. of Archeruss versions in the local galleries
appropriate gear. A heavy wood and iron door in the north wall throughout Absalom.
appears to be the manors rear entrance. Simpler
4. Dining Room (EL 1) doors in the southwest corner and the eastern
portion of the south wall lead into the manor. A
A long, polished mahogany table and ten curtain in the east wall covers the opening to
matching high-backed chairs carved to the larder.
resemble sinuous dragons dominate the
center of the room and sit upon a thick rug The kitchen reflects Imrons
with a spiral pattern in shades of red, orange, ordered and meticulous nature.
and brown. A small figurine of a featureless Imron keeps only high-quality
humanoid chiseled from some green crystal cooking implements, crockery, and
rests on the center of the table. The north silverware here (worth a total of 1,000 gp)
and west walls each have stained glass and the larder is fully stocked with enough
windows depicting exotic scenes of a feast. food and beverages to last at least 3 weeks.
Each window is framed by dark drapes. A DC 20 Search check of the larder reveals a
trapdoor in the floor behind some crates and Crystal
Creature: The crystal figurine is a small sacks of beans. A ladder under the trapdoor Figurine
animated object that follows simple descends to area 15.
commands given by anyone seated at the Creatures: Four painted servants guard
table. Imron keeps it as a conversation the kitchen. They attack anyone who enters
piece. It understands commands like the room other than Imron and his dupli-
Bring the salt shaker to me or Take cates. These painted servants are identical
this and give it to the person seated at to the ones in the grand foyer, with the
the other end of the table. Its oversized addition of kitchen aprons.
hands have jointed fingers and thumbs
that allow it to manipulate a variety PAINTED SERVANTS (4) CR 3
of objects. hp 42; see pg. 13

15
gallery of evil
9. Ambush on the Balcony (EL 9)
Designer Your last sketch was lacking. If you
Notes The winding staircase ascends to a carpeted
balcony overlooking the chamber below. A
expect to receive the agreed-upon
payment next time, I expect a much
short corridor exits the balcony to the north
I GUESS IM with two more doors, one in each wall.
better rendering and something a
THE VILLAIN little different. Ive had quite
While I was writ- Creature: An id duplicate refl ecting enough alien landscapes. And do
ing the description the irrational, violent inner workings of be careful. Imron recently came by
for Imrons kitchen (area 5), I remember Imrons personality, called the Enraged my gallery and left with a peculiar
thinking to myself that it was the perfect Warrior, lurks in the corridor between the
kitchen. It was about at that point that I
look. He may suspect.
doors to areas 10 and 11. He looks like a
realized that I had written myself into the muscular version of Imron with features
adventure as Imron Gauthfallow. Im a
pinched in anger. He wields an antique
neat freak (though you wouldnt know it
greataxe and wears a suit of overlapping Player Handout 3
by looking at my house thanks to a 2-year-
old cyclone named Alyssa Greer), I paint green and brown leaves called Numerian
as well, and I can be quite vengeful when leaf armor (see Appendix 3, page 30), both Morale Fights savagely until reduced to half
someone really riles me up. I didnt realize of which were taken from area 3. his hit points, quaffs potions, returns to
how much of myself Id poured into this When the Enraged Warrior sees the combat, and then fights to the death.
adventure, but there you goapparently PCs on the balcony, he charges the Base Statistics AC 14, touch 11, flat-footed
Im the villain. first one he can reach and attempts to 13; hp 99 (11d12+22), Fort +9, Will
bull rush the intruder over the ledge. +4; masterwork greataxe +11/+6/+1
The railing surrounding the balcony (1d12+16/3); Str 18, Con 14; Climb +18,
7. Bathroom provides a +2 bonus on the PCs opposed Jump +18, Swim +18
Each of these rooms contains a large por- Strength check. If the Enraged Warrior STATISTICS
celain tub and polished wooden floor- succeeds in pushing a PC over the Str 24, Dex 13, Con 20, Int 10, Wis 12, Cha 8
boards. A wide mirror is mounted on the ledge, the PC falls 10 feet to the hard Base Atk +11; Grp +18
wall over a marble countertop that holds flagstones below. Feats Cleave, Improved Sunder, Power Attack,
scented lotions, bath oil, mint leaves, tow- Weapon Focus (greataxe)
els, brushes, combs, and hair cream. A shelf ENRAGED WARRIOR (ID DUPLICATE) CR 10 Skills Climb +21, Intimidate +13, Jump +21,
near the tub holds several carefully folded Male human barbarian 11 Listen +15, Swim +21
bath towels of various sizes in shades of NE Medium human Languages Auran, Common, Draconic, Ignan
plum, cream, and sage. A water pump pro- Init +1; Senses detect magic, see invisibility; SQ fast movement, greater rage 3/day, id
trudes from the wall with a metal bucket Listen +15, Spot +0 duplicate
next to it. An iron brazier in the corner is DEFENSE Combat Gear potion of bulls strength,
used to heat the water. AC 12, touch 9, flat-footed 11 potions of cure light wounds (2); Other
(+3 armor, +1 Dex, 2 raging) Gear Numerian leaf armor (see sidebar),
8. Servant Quarters hp 132 (11d12+55) masterwork greataxe
These rooms are much simpler versions of Fort +12, Ref +4, Will +7 SPECIAL ABILITIES
the guest rooms (area 6) and some contain Defensive Abilities improved uncanny dodge, Id Duplicate (Su): An id duplicate lasts until
two beds. The dust accumulated on the trap sense +3; DR 2/ slain or a number of days equal to the
furniture shows no signs of disturbance OFFENSE base creatures HD. The Enraged Warrior
for several weeks. A DC 20 Search check of Spd 40 ft. will last for a total of 11 days at which
the southeast room on level one turns up a Melee mwk greataxe +15/+10/+5 (1d12+20/3) point he simply dies.
short note written on a scrap of parchment Special Attack greater rage 3/day Permanent Spells (Sp): The Enraged Warrior
(see Player Handout 3). This is one of many TACTICS shares Imrons permanent detect magic
correspondences between Endrik Archerus Before Combat Quaffs his potion of bulls and see invisibility spells.
and Tharivol, when he was sketching copies strength and enters a greater rage.
of Imrons works in progress. During Combat Closes with the nearest Development: The Enraged Warrior
Ad Hoc XP Award: If the PCs find the note, opponent and attempts to Bull Rush him shouts vitriolic oaths, battle cries, and
award them experience for a CR 4 encounter. off the balcony. On a full attack action accusations of Thieves! and Conspira-
he makes Improved Sunder attempts on tors! as he swings his axe with reckless,
Second Floor enemies weapons with his first attack deadly force. He cannot be reasoned with,
The walls and doors of this level are identi- and follows up with attacks on the foes but he does not stray far from this area of
cal to those of the ground floor. The ceilings wielding them. He uses Power Attack for the manor, keeping intruders out of areas
and floors are made of stone. 5 points. 10 and 12.

16 MODULE U1
Ad Hoc XP Award: The CR for the PAINTED SERVANTS (2) CR 3 not quite visible to the PCs until they
Enraged Warrior is 1 lower than normal due hp 42; see page 13 actually enter the room. The painting of
to his lack of gear appropriate for his level. TACTICS the huge octopoid humanoid is trapped
During Combat The painted servants slam with a phantasmal killer spell activated by
10. Imrons Bed Chamber (EL anyone who enters the room, except for any living creature other than Imron and
7+) Imron, constricting foes they successfully his id duplicates who comes within 10 feet
grapple and using coup de grace on of it.
A plush area rug covers part of the floor on the helpless enemies.
west side of the room. A long chest of draw- Morale They fight until destroyed. HEIGHTENED Symbol of Sleep CR 7
ers topped by a gilded mirror rests against the Type magical; Search DC 31; Disable Device
eastern side of the northern wall. A heavy dark Traps: A heightened symbol of sleep is DC 31
oak desk occupies the eastern wall, and a wide drawn on the east wall above the desk, EFFECTS
armoire is centered against the southern wall.
Two paintings on the west wall depict horrible
creaturesthe first shows a huge monster with
the thickly muscled, slime-covered lower body of
a giant humanoid and the upper body of some
kind of horrific squid with humanoid arms that
split into five long, barbed tentacles. The portrait
to the east is of a small, emaciated child hold-
ing a ragged, bloodstained doll. She wears a
mischievous smile and has dark gaping holes
where her eyes should be. A curious weapon rack
on the western section of the north wall holds
nearly a dozen pencil-thin rods of wood, stone,
bone, and other less-identifiable materials. Dark
purple drapes partially cover narrow stained-
glass windows in the west and north walls.

