H1-2. The Temple of Rats. Michael LaBossiere. RPG Adventure for Levels 10-12

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1 H1-2 The Temple of Rats RPG Adventure for Levels Michael LaBossiere

2 The Temple of Rats PDF By Michael C. LaBossiere For Trent Copyright 2012 Dr. Michael C. LaBossiere Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. Seehttp://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 for more information on the compatibility license. Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderrpg for more information on the Pathfinder Roleplaying Game. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Special Thanks to D20 Pathfinder SRD Cover image by Michael LaBossiere distributed under the creative commons license: sa/3.0/deed.en About the Author Dr. Michael LaBossiere is a guy from Maine who went to school in Ohio and ended up a philosophy professor in Florida. While acquiring his doctorate in philosophy at Ohio State University, he earned his ramen noodle money by writing for Chaosium, GDW, R. Talsorian Games, and TSR. After graduate school, he became a philosophy professor at Florida A&M University. His first philosophy book, What Don't You Know?, was published in He continues to write philosophy and gaming material. He is also a blogger, but these days who isn't? When not writing, he enjoys running, gaming and the martial arts. Thanks to a quadriceps tendon tear in 2009, he was out of running for a while, but returned to the trails and wrote a book about it, Of Tendon & Trail. He can be contacted at ontologist@aol.com. Other Kindle Pathfinder Compatible Adventures by the Author A1 1 Little Island A2 1 Kelok s Tomb A3 1 Broken Mine A4 1 Tomb of Rils A4 2 Rils Lesser Sanctum A4 3 The Tomb of Kerakos H1 1 The Dungeon of Leche Other Kindle Books by the Author

3 42 Fallacies 30 More Fallacies For Better or Worse Reasoning Moral Methods Philosophical Provocations Volume 1 Philosophical Provocations Volume 2 LEU: Bits & Bytes McDonalds is for Breakups Of Tendon & Trail The H Series This adventure is part of the H series, being adventure H1 1. The H series of adventures are adventures that are intended to be humorous in nature, while still being actual adventures (as opposed to mere unplayable parodies). There is also the A series, which consists of adventures I am converting from AD&D and D&D 3.0/3.5 to Pathfinder. I am also working on the C series, which will be campaign adventures written specifically for Pathfinder. NPCs TFARK CR 4 Male Ratfolk Expert 6 LN Small Humanoid (Ratfolk) Init +5; Senses Darkvision (60 feet); Perception +3 AC 16, touch 12, flat footed 15 (+4 armor, +1 Dex, +1 size) hp 35 (6d8) Fort +2, Ref +3, Will +8 Spd 15 ft. Melee +1 Spear +5 (1d6/20/x3) Special Attacks Swarming Str 8, Dex 12, Con 10, Int 13, Wis 12, Cha 14 Base Atk +4; CMB +2; CMD 13 Feats Improved Initiative, Iron Will, Persuasive Skills Acrobatics 2, Appraise +10, Bluff +6, Climb 4, Diplomacy +13, Escape Artist 2, Fly +0, Handle Animal +11, Intimidate +4, Knowledge (Nature) +6, Perception +3, Perform (Wind Instruments) +7, Profession (Cook) +10, Profession (Herbalist) +10, Profession (Merchant) +10, Ride 1, Sense Motive +10, Stealth +2, Swim 4 Modifiers Rodent Empathy Languages Common, Dwarven Combat Gear +1 Spear, Chain Shirt; Other Gear Bag of Holding I 8 lbs) Darkvision (60 feet) You can see in the dark (black and white vision only). Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents. Swarming (Ex) Two ratfolk can share a square, if att the same foe while doing so he is flanked. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. Description By day, Tfark is a successful cheese merchant known for his scrupulous honesty and high quality cheeses. By night, he is something of an adventurer in that he risks life and tail seeking out lost recipes and special ingredients for his cheese. His search for every more exotic cheese recipes and ingredients has led him to make some strange connections, ranging from unscrupulous thieves (including his own cousin Mugsay) to the most beneficent of clerics. He even is on cordial terms with a cheese loving dragon. While Tfark prefers to avoid combat, he is twice as brave as his size and will fight if need be. While not good, he is a stickler for honesty and never breaks an honest contract. This trait, and his cheese, make him well respected in the business. While he has some resentment

