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There's an easily-missed passage in Shadows of Gallowspire:
Soul Haunting: The soul of a living creature who dies within the halls of Renchurch Cathedral or its catacombs is soured and corrupted by the cathedral’s malign influence, manifesting near the scene of its death 1d4 hours later as a haunt with a CR equal to its original Hit Dice and its alignment shifted to evil. Similar to a soul bind effect (CL 20th), the souls are trapped within the cathedral itself, and spells such as raise dead, reincarnation, and resurrection function only if both the soul and the body are removed from the cathedral. Such spells always fail if bodies are removed from Renchurch without the retrieval of their trapped souls as well. Dispel magic, greater dispel magic, or dispel evil cast at the resulting haunt’s site can be used to temporarily free a bound soul, but the creature must be revived within 1 hour or the soul is shunted back into the walls of Renchurch to form a haunt again.
The bolded portion is what jumped out at me. Every living creature that dies in Renchurch - Svoac and the quickwoods, the devil in the belfry, Vallabal, the invisible stalkers, all the novices, Immmoxob, the augnagar, and Urca Namat, as well as any living foes a GM adds and any PCs or cohorts - rises as a high-CR foe within a few hours of death. This is devastating (in a good way). I added a bunch of Occult Playtest-class cultists to Renchurch, so there were bonus haunts a-plenty...
I was wondering if anyone else had noticed this passage. Did you use it? Or was it too much for you or your group?
Does anyone have any interesting examples of soul-spawned haunts they'd like to share? I'll post a few of mine later in the thread for others to look at and/or use. Haunts of the required CR can be a little tough to make...
I'd also love to get the author's perspective on this, if I could (and he's not too busy). Mr. Hodge, if you're reading this, what did you have in mind for this? How did you expect it to be used?

Rakshaka |

I also am wondering if anyone did anything creative with this, especially with groups that attempted Renchurch in multiple trips. I don't spoil stuff often with my players, but I have teased them that in the final module they themselves could become haunts, which they found fascinating. It'd be neat for the living bad guys who have died have their haunts echo the manner in which the PCs killed them. (So cultists killed by Flamestrikes produce a Flamestrike haunt and so forth..)

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Most of my haunts are just footnotes; I'm too lazy to write them out in full. I'm probably going to try writing them out for this thread when I feel up to it, though.
Having the haunt mimic the creature's manner of death is a really good idea - never even crossed my mind. Nice!
Once the players figured it out, it gave them a really strong motivation to conserve spells and progress as far as possible in one trip. A couple of energy drain haunts on the threshold will do that to you...

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In my campaign, I replaced the barbed devil with a nabasu ranger. Something something bat in the belfry, etc.
Anyway, after things started going poorly for it, it tried to teleport away; but a mixture of attempting to flee its binding and the witchgate's presence ensured that it ended up extremely dead. The result was the Twisted Demongate haunt, which pulled a demon-hunting bebilith through a hole between planes.
Twisted Demongate (CR 12)
CE persistent haunt
Caster Level 13
Notice Perception DC 30 (to notice the faint whistling of air and the subtle distortion of space)
hp 54; trigger proximity; reset 1 day
Effect When the haunt is triggered, the hole between planes tears wide, and a bebilith crawls through, as if summoned by summon monster VII. The bebilith attacks anything in the area, although it can't move more than 55 feet from the top of the crumbling tower.
Destruction A dispel evil spell, followed by a banishment or dismissal spell, will set the last fragments of the gluttonous demon's quintessence to rest.

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A massive fight took place in the courtyard.
Instead of the quickwoods, I added a number of heavily-armored spiritualists (from the Occult Adventures Playtest). There were other foes, but the only living deaths were two of these scythe-wielding lunatics. Their phantoms' hatred, combined with their own souls' grisly fate, led them to manifest as Reaper of Life haunts.
Reaper of Life (CR 9)
NE haunt
Caster Level 17
Notice Perception DC 20 (to hear the moaning of hateful spirits)
hp 18; trigger proximity; reset 1 day
Effect When the haunt acts, a deformed phantasm appears, lashing out with a scythe that stretches to reach its victim. This inflicts 2d4 negative levels, as an energy drain spell; the DC to remove the negative levels is 20.
Destruction A devout worshiper of a deity of love or mercy must willfully accept the haunt's effects - doing so always results in the maximum result of eight negative levels. If the worshiper survives, the hateful spirit is calmed by her sacrifice, and is put to rest.

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Once inside, my party quickly clashed with Vallabal (to whom I had added the cleric simple template). His death at the scythe of the party's cleric of Urgathoa stunned him; his spirit manifested as a haunt with a grudge and a voracious appetite.
Trelmarixian's Hunger (CR 14)
NE haunt
Caster Level 15
Notice Perception DC 30 (to feel the faint pangs of relentess hunger and thirst)
hp 28; trigger proximity; reset 1 minute
Effect When the haunt is triggered, fluids and other essentials are leeched from numerous living creatures within 60 feet, as horrid wilting (DC 22). For Vallabal's killer, this DC is increased by 2, as if the Focused Spell metamagic feat had been applied.
Destruction A devout worshiper of a deity of hunger or gluttony must cast heroes' feast three times in succession at the site, allowing the haunt to eat its fill each time - this leaves none for others to eat. Once the third feast has been consumed, the quintessence of the daemon deacon fades from this place.

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I rebuilt the Renchurch novices as monks with a single spiritualist level - just enough so they could cast a couple of buff spells and get possessed with phantoms of Zeal. The result was a batch of killers who would strangle their victims... while telling them, wide-eyed, how glorious it would be for them to inhabit Renchurch forever and bond with the true essence of the Way.
The heroes didn't appreciate their generous offer.
Strangling Hands (CR 10)
NE persistent haunt
Caster Level 9
Notice Perception DC 30 (to hear creeping footsteps approaching)
hp 45; trigger proximity; reset 1 day
Effect When the haunt acts, the victim is seized about the throat as if by ghostly hands, and the air is driven from his lungs. This acts as a suffocation spell (DC 17).
Destruction The zealous cultist's spirit will only be appeased by successfully strangling a victim and allowing its soul to be trapped in Renchurch.

