The Eternal Boundary

The Eternal Boundary

The first Planescape adventure, The Eternal Boundary help set the tone for the later adventures and the setting in general. There are a few inconsistencies and some rough patches (many players have difficulty jumping from investigating deaths in the Hive to sneaking into the Mortuary) but overall it’s a good start to any Planescape campaign.

This adventure also introduces the Illuminated sect and their leader Green Marvent, who can be as much of a pain in the PCs careers as the GM likes.

Trivia: The Mortuary was prominently featured in Planescape: Torment; its layout in the game is very close to the layout in this adventure.

The Illuminated

Sects aren’t as powerful or well-established as factions; this is represented by sects not having feats to increase the power of their members.

Infiltrator When making a Bluff check to pose as a member of a specific faction, an Illuminated may roll twice and use the higher result.

Secret Cause An Illuminated can never hold public office or own a business, except as part of a disguise when posing as a factioneer. They must give up these positions when they abandon the disguise.

Survivor Illuminated are notoriously stubborn in their opposition to dying. They gain a +2 competence bonus to stabilization checks, saving throws versus death effects, and saving throws versus death from massive damage (if the optional rule is being used).

Skills Illuminated have a +2 competence bonus on Bluff checks. An Illuminated always treats Bluff and Intimidate as class skills.

Nonplayer Characters (NPCs)

Derioch Ysarl      CR 4

XP 1,200
Female middle-aged planar human wizard 5 (Bleak Cabal)
CE Medium humanoid (human)
Init +2; Senses Perception +1

DEFENCE
AC 17, touch 13, flat-footed 15 (+4 armour, +1 deflection, +2 Dex)
hp 17 (5d6-5)
Fort +0, Ref +3, Will +7
SR 16 vs. spells causing madness or insanity

OFFENCE
Speed 30 ft.
Melee mwk dagger +1 (1d4-2/19-20)
Special Attacks hand of the apprentice 7/day
Spells Prepared (CL 5th; concentration +9)
3rd–protection from energy, suggestion (DC 18)
2nd–invisibility, scorching ray, web (DC 16)
1st–charm person (DC 16), jump, mage armour, magic missile
0 (at will)–daze (DC 15), detect magic, light, read magic

TACTICS
Before Combat Derioch assumes that the PCs are the sods she’s been looking for, but she’ll give them a small chance to prove otherwise.
During Combat Derioch uses a charm person or suggestion spell at the beginning of the fight to disable any PC who might be a spellcaster. The Bleakers would like to take a few prisoners, and may try to disarm the PCs if given the opportunity.
Morale Derioch and her crew will attempt to withdraw if more than 3 Bleakers, or Derioch herself, fall.
Base Statistics When not protected by mage armour, Derioch has AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex).

STATISTICS
Str 7, Dex 14, Con 9, Int 18, Wis 13, Cha 14
Base Atk +2; CMB +0; CMD 12
Feats Brew PotionB, Combat Casting, Iron Will, Scribe ScrollB, Spell Focus (enchantment), Spell Penetration
Skills Appraise +12, Craft (alchemy) +12, Heal +3, Knowledge (arcana) +12, Knowledge (local) +12, Knowledge (planes) +12, Knowledge (religion) +12, Fly +6, Spellcraft +12
Faction Traits Already Mad, Melancholia, Shortened Lifespan
Languages Common, Abyssal, Dabus, Draconic, Gnoll
SQ arcane bond (wand of hold person), cantrips
Combat Gear potion of command undead, potion of fly, wand of hold person (14 charges); Other Gear masterwork dagger, ring of protection +1, spell component pouch, spellbook (contains all cantrips and currently prepared spells), 10 pp, 33 gp, 15 sp

The Shadowknave      CR 5

XP 1,600
Male prime half-elf wizard 6 (Illuminated)
NE Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +3

DEFENCE
AC 14, touch 13, flat-footed 12 (+1 armour, +1 deflection, +2 Dex)
hp 26 (6d6)
Fort +2, Ref +4, Will +6; +2 vs. death effects, +2 vs. enchantment
Immune sleep

OFFENCE
Speed 30 ft.
Melee +1 dagger +3 (1d4/19-20)
Ranged mwk dart +6 (1d4-1)
Special Attacks hand of the apprentice 7/day
Spells Prepared (CL 6th; concentration +10)
3rd–deep slumber (DC 18), feign death*, slow (DC 17)
2nd–blur, invisibility, scare (DC 16), web (DC 16)
1st–charm person (DC 16), disguise self, silent image, sleep (DC 16)
0 (at will)–daze (DC 15), detect magic, read magic, touch of fatigue (DC 14)
* New spell; see below

TACTICS
Before Combat If the PCs make their presence known, the Knave orders his bashers to attack.
During Combat The Shadowknave assists his bashers by using sleep and slow spells.
Morale The Knave and his bashers will fight until two of the bashers or the Knave are down, and then they’ll withdraw. The Knave uses his wand of cause fear to cover their retreat. He’ll abandon his men, if necessary.

