TEXT: ADVENTURE PATH       PART 3 OF 6
  by Michael Kortes
  What Lies
  in Dust
  What Lies
  in Dust
  Council of Thieves
  Council of Thieves
  ®
  
  The Devildrome
  Massacre House
  Shrine of Aroden (safe house)
  Delvehaven
  The Wave Door
  Cutlass Cove
  Wart Rock
  
  ADVENTURE PATH PART 3 of 6
  What 
  Lies 
  in 
  Dust
  ®
  Council of Thieves
  Council of Thieves
  
  ®
  “What Lies in Dust” is a Pathfinder Adventure Path scenario designed for four 5th-level characters. By the end of this adventure, characters should reach 7th level. This adventure 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. The OGL can be found on page 92 
  of this product.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open 
  Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 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.
  Paizo Publishing, LLC
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  Printed in China.
  credits
  Editor-in-Chief • James Jacobs
  Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Editors • Christopher Carey and James L. Sutter
  Editorial Assistance • Jason Bulmahn, Sean K Reynolds, and Vic Wertz
  Senior Art Director • James Davis
  Publisher • Erik Mona
  Cover Artist
  Steve Prescott
  Cartographer
  Jared Blando
  Contributing Artists
  Peter Bergting, David Bircham, Billy George, MuYoung Kim, Jorge Maese,  
  Scott Purdy, Kevin Yan, and Kieran Yanner
  Contributing Authors
  David Eitelbach, Dave Gross, Michael Kortes, F. Wesley Schneider, Craig Shackleton, and Hank Woon 
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Events Manager • Joshua J. Frost
  Corporate Accountant • Dave Erickson
  Sales Manager • Christopher Self
  Technical Director • Vic Wertz
  Special Thanks
  The Paizo Customer Service and Warehouse Teams
  
  table of contents
   
  Foreword 
  4
  What Lies in Dust 
  6
  by Michael Kortes
  Treasures of the Pathfinders 
  52
  by Craig Shackleton
  Hellknights 
  60
  by F. Wesley Schneider
  Pathfinder’s Journal: Hell’s Pawns 3 of 6 
  70
  by Dave Gross
  Bestiary 
  76 
  by David Eitelbach, F. Wesley Schneider, and Hank Woon
  Pregenerated Characters 
  90
  Preview 
  92 
  
  4
  Council of Thieves
  Wes Sold Me to Pirates
  S
  o the last time I talked to you at the start of one of 
  these was in Pathfinder Adventure Path volume #22. 
  There I was, going on about railroading PCs and 
  traveling to crazy other worlds and all sorts of things, 
  when suddenly an ominous shadow fell over my desk. 
  Before I had a chance to turn around, something hit 
  me on the back of the head and I woke up in a cramped 
  little wooden brig belowdecks on an old-tyme pirate ship 
  sailing for, I suspect, some mysterious and dangerous port 
  like Ilizmagorti or Sarkomand or Point Arena. The tale 
  of my ingenious escape from the brig, my trials adrift at 
  sea on a raft amid ravenous sharks and cannibalism, my 
  shipwrecking upon an island cast up only hours before 
  from the cradle of the ocean’s depths, and my eventual 
  return via the back of a beast best not described are 
  too harrowing and violent and unbelievable to go into 
  detail here. Suffice to say, I have returned, and much has 
  happened in the past several months! Let’s run down the 
  highlights real quick.
  •	 We	finished	off	one	Adventure	Path	with	a	mayhem	of	
  wishes and volcanoes and started up a new one in, of all 
  places, a tavern!
  •	 PaizoCon	came	and	went.	It	was	great	seeing	over	200	
  fans and friends, and being able to preview an upcoming 
  Adventure Path (the someday-to-be-released Jade Regent 
  Adventure Path) and to give my post-apocalyptic game of 
  “Lovecraft	meets	Road	Warrior	meets	Fallout”	a	try	using	
  the	new	Pathfinder	RPG.	As	it	turns	out,	it	really	hurts	to	
  get sneak attacked by a wastrel armed with a shotgun.
  •	 We	got	the	Pathfinder RPG Core Rulebook	off	to	the	printer	
  and into our and your hands. This was the biggest book 
  I’ve ever been a part of producing, and the logistics and 
  
  5
  Foreword
  complications and excitement and mayhem involved with 
  such an undertaking cost me a level. But fortunately, 
  there’s a pretty big story reward for completing such a 
  task, so I earned that lost level right back.
  •	 We	finished	the	Pathfinder RPG Bestiary	and	sent	it	off	
  to the printer. This book is beautiful—so many great 
  monsters! Can’t wait to have it sitting on my shelf!
  •	 Gen	 Con	 came	 and	 went.	 Although	 the	 pre-con	
  preparation and travel and associated stress is always 
  grueling, the convention itself was a blast. Particularly 
  overwhelming, though, was the line of fans and 
  customers	who	very	nearly	got	Paizo	in	trouble	with	Gen	
  Con’s security—folks looking to claim a copy or six of 
  the Pathfinder RPG Core Rulebook formed an anaconda-
  like line that wrapped twice around our sizable booth, 
  down the hall, around the corner, and down another 
  hall for hundreds of feet. Not bad!
  •	 We	moved	to	a	larger	and	fancier	office!	I’m	writing	this	
  foreword from the Deluxury™-style comfort of my new 
  office—the upgrade from a cubicle is pretty nice, especially 
  since	I	finally	have	room	for	all	my	RPG	books,	Lovecraft	
  memorabilia,	Godzilla	toys,	flesh-eating	plants,	and	other	
  sundry office necessities. More incredibly, although I’ve 
  been in this office for four days now, it’s not yet completely 
  filthy	and	cluttered!
  And that brings us, more or less, up to date.
  Relics From Around Golarion
  It’s something of a trick to assign authors to write an 
  Adventure Path installment. Not everyone’s great at 
  everything, but most writers excel at one type of adventure 
  more	than	another.	For	this	month’s	“What	Lies	in	Dust,”	
  we were faced with the somewhat daunting prospect of an 
  adventure	set	in	a	Pathfinder	lodge.	This	would	be	the	first	
  time that an Adventure Path installment went all out and 
  in-depth	with	the	Pathfinder	Society,	and	also	the	first	time	
  we’d	see	an	exact	revelation	of	a	Pathfinder	lodge	as	part	
  of an adventure. So whoever wrote the adventure not only 
  had to be good at creating unique and interesting maps 
  (because	 a	 Pathfinder	 lodge	 should	 certainly	 be	 both!),	
  but	had	to	have	an	in-depth	knowledge	of	the	Pathfinder	
  Society, its methods, and most importantly, knowledge 
  of the ruins and sites the Society is most interested in. 
  Delvehaven is, in many ways, a museum of weird and 
  esoteric relics and prizes gathered from across the face of 
  Avistan	and	Garund,	and	the	author	needed	to	be	able	to	
  pull in all manner of obscure bits of world lore to make 
  such a site believable and interesting.
  Michael Kortes was the obvious choice.
  As	the	author	of	one	of	the	first	(and	one	of	the	most	
  popular)	Pathfinder	Modules,	Entombed with the Pharaohs, 
  there was no doubt that Michael would be able to do 
  Delvehaven justice. His early work on Entombed with the 
  Pharaohs played a key role in the development of not only 
  the	 Pathfinder	 Society,	 but	 of	 the	 strange	 and	 unusual	
  relics and ancient civilizations in Osirion’s past. That he’s 
  also something of a genius at coming up with interesting 
  competitions, crazy traps, and unusual guardians for his 
  dungeons was a welcome bonus. Personally, I think he’s 
  outdone himself this time with creations like Mr. Straw, 
  Fluff-Gugg,	Draggy,	and	Molly	Missy!
  A Haunting Return
  We	try	to	push	the	design	boundaries	in	our	adventures	
  now and then—to come up with new rules mechanics to 
  handle unusual encounters or situations. In some cases, 
  these end up being a sort of mini-game inside the game, 
  such	as	the	chase	rules	from	“Edge	of	Anarchy”	or	the	rules	
  for	the	game	of	blood	pig	from	“Escape	from	Old	Korvosa.”	
  But one of the most popular sets of new rules rose from 
  something I designed for Rich Pett’s adventure in the very 
  second	Pathfinder	volume—rules	for	haunts.
  I’ve always been a fan of horror stories, and ghost stories 
  are high on my list of favorites in that genre. Yet in most 
  adventures, ghosts seemed as often as not little more than 
  transparent	monsters	to	fight.	Sure,	they	had	a	relatively	
  customizable suite of powers, but that still wasn’t enough 
  for me to create a fully haunted house, something with 
  harrowing phantasms, poltergeist activity, bleeding walls, 
  strange noises, and the like. In Rich Pett’s adventure, 
  “The	Skinsaw	Murders,”	he	presented	a	pretty	compelling	
  haunted house, yet there wasn’t a core and centralized 
  mechanic	to	handle	all	of	the	weird	effects	he	was	putting	
  into the manor. Thus were born the rules for haunts.
  In this volume’s adventure, we present some more 
  haunts. There’s been a fair amount of constructive feedback 
  on haunts on our messageboards, all of which helped when 
  I	rebuilt	them	to	work	with	the	new	Pathfinder	RPG	and	
  to	make	them	even	more	fun	to	run	in-game.	Full	rules	
  for haunts will be appearing in next year’s hardcover 
  GameMastery Guide, so in a way you can even think of the 
  haunt	rules	presented	in	“What	Lies	in	Dust”	as	the	last	
  round of playtesting for these rules before they get locked 
  into a fancy hardcover rule book! So if you like what you 
  see or you think we could have done something better, 
  don’t hesitate to drop by paizo.com to let us know!
  James Jacobs
  Editor-in-Chief
  james.jacobs@paizo.com
  
  6
  Council of Thieves Part 3 of 6
  What Lies in Dust
  B
  y the light of day, the city streets of Westcrown are like any other, 
  bustling with commerce and the sounds and smells of a prosperous 
  Chelish city. Yet at night they transform, doors locking and 
  shutters closing tight against the ominous darkness—for once the sun 
  sets, Westcrown becomes the hunting grounds of shadowy monsters. The 
  Wiscrani took this development in stride, for they had already seen their 
  god die, their nobility executed or shamed, and their government turn to 
  diabolism. Yet unlike a dead god or a powerful regime, the horrors that 
  haunt Westcrown’s nights may not be as permanent a plague as the city’s 
  citizens fear, for the source of these shadows lies within the vaults of 
  one of Westcrown’s most notorious buildings—the abandoned Pathfinder 
  lodge known as Delvehaven.
  
  7
  What Lies in Dust
  Adventure BAckground
  Since the Pathfinder Society was founded in 4307 ar, 
  numerous Pathfinder Lodges have been established in 
  cities as diverse and widespread as Kalsgard, Magnimar, 
  Quantium, and Sothis. The city of Westcrown is no 
  exception—in its heyday, Westcrown’s lodge (known 
  locally as Delvehaven) was one of the most celebrated 
  lodges in the Inner Sea region. Its venture-captain, a wealthy 
  retired adventurer named Aiger Ghaelfin, designed an 
  exceptional home for his fellow Pathfinders, complete with 
  not only beds for rest but also vast reliquaries to display its 
  members’ discoveries. Delvehaven was as much a museum 
  as it was a place for Pathfinders to plan and recover from 
  their expeditions.
  Among Delvehaven’s most famed regular attendees 
  was Westcrown’s proudest Pathfinder team—the Amber 
  Privateers. Using Westcrown as a base of operations, 
  these six Pathfinders and their sprawling cadre of 
  porters, servants, chroniclers, organizers, translators, 
  and hangers-on launched several successful and highly 
  publicized forays to regions as remote as the Crown of 
  the World, the Rivers of No Return in the legendary 
  half-caverns beneath the Isle of Phahalen, the jungles 
  south of Sargava, and the remote reaches of Iobaria east 
  of Brevoy, yet it was their final expedition that secured 
  their fame.
  Led at the time by renowned explorer and Pathfinder 
  Donatalus Bisby, the Amber Privateers made clear their 
  intent to brave the depths of the Mwangi Expanse to seek 
  out a mythical ruin that had heretofore escaped explorers’ 
  note—a forgotten city called Jaytirian. Hoping to discover 
  an ancient city and perhaps further insight into the 
  Mwangi Expanse’s hidden history, the Amber Privateers 
  left for the Mwangi amid great fanfare—yet shortly after 
  the company penetrated the primeval jungle, all contact 
  with the scholars was lost.
  It was 3 years before any word of the ill-fated expedition 
  surfaced—and the news was dire. Only two survivors 
  were on their way back to Westcrown—Donatalus and 
  his chronicler, a half-elf named Ilnerik Sivanshin. 
  Their return to civilization was the antithesis of their 
  departure—few knew that the two had returned, and when 
  their accounts of cannibalism, simian demons, jungle rot, 
  and river madness came to light, Aiger Ghaelfin decided to 
  delay the report of the return of the two Amber Privateers 
  in order to avoid what would have been a severe reprimand 
  and fine for squandered resources from the Decemvirate in 
  Absalom (the leaders of the Pathfinder’s Society). For Bisby 
  and Sivanshin had returned with not only an incredible tale, 
  but also a highly unusual artifact stolen from the ruins of 
  Jaytirian. By staving off the report of their return until the 
  story of the journey could be properly prepared, Ghaelfin 
  hoped to temper any punishment from the Decemvirate 
  with a presentation of the secrets and discoveries that had 
  made their way back to civilization.
  Apart from their personal accounts, all Bisby and 
  Sivanshin had to support their wild tale was an exotic relic 
  they had managed to retain on their panicked flight from 
  the ruined city—a fantastical stone symbol referenced 
  in obscure Mwangi legends as the Aohl. In fact, the Aohl 
  consisted of two interlocking relics—a golden bird’s head 
  and an obsidian bat’s head, components that Bisby named 
  the Morrowfall and the Totemrix respectively. The golden 
  Morrowfall represented an ancient sun deity whose name 
  has been lost to time, while the Totemrix symbolized a foul 
  creature of the night known as Vyriavaxus, a demon lord 
  long since slain by a rival. The two forgotten gods were 
  the bedrock of Jaytirian’s pantheon, and the Aohl was 
  thus an incredibly important find, for the Pathfinders 
  had long sought clues into the nature of this ancient and 
  elusive society.
  But even the Decemvirate cannot control the power 
  of a rumor, and despite their best efforts to silence the 
  truth behind Bisby’s return, Westcrown still celebrated 
  the return of their heroic explorer. Yet as Bisby’s star 
  rose, Sivanshin grew correspondingly bitter. Not for the 
  first time, Donatalus was receiving the glory and fame 
  that should have at the very least been shared with his 
  partner, for many were the times that Sivanshin (the 
  more observant and methodical of the pair) provided 
  advice or aid that secured the success of an expedition. 
  Consumed by his jealousy, Ilnerik Sivanshin broke the 
  Aohl into its twin components and fled Westcrown with 
  what he deemed his share of the spoils, the Totemrix. 
  He hoped that on the markets of Nisroch in Nidal, an 
  artifact from the cult of the dead demon lord of shadows 
  would fetch an impressive price, yet what he hadn’t 
  known was that, together, the two components of the 
  Aohl symbolized a single dualistic concept—the balance 
  of light and darkness. Separated, both forces had no 
  counterbalance, and with each day of Sivanshin’s journey 
  toward Nidal, the latent power within the Totemrix grew 
  stronger. He grew sickly—his flesh began to burn in 
  the sun, and while his hunger grew, the thought of food 
  Advancement Track
  Characters should be well into 5th level when they begin “What Lies in Dust.” By the time they have finished up the above-
  ground portion of Delvehaven, they should be 6th level, and they should reach 7th level by the adventure’s end.
  
  8
  Council of Thieves Part 3 of 6
  nauseated him. He found himself unable to sleep at 
  night and barely able to function by day. Hoping to avoid 
  a confrontation with Chelish border guards, Sivanshin 
  staggered over the Nidalese border amid a ragged stretch 
  of mountains on the first Wealday of Kuthona on 4606 ar. 
  There he crawled into a cave and died—only to rise with 
  the next moon as a vampire. At the same time, by dark 
  coincidence, the nation Sivanshin left behind began its 
  own slide into darkness.
  The tragic splitting of the Aohl ultimately destroyed 
  Bisby as well, though the change within him was much 
  more subtle. Imbued with the Morrowfall’s innate 
  sense of incompleteness, Bisby became obsessed with 
  recovering the Totemrix and reuniting it with the 
  Morrowfall, but had no way to know where his traitorous 
  friend had disappeared. His attempts to track Sivanshin 
  magically failed, for the half-elf was a spellcaster and no 
  stranger to masking himself from scrying and magical 
  detection. As the Morrowfall’s increasing power worked 
  on Bisby, he grew more paranoid and desperate, and 
  his reputation began to slide. Yet the full potential of 
  his descent from glory will never be known, for soon 
  thereafter, Aroden died and Westcrown became the 
  epicenter of a civil war.
  In the face of riots, madness, and destruction, Ghaelfin 
  and the remaining Pathfinders of Delvehaven decided to 
  seal the lodge in the hope that, after the war resolved, the 
  Pathfinders might be able to return to Delvehaven. Yet the 
  chaos of the civil war was more than they anticipated, and 
  while Delvehaven was indeed sealed (with Bisby himself 
  accidentally trapped inside the deepest chambers of the 
  lodge), the remaining Pathfinders of Delvehaven were fated 
  to meet their own individual dooms not long thereafter.
  When the House of Thrune finally established 
  order in 4640 ar, they had more important matters to 
  deal with than the reopening of a Pathfinder lodge, 
  despite the Society’s constant requests from Absalom 
  to allow their return. It wasn’t until much, much later 
  in 4674 ar that the House of Thrune finally turned its 
  attention to Delvehaven, yet even then they ignored the 
  call from the Society to let agents from Absalom lead 
  the charge. Instead, the House of Thrune used loyalist 
  Pathfinders whose allegiances were with Cheliax 
  rather than the Society, an arrogant folly that resulted 
  in the death of these Thrune Pathfinders when they 
  attempted to force their way into the sealed vaults below 
  the lodge. Frustrated, the House of Thrune sealed 
  Delvehaven again—now doubly warded by the magic of 
  the Pathfinders and the House of Thrune, Delvehaven 
  became one of Westcrown’s most notorious remnants of 
  the Age of Enthronement.
  At the same time the House of Thrune sealed 
  Delvehaven, though, the vampire Ilnerik Sivanshin 
  returned home. He had spent the previous decades 
  studying the true powers of the Totemrix and become a 
  master of shadows, commanding a small army of umbral 
  mercenaries in the southern reaches of the Uskwood. It 
  was not without a delicious sense of irony that Sivanshin 
  returned to Westcrown after the House of Thrune 
  quietly contacted him to provide a service. He and his 
  shadows were to serve in Westcrown as the midnight 
  guard, enforcing an after-dark curfew and rendering 
  it nigh-impossible for Westcrown’s citizenry to engage 
  in sedition or other acts of upheaval unseen. Eager to 
  test his creations en masse, Sivanshin agreed. Today, 
  nighttime in Westcrown still belongs to Sivanshin’s 
  shadow beasts, though the vampire’s allegiance has 
  since shifted away from Westcrown’s mayors to the city’s 
  Council of Thieves—and to Ecarrdian and Chammady 
  Drovenge in particular, with whom he shares the desire 
  to claim all of Westcrown as his own.
  Adventure SummAry
  The PCs have, at the request of an undercover Pathfinder 
  agent named Ailyn Ghontasavos, recovered a curious 
  puzzle box known as the Chelish crux from the vaults of 
  the Asmodean Knot. Inside, they find numerous clues 
  about the history, defenses, and wards of Delvehaven, 
  including necromantic interviews with several long-
  dead Pathfinders whose remains lie scattered throughout 
  the city of Westcrown.
  Once armed with lore regarding Delvehaven’s 
  defenses, the PCs can turn their attention to the lodge 
  itself. According to Ailyn, one of the artifacts recovered 
  in the days before Aroden’s death may hold the key to 
  defeating the shadow beasts that plague Westcrown’s 
  streets at night. Yet the PCs’ interest in Delvehaven 
  has not gone unnoticed, and when he realizes that a 
  method to defeat the powers granted by the Totemrix 
  might lie in Delvehaven’s vaults, Ilnerik Sivanshin 
  sends his vampiric agents into the lodge to destroy the 
  Morrowfall before the PCs can secure it. The adventure 
  becomes a race against a band of vampires and their 
  undead minions, with the victor securing the fate of 
  Westcrown’s nighted streets.
  Fame Points
  At various points in this Adventure Path, there are times 
  when the PCs’ exploits are significant enough to gain them 
  fame and admiration among the people of Westcrown. 
  This growing fame is tracked by the accumulation of 
  “Fame Points.” Certain encounters in “What Lies in Dust” 
  indicate that you should award Fame Points to the party 
  when they accomplish certain goals.
  
  9
  What Lies in Dust
  PArt one: Within the crux
  This adventure begins when the PCs attempt to open 
  the Chelish crux—this could be immediately upon their 
  recovering the puzzle box at the end of the previous 
  adventure (and thus could occur while the party is still 
  within the Asmodean Knot), or at some point thereafter, 
  presumably after the PCs escape the magical labyrinth 
  and return to their homes or the safe house utilized by the 
  Children of Westcrown. This adventure assumes the latter, 
  for the PCs might be eager to report their success to their 
  contacts there (Arael and Janiven) and to the undercover 
  Pathfinder agent Ailyn Ghonstavos.
  Ailyn’s desire to remain hidden has not changed, but 
  she congratulates the PCs on their success nevertheless 
  and encourages them to open the Chelish crux if they have 
  not done so already. You can use Ailyn as little or as much 
  as the PCs need her for the adventure to progress. At the 
  very least, she can provide what she knows of Delvehaven 
  and her reasons for suspecting that the lodge contains 
  something of key importance to the Wiscrani, as follows:
  “In late 4605 ar, a Pathfinder named Donatalus Bisby returned to 
  Westcrown from a mission to the Mwangi Expanse—a mission 
  previously believed to have been lost. Bisby’s unexpected return 
  brought much celebration, despite the fact that of the dozens 
  who traveled with him to the southern jungles, only he and his 
  chronicler had returned. Word soon spread that Bisby’s journals 
  would revolutionize what was known about certain lost tribes of the 
  Mwangi, and that he brought back with him a potent artifact. Yet 
  before his journals could be published, Aroden died.
  “Upon Aroden’s death, panic seized Cheliax. Details of what 
  happened in Delvehaven are sparse, but it seems that the majority 
  of the Pathfinders stationed in Westcrown—Bisby included—
  perished in the riots and mayhem. Worse, his journal and all of 
  Delvehaven’s artifacts were cut off from the Society for over 
  thirty years. In 4674 ar, many years after the House of Thrune 
  seized control of Cheliax, they made a great show of reopening 
  Delvehaven and inviting a select few Pathfinders back to run the 
  lodge—but those choices were not the Grand Lodge’s to make. 
  The House of Thrune only agreed to Delvehaven’s reopening if 
  Chelish Pathfinders of their choosing were to manage the site, 
  and the Society reluctantly agreed to the conditions. Securing an 
  accurate list of what had and hadn’t survived in Delvehaven’s vaults 
  was a political nightmare—the House of Thrune and their pet 
  Pathfinders reported that nothing of value remained, but they were 
  resistant to letting anyone from outside make their own inventory 
  and exploration of the ruins. To the public, the lodge seemed to 
  be run by the Society, but in truth we have very little idea exactly 
  what was going on in Delvehaven during those years. The whole 
  situation seemed to be coming to a head, with a full-on clash 
  between the House of Thrune and the Society imminent, but as 
  things worked out, Delvehaven didn’t remain active under Thrune’s 
  control for long.
  “In 4676 ar, something happened in Delvehaven that caused 
  the deaths of all the Thrune Pathfinders and its subsequent sealing 
  by the government itself. The House of Thrune has to this date 
  refused to open Delvehaven or allow the Society access to the 
  lodge, and various conflicts with the Aspis Consortium and the 
  House of Thrune in other parts of Cheliax since then have effectively 
  distracted us from Delvehaven’s legacy. General consensus in the 
  Society today is that Thrune looted Delvehaven to the root and that 
  nothing of value remains within.
  “But I’m not so sure. Over the past several months, I’ve grown 
  more and more intrigued by the unexplained mysteries of exactly 
  what happened in Delvehaven. Of perhaps more interest to you 
  as Westcrown natives, I’ve learned a bit about the artifact Bisby 
  returned with, an artifact that was in Delvehaven at the time of 
  Aroden’s death and that hasn’t been seen since. Notes on this 
  artifact are vague, alas, but from an initial report sent from 
  Delvehaven just before Aroden’s death, it would appear that the 
  artifact had ties to a dualistic religion of light and shadow. The fact 
  that it was only a few weeks after the House of Thrune closed up 
  Delvehaven that the shadow beasts first appeared in Westcrown 
  can’t be a coincidence. I suspect that they found this artifact in 
  Delvehaven, but in so doing triggered the lodge’s defenses and 
  caused something. I’m not saying that the source of the shadow 
  beasts is hidden in Delvehaven, or even that the artifact is 
  involved—but in my experience, there are no coincidences.”
  oPening the crux
  Delvehaven’s location is certainly no secret—the PCs 
  are free to attempt entry to the site at any time they 
  wish, but those who neglect to open the Chelish crux or 
  do a bit of research on the site to prepare themselves 
  for the numerous wards that still function therein may 
  find themselves confronted with something they can’t 
  handle. Groups that take the time to plan ahead and look 
  into Delvehaven’s history will be greatly rewarded and 
  much more prepared to face the dangers within—and 
  those preparations begin with the opening of the Chelish 
  crux, the strange puzzle box the party liberated from the 
  Asmodean Knot in the previous adventure.
  Story Award: Give the PCs 1,600 XP for successfully 
  opening the Chelish Crux and recovering the clues within.
  Chelish Crux
  Aura moderate conjuration (masked by magic aura); CL 9th
  Slot none; Price 2,000 gp; Weight 5 lbs.
  DeSCriPtion
  A Chelish crux is similar to a bag of holding in that its interior space is 
  larger than its exterior would suggest. When closed, a Chelish crux is 
  a wooden and metal dodecahedron (similar in shape to a d12) that 
  measures about 6 inches in diameter. Each face of the crux is carved 
  
  10
  Council of Thieves Part 3 of 6
  with a different rune or image—in order to open the puzzle box, a 
  person must trace the outlines of these runes and images with the 
  tip of a finger in the proper order. Each time a rune is triggered 
  in the correct order in this manner, it glows with a soft red light, 
  but whenever a rune is triggered out of order, the light flashes into 
  fire and inflicts 2 points of fire damage per currently lit rune on 
  the person attempting to open the crux (Reflex DC 15 halves) and 
  causes all lit faces to deactivate (forcing the process of opening it to 
  start anew). Failure to open a crux eight times in a row causes the 
  combination of runes to randomize to a new combination. You can 
  simulate this puzzle for the PCs by determining the order in which 
  the runes must be activated and then having the players stumble 
  through the combinations, or you can allow a character a DC 35 
  Disable Device check or a DC 25 Intelligence check to try to open 
  the puzzle box—each attempt takes 1 minute, and the check can be 
  retried with a cumulative +1 bonus on the roll, to a maximum bonus 
  of +7, after which the crux resets its order (at which point the bonus 
  reverts to +0 and the character must start anew). Failure on either of 
  these checks causes the crux to flash with fire and causes 2 points of 
  fire damage (Reflex DC 15 halves), plus 2 points for each failure.
  A Chelish crux can be forced open with damage or a DC 28 Strength 
  check. The crux has hardness 10 and 30 hit points. If a crux is forced open 
  in either of these two ways, it explodes into a 10-foot-radius burst of fire, 
  inflicting 3d6+6 points of fire damage to all within the area (Reflex DC 15 
  halves). The fire damage affects any objects held within the crux as well. 
  If forced open, the crux crumbles to ashes and any objects it contains 
  appear on the ground at the site of the fiery burst.
  Once a particular crux’s combination is known, a character can 
  open it automatically (this takes 3 consecutive full-round actions). 
  Opened properly, the crux unfolds into a 2-foot-square flat sheet 
  of metal and wood. Any objects the crux contains sit upon the 
  center of the sheet. An unfolded crux automatically folds as soon 
  as a character attempts to bend any of the sheet’s four corners as a 
  move-equivalent action. The crux automatically folds up around any 
  objects that sit upon its face at this time—objects that would exceed 
  the crux’s capacity are pushed gently aside by the refolding action.
  A Chelish crux can hold up to 200 pounds of objects, but the 
  physical size of each object is irrelevant—the sight of a crux 
  folding up around a long polearm, for example, might make 
  one assume the weapon was crushed and destroyed, but when 
  the crux is next opened, the pole arm is unharmed. As an 
  object that creates an extradimensional space, a Chelish 
  crux functions as a bag of holding for determining how 
  long a living creature within can survive, or for 
  what happens when the crux is placed in 
  another extradimensional object like a 
  portable hole (see Pathfinder RPG Core 
  Rulebook, page 500)
  ConStruCtion
  requirements Craft 
  Wondrous Item, 
  secret chest; Cost 
  1,000 gp.
  inSide the crux
  Once the PCs get the Chelish crux open, the following 
  objects are revealed. If the PCs force the crux open, the 
  burst of fire automatically destroys the scrolls and wands, 
  but leaves the other objects relatively intact, if somewhat 
  singed.
  Erinyes Head: The strangest object in the crux is the 
  severed head of the erinyes Khazrae Kuelata—a severed 
  head that immediately begins shrieking and screaming as 
  soon as the crux is opened. Further details on this macabre 
  object are given below under The Devil’s Head.
  Leather Portfolio: This leather-bound portfolio bears a 
  single mark on its cover—an embossed and very stylized 
  letter “D.” A DC 20 Knowledge (local) check identifies this 
  mark as the symbol for the Pathfinder lodge of Delvehaven. 
  The contents of this portfolio are detailed under The 
  Delvehaven Papers on page 11.
  Scrolls: These three magic scrolls consist of a scroll of 
  heal, a scroll of remove curse, and a scroll of scrying.
  Silver Box: This is a small silver box engraved with 
  dancing skeletons and containing four stubby candles. 
  These are grave candles, items that could help the PCs 
  communicate with deceased Pathfinders.
  Wands: This is a matched pair of slender oak wands; one 
  is a wand of break enchantment (8 charges), and the other is a 
  wand of death ward (7 charges).
  the devil’S heAd
  The last millennium has been hard on Khazrae Kuelata. Once 
  a prominent erinyes assassin and scourge of a legion of the 
  damned in Dis, she lost a key political battle against a long-
  standing nemesis for the favor of her patron, the archdevil 
  Moloch. Rather than slay her, Moloch had Khazrae’s body 
  destroyed, wings and all, and left her a talking head so that 
  she could endure perpetual humiliation at the hands of her 
  successors. Centuries later, when her devilish rivals finally 
  bored of her, they casually gambled Khazrae away in a 
  failed intellectual gambit against a pesky mortal spellcaster 
  named Dargentu Vheed—a wizard who was only a few short 
  months away from assuming the role of Mayor of 
  Westcrown back in 4661 ar.
  Dargentu was quite pleased with his new 
  trophy, and for many years kept his noisy 
  but amusing prize as the 
  centerpiece of his table in the 
  mayoral residence. Yet after 
  Khazrae humiliated Dargentu 
  by revealing some of his more 
  delicate indiscretions to an 
  important guest, the wizard 
  locked Khazrae’s head into 
  the Chelish crux, and then 
  promptly forgot about her. 
  khAzrAe kuelAtA
  
  11
  What Lies in Dust
  After Dargentu’s necromantic transformation within the 
  Nessian Spiral below his home (see Pathfinder Adventure 
  Path volume #28 for more details), no one remained who 
  knew about the erinyes, and she languished in the dark 
  for many years.
  Once a regal villain, Khazrae’s humiliating fate has 
  driven her mad, and the years of sensory deprivation in 
  the crux have only worsened her condition. When the PCs 
  liberate her, Khazrae continues to scream obscenities in 
  Infernal for several minutes, or until she is calmed with a 
  DC 30 Diplomacy check. Once she calms down, she remains 
  angry and bitter and hates everyone on principle, but she 
  also realizes that she’s indebted to the PCs for “rescuing” 
  her from the crux—threats to return her to its dark interior 
  are automatically successful in securing her aid.
  Khazrae is of particular value to the PCs because she 
  has firsthand experience with Delvehaven. When the 
  House of Thrune reopened the lodge and installed a loyal 
  group of puppet Pathfinders, they charged Westcrown’s 
  mayor, Dargentu Vheed, with organizing the reclamation 
  of the lodge. Vheed actually lived in the lodge for a year 
  while he was having some extensive renovations done to 
  his manor (a practice that many of Westcrown’s mayors 
  have followed), and kept Khazrae on display on a shelf 
  for some time as well. If the PCs can secure Khazrae’s 
  aid, she can help them, but unfortunately for the PCs, her 
  madness is such that she retains lucidity for only a few 
  short minutes at a time. If the PCs ask her what she knows 
  about Delvehaven, she reveals that she “lived there” for a 
  time with her master Dargentu (and then trails off into 
  a litany of curses against the man for several minutes 
  unless interrupted forcefully). She admits that her 
  memories “aren’t quite clear,” about the place, but if the 
  PCs were to bring her to the site and show her around the 
  rooms within, she’s sure she’d be able to give them some 
  advice on how to handle some of the wards and guardians, 
  assuming they haven’t changed since the last time she 
  was there. In any event, after the PCs speak with Khazrae 
  for a few minutes (or after she delivers her advice on a 
  particular room in Delvehaven), she lapses into either a 
  semi-catatonic state or a foul-mouthed and ear-splitting 
  state of rampant shrieking. She remains in this state 
  until a successful DC 30 Diplomacy check convinces her 
  to calm down, or until a lesser restoration or restoration spell 
  clears her mind for a few moments. Completely curing 
  her madness requires a greater restoration, and restoring 
  her body requires a wish or equally powerful magic. For 
  most parties, returning her to the interior of the Chelish 
  crux might be the best possible solution—as an undead 
  creature, she has no need to breathe, and can exist for a 
  long, long time within the crux.
  Even after centuries of mistreatment, it is possible to 
  tell that Khazrae was once quite beautiful, with crimson 
  red hair that somehow still defies the centuries of dust 
  and abuse it has received. Her sinister eyes, though, reveal 
  her devilish heritage, as does her penchant for litanies of 
  curses and ramblings in Infernal.
  the delvehAven PAPerS
  The leather portfolio contains a number of important 
  clues that the PCs can use to learn more about Delvehaven, 
  to prepare for their journey there, or even to aid in their 
  exploration once they enter the old building. These papers 
  are summarized in the following paragraphs.
  Grave Candle
  Aura moderate necromancy; CL 10th 
  Slot none; Price 5,500 gp; Weight 1 lb. 
  DeSCriPtion
  Grave candles are magical candles that draw forth spirits from 
  the mortal remains of long-dead creatures, allowing the 
  living to speak to them for a short period of time while the 
  candle’s wick burns.
  In order to function, a grave candle must be placed amid 
  the physical remains of the body to be spoken to. These 
  remains can be partial, or even just a handful of ash or 
  grave dust, but a totally destroyed body (as results from 
  destruction or disintegrate) doesn’t leave enough material 
  for a grave candle to function. When it’s lit, the smoke 
  rising from the candle grows thick, and a ghostly 
  shape similar to the creature’s appearance in 
  life manifests in the smoke.
  At this point, the manifested spirit 
  (which is as much an echo of the creature 
  as it is the actual departed soul) can 
  speak—a grave candle does not impart 
  any additional understanding of 
  languages. In other respects, the 
  conversation with the dead spirit 
  adheres to the rules for speak with 
  dead (Pathfinder RPG Core Rulebook 
  346), save that the dead spirit 
  receives a –4 penalty on its 
  saving throw to resist 
  the spell. Furthermore, 
  a dead body can only 
  be successfully subjected to a 
  grave candle once—the burning of 
  the candle “burns out” the latent necromantic and spiritual 
  energy left behind by the soul’s parting from the world (this 
  does not harm the actual soul of the dead spirit).
  ConStruCtion
  requirements Craft Wondrous Item, speak with dead; Cost 
  2,750 gp
  
  12
  Council of Thieves Part 3 of 6
  Handout 1
  Ledgers: These sheets of paper serve as accounting ledgers 
  for Delvehaven. All of the ledgers are dated from the years 
  of 4674–4676, the period when Delvehaven was under the 
  control of the House of Thrune. Of particular interest is a 
  passage on the top paper that indicates the strong possibility 
  that the Delvehaven Pathfinders hid a portion of their 
  treasure and clues about how to enter the deepest vaults in 
  an off-site hidden cache somewhere in or near Westcrown, 
  but that no indication of where this cache might be located 
  has yet surfaced. These ledgers are frustratingly vague and 
  written in shorthand, but on-site, they grant a +8 bonus on 
  Appraise checks made to determine an object’s value and a 
  +8 bonus on Spellcraft checks made to identify magic items 
  discovered within Delvehaven. The ledgers cease abruptly at 
  the end with no explanation.
  Missing Pathfinder List: This single piece of 
  parchment lists the names, descriptions, and in many 
  cases final fates of several Pathfinders—this clue is 
  detailed on the following page.
  Poem Cipher: What appears to be a page torn from the 
  back of a book sits in a larger piece of folded parchment. 
  The torn-out page presents a poorly written poem called 
  “Cugny’s Wedding,” about a man who falls in love with 
  a mermaid but drowns when he tries to seduce her. The 
  poem is covered with spidery script, as is the folded 
  parchment that cradles it. A quick study of the parchment 
  indicates that someone believed the poem was a code 
  or cipher that hid the route to a cache of Pathfinder 
  treasures kept outside of Delvehaven (as indicated in the 
  ledger portion of the Delvehaven papers). These notes 
  and the attempts to decipher the poem were written by 
  Dargentu Vheed, and he came quite close to breaking 
  the code before he was lost in the Nessian Spiral. Part 
  Four further explores the secrets hidden in this poem.
  Mayor Vheed—
  Presented below is what I have been able to piece together regarding the Pathfinders 
  who escaped notice after they sealed Delvehaven during the initial riots in the pre-Thrune 
  unpleasantness. After the passage of seventy-some years, it would seem likely that only 
  Sivanshin still lives, and if you wish, I can send my agents north to Nidal to attempt to 
  find him. The use of grave tallow to interrogate those who have been dead these past 
  several decades ironically makes them more available to interview than Sivanshin—provided 
  we can find their remains, of course. I am happy to report that I’ve made some progress 
  in that area.
  1. Donatalus Bisby: Leader of Amber Privateers and one of only two survivors of a journey to 
  darkest Mwangi—he has firsthand knowledge of at least one magical artifact that could well 
  serve our needs for control. It would seem Bisby was sealed inside one of Delvehaven’s lower 
  vaults as the others fled, but I’m unclear if this was a voluntary sacrifice.
  2. Ilnerik Sivanshin: Bisby’s chronicler, a half-elf, Sivanshin fled Westcrown a week before 
  Aroden’s Fall. Evidence suggests he fled north, toward Nidal, and with a stolen relic.
  3. Coriana Heavenscape: A Westcrown native and, if rumor is to be believed, an aasimar, 
  Coriana remained in Westcrown and organized the Father’s Bulwark, one of many groups 
  of rebels glorious Thrune smashed in the pursuit of establishing order. She was slain 
  and her remains collected by the Sisters of Eiseth—I’ve got them sifting through their 
  holdings in an attempt to find her.
  4. Loremaster Liriam: Delvehaven’s master of lore—no other would know more about the 
  vaults below. Alas, no evidence of his survival has surfaced—like Bisby, his remains might 
  still lie within Delvehaven. I do suspect he was the author of “Cugny’s Wedding,” and if 
  so, your suspicion that it is a cipher may well be correct.
  5. Venture-Captain Aiger Ghaelfin: Aiger was certainly the one who ordered the sealing 
  of Delvehaven. My early research indicated that he planned on fleeing Cheliax for Absalom, 
  but further investigation revealed this to be false. He remained in Westcrown and fought 
  alongside Coriana in the Father’s Bulwark, but was laid low by a Thrune wizard who 
  petrified him and then smashed the resulting statue. Scuttlebutt among the blood bookie 
  circuit is that the remains of the man’s petrified body have been in the possession of 
  one of the lesser noble houses involved in bloodsport, but I’ve not yet determined which 
  family (I suspect the Luccas). These filthy has-been nobles play well enough when faced 
  with Thrunish agents, but without the direct aid of your allies, master, I’m afraid I 
  won’t be able to learn more…
  
  13
  What Lies in Dust
  the miSSing PAthfinderS
  When Aroden died and Westcrown fell into chaos, 
  the 
  Pathfinders 
  stationed 
  at 
  Delvehaven 
  locked 
  down the lodge. The majority of the junior members 
  fled Westcrown entirely, but the final fates of five of 
  Delvehaven’s more powerful and important members has 
  long been a mystery. The House of Thrune took a deep 
  interest in the fates of these Pathfinders, for 
  if they could be found, they or their 
  spirits could be interrogated to learn 
  more about how to access the lower 
  reaches of Delvehaven. Handout 1 on 
  the previous page reproduces a letter 
  to Dargentu Vheed that catalogs not 
  only the names of all these missing 
  Pathfinders, but also gives clues 
  as to where they may have 
  ultimately ended up.
  If 
  the 
  undercover 
  Pathfinder agent  allied 
  with 
  the 
  Children 
  of 
  Westcrown, 
  Ailyn 
  Ghontasavos, learns about 
  this list, she grows intrigued; all 
  five of these Pathfinders are listed as 
  “missing” by the Decemvirate back in Absalom, 
  and if the PCs could discover the fate of these five, their 
  names and fates could be etched upon the Wall of Names 
  in Absalom and bring closure to this awkward chapter  
  of the Society’s history. For each Pathfinder whose 
  fate the PCs can secure proof of, Ailyn pays the party a 
  reward of 1,000 gp.
  folloWing the clueS
  The contents of the Chelish crux present the PCs with a 
  wealth of information about Delvehaven. Impatient PCs 
  can certainly attempt an investigation of the Pathfinder 
  Lodge at once, but those who take the time to follow up 
  on those clues will be even more prepared for the dangers 
  they’ll face in Delvehaven.
  Of the various objects found in the crux, most are 
  universally useful, while others are useful primarily 
  within Delvehaven. The missing Pathfinder list and the 
  poem cipher, though, represent more significant clues 
  that the PCs can follow up before, during, or even after 
  their expedition to Delvehaven. This adventure presents 
  these sections as separate parts before moving on to 
  cover Delvehaven itself.
  If the PCs don’t hit upon the idea of tracking down 
  the remains of ancient Pathfinders and interrogating 
  them via the use of grave candles, feel free to have Ailyn 
  suggest this once the group learns about the grave 
  candles’ properties.
   
