TEXT: 1
  Return to Freeport
    
  Part Six
  
  1
  Return to Freeport
  Traitor's End 
  Part Six
  N
  athan Grymes is a traitor.
  It began when the “esteemed” member of the 
  Freeport Captain's Council hatched a plan to 
  rule over the City of Adventure by essentially  
   
   selling it to the slaver nation of Mazin. Using 
  secretive diplomatic back channels, Grymes contacted 
  the div leaders of that nation and put into motion a 
  series of schemes that would weaken Freeport enough 
  so that when the slavers attacked, the city’s defeat 
  would be swift. In turn, the divs promised Nathan 
  Grymes he would be in charge of the city when it was 
  a Mazini colony. They also gave him a secret weapon: a 
  dormant artifact called the annihilation gate. The hope 
  was that Grymes would figure out a way to use it to get 
  more divs into the city when the Mazini fleet struck. 
  While Grymes’s flunkies enacted his schemes, Grymes 
  researched and discovered a demiplane coterminous with 
  Freeport where he could activate the annihilation gate 
  when the time was right. Unfortunately for him, a group 
  of adventurers interfered with his plans and managed 
  to stop the Mazini fleet before it could reach Freeport. 
  Now, as he plans crumble, Grymes has retreated to Dark 
  Freeport—a twisted reflection of the city inside the 
  aforementioned demiplane—hoping to discover a way 
  to escape and possible deal a mortal blow to Freeport in 
  the process.
  Adventure SummAry
  Returning to Freeport, the PCs begins their search 
  for Nathan Grymes and proof of his illegal deeds. In 
  the process, they uncover another of the traitor’s plots: 
  alchemists in his employ have developed a potent new 
  poison that Grymes is going to slip into the city’s supply 
  of rum right before the festival of Drac’s Fall. The PCs 
  must find the poisoners and secure the toxin before 
  Freeport’s revelers are killed en masse. Doing so, they hear 
  rumors of Grymes’s hiding place: a demiplane that holds 
  a twisted reflection of the city called Dark Freeport. The 
  PCs must discover a way to reach Dark Freeport and find 
  Grymes before he escapes for good!
  PArt One:
  PlOtS And POiSOn
  At the end of the previous adventure, the PCs defeated 
  the leader of the Mazini invasion fleet, Ad Avish, and 
  discovered that Freeport council member Nathan Grymes 
  was the slaver nation’s “inside man”, responsible for a 
  large part of the planning for the assault on the city. Ad 
  Avish’s journal isn’t ironclad proof of Grymes’s treason, 
  
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  Part Six 
  Traitor's End
  EvEnt A 
  CR 12
  the ruby eye
  LoCAtion: Helkerna Boat & Ship Builders
  Returning to Freeport, the PCs can ask around about 
  Captain Cecelia Mawkins. As luck would have it, her ship, 
  the Ruby Eye, has been in drydock undergoing repairs for 
  the past few weeks; a fact that can be discovered with a 
  successful DC 20 Diplomacy check to gather information. 
  While there is no guarantee that she will be there, the 
  PCs might be able to get more information about her or 
  Grymes if they search her vessel, currently at Helkerna 
  Boat and Ship Builders in the Docks district.
  Paraphrase or read the following.
  The main building of Helkerna Boat & Ship Builders 
  an elongated hangar of stone and recovered timber, with 
  large barn doors at the water’s edge. A single ship is 
  currently in the modest dock yard, still obviously in the 
  WhAt dO i KnOW?: drAc’S FAll
  Result
  Information
  15+
  A recent holiday, Drac’s Fall commemorates the toppling of former city leader Milton Drac’s cruel regime. 
  Celebrations start 2 days before the anniversary of his death, and all of Freeport usually takes part. 
  Effigies of the infamous figure start to be seen around town in the weeks leading up to the festival.
  20+
  Drac’s Fall lasts exactly 3 days. On the first day, the locals dress up animals such as goats and cows 
  in yellow cloaks and set them loose in the city streets. Freeporters chase down the animals, kill them, 
  and feast on them for supper. There are performances and parades during the second day that tell the 
  story of Milton Drac, culminating in pyrotechnic displays enacted by the Wizards’ Guild. On the third 
  day, people engage in binge drinking (mostly rum), dancing in the streets, and far more scandalous 
  activities that would be considered unacceptable on any other night. That night, the effigies around 
  the town are rounded up and burned on pyres.
  25+
  Because getting drunk and setting fire to things don’t mix well, there is tragedy in the festival’s past. 
  A few years ago, there was a great fire in Scurvytown on the third night of the festival. The Captains’ 
  Council has since ordered the effigies be burned on rafts in the harbor instead of in the streets… and 
  mostly people comply.
  as the div captain interacted with Grymes only through 
  intermediaries. The journal does mention the names of 
  these two go-betweens: Captain Cecelia Mawkins, who 
  secretly ran messages between Freeport and Mazin when 
  necessary in her ship, the Ruby Eye; and a tengu known 
  as Mr. Pinfeather, who would meet with Mazini agents 
  in Freeport at the Black Gull tavern. Either of these two 
  could provide the PCs with more information about 
  Grymes and where he might hide if the attack on the city 
  was unsuccessful.
  The PCs can follow either lead, but to do so, they must 
  return to Freeport, either to ask around about Captain 
  Mawkins (see Event A) or to visit the Black Gull (see 
  Event B). They can return to the city however they please, 
  either taking a ship or using magical means. However, 
  when they get back to Freeport, they can see that it is 
  the first night of the city-wide, three-day festival called 
  Drac’s Fall.
  Check the What Do I Know?: Drac’s Fall table above 
  to see what a Knowledge (local) check or a Diplomacy 
  check reveals about the holiday.
  divining grymeS
  Finding Grymes directly using divination spells is difficult. He wears an amulet of proof against detection and 
  location, requiring a successful DC 19 caster level check by the spellcaster for a divination to work. In addition, 
  he has already retreated to Dark Freeport, a hidden demiplane, so only magic that works across planes can 
  attempt to find him. Finally, Grymes has a fairly substantial Will saving throw (+15). If, after all that, the PCs 
  are successful at using an effect such as scrying, they will only learn at best that he is on some demiplane standing 
  on some kind of flat boat in front of a strange basin of sand; wherever he is, it is night with a cloudless, starless, 
  moonless sky. Dark Freeport is warded against teleportation magic, so the PCs will need to hunt down the 
  demiplane’s entrance to confront Grymes.
  
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  Traitor's End 
  Part Six
  middle of repairs. Written along the prow in big florid 
  letters is “Ruby Eye.” The ship’s figurehead is of some kind 
  of devil or demon with glittering red eyes.
  When the PCs arrive at the drydock, it is eerily 
  quiet. There are no sounds of construction and the 
  carpenters, shipwrights, and guards are noticeably 
  absent—they are off celebrating the first day of the 
  Drac’s Fall festival. 
  Creatures: Captain Mawkins returned to her ship with 
  a couple of her pirates in tow to fetch one of her logbooks 
  from her cabin. Unfortunately for her, this means she is 
  here to be confronted by the PCs.
  CECELIA MAWKINS 
  CR 10 • XP 9,600
  Female half-elf swashbuckler 11 (Pathfinder Roleplaying 
  Game Advanced Class Guide)
  LE Medium humanoid (elf, human)
  Init +11; Senses low-light vision; Perception +15
  DEFENSE
  AC 23, touch 19, flat-footed 15 (+4 armor, +1 deflection, 
  +5 Dex, +3 dodge)
  hp 98 (11d10+33)
  Fort +5, Ref +13, Will +5; +2 vs. enchantments
  Defensive Abilities charmed life 5/day, evasion, nimble 
  +3, uncanny dodge; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +19/+14/+9 (1d6+3/15-20+11 precision)
  Ranged mwk shortbow +17/+12/+7 (1d6/×3)
  Special Attacks deeds (bleeding wound, derring-do, 
  dodging panache, evasive, kip-up, menacing swordplay, 
  opportune parry and riposte, precise strike, subtle blade, 
  superior feint, swashbuckler initiative, swashbuckler’s 
  grace, targeted strike), panache (2), swashbuckler 
  weapon training +2
  STATISTICS
  Str 10, Dex 20, Con 13, Int 12, Wis 8, Cha 15
  Base Atk +11; CMB +16; CMD 30
  Feats Agile Maneuvers, Combat Expertise, Combat 
  Reflexes, Improved Feint, Improved Initiative, Improved 
  Iron Will, Iron Will, Skill Focus (Bluff), Toughness
  Skills Bluff +13, Diplomacy +16, Intimidate +16, 
  Perception +15, Profession (sailor) +13, Swim +9; Racial 
  Modifiers +2 Perception
  Languages Common, Elven, Halfling
  SQ elf blood, swashbuckler finesse
  Combat Gear feather token (swan boat), potion of cure 
  moderate wounds (3), potion of invisibility; Other Gear 
  +1 studded leather, +1 rapier, mwk shortbow with 20 
  arrows, belt of incredible dexterity +2, cloak of resistance 
  +1, ring of protection +1, 274 gp
  CAptAin CECELiA MAwkins: hp 98 (see above)
  Ruby EyE piRAtEs (2): hp 89 each (see page 4)
  There are a few holes in the deck of the Ruby Eye (as 
  marked on the map above), as the ship is still undergoing 
  repairs. Captain Mawkins’ men try to bull rush the PCs 
  into these holes as the fight progresses. A character 
  falling into a hole takes 2d6 points of damage and begins 
  her next turn prone on the lower decks of the ship. It 
  takes two move actions to return to the main deck.
  Development: Captain Mawkins surrenders when at 
  least one of her man has been reduced to 0 hit points and 
  A1. GAnGpLAnk
  A2. FoRECAstLE
  A3. HAtCH to bELow 
  DECks
  A4. MAin DECk
  A5. HoLEs in MAin 
  DECk
  A6. stERnCAstLE
  the ruby eye
  
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  Part Six 
  Traitor's End
  she herself has been reduced to 20 or fewer hit points. 
  In exchange for her life and a promise to be left alone, 
  Mawkins admits that she works for Nathan Grymes, but 
  she doesn’t actually know where he currently is. The last 
  time she spoke with Grymes was at Drusilla’s Draughts, 
  an alchemist’s shop located in the Merchant District 
  (see Event C). Captain Mawkins also readily confesses 
  that she occasionally delivers contraband goods to and 
  from the store, though she doesn’t ask questions about 
  the particulars. If pressed about Grymes’s hiding spot, 
  Mawkins says that she has heard about it but has never 
  been there. 
  If the PCs kill Captain Mawkins, they can discover 
  the above information in a notebook kept in the captain’s 
  cabin. In addition, the captain’s cabin contains an onyx dog 
  figurine of wondrous power that Captain Mawkins uses as 
  a paperweight.
  EvEnt b 
  CR 12
  A bird in the hAnd
  LoCAtion: Black Gull
  Paraphrase or read the following.
  The Black Gull is a narrow tavern with a filthy interior 
  and a floor covered in unknown stains—most likely vomit 
  and blood. A bar with uncomfortable-looking stools runs 
  along one wall, and splintered benches and tables line the 
  opposite wall. A few other tables fill the rest of the space, 
  placed just far enough apart to squeeze between them. 
  There isn’t much to the decor; a ship’s wheel hangs from the 
  ceiling along with a few nets and other nautical flotsam.
  Most patrons of the place have little interest in talking 
  to strangers asking questions, but the staff of the place 
  is another matter. Jace Mackey, the owner and main 
  bartender of the Black Gull, doesn’t recognize the name 
  "Mr. Pinfeather" when asked, but with a successful DC 
  20 Diplomacy check, he admits that he has regularly seen 
  a tengu in the establishment recently. Every 25gp spent 
  bribing the bartender grants a +2 circumstance bonus on 
  this check.
  The PCs don’t have to wait more than an hour before 
  their quarry enters the tavern. If the PCs succeeded at the 
  previous Diplomacy check, the bartender points out Mr. 
  Pinfeather as he enters. Otherwise, a PC who succeeds 
  at a DC 20 Perception check spots the tengu. However, 
  Mr. Pinfeather has been on edge as of late after hearing 
  rumors of the Mazini fleet’s defeat. The PC with the 
  lowest Stealth bonus (if she is in the tavern) must succeed 
  at a check opposed by Mr. Pinfeather’s Perception or he 
  notices them and bolts back out the door (proceed with 
  the chase scene below).
  Creatures: If the PCs manage to sneak up on Mr. 
  Pinfeather in the Black Gull and block his escape routes, 
  they will have to succeed at both a DC 28 Diplomacy 
  check and a DC 25 Intimidate check (in any order) to get 
  him to spill the information noted after the chase scene. 
  Alternatively, successful charm magic will loosen the 
  bird’s beak. Most likely though, they will have to chase 
  him through the streets of Freeport.
  MR. pinFEAtHER: hp 87 (see page 5).
  Development: If the PCs catch up to Mr. Pinfeather 
  during the chase or otherwise get the information about 
  Drusilla’s Draughts out of him, award the PCs XP as if 
  they had defeated him in combat.
  RUBY EYE PIRATE 
  CR 8 • XP 4,800
  Male human fighter 9
  LE Medium humanoid (human)
  Init +6; Senses Perception +5
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 
  natural)
  hp 89 (9d10+35)
  Fort +9, Ref +6, Will +7 (+2 vs. fear)
  OFFENSE
  Speed 30 ft.
  Melee +1 warhammer +17/+12 (1d8+11/×3)
  Ranged mwk heavy crossbow +13 (1d10+1/19-20)
  Special Attacks weapon trainings (hammers +2, 
  crossbows +1)
  STATISTICS
  Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +9; CMB +13 (+17 bull rush); CMD 25 (27 vs. bull 
  rush)
  Feats Diehard, Endurance, Greater Bull Rush, Improved 
  Bull Rush, Improved Initiative, Intimidating Prowess, 
  Iron Will, Power Attack, Toughness, Weapon Focus 
  (warhammer), Weapon Specialization (warhammer)
  Skills Intimidate +11, Perception +5, Profession (sailor) 
  +13, Swim +16
  Languages Common
  SQ armor training 2
  Combat Gear feather token (anchor), potion of cure 
  moderate wounds (2), potion of endure elements (2); 
  Other Gear +1 chain shirt, +1 warhammer, mwk heavy 
  crossbow with 20 bolts, amulet of natural armor +1, cloak 
  of resistance +1, 136 gp
  
