TEXT: A Pathfinder Roleplaying Game Adventure for 
  four to five PCs of 7th-8th level.
  Jaws of the 
  Jhambizaur
  
  1
  A Pathfinder Roleplaying Game Adventure for four to five 
  PCs of 7th-8th level.
  Jaws of the 
  Jhambizaur
  Credits
  Author: Mike Myler
  Publisher: Adam Meyers
  Art: Jacob Blackmon
  Layout: Rachel Meyers
  Special Thanks: Johannes Luber, 
  Phillip Ash
  Contents
  Credits ...........................................................................1
  Background and Synopsis .............................................3
  Act 1: Refugee from AvaruDies  ...................................4
  A Friend In Need ....................................................4
  Accessing AvaruDies  .............................................5
  The Magic Item Shop .............................................5
  Meeting with the Chieftain .....................................6
  The Settlement of AvaruDies..................................7
  The NPCs of Avarudies ..........................................8
  Act 2: A Revealing Attack .............................................9
  JhAmbi-Dinosaurs Strike! ......................................10
  The Ghost of Gortsaran ..........................................10
  Mokoweri Makes Flight .........................................11
  Act 3: Into the Jungle ....................................................11
  Dangers of the Jungle .............................................11
  Hunter or Hunted? ..................................................12
  Peril on the Pākavidhāna ........................................13
  Epilogue ........................................................................13
  Objects in Space .....................................................15
  NPCs .............................................................................15
  Jhambi-Dinosaur Template ...........................................16
  Cherufe Magic Items .....................................................18
  
  2
  Background and 
  Synopsis
  Avaruḍies is a small cherufe-founded city nestled on a 
  mesa in Wyrmspine Valley, a frontier village for explorers 
  braving the jungles below that has been fast becoming a 
  waystation in Khrone for the dinosaur folk and other rac-
  es to interact peacefully. While traveling in a settlement not 
  too far away the PCs come across Hadrid Brandias, a mer-
  chant that recently fled from the Avaruḍies as the cherufe 
  seemingly went mad, quarantining everyone there. He only 
  just escaped but Hadrid left his livelihood back in the me-
  sa-city—as a magic item trader he is in a unique place to 
  offer the adventurers something in exchange for their help 
  retrieving his stash of goods. 
  After landing their ship and entering Avaruḍies the par-
  ty discovers that getting back out proves to be impossible 
  and they are ultimately brought to the attention of the vil-
  lage chieftain. The surprisingly well-tempered female zavr 
  cherufe, Drassurie, is impressed that they were able to sneak 
  into her settlement but not too affected—she brings in Ha-
  drid Brandias and tells the PCs that their vessel has been 
  confiscated but in exchange for their aid, she offers coin as 
  well as freedom. There is something truly awry in the city, 
  a danger that Drassurie is keen to hide from the citizenry: it 
  is known that several of their domesticated dinosaurs have 
  disappeared but what remains a secret is that some returned 
  as bloodthirsty, savage, and violent scions of undeath. As 
  soon as she discovered this the chieftain ordered the quar-
  antine and sent the warriors that fought the unliving beasts 
  to search the jungle for more but none have returned, and 
  since then she has felt the presence of a predator watching 
  her move throughout Avaruḍies (cautiously out of sight and 
  waiting to strike).
  The city’s most powerful magician, an amet cherufe and 
  master diviner named Mokoweri, has been unable to find 
  out what plagues the jungles nearby or what stalks Drassurie 
  through Avaruḍies but not long after their investigation be-
  gins the PCs will piece together why: Mokowerie knows all 
  too well what threatens the settlement, beholden to the dark 
  and unnatural power of the Jhāmbizaur. Years ago the divin-
  er was tricked into unearthing a cave in a patch of wilderness 
  southeast of Avaruḍies—jungles said to be almost untouched 
  by time—where she acquired a ring of glibness with a curse 
  too subtle for her to detect, making her an unwitting pawn to 
  subtle compulsions. The Jhāmbizaur waited in the wilds for 
  over a decade, taking over the bodies of greater and greater 
  beasts before finally infecting the soul of a tyrannosaurus; 
  there it incubated, its fell powers resulting in necromancy 
  that allows it to animate and command the dinosaurs it kills, 
  making them smarter than they were in life. It has finally 
  consumed the last of Mokoweri’s allies, eliminating anyone 
  that might let slip its plans to take control of Avaruḍies, the 
  first step in its ultimate quest to build an empire of undead 
  reptiles to swarm over Khrone.
  One of the diviner cherufe’s closest companions remains 
  nearby as a ghost, the alraun bard Gortsaran, stalking Dras-
  surie and attempting to warn her of the legion of zombified 
  dinosaurs hunting outside her settlement. Ever suspicious of 
  Mokoweri after she acquired her strange ring, he is clever-
  ly avoiding her powerful detection spells but is hampered 
  by the Jhāmbizaur, unable to do more than spook Drassurie. 
  Once the party begins meddling in Avaruḍies the Jhāmbizaur 
  stages an attack that terrifies the populace but allows Gortsa-
  ran to break the veil long enough to tell the PCs where to go, 
  and after a harrowing and dangerous trek through the jungle 
  they confront the undead malevolence and Mokoweri along 
  the peak of a waterfall, penned in on all sides by animated 
  lizards enslaved to the dark spirit’s will.
  Jaws of the 
  Jhambizaur
  
  3
  Act 1:  
  Refugee from AvaruDies 
  Jaws of the Jhāmbizaur begins as the PCs are journeying 
  on foot throughout the forest (perhaps on their way out of 
  a dungeon) or while in a settlement (maybe while prepar-
  ing to take off into the skies once more). Really all that is 
  required is a reasonable opportunity for the adventurers to 
  come across a battered and weary Hadrid Brandias, a hal-
  fling merchant that has been run out of the settlement where 
  his ship—and wares—was docked in.
  A Friend In Need
  The best thing for the continuity of a campaign is to have 
  Hadrid be replaced by a person familiar and friendly with the 
  party—if the GM knows in advance that they will be running 
  Jaws of the Jhāmbizaur, this NPC can offer a slight discount 
  to goods well ahead of the adventure to properly incentivize 
  the PCs as preparation for this module. Regardless of their 
  location, when the opportunity to introduce Hadrid (or his 
  replacement) arrives read the following: 
  You can see from the worn expression and dirt smudging 
  this middle-aged halfling man that he is exhausted, but he 
  gives you a wily look and you can almost see the vitality re-
  turning to his old bones. While he could perhaps be mistaken 
  as homeless, you spot a few items on his person—a sterling 
  silver ring, a jeweled amulet, finely-made boots—that are 
  preternaturally clean. Only magic items could be so pristine 
  on so dirtied a fellow and when he speaks to you, the vel-
  vety tone of his voice reminds you of a man making a sale. 
  “You! You have the look of the sky about you! Should you 
  give me aid in reaching Avaruḍies I promise to grant you 
  reward enough to make it worth your while and then some. 
  The cherufe that live there are not nearly as wild as some 
  of their kin and once I’m back in my magic item shop, your 
  payment will be secure.” 
  Hadrid is sincere in his desperation and mostly honest 
  about the rewards he offers the PCs for their aid in re-ac-
  quiring the valuables from his storefront in Avaruḍies. Each 
  of the adventurers are promised a magic item for their trou-
  bles—after Hadrid is able to get them, of course, which 
  means making for the cherufe settlement. Among the items 
  he can reward the PCs with are the following items, as well 
  as those included in the Index (there’s only a 10% chance the 
  merchant has anything else they request and he won’t part 
  with anything worth more than 6,000 gold): +1 chain shirt, 
  +1 heavy wooden shield, +1 longsword, +1 shortsword, ad-
  amantine dagger, bag of tricks (gray), belt of mighty consti-
  tution +2, bracers of archery (lesser), eyes of the eagle, ring 
  of jumping, ring of rat fangs, shatterspike. 
  For PCs that are still reluctant Hadrid sweetens the deal, 
  offering another 500 gold or possibly an item worth as much 
  as 10,000 gp. Seeing a mark and expecting anyone that would 
  be willing to help him to be suspicious, Hadrid has used the 
  last of his emergency supplies (a potion of glibness) and has 
  a +24 modifier for Bluff checks throughout this discussion.
  Adventurers are welcome to make a Knowledge (geog-
  raphy) or Knowledge (history) check to see what they know 
  about Avaruḍies.
  Skill 
  Check
  Knowledge (geography)
  Knowledge (history)
  10
  Avaruḍies is a treetop village 
  built on a mesa with a naturally 
  occurring aquifer that provides 
  fresh water for the settlement.
  Avaruḍies is a new settlement 
  of dinosaur folk said to be 
  friendly to outsiders and explor-
  ers of the forest floor.
  15
  The settlement is a few leagues 
  away from the PCs and the 
  wind is to their back, making 
  the journey to the village only 
  take a few hours.
  Though most cherufe settle-
  ments are bloodthirsty,  violent 
  rites in Avaruḍies are restricted 
  to making such displays in an 
  impressive stone amphitheater.
  20+
  There are few other bastions 
  of civilization available near 
  Avaruḍies; it is said the jungles 
  around it take on a liveliness 
  unseen elsewhere.
  Other races attempted to settle 
  on the mesa Avaruḍies sits upon 
  before the return of the cherufe, 
  but were driven off by curses 
  and dark magics.
  
