TEXT: Riders 
  oN the Storm
  Riders on the Storm is 
  a scenario designed for 5
  th to 7
  th level characters that helps introduce several elements of Companions of the 
  Firmament.  It is assumed that a copy of Companions of the Firmament is available and the game master has some familiarity with the 
  content.  
  The scenario is built to provide a flexible framework for trying out a spectrum of rules from Companions of the Firmament.  Specific 
  encounters target certain modes of flying, but the adventure otherwise lets the GM decide how much material they wish to draw upon 
  from Companions of the Firmament.  
  This author encourages the GM to let players try out as many of the different character options as 
  players 
  can monitor those rule elements.  For the GM it would be worthwhile to print out the Rule Checklist at the end of the Companions 
  of the Firmament and 
  decide ahead of time which rules 
  will be implemented and what system dials should be used.
  Credits
  Designer: Neil Carr
  Copy Editor: Annick Jean
  Playtesting: Matty Beliveau, Jeremy Cornwall, Annick Jean, Brian Leet, Rebecca Campbell Leet, Bob Menzel, John 
  Trombley
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of
  the game designed by Monte Cook, Jonathan 
  Tweet, Skip 
  Williams, Richard Baker, and Peter Adkison.
    
  Geek Industrial Complex, LLC
  37 
  Webster Street
  Barre, 
  VT 05641
  geekindustrialcomplex.com
  Compatibility 
  with 
  the 
  Pathfinder 
  Roleplaying 
  Game 
  requires 
  the 
  Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more 
  information 
  on 
  the 
  Pathfinder Roleplaying 
  Game.
   
  Paizo 
  Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder 
  is 
  a 
  registered trademark 
  of 
  Paizo 
  Publishing,
   
  LLC,
   
  and 
  the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks 
  of 
  Paizo 
  Publishing, 
  LLC,
   
  and 
  are 
  used 
  under the Pathfinder 
  Roleplaying 
  Game 
  Compatibility 
  License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility 
  license.
  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 Geek Industrial Complex 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.
  Riders 
  on 
  the 
  Storm 
  is 
  published 
  by Geek 
  Industrial 
  Complex,
   
  LLC 
  under 
  the Open Game License version 1.
  0a © 2000 
  Wizards of the Coast, Inc. Geek Industrial Complex, 
  LLC,
   and 
  the 
  Geek 
  Industrial 
  Complex 
  logo,
   
  are 
  registered 
  trademarks of Geek Industrial Complex, LLC;  © 2013 Geek Industrial Complex, LLC.
  August 2014.
  
  Common Background
  Once a generation the 
  coastal provinces are met with a rare magical 
  event from an earlier era.  Known simply as “The Storm,
  ” 
  an intense 
  storm 
  forms on the horizon that glows  an eerie violet.  From 
  within the storm a cascade of multicolored lightning flashes can be 
  seen, often illuminating vast bulky forms suspended in the air.  
  The 
  Storm lasts anywhere from a few days to a week and then fades 
  away, not to be seen for several decades.  
  While strange and intimidating, the coastal provinces have never in 
  memory felt any ill effects from the Storm, and for many 
  communities this has transformed into a rare holiday and festival 
  focusing on the Riders of the Storm, those brave (or foolish) folk 
  who risk flying out into the storm out of curiosity and bravado to 
  see what riches and antiquities they might find.
  Adventurers and sightseers travel from distant lands to be a part of 
  this rare event.  
  The coastal towns overflow with guests 
  and large 
  camps form among the more popular towns to join in the spectacle. 
  Traders pour into this mix to sell food and services to the throngs of 
  people gathered, while more specialized merchants arrive to sell 
  gear to the Riders.  
  The sudden cosmopolitan gathering of so many 
  different peoples and cultures often creates an intense and rowdy 
  atmosphere, with crowds cheering on those who thrown 
  themselves into the storm, and then eagerly watch the horizon for 
  anyone to return.
  Those who do return are hailed as heroes and gain fame that 
  spreads throughout the world.  
  Very few have the opportunity to 
  enter the Storm and even fewer return to tell their tale.
  Common History
  The common history of the Storm is that there was once a powerful 
  empire 
  far out in the ocean that ruled all the known world.  All of 
  the world'
  s knowledge flowed to its capital and in time their 
  control over magic became so great that they rivaled the gods in 
  their power.  Such power was inevitably matched with ambition 
  and in final act of hubris they lifted their great island out of ocean 
  so that it would float in the sky, making their dominion 
  complete 
  over the world.  
  Their control of the arcane was not limitless and 
  the island was torn apart and their empire brought to ruin.  
  The 
  remnants of the island, now floating chunks of land, is now forever 
  engulfed in a magical storm that swirls about the ocean for a season 
  before vanishing from the world for a generation.
  The Player Characters Gather
  For those who are willing to face the dangers of the storm there are 
  many wealth patrons willing to provide aid in exchange for a share 
  in what is discovered within the storm.  
  The player characters find 
  themselves in a lavish 
  room of an inn that overlooks the teeming 
  marketplace below of the coastal town.  
  They have gathered here to 
  meet Gauri, 
  one of the well known patrons of the Storm.  
  An attendant opens the door to a side room and a human 
  looking 
  woman enters the room.  Dressed in a violet dress, which can be 
  assumed is for the occasion, what is most striking about her her 
  intense yellow skin and an array of gem stones that spin 
  around 
  and above her head in 
  a complex set of orbits.  “Welcome,
   I am 
  Gauri and from what I 
  understand all of you wish my assistance for 
  a journey into the Storm?  Please, introduce yourselves.
  ”
  “You are all brave simply to meet with me, for it is dangerous to 
  speak 
  with one of the 
  Patrons at this time.  
  Wealth, power and glory 
  are all at stake now that the Storm is upon us.  Listen to the crowd 
  outside the window.  Pettiness and greed are mixed 
  in with the awe 
  and wonder at this event.  People will be watching you now, 
  including those who wish me ill.
  “You may have heard of me before, as I can rightfully claim two 
  journeys into the Storm.  I have seen wonderful and terrible things 
  on those two trips and have enjoyed the wealth and honor my 
  success has give me, however I have no desire to return a third 
  time. “ 
  “Here are my terms.  I will provide you with a means to fly into the 
  Storm, specific supplies that may help you while you are there, and 
  a guidebook written by me and my arcanists that should prove 
  invaluable at achieving all of our goals.  
  What I expect in return are 
  a specific list of items, as detailed in the guidebook, I would like 
  retrieved from the Storm.  
  You make keep anything else you find 
  there, and of course return with the glory and notoriety that will 
  surely remain with you for the rest of your lives.  My own patrons 
  were neither as direct nor helpful towards me as I 
  am being with 
  you and so I hope these terms would suffice.
  ”
  Questions for Gauri
  Why is it necessary to fly into the storm?  
  The storm is unnatural 
  and has dramatic effects on the sea below it.  
  Waves the size of 
  mountains rise up and crash down, vortexes form quickly to 
  swallow whole fleets of ships, and vast strange creatures can be 
  seen breaching the waters surface.  
  There is no recorded success of a 
  ship returning from those waters, not even wreckage.
  What do you want from the Storm?  “As detailed in the 
  guidebook, I want specific Ioun stones.  Our histories tell us that all 
  of the Ioun stones that exist come from the old empire.  
  Those that 
  I wear now are from that age and while many survived the fall of 
  the empire as they were far removed from the capital, the most 
  powerful and rare ones can only be found in the ruins of the Storm. 
  Those Ioun stones you find that are not on my list you may keep, 
  along with whatever items and wealth you may find on your 
  journey.
  ” 
  Why is your skin yellow?  “On my first expedition my skin was 
  changed to this color after being hit by the unnatural lightning that 
  is pervasive in the Storm.  I was lucky as my mount shrank 
  underneath me and could no longer bear my weight.  If it was not 
  for a friend I would have been lost on that first day of the Storm. “ 
  What can we expect to face in the Storm?  “I would have to write 
  more books that you could carry to do justice to my experiences in 
  the Storm and even then it might be completely different from 
  what you will encounter.  
  The arcanists of the old empire lost 
  control and so much was ruined or transformed.  
  Expect the 
  unnatural, expect lightning fueled with magic that may either hurt 
  you or change you.  Expect those beings that inhabit the Storm to 
  be dangerous and chaotic, and be watchful of others who are going 
  into the Storm for their own gain.  
  The guidebook 
  will provide 
  observations from my previous journeys which will may also help.  
  While many notes are written in common within the guidebook, 
  being able to read magic and understand the mysteries of the 
  arcane will reveal more in its pages.
  ”
  Who are these people who wish you ill?  “I gained my fame and 
  fortune early in life and that attention has allowed me to create 
  enemies over the years.  
  There are larger games of intrigue at work 
  in the world, but for the Storm I wish to keep things simple.  I wish 
  a more complete set of Ioun stones and nothing more.  However 
  old enemies would do much to even deny me this.  I know that 
  Pisacha, another Patron, is in this area.  I would expect that he 
  would give instructions to his Riders to impede any efforts you may 
  make while in the Storm.
  ”
  2
  