4 towards cats, this is (he admits) more of a race reflex than any justified view. After all, cats are generally no more inclined to attack him than any other small humanoid. That is to say, they are very much inclined to do so. BEN CR 9 Male Half Elf Fighter 4 Rogue 5 NE Medium Humanoid (Elf, Human, Shapechanger) Init +3; Senses Low Light Vision, Scent; Perception +16 AC 25, touch 14, flat footed 21 (+6 armor, +3 shield, +3 Dex, +2 natural, +1 dodge) hp 86 (4d10+5d8+18) Fort +7, Ref +8, Will +4 Defensive Abilities Bravery +1, Evasion, Trap Sense +1, Uncanny Dodge; DR 10/silver; Immune sleep; Resist Elven Immunities Spd 30 ft. Melee +1 Bane (Humans) Longsword +10/+5 (1d8+6/19 20/x2) Bite (Wererat, Dire, Natural) +3 (1d4+1/20/x2) and Ranged +1 Longbow, Composite (Str +0) +11/+11/+6 (1d8+4/20/x3) Special Attacks Curse of Lycanthropy (DC 15), Filth Fever (Disease) (DC 16), Sneak Attack +3d6 Str 14/16, Dex 16/17, Con 10/15, Int 12, Wis 12/15, Cha 12 Base Atk +7; CMB +10; CMD 24 Feats Blind Fight, Dodge, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Rogue Weapon Proficiencies, Skill Focus: Stealth (Adaptability), Weapon Focus: Longbow, Weapon Focus: Longsword, Weapon Specialization: Longbow, Weapon Specialization: Longsword Skills Acrobatics +19, Appraise +6, Bluff +5, Climb +9, Diplomacy +6, Disable Device +10, Escape Artist +6, Fly +2, Intimidate +13, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Perception +16, Ride +6, Sense Motive +14, Sleight of Hand +6, Stealth +14, Survival +11, Swim +6, Use Magic Device +5 Languages Common, Elven, Halfling SQ Armor Training 1 (Ex), Change Forms (Su), Elf Blood, Lycanthropic Empathy +14 (Ex), Trapfinding +2 Combat Gear +1 Bane (Humans) Longsword, +1 Longbow, Composite (Str +0), +2 Shield, Light Steel, Elven Chain; Other Gear Boots of Elvenkind, Cloak of Elvenkind Armor Training 1 (Ex) Worn armor 1 check penalty, +1 max DEX. Blind Fight Re roll misses because of concealment, other benefits. Bravery +1 (Ex) +1 Will save vs. Fear Change Forms (Su) Change into Hybrid or Animal forms. Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy. Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks. Elf Blood You are counted as both elves and humans for any effect relating to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities Sleep You are immune to Sleep effects. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Filth Fever (Disease) (DC 16) (Ex) Bite injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution based. Low Light Vision See twice as far as a human in low light, distinguishing color and detail. Lycanthropic Empathy +14 (Ex) Improve the attitude of your type of animal, as if using Diplomacy. Mobility +4 to AC against some attacks of opportunity. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get 4 to hit when shooting or throwing into combat. Rapid Shot You get an extra attack with ranged weapons. Each attack is at 2. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat footed.

5 Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding to find or disable traps. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat footed. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. Description Ben s father was a charming human wererat rogue who seduced an elven maiden while engaged in a complex and long term scam in the elven lands. After the operation was complete, Ben s father vanished into the night leaving behind the pregnant elf. Ben grew up despising humans and their thieving, abandoning ways and swore that someday he would see to it that his father was punished. Unfortunately for Ben, when he reached adulthood he experienced the nightmarish manifestation of his heritage: he became a wererat. Disgusted and horrified, he fled the land of his mother, determined to kill his father. His search eventually led him to the Sewer Gang and the knowledge that his father had been killed years ago. He did, however, discover that he had a halfbrother, Willard and elected to join the Sewer Gang. Ben retains his hatred for humans and had a bane weapon forged with his earnings. Corrupted by the innate evil of his lycanthropic curse, he delights in murder even as the elven part of his soul longs for harmony and beauty. Sword Fodder Wererat (Human Form) CR 2 XP 600 Human natural wererat rogue 2 (augmented humanoid) LE Medium humanoid (human, shapechanger) Init +2; Senses low light vision, scent; Perception +8 AC 16, touch 13, flat footed 13 (+3 armor, +2 Dex, +1 dodge) hp 18 (2d8+6) Fort +2, Ref +5, Will +3 Defensive Abilities evasion Speed 30 ft. Melee short sword +3 (1d6+1/19 20) Ranged light crossbow +3 (1d8/19 20) Special Attacks sneak attack +1d6 Str 13, Dex 15, Con 14, Int 10, Wis 16, Cha 6 Base Atk +1; CMB +2; CMD 15 Feats Dodge, Weapon Finesse Skills Acrobatics +7, Bluff +3, Climb +6, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +7, Swim +6 Languages Common SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding Wererat (Hybrid Form) Human natural wererat rogue 2 (augmented humanoid) LE Medium humanoid (human, shapechanger) Init +3; Senses low light vision, scent; Perception +8 AC 19, touch 14, flat footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural) hp 20 (2d8+8) Fort +3, Ref +6, Will +3 Defensive Abilities evasion; DR 10/silver Speed 30 ft. Melee short sword +4 (1d6+2/19 20), bite 1 (1d4+1 plus disease and curse of lycanthropy; DC 15) Ranged light crossbow +4 (1d8/19 20) Special Attacks sneak attack +1d6 Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6 Base Atk +1; CMB +3; CMD 17 Feats Dodge, Weapon Finesse Skills Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim +7 Languages Common