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  Traitor's End 
  Part Six
  running the chASe
  This chase scene follows the rules presented in Pathfinder 
  Roleplaying Game GameMastery Guide. First, lay out 
  the twelve cards on the following page to represent the 
  chase’s obstacles. Mr. Pinfeather has a head start on the 
  PCs, so place a miniature or token representing him on 
  the third card and place miniatures or tokens representing 
  the PCs on the first card. The PCs will need to succeed 
  at the listed skill checks to move between the cards in an 
  effort to catch Mr. Pinfeather before he reaches a secret 
  sewer entrance and escapes.
  MR. PINFEATHER 
  CR 12 • XP 19,200
  Male tengu rogue 13
  NE Medium humanoid (tengu)
  Init +9; Senses darkvision 60 ft., low-light vision, 
  Perception +18
  DEFENSE
  AC 21, touch 16, flat-footed 16
  hp 87 (13d8+25)
  Fort +6, Ref +15, Will +9
  Defensive Abilities improved evasion, improved 
  uncanny dodge, trap sense +4
  OFFENSE
  Spd 40 ft.
  Melee +1 rapier +16/+11 (1d6/18-20) or 
   
  bite +9 (1d3-1)
  Special Attacks sneak attack +7d6 plus 7 bleed
  STATISTICS
  Str 8, Dex 20, Con 10, Int 16, Wis 12, Cha 13
  Base Atk +9; CMB +8; CMD 24
  Feats Fleet (x2), Improved Initiative, Iron Will, Skill Focus 
  (Acrobatics), Toughness, Weapon Finesse, Weapon 
  Focus (rapier)
  Skills Acrobatics +26 (+30 when jumping), Bluff +16, Climb 
  +14, Diplomacy +16, Disable Device +28, Escape Artist 
  +20, Intimidate +16, Knowledge (local) +18, Perception +18, 
  Sleight of Hand +20, Stealth +22, Use Magic Device +16; 
  Racial Modifiers +2 Perception, +2 Stealth
  Languages Common, Gnome, Halfling, Tengu, 
  Undercommon
  SQ gifted linguist, rogue talents (bleeding attack +7, 
  finesse rogue, improved evasion, ledge walker, skill 
  mastery, surprise attacks), swordtrained, trapfinding +6
  Combat Gear potion of cure moderate wounds, potion of 
  lesser restoration; Other Gear +2 leather armor, +1 rapier, 
  amulet of natural armor +1, belt of incredible dexterity 
  +2, cloak of resistance +2, goggles of night, handy 
  haversack, ring of protection +1, masterwork thieves’ 
  tools, 70 gp
  
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  1.
  Outside the Black Gull, a group 
  of drunken pirates blocks the 
  way. A DC 25 Diplomacy check 
  to ask them nicely to move or a 
  DC 28 Intimidate check to shout 
  at them to get out of the way.
  2.
  On a busy crossroads, there are 
  crowds everywhere. A DC 30 
  Perception check to spot Mr. 
  Pinfeather’s likely trail or a DC 
  25 Knowledge (local) to know 
  about a shortcut.
  3.
  An overturned cart has spilled 
  fish across the street. A DC 25 
  Acrobatics check to keep one’s 
  balance on the slippery street or a 
  DC 28 Perception check to find 
  a way around.
  4.
  The alley ends in a wall with a 
  crack that is barely a foot across. 
  A DC 30 Escape Artist check to 
  squeeze through the gap or a DC 
  25 Climb check to scramble over 
  the wall.
  5.
  A mass of unruly goats in yellow 
  cloaks, set loose for Drac’s Fall. A 
  DC 25 Handle Animal check to 
  herd a few to one side or a DC 
  28 Acrobatics check to leap over 
  them.
  6.
  A mob of armed Freeport 
  citizens pursue the goats for 
  Drac’s Fall. A DC 25 Bluff 
  check to get them to head off 
  in another direction or a DC 28 
  Stealth check to sneak by them.
  7.
  A twisting maze of side streets 
  are easy to get lost in. A DC 
  25 Survival check to keep one’s 
  bearings or a DC 22 Knowledge 
  (local) check to know the 
  quickest route through.
  8.
  Running through a lot where 
  carpenters are fixing up the 
  building. A DC 25 Perception 
  check to pick one’s way around 
  the tools and lumber or a DC 
  28 Climb check to go up and 
  through the half-finished rafters.
  9.
  Heading in the front door of a 
  restaurant and out through the 
  kitchen, the staff are furious. A 
  DC 25 Diplomacy check to calm 
  them down or a DC 28 Stealth 
  check to enter and exit relatively 
  quietly.
  10.
  A shopkeeper is washing the 
  street in front of his store. A DC 
  18 Reflex save to not slip on the 
  soapy cobblestones or a DC 25 
  Acrobatics check to leap over the 
  slick area.
  11.
  In a poorly kept part of the 
  city, parts of the street are 
  crumbling. A DC 25 Knowledge 
  (engineering) check to recognize 
  the more treacherous parts or 
  a DC 30 Perception check to 
  notice a clear path.
  12.
  Mr. Pinfeather disappears 
  into the twisting mazes of the 
  Freeport sewers.
  chASing mr. PinFeAther
  
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  Part Six
  Each chase participant rolls an Initiative check to 
  determine the order in which he moves. While a participant’s 
  speed doesn’t directly affect how well he moves between the 
  cards, it does affect how quickly he navigates obstacles. For 
  each 10 feet slower than 30 feet a character moves, he takes 
  a cumulative -2 penalty on checks to navigate obstacles. 
  Likewise, for every 10 feet faster than 30 feet he moves, he 
  gains a cumulative +2 bonus on these checks. Significant 
  mobility advantages (such as flight) grant an additional 
  +10 bonus on checks to avoid obstacles.
  To move from one card to the next, a participant must 
  attempt one of the two listed checks as a standard action. 
  If successful, he moves to the next card, effectively using 
  his move action. Otherwise, he must face the obstacle 
  again on the next round. Instead of moving between 
  cards, a participant can choose to take another action not 
  directly related to navigating the chase, such as casting a 
  spell or drawing a weapon.
  A participant who wants to attempt to move three 
  cards during his turn can do so by taking a full-round 
  action. That character must succeed at both checks on 
  the card he is currently on. If that participant fails either 
  check by 5 or less, he only moves one card forward and 
  his turn ends. If the participant fails either check by 5 or 
  more, he can’t move at all this turn. If he fails both checks, 
  he becomes mired on his current card and must spend 
  another full-round action becoming unmired.
  Due to the twisting route Mr. Pinfeather takes and the 
  chaos of the Drac’s Fall festival, participants on one card 
  can’t see participants on another card. If a round ends and 
  at least two PCs are on the same card as (or farther along 
  than) Mr. Pinfeather, they have caught him and the chase 
  ends. He imparts the information below.
  Mr. Pinfeather’s Tactics: The tengu attempts to only 
  move ahead one card at a time, unless one or more of the 
  PCs are on the card directly behind him, in which case he 
  attempts to move ahead three cards.
  cAtching mr. PinFeAther
  When the PCs catch Mr. Pinfeather (or intimidate him 
  into talking at the bar), he quickly admits that while he 
  does work for Nathan Grymes, he doesn’t know where 
  the man currently is. If pressed about Grymes’s hiding 
  spot, he says that he has heard about it but has never been 
  there. The only useful information Mr. Pinfeather can 
  provide is that he leaves his reports to Grymes with the 
  owner of Drusilla’s Draughts, an alchemist’s shop in the 
  Merchant District (see event C). 
  What the PCs decide to do with Mr. Pinfeather 
  afterward is up to them. He hasn’t done anything illegal 
  (that the PCs know about), so turning him into the City 
  Watch has no effect. If they let him go, he leaves town at 
  the first opportunity and goes on the straight and narrow.
  EvEnt C
  the OPhidiAn lAbOrAtOry
  LoCAtion: Drusilla’s Draughts
  Drusilla’s Draughts is located in the Merchant District 
  between two other shops. A shingle above the door 
  proclaims, “The Finest Potions and Elixirs,” and the windows 
  are blocked on the inside by thick velvet curtains. The shop is 
  open from 9 a.m. to 5 p.m.; read or paraphrase the text below 
  if the PCs visit the shop during business hours. If they want 
  to break into the shop after dark, they find the front door 
  locked (Disable Device DC 25, break DC 25) and no back 
  door. The potions on display are all fake; Drusilla keeps some 
  of her stock in the back room (area C1), with the rest coming 
  from the alchemists in the secret basement.
  A small bell chimes when you enter this upscale shop, 
  and you are greeted with a friendly smile by the tall, dark-
  haired woman behind the main counter. The shop’s walls 
  are lined with glass-fronted cases, in which are crystal 
  bottles filled with a variety of colored liquids. Some of the 
  liquids glow with an inner light… or is that a trick of 
  the display? “What can I do for you this fine day?” the 
  proprietor—Drusilla, you assume—asks.
  This alchemist’s shop is secretly owned by Nathan 
  Grymes, and he had the secret laboratory in the basement 
  built for his “friends” in the Ophidian Lodge. 
  Creatures: The proprietor is Drusilla Royeaux (LE 
  female human expert 5), a crafty woman who is aware of 
  the goings-on under her shop, but has no direct part in 
  them. She assumes the PCs are customers when this first 
  walk through her door.
  Drusilla plays dumb as the PCs question her, but a 
  successful DC 20 Sense Motive check reveals that she 
  is hiding something. Bluffing past her is impossible, as 
  she doesn’t recognize any of the PCs as members of the 
  Ophidian Lodge and Grymes hasn’t told her about any new 
  errand runners lately. She also doesn’t respond to threats 
  to call in the local law enforcement because many of them 
  are in Grymes’s pocket; she is doing nothing illegal and is 
  confident that no constable will be able to find the entrance 
  to the secret basement. She has a total Will save bonus of +7 
  if the PCs attempt to charm her or read her mind.
  Ultimately, the only thing that Drusilla cares about is 
  money, a fact that is obvious with a successful DC 25 Sense 
  
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  Part Six 
  Traitor's End
  The only actual potions Drusilla 
  currently has in stock are locked away 
  in the cabinet (Disable 
  Device DC 25). Breaking 
  the cabinet open requires a 
  successful DC 18 Strength 
  check, but there is a 75% 
  chance of each potion inside 
  breaking from the violence. 
  The cabinet contains an 
  elixir of fire breath, a potion of cure 
  moderate wounds, a potion of hide from 
  undead, a potion of lesser restoration, 
  and a potion of undetectable alignment. 
  If Drusilla is still in the shop, the PC 
  who attempts to pick the lock must 
  succeed at a DC 20 Stealth check to 
  prevent Drusilla from hearing him 
  do so. Drusilla automatically hears 
  someone smash open the cabinet. If 
  Drusilla hears anything suspicious 
  from her back room, she moves to 
  call in the Freeport watch should the 
  PCs make it back out of the basement 
  alive.
  A secret door opening onto a set 
  of stairs leading down is partially 
  obscured by a large crate. A PC who 
  succeeds at a DC 30 Perception check 
  notices it.
  AREA C2. bottoM oF tHE stAiRs 
  CR 12
  A set of dingy steps leads down to a chamber of worked 
  stone. An acrid smell floats in the air.
  Trap: The floor at the bottom of the stairs is rigged 
  with a trap door that opens when two or more Medium 
  creatures are walk on it at once. The members of the 
  Ophidian Lodge know to step across it one at a time 
  when the exit and enter the basement laboratory complex.
  POISONED PIT TRAP 
  CR 12 • XP 19,200
  Type mechanical; Perception DC 25; Disable Device DC 20 
  EFFECTS
  Trigger location; Reset manual
  Effect 50-ft.-deep pit (5d6 falling damage); pit spikes 
  (Atk +15 melee, 1d4 spikes per target for 1d6+5 damage 
  each plus poison [shadow essence]; DC 25 Reflex avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  Motive check as she keeps steering the conversation back 
  to her expensive wares. Drusilla claims to carry every 0-, 
  1st-, and 2nd-level potion possible, but at 150% the market 
  value. If the PCs spend at least 4,000 gp (or simply give her 
  that much or items of equivalent value), she will tell them 
  that Grymes sometimes uses her back room for hours on 
  end. If the PCs promise her that word of her betrayal won’t 
  get back to Grymes and succeed at a DC 20 Diplomacy 
  check, they only have to spend 3,000 gp. Drusilla promises 
  to have any potions the PCs have ordered by the end of the 
  week (which is a blatant lie). She doesn’t tell them about 
  the trap at the bottom of the stairs, and as soon as the PCs 
  are out of sight, she triggers a silent alarm spell that has 
  been set up to warn the alchemists downstairs.
  AREA C1. bACk RooM
  Crates of empty potion bottles are stacked along the 
  walls of this small storage room. A tall cabinet with an 
  expensive-looking lock stands next to the only exit.
  AREA C1. bACk RooM
  AREA C2. bottoM oF 
  tHE stAiRs
  AREA C3. vEstibuLE
  AREA C4. MAkEsHiFt 
  LivinG QuARtERs
  AREA C5. MAin 
  LAboRAtoRy
  OPhidiAn lAbOrAtOry
  
