THE SHADOW CRYPTS- MODULE A5

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2 THE SHADOW CRYPTS- MODULE A5 PDF SAMPLE This sample includes a variety of pages to better show the overall content of our products. DUNGEON ADVENTURE CREDITS Design and Development: Epic Quest Publishing, LLC Co- Designer: Kyle Windsor Illustrator: Andres Canals Editor: Hanna Riddle Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 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 Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See Paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. The Dragonwars of Trayth- The Shadow Crypts Copyright Epic Quest Publishing, LLC. All Rights Reserved., Open Game License Copyright 2010 Wizards of the Coast. All rights Reserved. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress as well as all other descriptors listed in the OGL section 1(e). (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

3 Through the darkness you see many broken gravestones and mausoleums. The ground is covered solid with crushed bones. There are a few broken pillars, eerie mostly dead green trees, and many open graves. A- Skeleton F- Troll Skeleton B- Shatterskull Skeleton G- Ghoul C- Flamebone Skeleton H- Darkfey Cabalist D- Darkfey Ghostknight I- Werewolf Skeleton E- Firewisp Roll D6 to determine which random open grave the characters are teleported into. TREASURE- 289 s.p., 450 g.p., 7 gems (50 g.p.e),20 (+2) Arrows 6

4 This part of the crypts contains six run down mausoleums. It is very evident that many undead wait among the rubble and graves. A- Skeleton E- Troll Skeleton B- Flamebone Skeleton F- Darkfey Paladin C- Shatterskull Skeleton G- Firewisp D- Ghoul Roll D6 to determine which random open grave the characters are teleported into. TREASURE- 1,490 s.p, 2,657 g.p., 1 gem (500 g.p.v), +4 Defending Longsword 7

5 PDF SAMPLE NOTE- Each Dragonwars of Trayth Module has a removable Monster section for ease of use and maximized playability. A B C SKELETON Init +6; Senses darkvision 60 ft.; Perc +0 AC 22, touch 12, flat-footed 20 (+6 armor, +2 Shield, +2 Dex, +2 natural) hp 48 (6d8) Fort +2, Ref +4, Will +5 DR 5/bludgeoning; Immune cold, undead traits Melee Longsword +7 (1d8+2) or 1 claw +6 (1d4+2) St 15, Dx 14, Cn, In, Ws 10, Ch 10 Base Atk +4; CMB +6; CMD 18 Feats Improved Init., Weapon Focus: Longsword Treasure Chainmail, Longsword, Heavy Steel Shield SHATTERSKULL SKELETON Init +2; Senses darkvision 60 ft.; Perc +0 AC 22, touch 12, flat-footed 20 (+6 armor, +2 Shield, +2 Dex, +2 natural) hp 60 (6d8+12) Fort +4, Ref +4, Will +5 Vulnerable Cold; Immune fire, undead traits Melee Longsword +9 (1d8+2+1d6 negative) or 1 claw +5 (1d4+2+1d6 negative) Str 15, Dex 14, Con, Int, Wis 10, Cha 14 Base Atk +6; CMB +8; CMD 20 Feats Weapon Focus: Longsword Treasure Chainmail, Longsword, Hvy St Shield Shatter (Ex): Creatures adjacent to a Shatterskull skeleton take 1d6 points of negative damage at the start of their turn. Skull Burst (Su): A shatterskull skeleton explodes into a shower of bone fragments when it dies. Anyone adjacent to the skeleton when it is destroyed takes 4d6 points of physical damage. A Reflex save (DC 14) for 1/2 dmg. FLAMEBONE SKELETON Init +2; Senses darkvision 60 ft.; Perc +0 AC 22, touch 12, flat-footed 20 (+8 armor, +2 Dex, +2 natural) hp 54 (6d8+6) Fort +3, Ref +4, Will +5 Vulnerable Cold; Immune fire Melee Longsword +9 (1d8+2+1d6 fire) St 15, Dx 14, Cn, In, Ws 10, Ch 12 Base Atk +3; CMB +5; CMD 14 Feats Wpn Focus: Longsword Treasure Chnml, Longsword, Hvy St Shield Fiery Aura (Ex): Creatures adjacent to a Flamebone skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a Flamebone skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage. D E DARKFEY GHOSTKNIGHT NE Medium Undead (Fey) Init +6; Senses darkvision 60 ft.; Perception +9 AC 22, touch 12, flat-footed 20 (+8 armor, +2 Dex, +2 natural) hp 66 (6d10+6) Fort +6, Ref +7, Will +5 Resist Negative; Vulnerable Postiive Melee Longsword +11 (1d8+4) Spell-Like Abilities (CL 6) 3/Day Dimensional Step (50 ft per) Str 18, Dex 14, Con --, Int 10, Wis 10, Cha 12 Base Atk +6; CMB +8; CMD 20 Feats Improved Initiative, Weapon Focus: Longsword Skills Perception +9 Treasure Chainmail, Longsword, Heavy Steel Shield Spiraling Despair (Su) The Darkfey Ghostknight emits an aura that extends 10 ft out. All enemies in this aura suffer a -2 penalty to damage and saving throws. FIREWISP N/A Small undead Init +7; Senses darkvision 60 ft.; Perception +10 AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural) hp 55 (5d6+25); fast healing 4 Fort +6, Ref +4, Will +6 Vulnerable Cold; Immune fire, undead traits Speed --; Fly 50 ft Melee Bite +8 (1+1d6 fire) Spell-Like Abilities (CL 4) At-Will - Scorching Ray, Fireball (DC 20), Mage hand Str 5, Dex 16, Con -- Int 22, Wis 14, Cha 20 Base Atk +5; CMB +3; CMD 12 Skills Perception +10, Fly +11, Stealth +11, Intimidate +13, Acrobatics +11 Feats Improved Initiative, Hover Illumination (Ex) The Firewisp sheds dim light out to 30 feet M1