6 SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding Curse of Lycanthropy (Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Disease (Ex) Filth fever: Bite injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution based. Evasion (Ex) Fast Stealth (Ex) This ability allows the wererat to move at full speed using the Stealth skill without penalty. Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form. Trapfinding (Ex)The wererat adds 1/2 its level to Perception skill checks made to locate traps and to Disable Device skill checks. A rogue can use Disable Device to disarm magic traps. Description These are rank and file members of the Sewer Gang. Like all rogues, they will focus on flanking in combat. Tougher Wererats Rogues CR 6 Male Human Rogue 6 NE Medium Humanoid (Human, Shapechanger) Init +3; Senses Low Light Vision, Scent; Perception +11 AC 18, touch 14, flat footed 14 (+2 armor, +3 Dex, +2 natural, +1 dodge) hp 47 (6d8+12) Fort +4, Ref +8, Will +4 Defensive Abilities Evasion, Trap Sense +2, Uncanny Dodge; DR 10/silver Spd 20 ft. Melee Bite (Wererat, Dire, Natural) +2 (1d4/20/x2) Masterwork Dagger +6 (1d4/19 20/x2) Masterwork Rapier +6 (1d6+1/18 20/x2) Special Attacks Bleeding Attack +3, Curse of Lycanthropy (DC 15), Filth Fever (Disease) (DC 15), Sneak Attack +3d6 Str 10/12, Dex 15/17, Con 10/15, Int 12, Wis 12/15, Cha 10 Base Atk +4; CMB +5; CMD 19 Feats Blind Fight, Dodge, Mobility, Rogue Weapon Proficiencies, Two weapon Fighting, Weapon Finesse Skills Acrobatics +9, Appraise +10, Bluff +9, Climb +7, Diplomacy +9, Disguise +7, Escape Artist +9, Fly +0, Intimidate +4, Perception +11, Ride +0, Sense Motive +11, Sleight of Hand +9, Stealth +9, Swim +2 Languages Catfolk, Common SQ Change Forms (Su), Fast Stealth (Ex), Lycanthropic Empathy +10 (Ex), Trapfinding +3 Combat Gear Leather, Masterwork Dagger, Masterwork Rapier; Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage per round. Blind Fight Re roll misses because of concealment, other benefits. Change Forms (Su) Change into Hybrid or Animal forms. Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy. Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty. Filth Fever (Disease) (DC 15) (Ex) Bite injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution based. Low Light Vision See twice as far as a human in low light, distinguishing color and detail. Lycanthropic Empathy +10 (Ex) Improve the attitude of your type of animal, as if using Diplomacy. Mobility +4 to AC against some attacks of opportunity.

7 Scent (Ex) Detect opponents within 15+ feet by sense of smell. Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat footed. Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Trapfinding to find or disable traps. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat footed. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. Description: These are more experienced wererat rogues. Like all rogues, they will focus on flanking enemies in combat.

8 WERERAT PRIESTS CR 6 Male Human Cleric 6 NE Medium Humanoid (Human, Shapechanger) Init +3; Senses Low Light Vision, Scent; Perception +3 AC 21, touch 11, flat footed 20 (+6 armor, +2 shield, +1 Dex, +2 natural) hp 55 (6d8+18) Fort +7, Ref +5, Will +8 DR 10/silver Spd 20 ft. Melee +1 Dagger +7 (1d4+3/19 20/x2) Bite (Wererat, Dire, Natural) +1 (1d4+1/20/x2) Ranged Crossbow, Light +7 (1d8/19 20/x2) Special Attacks Curse of Lycanthropy (DC 15), Filth Fever (Disease) (DC 15), Touch of Evil 3 rounds (6/day) Spell Like Abilities Speak with Animals (9 rounds/day), Touch of Evil 3 rounds (6/day) Cleric Spells Known (CL 6, 6 melee touch, 7 ranged touch): 3 (3/day) Magic Circle against Good (DC 16), Bestow Curse (DC 16), Contagion (DC 16), Blindness/Deafness (DC 16) 2 (4/day) Cure Moderate Wounds (DC 15), Cure Moderate Wounds (DC 15), Darkness, Hold Person (DC 15), Hold Animal (DC 15) 1 (4/day) Entropic Shield (DC 14), Protection from Good (DC 14), Cause Fear (DC 14), Cure Light Wounds (DC 14), Cure Light Wounds (DC 14) 0 (at will) Bleed (DC 13), Read Magic (DC 13), Create Water, Detect Magic Str 12/14, Dex 10/17, Con 10/15, Int 10, Wis 16, Cha 12 Base Atk +4; CMB +6; CMD 17 Feats Blind Fight, Combat Casting, Extra Channel, Toughness +6 Skills Acrobatics 4, Appraise +4, Climb 5, Diplomacy +6, Escape Artist 4, Fly 4, Heal +7, Knowledge (Nature) +5, Knowledge (Religion) +7, Ride 4, Sense Motive +12, Spellcraft +9, Stealth 4, Swim 5 Languages Common SQ Animal Companion Link (Ex), Aura (Ex), Change Forms (Su), Cleric Channel Negative Energy 3d6 (6/day) (DC 14) (Su), Cleric Domain: Animal, Cleric Domain: Evil, Lycanthropic Empathy +11 (Ex), Share Spells with Companion (Ex), Spontaneous Casting Animal Companion Link (Ex) You have a link with your Animal Companion. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Blind Fight Re roll misses because of concealment, other benefits. Change Forms (Su) Change into Hybrid or Animal forms. Cleric Channel Negative Energy 3d6 (6/day) (DC 14) (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. Cleric Domain: Animal Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill. Cleric Domain: Evil Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil. Combat Casting +4 to Concentration checks to cast while on the defensive. Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy. Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks. Filth Fever (Disease) (DC 15) (Ex) Bite injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution based. Low Light Vision See twice as far as a human in low light, distinguishing color and detail. Lycanthropic Empathy +11 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.