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  Part Six
  AREA C3. vEstibuLE 
  CR 11
  A thin layer of foul-smelling smoke clings to the ceiling 
  of this wide room. A pair of torches on opposite walls light 
  the chamber. The southern door is flanked by a pair of 
  large brass cylinders etched with strange symbols.
  Creatures: The alchemists of the Ophidian Lodge 
  placed a final failsafe against intruders in this room in the 
  form of two alchemical golems that lurk inside the brass 
  cylinders. If anyone not wearing the order’s sacred robes 
  enters this chamber, the cylinders open and the golems 
  within attack. The alchemists know the passphrase to stop 
  the golems from attacking.
  ALCHEMiCAL GoLEMs (2): hp 96 each (Pathfinder 
  Roleplaying Game Bestiary 2)
  The golems try to damage as many PCs with their 
  bombs as they can before they are forced to use their 
  claws. The golems fight until destroyed.
  AREA C4. MAkEsHiFt LivinG QuARtERs 
  CR 12
  A handful of simple cots have been pushed up against 
  the south wall in this otherwise sparsely furnished long 
  room. The center of the room is occupied by a few wooden 
  tables covered in scraps of food and dirty plates and 
  silverware. The odor of stale sweat can be detected under 
  the smell of chemicals. Two doors on opposite ends of the 
  room lead north.
  Creatures: When Grymes enacted his plan to poison 
  much of Freeport’s rum supply (see area C5), he tasked 
  these alchemists of the Ophidian Lodge with creating 
  the toxin to do it with. The fanatical robed cultists were 
  so eager to take on the job that they left their other 
  lives completely behind and moved into the basement 
  permanently. The quarters are a bit tight for four people 
  (Zesshessn set up shop in the main laboratory next door), 
  as evidenced by the pile of dirty robes and filthy chamber 
  pots stewn about the place.
  opHiDiAn LoDGE ALCHEMists (4): hp 71 each (see 
  page 10)
  Two of the alchemists drink their mutagens, granting 
  themselves a +4 bonus to Strength and engage the PCs in 
  melee combat, while the other two hurl their bombs into 
  the fray. They have been ordered by Zesshessn to fight 
  to the death to defend the laboratory, and they are just 
  fanatical enough to do so.
  
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  AREA C5. MAin LAboRAtoRy 
  CR 13
  The benches in this room are cluttered with alchemical 
  devices and glassware, as well as half-empty vials of 
  reagents, stone mortars, and melted candles. Cabinets 
  along the wall contain a variety of alchemical ingredients 
  and unused vials. A pair of empty cages sit against the 
  northern wall, opposite the only door.
  Creatures: The resident alchemists of the Ophidian 
  Lodge, under the direction of the serpentfolk Zesshessn, 
  have been using this laboratory to create the deadly 
  poison Grymes wants to use against the people of 
  ZESSHESSN 
  CR 12 • XP 19,200
  Male advanced serpentfolk sorcerer 10 (Pathfinder 
  Roleplaying Game Bestiary 2)
  NE Medium monstrous humanoid
  Init +9; Senses darkvision 60 ft., scent; Perception +15
  DEFENSE
  AC 24, touch 16, flat-footed 19 (+4 armor, +1 deflection, 
  +5 Dex, +4 natural)
  hp 132 (15 HD; 10d6+5d10+70)
  Fort +11, Ref +14, Will +15; +2 racial bonus vs. poison
  Immune mind-affecting effects, paralysis, poison; SR 25
  OFFENSE
  Speed 30 ft.
  Melee +1 morningstar +10/+5 (1d8) or
  bite +10 (1d6-1 plus poison)
  Ranged mwk light crossbow +16 (1d8/19-20)
  Special Attacks serpent’s fang
  Spell-Like Abilities (CL 4th; concentration +8)
  At will—disguise self (humanoid form only), 
  ventriloquism (DC 15)
  1/day—blur, dominate person (DC 18), major image (DC 
  17), mass suggestion (DC 20), mirror image, suggestion 
  (DC 17), teleport
  Bloodline Spell-Like Abilities (CL 10th; concentration +14)
  At will—serpentfriend
  Sorcerer Spells Known (CL 10th; concentration +14)
  5th (3/day)—cloudkill (DC 19)
  4th (6/day)—crushing despair (DC 18), dimension door, 
  poison (DC 20)
  3rd (7/day)—gaseous form, hold person (DC 17), stinking 
  cloud (DC 17), summon monster III (reptiles only)
  2nd (7/day)—acid arrow, alter self, delay poison, 
  invisibility, touch of idiocy
  1st (7/day)—alarm, animate rope, burning hands (DC 
  15), hypnotism (DC 15), mage armor, magic missile
  0 (at will)—acid splash, bleed (DC 16), daze (DC 
  14), detect magic, detect poison, light, read magic, 
  resistance, touch of fatigue (DC 16)
  Bloodline Serpentine
  STATISTICS
  Str 8, Dex 20, Con 16, Int 18, Wis 14, Cha 18
  Base Atk +10; CMB +9; CMD 25
  Feats Combat Casting, Eschew Materials, Great 
  Fortitude, Greater Spell Focus (necromancy), Improved 
  Great Fortitude, Improved Initiative, Silent Spell, Spell 
  Focus (necromancy), Toughness, Weapon Finesse
  Skills Acrobatics +10, Craft (alchemy) +22, Disguise +9, 
  Escape Artist +20, Intimidate +12, Knowledge (arcana) 
  +22, Perception +15, Sense Motive +12, Spellcraft +22, 
  Stealth +18, Use Magic Device +16; Racial Modifiers +8 
  Escape Artist, +4 Use Magic Device
  Languages Aklo, Common, Draconic, Tengu, 
  Undercommon; telepathy 100 ft.
  Combat Gear brooch of shielding, potion of cure 
  moderate wounds; Other Gear +1 morningstar, mwk light 
  crossbow with 10 bolts, cloak of resistance +2, ring of 
  protection +1, viper familiar named Hssk, 56 gp
  OPHIDIAN LODGE ALCHEMIST CR 8 • XP 4,800
  Male or female human alchemist 9 (Pathfinder 
  Roleplaying Game Advanced Player’s Guide)
  NE Medium humanoid (human)
  Init +6; Senses Perception +13
  DEFENSE
  AC 23, touch 14, flat-footed 20 (+5 armor, +1 deflection, 
  +2 Dex, +1 dodge, +4 shield)
  hp 71 (9d8+27)
  Fort +8, Ref +9, Will +5; +6 vs. poison
  OFFENSE
  Speed 30 ft.
  Melee +1 dagger +6/+1 (1d4/19-20)
  Ranged bomb +9/+4 (5d6+4 fire)
  Special Attacks bomb 15/day (5d6+4 fire, DC 18)
  Alchemist Extracts Prepared (CL 9th; concentration +13)
  3rd—cure serious wounds (2), displacement, protection 
  from energy
  2nd—barkskin, cure moderate wounds (4)
  1st—bomber’s eye (2), shield, true strike (3)
  STATISTICS
  Str 8, Dex 15, Con 12, Int 18, Wis 13, Cha 10
  Base Atk +6; CMB +5; CMD 19
  Feats Brew Potion, Dodge, Extra Bombs, Extra 
  Discovery, Improved Initiative, Mobility, Throw Anything, 
  Toughness
  Skills Appraise +16, Craft (alchemy) +16 (+25 to 
  create alchemical items), Craft (poison) +16, Heal +13, 
  Knowledge (arcana) +16, Knowledge (nature) +16, 
  Perception +13, Spellcraft +16, Use Magic Device +12
  Languages Aklo, Common, Draconic, Tengu, 
  Undercommon
  SQ alchemy (alchemy crafting +9), discoveries 
  (concentrate poison, explosive bomb, fast bombs, 
  precise bombs [4 squares], sticky poison), mutagen 
  (+4/-2, +2 natural armor, 90 minutes), poison use, swift 
  alchemy
  Combat Gear blue whinnis, small centipede poison (3); 
  Other Gear +1 mithral chain shirt, +1 dagger, cloak of 
  resistance +1, ring of protection +1, formula book, 8 gp
  
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  Freeport. Zesshessn, a powerful advanced serpentfolk, 
  and his serpentine kin formed the Lodge as an offshoot 
  of the Brotherhood of Yig to trick gullible humans into 
  helping them conquer (or destroy) the city. Zesshessn is 
  aware that he and Grymes are using each other for their 
  own ends; the serpentfolk plans on dispatching Grymes 
  once the poison plot has been completed. 
  ZEssHEssn: hp 132 (see page 10).
  EMpERoR CobRAs (4): hp 51 each (Pathfinder 
  Roleplaying Game Bestiary 2)
  If Drusilla didn’t already activate the silent alarm spell 
  upstairs, the sound of combat from the adjacent room 
  will surely alert Zesshessn to the PCs’ presence. He 
  releases the four emperor cobras from their cages and 
  orders them to hide beneath the benches, striking when 
  the intruders get near (the snakes have a +11 bonus to 
  Stealth). Zesshessn spends the first round of combat 
  summoning a fiendish monitor lizard and then attempts 
  to dominate the strongest-looking PC. He uses all of these 
  distractions to remain at a distance from actual melee, 
  casting cloudkill when he can catch a few PCs in the area 
  of effect. Zesshessn resorts to using his morningstar when 
  he must and fights to the death.
  Treasure: In addition to the information about the 
  ebon blight and Grymes’s plan to poison the city’s rum 
  (see below), the PCs can discover the fruits of Zesshessn’s 
  other experiments: a luckstone, a pearl of power (4th level), 
  a rod of the viper, and a periapt of foul rotting (that appears 
  to be a periapt of proof against poison).
  ebOn blight
  When the PCs defeat Zesshessn, they can search the laboratory for any clues leading to Grymes. While 
  even Zesshessn didn’t know the location of the traitor’s hiding spot, the PCs do discover that Grymes has 
  put into action another plan to destroy (or at least decimate) Freeport. A leather-bound notebook contains 
  Zesshessn’s notes on a sample of obsidian sand (see Return to Freeport, Part One: The Curse of the Brine Witch) 
  Grymes obtained from the Chambers Asylum. The serpentfolk and his alchemists had been working tirelessly 
  over the past few weeks to increase the potency of the sand’s deleterious effects, turning it into a deadly poison 
  Zesshessn has dubbed the ebon blight. When ingested, ebon blight is eventually fatal, but not after driving the 
  victim into a frothing rage, flecks of black spittle spraying everywhere. This berserker state can only be stopped 
  by magic or when the victim slips into a catatonic state, dying shortly after.
  A PC who succeeds at a DC 25 Craft (alchemy) check while reading the notebook speculates that a dose of 
  ebon blight can be completely neutralized by mixing it with an equal amount of sea water.
  Unfortunately, the PCs are here too late to stop the production of ebon blight; Grymes arrived earlier to 
  pick up the several dozen doses of the poison the alchemists produced. Zesshessn’s latest entry states that 
  Grymes plans on poisoning most the city’s rum before the third day of the Drac’s Fall festival—a time when 
  Freeport residents notoriously drink a lot in celebration. The clock is ticking!
  PArt tWO
  rum ruinerS
  The PCs know about Grymes’s plan to poison Freeport’s rum 
  during one the largest festivals of the year, but they still must 
  figure out where he has taken the toxin. A PC who succeeds 
  at a DC 15 Knowledge (local) check knows that the name 
  and location of the city’s two largest rum manufacturers: 
  the Dirty Molasses Distillery in the Merchant District and 
  the Three Spears Distillery in the Eastern District. Dirty 
  Molasses specializes in cheaper rum for the masses, while 
  Three Spears is more of an upscale operation, producing 
  higher-end alcohol (though still in large quantities). The 
  PCs realize that if Grymes wants to poison much of the city, 
  he would probably contaminate rum from both distilleries. 
  If the PCs don’t succeed at this check, a friendly NPC (such 
  as Maldemar Drum of The Shipping News) can give them the 
  same information if they ask around.
  Grymes has recruited members of the Vultures, a small 
  gang whose members have a fascination with undeath. 
  The Vultures tend to wear clothes of black and gray 
  accented by designs of skulls and bones. The gang figures 
  they can snatch up some corpses after the poisoning and 
  perform necromantic experiments on them. Plus, Grymes 
  is paying them well. They have already secured the two 
  shipments of rum but are awaiting to taint them with 
  doses of ebon blight until the morning of the third day 
  of Drac’s Fall, when the rum will be delivered to taverns 
  across the city.
  