Imrons sleeping quarters are as orderly


and neat as his kitchen. A DC 15 Search of
the area rug reveals four impressions in it
made by a large heavy object (Imrons bed,
which is conspicuously missing). The top-
left drawer of the chest of drawers along the
northern wall contains a tiny lifelike replica
of a four-poster bed. Detect magic targeted on
the replica reveals a moderate transmutation
aura. Always the practical thinker, Imron
cast a permanent shrink item spell on this
large, comfortable bed that has allowed him
to take it everywhere he goes, speaking the
command word to return it to normal size
when needed. He likes the open space in the
room left by the missing bed.
The 11 wands on the rack mounted on
the northern wall each has 0 charges, but
they nonetheless hold sentimental value to
Imron. The armoire and chest of drawers
contain clothing and extra bedding. The desk The Enraged
contains parchment, writing quills, and ink. Warrior
Creatures: Two painted servants guard
this room from intruders. They are identical
to the painted servants in area 2. Each
one hides behind the drapes covering the
windows in the west wall (Spot DC 20).

17
gallery of evil
Trigger looking at symbol; Reset none Magically Treated Iron Trapdoor: hard- tomes used in his magical research. The
Eect Subjects viewing the symbol must ness 20, hp 120, Break DC 48, Open Lock papers on the desk are mainly local area
succeed on a DC 20 Will save or sleep for DC 60 (or 40). maps. Of note, a map of the Ivy District
3d6x10 minutes. has X marks on the locations of the homes
12. Study of Imrons enemies targeted to receive
HEIGHTENED Phantasmal Killer CR 7 trapped paintings. One of the other
Type magical; Search DC 31; Disable Device This cozy chamber is lined with tall maps on the desk is a larger continent
DC 31 bookshelves along the north and part of the map. A star marks a spot in Taldor with
EFFECTS south wall. At a glance, the subjects of the a note next to it that reads Denicks
Trigger location; Reset none books lining its shelves seem to mainly be Keep. This is a small keep owned by
Eect First subject within 10 feet of the art, history, and popular works of fiction. one of Imrons old adventuring
painting is affected by a heightened A writing desk occupies the southeastern companions to which he made plans
phantasmal killer spell (DC 20). corner, its surface covered in maps with notes to fl ee if forced to abandon his home
scrawled on them. A comfortable-looking in Absalom.
Ad Hoc XP Award: Encountered sepa- couch rests against the south wall and a
rately, the painted servants are an EL 5 and pair of matching chairs flanks the western 13. Studio
the traps are each an EL 7. All together this door. A second door exits this room through
is an EL 9 encounter. the eastern wall. Stretched canvas, picture frames, a worktable
with neat rows of covered jars of paint and
11. Roof Access An examination of the bookcase an assortment of brushes laid out carefully
These steps ascend to a magically reveals an abundance of books about art on it, and several easels holding works in
treated iron trapdoor to the roof. It has and history, as well as popular works of progress occupy most of the space in this
an arcane lock in addition to its internal fiction, but it also contains adventure logs art studio. A few finished paintings stand
mechanical lock. from Imrons campaigns and numerous propped against one of the walls. Some look

18 MODULE U1
quite beautiful while others are unsettling 15. Hidden Ladder SHADOWY LURKER CR 8
and repugnant. hp 32; Appendix 2, page 26
Stairs descend to a wide corridor flanked by TACTICS
Imrons studio is neat and tidy, with curtained alcoves. An archway opposite the Before Combat The shadowy lurker casts
excellent quality supplies. One of his stairs opens into a gallery. major image to distract and divide groups
recently finished paintings, entitled of enemies and stays hidden while its
Justice and Vindication, depicts a dark- The curtains in the north alcove conceal opponents react.
haired man lying on a bed of black and red a small space behind it. It contains a ladder During Combat Utilizing Flyby Attack and
wasps and screaming in utter agony. The that climbs to the trapdoor in area 5. dimensional step, the shadowy lurker
thousands of vermin are biting, stinging, makes hit-and-run attacks against fighter
and chewing their way into his flesh. Some 16. Gallery (EL 9) types while appearing to run in and out of
of them crawl beneath his skin. Others nearby walls.
crawl in and out of his gaping mouth, Paintings of all sizes, styles, and subject Morale If reduced to 10 or fewer hit points, it
nose, and ears. This gruesome piece matters cover the walls of this irregularly uses dimensional step to enter its bonded
depicts the final fate of Imrons servant shaped chamber. A beautiful scene of an painting and fast heal up to full hit points. It
Tharivol. otherworldy sunset hangs next to a por- only parleys with enemies if they threaten its
Treasure: A DC 25 Search of the studio trait of a red-scaled humanoid with silver bonded painting with destruction.
reveals a loose flagstone in the floor that eyes and massive horns protruding from its
can be lifted to reveal a shallow depres- head. Across the room, a scene of a group of Treasure: One of the paintings is a pow-
sion in which Imron keeps his special human explorers standing before a colossal erful magic healing device called a portrait
paints and brush: two sets of sorcerous pig- tree of fire hangs next to a serene still life of health (Appendix 3, page 31). The rest of
ments and an animator brush (see Appendix of a ship at anchor with a rising sun in the the collection is worth a combined total of
3, page 30). background. Small one-foot-square etchings 5,100 gp.
Development: PCs can make a DC 20 and woodblocks give way to massive four- Development: If the lurkers bonded
Knowledge (the planes) check to recog- foot-by-eight-foot oil-on-wood paintings fit painting is seriously threatened, it
nize the red and black vermin as hell for a royal court. attempts to negotiate a peaceful resolu-
wasps. Detect magic reveals a moderate tion by whining and pleading at first. If
dweomer of conjuration emanating from A total of 53 paintings hang from the that doesnt work it tries to bribe the PCs
the painting. If destroyed, the painting walls of this vaulted gallery. Feel free with its knowledge of the location of the
ejects Tharivol, who is already dead. to describe other paintings not already secret chamber where Imron keeps the id
mentioned as you see fit, but keep in mind portrait. Of course, it doesnt warn the PCs
Roof the randomness of the collection. These of the animated statues in area 17 or the
Flat stones form most of the roof of pieces represent Imrons favoritessome wizards shield guardian protecting the id
the manor. gathered from adventures and others portrait and its master.
painted by his own hand. A few of them Ad Hoc XP Award: If the PCs learn of
14. Manor Roof are simply illusions cast within empty Imrons secret chamber (area 19) from the
frames. One such illusory painting depicts lurker award half again as much (+50%) expe-
The fl at roof of the manor is surrounded a frumpy man sitting on a bench reading a rience as normal for this encounter.
on all sides by crenellations and merlons. A book. Occasionally, the man turns a page
small garden flourishes here, and nearby sit or scratches his head. His eyes move back 17. The Halberdiers (EL 5 and 9)
several benches and an easel. and forth as he reads.
Creature: This is the haunt of an The dressed stone corridor opens into a long
Imron comes up here to paint in the incorporeal undead creature called a shadowy room. A faintly lit corridor exits
fresh air. His garden is neat and orderly, shadowy lurker. Imron unwittingly through the opposite wall. Five alcoves line
like the rest of the manor. The stained brought the creature back from one of each of the two side walls with banners hang-
glass window recessed in the stones here, his adventures inside a magnificent ing from the wall above them.
visible from area 2 below, is actually painting craft ed by a long-dead elven
magically transparent iron with an artist. Imron quickly learned of the Each alcove contains a suit of tarnished,
illusion of stained glass placed over it. creatures vulnerability, and began using dinged-up, battle-stained full plate
Transparent Iron Window: hardness 10, it to guard his valuable possessions. In holding a halberd. Each suit of armor
hp 80, Break DC 35. time, the two came to an understanding, di ers from its neighbor in style and
and when Imron eventually decided to design. Imron claimed the armor from
Dungeon Level 1 take up painting, he convinced the the bodies of enemy warriors he and his
Unless otherwise noted, hewn stone creature to school him in the ancient allies defeated during his adventuring
forms the walls, ceiling, and floor of the elven art of incorporating magic into days. The banners are the coat of arms
dungeon area. his artwork. or heraldry of each fallen warrior and are

19
gallery of evil

as battle-stained as the suits of armor. least 10 pounds is placed on it. A creature


A character can identify the heraldry by standing in one of the slabs squares must 18. Storeroom
making successful Knowledge (nobility make a DC 25 Reflex save to avoid being
and royalty) checks (DC varies for each, struck. Lifting the stone slabs once they Stairs descend into a dusty chamber filled with
but is at least 20). drop into place requires a successful DC crates and boxes, lumpy soot-covered sacks,
Creatures: The suits of armor are 30 Strength check. If both slabs are lifted picture frames, frayed rugs, tools, stacks of
animated guardians with orders to to their starting positions, the slabs lock in clothes and linens in need of mending, a few
kill anyone other than Imron or his id place, resetting the trap. pieces of lumber, and an old broom.
duplicates who enters this hall. They attack
with tarnished halberds. STONE SLABS FROM CEILING CR 5 This room mainly contains old furnish-
Type mechanical; Search DC 25; Disable Device ings and odds and ends left behind by the
ANIMATED FULL PLATE (10) CR 2 DC 20 manors former occupant. The sacks con-
hp 31; hardness 10; MM 13 EFFECTS tain coal used in the kitchen and bathrooms
TACTICS Trigger touch; Reset manual for cooking and heating water, respectively.
During Combat The suits of armor hack at Eect 5d6 bludgeoning damage, DC 25 A DC 25 Search of the west wall reveals that
the nearest enemies with their halberds Reflex save avoids, multiple targets in 2 the old broom leaning against the north-
(1d10+1/x3). adjacent squares. west part of the western wall is actually
Morale They fight until they are destroyed. an iron lever connected to the floor that,
Dungeon Level 2 when pulled, operates a swiveling section of
Trap: A pressure plate at the center of Unless otherwise noted, hewn stone wall that turns 180 degrees to allow anyone
the room causes two heavy stone slabs forms the walls, ceiling, and floor of the standing in the area designated on the map
to drop in front of the two exits when at dungeon area. entrance into area 19.