STATISTICS
Str 8, Dex 14, Con 10, Int 18, Wis 13, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Combat Casting, Craft Magic Arms and ArmourB, Improved Initiative, Scribe ScrollB, Skill Focus (Spellcraft), Spell Focus (enchantment)
Skills Bluff +12, Craft (alchemy) +10, Intimidate +10, Knowledge (arcana) +13, Knowledge (local) +13, Knowledge (planes) +13, Perception +3, Spellcraft +16
Sect Traits Infiltrator, Secret Cause, Survivor
Languages Common, Aklo, Draconic, Elven, Sylvan
SQ arcane bond (wand of cause fear), cantrips
Combat Gear wand of cause fear (43 charges); Other Gear +1 dagger, 2 masterwork darts, bracers of armour +1, ring of protection +1, spell component pouch, spellbook (contains all cantrips and currently prepared spells), 6 pp, 21 gp, 26 sp, 2 emeralds (100 gp each)

Guile’s Note: Sleeping or unconscious opponents are always considered “willing” targets, so feign death will work on them once they’ve been rendered asleep or unconscious.

Feign Death

School necromancy; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target one willing, living creature whose level or Hit Dice do not exceed the caster’s
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance yes (harmless)

You put the recipient into a deathlike condition. At your option, this can be a cataleptic state that is impossible to distinguish from death, or the subject can appear to be in a coma or deep sleep. Although able to smell, hear, and know what is going on, the subject is blind and has no sense of touch or pain. The subject does not need to eat, drink, or breathe.

While the spell is in effect, the subject is immune to subdual damage, and any normal or ability damage inflicted is reduced by half. In addition, the subject is immune to mind-affecting attacks, paralysis, poison, disease, and energy drain. The effects of any poison or disease already affecting the subject when the spell takes effect are halted until the spell ends. If the subject has any negative levels when the spell takes effect, the saving throw to remove it is delayed until the spell ends.

Mordrigaarz Antill      CR 3

XP 800
Male planar human fighter 4 (Xaositects)
CN Medium humanoid (human)
Init +1; Senses Perception -1

DEFENCE
AC 19, touch 11, flat-footed 18 (+8 armour, +1 Dex)
hp 40 (4d10+12)
Fort +6, Ref +2, Will +0 (+1 against fear)
Immune sleep

OFFENCE
Speed 20 ft.
Melee unarmed strike +9 (1d3+6) or +1 greatsword +10 (2d6+7/19-20) or dagger +8 (1d4+4/19-20)
Ranged light crossbow +5 (1d8/19-20)

TACTICS
Before Combat If the PCs don’t surrender, Mordrigaarz attacks unless he is convinced of one of three things: that the PCs are too strong for him, that his superiors in the faction will be displeased by his actions, or that the PCs are working for the Chaosmen.
During Combat Mordrigaarz wades into battle happily. He will try to take prisoners if he sees a good opportunity to do so.
Morale Mordrigaarz likes to talk while fighting, and if the PCs start to do well (i.e., they kill or drive off his mercenaries), he holds up his hand and backs away for a moment with grudging respect. This gives the PCs a chance to open a dialogue with the Chaosman.

STATISTICS
Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 13
Base Atk +4; CMB +8; CMD 19
Feats Improved Unarmed Strike, Intimidating Prowess, Power AttackB, Weapon Focus (greatsword), Weapon Focus (unarmed strike)B, Weapon Specialization (unarmed strike)B
Skills Bluff +3, Intimidate +12, Knowledge (local) +4, Survival +7
Faction Traits Babble, Follow the Wind, Scramblespeak
Languages Common
SQ armour training 1, bravery +1
Combat Gear potion of cure light wounds; Other Gear masterwork half-plate, +1 greatsword, dagger, light crossbow with 13 bolts, 3 pp, 38 gp, 22 sp, opal (50 gp), ring (75 gp)

Toranna the Gray      CR 2

XP 600
Female prime human cleric 3 of Cyric (Illuminated)
NE Medium humanoid (human)
Init -1; Senses Perception +2

DEFENCE
AC 15, touch 9, flat-footed 15 (+6 armour, -1 Dex)
hp 21 (3d8+3)
Fort +3, Ref +0, Will +7; +2 vs. death effects

OFFENCE
Speed 20 ft.
Melee mwk longsword +5 (1d8+2/19-20)
Special Attacks channel negative energy 6/day (2d6, DC 14), destructive smite 7/day, spontaneous casting (inflict spells)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
7/day–copycat
Spells Prepared (CL 3rd; concentration +5)
2nd–hold person (DC 14), invisibilityD, silence
1st–bane (DC 13), cause fear (DC 13), command (DC 13), true strikeD
0 (at will)–detect magic, guidance, read magic, resistance
D domain spell; Domains Destruction, Trickery

TACTICS
Before Combat When Toranna sees the PCs, she orders the nearest zombies to attack (there are four of them), and sends her assistant for help. In the meantime, Toranna fights a delaying action.

