Doors to the Unknown

Doors to the Unknown

Updated 31 May 2015: Added The Fourth Door: A Reality Beyond

Yet another adventure anthology, Doors to the Unknown involves the players in the politics of Sigil more than most other adventures. There’s a nice strong link between each chapter as well as a rough timeline that allows the GM to put other adventures in between each chapter. There are some weaknesses in the adventure (for example, there’s no indication that the players need to take the Rod of Mercury from the gearwork golem in the Thuldanin junkyard) but they’re nothing a good GM can’t work around.

There are also some encounters, especially in the junkyard, that are way overpowered for a typical 1st–3rd level party, making it a good tool for teaching players new to Planescape that they can’t count on encounters always being fair. Overall, it’s a solid adventure with a few interesting bits thrown in.

Prologue: At The Shattered Temple

Choosing Sides

Bubbers (2)      CR ⅓

XP 135
Male bariaur warrior 1 (Free League)
N Medium monstrous humanoid (extraplanar)
Init +0; Senses darkvision 60 ft.; Perception -1

DEFENCE
AC 10, touch 10, flat-footed 10
hp 9 (1d10+3)
Fort +4, Ref +0, Will -1 (+1 vs. spells and spell-like effects); +2 vs. mind-affecting effects

OFFENCE
Speed 40 ft.
Melee club +3 (1d6+2)
Special Attacks powerful charge 2d6+3

STATISTICS
Str 15, Dex 11, Con 14, Int 9, Wis 8, Cha 8
Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush and trip)
Feats Run
Skills Intimidate +3, Sense Motive +1
Faction Traits Free Will, On Our Own, One of Us
Languages Common, Celestial
Gear club

The Proclamation

Red Death Basher      CR 1

XP 400
Male planar human warrior 3 (Mercykiller)
LE Medium humanoid (human)
Init +0; Senses Perception +0

DEFENCE
AC 18, touch 10, flat-footed 18 (+8 armour)
hp 27 (3d10+9)
Fort +4, Ref +1, Will +1

OFFENCE
Speed 20 ft.
Melee halberd +7 (1d10+2/×3)
Spell-Like Abilities (CL 3rd; concentration +2)
1/day–discern lies (DC 13)

STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +3; CMB +5; CMD 15
Feats Cleave, Power Attack, Weapon Focus (halberd)
Skills Climb +2, Intimidate +5, Survival +0 (+2 following tracks)
Faction Traits Above the Law, Discern Lies, Eight Tenets of Justice
Languages Common
Gear masterwork half-plate, masterwork halberd

Arrested Development

Bashers      CR ½

XP 200
Male planar human warrior 2 (Harmonium)
LG Medium humanoid (human)
Init +0; Senses Perception +0

DEFENCE
AC 12, touch 10, flat-footed 12 (+2 armour)
hp 17 (2d10+6)
Fort +4, Ref +0, Will +0

OFFENCE
Speed 30 ft.
Melee club +5 (1d6+2)
Spell-Like Abilities (CL 2nd; concentration +1)
1/day–command (DC 10)

STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Power Attack, Weapon Focus (club)
Skills Climb +7, Intimidate +4
Faction Traits Command, Orders
Languages Common
Gear leather armour, club

The First Door: The Thuldanin Gargoyle

#5A/B Gray Dragon Lane

Encounter: Blade and Leaflet

Low-Level Fanatics (6)      CR ½

XP 200
Male or female planar human warrior 2
CN Medium humanoid (human)
Init +0; Senses Perception +2

DEFENCE
AC 12, touch 10, flat-footed 12 (+2 armour)
hp 16 (2d10+4)
Fort +4, Ref +0, Will +2

OFFENCE
Speed 30 ft.
Melee short sword +4 (1d6+2/19-20)

STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Alertness, Iron Will
Skills Climb +6, Intimidate +5, Perception +2, Sense Motive +2
Languages Common
Gear leather armour, short sword, leaflet
Nonhuman Low-Level Fanatics: -2 Str. Remove all ranks in Climb. Remove Alertness.

The Gargoyle’s Junkyard

3. Iron Golems

Iron Golems (3)      CR 7

XP 3,200
Golem, lesser iron
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENCE
AC 28, touch 10, flat-footed 28 (+18 natural)
hp 70 (9d10+20)
Fort +3, Ref +3, Will +3
DR 5/adamantine; Immune construct traits, magic

OFFENCE
Speed 30 ft.
Melee 2 slams +14 (2d8+7/19-20)
Special Attacks breath weapon, powerful blow

STATISTICS
Str 21, Dex 11, Con –, Int –, Wis 11, Cha 1
Base Atk +9; CMB +14; CMD 24

SPECIAL ABILITIES
Breath Weapon (Su) As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the golem uses this power. Breath weapon—inhaled; save Fort 14; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based.
Immunity to Magic (Ex) An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
• A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
• A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.
• An iron golem gets no saving throw against fire effects.
• An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.
Powerful Blows (Ex) An iron golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks.

