A5-1. Tower of Zakelana. Michael LaBossiere. RPG Adventure for Levels 10-12

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A5-1 Tower of Zakelana RPG Adventure for Levels 10-12 Michael LaBossiere

Tower of Zakelana By Michael C. LaBossiere Copyright 2007, 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 http://paizo.com/pathfinderrpg/compatibility 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 http://www.wolflair.com Special Thanks to D20 Pathfinder SRD Original Cover Photo by Håkan Svensson http://en.wikipedia.org/wiki/file:la_granja_de_san_ildefonso_sfinx01.jpg Cover image by Michael LaBossiere distributed under the creative commons license: http://creativecommons.org/licenses/by 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 2008. 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 H1 2 The Temple of Rats

Other Kindle Books by the Author 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 A Series This adventures is part of the A series, which consists of adventures I am converting from AD&D and D&D 3.0/3.5 to Pathfinder. The H series is a set of adventures that are intended to be humorous in nature, while still being actual adventures (as opposed to mere unplayable parodies). I am also working on the C series, which will be campaign adventures written specifically for Pathfinder. Monsters Sphinx (Gynosphinx) CR 8 XP 4,800 N Large magical beast Init +5; Senses darkvision 60 ft., low light vision; Perception +21 AC 21, touch 10, flat footed 20 (+1 Dex, +11 natural, 1 size) hp 102 (12d10+36) Fort +11, Ref +9, Will +10 Speed 40 ft., fly 60 ft. (poor) Melee 2 claws +17 (2d6+6/19 20) Space 10 ft.; Reach 5 ft. Special Attacks pounce, rake (2 claws +17, 2d6+6) Spell Like Abilities (CL 12th) Constant comprehend languages, detect magic, read magic, see invisibility 3/day clairaudience/clairvoyance 1/day dispel magic, locate object, remove curse, legend lore 1/week any one of the following: symbol of fear (DC 20), symbol of pain (DC 19), symbol of persuasion (DC 20), symbol of sleep (DC 19), symbol of stunning (DC 21); all symbols last for 1 week maximum Str 22, Dex 13, Con 16, Int 18, Wis 19, Cha 19 Base Atk +12; CMB +19; CMD 30 (34 vs. trip) Feats Alertness, Combat Casting, Hover, Improved Critical (claw), Improved Initiative, Iron Will Skills Bluff +14, Diplomacy +14, Fly +7, Intimidate +14, Knowledge (any two) +6, Perception +21, Sense Motive +19, Spellcraft +12 Languages Common, Draconic, Sphinx HUX CR 10 Female Harpy Fighter 7 CE Medium Monstrous Humanoid Init +4; Senses Darkvision; Perception +18 AC 21, touch 15, flat footed 16 (+5 armor, +4 Dex, +1 natural, +1 dodge)

hp 96 (14d10) Fort +9, Ref +11, Will +8 Defensive Abilities Bravery +2 Spd 20 ft., Flight (80 feet, Average) Melee +1 Greatsword +16/+11/+6 (2d6+2/19 20/x2), talon x2 (Harpy) +10 x2 (1d6/20/x2) Ranged +1 Seeking Longbow, Composite (Str +0) +21/+16/+11 (1d8+4/19 20/x3) Special Attacks Weapon Training: Bows Str 12, Dex 18, Con 10, Int 10, Wis 12, Cha 17 Base Atk +14; CMB +15; CMD 30 Feats Deadly Aim 4/+8, Dodge, Flyby Attack, Great Fortitude, Hover, Improved Critical: Longbow, Point Blank Shot, Precise Shot, Skill Focus: Bluff, Weapon Focus: Longbow, Weapon Specialization: Longbow Skills Bluff +7, Climb +5, Fly +17, Intimidate +8, Perception +18, Perform (Sing) +5, Stealth +15, Survival +7, Swim +5 Languages Common SQ Armor Training 2 (Ex), Captivating Song (DC 20) (Su) Combat Gear +1 Chain Shirt, +1 Greatsword, +1 Seeking Longbow, Composite (Str +0); Armor Training 2 (Ex) Worn armor 2 check penalty, +2 max DEX. Bravery +2 (Ex) +2 Will save vs. Fear Captivating Song (DC 20) (Su) Creatures in 300 ft are captivated by song, approach and offer no resistance to attack (Will neg). Darkvision (60 feet) You can see in the dark (black and white vision only). Deadly Aim 4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage. Flight (80 feet, Average) You can fly! Flyby Attack You can take a standard action during your move action while flying. Hover You can hover in place while flying. 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. Weapon Training: Bows +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. Harpy CR 4 XP 1,200 CE Medium monstrous humanoid Init +2; Senses darkvision 60 ft.; Perception +7 AC 16, touch 13, flat footed 13 (+2 armor, +2 Dex, +1 dodge, +1 natural) hp 38 (7d10) Fort +4, Ref +7, Will +6 Speed 20 ft., fly 80 ft. (average) Melee morningstar +8/+3 (1d8+1), 2 talons +3 (1d6) Ranged longbow +10/+5 (1D8) Special Attacks captivating song Str 12, Dex 15, Con 10, Int 7, Wis 12, Cha 17 Base Atk +7; CMB +8; CMD 21 Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff) Skills Bluff +7, Fly +12, Intimidate +7, Perception +7, Perform (song) +5 Languages Common Treasure standard (leather armor, morningstar, masterwork composite long bow and other treasure) Captivating Song (Su) A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from other harpies within a 300 foot spread must succeed on a DC 16 Will saving throw or become

