TEXT: by Micah Watt
  
  1
  Campaign Guide 2
  An Evolving Campaign Guide for the What Lies Beyond Reason Adventure Path
  Author: Micah Watt
  Cover Art: Shozart
  Interior Art: Dionisis Milonas, Shozart
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  3
   
  Table of Contents  
   
   
   
                
  Page
   
   
  How to Use this Guide 
   
   
   
   
   
   
  4
   
  The Story So Far 
   
   
   
   
   
   
   
  5
   
  Managing the Reveals 
   
   
   
   
   
   
  7
   
  Magical Research  
   
   
    
   
   
   
  11
   
  Evolving Play 
   
   
   
   
   
   
   
  13
   
  NPC Gallery  
   
   
   
   
   
   
   
  16
   
   
  The Side Treks 
   
   
   
   
   
   
   
   20
   
   
  Airship Issues 
   
   
   
   
   
   
   
         20
   
   
  Bank Heist  
   
   
   
   
   
   
   26
   
   
  Beneath the Waves   
   
   
   
   
   
   33
   
   
  Lost Souls (A Cold Day in Hell)  
   
   
   
   38
   
   
  Legal Appendix 
   
   
   
   
   
   
   
   44
  
  4
  How to Use this Guide
  This is a GM resource and contains significant spoilers for the epic adventure What Lies Beyond Reason. If you are 
  intending to play the Adventure Path do not read any further!
  What is this Campaign Guide?
  This Campaign Guide - #2 - is a toolkit for GMs running the What Lies Beyond Reason Adventure Path. It is intended to 
  add material to deepen the lore and immersion surrounding the main adventure, and assist in dealing with the ever 
  more complicated main plot. It is also designed to help keep the story on track, and manage the inevitable 'off the 
  rails' play or unintended results from player choices or unforeseen consequences of story threads.   
  Finally, it allows me, the author, to offer a more detailed examination of my intentions regarding the story, themes 
  and interpretations for the Adventure Path. This is in no way meant to be a statement of the ‘right’ way to play. The 
  ‘right’ way is the way you play that makes it fun for you and your group. This is merely a chance to help put it all 
  together so you can get a sense of my perspective. How you use this information (if at all) is entirely up to you.
  The Campaign Guide 2 is divided into 5 sections;
   
  The Story So Far covers the history of the adventure path to date. This provides the abridged backstory for the 
  campaign and the expected plot points and reveals at this stage. 
  Managing the Reveals offers advice and material on managing the major plot elements of the campaign play. The 
  core adventure is written with certain expectations in mind, and this section helps gauge the state of knowledge, and 
  how to manage this as organically as possible to maintain continuity. 
  Magical Research discusses in depth some of the magical mechanics introduced by the plot in various adventures 
  that assist the story, but don't necessarily fit easily into the game rules set. It discusses how to manage these and the 
  options in offering them as character resources. 
  The NPC Gallery introduces two new non-player characters designed to serve an ongoing function in the campaign. 
  While completely optional, they have niche skills or value that are particularly useful if the players make certain 
  campaign choices. 
   
  The Side Treks are a series of additional encounters or adventures designed to add peripheral content that of the 
  main adventure line. These are purely optional although all offer something to the story.
  Micah Watt
  Pyromaniac Press
  
  5
  The Story So Far
  Prologue – Difficult Circumstances
  Forced together by circumstance, a desperate group of 
  adventurers must escape the confines of an underground 
  cavern complex made treacherous by severe storms and 
  burdened by an eclectic ensemble of bystanders.
  Escaping to the surface in possession of a strange object, 
  the group is thrust into a nightmarish trek to the city of 
  Anduria, plagued by madness and visions, and hunted 
  by an unknown assailant. Succor within their reach, 
  the characters must negotiate with several city factions 
  for custody of an ancient and potentially devastating 
  artefact.
  Adventure 1 – A Simple Job
  Recovering from their previous ordeal, the heroes are 
  approached by an amiable stranger, who proposes a 
  simple job – obtain and deliver a shipment of cargo from 
  point to point. Seems simple enough.
  What follows is a cascading series of errands taking 
  the heroes across the entire city, to strange locales and 
  meeting even stranger creatures in an effort to fulfil the 
  conditions required to obtain their cargo.
  Adventure 2 – Ignorance is Bliss
  People are turning up assaulted and left in catatonic 
  states, alive but devoid of personality and memory. 
  The heroes are drawn into the investigation when they 
  stumble onto one of these unfortunates.
  Following several leads, the heroes traverse the seedier 
  side of Anduria, and discover that someone is stealing 
  memories through the use of drugs and a unique creature 
  ‘grown’ for the task.
  The evidence leads to an ally, Damien, who turns out to 
  be not as the heroes expected. In the final confrontation 
  the heroes learn that there are greater events afoot, and 
  are urged to look deeper as Damien makes his escape.
  Adventure 3 – From the Ashes
  Delving into the motivation behind Damien’s criminal 
  actions, the heroes are drawn to his abandoned family 
  home. Haunted by unquiet spirits and shades of past 
  misdeeds the heroes discover the manor holds a tale of a 
  twisted childhood that shaped the path of Damien from 
  
  6
  being well intended to dangerously obsessed with saving 
  the city from an impending doom.
  Deep underground they find another ancient artefact 
  bound to the first, and slowly begin to uncover more 
  details about the vast powers at work in the city.  
  Adventure 4 – Sanitarium
  The madness and hysteria associated with the Machine 
  artefacts begins to rise, strange occurrences and psychotic 
  breaks becoming alarmingly frequent. The population 
  of the city begins to panic and riot. In the midst of 
  investigating disappearances and the nature of the 
  Seekers, one of the character’s friends is committed to the 
  Sanitarium, a huge psychiatric facility run by the Guild 
  of Peace and Healing (Healing Hands). Infiltrating the 
  complex, the heroes uncover two shocking secrets – The 
  Healing Hands have been harbouring (and cannibalizing) 
  the still living body of the fallen god Aether to power 
  their waning magic, and that this practice has left them 
  shattered and rife for takeover by the Seekers, who now 
  control the guild and bent it towards their will.
  The heroes extract their friend, and in doing so they 
  discover a method by which they can protect the city - 
  a powerful runic spell. Unveiling the dark truths of the 
  Healing Hands Guild, the party faces the City Council to 
  answer for their actions as the trial of the century rocks 
  the city’s power structure to its foundations.    
  Adventure 5 – Seeking Silver
  The key to saving the city is in a massively complex 
  runic spell. This spell needs to be engraved on the city 
  walls in silver, but the silver supplies have been secretly 
  dwindling for almost a year. The nearby mining town of 
  Silverton (the main supplier of silver for generations) has 
  mysteriously ceased trade relations.
  The heroes are dispatched on the Council’s behest to 
  re-open negotiations and obtain the required silver. 
  On arrival they discover the town under occupation by 
  humanoid forces, the population forced to work for their 
  oppressors, producing weapons of war.
  The heroes broke the grip of the devilish overlord 
  controlling the region and free the township from slavery, 
  acquiring the needed silver and new allies along the way.  
  The silver wards are enacted, with the heroes playing a 
  role in determining the method to power them, and the 
  traumatised city experiences a period of calm, though 
  one filled by tension and mistrust.  
  Major Plot Points
  At this point the heroes should be aware of the following 
  things, or close to discovering them. If they have not, you 
  are encouraged to use the material provided in this book 
  to begin to fill in the blanks;
  • 
  There are powerful, corrupt artifacts in the world 
  that generate negative emotions or warp reality in 
  horrifying ways. They are part of a larger Machine 
  that is located somewhere in Anduria, that has the 
  ability to warp reality when activated.
  • 
  The Machine is broken, and some parts scattered, 
  but these parts are resurfacing around the city, being 
  drawn back to the Machine both magically and by 
  the design and will of a being who wants to use the 
  Machine for their own ends. 
  • 
  The Machine requires some very specific conditions 
  to operate, including a source of energy bordering on 
  the astronomical.
  • 
  The city was destroyed 300 years ago, and has since 
  been rebuilt. There is evidence this has happened  
  multiple times in the city's history (few surviving 
  records, generational architecture). 
  • 
  The city of Anduria is under assault by creatures from 
  another realm that are slipping or being released 
  into  this reality. While not overwhelming yet, the 
  appearances are increasing. 
  • 
  It may or may not (depending on DM choice and reveals) 
  be known that the incursion is related to Cthulhu the 
  Dreamer. This is a campaign style choice. 
  • 
  A God once ruled the city - Aether - and under his 
  reign 300 years ago the city suffered a cataclysm. 
  This is the root of the cultural mistrust of religion.
  • 
  There is a creature known only as the Echo of Faith 
  that appears to be engineering or using the current 
  conditions in the city to its own ends.
  • 
  There are hints that the Echo has taken an interest in 
  at least two individuals - Damien the Alchemist and 
  Eiria the Guildmaster of the Explorers Guild, but not 
  yet the reasons why.   
  
  7
  Managing the Reveals 
  How much can the characters learn about Anduria’s past, 
  the history of Aether, and the use of the Machine, and 
  when should these details be revealed?
  Each group is different, and may want more or less 
  interaction with the overall story. Some groups may be 
  content to let the story unfold, while others may prefer 
  to proactively seek out the secrets of Anduria though 
  research or divination.
  It falls to you - the GM - to manage this flow based 
  on the style of game they wish to play. The history of 
  Anduria and the events leading to the adventure path 
  are outlined early to allow them to direct the action 
  knowing the endgame. The adventures have moments 
  where information can be conveyed but these are often 
  vague to allow the GM to pace as they will. It was always 
  intended that the GM make the story their own and not 
  stick dogmatically to only what is written in the modules.  
  The story line is its own mystery - What is this threat 
  plaguing the city? - but also comes with 3 ‘big’ reveals or 
  twists in-built. The first is Damien’s betrayal (Ignorance 
  is Bliss) and his subsequent history and motivations (in 
  From the Ashes), the second is the misdeeds and fall 
  from grace of the Healing Hands (in Sanitarium) and the 
  final is the reveal of Eiria as the Echo (World in Shadow). 
  Each of these reveals has lead up information that can 
  be used to foreshadow not only the event itself, but its 
  relative importance in the story line. It is left to the GM to 
  manage this information and build the atmosphere to the 
  tone of the campaign being played.
  In addition to placement in the adventures, the 
  Campaign Guides offer optional methods to introduce 
  such information but again I caution you to use this 
  judiciously because it can spoil your carefully crafted 
  mystery if that is the style you are going for.
  Ignorance is Bliss – The Art Book of Phineas
  The book shows scenes both abstract and specific – all 
  thematically tied to the madness of R’lyeh. Some objects/
  scenes shown are in the past, giving the impression that 
  those the characters don’t recognise may very well either 
  have happened or will happen with some semblance of 
  accuracy. Again, these are vague enough to not commit 
  the GM to anything, but at least two should be considered 
  for special use;
  A beautiful woman whose face is hidden in the shadow cast by 
  a monstrous figure looming over her
  (an abstract depiction of the Echo of Faith)
  This vague piece can be used more directly if you wish to 
  more directly connect Eiria as a figure of great potential 
  in the characters eyes. The next time the characters 
  encounter Eiria after seeing this piece have them connect 
  the picture to her, either through exposition or by having 
  them make an appropriate ability or skill check against 
  a DC you set (Intelligence or Sense Motive for example). 
  They recognise that the woman is supposed to be her. If 
  you want her to be perceived as more overly villainous or 
  suspicious, suggest that the monster might be an artistic 
  abstraction of intent. If you wish to draw deeper into the 
  idea she may be a potential victim or target (which also 
  plays into how the Echo represents her in Ignorance is 
  Bliss) you could suggest the monster looms over her 
  threateningly. Making this connection for the players 
  rather than leaving it as a subtle clue might help to better 
  connect Eiria to the unfolding story line.
  The second piece is the future vista of the city;
  A city vista of the Eternal city (several landmarks such as 
  the council building and walls are clear). The city appears to 
  be a twisted abstract version with buildings and features in 
  positions and angles that defy logic, under a swirling rainbow 
  sky (the city has the potential to actually look like this in the 
  future – at least temporarily – featured in the final adventure 
  Doors Best Left Closed).       
  This is intended to foreshadow the very real threat to the 
  city that is the consequences of failure in the Adventure 
  Path. Special care should be taken to ensure this message 
  is conveyed as it directly demonstrates the stakes. If the 
  Players shrug it off, or appear to disregard the message, 
  it needs to be emphasized. This can be done via a call 
  back in the next adventure (see below).  
  From the Ashes - Alternate Visions     
  At the climax of From the Ashes, the characters can 
  encounter the heavily warded Keystone and gain a series 
  
  8
  of fairly vague images and feelings meant to invoke the 
  unremitting corruption of the artefacts. The scene is set 
  as suggesting the stone offers dreams of power;
  Feelings of avarice and ambition rise to the surface, and against 
  your better nature, you begin to feel like you are destined for 
  great things to be achieved at the expense of others.
  After all, no one is more deserving than you, no one is as 
  worthy as you. All are insects before your might… 
  This is both mysterious and vague, as are most of the 
  early ‘clues’, as was intended. However, if the characters 
  are passively accepting the story line and/or have not 
  fully explored their options they may not be advancing 
  their understanding of what is really going on here. 
  As an option you could tie this to the possible future 
  cataclysm befalling Anduria (as represented in the 
  paintings of Phineas above) to more closely reveal the 
  specifics behind Damian’s obsession with saving the 
  city. Utilizing this device allows heroes to more clearly 
  understand Damien’s motivations, and reiterates the 
  overall stakes for the campaign.    
  Revealing Aether & the Machine
  While the GM has access to the history from the first 
  book, the player content does not discuss Aether at all 
  until Adventure 4 – Sanitarium where suddenly his 
  body is found and the purpose of the Seekers revealed 
  (either through befriending Triast, or when the Seekers 
  are charged and tried). The heroes can discover some of 
  this in the Sanitarium complex in Ranark’s journals or via 
  the prisoners, but something as simple as a few random 
  directional choices can bypass these altogether. If the 
  heroes have not sought to research on their own, and 
  some foreshadowing is desired, the GM can use any/all 
  of the following tools;
  The Celestial Scriptorium
  The library is a ready-made resource that has been available 
  to the heroes since Adventure 1, and was introduced for 
  just this purpose. Lysenesse collects folklore and history, 
  Morrigan specializes in the arcane, Ethrial specializes in 
  religion and Radiant Soul is essentially an expert in all 
  things. They know enough about the history of the city 
  that if a connection is made between recent events and 
  ancient history, they can impart the public portions of 
  the history involving Aether (ie everything except that 
  which only Aether, the Echo or Barret would know), his 
  religion, the failed ceremony of enlightenment (though 
  not why it failed) and the subsequent destruction in the 
  city.
  Morrigan and Radiant Soul are aware of the existence 
  of the Machine infrastructure, and have become more 
  aware of the overall Machine with the recent appearance 
  of the Machine artefacts. Given the advancement of the 
  campaign they can even possibly connect the Machine to 
  Aether at the time of the Ceremony before the events of 
  Sanitarium, can certainly can do so afterward. The one 
  connection they can’t make is what he was trying to do 
  and why it failed without further information. 
  If added tension is desired, the GM can have the helpful 
  ladies of the scriptorium begin to disappear as they 
  delve more deeply into the mysteries (after imparting 
  the desired knowledge, of course). Radiant Soul has a 
  story part to play, so she cannot be treated so, but the 
  remainder of the experts are expendable. While safe in 
  the scriptorium, when they leave they lack Radiant Soul’s 
  protection, and the Echo could discover the unwanted 
  meddling in subjects best left alone. The specific ladies 
  in question could simply vanish forever, or turn up 
  somewhere in the city (maybe floating in the canals) 
  horribly slain and/or displayed as a warning to leave 
  well enough alone.      
  The Great Andurian Library
  Though much more reliant on players to undertake 
  research, the Great Andurian Library has some surviving 
  texts from several hundred years ago – those penned just 
  after the fall of the city to try to preserve some of the 
  civilization of that time. Though the Echo has purged as 
  much of the library as possible, even she is not infallible. 
  Anyone looking to undertake research can find a 
  suspicious lack of books in the library dealing with that 
  time period. Its common knowledge in the city that 
  Anduria suffered a cataclysm 300 years ago, but histories 
  from that time are conspicuously lacking, despite works 
  on other subjects (architecture, agriculture, poetry, trade 
  and craft) surviving. The GM can have appropriate 
  checks (Profession or Knowledge) at a set DC reveal 
  this, or simply state it to players that take the time to 
  investigate.
  The library is not completely bereft of sources however. 
  
  9
  Using an appropriate skill or background feature, or an 
  Intelligence check if the GM desires the characters can 
  find a few obscure references;    
  DC 5 
  The Minaret: An architectural triumph (by S. 
   
