DE APOYO PARA LA IMPLANTACIÓN DEL TPM
4.3.2.8. Políticas proactivas – Prevención y mejora
overlooking vast swampland since time immemorial. Dedicated to the great and terrible demon lord Tsathogga, the original sanctuary was erected in a distant and forgotten past, long before the survivors of Tsar built their fell abode. While the cyclopean standing stones have been thrown down with the coming of Man, the underground sanctuaries and stone grottoes have survived. Eons ago, malignant men came to learn from the graven idols, and joined as brothers of the cloth. Fearful for their lives, innocents attended sermons and offered gifts. The barges of the frog-cult visited their villages with fire and sword. That was long ago, and the might of the order is no more. Yet still, half-broken evil lingers in the ruins of the cloister and its underground passages. The hopping masses hold their vigils in the remaining section as their ancestors have, guarding a nightmare that refuses to die. The cloister and grounds, as well as the under-levels, are shown on the “Cloister of the
Frog God” maps.
The green-robed Men (Cr 9, 11
if Abbot grosso is involved)
Greatly diminished, the order of Tsathogga now counts 8 acolytes (all heavily armed ruffians), and 4 under-clerics, who in turn control
16 zombies raised in the under-temple. The leader of the congregation
is Abbot Grosso, a grossly obese, graying man with a tonsure, an unnaturally wide smile, and bulging eyes. The Abbot is awake day and night, concocting witching brews and performing unwholesome rituals beneath the ground.
Normally (during the daytime), the cultists aren’t hostile. If a group of characters approaches their temple and don’t display obvious holy symbols or signs typical of do-gooders, they are welcomed as pilgrims, and admitted if they agree to lay down their arms at the entrance and offer tokens of their goodwill. Significant material contributions (over 120 gp) earn a blessing and probably an audience with the Abbot (DC 16 Diplomacy check). A chaotic evil character may even accept Tsathogga as a patron and become his champion if proven worthy.
The “good” brothers sell unholy water for a mere 10 gp per vial, deathblade poison for 1,500 gp (a bargain!) and potions of foul water for 60 gp (this non-magical concoction renders 1,000 cubic feet of water undrinkable and immediately desecrates a font of holy water). Worthy servants may gain additional gifts—mostly potions—for their services. Possible missions include recovering items from dangerous locales, furthering the cause of Tsathogga, assassinating undesirables or anything the GM can think up.
During the night, there is a 50% chance a sermon is in progress. In this case, all doors to the temple are locked save the front one (where six zombies and an acolyte stand guard), and the whole congregation is down in Area DL1A. Visiting worshippers who wear dark, hooded robes may be admitted if they don’t behave out of order (or don’t look heavily armed!). Otherwise, it is assumed that half of the acolytes and under-clerics are asleep in their cells while the others hold vigil in the upper temple. Abbot Grosso and the zombies, of course, are ever vigilant: the former experiments in the laboratory (Area DL1C), and the latter stand by his door to make sure he isn’t bothered.
In case of an assault, the acolytes and the under-clerics attack immediately, making a fighting retreat into the dungeons if their foes prove superior. Abbot Grosso is informed by an acolyte if he isn’t present, and sends all zombies against the invaders. He only joins the fight from behind, and flees if things go badly, retreating through the catacombs to seek allies and vengeance against the defilers.
ZOMBIES (16) CR 1/2
XP 200
hp 12 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
ACOLYTES OF TSATHOGGA (8) CR 1
XP 400
Male human fighter 2
CE Medium humanoid (human)
Init +0; Perception +2
AC 10, touch 10, flat-footed 10 hp 19 (2d10+4 plus 4)
Fort +7; Ref +0; Will +0 (+1 vs. fear, +4 vs. mind-affecting
effects)
Defensive Abilities bravery +1, fanatical Speed 30 ft.
Melee flail +5 (1d8+2)
Str 14, Dex 10, Con 14, Int 8, Wis 10, Cha 6 Base Atk +2; CMB +4; CMD +14
Feats Great Fortitude, Power Attack, Toughness, Weapon
Focus (flail)
Level 0B:
The Cloister of the Frog-god
Level 0B
Difficulty Level: 8
Entrances: Entry at Area CL1 (Outer Cloister), Entry at Area CL12 (Inner Cloister)
Exits: Area CL7 to outside (Outer Cloister) Detections: Faint evil everywhere.
Continuous Effects: The entire building as well as Area DL1A are under the effects of a permanent desecrate
spell (CL 9th). Area DL1A gains the benefits of a permanent bless spell, only affecting worshippers of Tsathogga.