9 Scent (Ex) Detect opponents within 15+ feet by sense of smell. Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet. Speak with Animals (9 rounds/day) (Sp) You can use speak with animals as a spell like ability. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Touch of Evil 3 rounds (6/day) (Sp) With a melee touch attack, target is sickened and counted as good aligned for the purpose of [Evil] spells. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. Description The priests are natural wererats and believe that they can trace their lineage back to the time of the First Kingdom. They consider this to be the basis of their right to command other wererats. They consciously imitate the fighting style of rats and prefer to avoid direct one on one battles. Rather, they will direct their minions to swarm a single target (preferably an enemy caster). Each priest has a dire rat as an animal companion. ANIMAL COMPANION CR 3 Male Dire Rat NN Small Animal Init +4; Senses Low Light Vision, Scent; Perception +5 AC 19, touch 15, flat footed 15 (+2 armor, +4 Dex, +1 size, +2 natural) hp 24 (+3) Fort +4, Ref +7, Will +2 Defensive Abilities Evasion Spd 40 ft., Climbing (20 feet), Swimming (20 feet) Melee Bite (Dire Rat) +7 (1d4/20/x2) Str 11, Dex 18, Con 12, Int 2, Wis 12, Cha 4 Base Atk +2; CMB +1; CMD 15 (19 vs. Trip) Feats Blind Fight, Weapon Finesse Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Seek [Trick], Stay [Trick] Skills Acrobatics +8, Climb +12, Fly +6, Perception +5, Stealth +12, Swim +12 Languages SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Fetch [Trick], Fighting [Trick], Seek [Trick] Combat Gear Leather; Attack Any Target [Trick] The animal will attack any creature on command. Blind Fight Re roll misses because of concealment, other benefits. Climbing (20 feet) You have a Climb speed. Come [Trick] The animal will come to you on command. Defend [Trick] The animal will defend you. Evasion (Ex) No damage on successful reflex save. Fetch [Trick] The animal will get a specific object. Fighting [Trick] The animal has been trained to fight. Low Light Vision See twice as far as a human in low light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate. Swimming (20 feet) You have a Swim speed. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

10 Willard CR 10 Male Human Cleric 10 NE Medium Humanoid (Human, Shapechanger) Init +3; Senses Low Light Vision, Scent; Perception +4 AC 24, touch 13, flat footed 21 (+6 armor, +3 shield, +3 Dex, +2 natural) hp 85 (10d8+20) Fort +9, Ref +6, Will +13 Defensive Abilities Eyes of Darkness (5 rounds/day); DR 10/silver Spd 30 ft. Melee +1 Dagger +11/+6 (1d4+3/19 20/x2), Bite (Wererat, Dire, Natural) +4 (1d4+1/20/x2) Special Attacks Curse of Lycanthropy (DC 15), Filth Fever (Disease) (DC 17), Scythe of Evil for 5 rounds, 1/day. (1/day), Touch of Darkness 5 rounds (7/day), Touch of Evil 5 rounds (7/day) Spell Like Abilities Touch of Darkness 5 rounds (7/day), Touch of Evil 5 rounds (7/day) Cleric Spells Known (CL 10, 9 melee touch, 10 ranged touch): 5 (2/day) Flame Strike (DC 19), Dispel Good (DC 19), Righteous Might (DC 19) 4 (4/day) Cure Critical Wounds (DC 18), Unholy Blight (DC 18), Death Ward, Divine Power (DC 18), Freedom of Movement (DC 18) 3 (4/day) Cure Serious Wounds (DC 17), Contagion (DC 17), Deeper Darkness, Deeper Darkness, Deeper Darkness 2 (5/day) Bull's Strength (DC 16), Resist Energy (DC 16), Resist Energy (DC 16), Blindness/Deafness (DC 16), Cure Moderate Wounds (DC 16), Bear's Endurance (DC 16) 1 (5/day) Entropic Shield (DC 15), Protection from Good (DC 15), Bless, Cure Light Wounds (x3) (DC 15) 0 (at will) Bleed (DC 14), Read Magic (DC 14), Detect Poison, Detect Magic Str 12/14, Dex 10/17, Con 12/15, Int 10, Wis 18, Cha 12 Base Atk +7; CMB +9; CMD 22 Feats Blind Fight, Combat Casting, Extra Channel, Iron Will, Scribe Scroll, Spell Penetration, Weapon Focus: Dagger Skills Acrobatics +1, Climb +0, Diplomacy +13, Escape Artist +1, Fly +1, Heal +8, Knowledge (History) +4, Knowledge (Planes) +4, Knowledge (Religion) +10, Ride +1, Sense Motive +16, Spellcraft +13, Stealth +6, Swim +0 Languages Common SQ Aura (Ex), Change Forms (Su), Cleric Channel Negative Energy 5d6 (6/day) (DC 16) (Su), Cleric Domain: Darkness, Cleric Domain: Evil, Cloak of the Bat, Lycanthropic Empathy +15 (Ex), Spontaneous Casting Combat Gear +1 Dagger, +1 Shield, Heavy Steel, +2 Chain Shirt; Other Gear Cloak of the Bat, Scroll: Bull's Strength, Resist Energy, Cure Serious Wounds, Entropic Shield, Protection from Good,, Wand of Cure Moderate Wounds Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Blind Fight Re roll misses because of concealment, other benefits. Change Forms (Su) Change into Hybrid or Animal forms. Cleric Channel Negative Energy 5d6 (6/day) (DC 16) (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. Cleric Domain: Darkness Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind Fight as a bonus feat. Cleric Domain: Evil Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil. Cloak of the Bat Combat Casting +4 to Concentration checks to cast while on the defensive. Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy. Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks. Eyes of Darkness (5 rounds/day) (Su) See in any lighting condition. Filth Fever (Disease) (DC 17) (Ex) Bite injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution based.