  Peterson) 
  DC 10 The Wistful Remembrance: A collection of poetry 
   
  from L. Theobald
  DC 15 Blackwood’s Guide to Agricultural Techniques 
   
  (A. Blackwood)
  DC 20 The Art of Glassblowing (C.A. Smith)
  The Minaret: An architectural triumph (by S. Peterson) 
  This is an ancient book from the cataclysm period of 
  Anduria. It is an overly flowery ode to minaret design 
  through the ages, highlighting the various types, heights, 
  forms, sizes and styles as well as what constitutes a 
  minaret from a tower, turret, spire, steeple etc. It also 
  rates the styles according to the author’s aesthetic tastes 
  rather than any structural or functional criteria. The 
  relevant passage in the book reads;
  “…when one considers height and taper angle of the 
  most elevated spire of the minaret once cannot go past the 
  adornments seen on the Cathedral of Aether. I’d wager there 
  is not a single place in the city, and indeed outside the walls, 
  where these delicate yet robust crystal needles cannot be viewed 
  as they pierce the heavens and threaten the clouds themselves 
  with impalement. Centrally located as they are, and arranged 
  just so, they crown the city capital of the world, which befits the 
  home of a living god.
  Moving on to the subject of window edgings….”       
  The Wistful Remembrance: A collection of poetry from 
  L. Theobald
  This thick tome is a collection of abysmal poetry penned 
  in the years after the fall by a ‘gentleman’ experiencing 
  life in a post cataclysm era. For the most part the poetry 
  centres on the daily struggles of the young man to find 
  love in a disillusioned and uncaring society, and is overly 
  sentimental drivel. However, a portion of one poem – 
  called “The Melancholy Heart” has the following verses;
  Her grey eyes stared into mine, and the briefest thought shared,
  The longing, and loss, and grief abound, a single moment paired,
  I see in her face my memories twinned, of that fateful, hateful night,
  Where cost was paid in mortal blood, a mad god’s scheme took flight.
  My melancholy heart, it beat but once, in mutual memory,
  The lie given, in miracle promised, in ascendant ceremony,
  Naive we were to trust in he, in our devotion he did revel,
  Took power offered and turned away, to leave us to the Devil,
  In fire we died by number score, madness for madness sake,  
  of souls he did deeply draw, light fled in horror’s wake,
  And now we sit in ruin’s run, where bleak we lie, where blank we 
  stare,
  our souls bereft, his kingdom come, empty thoughts and spirits bare,
  Her eyes reflect the pain in mine, we wait for clouds to part,
  For love I see there is no time, sleep my melancholy heart. 
  Blackwood’s Guide to Agricultural Techniques (A. 
  Blackwood)
  Blackwood’s guide is a no-nonsense tome (written in a 
  dry and lecturing tone) detailing the various agricultural 
  techniques around the cataclysm era. Most of it is useless, 
  but a section refers to the prevailing conditions after the 
  fall of the city.   
  “The land and particularly the water around Anduria carries a 
  taint not seen prior to Aether’s cataclysm. Aberrant mutations 
  in crops and aquatic creatures are rare, yet occurring with a 
  frequency that cannot be ignored. It is possible some fell magics 
  still linger from the failed ceremony, or that the Great Machine 
  continues to leach strange substances into the surrounding 
  environment due to its damaged state. In any case, these 
  mutations have, in all cases, proven to be poorer strains than 
  the original, and should be culled from the gene pool to ensure 
  these traits don’t breed true.”
  The Art of Glassblowing (C.A. Smith)
  This thin book is far more contemporary than the rest, 
  having been penned only 70 years ago. It is a delicate 
  looking tome that is almost half diagrams of various 
  glassblowing techniques and illustrations of finished 
  products. Within the last pages is an illustration of a 
  blown glass statuette, a regal man with long blonde hair, 
  in gold tinged armor. The description of the piece reads 
  “Aether, God of Anduria, circa  -3 M.A.”
  While this in itself is interesting, the fact than an 
  illustration of a glass statuette of Aether was drawn 
  70 years ago, some 250 years after the cataclysm is of 
  potential use. The glass statue survived the fall, and has 
  been in the possession of the glass artisan’s family ever 
  since. 70 years ago C.A. Smith used it in his work, then 
  returned it to storage as it was known to be an object of 
  contention. 
  
  10
  The heroes can discover (either by visiting the Hall of 
  Records, or through connections in the Artisan’s Ward 
  (Thorgrim perhaps) that the Smith family of glassblowers 
  still reside and trade within the city. The Glassmith family, 
  as they are now known, are reluctant to discuss such 
  taboo topics with strangers, but will open up to either 
  artists, glass art enthusiasts or just a genuine plea for 
  help (DC 15 Diplomacy check or appropriate skill as the 
  GM decides). The family has a proud history and lineage 
  that they have fervently carried through the generations, 
  and can trace their family back to the fall. While the 
  stories details have become vague, they can tell a version 
  of the history presented to the GM, including the rise of 
  Aether and religion in Anduria, the ill-fated Ceremony 
  of Ascension, the destruction wrought to the city and 
  the disappearance – and presumed death – of Aether. 
  They can say that the citizens of Anduria turned bitter 
  to the Gods from that time on. If the Player characters 
  have been respectful and the DM feels it appropriate, 
  the family can reveal that they have an ancient runestone 
  necklace (similar to the one found in From the Ashes, but 
  of a clearly much older design) and will gift it to the PCs. 
  The Shadow of Eiria
  The Echo is growing more powerful with the collection 
  of the Machine artefacts and the slow restoration of the 
  Great Machine. She is inextricably linked to it, R’lyeh, 
  and the groundswell of power that the new Ceremony of 
  Ascension will bring. As her power grows she becomes 
  more overt in her actions, and less concerned with 
  concealment. By the mid-point of the Adventure Path 
  (adventures 4 & 5) not only are most of her activities 
  successful she has begun to slip deeper into her own 
  brand of madness, convinced that her actions are divinely 
  inspired and sanctioned, and therefor pre-ordained for 
  success. 
  The Echo will begin to appear as a reflection in surfaces, 
  first in proximity to Eiria when she is in control of her, 
  then simply periodically even when she isn’t. Finally, 
  the Echo will find the tight binding to Eiria loosened, 
  and be able to roam some distance, or project through 
  surfaces as a means of communication. While instances 
  of this are cited in the adventures, the GM should begin 
  to foreshadow this in other ways.
  Meeting with Eiria
  The adventures place Eiria in the characters path 
  numerous times, initially in Ignorance is Bliss, but 
  periodically afterward as well. The opportunity to 
  create a bond or professional relationship with the NPC 
  is certainly there, and goes beyond the scope of the 
  adventures themselves. When meeting with Eiria the 
  character should begin to notice the reflection of the Echo 
  over time;
  • 
  When in Eiria’s presence characters notice a weird 
  purple shadow on a nearby reflective surface – 
  window glass, silverware, a crystal wine glass – for 
  just a moment then it’s gone.
  • 
  While talking to Eiria near a window, a character 
  momentarily thinks they see an old woman peering 
  back, but as they blink it’s gone.
  • 
  A shiver runs through characters in Eiria’s presence. 
  They notice that she shivers too, or mentions the 
  weather is turning cold, or the like.     
  Abilities of the Echo
  In the original Campaign Guide statistics are given for 
  Eiria and the Echo presence. It is worth mentioning that 
  these were intended as a guide only, and are not fixed. 
  The truth is as the campaign unfolds it was never going 
  to be possible to perfectly predict the requirements of 
  the arch villain years in advance of the material being 
  completed. As GM YOU are empowered to make this 
  YOUR campaign. Don’t be afraid to change spells, items 
  or even abilities as needs. In the last book – Doors Best 
  Left Closed – the Echo will be presented with a statblock, 
  but as always this is just a framework. Any changes that 
  you want to see should be made with confidence.   
  
  11
  Magical Research
  In addition to general information research, covered in 
  the section above, there are a couple of other items that 
  the characters may come across and wish to research and 
  apply
  The Runestone Necklace
  The runestone necklace could be discovered in From 
  the Ashes, along with the potential method to craft 
  more. Should characters wish to pursue this, it should 
  be allowed. The formula can be found with the necklace 
  itself, reverse engineered from the item (with a successful 
  DC 20 Knowledge (arcana) check) or even given to the 
  party by Damien himself if they cultivate an alliance at 
  the close of Seeking Silver.
  The Runestone Necklace
  The runestone necklace is crafted from a slice of human 
  bone, engraved with an ancient version of the Elder Sign 
  (a 5 branched rune), and enchanted to ward against the 
  chaotic emanations of R’lyeh and its inhabitants.
  The wearer gains a sacred bonus of +2 to all saves vs 
  the spells, spell-like abilities and supernatural abilities 
  of aberrations, natives of R’lyeh and effects from the 
  Machine parts or the realm of R’lyeh itself.
  Aura faint abjuration; CL 6th; Slot neck; Price 3000gp
  Construction: Craft Wondrous Item, bless, protection from 
  evil; Cost 1500gp
  Damien’s Rune/Tattoo Magic
  Similar to the above, at the end of Seeking Silver the 
  characters may have access to Damien himself as an ally, 
  or his corpse and his research if they slay him. Lacking the 
  knowledge of the full rune magic prior to this point, they 
  have not been in a position to replicate it. However, the 
  finale to the adventure literally releases that knowledge 
  into the campaign, so its not unreasonable to assume the 
  characters may want to utilise an effective tool. 
  The issue is that these ‘wards’ were developed as a 
  Deus Ex Machina to allow for an overwhelming threat 
  to be included for story purposes, but not actually 
  immediately overwhelm the protagonists. If you as GM 
  allow them to wield this power – which doesn’t fit in 
  with the standard ruleset – you run the risk of trivializing 
  the threat. Similarly the ‘cost’ of use is significant in a 
  roleplaying and story sense (the sacrifice of years of life) 
  but generates little mechanical penalty for characters 
  whose story plays out in levels rather than time. Many 
  players might happily pay ‘years’ to gain a mechanical 
  benefit, knowing that the characters will never be played 
  out in a human span, let alone a longer lived race lifetime 
  (the campaign only these place over a year or two in 
  time).   
     
  So how do you handle this form of magic in the game, 
  particularly if they do ally with Damien? It seems logical 
  he’d share the secret to get more options and resources 
  in the fight against the coming threat. Here are a few 
  suggested options and their strengths/weaknesses as 
  choices; 
  Damien doesn’t really understand the nature of the 
  magic to teach it. 
  As a sorcerer who has dedicated his entire adult life to 
  research and experimentation he accidentally stumbled 
  onto it by combining his natural affinity with the 
  protective runes. It was a lucky fluke that he was able 
  to ‘connect’ with the runes to power them, and he can’t 
  replicate it for another. He can continue to generate the 
  rune wards at the cost of his own life, but he can’t pass – 
  or teach – that burden.
  The strength of this approach is it makes a certain kind 
  of logical sense, and it keeps the powerful rune magic 
  from becoming commonplace. The weakness is it robs 
  the characters of agency, useful tools, and a desired 
  achievement. It also artificially inflated Damien’s worth 
  and status to the campaign and pressures players to 
  choose the redemption arc. Ideally this choice should be 
  influenced as little as possible. Damien is designed to be 
  a tool for the characters – not the other way around.     
  Damien can teach the magic, and it works as advertised. 
  Damien is able to teach the runic wards, and they drain 
  life energy in the form of premature aging. Characters 
  that wish to learn and use the magic may do so. 
  The strength of this approach is that it offers the 
  characters a tool for use and the agency to use it, does 
  not set Damien up as a mary-sue that is ‘required’ for the 
  campaign and thus frees the players to make decisions 
  on his fate uninfluenced. The potential weakness is that 
  players who are less invested in the role play aspects of 
  the campaign and characters might not feel that life/
  years loss is much (if any) cost or impediment to using 
  
  12
  this ability and do so with impunity, thereby reducing 
  the story impact/sacrifice element of the magic.        
  Damien can teach the magic, but it requires a mechanical 
  sacrifice to learn. To shape it toward a more mechanical 
  realization of the magic, which doesn’t fit into the 
  standard rules system, GMs can impose a rule based 
  cost. The best example would be to make it accessible 
  through the Item Creation feat Inscribe Magical Tattoo. 
  It would then be created as a magical tattoo 'item'. A 
  second option would be to require the character to give 
  up a spell slot or level based ability to add the rune magic 
  ability to their class.
  The strength of this approach is that if conflates the 
  new ability to the rules system and it would introduce 
  a mechanical cost that would cause the players to assess 
  an investment in the ability that is based in mechanics 
  rather than just roleplay. The weakness is that without a 
  free feat available to select it when first acquired, is may 
  be some time before they ‘qualify’ in its use – if at all in 
  the campaign.
  It is your game to run, but I would suggest either the 
  second or third options. Option one is the simplest 
  method to deal with the runes, but robs players of agency. 
  The ability to gain the magic – albeit at a cost – once 
  again places the characters at the forefront of influencing 
  events. In any case, the ability functions as below;         
  Runic Wards
  Using esoteric knowledge, you are able to trace runic 
  wards on a surface or body on the body of a creature. 
  The location or creature so warded gains a permanent 
  effect similar to protection from evil save that it protects 
  against aberrations, denizens of R'lyeh, Machine parts 
  and the effects of the realm of R'lyeh itself.   
  Aura strong abjuration; CL 8th; Slot none; Price 10,800gp
  Construction: Inscribe Magical Tattoo, bless, protection 
  from evil; Cost 5400gp, and 3% lifespan (3 years for every 
  100 years span).
  The Silver Cog
  The silver cog that is found in Seeking Silver is a small 
  and more or less harmless piece of the Machine. Its 
  importance lies in the fact it is the first piece that the 
  characters are able to keep without harm and are able to 
  study it if they wish. The reason for this is that it is actually 
  a ‘spare’ piece that was not attached to the Machine at the 
  point of failure and has not been corrupted like the other 
  parts. Unfortunately it also doesn’t have a strong link to 
  the Machine link the other artefacts. 
  The benefit lies in the possibility of determining at least 
  some of the purpose of the Machine, and perhaps where 
  it is located (if the heroes don’t already know).
  The cog detects as magical, specifically transmutation 
  and conjuration magic. An identify spell or DC 18 
  Knowledge (arcana) reveal that while it has no purpose 
  of its own, it is a part of a larger Machine that has the 
  ability to warp and alter reality, likely on a massive scale. 
  It has much in common with the wish spell. Here is also 
  an indication that an astronomical amount of power 
  needs to be gathered to activate and use the Machine. It’s 
  unlikely the heroes haven’t guessed or implied as much 
  by now, but the cog offers confirmation of these theories.
  Using the cog as a subject of commune, divination, or other 
  information gathering spells can net the above, and if the 
  correct spells, questions or focus of the magic it applied 
  can link the piece back to the Machine itself. If the location 
  is determined in this way, it can be located as the entirety 
  of the city itself, but the core (where the cog actually fits) 
  being located under the city centre – directly under the 
  Council Chambers. Spells that allow characters to find 
  an entry or path (such as find the path) will direct them 
  to a conduit that is not collapsed, and toward the central 
  core – see Centre of Eternity side trek in the Campaign 
  Guide). While there are other ways into the core from 
  the Council Chambers sub basements, the Echo keeps 
  these inaccessible unless in direct use to ensure no one 
  stumbles onto the activity there. Particularly clever or 
  persistent parties might logically be able to find these 
  with luck or diligence, but early detection isn’t covered 
  until the final adventure – Doors Best left Closed.     
  