  Final Advice
  “As you have likely heard in the crowds, the morning of the third 
  day of the Storm has been determined as the time when the great 
  horn will be sounded.  
  While you have likely seen a few Riders take 
  off into the Storm, the arcanists have long studied the Storm and 
  know there is always an ideal time to pass through what is called 
  The 
  Wall.
  The lightning in the Storm is stronger and more frequent than any 
  normal storm.  However this lightning is for the most part only 
  along the edge of the Storm and forms the 
  Wall.  
  There is 
  an arcane 
  pattern to the lightning strikes and that is why so many rooftops 
  and balconies are occupied by arcanists who observe the Storm and 
  have 
  determined that tomorrow morning is when the lightning 
  will ebb and give Riders the best chance of passing through.
  Heed the call of the horn and take flight then.  
  When you reach the 
  Wall itself have your mounts fly as fast as they can until 
  you find 
  land floating in the Storm.  
  The lightning rarely strikes the land 
  itself.
  When the glow of the clouds turns green briefly then you must 
  depart 
  the Storm quickly.  
  The Storm will continue to shift from 
  violet 
  to green, each time remaining green longer.  
  This change will 
  happen anywhere from a few hours to half a day.  
  While it is only a 
  guess, if the clouds remain green while you are inside the Storm 
  then you will have been lost to the world for a generation.
  ”
  Preparations
  The meeting with Gauri ends around four in the afternoon, giving 
  the player characters about 18 hours before the expected horn call 
  tomorrow morning.  Gauri'
  s attendant sees that each of 
  the 
  characters are given a supply kit and a flying mount if needed.  PCs 
  have 
  free time to roam the town, purchase additional gear from the 
  marketplace and gather more information if they desire.  
  Gear
  Gauri'
  s 
  attendant opens a large chest and begins distributing gear to 
  the player characters.  Each character receives:
  •
  Ioun 
  Torch
  •
  Signal 
  Whistle
  •
  Aerial Goggles
  •
  Compass
  •
  Flying Saddlebags
  •
  Mirror
  •
  Military Flying Saddle
  Mounts
  For player characters that do not have an ability to fly Gauri offers 
  the use of Lesser Chimera.  Several are housed in the inn'
  s stables.  
  Created and bred by Gauri'
  s household, each is a warhorse with 
  large feathered wings.  For the duration of the adventure 
  they are 
  considered 
  Trusty Mounts for their player character.  Each mount is 
  provided with a food sack with enough food to feed the mount for a 
  week.
  Skills and Information
  Players have time to make skill checks to gain additional insight in 
  their endeavor.  
  There is enough time and people available for each 
  character to make one check in the evening and one in the 
  morning before the horn call.
  Diplomacy (gather information) DC 20:  Inquiries can be made 
  from the local Inns and marketplace about Pisacha and the groups 
  he has been meeting with.  If successful then the PC learns that a 
  group of men docked their alchemical skiff to the 
  roof were at the 
  house that Pisacha has rented. 
  Knowledge (arcana) DC 20:  Approaching the arcanists that are 
  studying the storm may yield insights into where to aim for when 
  approaching the 
  Wall.  Success allows the character 
  to discern a 
  pattern of floating land masses back-lit by the lightning that appear 
  to be close to the edge of the storm.  
  This will provide a +5 bonus 
  when the 
  Wall encounter occurs.  
  Knowledge  (local) DC 15:  
  The town thrives in these rare events 
  and the locals prefer to avoid mentioning just how dangerous the 
  Storm is to any Rider who enters it.  
  Very few ever return and the 
  coastal towns know this.  It is incredibly rare for a local to challenge 
  the Storm.
  Knowledge (nature) DC 22:  
  While the Storm is 
  unnatural the 
  winds that swirl around it do follow the patterns of nature.  A 
  successful study of the winds, either from a high place, or from 
  spending time with feet in the ocean and reading the effect of the 
  wind on the water, will give a +3 bonus when attempting to fly 
  through the 
  Wall when it is encountered.  
  Knowledge (nobility) DC 18:  Successful inquries into the 
  relationship of Gauri and Pisacha reveal that they were 
  were 
  companions until she rebuffed his advances.  Scorned since then, 
  Pisacha continues to find petty ways to get back at Gauri.   He is 
  willing to spend large amounts of his wealth just to spite her.  It 
  would would not be surprising that his hirelings are trying to find 
  Ioun stones also simply to withhold them from Gauri.
  Knowledge (planes) DC 22:  Speaking to the arcanists some sense 
  of the nature of the Storm may become more clear.  A successful 
  check reveals that it is likely that the Storm is a demi-plane that 
  emerges into our world on an irregular cycle.  Observations over 
  the centuries concludes that either by choice or by 
  plan the old 
  empire leaked into our world a portion of the plane of Limbo, 
  known for its power of primordial chaos.  Observations from past 
  expeditions speak that there are instances of wild magic within the 
  Storm.  Spells that are cast within the Storm can have random and 
  chaotic effects unless cast in more stable environments.  
  The 
  broken floating landmasses seem to be safer places to cast spells.  
  Survival DC 20:  
  The blow of the wind is strong on the ocean shore 
  and it is not always favorable to flying creatures.  A successful check 
  gives the character and accurate feel for when the wind will shift so 
  that it will be at the party'
  s back when approaching the 
  Wall, 
  providing a +2 bonus to flying through the encounter.  
  3
  
  The Guidebook
  Instead of talking to others in town, up to two characters have time 
  to read the Gauri'
  s Guidebook in detail.  If they do this then they 
  gain the following benefits for the duration of the adventure.  
  •
  +2 bonus on Knowledge checks to identify a monster'
  s 
  abilities and weaknesses.  
  This bonus increases 
  by +2 if the 
  reader can read magic.
  •
  +2 bonus on Knowledge checks to identify environmental 
  hazards and conditions within the Storm.  
  This 
  bonus 
  increases by +2 if the reader can read magic.
  •
  Identify the properties of Ioun stones after 1 minute of 
  reading.  If the reader can read magic then it only takes 1 
  round to identify the properties of an Ioun stone.
  If the 
  guidebook is not read ahead of time and instead referenced 
  on the adventure then a PC may gain one of these benefits for a 
  specific check or identification after 1 minute of reading the 
  guidebook.
  Ioun Stones
  These crystalline stones always float in the air and 
  must be within 3 
  feet of their owner to be of any use. 
  When a character first acquires 
  a stone, she must hold it and then release it, whereupon it takes up 
  a circling orbit 1d3 feet from her head. 
  Thereafter, a stone must be 
  grasped or netted to separate it from its owner. 
  The 
  owner may 
  voluntarily seize and stow a stone (to keep it safe while she is 
  sleeping, for example), but she loses the benefits of 
  the stone 
  during that time.
  Ioun stones have AC 24, 10 hit points, and hardness 5. 
  The powers 
  of each stone vary depending on its color and shape.
  Table 1-1:  Ioun Stones Identification 
  Table
  Roll Color/Shape 
  Effect 
  1
  Amber 
  Spindle , cracked
  +1 resistance 
  bonus 
  on 
  one 
  save 
  (stacks) 
  2
  Clear 
  Spindle 
  Sustains creature 
  without 
  food 
  or 
  water 
  3
  Dark 
  Blue 
  Rhomboid 
  Alertness (as the 
  feat) 
  4
  Deep 
  Red 
  Sphere , cracked
  +1 competence 
  bonus 
  on 
  one Dexterity-based skill 
  5
  Dusty 
  Rose 
  Prism , cracked
  +1 competence 
  bonus 
  on 
  initiative 
  checks 
  6
  Emerald 
  Ellipsoid , cracked
  1 temporary hit 
  point 
  (stacks) 
  7
  Incandescent 
  Blue Sphere , cracked +1 competence 
  bonus 
  on 
  one 
  Wisdom-based 
  skill 
  8
  Iridescent 
  Spindle, flawed
  Sustains creature 
  without 
  air,
   but 
  creature 
  is 
  always staggered 
  9
  Mossy 
  Disk 
  +5 competence 
  bonus 
  on 
  one Knowledge 
  skill 
  10
  Nacreous Gray Sphere 
  Protects against 
  aging 
  11
  Opalescent 
  White Pyramid 
  Proficiency 
  with 
  one 
  weapon 
  12
  Orange 
  Prism, 
  cracked
  Add one 0-level 
  spell 
  to 
  user’
  s 
  spells 
  known 
  or 
  prepared 
  13
  Pale 
  Blue 
  Rhomboid , cracked
  +1 competence 
  bonus 
  on 
  one Strength-based 
  skill 
  14
  Pale 
  Ruby 
  Trillian 
  +5 competence 
  bonus 
  on 
  Stealth 
  checks 
  15
  Pearly 
  White 
  Spindle , cracked
  Regenerate 1 point 
  of damage 
  per 
  hour 
  16
  Pink 
  and 
  Green Sphere 
  +2 enhancement 
  bonus to 
  Charisma 
  17
  Scarlet 
  and 
  Green Cabochon 
  Endurance (as 
  the 
  feat) 
  18
  Turquoise 
  Sphere 
  +5 competence 
  bonus 
  on 
  Ride checks and 
  Fleet 
  (as 
  the 
  feat) 
  for 
  your 
  mount 
  19
  Vermilion 
  Rhomboid , cracked
  +1 competence 
  bonus 
  on 
  Acrobatics 
  and 
  Swim 
  checks 
  20
  Vibrant 
  Purple 
  Prism , cracked
  Stores one spell 
  level,
   