Brandon Hodge Contributor |
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HOW COOL IS THIS THREAD???
I missed this before. Awesome!
My intention with that little mechanic, not unlike the Whispers haunt, was to provide GMs with exactly this kind of versatility to make Renchurch a truly dangerous locale to explore. I'm thrilled to see someone pick it up and run with it!
When I was given this assignment (my first AP work), Wes essentially said "this adventure should be an all-out bloody-knuckles assault on the Whispering Way." And that's what I set out to deliver. Of course, one of the primary criticisms of this chapter has been "this is just an all-out bloody-knuckles assault!" In retrospect, more interactive elements would have helped make it less of a schlog, and adding more haunts might seem even more excessive, but it's all about what your group likes, what motivates them, and the atmosphere you are trying to create. I know when I wrote it, I wasn't looking to include any nice, welcoming encounters in the halls of Renchurch, though looking back some trapped souls of sacrificed or slaughtered adventurers from previous generations would mix it up a little bit with some "good" haunts, so that might be something you could add to provide some brief respite to the bloodbath.
Great work here!

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HOW COOL IS THIS THREAD???
I missed this before. Awesome!
My intention with that little mechanic, not unlike the Whispers haunt, was to provide GMs with exactly this kind of versatility to make Renchurch a truly dangerous locale to explore. I'm thrilled to see someone pick it up and run with it!
When I was given this assignment (my first AP work), Wes essentially said "this adventure should be an all-out bloody-knuckles assault on the Whispering Way." And that's what I set out to deliver. Of course, one of the primary criticisms of this chapter has been "this is just an all-out bloody-knuckles assault!" In retrospect, more interactive elements would have helped make it less of a schlog, and adding more haunts might seem even more excessive, but it's all about what your group likes, what motivates them, and the atmosphere you are trying to create. I know when I wrote it, I wasn't looking to include any nice, welcoming encounters in the halls of Renchurch, though looking back some trapped souls of sacrificed or slaughtered adventurers from previous generations would mix it up a little bit with some "good" haunts, so that might be something you could add to provide some brief respite to the bloodbath.
Great work here!
Thank you! (Big fan of your work - especially this adventure!)
I remember seeing your original notes on the Crusaders haunt from the final battle; something like that (on a smaller, less complex scale) could be interesting. I'll have to think about that...
Regarding "good" haunts: I actually made some adjustments to the Broken Sword of Saint Vesbias, including reducing it to a Large longsword (for comparative ease of use). One of the PCs had taken it, sensing its importance, and they were having trouble contributing to haunt fights. So, I gave it the ability to attack and damage haunts.

Zhangar |

The Haunts aspect is definitely bad-ass.
Though my PCs wound up clearing Renchurch rather savagely in a single run (the 1 minute cooldown on the Tyrant's Whispers haunt very much enforced that - that thing comes back every 10 rounds if the party doesn't keep moving forward!)
We did have a death (the sorceress zapped the Worm That Walks with dragon's breath, it retaliated with disintegrate, but the cleric immediately cast consecrate to prevent any sort of undeathinating before using a resurrection scroll to get the deceased back up.
(And then the party actually cleansed Renchurch using Raven's Head combined with a wish scroll provided by the Palatine Eye, among other things.)

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I've been using the Whispers pretty sparingly.
They opened the bodak room just long enough to know what was inside, before trying to close it. (This required various opposed Strength checks.)
The elf witch was the only one to hear the Whispers start - she used a heal spell to blow the haunt away before it could melt the door away. The party got the door shut, brushed themselves off, and continued on...
Only to hear the bar lift behind them. Lucimar, invisible and mind blanked, had opened the door for the bodaks.
I love hit-and-run foes. ^_^

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The invisible stalkers in the mummy-skin room were easily felled, but their quintessence remains...
Vengeance of the Unseen (CR 7)
NE haunt
Caster Level 13
Notice Perception DC 20 (the room begins to grow hazy and insubstantial at its edges)
hp 14; trigger proximity; reset 1 day
Effect The victim finds everything around her fading into invisibility, leaving only a vast pale void. This acts as blindness, heightened to 7th level. A DC 20 Fortitude save negates the blindness.
Destruction Casting a gust of wind spell, heightened to at least 5th level, disperses the air spirit's lingering quintessence.

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Immoxob made things very nasty for the party's priestess of Urgathoa, who slipped and fell into the waters of the Honeycomb. It was... sticky.
They still haven't seen what his haunt is capable of...
Filth in the Flesh (CR 13)
CE haunt
Caster Level 17
Notice Perception DC 35 (the water shimmers with a faint film of greasy slime)
hp 78*; trigger proximity; reset 1 hour
Effect The target swells and deforms before bursting into a tremendous oozing form. This acts as a flesh to ooze spell, heightened to 9th level (Fortitude DC 23 negates).
Destruction The room must be entirely emptied of standing water, leaving the demonic quintessence nowhere to linger and hide. At this point, a banishment or dispel evil spell will cleanse the room of its taint.
*belligerent; Occult Adventures, page 231

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The party slew two of the mihstu in the Honeycomb as well.
Blood Drinker (CR 8)
NE persistent haunt
Caster Level 7
Other Qualities Fast (acts on initiative rank 20)
Notice Perception DC 20 (to notice rushing air)
hp 16; trigger proximity; reset 1 day
Effect The haunt begins siphoning the victim's blood and other vital fluids away through its eyes, mouth, and ears. This deals Constitution damage in a manner similar to a poison spell (DC 16), except that it is a blood drain effect rather than a poison effect.
Destruction Allowing the haunt to drain blood for the full six rounds temporarily sates its bloodlust; at this point, a gust of wind will disperse its lingering quintessence.