captivated. A creature that successfully saves is not subject to the same harpy's song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mindaffecting charm effect. The save DC is Charisma based. MEDUSA ARCHER CR 8 Female Medusa Ranger 2 LE Medium Monstrous Humanoid Init +7; Senses All Around Vision, Darkvision; Perception +18 AC 20, touch 13, flat footed 17 (+4 armor, +3 Dex, +3 natural) hp 103 (10d10+40) Fort +9, Ref +12, Will +7 Spd 30 ft. Melee Bite (Medusa) +8 (1d4+1/20/x2), Masterwork Halberd +13/+8 (1d10+3/20/x3) Ranged Masterwork Longbow, Composite (Str +2) +15/+10 (1d8+2/20/x3) Special Attacks Poison: Bite injury (DC 19) Ranger Spells Known (CL 0, 12 melee touch, 13 ranged touch): Str 14, Dex 16, Con 18, Int 12, Wis 13, Cha 15 Base Atk +10; CMB +12; CMD 25 Feats Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus: Longbow Skills Acrobatics +1, Bluff +10, Climb +4, Disguise +10, Escape Artist +1, Fly +1, Intimidate +13, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +18, Ride +1, Stealth +12, Survival +14, Swim +4 Languages Common SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Petrifying Gaze (DC 17) (Su), Track +1, Wild Empathy +4 (Ex) Combat Gear Chain Shirt, Masterwork Halberd, Masterwork Longbow, Composite (Str +2); All Around Vision You can see in all directions and cannot be flanked. Darkvision (60 feet) You can see in the dark (black and white vision only). Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human). Petrifying Gaze (DC 17) (Su) Creatures in 30 ft turn to stone permanently (Fort neg). Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Poison: Bite injury (DC 19) (Ex) Poison deals 1d3 STR damage, 1/round for 6 rds, cure 2 consecutive saves. 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. Track +1 +1 to survival checks to track. Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. MUTASHA CR 8 Female Annis Hag Fighter 3 CE Large Monstrous Humanoid Init +1; Senses Darkvision; Perception +13 AC 20, touch 10, flat footed 19 (+1 Dex, 1 size, +10 natural) hp 108 (10d10+40) Fort +11, Ref +7, Will +7 Defensive Abilities Bravery +1; DR 5/bludgeoning; SR 17 Spd 40 ft. Melee Bite (Annis Hag) +17 (1d6+7/20/x2), Claw x2 (Annis Hag) +16 x2 (1d6+7/20/x2),

