TEXT: BY PATRICK RENIE
  A PATHFINDER RPG ADVENTURE FOR LEVEL 12
  
  Karggat
  Mine
  B19
  A9
  A8
  A17
  A18
  A16
  A15
  A14
  A13
  A12
  A11
  A5
  A7
  S
  S
  A6
  A2
  A1
  A3
  A4
  B18
  B12
  B17
  B8
  B9
  B7
  B6
  B5
  B4
  B3
  B2
  B1
  B11
  B10a
  A10a
  A10b
  B10b
  B16
  B13
  B14
  B15
  1
  2
  3
  4
  1 SQUARE = 10 FEET
  STAIRS 
  UP
  DOWN
  1
  2
  3
  4
  PIT TRAP
  DEADFALL TRAP
  10
  10
  10
  10
  10
  10
  15
  15
  
  On the COver
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or 
  the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing 
  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.
  Pathfinder Module: Wardens of the Reborn Forge © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, 
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  Printed in China.
  Author • Patrick Renie
  Cover Artist • Alejandro Rojas
  Interior Artists • Filip Burburan, Sam Burley, Milivoj C´eran, 
  Dieter Miller, Jon Neimeister, Maichol Quinto, Aaron J. Riley, 
  Chris Seaman, Tatiana Vetrova, and Daniel Warren
  Cartographers • Jared Blando and Robert Lazzaretti
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • Mark Moreland
  Development Team • Logan Bonner, John Compton,  
  Adam Daigle, Rob McCreary, Mark Moreland,  
  and Patrick Renie
  Editorial Team • Judy Bauer, Christopher Carey,  
  Gabrielle Harbowy, Ryan Macklin, and Christina L. Stiles
  Editorial Intern • Cassidy Werner
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland  
  and Sean K Reynolds
  Senior Art Director • Sarah E. Robinson
  Art Director • Andrew Vallas
  Graphic Designers • Emily Crowell and Sonja Morris
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Ashley Gillaspie
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Justin Riddler,  
  and Sara Marie Teter 
  Warehouse Team • Will Chase, Mika Hawkins,  
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Liz Courts,  
  Crystal Frasier Lissa Guillet, and Chris Lambertz
  Table of ConTenTs
  Introduction 
  2
  Chapter 1: The Karggat Mine 
  4
  The PCs travel from Alkenstar to a nearby abandoned mine to investigate a 
  number of strange occurrences. Who are the intruders who’ve begun using 
  the mine again, and what exotic ore do they seek in its dangerous tunnels?
  Chapter 2: Sultur Mill Outpost 
  32
  On the other side of the mine stand a mill and an outpost bustling with 
  nefarious activity. Can the PCs infiltrate the outpost amid a raging mana 
  storm and discover the secret behind the malfunctioning clockworks?
  Chapter 3: The Reborn Forge 
  42
  The long-defunct factory of Megator Facient is alive with activity again, and 
  its overseers have terrible plans for Alkenstar. Can the PCs stop the machines 
  and uncover the mastermind behind the sinister plot?
  Appendix 1: Alkenstar 
  54
  Appendix 2: New Monsters 
  61
  RefeRenCe
  This book refers to several other Pathfinder Roleplaying Game products using the following 
  abbreviations, yet these additional supplements are not required to make use of this book. 
  Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of 
  these books available online for free at paizo.com/prd.
  Lirianne and Imrijka take on the 
  cannon-armed, Mana Wastes mutant 
  hill giant Hrugor Gurstweld, in this 
  illustration by Alejandro Rojas.
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Bestiary 
  B1
  Bestiary 2 
  B2 
  Bestiary 3 
  B3
  GameMastery Guide 
  GMG
  Inner Sea Bestiary 
  ISB
  Inner Sea Magic 
  ISM
  The Inner Sea World Guide 
  ISWG
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  
  The PCs begin the adventure at 12th level.
  The PCs should be 13th level by the time they reach the 
  Karggat Mine’s lower level.
  The PCs should be 14th level by the time they exit the 
  Karggat Mine.
  The PCs should be 15th level before they complete their 
  exploration of Megator Facient.
  AdvAncement trAck
  Wardens of the Reborn Forge is designed for four characters and 
  uses the medium XP track.
  Adventure SummAry
  I
  n Wardens of the reborn Forge, one of Alkenstar’s 
  ministers, eliza Baratella, tasks the PCs with tracking 
  down her missing Brass Guardians and discovering who or 
  what has been corrupting them. As the adventure unfolds, 
  the PCs quickly discover that there’s more to this plot than 
  just simple sabotage, as an entire mining and manufacturing 
  operation has been put into action in the Karggat hills at an 
  abandoned dwarven factory called Megator Facient. the PCs 
  must travel to Megator Facient to stop the machinations of 
  its monstrous inhabitants and return with evidence to bring 
  the plot’s mastermind, the traitorous Aredil Sultur, to justice!
  12
  13
  14
  15 
  
  Where on Golarion?
  W
  ardens of the Reborn Forge takes place in the 
  Karggat Hills, a rocky region west of the city 
  of Alkenstar that’s noted for its abundance of natural 
  resources such as coal and iron. The hills are dotted 
  with mines and remote factories, most abandoned 
  after being expended or because they were too far 
  from Martel for that settlement to protect them. Among 
  these abandoned facilities are the Karggat Mine 
  and the Sultur Mill Outpost—both former operations 
  of Sultur Expeditions, a mining company owned by 
  the primary villain’s family—and the dwarven factory 
  known as Megator Facient. For more information on 
  the city of Alkenstar, where the adventure begins and 
  ends, see the appendix beginning on page 54.
  WArdenS QueStS
  While the PCs’ primary objective in Wardens of the Reborn 
  Forge is to discover the fate of Minister Eliza Baratella’s 
  clockwork drones and stop whoever is corrupting them, 
  the heroes will have ample opportunities to complete 
  other quests and gain additional treasure and experience 
  points. Details on each of these quests appear in the text, 
  and are summarized below for ease of reference. You 
  can use the Quest Cards from a deck of Pathfinder Cards: 
  Wardens of the Reborn Forge Campaign Cards to give your 
  players a fun, handy way to keep track of what quests 
  they’ve received.
  1. Into the Karggat Mine: Acquired: Adventure’s start. 
  Quest: Discover what’s going on at the Karggat Mine and 
  how it relates to the Brass Guardians’ strange behavior 
  (area B19 or throughout area B). Reward: 38,400 XP.
  2. Evidence of Treason: Acquired: Adventure’s start. 
  Quest: Recover evidence to implicate the mastermind 
  behind the Brass Guardians’ sabotage in areas B19, 
  C11, C17, D11, and D13 Reward: 51,200 XP.
  3. Sabotage!: Acquired: Adventure’s start. Quest: Uncover 
  Degala Krauss’s role in sabotaging the Brass Guardians 
  in areas C17 and C18. Reward: 51,200 XP.
  4. Arvanor’s Fate: Acquired: Adventure’s start. Quest: 
  Discover the fate of Eliza Baratella’s assistant, Arvanor, 
  in area B10b and release him from captivity. Reward: 
  25,600 XP.
  5. Missing Miners: Acquired: Area A2. Quest: Discover the 
  fates of the buried miners in area A4. Reward: 19,200 XP.
  6. Into the Depths: Acquired: Areas A2 or A5. Quest: Reach 
  the Karggat Mine’s lower levels (area B). Reward: 
  25,600 XP.
  7. The Alchemist’s Addiction: Acquired: Area A5. Quest: 
  Assist Habblegash in overcoming his addiction by 
  giving him samples of eidite. Reward: 19,200 XP.
  8. The Gug Threat: Acquired: Areas A10, A15, A16, or 
  random (see page 8). Quest: Clear the gugs out of the 
  Karggat Mine’s upper level. Reward: 19,200 XP.
  9. The Miner’s Vault: Acquired: Area A11. Quest: Use 
  Captain Retham’s key code to unlock the vault and 
  secure the treasure within. Reward: 25,600 XP.
  10. Repaired Technology: Acquired: Area A17. Quest: Repair 
  the decline winch. Reward: 19,200 XP.
  11. Dangerous Materials: Acquired: Area A5 or B4. Quest: 
  Discover the strange properties of eidite. Reward: 
  25,600 XP.
  12. Out of the Mine: Acquired: Area B2. Quest: Find a way 
  out of the Karggat Mine and back to the surface. 
  Reward: 25,600 XP.
  13. Prisoners of Multhok Colony: Acquired: Area B3 or B7. 
  Quest: Free the surviving mutants of Multhok Colony 
  from bondage. Reward: 38,400 XP.
  14. Stop the Machines: Acquired: Area C11 or C17. Quest: 
  End the manufacturing operations at Megator 
  Facient. Reward: 76,800 XP.
  15. A Conspiracy Ended: Acquired: Upon the completion 
  of the Evidence of Treason quest. Quest: End Aredil 
  Sultur’s conspiracy by confronting him in Alkenstar. 
  Reward: 76,800 XP.
  GunS, mutAntS, And PrImAl mAGIc
  Wardens of the Reborn Forge is the first Pathfinder 
  Roleplaying Game adventure set in the region of Golarion 
  known as the Mana Wastes. This area features a number of 
  thematic elements that may not fit well in every ongoing 
  campaign. Among these are the inclusion of firearms, 
  Mana Wastes mutants warped by the region’s strange 
  magic, and unpredictable primal magic. Because each of 
  these plays such a large role in the flavor of the region, they 
  are all integrated into this adventure.
  If you feel that any of these elements might cause 
  problems with your players and your campaign, or would 
  alter the feel or flow of the story you’re telling, consider 
  adapting the adventure to meet your group’s specific 
  needs. The messageboards at paizo.com provide a valuable 
  resource for suggestions on how to do so.
  For more information on firearms, see Pathfinder 
  RPG Ultimate Equipment; for details on the Mana Wastes 
  mutant template, see Pathfinder Campaign Setting: Inner 
  Sea Bestiary; for information on primal magic, refer to 
  Pathfinder Campaign Setting: Inner Sea Magic.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  3
  AlkenstAr
  MArtel
  NEX
  GEB
  kArggAt Mine
  MegAtor FAcient
  sultur Mill outpost
  
  chapter 1
  I
  n Alkenstar, the so-called City of Smog and Clockwork 
  Metropolis, ingenuity and industry reign supreme—
  though not necessarily in that order. Many here seek 
  to bolster their status and fortunes on the backs of others, 
  and even its government isn’t exempt from the corruption 
  that hangs over the Mana Wastes’ mechanical oasis.
  Aredil Sultur—famed engineer and entrepreneur—
  has fought for years to dominate Alkenstar’s High 
  Parliament. Though he’s one of the city’s parliamentary 
  ministers and holds as close allies Alkenstar’s gun-
  wielding shieldmarshals, its elite police force, he craves 
  even more power. But for too long, the metropolis’s 
  convoluted bureaucracy has stymied his efforts; and 
  as of late, he’s found himself clashing against fellow 
  minister Eliza Baratella.
  Baratella is a talented engineer and popular politician, 
  representing the esteemed Guild of Brass within 
  Alkenstar. Her guild designed and manufactured the 
  Brass Guardians, simple clockwork drones that patrol 
  Alkenstar and protect its citizens from exterior threats 
  (such as mercenaries from Nex and Geb) or mutated 
  creatures from the Spellscar Desert and Western 
  Ravage. Whereas Eliza’s mechanical task force is one of 
  noninterference and responsive policing, Sultur and his 
  allies see the replacement of human peacekeepers as an 
  undermining of their authority and influence.
  Sultur’s family has a long history of industry, and 
  he’s inherited several companies, which has made him 
  a formidable mogul. One such holding is the Alkenstar 
  Mint, which holds the contract to mint Alkenstar’s 
  The KarggaT MIne
  4
  
  official currency—octagonal doubloons imprinted with 
  serial numbers and the seal of the Grand Duchy of 
  Alkenstar (called “luckies” by the locals). Another is his 
  family’s Martel-based mining company in the nearby 
  Karggat Hills. It’s through these resources and his 
  influence with the shieldmarshals (who turn a blind 
  eye to his illicit activities) that Aredil plots to ruin Eliza 
  Baratella’s good name and ensure her Brass Guardians 
  are decommissioned, the Guild of Brass disgraced.
  His plot hinged on sabotaging the city’s growing force 
  of Brass Guardians, planting the seeds of doubt in the 
  populace and the High Parliament as to the clockwork 
  soldiers’ safety and effectiveness. To accomplish this, 
  he hired two cronies, the first being Degala Krauss, a 
  hermitic tinkerer whose cowardice and unfavorable 
  upbringing drives her to perform myriad odd jobs of 
  questionable intent. The second character instrumental 
  to Aredil’s efforts is a hill giant warlord named Hrugor 
  Gurstweld, whose influence in the Spellscar Desert has 
  garnered him the respect and allegiance of several small 
  tribes of Mana Wastes mutants.
  Krauss repurposed and corrupted a potent dwarven 
  artifact that Gurstweld had previously stolen from 
  Dongun Hold—the powerful quake cannon—to override 
  the programming of Alkenstar’s clockwork soldiers, 
  summoning them into the abandoned wasteland of the 
  Karggat Hills to the northwest of the city. To reprogram 
  the Brass Guardians, Krauss used a dangerous, outlawed 
  mineral called eidite, extracted from the nearby Karggat 
  Mine—one formerly operated by the Karggat Mining 
  Company, owned by the Sultur family of Martel. 
  Experimenting on the clockworks in the Sultur Mill 
  Outpost near the mine’s northern entrance, Krauss 
  perfected a system of injecting eidite into the constructs 
  so that they could be reprogrammed and unleashed upon 
  Alkenstar’s unsuspecting populace. Once the operation 
  was fully outlined, manufacture of the corrupted 
  clockworks began in the long-abandoned dwarven 
  factory of Megator Facient, overseen by Gurstweld and 
  his minions.
  Aredil’s scheme has gone exactly as planned so far, 
  and a good number of Brass Guardians have already 
  been successfully sabotaged and sent back into the city 
  to wreak havoc on its citizens. Several people have been 
  hurt, and there’ve even been a few casualties related to 
  the faulty Guardians. Though Alkenstar’s citizens are 
  sure such corruptions are not Eliza Baratella’s fault, 
  they’ve steadily begun to lose trust in the minister for 
  her inability to maintain the mechanical guardians they 
  entrust their lives to.
  Eliza has other agents at her disposal that she’s been 
  using to figure out the source of her Brass Guardians’ 
  corruptive taint, and she’s discovered that whoever’s 
  meddling with them is doing so from beyond the Karggat 
  Hills. The Parliamentary Minister intends to figure out 
  who is sabotaging her automatons and put a stop to the 
  destruction before she loses her station or more people 
  start losing their lives. She hopes to keep these accidents 
  as inconspicuous as possible, knowing that widespread 
  attention might jeopardize her chances for reelection 
  on as well as devastate her guild. She’s looking for some 
  private investigators to look into the matter on her 
  behalf, and some hardy adventurers sound like just the 
  right team to sort out this mess and save Alkenstar from 
  crumbling into total chaos.
  geTTIng STarTed
  Prior to the start of the adventure, the PCs receive a 
  letter from Eliza Baratella requesting an audience with 
  her in Alkenstar. Eliza has heard of their past exploits 
  and feels they may be just the right group of adventurers 
  to work on her behalf—as she can’t as easily go to the 
  local authorities to request this investigation. Eliza’s 
  summons is cryptic, hinting that someone in Alkenstar’s 
  government is plotting against her and the city. If 
  the PCs are local to Alkenstar, meeting the minister 
  should be a quick task. Should the PCs need to travel to 
  Alkenstar from elsewhere in the Inner Sea, the journey 
  is likely to be long, if not arduous, as they must travel 
  overland or up the Ustradi River from Nex to reach the 
  City of Smog; teleportation and magical flight into or 
  out of the magic-dead city are impossible.
  Meeting the Minister
  When the PCs arrive in the Clockwork City, they find the 
  atmosphere as tense with fear and suspicion as it is full of 
  smog. In recent months, the city’s Brass Guardians have 
  been going haywire and attacking Alkenstarians without 
  provocation. As indicated on their invitation, the PCs can 
  meet Eliza at the Brass Guild, where she and her fellow 
  engineers manufacture and maintain the city’s regiment 
  of clockwork watchmen. Eliza, while a minister on the 
  Alkenstar Parliament, isn’t above getting her hands (and 
  face, and clothes) dirty; when the PCs arrive, she’s busy 
  tinkering on a partially disassembled Brass Guardian. 
  She wipes her oily hand on her apron and reaches out for 
  a firm handshake in greeting.
  Eliza thanks the PCs for coming and apologizes for not 
  being completely forthcoming with information in her 
  invitation, admitting she’s suspicious of correspondences 
  being monitored. She describes the recent theft and 
  reprogramming of the city’s Brass Guardians and the 
  increase in the clockworks’ erratic and violent behavior, 
  wasting little time before asking the PCs to aid her in 
  getting to the bottom of the plot.
  “Whoever’s behind this plot is powerful—likely someone in 
  the government who sees me or my creations as a threat. 
  But I can’t go around flinging accusations of sabotage and 
  treason without evidence, nor do I know if I can trust the 
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  5
  
  elIza BaraTella
  authorities here to investigate. You, on the other hand, are 
  neutral parties.
  I’ve got a good sense of where you can start looking. 
  When the first Brass Guardians started raging in the streets, 
  we looked closely at their serial numbers to determine 
  where they’d come from. In every case, the clockworks had 
  originally been positioned in the city’s western quarters, 
  closest to the Karggat Hills. I sent Arvanor, my assistant, to 
  follow a series of tracks left by a guardian leaving the city’s 
  western gates. Those tracks led north and west into the 
  Karggat Hills, and into a mine some fifty miles away. 
  Arvanor reported back that he was headed into 
  the mines to investigate further, and no one 
  has heard from him since. That was two 
  months ago. And since then, the Brass 
  Guardians’ attacks have only increased in 
  frequency and intensity.
  “I have secured transportation for you 
  on the guild’s private airship, under the 
  pretense that you are trapsmiths we’ve 
  hired to help protect our facilities 
  in Martel. You won’t go to Martel, 
  however; instead, the pilot has been 
  instructed to take you directly to the 
  Karggat Mine. Please find out who’s 
  behind this sabotage of the Brass 
  Guardians and bring me evidence 
  to put an end to the plot. The guild 
  and I have significant resources with which to 
  reward you, and time is of the essence.”
  At this point, the PCs may have additional questions for 
  the master engineer, and Eliza does her best to elaborate 
  on the details of her request to the extent she has answers. 
  They may also wish to gather rumors in Alkenstar before 
  heading to the Aerodrome. Refer to the Appendix on 
  page 54 for more information about Alkenstar, including 
  possible rumors the PCs can uncover should they wish 
  to do so.
  West by Airship
  The PCs’ journey west is uneventful, and they can 
  spend the 8-hour trip conversing with the ship’s pilot 
  and engineer, who steer the vessel and keep its steam-
  powered engine running, respectively. A successful DC 
  15 Diplomacy check reveals that the Karggat Mine—the 
  PCs’ destination—was barricaded shut years ago, and 
  their reopening coincides with an unusual spree of 
  earthquakes in the region. While the pilot and engineer 
  find it odd that the PCs are going there—under false 
  flight plans, no less—the Guild of Brass paid them well, 
  so they don’t ask any questions, nor do they particularly 
  want to know any answers.
  During the journey, the weather begins to grow violent. 
  By the time the airship reaches the mine’s entrance, a 
  full-fledged primal magic storm is less than a mile away. 
  Fearing for his vessel (and having only been paid to take 
  the PCs one-way), the airship’s pilot drops the PCs off 
  and quickly departs to the south, headed for the safety of 
  Martel’s airship docks.
  The turbulent winds sweeping through the Karggat Hills 
  are causing no shortage of havoc on the airship above as 
  it makes its ascent away from the rocky landscape south 
  toward Martel. However, on the ground in front of the mine 
  shaft, the wind fades to a strong breeze. The pitch-
  black tunnel descending into the abandoned 
  Karggat Mine howls sporadically, thanks 
  to the Mana Wastes’ unpredictable 
  air currents, and the gunmetal-gray 
  clouds above indicate a tempestuous 
  storm in the making.
  A. KArggAt Mine—Upper level
  Although Martel now primarily serves 
  the Grand Duchy of Alkenstar as a key 
  vassal-city and trading hub, its history 
  as a mining town is apparent in 
  the numerous abandoned mine 
  shafts and excavation sites dotting 
  the hillsides and plains around the 
  settlement. Many citizens dedicated 
  their lives to drawing the valuable 
  metals and minerals from the area’s ore-
  rich braes, and in the township’s early 
  days, a vast array of mining companies worked the 
  land. Most of these operations are now long forgotten; 
  as companies collaborated and mineral veins ran dry, 
  the fecundity of Martel’s industry waned; nearly all of 
  those miners remaining work for one of the city’s three 
  major companies—Janson Mining, Blackmole Trading 
  Company, or Sultur Expeditions (the latter a subsidiary 
  of Aredil Sultur’s farther-reaching mother company, 
  Sultur Services).
  The Karggat Mine was among the first created in 
  Martel’s early days, and its winding underground 
  passages once spanned acres of land. The ores drawn 
  from the Karggat Mine were renowned for the unearthly 
  green shimmer the minerals gave off. Operations came 
  to a halt, however, when workers started getting sick for 
  no obvious reason and dropping dead only days later. 
  It wasn’t long before the investors of these projects 
  withdrew from the Karggat Hills, and in their fear of 
  catching whatever ailment might be spreading, they 
  destroyed entire passages and blocked off all the major 
  entrances, and leaving the tainted undead within to rot in 
  the collapsed halls.
  Only later did the proponents of the Karggat mining 
  operations learn of the cause behind workers’ illnesses, 
  6
  
  when metallurgists from Alkenstar discovered that the 
  source of the Karggat crystals’ green glow was no mere 
  trick of the eye, but was a result of a corruptive energy 
  that had seeped into the mineral, which they soon after 
  dubbed “eidite.”
  This disruptive eldritch power was first seeded in the 
  grounds around the Karggat Hills during the historic 
  wars between Geb and Nex, and in its millennia of 
  dormancy, the strange energy had mutated and spread 
  into many of the mineral veins throughout the region. 
  Guns and other weapons infused with this tainted 
  mineral initially showed remarkable promise, but they 
  often backfired or otherwise became unreliable after a 
  short period of time; some even inflicted disease unto 
  their weapons’ wielders. Metalworkers quickly stopped 
  using the tainted mineral after discovering these 
  detrimental and unpredictable properties, and several 
  laws were passed to ban the harvesting of eidite and its 
  use in manufacturing.
  The walls of the Karggat Mine are primarily rough-
  hewn stone, and the uneven ceiling reaches an average 
  height of 20 feet—roughly the size of the slanted coal 
  vein that drew miners here in the first place. The 
  tunnels are supported by various stone and coal deposits 
  the miners left as pillars. Destroying these scattered 
  support structures could easily cause a massive collapse, 
  but doing so would require considerable time, the use 
  of advanced machinery, or a truly massive creature’s 
  thunderous blow.
  The southern mines were originally lit by sunrods 
  placed in sconces around the caverns, but the light from 
  these alchemical torches has long since faded. Unless 
  otherwise noted in the adventure, the mines remain 
  unlit and cast in darkness.
  traps in the Karggat Mine
  Numerous creatures have made the abandoned Karggat 
  Mine their homes, including several intelligent 
  creatures that employ traps to gather food or defend 
  their territories. The traps take two forms, depending 
  on who set them.
  Traps set by the mutant ratfolk alchemist Habblegash 
  (see area A6) occupy the mine’s upper level and 
  are designed to supplement any food found by his 
  mechanical surveyors. Each of these spiked pit traps 
  is covered with a dusty blanket the same color as the 
  surrounding rock, as well as a piece of mine moth meat 
  and a shiny trinket. The alchemist has set four such pit 
  traps, as noted on the map on the inside front cover.
  Poisoned Pit traPs (4) 
  Cr 12
  XP 19,200 each
  type mechanical; Perception DC 25; disable device DC 20
  effeCts
  trigger location; reset manual
  effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk 
  +15 melee, 1d4 spikes per target for 1d6+5 damage each 
  plus poison [shadow essence]); Reflex DC 25 avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  The second type of trap—set by the gug inhabitants 
  of the northern branch of mine’s upper level—are of a 
  much cruder design than Habblegash’s vermin catchers, 
  but are no less efficient. Any creature that springs the 
  trip-cord in one of the trapped areas triggers the gugs’ 
  devastating deadfall trap, constructed from chains and a 
  heavy dangling boulder. The gugs have set four deadfall 
  traps, as noted on the map on the inside front cover.
  Using Primal Magic
  W
  hile much of the Mana Wastes is considered 
  unsafe for spellcasters, small pockets of energy 
  exist where magic functions normally, and there are 
  yet other regions where magic is merely altered and 
  not completely dead. Most Alkenstarians reject the 
  ways of magic in favor of technology and industry—not 
  only because the latter are the lifeblood of the city’s 
  economy, but also because the entirety of the city west 
  of the Ustradi River rests in a magic-dead region.
  The Karggat Hills and the former dwarven factory 
  of Megator Facient lie far outside the stable pocket 
  of antimagic surrounding Alkenstar, and this is where 
  most of the adventure’s action takes place. When the 
  PCs leave Alkenstar to explore the Karggat Hills, they 
  soon enter a magic-warped zone where primal magic 
  is rampant.
  Primal magic is described in detail on pages 12–13 
  of Pathfinder Campaign Setting: Inner Sea Magic and is 
  an optional (though highly recommended) subsystem 
  that can be utilized in this adventure. It’s important 
  to note that primal magic includes a large element of 
  randomness, and is thus more likely to affect PCs than 
  monsters and NPCs. The system is intended to make 
  adventuring in a location like the Mana Wastes more 
  fun, so if you feel the inclusion of primal magic in the 
  adventure may adversely affect your players’ fun, feel 
  free to omit it (except during the mana storm event 
  at the start of Chapter 2), even if it’s been a present 
  element for the preceding encounters. You can justify 
  such a shift in how magic functions as yet another 
  unpredictable feature of the Mana Wastes.
  The decision to use or not use primal magic in the 
  adventure has no impact on the challenge rating of the 
  encounters within. If using primal magic, the CR of a 
  magical effect’s source is the CR of the primal magic 
  event (i.e., a CR 13 demon casting greater teleport 
  would be a CR 13 primal magic event).
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  7
  
  GuG deadfall traPs (4) 
  Cr 10
  XP 9,600 each
  type mechanical; Perception DC 27; disable device DC 20 
  effeCts
  trigger location; reset manual 
  effect Atk +15 melee (10d6); multiple targets (all targets in 
  a 10-ft. square)
  Treasure: The gugs baited each of their traps with a 
  hunk of rotten meat and a sizable emerald they found 
  in the mine’s dark expanses. The meat is worthless, but 
  each emerald is easily worth 1,000 gp. In addition to the 
  valuable bait included in the gugs’ deadfall traps, each gug 
  trap is made with a piece of the decline winch from area 
  A17, easily identifiable as such after seeing the broken 
  decline winch or with a successful DC 25 Knowledge 
  (engineering) check. If the PCs collect these scavenged 
  pieces, they can use them later to repair the winch to 
  descend and ascend safely from the mines.
  Habblegash’s Construct Minions
  During their exploration of the Karggat Mine’s upper 
  level, the PCs likely encounter several of its various 
  inhabitants. Chief among these denizens are the 
  ratfolk Habblegash’s various clockwork and alchemical 
  inventions. Habblegash (see area A5) uses these faithful 
  automatons as his eyes and ears throughout the mines; 
  they scout the perimeter around his lair and periodically 
  return to him in need of rewinding and bearing 
  reconnaissance.
  If the PCs are thorough in their investigation, they 
  likely run into Habblegash anyway, but, if at any point 
  during the expedition the action lulls or you feel it would 
  be dramatically appropriate, insert additional run-ins 
  with one or more of the ratfolk’s agents. He has a total of 
  two alchemical golems and eight clockwork spies under 
  his control.
  alChemiCal Golems (2) 
  Cr 9
  XP 6,400 each
  hp 96 each (Pathfinder RPG Bestiary 2 135)
  sPeCial abilities
  nonlethal alchemy (ex) This ability functions like the 
  alchemical golem’s alchemy special ability, but instead 
  of having a chance to deal energy damage, the golem’s 
  attacks have a chance of causing the creature to fall 
  asleep for 1d6 minutes (Fortitude DC 16 negates), in 
  addition to the other random effects of the golem’s 
  attacks. This is an alchemical effect and therefore 
  affects creatures normally immune to magical sleep, 
  such as elves.
  CloCkwork sPy (8) 
  Cr 1/2
  XP 200 each
  hp 5 each (Pathfinder RPG Bestiary 3 58)
  Habblegash’s agents are not programmed to attack 
  intelligent creatures, since doing so would likely draw 
  much unwanted attention to the hermitic ratfolk. If 
  the automatons notice the PCs, they hide in one of 
  Habblegash’s safe spots (areas A5, A9 or A12) until 
  the creatures have passed, and then report back to 
  Habblegash. If attacked, the alchemical golems attempt to 
  flee; failing that, they subdue foes with their melee attacks 
  before withdrawing.
  Wandering gugs
  Two adult gugs from the encampment in area A15 
  frequently wander the northern corridors of the mine’s 
  upper levels, checking their traps and looking for any 
  edible prey. Whenever the PCs encounter a gug trap, there 
  is a cumulative 25% chance that a gug scout is in the area. 
  If the gug notices the PCs before they see it, the creature 
  hides in a nook or cranny near the ceiling, which grants 
  it a +4 circumstance bonus on its Stealth check to avoid 
  detection, and waits to ambush. 
  GuGs (2) 
  Cr 10 
  XP 9,600 each
  hp 127 each (Pathfinder RPG Bestiary 2 151) 
  random encounters
  In addition to Habblegash’s mechanical scouts and 
  the wandering gugs, other monstrosities plague the 
  abandoned Karggat Mine. If you want your campaign 
  to have more action-packed battles in the mines than 
  already presented, or if the party has missed encounters 
  and begins to fall behind their expected progression, 
  insert random encounters with monsters from the 
  following table.
  d% 
  Encounter 
  Avg. CR Source
  01–14 
  1d4 giant slugs 
  10 
  Bestiary 254
  15–23 
  2 aurumvoraxes 
  11 
  Bestiary 2 35 
  24–40 
  1d6 goliath stag beetles 11 
  Bestiary 2 44
  41–50 
  1d6 rift drakes 
  12 
  Bestiary 3 106
  51–62 
  1 roper 
  12 
  Bestiary 237
  63–71 
  1d6 ash giants 
  13 
  Bestiary 3 126 
  72–88 
  1 carnivorous blob 
  13 
  Bestiary 2 51 
  89–100 1 gunpowder ooze 
  14 
  See page 63
  Mine Carts
  The mine cart tracks in the southern half of the Karggat 
  Mine have been abandoned for years, and are no longer 
  as useful for transportation as they once were. Ore carts 
  litter the southern mines, with about 10 individual carts 
  either still positioned on the tracks or tipped on their 
  sides nearby.
  Each mine cart is 10 feet long and wide and balances 
  on four iron wheels. On the left half of the cart is an iron 
  bucket for the ore deposit, while the right half sports 
  8
  
  a wooden arm on an iron fulcrum that two people can 
  pump to move the cart forward. A rusty lever on the cart’s 
  underside can be flipped to determine which direction 
  the cart moves when pumped, allowing the cart’s 
  operators to switch directions without actually turning 
  the cart around. A creature inside the metal bucket gains 
  cover, as if standing behind a low wall.
  The Karggat Mine is level for the most part, with the 
  exception of the steep decline tunnel connecting the 
  northern and southern tunnels (area A18), which contains 
  a winch that allowed miners to travel up or down the 
  tunnel without risk of fatal injury.
  Driving Mine Carts: A mine cart has the following 
  statistics, which use the vehicle rules presented in 
  Chapter 4 of Pathfinder RPG Ultimate Combat.
  mine Cart
  Large land vehicle
  squares 4 (10 ft. by 10 ft.; 4 feet high); Cost 250 gp
  defense
  aC 9; hardness 5
  hp 35 (16)
  base save +0
  offense
  maximum speed speed of pulling creature or 10 ft. 
  + combined Strength scores of pumping creatures 
  (rounded down to nearest 5 ft.); acceleration 5 ft.; 
  see below
  Cmb +1; Cmd 11
  ramming damage 2d6
  desCriPtion
  This four-wheeled vehicle can transport up to 1,000 pounds 
  of minerals, ore, or other extracted materials along a 
  designated series of tracks.
  Propulsion muscle (pulled or pumped; 1 Large creature 
  [pulled] or 2 humanoids [pumped])
  driving Check Handle Animal or Profession (driver) (for 
  animals pulling the vehicle), Strength (for humanoids 
  pumping the hand-pump)
  forward facing toward the creatures pulling the vehicle (if 
  pulled) or dependent on position of the lever under the 
  hand-pump (if pumped)
  driving device reins or hand-pump
  driving space two squares on one side of the cart
  decks 1
  When dwarven miners still worked in the Karggat 
  Mine, they typically used draft animals to pull the mine 
  carts from one area of the mines to another. Failing that, 
  two workers could hop aboard one side of the cart and 
  use the hand-pump to move the vehicle in one direction 
  or the other.
  Powering a mine cart and moving it along the mine 
  tracks is a fairly simple process that requires two 
  humanoids to stand on either side of the cart’s hand-
  pump. If only one creature actively pumps the lever in 
  a round as a drive check, it takes a –10 penalty on this 
  check. Mine carts can only be maneuvered along the 
  tracks for which they were built, so drivers needn’t 
  take any actions to turn the carts. The carts cannot be 
  driven in reverse, either; instead, the cart must come to 
  a complete stop before the lever beneath the hand-pump 
  is pulled (a move action), allowing the cart to propel 
  itself in the opposite direction.
  A1. Mine entrance
  The dank walls of this dark mine drip with condensation. 
  Mine cart tracks from the tunnel entrance continue to the 
  north. A wooden sign promises lower levels in the tracks’ 
  direction. To the east, several abandoned mine carts lie 
  strewn around the dirt, some tipped over. In an alcove to the 
  west stands a sizable but nondescript shrine half-buried in 
  loose stone, a heavy sheet of black soot covering the steps 
  leading up to its weathered altar. To the south of the shrine 
  stands a rickety wooden door.
  Death in these mines was an all-too-frequent reality, 
  where collapses and strange creatures disrupted work 
  on a near-weekly basis, and so some of the more pious 
  miners had this non-denominational shrine constructed 
  in the western alcove of this entry chamber so they could 
  offer prayers to their respective deities before venturing 
  deeper into the mine. A cleric from Alkenstar was 
  typically paid to attend to religious matters in the mines; 
  the cleric often gave short sermons at this podium to her 
  tiny congregation.
  The abandoned carts in the eastern alcove of this area 
  were left during the rapid abandonment of the Karggat 
  Mine, and traces of coal and iron ore can still be found 
  inside their buckets.
  The standard wooden door on the western wall, 
  adjacent to the shrine’s alcove, is jammed shut, and 
  requires a successful DC 16 Strength check to open.
  A2. priest’s Quarters
  The furniture in these sizable living quarters has mostly 
  rotted, but the thick wool curtain in the western corner and 
  the furry beast hide taking up most of the floor remain in 
  better condition. A flat portion of the northwestern wall 
  appears to have served as a writing surface, and it bears 
  numerous names as well as dates.
  To encourage priests to visit this unsafe area, the miners 
  of the Karggat Mine built this comfortable living space, 
  meant to house the mine’s resident cleric during her stay. 
  The animal rug covering the floor was made from a dire 
  bear killed just outside the mine, and its mutated hide 
  spotted with pustules is an unsettling sight indeed.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  9
  
