By Paizo Publishing
From the lethal heights of Gallowspire to the treacherous depths of the Darklands, Dungeons of Golarion provides a wide-ranging review of six of the main harmful delves within the Pathfinder global. With tough maps, event hooks, stumble upon charts, and notes on key enemies and treasures, this guidebook presents the framework for GMs to make those remarkable destinations their very own. Key websites highlighted during this quantity comprise Gallowspire, domestic of the lich-king often called the Whispering Tyrant, hole Mountain, seat of a fallen Runelord, the mythical pink Redoubt of Karamoss outdoors Absalom, and extra!
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Additional info for Pathfinder Campaign Setting: Dungeons of Golarion
Abysmal Slough (CR 7): Dampness saturates every part of these rough, uneven, muddy caves. Countless varieties of mold and fungus f lourish here, and in some places they coat nearly every surface. Some are harmless and even nutritious enough to eat. Others provide a dim luminescence, but these often grow next to varieties with deadly spores or the ability to dissolve f lesh. There is even a colony of sentient algal agglomerations in one of the larger waterlogged caves. The cavern f loors are a slick morass of mud and clay, in some parts forming muddy pools of quicksand that can easily drag down the unwary.
Enchanted weapons with the wounding or vicious properties were popular during the bygone days of Alaznist’s rule. Yet perhaps even more compelling than mere magical trinkets or dangerous weapons is the promise of strange, forgotten spells created by one of Thassilon’s most creative and most violent runelords. Now and then, adventurers discover new spells and carry them back to civilization— unlike magic items, knowledge of new spells can spread and grow. The latest, and perhaps most infamous, of these ancient magics yet unearthed is a relatively low-level but brutal spell called battering blast—a spell that has led many scholars to believe that Alaznist may have been the first to craft rings of the ram.
Portal of Accession (CR 14): This level was where those who sought an audience with the Runelord were required to submit themselves to various magical and mundane searches, interrogations, and other tests before receiving permission to traverse the thousands of large steps to the Runelord’s audience chambers. Those wishing to expedite this process could complete challenges of physical or magical prowess to display their worthiness, or gain precedence by fighting duels with those ahead of them in line.