6 TROLL SKELETON NE Large undead Init +9; Senses darkvision 60 ft.; Perception +0 AC 17, touch 14, flat-footed 12 (+5 Dex, +3 natural, -1 size) hp 54 (6d8+6) Fort +0, Ref +8, Will +5 DR 5/bludgeoning; Immune cold, undead traits Speed 40 ft. Melee Greatclub +8 (1d8+11) or 2 claws +10 (1d4+5) Space 10 ft; 5 ft reach; Str 20, Dex 21, Con, Int, Wis 5, Cha 5 Base Atk +6; CMB +12; CMD 27 Feats Improved Initiative,, Power Attack Treasure Greatclub F G GHOUL CE Medium undead Init +2; Senses darkvision 60 ft.; Perception +11 AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural) hp 60 (6d8+12) Fort +6, Ref +6, Will +7 Defensive Abilities channel resistance +2 Melee Bite +10 (1d6+1 plus disease and paralysis) and 2 claws +11 (1d6+1 plus paralysis) Special Attacks paralysis (1d4+1 rounds, Fort DC 16, elves are immune to this effect) Str 13, Dex 18, Con, Int 13, Wis 14, Cha 14 Base Atk +6; CMB +7; CMD 21 Feats Weapon Finesse, Weapon Focus (Claw) Skills Acro +11, Climb +10, Perc +11, Stealth +11, Swim +10 Disease (Su) Ghoul Fever: Bite injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 HD or more rises as a ghast. H DARKFEY CABALIST NE Medium Undead (Fey) Init +6; Senses darkvision 60 ft.; Perception +10 AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) hp 48 (6d6+30) Fort +7, Ref +3, Will +6 Resist Negative; Vulnerable Positive Melee Quarterstaff +6 (1d6 negative energy) Spell-Like Abilities (CL 7) 3/Day Lightning Bolt 5d6 Reflex (DC 19) At-Will Magic Missile, Acid Arrow Str 10, Dex 12, Con --, Int 23, Wis 12, Cha 20 Base Atk +6; CMB +6; CMD 17 Feats Improved Initiative, Combat Casting Skills Perception +10, Spellcraft +15 Gear Quarterstaff Spiraling Despair (Su) The Cabalist emits an aura that extends 10 ft out. All enemies in this aura suffer a -2 penalty to damage and saving throws. WEREWOLF SKELETON NE Large undead Init +6; Senses darkvision 60 ft.; Perception +0 AC 19, touch 15, flat-footed 13 (+6 Dex, +4 natural, -1 size) hp 72 (6d8+24) Fort +6, Ref +8, Will +6 DR 5/bludgeoning; Immune cold, undead traits Speed 40 ft. Melee 2 Claws +8 (1d8+3) Space 10 ft; 5 ft reach; Spell-Like Ability (CL 3) 4/day Channel Negative Energy (2d6) (DC 14) Str 17, Dex 23, Con, Int, Wis 12, Cha 18 Base Atk +6; CMB +10; CMD 26 Feats Extra Channel I M2