7. The Pile of Weapons

Rust Monster (3)      CR 3

XP 800
Monster Manual 216
N Medium aberration
Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12

DEFENCE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5

OFFENCE
Speed 40 ft., climb 10 ft.
Melee bite +6 (1d3), antannae +1 touch (rust)

STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Climb +8, Perception +12

SPECIAL ABILITIES
Rust (Su) A rust monster’s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster’s antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based.
Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).

9. Gearwork Guardian

Gearwork Golem      CR 12

XP 19,200
hp 118 (Pathfinder RPG Bestiary 2 137)

10./11. Jerkot’s Thugs

Jerkot’s Thugs (7)      CR 1

XP 400
Male planar human warrior 3
NE Medium humanoid (human)
Init +0; Senses Perception +2

DEFENCE
AC 16, touch 10, flat-footed 16 (+6 armour)
hp 24 (3d10+6)
Fort +3, Ref +1, Will +3

OFFENCE
Speed 20 ft.
Melee mwk longsword +7 (1d8+2/19-20)

STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +3; CMB +5; CMD 15
Feats Alertness, Iron Will, Weapon Focus (longsword)
Skills Climb +4, Intimidate +5, Perception +2, Sense Motive +2
Languages Common
Gear masterwork chainmail, masterwork longsword
Nonhuman Jerkot’s Thugs -2 Str. Remove all ranks in Climb. Remove Alertness.

The Second Door: The Forgotten Vault

Agents of the Athar

Signer Cutters (4)      CR 3

XP 800
Male or female planar human fighter 4 (Sign of One)
LN Medium humanoid (human)
Init +1; Senses Perception +3

DEFENCE
AC 17, touch 11, flat-footed 16 (+5 armour, +1 Dex, +1 shield)
hp 40 (4d10+12)
Fort +7, Ref +2, Will +4 (+5 against fear)
Resist Illusion Perception

OFFENCE
Speed 30 ft.
Melee mwk longsword +10 (1d8+6/19-20)

STATISTICS
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats CleaveB, Intimidating Prowess, Iron WIll, Power Attack, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Skills Climb +10, Intimidate +9, Perception +3, Survival +8
Faction Traits Centre of All, Illusion Perception
Languages Common
SQ armour training 1, bravery +1
Gear +1 chain shirt, masterwork light steel shield, longsword
Nonhuman Signer Cutters: -2 Str. Remove all ranks in Climb. Remove Iron Will.

Signer Spellslingers (2)      CR 3

XP 800
Male or female planar human wizard 4 (Sign of One)
LN Medium humanoid (human)
Init +2; Senses Perception +2

DEFENCE
AC 16, touch 12, flat-footed 14 (+4 armour, +2 Dex)
hp 22 (4d6+4)
Fort +2, Ref +3, Will +6
Resist Illusion Perception

OFFENCE
Speed 30 ft.
Melee +1 dagger +2 (1d4/19-20)
Special Attacks hand of the apprentice 7/day
Spells Prepared (CL 4th; concentration +8)
2nd–mirror image, scorching ray, web (DC 16)
1st–burning hands (DC 15), charm person (DC 15), mage armour, magic missile
0–daze (DC 14), detect magic, read magic, resistance

TACTICS
Base Statistics When not protected by mage armour, the Signer spellslingers have AC 12, touch 12, flat-footed 10

STATISTICS
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 13
Feats Combat Casting, Iron Will, Scribe ScrollB, Skill Focus (Spellcraft)
Skills Appraise +11, Knowledge (arcana) +11, Knowledge (engineering) +8, Knowledge (history) +11, Knowledge (local) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +2, Spellcraft +14
Faction Traits Centre of All, Illusion Perception
Languages Common, Draconic, Elven
SQ arcane bond (+1 dagger)
Gear +1 dagger, spell component pouch, spellbook (contains all cantrips and currently prepared spells)
Nonhuman Signer Spellslingers: -2 Int. Remove all ranks in Knowledge (history). Remove Iron Will.

1. Arrival

Baneguard      CR 2

XP 600
Lost Empires of Faerûn 162
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +10

DEFENCE
AC 13, touch 10, flat-footed 13 (+3 natural)
hp 24 (4d8+4)
Fort +2, Ref +1, Will +5
DR 5/bludgeoning; Immune cold, undead traits

OFFENCE
Speed 30 ft.
Melee 2 claws +6 (1d4+3) or longsword +6 (1d8+3/19-20), claw +1 (1d4+1)
Spell-Like Abilites (CL 4th; concentration +5)
1/3 rounds–magic missile
1/10 minutes–blink

STATISTICS
Str 16, Dex 11, Con —, Int 9, Wis 12, Cha 13
Base Atk +3; CMB +6; CMD 16
Feats Blind-Fight, Combat Casting
Skills Perception +10, Stealth +9; Racial Modifiers +4 Perception, +4 Stealth