  PArt tWo: the devildrome
  Should the PCs decide to engage in necromantic 
  reconnaissance before they tackle Delvehaven, one 
  promising lead is to seek out the remains of Ghaelfin, the 
  venture-captain who ordered the lodge’s sealing during 
  the riots that followed Aroden’s death. After giving 
  that order, Ghaelfin remained behind 
  in Westcrown, unable to persuade 
  the subject of his unrequited love, 
  the aasimar Coriana Heavenscape, 
  to leave with him. When 
  Coriana 
  later 
  died 
  opposing House Thrune, 
  the hard-nosed venture-
  captain belatedly joined 
  the dwindling resistance, 
  backing House Davian’s 
  bid for the throne. House 
  Davian, however, was 
  quickly eliminated by 
  the highly organized 
  and efficient forces of 
  House Thrune. Several of 
  House Davian’s supporters 
  were hunted down by a 
  murderous wizard known as Commandra Voxlay. 
  Commandra stole into Ghaelfin’s campsite, softly 
  awoke him from his sleep, and petrified him with a 
  f lesh to stone spell. She then crushed much of his body 
  into pebbles and powder, scattering his remains over 
  the nearest sea cliff. Voxlay preserved Ghaelfin’s head 
  and shoulders as a trophy, and the bust has changed 
  hands several times over the following century. It now 
  resides in the possession of Rance Lucca, a blood bookie 
  who runs the Devildrome, a semi-legal summoning 
  tournament and battle arena at the edge of the ruins 
  of Westcrown.
  When Dargentu Vheed was looking for the missing 
  Pathfinders, the Lucca family was much more cautious—
  Rance Lucca is not. His disregard for the House of 
  Thrune and Westcrown’s government alike borders on 
  contempt, but he’s always quick to pay his taxes on time 
  and never goes too far in public. A DC 15 Knowledge 
  (local) check made about the Lucca name reveals that 
  the family is a relatively insignificant one whose fall 
  from the grace and glory of pre-Thrune Westcrown is 
  its main distinguishing feature. Once, they were among 
  the most elite of the city, but today, Rance Luccy is all 
  that remains. This Knowledge check reveals the fact that 
  he runs a semi-legal fighting ring called the Devildrome 
  located in the southwest corner of Rego Cader.
  rAnce luccA
  
  14
  Council of Thieves Part 3 of 6
  
  15
  What Lies in Dust
  the devildrome
  PCs looking for Rance can find him at the Devildrome 
  on the northern edge of the city ruins. Here, Rance has 
  built an immense two-story cage inside the shell of a block 
  of apartment buildings. Because of the curfew, Rance 
  Lucca (CN male human aristocrat 3/rogue 4) operates his 
  tournament during daylight hours, with fights generally 
  scheduled from noon to 5:00. His loyal fans continue to 
  return week after week to watch their favorite summoned 
  creatures tear each other apart—and on special days, to 
  see “real” people test their mettle against these summoned 
  monsters. Rance maintains an office near the front of 
  the crumbling stone buildings he’s claimed, and can be 
  found there every day from the hour of 11:00 to noon. He 
  maintains a relatively healthy staff of mercenary guards 
  (all human warriors 4), as much to protect himself from 
  the ruins’ more aggressive denizens as from drunk and 
  disorderly customers.
  Fortunately for the PCs, Rance is a fan of all things 
  involving public bloodshed, and was in the audience to 
  observe their performance of The Six Trials of Larazod. 
  As a result, he recognizes the PCs immediately, and 
  automatically has a friendly attitude toward them. If asked, 
  Rance openly admits he has Ghaelfin’s bust, pointing 
  out the fact that of the numerous images of heroes of old 
  that decorate the walls of the Devildrome, the famous 
  venture-captain is his favorite. Rance has no idea that the 
  bust is a petrified body—he believes that it, like the other 
  fragmentary statues in his collection (most of which he’s 
  scavenged from the northern ruins) is merely a remnant of 
  pre-Thrune Westcrown.
  Yet regardless of his respect for the PCs, or how far 
  the PCs can adjust his attitude with Diplomacy, Rance 
  is hesitant to allow the PCs access to the bust, for Rance 
  has an idea. He promises to let the PCs have access to 
  Ghaelfin’s remains if they give him a performance. “Go 
  for a round in the Devildrome for me,” he says, “and 
  you’ll have all the time you want with old Ghaelfin.” 
  Rance believes (correctly) that having the PCs fight in his 
  Devildrome will not only make him a lot of money, but 
  help him with a little problem he’s been having. If the 
  PCs agree, he asks them to return in 2 days’ time, at noon, 
  for their fight. Impatient PCs can, of course, use stealth 
  or magic to secure access to the old statue, but doing so 
  robs them of an opportunity to build a bit more fame.
  thAumAturgic glAdiAtorS
  The Devildrome has a problem: its champion gladiator, 
  master conjurer Mantrithor Thrax, has completely 
  dominated all of its events. While Thrax is a crowd-
  pleaser, his constant victories cripple the profitability of 
  the betting pool. Having seen the PCs “perform,” Rance is 
  sure the PCs can upset Thrax’s reign, break the wizard’s 
  confidence, and restore a bit of profitability to the betting 
  pool. Rance controls the betting, and both odds and 
  public opinion heavily favor Thrax against all comers—if 
  the PCs succeed in defeating Thrax and his summoned 
  beasts, the blood bookie’s take will be massive. As it 
  happens, in 2 days the Devildrome is holding the annual 
  Hellcaller’s Cup, one of the venue’s most prestigious and 
  bloody titles. Thrax will be there along with his favorite 
  conjurations—a murderous army of lemure devils.
  If the PCs agree to Rance’s proposal, they find the 
  rules for Devildrome combats are straightforward. Each 
  summoner and his entourage stands in one of the protective 
  starting cages at the opposing sides of the arena. When 
  the starter’s horn blows, the participants summon a single 
  type of creature of their choice inside the cage, anywhere 
  within the range of their chosen spell. The opposing 
  monsters then attack each other until one destroys the 
  other. The rules expressly prohibit attacking the opposing 
  summoner; the Devildrome is a bloody arena, but one for 
  conjured gladiators, not civilized folk.
  If one caster’s summoning spell runs out before a kill 
  occurs, that round is considered a draw. The remaining 
  monster or monsters must be dismissed, and then both 
  casters re-cast their summoning spells to summon the 
  same type of monsters they’d summoned in the previous 
  round and the fight starts anew. If one caster is unable to 
  continue a bout of draws with additional summonings, the 
  opponent wins. Summoners may employ delay tactics to 
  try to exhaust their opponent’s spells, but if their efforts 
  fail to entertain the crowd, the audience is sure to let the 
  caster know with a chorus of visceral boos or by throwing 
  debris into the cage.
  A DC 10 Gather Information check confirms that there 
  are no rules against casting further spells to enhance or 
  protect a summoned monster, and indeed it is a common 
  tactic for a summoner to position his creature just 
  immediately outside his cage and then reach through the 
  bars to provide helpful touch spells. Some participants 
  even bring along one or two auxiliary spellcasters with 
  them into their summoner’s cage for this exact purpose. 
  Scrolls, wands, and magic items are also permissible.
  If none of the PCs have the ability to summon monsters, 
  Rance has an alternative plan, but one that’s a bit more 
  dangerous for the PCs—instead of having them summon 
  monsters to fight, he proposes that they select one of their 
  own to fight against Thrax and his monsters. This type of 
  battle is rare in the Devildrome, but it’s always a crowd-
  pleaser. The rules for this variant battle mirror those of 
  the more standard summoning battle, with the chosen 
  champion entering the fighting pit to start at any point 
  within—he cannot take any actions (nor can his allies cast 
  spells upon him) until the opposition begins casting his 
  summoning spell, at which point the battle begins and 
  
  16
  Council of Thieves Part 3 of 6
  the champion must outlast the summoner’s capability to 
  conjure foes.
  the hellcAller’S cuP (cr 7)
  If the PCs agree to enter the Hellcaller’s Cup, Rance asks 
  them to return in 2 days at noon. This gives Rance time 
  to market the upcoming fight and spread the word that 
  the stars of “The Sixfold Trial” will be fighting in the 
  Devildrome. Rance arranges for the fight against Thrax 
  to be the one that will decide, ultimately, if Thrax or the 
  PCs win the Hellcaller’s Cup—the PCs need only show 
  up in time to get positioned in the Devildrome and then 
  defeat the arrogant conjurer. If the PCs do not seek Thrax 
  out before the match, he does so himself in order to size 
  up his mystery opponents. Thrax feigns politeness and 
  wishes them well, but the glint in his eyes reveals he is 
  all competition and doesn’t feel threatened by the PCs’ 
  strength at all. 
  The 100-foot-diameter Devildrome is a circular 
  combat arena encased in a cylindrical iron cage, the 
  ceiling of which is 25 feet high and the walls of 
  which are decorated with inward-facing blades 
  and other serrated implements. A creature 
  forced against the walls of the Devildrome 
  (via bull rush or telekinesis, for example) takes 
  2d4 points of piercing damage. The cage 
  walls can be climbed with a DC 15 
  Climb check (this increases to DC 25 
  if the climber moves along the roof, 
  navigating the bars while hanging), 
  but a failure inflicts 1d6 points of 
  piercing damage from the numerous 
  blades (resulting in a second Climb 
  check to avoid falling). In the 
  arena’s center, four wooden 
  ramps converge to create 
  an elevated and crowd-
  pleasing stage, 15 feet off 
  the ground, where battles 
  tend to gravitate. Two identical 
  pits line the east and west sides of the 
  cage—each is 10 feet deep, and climbing out of a pit is a 
  DC 15 Climb check. Two risers of benches for spectators 
  sit against the east and west side of the Devildrome, while 
  to the north and south are smaller cages that contain the 
  summoners themselves. Alcoves display various statues 
  and busts of famous heroes from the past—one of these 
  (identifiable with a DC 25 Knowledge [history or local] 
  check) is Ghaelfin.
  The Hellcaller’s Cup provides an opportunity for 
  a single character to shine, be he the party’s best 
  summoner or the party’s chosen champion. Yet while 
  the one character will be the focus of the battle, there’s 
  still plenty for the rest of the party to do. It’s against 
  the rules to interfere with the competition, but anyone 
  in the cage is free to provide aid to the current battler 
  via magic. Potions can be administered or handed to a 
  combatant adjacent to the PCs’ cage, and touch spells can 
  be delivered in the same way to augment the champion. 
  Ranged spells are permissible as well, as long as they 
  only aid the target and do not harm or hinder the 
  competition. For characters unable to provide magical 
  support, consider instead letting such characters take 
  their actions to offer tactical advice to the combatant (or 
  the combatant’s summoner). The advisor must decide if 
  he wishes to provide offensive or defensive advice, and 
  on his turn makes a DC 10 Charisma check to effectively 
  explain his advice and aid the target. On a successful 
  Chammady Drovenge 
  The Hellcaller’s Cup gives you an opportunity to reintroduce 
  Chammady Drovenge, one of the major villains of Council 
  of Thieves. She’s already met the PCs once, in fact, as guests 
  during Aberian’s Cornucopia in “The Sixfold 
  Trial.” As a guilty pleasure, Chammady 
  frequents the Devildrome, watching the 
  battles from a private box with opera 
  glasses. She certainly recognizes the 
  PCs when she hears through the 
  grapevine that they’ll be taking part 
  in the Hellcaller’s Cup, at which 
  point her curiosity about them 
  reaches a peak. She seeks out the 
  PCs before the contest under the 
  guise of an interested gambler. 
  If the PCs speak with her, she 
  attempts to make herself useful, 
  providing a number of dueling 
  tips or clarifications of the rules 
  when in fact she’s trying to size 
  them up and figure out what 
  they’re up to. In any event, she 
  alone is one of the few audience 
  members to place a sizeable bet on the 
  PCs to succeed in the competition, potentially cutting into 
  Rance’s profits. If the PCs are victorious, she pockets her 
  winnings and has her servants send the PCs lavish bouquets 
  of flowers in thanks.
  Chammady’s statistics appear in the final installment 
  in this campaign, Pathfinder Adventure Path volume #30. 
  In any event, she’s more than a match for the PCs at this 
  point, and if you fear that the PCs might try to attack her or 
  otherwise force you to use her stats, you should consider 
  omitting this optional encounter entirely.
  chAmmAdy drovenge
  
  17
  What Lies in Dust
  roll, the advising character grants a +1 bonus on the 
  combatant’s attack rolls for 1 round (if the advice is 
  offensive) or a +1 dodge bonus to the combatant’s AC (if 
  the advice is defensive).
  Creature: Mantrithor Thrax breaks the stereotypes—a 
  healthy and handsome-looking wizard who, to casual 
  observation, might look better suited to gladiatorial fights 
  himself rather than spellcasting. Thrax encourages this 
  stereotype by dressing as a gladiator himself in his battles, 
  clad in leather buckles and straps and oiled for battle. 
  Arrogant after his long streak of wins in the Devildrome, 
  Thrax’s tactic of flooding the Devildrome with lemure 
  devils enhanced by his Augment Summoning feat have yet 
  to fail him.
  When the match is ready to begin, Thrax waits alone in 
  the northern staging area while the PCs are led into the 
  southern one. Rance announces the fight, introducing 
  Thrax first but obviously more excited to present the 
  PCs, which he does by introducing them as “The Sixfold 
  Players of Larazod,” a name that doesn’t quite make sense 
  (especially if there aren’t six PCs), but that still swiftly 
  identifies the PCs to the crowd as the same entertainers 
  who so recently starred in the notorious production.
  After the introductions, the fight gets underway, with 
  Thrax using the tactics given in his stat block. If the PCs 
  triumph and slay all of the lemures Thrax can summon, 
  he flies into a sputtering rage. Humiliated and shamed 
  to have lost his shot at retaining the Hellcaller’s Cup, he 
  uses dimension step to teleport into the arena to attack the 
  surviving monster or PC. Obscenities flying from his lips, 
  he even uses his magic to target PCs still in the staging 
  area, summoning other monsters again if he can or simply 
  blasting them with spells. The crowd goes wild at the 
  sight of the enraged wizard, and how the PCs handle him 
  can result in additional Fame Points. Rance is stunned at 
  Thrax’s unexpected attack, and more than a little nervous 
  about it, since actual gladiatorial combats between living 
  foes is a lot more illegal than simply battling summoned 
  creatures together.
  Mantrithor thrax 
   
  Cr 7
  XP 3,200
  Male human conjurer 8
  LE Medium humanoid
  init +1; Senses Perception +8
  DeFenSe
  
  18
  Council of Thieves Part 3 of 6
  AC 20, touch 11, flat-footed 19 (+4 armor, +1 Dex, +1 natural, +4 shield)
  hp 70 (8d6+40)
  Fort +5, ref +3, Will +6
  Dr 10/adamantine
  oFFenSe
  Speed 30 ft.; dimension step (240 ft./day)
  Melee +1 mithral quarterstaff +7 (1d6+4)
  Special Attacks acid dart 6/day (+5 ranged touch, 1d6+4 acid damage)
  Spells Known (CL 8th, +5 ranged touch)
  4th—stoneskin, summon monster IV (2)
  3rd—haste, stinking cloud (DC 18), summon monster III (2)
  2nd—acid arrow, bear’s endurance, glitterdust (DC 17), summon 
  monster II
  1st—jump, mage armor, protection from evil, shield, summon 
  monster I
  0 (at will)—detect magic, prestidigitation, read magic, resistance
  Prohibited Schools enchantment, illusion 
  tACtiCS
  Before Combat Thrax casts stoneskin, mage armor, and shield on 
  himself before he enters the ring—even before the battle starts, 
  he’s preparing, if unconsciously, for a worst-case scenario that 
  sees him losing the battle and then attacking the PCs directly.
  During Combat Once Thrax summons his first batch of lemures 
  (using summon monster IV to summon 1d4+1 of the devils), he 
  casts haste on the devils on the same round they appear. Every 
  round thereafter, he casts additional summon monster spells to 
  call more and more lemures into the battle until he runs out 
  with his last summon monster II spell. If things go bad for Thrax 
  and he attacks the PCs, he casts stinking cloud into the cage 
  with the rest of the party, and follows up with a dimension step 
  to attack the party or (if the PCs used a champion rather than a 
  summoned creature) the winning gladiator.
  Morale Once Thrax snaps and attacks the PCs, he fights to the 
  death—he won’t accept offers to surrender and must be magically 
  or physically restrained if the PCs want to avoid killing him.
  StAtiStiCS
  Str 14, Dex 12, Con 16, int 16, Wis 10, Cha 8
  Base Atk +4; CMB +6; CMD 17
  Feats Augment Summoning, Combat Casting, Craft Wand, 
  Greater Spell Focus (conjuration), Scribe Scroll, Spell Focus 
  (conjuration), Toughness
  Skills Acrobatics +9, Intimidate +8, Knowledge (arcana) +14, 
  Knowledge (local) +14, Perception +8, Spellcraft +14
  Languages Auran, Common, Ignan, Infernal
  SQ arcane bond (quarterstaff), summoner’s charm
  other Gear +1 mithral quarterstaff with twin rubies for eyes (worth 
  4,100 gp in all), amulet of natural armor +1, pearl of power (1st), 
  gold Hellcaller’s Cup trophy (worth 1,000 gp), diamond dust 
  worth 500 gp
  thrax’s Lemures 
   
  Cr —
  Pathfinder RPG Bestiary 79
  LE Medium outsider (devil, evil, extraplanar, lawful)
  init +0; Senses darkvision 60 ft., see in darkness; Perception +0
  DeFenSe
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 17 each (2d10+6)
  Fort +6, ref +3, Will +0
  Dr 5/good or silver; immune fire, mind-affecting effects, poison; 
  resist acid 10, cold 10
  oFFenSe
  Speed 20 ft.
  Melee 2 claws +4 (1d4+2)
  StAtiStiCS
  Str 15, Dex 10, Con 16, int —, Wis 11, Cha 5
  Base Atk +2; CMB +4; CMD 14
  Treasure: If the PCs win the battle (whether they kill or 
  merely incapacitate Thrax), Rance announces them with 
  a proud smile as the new champions of the Hellcaller’s 
  Cup. Most of the audience members do not echo Rance’s 
  pleasure, for with the exception of Chammady (who leaves 
  quietly), their bets were on Thrax. Rance presents the PCs 
  with the Hellcaller’s Cup trophy, a gold goblet depicting 
  fighting devils on its side worth 1,000 gp, then asks the 
  PCs to wait for the audience to leave before they climb up 
  into the seats to where Ghaelfin’s “bust” awaits.
  Fame Points: Award the PCs 1 Fame Point if they win 
  the Hellcaller’s Cup. If they also manage to defeat Thrax 
  without killing him, award them another 1 Fame Point. 
  What the PCs do with Thrax after this battle if the wizard 
  survives is up to them, but he could well develop into an 
  interesting recurring foil for the PCs if you wish.
  A SéAnce With ghAelfin
  If the PCs succeed in securing access to Ghaelfin’s remains, 
  they may commune with the venture-captain’s spirit using 
  a grave candle. Ghaelfin’s alignment in life was chaotic 
  good, and he had a Will save of +8. The spiritual fragment 
  the grave candle calls up is dour and depressed, periodically 
  lapsing into sobs for his lost love Coriana, bemoaning 
  Aroden’s death, or cursing the House of Thrune. The PCs 
  can ask a total of five questions of the spirit before the grave 
  candle consumes the fragment forever. Use the following 
  information to guide your answers to the PCs’ questions.
  After Delvehaven was sealed, the Pathfinders stationed 
  there disbanded. Ilnerik Sivanshin had already left the society 
  a few weeks before, after he had a falling-out of some kind with 
  Donatalus Bisby. Ghaelfin does not know where Sivanshin 
  wound up, but he believes that Bisby and Loremaster Liriam 
  left Westcrown and teleported to Absalom. (Ghaelfin is 
  mistaken on Liriam and Bisby’s true fate. Liriam returned 
  to Delvehaven for Bisby but was slain by the golem that once 
  guarded area B20 when the creature uncharacteristically went 
  berserk at the onset of the madness that seized Westcrown 
  just after Aroden’s death—his remains were found later by 
  
  19
  What Lies in Dust
  the Thrune Pathfinders and were confiscated and are thus 
  unavailable to the PCs for communication via a grave candle). 
  Coriana Heavenscape, however, remained behind to help 
  organize Westcrown’s recovery from the recent chaos 
  and tragedy. Ghaelfin viewed Westcrown’s salvation 
  as a lost cause, but he was unable to convince 
  Coriana to leave with him, so he stayed 
  in Westcrown with her. Ghaelfin does 
  not volunteer that he was in love with 
  Coriana, but will confess if pressed. 
  Coriana’s opposition to House 
  Thrune caught the attention of 
  the Sisterhood of Eiseth, a group 
  of 
  murderous 
  monks 
  dedicated to the art of 
  slaying. They murdered 
  her, 
  cremated 
  her, 
  and stored her below 
  their small convent, a 
  place known as Massacre House. 
  Ghaelfin retaliated by throwing his 
  remaining resources behind the resistance, but then he too 
  was killed. He assumes his petrification was the work of an 
  assassin from the Sisterhood. 
  When Delvehaven was sealed, lodge wizards laced the 
  halls with magical traps and activated several guardians. 
  Ghaelfin did not pay much attention to the details, but 
  Coriana knows more, if the PCs can recover her remains. 
  Coriana had plans to reclaim Delvehaven one day—she 
  had even made sure that they kept a hidden cache of items 
  somewhere near Westcrown to help them do so.
  PArt three: mASSAcre houSe
  The Sisterhood of Eiseth existed in the time before Aroden’s 
  death as a convent of female monks who hoped to become 
  erinyes after their deaths. By worshiping the first erinyes, 
  Eiseth, and leading a life of fury, they hoped to train 
  for this role in the afterlife, and frequently hired out as 
  assassins. Their work was particularly valued by some for 
  their convention of claiming the remains of their victims, 
  cremating them, and securing the ashes below one of their 
  convents in order to prevent the slain victim from being 
  brought back to life or receiving the honor of a proper 
  burial. In the time before Aroden’s death, the Sisterhood 
  was forced to operate with a cover—most of their convents 
  posed as mausoleums or funeral houses. It is indeed ironic 
  that in modern Cheliax, where they could act relatively 
  openly, the Sisterhood has languished. In neighboring 
  Isger, their order has prospered and evolved, becoming the 
  better-known Sisters of the Golden Erinyes. Here in Cheliax, 
  though, most of their monasteries are now abandoned, and 
  those that remain are, like Westcrown’s Massacre House, 
  run by relatively small numbers of low-level monks.
  Before Aroden’s death, the Sisters of Eiseth operated 
  under the cover of a crematorium. Today, this chapter of the 
  Sisterhood stubbornly maintains its convent in the ruined 
  section of the city, refusing to relocate their traditional 
  home to safer areas. Of course, the order’s 
  relatively notorious reputation does 
  much to keep the lowlifes 
  and thugs who live in the 
  ruins from bothering the 
  building, known locally 
  as “Massacre House,” but 
  never in a Sister’s presence. 
  Devout worshipers of Eiseth, 
  the Sisters are staunch 
  supporters of House 
  Thrune 
  and 
  make 
  it their business to 
  keep a watchful eye 
  over Westcrown’s piety, 
  and while they are unofficially custodians of Rego Cader’s 
  ruins, in practice they rarely leave their convent at all. 
  They still carry out assassinations now and then, but at 
  much reduced prices with much lower-profile and less 
  important targets—this particular Sisterhood is on the 
  cusp of transforming into little more than an organized 
  group of street thugs as a result.
  A DC 20 Knowledge (local) check or Diplomacy check 
  to gather the same information reveals the location of 
  Massacre House in the northern reaches of the ruins. If the 
  PCs are cooperating with Ailyn Ghonstavos, she is mortified 
  to learn of Coriana’s fate, saying that “languishing in a jar 
  in the basement of an Asmodean nunnery is no fate I would 
  wish on anyone.” While the PCs may be content to merely 
  visit Coriana’s ashes in order to activate the grave candle and 
  interview her about the wards protecting Delvehaven, Ailyn 
  wants the ashes rescued—she promises an additional 1,000 
  gp reward for the PCs if they can do so.
  In any event, while infiltrating Massacre House is no 
  easy matter (since only the Sisterhood is permitted on the 
  grounds), the Sisterhood’s self-selected isolation works to 
  the PCs’ advantage. Put simply, what happens in Massacre 
  House stays in Massacre House, and while the PCs 
  might worry otherwise, any mayhem they visit upon the 
  Sisterhood will not result in retaliation from the Church of 
  Asmodeus itself—if they learn of the Sisterhood’s demise, 
  they simply cluck their tongues and wonder why it took 
  this long for the stubborn sect to come to a grisly end.
  mASSAcre houSe feAtureS
  Massacre House is a hexagonal stone building whose slate-
  shingled roof comes to a sharp triangular peak. The external 
  ghAelfin
  
  20
  Council of Thieves Part 3 of 6
  Melee unarmed strike +6 (1d8+2) or
  flurry of blows +5/+5 (1d8+2) or
  mwk bladed scarf +7 (1d6+3)
  ranged mwk light crossbow +7 (1d8/19–20 plus poison)
  Space 5 ft.; reach 5 ft. (10 ft. with bladed scarf)
  Special Attacks ki pool (3 points), stunning fist 4/day (stun or 
  fatigue, DC 13)
  tACtiCS
  During Combat Having trained together for hours on end, the 
  Sisters work together in teams to harry their foes. Half of 
  the Sisters fight defensively with a flurry of blows (+0/+0) 
  using their ki pool to confer a +4 dodge bonus, further 
  raising their total Armor Class 
  to 23. The remaining Sisters 
  attack from reach with their 
  crimson habits, draining their 
  ki pool to add a third attack to 
  their flurry. Where possible 
  they employ trip attacks to 
  keep their foes off-balance. 
  Morale The Sisters fight to 
  the death.
  StAtiStiCS
  Str 14, Dex 16, Con 15, int 8, Wis 
  12, Cha 10
  Base Atk +3; CMB +6; CMD 21
  Feats Dodge, Exotic Weapon 
  Proficiency (bladed scarf), Improved 
  Unarmed Strike, Iron Will, Scorpion Style, 
  Stunning Fist, Weapon Finesse
  Skills Acrobatics +10, Intimidate +7, Knowledge 
  (religion) +6, Linguistics +0, Perception +8, 
  Profession (mortician) +8
  Languages Common, Infernal
  Combat Gear potion of cure 
  moderate wounds, potion of 
  lesser restoration; other Gear 
  masterwork bladed scarf, 
  masterwork crossbow 
  with 10 poisoned bolts 
  (black adder venom—DC 11; 1/round 
  for 6 rounds, 1d6 Con, 1 save)
  A1. cremAtorium (cr 6)
  The heat in this chamber is incredible. An 
  immense stone and iron furnace looms in 
  the southeast part of the room. A ramp fitted 
  with metal rollers protrudes from the northern face of 
  the furnace, where a demonic face is carved so that the 
  ramp evokes the image of a huge metal tongue, its mouth 
  open wide to accommodate coffins. The ground is covered in 
  a film of soft white ash. A table to the west holds numerous 
  walls are thick, with four 10-foot vaulted passageways cutting 
  through this stone shell to four separate heavy wooden 
  doors that remain locked at all times (DC 30 Disable Device 
  to pick the lock). Each door is fitted with a narrow sliding 
  window, so PCs who knock on the door are greeted only by 
  a pair of dark, feminine eyes and a soft voice warning them 
  to “step away or face the consequences.” Characters who do 
  not comply quickly find those feminine eyes replaced by a 
  light crossbow—the Sister on the other side of the door fires 
  poisoned bolts at anyone who doesn’t immediately leave.
  The Sisters of Eiseth can be identified by 
  their distinctive habits of blood-red 
  silk. Unknown to most, however, their 
  habits secretly unwind and convert into 
  weapons—bladed 
  scarves. 
  Their 
  only 
  contact with the outside world occurs on the 
  first day of the month, when one of the Sisters 
  enters the markets of Westcrown to 
  purchase and arrange delivery 
  for 
  the 
  next 
  month’s 
  supplies of food and 
  other necessities.
  There are a total of 
  six Sisters in Massacre 
  House. 
  While 
  they 
  are 
  generally 
  spread 
  throughout the complex, 
  the Sisters react swiftly 
  to congregate on any 
  enemy once the alarm 
  is raised—as a result, 
  their stats are presented 
  here. An encounter with 
  all six Sisters at once is a 
  CR 8 battle—5th-level PCs 
  would do well to try to prevent 
  the alarm from being raised or 
  be ready to retreat and return if 
  things end up too overwhelming. 
  Sister of eiseth 
  Cr 3
  XP 800
  Female human monk 4
  LE Medium humanoid
  init +3; Senses Perception +8
  DeFenSe
  AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +1 
  monk, +1 Wis)
  hp 29 (4d8+8)
  Fort +6, ref +7, Will +5; +2 vs. enchantment
  Defensive Abilities evasion, slow fall 20 ft., still mind
  oFFenSe
  Speed 40 ft.
  SiSter of eiSeth
  
  21
  What Lies in Dust
  urns, brushes, hammers, and other tools for transporting and 
  handling cremains.
  The Sisterhood uses this chamber to incinerate the 
  bodies of their victims (and, with increasing frequency, 
  the bodies of unclaimed dead sent to them for disposal 
  by the government for a healthy fee). Although no bodies 
  are scheduled to be cremated currently, the furnace 
  itself remains fiery hot at all times, due to the creature 
  imprisoned within.
  A Medium or smaller creature can be forced into the 
  cremation oven. To do so, one must first grapple the target 
  and pin him. Placing a pinned foe onto the ramp and shoving 
  him into the furnace requires a successful CMD check. 
  The victim can attempt a DC 15 Reflex save to catch himself 
  before he fully slides into the furnace (this causes the victim 
  only 2d6 fire damage), but unless he moves off the roller at 
  once, another creature can try to push him into the furnace 
  again by making a successful CMD check. On a failed Reflex 
  save, the victim slides into the furnace and takes 8d6 points 
  of fire damage per round (no save). Closing or opening the 
  furnace door is a move-equivalent action; the door cannot 
  be opened from inside but can be broken open with a DC 22 
  Strength check. Breaking through the furnace walls is a bit 
  more difficult (hardness 8, hp 60, Break DC 30).
  Creatures: When the PCs first arrive at Massacre House, 
  a single Sister of Eiseth is here, cleaning or organizing the 
  tools. Upon seeing the PCs, she raises the alarm with a shrill 
  cry and retreats to area A3 to alert the Sisters downstairs.
  The furnace itself contains a Large fire elemental, bound 
  to the oven to continually churn and stoke its flames. If 
  the Sisters raise the alarm, the elemental surges out of the 
  furnace through various pipes and openings (doing so takes 
  the creature a full-round action), at which point it attacks 
  any intruders in the room. It does not pursue foes into other 
  chambers, as the old binding effect that keeps it bound to the 
  cremation oven limits its mobility to this chamber.
  Sister of eiseth 
   
  Cr 3
  XP 800
  hp 29 (see page 20)
  Large Fire elemental 
   
  Cr 5
  XP 1,600
  hp 60 (Pathfinder RPG Bestiary 124)
  A2. PrePArAtion chAmBer
  A pair of large tubs sits in this room, each to either side of a low 
  metal table with a gutter running around its edge.
  This room is used both to clean bodies before they 
  are cremated (a process that involves striping the body 
  of valuables) and to prepare the cremains themselves for 
  interment in the vault below. The Sisters have also taken to 
  using this large room as a place to meditate and meet every 
  evening for an hour for their shared worship of Eiseth; if 
  the PCs arrive at Massacre House between 6:00 and 7:00 
  p.m., they find all six Sisters in this room—otherwise, this 
  chamber is empty.
  A3. centrAl room (cr 5)
  The walls of this room are lined with shelves holding all manner 
  of contents—books and clothes and tools and small casks of 
  food and wine and other supplies. A few small tables and chairs 
  sit to either side of a flight of spiral stairs leading down.
  This room serves Massacre House as a combination 
  storage room, records room, dining room, larder, and 
  lounge. The accommodations are sparse, but they’re more 
  than enough for the Sisters, whose lifestyle is as simple as it 
  is cruel. The supplies that line these walls are mundane.
  Creatures: At any time other than during a ceremony 
  (see area A2), two of the Sisters of Eiseth are present 
  here, reading or relaxing or praying at the various 
  tables. If combat begins here, they can yell down the 
  open stairwell to alert the remaining Sisters in area A4 
  below—these Sisters arrive in this room to aid in battle 
  in 1d3 rounds.
  Sisters of eiseth (2) 
   
  Cr 3
  XP 800 each
  hp 29 each (see page 20)
  A4. the oSSuAry (cr 6)
  This cavernous chamber is cool and musty. An iron flight of 
  spiral stairs rises in the room’s center, while the brick-lined walls 
  of the large room are heavy with countless wooden shelves. 
  In places, the shelves extend out into the room itself, creating 
  something of a maze. Resting on the shelves are hundreds and 
  hundreds of polished black pottery urns, each with a series of 
  spidery scratches on the side that could be writing. Here and 
  there between the shelves, in nooks and alcoves along the walls, 
  hard cots provide spartan beds.
  This chamber is where the Sisters keep the powdered 
  remains and ashes of their hundreds of victims over 
  the 140 years this particular chapter has existed. An 
  examination of the urns reveals that the containers are 
  labeled in Infernal and organized by date of death. The 
  vast majority of the remains here date from more than 70 
  years ago, when the Sisterhood was stronger—only about 
  15% of the urns contain remains more recent than the 
  Chelish Civil War’s end.
  
  22
  Council of Thieves Part 3 of 6
  Creatures: The remaining Sisters of Eiseth (likely three, 
  unless the PCs arrive during their worship hour) are down 
  in this room, likely meditating, resting, or tending to the 
  collection of urns. The constant work of dust and spiders 
  ensures that cleaning the urns is an endless task.
  The Sisters are protective of their urns, and any act by 
  the PCs that breaks any of the urns and causes the ashes to 
  scatter enrages the Sisters—nearly blinded with anger and 
  shock, a Sister is staggered for 1 round after such an act 
  (no matter how many urns are destroyed). Each round the 
  PCs destroy urns, there’s a 1% chance that one of the urns 
  destroyed was Coriana’s (you can increase this to 5% or 
  even 10% if the PCs manage to destroy several dozen urns 
  in 1 round). If her remains are scattered in this manner, 
  she cannot be communed with via grave candle.
  Sisters of eiseth (3) 
   
  Cr 3
  XP 800 each
  hp 29 each (see page 20)
  Treasure: Coriana’s remains are indeed among those 
  kept here—a character who can read Infernal can find 
  the proper container with a DC 30 Perception check. This 
  check takes 5 minutes of work—each additional check 
  takes another 5 minutes but gains a cumulative +4 bonus 
  on the roll.
  A SéAnce With coriAnA
  In life, Coriana was a political firecracker and a hot-
  tempered woman quick to see insult and defend her values 
  and beliefs—a loyal Pathfinder, she loathed conspirators 
  and secrets and hoarders of knowledge, but more than 
  anything, she despised those who would destroy or attempt 
  to alter history. Like Ghaelfin, she was chaotic good in 
  life, but had a Will save of +5. If the PCs successfully use a 
  grave candle to contact her spirit, they can ask a total of five 
  questions—use the following to guide your responses to 
  their queries.
  After Delvehaven was sealed, Coriana managed to 
  smuggle out a fair amount of equipment for the Pathfinders 
  to use, and stashed this equipment at a place called 
  Cutlass Cove, where several years earlier she had assisted 
  Loremaster Liriam in creating an extradimensional space 
  that could be accessed through a glowing door that floats 
  on a wave in the middle of the bay at night. Coriana knows 
  that the door will open only if someone brings a special 
  A2
  A3
  A1
  A4
  1 Square = 5 feet
  A2
  A3
  A1
  A4
  1 Square = 5 feet
  
  23
  What Lies in Dust
  Pathfinder compass known as a wayfinder to the site, but 
  that there were also other requirements to make the door 
  appear. Liriam wrote a poem called “Cugney’s Wedding” 
  that contained exact coded instructions on how to trigger 
  the door’s opening, but she cannot remember the poem 
  itself. If the PCs reveal that they have a copy or ask her for 
  the code, she can explain it to them (see Part Four). 
  Coriana also knows that her good friends Ilnerik 
  Sivanshin and Donatalus Bisby had a falling out in the 
  lodge’s final months of operation. Ilnerik left without a 
  word a few weeks before Aroden’s death, and in the days that 
  followed, it became apparent that Ilnerik had taken with 
  him half of the strange relic he and Bisby had recovered 
  from the Mwangi Expanse. Bisby himself had grown 
  increasingly paranoid and protective of the remaining 
  half of the strange relic (Coriana saw the complete relic 
  only once, and says it was a gold and black thing with two 
  heads—a bird head and a bat head), and as far as she knows, 
  Bisby remained inside the lodge after it was sealed.
  PArt four: the WAve door
  One of the more 
  mysterious things 
  the 
  PCs 
  find 
  in 
  the 
  Chelish 
  crux is a poem 
  called “Cugny’s 
  Wedding.” On the 
  surface a poorly written 
  multi-page poem about a 
  man’s ill-fated affair with 
  a mermaid, this ballad is 
  in fact a clever cipher written by 
  one of Delvehaven’s last Pathfinders—
  Loremaster Liriam. A PC who studies the 
  poem and makes a DC 30 Linguistics check 
  or a DC 20 Perform (oratory or sing) check 
  swiftly realizes that the poem’s meter and 
  construction are unusual—every twelfth 
  line has an extra syllable in it. These extra 
  syllables, pulled out of the poem and written in order 
  elsewhere, create a second (and much shorter) poem—
  one called “The Wave Door.” This poem describes how 
  one can activate the secret Pathfinder cache in 
  Cutlass Cove—but only if the reader can make a 
  successful DC 25 Knowledge (history) and a DC 
  25 Knowledge (geography) check to correctly 
  interpret the metaphors and directions. A 
  member of the Pathfinder Society gains 
  a +6 bonus on both checks, as the 
  metaphors are heavily steeped in 
  Society tradition. If none of the PCs are Pathfinders or can 
  decipher the poem, Ailyn Ghontasavos can automatically 
  do the work for the PCs. If she’s made aware of the cache, 
  she is curious to know what the cache contains, and asks 
  the PCs to report to her once they’ve examined it, but 
  unless you feel that the PCs could use some help, she does 
  not accompany the PCs to Cutlass Cove.
  cutlASS cove (cr 6)
  Cutlass Cove is located at the tip of the small peninsula east 
  of Westcrown, about a quarter mile from Delvehaven and 
  Rego Sacero’s eastern shoreline. A few small buildings dot the 
  coast here, but for the most part Cutlass Cove is uninhabited, 
  a site long used by smugglers, pirates, and others who need 
  a convenient nearby but relatively isolated cove in which to 
  conduct their illicit business. The rise of the House of Thrune 
  and the strength of the Chelish navy in recent decades has seen 
  such use of Cutlass Cove drop drastically, in part due to the fact 
  that, at the behest of the city government, Ilnerik Sivanshen 
  sent some of his shadowy monsters to this cove to haunt it after 
  dark and to keep smugglers from utilizing the cove as a staging 
  point for crimes. That this also forced smugglers to operate 
  closer to the city (and thus forced them to fall under more 
  direct control of the Council of Thieves) was a bonus.
  The poem cipher instructs the reader to begin on 
  a black-sand beach on the northeast shore of Wart 
  Rock, the smallest of the three islands that shelter 
  Cutlass Cove from the open water. The beach 
  itself is relatively simple to find, but the actual site 
  of the Wave Door is about 300 feet northeast of this 
  beach. Reaching the exact location is something of a 
  trick due to the lack of landmarks (the distinctive 
  coastal trees the Pathfinders used to help locate 
  the site having long since been obscured by other 
  growth)—the poem cipher indicates that the 
  Wave Door is located 300 feet northeast, 
  but the site requires a bit of searching and 
  systematic activation of a wayfinder’s light. 
  Each attempt to locate the Wave Door 
  requires 15 minutes of work and then a 
  successful DC 20 Survival check—success indicates 
  that the wave door appears in the light as a 5-foot-
  diameter glowing disk hanging vertically in the air. 
  The Wave Door moves up and down with the motion of 
  the water below, always hanging 6 inches above the waves 
  despite the weather. Once Delvehaven’s oath is spoken, 
  the disk of pale light flashes brightly as it irises 
  open to reveal a 5-foot-square chamber similar 
  to that created by a portable hole. The Wave Door 
  prevents wind, rain, and water from splashing 
  into the small chamber beyond, and no matter 
  how roughly the Wave Door moves about, 
  the chamber within remains stable and 
  coriAnA
  
  24
  Council of Thieves Part 3 of 6
  still. Due to the Wave Door’s motion, it’s a DC 15 Acrobatics 
  check to enter the extradimensional space beyond.
  Creatures: Sivanshen’s shadowy guardians still watch 
  over Cutlass Cove—during daylight hours, they remain 
  hidden below the waves, but at night they begin to rise. 
  When exactly the shadows strike at the PCs is up to you, 
  but they should make their attack at some point after the 
  group has started the search for the Wave Door but before 
  they actually manage to open the magical doorway.
  When they attack, these undead shadows surge up from 
  the waves, looking for a moment like oily black sheets of 
  water rising up in angry defiance before their true shadowy 
  natures become apparent. Over the years, the more powerful 
  and free-willed of these guardians have either drifted away 
  or been destroyed—only one true shadow remains, with 
  the others being faded and less hardy (the application of 
  the young simple template doesn’t indicate these shadows 
  are children, merely that they area less powerful than the 
  remaining true shadow).
  Shadow 
   
  Cr 3
  XP 800
  hp 19 (Pathfinder RPG Bestiary 245)
  Faded Shadows (3) 
   
  Cr 2
  XP 600 each
  Young shadow
  hp 13 each (Pathfinder RPG Bestiary 245, 295)
  Treasure: The chamber beyond the Wave Door contains 
  a small wooden bench and a locker. The locker is locked 
  (Disable Device DC 30 to pick the lock). The key was lost 
  long ago, so if the PCs can’t pick the lock they’ll either have 
  to smash the reinforced wooden locker open (hardness 5, 
  hp 15, Break DC 23) or haul the chest and its contents 
  back to the city to find help.
  The locker contains a package of six sets of 
  false identity papers, each marking the bearer 
  as Chelish nobility in good standing with 
  House Thrune. Even though they are vastly 
  outdated, the papers still provide a +2 bonus 
  to any Bluff checks made against the dottari, 
  Hellknights, nobles, or other Chelish authorities. 
  Each set of papers is worth 300 gp. Under these papers 
  lie four potions of gaseous form, six potions of cure moderate 
  wounds, and six potions of lesser restoration. A thin wooden 
  folio sits on the bottom of the chest under the potions; 
  pressed between its covers are several scrolls and sheets of 
  parchment. Above, a teak wand case wedged into the locker’s 
  lid contains a wand of restoration (13 charges). A key ring sits 
  around one of the potion bottles—this key ring contains 
  the keys to areas B19 and B21 of Delvehaven as well as to the 
  triple vault doors of the Amber Arca (area B26).
  The wooden folio’s contents are a scroll of clairaudience/
  clairvoyance, three scrolls of dispel magic (CL 10th), three 
  scrolls of erase (CL 10th), a scroll of sunburst, a scroll of true 
  seeing, and a piece of parchment. This parchment contains 
  a short note from Liriam warning of fears that one of the 
  Pathfinders may have become tainted by an evil artifact; 
  this note is reproduced as Handout 2. A DC 35 Knowledge 
  (religion or planes) check is enough to recognize the word 
  “Vyriavaxian” in the note as referencing a long-dead bat-
  like demon lord of shadows named Vyriavaxus.
  PArt five: delvehAven
  Although to the outside world Delvehaven has sat largely 
  undisturbed for the past century, a relic from a previous 
  age rumored to be haunted, cursed, or both, it remains a 
  Opening the Wave Door
  Once “The Wave Door” is properly interpreted, it reveals the 
  following directions to access the old Pathfinder cache.
  1: The Wave Door is located in Cutlass Cove, above the 
  waves of the cove itself and about 100 yards off the shore 
  of the black sand beach on the northeast shore of the 
  uninhabited island of Wart Rock.
  2: The Wave Door can only be opened at night.
  3: In order to open the Wave Door, someone must first 
  activate a wayfinder to create light so that the light created 
  falls upon the point in space above the water where the 
  Wave Door is located.
  4: Once the location is lit, someone (not necessarily the 
  wayfinder user) must recite Delvehaven’s Oath, a vow taken 
  by all Pathfinders when they join Delvehaven’s roster. (This 
  requires a successful DC 15 Perform [oratory] check and 1 
  full minute of vocalizing.) 
   
   
  Finding a Wayfinder
  If none of the PCs have wayfinders of their 
  own, they can either borrow one from Ailyn 
  once they explain to her why they need it or 
  they can find one for sale in one of several black 
  markets in Westcrown by making a DC 25 
  Diplomacy check—a wayfinder costs 
  500 gp. Most wayfinders are magical 
  compasses used by the Pathfinder 
  Society—they grant a +2 bonus on 
  Survival checks to avoid becoming 
  lost and can be commanded to emit 
  light (as the spell, CL 5th) as a standard 
  action. Additional types of wayfinders 
  are detailed in Pathfinder Chronicles: 
  Seekers of Secrets.
  
  25
  What Lies in Dust
  dynamic and active site. Once the PCs enter the lodge, their 
  actions have repercussions that reverberate throughout the 
  complex. Although fleshed out in their corresponding room 
  descriptions, the four key variables to keep in mind as the 
  PCs enter Delvehaven are each detailed below.
  BisBy’s spirit
  Amber Privateer Donatalus Bisby died in area B19 after 
  he starved to death, immobilized by a magically induced 
  psychotic break. The sheer depth of his paranoia during 
  his final days has seeped into the lodge itself, generating 
  several hauntings and other eerie effects. With the arrival 
  of the Sivanshin clan, the echo of Bisby’s madness has 
  reached its apex and is subtly manipulating several effects 
  within the lodge.
  The taint of Bisby’s madness is strongest in the cellar 
  level (areas B15–B22). When nonmagical light sources are 
  carried into the cellar level, they automatically sputter 
  To Whomever Finds This—
  It is, of course, my fervent hope that the reader of this missive is a friend of 
  the Pathfinders. In the days before the madness and riots, before Cheliax tore 
  itself apart, there were signs that the end was coming. Among those was Delvehaven’s 
  desertion by one of her own. I now believe that Ilnerik stole half of the Aohl—the 
  Totemrix—and judging by the growing power and magical potential of the Morrowfall, 
  I fear that Ilnerik has unwittingly exposed himself to magic fell and vile. The power 
  building in the Morrowfall is frightening, and we’ve secured it deep below Delvehaven 
  in a vault called the Amber Arca. If my theory is correct and the Totemrix is a 
  Vyriavaxian relic, then Ilnerik is being exposed to shadowy magic of a great evil. If 
  he hasn’t become a vampire by this time, I fear he soon will. I’ve managed to secure 
  a few tools here should that be the case, and hope to come back later to stash some 
  more in the event of his return, but things grow increasingly dangerous in Westcrown, 
  and I fear that none of us shall live to see the end of the year.
  —Liriam
  Handout 2
  
  26
  Council of Thieves Part 3 of 6
  and die out, although they can be reignited with ease. 
  Magical light sources only dim and flicker for a moment 
  before returning to their previous level of illumination. 
  More dangerous than just light suppression, the remnant 
  of Bisby’s lunacy also manifests in the form of several 
  magical trap-like effects known as haunts.
  Although haunts function like traps, they are difficult 
  to detect since they cannot be easily observed until the 
  round in which they manifest. Each haunt has a specific 
  DC or method to notice it when it manifests, just before 
  it strikes—detect undead or a detect alignment for the 
  appropriate alignment allows an observer a chance to 
  notice the haunt even before it manifests by noticing 
  faint auras; the chance to notice a haunt early in this 
  manner is the same as the chance to notice it in its 
  manifestation round, but the check suffers a –2 penalty.
  When a haunt is triggered, its effects manifest at 
  initiative rank 10 on a surprise round—characters who 
  successfully notice the haunt can act on this round. A 
  haunt’s initial effect vanishes after this round is over, but 
  secondary or lingering effects can persist (such as a haunt 
  that sets fire to a room, or a haunt that animates an object 
  into life). Most haunts detect life sources and trigger as a 
  result of the approach of or contact with living creatures, 
  but some haunts can be tricked by effects like hide from 
  undead, invisibility, or even by simple illusions.
  On the surprise round in which a haunt manifests, 
  positive energy applied to the haunt (via channeled energy, 
  cure wounds spells, and the like) deals damage directly to 
  the haunt’s hit points—a haunt never gains a Will save to 
  lessen the damage done by such effects. For the purposes 
  of withstanding the effects of positive energy, a haunt 
  generally has hit points equal to twice its CR. If the haunt 
  is reduced to 0 hit points by positive energy, it vanishes 
  without manifesting its effects, but it is not destroyed. 
  Haunts are always tied to a specific set of events and 
  conditions, and until those conditions are addressed, the 
  haunts continue to reform and work their ill.
  Some haunts are persistent, and their immediate effects 
  continue beyond the surprise round into full rounds. 
  Persistent haunts continue to trigger their haunt effects 
  once per round on their initiative rank until they are 
  destroyed or no longer have a target. As a general rule, a 
  persistent haunt’s hit points are higher than most haunts, 
  and are equal to its CR × 4.5.
  All effects created by a haunt are mind-affecting fear 
  effects, even those that actually produce physical effects. 
  Immunity to fear grants immunity to a haunt’s direct 
  effects, but not to secondary effects (such as burning rooms 
  or animated objects).
  Haunts are presented in stat block format, as follows.
  Haunt Name: The haunt’s name is followed by its CR 
  score.
  XP: This is the amount of XP to award the PCs for 
  surviving the haunt.
  Alignment and Type: This line gives the haunt’s 
  alignment (for the purposes of determining whcih detect 
  spells can reveal its presence before it manifests) and the 
  haunt’s type. This adventure features haunted objects and 
  haunted areas. A haunted object can be targeted with touch 
  spells and effects, such as cure light wounds, or by area effects 
  like channeled energy. A haunted area cannot be targeted 
  by touch effects—the only way to disperse such a haunt 
  before it manifests is with area effects like channeled 
  energy. If a haunt is persistent, this is noted here as well.
  Caster Level: This is the haunt’s effective caster level for the 
  purposes of dispelling any ongoing effects with dispel magic.
  Notice: The check and DC required to notice the haunt 
  in the surprise round before it manifests (sensory input 
  for what a successful check notices is listed in parenthesis 
  after the DC).
  hp: This lists the haunt’s effective hit points for the 
  purposes of resolving positive energy damage.
  (AC, Saves): A haunted object has an Armor Class as if it 
  were an object (although many haunts are semi-animate 
  and function as if they had a Dexterity score of 10, thus 
  avoiding the normal AC penalties for inanimate objects) 
  and saving throws as if it were a magic item (base save of +2 
  plus half its caster level).
  Weaknesses: Any weaknesses the haunt might have, such 
  as for haunts that can be tricked by effects like hide from 
  undead or can be damaged by effects other than positive 
  energy, are listed here.
  Trigger and Reset: The conditions that cause the haunt 
  to manifest, as well as the conditions and amount of time 
  required for the haunt to reset, are given here.
  Effect: This details the haunt’s exact effects, including a 
  description of how the haunt manifests.
  ShAdoW BeAStS
  The shadow beasts of Westcrown do not avoid Delvehaven’s 
  grounds. They don’t trigger the traps on the grounds due 
  to their nature, and once night falls they may slip inside 
  the lodge and hunt down the PCs on the main level. The 
  majority of the shadow beasts that haunt Delvehaven’s 
  grounds after dark are hound-like monsters known as 
  shadow mastiffs—large dogs with glowing red eyes and 
  black fur. As a shadow mastiff moves, its outlines mix and 
  blend with the surrounding shadows, making it difficult 
  to target. A pair of shadow mastiffs is stuck in area B6 of 
  Delvehaven, but if the PCs leave doors or windows open, 
  as many additional shadow mastiffs as you wish can slink 
  into the lodge to hunt them.
  Actual undead shadows are also commonly encountered 
  on the Delvehaven grounds, although those that are already 
  located in the lodge are limited to their den in area B19.
  
