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The world is filled with colorful characters of many hues.

Not all within subscribe to black or white; many are shades of grey. Infamous Adversaries characters, by TPK Games, shows you villains in their true light insidious. These are not merely NPCs to fill your game; they are villains in the truest sense of the word, complete with stories that dont just tell the characters tale, but enrich your game. Our adversaries are not villains because they have evil alignments; they are villains because your players will despise them! Infamous Adversaries characters contain: one ready to use villain, complete with equipment, a rich background, and a vibrant description. The Infamous Adversaries characters are designed to challenge an entire party; not just in combat, but also through less direct methods requiring careful planning and confrontation. Give your players a reason to hate again. You can blame it on us.

CREDITS
Designed & Written by: Malgor the Puppet Master & Necroblivion Additional Content by: AWizardInDallas & Murkatos Editing: Necroblivion Cover Design: Necroblivion Layout: Necroblivion Artists and Artwork: Slogar the Uncaring cover art by Michael Fall. Skeleton by V. Shane from Arcane Publishers Edition, Vol. 8.

LEGALESE
Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artifacts, locations, etc.), dialogue, plots, storylines, language, incidents, settings, characters, artwork and trade dress are product identity as defined in the Open Game License version 1.0a, Section 1(e) and are not Open Content. Open Content: Except material designated as Product Identity, the contents of Infamous Adversaries are Open Game Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. To learn more about the Open Game License, visit the d20 SRD Archive on Wizards.com Published by Total Party Kill Games, LLC. 1st printing, January 18, 2012

CONTACT US
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overed in the ever-present stench of his victims, the wretched half-orc is seen as a childrens tale used to frighten misguided youths into behaving. He is all too real though, and all too eager to bleed the life out of those he seeks enlightenment from. A pile of steaming entrails a corpses face frozen in horror, and a path of bloody hoof prints signify that you are on the right trail of Slogar the Uncaring.

"You are somewhat out of your jurisdiction, aren't you Lord Marshal?" "Indeed," Jaxell agreed. He paused to allow any further objections from the small town constable. Seeing none forthcoming, he continued. "I've been following this one across five counties," he finished respectfully. He stroked his short, black beard peppered with gray. Patiently, he planned his approach to the local sheriff, knowing full well how far manners could take him with these lessers. Jaxell pointed to the seemingly random gore on the inside of the rickety barn and held his lantern aloft to illuminate a rather gruesome gout of blood sprayed over the weather-grayed wood. "What do you make of that, sheriff?" The killer had clearly opened a vein in his victim and sprayed the wall with the resulting stream of crimson. "Just a bunch of blood; another senseless killing." The sheriff shook his head as though

bedtime. He was just as clearly disinterested in following through at this late an hour. "We have a lot of drifters come through here." "I assure you this was not the work of a mere drifter," interrupted the Lord Marshal. "You've not had a murder in Randsford in over a year." "You seem to know a lot about us, Lord Marshal" "It's my job to know a few things," retorted Jaxell. He was still trying not to lose his patience with this yokel, but it was apparent that this incompetent bastard was planning to leave the matter off the leash until morning. "Your killer has made purposeful marks in this man's blood." "Eh? What do you mean?" "That's the Bloodhound constellation." Jaxell waited for the sheriff to look more closely, but was beginning to see no point. He was as dumb a briar jack as he'd met so far and he was clearly ignoring all the warnings posted on trees all over the kingdom to boot. Still, Jaxell chose to continue in an effort to coax a nighttime hunting party from the sheriff. "Also, look here," the Lord Marshal paused, crouching down near the victim as he pointed into the gory hole that had once been the blacksmith's stomach. "Where are his entrails?" "Just looks like the work of some animal to me?" responded the sheriff. Jaxell stood and looked the sheriff in the eye, sensing something seriously wrong with the man for the first time. Jaxell's thoughts lingered on the undead horse from the warning posts. He pictured the abomination gnawing on the blacksmith's muscles, but stopped himself for sanity's sake. "That is the Bloodhound constellation," pointed Jaxell as he stood up. "He's also taken the entrails with him. You've seen the posts about Slogar? I've been to at least half a dozen scenes like this," retorted the Lord Marshal. "This is an unholy killing, sheriff, done by a half-orc priest placing no value on life at all, not even his own. He's wanted even by his own tribe, to such an extent that even the king has agreed to deliver him, if it comes to that! He's crazed, even by orc standards. He's also looking for something in all this gore, something elusive and I want to know just what that is. Just how long have you been Sheriff anyway?" finished Jaxell, showing visible agitation for the first time.

