Maure Castle to Golarion


Maure Castle


1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

I'm finally getting a chance to run a group through Maure Castle. The twists: Starting at level 14, in Pathfinder/Golarion.

Location: I'm placing the castle on the Isle of Kortos (near Absalom), underneath the Spire of Nex.

Maure family: The Maure family were powerful mages who served Nex while he was alive. When Nex abandoned his plan to conquer Absalom, the Maures established their halls below the Spire of Nex in hopes of investigating the various magical creations and demiplanes that he left behind. Over time, the Maures got frustrated trying to with the traps Nex left behind and turned to dark magic.

Pathfinders/Seekers: Eli is a member of the Pathfinders who has been dedicated to the study of Maure Castle for years. As a faithful Pathfinder, he has reported his story to the Society, but his official account stop at the Unopenable Doors.

Yeenoghu/Lamashtu: The gnolls that have come to Maure Castle came at Lamashtu's bidding. In room 124 the statue of the King of Ghouls is replaced by a statue of Yethazmari, Lamashtu's herald, and the falchion of Lamashtu it holds between its teeth is part of a ritual in the deeper levels tat allows even a non-worshipper to call her herald and bind it - permanently. It is this threat/potential that has prompted her interest in the castle.

Dalt: Although his name is unknown today, Dalt is the human form of the blind boy from Swallowtail Festival fame.

Lord Gyr/Mordenkainen's Group: In much younger years, Lord Gyr and his adventuring companions checked in on House Maure, which he had learned about from looking through the private archives at the Arcanamirim in Absalom. When he found Pathfinder interlopers there, he dispatched them. The PCs could search for records on House Maure at the Arcanamirium, but gaining access to the records should be an adventure in itself. Most of those with records of House Maure believe the place is now abandoned. Lord Gyr still has a key that can open the Unopenable Doors.


1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Posting the first of my conversion notes. The rest of the levels probably won't follow for a while (this group plays pretty sporadically).

The Great Hall

Claws of Lamashtu:

Claws of Lamashtu
CR 11 (12,800 xp)
Gnoll ranger 6/fighter 5
CE Medium humanoid (gnoll)
Init +1; Senses darkvision 60 ft.; Perception +15
Defense
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 98 (11d10+1d8+33)
Fort +14, Ref +10, Will +4; +1 vs. fear
Offense
Speed 30 ft. (6 squares)
Melee +19/+14/+9 +1 dire flail (1d8+7) or
+17/+17/+12/+12/+7 +1 dire flail (1d8+7)
Spells (Caster Level 3rd; concentration +4)
1st – charm animal (DC 12), resist energy
Statistics
Str 21, Dex 12, Con 17, Int 8, Wis 13, Cha 6
Base Atk +11; CMB +16; CMD 27
Feats Cleave, Diehard, Double Slice, Endurance, Exotic Weapon Proficiency (dire flail), Improved Two Weapon-Fighting, Iron Will, Power Attack, Two Weapon Defense, Two Weapon-Fighting, Weapon Focus (dire flail), Weapon Specialization (dire flail)
Skills Handle Animal +7, Intimidate +7, Perception +16, Stealth +10, Survival +10
Languages Gnoll
SQ armor training, favored enemy (humans +4, elves +2), favored terrain (desert), hunter’s bond (companions) 1 round, two-weapon combat style, weapon training (flails +1), wild empathy
Combat Gear potion of cure moderate wounds; Other Gear +1/+1 dire flail, +2 studded leather, cloak of resistance +2, belt of giant strength +2

Pathfinder Mercenary:

Pathfinder Mercenary
CR 8 (4,800 xp)
Human fighter 9
NE Medium humanoid
Init +2; Senses Perception +9
Defense
AC 23, touch 13, flat-footed 20 (+2 shield, +7 armor, +2 Dex, +1 dodge, +1 natural)
hp 68
Fort +8, Ref +5, Will +4; +2 vs. fear
Offense
Speed 20 ft. (4 squares)
Melee +16/+11 +1 bastard sword (1d10+8/19-20)
Ranged +15/+10 +1 light crossbow (1d8+5) or
+13/+13/8 +1 light crossbow (1d8+5)
Statistics
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +9; CMB +13; CMD 25
Feats Alertness, Dodge, Exotic Weapon Proficiency (Bastard sword), Point Blank Shot, Precise Shot, Rapid Reload (light crossbow), Rapid Shot, Weapon Focus (bastard sword), Weapon Focus (crossbow), Weapon Specialization (bastard sword), Weapon Specialization (crossbow)
Skills Acrobatics +7, Climb +16, Intimidate +7, Knowledge (religion) +4, Perception +7
SQ armor training, weapon training (crossbows +2, heavy blades +1)
Combat Gear potion of cure moderate wounds; Other Gear +1 bastard sword, +1 light crossbow with 20 bolts, +1 buckler, +1 chainmail, amulet of natural armor +1, wayfinder