  4
  Accessing AvaruDies 
  Hadrid very strongly suggests that the party avoid mak-
  ing port in the docks Avaruḍies has for skyships, telling them 
  that as of late the cherufe have rescinded upon their formerly 
  polite bearings and that the ship might be confiscated as a 
  matter of course (why that is he does not know, and attempts 
  to use divination magic to find out fail thanks to the unknow-
  ing efforts of Mokoweri). Fortunately a routine DC 13 Per-
  ception check while canvassing the nearby jungles locates 
  branches strong enough to berth their vessel, though even 
  then the PCs still have to get on top of the mesa the village 
  sits on and manage to do so without being detected by the 
  local guards. 
  If the party doesn’t have access to magical flight there 
  are three other ways they can sneak into Avaruḍies. The PCs 
  need to be quick about it however, and should they spend 15 
  minutes or more in the massive tree boughs or along the for-
  est floor, they are attacked by a jhāmbi-raptor (page 15). No 
  matter how they choose to slink into the village the adven-
  turers’ arrival is not unnoticed as Mokoweri foresaw it some 
  time ago, warning Drassurie to keep eyes on the Hadrid’s 
  Magical Goods for the arrival of intruders.
  Along the Canopy: It requires a bit of doing to find the 
  right boughs to run across (a DC 14 Survival check) but the 
  bridges reaching onto Avaruḍies are guarded by Avaruḍies 
  Guards (page 14). These areas are illuminated by torchlight 
  but it is not uncommon for heavy winds from the jungle to 
  blow them out, creating a darkened window of opportunity 
  for the adventurers to sneak into the village.
  Scaling the Mesa: A few Avaruḍies Guards patrol the 
  perimeter of the mesa, mostly along the east and southeast 
  edges. The likelihood of being noticed by these protectors is 
  very low but the PCs might have a trouble ascending—from 
  the north and west, five DC 14 Climb checks are needed 
  (moving up the wall along the jungle trail is shorter but hard-
  er, requiring three DC 16 Climb checks). 
  Taking the Jungle Trail: There’s a coterie of a dozen 
  Avaruḍies Guards routinely stationed at the village’s ac-
  cess to the pathway and too many torches along it to make 
  it possible to sneak inside under cover of darkness. While 
  they might successfully make a distraction large enough to 
  grab the attention of these defenders, unless the PCs can turn 
  themselves invisible there’s no way to sneak into Avaruḍies 
  along the jungle trail.
  The Magic Item Shop
  Even without Hadrid’s help it isn’t hard to locate the 
  shops in Avaruḍies as the vast majority of the settlement’s 
  buildings are built from thatch and greenery taken from the 
  jungle. More civilized stone structures—including the mer-
  chant’s store—are clustered in the northwestern part of the 
  village near the port. PCs that make a DC 13 Perception 
  check notice that there are only a few ships on the docks (far 
  fewer than Avaruḍies’ reputation would suggest) and serve 
  as a reminder of Hadrid’s warnings about the locals recent 
  change in demeanor.
  Read the following as the adventurers follow the mer-
  chant into his shop:
  ”Truly fortune smiles upon us,” Hadrid whispers as he 
  reaches up and undoes several locks on the door, “I was 
  almost certain the cherufe would notice us entering their vil-
  lage. They’ve been saying the nastiest things about me and 
  I wouldn’t want to give more fuel to their fire, if you catch 
  my meaning.” The door creaks open and he creeps forward, 
  beckoning you to follow him inside. In the pale moonlight 
  you can see a vast array of baubles and equipment arrayed 
  along stone shelves, many of the pieces clearly styled to ap-
  peal to the dinosaur folk of the village. Two pistols made of 
  steel and tendons sit atop piles of identically-shaped fangs, 
  a chunk of obsidian lined with bright orange and red lines 
  glows faintly to illuminate the room like a piece of lava, and 
  a cape of feathers catch your eye.
  
  5
  Something, however, feels ever so subtly awry and as 
  you take in your surroundings, shadows more substantial 
  than clouds block the moonlight cascading into the store and 
  everything goes sideways.
  As the party take in their surroundings they receive a 
  Perception check opposed by a collective Stealth check 
  by the Avaruḍies Guards that have encircled the building; 
  on a success, they are able to act in the surprise round when 
  NPCs storm the shop. A total of 16 have been mustered to 
  meet the party but only 4 enter the shop at first (leaving a 
  dozen outside), demanding that the adventurers divest them-
  selves of weaponry and submit to the authority of Chieftain 
  Drassurie. Most PCs are not likely to accept surrender so 
  easily however and it is expected that they resist capture, 
  trying to fight their way out. The guards are keen to some 
  sport and react in kind before presenting their overwhelming 
  numbers, only calling for reinforcements after one of their 
  own has fallen—something that is answered by a terrifying 
  roar from a dozen throats, a sign that a DC 8 Profession 
  (Soldier) check recognizes as almost certain imminent de-
  feat by numbers. When the party has been subdued or agreed 
  to lay down their arms, the Avaruḍies Guards bind them in 
  manacles and lead the adventures to the Chieftain’s Long-
  house in the center of the village.
  out. There are tusks as long as your arms, jaws from beasts 
  that could swallow a human whole, and the throne on which 
  their chieftain sits is carved from the fang of what must have 
  been a monstrously gigantic creature. Her eyes are just as 
  immense as her throne and though she is obviously well past 
  her youth, she commands respect with her very eyes.
  More Avaruḍies Guards are waiting inside with their 
  weapons at the ready should the party try to escape, but 
  shortly after the PCs arrive she bids them all to leave her 
  and the newcomers in solitude. When her subjects are no 
  longer in earshot Drassurie earnestly apologizes to the PCs, 
  unshackling them so long as they promise not to attack her. 
  She explains that her people have recently been subjected to 
  a great many fears, making the settlement paranoid, and that 
  some have accused Hadrid of being the source of their trou-
  bles. Though she knows that isn’t the case, the mistrust and 
  fear for non-cherufe runs too strong for them to cast away 
  their discriminatory beliefs. Recent events have put every-
  one on edge and though she will allow the adventurers to 
  leave unmolested if they so wish, if they’ll hear of the vil-
  lage’s plight she offers to provide a feast for their troubles.
  Meeting with the Chieftain
  Talk is common and frequent among the citizens of Ava-
  ruḍies—after the force is assembled to capture the intruders 
  word spreads from hut to hut like wildfire and virtually the 
  entire village is there to witness the shackled adventurers’ 
  procession into Drassurie’s home. Read the following during 
  the PC’s humiliating walk:
  You are led out of Hadrid’s store in chains and the sil-
  houettes of dozens of cherufe stand out against the moon-
  light. It seems that even the village’s children, elders, and 
  laborers have awoken to witness your humiliation. Perhaps 
  to your surprise, they do not gaze upon you with shame or 
  bemusement—looks of apprehension and fear are clear even 
  on their reptilian faces. 
  The guards take you to the largest hut in the settlement, 
  crafted from wood and jungle foliage like the smaller dwell-
  ings that dominate the village. Unlike these smaller homes, 
  trophies from hunts or war adorn its walls both inside and 
  