11 Low Light Vision See twice as far as a human in low light, distinguishing color and detail. Lycanthropic Empathy +15 (Ex) Improve the attitude of your type of animal, as if using Diplomacy. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Scythe of Evil for 5 rounds, 1/day. (1/day) (Su) A melee weapon you are holding becomes unholy Spell Penetration +2 to caster levels checks to overcome spell resistance. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Touch of Darkness 5 rounds (7/day) (Sp) With a melee touch attack, target suffers 20% miss chance Touch of Evil 5 rounds (7/day) (Sp) With a melee touch attack, target is sickened and counted as good aligned for the purpose of [Evil] spells. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. Description Willard is the high priest of the temple of the rat and rules over his minions with an iron tooth. He serves as the spiritual guide for the sewer gang and fulfills most of their spell casting needs. Willard is often at odds with the leader of the thieves of the Sewer Gang. While nominally a devotee of the Rat God, the leader often takes a more pragmatic approach to matters than Willard would like. Willard believes that he is a direct descendent of the first wererat and thus sees himself as above the others and certainly far above any infected wererats. In combat, Willard prefers to sit atop Rikee, the OMFGR and cast spells while Rikee engages opponents in melee. If warned of the approach of intruders, he will buff himself and Rikee and lead off with a flamestrike on any obvious casters or cats. During combat he will focus on keeping Rikee alive. As might be imagined, Willard has a pathological hatred of cats and will focus on trying to kill them, even if this approach is tactically unsound. Monsters Barrow Rat CR 1/4 XP 100 N Tiny magical beast Init +2; Senses darkvision 60 ft., low light vision, scent; Perception +1 AC 15, touch 14, flat footed 13 (+2 Dex, +1 natural, +2 size) hp 5 (1d10) Fort +2, Ref +4, Will +1 Defensive Abilities stone skin Speed 15 ft., climb 15 ft., burrow 15 ft Melee bite +5 (1d3 3) Space 2 1/2 ft.; Reach 0 ft. Special Attacks swarm Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 3 Base Atk +1; CMB 4; CMD +8 Feats Weapon Finesse Skills Acrobatics +10, Climb +10, Stealth +12; Racial Modifiers +4 Stealth, +8 Acrobatics. Barrow rats use their Dexterity modifier for Climb checks. Stone Skin (Su) Once per day, as a standard action, a barrow rat can toughen its skin to the hardness of stone. It gains damage reduction 10/ for 1 minute.