  13
  Evolving Play 
  In a campaign this long, the story, characters, locations 
  and relationships are going to evolve, not just as intended 
  by the arc of the adventure, but also through the player’s 
  choices, and occasional missteps I expect. 
  This section is designed to help GMs deal with some 
  of these evolutions. As always, it can’t possibly cover 
  every eventuality, and GMs are encouraged to make 
  the campaign their own. Despite its fairly tight story 
  arc, there is ample opportunity for players to explore 
  Anduria in ways the main adventures don’t account for. 
  Likely Outcomes and Loose Ends
  The adventures do all run on the premise that there 
  will be ‘likely outcomes’ at the end. If the characters 
  succeed, events are expected to proceed accordingly. 
  Certain elements remain variable, such as the characters 
  relationships with the NPCs – but otherwise the ‘state 
  of play’ advances along the main plot, with the plans 
  of the Echo growing ever closer to fruition. This might 
  seem like a Deus Ex Machina, and in many ways it is, but 
  the story is about the players/characters uncovering lost 
  history and threats before the final encounter rather than 
  countering the machinations ahead of time.
  Adventures, buy their nature, do tend to leave a number 
  of loose ends as player choice affects outcome. Where 
  possible the adventure Path has attempted to anticipate 
  these and offer tie-ins at a later point to close out some 
  of these, but it’s simply not possible to account for every 
  eventuality. My advice in this is to keep a campaign log 
  and a list of NPCs and their relationships to the characters. 
  Flag any ‘unfinished business’ or ‘opportunities’ or 
  anything players mention as points of interest or things 
  they’d like to revisit when the pacing dies down. This 
  will help you keep track of plot holes, discrepancies, 
  resources or possible player driven choices down the 
  track.   
  Character Based Play
  Character exploration of the city and its features is 
  encouraged. Side sessions to alleviate the main tension is 
  wise, and the opportunity to pursue their own personal 
  goal for character development is a must. This however, 
  is unique to your campaign an impossible to feature 
  as part of the published material. For example, in my 
  playtest we had a ‘wheeler and dealer’ rogue, a charlatan 
  ‘noble’ duellist and a ‘fish out of water’ barbarian, among 
  other characters. I arranged a visit to the The Hideaway, 
  the speakeasy hidden in the Retreat, embroiling the 
  characters in the petty politics of young and indolent 
  nobility. The barbarian was commissioned as a ringer in 
  a bare knuckle boxing match, the duellist was called out 
  by a rival for a duel, and the rogue was able to expand 
  his ‘contacts’ among the less savory scions of the city. 
  The event culminated in a bullette vs dire bear match in 
  the pit, though unknown to all the dire bear was infected 
  by a Crinisphear, and the death of the bear set it loose 
  among the patrons. The characters had to save who they 
  could – if they wished – slay the threat, and get out before 
  the watch arrived. This side trek didn’t make it into 
  this Campaign Guide due to its tight focus, but it’s an 
  example of character focussed play that doesn’t advance 
  the main story directly, but does bind them more deeply 
  to it.              
  Using Side Treks
  The side treks offer small adventures or hooks to deal 
  with some of the more likely branch choices, or to add 
  depth or explanation to an offstage event, NPC or sliver 
  of history or lore. While not required, using the side treks 
  is highly encouraged. Not only do they help ‘fill in the 
  blanks’ in some cases, they offer opportunities for the 
  characters – and by extension the players – to become 
  more connected and invested in the story. The new side 
  treks will be dealt with in the Side Treks section.
  Managing ‘Off The Rails’ Play
  It is of course possible that the players make a leap of logic, 
  or that you mistakenly reveal a key piece of information 
  too early, and it threatens to derail the adventure. 
  Suspicious players might guess or assume Eiria is the 
  villain, and begin to treat her accordingly, or try to 
  assassinate her to end the threat. Maybe they discover the 
  Machine, determine its purpose, and actually find a clear 
  way to get to it, then begin to try to disassemble it and 
  horde parts to foil the ‘big plan’. Maybe they discover a 
  plot hole or loose end to exploit in my carefully crafted 
  story that neither you nor I saw coming. Players often 
  surprise GMs, and the written material can only account 
  for so much. When the action takes a wild turn from the 
  plot, there are a number of things you can do;
  
  14
  The Echo isn’t a static villain
  The Echo has been planning this for a long time, is well 
  informed about the characters and have significant 
  resources at her disposal. She also has a ‘bigger 
  picture’ mentality. If her plans as written are derailed 
  spectacularly by the characters, she will simply change 
  tactics. This may mean you as the GM have to put in extra 
  effort to bridge the gaps created, or alter her thinking, 
  but keep her big goals in mind;
  • 
  Find and obtain the missing Machine pieces
  • 
  Reassemble the Machine
  • 
  Complete the Ritual of Enlightenment
  Everything else, including her cover in the explorer’s 
  guild, the activities of the heroes (and Damien) and the 
  larger politics and activities of the city are irrelevant. 
  Almost all of what the Echo is doing is designed to 
  disrupt concerted and coordinated efforts to oppose her, 
  and cause confusion and harm to her foes. If she can 
  keep all the power groups from banding together, she 
  stands the best chance of succeeding. Bear in mind at this 
  point the echo knows where all but one Machine piece 
  is. She knows of the Ring (whatever the heroes did with 
  it), the Keystone (under Damien’s manor), the Crystal 
  Needle (Sanitarium basement, though she was unaware 
  of Aether’s body being there as well), and the Warp Rod 
  (in the Vault, see Bank Heist below). She is even aware 
  of the Silver Cog, though has no interest in it as it’s a 
  non-critical component. She can get these at any time, 
  but she is waiting for the final piece to be discovered – 
  the Soul Stone, which will be uncovered through play 
  in World in Shadow. Until that discovery is made she 
  cannot proceed, but she doesn’t need to remain inactive. 
  The characters don’t rate any special protection, it’s 
  merely that the Echo is using her resources in other ways 
  throughout the adventure path. It’s a race to complete 
  her task before her opponents uncover the depth of 
  the activity. When one group or another gets close, she 
  expends effort to stop or inconvenience them, such as 
  she did by using Damien’s methods to turn the heroes 
  against him in Ignorance is Bliss. 
  If, however, the heroes have derailed her plans or 
  become enough of an impediment, feel free to have her 
  turn to more direct methods to attack them directly, or if 
  they are unaligned with the Watch, to have their illegal 
  activities exposed to the authorities. The Echo is adept 
  at using the legal infrastructure of Anduria against her 
  foes.
  Similarly, if the Echo/Eiria is somehow outed as the 
  villain she is still protected by her position and the 
  burden of proof the characters need to bring to bear. They 
  cannot simply walk into the Explorer’s Guild or Council 
  Chambers and attack her. If the characters actually can 
  prove it to the authorities – which should be tough, but 
  probably not impossible – she simply goes underground 
  to continue her activities in a less public manner. She has 
  less freedom, but becomes a hell of a lot harder to find 
  and counter.     
    
  Welcome to the Team – Vigilantes to Constables.
  One of the story developments in Seeking Silver is 
  that the heroes are offered the opportunity to become 
  legitimate law enforcement – in a sense. Anduria as a 
  city takes its law enforcement and rules seriously, and 
  the heroes have been skirting this for some time. Hey 
  have been allowed to operate only because the Watch are 
  outmatched by the forces arrayed against the city and 
  its people. The transition from vigilante to legitimate 
  authority is a natural progression given the loss of the 
  other semi-official body for dealing with the supernatural 
  is no longer legitimate.
  The appointment of the heroes serves also to help keep 
  the story on track. An official law enforcement role can 
  bring with it renewed focus, and a contact to launch from 
  if there is some confusion or indecision amongst the 
  players as to any given ‘next step’. It can be as subtle as 
  a shared information to as overt as an assigned mission. 
  It also gives the characters a chance to be recognized and 
  appreciated for their efforts on behalf of the city.
  We don’t need no stinking badges!
  Appointment to law enforcement will not be right for 
  all groups. Some groups will be set in their ‘counter 
  authority’ mind-set, or might not want the limiting 
  of their freedom. Some want to work for themselves, 
  or may not trust the Watch, as the guilds are clearly 
  not incorruptible. This is fine. Like all options in the 
  campaign, it is entirely optional.  
  If direct employment may not work, there are two other 
  possibilities that might be a better fit, or simply drop the 
  concept altogether.
  The first is to run the offer like a ‘secret police’ or Special 
  Forces. The heroes aren’t officially acknowledged as 
  part of the Watch, but they are handled by Guildmaster 
  
  15
  Wingate or Inspector Sharps as a covert team of 
  troubleshooters. If it suits the playstyle, you might even 
  run them like a ‘deniable’ mission impossible team, who, 
  if caught, will be disavowed by those in charge.
  The second option is to forgo the law enforcement angle, 
  and set them up as an illegal, but supported vigilante 
  team. If the characters lean more toward the criminal side 
  of things, this could be masterminded by Saravel, who 
  turns out to be a much more powerful underworld figure 
  than previously thought. He has substantial criminal 
  interests that are being disrupted by the recent events, 
  and the characters are hired to put an end to it, for fun 
  and profit. If the characters are less criminal, but more 
  independent minded, the arrangement might be backed 
  by Radiant Soul, who is somewhat more altruistic, but 
  still runs a less than legal enterprise. In this case the 
  integrity of the heroes can be preserved while not being 
  accountable to the legitimate authorities.
  If the characters do not end up becoming a legitimate 
  entity, it remains a risk that they will continue to run 
  afoul of the law, with compounding consequences if they 
  are caught and arrested. This of course isn’t a problem, 
  merely a play style to embrace, and one that could make 
  use of a new NPC included just for this purpose – Quintus 
  Marston (see NPC Gallery).     
  Using the Non-Player Characters
  This first Campaign Guide offered suggestions for 
  various roles and uses for the NPCs introduced in the 
  early adventures, and these still apply, assuming these 
  NPCs remain available for play. A few new NPCs have 
  been introduced in the mid path adventures, and again, 
  these are for the most part offered to add depth to the 
  campaign without assumption of future roles in most 
  cases, because how they fit into the story is almost entirely 
  up to player choice. For example, a small band of arcane 
  casters were introduced as Damien’s apprentices in the 
  depths of Seeking Silver. It is equally possible these were 
  slain as foes as it is they become allies in some fashion.  
  Some NPCs are likely to be of limited use due to their 
  location and preoccupation – such as all the surviving 
  ally contacts in Silverton, who will now be focussed on 
  the rebuild. 
  The following is a list of some NPCs that the party might 
  have developed connections with and their suggested 
  uses. It is by no means a comprehensive list, nor indicative 
  of any expected relationship. 
  Sanitarium
  Acolyte Virgil – can be used as a contact in Pilgrimage, 
  and an information source ion the Healing Hands and 
  the Seekers of Asmodeus. 
  Seeking Silver
  Tavo – covered in the NPCs section of this campaign 
  guide
  Silvira – Silvira has little interest in Anduria, but if the 
  heroes find a way to maintain contact she may act as 
  advisor or councillor on various subjects. She knows 
  nothing of the Machine, or of Andurian history or politics, 
  but she is aware that there was an explosive cataclysm 
  from the city 300 years ago that wiped out most of the 
  population of the time. She can advise on the nature of 
  dragons if the heroes have such questions 
  Oswin the Cheesemonger – as a wizard and diviner, 
  Oswin may be of some use to the heroes. He can advise, 
  cast some spells, and provide the odd magical cheese, 
  though he won’t leave the Silverton area. Interestingly, 
  he is acquainted Damien from many years ago, before his 
  obsession took hold. They had dealings, and Oswin even 
  provided the magical cheese found in From the Ashes. 
  He can act as a character reference for who Damien was 
  prior to the events of the fire, and fill in small snippets of 
  his history the heroes may not have uncovered.
  The Council of Silverton - Celene the Sheriff; Terlamin 
  the Smith; Lanos the Bard – The nominal leaders of 
  Silverton owe a debt to the heroes, and are likely to assist 
  with any reasonable requests made of them. The Heroes 
  will always have a warm welcome and place to stay in 
  Silverton. The council is focussed on restoring the town, 
  however, and resources are limited, so outlandish or 
  detrimental requests – including those for large amounts 
  of silver – are regretfully denied.
  Reighar – After the events of Seeking Silver, once the 
  anvil is lost to him, Reighar has little purpose in Silverton, 
  and moves onto Anduria. The heroes may encounter him 
  in any capacity, though he may hold a grudge if they 
  reneged on any deals made for assistance in the citadel. 
  Reighar, being primarily interested in undead, may be a 
  good NPC to use to introduce the side trek – The Cancer 
  Pit (the Kickstarter 2 exclusive location) – sponsoring or 
  leading a foray into the area.
  
  16
  NPC Gallery
  Presented here are two Non Player Characters that can 
  be added to the recurring personalities of the city if 
  the GM desires. Both represent services the heroes are 
  likely to need at some point, and can add depth to these 
  encounters.  Additionally, updated statistics for Damien 
  are provided as per his appearance in Seeking Silver.
  Quintus “Quinn” Marston, B.S.
  Quintus is an ex-adventurer, who occasionally moonlights 
  in his old profession, or finds himself on the seedier 
  side of events due to his current profession. While mild 
  enough looking, Quintus can easily defend himself from 
  most threats the city sees fit to produce, though current 
  trends – and monster sightings - have him worried.  
  Quintus is generally affable and kind, though he has a 
  well-managed temper that occasionally flares in the 
  face of gross injustice or evil. Good at his job, Quintus 
  ironically has little respect for the law, but sees it as a tool 
  he can wield to fit his own morals, for the good of the 
  citizens. Too many in his profession – unfortunately – 
  seek to twist it to their own ends.
  Quintus works for Pa’lin’vale, Ulgrath and Stern, which is 
  one of the oldest and most respected law firms in the city. 
  They owe much of their success to their outreach to the 
  under served orc and goblin communities, championed 
  by senior partner Bonesnapper Ulgrath, a grizzled orc of 
  towering stature, who cuts a comical figure, practically 
  crammed into his three piece suit. Gelisandrathnea 
  Pa’lin’vale, Enlightened Sage of the Whispering Woods, 
  an ancient wood elf sage, founded the firm during 
  Anduria’s most recent rebuilding, and wrote some of 
  Anduria’s foundational legal codes herself. The ever-
  put-upon human Robert Stern is in charge of much 
  of the day to day management of the firm, assigning 
  junior partners to cases, conferring with the council 
  and guildmasters, and quelling the constant arguments 
  between Gelisandrathnea and Bonesnapper. 
  Quintus’ abilities are known to Robert, who assigns him 
  ‘the weird stuff’ when it arises. 
  Quintus is a skilled barrister, able to command a high fee 
  for a junior associate (1 gp/hour). He has been marked 
  for partner  
   
  While Quintus doesn’t generally speak of his magical 
  abilities, but anyone proficient in Arcana can tell his 
  amulet is an arcane focus, and he readily admits to being 
  a sorcerer. His bloodline is descended from an obscure 
  Deity of Justice, and he is loathe to admit his powers 
  come from a divine source knowing the city’s prejudice 
  against religion all too well. However, any character can 
  make a DC 20 Knowledge (religion) check to recognise 
  the obscure deity from a distant land.
  Quintus despises the Seekers and will do anything to 
  hurt them (even work for half his hourly rate!). He also 
  has a long-standing, bitter rivalry with Damien. He was 
  a junior intern when Damien was prosecuted for Dark 
  Magic, and sees his acquittal as the ultimate manipulation 
  of justice.  
  Using Quintus
  The most obvious place to introduce Quintus is in the 
  closing chapters of Sanitarium, as the character’s legal 
  defence council. If the firm is contacted for services such 
  as legal representation or the research of laws, they assign 
  Quintus Marston to the party, being far too busy to deal 
  with such matters themselves. Quintus might also show 
  up to offer his services should word spread that the party 
  has gotten into legal trouble.
  
  17
  Quintus “Quinn” Marston, B.S.  
   
  CR 7
  XP 3,200
  Chaotic Good, Human Male, Sorcerer (Celestial) 8th 
  Init +7; Senses Perception +1
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 mage armor, +3 dex) 
  Hp 46 (8d8+16)
  Fort +3, Ref +5, Will +9
  OFFENSE
  Speed 30 ft;
  Melee dagger +3 (1d4-1 /19-20)
  Ranged light crossbow+7 (1d8 /19-20)
  Special Attacks Heavenly Fire 8/day (30ft, +7 ranged 
  touch, evil creatures take 1d4+4 damage, good creatures 
  healed). Spell Penetration - +2 to overcome SR.
  Sorcerer Spells Known (CL 8th; concentration +12/+16 
  casting defensively).
  Metamagic - Empower spell (+50% effect, +2 spell 
  levels), Heightened Spell (increase spell level, equal to 
  spell level), 
  4th (4/day)— scrying (DC 19), 
  3rd (6/day)— dispel magic, fireball (DC 18), magic circle 
  against evil (DC 18)
  2nd (7/day)— alter self, blindness/deafness (DC 17), detect 
  thoughts (DC 17), resist energy
  1st (8/day)— bless, charm person (DC 16), comprehend 
  languages, mage armor, memory lapse (DC 16), shield.
  0th (at will)— detect magic, disrupt undead, light, mage 
  hand, mending, message, ray of frost, read magic 
  STATISTICS
  Str 8, Dex 16, Con 12, Int 12, Wis 12, Cha 20
  Base Atk +4, CMB +3, CMD 16
  Feats 
  Combat 
  Casting, 
  Empower 
  Spell, 
  Eschew 
  Materials, Heighten Spell, Improved Initiative, Iron Will, 
  Spell Penetration
  Skills Bluff +16, Diplomacy +13, Knowledge (local) +9, 
  Profession (lawyer) +12, Sense Motive +9
  Language Common, Draconic  
  Equipment Quintus always wears a fine suit, even in 
  the most rugged situations. He carries a pocket “basic 
  lawbook”, two daggers, a light crossbow and 20 bolts, 
  and a platinum amulet worth 50gp. 
  Credit – Cameron Davis
  Octavio “Tavo” Velderve 
  Tavo is a captain of fortune, a bold adventurer, rogue, 
  rake and occasional pirate, a man of boundless courage 
  and audacity... at least to hear him tell it. 
  If asked about his past he will say he was born in a 
  storm, the son of the sea and sky, destined to sail from 
  his first breath. Ofcourse the truth is somewhat more 
  pedestrian. The middle child of a minor nobleman who 
  had 12 children, Tavo was a wastrel who excelled at his 
  fencing and other lessons, but never had the ambition to 
  succeed at anything. Eventually his father grew tired of 
  his indolent son, and sent him to sea on one of the several 
  ships owned by the family. 
  For years Tavo got by on his charm, wits, and when 
  these failed, superb fencing skills. He learned the various 
  roles aboard both sea and sky ships, trading vessels and 
  berths at each port, usually one step ahead of the watch, 
  local gangsters or an angry parent of a lovely, but not so 
  innocent, social debutante.
  As fortune's fickle attention came and went, Tavo was 
  content to live a life of freedom. However, during his 
  latest voyage on a skyship known as the Emerald Vision 
  most of the crew simply vanished in the night, including 
  the captain and all of the officers, leaving the vessel 
  adrift. Tavo and the remaining sailors managed to pilot 
  it to Anduria by dumb luck.  
  Tavo wasn't about to let this opportunity go to waste, 
  claiming the vessel as his own (sufficiently bribing the 
  existing crew) and the title of Captain. After concocting 
  a fanciful tale of storms and sky pirates, he put on a new 
  crew and became a merchantman (his family education 
  serving him well) while he sought new opportunities 
  and adventure.  
  Tavo is a lovable rogue, quick with a smile and story, 
  and a few flirtatious words for attractive adventurers 
  and passengers. While not strictly trustworthy, he is 
  generally accommodating to paying customers as long 
  as his pride and joy, the slightly shabby Emerald Vision, 
  is not placed at risk. 
  Tavo is a gambler, liar, braggart, charmer, schemer, 
  occasional pirate, and even more rarely, hero.       
  