STATISTICS
Str 15, Dex 8, Con 10, Int 14, Wis 15, Cha 12
Base Atk +2; CMB +4; CMD 13
Feats Extra Channel, Improved Channel, Iron Will
Skills Bluff +8, Diplomacy +7, Disguise +7, Knowledge (religion) +8, Sense Motive +8
Sect Traits Infiltrator, Secret Cause, Survivor
Languages Common, Abyssal, Chondathan, Orc
SQ aura of chaos, aura of evil, orisons
Combat Gear potion of invisibility; Other Gear masterwork longsword, sling with 20 bullets, chainmail, wooden holy symbol, spell component pouch, 19 gp, 43 sp

Imogen      CR 5

XP 1,600
Female githzerai magus 6 (Illuminated)
LE Medium humanoid (extraplanar, githzerai)
Init +0; Senses darkvision 60 ft.; Perception +0

DEFENCE
AC 15, touch 11, flat-footed 15 (+4 armour, +1 deflection)
hp 45 (6d8+12)
Fort +8, Ref +3, Will +6; +2 vs. death effects

OFFENCE
Speed 30 ft.
Melee +1 longsword +7 (1d8+2/19-20) or dagger +5 (1d4+1/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks spell combat, spellstrike
Psionics (ECL 6th; concentration +4)
Constant–inertial armour
3/day–daze (DC 10), feather fall, shatter (DC 12)
Spells Prepared (CL 6th; concentration +9)
2nd–blur (DC 18), cat’s grace*, scorching ray, web (DC 15)
1st–colour spray (DC 14), magic missile, ray of enfeeblement (DC 14), shield, shocking grasp (DC 14)
0 (at will)–acid splash, detect magic, light, mage hand, read magic

TACTICS
During Combat If attacked, Imogen tries to subdue the party with spells. She casts a blur on herself in the first round, and follows that with a web to subdue the party. She’ll use more deadly spells if necessary.
Morale If hard pressed, Imogen flees through a secret passage in the north wall, concealed behind a bookshelf.

STATISTICS
Str 14, Dex 10, Con 14, Int 17, Wis 10, Cha 10
Base Atk +4; CMB +6; CMD 17
Feats Arcane Strike, Combat Casting, Still SpellB, Weapon Focus (longsword)
Skills Bluff +11, Intimidate +9, Knowledge (arcana) +12, Knowledge (planes) +12, Survival +9, Spellcraft +11
Sect Traits Infiltrator, Secret Cause, Survivor
Languages Githzerai, Common, Draconic, Slaad
SQ arcane pool (6), cantrips, magus arcana (arcane accuracy), spell recall
Combat Gear potion of gaseous form, potion of letivate; Other Gear +1 longsword, 2 daggers, light crossbow with 20 bolts, cloak of resistance +1, ring of protection +1, spell component pouch, spellbook (contains all cantrips and currently prepared spells), 47 gp, 37 sp, opal (25 gp)

Master NPC Table

The Dancing Man      CR 1

XP 300
Male prime human fighter 3
CN Medium humanoid (human)
Init +1; Senses Perception -1

DEFENCE
AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
hp 31 (3d10+9)
Fort +5, Ref +2, Will +0 (+1 against fear)

OFFENCE
Speed 30 ft.
Melee unarmed strike +6 (1d3+3 nonlethal)

TACTICS
Before Combat The Dancing Man doesn’t answer any questions, but instead recites the names of Abyssal powers over and over (and over and over…) again.
During Combat If the PCs try to restrain the Dancing Man in any way, he turns on them with berserk fury and attacks unarmed. He possesses the strength of a maniac.
Morale The Dancing Man continues on his way if the PCs back off.

STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Base Atk +3; CMB +6; CMD 17
Feats CleaveB, Dodge, Intimidating Prowess, Power Attack, Weapon Focus (longsword)B
Skills Intimidate +10, Knowledge (dungeoneering) +6, Survival +5
Languages Common
SQ armour training 1, bravery +1
Note: -1 CR for lack of equipment

Tylaric Stormwing      CR 2

XP 600
Male prime human fighter 3 (faction as appropriate)
CG Medium humanoid (human)
Init +1; Senses Perception -1

DEFENCE
AC 18, touch 12, flat-footed 16 (+6 armour, +1 Dex, +1 dodge)
hp 31 (3d10+9)
Fort +5, Ref +2, Will +0 (+1 against fear)

OFFENCE
Speed 20 ft.
Melee mwk longsword +8 (1d8+3/19-20)

TACTICS
Before Combat Tylaric avoids violent confrontations with the party because he’s trying to cooperate with his faction brothers. He’ll even surrender or join the party if the PCs demand it.

STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Base Atk +3; CMB +6; CMD 17
Feats CleaveB, Dodge, Intimidating Prowess, Power Attack, Weapon Focus (longsword)B
Skills Intimidate +10, Knowledge (dungeoneering) +6, Survival +5
Faction Traits as appropriate
Languages Common
SQ armour training 1, bravery +1
Combat Gear potion of cure moderate wounds (3); Other Gear masterwork chainmail, masterwork longsword, 23 gp, 19 sp

Mourner Tom      CR 1

XP 400
Male planar human rouge (curpurse) 3 (Advanced Player’s Guide 132)
NE Medium humanoid (human)
Init +3; Senses Perception +6

DEFENCE
AC 15, touch 13, flat-footed 12 (+2 armour, +3 Dex)
hp 15 (2d8+2)
Fort +1, Ref +6, Will -1

OFFENCE
Speed 30 ft.
Melee mwk dagger +3 (1d4+1/19-20)
Special Attacks sneak attack +1d6

TACTICS
Before Combat Mourner Tom and the other collectors are not here for a fight. If threatened or stopped, they protest (“Hey, we found ‘im first! Go get your own deader, berk!”) but offer no resistance.
Morale Mourner Tom and the other collectors flee if weapons are drawn against them.