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  The PCs can visit the two distilleries in any order 
  they wish. At the Three Spears Distillery, the PCs find 
  its employees missing and a gang of thugs in their place 
  (see Event D). At the Dirty Molasses Distillery, the PCs 
  speak with an employee who tells them all their Drac’s 
  Fall rum is in a warehouse in the Warehouse District 
  (see Event E on page 16). Note that word of the PCs’ 
  success in one event reaches the ears of the Vultures in the 
  other location, making the final encounter of that event 
  slightly more difficult. The PCs have until the morning of 
  the third day of Drac’s Fall to stop the poisoning of both 
  shipments of rum.
  EvEnt D
  three SPeArS diStillery
  LoCAtion: Eastern District
  The Three Spears Distillery is located in the Eastern 
  District between a blacksmith and a 
  cobbler. The exterior of the building 
  has no windows and is fashioned to 
  look somewhat like a townhouse from 
  the front, though the ceiling quite 
  obviously rises higher in the rear of 
  the building.
  The front door of the Three Spears 
  Distillery leads to area D1, while the 
  larger back door leads to area D5. The 
  back door is barred and secured with 
  a padlock on the inside. It requires a 
  successful DC 32 Strength check to 
  wrench open the back door from the 
  outside, and if the PCs take more than 
  one round attempting such a check, it 
  alerts those inside. All of the Vultures 
  gang members then converge on area 
  D4, turning a fight there into at least a 
  CR 15 encounter.
  AREA D1. tAstinG RooM 
  CR 13
  The front door to the distillery is 
  unlocked, and a sign posted outside 
  indicates that passersby are welcome 
  to come inside for free samples of 
  Three Spears rum. The tasting room 
  also serves expensive specialty mixed 
  drinks, making it practically a tavern, 
  but one only frequented by the rich and 
  upper-class.
  AREA D1. tAstinG RooM
  AREA D2. stoRAGE AREA
  AREA D3. oFFiCE
  AREA D4. HALLwAy
  AREA D5. DistiLLERy
  A celebrAtiOn interruPted
  What if the PCs fail to stop the poisoning of the 
  rum in time? Such a possibility is beyond the scope 
  of this adventure, but that doesn’t mean Freeport is 
  immediately doomed. PCs will need to sleuth out 
  the names of all the taverns receiving that shipment 
  of rum (such information can be found in each 
  location’s office areas). They will then need to rush 
  around the city and figure out ways of stopping 
  that rum from being consumes, either by smashing 
  the barrels, buying all the rum before the night’s 
  drinking begins, or any other means the PCs can 
  concoct. In the end, it’s up to you as the GM to judge 
  whether or not they are successful in preventing any 
  deaths. Unless they fail at a massive scale, there are 
  likely not enough poisonings to satisfy Grymes and 
  he continues with his final plans.
  three SPeArS diStillery
  
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  Part Six
  Oak panels line the walls of this tastefully decorated 
  room. A long mahogany bar stands opposite of the main 
  entrance, though there are no stools to be seen. A handful 
  of tables and chairs have been hastily pushed to one side 
  of the room and many of the shelves behind the bar are 
  bare. Half-empty bottles are strewn across the bar and 
  floor. Two doors on the eastern wall lead deeper into the 
  building, both are marked “Employees Only.”
  Creatures: When the Vultures arrived at the distillery, 
  Mercy Wintoris used her wand of charm person to charm all 
  the employees into taking the rest of the day off. While she 
  would have rather killed them all and turned their corpses 
  into undead minions, she was afraid that would draw too 
  much attention to the building before the poisoning plan 
  was enacted, so she opted for the less lethal route. The 
  Vultures’ main enforcer a bugbear named Bruiser Beegore 
  BRUISER BEEGORE 
  CR 11 • XP 12,800
  Male bugbear brawler 9 (Pathfinder Roleplaying Game 
  Advanced Class Guide, Pathfinder Roleplaying Game Bestiary)
  NE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft., scent; Perception +9
  DEFENSE
  AC 23, touch 14, flat-footed 20 (+5 armor, +1 deflection, 
  +1 Dex, +2 dodge, +4 natural)
  hp 95 (12 HD; 3d8+9d10+33)
  Fort +9, Ref +11, Will +7
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +16/+11/+6 (1d10+4/19-20) 
  or unarmed strike flurry of blows +15/+15/+10/+10/+5 
  (1d10+4/19-20)
  Special Attacks brawler’s flurry, brawler’s strike (cold 
  iron, magic, silver), close weapon mastery, knockout 1/
  day (DC 18), maneuver training (grapple +2, bull rush +1), 
  martial flexibility 7/day
  STATISTICS
  Str 18, Dex 12, Con 12, Int 10, Wis 10, Cha 8
  Base Atk +11; CMB +15 (+16 bull rush, +18 grapple); CMD 
  29 (30 vs. bull rush, 31 vs. grapple)
  Feats Athletic, Diehard, Endurance, Improved Critical 
  (unarmed strike), Improved Unarmed Strike, Iron Will, 
  Power Attack, Toughness, Vital Strike, Weapon Focus 
  (unarmed strike)
  Skills Climb +14, Escape Artist +0 (+1 competence to 
  break a grapple), Intimidate +18, Knowledge (local) +9, 
  Perception +9, Stealth +13, Swim +14; Racial Modifiers 
  +4 Intimidate, +4 Stealth
  Languages Common, Goblin
  SQ brawler’s cunning, martial training, stalker
  Combat Gear potion of blur, potion of cure moderate 
  wounds (2), potion of magic fang; Other Gear +1 chain 
  shirt, amulet of natural armor +1, armbands of the brawler, 
  cloak of resistance +1, ring of protection +1, 100 gp
  VULTURE THUG 
  CR 8 • XP 4,800
  Male or female human rogue 9
  NE Medium humanoid (human)
  Init +8; Senses Perception +12
  DEFENSE
  AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, 
  +4 Dex, +1 dodge)
  hp 71 (9d8+27)
  Fort +5, Ref +11, Will +4
  Defensive Abilities evasion, improved uncanny dodge, 
  trap sense +3
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +12/+7 (1d6+3/19-20)
  Special Attacks sneak attack +5d6
  STATISTICS
  Str 14, Dex 19, Con 12, Int 13, Wis 10, Cha 8
  Base Atk +6; CMB +8; CMD 24
  Feats Dodge, Improved Initiative, Mobility, Spring 
  Attack, Toughness, Weapon Finesse, Weapon Focus 
  (short sword)
  Skills Acrobatics +16, Climb +14, Disable Device +22, 
  Escape Artist +16, Intimidate +11, Knowledge (local) +13, 
  Perception +12, Sleight of Hand +16, Stealth +16, Use 
  Magic Device +11
  Languages Common, Undercommon
  SQ rogue talents (fast picks[APG], fast stealth, finesse 
  rogue, slow reactions), trapfinding +4
  Combat Gear elixir of tumbling, potion of cure moderate 
  wounds (3); Other Gear +1 studded leather, +1 short 
  sword, cloak of resistance +1, ring of protection +1, 
  masterwork thieves’ tools, 65 gp
  and two of his fellow gang members stayed behind in this 
  room to frighten off anyone stopping in for a drink. When 
  the PCs enter, Beegore yells at them to leave, punctuating 
  his request by throwing an empty bottle at them; it smashes 
  against the wall next to the door. If the PCs don’t depart 
  right away, the thugs wait until they are all inside the room 
  before they draw their weapons and attack. 
  bRuisER bEEGoRE: hp 95 (see above)
  vuLtuRE tHuGs (2): hp 71 each (see above)
  Beegore is eager for a fight after having a few drinks and 
  he happily wades into melee combat, throwing punches 
  left and right. He begins by attempting to knock out a 
  
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  Traitor's End
  PC who might cause him trouble by moving around a 
  lot (like a rogue) and then focuses his attention on the 
  toughest-looking PC. The Vulture thugs move to flank 
  with Beegore or each other. If any of them are reduced to 
  10 or fewer hit points, they attempt to flee or surrender if 
  no escape seems possible.
  If Beegore or one of the thugs surrenders and it seems 
  like the PCs will grant him clemency, he tells them a bit 
  about Mercy—specifically that while she paints her face 
  to look like a skull, she is only a worshiper of the undead 
  and not one herself. He neglects to mention the trap set 
  up in the corridor, however.
  AREA D2. stoRAGE AREA
  This small area contains a table and a few chairs where 
  employees can relax for a few moments, as well as a couple of 
  crates containing bottles of rum to restock the nearby bar. A 
  door leads out to the west and to the south at the end of a short 
  corridor. Two more doors stand on either side of the hallway.
  Treasure: The crates contain a few varieties of Three 
  Spears rum: white, gold, dark, and spiced. Each bottle 
  is sealed with a wax blob holding an impression of 
  the Three Spears logo. There are 20 bottles total and 
  each bottle is worth 8 gp.
  AREA D3. oFFiCE
  The two areas marked D3 are essentially identical, with 
  only a few cosmetic differences between them.
  This room is a posh office with a sturdy desk and a couple of 
  leather-backed chairs. A bookcase against one wall contains 
  a handful of professional ledgers and a couple of tomes about 
  the history and making of rum. A door leads out to the north.
  The western office belongs to the distillery’s owner 
  and the ledgers detail the company’s finances. A PC that 
  glances through them and succeeds at a DC 20 Appraise 
  check or a DC 15 Profession (accountant) check can 
  see that Three Spears is in good financial shape. The 
  eastern office belongs to the company’s brew master, 
  and her bookshelf contains notes on possible recipes and 
  schedules for their aged rums (which are kept off site). 
  Treasure: To the right buyer, the recipes in the eastern 
  office are worth 500 gp. 
  AREA D4. HALLwAy 
  CR 11
  This L-shaped corridor bends to the north. The walls 
  here are covered with paintings of the distillery over the 
  years and portraits of the company’s former owners.
  
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  Part Six
  Trap: Financed by Grymes, the Vultures acquired 
  a couple of magical traps that they could use in their 
  hideout. Mercy Wintoris took one of these traps to place 
  here in the hallway to fend off any intruders that got past 
  Beegore. The traps springs when someone approaches 
  the corner and deals its cold damage to everyone in the 
  southern half of the corridor.
  CONE OF COLD TRAP 
  CR 11 • XP 12,800
  Type magic; Perception DC 30; Disable Device DC 30 
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (cone of cold, 15d6 cold damage, DC 
  17 Reflex save for half damage); multiple targets (all 
  targets in a 60-ft.-cone)
  AREA D5. DistiLLERy 
  CR 13 oR 14
  The north wall of this large chamber is lined with large 
  copper vats linked by metal tubes, along with coal-burning 
  furnaces and other devices used in the production of rum. 
  Two of the vats have large spouts in the side of them, and 
  a couple of ladders lean against the vats. A handful of sealed 
  barrels are lined up near the vats in some small puddles of 
  alcohol. A few small tables and shelves, covered with various 
  brewing paraphernalia, stand against the southern wall. 
  Barrels—filled with molasses by the smell of them—are 
  stacked in a pyramid by the large door in the western wall. 
  Creatures: Mercy Wintoris and her gang arrived and 
  sent off the employees a bit too early for their plan, and 
  have been forced to put the rum in its barrels themselves. 
  They have been fairly successful, but tensions are beginning 
  to mount. If the PCs have already visited Warehouse 44, 
  there is a fourth thug here.
  Mercy Wintoris grew up surrounded by death. Her 
  human father died of a terrible plague shortly after she 
  was born, and her depressed elf mother took her own 
  life a few years later, leaving Mercy in the care of her 
  father’s unmarried sister, who perished in a mysterious 
  fire when Mercy was a teenager. She was then taken in 
  by a pair of worshipers of the god of undeath, who saw 
  her tribulations as a blessing. Mercy soon came to feel 
  the same way, and became a devout member of the faith 
  herself. She recently joined the Vultures because their 
  aesthetic matched her own. 
  Mercy is a tall, thin half-elf who dresses in black and 
  carries a scythe whose blade is emblazoned with the 
  symbol of the god of undeath. She wears belt of small 
  MERCY WINTORIS 
  CR 10 • P 9,600
  Female half-elf cleric 11
  NE Medium humanoid (elf, human)
  Init -1; Senses low-light vision; Perception +23
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+7 armor, +1 deflection, -1 
  Dex, +1 natural)
  hp 86 (11d8+33)
  Fort +9, Ref +3, Will +12; +2 vs. enchantments
  Defensive Abilities death’s embrace; Immune sleep
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +1 scythe +9/+4 (2d4+1/×4)
  Special Attacks channel negative energy 5/day (DC 19, 
  6d6), scythe of evil (5 rounds, 1/day)
  Domain Spell-Like Abilities (CL 11th; concentration +15)
  7/day—bleeding touch (5 rounds), touch of evil (5 
  rounds)
  Cleric Spells Prepared (CL 11th; concentration +15)
  6th—create undeadD, harm (DC 22)
  5th—flame strike (DC 19), slay livingD (DC 21), true 
  seeing
  4th—air walk, cure critical wounds, divine power, 
  poison (DC 20), unholy blightD (DC 18)
  3rd—animate deadD, bestow curse (DC 19), blindness/
  deafness (DC 19), cure serious wounds (2), speak with 
  dead (DC 19)
  2nd—align weapon, death knellD (DC 18), ghoul touch 
  (DC 18), owl’s wisdom, spiritual weapon, undetectable 
  alignment (DC 16)
  1st—bane (DC 15), cause fearD (DC 17), command (DC 
  15), curse water (DC 17), doom (DC 17), shield of faith
  0 (at will)—bleed (DC 16), detect magic, guidance, 
  light
  D Domain spell; Domains Death, Evil
  STATISTICS
  Str 10, Dex 8, Con 12, Int 14, Wis 18, Cha 14
  Base Atk +8; CMB +8; CMD 18
  Feats Combat Casting, Command Undead, Greater 
  Spell Focus (necromancy), Improved Channel, Skill 
  Focus (Perception), Spell Focus (necromancy), 
  Toughness
  Skills Acrobatics -5 (-9 when jumping), Knowledge 
  (religion) +16, Perception +23, Sense Motive +18, Use 
  Magic Device +13; Racial Modifiers +2 Perception
  Languages Common, Elven, Goblin, Undercommon
  SQ elf blood
  Combat Gear bead of force, wand of charm person; 
  Other Gear +1 chainmail, +1 scythe, amulet of natural 
  armor +1, cloak of resistance +1, ring of protection +1, 
  bone unholy symbol, ebon blight (12 doses), 355 gp
  