  The visiting priests scribed upon the wall here the 
  names of those miners who perished throughout the 
  course of their toil, while the other columns depict the 
  approximate location of their death within the mines and 
  the dates on which they died. The records are remarkably 
  complete, save for the names of three miners—Dyjas, 
  Emori, and Issig—whose death locations are all described 
  as “Abandoned eastern mining tunnel, upper level” and 
  whose dates of death have been left blank.
  Treasure: Behind the curtain in the western corner of 
  this room sits a small stone platform, atop which stands 
  a small golden idol depicting a popular representation 
  of Brigh, goddess of invention. The gold itself isn’t 
  particularly remarkable, but the craftsmanship of the 
  icon is unrivaled; its numerous moving parts are etched 
  with runes intricate enough to impress even the most 
  critical tinkerer. A valuable relic like this could easily be 
  sold for up to 2,000 gp.
  A3. Collapsed rescue tunnel
  Pots and vases are strewn about in front of the collapsed wall 
  of this dead end, and the remnants of dead flowers droop 
  down the sides of the containers. Several mining picks lean 
  against the crumbled stone to the east.
  Superstitious miners hoping to abate the evil spirits 
  of the victims trapped in the collapsed tunnel on the 
  other side of the rubble wall placed the vases and flowers 
  here long ago.
  Anyone who succeeds at a DC 15 Knowledge 
  (engineering) check while examining this alcove can see 
  that the eastern tunnel was purposefully and quickly 
  collapsed. A dwarf with stonecunning can make this 
  check untrained, and automatically gets a check when 
  within 10 feet of the rubble (as if it housed a hidden 
  door). Multiple diggers can make quick work of moving 
  the rubble aside, taking just a matter of minutes. Doing 
  so reveals a narrow entrance to area A4.
  A4. Buried Miners (Cr 11)
  This short tunnel appears to have suffered a cave-in to the 
  north, while the unfinished efforts of digging the tunnel can 
  be seen in the various mining tools near the southern wall.
  The northern entrance leading into this small cavern 
  was site of the first accidental cave-in during the mining 
  operations in this area of the Karggat Hills. The collapse 
  instantly killed two slave workers and trapped three 
  others in the cramped tunnel. Miners dug out the small 
  tunnel to the west in an effort to rescue the slaves, but by 
  the time help arrived, the trapped workers were already 
  dead, likely as a result of violent infighting. Rather than 
  waste valuable time and resources moving the dead slaves, 
  the surviving miners simply blocked off the rescue tunnel 
  they’d created, hoping that burying the slaves within 
  would allow them to forget about the incident entirely.
  Creatures: The indentured miners forced to work this 
  tunnel were notorious criminals in life, and they died in 
  anger and frustration when help didn’t arrive in time to 
  save them from each other. Decades passed while their 
  decaying bodies sunk into the earth, and all three criminals 
  eventually became guecubus, bent on destroying those 
  who had abandoned them in life. By then, the mines had 
  been abandoned for years—the guecubus have persisted 
  in this dank realm ever since, irreparably drawn to this 
  mine as a tormenting reminder of their fates. They have 
  since gone mad, and attack anything that dares intrude 
  upon their lonely crypt.
  GueCubus (3) 
  Cr 8
  XP 4,800 each
  hp 104 each (Pathfinder RPG Bestiary 3 145)
  Treasure: Unbeknownst to their masters, the slaves 
  trapped here had been smuggling out rare stones and 
  valuable ore they found on the job, greedily keeping such 
  stolen treasures on their person at all times. Anyone who 
  searches amid the victims’ bones and tattered clothes 
  can easily spot the dozens of small emeralds, rubies, 
  and turquoises the miners managed to pilfer. Although 
  unfinished, they could easily fetch 5,000 gp in total.
  Story Award: If the PCs discover the fate of the dead 
  miners in this area, award them 19,200 XP.
  A5. Habblegash’s lair (Cr 11)
  The primary entrance to this chamber is a sliding wall of 
  light stone Habblegash designed to obscure his meager 
  hovel from any prying eyes. A successful DC 27 Perception 
  check enables a character to locate the catch to move the 
  false wall.
  Discarded gears, half-constructed machines, and other 
  dilapidated technological wonders fill this isolated cavern. 
  Alchemical apparatuses and complex tinkering tools cover 
  the half-dozen shelves and workbenches lining the walls. 
  Scattered papers with arcane scrawling fill what little 
  floor space is unoccupied by what could be described as 
  unfinished works of mechanical art, including a largely 
  complete brass humanoid construct lying in a heap in the 
  chamber’s southern alcove.
  This messy chamber is Habblegash’s home, though he 
  has other hidden safe havens throughout the mines. The 
  nonfunctional automaton in the room’s southern alcove 
  is one of Eliza Baratella’s missing Brass Guardians. When 
  Degala Krauss first set about sabotaging the constructs 
  by injecting them with eidite crystals, she accidentally 
  let a specimen escape before she had completed the 
  10
  
  haBBlegaSh
  finishing touches. The faulty Brass Guardian headed 
  southeast, back toward Alkenstar, but only made it as 
  far as the southern half of the mines (via the hidden 
  mining tunnel connecting the two branches) before the 
  violent gugs residing there destroyed it. Habblegash, 
  intrigued by the machine, managed to move the 
  automaton’s remains to this small chamber near his 
  own sleeping quarters. He cleaned the machine and 
  tinkered with it somewhat, but he has not been able to 
  properly program the clockwork soldier because of the 
  tiny flecks of mineral still lodged in its core. (The eidite 
  flecks are still potent enough to hinder programming, 
  but are too miniscule to afflict other creatures with 
  eidite sickness.)
  Creature: The lone inhabitant of this dank cave dwelling 
  is a mutated ratfolk alchemist named Habblegash, who can 
  be found in this converted chamber during most hours 
  of the day. While he is protective of his lair, his reclusive 
  nature is more a symptom of fear than loathing. Once 
  a notable alchemist among the scholars of the Spagyric 
  Halls, Habblegash was spurned by his family and friends 
  when his studies of the Mana Wastes’ mutations resulted 
  in his own horrible disfigurement, and he escaped the 
  persecution of his fellows by fleeing to the Karggat Hills. 
  Ever since, he’s studied in solitude to find a cure for his 
  affliction, but his addiction to a strong analeptic makes 
  his research slow going.
  A wily recluse and unabashed voyeur, Habblegash has 
  been privy to much of the recent activity in the mines, 
  and can be a valuable font of information for PCs who 
  ally themselves with the ratfolk. Though he takes them 
  for simply more of Murg-Nurk’s cronies until they 
  explain otherwise, if he finds out they’re not working 
  for the vile ettin in the mine’s lower level, he starts to 
  warm to them.
  In addition to his natural eccentricities, Habblegash 
  is addicted to a powerful stimulant he accidentally 
  concocted years ago during his research. He calls the 
  highly addictive drug “crush” in numerous journal 
  entries (see the Crush sidebar on page 13). He tries his 
  best to hide his addiction, but might have a hard time 
  keeping it from perceptive PCs. If the PCs convince 
  him to help them through the mine, he frequently 
  excuses himself to a dark corner or tunnel, where he 
  anoints his dagger with crush and scratches his 
  arm to relieve the yearnings of his addiction. 
  Since the Mana Wastes have left the mutated 
  Habblegash immune to disease and addiction, the 
  drug’s hold on him is purely psychological; the drug’s 
  other properties still affect him, so the substance 
  has a powerful sway over the ratfolk’s mind. If 
  confronted about his ailment, he vehemently 
  denies any of the PCs’ accusations, though he 
  secretly pines for a cure for his addiction (see 
  Development on page 12 for how he can be cured).
  habbleGash 
  Cr 11
  XP 12,800
  Male Mana Wastes mutant ratfolk alchemist (plague 
  bearer) 11 (Pathfinder RPG Advanced Player’s Guide 26, 
  Pathfinder RPG Advanced Race Guide 153, Pathfinder RPG 
  Bestiary 3 231, Pathfinder Campaign Setting: Inner Sea 
  Bestiary 28)
  CN Small aberration (augmented humanoid, ratfolk)
  init +4; senses darkvision 60 ft.; Perception +14
  defense
  aC 27, touch 15, flat-footed 23 (+5 armor, +4 Dex, +7 natural, 
  +1 size)
  hp 97 (11d8+44)
  fort +11, ref +13, will +5; –2 vs. fear effects, +4 vs. mind–
  affecting effects
  dr 10/cold iron; immune disease, poison; sr 22
  offense
  speed 30 ft.
  melee +1 short sword +11/+6 (1d4+2/19–20) or 
  2 slams +10 (1d3+1 plus disease)
  ranged bomb +15/+10 (6d6+4 fire)
  special attacks bomb 15/day (6d6+4 fire, DC 19), disease, 
  swarming
  alchemist extracts known (CL 11th)
  4th—detonateAPG, freedom of movement, 
  greater invisibility
  3rd—cure serious wounds, eruptive 
  pustulesUM, haste, remove disease, 
  seek thoughtsAPG
  2nd—acute sensesUM, 
  sickening strikesARG, 
  elemental touchAPG, 
  fire breathAPG, 
  vomit swarmAPG
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  11
  
  1st—ant haulAPG, anticipate perilUM, bomber’s eyeAPG, 
  crafter’s fortuneAPG, keen sensesAPG, true strike
  taCtiCs
  before Combat If he senses danger or feels threatened in 
  any way, Habblegash imbibes his mutagen, increasing his 
  Constitution. In addition, he ingests some crush if he feels 
  particularly nervous.
  during Combat Habblegash relies on his bombs in any 
  confrontation, spreading sickness with his plague bomb 
  discovery and setting traps with his delayed bomb 
  discovery. He currently doesn’t have the funds necessary to 
  make use of his infuse mutagen discovery, but can create 
  a plague vial in addition to his mutagen if he acquires 
  1,000 gp. He concocts a plague vial if he knows he’s going 
  to face off against enemies who might be vulnerable to 
  such attacks, but otherwise just makes use of his sickening 
  strikes extract or slam attacks to inflict disease upon foes.
  morale If reduced to fewer than 25 hit points, Habblegash 
  flees to the safety of one of his hideouts in the mine.
  base statistics The crush Habblegash has induced grants 
  him a +2 bonus to Dexterity and a –2 penalty to Wisdom. 
  When not under the effects of crush or his mutagen, 
  Habblegash’s base statistics are init +3; aC 24, touch 14, 
  flat-footed 21; hp 75; fort +9; ref +12; will +5; no –2 
  penalty vs. fear effects; ranged bomb +14/+9 (4d6+4 
  fire); dex 17, Con 10, Wis 12, Cha 10; Cmb +10; Cmd 22; 
  skills Perception +15, Stealth +20, Survival +13; Mana 
  fever save DC decreases to 15.
  statistiCs
  str 13, dex 19, Con 14, int 18, wis 6, Cha 8
  base atk +8; Cmb +11; Cmd 23
  feats Agile Maneuvers, Brew Potion, Craft Construct, Iron 
  Will, Throw Anything, Toughness, Weapon Focus (bomb), 
  Extra DiscoveryAPG
  skills Craft (alchemy) +20, Craft (clockwork) +18, Knowledge 
  (arcana) +18, Perception +14, Spellcraft +18, Stealth +21, 
  Survival +12, Use Magic Device +15
  languages Aklo, Common, Draconic, Gnoll, Undercommon
  sQ alchemy (alchemy crafting +11, identify potions), 
  deformities (warped hide), discoveries (delayed bomb, 
  fast bombs, mutagenUM, infuse mutagen, plague bombUM, 
  smoke bomb), mutagen (+4/–2, +2 natural, 110 minutes), 
  mutations (disease, increased speed), plague vial (DC 19), 
  poison use, swift alchemy, swift poisoning
  Combat Gear potions of cure moderate wounds (2), potion 
  of invisibility, tanglefoot bag (2), fuse grenadesUE (3), cold 
  iron pellet grenadeUE, antitoxin, crush (4 doses); other 
  Gear +1 chain shirt, +1 short sword, dagger, amulet 
  of natural armor +1, boro bead (1st-level)UE, cloak of 
  resistance +2, healer’s kit (8 uses), tattered noble’s outfit, 
  sapphire pendant worth 100 gp, 263 gp
  sPeCial abilities
  disease (su) Mana fever: Slam—injury; save Fort DC 17; 
  onset 1d4 minutes; frequency 1/day; effect 1d3 Con 
  damage, 1d3 Cha drain. Anyone who lives with mana 
  fever for a week straight without dying becomes immune 
  to the disease, but also becomes a Mana Wastes mutant; 
  cure 2 consecutive saves.
  Treasure: If the PCs agree to take care of the gugs in 
  the northern part of this half of the mine, Habblegash 
  becomes ecstatic and offers them information and 
  material assistance. He gives them detailed information 
  about his poison pit traps throughout the mine (see page 
  7) and their whereabouts, as well as the locations of his 
  secret supply alcoves (areas A9 and A12). Before the PCs 
  head out, the ratfolk also runs to the back of his lair to 
  acquire some helpful concoctions for them, including 
  four potions of eruptive pustules (Pathfinder RPG Ultimate 
  Magic 218) stored in the chest next to his bed and four 
  elixirs of ice breath (which act as elixirs of fire breath, but deal 
  cold damage instead of fire). He also gives them a thick 
  iron key. He’s not sure what the key is for, but one of his 
  clockwork scouts found it in the tunnels recently, and 
  he believes the PCs could make use of it. (The key is one 
  required to open Captain Retham’s vault in area A11.)
  Development: If the PCs show themselves to be 
  sympathetic to the ratfolk or at least treat him as a 
  potential ally, Habblegash returns the feeling in kind. 
  He informs the PCs that a small camp of gugs has 
  commandeered the northern part of the mine’s upper 
  level, so to reach the other side of the mines, they’ll need 
  to eliminate the gug threat first. Once they do that, he 
  can repair the decline winch in area A17, allowing the 
  PCs to safely take a mine cart down and up the tunnel.
  If asked about “the two-headed freak” Habblegash 
  frequently makes reference to, he explains the current 
  situation in the lower level (area B) as he understands it. 
  He hasn’t been into that area of the mines since the gugs 
  recently seized the decline tunnel, but last he checked, 
  a brutal ettin mutant had taken up domain there. That 
  area also houses the ettin’s mutated ogre underlings and 
  other bestial monsters native to the Western Ravage. The 
  gang has reactivated the mining equipment in the lower 
  mines (likely with the help of a much smarter individual, 
  Habblegash speculates), and they’ve begun mining a 
  strange crystalline mineral that Habblegash has yet to 
  identify. As to the monstrous band’s long-term goals, the 
  ratfolk hasn’t the slightest idea, though he’s sure it has 
  something to do with the abandoned dwarven factory 
  outside the northern mine’s entrance shaft.
  In return for his information, Habblegash asks the PCs 
  to bring him back some of the strange mineral should 
  they stumble upon it during their exploration of the 
  mines. Hopefully, he can tell them all about the toxic 
  substance and its properties after a thorough analysis 
  (which takes 2d4 hours and grants a DC 30 result on the 
  Researching Eidite table on page 19). Regardless of who 
  identifies the substance, the potential for discovery of 
  its properties and possible uses to cure his mutation 
  12
  
  reignites Habblegash’s passion for his work and gives 
  him a distraction from his addiction. If the PCs give the 
  mutant ratfolk at least a pound of raw eidite ore, they 
  effectively cure him of his need for crush. 
  If Habblegash is made helpful but not convinced to 
  come with the PCs, he sends with them one of his prized 
  alchemical golem creations (see Habblegash’s Construct 
  Minions, on page 8), which he orders to helps the PCs in 
  combat. The alchemical golem is worth 33,000 gp.
  Even if made helpful, Habblegash 
  is reluctant to accompany the PCs 
  through the tunnels. An additional 
  successful DC 25 Diplomacy or 
  Intimidate check is required to 
  convince the ratfolk to leave his lair.
  A PC familiar with Alkenstar and 
  its clockwork police force can recognize 
  the nonfunctional Brass Guardian slumped 
  against the far wall of this chamber with 
  a successful DC 10 Knowledge (local) check, 
  while PCs relying only on the verbal information 
  provided by Eliza Baratella can likely make the logical 
  leap after thoroughly examining the machine with 
  a successful DC 15 Knowledge (engineering) 
  check. Because of Habblegash’s tinkering, it’s 
  difficult to determine the source of the 
  automaton’s inactivity—a successful 
  DC 30 Perception check is required 
  to pinpoint the corrosive eidite flecks 
  as the corruption’s cause. Habblegash 
  can also provide this information if confronted with an 
  additional sample of eidite from the northern mines.
  Story Awards: If the PCs befriend Habblegash, award 
  them XP as though they had defeated him in combat. 
  Similarly, if the ratfolk alerts the PCs to the presence 
  and location of his poison pit traps, award them XP as 
  though they had discovered the traps on their own. If the 
  PCs rekindle Habblegash’s drive to uncover a cure for 
  his mutations by bringing him samples of eidite, thus 
  freeing him of his crush addiction, award them 19,200 XP.
  A6. Flooded Chamber 
  Half of this sloped passage is submerged in water, the 
  stagnant liquid getting steadily deeper farther west toward 
  a barricaded tunnel. The ceiling at the western end of the 
  passage hovers only five feet above the water line, and rotted 
  wooden boxes and crates are stacked up in the northern 
  corner of the flooded area.
  A leak in the cavern ceiling some distance west of this 
  passage has caused the chamber to flood significantly. In 
  the northern section of this passage are numerous crates 
  and storage boxes left here by the old miners. The boxes 
  once held food stores and extra mining equipment, but 
  the severe water damage has destroyed 
  nearly everything inside the crates.
  At the southern end of this passage 
  is an underwater sinkhole leading 
  to an isolated chamber now 
  completely 
  inaccessible, 
  save 
  through 
  this 
  sinkhole. 
  The 
  sinkhole is a 10-foot-diameter 
  shaft in the bottom of the floor 
  that descends 100 feet before leveling 
  off and connecting to a flooded tunnel 
  heading to the northwest (area A7). The 
  sinkhole and tunnel are both completely submerged 
  underwater, and any creature walking through the water 
  must succeed at a DC 20 Perception check to avoid falling 
  into the sinkhole. 
  Treasure: Any characters searching the crumbling, 
  waterlogged containers to the north must hold their 
  breath while grappling with the sunken boxes. There 
  appears to be little of value at first glace, but a few 
  minutes of searching and a successful DC 25 Perception 
  check reveals one of the boxes to be more than it initially 
  seems—the oblong crate is actually a folding boat.
  Halfway down the sinkhole are the skeletal remains of 
  a human miner who attempted to swim down the shaft 
  to explore what lay beyond, only to accidentally wedge his 
  foot in a narrow crack in the wall. Unable to free himself, 
  the miner drowned and rotted in the watery environment. 
  His clothes long ago decomposed, and the only item of 
  value he had on him, a lesser strand of prayer beads, sunk to 
  the bottom of the shaft. The strand can be located with a 
  successful DC 15 Perception check.
  A7. leviathan Chamber (Cr 12)
  The southern half of this small, damp cavern is submerged 
  in water, and an underwater tunnel winds its way out of the 
  Crush
  h
  abblegash accidentally invented crush while 
  experimenting with chemicals he hoped would 
  return him to his former self. A creature on crush is jittery 
  and hyperactive, as well as easily frightened and slightly 
  paranoid. For the full rules on drugs and addiction, see 
  page 236 of the Pathfinder RPG GameMastery Guide.
  Crush
  type injury; addiction moderate, Fortitude DC 20
  Price 75 gp
  effect 1 hour; +1d4 alchemical bonus to Dex, 
  –2 penalty on saves against fear effects
  damage 1d4 Wis damage
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  13
  
  cave from there. A now-barricaded tunnel appears to have 
  once led northwest.
  At the bottom of the 100-foot-deep sinkhole in area 
  A6 is a roughly level flooded passage leading to the 
  northwest. The tunnel is a cramped space, the ceiling 
  barely reaching 15 feet at its highest points. Jagged rocks 
  make up the walls of the tunnel, and any creature bull 
  rushed into one of the sharp barriers takes an additional 
  1d6 points of damage from the pointy stones. Those 
  inspecting the narrowest portions of the passage (those 
  less than 15 feet in height or width) can discover scratches 
  and unnaturally smoothed surfaces with a successful 
  DC 20 Perception check, as though something very 
  large and likely made of metal had rubbed against the 
  stone repeatedly. At the northwestern end of the tunnel, 
  the floor rises, providing access to an unflooded mine 
  chamber now completely isolated save for the underwater 
  passage, as the mining tunnel that once led to it was long 
  ago sealed for an unknown reason.
  Creature: When the mine was still in use, the westward 
  tunnel here once connected to a network of tunnels in 
  which a large tribe of dark folk later took up residence. 
  All access to these tunnels was then sealed, but the miners 
  couldn’t seal this flooded area, and thus placed a sleepless 
  guardian here to prevent the dark folk from breaching 
  the rest of the mines via this passage. The chamber’s 
  clockwork leviathan long ago ended the dark folk threat, 
  but it still protects this passage from those that venture 
  down the sinkhole. Because the miners intended this 
  leviathan to serve as a guardian in an isolated portion of 
  the mine, the construct has the clockwork soldier’s standby 
  ability (Bestiary 3 57) in addition to its normal abilities.
  CloCkwork leviathan 
  Cr 12 
  XP 19,200
  hp 128 (Pathfinder RPG Bestiary 3 55)
  Treasure: A slight bug in the clockwork leviathan’s 
  programming causes it to become particularly drawn to 
  shiny objects, and the mechanical monstrosity has been 
  hoarding various baubles and knickknacks for about a year 
  now. Amethysts, tiger’s eyes, lapis lazuli, and malachite of 
  all sizes litter the shore of this cavern, and a character who 
  collects all of the rare gemstones can make at least 4,000 gp 
  from their sale. In addition, half-buried beneath the rocks 
  in this room is a wanderer compass (see sidebar).
  A8. Distillers’ grotto (Cr 12)
  The ceiling to this grotto sinks down to a mere ten feet, and 
  the cavern’s floor makes a sudden thirty-foot drop below. At 
  the base of the drop, the floor becomes a fine silt rather than 
  hard stone.
  The upper ledge of this alcove curves around a large 
  chunk of rock before continuing north. A creature 
  attempting to cross from either end of the steep, silt-
  covered ledge to the other must make a successful DC 17 
  Acrobatics check to maintain its balance along the narrow 
  ledge. A creature that fails this check must succeed at a 
  DC 20 Reflex save to catch the ledge on its way down; if 
  it fails this second check, it falls 30 feet to the silt floor 
  below. Climbing back up the wall should be a relatively 
  easy task thanks to the rocky ledge’s natural handholds, 
  but it’s made slightly more difficult by the layer of silt 
  covering the rock. Making progress up the 30-foot wall 
  back to the main level of the mines requires a successful 
  DC 15 Climb check.
  The lower part of the chamber is made of the same 
  hard rock that forms the rest of the mine’s tunnels, but the 
  stone is covered in a thin layer of silt that makes it difficult 
  to traverse quickly and is considered difficult terrain.
  Five feet from the rough ground, in the northernmost 
  portion of the wall beneath the upper ledge, is a 5-foot-
  diameter circular hole leading to an adjacent cavern (area 
  A9). This ingress is easily visible from below, but can 
  only be recognized from above with a successful DC 20 
  Perception check, the result of the contours of the wall 
  above hiding it from view.
  The dwarven miners of the Karggat Mine often snuck 
  away from work to the northern shelf of this grotto, where 
  Wanderer Compass
  n
  atives of the Mana Wastes created this valuable 
  tool for spellcasters who wish to avoid the 
  region’s unpredictable magical side-effects.
  Wanderer Compass
  PriCe
  18,000 GP
  slot none
  Cl 6th
  weiGht 2 lbs.
  aura moderate divination
  This brass compass’s needle appears to be of a weird 
  material, one that shimmers silver and blue. When 
  held in hand in a magic-warped region such as the 
  Mana Wastes, a wanderer compass points toward 
  the nearest pocket of magical non-interference—an 
  area where there is little or no chance of spellcasting 
  being warped by primal magic. This effect has a 
  range of 1 mile. If no pockets of non-interference 
  are within range, the compass’s needle slowly spins 
  clockwise. If the bearer of a wanderer compass is 
  already within a pocket of non-interference, the 
  compass needle spins counter-clockwise.
  ConstruCtion reQuirements
  Cost 9,000 GP
  Craft Wondrous Item, Enlarge Spell, arcane sight, 
  clairaudience/clairvoyance
  14
  
  they imbibed liquor distilled from the endemic fire-tip 
  cactus that grows throughout the western Mana Wastes. 
  Remnants of the dwarves’ small-scale distillery can be 
  found here, including a badly cracked ceramic tub lying 
  on the ground and a pipe that juts out of the wall near the 
  ceiling. The pipe once ran water from the Karggat River 
  above into the tub, but it’s now too clogged with dirt and 
  other debris to function.
  Creature: A purple worm uses the silt-covered lower 
  floor of this grotto as one of its hunting grounds. The 
  worm frequently winds its way through the loose earth 
  (which connects to various otherwise inaccessible areas 
  of the mines that are beyond the scope of this adventure) 
  and uses its tremorsense from 50 feet below the surface 
  of the silt to detect any prey. PCs who tread upon the silt 
  for too long may be targeted by this vermicular goliath; 
  once it gets the taste for their flesh, it hunts them down 
  through the rest of the tunnels using its tremorsense and 
  burrowing speed. 
  PurPle worm 
  Cr 12 
  XP 19,200 
  hp 200 (Pathfinder RPG Bestiary 230)
  Treasure: Stuck under one of the cracked tub’s legs is 
  a crumpled bag of holding (type III). Lifting the leg of the 
  heavy tub requires a successful DC 15 Strength check.
  A9. Hidden Cave
  The floor of this spacious, 10-foot-tall cavern chamber 
  is covered in the same silt as the adjacent grotto. Miners 
  who had too much alcohol or wanted a little privacy 
  typically lurked in this cave to evade their duties. 
  Recently, Habblegash commandeered the cavern for his 
  own personal use, storing a small cache of treasures here 
  in case he should find himself trapped in this area of the 
  mines for an extended period of time.
  Treasure: While the scattered, empty bottles and rusted 
  flasks on the ground are hardly of value, PCs who succeed 
  at a DC 23 Perception check can spot a corner of the dun 
  tarp Habblegash laid over his secret stores here. Beneath 
  the tarp are 5 days’ worth of rations, three potions of cure 
  moderate wounds, a bag of dust of disappearance, two elixirs 
  of tumbling, and a newly crafted flask of dust of weighty 
  burdens (Pathfinder RPG Ultimate Equipment 294).
  A10. Miners’ Quarters (Cr 13)
  These crammed living quarters served as sleeping units 
  for the miners who worked the Karggat Mine. Now, the 
  beds are in shambles, having been all but eaten by the 
  resident coal moths and rot grubs. 
  Creatures: Three gugs are currently in the process of 
  looting these chambers. If not surprised, they take up 
  offensive stances and ravenously attack as soon as the 
  PCs enter.
  GuGs (3) 
  Cr 10 
  XP 9,600 each 
  hp 127 each (Pathfinder RPG Bestiary 2 151)
  Treasure: When the dwarves abandoned these mines, 
  they did so in a hurry, and many left valuable belongings 
  behind in their rushed exodus. Near one of the crumbling 
  bunks in area A10a lies one such forgotten treasure—a 
  fully intact necklace of fireballs (type VII). Its original owner 
  was too afraid to use the thing in the unpredictable 
  magic-warping regions of the Mana Wastes, but a bolder 
  individual might find more use for it.
  A11. Captain’s Quarters (Cr 14) 
  This sparsely decorated living area is furnished with a sturdy 
  bed, a rickety desk and wardrobe, and a three-foot-tall iron 
  safe in the western corner.
  Besides scattered pieces of parchment and faded 
  ledgers pertaining to the old dwarven mining operation 
  here, the only things of note in this chamber are a thick 
  iron key in the top drawer of the desk and a leather-
  bound journal beneath the bed.
  Trap: When the miners evacuated the Karggat Mine in 
  4701 ar, they didn’t bother retrieving valuables from this 
  room, since the captain was known to be a greedy brute who 
  guarded her stores intensely. The small safe that remains 
  in this room is testament to this personality flaw. The lock 
  mechanism on the safe is complex, to say the least. Three 
  keyholes adorn the left side of the vault’s door, and each key 
  has four positions, marked with the dwarven symbols for 
  the numerals 0, 1, 2, and 3. The handle on the right side of the 
  door is actually a lever that can be rotated clockwise when 
  lightly tugged. An inserted key starts at the 0 position, and 
  the three keys must be aligned in the correct configuration 
  in order for the handle to turn fully clockwise. Failure to 
  put the keys in the correct order sets off the vault’s deadly 
  trap, which sprays a concentrated dose of burnt othur 
  fumes into the face of the would-be safecracker and quickly 
  fills the rest of the chamber with the poisonous gas. The 
  trap automatically resets itself, so multiple failures result 
  in multiple risks of exposure to the gas. 
  The keys to the vault can be found throughout the 
  upper level of the Karggat Mine. One is located in this 
  room, while Habblegash (area A5) and Himnentep 
  (area A15) possess the other two. It doesn’t matter which 
  key goes in which keyhole, as long as all three keys are 
  turned to the correct number. The only valid pattern 
  is 3-1-2, identifiable as such with clever analysis of the 
  captain’s weathered journal under the bed (using the 
  handout or with a successful DC 15 Intelligence check).
  Opening the safe without the keys is a tricky endeavor, 
  and requires three consecutive successful DC 35 Disable 
  Device checks. Failure on any one of these checks sets 
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  15
  
  off the trap and resets the key positions. The trap may 
  be disabled independently of attempts to pick the trio 
  of locks, after which a failed attempt to bypass the locks 
  simply resets the key positions.
  CaPtain’s safe traP 
  Cr 14
  XP 38,400
  type mechanical; Perception DC 30; disable device DC 30
  effeCts
  trigger touch (see above); reset automatic; bypass 3 keys 
  (DC 35 Disable Device each)
  effect poison gas (burnt othur fumes, DC is increased by 2 
  for whoever triggered the trap); never miss; onset delay 
  (2 rounds); multiple targets (all targets in area a11)
  Treasure: Anyone who manages to open the safe in 
  this room finds a welcome sight indeed, as the captain 
  of the original dwarven miners was vastly wealthy—
  especially since she had been skimming some of the 
  miners’ earnings for herself throughout the years she 
  presided over them. The safe is full of gold pieces, 
  emeralds, fire opals, and amethysts, along with finger-
  sized pieces of yellow corundum, alexandrite, and 
  golden topaz. In all, the gems and gold are worth 20,000 
  gp. In addition, Retham kept a periapt of health in this 
  safe—the amulet was a treasured family heirloom she 
  greedily kept from her brothers and sisters, who in turn 
  never bothered to tell their least-favorite sibling of the 
  amulet’s curative powers.
  In addition to what’s in the safe, the container itself 
  can be claimed. Equipped with 10 doses of burnt othur 
  fumes and made of fine cast iron, the safe is worth 
  23,000 gp to those who would know what to do with it, 
  though transporting the 1,000-pound safe would prove 
  quite an ordeal for most. Alternatively, a character with 
  the know-how and means could feasibly extract the 
  burnt othur fumes from the trapped safe for sale (at the 
  GM’s discretion).
  Development: The only clue to the safe’s key code is 
  located in the captain’s heavily worn journal, which sits 
  plainly beneath the creaky wooden bed in this room. If 
  the PCs snag this book and read it (it’s written entirely in 
  Dwarven), they find that it contains mostly information 
  about the mine, including much of the history of it, 
  the story of how it came to be controlled solely by 
  the Sultur Family, and the captain’s succumbing to a 
  fatal illness shortly after her crew discovered a strange 
  mineral known as eidite. The details on this crystalline 
  substance are vague and scattered, since the toxin 
  appeared to have a grave effect on the captain’s memory 
  as her condition progressed. Even memories of her 
  treacherous fellows (mentioned as untrustworthy and 
  despicable early on in the journal) decayed near the 
  end, and Captain Retham came to see these roguish 
  brutes as true friends in her final few entries. The most 
  telling passage regarding this unusual toxic mineral 
  and the state of the captain’s mind is on one of the 
  last passages, which take the form of a letter and is 
  reproduced in Handout #1.
  Story Award: If the PCs discover Captain Retham’s key 
  code and use it to unlock the vault, award them 25,600 XP.
  A12. Hidden Alcove
  The false wall hiding this alcove is similar to the 
  one obscuring Habblegash’s lair (area A5), and can be 
  uncovered with a successful DC 25 Perception check.
  This hidden chamber is adorned with various shelves and 
  cabinets filled with adventuring supplies.
  Habblegash built this alcove so that he and his 
  construct minions could easily hide from enemies in the 
  mines should they run into any trouble far from their 
  base in area A5.
  Treasure: This alcove is stocked with various supplies 
  that could prove useful in the mines, including two elixirs 
  of hiding, three vials of silversheen, a bead of force, a jar of 
  restorative ointment, and a rope of climbing.
  A13. Kitchen (Cr 10)
  The food stores in this kitchen have long rotted to dust, 
  and the gugs in area A15 took only a cursory glance at the 
  shelves here before searching elsewhere for food.
  Creatures: Two formidable rot grub swarms have taken 
  up residence in this kitchen, feasting on the rotten food 
  left over from the miners. They’ve all but expended the 
  food source in these chambers, however, and are ready for 
  their next meal—such as the PCs.
  The eidite poisoning has taken almost full-
  hold of my blood by now. I fear that I may be 
  its next victim in this struggle to command 
  the properties of the enigmatic mineral, and I 
  am regretful that it could not have been a more 
  noble martyr who could teach my fellow miners 
  the folly of their avaricious ways. I learned 
  but too late that all the wealth in the world 
  could not replace my loyal comrades, who have 
  seen me through to the end in these darkest of 
  nights. To my most faithful friends, I pray 
  that you see to my fellow invalids after my 
  passing, including the following unfortunates: 
  Three fellow miners: Hekrin, Pyndle, and 
  Sortare 
  One priest: Clockmother Ingled 
  Two pets: Maximos and Tor
  To those who heed my dying wishes, I seek 
  for you all the best in the Great Beyond, and 
  hope that fortune finds you well. 
  —Captain Retham
  Handout #1
  16
  