8. The Retriever’s Nest

Weakened Retriever      CR 7

XP 3,200
Pathfinder RPG Bestiary 234
CE Huge construct (extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +8

DEFENCE
AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, -2 size)
hp 84 (8d10+40); fast healing 2
Fort +2, Ref +5, Will +2
Defensive Abilities construct traits

OFFENCE
Speed 50 ft.
Melee bite +12 (1d8+4 plus grab), 4 claws +12 (2d6+4)
Space 15 ft.; Reach 15 ft.
Special Attacks eye rays (+11 ranged touch)
Spell-Like Abilites (CL 20th; concentration +15)
At will–discern location

STATISTICS
Str 18, Dex 16, Con —, Int 3, Wis 11, Cha 1
Base Atk +8; CMB +15 (+19 grapple); CMD 28 (32 vs. Trip)
Feats Cleave, Improved Bull Rush, Improved Initiative, Power Attack
Skills Perception +8
Languages Abyssal (cannot speak)
SQ relentless

SPECIAL ABILITIES
Eye Rays (Su) The weakened retriever’s eyes can produce two different magical rays, each with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks—firing an eye ray does not provoke attacks of opportunity. The save DC for eye rays is 19—the save DC is Constitution-based, and includes a +2 racial bonus. The eye ray effects are the following:
Fire: Deals 12d6 fire damage (Reflex half).
Cold: Deals 12d6 cold damage (Reflex half).
Relentless (Su) A retriever is constantly under the effects of spider climb and water walk; these abilities cannot be dispelled.

The Third Door: Logicus Prime

Attacks in the Night

The First Attack

Fhorge (Raging)      CR 9

XP 6,400
Fiend Folio 72
N Large animal
Init +4; Senses low-light vision, scent; Perception +17

DEFENCE
AC 15, touch 7, flat-footed 15 (+8 natural, -2 rage, -1 size)
hp 156 (12d8+96)
Fort +15, Ref +8, Will +8

OFFENCE
Speed 40 ft.
Melee bite +20 (2d6+15/19-20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks double damage on charge, rage, worry

BASE STATSITICS
When not raging, a fhorge has the following statistics:
AC 17, touch 9, flat-footed 17
hp 132 (12d8+72)
Fort +13, Will +6
Melee bite +18 (2d6+13/19-20 plus grab)
Str 29, Con 21
CMB +19; CMD 29

STATISTICS
Str 33, Dex 10, Con 25, Int 2, Wis 15, Cha 10
Base Atk +9; CMB +21; CMD 31
Feats Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Perception +20, Stealth -4
SQ ferocity

SPECIAL ABILITIES
Rage (Ex) A fhorge that takes damage in combat flies into a berserk rage on its next turn and bites madly until either it or its opponent is dead. A fhorge cannot end its rage voluntarily.
Worry (Ex) A fhorge that successfully gets a hold on an opponent with its grab ability shakes the victim violently back and forth. This attack deals bite damage each round (including the round it establishes the hold) until the victim breaks free, the fhorge is slain, or the victim dies.

The Second Attack

Fanatics with Bows (4)      CR 5

XP 1,800
Male or female planar human fighter 6
CN Medium humanoid (human)
Init +4; Senses Perception +6

DEFENCE
AC 17, touch 15, flat-footed 13 (+2 armour, +1 deflection, +4 Dex)
hp 60 (6d10+18)
Fort +7, Ref +6, Will +2; +2 vs. fear

OFFENCE
Speed 30 ft.
Ranged mwk composite longbow +16/+11 (1d8+6/×3) or mwk composite longbow +14/+14/+9 (1d8+6/×3)

STATISTICS
Str 13, Dex 18, Con 14, Int 12, Wis 10, Cha 8
Base Atk +6; CMB +7; CMD 21
Feats Deadly Aim, DodgeB, Far Shot, Point Blank Shot, Precise Shot, Rapid ShotB, Weapon Focus (longbow)B, Weapon Specialization (longbow)B
Skills Climb +10, Intimidate +8, Perception +6, Stealth +10
Languages Common
SQ armour training 1, bravery +2, weapon training 1 (bows +1)
Gear leather armour, masterwork composite longbow (+1 Str), 3 +2 arrows, bracers of archery, ring of protection +1
Nonhuman Fanatics with Bows: -2 Dex. Remove all ranks in Intimidate. Remove Deadly Aim.