  as 
  a 
  ring 
  of 
  spell 
  storing 
  (minor) 
  Table 1-2:  Ioun Stones wanted by Gauri
  Color/Shape 
  Effect 
  Gamboge 
  Nodule 
  Immunity to poison 
  Lavender 
  Ellipsoid 
  Absorbs spells 
  of 
  8th 
  level 
  or 
  lower1 
  Orange 
  Prism 
  +1 caster level 
  Pale 
  Green 
  Prism 
  +1 competence 
  bonus on 
  attack 
  rolls, 
  saves, 
  skill checks, 
  and 
  ability 
  checks 
  Pearly 
  White 
  Spindle 
  Regenerate 1 point 
  of 
  damage 
  per 
  10 
  minutes 
  4
  
  Conditions in the Storm
  The Storm bursts onto the horizon at the strength of a hurricane 
  but never moves closer than 10 miles from the shore.  
  Vast in size, 
  the storm stretches the 
  entire length of the horizon and 
  towers up 
  into the sky in a terrible swirl of clouds.
  Wind Force:  
  With centuries of observation and scroupulous 
  analysis, the arcanists have nearly perfected the time to enter the 
  Storm during one of its lulls.   
  This is of necessity as the edge of the 
  storm 
  is the strongest and at its full strength has the wind force of a 
  tornado.  During the lull the wind force drops to severe (-4 to range 
  attack rolls and Fly skill checks) normally, or strong (-2 to Fly skill 
  checks) if the players have the wind to their backs.  See 
  the 
  Wall 
  encounter for specific details.  Past the 
  Wall the wind force varies 
  which will be represented by specific wind conditions taking effect 
  with 
  each encounter.  On an hourly basis the prevailing wind will 
  randomly change on the zoomed out map below.
  Lightning:  Lightning strikes are constant throughout the storm, 
  but beyond the wall are far more spaced out.  Every minute 
  lightning will erupt within the immediate region where the PCs 
  are.   Lightning is always arcing either through the cloud or from 
  the cloud to the ocean surface.  It never strikes the floating land 
  masses or the airspace above or below the floating land 
  masses.  See 
  the 
  Weather Encounters section for specific details when traveling 
  between floating land masses.  
  Visibility:  
  The violet colored clouds that swirl about in the Storm 
  cast their own glow, but the wisps of cloud and open air break up 
  tactical visibility to 150 feet for normal and darkvision or 300 feet 
  for low-light vision.  
  The lightning is both a danger and 
  a blessing 
  as it illuminates the various floating chunks of land strewn 
  throughout the Storm and so strategic visibility is greatly increased 
  when using the lightning flashes to see masses of floating land up 
  to 3 miles away.  If a light source is being used by a creature, such as 
  the Ioun torch, then the light can be perceived by others up to 1 
  mile with normal and darkvision or 2 miles with low-light.
  Floating Land:  
  The floating land masses vary in size and shape.  
  Some are mere boulders floating in the air, while others are 
  mountain sized chunks of land and rock.  For some the evidence of 
  civilization is still present on them, with ruined features of 
  buildings, roads and other infrastructure.  Despite the heavy winds 
  the position of the floating land seems to remain fixed in relation to 
  one another.  
  The land 
  seems to provide zones with some degree of 
  stability within the Storm.  Magic is more stable when casters touch 
  the ground and the winds tend to be weaker in their immediate 
  area.  However the way that the wind interacts around these land 
  masses can be dramatic, often with turbulence that can suddenly 
  cause a flyer to be thrown into the rock from an unexpected 
  direction.  See the specific encounters for more details on 
  turbulence.  
  Altitude:  
  The floating masses of land have some variation in 
  altitude but all of them roughly float at a height of 2000 feet.   It is 
  advised when selecting a system setting for falling to use either the 
  Hybrid or Cinematic settings to allow enough time for falling 
  creatures to recover or be caught.
  Ocean Surface:  
  The ocean surface is a tempest of towering waves, 
  inexplicable vortexes, and colossal sized creatures of the deep 
  lurking below.  
  To fall into the water is likely a death sentence 
  unless retrieved quickly.  A creature that falls into the water and can 
  remain on the surface in some fashion (either swimming or magic) 
  has 1d4 rounds to be pulled from the water otherwise they are 
  consumed by the Storm.  
  Wild Magic
  The Storm is infused with the essence of the plane of Limbo and it 
  causes spells and spell-like abilities to possible function erratically.  
  If a spell or spell-like ability is used without the user touching one 
  of the floating masses of land in the Storm then there is a chance 
  for the effect to go awry.   
  The caster must make a caster level check 
  (DC 15 + the level of the spell or spell-like ability) for the magic to 
  function normally. Failure means that something strange happens; 
  roll d% and consult 
  Table 1-3: 
  Wild Magic Effects.
  Reverse Gravity Spell:  
  This spell reverses gravity in an area, 
  causing unattached objects and creatures in the area to fall upward 
  and reach the top of the area in 1 round. If a solid object (such as a 
  ceiling) is encountered in this fall, falling objects and creatures 
  strike it in the same manner as they would during a normal 
  downward fall. If an object or creature reaches the top of the area 
  without striking anything, it remains there, oscillating slightly, 
  until the spell ends. At the end of the spell duration, affected 
  objects and creatures fall downward.  Provided it has something to 
  hold onto, a creature caught in the area can attempt a Reflex save to 
  secure itself when the spell strikes. Creatures who can fly or levitate 
  can keep themselves from falling.
  Heal Spell:  Heal enables you to channel positive 
  energy into a 
  creature to wipe away injury and afflictions. It immediately ends 
  any and all of the following adverse conditions affecting the target: 
  ability damage, blinded, confused, dazed, dazzled, deafened, 
  diseased, exhausted, fatigued, feebleminded, insanity, nauseated, 
  poisoned, sickened, and stunned. It also cures 10 hit points of 
  damage per level of the caster, to a maximum of 150 points at 15th 
  level.  Heal does not remove negative levels or restore permanently 
  drained ability score points.  If used against an undead creature, 
  heal instead acts like harm.
  Table 1-3: Wild Magic Effects
  1d6 
  Roll
  Effect
  1
  The spell does not function. Instead, a reverse 
  gravity 
  effect 
  covers 
  a 30-foot radius 
  around the 
  caster 
  for 
  1 
  round.
  2
  Nothing happens. 
  The spell does not function. 
  Any 
  material 
  components 
  are 
  used 
  up. 
  The 
  spell or 
  spell 
  slot 
  is 
  used 
  up, 
  an item loses 
  charges, 
  and the effect counts against an item'
  s 
  or 
  spell-like 
  ability'
  s 
  use 
  limit.
  3
  The spell does not function. Instead, everyone 
  (friend or 
  foe) 
  within 
  30 feet 
  of the 
  caster 
  receives 
  the 
  effect of 
  a 
  heal 
  spell.
  4
  The spell functions normally.
  5
  The spell 
  functions normally, but any material 
  components 
  are 
  not 
  consumed. 
  The 
  spell 
  is 
  not expended 
  from 
  the 
  caster'
  s mind (the spell 
  slot 
  or prepared spell can be used again). Similarly,
   
  an 
  item 
  does 
  not 
  lose 
  charges,
   
  and 
  the 
  effect 
  does 
  not 
  count 
  against 
  an item'
  s or spell-
  like 
  ability'
  s use limit.
  6
  The spell 
  functions strongly. Saving throws against 
  the 
  spell 
  incur 
  a 
  –2 
  penalty.
   