  27
  What Lies in Dust
  Shadow Mastiff 
   
  Cr 5
  XP 1,600
  Pathfinder RPG Bonus Bestiary 16
  NE Medium outsider (evil, extraplanar)
  init +6; Senses darkvision 60 ft., scent; Perception +10
  DeFenSe
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 51 (6d10+18)
  Fort +8, ref +7, Will +5
  Defensive Abilities shadow blend
  oFFenSe
  Speed 50 ft.
  Melee bite +10 (1d6+6 plus trip)
  Special Attacks bay
  tACtiCS
  During Combat A shadow mastiff uses its bay attack throughout 
  combat, alerting most of the other denizens of Delvehaven that 
  something has blundered into the lodge. They generally focus 
  their attacks on any foe that carries a light source.
  Morale Shadow mastiffs fight to the death.
  StAtiStiCS
  Str 19, Dex 15, Con 17, int 4, Wis 12, Cha 13
  Base Atk +6; CMB +10; CMD 22
  Feats Improved Initiative, Iron Will, Power Attack
  Skills Perception +10, Stealth +11, Survival +10 
  Languages Common (cannot speak)
  SPeCiAL ABiLitieS
  Bay (Su) When a shadow mastiff howls or barks, all creatures 
  except evil outsiders within a 300-foot spread must succeed on 
  a DC 16 Will save or become panicked for 2d4 rounds. This is 
  a sonic, mind-affecting fear effect. A creature that successfully 
  saves cannot be affected by the same mastiff’s bay for 24 hours. 
  The save DC is Charisma-based and includes a +2 racial bonus.
  Shadow Blend (Su) In any condition other than bright light, a 
  shadow mastiff disappears into the shadows, giving it total 
  concealment (50% miss chance). A shadow mastiff can suspend 
  or resume this ability as a free action.
  SivAnShin’S SPAWn
  The PCs aren’t the only ones who’ve entered Delvehaven—
  Ilnerik Sivanshin, the vampiric master of the shadow 
  beasts of Westcrown and a strong ally of the Council of 
  Thieves, has a vested interest in keeping the Morrowfall out 
  of the PCs’ hands, as with it they would be able to defeat his 
  shadow beasts as well as use the potent relic against him. 
  He selected three of his favored vampiric minions and 
  ordered them to invade Delvehaven, make their way down 
  to the vault, and secure or destroy the Morrowfall. Barring 
  that, they have orders to take up defensive positions in the 
  vault and kill the PCs when they arrive and try to claim the 
  relic as their own.
  The PCs likely came to Ilnerik’s attention via 
  Chammady after she saw them perform in The Six Trials 
  of Larazod or saw them fight in the Devildrome. He’s also 
  likely heard of their growing exploits in town—and when 
  he learns of their interest in Delvehaven, he realizes what 
  it is they’re after. Yet this close to the culmination of 
  the Drovenge siblings’ plans, he can’t spare the time to 
  step in and take care of the situation. Of course, the true 
  reason for this is that Ilnerik has a deep and potent fear 
  of the Morrowfall, and desperately wants to avoid placing 
  himself in the relic’s proximity. He has no worries about 
  sending his minions, and trusts that they’ll be more than 
  enough to handle the PCs when they arrive in the vault.
  The three vampires Ilnerik sends do not work well 
  together—they are bound to their maker, but view each 
  other with a mix of jealousy, mistrust, and contempt. As 
  a result, they have been unable to make much progress 
  in securing the Morrowfall. Reaching the vault was child’s 
  play for the vampires, who, armed with Ilnerik’s detailed 
  descriptions of Delvehaven’s layout and many of its wards, 
  simply used gaseous form to bypass most of Delvehaven’s 
  defenses, and have in fact seen the majority of their own 
  vampire-spawn minions destroyed by the blasts of sunlight 
  the relic periodically emits. Forced to consolidate their 
  four remaining spawn to guard the actual approach to the 
  Morrowfall’s resting place, these three vampires have each 
  retreated to a different chamber in Delvehaven’s Vaults 
  to brood and await the PCs’ arrival. Each hopes to be the 
  one to defeat the PCs and gain the master’s favor, and their 
  competitive nature may be a godsend to a group of PCs, for 
  were these three vampires to work together in a concentrated 
  effort, they would pose a very difficult battle indeed.
  The three vampires consist of a murderous cleric of 
  Norgorber named Jair (see area B25), a sadistic tattooed 
  archer who long ago abandoned his human name to 
  be called the Mazeflesh Man (see area B23), and one of 
  Ilnerik’s great triumphs—a fallen vampire slayer named 
  Vahnwynne Malkistra (see area B24).
  the SoulBound dollS
  During Bisby’s preliminary expedition to the Mwangi 
  Expanse (an expedition that took place a year before the 
  doomed one), his native guides introduced him to the 
  secret of creating Mwangi fetish dolls, known elsewhere 
  as soulbound dolls. Bisby was fascinated by the process, 
  and using Mwangi methods and partially completed 
  soul objects (a shortcut to doll creation similar to how 
  golem manuals work), he created a doll of his own to 
  aid in guarding his camp while he slept. When Bisby 
  returned to Delvehaven, he continued the tradition and 
  created four more dolls to guard Delvehaven, binding 
  each with an imprint of his own soul. In the welcoming 
  spirit of the lodge, the ever-humorous Bisby purchased 
  children’s toys as his base materials—a pull-toy wooden 
  dragon named Draggy, a stuffed bear named Fluff Gugg, 
  
  28
  Council of Thieves Part 3 of 6
  a porcelain-faced doll named Molly Missy, and a rag-
  doll scarecrow named Mr. Straw. With his original 
  Mwangi fetish doll, this resulted in five tiny guardians 
  for Delvehaven’s cellar.
  Bisby’s practice of using fragments of his own soul to 
  empower the dolls had unforeseen consequences when 
  he returned to Delvehaven after Aroden’s death, only to 
  die therein. His madness and spirit suffused the dolls 
  themselves as much as the walls of the place, empowering 
  them greatly. When the Thrune Pathfinders began to 
  explore the cellar, the combination of soulbound dolls 
  and haunts proved to be more than an ample defense, 
  but in their last attempt to defeat the dolls, the Thrune 
  Pathfinders damaged the link. Now, the soulbound 
  dolls are still dangerous, but lack the additional powers 
  with which Bisby’s spirit once suffused them. Worse, 
  Bisby’s madness and the damage done by the Thrune 
  Pathfinders have further infected the dolls—they are 
  now as interested in murder and torture as they are in 
  defending Delvehaven.
  The dolls first encounter the PCs in either area B10 or 
  B17. Quite mobile, once they realize the PCs are intruding, 
  the dolls can patrol the whole of the complex save for the 
  basement level. As soon as they discover the PCs have 
  infiltrated the lodge, they initiate a series of hit-and-run 
  tactics, ambushing the PCs in any room where they might 
  briefly hold the advantage.
  The dolls are unaware that the vampires are slowly 
  breaking into the Amber Arca, as the dolls cannot actually 
  enter the vault since the vampires have sealed the entrance. 
  This intrusion is likely the only thing that could offend 
  the dolls even more than the PCs’ arrival. If the PCs 
  manage to open a dialogue with the dolls, it is possible to 
  recruit them as temporary allies against the vampires, but 
  the dolls swiftly turn against the PCs once they realize the 
  PCs intend to leave Delvehaven with any of the treasures 
  kept therein (including the Morrowfall).
  Soulbound Dolls (5) 
   
  Cr 2
  XP 600 each
  Pathfinder Adventure Path volume #7 84
  NE Tiny construct 
  init +6; Senses darkvision 60 ft., low-light vision; Perception +3
  DeFenSe
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 19 each (3d10+3)
  Fort +1, ref +3, Will +1
  Dr 2/magic; immune construct traits
  Weaknesses mind-affecting effects
  oFFenSe
  Speed 20 ft.
  Melee (Draggy) bite +3 (1d4–2)
  Melee (Fluff Gugg) claw +3 (1d3–2 plus bleed)
  Melee (Molly Missy) hair pin +3 (1d2–2/19–20)
  Melee (Mr. Straw) pitchfork +3 (1d4–2)
  Melee (Mwangi fetish) dagger +3 (1d2–2/19–20 plus poison)
  Space 2-1/2 ft.; reach 0 ft.
  Special Attack unique ability (see below)
  Spell-Like Abilities (CL 3rd)
  3/day—light, mage hand, open/close, prestidigitation
  1/day—inflict serious wounds (DC 12), levitate
  StAtiStiCS
  Str 7, Dex 14, Con —, int 11, Wis 10, Cha 9
  Base Atk +3; CMB –1; CMD 11
  Feats Improved Initiative, Toughness
  Skills Perception +3, Stealth +13
  Languages Common
  SQ soul focus
  SPeCiAL ABiLitieS
  Mind-Affecting effect Weakness (ex) The weakened convictton 
  of the soulbound doll's soul makes it susceptible to mind-
  affecting effects, despite its construct traits.
  Soul Focus (Su) The soul bound to the doll lives within a focus 
  integrated into the doll or its apparel, typically one of the 
  doll's eyes or a gem embedded into the neck or chest of 
  the doll. As long as this soul focus remains intact, it can be 
  built into another doll for the soul to animate, using the 
  same cost as creating a new construct. Once bound into 
  the soul focus, the soul continues to learn, and so if later 
  put into a new doll body, the soul retains its personality and 
  memories from its previous body or bodies. Regardless of 
  its construction, a soul focus has hardness 8, 12 hit points, 
  and a Break DC of 20.
  unique Ability (Su) Each of Bisby’s toys has a unique special 
  ability, as detailed below.
  Draggy—Fire Burp: Once every 1d4 rounds, Draggy can belch 
  out a plume of fire (breath weapon; single adjacent target, 
  2d6 fire damage, Reflex DC 11 for half). The save DC is 
  Constitution-based.
  Fluff Gugg—Bloody Claw: Damage inflicted by Fluff Gugg’s 
  retractable claws causes 1d2 bleed damage to the victim.
  Molly Missy—Doe Eyes: Molly Missy has a gaze attack that 
  she can direct at one foe per round on her turn as a free 
  action—her gaze attack does not affect foes at any other 
  time. The target of her gaze must make a DC 10 Will save 
  or become overwhelmed with guilt at the thought of trying 
  to hurt a child’s toy, and spends the next round nauseated 
  as a result. This is a mind-affecting effect. The save DC is 
  Charisma-based.
  Mr. Straw—Pitchfork Block: Mr. Straw can deflect ranged 
  attacks with his pitchfork as if he possessed the Deflect 
  Arrows feat.
  Mwangi fetish—Poison: The Mwangi fetish’s dagger is 
  constantly poisoned with Medium spider venom as long 
  as the doll lives and wields it (save Fort DC 14; frequency 1/
  round for 4 rounds; damage 1d2 Str, cure 1 save).
  
  29
  What Lies in Dust
  the outer courtyArd (cr 5)
  Once lush, Delvehaven’s courtyard lawn is now a weed-
  choked mess. Nevertheless, there are still telltale signs that 
  these grounds were once lovingly tended and beautiful. 
  Huge Shoanti totems (some of them still standing) line 
  the western border of the yard, while here and there stand 
  algae-choked fountains adorned with authentic Osirian 
  hieroglyphs. The inside of the front gate is flanked by a pair 
  of statues of warrior women too detailed to be anything but 
  genuine imports from Geb’s legendary field of maidens. 
  The entire compound is surrounded by a 12-foot-tall 
  stone wall, its face encrusted with bird droppings, salt 
  deposits from the sea, and other signs of neglect. A large 
  oak sign hangs askew over the front gate, just above a set 
  of rusted iron chains that seal the portal shut. The oak 
  sign reads: “By order of Her Infernal Majestrix, this lodge 
  is condemned and has been warded for your protection. 
  Trespassing prohibited.”
  It’s a DC 10 Climb check to scramble over the stone 
  wall surrounding the grounds. The front gate faces the 
  meandering Adivian Walk, the road that runs along the 
  eastern shore of Westcrown’s Rego Sacero; the far side of 
  the road at this point overlooks a 30-foot-high bluff that 
  drops into the waters below, and the road itself is generally 
  not well traveled (few folks have need to use this stretch 
  of road since it offers no access to the water and fronts a 
  notorious building), so PCs who seek to enter the grounds 
  via stealth need fear little observation. The locks on the 
  gate are rusted shut and cannot be picked, but they’re in 
  such poor condition that they’re easily sundered (hardness 
  2, hp 5, Break DC 20). The gates creak alarmingly if pushed 
  open, but no one is in earshot to hear them over the surf 
  below. Delvehaven is, in fact, so lightly watched that unless 
  the PCs go out of their way with flashy magic or yells and 
  hoots, they are very unlikely to attract attention as they 
  enter the infamous site.
  Trap: Thrune diabolists have indeed warded the outer 
  grounds. Once the Thrune-puppet Pathfinders abandoned 
  Delvehaven in 4676 ar, they mined the area with a number 
  of particularly cruel traps to punish those who would 
  attempt to enter the grounds.
  These traps are called isolation spheres—every point 
  marked with a “T” on the map indicates a square that 
  contains such a trap. Alternatively, you can simply say 
  that every time a character moves, there’s a cumulative 
  5% chance per 10 feet of stumbling into a trap (although 
  with this method, you’ll need to note on a copy of your map 
  where spheres appear, in case the PCs retreat and return). 
  As soon as any creature of Small or larger size steps into a 
  trapped area, a sphere of force bursts outward and attempts 
  to capture the PC within. On the second round, a summon 
  swarm spell fills the sphere with a swarm of hungry 
  creatures. A victim has nowhere to run from the swarm 
  as the creatures bite and scratch from all directions—the 
  victim’s screams cannot be heard, though their blood may 
  splatter the inside of their translucent prison.
  Note that there are a large number of isolation sphere 
  traps; once the PCs figure out how to bypass them (using 
  
  30
  Council of Thieves Part 3 of 6
  detect magic and moving slowly is the simplest way) and 
  they are no longer an effective danger, they no longer grant 
  XP for their defeat. You should not award XP for isolation 
  spheres more than a few times as a result—certainly no 
  more than once per PC.
  isolation Sphere 
   
  Cr 5
  XP 1,600
  type magic; Perception DC 29; Disable Device DC 29
  eFFeCtS
  trigger location; Duration 10 minutes; reset none
  effect 10-foot-radius resilient sphere (Reflex DC 16 negates); summon 
  swarm (1 round onset delay, swarm appears inside of resilient 
  sphere and persists for duration of the sphere’s existence)
  Khazrae’s Advice: Although the erinyes doesn’t know 
  about the nature or location of the isolation spheres, if the 
  PCs ask her about wards protecting the lodge grounds, she 
  can confirm that the House of Thrune had plans in place 
  to “mine” the courtyard surrounding Delvehaven with 
  magical traps.
  lodge feAtureS
  Delvehaven is at once both stately and bizarre. The ground 
  floor is huge and sprawling, while the upper floor consists 
  of two buildings connected by an open-air walkway that 
  arches gracefully over a central courtyard. Large double 
  doors allow access into area B1, while side doors give way to 
  areas B6 and B9. All windows have been boarded with thick 
  wooden planks (hardness 5, hit points 20, Break DC 18).
  Unless indicated otherwise, all ceilings within Delvehaven 
  are 25 feet high and the inside of Delvehaven is unlit. During 
  daylight hours, enough sunlight filters in on the upper 
  floors to provide dim illumination. Many of the chambers 
  contain octagonal depressions in one or more walls where 
  continual flame gems once provided illumination, but these 
  have long since been pried out and looted by the House of 
  Thrune on the upper levels, while on the lower levels, Bisby 
  in his madness destroyed or hid them to make it more 
  difficult for intruders to navigate the vaults below.
  B1. front entryWAy
  A sagging veranda, its columns thick and mildew-spotted with 
  age, adorns Delvehaven’s facade. Two huge oaken doors stand 
  in the center of the veranda, a carving of a road receding into 
  the horizon inscribed within a circle decorating each portal. 
  A wooden placard above the doors hangs precariously from 
  rotting joints, its face bearing an inscription.
  The circular carving on the doors is the Pathfinder 
  Society’s Glyph of the Open Road. The placard above 
  presents Delvehaven’s ancient creed, written in Common: 
  “To liberate the Past for the knowledge of Today; to live the 
  maxim that fortune is earned by the bold; to prove there 
  are no boundaries.”
  These doors are unlocked, left slightly ajar long ago 
  by the Thrune Pathfinders as they fled the lodge. They 
  creak loudly with age when opened, but otherwise 
  offer no danger to intruders.
  B2. grAnd veStiBule
  Wide wooden stairs curl around the outer walls 
  of this large vestibule, leading to the floor above. 
  Several cushioned chairs line the east and west 
  walls, all facing a large but empty display platform 
  in the center of the room. A bronze plaque bearing 
  an inscription sits on the north edge of the 
  platform, while several huge paintings, each six 
  feet tall, hang on the walls. Most of the paintings 
  have been defaced and damaged beyond repair, 
  but one seems untouched—a depiction of a pair 
  of hunters overlooking the recently slain body of a 
  horned beast.
  The one undamaged painting depicts Donatalus 
  Bisby and Ilnerik Sivanshen, triumphant at the 
  
  31
  What Lies in Dust
  slaying of a triceratops they found in the highlands 
  north of the Screaming Jungle many years ago. While 
  the other paintings have been destroyed by the House 
  of Thrune, Bisby’s spirit has kept this one painting 
  in great condition. The platform in the middle of the 
  room once displayed the triceratops’s skeleton, but the 
  vampires have animated it with foul shadow energy and 
  placed it in area B8. The plaque on the north side of the 
  empty display reads: “Triceratops slain by Donatalus 
  Bisby—4599 ar.”
  Khazrae’s Advice: The erinyes can confirm that, when 
  she was here, a triceratops skeleton was on display here—
  she has no idea where it is now.
  B3. the liBrAry of inducted exPerience
  An airy hall separates two repositories lined with shelves of 
  books. Once a welcoming library, the twin chambers are now 
  covered with a film of dust. 
  Most of the books in this library catalog the adventures 
  of Pathfinders who were associated with Delvehaven. The 
  north wall of the west wing contains a relatively large 
  collection of Pathfinder Chronicles that amount to about 75% 
  of a full collection—no small feat. 
  The books lining the top shelf of the south wall of the 
  east wing detail the explorations of various explorers and 
  expeditions that predated the foundation of the Pathfinder 
  Society. When he was alive, Bisby had a near-obssessive 
  fascination with these old books, and his spirit has infused 
  them in his death. The books aren’t quite haunted per se, 
  but anyone who reads them is at risk of being drawn into 
  the book with such fervor that he actually experiences 
  some of the events recorded within. Even a casual glance 
  is enough to expose the reader to peril. A DC 15 Will save 
  allows the reader to shrug off the rush of potent memories, 
  but someone who fails the save (or someone who deliberately 
  chooses not to make the save and thus opens his mind to the 
  memories) becomes infused with memories and nightmares 
  not his own. While doing so can grant the reader a benefit, 
  the memories often have undesirable side effects as well. 
  A single person can only retain the benefits of one book’s 
  memories; if he opens his mind to another book, his mind 
  is assaulted by chaos and confusion—the book’s memories 
  are not imparted (and remain for another reader to 
  experience), but the unfortunate reader takes 1d4+2 points 
  of Intelligence damage from the assault. Once a book has 
  been read and its memories implanted, the book becomes 
  nonmagical (until it is allowed to “steep” in Bisby’s presence 
  for several more decades)—the effects of being imprinted 
  with a book’s memories are permanent.
  Most of the tales in the books are odysseys of great 
  personal trials, with some lasting as long as several 
  years. While the induced experience traumatizes the 
  reader (inflicting 1d4 points of Charisma damage), the 
  reader also benefits from the knowledge he absorbs 
  from the text. Five magical books and their effects upon 
  those who read them are as follows. Bonuses granted are 
  untyped and thus stack with all other bonuses. If you 
  have more than five PCs in your group, feel free to add 
  additional tomes along these lines to the selection.
  The Shipwreck of Hoakrem Krin: The PC who reads 
  this text recalls his time as a passenger on a voyage 
  across the Arcadian ocean. Captain Krin’s ship was 
  destroyed by a kraken, but he survived alone by escaping 
  on a makeshift raft. For 118 days Krin drifted, surviving 
  on rainwater and fish caught with an improvised spear, 
  eventually landing well south of Sargava. He trekked 
  overland for 37 days through the jungle to finally reach 
  civilization, after enduring all manner of peril. These 
  memories of torment and horror grant a +1 bonus on 
  Knowledge (geography) and Survival checks and on all 
  Fortitude saves.
  Scorin Kastel and the Siege of Moenspire: During the War 
  of Broken Truces, with the town surrounded by hobgoblin 
  regiments, a half-elf ranger named Scorin escaped into 
  Moenspire Citadel. For 17 months Scorin coordinated the 
  front lines, organized the remaining defenders to repel 
  attacks, and endured countless assaults by the hobgoblin 
  army on the citadel walls. After the food supply was 
  exhausted, only creativity (and prayers) kept the remaining 
  soldiers on their feet. Finally, allied reinforcements 
  amassed a counterattack and forced the hobgoblins to 
  withdraw to defend their own homeland, but not before 
  Scorin succumbed to his wounds—the ranger did not live 
  to see the Siege of Moenspire lifted, despite all he had done 
  to secure it. The harrowing memories of the siege and the 
  innovative solutions that Scorin came up with grant a +1 
  bonus on Disable Device and Knowledge (engineering) 
  checks and on all Will saves.
  The Lycanthropy of Evran Townsend: This chronicle 
  presents the tragic tale of young Evran Townsend’s 
  doom after he was bitten by a werewolf in Darkmoon 
  Vale. He spent 3 years in the woods, growing more 
  powerful and losing more of his humanity until his 
  former adventuring companions finally tracked him 
  down and returned him to civilization after believing 
  they had cured his curse. Yet the first full moon after 
  his return, Evran transformed again and slew dozens 
  of innocents—his companions were forced to hunt him 
  down in the catacombs beneath the city’s graveyards, 
  and finally killed him with a strike from a silver rapier. 
  The bestial and feral memories imparted by this book 
  heighten the reader’s reaction time and destructive 
  nature, granting a +2 bonus on Initiative checks and on 
  Strength checks made to break or destroy objects.
  
  32
  Council of Thieves Part 3 of 6
  Memoirs of a Hatchling Nursemaiden: Having been 
  captured by the black dragon Avokaskus of the Mushfens, 
  Amelia Firka spent a year in slavery polishing treasure and 
  scales alike in a half-flooded cavern, waiting for a chance 
  to escape and living every day in fear that Avokaskus would 
  simply eat her alive. Yet when a clutch of the dragon’s 
  eggs hatched, Amelia found herself in the unexpected 
  role of nanny for the hatchlings, and she grew to love 
  the precocious baby dragons. Once the wyrmlings grew 
  large enough to pose a life-threatening risk, two of them 
  conspired to arrange for their nurse-maiden to escape 
  to civilization—yet as Amelia reached safety, the other 
  hatchlings caught up with them and slew the two traitors 
  while Amelia watched. The memories imparted by this 
  book grant the reader the ability to speak Draconic and a 
  +1 bonus on Reflex saves from all the time spent dodging 
  playful gouts of acid.
  The Imprisonment of Marcos Trom: This book imparts 
  the sorrowful tale of an Ustalavic nobleman named 
  Marcos Trom, who was wrongfully accused of murdering 
  an administrative official and hurled into the bowels of 
  a massive prison. There, Marcos languished for 8 years, 
  surviving frequent lashings without any chance to see 
  the sun. Only careful planning followed by ingenious 
  tunneling made his escape possible, yet as he emerged into 
  the hills south of the prison after a grueling crawl through 
  ghoul-infested warrens, he discovered that during his stay 
  in prison he had actually died and transformed into an 
  undead mockery of his former life—he enjoyed only a few 
  moments of sun and freedom before burning to ashes. 
  The desperate and cruel memories imparted by this book 
  impart both a longing for freedom and a powerful focus of 
  the mind, granting a +1 bonus on Escape Artist checks and 
  a +2 bonus on concentration checks.
  Treasure: The set of Pathfinder Chronicles is worth 5,000 
  gp to a collector, though if a PC is a Pathfinder, the tomes 
  may have even greater value as a gift to a venture-captain 
  or colleague. Anyone who consults the collection gains a +2 
  circumstance bonus on Knowledge (history) checks.
  B4. the foyer of felloWShiP (cr 6)
  Thick cobwebs hang from this black granite archway, their scuttling, 
  eight-legged architects the only sign of life in the lengthy hall.
  If the PCs sweep or burn away the cobwebs near each 
  entrance to this hallway, they reveal an inscription on 
  the wall. If the PCs don’t bother to remove the cobwebs, 
  B11
  B5
  B1
  B2
  B7
  B3
  B9a
  B9
  B8
  B6
  B10
  B7
  B4
  1 Square = 10 feet
  B11
  1 Square = 10 feet
  B5
  B1
  B2
  B7
  B3
  B9a
  B9
  B8
  B6
  B10
  B7
  B4
  
  33
  What Lies in Dust
  it’s a DC 30 Perception check to notice the mostly hidden 
  inscription in passing. The inscription reads:
  This passage is for neither You nor I, nor He, nor She— 
  But They or We shall pass as though free.
  Trap: While this hall’s transposition trap may have 
  helped to deter an intruder from entering this wing of the 
  complex, its true function was to remind the Pathfinders 
  that despite the variances among them, their true 
  strength was in their unity. Unfortunately, while its initial 
  conception was ultimately harmless, magical decay and 
  neglect have made this trap much more dangerous than 
  initially conceived.
  transposition trap 
   
  Cr 6 
  type magic; Perception DC 30; Disable Device DC 30
  eFFeCtS
  trigger location; Bypass navigating the hall in pairs or larger 
  groups suppresses the teleportation effect, so long as the 
  travelers remain no more than 5 feet apart for the duration of 
  their passage through the hall—the trap triggers immediately 
  as soon as travelers separate by a distance of more than 5 feet; 
  reset automatic
  effect anyone who walks further than 40 feet into this hall is 
  immediately teleported back to the entrance he used to enter 
  the hall—when this occurs, the victim must make a DC 16 
  Will save or suffer 1d6 points of Wisdom damage as the actual 
  process of teleporting back to the start, while it takes no time 
  at all, is perceived by the teleported character as a glacially slow 
  movement that seems to take years to complete.
  Khazrae’s Advice: The erinyes isn’t aware of the trap’s 
  malfunction, but she knows it’s here and can warn the PCs 
  about how it originally worked.
  Development: 
  Well 
  versed 
  with 
  this 
  corridor’s 
  properties, the soulbound dolls from area B17 flee through 
  here in pairs if pursued. The vampire spawn never entered 
  this corridor and did not trigger the trap. As such, they 
  remain unaware of it.
  B5. the foyer of reflection (cr 1)
  The archway at the entrance to this long corridor is decorated 
  with an inscription in the common tongue—“Who can go 
  forward without knowing from whence they came?”
  Like area B4, this corridor contains a minor trap, 
  designed more to teach a value lesson than to act as a 
  true ward. This passageway’s northern and southern 
  halves appear as mirror images, exactly identical. 
  Anyone who crosses the corridor’s midpoint triggers 
  the trap. The trap simultaneously transports everyone 
  in the corridor into the diametrically opposite spot in 
  the hall in the blink of an eye. In addition to having 
  their position changed, however, the trap also reverses 
  their orientation by exactly 180 degrees. For example, 
  anyone 10 feet from the south end of the hall and 
  walking north suddenly finds himself 10 feet from the 
  north end of the hall facing south. If anyone is at the 
  corridor’s exact center, the trap simply turns that person 
  around so that he suddenly faces the opposite direction. 
  The transposition happens so quickly the traveler is 
  unaware that anything has transpired. However, as 
  soon as the traveler completes his journey, moving to 
  what he believes is the opposite end of the corridor, he 
  finds he exits exactly where he came in. Although the 
  speed of the teleportation is instantaneous and likely 
  goes unnoticed, a DC 30 Perception check leaves the PC 
  with the faint impression that something wrong has 
  just occurred. 
  The trap, however, is easily exposed—marking one end 
  of the hall in some way so that the two halves are no longer 
  identical quickly reveals the trap’s true nature. It was 
  the practice of the Pathfinders who lodged here to walk 
  down the hall backward until they reached the midpoint 
  of the hall. Then they would continue by walking forward 
  the rest of the way. Tradition dictated that during their 
  backward walk, they would reflect on their past journeys 
  and the lessons learned. On the way forward, they would 
  instead focus on what lay ahead in their future. 
  orientation trap 
   
  Cr 1
  type magic; Perception DC 30; Disable Device DC 30
  eFFeCtS
  trigger location; reset automatic
  effect teleportation as described above
  Development: The soulbound dolls know that as soon 
  as they reach the corridor’s midpoint, they need to do a 
  180-degree turn to continue forward. If they can use 
  this hall’s property to their advantage to confound their 
  opponents, they do so. The vampire spawn have not been 
  through this way, and if the PCs later draw them here, the 
  trap could stymie them repeatedly before they solve it.
  Khazrae’s Advice: The erinyes can warn the PCs about 
  this trap and explain how it functions.
  B6. hAll of Armor (cr 7)
  The walls of this large display hall are decorated with numerous 
  small alcoves. Some of these alcoves contain bits of exotic 
  armor—a red-and-gold breastplate here, a plumed helm there—
  but most of the alcoves are empty with bits of armor scattered on 
  the floor. A fully armored knight mounted on an equally armored 
  horse stands in the middle of the hall on a low display.
  
  34
  Council of Thieves Part 3 of 6
  Unlike the front doors at area B1, the western doors 
  here are locked tight. The southeastern door leading 
  to the stairs that descend to the cellar level is close. An 
  examination of the lock shows it was recently destroyed 
  by acid. The mounted knight figure in the middle of the 
  room is a Chelish Knight from before Aroden’s Fall—the 
  knight’s armor is mounted on a wooden frame, but the 
  horse it rides is an actual horse preserved by taxidermy, 
  reinforced by a wood and iron skeleton.
  Creatures: Ilnerik sent a pair of shadow mastiffs with 
  his vampire minions to aid in the task of destroying the 
  Morrowfall, but the vampires quickly grew frustrated and 
  annoyed by the mastiffs’ incessant noise and scampering. 
  They locked the hounds into this room, partially to keep 
  them out of their way, and partially to guard the entrance 
  to the vaults—if the hounds start to bay, the vampires 
  below hear it.
  Shadow Mastiffs (2) 
   
  Cr 5
  XP 1,600 each
  hp 51 each (see page 27)
  Treasure: In their hasty retreat from the lodge, the 
  Thrune Pathfinders looted much of the more expensive 
  or powerfully magic armor from this display, but several 
  pieces of some value remain. The Chelish knight’s full 
  plate is in fact +1 full plate, and the barding his horse wears 
  is masterwork full plate barding. In the wall displays, only 
  two other interesting bits of armor remain, each identified 
  by a small bronze plaque.
  Dawnhunter: This red-and-gold +1 light fortification 
  breastplate is crafted and painted to look as if it had been 
  carved from stone. It belonged to Commander Helmrunner 
  of the Ever-Advancing Legion, said to have been one of 
  the dwarven commanders to lead an army to the surface 
  during the Quest for Sky so long ago.
  O-yori: Recovered from Tian Xia, this ceremonial armor 
  is composed of tiny metal plates tied together by colored 
  leather lacings (treat this as a masterwork chain shirt). A 
  ceramic facemask depicting the visage of a beautiful Tien 
  woman completes the design. This facemask is lacquered 
  with truecolor dye (see sidebar).
  B7. PrivieS
  These privies are unremarkable, caked with dust but still 
  usable. A DC 20 Perception check is enough to notice 
  scratches and traces of movement into and out of the 
  privies, as if something the size of a baby with sharp claws 
  had crawled in and out of the holes many times. These 
  are marks left by the passage of the soulbound dolls, who 
  use the privies to move from the cellar below to this floor. 
  Niches cut into the walls of the pipes make it a relatively 
  easy DC 10 Climb check to navigate, although a Medium 
  creature must also make a DC 30 Escape Artist to wriggle 
  through the narrow shaft. Each privy shaft is 25 feet deep, 
  the holes descending about 30 feet north of the lower level’s 
  northernmost extent to a shared cistern. From this cistern 
  extend a number of tiny pipes, some leading to outflows 
  from the cliff wall into the river (each of these is blocked 
  by a grate), and one leading south to connect to a second 
  cistern under area B17; these tunnels are not shown on the 
  maps, but can give the PCs a stealthy way to come and go 
  from Delvehaven once they discover them. Of course, the 
  pipes are too small to allow anything of Small or larger 
  size to travel—gaseous form works well to navigate them, 
  though, and it was via this route that the vampires initially 
  infiltrated the lodge.
  B8. the nAutAlicA (cr 7)
  Once an exotic feasting hall, this central chamber is now 
  covered in dust and grime. Many square tables and chairs 
  sit throughout this room, although quite a few are partially 
  collapsed or fallen over. A gigantic fifteen-foot-tall tank half 
  filled with a cloud of murky brown water stands in the hall’s 
  truecolor Dye
  Aura faint divination; CL 1st
  Slot none; Price 50 gp; Weight —
  DeSCriPtion
  Horticulturists harvest this magical dye from the pulp of rare 
  plants found only in the lushest regions of Tian Xia. Bisby 
  first encountered this dye while visiting the royal courts of the 
  Miracle Samurai during his early adventures as a Pathfinder. 
  He made a point of returning with several bottles, and the 
  decision served him well over the next several decades.
  Truecolor dye produces vibrant colors, yet the actual 
  color that registers varies according to the personality and 
  temperment of the viewer—the viewer’s good, neutral, or 
  evil alignment component determines the color he sees. 
  Good viewers see a pleasing gold, while evil viewers see a 
  rich blood red. A neutral viewer sees the dye as its actual 
  color, a dull orange. Centuries ago, truecolor dye was used 
  in the miracle courts of Tian Xia as a way to trick emissaries 
  into revealing their alignments, but its secret has long since 
  been disseminated on the eastern continent and lost its 
  hidden value. A DC 25 Knowledge (geography or nature) 
  check reveals the dye’s nature.
  A single vial of truecolor dye is enough to coat a square 
  foot of material, or to ink 5 pages of text. Once applied, 
  truecolor dye is permanent, although it can be washed off 
  with universal solvent.
  ConStruCtion
  requirements Craft Wondrous Item, detect good or detect 
  evil; Cost 25 gp
  
  35
  What Lies in Dust
  center, its wings of glass stretching in the four directions of 
  the compass. A jumble of strange, bony shapes are just visible 
  lying strewn on the bottom of the tank. Twenty feet above, the 
  ceiling is draped in cobwebs.
  In days long past, Pathfinders would often speak 
  of the pleasure of a meal at the Nautalica, the lodge’s 
  popular dining chamber. The Nautalica’s staff would 
  frequently fill the hall’s signature sea tank with new and 
  amazing sea creatures of all sizes and colors, providing 
  its guests with a constant source of conversation. The 
  tank is 15 feet high, leaving a 5-foot gap between the 
  roof of the tank and the dining hall ceiling. The staff 
  used the trap door in the tank roof’s center to feed the 
  tank’s occupants. The tank’s glass walls are thick and 
  magically treated, yet still relatively fragile (hardness 4, 
  hp 30, Break DC 22). If a wall is destroyed, filthy water 
  floods out to wash over the floor. All creatures within 
  15 feet of the break must make a DC 15 Acrobatics check 
  or be knocked prone—the water eventually floods this 
  room and the surrounding halls to a depth of a few 
  inches. Inside the tank are the jumbled bones of several 
  long-dead giant piranhas.
  Creature: Ilnerik supplied his vampire minions with 
  several tools to aid them in securing Delvehaven against 
  intrusion. Perhaps the most impressive was a small 
  sphere of shadow and negative energy that, when used in 
  conjunction with a scroll of animate dead, could be used to 
  create a powerful undead skeleton infused with negative 
  energy. The vampire Jair chose the triceratops skeleton 
  from area B2 as his subject, and the dangerous skeleton 
  now stands guard in this chamber, ready to charge and 
  attack anyone who enters the room.
  Shadowy triceratops Skeleton 
  Cr 7
  XP 3,200
  Negative-energy-charged triceratops skeleton (Pathfinder RPG 
  Bestiary 86, 250; Advanced Bestiary 185)
  NE Huge undead
  init +6; Senses blindsight 60 ft., darkvision 60 ft.; Perception +0
  DeFenSe
  AC 15, touch 12, flat-footed 13 (+2 Dex, +2 dodge, +3 natural, 
  –2 size)
  hp 91 (14d8+28)
  Fort +11, ref +6, Will +4
  Defensive Abilities channel resistance +4, obscuring energy, 
  resistant to positive energy; Dr 5/bludgeoning and good; 
  immune cold, undead traits
  oFFenSe
  Speed 60 ft.
  Melee gore +18 (2d10+15 plus 1d6 negative energy)
  Space 15 ft.; reach 15 ft.
  Special Attacks charged attacks, searing darkness
  tACtiCS
  During Combat The undead triceratops quickly moves to attack 
  the first foe it notices. Note that the undead dinosaur is huge 
  and thunderous; having it make a charge attack against a PC 
  only to miss and hit the tank of fetid water could make for an 
  exciting development.
  Morale The skeleton fights until destroyed.
  StAtiStiCS
  Str 30, Dex 15, Con —, int —, Wis 10, Cha 14
  Base Atk +10; CMB +22; CMD 36
  Feats Improved Initiative
  SPeCiAL ABiLitieS
  Charged Attacks (Su) The triceratops’s gore attack inflicts an 
  additional 1d6 points of negative energy on a hit. In addition, 
  when it makes a full attack, it can make a second attack with its 
  gore as if hastened.
  obscuring energy (Su) The shadowy undead triceratops is 
  surrounded by flickering shadows and wisps of black smoke, 
  granting it partial concealment (20% miss chance). When it 
  stands still, the shadows grow stronger and grant concealment 
  (50% miss chance).
  resistant to Positive energy (ex) The undead dinosaur takes 10 
  fewer points of damage than normal from positive energy 
  effects that deal damage.
  Searing Darkness (Sp) Once every 1d4 rounds, the undead can 
  release a beam of searing darkness; treat this as a searing light 
  spell (CL 14th) that inflicts negative energy damage.
  Treasure: Many items of treasure have been lost or 
  hidden in the jumble of sludge and bones at the bottom 
  of the tank—a successful DC 30 Perception check (DC 15 
  if the tank is first drained) reveals five ancient triangular 
  coins from Ligar worth 50 gp each, an indigo jade 
  bracelet worth 225 gp, a darkwood wolf’s-head scepter 
  worth 20 gp, seven octagonal continual flame gems worth 
  120 gp each, and a gray bag of tricks, though as a strange 
  side effect from the bag’s time in the sea tank, animals 
  withdrawn from the bag come out waterlogged and leave 
  a moist trail wherever they go.
  B9. kitchen
  This large serving kitchen is equipped with a pair of 
  humongous ovens now sealed with bricks. A pantry lies to 
  the south.
  Long fallen to disuse, this kitchen holds little of 
  note. The foodstuffs left behind in the pantry (area 
  B9a) molded over several decades ago, but the resulting 
  stench has long receded. A side door once facilitated 
  the unloading of supplies, and still bears an old arcane 
  lock spell (CL 12th) that makes it particularly difficult 
  to open.
  
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  Council of Thieves Part 3 of 6
  B10. the roStrum of vAniShment (cr 7)
  Dozens of pillars support a wooden terrace that surrounds a 
  weed-choked inner courtyard. Underneath the terrace, a variety 
  of weapon racks rest against an outer stone wall, protected from 
  the outdoor weather. In the center of the open courtyard sits a 
  raised dais composed of a mysterious blue metal. The strange 
  circular stage is fifty feet across. Above, a wooden walkway 
  hangs suspended at a height of thirty feet, connecting the 
  southern and northern upper floors of the lodge in a perilous-
  looking route.
  The dais is magical. Anyone stepping on the huge 
  metal disc gains the benefit of greater invisibility. The 
  effect lasts only as long as the character remains on the 
  dais. The Pathfinder Society retrieved this curious hunk 
  of metal from a diving expedition in Lirgen (known now 
  as the Sodden Lands) and transported it back here with 
  magic and polished it up. For years afterward, interested 
  members used the dais as an arena to refine their abilities 
  to blind-fight and respond to invisible threats. The block 
  of strange metal is incredibly heavy—moving it here cost 
  the Pathfinders a small fortune. Close inspection of the 
  block reveals areas along the edge where smaller samples 
  have been harvested—chipped from the whole, a chunk 
  of this metal loses its magical properties and becomes 
  unremarkable iron.
  The disk of metal itself is in fact an ancient remnant 
  of what was once an immense three-legged construct that 
  fell to Golarion in Lirgen thousands of years ago. The 
  construct could become invisible and project beams of 
  searing heat from a tentacle-like arm—it was destroyed 
  after a long battle, at which point it melted down into 
  the roughly circular shape it is in today. Lirgen wizards 
  studied the metal for many years but could never deduce 
  how and why it continues to render those who stand upon it 
  invisible, but they were able to determine that the strange 
  golem itself hailed from the red planet of Akiton. Lirgen 
  was destroyed and all records of the golem’s attacks lost 
  before the wizards could learn much more.
  The PCs can find at least one of every weapon listed in 
  the Pathfinder RPG Core Rulebook on the racks, although 
  none of the weapons is particularly well made. All 
  weapons are secured with padding, and until these pads 
  are removed as a full-round action, the weapons inflict 
  nonlethal damage only.
  The weeds growing in the courtyard average 2 feet 
  in height, and provide partial concealment for Small 
  creatures and total concealment for smaller creatures.
  Creatures: This chamber is a favorite haunt for the 
  soulbound dolls, and the first time the 
  PCs enter this area, if they haven’t 
  already encountered and destroyed the 
  dolls, the five deadly constructs are here, 
  playing hide-and-seek in the tall grass. If 
  they hear the PCs coming, they clamber up onto the 
  disk, become invisible, and wait for the right moment to 
  attack. Otherwise, stealthy PCs are greeted with rustling 
  weeds, strange titters, and tiny cries as the dolls cavort and 
  torment each other.
  Soulbound Dolls (5) 
   
  Cr 2
  XP 600 each
  hp 19 each (see page 28)
  tACtiCS
  During Combat Once the dolls realize they have larger 
  playmates, they clamber up onto the disk to become 
  invisible if the PCs aren’t yet in the courtyard. Otherwise, 
  they grow silent and stalk stealthily toward the sounds of the 
  PCs. The dolls are competitive when they fight, shrieking 
  and giggling and never attacking the same foe unless there 
  are no other targets, yet once a doll takes damage, the 
  others quickly come to its aid and focus all their attacks on 
  the same foe.
  