The Third Attack

Hit Squad Fanatics (6)      CR 6

XP 2,400
Male or female planar human fighter 7
CN Medium humanoid (human)
Init +1; Senses Perception +0

DEFENCE
AC 18, touch 11, flat-footed 17 (+7 armour, +1 Dex)
hp 67 (7d10+21)
Fort +6, Ref +3, Will +2; +2 vs. fear

OFFENCE
Speed 30 ft.
Melee +2 longsword +15/+10 (1d8+10/19-20 wielded two-handed)

STATISTICS
Str 18, Dex 12, Con 13, Int 14, Wis 10, Cha 8
Base Atk +7; CMB +11; CMD 22
Feats Cleave, Dazzling Display, Great Cleave, Intimidating ProwessB, Power Attack, Shatter DefencesB, Toughness, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Skills Climb +12, Intimidate +13, Knowledge (planes) +12, Ride +9, Survival +10
Languages Common, Abyssal, Dwarven
SQ armour training 2, bravery +1, weapon training 1 (heavy blades +1)
Gear +1 chainmail, +2 longsword
Nonhuman Hit Squad Fanatics: -2 Str. Remove all ranks in Ride. Remove Toughness.

In the Market Ward

Caravan      CR 8

XP 4,800
Male planar human fighter (free hand fighter) 9 (Advanced Player’s Guide 105)
LN Medium humanoid (human)
Init +1; Senses Perception +10

DEFENCE
AC 20, touch 13, flat-footed 17 (+7 armour, +1 Dex, +2 dodge)
hp 73 (9d10+9)
Fort +7, Ref +4, Will +2

OFFENCE
Speed 30 ft.
Melee +2 quarterstaff +15/+10 (1d6+8)
Special Attacks deceptive strike +2

STATISTICS
Str 15, Dex 12, Con 13, Int 16, Wis 8, Cha 12
Base Atk +9; CMB +11 (+13 disarm); CMD 24 (26 vs. disarm)
Feats Alertness, Combat ExpertiseB, Endurance, Power AttackB, Persuasive, Quarterstaff MasterUM, B, Run, Self-Sufficient, Skill Focus (Bluff), Weapon Focus (quarterstaff)B, Weapon Specialization (quarterstaff)B
Skills Bluff +13 (+15 feint or create diversion to hide), Diplomacy +12, Heal +10, Intimidate +15, Perception +10, Sense Motive +10, Survival +13
Languages Common, Abyssal, Celestial, Infernal
SQ elusive +2, singleton +1, timely tip
Gear +3 mithral shirt, +2 quarterstaff, coat of many pockets*
* New magic item; see below.

Coat of Many Pockets

Aura moderate conjuration; CL 9th
Slot shoulders; Price 11,000 gp; Weight 5lb.

DESCRIPTION
Similar to a belt of many pockets (Complete Arcane 147), this well-made leather coat contains dozens of enchanted pockets in which its owner can carry an inordinate amount of goods.

CONSTRUCTION
Requirements Craft Wondrous Item, locate object, secret chest; Cost 5,500 gp

The Cortestial

Cortestial      CR 10

XP 9,600
N Huge outsider (extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +19

DEFENCE
AC 24, touch 9, flat-footed 23 (+1 Dex, +15 natural, -2 size)
hp 161 (14d10+98)
Fort +15, Ref +10, Will +8
DR 10/magic; Immune fear

OFFENCE
Speed 30 ft.
Melee bite +20 (2d6+7/19-20 plus grab), 2 claws +20 (1d8+7)
Space 15 ft.; Reach 10 ft.
Special Attacks augmented critical, mesmerizing gaze, swallow whole (2d8+10 crushing damage, 1d8+4 acid damage, AC 17, 25 hp)

STATISTICS
Str 25, Dex 12, Con 22, Int 12, Wis 14, Cha 11
Base Atk +14; CMB +23; CMD 34
Feats Ability Focus (mesmerizing gaze), Critical Focus, Intimidating Prowess, Iron Will, Snatch, Staggering Critical, Weapon Focus (bite)
Skills Acrobatics +18, Climb +24, Intimidate +24, Knowledge (nature) +18, Knowledge (planes) +18, Perception +19, Sense Motive +19, Survival +19, Swim +24
SQ living portal

SPECIAL ABILITIES
Augmented Critical (Ex) A cortelestial’s bite threatens a critical hit on a natural attack roll of 19-20, dealing double damage on a successful critical hit.
Living Portal (Su) A cortelestial’s mouth is a portal to another plane. To use the portal, one must lock eyes with the cortelestial. In non-combat situation, a cortelestial will usually lower its jaws to open the portal. In combat situation, the only way to access the portal is to allow the cortelestial to swallow whole. If the portal user is not mesmerized by its gaze, he can use the portal, provided he has the proper gate key. A huge or larger creature cannot use the portal.
Mesmerizing Gaze (Su) Anyone within 30 ft. of a cortelestial must make a DC 19 Will save or become disoriented, spending the entire round moving toward the creature’s maw. Except in combat situation, a cortelestial often lowers its jaws so that a victim moves straight into its mouth, thereby automatically considered grappled. On its turn, it can swallow whole. A mesmerized victim cannot use the portal even if he has the proper gate key. This is a fear-based, mind-affecting effect. The save DC is Charisma-based.

