By Mike Shel
Hidden within the distant southern variety of the World's facet Mountains lies a mysterious necropolis secure via a mythical father or mother referred to as the Iron Medusa. while the final inheritor of the dungeon's long-dead noble developers hires the heroes to discover the forlorn and lethal web site looking for facts which may transparent his kin identify, the heroes quickly locate themselves in over their heads. For the Tomb of the Iron Medusa doesn't hand over its secrets and techniques flippantly, and the damaging truths that lie inside those trap-laden crypts could have been hidden for a superb cause certainly. Tomb of the Iron Medusa is a Pathfinder Roleplaying online game experience for 14th-level characters. It good points an expansive necropolis of crypts and tombs, all guarded through devious traps, unusual puzzles, fiendish monsters, extraordinary creatures, and the undead remnants of a once-powerful aristocracy. Tomb of the Iron Medusa additionally incorporates a new monster and a fully-detailed borderland hotel which may function either a kick off point the journey or as any roadside tavern in any delusion global.
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Additional info for Pathfinder Module: Tomb of the Iron Medusa
After this, she uses air walk or her swim speed to stay out of melee while she uses her spells and arrows. Morale Suasandra fights to the death. , swim 30 ft. Melee bite +22 (1d6+1), claws +22 (1d4+1), snake bite +22 (1d4+1 plus poison) Ranged +3 axiomatic longbow +25/+20/+15/+10 (1d8+3/19–20/×3) Special Attacks channel negative energy 8/day (DC 20, 6d6), petrifying gaze (DC 21), smite good 1/day (as 19th level paladin, but vs. good targets) Half-Fiend Spell-Like Abilities (CL 19th; concentration +24) 3/day—darkness, poison (DC 19), unholy aura (DC 21) 1/day—desecrate, destruction (DC 22), displacement (DC 19), horrid wilting (DC 23), phantasmal killer (DC 19), scintillating pattern (DC 23), summon monster IX (fiends only), unhallow Domain Spell-Like Abilities (CL 14th; concentration +20) At will—master’s illusion (11 rounds/day) 9/day— copycat, touch of evil 1/day—scythe of evil Cleric Spells Prepared (CL 14th; concentration +20) 6th—blade barrier (DC 22), heal, mislead D 5th—dispel good D, flame strike (2, DC 21), slay living (DC 21) 4th—air walk, cure serious wounds (2), spell immunity, unholy blightD (DC 20) 3rd—bestow curse (DC 19), create food and water, cure serious wounds, nondetection D, stone shape, water breathing 2nd—cure moderate wounds (5), darkness, invisibilityD 1st—bane, cure light wounds (3), divine favor, protection from good D, sanctuary (DC 17) 0 (at will)—bleed (DC 16), guidance, read magic, resistance D Domain spell; Domains Evil, Trickery Tactics Before Combat If she has time to prepare, Suasandra casts air walk, spell immunity (confusion and charm monster), and invisibility on herself.
In addition to the adventure, this volume also features a brand-new monster and a fully detailed borderland inn that can serve as a place to begin the adventure, or as a roadside tavern in any fantasy world.
During Combat Suasandra casts unholy aura on herself on the first round of combat, then uses summon monster IX to summon 1d3 barbed devils to attack the PCs. After this, she uses air walk or her swim speed to stay out of melee while she uses her spells and arrows. Morale Suasandra fights to the death. , swim 30 ft. Melee bite +22 (1d6+1), claws +22 (1d4+1), snake bite +22 (1d4+1 plus poison) Ranged +3 axiomatic longbow +25/+20/+15/+10 (1d8+3/19–20/×3) Special Attacks channel negative energy 8/day (DC 20, 6d6), petrifying gaze (DC 21), smite good 1/day (as 19th level paladin, but vs.
Pathfinder Module: Tomb of the Iron Medusa by Mike Shel