Abomination Vaults - 04
Abomination Vaults - 04
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D19
D13
D20aa
D20
D11 D20dd
D20 D21 D20bb
D20
D20cc
D20
D15
D12
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TO C33
D10
TO C29 D14
D16
D3 D4
D5
TO E1
D6
D2 D1
D17
D7
TO C40
D9
D8
D18
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Abomination
Vaults
Campaign
Overview
Otari
Chapter 1:
A Light
in the Fog
Chapter 2:
The Forgotten
Dungeon
Chapter 3:
Cult of the
Canker
Chapter 4:
Long Dream
the Dead
Chapter 5:
Into the Training
Grounds
Chapter 6:
Experiments
CHAPTER 4:
in Flesh
Chapter 7:
Soul Keepers
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On the Hunt
The fourth level of the Abomination Vaults is one of representatives of a now-extinct Absalomian thieves’ Chapter 10:
the smaller ones overall, yet it’s among the finest, as it guild whom she was courting as potential allies To Draw the
Baleful Glare
once served as Belcorra’s personal retreat. against the city. When word came that the Roseguard
was handily overcoming the keep’s defenses, Belcorra Nhimbaloth
Belcorra’s Retreat Features took no chances. She politely excused herself, bade her Adventure
Ceilings in this level are 10 feet tall in halls and 15 feet guests finish their meal, and magically commanded her Toolbox
in rooms. Unless otherwise indicated, rooms are unlit. chef to poison them all and murder the other servants
The doors are iron-banded wood; ephemeral spirits before taking his own life.
gently shut any door left open for more than a minute. Stairs beyond the north door lead up to area C29.
The map for this level appears on page 70. Creatures: The guests died in excruciating pain,
then later became havens for corpselights seeking
D1. BELCORRA’S DINING ROOM MODERATE 4 hosts. When a living creature other than Volluk enters
this room, the corpselights within the skeletons begin
A pair of brightly glowing chandeliers illuminates a long to glow, and then the skeletons stagger to their feet
banquet table surrounded by luxurious, high-backed chairs. and attack. Each time a corpselight is forced into wisp
The table is still set as if for a grand meal, but some of the form, it flees to one of the adjoining rooms (areas D2,
place settings are scattered and toppled, as are a few of D3, or D6) to claim another corpse host and return to
the chairs. Four skeletons in tattered finery are scattered the fight.
about the room, some of them clutching their own necks.
CORPSELIGHTS (4) CREATURE 2
When the Roseguard assaulted Gauntlight Keep Page 232
so many years ago, Belcorra was dining here with Perception +7
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Treasure: A search of the guests’ remains reveals 48 ritual hidden in area C35 to connect it to other portal
gp, a bracelet of dashing, and a viper arrow. chambers in the dungeon.
XP Award: Award the heroes 30 XP for activating
D2. KITCHEN this portal.
A strange, squat cast-iron stove with no chimney sits in the D6. WASHING ROOM
southwest corner of this room, while to the north, a large
oak table covered with cooking utensils sits against a wall. A dusty metal washtub with a small skeleton lying inside
A skeletal body slumps at the base of the cupboards along sits next to a low shelf in this room.
the western wall.
As the guests in area D1 were dying of poison,
The stove magically transmutes smoke welling up one of them managed to stab a halfling servant who
from its fire into clean air, but it’s built into the stone staggered into this large dish washing tub and died.
of this room and far too heavy to be worth the trouble If the skeleton is disturbed, the tub momentarily
of hauling away from the dungeon. The body was once appears to be clean and filled with soapy water before
Belcorra’s cook, who died by suicide after carrying out returning to its actual dusty state. The scent of harsh
Belcorra’s magical commands to poison the guests and dish soap clings for a minute before fading.
kill the other servants.
A hero who Searches this room and succeeds at a D7. DISPOSAL ROOM LOW 4
DC 19 Perception check spots a secret door to the
north. Some cooking utensils are affixed to the wall; An open metal hatch lies in the floor against this room’s
manipulating them in the correct order opens the east wall. Storage bins sit to the north and south, each
secret door. heaped with old bones, broken tools, and lumps of stone.
shelves, and cabinets. A few barrels sit in the middle of the here two days before Belcorra’s last meal in area D1. The
room. Two skeletons lie slumped near the barrel. other servants simply hefted her body into the bin.