A World Without Magic

The Logicus Units

Typical Unit      CR 6

XP 2,400
Male or female half-machine logicus humanoid expert 5
Dungeon Magazine 91
LN Medium humanoid
Init +0; Senses darkvision 60 ft., low-light vision; Perception +15

DEFENCE
AC 10, touch 10, flat-footed 10
hp 45 (5d8+20)
Fort +4, Ref +3, Will +3
Defensive Abilities half damage from subdual attacks, partial construct, rust protection, shielded mind; Immune disease, mind-affecting effects, poison, rust

OFFENCE
Speed 30 ft., fly 60 ft. (good)
Melee shock staff +5 touch (1d8+1 electricity)
Ranged lightning gun +3 touch (2d6+1 electricity)

STATISTICS
Str 14, Dex 10, Con 17, Int 16, Wis 8, Cha 9
Base Atk +3; CMB +5; CMD 15
Feats Blind-FightB, Flyby AttackB, Lightning ReflexesB, Skill Focus (Craft [metal]), Skill Focus (Disable Device), Skill Focus (Knowledge [engineering]), ToughnessB
Skills Acrobatics +8, Appraise +11, Climb +8, Craft (metal) +14, Disable Device +11, Fly +16, Knowledge (engineering) +14, Knowledge (geography) +7, Knowledge (history) +11, Perception +15, Swim +8; Template Modifiers +8 Fly, +8 Perception
Languages Logicus
Gear shock staff, lightning gun, flight belt

SPECIAL ABILITIES
Partial Construct (Ex) Logicus units are immune to poison and disease and are considered one size larger when determining death from massive damage. Logicus units are subject to critical hits but take only half damage from subdual attacks. They can be healed with a successful Craft (metal) check as with the standard Heal check.
Programmed (Su) Logicus units are programmed to completely obey the World Mind as if under the effects of a dominate monster spell cast by a 20th-level wizard. However, the World Mind only utilizes a unit’s programming in extreme situations. The programming can be erased only with a wish or similar spell.
Rust Protection (Ex) Logicus units are impervious to rust attacks.
Shielded Mind (Su) Logicus units are immune to mind-affecting effects.
Guile’s Note: Logicus units (both humanoids and programmers) do not gain special attacks from the half-machine template, instead gaining twice the number of additional special qualities.

Logicus Units

Due to intensive training and programming from an early age, all standard units are experts of at least 5th level. Other professions are taught to standard units as need is anticipated by the World Mind or Logicus Prime.

Logicus Unit Traits

+2 Constitution, +2 Intelligence, -2 Dexterity: Logicus Units have keen, analytical minds, while their partially-metallic bodies make them tough but slow.
Medium: Logicus Units are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Logicus Units have a base speed of 30 feet.
Darkvision: Logicus Units can see in the dark up to 60 feet.
Low-Light Vision: Logicus Units can see twice as far as humans in conditions of dim light.
Skilled: Logicus Units gain an additional skill rank at first level and one additional rank whenever they gain a level.
Flight Training: Logicus Units always treat Fly as a class skill.
Isolation: Logicus Units may not take ranks in the Linguistics skill unless they leave Logicus Prime.
Programmed: Logicus Units are programmed to completely obey the World Mind as if under the effects of a dominate monster spell cast by a 20th-level wizard. However, the World Mind only utilizes a Unit’s programming in extreme situations. The programming can be erased only with a wish or similar spell.
Languages: Logicus Units begin play speaking Logicus. Due to their isolation, Logicus Units do not gain any bonus languages from high Intelligence.

Module of the Omenotron

Programmer      CR 9

XP 2,400
Half-machine logicus programmer expert 8
Dungeon Magazine 91
LN Medium humanoid
Init +2; Senses darkvision 60 ft., low-light vision; Perception +19

DEFENCE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 72 (8d8+32)
Fort +5, Ref +6, Will +6
Defensive Abilities half damage from subdual attacks, partial construct, rust protection, shielded mind; Immune disease, mind-affecting effects, poison, rust; Resist electricity 10; SR 16

OFFENCE
Speed 30 ft., fly 60 ft. (good)
Melee shock staff +8/+5 touch (1d8+1 electricity)
Ranged lightning gun +8/+5 touch (2d6+1 electricity)

STATISTICS
Str 14, Dex 14, Con 17, Int 19, Wis 10, Cha 13
Base Atk +6; CMB +8; CMD 20
Feats Blind-FightB, Flyby AttackB, Lightning ReflexesB, Skill Focus (Craft [metal]), Skill Focus (Disable Device), Skill Focus (Knowledge [arcana]), Skill Focus (Knowledge [engineering]), ToughnessB
Skills Acrobatics +13, Climb +11, Craft (metal) +18, Disable Device +16, Fly +21, Knowledge (arcana) +15, Knowledge (engineering) +18, Knowledge (geography) +9, Knowledge (history) +15, Perception +19, Spellcraft +15, Swim +11; Template Modifiers +8 Fly, +8 Perception
Languages Logicus (visual only)
Gear shock staff, lightning gun, flight belt

