A7-1. Pit & Tower. Michael LaBossiere. RPG Adventure for Levels 1-2

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1 A7-1 Pit & Tower RPG Adventure for Levels 1-2 Michael LaBossiere

2 Pit & Tower By Michael C. LaBossiere Copyright 2002,2012 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 Images Original Cover Image: Caetano Lacerda Modified image by Michael LaBossiere distributed under the creative commons license: sa/3.0/deed.en You are free: to share to copy, distribute and transmit the work to remix to adapt the work Under the following conditions: attribution You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work). share alike If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.

3 The A Series This adventure is part of the A series and includes A4 1, A4 2, and A4 3. The A series of adventures are adventures I originally wrote for AD&D and D&D 3.0/3.5 that I have rewritten and revised for Pathfinder. Some of these adventures will be in an actual series with each adventure picking up where the previous adventure ended. This adventure is one of these, being the second in the Rils series. I am revising the adventures mainly based on how much I enjoyed running them, so they will appear in that order. I am also working on the C series, which will be Pathfinder campaigns written specifically for the game, rather than revised AD&D/D&D adventures. The C series will be organized like the A series, for example, C1 1, C1 2 and so on. The first of this series is in play testing as this is being written. 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 A5 1 Tower of Zakelana H1 1 The Dungeon of Leche H1 2 The Temple of Rats A6 1 Dragon Hunt A4 (1 3) Rils Trilogy

4 Other Kindle Books by the Author 76 Fallacies For Better or Worse Reasoning Envy & Class Warfare 42 Fallacies 30 More Fallacies Moral Methods Philosophical Provocations Volume 1 Philosophical Provocations Volume 2 LEU: Bits & Bytes McDonalds is for Breakups Of Tendon & Trail Bekus Pit STIRGE CR 1/2 XP 200 N Tiny magical beast Init +4; Senses darkvision 60 ft., low light vision, scent; Perception +1 DEFENSE AC 16, touch 16, flat footed 12 (+4 Dex, +2 size) hp 5 (1d10) Fort +2, Ref +6, Will +1 OFFENSE Speed 10 ft., fly 40 ft. (average) Melee touch +7 (attach) Space 2 1/2 ft.; Reach 0 ft. Special Attacks blood drain STATISTICS Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6 Base Atk +1; CMB +3 (+11 grapple when attached); CMD 9 (17 vs. trip) Feats Weapon Finesse Skills Fly +8, Stealth +16 SQ diseased Treasure none SPECIAL ABILITIES Attach (Ex) When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.

5 Blood Drain (Ex) A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target. Diseased (Ex) Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge's blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (Pathfinder RPG Core Rulebook 557). Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses. Skeleton, Armed CR 1/3 XP 135 NE Medium undead Init +6; Senses darkvision 60 ft.; Perception +0 DEFENSE AC 18, touch 12, flat footed 16 (+4 armor, +2 Dex, +2 natural) hp 4 (1d8) Fort +0, Ref +2, Will +2 DR 5/bludgeoning; Immune cold, undead traits OFFENSE Speed 30 ft. Melee Long spear +2 (1d8+3) or 2 claws +2 (1d4+2) STATISTICS Str 15, Dex 14, Con, Int, Wis 10, Cha 10 Base Atk +0; CMB +2; CMD 14 Feats Improved InitiativeB Malign Skeleton CR 1 XP 400 Dwarf NE Medium Undead Init +5; Senses Darkvision; Perception +0 Defense AC 17, touch 11, flat footed 16 (+4 armor, +1 Dex, +2 natural) hp 14 () Fort +0, Ref +1, Will +3; +2 vs. poison, spells, and spell like abilities DR 5/bludgeoning; Immune cold, Undead Traits Offense Speed 20 ft. Melee Masterwork Battleaxe +1 (1d8+1/x3) Statistics Str 13, Dex 12, Con, Int, Wis 10, Cha 10 Base Atk +1; CMB +2; CMD 13

