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Sandy Petersen's Cthulhu Mythos - Silence From Sommerisk
Sandy Petersen's Cthulhu Mythos - Silence From Sommerisk
Written by
David N. Ross and
Ian Starcher
1
petersengames.com
Credits
Design
Petersen Games
Great Guidance Ro-Man
David N. Ross and Ian Starcher, based on an original idea by Ian Starcher Sandy Petersen
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David N. Ross Ian Starcher
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Kent Hamilton Arthur Petersen
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Eytan Bernstein Lincoln Petersen
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We also want to thank all the many other people who playtested the material in Pit Lanrezac
this tome at conventions and elsewhere. Marketing
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Sandy Petersen’s Cthulhu Mythos: Silence from Somerrisk, © 2018, Petersen Games.
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2
Introduction Notes for the GM
This adventure is an introduction to the rules and concepts As discussed more fully in Sandy Petersen's Cthulhu Mythos
presented in Sandy Petersen’s Cthulhu Mythos. Although horror, (especially pages 3–7), the tone of the game your group wants
mystery, and futility are the hallmarks of the cosmic horror stories should inform how you handle sensitive topics and game
that inspired the book, this adventure explores those themes mechanics. As you prepare to challenge your players with
alongside the traditional fantasy roleplaying game elements of unsettling or even horrific material, talk to them about where
swashbuckling adventure, discovery, and heroic victory against their boundaries lie. What do you and they consider compelling
fearsome odds. topics of horror and what are simply unpleasant distractions that
To facilitate the fullest use of that book's rules and would detract from the game? Always make sure that everyone is
description, the adventure introduces Gnathowins, a mini- clear that you can reexamine boundaries if something unexpected
setting that includes a wide variety of Mythos entities that lurk happens during the game, without judgment.
in both the waking world and the Dreamlands. Gnathowins also If you and the players favor the constant threat of character
provides context for the inclusion of the new playable races— death to fit with the harrowing tone of classic Cthulhu Mythos
Dreamlands cats, gnorri, Mythos ghouls, and zoogs. If you run stories, pit players against deadlier foes and encourage them to
an ongoing campaign, you can insert Gnathowins (or more have replacement characters of the appropriate level drawn up to
specific local elements of this adventure) into any relatively rural bring into the game when one dies.
back hills region where strange happenings can go unnoticed for Even if a character has the relevant Knowledge skill to
lack of travel. identify a creature, their knowledge is likely incomplete. Instead
of spelling out all the details of identified magic effects, rituals,
monster abilities, and other rules, consider giving cursory
explanations with room for them to discover some final aspect
of how things work. If you restrict the normal use of a skill,
however, think about providing more detailed information with
checks that exceed the DC by 5 or 10.
—David N. Ross
3
Adventure Background Zoogs likewise have stuck to the forests but tend to accept
traders who visit their woods without going where they aren't
Slightly over one hundred years ago, for reasons that remain
welcome. Zoog councils, despite their lack of authority, have
mysterious, a piece of the Dreamlands melded with the terrain
quietly mediated several large-scale pacts with the other major
of the Material Plane, creating a new gestalt area. This region is
species of Gnathowins.
Gnathowins, where new dream inhabitants live alongside the old.
Mythos ghouls generally trade on the fringes of Gnathowins
Various species—such as Mythos ghouls, gnorri, Dreamlands
society with those who don't care what happens to the dead or
cats, and zoogs—have jostled for territory in this diverse land.
only care to keep ghouls away from the dead they have a personal
Although the shock was considerable and strife violent at first,
connection to. Despite widespread hatred and fear toward the
things have settled into an uneasy routine.
ghoul race, individual ghouls sometimes receive invitations to
Gnathowins is a coastal area around Gnathowins Bay
speak with councils in cases of emergency, due to their esoteric
distinguished by enclaves of creatures and relics originating in
knowledge. A few ghouls have achieved tenuous tolerance
the Dreamlands. Creatures normally native to the Dreamlands
by legally purchasing the bodies they eat from folks on their
retain the ability to enter the Dreamlands like any dreaming
deathbeds.
creature (see Chapter 4 of Sandy Petersen’s Cthulhu Mythos).
About a month ago, a priest of Chaugnar Faugn called
However, there are no known stable portals between the realms.
Ubxolalog located a Dreamlands temple to his patron whose
Seeking out more ways to pass to and from the Dreamlands
location had been intentionally lost by the gnorri who once
remains a popular goal of adventurers in the region, especially for
tended it. The interdimensional confluence of the Dreamlands
gnorri and zoogs.
and Material Plane had deposited it at the bottom of a reservoir
Gnathowins lacks a strong central government. It is a
behind an old dam in the Material Plane. To access it and to
sparsely populated frontier region with few particularly valuable
wipe out a rival cult of the Yellow Sign, the priest tricked a team
or distinctive natural resources. Wizards and other students of
of gnorri, led by the famous architect Earogna, into opening the
the occult have migrated from other lands to investigate the
dam and draining the reservoir.
region's lingering interdimensional connections, but hardly any
The gnorri believed that the settlement below the dam,
show interest in ruling. Most administration is by local councils
Somerrisk Town, had been evacuated, but they were mistaken,
that band together to contend with serious emergencies.
and some of the townspeople perished. Those who escaped the
Dreamlands cats remain close to humans, often allied and
sudden flood were psychically sensitive individuals and the
rarely in contention. They live willingly in and around human
residents they were able to warn. Ubxolalog and his flying allies
society, coming and going as they please.
seized these survivors. With access to the temple's occult texts
Gnorri have largely remained somewhat standoffish with
and the kidnapped creatures as raw materials, Ubxolalog built
land-dwellers. They stick to a few independent settlements in
a horrific device to channel the power of Chaugnar Faugn and
Gnathowins Bay but do send traders and explorers onto land
create more minions. Now, he builds his army in preparation
regularly and maintain diplomatic ties.
for the next stage in Chaugnar Faugn's return to what is now
Gnathowins.
4
Adventure Summary dam. They can point the party to their contact, the reclusive
The party takes a commission to investigate the rampant sheriff who is secretly an inhuman agent of Ubxolalog in disguise.
disappearances, starting with the farming town of Somerrisk. En She attempts to murder the party, revealing her inhumanity.
route, they stumble upon heretofore unseen creatures that have Not long after the agent is exposed, servants of Ubxolalog
been disturbed by subterranean flooding. appear and carry their ghoul contact off. The monsters also
Upon arriving, the party discovers Somerrisk Town is attempt to seize the party.
underwater, and a few residents have become dangerous undead, Finally, the servants carrying their friend lead the party to
cultists who believe the party has come on behalf of a rival cult to Ubxolalog's lair, the Fleshweaver's Spiral. There, they must stop
kill them again. After they deal with the undead, the party gains Ubxolalog. If the party is not fast enough, their contact will have
a local ghoul contact and learns that the gnorri caused the flood become another monster in their enemy's service. When they slay
by intentionally undermining the Igwenos dam. Ubxolalog, they must decide how to treat any surviving corrupted
When confronted, the gnorri are baffled. They thought the mutants he has created.
Somerrisk townsfolk had granted them permission to open the
5
A: Horngate Bay to smuggle out of the region. However, the evidence is scant.
One town, Somerrisk, has conspicuously not been heard from
The party gathers in the city of Horngate to serve the Grand
among all those in the region. The council sends the party there
Council of Gnathowins, convened only to deal with serious
to learn if it too has been struck. If so, they must gather all
threats to the region. The sheer number of disappearances
information they can about the threat and, if possible, capture or
demands immediate investigation. The councilors prefer a mixed
kill those responsible.
group to eliminate the risk of ignoring or conspiring against
Clues: The councilors' reports include the following:
factions unrepresented in the party. While the council is meeting
• An enclave of eleven canopy-dwelling zoogs disappeared
to choose a direction for investigation, they order the party to
from Zanazig Forest southeast of Gnathowins Bay. Like
gather any information or supplies they desire from Horngate.
most zoogs, they maintained dozens of their traps to deter
This time is sufficient for any party members who do not speak
approaching interlopers, but none were tripped or disarmed.
Cat to learn to understand any cat teammates.
• A caravan of human traders lost six riders who lagged behind
The councilors theorize that slavers have been snatching
near the northeastern edge of Gnathowins Bay. One was the
those reported missing and taking them to ships in Gnathowins
apprentice of a famous painter traveling to meet his master.
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• A ghoul caravan lost all three of its scouts and a wizard gnorri or DC 15 Profession (Yog-Sothothery philosopher) check
who was traveling with them east of Gnathowins Bay. The reveals that the forbidden name was likely Chaugnar Faugn.
wizard, Insmothet, was known in academic circles for a Meeting Okzo*: If the party asks around about the potential
controversial treatise on using psychic impressions from those kidnapping victims or about Earogna specifically, a successful
who are dying but not dead to improve the effectiveness of DC 15 Diplomacy check leads them to meet with Okzo, the well-
transmutation spells. connected zoog Keeper of the vast Inn Tree. He hired Earogna
• A six-member gnorri construction team southeast of to add moving stone walls to his inn to confuse and trap anyone
Gnathowins Bay was last seen traveling in the direction of who wasn't an approved guest. Now the gnorri are several days
the artificial Lake Igwenos a few weeks ago and has not been late. While Okzo trusted they would do good work, he has heard
seen or heard from since. Its leader was Earogna, a visionary that they dabbled in unwholesome branches of transmutation
and highly sensitive architect much in demand throughout and wonders if he is lucky not to be working with them. If anyone
Gnathowins. She is late to meet Okzo, Keeper of the Inn mentions the missing zoogs to him, Okzo expresses concern
Tree, a zoog client in Horngate. about the fact that none of their traps triggered. He scoffs at any
• Silverclaw, a cat council messenger with psychic talents, notion that they might have left on their own or might have been
disappeared when seeking word from Somerrisk Town near lured out by trickery.