  The 
  spell 
  has the 
  maximum possible 
  effect, as if it were 
  cast 
  with the Maximize Spell feat. If the spell 
  is 
  already 
  maximized 
  with 
  the 
  feat, 
  there 
  is 
  no further 
  effect.
  5
  
  Weather Encounters
  The party will encounter strange weather phenomena when they 
  enter the storm.  
  The first encounter is 
  The 
  Wall, where the party 
  will pass through a lightning storm on the outer edge of the Storm.  
  Once inside the Storm the party will contend with the possibility 
  of being affected by random lightning as they travel between 
  floating islands.  See page 104 of Companions of the Firmament for 
  an overview of how to run weather encounters. 
  Encounter A:  The Wall
  The Wall  CR7
  XP 3200
  Detection ––; Bypass Fly DC 31
  Effect (see table 
  1-4: Storm Lightning Effects); DC 17 Fort save for 
  +2 to roll on table 
  Assistance:  Learning approach from the arcanists +5; Studying 
  wind patterns +3; Predicting the wind at your back +2
  Duration 5 minutes
  Encounter B:  Riding the Storm
  This weather encounter is tied to the Zoomed Out map 
  on page 8.  
  The map is a large scale representation of the region of the Storm 
  the party will explore.  Each square is roughly 1 mile in distance.
  Encounter Setup:  After the 
  Wall the players either individually 
  place their figure on the first column next to the 
  Wall.  Any 
  number of creatures can fit into a given square and if the party 
  wishes to all move close together then one marker may be used to 
  represent the party.  
  The map is a grid detailing where floating islands can be located 
  and the numbers detail 
  where lightning will strike every minute 
  within the Storm.  
  When lightning strike locations need to be 
  determined the GM should roll 2d6,  all squares with that value 
  have 
  lightning strikes in them.  
  Thus if a result of 7 is rolled then all 
  squares with 7 will have lightning strikes.  Any creature in these 
  squares must make a bypass check to avoid being hit by lightning.   
  Moving on the Map:  Each time the characters move into a new 
  square on the map triggers this encounter. 
  Riding the Storm  CR 4
  XP 1200
  Detection Knowledge (arcane) DC 
  13; Bypass Fly DC 30
  Effect (see table 
  1-4: Storm Lightning Effects); DC 16 Fort save for 
  +2 to roll on table.
  Assistance:  A character trained in Knowledge (arcane) can spend 
  10 minutes studying the pattern of the lightning in the Storm.  At 
  the end of the 10 minutes the character makes a DC 20 Knowledge 
  (arcane) check and if successful recieves a +3 on a detection roll for 
  the lightning, see special detection below for more details.
  Creatures may choose to make a Run action through the square 
  they enter.  Make a DC 10 Constitution check and 
  if it succeeds 
  then the creature gains +2 to the Bypass check.
  For every 10 feet over 60 a creature'
  s is fly speed is rated that 
  creature gains +1 bonus to the Bypass check.  For every 10 feet 
  below 60 the creature'
  s fly speed is rated that creature gains a -1 
  penalty to the Bypass check. 
  Thus fly 40'
   would be -2.
  Special Detection:  A successful detection roll means that the GM 
  will roll the location of lightning before the player moves and then 
  provide the location information to the player who 
  successfully 
  made the detection check.  Players should then either move into a 
  new square or remain in the square they occupy.   
  Duration 1 minute
  Design Note:  
  While calculations on distance and fly speeds were 
  used in creating this encounter it is intended to be somewhat 
  abstracted from the typical encounter.  Factoring 
  in the wide range 
  of fly speeds among creatures and objects, along with Constitution 
  ratings for the purposes of Running can quickly slow down play in 
  what is supposed to be emulating quick dashes through a turbulent 
  storm.  Some factors are accounted for in the Assistance section and 
  players are encouraged to embrace the abstract structure of the 
  encounter.  
  If the players desire some puzzle solving along the 
  way the 2d6 roll 
  is detailed on the map to show the pattern of the rolls.  
  The GM 
  might provide hints as play progresses for characters that make 
  successful Knowledge checks to “discern the pattern.
  ”
   
  Table 1-4:  Storm Lightning Effects
  1d10 
  Roll Effect
  1
  3d6 
  electricity damage, save for half-damage.
  2
  Become 
  blind for one minute.  
   
  3
  Become 
  nauseated for one minute.  Nauseated creatures 
  are unable 
  to 
  attack,
   
  cast 
  spells, 
  concentrate 
  on 
  spells,
   
  or 
  do 
  anything else requiring 
  attention.
   
  The only action such a character can take 
  is 
  a 
  single 
  move 
  action 
  per 
  turn.
  4
  2d6 
  electricity damage, save for half-damage.
  5
  Change 
  Height and 
  Weight:  Reroll random height and 
  weight 
  for 
  your race.
  6
  Skin 
  tone 
  changes to one color (red, orange, yellow,
   
  green, 
  blue,
   
  indigo, 
  violet). 
   Succeed 
  on 
  a 
  Fort save 
  for 
  the 
  change to 
  only last for 1d3 
  weeks.
  7
  1d6 
  electricity damage, save for half-damage.
  8
  Amorphous (Su):  
  The creature’
  s internal organs are 
  malleable 
  and 
  shapeless. 
  It is 
  immune 
  to 
  precision 
  damage 
  (like 
  sneak 
  attacks) and 
  critical 
  hits. 
   
  The condition lasts while within the 
  Storm.
  9
  Gain 
  the 
  benefits equivalent to the Heal spell (CL 
  4).
  10
  Gain 
  a +2 
  insight bonus to Knowledge (planes) and 
  may 
  make 
  this 
  skill 
  check untrained.
  6
  
  Floating Island Encounters 
  The floating islands loom in the swirl of the Storm.  From a single 
  square 
  away the general details of an island are clearly discernible.  
  From two or more squares away the island'
  s details fade into just the 
  dark hulking form suspended in the air, only providing rough 
  detail for an instant when lightning flashes close by. 
  The primary material 
  of the floating islands are erosion resistant 
  stone, such as granite and quartzite, but their outward surface tends 
  to be very stained and weathered with a darker tone.  Each island 
  has peculiarities to it as described below.
  C1-4:  Each of these islands are uninhabited by creatures and are 
  broken up into smaller chunks that all float in a cluster. 
   Due to the 
  gaps in the clusters these islands create odd drafts from the wind 
  swirling around them which can surprise something that is flying 
  close to the island.  Attempts at landing on these islands requires a 
  DC 20 Fly check.  Failure at the Fly check results in a crash landing 
  for 2d6 damage as the winds toss the flier off balance.  
  C1 (Hot Springs): 
  Wispy trails of water fall from these chunks of 
  land.  
  The entire cluster oozes with hot water springs which over 
  time have created a vibrantly colored swirl of colors all 
  across the 
  rocks, as if they were lumpy malformed marbles floating 
  in the sky.  
  Water flowing across the surface is hot, but not enough to burn.  
  Some bubbling pools exist on the islands.  
  Touching these causes 
  1d6 damage per round of contact.
  C2 (Graveyard):  A well picked over graveyard dominates the slopes 
  of this 
  broken island. 
   
  Generations of explorers have dug graves, 
  broken tombs, and toppled obelisks to find buried treasure.  Still, a 
  successful DC25 Knowledge (geography) or (engineering) will 
  reveal looked over a cluster of looked over graves that were hidden 
  by a landslide.  Consulting Gauri'
  s Guidebook will provide a +2 
  bonus 
  to these checks.  
  Three hours of normal labor will allow the 
  graves 
  to be unearthed, providing 1d3 random Ioun Stones.
  C3 (Ruins and Bodies):  
  The remains of an urban center dominate 
  this floating island.  Most of the structures have been reduced to 
  foundations, with a few more robust walls, arches and pillars mixed 
  among the ruins.  Evidence of explorers abound with numerous 
  campsites and signs of 
  vandalism throughout the ancient complex.  
  Scripts 
  written in earlier versions of common exist scrawled on 
  walls leaving the mark of previous generations of Storm Riders 
  they had been there.  Scattered over a few blocks of ruins are the 
  fresh bodies of what appear to be Riders of the Storm.  Four gnomes 
  and two elves lay slain and stripped of valuables.  All have pierce 
  wounds, and both an elf and gnome are found bound within a ruin 
  and appear to have been executed.  
  C4 (Cottage):  On the 
  largest chunk of land there is a lush 
  deciduous setting with a clearing where an antiquated cottage sits.  
  To all appearances it seems inhabited, as if the owner had just 
  stepped out and filled 
  with all of the normal domestic items 
  expected in a home.  A 
  fire crackles in the fireplace with a 
  comforting stew simmering in a pot.  A garden is right outside with 
  vegetables.  If detect magic is used an overwhelming conjuration 
  aura is detected all throughout the immediate area.  While the food 
  provides normal nourishment, any items taken from the 
  cottage 
  will fade away if they leave the Storm.
  D (Stone Giant):  
  The floating island is caught in a misty haze 
  caused from steam belching out of the island from cracks and vents 
  deep within the core of the island.  
  This obscures 
  the island from 
  afar, extending out 300'
   around the island, and reduces sight, 
  including darkvision, to 100'
   when within the mist.   Creatures 
  beyond 100'
   away have total concealment (50% miss chance, and 
  the attacker cannot use sight to locate the target).  
  Within the mist 
  resides a stone giant that will begin throwing stones at anyone who 
  comes within 900 feet of the island.  See page 9 for encounter 
  details.
  E (Pisacha Mooks):  Pisacha'
  s Storm Riders entered early and have 
  been exploring and preying on other explorers for valuables.  
  When 
  encountered they will have finished investigating a vast weathered 
  artificial bowl-like structure carved into the island rock.  
  They are 
  now aboard their alchemical skiff and preparing to depart when the 
  character'
  s approach.  See page 11 for encounter details.  
  Expanded 
  information on Missle Mooks can be found on page 80 of 
  Companions of the Firmament.
  F (Gloomwings):  
  This floating island is much longer vertically 
  than it is horizontally and is capped with an abundance of large 
  rock spires which almost look natural in appearance.  
  The island is 
  wrapped in an unnatural band of wind that circulates around the 
  island.  
  The wind swirling around the island is intense with a rating 
  of severe (-4 to ranged attacks and Fly checks), however the air 
  above the island is moderate (no penalties).  
  This calm zone 
  extends 
  up about 300'
   above the island.  Gloomwings have become active 
  above this island since explorers have entered the Storm.  
  They flit 
  about above the spires and actively attract explorers with their 
  phosphorescent wings, which light can be seen up to four squares 
  away.  See page 13 for encounter details.
  G (Imentesh):  An Imentesh from Limbo gleefully enjoys the 
  influx of explorers into the Storm.  It has been busy using major 
  creation to create a sparkling attraction of crazed architectural 
  structures.  Made of crystal and adorned with rare metals (gold, 
  adamantium, mithral, etc) and gemstones, these structures sparkle 
  in the lightning and the light can easily be seen five squares away.  
  All of this is to attract Storm Riders to the island so the Imentesh 
  can give them a taste of the chaos that tore this land asunder.  See 
  page 15 for encounter details.
  Time in the Storm
  The amount of time the party has available in the Storm before it 
  vanishes for another generation depends on the APL of the party.  
  For APL 5 the Storm will remain violet in color for 24 hours, then 
  flicker to green over 12 hours.  For APL 6 it will remain violet for 12 
  hours, then flicker to green over 6 hours.  For APL 
  7 it will remain 
  violet for 6 hours, then flicker to green over 6 hours.
  APL
  Violet
  Green Flickering
  5
  24 hours
  12 hours
  6
  12 hours
  6 hours
  7
  6 hours
  6 hours
  7
  