12 Brain Rat CR 1/2 XP 200 N Tiny magical beast (psionic) Init +2; Senses darkvision 60 ft., low light vision, scent; Perception +9 AC 14, touch 14, flat footed 12 (+2 Dex, +2 size) hp 5 (1d10) Fort +2, Ref +4, Will +2 Speed 20 ft., climb 20 ft. Melee bite +5 (1d3 4) Space 2 1/2 ft.; Reach 0 ft. Spell like Abilities (CL 2nd): At will detect thoughts (DC 13) 3/day burning hands (DC 12), daze (DC 11) Str 2, Dex 15, Con 10, Int 14, Wis 14, Cha 12 Base Atk +1; CMB +1; CMD 7 (11 vs. trip) Feats Skill Focus (Perception), Weapon FinesseB Skills Climb +14, Perception +9, Stealth +14, Swim +6; Racial Modifiers Brain rats use their Dexterity modifier for Climb checks. Languages Common (cannot speak); species empathy Dire Rat CR 1/3 XP 135 N Small animal Init +3; Senses low light vision, scent; Perception +4 AC 14, touch 14, flat footed 11 (+3 Dex, +1 size) hp 5 (1d8+1) Fort +3, Ref +5, Will +1 Speed 40 ft., climb 20 ft., swim 20 ft. Melee bite +1 (1d4 plus disease) Special Attacks disease Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4 Base Atk +0; CMB 1; CMD 12 (16 vs. trip) Feats Skill Focus (Perception) Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers uses Dex to modify Climb and Swim Disease (Ex) Filth fever: Bite injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution based.

13 Dire Shadow Rat CR 1 XP 400 N Small undead Init +3; Senses darkvision 60 ft., scent; Perception +8 AC 16, touch 14, flat footed 13 (+3 Dex, +2 natural, +1 size) hp 7 (1d8+3) Fort +3, Ref +3, Will +3 Defensive Abilities incorporeal form, shadow blend; Immune undead traits Speed 40 ft., climb 20 ft. Melee bite +4 (1d4 plus 1d3 Strength damage plus disease) Special Attacks disease (DC 13) Str 10, Dex 17, Con, Int 2, Wis 12, Cha 16 Base Atk +0; CMB 1; CMD 12 (16 vs. trip) Feats Skill Focus (Perception), Weapon FinesseB Skills Acrobatics +3 (+7 jump), Climb +8, Perception +8, Stealth +11; Racial Modifiers +4 Stealth Disease (Ex) Filth fever: Bite injury; save Fort DC 13, onset 1d3 days, frequency 1/day, effect 1d3 Dex damage and 1d3 Con damage, cure 2 consecutive saves. The save DC is Charisma based. Incorporeal Form (Su) A shadow rat can, as a standard action, assume an incorporeal form for up to 1 hour per day. In this form, the shadow rat loses its natural AC bonus but gains a +2 deflection bonus to AC. While in this form, the shadow rat is AC 16 (+2 deflection, +2 Dex, +2 size), touch 15, flat footed 13. The shadow rat can still attack corporeal opponents while in its incorporeal form, but its attack only inflicts Strength damage and cannot cause physical damage. The shadow rat gains the incorporeal subtype while using this ability. Shadow Blend (Ex) A shadow rat can disappear into the shadows as a move action, gaining total concealment in all levels of illumination save bright light. Strength Damage (Su) A shadow rat deals Strength damage to living foes it bites. A creature reduced to 0 Strength cannot move but does not die at least, not until the shadow rat's physical damage takes its toll. Diseased Rat CR 1/3 XP 135 N Tiny animal Init +2; Senses low light vision, scent; Perception +1 AC 10, touch 10, flat footed 10 ( 2 blinded, +2 size) hp 4 (1d8) Fort +2, Ref +4, Will +1 Speed 5 ft., climb 5 ft., swim 5 ft. Melee bite +4 (1d3 4 plus disease) Space 2 1/2 ft.; Reach 0 ft. Special Attacks disease Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2 Base Atk +0; CMB +0; CMD 6 (10 vs. trip) Feats Weapon Finesse Skills Climb +6, Stealth +14, Swim +6; Racial Modifiers +4 Stealth SQ blinded Disease (Su) Vorel s Phage: Disease contact; save Fort DC 10; onset 1 day; frequency 1/day; effect 1d4 Cha damage and 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution based.

14 Ethereal Rat CR 2 XP 600 N Small magical beast Init +1; Senses darkvision 60 ft., low light vision; Perception +6 AC 13, touch 12, flat footed 12 (+1 Dex, +1 natural, +1 size) hp 11 (2d10) Fort +3, Ref +4, Will +1 Speed 20 ft., climb 20 ft. Melee bite +4 (1d4 2 plus ethereal poison) Special Attacks ethereal jaunt Str 6, Dex 13, Con 10, Int 2, Wis 12, Cha 2 Base Atk +2; CMB 2; CMD 9 (13 vs. trip) Feats Weapon Finesse Skills Climb +6, Perception +6 Ethereal Poison (Ex) Bite injury; save Fort DC 13, frequency 1/round for 4 rounds, effect 1d4 Str, cure 1 save. The save DC is Constitution based and includes a +2 racial bonus. A victim that reaches Strength 0 from an ethereal rat's poisonous bite becomes ethereal (as if affected by the etherealness spell). The victim remains in this state until at least 1 point of Strength damage is healed. Ethereal Jaunt (Su) An ethereal rat can shift from the Ethereal to the Material Plane as a swift action and shift back again as a move action. The ability is otherwise identical with ethereal jaunt (caster level 15th). Rat Swarm CR 2 XP 600 N Tiny animal (swarm) Init +6; Senses low light vision, scent; Perception +8 AC 14, touch 14, flat footed 12 (+2 Dex, +2 size) hp 16 (3d8+3) Fort +4, Ref +5, Will +2 Defensive Abilities swarm traits (as a swarm of tiny creatures, a Rat Swarm takes only half damage from piercing and slashing attacks) Speed 15 ft., climb 15 ft., swim 15 ft. Melee swarm (1d6 plus disease) Space 10 ft.; Reach 0 ft. Special Attacks disease, distraction (DC 12) Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2 Base Atk +2; CMB ; CMD Feats Improved Initiative, Skill Focus (Perception) Skills Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Racial Modifiers uses Dex to modify Climb and Swim Disease (Ex) Filth fever: Swarm injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution based.