Igwenos Dam. There has been no word from the settlement *Meeting Okzo at Higher Levels: The skill check required
since. to meet Okzo increases by half the party's level.
Meeting Arnogula: After the party leaves the council, the Development: Once the party finishes preparations, the
Gnorri Councilor Arnogula has her assistant invite them to meet council provides them with light horses to ride to Somerrisk
her privately. She waits in her stateroom at the Slumbering Shell, Town (Area B).
a labyrinthine stone inn that is largely underground so that it is *Development at Higher Levels: If the party has access to
half-flooded by a natural spring for the comfort of gnorri guests. such divinations, the council asks them to use commune, contact
There, she shares fears that her fellow councilors dismissed. other plane, or divination to learn about the nature of the threat.
Arnogula has noticed that many sensitive individuals, Divinations directed at the cat messenger fail, as the cat is dead
including artists, thinkers, and magic-users, were among the (in Area B1). Divinations aimed at the missing individuals
missing people of Gnathowins. She suspects such individuals other than the cat or Earogna’s group lead characters to Area
drew the attention of something ancient and malicious. The D3; the other victims have also become monsters ordered to
gnorri have long passed down stories of a godlike monster in the watch the area in case the Yellow Sign cultists come that way to
hills that lured in sculptors and loners with promises of power, counterattack. Divinations suggest the influence of Great Old
insight, and immortality to create the tools necessary to raise an Ones and the particular servitor creatures active in the region,
army of magically enhanced and unquestioning slaves. Statues but none provide enough information to lead the party anywhere
in its image were said to feed on victims and transform their other than Igwenos Dam overlooking Somerrisk Town.
bodies painfully. The gnorri forbade any utterance of its name,
and overcome its cult with their armies only at terrible cost. They
were left scattered and the horror's temple razed, its legend lost
in time.
Since noticing that the disappearances cluster around
similar lonesome hill regions, Arnogula has begun seeking the
lost knowledge of this entity among gnorri elders. However, she
believes that if the horror is returning, waiting would be folly. At
this time, all she can do is suggest caution and alertness as the
party mounts its investigation. A successful DC 20 Knowledge
(history, religion, or planes) check by anyone other than a local
7
B: Traveling to B1: The Thing on the Road
Somerrisk Town (CR 3+)
The party's two-day trek to Somerrisk Town is largely uneventful. On the afternoon of the second day (about 5 miles from
The distance is 65 miles. Party members who succeed at a DC Somerrisk), the party rounds a cliffside bend and finds an
20 Perception check notice odd rustling in the trees at night but ambush in progress. The sky is very cloudy, reducing the daylight
nothing more. If the check result is at least 30, the character notes from bright illumination to normal illumination. The Perception
a wing-like silhouette against the stars disappear over the trees DC to hear the oddly muted commotion is 0, so the party first
too fast to recognize or follow. notices it when within 10 feet per point of the Perception result.
Unless the PCs take an extraordinarily circuitous route, they Three recently-killed Mythos ghouls lie on the road.
reach Encounter B1 not far from town. Trees loom over the road to the southeast atop a 10-foot
At Higher Levels: Parties with access to teleport or similar high and 10-foot wide steep slope (ascending treats the slope as
magic that sends them to Somerrisk Town off-target arrive at difficult terrain costing 4 squares of movement). Another steep
Encounter 1, about 5 miles from Somerrisk Town. If PCs use slope descends on the northwest side of the road, 15 feet down.
accurate instantaneous travel to arrive in the town itself, they Moving into a square of steep slope without tumbling down and
skip Encounter 1 and arrive at Encounter 2. Encounter 1 landing prone at the bottom (along with 1d6 points of damage
can be placed while traveling overland between later encounters from the rough fall) requires a successful DC 7 Climb check or
at the GM's discretion. DC 12 Acrobatics check.
Creatures*: A Mythos ghast is attacking a gug. The gug has
already slain the ghasts' ghoul masters and fellow ghasts but is
At Higher Levels itself badly injured. It is covered with stab and bite marks. As the
party approaches, the ghast finishes off the gug, unless the party
Party Level Encounter is at least 6th level (see below), and turns to attack them.
2nd 2 wounded ghasts (17 hit *Creatures at Higher Levels: If the party is between 6th
points remaining)
and 10th level, the gug attacks the party while the ghasts attack
3rd 2 ghasts
whatever is closest to them. It focuses its attacks against whatever
4th 3 ghasts
damages it more after that. If the party dispatches multiple ghasts
5th 4 ghasts
without serious injury, the gug decides it can't wait for them to
6th gug with 38 hit points, 2 ghasts
finish off the remaining foes and attacks immediately, inspiring
7th gug with 76 hit points, 3 ghasts
any remaining ghasts to carry off ghoul corpses to eat in safety.
8th gug with 76 hit points, 4 ghasts
9th 2 gugs with 76 hit points, 6 ghasts If the party is at least 11th level, gugs have slain all the other
10th 2 gugs with 114 hit points, 2 creatures and attack immediately. If the party is at least 16th
ghasts with 17 hit points level, a dhole hatchling disturbed by the shifting of the water
11th 3 gugs with 114 hit points table is responsible instead and all other creatures are dead.
12th 3 gugs Dread at Higher Levels: Anyone who identifies the dhole
13th 4 gugs hatchling with a successful DC 29 Profession (Yog-Sothothery
14th 6 gugs philosopher) or Knowledge (dungeoneering) check realizes that
15th 8 gugs if it has any brethren, the entire planet is in danger. This is a
16th Dhole hatchling with the major disturbing discovery, and a character unaccustomed to
young template
such cosmic threats must succeed at a DC 20 Will save or gain 1
17th Dhole hatchling
stage of dread for 1d12 days.
18th Dhole hatchling with the giant template
Development*: The attacking creatures are sopping wet,
19th 2 dhole hatchlings
despite no recent rain or known nearby water sources. Following
20th 4 dhole hatchlings
8
9
their tracks (DC 4 Perception or Survival) leads to a nearby ruined
catacomb (an abandoned transplant from the Dreamlands),
flooded nearly to surface level. It was obviously not designed
to hold water like this, and a successful DC 15 Knowledge
(engineering) or Knowledge (local) check reveals the flooding
is very recent. A character who succeeds at a DC 25 Knowledge
(engineering), Knowledge (geography), or Knowledge (nature)
check or who casts commune with nature can tell that the local
water table has risen dramatically and very quickly, likely as a
result of flooding nearby.
A ghoul woman's corpse, likely the expedition's leader from
her withered finery, carries a letter. It tells of a feast of corpses
(albeit soggy ones) to be found in near Igwenos Dam as well as
comfortable room for the ghoul community to grow in buildings
abandoned by humans and gnorri. Speak with dead can also yield
a clue about delicious undead she hoped to capture and eat, the
fact that gnorri killed the humans, and her fear of dire bats or
other winged monsters lurking near the mysteriously abandoned
GHAST, MYTHOS (1 OR VARIES) CR 1 OR 3
buildings. A character who succeeds at a DC 20 Knowledge
XP 400 or 800 each
(geography) or Knowledge (local) check recalls that Igwenos hp 17 or 34 of 34 each (Sandy Petersen’s Cthulhu Mythos 339)
Dam is an old earthen dam, and its failure could have caused
such a flood. WOUNDED GUG (VARIES) CR 8, 9, 10, OR 11
*Development at Higher Levels: If the gug survives and XP 4,800, 6,400, 9,600, or 12,800
hp 38, 76, 114, or 152 remaining of 152 (Sandy Petersen’s Cthulhu
is captured and interrogated with tongues, dominate monster, or
Mythos 346)
similar magic, the party can learn that it was emboldened to
attack by an omen from the murderous Great Old One it serves, YOUNG DHOLE HATCHLING CR 18
Chaugnar Faugn, which promised his power was returning to XP 153,600
Dhole hatchling with the young creature simple template (Sandy
the region.
Petersen’s Cthulhu Mythos 322, Pathfinder Bestiary)
If a dhole hatchling is present, reading its mind reveals that hp 287
a large body of surface water nearby suddenly moved, flooding
its tunnels and prompting it to surface. It has had no contact DHOLE HATCHLINGS (VARIES) CR 19
with other dholes since shifting here from the Dreamlands when XP 204,800 each
hp 333 each (Sandy Petersen’s Cthulhu Mythos 322)
Gnathowins formed decades ago.
10
C: The Drowned Town Dread: Anyone who identifies the Yellow Sign or hears
mention of the King in Yellow and recognizes the significance
If they ride from Horngate, the party reaches an unexpected lake
with a successful DC 15 Profession (Yog-Sothothery philosopher)
as the sun sets on the second day of travel. Read the following.
or DC 20 Knowledge (religion) check knows that a terrible evil
festers here and can draw the attention of a world-shaking evil.
