Fiend of Turlin's Well PF1 Addendum
Fiend of Turlin's Well PF1 Addendum
Fiend of Turlin's Well PF1 Addendum
Turlin’s Well:
Pathfinder 1st
Edition Addendum
Author: Skeeter Green
Pathfinder 1st Edition Conversion:
Michael Mars Russell
Layout: Michael Mars Russell
1
A Watcher. check — the sheriff offers to inform the party if they
find anything unusual about the discoloration, which is
The Fiend CR 6 / BA 6 the residue of a paralytic poison.
XP 2,400
hp 59 (Appendix A: New Monsters, “The Fiend”) Duloth’s Outrage (Day 6)
Clues. A Backstory. A successful DC 15 Perception Duloth Armitage CR 9
check notes that the scrawling on the wall has a XP 6,400
distinct flourish to the style of the letters. It’s not local hp 69 (Appendix A: New Monsters, “Duloth
and has an aristocratic flair, despite the effort to make it Armitage”)
look hurried. With an additional successful DC 20
Linguistics check, the characters determine that
whoever wrote this is trying to portray The Night of Day 7
madness while acting quite calculated.
Enough is Enough
Aftermath of the Assault Wererat (6) CR 2
Constable (4) CR 1 XP 600
XP 400 hp 20 (Pathfinder Roleplaying Game Bestiary,
hp 19 (Pathfinder Roleplaying Game “Lycanthrope, Wererat [Hybrid Form]”)
GameMastery Guide, “Guard”)
The Pipers Win.
Sheriff CR 3
XP 800 Order of the Maiden’s Cross Paladin (3)
hp 34 (Pathfinder Roleplaying CR 1/2
Game GameMastery Guide, XP 200
“Guard Officer”) hp 12 (Pathfinder Roleplaying Game NPC
Codex, “Callous Rake”)
Replace longsword with +1 silvered
The Gruesome longsword
Package (Day 5) The Fiend CR 6 / BA 6
XP 2,400
The Fiend CR 6 /
hp 59 (Appendix A: New Monsters,
BA 6
“The Fiend”)
XP 2,400
hp 59 (Appendix A: New
The Sisters Save the Day. The Fiend,
Monsters, “The Fiend”)
disguised as one of the Sisters, does not reveal
itself to anyone yet. Its unfamiliarity with
Clues. The Note and the
Maiden’s Cross doctrine and habits allow a
Body. In the time the
character to make a DC 20 Sense Motive
constables are waiting
check. With a successful roll, the character
for the cart to arrive
notes that something is off about that Sister
to remove the body, a
and that she is likely an imposter.
character with some
Assuming the party does not indicate that
guild or organizational
they have discovered the Fiend, it continues
affiliation that allows
its charade and plays along with the
them to investigate the
carousing for the evening. Any characters
crimes may attempt a DC 16
who succeed on a DC 24 Sense Motive
Diplomacy check. If successful, the
check notice that this particular Sister is
sheriff allows them to examine the body. A
unusually engaging with the men in the group. If
DC 10 Heal check determines that all the
confronted, the Fiend downplays the interaction and
victim’s limbs are broken in multiple places,
excuses itself. It then flees when out of direct sight.
and a successful DC 15 Perception check
The Characters Prevail. A successful DC 24 Sense
shows a faint discoloration around the victim’s
Motive check gives that character the feeling that this
mouth. Something ingested shortly before the brutal
person isn’t what they seem. That Sister is the Fiend
attack stained the victim’s mouth. If the characters alert
keeping tabs on the characters. If they discover the
the sheriff — and succeed on a DC 21 Diplomacy
doppelganger, it fights only enough to get away.
2
Day 8 TW41-5. Closet (Between Waypoint)
Old Beggars. Waypoint. Characters need to make a successful DC
14 Will saving throw or suffer 1d8 sanity damage. If
Common Beggar (d4) CR 1 successful, they only suffer 1d2 sanity damage.