  6
  Hadrid won’t pay up as Chieftain Drassurie doesn’t think 
  it would be wise for her rule if he were to escape the settle-
  ment again (and per their deal, he won’t pay the PCs for their 
  help as he and his goods will still be in Avaruḍies.) When the 
  adventurers agree to hear her out she calls for provisions and 
  in short order plates of delicious skewered meats, roasted 
  fruits, and gourds of cherufe rum are brought in by servants. 
  As an aged leader she is quick and direct, explaining Avar-
  uḍies’ recent woes with little flair or flattery.
  • 
  In addition to the guards the party have already met 
  the people of Avaruḍies train dinosaurs to protect 
  their settlement. Recently however these usually re-
  liable reptiles have gone missing or been found dead 
  on the forest floor. 
  • 
  The village’s hunters have no satisfying explana-
  tions for what is responsible and rumors abound of 
  darkness enclosing on the jungle.
  • 
  Mokoweri is a powerful diviner and very talented 
  but all the same, she is as mystified by the recent 
  rash of bloodshed as anyone else.
  • 
  Until she knows more about whatever it is troubling 
  her village, Chieftain Drassurie has made travel 
  from Avaruḍies forbidden and completely closed its 
  borders to newcomers.
  • 
  Something supernatural stalks Chieftain Drassurie. 
  Whatever it is eludes the magic of Mokoweri and 
  seems ever present while in Avaruḍies, its presence 
  wandering on her periphery and just out of sight. 
  Adventurers that agree to help the village find whatever 
  curses the jungles nearby are given their freedom to walk 
  Avaruḍies, but otherwise the party is thanked for bringing 
  Hadrid back (although he has entirely different feelings on 
  the matter) and escorted to the edge of the town, bid to leave. 
  Chieftain Drassurie promises to allow them to range the 
  wilderness nearby after the next sunset, but before then she 
  wants to discover whatever it is that seems to be haunting 
  her (concerned that it might have more immediate and dire 
  consequences than the greater malady).
  The Settlement of AvaruDies
  Avaruḍies is mostly composed of thatched huts made 
  from branches and greenery taken from the jungle near-
  by, the only markings of true civilization being the airship 
  docks and stone buildings in the northwestern quarter. Since 
  they’ve essentially been defanged by local guards, the PCs 
  have their run of the village and its primitive inhabitants are 
  not at all impressed by the adventurers—the dinosaur folk 
  children even tarry behind them, remarking in the strange 
  Cheru language about how misshapen the party is and pon-
  tificating on how the jungle will respond to the threat they 
  represent. None of the villagers know any more of what’s 
  going on (save for Mokoweri, who has a Bluff modifier of 
  +20 thanks to her cursed ring of glibness) but they are polite 
  enough about answering general questions regarding Avar-
  uḍies.
  Chieftain’s Longhouse: At a casual glance this may not 
  seem like a very sturdy structure but the plethora of trophies 
  arrayed around the walls of this building greatly fortify its 
  walls, making it one of the most defensible places in Avar-
  uḍies. When the settlement comes under attack (see Act 2) 
  the villagers all withdraw here where a Avaruḍies Guards 
  protect the entrance.
  Dzuwa Tavern: One of Khrone’s fey-touched sidhier 
  has made Avaruḍies into his home, using contacts from a 
  short stint of adventuring to keep his establishment stocked 
  with more alcohol than the local’s fruity (but potent) pre-
  ferred drink. When the PCs visit there’s still spirits enough 
  for any concoction they’d like but Dzuwa is anxious to get 
  trade flowing again and restock his supplies, offering them 
  a free meal as thanks for dealing with the village’s woes. He 
  doesn’t tolerate any rough housing or violence in his tavern 
  however and anyone that draws a blade gets thrown out by 
  a pair of Avaruḍies Guards (all of which frequent the estab-
  lishment on a regular basis, though most have been ejected 
  once or twice themselves).
  Forge of Alimk: Alimk’s family moved to Avaruḍies 
  when she was only a child but she quickly took to the mesa 
  village, wholeheartedly embracing the cherufe way of life. 
  Learning the skills of the forge from her parents, she has 
  become the local blacksmith though as she gets on in years, 
  her desire for a fine stout mate to make a family of her own 
  has grown—should any dwarves be among the party and 
  distinguish themselves throughout Jaws of the Jhambizaur, 
  she may take a romantic interest in them.
  Hadrid’s Magical Goods: The merchant Hadrid Bran-
  dias only recently settled in Avaruḍies, convinced by Dzu-
  wa Leiryin that the cherufe village makes for a surprisingly 
  defensible but accessible place to set up shop with reliable 
  traffic from adventurers. Though at first those words bore 
  
  7
  truth with the recent arrival of the jungle curse and Chieftain 
  Drassurie’s edicts to close away the settlement from foreign-
  ers, Hadrid has grown as anxious as the citizens that believe 
  he is to blame for the village’s woes. The cherufe give the 
  shop a wide berth and avoid going there at all costs, making 
  its owner more amenable to selling potions at a 10% dis-
  count to drive business.
  Madzi Aquifer: This aquifer gushes forth from inside of 
  the mesa that Avaruḍies rests upon to provide its inhabitants 
  with clear and clean water—it is perhaps the most vital part 
  of the settlement and treated as a holy relic. Outsiders are 
  discouraged from swimming in the pool but not barred from 
  doing so, though anyone that attempts to find out what’s at 
  the source of the groundwater quickly earns the attention of 
  the village guards.
  Wokhala’s Supplies: Whenever airships make port in 
  Avaruḍies they almost invariably seek out the services of 
  Mellsia Wokhala. The half-elf has a knack for aerial vehicles 
  and after hearing about Dzuwa’s success in the village she 
  organized the buying of a parcel of land, building a stone 
  dwelling large enough to act as a machinist’s shop and her 
  home. Whereas the sidhier tavern owner has been unsettled 
  by the recent closing of borders, Mellsia is practically pan-
  icked at the lack of trade happening in Avaruḍies, offering 
  whatever she can to help the adventurers bring an end to the 
  curse that’s caused the settlement to wall itself in from the 
  outside world.
  AvAruḍies N village
  Corruption –1; Crime –1; Economy –2; Law –1; Lore –2; 
  Society –2
  Qualities rumongering, strategic location
  Danger +0
  DemogrAphics
  Government autocracy (Chieftain Drassurie)
  Population 200 (190 cherufe, 10 other)
  Notable NPCs
  Chieftain Drassurie (CN Female amet cherufe expert 
  8; use the statistics for a Wise Sage from the Pathfinder 
  Roleplaying Game: NPC Codex)
  Diviner Mokoweri (CN Female amet cherufe diviner 
  6; use the statistics for a Tribal Seer from the Pathfinder 
  Roleplaying Game: NPC Codex)
  Hunter Nerlmak (CN Male zavr cherufe barbarian 6; 
  use the statistics for an Avaruḍies Guard, page 14)
  Hadrid Brandias (N Male halfling adept 9; use the 
  statistics for a Healer from the Pathfinder Roleplaying 
  Game: NPC Codex)
  Alimk Goodvil (N Female dwarf expert 6; use the sta-
  tistics for an Expert Blacksmith from the Pathfinder 
  Roleplaying Game: NPC Codex)
  Dzuwa Leiryin (NG Male sidhier commoner 6; use the 
  statistics for a Shopkeep from the Pathfinder Roleplay-
  ing Game: NPC Codex)
  Mellsia Wokhala (N Female half-elf aristocrat 8; use 
  the statistics for a Diplomat from the Pathfinder Role-
  playing Game: NPC Codex)
  mArketplAce
  Base Value 550 gp; Purchase Limit 2,500 gp; Spellcasting 
  3rd
  Minor Items 2d4 Medium Items 1d4; Major Items —
  The NPCs of Avarudies
  In order to properly invest the adventurers into saving 
  Avaruḍies from the Jhāmbizaur, they’ll need to care about 
  the settlement and its inhabitants. The GM is encouraged 
  to make additional characters that specifically appeal to the 
  party—there might be youths that idolize them, members of 
  the same race as a non-human PC, or someone from the past 
  of one of the adventurers that has firmly rooted themselves 
  in the village. 
  Chieftain Drassurie: Drassurie has lived in Avaruḍies 
  her entire life and never ventured further than the nearest 
  settlements. She has succeeded her father to become the vil-
  lage’s leader but not without succeeding at the trials required 
  for any cherufe to become chieftain (including drinking 
  from sacred waters in the endless forest, defeating her peers 
  in combat, and retrieving a magma heart from the bottom of 
  the Madzi Aquifer). Drassurie’s rule has been just but she 
  has jealous detractors that deride her publicly, though none 
  themselves are willing to claim they are more qualified to 
  act as chieftain.
  Diviner Mokoweri and Gortsaran: Mokoweri trav-
  eled all over Khorne as part of a fairly successful adventur-
  ing group before tragedy struck, leaving her the sole survi-
  vor—almost, as one of her companions remains as a spirit 
  unable to warn anyone of the evil lurking around the settle-
  ment—and she has become a recluse ever since. Much of the 
  cherufe’s memory and personality have been warped from 
  afar through the ring she scavenged from the encounter, ma-
  nipulated by the Jhāmbizaur until she reached a position to 
  aid it. Talk of the many victories she enjoyed in her youth 
  are a frequent topic in Avaruḍies but when questioned about 
  her reticence to interact with the party, the villagers explain 
  that she has been that way with foreigners ever since the 
  massacre of her allies.
  Hunter Nerlmak: While he was once Drassurie’s most 
  stalwart opponent for the role of chieftain, Nerlmak has since 
  devoted himself to serving her and Avaruḍies as best he can. 
  He is a warrior of the cherufe in the most traditional sense 
  and takes great pride in his skills, though the recent troubles 
  have made him anxious. For the sake of his charges he keeps 
  a strong facade but anyone that gets him drunk enough can 
  learn that Nerlmak believes that Drassurie should acquire a 
  diviner other than Mokoweri to investigate the matter.
  Hadrid Brandias: The man known as Hadrid has had 
  many names, each different in the various settlements that 
  have exiled him, but he’s learned from his mistakes. In Av-
  
