Dungeon Magazine 119 Tomb of Aknar Ratalla Paizo Level 14 Adventure Module DND D20 Pathfinder RPG

Tomb of Aknar Ratalla Adventure Module by Paizo in Dungeon #119

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Tomb of Aknar Ratalla is a Level 14 Adventure Module by Paizo from Dungeon Magazine Issue #119

Tomb of Aknar Ratalla Adventure Module Synopsis: For hundreds of years, Aknar Ratalla’s tomb remained undisturbed, the Black Blade safely hidden within its vaults. Can a band of adventurers use the tomb’s guardians and traps to keep it that way?

Long ago, Aknar Ratella brought pain and desolation down upon the land. His reign of ruin was finally ended by an unlikely alliance of the forces of law: a band of devils and devas slew the warlord but were unable to destroy his dangerous weapons and relics. They chose instead to hide these potent artifacts of evil in a remote tomb, selecting a devil and a deva to stand guard over the tomb for the rest of time. For many centuries, the tomb stood unspoiled… but now, a new player has entered the scene. After infiltrating the tomb themselves, a band of adventurers must become its guardians and use its denizens and traps to prevent a monstrous gnoll chieftain from claiming the deadly artifacts hidden within for his own nefarious glory.

Suitable for Any Setting : High Level (13th-20th) : Dungeon Crawl

Born the son of a tribal elder, Aknar Ratalla sneered at the gods of his people. He led armies against the religious in an age of red warfare but was finally destroyed by an unlikely alliance of angels and devils. For centuries, Aknar Ratalla lay dead in his tomb, yet his evil lives on in his Black Blade. And now, a new evil marches on his crypt, intent to awaken what should remain forever asleep.

“Tomb of Aknar Ratalla” is a D&D adventure designed for four 14th-level characters. Characters with the ability to channel positive or negative energy to turn or rebuke undead are especially helpful in this adventure, as are characters with strong diplomatic skills.

Adventure Background

When they tried to banish him for blasphemy, Aknar Ratalla slew the tribal elders and proclaimed himself king. Aknar Ratalla’s hatred of religion grew with his increasing power, and he outlawed worship of the ancestor-gods and led his army in bloody attacks on nearby tribes. For years, he continued his war against religion, razing temples and cathedrals to any divinity he encountered.

Victorious, Aknar Ratalla returned to his homeland. Yet his victory was short-lived—two of the religions he ruined survived. And one winter morning, the angelic host and devilish minions of these two religions forged a pact. Alone, they couldn’t stand against Aknar Ratalla, but together, they formed a devastating army. They had little problem laying siege to Aknar Ratalla’s fortress, and within a day of their assault, the warlord’s forces were routed, their cruel commander dead at the feet of the heavenly and infernal legions. Yet one thing survived unharmed: Aknar Ratalla’s Black Blade.

The victors looked upon this potent weapon of evil and knew that its destruction was beyond their ability. Instead, the angels and devils decided to pool their resources to build a tomb to house Aknar Ratalla’s remains and his sword. Two guardians were selected, one from either side. A group of dwarven architects and elven artisans were hired to build the tomb near a remote forest lake, and a small group of elven monks remained behind to guard the location.

Ages passed. The guardians, despite their diligence, ultimately fell to the evil that emanated from the tomb and rose as foul undead. Constrained by their own deaths, they continue their stewardship, attacking anything that enters the area. Wights, ghasts, and shadows now defend the tomb of Aknar Ratalla, and the caverns that separate the catacombs from the surface world have become the lair of an ogre tribe. And now, a new player has entered the field.

T’kes Deathhand is the bastard son of a powerful balor named Ter-soth and a gnoll slave. With a fiendish hunger for power and a bloodthirst for battle, T’kes seeks to slay Ter-soth and take his place as a general in the Blood War. He has spent many years on the Material Plane, quietly building up his prowess and the strength of his gnoll war band, and recently learned of the Black Blade of Aknar Ratalla. T’kes hopes that it can give him the edge he needs to slay Ter-soth, and he now leads his warriors and a handful of yugoloth mercenaries to pillage the Tomb of Aknar Ratalla.

Adventure Summary

The adventure begins as the PCs seek out the legendary tomb of Aknar Ratalla. Arriving at the tomb, they find the upper reaches to be infested with a powerful tribe of ogres. The tomb itself waits beyond, with its undead guardians and devious traps. Yet when the PCs near their goal, they discover that the tomb is in fact a vault for a profoundly evil artifact—the Black Blade of Aknar Ratalla. Worse, a dangerous half-fiend arrives in the region after the PCs enter the tomb. This is T’kes Deathhand, and he intends to send his army of deadly gnoll mercenaries into the tomb to claim the Black Blade as his own. The PCs and what defenses the tomb still has after their earlier exploration are all that stand between Deathhand and his goal.

Adventure Hooks

Getting the PCs to investigate Aknar Ratalla’s tomb can be as easy as dropping a reference to the ancient warlord into a previous adventure. The PCs might find mention of him and his Black Blade in an old tome, along with a map that leads to his libram. Alternately, they might find an unlabeled treasure map that shows the route to his tomb and hints at the vast treasure rumored to be hidden therein. If these hooks don’t work, you can use one of the following methods to get the PCs to explore Aknar Ratalla’s tomb:

  • Political enemies of a religious PC’s church have been circulating rumors about a secret alliance between the church and a pervasive devil cult. Church elders initially dismissed the idea as preposterous, but one dedicated cleric (perhaps even one of the PCs) has discovered there may be more truth to these claims than falsehood. The church asks the party to travel to the village of Barilon and investigate the site of an ancient tomb said to be the focus of this disturbing alliance. Once there, the PCs must investigate the tomb to determine if there is any truth to the claims.
  • An aging dwarven architect named Reinhardt recently discovered references to a tomb built by dwarves for an ancient human warlord. The dwarf has little interest in who or what might be buried in the tomb. What concerns him is the simple fact that no architectural plans or maps of this tomb seem to exist. He asks the PCs to travel to this tomb, the entrance to which is hidden in a cavern behind a waterfall near the village of Barilon, and to map the tomb in as much detail as possible. He also asks for sketches of unique architectural features, rubbings of carvings, and even samples of crumbled stonework that might have fallen from the walls or ceiling. Reinhardt offers to have a powerful dwarven cleric cast a suit of armor or weapon worth up to 20,000 gp as a reward for this service.

Chapter One: Finding the Tomb

The exact location of Aknar Ratalla’s tomb is left vague, so you can place it with ease wherever best suits your campaign. This adventure assumes that the tomb is located in a temperate woodland on the edge of civilization, but you can change the terrain and location without affecting much of the adventure.

The closest settlement to the tomb is the frontier village of Barilon. Originally built and settled to provide the town’s monk defenders access to basic necessities, the townsfolk have long since forgotten this duty. Today, Barilon consists of hunters, trappers, adventurers, and people who have come here from more civilized places to find rest from their past. Everyone in Barilon has secrets, and they respect each other’s privacy. Visitors to town are generally treated with civility, if not warmth, but it doesn’t take long to pick up on the undercurrent of impatience and suspicion the locals have for outsiders.

If the PCs have not already discovered the tomb’s location, a successful Gather Information check (DC 20) in Barilon is sufficient to learn from any of the locals about rumors of a tomb hidden in a local ogre den. Locals can tell the PCs that the ogre cave the tomb is hidden in is itself hidden behind a waterfall at the edge of a secluded lake. The PCs can reach this lake by following an old overgrown trail the locals call “The Old Tomb Trail.” Of course, they can also reach the lake by traveling up the river just north of the village. Finally, if the PCs can fly, they can find the lake relatively easily from the air. Traveling directly through the forest itself is difficult, as the tangled undergrowth makes the region dense forest (Dungeon Master’s Guide 87).

Barilon (Village): Conventional; AL CG; 200 gp limit; Assets 5,500 gp; Population 550; Mixed (human 79%; halfling 8%; half-elf 5%; elf 3%; gnome 2%; dwarf 1%; half-orc 1%; other 1%).

Authority Figures: Jord Tralian (mayor), male half-elf aristocrat 2; Dable Trisk (sheriff), male human warrior 5.

Important Characters: Stephani Karun, female halfling expert 4 (owner of Karun’s General Store); Gareth Brill, male human cleric 3 (caretaker of the shrine of Fharlanghn); Darkham, male human fighter 3 (Amber’s husband, co-owner of The Goyle’s Roost tavern); Amber Wolf, female elf sorcerer 2 (Darkham’s wife, co-owner of The Toyle’s Roost tavern).

Here is the transcription of the page:


BARILON ENVIRONS

Tomb of Aknar Ratalla Dungeon Magazine 119 Paizo Level 14 Adventure Module 2 Barilon Environs TKes Path Camp Game Trail

Approaching the Tomb (EL 13)

Creatures: T’Kes Deathhand and his mercenaries are still on the march for the tomb, yet he is not without agents in the region. He sent two gnoll scouts ahead to secure the cooperation of the local monster population. These two gnolls, Klirak and Bralg, have learned about a particularly surly ettin named Korg-Lurg living near the lake. The two gnolls hope to contact the ettin and recruit him for Deathhand.

When the PCs approach the tomb for the first time, have them make DC 5 Spot and Listen checks to see or hear the two gnolls conversing with Korg-Lurg. Remember to adjust their checks by a cumulative –1 penalty for each 10 feet between the PCs and the monsters. Left to their own devices, the gnolls eventually convince the ettin to join the band of mercenaries, and the three of them head off to the north to meet up with the rest of the group. If either notices the PCs, they immediately attack.

Tomb of Aknar Ratalla Dungeon Magazine 119 Paizo Level 14 Adventure Module 3 Klirak Bralg Gnoll Korg-Lurg Ettin NPC Portrait

Klirak and Bralg, male gnoll ranger 3/rogue 5 (2): CR 9; Medium humanoid; HD 5d8+5 plus 5d6+5; hp 50 each; Init +7; Spd 30 ft.; AC 21, touch 13, flat-footed 18; Base Atk +7; Grp +8; Atk +10 melee (1d8+3, +2 flail); Full Atk +8/+3 melee (1d8+3, +2 flail) and +8 melee (1d4+2, +1 spiked shield); SA favored enemy (elf) +2, sneak attack +3d6; SQ darkvision 60 ft., evasion, trapfinding, trapsense +1, uncanny dodge, wild empathy +3; AL NE; SV Fort +8, Ref +10, Will +3; Str 12, Dex 16, Con 12, Int 11, Wis 13, Cha 10.