STATISTICS
Str 12, Dex 17, Con 13, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Agile Manoeuvres, Alertness
Skills Acrobatics +8, Bluff +7, Diplomacy +7, Intimidate +7, Knowledge (local) +5, Perception +6, Profession (collector) +4, Sense Motive +6, Sleight of Hand +8, Stealth +8
Languages Common, Githzerai, Halfling
SQ measure the mark, rogue talent (fast stealth)
Combat Gear potion of cure light wounds (2); Other Gear masterwork dagger, masterwork leather armour, masterwork thieves’ tools, 2 gp, 4 sp, 17 cp

Xaositect Priest      CR 2

XP 600
Male planar human cleric of Olidammara 3 (Xaositect)
CN Medium humanoid (human)
Init -1; Senses Perception +3

DEFENCE
AC 16, touch 9, flat-footed 16 (+6 armour, -1 Dex, +1 shield)
hp 24 (3d8+6)
Fort +5, Ref +0, Will +6

OFFENCE
Speed 20 ft.
Melee mwk rapier +4 (1d6+1/18-20)
Special Attacks channel negative energy 4/day (2d6, DC 14), spontaneous casting (inflict spells)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day–bit of luck, touch of chaos
Spells Prepared (CL 3rd; concentration +6)
2nd–aidD, bull’s strength, hold person (DC 15)
1st–bless, command (DC 14), shield of faith, true strikeD
0 (at will)–detect magic, guidance, light, resistance
D domain spell; Domains Chaos, Luck

TACTICS
During Combat The priest hangs back a bit to cast spells and guard Mordrigaarz’s back. He follows Mordrigaarz’s lead in all matters.

STATISTICS
Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 13
Base Atk +2; CMB +3; CMD 12
Feats Combat Casting, Improved Channel, Selective Channelling
Skills Bluff +3, Heal +9, Knowledge (religion) +6, Sense Motive +9, Spellcraft +6
Faction Traits Babble, Follow the Wind, Scramblespeak
Languages Common
SQ aura of chaos, orisons
Gear +1 scale mail, light steel shield, masterwork rapier, spell component pouch, wooden holy symbol, 11 gp, 20 sp

Eliath      CR 3

XP 800
Male prime human wizard 4 (Doomguard)
LN Medium humanoid (human)
Init +2; Senses Perception +0

DEFENCE
AC 16, touch 12, flat-footed 14 (+4 armour, +2 Dex)
hp 22 (4d6+4)
Fort +3, Ref +4, Will +5
SR 12 vs. healing

OFFENCE
Speed 30 ft.
Melee +1 longsword +3 (1d8/19-20)
Special Attacks hand of the apprentice 7/day
Spells Prepared (CL 4th; concentration +8)
2nd–arcane lock, invisibility, scorching ray
1st–charm person (DC 15), grease, mage armour, magic missile
0 (at will)–detect magic, disrupt undead, ghost sound (DC 14), read magic

TACTICS
Before Combat Eliath and his fellow Doomguards want to be left alone and resent intrusions. However, they’ve got no reason to be suspicious of the PCs. As long as the PCs are civil, the Doomguards answer most questions. However, the instant a PC blurts out anything sounding like an accusation, the Doomguards leap to their feet and draw their swords, ready to punish the party for their ill-considered words.
During Combat Eliath tries to stay out of combat and casts spells to support his Doomguard brethren.
Morale The Doomguard try to withdraw when half their number (5) are down.
Base Statistics When not protected by mage armour, Eliath has AC 12, touch 12, flat-footed 10 (+2 Dex).

STATISTICS
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 12
Feats Combat Casting, Martial Weapon Proficiency (longsword)B, Scribe ScrollB, Skill Focus (Knowledge [arcana]), Spell Penetration
Skills Appraise +11, Knowledge (arcana) +14, Knowledge (dungeoneering) +13, Knowledge (engineering) +11, Knowledge (history) +11, Knowledge (nature) +11, Knowledge (planes) +8, Spellcraft +11
Faction Traits Healing Resistance, Sift, Sword Training
Languages Common, Draconic, Dwarven, Elven
SQ arcane bond (+1 longsword), cantrips
Gear +1 longsword, cloak of resistance +1, spell component pouch, spellbook (contains all cantrips and currently prepared spells), 18 gp, 27 sp, 4 cp

Zaren      CR ½

XP 200
Male planar human expert 2 (Free League)
NE Medium humanoid (human)
Init +2; Senses Perception +6

DEFENCE
AC 15, touch 12, flat-footed 13 (+3 armour, +2 Dex)
hp 10 (2d8)
Fort +0, Ref +2, Will +3 (+5 vs. mind-affecting)

OFFENCE
Speed 30 ft.
Melee mwk club +2 (1d6)