  8
  
  Encounter D:  Stone Giant
  CR 8
  XP 
  4,
  800
  N 
  Large 
  humanoid 
  (giant)
  Init 
  +2; Senses 
  darkvision 
  60 
  ft.,
   
  low-light 
  vision;
   
  Perception +12 (+22 in mist)
  DEFENSE
  AC 
  22, 
  touch 
  11, 
  flat-footed 
  20 
  (+2 
  Dex,
   +11 
  natural,
   
  –1 size)
  hp 
  102 
  (12d8+48)
  Fort 
  +12, Ref 
  +6, 
  Will 
  +7
  Defensive Abilities 
  improved 
  rock 
  catching
  OFFENSE
  Speed 
  40 ft.
  Melee 
  greatclub 
  +16/+11 
  (2d8+12) 
  or 2 
  slams 
  +16 
  (1d8+8)
  Melee 
  greatclub 
  with 
  Power 
  Attack +15/+10 
  (2d8+15) 
  or 2 slams +15 (1d8+10)
  Ranged 
  rock +11/+6 
  (1d8+12)
  Ranged 
  rock with 
  Point 
  Blank 
  Shot (30 
  ft.
  ) 
  +12/+7 
  (1d8+13)
  Space 10 
  ft.
  ; 
  Reach 
  10 
  ft.
  Special Attacks 
  rock throwing 
  (180 
  ft.
  ) 
  Maximum 
  range 900 ft.
  STATISTICS
  Str 
  27, Dex 15,
   Con 
  19, Int 
  10,
   
  Wis 
  12,
   Cha 
  10
  Base Atk 
  +9;
   CMB 
  +18;
   CMD 
  30
  Feats 
  Iron 
  Will,
   Martial 
  Weapon 
  Proficiency 
  (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
  Skills 
  Climb 
  +12,
   Intimidate 
  +12, 
  Perception 
  +12 (+22 
  in mist), Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky 
  terrain
  Languages 
  Common,
   
  Giant
  SPECIAL ABILITIES
  Improved Rock Catching (Ex): 
   
  A 
  stone 
  giant 
  gains 
  a 
  +4 racial bonus on its Reflex save when attempting to catch a thrown rock 
  with 
  rock 
  catching.
   
  This 
  ability 
  otherwise 
  works 
  like 
  the rock catching ability.
  Mist Sight (Su): 
   
  The 
  stone 
  giant'
  s 
  life 
  within 
  the 
  mist 
  has transformed him so that his sight extends in and through the mist.  
  The 
  mist 
  does not 
  obscure 
  the giant'
  s 
  sight 
  and 
  he 
  gains 
  a +10 to Perception checks within the mist.
  Rock 
  Throwing (Ex): 
   
  This 
  creature 
  is 
  an 
  accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. A 
  creature 
  can 
  hurl 
  rocks 
  up 
  to two 
  categories 
  smaller 
  than its size; for example, a Large hill giant can hurl Small rocks. A “rock” is any 
  large,
   
  bulky, 
  and 
  relatively 
  regularly 
  shaped 
  object 
  made of any material with a hardness of at least 5. 
  The creature can hurl the rock 
  up 
  to 
  five 
  range 
  increments. 
  The 
  size 
  of 
  the range 
  increment varies with the creature. Damage from a thrown rock is generally twice 
  the 
  creature’
  s 
  base 
  slam 
  damage 
  plus 
  1-1/2 
  times 
  its 
  Strength bonus.
  Attack Bonuses with Range Increments for Rock 
  Throwing
  Range
  PBS 30'
  35-180'
  360'
  540'
  720'
  900'
  Rock 
  Throwing
  +12/+7
  +11/+6
  +9/+4
  +7/+2
  +5/+0
  +3/-2
  #
  CR
  XP
  Hit 
  Points
  Disabled Negative
  Conditions
  1
  8
  4800
       
        
     
  Retreat to cave
       
  
   
   
  
  
  Encounter Setup:  This encounter 
  is 
  designed 
  to illustrate the “Sidescroll Only Grid” as detailed on page 113 of Companions of the 
  Firmament and 
  emphasize 
  the 
  ground 
  layer. 
   The 
  giant normally waits for prey to fly over the island and fling stones to knock them 
  to 
  the ground for 
  food.
   
   
  Seeing 
  humanoids 
  flying 
  on 
  mounts will lead to mistrust from the giant and he will begin 
  throwing rocks at 
  extended 
  range 
  to 
  drive 
  the party 
  away. 
   
  There 
  are sufficient small size rocks strewn about the island for the giant to use at a moments 
  notice.
   
   If the 
  giant 
  is 
  reduced 
  to 25 
  hit 
  points 
  or 
  less he will retreat to the cover of the cave.  The cave interior extends a total of 100'
   
  into 
  a 
  hillside.
   
   
  At 
  the 
  rear 
  is 
  a 
  living 
  space 
  with 
  a 
  furnace utilizing heat from below, rock furniture, utensils and niches for storage.  
  The 
  giant is 
  willing 
  to 
  negotiate 
  if 
  cornered 
  within 
  the 
  cave and near death, see the 
  Treasure section below.
  9
  
  Conditions: 
   
  The 
  floating 
  island 
  is 
  caught 
  in 
  a 
  misty 
  haze caused from steam belching out of the 
  island 
  from 
  cracks 
  and 
  vents 
  deep 
  within 
  the 
  core of 
  the island.  
  This obscures the island from afar, 
  extending 
  out 300'
   
  around 
  the 
  island,
   
  and 
  reduces 
  sight, including darkvision, to 100'
   when within 
  the 
  mist.
   
   
   
  Creatures 
  beyond 
  100'
   
  away 
  have 
  total 
  concealment (50% miss chance, and the attacker 
  cannot 
  use 
  sight 
  to 
  locate 
  the 
  target).
  Treasure: 
   
  Within 
  the 
  cave in 
  a 
  niche 
  8 
  feet 
  above 
  the 
  floor is a stone bowl that contains four Ioun 
  stones. 
   Roll for 
  three 
  of 
  them 
  on 
  table 1-1.
   
   
  The 
  fourth 
  is 
  a Pearly 
  White Sprindle Ioun Stone that 
  Gauri 
  is 
  looking 
  for.
   