Rend x2 (Annis Hag) +16 x2 (2d6+10/20/x2) Space 10 ft.; Reach 10 ft. Special Attacks Grab Spell Like Abilities Alter Self (3/day), Fog Cloud (3/day) Str 25, Dex 12, Con 18, Int 13, Wis 13, Cha 10 Base Atk +10; CMB +18 (+22 Grappling); CMD 29 Feats Alertness, Blind Fight, Combat Reflexes (2 AoO/round), Great Fortitude, Intimidating Prowess, Power Attack 3/+6, Weapon Focus: Bite Skills Bluff +7, Climb +11, Diplomacy +7, Fly 1, Intimidate +20, Perception +13, Ride +5, Sense Motive +3, Stealth +9, Survival +5, Swim +11 Languages Common, Giant SQ Armor Training 1 (Ex) 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 Combat Reflexes (2 AoO/round) You may make up to 2 attacks of opportunity per round, and may make them while flat footed. 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). Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Power Attack 3/+6 You can subtract from your attack roll to add to your damage. Spell Resistance (17) You have Spell Resistance. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. YUSHENDA CR 6 Female Sea Hag Fighter 3 CE Medium Monstrous Humanoid (Aquatic) Init +3; Senses Darkvision; Perception +14 Aura Horrific Appearance (DC 15) AC 17, touch 14, flat footed 13 (+3 Dex, +3 natural, +1 dodge) hp 77 (7d10+28) Fort +8, Ref +8, Will +6 Defensive Abilities Bravery +1; SR 15 Spd 30 ft., Swimming (40 feet) Melee Claw x2 (Sea Hag) +13 x2 (1d6+5/20/x2) and Unarmed Strike +12/+7 (1d3+5/20/x2) Str 20, Dex 16, Con 18, Int 12, Wis 13, Cha 15 Base Atk +7; CMB +12; CMD 26 Feats Blind Fight, Dodge, Power Attack 2/+4, Skill Focus: Bluff, Skill Focus: Perception, Weapon Focus: Claw Skills Bluff +9, Climb +9, Intimidate +10, Knowledge (Enter Choice) +5, Perception +14, Stealth +10, Survival +5, Swim +22 Languages Common, Giant SQ Amphibious (Ex), Armor Training 1 (Ex), Evil Eye (DC 15) (Su) Amphibious (Ex) You can survive indefinitely on land. 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 Darkvision (60 feet) You can see in the dark (black and white vision only). Evil Eye (DC 15) (Su) Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet.

The target must succeed on a DC 14 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. Horrific Appearance (DC 15) (Su) The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Power Attack 2/+4 You can subtract from your attack roll to add to your damage. Spell Resistance (15) You have Spell Resistance. Swimming (40 feet) You have a Swim speed. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. JUSHENSA CR 7 Female Green Hag Fighter 3 CE Medium Monstrous Humanoid Init +1; Senses Darkvision; Perception +19 AC 19, touch 11, flat footed 18 (+1 Dex, +8 natural) hp 91 (12d10+12) Fort +9, Ref +8, Will +8 Defensive Abilities Bravery +1; SR 16 Spd 30 ft., Swimming (30 feet) Melee Claw x2 (Green Hag) +18 x2 (1d4+5/20/x2) and Unarmed Strike +17/+12/+7 (1d3+5/20/x2) Spell Like Abilities Alter Self (At will), Dancing Lights (At will), Ghost Sound (At will), Invisibility (At will), Pass without Trace (Constant), Pyrotechnics (At will), Tongues (Constant), Tree Shape (At will), Water Breathing (Constant), Whispering Wind (At will) Str 20, Dex 12, Con 12, Int 15, Wis 13, Cha 14 Base Atk +12; CMB +17; CMD 28 Feats Alertness, Blind Fight, Cleave, Combat Casting, Deceitful, Great Fortitude, Power Attack 4/+8, Weapon Focus: Claw Skills Bluff +16, Climb +9, Disguise +13, Intimidate +9, Knowledge (Arcana) +11, Perception +19, Sense Motive +9, Stealth +16, Survival +5, Swim +19 Languages Aklo, Common, Giant SQ Armor Training 1 (Ex), Mimicry (Ex), Weakness (DC 18) (Su) 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 Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for 2 AC. Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (90 feet) You can see in the dark (black and white vision only). Mimicry (Ex) A green hag can imitate the sounds of almost any animal found near its lair. Power Attack 4/+8 You can subtract from your attack roll to add to your damage. Spell Resistance (16) You have Spell Resistance. Swimming (30 feet) You have a Swim speed. Weakness (DC 18) (Su) A green hag's claws sap strength from those she strikes. Each time a green hag hits a foe with her claw attack, the victim takes 2 points of Strength damage unless he resists the weakness with a DC 16 Fortitude save. Hag Covens When three hags of any type gather, they can form a coven to gain increased magical ability. Any combination of hags can form a coven, but green hags are the most common members of such foul gatherings.

Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision. All three hags must take a full round action to take part in this form of cooperative magic. All coven spell like abilities function at CL 9th (or at the highest CL available to the most powerful hag in the coven). The save DCs are Charisma based, and function as if with a Charisma score of 16 unless one of the hags has a higher Charisma score, in which case the spell like ability DCs are adjusted by that hag's Charisma modifier. SHALENA CR 13 Female Night Hag Fighter 5 NE Medium Outsider (Evil, Extraplanar) Init +4; Senses Darkvision; Perception +23 AC 30, touch 16, flat footed 25 (+3 armor, +4 Dex, +11 natural, +1 deflection, +1 dodge) hp 167 (13d10+78) Fort +18, Ref +9, Will +12 Defensive Abilities Bravery +1; DR 10/cold iron, 10/magic; Immune charm, fear, cold, fire, sleep; SR 24 Spd 30 ft. Melee +1 Keen Greatsword +22/+17/+12 (2d6+13/17 20/x2), Bite (Night Hag) +14 (2d6+3/20/x2), Claw x2 (Night Hag) +14 x2 (1d4+3/20/x2) and Special Attacks Weapon Training: Blades, Heavy Spell Like Abilities Deep Slumber (At will), Detect Chaos (Constant), Detect Evil (Constant), Detect Good (Constant), Detect Law (Constant), Detect Magic (Constant), Invisibility (At will), Magic Missile (At will), Ray of Enfeeblement (At will) Str 22, Dex 19, Con 22, Int 18, Wis 16, Cha 17 Base Atk +13; CMB +19; CMD 35 Feats Alertness, Blind Fight, Cleave, Combat Casting, Deceitful, Dodge, Mounted Combat, Power Attack 4/+8, Weapon Focus: Greatsword, Weapon Specialization: Greatsword Skills Bluff +16, Climb +10, Diplomacy +11, Disguise +16, Handle Animal +7, Intimidate +19, Knowledge (Arcana) +12, Knowledge (Planes) +15, Perception +23, Ride +20, Sense Motive +22, Spellcraft +15, Survival +13, Swim +11 Languages Abyssal, Celestial, Common, Infernal SQ Armor Training 1 (Ex), Change Shape (any humanoid, alter self) (Su), Disease (DC 22) (Su), Dream Haunting (Su), Heartstone (Su), Metamagic Rod, Empower, Lesser Combat Gear +1 Keen Greatsword; Other Gear Bracers of Armor, +3, Cloak of Resistance, +2, Metamagic Rod, Empower, Lesser, Ring of Protection, +1 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 Shape (any humanoid, alter self) (Su) You can change your form. Cleave If you hit your first target, attack an adjacent target at the same attack bonus inexchange for 2 AC. Combat Casting +4 to Concentration checks to cast while on the defensive. Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Ironattacks. Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Disease (DC 22) (Su) Demon Fever: Bite injury; save Fort DC 20; onset immediate; frequency1/day; effect 1d6 Con damage (target must save a 2nd time or 1 point of the damageis drain instead); cure 2 consecutive saves. The save DC is Constitution based. Dream Haunting (Su) A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once itdoes so, it rides on the victim's back until dawn. The sleeper suffers tormenting Heartstone (Su) All night hags carry a heartstone a special gemstone worth at least 1,800 gp that is worn as a periapt. Immune to Charm You are immune to charm effects. Immune to Fear (Ex) You are immune to all fear effects. Immunity to Cold You are immune to cold damage.

Immunity to Fire You are immune to fire damage. Immunity to Sleep You are immune to sleep effects. Mounted Combat Once per round you can attempt to negate a hit to your mount in combat. Power Attack 4/+8 You can subtract from your attack roll to add to your damage. Spell Resistance (24) You have Spell Resistance. Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. Nightmare CR 5 XP 1,600 NE Large outsider (evil, extraplanar) Init +6; Senses darkvision 60 ft.; Perception +12 AC 19, touch 11, flat footed 17 (+2 Dex, +8 natural, 1 size) hp 51 (6d10+18) Fort +8, Ref +7, Will +3 Speed 40 ft., fly 90 ft. (good) Melee bite +9 (1d4+4), 2 hooves +4 (1d6+2 plus 1d4 fire) Space 10 ft.; Reach 5 ft. Special Attacks smoke Spell Like Abilities (CL 6th) 1/day (self plus 1 rider only) plane shift Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 Base Atk +6; CMB +11; CMD 23 (27 vs. trip) Feats Alertness, Improved Initiative, Run Skills Fly +13, Intimidate +10, Knowledge (planes) +10, Perception +12, Sense Motive +12, Stealth +7, Survival +10 Languages Abyssal, Infernal Smoke (Su) In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15 foot cone each round as a free action. Anyone in the cone must succeed on a DC 16 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round. The save DC is Constitution based.