Skills: Diplomacy +8, Disable Device +14, Knowledge (nature) +2, Listen +12, Open Lock +16, Search +14, Spot +12, Survival +9 (+11 following tracks).

Feats: Combat Expertise, Endurance, Improved Disarm, Improved Initiative, Improved Shield Bash, Track, Two-Weapon Fighting.

Languages: Gnoll, Orc.

Possessions: +2 studded leather armor, +1 light steel shield with +1 shield spikes, +2 flail, potion of cure moderate wounds, 160 gp.

Korg-Lurg, male ettin fighter 5: CR 11; Large giant; HD 10d8+40 plus 5d10+20; hp 132; Init +0; Spd 30 ft.; AC 22, touch 9, flat-footed 22; Base Atk +11; Grp +21; Atk +14/+14 melee (1d8+11, +1 club); Full Atk +14/+14 melee (1d8+11, +1 club); SA rend 2d6+16; SQ darkvision 60 ft., low-light vision; AL CE; SV Fort +14, Ref +4, Will +5; Str 18, Dex 10, Con 12, Int 11, Wis 13, Cha 10.

Skills: Climb +18, Listen +11, Spot +11, Search +11.

Feats: Alertness, Cleave, Great Cleave, Improved Critical (club), Improved Initiative, Iron Will, Power Attack, Weapon Focus (club), Weapon Specialization (club).

Languages: Pidgin Orc/Goblin/Giant (see Monster Manual 107).

Possessions: +2 hide armor, 2 clubs, amulet of natural armor +1.

Tactics: Although the ettin and gnolls are close to coming to an agreement, they do not coordinate their attacks against the PCs. The ettin simply charges the closest PC and begins to club at him. The gnolls employ better tactics, moving to flank a target or flanking someone being attacked by the ettin. Korg-Lurg fights to the death, but the gnolls try to escape to their camp on the lakeshore if brought below 15 hit points.

Development: If captured, the gnolls can provide the PCs with significant information if they can adjust their hostile attitude to helpful. If the gnolls are made helpful, they tell the PCs that their leader, the magnificent and fearful T’Kes Deathhand, will be arriving in only a few days to claim the Blade of Aknar Ratalla from a nearby tomb. They don’t know why T’Kes wants the blade, but they do know if he gets it there won’t be many who will be able to stand against his might, and so they’ve thrown in their lot with the winning side early. They can tell the PCs what Deathhand’s forces consist of (see Chapter Three) but unless magically compelled, won’t turn against him physically.

The Lake and Waterfall

The natural beauty of this wooded lake is breathtaking. The waters of the lake itself are still and blue, the shores thick with cattails and reeds. Fish jump now and then on its surface. The trees press closely to the northern shore, but the southern shore is fairly clear, forming a narrow band of open meadow between the water and the trees. The entire eastern shore is a one-hundred-foot high cliff, and a majestic waterfall cascades over the face into the lake below.

Close inspection of the ridge along the northeast shore reveals a narrow, 3-foot-wide ledge stretching along the base of the cliff to the waterfall. It is 80 feet from lakeshore to waterfall; anyone who wishes to navigate the ledge can do so with a successful DC 12 Balance check. Failure by 5 or more indicates a slip and fall into the 30-foot-deep lake. Behind the waterfall, the rock wall opens into a large tunnel some 12 feet high.

Development: The X near the southern lake shore is a campsite used by Deathhand’s two gnoll scouts. If the PCs didn’t encounter Klirak and Bralg before, they could encounter them here. If they’ve already defeated the gnolls, all that can be found are some half-eaten boards and now-cold campfire.

Tomb of Aknar Ratalla Dungeon Magazine 119 Paizo Level 14 Adventure Module 5 The Cavern Waterfall

Chapter Two: Exploring the Tomb

The complex beyond the waterfall is divided into two connected regions. The upper region consists of a series of natural caverns, while the lower region comprises the actual tomb itself. Unless otherwise noted, none of the chambers are lit.

The caverns are rough and natural, and ceiling height averages 12 feet in the passageways and 20 feet in the larger caves. The ogres have lived here for many years, and the caverns are fairly filthy as a result. The aroma of rotting fish, bodily waste, and musty cave funk is nearly overwhelming to those unused to the stink. Upon entering the caves, the PCs must make DC 15 Fortitude saves to avoid becoming sickened for 10 minutes.

Once the PCs head out of the caverns (areas 1–6) and approach the tomb antechamber (area 7), the walls become worked stone. Ceiling height averages 10 feet inside the tomb (areas 7–21), with variations indicated in the text.

Areas 7–21 are under the influence of a desecrate effect (caster level 20), imbuing the entire area with negative energy. Turn undead checks within this area suffer a –3 profane penalty, and all undead in the tomb gain a +1 profane bonus on attack rolls, damage rolls, and saving throws (these bonuses are incorporated into any full stat blocks for undead encountered in these areas).

Undead created in the tomb (including all undead encountered in the adventure), gain +1 hit point per HD. This effect is persistent but can be dispelled with dispel magic, consecrate, or a similar effect.

The Cavern

The region comprises the actual tomb itself. Unless otherwise noted, none of the chambers are lit.

The caverns are rough and natural, and ceiling height averages 12 feet in the passageways and 20 feet in the larger caves. The ogres have lived here for many years, and the caverns are fairly filthy as a result. The aroma of rotting fish, bodily waste, and musty cave funk is nearly overwhelming to those unused to the stink. Upon entering the caves, the PCs must make DC 15 Fortitude saves to avoid becoming sickened for 10 minutes.

Once the PCs head out of the caverns (areas 1–6) and approach the tomb antechamber (area 7), the walls become worked stone. Ceiling height averages 10 feet inside the tomb (areas 7–21), with variations indicated in the text.

Areas 7–21 are under the influence of a desecrate effect (caster level 20), imbuing the entire area with negative energy. Turn undead checks within this area suffer a –3 profane penalty, and all undead in the tomb gain a +1 profane bonus on attack rolls, damage rolls, and saving throws (these bonuses are incorporated into any full stat blocks for undead encountered in these areas). Undead created in the tomb (including all undead encountered in the adventure) gain +1 hit point per HD. This effect is persistent but can be dispelled with dispel magic, consecrate, or a similar effect.

1. Rockfall Trap (EL 9)

The sound of the ogre tribe to the north should be relatively easy to hear. The ogres, for their part, rely on the deadly trap in this room to alert them to the presence of intruders in their caves.

Trap: A cleverly hidden tripwire is strung across the center of this cave; any creature that walks through the room triggers it automatically. Once triggered, the trap dumps a large number of heavy boulders down atop creatures in the central section of the room (inside the two shaded squares). Creatures in any square adjacent to shaded squares may take damage as well.

Crushing Boulders Trap: CR 9; mechanical; touch trigger; repair reset; boulders crush creatures in two shaded squares (12d6, crush) or strike creatures in squares adjacent to shaded squares (6d6, bludgeoning); DC 22 Reflex save half; Search DC 28, Disable Device DC 28.

2. Tribal Lair (EL 13)

The stench in this room is nauseating: the rancid odor of rotting flesh, unwashed bodies, caked blood, and worse mixing together into a miasma of wretchedness. Piles of refuse line the walls and shattered bones litter the floor. The walls are decorated with crude, obscene drawings. At the far end of the room, the floor drops away into impenetrable darkness. Several barrels sit near the edge of the pit.

The bulk of Graf’s tribe of ogres dwells here. The piles of ragged furs serve as beds for the brutes. The barrels near the chasm edge contain fouled drinking water and hide a large, unlocked chest from view; this chest contains the ogres’ treasure.

The chasm that splits the room is 200 feet deep; it is detailed in full in area 4.

Creatures: The seven ogres that dwell here are all 4th-level barbarians; three are female and four are male, but all seven are equally destructive and foul-tempered.

Ogre barbarian 4 (7): hp 79 each; Monster Manual 199.

Tactics: The ogre barbarians maneuver themselves into positions where they can try to bull rush PCs into the chasm. They won’t surrender as long as they think Graf is alive, but if they know he’s been killed, they’ll give up once at least four of their number are killed. They don’t know much about the tomb to the north, but they do know that the chasm is haunted with infuriating “ghosts” that taunt them and throw lightning at them.

Treasure: Inside the chest is an assortment of trinkets: splinters of bone, pretty stones fished out of the river, and several handfuls of worthless costume jewelry. Yet below this top layer of clutter is hidden some actual treasure—2,300 sp, 893 gp, and a coral ring of chameleon power.

3. Chieftain’s Cavern (EL 15)

Tomb of Aknar Ratalla Dungeon Magazine 119 Paizo Level 14 Adventure Module 9 Graf Ogre Chieftan Henfels Annis Hag SorcererThe entrance to this cavern is obscured by an illusory wall spell (caster level 9); the wall is placed at the first turn in the passageway leading to this area from the cave entrance. A search of this apparently dead end might uncover tracks (left by this cavern’s inhabitants) that seem to lead through a solid wall to the east. A successful Survival check (DC 13) by someone with the Track feat is enough to discover the footprints.

Creatures: Graf, the ogre chieftain of this tribe, claims this cave. His consort Henfels and his bodyguard Hronth also dwell here. The three spend most of their time here relaxing, eating, and carrying on, relying on the illusory wall Henfels created to the south to keep intruders from disturbing them. Although Graf is the publicly accepted leader of the tribe, Henfels is the more intelligent of the two and her advice to her lover is largely the reason for the tribe’s success over the years. Henfels doesn’t particularly care for the other ogres in area 2, and often spends hours on end tormenting them with dancing lights, which they usually mistake for the hated will-o’-wisps from area 4.