  8
  aruḍies he has worked hard to be accepted by the cherufe 
  to mixed effect, though none yet have suspected he is not 
  whom he claims. Any traces of his past lives have been 
  scrubbed away as well and unless magically interrogated he 
  is the affable, generous fellow he claims to be (until an op-
  portunity to cut and run presents itself of course).
  Alimk Goodvil: Though she lives among the cherufe 
  and has embraced their way of life, this dwarven smith is 
  as loyal and stalwart as any other. Having once been an out-
  sider herself she is kind and accepting of the party, offering 
  them tips on how to best fit in and assuring them that though 
  perhaps strange, the villagers are all good people worthy of 
  being saved. Alimk is also the definitive drinking champion 
  of Avaruḍies and even if the PCs make a bad first impres-
  sion, anyone that can drink her under the table automatically 
  earns her respect.
  Dzuwa Leiryin: Despite being one of the fey-touched, 
  Dzuwa has a surprisingly strict manner at odds with his 
  sidhier nature. Before joining an adventuring group he spent 
  some time bouncing between military groups in various set-
  tlements and the discipline of soldiering has stayed with him 
  long after he made enough gold to open up his tavern. Dz-
  uwa can’t help himself from enjoying the occasional prank 
  however, and his dark sense of humor is well at home with 
  the cherufe. In order to keep the doors open he holds back his 
  urge for trickery until after someone starts making trouble 
  in his establishment, though after that all bets are off—and 
  the dinosaur folk make no attempt to hide their amusement 
  when the sidhier chooses to fool one of the PCs.
  Mellsia Wokhala: Orphaned at a young age and having 
  to work hard for every copper piece she’s earned, Mellsia 
  perpetually has money on her mind and the sudden stop of 
  the flow of trade has made her incredibly uneasy. She’s curt 
  and polite (knowing that manners are often the lubricant of 
  trade) but it was a great leap of faith for her to put down 
  roots in Avaruḍies and she wears her anxiety on her sleeve, 
  even promising the PCs that she’ll repair their ship at cost 
  if they help relieve the settlement’s “curse”. As a woman of 
  coin she is practical and believes that whatever troubles the 
  village is not some mythical thing, but doesn’t have much to 
  go off of. She’s sure that violent raiders of some kind have 
  to be responsible—Mellsia has been witness to tactics like 
  these often enough to recognize them—but who or where 
  they are based is an utter mystery. 
  Act 2:  
  A Revealing Attack
  The PCs have a day to explore Avaruḍies and attempt 
  to find the thing hounding Chieftain Drassurie (the ghost of 
  Gortsaran; see below) and report back to her with their find-
  ings at sunset, but there’s little to learn save that the residents 
  of the village are powerfully fearful of the wilderness nearby 
  and whatever curse is plaguing their home. Every time the 
  PCs strike up a conversation with a native cherufe the GM 
  should roll a secret DC 15 Charisma check for the adven-
  turer leading the discussion; on a success the villager reveals 
  that there has been some talk about Mokoweri, the local 
  diviner. While nobody has proof of any kind that she has 
  anything to do with the recent paranoia, some have noticed 
  that the mage has had fitful sleeps and frequent night ter-
  rors. Chieftain Drassurie brushes away any concerns about 
  the seer, ensuring the PCs that the diviner is simply troubled 
  by the curse, but a DC 20 Sense Motive check reveals that 
  though she may not know it the cherufe’s leader’s belief in 
  Mokoweri has been shaken by these rumors.
  Mokoweri has encouraged the recent xenophobism that 
  has come over the village, though she does not know that this 
  is the will of the Jhāmbizaur. The diviner makes no efforts to 
  hide her dislike for outsiders—blaming Hadrid and the PCs 
  for the fear spreading throughout Avaruḍies—and generally 
  avoids the adventurers. If cornered she’ll talk to the party, 
  denying anything that might cast suspicion onto her (with a 
  +20 Bluff modifier) and generally being disdainful.
  
  9
  Though a look into the eyes of on one of these monsters 
  is met with a gaze that bespeaks of a deadly intellect, a DC 
  12 Knowledge (nature) check reveals that the two types 
  of reptiles are not normally allies. A result of 15 or more on 
  this check confirms that the level of awareness they possess 
  is unnatural, and that their utilization of pack tactics is un-
  matched. 
  JhAmbi-Dinosaurs Strike!
  As the very last of the day’s light falls onto Avaruḍies 
  a cry of pain cuts through the air, followed quickly by 
  horrendous, bestial roars. Read the following:
  A shriek of terror splits through the air and in the 
  very final rays of the sun you see the upper half of a 
  cherufe hunter sail through the sky, trailed by crimson as 
  his innards spread across the village before falling away 
  toward the jungle. In response there come a host of fe-
  rocious roars that inspire panic and terror in Avaruḍies, 
  prompting its citizens to panic as calls to arms ring out 
  around you. 
   
  The villagers stream towards the Chieftain’s 
  Longhouse as cruel bestial figures leap from the canopy 
  and onto the mesa in tremendous bounds. To your horror 
  they appear from all around and as they quickly dart into 
  the settlement you see they are dinosaurs with powerful 
  legs and razor sharp maws but something more—they all 
  have festering wounds that stretch across the length of 
  their bodies and move with baffling synchronicity.
  Shopkeepers in the northwestern part of the village 
  batten down their doors but the cherufe by and large 
  flee into the Chieftain’s Longhouse. The surprise attack 
  occurs when the bulk of the settlement’s defenders are 
  spread out—and the focus of the jhāmbi-dinosaur as-
  sault is where the PCs are! Chieftain Drassurie pleads 
  for the adventurers to defend the village’s citizens as 4 
  jhāmbi-pteranodons and 4 jhāmbi-raptors try to wreck the 
  building and slaughter everyone inside.
  The roof of the Chieftain’s Longhouse is made from a 
  sturdy wooden frame (break DC 23, hardness 6, 10 hp per 
  5-ft.-square) and the jhāmbi-pteranodons gradually tear at 
  it, attempting to strike at the cherufe within. Meanwhile 
  the jhāmbi-raptors circle the building, targeting at it when 
  unmolested (break DC 15, hardness 8, 15 hp per 5-ft.-
  square) until they can breach the walls. Should a jhām-
  bi-dinosaur make it into the structure Chieftain Drassurie 
  intervenes, but any additional reptiles that manage to in-
  vade the Chieftain’s Longhouse avail themselves of the 
  cherufe morsels inside.
  The Ghost of Gortsaran
  During the combat the most mystical PC (psychic spell-
  casters, nature spellcasters, and monks in particular, though 
  which adventurer is most appropriate is at the GM’s discre-
  tion) is contacted by the ghost that has plagued Chieftain 
  Drassurie! The Jhāmbizaur has been using its power to sup-
  press the spirit of Gortsaran, vexing the alraun ghost and 
  stopping him from warning anyone in Avaruḍies of its hor-
  rible presence or the devastation it plans on bringing to the 
  village. 
   
  During the peak of the battle, read the following 
  (GMs are encouraged to take the player receiving this vision 
  into another room, letting them explain their experience to 
  the other PCs within the game):
  There’s a flash of cyan light that pulses from nowhere 
  and time dramatically slows around you, the flailing combat 
  engulfing the village coming to a complete stop before every-
  thing falls away like dropping curtains in a stage play. A ver-
  dant and beautiful forest is revealed behind the panorama of 
  Avaruḍies—silver snow falls from above and kaleidoscopic 
  motes of dust dance along gusts of wind, swirling in a dust 
  devil before a creature emerges.
   