  18
  Using Tavo
  Tavo is the captain of the Emerald Vision, and airship 
  hired to transport the heroes in the adventure Seeking 
  Silver. Tavo can be used as a recurring personality, 
  encountering the characters in taverns, docks or any time 
  they need transport.
  Octavio “Tavo” Velderve 
   
   
  CR 7
  XP 3,200
  Chaotic Good, Human Male, Bard 8th 
  Init +8; Senses Perception +12
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex) 
  Hp 57 (8d8+24)
  Fort +4, Ref +10, Will +7 +4 vs bardic performance, sonic 
  and language depended effects.
  OFFENSE
  Speed 30 ft;
  Melee scimitar +11/+6 (1d6+4 /18-20)
  Ranged light crossbow+10 (1d8 /19-20)
  Special Attacks Bardic Performance 22 rounds/day 
  (Dirge of Doom, Distraction, Fascinate, Suggestion)
  Bard Spells Known (CL 8th; concentration +12).
  3rd (3/day)— dispel magic, displacement, haste
  2nd (5/day)— cat's grace, hypnotic pattern (DC 16), 
  invisibility, locate object
  1st (5/day)— cure light wounds, disguise self, expeditious 
  retreat, feather fall, unseen servant
  0th (at will)— detect magic, light, mage hand, mending, 
  prestidigitation, summon instrument
  STATISTICS
  Str 17, Dex 18, Con 12, Int 13, Wis 13, Cha 18
  Base Atk +6, CMB +9, CMD 23
  Feats Combat Reflexes, Dervish Dance, Improved 
  Initiative, Weapon Finesse, Weapon Focus (scimitar) 
  Skills Acrobatics +15, Bluff +15, Diplomacy +15, 
  Escape Artist +15, Perception +12, Perform (Dance) 
  +9, Performance (Oratory) +15, Performance (Stringed 
  Instruments) +15, Profession (Airship Sailor) +12, 
  Profession (Merchant) +12, Profession (Sailor) +12, 
  Sleight of Hand +13, Swim +11. 
  Language Common, Auran, Elvish, Dwarven
  SQ Bardic Knowledge (+4 to KS, make KS untrained), 
  Countersong, Inspire Competence, Inspire Courage, 
  Loremaster, Versatile Performance, 
  Equipment leather armor, scimitar, dagger, a light 
  crossbow and 20 bolts, compass, maps and skyship 
  charts, three gold rings (20gp each), a silver locket (30gp), 
  a pouch containing 34gp, 12sp, 52 cp, a set of dice, a deck 
  of cards and a dozen gambling markers.   
  Credit – Miguel F. Santiago Irizarry
  
  19
  Damien Anthilas   
   
   
   
  CR 15
  XP 25,600
  Neutral, Human, Male, Sorcerer 10 (Tattooed Sorcerer), 
  Alchemist 5 
  Init +9; Perception +13
  DEFENSE
  AC 18, touch 14, flat-footed 17 (+4 armor, +3 deflection, 
  +1 Dex,); 
  Hp 81 (10d6+5d8+25)
  Fort +9, Ref +9, Will +12; +4 vs. poison
  Resist Fire 10
  Special protection from evil vs aberrations and R'lyeh
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +9  (1d4+poison)
  Ranged bomb +9 (3d6+2 fire, DC 16) 
  Special Attacks bomb 7/day (3d6+2 fire, DC 16)
  Sorcerer Spells (CL 8th, Concentration +12, +16 casting 
  defensively)
  5th (3/day) - teleport
  4th (5/day) - dimension door, dimensional anchor, elemental 
  bodyBL 
  3rd (6/day) – dispel magic, fireball (DC 19), magic circle 
  against evil, protection from energyBL trial of fire & acid (DC 
  19), 
  2nd (7/day) – acid arrow* (DC 18), anti-summoning shield 
  (DC 18), fog cloud, share memory (DC 18), scorching rayBL 
  (DC 18)
  1st (7/day) – burning disarm (DC 17), burning handsBL 
  (DC 17), feather fall, mage armor, memory lapse (DC 17), 
  protection from evil.
  0th (at will) – acid splash* (DC 16), detect magic, detect 
  poison, light, mage hand, mending, ray of frost* (DC 16), read 
  magic, resistance
  * can be changed to fire energy type when cast
  Alchemist Extracts Prepared (CL 5th)
  2nd (3)—blur, invisibility, see invisibility
  1st 
  (5)—comprehend 
  languages, 
  cure 
  light 
  wounds, 
  expeditious retreat, heightened awareness, shield
  STATISTICS
  Str 11, Dex 12, Con 12, Int 14 (18), Wis 12, Cha 18 (22) 
  Base Atk +8; CMB +8; CMD 19
  Feats Brew Potion, Mage’s Tattoo (Abjuration +1 CL, 
  resistance 3/day), Throw Anything, Combat Casting, 
  Craft Construct, Craft Magic Arms & Armor, Craft 
  Wondrous Item, Craft Ooze,  Improved Initiative, Iron 
  Will, Spell Focus (Abjuration +1 DC), Inscribe Magic 
  Tattoo, Selective Spell (+1 level, exclude 6 targets)
  Skills Appraise +6, Bluff +12, Craft (alchemy) +22, 
  Craft (tattoo) +17, Disable Device +9, Fly +5, Heal +6, 
  Intimidate +8, Knowledge (arcana) +10, Knowledge 
  (local) +3, Knowledge (nature) +10, Knowledge (nobility) 
  +3, Knowledge (planes) +10, Perception +13, Profession 
  (Merchant) +2, Sleight of hand +5, Spellcraft +20, Survival 
  +5, Use Magic Device +8.
  Languages Common, Dwarven, Gnomish
  SQ  Favoured Class bonus (1hp/level of Sorcerer), 
  Skilled (+1 skill point/level), Bloodline (Elemental – 
  Fire), Bloodline Arcana (energy spells can be changed 
  to bloodline energy type), Tattoo Familiar (greensting 
  scorpion, +4 initiative), Create Spell Tattoo (1/day), 
  alchemy (alchemy crafting +5, identify potions), mutagen 
  (+4/–2, +2 natural armor, 50 minutes), poison use, swift 
  alchemy.
  Discoveries Cognatogen (mutagen enhances mental 
  abilities and penalizes physical), Collective memory 
  (while using cognatogen +1/2 class level on Knowledge 
  Skills + untrained use)
  Combat Gear potion of cure moderate wounds (CL 5th, 
  2d8+5)x2,  2 vials of memory thief poison (injury; save 
  Fort DC 14; frequency -; effect paralyzed for 1d4 rounds; 
  Cure 1 save; Successful save indicates staggered for 1 
  round. The save is Constitution based), a spell tattoo of 
  dimension door (as scroll, CL 8th) 
  Tattoo ‘Gear’ reservoir tattoo (generally holds protection 
  from energy – fire), tattoo of resistance +2 (as cloak), tattoo 
  of armor +4 (as bracers), tattoo of Spell knowledge 3 (dispel 
  magic, as per ring), tattoo of levitation (as boots), tattoo of 
  proof against detection and location (as amulet), tattoo of 
  elder sign (protection from evil vs aberrations)
  Other Gear headband of mental prowess +4 (Int & Cha), ring 
  of protection +3, metamagic rod of quicken (lesser), metamagic 
  rod of piercing (lesser), masterwork dagger, formula book 
  (contains all prepared extracts as well as the following: 
  1st— enlarge person, endure elements, disguise self, identify, 
  jump, true strike; 2nd – cure moderate wounds, detect 
  thoughts, invisibility, resist energy, spider climb)
  TACTICS
  During Combat Damien is not a particularly combat 
  focused, but can hold his own if needs be. His tactics for 
  the encounter are listed above. For other situations, he 
  will use defensive buffs (blur, shield, and protection from 
  energy - fire) and use his fire magic where appropriate 
  (ie fireball only if there is space and limited collateral 
  damage) as well as his bombs. If he finds himself in dire 
  straits he will use his metamagic rod of quicken to up 
  his damage output, and always saves a spell slot or spell 
  tattoo of dimension door to ensure an escape. 
  Morale Damien will always seek to escape when the tide 
  turns against him, until such time as the city is safe. He 
  has sacrificed too much to waste his time on futile battles 
  when the war remains to be won.
  
  20
  Side Treks
  The side treks are designed to be placed in and around 
  the main adventures as a method of exploring some of 
  the peripheral characters and concepts that do not have a 
  direct requirement in the main plot, but will add depth or 
  detail to the ongoing campaign. It is up to you to decide if 
  these side treks add value or not to your table. 
  All the Side Treks are designed for character levels 6-8, 
  though they can be easily adjusted as the GM sees fit.   
  Airship Issues
  This side trek occurs when the characters are at the 
  PTC airdocks, and they must foil a theft of one of the 
  few remaining airships in the city. It allows for more 
  interaction with Octavio 'Tavo' Velderve, and is a fun, 
  swashbuckling encounter. It must be run just before or 
  after Seeking Silver, and while it has no direct impact on 
  the main story, the characters may secure the Emerald 
  Vision for the ultimate/penultimate combat of the 
  campaign.   
  Bank Heist
  This side trek sees the characters called upon by Radiant 
  Soul to help foil a robbery at the Vault, where one of the 
  Machine pieces is stored. While it is unlikely they will 
  succeed - though not impossible - they will receive an 
  item critical to saving Eiria Valdorn later in the campaign 
  , if they wish to do so.   
  Beneath the Waves
  This side trek takes the characters on a short trip out into 
  the ocean, chasing a sunken treasure. It offers meaningful 
  interaction with a campaign NPC of your choice, and 
  offers the opportunity to seed in a powerful - if very 
  focussed - magical item. Nothing in this side trek affects 
  the main plot, and it can be run at any time.
  Lost Souls (A Cold Day in Hell)
  This side trek sees the characters enter the 9 Hells to 
  retrieve the soul of a dragon traded to a devil. It offers 
  a deeper interaction with Silvira the silver dragon, and 
  while it doesn't affect the main plot directly, it rewards 
  characters with the ability to summon her for assistance 
  once. This is a powerful boon. 
  Be warned! The final encounter as the heroes try to leave 
  Hell might be particularly punishing - but Hell is not a 
  place one leaves easily. 
  Airship Issues
     
  The Emerald Vision is an airship of limited quality, but it 
  is the pride and joy of Captain Octavio ‘Tavo’ Velderve, 
  a dashing (in his estimation) rake of the skies. Acquired 
  in a series of trades, Tavo dotes on the ship, which 
  has seen better days. He is always seeking to improve 
  and upgrade the vessel, and takes on various jobs and 
  schemes in order to make quick money. Unfortunately, 
  as often as not, the ship takes damage or breaks in some 
  way, and Tavo never really seems to get ahead – just 
  keeps the Emerald Vision in flying condition by repairing 
  things as they break. 
  Tavo’s dubious choices and even more dubious luck have 
  once again caught up with him, as a criminal gang have 
  decided to take ‘what he owes them’ by stealing his ship. 
  Hook: The heroes are seeking to embark on a new journey 
  (such as the beginning of Seeking Silver) or are returning 
  from a voyage (such as the end of Seeking Silver), and 
  are on the Skydock in the PTC compound near the ship, 
  having just disembarked or are negotiating to embark. 
  You stand on the skydock at the PTC, wind whipping at you, 
  fighting the ever present vertigo you get being hundreds of 
  feet into the air. Captain Octavio stands nearby, animatedly 
  discussing weather conditions and recounting a tale of dashing 
  heroics while PTC dockhands move crates and containers 
  between the ship and platform by hand and using cranes.
  Suddenly there is a shout and the dockhands begin running 
  onto the ship en mass, while several brandishing weapons close 
  on you and the Captain. 
  There are 2 thugs per character, and two for Tavo. 
  Thugs (X) – Hp - 16
  While the heroes fight those on the platform, the rest of 
  the ‘dockhands’ attack the crew on the Emerald Vision 
  (skeleton crew – as they have either mostly disembarked 
  or not yet embarked) and try to cast off the ship. It takes 
  mere moments for them to begin to get underway, as 
  those already in the hold take the bridge immediately. 
  On the round that the first character reaches the ship it is 
  already pulling away, around 10-20 feet from the dock. 
  This leaves the characters with few options if they wish 
  to assist;
  
  21
  • 
  Heroes can take a running leap at the ship as it is 
  pulling away, requiring a DC 15 Strength check to 
  land on the deck. If failed by 5 or less, they miss the 
  deck but catch in the netting strung down near the 
  sails (which are on the side of the ship). Failure by 
  more than 5 and they fall, landing on a dock 50 feet 
  below, and taking 5d6 falling damage.
  • 
  Heroes can grab the ropes hanging from the cranes, 
  freeing them with a quick slash from a knife and 
  swinging across onto the ship. This requires a DC 15 
  Acrobatics check, with success landing them on the 
  deck location of their choice. Failure by less than 5 
  deposits them on a random deck location or in the 
  balloon rigging. Failure by more than fi ve sees them 
  miss the deck and swing back to the platform.
  • 
  Heroes can commandeer one or more of the airskiffs 
  – small 2 man ‘emergency’ airships that the PTC keep 
  tied to the docks. Piloting requires a DC 12 Profession 
  (Airship Sailor) or Wisdom check to maneuver 
  correctly. Failure by less than 5 means the skiff can 
  move at ½ speed. Failure by more than 5 means the 
  skiff sits idle, fl oating 20 feet in a random direction 
  for the round.
  • 
  Any other course of action they would like to take.
  The thugs are distributed as set up on the tactical map. 
  Reaching the bridge – which is in a sealed cabin – is 
  likely to take the heroes some time. On the second round 
  after the ship takes off, a second wave of thugs reaches 
  the platform from below (they were taking care of the 
  PTC guards) and either engage remaining heroes on 
  the docks, or take skiffs to chase and join up with the 
  Emerald Vision. 
  The bridge is held by the gang leader (assassin) and his 
  two lieutenants (bruisers).  
  The heroes can storm the bridge or otherwise disable the 
  ship (damage the rigging or balloon for example) to force 
  the leaders up on deck, though Tavo will strongly object 
  to the latter. 
  Assassin - Hp - 61
  Bruiser (2) - Hp - 42
  Thugs (8) - Hp - 16  
  Conclusion
  Regardless of the outcome, Captain Tavo is extremely 
  grateful for the intervention of the characters, declares 
  them to be family and even includes them and their role 
  (down-played) in his epic retelling of the time he foiled 
  hijackers of his ship.  
  Assuming the Emerald Vision remains intact, they 
  are always welcome aboard his ship, and he’ll happily 
  transport them wherever they desire to go at a 5% 
  discount. 
  On a more serious note, the heroes have made a lifelong 
  contact and ally, who will come to their aid if called – 
  which may have a signifi cant infl uence on the fi nal 
  adventure – Doors Best Left Closed.
  Swashing the Buckles
  This is intended to be a very dynamic 
  and cinematic combat. Chases, escapes, 
  boarding, counter-boarding, crashing, 
  and so forth are all on the table. You 
  should consider allowing just about 
  any daring plan a chance of success, 
  and make the characters feel like real 
  heroes.
  Some suggestions for drama include;
  • 
  A skiff tangles with the Emerald 
  Vision rigging, or another skiff
  • 
  Fire begins on the deck, rigging or 
  sails of the Emerald Vision
  • 
  The ships are required to dodge 
  through the peaks of the buildings 
  of Anduria, or under high story 
  overpasses and bridges.
  • 
  A hyppogriff courier fl ies up to see 
  what is happening and gets caught 
  in the action
  Falling and Crashing
  The travel section of A Simple Job has 
  a few excellent ways of dealing with 
  falling and crashing in non-lethal ways. 
  See page 21 of that book.   
  