The hatch opens into a long chute that leads to
The skeletons were two other servants who retreated the disposal pond at area D17. Anyone who enters
to this storage room before being murdered by the the chute swiftly slides down to the pond in a rough
chef. Nothing of value remains. trip that deals 3d6 bludgeoning damage (DC 20 basic
Reflex save) upon landing. Anyone in the chute who
D4. WINE CELLAR doesn’t want to slide down can arrest their fall with
a successful DC 18 Reflex save to Grab an Edge or
A tall wine rack, its bottles thick with dust after so many with a successful DC 18 Acrobatics or Athletics check
years, stands against the north wall. to brace in place. In either case, a successful DC 18
Athletics check is required to safely traverse the chute.
Treasure: Nearly all of this wine has gone bad, but a Creatures: The spirit of the servant who accidentally
successful DC 18 Society check is enough to note three died here has returned as a poltergeist wracked with
valuable bottles worth 20 gp each. indignation. It’s lurking here, invisible, but it doesn’t
attack until it’s spotted or someone approaches the
D5. LEVEL FOUR PORTAL CHAMBER lip of the chute. It hurls debris from the trash bins or
uses telekinetic maneuver to Shove foes into the open
The walls of this chamber are decorated with twisting hatch. It fights until destroyed but can’t leave this
runes carved into the wall and filled with dull, silvery room. The poltergeist can be put to rest by disposing
metal. The floor and ceiling are almost completely covered of its remains in a respectful manner, such as cremating
with large, polished metal discs. them or saying a word of blessing over them.
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that now dwells in Belcorra’s old chambers (area D20) to restore • +1 ghost touch whip Decaying
Gardens
Gauntlight, but he’s frustrated that Belcorra’s ghost doesn’t speak to him • +1 striking composite longbow
directly. Being forced to do his mistress’s bidding through the will of the • +1 striking katar Chapter 9:
On the Hunt
voidglutton galls the proud occultist. • +1 studded leather
Volluk is reading at his desk when the heroes first arrive. As soon as • bracelet of dashing Chapter 10:
he notices the heroes’ intrusion, he rises up—a squirming, awful mess— • dagger of venom To Draw the
Baleful Glare
and demands to know who they are and why they’ve come. He has little • holy prayer beads
interest in constructive discourse, but if the heroes let him talk, he uses • lantern of empty light (page 221) Nhimbaloth
Intimidation to roll initiative. • lesser mistform elixir Adventure
• minor sturdy shield Toolbox
VOLLUK AZRINAE CREATURE 7 • scroll of comprehend languages
UNIQUE CE MEDIUM ABERRATION SWARM • scroll of paralyze
Male worm that walks occultist (Pathfinder Bestiary 2 296) • scroll of worm’s repast (page 225)
Perception +15; darkvision, tremorsense (imprecise) 30 feet • sneaky key
Languages Aklo, Common, Elven, Undercommon • viper arrow
Skills Acrobatics +17, Crafting +15 (+17 when painting), Deception +15,
Intimidation +17, Occultism +17, Religion +15, Stealth +15
Str +4, Dex +6, Con +2, Int +6, Wis +4, Cha +2
AC 25, all-around vision; Fort +13, Ref +17, Will +15
HP 85, fast healing 7; Immunities disease, paralyzed, poison, precision, swarm
mind, unconscious; Weaknesses area damage 7, splash damage 7; Resistances
physical 7
Discorporate As worm that walks, but slow-moving leeches give the heroes 2
rounds, rather than 1 round, to dispatch the fleeing vermin before they escape.