  37
  What Lies in Dust
  Morale If a doll is destroyed, the remaining dolls flee north into 
  the privies in area B7, clambering down and through the pipes 
  to seek shelter in area B17 below.
  Khazrae’s Advice: The erinyes can tell the PCs about the 
  blue disk’s properties, and that Pathfinders often used the 
  disk to train at fighting unseen foes or other trickery.
  B11. council chAmBer (cr 6)
  No doubt decisions of great import were once made inside 
  this splendid council chamber. A gigantic nightscape mural 
  blankets the domed ceiling. The mural’s bands of stars stretch 
  to form an outline of the Pathfinders’ famed Glyph of the 
  Open Road, superimposing its image over the night sky. 
  Wooden stairs lead up to a balcony which circles the upper 
  level of this great chamber. In the chamber’s center, ten high-
  backed chairs ring a stone table that rests flush with the floor. 
  A large decorative lantern rests on the table’s center, its flame 
  still impossibly aglow. 
  Several of the stars in the ceiling mural are composed of 
  tiny glass shards with remnants of continual flame.
  Creature: For the last few years, Delvehaven has also 
  been home to a will-o’-wisp named Xyscerace. Although 
  it sometimes flits out of the lodge to seek out victims in 
  Westcrown’s alleys (and is, as a result, largely responsible 
  for the rumors that Delvehaven is haunted), the wisp 
  particularly enjoys basking in and feeding on exotic 
  flavors provided by the psychic residue of Bisby’s infusive 
  paranoia—a never-ending banquet for the strange 
  creature.
  When the PCs arrive, Xyscerace senses opportunity 
  for even greater feasting, particularly if he notices 
  combat in area B10—in this case, the will-o’-wisp floats 
  out invisibly to dine on fear. If confronted, it fights until 
  reduced to 10 hp or less, at which point it attempts to flee 
  Westcrown altogether.
  Xyscerace 
   
  Cr 6
  XP 2,400
  Will-o’-wisp (Pathfinder RPG Bestiary 277)
  hp 40
  Treasure: Several of the stars in the ceiling mural are 
  composed of tiny glass shards with remnants of continual 
  B11
  B2
  B12
  B12
  B12
  B12
  B12
  B12
  B13
  B14
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  B11
  B2
  B12
  B12
  B12
  B12
  B12
  B12
  B13
  B14
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  B12
  1 Square = 10 feet
  1 Square = 10 feet
  
  38
  Council of Thieves Part 3 of 6
  flame. If an hour is spent prying the shards from the 
  ceiling, the glowing shards could fetch up to 300 gp in all. 
  The lantern on the table also contains a continual flame, 
  but its workmanship is such that this lantern alone is 
  worth 450 gp. 
  B12. gueSt roomS
  Once warmly furnished, this simple guest room has been left in 
  tatters by a century of dust and neglect.
  Although there are slight variations in style between the 
  individual guest rooms, each one contains a bed, a closet, 
  a set of drawers and an empty, unlocked, wooden trunk. 
  One conspicuous detail may stand out—a DC 5 Perception 
  check notes that every room contains an empty frame or 
  two of various sizes.
  B13. vAnity (cr 5)
  This room contains a crystalline pool encircled by a border of 
  eldritch symbols. 
  Creature: Long ago, a Pathfinder wizard bound a water 
  elemental in the 10-foot-deep pool in the center of this 
  room. A DC 20 Spellcraft check confirms that the runes 
  on the pool’s edge are those of a permanent magical seal. 
  As part of its now centuries-old bargain with its binder, 
  the water elemental, Mirrorskin, was compelled to raise a 
  vertical appendage above the pool and duplicate the exact 
  shape of whomever was closest to the pool. It remains 
  compelled to do so, even today. In this way, the elemental 
  acts as a strange mirror, enabling visitors to accurately 
  adjust their hair and clothing.
  The elemental has gone berserk from its perfect 
  stillness over the past century, while it slowly absorbed the 
  unsettling madness of Donatalus Bisby that now permeates 
  the lodge. Even still, the elemental is quite harmless 
  unless the rune which binds it to the pool is disturbed or 
  someone foolishly enters the pool. If so, Mirrorskin lashes 
  out, making a watery duplicate of whomever it attempts to 
  strangle and drown. 
  Large Water elemental 
   
  Cr 5
  XP 1,600
  hp 68 (Pathfinder RPG Bestiary 126)
  B18
  B22
  B21
  B20
  B17
  B16
  B19
  B15
  1 Square = 5 feet
  1 Square = 5 feet
  B18
  B22
  B21
  B20
  B17
  B16
  B19
  B15
  
  39
  What Lies in Dust
  Khazrae’s Advice: The erinyes can warn the PCs that a 
  water elemental once dwelt in this pool.
  B14. cAtWAlk Bridge
  A wooden hanging rope bridge connects the upper story of 
  the north and south lodge towers, overlooking a weed-choked 
  courtyard below.
  Where it crosses over the courtyard, the bridge is 30 feet 
  high. Once built to echo the appearance of a jungle gorge rope 
  bridge, this bridge is now quite decayed and collapses 1d3 
  rounds after anyone of size Small or larger attempts to use it. 
  The round before it collapses, the telltale sound of snapping 
  ropes gives PCs 1 round to race to safety; otherwise a fall into 
  the courtyard below inflicts 3d6 damage.
  B15. the mAriner’S diSPlAy (cr 6)
  This chamber showcases a staggering array of model ships, most 
  of them damaged. Many of the miniature vessels seem to have 
  once been displayed inside bottles, but these displays are now 
  universally broken. The ships themselves come in all sizes, ranging 
  from a half-foot in length to a massive seven-foot frigate on a 
  stand in the middle of the room, its masts broken and hanging 
  askew in a tangle of rigging.
  One of Delvehaven’s original venture-captains was 
  a reformed pirate from Port Peril—this display was 
  his creation, and long after his death, the Delvehaven 
  venture-captains maintained and increased the collection. 
  Unfortunately, much of this collection has been looted 
  or destroyed, so that now only fragments of frost giant 
  longships, Taldan frigates, infamous pirate ships, notorious 
  ghost ships, and the like remain in various states of ruin.
  Haunt: Bisby spent much of his life on ships, traveling 
  to and from distant and exotic ports of call. Yet he did not 
  particularly enjoy sailing—his trips seemed too often to 
  be hit with near mutinies, food shortages, bad weather, 
  or other sorts of peril, and often he and his companions, 
  after having been forced to share cramped quarters under 
  such perilous conditions, grew short-tempered. These 
  experiences have resulted in a haunt that causes those 
  who spend more than a round in this room to be suddenly 
  overwhelmed with feelings of claustrophobia, nausea, and 
  discord, eventually causing a sudden and violent outburst 
  against those whom they might count as friends.
  Bisby’s Bickering 
   
  Cr 6
  XP 2,400
  CN haunted area (area B15)
  Caster Level 6th
  notice Perception DC 15 (to notice the tang of salt air and feel 
  the subtle shifting in the floor as if one were standing aboard 
  a ship at sea)
  hp 12
  eFFeCtS
  trigger proximity (3 rounds after first person enters room); reset 
  automatic (24 hours)
  effect When this haunt manifests, all of the fragments of 
  the ship models shake and vibrate—all characters in area 
  B15 must make a DC 17 Will saving throw. All PCs who are 
  affected by the haunt (whether or not their save is successful) 
  are momentarily overwhelmed by the haunt’s effects and 
  have a brief vision of a hale and hardy human male (Donatalus 
  Bisby) arguing with a smaller half-elf male (Ilnerik Sivanshen) 
  on the deck of a storm-tossed ship. Characters who make 
  Untouched Chambers
  When the House of Thrune first occupied Delvehaven 
  in 4674 ar, they took their time exploring the hall and 
  looting what they could from the upper chambers, but 
  a series of complex wards and traps, including illusions 
  and teleporters, made entering the level a difficult task. At 
  that time, Bisby’s presence in the cellar was much more 
  powerful, and much of that power was focused in the 
  wards and in the soulbound dolls. Every time the puppet 
  Pathfinders made progress into these chambers, they 
  suffered setbacks as the haunts and dolls caused more 
  and more damage. Areas B15–B20 still bear many battle 
  scars of those fights. Finally, with mounting pressure 
  from the House of Thrune and their direct commander, 
  Mayor Dargentu Vheed, the Pathfinders attempted a 
  dangerous exorcism of Bisby’s spirit. While the exorcism 
  was partially successful and drastically reduced the 
  amount of power his spirit had in the cellar (including a 
  significant reduction of the soulbound dolls’ power), there 
  was an equally significant backlash as Bisby’s spirit blasted 
  the puppet Pathfinders with horror and madness. The 
  Pathfinders turned on each other and did more damage to 
  their own than the wards of Delvehaven ever did, and the 
  few survivors fled the lodge. The House of Thrune decided 
  to cut their losses and ordered the lodge resealed and 
  its grounds mined with isolation chamber traps—until 
  Ilnerik’s vampires invaded the lodge as a direct result of 
  his fears of the PCs recovering the other half of the Aohl, 
  the only outsiders to risk entry into Delvehaven have been 
  a few isolated and doomed thieves.
  Khazrae’s Advice: The erinyes has relatively little advice 
  to give the PCs about these chambers, although she does 
  know that the Thrune Pathfinders were having a difficult 
  time dealing with “ghosts and haunts” and “damn little 
  dolls.” Beyond this, and of the deeper vault level below, 
  Khazrae has no advice to offer.
  
  40
  Council of Thieves Part 3 of 6
  their saving throws are free to move about the room or take 
  other actions, while those who fail stand rooted in place and 
  speak aloud the lines of the argument in voices not their own. 
  First, Bisby yells, “We didn’t lose all of this and endure those 
  torments to tinker and meddle with our one spoil from the 
  whole damnable affair.” Ilnerik answers with, “And yet again 
  the trademark Bisby hesitance stalls what could have been 
  a gripping chapter in his dreary chronicle.” Bisby’s reply is, 
  “Enough from you! You’re here to chronicle my deeds, not 
  dictate them! Keep your place!”, after which Ilnerik seems 
  ready to attack his companion. This vision and these spoken 
  lines persist for the duration of the surprise round. On the 
  round immediately following, any PC who failed his Will save 
  against the haunt’s effects immediately attacks his nearest 
  ally, as if under the effects of a song of discord. This effect 
  persists for only 6 rounds before the haunt’s effects pass and 
  the room is once again still. A character affected by the haunt 
  who is pulled from the room (or is perhaps tricked into leaving 
  the room to pursue a fleeing friend) immediately regains his 
  senses, but if he reenters the room before the haunt’s effects 
  have run their course, he begins his attack anew.
  Treasure: One damaged ship model, a mercenary frigate 
  bearing the name Pride of the Dead, has an unusual orange 
  sail. This sail is, in fact, a scroll of breath of life written on 
  cloth—the words inked in truecolor dye so that only good or 
  evil readers can read the ink.
  B16. inSect muSeum (cr 6)
  The walls of this room are decorated with hundreds of 
  mostly smashed glass display cases that seem to have 
  once contained thousands of insects, spiders, and other 
  arthropods. Yet more impressive are the larger, giant-
  sized vermin that have been preserved and are on display. 
  Dog-sized ants, man-sized spiders, and even a horse-sized 
  scorpion are mounted in threatening postures, although 
  in each case, the immense preserved monster is badly 
  damaged and, in some cases, in pieces.
  This collection of vermin taxidermy was the lifework 
  of a dedicated naturalist, the Pathfinder Ornato Geryis. 
  The clutter of insect parts that lies on the floor mixed 
  with fallen display cases and coils of rope that once hung 
  several vermin from the ceiling makes this chamber 
  difficult terrain.
  Haunt: Ornato Geryis joined Bisby’s doomed expedition 
  to the Mwangi Expanse largely for the chance to bag a 
  giant Mwangi hornet to add to this bizarre collection. 
  Unfortunately, like most who participated in that fateful 
  expedition, Geryis did not return—victim of the demon-
  worshiping cannibals who force-fed some of the unfortunate 
  man to his companions—particularly his blood. Bisby 
  never divulged the true extent of this horrific event to the 
  other Pathfinders.
  Verminous Cannibal Storm 
   
  Cr 6
  XP 2,400
  CN haunted area (area B16)
  Caster Level 6th
  notice Sense Motive DC 20 (to notice sudden hunger pangs 
  combined with an unmistakable desire to feed on the flesh and 
  drink the blood of one’s own race)
  hp 12
  eFFeCtS
  trigger proximity; reset automatic (24 hours)
  effect As this haunt manifests, the hundreds of vermin in the room 
  suddenly lurch into violent life as phantasmal legs, wings, and 
  heads reattach in a single sudden storm of hungry ghost bugs. 
  An instant later, the verminous storm collapses on itself in a 
  cannibalistic orgy, the phantasmal creatures tearing themselves 
  apart and feeding on each other. As the storm of ghostly bugs 
  flies and crawls through the PCs’ bodies, leaving behind hideous 
  wounds that look like bite marks left by decidedly human teeth, 
  each PC suddenly feels himself growing fuller, as if their bellies 
  were distending with flesh chewed from the bodies of their 
  friends. All PCs in the room take 6d6 points of damage from 
  the bites and 1d6 points of Charisma damage from the growing 
  sense of nausea and shame at the implications of cannibalism. 
  A successful save reduces the damage taken by half and negates 
  the Charisma damage.
  B17. delvehAven tAvern (cr 7)
  What may have once been a small cheerful bar shows that this 
  room once acted as an underground tavern. Several shelves 
  for wine bottles fill thewestern half of the room. Most of 
  the wine bottles are smashed, the furniture likewise ruined, 
  with the exception of a strangely child-sized table and set of 
  chairs that seems to have been built out of scavanged parts 
  from larger furniture that sits on top of the bar itself.
  Before Aroden’s death, this wine cellar doubled as 
  a mini-tavern hosted by a retired Pathfinder-turned-
  brewer named Zoan “Vintage” Tyspar. As his own life was 
  saved repeatedly by potions during his adventuring career, 
  Vintage asked why it was necessary for the standard 
  magical elixir to taste so incredibly awful. Tackling the 
  problem with enthusiasm, he experimented with the 
  means to safely mix his creations with a selection of fine 
  wines and spirits. In time, Vintage even began bottling 
  his successes in glass wine bottles, much to the delight of 
  the other Pathfinders. Those that followed the works of 
  Vintage came to know which brands and years symbolized 
  the different magical effects available. Those who did not 
  were on the receiving end of good-natured jokes.
  
  41
  What Lies in Dust
  If the PCs succeed on a DC 20 Perception check in 
  this room, they detect a circular impression on the floor 
  against the west wall. Once there was a life-sized stone 
  statue of the famed Pathfinder Durvin Gest here. The 
  Pathfinders would often come to toast his legacy with a 
  drink from Vintage’s spirits. Bisby, however, moved the 
  statue from here to the Arrival Bay (area 20). The PCs can 
  trace the path that Bisby dragged the statue by following 
  faint skid marks with a DC 20 Survival check.
  One of the wine racks behind the bar is actually a door 
  leading to secret passageway. The wine rack door silently 
  glides open if the PCs turn the correct bottle label-side 
  down (DC 20 Perception check). The dark passageway 
  leads to areas B15, B18, and B20. A large drain behind 
  the bar opens into a narrow tunnel that winds north to a 
  reservoir that connects to both area B7 and the northern 
  cliffs overlooking the water outside—see area B7 for 
  more details.
  Creatures: As with the courtyard above, this room is 
  one of the favorite haunts of Bisby’s soulbound dolls. If 
  the PCs haven’t already encountered these murderous 
  creatures, they meet them here, seated at the miniature 
  table as if arranged for a child’s tea party. If the dolls 
  know the PCs are coming, they remain motionless, 
  waiting for the PCs to be spread throughout the room 
  before hopefully attacking with surprise. If the PCs 
  surprise the dolls, they’re greeted with the surreal sight 
  of five strange dolls playing at a tea party with cracked 
  mugs and broken pottery.
  Soulbound Dolls (5) 
   
  Cr 2
  XP 600 each
  hp 19 each (see page 28)
  tACtiCS
  During Combat The dolls are competitive when they fight, 
  shrieking and giggling and never attacking the same foe unless 
  there are no other targets, yet once a doll takes damage, the 
  others quickly come to its aid and focus their attacks on the 
  same foe.
  Morale If encountered here, the dolls fight until one of their 
  number is slain, at which point the survivors flee (either by a 
  doorway or the drain behind the bar), regroup, then stalk the 
  PCs for revenge.
  Treasure: While the majority of the wine racks and their 
  contents are destroyed, a DC 25 Perception check reveals 
  a hidden stash that survives under the bar. This stash 
  includes four bottles of century-old elven spirit wine that 
  has just reached its apex, worth 175 gp each. In addition, 
  several of Tyspar’s fine potions remain as well—two potions 
  of cure moderate wounds, two potions of lesser restoration, a potion 
  of levitate, two potions of mage armor, a potion of protection from 
  arrows, and a potion of reduce person.
  B18. PrivAte lounge
  This chamber looks to have been designed for both comfort 
  and function. Oversized beds and couches litter the room, but 
  there are also desks for study, maps and libraries for research, 
  and even a small exercise area.
  Venture-Captain Ghaelfin was the first to admit that 
  he played favorites with his own adventuring band. When 
  he built Delvehaven, he included this hidden meeting 
  chamber known to the Amber Privateers alone. Here they 
  could plan expeditions, prepare spells in private, or simply 
  hide from the regular guests populating the upper levels. 
  Treasure: Little of worth is left, as the Amber Privateers 
  each took their favorite items with them when they left. 
  Nevertheless, a successful DC 15 Perception check uncovers 
  a well-crafted pre-Thrune Chelish banner worth 75 gp, a 
  vial of oil of daylight, a scroll of sending, and a scroll of lesser 
  globe of invulnerability folded into origami birds. At your 
  option, you could include one of the strange relics detailed 
  on pages 52–59 in this room, a late-arrival delivery that the 
  Pathfinders placed in this room for safekeeping a few days 
  or weeks before Aroden’s death, and which has languished 
  in here, forgotten, for over 100 years.
  B19. BiSBy’S finAl reSting PlAce (cr 7)
  The iron door to this room is locked by the force of Bisby’s 
  mad spirit. The door is effectively magically treated 
  (hardness 20, hp 120, Break DC 48; Disable Device DC 35) as 
  a result, and any damage inflicted on the door self-repairs 
  at the rate of 2 hp per round. Before the Thrune Pathfinders 
  weakened Bisby’s spirit in their self-destructive final 
  attempt to destroy him, these DCs and repair effects were 
  much higher. Of course, if the PCs have recovered the 
  keyring from the Wave Door cache, one of the keys can be 
  used to easily unlock the door.
  The walls of this room are lined with bookshelves. A velvet 
  sofa along the southern wall contains a single skeleton clad in 
  long-decayed rags, its arms wrapped tightly around a burlap 
  bag bulging with unseen items. A scattered pile of junk sits on 
  the floor before the skeleton, a corona of treasures and clutter 
  alike. A message in Common is scrawled on the wall in huge 
  crude lettering opposite the seated skeleton: “He who steals 
  from me dies by my hand.” The grisly pile of skeletal remnants 
  heaped in a mound in the center of the room seems to testify 
  to this threat.
  The skeleton in the chair is the mortal remains of 
  Pathfinder Donatalus Bisby. It was here that he finally 
  died, in the deepest throes of his paranoia. Ultimately 
  convinced the entire world was trying to steal everything 
  he had worked so hard to unearth, he gathered as many 
  
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  Council of Thieves Part 3 of 6
  of the lodge’s valuables as he could carry, brought them 
  into this chamber, and locked himself and his collection 
  within. As the world without roiled in chaos and turmoil 
  from Aroden’s death, so too did Bisby, and his madness 
  grew more and more overwhelming. In time he ran out 
  of food and water. Ultimately, he died of thirst, guarding 
  his treasures against thieves that never came—never, that 
  is, until the Thrune Pathfinders reopened Delvehaven. 
  During those 2 years, Bisby’s spirit did much damage to 
  the would-be thieves, working via haunts and through 
  the actions of his soulbound dolls. The same dolls often 
  brought to his door fragments and remnants of Thrune 
  Pathfinders they’d destroyed (Bisby’s spirit opened the 
  door for the dolls in this event)—the mound of skeletal 
  parts on the floor is all that remains of these poor souls.
  Creatures & Haunt: This is the epicenter of Bisby’s 
  madness and lingering spirit, and his skull is a haunted 
  object. In addition, the undead remnants of some of 
  the Thrune Pathfinders remain here, bound by Bisby’s 
  spirit as a pair of shadows. Any attempt to establish 
  communication with Bisby’s spirit (such as via speak with 
  dead, grave candle, resurrection, or even simple attempts to 
  detect thoughts or use telepathy on his remains) unleashes 
  the full extent of his madness upon the PCs. No matter 
  how they attempt to contact him, the intended effects of 
  the attempt do not manifest. Instead, Bisby’s skull rises 
  from his bones to scream, “Thieves! Thieves! Thieves!” As 
  it does so, two shadows rise up from the pile of Thrune 
  Pathfinder remains to attack the PCs. Bisby’s skull and the 
  shadow guardians can also be triggered by any attempt 
  to disturb the skeletal remains or any attempt to touch, 
  manipulate, or steal any of the room’s treasure.
  Bisby’s haunted skull can be pacified a number of ways. 
  As a haunted object, it can be defeated by the application of 
  positive energy. Damaging the skull with other effects (such 
  as weapons, acid, fire, and other energy) can temporarily 
  halt its effects, but the skull rebuilds itself after 1 round of 
  such damage. Certain additional effects, as detailed in the 
  haunt’s stat block below, can pacify it as well. Otherwise, 
  only exiting the room or destroying his shadow guardians 
  causes the skull to grow silent, at which point it calms 
  enough to address the PCs (see Development, below).
  Shadows (2) 
   
  Cr 3
  XP 800 each
  hp 19 each (Pathfinder RPG Bestiary 245)
  Bisby’s Skull 
   
  Cr 5
  XP 2,400
  CN persistent haunted Diminutive object (skull)
  Caster Level 5th
  notice automatic (Bisby’s skull rises into the air and screams, 
  “Thieves! Thieves! Thieves!”)
  AC 14 (+4 size)
  hp 22 (hardness 2)
  Fort +4, ref +4, Will +4
  Weaknesses Bisby’s skull can be deceived by hide from undead, 
  invisibility, Stealth, and any effect that hides a target from 
  view. In addition, effects that calm or cure madness can harm 
  this haunt. Calm emotions and lesser restoration, if cast upon 
  the skull with a successful touch attack, inflict 1d4 points of 
  damage per caster level—the skull can make a Will save against 
  the spell’s DC to halve the damage. Restoration inflicts 1d8 
  points of damage per caster level (Will save halves), and heal or 
  greater restoration destroys the haunt, no save. The skull heals 
  all damage caused by other sources at the end of its round, so a 
  person could theoretically keep the haunt from manifesting its 
  effect by smashing it to splinters each round.
  eFFeCtS
  trigger touch or mental contact; reset automatic (24 hours)
  effect Each round Bisby’s skull is active, it casts a phantasmal killer 
  spell (save DC 16) at the target that activated it, or at the closest 
  target in range if that target is not available.
  Treasure: The various items that Bisby managed to 
  scavenge from Delvehaven and brought here to protect testify 
  to his madness in those final hours, for they represent a 
  somewhat eccentric collection of objects, including six vials 
  of truecolor dye (see page 34), a pair of chopsticks made from 
  manticore spikes worth 15 gp, a leather pouch containing 
  six bloodstones worth 50 gp each, a masterwork bolas, a 
  silver signal whistle worth 60 gp, a golden bell carved with 
  Thassilonian runes worth 450 gp, a ring of swimming, a set of 
  pipes of sounding, and a lens of detection.
  Although Bisby’s nonmagical gear rotted away long ago, 
  several of his magical items still adorn his skeletal remains 
  or lie nearby. He still wears his suit of +1 leather armor. A ring 
  of protection +2 sits on one bony finger, and his +1 animal-bane 
  heavy crossbow sits across his legs. An efficient quiver containing 
  60 mithral-headed crossbow bolts and two javelins of lightning 
  is wedged between his bones and the back of the chair he 
  sits in. His wayfinder is clutched in one hand, a dusty rose 
  prism ioun stone set in the wayfinder’s central receptacle. As 
  long as this ioun stone is kept in the wayfinder in this way, the 
  wayfinder’s powers are suppressed but the ioun stone grants 
  a +2 insight bonus to its owner’s CMB bonus and on his 
  CMD score in addition to the normal +1 insight bonus to AC. 
  Further details on how wayfinders and ioun stones interact can 
  be found in Pathfinder Chronicles: Seekers of Secrets.
  Development: If the PCs silence Bisby’s skull (either by 
  reducing its hit points to 0 with the appropriate kind of 
  damage or by destroying the two shadows), the haunted 
  skull drops down onto its skeleton and remains quiet 
  unless the PCs can present a wayfinder or manage to 
  convince Bisby’s spirit they are friends to the Pathfinders 
  with a DC 25 Bluff or Diplomacy check.
  
  43
  What Lies in Dust
  Once his spirit is quieted, the PCs can speak to Bisby’s 
  haunt for a short time before his period of lucidity fades and 
  he goes completely inert for a day (after which he returns 
  to his normal violence and paranoia). During this time of 
  lucidity, you can use Bisby to fill the PCs in on much of 
  the history of what befell the great Pathfinder in his final 
  days. In particular, he can convey to the PCs the fact that 
  he fears his companion, the half-elf Ilnerik Sivanshin, 
  stole part of the Aohl and fled to Nidal to sell it there. Bisby 
  can explain how the Aohl, once its two components were 
  separated, no longer had countering forces to keep them in 
  check. He can also tell the PCs that the portion Ilnerik left 
  behind was called the Morrowfall and depicted an eagle’s 
  head, the representation of a long-dead sun cult, the name 
  of whose god has fallen into utter obscurity. This portion 
  grew unstable over the week that followed, periodically 
  emitting blinding and searing blasts of sunlight so that 
  the Pathfinders were forced to secure it in a deep vault 
  below, both for its security and to prevent the blasts of 
  light from hurting anyone. Bisby knows the entrance to 
  the deeper vault is in area B21, and that to open the way, 
  one must spell out the words “Behold the Amber Arca” on 
  the red door—he informs the PCs of this even if they don’t 
  think to ask.
  Bisby can also warn the PCs that it seems likely that the 
  other half of the Aohl, the Totemrix, had a similar building 
  of power. Bisby knows that this portion of the Aohl is the 
  opposing counterpart of the golden eagle—the long dead 
  demon lord of shadows Vyriavaxus—and he fears that the 
  Totemrix, with its power uncontested by the Morrowfall, 
  may have worked a most unholy transformation on his old 
  friend Ilnerik. He confides in the PCs that “dark spirits” 
  have recently passed though these halls, and that even 
  now Bisby can feel their intrusions in the vault below, 
  beyond his reach. Worse, these “dark spirits” have in them 
  a hideous familiarity—Bisby worries that his old friend 
  Ilnerik is behind their appearance, and that they seek to 
  destroy the Morrowfall, which even now works to oppose 
  the Totemrix. With the Morrowfall’s destruction, who knows 
  what shadowy growth and vile magic the keeper of the 
  Totemrix might unleash?
  Soon (after only a few minutes of conversation with the 
  PCs, and at the point where you feel you’ve used Bisby 
  to convey to the PCs all they need to know), Bisby feels 
  his lucidity fading. His final act is to thank the PCs for 
  the few minutes of sanity they have given him, after 
  which point he fades back into silence, only to reawaken 
  as a haunt in 24 hours with, sadly, no memories of this 
  interaction with the PCs.
  In order to lay Bisby’s unquiet spirit to rest, the PCs must 
  reunite the Aohl, bringing together the Totemrix and the 
  Morrowfall after their century of separation. Doing so will 
  also lift the curse of the shadow beasts from Westcrown and 
  return the nights to its citizens—this triumphant victory 
  (and the obstacles preventing it from occurring, such as 
  the vampiric Ilnerik himself) is detailed in Pathfinder 
  Adventure Path volume #29’s “Mother of Flies.”
  Ad Hoc Experience Award: For learning of the Aohl, 
  Ilnerik’s likely transformation, and the presence of the 
  vampires in the vault below, award the PCs 4,800 XP.
  B20. ArrivAl BAy
  To the north on an upraised stage, gold, green, and magenta 
  mosaic tiles form an intricate glyph on the floor of this half-
  circle chamber of a road vanishing into the horizon. The 
  battered and blasted remains of a stone statue that may have 
  once depicted a human adventurer lie scattered throughout 
  the lower southern half of the room.
  This chamber was often used as an entry point for 
  teleporting Pathfinders—the Glyph of the Open Road 
  inlaid on the stage making it easier for those using 
  teleport to enter the vault (treat the area as very familiar 
  regardless of the number of times the traveler has 
  visited this room), provided they have teleported out of 
  the vault from this location at least once. The ruined 
  statue is the remains of a stone golem that was carved to 
  resemble Durvin Gest, one of the greatest Pathfinders to 
  ever live. The golem was destroyed after several violent 
  clashes decades ago with the Thrune Pathfinders.
  The secret door in the eastern alcove can be located with 
  a DC 25 Perception check.
  B21. Summoning chAmBer (cr 7)
  This room’s iron double doors are locked by the force of 
  Bisby’s mad spirit, similarly to those into area B19. One 
  of the keys from the Wave Door cache can be used to easily 
  unlock the door—gaseous form also works to bypass the 
  portal and enter the room beyond.
  This room is brightly lit by numerous glowing crystalline lanterns 
  hanging from the ceiling. A large summoning circle of inlaid 
  silver and cold iron sits in the center of the room. To the south, 
  a massive door of red metal, decorated with a devil’s head, bars 
  passage beyond the south wall. Strange runes decorate the 
  door’s border. To the northeast, a large desk carved from a giant 
  block of red stone rests in the corner of the room.
  This room hides the only access point to the basement 
  level below where the Pathfinders kept their most 
  important treasures. The massive stone desk sits over the 
  entrance to area B22. A DC 20 Perception check is enough 
  to note the fact that a rough gap in the floor indicates 
  that the desk sits over a hole, and that tiny runes similar 
  to those etched on the red door to the south decorate the 
  
  44
  Council of Thieves Part 3 of 6
  edges of the desk. The desk itself is solid stone (hardness 
  8, hp 750), and it’s a DC 35 Strength check to force it aside 
  to reveal the stairwell entrance below. Gaseous form also 
  allows access to the chamber.
  The key to opening the way to area B22 lies in the red 
  metal “door” to the south—this is actually a false door, 
  and any attempt to open it triggers the room’s trap. The 
  runes on the door’s face match the tiny runes carved into 
  the desk—both are letters from the Azlanti alphabet, and 
  when a letter is pressed, it glows with a soft blue light. This 
  is a complex combination lock—in order to open the way, 
  a person must use the Azlanti runes to spell out “Behold 
  the Amber Arca.” Doing so causes the stone desk to grind 
  loudly as it pivots to the side, revealing a flight of stairs.
  If the PCs don’t learn this passphrase from Bisby’s spirit, 
  they’ll need to stumble their way through the combination 
  by making a DC 35 Disable Device check. Failure by 5 or 
  more triggers the trap.
  Trap: A ferocious predator from the depths of Hell is 
  bound into the metal of the red door, part of a dangerous 
  trap intended to punish those who attempt to force entry 
  into the Amber Arca. When the trap is triggered, the red 
  door suddenly flashes with heat, glowing red-hot as steam 
  and smoke pours out of the devilish face decorating the 
  door. It then swings open, seeming to reveal nothing but 
  a blank wall beyond, yet in fact releasing a hellcat into the 
  room. In bright light, this predatory outsider is invisible, 
  but in darker conditions it becomes increasingly visible as 
  something that appears to be a skeletal cat-like creature 
  with burning bones and great fangs.
  Hellcat Door 
   
  Cr 7
  XP 3,200
  type magic; Perception DC 30; Disable Device DC 30
  eFFeCtS
  trigger special (when passphrase is incorrectly entered or an 
  attempt to stumble through entering the passphrase fails by 5 
  or more, or immediately upon any attempt to force open the 
  entrance to area B22); Bypass passphrase (“Behold the Amber 
  Arca”); reset automatic (after 1 minute)
  effect conjures a hellcat into the room to attack foes
  Hellcat 
  Cr 7
  XP 3,200
  LE Large outsider (evil, extraplanar, lawful)
  init +9; Senses darkvision 60 ft., scent; Perception +18
  DeFenSe
  AC 21, touch 15, flat-footed 15 (+5 Dex, +1 dodge, +6 natural, –1 size)
  hp 85 (9d10+36)
  Fort +7, ref +10, Will +5
  Defensive Abilities invisible in light; Dr 5/good; resist fire 10; Sr 17
  oFFenSe
  Speed 40 ft.
  Melee 2 claws +13 (1d6+5 plus grab), bite +13 (2d6+5) 
  Space 10 ft.; reach 5 ft.
  Special Attacks pounce, rake (2 claws 1d6+5)
  tACtiCS
  During Combat Once conjured into the room, the hellcat attacks 
  the creature closest to the red door. If a foe in a mixed group 
  seems particularly good at hurting it, the hellcat switches to 
  attack that enemy.
  Morale The hellcat fights to the death.
  StAtiStiCS
  Str 21, Dex 21, Con 19, int 10, Wis 14, Cha 10
  Base Atk +9; CMB +15; CMD 31
  Feats Combat Reflexes, Dodge, Improved Initiative, Lightning 
  Reflexes, Mobility
  Skills Acrobatics +17 (+21 jump), Climb +17, Perception +18, Stealth 
  +17, Survival +14, Swim +17; racial Modifiers +4 Perception, 
  +4 Stealth
  Languages Infernal (cannot speak); telepathy 
  100 ft.
  SPeCiAL ABiLitieS
  invisible in Light (Su) In bright light, a 
  hellcat is naturally invisible. In normal 
  light, a hellcat has partial concealment 
  (20% miss chance), while in dim light, 
  it has no special concealment. Darkness 
  smothers the creature’s flickering glow and 
  conceals it normally.
  
  45
  What Lies in Dust
  Treasure: There are a dozen crystal lanterns hanging 
  from the roof here—each lantern bears a continual flame 
  spell, and is worth 200 gp.
  B22. Secret StAirS
  This flight of stairs winds downward into a darkness that is 
  periodically shattered by the erratic flashing of a bright but 
  distant light.
  These stairs lead down to the vault level of Delvehaven; 
  the flashing light is from the partially blocked Morrowfall 
  located in the Amber Arca (area B27). Note that the grinding 
  of the stone desk in area B21 (or its noisy destruction) 
  automatically alerts the vampires in the vault below of the 
  PCs’ approach.
  B23. mAuSoleum (cr 7)
  Three large stone sarcophagi stand on the floor of this 
  mausoleum. The carvings on the coffin lids are crude, vaguely 
  depicting faceless humanoids with arms crossed over their 
  chests. Wooden lockers hang on the south wall, behind the 
  stone coffins. A tangle of bones lies scattered throughout the 
  room, while a small stack of ribs and femurs that bear intricate 
  scrimshaws sit on the lid of the central sarcophagus.
  Until recently, this small mausoleum contained the 
  remains of the original three founders of Delvehaven—
  now, their bones lie scattered about the room, the choice 
  pieces set aside for the Mazeflesh Man’s entertainment. 
  The vampire has carved tangled designs into the bones 
  with his talons, turning each into scenes of the dead 
  rising from graves and evil spirits floating through 
  the air. While intricate, these grisly carvings are not 
  worth much.
  Each sarcophagus contains a thick layer of moist 
  soil, transported here by the vampires for their comfort. 
  These coffins are their homes as long as they guard the 
  vault, and if any of the vampires are 
  reduced to 0 hit points, they 
  flee to one of these caverns 
  to recover.
  Creature: The Mazeflesh Man chose this room as his 
  own mostly because he had no interest in the contents 
  of the other two rooms, but partially because he believes 
  that by lairing here, where all three of the vampires must 
  eventually come to rest, he’ll have some sort of advantage.
  Known in life by the name Vashian, the Mazeflesh Man 
  was a Varisian thug who prided himself on his extensive 
  body tattoos. The maze of tattoos transformed an already 
  intimidating man into a true menace, and he spent much 
  of his youth in Westcrown flaunting the city’s curfew. He 
  eventually paid for this foolishness when Ilnerik came 
  upon the Varisian while he was preparing to smuggle a 
  shipment of magic weapons out of town. Ilnerik chose to 
  transform the man into a thrall rather than kill him, and 
  ever since, the Mazeflesh Man has continued his work as a 
  smuggler and a thug, only now his actions are dictated by 
  the master of shadows.
  Regardless of the form he takes, be it a wolf or even a 
  cloud of gas, the Mazeflesh Man is always identifiable by 
  the alien pattern of alternating light and dark twined lines 
  that mark his form. When he uses his children of the night 
  ability to summon bats or wolves, they too bear the maze-
  like mark of his tattoos in their flesh and fur.
  the Mazeflesh Man 
   
  Cr 7
  XP 3,200
  Male human vampire fighter 6
  CE Medium undead (augmented humanoid)
  init +10; Senses darkvision 60 ft.; Perception +18
  the mAzefleSh mAn
  
  46
  Council of Thieves Part 3 of 6
  DeFenSe
  AC 24, touch 17, flat-footed 17 (+1 dodge, +6 Dex, +7 natural)
  hp 61 (6d10+24); fast healing 5
  Fort +7, ref +8, Will +4
  Defensive Abilities bravery +2, channel resistance +4; Dr 10/
  magic and silver; immune undead traits; resist cold 10, 
  electricity 10
  Weaknesses vampire weaknesses
  oFFenSe
  Speed 30 ft.
  Melee slam +11 (1d4+7 plus energy drain)
  ranged +1 repeating heavy crossbow +15/+10 (1d10+4/19–20)
  Special Attacks blood drain, children of the night, create spawn, 
  dominate (DC 15), energy drain (2 levels, DC 15)
  tACtiCS
  During Combat The Mazeflesh Man opens combats with his 
  magic repeating crossbow, but rarely gets to the point in 
  a battle where he’s forced to reload the weapon since his 
  bloodlust to wade into melee combat to smash foes with his 
  fists takes over. He prefers to attack humans whom he loved 
  in life, particularly Varisian women, who mock him with their 
  beauty and curves. Against weak and helpless foes, he often 
  assumes wolf form to lengthen the drama of his hunt, finishing 
  his kill by draining blood. 
  Morale The Mazeflesh Man fights until reduced to 0 hit points, at 
  which point he retreats to one of the coffins here to recover.
  StAtiStiCS
  Str 20, Dex 22, Con —, int 10, Wis 14, Cha 14
  Base Atk +6; CMB +11; CMD 28
  Feats Alertness, Combat Reflexes, Deadly Aim, Dodge, Exotic 
  Weapon Proficiency (repeating heavy crossbow), Improved 
  Initiative, Improved Natural Armor, Lightning Reflexes, Point-
  Blank Shot, Precise Shot, Toughness, Vital Strike, Weapon 
  Focus (repeating heavy crossbow), Weapon Specialization 
  (repeating heavy crossbow)
  Skills Bluff +10, Intimidate +11, Knowledge (engineering) +9, 
  Perception +18, Sense Motive +12, Stealth +14
  Languages Common
  SQ armor training 1, change shape (dire bat or wolf, beast shape 
  II), gaseous form, shadowless, spider climb, weapon training 1 
  (crossbows +1)
  Gear +1 repeating heavy crossbow with 20 bolts, golembane scarab
  B24. Scroll chAmBer (cr 7)
  The walls of this room are lined with shelves, although they 
  are badly scorched and burnt, the scrolls and books that once 
  rested upon them now nothing more than ashes.
  B25
  B27
  B26a
  B26
  B24
  B23
  1 Square = 5 feet
  1 Square = 5 feet
  B25
  B27
  B26a
  B26
  B24
  B23
  
  47
  What Lies in Dust
  This chamber once held a vast repository of knowledge 
  and magic, the collection of all Delvehaven’s lore and 
  research. When Aroden died and chaos took hold 
  of Westcrown, Delvehaven’s venture-captain moved 
  swiftly and saved the important and unique parts of this 
  collection, stashing them in a portable hole and burying it 
  in a safe location. What he left behind was less important 
  material—and rather than see it fall into an enemy’s 
  hands, he burnt the holdings to ash. The location of the 
  buried portable hole and the nature of its contents are left 
  to you to develop as you wish if you want to expand this 
  adventure.
  Creature: The vampire denizen of this chamber is 
  Vahnwynne Malkistra, in life an ambitious and talented 
  vampire hunter who had uncanny skill at wielding 
  wooden stakes as weapons. With 14 slayings already to 
  her name elsewhere in Cheliax, she followed a string of 
  clues from several of her vampiric 
  victims and hoped to confront 
  their creator here in Westcrown. 
  Of course, Ilnerik left those clues on 
  purpose as bait, luring Vahnwynne 
  into a trap and transforming her into 
  the very thing she hated.
  Her new life as a vampire is a constant 
  shame and torment, yet under her master’s 
  control, she cannot seek peace. Instead, 
  she throws herself into battle with foes eagerly, 
  hoping for the day that someone might use one of 
  her own wooden weapons on her to end her undead 
  immortality.
  Vahnwynne Malkistra 
   
  Cr 7
  XP 3,200
  Female vampire elf ranger 4/rogue 2 (Pathfinder RPG Bestiary 270)
  LE Medium undead (augmented humanoid)
  init +9 (+11 underground); Senses darkvision 60 ft., low-light 
  vision; Perception +23 (+25 underground)
  DeFenSe
  AC 26, touch 16, flat-footed 20 (+3 armor, +5 Dex, +1 dodge, 
  +6 natural, +1 shield)
  hp 65 (6 HD; 4d10+2d8+30); fast healing 5
  Fort +7, ref +13, Will +2; +2 vs. enchantment
  Defensive Abilities channel resistance +4, evasion; Dr 10/
  magic and silver; immune undead traits; resist cold 10, 
  electricity 10
  Weaknesses vampire weaknesses
  oFFenSe
  Speed 35 ft.
  Melee +1 wooden stakes +10/+5 (1d4+6) or
  slam +10 (1d4+5 plus energy drain)
  Special Attacks blood drain, children of the night, create spawn, 
  dominate (DC 17), energy drain (2 negative levels, DC 17), 
  favored enemy (undead +2), favored terrain (underground +2), 
  sneak attack +1d6
  Spells Prepared (CL 2nd)
  1st—resist energy
  tACtiCS
  During Combat Vahnwynne casts resist fire on herself on the first 
  round of combat, then uses her wooden stakes in battle. She 
  prefers not to use her slam attack, as the act of energy draining 
  shames and enrages her—but if faced with a particularly vexing 
  or dangerous foe, she’ll put aside her shame to use her more 
  dangerous natural weapon.
  Morale Vahnwynne fights until reduced to 0 hit points, at which 
  point she flees to area B23 to recover.
  StAtiStiCS
  Str 21, Dex 20, Con —, int 14, Wis 14, Cha 18
  Base Atk +5; CMB +10; CMD 26
  Feats Alertness, Combat Reflexes, Dodge, Double 
  Slice, Endurance, Fleet, Improved Initiative, 
  Lightning Reflexes, Toughness, Two-
  Weapon Defense, Two-Weapon Fighting, 
  Weapon Focus (wooden stake)
  Skills Acrobatics +14, Bluff +21, Climb 
  vAhnWynne mAlkiStrA
  
  48
  Council of Thieves Part 3 of 6
  +14, Intimidate +13, Knowledge (local) +11, Perception +23 
  (+25 underground), Sense Motive +18, Stealth +22 (+24 
  underground), Survival +11 (+13 underground)
  Languages Common, Elven, Infernal, Shadowtongue
  SQ change shape (dire bat or wolf, beast shape II), gaseous form, 
  hunter’s bond (companions), shadowless, spider climb, track +2, 
  trapfinding, wild empathy +9
  Gear +1 leather armor, +1 wooden stakes (2)
  B25. the chAmBer of treAtieS (cr 7)
  The shelves along the walls of this room are filled with glass 
  cases, each containing a different expanse of parchment 
  covered with stylized writing and elaborate wax seals. 
  Unknown to many Pathfinders outside of Delvehaven’s 
  walls, the Amber Privateers took special pride in building 
  up a secret collection of famous historical documents 
  they then displayed here. The numerous treaties on 
  display include many minor ones between noble houses, 
  merchant guilds, and the like, but the following five are 
  of particular interest (each is worth 150 gp to a collector).
  •	 The	 declaration	 of	 Haliad	 I	 designating	 Sargava	 as	
  colony of Cheliax in 4138 ar (Appraise DC 25—the text 
  is accurate, but this is not the original—the Haliad seal 
  is a copy). 
  •	 A	letter	from	Count	Andachi	conscripting	the	mercenary	
  general Kazavon to drive the Belkzen orcs from Ustalav 
  in 4042 ar (Appraise DC 30—a genuine original).
  •	 Signed	by	Setsuna	Kuga,	the	Perfect	Swordswoman,	this	
  treaty documents Minkai’s declaration of war against 
  the Teikoku Shogunate in 3616 ar (Appraise DC 25—the 
  detailed calligraphy is authentic).
  •	 A	 letter	 from	 Shadowcount	 Thenris	 IV	 of	 Nidal	
  commissioning the Red Mantis to assassinate the 
  dragon Menkare of Hermea in 4577 ar (Appraise DC 
  15—the letter is a forgery, an unsuccessful attempt to 
  incite a conflict).
  •	 A	peace	treaty	signed	in	2133	ar between Taldor’s Seventh 
  army of Exploration and 11 tribes of Isgeri Kellids 
  (Appraise DC 20—the text is original, but someone 
  has added an additional section further limiting the 
  native’s entitlements; the insert was placed there 2–3 
  years after the original signature ink had settled).
  Creature: Father Jair has selected this room as 
  his temporary lair, and has been spending his time 
  committing the contents of the treaties here to memory 
  should he be forced to flee without them. He’s fascinated 
  by these ancient agreements, for in life he worshiped 
  Norgorber as the Reaper of Reputation, and was a private 
  man who enjoyed amassing secrets. He learned of Ilnerik’s 
  position as the lord of Westcrown’s shadow beasts after 
  learning one too many secrets, and sought out the vampire 
  to deliver an ultimatium—vampirism in return for loyalty 
  in keeping his secret. Intrigued more by Jair’s bravery and 
  skills rather than worried by his threat, Ilnerik agreed to 
  the arrangement and turned Jair into a thrall.
  Jair 
   
  Cr 7
  XP 3,200
  Male human vampire cleric of Norgorber 6
  NE Medium undead (augmented humanoid)
  init +7; Senses darkvision 60 ft.; Perception +15
  DeFenSe
  AC 25, touch 14, flat-footed 21 (+5 armor, +3 Dex, +1 
  dodge, +6 natural)
  hp 58 (6d8+30); fast healing 5
  Fort +9, ref +7, Will +10
  Defensive Abilities channel resistance +4; Dr 10/magic and 
  silver; immune undead traits; resist cold 10, electricity 10
  Weaknesses vampire weaknesses
  JAir
  
  49
  What Lies in Dust
  oFFenSe
  Speed 30 ft.
  Melee +1 short sword +10 (1d6+5/19–20), slam +3 (1d4+2 plus 
  energy drain)
  ranged mwk hand crossbow +8 (1d4/19–20 plus poison)
  Special Attacks blood drain, channel negative energy 9/day (DC 17, 
  3d6), children of the night, create spawn, dominate (DC 17), energy 
  drain (2 negative levels, DC 17)
  Domain Spell-Like Abilities (CL 6th)
  8/day—copycat
  7 rounds/day—clairvoyance/clairaudience
  Spells Prepared (CL 6th)
  3rd—blindness/deafness (DC 18), dispel magic, speak with deadD 
  (DC 18), summon monster III
  2nd—darkness, death knell (DC 17), find traps, invisibilityD, silence 
  (DC 17)
  1st—command (DC 16), comprehend languages, disguise selfD (DC 
  16), divine favor, obscuring mist, sanctuary (DC 16)
  0 (at will)—bleed (DC 15), detect magic, mending, read magic
  D domain spell; Domains Knowledge, Trickery
  tACtiCS
  During Combat Jair relies heavily on his negative energy 
  channeling in combat, using it to fortify himself and his undead 
  allies or to harm living opponents. If he has the opportunity, 
  he casts divine favor before entering combat, and invisibility 
  or sanctuary once brought below 20 hit points so he can use 
  healing to recover before continuing the battle.
  Morale Jair fights until reduced to 0 hit points, at which point he 
  flees to area B23 to recover.
  StAtiStiCS
  Str 18, Dex 17, Con —, int 12, Wis 20, Cha 18
  Base Atk +4; CMB +8; CMD 22
  Feats Alertness, Combat Reflexes, Dodge, Extra Channel, 
  Improved Initiative, Lightning Reflexes, Mobility, Skill Focus 
  (Stealth), Toughness, Weapon Focus (short sword)
  Skills Bluff +21, Knowledge (religion) +10, Perception +15, Sense 
  Motive +14, Spellcraft +10, Stealth +23
  Languages Common, Shadowtongue
  SQ change shape (dire bat or wolf, beast shape II), gaseous form, 
  lore keeper, shadowless, spider climb
  Combat Gear wand of inflict moderate wounds (38 charges); 
  other Gear +1 chain shirt, +1 short sword, masterwork hand 
  crossbow with 10 poisoned bolts (greenblood oil; Fort DC 13; 
  1/round for 4 rounds; 1 Con; cure 1 save), gold holy symbol 
  worth 200 gp, wayfinder
  B26. the gAuntlet of Sun (cr 7)
  Three separate layers of huge vault doors of stone once barred 
  the way down this massive dark hall. Each has been forced 
  apart by what looks to be the pounding of a thousand blows—
  the doors now hang askew on their hinges. Just north of the 
  door are large piles of rubble on which numerous mirrors 
  have been affixed, their reflective surfaces aiming to the north 
  end of the hall.
  The approach to area B27 was originally protected 
  by three magically reinforced doors, but the vampires 
  managed to bash through them (at some small cost to their 
  numbers) only to reveal something they were ill-equipped 
  to handle. The Morrowfall sits at the end of the hall, its 
  energy building and pulsing now that it has spent so long 
  without its antithesis, the Totemrix. As a result, the eagle-
  headed Morrowfall glows brightly, as if with a daylight spell, 
  at the far end of the hall. More importantly, it periodically 
  blasts the surroundings with sun rays, especially when 
  it is approached. The vampires lost several spawn to this 
  defense, and after they decided to ambush the PCs instead, 
  they did their best to shield themselves from the light by 
  setting up numerous mirrors in this hall to reflect the 
  light back north.
  The tunnel at area B26a is the remains of a good idea gone 
  sour—the vampires tried to tunnel around the hall in an 
  attempt to approach area B27 from the north, only to discover 
  that despite the intervening solid walls, the sickening 
  radiance of the Morrowfall extended even into this tunnel.
  Creatures: The four remaining vampire spawn stand 
  guard amid the sundered doors, waiting for any intruders 
  to descend the stairs to the south from area B22. Their 
  proximity to the Morrowfall over the past several days has 
  affected them in an unusual way, weakening them so that 
  they suffer a –2 penalty on all attack rolls, initiative checks, 
  skill checks, and saving throws, as well as to their Armor 
  Class—in addition, they have lost their fast healing. The 
  vampire spawn are eager to be gone from this place, and 
  view the slaughter of the PCs as their ticket back to less 
  dangerous haunts.
  Weakened Vampire Spawn (4) 
   