XP 400 Without an experienced traveler, a character attempting
hp 12 (Appendix A: New Monsters, “Beggar to use the waypoints for the first time must make a DC
Apprentice [Rogue]”) 15 Knowledge (Arcana) check. A success gives the
character a mental glimpse of the other waypoints, and
Beggar Leader CR 4 if they concentrate on a location, they feel a slight
XP 1,200 pulling sensation and arrive in the new point. Failure
hp 34 (Appendix A: New Monsters, “Beggar indicates no movement, and the character may exit the
Journeyman”) closet normally, possibly assuming the closet is just an
“odd space” in the house.
In the Interests of Beggars. TW41-6. Vestibule
The guild does not seek out the characters during this
demonstration, despite their awareness of the party’s Ghoul CR 1
investigation. If the party is affiliated with the Beggars XP 400
or contacts a guildmember and succeeds on a DC 15 hp 13 (Pathfinder Roleplaying Game Bestiary,
Diplomacy check, the characters get an audience with “Ghoul”)
Gromp.
Meeting Gromp. Characters need to make a successful DC 11 Will
saving throw or suffer 1 sanity damage upon seeing the
Lucius Gromp CR 7 ghoul.
XP 3,200
hp 51 (Appendix A: New Monsters, “Lucius Gromp”) TW41-7. Study
Animated Armor CR 2
Day 9 XP 600
hp 13 (Pathfinder Roleplaying Game Bestiary 4,
Gaunt House — Lair of the Fiend “Phantom Armor, Guardian”)
This adventure makes use of the Sanity rules found in
Pathfinder Roleplaying Game Horror Adventures. Characters need to make a successful DC 12 Will
TW41-1. Entry saving throw or suffer 1 sanity damage upon seeing the
Characters making a successful DC 15 Survival check phantom armor.
notice that the front door has not been used in some TW41-8. Gallery
time. Storyboard. The art in the gallery largely makes no
TW41-2. Foyer sense to onlookers. However, any character suffering
The Floor Tells a Tale. If the runner is moved, from an amount of sanity damage equal to or greater
characters making a successful DC 10 Perception than their sanity threshold sees truth in the madness.
check notice a stained outline on the hardwood. If the The ship, if studied carefully and if a successful DC 15
result was 15 or higher, the characters notice the Perception check is made, is revealed to be The Flight
outline is in a vaguely humanoid shape, but oddly of Oberon.
proportioned. A further successful DC 15 Heal check If none of the characters are suffering from sanity
confirms this is likely a large bloodstain. damage, the gallery appears as a well-rendered mess
Mental Exhaustion. that lacks any consistent design theme.
The character (or characters if several investigate the Mental Exhaustion. If onlookers make a successful
floor) must make a DC 12 Will saving throw. If DC 15 Perception check, they notice their own
successful, the visions clear, and reality slowly creeps likenesses in the art. The paintings featuring the
back in and the character suffers 1 sanity damage. If characters are not new, so the revelation that actions
the save fails, the images take hold, the Between they just undertook are captured in paint is
infects the character’s mind, and they suffer 1d6 sanity overwhelming. Characters who made the successful
damage. Perception check to notice their images must attempt a
Stairs to the Upper Gallery. The stairs are creaky but DC 10 Will saving throw or suffer 1d3 sanity damage.
stable; they groan loudly when walked upon giving a -
4-circumstance penalty on any Stealth checks.
3
TW41-9. Chapel TW41-10A. Pantry (Between Waypoint)
The Engraved Floor. If the characters proceed into Waypoint. Characters need to make a successful DC
the room, additional details about the floor are visible. 14 Will saving throw or suffer 1d8 sanity damage. If
A successful DC 12 Perception check reveals that a successful, they only suffer 1d2 sanity damage.
fine silver vein runs along the edge of the floor where it Without an experienced traveler, a character attempting
meets the bottom step. A character investigating the to use the waypoints for the first time must make a DC
silver vein and the sigils and runes painted on the floor 15 Knowledge (Arcana) check. A success gives the
— and making a successful DC 15 Knowledge character a mental glimpse of the other waypoints, and
(Arcana) check — understands that the whole is if they concentrate on a location, they feel a slight
designed to be a large summoning or magical pulling sensation and arrive in the new point. Failure
containment area. Disturbingly, the runes and sigils are indicates no movement.
drawn with the intent to keep something in, not out.