Hateful Memories (emotion, enchantment, mental, occult, visual) If Volluk can
see an accurate depiction of his former appearance as a living drow at the
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Volluk and the voidglutton needed a living creature Removing Lasda from the ribbon of light causes the
as an anchor for the light. While others who touch necromantic energy here and in areas B35 and C15 to Abomination
the light suffer negative damage, the light vanish. While this prevents Belcorra from firing Vaults
simultaneously heals its anchor as swiftly as Gauntlight’s beam upon Otari again, the Campaign
it harms them, keeping the person in a reprieve is only temporary. As the heroes Overview
perpetual state of agony. will learn from Otari’s ghost, Belcorra Otari
This victim is a dwarf named Lasda continues to prepare Gauntlight for its Chapter 1:
Venkervale (LG male dwarf bartender true purpose far below. A Light
2), once the bartender at the Rowdy In addition, once Lasda is removed, in the Fog
Rockfish in Otari. Volluk abducted the haunts on the upper four Chapter 2:
Lasda just over a year ago for levels of the Abomination The Forgotten
nefarious experiments while Vaults don’t reset if they’re Dungeon
the dwarf was on one of his deactivated or defeated. These Chapter 3:
customary predawn walks effects return if both Volluk and Cult of the
from the Rockfish up to the voidglutton survive, and they’re Canker
the graveyard. Volluk given several days to find and install Chapter 4:
kept Lasda a prisoner a new victim. If they do so, this Long Dream
in area D11 for many should be an NPC whose kidnapping the Dead
months and, impressed spurs the heroes into action! Chapter 5:
by the dwarf’s hardiness, Into the Training
decided to use him as
Lasda Venkervale D10. SCALATHRAX PEN MODERATE 4 Grounds
pursues foes who flee and fights to the death. from within the cavern. Decaying
Gardens
Creatures: This cavern once merely connected the
WILL-O’-WISP CREATURE 6 southwestern and northeastern wings of the level, but Chapter 9:
On the Hunt
Pathfinder Bestiary 333 it now serves as a pen for a trio of scalathraxes. One
Initiative Stealth +16 of these has already been transported from area D9 via Chapter 10:
Gauntlight’s beam to Otari in Chapter 2, but the other To Draw the
Baleful Glare
Side Quest: To remove Lasda from the terrible two remain here, awaiting Volluk’s next Gauntlight
ribbon of energy, the heroes must first unlock the four test. They’re poorly fed and attack the heroes on sight, Nhimbaloth
manacles that bind him. The key to these manacles can pursuing them relentlessly. Adventure
be found in area D8, or the heroes can succeed at three Toolbox
DC 22 Thievery checks to Pick a Lock on each manacle. SCALATHRAXES (2) CREATURE 4
Unless the heroes have some means of working on the Page 243
locks from a distance, each round a hero works to Initiative Perception +11
unlock a manacle (by the key or otherwise), that hero
is exposed to the ribbon of necromantic energy. D11. TORTURE CHAMBER MODERATE 4
Once freed and removed from the energy ribbon,
Lasda recovers his mobility after 2d4 rounds of Three five-foot-square iron cages, the bars lined with spikes
gasping for breath. Lasda can tell the heroes the on the inside, hang from chains in the middle of this room.
harrowing tale of his imprisonment and give a partial Blood-crusted manacles dangle from chains on the west
description of areas D1 to D11. The heroes might have wall. A stout wooden table with more manacles anchored
heard of Lasda’s disappearance if they’ve spoken to to it stands in the southwest corner, and on it sits a whip
his worried mother, Brelda, at the Rowdy Rockfish. made of blood-red leather with a silver handle.
If the heroes return Lasda to the Rowdy Rockfish,
his mother is overjoyed and presses upon the heroes Here, Belcorra imprisoned and tortured those lacking
a family heirloom, a minor sturdy shield emblazoned the qualities she sought for fleshwarping experiments or
with an angry-looking rockfish, as a reward. arena battles in the levels below. Once she was satisfied
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her prisoners had nothing left to offer, or once she grew A hero who Searches the table and succeeds at a
bored, she sent them to area D13 for sacrifice. The dwarf DC 20 Perception check spots a hidden switch on its
bartender Lasda inhabited the central hanging cage for underside that opens the secret door to the south.
many months. Creatures: An evangelist velstrac named Vaulgrist
The northern cage has silver-lined runes carved into has been bound here by Belcorra’s magic for centuries.
its exterior. This cage is the destination of the inactive The interminable years instilled a sense of listlessness
teleportation circle in area C5b. It can be restored with in the torturer, and she rarely even moves about the
the awaken portal ritual; if so, it makes a useful way room. Her hope of cruel amusements was briefly
to imprison anyone pushed into the alcove in area C5. rekindled when she had Lasda to toy with, but she’d
only just begun a few months of laying the groundwork
for his torment when he was taken away. Her ennui
has returned even stronger than before.
At first, Vaulgrist can hardly stir herself to
bother with the heroes. She morosely invites
them to depart this chamber and never return.
There’s no trick here—if the heroes simply leave
at once, the velstrac lets them go. If they persist or
question her, she sighs in frustration and attacks; she
has no interest in talking. She fights until destroyed but
doesn’t leave this area. With all the manacles present
here, Vaulgrist can use her animate chains ability from
anywhere in this room.