The Weaver:

The Weaver
CR 14 (38,400 xp)
Ogre mage sorcerer (infernal bloodline) 12
CN Large outsider (giant, native, oni, shapechanger)
Init +6, Senses darkvision 60 ft., low-light vision; Perception +13
Defense
AC 22, touch 13, flat-footed 18 (-1 size, +2 Dex, +6 natural, +1 dodge, +3 armor, +1 deflection)
hp 247 (12d6 + 8d10 + 160)
Fort +20, Ref +10, Will +20; +4 vs. poison
SR 19; Resist fire 10
Offense
Speed 40 ft., fly 60 ft. (good)
Melee +25/+20/+15 +2 greatsword (3d6+11)
Ranged +17/+12/+7 +1 composite longbow (2d6+7)
Spells Known (Caster Level 12th, concentration +19)
6th (4/day) – mass suggestion (DC 23)
5th (6/day) – dominate person (DC 22), hold monster (DC 22), mind fog
4th (7/day) – charm monster (DC 23), confusion (DC 21), dimension door, greater invisibility
3rd (8/day) – displacement, nondetection, secret page, shrink item, suggestion (DC 20)
2nd (8/day) – cat’s grace, detect thoughts, fog cloud, locate object, make whole, scorching ray
1st (8/day) – comprehend languages, identify, magic missile, protection from good, shield, unseen servant
0 (at will) – arcane mark, detect magic, detect poison, ghost sound, mage hand, mending, message, read magic, resistance
Spell-like Abilities (Caster Level 21st)
Constant – fly
At will – darkness, invisibility
1/day – charm monster (DC 21), cone of cold (DC 21), gaseous form, deep slumber (DC 20)
Special Attacks corrupting touch 10/day, hellfire 1/day (DC 23)
Statistics
Str 28, Dex 15, Con 27, Int 16, Wis 14, Cha 24
Base Atk +14; CMB +27; CMD 36
Feats Brew Potion, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Dodge, Eschew Materials, Improved Initiative, Improved Natural Armor, Iron Will, Lightning Reflexes, Skill Focus (weaving), Spell Penetration
Skills Bluff +22, Craft (weaving) +24), Diplomacy +22, Disguise +30, Fly +11, Intimidate +18, Knowledge (arcana) +14, Knowledge (history) +12, Perception +13, Sense Motive +13, Spellcraft +14, Use Magic Device +18
SQ change shape (small, medium, or large humanoid; alter self or giant shape 1), flight
Combat Gear wand of summon monster IV (20 charges), 2 potions of cure moderate wounds; Other Gear +2 greatsword, +1 composite longbow (+7 Str) with 20 arrows, robe of armor +3 (as bracers of armor +3), cloak of resistance +2, shirt of health + 2 (as belt of constitution +2), ring of protection

Fighter Fresco:

Fighter Fresco
CR 9 (6,400 xp)
Human fighter 10
N Medium humanoid
Init +6; Senses Perception +1
Defense
AC 24, touch 13, flat-footed 21 (+2 Dex, +3 shield, +8 armor, +1 dodge)
hp 85 (10d10 + 30)
Fort +9, Ref +5, Will +4; 3 vs. fear
Offense
Speed 40 ft. (8 squares)
Melee +21/+21/16 +1 bastard sword (1d10+10/19-20)
Special Qualities haste
Statistics
Str 20, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +9; CMB +15; CMD 27
Feats Blind-fight, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Great Cleave, Greater Weapon Focus (Bastard sword) Improved Initiative, Power Attack, Quick Draw, Vital Strike, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Acrobatics +12, Climb +17, Intimidate +12
Special Qualities armor training, haste (CL 20th, lasts 4 minutes), weapon training (heavy blades +2, light blades +1)
Gear +1 bastard sword, +2 chainmail, +1 heavy steel shield, belt of giant strength +2