  22
  1
  5
  4
  3
  2
  T
  T
  T
  T
  1 square = 5 feet
  
  23
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  17
  16
  18
  19
  B
  B
  A
  T
  T
  T
  T
  1 square = 5 feet
  
  24
  The Emerald Vision keyed areas
  1. Water barrel storage for the boiler
  2. The boiler (Hardness 8, Hp 60, Break DC 25). Damage 
  to the boiler vents scalding stream in a 10 foot radius 
  around the damage point dealing 2d6 fire damage to  
  creatures. The steam lasts 1d4 rounds. 
  3. Coal bin
  4. The cargo hatch
  5. Stairs to the lower deck
  6. The bridge, which holds the steering wheel and 
  controls (a combination of altering the wing position 
  and the tail fins). The steering mechanisms are fragile  
  (Hp 20). The door is sturdy and can be barred from 
  the inside (Hardness 5, Hp 20, Break DC 23) and the 
  windows are reinforced (Hardness 6, Hp 40, Break 
  DC 26). 
  7. General stores - tools, kitchen implements, foodstuffs, 
  hammocks spare clothing etc.
  8. Chart Room - this room has a table nailed to the floor, 
  covered in numerous maps and charts.
  9. Captain's Quarters - spartan quarters with a bed, 
  locker, dresser and a full length mirror. There 
  is 250gp in a pouch under a loose board (DC 18 
  Perception to discover)
  10. Wing machinery (Hardness 6, Hp 40, DC 15 Disable 
  Device to jam, Break DC 28). Open to the deck, anyone 
  falling in while in operation takes 2d6 slashing and 
  2d6 bludgeoning damage.
  11. The Galley has a large table and benches (nailed 
  down) and a stove with cooking supplies. 
  12. Cabins - fitted with hammocks can hold up to 3 
  people.
  13. Stairs down to hold
  14. Open cargo access - rails keep the crew from falling.
  15. Tail fins (Hardness 6, Hp 40, DC 15 Disable Device to 
  jam, Break DC 28).
  16. Sail hold - extra sails and sail/balloon repair 
  equipment.
  17. Brig - this cabin has a reinforced lockable door 
  (Hardness 8, Hp 40, DC 25 Disable Device to open, 
  Break DC 30).
  18. Hold - cargo space and currently storing extra 
  balloon and machine parts.
  19. Steerage Machinery (Hardness 6, Hp 40, DC 15 
  Disable Device to jam, Break DC 28). Open to the 
  deck, anyone falling in while in operation takes 3d6 
  slashing and 3d6 bludgeoning damage.
  Airship and Airskiff Statistics
  While Airships have generally similar statistics, each will 
  be slightly different. The Emerald Vision is fairly large, 
  but average for its type, and a little on the shabby side. 
   
  The Emerald Vision
  Colossal air vehicle 
  Squares 105 (30ft. by 90ft.); Cost 40,000gp
  DEFENCE
  AC 2; Hardness 5
  Hp 1,575 (787)
  Base Save +0
  OFFENCE
  Maximum Speed 100ft.; Acceleration 30ft.
  Attack ram 8d8
  CMB +8; CMD 18
  DRIVE
  Propulsion current (air; 120 squares of dirigible, hp 450) 
  Driving Check Profession (airship sailor)
  Forward Facing the ship's forward
  Driving Device Steering Wheel (AC 10, hp 25, hard 5)
  Driving Space 9 squares around the wheel
  Crew 2
  Decks 3
  Cargo Up to 40 tones or 130 passengers
  Airskiff  
  Large air vehicle 
  Squares 8 (10ft. by 20ft.); Cost 2,000gp
  DEFENCE
  AC 9; Hardness 5
  Hp 120 (59)
  Base Save +0
  OFFENCE
  Maximum Speed 120ft.; Acceleration 40ft.
  Attack ram 1d8
  CMB +1; CMD 11
  DRIVE
  Propulsion current (air; 12 squares of dirigible, hp 45) 
  Driving Check Profession (airship sailor)
  Forward Facing the ship's forward
  Driving Device Rudder (AC 10, hp 25, hard 5)
  Driving Space 2 squares in front of rudder
  Crew 0
  Decks 1
  Cargo Up to 1 ton or 7 passengers
  
  25
  Assassin   
   
   
   
                    CR 8
  XP 4800
  Human rogue 9
  LE Medium humanoid (human)
  Init +8; Senses Perception +12
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+5 armor, +4 dex)
  Hp 61 (9d8+18)
  Fort +5, Ref +10, Will +3
  Defensive Abilities evasion, improved uncanny dodge, 
  trap sense +3 
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +11/+6 (1d6+1 18-20/x2) or dagger 
  +10/+5 (1d4 19-20/x2)
  Ranged dagger +10/+5 (1d4 19-20/x2)
  Special Attacks sneak attack +5d6 
  STATISTICS
  Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 14
  Base Atk +6, CMB +10 (+14 disarm), CMD 20 (+22 
  disarm)
  Feats Agile Maneuvers, Combat Expertise, Deceitful, 
  Greater Disarm, Improved Disarm, Improved Initiative, 
  Weapon Finesse
  Skills Acrobatics +16, Bluff +16, Diplomacy +14, Disable 
  Device +16, Disguise +16, Perception +12, Sense Motive 
  +11, Sleight of Hand +16, Stealth +16  
  Language Common, Dwarven, Elven
  SQ rogue talents (bleeding attack +5, finesse rogue, quick 
  disable, surprise attack), trapfinding +4
  Combat gear potion of cure moderate wounds, potion of 
  invisibility, potion of displacement
  Other Gear +2 studded leather, +1 rapier, hat of disguise, 
  dagger (3), thieves tools, 300gp
  Bruiser   
   
   
   
                    CR 3
  XP 800
  Human fighter 4
  NE Medium humanoid (human)
  Init +5; Senses Perception +1
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 armor, +1 dex, +1 
  dodge)
  Hp 42 (4d10+16)
  Fort +7, Ref +2, Will +4; +1 vs Fear
  Defensive Abilities armor training +1, bravery +1 
  OFFENSE
  Speed 30 ft.
  Melee +8 greatclub (1d10+12 20/x2) or dagger +7 (1d4+3 
  19-20/x2)
  Ranged light crossbow +5 (1d8 19-20/x2) 
  STATISTICS
  Str 16, Dex 13, Con 16, Int 12, Wis 12, Cha 8
  Base Atk +4, CMB +7, CMD 19
  Feats Dodge, Iron Will, Power Attack, Toughness, 
  Weapon Focus (greatclub), Weapon Specialization 
  (greatclub)
  Skills Climb +8, Knowledge (Local) +5, Intimidate +6, 
  Swim +8
  Language Common, Dwarven
  Combat gear none
  Other Gear greatclub, dagger (2), light crossbow, 20 
  bolts, leather armor
  Thug    
   
   
                     
      CR 1
  XP 400
  Human rogue 2
  LE Medium humanoid (human)
  Init +3; Senses Perception +6
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex)
  Hp 16 (2d8+4)
  Fort +2, Ref +6, Will +1
  Defensive Abilities evasion 
  OFFENSE
  Speed 30 ft.
  Melee mwk shortsword +5 (1d6+1 19-20/x2) or dagger 
  +4 (1d4+1 19-20/x2)
  Ranged light crossbow +4 (1d8 19-20/x2)
  Special Attacks sneak attack +1d6 
  STATISTICS
  Str 13, Dex 17, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +1, CMB +2, CMD 15
  Feats Combat Reflexes, Weapon Finesse
  Skills Acrobatics +8, Bluff +4, Climb +6, Disable Device 
  +8, Intimidate +4, Perception +6, Sleight of Hand +8, 
  Stealth +8  
  Language Common
  SQ rogue talents (bleeding attack +1), trapfinding +1
  Combat gear none
  Other Gear mwk shortsword, dagger (2), light crossbow, 
  20 bolts, leather armor
  
  26
  Bank Heist
  This side trek has actual implications for the adventure 
  path. If not played, this event still takes place “off screen” 
  because it re-introduces the method by which Eiria can 
  be separated from the Echo of Faith – the horn of shackle 
  breaking.
  It is highly recommended that you run this Side trek, but 
  if you do not, the conclusion is that the Watch are able 
  to enter the vault and interrupt the heist, the villains get 
  away with any Machine fragments, but the horn is left in 
  the aftermath and collected by the Watch. The characters 
  will then get access to it in the final adventure – Doors 
  Best Left Closed.   
  Hook: The characters may start wherever they like in 
  the city, though it is preferable that they are together, 
  or within easy contactable reach. Radiant Soul contacts 
  one of them via a sending spell (on scroll), to inform them 
  she is at the Vault in the Noble’s Ward, which is being 
  attacked and possibly robbed. 
  You are going about your day when suddenly a voice sounds in 
  your head – alarmed but controlled. 
  “The Vault in Nobles Ward is being attacked. The Watch are 
  overwhelmed. There are Machine artefacts being stored here 
  that are at risk. Hurry!”. 
  The message cuts off as abruptly as it started. You recognise 
  the voice as that of Radiant Soul. 
  The hero contacted automatically knows they can reply in 
  kind with up to 25 words, but there is no time to consult 
  any other players. Heroes proficient in Knowledge 
  (arcana) can make a check at DC 15 to recognise the 
  sending spell. Anyone who can cast the spell recognizes 
  it instantly.
  Assuming the party intends to help, they will still need 
  to reach the Vault. For event purposes the following 
  encounter takes place when the characters get there 
  regardless of method or time taken (instant teleport vs 
  mundane travel) assuming they are no more than an 
  hour or two away. If they rest, delay etc have them arrive 
  after the event, the action over, machine parts gone and 
  the Horn in Watch custody. Radiant Soul can fill in the 
  details.
  Arrival
  The vault is situated on the main thoroughfare in the Nobles 
  Ward, connecting the ward with Both The Council Ward and 
  the Retreat. The wide avenue allows for clear traffic, though 
  it is currently jammed with fleeing citizens and gawking 
  onlookers. Ahead, near the white marble edifice that is the 
  Vault, the Watch face off against a half a dozen elementals of 
  various types. You also see Radiant Soul desperately evading 
  the attacks of a multiheaded hydra bent on devouring her.
      
  There are dozens of dead or dying Watchmen and citizens 
  nearby, but the nosy public cannot help but gawk at the 
  spectacle from a less than safe proximity. If the heroes 
  don’t intervene quickly the toll could be significant.
    
  Hydra - Hp - 47 
  Air Elemental (Large) - Hp - 68 
  Earth Elemental, (Medium) - Hp - 34  
  Fire Elemental (Large) - Hp - 60  
  Water Elemental (2 Medium) - Hp - 30
  Watchman (16) - Hp - 14
  Watch Officer - Hp - 24        
  In the aftermath of the fight, Radiant Soul and the Watch 
  Officer approach the heroes. If the characters have Watch 
  approved status she is eager for their help. If not, she 
  reluctantly agrees to ‘look the other way’ because the 
  watch are clearly outmatched. 
  Radiant Soul (and the officer) tell the characters what they 
  know. They were in the area and/or talked to witnesses 
  to discover a band of strange deranged people entered 
  the vault and began slaying guards. They blew a horn, 
  which seemed to open all the doors and lockers, then 
  forced their way through the floor seal (a magical lock 
  into the deeper Vaults) and proceeded into the lower 
  levels – where the really. A second blast was heard and 
  the elementals and the hydra burst forth.
  Radiant Soul is willing to accompany the characters 
  while the Watch restore order and care for the wounded 
  until backup arrives. If the heroes do not have Watch 
  affiliation the captain tells them she can only stall until 
  she is relieved by a superior officer – and given that this 
  is the city treasury, she expects that will happen soon.   
  While Radiant Soul will assist, she has ulterior motives 
  for going along (see Vault of Secrets below). 
  
  27
  Entering the Vault
  Beyond the sundered doors is a scene of carnage. The white 
  marble fl oor is littered with bodies, and the columns and walls 
  splashed with blood. Beyond the main waiting area, you see 
  the secure day vaults open and stacks of gold coins and bars 
  are free for the taking. There is no sign of the robbers, but a 
  section of stone mosaic in the centre of the fl oor has been torn 
  up, revealing a set of stairs into darkness below.
  It should be clear from the accessible gold that the 
  robbers aren’t merely after money. Most of the dead 
  are Vault Guards (armored in gold gilded Full Plate), 
  but there are some citizens and workers among them 
  too. There are also the bodies of seven scarred warriors 
  dressed in rags and carrying an assortment of weapons 
  amongst the corpses. If the characters take the time to 
  look around they may fi nd (with a DC 18 Perception 
  check) a single terrifi ed staff member - Wesley - hiding 
  1 square = 5 feet
  F
  A
  O
  R
  W
  W
  W
  W
  W
  W
  W
  W
  W
  W
  W
  W
  W
  W
  W
  W
  N
  H
  W
  E
  W
  
  28
  behind the service counters. If assured of his safety he 
  can recount the following;
  • 
  Over two dozen dishevelled berserkers entered and 
  started slaughtering guards without a word. They 
  ignored injuries that should have felled a man and 
  swarmed the defenders. 
  • 
  Their leader, a larger, more intelligent looking 
  warrior directed one of the others to blow a horn, 
  which opened everything and set the first elementals 
  loose from the Deep Vault wards. They killed a 
  couple, while the others escaped outside, free of their 
  confines. 
  • 
  The men then tore up the floor with picks to 
  circumvent the mechanism traps (despite the fact 
  that the mechanism was unlocked now).
  • 
  A second horn blast was heard and more elementals 
  and the hydra came forth not long after
  • 
  The Vault defences include magically bound 
  monsters and wards fuelled by bound elementals. 
  These seem to fail under the horn blasts.
  The Deep Vaults
  The spiralling stairs descend a hundred feet down into a large 
  chamber with several wings leading off. The body of a strange 
  serpent like creature lies in the centre of the room, surrounded 
  by the corpses of more scarred warriors, five in all. Puddles of 
  water, scorch marks and piles of stone rubble indicate where 
  more elementals met their end as well. The sounds of fighting 
  can be heard from one of the passages.
  As you descent however, you are struck with a physical 
  sickness, like your insides are trying to crawl away. The 
  twisting, writhing, wriggling sensation fills you with pain and 
  disgust, threatening to overwhelm you.
  The sensation is the influence of the Machine artefact 
  beginning to take its toll. With the wards down it 
  is spreading rapidly. Each hero must make a DC 16 
  Constitution saving throw or suffer the poisoned 
  condition. This cannot be alleviated until they move 
  beyond the influence of the Machine part, which for now 
  is confined to the vault. 
  The fighting is the remaining berserker servants of the 
  Echo fighting with the final guardian – a bound (now 
  unbound) demon. If the characters advance to the wing 
  they see the following;
  The vault halls are splashed with blood and body parts, and 
  strange pulsating lumps of flesh the size of a man, but not 
  identifiable as such. All the individual strongroom doors stand 
  ajar, but only the one at the end holds your interest. A green-
  grey radiance emerges from the safe, and with it the strange 
  sickening emanations. Outlined in the light are three men 
  fighting a demonic creature. As you watch the demon falls, its 
  body dissolving into a smoking pile of ash. The men are horribly 
  scarred like the rest, but their flesh is also warped, hanging 
  oddly and limbs bending at unnatural angles. Two remain to 
  guard the door while the third disappears from sight within. 
  The Machine artefact within the last vault could be called 
  the Warp Rod, as it appears as a piston of twisted pink 
  metal around 4 feet in length, with strange, asymmetric 
  connections at either end. It also warps material by its 
  presence, starting with the weakest substance – flesh. The 
  corridor is 60 feet long. As the heroes enter, and every 
  minute they spend within 70 feet of the Rod (the vault is 
  10 feet deep) must make a DC 18 Fortitude saving throw 
  or suffer the poisoned condition and roll on the table 
  below. Each successive failure adds a cumulative +1 to 
  the effect roll.
  Roll 
  (1d10) Warp Effect      
  1-2 
  Cosmetic warping – you physically change but 
   
  are not impeded.
  3 
  Hand warp – cannot undertake fine manipulation 
   
  skills 
   
  4 
  Foot warp – Speed reduced by 10 feet
  5 
  Twisted arms – cannot make attacks or skill 
   
  checks that require the use of arms 
  6 
  Twisted legs – speed reduced by half
  7 
  Ears become malformed – you gain the deafened 
   
  condition.
  8 
  Mouth closes over – you cannot speak or eat
  9 
  Eyes melt - you gain the blinded condition.
  10 
  Brain mutation – you lose the ability to cast 
   
  spells, maintain concentration, and your  
   
  Intelligence and Wisdom scores are halved 
  11 
  Bones dissolve – you gain the helpless condition.
  12 
  Massive physical mutation – you die.
  Touching the Rod directly seals a creature’s fate. No 
  saving throw is allowed. The creature’s body begins to 
  wither and blacken. Within 1d4 minutes the creature 
  dies, its body disintegrating.   
  
  29
  The effects of the Rod are permanent while in the area 
  of influence. Once a creature leaves the Rod’s influence 
  area, the warping (short of death) can be cured with a 
  restoration (or greater restoration), regeneration, heal or 
  similar spell or effect. Nothing short of a wish can halt or 
  restore a creature who has touched the Rod.
  The heroes have barely a moment to act, roll initiative 
  if they wish to do so. The lead berserker, slightly more 
  intelligent and resilient than the rest has a helm of 
  teleportation. The leader retrieves the Rod on the first 
  round and teleports away on the second. The berserkers 
  at the door seek to bar passage at the cost of their lives. 
  If they are somehow taken alive they will be found to 
  be tongueless and so insane that questioning reveals 
  no information of use. Their extended proximity to the 
  Machine means they are incurable by magic short of a 
  wish. If the leader is somehow stopped, the characters 
  must deal with the now released Rod. If they retreat, 
  the Echo – who watches proceedings through an arcane 
  eye - hatches a plot to steal it via other servants or from 
  wherever it is secured after this. The chaos and disruption 
  provides ample opportunities, though the exact method 
  is up to the GM and events of the game.
  In its haste to get the Rod, the leader has dropped the 
  horn of shackle breaking, which the characters can retrieve. 
  Berserkers (3) - Hp - 86
  Vault of Secrets
  While the heroes seek to stop the theft of the Rod, 
  Radiant Soul does not go with them. Instead she seizes 
  the opportunity to enter some of the vaults held by the 
  noble houses and rifles their possessions, seeking their 
  secrets. If the heroes catch her at this she is completely 
  unapologetic, claiming “Crises come and go, but this 
  is a unique opportunity to uncover some of Anduria’s 
  most enduring secrets”. She will not fight the characters 
  if they strenuously object, but she will try to convince 
  them to join in. She will not take anything, but does wish 
  to peruse the contents before the authorities arrive. If 
  the heroes agree and indulge, roll once for each person 
  B
  B
  B
  1 square = 5 feet
  
  30
  searching, adding their Intelligence modifier to the 
  score. Any doubles of 15-20 are rerolled. Anyone with 
  an appropriate Profession (clerk, criminal, lawyer) gets 
  a bonus to the roll equal to their skill modifier. Anyone 
  looking for a specific vault that is listed may choose that if 
  their role equals or exceeds that entry (ie anyone looking 
  for the Armatine family vault may discover it on a roll of 
  15 or higher instead of their roll result). 
  Roll 
  (1d20) Secret
  1-14 
  Nothing interesting uncovered
  15 
  Armatine family – There are a number of ancient 
   
  damaged scrolls here that set the family lineage. 
   