VAULGRIST CREATURE 6
Female evangelist velstrac (Pathfinder Bestiary 2 282)
Initiative Perception +13
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story of the Abomination Vaults Adventure Path. The A successful DC 25 Religion check to Recall
corpses here used to be linked to enslaved ghosts that Knowledge identifies this chamber as a shrine dedicated Abomination
guarded the hall, but their undead presences have been to Nhimbaloth, the Outer God of despair, ghosts, and Vaults
inadvertently drawn into the magical wall at the south swamps. Her shrines are often empty of additional Campaign
end of this hallway. furnishings, such as statues or benches, symbolizing the Overview
A large flight of stairs to the south leads down to emptiness of death itself. Worshipers typically kneel or Otari
area E1. For now, progress to this level is blocked prostrate themselves on the stone floor while priests Chapter 1:
by a shimmering wall of ectoplasm. Now and then, lead sermons and sacrifices at the altar. A Light
silently shrieking ghosts flit through the swirling mist The entire shrine is infused with an overwhelming in the Fog
of this wall. The stairwell beyond remains visible yet sense of despair and hopelessness. Any living creature Chapter 2:
tauntingly inaccessible. This wall acts as a wall of force who enters this room must succeed at a DC 22 Will The Forgotten
heightened to 9th level and has been forged from the save or become frightened 1 (frightened 2 on a critical Dungeon
agonized souls of the heroes displayed throughout this failure). A living creature can’t reduce its frightened Chapter 3:
hallway—they’re the trapped ghosts who silently cry condition while in this chamber. A critical success Cult of the
out in agony within the wall. This wall’s creation was grants the creature temporary immunity for 24 hours. Canker
an unintended side effect of Gauntlight’s test firing Creatures: A hero who succeeds at a DC 16 Chapter 4:
after it had lain dormant for so long. For now, though, Perception check from the room’s entrance identifies Long Dream
the wall blocks progress deeper into the dungeon. the objects on the altar as four severed hands. These the Dead
Only the icons of Belcorra’s killers can bring it down, undead guardians scuttle forth and attack when the Chapter 5:
as the ghost of Otari Ilvashti in area D18 can explain. heroes enter this room. When the hands animate, Into the Training
Grounds
The secret door in the alcove, which leads to area D10, four flickerwisps slither out from indentations on the
is built into the back of the only empty sarcophagus. altar’s sides and join in their attack. The flickerwisps Chapter 6:
A hero who Searches the empty sarcophagus and and crawling hands don’t pursue foes from the shrine Experiments
in Flesh
succeeds at a DC 20 Perception check discovers the room. If no foes are present, they return to their
latch to swing the sarcophagus open like a door. original places on the altar. They fight until destroyed. Chapter 7:
Soul Keepers
The collapse in the northwest wall leads to a series
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encrusted with damp, pale fungus. Two stone bridges arch here, as the lingering presence of Otari’s ghost in
from the pavilion—one connecting it to a door set in the area D18 subconsciously influences them to stay
northern wall and another to a door to the east. A faintly away. Living creatures (such as the pavilion’s current
flickering campfire burns in the middle of the pavilion, its inhabitants) don’t feel these influences.
smoke curling to the ceiling. Creatures: A grizzled, feral-looking man lives in
the pavilion. He’s Jaul Mezmin, a violent criminal
The fungus growing here might look ominous, but and murderous werewolf wanted in the town of
it’s harmless. The lake has steep banks that drop away Otari for the slaying of several locals 30 years ago.
into a nearly uniform depth of 15 feet. Jaul’s last victim was a woman named Ayla Lathenar,
Belcorra built this pavilion as a place to meditate. wife of Keeleno Lathenar, the owner of the Otari
The denizens of the Abomination Vaults don’t visit Market. Jaul hid in plain sight as one of the druids
of Stone Ring Pond while he committed his murders,
but when he was found out, he escaped capture
by leaping from the Otari cliffs into the sea. The
tides pulled him into sea caves, leaving him nearly
drowned, but over the following weeks, he recovered
and found his way here.
Jaul’s been living here ever since. His skin is pasty
and pale, and he reeks of mushrooms and sour
sweat. Cave crickets make up the bulk of his diet.
His only companions over the years have been a
series of loyal wolves; when one perishes, Jaul simply
makes his way out through the caves to bond with
another. At first, he made plans to return to Otari, but
after living in this cave for so many years, Jaul knows
no other life.