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"Long enough to know better than to talk over long to the likes of you," said the sheriff, his eyes darkening with hidden threat. Jaxell was taken aback at the sudden show of intelligence. This was no heathen. "Heh heh, but you won't catch ol' Slogar though. He's gone down in them bogs, see?" "Just what are you playing at? I want some men rounded up tonight to hunt for that bastard, do you hear me! I don't care if he is down in some bog!" "Oh, I hear you quite clearly, but the Lord of Murder is quite popular around these parts, sir Marshal, and I don't think you'll find much of anyone willing to help," said the sheriff, smirking malignly. The sheriff resumed his prior harmless countenance. "People just want to feel safe, hmm? Besides, I don't think he wants to be disturbed tonight. You wouldn't want to interrupt his readin, now would you?"

melee touch , +8 ranged touch): 4th (3/day) Unholy Blight (DC 19), Death Ward, Divine Power (DC 19), Inflict Critical Wounds (DC 19), Terrible Remorse (DC 19) 3rd (4/day) Inflict Serious Wounds (DC 18), Animate Dead, Keen Edge (DC 18), Blood Rage, Chain of Perdition, Deadly Juggernaut (DC 18) 2nd (4/day) Inflict Moderate Wounds (DC 17), Death Knell (DC 17), Augury (DC 17), Hold Person (DC 17), Darkness, Animate Dead, Lesser 1st (6/day) Murderous Command (DC 16), Shield of Faith (DC 16), Protection from Good (DC 16), Cause Fear (DC 18), Doom (DC 16), Detect Good, Sanctuary (DC 16), Infernal Healing 0th (at will) Resistance (DC 15), Bleed (DC 15), Read Magic (DC 15), Detect Magic
*Slogar has additional inflict spells listed in his spell list in order to reflect his ability to convert his memorized spells into negative energy (inflict) spells.

SLOGAR THE UNCARING CR 7 Male Half-Orc Cleric (Theologian) 8 CE Medium Humanoid (Orc) Init +2; Senses Darkvision (60 feet), Scent; Perception +8 DEFENSE AC 23, touch 14, flat-footed 21 (+9 armor, +2 Dex, +2 deflection) hp 67 (8d8+24) Fort +12, Ref +7, Will +14 OFFENSE Spd 20 ft. Melee +2 Consecrated, Keen, Unholy, Greataxe +10/+5 (1d12+14 [19-20/x3]) Special Attacks Bleeding Touch 5 rounds (8/day), Killing Blow (5 bleed damage) (1/day) Spell-Like Abilities Bleeding Touch 5 rounds (8/day) Cleric (Theologian) Spells Known (CL 8, +8

STATISTICS Str 16/18, Dex 14, Con 14/16, Int 12, Wis 16/20, Cha 13 Base Atk +6; CMB +10; CMD 24 Feats Channel Smite, Keen Scent, Power Attack -2/+4, Scribe Scroll, Smell Fear Traits Bully, Killer Skills Acrobatics -1, Appraise +5, Bluff +4, Climb +1, Diplomacy +5, Escape Artist -1, Fly -1, Heal +10, Intimidate +14, Knowledge (Local) +2, Knowledge (Planes) +5, Knowledge (Religion) +10, Perception +8, Profession (Soothsayer) +10, Ride -1, Sense Motive +9, Spellcraft +5, Swim +1 Languages Abyssal, Common, Orc SQ Aura (Ex), Channel Negative Energy 4d6 (4/day) (DC 15) (Su), Cleric (Theologian) Domain: Murder, Domain Secret: Focused Spell: Cause Fear (Ex), Flask of the Reaper (empty) (1/day), Focused Domain, Murder Variant Channeling (2 Profane), Orc Ferocity (1/day), Spontaneous Casting Combat Gear +2 Consecrated, Keen, Unholy Greataxe, +3 Unrighteous Agile Breastplate; Other Gear Belt of Physical Might, STR & CON +2, Boots of the Mire, Candle of Invocation (Chaotic Evil), Cloak of Resistance +3, Flask of the Reaper (empty) (1/day), Headband of Inspired Wisdom +4, Potion of Cure Serious