20 MODULE U1
19. Vault of the Id Portrait (EL 3rdblink, extended acid arrow (8 rounds, 2), Spellbook contains all prepared spells plus
Variable) suggestion (DC 17), summon monster III the following: 0all; 1stcharm person,
2ndalter self, glitterdust (DC 17), mirror enlarge person, mage armor, protection from
This simple dressed-stone chamber lacks fur- image, summon monster II, web (DC 17) evil, protection from law, sleep; 2ndcats
nishings save for a single large antique por- 1stmagic missile, ray of enfeeblement, shield, grace, false life, invisibility, resist energy, rope
trait depicting a gloomy library. In the library, summon monster I, unseen servant trick, see invisibility, scorching ray; 3rddispel
a stern-faced man with a thin dark beard and 0acid splash, detect magic, mage hand, read magic, fireball, haste, magic circle against
striking blue eyes wearing red and gray robes magic evil, stinking cloud; 4thdimensional anchor,
sits in a plush, high-backed chair. He holds a Spell-Like Abilities (CL 11th): minor creation, phantasmal killer; 5thbaleful
sta across his lap and one ringed hand rests Always activedetect magic, see invisibility polymorph, break enchantment, permanency,
atop a small table holding a crystal ball. TACTICS secret chest, symbol of sleep; 6thcontingency,
Before Combat Imron uses a wand to cast mage geas/quest, planar binding, summon monster VI
SPECIAL ABILITIES
This chamber is empty aside from the id armor followed by shield and lesser globe of
portrait and a few things piled against the invulnerability, then summons a celestial Permanent Spells (Sp) Imron has used
rotating portion of the wall separating this black bear with summon monster III to keep permanency to make the spells detect magic
room from area 18. enemies from closing with him. In the and see invisibility permanent. These effects
When Imron used his crystal ball and saw aftermath of emerging from the id portrait, may be permanently dispelled with dispel
the interference of the PCs and that he had Imron is currently under the effects of slow magic or suppressed in an anti-magic field.
been discovered as the culprit behind the and dimensional anchor spells. See Appendix
days events, he decided to use the powers of 3 for more information. SHIELD GUARDIAN CR 8
the magical painting in this room to confuse During Combat Imron attempts to split hp 112; MM 223
his pursuers long enough to escape from opponents with acid fog and then casts TACTICS
Absalomand perhaps find a way to still extended acid arrow at heavily armored foes. During Combat The construct readies an action to
exact his revenge. He then goes through his summon spells attack any creatures that try to harm Imron.
Creatures: Knowing he would be trapped from highest level to lowest to conjure allies Morale It fights until destroyed to protect Imron.
in the id portrait and weakened once ejected to fight for him. Note that due to the slow
from it, Imron commanded his shield effect, it takes him 2 consecutive full-round Development: If the PCs enter this cham-
guardian to protect the painting from harm actions to complete each summoning spell. ber within 24 hours of destroying the last of
and keep him safe while helpless. He placed Morale If he is reduced to less than 20 hp Imrons id duplicates, they find him resting
a teleport spell in the shield guardian to aid he flees with his shield guardian to area here, waiting for the slow and dimensional
his escape. He plans to use it to teleport 16 to heal up using the portrait of life. He anchor eects to wear o, but guarded by his
both itself and Imron to the home of an surrenders if he cannot escape and tries to construct protector.
old friend after the dimensional anchor eect talk his way out punishment.
wears o. Base Statistics AC 16, touch 14 flat-footed 14; CONCLUDING THE
Ref +5; Spd 30 ft.; Melee +1 quartersta +5 ADVENTURE
IMRON GAUTHFALLOW CR 11 (1d6) When the PCs defeat Imron and his min-
Male human wizard 11 STATISTICS ions (whether he flees or the PCs kill him)
LE Medium humanoid Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 12 the adventure is essentially over. If the PCs
Init +2; Senses detect magic, see invisibility; Base Atk +5; Grp +4 captured Imron, the District Watch takes
Listen +3, Spot +4 Feats Augment Summoning, Craft Construct, him into custody. What happens after that
DEFENSE Craft Magic Arms and Armor, Craft is up to you. You could have him tried for
AC 15, touch 13, flat-footed 13 Wondrous Item, Eschew Materials, Heighten the murder of Asheron Coyl and any oth-
(+2 deflection, +2 Dex, +2 natural armor, Spell, Scribe Scroll, Spell Focus (conjuration) ers he killed with his traps, as well as the
1 slow) Skills Concentration +11, Craft (painting) +14, attempted murders of Eleazonna Gert-
hp 40 (11d4+11) Decipher Script +12, Knowledge (arcana) wright and Belfor Vittanis. He most likely
Fort +4, Ref +4, Will +8 +14, Knowledge (the planes) +14, Listen +3, faces execution or a lifetime of imprison-
OFFENSE Search +6, Spellcraft +16, Spot +4 ment. In either case, the PCs probably never
Spd 15 ft. Languages Auran, Common, Draconic, Ignan again hear of Imron Gauthfallow. On the
Melee +1 quartersta +4 (1d6) SQ slowed (can only take 1 standard or move other hand, Imron might get a message to
Spells Prepared (CL 11th): action each round), summon familiar (none) his adventuring companions, who show up
6thacid fog Combat Gear potion of restoration, scroll of eventually and help him escape.
5thsummon monster V, teleport (already cast dimension door (3), wand of mage armor Alternately, siding with Imron brings
into shield guardian) (28 charges); Other Gear amulet of natural about the shocking truth that Endrik
4thblack tentacles, lesser globe of armor +2, crystal ball (with clairaudience), Archerus has been stealing from other art-
invulnerability, heightened glitterdust (DC handy haversack, ring of protection +2, shield ists for years. This kind of scandal could
19), summon monster IV guardian amulet, spell component pouch have a variety of negative and potentially

21
gallery of evil
deadly results, from a smear campaign by does a collection of beautiful homes, galleries, Winding cobbled stone streets and hard-
Endriks friends designed to discredit the specialty stores, and craft workshops. If the packed dirt roads, separated by narrow
PCs to assassination attempts by some of PCs need to acquire somethingwhether to drainage canals that eventually empty
Archeruss fanatical and wealthy fans. buy it or have it madethis is the best place into the sea, wind through the district.
If Imron makes good on his plan to in Absalom to find it. Decorative bridges connect numerous
escape to the home of his old adventur- As one of the oldest districts in the city, streets with one another, each one decorated
ing companion, or if his allies help him the Ivy District sits a good distance from somewhat dierently from the next, with
to escape justice as described above, the Absaloms outer walls. Its tranquil parks, bas relief sculptures, murals, or even tiled
PCs might find themselves the targets of flowering, ivy-lined streets, industrious mosaics appearing seemingly at random.
the wizards revenge at a later date in the mercantile and artisan zones, and Its streets are among the busiest in the city,
campaign. In that case, Imron is bolstered upper-class homes have been blessed save only the market and dock districts.
by a few of his old friends. The exact party with relatively little disruption from the The Ivy District is the most popular loca-
composition of Imrons old adventuring countless sieges that have shattered against tion in Absalom among those who appre-
party is left up to you. the city walls and seaside clis surrounding ciate the arts and the finest products and
With Imron gone, ownership of his the Isle of Kortos. The Ivy District is the entertainment gold can buy. Because of the
manor reverts to the City of Absalom. hub of culture and art within Absalom and, Ivy Districts reputation for beauty, fine art,
some might venture, the greatest influence and masterwork trade goods (fine blades,
APPENDIX 1: THE IVY on the styles and trends of its neighboring stylish and top-quality armor, renowned
DISTRICT kingdoms. gem cutters and jewelers, exquisite clothing,
Under the pretense of shopping for new gear, The Ivy Districts aairs are governed carpentry products, and so on), it is also very
the PCs might also find themselves traversing locally by a group of men and women called tempting for thieves. The district has a sur-
the streets of the Ivy District. This is an the Ivy District Council. They act under the prisingly low theft rate, however, thanks to
extremely popular district of Absalom for direction and authority of Absaloms theo- the eorts of a well-paid District Watch and
buying high-quality goods, containing as it cratic government leaders. the Brotherhood of Abadar, which patrols