  Cr 3
  XP 1,200 each
  Pathfinder RPG Bestiary 271
  CE Medium undead
  init –1; Senses darkvision 60 ft.; Perception +9
  DeFenSe
  AC 13, touch 9, flat-footed 12 (+1 Dex, +4 natural, –2 from 
  Morrowfall proximity)
  hp 30 each (4d8+12)
  Fort +1, ref +0, Will +3
  Defensive Abilities channel resistance +2; Dr 5/silver; immune 
  undead traits; resist cold 10, electricity 10
  Weaknesses resurrection vulnerability, vampire weaknesses
  oFFenSe
  Speed 30 ft.
  Melee slam +2 (1d4+1 plus energy drain)
  Special Attacks blood drain, dominate (DC 14), energy drain (1 
  level, DC 14)
  
  50
  Council of Thieves Part 3 of 6
  relic on the central dais—appearing similar to an eagle’s head, 
  the relic illuminates the room with a powerful glow of daylight.
  The Morrowfall’s long residence in this vault has altered 
  its magical properties. The relic constantly radiates 
  bright illumination to a radius of 30 feet, normal light 
  for another 30 feet, and then finally dim light in the final 
  30 feet. Now and then, it pulses brighter, momentarily 
  doubling the radius of this illumination. Certain 
  relatively weak undead (such as vampire spawn) that 
  spend too long in this proximity sicken and weaken, but 
  more powerful undead (such as the three vampires) are 
  merely discomforted by the radiance.
  If anyone approaches within 60 feet of the relic, the 
  Morrowfall’s flashing increases and it fires a sunbeam (Reflex 
  DC 20) in a random direction down the hall once per round. 
  This sunbeam targets all creatures in a line down one of the 
  four 5-foot-wide sections of the 20-foot-wide hallway.
  Anyone who approaches within 30 feet of the relic causes 
  it to also unleash a sunburst (Reflex DC 22), filling that 30-
  foot radius once per round.
  Both the sunbeam and sunburst effects function at CL 15th. 
  While these effects are powerful and quite devastating to 
  vampires, the PCs should be able to weather or endure their 
  effects long enough to run up and grasp the Morrowfall—
  once the relic is touched by a living creature, the pulsing 
  lights, sunbeams, and sunbursts cease and the relic reverts 
  to its normal state (see the sidebar). Note that if the vampires 
  see this occur, they immediately realize that by dominating 
  a PC, they can simply have that character serve as a mule to 
  carry the Morrowfall someplace where it can be destroyed.
  Treasure: Although the Amber Privateers were able to 
  secret away a number of treasures over Bisby’s objection, 
  this vault still contains several potent items, each labeled 
  with a descriptive brass nameplate.
  •	 “Whisperslash—the	dueling	sword	of	Baron	Agustine	
  II, the Cold Veteran of Oppara” (This exquisite blade is 
  a +1 defending mithral rapier.)
  •	 “Hand	of	the	Pharaoh	of	Nagas,	Osirion”	(This	is	a	well-
  preserved, five-fingered, long-nailed mummy’s hand—
  it functions as a luckstone.)
  •	 “Chess	 set	 gifted	 from	 Taldor	 to	 Cheliax	 in	 4315	 ar” 
  (This exquisite chess set is worth 3,500 gp.)
  •	 “The	Morrowfall”	(see	sidebar)
  Ad Hoc Experience Award: For securing the Morrowfall, 
  award the PCs 6,400 XP.
  concluding the Adventure
  The goal of this adventure is the recovery of the Morrowfall 
  from Delvehaven’s vault—without the Morrowfall, the PCs 
  won’t be able to end the shadow beast curse on Westcrown, 
  tACtiCS
  During Combat Eager to slay the PCs, the vampire spawn focus 
  their attacks on the same foe.
  Morale The vampire spawn fight until destroyed.
  StAtiStiCS
  Str 12, Dex 12, Con —, int 11, Wis 13, Cha 15
  Base Atk +3; CMB +4; CMD 15
  Feats Improved Initiative, Toughness
  Skills Intimidate +7, Knowledge (local) +5, Perception +9, Stealth +14
  Languages Common
  SQ gaseous form, shadowless, spider climb
  B27. the AmBer ArcA
  Broad stairs lead up to a circular chamber in which several 
  treasures rest on sculpted podiums and stone shelves. None 
  of the various treasures impress as much as the brilliant golden 
  the Morrowfall (Minor Artifact)
  Aura strong evocation; CL 15th
  Slot none; Weight 5 lbs.
  DeSCriPtion
  The Morrowfall is one-half of the Aohl, an artifact gifted to 
  the ancient Jaytirian Society following a sacred truce between 
  their two feuding gods of millennia past. The Morrowfall 
  is the remaining manifestation of the power of Easivra, a 
  potent sun god now all but forgotten (it’s a DC 30 Knowledge 
  [religion] check to learn Easivra’s name, but any good-aligned 
  creature that touches the Morrowfall immediately knows the 
  name and how to use the artifact’s powers). The Morrowfall 
  constantly emits daylight, as per the spell. In addition, by 
  presenting it strongly and uttering 
  Easivra’s name (a standard 
  action), the Morrowfall 
  can be used to cast the 
  following spells.
  At Will—detect 
  undead, disrupt 
  undead, daze monster 
  (DC 13)
  3/day—blindness (DC 13), 
  daylight, searing light
  1/day—sunbeam (DC 20), 
  sunburst (DC 22)
  DeStruCtion
  When the Morrowfall is joined 
  with its counterpart, the Totemrix, 
  its powers (as well as those of the 
  Totemrix) are suppressed. In this state, both it and the Totemrix 
  can be destroyed by anything capable of destroying a magic 
  metal object of its size.
  
  51
  What Lies in Dust
  and with the Morrowfall, they’ll find that their inevitable 
  confrontation with the vampire master Ilnerik will be 
  much more in their favor.
  Regardless of how the PCs handle their success in 
  Delvehaven, rumors of their foray into the supposedly 
  haunted Pathfinder lodge spread. Whispers of the heroes 
  defeating a nest of vampires, exorcising a legion of haunts, 
  or otherwise performing deeds of heroism in Delvehaven 
  become popular. While few are brave enough to follow in 
  the PCs’ footsteps and try their own luck in Delvehaven, 
  the party’s fame grwos. For navigating Delvehaven, award 
  the PCs 2 Fame Points.
  Ailyn Ghonstavos is particularly eager to hear 
  everything she can from the PCs regarding what they 
  found in Delvehaven. She has no real interest in the 
  treasure the PCs may have looted from the lodge, and 
  goes as far as to say that they’ve earned such items as 
  surely as any Pathfinder earns treasure from exploring 
  a dangerous ruin. Her particular interest is in learning 
  the fates of the missing Pathfinders and finding out all 
  she can about the PCs’ adventures. Once she’s satisfied 
  with their report, she congratulates them again and 
  announces that she will be leaving for Absalom on the 
  morrow to deliver the report. The Pathfinder Society 
  eventually sends agents to retake Delvehaven, but not so 
  fast that they arrive before the Adventure Path is over.
  Of all the foes the PCs clash with in Delvehaven, the 
  vampires are the most dangerous. This adventure assumes 
  that the PCs defeat all three, but if any of them manage 
  to escape, they could appear again in one of the following 
  adventures, particularly in Pathfinder Adventure Path volume 
  #29’s “Mother of Flies,” although Ilnerik is just as likely to 
  destroy his failed thralls as welcome them back once the 
  PCs force them to flee.
  Yet it won’t be long before both the PCs and the Council 
  of Thieves will be forced to act, for the damage done to 
  the mayoral estate of Aberian’s Folly has reached a critical 
  point. Liebdaga the Twin, the pit fiend imprisoned 
  under the manor, is about to break his chains, and the 
  spiral of fire his flexing wings send up through the 
  manor above and into the skies above Westcrown will 
  signal the beginning of a new time of troubles for the 
  city. Chammady and Ecarrdian will be forced to act 
  before they’re ready, and as their agents scramble to 
  invade the ruins of Aberian’s Folly and secure the aid 
  of the wakening pit fiend, the PCs will have a desperate 
  chance to prevent their city from burning in the coming 
  Infernal Syndrome.
  
  52
  Council of Thieves
  I 
  had finally achieved what I had sought for so long, working my way up through the 
  ranks of the Society. I could hardly sleep the night before, as anticipation filled every 
  fiber of my being. I would be admitted to the vaults at the Grand Lodge of Absalom, to 
  walk among the treasures displayed there and hold history in my hands—oh, how I would 
  relive those historic moments I had read in the Chronicles! I would grip the treasures of 
  Lost Azlant recovered by Durvin Gest! The things I would see, the things I would touch!
  When finally I was allowed into the vaults, you can imagine my disappointment. All I saw 
  were crates, boxes, barrels, and chests, all sealed tight, carefully labeled and catalogued. 
  No displays, no treasures spilling forth, none of what I had imagined, and most of all, no 
  touching anything but records and the occasional box requested by one of my superiors.
  It was years before I came to fully comprehend the scope of the contents of those boxes, 
  and my awe returned.
  —Pietro Sandalwood, Pathfinder Society Archivist
  Treasures of the Pathfinders
  
  53
  Treasures of the Pathfinders
  Known Active Pathfinder Expeditions
  Pathfinder 
  Region 
  Goal
  Olos Purstwain 
  The Steaming Sea 
  The Astralabe
  Urgelmir Jholhost 
  Lands of the Linnorm Kings 
  The Beacon of the North
  Red Zarroka 
  Realm of the Mammoth Lords 
  The Tigress’s Strand
  Dr. Vhelnas Lowll 
  Kaava Lands 
  Blue Yaje
  Charlla Gracekin 
  Ustalav 
  The Saffron House
  Joadric Heimurl 
  Varisia 
  Xin-Shalast
  Quaimol the Blache 
  Andoran 
  Lirgen’s White Chest
  Bhoston Jola Rould 
  Lastwall 
  The Gluttonous Tome
  Innobar DiGomphrey 
  The Mwangi Expanse 
  The Lost City of Ird
  Adellos Mayne 
  Nidal 
  The Mute Metropolis
  Phastomal 
  Molthune 
  The Draddeth Edge
  Lord Vollod Kilmorry 
  Brevoy 
  Mistcaller
  Urom Bannahirrim 
  Katapesh 
  Astabhan’s Egg
  Arbro & Alican Brayd 
  Numeria 
  The Sky Key
  Mirima Marshaid 
  Galt 
  Lady Ninahu’s Doll
  Xasandro 
  Geb 
  The Ruby Skull of Chast
  Jojosh 
  Qadira 
  Mishan’s Melodious Feather
  Erran Domvil 
  Sargava 
  The Ghatigahani Folio
  Mrinmayee Vishvali 
  Isle of Jalmeray 
  Sinashakti’s Ribbon
  Irdris Quardama 
  Rahadoum 
  The Ghoul Stone
  Zahthal Halvaas 
  Osirion 
  The Praenomen 
  D
  oubtlessly the most famed and notorious effort of the 
  Pathfinder Society, the volumes collectively known 
  as the Pathfinder Chronicles recount the adventures 
  of Society members in some of the most far-flung and 
  fantastic realms in all Golarion. Yet these exploits 
  rarely prove exclusively academic in nature. The theme 
  of acquiring treasures recurs through the Chronicles, 
  especially treasures of a particular historical or magical 
  importance or that unlock the means to acquire further 
  such treasures. Whether collected for fortune and glory or 
  the betterment of modern society, the most interesting and 
  extraordinary relics find their way to Pathfinder lodges, 
  where they linger for study, the need of other members, or 
  as evidence of even the most outrageous chronicles.
  Presented here are 12 items of interest claimed by 
  the Pathfinder Society in recent years. While all have 
  been researched, tagged, and sorted into the collections 
  of Pathfinder lodges, similar items might be found 
  throughout Golarion or as the goals of future Pathfinder 
  expeditions. Such rare items also make particularly 
  attractive targets for thieves—whether they be outlaws or 
  the items’ true owners—but Society members rarely give 
  up their hard-won curios easily. Still others hide their 
  powers, collecting dust amid the trophy halls of lodges 
  the world over, subtle treasures hiding in the last places 
  any Pathfinder would look. Regardless of their location, 
  any of these items fit perfectly into, or just beyond, the 
  hands of members of the Pathfinder Society and might 
  serve as the aim for all manner of fantastic quests.
  OngOing ExpEditiOns
  The Pathfinder Society collects unusual treasures, both 
  magical and mundane, from a wide range of cultures, 
  countries, and continents. While many members have no 
  reservations about what they gather on behalf of the Society, 
  some journey to find specific treasures, following the paths 
  of laborious research, mysterious maps, or forgotten secrets 
  to riches long thought lost to the world. What forms such 
  Pathfinder expeditions vary wildly depending on the region 
  the members plan to work within, the tenacity and morality 
  of the participants, and the legality of such work. As such, 
  Pathfinders are just as likely to be found operating in open 
  view in archaeological digs about well-known ruins as they 
  are to work in secret, stealing glimpses and artifacts from 
  both ancient guardians and modern owners. In any case, 
  such explorers and adventuring scholars are driven on 
  by their unquenchable ambitions, be they for knowledge, 
  fame, fortune, or a combination of such desires. While the 
  venture-captains and higher echelons of the Pathfinder 
  Society keep well apprised of their members’ doings and 
  desires, all Pathfinders know that knowledge is power, and 
  that some research might better be performed in secret—
  great discoveries and revelations go far to amend breaches of 
  protocol, after all. As such, no official or truly trustworthy 
  record exists of every Pathfinder venture or expedition. 
  However, presented here is a list of several notable Pathfinders, 
  their areas of operation, and the relics they currently seek. 
  For more information on the Pathfinders and their treasures, 
  see Pathfinder Chronicles: Seekers of Secrets.
  
  54
  Council of Thieves
  BOnEs Of fOundEr raccOna
  An important notice to all Pathfinders currently in possession of 
  any bones thought to be those of Founder Raccona:
  Few don’t know the tale of Raccona, who stood before all the 
  might of Hell and its mortal slaves bearing only the tarnished 
  shield of her faith in lost Aroden, and how her brave martyrdom 
  saw her rise as the last founder and saint of that gods’ waning 
  church. Yet my investigations have proven that her remains 
  were not lost, as the histories of Cheliax’s empire record. 
  Currently in my possession are three 
  shards which I believe to be finger 
  bones of Founder Raccona. With 
  a fervor I’ve never known, I 
  spread this missive to all my 
  fellow society members planning 
  journeys into Chelish lands. Should 
  you, in the course of your purposes, come upon 
  even the smallest bones that you have right reason to believe 
  might belong to the body of Founder Raccona, or that endlessly 
  bear the heat of flame’s caress, please, I implore you, send them 
  on to the destination below. Aroden’s eternal blessings be upon 
  you all.
  —Jilvinina Holos, Augustana
  Bones of Founder Raccona
  Aura faint enchantment; CL 4th
  Slot none; Price 2,250 gp; Weight 0 to 1 lb. each (entire set weighs 
  8 lbs.)
  DeSCRiPtion
  The bones of Founder Raccona are small, blackened bone 
  fragments, most no more than an inch long, and that radiate a 
  faint, soothing warmth. Each bone grants the bearer 1 temporary 
  hit point. These temporary hit points stack with other temporary 
  hit points gained from possessing multiple bones of Founder 
  Raccona, but not with those from other sources. These temporary 
  hit points return daily at dawn. There are a total of 32 bones that 
  bear the power of the Founder Raccona.
  In addition to granting temporary hit points, the bearer of one 
  or more of these bones is always aware of the presence of other 
  bones of Founder Raccona within 50 feet.
  The bones also possess a mild drive to seek out their 
  remaining pieces. Every time a character acquires a bone of 
  Founder Raccona, she must make a Will save (DC 10 + the 
  number of bones of Founder Raccona in her possession). Failure 
  causes the character to have a dream of Founder Raccona that 
  encourages her to seek out the other bones. This dream does 
  not force the character to act, but suggests that seeking the 
  remaining bones would be a benevolent act. Should all 32 bones 
  of Founder Raccona ever be gathered together, they immediately 
  crumble to dust and release Raccona’s soul to the afterlife, losing 
  all power.
  ConStRuCtion
  Requirements Craft Wondrous Item, aid; Cost 1,125 gp
  clasp Of thE Mind scrEaM
  My analysis of this unusual artifact has confirmed my first 
  suspicions. It is incomplete, or rather, it is broken and has been 
  repaired, though by whose—or what’s—hands I cannot begin 
  to hypothesize. 
  The work is excellent, and whoever repaired it used the same type 
  of skymetal as the original, but I remain convinced that the repairs 
  have altered the intended effect of the circlet—if that is indeed 
  what it is meant to be. Furthermore, the markings and my 
  suspicions regarding its original size and 
  shape indicate that it was not designed 
  to be worn by any being with which 
  I am familiar. I believe this intended 
  wearer, and the unavailability of 
  such a subject, also influences how the 
  circlet's power manifests, and the difficulty 
  I’ve found in controlling it.
  In the hopes of furthering my research, I have constructed 
  two crude replicas in pursuit of the original device’s spirit and 
  properties. One functions as a simple communication device, 
  which I believe was the intended purpose of the original. The 
  second can only be called a weapon. I am certain I could combine 
  these two effects in a single item, but even so, the properties 
  would be separate, whereas they are clearly integral to each other 
  in the original. 
  I resolutely continue my investigation, blind as I am to the 
  truth of my subject, feeling as a child daring to comprehend the 
  work of a god.
  —Laubaun Aumeraro, New Stetven
  Clasp of the Mind Scream
  Aura moderate evocation; CL 8th
  Slot head; Price 12,800 gp; Weight 1 lb.
  DeSCRiPtion
  This strange device grants the ability to mentally communicate 
  with others, yet proves difficult to control. It generates a constant 
  field of mental static that grants the wearer a +1 bonus on Will 
  saves against mind-affecting effects. The wearer may generate an 
  attack similar to the spell shout, though the sound is mental, and 
  thus does not affect items or creatures immune to mind-affecting 
  effects, and its damage is not affected by sonic vulnerability, 
  resistance, or immunity. In addition, as part of the attack, the 
  wearer may make a DC 20 Charisma check to shape a specific 
  noise or message of five words or fewer. These sounds are purely 
  mental and not heard by any creature outside the area of effect.
  The wearer may use this effect 1d3 times per day. The GM 
  determines how many times per day the clasp of the mind scream 
  can be used. If the wearer attempts to use the clasp beyond this 
  number of times, he is affected by its effects and the clasp is inert 
  for the next 24 hours.
  ConStRuCtion
  Requirements Craft Wondrous Item, detect thoughts, shout; Cost 
  6,400 gp
  
  55
  Treasures of the Pathfinders
  EntwinEd syrinx
  The great musician Skrelyn Leisson, composer of such famed 
  works as the “Sun Queen’s Creed” and “Departed of the 
  Moon,” spent many years seeking a remarkable instrument, a 
  set of the legendary entwined syrinx of Azlant. He first read of 
  them in a fragmentary manuscript about the fall of the ancient 
  civilization, and his research led him to several sculptural and 
  pictorial representations, but not to any examples of the pipes, or 
  even an accurate replica. On several occasions he worked closely 
  with skilled craftsmen to try to recreate the syrinx, but was never 
  satisfied with the sound. Finally, word came to him of a set 
  discovered among the worldly goods of a reclusive hermit who 
  claimed Azlanti descent. At great expense, Skrelyn managed to 
  acquire the pipes.
  The instrument played beautifully, and was everything he 
  had hoped and imagined. Gradually, though, Skrelyn's music 
  took a sorrowful turn. The musician would play for hours, 
  drawing in audiences who would neglect their worldly duties 
  to listen. When his songs would finally end—usually because 
  Leisson had collapsed from exhaustion—his audience 
  would stumble away in dejection. His songs all seemed 
  mournful, every note of the magnificent syrinx seemingly 
  turned to lament some terrible end.
  Eventually Skrelyn himself withdrew from the world to a 
  remote cottage. When I went to visit him there I found but his 
  corpse, sitting in a chair, still clutching the pipes to his lips.
  —Miria Sies Tays, Macridi
  entwined Syrinx
  Aura moderate illusion; CL 7th
  Slot none; Price 15,300 gp; Weight 2 lbs.
  DeSCRiPtion
  This complex wind instrument is made of interwoven, 
  gilded pipes. It is considered a masterwork musical 
  instrument, granting a +2 bonus on all Perform (wind 
  instrument) checks. The bonus is also added to the 
  DC of any bardic performances made using the 
  entwined syrinx. 
  Anytime anyone attempts to play the entwined 
  syrinx, however, he must make a DC 15 Will save 
  or be compelled to play a dirge of somber beauty. 
  The dirge acts like the fascinate bardic performance—
  even if the character is not a bard or cannot use Perform 
  (wind instrument)—affecting every creature within 90 feet 
  able to see and hear the character, including the musician 
  playing the entwined syrinx. The DC to resist this effect is 12 + 
  the character’s Charisma modifier (though if it is being played 
  by a bard, the DC increases to include 1/2 the bard’s level; the 
  +2 Perform bonus is included). This effect persists and the 
  musician continues to play for 1 hour, or until the performance 
  is interrupted.
  ConStRuCtion
  Requirements Craft Wondrous Item, hypnotic pattern; Cost 7,150 gp
  fElhart
  Though bruised and struggling to catch my breath, I had 
  thus far overcome all the sadistic trials that Grothtolr—the 
  precociously named Stone King—had devised to break me. Yet 
  where these savages had discovered a tiger, and an albino one at 
  that, will forever stain my imagination. Glancing up from the 
  ruined arena’s pit to the hulking lord’s crumbling, tusk-studded 
  throne, I could see the rage in his piggish eyes had lessened, 
  replaced by an even more hateful desire.
  Dancing backward over the rocks, away from the saber-fanged 
  specter, I momentarily lost my balance, and went tumbling 
  down the jagged slope of a fallen column. I threw out my hands 
  to catch myself, my spill sending a pile of over-gnawed bones 
  scattering. Among the remains lay several pairs of stag horns, 
  fastened together and strung with a gleaming string, creating 
  a crude but ferocious-looking bow. And, like gifts from Erastil 
  himself, from cracks in the weapon’s limbs jutted three arrows 
  of carved bone.
  Grothtolr never saw the shot, and I like to believe his 
  dead flesh carried that expression of dull shock for 
  months to come. The tiger, however, would be another 
  matter.
  —Sahrasong Eirodour, Tamrivena
   Felhart
  Aura moderate divination; CL 6th
  Slot none; Price 22,375 gp; Weight 4 lbs.
  DeSCRiPtion
  Felhart is a +2 bane longbow crafted from the fiercely 
  carved horns of at least two venerable stags and strung 
  with a cord laced with silver. The designated foe that its 
  bane effect functions against varies, being determined 
  by the creature a wielder hates the most when the bow is 
  first picked up (as decided upon by the GM). This bane effect 
  remains the same for a wielder, regardless of how many 
  times he’s used the bow. Thus, for one user it might be a +2 
  bane vs. humanoids (humans) longbow, while for another it might 
  be a +2 bane vs. dragons longbow. A wielder can do nothing to 
  change the bow’s bane effect.
  In addition, once per week, felhart’s wielder can summon 
  a reliable steed as per the spell mount. This creature takes the 
  form of a lean, swift white elk that, despite its almost ghostly 
  appearance, possesses the same statistics as a horse. This 
  creature allows felhart’s wielder to ride it, and serves loyally for 
  up to 5 hours, vanishing at the end of this time. The mount will 
  not allow any creature beside felhart’s wielder to ride it unless the 
  weapon’s bearer succeeds at a DC 16 Handle Animal check. Even 
  if this check succeeds, the mount only allows another rider to 
  ride along with the weapon bearer. The elk never allows a strange 
  rider to ride it alone.
  ConStRuCtion
  Requirements Craft Magic Arms and Armor, true strike; Cost 
  11,187 gp
  
  56
  Council of Thieves
  gOldEn dragOn KitE
  In Vudra we encountered a number of merchants from distant 
  Minkai. A strange but seemingly curious lot, I have fond 
  memories of awkwardly attempting to gesture out my meaning 
  with the most patient of them. From miles away these exotic 
  travelers proved easy to locate, as wherever they set out their 
  wares for sale, they flew great silk kites shaped like dragons to 
  draw attention from passersby. We all admired the 
  kites and I resolved to buy one for my children.
  During one encounter, as I was haggling with 
  a beauteous vendor maiden among 
  the strange easterners, a local thief 
  snatched one of the kites and ran, 
  obviously hoping to earn some 
  coin by selling it in the market. 
  Immediately, the merchants 
  flying the kites began pulling 
  the strings, and the colorful 
  silk dragons wheeling among 
  the violet dusk swooped down 
  upon the hapless man. As the first 
  blue kite closed upon him, it suddenly 
  discharged a burst of lightning that 
  knocked him senseless.
  I ceased my haggling and paid what the men wanted for the 
  brilliant golden kite I had fancied. I decided, however, that 
  this kite would be for me, and not the children.
  —Calimor Dorijonna, Aspenthar
  Golden Dragon Kite
  Aura faint evocation; CL 3rd
  Slot none; Price 3,600 gp; Weight 2 lbs.
  DeSCRiPtion
  This painted silk kite depicts a shining golden dragon. In an 
  area with 40 feet or more of vertical space and in conditions of 
  light to moderate wind, a golden dragon kite can be unfolded and 
  raised into the air as a full-round action. The user can 
  direct the kite to move up to 100 feet from him in a 
  single turn (but no farther). Three times 
  per day, the kite can cast burning 
  hands. The spell originates from 
  the kite but acts as normal in 
  all other ways. This spell can 
  only be reproduced while the 
  kite is flying, a process that 
  takes 1 minute to achieve.
  Rumors say that in Minkai, 
  versions of these kites exist 
  that deliver other spells at 
  great range.
  ConStRuCtion
  Requirements Craft Wondrous 
  Item, burning hands; Cost 1,800 gp
  hand Of aBEndEgO
  We spent months tracking down the source of the rumors of giant pearl 
  oysters in the Shackles, but eventually we found an old drunk who 
  was willing to talk in exchange for us clearing his debts at the tavern. 
  He also had an interesting story to tell.
  He and his brother worked the beds together, though our man was 
  secretly skimming a bigger share. One day his brother confronted him, 
  and they argued. He promised to make good, but he was bitter 
  about it. That very day, they found the biggest pearl either of 
  them had ever seen. He pulled the pearl out 
  while his brother held the oyster open, but the 
  brother slipped, and his hand got caught. 
  The way the old drunk told it, he had 
  a moment of insanity, and swam for 
  the surface with the pearl. He came to 
  his senses and went back, but by then it 
  was too late. He never dove again, and all 
  his profits went to the drink.
  When we found the oyster bed, sure enough, 
  there were the remains of a skeleton crumbling 
  against the largest oyster. The surprise was that 
  a pearl had formed around the bones of the 
  man's hand, making a near-perfect copy. A 
  few days later we realized there was more to 
  the hand when we found one of our workers 
  dead—the hand clutching his throat, and his 
  pocket full of stolen pearls.
  —Jascon Iptmarsh, Jula
  Hand of Abendego
  Aura moderate evocation; CL 9th
  Slot neck; Price 20,258 gp; Weight 2 lbs.
  DeSCRiPtion
  This nearly perfect pearl replica of a hand is attached to a 
  gold chain and can be worn as an amulet. Once per 
  day, the wearer can animate the hand as an immediate 
  action. The hand attempts to grapple an adjacent 
  foe of Medium size or smaller, using the wearer’s 
  CMB. If it succeeds, the hand deals 1d4 non-lethal 
  damage every round it maintains a grapple. 
  If the grapple attempt fails or the victim 
  escapes the grapple, the hand ceases 
  its activity. If any creature within reach 
  of the amulet (including the wearer) 
  attempts to steal anything, the hand 
  activates and attempts to choke the 
  creature. If the amulet is not currently 
  worn, it uses the victim’s own CMB and 
  Strength to determine the attack bonus 
  and damage.
  ConStRuCtion
  Requirements Craft Wondrous Item, 
  interposing hand; Cost 10,129 gp
  
  57
  Treasures of the Pathfinders
  drEaM JOurnal Of thE pallid sEEr
  The night after examining the book, my sleep was greatly disturbed, 
  and I found myself entirely drained the following day. I resolved to 
  leave off reading the thing, but my colleague, Demerrick, became 
  obsessed with the book, and over the next few weeks read the whole 
  thing. After this, he was useless to the point of liability and during the 
  day he was constantly exhausted. One morning he came to me and 
  said, “It’s not actually true. You don’t die for real if you die in your 
  dreams. I died!” I told him to go get some rest, since he had become 
  a babbling fool, but when I checked on him at lunch, he was reading 
  the damned book again.
  Eventually it was packed up and sent to Absalom with several 
  other curiosities, and I thought no more of it. Demerrick returned to 
  his usual stodgy self, and I had no cause to think of the journal again 
  for years. Demerrick and I were walking through the market in Totra 
  when he suddenly said, “This is where I died!” and flung himself 
  into the dirt. A crossbow bolt sliced through the space Demerrick had 
  just vacated, and nicked my ear on the way by. We were beset by 
  assassins, but after a few more shots from the rooftops, they fled.
  Demerrick swore he suddenly remembered dreaming of being killed 
  by a bolt in the market, exactly as it almost happened. Unfortunately, 
  he never dreamed of the poison in his food three days later.
  —Maspero Lacaus, Sothis
  Dream Journal of the Pallid Seer
  Aura no aura (or faint divination); CL 3rd
  Slot none; Price 600 gp; Weight 2 lbs.
  DeSCRiPtion
  This battered, leather-bound book looks like an aged and heavily 
  worn notebook. Anyone reading the journal for an hour or more 
  has strange dreams the following night, the details of which he 
  cannot remember. The following day the character is fatigued. 
  Reading the journal for a total of 24 hours or more causes the 
  reader to have a prophetic dream wherein he sees his own 
  death—though, as before, he cannot remember the 
  details. If a character who has had this vision comes 
  near death at any point afterward, at the moment he 
  is about to die he may reroll any failed saving 
  throw made within the last round or force an 
  opponent to reroll a killing attack. The 
  character must accept the result of the 
  second roll, regardless of its outcome. 
  Once a character has had the opportunity 
  to avert death, regardless of its success or 
  failure, the journal provides no more benefit 
  and never aids the character again.
  The Dream Journal of the Pallid Seer is 
  affected by a permanent magic aura that 
  makes it appear to be nonmagical.
  ConStRuCtion
  Requirements Craft Wondrous 
  Item, guidance, magic aura; Cost 
  300 gp
  KyBwa war MasK
  When Tyrolian brought this mask back to our lodgings and told 
  me how he had purchased it from a native Mwangi—professing 
  to be a medicine man of the Tirakici tribe nonetheless—I took 
  one look at the abominable thing and assumed he had been 
  fooled by some local practical joke. The wooden mask, stretching 
  down well past my comrade’s belt buckle, was so large that I 
  couldn’t possibly imagine anyone wearing it comfortably. And 
  the appearance of the thing—utterly grotesque! I don’t mind 
  saying that the thing sent chills down my spine. Despite the 
  oddness of the native artwork, though, there was incredible 
  precision in its craftsmanship, suggesting an attention—even 
  obsession—to detail that seemed almost fanatical. Yet perhaps 
  the hair of the thing proved most disturbing, coming from 
  no jungle beast I had ever seen and dyed a most disturbing 
  shade of crimson. I did all I could to put the grotesquery out 
  of my mind.
  I learned, to my great regret, the authenticity of the thing all 
  too well a few days later. We were making our way along a wild 
  route through the jungle, leading from Kibwe to a nearby ruin, 
  when we were best by tribesmen of the feared Kybwa’ka tribe—
  notorious in regional tales as cannibals, head hunters, gorilla 
  worshipers, and worse. Some of them wore these beastly masks, 
  and most of our escort fled in terror at the savages’ merest sight. 
  Those of us who stood and fought the blighters had a devil of a 
  time—I myself beset by memories of childhood nightmares I’d 
  not remembered for years! Eventually we managed to drive them 
  off, but at terrible cost. Three of our porters were slain, but the 
  hardest loss was that of poor, dear Tyrolian—skewered before 
  my eyes.
  —Ameran “Chis’chay” Alararson, Eleder 
  Kybwa’ka War Mask
  Aura faint necromancy; CL 4th
  Slot head; Price 3,700 gp; Weight 5 lbs.
  DeSCRiPtion
  This oversized wooden mask covers the 
  face and extends down to a point at the 
  wearer’s waist, covering most of his chest 
  and abdomen. It is simplistically carved as 
  a stylized, bestial face distorted with 
  rage or nightmarish styles. The light 
  wood provides little protection, yet 
  is magically reinforced to grant a +1 armor 
  bonus. In addition, once per day as a free 
  action, the wearer can cause the mask to 
  warp and contort ferociously, causing a 
  single creature within 15 feet to make a DC 14 
  Will save or become frightened. This is a mind-
  affecting fear effect. 
  ConStRuCtion
  Requirements Craft Wondrous Item, scare, shield; 
  Cost 1,850 gp
  
  58
  Council of Thieves
  Osirian spirit Jars
  The tombs of Osirion have always been one of the greatest 
  sources of ancient treasures, due both to the dry climate and 
  the locals’ compliance in allowing us to explore. So much so 
  that sometimes whole crates of grave goods simply get packed 
  away and ignored until someone recognizes their value. Most 
  desert tombs have at least a few of these clay jars, and while the 
  decorations on them are interesting, not many of us looked at 
  them too closely once we realized what they contained.
  —Jalden Krenshar, Absalom
  osirian Spirit Jars
  Aura moderate necromancy; CL 7th
  Slot none; Price 26,250 gp; Weight 2 lbs. a piece
  DeSCRiPtion
  Typically found in sets of three, these clay jars are decorated with 
  the heads of animals and monsters. Though they once likely 
  contained the preserved viscera of ancient Osirian scholars, 
  nobles, and priests, the jars now hold little more 
  than dust. Their true value lies in the 
  benefits they provide spellcasters 
  seeking to transpose their souls 
  via the spell magic jar. Osirian spirit 
  jars serve as focus items for the spell 
  magic jar, forgoing the spell’s need for 
  another focus. All three jars function in 
  this way, allowing a caster to move his 
  soul or that of a nearby target into any 
  one of the three jars, or his own soul 
  between jars and bodies as he pleases. 
  The jars do not allow him to shuffle 
  souls other than his own into different 
  bodies, though he can shift souls 
  between jars.
  Souls within Osirian spirit jars are 
  permanently affected by magic jar, and can 
  potentially be kept trapped within forever. 
  A caster can only move his soul between 
  bodies while his casting of magic jar is in 
  effect. If his spell expires while he is within an Osirian 
  spirit jar, his soul and those in the other jars are trapped. A soul within 
  an Osirian spirit jar can be freed by opening the jar, allowing the spirit 
  within to try to swap souls with that of the jar’s holder as per the spell 
  magic jar (a DC 17 Will save to resist), or return to its body if it is within 
  range. Alternatively, casting magic jar on an Osirian spirit jar containing 
  a spirit, rather than an individual creature, allows that spirit to swap 
  bodies as if it were the target of the spell. Should a spirit within an 
  Osirian spirit jar no longer have a body or be outside its jar when its 
  magic jar spell ends, it returns to one of the empty Osirian spirit jars if 
  one is in range, or dies if one is not.
  ConStRuCtion
  Requirements Craft Wondrous Item, gentle repose, magic jar; Cost 
  13,125 gp
  sKin Of KlEndar thE trOll King
  I can finally positively identify the grave-ship as that of Horwulf 
  Thorvaldsson. The strange hide armor worn by the dead king is 
  undeniably the skin of Klendar as described in Thorvald's saga. 
  I always assumed that part of the story was exaggeration, but 
  it seems I was wrong.
  Several times during my examination, the skin moved 
  slightly on its own, even seeming to quiver and shy away from 
  the nearness of my exposed lantern flame. Once I began to 
  suspect the semi-living nature of the armor, I conducted a small 
  test. I cut a small gash in the material, which proved tough and 
  flexible. Moments later, the cut I had made sealed itself, and my 
  suspicions were confirmed.
  I can picture Thorvald perfectly, wrestling the troll king to 
  the ground, chaining him in place and cutting the living skin 
  from him with a heated knife. I can see him wearing it in his 
  battle against the Thorned Linnorm, the armor repairing 
  itself each time it is punctured. I cannot help but wonder if the 
  Klendar's spirit still lies within the armor, and if he 
  might someday regrow entire. Yet perhaps even 
  more terrible than that haunting thought is 
  the more grisly concern that perhaps the 
  ravenous troll king survived having his skin 
  removed, and might still search for his lost 
  flesh even unto this day.
  —Bourlant Dammeranton, Algidheart
   Skin of Klendar the troll King
  Aura moderate conjuration; CL 8th
  Slot armor; Price 16,315 gp; Weight 25 lbs.
  DeSCRiPtion
  This suit of mottled, greenish hide armor has 
  no seams, as if it were made from a single large, 
  disgusting skin. When worn, it tightens to fit 
  snugly against the body. The skin acts as a suit of 
  +2 hide armor and grants the wearer 5 temporary 
  hit points. These hit points regenerate at a rate of 
  1 hp per round. If the wearer is damaged by fire or 
  acid, the temporary hit points do not regenerate, but 
  may be restored by magical healing.
  In addition, while wearing the armor, the bearer finds that 
  he can speak Giant with a commanding voice. The wearer gains 
  a +2 bonus on all Diplomacy or Intimidate skill checks made 
  to influence any creature with the giant subtype.  This bonus 
  extends to all giants except trolls, which prove utterly offended by 
  the armor, which all too readily resembles the flayed flesh of one 
  of their kind. Any troll treats the wearer of the armor one step 
  less favorably than it otherwise would. In addition, even the most 
  charismatic can never improve a troll’s attitude any higher than 
  indifferent while wearing the armor.
  ConStRuCtion
  Requirements Craft Magic Arms and Armor, aid, regenerate; Cost 
  8,157 gp
  
  59
  Treasures of the Pathfinders
  Talisman of the Orc Mother’s Fury
  The orcs of Belkzen are extremely primitive and violent, 
  but not entirely without culture and craft. Although 
  the majority of what they produce in terms 
  of art and magic is crude, there is a 
  passion and strength in it that should 
  not be underestimated. “Orc Mother’s 
  Fury” is a perfect example of both. Carved 
  in simple lines, it clearly conveys the wrath 
  of a mother whose children have been slain 
  in battle, and her helpless plea for revenge 
  to the savage deities of their people. Such 
  rage releases terrible images from simple 
  stone and bone, revealing the visages of 
  fecund Lamashtu, devastating Rovagug, 
  and far greater terrors. As a magical tool, it 
  feeds directly upon the existing strengths of the 
  orcs as a people, and allows a mother’s drive 
  for vengeance to pass through another warrior, 
  through them giving her an opportunity to avenge 
  a murdered son. Such an item would never be formed by 
  human or elf; it is an item of purely orc inspiration, and brilliant 
  in its simplicity.
  —Katalein Branchard, Vigil
  talisman of the orc Mother’s Fury
  Aura faint conjuration; CL 4th
  Slot neck; Price 12,000 gp; Weight 2 lbs.
  DeSCRiPtion
  This small statuette—carved from the tusk of 
  a dire boar, chunks of twisted metal, or some 
  manner of dark stone—is a simplistic 
  depiction of a pregnant deity, fiend, or orc. 
  Dark stains mark the face of the crude icon, 
  typically smears of a fallen orc’s blood. A 
  simple strand of leather affixes the amulet 
  around the neck.
  The figurine allows the wearer to act 
  normally for a single round after being 
  reduced to less than 0 hit points, as though 
  he had the orc ferocity half-orc racial ability. 
  A wearer with orc blood is instead treated as 
  though he had the Diehard feat. If the wearer 
  is of orc blood and already has the Diehard 
  feat, he may act normally for an additional 
  round after being reduced to below 0 
  hit points.
  Whenever the wearer of the talisman is reduced to less than 0 
  hit points, the amulet weeps tears of blood. Should the wearer be 
  slain, the talisman screams and shatters.
  ConStRuCtion
  Requirements creator must be female and possess orc blood, 
  Craft Wondrous Item, cure moderate wounds; Cost 6,000 gp
  Vudran Ashak Helm
  There are many wonders to dazzle the eye of the 
  visitor to distant Vudra, and chief among them are 
  the statues and paintings of the many-armed and 
  many-faced deities that seem to sprout like weeds 
  after a rainfall. In Vudra, the people incorporate 
  their strange depictions of gods and spirits into 
  everything, from the mundane to the mystical. 
  Multi-faced masks are common, and it seems 
  that every day brings a parade, with men and 
  women in clever costumes with extra arms 
  controlled by some mechanism like a mummer’s 
  puppet. Many temple guards, known as Ashaks 
  in Vudra, wear special helmets with three faces 
  representing their watchfulness in all directions. 
  Some of these helmets are truly enchanted, and 
  allow the guards to see from all three faces. These 
  are the guards you should hire, should you ever 
  make the journey yourself.
  —Robinsa Losis, Oppara
  Vudran Ashak Helmet
  Aura faint divination; CL 5th
  Slot head; Price 22,000 gp; Weight 3 lbs.
  DeSCRiPtion
  Crafted of overlaid bronze, steel, and chain, each Vudran Ashak 
  helmet is a work of art. These exotic helmets possess three 
  stylized faces, each serene visage staring in a different 
  direction (with the wearer’s face concealed behind 
  the central sculpted plate). The helm allows the 
  wearer to see in every direction, granting 
  him immunity to being flanked, as well as 
  granting a +4 enhancement bonus on all 
  vision-based Perception checks.
  One in every 10 Vudran Ashak helmets  
  is an intelligent magical item, having 
  spontaneously manifested such properties 
  after the deaths of heroically devoted 
  former wearers. Such helms are lawful good, 
  speak Vudran, and have an ego score of 10. 
  These lingering personalities prove noble, 
  knowledgable of Vudra’s diverse deities, and 
  actively encourage wearers to defend 
  the holy places of such gods and 
  their devout worshipers. Some 
  might even possess goals from 
  their lives that they wish their new 
  wearer to fulfill. Despite any of 
  the helmet’s desires, though, it possesses no way to compel 
  a wearer other than deactivating or reactivating its magical 
  properties at will.
  ConStRuCtion
  Requirements Craft Wondrous Item, clairvoyance; Cost 11,000 gp
  
  60
  Council of Thieves
  Hellknights
  P
  assion tempered by discipline, skill tirelessly 
  honed, the dedication to do what must be done: 
  these qualities define the path and purpose of the 
  Hellknights, Golarion’s most unflinching and feared 
  servants of law. Clad in armor designed to strike fear into 
  the minds of any who would consider acts of injustice, the 
  Hellknights embody the iron-shod fist of order. Devoid of 
  all mercy and emotion, they care nothing for circumstance 
  or accident. For them, righteousness is a clear, singular 
  path, and in a world beset by all forms of corruption, there 
  can be no pity for the weak or debased. By enduring the 
  very flames of Hell, these dark knights drive weakness and 
  fear from their beings, remaking themselves into terrible 
  paragons of absolute law. 
  Revealed at last are the orders, hierarchies, and abilities 
  of the Hellknights. While the details presented herein 
  might be readily known to any character who would 
  investigate or strive to join the merciless knighthood, 
  deeper secrets lie hidden behind the Hellknights’ ebon 
  visors. GMs in search of even more information on 
  these paragons of order, including their origins, deepest 
  philosophies, and the mysteries of their impregnable 
  citadels, should see “Path of the Hellknights” in Pathfinder 
  Adventure Path volume #28.
  HellknigHt Orders
  Currently seven major orders of Hellknights abide in 
  the Inner Sea region, with the majority operating out 
  of mighty fortresses across the Chelish heartland. 
  Through the decades, many of the Hellknight orders 
  have adopted specific areas of expertise and have become 
  known for their singular crusades. Such interests prove 
  secondary to the strictures of all Hellknights, though. 
  Thus, while a member of the Order of the Pyre might 
  have a specific concern for expunging cults and savage 
  beliefs, such cares do not overshadow their directives to  
  seek out lawbreakers and enforce the order all 
  Hellknights pursue.
  