  hIMnenTeP
  advanCed rot Grub swarms (2) 
  Cr 8 
  XP 4,800 each 
  hp 105 each (Pathfinder RPG Bestiary 3 215, 290)
  A14. pantry 
  This decrepit pantry’s shelves are barren, save for the 
  sheet of dust and soot covering the room. The hutch in the 
  southeastern corner of the alcove appears to have been 
  smashed in, and most of it lies in shambles.
  Treasure: A PC that succeeds at a DC 25 Perception 
  check while searching the pantry finds a small secret 
  drawer in the hutch that the gugs smashed when they 
  destroyed the furniture weeks earlier. Unsticking the 
  drawer with a successful DC 20 Strength or Disable 
  Device check reveals a flat container of silverware. Upon 
  closer inspection, one of the spoons among the various 
  ornate pieces of silverware (worth 300 gp altogether for 
  their craftsmanship alone) is actually a sustaining spoon.
  A15. Dining Hall (Cr 14) 
  This broad hall appears to have once been 
  a dining chamber, but the long, rotten 
  tabletops taking up the bulk of the 
  area’s floor space have been covered in the bloody hides of 
  various animals. A set of stone stairs to the north leads to a 
  raised platform adorned with but a single round table.
  The gugs in the area have transformed this former 
  dining hall into their sleeping den, placing the uneaten 
  skins of whatever they caught and killed on the makeshift 
  sleeping pallets: tabletops whose legs the gugs broke off 
  in a destructive fury. 
  The elevated area to the north once served as the eating 
  area for mining captains, who sometimes made speeches 
  to the workers from this raised platform. Now, the broken 
  table there serves as the resting place for the recently dead 
  gug among their ranks, who suffered from eidite sickness 
  after ingesting a tainted beast caught in the decline tunnel 
  to the north. The gugs aren’t sure what to do with their 
  fallen comrade, since eating him might poison them as 
  well, so they’ve left him here for the time being.
  Creatures: Unless they were alerted by one of the other 
  gugs in the mines, four young gugs lounge lazily on the 
  table-beds in this area, waiting for one of the older scouts 
  to come back with some food.
  In addition, the gugs’ leader—a gug savant called 
  Himnentep—is busy carving away at the carcass of a 
  mutated tunnel worm in the northern part of the room, 
  fashioning the corpse into another of the camp’s gruesome 
  sleeping pads. Himnentep wears numerous fetishes and 
  trophies of his past triumphs, including the battered 
  remains of a clockwork automaton he intercepted 
  on its way down the decline tunnel to the north. The 
  automaton was none other than one of Eliza Baratella’s 
  Brass Guardians, and Himnentep has turned its broken 
  carcass into a crude suit of brass plating. It provides no 
  actual armor to the gug, but makes him an imposing sight 
  to behold. Perhaps the strangest accessory he possesses, 
  though, is a single large key he wears on a wire necklace 
  around his neck.
  The gugs can easily be caught off guard, since they aren’t 
  taking particular care to watch the various entrances to 
  the dining hall. Once they’re aware of intruders, they fight 
  to the death for their next meal.
  himnenteP 
  Cr 11
  XP 12,800
  Gug savant (Pathfinder RPG 
  Bestiary 2 151) 
  hp 127
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  17
  
  younG GuGs (4) 
  Cr 9
  XP 6,400 each 
  hp 97 each (Pathfinder RPG Bestiary 2 151, 293)
  Development: The key Himnentep wears around his 
  neck is one of those required to open Captain Retham’s 
  safe in area A11.
  A16. Workshop (Cr 12)
  The thick layer of soot and dust covering the scattered tools 
  and abandoned mine carts in this alcove indicate that this old 
  workshop likely hasn’t been used for quite some time.
  Creatures: Two gugs divide their attention between the 
  tools and workbenches’ drawers here and the old decline 
  winch in area A17. They’re looking for food to bring back 
  to their small encampment in area A15. If they notice the 
  PCs, they immediately attack.
  GuGs (2) 
  Cr 10
  XP 9,600 each
  hp 127 each (Pathfinder RPG Bestiary 2 151)
  Treasure: The miners of the Karggat Mine often had 
  to worry about cockatrices and basilisks, since both are 
  native to this region, and so they kept a supply of stone 
  salve at this workstation in case of a chance encounter 
  with one of these dreaded beasts. Three ounces of stone 
  salve remain in an otherwise unassuming cylindrical 
  ceramic jar.
  Story Award: If the PCs defeat these gugs, as well as the 
  gugs in areas A10, A15, and the pair of wandering gugs 
  (see page 8), thus eliminating the gug threat in the mine’s 
  upper level, award them 19,200 XP.
  A17. Decline Winch
  This thick stone cylinder is almost ten feet across, and sits 
  atop another peg that’s attached to the ground. Four stone 
  levers jut from the sides of the cylinder, making a cross shape.
  A PC that succeeds at a DC 20 Knowledge (engineering) 
  check recognizes this device as a decline winch, which the 
  miners used to control their descent or aid in the ascent 
  of the steep tunnel connecting areas A18 and B1. The 
  winch is in disrepair as a result of years of neglect and the 
  gugs’ scavenging parts for their deadfall traps (see page 8). 
  While it’s possible to descend to area B1 without the use 
  of this winch, the process is less risky with a repaired 
  mechanism, and returning to the upper tunnels is also 
  much easier.
  Development: A 
  successful 
  DC 
  25 
  Knowledge 
  (engineering) check allows a PC examining the broken 
  winch to locate within the mechanism gaps where four 
  missing pieces would normally go. If the PCs recover 
  the scavenged and repurposed winch parts from the gug 
  traps, this check allows the PCs to know where each piece 
  goes. Alternatively, a PC who succeeds at a DC 35 Disable 
  Device check can rig the winch to function once (in either 
  direction) before breaking again. Once repaired in such a 
  way, the device can no longer be jury-rigged. Each piece of 
  the winch recovered from the gug traps and placed within 
  the mechanism provides a +5 bonus on the Disable Device 
  check to repair the winch. 
  If the PCs didn’t recover the missing pieces, but wish to 
  recreate them with magic, they may do so with the fabricate 
  spell—assuming the caster made a successful Knowledge 
  (engineering) check to deduce the specifications of the 
  needed pieces.
  Story Award: If the PCs repair the decline winch (and 
  not just jury-rig it), award them 19,200 XP.
  A18. Steep tunnel 
  This long tunnel has a significantly steeper grade to it than 
  the rest of the mines. The tunnel’s mine tracks run north and 
  south as far as the eye can see.
  When the dwarves depleted the iron and coal sources 
  in this half of the mines, they built this tunnel to look 
  for more ore buried beneath the hills. They struck a rich 
  gold deposit about a half-mile north and constructed the 
  northern branch of the mines to harvest the ore, as well as 
  the unusual green crystals they discovered alongside the 
  gold. The tunnel runs for a half-mile before descending a 
  quarter mile to area B1.
  To safely travel the decline tunnel, the PCs must repair 
  the decline winch in area A17. Once activated, it slowly 
  controls the descent of a single mine cart down the tracks 
  to area B1. Though the PCs might also simply walk the 
  tunnel, the sheer length of it ensures they would run into 
  at least one group of monsters from the random encounter 
  table on page 8. If the PCs ride a controlled mine cart down 
  the tracks, the noise of it keeps wandering monsters away. 
  Complicating matters, the tunnel’s steep grade limits all 
  creatures without a climb speed to half speed, though they 
  may attempt to move at full speed by succeeding at a DC 15 
  Acrobatics check; if this check fails, the creature falls prone 
  and slides 10 feet down the decline, taking 2d6 points of 
  slashing damage from the jagged rocks.
  Story Award: If the PCs successfully reach area B1 by 
  traversing the steep tunnel, award them 25,600 XP.
  B. KArggAt Mine—loWer level
  Once the PCs have reached the northern half of the 
  tunnels in the abandoned Karggat Mine, they can truly 
  begin their investigation, since it is here that Sultur’s 
  operatives are currently working, mining eidite and 
  reprogramming Brass Guardians.
  18
  
  The mine’s lower level in the northern half of the 
  complex has the same features as those in the primary 
  mine of area A, except where noted.
  eidite
  The toxic mineral eidite is native to the Karggat Hills, and 
  scholars speculate that it’s a result of the foul magic left 
  here by Geb and Nex’s ancient wars. Any living creature 
  that touches eidite risks exposure to the substance’s 
  highly poisonous toxin.
  eidite siCkness
  type disease, ingested, injury, or touch; save Fortitude DC 20
  onset 1d3 days; frequency 1/day
  effect 1d3 Wis damage and –4 penalty on saving throws 
  against poisons and diseases. Unlike other diseases, 
  constructs are not immune to eidite sickness. After 
  3 days of being affected by the disease, a construct 
  gains the advanced simple template and loses any 
  programming or instructions given to it, effectively 
  going berserk, and attacks all living creatures in sight 
  until it is destroyed or the disease is removed; Cure 2 
  consecutive saves
  During Degala Krauss’s earliest efforts to reprogram 
  Alkenstar’s Brass Guardians, she developed a method 
  to use eidite’s deprogramming properties to delay the 
  onset of the clockworks’ berserk rampages, either until 
  commanded to do so or on a set timer. Similarly, she 
  managed to reprogram a number of the mechanical 
  guards to gain the benefits of advancing their strength 
  and agility while effectively delaying their uncontrollable 
  rioting indefinitely.
  The PCs will have multiple opportunities to learn about 
  the dangerous mineral known as eidite while they explore 
  the Karggat Mine, particularly from either Habblegash in 
  area A5 or Metruni in area B19. In addition, the PCs can 
  make Craft (alchemy) or Knowledge (dungeoneering or 
  nature) checks to learn about eidite. Use the following 
  table to determine what they learn.
  researCHing eidite
  DC 
  Result
  15 
  Eidite is a rare and unusual mineral that can be 
  found in some parts of the Mana Wastes. It’s 
  known to be poisonous to living creatures, with 
  light-headedness as the initial symptom.
  20 
  Scholars speculate that eidite formed deep 
  beneath the soil of the Mana Wastes as a result 
  of the fell magic Nex and Geb used during their 
  devastating wars.
  25 
  Eidite is valuable because it can be used to boost 
  the power of clockwork and other mechanical 
  creations, but it was outlawed due to its highly 
  poisonous effects on living creatures.
  30 
  Eidite’s beneficial effects to machinery are 
  temporary—machines injected with eidite or 
  otherwise constructed with the mineral eventually 
  begin to function unpredictably and dangerously.
  Story Award: If the PCs gain an understanding of eidite 
  and its effects on constructs, award them 25,600 XP.
  B1. False Dead end
  The long, sloping tunnel connecting the northern and southern 
  halves of the mines terminates at a sturdy wooden barricade.
  If the PCs take a mine cart down the tunnel without 
  repairing the winch in area A17, their mine cart crashes 
  headfirst into the wooden barricade at the end of the track, 
  dealing 12d6 points of damage to everyone in the cart as 
  they make impact and destroying the cart. If they repaired 
  the winch by replacing the missing pieces, the winch can 
  be activated from below by using a control panel on the 
  cavern’s eastern wall, adjacent to the barricade. Doing 
  so reverses the engine in area A17 and slowly pulls one 
  attached mine cart up the steep incline of area A18.
  Development: Before the gugs invaded the upper 
  tunnels to the south, Habblegash constructed the false 
  western wall of this small chamber so that intruders into 
  his lair would think the passage was blocked. The catch to 
  move the false wall can be found with a successful DC 25 
  Perception check.
  B2. Mine tracks
  Unlike the mine cart tracks in the southern tunnels, these 
  tracks are in good repair. The ogres use them to transport 
  eidite toward the preliminary crusher in area B11. They 
  don’t bother traveling down collapsed tunnels or tunnels 
  that terminate in dead ends (such as the false dead end 
  obscuring area B1), making those regions easier for the 
  PCs to slink through unnoticed. Alternatively, various 
  carts distributed throughout the mines (exact locations 
  are left to the GM’s discretion) can serve as a means of 
  transport (see vehicle rules for mine carts on page 9).
  B3. Bullying Cavern (Cr 11)
  This sizable, out-of-the-way cavern appears to have been 
  fully mined and abandoned, with its pocked and chipped 
  walls revealing no recent activity. A few broken pick handles 
  and overturned wheelbarrows are all that remains of the 
  work that once took place here.
  Creatures: PCs who peer into this relatively secluded 
  alcove witness a truly repulsive sight—three mutated 
  ogres who have tired of their toiling have chosen to kill 
  time by bullying and torturing one of the slaves they 
  pulled from his rest in area B7.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  19
  
  edWId FICKleBerry
  The slave, a mutated gnome named Edwid Fickleberry 
  (CN male gnome commoner 2/expert 1), was born with a 
  pair of bum legs, and the ogres are having quite the time 
  getting the fellow to stumble around without his steel 
  leg braces, which they crudely removed and smashed 
  on a nearby rock. Unless the PCs intervene, the torment 
  quickly escalates as the ogres smash the gnome’s arms 
  and torso and laugh at the crippled slave’s broken body 
  before leaving him here to die.
  oGre mutants (3) 
   
  Cr 8
  XP 4,800 each
  Mana Wastes mutant ogre barbarian 4 
  (Pathfinder RPG Bestiary 220, Pathfinder 
  Campaign Setting: Inner Sea 
  Bestiary 28)
  CE Large aberration (augmented 
  humanoid, giant)
  init –1; senses darkvision 60 ft., low-
  light vision; Perception +9
  defense
  aC 20, touch 6, flat-footed 20 (+5 
  armor, –1 Dex, +9 natural, –2 rage, 
  –1 size)
  hp 109 each (8 HD; 4d8+4d12+60)
  fort +14, ref +3 (+1 vs. traps), will +8; 
  +4 vs. mind–affecting effects, +3 vs. 
  magic
  defensive abilities acidic pustules (1d6, 
  DC 18), trap sense +1, uncanny dodge; 
  dr 5/cold iron; immune poison, disease; 
  sr 19
  offense
  speed 35 ft.
  melee mwk club +17/+12 (1d8+10), slam +16 (1d6+10 plus 
  disease) 
  space 10 ft.; reach 10 ft.
  special attacks rage (14 rounds/day), rage powers 
  (knockback, superstition +3)
  taCtiCs
  during Combat The ogre mutants rage immediately and 
  throw fuse grenades at their enemies before moving into 
  the fray. They swing wildly with their mutated arms and 
  clubs, concentrating less on tactics and more on dealing 
  massive amounts of damage.
  morale The ogres lust for battle after so many days without 
  carnage, and fight to the death.
  base statistics When not raging, the barbarians’ statistics 
  are aC 22, touch 8, flat-footed 22; hp 93; fort +12, 
  will +6; melee mwk club +15/+10 (1d8+8), slam +14 
  (1d6+8 plus disease); str 26, Con 19; Cmb +16, Cmd 25; 
  skills Climb +12.
  statistiCs
  str 30, dex 8, Con 23, int 4, wis 14, Cha 6
  base atk +7; Cmb +18; Cmd 25
  feats Iron Will, Lightning Reflexes, Power Attack, Toughness
  skills Climb +14, Perception +9
  languages Giant 
  sQ deformity (warped hide), mutations (acidic pustules, 
  disease), fast movement
  Combat Gear fuse grenadesUE (3); other Gear mwk scale 
  mail, mwk club, amulet of bullet protectionUC +2, 8 
  emeralds worth 100 gp each, 200 gp
  sPeCial abilities
  acidic Pustules (ex) Whenever a creature deals piercing or 
  slashing damage to an ogre mutant, all creatures adjacent 
  to the ogre mutant must succeed at a DC 18 Reflex save 
  or take 1d6 points of acid damage as its boils and 
  blisters pop and spray about.
  disease (su) Mana Fever: Slam—injury; 
  save Fort DC 18; onset 1d4 minutes; 
  frequency 1/day; effect 1d2 Con 
  damage, 1d2 Cha drain; cure 2 
  consecutive saves. Anyone who lives 
  with mana fever for a week straight 
  without dying becomes immune 
  to the disease, but also becomes a 
  Mana Wastes mutant.
  Development: The amulets 
  of bullet protection the ogre 
  mutants carry are clearly not 
  of their own make: a PC who 
  succeeds at a DC 16 Appraise check 
  can tell that the general craftsmanship 
  of these items is greater than any the 
  ogres could possibly muster. (Anyone who 
  can successfully identify the magic items 
  and has a general knowledge of magic item construction 
  can deduce the same.)
  If the PCs rescue Edwid Fickleberry before serious 
  harm befalls him, he can update them on the most recent 
  happenings in the northern half of the Karggat Mine. 
  He has a starting attitude of friendly for the purpose 
  of Diplomacy checks. If, however, the PCs let the ogres 
  mutilate him before intervening, his starting attitude is 
  instead indifferent.
  Like many mutants, Edwid’s mind has been badly 
  warped, making him an eccentric, superstitious zealot at 
  the best of times. He believes the PCs to be saviors sent 
  from the stars, heroes who are here to rescue him and the 
  other slaves from the ogre taskmasters’ depravities. If the 
  PCs play along with his crazed misperceptions, they receive 
  a +5 circumstance bonus on Diplomacy checks to make the 
  mutant helpful, at which point he happily tells them all 
  about how the ogres captured him and many of the other 
  slaves from the nearby Multhok Colony about a month ago. 
  The ogres blindfolded the shackled slaves before leading 
  them here, so Edwid can’t provide much information on 
  the outside world or the PCs’ relative location to any major 
  20
  
  landmarks in the Karggat Hills. He is certain, however, 
  that he smelled coal furnaces and heard the machinations 
  of a large factory before being led into these tunnels. If 
  asked how he can be sure, Edwid reveals that as a youth he 
  worked as a slave for the smiths of the Gunworks in 4672 
  ar, before the Grand Duchy of Alkenstar outlawed mutant 
  slavery in its factory holdings later that decade.
  Edwid and his comrades have been ordered to mine 
  for “green crystals” by their ogre taskmasters, who are 
  also too uninformed to realize the properties of this rare 
  mineral. They’re to send the green crystals to the surface 
  via the ore lifts (area B13). In addition, the ogres tasked 
  them with bringing any rare gemstones or valuable ores 
  (such as gold, silver, or mithral) directly to Slavemistress 
  Metruni in area B19.
  B4. eidite tunnel (Cr 13)
  Four pairs of wooden beams hold up the ceiling of this tunnel. 
  A conveyor system between the beams runs the length of the 
  tunnel, terminating at a cracked, mineral-studded cavern wall.
  The conveyor in this area is 5 feet wide and runs 
  southeast to northwest with an efficiency of 15. The 
  miners use it to transfer harvested ore and minerals from 
  the far side of the chamber toward the mine tracks in 
  the main tunnel, placing materials on the conveyor’s belt 
  and letting the cargo dump into empty mine carts before 
  pushing the carts northeast to the crusher (area B11).
  Creatures: A dozen overworked mutant slaves of various 
  humanoid races toil at the end of this tunnel, pulling 
  eidite crystals from the rock with their picks, shovels, and 
  even bare hands. Four ogre slavers and their pet dracolisk 
  watch over the miners, and the giants amuse themselves by 
  trying to teach the half-dragon simple tricks when they’re 
  not taunting or abusing the slaves. The dracolisk is fitted 
  with a leather headpiece that covers its eyes, preventing it 
  from using its gaze attack and effectively blinding it. Any 
  adjacent creature can remove the headpiece as a standard 
  action. The beast must be pinned with a successful grapple 
  check before the headpiece can be reapplied.
  If they see intruders, the ogres remove the dracolisk’s 
  headpiece, sic the beast upon the interlopers, and emit 
  guttural battle cries before moving in to join the fray.
  oGre mutants (4) 
  Cr 8
  XP 4,800 each
  hp 109 each (see page 20)
  draColisk 
  Cr 7
  XP 3,200
  hp 73 (Pathfinder RPG Bestiary 170)
  Development: If the PCs dispose of the ogres and 
  dracolisk in this area, the dozen slaves still toiling away 
  are initially frightened, but quickly warm up to the party 
  if assured they are not to be harmed. They can provide 
  information to the PCs, and know about as much as Edwid 
  Fickleberry in area B3. If the PCs’ interaction with the 
  enslaved mutants is amiable enough, the mutants introduce 
  the adventurers to their leader, Shyar Burkin, in area B7. 
  If brought a sample of eidite from these tunnels or 
  others that contain eidite (a pound of the stuff should 
  be sufficient), Habblegash (area A5) can spend 2d4 
  hours researching the mineral and referencing his 
  various literature to determine its name and properties 
  (equivalent to a result of 30 on the Researching Eidite 
  table on page 19).
  B5. excavation tunnel (Cr 14)
  The mine cart rails leading down this relatively narrow 
  corridor end abruptly at an unfinished cavern wall bedecked 
  with green crystals.
  Creatures: Two mutant ogres are fiddling with the 
  excavator here, their attention almost solely dedicated to 
  a machine far beyond their capacity to understand. If the 
  ogres become aware of the PCs, one of them grabs a chunk 
  of eidite from the wall and plunges it into what could be 
  assumed to be the cranium of the clockwork excavator, 
  while the other ogre fearfully yells out for his companion 
  to stop. The eidite does its job, though; the excavator 
  instantly powers up and promptly goes rogue on the first 
  round of combat, attacking the nearest creature in sight. 
  Conveyors
  T
  he conveyors in the Karggat Mine and later in 
  Megator Facient use the following rules.
  Each conveyor belt on the map is accompanied 
  by an arrow and number denoting the direction and 
  efficiency of the conveyor belt, respectively. A conveyor 
  belt’s efficiency determines when in the initiative order 
  it moves. Any creatures or objects on the conveyor belt 
  when the conveyor acts moves 5 feet in the direction 
  the belt is traveling. For example, the conveyor belt in 
  area b11 travels eastward, and acts on initiative count 
  15. Some conveyor belts are especially fast and act on 
  multiple initiatives during the same round; commas 
  separate these belts’ multiple efficiency entries.
  The conveyors are powered by steam engines, 
  generally in areas far from the conveyors themselves; 
  the steam flows from the engines to conveyor turbines 
  through pipes buried beneath the floor or embedded 
  in the walls. A conveyor can be disabled with a DC 25 
  Disable Device check, and a given 5-foot segment of a 
  conveyor has AC 10, 20 hp, and hardness 8.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  21
  
  Shyar BUrKIn
  It continues to blindly attack creatures until it’s destroyed 
  or can no longer see any living creatures.
  oGre mutants (2) 
  Cr 8
  XP 4,800 each
  hp 109 each (see page 20)
  CorruPted CloCkwork eXCavator 
  Cr 13
  XP 25,600
  Advanced clockwork golem (Pathfinder RPG Bestiary 2 137, 292)
  hp 118
  B6. Magma vein (Cr 12)
  The weathered iron door (hardness 8, hp 50, break 
  DC 28) to this room is much sturdier than the rickety 
  wooden doors elsewhere in the mines. Thick sheets of 
  scrap metal form a crude doorframe around it, and the 
  door is currently unlocked.
  A thick vein of viscous magma originates from a narrow 
  chimney in the ceiling to the west and flows down a wall of 
  speckled green mineral stones before seeping through 
  an equally narrow crag in the floor.
  This vein of active magma was accidentally 
  unearthed 
  when 
  the 
  slave-miners 
  were 
  excavating a new slave quarters. They built a 
  door to the room using scrap metal they 
  found aboveground, but while carving 
  out the walls of the new chamber, 
  they struck a sheet of eidite-tainted 
  magma. 
  Thankfully 
  it 
  diverted 
  downward rather than out and 
  flooding the room.
  Creatures: The magma itself would 
  not have been so bad (and might have 
  even made for a nice hearth to keep the 
  room warm) had it not been for the monsters 
  that crawled in with it. As soon as the slaves 
  unearthed the lava, four magma oozes 
  gushed forth from the confines of the 
  rock and attacked several of the slaves, 
  who hastily made for the door and shut 
  it behind them, leaving the hungry oozes 
  to feast on the slaves’ fallen comrades. 
  Mindless creatures whose exposure to the 
  eidite has left them warped in their own 
  right, the oozes now bask in the flowing 
  lava in this chamber and soak in the fell 
  energies of the eidite.
  eidite oozes (4) 
  Cr 8
  XP 4,800 each
  Poisonous magma ooze (Pathfinder 
  RPG Bestiary 2 184)
  hp 85 each
  disease (ex) Eidite Sickness: Slam—injury; save Fort DC 20; 
  onset 1d3 days; frequency 1/day; effect see page 19; cure 
  2 consecutive saves.
  B7. Slave Quarters
  Sleeping rolls, ragged tents, and scattered tools cover the 
  floor space of this earthen chamber. Carved stairs exit upward 
  to the south and downward to the north.
  This area is where most of the slaves forced to toil in 
  the Karggat Mine spend their rest time, either sleeping in 
  the ramshackle tents and sleeping rolls on the ground or 
  eating food made in the nearby supply room.
  Creatures: Fifteen Mana Wastes mutant slaves (statistics 
  vary; 10  Mana Wastes mutant human commoners and 
  5 Mana Wastes mutant halfling commoners) can be found 
  in this area or the adjacent rest area at any given time. 
  They pay no attention to the PCs should the adventurers 
  make their way through here—they’ve learned it’s best to 
  just keep their head down if their masters or others 
  they don’t recognize come into their living area. 
  If approached or accosted, the slaves weep for 
  forgiveness, initially taking the PCs for allies 
  of the ogre slavers. Most slaves have either 
  gone temporarily mad from the 
  torment endured in the mines, or 
  they had little to say to begin with. 
  Their spirits shattered, the slaves have 
  consigned themselves to their dread 
  fates, and just want to be left alone.
  The exception to this is the 
  captured leader of Multhok 
  Colony, Shyar Burkin (NG male 
  middle-aged 
  Mana 
  Wastes 
  mutant halfling rogue 6). He 
  approaches the PCs if they linger 
  in either this area or area B9, or if the 
  enslaved mutants from areas B3 or B4 
  voluntarily introduce the adventurers 
  to their leader. The aged halfling is 
  kind and hospitable to the strangers, 
  leading them down the stairs to the 
  fire pit in the northwestern side of 
  the slaves’ resting area. He asks them 
  to take seats and even provides each of 
  them with a recently brewed cup of 
  purplish mushroom tea before asking 
  about the manner of their business.
  Shyar is patient and allows the 
  PCs to explain their presence in the 
  Karggat Mine before taking a turn 
  to speak. Regardless of the 
  explanation they give, he sees in 
  22
  
  these surprise visitors an opportunity to obtain freedom. 
  If the PCs fail to bring up the point, Shyar does so after 
  bantering for some time and inquiring about the goings-
  on in Alkenstar (it has been quite a while since his last 
  visit, he laments), and asks the PCs if they would be 
  amenable to helping him and his companions escape the 
  mines. He can provide a rough layout of the northern 
  mines, with precise directions to the lifts that the ogres 
  ride up to the surface when their shifts end. Shyar 
  proposes the PCs distract Murg-Nurk Headsplitter and 
  his ogre cronies near the ore crusher in the center of the 
  cavern, while the mutant slaves make a break for it and 
  escape through the ore lifts to the east. Alternatively, if the 
  PCs devise some clever means of transporting the slaves 
  up the ore lifts without causing too much commotion 
  (such as by hiding the slaves in half-empty mine carts and 
  somehow getting them onto the conveyors from area B11 
  to area B13 without crushing them in the process), Shyar 
  is likewise willing to try such a scheme.
  As long as the PCs agree to help the enslaved mutants 
  escape the mines, Shyar willingly provides them with 
  as much aid as he can, and gives them helpful items 
  he has stolen during his time here: six potions of cure 
  serious wounds, two scrolls of dispel chaos, and a pilfered 
  rust-colored bag of tricks. The halfling leader of Multhok 
  Colony knows much about the ogres’ activities and goals 
  in the mines. He also has frequent personal interactions 
  with Metruni, who takes pleasure in teasing the old 
  halfling and his broken companions, so he can tell the 
  PCs much of the tiefling oracle, her strange dealings with 
  the demon lord Haagenti, and her monstrous retriever 
  companion.
  Story Award: If the PCs help the mutant slaves escape 
  the Karggat Mine, award them 38,400 XP.
  B8. rest Area
  This open area is where the slave miners hold small 
  gatherings or cook their meager food. A trap door is 
  discreetly tucked away behind some rocks in the ceiling 
  (Perception DC 25). This secret trap door leads to one of the 
  punishment chambers above (area B10a), and the trapped 
  slaves use it to escape to the rest area for a reprieve from 
  the deprivation and misery inflicted upon them.
  B9. Supply room
  This area serves as a makeshift larder for the enslaved 
  mutants dwelling in these caves. Their meals—if one 
  can even call them that—are poor excuses for nutrition, 
  consisting mostly of fungus and dried rodent meat.
  Additionally, this supply room serves as a staging area 
  for small spare parts for the mine’s conveyors, mine carts, 
  and ore crusher. Only simple parts are kept here, as the 
  ogres don’t trust the slaves not to sabotage more vital 
  components; the most important spares are kept in the 
  mill-outpost aboveground, in Krauss’s workshop.
  Treasure: The shelves in this area are mostly stocked 
  with pitiful excuses for sustenance, but careful examination 
  also reveals several magical and alchemical items hidden 
  among the spare parts and food. Such valuables include 
  a bladed belt (Ultimate Equipment 211), a pair of sniper goggles 
  (Ultimate Equipment 227), six potions of cure serious wounds, 
  and 3 doses of purple worm poison.
  B10. punishment Chambers (Cr 15)
  Filth and detritus, including several battered humanoid skulls, 
  cover the floor of each of these small, carved-out chambers. 
  A pair of portcullises segregates each of these putrid rooms 
  from the rest of the cavern.
  Shyar Burkin
  S
  hyar Burkin has known adversity his entire life. His 
  family was aboard a slave galleon headed out of 
  Katapesh when the Gray Corsairs of Andoran attacked 
  the ship. As far as he could tell, Shyar was the only 
  one of his family to survive the subsequent chaos, 
  and the next thing he knew, he had washed ashore 
  on the coast of the Spellscar Desert. Believing he 
  would find sanctuary in Alkenstar, he made the long, 
  brutal journey westward—yet when he finally reached 
  Alkenstar, he was outcast for the freakish mutations 
  that had begun to warp him. Now hauling a broken 
  spirit along with his scarce belongings, the mutant 
  halfling continued westward in hopes of eventually 
  striking the Mwangi Expanse or meeting a swift death 
  at the hands of mutants in the Western Ravage. As luck 
  would have it, though, he wasn’t the only rejected 
  mutant to be wrought from a well-meaning soul lost in 
  the treacherous Mana Wastes; dozens of like-minded 
  mutants joined him during his journeys toward Lake 
  Ustradi, and by the time they struck the freshwater 
  source, they were already over 100 members strong. 
  Thus was the mutant colony of Multhok born.
  Shyar and swaths of his clan were brought to the 
  Karggat Mine 6 months ago when Hrugor Gurstweld 
  and his minions went searching for slaves to exploit 
  and use in their industrious scheme. Though the 
  mutants put up a respectable fight, Shyar and his clan 
  members proved unable to fend off the invaders, and 
  Gurstweld’s minions dragged them to the mines to 
  toil away for the rest of their days. Now, Shyar yearns 
  to free his indentured people from their shackles, 
  though the constant browbeating and maltreatment 
  at the ogre mutants’ hands makes this an impossible 
  endeavor at best. With the aid of the PCs, however, 
  Shyar hopes to escape the mines with his colony of 
  misbegotten mutants in tow.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  23
  
  Once, miners used these small, natural hollows as 
  supply rooms. Since the ogres took over the mines, 
  however, they’ve been converted into punishment 
  chambers, rooms designed to teach mutant slaves 
  a lesson after they’ve disobeyed their masters. By 
  command of Murg-Nurk Headsplitter, any ogre that 
  sees a slave acting up has been ordered to take the rebel 
  to one of these punishment chambers. Most ogres are 
  only too happy to bring slaves here, where they perform 
  all manner of profane tortures upon the mutants before 
  leaving the unfortunate slaves to wallow in isolation for 
  several days. Those slaves who survive the ordeal are sent 
  back to work, and rarely does a punished subject incite 
  the ogre slavers’ ire again.
  The iron portcullises to either of the two punishment 
  chambers are weathered by time and misuse (hardness 
  8, 30 hp, break DC 23). Each portcullis can be raised by 
  flipping a lever on the adjacent wall, which is just out of 
  reach for anyone in the cell.
  Creatures: Currently, each of the punishment 
  chambers is occupied by a single slave. The western 
  chamber (B10a) holds a gregarious halfling who 
  introduces himself as Waldat as soon as the PCs come 
  into view, while the eastern chamber (B10b) holds a 
  mute Vudrani man crumpled on the floor. The halfling 
  is a Mana Wastes mutant and apparently belongs to the 
  same colony as Shyar Burkin and the other enslaved 
  denizens of the mines, while the Vudrani man appears, 
  for all intents and purposes, to be free of mutations or 
  other afflictions.
  The Vudrani man does not plead for help or otherwise 
  attempt to interact with the PCs unless they first 
  approach him. He only communicates by nodding or 
  shaking his head, and if asked, he claims he doesn’t 
  know Waldat. This is true, for the Vudrani man has only 
  been a prisoner here for a few months—he is, in fact, 
  Eliza Baratella’s missing assistant Arvanor (LN male 
  human expert 6). When Arvanor ventured into the mine 
  to further investigate the trail of the missing Brass 
  Guardian, he was captured by the ogres in this part of 
  the mine, who subjected him to terrible tortures. His 
  tongue has been badly scarred, preventing him from 
  talking, and his fingers are all broken, preventing him 
  from writing. Both his mute condition and broken 
  fingers can be healed with a casting of heal or similar 
  restorative magic.
  Waldat hurriedly beckons for the PCs to come closer 
  if they reveal themselves to him, and he whispers 
  loudly in Common to get their attention. “Hurry!” he 
  exclaims. “You have to get me out of here. They plan 
  to kill me!” He plays to the PCs’ sympathies and says 
  whatever he can to get them to help him out of the 
  punishment room. If they should ever divert their 
  attention to the mute man in the other cell, his pleas 
  for the PCs’ help become more frantic, and he tries his 
  best to get the adventurers to ignore Arvanor and focus 
  their attention on him.
  In truth, Waldat is no halfling at all—Waldat has been 
  dead for almost a day, and his skin has been stolen and 
  repurposed by an ecorche named Raughmir. The ecorche 
  is an abominable servant of Kogra—whom the PCs are 
  destined to meet in Chapter 3 of this adventure—and 
  was sent to these mines to ensure all was well within the 
  tunnels and the mutant ogres hadn’t yet eaten or killed 
  all of the slaves. Raughmir had strict orders to not alert 
  the ogres or anyone else to his presence, since the inbred 
  mutants would undoubtedly take him for an unaffiliated 
  monster at first glance.
  After killing Waldat and assuming his appearance 
  near the ore lifts in the mines, the ecorche found 
  himself being pushed by ogre handlers into one of the 
  punishment chambers for an earlier slight of Waldat’s. 
  Raughmir played along in hopes of getting closer to the 
  mutant slaves at the lower level of the mines. Fortunately 
  for him, the PCs arrived not long after his incarceration 
  in the punishment chamber.
  Raughmir intends to trick the heroes into releasing 
  him, kill them, and then check on the slaves to 
  complete his mission before heading back to Megator 
  Facient. Should the PCs refuse to release him from the 
  punishment chamber, he flies into a rage and attempts 
  to break down the portcullis locking him in. If, however, 
  the PCs know about the hidden door in the chamber’s 
  floor that leads out of the cell, they can help the ecorche 
  locate it. The secret tunnel lies buried beneath the 
  mound of waste and trash in the northern corner of his 
  cell, and can easily be spotted after removing the debris. 
  He is more than happy to use the secret tunnel to escape 
  to area B8 below, and if the PCs agree to meet him on 
  the other side, he attempts to slay them once there 
  (likely killing a few slave bystanders as well).
  rauGhmir 
  Cr 15
  XP 51,200
  Young ecorche (Pathfinder RPG Bestiary 3 109, 292)
  hp 171
  Story Award: If the PCs identify and free Arvanor so 
  that he may return to Alkenstar, award them 25,600 XP.
  B11. preliminary Crusher (Cr 14)
  This thirty-foot-wide steel drum is five feet tall. A churning 
  mill inside crushes ore into smaller and smaller pieces, which 
  are then deposited onto a conveyor that runs eastward. Steel 
  grating runs around the perimeter of the crusher, revealing a 
  hollowed-out chamber beneath the mill. A conveyor to the 
  north feeds the crusher, and on the west side of the drum, 
  machinery has been designed to lift and tilt mine carts of ore 
  into the crusher.
  24
  