The heroes disrupt that life, though. When Jaul
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too much, he grows frustrated and uses his magic must succeed at another Fortitude save or turn into a
to attack from afar. Depending on the questions the werewolf until dawn. The creature is under the GM’s Abomination
heroes ask, Jaul might reveal his name or who he is, control and goes on a rampage for half the night before Vaults
but it’s likely only a matter of time before the paranoid falling unconscious at dawn. Campaign
werewolf loses patience and attacks. Moon Frenzy (polymorph, primal, transmutation) When a Overview
If Jaul is reduced to 30 or fewer Hit Points, he begs full moon appears in the night sky, Jaul must enter his Otari
for mercy and promises to give the heroes a reward if hybrid form, can’t Change Shape thereafter, becomes Chapter 1:
they spare him. This reward is Ayla’s necklace. Heroes Large, increases his reach by 5 feet, and increases the A Light
who show Jaul mercy can get him to talk further; damage of his jaws by 2. When the moon sets or the sun in the Fog
Jaul is somewhat familiar with the eastern half of this rises, Jaul returns to humanoid form and is fatigued for Chapter 2:
level (areas D14 to D19). For example, he can warn 2d4 hours. The Forgotten
the heroes of the shadowy ghost on the island to the Wolf Coordination Jaul’s Strikes deal an additional Dungeon
south (area D18) and tell them that if they enter the 1d6damage to creatures within his wolf’s reach. Chapter 3:
“nightmare stairs” to the north (area D19), they’d Cult of the
do well to keep their eyes closed if they want to ever JAUL’S WOLF CREATURE 4 Canker
escape them. If the heroes let him go, he exits through UNIQUE N MEDIUM ANIMAL Chapter 4:
the sea caves and flees the region. Whether or not he Male wolf (Pathfinder Bestiary 334) Long Dream
resumes his murderous ways is left for you to decide. Perception +11; low-light vision, scent (imprecise) 30 feet the Dead
Skills Acrobatics +9, Athletics +11, Stealth +11, Survival +9 Chapter 5:
JAUL MEZMIN CREATURE 6 Str +5, Dex +3, Con +2, Int –4, Wis +3, Cha +0 Into the Training
Grounds
UNIQUE NE MEDIUM BEAST HUMAN HUMANOID WERECREATURE AC 21; Fort +10, Ref +13, Will +9
Male human werewolf stalker (Pathfinder Bestiary 330) HP 60 Chapter 6:
Perception +14; low-light vision, scent (imprecise) 30 feet Speed 35 feet Experiments
in Flesh
Languages Common; wolf empathy Melee [one-action] jaws +13, Damage 2d6+7 piercing plus
Skills Acrobatics +12, Athletics +15, Deception +12, Nature Knockdown Chapter 7:
Soul Keepers
+14, Survival +14 Jaul Coordination The wolf deals an additional 1d6 damage
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D16. HAUNTED STAIRS rotten leather armor and clutching a rapier lies in a heap at
the center of the isle.
A staircase leads upward from this narrow landing. The
south wall, facing the stairs, flickers and glows with The skeleton on the island was once Otari Ilvashti.
ribbons of eerie green luminescence. He survived the battle with Belcorra and a desperate
flight through the upper levels of the Abomination
These stairs lead up to area C33. Vaults only to become trapped here by the immense
During his flight through the Abomination Vaults, otyugh waiting in area D17. Already weakened from
Otari Ilvashti made one of his final stops on this his ordeal before contracting filth fever from the fight
staircase. He waited here for only an hour to patch with the otyugh, Otari lingered on the tiny islet only
some wounds and regain his courage, then moved on two days before he perished.
through the door to area D14, hoping to find an escape Today, his spirit lingers on, both in the form of
route. Unfortunately, he never made it to the sea cave the strange warnings on the walls throughout the
exit, for the enormous otyugh that dwelt in the cavern Abomination Vaults and also as a ghost consumed by
in those days attacked him at once. Otari was forced two linked desires—vengeance on Belcorra and fear that
to flee south and made it to area D18. The otyugh was Gauntlight might yet be used to harm his hometown of
too large to reach him there but too stubborn to leave, Absalom. As the heroes draw near, Otari’s ghost rises up
and it’s there that Otari finally perished from a disease from his skeleton, appearing much as he did during the
the otyugh inflicted upon him. late stages of filth fever, albeit with a transparent green
As in areas B28 and C3, Otari’s spiritual energy shade. Otari can’t leave this area, and since the heroes
remains here. When the heroes reach this point, another are the first potentially helpful adventurers to visit his
message manifests in the glowing light on the wall: haunted remains, he’s eager to provide help.