SPECIAL ABILITIES
Partial Construct (Ex) Programmers are immune to poison and disease and are considered one size larger when determining death from massive damage. Programmers are subject to critical hits but take only half damage from subdual attacks. They can be healed with a successful Craft (metal) check as with the standard Heal check.
Programmed (Su) Programmers are programmed to completely obey the World Mind as if under the effects of a dominate monster spell cast by a 20th-level wizard. However, the World Mind only utilizes a programmer’s programming in extreme situations. The programming can be erased only with a wish or similar spell.
Rust Protection (Ex) Programmers are impervious to rust attacks.
Shielded Mind (Su) Programmers are immune to mind-affecting effects.
Spell Resistance (Su) Programmers gain spell resistance equal to twice its Hit Dice, to a maximum of SR 25.
Guile’s Note: Logicus units (both humanoids and programmers) do not gain special attacks from the half-machine template, instead gaining twice the number of additional special qualities.

Logicus Programmer

Like the dabus they resemble, Logicus programmers speak in pictures; however, instead of rebuses, their picture symbols appear as complex mathematical formulae, like the language spoken by the other units.

Logicus Programmer Traits

+2 Dexterity, +2 Constitution, +4 Intelligence, +2 Wisdom, +4 Charisma: Logicus programmers are genetically engineered to adequately fill their positions, both as programmers and leaders of Logicus society.
Medium: Logicus Programmers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Logicus Programmers have a base speed of 30 feet.
Darkvision: Logicus Programmers can see in the dark up to 60 feet.
Low-Light Vision: Logicus Programmers can see twice as far as humans in conditions of dim.
Skilled: Logicus Programmers gain an additional skill rank at first level and one additional rank whenever they gain a level.
Flight Training: Logicus Programmers always treat Fly as a class skill.
Isolation: Logicus Programmers may not take ranks in the Linguistics skill unless they leave Logicus Prime.
Programmed: Programmers are programmed to completely obey the World Mind as if under the effects of a dominate monster spell cast by a 20th-level wizard. However, the World Mind only utilizes a programmer’s programming in extreme situations. The programming can be erased only with a wish or similar spell.
Languages: Logicus Programmers begin play speaking Logicus (visual only). Due to their isolation, Logicus Programmers do not gain any bonus languages from high Intelligence.

Module of Earth and Water

Mountain Beast      CR 2

XP 600
Mountain lion (use stats for leopard, Pathfinder RPG Bestiary 40)
hp 19 (3d8+6)

Green Slaad      CR 9

XP 6,400
Monster Manual 230
CN Large outsider (chaotic, extraplanar, slaad)
Init +5; Senses darkvision 60 ft.; Perception +12

DEFENCE
AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size)
hp 86 (9d10+36); fast healing 5
Fort +10, Ref +7, Will +5
Immune sonic; Resist acid 5, cold 5, electricity 5, fire 5

OFFENCE
Speed 30 ft.
Melee 2 claws +14 (1d6+6), bite +14 (2d8+6)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 9th; concentration +10)
At will—chaos hammer (DC 15), detect magic, detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility
3/day—dispel law (DC 16), deeper darkness, fireball (DC 14)
2/day—summon (level 5, 1 green slaad, 40%)

STATISTICS
Str 23, Dex 13, Con 19, Int 10, Wis 10, Cha 12
Base Atk +9; CMB +16; CMD 27
Feats Cleave, Improved Initiative, Iron Will, Power Attack, Skill Focus (Knowledge [arcana])
Skills Acrobatics +13 (+18 jumping), Climb +18, Knowledge (arcana) +15, Perception +12, Stealth +13, Survival +12; Racial Modifiers +5 Acrobatics when jumping
Languages Common, Slaad
SQ change shape (alter self, Medium or Large humanoid)

The Fourth Door: A Reality Beyond

At the Fourth Door

If the Heroes Have the Key…

Fanatic Guards (6)      CR 7

XP 3,200
Male or female planar human fighter 8
CN Medium humanoid (human)
Init +0; Senses Perception -1


DEFENCE
AC 19, touch 11, flat-footed 18 (+8 armour, +1 Dex)
hp 68 (8d10+16)
Fort +7, Ref +3, Will +4 (+6 against fear)


OFFENCE
Speed 30 ft.
Melee +2 longsword +17/+12 (1d8+10/19-20 wielded two-handed)


STATISTICS
Str 19, Dex 12, Con 13, Int 14, Wis 10, Cha 8
Base Atk +8; CMB +12; CMD 23
Feats Cleave, Dazzling Display, Great CleaveB, Greater Weapon Focus (longsword)B, Intimidating ProwessB, Iron Will, Power Attack, Shatter Defences, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Skills Climb +13, Intimidate +14, Perception +11, Ride +10, Survival +10
Languages Common, Abyssal
SQ armour training 2, bravery +2, weapon training 1 (heavy blades +1)
Gear +2 chainmail, +2 longsword
Nonhuman Fanatic Guards: -2 Str. Remove all ranks in Ride. Remove Shatter Defences.