The road leads straight into the murky water of a
Any character who learns this must succeed at a DC 15 Will
lake like a strange boat launch. There is no clear
saving throw or the character's dread increases by 1 stage (or
shore, and the grass continues from dry land into the
more, if the check fails by 5 or more) for 1d12 x 10 minutes.
water. To the north, a high ridge looms, topped with
trees. Stands of trees emerge from the water here and C1: The South Road Stage
there—those farther away barely reach the ends of Undead cultists who once ran Somerrisk Town haunt the stage
their leafy branches above the water. A stone spire by the south road. Near the shore, the first 15 feet of water is
rises from the water on the north shore of the lake. shallow, and PCs can wade through it as difficult terrain without
To the east, rows of wooden benches descend along swimming or further penalties for fighting underwater.
a hillside to the water's edge toward a wooden stage Creatures*: A Mythos undead calling itself a vassal of the
that is now underwater. Yellow King lurks in the water (or more than one if the party
is above 1st level) near the rural stage, one the cult used in life
The party's maps, as well as a DC 10 Knowledge (geography) for rehearsals. If the party is 3rd-level or lower, the flooding
check, indicate there should be no lake here. A party member and skirmishes with servants of Chaugnar Faugn have caused
that succeeds at a DC 10 Survival check deduces from the plants damage to the undead; it has only 28 hit points remaining. The
under the water that the area was above water less than a week undead and its fellows were the corrupt and decadent nobles who
ago; the entire lake is new. Recognizing the spire as the top of a once ruled Somerrisk Town, forcing laborers to put on elaborate
local shrine to the sun, normally in the town centers throughout displays even when it meant neglecting vital agriculture and
Gnathowins, requires a successful DC 10 Knowledge (local or fishing obligations. Secretly cultists of the King in Yellow, they
religion) check. died in the flood but arose afterward as terrible undead.
A successful DC 15 Perception check allows PCs to spot If the party is not stealthy (Stealth result of 8 + party level
wrecked wood walls and thatched roofs pinned under the water or lower), the undead arise to attack anyone investigating the
a few hundred feet away by fallen stones and, in the distance, water when they either split up or turn to leave. Upon noticing
a cracked stone amphitheater and stone temple. If the result is the party, they rant. “You! Servants of the Weaver of Flesh! You
at least 20, yellow markings align to suggest an intentional sign will not kill us again, for the King in Yellow plays a marvelous
drawn across multiple buildings visible only from at least several score for your death scene.” A PC who succeeds at a DC 15
hundred feet away. Making a successful DC 15 Knowledge Knowledge (religion) or Profession (Yog-Sothothery philosopher)
(religion) or Profession (Yog-Sothothery philosopher) check check identifies “Weaver of Flesh” as a gnorri name for Chaugnar
allows a PC to recognize this as the Yellow Sign, something Faugn, a rival cult to that of the King in Yellow. Succeeding at
associated with a mad cult and a banned play. With a DC 20 that check also allows a PC to recall enough information to know
result, the party recognizes it as the titular sign of the Cult of the it would be consistent with the horror in the hills.
Yellow Sign, which serves the King in Yellow. In combat, the undead praise the Yellow King, rant about the
beautiful death scene they are providing the party, and lament
that the party will not live to see the exquisite sculptures their
corpses can make. The undead fight until destroyed.
If the party approaches stealthily and the worst Stealth check
result is 15 or higher, they can spot Xeruthak the Mythos ghoul
slip to the opposite shore, grab a bloated corpse hidden under the
surface, and haul it up the opposite shore. The disturbance in the
11
water awakens the Mythos undead, who automatically notice the another (although the Perform DC increases normally). At 8th
party; Xeruthak flees in fear to hide and watch over the far ridge level, when there are three or more vassals, half (rounded down)
regardless of the party's actions. wear necklace of fireballs (type II) instead of pipes of the sewers. The
*Creatures at Higher Levels: If the party is at least 3rd level, undead cannot play the pipes underwater but wade at the edge of
the undead each carry pipes of the sewers and call one swarm to deep water to gain cover against attacks from land.
attack the party from the surrounding foliage after playing for Dread: Encountering the undead is a minor disturbing
1 round. If the party is at least 4th level, the variant Yellow Sign discovery for anyone who has not met such creatures in combat
influencing the area allows rat swarms to arrive immediately. If before; all those characters must succeed at a DC 10 Will save or
the party is at least 5th level, each calling yields two swarms. If gain 1 stage of dread for 1d12 rounds.
the party is at least 6th level, summoned rat swarms also have the Treasure: One undead carries a partially ruined (and
advanced simple template (22 hp, +2 to all ability scores and skill therefore less dangerous) copy of the King in Yellow, worth 400
checks, +4 to AC). Once a swarm dies, the undead can summon gp to a collector of the occult. In addition, the equipment worn
12
by the undead is salvageable. The town's valuables are otherwise At Higher Levels
ruined by water or conspicuously missing, taken by cultists of
Party Level Encounter
Chaugnar Faugn.
2nd 2 vassals of the Yellow King with 28 hit
Development: The party will likely survey the drowned
points remaining and no combat gear
town (Area C2) once it is safe. 3rd vassal of the Yellow King
When the party slays the last of the undead, Xeruthak the with 28 hit points remaining
Mythos ghoul leaps from hiding to carry off one of the undead and pipes of the sewers
corpses. Xeruthak is shy but knows that humans sometimes 4th vassal of the Yellow King with
pipes of the sewers that call a
mistake ghouls for criminals or murderers. As a result, she is quick rat swarm immediately
to explain her innocence and that the destroyed undead are no 5th vassal of the Yellow King with
use to anyone else. The corpses would have gone to waste anyway, pipes of the sewers that call 2
so she feels entirely justified in salvaging them to feed her small rat swarms immediately
band of ghouls. She asks if the party is working for the council, 6th vassal of the Yellow King with pipes
of the sewers that call 2 advanced
and unless they convince her they are not, she is eager to help and rat swarms immediately
make a good impression. 7th 2 vassals of the Yellow King with
Xeruthak volunteers that a ghoul disappeared from her group pipes of the sewers that call 2
since they began squatting northeast of town last week, and she advanced rat swarms immediately
8th 2 vassals of the Yellow King with pipes
asks them to investigate the sites of the disappearances after thus
of the sewers that call 2 advanced
proving themselves against the undead. She admits they might rat swarms immediately plus 1
have been taken by slavers if the party suggests as much. Eager to with necklace of fireballs (type II)
please and insatiably curious about their intentions, she follows 9th 2 vassals of the Yellow King with pipes
of the sewers that call 2 advanced
and guides them unless attacked or otherwise driven off.
rat swarms immediately plus 2
If the party inquires about the flood, Xeruthak can explain with necklace of fireballs (type II)
that gnorri, led by an architect named Earogna, opened the dam, 10th 3 vassals of the Yellow King with pipes
insisting they had permission from the town. Earogna seemed of the sewers that call 2 advanced
rat swarms immediately plus 3
confused as to why there were still humans in the now-flooded
with necklace of fireballs (type II)
valley town, given the permission. Xeruthak knows where the 11th 4 vassals of the Yellow King with pipes
gnorri who opened the dam are (ruins in Area D1) and is willing of the sewers that call 2 advanced
to introduce the party as thanks for eliminating the dangerous rat swarms immediately plus 4
with necklace of fireballs (type II)
undead.
12th deathless sorcerer plus 1 vassal
of the Yellow King with pipes of
VASSAL OF THE YELLOW KING (1 OR VARIES) the sewers that call 2 advanced
CR 2 OR 5 rat swarms immediately
XP 600 or 1,600 each 13th deathless sorcerer plus 3 vassals
Human Mythos undead aristocrat 6 of the Yellow King with pipes of
CE Medium undead (augmented humanoid) the sewers that call 2 advanced rat
Init +2; Senses darkvision 60 ft.; Perception +10 swarms immediately plus 3 with
DEFENSE necklace of fireballs (type II)
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) 14th 2 deathless sorcerers
hp 57 (6d8+30)
15th 3 deathless sorcerers
Fort +2, Ref +4, Will +8
Defensive Abilities channel resistance +2, rejuvenation; Immune 16th 4 deathless sorcerers
undead traits; DR 5/— 17th 6 deathless sorcerers
OFFENSE
Speed 35 ft. 18th 8 deathless sorcerers
Melee mwk rapier +4 (1d6–1/18–20) 19th 12 deathless sorcerers
Ranged dagger +3 (1d4–1/19–20) 20th risen witch plus 1 deathless sorcerer
13
S TAT I S T I C S
Str 8, Dex 15, Con —, Int 13, Wis 12, Cha 18 If the party doesn't investigate the steeple, Xeruthak can
Base Atk +4; CMB +3; CMD 15 share the above information. (A corpse she recently ate was
Feats Combat Expertise, Fleet, Iron WillB, Nimble Moves, Skill Focus that of the author.) She is relieved to have someone to share the
(Perform [wind]), ToughnessB
Skills Bluff +13, Intimidate +13, Knowledge (nobility) +10, Knowledge unsettling information with. She doesn't see how it presents
(religion) +10, Perception +10, Perform (wind) +16 immediate danger, however, and is mostly relieved that these
Languages Aklo, Common
dangerous factions are in conflict with each other rather than
Combat Gear pipes of the sewers or necklace of fireballs (type II)
or none (CR 2 without combat gear); Other Gear +1 chain shirt, paying attention to her and her kin.
dagger, masterwork rapier, antitoxin (2), courtier's outfit, staff of Xeruthak waits for the party to survey the town, if they like,
office (worth 200 gp), everburning torch, 30 gp
then leads them to the opened dam (Area C3). Following the
current upstream also leads the party to the opened dam.
DEATHLESS SORCERER (VARIES) CR 12
XP 19,200 each C3: The Opened Dam
Mythos undead old human sorcerer 12 (Sandy Petersen’s Cthulhu
Following Xeruthak or the direction of the floodwaters leads the
Mythos 391)
hp 164 each party to the site of the opened dam that, until recently, kept the
lower valley protected from the floodwaters. The thick earthen
RISEN WITCH CR 20 dam has a clean trench running almost its full height, and water
XP 307,200 now flows steadily over the stone below that itself resembles a
Mythos undead human witch 20 (Sandy Petersen’s Cthulhu Mythos
cascade of petrified water. The steepness of the slope prevents
409)
hp 292 characters from bringing steeds into the uplands areas where the
rest of the adventure takes place.
