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H
eroes
D
arklands
of the
Major Darklands Entrances
Earthnavel
Mobhad
Leigh
Deepgate
Urgir
Well of
Sorrows
Caves of
the Craven
Janderhoff
Kraggodan
Shadow
Caverns
Highhelm
Dread
Dungeons
Scar
Thicket
Candlestone
Caverns
Kravenkus
T the
o
Pit of Gormuz
Pyramid
of Kamaria
Drowning
Stones
Dongun
Hold
SITES, THESE LOCATIONS NUMBER AMONG THE BEST-KNOWN WAYS
TO PHYSICALLY ACCESS THE DARKLANDS IN THE INNER SEA REGION.
W
HETHER THEY BE NATURAL FORMATIONS, LEGENDARY
DUNGEONS, DWARVEN SKY CITADELS, OR STRANGER
N
Development Leads
• Adam Daigle and
Thurston Hillman, with Logan Bonner and
Stephen Radney-MacFarland
Authors
• Robert Brookes, Eleanor Ferron,
Michelle Jones, Alex Riggs, and Nicholas Wasko
Cover Artist
• Kiki Moch Rizky
Interior Artists
• Graey Erb, Kent Hamilton, and
Bryan Syme
Cartographer
• Robert Lazzaretti
Editor-in-Chief
• F. Wesley Schneider
Creative Director
• James Jacobs
Creative Design Director
• Sarah E. Robinson
Executive Editor
• James L. Sutter
Senior Developer
• Robert G. McCreary
Pathfinder Society Lead Developer
• John Compton
Developers
• Adam Daigle, Crystal Frasier,
Amanda Hamon Kunz, Mark Moreland,
Owen K.C. Stephens, and Linda Zayas-Palmer
Managing Editor
• Judy Bauer
Senior Editor
• Christopher Carey
Editors
• Jason Keeley, Lyz Liddell, Joe Pasini, and
Josh Vogt
Lead Designer
• Jason Bulmahn
Senior Designer
• Stephen Radney-MacFarland
Designers
• Logan Bonner and Mark Seifter
Art Director
• Sonja Morris
Senior Graphic Designers
• Emily Crowell and Adam Vick
Project Manager
• Jessica Price
Organized Play Coordinator
• Tonya Woldridge
Publisher
• Erik Mona
Paizo CEO
• Lisa Stevens
Chief Operations Officer
• Jeffrey Alvarez
Chief Financial Officer
• John Parrish
Director of Sales
• Pierce Watters
Sales Associate
• Cosmo Eisele
Marketing Director
• Jenny Bendel
Director of Licensing
• Michael Kenway
Staff Accountant
• Ashley Kaprielian
Data Entry Clerk
• B. Scott Keim
Chief Technical Officer
• Vic Wertz
Senior Software Developer
• Gary Teter
Community & Digital Content Director
• Chris Lambertz
Webstore Coordinator
• Rick Kunz
Customer Service Team
• Sharaya Copas, Katina Davis,
Sara Marie Teter, and Diego Valdez
Warehouse Team
• Laura Wilkes Carey, Will Chase,
Mika Hawkins, Heather Payne, Jeff Strand, and
Kevin Underwood
Website Team
• Christopher Anthony, William Ellis,
Lissa Guillet, Don Hayes, and Erik Keith
TABLE OF CONTENTS
Introduction
Into the Darklands
Nar-Voth
Sekamina
Orv
Darklands Radiation
Darkened Seas
Darklands Alchemy
Darklands Magic Items
Next Month!
REFERENCE
This book refers to several other Pathfinder Roleplaying Game products using the following
abbreviations, yet these additional supplements are not required to make use of this book. Readers
interested in references to Pathfinder RPG hardcovers can find the complete rules of these books
available online for free at
paizo.com/prd.