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Wounds (2), Ring of Protection +2, Stone of Alarm SPECIAL ABILITIES Aura (Ex) The Cleric has an Aura corresponding to his deity's alignment. Bleeding Touch 5 rounds (8/day) (Sp) Melee touch attack deals 1d6 bleeding damage. Channel Negative Energy 4d6 (4/day) (DC 15) (Su) A good Cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead. Channel Smite Channel energy can be delivered through a Smite attack. Cleric (Theologian) Domain: Murder Associated Domain: Death Darkvision (60 feet) You can see in the dark (black and white vision only). Domain Secret: Intensified Spell (Ex) Chosen domain spell (Cause Fear) permanently modified with metamagic (+2 DC). Flask of the Reaper (empty) (1/day) This metal container looks like a hip flask for carrying alcoholic drinks except it is barely larger than a potion vial. The side of the flask may be blank or have a personalized decoration, but the screw-on stopper usually bears a mark like a shield or perhaps a featureless mask. Once per day, you can drink from it and gain a +5 alchemical bonus on Fortitude saving throws against poison and a +5 competence bonus on Stealth checks for 1 hour. In addition to the above ability, once per day Slogar may drink from the flask to gain a +5 competence bonus on Stealth, Perception, or Sleight of Hand checks. Once per day, you can pour acid from the flask (equivalent in volume to a standard acid flask). Focused Domain +2 to cleric level for domain powers. Killer Add weapon's critical modifier to its critical bonus damage. Killing Blow (5 bleed damage) (1/day) (Su) Critical hits deal additional bleed damage. Murder Variant Channeling (2 Profane) Creatures gain a bleed effect equal to your channel penalty (2).

Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Smell Fear +4 Perception to detect creatures with a fear state. You can use Perception instead of Sense Motive to detect fear. Spontaneous Casting The Cleric can convert stored spells into Inflict spells.
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Slogar the Uncaring lives only to further the veiled goals of the Lord of Murder. As a wandering missionary of his faith, his goals are seldom understood by those that see his end results. Slogar seemingly only exists to slay and murder, though there is much more to his macabre displays than that. To him, each spray of blood is an artists stroke, and each disemboweled corpse a revelation. He found a higher calling in his first impulsive murder, and has been chasing that elusive truth ever since. He believes his murderous lust to be divinely inspired, and with each brutal killing, he grows closer and closer to uncovering the will of the Lord of Murder. Slogar feels that the end times are near, and that the final decisive battle between Good and Evil can only be decided by the work of mortals done on the material plane. He reads portents in the entrails of his enemies, learning of new targets, seeking to aid the unfathomable Lord of Murder and tip the scales in his favor. Slogar travels the world over, seeking out the victims he was shown in bloody portents. He

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places no value upon the lives of anyone, wholly giving himself up to his work. Man, woman or child, of any station. If the Lord of Murder wishes them dead, Slogar does not question it. He merely delivers with sadistic glee. He merely delivers with sadistic glee. Only second to his desire to spread murder amongst the good races, is the desire to care for his ever-present zombie mount Daisy Pusher. Slogar has had Daisy Pusher for years, and has nurtured the zombie horse into the perfect companion for his dark deeds. Every victim is harvested for organs and fed to Daisy Pusher, giving the undead steed a taste for flesh. If it is possible for the twisted Slogar to truly love anything, it is his devoted steed.

clan, the Bloodfists. None have ever learned what crime was so great to be exiled from an orcish clan, and the Bloodfists are no more, so the truth lives only in Slogars twisted head. What is known about him are the numerous murderous deeds he has committed since embracing the dark faith of Naelib, Lord of Murder. Slogar knows little about the official religion of Naelib, though he divines more and more with each killing. The growth of his clerical powers has been slow, and he is only rewarded with new powers when he precipitates some exceptionally vile deed. Without a recorded history, exact details of his misadventures are slim. What is known are some of his more nefarious exploits. His most notorious deed draws the most attention: Slogar snuck into an orphanage during the midnight hour, and murdered every child. Not satisfied with mere murder, he led Daisy Pusher into the orphanage and fed all of the childrens organs to his undead steed. Rumors say that Daisy Pusher grew much faster afterwards, having dined on the adroit flesh of the children. Other stories are just as vile, if not as specific. His favorite daily activity is to overtake lone travelers, many times torturing them before feeding them to Daisy Pusher. It is rumored that he once captured a traveling prince under cover of darkness and fed the prince to Daisy Pusher slowly; one finger and limb at a time, using his clerical powers to keep the prince alive for as long as possible. Daisy Pusher appears to love these games, and has also been known to choose targets for Slogar -- often bite-sized children. Another report of his activities involved a run-in with a traveling mercenary group: Surrounding the group with summoned monsters and undead, he corralled them all into a shallow bowl between hills. Once they were all together, he lit them aflame and used their terror and pain to summon a powerful undead that is supposedly loose to this day. Facts are slim in these reports, but children are told these tales by parents who wish them to behave.

