Pathfinder Campaign Setting: Dungeons of Golarion by Paizo Publishing

By Paizo Publishing

From the lethal heights of Gallowspire to the treacherous depths of the Darklands, Dungeons of Golarion provides a wide-ranging assessment of six of the main harmful delves within the Pathfinder global. With tough maps, experience hooks, stumble upon charts, and notes on key enemies and treasures, this guidebook offers the framework for GMs to make those really good 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 crimson Redoubt of Karamoss outdoor Absalom, and extra!

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Additional resources for Pathfinder Campaign Setting: Dungeons of Golarion

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The sinspawn make frequent raids and attacks on other denizens of Hollow Mountain to test tactics and gather information about their enemies. Skulks: Furtive and insular, these pale deformed humanoids live in small family groups on the lower levels—many of them dwell in the aboveground ruins of Xin-Bakrakhan and only venture into the dungeons of Hollow Mountain as parts of brutal initiation rituals. A few of the stronger skulk tribes maintain enclaves inside Hollow Mountain as well. Taiga Giants: Maintaining a loose-knit, feudal warrior culture, these giants drive off any humanoids who seek to disturb the upper slopes of their mountain.

A portal leading to one of Nemret Noktoria’s largest ziggurats lies deep within this level, providing a convenient way for the Lords Below to return home as needed, or to send back the product of the deeper mines their agents control. Level 14. The Mines of Kamaria (CR 14): Still in operation after millennia, these mines are staffed by enslaved morlocks and other humanoid workers, their cruel ghoul overseers unafraid to apply the whip or worse. The rare stones, precious metals, and gems extracted by these slaves are then sent on to Nemret Noktoria’s vaults.

The gargoyles are somewhat deranged, however; one gargoyle insists on confirming every detail it is told by talking to nearby rocky pillars, while another pantomimes everything it wants to say even though it can speak perfectly well. Those who persist in their questioning find that the gargoyles know the layout of this level extraordinarily well, including the secret passages and hidden stairways. Level 14. Forlorn Sepulchers (CR 4): Here lie the crypts and vaults of ancient Xin-Bakrakhan. These were already old in Alaznist’s time and infrequently used even then.

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