   
  The 
  giant 
  is 
  willing 
  to 
  trade 
  metal for these stones.  For each 10 pounds of metal 
  the 
  party gives 
  to 
  the 
  giant 
  he 
  will 
  give 
  them 
  one 
  Ioun stone.
  CR Adjustment: 
   
  If the party 
  is 
  APL 
  5 
  then 
  the 
  giant 
  will not begin throwing rocks until the party is 
  within 
  the 
  first 
  range 
  increment 
  (180'
  ) 
  of 
  the 
  giant.
  10
  
  Encounter E:  Pisacha'
  s Missile Mooks      CR 8
  XP 800 x6
  No 
  Race Fighter 
  5
  NE Medium 
  Init 
  +3; Senses 
  Perception 
  +5
  DEFENSE
  AC 
  15, touch 
  13,
   
  flat-footed 
  12 (+3 Dex, +2 Armor)
  hp 
  50
  Fort +6, Ref 
  +4,
   
  Will 
  +1 
  (+1 
  vs. fear)
  Defensive Abilities 
  bravery 
  +1
  OFFENSE
  Speed 
  30 ft.
  Melee 
  masterwork 
  shortsword +7 (1d6+1/19-20)
  Ranged 
  masterwork 
  composite longbow +8/+8 (1d8+3/×3)
  Ranged 
  masterwork 
  composite longbow with Point Blank Shot +9/+9 
  (1d8+4/×3)
  Ranged 
  standard 
  attack 
  with 
  Point Blank Shot masterwork composite 
  longbow 
  +11 
  (1d8+4/×3)
  Special Attacks 
  weapon 
  trainings (bows +1)
  STATISTICS
  Str 13,
   Dex 
  16,
   Con 
  14, Int 
  12, 
  Wis 10, Cha 8
  Base Atk 
  +5;
   CMB 
  +6; CMD 
  19
  Feats 
  Far Shot, 
  Point-Blank 
  Shot, Precise Shot, Rapid Shot, 
  Weapon 
  Focus (longbow), 
  Weapon 
  Specialization 
  (longbow)
  Skills 
  Climb 
  +9,
   
  Perception 
  +5, Swim +9
  Languages 
  Common
  SQ 
  armor 
  training 
  1
  Other Gear 
  leather 
  armor, 
  masterwork composite longbow
  SPECIAL ABILITIES
  Bravery +1 (Ex): +1 
  to 
  Will 
  save vs. Fear
  Far Shot: Halve 
  the 
  range 
  increment penalty for extended range.
  Point-Blank Shot: 
  +1 
  to 
  attack and damage rolls with ranged weapons 
  at 
  up to 
  30 
  feet.
  Precise Shot: 
  You 
  don'
  t 
  get 
  -4 to hit when shooting or throwing into 
  melee.
  Rapid Shot: You 
  get 
  an 
  extra attack with ranged weapons. Each attack 
  is 
  at 
  -2.
  Target Volley:  
  A 
  group 
  can fire their missile weapons in unison to 
  increase 
  the 
  chance 
  of 
  a 
  hit 
  on 
  a 
  single 
  target. 
   
  Make 
  one 
  attack 
  roll 
  for 
  the group using the 
  lowest 
  attack 
  bonus 
  of 
  the 
  group.  Add +1 to hit for each additional 
  attack.
   
   
  If 
  a 
  critical 
  hit 
  is 
  confirmed 
  then 
  target 
  takes 
  maximum 
  damage 
  rather than roll for 
  damage.
  Area Volley:  A 
  group 
  can 
  fire 
  their missile weapons to create an area 
  effect 
  attack.
   
   
  The 
  group designates 
  the 
  area 
  affected 
  and 
  any 
  targets 
  in 
  the area make a Reflex 
  save 
  or take standard 
  damage 
  from the weapon being used.  
  Attack Bonuses with Composite Long Bow
  Range
  PBS 30'
  35-110'
  220'
  330'
  440'
  550'
  660'
  770'
  880'
  990'
  1100'
  Standard
  +11
  +10
  +9
  +8
  +7
  +6
  +5
  +4
  +3
  +2
  +1
  Full 
  +9/+9
  +8/+8
  +7/+7
  +6/+6
  +5/+5
  +4/+4
  +3/+3
  +2/+2
  +1/+1
  +0/+0
  -1/-1
  Target 
  Volley*
  +19
  +18
  +17
  +16
  +15
  +14
  +13
  +12
  +11
  +10
  +9
  Area 
  Volley**
  10'
   x 
  10'
   x 
  10'
  DC 
  16
  DC 16
  DC 15
  DC 14
  DC 
  13
  DC 
  12
  DC 
  11
  DC 
  10
  DC 
  9
  DC 8
  DC 7
  * Assumes 
  all six mooks are firing in volley.
  ** At least four mooks need to fire for this volley to be used.
    
  The DC assumes all six are making the volley area attack.
  #
  CR
  XP
  Hit Points
  Disabled
  Negative
  Conditions
  1
  3
  800
       
      
  
    
  
  2
  5
  1600
       
      
  
    
  
  3
  6
  APL 
  5
  2400
       
      
  
    
  
  4
  7
  APL 
  6
  3200
       
      
  
    
  
  5
  4000
       
      
  
    
  
  6
  8
  APL 
  7
  4800
       
      
  
    
  
  11
  
  Encounter Setup:  
  The Missle Mooks encounter is designed to illustrate the “Sidescrolling with 
  Top-Down Grid” as detailed 
  on page 113 of 
  Companions of the Firmament. 
  The Mooks have just made their departure from the island and the  Alchemical Skiff is floating 30 feet off the 
  surface of the island.  Four of the Mooks are inside the main cabin and are tending to gear, while outside one is making last prepartions with the 
  controls before they move on and looking about for their next bearing.  Another Mook is on deck acting as a lookout for any possible dangers.  
  Unless the 
  party has an inventive plan on their approach of the island the lookout should be able to spot the party at extended range.  Once 
  spotted the Mooks will begin firing volleys at the party as soon as they come within 1100'
  .  
  Conditions:  
  The Mooks 
  will all retreat into their cabin once a creature enters 330'
   and will use the arrow slits to attack and gain the benefit of 
  improved cover (+8 AC and +4 Reflex).  If the ship is boarded then they will bar the doors (hardness 5, 15 hp, break DC 18).
  Treasure:  
  Within the assorted gear can be found a Gamboge Nodule and a Lavender Ellipsoid Ioun Stones that Gauri is looking for, along with 
  1d2 random Ioun Stones.
  CR Adjustment:  If the APL is five then reduce the crew to four mooks, removing two from the cabin at setup.
  12
  
  Encounter F:  Gloomwings CR 8
  XP 
  1,200 x4
  N 
  Large outsider 
  (extraplanar)
  Init +3; Senses 
  darkvision 60 ft.; Perception +8
  DEFENSE
  AC 19, touch 
  12,
   
  flat-footed 
  16 (+3 Dex, +7 natural, –1 size)
  hp 
  37 (5d10+10)
  Fort +3, Ref 
  +7,
   
  Will 
  +5
  OFFENSE
  Speed 
  10 ft.
  ,
   fly 
  40 
  ft. 
  (good)
  Melee bite 
  +6 
  (1d8+2),
   
  2 
  claws +6 (1d6+2)
  Space 
  10 
  ft.;
   Reach 
  5 
  ft.
  Special Attacks 
  confusion,
   implant, pheromones
  STATISTICS
  Str 15, Dex 
  17,
   Con 
  15,
   Int 
  2,
   
  Wis 12, Cha 10
  Base Atk 
  +5;
   CMB 
  +8;
   CMD 
  21
  Feats 
  Ability 
  Focus 
  (confusion), Flyby Attack, Hover
  Skills 
  Fly +5,
   
  Perception 
  +9,
   
  Stealth +7 (+11 in dim light); Racial Modifiers +4 
  Stealth 
  in 
  dim 
  light
  SPECIAL ABILITIES
  Confusion (Su):  
  The 
  eerie 
  shifting of patterns on a gloomwing’
  s wings 
  is hypnotic—any 
  creature within 
  30 
  feet that 
  does not avert its gaze from the gloomwing 
  must 
  make 
  a 
  DC 
  14 Will 
  save 
  at 
  the 
  start 
  of 
  each 
  turn or become confused for 1 round. 
  This is 
  a mind-affecting 
  effect—
  gloomwings 
  and 
  tenebrous 
  worms are immune to this effect. 
  The save 
  DC 
  is 
  Charisma-based.
  Implant (Ex):  
  A 
  gloomwing 
  can lay eggs inside a Small or larger helpless or 
  dead 
  creature 
  as 
  a 
  full-round action 
  that 
  provokes attacks of opportunity. A creature 
  implanted 
  with 
  gloomwing 
  eggs 
  must 
  make 
  a 
  DC 14 
  Fortitude save each morning to avoid suffering 
  1d4 
  points 
  of 
  Constitution 
  damage. 
  Within 24 hours of a creature’
  s death from this 
  damage, 
  1d4 
  young 
  tenebrous 
  worms 
  emerge 
  from the corpse, devouring it completely 
  in 
  the 
  process.
   