Slogar is a large half-orc, appearing physically closer to his orc ancestors than his human ones. Standing almost six and a half feet tall, he strikes an imposing figure in his filth-caked breastplate and black leather. All of Slogars equipment, even his unholy axe, are dingy and dirt-covered from lack of proper care. His gray skin and stringy black hair add to his intimidating visage. Eyes milky from disease and malnutrition, he still appears to have perfect vision yet relies on his scent ability to work in total darkness when the opportunity arises. Large yellow tusks break his mouth open into a perpetual sneer, and the growls that pass for language within him can almost pass for unintelligible. Riding upon Daisy Pusher as he chases victims down, he is a frightening sight indeed. Daisy Pusher is a large zombie horse of unknown breed, with bits of flesh constantly dropping off in rotting chunks. Daisy Pusher also appears to be blind, her eyes long ago having rotted away to empty sockets. Even so, she gets along just fine with her other senses and guidance from Slogar.

Slogar has been traveling throughout a number of distant lands since he was exiled from his orc

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Rumors of Slogar and his deeds appear in more than one place at a time, as well. He could be in the south torturing freed slaves in a vile ritual, and at the same time be reported in the west drowning street urchins and putting them into the beds of childless parents who are unaware until they wake. Slogars deeds dont seem to follow any organized pattern to the uninitiated. However, if one looks hard enough they can see the dark truth part like a bloody mist. Slogar kills for fun, and often, but he stalks the lands with a dark purpose. He finds enlightenment in murder, and amusement in causing death. Perhaps Naelib will reveal a greater purpose for him, but until then, he is merely a plaything of true evil.

than those summoned. At times he will use unwitting groups of people or monsters to further his goals, but those unwitting allies usually end up in Daisy Pushers belly before they realize how they were used. He trusts no one, save for his precious zombie steed. The less that know of his activities and whereabouts the better. That is not to say that he is unwilling to use others in his schemes, but he finds murder to be such a personal matter.

Slogar the Uncaring is a vile creature, having fully forsaken both his orcish and human blood. Nothing is sacred to Slogar, and he sees an opportunity to defile anything Good as an opportunity to relish. When not actively working towards advancing the Lord of Murders goals, one of his favorite activities is to capture unwitting families and friends, feeding them to Daisy Pusher piece by piece, while the others watch on in horror. Such a chaotic individual would seem to be easy to capture or kill, but there is genius in his madness. Slogar is cautious, understanding the attention his activities draw. Rarely will Slogar enter towns, preferring the wilderness, abandoned graveyards or catacombs. Slogars sense of humor is just as vile as he is wicked. To that end, sometimes he plants Daisy Pusher into regular stables where high quality horses are shown or raced. Typically by the time the owners get to the horses, Daisy Pusher has taken apart the quality horses bite by delicious bite. Slogar finds this wildly hilarious, and likes to be seen in these instances before fleeing for safety in the wilderness.

Slogar needs little by way of resources. His diet consists of scavenged meat, often dead animals found in the wilderness. From time to time when he is especially starved, he will join Daisy Pusher in her meals, but only when necessary as he doesnt want to deny his precious pet her pleasures. Money is no object to a creature like Slogar, who simply murders and takes what he wants. Slogar finds no value in possessions other than his armor, weapons, and steed and thus is never controlled by those desires. Even so, Slogar is a pragmatist and keeps whatever valuables he needs from his victims.

Slogar travels a vast majority of the time, but it is rumored that he holds an abode deep within the swamps of a bayou land that is sympathetic to the Lord of Murder. His wooden shack is worn with age, the wood having long ago grayed and lost its luster. Odd stains permeate cracks between the warped wood, and mold grows on the moist boards. The windows are boarded over, and flies buzz aplenty. The entire building reeks with layers of death. Buried throughout the nearby swamp are the corpses of multitudes of unnamed unfortunates that met their end strangled by Slogar, only to serve as religious objects and then the remainder fed to the ever-hungry Daisy Pusher.