  MUrg-nUrK headSPlITTer
  Creatures: Six mutant ogres work this area of the mines, 
  variously shoveling the ore in the crusher around so the 
  mill doesn’t get stuck and ensuring that the conveyors 
  run as intended. The ogres’ taskmaster, a vicious ettin 
  brute named Murg-Nurk Headsplitter, barks orders at 
  the ogres whenever they start to slack off (or the mood 
  simply strikes him). One of his heads keeps an eye on the 
  crusher, while the other inspects the ore-filled mine carts 
  and dumps their payloads in the mill.
  murG-nurk headsPlitter 
  Cr 12
  XP 19,200
  Male Mana Wastes mutant ettin barbarian 5 (Pathfinder RPG 
  Bestiary 130, Pathfinder Campaign Setting: Inner Sea 
  Bestiary 28)
  CE Large aberration (augmented humanoid, giant)
  init +5; senses darkvision 60 ft., low-light vision; 
  Perception +12
  defense
  aC 26, touch 8, flat-footed 25 (+7 armor, +1 Dex, +11 natural, 
  –2 rage, –1 size)
  hp 173 (15 HD; 10d8+5d12+90)
  fort +17, ref +5 (+1 vs. traps), will +9; +4 vs. mind-
  affecting effects
  defensive abilities improved uncanny dodge; 
  dr 10/cold iron; immune poison, disease; 
  sr 23
  offense
  speed 40 ft.
  melee +2 club +25/+20/+15 (1d8+14), 
  +2 shortspear +25/+20/+15 
  (1d8+14), slam +23 (1d6+12 
  plus disease)
  space 10 ft.; reach 10 ft.
  special attacks breath 
  weapon (30-ft. cone, 
  7d6 acid, Reflex DC 
  21 for half, usable 
  every 1d4 rounds), 
  disease, rage (16 
  rounds/day), 
  rage powers 
  (night vision, 
  no escape), 
  superior two-weapon fighting
  taCtiCs
  during Combat Murg-Nurk begins combat by spraying his 
  foes with his acidic bile breath weapon, then moves 
  into melee range to deal as much damage as possible 
  while his breath weapon recharges. Knowing his 
  allies are immune to his putrid sputum, Murg-Nurk 
  don’t worry about catching them in the spray.
  morale Murg-Nurk fears his superiors and fights 
  to the death to keep the supply of eidite 
  flowing to Metruni.
  base statistics When not raging, the barbarian’s statistics 
  are aC 28, touch 10, flat-footed 27; hp 143; fort +15, will +7; 
  melee +2 club +23/+18/+13 (1d8+12), +2 shortspear 
  +23/+18/+13 (1d8+12), slam +21 (1d6+10 plus disease); 
  str 30, Con 19; Cmb +23, Cmd 34; skills Intimidate +17.
  statistiCs
  str 34, dex 12, Con 23, int 4, wis 8, Cha 10
  base atk +12; Cmb +25 (+29 overrun); Cmd 34 (36 vs. overrun)
  feats Cleave, Great Cleave, Greater Overrun, Improved 
  Initiative, Improved Overrun, Intimidating Prowess, Iron 
  Will, Power Attack
  skills Handle Animal +8, Intimidate +19, Linguistics –2, 
  Perception +12
  languages Common, Giant
  sQ deformity (shattered mind), mutation (breath weapon, 
  disease, increased speed), fast movement, trap sense +1
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  25
  
  Combat Gear potion of cure serious wounds; other Gear 
  +1 breastplate, +2 club, +2 shortspear, amulet of natural 
  armor +1, 299 gp
  sPeCial abilities
  disease (su) Mana fever: Slam—injury; save Fort DC 21; 
  onset 1d3 days; frequency 1 day; effect 1d3 Con damage, 
  1d3 Cha drain; cure 2 consecutive saves; Anyone who 
  lives with mana fever for a week straight without dying 
  becomes immune to the disease, but also becomes a 
  Mana Wastes mutant.
  oGre mutants (6) 
  Cr 8
  XP 4,800 each
  hp 109 each (see page 20)
  defensive abilities replace acidic pustules with immune acid
  Development: Defeating Murg-Nurk Headsplitter is 
  a necessary step to dismantling the ogre operation in 
  these tunnels, and it drastically reduces the morale of 
  any other ogre mutants the PCs might encounter here. 
  If the PCs inform any further ogre enemies of their 
  leader’s death, the foes become shaken for 1d6 rounds as 
  their resolve is tested.
  B12. Crusher Underbelly (Cr 12)
  A ten-foot-wide staircase carved into the rock descends into 
  this small chamber. In the center of the area, a winch met 
  on four sides by wooden poles powers the crusher above, 
  which is visible through the metal grate that composes most 
  of the ceiling. 
  Creatures: Four capramaces operate the winch in 
  this room; each brute is harnessed to its respective 
  pole, which it pushes clockwise to move the millstone 
  in the preliminary crusher above. The wide-eyed beasts 
  are muzzled with specially designed masks, muzzles of 
  suppression (see sidebar). They’re quick to , and if the 
  single ogre mutant keeping watch over them senses 
  any intruders entering the room (whom he notices 
  only by sight, since the crusher above obscures most 
  sounds), he flips a switch that releases the capramaces 
  from their harnesses and then sics the beasts on the PCs 
  before engaging the interlopers himself. If the ogre sees 
  particularly flashy magic through the grate above his 
  head, he panics for 1d4 rounds before steadying himself 
  and releasing the capramaces.
  CaPramaCes (4) 
  Cr 7
  XP 3,200 each
  hp 85 each (see page 61)
  oGre mutant 
  Cr 8
  XP 4,800
  hp 109 (see page 20)
  B13. ore lifts
  The lifts embedded in the walls of this area consist of long 
  chains of ore carts attached to a series of pulleys and tracks 
  that push the carts upward. The carts disappear into the 
  ceiling before returning down the other side of the pulley 
  contraption, ready to take more ore from the adjacent 
  conveyor to the surface.
  All three conveyors in this area transport ore to a trio 
  of lifts that take the cargo up to the surface, eventually 
  leading to the silos in area C9. The conveyors move 
  from west to east and have an efficiency of 10. A Small 
  or smaller creature can easily fit into one of the ore carts 
  for transport to the surface, though if it dallies too long 
  on the conveyor system, the large quantities of ore being 
  transported might smother it. The ore lifts move 20 feet 
  per round, traveling a total of 800 feet over 5 minutes on 
  their way to the surface of the mines. Creatures who reach 
  the top of the ore lift must escape their cart if they don’t 
  Muzzle of Suppression
  T
  he following new magic item is sometimes 
  crafted by denizens of the Mana Wastes to better 
  tame capramaces and other creatures whose cries 
  might cause unwanted commotion.
  muzzle of suppression
  PriCe
  8,000 GP
  slot head
  Cl 5th
  weiGht 5 lbs.
  aura faint abjuration and illusion
  A muzzle of suppression hardly resembles the long-
  snouted devices often equipped to dogs or other 
  dangerous creatures. More mask than anything, 
  this leather garment sports an orange metallic ball 
  that’s inserted in the creature’s mouth, after which 
  the mask’s straps and chains are secured around the 
  back of the creature’s head and neck. The muzzle can 
  be strapped around a humanoid-shaped head (such 
  as that of a capramace) to negate the creature’s 
  ability to speak, mumble, or make any noise at all, 
  identical to the effect of a silence spell. Not even 
  muffled cries for help can pierce the barrier created 
  by a muzzle of suppression. The garment’s keystone 
  strap can only be opened by the creature that placed 
  the muzzle on its subject; other creatures attempting 
  to disassemble the strap must succeed at a DC 30 
  Disable Device check to do so. A dispel magic or 
  knock spell can also unlock a muzzle of suppression.
  ConstruCtion reQuirements
  Cost 4,000 GP
  Craft Wondrous Item, arcane lock, silence
  26
  
  want to be delivered into one of the ore chutes above 
  (see area C9).
  A Medium creature can fit into an ore cart by making 
  a DC 20 Escape Artist check to squeeze into the cart 
  as a full-round action; getting out of the cart requires 
  another check of the same DC. Failing the check means 
  that the creature can’t find a good way to fit into that 
  specific cart, while failure by more than 5 allows the 
  creature to get into the cart, but miscalculation results 
  in the ore settling on top of the creature, dealing 1d6 
  points of bludgeoning damage to the creature each 
  round it remains in the cart. A creature buried in such 
  a pile of ore in an ore cart can escape the cart with a 
  successful DC 20 Escape Artist or Strength check.
  Treasure: While the eidite and ore being extracted is 
  virtually worthless to the PCs, keen-eyed adventurers 
  can, with a successful DC 20 Appraise check, spot some 
  rare gems that slipped between the cracks at the base of 
  the lifts—a fistful of rubies and emeralds worth a total 
  of 5,000 gp.
  B14. extraction pulleys
  These two ten-foot-square holes in the ground look like crude 
  wells. Buckets of green minerals rise from the holes along 
  a sturdy chain, dump on the adjacent conveyor, then lower 
  down the other side of the chain.
  These pulleys are operated by the reprogrammed 
  Brass Guardians stationed in the chamber below (area 
  B15). The buckets are lifted along chains until they reach 
  the top of the pulley, at which point they are dumped 
  onto the adjacent conveyor and pulled back down. A 
  creature that can fit through the hole in the floor could 
  easily grab onto the descending chain and ride it into 
  the area below, as long as the Brass Guardian levering 
  the pulley doesn’t stop.
  B15. lower eidite Mining Zone (Cr 13)
  Two conveyors run the length of this L-shaped mining corridor. 
  Green minerals jut from the walls on all sides. Pairs of chains 
  penetrate two ten-foot holes in the ceiling to the west, lifting 
  buckets of green minerals from the conveyors up into the 
  chamber above.
  Creatures: Five reprogrammed Brass Guardians 
  operate the pulleys here, pulling the chains and lifting 
  ore from the conveyors up to area B14. Because the 
  adjacent conveyors dump the eidite into the buckets, 
  the clockwork soldiers don’t need to touch it in order to 
  transfer it along the assembly line. Two ogre mutants in 
  the chamber’s southern section oversee the half-dozen 
  slaves excavating the eidite and transferring it to the 
  conveyor belt. The ogres are bored with their station, 
  and so the PCs can easily sneak up on them, distracted 
  as they are by the strange glowing worms wriggling out 
  of the walls (see Treasure, below). The Brass Guardians, 
  for their part, were not programmed to guard the area; if 
  combat breaks out, however, they grab the heavy mining 
  picks leaning against the wall and defend themselves and 
  their ogre masters to their fullest extent.
  reProGrammed brass Guardians (5) 
  Cr 7
  XP 3,200 each
  Advanced clockwork soldiers (Pathfinder RPG Bestiary 3 57)
  hp 64 each
  melee heavy pick +19/+14 (1d6+16/×4)
  oGre mutants (2) 
  Cr 8
  XP 4,800 each
  hp 109 each (see page 20)
  Treasure: The glowing worms that occupy the ogres’ 
  attention are no mere vermin. Indeed, the turquoise light 
  emanating from them is quite beautiful to look upon, and 
  the worms possess an additional strange property: when 
  touched, they shrink into pinkie-sized blue crystals as 
  hard as any sapphire. Though they eventually turn back to 
  their vermicular form if left alone again, the glowworms 
  stay in this hardened gemstone shape upon death, and 
  are virtually indistinguishable from gemstones (hence 
  earning the harmless invertebrates the name “gemstone 
  crawlers”). The gemstone crawlers can be identified as 
  such with a successful DC 20 Knowledge (nature) check.
  With a successful DC 10 Perception check, the PCs 
  notice the glowing worms writhing through the walls 
  in the southern half of this chamber. If the PCs spend 
  a few minutes picking the worms from the walls and 
  killing them, they can make a healthy profit from the 
  solidified worms’ gemstone forms, finding a total of 4d6 
  gemstone crawlers, each worth 200 gp if sold to a jeweler 
  or helminthologist.
  B16. lifts (Cr 13)
  Two ten-foot-wide hollows perforate the eastern wall of this 
  area. In one of the hollows, a round steel platform dangles 
  from a pair of iron chains. The other hollow sports similar-
  looking hoists but no platform, and both sets of chains soar 
  upward before disappearing into the cavern ceiling above.
  The ogre mutants use these mechanical platforms 
  to travel between this area of the Karggat Mine and the 
  surface. When one side of the lift goes up, the other goes 
  down, ensuring that creatures can’t get stuck on one side 
  or the other without ruining the entire lift. The lift can 
  be operated by pulling on one of the levers located in the 
  wall of each of hollow while standing on the lift; doing 
  so activates a complex series of gears and counterweights 
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  27
  
  inside the wall that launches one platform upward while 
  allowing the upper lift to drop down at a rapid rate that 
  gradually slows as the lift reaches the floor.
  The stone floor beneath each lift is smoothed to 
  a rough finish, but otherwise offers no protection to 
  creatures that accidentally find themselves beneath a 
  falling lift, which deals 15d6 points of damage to those it 
  crushes. Such an accident may also jam the lift until the 
  victim’s body is dislodged.
  Creatures: When the dwarves worked these mines, 
  they placed two stone golems at the top of the mine 
  shaft to guard it from incursion or tampering. After 
  Metruni was put in charge of the ogres working here, she 
  used the divine magic of her demonic patron Haagenti 
  to bend these golems to her own will, becoming their 
  master. She ordered them to guard the base of the lifts 
  and unblock them should they become obstructed 
  or stuck. The golems attack any creatures they don’t 
  recognize (meaning creatures other than Metruni and 
  her minions, ogres, or enslaved miners) that come 
  within 60 feet of the lifts.
  stone Golems (2) 
  Cr 11
  XP 12,800 each
  hp 107 each (Pathfinder RPG Bestiary 163)
  Story Award: If the PCs take the lifts up to the 
  surface of the Karggat Hills or otherwise successfully 
  escape the northern half of the Karggat Mine, award 
  them 25,600 XP.
  B17. Western eidite Mining Zone (Cr 13)
  A ten-foot-wide conveyor stretches from the mine tracks 
  of the central hallway toward the end of this mining zone. 
  Evenly spaced pillars reinforce the ceiling, and glimmering 
  green crystals bedeck the mine shaft’s walls.
  Creatures: Three ogre mutants keep the half-dozen 
  slaves working the area’s northern end in check. These 
  ogres lack the acidic pustules of many of their kin, 
  but instead have fire- and heat-resistant scaly hides. 
  In addition, Metruni’s fiendish retriever companion, 
  Orixium, lurks here. The retriever’s tiefling master 
  commanded it to guard the tunnels and prevent anyone 
  from entering her sanctum or her private quarters, and it 
  brooks no intruders into Metruni’s domain.
  oriXium 
  Cr 11
  XP 12,800
  Retriever (Pathfinder RPG Bestiary 234)
  hp 137
  oGre mutants (3) 
  Cr 8
  XP 4,800 each
  hp 109 each (see page 20)
  defensive abilities replace acidic pustules with resist fire 10
  Development: As soon as Orixium attacks the PCs, 
  Metruni (area B19) can use her empathic link to it to detect 
  that her minion is in danger, and she quickly joins the 
  fight, leaving her consorts to guard her personal chamber. 
  B18. Worship Chamber (Cr 12)
  The ceiling of this worship chamber is easily fifty feet high. 
  A fine altar encircled by an eerie iron frame takes up the 
  northern corner of the room. An intricately crafted crystal 
  battleaxe stands blade-up in the center of the altar, its 
  handle set into the altar’s stone. Torches within wall sconces 
  light the entire chamber. A tunnel leads southwest, while 
  a wooden door to the west appears to be the room’s only 
  other exit.
  Metruni
  The tiefling oracle Metruni is but one of the many 
  freakish non-mutant anomalies that occasionally 
  spring up in the Mana Wastes. Born to a poor farming 
  family in the Sesaro Dells to the east, she was cast out 
  by her kin when her demonic heritage emerged during 
  adolescence. Bitter and alone, she wandered the 
  nearby Nulliparous Valley for years before she began 
  praying to whatever fell forces would listen to her in 
  that desolate land. When agents of the demon lord 
  Haagenti answered her cries for help, the frightened 
  tiefling agreed to a foul bargain with the fiends—a deal 
  that stripped her of most of her sight but granted her 
  unbridled magical power.
  Haagenti continued to smile upon Metruni as the 
  young woman wandered west, and eventually the 
  demon lord granted Metruni the aid of one of his 
  favored minions—a retriever from the Abyss named 
  Orixium. When Metruni and Orixium crossed paths 
  with a man named Parliamentary Minister Aredil 
  Sultur and his elite guard, the resulting fierce battle 
  led to the death of the minister’s entire platoon. 
  Sultur, now defenseless and seeing great potential 
  in the tiefling, promised her incredible wealth and 
  power if she spared him and aided him in his most 
  recent endeavor; the oracle, in a rare display of 
  reasoning, accepted his offer.
  That was 3 months ago, and Metruni has indeed 
  achieved vast riches in her short time as the ogre 
  mutants’ slavemistress, though she’s quickly tiring of 
  this rather tedious and ultimately uninteresting job. 
  The PCs’ interjection might be just what she needs to 
  disrupt the monotony of her task.
  28
  
  Metruni prays at the altar in this room to her demonic 
  patron Haagenti, typically for 1 hour at sunset.
  Trap: Anyone other than Metruni who pulls out or 
  otherwise tampers with the crystal battleaxe stuck into the 
  altar of Haagenti risks setting off a fiendish trap imbued 
  with the power of the Lord of Transformation. The hezrous 
  summoned protect the altar of their lord until they’re 
  destroyed or otherwise sent back to the Abyss.
  The portcullises blocking the room’s exits are activated 
  by the trap via a series of mechanical pulleys and levers 
  built into the walls, and they lock into place as soon as they 
  fall (hardness 10, 60 hp, break DC 28). The locks holding 
  the portcullises in place can be disabled with a successful 
  DC 28 Disable Device check, after which the portcullises 
  can be lifted with a successful DC 25 Strength check.
  altar of haaGenti traP 
  Cr 12
  19,200 XP
  type magic and mechanical; Perception DC 35; disable 
  device DC 35
  effeCts
  trigger proximity (alarm); reset none
  effect portcullises fall and block room’s exits; spell effect 
  (extended summon monster IX, summons 1d3 augmented 
  hezrous [+4 Str and +4 Con, as with Augmented Summoning])
  Treasure: The crystal battleaxe in the altar is no 
  mere ornament; in fact, it’s an undercutting axe (Ultimate 
  Equipment 163) of incredibly fine make. Metruni keeps it 
  here for safekeeping in case she ever needs to punish the 
  mutant ogres working the mines.
  B19. Metruni’s lair (Cr 15)
  Extravagant red and purple tapestries, intricately carved 
  incense holders, and magnificent gold and silver braziers 
  bedeck every corner of this smooth stone cavern. Uncut 
  gemstones and raw hunks of various precious ores spill forth 
  from every container in the room, and a grand area rug takes 
  up most of the floor. Wooden doors to the west and south 
  allow egress from the chamber.
  Creatures: Metruni languidly rests in this room most 
  of the day, content as she is to play with her most favored 
  consorts—six enslaved mutants she separated from the 
  others now working the mines so that she could perform 
  her patron’s foul will on them. She chose only the 
  strongest mutants for this honor—men and women who 
  once zealously guarded the borders of their encampment, 
  but whose broken minds now make them ideal pawns for 
  the manipulative and cruel tiefling.
  The consorts scarcely resemble the other mutants from 
  Multhok Colony—while they have generally humanoid 
  features, their faces have been twisted into goatish 
  caricatures, complete with horns and rectangular pupils. 
  Their flesh is fused with heavy pieces of platinum in 
  various places, different for each consort; where one has 
  metallic shoulders that jut a foot out on either side, another 
  has plating covering half of her face. The consorts never 
  speak, and maintain their composure with an eerie grace 
  while keeping their veiled eyes on the PCs at all times.
  metruni 
  Cr 11
  XP 12,800
  Female tiefling oracle 12 (Pathfinder RPG Bestiary 264, 
  Pathfinder RPG Advanced Player’s Guide 42)
  NE Medium outsider (native)
  init +4; senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +7
  defense
  aC 25, touch 15, flat-footed 20 (+8 armor, +4 Dex, +1 dodge, 
  +2 natural)
  hp 93 (12d8+36)
  fort +8, ref +8, will +9; +2 vs. primal magic
  defensive abilities resist cold 5, electricity 5, fire 5; dr 
  10/adamantine (70 points); sr 17
  offense
  speed 30 ft.
  melee mwk axe musket +11/+6 (1d8/×3)
  ranged mwk axe musket +15 (1d8/×4)
  spell-like abilities (CL 12th, concentration +16)
  1/day—darkness
  oracle spells known (CL 12th; concentration +16)
  6th (3/day)—antimagic field, harm (DC 20), mass inflict 
  moderate wounds (DC 20)
  5th (5/day)—break enchantment, flame strike (DC 19), 
  mass inflict light wounds (DC 19), summon monster V
  4th (7/day)—cure critical wounds, greater magic weapon,  
  inflict critical wounds (DC 18), lesser globe of invulnerability
  3rd (7/day)—deeper darkness, dispel magic, inflict 
  serious wounds (DC 17), magic circle against good, 
  meld into stone, wind wall
  2nd (7/day)—augury, bull’s strength, disfiguring touchUM 
  (DC 17), inflict moderate wounds (DC 16), make whole, 
  obscure object, shield other
  1st (7/day)—bane (DC 15), cause fear (DC 15), command 
  (DC 15), detect good, endure elements, inflict light 
  wounds (DC 15), ray of enfeeblement (DC 15)
  0 (at will)—bleed (DC 14), create water, detect magic, 
  guidance, mending, purify food and drink, read magic, 
  resistance, stabilize
  mystery spellscarISM
  taCtiCs
  before Combat If Metruni senses any harm befalling her 
  retriever or should she hear combat in area b18, she imbibes 
  her potion of cat’s grace and uses a charge of her wand of 
  stoneskin on herself before setting out to investigate.
  during Combat Metruni alternately casts offensive spells 
  to damage her foes and protective spells to bolster her 
  defenses. Harm and inflict spells aid her greatly in the 
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  29
  
  MeTrUnI
  former regard, while spells such as bull’s strength and 
  greater magic weapon can be a boon if she is pressed into 
  melee. She prefers to let her retriever minion do most of 
  the fighting, however, and casts summon monster V to 
  bolster her forces if need be, all while staying back and 
  launching eldritch bolts or bullets from her axe musket at 
  her foes. Meld into stone allows the tiefling a quick escape 
  if she sees defeat is inevitable, allowing her to recover 
  before seeking revenge upon the PCs later.
  morale Metruni casts cure serious wounds on herself if she is 
  brought to fewer than 15 hit points, and surrenders if she 
  runs out of healing spells, her retriever companion is slain, 
  and she has no viable escape route. Her brief alliance with 
  Sultur is certainly an unworthy cause to die for.
  base statistics Without her potion and wand, Metruni’s 
  statistics are aC 23, touch 13, flat-footed 20; ref +6; 
  defensive abilities no damage reduction; ranged mwk 
  axe musket +13 (1d8/×4); Cmd 22; dex 15; skills Stealth +8.
  statistiCs
  str 10, dex 19, Con 14, int 10, wis 
  12, Cha 18
  base atk +9; Cmb +9; Cmd 24
  feats Armor of the PitARG, 
  Combat Casting, Dodge, Exotic 
  Weapon Proficiency (firearms), Great Fortitude, Weapon 
  Focus (axe musket)
  skills Bluff +12, Heal +10, Perception +7, Sense Motive +10, 
  Spellcraft +15, Stealth +10, Use Magic Device +10; racial 
  modifiers +2 Bluff, +2 Stealth
  languages Abyssal, Common 
  sQ Abyssal connection, oracle’s curse (clouded vision), 
  revelations (eldritch bolt [1d8+6 force, 60 ft.] 7/day, primal 
  manipulation 3/day, primal mastery, spell resistance)
  Combat Gear potion of cat’s grace, potions of cure serious 
  wounds (2), scroll of dismissal, wand of stoneskin 
  (9 charges); other Gear +2 mithral chainmail, mwk axe 
  musketUE with 10 paper alchemical cartridges (bullet)UE, 
  headband of alluring charisma +2
  sPeCial abilities
  abyssal Connection (su) Thanks to a foul rite in which 
  Metruni dedicated her eternal soul to Haagenti, the oracle 
  received a special gift from her patron demon lord, who 
  granted Metruni a favored servant in exchange for her 
  piety—a retriever called Orixium. Metruni and Orixium are 
  irreversibly linked, and possess a special bond identical to 
  that of a wizard’s empathic link with his familiar.
  eldritch bolt (su) Metruni can damage foes with a bolt of 
  raw magical energy. She may make a ranged touch attack 
  against any foe within 60 feet. On a hit, she deals 1d8+6 
  points of force damage. She may use this revelation a 
  number of times equal to 3 + her Charisma modifier.
  Primal manipulation (su) Whenever Metruni casts a spell 
  that deals acid, cold, electricity, or fire damage, she may 
  change it to deal one of the other listed damage types. 
  She may use this ability once per day, plus one additional 
  time for every 5 levels she possesses.
  Primal mastery (su) Whenever a spell Metruni casts triggers 
  a primal magic event, or whenever she uses a rod of 
  wonder, she may roll d% twice when generating the result. 
  She may pick which of the two results actually occurs. She 
  gains a +2 bonus on all saving throws made to resist primal 
  magic events or magical effects caused by a rod of wonder.
  metruni’s Consorts (6) 
  Cr 9
  XP 6,400 each
  Platinum-clad Mana Wastes mutant human fighter 6 
  (Advanced Bestiary 169, Pathfinder Campaign Setting: 
  Inner Sea Bestiary 28)
  NE Medium aberration (augmented humanoid, human)
  init +3; senses darkvision 60 ft.; Perception +6
  defense
  aC 22, touch 9, flat-footed 22 (+6 armor, –1 Dex, +7 natural)
  hp 73 each (6d10+36)
  fort +9, ref +3, will +4 (+2 vs. fear)
  defensive abilities bravery +2, light fortification; dr 5/cold iron; 
  immune poison, disease; resist electricity 5, fire 20; sr 20
  weaknesses vulnerable to electricity
  offense
  speed 20 ft.
  30
  
  melee +1 short sword +13/+8 (1d6+6/19–20), slam +5 
  (1d6+4 plus disease)
  special attacks caprine gaze (DC 17, 30 ft.), disease, 
  weapon training (light blades +1)
  statistiCs
  str 18, dex 9, Con 19, int 8, wis 11, Cha 16
  base atk +6; Cmb +10; Cmd 19
  feats Combat Reflexes, Dazzling Display, Improved Initiative, 
  Lightning Reflexes, Power Attack, Shatter Defenses, 
  Toughness, Weapon Focus (short sword)
  skills Perception +6, Stealth +2
  languages Common
  sQ deformities (shattered mind), mutations (caprine gaze, 
  disease), armor training 1
  Combat Gear potion of cure serious wounds; other Gear 
  mwk breastplate, +1 short sword
  sPeCial abilities
  Caprine Gaze (su): Some Mana Wastes mutants gain strange 
  abilities as a result of pairings with other abominations in 
  the Spellscar Desert or Western Ravage, including unholy 
  unions between humanoids and capramaces. A Mana 
  Wastes mutant with this special ability gains a gaze attack 
  that inflicts confusion (as the spell) upon any creature that 
  fails its Will save while within 30 feet of the mutant. The 
  save DC is Charisma-based.
  disease (su): Mana fever: Slam—injury; save Fort DC 18; 
  onset 1d4 minutes; frequency 1/day; effect 1d3 Con 
  damage, 1d3 Cha drain. Anyone who lives with mana 
  fever for a week straight without dying become immune 
  to the disease, but also becomes a Mana Wastes mutant; 
  cure 2 consecutive saves.
  light fortification (ex): Whenever a sneak attack or critical 
  hit is scored against a platinum-clad creature, there is 
  a 25% chance that the extra damage is negated and 
  damage is rolled normally.
  Treasure: The collected wealth in this room is indeed 
  sizable, and the urns full of gems and precious metals 
  are worth a total of 10,000 gp, though no single gem 
  is of a size or price that would allow it to be used as a 
  material component in the casting of spells. At the GM’s 
  discretion, the PCs can desecrate the consorts’ bodies and 
  strip the platinum for them to sell. 
  Development: Unlike the mutated giants that populate 
  the rest of the northern tunnels, Metruni is actually 
  quite reasonable, and her alliance with Sultur is one of 
  convenience at best. If defeated in battle and prompted, 
  she tells the PCs all about her employer’s plan to harvest 
  the outlawed eidite from the abandoned mines. She 
  doesn’t know her employer’s name of her hirer, though 
  she does know he is a minister on Alkenstar’s High 
  Parliament, and she describes him as “a pale man with 
  a gaze sharp enough to claw your eyes out.” A successful 
  DC 35 Knowledge (nobility) check enables the PCs to tie 
  this description to the reclusive but distinguished Aredil 
  Sultur, though Metruni can neither confirm nor deny 
  whether this name is correct, and it’s not enough evidence 
  to implicate the minister’s involvement. Metruni further 
  explains that she doesn’t know what the minister intends 
  to do with the eidite, but she does know that he has 
  acquired the abandoned outpost south of the mine’s exit 
  and probably the nearby dwarven factory as well.
  Metruni is content to laze about in her private chamber 
  and has had few dealings with the world outside of 
  these caverns in the past 3 months. If the PCs haven’t 
  discovered eidite’s properties yet, Metruni can tell them 
  about the mineral, as though they had a result of 25 on the 
  Researching Eidite chart (see page 19).
  Even though she cares little for Sultur and his plans, 
  the oracle realizes reneging on her deal will end her 
  steady stream of wealth. She can be bribed to let the PCs 
  pass through without incident from her or her minions, 
  though she won’t accept any offer of less than 10,000 gp. 
  Alternatively, she offers the PCs a deal: if one of them 
  agrees to “spend the evening with her” and undergo a 
  ritual dedicated to her patron demon lord, she will let 
  the PCs go free. Metruni doesn’t give precise details as 
  to the manner of the ritual, she assures the PCs that it’s 
  harmless, and that it will mark the participant as a loyal 
  servant of the Lord of Transformation, granting that 
  individual power beyond his or her wildest dreams.
  The ritual Metruni speaks of is performed at the altar 
  to Haagenti in area B18, and lasts a full 8 hours. True to 
  her word, the ritual is painless until the final incantation, 
  at which point a searing burst of fiendish energy enters 
  the PC, warping his body into one that is pleasing to 
  Haagenti. A PC who undergoes the full ritual must 
  succeed at a DC 25 Will save or suffer the Golden Curse of 
  Haagenti (see sidebar).
  Story Award: Award PCs who successfully avoid lethal 
  confrontation with Metruni (either by bribing her or 
  accepting her offer to become cursed) XP as though they 
  had successfully defeated her and her consorts in battle. If 
  the PCs learn the details of the mining operations taking 
  place in the Karggat Mine, award them 38,400 XP.
  golden Curse of haagenti
  A creature affected by this curse has its body warped 
  into one of both flesh and gold. The creature gains 
  light fortification (as the ability of Metruni’s consorts; 
  see this page), as well as fire resistance 10. The 
  creature also takes a –6 penalty to Dexterity and a 
  –2 penalty to Wisdom (minimum 1). This curse does 
  not alter the creature’s CR, and can be removed by a 
  remove curse spell or similar magic. The gold plates 
  on the victim’s body revert to flesh if removed from 
  the body or if the victim dies.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  31
  
  chapter 2
  N
  ear the northern entrance to the Karggat Mine 
  stands a water-powered mill that formerly served 
  as a makeshift military outpost used by mercenary 
  soldiers to protect the miners from rival mining 
  companies and the natural (and unnatural) threats of 
  the Mana Wastes. Aredil Sultur now uses the outpost for 
  largely the same purpose. His hired conspirator, Degala 
  Krauss, performed her research on eidite and did her 
  early reprogramming of Brass Guardians at the mill until 
  the outpost’s mercenaries murdered her. A sabosan druid 
  named Syckar currently leads the outpost.
  When the PCs emerge from the mine, read the following 
  to give the players a sense of where their characters are in 
  relation to the Sultur Mill Outpost and Megator Facient 
  (both of which are visible during the day).
  Strong winds rush through the valley, scattering debris 
  about. Lightning lashes out in all directions. Beneath the 
  storm-rent skies, arid hills give way to a sloping valley with 
  a meandering river running through it. Not fifty feet to the 
  east, three massive lifts deliver ore to equally impressive 
  conveyors, which transfer the material to a nearby water mill 
  several hundred feet away. Farther off, orange and red smog 
  bellows into the sky from the long pillars jutting from a large 
  stone fortification.
  Traveling to the Sultur Mill Outpost to the south is a 
  simple journey that takes just a few minutes along the 
  well-worn road. The path continues through the outpost 
  to Megator Facient, easily a 2 hour trip east due to the 
  difficult terrain of the rocky hills.
  Sultur Mill OutpOSt
  32
  