  He is short and looks human, but the green in his 
  eyes is extraordinary and you can see that his every step 
  is supported by vines that grow from his legs. “Do not be 
  alarmed—I am Gortsaran and we are speaking in a mind-
  scape of my making. You are in great danger—the beast is 
  all around you and much more than it seems. It lurks like 
  blight, an ancient death to snuff out all light. Mokoweri has 
  fallen into its sway and within the next day Avaruḍies may 
  fall, the step of an empire of horrors beyond ken.”
   
  Before you can respond the world around you wa-
  vers, rippling as a stone thrown into a lake. “Time grows 
  short and the end is near, but in your heart you can have no 
  
  10
  fear when the jhāmbi—”. The rest of Gortsaran’s words are 
  sucked away as darkness and oblivion consume you entirely, 
  dragging your mind back to your body as the battle in Avar-
  uḍies wages on!
  The whole affair happens in the span of an instant and 
  when the PC returns to their body, they gain either a +3 mo-
  rale bonus to attack and damage or, once per round when 
  making an attack roll, they may roll twice and take the best 
  result. This temporary bonus lasts until the dawn of the next 
  day.
  Mokoweri Makes Flight
  When the battle is nearing its end give any PCs outside 
  of the Chieftain’s Longhouse a DC 12 Perception check to 
  spot Mokoweri leaving the settlement while grappling with 
  a jhāmbi-pteranodon. Adventurers that spot her exit receive 
  a DC 10 Sense Motive check to realize that her efforts to 
  free herself are remarkably lackluster, flailing uselessly in-
  stead of utilizing any of her magic—certainly not putting 
  up as much of a fight as one would in a situation as dire as 
  being kidnapped by an undead dinosaur. Should the adven-
  turers immediately give chase they are harried by a pack of 
  jhāmbi-pteranodons that stall the party long enough for the 
  compelled cherufe to escape. 
  After the danger has passed the villagers embrace the 
  adventurers as members of their tribe—provided 
  of course that they acted heroically. Chieftain 
  Drassurie continues to disbelieve that Mokow-
  eri was in league with the jhāmbi-dinosaurs 
  until the party mention Gortsaran; the old 
  cherufe remembers the alraun and realiz-
  es that the presence alluding her was so 
  vexing because it was a spirit with which 
  she was already familiar. She tells the party 
  of how Mokoweri only agreed to become the 
  tribal seer after her companions were taken 
  by the jungle, and with the diviner’s dubious 
  departure, Drassurie’s mind gains some clar-
  ity and she sees that the mage’s altered de-
  meanor was caused 
  by something 
  more than 
  just 
  the 
  s o m b e r 
  weight of 
  tragically 
  killed companions.
  Even with the par-
  ty’s victory over the jhām-
  bi-dinosaurs the numerous 
  injuries suffered by the 
  defenders of Avar-
  uḍies have made 
  the 
  settlement 
  an easy target should the disgusting monsters assault again. 
  Chieftain Drassurie makes it clear to the adventurers that in 
  order to save the village, they will have to do so before the 
  next sunset. To aid them she has Hadrid bring a potion of 
  darkvision and potion of longstrider (both caster level 5th) 
  for each PC, and in order to inspire them to succeed, she 
  promises to give the adventurers one of Avaruḍies most trea-
  sured relics: golden hearts. If the PCs managed to save all of 
  the cherufe inside of her longhouse in the jhāmbi-dinosaur 
  attack, Drassurie gives the most courageous member of the 
  party one of these enchanted items (page 17) before they set 
  foot in the canopy or jungle.
  Act 3:  
  Into the Jungle
  The adventurers are on the clock and have to quickly 
  locate the source of the jhāmbi-dinosaurs (and presumably 
  the curse threatening the village) but the further they jour-
  ney into the jungles around Avaruḍies the more they become 
  prey instead of predator.
  Dangers of the Jungle
  Shortly after the party be-
  gins traversing the through the 
  jungles around Avaruḍies they 
  receive a DC 13 Knowledge 
  (nature) check or DC 16 
  Perception check to real-
  ize that there is something 
  terribly awry with the flo-
  ra. Creeping vines seem to 
  move closer to them at an 
  almost imperceptible rate, 
  the trees sway in such a way 
  as to loom over the PCs, and 
  the sunlight is determined not 
  to penetrate through the can-
  opy, covering their journey 
  in gloom. Worse yet are the 
  omnipresent jungle hazards, 
  none of which have grown at a 
  rate that should be sustainable. 
  With all the danger surrounding 
  the adventurers they should feel 
  like the wilderness itself is out 
  to get them—because it is! 
  GMs are encouraged to use 
  additional hazards of their own 
  devising or from the core rule-
  books to accentuate these dan-
  
  11
  gers to truly posit in the minds of players just how deadly the 
  jungle can be.
  Grasping Leaves
  This flora looks like any other brush on the canopy or 
  along the forest floor, similar to the most common types 
  of groundcover in the jungle. The many small leaves 
  are capable of stretching and morphing to grasp at crea-
  tures that step into it and immobilize them! Identifying 
  grasping leaves from regular groundcover requires a DC 
  20 Perception check (creatures that have encountered 
  grasping leaves before gain a +5 circumstance bonus 
  to this check.) At the end of a creature’s turn, grasping 
  leaves make a +10 CMB check to grapple the creature 
  (CMD 20). Even when the grasping leaves fail to grapple 
  a creature, the creature standing in their square gains the 
  entangled condition. When grasping leaves roll a natu-
  ral 20 on a grapple check against a creature they have 
  already grappled, the creature becomes pinned instead. 
  Needle Bushes
  These spindly bushes are almost identical to many other 
  jungle ferns, save that their ends are so thin and point-
  ed that the last half inch of leaf is imperceptible to the 
  naked eye. Identifying a needle bush requires a DC 14 
  Knowledge (nature) check or DC 18 Survival check 
  (creatures that have encountered needled bushes before 
  gain a +5 circumstance bonus to this check.) When a 
  creature is within 5 feet of a needle bush the plant shakes 
  wildly, sending out a cascade of hardened needles that 
  deal 4d4 piercing damage in a 20-foot radius (Reflex DC 
  15 for half damage). This damage ignores damage re-
  duction. Any creature damaged by a needle bush makes 
  a DC 15 Fortitude save against its poison or gains the 
  paralyzed condition for 10 minutes. A needle bush re-
  quires 3d4 minutes before it is able to send out a needle 
  cascade again.
  Terror Motes
  The Jhāmbizaur’s foul presence has poisoned and 
  sickened several trees in the jungle, afflicting them 
  with a strange type of moss that quickly propa-
  gates across the plant before growing pollen to 
  spread the malady to other flora. This moss releas-
  es pollen in large puffs all once, sending terror motes 
  flitting through the wilderness on gusts of wind that 
  carry each of the miniscule balls of powder all across 
  the jungle. Spotting a cloud of terror motes (which 
  can vary between a 15-foot radius to as little as a 
  5-foot square) requires a DC 22 Perception check 
  as they are difficult to see in the gloom. A crea-
  ture that inhales Terror Motes makes a DC 17 
  Will save as the malady fixes onto their percep-
  tions, warping and distorting their surroundings 
  in a horrifying manner that inspires dread and 
  anxiety; on a failed save, a creature gains the 
  shaken condition for 10 minutes. A shaken crea-
  ture that fails their save gains the frightened condition 
  for 1d4 minutes, and a frightened creature that fails their 
  save gains the panicked condition for 1d4 rounds. Crea-
  tures immune to enchantment and fear effects may still 
  be affected by terror motes but gain a +5 circumstance 
  bonus to saving throws made to resist its effects. 
  Hunter or Hunted?
  Throughout their travels the adventurers will run into 
  fields of jungle hazards (see above) that are virtually impass-
  able as well as packs of roaming jhāmbi-raptors. The undead 
  reptiles are working in concert at the beckoning of their mas-
  ter, guiding the party to the arena the Jhāmbizaur has cho-
  sen for their combat to take place. Any PCs with the track 
  class ability receive a DC 14 Profession (hunter) check or 
  DC 20 Survival check before reaching a mile from the the 
  Pākavidhāna Waterfall to realize that they have become prey 
  before it is too late to escape or turn back. 
  Otherwise when the party gets within a mile of the Pāka-
  vidhāna Waterfall a wave of jhāmbi-raptors can be heard by 
  anyone that makes a DC 10 Perception check, clearly num-
  bering in the dozens if not by the score—a force far too large 
  