Slogar has no network of allies or minions other

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The insides of his lair are filled to the brim with grisly trophies of his exploits. Stacks of skulls and arrangements of bones lie about. Trinkets and jewelry lie next to dismembered dolls and odd statuettes of horses. To gaze inside his home is to look into the mind of the seriously demented half-orc.

and brute force. Some are bound to survive the first few moments of Slogars attack, and those can be cleaned up with vile pleasure. If Slogars goal is to capture and practice a vile rite, he will rely on his magic to aid him, often casting vicious cause harm spells or using monsters that when summoned will injure instead of kill. Fire is another favorite of Slogars tools as an option to drive his prey into Daisy Pusher or other monsters he has ready and waiting. Starting a brushfire is easy work for a beast of Slogars wiles, and is effective when working against large numbers of opponents. In melee, Slogar relies heavily on his cleric domains to enhance his abilities. He will channel smite through his unholy keen greataxe, power attacking to maximize the slaughter. He

Slogars most powerful tool is Daisy Pusher. With her Horseshoes of the Zephyr, she is as quick as the wind. Slogar uses this to good advantage. Once he, or Daisy Pusher, has caught the scent of some prey, he will cleverly lay ambush, then unexpectedly charge in with all the speed he can muster. If all Slogar wants is to murder, he will overrun his prey and overwhelm them quickly with magic

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will immediately attempt to slay any other clerics and paladins, savoring the remaining foes. Stronger warrior types will be targeted with cause fear spells enhanced with the Focused Spell feat, making them very difficult to resist. Should an enemy spellcaster be noted, Daisy Pusher will be commanded to harry them while they attempt to cast spells. Once a larger party is sufficiently damaged, Slogar uses his Murder Domain variant channeling abilities to cause great bleeding wounds to erupt in everyone around him, causing panic and fear as everyone attempts to stop the bleeding, whilst their healers lie dead or unconscious already If Slogar obviously has the upper hand, he enjoys sowing fear among his victims. He purposely allows them to hear horse hooves in the darkness, allowing the scent of fear to grow. He will then use hold person and murderous command to incapacitate and break their morale further. Slogar would prefer to take victims when they are isolated and separate from the herd though, making his job easier and spreading just as much terror as misery.

summoning spells to his repertoire. As Slogar progresses, so does Daisy Pusher, becoming more resilient and terrifying. Unless Slogar is stopped, he will continue to murder and terrorize randomly across the face of the planet until the end comes and the Lord of Murder reveals his true plans. Initially, Slogar is a single minded devotee of Naelib, Lord of Murder. He seeks enlightenment through killing, worshiping the philosophy of murder more so than even the god.

He will continue to seek enlightenment though, and will perfect his arts of stealth and killing. If allowed to continue unchecked, Slogar will not only gain more abilities, but will further enhance his zombie steed.

Slogar, surprisingly, is a coward at heart. He refuses to see himself as such, however. Slogar simply believes himself cautious. Slogar will avoid conflict unless he has the upper hand, never engaging unless he has the advantage. If he is set upon, and obviously in a weaker position, he will summon monsters to cover his retreat until he can return. He will then reappear when ready, and dispatch the offenders one by one, feeding them whilst still screaming to Daisy Pusher

If somehow several years later Slogar still isnt put to rest, he will eventually gain the true favor of Naelib and be granted both clarity and boons. Daisy Pusher is granted sentience and outsider status. Should this happen, Slogar will become a truly dangerous foe.

As Slogar the Uncaring continues to progress, he will grow as a cleric, adding more harm and

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A farming homestead is burned to the ground, presumably an accidental fire. The entire family was trapped within when the roof collapsed and died in the fire. The local constabulary are eager to write this one off and get back to business. Someone comes forth though with grave news. They claim to have seen a large unfamiliar figure on horseback riding through this area last night as well. Why are there no hoof prints? What was this person doing out here? What evidence do the bodies within the home tell, and why are the constables so eager to ignore this? . Slogar has kidnapped an innocent, or someone the Lord of Murder wishes removed for his unfathomable reasons. Slogar has taken this person back to his swamp home, where he is taking his sweet time getting to business, savoring every scream. The players must locate Slogar (no small feat) by either tracking him or convincing the locals to give him up. Then, they must find his home deep within the swamps without succumbing to the other dangers (the alligators are well fed too!) and save the captive. Why this victim? What is Slogar waiting for? Is the captive the victim or just the bait, luring the players into a trap? Does the Lord of Murder wish one of them dead? What will Slogar read in their entrails? The player characters are in town having a brew at the local tavern. However, the townsfolk are acting strange, avoiding them and giving them suspicious glares. If questioned, they're generally rude or dodge attempts to find out what's going on. If they talk politely with the local law, the mayor or manage to turn a merchant from unfriendly to helpful, they discover that there has been a

string of deaths out by a local lake, a favorite fishing spot for most of the town. They've been forced to avoid the lake due to the deaths. The weird thing is that some of the killings appear to be simple drownings, while others are the work of a definite slasher. As a result, the township has become wary of strangers in town and their rudeness is meant to encourage them to move along as soon as possible. The deaths are also hurting the local fishing economy. The drownings are being caused by a nonsentient solitary water monster (of a CR appropriate to your party) which has coincidentally taken up residence in the lake, at around the same time Slogar appears. Slogar is taking advantage of the fear and confusion caused by the drowning deaths to have a bit of fun.