  the MaNa StOrM
  When the PCs emerge from the Karggat Mine, they 
  find themselves directly in the midst of a massive mana 
  storm—one of the magical tempests that frequently assail 
  the Mana Wastes. While the Mana Wastes’ corruptive 
  influence may have affected magic use in the Karggat 
  Mine, the influence of these fell energies is even stronger 
  out in the open, where clouds of roiling arcana thunder 
  with insane eldritch energy and threaten to undo the 
  fabric of reality at any given moment.
  Hazard: The raging mana storm manifests in several 
  ways. First, a thunderstorm has formed from the roiling 
  winds and magically heated air, and any character not 
  sheltered by a building or the mouth of the cavern into 
  which the lifts from the Karggat Mine empty must deal 
  with rain, severe winds (Pathfinder RPG Core Rulebook 
  438–439), and the built-up primal magic fueling the storm. 
  A character can negate the storm’s wind and rain effects 
  with spells such as control weather or control wind, but these 
  don’t negate the primal magic effects inherent to the storm 
  (which means they may trigger primal magic events if cast).
  During any round in which a character would suffer 
  penalties due to wind or rain, there is a 10% chance of 
  a primal magic event occurring. This chance increases 
  by 10% for each consecutive round in which a PC is 
  exposed to the storm, to a maximum of 100% after 10 
  consecutive rounds. If the wind and rain are suppressed 
  with weather-altering magic, the cumulative chance of a 
  primal magic event occurring drops to 5% per round, to 
  a maximum of 50% after 10 rounds. If all characters leave 
  the affected area, the chance of a primal event occurring 
  resets to 50% if higher, or remains static if below 50%. 
  At the start of each round, roll d% to determine whether 
  a primal magic event manifests; if one manifests in a 
  given round, determine when in the initiative order the 
  event takes place (the storm has a +5 initiative modifier). 
  A naturally occurring primal magic event targets one 
  creature at random within the storm. The primal magic 
  event randomly triggered should be CR 12, CR 13, or CR 
  14 (determine randomly by rolling 1d3 + 11 per primal 
  magic event), and can be rolled using the Sample Primal 
  Magic Events table on page 13 of Pathfinder Campaign 
  Setting: Inner Sea Magic or the following additional table of 
  sample primal magic events.
  The storm’s primal magic effects are key to its threat, 
  and should be employed even if you aren’t using primal 
  magic in the adventure as a whole. Note that the storm 
  affects both the PCs and the guards at the outpost. If 
  you’re using the primal magic rules, the storm heightens 
  the chance of triggered primal magic events even within 
  the shelter of the outpost. There is a 50% chance of a 
  primal magic event triggering when any creature casts a 
  spell, uses a spell-like ability, or activates a magic item.
  Play up the madness of this storm to add excitement 
  to the moment—flying sabosan flung violently across 
  the  sky, fire lances shooting wildly inaccurately, and a 
  general air of chaos at the fort can drastically increase the 
  thrill of this part of the adventure.
  Characters who are outside during this chapter of the 
  adventure are subject to the following conditions.
  •	 Ranged	attacks	are	made	at	a	–4	penalty.
  •	 Airborne	creatures	attempt	Fly	checks	at	a	–4	penalty.
  •	 Small	creatures	must	succeed	at	a	DC	10	Strength	check	
  to move throughout the outpost while on the ground.
  •	 Tiny	creatures	(such	as	familiars)	should	be	kept	securely	
  on one’s person to ensure they aren’t blown away.
  •	 The	chaos	of	the	mana	storm	means	infiltration	should	
  be an easy matter for the PCs, since the inhabitants of 
  the outpost are far too harried to organize a planned 
  defense, and the deafening sound of the maelstrom 
  means that any alarm would go unheard.
  New Primal Magic Events
  The following primal magic events complement the 
  examples provided on page 13 of Inner Sea Magic. If the 
  event is triggered by a character casting a spell, using a 
  spell-like ability, or activating a spell completion or spell 
  trigger magic item, the CR in the following event formulae 
  is equal to the caster level of the character or magic item 
  that triggered the primal magic event. Unless otherwise 
  specified, area effects are centered on the character who 
  triggered the primal magic event.
  d% 
  Effect
  01–12 
  The sound of hammers ringing against anvils 
  fills the area in a CR × 5-foot-radius spread for 
  1d6 rounds. Creatures in this area automatically 
  confirm critical hits.
  13–25 
  The ground lurches to life and attacks creatures 
  in the area as though with black tentacles (caster 
  level = CR).
  26–38 
  The sound of booming cannons fills the air, and all 
  firearms in a CR × 5-foot-radius spread increase their 
  misfire chance by 1d3 for 1d6 rounds.
  39–51 
  A powerful magnetic field opens up in a CR × 
  5-foot-radius spread; this acts as a trip attempt 
  against any creatures in the area wearing metal 
  armor (CMB = CR + 10). As a standard action, 
  a creature knocked prone by this effect may 
  attempt a Strength check to stand (DC = CR + 5). 
  This effect lasts for 1d6 rounds.
  52–64 
  The character that triggered this event glows with 
  fluorescent energy (acid, cold, electricity, or fire; 
  choose randomly), and deals CR × 1d6 points of 
  energy damage to the next creature it touches. 
  This energy dissipates in 3 rounds if not released.
  65–77 
  A high-pitched ringing accompanies the feeling 
  of weightlessness, and any creatures targeted by 
  the effect that triggered this event must succeed 
  at a DC 20 Reflex save or float straight up at a 
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  33
  
  rate of 10 feet per round for 1d6 rounds. Creatures 
  may attempt to grab hold of nearby objects to 
  slow or halt their ascent at the GM’s discretion.
  78–90 
  Icy dread cripples all creatures within a 30-foot-
  radius spread. Affected creatures must succeed at 
  a DC 20 Will save or be staggered for 1d4 rounds. 
  This is a mind-affecting fear effect.
  91–96 
  An extraplanar rift opens up in a random direction 
  10 feet from the source of this event; a random 
  elemental (CR = the event’s CR) comes through the 
  rift and attacks the nearest creature for 1 minute 
  before returning to its plane of origin.
  97–100 An orb of grease explodes and covers all creatures 
  in a CR × 5-foot-radius burst, increasing affected 
  creatures’ CMD by 10 for 1d4 rounds.
  C. Sultur Mill OutPOSt
  Because of the distance from the northern half of the 
  Karggat Mine to Martel to the south—site of the Karggat 
  Mining Company’s headquarters—the miners constructed 
  an outpost above the booming excavation project. They 
  built their outpost upon the foundation of a lost mage’s 
  ruined tower, drawing stone from the surrounding 
  resource-laden hills. The tower, which once served as a 
  valuable tactical position in the long-ago war between Geb 
  and Nex, still emanates an aura of dread magic.
  In addition to acting as a guard tower against invading 
  mutants, the outpost served the miners as an important 
  mill where they could crush ore into smaller, easily 
  workable chunks. The mill is powered by a water wheel that 
  juts into the swiftly flowing Karggat Stream. Gurstweld’s 
  gang of sabosan and mutant ogrekin have taken over the 
  outpost, just as they did the rest of the mine.
  C1. Main Gate
  In recent weeks, Aredil Sultur’s agents brought clockwork-
  steed-drawn carriages to this gate to pick up sabotaged 
  Brass Guardians and deliver them to Alkenstar’s outskirts. 
  This practice has become unnecessary since the death of 
  Degala Krauss and the engagement of the final stages 
  of Sultur’s plan to create a new task force of his own 
  clockwork automatons at Megator Facient.
  The gate is currently barred from the inside, and can 
  only be unlocked by pulling the levers on top of the 
  nearby turrets (C2). The doors are weighted to swing 
  outward when unlocked, and must be pulled shut by 
  hand in order to lower the bar and lock the gate. The 
  mana storm’s powerful winds make this latter endeavor 
  difficult; if the door is in any way opened, it takes a half-
  dozen strong individuals to close it again.
  C2. Main Gate turrets (Cr 12)
  These two turrets are accessible via the adjacent rampart 
  walkways. A lever on each turret opens the main gate, and 
  both levers must be pulled to unlock the wide doors.
  Creatures: Three sabosan guards charged with 
  watching for potential threats from the valley to the west 
  occupy each turret. The sabosan take their duty seriously 
  and launch themselves at any invaders.
  SaboSan GuardS (6) 
  Cr 7
  XP 3,200 each
  Sabosan fighter 2 (Pathfinder RPG Bestiary 3 233)
  NE Medium monstrous humanoid 
  Init +10; Senses blindsense 60 ft., darkvision 60 ft., scent; 
  Perception +15
  defenSe
  aC 20, touch 16, flat-footed 14 (+6 Dex, +4 natural)
  hp 87 each (9d10+38)
  fort +8, ref +11, Will +5; +1 vs. fear
  defensive abilities bravery +1
  offenSe
  Speed 30 ft., fly 40 ft. (good)
  Melee short sword +14/+9 (1d6+5/19–20), bite +9 (1d6+2 
  plus bleed), claw +9 (1d6+2 plus grab) or
  bite +14 (1d6+5 plus bleed), 2 claws +14 (1d6+5 plus grab)
  ranged mwk heavy repeating crossbow +16/+11 (1d10/19–20)
  Special attacks bleed (1d4), blood drain (1 Constitution), 
  dust cloud, fell shriek, powerful charge (claw, 2d6+6)
  TaCTICS
  during Combat Armed with their heavy crossbows, the 
  sabosan take defensive positions within the Sultur 
  Mill Outpost while shooting from afar. If the outpost is 
  compromised, they attempt to take to the air and shoot 
  down invaders, but resort to their swords or claws in melee 
  when they realize the raging power of the mana storm.
  Morale The sabosan are not prepared to die for their meager 
  positions among Gurstweld’s army, but they realize that 
  abandoning their clan may be just as dire a fate. If reduced 
  to fewer than 15 hit points, the sabosan try to flee to 
  Megator Facient to warn Gurstweld of the intruders.
  STaTISTICS
  Str 20, dex 22, Con 17, Int 11, Wis 11, Cha 10
  base atk +9; CMb +14 (+18 grapple); CMd 30
  feats Exotic Weapon Proficiency (heavy repeating crossbow), 
  Flyby Attack, HoverB, Improved Initiative, Point Blank Shot, 
  Power Attack, Skill Focus (Perception), Toughness
  Skills Acrobatics +18, Fly +18, Perception +15, Stealth +18
  Languages Abyssal 
  Gear mwk heavy repeating crossbow with 20 bolts, short 
  sword, 70 gp
  C3. Bailey (Cr 14)
  The hustle and bustle of this fortified bailey is palpable in 
  the midst of the raging storm. A large building to the north 
  appears to be the center of activity, while a smaller, more 
  ramshackle building to the southeast barely remains standing. 
  Gates to the east and west appear to be the only exits, while 
  stairs to the north and south lead up to the fort’s curtain wall.
  34
  
  A simple door into the northern building leads 
  down into a basement (area C4). There are also multiple 
  entrances to the smaller building—large double doors to 
  area C18, a door to area C17, and a door behind a fenced-
  off area littered with old machinery parts (area C16).
  Creatures: Six ogrekin fighters and two sabosan guards 
  patrol the outpost’s bailey, hurrying about and ensuring 
  the outpost withstands the powerful mana storm.
  oGrekIn LaborerS (6) 
  Cr 8
  XP 4,800 each
  Human ogrekin fighter 8 (Pathfinder RPG Bestiary 2 204)
  NE Medium humanoid (giant)
  Init +1; Senses low-light vision; Perception +9
  defenSe
  aC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +1 dodge, 
  +3 natural)
  hp 96 each (8d10+48)
  fort +12, ref +6, Will +6 (+2 vs. fear)
  defensive abilities bravery +2
  offenSe
  Speed 20 ft.
  Melee mwk Large ogre hook +16/+11 (2d8+7/×3)
  ranged Large fire lance +9 (1d8/×4)
  Special attacks weapon training (polearms +1)
  TaCTICS
  Morale As the ogrekin laborers have known nothing but 
  torment at the hands of their ogre masters, the ogrekin 
  are willing to die to escape their miserable fates.
  STaTISTICS
  Str 25, dex 13, Con 20, Int 6, Wis 12, Cha 8
  base atk +8; CMb +15 (+17 bull rush, +17 sunder); CMd 27 
  (29 vs. bull rush, 29 vs. sunder)
  feats Combat Reflexes, Dodge, Exotic Weapon Proficiency 
  (firearms), Improved Bull Rush, Improved Sunder, Iron 
  Will, Lightning Reflexes, Power Attack, Quick Bull RushUC, 
  Vital Strike
  Skills Climb +17, Perception +9
  Languages Common
  SQ armor training 2, deformities (oversized limbs, stunted legs)
  Gear +1 scale mail, Large fire lanceUE with 5 javelins, mwk 
  Large ogre hookUE, cloak of resistance +1, black powder 
  horn with 10 doses of black powder, 39 gp
  SaboSan GuardS (2) 
  Cr 7
  XP 3,200 each
  hp 87 each (see page 34)
  Development: If defeat seems imminent, one of the 
  sabosan guards rushes to area C10 to warn Syckar, who 
  then rallies his troops and engages the PCs himself.
  C4. Basement (Cr 14)
  The cellar doors leading into this basement are shut tight 
  and held fast with a good lock (Disable Device DC 30). 
  The rotted doors, however, are fairly easy to break through 
  (hardness 4, 12 hp, break DC 13).
  An amalgam of winding machinery occupies the northeast 
  corner of this basement. It consists of turning tubes and gears 
  that connect to and exit the northern wall as well as the 
  ceiling. A pile of old, rotted hay fills the floor space in the 
  southeast corner.
  Creature: A single gunpowder ooze lives in the 
  basement located beneath the outpost. When Sultur’s 
  mercenaries discovered the nasty thing beneath the mill, 
  they quickly shut the cellar doors in a futile attempt to 
  lock the ooze inside (when it could easily seep through 
  the gaps in the northern wall and into the nearby river). 
  Luckily for the ogrekin and their allies, the ooze is more 
  or less content to dwell in this dank basement and 
  subsist on the ore particles that continually sift through 
  the ceiling from the mill above, which have only helped 
  the strange creature grow into its current form. That 
  said, the mindless creature would enjoy a fresh meal, 
  and anyone who walks past the basement landing risks 
  battle with the monster. 
  GunPoWder ooze 
  Cr 14
  XP 38,400
  hp 230 (see page 63)
  C5. Mill room (Cr 13)
  A sizable ore mill takes up the center of this room. A staircase 
  to the south winds upward, while doors to the north, east, and 
  west exit the room. A hall to the west reveals three more doors.
  Ore from area C9 trickles down into this secondary 
  mill, which further pulverizes the ore so that it’s easier 
  to refine. When the ore is crushed to a fine enough state, 
  the mill is stopped via a lever in the basement and a cart 
  pulled by a clockwork horse is driven through the eastern 
  gate (area C14) up to the loading doors on the side of the 
  outpost. Workers then shovel the ore from the crusher 
  onto the truck.
  Creatures: Four ogrekin laborers work the mill and 
  oversee the adjacent ore silo room, moving about the 
  bottom floor of the outpost to ensure everything is going 
  according to their masters’ wishes.
  oGrekIn LaborerS (4) 
  Cr 8
  XP 4,800 each
  hp 96 each (see above)
  Hazard: The mill in the center of this room can be 
  a deadly hazard for creatures that get thrown in. The 
  ogrekin laborers attempt to bull rush PCs into the 
  mill, which deals 12d6 points of damage each round to 
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  35
  
  creatures that get crushed in it—a successful DC 18 Reflex 
  save negates this damage and allows creatures to escape 
  to the nearest available space. This hazard increases the 
  area’s overall CR by 1.
  Development: Since the gunpowder ooze prevents 
  the workers from storing ore there, they’ve taken to 
  dumping excess milled ore into a pile just outside the 
  loading doors. The pile has already reached a height 
  and approximate diameter of 5 feet. A Medium creature 
  can hide in the loose pile of ore as a full-round action, 
  granting it a +10 circumstance bonus on Stealth checks 
  while behind the ore pile.
  C6. Ogrekin Quarters (Cr 14)
  Splintered bed frames and marred decorations fill this heavily 
  abused living space. Paintings on the wall once depicted 
  soaring landscapes of the Mana Wastes, but vandalism and 
  time have taken their toll on the old pieces of art.
  Creatures: A pair of especially large aurumvoraxes 
  resides here. Taken as newborns from the Karggat 
  Mine, these creatures were trained by the ogrekin to 
  serve as guardians of their most prized belongings. The 
  aurumvoraxes take to their task with diligence, and attack 
  any intruders they don’t immediately recognize.
  TraIned auruMvoraXeS (2) 
  Cr 12
  XP 19,200 each
  Advanced aurumvorax (Pathfinder RPG Bestiary 2 35)
  N Medium magical beast
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +14
  defenSe
  aC 26, touch 14, flat-footed 22 (+3 Dex, +1 dodge, +12 natural)
  hp 161 each (14d10+84)
  fort +15, ref +12, Will +7
  defensive abilities ferocity; dr 10/piercing or slashing; 
  Immune poison; resist fire 10
  offenSe
  Speed 30 ft., burrow 10 ft.
  Melee bite +21 (1d8+7 plus grab), 4 claws +21 (1d6+7 plus grab)
  Special attacks rake (4 claws +21 1d6+7)
  STaTISTICS
  Str 25, dex 16, Con 22, Int 2, Wis 13, Cha 11
  base atk +14; CMb +21 (+29 grapple); CMd 35 (39 vs. grapple, 
  47 vs. trip)
  feats Bleeding Critical, Critical Focus, Dodge, Improved 
  Initiative, Improved Iron Will, Iron Will, Skill Focus 
  (Perception)
  Skills Perception +14, Stealth +13
  Treasure: While the paintings on the wall are almost 
  totally ruined, canny adventurers can find hidden 
  treasures behind one of them—a small safe is wedged 
  into the wall behind an illustration of the Sesaro Dells 
  (Perception DC  15). The ogrekin broke open the safe 
  a while ago and have been hoarding stolen or found 
  treasures in it since they began operations at the outpost. 
  A sack stuffed full of 431 pp is the most obviously valuable 
  loot, but a battered sipping jacket (Pathfinder RPG Ultimate 
  Equipment 222) and a dozen tracer bullets (Ultimate Equipment 
  162) are also present.
  C7. Ore Silo room
  Three iron cylinders occupy most of the space in this room. 
  These containers are extensions of the ore collection silos 
  in area C9, and hold large volumes of ore shipped from 
  the Karggat Mine. Sliding steel slots set are at eye level into 
  the face of each cylinder, which allow workers to check the 
  amount of ore in each silo (even if they’re full, the slots 
  aren’t big enough to allow ore to slip out of the silos) and to 
  roughly estimate the ore’s density and quality.
  Treasure: The sliding steel slot on the easternmost silo 
  only opens halfway before getting stuck on something. A 
  greedy ogrekin laborer wedged an impressive find behind 
  the slot to hide it from his equally avaricious allies: a thick, 
  raw diamond the size of a human fist can be dug out from 
  behind the slot. The diamond is worth 10,000 gp.
  C8. Watchtower
  This three-story watchtower connects the various levels 
  of the Sultur Mill Outpost and provides a staging area for 
  the guards garrisoned there.
  Treasure: On each of the watchtower’s three levels, the 
  sabosan guards placed wooden barrels in which they keep 
  extra arms. Two barrels can be found in the corners of 
  each level. Each barrel contains a masterwork composite 
  longbow (+5 Str bonus) with 20 arrows, two potions of cure 
  serious wounds, and a potion of invisibility.
  C9. Ore Collection room
  The large stone silos in this room are extensions of the 
  silos in area C7; they catch the ore from the Karggat Mine 
  as it pours down the ore chutes from the north.
  Creature: Syckar’s scorpion animal companion, Istiv, 
  makes its nest here. It’s likely encountered alone in the 
  room unless Syckar comes to retrieve it.
  ISTIv 
  Cr —
  Giant scorpion animal companion (Pathfinder RPG Ultimate 
  Magic 37)
  N Large vermin
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +0
  defenSe
  aC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
  hp 82 (11d8+33)
  fort +10, ref +5, Will +3
  defensive abilities evasion; Immune mind-affecting effects
  36
  
  Syckar
  offenSe
  Speed 40 ft.
  Melee 2 claws +14 (1d6+7 plus grab), sting +14 (1d6+7  
  plus poison)
  Space 10 ft.; reach 10 ft.
  STaTISTICS
  Str 24, dex 14, Con 17, Int —, Wis 10, Cha 2
  base atk +8; CMb +16 (+20 grapple); CMd 28 (32 vs. grapple, 
  40 vs. trip)
  SPeCIaL abILITIeS
  Poison (ex) Sting—injury; save Fort DC 18; frequency 1/
  round for 6 rounds; effect 1d2 Str damage; cure 1 save.
  C10. Syckar’s Quarters (Cr 15)
  The ceiling droops considerably in this weathered living 
  chamber. The floor is covered in a layer of unnatural moss 
  that creeps up the cobblestone walls to the west and south. A 
  batter bed occupies the northwestern corner of the chamber. 
  The patterns of dust on the floor show that much of the 
  furniture here was recently removed. A single wooden door 
  stands in the south wall.
  Creature: Since Hrugor recruited the sabosan tribe to 
  watch over this outpost, its leader, the druid Syckar, has 
  wielded his authority over both his tribe and the ogrekin 
  from these quarters. He uses the adjacent library to 
  research the effects of various diseases on small rodents, 
  though this pursuit is more about staving off boredom 
  than anything else.
  SyCkar 
  Cr 15
  XP 51,200
  Male sabosan druid 13 (Pathfinder 
  RPG Bestiary 3 233)
  NE Medium monstrous 
  humanoid 
  Init +10; Senses blindsense 
  60 ft., darkvision 60 ft., scent; 
  Perception +20
  defenSe
  aC 27, touch 15, 
  flat-footed 24 
  (+8 armor, 
  +2 deflection, 
  +3 Dex, 
  +4 natural)
  hp 189 (20 HD; 
  7d10+13d8+93)
  fort +13, ref +15, 
  Will +19; +2 vs. primal 
  magic, +4 vs. fey and 
  plant-targeted effects
  defensive abilities resist nature’s 
  lure; Immune poison
  offenSe
  Speed 20 ft., fly 30 ft. (good)
  Melee +2 scimitar +23/+18/+13/+8 (1d6+6/18–20), bite +15 
  (1d6+2 plus bleed), claw +15 (1d6+2 plus grab) or
  bite +20 (1d6+4 plus bleed), 2 claws +20 (1d6+4 plus grab)
  ranged mwk double-barreled pistol +23/+18 touch (1d8/×4)
  Special attacks bleed (1d4), blood drain (1 Constitution), 
  dust cloud, fell shriek, powerful charge (claw, 2d6+6), 
  wild shape 13 hours/day
  druid Spells Prepared (CL 13th; concentration +19)
  7th—control weather
  6th—greater dispel magic, repel wood, wall of stone
  5th—call lightning storm (DC 21), cure critical wounds, 
  greater contagion (DC 21), stoneskin
  4th—ball lightningAPG (DC 20), cure serious wounds, flame 
  strike (DC 20), rusting grasp, spike stones (DC 20)
  3rd—cloak of windsAPG, cure moderate wounds, fungal 
  infestationUM (DC 19), greater magic fang, remove disease
  2nd—barkskin, bear’s endurance, chill metal (DC 18), gust 
  of wind, lesser restoration, summon swarm
  1st—charm animal (DC 17), cure light wounds, detect 
  aberrationAPG, entangle (DC 17), faerie fire, magic stone
  0 (at will)—detect magic, detect poison, resistance, stabilize
  TaCTICS
  before Combat If Syckar is alerted to the PCs’ 
  presence, he imbibes his potion of 
  bull’s strength.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  37
  
  during Combat Syckar immediately opens the balcony 
  doors and rushes outside. The sabosan’s amulet of primal 
  mastery gives him the confidence to use his magic even 
  during the mana storm. Upon reaching the outdoors, 
  Syckar casts call lightning storm to its full effect, and then 
  attacks from the air with his double-barreled pistol and 
  offensive spells.
  Morale Syckar is haughty, but he’s no fool. If he realizes 
  that he and his fellow sabosan are outmatched, he calls 
  for them all to retreat westward. At his command, the 
  sabosan take to the air, fleeing back to their home in 
  the Mwangi Expanse.
  STaTISTICS
  Str 18, dex 22, Con 17, Int 9, Wis 22, Cha 12
  base atk +16; CMb +20 (+24 grapple); CMd 38
  feats Craft Wondrous Item, Exotic Weapon Proficiency 
  (firearms), Flyby Attack, GunsmithingUC, Heighten Spell, 
  HoverB, Improved Initiative, Point-Blank Shot, Skill Focus 
  (Perception), Toughness, Weapon Focus (scimitar)
  Skills Acrobatics +14, Fly +18, Heal +18, Knowledge 
  (nature) +1, Linguistics +0, Perception +20, Spellcraft +11, 
  Stealth +14, Survival +20
  Languages Abyssal, Common, Druidic
  SQ nature bond (animal companion, scorpion), nature sense, 
  trackless step, venom immunity, wild empathy +14, 
  woodland stride
  Combat Gear potion of bull’s strength, potion of haste, 
  potion of invisibility; other Gear +2 dragonhide 
  breastplate (green), +2 scimitar, mwk double-barreled 
  pistolUE with 20 alchemical cartridgesUE, amulet of primal 
  mastery, headband of inspired wisdom +2, ring of 
  protection +2, granite and diamond dust worth 500 gp
  Development: Syckar’s double-barreled pistol is of 
  incredibly fine quality and design. The maker’s mark 
  adorning its side initially appears to be one of the standard 
  stamps used by local gunsmiths, but a successful DC 25 
  Knowledge (local) check allows the PC to determine the 
  stamp’s significance: its more minute details indicate not 
  only that the gun was crafted at the Gunworks (an odd fact 
  on its own, since the engineers of that factory rarely craft 
  guns for foreign distribution), but also that it was crafted 
  for a member of Alkenstar’s nobility. Those who succeed 
  at a DC 35 Knowledge (nobility) check recognize the seal 
  as that of the Sultur family. Characters who compare the 
  maker’s mark with the seal on the letter found in area C11 
  can quickly tell that the two clues are related.
  If captured, Syckar can be a valuable font of information 
  for the PCs. He knows much about Hrugor Gurstweld, 
  but his employer is an enigmatic figure. Syckar knows 
  that the employer is a minister on Alkenstar’s High 
  Parliament, but he knows nothing more than that.
  C11. library (Cr 12)
  Floor-to-ceiling bookshelves line the western wall of this 
  room. A small wooden stool is the only other furnishing in 
  the chamber. Wooden doors allow egress from the southwest 
  and northeast.
  A successful DC 25 Perception check while searching 
  the bookshelves to the west reveals an envelope 
  protruding from one of the volumes—a hollowed-out 
  tome entitled Braving the Wastes. The full text of the 
  letter inside the envelope is reproduced in Handout #2 
  on page 39, and is likely one of the first times the PCs 
  come across the name “Gurstweld,” though they may 
  have already heard mention of the hill giant from the 
  mutants of Mothuk Colony or from Syckar. Characters 
  who succeed at a DC 20 Knowledge (history) check 
  recognize that Megator Facient is an abandoned factory.
  This letter is sealed with an official stamp of the 
  Grand Duchy, identifiable with either a successful DC 10 
  Knowledge (nobility) or DC 15 Knowledge (local) check. 
  The significance of this shouldn’t be lost on the PCs, 
  since it means that someone affiliated with either the 
  Grand Duchess or the High Parliament is likely behind 
  Megator Facient’s reanimation. Further confirmation of 
  this can be found in Krauss’s journal (area C17).
  Anyone with even a passing knowledge of firearms 
  can tell that the hollow in Braving the Wastes is shaped to 
  hold a thick pistol.
  Traps: Syckar had several of the volumes in the library 
  trapped in case any of his minions tried snooping 
  through his coveted tomes. Any creature that actively 
  amulet of primal Mastery
  t
  he following magic item is particularly helpful 
  for spellcasters who aren’t afraid of potentially 
  triggering some primal magic.
  Amulet Of PrimAl mAstery
  PrICe
  24,200 GP
  SLoT neck
  CL 17th
  WeIGhT —
  aura strong evocation
  The dark green orb on this silver necklace is covered 
  in what looks like thorns, but it’s not sharp or painful 
  to the touch. While wearing this amulet, whenever 
  you cast a spell that triggers a primal magic event, roll 
  d% twice when generating the result. You may pick 
  which of the two results actually occurs. Additionally, 
  you gain a +2 bonus on all saving throws to resist 
  primal magic events. This bonus doesn’t stack with 
  other bonuses on saves to resist primal magic events.
  ConSTruCTIon reQuIreMenTS
  CoST 12,100 GP
  Craft Wondrous Item, miracle, crafter must be an 
  oracle with the spellscar mysteryISM
  38
  
  peruses the shelves and reads the spines of the books 
  there risks triggering one of the traps. Failing a trap’s 
  saving throw turns the target into a common rabbit.
  baLefuL PoLyMorPh TraPS (4) 
  Cr 8
  XP 4,800 each
  Type magic; Perception DC 32; disable device DC 32
  effeCTS
  Trigger proximity (alarm); reset none
  effect spell effect (heightened baleful polymorph to transform 
  target into rabbit, Fortitude DC 19 negates, Will DC 19 partial)
  C12. Water Wheel
  The stone walkway that surrounds the north side of the 
  Sultur Mill is designed to channel water from the Karggat 
  Stream into the water wheel that operates the mill. To the 
  west of the walkway, three wide metal chutes carry ore 
  from the lift in the mine down the hill and into the ore 
  collection room (area C9).
  C13. Guard towers (Cr 11)
  As an added security measure, both of the levers on these 
  the towers must be pulled to allow egress through the 
  eastern gate. The northern guard tower’s lever unlocks 
  and lowers the outer wooden ramp, while the lever on the 
  southern tower operates the inner portcullis.
  Creatures: Two sabosan guards occupy each of these 
  towers at all times. They have orders to allow any creature 
  driving a loaded caravan to enter the bailey, but otherwise 
  watch for potential intruders from the east.
  SaboSan GuardS (4) 
  Cr 7
  XP 3,200 each
  hp 87 each (see page 34)
  C14. Eastern Gate (Cr 14)
  An imposing iron portcullis and dilapidated wooden gate 
  mark this wall as the outpost’s eastern exit. An industrial 
  flatbed cart is parked near the gate, and a strange arcane 
  machine is welded to the vehicle’s iron bed.
  The strange device on the vehicle is a dwarven artifact 
  called a quake cannon, stolen from Dongun Hold years 
  ago. The spoils of one of Gurstweld’s prior raids against 
  the fortress, the machine was unusable by the giant for 
  many years until he had gathered the expensive diamonds 
  needed to operate it. Eventually, he was able to employ the 
  device to cause the violent earthquakes that split open the 
  abandoned entrances to the Karggat Mine. Later, Degala 
  Krauss discovered that using eidite in place of a diamond 
  allowed the machine to lure Brass Guardians from 
  Alkenstar toward the outpost, where she then corrupted 
  them before sending them back to the City of Smog. The 
  machine has seen little use since Krauss’s murder, and 
  both Syckar and Gurstweld are unsure what to do with the 
  device. It’s been abandoned here, watched over only by the 
  brutish Oughach and his verminous minions.
  Creatures: The gatekeeper for the Sultur Mill Outpost 
  is a brutish ash giant named Oughach—a lonely monster 
  extracted from the most hostile realms of the Mana 
  Wastes whom Gurstweld bullied into subservience. 
  Oughach commands three tick swarms, which inhabit the 
  cracks and ledges of the keep wall surrounding the gate 
  until he summons them forth.
  ouGhaCh 
  Cr 12
  XP 19,200
  Advanced ash giant (Pathfinder RPG Bestiary 3 126, 290)
  hp 171
  TICk SWarMS (3) 
  Cr 9
  XP 6,400 each
  hp 120 each (Pathfinder RPG Bestiary 2 265)
  Development: The strange machine sitting here is a 
  quake cannon (see the sidebar on page 40). The device has 
  been modified by Krauss and is currently set to transmit a 
  sonic beacon that Gurstweld and his cronies used to draw 
  Brass Guardians into their clutches.
  C15. Eastern turret
  Unlike the other turrets in the Sultur Mill Outpost, this 
  tall, wide tower usually serves as the staging ground and 
  Syckar,
  I have been most pleased with your progress 
  thus far in reconstructing the Sultur Mill 
  Outpost. The ore you’ve processed this last week 
  alone has been enough to complete the construction 
  of the colossal Endermere, which now watches 
  over the main gates of Megator Facient alongside 
  Gurstweld and his minions. Perhaps you will see 
  it one day, but for now, I need you to remain at the 
  outpost and keep things there in order.
  Feel free to do whatever you wish with 
  Krauss. She has served her purpose, both in 
  the reprogramming of the Brass Guardians and 
  luring them here with the dwarven artifact, and I 
  no longer have any need for that skittish hermit.
  As a reward for your service, I have sent 
  along with this missive a gift—a small token of 
  my appreciation for your continued efforts. Use 
  it wisely.
  —Your employer
  HAndOut #2
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  39
  
  takeoff point for an elite force of underlings that Gurstweld 
  personally set there.
  Creatures: This turret is garrisoned by three of 
  Gurstweld’s most favored gnoll minions and their 
  acquired rift drake mounts, who take turns patrolling 
  the skies around the mine, mill, and factory. Rather than 
  participating in any combat at the outpost, they have 
  strict orders to report any mischief or foul doing directly 
  to Gurstweld. At the first sign of trouble in the outpost, 
  the rift drakes and their riders take to the sky, heading 
  eastward toward Megator Facient.
  While the PCs are not intended to confront the rift 
  drakes and their riders here, they may encounter these 
  foes on the journey between the outpost and Megator 
  Facient (see page 42).
  C16. Smith Yard
  This open-air staging area is where Degela Krauss brought 
  her work when it didn’t fit in her meager workshop, or where 
  she went if she simply wanted a breath of fresh air while 
  crafting. The space is mostly empty—various parts and tools 
  are strewn about, but nothing of note remains here.
  C17. Krauss’s living Area
  This small living area is furnished with a bed, nightstand, and 
  table, all of which appear to have been recently ransacked.
  Krauss kept a journal in the top drawer of her 
  nightstand. Here the crazed hermit recorded her scattered 
  thoughts and personal progress reports on her work for 
  Hrugor Gurstweld and Syckar. Within it, she frequently 
  mentions her meetings with Gurstweld in the abandoned 
  Megator Facient, and describes in her later entries her 
  “growing distrust of the freakish hill giant and his mutated 
  minions.” Her increasing paranoia coincided with what 
  she believed to be the reactivation of Megator Facient; in 
  her last entry, she writes: “The hills have begun to stink of 
  sulfur and dread. I fear for my own life, as well as the lives 
  of countless others, in the shadow of this reborn forge.”
  Her journal makes several mentions of a “minister,” 
  though she never attaches a name to the title. Scattered 
  drawings of mechanical figures and diagrams are 
  occasionally interrupted by seemingly random sketches, 
  including one that appears to be a representation of a 
  noble’s seal, similar to that one might find on a signet 
  ring. Comparing this sketch to the maker’s mark on 
  Syckar’s pistol or the seal on the letter found in Syckar’s 
  library reveals the symbols to be one and the same.
  Treasure: There’s little of interest here left after Syckar’s 
  tribe raided it for valuables. Hidden under a false bottom 
  in the nightstand’s drawer (Perception DC 22) is a heart-
  shaped pendant cut from a brilliant red gem and attached 
  to a silver chain necklace. When worn, this necklace acts 
  as a periapt of wound closure.
  Quake canon
  t
  he quake cannon is a massive earthquake-
  making machine created by Dongun Hold’s 
  engineers; the dwarves used it millennia ago in the 
  war between Geb and Nex, when their hold was a 
  hotly contested battleground. When the dwarves 
  created a magic-dead zone centered on their fortress, 
  the device naturally ceased to function. It languished 
  unused for centuries before being taken in one of the 
  many raids conducted by giants against the dwarven 
  stronghold several years ago.
  QuAke CAnnOn
  MInor 
  arTIfaCT
  SLoT none
  CL 20th
  WeIGhT 1,000 lbs.
  aura strong evocation
  The cannon consists of a pivoting chair designed for 
  a Medium creature mounted atop a tripod that splays 
  10 feet in diameter. Attached to the front of the chair 
  is a 12-foot-long, hollow mithral cylinder wound 
  with a fine braid of incredibly thin copper wire and 
  set at a variable angle to allow it to be aimed like a 
  siege weapon. At the cylinder’s end is a small clamp 
  designed to hold a large crystal through which the 
  cannon’s beam travels, acting as a focal lens. 
  Once per week, the quake cannon can be 
  activated to create an earthquake effect (as the spell) 
  centered on any point within 50 miles. Activating the 
  cannon takes 10 minutes, and a diamond worth at 
  least 10,000 gp must be used as the device’s focal 
  lens. This diamond is expended in the process of 
  firing the weapon.
  If an eidite gem worth at least 5,000 gp is instead 
  used as a focal lens, the quake cannon does not 
  create an earthquake at the targeted location, but 
  instead fires an ultrasonic pulse that affects only 
  clockworks within the same area of effect as the 
  cannon’s normal earthquake effect. Any constructs 
  with the clockwork subtype in the affected area must 
  succeed at a DC 25 Will save or be overwhelmed with 
  electromagnetic impulses and ultrasonic disruptions. 
  Clockwork creatures that fail their saving throws 
  against this effect become confused for 1 minute. 
  During this time and for 24 hours afterward, affected 
  creatures are compelled to move toward the quake 
  canon as fast as they can. This is a sonic effect.
  deSTruCTIon
  The crystallized heart of a shaitan that has never 
  left the Elemental Plane of Earth must be used as a 
  focal lens. Doing so centers the device’s earthquake 
  effect on the quake cannon itself and destroys the 
  device, but not before it activates one last time.
  40
  