Lathuras as Cuth Banthor      CR 14

XP 38,400
Male planar human/mercurial fighter 9 (Xaositects)
LE Medium outsider (augmented human, extraplanar)
Init +5; Senses Perception +20


DEFENCE
AC 21, touch 12, flat-footed 19 (+9 armour, +1 Dex, +1 dodge)
hp 90 (9d10+36)
Fort +8, Ref +4, Will +8


OFFENCE
Speed 30 ft.
Melee +2 longsword +18/+13 (1d8+9/17-20)
Special Attacks borrow form (Fort DC 21 negate), mental blast (single target, 1/round, 2d6+2, Will DC 17 half)
Spell-Like Abilities (CL 14th; concentration +14)
1/round—wish


STATISTICS
Str 17, Dex 13, Con 14, Int 19, Wis 17, Cha 10
Base Atk +14; CMB +17; CMD 29
Feats Ability Focus (borrow form), Acrobatic Steps, Cleave, DisruptiveB, Dodge, Great CleaveB, Greater Sunder, Greater Weapon Specialization (longsword)B, Improved Critical (longsword), Improved Initiative, Improved Sunder, Iron Will, Mobility, Nimble Moves, Power Attack, Toughness, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Skills Acrobatics +15, Bluff +19, Climb +13, Diplomacy +17, Heal +20, Intimidate +17, Knowledge (arcana) +21, Knowledge (local) +14, Knowledge (planes) +21, Linguistics +21, Perception +20, Sense Motive +20, Stealth +16, Survival +20
Faction Traits Babble, Follow the Wind, Scramblespeak
Languages shared language
SQ armour training 2, bravery +2, shed form, weapon training 2 (blades, heavy +2, blades, light +1)
Gear +3 chainmail, +2 longsword


SPECIAL ABILITIES
Borrow Form (Su) A mercurial who has shed its skin and bones may merge with another creature by making a touch attack. The host gets a DC 21 Fortitude save to negate the merge. If the merge is successful, the host takes 1d4 Constitution damage every 10 minutes. When the mercurial sheds its form, the host must make another DC 21 Fortitude save or the ability damage becomes permanent ability drain. If reduced to 0 Constitution, the host dies, but the mercurial can still keep its form. If the host is killed by any other method, the mercurial must shed its form. The save DCs are Constitution-based.
During a merge, the mercurial takes complete control of the host and can access all his memories and abilities, including class features. It however keeps its Intelligence, Wisdom and Charisma scores. Any damage received during the merge is taken by the host; the mercurial takes no damage at all. A mercurial draws sustenance from consuming its host’s internal organs.
Mental Blast (Su) Once per round, a mercurial can project a blast of pure thought at a single enemy as a standard action for 2d6+2 damage. A successful DC 17 Willpower save reduces the damage by half. The save DC is Charisma-based.
Shared Language (Su) A mercurial can speak any language by learning it telepathically from anyone within 100 ft.
Shed Form (Su) A mercurial can shed its skin and bones as a full round action, existing merely as inner flesh and organs (inner mercurial). This is often used as a symbolic attempt to transcend towards pure thought. A mercurial can only be destroyed by destroying its shed skin and bones (AC 13, hp as mercurial). When its skin and bones are shed, a mercurial reduced to negative hit points is unconscious instead of dead. When merged with its skin and bones, any damage dealt to the mercurial will also be dealt to its skin and bones.
Wish (Sp) A mercurial can cast wish 1/round (CL 14th, DC 10 + spell level + Charisma modifier). If used to duplicate spells, consider all spells to be from an opposition school, i.e. it can duplicate wizard spells up to 7th level and other spells up to 6th level.

If the Heroes Try to Follow…

Fanatic Guards (6)      CR 7

XP 3,200
hp 68 (see above)

A Higher Reality

Beldaari

I. Arrival
Animated Trees (3)      CR 7

XP 3,200
N Huge plant
Init -1; Senses low-light vision; Perception +0


DEFENCE
AC 21, touch 7, flat-footed 21 (-1 Dex, +14 natural, -2 size)
hp 114 (12d8+60)
Fort +13, Ref +3, Will +4
Defensive Abilities plant traits; DR 10/slashing; Immune mind-affecting effects
Weaknesses vulnerability to fire


OFFENCE
Speed 30 ft.
Melee slams +16 (2d6+9)
Space 15 ft.; Reach 15 ft.
Special Attacks double damage against objects, trample (2d6+13, DC 25)


STATISTICS
Str 29, Dex 8, Con 21, Int —, Wis 10, Cha 1
Base Atk +9; CMB +20; CMD 29
Skills Stealth -9 (+7 in forests); Racial Modifiers +16 Stealth in forests


SPECIAL ABILITIES
Double Damage Against Objects (Ex) An animated tree that makes a full attack against an object or structure deals double damage.