Acimento AlHarran is a horse breeder of unparalleled fame, and nearly limitless wealth. For decades now, he has been working on creating hybrids of mundane purebred horses and both monstrous and magical equine beasts. He has had many successes, but the one hybrid which continues to elude him is a halfnightmare. Now, rumors have reached Acimento that there may, in fact, be a half-nightmare already in existence, and it travels the countryside ridden by an ill-mannered half-orc. A servant of Acimento hires the party to protect him, so that he might bargain with the half-orc, to purchase the wondrous beast for Acimentos herds. Obviously, the rumors were wrong or are they? Can the party rescue their charge before he is fed to Daisy Pusher? What is Acimento really up to and why is he seeking a halfnightmare breed? Who funds his operation? While the players seek out Slogar, or rest at night, what is he doing to their horses?

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Utumno Trask, a shady alchemist of ill-repute has hired the party to gather for him one dozen proboscis of giant mosquitos, which frequent the swamps near the Blackfen Bog. While mosquito hunting, the party happens upon a curious abandoned dwelling, full of grisly trophies and horrible tableaus of murder and carrion. What does the party do? Do they lay in wait for Slogar to return? Do they try to contact the local authorities? Either way, they should run into the half-orc at a very inopportune moment. Through some transgression against their faith or ethos, either a PC, or an NPC whom the party owes a favor, is required to curtail the activities of the Lord of Murder by removing one of his more active (and atrocious) agents. The initial foray should be fruitless, but provide a good sense of Slogars potential for horridness. When the PCs are forced to return to the atoning cleric to report failure, they find him dead, apparently at Slogars hand. Does atonement turn to vengeance? The dead can offer a lead, at least, with a clever application of divination magic or investigation, as opposed to second-hand hearsay. The paranoid Duke Archibald Fendron relays all his orders through carefully encoded messages he has tattooed on the heads of his couriers. He then gives them a special alchemical concoction to make their hair grow back, and arms them with a false paper message to deliver. Recently, one of his couriers went missing, and, when the body turned up, it was missing its head (Slogar took it as a trophy)! The Duke is petrified at the thought that not only one of his enemies have figured out his tricks, but might be hard at work at cracking his cipher! The party is to accompany Kirkthorn the Grey, a necromancerfor-hire, who will use the now-ambulatory corpse of the former courier to track the location of the missing head.

The Dukes orders are to eradicate whoever is in possession of the head, but can the party do that when Kirkthorn gets killed by Slogar, and the party is left trailing a shambling headless zombie into Slogars lair?

The Coincloak Warders, a group of rangers and clergy devoted to eradicating undead, have recently been very busy in the area around Blackfen Bog. Unfortunately, this area, normally used to train neonates in the ranks (due to the bogs ruins being full of zombies, skeletons, and the occasional ghoul), has suddenly seen an outbreak of bodaks! This has led to many deaths by bodaks, which, of course, has led to further increases in the number of bodaks... The Coincloak leadership has either hired the party as mercenaries, or ordered the party (if they are members) to put down the bodak threat, but, more importantly, find out where and why it started. The answer, of course, leads to Slogar. Along the way, the party should find something of the Alpha Bodaks belongings, so that, in the confrontation with said Bodak, it howls and explains about its murder, and murderer

Knowledge: Local or Religion DC 18: Slogar is a murderous evil cleric that rides upon a zombie horse causing havoc and spreading evil wherever he goes. DC 23: The doombringer serves no church, but instead the belief and philosophy of murder. It is unknown what deity (if any) sponsors him. DC 28: The zealous half-orc actually believes he is seeking truth in the entrails of his victims. He ritually slays his victims in a very personal manner, only to disembowel them and read their entrails. It is believed that the god of Murder himself gives Slogar visions of victims and he seeks them out diligently, fulfilling Naelibs agenda of assassination.