  C18. Krauss’s Workshop (Cr 15)
  Scattered tools, machine parts, and scrap metal fill every 
  corner of this messy workroom. In the center of the chamber, 
  a bipedal clockwork automaton is secured to an arcane 
  platform of wires, pipes, and twisting metal. A large bundle 
  of wires winds upward from the platform toward and through 
  the ceiling. Wide wooden double doors to the northwest and 
  a humble wooden door to the east exit the workshop.
  This is the room in which Degala Krauss conducted 
  the most delicate and experimental elements of her 
  research. After the sabosan and ogrekin murdered 
  Krauss, Syckar tasked them to ransack the place in 
  search of anything valuable. Not knowing the true uses 
  of many of the tools and mechanical oddments in the 
  room, they left largely empty-handed.
  Haunt: In the days since the sabosan and ogrekin 
  skewered Krauss upon the lightning rod atop her 
  workshop, her angry spirit has manifested in the form of 
  a powerful haunt. Anyone who walks into the workshop 
  draws the ire of Krauss’s warped spirit, which sends 
  electricity throughout the room and risks activating the 
  dormant clockwork soldier still connected to the turbine.
  eLeCTrIC TurbIne 
  Cr 11
  XP 12,800
  CE haunt (15-ft.-by-20-ft. workshop)
  Caster Level 11th
  notice Perception DC 25 (to feel one’s hairs stand up on end)
  hp 22; Trigger proximity; reset 1 hour
  effect When this haunt is triggered, a stream of electricity 
  courses down from the ceiling, striking the Brass Guardian 
  and up to 11 secondary targets within 30 feet of the Brass 
  Guardian. This deals 15d6 points of electricity damage to 
  each creature except the Brass Guardian as empowered 
  chain lightning (Reflex DC 17 half).
  destruction Degela Krauss’s body must be removed from 
  the building’s lightning rod and given a proper burial.
  Creature: Before she was killed, Krauss had nearly 
  completed one of her finest inventions, overhauling a 
  captured Brass Guardian and outfitting it with additional 
  adamantine plating and integrated weapons. She used 
  this creation as a test subject while studying the effects 
  of electricity on clockwork automatons and researching 
  the feasibility of alternative power sources for such 
  constructs. She used the lightning rod on top of her 
  workshop to channel electricity directly into the Brass 
  Guardian she was working on. 
  If the supercharged Brass Guardian in this room 
  is still connected to the turbine when the haunt is 
  activated, the construct is struck by the electricity 
  coursing through the lightning rod and is reactivated 
  by the sudden power surge.
  SuPerCharGed braSS GuardIan 
  Cr 14
  XP 38,400
  Unique clockwork soldier (Pathfinder RPG Bestiary 3 57)
  N Medium construct (clockwork)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +2
  defenSe
  aC 28, touch 14, flat-footed 24 (+4 dex, +14 natural)
  hp 119 (18d10+20)
  fort +6, ref +10, Will +6
  dr 15/adamantine; Immune construct traits, electricity
  offenSe
  Speed 50 ft.
  Melee +1 longsword +24/+19/+14/+9 (1d10+12/19–20), 
  +1 heavy mace +20 (1d8+6)
  Special attacks multiweapon mastery, self-destruct, supercharged
  STaTISTICS
  Str 32, dex 19, Con —, Int —, Wis 15, Cha 5
  base atk +18; CMb +29; CMd 33
  feats Improved Initiative, Lightning Reflexes
  SQ efficient winding, proficient, standby, swift reactions
  SPeCIaL abILITIeS
  Self-destruct (ex) If the supercharged Brass Guardian 
  is reduced to fewer than 0 hit points, it immediately 
  begins to overheat. On its next turn, the Brass Guardian 
  explodes, dealing 8d6 points of fire damage to every 
  creature in 10-foot-radius (Reflex DC 23 negates) and 
  exposing any creature damaged by the explosion to eidite 
  sickness (see page 19). The save DC is Dexterity-based.
  Supercharged (ex) As long as the Brass Guardian is 
  attached to the turbine in Krauss’s workshop via its 
  various cables (which effectively form a 20-foot-long 
  tether) and for 1 round after detaching from the cords, 
  the construct is supercharged with electricity. During 
  this time, all of the Brass Guardian’s melee attacks are 
  treated as though they possessed the shocking burst 
  special ability. A creature struck by the supercharged 
  Brass Guardian is paralyzed for 1 round (Reflex DC 19 
  avoids). Creatures with immunity or energy resistance 
  to electricity are immune to this paralysis effect. The 
  Brass Guardian can rip free of the cords tethering it to the 
  turbine as a free action, and other creatures can break the 
  cables with slashing weapons (AC 10, 25 hp, hardness 3). 
  The save DC is Constitution-based.
  Development: The confrontation with this Brass 
  Guardian should remove doubts that the PCs are on the 
  right trail. The evidence found in the outpost—the stamp 
  on Syckar’s pistol (area C10) bearing the Sultur family’s 
  mark, the letter in the library (area C11), Krauss’s journal 
  (area C17), and the discovery of the quake cannon (area 
  C14)—indicates that the plot against Minister Baratella is 
  centered on Megator Facient.
  Story Award: If the PCs uncover Degela Krauss’s role 
  in the reprogramming of Alkenstar’s Brass Guardians, 
  award them 51,200 XP.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  41
  
  chapter 3
  O
  nce the PCs have discovered enough clues from the 
  outpost and know that their true culprit lies east 
  in Megator Facient, their next step is to investigate 
  the formerly abandoned factory. As the PCs travel toward 
  Megator Facient, the mana storm afflicting the region 
  gradually lets up, giving way to the green-blue skies more 
  typical of the Mana Wastes. By the time the PCs reach the 
  factory, the storm has died completely; if you are using 
  the rules for primal magic, treat them as normal for the 
  rest of the adventure.
  The RifT DRakes (CR 14)
  Depending on how the PCs make their way from the 
  outpost toward Megator Facient, they may or may not 
  encounter the rift drakes normally stationed in area C15. 
  If the group seems more interested in a stealth-based 
  infiltration of the reborn forge, have the PCs encounter 
  the rift drake scouts on the way toward the next part of the 
  adventure so that the heroes can catch Megator Facient’s 
  inhabitants off guard. If you think a frontal assault would 
  be more exciting, have the drakes and their gnoll riders 
  arrive at Megator Facient just before the PCs do, warning 
  Gurstweld and putting his minions on full alert.
  Rift DRakes (3) 
  CR 9
  XP 6,400 each
  hp 126 each (Pathfinder RPG Bestiary 3 106)
  Gnoll skiRmisheRs (3) 
  CR 9
  XP 6,400 each
  The RebORn FORge
  42
  
  Mana Wastes mutant gnoll gunslinger 4/rogue 3 (Pathfinder 
  RPG Bestiary 155, Pathfinder Campaign Setting: Inner Sea 
  Bestiary 28, Pathfinder RPG Ultimate Combat 9)
  CE Medium humanoid (gnoll)
  init +2; senses darkvision 60 ft.; Perception +13
  Defense
  aC 22, touch 14, flat-footed 18 (+5 armor, +2 Dex, +2 dodge, 
  +3 natural)
  hp 79 each (9 HD; 5d8+4d10+31)
  fort +11, Ref +9, Will +4
  Defensive abilities acidic pustules (DC 17), evasion, trap 
  sense +1; DR 10/cold iron; immune disease, poison; sR 20
  offense
  speed 20 ft.
  melee mwk longspear +10/+5 (1d8+3/×3), slam +9 (1d6+2 
  plus disease)
  Ranged +1 blunderbuss +12 (1d8+1)
  special attacks disease, sneak attack +2d6
  taCtiCs
  During Combat The gnolls switch between firing bullets and 
  pellets against single targets, resorting to slam and spear 
  attacks if their enemies force them into melee combat.
  morale The gnolls know that they have little means of 
  escape and fear punishment from Gurstweld if they fail 
  their mission, and thus fight to the death.
  statistiCs
  str 15, Dex 15, Con 17, int 10, Wis 15, Cha 6
  Base atk +7; CmB +9; CmD 23
  feats Dodge, Extra GritUC, GunsmithingUC, Mobility, Power 
  Attack, Deft ShootistUC, Leaping ShotUC
  skills Acrobatics +11 (+7 when jumping), Climb +11, 
  Perception +13, Ride +11, Stealth +11, Survival +13
  languages Gnoll
  sQ deeds (deadeye, gunslinger initiative, gunslinger’s 
  dodge, pistol-whip, quick clear, utility shot), deformities 
  (deformed leg), grit (4), gunsmith, mutations (acidic 
  pustules, disease), nimble +1, rogue talents (bleeding 
  attack +2), trapfinding +1
  Combat Gear fuse grenadesUE (2); other Gear +1 chain shirt, 
  +1 blunderbussUE with 10 paper alchemical cartridgesUE 
  (5 bullets and 5 pellets), masterwork longspear
  sPeCial aBilities
  acidic Pustules (ex) A gnoll skirmisher is covered in necrotic 
  pustules that burst at the slightest touch. Whenever a 
  creature deals piercing or slashing damage to the Mana 
  Wastes mutant, all creatures adjacent to the gnoll take 
  1d4 points of acid damage (Reflex DC 17 negates) as the 
  mutant gnoll’s boils and blisters pop and spray about. The 
  save DC is Constitution-based.
  Disease (su) Anyone who lives with mana fever for a week 
  straight without dying becomes immune to the disease, 
  but also becomes a Mana Wastes mutant.
  Mana fever: Injury—slam; save Fort DC 17; onset 1d4 
  minutes; frequency 1 day; effect 1d3 Con damage, 1d3 
  Cha drain; cure 2 consecutive saves.
  D. MegaToR faCienT
  Much of Megator Facient is in a state of dire disrepair, both 
  due to the age of the equipment and the current operators’ 
  neglect in properly maintaining the mechanisms. Debris 
  lines the walls and grime cakes the floors of every chamber. 
  Unless otherwise noted, areas in Megator Facient have the 
  following features.
  Lighting: Ceilings reach heights of 50 feet, and rooms 
  are lit either by windows or vents built into the building’s 
  roof. During dark hours, torches are placed in sconces 
  every 30 feet along the walls of each room. Because of 
  this indeterminate lighting, encounters might vary in 
  difficulty depending on whether the PCs reach Megator 
  Facient during day or night; play this up for either a 
  swashbuckling romp during the light hours or a grungy, 
  stealthy foray at night.
  Noise: Regardless of the time of day, the ambient noise 
  of the factory is such that even characters within 20 feet 
  of each other must practically shout to be heard. Careful 
  PCs have little chance of alerting denizens in the factory’s 
  other rooms to their presence.
  Conveyors: The conveyors in Megator Facient are heavily 
  worn but still fully functional. See the sidebar on page 21 
  for details on how conveyors function in this adventure.
  Depending on when the adventurers approach the 
  factory, the gnolls in area D15 may spot them en route.
  D1. eastern Bailey (CR 15)
  The stone wall that once protected this paved courtyard now 
  features a wide gap of crumbled masonry. A set of tall double 
  doors occupies the entire south wall.
  Creature: The construct known as Endermere, 
  mentioned in the letter to Syckar in area C11 (see Handout 
  #2 on 39) can be found guarding the easternmost entrance 
  to Megator Facient. The massive golem is programmed to 
  attack any intruders upon sight.
  enDeRmeRe 
  CR 15
  XP 51,200
  Cannon golem (Pathfinder RPG Bestiary 3 135)
  hp 140
  D2. Collection Room (CR 13)
  A wide staircase leads downward from this room to the south, 
  while a circular steel drum to the southeast churns ore and 
  dumps it down a slide that also leads south. Large double 
  doors exit north, and a hallway to the west leads elsewhere.
  Creatures: A band of four gnoll skirmishers and two 
  ogrekin laborers toils in this room, currently offloading 
  ore from a caravan in the center of the room into the 
  metal drum in the southeast corner.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  43
  
  Gnoll skiRmisheRs (4) 
  CR 9
  XP 6,400 each
  hp 79 each (see page 42)
  oGRekin laBoReRs (2) 
  CR 8
  XP 4,800 each
  hp 88 each (see page 35)
  D3. storeroom
  Stone shelves line the walls of this large, mostly bare 
  storage room. Any items of value that were left here when 
  the dwarves abandoned the facility have already been 
  claimed by scavenging gnolls and ratfolk.
  D4. scrap-sorting area (CR 14)
  The gnoll workers use this area to sort deliveries into 
  usable ore and unusable slag. The ore dumps onto the 
  conveyor belt that winds through the area, and during 
  its transport, the gnolls pick out any unusable material 
  and toss it onto the conveyor running north to south, 
  which deposits it into a garbage heap just outside of the 
  factory. The curving conveyor running toward area D7 
  (the smelting area) operates with efficiencies of 15 and 5, 
  while the straight conveyor running south to area D6 (the 
  garbage dump) has an efficiency of 10.
  Creatures: Six gnolls sort ore from unusable rubbish 
  in this room. They’re dedicated to this tedious task but 
  would delight in something more entertaining to help 
  pass the time. Whenever the unpredictable trash conveyor 
  stops working (as it often does), one or two of the gnolls 
  instead carry buckets of garbage to the furnace room (area 
  D9) to dispose of it.
  Gnoll skiRmisheRs (6) 
  CR 9
  XP 6,400 each
  hp 79 each (see page 42)
  D5. alchemy Lab (CR 14)
  Tables covered in all sorts of arcane glassware, alchemical 
  reagents, and unusual crafting tools line the walls of this hall, 
  which takes the form of a U-shape with exits to the north, east, 
  and west. In various corners of the area are glass containers 
  stretching from floor to ceiling, and a metal guardrail separates 
  this area from several cerulean pools to the southwest. 
  Eidite melted down in area D7 is automatically 
  transported in liquid form to a canister dispenser on the 
  southern wall of this hall. The tables in the northern half 
  of this area serve as the rendering area for the coolant 
  necessary to chill the water treatment baths in area D8. 
  Both the liquid coolant container and the eidite canister 
  dispenser are fragile, and can be smashed with a successful 
  DC 14 Strength check or innocuously sabotaged with a 
  successful DC 28 Disable Device check.
  Creatures: This expansive laboratory plays host to a trio 
  of evil, mutated ratfolk alchemists. Hrugor Gurstweld 
  lured them from their decrepit homes in the Undercity 
  beneath Alkenstar to join his powerful gang. The 
  alchemists hurry about their workstations, eager to mix 
  the concoctions necessary to keep the factory running in 
  full swing.
  Ratfolk alChemists (3) 
  CR 11
  XP 12,800 each
  hp 97 each (use statistics for Habblegash [without the crush 
  addiction] on page 11)
  Treasure: Along with the alchemical reagents necessary 
  to manufacture up to 20 pounds of liquid coolant (treat 
  as liquid ice; Pathfinder RPG Ultimate Equipment 108), 
  numerous other tools and concoctions lie splayed on 
  the tables of this room, including three tangleburn bags 
  (Ultimate Equipment 109), six shard gels (Ultimate Equipment 
  108), 4 doses of rusting powder (Ultimate Equipment 104), 
  and three complete alchemist’s labs (Ultimate Equipment 76).
  D6. garbage Dump (CR 14)
  Twenty-foot-tall mounds of rusted scrap metal, solidified slag, 
  and bodily waste litter this roughly hewn chamber. Tiny plumes 
  of smoke rise from some of the mounds, the stink pouring out 
  of the room via grate-covered vents in the ceiling fifty feet 
  above. Fifteen feet off the ground in the room’s western wall, 
  a conveyor belt juts out of a five-foot-wide gap.
  Once, the workers of Megator Facient used this area 
  to dump manufacturing waste and other undesired 
  materials. A furnace golem would dispose of the waste, 
  but when Hrugor Gurstweld and his minions arrived, the 
  mutants destroyed the construct, thinking it a guardian 
  of the facility rather than a functional garbage disposal. 
  The crumpled golem’s remains are still scattered among 
  the numerous trash heaps.
  Creature: To keep rust monsters and other unwanted 
  pests away, the gnoll workers transplanted a viper vine 
  that they found in the surrounding wastelands within 
  this chamber. The vine subsists on rats and other small 
  vermin that make their way into the chamber, but it 
  welcomes the opportunity to feast on a larger meal.
  aDvanCeD viPeR vine 
  CR 14
  XP 38,400
  hp 230 (Pathfinder RPG Bestiary 2 279, 292)
  D7. smelting area
  The northeast corner of this room is almost entirely occupied 
  by a massive vat of bubbling-hot metal, and melted ore 
  occupies most of the room’s northeast corner. A conveyor 
  44
  
  pours into the room from the east and feeds the vat. Three 
  open-air channels transfer the molten ore south and then 
  west toward distinct molding stations, where the ore cools 
  into a variety of distinct shapes before being pushed out of 
  the room via a complex series of gears. Iron doors to the east 
  and west exit this intensely hot room.
  The processing of metal ore and eidite culminates in 
  this room, where the materials are collectively dumped 
  into the heating pool. The conveyor from area D4 runs 
  east to west and has efficiencies of 5 and 15. The three 
  conveyors leading to area C8 run south to north, and have 
  an efficiency of 5.
  Hazard: The temperature in this room reaches nearly 
  200°  F. Any creature caught in this part of the factory 
  for too long quickly suffers the effects of extreme heat 
  exposure (Pathfinder RPG Core Rulebook 444).
  D8. Water Treatment (CR 15)
  Three rectangular pools take up almost half of the area’s 
  floor space, and connect to a larger pool beneath the floor. 
  Conveyor belts from the south submerge their cargos in the 
  pools, then transfer the contents to another conveyor that 
  runs east to west along the bottom of the underground pool. 
  A complicated panel board of illuminated switches and levers 
  takes up most of the alcove in the eastern wall.
  To keep these pools cold, the factory’s alchemists 
  create special canisters of liquid coolant in their adjacent 
  laboratory (area D5). Yet they must also rely on a power 
  source so volatile the alchemists dare not even tell their 
  leader of its presence—tenuously held beneath the pools 
  in this area is an ice devil, bound to a summoning circle 
  maintained via the mysterious panel on the eastern wall.
  Creatures: Currently, two ratfolk alchemists monitor 
  the panel on the eastern wall of this room, adjusting levers 
  and ensuring the coolant temperatures are sufficient to 
  appease the volatile ice devil dwelling beneath. Should 
  the arcanists catch wind of intruders in the area, they fend 
  them off as best they can, but if their attention is diverted 
  from the panel for more than 3 rounds, the summoning 
  circle beneath the pools loses its effectiveness and releases 
  the vengeful gelugon within, whereupon it takes its rage 
  out on any creatures in the room before teleporting away 
  from the Mana Wastes entirely.
  iCe Devil 
  CR 13
  XP 25,600
  hp 161 (Pathfinder RPG Bestiary 77)
  Ratfolk alChemists (2) 
  CR 11
  XP 12,800 each
  hp 97 each (use statistics for Habblegash [without the crush 
  addiction] on page 11)
  D9. furnace Room (CR 16)
  Enormous furnaces line both walls of this elongated room. 
  Grimy smoke leaks from the edges of the smokestacks 
  connecting the furnaces to holes in the ceiling. Complex 
  machinery links the separate furnaces and their boilers, and 
  metal gears crank slowly among the various devices. A large 
  pile of coal fills the southwestern corner of the room, and a 
  wide corridor to the north leads out.
  The furnaces in this chamber power the entirety of 
  Megator Facient. The complex clockwork machinery that 
  converts the coal into energy is a relic left over from the 
  dwarves who long ago built the factory. Gurstweld and his 
  minions were barely able to figure out how to operate the 
  various devices in this room.
  Hazards: While the majority of the fuel powering 
  Megator Facient is coal extracted from the surrounding 
  mines, the gnolls in area D2 have begun throwing their 
  trash and slag into the furnaces here, polluting much 
  of the coal and making this room hazardous to even 
  breathe in. Breathing creatures that come within 10 
  feet of a furnace must succeed at a DC 20 Fortitude save 
  (+1 per previous check) or begin to cough and choke on 
  the noxious fumes, and are nauseated for that round. 
  This is a poison effect.
  In addition to the harsh smoke, the furnaces are 
  themselves a danger for unwary creatures. The doors 
  to the furnaces can accommodate Medium or smaller 
  creatures and objects of with a little effort (combat 
  maneuver checks to bull rush a Medium creature into 
  an open furnace door take a −4 penalty), and Small or 
  smaller creatures and objects can easily be placed in the 
  doors. Creatures that get pushed into or otherwise end up 
  in one of the furnaces take 6d6 points of fire damage each 
  round as long as they remain in the furnace.
  Creatures: Four gnolls work in the furnace room, 
  overseen by a powerful azer named Yvesa. She enjoys her 
  station as overseer much more than her previous life 
  toiling in the mines outside the City of Brass, and views 
  Gurstweld as both kind master and loyal friend. While 
  Mana Wastes mutant gnolls are immune to the poisonous 
  effects of the air near the furnaces, they nevertheless try 
  to avoid too much exposure to the fumes, unsure of what 
  secondary effects they may have yet to experience.
  Yvesa 
  CR 15
  XP 51,200
  Female azer fighter 13 (Pathfinder RPG Bestiary 2 39)
  LE Medium outsider (extraplanar, fire)
  init +4; senses darkvision 60 ft.; Perception +18
  Defense
  aC 30, touch 17, flat-footed 25 (+11 armor, +2 deflection, 
  +4 Dex, +1 dodge, +2 natural)
  hp 185 (15d10+103)
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  45
  
  Yvesa
  fort +17, Ref +9, Will +9; +3 vs. fear
  Defensive abilities bravery +3; immune fire; sR 26
  Weaknesses vulnerable to cold
  offense
  speed 30 ft.
  melee +1 thundering bastard sword +24/+19/+14 
  (1d10+12/17–20 plus 1d6 fire)
  Ranged mwk light hammer +23/+18/+13 (1d4+6 plus 1d6 fire)
  special attacks heat (1d6 fire), weapon training (heavy 
  blades +3, hammers +2, thrown +1)
  taCtiCs
  During Combat Yvesa seeks cover and throws hammers 
  at opponents before jumping into melee with her 
  sword. She bull rushes enemies and sidesteps attacks to 
  maintain control over the battlefield, and tries to flank 
  opponents with her gnoll minions. If she 
  sees the opportunity, she bull rushes 
  her opponents into the open doors of 
  the furnaces.
  morale Yvesa is eternally grateful 
  to Gurstweld for her newfound 
  authority among his gang of 
  mutants, and fights to the death to 
  protect her life and her master.
  statistiCs
  str 19, Dex 18, Con 20, int 10, 
  Wis 12, Cha 11
  Base atk +15; CmB +19; CmD 36
  feats Close-Quarters 
  ThrowerUC (light hammer), 
  Dodge, Exotic Weapon 
  Proficiency (bastard 
  sword), Improved Bull 
  Rush, Improved 
  Critical (bastard 
  sword), Mobility, 
  Power Attack, Quick 
  Bull RushUC, Quick 
  Draw, SidestepAPG, 
  Toughness, Vital 
  Strike, Weapon 
  Focus (bastard sword), 
  Weapon Focus (light hammer), Weapon 
  Specialization (bastard sword)
  skills Acrobatics +4, Appraise +5, Bluff +9, 
  Climb +7, Craft (weapons) +5, Craft 
  (stonemasonry) +5, Intimidate +9, 
  Knowledge (nobility) +5, Perception +18
  languages Common, Ignan
  sQ armor training 3
  Combat Gear potions of cure serious 
  wounds (2); other Gear +2 full plate, 
  +1 thundering bastard sword, mwk light 
  hammers (5), belt of physical might +2 (Dex, 
  Con), cloak of resistance +1, 
  ring of protection +2, gas mask (as necklace of adaptation), 
  10 gp
  Gnoll skiRmisheRs (4) 
  CR 9
  XP 6,400 each
  hp 79 each (see page 42)
  Treasure: In the northwest corner of the room, the 
  gnolls keep a pile of various things they find in any coal 
  delivered to the furnace room. Rummaging through the 
  heap of nondescript rags and baubles reveals a stone of 
  weight, an elemental gem (water), and a fist-sized diamond 
  worth 15,000 gp.
  D10. eidite infusion Chamber (CR 14)
  The walls of this chamber are covered floor to ceiling 
  in transparent tubes of colorful chemicals and liquids, 
  mechanical welding devices, and oversized injection needles. 
  A flat worktable stands the center of the chamber, while a 
  mechanical case with green-liquid-filled canisters also serves 
  as a prominent feature. A door to the east and a hallway 
  to the west exit the area.
  As pieces of machinery arrive in this 
  area via the conveyor belt from 
  the east, they’re placed on the 
  worktable, welded together, and 
  infused with eidite in key places. 
  The eidite is supplied from 
  the alchemists in area D5, who 
  transfer tubes of the stuff from 
  their work area to the container on 
  the east wall. Eidite from this 
  container is then transferred 
  via a complex network of 
  machinery to an array 
  of 
  special 
  injectors 
  hanging 
  from 
  the 
  ceiling around the 
  worktable. Similarly, 
  molten ore transferred 
  from the container in area 
  D11 is also used to weld eidite-
  infused parts shut. Destruction 
  of either container renders the 
  injectors unusable.
  Creature: This area of the factory is 
  operated by two gnolls and two ratfolk 
  alchemists who ensure the largely automated 
  injection systems continue to function. If 
  the PCs’ intervention disrupts any of the 
  operations farther up the assembly line, the 
  Mana Wastes mutants may leave this area 
  to investigate, allowing the GM to 
  46
  
  augment other encounters as needed with additional 
  reinforcements—who may or may not be aware of 
  combat prior to entering an encounter area because of 
  the factory’s noise.
  Gnoll skiRmisheRs (2) 
  CR 9
  XP 6,400 each
  hp 79 each (see page 42)
  Ratfolk alChemists (2) 
  CR 11
  XP 12,800 each
  hp 97 each (use statistics for Habblegash [without the crush 
  addiction] on page 11)
  D11. hydraulic Press Room (CR 15)
  One conveyor leads into this large, open chamber from the 
  southeast, while another, wider conveyor pours out to the 
  northeast. Various tubes and injectors line the walls and 
  hang from the ceiling, most apparently stemming from a 
  container of red-liquid-filled canisters to the north. Hallways 
  lead out from the area, as do several doors to the west.
  This room serves as the central assembly area, where 
  eidite-infused parts are incorporated into existing 
  clockwork constructs through a series of powerful 
  hydraulic presses. Recently, the machines’ built-in safety 
  features have been malfunctioning, and several gnolls 
  have accidentally been drawn into the presses when 
  their clothing snagged on the conveyor belts leading up 
  to the presses.
  Creatures: A cleric named Kogra operates this room, 
  accompanied by a pair of undead thralls—the shattered 
  corpses of two noted Alkenstar shieldmarshals. Aredil 
  Sultur sent Kogra from Alkenstar to ensure Gurstweld 
  makes good on his part of the deal, and Kogra frequently 
  relays intelligence to her master regarding the factory’s 
  progress. Kogra hides her true purpose from Gurstweld, 
  and allows the hill giant to think that she’s merely another 
  wasteland wanderer who was drawn to his powerful gang. 
  In truth, she is a noted cleric dedicated to Brigh and has 
  a scholarly understanding of the dwarven technology that 
  permeates parts of the Mana Wastes.
  Currently, Kogra works on the hydraulic presses in 
  this room. She brought her controlled minions with 
  her for added safety—the reanimated bodies of two of 
  Alkenstar’s finest, whom Gurstweld’s gnoll minions 
  killed some weeks ago after the shieldmarshals 
  discovered their hideout in Megator Facient. When the 
  shieldmarshals’ souls would not rest without first seeking 
  out and destroying their killers, they both reanimated as 
  pale strangers. Kogra was able to dominate the undead 
  abominations before they wreaked havoc on the factory, 
  and now she bends the pale strangers to her will as her 
  personal guard.
  koGRa 
  CR 14
  XP 38,400
  Female human cleric of Brigh 15
  LE Medium humanoid (human)
  init +0; senses Perception +6
  Defense
  aC 28, touch 14, flat-footed 28 (+12 armor, +4 deflection, 
  +2 natural)
  hp 131 (15d8+60)
  fort +13, Ref +7, Will +17
  Resist acid 20
  offense
  speed 20 ft.
  melee +1 longspear +14/+9/+4 (1d8+4/19–20/×3)
  special attacks channel negative energy 6/day (DC 22, 8d6), 
  dancing weapons (4 rounds, 2/day)
  Domain spell-like abilities (CL 15th; concentration +21)
  9/day—artificer’s touch (1d6+7, bypasses 15 DR and 
  hardness)
  9/day—acid dart (1d6+7 acid)
  Cleric spells Prepared (CL 15th; concentration +21)
  8th— earthquakeD, fire storm (DC 24), 
  7th—blasphemy (DC 23), repulsion (DC 23), wall of ironD
  6th—animate objects, heal, major creationD, word of recall
  5th—flame strike (DC 21), greater command (DC 21), 
  scrying (DC 21), slay living (DC 22), wall of stoneD
  4th—cure critical wounds (DC 20), dismissal (DC 20), 
  freedom of movement, sending, spike stonesD (DC 20), 
  unholy blight (DC 20)
  3rd—animate dead, dispel magic, glyph of warding, meld 
  into stone, protection from energy (DC 19), stone shapeD
  2nd—bull’s strength, eagle’s splendor, graceAPG, 
  groundswellARG, share languageAPG, wood shapeD
  1st—command (DC 17), cure light wounds (DC 17), divine 
  favor, forbid actionUM (DC 17), magic stoneD, shield of faith
  0 (at will)—bleed (DC 17), mending, purify food and 
  drink, sparkAPG (DC 16)
  D Domain spell; Domains Artifice, Earth
  taCtiCs
  Before Combat If she knows she’ll be in a fight soon, 
  Kogra casts bull’s strength, eagle’s splendor, and shield 
  of faith, and uses her wand of owl’s wisdom on herself. 
  She uses her wand of undetectable alignment for more 
  diplomatic encounters, bluffing foes into believing that 
  she’s a prisoner or victim until she can gain the element 
  of surprise and obliterate unwary opponents.
  During Combat Kogra lets her undead minions do most of 
  the work, but if pressed, she casts offensive spells to keep 
  enemies at bay, fighting in melee as a last resort.
  morale Kogra’s false fealty for Gurstweld isn’t something 
  she’s willing to die for. If reduced to fewer than 40 hit 
  points, she casts word of recall to return to Alkenstar.
  Base statistics Without her spells and wand, Kogra’s 
  statistics are aC 24, touch 10, flat-footed 24; Will +15; 
  melee +1 longspear +12/+7/+2 (1d8+1/19–20/×3); 
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  47
  