C2: Surveying Somerrisk A PC who succeeds at a DC 15 Craft (masonry) or
Surveying the ruins allows the party another chance to discover
Knowledge (engineering) check recognizes that the dam was
a Yellow Sign as described in the previous section. In addition,
intentionally opened, probably using magic. If the result is at least
they can notice that there are almost no corpses despite the town
20, the character recognizes the design as gnorri. A character that
clearly supporting over 100 residents.
succeeds at a DC 23 Knowledge (arcana) or Spellcraft recognizes
A text recorded by the Yellow Sign cultists in the drowned
the technique as specifically a potent stone shape effect.
town survives in a journal kept in a steeple above the new
Development: Xeruthak is likely guiding the party to those
waterline. The steeple was used for stargazing and worshiping
who last saw her missing kin or to the gnorri responsible for the
the local sun deity.
flooding (both in area D1). Unguided parties can follow tracks
The journal records the author's increasing certainty that
leading from the dam to Area D2 with a successful DC 11
feared entities that descend from the sky have targeted the town
Survival check.
to seize upon vulnerable individuals. The individuals taken
from the town all share a psychic sensitivity that the Yellow Sign
cultists had hoped to turn to working the great arts of the King in
Yellow. The coordination suggests a rival cult of a Great Old One
or Outer God, probably one associated with the Dreamlands
in the area, such as Azathoth, Chaugnar Faugn, or Gobogeg.
The cultists of the Yellow Sign feared that this poaching might
lead to more brazen attacks against their clique. The Sheriff of
Igwenos and her militia-captains have also been acting strangely
lately, keeping themselves covered in heavy cloaks, speaking in
low tones, and moving their post to a watchtower on the ridge
overlooking the town. The burst dam only serves to confirm
these fears.
14
D: The Drained Lake who impresses them with a successful DC 15 Knowledge
(engineering) check. They are friendly toward such characters.
Lake Igwenos is much shallower than usual now that it can drain
If Earogna is made friendly, they offer to hire the party to
through Igwenos dam. The lowered waters reveal a ring of low,
investigate a larger ruin deeper in the partially drained valley.
muddy hills that had previously seemed like sandbars. The plants
Ever since one of the gnorri left, presumably homesick and
on its former banks have begun to shrivel and die, but only at the
unwilling to stick out the course of this important expedition,
margins. To the north of the upland path beyond the dam is a
the rest of their band utterly refuse to leave the ruin at night
gnorri ruin (D1). To the east is a ghoul camp (D2). Farther east
or venture closer to the temple. If questioned, the other gnorri
is a watchtower (D3). Northeast, in the center of the hills, is a
say that they think the missing one was kidnapped or eaten by
temple of Chaugnar Faugn (D5). Each site is about 1 mile from
something in the night. They don't want to take any chances.
the ghoul camp. Lurking in the dying trees are flying captors
They want to depart immediately and during daylight hours.
who seek clever or sensitive mortals to capture for Ubxolalog's
If confronted for flooding Somerrisk Town, Earogna insists
machinations. This mobile group is most active at night but
they were given formal permission on behalf of the townspeople,
eventually notices the party members and attempts to seize them
who wanted to replenish the fields in the floodplain. To prove it,
as described in Encounter D4 after the party explores D1 and
they direct the party to the sheriff who provided approval and
D3 or attempts to leave.
produces a signed statement on a waterproof leather scroll. A
D1: The Gnorri Ruin PC who succeeds at a DC 15 Linguistics or Knowledge (local)
A band of gnorri has set up camp in a ruin 1 mile north of the dam. check learns that the document is in good order. The sheriff's
If present, Xeruthak explains that a vanished ghoul, Eruthos, was watchtower is on the ridge east of the town. Earogna provides
last seen on his way to salvage in the area. A PC can discover directions to Area D3 by way of the ghoul encampment in
that the ghoul tracks stopped suddenly with a successful DC 15 Area D2.
Survival or Perception check as if the creature teleported or lifted If blamed for killing townsfolk, Earogna says that anyone
off the ground. If the check result was at least 20, the character is who didn't leave was foolish for not simply swimming away. They
confident it was the latter from subtle changes in pressure in the truly don't appreciate how easy it is for air-breathing creatures to
final set of footprints. (Eruthos, like nearby humans and gnorri, drown in a chaotic torrent. If attacked, they surrender, believing
was kidnapped by nightgaunts or more dangerous flying captors.) they have done nothing wrong. Explaining to them how callous
The gnorri, led by the missing architect Earogna (builder their action was in a way that they fully grasp requires a successful
gnorri expert 5), is investigating the ancient architecture of a DC 20 Knowledge (engineering) or Diplomacy check or a very
gnorri ruin. They are commanding, quickly seizing control of accurate and macabre demonstration. Doing either one shakes
any conversation with her gnorri underlings. If asked why they them to their core (they reach dread stage 4 for 1d12 days) and
disappeared, what they have been up to, or why they missed their leaves them too numb to converse much beyond repeating that
appointment in Horngate, they are annoyed and dismissive. They they had no idea. The DC of skill checks to interact with them is
explain that they sent word with a cat messenger, Silverclaw, reduced by 2 during this time.
explaining everything already. The cat matches the description If questioned about their research, Earogna explains that this
of the dead cat from Encounter B1. If the party mentions this structure uses techniques they have never seen before to interweave
fact, Earogna elaborates: they got permission to open Igwenos bone, wood, and stone into a surprisingly resilient construction.
Dam from the local authorities through the sheriff after finding Unfortunately, while there are numerous inscriptions, they spend
clues that very important ancient gnorri architecture disappeared little time describing the construction of the structure. Most
in the murky water. Earogna will be along after their investigation passages are prayers of placation and warnings about an ancient
is complete. “monster in the hill” called Fleshweaver and Chaugnar Faugn.
Dialogue with Earogna: Earogna is initially indifferent to Earogna is dismissive of the text but reads a few choice bits for
the party unless the party includes a gnorri builder or character interested characters who succeed at a DC 10 Diplomacy check.
15
*Dialogue at Higher Levels: At 2nd level or higher, add the emptied camp. If the party demonstrates they are friendly,
the party's level to the DC of any skill check to interact with a few ghouls might ask after recent scholarly publications in
Earogna. Horngate or offer to buy a humanoid's corpse whenever they die.
Development*: The party can learn much from the Aklo Xeruthak offers to take the party to see the last known of the
runes. This requires a successful DC 20 Linguistics check for vanished ghouls.
those who don't read Aklo and don't get Earogna to translate. Development: A PC who succeeds at a DC 30 Survival check
The nearby “horror's spiral” is intended for Chaugnar Faugn to notices the tracks of gnorri and humanoids that end suddenly at
prepare food and servants who will be providing sustenance for various places around the settlement. If the check result is at least
greater servitors after they have worked to bring those greater 35, it is apparent from subtle changes in pressure that someone or
servants from a distant world into the Dreamlands. The runes something lifted the individuals suddenly into the air.
depict Chaugnar Faugn's servants as humans shaped in his image
by the touch of his idol's fanged trunk or tentacle. A stylized
D3: The False Sheriff's
image of the Great Old One appears here, encircled by mutated, Watchtower (CR 1+)
elephantine gnorri defenders, in turn, encircled by hostile gnorri When the party investigates the tower on the ridge near the
warriors rushing over the ranks of their dead. ghoul camp, if they come from the direction of the ghoul path,
A PC who succeeds at a DC 15 Perception check discovers a they come from the north. If they come from the dam, they
hidden inscription behind a swiveling bone panel. Alternatively, come from the west and encounter a smattering of trackless
with a successful DC 20 Linguistics check, a character notices undergrowth. Read the following when they approach.
clues in the exposed inscriptions sufficient to find and open the
panel. The hidden inscription describes how the gnorri worshipers Before you rises a dilapidated wooden tower about
of Chaugnar Faugn grew the structure. They cultivated it from 30 feet tall and 20 feet wide. Rickety stairs climb
the flesh of Chaugnar Faugn's enemies using gnorri builder magic its side to a narrow wooden platform with high
while imprisoning the victims under the broken stones of their walls. Thick bushes crowd it on all sides except for
own walls. Showing it to Earogna improves her attitude by one the paths approaching from the west and north. It
step. This improvement remains even after reading it, although it overlooks a steep cliff descending over 100 feet to the
does unsettle her appreciably. wooded valley below.
*Development Higher Levels: At 2nd level or higher, add
the party's level to the DC to find the hidden inscription. The bushes are difficult terrain and provide concealment.
The steep cliff requires a successful DC 10 Climb check to scale
D2: The Ghoul Camp or DC 15 Acrobatics check to walk. A character who fails slides
If the party accepts Xeruthak's invitation to seek out the
1d3 x 20 feet down the slope and takes 1d6 points of damage.
watchtower, or if they followed the tracks from the dam,
Walking characters treat the cliff area as difficult terrain, costing
their path takes them through where Xeruthak and her fellow
4 squares of movement to enter each square.
Mythos ghouls have settled—a place on the dry shore of the
The Sheriff of Igwenos, Lanalyn Coriam, is charged with
now-diminished Lake Igwenos with docks of shaped stone. The
settling disputes between the farmers, fishers, and townsfolk
gnorri constructed the few buildings from wood and extruded
around Lake Igwenos. Unfortunately for those under her watch,
stone. A character recognizes the stone as gnorri work with a
she is secretly a worshiper of Chaugnar Faugn. This small, fire-
successful DC 15 Knowledge (engineering or local) check. This
watching tower has been her station in recent weeks, a move she
village was once a gnorri and human fishing encampment, but
organized because she had advanced knowledge of the attack on
its inhabitants are mysteriously absent. The ghouls speculate that
the town.
this was because there was no more fishing to do after the lake
Creatures*: The sheriff and her militia-captain appear to
was drained by gnorri builders a few weeks ago.
be human, but are truly Tcho-Tcho. They feign earnest surprise
Xeruthak and the other seven of the original nine Mythos
at the damage wrought by the dam, saying that the gnorri never
ghouls who began squatting in the area a week ago now inhabit
16
17
Tcho. As part of their disguises, the proto-shoggoths (if present)
At Higher Levels wear the same equipment as Tcho-Tcho masked Okkator even
though they can't use it effectively in combat and it falls to the
Party Level Encounter
ground when they attack.