3. Forest Wisps
Forest Wisps (2)      CR 6

XP 2,400
CG Small aberration (air)
Init +13; Senses darkvision 60 ft.; Perception +17


DEFENCE
AC 30, touch 30, flat-footed 20 (+9 deflection, +9 Dex, +1 dodge, +1 size)
hp 40 (9d8)
Fort +5, Ref +12, Will +9
Immune magic


OFFENCE
Speed fly 50 ft. (perfect)
Special Attacks euphoria (DC 17, 4d8 damage)


STATISTICS
Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12
Base Atk +6; CMB +0; CMD 19
Feats Ability Focus (euphoria)B, Alertness, Blind-Fight, Dodge, Great Fortitude, Improved Initiative
Skills Acrobatics +21, Fly +23, Knowledge (planes) +14, Perception +17, Sense Motive +14, Stealth +25
Languages Celestial


SPECIAL ABILITIES
Euphoria (Su) Once per round, a forest wisp may project a wave of happiness in a 15-foot radius surrounding itself. Any creature not native to hyper-reality caught in this wave must make a successful DC 17 Fortitude save to ignore the alien emotions. A failed saving throw indicates that the target embraces the good feelings and loses 4d8 hit points as the wisp feed. Using its euphoria ability is a standard action that does not provoke an attack of opportunity. The save DC is Charisma-based.
Immunity to Magic (Ex) A forest wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.

4. Incarnates
Minor Incarnates (3)      CR 3

XP 800
Any G Tiny outsider (good, incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +10


DEFENCE
AC 19, touch 19, flat-footed 14 (+2 deflection, +5 Dex, +2 size)
hp 22 (4d10)
Fort +4, Ref +9, Will +4
Defensive Abilities incorporeal, invisibility; DR 5/evil; Immune fire, cold, electricity


OFFENCE
Speed fly 40 ft. (perfect)
Melee incorporeal touch +9 (2 Con damage or 2 Cha damage)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks possess (DC 16)


STATISTICS
Str —, Dex 20, Con 11, Int 15, Wis 16, Cha 14
Base Atk +4; CMB +2; CMD 17
Feats Ability Focus (possess), Flyby Attack
Skills Bluff +9, Diplomacy +9, Fly +16, Intimidate +9, Knowledge (planes) +9, Perception +10, Sense Motive +10, Stealth +20
SQ invisibility
Languages Celestial (cannot speak)


SPECIAL ABILITIES
Ability Damage (Su) An incarnate deals 2 Constitution damage for every touch attack that hits. If the creature has no Constitution (e.g. undead, deathless, etc.), it takes damage to Charisma instead.
Invisibility (Su) An incarnate is perpetually invisible. It appears as a multi-coloured ball of light if one can see the invisible.
Possess (Su) When an incarnate’s opponent’s Constitution (or Charisma) reaches zero, he does not die. Instead, he must make a DC 16 Fortitude save or the incarnate takes over his body. The save DC is Charisma-based. Regardless of his save result, he is immediately healed of all Constitution (or Charisma) damage taken from the incarnate. If the host’s HD is less than the incarnate’s HD -2, the host dies and is completely incinerated and the possession fails.
If the possession is successful, the incarnate can communicate with its host via telepathy and can control all speeches, actions and spellcasting. If the action is against the host’s nature/alignment, he can make a DC 16 Will save to not take the action. The save DC is Charisma-based. This does not drive out the incarnate however. Despite having the ability, good incarnates generally do not control its host. The host is immune to all mind-affecting effects and cannot be possessed by any other creature. Attacks against the host do not affect the incarnate.
If the host is of a different alignment, the possession deals 1d8 damage per incarnate HD. If the host has more HD than the incarnate, he reduces the damage by 1d8 per extra HD (minimum 0 damage). Thereafter, his alignment immediately changes to the alignment of the incarnate for as long as he is possessed. Furthermore, each type of incarnate changes the host’s ability scores and personalities (see below).
A good-aligned minor incarnate can be driven from its host or victim with blasphemy, dispel good, limited wish, magic circle against good, miracle, or wish. It can also be driven out by banishment or dismissal, but only if the host or victim is not on the incarnate’s native plane. Once an incarnate leaves a host, it can be attacked physically if the spell that drove it out did not also send it to another plane.

Courage: NG; +1 Con, +1 Cha; host immune to fear effects and becomes fearless but not stupid or reckless; incarnate leaves if host changes to evil alignment.
Faith: LG; +2 Wis, +1 Cha (incarnate prefers only paladins or lawful-good clerics as hosts); host immune to magical alignment change.
Hope: CG; +1 Cha, +1 to all saves; host is immune to despair and hopelessness effects.

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