Graf, male ogre fighter 10: CR 13; Large giant; HD 4d8+16 plus 10d10+40; hp 135; Init +0; Spd 30 ft.; AC 23, touch 9, flat-footed 23; Base Atk +13; Grp +25; Atk +20 melee (2d6+21/15–20, +1 dwarf bane falchion with 3-point Power Attack) or +13 ranged (1d8+8, masterwork javelin); Full Atk +20/+15/+10 melee (2d6+21/15–20, +1 dwarf bane falchion with 3-point Power Attack) or +13/+8/+3 ranged (1d8+8, masterwork javelin); Space/Reach 10 ft./10 ft.; SA SQ darkvision 60 ft., low-light vision; AL CE; SV Fort +15, Ref +4, Will +3; Str 26, Dex 10, Con 18, Int 6, Wis 8, Cha 10.

Skills: Climb +9, Craft (trapmaking) +11, Listen +2, Spot +2.

Feats: Blind-Fight, Greater Weapon Focus (falchion) B, Improved Bull Rush B, Improved Critical (falchion) B, Power Attack, Quick Draw, Skill Focus (Craft [trapmaking]), Toughness (2), Weapon Focus (falchion) B, Weapon Specialization (falchion) B.

Languages: Giant.

Possessions: +2 half-plate, +1 dwarf bane falchion, 6 masterwork javelins, 2 potions of cure serious wounds, potion of fly.

Henfels, female annis hag sorcerer 9: CR 12; Large monstrous humanoid; HD 7d8+21 plus 9d4+27; hp 116 (120 without false life); Init +3; Spd 40 ft.; AC 28, touch 14, flat-footed 25; Base Atk +11; Grp +23; Atk +19 melee (1d8+8, claw); Full Atk +19 melee (1d8+9, 2 claws) and +14 melee (1d6+5, bite); Space/Reach 10 ft./10 ft.; SA improved grab, rake 1d6+9, rend 2d6+13, spells, spell-like abilities; SQ damage reduction 2/bludgeoning, darkvision 60 ft., spell resistance 19, summon familiar (rat named Guttugger); AL CE; SV Fort +10, Ref +11, Will +12; Str 26, Dex 16, Con 17, Int 10, Wis 12, Cha 18.

Skills: Bluff +14, Concentration +21, Diplomacy +6, Disguise +4 (+6 acting), Intimidate +6, Listen +8, Spot +8.

Feats: Alertness (as long as Guttugger is in arm’s reach), Blind-Fight, Extend Spell, Greater Spell Focus (Illusion), Improved Initiative, Improved Natural Attack (Claw), Spell Focus (Illusion).

Languages: Common, Giant.

Spell-like Abilities: (caster level 8); 3/day—disguise self, fog cloud.

Sorcerer Spells Known (6/6/6/6/7/5; caster level 9): 0—dancing lights, detect magic, ghost sound (DC 16), mage hand, message, ray of frost (+13 ranged touch), read magic, resistance; 1st—mage armor, magic missile, shield, silent image (DC 17), ventriloquism (DC 17); 2nd—blindness/deafness (DC 16), invisibility, false life, mirror image; 3rd—displacement, fly, major image (DC 19); 4th—illusory wall (DC 20), phantasmal killer (DC 20).

Possessions: Amulet of mighty fists +1, ring of protection +2.

Guttugger, rat familiar: hp 51; Monster Manual 278.

Hronth, male troll ranger 6: hp 130; Monster Manual 247.

Tactics: Henfels uses her fog cloud spell-like ability to create as many clouds in the room as she can. She and Graf fight within the cloud, taking advantage of their Blind-Fight feats; Henfels even uses ventriloquism to make her spells sound like they’re being cast from elsewhere in the cloud to further confuse enemies.

Treasure: Aside from their gear, Graf and Henfels have hidden four leather sacks beneath the furs they sleep on. Between the four sacks are 30,000 cp, 1,300 gp, 70 pp, a copper bracelet with an obsidian skull (50 gp), a scroll of shocking grasp, and a scroll of Tenser’s floating disk.

4. Chasm of Hatred (EL 14)

A massive chasm cuts through the cave here, a strong wind whipping up from the shadows below and whispering as it rakes across the stone walls.

This chasm is a massive rent that was originally formed thousands of years ago as erosion from the river above seeped down through tiny fissures in the bedrock. Eventually, a large portion of the cliff face will collapse into the lake, exposing this area to the light of day, but for now the chasm remains stable. The ceiling is 40 feet high and the chasm itself is 200 feet deep. When Aknar Ratalla’s tomb was constructed, its architects built a strong rope bridge between areas 3 and 5 to facilitate transport into the tomb. The bridge may look flimsy, but it is actually quite strong and has weathered the passage of time quite well. The bridge is 5 feet wide and stable, although characters who attempt to cross it must do so with a successful Balance check (DC 10) as it sways. Failure by 5 or more indicates a nasty fall into the chasm.

Creatures: Long before Graf and his ogres moved into these caves, a string of will-o’-wisps claimed this chasm. They ventured out periodically to prey upon hunters near the lake and river, but once the ogres moved in, the will-o’-wisps have had a steady supply of negative emotions to feast upon. In particular, they enjoy taunting the ogres, stealing an in night zap one of them then flitting away into the chasm, just out of reach, to dance about and torment them. Although they prefer to feed on fear, panic, and horror, they can just as easily feed on anger, hatred, and frustration.

Advanced will-o’-wisp (8): CR 8; Small aberration (air); HD 8d8+8; hp 89; Init +13; Spd fly 50 ft. (perfect); AC 29, touch 29, flat-footed 20; Base Atk +13; Grp +4; Atk or Full Atk +23 melee touch (3d8 electricity, shock); SA—; SQ darkvision 60 ft., immunity to magic, natural invisibility; AL CE; SV Fort +7, Ref +15, Will +14; Str 1, Dex 29, Con 12, Int 15, Wis 16, Cha 12.

Skills: Bluff +22, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +24, Search +23, Spot +24.

Feats: Blind-Fight, Combat Expertise, Dodge, Improved Initiative, Improved Natural Attack (shock), Mobility, Spring Attack, Weapon Finesse.

Languages: Auran, Common.

Tactics: The will-o’-wisps remain invisible, waiting for the PCs to explore this room to pass through it, at which point one of them starts to glow down near the ground, 200 feet below. It flickers as fitfully appearing as a torchlight, and vibrates to let the PCs create a faint glow before it disappears like a lost child. A successful Sense Motive check can sense its taunting deception. The PCs split their number to investigate, at which point they use Spring Attack to fly up, shock PCs, and then fly away out of reach. The will-o’-wisps always employ Combat Expertise to its full potential, sacrificing five points from their attack rolls to increase their Armor Class to 34.

Treasure: Laying among the bones and rubble at the bottom of the chasm is a sack filled with 1,456 gp and an immovable rod.

5. Wyverntail Trap (EL 10)

Trap: The walls of this cave hide a deadly trap built ages ago by the dwarves who built Aknar Ratalla’s tomb. The trap triggers if anyone moves quickly through the room, but ignores those who do nothing but move slowly through—as long as a creature in this cave takes no more than a single move action each round, the trap does not activate.
If the trap is triggered, four stone wyvern tails rattle out of the walls and begin stinging furiously at any creatures in the room. Each tail is anchored to the wall at the points indicated on the map. Once the trap is triggered, a creature in the room is attacked by all four tails. The tails can make as many attacks as needed so that everyone in reach is attacked once per tail, even those in range who are moving slowly—once triggered, the trap does not discriminate between targets.

Wyverntail Trap: CR 10; magic device; visual trigger (true seeing, Spot +30); automatic reset; Atk +22 melee (1d6+4 plus poison, 4 stone wyvern tails); multiple targets (all creatures in 10-foot reach of a tail); poison (wyvern poison, DC 17 Fortitude resists, 2d6 Con/2d6 Con); Search DC 28; Disable Device 28.

6. Unstable Cavern (EL 10)

The walls of this cave are on the verge of collapse. A successful DC 20 Knowledge (architecture or dungeoneering) check (dwarves and other creatures with stonecunning are entitled to this check even if their player doesn’t announce he’s making the check) reveals the peril.

One Medium creature (or two Small creatures) isn’t enough to trigger the trap, but anything more than one Medium creature in this cavern causes the weakened floor to collapse, which in turn causes the walls and ceiling to collapse. Creatures in the cave when it collapses take 12d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters within 15 feet of either entrance to the room take 3d6 damage, or no damage if they make a DC 15 Reflex save. All characters in the room and those who are just outside the room but fail their Reflex saves are buried. Rules for buried characters appear on pages 66–67 of the Dungeon Master’s Guide; this cave-in does additional damage to those in the bury zone due to the fact that the floor drops away as well as everything else.

7. Tomb Antechamber (EL 13)

Several cleverly hidden arrow slits line the walls between area 8A and this room. While closed, only a keen eye (Spot DC 25) or a careful search (Search DC 20) can uncover them; the arrow slits are all currently closed. The double doors are locked (Open Locks DC 30) but not trapped.
Creatures: Two particularly dangerous spectres guard this entrance. Once members of the community of monks that dwelt in these halls, they were among the last to succumb to the creeping evil taint from Aknar Ratalla’s sword. They did their best to hold off the flow of evil, yet eventually they succumbed just as their students did. Over the centuries that followed, constant proximity to the Black Blade strengthened the two undead spirits, evolving them into monsters beyond typical spectres.

Evolved advanced spectres (2): CR 11; Medium undead (incorporeal); HD 14d12+14; hp 105; Init +8; Spd fly 80 ft.; AC 20, touch 20, flat-footed 16; Base Atk +7; Grp —; Atk or Full Atk +16 melee touch (1d8+1 plus energy drain, incorporeal touch); SA create spawn, energy drain, spell-like abilities; SQ darkvision 60 ft., fast healing 3, incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort +5, Ref +9, Will +12; Str —, Dex 18, Con —, Int 14, Wis 14, Cha 19; Libris Mortis 99.
Skills: Hide +21, Intimidate +21, Knowledge (religion) +19, Listen +21, Search +19, Spot +21.
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Finesse.
Languages: Celestial, Common, Elven, Infernal.
Spell-like Abilities (caster level 14): 1/day—confusion (DC 18), hold monster (DC 19).