New Magic Items Gate of Zakelana The gate initially appears as a toy like miniature of a stone archway with a swinging metal gate, suitable for a model or for a child s playtime. It is engraved with magical runes which suggest that it is an item of greater purpose. When the proper command word is given, the gate expands to full size and opens to the extradimensional space that contains the tower of Zakelana. The gate can be shrunk and re expanded from both sides of the gateway. The space that contains the tower can contain other, small extra dimensional spaces such as bags of holding without any problems. If the gate is destroyed (while it appears stone it is actually composed of adamantine: Hardness 20, 50 HP +10 on all saves) the space will remain, but cannot be entered or exited without creating another gateway (or by using a wish). New Spells Zakelana s Dimensional Tunnel School transmutation; Level sorcerer/wizard 3 Casting Time 1 standard action Components V, S, M (a cylinder) Range touch Effect 5 ft. by 10 ft. opening, 5 ft. deep plus 5 ft. deep per two additional levels Duration 1 round/level (D) Saving Throw none; Spell Resistance no You create an extra dimensional space (with openings at both ends, forming a tunnel) through any vertical surface. The passage is 5 feet deep plus an additional 5 feet deep per two caster levels above 5th (10 feet at 7th, 15 feet at 9th, and a maximum of 20 feet deep at 11th level). If the surface s thickness is more than the depth of the tunnel created, then the tunnel dead ends. When the spell ends, creatures within the tunnel are ejected out the nearest exit. If someone dispels the tunnel or you dismiss it, creatures in the tunnel are ejected out the far exit, if there is one, or out the sole exit if there is only one. Zakelana s Dimensional Pit School Transmutation Level: Sorcerer/Wizard2 Components: V,S,M Casting Time: 1 standard action Range: Close 25 ft. + 5 ft./2 levels Target: A surface Duration: 1 round/level Saving Throw: Reflex Negates Spell Resistance: No When this spell is cast on a surface (typically a floor) it opens a pit like extra dimensional space that is outside the multiverse of extra dimensional spaces ( planes ). The opening to the space is a ten foot square. The space has an initial depth of ten feet. For every two caster levels beyond 1st it gains an addition ten feet 20 feet deep at 3rd, 30 feet deep at 5th, 40 feet deep at 7th and a maximum of 50 feet deep at 9th level or higher. Any creature standing on the surface where the dimensional pit is created must make a reflex save to avoid falling in. Creatures failing their saves fall into the pit, sustaining 1D6 point of damage per 10 feet fallen. A creature that makes its save must leave the square occupied by the dimensional pit s opening on its next turn. If it fails to do so, it falls into the dimensional pit.

While a dimensional pit s opening is clearly visible, it can be hidden, if time permits, like any normal pit by covering or concealing the fact that it is present. It is also possible to add damaging items or substances to the bottom of a dimensional pit. The walls of a dimensional pit are perfectly flat and impenetrable. A perfectly flat, vertical surface cannot be climbed using the climb skill. Spells, area affects and attacks cannot pass through the walls of a dimensional pit. Attacks, spells and area affects can enter a dimensional pit via the opening treat the dimensional pit as a mundane pit in this respect. When the spell s duration expires, creatures within the pit appear on the surface where the dimensional pit s opening was created. Note: Because the extra dimensional effect is weak, it is not hazardous to create an extra dimensional space within a dimensional pit or to take an extra dimensional space into a dimensional pit. Material Component: Powdered corn extract and a piece of parchment rolled into a cylinder.

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 1.0 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 2. 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game 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.

Tower of Zakelana Tower Tower Level 1 5 4 3 4 3 1 2 1 2 5 Tower Level 3 2 1 Tower Level 4 1 1 1 Square= 5 feet N