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  Development: If the PCs secure and neutralize the 
  doses of ebon blight from Mercy Wintoris, award them 
  19,200 XP.
  Treasure: A PC who succeeds at a DC 30 Perception 
  check while searching the room discovers a hidden panel 
  in the wall behind which has been stashed a lantern of 
  revealing; the item was given as a gift to the distillery 
  owners by a powerful wizard who was a fan of their rum.
  EvEnt E
  WArehOuSe 44
  LoCAtion: Warehouse District
  The many warehouses of the Docks district house all 
  manner of goods. While the tend to look 
  the same, they are all clearly numbered. 
  Warehouse 44 is found, unsurprisingly, 
  between Warehouses 43 and 45. Its large 
  main door is closed when the PCs arrive, but 
  a PC who succeeds at a DC 25 Perception 
  check notices a partial bloodstain poking 
  out from under the door.
  Grim Crawford and his Vulture thugs 
  quickly and quietly overpowered the three 
  employees who had the misfortune to be 
  at the warehouse at the wrong time. Grim 
  moved the corpses to the warehouse office 
  (area E2) and quickly shut the door to 
  make sure no passersby noticed the crime, 
  but he neglected to lock it.
  AREA E1. wAREHousE FRont
  A wall of crates and boxes stretching 
  up 20 feet high separates the front part of 
  the warehouse from the rest of it. A large 
  double door leads out to the street and a 
  doorway to the west marks a walled-off 
  space not used for storage. 
  The crates in this portion of the 
  warehouse contain supplies for making 
  barrels, as the Dirty Molasses Distillery 
  shares this warehouse with Geraldine the 
  Cooper, who supplies the distillery with all 
  its casks.
  A PC who succeeds at a DC 25 
  Perception check or DC 20 Survival check 
  can see that further bloodstains lead west 
  into the office (area E2).
  skulls, and her face is painted black with a red skull 
  covinging the upper half of her visage. Her eyes are gray 
  and she wears her short-cut white hair in a bun that 
  tends to come undone in moments of stress.
  MERCy wintoRis: hp 86 (see page 15)
  vuLtuRE tHuGs (3 oR 4): hp 71 each (see page 13)
  Mercy and her thugs attack as soon as the PCs make 
  themselves known. She allows her thugs to do most of 
  the melee fighting in the combat, while she hangs back 
  and casts spells, though she does use her bleeding touch 
  ability if someone gets too close. Mercy fights to the 
  death, convinced that her god will reward her, but the 
  thugs try to flee if they are reduced to 10 or fewer hit 
  points.
  AREA E1. wAREHousE 
  FRont
  AREA E2. oFFiCE
  AREA E3. MiDDLE oF 
  tHE wAREHousE
  AREA E4. bACk oF 
  tHE wAREHousE
  WArehOuSe 44
  
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  AREA E2. oFFiCE 
  CR 11
  A simple wooden desk stands next to an iron safe large 
  enough for a gnome to stand up in. Two lifeless bodies lie 
  in the middle of the room in a small pool of blood, the stab 
  wounds in their chests quite evident.
  Dona Jaymes, the warehouse supervisor, and York 
  Padley, a part-time guard, were unlucky enough to be 
  in the warehouse when the Vultures burst through the 
  front door. They were slaughtered and their corpses were 
  dragged into this room. A PC who succeeds at a DC 20 
  Heal check identifies their wounds as being from bladed 
  weapons wielded by professional hands.
  Development: A PC able to cast speak with dead can 
  get some information from the bodies, though the two 
  didn’t see much of their attackers. York caught the flash 
  of a gray cloak out of the corner of his eye and turned to 
  be confronted by half a dozen masked figures brandishing 
  swords. Dona observed a pale, ghostly figure float through 
  the wall before she became paralyzed with fear. She didn’t 
  see the wielder of the blade that killed her.
  Trap, Treasure: Dona was a bit paranoid (though it 
  didn’t prepare her for how she met her end) and purchased 
  a sturdy safe (hardness 10, 90 hp, Disable Device DC 35, 
  break DC 30) to store the warehouse’s earnings and other 
  valuables. She also convinced her uncle, a wizard, to place 
  a spell on the safe so that anyone but her who tries to 
  open the safe is turned into a box turtle.
  Inside the safe, the PCs find a ring of blinking, an 
  iridescent spindle ioun stone, a cold iron dagger, and 8,485 
  gp, as well as records of all the businesses who have and 
  are currently storing items in this warehouse.
  AREA E3. MiDDLE oF tHE wAREHousE 
  CR 13
  Boxes and crates tower on each side of you, forming an 
  east-west corridor in the middle of the warehouse. Several 
  individual containers occupy the center of this passage, 
  either left there carelessly or placed there on purpose.
  BALEFUL POLYMORPH TRAP CR 11 • XP 12,800
  Type magic; Perception DC 26; Disable Device DC 30 
  EFFECTS
  Trigger touch; Reset none
  Effect spell effect (baleful polymorph, DC 17 Fortitude 
  negates, DC 17 Will partial)
  
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  GRIM CRAWFORD 
  CR 10 • XP 9,600
  Male human spiritualist 11 (Pathfinder Roleplaying Game 
  Occult Adventures)
  NE Medium humanoid (human)
  Init +6; Senses Perception +15
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, 
  +2 Dex, +1 dodge, +1 natural)
  hp 86 (11d8+33)
  Fort +9, Ref +6, Will +12; +4 bonus vs. mind-affecting
  Defensive Abilities spiritual interference
  OFFENSE
  Speed 30 ft.
  Melee mwk kukri +9/+4 (1d4/18-20)
  Ranged +1 light crossbow +9 (1d8+1/19-20)
  Special Attacks bonded manifestation (14 rounds/day), 
  phantom recall 2/day
  Spiritualist Spell-Like Abilities (CL 11th; concentration 
  +19)
  At will—detect undead
  2/day—calm spiritOA (DC 13)
  1/day—see invisibility (10 min.)
  Spiritualist Spells Known (CL 11th; concentration +19)
  4th (3/day)—crushing despair (DC 18), enervation, fear 
  (DC 20), inflict critical wounds (DC 20)
  3rd (5/day)—bestow curse (DC 19), condensed etherOA, 
  inflict serious wounds (DC 19), ray of exhaustion (DC 19), 
  vampiric touch
  2nd (5/day)—blur, death knell (DC 18), false life, inflict 
  painOA (DC 16), protection from arrows, spectral hand
  1st (6/day)—chill touch (DC 17), deathwatch, doom (DC 
  17), mage armor, shield, touch of gracelessnessAPG (DC 
  15), unseen servant
  0 (at will)—bleed (DC 16), daze (DC 14), detect magic, 
  grave wordsOA, light, telekinetic projectileOA
  STATISTICS
  Str 10, Dex 14, Con 12, Int 14, Wis 18, Cha 8
  Base Atk +8; CMB +8; CMD 22
  Feats Dodge, Emotional ConduitOA, Focused PhantomOA, 
  Greater Spell Focus (necromancy), Improved Initiative, 
  Skill Focus (Intimidate), Skill Focus (Stealth), Spell Focus 
  (necromancy), Toughness
  Skills Intimidate +19, Knowledge (planes) +16, Perception 
  +15, Sense Motive +18, Spellcraft +16, Stealth +19, Use 
  Magic Device +13
  Languages Common, Necril, Undercommon
  SQ bonded senses (at will), etheric tether, fused 
  consciousness, phantom (Phantom, despair), shared 
  consciousness
  Combat Gear potion of cure serious wounds (2), robe of 
  bones; Other Gear +1 studded leather, +1 light crossbow 
  with 20 bolts, mwk kukri, amulet of natural armor +1, 
  cloak of resistance +1, ring of protection +1, ebon blight 
  (12 doses), 45 gp
  TANNER REEDE 
  CR • XP –
  NE Medium outsider (phantom)
  Init +8; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 
  natural)
  hp 67 (9d10+18)
  Fort +8, Ref +7, Will +6 (+4 morale bonus vs. 
  enchantment spells and effects)
  DR 10/magic, 5/slashing
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +11 (2d8+1)
  STATISTICS
  Str 12, Dex 18, Con 14, Int 7, Wis 10, Cha 18
  Base Atk +9; CMB +10; CMD 25
  Feats Dodge, Improved Initiative, Improved Natural 
  Attack (slam), Mobility, Weapon Focus (slam)
  Skills Intimidate +16, Perception +8, Stealth +16
  Languages Common
  SQ devotion, ectoplasmic phase lurch, magic attacks, 
  miserable strike, power from despair
  Creatures: Grim Crawford doesn’t want to be 
  interrupted as he opens the barrels of Dirty Molasses rum 
  and poisons the contents, so he stationed six scoundrels 
  here to stop anyone who comes in. They are hidden in 
  various spots behind the crates in an attempt to ambush 
  the PCs. If the sounds of combat reach the northern end 
  of the warehouse, Grim and his cohorts don’t move to 
  intervene, but instead take hiding positions themselves.
  vuLtuRE tHuGs (6): hp 71 each (see page 13)
  Even if the amush isn’t successful, the thugs try to move 
  around the PCs to get into flanking positions. The tight 
  quarters makes this a little difficult, so the thugs make 
  liberal use of the Acrobatics skill and 5-foot steps. A thug 
  that is reduced to 15 or fewer hit points attempts to flee, 
  either deeper into the warehouse or out the front door, 
  whichever is closest and easiest to get to.
  AREA E4. bACk oF tHE wAREHousE 
  CR 13 oR 14
  With no windows, the rear section of this warehouse 
  is dark and musty, with boxes of all sizes looming in tall 
  piles. Several barrels have been pulled out of nearby stacks 
  to be placed upright in the warehouse’s clear spaces.
  