8. Ambush Hall

This chamber was once used as a killing floor; several monks hidden in area 8A observed anyone who entered the tomb by this antechamber and used the cleverly hidden arrow slits in the walls to assault anyone trying to invade by this entrance.

9. Privy

This small room is obviously a privy. A latrine sits to the north, its lid open but any odors that once may have plagued this room have long since fled.

The walls of the latrine shaft are smooth and caked with crumbly filth (Climb DC 30). The hole is 3 feet wide and drops down for 100 feet before ending in a 2-foot-deep layer of dried nastiness.

10. Larder

This chamber is full of crates and boxes. In one corner, large wooden casks stand in an orderly fashion near the walls. The floor is covered with bits of hay and grain, and the room smells faintly of cedar.

The boxes are filled with foodstuff and dried goods (dried meat and vegetables, flour, wheat, and sugar) and the barrels contain either wine or fresh water (50% chance of either). The items appear to be ready for consumption, but are actually tainted by the evil that fills the tomb. Anyone who eats or drinks any of this room’s contents must make a Fortitude save (DC 17) or be poisoned (initial and secondary damage is 2d6 Strength).

11. Kitchen and Cafeteria (EL 11)

The air here is fetid, a nauseating combination of death and the lingering odor of cooked food. Four large tables stand in the center of the room, with three places set at each table. Two huge fireplaces, their hearths dark and obviously cold, dominate two walls. Three of the corners hold barrels and the fourth a door.

The barrels are brimming with clear water, but Aknar Ratalla’s taint has infused the water with poison. (See area 10 for details on the effects of drinking this water.)
Creature: A stone golem created by one of the elven clerics (see area 12) still toils here under the last command it was given—to chop up some food. It stands before a ruined table, mindlessly chopping at the air with a large cleaver. The golem stops chopping as soon as anyone enters the room and moves toward intruders. If attacked, the golem drops the cleaver and fights back, pursuing its attackers until it is slain. If the golem is not attacked, it continues to follow the characters around until it is attacked, or until someone gives the golem an object. Given an object, the golem returns to this room and starts chopping up the object. The golem won’t follow anyone beyond area 7 into the caves.

Stone golem: hp 107; Monster Manual 136.

12. Bath (EL 12)

This damp room stinks of old mold and mildew. The floors and walls of the place are caked with black and dark green swaths of the stuff.

The thick layer of mold and mildew in this room grows on the floor and across the surface of the pool of water that takes up the majority of the room. A successful DC 15 Spot check is enough to notice the fact that the ground in the middle of the room isn’t solid; characters with at least five ranks in Knowledge (nature) gain a +2 synergy bonus on this Spot check. The water in the pool is 4 feet deep; consult pages 64–65 of the Dungeon Master’s Guide for details on how the water affects combat.

Creatures: Four elven clerics lived with the monks long ago, serving as spiritual advisors for the group. They were the first to notice that the relics of Aknar Ratalla were “seeping evil” into the surrounding region. They tried to contain the evil in a daring but ultimately foolish attempt to “siphon” off the evil leakage into the Negative Energy Plane, but the plan backfired. Instead of shunting the evil away, it released a powerful pulse of negative energy that transformed the four clerics into bodaks. The surge of negative energy and new bodaks made short work of the surviving monks, but vestigial remnants of their loyalty to their leader prevented them from attacking him. Instead, they retreated to this room, the pool having brought them pleasure in the past. Now, the bodaks simply loll about underwater, clinging desperately to the shards of their memories until living creatures enter the room.

Bodaks (4): hp 58 each; Monster Manual 28.

13. Catacombs

Sepulchers have been crafted along the walls of this icy cold chamber, one above another, but all appear empty. The walls are decorated with engravings of forests and trees, exquisitely detailed, with every leaf outlined, every blade of grass individually crafted.

These catacombs were prepared to hold the bodies of the monks that defended the tomb. The bodies that were once interred in the sepulchers here became infused with negative energy long ago, rising as the undead that now lurk in area 14.

14. Training Room (EL 14)

This large chamber’s vaulted ceiling stretches thirty feet overhead. It appears to have been some sort of combat or training room, as weapons hang from the walls—crossbows, quarterstaffs, and stranger, more unusual weapons, all grouped together by type. Several pillars stand in the center of the room, reaching up to the high ceiling above. Thick, padded mats cover the floor in the room’s corners.

Tomb of Aknar Ratalla Dungeon Magazine 119 Paizo Level 14 Adventure Module 8 Wight Monk Training RoomCreatures: This chamber was used by the monks to exercise and maintain their physical health during their long stay in the tomb. When the clerics’ plan to shunt the evil energies of Aknar Ratalla’s weapons into the Negative Energy Plane backfired, the bodies of those monks interred in the catacombs (area 13) became infused with negative energy and transformed into wights. Today, nine wights lurk in this chamber, where they continue to maintain their monastic exercises and training by sparring with each other. They immediately attack anything that enters the room, pursuing enemies as far as area 16 or out of the dungeon entirely if necessary.

Wight monk (9): CR 8; Medium undead; HD 4d12 plus 8d8; hp 74; Init +3; Spd 50 ft.; AC 22, touch 18, flat-footed 19; Base Atk +8; Grp +15; Atk +14/+14 plus energy drain, slam; Full Atk +11/+11/+6 melee (1d4+4, unarmed strike) and +7 melee (1d4+2 plus energy drain, slam); SA create spawn, energy drain; SQ darkvision 60 ft., evasion, ki strike (magic), purity of body, slow fall 40 ft., still mind, undead traits, wholeness of body (restore up to 16 hp/day); AL LE; SV Fort +8, Ref +11, Will +15; Str 16, Dex 16, Con —, Int 10, Wis 18, Cha 12.

Skills: Balance +5, Climb +11, Hide +10, Jump +21, Knowledge (religion) +8, Listen +13, Move Silently +18, Spot +13, Tumble +11.

Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Grapple, Improved Trip*, Mobility, Spring Attack.

Language: Elven.

Treasure: The weapons along the walls are ancient and non-magical, yet universally of exquisite make. All of the weapons are masterwork and include 6 light crossbows, 6 heavy crossbows, 12 kamas, 12 nunchaku, 12 quarterstaffs, and 12 sianghams.

15. Guard Chamber (EL 9)

This small room is devoid of furniture. The ceiling and walls are blank stone but the floor has been decorated with intricate carvings and mosaic inlays of colorful zigzagging patterns that must have taken months to create.

This small room was designed as a trap to slay unwary intruders—if intruders managed to penetrate area 8, several monks would lure enemies into this room and (hopefully) to their doom, since the monks could move through the room without triggering the trap.

Trap: The patterns on the floor are the key to safely navigating this trap. Each of the zigzagging patterns is a 2-inch-wide band; by balancing on the white bands, a character can pass through the room safely. The safe color is an arbitrary choice. Only by successfully exceeding the trap’s Disable Device check by 10 can a character determine which color is safest. Moving along the white bands requires a successful DC 15 Balance check. Failure resulting in a fall causes the trap to be triggered, as does walking through the room normally. Creatures that don’t contact the floor and incorporeal creatures do not trigger the trap. If the trap is triggered, razor-sharp blades scythe out of the floor. A swath of three blades attacks any creature standing on that particular 5-foot square. Large (or larger) creatures can be hit by multiple 5-foot sections at once.

Scything Blades: CR 9; mechanical; location trigger; automatic reset; Atk +18 melee (2d6+8/x4, 3 Large scythes per five-foot square); Search DC 28; Disable Device DC 28.

16. Tomb Entrance (EL 14)

The doors, walls, floor, and ceiling of this room are made of iron and infested with small, wickedly barbed spikes that cover every surface. A large, granite statue stands atop a pedestal in the center of this room. It depicts a bearded human figure, his eyes cast skyward, his handsome face twisted in an eternal grimace of hate and his left hand clutching a bastard sword held up in readiness against unseen foes. The figure wears full plate armor that bristles with spikes and points, and bears a large shield covered with demonic faces twisted in torment. The pedestal itself is unmarked, save for an engraving in Celestial that encircles its rim.

The ceiling here is 15 feet high, built higher than most of the complex to accommodate the statue of Aknar Ratalla that stands here. This statue was placed here to remind the monks of what they were protecting. The engraving that stretches along the pedestal is an ancient elf proverb that states, “Knowledge of your enemy weighs more heavily than the prowess of your blade.”

The hooks and spikes make walking in this room somewhat dangerous; moving through an area is identical to moving through an area warded by caltrops (see page 126 of the Player’s Handbook). The hooks and spikes are part of a dangerous trap that is triggered by attempting to open the door leading to area 18 (see Trap, below).

Creatures: Of more immediate concern to those who wish to enter this room are the swarms of writhing creatures that cover the floor and walls. Individually appearing as fat white spiders with bony legs, these are bonespider swarms that were introduced into the tomb when the clerics tried to siphon the evil energy of Aknar Ratalla’s artifacts into the Negative Energy Plane. The swarms pursue living creatures throughout the tomb, but lose interest if their prey retreats farther than area 7.

Bonespider swarms (5): hp 88; see Appendix.

Trap: The builders of this tomb created a dangerous trap in this chamber, which serves as the only entrance to Aknar Ratalla’s crypt. The trap is triggered the moment anyone tries to open the door to area 18. At this point, metal sheets slide over all the doorways into the room, sealing the contents in. Creatures within 15 feet of a door can make a Reflex save (DC 15) to either move into the room or out of it as the doors slam shut. One round later, the entire room drops 20 feet into a pit; all creatures in the room take 2d6 points of damage from the fall (including the swarms). One round later, the entire room begins to violently shift and pivot like a box poorly balanced on the tip of a spear. This counts as violent motion for the purposes of making Concentration checks (see page 70 of the Player’s Handbook).