2nd 3 Tcho-Tcho
Development: The interior of the tower is dirty, stained
3rd 4 Tcho-Tcho
with splotches of blood, and dilapidated. The spare furniture is
4th 3 Mythos satyrs
jumbled in the corner and topped by elephantine holy symbols of
5th 4 Mythos satyrs
Chaugnar Faugn.
6th 6 Mythos satyrs
If captured, the deceivers rant that their captors are fools
7th 1 Tcho-Tcho Okkator assassin
plus 3 Mythos satyrs soon to see the true glory of the Fleshweaver. The flying captors
8th 2 Tcho-Tcho Okkator assassins soon target anyone who keeps them nearby in Encounter D4.
9th 3 Tcho-Tcho Okkator assassins
TCHO-TCHO (2 OR VARIES) CR 1/2
10th 1 Tcho-Tcho masked Okkator plus XP 200 each
2 Tcho-Tcho Okkator assassins
hp 13 each (Sandy Petersen’s Cthulhu Mythos 388)
11th 2 Tcho-Tcho masked Okkator plus
2 Tcho-Tcho Okkator assassins
SATYRS, MYTHOS (VARIES) CR 1
12th 4 Tcho-Tcho masked Okkator
XP 400 each
13th 6 Tcho-Tcho masked Okkator hp 16 each (Sandy Petersen’s Cthulhu Mythos 367)
14th 1 proto-shoggoth plus 3 Tcho-
Tcho masked Okkator
TCHO-TCHO OKKATOR ASSASSINS (VARIES)
15th 2 proto-shoggoths
CR 6
16th 3 proto-shoggoths XP 2,400 each
17th 4 proto-shoggoths hp 49 each (Sandy Petersen’s Cthulhu Mythos 389)
18th 1 thrall of Yog-Sothoth plus
2 proto-shoggoths TCHO-TCHO MASKED OKKATOR (VARIES) CR 8
19th 2 thralls of Yog-Sothoth plus XP 4,800 each
2 proto-shoggoths hp 71 each (Sandy Petersen’s Cthulhu Mythos 388)
20th 3 thralls of Yog-Sothoth plus
6 proto-shoggoths PROTO-SHOGGOTHS (VARIES) CR 13
XP 25,600 each
hp 187 each (Sandy Petersen’s Cthulhu Mythos 377)
18
D4: The Flying Captors (CR 2+)
This encounter can take place anywhere around Lake Igwenos At Higher Levels
after the party has visited the gnorri ruins and watchtower. It
Party Level Encounter*
happens before the party reaches the temple in Area D5 if they 2nd 2 degenerate nightgaunts (each with
seek it out since the flying captors watch for intruders. They avoid visible wounds and 16 hit points
attacking when the party has a roof overhead (such as in Area remaining) plus 1 carrying Xeruthak
D1 or D2) and attack at night unless the party avoids exposure at 3rd 2 degenerate nightgaunts
plus 1 carrying Xeruthak
night. If the party attempts to leave the region after visiting the
4th 3 degenerate nightgaunts
watchtower or gnorri ruins, they are attacked on the road back plus 1 carrying Xeruthak
to Horngate. 5th 5 degenerate nightgaunts
Creatures*: If Xeruthak is with the group, two degenerate plus 1 carrying Xeruthak
nightgaunts descend upon the party when they are seeking clues, 6th 7 degenerate nightgaunts
resting, or otherwise distracted. One nightgaunt seizes Xeruthak plus 1 carrying Xeruthak
7th 7 nightgaunts plus 1 carrying Xeruthak
during the surprise round (or the first round of combat, if there
8th 9 nightgaunts plus 1 carrying Xeruthak
is no surprise round) and flies off with her. Without Xeruthak,
9th 1 shantak plus 9 nightgaunts plus
only one nightgaunt appears. The nightgaunt engages the rest of
1 nightgaunt carrying Xeruthak
the party, attempting to incapacitate them so that they can carry 10th 4 shantaks plus 4 nightgaunts plus
them off one by one. The captors fight to the death. 1 nightgaunt carrying Xeruthak
*Creatures at Higher Levels: One or more nightgaunts and 11th 7 shantaks plus 1 shantak
other creatures (as indicated in the sidebar) attempt to carry off carrying Xeruthak
the party as soon as they are vulnerable enough to be seized. The 12th 7 mi-go plus 1 shantak
carrying Xeruthak
flying captors do not separate the party, flying off only if they
13th 9 mi-go plus 1 shantak
can carry all of the party. Otherwise, they fight to the death. carrying Xeruthak
Development*: If the party fights off the captors, they can 14th 1 flying polyp plus 5 mi-go plus
head in the direction the nightgaunt carried Xeruthak to find 1 shantak carrying Xeruthak
its hiding place. The distance is 1 mile, taking 10 minutes if the 15th 2 flying polyps plus 1 shantak
carrying Xeruthak
party hustles with a base speed of 30 feet (15 minutes with speed
16th 3 flying polyps plus 1 shantak
20 feet, 8 minutes with speed 40 feet), or twice as long if they
carrying Xeruthak
do not hustle. The terrain is too muddy and rocky for characters
17th 5 flying polyps plus 1 flying
to run unless they succeed at a DC 20 Acrobatics check. Unlike polyp carrying Xeruthak
the party, nightgaunts can use the run action to fly out of reach 18th 7 flying polyps plus 1 flying
at a rate of 160 feet per round once they clear the trees; once polyp carrying Xeruthak
out of range, they hustle at 800 feet per minute and arrive after 19th 8 flying polyps plus 1 flying
polyp carrying Xeruthak
7 minutes. If the nightgaunts notice characters catching up to
20th 6 hunting horrors plus 1 hunting
within 150 feet, they begin to run at twice their hustling speed. horror carrying Xeruthak
The ghouls in the camp recommend giving immediate chase *If Xeruthak is not present, the kidnapper that would
seize her is absent, searching for prey elsewhere.
if the party doesn't seize upon it themselves, as the ghouls are
worried there is no safe place to flee from flying monsters.
If the party was carried off by flying captors, they are
delivered together to the temple (shortly after Xeruthak arrives, if stone that the ghouls know from distantly scouting a similarly-
she was with them and carried off). colored ruin in the drained lake. A character can also recognize
If the party captures a flying captor, the creature carries the the distinctive stone from the lake bed with a successful DC 20
sign of Chaugnar Faugn and its claws carry bits of dark green Knowledge (geography) check.
19
*Development at Higher Levels: A shantak can use the run
action to fly at a rate of 800 feet per round once clear of the trees
(1 round). It arrives at the temple after 6 rounds. A flying polyp
can use the run action to fly at a rate of 240 feet per round once
clear of the trees. Hustling at 1,200 feet per minute allows it to
arrive in just under 5 minutes. A hunting horror can run while
flying at 320 feet per round once clear of the trees. Hustling at
1,600 feet per minute allows it to arrive in 3-1/2 minutes.