7 SKELETON Init +6; Senses darkvision 60 ft.; Perception +0 AC 22, touch 12, flat-footed 20 (+6 armor, +2 Shield, +2 Dex, +2 natural) hp 48 (6d8) Fort +2, Ref +4, Will +5 Immune cold, undead traits Melee Longsword +7 (1d8+2) or 1 claw +6 (1d4+2) Str 15, Dex 14, Con, Int, Wis 10, Cha 10 Base Atk +4; CMB +6; CMD 18 Feats Improved Initiative, Weapon Focus: Longsword Treasure Chainmail, Longsword, Heavy Steel Shield SHATTERSKULL SKELETON A C Init +2; Senses darkvision 60 ft.; Perc +0 AC 22, touch 12, flat-footed 20 (+6 armor, +2 Shield, +2 Dex, +2 natural) hp 56 (5d8+16) Fort +3, Ref +3, Will +4 Vulnerable Cold; Immune fire, undead traits Melee Longsword +8 (1d8+2+1d6 negative) or 1 claw +7 (1d4+2+1d6 negative) Str 15, Dex 14, Con, Int, Wis 10, Cha 14 Base Atk +5; CMB +7; CMD 19 Feats Weapon Focus: Longsword, Toughness Treasure Chainmail, Longsword, Heavy St Shield Shatter (Ex): Creatures adjacent to a Shatterskull skeleton take 1d6 points of negative damage at the start of their turn. Skull Burst (Su): A Shatterskull skeleton explodes into a shower of bone fragments when it dies. Anyone adjacent to the skeleton when it is destroyed takes 4d6 points of physical damage. A Reflex save (DC 14) for 1/2 dmg. FLAMEBONE SKELETON B Init +2; Senses darkvision 60 ft.; Perc +0 AC 22, touch 12, flat-footed 20 (+6 armor, +2 Shield, +2 Dex, +2 natural) hp 50 (5d8+10) Fort +2, Ref +3, Will +4 Vulnerable Cold; Immune fire Melee Longsword +8 (1d8+2+1d6 fire) Str 15, Dex 14, Con, Int, Wis 10, Cha 12 Base Atk +5; CMB +7; CMD 19 Feats Weapon Focus: Longsword, Toughness Treasure Chainmail, Longsword, Heavy St Shield Fiery Aura (Ex): Creatures adjacent to a Flamebone skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a Flamebone skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage. D GHOUL CE Medium undead Init +2; Senses darkvision 60 ft.; Perception +11 AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 60 (6d8+12) Fort +4, Ref +6, Will +7 Defensive Abilities channel resistance +2 Melee bite +10 (1d6+1 plus disease and paralysis) and 2 claws +11 (1d6+1 plus paralysis) Special Attacks paralysis (1d4+1 rounds, Fort DC 16, elves are immune to this effect) Str 13, Dex 18, Con, Int 13, Wis 14, Cha 14 Base Atk +6; CMB +7; CMD 21 Feats Weapon Finesse, Weapon Focus (Claw) Skills Acro +11, Climb +10, Perc +11, Stealth +11, Swim +10 Disease (Su) Ghoul Fever: Bite injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. M3