22 MODULE U1
the streets looking for signs of unlawful
activities and disturbances.

THE IVY DISTRICT


Absalom City District Conventional; AL LN
GP Limit 100,000 gp (as Absalom); Assets
1,567,500,000 gp
DEMOGRAPHICS
Population 1,500
Type Mixed (79% human, 9% halfling, 5%
elf, 3% dwarf, 2% gnome, 1% half-elf, 1%
half-orc)
AUTHORITY FIGURES
Alain Always, CN male half-elf bard 9
(District Councilman); Bor Dralfo,
LG male human paladin of Abadar 8
(leader of the Brotherhood of Abadar);
Jembar Duskyshankle, LN male gnome
expert [ jeweler] 8 (District Councilman);
Engleton Embrey, NG male dwarf expert
[weaponsmith] 10 (District Councilman);
Jostlin Ferqyr, LN female human cleric of
Abadar 15 (District Councilwoman, Keeper
of the Vault of Abadar); Hans the Northman,
CN male human expert [carpenter] 9
(District Councilman); Eleena Woodsong,
NG female elf cleric of Shelyn 11 (High
Priestess of the Shrine of Shelyn); Grand
Alchemist Aarnock Xanthiss, NE male expert
[alchemist] 4/druid 8 (District Councilman);
Zharep Apul, LN male human ex-paladin 4/
fighter 3 (Captain of the District Watch).

Powers That Be
Several organizations uncomfortably vie
for power within the Ivy District. While
some are citywide groups, the activities and
influence of the others remain completely
within the district.
Brotherhood of Abadar: The Ivy District
has a strong presence of Abadar worshippers.
Most of the business owners and merchants Imron Gauthfallow
who both live in and frequent the district
oer regular prayers and tithes to the Master brotherhood has steadily gained numbers, Coalition of Artisans: This loose organi-
of the First Vault. An organization of Abadar- support, and the admiration of residents of zation is comprised of painters, jewelers,
worshiping paladins devoted to upholding the district, not to mention the ever-present potters, sculptors, and other artisans dedi-
their gods tenets regularly patrols the streets backing of the Church of Abadar. Many see cated to crafting works of art and beauty.
of the Ivy District, specifically watching for the presence of both the District Watch and The coalitions current president is Jembar
theft, swindles, and the disruption of peace brotherhood as highly redundant. Duskyshankle (LN male gnome expert [ jew-
and order. Originally formed to protect A standard brotherhood patrol consists of eler] 8), owner of It Sparkles! Most members
mercantile interests in the Ivy District, they two 1st-level paladins (Initiates of the Vault) are small-business owners more interested
have gradually branched out to other areas and one 4th-level paladin (Guardian of the in pursuing their respective crafts than any-
of law enforcement. The City Elders require Vault), each armed with a light crossbow thing else. The coalition collects no dues
the group to answer to the District Watch, and longsword and wearing a chain shirt and it usually only meets when something
but tensions between the watch and the concealed under a gold-trimmed purple important happening in the Ivy District
brotherhood have been building lately. The tunic bearing Abadars symbol. directly aects its members.

23
gallery of evil
The Ivy District Council: This group of a purveyor of various toxic compounds burning eyes of a lich priest of Urgathoa
individuals is made up of representatives ranging from arsenic to wyvern poison, named Pasharran, who dwells in a hidden
of each of the dominant power groups which she discreetly sells at a 25% mark-up lair among the catacombs beneath Absalom.
in the Ivy District, many of which are from the prices listed in the DMG. For Using a combination of druidic, clerical,
Union Leaders and Guild Masters. Each anyone with the dangerous knowledge and arcane magic, Pasharran is raising an
organization elects its representatives for of her real profession, she or any of her army of disease-ridden undead from the
various periods of time. Each has its own associates in the Knot can be hired for their soggy bodies of drowned sailors, which he
schedule for elections. Council members expert services at a starting rate of no less plans to unleash on the unsuspecting city
are responsible for overseeing taxes, repairs, than 5,000 gp. A DC 40 Gather Information when Urgathoa commands it.
and improvements within the district, fair check reveals the secret passwords necessary Street Performers and Actors Guild: The
business practices, and the administration to purchase poison or hire the knot. Ivy Play House is home to an organized
of the laws of Absalom within their district. Perfumers Conglomerate: This group of group of actors and playwrights. The guild
They meet once a month at the District florists and perfumer-alchemists, concen- is run by a famous thespian named Alain
Hall to discuss these matters as well as trated on Flower Street, contains several Always (CN male half-elf bard 9). Mem-
listen to matters brought to their attention druids. They are responsible for keeping bers pay a monthly fee that allows them
by citizens of the district. Local criminal the Ivy District green year round. On the to ply their trade in Absalom. Street per-
matters are reviewed here and then sent on surface, the fragrances and flowers currently formers pay an extra fee to reserve certain
to the City Elders to administer justice. en vogue at certain times each year appear street blocks for themselves and ensure a
The Ivy District Watch: The soldiers of as fads, but the truth is that the Perfumers competitor wont draw away their audi-
the Ivy District Watch are hired and paid Conglomerate subtly dictates the popular ence. Infringing on a guild members ter-
by the District Council, which is funded by scents and flora within the city at any given ritory or failure to pay dues often results
the guilds, unions, and other organizations time. The current leader of the group, the in an ugly public humiliation or blacklist-
it represents. These men and women are, Grand Alchemist, is Aarnock Xanthiss (NE ing (if the person is lucky). Extreme cases
for the most part, career soldiers. Many male expert [alchemist] 4/druid 8). involve sudden disappearances. Some say
retired adventurers number among the On the surface, Aarnock is a pleasant man the latter victims are kidnapped and sold
ranks as well. They are well supported by with a love of all things green and the myr- to slavers, while others contend they are
the citizens of the district. They receive iad scents with which nature enlivens life. forced onto ships sailing out of Absalom
regular donations of healing potions, In reality, he is a patient and wicked man and warned to never return. Only Alain
masterwork weapons and armor, and other infatuated by the dark goddess Urgathoa, knows the truth and he never speaks of
helpful items from the temples, merchants, the Pallid Princess (NE goddess of gluttony, such distasteful subjects.
and wealthy residents of the district. disease, and undeath), who came to him in Union of Carpenters, Stonemasons,
Recently, the District Watch has grown his dreams two years ago and laid a seduc- and Metalworkers: This group of craft
increasingly hostile toward the Brother- tive compulsion on him to prepare a hor- folk consider themselves artists of wood,
hood of Abadar. The watchs leaders fear rific disease to spread among the citizens stone, and iron. Indeed, they are the best
and resent the brotherhoods growing num- of Absalom. He has been experimenting at their respective trades in all of Absa-
bers and the watchs dwindling popularity. with various concoctions since then that, lom. Many sword smiths aspire to dupli-
There has been talk among them of getting when ready, he plans to unleash through cate the masterwork blades produced by
backing from the City Watch and its allies the perfumes and flowers his conglomer- such craftsmen as Engleton Embrey (NG
within the city hierarchy to quell the broth- ate produces. male dwarf expert [weaponsmith] 10) and
erhoods activities in the Ivy District. His experiments have not gone unnoticed, carpenters seek to create pieces similar
Norgorbers Knot: Posing as a small however, and recently he was approached by to the beautiful and innovative wood
potion shop on Vermillion Way owned by a mysterious group of assassins known as works of Hans the Northman (CN male
Ventalie Shreeve (NE female half-elf rogue The Red Mantis. This secretive group of human expert [carpenter] 9). These two
1/cleric of Norgorber 3/sorcerer 1/assassin criminals is looking for potent new diseases are the co-Union Leaders of the Union
10), a hidden cellar under the shop conceals to add to their horrific arsenal, and they have of Carpenters, Stonemasons, and Metal-
a meeting room, where an elite circle provided the deranged druid with covert workers, representing their peers on the
of assassins known as Norgorbers Knot support in exchange for access to some of Ivy District Council. They look after their
dedicates its kills to Norgorber the Reaper his more deadly creations. own, ensure fair business practices, and
(NE god of greed, secrets, poison, and Lately, he has prepared various potions donate regularly to the District Watch
murder). The assassins meet as necessary to of druidic magic for a mysterious hooded and Brotherhood of Abadar. Perhaps
plot and scheme, and receive frequent jobs figure who visits him once a month in one of the most notable members of
from Ventalie, who is known as the Unseen the Topiary Garden at midnight. He only the union is retired architect/stonema-
Hand among her murderous associates. knows the hooded figure as one of Urgath- son Absol Tullman IV (LN male dwarf
In the guise of Ventalie Shreeve, she oas thralls and an ally. What the enigmatic expert [stonemason] 12) who is a direct
sells a variety of minor potions. For those midnight callers hood and loose robes descendant of the original architect who
who know how to approach her, she is also conceal is the emaciated necrotic flesh and designed Absaloms fortifications.