NIGHTGAUNTS (VARIES) CR 3
XP 800 each
hp 30 each (Sandy Petersen’s Cthulhu Mythos 356)
SHANTAKS (VARIES) CR 7
XP 3,200 each
hp 85 each (Sandy Petersen’s Cthulhu Mythos 373)
MI-GO (VARIES) CR 8
XP 4,800 each
hp 104 each (Sandy Petersen’s Cthulhu Mythos 352)
20
D5: The Fleshweaver's Spiral
Creatures At Higher Levels
(CR 4+)
Squatting on a low hill ringed by slightly taller hills is an inky- Party Level Encounter
colored, green-veined stone structure in a roughly spiral shape. 2nd 4 Mythos satyrs, then
Ubxolalog (moon-beast)
Arches of wood interwoven with bone support the halls at regular
3rd 6 Mythos satyrs, then
intervals. The central chamber is the only area currently occupied. Ubxolalog (moon-beast)
When the party reaches the central chamber, read the following. 4th Ubxolalog, 3 Mythos satyrs
(1 using engine)
This wide chamber has seven tunnels leading out of 5th Ubxolalog, 5 Mythos satyrs
it spaced unevenly along its walls. Rows of human- (1 using engine)
height arches flank each tunnel like bone protruding 6th Ubxolalog, 1 cursed Okkator assassin,
3 Mythos satyrs (1 using engine)
from the green-veined gray stone floor. Where they
7th Ubxolalog, 3 cursed Okkator
converge, a gleaming crystal altar shaped vaguely like assassins (1 using engine)
a fattened elephant stands. 8th Ubxolalog, 4 cursed Okkator
Exsanguinated gnorri corpses lie splayed in the altar. assassin (1 using engine)
Their bones and muscles have been stitched together 9th Ubxolalog, 1 cursed masked
Okkator, 4 cursed Okkator
into a of thrumming and twanging engine. A hefty,
assassins (1 using engine)
eyeless, gray toad-like being attends the engine. Its 10th Ubxolalog, 2 cursed masked
writhing, sucking tendrils taste the air noisily. In sync Okkator, 4 cursed Okkator
with the engine's noise, a spiral diagram covering the assassins (1 using engine)
whole floor of the room glows brighter and brighter. 11th Ubxolalog (cursed moonpriest), plus 4
cursed masked Okkator (1 using engine)
12th Ubxolalog (cursed moonpriest), plus 7
Creatures*: The most recently transformed victims, three cursed masked Okkator (1 using engine)
Mythos satyrs, control the temple. These creatures fawn over the 13th Chaugnar Faugn, Ubxolalog
central altar. All fight to the death. (cursed moonpriest), another
Ubxolalog is working the profane engine that grants him a cursed moonpriest, plus 6
cursed masked Okkator
working version of Chaugnar Faugn's warping power. It requires
14th Chaugnar Faugn, Ubxolalog (cursed
his constant attention, or he risks wasting its magic, and its thrall), plus 4 cursed masked Okkator
backlash has weakened him. He does not break off working to use 15th Chaugnar Faugn, Ubxolalog (cursed
it until none of his minions remain to defend him. If he maintains thrall), plus 8 cursed masked Okkator
concentration on the ritual engine for 1 minute, he targets one 16th Chaugnar Faugn (stage 2) plus
Ubxolalog (cursed thrall)
creature, who he afflicts with the feed and curse abilities of
17th Chaugnar Faugn (stage 2),
Chaugnar Faugn's influence (Sandy Petersen’s Cthulhu Mythos
Ubxolalog (cursed thrall), plus
225) except that the curse's save DC is 15. Ubxolalog fights to 3 exalted warped ones
the death. 18th Chaugnar Faugn (stage 2),
If flying creatures carried Xeruthak off and the party arrives Ubxolalog (cursed thrall), plus
12 exalted warped ones
within 10 minutes of the kidnapping (and the combat with the
19th Chaugnar Faugn (stage 2),
nightgaunts did not delay them more than 1 minute), they reach Ubxolalog (cursed thrall), plus
Xeruthak before her transformation. They can see her, limbs 4 ascendant warped ones
twisted by magical force and writhing in pain, pinned at the 20th Byatis, Chaugnar Faugn (stage
center of a complex diagram, resembling a twisted, seven-pointed 2), Ubxolalog (cursed thrall), plus
6 ascendant warped ones
star. If they remove her (a standard action), the force fades and
21
22
leaves her nauseated and sickened for 24 hours. If it is too late, she
has taken on the distorted features of a Mythos satyr (or another Treasure At Higher Levels
creature, at higher levels) and has just bare fragments of her old
Party
personality left. One round after combat begins, a transformed Level Treasure
Xeruthak climbs to her distorted feet and joins the fray to defend 2nd wand of mist of R'lyeh, wand of lethargy
her maker. She fights to the death. of Tsathoggua, Book of Dzyan
3rd wand of kiss of Dagon (15 charges
*Creatures at Higher Levels: Creatures mutated by
remaining), Book of Dzyan
Chaugnar Faugn’s idols and potent enough to present a deadly
4th Ubxolalog's gear, Book of Dzyan (no spells or rituals)
challenge to the party attend Ubxolalog. If the party is at least
5th Ubxolalog's gear, wand of mist
3rd level and Xeruthak has mutated, she also gains the advanced of R'lyeh, Book of Dzyan
creature simple template. If the party is 4th to 10th level, 6th Tcho-Tcho Okkator assassin's gear (page 389),
Ubxolalog's gear, Book of Dzyan (no spells or rituals)
Ubxolalog is a 7th-level cleric (see page 24) and engages in
7th Tcho-Tcho Okkator assassin's gear (3, page 389),
combat immediately while an ally operates the engine. If the party
Ubxolalog's gear, Book of Dzyan (no spells or rituals)
is 11th to 14th level, Ubxolalog is instead a cursed moonpriest (see 8th Tcho-Tcho Okkator assassin's gear (4, page 389),
below). If the party is at least 12th level and Xeruthak mutates, Ubxolalog's gear, Book of Dzyan (no spells or rituals)
she becomes an exalted warped one (see page 25) instead of a 9th Tcho-Tcho masked Okkator's gear (page 388),
Tcho-Tcho Okkator assassin's gear (4, page 389),
Mythos satyr. If the party is at least 13th level, replace the engine
Ubxolalog's gear, Book of Dzyan (no spells or rituals)
with the idol of Chaugnar Faugn crafted from similarly lifelike 10th Tcho-Tcho masked Okkator's gear (2, page 388),
materials or (at 16th level) Chaugnar Faugn's avatar. If the party is Tcho-Tcho Okkator assassin's gear (4, page 389),
Ubxolalog's gear, Book of Dzyan (no spells or rituals)
at least 15th level, Ubxolalog is instead a cursed thrall (see below).
11th Moonpriest's gear (page 408), Tcho-
All fight to the death.
Tcho masked Okkator's gear (4, page 388),
Dread*: Discovering the fate of the victims is a moderate Book of Dzyan (no spells or rituals)
disturbing discovery. All characters must succeed at a DC 15 Will 12th Moonpriest's gear (page 408), Tcho-
Tcho masked Okkator's gear (7, page
saving throw or their dread increases by 1 stage (or more, if the
388), Von Unaussprechlichen Kulten
saving throw fails by 5 or more). The DC is 20 for any character 13th Moonpriest's gear (2, page 408), Tcho-Tcho
who befriended Xeruthak. masked Okkator's gear (6, page 388), minor
brazen head, Von Unaussprechlichen Kulten
*Dread at Higher Levels: If Chaugnar Faugn is present,
14th Tcho-Tcho Okkator assassin's gear (4, page
each character must also make a Will saving throw against his
388), Thrall of Yog-Sothoth's gear (page 410),
influence save DC to avoid gaining 1 (or more) stage of dread. brazen head, Von Unaussprechlichen Kulten
Development: Ubxolalog's device is bound to him and 15th Tcho-Tcho Okkator assassin's gear (8, page
388), Thrall of Yog-Sothoth's gear (page
explodes in bony shrapnel when he is slain or separated from it.
410), minor brazen head, Necronomicon
Anyone within 5 feet of it must succeed at a DC 15 Reflex saving 16th Thrall of Yog-Sothoth's gear (page 410),
throw or take 1d6 points of piercing damage. major brazen head, Necronomicon
If the PCs return the corpses of the Mythos satyrs to Horngate, 17th Thrall of Yog-Sothoth's gear (page 410),
Leng glass, major brazen head, scroll of
a few retain enough of their original features to be identified as
greater Sarnath sigil, Necronomicon
being among the missing humans and ghouls. Any captured 18th Thrall of Yog-Sothoth's gear (page 410),
minions retain only mere vestiges of who they once were. They legendary brazen head, scroll of melt
flesh, scroll of ferox, Necronomicon
care only about furthering the glory of the Fleshweaver. However,
19th Thrall of Yog-Sothoth's gear (page 410), legendary
other occult rituals or powerful magic such as limited wish or
brazen head, Leng glass, scroll of cursed slumber,
greater restoration can eventually reverse the effect. Creatures scroll of curse of Yig, scroll of ferox, scroll of
hibernation of Ithaqua, Necronomicon
transformed recently can be restored with break enchantment in
20th Thrall of Yog-Sothoth's gear (page 410),
Horngate.
legendary brazen head, medallion of Y’ha
Nthlei, ring of regeneration, Necronomicon
23
MOON-BEAST CR 2
XP 600
hp 19 (Sandy Petersen’s Cthulhu Mythos 354)
Tactics After his minions perish, Ubxolalog flies between the bone
arches away from the party to attack from higher ground, using
spell-like abilities to separate the party.
UBXOLALOG CR 7
XP 1,600
Moonbeast cleric of Chaugnar Faugn 6
CE Medium aberration
Init +4; Senses blindsight 30 ft., darkvision 60 ft.; Perception +17
DEFENSE
AC 19, touch 10, flat-footed 19 (+4 mage armor, +5 natural)
hp 73 (9d8+33)
Fort +11, Ref +5, Will +13
Defensive Abilities amorphous, DR 5/slashing; Immune cold
OFFENSE
Speed 30 ft.
Melee mwk spear +10/+5 (1d8+4/x3)
Special Attacks channel negative energy 6/day (DC 16, 3d6)
Spell-Like Abilities (CL 2nd; concentration +9)
3/day—cause fear (DC 14)
1/day—mage armor, daze monster (DC 15), detect thoughts (DC 15)
Cleric Spell-Like Abilities (CL 6th; concentration +15)
8/day—battle rage, touch of chaos
Cleric Spells Prepared (CL 6th; concentration +15)
3rd—bestow curse (DC 18), magic circle against lawD, prayer, searing
light (+6 touch, 3d6)
2nd—cure moderate wounds, hold person (DC 17), resist energy,
sound burst (DC 17), spiritual weaponD
1st—command (DC 16), cure light wounds, divine favor, entropic
shield, obscuring mist, protection from lawD
Treasure*: Ubxolalog carries magic items and texts in 0 (at will)—detect magic, guidance, read magic, resistance
a pouch slung under his belly. He has a wand of mist of R' lyeh D domain spell; Domains Chaos, War
TA C T I C S
(Sandy Petersen’s Cthulhu Mythos 120) and a copy of the Book of Tactics Ubxolalog remains above targets on the arches while casting
Dzyan (Sandy Petersen’s Cthulhu Mythos 155). prayer and bestow curse to slow down enemies. If his minions aren't
dealing damage, he uses spiritual weapon. Otherwise, he switches
*Treasure at Higher Levels: If the party is at least to searing light and sound burst.