In addition, any creatures in the room take 2d6 points of piercing/slashing damage each round as they are thrown back and forth against the hooks and spikes that cover the floors and walls. Note that the bonespider swarms are immune to this damage. A successful Balance or Climb check (DC 20) allows a character to cling to the floors or walls and avoid this damage for that round. The trap, once triggered, continues to shake and vibrate its contents for one minute, after which the room returns to its normal position and the metal sheets retract, allowing access to the doors once again.

While the trap is triggered, anyone who opens the doors from the hallway finds only solid stone, since the room is dropped down like a large piston, and the block of stone is attached to the room lowers to block entrance into the tomb while the trap is triggered.

Ironhook deathrattle trap: CR 9; mechanical; touch trigger; automatic reset; hidden switch bypass (Search DC 30); no attack roll required (2d6 followed by 2d6 per round for 1 minute); multiple targets (everyone in the room); Search (DC 30); Disable Device (30).

17. Meditation Chamber (EL 12)

This long, wide chamber is thick with the odor of stale incense. Two doors stand in two opposing corners; in the other two hang large incense burners, though no smoke emanates from them. More than a dozen thick green and blue rugs are scattered throughout the room, and on one of them slumps an elf’s skeleton.

Creature: This ancient meditation chamber is where the monks meditated and slept. When tragedy struck and nearly all the monks were killed, their leader, K’thentry, survived. This elven monk retreated here to meditate and seek guidance. Yet no guidance came, and eventually K’thentry died of thirst, rising as a ghost within minutes of his last breath.

When the PCs enter this room, the ghost rises up from his bones. His visage is sad and mournful, almost as if he regrets that he must do battle with intruders. In fact, K’thentry does not make the first move in combat; instead, he waits for the PCs to make the first move. If they address him, he is willing to talk.

If the PCs don’t immediately attack K’thentry, the ghost addresses them in Common (or Elven, if at least one PC is obviously an elf or half-elf). He warns them that the treasures they seek must remain here, that seekers of evil should flee before evil seeks them in turn. His standoffish attitude is unfriendly, but a Diplomacy or Intimidate check can have dramatic results. If the PCs have learned about Deathhand’s interest in the treasure of the tomb and warn K’thentry about it, they gain a +2 bonus on their check. If they promise to leave the room and not take Aknar Ratalla’s sword, give them a +4 bonus as well. On the other hand, if they try to turn him, they suffer a –4 penalty on their check.

If hostile (Check Result 4 or less): K’thentry immediately attacks.

If unfriendly (Check Result 5–14): K’thentry repeatedly warns the PCs away. He acts menacing, swooping toward them, but he won’t attack until the PCs do so. “Flee before you become part of the cycle! Nothing remains here but death and evil! Any who touch the black blade risk renewing its curse and dooming the land!”

If indifferent (Check Result 15–24): K’thentry describes the history of the tomb and Aknar Ratalla, then bids the PCs be gone. “You don’t know what you’ve gotten yourself into. This isn’t just a tomb—it’s a vault for a powerful weapon the forces of evil have long coveted.”

If friendly (Check Result 25–39): K’thentry describes the tomb’s history and layout in general terms (though he doesn’t know the specifics of the traps only that they exist). He also tells the PCs about the guardians in area 21. “The Blade’s malicious power is so great that both an angel and a devil guard it forever.” The ghost tells the PCs what to expect when they reach the tomb itself. He also tells the PCs about the treasure under his mat.

If helpful (Check Result 40 or higher): As the result for friendly above, but K’thentry actively consults and aids the PCs in battles against intruders in Chapter Three. He’ll even aid in battles against the undead in the tomb if the PCs ask him for help.

K’thentry, male elf ghost monk 10: CR 12; Medium undead (incorporeal); HD 10d12; hp 75; Init +3; Spd fly 30 ft. (perfect); AC 23, touch 23, flat-footed 20; Base Atk +7; Grp +9; Atk +11 melee touch (1d4 Strength drain, draining touch) or +11 melee (1d10+3, unarmed strike against ethereal opponents, 50% miss chance against physical targets); Full Atk +10 melee touch (1d4 Strength drain, draining touch) or +11/+11/+6 melee (1d10+3, unarmed strike, 50% miss chance against physical targets); SA draining touch, manifestation, telekinesis; SQ improved evasion, still mind, slow fall 50 ft., still mind, +4 turn resistance, wholeness of body; AL LN; SV Fort +8, Ref +11, Will +11; Str 14, Dex 16, Con —, Int 10, Wis 16, Cha 10; Monster Manual 116.

Skills: Balance +5, Diplomacy +7, Hide +11, Jump +4, Knowledge (arcana) +5, Knowledge (religion) +5, Listen +19, Search +10, Sense Motive +15, Spot +19, Tumble +11.

Feats: Combat ReflexesB, Dodge, Improved TripB, Mobility, Spring Attack, Stunning FistB, Weapon Finesse.

Languages Spoken: Celestial, Common, Elven, Infernal.

Rejuvenation (Su): K’thentry can remanifest 2d4 days after he has been destroyed with a successful level check (1d20+10) against DC 16. The only sure way to ensure he does not come back is to either destroy Aknar Ratalla’s artifacts or remove them from the tomb with the permission of both of the tomb’s current guardians.

Tactics: If K’thentry is forced to attack, he favors his draining touch, using Spring Attack to leap out and back into walls as he fights. If a character has a weapon or object that seems to be particularly effective against him, he uses telekinesis to disarm the object.

Treasure: Underneath one of the mats is a folded black cloth. This is a folded portable hole. Within are a pair of slippers of spider climbing and a small table on which sit three large bronze keys (for the locked doors in areas 18, 19, and 20).

Ad-hoc Experience Award: If the PCs successfully negotiate a bargain with K’thentry, award them experience as if they had defeated him in combat.

18. Falling Blocks (EL 12)

The floor of this long, shallow room is made up of white and black squares arranged in a checkerboard pattern. The walls are engraved with depictions of a bearded figure in evil-looking, spiked armor; he appears to be leading an army of demons against winged, elven figures.

The checkerboard pattern on the floor of this room may look ominous, but it is in fact harmless; the actual trap here is keyed to the door leading to area 19.

Trap: The door to area 19 is locked (Open Locks DC 30), but one of the keys in the portable hole serves to both unlock the door and bypass the trap. Of course, since the three keys are quite similar in shape and size, determining exactly which key is the right one to use requires a Search check (DC 25).

Anyone who touches the door or tries to open it without first inserting the correct key into the lock triggers two falling block traps in the ceiling. Each block of stone is 10 cubic feet—the north one blocks the northernmost 10-foot-square section of this room, while the south one does the same to the southernmost 10-foot-square area, leaving a 5-foot-wide open area in the middle of the room. Once the blocks fall, they must be destroyed or bypassed with magic. Repairing the traps also works, but even the trusses trapped under blocks or between them can’t get to the mechanisms to repair them.

Falling block traps (2): CR 10; mechanical; touch trigger; repair reset; ceiling block drops down (10d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. section at either end of the room); never miss; Search DC 28; Disable Device DC 28.

Development: If the PCs have not yet encountered K’thentry’s ghost (see area 17), allow him to make a Listen check to hear the PCs in this room. If they’re not taking pains to stay quiet, check the list of Listen DCs on page 78 of the Player’s Handbook to determine the DC for the ghost’s Listen check. Remember to apply a +15 modifier to the check’s DC for listening through a stone wall. If the trap is sprung, K’thentry automatically notices. If he hears the PCs, he passes through the wall into this area to confront them and possibly speak to them, as detailed in area 17.

19. Tomb Hallway (EL 10)

The walls of this short hallway are decorated with detailed mosaics that depict an army of demons fighting amid walls of flames, apparently battling against other demons as a bearded man laughs from atop an infernal horse.

This short hallway leads to another locked door identical to the one between areas 18 and 19. Like that door, only one of the keys from the portable hole in area 17 works to open its lock and bypass the trap. If the PCs have already identified which of the three keys opens the prior door, they gain a +5 circumstance bonus on the Search check to identify this second key.

Trap: As with the trap in area 18, this trap is triggered by touching or attempting to open the door without first using the proper key on the lock. If the trap is triggered, the entire floor of this room slides away with lightning speed into the northern wall, dumping everyone in the room into a 100-foot-deep pit. Characters who avoid the trap with a successful Reflex save either jump through an open doorway or cling precariously to the tiny gap left behind by the floor’s withdrawal into the wall. One round after it is triggered, the floor slides back into place with equally shocking speed. Worse, its edges are razor sharp, and deal 6d6 points of slashing damage to anything (ropes, player characters) hanging into the pit from above. A character may attempt to avoid the damage by making a DC 25 Reflex save; if he chooses to drop into the pit rather than leap onto the moving floor, he gains a +4 bonus on his save.

Spiked pit trap (100 ft. deep): CR 10; mechanical; touch trigger; automatic reset; DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets (all targets in room); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Search DC 28, Disable Device DC 28.

20. Tomb Antechamber

This empty room contains only one thing of note—a set of huge, iron doors engraved with a combination of arcane symbols and hideous carvings of screaming faces, broken limbs, tortured flesh, and writhing insects. A rime of frost seems caked on the doors, throwing the highlights into stark contrast with the dark shadows that surround them. A single small keyhole graces the two double doors where they meet.

Iron Double Doors: 6 in. thick; Hardness 10; hp 120 each; Open Locks DC 30; Break DC 35.

The iron double doors are freezing cold to the touch and quite strong. The final key from the three in the portable hole opens this door, which, despite its fearsome appearance, is not trapped. Anyone who touches the door with bare flesh takes 2d4 points of cold damage per round of contact.

The ceiling in this room is 20 feet tall, as high as it is deep, and the atmosphere, though unpleasant, cannot cause any lasting damage.

Creatures: The two creatures that stand astride the sarcophagus are the original guardians placed here centuries ago—Tessakar (an astral deva) and Eistach (an ice devil). Though neither would consider the other a friend, each has had a profound impact on the other. The celestial has picked up his companion’s penchant for sarcasm, while the devil has begun to consider mortals as slightly more than a source of food or souls. They still do not trust each other but will battle together quite well if they are attacked.