  61
  Hellknights
  Order of the Chain
  “All men lift themselves up upon the backs of others.”
  Fortress Citadel Gheradesca, near Corentyn
  Leaders Lictor Uro Adom (LN male human fighter 5, 
  hellknight 7), Master of Blades Mardinus (LN male human 
  ranger 6, hellknight 2)
  Symbol Hand wrapped in chains
  Armor Features Lock and chain design, manacle-like 
  gauntlets, helms reminiscent of iron prisoners’ masks
  Favored Weapon Flail
  Reckoning Crushing one’s limbs with tightened chains 
  Members of the Corentyn-based Order of the Chain hold 
  renown throughout Cheliax as implacable man-hunters. 
  In addition to the duties common to all Hellknights, these 
  shackle-girded warriors believe in a strict social order 
  wherein all people play a crucial role serving the community. 
  Those who would defy this reality by seeking to escape their 
  place in life—regardless of the unfortunate circumstances 
  that might have led them there—threaten to undermine 
  all society and, thus, must be chastised and recaptured. 
  Therefore, slaves, prisoners, and servants who would seek 
  to escape their lot in life fear little more than the manacles 
  of the Order of the Chain. By the same token, masters, slave 
  owners, ship captains, and merchants who would seek to 
  exploit or waste the lives of their charges or others also risk 
  inciting the scrutiny of these grim wardens.
  Lictor Uro Adom commands the order from the grim, 
  prison-like Citadel Gheradesca, perched upon sheer cliffs 
  overlooking one of the most furious coasts in the Inner 
  Sea. For the last 8 years, Adom has negotiated with agents 
  of House Thrune, Nidal, Taldor, Rahadoum, distant 
  Lastwall, and others for imprisonment rights, collecting 
  hefty annual tithes in return for holding some of the most 
  notorious, politically important, and unkillable criminals 
  in the world within the supposedly inescapable fortress.
  Many Hellknights of the Chain are scions of fallen 
  merchant houses or slave-holding families, those 
  unrighteously forced into service for a time, or even—like 
  the order’s Master of Blades Mardinus—former slaves 
  paralyzed by the lack of structure innate in free life.
  Order of the Gate
  “Judgment in the face of depravity.”
  Fortress Citadel Enferac east of Pezzack
  Leader Vicarius Giordano Torchia (LE male human wizard 
  11, hellknight 2)
  Symbol An infernal eye staring from a swirling portal
  Armor Helm with a vortex-like pattern, crimson robes
  Favored Weapon Dagger
  Reckoning Etching symbols of penitence into one’s flesh 
  with a dagger
  Easily the most reclusive Hellknight faction, the Order 
  of the Gate, more than any of their brethren, depends 
  upon magic and allies from realms beyond. Members 
  of the order believe that through arcana, extraplanar 
  insight, and manipulation great crimes might be 
  prevented before they’re even considered. Their ways 
  are subtle and little understood, largely relying upon 
  the divinations of the order’s signifiers, who outnumber 
  the rank-and-file Hellknights of the faction three to 
  one. The other orders have learned not to question the 
  Gate’s effectiveness, however, as what seem at first to be 
  vague predictions often come into crystalline clarity 
  with time. More than once has a political figure fled into 
  obscurity or a local investigation been solved due wholly 
  to the sudden appearance and uncanny suggestions of 
  an ominous knight or branded imp.
  From behind an iron mask reminiscent of the helms of 
  his order’s knights, Vicarius Giordano Torchia controls 
  the investigations and research of his followers. Rarely 
  seen, it is said that the vicarius spends much of his time on 
  other planes of existence, while at the same time seeming 
  to know everything that happens within Citadel Enferac’s 
  mountainous walls. Many mysteries involve the order, 
  the most prominent being the “gate” referred to in the 
  group’s name. While members dismiss the question as a 
  metaphorical reference to their order’s magic and insight, 
  rumors abound of a portal that lies deep within Citadel 
  Enferac, one that supposedly leads to a hidden realm of 
  strange and insightful beings, Hell, or another even more 
  maddening realm.
  “What is a man? Nothing but a creature that has learned to lie. So by what right does 
  such a beast have to impede the march of empire? To divert the destiny of a people to 
  his limited gain? Why must the multitudes tolerate the false tears of the craven, and be 
  slowed in their strides by the grasping of the weak? It is no sin for the drowning man to 
  rid himself of his bonds and surge to the surface. And so it must be with we who would 
  be more than beasts. By our fathers’ right law I would raise my blade, and with just mind 
  and merciless arm see the sick limbs of our nation cut into the dust.” 
  —“Merciless,” Daidian Reis’s address to Gaspodar’s Court
  
  62
  Council of Thieves
  lawful deities as a pantheon of severe exemplars they call 
  the Godclaw, the knighthood seeks to enforce order upon 
  the land not just out of social necessity, but as a divine 
  crusade. Zealous in their labor, members of the faction 
  quest far from Citadel Dinyar seeking to set the world right 
  by accomplishing feats of noteworthy rectitude, such as the 
  ordering of cities fallen to anarchy or the overthrowing 
  of decadent tyrants. Hellknights of the Godclaw are not 
  evangelists and prove highly discriminating of those they 
  accept among their faith, commonly only considering those 
  with the discipline of true Hellknights. Theirs is a faith 
  of strict paragons, as only the most devoted might serve, 
  with those who fail or blaspheme being cast out with little 
  opportunity for forgiveness—though none can say they’ve 
  ever met a former worshiper of the Godclaw.
  The former paladin of Aroden and Hellknight of the 
  Pyre, Seldinin Choaz, formed the Order of the Godclaw in 
  4623 in response to the First Mendevian Crusade. Meant to 
  restore many of the virtues held sacred by the fallen deity’s 
  faithful—as viewed through the harsh lens of Hellknight 
  discipline—the faith of the Godclaw attracted a small 
  following of pious Hellknights, primarily drawing from 
  the minor, disparate orders of the day. Their participation 
  in battles outside Cheliax won them significant regard 
  among their peers, and while many lictors viewed 
  their strange faith as a distraction, their results proved 
  undeniable. Thus the unique order was spared the culling 
  of 4639, winning them permission to raise a citadel at 
  the empire’s edge. Today, under the zealous command of 
  Lictor Ountor, members of the Order of the Godclaw seek 
  out new conflicts to test their mettle, with many having 
  journeyed to Mendev, Molthune, and Galt to enforce their 
  gods’ will in the trials there.
  Members of the Order of the Godclaw often come from 
  lands ruined by war, savagery, or the failure of supposed 
  defender deities. Others have been raised among the traditions 
  of families formerly devoted to Aroden, and seek a measure of 
  the glory of which their forbearers speak longingly.
  Order of the Nail
  “Savagery must be quelled, in the land, home, and mind.” 
  Fortress Citadel Vraid, near Korvosa
  Leaders Lictor Severs “Boneclaw” DiViri (LE male fighter 4, 
  rogue 2, hellknight 4), Mistress of Blades Maidrayne Vox (LG 
  female centaur fighter 3, ranger 3, hellknight 2), Paravicar 
  Acillmar (LN male human sorcerer 7, hellknight 1)
  Symbol Thick nails forming a sunburst
  Armor Breastplate emblazoned with a fiendish face, helm 
  bearing forward-facing horns
  Favored Weapon Lance or halberd
  Reckoning Piercing one’s flesh with sharp metal
  Understanding that not all men are equal, the Order of 
  the Nail patrols the fringes of civilization, guarding it 
  The Godclaw
  While the Order of the Godclaw relies on the militaristic 
  teachings of the infernal realm just as their other Hellknight 
  brethren, they take a broader scope of inspirations, modeling 
  their vision of law after the strictures of Asmodeus and four of 
  the other most lawful beings in existence: Abadar, Iomedae, 
  Irori, and Torag. Rather than directly worshiping any one 
  of these deities, the Order of the Godclaw chooses specific 
  teachings from the philosophies of each deity, creating a 
  doctrine inspired by yet wholly unlike the faith of any of the 
  engendering figures. Thus, each deity is reinterpreted by 
  the order, uniting the godly facets they perceive as relevant 
  into a wholly unique, pantheonic faith. Thus Iomedae and 
  Torag are seen as Hellknight-like warriors of absolute 
  order—concerned with offensiveness and defensiveness 
  respectively—Irori as a paragon of emotionless discipline, 
  Abadar as a keeper of all laws, and Asmodeus as a peerless 
  strategist king. 
  Yet despite their unusual—some claim heretical—
  religious views, the pious members of the Order of the 
  Godclaw receive spells just as the worshipers of any other 
  deity. What power grants the faithful of the Godclaw their 
  might remains a matter of some debate outside the order, 
  with many believing Asmodeus himself encourages this 
  corruption, while others suggest they draw their power from 
  the fanatical devotion to law alone. The signifers of the Order 
  of the Godclaw have another answer, though, claiming their 
  might merely proves the legitimacy of their faith.
  Worshipers of the Godclaw possess Glory, Law, 
  Protection, Strength, and War as their domains. Their 
  favored weapon is the morningstar.
  Those who would join the Order of the Gate typically 
  come from the ranks of austere wizards, sorcerers seeking 
  to control their magic, or accomplished soldiers—even 
  other Hellknights—approached by the faction and invited 
  to join for enigmatic reasons.
  Order of the Godclaw
  “Righteousness by obedience.”
  Fortress Citadel Dinyar in the Aspodell Mountains
  Leaders Lictor Resarc Ountor (LN male fighter 4, cleric 2, 
  hellknight 4), Armiger Regan Vashan (LG female paladin 3)
  Symbol A spinning, five-pointed iron star
  Armor Breastplate with claw-like design, helm, and 
  vambraces, worn over gray robes
  Favored Weapon Morningstar
  Reckoning Flagellation with a 5-tailed lash
  Where most Hellknights place little value on deities, or keep 
  their faith a quiet personal matter, the knights of the Order 
  of the Godclaw augment their lawful ardor with religious 
  fervor. Worshiping their interpretation of five prominent 
  
  63
  Hellknights
  from primitives and throwbacks to more savage eras. 
  Beyond obvious enemies, such as bloodthirsty orcs and 
  hordes of other brutal humanoids, the knighthood does 
  not discriminate by race, beating back even tribal and 
  unconventional human cultures to make way for their 
  “civilized” brethren. While accepting that certain peoples 
  or individuals might be redeemed, those cultures that 
  refuse to abandon their primitive ways are forced from 
  their lands or, should they resist, slaughtered. The Nail 
  does not seek out peoples to purge, instead confronting 
  those who threaten civilized lands or lie directly in the 
  path of expansion. Their efforts also extend to defending 
  claimed lands, and members of the order often patrol 
  widely as judges and brigand hunters in an effort to keep 
  the frontier from lawlessness.
  Coaxed from its original home at Citadel Altaerein east 
  of Logas, the Order of the Nail left Cheliax in 4682 for 
  the Varisian frontier. While their relocation and the 
  construction of Citadel Vraid in the western arm 
  of the Mindspin Mountains did not leave them 
  indebted to Korvosa as the welcoming monarchy 
  intended, the knighthood has served the interests 
  of Cheliax’s former vassal well, doing much to 
  deter the Shoanti of the Storval Plateau against 
  threatening the settlers of the region’s lowlands. 
  Currently under the leadership of the aged 
  Lictor Severs “Boneclaw” DiViri—so called for 
  his magically withered right hand which he hides 
  within a distinctive gauntlet—the knighthood 
  seeks to tighten its hold on southern Varisia, especially 
  in light of recent disorder in Korvosa.
  Knights of the Order of the Nail commonly arise from 
  the people of the eastern Varisian lowlands. Others also 
  occasionally join from Lastwall and Nirmathas, where 
  questing Hellknights do battle with the orcs and fey of 
  those realms.
  Order of the Pyre
  “Reason’s flame consumes the shadow of corruption.”
  Fortress Citadel Krane near Ostenso
  Leaders Lictor Rouen Stought (LN female human ranger 
  6, hellknight 4), Master of Blades Tros Garvhost (LG male 
  dwarf fighter 4, cleric 2, hellknight 3)
  Symbol A tower rising from flames
  Armor Bladed armor, horned helm with four eye slots
  Favored Weapon Glaive
  Reckoning Burning one’s self over an open flame
  From the mires of savage Garund, heathen empires of 
  Casmaron, and alien realities beyond come blasphemous 
  beliefs, quick to taint the mind and turn simple souls 
  into monstrous zealots. The Order of the Pyre seeks out 
  the fanatical faiths of distant lands and alien realms, 
  purging them with flame and steel. Not a religious order, 
  the Pyre seeks out the corruptive influences of fiendish 
  cults, strange philosophies, and faiths foreign to Avistan, 
  violently preempting the social discord of fractious 
  philosophies tainting a single land. They care nothing 
  for a faith’s ethos or value, seeking only to shield Avistan’s 
  shores from the rebellious ways of witches, shamans, 
  cultists, mystics, gurus, and worse.
  Despite not being one of the original Hellknight 
  factions, the Order of the Pyre holds traditionalist views, 
  often hearkening back to the knighthood’s earliest days as 
  cult hunters. The Pyre maintains few holdings in Cheliax 
  aside from Citadel Krane, a fortress permanently stained 
  black with the ashes of countless heretical tomes and 
  cremated witches. Led by the stern Lictor Rouen Stought, 
  members of the order often travel in tight-knit 
  groups, setting up encampments near hotbeds 
  of fanatical activity, be they tribal communities 
  
  64
  Council of Thieves
  in the Mwangi, Casmar villages, the forests of druidic 
  faiths, or cities infiltrated by nefarious cults. Lictor 
  Stought believes the incestuous multitudes of the Vudrani 
  pantheons hold a great threat to Avistan, and so quietly 
  works to purge such immigrants and their strange beliefs 
  wherever they’re encountered.
  Order of the Pyre Hellknights typically rise from highly 
  religious backgrounds, especially in lands welcoming to 
  foreigners and strange cultures. Those who have faced the 
  ravages of fiendish cults might also join the Pyre to aid 
  them in their revenge.
  Order of the Rack
  “The venoms of the mind poison the body.”
  Fortress Citadel Rivad near Westcrown
  Leaders Lictor Richemar Alamansor (LE male human 
  fighter 7, hellknight 7), Master of Blades Kassir Voidai (LN 
  male human fighter 4, monk 2, hellknight 2), Paravicar 
  Darcyne Wrens (LN female human sorcerer 8, hellknight 1)
  Symbol A spiked wheel
  Armor Exposed musculature design, sleek helm, flayed 
  cloak
  Favored Weapon Longsword or whip
  Reckoning Ingesting mild acid or boiling water
  Dreamers and zealots add little to society, wasting time, 
  sparking fruitless passions, and squandering resources 
  better spent on endeavors with substantial gains. With 
  such in mind, the Order of the Rack seeks to put an end to 
  dangerous knowledge and wanton philosophies, clearing 
  society’s way of idealistic perils and pitfalls of futility. 
  Both the Order of the Rack’s name and their symbol, 
  the torture’s wheel, reflect such wayward thinking: the 
  suffering and evil of men left to indulge their ideas. 
  Theirs is the path of the counter-revolution, seeking out 
  potentially destructive knowledge and wasteful idealism, 
  and destroying it before it might do harm. Aside from 
  hunting down and scattering groups that would spread 
  disruptive ideals, from rebellious groups to insidious 
  cults, they censor all knowledge they deem dangerous, 
  whether it be in the form of fiendish treatises, Qadiran 
  poetry, or records of Osirian rule. With sword and flame 
  they seek to expunge the sparks of rebellion from the 
  world, preserving society’s peaceful simplicity.
  From the birthplace of the Hellknights, Citadel 
  Rivad, the Order of the Rack continues the work begun 
  by the knighthood’s founders. Only in the past decades, 
  following reports of Galt’s Red Revolution, has the 
  order become watchful for the seeds of dissension and 
  rebellious philosophies. The excessively literal Lictor 
  Richemar Almansor currently seeks his replacement, 
  looking to his ranks for those with the dedication and 
  severity to guard those under their protection against 
  their own thoughts. To his surprise, his favor currently 
  finds Paravicar Darcyne Wrens, a fiery sorceress who 
  despises wizards, seeing them as stealing magic from 
  those chosen by fate to wield it.
  Members of the Order of the Rack largely come 
  from staunch, old families who hold themselves as 
  keepers of regional traditions or as inheritors of 
  prestigious bloodlines. Those who have felt the sting of 
  revolution and change, either in social coups or through 
  technological improvements, also find the mandates of 
  the Rack most worthy.
  Order of the Scourge
  “Without culpability chaos reigns.”
  Fortress Citadel Demain near Egorian
  Leaders Lictor Toulon Vidoc (LN male human rogue 
  2, fighter 4, hellknight 7), Master of Blades Uldrannas 
  Haelcant (LG male fighter 7, hellknight 1), Paravicar Orlayn 
  Khorelos (LG female cleric of Abadar 7, hellknight 2)
  Symbol A star of bleeding lashes
  Armor Scarred breastplate, horned helm
  Favored Weapon Heavy mace or whip
  Reckoning Lashing with whip or scourge
  The Order of the Scourge deftly seeks out lawlessness 
  in its own most organized form, combating those who 
  would prey upon society’s vulnerabilities, whether they be 
  structured criminal ventures, cults, or flagrantly corrupt 
  governmental groups or officials. Intimidation, fearful 
  displays of public justice, and numerous circles of paid 
  informants aid the order in its war against the scum of 
  civilization. While the Order of the Scourge’s interests 
  lie largely with the aging, crowded citadels of Cheliax, 
  criminals across Avistan and Northern Garund fear the 
  dogged pursuit of Scourge law bringers and bear the scars 
  of the order’s barbed lashes.
  The meticulous Lictor Toulon Vidoc leads his order 
  from the indomitable Citadel Demain outside Egorian. 
  A deliberate and ingenious former captain of the Egorian 
  dotarri, Vidoc possesses a cunning mind and has 
  personally solved some of Cheliax’s most baffling crimes. 
  Today he serves as the most political Hellknight leader, 
  abhorring yet regularly appearing in Her Imperial 
  Magestrix’s court, effortlessly dancing through the 
  capital’s webwork of snares and favors. Beneath the lictor, 
  the stone-faced Master of Blades Uldrannas Haelcant 
  wages a war against Egorian’s underworld, seeking the 
  shadowy backers behind the capital’s string of murders 
  and gruesome contraband traffic.
  Those raised amid crime and squalor find myriad 
  reasons to join the Order of the Scourge, primarily to find 
  and enforce a better life for future generations. Numerous 
  reformed criminals also seek out the knighthood, though 
  only those most devoted to reform can survive that 
  terrifying path of the Hellknight.
  
  65
  Hellknights
  Lesser Orders
  Despite the cull of 4639, numerous lesser orders of 
  Hellknights still exist. Most of these orders work at the edges 
  of Cheliax’s sphere of influence or within the countries once 
  within the Chelish empire’s thrall. Despite their smaller 
  size, the majority of these factions uphold the 
  same code as their elder, better-established 
  brethren, though many uphold practices 
  that subtly deviate from the core 
  knighthood. Most are careful not to 
  defy the mandates of the Measure and 
  the Chain (the core philosophies 
  of the Hellknights; detailed in 
  Pathfinder Adventure Path volume 
  #28), however, as the larger, more 
  powerful orders are mindful of those 
  who would use the Hellknight name 
  to opposing ends.
  Order of the Crux: One of several 
  bands of mercenaries dubbed Hellknights 
  during the Chelish civil war, the skull-clad 
  Order of the Crux refused to disband after the 
  revolution. Hunted down and destroyed by the Order of the 
  Scourge in 4663, the butchers were slaughtered and their 
  fortress, Citadel Gheisteno, put to the torch. However, 25 
  years later, three graveknights clad in scarred Hellknight 
  armor rose from the ruin. Calling themselves the Order 
  of the Crux and led by the venomous Lictor Shokneir, the 
  undead triune lurks upon the border of Nidal and Molthune, 
  seemingly biding their time.
  Order of the Coil: Among the smallest Hellknight 
  factions, the Order of the Coil maintains holdings near the 
  Sargavan city of Eleder, from where they viciously seek to 
  tame the tribal natives of the country and put an end to their 
  backward pollution of the outside world. Seeing the efforts 
  of scholars and adventurers—particularly Pathfinders—as 
  spreading a disease of savagery by carrying curios from the 
  jungles into the world beyond, the Coil hunts down and 
  destroys such explorers and artifacts, notorious for ending 
  these perceived corruptions with poison and flames. The 
  favored weapon of the Order of the Coil is the greataxe. 
  Order of the Pike: At the northeastern edge of the 
  Whisperwood stands the tower Ordeial, a bastion of 
  stone and steel that serves as the home of the Order of the 
  Pike. Formally disbanded after the Chelish civil war, the 
  members of the Pike continued enforcing the edicts of 
  the Measure and the Chain, and gained notoriety among 
  the villagers of northern Cheliax as hunters of dangerous 
  beasts. In 4688, the faction was again recognized by 
  the other Hellknight orders, and since then they have 
  gradually expanded their area of operation into Isger and 
  the Chelish heartland. The favored weapon of the Order of 
  the Pike is the longspear.
  Order of the Scar: The Order of the Scar numbers fewer 
  than 40 members and is virtually unheard of outside of 
  cosmopolitan Cassomir in Taldor. One of the only surviving 
  Hellknight orders created by the desperate King Gaspodar 
  during the Chelish civil war, the Scar now operates almost 
  exclusively in Taldor and Qadira, where they excel in 
  hunting down and slaying assassins. Mercenary in their 
  practices, the order relies on the boons of those fearing 
  assassination to further their hunts for organized groups of 
  trained killers. Their favored weapon is the rapier.
  Iconography & Rank
  The Ennead Star serves as the symbol of the Hellknights, 
  representing not just the knighthood but also its core 
  disciplines. A black and crimson starburst, the three 
  prominent flanges of the star symbolize the 
  knights’ chief philosophies: order, discipline, 
  and mercilessness. The additional six rays also 
  imply the core tenets of the knights’ 
  ruling doctrine, the Measure. Taken 
  together, the nine arms of the Ennead 
  Star parallel the order of Hell’s nine 
  layers. Finally, the axis of the star 
  holds a place for the symbols of the 
  individual orders. While the Ennead 
  Star is rarely borne upon Hellknight 
  armor, members of the Hellknights 
  frequently emblazon the symbol on their 
  banners or shields, or upon heavy iron 
  medallions or medals positioned over the 
  heart when not wearing armor.
  Hellknight Ranks
  Numerous echelons exist within the Hellknight orders, 
  the most pervasive—from highest in authority to lowest—
  being the following ranks.
  Lictor: A general of a Hellknight order.
  Vicarius: A spell-casting leader of a Hellknight order 
  (rarely used).
  Master/Mistress of Blades: A colonel of a Hellknight 
  order, equal in rank to a Paravicar.
  Paravicar: A leader of a Hellkinght order’s signifers, 
  equal in rank to a Master of Blades.
  Paralictor: A high-ranking Hellknight officer, similar to 
  a major.
  Maralictor: A mid-level Hellknight officer, similar to a 
  lieutenant. Maralictors with titular concerns or duties—
  such as the common arms-maralictor, field-maralictor, or 
  gate-maralictor—are of lesser rank.
  Signifer: A Hellknight arcane or religious spellcaster.
  Hellknight: A rank-and-file soldier in a Hellknight order.
  Armiger: A Hellknight in training, a Hellknight squire.
  
  66
  Council of Thieves
  Order of the Torrent: A small order mandated after the 
  Chelish civil war, the Order of the Torrent has seen persistent 
  decline over the past 50 years, largely due to their strict trials 
  of acceptance. Now numbering a mere 23 members, the 
  faction is renowned for including some of the best man-
  hunters and saviors of the kidnapped in the world. Though 
  the members travel across Avistan, they maintain simple 
  holdings in Kintargo. Their favored weapon is the halberd.
  HellknigHt
  Only those with absolute conviction, absolute discipline, 
  and absolute dedication to the implacable rule of law survive 
  amid the black-clad orders of Hellknights. Armigers—the 
  unindoctrinated squires of true Hellknights—aspire to two 
  ranks: spellcasting signifers and true martial Hellknights. 
  With little variation in training or expectations between 
  Hellknight orders, these rank-and-file champions of law 
  form the backbone of Hellknight legions and spread their 
  unflinching vision of law across the world.
  The Hellknight prestige class embodies the core principles 
  and martial disciplines of the Hellknights. More than a 
  single track to martial prowess and lawful superiority, the 
  class contains three paths, that of the Measure, the Chain, 
  and the Hellion. The Path of the Measure enforces the core 
  philosophies of the knighthood and rewards champions 
  of law for their dedication. The Path of the Chain enforces 
  the doctrine of the various Hellknight orders, driving 
  followers to embrace the strictures of absolute order. 
  Lastly, the rarely obtained Path of the Hellion falls outside 
  the official recognition of the Hellknights, offering great 
  power, yet also the potential for great evil to those who lack 
  the discipline to control the seductive powers of Hell. The 
  road of the Hellknight is long, and for most, the path they 
  travel continues for the rest of their lives.
  Role: 
  Hellknights 
  are 
  champions 
  of 
  absolute, 
  unquestionable, unflinching order. Whereas paladins 
  zealously uphold the strictures of righteousness and 
  decency, Hellknights walk a path devoid of ethical 
  concerns. They care nothing for goodness or evil, only 
  that their iron-shod vision of law is enforced. This 
  they do out of a desire to see the expansion and growth 
  of civilization and to free society from corruptive and 
  parasitic elements. Their means all work toward this end, 
  and should intimidation, mercilessness, and the fearful 
  methods of Hell advance their crusade—even at the loss of 
  the occasional innocent life—then so be it. 
  Alignment: The discipline and devotion to order 
  demanded by the Hellknights requires that all members 
  be of lawful alignment. Questions of morality matter little 
  to the black-armored warriors, but those who concern 
  themselves overly much with matters of good and evil 
  often find themselves at odds with the strictures of the 
  knighthood and face potential expulsion. Characters who 
  disapprove of the heavy-handed, merciless application of 
  law rarely find themselves inclined toward the Hellknights, 
  while those members who regularly deviate from the cold 
  efficiency of their brethren’s doctrine find themselves 
  irredeemably barred from the knighthood. 
  Requirements
  To qualify to become a Hellknight, a character must fulfill 
  the following criteria.
  Base Attack Bonus: +5.
  Weapon Proficiency: Must be proficient with all martial 
  weapons.
  Armor Proficiency: Must be proficient with heavy armor.
  Alignment: Any lawful.
  Special: Before a character can become a Hellknight, he 
  must slay a devil with a number of Hit Dice equal to or 
  greater than his own. This victory must be witnessed by 
  a Hellknight.
  Class Skills
  The Hellknight’s class skills (and the key ability for 
  each skill) are Intimidate (Cha), Knowledge (local) (Int), 
  Perception (Wis), Ride (Dex), Sense Motive (Wis).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  All of the following are features of the Hellknight.
  Weapon and Armor Proficiency: Hellknights gain no 
  proficiency with any weapon or armor.
  Aura of Law (Ex): The power of a Hellknight’s aura of law 
  (see the detect law spell) is equal to his Hellknight level.
  Detect Chaos (Sp): At will, a Hellknight can use detect 
  chaos, as the spell. A Hellknight can, as a move action, 
  concentrate on a single item or individual within 60 feet 
  and determine if it is chaotic, learning the strength of its 
  aura as if having studied it for 3 rounds. While focusing on 
  one individual or object, the paladin does not detect chaos 
  in any other object or individual within range.
  Smite Chaos (Su): Once per day, a Hellknight can draw 
  upon reserves of discipline to aid him in his struggle 
  against chaos. As a swift action, the Hellknight chooses 
  one target within sight to smite. If this target is chaotic, 
  the Hellknight adds his Wisdom bonus (if any) to his attack 
  rolls and adds his Hellknight level to all damage rolls 
  made against the target of his smite. If the target of smite 
  chaos is an outsider with the chaotic subtype, a chaotic-
  aligned aberration, or a fey creature, the bonus to damage 
  increases to 2 points of damage per level the Hellknight 
  possesses. Regardless of the target, smite chaos attacks 
  automatically bypass any DR the creature might possess.
  In addition, while smite chaos is in effect, the Hellknight 
  gains a deflection bonus equal to his Wisdom modifier (if 
  any) to his AC against attacks made by the target of the 
  
  67
  Hellknights
  smite. If the Hellknight targets a creature that is not 
  chaotic, the smite is wasted with no effect.
  The smite chaos effect remains until the target of the 
  smite is dead or the next time the Hellknight rests and 
  regains his uses of this ability. At 4th level, and at every 
  three levels thereafter, the Hellknight may smite evil one 
  additional time per day, to a maximum of five times per 
  day at 13th level.
  Discern Lies (Sp): Starting at 2nd level, a Hellknight’s 
  detect chaos ability also reveals if a creature within the 
  area being scrutinized is lying. This effect functions 
  similarly to the spell discern lies, but a Hellknight can 
  detect multiple lies from multiple creatures through one 
  use of detect chaos. In addition, a Hellknight must be able 
  to hear and understand what a creature within the area of 
  effect is saying to discern lies.
  Hellknight Armor (Ex): Hellknights are known and 
  feared for their intimidating suits of armor. At 2nd level, 
  a Hellknight gains greater mastery of his armor as both a 
  defense and a method of imposing his will. A Hellknight 
  must first attain a suit of full plate armor created to the 
  exacting specifications and style of the order of which he’s 
  a member and costing 2,000 gp. A Hellknight functions 
  more efficiently in his armor—or another crafted to his 
  order’s specifications—than he does in normal full plate, 
  reducing the armor check penalty by –1 and increasing the 
  maximum Dexterity bonus allowed by +1. At 6th and 10th 
  levels, these bonuses increase by +1 each. In addition, at 
  10th level, a Hellknight can move in his full plate armor 
  without penalty to his base land speed.
  Force of Will (Ex): By 3rd level, a Hellknight has ordered 
  his mind to the point that he gains resistance against certain 
  mind-affecting effects. At 3rd level, a Hellknight chooses 
  one of the following subschools or descriptors to gain a +2 
  bonus on his Will saves against charm, compulsion, glamer, 
  fear, figments, pattern, and phantasm. The Hellknight 
  gains this bonus against all spells, spell-like abilities, and 
  abilities specifically noted with these descriptors.
  At 6th level, a Hellknight’s mental control increases, 
  allowing him to choose another subschool or descriptor to 
  gain a +2 bonus on his Will save against. In addition, the 
  bonus provided by his first selection increases by +2.
  Hellknight 
  Hit Dice d10
   
  Base
   
  Attack Fort Ref 
  Will
  Level Bonus Save Save Save 
  Special
  Path of the Measure
  1st 
  +1 
  +1 
  +0 
  +0 
  Aura of law, detect chaos, smite chaos 1/day
  2nd 
  +2 
  +1 
  +1 
  +1 
  Discern lies, hellknight armor 1
  3rd 
  +3 
  +2 
  +1 
  +1 
  Force of will 1, mercilessness
  Path of the Chain
  4th 
  +4 
  +2 
  +1 
  +1 
  Lawbringer, smite chaos 2/day
  5th 
  +5 
  +3 
  +2 
  +2 
  Discipline 1
  6th 
  +6 
  +3 
  +2 
  +2 
  Force of will 2, hellknight armor 2 
  7th 
  +7 
  +4 
  +2 
  +2 
  smite chaos 3/day
  8th 
  +8 
  +4 
  +3 
  +3 
  Discipline 2
  9th 
  +9 
  +5 
  +3 
  +3 
  Force of will 3
  10th +10 
  +5 
  +3 
  +3 
  Hellknight armor 3, smite chaos 4/day
  11th +11 
  +6 
  +4 
  +4 
  Discipline 3
  12th +12 
  +6 
  +4 
  +4 
  Force of will 4, judgment
  Path of the Hellion
  13th +13 
  +7 
  +4 
  +4 
  Smite chaos 5/day
  14th +14 
  +7 
  +5 
  +5 
  Infernal armor
  15th +15 
  +8 
  +5 
  +5 
  Hell’s knight
  
  68
  Council of Thieves
  At 9th level, a Hellknight may choose from the list again, 
  and the bonus provided by both of his other selections 
  increases. 
  At 12th level, a Hellknight may choose from the list a final 
  time, effectively having a +2, +4, +6, and +8 bonus against 
  four different effects.
  Mercilessness (Ex): Starting at 3rd level, a Hellknight 
  can cause a creature that would normally lose consciousness 
  as a result of being reduced to negative hit points by his 
  attack to instead instantly die. Creatures with the Diehard 
  feat or similar abilities are not affected by mercilessness. A 
  Hellknight can choose not to make use of this ability.
  Lawbringer (Su): From 4th level on, all of a Hellknight’s 
  attacks are treated as lawful for the purpose of overcoming 
  damage reduction.
  Discipline (Ex): A 5th-level Hellknight gains access to his 
  first discipline, his months of training and mental control 
  taking the form of a unique ability. At 5th level, a Hellknight 
  must choose the discipline associated with his specific 
  Hellknight order. (If the Hellknight is not part of one of the 
  orders listed, the GM chooses an ability that seems most 
  appropriate for this level.) At 8th level, the Hellknight gains 
  access to another discipline, and may choose any ability 
  available to “Any Hellknight.” At 11th level, a Hellknight 
  gains a third discipline and may choose any listed ability. 
  Where called for and except where noted otherwise, 
  discipline abilities have a DC of 10 + 1/2 the Hellknight’s 
  character level + the Hellknight’s Charisma modifier.
  Brand (Su): Once per day, as a standard action, a Hellknight 
  can summon the power of law into a visible force cloaking 
  his hand. The Hellknight may make a touch attack against 
  another creature, affecting the target as per the spell mark of 
  justice. An affected target immediately knows what behavior 
  will activate the mark. The mark lasts for 24 hours. (Order 
  of the Pyre)
  Censor (Su): A Hellknight can mute a target struck by his 
  smite chaos ability. A number of times per day equal to 
  the Hellknight’s Charisma modifier—but not exceeding 
  the number of times per day he can use his smite chaos 
  ability—a Hellknight can force a target struck by his smite 
  chaos ability to make a Will save. Failure causes the target 
  to be unable to speak for a number of rounds equal to the 
  Hellknight’s Charisma modifier. (Order of the Rack)
  Fearsomeness (Ex): A Hellknight can use the Intimidate 
  skill to cause another creature within 10 feet to become 
  frightened instead of shaken. This ability functions just as 
  the demoralize aspect of Intimidate, but results in the target 
  becoming frightened. A Hellknight can use this ability once 
  for every 5 class levels he possesses. (Any Hellknight)
  Onslaught (Su): Drawing upon his discipline for a surge 
  of speed and might, a Hellknight may increase his base 
  speed by +10 feet and his Strength by an amount equal to his 
  Wisdom modifier for 1 round (this bonus cannot exceed +5). 
  Alternatively, if the Hellknight is riding, he may grant his 
  additional +10 feet of movement to his mount for 1 round. A 
  Hellknight may use this ability as a free action once per day 
  for every 5 Hellknight levels he possesses. (Order of the Nail)
  Pentamic Faith (Ex): This ability grants a multiclass cleric/
  Hellknight of the Order of the Godclaw the ability prepare 
  domain spells from many of his deities’ domains. The 
  Godclaw domains this ability grants access to are Artifice, 
  Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, 
  Strength, Travel, and War. This ability does not grant the 
  Hellknight access to the related domain abilities, just the 
  ability to prepare spells from additional domain spell 
  lists. In addition, the Hellknight may treat any of the 
  weapons of the individual Godclaw members—crossbow, 
  longsword, mace, or warhammer—as his deity’s weapon 
  for the purposes of spells like spiritual weapon. (Order of the 
  Godclaw; only members of the Order of the Godclaw may 
  select the pentamic faith ability)
  Shackle (Su): A Hellknight can cripple a target struck by 
  his smite chaos ability. A number of times per day equal to 
  the Hellknight’s Charisma modifier—but not exceeding 
  the number of times per day he can use his smite chaos 
  ability—a Hellknight can force a target struck by his smite 
  chaos ability to make a Will save. Failure causes the target’s 
  speed to be reduced by 10 feet for a number of rounds equal 
  to the Hellknight’s Charisma modifier. Should a target fail 
  its save by 5 or more, its speed is reduced by an additional 
  5 feet, plus an additional 5 feet for every 5 after that. Thus, 
  a creature that fails its Will save by 11 points has its speed 
  reduced by 20 feet. If this would reduce a target’s speed to 
  0 or lower, the creature is stunned for 1 round, after which 
  its speed is reduced to 5 feet for the duration of the effect. 
  (Order of the Chain)
  Summon Devil (Sp): Once per day, as a standard action, a 
  Hellknight can summon a single devil similarly to the spell 
  summon monster. The devils a Hellknight can summon (and 
  the Hellknight level at which he can summon them) are 
  lemure (5th), imp (7th), bearded devil (9th), erinyes (11th), 
  bone devil (13th), barbed devil (15th), ice devil (17th). (Order 
  of the Gate)
  Tracker (Su): Once per day, a Hellknight can summon 
  a creature to aid him, either in battle or in tracking an 
  enemy. A Hellknight can summon one specific creature as 
  per the spell summon monster. The creatures a Hellknight 
  can summon (and the level at which he can summon them) 
  are eagle (5th), riding dog (5th), wolf (7th), leopard (9th), dire 
  wolf (11th), or hell hound (13th). The creature lingers for 1 
  hour, before vanishing. (Any Hellknight)
  Vigilance (Su): A Hellknight gains low-light vision 60 
  feet. In addition, for a number of rounds per day equal 
  to the Hellknight’s Wisdom modifier, a Hellknight can 
  concentrate intensely, allowing him to see and hear through 
  up to 5 feet of stone or a similar barrier as if it didn’t exist. 
  
  69
  Hellknights
  These rounds need not be consecutive, and the ability can 
  be activated or ended as a free action. Lead and magical 
  barriers block this effect. (Order of the Scourge)
  Wrack (Su): A number of times per day equal to the 
  Hellknight’s Charisma modifier, a Hellknight can touch 
  a creature and cause incredible pain. As a standard action, 
  the Hellknight can veil his hand in crackling energy, after 
  which he must make a touch attack to affect a creature. Any 
  creature hit by this attack takes 1d6 points of damage + the 
  Hellknight’s Charisma modifier, and must make a Will save. 
  Those who fail are sickened for 1d4 rounds. (Any Hellknight)
  Judgment (Su): Starting a 12th level, a Hellknight can 
  make a mighty blow against any creature he believes has 
  committed a crime or is actively attempting to sow disorder. 
  This attack is treated as one use of the Hellknight’s smite 
  chaos ability and, should it hit, deals additional damage 
  equal to the Hellknight’s level. This additional damage 
  is dealt regardless of its actual alignment. The creature 
  does not actually have to be a lawbreaker to be affected 
  by this effect, but the Hellknight must believe it is. If 
  the Hellknight uses this ability on a creature that is not 
  actually opposing the will of law or for unfounded reasons 
  (as determined by the GM), making use of this ability is 
  considered an evil act.
  Infernal Armor (Su): Starting at 14th level, while wearing 
  his Hellknight armor, a Hellknight is recognized as a 
  champion of law by the denizens of Hell. From this point 
  on, all devils not acting under specifically aggressive orders 
  have a starting attitude of indifferent and the Hellknight 
  gains a +2 bonus on all Charisma-related skill checks made 
  while interacting with all nongood lawful creatures.
  In addition, at will while wearing Hellknight armor, a 
  Hellknight gains immunity to fire and poison, resistance to 
  acid 10 and cold 10, and the ability to see perfectly in darkness 
  of any kind, even deeper darkness (a supernatural ability).
  Hell’s Knight (Su): Staring at 15th level, a Hellknight can 
  grant a weapon he wields or one he touches and that remains 
  within 100 feet the axiomatic, flaming burst, or unholy 
  weapon special quality. If the weapon is being wielded by 
  the Hellknight and is the favored weapon of his order, the 
  Hellknight can grant the weapon two of these qualities.
  The Hellknight also gains immunity to all mind-
  affecting effects.
  Reckonings  & Ex-Hellknights
  All Hellknights adhere to a strict path of discipline, 
  deviation from which is never taken lightly. Those who 
  knowingly go against their order’s core philosophies, the 
  Measure and the Chain (detailed in Pathfinder Adventure 
  Path volume 28), are expected to undergo a reckoning. 
  Reckonings are confessions wherein a Hellknight professes 
  his crimes before a superior at his order’s citadel—or 
  with another Hellknight or even alone if the citadel is 
  unreachable. A reckoning is a half-hour-long ritual where 
  the Hellknight exacts 1d6 points of damage upon himself 
  for each infraction using the punishment favored by his 
  order. The Hellknight cannot consciously accept magical 
  healing until this damage heals naturally—accepting 
  healing (willingly or not) counts as its own infraction. 
  Reckonings must be faced within 1 week of an infraction, 
  or else the Hellknight loses all of his supernatural abilities 
  until his reckoning is faced.
   What constitutes defiance of their code varies slightly 
  from order to order, but at its core can be summarized as 
  any act of lawlessness, defiance of a superior Hellknight, 
  or aiding or ignoring the cause of chaos. The GM should 
  inform a Hellknight player when his actions will result in 
  an infraction, while the player should keep tally of such 
  trespasses (rolling this number of d6s as damage at his next 
  reckoning). Hellknights understand that situations exist 
  where ignoring a crime might ultimately better aid the 
  cause of law, yet are expected to punish themselves for such 
  conscious oversights nonetheless. 
  A Hellknight who voluntarily ceases to be lawful or who is 
  cast out of the knighthood by the decree of a legitimate leader 
  of his order loses all the supernatural class features of the 
  Hellknight prestige class. Hellknights are typically exiled 
  from an order only after repeated and severe infractions 
  against the Measure and the Chain or numerous acts that 
  result in a change of alignment (GMs should make players 
  blatantly aware of acts that might lead toward an alignment 
  change). After being expelled from his order, a character 
  may not progress any further in levels as a Hellknight. 
  He regains his abilities and advancement potential if he is 
  reaccepted by his order or another Hellknight faction, but 
  such instances are exceedingly rare.
  Hellknight Characters
  Although Hellknights might find their goals at odds with 
  some, these paragons of law can easily serve as valuable 
  members of an adventuring party. Before seeking to join 
  the Hellknights, though, a character should consider 
  whether the knighthood’s duties and disciplines might 
  be at odds with those of his companions. Just as a good-
  aligned character might choose not to join an entirely evil 
  adventuring company, Hellknights avoid consorting with 
  habitual lawbreakers. Also, although they hold to a strict 
  code of conduct in many ways similar to those of paladins, 
  Hellknights discipline their own and are not monitored by 
  divinities. Thus, should a Hellknight break his code, he is 
  not immediately deprived of his powers as a paladin is, 
  though he or his brethren might prove even more severe 
  in their punishments. Only repeatedly breaking his vows 
  to the point that he can no longer be considered of a lawful 
  alignment denies a Hellknight access to his powers.
  
