Pathfinder Module: Tomb of the Iron Medusa by Mike Shel

By Mike Shel

Hidden within the distant southern variety of the World's side Mountains lies a mysterious necropolis safe by way of a mythical parent often called the Iron Medusa. whilst the final inheritor of the dungeon's long-dead noble developers hires the heroes to discover the forlorn and lethal web site looking for proof which may transparent his kinfolk identify, the heroes quickly locate themselves in over their heads. For the Tomb of the Iron Medusa doesn't hand over its secrets and techniques flippantly, and the damaging truths that lie inside of those trap-laden crypts could have been hidden for an exceptional cause certainly. Tomb of the Iron Medusa is a Pathfinder Roleplaying video game experience for 14th-level characters. It good points an expansive necropolis of crypts and tombs, all guarded through devious traps, unusual puzzles, fiendish monsters, strange creatures, and the undead remnants of a once-powerful aristocracy. Tomb of the Iron Medusa additionally contains a new monster and a fully-detailed borderland resort which may function either a kick off point the journey or as any roadside tavern in any myth global.

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N5. Vadim’s Room Vadim’s private bedchamber still bears the feminine touch of his wife, Marla, who passed away from fever 6 years ago—most credit her death with transforming Vadim into his present taciturn self. A large four-poster bed dominates the room, and beneath it is a locked chest containing 594 gp worth of coins, as well as a few items common to worshipers of Sarenrae, including a small silver holy symbol worth 35 gp. A wardrobe and dresser contain Vadim’s few clothes, as well as those of his departed wife.

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This floating, ghostly figure’s visage constantly shifts between that of a comely, smiling human and a desiccated corpse. Around it swirl less substantial humanoid forms. ; Perception +7 Defense AC 26, touch 26, flat-footed 17 (+7 deflection, +8 Dex, +1 dodge) hp 225 (18d8+144); regeneration 5 (electricity or good) Fort +13, Ref +14, Will +20 Defensive Abilities channel resistance +4, incorporeal; Immune cold, undead traits, Resist acid 10, fire 10 A nemhain is formed when a soul deliberately assumes undead status as a means of protecting a person, object, place, or ideal.

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