If the PCs do not immediately attack, the guardians simply watch and wait for them to make the first move. Though they do not initiate conversation (if nothing else, they have learned much about patience over the ages), they are both interested in what has transpired during their time here. If the PCs tell them of T’kes and his minions, they laugh at the half-fiend’s audacity, commenting that they “have been ready for a battle for centuries.” As the PCs speak to the outsiders, the main speaker should make a Diplomacy or Intimidate check. Other PCs can use the aid another action to help the result. If the PCs insist they have no intention to claim Aknar Ratalla’s sword for their own use, they gain a +2 bonus on the check. If they mention that they would like to claim the sword (including making any obvious attempts to get to the sarcophagus), though, they suffer a –20 penalty on the check. If the PCs have learned about Deathhand’s plans and make them clear to the outsiders, they gain another +2 bonus on the check. The results of successful (or failed) Diplomacy or Intimidate checks are outlined below.

If hostile (Check result 4 or less): The outsiders immediately move to defend the sarcophagus and its contents as detailed under Tactics below.

If unfriendly (Check result 5–14): The outsiders remain suspicious, and command the PCs to leave the tomb at once or face dire consequences. They do not yet attack. The PCs may attempt a new Diplomacy or Intimidate check, but their efforts thus far have started to annoy the outsiders. As a result, their checks suffer a cumulative –5 penalty each time they attempt to adjust their attitudes and gain no bonuses.

If indifferent (Check result 15–24): The outsiders remain impassive. They do not offer any assistance to the PCs, but neither do they take any actions against them. The PCs may attempt a new Diplomacy or Intimidate check at no penalty.

If friendly (Check result 25–39): The outsiders warm to the PCs. They’ll be willing to help the PCs by using their spell-like abilities. Tessakar’s most helpful abilities are aid, holy aura, cure light wounds (up to seven times a day), and even heal (once per day). Eistach’s most helpful abilities are fly and unholy aura.

If helpful (Check result 40 or higher): As friendly, but the two outsiders agree to aid the PCs in preparing a defense of the tomb against T’kes Deathhand and his minions. They’ll only leave the sarcophagus undefended one at a time, and only then if at least one PC remains behind while the other outsider helps with defenses. The outsiders look to the PCs for advice on how to defend the tomb. Tessakar can try to dispel unwelcome magic effects (including the desecrate aura), for example, or Eistach can use persistent image to create illusions to confound intruders.

Tessakar, male astral deva: hp 102; Monster Manual 11.

Eistach, male ice devil: hp 147; Monster Manual 56.

Tactics: If combat breaks out, the outsiders fight together, each using his own abilities to aid the other. Tessakar spends the first few rounds of combat placing blade barriers around the sarcophagus while Eistach uses cone of cold against the PCs. Tessakar is immune to cold, so the ice devil isn’t worried about catching the deva in the cone’s area of effect. Eistach won’t summon more devils, as he’s worried that such reinforcements might sense the proximity of Aknar Ratalla’s sword and attempt to claim it for their own. As the PCs attack, the two outsiders also use words in an attempt to convince the PCs to break off the attack. Tessakar cries out, “Stand down! Though this devil is evil, he guards an even greater evil. I will not tolerate his destruction!” while Eistach might say, “Fools! The angel and I are here for a reason. Don’t attack what you don’t understand!”

If Eistach is slain or disabled, Tessakar does what he can to help the devil but continues to fight until he is slain himself or the PCs retreat or are defeated. On the other hand, if Tessakar is slain or disabled, the devil’s true nature comes to the fore. He takes a full-round action to heave aside the sarcophagus lid, and on the next round takes a move action to grab Aknar Ratalla’s sword, followed by a greater teleport to escape with the powerful weapon.

Treasure: Inside of the sarcophagus is Aknar Ratalla’s ancient corpse, with his armor, shield, and bastard sword. The armor is a suit of +4 moderate fortification spiked full plate and the shield is a +4 animated heavy steel shield. The bastard sword is a powerful and evil artifact called the Black Blade of Aknar Ratalla; it is detailed in the Appendix.

Tomb of Aknar Ratalla Dungeon Magazine 119 Paizo Level 14 Adventure Module 7 Battlemap Battle Map Grid

Chapter Three: Defending the Tomb

You should time T’kes Deathhand’s arrival to occur at some point while the PCs are within either the ogre caves or the tomb itself. The half-fiend’s band of mercenaries consists of more than forty gnolls and more than half a dozen yugoloths, although not all of the gnolls take part in the invasion of the tomb.

When T’kes first arrives in the area, his mercenaries set up camp on the south shore of the lake, erecting crude tents and lighting several fires.

If the PCs emerge from the tomb, they should notice the gnoll encampment immediately. They should also note how disciplined, organized, and tough-looking the gnolls are. While it’s certainly possible for a high-level party to successfully assault Deathhand’s minions, chances are good that the dangerous gnolls and yugoloths overwhelm even the most organized assault on their position. This adventure assumes the PCs retreat to the tomb itself to use their familiarity with its layout to their advantage to defend it from Deathhand’s minions. If the PCs still haven’t discovered who T’kes is and what his plans are, you should strive to get them this information in some way before the half-fiend begins his invasion of the tomb. Perhaps the PCs could learn of his goals by casting some divination spells, or maybe they overhear some juicy conversations while scouting out the camp.

Preparing a Defense

The most obvious way the PCs can defend Aknar Ratalla’s tomb is to pick some defensible location, such as areas 7 and 8. Their knowledge of the tomb’s layout gives them a terrific advantage over the gnoll forces initially. Many of the traps in the tomb can serve to weaken the gnoll forces as well, especially if a PC rogue has managed to master the trap and can rig it so she and her allies can move through a trapped area without triggering it.

Some of the creatures in the tomb make good guardians as well. Some of these creatures (like the ogres and will-o’-wisps) can conceivably be bargained with or bribed to aid in the tomb’s defense if the PCs haven’t killed them off. These creatures are initially hostile, but they only need to be made friendly (with a DC 35 Diplomacy or Intimidate check) in order to be convinced to help defend their territory from the gnolls.

The stone golem in area 11 can’t be reasoned with, but it can be guided to a key location (such as area 8) and made to wait by locking it in—the golem isn’t smart enough to open or bash down doors. The golem reacts to the gnolls the same way it reacts to the PCs initially—by approaching them for food. The gnolls immediately attack the golem in response, and thus find themselves in a fight. The undead can’t be reasoned with, but if the PCs manage to get by them without killing them, they’ll attack the gnolls as well. Of course, leaving the undead to fight the gnolls is a risky business, since the gnoll clerics might be able to take command of some of them. In any case, when the gnolls encounter one of these groups of monsters, you should allow the PCs to control the monsters’ actions.

Other aspects of the tomb that might aid in defending the sword of Aknar Ratalla are as follows:

  • The portable hole from area 17 makes an excellent improvised pit trap; simply put it in a key area and throw a rug or large mat over it. A successful DC 15 Reflex save is good enough to avoid falling into the camouflaged pit, and none of the gnolls realize the hole is anything but a pit, allowing the PCs to double back, reclaim, and reuse the pit several times. Filling the pit with water from area 12 makes it even more dangerous to the gnolls, who aren’t the strongest swimmers.
  • Destroying the bridge at area 4 slows the gnolls down significantly, since they’ll need to figure out a way to cross the water without it (see Deathhand’s Descent, below).
  • Finally, if the PCs have access to powerful teleportation magic, they’ll be able to teleport to a friendly settlement to seek extra muscle.

Tomb of Aknar Ratalla Dungeon Magazine 119 Paizo Level 14 Adventure Module 10 Tkes Deathhand Mercenaries Yugoloths Gnolls Chasm

T’kes Deathhand’s Mercenaries

T’kes and his mercenaries are a dangerous group. As a whole, these yugoloths and gnolls can quickly overwhelm even powerful adventurers. By ambushing and assaulting them in waves as they attempt to invade Aknar Ratalla’s tomb, the PCs have a much better chance of defeating them.

Creatures: The majority of the mercenaries are gnolls with class levels. Deathhand has organized them into the following groups.

Gnoll Squads (EL 12): There are six of these squads, although four of them do not enter the tomb, instead guarding the base camp. Each gnoll squad consists of three gnoll soldiers and one gnoll priest. A gnoll squad sends its three soldiers to engage the party while the priest hangs back to support them with magic as needed.

Primary Assault Squad (EL 15): This deadly force consists of six gnoll soldiers and two mezzoloths; this group is the most dangerous one under Deathhand’s command (with the exception of Deathhand’s personal entourage). As such, T’kes prefers to hold this group back initially, testing the PCs with his less dangerous squads.

Secondary Assault Squad (EL 14): Second only to the primary assault squad, this band consists of four gnoll soldiers and two canoloths. T’kes uses this group before sending the primary assault squad into the fray.

Scout Squad (EL 13): This squad consists of three gnoll scouts and a canoloth. This is the first group that T’kes sends into the tomb, hoping they can learn as much about the tomb’s layout as possible before exposing his other troops to danger.

Ark Bearers (EL 14): This squad of four gnoll priests carries one of Deathhand’s greatest treasures, the Ark of Forced Return. T’kes expects to encounter some powerful and dangerous outsiders in the tomb itself and plans on using the Ark to banish them rather than risk an open attack on them. Details on the Ark appear in the Appendix.

Deathhand’s Entourage (EL 16): T’kes Deathhand himself travels with two mezzoloth bodyguards.

The canoloths and mezzoloths are members of a race known as the yugoloths, fiendish outsiders from the neutral evil outer planes. Canoloths are dog-like eyeless monsters with large barbed tongues, and mezzoloths are six-limbed insectoid horrors with glowing red eyes. A yugoloth’s weapons (natural or otherwise) are considered evil-aligned for the purpose of overcoming damage reduction.