STATISTICS
Str 10, Dex 14, Con 11, Int 13, Wis 8, Cha 9
Base Atk +1; CMB +1; CMD 13
Feats Alertness, Skill Focus (Profession [innkeeper])
Skills Appraise +6, Bluff +4, Diplomacy +4, Intimidate +4, Knowledge (local) +6, Perception +6, Profession (innkeeper) +7, Sense Motive +8, Sleight of Hand +7
Faction Traits Free Will, On Our Own, One of Us
Languages Common, Infernal
Gear masterwork club, masterwork studded leather armour, 11 gp, 37 sp

Hurfang (Hobgoblin Chief)      CR 2

XP 600
Male planar hobgoblin fighter 3 (Pathfinder RPG Bestiary 175)
LE Medium humanoid (extraplanar, goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +1

DEFENCE
AC 22, touch 12, flat-footed 20 (+7 armour, +2 Dex, +3 shield)
hp 31 (3d10+9)
Fort +6, Ref +2, Will +2 (+3 against fear)

OFFENCE
Speed 20 ft.
Melee mwk heavy mace +7 (1d8+2)

TACTICS
Before Combat Both Hurfang and Trent call for guards. Unless the PCs can silence them quickly, Imogen hears them from Area 15 and comes to their aid with her bodyguards in 1d3 minutes.
Morale Hurfang and Trent fight to the death, expecting no quarter.

STATISTICS
Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 17
Feats Intimidating Prowess, Power Attack, Shield FocusB, Weapon Focus (heavy mace)B
Skills Intimidate +7, Knowledge (dungeoneering) +6, Stealth +0, Survival +7; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ armour training 1, bravery +1
Gear masterwork banded mail, heavy steel shield, masterwork heavy mace, 28 gp, 33 sp, 18 cp

Trent      CR 2

XP 600
Male planar human fighter 3 (Illuminated)
NE Medium humanoid (human)
Init +1; Perception +0

DEFENCE
AC 19, touch 12, flat-footed 17 (+7 armour, +1 dodge, +1 Dex)
hp 31 (3d10+9)
Fort +4, Ref +2, Will +4 (+3 against fear); +2 vs. death effects

OFFENCE
Speed 20 ft.
Melee mwk short sword +8 (1d6+3/19-20)

TACTICS
Before Combat Both Hurfang and Trent call for guards. Unless the PCs can silence them quickly, Imogen hears them from Area 15 and comes to their aid with her bodyguards in 1d3 minutes.
Morale Hurfang and Trent fight to the death, expecting no quarter.

STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Cleave, DodgeB, Iron Will, Power Attack, Weapon Focus (short sword)B
Skills Bluff +1, Intimidate +5, Knowledge (planes) +3, Survival +7
Sect Traits Infiltrator, Secret Cause, Survivor
Languages Common
SQ armour training 1, bravery +1
Gear masterwork splint mail, masterwork short sword, 44 gp

Brandal      CR 3

XP 600
Male prime planar cleric 4 of Hextor (Illuminated)
LE Medium humanoid (human)
Init -1; Senses Perception +4

DEFENCE
AC 16, touch 9, flat-footed 16 (+7 armour, -1 Dex)
hp 31 (4d8+8)
Fort +5, Ref +0, Will +8; +2 vs. death effects

OFFENCE
Speed 20 ft.
Melee mwk heavy flail +5 (1d10+1/19-20)
Special Attacks channel negative energy 4/day (2d6, DC 15), destructive smite 7/day, spontaneous casting (inflict spells)
Domain Spell-Like Abilities (CL 4th; concentration +8)
7/day–battle rage
Spells Prepared (CL 4th; concentration +8)
2nd–hold person (DC 14), owl’s wisdom, resist energy, spiritual weaponD
1st–bless, cure light wounds, remove fear, shield of faith, true strikeD
0 (at will)–detect magic, light, read magic, resistance
D domain spell; Domains Destruction, War

TACTICS
Before Combat Brandal assumes the PCs are intruders and orders the guards to subdue them. If the PCs come up with a very good story, he tells them to “Go check in with Imogen before you start wandering around,” and dispatches one of the guards to lead the party to Area 15.

STATISTICS
Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13
Base Atk +3; CMB +4; CMD 13
Feats Combat Casting, Improved Channel, Selective Channelling
Skills Bluff +3, Diplomacy +8, Heal +11, Knowledge (religion) +7, Spellcraft +7
Sect Traits Infiltrator, Secret Cause, Survivor
Languages Common
SQ aura of evil, aura of law, orisons
Gear +1 chainmail, masterwork heavy flail, spell component pouch, wooden holy symbol, 15 gp, 28 sp, 4 cp

Monster Groups

Collectors (5)      CR ⅓

XP 135
Human commoner 1
N Medium humanoid (human)
Init +0; Perception +5

DEFENCE
AC 10, touch 10, flat-footed 10
hp 7 (1d6+3)
Fort +2, Ref +0, Will -1

OFFENCE
Speed 30 ft.
Melee club +1 (1d6+1)

TACTICS
Before Combat The collectors are not here for a fight. If threatened or stopped, they protest (“Hey, we found ‘im first! Go get your own deader, berk!”) but offer no resistance.
Morale The collectors flee if weapons are drawn against them.