“Gauntlight is a weapon, built to raze Absalom—it Creatures: Before Otari can speak to the heroes, a
must be brought down!” After the message is read, the will-o’-wisp and two flickerwisps that have tormented
words slide down into a writhing ribbon of footprints him for years dart forth to protect their fear-laden
that leads into area D14, then makes a panicked, twisting victim. Otari can do little more than warn the heroes
route down through area D17 and into area D18. about the “Eyes of the Empty Death” before they
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This spectral manifestation can appear once per day. swoop forth to attack.
Once combat begins, Otari provides what aid he
D17. DISPOSAL POND can. The aberrations long ago learned to stay out of
the ghost’s reach, but Otari makes Infested Shadow
A rusty metal chute protrudes from the ceiling to the west Strikes against them by momentarily possessing the
here, coming to an end over a pool of slimy water. A huge heroes’ shadows. After the wisps are defeated, Otari
mound of fungus lies under the tube against the west wall, provides much more information, as described below.
resting in a strangely monstrous shape.
WILL-O’-WISP CREATURE 6
This chute leads up to area D7, but it’s slick and Pathfinder Bestiary 333
requires a successful DC 18 Athletics check to Climb. Initiative Stealth +16
Characters who are dumped into the pool of water
here find it cold and unpleasant, but it’s only 3 FLICKERWISPS (2) CREATURE 2
feet deep. Fortunately, the immense otyugh once kept Page 250
here for trash disposal purposes died long ago. Its Initiative Perception +9
strangely preserved body lies encased in fungus under
the pipe. Anyone who examines the remains of the Treasure: Otari encourages the heroes to claim
Huge otyugh can identify it with a successful DC 23 and use his gear once he’s done speaking with them.
Occultism check to Recall Knowledge. His infiltrator thieves’ tools are one of the four icons
required to overcome the barrier in area D12. His
D18. OTARI’S DOOM SEVERE 4 other gear consists of a dagger of venom, a sneaky key,
The water in this area is dark but only 3 feet deep. and +1 studded leather armor.
A low rocky isle rises less than a foot above the surrounding What Otari Knows
water here, its surface covered with a fine layer of pale Otari’s role is to present the tasks necessary to reach
green mushrooms and mold. A human skeleton dressed in the lower levels of the Abomination Vaults. Once the
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heroes encounter Otari’s ghost and drive off the wisps finally killed her, and their psychic resonance can
that torment him, he relates his tale of woe. He has drop the barrier. The heroes must find and place Abomination
difficulty remembering much of his life but becomes four icons the Roseguard once held dear onto the Vaults
very emotional if he learns that the other members altar in area D13 to do this. Otari’s thieves’ tools Campaign
of the Roseguard survived and founded a town they are here with his bones and serve as his icon. The Overview
named after him. other icons are the brooch belonging to the cleric Otari
While Otari’s information about the dungeon is Aesephna Menhemes (which bears the religious Chapter 1:
centuries out of date, his supernatural link to the symbol of her god, Erastil), the spellbook A Light
Abomination Vaults affords him glimpses into the inner belonging to the wizard Zarmavdian, and the in the Fog
workings of the dungeon and its key players. As Otari Chapter 2:
speaks to the heroes, make sure he conveys the following The Forgotten
key points of information to them, either in the form of Dungeon
answers to questions or volunteered information. Chapter 3:
• Belcorra harbored a grudge against Absalom and Cult of the
intended to use her sinister lighthouse, Gauntlight, Canker
as a weapon against the city. The Roseguard Chapter 4:
never discovered its actual use, other than that it Long Dream
had something to do with the ability to transport the Dead
creatures across significant distances and could Chapter 5:
animate the dead with its light. None of the Into the Training
Grounds
other Roseguard members knew about the
Abomination Vaults beneath Gauntlight. Otari Chapter 6:
learned about them only in his last few days alive. Experiments
in Flesh
• Some property of the Abomination Vaults
increases the manifestation of ghosts, spectral Chapter 7:
Soul Keepers
undead, and haunts within their domain. Otari
initially believed this was a side Chapter 8:
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trusty longsword of the fighter Vol Rajani. These also flat-footed until the start of Otari’s next turn. Otari
other three icons are described on page 217 and then reappears at his starting point. The creature whose
can be found on the surface. Recovering them is shadow Otari infests is exposed to filth fever.
the focus of the first part of the next chapter. Sneak Attack Otari deals an additional 2d6 precision
damage to flat-footed creatures.