  12
  to assault directly. The horde chases the PCs toward the river 
  and down to its end where they find the true source of the 
  curse weighing down on Avaruḍies, though at so fearsome a 
  sight they might think it best to take their chances jumping 
  the thousands of feet down the waterfall.
  Peril on the Pakavidhana
  The Jhāmbizaur awaits the combat the adventurers for 
  a few reasons. First of all, while it can control and influ-
  ence the actions of its spawn, the creature would have their 
  worship as well and felling the party will cement its total 
  dominance in their primitive minds. Secondly, before it slew 
  Mokoweri (whose remains are at the abomination’s feet) the 
  cherufe ranted that the PCs would find and destroy it, mark-
  ing them as a threat to its plans (and that to leave them alive 
  would only invite more meddlers to deal with). Finally, the 
  Jhāmbizaur knows it will be easier to destroy Avaruḍies with 
  the corpses of its heroes in full display to demoralize any 
  who would think that its rule is not inevitable.
  Read the following when the PCs reach the Pākavidhāna 
  Waterfall:
  Rushing away from the undead dinosaurs and down the 
  waterway, you see the constant jungle suddenly come to a 
  halt as the river drops off hundreds of feet in perilous water-
  fall that might otherwise be majestic. 
  What emerges from the treeline, however, is far more 
  terrifying. The reptile—or what remains of it—is gargantu-
  an, its maw filled with teeth that the size of halfling. Its eyes 
  are a dark and violent crimson that pierces your soul, but its 
  mangled body is what stands out the most. Half of one of this 
  tyrannosaurus’ massive legs has been chewed down to the 
  bone and a large section of its skull has been sheared away 
  along with huge swathes of its hide, exposing bleeding flesh 
  that would be a mortal wound to any living thing. 
  It roars as it steps into the river and onto a large stone in 
  the center, one of its feet crushing the corpse of the cherufe 
  Mokoweri as it roars. Shrieks of rage call back from the 
  smaller creatures in the horde around you, above, and be-
  hind you. With a sickening feeling in your gut you realize 
  that this abomination has led you here and the closer you 
  get to it this maddened thing, the nearer your pursuers are.
  While the Jhāmbizaur is still “alive”, on either side of 
  the shore 1d4+1 jhāmbi-raptors are snapping at and attack-
  ing the PCs to force them onto the stones jutting above the 
  river and 2d4 jhāmbi-pteranodons roaming in the air to dis-
  courage the use of a fly speed (should the PCs kill any of 
  these creatures, more appear to take their place). The Jhām-
  bizaur itself stands on the central rock, targeting spellcasters 
  first but generally trying to knock its opponents into the wa-
  terfall until there is only one or two foes it can easily destroy. 
  PCs that fall into the water receive a Swim check (DC 
  15 + 1 per 5 feet from the waterfall) to resist being dragged 
  by the current; anyone that fails this check by 10 or less is 
  able to guide themselves towards one of the obsidian rocks 
  jutting from the waterline. Though this stops a PC from fall-
  ing off the waterfall (a mortal peril) the obsidian is sharp and 
  deals 1d8 slashing damage when grabbed or at the end of a 
  creature’s turn (only once per round). 
  Standing and fighting on an exposed rock requires noth-
  ing extra from the PCs, but slippery rocks are treated as dif-
  ficult terrain and when a PC lands on one or ends their turn 
  while standing on one, they must make a DC 13 Acrobat-
  ics check to keep their balance or fall prone; failure on this 
  check by 5 or more sends them sprawling into the water.
  At the end of their turn, creatures that land in the water 
  and fail their Swim checks by 5 or more are dragged 10 feet 
  toward the waterfall, +1 per 5 feet they are from the over-
  hang. The GM should keep in mind that PCs in the water 
  gain improved cover (+8 to AC) from attacks made by crea-
  tures on land (including the Jhāmbizaur).
  Epilogue
  When the PCs defeat the Jhāmbizaur, all of its thralls 
  are restored to half hit points and lose the jhāmbi-dino-
  saur template over the course of 1d4 minutes (provided 
  of course that they do not have mortal injuries). The party 
  can rest easy as the reptiles flee or fight one another for a 
  few minutes before the pathway is cleared and they can 
  return to Avaruḍies in relative safety. Adventurers that 
  loot the body of Mokoweri find that she has little of value 
  other than her ring of glibness which, now that the Jhām-
  bizaur is no more, is no longer cursed in any way.
  Nature-minded adventurers do not require a check to 
  see that some of the dangers of the jungle have abated as 
  well now that the Jhāmbizaur is dead, and by the time they 
  
  13
  You are carried into the Ritual Amphitheater in the south-
  east part of the settlement and find that all of its citizens 
  are within, dancing, playing instruments, drinking rum, and 
  generally revelling in your victory over the jungle’s curse. 
  The cherufe gently let you down on a dais made from piled 
  together stones and Chieftain Drassurie pushes herself 
  through the crowd to join you, a beautiful wooden box in 
  her hands. 
  She shrieks loudly and other elders from the tribe do the 
  same until eventually the stadium grows calm, every one of 
  the villagers silent. Drummers along the sides of the am-
  phitheater begin beating their drums in a slow melody as 
  she speaks loudly, something about the place projecting her 
  voice to everyone in attendance. “Tonight we celebrate more 
  than just our survival—we honor new souls to our tribe.” 
  Triumphant roars ring out and fill the arena in a cacopho-
  ny until Drassurie waves for silence once more. “As is our 
  custom, the blessing of our ancestors will become a part of 
  their essence and it is our privilege to gift to you the most 
  treasured relics of our people: golden hearts.”
  More screams of celebration abound as she holds the 
  exquisite wooden box high into the air before opening it and 
  presenting a golden heart for each of you. The shrieks con-
  tinue as you take these honored ornaments, heavy in your 
  hands and pulsing ever so slightly. Chieftain Drassurie 
  waves her hands for silence again and yells, “Press the 
  golden hearts against your chest and repeat after me and 
  the heartbeat of the jungle itself will strengthen your own! 
  Kusandutsa! Patsogolo! Chimodzi!”
  PCs that do as Chieftain Drassurie says activate the 
  golden heart, merging it into their bodies; anyone that does 
  not is still welcomed in the village but will never truly be ac-
  cepted into Avaruḍies. Either way, after the ritual is over the 
  celebrations continue for another few hours before coming 
  to a close, bringing an end to Jaws of the Jhāmbizaur.
  return to the village the sun is setting. All of the cherufe 
  have retreated into the Chieftain’s Longhouse, prepared 
  to fight for their lives against the undead horde, but they 
  rejoice when they see the party has returned and instead a 
  grand festival is held in adventurers’ honor! Drassurie is 
  saddened to hear of Mokoweri’s death but glad to know 
  she was not an ally to the evil that threatened Avaruḍies 
  and, true to her word, she gifts each of the PCs with a 
  golden heart. 
  Hadrid Brandias, however, tries to skip out on his 
  agreement and flee from the village during the festivities, 
  before the party can collect the reward they owe him! 
  The adventurers get a DC 12 Perception check during 
  the revelry to notice the magic item merchant dragging 
  several sacks of goods towards the airship docks, clearly 
  intending to leave the settlement with everything of worth 
  that he owns. If confronted he tries to be friendly and 
  blames his reticence to pay the party on his aging mind, 
  assuring them that he of course had every intention of ful-
  filling their bargain (which, after being caught, he does). 
  A DC 15 Diplomacy check can convince the bedraggled 
  trader to remain in Avaruḍies (something certain to bene-
  fit the settlement) but otherwise he takes off in his airship, 
  a small schooner named The Baron’s Escape, possibly to 
  be seen by the PCs again later on in their adventures.
  When the celebrations reach their peak at midnight, 
  the party is brought to the Ritual Amphitheater and re-
  warded their golden hearts. The following day they are 
  welcome to leave the settlement, receiving a steep dis-
  count from Wokhala should their vessel require any re-
  pairs or reasonably priced upgrades (1,000 gp or less).
  As the moon reaches its zenith in the night sky a great 
  call emits from the villager’s instruments and they gather 
  around you, lifting each of you into the air in celebration. 
  