6 Feats Improved Initiative Skills Acrobatics 1 ( 5 jump), Climb 1, Escape Artist 1, Fly 1, Ride 1, Stealth 1, Swim 1 Languages Common, Dwarven Combat Gear Chain shirt, Masterwork Battleaxe; Special Abilities Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Immunity to Cold You are immune to cold damage. Undead Traits Undead are immune to death effects, disease, mind affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects 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 skeletons look and act like normal skeletons, except their bones are obsidian black, burning embers of evil and hatred fill their eye sockets. Brekart s Tower STIRGE CR 1/2 XP 200 N Tiny magical beast Init +4; Senses darkvision 60 ft., low light vision, scent; Perception +1 DEFENSE AC 16, touch 16, flat footed 12 (+4 Dex, +2 size) hp 5 (1d10) Fort +2, Ref +6, Will +1 OFFENSE Speed 10 ft., fly 40 ft. (average) Melee touch +7 (attach) Space 2 1/2 ft.; Reach 0 ft. Special Attacks blood drain STATISTICS Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6 Base Atk +1; CMB +3 (+11 grapple when attached); CMD 9 (17 vs. trip) Feats Weapon Finesse

7 Skills Fly +8, Stealth +16 SQ diseased Treasure none SPECIAL ABILITIES Attach (Ex) When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed. Blood Drain (Ex) A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target. Diseased (Ex) Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge's blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (Pathfinder RPG Core Rulebook 557). Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses. Monsters of the Tower Firemouth CR 1/3 XP 135 NN Small Vermin Init +4; Senses Darkvision; Perception +4 Defense AC 16, touch 15, flat footed 12 (+4 Dex, +1 size, +1 natural) hp 8 (1d8) Fort +3, Ref +4, Will +0 Offense Speed 30 ft., Climbing (30 feet) Melee Bite (+6 (1d4 2/x2) Special Attacks Poison DEX Damage (DC 11) Statistics Str 7, Dex 19, Con 10, Int, Wis 10, Cha 2 Base Atk +1; CMB 2; CMD 12 (20 vs. Trip) Feats Weapon Finesse Skills Acrobatics +12, Climb +20, Fly +6, Perception +4, Stealth +12, Swim +4

8 Special Abilities Climbing (30 feet) You have a Climb speed. Darkvision (60 feet) You can see in the dark (black and white vision only). Poison DEX Damage (DC 11) (Ex) Poison deals 1 DEX damage, 1/round for 0 rds, cure 1 save. 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. STIRGE CR 1/2 XP 200 N Tiny magical beast Init +4; Senses darkvision 60 ft., low light vision, scent; Perception +1 DEFENSE AC 16, touch 16, flat footed 12 (+4 Dex, +2 size) hp 5 (1d10) Fort +2, Ref +6, Will +1 OFFENSE Speed 10 ft., fly 40 ft. (average) Melee touch +7 (attach) Space 2 1/2 ft.; Reach 0 ft. Special Attacks blood drain STATISTICS Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6 Base Atk +1; CMB +3 (+11 grapple when attached); CMD 9 (17 vs. trip) Feats Weapon Finesse Skills Fly +8, Stealth +16 SQ diseased Treasure none SPECIAL ABILITIES Attach (Ex) When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed. Blood Drain (Ex) A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target. Diseased (Ex) Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge's blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (Pathfinder RPG Core Rulebook 557). Once this check is made, the victim can no