Further investigation with a successful DC 15
Perception check reveals eight rectangular shapes
engraved in the stone floor. If characters break through
the floor, which requires a successful DC 20
Strength check, they expose entombed
corpses. The corpses are desiccated, and a
successful DC 15 Heal check determines
the cause of death was blunt trauma to the
head. The bodies have been here for many
years; the ceremonial shrouds wrapping
the victims are withered and putrefied.
Woken Dead.
Cadaver (8) CR 2
XP 600
hp 16 (Tome of Horrors Complete,
“Cadaver”)
4
TW41-10B. Kitchen TW41-15. Covered Veranda
Counter Intuitive. If the characters investigate the Fireplace. The firebox is sooty and shows signs of
counter area, a successful DC 15 Perception check recent use. A successful DC 15 Perception check
reveals that a large amount of butchering has been allows a character to discover some unburned scraps of
performed recently. A few cooking utensils are strewn cloth that look as if they could be from clothing.
about the counter, and a successful DC 15 Heal check
notes the presence of several medical tools as well. TW41-16. Master Bedroom
Cooking Staff? The Bed. If characters approach the bed to investigate
the terrible stench, a successful DC 10 Perception
Rat (3) CR 1/4 check suggests the smell is of excrement.
XP 100 Prisoners. The man and woman are unresponsive to
hp 4 (Pathfinder Roleplaying Game Bestiary, “Rat, questioning. They barely register the characters’
Common”) presence and are not communicative in any way. Each
is suffering from enough sanity damage to reduce them
Two of the rats carry filth fever. to 0 sanity; they are not quite comatose, but the
constant sensory overload of being held captive in the
TW41-11. Landing and Stairs tiny cage keeps them from recovering.
The Door Under the Stairs. The small door is closed
with a padlock and requires a delicate, small key or a Prisoner (2) CR 1/3
DC 20 Disable Device check. XP 135
hp 6 (currently 1) (Pathfinder Roleplaying Game
Tendon Slicing Padlock Trap CR 3 GameMastery Guide, “Village Idiot”)
XP 800
Type mechanical; Perception DC 20; Disable Device Mental Exhaustion. Discovering the prisoners’
DC 20 condition and understanding the depths of sadism
Trigger failing to unlock the lock; Reset manual required to confine them in such a manner requires all
Effect Atk +5 melee touch (1 damage plus loss of use the characters to make a successful DC 12 Will saving
of hand for 24 hours [DC 12 Fort negates]) throw or suffer 1d6 sanity damage. If successful, the
character only suffers 1 sanity damage.
The Figure Under the Stairs.
Characters making a successful DC 15 Perception TW41-17. Master Closet
check realize the cloth looks familiar and notice that it Treasure. A successful DC 15 Knowledge (Local)
is from another character’s cloak or clothing check allows the character to remember hearing that
(determine at random or choose one character). the latest fashion style in Castorhage includes overly
Mental Exhaustion. Finding a tiny stick-doll wearing ornate jewelry and audacious costumes.
a piece of the character’s own clothes in a locked room TW41-17B. Lady’s Privy
under some stairs requires that character to make a
successful DC 10 Will saving throw or suffer 1d3
sanity damage. Mimic CR 4
Treasure. The padlock is of simple quality but is XP 1,200
worth 50 gp due to the trap. hp 52 (Pathfinder Roleplaying Game Bestiary,
TW41-12. Closet “Mimic”)
Dirty Laundry. A successful DC 15 Heal check
determines that the blood is four to five days old. Characters need to make a successful DC 14 Will
saving throw or suffer 2 sanity damage upon seeing the
TW41-14. Sunroom mimic reveal itself. If successful, the character only
The Door. Characters making a successful DC 12 suffers 1 sanity damage.
Perception check determine that the door opens into
this room; it is designed to keep something from TW41-18. Upper Gallery
getting in here from wherever it leads. The Signature. A successful DC 20 Knowledge
The Floor. Characters making a successful DC 15 (Religion) check allows a character to notice that the
Knowledge (Religion) check understand the runes are signature on the paintings is actually the sigil of the
typical of druids and ancient, primal deities. If an Demon-Princess Teratashia, who is not one of the great
additional DC 20 Knowledge (Arcana) check is demons included in any of the pictures.
successful, the character realizes the runes and glyphs
are intended to appease dark fairy folk.