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DAISY PUSHER CR4 Female Horse, Heavy NE Large Undead (Fast Zombie) Init +5; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +0 DEFENSE AC 22, touch 9, flat-footed 22 (+8 armor, -1 size, +5 natural) hp 40 (4d8+7) Fort +2, Ref +7, Will +5 Immune Undead Traits OFFENSE Spd 45 ft. Melee Slam (Zombie) +4 (1d8+9 [20 x2]) and Bite +4 (1d4+6 [20x2]) and two Hooves -1 (1d6+3 [20x2]) and Space 10 ft.; Reach 5 ft. STATISTICS Str 23, Dex 20, Con -, Int -, Wis 10, Cha 10 Base Atk +5; CMB +12; CMD 22 (26 vs. Trip) Feats Toughness +7 Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]* Skills Acrobatics -1, Climb +0, Escape Artist -1, Fly -3, Ride -1, Swim +0 Languages None SQ Combat Riding [Trick], Quick Strikes (Ex) Combat Gear +1, Improved Shadow, Bone Half Plate; Other Gear Horseshoes of a Zephyr SPECIAL ABILITIES Combat Riding [Trick] The animal has been trained to bear a rider into combat. Darkvision (60 feet) You can see in the dark (black and white vision only). Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Quick Strikes (Ex) Whenever a Fast Zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus. Run You run faster than normal. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and

patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects. *Typically, undead have 0 intelligence and are unable to use animal tricks. It is unclear if daisy pusher is truly sentient, or she simply follows the commands of a maddened clerics command undead abilities.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com. Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

Slogar wields a number of special items that he has acquired from his victims or been gifted by the Lord of Murder. His statblock does not reflect these items, but feel free to use them as you see fit.

Aura moderate conjuration (creation) Slot back; Price 96,000 gp; CL 9th; Weight 2 lbs. DESCRIPTION This ornate gray saddle is almost weightless when compared to non-magical counterparts. It grants both mount and rider the scent ability, a +5 competency bonus to Survival checks and negates the -5 penalty while moving at normal speed while tracking. It reduces the -20 penalty for twice movement speed to -10. The rider also need not dismount to continue Survival checks while tracking. Additionally, the saddle itself acts as a mage's faithful hound, guarding mount, rider or both as long as one of them remains within 60 feet of the saddle. The saddle also bites intruders as the spell. Effects augmenting tracking don't stack with those of similar magic items, spell-like abilities or spells. CONSTRUCTION Requirements Craft Wondrous Item, mage's faithful hound; Cost 48,000 gp.

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Aura strong necromancy; CL 13th Slot hands; Price 52,000 gp (+1), 58,000 gp (+2), 68,000 gp (+3), 82,000 gp (+4), 100,000 gp (+5); Weight DESCRIPTION While worn, these dark crimson gloves grant the wearer a +1 to +5 CMB bonus to pin an opponent successfully grappled in the prior round. The wearer must choose to strangle the pinned victim to obtain this bonus. The gloves also grants the wearer immunity to bleed effects as well as gaining a natural bleed attack causing +1d4 bleed damage (per plus) to successful grapple attempts or unarmed attacks made with the hands. Both gloves must be worn for the magic to be effective, and both hands must be free to take advantage of the magic. CONSTRUCTION Requirements Craft Wondrous Item, grasping hand; Cost 26,000 gp (+1), 29,000 gp (+2), 34,000 gp (+3), 41,000 gp (+4), 50,000 gp (+5)

whichever occurs first, but once he returns to normal, he cannot become ethereal again that night. CONSTRUCTION Requirements Craft Wondrous Item, pass without trace, ethereal jaunt; Cost 36,000 gp.

School divination (evil); Level cleric/oracle 2, inquisitor 3 CASTING Casting Time 1 minute Components V, S, DF, M (entrails of a murder victim) EFFECT Range personal Target you Duration as long as within 120' of material component, or 1 hour/level DESCRIPTION A favorite spell of clerics and oracles who swear themselves over to the will of a god of Murder or Death, this powerfully evil divination is a grotesque but effective way for divine entities to have their will known. You examine the entrails of a murder victim, beseeching your god for insight into who your next victim should be. Interpreting the truth of divine insights requires a Knowledge (Religion) check at a DC equal to 10 plus the HD of the victim. If the entrails being examined were harvested from a target assigned by a previous casting of this spell, you gain a +4 insight bonus on the check. If you fail the Knowledge check, you may attempt again in 24 hours. The insight bonus on these checks increases to +6 at caster level 10th and +8 at caster level 15th. If the check is successful, you gain a +8 Insight bonus on attempts to track, scry, locate, of gather information about your quarry. In addition, if you enter into combat with the divined target, you gain a +2 insight bonus to attacks and damage, and a +1 morale bonus to saves against any