24 MODULE U1
Places of Note the location for inspiration and can nearly
Many sites and wonders exist within the always be found here painting images or
ancient (and oft-rebuilt) Ivy District. The playing melodies they claim are motivated
following is but a sample of all there is by the goddess herself.
to see. The clerics quietly meander about the
Flower Street Market: A wide market at clearing, tending to the trees and plants,
the center of Flower Street is famous for oerings suggestions to artists, listening
the fruits, vegetables, flowers, and plants to the musicians with smiling nods of
sold there. Besides the main attractions, a approval, and frequently providing rela-
plethora of other items such as fine cloth, tionship advice to couples. High Priestess
vellum, inks, carvings, pottery, exotic cloth- Eleena Woodsong (NG female elf cleric of
ing, paintings, and rotating street perfor- Shelyn 11) frequently performs marriage
mances make this a lively and popular place ceremonies here, but only for those she
to shop or just take in the sights. deems as possessing the true love of She-
Aside from the market itself, the shops lyn in their hearts, for whatsoever Shelyn
that line Flower Street include potion sell- binds in the mortal world continues into
ers, perfumers, florists, book sellers, tai- the hereafter in the immortal realm.
lors and seamstresses, and a fortune teller Vault of Abadar: This tall, soaring
named Jehanna (N female tiefling cleric 6) building is a marvel of engineering genius
famous for providing mystic counsel to and is the temple of the god Abadar, Master
Absalom celebrities. of the First Vault (LN god of cities, wealth,
The Ivy District Park and Topiary Symbol of Abadar merchants, and law). Carefully balanced,
Menagerie: This public park is filled with this polished obsidian edifice is made of
beautiful oak groves, pines, beech trees, Ivy Play House: Absalom has several the- levels slightly skewed from the one below
weeping willows, cedars, and a wide variety aters for the performing arts. Among them it and then again with the level above that
of more exotic flora. Flower gardens and the Ivy Play House is most famous for its in the opposite direction, and so on. The
fruit-bearing trees line the neat dirt paths beautiful architecture and artistry, as well design gives the illusion of a precariously
that wind through the park, and a large pond as being the theater where performers go perched building that should topple at any
dominates its center. At places where the to see performersmeaning it boasts the moment like a house of cards. Yet, despite
water is narrow enough, gorgeous bridges most talented thespians in the business. its appearance, it stands firm.
arch across its placid surface. Ducks, geese, Master Thespian Alain Always hosts each Abadars symbol is deeply engraved into
colorful fish, and frogs live in the pond. Other performance and often takes part in some the outer walls and the massive polished
wildlife lives here too, such as squirrels, owls, of them. Because the Ivy Play House also darkwood doors that allow entrance into
foxes, and hares. The druidic members of has a well-deserved reputation for hosting the temple. Aside from providing a place
the Perfumers Conglomerate tend all the life some of the most risqu performance art of worship for Abadars faithful, the tem-
here. Through continual eort they manage in Absalom, Alain Always has banned the ple also contains a highly secure money-
to keep the trees, grass, and flowers pruned Brotherhood of Abadar from the area. lending and savings business with magi-
and blooming all year round. The sparkling Their harassment of patrons on suspicion cally protected vaults for its customers to
clean water and happy and healthy wildlife of moral turpitude remains a continuing store their valuables.
are a testament to their hard work. problem for the theater. The temple is governed by the Keeper
One of the parks main attractions is Shrine of Shelyn, the Eternal Rose: The of the Vault and District Councilwoman,
located at the center of a tall hedge maze: clerics of Shelyn (NG goddess of beauty, art, Jostlin Ferqyr (LN female human cleric of
the topiary menagerie. Shrubs and bushes love, and music) maintain a beautiful gar- Abadar 15) and more than a dozen lesser
have been expertly pruned and trained into den here adjacent to the Ivy District Park. priests. A score of members of the Brother-
shapes of animals, people, and even rare A circle of oaks, embraced by carefully cul- hood of Abadar patrol the temple and its
and magical beasts. Although this wonder- tivated and pruned rose bush vines, sur- grounds both day and night. This, coupled
ful horticultural menagerie seems inno- rounds a pristine pool where swans grace- with the guardians and magical wards in
cent enough, the parks attendant druids fully float along its surface. A single rose the temples most important chambers,
recently discovered a group of teenage kids floats suspended in the air above the pool makes this one of the safest places in Absa-
dead in the surrounding maze and a topiary and changes colors with the seasonswhite lom to store anything of value. The cost to
unicorn missing from the menagerie. The for winter, yellow for spring, fiery orange for rent one of the temples vaults ranges based
stab wounds on the bodies were enough summer, and rust red for autumn. Benches on the size of the vault required100 gp
to confirm their suspicions of the missing spaced around the clearing face the pool per month for a simple 1-cubic-foot lead-
unicorns involvement, but they havent and are often occupied by lovers who come lined iron drawer to 1,000 gp per month for
determined how it happened or what hap- here to spend a romantic afternoon or a 1,000 cubic foot chamber protected with
pened to the missing topiary killer. evening. Artists and musicians frequent dimensional lock and private sanctum spells.

25
gallery of evil
Whos Who short-cropped blond hair, icy blue eyes, Perhaps even more enticing than the
A few of the roughly 1,500 people who live in and a permanent scowl on his square- menu, however, is Sendeli herself. This
the Ivy District stand out above all others jawed face. His dour countenance is largely stunning, raven-haired beauty refuses to
quite a feat for a place so rich in celebrity due to his inability (because of local laws) discuss her life before she arrived in Absalom,
and wealth. to administer righteous justice upon the and her history and family (not to mention
Alain Always: The famous half-elf bard numerous evil doers he can sense in his the source of her wealth) remain one of
has entertained in courts and kingdoms daily patrols through the streets of the the hottest topics of conversation among
all across Golarion. He established the Ivy Districtespecially the sinners who the curious. Most agree that she must be
Ivy Play House 15 years ago. His biggest frequent the Ivy Play House. fleeing from something, but whatever dark
concern is that some of the small private secrets may cloud her past, so far they have
performances he hosts for rich and remained buried.
decadent patrons that involve morally
questionable activities (even by his APPENDIX 2: NEW
standards) that the patrons often take MONSTERS
part in will be exposed to the general
public. The scandal could hurt the Shadowy Lurker
theater and his public image, not to This umbral creature, resembling a gaunt,
mention his standing as District stunted elf trailing wisps of dark mist, grins
Councilman. It could also expose evilly. Its large amber eyes glow hungrily.
some of the unethical ways he has
dealt with troublesome members SHADOWY LURKER
of the Street Performers and CR 8
Actors Guild. NE Small undead (incorporeal)
Zharep Apul: The Captain of the Init +5; Senses darkvision 60 ft.; Listen
Ivy District Watch is a gray-haired +10, Spot +10
war veteran and ex-paladin. Captain DEFENSE
Apuls former religious convictions have AC 19, touch 19, flat-footed 14
been replaced with a grim fierceness for (+3 deflection, +5 Dex, +1 size)
maintaining law and order in the Ivy Dis- hp 32 (5d12); fast healing 5 (see below)
trict and protecting its citizens from harm. Symbol of Shelyn Fort +1, Ref +6, Will +6
He doesnt speak of his past as a paladin, Immune incorporeal traits, undead traits
but those close to him tell of occasionally OFFENSE
finding him staring at an old picture and Spd fly 40 ft. (perfect)
muttering to himself. The recent problems Sendeli Foxglove: This recent arrival Melee incorporeal touch +9 (1d6 Charisma drain)
with the brotherhood have caused him to in town made an instant name for herself Space 5 ft.; Reach 5 ft.
slip into dark bouts of melancholy and his by purchasing and renovating the Golden Special Attacks possession (DC 17)
behavior has become increasingly erratic. Serpent. This classic restaurant is one of Spell-Like Abilities (CL 5th):
Endrik Archerus: This middle-aged the oldest buildings in the Ivy District, At willghost sound (DC 13), major image (DC
painter has the enviable distinction to be but despite a choice location and lots of 16), ventriloquism (DC 14)
Absaloms most successful and popular tradition, no owner of the restaurant has TACTICS
artist. His works are a fixture in Absalom ever been able to keep it open for more than Before Combat Casts major image to distract
and set the standards for the entire region. a couple years. A long series of scandals, and split up enemies, stays hidden while
Endrik is short and thin. He has lank black poor business decisions, and even a death they react.
hair and thinning eyebrows. He sees art in or two have given rise to the theory that the During Combat Uses Flyby Attack and
everything, often stopping to sketch odd building is cursed, but nevertheless people dimensional step to make hit-and-run
things wherever he goes. Unknown to the continue to try to make a go of it. attacks on fighter types while appearing to
public at large, Endrik began stealing the Whether she was aware of the buildings run in and out of nearby walls.
ideas of lesser artists several years ago when reputation before she purchased it is Morale Dimensional steps into bonded painting
he started running low on inspiration. unclear, but since moving in Sendeli has to fast heal if reduced to 10 or fewer hit
Because of his reputation, no one he has been undeniably successful, creating one points, parleys with enemies if bonded
stolen from has dared confront him until the of the areas most fashionable hangouts painting is threatened with destruction.
recent trouble with Imron Gauthfallow. almost overnight. Her success is largely STATISTICS
Bor Dralfo: The leader of the Brotherhood due to her unusual menu, which changes Str , Dex 20, Con , Int 16, Wis 14, Cha 17
of Abadar in the Ivy District, Bor Dralfo (LG almost daily and features exotic and Base Atk +2; Grp
male human paladin of Abadar 8) owns the unusual fare such as owlbear, manticore, Feats Flyby Attack, Weapon Focus (incorporeal
ranking title of Guardian Blade. Bor has kraken, and even dragon. touch)