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  Creatures: After Grim Crawford and his gang killed 
  the two warehouse employees, Grim set out to find the 
  Dirty Molasses rum barrels. He hadn’t expected that the 
  distillery stores them in the rear of the warehouse (it is 
  much cooler there), so it took until just before the PCs 
  arrived for him to find them. If the PCs have already 
  visited the Three Spears Distillery, there is a fourth thug 
  here.
  Kerwin Crawford joined the Vultures when he was a 
  young man and formed a fast friendship with Tanner 
  Reede, a fellow gang member. The two were pretty much 
  inseparable until a rumble with another gang went bad 
  and Tanner bled to death in a dirty alley. Tanner’s spirit 
  refused to pass on and attached itself to the despondent 
  Kerwin’s consciousness. It has taken a few years, but 
  Kerwin—who the Vultures now call Grim because of his 
  dour disposition—has become very comfortable with his 
  best friend’s ghost living in his brain. 
  Grim is a middle-aged human with deep frown lines 
  creasing his weathered face. His dirty blond hair is 
  cut very short and is prematurely turning gray at the 
  temples. He wears practical clothes in somber colors 
  and carries the same kukri he fought with when he first 
  joined the Vultures. The phantom Tanner Reede appears 
  as a human teenager with a cruel smile and wielding a 
  similar kukri.
  GRiM CRAwFoRD: hp 86 (see page 18)
  pHAntoM tAnnER REEDE: hp 67 (see page 18)
  vuLtuRE tHuGs (3 oR 4): hp 71 each (see page 13)
  The thugs fight until they are reduced to 15 hit points of 
  fewer, after which they surrender or attempt to flee. Grim 
  Crawford is a bit more fanatic, having already given much 
  of his life to the Vultures. He fights to the death, finally 
  smiling if he is sent to join Tanner Reede in the afterlife.
  Development: If the PCs secure and neutralize the 
  doses of ebon blight from Grim Crawford, award them 
  19,200 XP.
  EvEnt F
  Finding grymeS
  LoCAtion: Warehouse 44
  The second high-ranking member of the Vultures (either 
  Mercy Wintoris or Grim Crawford) that the PCs defeat 
  has a note from the other, either among his or her 
  possessions, or left at the scene. The main text of the letter 
  is reproduced in Handout 1 (see page 28).
  Does Nathan Grymes think us fools? We do his dirty 
  work for the pittance he throws at us because he believes 
  that is all we are worth. But though we are the Vultures, 
  we need not be merely scavengers any longer. I have heard 
  rumors that Grymes has himself a hidden bolt hole where 
  he keeps his most valuable treasures and that it exists in 
  some other dimension! I asked Brown Teeth Shelby about 
  it, and he thinks Grymes didn’t magic up this space, but 
  merely found it and that anyone can get there if they 
  know the way. He also said his gram Opal was a famous 
  poet who saw the place with her own eyes and wrote a 
  verse about it, but I never heard of her.
  After reading the note, the PCs’ memories might be 
  jogged by the name Opal Shelby. the What do I Know?: 
  Opal Shelby table shows what a Knowledge (history) or 
  Knowledge (local) check reveals about the poet.
  If the PCs don’t know anything about Opal Shelby 
  themselves (see sidebar), any friendly NPC (such as 
  Maldemar Drum of The Shipping News) can tell them 
  that Opal Shelby is most famous for writing a poem titled 
  “Into Dark Freeport” shortly before she was committed 
  to Chambers Asylum for spouting nonsense about secret 
  dimensional portals hidden throughout the city.
  Finding a copy of “Into Dark Freeport” isn’t difficult. 
  Most booksellers have a copy of Poems of the Macabre or 
  another anthology that contains the verse; such a volume 
  WhAt dO i KnOW?: OPAl Shelby
  Result
  Information
  15+
  Opal Shelby was a pirate turned minor poet 100 years ago whose works have fallen into obscurity. 
  Some say she died after being committed to Chambers Asylum.
  20+
  She is most famous for a single poem titled “Into Dark Freeport,” though most considered it a piece 
  of crude doggerel. It was only launched into the public’s notice due to the fact that Opal insisted 
  that it was based on a true story. Most people believed she was crazy.
  25+
  Fringe scholars believe the place described in “Dark Freeport” is not only real, but the poem 
  itself contains directions on how to get there. The more paranoid of these sages posit she was 
  committed to keep her silent.
  
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  PArt three: 
  the city OF miSAdventure
  Grymes has hidden himself away in the demiplane 
  containing the strange shadow city known as Dark 
  Freeport. By now, the PCs have the clues needed to find 
  their way into this demiplane, though they have no idea 
  what to expect in there or where Grymes might be within 
  that plane. They will have to go in blind if they want to 
  bring the traitorous Grymes to justice.
  EvEnt G
  bAcK Alley mAze
  LoCAtion: Scurvytown
  As the PCs examine Opal Shelby’s poem for clues, they 
  will probably want to check out Grimarch Alley. Located 
  in Scurvytown, this unassuming side street juts off from the 
  main street and ends in a T-junction after 100 feet. The stone 
  buildings on either side are only one story tall, but their eaves 
  stretch a little out into the alley, almost completely blocking 
  out the sky. A PC casting detect magic will pick up a very faint 
  conjuration aura that suffuses the entire alley.
  To reach Dark Freeport, the PCs must start in Grimarch 
  Alley and make the correct series of turns (left, right, left, 
  right, right, right, and left). After each turn, the PCs find 
  themselves in a similar-looking alley ending in a T-junction 
  after 100 feet. The PCs might accidentally take the 
  appropriate route for the first few turns, but it is unlikely 
  they will stumble across the correct combination. If the PCs 
  make an incorrect turn (or turn back), they immediately find 
  themselves back in Grimarch Alley; this includes if one or 
  more of them flees from the fear effect after the fourth turn.
  Nothing unusual happens after the PCs make the first 
  correct turn, but after the second one, they begin to feel the 
  giving clueS
  If your players need a few hints to decode the poem and discovered the correct series of turns to make it 
  through the back alley maze, they can attempt periodic Intelligence checks. A PC who succeeds at the first 
  DC 12 Intelligence check notices that the first word of the third line is spelled incorrectly. From the context, it 
  should be “wretched,” something editors should have noticed… unless it was intentional. A PC who succeeds 
  at a second DC 12 Intelligence check is struck by the unnecessariness of the poem’s first word. Finally, a PC 
  who succeeds at a final DC 15 Intelligence check sees that except for the first line, each line begins with an 
  “L” or and “R.”
  retails for 25 sp. The entirety of the poem is reprinted in 
  below, and in Handout 2 (see page 28). 
  Into Dark Freeport by Opal Shelby
  Initially, I stumbled into Grimarch Alley that fateful night.
  Lost, I wandered blind unknowing of my plight.
  Retched thoughts of things I’d done flitting through my 
  mind.
  Little heeding all the portents of what I would soon find.
  Running now in fear of sights that chill my blood.
  Reeling, slipping, falling through endless fields of mud. 
  Reason gone, lungs burning, skin pale, future stark.
  Looking on an empty city long surrendered to the dark. 
  How the PCs can interpret the poem to reveal the way 
  to Dark Freeport is covered in Event G. 
  
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  hairs on the backs of their necks stand on end. After the 
  third correct turn, the sounds of the city begin to recede. 
  After the fourth correct turn, the alley is in complete 
  darkness and each PC must succeed at a DC 18 Will 
  saving throw or become frightened for 1 minute, fleeing 
  in a random direction. After the fifth correct turn, the PCs 
  find that a 20-foot section in the middle of the alley acts 
  as a patch of quicksand ( (see Chapter 13 of the Pathfinder 
  Roleplaying Game Core Rulebook); a PC who succeeds 
  at a DC 35 Perception check or DC 25 Survival check 
  notices the quicksand before anyone steps into it. After the 
  sixth correct turn, each PC must succeed at a DC 22 Will 
  saving throw or become confused for 1d4 rounds. After the 
  seventh correct turn, the PCs step out into Dark Freeport.
  Development: If the PCs make their way through the 
  back alley maze and reach Dark Freeport, award them 
  25,600 XP.
  EvEnt H 
  CR 13
  dArK FreePOrt
  LoCAtion: Demiplane of Dark Freeport
  The city the PCs exit the back alley maze onto is both 
  familiar and strange. They are in an extradimensional 
  version of Freeport—an echo of sorts—where the 
  buildings are slightly askew and the streets don’t always 
  lead to the same places. The sky here is pitch black, with no 
  sign of the moon or the stars, but somehow the PCs can 
  see as normal and shadows of the surrounding structures 
  creep across the ground. Sounds are flat and muffled 
  and the smell of brackish salt water wafts around every 
  corner (even more so than in the real Freeport). Though 
  the streets are empty, the PCs have the constant feeling 
  of being watched and followed, and sometimes they are 
  correct—as soon as they arrive, they are being stalked by 
  the Guardian (see below).
  Dark Freeport is a malignant splinter from the Plane 
  of Shadow that has attached itself to the real city. Not 
  many people know about it, and those who do disagree on 
  whether this reflection has always existed or if it is related 
  to Freeport’s ancient curse. Some even claim that Dark 
  Freeport came first and the actual city is a reproduction 
  of it. Currently, Nathan Grymes and his div allies are the 
  only ones aware of Dark Freeport who aren’t resting in 
  sanitariums or who haven’t fled to far corners of the world 
  to escape its memory.
  The largest and most striking difference between 
  Freeport and Dark Freeport is the Scuttled Spire: an 
  impossible tower of shipwrecks that juts from the center 
  of town and stretches into the sky. The Spire sways and 
  
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  it isn’t being looked at, and objects are either coated in 
  an oily sheen or much softer than they should be. The 
  PCs can’t find anything of value in Dark Freeport, even if 
  they believe they can loot every shop in the city; the items 
  within look like cheap knockoffs or don’t function at all. 
  With the exception of the treasure they recover from the 
  Scuttled Spire (and what they loot from the Guardian), 
  anything they try to leave with turns to sand when they 
  return to the real Freeport.
  Creature: In either case, Dark Freeport’s Guardian 
  stalks them as the move through the city. A hulking 
  minotaur with fiery eyes, the Guardian can alter the 
  streets as it sees fit, turning wide thoroughfares into 
  dead ends and blind alleys into slippery ramps. The 
  Guardian (empowered by Dark Freeport) can also 
  redirect any long-range teleportation effect to a place 
  of its choosing—usually to a dead-end street where it 
  can ambush the party. Effects like dimension door that 
  only teleport a single creature no farther than 100 feet 
  are unaffected. The PCs can’t reach the Scuttled Spire 
  until they deal with the Guardian, who uses hit-and-
  run tactics to try to winnow down the party’s resources 
  before it makes a final strike. 
  tHE GuARDiAn: hp 190 (see at left)
  The Guardian attempts two or three ambushes by 
  trapping the PCs in an altered street and then appearing 
  in a nearby doorway in a frothing rage. During these 
  attacks, it flees after 2 rounds of attacking the strongest-
  looking character or a PC who displays healing powers. 
  It tries to get a sense of the PCs’ tactics, altering his own 
  to compensate. Between these small fights, the Guardian 
  drinks its potions to heal itself and waits out its post-rage 
  fatigue. When it runs out of potions, it fully commits to a 
  final battle, giving no ground and refusing to surrender. The 
  PCs must kill the Guardian before they can proceed.
  EvEnt i
  the Scuttled SPire
  LoCAtion: Dark Freeport
  The Scuttled Spire is a tower, hundreds of feet tall, 
  composed of the shattered hulls of over a dozen 
  ships, lashed together with rope and supported by a 
  central stone pillar. By all natural laws, the tower is an 
  architectural impossibility, but yet it stands. The Spire 
  is a recent addition to Dark Freeport, created when 
  Grymes and his div allies brought the annihilation gate 
  into the dimension. Symbolically, the Spire represents 
  the pirate lives Grymes has ruined in pursuit of power, 
  THE GUARDIAN 
  CR 13 • XP 25,600
  Minotaur barbarian 9 (Pathfinder Roleplaying Game Bestiary)
  CE Large monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 20, touch 8, flat-footed 20 (+7 armor, +1 deflection, 
  +5 natural, -2 rage, -1 size)
  hp 190 (15 HD; 6d10+9d12+99)
  Fort +16, Ref +9, Will +11
  Defensive Abilities improved uncanny dodge, trap sense 
  +3; DR 3/—
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee +1 greataxe +22/+17/+12 (3d6+11/×3) 
   
  or gore +16 (1d6+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks powerful charge (gore, 2d6+10), 
  rage (29 rounds/day), rage powers (increase damage 
  reduction +2, knockback, unexpected strike)
  STATISTICS
  Str 24, Dex 10, Con 20, Int 7, Wis 10, Cha 8
  Base Atk +15; CMB +23 (+25 bull rush); CMD 32 (34 vs. 
  bull rush)
  Feats Extra Rage, Great Fortitude, Improved Bull Rush, 
  Improved Initiative, Improved Vital Strike, Power Attack, 
  Toughness, Vital Strike
  Skills Intimidate +11, Perception +10, Stealth +10, Survival 
  +10; Racial Modifiers +4 Perception, +4 Survival
  Languages Giant
  SQ fast movement, natural cunning
  Base Statistics When not raging, the Guardian’s 
  statistics are AC 22, touch 10, flat-footed 22; hp 160; Fort 
  +14, Will +9; Melee +1 greataxe +20/+15/+10 (3d6+8/×3) 
  or gore +14 (1d6+2); Str 20, Con 16; CMB +21 (+23 bull 
  rush); CMD 32 (34 vs. bull rush)
  Combat Gear potion of cure moderate wounds (3); 
  Other Gear +1 chainmail, +1 greataxe, cloak of resistance 
  +1, ring of protection +1, 110 gp
  creaks slightly in the wind and looks like it could tumble 
  down onto the city at any moment. The barely visible cap 
  of the tower appears to be massive barge made of stone. A 
  geyser of light spews from the barge, which only adds to 
  the structure’s surreal nature. If the PCs squint, they can 
  just make out a humanoid figure silhouetted against the 
  light.
  The PCs can head straight for the Scuttled Spire or 
  explore Dark Freeport as they see fit. Use the Freeport 
  Campaign Setting as you need, but describe once-
  familiar areas as being slightly “off.” Doors aren’t exactly 
  in the same places, furniture seems to shift slightly when 
  