Aura strong transmutation; CL 13th Slot feet; Price 72,000 gp; Weight 12 lbs. (for four) DESCRIPTION These four black iron shoes are affixed like normal horseshoes. While worn, they generate a constant pass without trace effect. They also negate the effects of difficult terrain and/or obstacles during combat. Movement occurs at normal costs while in combat. The shoes have no effect on terrain for the purposes of calculating overland travel times or distances, however. Additionally, once per night, the rider of a mount wearing the shoes can chose to take an ethereal jaunt. The rider can remain ethereal for as long as desired or until the sun comes up,

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spells, or extraordinary and supernatural abilities the victim uses against you. The spell lasts as long as you keep the entrails nearby, and consult them hourly. The spell does nothing to preserve them, and unless other steps are taken, the removed entrails will rot away in 1d4+1 days under normal environmental conditions.

well. Going forward, you will see all of Infamous Adversaries characters in this format, complete with brand new spells, feats, archetypes, magic items, traits, etc., all bundled in Hero Lab .user files so that you can add them to your games with ease. In 2011, we had some of our books gain some critical acclaim and see the top downloads by other companies on Paizo.com. Not only that, but TPK Games was listed as a Premier Event Group for 2012 by GenCon. You can see that list here. Well be back again this year, and at many other conventions, bringing the pain in our self-written adventures. Be sure to stop by and see us! So while 2011 was a great year for us, it was just the beginning. 2012 might be the apocalypse, but we are going to try to get in all the fun while we can. We hope you all come along for the ride!

We initially wrote Ol Slogar when TPK Games was still in their infancy. We had some great ideas, but were unsure how to implement them. We released Slogar then as our first product, and as a free product, in order to gain some exposure for our Infamous Adversaries line. Since then, weve released a number of successful products, most earning four and five star reviews by the community reviewers on Paizo.com and DrivethruRPG.com. Needless to say, weve taken our lumps and been given a good amount of feedback on how we can improve. I think Slogar is a perfect example of our willingness to listen to the fans and do just that. We make game products that we ourselves would use and enjoy in our games. Our work is both dark and injected with wry humor. Our fans are rabid and very supportive. This supplement is for them. So why did we put this much effort into a free product? Because we have a passion for gaming. We want to constantly push the envelope and continue to wow and impress gamers who havent seen our work yet. We also want to reward all of our fans who have been there from day one. Slogar was just the first. Each of our existing Infamous Adversaries characters is going to be revisited, revised and updated with Hero Lab as

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Still hungry for more? Come join us on Facebook or visit the tpkgames.com discussion forum dedicated to Ol Slogar located here. We will gladly share our design thoughts, cutting room floor content and additional ways to modify Slogar to meet your needs. You can even come chat with the designers and ask them how to fully utilize the villainy of Slogar the Uncaring.

Included in the download are several Hero Lab files for use in your own games. If you do not own Hero Lab, you can download a free trial version of Hero Lab here! In order to fully utilize this product, you will want to have the Pathfinder Core content, plus Bestiary I & II, Ultimate Magic, Ultimate Combat and the Advanced Players Guide. These additional Pathfinder RPG data packages are all available for Hero Lab here. Some Infamous Adversaries may require additional data packs to fully use. With our custom Hero Lab files, you can completely shape our Infamous Adversaries to your taste, fitting them seamlessly into your own campaign as you see fit.

Our custom character files come in the standard Hero Lab file format of a .por file. Once you have Hero Lab installed, you can simply double click on one of the .por files to open them and manipulate the character files to your tastes. We recommend saving an original copy on your computer before making changes though. Should you ever lose your copies of the files, you may always download a new set on Paizo.com or DrivethruRPG.com for free by downloading our product again. To insert new custom content (.user files), simply open up the Hero Lab program. From the Files menu, choose Explore Folders and then Game System Data. This should open up your Pathfinder game data folder, and you can simply add the .user files into that folder and restart Hero Lab with your new content. Be sure that you are adding the .user files to the correct game system though if you use multiple systems.

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Contents 2011 ToTal ParTy Kill Games

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Published Under the SRD, OGL, and d20 (v 3) License 2000, Wizards of the Coast, Inc. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not 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, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "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 contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" 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 in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 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 add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 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 Game Content does not constitute a challenge to the ownership of that Product 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 permission 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 unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. Copyright notice Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player's Guide. Copyright 2010 Paizo Publishing, LLC; Author: Jason Bulmahn. Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Bestiary 2, 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat. 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Infamous Adversaries: Slogar the Uncaring. Copyright, February 27, 2012, ToTal ParTy Kill Games. Author(s): AWizardInDallas, Malgor the Puppet Master and Necroblivion.

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