8 TROLL SKELETON NE Large undead Init +9; Senses darkvision 60 ft.; Perception +0 AC 17, touch 14, flat-footed 12 (+5 Dex, +3 natural, -1 size) hp 54 (6d8+6) Fort +0, Ref +8, Will +5 DR 5/bludgeoning; Immune cold, undead traits Speed 40 ft. Melee Greatclub +8 (1d8+11) or 2 claws +10 (1d4+5) Space 10 ft; 5 ft reach; Str 20, Dex 21, Con, Int, Wis 5, Cha 5 Base Atk +6; CMB +12; CMD 27 Feats Improved Initiative,, Power Attack Treasure Greatclub E DARKFEY BLACK PALADIN NE Medium Undead Humanoid (Fey) Init +2; Senses darkvision 60 ft.; Perception +10 AC 22, touch 11, flat-footed 21 (+9 armor, +2 Shield, +1 Dex) hp 91 (7d10+21) Fort +5, Ref +4, Will +8 Immune Disease Speed 20 ft. Melee Longsword +11/6 (1d8+3) Str 16, Dex 14, Con --, Int 10, Wis 10, Cha 16 Base Atk +7; CMB +10; CMD 22 Feats Weapon Focus: Longsword, Power Attack Skills Perception +10, Intimidate +13, Stealth +1 Treasure Full Plate, Longsword, Heavy Steel Shield Touch of Corruption 6 uses per day. As a touch attack, the Darkfey Paladin can deal 3d6 points of damage to a living target, or heal 3d6 damage from an undead. This also causes living targets to become Shaken for 6 rounds and Staggered for 3 rounds Aura of Cowardice - The Darkfey Paladin radiates a palpably daunting aura that causes all enemies within 10 ft to take a 4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 ft of a Darkfey Paladin with this ability. This ability functions only while the Darkfey Paladin remains conscious, not if he is unconscious or dead. Channel Negative Energy The Darkfey Paladin can Channel Negative Energy like a 6 th level Cleric. F G FIREWISP N/A Small undead Init +7; Senses darkvision 60 ft.; Perception +10 AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural) hp 55 (5d6+25); fast healing 4 Fort +6, Ref +4, Will +6 Vulnerable Cold; Immune fire, undead traits Speed --; Fly 50 ft Melee Bite +8 (1+1d6 fire) Spell-Like Abilities (CL 4) At-Will - Scorching Ray, Fireball (DC 20), Mage hand Str 5, Dex 16, Con -- Int 22, Wis 14, Cha 20 Base Atk +5; CMB +3; CMD 12 Skills Perception +10, Fly +11, Stealth +11, Intimidate +13, Acrobatics +11 Feats Improved Initiative, Hover Illumination (Ex) The Firewisp sheds dim light out to 30 feet M4

9 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. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; 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. System Reference Document Copyright , Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. The Dungeons of Belar, Dragonwars of Trayth- Bastions of Evil, and Dragonwars of Trayth- Realms of Hope, Dragonwars of Trayth- Cities of Kadar are all Copyrighted 2011, 2014 Epic Quest Publishing, LLC. All rights reserved. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 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. 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10 PDF SAMPLE MODULE A5 For 6 th level characters The battle of shadow tower was a disaster for the Elves. It was there they were betrayed by the Dark Queen. The betrayal and divine blood spilled there caused the place to be a haven for powerful undead. The rise in power of Geryok, god of undead, allowed his servants to find clues to this place which exists in the Feyrealm, Shadowrealm and Kadar simultaneously, yet cannot be entered from any one of them. Now the Elven goddess of war, Illera urges you to use a powerful artifact to enter the Shadow Crypts before the servants of her rival, the Dark Queen, get there first and discover the ancient powerful artifact that she believes is there being guarded by a powerful Undead Dragon. The Full Printed Version of this Module contains 2 Full Outdoor Encounter Maps, 1 Continent map overview, 1 continent map close-up, 3 settlement details, 2 new artifacts, encounters and all in full color. Plus easy to use Removable Monster, Magic Items, and Dungeon Map. This fifth module in the Dragonwars of Trayth adventure series is ideal for 3 to 6 players. Each of the 25 modules in the series can be played individually or as part of the Epic Quest that takes players from 1 st to 30 th level of experience. 3.5 OGL COMPATIBLE For more details about these products, future modules, and events visit our website

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