  The 
  eggs 
  can 
  be 
  destroyed 
  via 
  any 
  effect 
  that cures disease, but the eggs themselves 
  are 
  not 
  treated 
  as 
  a 
  disease 
  for 
  purposes 
  of 
  what 
  creatures are immune to this effect. 
  The save 
  DC 
  is 
  Constitution-based.
  Pheromones (Su): 
   
  After 
  the first round of combat, a gloomwing can 
  emit 
  a 
  strange, 
  musky 
  scent 
  in 
  a 
  30-foot 
  radius 
  as 
  a free action. All creatures within this area 
  (save 
  for 
  other 
  gloomwings 
  or 
  tenebrous 
  worms) must make a DC 14 Fortitude save 
  each 
  round 
  to 
  avoid 
  becoming 
  weakened by 
  the pheromones. Once a creature fails a save 
  against 
  this 
  effect,
   it 
  takes 
  a 
  –4 
  penalty 
  to its 
  Strength 
  score—this penalty lasts for as long as the battle 
  continues 
  and 
  for 
  1 
  hour 
  thereafter. 
  Lesser 
  restoration or any other effect capable of healing 
  ability damage 
  immediately 
  removes 
  this 
  Strength penalty. 
  The save DC is Constitution-based.
  Flyby Attack: 
  When 
  flying, 
  the creature can take a move action and 
  another 
  standard 
  action 
  at 
  any point 
  during 
  the 
  move. 
  The creature cannot take a second move 
  action 
  during 
  a round 
  when 
  it makes 
  a 
  flyby 
  attack.
  Hover: 
   A creature 
  with 
  this 
  feat can halt its movement while flying,
   allowing 
  it 
  to 
  hover 
  without needing 
  to 
  make 
  a 
  Fly skill check.  If a creature of size Large 
  or 
  larger 
  with 
  this 
  feat 
  hovers within 
  20 
  feet 
  of 
  the 
  ground in an area with lots of loose debris, 
  the 
  draft 
  from 
  its wings 
  creates 
  a hemispherical 
  cloud with a radius of 60 feet. 
  The winds generated 
  can 
  snuff 
  torches,
   
  small campfires,
   
  exposed 
  lanterns, and other small, open flames of non-magical 
  origin.
   
  Clear 
  vision within 
  the 
  cloud 
  is 
  limited to 10 feet. Creatures have concealment 
  at 
  15 
  to 
  20 feet 
  (20% 
  miss 
  chance).
   
  At 
  25 
  feet 
  or more, creatures have total concealment (50% 
  miss 
  chance,
   and 
  opponents cannot 
  use 
  sight 
  to locate the creature).
  Top Down Good Maneuverability
  45º turn
  Cost +5'
  Glide
  Zero Minimum
  45º turn
  Cost +5'
  90º turn
  Cost +5'
  Hover 
  Move Action
  90º turn
  Cost +5'
  135º turn
  Cost +10'
  180º turn
  Move Action
  135º turn
  Cost +10'
  Sidescroll Good Maneuverability
  Ascend
  Diagonal Cost
  Vertical
  Cost +5'
  Ascend
  Diagonal Cost
  Glide
  Zero Minimum
  Hover
  Move Action
  Glide
  Zero Minimum
  Descend
  Diagonal Cost
  Dive
  Normal Speed
  or DC 10
  Descend
  Diagonal Cost
  5-foot Step?  
  Yes / 
  Turn Around: Swift Action
  ECOLOGY
  Environment 
  any 
  (Plane 
  of 
  Shadow)
  Organization 
  solitary
  Treasure 
  none
  #
  CR
  XP
  Hit 
  Points
  Disabled
  Negative
  Conditions
  1
  4
  1200
         
  
   
   
  
  2
  6
  APL 
  5
  2400
         
  
   
   
  
  3
  APL 
  6
  3600
         
  
   
   
  
  4
  8
  APL 
  7
  4800
         
  
   
   
  
  13
  
  Confused:  A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and 
  foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must 
  succeed on a melee 
  touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
  Roll on the following table at the beginning of each confused subject'
  s turn each round to see what the subject does in that round.
  d%
  Behavior
  01–25
  Act normally.
  26–50
  Do nothing 
  but babble incoherently.
  51–75
  Deal 1d8 points of damage + Str modifier to self with item in hand.
  76–100
  Attack nearest creature (for this purpose, a familiar counts as part of the subject'
  s self).
  A confused creature who can'
  t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage 
  when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn,
   
  as long as it is still 
  confused 
  when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to 
  attacking 
  (either because of its most recent action or because it has just been attacked).
  Encounter Setup:  
  The Gloomwing encounter is 
  designed to illustrate the “Sidescroll Only Grid” as 
  detailed on page 113 of Companions of the 
  Firmament.  
  The Gloomwings are positioned above the 
  floating island where their 
  nests are located within the 
  rocks and scraggly underbrush of some of the cliff 
  faces of the island.  
  The Gloomwings flit above the 
  island to lure creatures towards them and then attack 
  for food and a chance to lay eggs.
  Conditions:  
  The wind swirling around the island is 
  intense with a rating of severe (-4 to ranged attacks and 
  Fly checks), however the air above the island is 
  moderate (no penalties).  
  This calm zone  extends up 
  about 300'
   
  above the island.
  Treasure:  
  The Gloomwings have embedded in their 
  bodies 1d2 Ioun stones.  
  When a Gloomwing dies the 
  Ioun stones will be released in a whirling display (due 
  to some strange feature of 
  their outsider nature) before 
  dropping down to the island below.  
  The #1 
  Gloomwing also has embedded within it a Pale Green 
  Prism Ioun Stone that Gauri is looking for.
  CR Adjustment:  Adjust the number of Goomwings based on the APL of the party as detailed on the previous page.
  14
  
  Encounter G:  Imentesh CR 10
  XP 
  9,
  600
  CN 
  Large 
  outsider 
  (chaotic,
   
  extraplanar,
   
  protean,
   shapechanger)
  Init +7; Senses blindsense 30 
  ft.
  , 
  darkvision 
  60 
  ft.
  ;
   
  Perception +20
  DEFENSE
  AC 25, 
  touch 
  12, 
  flat-footed 
  22 
  (+3 
  Dex,
   
  +13 
  natural,
   
  –1 size)
  hp 123 
  (13d10+52); 
  fast healing 
  5
  Fort +12, 
  Ref +7, 
  Will +14
  Defensive Abilities 
  amorphous 
  anatomy,
   freedom of 
  movement; DR 10/lawful; 
  Immune acid,
   
  polymorph; 
  Resist 
  electricity 
  10,
   
  sonic 
  10; SR 21
  OFFENSE
  Speed 
  30 
  ft.
  , 
  fly 
  30 
  ft. 
  (perfect),
   
  swim 
  30 
  ft.
  Melee 
  bite 
  +19 
  (2d6+7), 2 
  claws +19 
  (1d8+7),
   
  tail 
  +17 
  (1d8+3 plus grab) 
  Space 10 
  ft.
  ; Reach 10 
  ft.
  Special Attacks 
  constrict 
  (1d8+7), 
  inflict 
  warpwave,
   sneak attack +4d6
  Spell-Like Abilities 
  (CL 
  11th; 
  concentration 
  +15)
  Constant—detect law,
   
  tongues
  At 
  will—dimension 
  door 
  (self 
  plus 
  50 
  lbs. 
  of objects only), make whole, 
  major creation,
   
  shatter 
  (DC 
  17), 
  shrink item
  3/day—chaos 
  hammer 
  (DC 
  19), 
  dispel 
  magic,
   slow (DC 18)
  1/day—break 
  enchantment,
   
  dispel law 
  (DC 20), haste, polymorph any 
  object (DC 
  23)
  STATISTICS
  Str 24, Dex 17, Con 18,
   
  Int 23,
   
  Wis 18,
   
  Cha 21
  Base Atk +13; CMB +21 
  (+25 
  grapple);
   CMD 34 
  (can’
  t be tripped)
  Feats  
  Combat 
  Expertise, 
  Combat 
  Reflexes, 
  Improved 
  Feint, Improved Initiative, 
  Iron 
  Will,
   
  Multiattack, 
  Persuasive
  Skills Acrobatics 
  +19, 
  Bluff 
  +21,
   
  Diplomacy 
  +25, 
  Disable Device +16, Fly +9, 
  Intimidate 
  +25, 
  Knowledge 
  (arcana) 
  +22,
   
  Knowledge 
  (planes) +22, Knowledge (any 
  two) 
  +19,
   
  Perception 
  +20,
   
  Sense 
  Motive 
  +20, 
  Stealth 
  +15, Swim +15; Racial Modifiers 
  +8 
  Swim
  Languages Abyssal,
   
  Protean;
   tongues
  SQ change 
  shape 
  (greater 
  polymorph)
  SPECIAL ABILITIES
  Inflict Warpwave (Su) :  
  As a 
  standard 
  action,
   an 
  imentesh can inflict a warpwave 
  upon any 
  corporeal 
  creature 
  within 
  100 
  feet. 
  The 
  target can resist the warpwave’
  s 
  effects 
  with 
  a 
  DC 
  20 
  Fortitude 
  save.
   
  If 
  the 
  imentesh 
  wishes, it can use this ability as 
  a swift 
  action,
   
  but 
  if 
  it 
  does 
  so, 
  it 
  is 
  affected 
  by 
  the 
  warpwave as well unless it resists 
  the 
  effects 
  with 
  its own 
  Fortitude 
  save.
   
  See 
  page 
  213 
  for a list of possible effects 
  caused by 
  a 
  warpwave.
   