William-Scott Hathaway |
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My party should be reaching Renchurch in another 4-6 weeks or so. Really looking forward to fooling around with all of the awesome material there, especially this. My party is one that very much likes to take breaks and handle things at their own pace, but they are very under equipped to deal with large numbers of haunts. Hopefully, this will encourage them to take a few more risks and push through rather than take their time.

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The augnagar qlippoth was only a minor challenge for my PCs. They aren't much affected by waves of exhaustion, and their Will saves are off the charts. If they ever let its haunt take effect, though, they may not be so lucky...
Abyssal Hunger (CR 14)
CE belligerent free-roaming spiteful haunt
Caster Level 15
Notice Perception DC 20 (to hear the sound of gnashing teeth)
hp 84; trigger proximity; reset 1 minute
Effect When the haunt is triggered, the victim is torn to shreds and digested in an instant's time. This acts as a destruction spell (DC 22 Fortitude save partial).
Destruction A demon of at least 15 Hit Dice must be successfully devoured by the haunt. This demon must be called or otherwise truly present - a summoned demon will not satisfy the raving quintessence of the fallen qlippoth.

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I replaced Urca Namat with a more potent worm that walks - an Asmodean conjurer from a PC's backstory (that had escaped the PCs earlier).
One of his favored tactics included a spell stolen from the archives of the Order of the Pyre. His unique haunt carries on that tactic.
Paravicar's Malice (CR 17)
LE vaporous spiteful haunt
Caster Level 15
Notice Perception DC 20 (to hear hateful prayers to Asmodeus)
hp 34; trigger special (see Effect); reset 1 day
Effect The Paravicar's restless spirit reaches out across the land to haunt the living. Each night, his haunt manifests around a subject of his ire, who is subject to a vision of Lamashtu (Will DC 22). If the nightmare takes effect, the character is subject to one of the following spells: flesh to stone, plane shift, or baleful polymorph. The DC of these secondary spells is 20.
Destruction A pit fiend must cast trap the soul on a character suffering from the vision of Lamashtu - this traps both their soul and the haunt. The pit fiend must then take the trapped souls to Hell to be separated; the fate of the other soul must be negotiated separately.
That might not be much use to those of you using Urca Namat, so...
The House of the Worm (CR 13)
NE belligerent spiteful fast haunt
Caster Level 15
Notice Perception DC 20 (to feel the sensation of crawling maggots on skin); acts on initiative count 20
hp 78; trigger proximity; reset 1 day
Effect The haunt curses its victim with endless consumption from within, as worms slowly devour her flesh and essence. This acts as a greater bestow curse spell (Will DC 22 negates), inflicting the curse of dissolution.
Destruction The haunt's chamber must be kept completely clean, pure, and free of filth and worms for an entire week. At the end of that time, a consecrate spell cast in the chamber sets the haunt to rest.

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I don't have any more to add here. My PCs are about to delve into Lucimar's personal demiplane to look for a companion's trapped soul, clear the final room, and then head on to Gallowspire. If they're lucky.
However, if anyone needs help with some haunts of their own - whether ideas or full stat blocks - feel free to post here. ^_^

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I've had some requests for the statblocks I used, the ones that led to some of these haunts. So, I figure I'll start putting them here (spoilered for length). Their statblocks can be complicated, so read up on them first.
Note that my creations are usually stronger than those listed in the book. In addition, I had my PCs on a very tight schedule. Stay aware of your PCs' strengths, and don't be afraid to tweak my creations.

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I replaced the barbed devil in the tower with this guy.
CR 13
XP 25,600
Ranger advanced nabasu demon (Pathfinder RPG Bestiary 64, Pathfinder RPG Monster Codex 248)
CE Medium outsider (chaotic, demon, evil, native)
Init +5; Senses darkvision 60 ft.; Perception +27
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Defense
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AC 25, touch 15, flat-footed 20 (+5 Dex, +10 natural)
hp 159 (11d10+88)
Fort +11, Ref +12, Will +12
Defensive Abilities evasion; DR 10/good or cold iron; Immune death effects, electricity, paralysis, poison; Resist acid 10, cold 10, fire 10; SR 19
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Offense
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Speed 30 ft., fly 60 ft. (average)
Melee bite +19 (1d8+8), 2 claws +19 (1d6+8)
Ranged +1 composite longbow +17/+12/+7 (1d8+9/×3)
Special Attacks favored enemy (native outsiders +6), sneak attack +2d6
Spell-Like Abilities (CL 8th; concentration +14)
At will—deeper darkness, greater teleport (self plus 50 lbs. of objects only), telekinesis
3/day—enervation, magic jar (DC 20), silence (DC 18), vampiric touch
1/day—mass hold person (DC 23), regenerate, summon (level 4, 1 nabasu 30% or 1d4 babaus 30%)
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Statistics
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Str 26, Dex 20, Con 26, Int 18, Wis 20, Cha 22
Base Atk +11; CMB +19; CMD 34
Feats Bullseye Shot, Demonic Possession (x3), Far Shot, Improved Precise Shot, Pinpoint Targeting, Point-Blank Shot, Precise Shot
Skills Acrobatics +19, Bluff +20, Fly +19, Intimidate +17, Knowledge (arcana) +18, Knowledge (planes) +18, Perception +27, Sense Motive +19, Stealth +19 (+27 in shadowy conditions), Survival +19; Racial Modifiers +8 Perception, +8 Stealth in shadowy conditions
Languages Common, Abyssal; telepathy 100 ft.
SQ consume life, death-stealing gaze, track +5
Other Gear +1 composite longbow (+8 Str)