5
TW41-19A. Closet (Between Waypoint) TW41-20. Lounge
Waypoint. Characters need to make a successful DC Treasure. The six paintings, while disturbing, are very
14 Will saving throw or suffer 1d8 sanity damage. If well rendered. Characters making a successful DC 20
successful, they only suffer 1d2 sanity damage. Appraise check realize they are master-level quality
Without an experienced traveler, a character attempting and are worth 2,000 gp each.
to use the waypoints for the first time must make a DC
15 Knowledge (Arcana) check. A success gives the TW41-21. Guest Room
character a mental glimpse of the other waypoints, and
if they concentrate on a location, they feel a slight Emil Orimus CR 3
pulling sensation and arrive in the new point. Failure XP 800
indicates no movement. hp 26 (Pathfinder Roleplaying Game Bestiary,
“Wight”)
TW41-19B. Attic Access
The Small Door. A successful DC 15 Perception Characters need to make a successful DC 13 Will
check within five feet of the door gives the characters saving throw or suffer 1 sanity damage upon seeing
two bits of information. The first is a slight buzzing Emil.
sound from the other side of the door. The other is an
increase in the awful odor noticeable in the room. TW41-22. Guest Room
Mental Exhaustion. The immediate purity of the
TW41-19C. Attic vision is overwhelming; characters monitoring the
The Sacrifice. Investigating the figure reveals that it is window must make a successful DC 14 Will saving
a human male approximately 50 years of age. He is throw or suffer 1d8 sanity damage. If successful, they
breathing shallowly and erratically. A successful DC only suffer 1d2 sanity damage.
15 Perception check allows a character to notice a
slight discoloration around the victim’s mouth. A large TW41-22A. Secret Closet
incision in the chest is held closed by amateurish, The pocket door in the south wall is noticeable with a
oversized stitches. successful DC 15 Perception check.
Characters investigating either of these conditions and TW41-23. Kitchen Closet
making a successful DC 15 Heal check discovers the Any Stealth checks made using the small elevator are
discoloration is likely the same as the wererat involved made with a -2-circumstance penalty.
in the Gruesome Package encounter. The
discoloration is from a paralytic poison. The incision TW41-24. Lair of The Fiend
and the accompanying stitches are meaningless; the The Birdcage. If characters approach,
victim was cut open only for show, and there is no a successful DC 10
internal injury. The stitches are designed to confuse Linguistics check notices
any rescuers and to terrify the that the chittering occurs in
victim. a pattern that somewhat
resembles a speaking cadence.
Ectarr D’Miean A character making a successful
CR 1/3 DC 15 Knowledge (Nature) check
XP 135 realizes that the chittering sound is not
hp 5 (currently 0) from any normal avian.
(Pathfinder One in Hand.
Roleplaying Game
GameMastery Guide, Dun Rathmon CR 2
“Squire”) XP 600
No Gear hp 16 (Pathfinder Roleplaying Game
Bestiary, “Demon, Quasit”)
Mental Exhaustion. Charisma is 17
Discovering the false
ritualistic sacrifice, staged Characters need to make a successful
perfectly for maximum DC 12 Will saving throw or suffer 1
effect, requires all characters witnessing the sanity damage upon realizing what Dun
scene to make a successful DC 16 Will saving Rathmon really is.
throw or suffer 1d10 sanity damage. If
successful, the character only suffers 1d3
sanity damage.
6
TW41-25. Basement TW41-25A. Crypt
Claustrophobic? The ceiling here is only seven feet Beyond the Wall.
tall, giving a very close, heavy feeling. The weight of
the house, and all the horrors in the upper floors, as
well as the influence of the Between requires all Mimic CR 4
characters in the basement to make a DC 10 Will
saving throw. If successful, the characters are free to XP 1,200
act normally. If the save fails, the character suffers 1d3 hp 52 (Pathfinder Roleplaying Game Bestiary,
sanity damage from the inundation of burden. “Mimic”)
What Happened Here?
7
Appendix A: Creatures For more information regarding the Beggar class,
consult Bard’s Gate by Frog God Games.