  The save 
  DC 
  is 
  Constitution-based.
  ECOLOGY
  Environment 
  any (Limbo)
  Organization 
  solitary, 
  pair,
   
  or envoy 
  (3–10)
  Treasure 
  standard
  Top Down Perfect Maneuverability
  45º turn
  Cost +0'
  Glide
  Zero 
  Minimum
  45º turn
  Cost +0'
  90º turn
  Cost +0'
  Hover
  Swift Action
  90º turn
  Cost +0'
  135º turn
  Cost +0'
  180º turn
  Cost +0'
  135º turn
  Cost +0'
  Sidescroll Perfect Maneuverability
  Ascend
  Diagonal Cost
  Vertical
  Cost +0'
  Ascend
  Diagonal Cost
  Glide
  Zero 
  Minimum
  Hover
  Swift Action
  Glide
  Zero 
  Minimum
  Descend
  Diagonal Cost
  Dive
  Normal Speed
  or DC 10
  Descend
  Diagonal Cost
  5-foot Step?  
  Yes / 
  Turn Around: Free Action
  # CR
  XP
  Hit Points
  Disabled
  Negative
  Conditions
  1 10
  9600
          
     
  APL 5
         
  APL 6
     
  
  APL 7
  
   
  
   
  15
  
  Imentesh Continued...
  Table: Warpawave Effects 
  d20
  Warpwave 
  effect
  1
  Target takes 2 
  Strength damage.
  2
  Target takes 2 
  Dexterity damage.
  3
  Target takes 2 
  Constitution damage.
  4
  Target takes 2 
  Intelligence damage.
  5
  Target takes 2 
  Wisdom damage.
  6
  Target takes 2 
  Charisma damage.
  7
  Target gains 
  1 
  negative level.
  8
  Target is 
  blinded or deafened for 1d4 rounds.
  9
  Target is 
  confused for 1d4 rounds.
  10
  Target is 
  entangled by filaments of energy for 1d4 rounds.
  11
  Target becomes fatigued (or exhausted if already fatigued).
  12
  Target becomes nauseated for 1d4 rounds.
  13
  Target is 
  stunned for 1d4 rounds.
  14
  Target is 
  sickened for 1d4 rounds.
  15
  Target is 
  staggered for 1d4 rounds.
  16
  Target gains 
  4d6 temporary hit points.
  17
  Target is 
  affected by a heal spell (CL = protean’
  s CR).
  18
  Target is 
  turned to stone.
  19
  Target is 
  affected by baleful polymorph (CL = protean’
  s 
  CR).
  20
  Portions 
  of 
  target’
  s body burst with energy of a random 
  type 
  (choose 
  between 
  acid, 
  cold, electricity, or fire), dealing 4d6 
  points 
  of 
  damage 
  of 
  the appropriate type to the target.
  Amorphous Anatomy (Ex): A protean’
  s vital organs shift and 
  change shape and position constantly. 
  This grants it a 50% 
  chance to 
  ignore additional damage caused by critical hits and sneak 
  attacks, 
  and grants it immunity to 
  polymorph effects (unless the protean is a 
  willing target). A protean automatically recovers from physical 
  blindness or deafness after 1 round by growing new sensory organs 
  to replace those that were 
  compromised.
  Freedom of Movement (Su): A protean can move and attack 
  normally, even under the 
  influence of magic that usually impedes 
  movement, such as paralysis, solid fog, slow, and web. All combat 
  maneuver checks made to 
  grapple the target automatically fail. 
  The 
  subject automatically succeeds on any combat maneuver checks and 
  Escape Artist checks made to escape a grapple or a pin.  
  The 
  subjeccan 
  move and attack normally while underwater.
  Change Shape (Su): A protean’
  s form is not fixed. Once per day as a 
  standard action, a protean 
  may change shape into any Small,
   
  Medium,
   
  or Large animal, elemental , giant , humanoid, magical 
  beast, monstrous humanoid, ooze, plant , or vermin. A protean can 
  resume its true form as a 
  free action, and when it does so, it gains the 
  effects of 
  a heal spell (CL equal to the protean’
  s HD).
  Constrict (Ex):  A creature with this special attack can crush an 
  opponent, dealing bludgeoning damage, when it makes a successful 
  grapple check (in addition to any other effects caused by a 
  successful 
  check, including additional damage). 
  The amount of 
  damage is 
  given in the creature'
  s entry and is typically equal to the 
  amount of damage caused by the creature'
  s melee attack.
  Tongues (Sp):  
  This spell grants the creature touched the ability to speak 
  and understand the language of any intelligent creature, whether it is a 
  racial tongue or a regional dialect. 
  The subject can speak only one 
  language at a time, although it may be able to understand several 
  languages. 
  Tongues does not enable the subject to speak with creatures 
  who don'
  t speak. 
  The subject can make itself understood as far as its 
  voice carries. 
  This spell does not predispose any creature addressed 
  toward the subject in any way.
  Detect Law (Sp):  
  You can sense the presence of law. 
  The amount of 
  information revealed depends on how long you study a particular area or 
  subject.  1st Round: Presence or absence of law.  2nd 
  Round: Number of 
  law auras (creatures, objects, or spells) in the area and the power of the 
  most potent law aura present.  3rd Round: 
  The power and location of 
  each aura. If an aura is outside your line of sight, then you discern its 
  direction but not its exact location.
  Blindsense (Ex):  Using nonvisual senses, such as acute smell or 
  hearing, a creature with blindsense notices things it 
  cannot see. 
  The 
  creature usually does not need to make Perception checks to pinpoint 
  the location of a creature within range of its blindsense ability, provided 
  that it has line of effect to that creature. Any opponent the creature 
  cannot see still has total concealment against the creature with 
  blindsense, and the creature still has the normal miss chance when 
  attacking foes that have concealment. 
  Visibility still 
  affects the 
  movement of a creature with blindsense. A creature with blindsense is 
  still denied its Dexterity bonus to Armor Class against attacks from 
  creatures it cannot see.
  16
  
  Encounter Setup:  
  The Imentesh encounter is designed to 
  illustrate the “Two Map 3d Grid” as detailed on page 114 of Companions of the 
  Firmament. 
  The Imentesh is hiding amidst the gleaming structures it has constructed to lure explorers to it.  Once at the island, make an opposed 
  Perception and Stealth check to notice the Imentesh amongst the luring structures.  Due to the unfavorable conditions and how the Imentesh is 
  hiding itself its Stealth bonus is increased to +25.  Once either the party spots the Imentesh or the party is close enough the Imentesh will 
  Dimension Door 200'
   above the island and laugh at the party.  
  Conditions:  
  The Imentesh chose this oddly calm and nondescript island knowing that creatures from the material plane prefer a more orderly 
  environment, and thus make it all the more enticing within 
  the Storm.  Consequently the effects of 
  Wild Magic are not in effect over this island.
  Treasure:  
  The Imentesh is 
  wearing an Orange Prism Ioun 
  Stone that Gauri is looking for, along with 1d3 random Ioun Stones.
  CR Adjustment:   If the party is APL 5 or 6 the encounter is adjusted by the number of hit points the Imentesh begins the encounter with, 
  reflecting being wounded by previous combat with other Riders in the storm.
  17
  
  Player Handout
  Print out 
  page 4 which details the Guidebook and provides 
  the table to Ioun Stones and give this to the players for their own 
  use.  It is highly 
  encouraged that the players roll on the Ioun Stone table for results when needing to determine random Ioun Stones found.
  Conclusion
  If 
  the characters are able to escape from the Storm before it 
  vanishes from the material plane they will be warmly greeted by the crowds who will 
  shower the players with free food, drink and press for stories of what they saw and met out in the Storm.  Among other benefits:
  •
  People of note will be eager to attach themselves to this generation of heroes and through private meetings and public ceremonies the 
  characters will gain connections that allow for free lodging, meals and other mundane services for life in many places through the land.  
  •
  +2 circumstance 
  bonus to Diplomacy checks when dealing with peoples who participate in the generational celebrations of the Storm.
  Gauri will be eager to meet with you and claim any of the rare Ioun Stones that she requested from her guidebook.  
  The characters may keep any of 
  the random Ioun Stones that they found in the Storm.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1 0 Copyright 2000, Wizards of the Coast, Inc.
  Open Game License v 1 0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and 
  Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;Author Scott Greene, based on original material by Gary Gygax.
  Pathfinder Chronicles Seekers of Secrets Paizo Publishing, LLC. © 2009 Paizo Publishing. Authors: Tim Hitchcock, Erik Mona, Sean K Reynolds, James L. Sutter, and Russ Taylor
  Companions of the Firmament PDF Edition. © 2013 Geek Industrial Complex, LLC. Author: Neil Carr
  Riders on the Storm. © 2014 Geek Industrial Complex, LLC. Author: Neil Carr
  END OF LICENSE
  18
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Geek Industrial Complex/Companions of the Firmament - Riders on the Storm.pdf