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  though none of the ships within correspond to any 
  specific ship in the real world.
  At this point in their careers, the PCs probably have 
  the means to fly or teleport directly to the top of the 
  tower. However, the nature of Dark Freeport makes this 
  impossible or near to it. Any teleportation spell or effect 
  used after the Guardian is defeated redirects the user 
  to area I1. Flying is just as dangerous, as anyone farther 
  than 15 feet from the Spire and more than 30 feet off 
  the ground is subject to tornado-force winds (see Chapter 
  13 of the Pathfinder Roleplaying Game Core Rulebook) 
  blowing directly downward. In addition, they are attacked 
  by a pair of elder air elementals—a CR 13 encounter. 
  ELDER AiR ELEMEntALs (2): hp 152 (Pathfinder 
  Roleplaying Game Bestiary)
  The elder air elementals pursue the offending PCs even 
  onto the Spire’s ships, possibly causing multiple encounters 
  to trigger at once. After a pair of elementals is defeated, 
  another pair appears if the PCs are still attempting to fly 
  up the side of the tower. The PCs should only gain XP for 
  defeating a pair of these elementals once. 
  AREA i1.  bRACkisH MoAt 
  CR 13
  The base of the imposing tower is surrounded by a pool 
  of brackish sea water. It is impossible to tell how deep the 
  moat is or what might be lurking inside of it. The bow of 
  a three-masted ship juts into the water near the tower’s 
  stony center, while its stern rises above it at a forty-five-
  degree angle. Bits of slimy moss dangle from the ship’s 
  figurehead: a stylized skeleton.
  The water here is 10-feet deep in a 20-foot radius 
  around the central pillar and only 5-feet deep from there 
  to the water’s edge. 
  Creatures: A trio of ghawwas divs hide within the filthy 
  water, attacking when the PCs approach the Poisoned 
  Plunder (area I2).
  GHAwwAs Divs (3): hp 161 each (Pathfinder 
  Roleplaying Game Bestiary 3)
  The ghawwas attempt to surround the PCs and cut off 
  any avenues of escape. They then each use their boiling sea 
  ability, one round after the other, to try to cook the PCs 
  alive in the brackish water. The divs fight to the death.
  AREA i2. poisonED pLunDER
  The deck of this ship rises steeply from bow to stern, 
  where a set of planks secured with rope lead to the deck of 
  another wrecked vessel. The masts, railings, and doorways 
  are expertly carved to look like human bones, lending a 
  definite sinister air to the ship. 
  If the PCs search the vessel, they can easily find a 
  nameplate reading “Poisoned Plunder.” There are no signs of 
  furniture or cargo below deck, with the exception of several 
  empty barrels lined with a sweet-smelling film on the inside. 
  A wide hole in the hull looks down over the Spire’s moat.
  Treasure: A PC who succeeds at a DC 32 Perception 
  check while searching the ship finds a portable hole in 
  the captain’s cabin that looks almost like a normal hull 
  breach. The portable hole contains a +2 icy burst longsword, 
  a mithral full plate of speed, and a cloak of etherealness.
  Development: The PCs climb through three other 
  empty ships before reaching area I3.
  AREA i3. tHE DAnGERous DECEit 
  CR 14
  As the PCs climb into this ship through a gaping hole 
  in the prow, they can see that it is named The Dangerous 
  Deceit.
  The deck of this ship is perforated by hundreds of holes 
  the size of gold coins, each perfectly round, though this 
  doesn’t seem to affect the integrity of the wood. A large 
  oaken chest sits on the quarterdeck, just behind the ship’s 
  wheel, which is spinning lazily of its own accord.
  The PCs must climb up into the crow’s nest to reach the 
  next ship (area I4) via a rope ladder hanging down. 
  Trap: The PCs might get temporarily distracted by the 
  chest on the quarterdeck. This sturdy chest can’t be moved 
  and is protected by a powerful magic trap, though it is 
  unlocked.
  Upon opening, the chest appears empty. However, a PC 
  who succeeds at a DC 30 Perception check finds a false 
  bottom that opens onto a 5-foot-by-5-foot room in the 
  ship itself. There is 3,000 gp, and 20 gems worth 150 gp 
  each, and silks and spices worth 7,000 gp in the room.
  HARM TRAP 
  CR 14 • XP 38,400
  Type magic; Perception DC 31; Disable Device DC 31 
  EFFECTS
  Trigger touch; Reset none
  Effect spell effect (harm, +6 melee touch, 130 damage, 
  DC 19 Will save for half, cannot be reduced to fewer than 
  1 hit point)
  
  24
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  Traitor's End
  
  25
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  Traitor's End 
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  AREA i4. swoRD oF tHE sEA 
  CR 14
  The PCs reach this ship via a rope ladder that dangles 
  over the vessel’s port side. As they climb onto the main 
  deck, they can read this ship’s name, Sword of the Sea.
  This double-masted ship is relatively parallel to the 
  ground, but it seems as though the wood of the deck has 
  been turned inside out. Patches of rusty nails poke up out 
  of the deck in random areas, including a portion of the 
  large wooden grill that covers the entrance to the cargo 
  hold. In addition, the ship’s wheel is located on the fo’c’sle, 
  facing the wrong direction.
  The squares marked on the map function as areas 
  covered in caltrops. 
  Creatures: When the PCs get on deck, a sepid div steps 
  out the captain’s cabin and attacks them mercilessly.
  sEpiD Div: hp 202 (Pathfinder Roleplaying Game 
  Bestiary 3)
  The sepid div is unaffected by the marked areas and 
  begins combat by using its rain of debris ability. The sepid 
  then attempts to summon another div if possible but then 
  brings his falchion to bear against the strongest-looking 
  PC, hoping for a challenge. The sepid div fights to the 
  death.
  Development: Continuing their ascent of the Scuttled 
  Spire, the PCs scale the underside of a ship that is upside-
  down and then scramble through the beams of a ship that 
  has no decks or hull. They then cross a boxy ship that 
  doesn’t look like it would be seaworthy and up two flights 
  of stairs built from driftwood.
  AREA i5. GREED’s sHADow 
  CR 15
  The stairs lead directly to the main deck of this ship, 
  which the PCs can see is named Greed’s Shadow.
  Many of this ship’s metallic accents, such as the belaying 
  pins and the anchor chain, are crafted from a shiny, silver 
  metal that looks quite valuable. Several gold-plated cannons 
  line the deck, glinting prettily but seeming quite impractical.
  If scraped off, the metal, though appearing to be gold 
  and platinum, turns into a foul grit. 
  Creatures: When the PCs board this ship, the cannons 
  fly toward each other to create a deadly cannon golem. 
  CAnnon GoLEM: hp 140 (Pathfinder Roleplaying 
  Game Bestiary 3)
  The cannon golem heedlessly fires at the PCs, tearing 
  chunks of wood out of the surrounding ship on every 
  miss. The cannon golem fights until it is destroyed.
  Development: The PCs have to climb through six more 
  ships before they reach area I6, with each vessel being 
  oriented more vertical than the last. Plenty of handholds and 
  lengths of knotted rope make this ascent fairly trivial, but at 
  this point, a fall from these heights would definitely be fatal.
  AREA i6. tHE FouL sERpEnt 
  CR 15
  The PCs are hundreds of feet from the ground by now 
  and when they reach this vessel—The Foul Serpent—they 
  are fully climbing.
  This ship hangs vertically alongside the central stone 
  pillar, seemingly held in place with dozens of lengths of 
  rope attaching it to the ship above. But what is anchoring 
  that ship?
  To continue up the Spire, the PCs must climb The Foul 
  Serpent from stern to bow, a task made more difficult 
  by the fact that the ship begins to disintegrate as they 
  proceed. The PCs have to vertically traverse a distance of 
  75 feet by succeeding at DC 18 Climb checks to reach 
  a safe set of rigging that leads to the next vessel. Treat 
  this encounter as a combat, monitoring each PC’s actions 
  each round, though the PCs won’t need to make initiative 
  checks. At the beginning of the second round, The Foul 
  Serpent begins shaking, and the PCs can see sections 
  of the ship’s prow beginning to break off. At initiative 
  count 0 at the end of the second round and in every 
  round thereafter, a random PC is targeted with a piece 
  of falling debris. Each piece of debris has an attack bonus 
  of +10 and deals 6d6 points of bludgeoning damage; if 
  a PC has climbed at least 45 feet, each piece of debris 
  only deals half that damage. A PC struck by debris must 
  succeed at another DC 18 Climb check to maintain his 
  grip; otherwise, he begins falling. At the end of the tenth 
  round (or whenever the last PC reaches the safe rigging), 
  The Foul Serpent detaches completely from the Spire, 
  taking any PCs remaining on it with it. A PC that falls 
  takes 20d6 points of damage when she hits the ground.
  Teamwork will most likely be necessary for all PCs 
  to successful climb up The Foul Serpent. If they have 
  rope, they can tie it to one another, though that comes 
  with the added danger of literally linking their fates to 
  one another. A character that is supporting the weight 
  of another character while climbing takes a cumulative 
  -4 penalty on Climb checks per other character he is 
  supporting. Remember that if a character tries to fly past 
  
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  Part Six 
  Traitor's End
  this particular obstacle, she might fun afoul of the winds 
  and air elements (see page 23).
  Development: Once past The Foul Serpent, the ships 
  of the Spire are more wreckage and detritus than whole. 
  The scraps and chunks of ships form a steep slope 
  that circles around the central pillar before it reaches 
  the unnamed barge holding the annihilation gate and 
  Nathan Grymes.
  EvEnt J 
  CR 16
  the FinAl cOnFrOntAtiOn
  LoCAtion: Top of the Scuttled Spire
  The top of this impossible tower is simply a big, flat 
  barge, like one might see plying a slow-moving river, 
  but made of solid stone. The vessel appears ancient and 
  weathered as if scoured by a hundred sandstorms. The 
  center of the barge is occupied by a large basin filled with 
  churning sand that emanates a beam of scintillating light 
  upward into the sky.
  The basin is a div artifact called the annihilation gate, 
  which can be used to summon a host of divs. Luckily, 
  it doesn’t work on the Material Plane, but a place like 
  Dark Freeport can be used as a staging ground to create 
  an army and assault the City of Adventure. His div allies 
  gifted Nathan Grymes the artifact to create a second wave 
  and strike at the city from the inside as the Mazini fleet 
  besieged Freeport from without. With much of his plans 
  foiled, Grymes has tinkered with the artifact, hoping it 
  can whisk him away from his failures. Unfortunately for 
  him, his calculations are far from correct.
  Creatures: As the PCs crest the final steps up 
  to the barge, they see Nathan Grymes standing 
  at the edge of the basin. He says, “Always 
  one step behind. Farewell!” as he steps into 
  the sand, which engulfs him immediately. 
  The light pouring from the basin changes 
  from brilliant to dark and sinister. The barge 
  trembles, and before the PCs can do more 
  than rush to the edge of the basin (if they want), 
  the annihilation gate explodes, spewing sand and 
  stone everywhere. Standing in its place is a horribly 
  mutated Nathan Grymes.  
  The planar energies of the annihilation gate have 
  infused Nathan Grymes with a div-like form and 
  abilities. He has doubled in size, his skin is the 
  color of sand, and horns jut from his forehead 
  and temples. His arms have become hideous 
  tentacles and two further tentacles have 
  sprouted from his torso. His clothes are tattered 
  from the transformation, and his eyes are alight with 
  madness. He chuckles sinisterly as he moves to attack 
  the PCs, accompanied by a pair of elder air elementals 
  that appear at the far edge of the barge.
  Div-touCHED nAtHAn GRyMEs: hp 225 (see 
  page 27)
  ELDER AiR ELEMEntALs (2): hp 152 
  (Pathfinder Roleplaying Game Bestiary)
  Though now insane, Nathan Grymes 
  spreads his attacks out among the PCs, 
  trying to eliminate these thorns in his 
  side and foilers of his master plan. The 
  air elementals provide support, flanking the 
  PCs when possible. Both Nathan and the air 
  elementals fight until they are destroyed.
  