Beggar Apprentice (Rogue) CR 1
XP 400 Duloth Armitage CR 9
Male or female human beggar 1 / unchained rogue 1 XP 6,400
N Medium humanoid (human) Male human fighter 5 / unchained rogue 5
Init +2; Perception +5 NE Medium humanoid (human)
AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 Init +6; Perception +14
dodge) AC 19, touch 14, flat-footed 17 (+5 armor, +2
hp 12 (1d6 plus 1d8 plus 1) deflection, +2 Dex)
Fort +0; Ref +4; Will +1 hp 69 (5d10+5 plus 5d8+5 plus 5)
Speed 30 ft. Fort +6; Ref +7; Will +4; +5 vs. fear
Melee dagger +2 (1d4/19–20) Defensive Abilities bravery +1, evasion, trap sense +1,
Special Attacks sneak attack +1d6 uncanny dodge
Str 11, Dex 15, Con 10, Int 10, Wis 12, Cha 13 Speed 30 ft.
Base Atk +0; CMB +0; CMD 12 Melee +2 wounding longsword +14/+9 (1d8 + 6/19–
Feats Combat Reflexes, Dodge, Skill Focus 20), +2 dagger of venom +12/+7 (1d4 + 4/19–20)
(Knowledge [local]), Weapon Finesse Ranged mwk light crossbow +11/+6 (1d8/19–20 plus
Skills Acrobatics +6, Climb +4, Diplomacy +6, poison)
Knowledge (local) +8, Perception +5, Profession Special Attacks poison 1/day (DC 14, +2 dagger of
(beggar) +6, Sense Motive +5, Stealth +6, Swim +4 venom), sneak attack +3d6, surprise attack, weapon
Languages Common training (heavy blades +1)
SQ alms, beggared bounty, disadvantage, limited Str 15, Dex 15, Con 13, Int 17, Wis 14, Cha 11
resources, local knowledge, trapfinding Base Atk +8; CMB +10; CMD 24
Gear leather armor, dagger Feats Blind-Fight, Combat Reflexes, Improved
Initiative, Improved Unarmed Strike, Point Blank Shot,
For more information regarding the Beggar class, Power Attack, Rapid Reload, Weapon Finesse, Weapon
consult Bard’s Gate by Frog God Games. Focus (longsword), Weapon Specialization
(longsword)
Beggar Journeyman CR 4 Skills Acrobatics +10, Bluff +8, Craft (forgery) +16,
XP 1,200 Diplomacy +13, Disable Device +10, Escape Artist
Male or female human beggar 1 / unchained rogue 4 +10, Intimidate +8, Linguistics +7, Perception +14,
N Medium humanoid (human) Profession (wheelwright) +15, Ride +10, Sense Motive
Init +2; Perception +11 +10, Stealth +10, Swim +10, Use Magical Device +8
AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 Languages Common, Dwarf, Gnoll, Halfling,
dodge) Draconic
hp 34 (1d6+1 plus 4d8+4 plus 4) SQ armor training 1, trapfinding
Fort +2; Ref +6; Will +2 Combat Gear 3 vials of black lotus extract, 20 bolts
Defensive Abilities evasion, trap sense +1, uncanny (w/ large spider venom); Other Gear +2 shadow
dodge studded leather armor, ring of protection +2, +2
Speed 30 ft. dagger of venom, +2 wounding longsword,
Melee club +5 (1d6 + 3) masterwork light crossbow, 10 bolts, large bag of
Ranged sling +5 (1d4 + 2) holding, ring of misdirected alignment (NG)*, several
Special Attacks sneak attack +2d6 hundred gp in coin and gems
Str 14, Dex 15, Con 12, Int 10, Wis 12, Cha 11
Base Atk +3; CMB +5; CMD 18
Feats Alertness, Combat Reflexes, Dodge, Mobility,
Skill Focus (Knowledge [local]), Weapon Finesse
Skills Appraise +5, Climb +6, Diplomacy +8, Disguise
+8, Knowledge (local) +11, Perception +11, Profession
(beggar) +9, Sense Motive +11, Stealth +10
Languages Common
SQ alms, beggared bounty, disadvantage, limited
resources, local knowledge, rogue talent (fast stealth,
stand up), trapfinding
Gear leather armor, club, sling, 10 sling bullets
8
The Fiend CR 6 / BA 6 Lucius Gromp CR 7
XP 2,400 XP 3,200
Between Doppelganger Male human beggar 2 / unchained rogue 6
N Medium monstrous humanoid (shapechanger) LE Medium humanoid (human)
Init +8; Senses darkvision 90 ft.; Perception +9 Init +6; Perception +11
AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
natural) hp 51 (2d6+2 plus 6d8+6 plus 6)
hp 59 (4d10+4 plus 33 temporary hp that are regained Fort +5; Ref +9; Will +6
every morning)
Defensive Abilities evasion, trap sense +2, uncanny
Fort +4, Ref +8, Will +6 dodge
Defensive Abilities distorted 50%; DR 5/cold iron and Speed 30 ft.