Once the heroes take on the burden of facing and
defeating Belcorra and open the way to the deeper D19. THE FOREVER STAIRS
levels of the Abomination Vaults, Otari’s soul is free
to travel to its final reward. You should ensure he has The walls of this five-foot-wide hallway shimmer and ripple
imparted all of the above information to the heroes with faint whorls of pale blue energy. A staircase to the west
before he fades away. leads upward, and the one to the east leads down. Both the
If you wish, though, you can put a darker spin ascending and descending stairs reach small landings.
on things—rather than have Otari’s spirit achieve
freedom, it could instead be captured by the temple of While at first glance this hallway might seem
Nhimbaloth at the bottom of the Abomination Vaults. unremarkable, it should quickly become clear that
In this case, the heroes should learn about Otari’s fate something truly strange is going on once the heroes
through a vision or nightmare, or perhaps even see his start to travel it. The hallway loops back upon itself;
tormented ghost pulled downward against his will. for example, if the heroes choose to go clockwise, the
Otari’s ghost remains trapped until the heroes finally stairs will always lead upward, but they end up at
defeat Belcorra. the same place they started after making a complete
circuit. Belcorra created this distorted spatial effect in
OTARI ILVASHTI CREATURE 9 the early days of her construction of the Abomination
UNIQUE CG MEDIUM GHOST INCORPOREAL SPIRIT UNDEAD Vaults as she was experimenting with several magical
Male ghost adventurer (Pathfinder Bestiary 166) methods of delivering her monsters directly into the
Perception +18; darkvision streets of Absalom. While she ultimately abandoned
Languages Common, Elven, Gnomish spatial warping as too inefficient to be used on a
Skills Acrobatics +18, Society +18, Stealth +20, Thievery +20 sufficiently large scale, she kept this warped hall she
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Str –5, Dex +6, Con +0, Int +4, Wis +3, Cha +4 constructed as a sort of defensive “moat” around her
Site Bound (area D18) personal quarters.
AC 25; Fort +16, Ref +20, Will +17 The outside doors to areas D13 and D14 are always
HP 120, negative healing, rejuvenation; Immunities death present, but the alcove and door to area D20 are
effects, disease, paralyzed, poison, precision, unconscious; concealed by an illusory wall created by a 5th-level
Resistance all damage 10 (except force, ghost touch, or illusory object spell. The Will DC to disbelieve the
positive; double resistance vs. non-magical) illusion is 26, but the heroes might find the wall in other
Rejuvenation Securing the four icons of the Roseguard ways. A hero who succeeds at a DC 20 Perception check
and placing them on the altar in area D13 allows Otari to while Searching the north hallway or a DC 20 Arcana
move on to the afterlife. or Occultism check while Investigating the north hall
Speed fly 25 feet identifies anomalies in the blue energy that indicate
Melee [one-action] ghostly hand +19 (agile, finesse, magical), something unusual about that section of the wall.
Damage 3d6+6 negative XP Award: Grant the heroes 30 XP the first time
Filth Fever (disease) The sickened and unconscious they manage to reach area D20.
conditions from filth fever don’t improve on their own
until the disease is cured. Saving Throw DC 25 Fortitude; D20. BELCORRA’S SUITE EXTREME 4
Stage 1 carrier with no ill effect (1d4 hours); Stage 2 These four angled rooms have identical basic
sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as descriptions; adjust the following as needed to account
long as the affected creature remains sickened (1 day); for the location of any doors in the room. Area D20d
Stage 4 unconscious (1 day); Stage 5 dead also features a plain stone archway in one wall filled
Infested Shadow [two-actions] (conjuration, divine, teleportation) with blank stone. This is an inactive portal to the
Otari fades away, momentarily emerges from the depths of the Abomination Vaults.
shadow of another creature within 30 feet, and makes a
ghostly hand Strike against a single target within reach A pair of doors provide exits from this room, one of
of this creature (but not against the creature whose which is set a foot higher than the room’s dusty floor on a
shadow he infests). On a successful Strike, the target is semicircular step.
