Abomination Vaults - 2 - Hands of the Devil.pdf

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Second Edition
Hands of
the Devil
By Vanessa Hoskins
LEVEL 5: ARENA
1 SQUARE = 5 FEET
TO LEVEL 4
B3
B1
B12
B2
TO C1
B11
B4
B14
B5
B13
B15
B17
B18
B16
B7a
B7
a
TO A3
B7
B7b
B7
b
B19
B23
B7d
B7
d
B10
B6
TO C11
T
B20
B23
B9
B21
TO C8
B26
B23
B22
B23
B7c
B7
c
B24
B25
B7
B23
TO C9
AUTHOR
Vanessa Hoskins
ADDITIONAL WRITING
Ron Lundeen, Quinn Murphy, and
Amber Stewart
DEVELOPER
Ron Lundeen
DESIGN LEAD
Lyz Liddell
EDITING LEAD
Judy Bauer
EDITORS
Judy Bauer, Leo Glass, Stacey Janssen,
Ianara Natividad, Kieran Newton, and
Sara Thompson
COVER ARTIST
Kiki Moch Rizky
INTERIOR ARTISTS
João Fiuza, Vlada Hladkova, Robert Lazzaretti,
Artur Nakhodkin, Christoph Peters,
Sandra Posada, Luis Salas Lastra, and
Ernanda Souza
ART DIRECTION
Sonja Morris and Sarah E. Robinson
CREATIVE DIRECTOR
James Jacobs
PUBLISHER
Erik Mona
HANDS OF THE DEVIL
Hands of the Devil
by Vanessa Hoskins
ADVENTURE PATH 2 OF 3
2
4
24
42
Chapter 1: Into the Training Grounds
Chapter 2: Experiments in Flesh
Chapter 3: Soul Keepers
Among the Will-o’-Wisps
by Amber Stewart
58
64
70
71
72
72
73
73
74
76
78
80
82
84
86
88
90
Warpers of Flesh
by Quinn Murphy
Adventure Toolbox
by Vanessa Hoskins and Ron Lundeen
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
Player Rules
Icons of the Roseguard
Magic Items
Seugathi Alchemical Items
Spells
Weapons
Infernal Contracts
Eldritch Researcher Archetype
Creatures
Fleshwarp
Gibtas
Seugathi
Shanrigol
NPCs
Carman Rajani
Jafaki
Urevian
Content Warning
paizo.com
While
Hands of the Devil
contains typical Pathfinder action and adventure, it also presents themes of ableism, body horror, and
human experimentation. Before you begin, understand that player consent (including that of the Game Master) is vital to a
safe and fun play experience for everyone. You should talk with your players before beginning the adventure and modify
descriptions or scenarios as appropriate.
2
HANDS OF
THE DEVIL
CHAPTER 1: INTO THE TRAINING GROUNDS ..................... 4
FREEDOM TO EXPLORE
Once the heroes collect the icons
they need to enter the middle levels,
they’ll quickly realize they have a
lot of freedom. A large shaft—the
footprint of the
Gauntlight
lighthouse
above—connects these three levels,
allowing the heroes to descend right
to the most dangerous level in this
adventure. Now, the players must
gauge whether their characters are in
over their heads and retreat (or flee!)
if the situation demands it.
This puts a greater burden on
you as the GM since the players’
autonomy means they have many
ways they could go. Although they
start as novice 5th-level characters,
they’re only a short walk from
encounters that pose a significant
challenge for 7th-level heroes!
This freedom has little overall
effect on the heroes’ XP. As in the
prior adventure, each level provides
more than enough XP for the heroes
to advance, even if you use a slower
XP progression. If the heroes face
harder-than-expected challenges for
their current level, they earn more XP,
and if they face easier-than-expected
ones, they earn less, keeping their
progression on roughly the same track.
The heroes recover four icons from Otari’s founders and open the way to
the middle levels of the Abomination Vaults. The highest of these levels is an
arena where gladiators trained to fight for the amusement of Belcorra and
her guests. Mostly abandoned by the forces that vie for control in the levels
below, this area nevertheless holds fearsome foes and valuable treasures.
HANDS OF
THE DEVIL
Chapter 1:
Into the
Training
Grounds
Chapter 2:
Experiments
in Flesh
Chapter 3:
Soul Keepers
Among the
Will-o’-Wisps
Warpers
of Flesh
Adventure
Toolbox
CHAPTER 2: EXPERIMENTS IN FLESH...........................24
Delving deeper into the alchemical laboratories and chambers of horrors,
the heroes can free prisoners scheduled for experimentation—or worse—
and foil the schemes of a cunning seugathi.
CHAPTER 3: SOUL KEEPERS.......................................42
One of Belcorra’s most powerful servants, a contract devil named Urevian,
proceeds with centuries-old orders to raise a monstrous army, yet he’s
seriously pondering an escape clause in his contract. The heroes have the
opportunity to strike a deal with a devil to save the town and open the
passages deeper into the Abomination Vaults.
“Hands of the Devil” is designed for four characters, with each dungeon
level’s encounters keyed to a specific character level.
Advancement Track
5
6
7
The heroes begin this adventure at 5th level.
Milestone:
The heroes advance to 6th level after clearing out most of
the Arena level.
The heroes should be 6th level upon entering the Laboratories level.
Milestone:
The heroes advance to 7th level after defeating Jafaki and
the seugathis.
The heroes should be 7th level upon entering the Prison level.
Milestone:
The heroes advance to 8th level after dealing with
Urevian.
The heroes should reach 8th level by the end of the adventure.
SIDE QUESTS
As with the side quests in “Ruins
of Gauntlight,” award the heroes
the XP award for a moderate
accomplishment (30 XP) for each side
quest they complete.
3
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