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And instead of Svoac and the quickwoods, I used this batch (plus more; see next post). Look at all that sneak attack. LOOK AT IT.
XP 38,400
Rogue athach (Pathfinder RPG Bestiary 2 33, Pathfinder RPG Monster Codex 248)
CE Huge humanoid (giant)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12
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Defense
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AC 26, touch 11, flat-footed 23 (+3 Dex, +15 natural, -2 size)
hp 161 (14d8+98)
Fort +16, Ref +7, Will +7
Defensive Abilities evasion, improved uncanny dodge; Resist cold 10
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Offense
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Speed 50 ft.
Melee bite +19 (2d6+11), 2 slams +19 (2d6+11)
Space 15 ft.; Reach 15 ft.
Special Attacks poison, rock throwing (140 feet), sneak attack +7d6 +2 Str damage
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Statistics
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Str 32, Dex 17, Con 25, Int 7, Wis 12, Cha 6
Base Atk +10; CMB +23; CMD 36
Feats Cleave, Improved Iron Will, Improved Natural Attack (slam), Iron Will, Lunge, Multiattack, Outflank[APG], Power Attack, Vital Strike
Skills Acrobatics +3 (+19 to jump), Climb +20, Perception +12
Languages Giant
SQ swift claw
XP 12,800
Male human spiritualist 12 (Pathfinder RPG Occult Adventures 72)
NE Medium humanoid (human)
Init +1; Senses Perception +23
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Defense
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AC 28, touch 13, flat-footed 27 (+11 armor, +2 deflection, +1 Dex, +4 shield)
hp 104 (12d8+24)
Fort +12, Ref +7, Will +13; +8 bonus vs. mind-affecting
Defensive Abilities greater spiritual interference
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 menacing scythe +20/+15 (2d4+13/19-20/×4)
Special Attacks bonded manifestation (15 rounds/day), phantom recall 2/day
Spiritualist Spell-Like Abilities (CL 12th; concentration +15)
At will—detect undead
2/day—calm spirit[OA] (DC 11)
1/day—see invisibility (10 min)
Spiritualist Spells Known (CL 12th; concentration +15)
4th (3/day)—black tentacles, cure critical wounds, dimension door, dimensional anchor
3rd (5/day)—animate dead, dispel magic, heroism, greater magic fang
2nd (6/day)—death knell (DC 15), haste, invisibility, resist energy, wind wall
1st (6/day)—alarm, deathwatch, endure elements, mage armor, shield, ventriloquism (DC 14)
0 (at will)—bleed (DC 13), daze (DC 13), detect magic, light, mending, read magic
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Statistics
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Str 26, Dex 12, Con 14, Int 12, Wis 16, Cha 8
Base Atk +9; CMB +19; CMD 30
Feats Furious Focus[APG], Heavy Armor Proficiency, Improved Critical (scythe), Medium Armor Proficiency, Outflank[APG], Power Attack, Skill Focus (Acrobatics), Skill Focus (Perception)
Skills Acrobatics +16 (+12 to jump), Appraise +3, Bluff +1, Climb +5, Diplomacy +1, Disguise +1, Escape Artist -2, Fly +2, Heal +5, Intimidate +1, Knowledge (geography) +11, Knowledge (religion) +11, Perception +23, Ride -2, Sense Motive +20, Spellcraft +7, Stealth +10, Survival +5, Swim +5, Use Magic Device +16
Languages Common, Necril
SQ bonded senses (At will), etheric tether, fused consciousness, phantom (Phantom, hatred), shared consciousness
Combat Gear potion of bull's strength, potion of remove fear, potion of shield of faith +2; Other Gear +2 full plate, +1 menacing scythe, feather step slippers[UE]
Phantom (Pathfinder RPG Occult Adventures)
NE Medium outsider (phantom)
Init +5; Senses darkvision 60 ft.; Perception +12
Aura hateful aura (10 ft.)
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Defense
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AC 27, touch 15, flat-footed 22 (+5 Dex, +12 natural)
hp 116 (9d10+18)
Fort +8, Ref +11, Will +3 (+4 morale bonus vs. enchantment spells and effects)
DR 10/magic, 10/slashing
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Offense
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Speed 30 ft.
Melee 2 slams +15 (2d8+1/19-20)
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Statistics
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Str 12, Dex 20, Con 14, Int 7, Wis 10, Cha 18
Base Atk +9; CMB +10; CMD 25
Feats Improved Critical (slam), Improved Natural Attack (slam), Outflank[APG], Piranha Strike, Weapon Finesse, Weapon Focus (slam)
Skills Acrobatics +17, Intimidate +16, Perception +12, Sense Motive +12, Stealth +17, Survival +12
Languages Common
SQ devotion, ectoplasmic phase lurch, hated target, magic attacks, sneak attack +3d6