9 longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses. Virast CR 1 XP 400 Human Wizard 2 NE Medium Humanoid (human) Init +1; Senses Perception +0 Defense AC 12, touch 11, flat footed 11 (+1 armor, +1 Dex) hp 12 (2d6+3) Fort +0, Ref +1, Will +3 Offense Speed 30 ft. Melee Dagger +0 (1d4 1/19 20/x2) Wizard Spells Prepared (CL 2, 0 melee touch, 2 ranged touch): 1 (3/day) Magic Missile, Mage Armor (DC 13), Cause Fear (DC 13), Sleep (DC 13) 0 (at will) Acid Splash, Ray of Frost, Light, Disrupt Undead Statistics Str 9, Dex 12, Con 10, Int 15, Wis 11, Cha 12 Base Atk +1; CMB +0; CMD 11 Feats Combat Casting, Scribe Scroll, Toughness +3, Turn Undead (5/day) (DC 12), Wizard Weapon Proficiencies Skills Appraise +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (history) +7, Knowledge (religion) +7, Spellcraft +7 Languages Common, Giant, Orc SQ Bonded Object (Ring) (1/day), Divination, Grave Touch (5/day), Illusion, Necromancy Combat Gear Dagger; Other Gear Bracers of armor +1, Ring, Wand of Animate Dead Special Abilities Bonded Object (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level). Combat Casting +4 to Concentration checks to cast while on the defensive. Divination You must spend 2 slots to cast spells from the Divination school. Grave Touch (5/day) (Sp) Melee touch attack, shakes then frightens target. Illusion You must spend 2 slots to cast spells from the Illusion school. Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies. Turn Undead (5/day) (DC 12) Your Channel Energy can make undead flee. 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 Description: Virsast is a human of above average looks and personality. He has dark hair, a neatly trimmed beard and blue eyes. He dresses in what he sees as the adventuring style: pants, heavy shirt and leather boots. While intelligent and not overly cruel, he is quite dedicated to his own selfish ends so much so that he is not willing to let anyone or anything get in his way. In fact, his magical bracers were taken from a previous companion he used Sleep to render her unconscious and then cut her throat. He prefers to hang back in combat and lets his orcs and undead do his fighting for him. He will always be accompanied by two of the zombies. If trouble begins, he will cast Mage Armor and Shield on himself and have Color Spray ready to protect himself. Once out of spells he will fall back on his trusty dagger, if need be. Virast is willing to take prisoners, especially since he needs more labor if he is to get the tower fixed up in a timely manner. If taken prisoner, he will plead for his life and offer his captors anything so long as he is not harmed. Orcs (Bruk, Gruka, Cuka, and Mor) CR 1/3 XP 135 Orc warrior 1 CE Medium humanoid Init +0; Senses darkvision 60 ft.; Perception 1 DEFENSE AC 13, touch 10, flat footed 13 (+3 armor) hp 6 (1d10+1) Fort +3, Ref +0, Will 1 Defensive Abilities ferocity Weaknesses light sensitivity OFFENSE Speed 30 ft. Melee falchion +5 (2d4+4/18 20) Ranged javelin +1 (1d6+3) STATISTICS Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6 Base Atk +1; CMB +4; CMD 14 Feats Weapon Focus (falchion) Skills Intimidate +2 Languages Common, Orc SQ weapon familiarity Treasure NPC gear (studded leather armor, falchion, 4 javelins, other treasure) Description: These are typical orcs. They have been assigned to Virast by their master, Zurbarsh. Their armor bears his symbol a flaming two headed axe. The orcs will fight viciously but will surrender if things go bad and they think that they will be spared. The orcs know little about

11 what is going on beyond: We work for great lord Zurbarsh. We sent here with human to get tower ready. We make big war on other humans for gold and land. HUMAN ZOMBIE CR 1/2 XP 200 NE Medium undead Init +0; Senses darkvision 60 ft.; Perception +0 DEFENSE AC 12, touch 10, flat footed 12 (+2 natural) hp 12 (2d8+3) Fort +0, Ref +0, Will +3 DR 5/slashing; Immune undead traits OFFENSE Speed 30 ft. Melee slam +4 (1d6+4) STATISTICS Str 17, Dex 10, Con, Int, Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats ToughnessB Special Qualities staggered HUMAN SKELETON CR 1/3 XP 135 NE Medium undead Init +6; Senses darkvision 60 ft.; Perception +0 DEFENSE AC 16, touch 12, flat footed 14 (+2 armor, +2 Dex, +2 natural) hp 4 (1d8) Fort +0, Ref +2, Will +2 DR 5/bludgeoning; Immune cold, undead traits OFFENSE Speed 30 ft. Melee broken scimitar +0 (1d6), claw 3 (1d4+1) or 2 claws +2 (1d4+2) STATISTICS Str 15, Dex 14, Con, Int, Wis 10, Cha 10 Base Atk +0; CMB +2; CMD 14 Feats Improved InitiativeB Gear broken chain shirt, broken scimitar Information The following information can be gleaned from Virast.