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When Belcorra first began construction of the Gauntlight and realizing it would take time to awaken
Abomination Vaults, these chambers served as her the dormant artifact. The voidglutton helped her refine Abomination
personal suite. She lived here for many years as she the plans to testing Gauntlight and has recently done Vaults
oversaw the construction of the dungeons both so with Volluk’s aid (as the heroes experienced at the Campaign
above and below, but once the project was complete, beginning of Chapter 2). Since then, the voidglutton Overview
she abandoned this home for one even deeper has lurked here, understanding that it’s just a matter Otari
underground. She moved her belongings deep below of time before Belcorra contacts it again to enact the Chapter 1:
as well, leaving these chambers abandoned and next stage of her plan. A Light
empty, but when she became a ghost, her spiritual The voidglutton moves from room to room in this in the Fog
energy reacted in much the same way Otari’s did area, as it finds the echoes of Belcorra’s spirit soothing. Chapter 2:
by manifesting lingering images within these rooms It therefore has an equal chance of being in area The Forgotten
where she spent so many hours. D20a, D20b, D20c, or D20d when the heroes arrive. It Dungeon
As a result, each time the heroes step into one of notes the heroes’ intrusion immediately, however, and Chapter 3:
these four rooms, they’re greeted with a brief ghostly swiftly moves to confront them. The creature has no Cult of the
image of the room as it once was. Each time, they interest in negotiation; it attacks at once and fights to Canker
also see a vision of Belcorra herself within the room. the death, but it doesn’t pursue heroes who flee these Chapter 4:
Descriptions of each room’s visions are given below, rooms. If the voidglutton clearly has the upper hand Long Dream
but chances are good that the heroes won’t have time over a group of intruders, it might offer to let most of the Dead
to study the scenes at first—see Creatures below. them flee if they leave it a single survivor to torment to Chapter 5:
D20a: This room was once a comfortable sitting death over a few months. Into the Training
Grounds
room with two chairs and a low end table between
them. In the brief vision, Belcorra is meeting with the VOIDGLUTTON CREATURE 8 Chapter 6:
drow Volluk (as he was in life, as a drow). Although the Page 251 Experiments
in Flesh
image has no sound, Belcorra is speaking animatedly Initiative Perception +18
about something, and Volluk is listening attentively. Chapter 7:
Soul Keepers
D20b: Originally a lounge with two plush divans, D21. TROPHY VAULT
this room flashes an image of Belcorra relaxing while Chapter 8:
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reading a large tome. A hero who succeeds at a DC The walls of this octagonal chamber are sheathed Decaying
Gardens
18 Perception check sees that the book is titled The in a foul‑looking, moist webbing made of stringy,
Whispering Reeds (this book is currently in area C35). semi‑transparent slime. The bodies of three creatures have Chapter 9:
On the Hunt
D20c: A well-set table reveals this to have once been mounted on the walls in this webbing, as if on display:
been Belcorra’s private dining room. In the image, she a lavender-skinned elf, the legless body of a spider-like Chapter 10:
sits alone at the table, drinking a glass of wine and humanoid, and a hideous humanoid with transparent flesh. To Draw the
Baleful Glare
enjoying an elegantly plated roast arm that looks
disturbingly human. Belcorra took all of her treasure with her when she Nhimbaloth
D20d: Belcorra’s bedroom features a large bed left, but the voidglutton has used this place as a den Adventure
along the west wall. The stone archway to the north for many years and has placed a few of its favorite Toolbox
shimmers as a portal opens and Belcorra steps trophies here—bodies of creatures whose minds it
through with a cruel smile on her lips and blood on fed upon and found to be particularly delightful,
her hands. along with some of their potent gear and treasures.
Creatures: A powerful and horrific entity known as The bodies themselves are encased on the walls by
a voidglutton has dwelt within these chambers since the voidglutton’s ectoplasmic webbing and must be
Belcorra abandoned them. Unlike many of Belcorra’s cut free before they can be searched. Once freed, the
minions, the voidglutton came to her of its own free bodies swiftly begin to decay, no longer held in stasis
will, drawn from across the dimensions by echoes of by the effects of the voidglutton’s webs.
Nhimbaloth’s presence. It volunteered to aid Belcorra Treasure: The upper torso of a drider from the
as a guardian of the upper shrine (area D13), but once fleshwarping labs on the sixth level of the Abomination
she relocated her personal effects to deeper within the Vaults carries a vial with a lesser mistform elixir. A
Abomination Vaults, it took over these rooms. It basks drow outcast from the outpost of Yldaris on the ninth
in the latent fears and pains of the dungeon’s haunts level of the Abomination Vaults wears a strand of holy
and ghosts. prayer beads on one wrist. The body of an urdefhan
When Belcorra rose as a ghost, the voidglutton took from the same level carries a +1 striking composite
note and visited her, learning of her plans to reactivate longbow in a case.
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