26 MODULE U1
Skills Bluff +8, Concentration +5, Hide +18,
Knowledge (arcana) +8, Listen +10, Move
Silently +18, Search +10, Spellcraft +8,
Spot +10
Languages Common, Sylvan
SQ dimensional step, incorporeal, painting
dependent
SPECIAL ABILITIES
Charisma Drain (Ex): A shadowy lurker drains
1d6 Charisma points with each successful
incorporeal slam attack.
Dimensional Step (Su): As a free action, a
shadowy lurker can move from one painting
to another in a way similar to the dimension
door spell, except no two paintings can be
more than 30 feet apart from each other
and from its bonded painting (see below).
A shadowy lurkers dimensional step ability
is suppressed in an antimagic field or by
dimensional lock and dimensional anchor spells.
Fast Healing (Su): A wounded shadowy lurker
may retreat into its bonded painting and claims that the artists of his world used
regain lost hit points at the rate of 5 hp per colors and textures that made what
round. the elven artisans produced look
Painting Dependent (Ex): A shadowy like charcoal sketches. The elves,
lurker is bonded to a single pued up with the hubris of
masterwork quality painting. If the generations of unrivaled
painting is ever destroyed, the shadowy artistry, were intrigued by
lurker dies in 4d6 hours. these tales. The ambassador
Possession (Su): If a shadowy lurker drains promised to take them on a
an opponent to 0 Charisma, it immediately visit to his home world, where
attempts to possess the target creatures they could see for themselves.
body. The intended victim may attempt a He so thoroughly seduced the
DC 17 Will save to resist it. If successful, artisans that every one of them
the creature becomes catatonic and cannot agreed to go.
be targeted by the same shadowy lurkers When the day came for their
possession ability for 24 hours. If the extraplanar trip, the ambassador
opponent fails its Will save, its soul is forced opened a shimmering golden gate. The
into the shadowy lurkers bonded painting, gate trapped them in the First World,
which acts as the receptacle for the purposes the world of spirits and birthplace of
of this ability, while the shadowy lurker takes fey, which stripped them of their bodies
over the creatures body. In all other ways, and forced them to wander in a colorless
this ability duplicates the effects of a magic reflection of the physical world.
jar spell (CL 9th). The save DC is Charisma Undeath made the artisans hateful
based and includes a +2 racial bonus. and malicious, transforming them into
Skills A shadowy lurker has a +2 racial bonus Shadowy lurkers were once the celebrated stunted, shadowy versions of their former
on Listen checks, Search checks, and Spot artisans of the First Elves of Golarion. They selves. In time they discovered portals back
checks. It has a +8 racial bonus on Hide were unsurpassed in their skill with paint to their world. Ironically, these portals
checks and Move Silently checks. and brush, responsible for works of art so were in fact the paintings they had crafted
ECOLOGY beautiful that lesser races wept at the sight so many centuries before, collected in
Environment any land (usually urban) of them. galleries all across Golarion. Obsessed
Organization solitary Dark powers already hateful of the elves over their lost lives, the shadowy lurkers
Treasure standard grew increasingly jealous of the artisans found their own works. The shadowy
Alignment always neutral evil and plotted their downfall. One of these evil lurkers learned how to bond with their
Advancement 610 HD (Medium) creatures disguised itself as an ambassador paintings and cross over into the Material
Level Adjustment from another world and came to them with Plane. Through their paintings they can

27
gallery of evil
OFFENSE
even take control of nearby host bodies to duplicate life in a basic sense. These
by sapping their victims willpower. The painted creations can take many forms, Spd 20 ft., swim 30 ft.
artisans became so dependent on their but all are mindless automatons that Melee 8 tentacles +10 (1d8+5 plus toxic touch) and
connection to their bonded paintings that obey the commands of their creators. bite +5 (1d8+2 plus toxic touch)
if these receptacles are ever destroyed, They appear very similar to their real-life Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
they perish. To protect their paintings, counterparts, but a closer inspection reveals Special Attacks constrict 1d8+7, improved grab
shadowy lurkers have learned tricks of their movements are slightly off, their TACTICS
illusion and can move from painting to colors look just a bit too rich or bland, and During Combat It lashes at anything it can
painting to confuse their enemies. the creatures lack the spark of real life. reach, and crushes opponents until they
Environment: Shadowy lurkers follow stop squirming.
their paintings and frequently appear Sample Painted Creation Morale Fights until destroyed.
in ancient galleries and vaults on the A large octopus writhes and squirms along the STATISTICS
Material Plane. These paintings often have ground, seemingly undeterred by its alien envi- Str 20, Dex 18, Con , Int , Wis 10, Cha 1
something slightly unsettling about them. ronment. Its long tentacles lash out in all direc- Base Atk +6; Grp +15
Indeed, on a DC 30 Spot check, shadows in tions as if seeking something to crush. Feats
the painting appear a bit o and even seem Skills
to move around on their own. TENTACLED HORROR CR 6 Languages none (understands language of
Typical Physical Characteristics: Shadowy Advanced painted creation giant octopus creator)
lurkers resemble emaciated miniature elves N Large construct SQ construct traits, fluid form
with pinched, angry faces and large pale Init +4; Senses darkvision 60 ft., low-light SPECIAL ABILITIES
eyes that lack pupils. Their hands and feet vision; Listen +0, Spot +0 Fluid Form (Ex): As a free action, a tentacled
trail wisps of shadow. A typical shadowy DEFENSE horror can alter its form to a puddle of paint
lurker is approximately 4 feet tall. AC 20, touch 13, flat-footed 16 to squeeze through cracks or holes. While in
(+4 Dex, +7 natural, 1 size) this form it gains a swim and climb speed
Painted Creation (Template) hp 74 (8d10+30) equal to its base movement rate. It can flow
A few arcanists who dabble in the Fort +4, Ref +8, Will +4 through any openings that liquid can pass
combination of art and magic learn how DR 10/; Immune construct traits through and return to its original form as a