Advanced Player’s Guide
Advanced Race Guide
Bestiary 2
Bestiary 3
APG
ARG
B2
B3
Bestiary 4
Bestiary 5
Ultimate Equipment
Ultimate Magic
B4
B5
UE
UM
2
4
6
12
18
24
26
28
30
32
ON THE COVER
This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying
Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content:
Except for material designated as Product Identity (see above), the game mechanics of this Paizo
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion
of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.
Jirelle leaps into battle with a guardian
of the drow empire in Sekamina in
this action-packed illustration by Kiki
Moch Rizky!
Paizo Inc.
7120 185th Ave NE, Ste 120
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Pathfinder Player Companion: Heroes of the Darklands
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Printed in China.
I
ntroductIon
A seemingly endless network of caves, tunnels, and vaults
lies beneath Golarion’s surface. Known as the Darklands,
this subterranean realm is accessible from the humblest
basement passage and the deepest ocean trench. Adventurers
seeking to explore the Darklands must prepare carefully
for such journeys, as the cavernous depths of the world are
much more perilous than the surface.
This book provides rules for characters seeking to explore
the Darklands, as well as numerous options that are suitable
for characters originating from below the surface world.
Alongside these character options is plentiful advice on
traversing the Darklands, information on the region’s three
layers, overviews of threats like subterranean radiation and
Darklands waterways, and sections detailing new alchemical
and magic items.
NAR-VOTH
Most experts agree that a cavern must connect to Sekamina to be
considered part of Nar-Voth. Much of this layer is controlled
by the duergar—the gray dwarves who spurned their surface
cousins’ Quest for Sky. Duergar holdings extend from under
the Five Kings Mountains to the nation of Belkzen. Other
denizens of Nar-Voth, mainly dark fey and troglodytes, give
the duergar’s main highway, the Long Walk, a wide berth.
SEKAMINA
The Darklands realm of Sekamina lies roughly 2,000 feet
below the surface. A massive drow empire claims territory
from just north of the Inner Sea all the way beneath the
Crown of the World. South of Sekamina’s immense lake,
the ghouls of Nemret Noktoria maintain a growing empire
of their own under the northernmost part of Garund. Lake
Nirthran separates these two empires, and all manner of
aquatic life—including a sizable population of ulat-kini—
inhabits Sekamina’s largest body of water.
DARKLANDS OVERVIEW
With even its upper levels comprising twisting tunnels and
caverns the size of surface cities, the Darklands stretches
downward into even more alien landscapes. Three distinct
layers make up the Darklands: Nar-Voth, Sekamina, and Orv.
The order of these layers represents their distance from the
surface, with Nar-Voth bordering the land of open skies,
while Orv rests at the farthest depths.
ORV
Created in eons past by the enigmatic Vault Builders in the
deepest layer of the Darklands, the Orvian Vaults are each
unique ecosystems with purposes long forgotten. A great
2
Heroes of the Darklands
underground ocean connects the Darklands beneath Avistan
to those under distant Arcadia. Known as the Sightless Sea,
this immense waterway is home to the monstrous aboleths
and what passes for a dominion in their alien minds.
Meanwhile, the daemon-worshiping urdefhans ply the same
waters, battling against the psychic might of the freedom-
loving munavris.
DARKLANDS TERMINOLOGY
Inhabitants of the Darklands have developed many terms
that have entered common usage and are typically carried
over verbatim or translated into their various languages. The
following is a list of some of the more widespread terms.
Cold Walk:
A tunnel that ends in a river or flooded cavern.
Darklander:
An inhabitant native to the Darklands.
Dead Walk:
A tunnel that ends at a collapse or another
dead end that is of no further use (a played-out mine, etc.).
Deepbaiting:
The practice of luring unsuspecting surface
dwellers into danger.
Deepmeat:
An uplander who has fallen afoul of a Darklands
hazard or has been tricked into danger by a darklander.
Digger:
Any of the various burrowing creatures that dig
through solid rock as a part of their locomotion.