  14
  golDen heArt
  Aura faint necromancy; CL 3rd
  Slot none; Price 4,500 gp; Weight 5 lbs.
  Description
  The gruesome detail of this gold facsimile of a heart only 
  serves to increase its splendor.
  These curiosities are from a secret location within Avaruḍies, 
  naturally forming in the bottom of the aquifer that serves the 
  settlement and only ever gathered during dry spells when 
  the water level is too low to fill the village’s pool. In order 
  to benefit from a golden heart, a creature must make it part 
  of itself by speaking its command word, making the magic 
  item morph into their body. Once merged with a creature, 
  a golden heart can only be removed from a creature killed 
  by massive damage or a death effect. When a creature with 
  an activated golden heart is brought below 0 hit points, it is 
  automatically granted 13 temporary hit points. These tempo-
  rary hit points last for 1 minute.
  construction
  Requirements Craft Wondrous Item, gold, false life, spells; 
  Cost 2,250 gp
  Objects in Space
  With Avaruḍies saved, their deal with Hadrid resolved, 
  and the Jhāmbizaur destroyed, what are the PCs to do? They 
  may choose to stay in the village for a time in which case the 
  party are treated as brothers and sisters, invited on hunts, and 
  welcome to witness acts of worship in the Ritual Amphithe-
  ater. For GMs that aren’t sure where the adventure should go 
  next, there are a few loose ends from the settlement’s recent 
  woes that the PCs might pursue.
  • 
  Jhāmbi-Cherufe: Though this adventure does not 
  consider what the full effects of the Jhāmbizaur’s 
  thrall abilities might entail on cherufe, if mayhem 
  is on the schedule for your campaign the GM may 
  determine that cherufe can also gain the jhāmbi-
  zau-dinosaur template (starting with Mokoweri as 
  the puppetmaster). Note that most jhāmbi-cherufe 
  will be extremely intelligent, making for powerful 
  wizards and brilliant tacticians.
  • 
  Legends of Avaruḍies: Now that the party has 
  been accepted into the tribe the cherufe freely share 
  all of their history and myths with the PCs. While 
  many of these are tall tales with no real value, some 
  might bear truth—one particular story speaks of an 
  ancient temple protecting primordial power and ar-
  tifacts from the dawn of time deep within the jun-
  gle, though those who have dared seek it out never 
  return.
  • 
  Settlement Politics: The xenophobism that recently 
  gripped the village has not bode well in other set-
  tlements. Reorienting and strengthening Avaruḍies’ 
  relationships is one of Chieftain Drassurie’s most 
  important tasks now that the curse has passed and 
  should the adventurers help, she’ll convince Wokha-
  la or Hadrid to give them a greater discount on goods 
  and services.
  • 
  Smuggling: Dzuwa is always looking for exotic li-
  quors and foods to offer in his tavern but acquiring 
  them is not always a simple matter. In exchange for 
  smuggling contraband out of other settlements, he’ll 
  offer to pay the party 120% of the normal price (the 
  items he’ll buy are at the GM’s discretion).
  • 
  Trader Troubles: For the most part trade routes 
  were not near enough to Avaruḍies to suffer great-
  ly, but some vessels dropped their freight to outpace 
  jhāmbi-pteranodons or even wrecked under the as-
  sault. Finding any lost shipments or survivors from 
  these crashes will endear the PCs to the region (and 
  probably be profitable ventures).
  NPCs
  AvAruḍies guArD        
   
   
         cr 5
  XP 1,600
  Cherufe (zavr) barbarian (primordial leaper*) 6
  N Medium humanoid (reptilian)
  Init +3; Senses low-light vision; Perception +4
  Defense
  AC 17, touch 12, flat-footed 13 (+3 Dex, +1 dodge, +5 nat-
  ural, –2 rage)
  hp 53 (6d12+24)
  Fort +9, Ref +5, Will +4
  Defensive Abilities improved uncanny dodge; Resist fire 5
  offense
  Speed 40 ft.
  Melee falchion +11/+6 (2d4+7, Crit 18–20/x2) and bite +6 
  (1d4+5)
  Ranged starknife +9/+4 (1d4+5, Crit x3, Range 20 ft.)
  Special Attacks pouncing cherufe charge (bite and tail attack 
  at the end of a charge, +1 extra damage), rage 16 rounds/day, 
  rage powers (nightvision, renewed vigor 1d8+3)
  tActics
  Before Combat The Avaruḍies Guard enters rage and draws 
  their falchion, edging far enough away to open combat with 
  a charge.
  During Combat Avaruḍies Guards are aggressive and fe-
  rocious, leaping into the middle of battle to take the fight to 
  their enemies regardless of the circumstances.
  Morale When brought below 30 hp, the Avaruḍies Guard 
  uses renewed vigor before committing to a fight to the death.
  Base Statistics When not raging, the Avaruḍies Guard’s sta-
  tistics are: AC 19, touch 14, flat-footed 15; hp 41; Fort +7, 
  Will +2; Melee falchion +9/+4 (2d4+4, Crit 18–20/x2) and 
  bite +4 (1d4+3); Ranged starknife +9/+4 (1d4+3, Crit x3, 
  Range 20 ft.); Str 17, Con 15; CMB +9; CMD 23; Skills 
  Climb +9.
  
  15
  stAtistics
  Str 21, Dex 16, Con 19, Int 6, Wis 10, Cha 8
  Base Atk +6; CMB +11; CMD 25
  Feats Dodge, Improved Unarmed StrikeB, Mobility, Spring 
  Attack
  Skills Acrobatics +11 (+21 to jump), Climb +11, Handle 
  Animal +4, Perception +4, Stealth +4, Survival +4; Racial 
  Modifiers +10 Acrobatics when jumping
  Languages Cheru (illiterate)
  SQ jumper, primordial leaping, primordial nerves, zavr tail 
  (for attacks of opportunity and pouncing cherufe charge 
  only, primary attack, 1d6+5)
  Gear cloak of resistance +1, eyes of the eagle, falchion, 
  starknives (6)
  *A barbarian archetype for cherufe from the Player’s Guide 
  to Skybourne.
  JHAMBI-DINOSAUR TEMPLATE
  A jhāmbi-dinosaur is an animated corpse of a dinosaur, 
  created to serve as an undead minion, that retains the skills 
  and abilities it possessed in life.
  Creating a Jhāmbi-Dinosaur
  “Jhāmbi-dinosaur” is an acquired template that can be 
  added to any living corporeal dinosaur, referred to hereafter 
  as the base creature.
  CR: As base creature +2.
  Alignment: Chaotic evil.
  Senses: The creature gains darkvision 120 feet.
  Type: The creature’s type changes to undead and it gains 
  the jhāmbi-dinosaur subtype. It retains any subtype ex-
  cept for alignment subtypes and subtypes 
  that indicate kind.
  Armor Class: A jhāmbi-dinosaur gains a +3 
  bonus to its natural armor over the base crea-
  ture’s natural armor bonus.
  Hit Dice: Change all the creature’s racial 
  Hit Dice to d8s. All Hit Dice derived from 
  class levels remain unchanged. As undead, 
  jhāmbi-dinosaurs use their Charisma modi-
  fiers to determine bonus hit points (instead 
  of Constitution).
  Defensive Abilities: Jhāmbi-dinosaurs gain 
  channel resistance +4, DR 5/magic and slash-
  ing (or DR 10/magic and slashing if it has 11 
  HD or more), cold resistance 10, fire resistance 
  10, and electricity resistance 10. 
  Speed: A winged jhāmbi-dinosaur’s maneuverability 
  drops to clumsy. If the base creature flew magically, its 
  fly speed is unchanged. Retain all other movement types.
  Attacks: A jhāmbi-dinosaur retains all the natural weap-
  ons of the base creature, increasing their damage dice by 
  one step. 
  Abilities: Increase from the base creature as follows: Str 
  +4, Dex +2, Int +8, Cha +4. A jhāmbi-dinosaur has no 
  Con score; as an undead, it uses its Charisma in place 
  of Constitution when calculating hit points, Fortitude 
  saves, or any special ability that relies on Constitution. 
  Feats: A jhāmbi-dinosaur gains Improved Initiative and 
  Toughness as bonus feats.
  Skills: A jhāmbi-dinosaur gains a +8 racial bonus on 
  all Climb checks and Acrobatics checks made to jump. 
  The additional skill ranks a jhāmbi-dinosaur gains from 
  its heightened Intelligence attribute (4 per hit dice) are 
  typically spent on Acrobatics, Perception, Survival, and 
  Stealth.
  Jhāmbi-dinosaurs gain the following special quality:
  Jhāmbi-Mind (Su): While within 5 miles of the Jhām-
  bizaur that created it, a jhāmbi-dinosaur is in constant 
  telepathic contact with it. The Jhāmbizaur can see, hear, 
  and smell everything that a jhāmbi-dinosaur within tele-
  pathic range experiences. A jhāmbi-dinosaur that at-
  tempts to resist the will of its Jhāmbizaur must make 
  a DC 30 Will save to avoid completing its compelled 
  actions.
  Jhāmbi-rAptor      
   