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Also at the gate was another infamous Way member: the one who cursed Lucimar and taught Auren Vrood...
XP 38,400
Female daemon-spawn tiefling necromancer 5/souldrinker 10 (Pathfinder Campaign Setting: Book of the Damned Volume 3, Horsemen of the Apocalypse)
NE Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +22
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Defense
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AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +4 shield)
hp 136 (15d6+50)
Fort +7, Ref +6, Will +8; +2 vs.spells or effects that use negative energy or cause negative levels, +2 vs.spells or effects that cause ability damage, drain, or penalties
Immune aging, constitution penalties, strength penalties; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 60 ft., fly 60 ft. (good), swim 30 ft.
Melee unarmed strike +9/+4 (1d3-1 nonlethal)
Special Attacks energy drain (1 level)
Arcane School Spell-Like Abilities (CL 13th; concentration +20)
10/day—grave touch (2 rounds)
Souldrinker Spell-Like Abilities (CL 10th; concentration +11)
At will—vampiric touch (1 soul point)
1/day—summon cacodaemon (1d3, 1 min/level), summon ceustodaemon (1d2, 1 min/level)
Necromancer Spells Prepared (CL 15th; concentration +22)
7th—quickened dispel magic, finger of death (DC 24), waves of exhaustion
6th—banshee blast[ACG] (DC 23), quickened blindness/deafness (DC 19), circle of death (DC 23), quickened lipstitch (DC 19)
5th—damnation stride[ARG] (DC 23), hungry earth, magic jar (DC 22), suffocation[APG] (DC 22), wracking ray (DC 22)
4th—animate dead, animate dead, dimension door (2), greater invisibility (2)
3rd—dispel magic (2), fly, haste, unliving rage[ACG], vampiric touch (2)
2nd—ghoul touch (DC 19), mirror image, resist energy, see invisibility, spectral hand, stricken heart[ACG] (2)
1st—expeditious retreat (2), heightened awareness[ACG], mage armor, repair undead[ACG], shield (2)
0 (at will)—arcane mark, message, prestidigitation, sotto voce (DC 17)
Opposition Schools Enchantment, Evocation
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Statistics
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Str 8, Dex 14, Con 16, Int 24, Wis 8, Cha 12
Base Atk +7; CMB +6; CMD 18
Feats Additional Traits (x2), Alertness, Augment Summoning, Command Undead, False Focus, Fast Study[UM], Necromantic Affinity[ISWG], Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Weapon Finesse
Traits highlander (hills or mountains), magical knack, reckless, seeker
Skills Acrobatics +21 (+33 to jump), Bluff +19, Fly +26, Knowledge (planes) +15, Knowledge (religion) +25, Perception +22, Sense Motive +21, Spellcraft +25, Stealth +21 (+23 in hilly or rocky areas), Swim +22; Racial Modifiers highlander (hills or mountains)
Languages Abyssal, Aklo, Azlanti, Common, Elven, Hallit, Necril, Osiriani, Ancient, Varisian
SQ arcane bond (Doom, cacodaemon [pilferer]), damned, power over undead, prehensile tail, soul pool
Combat Gear silent metamagic rod (lesser) x2, basic soul x2; Other Gear headband of vast intelligence +2, ring of the cacodaemon, unguent of aging[UE] (2), tattoo unholy symbol of Skull of Charon[UE], crushed black pearl (worth 500 gp)
Since she's immune to aging, she can attempt to smear that unguent of aging all over an enemy. Hope you like bidding on sun orchid elixir.

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And a little something for the cathedral itself...
XP 4,800
Ghoul slayer 7 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 146)
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
hp 108 (9 HD; 2d8+7d10+43)
Fort +9, Ref +11, Will +7
Defensive Abilities channel resistance +2; Immune undead traits
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Offense
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Speed 30 ft., burrow 20 ft.
Melee unarmed strike +14/+9 (1d3+3 nonlethal) or
bite +14 (1d6+3 plus disease), 2 claws +14 (1d6+3)
Special Attacks death burst, ghoul fever, paralysis (1d4+1 rounds, elves are immune, DC 15), sneak attack +2d6, studied target +2 (2nd, swift action)
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Statistics
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Str 16, Dex 22, Con —, Int 18, Wis 14, Cha 18
Base Atk +8; CMB +11; CMD 27
Feats Eldritch Claws[APG], Old As Dust, Outflank[APG], Rending Claws[APG], Sleeper, Warren Digger, Warren Digger, Weapon Finesse
Skills Acrobatics +17, Bluff +15, Climb +14, Intimidate +15, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (religion) +15, Perception +13, Sense Motive +13, Stealth +17, Survival +13, Swim +14
Languages Aklo, Common, Necril, Osiriani, Ancient, Varisian
SQ combat style (natural weapon[APG]), slayer talents (combat trick, ranger combat style[ACG], ranger combat style[ACG]), stalker, track +3
XP 51,200
Cleric advanced meladaemon of Trelmarixian (Pathfinder RPG Bestiary 2 69, Pathfinder RPG Monster Codex 246)
NE Large outsider (daemon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +24
Aura consumptive aura (DC 24)
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Defense
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AC 29, touch 17, flat-footed 21 (+8 Dex, +12 natural, -1 size)
hp 175 (14d10+98)
Fort +13, Ref +17, Will +18
DR 10/good; Immune acid, critical hits, death effects, disease, poison, precision damage; Resist cold 10, electricity 10, fire 10; SR 22
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Offense
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Speed 30 ft.
Melee unarmed strike +21/+16/+11 (1d4+8 nonlethal) or
bite +22 (2d8+8/19-20), 2 claws +21 (2d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks channel positive energy 9/day (DC 22, 6d6), disease, hunger
Spell-Like Abilities (CL 11th; concentration +17)
Constant—detect good, detect magic, see invisibility
At will—cause fear (DC 17), deeper darkness, greater teleport (self plus 50 lbs.)
3/day—blight (DC 21), diminish plants
1/day—horrid wilting (DC 24), waves of fatigue
Spells Prepared (CL 14th; concentration +21)
5th—greater command (DC 22), slay living (DC 22)
4th—air walk, blessing of fervor, unholy blight (DC 21)
3rd—create soul gem (DC 20), dispel magic (x2)
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Statistics
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Str 26, Dex 26, Con 25, Int 25, Wis 25, Cha 22
Base Atk +14; CMB +23; CMD 41
Feats Blind-fight, Combat Reflexes, Great Fortitude, Improved Critical (bite), Iron Will, Quicken Spell-Like Ability (magic missile), Weapon Focus (bite)
Skills Bluff +23, Diplomacy +20, Escape Artist +22, Fly +19, Heal +15, Intimidate +23, Knowledge (planes) +24, Knowledge (religion) +24, Perception +24, Sense Motive +24, Spellcraft +24, Stealth +21, Survival +24, Use Magic Device +16
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

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Area E10 is where things start to... deviate.
One of the things I wanted was to give the highest echelons of the Whispering Way more personality. I created several new liches, each with a personality and story of their own. One of these - the one relevant to this room's occupants - is Princess Misoyvel.
The party nearly encountered her at Havenguard Lunatic Asylum, where she tore the place up looking for Kendra Lorrimor. They arrived just behind Adivion Adrissant, who dueled the elven lich and quickly dispatched her. He knew she would rejuvenate at Renchurch anyway, and it served his narrative.
(I originally created her to give the party's elf witch some backstory. She turned out to be a clone of Misoyvel, accidentally activated when the Princess became a lich 5 years before the campaign's start. Professor Lorrimor found her and helped her live a normal life, and in time, she blocked out her strange past.)