  While not proof, it appears their legitimacy is 
   
  indeed authentic (see Campaign Guide pg 68) 
  16 
  Grandling family – ancient portraits and several 
   
  journals/memoirs are discovered indicating  
   
  that their ancestor is an imposter – this could  
   
  expose them and revoke their noble status (see  
   
  Campaign Guide pg 68).
  17 
  Holbard family – A scrap of a dress and bones of 
   
  a long dead woman can be found in a locker 
   
  in the vault here, lacking any context. 
  18 
  Olantyr familiy - An Atrekas greensteel rapier  
   
  can be found in this vault. No members of the  
   
  Olantyr family have even been gifted an Atrekas 
   
  blade, but it matches the likeness of one lost by a 
   
  scion of the Corralles house 21 years ago. 
  19 
  Mystery – no obvious owner connection, but is 
   
  filled with all sorts of ancient artefacts of old  
   
  Anduria, including quite a few relics of the  
   
  Aether age, such as religious iconography.  
   
  Nothing is magical, but it is priceless. 
  20 
  Seekers of Asmodeus – This safe is filled with 
   
  the trappings of the Seekers, from religious 
   
  icons, tapestries and altar cloths, holy symbols  
   
  and so on. There is also a small chest with the  
   
  following items – a carved bone whistle, a signet 
   
  ring bearing a raven, a silver dagger crusted 
   
  with dried blood and a broken sickle. None  
   
  of the items are magical. These items belonged  
   
  to the adventurers who sought to slay Aether,  
   
  and were present in the moment the Echo 
   
  slew him. The Seekers recovered them over the  
   
  centuries on their quest to find Aether’s soul, but 
   
  could not figure out their connection. If the  
   
  characters take these they will have significance  
   
  in the last two adventures.   
  Conclusion
  If the Warp Rod is teleported away, the warp effect ends 
  and any lingering conditions can be dealt with if the 
  characters have the means. If they do foil the robbery it 
  is likely they will have to retreat in the short term or face 
  death. 
  The Watch reinforcements, complete with specialist 
  wizards and a few ex-healing Hands healers, arrive within 
  6-10 minutes (1d4+5), and can assist with spellcasting 
  and containment if needed. If the Rod is still present, they 
  contain it in a Vault field container (a portable warded 
  box) that survived by being stored away from the vaults, 
  and proceed to transport it to an undisclosed location 
  (the basements under the Guild of Civil Defence fortress 
  on the breakwaters outside the city).
  The heroes can acquire the horn of shackle breaking from 
  the vault, but if they do not, Radiant Soul contrives a way 
  to either take it, or bargain for it from the Watchmen who 
  collect it.    
  Characters who are not affiliated with the Watch who 
  are caught in the Vault when the reinforcements arrive 
  are arrested and taken to Guildmaster Wingate, who 
  once again makes the offer of employment. Those that 
  refuse are charged with obstruction of justice and placed 
  in holding for 14 days before being set loose with a 
  FINAL warning that the next act of vigilantism will 
  be prosecuted fully. If the heroes engage a lawyer (See 
  Quintus under NPC Gallery) they van be released from 
  holding within 24 hours, but will be advised that the 
  guildmaster’s threat is very real.
  Finally, if the campaign is using an optional Reputation 
  rules system, heroes seen to be defending the populous 
  from the hydra and elementals should see an increase in 
  their reputation standing. 
  Radiant Soul      
   
   
   
  CR 121
  XP 12,800
  Neutral, Aasimar (outsider, native), Female, Bard 12th
  Init +8; Senses Darkvision 60; Perception +6
  DEFENSE
  AC 16, touch 15, flat-footed 13 (+1 armour, +2 deflection, 
  +3 dex) 
  Hp 66 (12d8+12)
  Fort +10, Ref +14, Will +14; +4 vs bardic performance, 
  
  31
  language-dependent, and sonic
  Defensive abilities 50% chance to negate crits Immune 
  Magic missiles (89 hp worth), detect thoughts, discern 
  lies and attempts to magically discern alignment Resist 5 
  acid, cold & electricity
  OFFENSE
  Speed 30 ft; Fly 30 ft (Average)
  Melee dagger +9/+4 (1d4 /19-20)
  Ranged dagger +12 (1d4 /19-20)
  Special Attacks bardic performance 33 rounds/day 
  as move action (countersong, distraction, fascinate (at 
  14th level, Will DC 24), inspire competence +4, inspire 
  courage +3, suggestion (to fascinated creatures, Will DC 
  23), dirge of doom (enemies within 30’ become shaken), 
  Inspire greatness (2 allies), Soothing performance.
  Bard Spells Known (CL 12th; concentration +19)
  4th (4/day)— dimension door, dominate person (DC 21), 
  modify memory (DC 21), song of healing
  3rd (6/day)— charm monster (DC 20), dispel magic, seek 
  thoughts (DC 20) scrying (DC 20)
  2nd (7/day)— anonymous interaction (DC 19), calm 
  emotions (DC 19), detect thoughts (DC 19), distressing tone 
  (DC 15), invisibility
  1st (7/day)— adjuring step, charm person (DC 18), 
  comprehend languages, confusion, lesser (DC 18), identify, 
  unnatural lust (DC 18)
  0th (at will)— daze, detect magic, light, mage hand, open/
  close, read magic 
  Spell-like ability (Sp): daylight 1/day (CL 12th)
  STATISTICS
  Str 10, Dex 12 (16), Con 13, Int 13 (17), Wis 12, Cha 20 
  (24)
  Base Atk +9/+4, CMB +9, CMD 22
  Feats Angelic Blood, Angel Wings, Craft Wand, Improved 
  Initiative, Iron Will, Great Fortitude
  Skills Acrobatics +7 (+22)*,  Appraise +6, Bluff +11 (+22)*, 
  Diplomacy +11 (+22)*, Fly +7 (+22)*, Intimidate +11, 
  Knowledge (Arcana) +15, Knowledge (Dungeoneering) 
  +15, 
  Knowledge 
  (Engineering) 
  +15, 
  Knowledge 
  (Geography) +15, Knowledge (History) +15, Knowledge 
  (Local) +15, Knowledge (Nature) +15, Knowledge 
  (Nobility) +15, Knowledge (Planes) +15, Knowledge 
  (Religion) +15, Linguistics +5, Perception +6, Perform 
  (Oratory, Sing and Dance) +22, Profession (Courtesan) 
  +6, Sense Motive +5 (+22)*, Spellcraft +10, Use Magic 
  Device +11. 
  Language Common, Celestial, Elven, Dwarven, Halfling, 
  Abyssal, Draconic  
  SQ Angelic Blood (+2 bonus saves vs ‘evil’ spells, +2 
  Con to stabilize, bleed or blood drain causes 1 damage 
  to adjacent evil or undead creatures), Favoured Class 
  option (+2 level to Fascinate Bardic Performance), bardic 
  knowledge +6, lore master 2/day, versatile performance; 
  oratory (Diplomacy, Sense motive), sing (Bluff, Sense 
  Motive) and dance (Acrobatics, Fly), Jack of All trades 
  (can use any skill untrained)
  Combat gear wand of distressing tone (CL 12th 50ch), wand 
  of calm emotions (CL 12th 50ch)
  Other Gear1 masterwork dagger, bracers of armour 
  +1 (moderate fortification), cloak of resistance +3, ring of 
  protection +2 , ring of mind shielding, headband of mental 
  prowess +4 (Int/Cha), belt of incredible dexterity +4, brooch of 
  shielding (89hp remain), spectacles of understanding,  200 gp
  TACTICS
  During Combat Radiant Soul will try to avoid combat 
  (invisibility) or disable attackers (cast or use wand of 
  distressing tone, wand of calm emotions). If the opponent/s 
  prove to be formidable she will seek to charm or dominate 
  the most powerful.
  Morale Radiant Soul will fight until reaching 1/4 hp, and 
  then they will seek to flee using dimension door.
  1 Radiant Soul has equipment to the value of a PC of 12th 
  level, thus has her CR raised by 1 
  * skill modified by versatile performance.
  Watchman   
   
   
   
                  CR 1/3
  XP 135
  Human Warrior 2
  LE Medium humanoid (human)
  Init +0; Senses Perception +2
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 armor)
  Hp 14 (2d10+3)
  Fort +3, Ref +0, Will +1 
  OFFENSE
  Speed 20 ft.
  Melee longsword +4 (1d8+1 19-20/x2) or Sap +3 (1d6+1 
  nonlethal)
  Ranged light crossbow +2 (1d8 19-20/x2) 
  STATISTICS
  Str 13, Dex 11, Con 10, Int 8, Wis 12, Cha 11
  Base Atk +2, CMB +3, CMD 13
  Feats Toughness, Weapon Focus (longsword)
  Skills Perception +2, Profession (watchman) +5 
  Language Common
  Combat gear none
  Other Gear longsword, sap, light crossbow, 20 bolts,  
  chainmail armor, lantern.
  
  32
  Watch Officer  
   
   
   
      CR 2
  XP 600
  Human Fighter 3
  LE Medium humanoid (human)
  Init +4; Senses Perception +7
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 armor)
  Hp 24 (3d10+8)
  Fort +5, Ref +1, Will +2 (+1 vs fear)
  OFFENSE
  Speed 30 ft.
  Melee longsword +6 (1d8+2 19-20/x2) or Sap +5 (1d6+1 
  nonlethal)
  Ranged light crossbow +4 (1d8 19-20/x2) 
  STATISTICS
  Str 14, Dex 11, Con 14, Int 10, Wis 12, Cha 11
  Base Atk +3, CMB +5, CMD 14
  Feats Improved Initiative, Toughness, Weapon Focus 
  (longsword & light crossbow) Greater Weapon Focus 
  (heavy mace)
  Skills 
  Intimidate 
  +6, 
  Perception 
  +7, 
  Profession 
  (watchman) +7
  Language Common
  Combat gear none
  Other Gear longsword, sap, light crossbow, 20 bolts,  
  chainmail armor, lantern
  Berserker   
   
   
   
                  CR 6
  XP 2,400
  Human Barbarian 7
  CN Medium humanoid (human)
  Init +6; Senses Perception +11
  DEFENSE
  AC 16, touch 10, flat-footed 14 (+6 armor, +2 Dex, -2 Rage)
  Hp 86 (7d12+35)
  Fort +9, Ref +4, Will +8
  Defensive Abilities improved uncanny dodge, trap 
  sense +2; DR 1/- 
  OFFENSE
  Speed 40 ft.
  Melee greataxe +13/+8 (1d12+7 /x3) or PA +11/+6 
  (1d12+13 /x3)
  Special Attacks Rage (18 rounds/day), rage powers - 
  guarded stance (+2 dodge vs. melee), powerful blow +2, 
  surprise accuracy +2
  STATISTICS
  Str 20, Dex 14, Con 18, Int 10, Wis 14, Cha 6
  Base Atk +7, CMB +12, CMD 24
  Feats Cleave, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (greataxe)
  Skills Climb +15, Intimidate +7, Perception +12, Swim 
  +15
  Language Common
  Combat gear none
  Other Gear greataxe, chainmail
  Base Statistics when not raging, statistics are;
  AC 18; Hp 78; Fort +7, Will +6; Melee greataxe +11/+6 
  (1d12+4 /x3) or PA +9/+4 (1d12+10 /x3); Str 16, Con 14; 
  CMB +10, CMD 22; Skills Climb +13, Swim +13  
  Horn of Shackle Breaking 
  Wondrous Item, minor artifact
  Slot none; CL 20; Weight 1 lbs.; Aura strong abjuration
  This horn is made of carved ivory, with a sliver mouthpiece and 
  sliver edging at the apex. A while leather strap is attached to 
  either end via a silver clip.
  Properties of the Horn. When blown, all bindings 
  (magical or mundane) that trap, confine, restrain 
  or otherwise hold any creatures within 60 feet are 
  automatically undone. Locks unlock, shackles slip off, 
  doors open, magical wards are erased and so forth.
  Creatures that are under magical control, charm or 
  compulsions are automatically granted another saving 
  throw (as per the original effect) or the effect is subject to 
  a dispel magic effect (CL 20) if it does not ordinarily offer 
  a save. 
  Any creatures that are currently possessing another 
  creature are automatically ejected from their host, and 
  are barred from repossessing or exerting influence over 
  the victim for 1 minute.
  The Horn can only ever be blown once by any given 
  creature. Further attempts result in no sound or effect 
  being emitted by the horn, and the user becomes silenced 
  (as per the spell) for 24 hours. The silence effects only 
  the user, and cannot be dispelled or counteracted short 
  of another artifact or wish. 
  Destroying the Horn. The horn must be blown by a 
  single creature at dawn each day for a year (effectively 
  silencing the creature for a year). On the last day, the horn 
  shatters forever.  
  
  33
  Beneath the Waves
  Hook - The heroes are approached by an NPC with an 
  interesting proposition for them. A swan figurehead has 
  been found out in the waves beyond the bay by a passing 
  merchantman. Kept as an interesting souvenir, the ship’s 
  captain is an acquaintance of a campaign NPC (Duran 
  the merchant is the most likely, but might also include 
  James, or another NPC of choice). The captain showed 
  the find to the NPC. 
  Alternatively Lucious has overheard a pair of captains 
  discussing the find in a taproom, and made some discrete 
  enquires. After plying the man with a few drinks, he got 
  a look at the figurehead. 
  The NPC recalls stories from his youth of a great hero 
  and monster slayer in the region, Drexel the Bold. Drexel 
  is a well known figure in children’s tales, and while there 
  is little evidence of the man being a real life figure, the 
  stories have become quite common. There are many tales 
  of Drexel slaying giants, dragons and other beasts in 
  defence of Anduria. Drexel was said to be a demi-god, 
  able to hurl lightning and that he carried a warhammer 
  capable of felling the greatest of foes. One of the tales 
  involves Drexel riding out to sea on a giant swan to battle 
  a sea giant, being lost in a storm and washing up on 
  distant shores to have more adventures in a foreign land.  
  A DC 15 Knowledge (history or local) check reveals that 
  several scholars had posited that the Tales of Drexel 
  might be fanciful versions of actual historical events, 
  where one or more individual’s activities have become 
  distorted over time and grown into fairy tales. Similarly, 
  this information can be gleaned from Lysinesse at the 
  Celestial Scriptorium, who cites the tales of Drexel as one 
  of her childhood motivations to collect folk tales and is 
  very interested in the heroes investigation. In addition 
  to the above information, she can offer the heroes a 
  single potion of water breathing that she took as payment 
  one time, which has been collecting dust ever since. She 
  happily trades this for any information they might bring 
  back.  
  The NPC believes that this might be the first real evidence 
  that Drexel actually exists. Their theory is that Drexel 
  actually had a stylized boat with a swan figurehead, 
  than that this was lost at sea. The figure head washing 
  up suggests that there might be more to this and the 
  NPC wants the heroes to explore the possibility. Given 
  that they know the location where the figurehead was 
  discovered, the NPC wants to fund a mission to explore 
  the area. 
  They will charter a ship, and pay for basic underwater 
  exploration gear, and the heroes will act as the actual 
  explorers. The NPC receives 50% of any valuables or 
  treasure found, and that historically significant finds 
  (evidence of Drexel) are retained by them. The heroes 
  can have 50% of the wealth, and the NPC suggests that 
  Drexel’s ‘abilities’ might be the product of enchanted 
  items, and that he was reputed to carry an enchanted 
  warhammer.
  Assuming the heroes agree, the NPC hires a ship, a small 
  merchantman called the Seaspray, and purchases diving 
  gear (helmets with air hoses and a mechanical bellows 
  that pump air). The heroes may want to purchase or 
  otherwise acquire magical means to assist them (at their 
  discretion). The area where the swan figurehead was 
  found was in a small collection of islands and reefs two 
  days sailing east of the coast of Anduria.
  Day One
  The day’s sailing is uneventful, save that there are regular 
  sightings of sizable schools of large fish, as well as pods of 
  whales and dolphins over the day. The sailors comment 
  of the uncommonly frequent sightings suggesting it’s 
  not migration season and this is definitely not normal. 
  Several mutter about dark omens and ill fortune, making 
  signs or uttering charms to ward away ill luck.  
  Day Two – early hours
  The weather turns poor overnight, and in the early 
  hours of the morning a massive storm wracks the ocean, 
  causing the small ship to be tossed about like a toy in 
  the surf. Several sailors are thrown overboard and 
  lost immediately, and the heroes are asked to assist in 
  securing the ship. Tasks include; 
  • 
  Reefing the sails – DC 14 Strength check 
  • 
  Making fast the lines – DC 14 Dexterity check
  • 
  Battening hatches and securing cargo – DC 14 
  Intelligence check
  • 
  Throwing lines to individuals overboard – Attack 
  roll vs AC 14 (Strength or Dexterity based).
  • 
  Weather Proofing - a DC 14 Profession (Sailor) check.
  • 
  Additional tasks may be completed as suggested by 
  the heroes, with DC 14 checks assigned by the GM. 
  Similarly, any actions or spells the heroes might 
  creatively use to assist the ship can be counted as a 
  single “task success” as below.   
  