2nd level, Ubxolalog instead has the items indicated on the S TAT I S T I C S
Str 16, Dex 11, Con 16, Int 14, Wis 20, Cha 17
Treasure at Higher Levels table. The table also names the stat
Base Atk +6; CMB +9; CMD 19
blocks containing other gear the party can find after they are Feats Great Fortitude, Improved Initiative, Improved Natural Armor,
victorious—see Sandy Petersen’s Cthulhu Mythos on the indicated Lightning Reflexes, Power Attack
Skills Intimidate +15, Knowledge (arcana) +11, Knowledge (geography)
page for details on each stat block.
+5, Perception +17, Profession (Yog-Sothothery philosopher) +12,
Stealth +12
Languages Aklo, Common
SQ spellcasting prodigy
24
Combat Gear lesser extend metamagic rod; Other Gear mwk spear,
amulet of natural armor +1, unguent of timelessness, gems worth
ASCENDANT WARPED ONES (VARIES) CR 18
148 gp XP 153,600 each
SPECIAL ABILITIES Larval starspawn with the advanced creature simple template (Sandy
Spellcasting Prodigy (Ex) Moonbeasts have an uncanny knack for Petersen’s Cthulhu Mythos 386, Pathfinder Bestiary)
spellcasting, be it arcane, divine, or psychic in nature. A moonbeast hp 310 each
that takes levels in a spellcasting class gains a bonus skill rank
for each level possessed, but this bonus rank must be spent on
Knowledge (arcana), Spellcraft, or Use Magic Device. Once per day, CHAUGNAR FAUGN (STAGE 2) CR 19
a moonbeast with at least one level in a spellcasting class can cast a XP 204,800
spell without losing it or a spell slot. A moonbeast gains a +4 insight hp 330 (Sandy Petersen’s Cthulhu Mythos 225)
bonus on all concentration checks and caster level checks. Morale Chaugnar Faugn's avatar can simply manifest again; he fights
to the death.
CURSED OKKATOR ASSASSINS (VARIES) CR 7
XP 3,200 each BYATIS CR 15
Tcho-Tcho Okkator assassin with the advanced creature simple XP 51,200
template (Sandy Petersen’s Cthulhu Mythos 389, Pathfinder Bestiary) Defeat sacrifice (Sandy Petersen’s Cthulhu Mythos 222)
hp 63 each
25
Continuing the and seek to sate their alien hungers uncontrolled. Even worse,
some of Chaugnar Faugn’s psychically sensitive victims draw the
Adventure attention of Outer Gods like Yog-Sothoth and Nyarlathotep, or
To continue grappling with the dangers presented in this rival Great Old Ones like Cthulhu, as such mutants are useful
adventure, link any feature to a larger threat. Most immediately, pawns and Chaugnar Faugn’s influence over them wavers. These
the party might later discover that the cult of Chaugnar Faugn eldritch entities grow increasingly eager to exploit the weakened
has spread more mutants and the instructions for creating his state of reality around Gnathowins
influence idol to one or more other cult cells around Gnathowins The Cult of the Yellow Sign festers nearby, seeking to collect
Bay. Chaugnar Faugn's power to shape the flesh of his servants a copy of the King in Yellow. Eventually, they hope to put on a
means that he can transform them to infiltrate and lead astray production of the banned play in the city of Horngate, under the
those who oppose his rise until his enemies rise up and stop him. blessing of an unwitting council desperate for a distraction from
Other threats loom as well. The amnesiac influence of an increasingly frightening reality.
the Dreamlands has created a weak place where Byatis (Sandy
Petersen’s Cthulhu Mythos 222) has begun to develop influence
Appendix
and yet might add to the danger of Chaugnar Faugn or other Simple Template:
more potent influences. Gnorri occult researchers have begun
offering it propitiatory sacrifices which they refuse to reveal for
Degenerate Creature (CR -1)
Degenerate creatures are weaker than their ordinary cousins.
fear of the consequences if they are wrong. At the same time,
This template previously appeared in Pathfinder Roleplaying
some zoogs gravitate to Byatis's influence unwittingly in their
Game: Bestiary 5.
yearning to return to the Dreamlands.
Quick Rules: -2 on all rolls (including damage rolls) and to
Gugs or dholes might be emboldened by the recent events to
special ability DCs; -2 to AC and CMD; -2 hp/HD.
begin feasting on the surface. The strange creatures organized by
Rebuild Rules: Ability Scores -4 to all ability scores
Chaugnar Faugn, including horrific entities like proto-shoggoths
(minimum 1).
and Tcho-Tcho Okkator, might turn away as his power wanes
26
Example Player Characters Gnaryal
GNARYAL CR 1 Amphibious (Ex) You can breathe both air and water.
Deepsight (Ex) You have darkvision to a range of 120 feet that
XP 400
functions only underwater.
Gnorri ranger 1
Favored Enemy (Ex) You gain a +2 bonus on Bluff, Knowledge,
NG Large monstrous humanoid
Perception, Sense Motive, and Survival checks against monstrous
Init +1; Senses deepsight, low-light vision; Perception +6 humanoids. Likewise, you get a +2 bonus on weapon attack and
DEFENSE
damage rolls against them.
AC 14, touch 10, flat-footed 13 (+3 armor, +1 Dex, +1 shield, –1 size)
Gnorri Science (Ex) You never risk poisoning yourself when you
hp 12 (1d10+2)
apply or make poisons.
Fort +4, Ref +3, Will +2
Limb Allocation (Ex) You can absorb or extrude limbs with 10
Defensive Abilities amorphous entrails minutes of concentration once per day. You are flat-footed while
OFFENSE
concentrating. You can't attack with more than two arms in the
Speed 25 ft., swim 40 ft.
same round, but can use additional arms for any other purpose
Melee gnorri longspear +3 (1d10+3/18–20)
normally. Extra arms are always off-hand, even when making attacks
Ranged gnorri spearshot +2 (1d8+2/x3) of opportunity. With two arms, you have a +2 racial bonus to
Space 10 ft.; Reach 5 ft. (optionally 10 ft. with gnorri longspear) Strength. With four arms, you have a –2 penalty to Constitution.
Special Attacks favored enemy (monstrous humanoid) +2 Undersized Weapons (Ex) You wield weapons sized for Medium
S TAT I S T I C S
creatures despite being Large.
Str 14, Dex 13, Con 15, Int 8, Wis 14, Cha 8
Wild Empathy (Ex) You can improve the initial attitude of an animal.
Base Atk +1; CMB +4; CMD 15; can't be tripped
This ability functions just like a Diplomacy check with a skill bonus of
Feats Fleet +0 to improve the attitude of a person. The typical domestic animal
Skills Craft (weapons) +3, Heal +8, Knowledge (nature) +5, Perception starts indifferent; wild animals are usually unfriendly. To use wild
+6, Stealth –4, Survival +6 (+7 to follow tracks), Swim +10; Racial empathy, you and the animal must be within 30 feet of one another
Modifiers +2 Craft (alchemy), Heal, Knowledge (nature); –2 Bluff, under normal visibility conditions. Generally, influencing an
Diplomacy, and Sense Motive involving non-gnorri; Armor Check animal in this way takes 1 minute, but, as with influencing
Penalty –5 people, it might take more or less time. You can also use this
Languages Common, Gnorri ability to influence a magical beast with an Intelligence
SQ limb allocation (currently three), track +1 score of 1 or 2, but takes a –4 penalty on
Gear gnorri longspear, gnorri spearshot with 5 spearshots, buckler, the check.
studded leather
SPECIAL ABILITIES
Amorphous Entrails (Ex) There is a 25% chance each critical hit
or sneak attack against you is treated as a normal hit without
sneak attack. You are unharmed by extreme pressure.
27
Moonchaser
MOONCHASER CR 1
XP 400
Dreamlands cat cleric of the Sun 1
CN Tiny magical beast
Init +3; Senses low-light vision, scent; Perception +3
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 8 (1d8)
Fort +2, Ref +3, Will +5
Defensive Abilities land on your feet
OFFENSE
Speed 30 ft.
Melee bite +5 (1d3–1), 2 claws +5 (1d2–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks channel positive energy 5/
day (DC 12, 1d6 to heal, 1d6+1 to harm), sun's
blessing
Cleric Spell-Like Abilities (CL 1st; concentration
+4)
6/day—fire bolt
Cleric Spells Prepared (CL 1st; concentration
+4)
1st—bless, burning handsD (DC 14), protection from evil
0 (at will)—detect magic, guidance, stabilize Faithful Feline You can use the holy symbol pattern in your fur as a
D domain spell; Domains Fire, Sun divine focus for your spells. Three times per day, you need not take
S TAT I S T I C S a move action to provide somatic components to spells as cats
Str 9, Dex 17, Con 10, Int 8, Wis 16, Cha 14 normally must.
Base Atk +0; CMB –3; CMD 10 Fire Bolt (Sp) Make a ranged touch attack against a target within 30
Feats Faithful Feline, Weapon Finesse B feet with a bolt of fire. If you hit, you deal 1d6 points of fire damage.
Skills Climb +7, Escape Artist +7, Knowledge (religion) +3, Sense Land on your Feet You treat any fall as if it were 20 feet less than it
Motive +7, Stealth +12; Racial Modifiers +4 Climb, +4 Escape Artist, actually is. Even if you take damage from a fall, you land on your feet
+4 Stealth if you succeed at a Reflex saving throw (DC = the damage from the
Languages Cat; understands Common but can't speak fall).
SQ aura, dreamlands travel, moon jump, nimble, nine lives, Nimble You use your Dexterity modifier in place of your Strength
spellcasting cat, spontaneous casting modifier for Climb and Swim checks.