Gnoll Soldier, fighter 6 (34): CR 7; Medium humanoid; HD 2d8+6 plus 7d10+21; hp 74 each; Init +1; Spd 20 ft.; AC 24, touch 11, flat-footed 23; Base Atk +8; Grp +13; Atk +10 melee (1d8+13/19–20/x3, 1 battleaxe with 5-point Power Attack) or +10 ranged (1d8+5/x3, masterwork composite longbow); Full Atk +10/+5 melee (1d8+13/19-20/x3, +1 battleaxe with 5-point Power Attack) or +10/+5 ranged (1d8+5/x3, masterwork composite longbow); SA —; SQ darkvision 60 ft.; AL NE; SV Fort +11, Ref +5, Will +5; Str 21, Dex 13, Con 16, Int 8, Wis 12, Cha 6.

Skills: Climb +3, Listen +5, Spot +6, Swim –2.

Feats: Alertness, Cleave, Improved Critical (battleaxe), Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (battleaxe), Weapon Specialization (battleaxe).

Languages: Gnoll.

Possessions: Full plate, +1 heavy steel shield, +1 battleaxe, amulet of natural armor +1, masterwork composite longbow (+5 Str) with 20 arrows, 2 potions of cure moderate wounds, 120 gp.

Gnoll scout, ranger 3/rogue 5 (3): hp 50 each; see page 61.

Gnoll priest, cleric 9 (11): CR 10; Medium humanoid; HD 11d8+33; hp 82 each; Init –1; Spd 20 ft.; AC 19, touch 9, flat-footed 19; Base Atk +7; Grp +10; Atk +10 melee (2d4+9 plus 2d6/x4, +1 vicious scythe with 2-point Power Attack); Full Atk +10/+5 melee (2d4+9 plus 2d6/x4, +1 vicious scythe with 2-point Power Attack); SA spells, rebuke/command undead (8/day); SQ darkvision 60 ft.; AL NE; SV Fort +13, Ref +3, Will +10; Str 16, Dex 8, Con 16, Int 8, Wis 16, Cha 12.

Skills: Concentration +8, Knowledge (religion) +1, Listen +5, Spot +6.

Feats: Extra Turning, Martial Weapon Proficiency (scythe), Power Attack, Weapon Focus (scythe).

Languages: Gnoll, Infernal.

Cleric Spells Prepared (caster level 9): 0—cure minor wounds (3), guidance (3); 1st—cure light wounds (2), disguise self, hide from undead, magic stone, shield of faith; 2nd—bull’s strength, cure moderate wounds (2), find traps, invisibility, spiritual weapon; 3rd—animate dead, cure serious wounds (2), dispel magic, protection from energy; 4th—confusionᵈ, cure critical wounds, divine power; 5th—dispel law, slay living.

D: Domain spell. Domains: Death (death touch 1/day, damage 9d6), Trickery (Bluff, Disguise, and Hide are class skills).

Possessions: +1 full plate, +1 vicious scythe, cloak of protection +1, wand of cure moderate wounds (30 charges), 300 gp of onyx gems (for animate dead spells), 150 gp.

Advanced canoloth (3): CR 10; Large outsider (evil, extraplanar, yugoloth); HD 12d8+84; hp 138 each; Init +3; Spd 50 ft.; AC 19, touch 8, flat-footed 19; Base Atk +12; Grp +25; Atk +21 melee (1d8+9 plus paralysis, tongue); Full Atk +21 melee (1d8+9 plus paralysis, tongue) and +16 melee (2d4+4, bite); Space/Reach 10 ft./5 ft. (30 ft. with tongue); SA improved grab, paralysis, spell-like abilities, summon yugoloth; SQ blindsight 40 ft., damage reduction 5/good, immunities, resistance to cold 10, fire 10, and electricity 10, spell resistance 18, telepathy 100 ft.; AL NE; SV Fort +15, Ref +7, Will +11; Str 28, Dex 8, Con 24, Int 5, Wis 17, Cha 12; Monster Manual III 200.

Skills: Hide +10, Jump +32, Listen +18, Move Silently +14, Spot +18.

Feats: Ability Focus (paralysis), Improved Initiative, Improved Natural Armor, Improved Natural Attack (tongue), Trackᴮ, Weapon Focus (tongue).

Languages: Abyssal, Draconic, Infernal.

Improved Grab (Ex): To use this ability, the canoloth must hit with its tongue. It can pull a grabbed opponent of Large or smaller size into its mouth in the same round and make a bite attack.

Paralysis (Ex): Those hit by a canoloth’s tongue must make a DC 25 Fortitude save or be paralyzed for 1d6+2 minutes. The save DC is Constitution-based.

Spell-like Abilities (Sp): At will—cause fear (DC 12), desecrate, detect good, detect magic. Caster level 5th.

Summon Yugoloth (Sp): Once per day, a canoloth can attempt to summon a mezzoloth or 1d3 canoloths with a 40% chance of success.

Blindsight (Ex): Canoloths can ascertain all foes within 40 feet as a sighted creature would. Beyond that range they treat all targets as having total concealment.

Negating a canoloth’s senses of hearing or smell reduces this ability to normal Blind-Fight (as the feat); negating both blinds the creature.

Immunities (Ex): Canoloths are immune to gaze attacks, visual effects, sight-based illusions, and other attack forms that rely on sight. All yugoloths are immune to poison and acid.

Advanced mezzoloth (4): CR 12; Large outsider (evil, extraplanar, yugoloth); HD 19d8+133; hp 218 each; Init +5; Spd 40 ft.; AC 23, touch 10, flat-footed 22; Base Atk +19; Grp +30; Atk +22 melee (1d8+13, +1 trident with 5-point Power Attack) and +18 melee (1d8+9, +2 tridents with 5-point Power Attack); Full Atk +18/+13/+8/+3 melee (1d8+13, +1 trident with 5-point Power Attack) and +17 melee (1d6+8, spiked shield with 5-point Power Attack); Space/Reach 10 ft./10 ft.; SA spell-like abilities, summon yugoloth; SQ damage reduction 10/good, darkvision 60 ft., immunity to poison and acid, resistance to cold 10, fire 10, and electricity 10, spell resistance 22, telepathy 100 ft.; AL NE; SV Fort +18, Ref +12, Will +11; Str 24, Dex 13, Con 25, Int 7, Wis 10, Cha 14.

Skills: Hide +19, Intimidate +24, Jump +11, Knowledge (the planes) +20, Listen +22, Move Silently +23, Spot +22.

Feats: Combat Reflexes, Improved Critical (trident), Improved Initiative, Improved Shield Bash, Multiweapon Fighting, Power Attack, Weapon Focus (trident).

Languages: Abyssal, Draconic, Infernal.

Spell-like Abilities (Sp): At will—cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day—cloudkill (DC 17), dispel magic, greater teleport (self plus 50 pounds of objects only). Caster level 10th (14th for greater teleport).

Summon Yugoloth (Sp): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success.

Possessions: Three +1 tridents, +1 heavy steel spiked shield.

Tomb of Aknar Ratalla Dungeon Magazine 119 Paizo Level 14 Adventure Module 4 Tkes Deathhand Half-Fiend Balor Gnoll NPC

T’kes Deathhand, male half-fiend flind fighter 10: CR 15; Medium outsider (native); HD 2d8+16 plus 10d10+70; hp 150; Init +4; Spd 20 ft., fly 30 ft. (average); AC 29, touch 14, flat-footed 26; Base Atk +11; Grp +19; Atk +23 melee (2d4+12/17–20, +2 defending flindbar) or +16 ranged (1d8+9/×3, +1 composite longbow); Full Atk +21/+16/+11 melee (2d4+12/17–20, +2 defending flindbar) and +17/+12 melee (1d4+4, spiked shield bash) and +14 melee (1d6+4, bite), or +16/+11/+6 ranged (1d8+9/×3, +1 composite longbow); SA smite good 1/day (+12 damage), spell-like abilities; SQ damage reduction 10/magic, darkvision 60 ft., immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 22; AL NE; SV Fort +18, Ref +7, Will +5; Str 26, Dex 18, Con 26, Int 13, Wis 10, Cha 15; Monster Manual III 62.

Skills: Intimidate +17 (+19 against gnolls), Listen +5, Spot +5, Swim +17.

Here is the transcription of the text with extra line breaks removed:

Feats: Combat Expertiseⁿ, Combat Reflexes, Greater Weapon Focus (flindbar)ⁿ, Improved Critical (flindbar), Improved Disarm, Improved Shield Bash, Improved Two-Weapon Fightingⁿ, Iron Will, Two-Weapon Fightingⁿ, Weapon Focus (flindbar), Weapon Specialization (flindbar).

Languages: Common, Gnoll, Infernal.

Possessions: +3 spiked breastplate, +3 light steel spiked shield, +2 defending flindbar, +1 composite longbow (+8 Str) with 20 arrows, amulet of health +4, ring of protection +1, 2 potions of cure moderate wounds, potion of displacement, potion of haste, 120 pp.

Exotic Weapon—Flindbar

A flindbar resembles a pair of chain-linked iron bars, not unlike a flail. This one-handed exotic weapon costs 30 gp, deals 2d4 points of bludgeoning damage, has a threat range of 19–20, deals double damage on a critical hit, and weighs 2 pounds. Fiends treat a flindbar as a martial weapon instead of an exotic weapon.

The wielder of a flindbar gains a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). If a proficient wielder threatens a critical hit, he can make a free disarm attempt against that opponent before confirming the critical hit (this disarm attempt doesn’t provoke an attack of opportunity).

Deathhand’s Descent

When T’kes Deathhand decides to invade Aknar Ratalla’s tomb, chances are that he doesn’t suspect the PCs are within. He expects to encounter a large number of ogres in the upper reaches, and suspects there are a fair number of undead and outsiders to fight in the tomb itself, along with a large number of dangerous traps. The first group T’kes sends into the caves is the scout squad. These gnolls and canoloths sneak into the area to scout ahead, disarming any traps they find and retreating once they get to any obvious opponents or an insurmountable barrier. If the scouts meet opposition or a blockade, they return to report to T’kes, who sends an appropriate squad back in to take care of the situation. Against opponents, he sends in a gnoll squad. If they fail to report back, he sends a second. If this second group fails, he sends in the secondary assault squad, followed by the primary assault squad. Only if all four of these groups fail does he investigate himself with his two mezzoloth bodyguards. If any of his squads meet strong resistance in the form of powerful outsiders, he sends in the ark bearer squad to dismiss the outsiders.