magic; Immune charm, sleep; SR 19
Melee dagger +7 (1d4 + 2/19–20) or prosthetic hook
Speed 30 ft. +5 (1d6)
Melee 2 claws +9 (1d8 + 5) Ranged dagger +7 (1d4/19–20)
Special Attacks sneak attack +2d6 Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 4th; concentration +6) Str 11, Dex 15, Con 13, Int 17, Wis 15, Cha 16
At will—detect thoughts (DC 14) Base Atk +5; CMB +5; CMD 17
3/day—charm person (DC 13), unseen servant Feats Great Fortitude, Improved Initiative, Iron Will,
Str 20, Dex 19, Con 12, Int 13, Wis 14, Cha 15 Lightning Reflexes, Skill Focus (Knowledge [local]),
Weapon Finesse
Base Atk +4; CMB +9; CMD 24
Skills Acrobatics +11, Appraise +12, Bluff +12,
Feats Combat Reflexes, Dodge, Great Fortitude,
Diplomacy +14, Disguise +11, Disable Device +10,
Improved Initiative, Power Attack
Escape Artist +10, Intimidate +12, Knowledge (local)
Skills Bluff +10 (+14 while using change shape), +17, Perception +11 (+13 in social situations),
Disguise +10 (+30 while using change shape), Profession (beggar) +7, Sense Motive +10 (+12 in
Perception +9, Sense Motive +6, Stealth +15 social situations), Sleight of Hand +11, Stealth +11,
Languages Aklo, Common Swim +8
SQ change shape (alter self), mimicry, perfect copy Languages Common, Draconic, Elven, Thieves’ Cant
Combat Gear dust of disappearance, potion of cure SQ alms, beggared bounty, disadvantage (missing left
serious wounds, potion of gaseous form; Other Gear hand), despised, eavesdrop, limited resources, rogue
envoy’s signet* talent (fast stealth, surprise attack, trap spotter)
9
Appendix B: New Magic Items
Envoy’s Signet
Aura moderate abjuration; CL 8th; Slot ring
Price 40,000 gp; Weight —
These dual-purpose items serve as a distinct signet ring
— and one that heats wax to seal confidential
correspondence — and hides the wearer from all
divination magics. The wearer is protected from
scrying and magical location just as a
nondetection spell does. If a divination
spell is attempted against the wearer, the
caster of the divination must succeed on a
caster level check (1d20 + caster level)
against a DC of 19 (as if the wearer had
cast nondetection on themself).
Construction Requirements Forge Ring,
arcane mark, nondetection; Cost 20,000 gp
Appendix C:
Written Secret
The Secret of the Liar
This secret allows the bearer to
speak words of honey that charm
and beguile those who hear them.
Trigger Speaking the words of the secret
aloud.
Consequence The character is drawn in by the lies
they tell. When the character first triggers the secret,
they must make a successful DC 21 Wisdom saving
throw or suffer 1 point of Wisdom drain.
Reward The character is able to cast mass suggestion
as a spell-like ability once per day (CL=character
level).
— originally appeared in The Blight by Frog God
Games.
10
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License. You must affix such a notice to any Open Game Content that you Use. No terms The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and
may be added to or subtracted from this License except as described by the License itself. distributed by Frog God Games; Author Scott Green.
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