  34
  Anyone on deck needs to make a DC 10 Reflex saving 
  throw each round or be tossed around, suffering 1d6 
  bludgeoning damage. On a failure they fail to achieve 
  their task that round. 3 successive failures sees them 
  thrown overboard. The heroes must complete 6 tasks 
  collectively to help secure the ship, and they can wait out 
  the squall below decks. If the ship has not been secured 
  after 10 rounds it is holed and begins to sink, requiring 
  the crew to abandon it and any gear/cargo (and possibly 
  the adventure) and take the small life boats. The heroes 
  can determine if they wish to turn for home or continue 
  on with what little remains to them.
  Day two – mid morning      
  As the storm lessens in fury, the ship is able to continue. 
  The rain still hammers down and it is dark and windy, 
  but no longer dangerous to proceed. A few crewmen 
  have been lost and the remainder continue to gripe about 
  ill omens and curses. 
  Not long after a number of ‘deep ones’ (sahaguin) attack 
  the ship (or longboats), swarming up over the sides. 
  Each round 4 sahaguin climb up and attack. If the heroes 
  are handling this easily, up the numbers accordingly to 
  represent a worsening situation. Once the GM determines 
  that the number are coming close to overwhelming, a 
  patrol of Tritons arrives to assist (in number equal to the 
  sahaguin). 
  Sahaguin (X) - Hp - 15
  Allow the combined forces to drive off the deep ones, and 
  then have the Triton commander address the heroes on 
  their business in the area, stating the seas are dangerous 
  at this time. Stating their intended destination gives the 
  Tritons pause. They are aware of the monstrosity in the 
  reefs that has recently become active, stirring up the sea 
  creatures and almost singlehandedly depopulating the 
  islands. The Tritons are neutral to surface dwellers, but 
  can be convinced that the heroes can be of assistance 
  in ridding them of the threat if they demonstrate battle 
  prowess (ie weren’t useless against the sahaguin) and 
  compelling (DC 15 Diplomacy check). Failure indicates 
  the tritons move on without assisting them. Success 
  earns them what the tritons know (see below), a guide 
  to the location, and if the Diplomacy check passed by 5 
  or more, some magical assistance in the form of a loan 
  of a helm of underwater action. The item is expected to be 
  returned.
  If the heroes have Eanom’s equipment (from Sanitarium) 
  the Tritons recognise it and become wary, demanding to 
  know where the heroes obtained it. Honest accounting 
  of the events under the madhouse results in automatic 
  assistance (as above), whereas any equivocation renders 
  the Tritons hostile. If hostile, the Tritons demand the 
  return of the equipment, and may attack or retreat for 
  reinforcements to harry the heroes later.
  What the Tritons know
  Recently, within the last few months, something dark 
  and foul began moving about the reefs on the nearby 
  island cluster. They know not what it is or where it 
  came from, but it voraciously attacked and ate all living 
  creatures nearby, moving through ocean or on land with 
  equal proficiency. It appears to be some form of giant, 
  inky black crustacean, but unlike anything they’ve 
  encountered before. The once verdant waters and isles 
  are all but uninhabited now, save for the Deep Ones and 
  their ilk.
  The Sunrise Isles
  You find yourselves in the shallow waters around a series of 
  small islands. The relatively calm seas are a welcome change on 
  this otherwise rough journey, and the sun shines brightly from 
  clear skies above. The teal waters are clear and you can see the 
  reefs below. The islands are pristine, with white sand beaches 
  and thick green foliage, it seems a paradise. Yet for all of this, 
  something seems off about the place. It takes you a moment to 
  realize what it is. There are no animals. No fish swim below 
  the surface, no birds call or circle the skies. The serenity of this 
  paradise is the serenity of death.           
  The presence of the Dread Crab has driven off all wildlife, 
  first driving the predators to a feeding frenzy, then when 
  the area was depopulated they either died off or moved 
  on. 
  The heroes can alight on the islands if they wish, a series 
  of 11 small landmasses ranging from a few hundred feet 
  across to half a mile. They can find plants and trees, and 
  the skeletal remains of animals, but no animals or insects. 
  Staying on the islands for more than a few hours causes 
  the heroes be become agitated and aggressive. After 24 
  hours each creature must make a DC 14 Will save each 
  day or become violently hostile to all other creatures. 
  This aura extends 1 mile from the Dread Crab’s lair.    
  
  35
  The Reefs of Death         
  The reefs can be found either with Triton assistance, or 
  using maps provided by the original captain, the heroes 
  can make their way to the area. Once there they will need 
  to delve underwater (see Underwater Combat Rules in the 
  Core Rulebook pg 432-433). Anyone using the diving gear 
  is reduced to a maximum movement speed of 15 due to 
  the drag and/or care needed while using the apparatus, 
  and may be subject to snagging, grappling or loss of air if 
  the tube is obstructed. The tubes have a hardness 1, and 5 
  hp, but are immune to bludgeoning damage. If a tube is 
  severed a creature must hold its breath (see Drowning in 
  the Core Rulebook pg 445).        
  Plunging into the cold waters of the reef, you fi nd yourself 
  among the colorful array of plants that make up the underwater 
  ecosystem here. Though the absence of animal life is jarring, 
  it is still a beautiful sight. The strong sunlight penetrates the 
  ocean, lighting the area in a shimmering teal radiance. 
  Not far away, half buried in the sands of the sea fl oor, you can 
  see the remnants of a small boat, and to the east appears to be 
  the skeletal remains of a gargantuan humanoid, barnacles and 
  seaweed clinging to the bleached bones.
  To the north of the bones is a narrow cave in the reefs, the 
  jagged coral at its entrance giving it the foreboding look of a 
  gaping maw of sharp teeth. 
  Investigation of the reef is detailed below, the Dread 
  Crab will wait to attack creatures as they pass into its 
  cave mouth (Area C).
  A) The wreckage of a small craft lies half buried in the sand 
  here. Sifting the wreckage shows the fi gure head does 
  indeed belong to this boat, and that it was once shaped 
  like a swan.  A DC 12 Perception check will indicate that 
  the boat doesn’t appear to have been a seaworthy vessel 
  by design (not the right shape, with sides and aft too low 
  in the water, and the hull too fl at) and must have been 
  magically enchanted or it simply would have sunk. 
  B) The bones of a sea giant measuring over 18 feet in 
  height. A DC 12 Perception check allows the heroes to 
  discover bludgeoning damage on the bones, apparently 
  from powerful blows. The barnacles are dead. 
  C) The jagged cave mouth is made from broken coral. 
  Characters passing through here must make DC 12 
  Dexterity checks or suffer 1d6 slashing damage. If the 
  heroes are using the diving helms their airline also takes 
  the damage on a failed check.    
  D) The Cave of the Dread Crab  
  The reef cave is narrow, with only a few feet clearance to 
  squeeze through. The opening rises slightly, then seems to fall 
  away deeper into the darkness.
  The reef cave is a tight space for the fi rst 20 feet, and is 
  covered in sharp coral. This acts like an area of spike 
  growth (diffi cult terrain and suffering 2d4 piercing 
  damage per 5 feet traversed). With each 5 foot movement 
  anyone on a diving helm must make a DC 12 Dexterity 
  check or their airline suffers the damage as well. 
  Once past the fi rst 20 feet the cavern opens up into a 
  larger space, allowing more freedom of movement, and 
  the coral is worn, no longer sharp. Toward the rear of the 
  space is a pile of bones (almost all fi sh) interspersed with 
  a few interesting items. There is a giant sized coral helm 
  inlayed with pearls (weighing 200lbs and worth 2000gp) 
  and a giant sized horn carved from a great tusk or horn 
  worth 200gp. There is a twisted wooden stick with burned 
  ends, and this has silvery bolts of lightning etched into 
  the surface (a wand of lightning bolts with 37 charges, CL 10) 
  Finally there is a beautifully wrought warhammer with 
  a mithril double head shaped like two dwarven faces – 
  one grinning and one raging. The handle is carved ivory, 
  inlaid with gold runes. If the DM wishes to introduce the 
  hammer of thunderbolts, this is it. If not, it is instead a +1 
  giant bane, returning warhammer.          
  
  36
  N
  A
  B
  C
  D
  1 square = 5 feet
  
  37
  The Dread Crab
  From the shadows a huge crab with a shimmering black shell 
  darts forth, its massive ridged claws reaching for you.  
  The Dread Crab  
   
   
   
    CR 10
  XP 9,600
  N Large magical beast (aquatic)
  Init +5; Senses blindsight 60ft.; Perception +13 Aura 
  Aura of primal rage (DC 18)
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 natural, +1 Dex, -1 
  size)
  Hp 187 (15d10+105)
  Fort +14, Ref +8, Will +5 (reroll one save)
  Defensive Abilities Displacement (50% miss chance)
  OFFENSE
  Speed 40 ft., swim 20ft.
  Melee 2 claws +17 (2d8+6 plus grab)
  Space 10ft., Reach 10ft.
  Special Attacks constrict (2d8+6)
  STATISTICS
  Str 22, Dex 12, Con 24, Int 10, Wis 10, Cha 2
  Base Atk +10, CMB +17 (+21 grapple), CMD 28 (40 vs 
  trip)
  Feats Improved Initiative, Improved Iron Will, Iron Will, 
  Weapon Focus (claw), Skill Focus (Stealth) 
  Skills Climb +16, Perception +13, Swim +12, Stealth +20
  SQ - Water dependency
  SPECIAL ABILITIES
  Aura of Primal Rage (Su) - any creature within a 40 
  foot radius must make a DC 18 will saving throw or 
  be overcome with an unreasoning fury and required to 
  attack the nearest creature with its actions on its turn. An 
  effected creature may make a new saving throw at the 
  end of each of it's turns to end the effect. A creature that 
  has resisted or broken the effect cannot be affected by the 
  aura for 24 hours. Creatures that have the Rage ability 
  (such as the Barbarian class) are immune to this effect.
  Displacement (Su) - The dread crab appears to be about 
  2 feet away from its true location. It benefits from a 50% 
  miss chance as if it had total concealment. Unlike actual 
  total concealment it does not stop creatures targeting the 
  crab. True seeing reveals its true location and negates the 
  miss chance. 
  Water Dependency (Ex) - The dread crab can survive 
  outside water for 24 hours, after which time it runs the 
  risk of suffocation, as if it were drowning.
  Conclusion
  With a successful expedition, the heroes can confirm at 
  least some of the facts that are attributed to the Tale of 
  Drexel. While there certainly isn't proof of the great Hero 
  himself, the presence of the ship, sea giant corpse and the 
  treasures in the crab's lair certainly suggest that some of 
  the tale is true.  
  The NPC who hired the heroes is grateful, and ends up 
  donating much of the found material to the Explorer's 
  Guild to display - keeping just enough to cover their 
  costs.
  Similarly, if the heroes confer the details of the expedition 
  to Lysinesse, she is delighted to be able to confirm one of 
  the local folktales, and of course add to it with the tale of 
  the recovery, citing the heroes. The characters are now 
  part of the folklore of Anduria. 
  
  38
  Lost Souls (A Cold Day in Hell)
  Hook: The party is asked by Silvira to enter the Nine Hells 
  – through the gate in the base of Silverton - and retrieve 
  the soul of her mate. It is a perilous task, but one she 
  is desperate to see achieved. She cannot enter the plane 
  herself without drawing immediate and overwhelming 
  attention from the devils due to her nature (a powerful 
  soul of good) but mortal adventurers are not uncommon 
  and can potentially pass with less effort. 
  If the party acquired the accounts ledgers from the 
  steward’s offi ce in the citadel (area 41), they may be 
  aware of the name of the devil to which the dragon’s soul 
  was traded (Gevreldrin). It is not the devil’s true name, 
  but divination magic or research - at the University or 
  Celestial Scriptorium (DC 20 Knowledge (planes) check) 
  - reveals that Gevreldrin is the name of a contract devil 
  that serves as a mid level functionary in a soul collection 
  and processing centre (Station #1572) on Avernus – the 
  fi rst layer of Hell.     
  Lawyers and those versed in planar knowledge (DC 
  16 planes) know that the lawful devils make deals and 
  honour contracts. In addition to the always available 
  ‘aggressive negotiations’ (ie violence), actual bargaining 
  or negotiation might be an option.
  DM note – this side trek essentially offers a way to reduce 
  the magic item bloat in the party, or to rid the campaign 
  of a troublesome item (such as the Hand of the Eternal 
  King). If the heroes are required to give up something 
  signifi cant, consider having Silvira compensate them for 
  the loss with an equivalent item.  
  Entering Hell
  The party might possess other methods (which should 
  be allowed to work), but the easiest method is likely to be 
  the portal in the foundry level of the Citadel in Silverton. 
  The gate can be opened with a casting of any instant 
  transportation spell of 4th level or higher (dimension 
  door, teleport etc) targeted that the gate itself. This opens 
  a two way portal for 1 minute. Creatures on either side 
  can see through, glimpsing the landscape and conditions 
  beyond. A successful DC 18 Knowledge (arcana) check to 
  allows characters to identify the mechanism, as does an 
  identify spell. Devils can open the portal automatically. 
  At the time of the adventure it is active and the devils 
  on the other side are expecting regular deliveries. If they 
  do not receive a delivery within 2 days they send scouts 
  through – a team of 4 bearded devils and a magaav 
  devil. They do not fi ght, merely observe and report 
  back. If it looks like the Silversmith has been deposed, 
  or they encounter resistance, they retreat and consider 
  the gate location to be ‘inactive’ and place guards against 
  intrusion. 
  Adventurers and/or wizards conquering gate locations 
  on the prime material is a pretty regular occurrence 
  so the devils are not overly concerned. As a strongly 
  Lawful Evil race they simply accept the temporary loss, 
  move on to other projects, and wait for the opportunity 
  where foolish mortals once again open the gates and 
  expose themselves to corruption. The standard practice 
  is to leave a guard contingent to discourage overzealous 
  paladins trying to ‘cleanse’ hell, and a negotiator to try to 
  tempt less righteous travellers into unwise deals.    
  If the characters enter the portal within two days of a 
  defeating the silversmith encounter a post manned by 
  a bone devil commander, six bearded devils and two 
  Conditions in Hell
  Avernus is hot, dry and has acrid vapors 
  that are draining to mortals. Each hour a 
  living mortal or mortal soul must make a 
  DC 10 Fortitude saving throw or become 
  fatigued. A second failed save results in 
  exhausted, a third in the helpless condition, 
  and fi nally death on a fourth. A mortal soul 
  cannot die, instead being rendered helpless 
  until scooped up by some fi end. Spells or 
  abilities like endure elements, or those that 
  neutralise poison can stop or alleviate the 
  conditions  
  Fireballs streak randomly across the sky, 
  occasionally attracted to creatures. Each 
  hour roll 1d20. On a result of 1, a ﬁ reball 
  (as per a 5th level spell) explodes on a 
  random hero.
  Conditions in Hell
  At the time of the adventure it is active and the devils 
  random hero.
  
  39
  Gaav devil ‘messengers’. After that time the bearded 
  devil numbers are increased to 12 total, and the bone 
  devil is replaced by an erinyes (this is just PR as the more 
  attractive erinyes is less intimidating to potential dupes 
  that come through).
  When the characters enter Avernus, they are treated 
  warily but not immediately attacked. The heroes can of 
  course assault their way to their destination – assuming 
  they know how to get there. If they are willing to negotiate 
  the bone devil/erinyes will hear them out. In truth the 
  devils are happy to let the characters wander hell, since 
  there’s a very good chance they will attack something or 
  break a law, and their souls will be claimed.
  The commander will agree to assist them for a fee of 
  1000gp each or a permanent magic item (1 for the whole 
  group is suffi cient). As any deal can, the characters can 
  bargain, pitting a Diplomacy roll against the commanders 
  Diplomacy (+19 for the bone devil / +10 for the erinyes) 
  negotiating down the price by 100gp per person for 
  every point they beat the devil’s score by (to a minimum 
  of 100gp each). If agreed the commander details a Gaav 
  devil to guide them, and hands them passes - large 
  obsidian plaques on chains, covered in fi endish writing 
  that they must wear around their necks at all times. The 
  commander states this will give the heroes safe passage to 
  and from the gate (clear wording here – it does not mean 
  they are safe once they return – see Return to the Gate). 
  The commander cautions removing them is tantamount 
  to declaring they are unsanctioned souls and any and all 
  devils may claim them. The commander cautions them 
  to obey the laws of Hell (but doesn’t say what they are 
  – indicating the Heroes lack of knowledge is their own 
  issue, and they should have been more prepared) and to 
  be deferential to the devils, which are superior to mortals 
  in every way. She tells them one thing – mortals are not 
  allowed to ﬂ y in hell. Anything other than a devil found 
  in the sky is slain on sight (this is a defence precaution 
  against angelic or demonic incursions). 
  