   
   
        cr 5
  XP 1,600
  CE Medium undead (jhāmbi-dinosaur)
  Init +7; Senses darkvision 120 ft., low-light vision, scent; 
  Perception +14
  Defense
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 38 (4d8+20)
  Fort +8, Ref +7, Will +2
  Defensive Abilities channel resistance +4; DR 5/magic; 
  Resist cold 10, electricity 10, fire 10
  
  16
  offense
  Speed 60 ft.
  Melee 2 talons +7 (2d6+4), bite +7 (1d8+4), foreclaws +2 
  (1d6+2)
  Special Attacks pounce
  stAtistics
  Str 19, Dex 17, Con 19, Int 10, Wis 12, Cha 18
  Base Atk +3; CMB +7; CMD 20
  Feats Improved Initiative, Run, ToughnessB
  Skills Acrobatics +11 (+31 jump), Climb +14, Perception 
  +14, Stealth +16; Racial Modifiers +8 Acrobatics (+16 to 
  jump), +8 Climb, +8 Perception, +8 Stealth
  SQ jhāmbi-mind 
  ecology
  Environment warm forests
  Organization solitary, pair, or pack (3–12)
  Treasure none
  Jhāmbi-pterAnoDon      cr 5
  XP 1,600
  CE Large undead (jhāmbi-dinosaur)
  Init +9; Senses darkvision 120 ft., low-light vision, scent; 
  Perception +11
  Defense
  AC 20, touch 15, flat-footed 14 (+5 Dex, +1 dodge, +5 nat-
  ural, –1 size)
  hp 42 (5d8+20)
  Fort +7, Ref +9, Will +3
  Defensive Abilities channel resistance +4; DR 5/magic; Re-
  sist cold 10, electricity 10, fire 10
  offense
  Speed 10 ft., fly 50 ft. (clumsy)
  Melee bite +8 (2d8+7)
  Space 10 ft.; Reach 10 ft.
  stAtistics
  Str 20, Dex 21, Con 15, Int 10, Wis 15, Cha 16
  Base Atk +3; CMB +9; CMD 25
  Feats Dodge, Improved Initiative, Skill Focus (Perception), 
  ToughnessB
  Skills Acrobatics +5 (+13 jump), Climb +13, Fly +0, Per-
  ception +11; Racial Modifiers +8 Acrobatics when jump-
  ing, +8 Climb
  SQ jhāmbi-mind 
  ecology
  Environment warm coastline
  Organization solitary, pair, or flock (3–12)
  Treasure none
  JhāmbizAur     cr 11
  XP 12,800
  CE Gargantuan undead (jhāmbi-dinosaur)
  Init +6; Senses darkvision 120 ft., low-light vision, scent; 
  Perception +37
  Defense
  AC 25, touch 8, flat-footed 23 (+2 Dex, +17 natural, –4 size)
  hp 135 (18d8+54)
  Fort +13, Ref +13, Will +10
  Defensive Abilities channel resistance +4; DR 10/magic; 
  Resist cold 10, electricity 10, fire 10
  offense
  Speed 40 ft.
  Melee bite +22 (4d8+26/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks swallow whole (2d8+13, AC 18, hp 13)
  stAtistics
  Str 36, Dex 15, Con 19, Int 10, Wis 15, Cha 14
  Base Atk +13; CMB +30 (+34 grapple); CMD 42
  Feats Bleeding Critical, Critical Focus, Diehard, Endurance, 
  Improved Critical (bite), Improved Initiative, Iron Will, Run, 
  Skill Focus (Perception), ToughnessB
  Skills Acrobatics +2 (+10 jump), Climb +21, Perception 
  +37; Racial Modifiers +8 Acrobatics when jumping, +8 
  Climb, +8 Perception
  SQ jhāmbi-mind, powerful bite
  ecology
  Environment warm forest and plains
  Organization solitary (jungles near Avaruḍies)
  Treasure none
  
  17
  speciAl Abilities
  Jhāmbizar (Su) A dinosaur killed by the Jhāmbizaur’s bite 
  attack or swallow whole attack gains the jhāmbi-dinosaur 
  template and becomes the Jhāmbizaur’s thrall.
  Powerful Bite (Ex) A tyrannosaurus applies twice its 
  Strength modifier to bite damage.
  CHERUFE MAGIC 
  ITEMS
  AncestrAl fAng
  Aura moderate transmutation; CL 5th
  Slot none; Price 6,400 gp (lesser); Weight 2 lbs.
  Description
  Arcane sigils and runes are carved into this ancient dino-
  saur tooth.
  While carrying a lesser ancestral fang, the damage dice of 
  your slapping tail increases by one step. While carrying a 
  greater ancestral fang, the damage dice of your bite increas-
  es by one step. Non-cherufe do not gain any benefit from an 
  ancestral fang.
  construction
  Requirements Craft Wondrous Item, tooth from a Huge-
  sized dinosaur, magic fang; Cost 3,200 gp (lesser)
  feAthereD cApe
  Aura weak transmutation; CL 3rd
  Slot shoulders; Price 10,600 gp; Weight 4 lbs.
  Description
  Thousands of feathers hold together this gruesome array of 
  miniature avian bones shaped to resemble a hooded cloak.
  By tightly grasping the corners of a feathered cape with both 
  hands, its wearer gains a fly speed equal to ½ base speed 
  (poor maneuverability). While using the feathered cape, the 
  wearer may make Acrobatics skill checks in place of Fly 
  skill checks, but at least two hands are required to make the 
  item’s magic function at all.
  construction
  Requirements Craft Wondrous Item, skeletons of 60 dead 
  birds, featherfall, glide; Cost 5,300 gp
  mAgmA heArt
  Aura moderate transmutation; CL 7th
  Slot none; Price 7,600 gp; Weight 3 lbs.
  Description
  This black piece of obsidian is veined by jagged glowing 
  lines of red rock.
  When the command word is spoken (a swift action), the 
  bearer of the magma heart turns into lava for up to 10 rounds 
  a day (these rounds need not be used consecutively and the 
  lava form can be dismissed as a free action). The bonuses 
  gained are determined by the type of magma heart, simulta-
  neously granting the benefits of both elemental body I (earth) 
  and elemental body I (fire).
  construction
  Requirements Craft Wondrous Item, fresh lava, elemental 
  body I; Cost 3,800 gp
  sAnguine gorget
  Aura moderate necromancy; CL 5th
  Slot neck; Price 12,000 gp; Weight 5lbs.
  Description
  Rows of teeth jut from the top and bottom of this macabre 
  collar and the jawbones they rest on are still ringed by red 
  flesh.
  The wearer of this grisly torc finds that their teeth sharpen and 
  they have a potent thirst for blood. When a creature wearing 
  a sanguine gorget has pinned an opponent, they may make 
  a bite attack (1d4 plus Strength modifier) that automatically 
  hits as a swift action each turn. The wearer gains a number 
  of temporary hit points equal to the amount of damage dealt 
  with this bite attack. These temporary hit points last for up 
  to 10 minutes. Whenever a wearer gains temporary hit points 
  from the sanguine gorget, it must make a Will save (DC 10 
  + 1 per sanguine gorget bite attack made within the past 24 
  hours) or frenzy for 1 minute.
  While frenzied, the wearer cannot use any Charisma- or In-
  telligence-based skills, abilities that require patience or con-
  centration, cast spells, drink potions, activate magic items, 
  or read scrolls. During a frenzy, the wearer must attack those 
  they perceive as foes to the best of their ability. Should they 
  run out of enemies before the frenzy expires, they must at-
  tack the nearest creature and fight that opponent regardless 
  of alliances or self-preservation. When the frenzy ends, the 
  wearer is fatigued for 1 hour.
  construction
  Requirements Craft Wondrous Item, vampiric touch; Cost 
  6,000 gp
  fAng pistol
  Price 3,600 gp; Weight 6 lbs.
  Taut tendons ring a sectioned out barrel tied against a small 
  hammer at the back and a trigger along the handle. A fang 
  pistol operates like a normal flintlock pistol, but as long as it 
  deals damage, the target takes 1 bleed damage. Bleed dam-
  age from fang pistols does not stack. Fang pistol bullets are 
  more expensive than regular bullets (5 gp) and do not target 
  touch AC.
  
  18
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  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, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Au-
  thor: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
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  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Au-
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  star contributors
  
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