  KOgRa
  special attacks channel negative energy 4/day (DC 20, 
  8d6); spells concentration +19, reduce all DCs by 2; str 10, 
  Wis 18, Cha 12; CmB +11; CmD 25; skills Bluff +16, Heal +22.
  statistiCs
  str 14, Dex 11, Con 14, int 14, Wis 22, Cha 16
  Base atk +11; CmB +13; CmD 27
  feats Command Undead, Craft Construct, Craft Magic 
  Arms and Armor, Craft Wondrous Item, Heavy Armor 
  Proficiency, Improved Channel, Spell Focus (necromancy), 
  Toughness, Undead MasterUM
  skills Appraise +12, Bluff +18, Craft (sculpture) +13, Heal +24, 
  Knowledge (arcana) +12, Knowledge (engineering) +10, 
  Spellcraft +20
  languages Common, Dwarven, Giant
  sQ aura
  Combat Gear scroll of breath of life, wand of owl’s wisdom 
  (14 charges), wand of undetectable alignment (16 
  charges); other Gear +3 full plate, +1 longspear, amulet of 
  natural armor +2, belt of incredible dexterity +2, cloak of 
  resistance +2, stability skull 
  (as stable metamagic 
  rod), 5 onyx gems 
  (worth 200 gp each), 
  powdered diamond 
  (worth 200 gp), 20 gp
  UnDeaD shielDmaRshals (2) 
  CR 10
  XP 9,600 each
  Pale strangers (Pathfinder RPG Bestiary 3 214)
  hp 127 each
  Development: Each of the pale strangers carries old 
  equipment from their former lives as shieldmarshals, 
  including traditional shieldmarshal uniforms and badges. 
  Their guns, too, bear the insignia of the shieldmarshals, 
  and observant PCs can easily piece together the original 
  nature of these unfortunate souls.
  Kogra can serve as an indispensable resource if the 
  PCs capture her alive. A direct underling of Aredil Sultur, 
  she has seen the minister’s face dozens of times and 
  has dealings with him on a regular basis as she reports 
  the progress of Megator Facient. Of course, she plays 
  the fool until the bitter end, knowing that revealing 
  her association with the traitorous politician would 
  garner her enemies beyond her wildest dreams. Only if 
  enchanted with compulsion or charm magic does Kogra 
  even speak sensibly with the PCs—though once this 
  cooperation is secured, there is virtually no end to the 
  wicked truths she can reveal.
  D12. Workers’ Quarters
  This area is where the various workers of Megator Facient 
  rest when they’re not on duty. Beyond a series of dirty 
  sleeping pallets and piles of unwashed clothing, there is 
  nothing here.
  D13. forgemaster’s Quarters (CR 15)
  A weathered metal worktable, a rickety steel-framed bed, 
  and several bookshelves along the walls seem almost 
  out of place amid the strange alchemical and mechanical 
  apparatuses that fill this room, their pipes and tubes 
  covering the walls and hanging in loops from the ceiling.
  This chamber was once the bedroom of Megator 
  Facient’s forgemaster, but Kogra has since commandeered 
  it. She dwells here when not helping to manage the 
  other goings-on in the factory or traveling to report to 
  Aredil Sultur in Alkenstar. This room looks much like 
  the factory’s more industrial sections, as Kogra first 
  tested her injection systems here before installing them 
  in area D10.
  Creature: The calikang Grevori, a tireless protector of 
  Kogra’s workshop, is here. Left ages ago to protect a site 
  destroyed in the war between Geb and Nex, Grevori stood 
  in suspended animation for centuries guarding the ruin 
  under his charge. When Gurstweld found him during 
  an expedition into the Spellscar Desert, he convinced 
  the calikang to join him and serve as a guardian of the 
  new factory he would be opening, giving the creature 
  new purpose. Now Grevori stands vigil over Kogra’s most 
  48
  
  prized possessions, with explicit instructions to not kill 
  any gnolls, but to otherwise exterminate anyone he does 
  not immediately recognize. Grevori uses the dangling 
  eidite injection syringes as weapons, which he can wield 
  as Large short swords. On a successful hit, the syringes 
  inject a dose of liquid eidite into the target, exposing the 
  target to eidite sickness (see page 19). Once a syringe’s 
  eidite is expended, it takes 1 minute for the device to fill 
  with more of the liquid.
  GRevoRi 
  CR 15
  XP 51,200
  Male calikang fighter 3 (Pathfinder Campaign Setting: The 
  Inner Sea World Guide 307)
  LN Large monstrous humanoid 
  init +7; senses darkvision 60 ft.; Perception +22
  Defense
  aC 30, touch 13, flat-footed 26 (+3 armor, +3 Dex, +1 dodge, 
  +12 natural, +2 shield, –1 size)
  hp 227 (18d10+129); fast healing 5
  fort +17, Ref +13, Will +13 (+1 vs. fear)
  Defensive abilities bravery +1, defensive slam, energy 
  absorption, suspend animation; immune electricity, 
  mind-affecting effects, negative energy; sR 26
  offense
  speed 30 ft.
  melee +1 warhammer +24/+19/+14/+9 (2d6+10/19–20/×3), 
  +1 warhammer +24 (2d6+10/19–20/×3), 2 injection 
  syringes +23 (1d8+10/19–20 plus disease), 2 slams +21 
  (1d6+4)
  space 10 ft.; Reach 10 ft.
  special attacks breath weapon (60-ft. line, 14d6 energy 
  damage, Reflex DC 24 half, usable 1/day), disease
  spell-like abilities (CL 12th; concentration +16)
  Constant—air walk, magic weapon, true seeing, water walk
  3/day—lightning bolt (DC 17)
  1/day—chain lightning (DC 20)
  taCtiCs
  During Combat Grevori uses the eidite injectors hanging 
  from the ceiling as weapons against foes in addition to his 
  warhammers, concentrating on attacking as many nearby 
  creatures as he can. 
  morale Grevori is not foolish, and knows that his association 
  with Gurstweld is one of convenience at best. If reduced 
  to fewer than 25 hit points, he lays down his arms and 
  surrenders to the PCs.
  statistiCs
  str 29, Dex 17, Con 24, int 8, Wis 12, Cha 19
  Base atk +18; CmB +28; CmD 42
  feats Critical Focus, Dodge, Double Slice, Great Fortitude, 
  Improved Critical (warhammer), Improved Initiative, 
  Iron Will, Multiweapon Fighting, Staggering Critical, Vital 
  Strike, Weapon Focus (warhammer)
  skills Intimidate +25, Perception +22, Use Magic Device +16
  languages Common, Giant
  sQ armor training 1
  Gear warhammers (2), bracers of armor +3
  sPeCial aBilities
  Breath Weapon (su) A calikang can choose what kind of 
  energy damage its breath weapon inflicts when it uses 
  this ability, choosing from acid, cold, electricity, fire, or 
  sonic energy. Calikangs are particularly adept at using 
  electricity in this manner, and deal 1 additional point of 
  damage per die (+14 for most calikangs) when they elect 
  to inflict electricity damage with their breath weapon.
  Defensive slam (ex) A calikang gains a cumulative +1 shield 
  bonus to its AC for each of its arms that does not wield 
  a manufactured weapon, to a maximum of +4 for four 
  hands. A calikang can make slam attacks with these arms 
  without losing this AC bonus.
  stable spell
  K
  ogra possesses a rare magic item—a stability skull. 
  This macabre magic item is a boon to spellcasters 
  that frequently traverse the magic-warped regions of 
  the Mana Wastes as well as to those who in Alkenstar 
  who wish to have errant pockets of primal magic affect 
  their daily lives as little as possible. The skull functions 
  as a stable metamagic rod, which are also available in 
  and around the Mana Wastes.
  Stable MetaMagic Rod
  PRiCe
  varies
  Lesser stable metamagic rod
  3,000 GP
  Stable metamagic rod
  11,000 GP
  Greater stable metamagic rod
  24,500 GP
  slot none
  Cl 17th
  WeiGht 5 lbs.
  aURa strong universal
  Three times per day, the wielder can lower the 
  chance of a spell he casts triggering a primal magic 
  event, as though using the Stable Spell feat.
  ConstRUCtion ReQUiRements
  Cost varies
  Lesser stable metamagic rod
  1,500 GP
  Stable metamagic rod
  5,500 GP
  Greater stable metamagic rod
  12,250 GP
  Craft Rod, Stable Spell
  Stable Spell (Metamagic)
  You can cast spells in areas of primal magic with less 
  chance of triggering a primal magic event.
  Benefit: In areas of primal magic, the chance of a 
  stable spell triggering a primal magic event is reduced 
  by 25%. In cases where a primal magic event would 
  trigger despite the reduced chances, the caster of a 
  stable spell receives a +2 bonus on the concentration 
  check to avoid the primal magic event. A stable spell 
  uses up a spell slot 1 level higher than the spell’s 
  actual level.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  49
  
  Disease (ex) Eidite Sickness: Injection syringe—injury; save 
  Fort DC 20; onset 1d3 days; frequency 1/day; effect see 
  page 19; cure 2 consecutive saves.
  energy absorption (su) A spell that inflicts energy damage 
  that is defeated by the calikang’s SR or immunity to 
  electricity is absorbed into its body, healing it for an amount 
  of damage equal to the absorbed spell’s caster level and 
  granting an additional daily use of its breath weapon.
  suspend animation (su) As a full-round action, a calikang can 
  enter a state of suspended animation, freezing in place and 
  becoming motionless. It remains aware of its surroundings. 
  In this state, the calikang is immune to disease, inhaled 
  toxins, poison, starvation, and thirst, and receives a +4 bonus 
  on all Fortitude saves. The calikang can exit this state as 
  an immediate action—if it does so to attack a foe or initiate 
  combat, it gains a +4 insight bonus on its initiative check.
  Development: The desk is filled with evidence of 
  Kogra’s dealings with Minister Sultur: personalized 
  correspondence, uncashed payment slips to the banks 
  Sultur owns, and hundreds of luckies stamped with 
  consecutive serial numbers. Sultur’s seal appears on many 
  of these documents, easily allowing PCs to connect the 
  seal with the minister if they haven’t already done so.
  Story Award: If the PCs use the documents and other 
  evidence in Kogra’s quarters to identify Aredil Sultur as 
  the mastermind behind the Brass Guardian plot, award 
  them 51,200 XP.
  D14. gurstweld’s Quarters
  This was once the common living area for the dwarven 
  workers of Megator Facient, but Gurstweld converted it to 
  his own personal quarters when he took over the factory 
  by smashing all of the beds together to form one messy 
  sleeping pallet of his own.
  Treasure: Gurstweld left a gift from Aredil Sultur on his 
  bed—a +2 lucky musket (Ultimate Equipment 145). The gift was 
  purely symbolic, and Gurstweld hardly appreciates the lazy 
  gesture. Anyone examining the musket can see that it bears 
  the same maker’s mark as on Syckar’s pistol (area C10) and 
  the seal imprinted on the letters to Kogra in area D13.
  D15. Turrets (CR 12)
  The original builders of Megator Facient constructed these 
  three large towers to protect their stronghold from wasteland 
  marauders from the valley below. Each turret consists of a 
  winding stone staircase from the factory’s bailey to a curtain 
  wall 50 feet above ground level, a little taller than the hillside 
  Megator Facient is built into. The turrets’ shingled roofs 
  once provided a measure of cover to garrisoned troops, but 
  these accommodations have all but crumbled to dust since 
  the dwarves’ abandonment of their base.
  Creatures: Gurstweld has stationed a gnoll skirmisher 
  on each of the turrets; they’re under orders to ring the 
  bells should they spot any intruders. The gnolls cannot 
  see inside Megator Facient from their posts, but PCs who 
  chose to approach the factory during the day will have 
  a tough time hiding their position from the observant 
  guards, and must succeed at Stealth checks in the barren 
  and featureless Megator Valley to move unseen, opposed 
  by the guards’ Perception checks.
  Gnoll skiRmisheRs (3) 
  CR 9
  XP 6,400 each
  hp 79 each (see page 42)
  D16. Main Bailey (CR 17)
  Newly constructed clockwork creations leave the inside of 
  the forge via a conveyor and arrive in this bailey. During 
  their journey along the conveyor belt, they pass through 
  an artificial waterfall created by diverting water from the 
  Karggat Stream through a series of pumps embedded in 
  the factory’s walls. The small pool beneath the waterfall is 
  10 feet deep, while the stream flowing under the factory’s 
  curtain wall has a depth of only 3 feet.
  Creatures: A half-dozen clockwork constructs of twisted 
  design occupy this courtyard, finally resting after their 
  long journey from the Karggat Mines to the mill outpost 
  and through Megator Facient’s construction channels. 
  These constructs—designed by the now-deceased Degala 
  Krauss and crafted by Gurstweld and his minions at the 
  behest of Aredil Sultur—resemble giant snails. Hrugor 
  Gurstweld, the mutant hill giant largely responsible for 
  reactivating Megator Facient, is inspecting the clockwork 
  snails when the PCs arrive.
  CloCkWoRk snails (6) 
  CR 10
  XP 9,600 each
  hp 101 each (see page 62)
  hRUGoR GURstWelD 
  CR 15
  XP 51,200
  Male giant Mana Wastes mutant hill giant gunslinger (gun 
  tank) 10 (Pathfinder RPG Bestiary 150, 295, Pathfinder 
  Campaign Setting: Inner Sea Bestiary 28, Pathfinder RPG 
  Ultimate Combat 9, 50)
  CE Huge aberration (augmented humanoid, giant)
  init +4; senses darkvision 60 ft., low-light vision; 
  Perception +24
  Defense
  aC 32, touch 10, flat-footed 30 (+8 armor, +2 Dex, +14 natural, 
  –2 size)
  hp 220 (20 HD; 10d8+10d10+120)
  fort +20, Ref +12, Will +9; +4 vs. mind–affecting effects
  Defensive abilities bullet deflection +4, rock catching; DR 10/
  cold iron; immune poison, disease; Resist acid 20; sR 26
  offense
  speed 30 ft.
  melee club +26/+21/+16/+11 (2d6+10), slam +20 (2d8+5) or 
  slam +25 (1d8+10 plus disease)
  50
  
  hRugOR guRsTweld
  Ranged +2 cannon +20 (6d6+4/×4)
  space 15 ft.; Reach 15 ft.
  special attacks breath weapon (30-ft. cone, 8d6 acid damage, 
  Reflex DC 21 half, usable every 1d4 rounds), disease, grit (3), 
  gun training (cannon, musket, +2), rock throwing (120 ft.)
  taCtiCs
  Before Combat If he knows there’s trouble in the factory, 
  Gurstweld imbibes his potions of haste and barkskin 
  before confronting any potential foes.
  During Combat Gurstweld uses his cannon against foes both 
  near and far, firing cannon balls at ranged foes (using his 
  Ricochet Shot Deed if necessary against creatures with 
  cover) and targeting up-close groups of enemies with blast 
  shots or melee attacks. He calls upon his minions, both 
  clockwork and monstrous, to surround and defend him.
  morale Gurstweld’s determination is fierce, and he fights to 
  the death.
  statistiCs
  str 31, Dex 14, Con 23, int 8, Wis 12, Cha 11
  Base atk +17; CmB +29; CmD 45
  feats Deadly Aim, Extra GritUC, GunsmithingUC, Intimidating 
  Prowess, Iron Will, Point-Blank Shot, Power Attack, Precise 
  Shot, Ricochet Shot DeedUC, Weapon Focus (cannon, club)
  skills Climb +20, Intimidate +23, Perception +24, Survival +14
  languages Common, Giant
  sQ deeds (dead shot, deadeye, gunslinger initiative, gun tank’s 
  resolve, pistol-whip, quick clear, startling shot, targeting, 
  utility shot), deformities (deformed leg), gunsmith, gun 
  training (cannon, musket, +2), mutations (acid resistance 
  [2], breath weapon, disease, increased speed)
  Combat Gear potion of barkskin, potion of haste, blast 
  shotsUC (3), cannon ballsUC (10); other Gear +1 light 
  fortification banded mail, +2 cannonUC, belt of incredible 
  dexterity +2, headband of alluring charisma +2
  sPeCial aBilities
  Cannon (ex) Gurstweld grafted a Large siege cannon 
  to his amputated arm years ago, and has since 
  perfected its use. This cannon has the same 
  statistics as the cannon siege weapon 
  (Ultimate Combat 162), except 
  Gurstweld can wield 
  it one-handed and 
  ignores the usual −4 
  penalty for a Large 
  or larger creature 
  wielding a siege firearm. 
  He can aim the weapon as a free action, and he can 
  reload it as a standard action as long as he has one hand 
  free (this can be further reduced to a move action if an 
  adjacent creature is using the aid another action to help 
  Gurstweld reload the cannon). He keeps a cannonball in 
  the cannon at all times. In addition, Gurstweld can use 
  the cannon to make a slam attack, dealing damage as a 
  creature one size larger, though he cannot inflict mana 
  fever with this slam attack.
  Disease (su) Slam—injury; save Fort DC 21; onset 1d4 minutes; 
  frequency 1/day; effect 1d3 Con damage, 1d3 Cha drain. 
  Anyone who lives with mana fever for a week straight 
  without dying becomes immune to the disease, but also 
  becomes a Mana Wastes mutant; cure 2 consecutive saves.
  Story Award: If the PCs dismantle the operations at 
  Megator Facient by defeating Gurstweld or thoroughly 
  sabotaging the factory’s equipment, award them 76,800 XP.
  COnFROnTing aRedil
  It’s possible that the PCs might seek to bring their 
  evidence of Aredil Sultur’s crimes to the mastermind 
  himself rather than the local authorities in Alkenstar. In 
  this case, the PCs can easily locate Aredil with a successful 
  DC 20 Knowledge (local) or Diplomacy check to gather 
  information, as nearly everyone knows that the minister 
  lives in a penthouse suite in one of the skyscrapers that 
  make up Graeson’s Fingers, and almost any Alkenstarian 
  with a mind for politics can inform the PCs of the High 
  Parliament’s monthly assemblies and recent bout of almost 
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  51
  
  aRedil sulTuR
  nightly emergency meetings. Depending on which of 
  these two leads the PCs follow up on, they may have a very 
  different encounter with the villainous Minister Sultur; 
  these two example events are detailed below. Regardless 
  of where the PCs meet him, though, his statistics remain 
  the same.
  aReDil sUltUR 
  CR 12
  XP 12,800
  Male human aristocrat 6/gunslinger 6 (Pathfinder RPG 
  Ultimate Combat 9)
  LE Medium humanoid (human)
  init +4; senses Perception +16
  Defense
  aC 24, touch 17, flat-footed 20 (+4 armor, +3 deflection, 
  +2 Dex, +2 dodge, +3 natural)
  hp 72 (12 HD; 6d8+6d10+12)
  fort +11, Ref +12, Will +11
  Defensive abilities nimble +2
  offense
  speed 30 ft.
  melee +2 sword cane pistol +14 (1d6+3)
  Ranged +1 reliable sword cane pistol +14 ranged 
  touch (1d4+2)
  special attacks grit (1), gun training 
  (pistol, +2)
  taCtiCs
  Before Combat Aredil tries to talk his 
  way out of any fight, but failing 
  that, he sets his paid guards on 
  any potential assailants.
  During Combat Aredil prefers to avoid 
  combat at all costs, instead allowing 
  his paid mercenaries to back him up in 
  a physical confrontation. Should that prove 
  an impossible prospect, he imbibes his 
  potion of haste before firing a bullet 
  from his sword cane pistol. He 
  doesn’t bother reloading unless he 
  has ample opportunity, instead 
  resorting to melee with his 
  sword cane.
  morale If he realizes his allies 
  are turning on him or he is 
  reduced to fewer than 15 
  hit points, Aredil imbibes 
  his potion of invisibility 
  and makes for the docks, 
  where he has arranged 
  for a ferry to transport him 
  down the Ustradi and toward 
  Quantium for safety. If this is 
  not an option or he is caught, 
  he surrenders, groveling for 
  his life.
  statistiCs
  str 12, Dex 15, Con 12, int 16, Wis 12, Cha 14
  Base Atk +10; CmB +12 (+14 dirty trick); CmD 29 (31 vs. 
  dirty trick)
  feats Agile Maneuvers, Combat Expertise, GunsmithingUC, 
  Improved Dirty TrickAPG, Point-Blank Shot, Precise Shot, 
  Skill Focus (Intimidate), Weapon Focus (sword cane pistol)
  skills Acrobatics +17, Appraise +12, Bluff +17, Diplomacy +17, 
  Intimidate +23, Knowledge (nobility) +18, Perception +16, 
  Sense Motive +16, Sleight of Hand +17
  languages Abyssal, Common, Giant, Osiriani
  sQ deeds (deadeye, gunslinger initiative, gunslinger’s 
  dodge, pistol-whip, quick clear, utility shot), extraordinary 
  wealth, gunsmith, gun training (pistol, +2)
  Combat Gear potion of cure serious wounds, potion of 
  invisibility, potion of haste, +1 bullets (5); other Gear  
  +2 leather armor, +2/+1 reliable sword cane pistolUE with 
  5 paper alchemical cartridges (bullet)UE, amulet of natural 
  armor +3, belt of physical might +2 (Dex, Con), cloak of 
  resistance +3, ring of protection +3
  sPeCial aBilities
  extraordinary Wealth Aredil Sultur has more 
  equipment and resources than an NPC of his level 
  would normally have, increasing his CR by 1.
  The Penthouse
  The sky-tower in which Aredil Sultur resides 
  is notoriously difficult to infiltrate, as it’s 
  guarded by gun-wielding mercenaries 
  who care only about the coin Alkenstar’s 
  elite pay them to keep uninvited guests 
  out. A pair of such mercenaries guards 
  the building’s front doors. PCs who try to 
  fight their way in quickly encounter the 
  ire of Alkenstar’s shieldmarshals. Talking 
  one’s way through the hired muscle is a 
  much more viable option, and if the PCs 
  succeed at a DC 20 Bluff check or DC 17 
  Intimidate check, they can easily walk 
  right through these unscrupulous 
  vagrants with an appropriate 
  lie. Failing that, a bribe of at 
  least 100 gold pieces secures 
  entrance into any building 
  in Graeson’s Fingers.
  In the penthouse, 
  Aredil is quick to 
  realize who the PCs 
  are and what they 
  have done with his elaborate mining 
  and manufacturing operation. He 
  parleys with them for a time while 
  he tries to position them in front of his 
  penthouse’s grand window, which 
  overlooks the rest of Alkenstar. 
  52
  
  Once he has them in a vulnerable position, he calls for his 
  mercenary guards, whom he keeps waiting nearby in case 
  of such attempts on his life, and fights alongside them in 
  order to silence the would-be heroes. 
  alkenstaR meRCenaRies (6) 
  CR 7
  XP 3,200 each
  Human fighter 8
  N Medium humanoid (human)
  init +3; senses Perception +11
  Defense
  aC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
  hp 88 each (8d10+40)
  fort +10, Ref +6, Will +6 (+2 vs. fear)
  Defensive abilities bravery +2
  offense
  speed 30 ft.
  melee club +9/+4 (1d6+1)
  Ranged mwk musket +14 (1d12+1/×4)
  special attacks weapon training (firearms +1)
  statistiCs
  str 13, Dex 17, Con 16, int 8, Wis 12, Cha 10
  Base atk +8; CmB +9; CmD 22
  feats Alertness, Critical Focus, Deadly Aim, Exotic Weapon 
  Proficiency (firearms), Iron Will, Point-Blank Shot, Precise 
  Shot, Rapid Reload (musket), Toughness, Weapon Focus 
  (musket)
  skills Perception +11, Sense Motive +3, Stealth +6, Survival +8
  languages Common
  sQ armor training 2
  Combat Gear potions of cure light wounds (2); other Gear +1 
  breastplate, club, mwk musketUE with 10 paper alchemical 
  cartridgesUE (bullet), cloak of resistance +1, 150 gp
  The High Parliament
  Alkenstar’s High Parliament convenes monthly to discuss 
  important political issues in the Clockwork Metropolis, 
  but recently they’ve been having near-daily meetings to 
  discuss the ongoing crises besetting the city—namely the 
  rogue Brass Guardians and the increased pressure from 
  the shieldmarshals to junk the whole clockwork force. 
  Eliza Baratella’s position among the High Parliament 
  has become tenuous because of her malfunctioning 
  police drones, and many in Alkenstar’s government 
  are motioning to have her removed and possibly even 
  arrested on grounds of treason.
  If the PCs go to the High Parliament to present their 
  claim to the ministers there, it should be easy for them 
  to get in with their evidence, if only to create dramatic 
  effect for the final confrontation. Once inside the Hall 
  of Administration—a grand affair resembling nothing so 
  much as a stadium, with rows of seats for the ministers 
  to perch on as they listen to whoever stands in the center 
  of the chamber—the PCs are instructed to state their case 
  or leave. Because Aredil has corrupted and influenced 
  many of his colleagues over the past few months, swaying 
  them toward his agenda and against Eliza, the PCs need to 
  display concrete evidence if they are to convince the High 
  Parliament of Sultur’s treachery.
  Allow the PCs to attempt a DC 35 Diplomacy check 
  during this encounter. Each piece of evidence they supply 
  to the High Parliament grants them a +2 bonus on this 
  check. Evidence that qualifies for this bonus might 
  include the note to Syckar (area C11, Handout #2), the 
  correspondence with Kogra (area D13), the newly minted 
  coins from the Alkenstar Mint (area D13), or the guns 
  bearing Sultur’s family seal (areas C10 and D14). Repeated 
  failed attempts impart a cumulative –2 penalty on future 
  checks, as the ministers tire of the PCs’ accusations and 
  lack of a convincing argument.
  A successful check indicates that the PCs have swayed 
  the High Parliament toward their side, and guards 
  promptly escort Aredil out of the Hall of Administration. 
  He is arrested and placed in the Vault of Secrets until he 
  can await a proper trial, which the PCs may be asked to 
  attend. Failure by more than 5 means the ministers refuse 
  to hear further testimony. However, Sultur now knows that 
  the PCs are a threat, and send mercenaries after them; at 
  this point, they’re forced to confront him in his penthouse 
  if they wish to bring him to justice.
  Story Award: Regardless of how and where they 
  confront Aredil Sultur, if the traitorous minister is 
  brought to justice by the PCs or the city authorities, award 
  the PCs 76,800 XP.
  COnCluding The advenTuRe
  With Aredil Sultur’s involvement in the reanimation of 
  Megator Facient for his own foul machinations revealed 
  to all, the City of Smog’s leaders are astonished to learn 
  of the traitor in their midst and shower the PCs with 
  lavish rewards for their heroic exploits. Eliza Baratella 
  is particularly pleased with the results, since the PCs’ 
  success means the arrest of Sultur and Eliza’s absorption 
  of his wealth and power on the High Parliament. She 
  uses her reinforced political position to elevate the PCs 
  to members of Alkenstar’s elite, earning them a fully 
  furnished living complex in one of the coveted towers 
  that make up Graeson’s Fingers, as well as her eternal 
  friendship. Using her influence in the city to its fullest, 
  Eliza throws open the doors to the Guild of Brass’s 
  coveted vaults of inventions and allows PCs to take from 
  them whatever they desire, including clockwork servants 
  and miraculous devices to aid everyday living.
  As for the rest of the Clockwork Metropolis, the citizens 
  of Alkenstar are only too happy to have the dilemma with 
  the Brass Guardians resolved. Once word of the PCs’ 
  efforts and successes reaches the general public (via both 
  one of Alkenstar’s printing presses and through word of 
  mouth), their efforts earn them a modest level of fame 
  among all Alkenstarians. 
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  53
  
  appendix 1: alkenstar
  A
  n isolated bastion of civilization in the magic-
  blasted wasteland known as the Mana Wastes in 
  western Garund, the Grand Duchy of Alkenstar 
  is one of the most unique cities in the Inner Sea region. 
  Alkenstar stands atop a massive cliff overlooking the 
  Spellscar Desert, the mighty Ustradi River bisecting the 
  settlement as it flows over the Alken Falls on its way 
  north to Nex. The city’s mastery of science amid the 
  unpredictable magic of the Mana Wastes has Alkenstar’s 
  influence extend beyond its local region, and its 
  innovations such as firearms, clockworks, and alchemy 
  keep it a relevant part of the larger economy.
  History
  When the wizard wars between Geb and Nex ended in the 
  6th century ar, few were certain that the magic-scarred 
  borderlands between the two rival nations would ever be 
  inhabited again. Where entire towns, fortresses, and even 
  cities once stood now lie only shattered ruins and the 
  ragged corpses of ancient battlefields, landscapes marred 
  by the foul influence of arcana that rivaled the power of the 
  gods. Indeed, for centuries the region seemed entirely devoid 
  of life and intent, a realm lacking reason and madness, host 
  only to dead air and a sense of utter emptiness.
  It would be nearly a thousand years after the end of the 
  Geb–Nex wars before the first signs of life stirred once 
  again in what became known as the Mana Wastes. Dread 
  mutants—shuddering beings incomparable to any other 
  forms of sane life—slowly trickled out of the Wastes, 
  alerting scouts on both the Nexian and Gebbite sides 
  of the border to the presence of a previously unknown 
  danger. Even then, few sane humans dared to traverse the 
  spoiled region, so plagued was it by lingering toxic auras 
  and fell magical energies.
  As time continued to ease the tensions between Geb 
  and Nex, so too did the hostile powers of the Mana Wastes 
  54
  
  slowly  fade. Criminals and outcasts from both wizardly 
  nations fled to these shattered borderlands. To most, this 
  escape was as good as a death sentence, so few pursued their 
  quarries into the Mana Wastes. The fates of the people who 
  fled to the Mana Wastes was unknown to most outsiders, 
  and the idea of entire clans of civilized humans living there 
  was considered a ludicrous notion at best. This changed 
  in 4588 ar, when the infamous engineer and supposed 
  bandit Ancil Alkenstar fled from Quantium to the Mana 
  Wastes, following the winding Ustradi River as far south 
  as he could to flee from his wizardly pursuers in Nex. Few 
  doubted the ingenuity of Alkenstar, who had contributed 
  to many of the most spectacular inventions of Quantium 
  in his decades of service to the Council of Three and Nine, 
  and many saw his escape to the Mana Wastes as an event 
  curious enough to warrant further attention.
  Alkenstar, for his part, underestimated both the power 
  of the Mana Wastes and the tenacity of the other refugees 
  who had fled here in centuries past. Along the toxic waters 
  of the Ustradi, he encountered forces both malignant and 
  benign—bands of roving humanoid mutants as well as 
  entire tribes of hardy folk who had subsisted in spite of 
  the harsh environs to which they had been outcast. It was 
  this latter group of people that most captivated Alkenstar’s 
  attention, as in them he saw the potential to create a new 
  type of society in the region he now tenuously called home.
  All in all, Alkenstar counted eight clans of fellow 
  refugees along the Ustradi River. It didn’t take him long 
  to gather these peoples into a unified cause—all agreed 
  that there was power in numbers, and that their odds 
  of surviving drastically increased if they established a 
  singular settlement. The eight leaders of these individual 
  tribes became the first members of Alkenstar’s High 
  Parliament, with the man himself appointed as Grand 
  Duke by popular vote. Alkenstar continued to serve in 
  this capacity until his death from old age in 4650 ar.
  There was no sign of treachery in Alkenstar’s passing, 
  and the High Parliament quickly and seamlessly followed 
  protocol and appointed a new Grand Duke to take their 
  leader’s place. Rule over Alkenstar has changed hands 
  several more times throughout the years since Alkenstar’s 
  death, but none so far have matched the skill and acumen 
  with which the original Grand Duke led his city. The 
  person closest to achieving this honor is the current ruler 
  of Alkenstar, the Grand Duchess Trietta Ricia. But even 
  under her watchful care, the City of Smog is a massive, 
  writhing beast of bureaucracy and industry, and with each 
  year additional perils and challenges reveal themselves to 
  the Alkenstarians living within its walls. Nevertheless, it is 
  nothing short of a miracle that the Clockwork Metropolis 
  has become what it is today in such a short time—
  its booming population and increasingly wondrous 
  technology a fair indicator of the shrewd and cunning 
  people who reside there—and the city shows no signs of 
  slowing down anytime soon.
  AlkenstAr timeline
  Alkenstar’s history is short but remarkable, and the City 
  of Smog’s booming growth is regarded as nothing if not 
  miraculous. The following timeline details some of the 
  most notable events that shaped Alkenstar and its people.
  –892 ar War between Nex and Geb starts; the first skirmishes 
  along the Ustradi River mark the center of what 
  would eventually become the Mana Wastes.
  576 ar 
  Though the war between Nex and Geb officially 
  ends, the nations leave in their wake a huge 
  swath of magic-warped land along the border.
  1278 ar The first Mana Wastes mutant is sighted by a 
  Nexian scout close to the border.
  4588 ar Alkenstar is founded by Ancil Alkenstar and the eight 
  assembled refugee clans of the Ustradi River valley.
  4595 ar A massive mudslide threatens to wipe out the 
  young city of Alkenstar. Rebuilding takes place at 
  the top of the Hellfallen Cliffs instead of at their foot.
  4608 ar Tinwound Hydroplant is constructed over an 
  ancient Nexian mage tower.
  4619 ar Devotees of Sarenrae and other deities begin 
  construction on the Bridge of the Gods.
  4620 ar Construction of the Gunworks is completed.
  4623 ar Construction of the Bridge of the Gods is 
  prematurely abandoned.
  4645 ar Construction of the Screw is completed.
  4650 ar Grand Duke Alkenstar dies of old age.
  4652 ar A fire in the Mandrake Factory kills hundreds of 
  workers and bystanders.
  4678 ar Mutant slavery is outlawed in the Grand Duchy.
  4683 ar A sudden outbreak transforms many of Ironside 
  Quarter’s denizens into mutants. The Grand Duchy 
  begins taking measures to quarantine the district.
  4684 ar Large quantities of explosive charges are detonated 
  around 
  the 
  quarantined 
  Ironside 
  Quarter, 
  demolishing the district and sinking its denizens 
  and holdings 100 feet below the rest of the city.
  4685 ar Eliza Baratella of the Guild of Brass creates the 
  Brass Guardians to watch over the abandoned 
  Ironside Quarter and protect the city from 
  mutant depredations. Tensions mount between 
  various factions that oppose this move, but the 
  commonwealth celebrates Baratella’s inventions.
  4690 ar The Gorilla King sends an army through tunnels 
  beneath the Shattered Range to attack Alkenstar. 
  In the end, the Mwangi forces are defeated, but 
  not before they are able to steal the Gunworks’ 
  largest bombard.
  4696 ar	 The periodic fluctuations of primal magic normally 
  contained to the Ustradi River spread to include the 
  entire Skyside for an unprecedented 8 months.
  4710 ar Professor Radpol finishes her miraculous automaton, 
  the Blackwork Ephemeron.
  4713 ar	 The current year.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  55
  