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I told you that story so that this room's occupants would make more sense. The Handmaiden and Misoyvel's brainwashed bodyguards have taken up occupancy in this room.
Their statblocks are even more complex; look up and read everything you don't recognize. Feats, templates, traits... all of it.
Misoyvel's Handmaiden CR 14
XP 38,400
Female lashunta vetala psychic 13
NE Medium undead (humanoid, lashunta)
Init +7; Senses darkvision 60 ft.; Perception +29
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Defense
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AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 natural)
hp 170 (13d6+104); fast healing 5
Fort +12, Ref +7, Will +9; +2 trait bonus vs. attempts to control you
Defensive Abilities channel resistance +4; DR 10/good, 10/magic; Immune undead traits; Resist electricity 10, fire 10, psychic safeguard; SR 21
Weaknesses vetala weaknesses
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Offense
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Speed 30 ft., climb 30 ft.
Melee swarm (3d6) or
2 claws +10 (1d6+4 plus paralysis)
Special Attacks dark half (1d6 bleed, 17 rounds/day), drain prana, malevolence, paralysis, phrenic amplifications (overpowering mind, space-rending spell, subordinate spell, will of the dead), phrenic pool (14 points), possess corpse
Spell-Like Abilities (CL 13th; concentration +21)
At will—daze (DC 18), mage hand
1/day—detect thoughts (DC 20)
Psychic Spell-Like Abilities (CL 13th; concentration +21)
1/day—detect thoughts (DC 19), telepathic bond
Psychic Spells Known (CL 13th; concentration +21)
6th (5/day)—greater dispel magic, psychic crush II[OA] (DC 24), repulsion (DC 24)
5th (7/day)—explode head[OA], feeblemind (DC 23), mass suggestion (DC 23), synapse overload[OA] (DC 23)
4th (8/day)—black tentacles, charm monster (DC 22), detect scrying, dimension door, greater invisibility
3rd (8/day)—excruciating deformation[UM] (DC 21), haste, synaptic pulse[OA] (DC 21), synesthesia[OA] (DC 21), vampiric touch
2nd (8/day)—alter self, blindness/deafness (DC 20), bull's strength, cat's grace, mirror image, silence (DC 20)
1st (8/day)—alarm, burst of adrenaline[OA], burst of insight[OA], magic missile, ray of enfeeblement (DC 19), shield
0 (at will)—arcane mark, daze (DC 18), detect magic, detect psychic significance[OA], ghost sound (DC 18), mage hand, mending, prestidigitation, telekinetic projectile[OA]
Psychic Discipline Abomination
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Statistics
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Str 18, Dex 16, Con —, Int 26, Wis 12, Cha 26
Base Atk +6; CMB +10; CMD 23
Feats Additional Traits, Alertness, Ally Shield, Blind-fight, Combat Casting, Deceitful, Improved Initiative, Improved Swarm Form, Outflank[APG], Quicken Spell, Skill Focus (Disguise), Traumatic Spell
Traits armor expert, stubborn
Skills Bluff +28, Climb +12, Diplomacy +24, Disguise +21, Knowledge (arcana) +26, Knowledge (dungeoneering) +24, Knowledge (geography) +17, Knowledge (history) +21, Knowledge (local) +17, Knowledge (nature) +17, Knowledge (nobility) +17, Knowledge (planes) +17, Knowledge (religion) +21, Perception +29, Sense Motive +29, Spellcraft +13, Stealth +29; Racial Modifiers +8 Disguise, +2 Knowledge (arcana), +8 Perception, +8 Sense Motive, +8 Stealth
Languages Aboleth, Aklo, Brethedan, Common, Elven, Lashunta, Necril, Shobhad, Triaxian, Vudrani; limited telepathy
SQ detect thoughts, telepathic bond
Combat Gear potion of magic fang (6); Other Gear +1 mithral breastplate, pale ruby trillian ioun stone, flawed pink and green sphere ioun stone, headband of vast intelligence +2
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Special Abilities
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Improved Swarm Form (Centipede Swarm) Assume chosen swarm form as standard action.
Malevolence (DC 18) (Su) Take control of helpess living creature's body. (Will neg)
Paralysis (DC 24) (Ex) Creature struck by claws is paralyzed 1d4+1 rounds. (Will neg, elf immune)
Possess Corpse (Su) Take control of a corpse, animating it as a zombie or skeleton.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Stubborn +2 vs. attempts to control you.
Elvish Blademaster CR 9
XP 6,400
Male elf fighter 9/rogue (unchained, survivalist) 1 (Pathfinder RPG Ultimate Combat 73, Pathfinder Unchained 20)
N Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +12
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Defense
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AC 22, touch 15, flat-footed 17 (+7 armor, +5 Dex)
hp 91 (10 HD; 1d8+9d10+10)
Fort +8, Ref +11, Will +3 (+2 vs. fear); +2 vs. enchantments, Additional +1 racial bonus against enchantments from non-elf humanoids
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 elven curve blade +19/+14 (1d10+8/15-20) or
mwk silver dagger +15/+10 (1d4+1/19-20) or
Ranged mwk composite longbow +15/+10 (1d8+2/×3)
Special Attacks sneak attack (unchained) +1d6, weapon training (heavy blades +2, bonus weapon mastery feat)
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Statistics
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Str 14, Dex 20, Con 12, Int 14, Wis 8, Cha 14
Base Atk +9; CMB +11; CMD 26
Feats Ally Shield, Combat Reflexes, Cut From The Air, Furious Focus[APG], Improved Critical (elven curve blade), Outflank[APG], Power Attack, Smash From The Air, Weapon Finesse, Weapon Focus (elven curve blade), Weapon Specialization (elven curve blade), Wild Flanking
Skills Acrobatics +16, Bluff +15, Climb +9, Intimidate +15, Perception +12, Perform (any one) +6, Stealth +16, Survival +12, Swim +9
Languages Elven, Lashunta, Sylvan
SQ ageless patience, armor training 2, elven arrogance, hardy
Combat Gear potion of cure light wounds (3); Other Gear +1 lamellar (steel) armor[UC], +1 elven curve blade, mwk composite longbow (+2 Str), mwk silver dagger, cloak of resistance +1, feather step slippers[UE], 48 gp
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Special Abilities
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Ageless Patience +2 racial bonus when taking 20 on skill checks.
Ally Shield Adjacent ally grants you cover, but may be struck instead.
Elven Arrogance Racial bonus on saving throws against enchantments increases by 1 (to +3) against effects from non-elf humanoids.
Hardy (Ex) Survive longer without food or water.
Weapon Training (Blades, Heavy) +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Wild Flanking Add Power Attack damage vs. flanked opp, but may strike ally as well.
This battle can go off-script easily, as the Handmaiden is essentially a child, mentally speaking (albeit an emotionally ravaged and supernaturally evil one). She uses her telepathy to ask enemies, especially elven ones, to "play with her" - and she loves breaking her toys.
The blademasters team up and kill enemies as efficiently as possible. They've been broken inside for decades, and have nothing left to offer emotionally.