28 MODULE U1
move action. and can attempt to start a grapple as a can reform its missing equipment out of
Improved Grab (Ex): If a tentacled horror free action without provoking an attack its own body as a full round action that
hits a Large or smaller opponent with its of opportunity. If it gets a hold, it deals does not provoke attacks of opportunity.
tentacles, it deals normal damage and can constrict damage. Environment: Any.
attempt to start a grapple as a free action Constrict (Ex): A painted creation Challenge Rating: Depends on Hit Dice,
without provoking an attack of opportunity. can constrict a creature it has as follows:
If it gets a hold, it deals constrict damage. established a hold on. It automatically Hit Dice CR
Toxic Touch (Ex): The touch of a tentacled deals damage for its primary less than 1 1
horror is toxic to most living creatures. A attack plus 1-1/2 times the creatures 12 2
living creature struck by a tentacled horror Strength modifier. 34 3
is poisoned (contact or injury; DC 14 Toxic Touch (Ex): The touch of a painted 57 4
Fortitude; initial and secondary 1d6 Con). creation is toxic to most living creatures. 811 5
Creating a Painted Creation A creature struck by a painted creation 1215 6
Painted creation is an inherited template must succeed on a Fortitude save (DC 1619 7
that can duplicate any Large or smaller 10 + 1/2 painted creations HD) or 20+ 8
corporeal creature (referred to hereafter be poisoned (initial and secondary Alignment: Always neutral.
as the base creature). A painted creation damage 1d6 Con). Level Adjustment:
uses the base creatures statistics except as Abilities: Modify from the base
noted below. creature as follows: +2 to Dexterity, Construction
Size and Type: A creatures type changes Wisdom score becomes 10, Charisma You can create a construct duplicate of
to construct. Size is unchanged. It loses score becomes 1, no Intelligence any Large or smaller creature by painting
any subtypes it might have had except the score. As a construct, the creature has its likeness and giving it a bit of your own
swarm subtype. It does not gain the aug- no Constitution score. life force. You may craft a painted creation
mented subtype. Base Attack: A painted creation has with Hit Dice equal to or less than your
Hit Dice: Change all current and future a base attack bonus equal to 3/4 its caster level. The process of creating a
Hit Dice to d10s. Hit Dice. painted creation requires 1000 gp worth
Defensive Abilities: A painted creation Feats: A painted creation has no of masterwork paint for each HD of the
retains none of the base creatures defensive feats. creature you wish to create. You must
abilities but gains the following: Skills: A painted creation has no have the Craft Construct feat, succeed on
Damage Reduction: By Hit Dice as fol- skills. a Craft (painting) check (DC 15 + HD of
lows: 17 HD: 5/, 819 HD: 10/, 20+ Special Qualities: A painted the subject creature), and cast cats grace,
HD: 15/. creation retains none of the special geas/quest, and minor creation. You must
Attack: A painted creation retains all the qualities of the base creature. It gains also expend XP equal to 1/25th the gp
natural weapons, manufactured weapon the special qualities of the construct cost of the painted creation.
attacks, and weapon proficiencies of the type as well as the following. A painted creation is hard to
base creature. If the base creature did not Fluid Form (Ex): As a free action, a recognize as anything other than a
have any natural weapons, the painted cre- painted creation can alter its form to normal creature of its kind until it is
ation also gains a slam attack. a puddle of paint to squeeze through examined more closely (DC 20 Spot).
Damage: Natural and manufactured cracks or holes. While in this form Its colors can sometimes be a little o
weapons deal damage normally. A painted it gains swim and climb speeds and its movements are much smoother
creations slam attack deals damage equal to its base land speed. It and fluid than its living counterpart.
depending on its size. (Use the base crea- can flow through any openings A newly created painted creation has
tures slam damage if its better.) that liquid can pass through and average hit points.
Size Damage return to its original form as a A painted creation is forever
Fine 1 move action. under the control of its creator.
Diminutive 1d2 Gear: A painted construct If this link is somehow severed
Tiny 1d3 can be created along with (such as upon the creators death)
Small 1d4 masterwork, non-magical the painted creation immediately
Medium 1d6 weapons and armor. Any gear turns into a puddle of paint and
Large 1d8 created in this fashion is also is destroyed.
Special Attacks: A painted creation made out of paint, and reverts to a puddle A damaged painted creation can be
retains none of the base creatures special of paint if the creature is destroyed. If repaired. In one day of work, its creator can
attacks but instead gains the following. the creature ever loses possession of a repair up to 20 points of damage by using
Improved Grab (Ex): If a painted creation piece of gear (for example, if its weapon paint equal to 10 gp per point of damage
hits an opponent its size or smaller with is disarmed) the gear reverts to a puddle repaired. A destroyed painted creation
its primary attack, it deals normal damage of paint immediately. A painted creation reverts to a puddle of paint.

29
gallery of evil

Numerian Leaf Armor


Designer The few forests among the scrublands of Numeria are home to druidic elves, who use secret
Notes alchemical compounds to treat special leaves used in crafting armor for their warriors.
Stitching the overlapping leaves into a leather jerkin, bracers, and leggings provides great
flexibility while deflecting blows as well as metal armor. Numerian leaf armor is always
THE ID masterwork. It cannot be constructed from other special materials.
PORTRAIT
I have to admit that Cost
Armor Max Armor Arcane Spell 30 ft. 20 ft. Weight
Ive always been Bonus Dex Check Failure
intrigued with the human psyche. At one Numerian leaf armor 500 gp +3 +8 0 10% 30 ft. 20 ft. 10 lb.
point in my life, I considered pursuing a
career in psychology. This artifact is evi-
dence of my fascination with the human
mind. Every week that I run my home CONSTRUCTION
game is an evening of toying with the Requirements Craft Wondrous Item, animate
minds of my players. objects; Cost 20,000 gp, 1,600 XP.
My intent with this artifact was to cre-
ate something that was way out there
ID PORTRAIT (MINOR ARTIFACT)
and could be used to create some really
unique roleplaying experiences. After Aura Strong enchantment, necromancy, and
all, the worlds most popular fantasy universal; CL 20th
roleplaying game is basically about Slot ; Price
exploring parts of your personality that DESCRIPTION
usually dont get a chance to come out This 4-foot-by-8-foot oil-on-wood masterwork
in real life. The id portrait is the type of painting depicts an elegant high-backed
artifact that you need to really sit down padded chair in the foreground of a gothic
and ask yourself how it will affect your study with heavy curtains, polished tables
campaign. Does allowing one of your supporting decorative lamps, plush rugs, and
players to create multiple characters
hundreds of books in shelves. The silver and
that are under his control sound like
gold frame is equally elegant and etched with
something that will make your game
more interesting and fun or more of a faintly glowing arcane symbols.
nuisance and unbalancing? If the lat- The painting is a powerful magic item you
ter, then consider making the id portrait can use to create one or more duplicates of
useable only once as written and per- any living creature with a Charisma score of at
haps give it some lesser functions that least 10. By touching the painting and uttering
wont upset your game. a command word, the subject creature is
I hope you like the concept. Ive tried to drawn into the painting and appears seated in
make it as easy to use as possible while at the chair. The subject is under the effects of a
the same time keeping it from being too binding spell. Numerian
powerful. Id love to hear what you think
at paizo.com/messageboards.
Delving into the subconscious mind, Leaf Armor
the painting creates a duplicate of the
subject that lasts for 1 day per Hit Die of
the creature. If the subject creature has (DMG, 113), with appropriate skills and feats.
APPENDIX 3: NEW ITEMS a positive Charisma modifier, additional Reallocate the subject creatures ability scores
Because it caters to expensive tastes, new duplicates equal to its modifier may be to make them appropriate to the new class.
itemsboth mundane and magicaloften created. Each of these duplicates represents A duplicate can carry out whatever tasks
find their way into the Ivy District. an alter ego of the subject. Some beings the original creature desires. If all duplicates
may have multiple alter egos. In this case, are destroyed, the original creature is ejected
ANIMATOR BRUSH the subject creature determines exactly how from the id portrait and permanently loses 1
Aura Moderate transmutation; CL 11th many id duplicates he wants the id portrait point of Charisma (this cannot be replaced
Slot (held); Price 40,000 gp to create, up to the maximum determined by by any means short of a miracle or wish. He is
DESCRIPTION his Charisma modifier. under the effect of slow and dimensional anchor
With a few strokes to an inanimate object, An id duplicate has average hit points, the spells for the following 24 hours. These effects
this ordinary-looking brush animates the item same number of HD as the subject creature, cannot be dispelled. The portrait is usually
just as if animate objects had been cast on it. and the same basic knowledge and goals as placed somewhere hidden and safe or in the
Each use of this ability expends 1 charge. An the subject creature (modified by ability score care of trusted guardians, since the subject
animator brush has 25 charges when created. changes). It is an average member of its class creature is significantly weakened until he

30 MODULE U1
recovers from the magical effects.
When a duplicate has lived out its allotted
OPEN GAME LICENSE Version 1.0a
time (see above), it simply dies. Even if the
The following text is the property of Wizards of the Coast, Inc. and is Copyright
duplicate is slain or dies before its duration 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.
1. Definitions: (a) Contributors means the copyright and/or trademark own-
expires, the body remains and behaves as a ers who have contributed Open Game Content; (b) Derivative Material means
copyrighted material including derivative works and translations (including into
normal corpse. Spells such as miracle, raise dead, other computer languages), potation, modification, correction, addition, exten-
and resurrection fail to affect a duplicate corpse SUBSCRIBE TO sion, upgrade, improvement, compilation, abridgment or other form in which an

GAMEMASTERY
existing work may be recast, transformed or adapted; (c) Distribute means to re-
created by the id portrait. produce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise

An id duplicate has a challenge rating equal MODULES distribute; (d) Open Game Content means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not
to the base creatures CR 1. As a subscriber, youll receive monthly embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor,
32-page, full-color adventure modules and means any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity. (e) Product
PORTRAIT OF HEALTH written by the best adventure designers Identity means product and product line names, logos and identifying marks