12 New Monster Firemouth CR 1/3 XP 135 NN Small Vermin Init +4; Senses Darkvision; Perception +4 Defense AC 16, touch 15, flat footed 12 (+4 Dex, +1 size, +1 natural) hp 8 (1d8) Fort +3, Ref +4, Will +0 Offense Speed 30 ft., Climbing (30 feet) Melee Bite (+6 (1d4 2/x2) Special Attacks Poison DEX Damage (DC 11) Statistics Str 7, Dex 19, Con 10, Int, Wis 10, Cha 2 Base Atk +1; CMB 2; CMD 12 (20 vs. Trip) Feats Weapon Finesse Skills Acrobatics +12, Climb +20, Fly +6, Perception +4, Stealth +12, Swim +4 Special Abilities Climbing (30 feet) You have a Climb speed. Darkvision (60 feet) You can see in the dark (black and white vision only). Poison DEX Damage (DC 11) (Ex) Poison deals 1 DEX damage, 1/round for 0 rds, cure 1 save. 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 Firemouths are spiderlike creatures that will eat almost anything living or dead. They are not particularly dangerous individually, but tend to travel in vicious packs. A firemouth looks something like a headless, armored ten legged spider with a fanged mouth in its underbelly. The creature is naturally an off gray color but the skin can shift through various shades making it very difficult to spot. The creature s feet end in fluid filled pads that enable it to move extremely quietly. Around the pads are fine fibers that enable the creature to cling to most surfaces. These qualities enable the Firemouth to sneak up on its intended victims. According to legend, the Firemouths were created centuries ago by the Arch Mage Hucharn. Hucharn was known as the Master of Constructs and it is said that such was his skill and power that he could imbue his creations with true life. If the tale is true, his power was great indeed for the Firemouths are quite alive and are thriving in many parts of the old Empire. In any case, all Firemouths bear a mark that strongly resembles the sigil of Hucharn.

13 New Spell Hidden Box School Transmutation; Level Sorcerer/Wizard 3 Casting Time 1 standard action Components V, S, M Range: Touch Target: One box up to 1 cubic foot per level. Duration: See text. Saving Throw none; Spell Resistance yes (harmless) This spell enables the caster to magically conceal a specially prepared box. The casting of the spell requires a finally made box of wood costing 20 GP per cubic foot. Once the box is made, the caster places the items within it and selects a suitable container for the spell. The container must be nonliving and must be at least 1 cubic inch in volume for every cubic foot of the box. As part of the spell s preparation the caster must make the proper arcane marks on the container using special ink which costs 10 GP to prepare. Once the spell is cast the box is magically reduced in size and placed within the container (resulting in an appropriate increase in mass). The caster can specify the conditions under which the box can be recovered (usually a mark or marks being made on the container along with a spoken word). The box will remain safely within the container until removed. The container will detect as magical but the contents might be difficult to determine depending on the material of the container. For example, a stone or metal container might block various detection spells if it is thick enough. It is possible to get to the box by damaging the container or using Dispel Magic. If the magic is dispelled, the box will pop out of the container intact. If the container is broken, the box will also appear. However, it might be damaged treat the attacks on the container as attacks on the box as well. 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

14 the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty free, non exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 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.

15 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.

16 Bekus Pit Level 1 Cave 1 Entrance Hole Body Cave 2 1 Square = 5 feet

17 Bekus Pit Level 2 Hole Cave 1 Cave 2 Cave 3 1 Square = 5 feet

18

19

20 Handout #1 The following appears on a scrap of old parchment: Light of the moon. Crosses three. Gold for me. Handout #2 The following is written on a piece of parchment: Virast, Zurbarsh desires to have bases prepared from which he can launch his attacks. I have chosen you for a special task. You are to journey to the fallen tower and restore it-and with it some of the family honor that was lost years ago. To aid you in your task Zurbarsh will provide you with a party of six stout orcs. However, it is fitting that you be provided with more assistance. As such, I have chosen to provide you with a necromantic wand. It is old and has been used often in the service of our cause, so use it sparingly. Go now and reclaim the tower. B

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