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E11's occupants all start out invisible, so all the party will see is Cleves tied to his chair. Vallabal can inform them telepathically during his fight with the PCs, so they have plenty of reason to be pre-buffed with minute/level or longer effects.
Renchurch Ascetic CR 10
XP 9,600
Female human monk (hungry ghost monk) 10/spiritualist 1
LE Medium humanoid (human)
Init +7; Senses Perception +17
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Defense
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AC 30, touch 22, flat-footed 23 (+4 armor, +7 Dex, +4 shield, +5 Wis)
hp 100 (11d8+22)
Fort +11, Ref +14, Will +12; +4 bonus vs. mind-affecting
Defensive Abilities improved evasion
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Offense
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Speed 60 ft.
Melee unarmed strike +15/+10 (1d10+3) or
unarmed strike flurry of blows +16/+16/+11/+11 (1d10+3)
Special Attacks flurry of blows, life funnel, steal ki
Spiritualist Spells Known (CL 3rd; concentration +6)
1st (2/day)—magic fang, shield
0 (at will)—bleed (DC 13), detect magic, guidance, message
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Statistics
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Str 14, Dex 24, Con 14, Int 10, Wis 17, Cha 8
Base Atk +7; CMB +17 (+19 disarm, +23 grapple); CMD 31 (33 vs. disarm, 33 vs. grapple)
Feats Agile Maneuvers, Body Shield[UC], Bushwhack, Chokehold[UC], Combat Reflexes, Greater Grapple, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Punishing Kick[APG], Skill Focus (Acrobatics), Skill Focus (Survival), Stealth Synergy[UC], Throw Anything, Weapon Finesse
Traits adopted, final embrace, magical knack
Skills Acrobatics +27 (+49 to jump), Knowledge (religion) +14, Perception +17, Sense Motive +16, Stealth +21, Survival +6
Languages Common
SQ etheric tether, fast movement, high jump, ki pool (10 points; cold iron, lawful, magic, silver), maneuver training, monk vow (vow of truth[UM]), phantom (Phantom, zeal), shared consciousness, slow fall 50 ft.
Combat Gear bone beads, potion of cat's grace, potion of invisibility, potion of mage armor (3); Other Gear flawed clear spindle ioun stone, gauntlet of the skilled maneuver (grapple)[UE]
The ascetics break invisibility by grappling PCs. This should be a surprise round, and using Bushwhack, they should be choking the life from PCs immediately. They're essentially willingly possessed by Zeal phantoms, representing their disturbing glee for death; don't forget to have them whisper to PCs about their fate as permanent haunts... as if it were a gift.
Once things get more chaotic or if they can't just choke everyone to death, they'll start using the Ghoul Stone, as presented in the module.
Raknyr CR 11
XP 12,800
Male tiefling agent of the grave 5/wizard (spirit binder) 7 (Pathfinder Player Companion: Familiar Folio)
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 shield)
hp 95 (12 HD; 7d6+5d8+24)
Fort +9, Ref +9, Will +10
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee +1 club +7 (1d6+2) or
Spell-Like Abilities (CL 12th; concentration +11)
1/day—animate small object
Wizard (Spirit Binder) Spells Prepared (CL 11th; concentration +18)
6th—greater dispel magic, flesh to stone (DC 23), harm (DC 23)
5th—duplicate familiar, psychic crush I[OA] (DC 22), soulswitch, suffocation[APG] (DC 22)
4th—deathless[MA], enervation (3), greater invisibility
3rd—haste, greater magic weapon, siphon might (DC 20), vampiric touch (4)
2nd—blindness/deafness (2, DC 19), glitterdust (DC 19), mirror image (2), spectral hand, steal voice[UM] (DC 19)
1st—inflict light wounds (DC 18), mage armor (2), shield (2), vanish[APG] (2, DC 18)
0 (at will)—arcane mark, mage hand, prestidigitation, touch of fatigue (DC 17)
Opposition Schools Divination, Enchantment
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Statistics
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Str 12, Dex 16, Con 14, Int 24, Wis 10, Cha 8
Base Atk +5; CMB +6; CMD 19
Feats Additional Traits, Boon Companion, Command Undead, Craft Magic Arms & Armor, Craft Wondrous Item, Improved Familiar, Mauler's Endurance
Traits bandit, seeker
Skills Appraise +11, Bluff +16, Intimidate +14, Knowledge (arcana) +22, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (planes) +22, Knowledge (religion) +22, Linguistics +11, Perception +16, Sense Motive +12, Spellcraft +22, Stealth +21, Use Magic Device +14; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Necril, Varisian
SQ arcane bond ("Iomedae", quasit demon [mauler]), battle form, bolster, bond forged in blood, bonus necromancy spells (bonus spell, bonus spell, bonus spell, bonus spell, bonus spell, bonus spell, bonus spell), death's shroud, increased strength, inspired necromancy, lich's touch, negative energy affinity, negative energy conduit, power over undead, prehensile tail, undead manipulator, undeath initiate, unholy fortitude
Combat Gear scroll of transformation; Other Gear +1 club, cloak of resistance +2, handy haversack, headband of vast intelligence +2, silver unholy symbol of Urgathoa, spell component pouch, 700 gp
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Special Abilities
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Animate Small Object (1/day) (Sp) Once per day, as a spell-like ability, you can animate a Small or smaller object for a number of rounds equal to your level. Treat this object as an animated object.
Resurrected by Animate Dead The spell animate dead can return you to life as per the spell raise dead 1d4 times.
On the first round of combat, Raknyr uses his scroll of transformation on his familiar. Her stats include those bonuses, as well as those of a few of his other spells.
Iomedae
Female quasit demon (mauler)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 33, touch 13, flat-footed 30 (+4 armor, +3 Dex, +12 natural, +4 shield)
hp 71 (3d10+6); fast healing 2
Fort +16, Ref +8, Will +10
DR 5/good or cold iron, 5/magic; Immune electricity, poison; Resist acid 10, cold 10, fire 10
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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee +3 fortuitous naginata +20/+15/+10 (1d8+12/×4) or
bite +13 (1d8+4), 2 claws +13 (1d6+4 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +6)
At will—detect good, detect magic, invisibility
1/day—cause fear 30 ft radius
1/week—commune
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Statistics
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Str 23, Dex 16, Con 15, Int 6, Wis 12, Cha 11
Base Atk +11; CMB +17; CMD 30
Feats Combat Reflexes, Flyby Attack, Improved Initiative, Power Attack, Weapon Finesse[B]
Skills Acrobatics +3 (-1 to jump), Appraise -1, Bluff +15, Fly +17, Intimidate +18, Knowledge (planes) +13, Linguistics -1, Perception +16, Sense Motive +16, Spellcraft +10, Stealth +18, Use Magic Device +12
Languages Abyssal, Common; telepathy (by touch only)
SQ alternate form (su), battle form, bond forged in blood, improved evasion
Other Gear +3 fortuitous great scythe (treat as naginata), amulet of mighty fists +1, cloak of resistance +2, sleeves of many garments
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Special Abilities
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Battle Form Str +6, Dex -2 (Su) Your familiar can grow larger at will.
Bond Forged in Blood (Su) Master dropping a foe grants +2 att/dam to both for 1 rnd.
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th
Poison (DC 15) (Ex) Poison: Claw—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 2 consecutive saves.
(Note that once her master dies, the quasit attempts to steal her master's soul and drag it to the Abyss, where she also goes. That happened in my game, which is why these two have no haunts.)
What's up with those last two?
Raknyr is a Whispering Way wizard who often acted as a liaison to the demons of the Worldwound. On his first mission there, he aided in the slaying of a crusader patrol. Using the secrets of the Way, he bound the soul of a fallen paladin, combining it with fiendish essence to create a quasit with all of her combat training and the ability to grow to human size. Finally, he named his creation Iomedae as an insult to both her and the goddess she once served.
What he does with this (often human-sized) quasit when they're not at war is left to the imagination... but an item on her equipment list should give players pause.
(She'll reappear in the Abyss in my WotR campaign, with a lot of her pre-quasit memories intact. Looking forward to that.)