15 Shadow Rat CR 1/2 XP 200 N Tiny undead Init +2; Senses darkvision 60 ft., scent; Perception +8 AC 15, touch 14, flat footed 13 (+2 Dex, +1 natural, +2 size) hp 3 (1d8+1) Fort +1, Ref +2, Will +3 Defensive Abilities incorporeal form, shadow blend; Immune undead traits Speed 40 ft., climb 15 ft. Melee bite +4 (1d3 2 plus 1d2 Strength damage plus disease) Space 2 1/2 ft.; Reach 0 ft. Str 6, Dex 15, Con, Int 2, Wis 12, Cha 12 Base Atk +0; CMB +0; CMD 8 (12 vs. trip) Feats Skill Focus (Perception), Weapon FinesseB Skills Acrobatics +2 (+6 jump), Climb +10, Perception +8, Stealth +14; Racial Modifiers +4 Stealth. Shadow rats use their Dexterity modifier for Climb checks. Disease (Ex) Filth fever: Bite injury; save Fort DC 11, onset 1d3 days, frequency 1/day, effect 1d3 Dex damage and 1d3 Con damage, cure 2 consecutive saves. The save DC is Charisma based. Incorporeal Form (Su) A shadow rat can, as a standard action, assume an incorporeal form for up to 1 hour per day. In this form, the shadow rat loses its natural AC bonus but gains a +2 deflection bonus to AC. While in this form, the shadow rat is AC 16 (+2 deflection, +2 Dex, +2 size), touch 15, flat footed 13. The shadow rat can still attack corporeal opponents while in its incorporeal form, but its attack only inflicts Strength damage and cannot cause physical damage. The shadow rat gains the incorporeal subtype while using this ability. Shadow Blend (Ex) A shadow rat can disappear into the shadows as a move action, gaining total concealment in all levels of illumination save bright light. Strength Damage (Su) A shadow rat deals Strength damage to living foes it bites. A creature reduced to 0 Strength cannot move but does not die at least, not until the shadow rat's physical damage takes its toll.

16 Shadow Rat Swarm CR 4 XP 1,200 NE Tiny undead (swarm) Init +6; Senses darkvision 60 ft., scent; Perception +9 AC 15, touch 14, flat footed 13 (+2 Dex, +1 natural, +2 size) hp 39 (6d8+12) Fort +4, Ref +6, Will +6 Defensive Abilities half damage from piercing and slashing, incorporeal form, shadow blend; Immune swarm traits, undead traits Weaknesses swarm traits Speed 40 ft., climb 60 ft. Melee swarm (2d6 plus 1d4 Strength damage plus disease) Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 15) Str 6, Dex 15, Con, Int 2, Wis 12, Cha 14 Base Atk +4; CMB ; CMD Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception) Skills Acrobatics +4, Climb +10, Perception +9, Stealth +19; Racial Modifiers +4 Stealth Disease (Ex)Filth fever: Bite injury; save Fort DC 15; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Charisma based. Incorporeal Form (Su) A shadow rat swarm can, as a standard action, assume an incorporeal form for up to 1 hour per day. In this form, the swarm loses its natural AC bonus but gains a +2 deflection bonus to AC. While in this form, the shadow rat swarm is AC 16 (+2 deflection, +2 Dex, +2 size), touch 15, flat footed 13. The shadow rat swarm can still swarm attack corporeal opponents while in its incorporeal form, but its attack only inflicts Strength damage and cannot distract foes or cause physical damage. The shadow rat swarm gains the incorporeal subtype while using this ability. Shadow Blend (Ex) A shadow rat swarm can disappear into the shadows as a move action, gaining total concealment in all levels of illumination save bright light. Strength Damage (Su) A shadow rat swarm deals Strength damage to living foes over which it swarms. A creature reduced to 0 Strength cannot move but does not die at least, not until the swarm's physical damage takes its toll. Spore Rat CR 2 XP 400 N Small plant (fungus) Init +3; Senses low light vision; Perception +8 AC 16, touch 14, flat footed 13 (+3 Dex, +2 natural, +1 size) hp 13 (3d8) Fort +3, Ref +4, Will +2 Immune plant traits Speed 20 ft., climb 20 ft. Melee bite +6 (1d4 2 plus spores) Special Attacks spore cloud, spores Str 6, Dex 16, Con 11, Int 2, Wis 12, Cha 4 Base Atk +2; CMB 2; CMD 11 (15 vs. trip) Feats Alertness, Weapon Finesse Skills Climb +12, Perception +8, Racial Modifiers uses Dex to modify Climb and Swim Spore Cloud (Ex) Twice per day, a spore rat can release a cloud of noxious spores in a 5 foot radius. Creatures adjacent to the spore rat must succeed on a DC 11 Fortitude save or take 1d4 points of Strength damage. The cloud lasts a single round. The save DC is Constitution based. Spores (Ex) The bite of a spore rat injects a living creature with miniscule spores that cause nausea for 1 round. A successful DC 11 Fortitude save negates the nausea. The save DC is Constitution based.