Down Orvway:
Dead, killed, murdered; as in “he’s gone
down Orvway.” (Not usually used by the inhabitants of Orv.)
Dry Walk:
A tunnel that lacks ready access to potable
water sources, requiring travelers to carry a water supply.
Nar-Voth:
The upper realm of the Darklands.
Sekamina:
The middle realm of the Darklands.
Slopper:
Any of the various shapeless oozes (such as gray
ooze or ochre jelly) that stalk the deep tunnels.
Orv:
The deepest realm of the Darklands.
The Overburn:
The surface of Golarion (named for the
burning sun that occupies the surface world’s sky).
Scrubber:
A scavenging creature that cleans carrion and
detritus from tunnels and caverns; usually reserved for slime
crawlers, gelatinous cubes, and the like.
Uplander:
Inhabitant of Golarion’s surface.
HAVENS IN THE DARK
While inhospitable to most surface species, some pockets of
the Darklands house creatures of a more benign nature.
Mongrelmen:
Several loose settlements of mongrelmen
litter the secondary and tertiary tunnels of Nar-Voth.
Despite their horrific appearance, mongrelmen readily
accept surface dwellers, going so far as to shelter and trade
with those they encounter.
Munavris:
A psychically attuned species, munavris battle
against the aboleths, urdefhans, and other malign horrors
of the deepest Darklands. Their island sanctuaries, as well
as their polished ivory ships, are easily some of the most
hospitable locales in the otherwise hostile layer of Orv.
Svirfneblin:
Far from altruistic, the svirfneblin of
Sekamina prioritize their ongoing mission of monitoring
dark fey over assisting outsiders. Still, they maintain the
only communities accepting of outsiders in the Darklands’
second layer.
LANGUAGES OF THE DEPTHS
Below are just a handful of languages Darklands explorers
can put to use during their travels.
Abyssal and Elven:
Despite them having no linguistic
similarities, Abyssal and Elven are extremely useful when
traversing territory claimed by the drow. Demons often
work alongside drow, and many dark elves take up Abyssal
as a result. However, drow use their native language for most
other dealings.
Aklo:
Most aberrations and malign fey speak Aklo. The
language is common in Sekamina and Orv, though sporadic
pockets of these kinds of creatures speak it in Nar-Voth.
Dwarven:
While duergar use Undercommon as their
trade tongue, they try to confound other Darklands species
(namely drow) by speaking Dwarven. Knowing this language
eases the pains of traveling the highway tunnels of Nar-Voth.
Necril:
The tongue of ghouls and many other undead,
Necril is useful when traveling the ghoul-infested lands
beneath Osirion and much of northern Garund. Sadly,
speaking with ghouls is far less difficult than convincing
them not to feast on you.
Orvian:
This primordial language is almost useless
beyond the Vaults of Orv. Speaking Orvian is perhaps the
only way to entreat with the ancient entities that still dwell
within the Vaults.
Undercommon:
A mix of Elven and Orvian, this language
has become the standard trade tongue of the Darklands.
Most intelligent Darklands species speak Undercommon,
making it invaluable for traversing any layer.
RULES INDEX
Pathfinder Player Companion: Heroes of the Darklands
includes
numerous new rules options for your character.
Archetypes
Beastkin berserker
Blightburner
Blightseeker
Crystal tender
Darklands sailor
Darklantern
Demon-sworn
Fungal pilgrim
Psychic marauder
Stonesinger
Turncoat
Vermin tamer
Other Rules Options
Alchemical items
Equipment
Feats
Magic items
Occult skill unlocks
Poisons
Spells
Traits
Class
Barbarian
Kineticist
Alchemist
Shaman
Ranger
Vigilante
Witch
Druid
Psychic
Bard
Slayer
Cavalier
Page
21
25
10
22
27
11
16
16
22
11
17
17
Page
28–29
8, 19–20
5
8, 14, 30–31
27
29
8–9, 14–15, 20–21
7, 14, 19
3
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