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For the tea room, you might consider Bestiary 5's aerial servants in place of the invisible stalkers. As for the mummies...
Unhallowed Mummy CR 7
XP 3,200
Mummy fighter 2 (Pathfinder RPG Bestiary 210)
LE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +17
Aura despair (DC 19)
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Defense
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AC 30, touch 12, flat-footed 28 (+8 armor, +2 Dex, +10 natural)
hp 106 (10 HD; 8d8+2d10+50)
Fort +10, Ref +4, Will +10 (+1 vs. fear)
DR 5/—; Immune undead traits
Weaknesses vulnerable to fire
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee slam +16 (2d6+20/19-20 plus mummy rot)
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Statistics
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Str 28, Dex 14, Con —, Int 6, Wis 18, Cha 20
Base Atk +8; CMB +14; CMD 29
Feats Blind-fight, Eldritch Claws[APG], Improved Critical (slam), Improved Natural Attack (slam), Pestilent, Power Attack, Weapon Focus (slam)
Skills Acrobatics -1 (-9 to jump), Perception +17, Stealth +12
Languages Osiriani, Ancient
SQ mummy rot (DC 19)
Other Gear Osiriani kilted plate (+1 bronze breastplate with armored kilt), +1 amulet of mighty fists, coldfire wrappings
Also, I figured out how to output formatted statblocks. ^_^

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My wife's PC died in Renchurch. She was a life oracle. I had the haunt that she turned into basically do a reverse life link. It established a life link with one PC each round, and every round siphoned 5 hp from every linked PC. It became a race to do more positive energy damage to the haunt than she could recover as her ability to recover hp increased with every life link she established.
I love the soul haunting effect--what a great, thematic way to ramp up the difficulty and tension in what should by rights be a seriously deadly location.