  Brass Guild
  The famous clockwork sentries that watch over and 
  protect the majority of Alkenstar, the Brass Guardians 
  are a wonder of technology that can be attributed almost 
  solely to Eliza Baratella (NG female human expert 12) 
  and her small coalition of like-minded engineers, the 
  Brass Guild. Originally designed in 4685 ar to face the 
  mounting threat of mutants crawling out of the recently 
  abandoned Ironside Quarter, these automatons were 
  found to be so successful in protecting Alkenstar that they 
  are now distributed throughout the entire city.
  The bold move to make these constructs the primary 
  defensive structure for the City of Smog was met with no 
  small amount of opposition among the High Parliament. 
  A minister herself, Baratella narrowly managed to sway 
  her associates to her side. The most vocal opponents of 
  the Brass Guardians’ institution as defenders of Alkenstar 
  included High Shieldmarshal Armand Meneley (who felt 
  his own troops would be neglected in the face of these 
  “clockwork monstrosities”) and Minister Aredil Sultur.
  Brass Guardians are statistically identical to clockwork 
  soldiers (Pathfinder RPG Bestiary 3 57) and particularly 
  advanced models have Exotic Weapon Proficiency (firearms) 
  in addition to their proficient extraordinary ability.
  Espara’s Paladins
  One of the several criminal gangs that hold sway in 
  the seedy underbelly of Alkenstar, Espara’s Paladins is 
  anything but the group of chivalrous knights its name 
  might suggest. Instead, its members include mishandled 
  outcasts, frustrated orphans, unrepentant bullies, and 
  even a few violent human mutants.
  Most of Espara’s Paladins believe themselves to be 
  the products of a corrupt society, and the only way to 
  improve their sordid existences is through calculated 
  violence and guerrilla rebellion, both against rival gangs 
  and Alkenstar’s aristocratic elite. The gang’s founder and 
  leader is the cunning orphan, Espara (CN female human 
  rogue 11). Rumors report she is only 19 years old, despite 
  her influence and reach in Alkenstar’s criminal circles.
  Lithos Clan
  The enigmatic Lithos Clan is an exclusive collective 
  of metallurgists operated entirely independently of 
  Alkenstar’s Gunworks. The clan’s unwillingness to 
  share its discoveries with the Gunworks inspires no 
  small amount of tension between the factions, but none 
  can deny the metallurgical mastery of the clan’s finely 
  crafted inventions.
  A secretive group of business-minded metallurgists 
  oversee most of the research conducted in the Lithos 
  Clan’s massive workshop, the Burnished Factory. When 
  the leaders make public announcements, their designated 
  speaker is always the same person: a one-eyed woman who 
  flatly introduces herself each time as Burnisher Pendlyn.
  Alkenstar
  AlkenstAr
  N metropolis
  Corruption +3; Crime +5; economy +6; law +2; 
  lore +4; society +8
  Qualities holy site (Brigh), insular, notorious, 
  prosperous, racially intolerant (mutants), 
  strategic location
  Danger +20; Disadvantages impoverished
  DemogrAphiCs
  government council
  population 53,600 (85% humans, 7% dwarves,  
  3% halflings, 5% other)
  notable npCs
  grand Duchess trietta ricia (LN female human 
  aristocrat 14)
  high Chamberlain lael Branain (LN male half-
  elf aristocrat 8/rogue 5)
  high Clockmother Athenth llanalir (N female 
  human cleric of Brigh 15)
  high shieldmarshal Armand meneley (LG male 
  human gunslingerUC 5/shieldmarshalPOP 10)
  ironmaster Ytharia Vulane (LN female human 
  gunslingerUC 10/ranger 6)
  lord Armorer narda hufftwood (N male human 
  aristocrat 5/alchemistAPG 8)
  mArketplACe
  Base Value 14,872 gp; purchase limit 112,500 gp; 
  spellcasting 9th
  minor items all available; medium items 2d4; 
  major items 1d6
  FActions
  Alkenstar’s booming population and relative safety from 
  the prying eyes of Nex and Geb have attracted all manner 
  of industrious and varied folk, including entrepreneurial 
  engineers and traders, innovative metallurgists, and 
  ragamuffin gangsters with little to lose.
  Blythir College
  The only magical academy officially recognized by the 
  Grand Duchy, Blythir College is much smaller than 
  most centers for arcane study found throughout the 
  Inner Sea region—due in part to the inherent danger of 
  studying arcana anywhere in the Mana Wastes. Blythir’s 
  last graduating class was only eight students strong, 
  and that was a significant improvement over the year 
  before, during which half the seniors tragically perished 
  in an accidental and unquenchable arcane fire. Only 
  the determined or the foolish come to study at Blythir 
  College, whose curriculum is almost solely based on 
  harnessing the power of primal magic.
  56
  
  GrAnd ducHess triettA riciA
  Shieldmarshals
  Alkenstar’s elite police force, the shieldmarshals, is a 
  marvel of military and organizational prowess. That the 
  hero Alkenstar was able to instigate such a law agency 
  in the disorderly Mana Wastes is a noteworthy feat in 
  itself; on top of that, the Grand Duchy pushes forth 
  the resources to equip each one of these professional 
  gunslingers with a firearm to call his or her own while on 
  the line of duty.
  While Alkenstar’s heroic military is often purported to 
  be a herald of discipline and service, corruption has still 
  been known to seep through its ranks. Indeed, the tortuous 
  hierarchy through which its members seek constant 
  advancement encourages dishonesty, if one aims to excel 
  to the highest echelons of the organization. The honorable 
  High Shieldmarshal Armand Meneley does his best to 
  keep a tight rein on his troops and keep order within the 
  shieldmarshals, but the convoluted structure of the 
  organization almost guarantees his perpetual 
  frustration and fruitless efforts.
  liFe in AlkenstAr
  For the common folk of Alkenstar, life 
  is often hard and short, and the various 
  calamities to beset the City of Smog in 
  the last several decades have put strains 
  on all who eke out their livings there. 
  Life in the city is also very different on 
  opposite sides of the Ustradi, which 
  divides Smokeside to the west—
  where magic does not function, 
  as though affected by an antimagic 
  field—and Skyside to the east, where 
  magic largely functions as normal.
  Firearms
  Despite the fact that Alkenstar is one of 
  the few places on Golarion with access 
  to reliable firearms, relatively few 
  Alkenstarians wield these destructive 
  tools. This is due in part to the high 
  price of such weapons as well as the 
  strict laws surrounding possession of 
  them. Such strictures don’t deter less 
  compunctious Alkenstarians, though, 
  especially those belonging to one 
  of the city’s several nefarious street 
  gangs or wasteland hunters who 
  make sure to keep their illegitimate 
  weapons concealed at all times. 
  Typically, the only citizens who 
  adhere to the byzantine firearm 
  laws of Alkenstar are members of 
  the privileged elite, many of whom 
  make a sport of out of dueling.
  Government
  Alkenstar is a parliamentary democracy, ostensibly a 
  vassal of Nex, but in practice an independent political 
  entity. The nation’s High Parliament consists of 73 
  elected representatives from the city’s various factions 
  and Alkenstar’s holdings of Martel and Dongun Hold. 
  Parliamentary ministers are elected for 5-year terms and 
  can serve as many terms as they can win elections. The 
  parliament is largely responsible for issues of finance, 
  the passing of new laws, and oversight of the grand 
  duke or duchess and any officials she appoints to other 
  government positions.
  The grand duke or duchess is elected by the High 
  Parliament from within the body’s rank and serves 
  for life. The grand duchess serves as both a figurehead 
  for the nation, as well as the arbiter of irreconcilable 
  conflicts within the High Parliament. She is responsible 
  for appointing offices of Ironmaster, Lord Armorer, and 
  High Chamberlain, opposing stations established to 
  serve as political checks.
  Responsible for the security of the Grand Duchy, 
  Ironmaster Ytharia Vulane is in charge of the 
  city’s shieldmarshals, whom she commands from 
  the enigmatic Vault of Secrets deep beneath the 
  city—a nigh-impregnable subterranean fortress 
  sometimes called Irondoors by the public. Lord 
  Armorer Narda Hufftwood controls Alkenstar’s 
  industrial complex, including the Gunworks, 
  and thus can regulate the flow of firearms 
  and other technological wonders both 
  within Alkenstar and beyond its borders. 
  High Chamberlain Lael Branain serves as 
  the executor of the laws passed by the 
  High Parliament, including taxation, 
  dispensation of government funds 
  to other entities, and the 
  bureaucracy that handles the 
  nation’s daily operations.
  Religion
  The few temples to be found in 
  Alkenstar are typically only concerned 
  with the welfare of the laity when 
  it would benefit the church. Most 
  of these clergies and their small 
  congregations worship neutral 
  deities such as Abadar and Brigh, 
  though small sects dedicated 
  to Erastil can be found on the 
  outskirts of town, where 
  poor farmers pray 
  that 
  their 
  crops 
  grow in the arid 
  soil 
  of 
  the 
  Mana Wastes.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  57
  
  HiGH sHieldmArsHAl
  ArmAnd meneley
  Technology
  Despite the fact that Alkenstar is hailed as the Clockwork 
  Metropolis, technology among the lower class is a relatively 
  rare thing. While gas streetlamps line the thoroughfares 
  and winding cogs can be heard at all hours by those near 
  the Capital District’s famed Beryllium Tower, mundane 
  torches and lanterns are most citizens’ source of light at 
  night, while cloaks and daggers make do for those without 
  the propensity or coin for bulletproof armor and firearms.
  Still, there are many technological wonders to be 
  seen for visitors traveling to Alkenstar. Savvy surgeons 
  have been experimenting with clumsy but functional 
  prosthetic limbs for several years now. Alkenstar’s 
  location in the Mana Wastes has precipitated a number 
  of advancements in the arts of alchemy and clockwork 
  construction, yet these sciences, tied as they are to magic, 
  are generally not practiced in Smokeside. Despite the 
  permanency of that magic-free zone, clockworks 
  and other constructs can still be seen throughout 
  Alkenstar, as only their creation is hindered by the 
  absence of magic.
  AlkenstAr GAzetteer
  Alkenstar is a sprawling city composed 
  of dozens of discrete districts and 
  neighborhoods that wind about for 
  miles. However, just as common 
  as these awkward city stretches 
  are the architectural miracles 
  that Alkenstarians often take 
  for granted. The booming 
  factories of Steamhaven and 
  grungy workshops of Ferrous 
  Quarter paint a cloud of white 
  smog over much of the city, 
  while the magnificent skytowers 
  of Graeson’s Fingers pierce these 
  thick vapors and threaten to stab at 
  the firmament itself. The following are just a 
  few of Alkenstar’s most notable city quarters, 
  locales, and sites of interest.
  Alkenstar Castle
  In the center of the Capital District, on 
  the eastern banks of the Ustradi, stands 
  the magnificent Alkenstar Castle. 
  Fortified 
  behind 
  an 
  additional 
  curtain wall, its primary stronghold 
  is easily one of the most defensible 
  locations in the city. The Grand 
  Duchess Trietta Ricia resides in 
  the Gunpowder Tower, while her 
  servants, caretakers, and castellan 
  reside in the castle’s other towers. 
  The High Parliament meets in 
  Alkenstar Castle’s grand hall to hold its periodic counsels. 
  Some of the most impressive clockwork sentinels ever 
  created guard the raised bailey on which Alkenstar Castle 
  stands, including the austere and nigh-unfathomable 
  Blackwork Ephemeron, created for the Grand Duchess by 
  the famed Professor Radpol.
  Auburn District
  The red-and-gold banners of House Llanalir fly from 
  the steeples and flag posts of most buildings in Skyside’s 
  Auburn District, where many of Alkenstar’s most talented 
  or famous crafters and artists reside, and culture here 
  thrives as surely as industry does in Steamhaven.
  Auburn district is home to one of the largest temples 
  to the goddess Brigh in the Inner Sea region, and High 
  Clockmother Athenth Llanalir has used her position to 
  increase not only the district’s clockwork output, but also 
  her family’s influence. Her political rivals feel this 
  is an abuse of power and work behind the scenes 
  to see her replaced by one of 
  her many acolytes, though 
  no plot has yet come close to 
  accomplishing its goal.
  Bridge of the Gods
  In 4618 ar, the respected and well-
  known Holbir Vijeri was instated as 
  the High Priest of the Alkenstar 
  branch of the Cult of the 
  Dawnflower. 
  Under 
  Vijeri’s 
  leadership, the Dawnflower 
  cultists 
  joined 
  with 
  other 
  struggling 
  religions 
  in 
  the 
  region, including those of Desna, 
  Torag, and Erastil, to construct the 
  ambitious Bridge of the Gods. This 
  massive roadway was designed to 
  span the entire distance between 
  Alkenstar and the nations that 
  neighbor it to the north and 
  south. But many factions 
  within Alkenstar weren’t 
  keen to reconnect with the nearby 
  wizard-ruled nations, and powerful members 
  of the Ustradi clans sent assassins, guerrilla 
  mercenaries, and saboteurs to the swiftly 
  expanding Bridge of the Gods to impede its 
  construction. Morale among workers dropped 
  sharply in the wake of these attacks, and in 
  4623 ar, construction was indefinitely 
  halted on the international highway. 
  The builders’ efforts were not totally 
  in vain, however, as they had at least 
  managed to connect Alkenstar to its 
  nearby holdings at Dongun Hold.
  58
  
  Ferrous Quarter
  This grimy district in Smokeside is the location of many 
  of Alkenstar’s most famous taverns and small artisan 
  workshops. Adventurers flock to the quarter’s myriad 
  rumormongers and city criers in search of the latest 
  gossip, though trustworthy leads are in scarce supply. 
  More prevalent are the delicacies and powerful ales served 
  at the many inns, taphouses, and eateries lining Ferrous 
  Quarter’s primary thoroughfare, Hammer Avenue. Visitors 
  with sufficient coin can find nearly any sort of Garundi 
  traditional food for purchase along this main street.
  Graeson’s Fingers
  Located near the heart of the Capital District, the looming 
  spires, air purifiers, and towers that collectively form 
  Graeson’s Fingers are indeed a sight to behold. The richest 
  Alkenstarians live in these nine soaring manor buildings, so 
  named because from afar they appear to be fingers reaching 
  for the sky. Their namesake and founder, Chekar Graeson, 
  came to Alkenstar with altruistic dreams of feeding the 
  downtrodden populace, but when his efforts instead 
  made him a fortune and allowed him access to the upper 
  echelons of Alkenstar society, money clouded his vision 
  and he siphoned all his earnings into the construction  
  of the megalithic structures that now bear his name.
  Many members of Alkenstar’s High Parliament reside 
  in Graeson’s Fingers, including the noted metallurgist 
  Liessa Teramor (LN female human aristocrat 2/alchemist 
  8), whose father was Grand Duke prior to Trietta Ricia’s 
  election; the esteemed and kindly Doctor Priscilla 
  Penderton (NG female human aristocrat 5/bard 4); and the 
  cold, calculating entrepreneur Aredil Sultur (see page 4), 
  the heir to an influential family from Martel.
  Hellside
  Because the process of transporting a ship up or down 
  the Alken Falls can take up to several hours to complete, it 
  wasn’t completely unexpected when Alkenstarians started 
  setting up shop around the Hellfallen Cliffs to target 
  potential buyers stuck on their rigs.
  Since the Screw’s completion in 4645 ar, the district of 
  Hellside has boomed into an entire cliffside shantytown 
  along the walls of Smokeside. Though the oldest buildings 
  were constructed atop the Hellfallen Cliffs, more creative 
  (and desperate) vagrants gradually began constructing 
  their shacks and huts into and jutting out of the sheer 
  sides of the cliffs, effectively creating a small neighborhood 
  of dangling abodes and overhanging homes from which to 
  solicit the business of ship captains and crews headed up 
  or down the Screw.
  New Bridge
  Constructed exactly 100 years after the completion of Old 
  Bridge, New Bridge is an architectural wonder and is both 
  sturdy and wide enough to allow for vehicles to pass over 
  it. Architects and engineers often cite New Bridge as the 
  perfect synthesis of form and function.
  Old Bridge
  One of the Alkenstar’s first grand constructions after the 
  city was rebuilt atop the Alken Falls, Old Bridge spans 
  the Hellfallen Cliffs in the southern half of Alkenstar. 
  Its archaic cobblestone design makes vehicular transport 
  across the bridge impossible, though many residents 
  of Auburn District use the footbridge to cross into 
  Ferrous Quarter and vice versa. Thieves and corrupt 
  shieldmarshals occasionally extort those hoping to use 
  the bridge to reach Skyside for healing or other magical 
  services, charging exorbitant tolls few can easily afford.
  Old Ironside
  The abandoned area of the city known as Old Ironside 
  was once just called Ironside Quarter—a thriving district 
  in Smokeside that once rivaled the Auburn District in its 
  potential. Such hopes were dashed in 4683 ar, when an 
  outbreak of mana fever struck Ironside Quarter, decimating 
  the population and turning the few who survived into 
  mutants. Ironside Quarter was quarantined and eventually 
  emptied, its residents evicted from Alkenstar through the 
  western gates. Dwarven explosive charges were placed at 
  key structural points in the emptied district, and in the 
  winter of 4684 ar, the bombs were detonated, imploding 
  the entire district and causing it to sink into the ground.
  In the interim between the plague and the demolition 
  of Old Ironside, new city walls were constructed around 
  the quarantined district. Expert shieldmarshal snipers 
  are stationed on top of the turrets that dot the massive, 
  unbroken wall at all times. Most of the mutants who were 
  forced to leave Ironside Quarter fled to nearby colonies 
  inhabited by more of their kind. Some managed to find 
  tunnels into Alkenstar’s sewers and the Undercity, but 
  most such routes have since been destroyed or filled in 
  by Alkenstar officials. Still, some among the miscreants 
  dwelling in Undercity know of ways to get into Old 
  Ironside, and those brave enough to explore the half-
  flooded ruins might very well find an array of treasures 
  belonging to its previous inhabitants.
  Pilot’s Square
  Auburn Hill to the west and Pilot Point to the east provide 
  shelter to allow airships to moor and embark from the 
  small flatland between them. Most pilots who work out of 
  Pilot’s Square belong to the only pilots’ guild in Alkenstar, 
  the Aeromantic Fleet. Recently, however, as the availability 
  of airship parts and the demand for these services 
  increases, independent captains with their own ships have 
  begun to undercut the prices of the Aeromantic Fleet. The 
  Fleet’s admiral, Sodara “Sour” Londa (CN female dwarf 
  fighter 4/rogue 5), has begun looking for alternative means 
  of securing her guild’s monopoly over Alkenstar’s skies.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  59
  
  HiGH clockmotHer AtHentH llAnAlir
  The Screw
  The refugees who founded Alkenstar weren’t concerned 
  with trade or commerce—they needed safety from the 
  wizards of Nex and Geb, and the steep cliffs they chose 
  for their settlement were perfect for impeding scouts 
  from these neighboring nations. Later, when the Grand 
  Duchy began to show the symptoms of a burgeoning 
  economy, city planners were befuddled by how to make 
  the 500-foot-high Alken Falls traversable so goods could 
  be shipped up and down the Ustradi River. Locks were 
  out of the question for this geological anomaly, so the 
  planners instead proposed an extravagant project typical 
  of the imaginative Alkenstarians—a giant lift capable of 
  raising and lowering barges, junks, and other merchant 
  ships up and over the Alken Falls. The end result is a 
  mechanical wonder plainly called the Screw—a 50-foot-
  thick winding cylinder capable of hauling a massive iron 
  grate and anything on it from the base of the river 500 feet 
  below to just above the waterfall. Additional gears move 
  the grate horizontally along a track that runs parallel to 
  the river before the Screw sets the grate down onto the 
  river above the falls. The entire process takes nearly 6 
  hours and costs river-goers a pretty penny in taxes paid 
  to the Grand Duchy. The machine can be reversed to 
  transport ships downriver as well.
  Steamhaven
  Looming smoke stacks and soot-laden clouds hang thick 
  over Steamhaven, the industrial hub of Alkenstar and 
  home to many of the world’s most ingenious mass-scale 
  manufacturing operations. The inhabitants of Steamhaven 
  are often resentful of their well-off counterparts in the 
  Auburn District, because the latter’s position in Skyside 
  allows for the construction of golems and clockworks that 
  the magic-dead zone of Smokeside precludes. Workers in 
  Auburn District occasionally accuse Steamhaven engineers 
  of sabotaging their factories, despite the fact that there 
  are many more machining accidents in Steamhaven’s 
  mundanely constructed and ill-maintained facilities.
  Tinwound Hydroplant
  Considered by some to be the heart that keeps blood 
  pumping through Alkenstar, the Tinwound Hydroplant is 
  a marvel of technomancy and eldritch engineering. The 
  factory was built atop the ruins of an ancient Nexian mage’s 
  tower in 4608 ar, and ever since has provided power to 
  much of Alkenstar’s most precious large-scale inventions 
  such as the Screw, the elevators of Graeson’s Fingers, and 
  even the amazing research of esteemed intellectual and 
  visionary Professor Radpole (CG male gnome alchemist 
  10/expert 2) in the nearby Unburdened Tower.
  However, the primary purpose of the Tinwound 
  Hydroplant is the purification of the city’s drinking 
  water, which is derived almost solely from the polluted 
  Ustradi River. Despite this miraculous feat, not everyone 
  is pleased with the Hydroplant. Scholarly opponents 
  frequently warn of the unstable nature of the primal magic 
  that allows the factory to function, and numerous workers 
  have gone missing in the dark churning underbelly of the 
  clockwork labyrinth.
  Undercity
  Lairing in the maze of winding sewer tunnels beneath 
  Alkenstar proper is a veritable city of mutants, miscreants, 
  and other outcasts who have transformed the expansive 
  water channels into a demesne of their own. Here, the 
  black market thrives as the ratfolk of the Steamclaw 
  Clan peddle their illicit wares and the mutants of 
  Beggarton deal in outlawed chemical substances such as 
  crush. While not officially part of Undercity, it is in this 
  lawless realm that the Ironmaster’s Vault of Secrets lies, 
  though how one accesses it remains a mystery to non-
  shieldmarshals, and many suspect the underground 
  fortress can only be reached from the surface rather 
  than subterranean steam channels and sewers.
  Ustradi Heights
  The only upscale district in Smokeside, Ustradi Heights 
  boasts scores of fine manors and estates befitting the 
  nobility of any nation in the Inner Sea. In fact, many 
  displaced nobles do indeed call the district home, having 
  fled their homelands under false names for the security 
  and anonymity that comes from living in a magic-dead 
  region such as the western half of Alkenstar. Often using 
  their wealth and political influence to compensate for the 
  inconveniences of living without the benefit of magic, these 
  nobles are known to pay for sizable security contingents, 
  as being immune to magical divination doesn’t save them 
  from assassins’ blades should they ever be discovered.
  60
  
  cAprAmAce
  This twisted amalgamation of human and goat sports a 
  backward-facing torso, four stubby hooves, and an empty-eyed 
  expression on its coppery-red face.
  CAprAmACe 
  Cr 7
  Xp 3,200
  N Large aberration 
  init +1; senses darkvision 60 ft.; Perception +10
  Defense
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 76 (9d8+45)
  fort +9, ref +6, Will +8
  offense
  speed 50 ft.
  melee bite +12 (1d8+7 plus disease), 2 hooves +7 (1d6+3)
  space 10 ft.; reach 5 ft.
  special Attacks disease, rage call
  stAtistiCs
  str 24, Dex 13, Con 18, int 1, Wis 14, Cha 5
  Base Atk +6; CmB +14 (+16 bull rush); CmD 25 (27 vs. bull rush)
  feats Great Fortitude, Improved Bull Rush, Lightning 
  Reflexes, Power Attack, Toughness
  skills Climb +14, Perception +10
  eCologY
  environment temperate plains
  organization solitary, pack (2–11), or herd (12–25)
  treasure none
  speCiAl ABilities
  Disease (su) Waste Trembles: Bite—injury; save Fort DC 19; 
  onset 1d3 days; frequency 1 day; effect 1d3 Str and 1d3 
  Dex damage, target must succeed at a second Fort save 
  or be drained of 1 point of each type of ability damage 
  instead; cure 2 consecutive saves.
  rage Call (su) Once per day as a standard action, a 
  capramace can open its mouth and emit a horrible, ear-
  piercing scream to call for its herd. Maintaining a 
  rage call on any round after the first round 
  is a free action and there is no limit to 
  the duration of a sustained rage call. 
  Non-capramaces within 120 feet that 
  fail a DC 18 Fortitude saving throw 
  are deafened for as long as the 
  capramace maintains its call and for 
  1d4 minutes afterward. 
  Any other capramaces within 1 
  mile can hear this high-pitched 
  cry regardless of external 
  noise conditions, and they 
  instinctively react by sprinting 
  to the capramace in need, 
  moving as fast as possible toward 
  the capramace for as long as it maintains its rage call. A 
  capramace moving toward the source of a rage call is treated 
  as though it possessed the Run feat. Any capramace that 
  comes within 60 feet of another capramace’s rage call goes 
  wild with fear and anger, stomping about and attacking the 
  nearest creature in sight for as long as the rage call lasts.
  Sound-mitigating effects such as silence or a muzzle 
  of suppression (see page 26) can prevent a capramace 
  from performing its rage call, as can effects that suffocate 
  a capramace. Similarly, a capramace with the deafened 
  condition cannot be affected by the rage cry of another 
  capramace. The save DC is Constitution-based.
  Capramaces are wild, monstrous beasts native to the 
  Mana Wastes. While their exact origins are unknown, 
  scholars speculate that they are an unholy abomination 
  resulting from some combination of goat, human, and 
  the Mana Wastes’ mutative energies. Farmers must be 
  careful when removing them from farmlands for fear of 
  startling them and awakening their terrible, deafening 
  screams. Brave inhabitants of remote Mana Wastes 
  settlements sometimes use capramaces as work animals, 
  but most regard this a foolish endeavor at best.
  appendix 2: new monsters
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  61
  
  clockwork snAil
  The torso of this constructed gastropod is elongated and eerily 
  humanoid. Smog pours from the shell-like posterior of the machine, 
  while toxic green ooze courses through its translucent pipes.
  CloCkWork snAil 
  Cr 10
  Xp 9,600
  N Large construct (clockwork)
  init +7; senses darkvision 60 ft., low-light vision; Perception +0
  Defense
  AC 26, touch 14, flat-footed 21 (+3 Dex, +2 dodge, +12 natural, 
  –1 size)
  hp 101 (13d10+30)
  fort +4, ref +9, Will +4
  Dr 5/adamantine; immune construct traits, eidite sickness
  Weaknesses vulnerable to electricity
  offense
  speed 30 ft., climb 20 ft.; improved charge, tracks
  melee mwk dire flail +18/+13/+8 (1d8+7), mwk dire flail +18 
  (1d8+3)
  space 10 ft.; reach 5 ft.
  stAtistiCs
  str 24, Dex 17, Con —, int —, Wis 11, Cha 1
  Base Atk +13; CmB +21; CmD 36 (can’t be tripped)
  feats Improved InitiativeB, Lightning ReflexesB, Two-
  Weapon FightingB
  skills Climb +23
  sQ swift reactions, undersized weapons, winding
  eCologY
  environment any
  organization solitary, squadron (2–4), or cavalry (5–10)
  treasure incidental (mwk dire flail, other treasure)
  speCiAl ABilities
  eidite trail (ex) A clockwork snail can release a noxious trail 
  of poisonous ooze, coating any surface it treads upon with 
  viscous liquid eidite. Any square that the clockwork 
  snail moves through while this ability is active 
  is covered in a nonmagical web effect that acts 
  in all ways as the spell (DC 16 negates), but also 
  has a chance of infecting whoever touches it with 
  eidite sickness (see page 19). A clockwork 
  snail can activate or deactivate this ability 
  as a swift action, and can cover a total of 
  40 squares per day, though these squares 
  need not be consecutive. The save DC is 
  Constitution-based. 
  improved Charge (ex) A clockwork snail 
  excels at charging into enemies; it can 
  move up to triple its speed when using 
  the charge action, and ignores any effects of 
  difficult terrain while charging.
  tracks (ex) A clockwork snail’s tracks allow 
  it to climb even sheer surfaces with ease, 
  granting it a +16 racial bonus on Climb checks 
  instead of the usual +8 for having a climb speed, 
  and it can make attacks with its upper body normally even 
  while climbing.
  Although their upper bodies resemble the clockwork 
  soldiers from which their forms were no doubt inspired, 
  these mechanical monstrosities are in fact  a horrific blend 
  of gastropod and clockwork, fusing the cruelest aspects of 
  calculated war machinery and the foul influence of eidite. 
  A clockwork snail is 12 feet tall and weighs 2,000 pounds.
  Construction
  The creator of a clockwork snail must start with crafted 
  clockwork pieces worth 7,500 gp and 1,000 gp worth of 
  refined eidite ore.
  CloCkWork snAil
  Cl 12th; price 100,000 gp
  ConstruCtion
  requirements Craft Construct, animate objects, freedom 
  of movement, geas/quest, and poison, creator must be 
  at least caster level 12th; Skill Craft (clockwork) DC 20; 
  Cost 50,000 gp
  62
  
  Gunpowder ooze
  This lurching mass of slime and gunpowder leaves a trail of 
  shiny black residue in its wake, and shudders with the concussive 
  energy of an explosive.
  gunpoWDer ooze 
  Cr 14
  Xp 38,400
  N Large ooze 
  init +0; senses Perception –5
  Defense
  AC 9, touch 9, flat-footed 9 (–1 size)
  hp 230 (20d8+140)
  fort +13, ref +6, Will +1
  Defensive Abilities split (slashing or fire, 46 hp); immune 
  cold, ooze traits
  Weaknesses vulnerable to fire
  offense
  speed 20 ft., climb 20 ft.
  melee slam +23 (1d8+13 plus grab and gunpowder residue)
  ranged blast +14 touch (4d6+7 plus gunpowder residue)
  space 10 ft.; reach 10 ft.
  special Attacks combust, constrict (1d8+13)
  stAtistiCs
  str 28, Dex 11, Con 24, int —, Wis 1, Cha 1
  Base Atk +15; CmB +25 (+29 grapple); CmD 35 (39 vs. 
  grapple, can’t be tripped)
  skills Climb +17
  eCologY
  environment any land
  organization solitary
  treasure none
  speCiAl ABilities
  Blast (ex) Once every 
  1d4 rounds, a 
  gunpowder ooze can 
  fire a concentrated 
  blast of gunpowder 
  from its body as a ranged touch attack, 
  dealing damage equal to 4d6 + the 
  ooze’s Constitution modifier (+7 for 
  most gunpowder oozes). Any 
  creature struck by this blast is also 
  potentially exposed to the ooze’s 
  gunpowder residue (Reflex DC 27 negates). 
  This attack has a range of 180 feet with no range 
  increment. The save DC is Constitution-based.
  Combust (ex) Because of the volatile nature of its 
  composition, a gunpowder ooze is susceptible to 
  combusting when an ignition source is present. 
  Anytime a gunpowder ooze takes fire 
  damage or damage from a ranged 
  firearm attack, it spontaneously 
  explodes, dealing 10d6 points of 
  fire damage to all creatures and objects 
  in a 30-foot-burst cone toward the damage source that 
  ignited the ooze. If there is no method of determining 
  the damage source’s direction (such as a burst or spread 
  centered on the ooze), the ooze instead combusts in 
  a 15-foot-radius burst. A successful DC 27 Reflex save 
  halves the damage taken from this attack. A gunpowder 
  ooze that combusts automatically splits. The save DC 
  is Constitution-based.
  gunpowder residue (ex) Whenever a gunpowder ooze 
  successfully strikes a creature with its blast or slam attack, 
  the target must succeed at a DC 27 Reflex save to avoid 
  being coated in sticky gunpowder residue. Though the 
  residue is not harmful in itself, if a creature covered in 
  the residue uses a firearm, wields any weapon capable of 
  dealing fire damage, takes fire damage from any source, 
  or is exposed to a suitable spark, the residue immediately 
  ignites and explodes, dealing 5d6 points of fire damage to 
  the creature. Creatures adjacent to the exploding creature 
  take half damage (Reflex DC 27 half). Gunpowder residue 
  remains flammable for 24 hours, until it is ignited, or until 
  it is scrubbed away (which requires soap, water, and at 
  least 1 hour of bathing and washing). A creature can only 
  be covered in one layer of gunpowder residue at a time. 
  The save DC is Constitution-based.
  Common throughout the Mana Wastes, where wild magic 
  and gunpowder are both more prevalent than elsewhere 
  in the world, gunpowder oozes are the combination of 
  these two dangerous and unpredictable elements.
  INTRODUCTION
  CHAPTER 1:
  THE KARGGAT MINE
  CHAPTER 2:
  SULTUR MILL OUTPOST
  CHAPTER 3:
  THE REBORN FORGE
  APPENDIX 1:
  ALKENSTAR
  APPENDIX 2:
  NEW MONSTERS
  63
  
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  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett.
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  Ultimate Combat
  Prepare for the challenges of the 
  Mana Wastes with the firearms 
  and gun-based character options in 
  Pathfinder RPG Ultimate Combat!
  Paths of Prestige
  Show your Inner Sea pride with 30 
  prestige classes from the Pathfinder 
  campaign setting, including the 
  Alkenstar shieldmarshal!
  magiCal marketPlaCe
  Stock up on all the gear you’ll 
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  Sultur Mill Outpost
  Megator Facient
  C8a
  C7
  C6
  C5
  C14
  C16
  C17
  C18
  C3
  C2a
  C2b
  C15a
  C15b
  C1
  C9
  C10
  C11
  D1
  D2
  D3
  D4
  D5
  D6
  D7
  D8
  D9
  D10
  D11
  D13
  D12
  D14
  D15a
  D15b
  D15c
  D16
  C12
  C13a
  C13b
  C8b
  C8c
  C4
  1
  2
  3
  1 SQUARE = 5 FEET
  STAIRS 
  UP
  DOWN
  1 SQUARE = 5 FEET
  1
  3
  2
  10
  15
  15
  15
  10
  5
  5
  5
  5
  
  Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known 
  as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert 
  with the help of canny inventions like guns and clockwork automatons, but now 
  their construct protectors have begun to run amok within the city. It falls to 
  the PCs to venture beyond the city walls to find the source of their strange 
  behavior. Will they uncover the mastermind behind the plot and put an end to 
  this madness, or will they instead fall victim to the primal magic and savage 
  tribes of Mana Wastes mutants that beleaguer the city?
  Wardens of the Reborn Forge is a deluxe super-adventure 
  for 12th-level characters, and includes 64 action-packed 
  pages of adventure filled with mechanical machinations, 
  new monsters, a beautiful double-sided and full-color 
  poster map of Alkenstar, and an important miniatures-
  scale battleground!
  Players can expect to reach 15th level by the 
  time they complete this epic adventure—if they 
  manage to survive the machinations of the clockwork 
  constructions of the reborn forge!
  Welcome to the Wastes!
  Printed in China PZO9543
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Modules/Wardens of the Reborn Forge.pdf