  70
  Hell’s Pawns Part 3 of 6
  The Goat Pen
  W
  alking down Eel Street toward the sunset, I notice 
  again how much the silhouette of the Goat Pen 
  resembles a monstrous crouching toad.
  What was once a wheelhouse that raised the big cargo 
  winches had been condemned after the collapse of the 
  Eel Street Dock. Through one of his intermediaries, 
  Zandros bought the stable as well as an adjoining smithy 
  and salt house for a pittance. In the twenty-odd years 
  since, he’s tasked his henchmen with shoring up the 
  sagging interiors, but they’ve done nothing to maintain 
  the exterior. The outer surfaces are dotted with blue 
  mold, and all the walls slump inward to give the place the 
  appearance of a predator tensed to leap. The windows are 
  boarded shut except on the smithy entrance, beside which 
  hangs a scabrous painted board depicting a frothing mug 
  atop an anvil.
  Maccabus and I walk in through the single saloon door. 
  With a jerk of his head he dismisses the young toughs 
  who accompanied us. Four or five of them lounge just 
  outside, while the rest drift away into the evening gloom.
  Inside, a slip I’ve never seen before stands on a crate 
  behind the bar wiping mugs with a stained rag. A couple 
  of my former colleagues huddle over their cups at the bar. 
  Both were adults when I first fell in with the gang, and 
  now the Goatherds call them the old men.
  “Crasus, Darruck,” I say.
  They nod at Mac but say nothing to me before turning 
  back to their drinks.
  “Come on,” says Maccabus. We walk past the bar, and 
  Mac pounds on the door. The guard cracks it for a peek 
  at us before letting us pass. We descend a short flight of 
  stone stairs and enter the lair of Zandros the Fair.
  On the far side is a tilting brick fireplace added after 
  the Goatherds moved in. A boy of perhaps ten years turns 
  a spit on which sizzles a carcass of indeterminate origin. 
  To the left is a wide ramp leading up to wide doors with 
  smaller portals cut out of each one, handy escape routes 
  in the event of a raid. On the right are the old stables, 
  each compartment covered with a dirty length of sailcloth 
  to form a more-or-less private sleeping chamber. In the 
  
  71
  The Goat Pen
  middle is the feast hall, a long horseshoe shape of low 
  mismatched tables around the base on which a great turn 
  wheel once rested. All around sit the youngest Goatherds, 
  greedily devouring their master’s feast and washing it 
  down with watered wine. The only one I recognize is 
  Gruck, seated at the nearest table to my left. I nod at him, 
  but he looks away.
  Zandros sits before the fireplace on a mound of furs 
  thrown over an oversized throne liberated from some 
  playhouse storeroom. His last black locks have thrown 
  up the white flag since I saw him a couple of years ago, 
  and his hair has thinned so much that the horn-like 
  tumors on his brow are more prominent than ever. His 
  snowy beard makes a sharp point of his chin, and his 
  buckteeth and flat pink nose complete the illusion of an 
  ancient satyr rather than the reality of a scrofulous old 
  Sczarni who should have known better than to cheat a 
  Varisian witch.
  Whatever curse she spat at him, it hasn’t touched 
  his daughter, Anca, who sits at his feet. The family 
  resemblance ends at her buckteeth, which lend her 
  the oddly winsome appearance of a bunny. She wears 
  more jewelry these days, most of it cheap gewgaws 
  that attracted her attention in the market, but a couple 
  of items look like the genuine article, probably gifts 
  from suitors risking her father’s wrath. One trinket in 
  particular looks familiar. 
  I follow Mac into the middle of the tables, the 
  traditional spot for messengers and the accused. 
  Zandros glowers at Maccabus. “What are you doing here?”
  Mac shrugs. “Finished early. Ran into the boys on the 
  way back.”
  Zandros thrusts out his meaty paw. His fingers have 
  grown together into two thick rough digits with a stump 
  of a thumb. “The money,” he says. “Or the forfeit.”
  Mac approaches the throne and hands Zandros a little 
  sack of coins. Zandros hefts the pouch and says, “This 
  isn’t all.” He pours out the coins and begins to count.
  Mac draws a dark handkerchief from his coat and 
  lays it open on the table. Inside is a bloody, severed ear. 
  Usually Zandros demands both on the final warning, but 
  I see Mac has made an adjustment for partial payment.
  “This is less than half what he owes,” growls Zandros. 
  He’s a stickler about correct amounts, at least when 
  they’re payable to him.
  Mac digs around in his coat pocket and drops a thumb-
  sized gobbet of flesh atop the handkerchief. Earlobe.
  One of the new recruits barks a hyena’s laugh. One glance 
  from Zandros, and the kid shuts up. Then the Old Goat 
  chuckles, and all the boys join in, some of them sounding 
  quite natural. He’s still training this lot of sycophants. I 
  steal a glance at Gruck. His wince tells me he hasn’t yet 
  learned to delight in cruelty. He picks at his meat.
  “Good work,” Zandros says to Maccabus. He waves the 
  veteran thug away with his deformed hand. “Take the rest 
  of the night off.”
  Mac hesitates and looks at me. Before he can say 
  anything, the bar door bangs open and Ursio stomps 
  down the steps trailed by a couple of bruisers. Someone 
  has splinted his broken arm and bound it tightly to his 
  chest. The dwarf looks ready to shout in triumph when he 
  sees me standing in the ring, but he knows better than to 
  interrupt Zandros when he’s holding court. He shoulders 
  a bald-headed boy aside and helps himself to the kid’s 
  wine. Mac murmurs a word that might be “luck” as he 
  walks past me and up the stairs.
  “Now then,” says Zandros, smiling, “to the matter of 
  our long-absent friend, Radovan Copper-Tongue.”
  You’d think Zandros was a Taldan for his love of stupid 
  nicknames. When I was starting out with the Goatherds, 
  I liked to try a few words before cracking heads to bring 
  back overdue accounts. Whether it was my oratory or 
  my fiendish good looks that did the trick, some of the 
  old men started calling me their golden-tongued devil. 
  Zandros corrected them, saying I hadn’t yet earned my 
  way to the big accounts. 
  I consider four or five snappy rejoinders but decide to 
  keep them to myself. Zandros’s smile fades as he realizes I 
  won’t help him put on a show for the young Goatherds.
  “You should come when I call, boy,” he says.
   “I’m here now, Zandros. What do you want?”
  “Perhaps I wished only to see how well you fare these 
  days, beyond my protection,” he says.
  “At the point of a crossbow?”
  “Ah,” says Zandros. His gaze flicks toward Ursio, who 
  raises his goblet to cover a guilty expression. His version 
  of our encounter must differ in a few respects from mine. 
  “You boys must learn to get along. Egorian is not yet so 
  great that you will not cross paths from time to time.”
  “Just tell me what you want, and I’ll get back to work.”
  “What sort of work?” says Zandros. He cocks his head 
  like a dog who hears a distant noise. “Perhaps something 
  with which my boys could help?”
  The prospect of tasking the Goatherds with ferreting 
  out the story behind Einmarch Henderthane’s dalliance 
  at the Tall Tail has a certain appeal, but the boss would 
  never stand for it. More importantly, we’d be as likely to 
  end up with a dead doxy as with useful information.
  “Thanks all the same.”
  Zandros frowns, disappointed but not entirely 
  surprised. “Your current employment puts you in a 
  unique position to be of help to your former comrades.”
  I had a feeling this might be it. Once I started working 
  for Count Jeggare, Zandros began sniffing around 
  my feet. In the years since, I’ve learned to deflect the 
  inquiries of my Cheapside contacts, or to feed misleading 
  
  72
  Hell’s Pawns Part 3 of 6
  trifles to the barmaids who seem too friendly too fast. 
  The boss prides himself on discretion in the cases of 
  his peers, whose secrets would prove more than a little 
  profitable to an avaricious soul like Zandros. 
  I say, “Can you keep a secret?”
  “Yes,” he hisses, leaning toward me.
  “Me, too,” I say. He catches my meaning and flinches as 
  if stung by a wasp. I worked for Zandros long enough that 
  I could do him some harm with a few words in the right 
  ears. He has to value my ability to keep my mouth shut, 
  even if it’s not for him.
  “Surely not every trifle you glean is precious to your 
  new master, nor does everything you hear spill into your 
  ear alone. I know you are investigating the Henderthane 
  estate, for example. Old confidants should help each other.”
   “I am not your confidant,” I say. “I earned my way out, 
  fair as day and night.”
  “Is that so?” says Zandros. His eyes narrow as he 
  peers around the feast hall, looking at each of his young 
  recruits in order. “Does anyone here remember it so?”
  Only Ursio and Anca have been around 
  since my days with the Goatherds. Ursio 
  hates me, and she wouldn’t dare cross 
  her father. Both of them 
  know he’s Zandros the Fair only so long as it suits his 
  purpose.
  “I remember,” calls a voice from the back of the room. 
  I turn to see Crasus, one of the men who’d been drinking 
  upstairs.
  “So do I,” says his companion, Darruck. I decide to buy 
  them each a long line of ales later, somewhere else. Both 
  men look straight at Zandros with the blank expressions 
  of veterans who know what they have to lose but don’t give 
  a damn. 
  Zandros stares at them a long moment before saying, 
  “So be it.” He smiles, but his hand trembles as he lifts his 
  goblet, and he splashes wine on his beard. Anca raises a 
  handkerchief to his chin, but he slaps her hand away.
  “I’ll be on my way, then,” I say.
  “Not so fast,” says Zandros. “There is still the matter of 
  Ursio’s injury.”
  “Occupational hazard,” I say, but I know where he’s 
  going with it.
  “You have limited his earning capacity,” says Zandros. 
  “You have taken money out of my pocket.”
  “That’s Ursio’s problem,” I say. Whenever one of us fell 
  sick or got hurt, Zandros 
  insisted we double his 
  cut until we had made 
  up “his” losses.
  “Any outsider who 
  harms a Goatherd must 
  face my justice,” says 
  Zandros. “And, as you remind 
  us, you are an outsider now.”
  “An arm for an arm!” shouts 
  Ursio.
  Zandros says, “That is just.” He nods 
  to the thugs who came in with Ursio, and 
  they step toward me.
  “Wait,” I say. 
  Zandros lifts an eyebrow and settles back on his 
  throne. “Well?”
  “Your man Rennie is a wererat.”
  Zandros glances over his shoulder toward the meat 
  roasting on the spit behind him. He laughs, “Old news.”
  Ursio and a few of the tougher-looking boys join in his 
  laughter, but Gruck bolts from his table and rushes out 
  one of the escape doors. Before it can swing shut behind 
  him, I hear the sounds of his retching in the alley.
  “That’s the best you have?” says Zandros.
  The bruisers grab my arms and force me down to my 
  knees. Ursio leaves his place to make a show of choosing 
  from a stack of spiked clubs in the corner.
  If it’s a choice between a broken arm and breaking 
  the boss’s confidence, then this is going to hurt. I wrack 
  my brain for any scrap I can throw Zandros without 
  “What’s a broken arm 
  between friends?”
  
  73
  The Goat Pen
  compromising my livelihood when I notice Anca staring 
  at me, her lips trembling. I can’t decide whether she’s 
  eager or fearful to see me hurt.
  “That golden comb in Anca’s hair,” I say. “I know who 
  gave it to her.”
  Anca shoots me a desperate look. I don’t like putting 
  her on the hook, but weighed against the prospect of a 
  broken arm, she comes up light.
  “Who?” Zandros is so incensed that he doesn’t notice 
  Ursio cried it out at the same time, and I know I have 
  something. The dwarf has long pined for Anca. Ursio 
  glares at me.
  “What is it worth to you?” I say. Zandros likes to haggle, 
  so I add, “More than a tiefling’s arm, I reckon.”
  “Bah!” spits Zandros. He makes a dismissive wave with 
  his disfigured hand, but his head turns in a way that 
  shows he is avoiding looking at Anca. At this moment, 
  there’s nothing he wants to know more than the identity 
  of her secret lover.
  “Your daughter’s virtue?” I say. One of Zandros’s 
  favorite Varisian songs comes to mind. “‘A treasure more 
  than gold,’ isn’t that how it goes?”
  He leaps up. “Blast your eyes, who is it?”
  “This’ll tip the scales. The way I reckon it, you’ll owe 
  me one beyond Ursio’s cracked wing.”
  “Yes, yes,” says Zandros. “Just tell me, damn you.”
  I turn to show Ursio all my long, sharp teeth. I can 
  almost see steam coming off his reddened skin. He’s 
  tensed to deny any accusation I might make about him, 
  and the prospect is tempting, but the truth is safer.
  “That comb was among the items stolen from the 
  Porter Street pawn shop last month,” I say. When the 
  news broke, I nosed around a little in case the cheap shop 
  owner came to his senses and offered a reward. It was no 
  trick to learn who was fencing the goods. “Scipio, that big 
  stevedore on the Bunyip Dock.”
  Zandros turns on Anca, whose cringe is all the proof he 
  needs that I’ve told the truth. He thrusts a finger toward 
  one of the stable bedchambers, and she scurries away. 
  Behind me, I hear Ursio muttering oaths of revenge.
  Seething, Zandros turns back to me. I say, “I can see 
  you’re busy here, so I’ll be on my way.”
  “One last thing,” he says. “When next you visit the 
  Henderthanes, let them know I look forward to the 
  timely settling of Einmarch’s estate, and repayment of all 
  outstanding debts.”
  “What debts?”
  Zandros looks smug. “Such details I share only with 
  trusted friends, but that much should balance the scales 
  between us. Don’t you agree?”
  After a quick visit to my flat and a change of clothes, I 
  head over to Trick Alley and spend the rest of the night 
  angling for a word with the working girls at the Tall 
  Tail. They’re too busy for me to entice any of the tiefling 
  courtesans off site for a private conference, but at last 
  I wangle a brief word with Velvet, Einmarch’s regular 
  indulgence. It takes a little charm and a lot of the boss’s 
  coin, but eventually she spills enough that I would bet 
  she isn’t so reckless as to extort a house as powerful as 
  Henderthane. A few coins to the Madame of the house is 
  enough to learn that Velvet suffered a brief spate of the 
  prickles and could well have passed it to Einmarch, but 
  that’s nothing a man of his wealth couldn’t solve with a 
  discreet visit to the Temple of Asmodeus.
  By the time I’m finished with Velvet, I’m ready to hit 
  the sack and hope for visions of Pavanna Henderthane as 
  I first saw her in the Plaza of Flowers, her face clean and 
  bright with purpose, not hidden behind some demure 
  fan. But when the dreams do come, they bring images of 
  goat-faced men with pitchforks hunting terrified rabbits 
  through dim avenues. I run confused among them, never 
  sure whether I’m among the hunters or the prey.
  The dawn wakes me, and I do my ablutions and say 
  my silent daily thanks to Desna for the luck she’s spread 
  in my path, praying for help to tread on the good and 
  avoid the bad. Then I head over to Greensteeples, where 
  Malla feeds me breakfast and gives me her reading of 
  the household weather. The boss was up late poring 
  over his Pathfinder reports, so the servants are cheerful. 
  While compiling the information from field agents to 
  pass along to his superiors in the Society, he neglects to 
  drink and smoke himself into a mournful stupor. The 
  downside is that sometimes those field reports hold his 
  interest more than paying cases, the ones I care about.
  When the butler announces the boss is out of bed, I 
  visit the library and find him supervising the packing of 
  various Mwangi artifacts. He has them sent down to the 
  carriage and tells me we’re off to the Scions Academy. I 
  don’t mention the Jeggare livery, which I “forgot” back in 
  my flat, and he doesn’t seem to notice its absence. Jeggare 
  beckons me into the carriage to discuss what I learned at 
  the Tall Tail. I hold off telling him about my encounter 
  at the Goat Pen. Zandros’s hint about a Henderthane 
  debt is intriguing, but something tells me to talk with 
  Pavanna before informing the boss. I weigh the benefit 
  of his insight against my desire to deliver the whole story 
  after interviewing Pavanna privately. Before I make up my 
  mind, we reach the Academy. 
  The building looks like any of a dozen other red-veined 
  marble edifices housing guilds, government ministries, 
  and social clubs, all thorny spires and gargoyles with tall 
  narrow windows in stained glass. When the driver stops 
  the carriage, I hop out to fetch the crate of artifacts. The 
  door opens as the boss approaches, and I recognize the 
  woman as Korva from House Henderthane. The nurse’s 
  
  74
  Hell’s Pawns Part 3 of 6
  bonnet I noticed before is once more pinned in her hair, 
  but now she has an embroidered half-cloak draped over 
  her shoulders. The stark red-and-black designs resemble 
  those on the vestments of the clergy of Asmodeus.
  The boss introduces himself with his usual old-
  fashioned grace, and Korva responds with icy civility, 
  introducing herself as “Matron of the Academy.” 
  When she looks at me, I stare straight ahead with the 
  indifference of a proper servant. My skin itches where 
  I feel her gaze upon me, and I suffer a perverse pang of 
  regret at leaving the livery at my flat. 
  Just as Korva frames a protest to Jeggare’s 
  unannounced visit, the boss breezes past her and orders 
  me to bring in his specimens. She follows him as he 
  walks into a long hall of oak-paneled walls and checkered 
  tile floor. To either side are windows that remind me 
  of the servants’ area at House Henderthane, only these 
  are spacious portals designed to display rather than 
  just reveal the occupants of the other side. I see they are 
  classrooms full of boys, perhaps fourteen or fifteen years 
  old. All are garbed in fine uniforms of black, a few with 
  red insignia of rank at the collar. Their instructors dress 
  like priests of Asmodeus, only their clothing, like Korva’s, 
  seems more like military uniforms than clerical raiment.
  As I approach the first windowless door, which stands 
  slightly open, Korva turns on her heel and points at me. 
  “You stay right there,” she commands. I obey, and she 
  hurries off after the boss, who hasn’t broken his stride.
  That’s as good as an invitation, so I set down the crate 
  of artifacts and ease open the door, beginning a slow 
  count to twenty in my head. Inside is an immaculate 
  office lined with cabinets. I note the keyhole on each one 
  and test the nearest with a gentle tug. Locked tight. The 
  drawers on the desk are similarly secured, but a ledger 
  lies open on the blotter. As I walk over to the desk, I feel 
  a difference in the floor beneath the rug. I lift it with a 
  toe and see the corner of a trap door. I push the rug back 
  into place and look at the ledger. The last page is recently 
  dusted with sand. I know better than to disturb it, but 
  beside a column of dates I make out the names of a half 
  dozen noble families, including the Henderthanes, as 
  my silent count reaches twenty seconds. Just before I go, 
  I surrender to a whim and feel beneath the desk. There 
  I feel a ring of three keys, which I slip into my sleeve 
  pocket. When I step back out into the hall, I see Korva 
  has managed to halt the boss and is speaking to him in 
  urgent but hushed tones. When she glances back to look 
  at me, it’s clear she didn’t notice my detour.
  It’s a little too far to read their lips, but from their body 
  language I can see that the boss, despite his century of 
  practice, is losing the charm offensive. Korva takes his 
  arm in a maneuver just shy of the bum’s rush and tries 
  to lead him back to the entrance, but Jeggare waves to 
  someone in one of the nearer classrooms. Korva protests, 
  but then Morvus Henderthane rushes out of the room 
  and says, “Count Jeggare! You came so soon!”
  “Master Henderthane,” says Korva. “That is, Lord 
  Henderthane, please, I was just explaining to Count 
  Jeggare that classes are not to be disturbed.”
  Boys begin to pour out of the classroom, and Korva 
  casts a baleful gaze at the instructor when he emerges. 
  He shrugs and says, “It was only a few more minutes 
  before luncheon.” When he sees that Korva’s anger is not 
  mollified, he slinks away.
  “Fetch the Father at once,” she calls after him. The 
  instructor hurries down the hall and steps out into an 
  interior courtyard.
  “I apologize for my intrusion,” says Jeggare. “In my 
  enthusiasm to share my latest acquisitions with a fellow 
  student of Mwangi culture, I arrived unannounced.”
  “Our students are the most promising young men 
  of all Cheliax,” says Matron Korva. “Their education 
  is paramount to the future of our nation, as I am sure 
  you understand. Interruptions of their studies are...” 
  She searches for a polite expression and comes up with, 
  “undesirable.”
  “Of course,” says Jeggare. “I wish only to help further 
  that education. When Lord Henderthane informed me 
  that the Academy does not enjoy a collection of cultural 
  artifacts, I felt it my duty to show the lads a sample of my 
  own meager holdings.”
  Boys stream out of the other classrooms and head past 
  us toward the entrance. As they fling the doors open, I see 
  other carriages have arrived outside the Academy, and a 
  queue of servants has formed across the street to receive 
  their charges. Among them I spy child-faced Rusilla, 
  the maid who was so alarmed by our visit to House 
  Henderthane.
  Korva looks past Jeggare, and I follow her gaze to see 
  “Uncle” Orxines emerge from the courtyard. Today he 
  wears garb similar to that of the instructors, only far 
  more elaborate and with a baton of office dangling from 
  a golden belt adorned with black and red stones. When he 
  sees Jeggare turn his way, he dons an indulgent smile.
  “Ah,” says Jeggare. “Father Orxines.”
  If he minds the revelation of his double identity, 
  Orxines does not show it. “Let us retire to my chambers,” 
  he says. He gestures toward the door opposite Korva’s 
  office, and we follow.
  “Your boy can wait outside,” Korva says to the boss. I’ve 
  always rankled at that term, especially when it comes from 
  someone of a better class than Zandros, but when the boss 
  nods at me, I nod back like a good house tiefling and follow 
  the stream of young boys out to the red carriage.
  “What in the nine Hells are you doing here?” The voice 
  of Ivo Elliendo makes Korva’s chilly tones seem warm. I 
  
  75
  The Goat Pen
  prepare the big smile for him but then remember where 
  we are. It’s all very good to brush him off in an alley, 
  but among his class the stakes are higher. I keep my 
  expression neutral as I face him.
  The paralictor stands with his hand gently resting on 
  the shoulder of a blond lad. It occurs to me then that all 
  of the boys from the various classrooms are of the same 
  cohort, not various ages as I’d assumed from the several 
  classrooms.
  “Answer me, boy,” says Elliendo. Before I can answer, 
  a shadow of realization creases his brow, and he marches 
  into the Academy muttering, “Jeggare.”
  I follow him, but he bursts through the door to 
  Orxines’s chamber and has his hands on the boss’s jacket 
  before I can reach him. He hauls Jeggare out of his seat 
  and throws him across Orxines’s desk, sending a lamp 
  and inkwell crashing to the floor. Korva’s hand flies up 
  to her mouth, and Orxines chokes at the sight of the 
  paralictor manhandling a count of Cheliax. 
  “You have no business here!” Elliendo shouts into 
  Jeggare’s face. I move forward to pull him off, but the boss 
  shakes his head.
  Elliendo emphasizes his demand by slamming him 
  back down on the desk. Orxines and Korva step away, 
  afraid to interfere. I look to the boss for permission, but 
  the blow has dazed him. He sees nothing but stars.
  “Do you understand me, Jeggare?” Elliendo smashes 
  him against the desk again, and the boss doesn’t put up a 
  fight. “Stay away from my family.”
  I hate to see the boss knocked around. It makes me look 
  like a bad bodyguard, but unless he gives me the 
  nod, I can’t make a move. On the other hand, 
  he didn’t tell me to keep quiet.
  “Speaking of family,” I say, “how’s the 
  wife?”
  Elliendo’s head turns so fast I imagine I 
  can hear the crack of a whip.
  “Your son takes after her,” I add. 
  “Handsome lad.”
  The whitening of Elliendo’s face 
  emphasizes the little semicircular 
  scar beneath his eye. “You dare,” 
  he says, turning to me, but he 
  releases the boss. I like his 
  theatrical delivery. The man 
  should be on stage.
  Behind him, Jeggare rises 
  from the desk and shakes his head 
  emphatically at me.
  “Paralictor,” says Father Orxines, “I 
  beg you to withdraw.”
  From the hallway, several boys 
  stare in wonder at their elders’ fracas. 
  Among them is Elliendo’s son, his blue eyes round in 
  astonishment. Korva moves to close the door, but Orxines 
  intercedes and holds it open. “Perhaps another location is 
  better suited to your discussion.”
  Elliendo tugs his jacket down tight and turns toward 
  the boys in the hall, who scurry out the front door. 
  Without a glance at any of us, he stalks out of the office to 
  collect his son.
  Jeggare clears his throat and says, “I beg your pardons.” 
  He looks a little shaky, but he gives me the nod to leave, so 
  I step into the hall. He walks slowly out the entrance, and 
  I follow him to the carriage and help him inside. With 
  everyone watching, I take my spot on the footman’s step 
  instead of joining him inside.
  As the driver pulls away, I spot Morvus Henderthane 
  standing on the corner beside Rusilla, whose gaping 
  mouth foretells that this incident will be the talk of 
  House Henderthane when she returns. Remembering 
  something the boss asked me yesterday, I take a good look 
  at Morvus and think back to the rest of his family. The 
  boy has a striking resemblance to his mother, Drulia, but 
  not only does he look nothing like his half-sister, he also 
  bears no resemblance whatever to the portrait of the late 
  Einmarch Henderthane.
  Come to think of it, the boy I saw with Ivo Elliendo did 
  not much resemble his father, either.
  “The old goat hasn’t lost his 
  looks—nor his edge.”
  
  76
  Council of Thieves
  Aberration
  Animal
  Construct
  Dragon
  Fey
  Humanoid
  Magical Beast
  Monstrous Humanoid
  Ooze
  Outsider
  Plant
  Undead
  Vermin
  Desert
  Forest/Jungle
  Hill
  Mountain
  Plain
  Ruins
  Swamp
  Sky
  Underground
  Urban
  Water
  Cold 
  Extraplanar 
  Temperate 
  Tropical
  Creature Type
  Environment
  Climate
  Bestiary symBols
  Bestiary
  From the tales of the Petalana Cycles comes the 
  story of “Queen Swaniai’s Diamond Eye,” an account 
  of a virtuous beauty and her gem that revealed the 
  truth of any man’s heart. In the tragic tale, a cunning 
  paramour manages to trick Swaniai into marrying 
  him by spiriting away her wondrous jewel. While 
  much of the story is mere parable, my studies led 
  me to believe that truth colored its details. And so I 
  ventured into the mountains north of Chennipon. Yet 
  though I followed the story, I did not find Swaniai’s 
  Diamond Eye in the grip of the Night Weaver King 
  as my research had led me to expect. Rather, in that 
  dark place, the Eye had found a new master, one just 
  as devoted to fending off men’s advances, though far 
  less comely than Swaniai.
  —Liteim Krinas, Paths Across Vudra
  
  77
  Bestiary
  T
  his month the discoveries of the Pathfinder Society 
  fill the pages of the Bestiary. From the exotic fetishes 
  of undiscovered societies to titans of legend, these 
  fantastic creature come straight from the tales of Golarion’s 
  foremost society of explorers and the illustrious pages of 
  the Pathfinder Chronicles themselves.
  Beyond the Walls
  Westcrown’s dangers hardly end at its city walls. Beyond 
  the centuries-old mortar and moss-shrouded granite lies 
  one of the most thoroughly subdued countrysides in all 
  of Cheliax, having been host to Chelish travelers, settlers, 
  and armies for centuries. Yet, with little oversight from the 
  ruling government, the land around the former capital has 
  few defenders. Only the rare understaffed and underfunded 
  company of dottari patrols the roads leading from the city, 
  leaving those who venture upon the Rack Road leading into 
  the Turanian Hills or Xarian’s Way toward Westpool and 
  Egorian to fend for themselves. Bandits and highwayman 
  have thus become common on these routes, though few stray 
  within 10 miles of the city, fearing the influence of the Council 
  of Thieves. Such rogues also remain watchful of the Order of 
  the Rack Hellknights, whose shadow looms constantly from 
  Citadel Rivad in the west.
  The bandits and con artists that operate across the 
  Chelish country are an unfortunate side effect of the ages 
  of humanity’s dominance in the region. Long ago, the wolf 
  packs, owlbears, and bugbear tribes that once occupied the 
  hills and fens of the southern Cheliax were subdued, and 
  such creatures are rarely seen today. Yet natural dangers 
  still exist. Today, most threats along the Gemcrown Coast 
  take the form of wild animals, deadly plants, and menaces 
  from the sea. In close proximity to Westcrown, the city’s 
  shadowy curse also seeps into its surroundings, with the 
  occasional shadow beast being known to haunt the night. 
  The unquiet remnants of generations past also wander the 
  rarely tread reaches of the land, lonely undead imprisoned 
  by forgotten hatreds and wrongs. 
  Yet, all is not danger and bandits outside of Westcrown. 
  Several small communities of fisherfolk, farmers, ranchers, 
  traders, and recluses dot the land around Gemcrown 
  Bay, as do the coastal estates of some of Cheliax’s most 
  esteemed noble families. Most notable, though, are two 
  small communities living within the city’s shadow. 
  Founder’s Rest lies just to the city’s north, outside of 
  Parego Dospera. Once a welcome sight at the end of a long 
  road, the Founder’s Rest Inn was created as a stopping 
  point for pilgrims visiting Westcrown, in particular 
  those arriving after the closure of the city’s gates for the 
  evening. Now, though, Vancent Lomarn (LG male human 
  fighter 5), an aging former Hellknight, caters to merchants 
  and any with business preferably conducted outside the 
  city walls. He’s seen much corruption in Westcrown and 
  prides himself on maintaining a safe place for simple, 
  hardworking souls. He rents spartan rooms for 2 gp a 
  night, though he also maintains more lavish apartments 
  for those willing to pay 4 gp a night, or who work toward 
  a cause he believes in.
  Vomer’s Shallows is home to a small commune of traders, 
  sailors, fisherfolk, and disenfranchised Wiscrani who form 
  a largely self-sufficient community on the eastern bank of 
  the Adivian. The herbalist Sosara Josain (NG female human 
  cleric of Erastil 3) has long made a name for herself supplying 
  those in need with sound medical aid and, at times, shelter 
  from trumped-up dottari accusations. 
  GMs interested in expanding upon encounters on the 
  roads and in the communities around Westcrown might 
  find useful stat blocks for bandits and other such scofflaws 
  in Pathfinder Adventure Path volume #25.
  Westcrown Coast Random Encounters
  d% 
  Encounter 
  EL 
  Source
  1–2 
  1 merfolk 
   1/3 
  Bestiary 204
  3–7 
  1d10 rabid dogs 
  2 
  Bestiary 87
  8–11 
  1 giant leech 
  2 
  Bestiary 187
  12–14 
  1d6 zombies 
  2     Bestiary 288
  15–18 
  1d6 tieflings 
  2     Bestiary 264
  19–21 1d6 dolphins 
  3     Bestiary 88
  22–23 1d12 hanivers 
  3 
  Pathfinder #25
  24–27 1d6 giant frogs  
  4 
  Bestiary 135 
  28–30 1 sea hag 
  4 
  Bestiary 243
  31–33 
  1d6 venomous snakes 
  4     Bestiary 255
  34–37 
  1 dire boar 
  4     Bestiary 36
  38–40 1 centipede swarm 
  4     Bestiary 43
  41–42 1d6 shocker lizards 
  5     Bestiary 248
  43–46 2d8 stirges 
  5     Bestiary 260
  47–50 1d4 assassin vines 
  5     Bestiary 22
  51–53 
  1 basilisk 
  5     Bestiary 29
  54–57 
  1d6 bat swarms 
  5     Bestiary 30
  58–60 1d6 alligators 
  5 
  Bestiary 51
  61–63 1d4 gray oozes 
  6 
  Bestiary 166
  64–66 1d4 leech swarms 
  6 
  Bestiary 187
  67–70 1d2 shambling mounds 
  6     Bestiary 246
  71–73 
  1 will-o’-wisp 
  6     Bestiary 277
  74–75 
  1d4 yellow musk creepers 
  6     Bestiary 285
  76–78 1d4 crab swarms 
  6     Bestiary 50
  79–81 1d4 large water elementals 7 
  Bestiary 126
  82–83 1 ghost 
  7 
  Bestiary 144
  84–86 1 water naga 
  7 
  Bonus Bestiary 14*
  87–90 1d4 shadow mastiffs 
  7 
  Bonus Bestiary 16*
  91–93 1d8 shadows 
  7 
  Bestiary 245
  94–95 1d4 basidironds 
  7     Bestiary 28
  96–98 1 chuul 
  7     Bestiary 46
  99–100 1 greater shadow 
  8     Bestiary 245
  * See paizo.com for the Pathfinder RPG Bonus Bestiary.
  
  78
  Council of Thieves
  AspidoChElonE
  The ground shudders and the seabirds take to wing with 
  piercing cries of alarm. What once appeared to be a small, 
  rocky island reveals itself to be a creature of titanic proportions 
  as an enormous tail lifts ominously from the water. With a 
  thunderous crash, it slams down, sending the island plunging 
  beneath the waves.
  Aspidochelone 
  CR 17
  XP 102,400
  N Colossal magical beast (aquatic)
  Init –3; Senses darkvision 120 ft., low-light vision; Perception –2
  DEfEnSE
  AC 27, touch –1, flat-footed 27 (+28 armor, –3 Dex, –8 size)
  hp 297 (22d10+176)
  fort +23, Ref +10, Will +7
  OffEnSE
  Speed 0 ft., swim 120 ft.
  Melee bite +25 (4d6+11 plus grab), tail slap +20 (4d6+5) 
  Space 150 ft.; Reach 20 ft.
  Special Attacks capsize, swallow whole (4d6 acid damage, AC 24, 
  29 hp), watery grave
  STATISTICS
  Str 32, Dex 5, Con 27, Int 3, Wis 7, Cha 12
  Base Atk +22; CMB +41; CMD 48
  feats Diehard, Endurance, Great Fortitude, Greater Bull Rush, 
  Improved Bull Rush, Improved Great Fortitude, Improved Iron 
  Will, Improved Overrun, Iron Will, Power Attack, Stealthy
  Skills Stealth –1, Swim +33; Racial Modifiers +10 Stealth to appear 
  as an island
  SQ deep sea denizen, hibernate, hibernation of ages
  ECOLOgy
  Environment ocean
  Organization solitary
  Treasure incidental 
  SPECIAL ABILITIES
  Capsize (Ex) A aspidochelone can attempt to capsize a boat or 
  ship of Gargantuan size or smaller by merely passing through 
  its space and making a CMB check as a free action. The DC 
  the aspidochelone must exceed is 25, or the result of the boat 
  captain’s Profession (sailor) check, whichever is higher.
  Captivating Scent (Ex) An aspidochelone exudes intoxicating 
  pheromones from its skin, causing nearby creatures to seek it 
  out. Anyone within a 1-mile radius must succeed on a DC 12 
  Will save or feel inexplicably drawn toward the aspidochelone 
  by the most direct route possible. This effect is not an 
  overwhelming compulsion, but more a subtle suggestion. The 
  save DC is Charisma-based with a –10 penalty.
  Deep Sea Denizen (Ex) An aspidochelone can travel to 
  extraordinary depths, and has adapted to the intense darkness 
  and water pressure of the deep. It possesses darkvision with a 
  range of 120 ft. and is immune to damage from water pressure. 
  Hibernate (Ex) After gorging itself on innumerable tons of deep 
  sea life and unfortunate travelers, an aspidochelone floats 
  to the surface and goes into a deep hibernation with only 
  its mottled back jutting from the waves. While hibernating, 
  it appears to be little more than a rocky outcropping or, in 
  the cases of the largest aspidochelone, an entire island. A 
  hibernating aspidochelone is considered to have taken 20 on 
  its Stealth check to hide in plain sight as a rock or island. 
  An aspidochelone rouses from its hibernation for one 
  of two reasons: hunger or disturbance. After entering 
  its hibernation, a aspidochelone sleeps for 2d10×10 
  years, rousing naturally after this time has elapsed. An 
  aspidochelone about to awaken usually sleeps fitfully for 
  the last year of its rest, quivering with tremors that feel like 
  earthquakes to creatures upon it. These tremors are treated 
  as a minor version of the earthquake spell that affects the 
  entire island, forcing creatures on the ground to make a 
  DC 29 Reflex save to avoid falling down and causing 30 
  points of damage to all structures. An aspidochelone might 
  be awakened immediately if it takes 100 or more points 
  of damage in a single day. If awakened in this manner, an 
  aspidochelone typically dives to escape its attacker, then rises 
  again to consume it. The save DC is Constituiton-based.
  Hibernation of Ages (Ex) An aspidochelone in hibernation 
  continues to exude its captivating scent. Over time, birds 
  attracted by the aspidochelone’s pheromones come to roost on 
  the whale, inadvertently bringing the seeds of small plants and 
  shrubbery to grow in the cracks upon the aspidochelone’s thick 
  hide. The preponderance of plants, seabirds, and even other 
  beasts gives the creature the appearance of a rocky but natural 
  island. Thus, any aspidochelone who has spent more than 10 
  years hibernating gains an addition +10 bonus on its Stealth 
  check to look like a natural island.
  Watery grave (Ex) A startled aspidochelone descends rapidly into 
  the depths of the sea, creating an undertow in the water that 
  pulls creatures above the whale down with it. Anyone standing 
  on or swimming within 100 feet of the aspidochelone when 
  it dives must make a DC 29 Reflex save or take 10d6 points 
  of damage from the crushing waves and pressure, and be 
  pulled 100 feet below the water. Even if a creature escapes the 
  undertow, the water within 100 feet of a passing aspidochelone 
  is treated as rough water, requiring a DC 20 Swim check to 
  move at half speed. The save DC is Constitution-based.
  A legendary creature of the sea, aspidochelones are 
  eldritch whales of titanic size. When floating near the 
  surface of the water, aspidochelones have frequently been 
  mistaken by desperate sailors for small islands due to 
  the craggy, mottled flesh of their steeply humped backs. 
  Yet, upon tethering their boats to the whale’s tough hide 
  and lighting a fire to ward off the cold, many castaways 
  discover to their horror that the spur of land they have 
  beached upon is in fact an enormous creature. This 
  realization comes too late for many unfortunate souls 
  
  79
  Bestiary
  as the creature plunges beneath the waves, dragging 
  trespassers down with it.
  An aspidochelone appears to be a huge whale with an 
  extraordinarily thick, rock-like hide. From tail to snout, 
  the creature generally measures more than 500 feet in 
  length, and weighs upward of 100,000 tons. Few ever see 
  an aspidochelone for what it actually is, however, having 
  only glimpsed the pitted and uneven skin of its topside. 
  As seabirds and other creatures come to rest upon the 
  hibernating creature, they carry with them plant seeds 
  and dirt. Over time, the accumulated plants and wildlife 
  gives an aspidochelone the appearance of a small, densely 
  inhabited island.
  Ecology
  Aspidochelones universally live in the deep ocean, 
  as only such large bodies of water can sustain their 
  enormous 
  appetites. 
  Fortunately 
  for 
  seafaring 
  civilizations that rely upon fishing and sea trade for 
  their livelihoods, the gigantic whales are rarely seen. 
  Thought by many to be creatures of myth, the incredibly 
  long-lived aspidochelones spend most of their adult 
  lives in extended periods of hibernation. The creatures 
  possess sluggish metabolisms, allowing them to remain 
  dormant for decades at a time as they slowly consume 
  the fat built up during previous feeding frenzies. As 
  they float near the surface of the water, drifting with the 
  oceanic currents, the whales are frequently mistaken for 
  small islands. Even while hibernating, aspidochelones 
  exude an intoxicating pheromone, causing birds and 
  animals such as sea lions to seek them out. While the 
  huge numbers of creatures rarely cause the beasts 
  to rouse from their slumber, foolhardy human 
  explorers or would-be settlers 
  often startle them out of 
  their reveries when they 
  mistake 
  the 
  creatures’ 
  skin for rock or clay.
  Even 
  when 
  provoked 
  by 
  humans, 
  aspidochelones 
  seldom 
  remain 
  awake 
  unless 
  stirred by their ferocious hunger. 
  When they waken, the whales are 
  wracked by terrible hunger pangs and 
  rampage about the oceans, seeking tons of 
  prey to consume before sinking into their 
  torpor once again. An aspidochelone is a terror 
  during its feeding season, rightfully feared by 
  seagoing civilizations as a monster of the deep 
  come to devour the world. When feeding, 
  the whales consume vast quantities of 
  food, devouring schools of fish, large sea 
  creatures, and sailing vessels alike. Such 
  immense consumption of sea life frequently devastates 
  local ecosystems, wiping out all food sources for dozens 
  of leagues in every direction. 
  habitat & society
  Aspidochelones do not possess any society to speak of, as 
  they spend most of their time floating aimlessly about the 
  ocean. When two aspidochelones of the opposite gender 
  encounter one another, however, each creature is roused 
  from its hibernation by the other’s pheromones. From 
  these unions only one aspidochelone is ever born, and the 
  whales spend 6 months raising the calf to maturity. Once 
  the calf becomes full-grown, the aspidochelones part ways, 
  never to see one another again. 
  Among island cultures, a number of myths have 
  sprung up around the creatures. Legends speak of how 
  an irresistible smell lures sailors to remote islands, only 
  to have the entire ship and crew devoured by the titanic 
  whales in a single gulp. A few outlandish myths even 
  claim that the creatures have devoured entire islands, 
  while pirate tales tell of fantastic treasure buried within 
  the hides of beasts like island. Many of these cultures 
  regard aspidochelones as gods of the sea that call men to 
  their deaths.
  
  80
  Council of Thieves
  dEvil, ChoRtov
  Quivering with heat and barely restrained might, this 
  monstrous, pig-faced titan looms taller than a city wall. 
  Girded in fiendishly etched armor too small for its incredible 
  corpulence, rolls of densely muscled hide spill forth in a flame-
  red avalanche. Gnashing its many-tusked teeth and clutching 
  a wicked military fork, the terrible giant rumbles as if preparing 
  to roar or scream.
  Chortov 
  CR 9
  XP 6,400
  LE Huge outsider (devil, evil, extraplanar, lawful)
  Init –2; Senses Perception –1
  DEfEnSE
  AC 21, touch 6, flat-footed 21 (+9 armor, –2 Dex, +6 natural, 
  –2 size)
  hp 125 (10d10+70)
  fort +14, Ref +5, Will +2
  DR 5/good and piercing
  Immune fire, poison; Resist acid 10, cold 10
  OffEnSE
  Speed 40 ft.
  Melee fork +16/+11 (3d6+12 plus wrath), bite +11 (2d6+4) or
  2 slams +16 (1d8+8 plus wrath), bite +11 (2d6+8)
  Space 15 ft.; Reach 15 ft.
  Special Attacks hellfire soul
  Spell-Like Abilities
  At Will—burning hands (DC 13), faerie fire, pyrotechnics 
  3/day—dimension door, fireball (DC 15)
  1/day—wall of fire, summon devil (level 4, 3 bearded devils, 40%)
  STATISTICS
  Str 27, Dex 7, Con 24, Int 8, Wis 9, Cha 15
  Base Atk +10; CMB +20; CMD 28
  feats Awesome Blow, Cleave, Power Attack, Throw Anything, Vital 
  Strike, 
  Skills Climb +21, Escape Artist +8, Intimidate +15, Knowledge 
  (planes) +12, Survival +12
  SQ corrupt fire, infernal bondage
  ECOLOgy
  Environment any (Hell)
  Organization solitary or gang (2–3)
  Treasure standard
  SPECIAL ABILITIES
  Corrupt fire (Su) Any fire effect—naturally or magically 
  created—within 50 feet of a chortov is tainted into hellfire by 
  its fury and evil. Aside from being sinisterly colored, hellfire 
  functions like normal fire, except that half the damage dealt 
  by hellfire is fire damage and the other half results from 
  evil energy and is therefore not subject to being reduced by 
  resistance to fire-based attacks. In addition, all of a chortov’s 
  spell-like abilities with the fire subtype produce hellfire 
  instead of normal fire.
  Hellfire Soul (Su) Upon being reduced to 0 hit points, a chortov 
  explodes in a blast of hellfire. All creatures within 25 feet take 
  6d6 points of damage from hellfire (see above; DC 22 Reflex 
  save for half). The save DC is Constitution-based. Upon 
  exploding, the chortov’s waning yet still raging soul lingers on 
  as a creature of pure living hellfire. This creature has the same 
  statistics as a Huge fire elemental, except that damage caused 
  by its burn ability results from hellfire and it is not vulnerable 
  to cold. Every round that this hellfire elemental exists, it loses 
  10 hit points until it dissipates completely.
  Infernal Bondage (Su) Chortovs wage Hell’s wars not by choice, 
  but due to powerful magical bondage. The armor that binds 
  all chortovs bears an infernal curse that compels these 
  murderous fiends to serve the will of their infernal masters. 
  This compulsion can be temporarily dismissed by a break 
  enchantment, dispel law, or dispel magic spell that overcomes a 
  DC 25 dispel check. This frees the chortov of its bondage for 
  1d6 minutes, during which the baffled creature acts as though 
  under the effects of the spell confusion. Destroying the armor 
  via sundering attacks also frees the devil for 1d6 minutes, after 
  which the armor magically reforms. A chortov’s armor has 
  hardness 13 and 45 hit points. 
  Wrath (Su) The anger and hatred of chortovs is infectious. Any 
  creature damaged by a weapon wielded by a chortov or a 
  chortov’s slam attack must make a DC 17 or be thrown into a 
  haze of murderous rage, being treated as though under the 
  effects of the spells confusion and rage. This mania lasts for 1 
  minute, but victims may retry their save to resist every round. 
  This is a mind-affecting effect. The save DC is Charisma-based.
  Towering, rage-wracked brutes enslaved to the will of Hell, 
  chortovs fume upon the borders and ramparts of Hell's 
  hinterlands, murderous deterrents to any who would 
  besiege the shores of the infernal realm or seek to escape. 
  Born from the remains of souls not destined for Hell but 
  damned nonetheless, chortovs carry with them the rage of 
  those who have suffered the multiverse’s cruelest injustice, 
  and by the inescapable yoke of diabolical magic find 
  themselves set upon the enemies of their merciless captors. 
  Trapped within grotesque bodies of writhing, porcine flesh 
  and smoldering hellfire, these horrors hate all things—
  other creatures, their fate, and the lords who have ensnared 
  them and forced them to serve even past damnation.
  Standing over 20 feet tall, chortovs are mountains of 
  flesh, muscle, and flame. Each weighing upward of 5 tons, 
  these devils bear plates and bands of diabolical armor 
  that serve as physical manifestations of the infernal 
  sorceries that bind them as eternal slaves to Hell. Each 
  chortov’s armor is unique, often bearing images of the 
  vaguely remembered torments their constituent souls 
  once suffered. Their bodies, too, bear incongruities 
  uncommon in other diabolical races, harkening toward 
  the lawless natures of the soul-stuff from which these 
  terrors are sculpted.
  
  81
  Bestiary
  Ecology
  Not all souls damned to the depths of the Pit deserve their 
  places therein. Trapped planar travelers, goodly souls slain 
  as diabolical sacrifices, or captives who would otherwise face 
  torments elsewhere upon the planes—all might become 
  prisoners of any one of Hell’s inescapable layers, eternally 
  condemned to an unfair damnation. Yet Hell cares nothing 
  for the souls that toil and suffer within its depths, all being 
  fodder for the infinite exertions of the infernal machine. As 
  frightened souls suffer over centuries of horror, losing what 
  once existed of their individuality, those rightfully damned to 
  the Pit join with the fundament of that realm, supplying the 
  infernal realm with the terrible sustenance it requires to—
  over the span of eons—excrete forth mindless lemures. Yet 
  souls not meant for Hell fail to sustain the plane, collecting in 
  mindless spirit cancers of primal pain and blind rage. From 
  these cysts of wrathful, unrighteous damnation, the powers 
  of Hell forge chains in the shape of terrible armor, creating 
  within gigantic, barely restrained beings of hatred and living 
  hellfire, and turn them toward the enemies of the infernal 
  realm. These towering blasphemies are the chortovs.
  Despite being unwilling servants of devilkind, chortovs 
  are irretrievable prisoners of Hell. As the processes by 
  which the infernal realm torments, destroys, and refines 
  souls into the stuff of fiends last for innumerable centuries, 
  and as untold numbers of the damned comprise a single 
  devil, no remnant of individual lives, ambition, or memory 
  remains within these gigantic terrors. Yet despite a lack of 
  specifics, all chortovs are consumed by an overwhelming 
  understanding that they are slaves to a hated 
  master and the impotent knowledge that, for all 
  their might and wrath, the one thing they can 
  never strike against is their captors. Thus, while 
  other devils stand united as zealots inspired by 
  the will of the archdevils and Asmodeus himself, 
  chortovs serve only because they must, suffering eternally 
  through a second damnation.
  habitat & society
  Upon their grotesque creations, most chortovs find 
  themselves stationed on the frontiers of Hell, where they 
  possess innate control over the hellfire that flickers along 
  the infernal realm’s brazen ramparts. Their mastery over 
  these infernal flames often sees them recruited away from 
  Avernus, drawn to some of the most dismal forges in the 
  Pit, such as the fortress-cities of Dis and the Burning 
  Legions of Phelgethon, where their titanic strength and 
  rage is harnessed to power the foundries. 
  Chortovs rarely work in groups, each arrogant but 
  typically dull-witted brute harboring a vicious 
  hatred for the grotesqueries, ineptitudes, and 
  injustice tormenting others of their kind. 
  Should they be forced into close 
  proximity by the orders of their lords, such devils tolerate 
  one another, but are quick to quarrel with their monstrous 
  cousins. While such conflicts never come to blows—the 
  chortovs restricted by their armor from defying the will 
  of Hell—the distraction typically overshadows any benefit 
  gained by their tandem efforts. As such, chortovs typically 
  work alongside diabolical keepers, devils with the desires of 
  Hell and its lords intrinsic to their beings. These minders 
  typically come from the ranks of lesser devils, specifically 
  ordered to direct the ferocious destructive might of these 
  gigantic fiends. Barbazus, erinyes, and—most commonly—
  imps typically serve as minders of 
  their towering brethren, as even 
  greater devils fear the might of those 
  rare chortovs that manage to escape 
  Hell’s control.
  