STATISTICS
Str 13, Dex 11, Con 14, Int 9, Wis 8, Cha 10
Base Atk +0; CMB +1; CMD 11
Feats Alertness, Skill Focus (Profession [collector])
Skills Perception +5, Profession (collector) +6, Sense Motive +1
Languages Common
Gear club, 1d6 gp
Nonhuman Collector: -2 Con. Remove all ranks in Perception. Remove Alertness.

Craftsmen (12)      CR ⅓

XP 135
Human commoner 1
N Medium humanoid (human)
Init +0; Perception -1

DEFENCE
AC 10, touch 10, flat-footed 10
hp 5 (1d6+1)
Fort +0, Ref +0, Will -1

OFFENCE
Speed 30 ft.
Melee club +1 (1d6+1)

STATISTICS
Str 12, Dex 10, Con 13, Int 13, Wis 8, Cha 9
Base Atk +0; CMB +1; CMD 11
Feats Skill Focus (any Craft and/or Profession skill) ×2
Skills any 5 Craft and/or Profession skills 1 rank each
Languages Common
Gear club, 1d6 gp
Nonhuman Craftsmen: -2 Con. Remove all ranks in any 1 Craft or Profession skill. Remove 1 Skill Focus feat.

Bleakers or Doomguards (5/4 and 5)      CR ½

XP 200
Human fighter 1 (Bleak Cabal or Doomguard)
N Medium humanoid (human)
Init +1; Senses Perception +1

DEFENCE
AC Bleakers: 17, touch 11, flat-footed 16 (+6 armour, +1 Dex); Sinkers: 18, touch 12, flat-footed 16 (+6 armour, +1 Dex, +1 dodge)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1
SR 12 vs. spells causing madness or insanity (Bleakers) or 12 vs. healing effects (Sinkers)

OFFENCE
Speed 20 ft.
Melee longsword +5 (Sinkers +6) (1d8+3/19-20)
Ranged light crossbow +2 (1d8/19-20)

TACTICS
Bleakers:
During Combat The Bleakers would like to take a few prisoners, and may try to disarm the PCs if given the opportunity.
Morale Derioch and her crew will attempt to withdraw if more than 3 Bleakers, or Derioch herself, fall.
Sinkers:
Before Combat Eliath and his fellow Doomguards want to be left alone and resent intrusions. However, they’ve got no reason to be suspicious of the PCs. As long as the PCs are civil, the Doomguards answer most questions. However, the instant a PC blurts out anything sounding like an accusation, the Doomguards leap to their feet and draw their swords, ready to punish the party for their ill-considered words.
Morale The Doomguard try to withdraw when half their number (5) are down.

STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Cleave, DodgeB (Sinkers only), Power Attack, Weapon Focus (longsword)B
Skills Climb +2, Heal +3 (Bleakers only), Intimidate +3, Knowledge (engineering) +2 (Sinkers only), Survival +5
Faction Traits Bleakers Already Mad, Melancholia, Shortened Lifespan; Sinkers: Healing Resistance, Sift, Sword Training
Languages Common
Gear chainmail, longsword, light crossbow with 20 bolts, 3d6 gp, 4d10 sp
Nonhuman Bleakers or Doomguards: -2 Str. Remove all ranks in Climb. Remove Cleave.

Xaositect Mercenaries (6)      CR ⅓

XP 135
Human warrior 1 (Xaositects)
NE Medium humanoid (human)
Init +0; Perception +0

DEFENCE
AC 14, touch 10, flat-footed 14 (+4 armour)
hp 8 (1d10+2)
Fort +3, Ref +0, Will +0

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

TACTICS
During Combat The mercenaries follow Mordrigaarz’s lead in all matters.
Morale The mercenaries flee if reduced to less than half their number.

STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 13
Feats Power Attack, Weapon Focus (short sword)
Skills Bluff +1, Climb +2, Intimidate +3
Faction Traits Babble, Follow the Wind, Scramblespeak
Languages Common
Gear chain shirt, short sword, 2d6 sp, 3d8 cp
Nonhuman Xaositect Mercenaries: -2 Str. Remove all ranks in Climb. Remove Power Attack.

Shadowknave’s Bashers or Illuminated Guards (4 or 9)      CR ⅓

XP 135
Human warrior 1 (Illuminated)
NE Medium humanoid (human)
Init +0; Perception +0

DEFENCE
AC 16, touch 10, flat-footed 16 (+5 armour, +1 shield)
hp 8 (1d10+2)
Fort +3, Ref +0, Will +0; +2 vs. death effects

OFFENCE
Speed 20 ft.
Melee longsword +4 (1d8+2/19-20) or dagger +3 (1d4+2/19-20)

TACTICS
Before Combat If the PCs make their presence known, the Knave orders his bashers to attack.
Morale The Knave and his bashers will fight until two of the bashers or the Knave are down, and then they’ll withdraw. The Knave uses his wand of cause fear to cover their retreat. He’ll abandon his men, if necessary.
Illuminated Guards: Do what they’re ordered to.

STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 13
Feats Power Attack, Weapon Focus (longsword)
Skills Bluff +1, Climb +0, Intimidate +3
Sect Traits Infiltrator, Secret Cause, Survivor
Languages Common
Gear chainmail, light steel shield, longsword, 3d6 gp, 4d10 sp, 3d8 cp
Nonhuman Shadowknave’s Bashers or Illuminated Guards: -2 Str. Remove all ranks in Climb. Remove Power Attack.

Dustmen, Elite Guards (6*)      CR ½

XP 200
Human fighter 1 (Dustmen)
N Medium humanoid (human)
Init +1; Senses Perception +1

DEFENCE
AC 18, touch 10, flat-footed 18 (+8 armour)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1

OFFENCE
Speed 20 ft.
Melee halberd +6 (1d10+3/×3) or short sword +5 (1d6+3/19-20)

STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 14
Feats Cleave, Power Attack, Weapon Focus (halberd)B
Skills Climb +0, Intimidate +3, Knowledge (religion) +2, Survival +5
Faction Traits Dead Truce, Toward True Death
Languages Common
Gear half-plate, halberd, short sword, 4d10 sp
Nonhuman Dustmen, Elite Guards: -2 Str. Remove all ranks in Climb. Remove Cleave.

Dustman, Captain      CR 3

XP 800
Male githzerai magus 4 (Dustmen)
N Medium humanoid (extraplanar, githzerai)
Init +2; Senses darkvision 60 ft.; Perception -1

DEFENCE
AC 16, touch 12, flat-footed 14 (+4 armour, +2 Dex)
hp 31 (4d8+8)
Fort +6, Ref +4, Will +4

OFFENCE
Speed 30 ft.
Melee mwk longsword +7 (1d8+1/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks spell combat, spellstrike
Psionics (ECL 4th; concentration +3)
Constant–inertial armour
3/day–daze (DC 9), feather fall, shatter (DC 11)
Spells Prepared (CL 4th; concentration +8)
2nd–detect thoughts (DC 16), scorching ray
1st–colour spray (DC 15), magic missile, ray of enfeeblement (DC 15), shield, shocking grasp (DC 15)
0 (at will)–acid splash, detect magic, prestidigitation, read magic

STATISTICS
Str 14, Dex 14, Con 13, Int 18, Wis 8, Cha 8
Base Atk +3; CMB +5; CMD 17
Feats Intimidating Prowess, Weapon Focus (longsword)
Skills Intimidate +8, Knowledge (arcana) +11, Knowledge (local) +8, Knowledge (planes) +11, Knowledge (religion) +6, Spellcraft +11
Faction Traits Dead Truce, Toward True Death
Languages Githzerai, Common, Draconic, Undercommon, Slaad
SQ arcane pool (6), cantrips, magus arcana (pool strike), spell recall
Combat Gear potion of cure light wounds (2); Other Gear mwk longsword, cloak of resistance +1, spell component pouch, spellbook (contains all cantrips and currently prepared spells)

Dustmen, Average      CR ⅓

XP 135
Human commoner 1 (Dustmen)
N Medium humanoid (human)
Init +1; Senses Perception +3

DEFENCE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 5 (1d6+1)
Fort +3, Ref +1, Will -1

OFFENCE
Speed 30 ft.
Melee dagger +0 (1d4/19-20)

STATISTICS
Str 10, Dex 12, Con 13, Int 13, Wis 8, Cha 9
Base Atk +0; CMB +0; CMD 11
Feats Great Fortitude, Skill Focus (Profession [mortician/undertaker])
Skills Craft (alchemy) +5, Knowledge (planes) +2, Knowledge (religion) +7, Perception +3, Profession (mortician/undertaker) +6
Faction Traits Dead Truce, Toward True Death
Languages Common, 1 additional language
Gear dagger, 4d6 gp, 4d10 sp, 4d6 cp
Nonhuman Dustmen, Average: -2 Con. Remove all ranks in Perception. Remove Great Fortitude.

Dustman or Illuminated Priest      CR 2

XP 600
Human cleric 3 of Death (Dustmen or Illuminated)
N Medium humanoid (human)
Init -1; Senses Perception +3

DEFENCE
AC 15, touch 9, flat-footed 15 (+6 armour, -1 Dex)
hp 24 (3d8+6)
Fort +5, Ref +0, Will +4; +2 vs. death effects (Illuminated only)

OFFENCE
Speed 20 ft.
Melee mwk light mace +4 (1d6+1)
Special Attacks channel negative energy 8/day (2d6, DC 12), spontaneous casting (inflict spells)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day–bleeding touch, gentle repose
Spells Prepared (CL 3rd; concentration +6)
2nd–death knellD (DC 15), hold person (DC 15), silence
1st–cause fearD (DC 14), command (DC 13), cure light wounds, shield of faith
0 (at will)–detect magic, guidance, light, resistance
D domain spell; Domains Death, Repose

TACTICS
During Combat If a fight breaks out, Alver Kend (the Illuminated priest) orders one of the guards to go to Area 2 to alert the Citadel. He looks for a spellcaster and uses his silence spell on him. If a PC gets close to the edge he targets him for a command – “Leap!”