As the squads encounter the PCs or any monsters in the cave, play out the encounters (allowing the PCs to control the indigenous monsters in those battles). T’kes doesn’t relent once he begins his assault. He pushes his squads until they are defeated, following up their defeat with a tougher squad or a specialized squad as appropriate. Only when the half-fiend himself is slain does the assault collapse; any surviving gnolls and yugoloths panic and flee into the wilderness should T’kes fall.

Some specific tactics Deathhand and his gnolls might use to counter probable defenses the PCs set up are detailed below. Use these tactics as inspiration for further countermeasures against PC defenses as necessary.

  • The PCs Cut Down the Bridge in Area 4: T’kes sends a gnoll squad and the scout squad into area 3 with a large amount of rope and construction equipment. The canoloth can take 10 on its Jump check and leap over the chasm with some gear and a gnoll or two on its back. A scout disarms the wyvern tail trap, and then the gnolls and the jumping canoloth work to string some ropes back and forth to fashion a crude rope bridge. This takes 15 minutes to finish, and the resulting bridge is fairly unstable (requiring a DC 10 Balance check to cross), but it serves well enough to grant the gnolls access to the rest of the complex.
  • The PCs Use Ranged Weapons in Areas 7-8: If the gnolls are having trouble breaching through area 7 because the PCs are sniping them from cover through the arrow slits, they can fashion crude tower shields from the equipment at their campsite. Construction of the shields takes a half hour, but once they’re done, the gnolls march them up against the walls and hold them there, blocking the arrow slits while their allies move further into the tomb. If this plan doesn’t work, T’kes sends the mezzoloths from the primary assault squad into the room, and they teleport into area 8A to deal with the snipers more directly.
  • The PCs Barricade Doors: If the PCs barricade doors, seal them with arcane locks, or otherwise use magic to erect barricades, the gnolls respond by building a ram. Constructing a ram from the trees outside takes an hour. Rules for rams appear on page 100 of the Dungeon Master’s Guide. If the gnolls need to get beyond area 8 of the tomb with a ram, they’ll need to build a half-size ram that deals a base of 3d6 damage and only allows half as many characters to operate it at once.

Concluding the Adventure

If T’kes is able to get hold of the relics, he quickly becomes a terrible menace. The Black Blade finds its desires coincide quite well with those of T’kes, and together the two quickly build a terrible army indeed. Although T’kes eventually wishes to destroy his father with the blade, he spends several months raiding and looting caravans, towns, and fortresses to collect more magic items and power, spreading despair and devastation far and wide in the process.

If T’kes is defeated but not destroyed, he vows to destroy the PCs as painfully as possible. In a fit of rage, he might fall on Barlion himself and do considerable damage before heading back to his remaining troops. He could easily become a recurring villain, attacking the PCs’ loved ones or showing up as an ally to one of their other enemies.

The PCs might take it upon themselves to try to destroy the Black Blade of Aknar Ratalla. Remember that a powerful alliance of devils and angels long ago could not discover a means to destroy the artifact. This doesn’t mean that the PCs can’t discover this information, but doing so should be an adventure in and of itself. Perhaps the only person who knows how to destroy the blade is Eli Tomorast (see “Maure Castle” in Dungeon #112), or maybe such a task requires the assistance of a powerful scion of chaos like Bazim-Gorag the Firebringer (see “Frost of the Firebringer” in Dungeon #101). If the relic is destroyed, Aknar Ratalla’s soul might be destroyed as well, or it might merely be freed to become a new and even more terrible menace.

Scaling the Adventure

While “Tomb of Aknar Ratalla” is designed for four characters of 14th-level, it can be modified for lower-level and higher-level characters. Don’t forget to adjust the treasure found in the adventure appropriately.

  • 13th-Level Characters: Reduce the Search and Disable Device DCs for the traps by 1, and reduce damage done by 1d6 for traps that do multiples of d6 damage. Remove Hroth from area 3. Reduce the number of advanced will-o’-wisps in area 4 to 6. Remove one of the bone swarm swarms from area 16. Replace Tessakar with an 8th-level paladin encounter, and Eistach with a hill giant with shadow armor. T’kes assaults the tomb, plays his gnoll minions with a little less tactics and focus, and his elite squads flee the field if half of their number is slain.
  • 15th-Level Characters: Increase the Search and Disable Device DCs for the traps by 2. Add a second troll ranger to area 4. If you’re feeling particularly cruel, you could add the ghost template to the advanced will-o’-wisps in area 4. Add 2 or 3 evolved advanced spectres to area 7, and change the bone golems’ hit dice by 4–8. Give Tessakar 2 levels of paladin, and give Eistach 4 levels of rogue. Finally, when T’kes assaults the tomb, consider adding him a few new mezzoloth minions, or perhaps even a few nycaloths (other more powerful yugoloths from Monster Manual III).

Appendinx One: New Monster

Tomb of Aknar Ratalla Dungeon Magazine 119 Paizo Level 14 Adventure Module 6 Bonespider Swarm New Monster

Bonespider Swarm

Diminutive Outsider (Swarm)
Hit Dice: 16d8+16 (88 hp)
Initiative: +11
Speed: 40 ft., climb 40 ft.
Armor Class: 23 (+4 size, +7 Dex, +2 natural), touch 21, flat-footed 16
Base Attack/Grapple: +16/—
Attack: Swarm (3d6 plus 3d6 negative energy)
Full Attack: Swarm (3d6 plus 3d6 negative energy)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, negative energy, terror
Special Qualities: Darkvision 60 ft., death ward, immune to cold, immune to weapon damage, low-light vision, spell resistance 18, swarm traits
Saves: Fort +13, Ref +19, Will +15
Abilities: Str 2, Dex 24, Con 13, Int 2, Wis 17, Cha 10
Skills: Climb +23, Jump +19, Listen +22, Spot +22
Feats: Ability Focus (distraction), Ability Focus (terror), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Environment: Any

This swarm of pale white spiders looks far more disturbing upon closer observation. Their abdomens are pulpy and fat, but their legs are long, thin, and look disturbingly like finger bones, reaching a span of nearly six inches. Its head combines the features of a spider’s face and a human skull, from which protrude a pair of sharp mandibles.

A bonespider swarm consists of thousands of bony spiders that, despite their skeletal and spidery appearance, are not undead. They are, in fact, outsiders from the Negative Energy Plane.

Combat: A bonespider swarm operates on instinct and a rudimentary intelligence, although it does not possess a true and proper hive mind. When it notices a living creature, it immediately attempts to swarm over it, cutting away at flesh with its mandibles and absorbing energy with its pulsing abdomen.

Distraction (Ex): Any living creature vulnerable to a bonespider swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 21 Fortitude save negates the effect. Even after a successful save, spell-casting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based.

Negative Energy (Su): A creature caught in a bonespider swarm takes 3d6 points of damage from negative energy in addition to the regular swarm damage. Undead are instead healed by this negative energy for an amount equal to what they would have normally taken.

Terror (Su): Once per minute, as a free action, a bonespider swarm can emit a pulse of soul-numbing terror. All creatures within 30 feet of the swarm must make a successful DC 20 Will save or become paralyzed with horror for 1d6 rounds. Creatures inside one of the swarm’s squares take a –4 penalty on this saving throw. This is a mind-affecting fear effect. The save DC is Charisma-based.

Death Ward (Su): A bonespider swarm is protected by a death ward effect at all times, giving it immunity to death spells, magical death effects, energy drain, and any negative energy effects.

Ark of Forced Return

This 200-pound gilded box has a fiery glyph suspended a few feet above its surface. An ark of forced return is generally carried by four bearers—one at each corner, with the ark itself taking up a square. The ark is sturdy and can be dropped as a free action, but it only functions when activated by four creatures in contact with it at the same time. Activating the ark is a standard action for these four creatures, who must all be divine spellcasters.

If creatures with the extraplanar subtype are within 30 feet of an ark of forced return when it is activated, they must succeed at a Will save (DC 20) or be sent back to their home plane.

Strong Abjuration; CL 16; Craft Wondrous Item, dismissal; Price 115,000 gp; Weight 200 lb.

Tomb of Aknar Ratalla Dungeon Magazine 119 Paizo Level 14 Adventure Module 11 Black Blade Major Artifact Intelligent Adamantine Sword

Homebrew Image of The Black Blade of Aknar Ratalla

Black Blade of Aknar Ratalla (Major Artifact)

The Black Blade of Aknar Ratalla was a powerful weapon in the ancient warlord’s time, but with his death, his soul fused with the weapon and granted it a terrible intelligence. The adamantine sword bears intricate silvery etchings that arc along the blade. The hilt is bone-white, its pommel spiked and stained with blood. When the sword is in use, the blood of its victims flows along the engraved blade, seeping from the spikes in the pommel and leaving a trail of blood behind its wielder.

The Black Blade is a +4 unholy wounding evil/good outsider bane adamantine bastard sword. It is also intelligent, with an Intelligence of 10, a Wisdom of 18, and a Charisma of 18. The sword is neutral evil, and wishes only to continue Aknar Ratalla’s crusade against the divine. The sword can speak and use telepathy, possesses darkvision to 120 feet and can hear as well as a human. Its Ego is 30.

The Black Blade grants its wielder death ward as long as the blade is held. It can be used to generate a magic circle against good at will, and can cast darkness, locate object, and fear three times a day each. Its special purpose is to slay divine spellcasters and divine entities and minions; as long as the wielder is fighting a divine spellcaster or an outsider, he gains a +2 luck bonus on attack rolls, saving throws, and skill checks.

As a major artifact, the Black Blade is indestructible when faced with most attacks; the exact methods of its destruction are left to you to decide.

Overwhelming Transmutation; CL 20.

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