Standard Features: Unless otherwise noted, all doors
are made of wood (1 1/2 in. thick; hardness 5; hp 10; Break DC 23) and all secret doors are made of stone (2 in. thick; hardness 8; hp 30; Break DC 28; Perception DC 20). If a door is described as “locked” add DC 20 Disable Device.
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Skills Intimidate +3, Perception +2 Languages Common
Gear flail, dark green felt robes with face-covering cowls,
symbol of Tsathogga
Fanatical (Ex) Due to dogmatic brainwashing, acolytes
of Tsathogga gain a +4 on their Will saves against mind- affecting spells.
TSATHOGGAN UNDER-PRIESTS (4) CR 2
XP 600
Male human cleric of Tsathogga 3 CE Medium humanoid (human)
Init–1; Perception +4
AC 9, touch 9, flat-footed 9 (–1 Dex) hp 22 (3d8+3 plus 6)
Fort +6, Ref +0, Will +5 (+9 vs. mind-affecting effects) Defensive Abilities fanatical
Speed 30 ft.
Melee sickle +3 (1d6+1)
Special Attacks channel negative energy (2/day, 2d6, DC
10)
Domain Spell-Like Abilities (CL 3rd; melee touch +3)
5/day—icicle (1d6+1), touch of evil
Spells Prepared (CL 3rd)
2nd—fog cloudB, hold person (DC 14), spiritual weapon
1st command (DC 13), bless, curse water, protection from
goodB
0—detect magic, detect poison, create water, read magic
D Domain spell Domains Evil, Water Str 12, Dex 8, Con 12, Int 8, Wis 14, Cha 8 Base Atk +2; CMB +3; CMD 12
Feats Combat Casting, Great Fortitude, Toughness
Skills Knowledge (religion) +2, Perception +4, Spellcraft +1 Languages Common
Combat Gear potion of gaseous form, 3 doses of unholy
water; Other Gear sickle, dark green felt robes with face- covering cowls, symbol of Tsathogga, spell component pouch, key (cells; one also has a key to the entrances)
Fanatical (Ex) Due to dogmatic brainwashing, acolytes
of Tsathogga gain a +4 on their Will saves against mind- affecting spells.
ABBOT GROSSO CR 8
XP 4,800
Male human cleric of Tsathogga 9 NE Medium humanoid (human)
Init–3; Perception +8
AC 10, touch 7, flat-footed 10 (+3 armor, –3 Dex) hp 70 (9d8+18 plus 9)
Fort +10; Ref +0; Will +9 Resist cold 10
Speed 30 ft.
Melee +2 sickle +8/+3 (1d6+2)
Special Attacks channel negative energy (5d6, DC 17, 6/
day), destructive aura (30 ft., +4 to damage, 9 rounds/day), destructive smite (+3 to damage, 6/day)
Domain Spell-Like Abilities (CL 9th; ranged touch +3)
6/day—icicle (1d6+1)
Spells Prepared (CL 9th; melee touch +6, ranged touch +3)
5th—ice storm, slay livingB (DC 18)
4th—divination (DC 17), inflict critical woundsB(DC 17),
poison (DC 17)
3rd—animate dead, bestow curse (painful warts, –4 on attack rolls, saves and checks), locate object, prayer, water
breathingB
2nd—augury, cure moderate wounds, enthrall (DC 15), hold
person (DC 15), shatterB (DC 15), spiritual weapon
1st—bane (DC 14), cure light wounds, curse water, detect
good, sanctuary (DC 14), true strikeB
0—detect magic, detect poison, read magic, resistance
D Domain spell Domains Destruction, Water Str 10, Dex 5, Con 14, Int 12, Wis 16, Cha 17 Base Atk +6; CMB +6; CMD 13
Feats Brew Potion, Combat Casting, Craft Wondrous
Item, Great Fortitude, Skill Focus (Craft [Alchemy]), Spell Penetration
Skills Craft (alchemy) +12, Knowledge (arcana) +9,
Knowledge (nature) +10, Knowledge (religion) +10, Perception +8, Sense Motive +8, Spellcraft +9
Languages Abyssal, Common
Combat Gear 6 doses of unholy water, potion of cure serious
wounds, potion of remove disease; Other Gear+2 sickle, +3 bracers of armor, dark green felt robe with face-covering
cowl (richly embroidered), unholy symbol of Tsathogga, spell component pouch, key ring (all doors), as well as any item found in the temple or below it.