17 Vapor Dire Rat CR 1 XP 400 N Small magical beast (augmented animal, vapor) Init +3; Senses darkvision 60 ft., low light vision, scent; Perception +1 AC 15, touch 14, flat footed 12 (+3 Dex, +1 natural, +1 size) hp 6 (1d10+1); fast healing 2 Fort +3, Ref +5, Will +1 Resist fire 5 Weaknesses cold susceptibility Speed 40 ft., climb 20 ft, swim 20 ft. Melee bite +5 (1d4 plus disease) Special Attacks death throes (DC 11), disease Str 10, Dex 17, Con 12, Int 6, Wis 13, Cha 10 Base Atk +1; CMB +0; CMD 13 (+17 vs. trip) Feats Weapon Finesse Skills Climb +11, Stealth +11 (+19 in areas of smoke, fog, mist or vapor), Swim +11, Racial Modifiers +8 Stealth in areas of smoke, fog, mist or vapor. A vapor rat uses its Dexterity modifier for Climb and Swim checks. Languages Common (can't speak) SQ vaporous form Disease (Ex) Filth fever: Bite injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution based.

18 New Monsters Rat, Ridiculously Sized A rat the size of a lion shuffles down the corridor hungering for flesh and processed cheese. Rat of Ridiculous Size CR5 XP 1,600 N Large Animal Init +6; Senses low light vision, scent; Perception +11 AC 16, touch 12, flat footed 13 (+2 Dex, +4 natural, 1 size, +1 dodge) hp 60 (8d8+24) Fort +9, Ref +8, Will +3 Speed 40 ft. Melee bite +13 (1d8+7 plus disease) Space 10 ft.; Reach 5 ft. Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Base Atk +6; CMB +14 CMD 26 (30 vs. trip) Feats Improved Initiative, Dodge, Skill Focus (Stealth), Weapon Focus (bite) Skills Swim +10, Perception +11, Stealth +6 ECOLOGY Environment Any Organization solitary or pack (3 8) Treasure incidental Description A rat of ridiculous size is a lion sized rat. Unlike normal rats, a RORS is ridiculously aggressive and behaves more like a predator than a scavenger. It is believed that a RORS arises from a combination of the blessings of the Rat God and an unwholesome diet of humanoid flesh and processed cheese product. Disease (Ex) Filth fever: Bite injury; save Fort DC 17; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution based. Rat, OMFGR A mountain of a rat, so large that one must say that in One Mother Fearing Gargantuan Rat before running away. OMFG Rat CR 9 XP 6,400 N Gargantuan animal Init +5; Senses low light vision, scent; Perception +37 AC 21, touch 7, flat footed 20 (+1 Dex, +14 natural, 4 size) hp 153 (18d8+72) Fort +15, Ref +12, Will +10 Speed 40 ft. Melee bite +21 (4d6+11/19 20 plus grab and disease) Space 20 ft.; Reach 10 ft. Special Attacks swallow whole (2d8+11, AC 17, hp 15) Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10 Base Atk +13; CMB +28 (+32 grapple); CMD 39 Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Weapon Focus(Bite), Skill Focus (Perception) Skills Perception +37; Racial Modifiers +8 Perception Disease (Ex) Filth fever: Bite injury; save Fort DC 23; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution based. ECOLOGY Environment Temples of the Rat God Organization solitary (although it has its own ZIP code). Treasure none

19 Description According to legend, a OMFGR is created by a special unholy dispensation of the Rat God placed upon a specially chosen rat. The rat is then raised by a priest and fed anything and everything it wants. It is supposed to develop a taste for humanoid flesh, processed cheese products and carbonated beverages. It has no respect for any limits to beverage size and will attack any creature that suggests it should consume smaller portions. The OMFGR in this adventure is named Rikee. 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.

20 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 1.0 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. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Bestiary. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.. Pathfinder Roleplaying Game Bestiary , 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 Bestiary 3, 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder 2: The Skinsaw Murders. Copyright 2007, Paizo Publishing LLC. Author: Richard Pett. Barrow Rat from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Brain Rat from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Shadow Rat from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Clark Peterson and Scott Greene. Dire Shadow Rat from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Clark Peterson and Scott Greene. Shadow Rat Swarm from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Spore Rat from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Vapor Dire Rat from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

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