  82
  Council of Thieves
  idols
  The trappings of strange cultures and jealous mystics, 
  isolated natives and sinister beliefs, idols symbolize the 
  might of enigmatic and often bloody faiths. As the focus 
  of cultish tribes and mysterious religions, crude icons 
  occasionally come to express a measure of true power, 
  transforming religious ardor offered through centuries of 
  worship or the magic of inscrutable priests into not just 
  supernatural properties, but actual life. Such idols thus 
  become manifestations of self-fulfilling beliefs, servants 
  to zealots, and miniature gods to the blindly devout.
  While the abilities of an idol are tied intrinsically to 
  the magic and materials from which it is made, all idols 
  constantly radiate moderate magical auras and possess the 
  following special abilities: 
  Inanimate (Ex) An idol is effectively a statuette and does 
  little to suggest otherwise. Spending most of its existence 
  perfectly motionless, a stationary idol is indistinguishable 
  from a normal inanimate object. Unless noted in its 
  description, an idol can make use of the majority of its special 
  abilities without moving, though the round after it does 
  so observers can make a DC 25 Perception check to notice 
  minute hints—magical glimmers, minute contortions, 
  etc.—suggesting that the idol is actually animate. Overt 
  actions, such as an idol moving or attacking, make its nature 
  obvious to witnesses, and to others who make a Perception 
  check (as previously noted) even 1 round after it moves.
  Share Abilities (Su) An idol can share any spell-like 
  ability that would normally only affect itself (as the caster) 
  with any ally within 5 feet. The idol’s creator or allies 
  familiar with its abilities may request the idol grant them 
  specific powers on its turn. Spell-like abilities usable in 
  this way are marked with an asterisk (*).  
  Skills In addition to the challenge of detecting a 
  stationary idol, these constructs gain a +4 racial bonus 
  on Stealth checks made to hide amid the materials that 
  comprise their bodies.
  idol, Bone
  This tiny, grisly fetish seems to be carved from numerous pieces 
  of bone, adorned with a necklace of teeth and caked with a thin 
  layer of dried blood. Hair and twine bind the pieces of bone 
  together. The thing’s misshapen head leers forward, carved 
  with a demonic, ape-like grin. 
  Bone Idol 
  CR 2
  XP 600
  N Diminutive construct 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +4
  Aura feverish fortitude (30 ft.)
  DEfEnSE
  AC 16, touch 15, flat-footed 15 (+1 armor, +1 Dex, +4 size)
  hp 16 (3d10)
  fort +1, Ref +2, Will +2
  DR 5/bludgeoning; Immune construct traits; Resist cold 5, 
  electricity 5, fire 5
  OffEnSE
  Speed 10 ft.
  Melee bite +3 (1d2–4 plus mad rage) 
  Space 1 ft.; Reach 0 ft.
  Special Attacks mad rage
  Spell-Like Abilities (CL 5th)
  3/day—bane (DC 12), cause fear (DC 12), deathwatch*, hide from 
  undead (DC 12)
  1/day—animate dead, death knell* (DC 14)
  STATISTICS
  Str 3, Dex 12, Con —, Int 7, Wis 12, Cha 12
  Base Atk +3; CMB 0; CMD 6
  feats Run, Step Up
  Skills Perception +4, Stealth +13; Racial Bonus +4 Stealth amid bones
  SQ inanimate, share abilities, zombie fetish
  Languages understands creator’s language (cannot speak)
  ECOLOgy
  Environment any
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  feverish fortitude (Su) All creatures within 30 feet of a bone idol 
  gain a +2 bonus on saving throws against disease and poison. 
  The effect lasts as long as a creature remains within the bone 
  idol’s aura.
  Mad Rage (Su) Any creature bitten by a bone idol must make a DC 
  16 Will save or fly into an uncontrollable, violent rage. Those 
  affected by this rage are treated as being under the effects 
  of both the spells rage and confusion for 1 minute. However, 
  whenever the affected creature rolls a confusion result that 
  would lead it to flee or attack the bone idol, the idol instead 
  chooses a target for it to attack. This is a mind-affecting effect. 
  The save DC is Charisma-based.
  Zombie fetish (Su) Any zombie created within 30 feet of a bone 
  idol rises as a fast zombie (see page 289 of the Pathfinder RPG 
  Bestiary for details).
  Carved from human and animal bones and stitched together 
  with hair, bone idols serve as grisly fetishes and totems for 
  cannibalistic tribes. Although a number of small, nameless 
  tribes carve bone idols in honor of obscure gods of disease 
  and beastliness, most bone idols are fashioned to resemble 
  the fearsome, simian appearance of Angazhan, the demon 
  lord of apes and jungles.
  idol, Jade
  Masterfully carved, this elegant jade figurine stands no 
  more than a hand’s breadth tall, yet its delicate limbs and 
  incredible details bear all the features of a seductive maiden 
  cast in miniature.
  
  83
  Bestiary
  Jade Idol 
  CR 4
  XP 1,200
  N Diminutive construct 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +5
  Aura tainted air (30 ft.)
  DEfEnSE
  AC 20, touch 17, flat-footed 16 (+2 armor, +3 Dex, +4 size)
  hp 22 (4d10)
  fort +1, Ref +6, Will +2
  DR 5/bludgeoning and magic; Immune cold, construct traits, 
  electricity, fire
  OffEnSE
  Speed 10 ft.
  Melee 2 slams +5 (1d2–3) 
  Ranged sliver +10 (1d2–3) 
  Space 1 ft.; Reach 0 ft.
  Special Attacks jade breath, venom affinity
  Spell-Like Abilities (CL 7th)
  At will—delay poison, detect poison*
  3/day—pass without trace, summon monster I (viper only)
  1/day—neutralize poison, poison (DC 16), true strike
  STATISTICS
  Str 4, Dex 17, Con —, Int 11, Wis 13, Cha 14
  Base Atk +4; CMB 3; CMD 10
  feats Improved Initiative, Lightning Reflexes
  Skills Perception +5, Stealth +19; Racial Bonus +4 Stealth amid 
  jade objects
  SQ inanimate, share abilities
  Languages understands creator’s language (cannot speak)
  ECOLOgy
  Environment any
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Jade Breath (Su) As a standard action once every 1d4 
  rounds, a jade idol can exhale a breath of gas that 
  unerringly snakes its way through the air to 
  envelop a single target within 50 feet. If the 
  target is reduced to 0 Dexterity, it is instantly 
  turned to jade-colored stone. Inanimate 
  corpses targeted by this attack are instantly 
  turned to stone, but benefit from the perpetual 
  effects of gentle repose while petrified. The 
  spell stone to flesh reverses this effect. 
  Poison—inhaled; save DC 14; frequency 1/
  round for 6 rounds; effect 1d4 Dexterity damage; 
  cure 2 consecutive saves. The save DC is 
  Charisma-based.
  Tainted Air (Su) All creatures within 30 feet of a 
  jade idol take a –2 penalty on saving throws 
  against poison. The effect lasts as long 
  as a creature remains within the jade 
  idol’s aura.
  Venom Affinity (Su) Any poisonous animal or vermin that comes 
  within 10 feet of a jade idol or a creature bearing the idol must 
  make a DC 14 Will save or be charmed as per the spell charm 
  animal. Beasts affected by this effect remain charmed for 
  10 minutes, obeying either the idol’s will or its bearer’s. Any 
  creature that makes its save cannot be affected by the same 
  jade idol’s venom affinity for the next 24 hours. The save DC is 
  Charisma-based.
  From the moldering depths of the Sodden Lands to far 
  away Tian Xia, jade idols stand watch over sacred temples, 
  royal tombs, the monuments of powerful ancients, and 
  the hidden lairs of plotting assassins and cruel wizards. 
  Crafted primarily to serve as unassuming killers, jade 
  idols possess unnatural patience, waiting for weeks, 
  months, or even years for the opportune time when they 
  might be delivered into their victims’ hands and forgotten 
  before striking. Jade idols are also particularly valued for 
  their ability to transform living flesh into a stone similar 
  in appearance to jade, but far more brittle and ultimately 
  worthless (a DC 14 Appraise or Knowledge [nature] check 
  reveals the difference). Regardless of the stone’s value, 
  the tombs of many forgotten dynasties bear small legions 
  of jade idols, left by their departed masters to keep the 
  residents preserved in lifeless jade for all time. 
  
  84
  Council of Thieves
  idol, Wood
  Polished stones form the soulless eyes of this small yet 
  bizarrely crafted wooden effigy. Shaped into the form of some 
  inscrutable deity or spirit, its exotically carved features contort 
  in a primeval scowl.
  Wood Idol 
  CR 1
  XP 400
  N Diminutive construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
  Aura incombustible aura (30 ft.)
  DEfEnSE
  AC 14, touch 14, flat-footed 14 (+4 size)
  hp 11 (2d10); regeneration 5 (on natural ground)
  fort +0, Ref +0, Will +1
  Resist cold 5, electricity 5 
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 10 ft.
  Melee bite +2 (1d2–4)
  Ranged splinter +6 (1d2–4)
  Space 1 ft.; Reach 0 ft.
  Special Attacks primeval curse
  Spell-Like Abilities (CL 3rd)
  At will—detect animals or plants*, warp wood (DC 13)
  3/day—create water, goodberry, tree shape*
  1/day—barkskin, entangle (DC 12) 
  STATISTICS
  Str 3, Dex 11, Con 10, Int 5, Wis 13, Cha 13
  Base Atk +2; CMB –2; CMD 4
  feats Alertness
  Skills Perception +5, Stealth +12; Racial Bonus +4 Stealth amid wood
  SQ inanimate, share abilities
  Languages understands creator’s language (cannot speak)
  ECOLOgy
  Environment any
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Incombustible Aura (Su) All creatures within 30 feet of a wood 
  idol gain fire resistance 10. This effect lasts as long as a 
  creature remains within the wood idol’s aura. Any time a 
  being makes use of this resistance to any degree, the wood 
  idol takes 1 point of normal damage, appearing more and 
  more charred as it takes damage. This ability ceases to 
  function should a wood idol have only 1 hit point and does 
  not reactivate until it regains hit points.
  Primeval Curse (Su) Once per day, a wood idol can force a 
  creature within 15 feet to make a DC 12 Will save or be cursed. 
  This curse functions similarly to the spell bestow curse, except 
  that it can only either decrease an ability score by –4 or cause 
  a –2 penalty on attack rolls, saves, ability checks, and skill 
  checks. In addition, while affected, the skin of the target takes 
  on a rough, wooden appearance. A wood idol’s curse can only 
  affect one creature at a time, and should it curse another 
  creature, the first target is no longer affected. This effect can 
  be removed by remove curse or by eating a goodberry. The save 
  DC is Charisma based.
  Regeneration (Ex) A wood idol’s regeneration only functions 
  while it is standing on wood, grass, or earth. Fire deals normal 
  damage to a wood idol.
  Among rare druidic circles, tribes of the deep jungle, 
  and the mysterious people of the distant west, wood idols 
  frequently serve as representations of powerful spirits 
  of the wilds, who these nature devotees propitiate with 
  sacrifices. The superstitions of strange shamans hold 
  that spirits possess the idols when the sacrifices are made, 
  consuming the offering before returning from whence 
  they came. Yet those who would offend these forces must 
  beware, as they manipulate eldritch powers of the world 
  and might curse one’s every effort. While many question 
  the truths of such beliefs, few who impugn the might 
  of such spirits survive the ire of their shaman-creators’ 
  devout congregations.
  idol, stone
  Doubtlessly once an impressive piece, time and cracks mar 
  the sculpted stone visage of some sneering lord. Flecks of onyx 
  glisten within its eyes, gazing across the gulf into ages past.
  Stone Idol 
  CR 3
  XP 800
  N Diminutive construct 
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +7
  Aura stony mind (30 ft.)
  DEfEnSE
  AC 17, touch 13, flat-footed 17 (–1 Dex, +4 natural, +4 size)
  hp 19 (3d10+3)
  fort +1, Ref +0, Will +3
  DR 5/—; Immune cold, electricity, fire, sonic
  OffEnSE
  Speed 10 ft.
  Melee bite +8 (1d4+1) 
  Space 1 ft.; Reach 0 ft.
  Special Attacks suggestive
  Spell-Like Abilities (CL 5th)
  At will—animal trance* (DC 14), detect snares and pits*, magic stone
  3/day—doom (DC 13), hypnotic pattern* (DC 14), reduce person 
  (DC 13)
  1/day—bear’s endurance, hold person (DC 14)
  STATISTICS
  Str 12, Dex 8, Con —, Int 7, Wis 14, Cha 14
  Base Atk +3; CMB –2; CMD 9
  feats Alertness, Toughness
  Skills Perception +7, Stealth +11; Racial Bonus +4 Stealth amid stone
  
  85
  Bestiary
  SQ inanimate, share abilities
  Languages understands creator’s language (cannot speak)
  ECOLOgy
  Environment any
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Preserve Memory (Su) Any sentient creature with a Charisma of 
  14 or higher can copy one of its memories into a stone idol. To 
  do so, the creature must remain in contact with a stone idol 
  for 1 minute and concentrate on a memory to be duplicated. 
  This memory must be 5 minutes or shorter and be of an actual 
  event; imaginings cannot be reproduced. After a memory 
  has been duplicated, it remains in the stone idol until a new 
  memory is recorded. A memory held by a stone idol can be 
  altered via the spell modify memory.
  A memory held within a stone idol can be viewed by any 
  creature that comes into mental contact with the construct and 
  by the use of detect thoughts, mind-reading effects, or similar 
  abilities, even one redirected by its stony mind ability.
  Stony Mind (Su) Any divination spell targeting a creature or object 
  within 30 feet of a stone idol instead targets the construct. Thus, 
  for the purposes of any spell that reveals auras, those affected 
  are treated as being under the effects of the spell misdirection, 
  while spells like detect thoughts receive nothing more than vague 
  impressions. Should detect thoughts or another mind-reading 
  effect target a stone idol that contains a memory, the ability user 
  instantly gains the memory held within.
  Suggestive (Su) Those fascinated by a stone idol’s animal trance 
  or hypnotic pattern spell-like ability become highly susceptible 
  to the suggestions of others nearby. Any creature can make a 
  suggestion (as per the spell suggestion) to a fascinated creature, 
  who must then make a DC 15 Will save or proceed to follow the 
  suggestion. Any creature who makes a suggestion is understood 
  by the fascinated creature, as per the spell tongues or speak 
  with animals. A suggestion lasts for 1 hour, even if a creature is 
  no longer being fascinated. A fascinated creature 
  follows only the first suggestion it fails its 
  saving throw against and no additional 
  suggestions. The DC is Charisma-based 
  and includes a +2 racial bonus.
  Rarely seen in civilized lands, 
  stone idols rest among the ruins 
  of ancient civilizations, the sole 
  inheritors of incredible secrets 
  and lost lore. Sculpted in the 
  images of forgotten lords 
  and mythic beasts, these 
  statuettes transfix their foes 
  with a suggestion of what 
  wonders their polished eyes 
  might once have witnessed.
  Creating an idol
  An idol might be created in one of two ways, either 
  by spontaneous manifestion due to strange magics 
  and years of tangential worship, or via deliberate 
  construction by a spellcaster. In the first case, an idol 
  comes to life spontaneously, usually after decades or 
  centuries of being tied to a culture’s religious beliefs 
  or due to exposure to some magical event. What might 
  cause an idol to animate and who it chooses as its allies 
  is wholly up to the GM.
  Idols might also be constructed in a manner more typical 
  to constructs. An idol is typically shaped from bone, jade, 
  stone, or wood, plus a drop of the creator’s blood. Creating 
  the body usually requires a DC 15 Craft (sculptures) check, 
  though others might also be appropriate. After the body is 
  sculpted, it is animated through an extended magical ritual 
  that includes a drop of the master’s blood. The individual 
  requirements of creating specific idols follow.
   
  Idol 
  Requirement 
  Price 
  Cost
  Bone 
  animate dead 
  3,500 gp 
  1,750 gp
  Jade 
  poison 
  6,000 gp 
  3,000 gp
  Stone 
  modify memory 
  4,500 gp 
  2,250 gp
  Wood 
  warp wood 
  2,000 gp 
  1,000 gp
  Idols
  CL 6th; Price varies
  COnSTRuCTIOn
  Requirements Craft Construct, animate object, locate object, one 
  additional spell (see above), caster must be at least 6th level; 
  Skill Craft (sculptures); Cost varies 
  
  86
  Council of Thieves
  lar
  A stirring in the air and rustle through the room reveals a 
  presence—a subtle aura both cautious and curious.
  Lar 
  CR 5 
  XP 1,600
  LG Medium outsider (good, incorporeal, lawful, native)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
  DEfEnSE
  AC 17, touch 17, flat-footed 14 (+2 deflection, +3 Dex, +2 size)
  hp 39 (6d10+6); regeneration 1 (in statua)
  fort +3, Ref +7, Will +4
  OffEnSE
  Speed 0 ft., fly 30 ft. (perfect)
  Melee —
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks suggestion
  Spell-Like Abilities (CL 7th)
  At will—create water, detect evil, ghost sound, guidance, lullaby, 
  mage hand, mending, message, open/close, prestidigitation, 
  purify food and drink
  3/day—bless, bless water, dancing lights, produce flame, 
  protection from evil, sanctuary (DC 13), unseen servant
  1/day—calm emotions, continual flame, gust of wind, 
  pyrotechnics, whispering wind
  STATISTICS
  Str 10, Dex 17, Con 13, Int 12, Wis 15, Cha 14
  Base Atk +6; CMB +6; CMD 19
  feats Alertness, Improved Lightning Reflexes, Lightning Reflexes
  Skills Craft (any two) +10, Heal +11, Knowledge (local) +10, 
  Knowledge (religion) +7, Perception +13, Sense Motive +13
  Languages telepathy (100 ft.)
  SQ genius loci, naturally invisible, statua
  ECOLOgy
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  genius Loci (Su) As a free action, a lar can possess any inanimate 
  object with which it comes into contact, thereby animating it 
  under its control. The object and lar merge, taking on the statistics 
  of an animated object of the same size (see animated objects in the 
  Pathfinder RPG Bestiary). A lar may possess any object of Tiny to 
  Large size. If the animated object is destroyed or targeted by dispel 
  good, the lar is expelled and takes 1d6 points of damage per size 
  category of the possessed object—1d6 for a Tiny object, 2d6 for 
  a Small object, and so on. The lar is then free to possess another 
  object, if one is available. If a lar is reduced to 0 hit points or 
  fewer, it is banished to its statua for 24 hours, after which it is fully 
  healed. If the lar does not have a statua, or the statua is destroyed 
  while it is at 0 or fewer hit points, the lar is killed.
  natural Invisibility (Su) This ability is constant, allowing a lar to 
  remain invisible even when attacking. This ability is inherent 
  and not subject to the invisibility purge spell.
  Statua (Su) All lares rely on a small stone figure, known as a 
  statua, for survival. This figurine serves as a lar’s home, resting 
  place, and tie to the Material Plane. Lares typically rest within 
  their statua, finding it a comfortable place from which to 
  oversee their surroundings. For every round a lar spends doing 
  nothing besides resting within its statua, it regenerates 1 point 
  of damage. However, being separated from the statua for 
  extended periods of time weakens the lar. For every 5 hours a 
  lar remains outside of its statua, it takes 1d6 points of nonlethal 
  damage. Only returning to the statua can heal this damage. 
  If a lar falls to 0 hit points, even from nonlethal damage, it is 
  banished back to the Upper Planes.
  While a lar’s statua exists, the connected lar is treated as 
  a native outsider. Any attempt to banish the lar—through 
  dismissal or a similar spell—merely transports the creature 
  back to its statua. If the statua is destroyed, a lar can be 
  dismissed from the Material Plane as normal.
  Suggestion (Sp) A lar can influence creatures as per the spell 
  suggestion, with some variations, at will. First, to influence a 
  creature in this manner, a lar must occupy the same square 
  as its target. The lar is considered to be able to speak any 
  language and communicate with any creature—even animals 
  and vermin (which are usually immune to mind-affecting 
  effects)—for the purposes of this effect. The target may 
  attempt to resist a lar’s suggestion by making a DC 17 Will save. 
  The save DC is Charisma-based and includes a +2 racial bonus.
  Sometimes referred to as “watchsouls,” lares are subtle, 
  benevolent spirits that prefer to spend their existence 
  on the Material Plane minding the homes and fortunes 
  of deserving mortals. Kind but aloof, lares watch over 
  their mortal wards and help only when they are most 
  needed. Yet where their homes are intruded upon or 
  their charges imperiled, they prove frighteningly 
  effective guardians, turning everything in their tiny 
  dominions into living weapons.
  Lares are innately invisible, making the nature of their 
  existence something of a mystery. Originating from the 
  Upper Planes, these spirits have no true bodies and appear 
  only as vague spectral eddies to those capable of seeing 
  invisible beings. Yet while their forms prove vague, their 
  blessings are undeniable.
  Ecology
  Although formed upon the Upper Planes, lares find 
  themselves drawn to the Material Plane. While some 
  seek out mortal souls to watch over out of some innate 
  sense of protectiveness, others feel a more specific 
  draw, searching out members of specific races, nations, 
  heritages, or families.  
  Upon taking up residence in a home of their choosing, 
  what motivates and sustains these benevolent spirits is 
  
  87
  Bestiary
  little understood. They seem to take sustenance from 
  positive emotions, growing weak if left in places with 
  quarrelsome residents or that fall to ruin. Lares never seem 
  to die from negative emotions or abandonment, though, 
  merely biding their time in the hopes that their dwelling 
  might someday again host amenable residents.
  habitat & society
  Mortals sharing their home with a lar often create 
  household shrines to them. These tiny sanctuaries, 
  called lararia (singular lararium), serve to house the 
  lar’s statuae. Though the lar does not require offerings, 
  many families give them anyway, treating their spirit 
  with reverence. Over time, the lar might become like 
  a member of the family, with the spirit offering advice 
  and taking a keen interest in the raising of children and 
  protection of the home.   
  Once a family has been chosen, a lar does not leave its 
  dwelling, not even to follow the family during 
  extended leaves. The only exception to this is if the 
  family takes the statua with them, though this is 
  not a practice lares encourage. Since the statuae are 
  their anchors to the Material Plane, lares are insecure 
  about exposing them to the outside world where they 
  might be lost, stolen, or damaged.    
  summoning a lar
  A tradtion said to have been created 
  and passed down since the days 
  of lost Azlant, many families, 
  homes, and even shops and public 
  buildings along the Inner Sea 
  invite lares to take up residence, 
  seeking the blessings of the divine. 
  Few, however, know when their invitations have 
  been accepted, though, as a lar might prove aloof 
  for months or years as it gauges its new 
  wards. In order to welcome such spirits, 
  families construct tiny effigies called 
  statuae in the shapes of honored 
  ancestors, regional heroes, or fanciful 
  creatures, in which the spirits might 
  come and reside. These statuae 
  are non-magical effigies, typically 
  composed of stone or fine wood and 
  anointed with fine lacquers and oils, requiring 2 days, 
  a successful DC 20 Craft check, and 40 gp to create. 
  Once created, these Diminuative figures typically 
  have a hardness of 5 and 10 hit points. If destroyed, a 
  statua may be recreated in this same method.
  Summoning a lar is a more elaborate 
  affair, requiring nightly prayers 
  and small offerings of fruit, 
  incense, flowers, and similar gifts to the statuae. For each 
  night one prays to the figure for their home or family’s 
  protection there is a cumulative 1% chance a lar hears 
  and turns its attention to the petitioner. This attention 
  doesn’t mean that a lar will aid a home, but merely that 
  it has heard the prayer, and it might yet decide that its 
  philosophies and virtues are incompatible with the 
  supplicant. If such is the case, the lar quietly ignores the 
  prayer, and the petitioner’s chance to gain a lar’s attention 
  resets to 0%, all entirely unknown to the mortal.
  When a lar does accept an invitation, it may immediately 
  plane shift to the associated statua, claiming it as its own. 
  A lar typically makes some subtle acknowledgement 
  that it has come, perhaps slightly altering its statua’s 
  appearance or lighting candles upon its arrival. It still 
  often takes months, even years, for a lar to become 
  intimate with a family and make its presence actively 
  known, and some never do. 
  lares in Golarion
  Lares 
  exhibit 
  extremely 
  variable 
  personalities, and while some prove 
  aloof even after centuries, others become 
  gregarious members of their protected 
  families. Noted here are just two such 
  dichotomous lares rumored to guard 
  sites in Golarion.
  Uncle Penates: When only 
  the members of the Aphinius 
  family of Taldor are present, 
  their home’s lar possesses 
  the 
  expensive 
  painting 
  within their drawing room. 
  From its hidden statua just behind the 
  painting, the boisterous spirit delights in 
  animating the fine oils to make it appear as 
  though the paunchy and opulently dressed 
  Taldan nobleman pictured is personally 
  relaxing and conversing with the family 
  members nearby. None of the family know 
  the nature of the effect, many believing the 
  house is haunted by the spirit of their ancestor, 
  but none fear or begrudge the presence of kind 
  old Uncle Penates.
  Wolz: This lar has long lingered in the 
  burnt-out ruin of an old stone cottage just 
  east of Windsong Abby in Varisia. His wolf-
  shaped statua having fallen beneath a pile of 
  hearth stones, Wolz subtly watches over any 
  goodly travelers who come to rest in the tiny 
  ruin, lighting a fire, providing water, and 
  warding off danger as if they were his 
  long-lost family.
  
  88
  Council of Thieves
  nAGA, RoyAl
  Lifting itself upright, this golden-scaled snake possesses five 
  vaguely human-looking heads. Each face is stern and regal, 
  and bejeweled circlets upon each forehead wrap around the 
  creature’s cobra-like hoods. Its five sets of eyes glow with their 
  own eerie, lambent light.
  Royal naga 
  CR 11
  XP 12,800
  LN Huge aberration 
  Init +7; Senses darkvision 60 ft.; see invisibility; Perception +27
  DEfEnSE
  AC 26, touch 11, flat-footed 23 (+15 armor, +3 Dex, –2 size)
  hp 133 (14d8+70)
  fort +9, Ref +9, Will +15
  OffEnSE
  Speed 40 ft.
  Melee 5 bites +14 (2d6+6 plus grab) 
  Space 15 ft.; Reach 15 ft.
  Special Attacks dual gaze, constrict (2d6+6)
  Spells Known (CL 7th)
  3rd (7/day)—blink, suggestion (DC 17)
  2nd (7/day)—enthrall (DC 16), scorching ray, hold person (DC 16)
  1st (5/day)—charm person (DC 15), mage armor, magic missile, 
  ray of enfeeblement, shield
  0—daze (DC 14), detect magic, flare (DC 14), mage hand, 
  message, read magic, touch of fatigue (DC 14)
  STATISTICS
  Str 23, Dex 17, Con 21, Int 18, Wis 22, Cha 19
  Base Atk +10; CMB +18; CMD 31
  feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, 
  Eschew MaterialsB, Improved Initiative, Lightning Reflexes, 
  Stand Still
  Skills Acrobatics +20 (+24 jump), Bluff +18, Diplomacy +18, 
  Knowledge (arcana) +18, Knowledge (history) +11, Knowledge 
  (nobility) +11, Perception +27, Sense Motive +24, Stealth +12
  Languages Celestial, Common, Infernal
  SQ alternate form
  ECOLOgy
  Environment any
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Alternate form (Su) A royal naga can assume one of five 
  humanoid forms three times per day as per the spell polymorph. 
  The race and appearances of these forms are unique to every 
  royal naga. A royal naga cannot transform into a humanoid 
  other than its unique five forms. Unlike polymorph, a royal naga 
  can use its dual gaze while in humanoid form.
  Dual gaze (Su) Royal nagas have piercing stares capable of 
  crippling those who meet their gazes. These nagas have two 
  gaze attacks. As a standard action, a royal naga can switch 
  which gaze it is using.
  Blinding Gaze—Blinded permanently (as per the spell 
  blindness/deafness), 30 feet, Fortitude DC 21 negates. The save 
  DC is Charisma-based.
  Silencing Gaze—Silenced permanently (as per the spell 
  silence), 30 feet, Fortitude DC 21 negates. The save DC is 
  Charisma-based.
  See Invisibility (Sp) A royal naga can see invisibility, as per the 
  spell, at will. This ability is always in effect. 
  Spells A royal naga casts spells as a 7th-level sorcerer, and can 
  cast spells from the cleric list as well as those normally available 
  to a sorcerer. Cleric spells are considered arcane spells for a 
  royal naga.
  Regal and proud creatures, royal nagas haunt lost cities 
  and forgotten kingdoms, guarding ancient treasures for 
  their own inscrutable reasons. Their serpentine bodies 
  are crowned by five stern heads, and their fine scales 
  range through a variety of rich colors, from the lustrous 
  sheen of jade to the rainbow hues of myriad gemstones. 
  The five faces of a royal naga are sharp and fierce, 
  taking on a terrifying countenance when the creature 
  is angered. Bespeaking their innate pride, even vanity, 
  most royal nagas adorn their serpentine hoods or faces 
  with elaborate and valuable piercings, crowns, or other 
  precious adornments.
  Royal nagas stretch to a length of 14 feet or more, and 
  often weigh more than 750 pounds. 
  Ecology
  Long-lived creatures, royal nagas frequently seek to 
  make lairs among the shattered remains of cities, castles, 
  and citadels, drawn to the sites for their great historical 
  import and for other, less fathomable reasons. Within 
  their demesnes, they assume the role of protectors of lost 
  treasure and cataloguers of forgotten lore, taking it upon 
  themselves to preserve the relics and history of ancient 
  times. Royal nagas brook no intrusion into their realms, 
  and though the creatures are not violent by nature, they 
  do not hesitate to slay those foolish enough to desecrate 
  the lands they have claimed as their own. Although a 
  royal naga might seek out many forgotten lands within 
  its lifetime, many choose to remain in one location for 
  centuries at a time, plumbing the depths of a city’s secrets 
  and protecting it from intrusion. 
  Royal nagas’ demeanors match their stately appearance, 
  as they tend to be stern in nature and commanding in 
  speech. Although naturally sociable, they are distrustful 
  of strangers and seem to have great difficulty speaking to 
  other creatures as equals; oftentimes they cannot help but 
  command inferior creatures to do their bidding or speak 
  condescendingly to those whose knowledge of history is 
  inferior to their own. Among those who earn their respect 
  or admiration, royal nagas take great pleasure in discussing 
  
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  Bestiary
  the intricacies of history, particularly with regard to their 
  current domains; adventurers who successfully win the 
  trust of these creatures find that they can be invaluable 
  fonts of historical information and advice about how to 
  successfully navigate local dangers. 
  Tales of royal nagas frequently mention the fabulous 
  ancient treasures the creatures are rumored to guard, 
  and feverish dreams of limitless wealth have driven many 
  explorers and adventurers to seek their lairs. Such tales 
  warn against the creatures’ ability to assume the shape of 
  men, appearing before interlopers as cloaked and hooded 
  figures who demand to know why the adventurers have 
  trespassed upon their domain, and those fools who rebuff 
  or attack the creatures have had their sight and speech 
  stricken from them.
  Royal nagas prove exceptional long-lived, with many 
  even claiming to be immortal. Whether these nagas are 
  actually deathless or if this is merely a prideful boast, 
  none can truly say, but it’s a well-confirmed fact that 
  royal nagas can live in excess of 1,400 years.
  habitat & society
  Many scholars of the distant east, from the realms of 
  Casmaron and Vudra where these serpentine lords most 
  commonly lurk, claim that royal nagas were once allies of 
  humanity and advisors to some of the grandest empires 
  the world has ever known. Several epics of these exotic 
  realms speak of enigmatic sages and lordly seers with eyes 
  like those of snakes bearing the wisdom of the gods or 
  realms beneath the mountains and seas. With the fall of 
  many great civilizations of man, it’s said that those who 
  were once teachers have becoming caretakers, guarding 
  the secrets they once taught, keeping them safe for the 
  next empire worthy of their counsel. Yet by what standard 
  these ancient nagas hold others worthy, only they know.
  Within the hidden realms and lost cities they inhabit, 
  royal nagas tend to seek out the most prominent building 
  to serve as their lair. Residing in such magnificent 
  structures as temples or fortresses both stokes their 
  own inflated egos and serves as a strategic position 
  from which they can survey their territories. If no such 
  building exists or remains intact, they settle for the 
  most grandiose natural feature of the surrounding 
  landscape, be it atop the crest of a hill or beneath 
  the roots of an enormous tree. The interiors of 
  such lairs often bear little evidence of habitation, 
  the only sign of the naga’s presence being 
  the snake-like trails left in the 
  dust and the raspy sound of their 
  slithering approach.
  Much to their chagrin, royal 
  nagas often find that they are not the 
  only creatures who prowl the ruins of 
  ancient civilizations. The nagas cannot abide the presence 
  of others in their domains, particularly those who would 
  defile the pristine architecture or who seek to attain 
  forbidden lore for destructive purposes; consequently, 
  they frequently clash against monstrous interlopers, 
  such as tribes of feral humanoids, horrors crawled from 
  the depths of the Darklands, powerful fiends, and worse. 
  If they cannot kill or drive away such monsters entirely, 
  royal nagas claim a portion of the city for themselves and 
  defend it against all intruders. Occasionally, a royal naga 
  will form alliances with its neighbors, using them to 
  drive away explorers and other intruders in exchange for 
  a portion of the treasure hoard it accumulates.
  Royal nagas rarely seek out other nagas to associate 
  with, perceiving most as being beneath them. This 
  doesn’t prevent such creatures from having dealings, 
  though, should a royal naga’s ego be suitably indulged. 
  Such is not uncommon when nagas of disparate types do 
  meet, though, as both dark and guardian nagas hold great 
  respect for their multi-headed kindred, regarding them 
  with an almost holy esteem. Spirit nagas, on the other 
  hand, vehemently despise royal nagas, and both breeds 
  attempt to kill members of the other 
  type on sight. 
  
  90
  Council of Thieves
  SELTYIEL
  LEM
  CHARACTER TRAITS
  CLASS/LEVEL 
  Bard 5
  ALIGNMENT 
  Chaotic Good
  INITIATIVE 
  +3
  SPEED 
  20 ft.
  CHARACTER TRAITS
  CLASS/LEVEL  Fighter 1/Conjurer 4
  ALIGNMENT 
  Lawful Evil
  INITIATIVE 
  +3
  SPEED 
  30 ft.
  ABILITIES
  STRENGTH 
  8
  DEXTERITY 
  16
  CONSTITUTION 
  13
  INTELLIGENCE 
  12
  WISDOM 
  8
  CHARISMA 
  18
  ABILITIES
  STRENGTH 
  12
  DEXTERITY 
  17
  CONSTITUTION 
  13
  INTELLIGENCE 
  15
  WISDOM 
  8
  CHARISMA 
  10
  DEFENSE
  HP 31
  AC 20, touch 16, flat-footed 16 (+4 armor, +3 
  Dex, +1 deflection, +1 dodge, +1 size)
  Fort +3, Ref +8, Will +4; +2 vs. fear, +4 vs. 
  bardic performance, language-dependent, 
  sonic effects
  DEFENSE
  HP 31
  AC 16, touch 13, flat-footed 14 (+3 armor, 
  +3 Dex)
  Fort +5, Ref +5, Will +4; +2 vs. enchantment
  Immune sleep
  Senses low-light vision
  OFFENSE
  Melee +1 short sword +4 (1d4/19–20)
  Ranged dagger +7 (1d3–1/19–20)
  Base Atk +3; CMB +1; CMD 16
  Special Abilities bardic knowledge +2, bardic 
  performance (countersong, distraction, 
  fascinate, inspire competence +2, inspire 
  courage +2), lore master 1/day, versatile 
  performance (wind instrument: Diplomacy, 
  Handle Animal), well-versed
  Spells Known (CL 5th; concentration +9)
  2nd (3/day)—alter self, cure moderate wounds, 
  miror image
  1st (5/day)—cure light wounds, disguise self 
  (DC 16), hideous laughter (DC 15), silent 
  image (DC 16)
  0 (at will)—detect magic, ghost sound (DC 15), 
  light, mage hand, prestidigitation, summon 
  instrument
  OFFENSE
  Melee +1 longsword +5 (1d8+2/19–20)
  Ranged shortbow +6 (1d6/×3)
  Base Atk +3; CMB +4; CMD 17
  Special Abilities acid dart (5/day), summoner’s 
  charm
  Spells Prepared (CL 4th; concentration +6)
  2nd—bull’s strength, glitterdust (DC 14), mirror 
  image, scorching ray
  1st—burning hands (DC 13), enlarge person, 
  magic missile, shield, summon monster I
  0—acid splash, bleed (DC 12), dancing lights, 
  detect magic 
  Familiar bat named Dargenti
  SKILLS
  Acrobatics +11 (+9 to jump), Climb +1, Disable 
  Device +5, Knowledge (local) +11, Perform 
  (comedy) +10, Perform (wind instruments) +14, 
  Perception +9, Spellcraft +9, Stealth +15, Use 
  Magic Device +12
  FEATS
  Dodge, Extra Performance, Spell Focus (illusion)
  SKILLS
  Craft (alchemy) +9, Fly +6, Intimidate +5, 
  Knowledge (arcana) +10, Perception +9, Sense 
  Motive +2, Spellcraft +10
  FEATS
  Alertness, Arcane Armor Training, Combat 
  Casting, Combat Expertise, Scribe Scroll, 
  Skill Focus (Perception), Weapon Focus 
  (longsword)
  Combat Gear scroll of haste, wand of cure moderate wounds (25 charges); Gear +2 leather 
  armor, +1 short sword, throwing daggers (4), ring of protection +1, backpack, masterwork flute, 
  masterwork thieves’ tools, rations (6), spell component pouch, sunrods (3), 22 gp
  Combat Gear scroll of scorching ray, scroll of summon monster III, scroll of web, wand of magic 
  missile (CL 3rd, 40 charges); Other Gear +1 leather armor, +1 longsword, dagger, mwk shortbow 
  with 20 arrows, belt of incredible dexterity +2, cloak of resistance +1, everburning torch, flask of 
  fine absinthe worth 50 gp, gold holy symbol worth 75 gp, mysterious spellbook, 8 gp
  Although Lem was raised in the lap of luxury, his childhood was anything but comfortable. 
  Born into slavery, Lem was sold a half-dozen times to different nobles before he reached the 
  age of 2. Always quick to side with the underdog, Lem has learned that his most powerful trait 
  is his optimism and sense of humor—skills that more than make up for his small stature and 
  impulsive nature.
  Seltyiel grew up surrounded by shame and disgrace. Before he came of age, his stepfather 
  attempted to kill him, but after Seltyiel turned the tables, he fled into the wild. Since then, his life 
  has been a cruel series of betrayals and pain. Recently escaped from a period of imprisonment 
  after his true father, a notorious bandit, set Seltyiel up to take the blame for his crimes, the half-
  elf longs for revenge against both his fathers.
  MALE HALFLING
  DEITY 
  Shelyn
  HOMELAND 
  Cheliax
  MALE HALF-ELF
  DEITY 
  Asmodeus
  HOMELAND 
  Cheliax
  
  91
  Pre-generated Characters
  SEONI
  SEELAH
  CHARACTER TRAITS
  CLASS/LEVEL 
  Paladin 5
  ALIGNMENT 
  Lawful Good
  INITIATIVE 
  +0
  SPEED 
  20 ft.
  CHARACTER TRAITS
  CLASS/LEVEL 
  Sorcerer 5
  ALIGNMENT 
  Lawful Neutral
  INITIATIVE 
  +2
  SPEED 
  30 ft.
  ABILITIES
  STRENGTH 
  16
  DEXTERITY 
  10
  CONSTITUTION 
  14
  INTELLIGENCE 
  8
  WISDOM 
  13
  CHARISMA 
  14
  ABILITIES
  STRENGTH 
  8
  DEXTERITY 
  14
  CONSTITUTION 
  12
  INTELLIGENCE 
  10
  WISDOM 
  13
  CHARISMA 
  20
  DEFENSE
  HP 47
  AC 23, touch 10, flat-footed 23 (+10 armor, 
  +3 shield)
  Fort +9, Ref +4, Will +8
  Immune disease, fear
  DEFENSE
  HP 30
  AC 15, touch 14, flat-footed 12 (+1 deflection, +2 
  Dex, +1 dodge, +1 natural)
  Fort +2, Ref +3, Will +5
  OFFENSE
  Melee +1 longsword +10 (1d8+3/19–20)
  Ranged mwk comp. longbow +6 (1d8+3/×3)
  Base Atk +5; CMB +8; CMD 18
  Special Abilities aura of courage, aura of good, 
  channel positive energy (3d6, DC 14), detect 
  evil, divine bond (weapon), divine grace, 
  divine health, lay on hands 5/day, mercy 
  (sickened), smite evil 2/day (+2 to attack roll, 
  +1 damage)
  Spells Prepared (CL 2nd; concentration +4)
  1st—cure light wounds, divine favor
  OFFENSE
  Melee quarterstaff +1 (1d6–1)
  Ranged dagger +4 (1d4–1/19–20)
  Base Atk +2; CMB +1; CMD 15
  Special Abilities arcane bond, metamagic 
  adept
  Spells Known (CL 5th; concentration +9)
  2nd (5/day)—invisibility, scorching ray, web 
  (DC 18)
  1st (8/day)—burning hands (DC 18), mage 
  armor, magic missile, identify, shield
  0 (at will)—acid splash, detect magic, disrupt 
  undead, flare (DC 17), light, read magic
  Bloodline arcane 
  Familiar blue-tailed skink named Dragon
  SKILLS
  Knowledge (religion) +7, Sense Motive +9
  FEATS
  Cleave, Extra Lay On Hands, Power Attack, 
  Weapon Focus (longsword)
  SKILLS
  Bluff +13, Climb +2, Knowledge (planes) +8, 
  Perception +3, Sense Motive +3, Spellcraft +8
  FEATS
  Alertness, Dodge, Eschew Materials, Extend 
  Spell, Greater Spell Focus (evocation), Spell 
  Focus (evocation)
  Combat Gear antitoxin (2), holy water (3), wand of cure moderate wounds (50 charges); Other 
  Gear +1 full plate mail, +1 heavy steel shield, +1 longsword, masterwork composite longbow (+3 
  Str) with 20 arrows, cloak of resistance +1, backpack, rations (4), silver holy symbol, 20 gp
  Combat Gear potion of cure light wounds (3), scroll of fireball, scroll of fly, wand of magic missile 
  (CL 2nd, 50 charges); Other Gear dagger, quarterstaff, amulet of natural armor +1, headband of 
  alluring charisma +2, ring of protection +1, backpack, sunrod (5), rations (4), 14 gp
  When a group of Iomedae’s knights arrived to save Seelah’s hometown of Solku from gnolls, Seelah 
  knew where her destiny lay. Atoning for her misdeeds as a child, she devoted her life to Iomedae. 
  Over the years, guilt over her misspent youth has changed into a powerful faith and conviction. 
  Today, she sees the good in everyone, and hopes that by leading by example, she can help other 
  wayward souls (such as Seltyiel) find their way.
  Seoni is something of an enigma—quietly neutral on most matters, bound by codes and 
  mandates she rarely feels compelled to explain, the beautiful sorcerer keeps her emotions 
  tightly bottled. Extremely detail-oriented, Seoni is a careful and meticulous planner 
  who frequently finds herself frustrated by the improvised plans of her more impulsive 
  companions.
  FEMALE HUMAN
  DEITY 
  Iomedae
  HOMELAND 
  Katapesh
  FEMALE HUMAN
  DEITY 
  Pharasma
  HOMELAND 
  Varisia
  
  92
  Next Month in Pathfinder
  The Infernal Syndrome
  by Clinton Boomer & James Jacobs
  The time has come for Westcrown’s aristocracy to pay 
  for their decadent ways. In an explosion that rocks 
  the sanctuaries of the city’s elite, the denizens of Hell 
  spill into the City of Twilight, conjured at the unbound 
  will of a devil lord threatening to escape a decades-long 
  imprisonment. Can the PCs delve into the depths of an 
  ancient, madman-created labyrinth to battle back the very 
  hordes of Hell? And will they discover what fiend would 
  risk an entire city’s damnation to unleash an even more 
  sinister conspiracy?
  PaTh of The hellknIghTS
  by F. Wesley Schneider
  The mysterious history and imposing citadels of the 
  Hellknights, 
  Cheliax’s 
  merciless 
  peacekeepers, 
  lie 
  revealed for the first time. Discover the path by which 
  dark times and a common man’s loss gave rise to one of 
  the most dreaded orders of knights ever conceived, and 
  catch a glimpse within seven of the invincible citadels of 
  Golarion’s deadliest law bringers.
  In The fIend’S graSP
  by Adam Daigle
  The fiends of realms beyond the Material Plane 
  occasionally reach into the mortal world, grasping souls, 
  objects, and whole lands in their sinister clutches. Learn 
  of the blasphemous power of fiendish possession and by 
  what fell powers the horrors of the planes might twist 
  unsuspecting souls to their fearsome desires.
  and more!
  The Hellknights tighten their noose, and Radovan and 
  Varian stretch their necks out for a friend in the Pathfinder's 
  Journal by Dave Gross. Plus discover a host of new devils 
  and other hellions in a diabolical entry into the Bestiary.
  SubScrIbe To PaThfInder advenTure PaTh!
  The Council of Thieves Adventure Path continues! Venture 
  to paizo.com/pathfinder and subscribe today! Have each 
  Pathfinder Adventure Path, Pathfinder Chronicles, Pathfinder 
  Companion, Pathfinder Module, and GameMastery product 
  delivered to your door! Also, check out the free Council of 
  Thieves Player’s Guide, available now! 
   6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Adventure Path volume #27: What Lies in Dust. © 2009, Paizo Publishing, LLC; Author: Michael Kortes.
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
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  What Lies in Dust Dramatis Personae
  Aberian Arvanxi  
  (decadent mayor of Westcrown)
  Aiger Ghaelfin 
  (venture-captain of Delvehaven, deceased)
  Ailyn Ghontasavos  
  (undercover Pathfinder agent, ally and supporter of the rebels)
  Arael  
  (leader of the Children of Westcrown)
  Chammady Drovenge  
  (Ecarrdian’s sister, wants to rule Council of Thieves and Westcrown)
  Coriana Heavenscape 
  (Delvehaven Pathfinder, deceased)
  Dargentu Vheed 
  (previous mayor of Westcrown, vanished in Nessian Spiral)
  Donatalus Bisby 
  (Delvehaven Pathfinder, deceased, now haunts Delvehaven)
  Draggy 
  (soulbound doll and pyromaniac)
  Ecarrdian Drovenge  
  (Chammady’s brother, wants to rule Council of Thieves and Westcrown)
  Fluff Gugg 
  (soulbound doll with razor-sharp claws)
  Ilnerik Sivanshin 
  (ex-Pathfinder, now a vampire allied with the Council of Thieves)
  Jair 
  (vampire thrall of Ilnerik, priest of Norgorber)
  Janiven  
  (second-in-command of Children of Westcrown)
  Khazrae Kuelata 
  (still living severed erinyes head)
  Loremaster Liriam 
  (Delvehaven Pathfinder, deceased)
  Mantrithor Thraxx 
  (current champion of the Devildrome)
  Mazeflesh Man 
  (vampire thrall of Ilnerik, tattooed Varisian thug)
  Molly Missy 
  (soulbound doll with overwhelming guilt complex)
  Mr. Straw 
  (soulbound doll armed with pitchfork)
  The Mwangi Fetish 
  (soulbound doll and poisoner)
  Rance Lucca 
  (owner of the Devildrome)
  Vahnwynne Malkistra 
  (vampire thrall of Ilnerik, ex-vampire hunter)
  Xyscerace 
  (will-o’-wisp who “haunts” Delvehaven)
  
  I
  paizo.com/pathfinder
  Printed in China. PZO9027
  ®
  TM
  Secrets Never Die
  n Westcrown, darkness brings fear and death, the night 
  haunted by the spawn of a terrible curse. Striving to free 
  the city from its decades-old blight, the PCs must reveal 
  a long-buried secret and a treasure locked away for ages. 
  Their journey will set them against the scum of Westcrown’s 
  underworld, denizens of the haunted night, and the very forces 
  of Hell itself, all in an attempt to rekindle the memories of long-dead 
  spirits with stories still to tell. Yet what those souls reveal might prove even deadlier 
  than the city’s midnight curse.
  This volume of Pathfinder Adventure Path includes: 
  ►  “What Lies in Dust,” a Pathfinder RPG adventure for 5th-level characters, 
  by Michael Kortes.
  ►  Revelations on and rules for joining Golarion’s most feared law bringers, 
  the infamous Hellknights, by F. Wesley Schneider. 
  ► 
  Diverse and exotic treasures recovered from across Golarion by the 
  Pathfinder Society, by Craig Shackleton.
  ►  The unfortunate return of Radovan’s gangster past in the latest chapter of the 
  Pathfinder’s Journal by Dave Gross.
  ►  Seven new monsters by David Eitelbach, F. Wesley Schneider, and Hank Woon.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF25-30 Council of Thieves/Council of Thieves - 03 - What Lies in Dust.pdf