  27
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  Traitor's End 
  Part Six
  AFtermAth
  When the PCs defeat the div-touched Nathan Grymes, 
  his body turns into a pile of sand and blows away in the 
  wind. They have a few moments to collect themselves 
  (possibly gathering up any fallen companions) before 
  the Scuttled Spire begins to shake and collapse from 
  under them. Ask what the players what they want to do, 
  stressing that the clock is ticking and decisions must be 
  made quickly.
  If the PCs attempt to fly away or jump down (trusting 
  in a spell like feather fall), the winds and endless army of 
  air elementals no longer manifest, and they can watch as 
  the tower slowly collapses in on itself, disappearing into 
  nothing. If the PCs start to climb back down, they get 
  only 50 feet down before the piece of the Spire they are 
  on detaches from the central pillar and plummets toward 
  the ground. The PCs can see the streets below thing 
  spinning gently as they rush toward them.
  Either way, when the PCs land or hit the ground, they 
  find themselves back in Grimarch Alley in real Freeport 
  (not harmed by their fall if they had one). No time has 
  passed since they were last here. Dark Freeport has 
  essentially “kicked them out” and permanently closed 
  the back alley maze entrance to itself. However, it is still 
  out there in its own demiplane, waiting for more souls to 
  stumble across it.
  DIV-TOUCHED NATHAN GRYMES 
  CR 15 • XP 51,200
  NE Large outsider (div, native)
  Init +9; Senses darkvision 60 ft., see in darkness, true 
  seeing; Perception +29
  DEFENSE
  AC 30, touch 14, flat-footed 25 (+5 Dex, +16 natural, -1 size)
  hp 225 (18d10+126)
  Fort +13, Ref +18, Will +15
  DR 10/cold iron and good; Immune fire, poison; Resist 
  acid 10, electricity 10; SR 28
  Weaknesses vulnerability to banishment and dismissal
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee 4 tentacles +25 (1d8+8/19-20 plus harenification
  Space 10 ft.; Reach 10 ft.
  Special Attacks ground manipulation
  Spell-Like Abilities (CL 18th; concentration +23)
  Constant—true seeing
  1/day—cloudkill (DC 20), disintegrate (DC 21)
  STATISTICS
  Str 26, Dex 20, Con 25, Int 19, Wis 19, Cha 20
  Base Atk +18; CMB +27; CMD 42
  Feats Alertness, Combat Reflexes, Critical Focus, 
  Improved Critical (tentacle), Improved Initiative, 
  Improved Natural Attack (tentacle), Lightning Reflexes, 
  Lunge, Nimble Moves
  Skills Bluff +26, Intimidate +23, Knowledge (arcana) 
  +25, Knowledge (local) +25, Knowledge (planes) +25, 
  Perception +29, Sense Motive +29, Spellcraft +25, 
  Stealth +22, Use Magic Device +26
  Languages Abyssal, Celestial, Common, Dwarven, Elven, 
  Halfling, Infernal, Undercommon; telepathy 100 ft.
  SPECIAL ABILITIES
  Ground Manipulation (Su) At will as a move action, 
  Nathan Grymes can cause stone and earth under him 
  within his reach to turn into loose sand, becoming 
  difficult terrain. The ground remains this way for 1 
  minute after Nathan uses this ability.
  Harenification (Su) Nathan Grimes’s tentacle attacks 
  cause flesh to turn to sand—multiple attacks can cause 
  a living creature to dissolve into a pile of sand. Each 
  time a creature is damaged by Nathan’s tentacle attack, 
  it must succeed on a DC 26 Fortitude save or take 1d3 
  points of Dexterity damage as its flesh crumbles away. 
  A creature that is reduced to 0 Dexterity by a Nathan’s 
  tentacles immediately fully turns to sand and dies as if 
  affected by a disintegrate spell. A creature killed in this 
  manner can only be brought back to life by miracle, 
  resurrection, or wish. The save DC is Constitution-based.
  Vulnerability to Banishment and Dismissal (Su) 
  Even though this transformed version of Nathan 
  Grymes is a native outsider, he can still be partially 
  affected by the spells banishment and dismissal. If the 
  spellcaster overcomes Nathan’s spell resistance, Nathan 
  automatically fails his Will saving throw and takes 1 
  negative level if the target of a dismissal spell or 2 
  negative levels if the target of a banishment spell.
  The PCs are free to rest, recover, and even join in the 
  celebrations of the third night of Drac’s Fall, comfortable 
  in the knowledge that they have saved Freeport from 
  multiple terrible fates. If their participation in the defeat of 
  the Mazini slavers is known throughout the city, they won’t 
  have to worry about paying for drinks for a long time!
  With Nathan Grymes gone, it is up to the PCs whether 
  they tell the Freeport Council about his perfidious plans. 
  The PCs likely have a good reputation in the city by now, 
  so the Council is quick to look into these accusations, 
  learning their truth with only a few days of investigation. 
  If any of the party has political ambitions, she is offered 
  Grymes’s seat on the Council, though his properties and 
  businesses will be auctioned off with proceeds benefiting 
  the city’s treasury.
  Freeport is safe again… for now.
  
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  Part Six 
  Traitor's End
  Does Nathan Grymes think us fools? We do his dirty work 
  for the pittance he throws at us because he believes that is 
  all we are worth. But though we are the Vultures, we need 
  not be merely scavengers any longer. I have heard rumors 
  that Grymes has himself a hidden bolt hole where he keeps 
  his most valuable treasures and  that it exists in some other 
  dimension! I asked Brown Teeth Shelby about it, and 
  he thinks Grymes didn’t   magic up this space, but merely 
  found it and that anyone can get there if they know the 
  way. He also said  his gram Opal was a famous poet who 
  saw the place with her own eyes and wrote a verse about it, 
  but I never heard of her.
  Once this business with the rum is over, I say we find  
   Grymes’s bolt hole and pay him a visit before he decides  
     to tie up our loose ends.
  Into Dark Freeport
  by Opal Shelby
  Initially, I stumbled into Grimarch Alley that fateful night.
  Lost, I wandered blind unknowing of my plight.
  Retched thoughts of things I’d done flitting through my mind.
  Little heeding all the portents of what I would soon find.
  Running now in fear of sights that chill my blood.
  Reeling, slipping, falling through endless fields of mud. 
  Reason gone, lungs burning, skin pale, future stark.
  Looking on an empty city long surrendered to the dark. 
  HANDOUT 1
  HANDOUT 2
  
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  Part Six
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  Pathfinder Roleplaying Game Ultimate Magic. 
  © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, 
  Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. 
  © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, 
  Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. 
  © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, 
  Brian J. Cortijo, Ryan Costello, Mike Ferguson, 
  Matt Goetz, Jim Groves, Tracy Hurley, Matt 
  James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds.
  Advanced Bestiary. © 2004, Green Ronin Publishing, 
  LLC; Author: Matt Sernett. 
  Book of Fiends. © 2003, Green Ronin Publishing; 
  Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. 
  Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte 
  J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord 
  Games; Authors: Mike McArtor, W. Jason Peck, 
  Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean 
  K Reynolds. 
  The Book of Experimental Might. © 2008, Monte J. 
  Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, 
  Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original 
  content from TSR.
  Kobold Quarterly Issue 7, © 2008, Open Design 
  LLC, www.koboldquarterly.com; Authors: John 
  Baichtal, Wolfgang Baur, Ross Byers, Matthew 
  Cicci, John Flemming, Jeremy Jones, Derek 
  Kagemann, Phillip Larwood, Richard Pett, and 
  Stan!
  The Tome of Horrors III, © 2005, Necromancer 
  Games, Inc.; Author Scott Greene.
  Adherer from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Authors Scott Greene 
  and Clark Peterson, based on original material by 
  Guy Shearer.
  Amphisbaena from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Animal Lord from the Tome of Horrors, Revised, © 
  2002, Necromancer Games,Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Baphomet from the Tome of Horrors Complete © 
  2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Authors Scott 
  Peterson and Clark Peterson, based on original 
  material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger 
  Musson.
  Basidirond from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Authors Scott 
  Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger 
  Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) 
  from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Daemon, Guardian from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Muth.
  Death Dog from the Tome of Horrors Complete, © 
  2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Underworld 
  Oracle.
  Death Worm from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material 
  by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete, 
  © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Neville 
  White.
  Demon, Nabasu from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors 
  Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary 
  Gygax. 
  Demon Lord, Pazuzu from the Tome of Horrors 
  Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material 
  by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger 
  Musson.
  Dragon, Faerie from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Brian Jaeger 
  and Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Dracolisk from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  licenSe
  
  30
  Return to Freeport
  Part Six 
  Traitor's End
  creditS
  Design and Writing: Jason Keeley
  Development: Owen K.C. Stephens
  Editing: Robert N. Emerson
  Art Direction and Graphic Design: Hal Mangold
  Art: Mark Bulahao, Talon Dunning, David Griffith, Mirco Paganessi, 
  and Andrey Vasilchenko
  Cartography: John Wilson
  Playtesters: Christopher Bridenstine, Timothy Lane, Feng Li
  Publisher: Chris Pramas
  Green Ronin Staff: Joe Carriker, Crystal Frasier, Jaym Gates,  
  Steve Kenson, Nicole Lindroos, Hal Mangold, Chris Pramas,   
  Evan Sass, Marc Schmalz, Malcolm Sheppard, Owen K.C. 
  Stephens, Dylan Templar, Veronica Templar, and Barry Wilson
  Return to Freeport Part Six: Traitor's End is © 2018 Green Ronin 
  Publishing, LLC. All rights reserved. References to other copyrighted 
  material in no way constitute a challenge to the respective copyright 
  holders of that material. Freeport, The City of Adventure, Green 
  Ronin, and their associated logos are trademarks of Green Ronin 
  Publishing, LLC. 
  Compatibility with the Pathfinder Roleplaying Game requires the 
  Pathfinder Roleplaying Game from Paizo Inc. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying 
  Game. Paizo Inc. does not guarantee compatibility, and does not 
  endorse this product.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility 
  Logo are trademarks of Paizo Inc., and are used under the 
  Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  GREEn Ronin pubLisHinG
  3815 S. Othello St., Suite 100 #311
  Seattle, WA 98118
  Email: custserv@greenronin.com
  Web Site: www.greenronin.com
  Dust Digger from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Executioner’s Hood from the Tome of Horrors 
  Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material 
  by Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Tilbrook.
  Flind and Flindbar from the Tome of Horrors 
  Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material 
  by J.D. Morris.
  Flumph from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Ian McDowell and 
  Douglas Naismith.
  Froghemoth from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Foo Creature from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Ian Livingstone.
  Genie, Marid from the Tome of Horrors Complete © 
  2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Wizards of 
  the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Nereid from the Tome of Horrors Complete © 
  2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Erica Balsley, based on original 
  material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Underworld Oracle.
  Ice Golem from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete, © 
  2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene.
  Marid from the Tome of Horrors III, © 2005, 
  Necromancer Games, Inc.; Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Necrophidius from the, Tome of Horrors Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene 
  and Clark Peterson, based on original material by 
  Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Neville White.
  Skulk from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material 
  by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene and Erica Balsley, based on original 
  material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material 
  by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, 
  Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material 
  by Gary Gygax.
  Trapper from the Tome of Horrors Complete, © 
  2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene.
  Vegepygmy from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of 
  Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Authors Scott Greene 
  and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game Bestiary 5. © 2015, 
  Paizo Inc.; Authors: Dennis Baker, Jesse Benner, 
  John 
  Bennett, 
  Logan 
  Bonner, 
  Creighton 
  Broadhurst, Robert Brookes, Benjamin Bruck, 
  Jason Bulmahn, Adam Daigle, Thurston Hillman, 
  Eric Hindley, Joe Homes, James Jacobs, Amanda 
  Hamon Kunz, Ben McFarland, Jason Nelson, 
  Thom Phillips, Stephen Radney-MacFarland, 
  Alistair Rigg, Alex Riggs, David N. Ross, Wes 
  Schneider, David Schwwartz, Mark Seifter, Mike 
  Shel, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game NPC Codex. © 2012, 
  Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, 
  Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean 
  K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures. © 
  2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross 
  Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, 
  Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas 
  M. Reid, Alex Riggs, Robert Schwalb, Mark 
  Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained. 
  © 2015, Paizo Inc.; Authors: Dennis Baker, 
  Jesse Benner, Ross Byers, Logan Bonner, Jason 
  Bulmahn, Robert Emerson, Tim Hitchcock, 
  Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Robert Schwalb, 
  Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex © 2014, 
  Paizo Inc.; Authors: Dennis Baker, Jesse Benner, 
  Logan Bonner, Jason Bulmahn, Ross Byers, John 
  Compton, Robert N. Emerson, Jonathan H. 
  Keith, Dale C. McCoy, Jr., Mark Moreland, Tom 
  Phillips, Stephen Radney-MacFarland, Sean 
  K Reynolds, Thomas M. Reid, Patrick Renie, 
  Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. 
  Stephens, and Russ Taylor
  Freeport the City of Adventure © 2015, Green Ronin 
  Publishing; Design: James Bell, Scott Holden, 
  Patrick O’Duffy, Chris Pramas, Robert J. Schwalb, 
  Owen K.C. Stephens, and Christina Stiles
  Return to Freeport: The Curse of the Brine Witch © 2016, 
  Green Ronin Publishing; Author: Patrick O’Duffy.
  Return to Freeport: The Abyssinisal Chain © 2016, 
  Green Ronin Publishing; Author: Crystal Frasier
  Return to Freeport: Storming the Razor Caves © 
  2016, Green Ronin Publishing; Author: Stephen 
  Radney-MacFarland
  Return to Freeport: The Freebooter's City © 2017, 
  Green Ronin Publishing. Author: Jody Macgregor..
  Return to Freeport: A Storm of Sails © 2018, Green 
  Ronin Publishing. Author: David N. Ross.
  Return to Freeport: Traitor's End © 2018, Green 
  Ronin Publishing. Author: Robert N. Emerson.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Green Ronin/Return to Freeport, Part 6 - Traitor's End [2018].pdf