Combat Gear bundle of herbs that function as potion of cure Spellcasting Cat You can make verbal components despite your
light wounds when eaten; Other Gear dull gray ioun stone with inability to speak. If a spell requires a material or focus component,
continual flame (worth 75 gp), neck pouch, jewelry worth 15 gp it must be adjacent. You can provide somatic components for spells
SPECIAL ABILITIES by moving your whiskers, tail, or paws. Unless you concentrate as a
Channel Positive Energy (Su) 5 times per day, you can channel move action when you begin casting a spell that requires somatic
positive energy as a standard action either to heal or harm. If you components, you must succeed at a concentration check against
channel to heal, all living creatures within 30 feet (including you, DC 15 + twice the spell's level or lose the spell.
if you like) heal 1d6 hit points. If you channel to harm, all undead Spontaneous Spells You can lose a prepared 1st-level spell to cast
creatures within 30 feet take 1d6+1 points of damage. A successful cure light wounds.
DC 12 Will save halves the damage. Sun's Blessing Channel resistance doesn't apply to your channeled
Dreamlands Travel (Su) You can travel physically to the Dreamlands positive energy to harm.
via one of the many hidden Gates of Slumber. You can attempt to
sense the exact location of a nearby Gate of Slumber at will.
28
Nemaruk
NEMARUK CR 1 Feed on Flesh (Su) If you feed on the flesh of a humanoid corpse
at least 24 hours dead (taking 1d4 minutes), you gain a +2 insight
XP 400
bonus on a skill of your choice as long as it was a class skill for the
Mythos ghoul wizard (ritualist) 1 creature the flesh came from. You can maintain up to 3 bonuses this
CN Medium monstrous humanoid way.
Init +1; Senses darkvision 60 ft., death scent; Perception +0 Profession (Yog-Sothothery philosopher) You can use this
DEFENSE
skill in place of Knowledge checks and Spellcraft checks made to
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) interpret, understand, identify, and learn about Mythos-related
hp 10 (1d6+4) topics (including most matters covered in Sandy Petersen’s Cthulhu
Fort +3, Ref +1, Will +2; +4 vs. magical diseases; –1 vs. dread, insanity, Mythos). It can also be used in place of any skill check required to
and confusion cast rituals.
Immune nonmagical disease Ritualistic Spellcasting (Ex) You can cast a spell more slowly to
OFFENSE
increase its potency, but doing so adds a chance of failure. You gain
Speed 30 ft., burrow 10 ft. a +2 bonus to your caster level for the spell, its save DC increases
Melee 2 claws –1 (1d4–1), bite –1 (1d4–1) by 1, and its duration doubles. The spell’s casting time increases to
Wizard Spells Prepared (CL 1st; concentration +4) at least 10 minutes. If its normal casting time is at least 1 round and
1st—burning hands (DC 14), color spray (DC 14) no more than 30 minutes, it takes 1 hour. If it normally takes more
0 (at will)—detect magic, ray of frost, resistance than 30 minutes to cast, its casting time is doubled. To complete
S TAT I S T I C S the spellcasting, you must succeed at a Profession (Yog-Sothothery
Str 8, Dex 12, Con 16, Int 17, Wis 10, Cha 11 philosopher) check against DC 10 + twice spell level or at a
Base Atk +0; CMB –1; CMD 10 Spellcraft check against DC 15 + twice spell level. Failure ruins the
Feats Combat Casting, Scribe Scroll spell and wastes the spell slot with no effect. The ritualistic spell
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (history) +7, requires a written copy (such as your spellbook) as an additional
Profession (Yog-Sothothery philosopher) +4, Perception +0 (+4 to focus component.
find hidden objects), Spellcraft +7; Racial Modifiers +4 Perception Swift Inscriptions (Ex) You reduce the casting time of any ritual (but
to find hidden objects not ritualistic casting of a spell) by half. You can cast any glyph, rune,
Languages Cat, Common, Deep Speech, Ghoul, Zoog or symbol spell in 1 round. Casting a ritual or spell faster this way is
SQ arcane bond (amulet), expert scrounger, feed on flesh, ritualistic taxing and gives you the fatigued condition.
spellcasting, swift inscriptions
Combat Gear scroll of comprehend languages, scroll of mage armor,
scroll of magic missile; Other Gear spellbook (contains prepared
spells plus all sorcerer/wizard cantrips and comprehend languages,
mage armor, magic missile, summon monster I), spell components
pouch, 27 gp, 5 sp
SPECIAL ABILITIES
Arcane Bond (Ex) Once per day, you can cast any spell in your
spellbook without having it prepared or expending a spell slot. You
must have your bonded amulet to cast spells normally. Without it,
you must succeed at a DC 20 + spell level concentration check to
cast a spell.
Death Scent (Ex) You can recognize and detect creatures within
30 feet by sense of smell. The range is doubled for undead and
decaying corpses. If the creature is upwind, the range increases to
60 feet (120 feet for undead); if downwind, it drops to 15 feet (30 feet
for undead). Strong scents, such as smoke or rotting garbage, can
be detected at double normal range. Overpowering scents, such as
skunk musk or troglodyte stench, can be detected at triple normal
range. When you detect a scent, the exact location of the source is
not revealed unless it is within 5 feet. You can take a move action to
note the scent’s direction. You can follow tracks by smell, making a
Wisdom (or Survival) check to find or follow a trail. The typical DC
for a fresh trail is 10. This DC increases or decreases depending on
how strong the quarry’s odor is, the number of creatures, and the
trail’s age. For each hour that the trail is cold, the DC increases by 2.
The ability otherwise follows the rules for the Survival skill. Creatures
tracking by scent ignore the effects of surface conditions and poor
visibility.
Expert Scrounger (Ex) You can use broken equipment as if it weren’t
broken.
29
Sendain
SENDAIN CR 1 (local) +6, Knowledge (planes) +6, Perception +9 (+11 to notice
traps), Perform (comedy) +6; Racial Modifiers +2 Disable Device
XP 400
(+4 to disarm traps), +4 Perception (+6 to notice traps)
Zoog bard (mad artist) 1
Languages Aklo, Common, Zoog
N Small humanoid (zoog)
SQ bardic knowledge, facial tentacles, prehensile tail
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +17
Combat Gear wand of ghost sound (8 charges remaining), caltrops (5
DEFENSE
uses); Other Gear leather armor, thieves’ tools
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size); +2 dodge vs.
SPECIAL ABILITIES
traps
Aberrant Mind (Ex) If your game uses the sanity rules (Sandy
hp 10 (1d8+2) Petersen’s Cthulhu Mythos page 91), your stage of dread is never less
Fort –1, Ref +5, Will +3; +2 insight vs. traps; –2 vs. confusion, dread, than 1.
and insanity Bardic Knowledge (Ex) You can attempt Knowledge checks
Weaknesses aberrant mind untrained.
OFFENSE
Bardic Performance As a standard action, you can begin one of the
Speed 30 ft., burrow 10 ft., climb 30 ft.
following performances. You must concentrate as a free action each
Melee bite +3 (1d3), claw +3 (1d3) round to maintain the effect, up to a maximum of 6 total rounds per
Special Attacks bardic performance 6 rounds/day (countersong, day.
distraction, inspire courage +1, unnatural rapport) Countersong (Su) Make a Perform (keyboard, percussion, wind, string,
Bard Spells Known (CL 1st; concentration +3) or sing) check. Any creatures within 30 feet can use your skill check
1st (2/day)—cure light wounds, grease (DC 13) result in place of their saving throw against sonic or language-
0 (at will)—dancing lights, lullaby (DC 12), mage hand, mending dependent effects. If a creature within range of the countersong is
S TAT I S T I C S already under the effect of a noninstantaneous sonic or language-
Str 10, Dex 16, Con 8, Int 14, Wis 13, Cha 15 dependent magical attack, it gains another saving throw against
Base Atk +0; CMB –1; CMD 12 the effect each round it hears the countersong, but it must use your
Feats Toughness Perform skill check result for the save.
Skills Craft (traps) +6, Diplomacy +6, Disable Device +6 (+8 to disarm Distraction (Su) Make a Perform (act, comedy, dance, or oratory) skill
traps), Knowledge (engineering) +6, Knowledge (geography) +6, check. This is similar to countersong except that it applies against
Knowledge illusion (figment) and illusion (pattern) effects.
Inspire Courage (Su) You can use his performance to inspire courage
in your allies and yourself. To be affected, an ally must be able to
perceive your performance. An affected ally receives a +1 morale
bonus on saving throws against charm and fear effects and a +1
competence bonus on attack and weapon damage rolls. Inspire
courage is a mind-affecting ability. Inspire courage can use audible
or visual components. You must choose which component to use
when starting this performance.
Unnatural Rapport (Su) You can use your performance to
communicate with unnatural creatures within 90 ft., including
aberrations, oozes, creatures not native to your home plane, and
undead. You can communicate simple concepts
without a shared language and can even
communicate with mindless creatures.
Although you must perform constantly to
maintain the benefits of this performance, you
expend only 1 round of bardic performance per
minute of interaction. Using this performance causes
you to become shaken for its duration. This cannot
make you frightened, but if your game uses the dread
rules, it increases your dread by 1 stage, and your stage of
dread can’t decrease while you perform. Unnatural rapport
relies on audible and visual components.
30
Open Game License Version 1.0a
The following text is the property of Wizards 5. Representation of Authority to 15. COPYRIGHT NOTICE based on material by Jonathan Tweet, Monte
of the Coast, Inc. and is Copyright 2000 Contribute: If You are contributing original Cook, and Skip Williams.
Wizards of the Coast, Inc (“Wizards”). All material as Open Game Content, You represent Open Game License v 1.0a, © 2000, Wizards
Rights Reserved. that Your Contributions are Your original of the Coast, Inc. Pathfinder RPG Core Rulebook, © 2009,
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1. Definitions: (a) “Contributors” means grant the rights conveyed by this License. System Reference Document, © 2000, Bulmahn, based on material by Jonathan
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“He was sunk beneath seas of
—H.P. Lovecraft