Aura Moderate conjuration (healing); CL 11th direct to your mailbox. As a bonus, youll including trade dress; artifacts, creatures, characters, stories, storylines, plots, the-
matic elements, dialogue, incidents, language, artwork, symbols, designs, depic-
Slot ; Price 35,650 gp receive a free electronic PDF version of each tions, likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters, spells,
DESCRIPTION module downloadable from your account enchantments, personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment, magical or supernatural
This beautiful watercolor painting depicts a on paizo.com. Stay on top of the latest abilities or effects, logos, symbols, or graphic designs; and any other trademark
clear mountain stream flanked by moss-covered events in the Pathfinder Chronicles or registered trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content; (f )
stones and dew-drenched ferns. Mountains rise campaign settingsubscribe today! Trademark means the logos, names, mark, sign, motto, designs that are used by
a Contributor to identify itself or its products or the associated products contrib-
up in the background, casting rippled shadows uted to the Open Game License by the Contributor (g) Use, Used or Using

across the waters surface. The silver frame is Visit paizo.com/gamemastery for details. means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) You or Your means the licensee
etched with symbols of healing. in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
By touching the painting while uttering one a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must ax such a notice to any Open Game Content
of three separate command words, you may may use the sorcerous pigments to store spells that you Use. No terms may be added to or subtracted from this License except as
cast the following spells: 3/daymaximized in a painting and set a specific condition that described by the License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.
cure light wounds (13 points); 1/daymaximized triggers the spells. You must succeed on a Craft 3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
cure moderate wounds (26 points); 1/weekheal. (painting) check (DC 10 + spell level) in order to 4. Grant and Consideration: In consideration for agreeing to use this License,
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive li-
CONSTRUCTION successfully store each spell. On a failed check, cense with the exact terms of this License to Use, the Open Game Content.
Requirements Craft Wondrous Item, Maximize the spell and the sorcerous pigments that would 5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Your
Spell, cure light wounds, cure moderate have been used are wasted. A set of sorcerous original creation and/or You have sucient rights to grant the rights conveyed
by this License.
wounds, heal; Cost 17,825 gp, 1,426 XP. pigments can be used to paint up to 12 levels 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
of spells. tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must
SORCEROUS PIGMENTS CONSTRUCTION add the title, the copyright date, and the copyright holders name to the COPY-
RIGHT NOTICE of any original Open Game Content you Distribute.
Aura Strong evocation; CL 12th Requirements Craft Wondrous Item, 7. Use of Product Identity: You agree not to Use any Product Identity, includ-
ing as an indication as to compatibility, except as expressly licensed in another,
Slot ; Price 9,900 gp contingency; Cost 36,000 gp, 1,440 XP. independent Agreement with the owner of each element of that Product Identity.
DESCRIPTION You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
This set of magical paints comes in a set except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open
of three small clay pots, each containing a Game Content does not constitute a challenge to the ownership of that Product
different colorblue, yellow, and red. You Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to
copy, modify and distribute any Open Game Content originally distributed under
any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written per-
mission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of becoming
aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforce-
able, such provision shall be reformed only to the extent necessary to make
it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Au-
thors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
GameMastery Module U1: Gallery of Evil, Copyright 2007 Paizo Publishing,

Pigments LLC. Author: Stephen S. Greer.

31
offense skills
Valeros Melee +1 frost longsword +13 (1d8+5 Climb +10
Male human fighter 8
plus 1d6 cold/1920) Intimidate +11
align NG Init +7 speed 20 ft. Melee +1 frost longsword +11/+6 (1d8+5 Ride +14
plus 1d6 cold/1920) and Swim +7
abilities defense
HP 63
+1 shortsword +9/+4 (1d6+2/1920) feats
15 str Ranged +1 shortbow +12/+7 (1d6+3/3) Combat Expertise, Greater Weapon
AC 20
17 dex Focus (longsword), Improved
touch 13, flat-footed 17
Initiative, Improved Two-Weapon
14 con
Fort +9, Ref +6, Will +2 Fighting, Power Attack, Two-Weapon
13 int Defense, Two-Weapon Fighting,
8 wis Weapon Focus (longsword), Weapon
Specialization (longsword)
10 cha

Combat Gear elixir of fire breath, potion of cure serious wounds (3); Other Gear amulet of health +2, backpack, +1 breastplate, +1 cloak of
resistance, gauntlets of ogre power, +1 frost longsword, +1 shortbow with 20 arrows, rations (6), silk rope, silver dagger, +1 shortsword, 157 gp

offense skills
Seoni Melee quarterstaff +3 (1d61) Bluff +15
Female human sorcerer 8
Ranged mwk dagger +7 (1d41/1920) Concentration +15
align LN Init +2 speed 30 ft. Spells Known (CL 8th, +6 ranged touch): Spellcraft +11
4th (4/day)wall of fire
abilities defense
HP 29
3rd (5/day)haste, lightning bolt (DC 18) feats
8 str 2nd (7/day)invisibility, scorching ray, web Dodge, Extend Spell, Skill Focus
AC 17 (DC 16)
14 dex (Concentration), Spell Focus
touch 13, flat-footed 15 1st (7/day)burning hands (DC 16), enlarge (evocation)
12 con
Fort +3, Ref +4, Will +7 person, grease (DC 15), magic missile, shield
10 int 0 (6/day)acid splash, detect magic, flare
13 wis (DC 15), light, mage hand, mending,
prestidigitation, read magic
19 cha

Combat Gear potion of cure serious wounds (2), scroll of fireball, scroll of fly, tanglefoot bag, wand of magic missile (CL 3rd, 50 chrg); Other Gear
backpack, bracers of armor +4, cloak of charisma +2, everburning torch, mwk dagger, quarterstaff, rations (4), ring of protection +1, 34 gp

offense skills
Kyra Melee +1 scimitar +10/+5 (1d6+2/1820) Concentration +13
female human cleric 8
Special Attacks greater turning 1/day, turn Heal +15
align NG Init 1 speed 20 ft. undead 4/day (+3, 2d6+9) Knowledge (religion) +11
Spells Prepared (CL 7th, +5 ranged touch):
abilities defense 4thdiv. power, fire shield*, free. of move. feats
HP 55
14 str 3rdprayer (2), pro. energy, searing light* (2) Combat Casting, Iron Will,
AC 21 2ndbulls strength, heat metal* (DC 16),
8 dex Martial Weapon Proficiency
touch 11, flat-footed 21 lesser restoration, spiritual weapon (2) (scimitar), Weapon Focus
14 con
Fort +9, Ref +2, Will +13 1stbless, command (DC 15), cure light (scimitar)
10 int wounds*, remove fear (2), shield of faith
18 wis 0detect magic (2), light (2), read magic (2)
* domain spell (healing, sun)
12 cha

Combat Gear holy water (3), scroll of flame strike, wand of cure moderate wounds (50 chrg); Other Gear backpack, +2 chainmail, cloak of resis-
tance +1, healers kit, +1 heavy steel shield, periapt of wisdom +2, ring of protection +2, +1 scimitar, silver holy symbol (everburning torch), 328 gp

offense skills
Merisiel Melee +1 keen rapier +12/+7 (1d6+2/1520) Climb +6
female elf rogue 8
Ranged dagger +11/+6 (1d4+1/1920) Disable Device +9
align CN Init +5 speed 30 ft. Special Attacks sneak attack +4d6 Hide +19
Jump +8
abilities defense Listen +10
HP 38
12 str Move Silently +14
AC 20
20 dex Open Lock +10
touch 15, flat-footed 15 Search +10
13 con
Fort +5, Ref +13, Will +5 Spot +10
8 int (+2 vs enchantment) Tumble +18
13 wis Defensive Abilities evasion, feats
improved uncanny dodge Dodge, Mobility, Weapon Finesse
10 cha

Combat Gear potion of cure serious wounds (2), potion of invisibility (3); Other Gear amulet of natural armor +1, backpack, cloak of resistance +2,
32 daggers (6), gloves of dexterity +2, grappling hook, +1 keen rapier, +1 shadow studded leather armor, silk rope, thieves tools, 243 gp
!24&/2-52$%2l33!+%
GameMastery Module
U1: Gallery of Evil
The great city of Absalom is known as a center for
trade, education, and art. Inside the Ivy District
reside dozens of famous artists, but one has the
talent to bring his paintings to life and use paint
to conjure terrible monsters bent on destruction.
Can the player characters stop the mad painter
before he perfects his art?
Gallery of Evil is an urban adventure for 8th-
level characters, compatible with the worlds most
popular fantasy roleplaying game. This adventure
includes details on the metropolis of Absaloms
Ivy District, as well as the home of the diabolical
artist and his twisted works. The PCs must track
down the deadly paintings and discover the true
identity of the artist behind it all.
This adventure is the rst to feature
information on the metropolis of Absalom, one
of the largest cities in the Pathnder Chronicles
Campaign Setting.

paizo.com/gamemastery

PZO US$.

Made in China

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