Hetfish Swarm:

Hetfish Swarm
CR 5 (1,600 XP)
N tiny magical beast (aquatic, fire, swarm)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +12
Defense
AC 18, touch 17, flat-footed 13 (+2 size, +5 Dex, +1 natural)
hp 67 (10d10 + 10)
Fort +8, Ref +14, Will +3
Defensive Abilities swarm traits, immune fire, half damage from slashing and piercing weapons; Weakness vulnerable to cold
Offense
Speed swim 80 ft. (16 squares)
Melee swarm (2d6 fire)
Space 10 ft.; Reach 0 ft.
Special Attacks burn (1d6, DC 18), distraction (DC 16)
Statistics
Str 2, Dex 20, Con 12, Int 2, Wis 10, Cha 1
Base Atk +10; CMB - ; CMD
Feats Ability Focus (burn), Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes
Skills Perception +12, Swim +18; includes +8 racial swim
Special Qualities swarm traits

Advanced Fiendish Hetfish Swarm
CR 7 (3,200 XP)
N tiny magical beast (aquatic, fire, swarm)
Init +11; Senses darkvision 60 ft., low-light vision; Perception +14
Defense
AC 22, touch 19 flat-footed 15 (+2 size, +7 Dex, +3 natural)
hp 85 (10d10 + 30)
Fort +10, Ref +16, Will +5
Defensive Abilities swarm traits, half damage from slashing and piercing weapons, immune fire, resist cold 10; DR 5/good; SR 12
Weakness vulnerable to cold
Offense
Speed swim 80 ft. (16 squares)
Melee swarm (2d6 fire)
Space 10 ft.; Reach 0 ft.
Special Attacks burn (1d6, DC 20), distraction (DC 18), smite good 1/day (+10 damage)
Statistics
Str 6, Dex 24, Con 16, Int 2, Wis 14, Cha 5
Base Atk +10; CMB -; CMD
Feats Ability Focus (burn), Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes
Skills Perception +12, Swim +20; includes +8 racial swim
Special Qualities swarm traits

Terrible Iron Golem:

Terrible Iron Golem
CR 18 (153,600 xp)
N Large construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
hp 210 (25d10 +60)
Fort +8, Ref +7, Will +8
DR 20/adamantine; Immune construct traits, magic
Offense
Speed 20 ft., fly 20 ft. (perfect)
Melee +36/+31/+26/+21 +5 keen longsword (2d6+18 plus poison/17-20) or
+32/+27/+22/+17 +5 keen longsword (2d6+18 plus poison/17-20) and +32 +5 keen whip (1d4+12 plus petrification)
Space 10 ft.; Reach 10 ft.
Special Attacks bonded weapon, breath weapon, petrification, poison, powerful blows
Statistics
Str 34, Dex 9, Con -, Int -, Wis 11, Cha 1
Base Atk +25; CMB +37; CMD 46
Feats Two-Weapon Fighting
Special Abilities
Breath Weapon (Su):As a free action every 1d4+1 rounds, the terrible iron golem can exhale a 15 foot long cone of fire. This deals 17d8 fire damage (Reflex DC 24 halves). The save DC is Constitution based.
Powerful Blows: An iron golem inflicts one and a half times its Strength modifier in damage with its attacks.
Bonded Weaponry, Petrification, and Poison: As Dungeon #112 29, except save DC is 24.

Bodak: See Bestiary 2

Room 12: According to the rules in the Pathfinder RPG Core Rulebook, the spear trap is CR 13, not 11.

A few minor changes to the rooms in the Great Hall help tie it in to Golarion:

Room 7a: The rightmost sigil is the personal sign of Lord Gyr, and can also be identified with a Knowledge (nobility) check (same DC).

Room 15: The obscene tapestry is of Nocticula, not Malcanthet. The patterns in the partially damaged tapestry can be detected with Knowledge (religion) instead of Knowledge (arcana); the patterns are an element of sacred Desnan artwork. In the tattered, stained tapestry the refugees look on the city of Quantium covered in a thick green fog – the attack in which Nex went missing.

Room 17: The note refers to the address of a shop near the Pathfinder Lodge in Absalom, not Bard Street.


Nice work. I was hoping someone had ported Maure to Golarion. I've been thinking along these lines as well.

Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Maure Castle / Maure Castle to Golarion All Messageboards

Want to post a reply? Sign in.
Recent threads in Maure Castle