STATISTICS
Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 13
Base Atk +2; CMB +3; CMD 12
Feats Command Undead, Extra Channel, Selective Channelling
Skills Appraise +7, Bluff +3 (Illuminated only), Knowledge (religion) +7 (Dustmen +9), Knowledge (planes) +7, Spellcraft +7
Faction Traits (Dustmen only) Dead Truce, Negative Energy Channelling, Toward True Death
Sect Traits (Illuminated only), Infiltrator, Secret Cause, Survivor
Languages Common
SQ orisons
Gear masterwork light mace, masterwork scale mail, masterwork light steel shield, wooden holy symbol, spell component pouch

Dustman, Mage      CR 4

XP 1,200
Planar human wizard 5 (Dustmen)
NE Medium humanoid (human)
Init +2; Senses Perception +0

DEFENCE
AC 14, touch 13, flat-footed 12 (+1 armour, +1 deflection, +2 Dex)
hp 27 (5d6+5)
Fort +2, Ref +3, Will +4

OFFENCE
Speed 30 ft.
Melee mwk quarterstaff +2 (1d6-1)
Ranged dart +4 (1d4-1)
Special Attacks hand of the apprentice 7/day
Spells Prepared (CL 5th; concentration +9)
3rd–fireball (DC 17), vampiric touch
2nd–acid arrow, mirror image, scorching ray
1st–charm person (DC 17) ×2, colour spray (DC 15), magic missile, shield
0 (at will)–daze (DC 16), detect magic, mage hand, read magic

STATISTICS
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 13
Feats Greater Spell Focus (enchantment), Heighten SpellB, Scribe ScrollB, Spell Focus (enchantment), Spell Penetration
Skills Appraise +12, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (nature) +9, Knowledge (religion) +14, Knowledge (planes) +12, Linguistics +12, Spellcraft +12
Faction Traits Dead Truce, Toward True Death
Languages Common, Abyssal, Celestial, Draconic, Elven, Ignan, Infernal, Terran
SQ arcane bond (masterwork quarterstaff), cantrips
Gear masterwork quarterstaff, dart, bracers of armour +1, ring of protection +1, spell component pouch, spellbook (contains all cantrips and currently prepared spells), 2d6 pp, 3d8 gp, 4d10 sp

Zombies (*)      CR ½

XP 200
Human zombie
hp 12 (Pathfinder RPG Bestiary 288)

Skeletons (4*)      CR ⅓

XP 135
Human skeleton
hp 4 (Pathfinder RPG Bestiary 250)

Monster Skeletons (8*)      CR 5

XP 1,600
Hill giant skeleton (Pathfinder RPG Bestiary 150, 250)
NE Large undead
Init +4; Senses darkvision 60 ft.; Perception +0

DEFENCE
AC 18, touch 9, flat-footed 18 (+7 armour, +2 natural, -1 size)
hp 45 (10d8)
Fort +3, Ref +3, Will +7
DR 5/bludgeoning; Immune cold, undead traits

OFFENCE
Speed 30 ft.
Melee 2 claws +13 (1d6+7)
Space 10 ft.; Reach 10 ft.

TACTICS
Before Combat The skeletons’ orders are to defend themselves only if attacked, and to make sure that no one defaces or removes any of the decorations in the chamber. As long as the PCs mind their manners, the skeletons remain inanimate.

STATISTICS
Str 25, Dex 10, Con –, Int –, Wis 10, Cha 10
Base Atk +7; CMB +15; CMD 25
Feats Improved InitiativeB
Gear bronze half-plate

Hobgoblins      CR ⅓

XP 135
Male planar hobgoblin warrior 1 (Pathfinder RPG Bestiary 175)
LE Medium humanoid (extraplanar, goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +2

DEFENCE
AC 15, touch 11, flat-footed 14 (+3 armour, +1 Dex, +1 shield)
hp 8 (1d10+2)
Fort +4, Ref +1, Will -1

OFFENCE
Speed 30 ft.
Melee morningstar +2 (1d8+1)
Ranged shortbow +2 (1d6/×3)

STATISTICS
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Base Atk +1; CMB +2; CMD 13
Feats Alertness
Skills Perception +3, Sense Motive +1, Stealth +3; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ armour training 1, bravery +1
Gear studded leather, light steel shield, morningstar, shortbow with 20 arrows, 2d8 gp, 3d8 sp, 2d10 cp

Stone Golem      CR 11

XP 12,800
Golem, Stone
hp 107 (Pathfinder RPG Bestiary 163)

TACTICS
Before Combat The golem is programmed to accept orders only from Imogen. Its current orders are to attack any fire elementals that set foot on the citadel; it ignores all other intruders. Imogen will mobilize the stone golem if she is defeated in a meeting.

Barmies      CR ⅓

XP 135
Human warrior 1
Any alignment Medium humanoid (human)
Init +0; Perception +0

DEFENCE
AC 10, touch 10, flat-footed 10
hp 8 (1d10+2)
Fort +3, Ref +0, Will +0

OFFENCE
Speed 30 ft.
Melee unarmed strike +3 (1d3+2 nonlethal)

STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 13
Feats Power Attack, Weapon Focus (short sword)
Skills Climb +6, Intimidate +3
Languages Common
Nonhuman Barmies: -2 Str. Remove all ranks in Climb. Power Attack.

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