  40
  Travel to Station #1572           
  The broken landscape of hell slowly passes by as you carefully 
  travel deeper into Avernus. The air is thick with smoke and 
  greenish gasses that make breathing diffi cult, and occasional 
  fi reballs streak through the sky overhead. Lifeless rock 
  surrounds you on all sides in sharp crags and one misstep will 
  result in nasty lacerations. The ground is covered with bones, 
  metal scraps and less identifi able things. Rivulets of blood 
  condense into streams, and eventually fl ow to a wide river of 
  blood that snakes across the endless planes. Flying devils wheel 
  in the sky, and far away you see lines of fi gured marching 
  toward gothic looking structures, prodded along buy fi ends as 
  they trudge. 
  Along the way the heroes are approached by several 
  groups of fi ends (consisting of any numbers/types 
  as the DM deems a reasonable challenge, or as per the 
  encounters sidebar) and are challenged. If they do not 
  wear the passes, the devils try to take them into custody 
  for processing, attacking them (with the intent to slay) if 
  they do not comply. Any heroes captured are stripped of 
  all objects save basic clothes and added to a processing 
  line. Since Station #1572 is their destination it is likely to 
  be that line. 
  The Conniving Gaav Devil
  The guide provided to take them to Station #1572 is 
  an ambitious gaav devil called Artarix. He longs for 
  promotion, and sees the characters as a means to achieve 
  that. Possession of several powerful souls might net him 
  a promotion to bearded devil status. He will lead them 
  to Station #1572, because this was his lawful charge, but 
  he was not instructed about their condition when they 
  arrive. If he personally leads their unclaimed souls to 
  processing, he gets credit. He conspiratorially tells them 
  that the passes make them the property of the commander 
  that issued them if they die (true) and that they would 
  be wise to remove them (false). Artarix is a particularly 
  charismatic gaav, and makes Diplomacy and Bluff checks 
  with a +5 bonus. If he convinces the heroes to do so, he 
  will telepathically call nearby devils to challenge them, in 
  the hopes that the heroes will be killed and he can claim 
  Encounters in Hell
  For each hour the heroes spend in Avernus, 
  or at appropriate times, roll 1d10 and on a 
  1 select an encounter from the list below;
  1. 
  A horde (20) of lemures wanders toward 
  the heroes.
  2. 
  A ﬂ ight of 6 gaav devils pass nearby
  3. 
  A newly appeared soul approaches the 
  heroes and begs or bargains to be taken 
  from this place. However as a lawfully 
  consigned soul the heroes cannot remove 
  them through any means.
  4. 
  A horned devil looking for a wayward 
  soul.
  5. 
  A patrol of 6 bearded devils looking for 
  a fi ght.
  6. 
  A bone devil inquisitor that interviews the 
  heroes to make sure they aren't breaking 
  any laws  
  they do not comply. Any heroes captured are stripped of 
  any laws  
  Encounters in Hell
  The Passes
  The passes are indeed what the devil says 
  they are – an indicator that other devils 
  cant attack or claim the characters freely. If 
  the character can read infernal, the passes 
  say “The wearer is aff orded safe passage 
  through the layer of Avernus, subject to the 
  standard clauses on the Codex Infernus, 
  section 3489, subsection 6197, and the 
  appendices 8923/2345/9813, as well as 
  all subsequent updates and addendums.” 
  It seems to be signed with an identifying 
  glyph (this is the name of the devil that 
  issued the pass)
  The passes are magical and have an 
  enchantment aura. If a character dies while 
  wearing a pass their soul becomes the 
  property of the devil whose signature is on 
  the pass. Characters who die without a pass 
  on become unclaimed souls, and may be 
  claimed by any devil.
  they do not comply. Any heroes captured are stripped of 
  all objects save basic clothes and added to a processing 
  line. Since Station #1572 is their destination it is likely to 
  they do not comply. Any heroes captured are stripped of 
  claimed by any devil.
  The Passes
  
  41
  one or more souls. If combat breaks out he stays out of 
  it, but if a powerful devil is close to being destroyed he’ll 
  assist the characters, partly out of envy and spite, and 
  partly because he doesnt want a bigger devil to take his 
  prize. The best scenario for Artarix is if the heroes prevail 
  in any fi ght, but with losses and severely weakened, so 
  he can fi nish of the surviving characters and claim all the 
  souls.
  The River of Blood  
  In order to reach Station #1572 the heroes will have to 
  cross the River of Blood.
  Before you stretches the river of blood, a wide, meandering fl ow 
  of semi coagulated blood that runs sluggishly throughout the 
  layer. Artarix assures you this is the narrowest and shallowest 
  section for miles, but you look over an expanse of more than 
  half a mile to cross. Chunks of rock and globs of fl esh fl oat by in 
  the nauseating liquid.
  On the far side you can see a massive black building 
  that you guide assures you is your destination – Station 
  #1572.    
  The heroes can swim, improvise a boat, or any other 
  method they have available. Flying low, skimming the 
  water might be an option, but if they’ve removed their 
  plaques Artarix will certainly report their rule breaking 
  to a nearby patrol. 
  Swimming requires a DC 10 Swim check, and directing 
  a raft the same (but with a +5 circumstance bonus), else 
  the heroes begin to drown or drift in the fetid water. 
  Additionally anyone ingesting or contacting the liquid 
  though open wounds must make a DC 15 Fortitude 
  saving throw or become poisoned by the foulness, 
  gaining the sickened condition. This persists until the 
  contamination is neutralized, with a neutralize poison 
  spell or similar.  
  Anyone swimming is likely to encounter swarms of 
  giant leeches that inhabit the river. Any encounter, and 
  number of swarms is up to the GM.
  Swarm of giant leaches - Hp - 39
      
  Death in Hell
  Death in Hell is treated diff erently than on the 
  material plane, for both characters and devils.
  Devil Death – devils slain on the prime material 
  reform in hell, though through the convoluted 
  rules and hierarchy positioning of the plane may 
  retain their status or be demoted to a lesser devil 
  status. Devils slain in Hell are returned to the 
  plane and used to generate new devils. Fiends 
  that are fearless on the prime plane are conscious 
  of their mortality in hell, and few will fi ght to the 
  death, preferring to ﬂ ee or bargain if they are at 
  risk. Death in Hell is permanent for them
  Mortal Death – mortals who die on the prime 
  material have their souls freed to enter whatever 
  afterlife their religion and alignment dictate they 
  are entitled to. If not resurrected, souls go on to 
  their fi nal rest. In Hell, if a character dies, it is 
  bound to the plane and its rules. The soul becomes 
  bound to hell, and the property of whoever 
  claims it – usually the devil that slew or marked 
  (with a pass) the mortal. Souls are tangible things 
  in Hell, used and traded as commodities. A few 
  moments after death a physical soul appears, a 
  wizened parody of the creature, complete with 
  body. The soul has no extraordinary statistics or 
  abilities (use commoner statistics), and while it 
  can take damage and feel pain, it cannot drop 
  below 1 hit point. 
  Revivify, raise dead or resurrection spells work 
  normally if cast quickly, but begin to lose 
  potency as Hell’s grip on the soul strengthens. 
  Every minute after death there is a cumulative 
  1% chance raising fails as the soul becomes 
  bound to Hell. After that point, the only way to 
  free a soul is to bargain for it with the soul’s new 
  owner. An owner may choose to ‘free’ a soul at 
  any time to either be revived (by magic) or move 
  on to its afterlife.   
  Death in Hell
  on to its afterlife.   
  
  42
  Station #1572
  Before you is a massive edifice of black stone, gothic in 
  appearance, with several lines of dishevelled souls entering 
  though massive arched doorways. Devils wander in and out 
  through a large entryway in the front.
  Despite its appearance, this is an unremarkable 
  bureaucratic office – one in thousands – set up to process 
  all the souls that are collected in Hell, to be distributed to 
  the various devils, layers and areas. Inside the complex 
  is a series of waiting and processing areas, offices and 
  archives. It’s basically the DMV.
  Arrival of the heroes raises a few spiny eyebrows, as 
  the characters are clearly alive and mortal, but they are 
  approached by a functionary concerning their visit. If the 
  heroes are inclined to talk, and you want to play up the 
  bureaucratic nature of Hell, you could have them placed 
  in several queues for various forms and submissions, or 
  you can just more it along and give them directions to 
  Gevreldrin’s office. Either way, the last person to direct 
  them does so with a snicker, like Gevreldrin is the butt of 
  some infernal joke.
  If the party wants to kill its way in, there are 6d6 bearded 
  devils, 2d10 gaav devils, 2d4 barbed devils, 2 bone devils 
  and 2 contract devils (one of which is Gevreldrin). Once 
  the fighting starts four devils will arrive per round 
  until all are present. The souls scatter into the plains 
  of Avernus. Starting a fight in here should seem like a 
  really, really bad idea.
  Gevreldrin’s office is a small cubical-style office with no 
  windows and several infernal motivation posters on the 
  walls (“Azmodeus Sees Everything, so your rivals will 
  be demoted” and “The climb to the top begins over your 
  enemies’ corpses”). There is a large stone desk covered 
  in orderly scrolls and tomes (of flayed skin), several 
  inkwells (of angel blood), a number of filing cabinets 
  (one of which has a strong silver glow). Finally an iron 
  cage hangs from the ceiling with an imp (Zazzaphraz) 
  trapped in it. Gevreldrin is a bored and vaguely cold 
  looking horned devil sits behind the desk. The entire 
  room is uncomfortably cold.    
  Retrieving the Soul
  Unsurprisingly, the silver glow coming from the cabinet 
  is the dragon’s soul. It appears as a large white crystal 
  about 2 feet in length, and sheds light and cold. There 
  is also a strong sense of melancholy in a 30 foot radius 
  (though this can’t currently penetrate the filing cabinet) 
  when the shard is in sight.  
  Gevreldrin has got more than he bargained for with the 
  dragon’s soul. Aside from the unpleasant cold, which 
  devils are resistant to but don’t really like, the aura of 
  melancholy is both constant and pervasive. Devils take 
  pleasure from suffering and loss, but the Dragon’s 
  unrelenting sad acceptance is...well...depressing. It’s 
  hard to plot the overthrow of one’s rivals or enjoy torture 
  when beset by such feelings. Despite the power of the 
  soul, owning it is torturous to Gevreldrin, and on top 
  of that he can’t find anyone who wants to trade for it. 
  It’s too powerful to just throw away, and the devil has 
  become something of a laughingstock. 
  Gevreldrin wants to trade the soul, but it must drive a 
  hard bargain or it risks further loss of face. Gevreldrin is 
  a powerful negotiator, having a +26 to Bluff, Diplomacy 
  and Sense Motive, but, throughout the imp will 
  constantly complain about the cold and embarrassment 
  of having the soul around and so forth. Despite striking 
  the cage to shut the imp up, he will have a -10 penalty on 
  opposed rolls to the players. The characters can gain +5 
  on their roll for strong roleplaying or reasoning (DM’s 
  discretion).  
  The devil’s initial position will be 10 powerful mortal 
  souls in exchange, or a permanent magic item with an 
  overwhelming aura strength, but can be talked down by 
  1 soul or 1 item aura intensity (overwhelming, strong, 
  moderate) if the heroes successfully exceed his opposed 
  roll, and for each 3 points they exceed it by (for example, 
  if the devil rolls a 20 and the heroes representative rolls a 
  24, they can reduce the position to 8 souls or a strong aura 
  strength magic item). Gevreldrin will never go lower 
  than 2 souls or a moderate permanent magic item.           
  Return to the Gate
  The heroes have to backtrack the way they came, but 
  should be able to do so without a guide if needs be. 
  They will still have to contend with interested devils – 
  who will be drawn to the dragon soul – but their passes 
  protect them if they don’t break the law.
  Once they reach the gate the defence commander will 
  
  43
  order their troops to attack the characters while they still 
  have the passes on. The devil honoured its word of safety 
  to and from the gate, but is now unwilling to let them 
  escape Hell without trying to claim their souls, and the 
  dragon’s. If the commander is slain, or more than half of 
  the devils stationed there are slain, they retreat, allowing 
  the heroes to exit Hell
  'Early' Contingent
  Bone Devil - Hp - 105  
  Bearded Devils (6) - Hp - 57 
  Gaav Devils (2) - Hp - 30
  Reinforced Contingent
  Erinyes - Hp - 94
  Bearded Devils (12) - Hp - 57
  Conclusion
  With the return of Aishandelver’s soul, Silvira can allow 
  him to travel on to the draconic afterlife. Silvira is eternally 
  grateful, and offers the characters her friendship, and a 
  special enchanted silver whistle that will summon her if 
  blown. She will arrive 1d4 rounds after summoned and 
  work only once (see below).  
  As the characters return the soul crystal, Silvira invites 
  them to bear witness to their death rites – an honour 
  that mortals are rarely afforded. If they agree, she carries 
  them to a secluded valley in the mountains, thick with 
  ice and snow, whipped with icy winds. In the centre of 
  the valley are gargantuan stone ruins, little more than 
  a raised stone floor and a few standing pillars. Under 
  the snow are amazingly intricate symbols and verse in 
  draconic, inlaid in diamond and platinum. Those that 
  read draconic can decipher it is a prayer to the Platinum 
  Dragon, and god of good dragons. While in the ruins the 
  characters are magically protected from the elements.     
  The rites begin at twilight, and Silvira sings a deep and 
  sonorous prayer that taps into the magic of the place, 
  creating a shimmering field of sparkling silver motes in 
  the temple. At the conclusion of the hour long song, as 
  full dark falls she smashes the crystal, and the ghostly 
  form of Ailish emerges. If the heroes have Silver Sorrow, 
  the spirit enters the sword instead of moving on, and 
  his deep voice echoes “I remain until the time I am 
  called”. Although Silvira doesn’t understand what just 
  happened, but is content to accept it for now. She will 
  return the heroes to a location of their choosing.
  Silver Summoning Whistle
  Minor Artifact
  Slot none; CL 20; Weight 0.1 lbs.; Aura strong conjuration
  This small silver whistle may be blown as an action, 
  and lets forth a pure, high pitched tone. When used 
  it summons the silver dragon Silvirantalas. Roll 1d4. 
  Silvira appears in a number of rounds equal to the roll. 
  The transport is one way and permanent. The whistle 
  summons the dragon, but gives no form of command or 
  control over her. The whistle loses all magical properties 
  once activated.      
       
  
  44
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  System Reference Document. Copyright 2000, Wizards of the Coast,
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 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.
  Pathfinder Roleplaying Game Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. Copyright 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K. Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor and Greg A. 
  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. Copyright 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  Tork Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, 
  Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. 
  Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K 
  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason 
  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  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 Ultimate Magic. Copyright 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 Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan 
  Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 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 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.
  Pathfinder Roleplaying Game Game Mastery Guide. Copyright 2010, Paizo Publishing, LLC; Authors: Cam 
  Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, 
  James Jacobs, Kenneth Hite, Steve Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K. Reynolds, F. Wesley Schneider, 
  Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip 
  Williams, Teeuwynn Woodruff.
  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 Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with 
  Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, 
  Tork Shaw, James L. Sutter, Jerome Virnich.
  Pathfinder Campaign Setting; Pathfinder Society Field Guide. 2011, Paizo Publishing, LLC. Authors: Erik Mona, 
  Mark Moreland, Russ Taylor, and Larry Wilhelm.
  Pathfinder Chronicles – Cheliax: Empire of Devils Copyright 2009, Paizo Publishing, LLC Authors: Jonathan H. 
  Keith, Colin McComb, Steven E. Shend, Leandra Christine Schneider, and Amber E. Scott.
  Pathfinder Players Companion: Champions of Balance. 2014, Paizo publishing, LLC; Authors: Matt Goodall, 
  Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz.
  Pathfinder Player Companion: Champions of Corruption © 2014, Paizo Inc.; Authors: Paris Crenshaw, Jim 
  Groves, Sean McGowen, and Philip Minchin
  Pathfinder Player Companion: Demon Hunter’s Handbook. 2013, Paizo Publishing, LLC; Authors: Philip 
  Minchn, F. Wesley Schneider, and Jerome Virnich.
  Pathfinder Player's Companion: Pirates of the Inner Sea Copyright 2012, Paizo Publishing, LLC; Author: Amber 
  E Scott.
  Pathfinder Chronicles: Princes of Darkness. Book of the Damned Vol. 1. Copyright 2009, Paizo Publishing, LLC; 
  Author: F Wesley Schneider.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven 
  Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda 
  Zayas-Palmer Pathfinder Player Companion: People of the Wastes © 2017, Paizo Inc.; Authors: Logan Bonner, 
  John Compton, Nathan King, Luis Loza, Christopher Wasko, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander Augunas, John 
  Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko 
  Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, 
  David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer 
  Pathfinder Player Companion: Divine Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, Russ Brown, 
  John Compton, Alex Riggs, and David Ross.
  Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. Boomer, 
  Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric 
  Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, 
  Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Player Companion: People of the River © 2014, Paizo Inc.; Authors: Tim Akers, Jason Brick, Ethan 
  Day-Jones, James Jacobs, Nick Salestrom, David Schwartz, and William Thrasher
  Difficult Circumstances, Prologue: What Lies Beyond Reason, 2015, Pyromaniac Press; Micah Watt.
  A Simple Job, Adventure 1: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Ignorance is Bliss, Adventure 2: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  From the Ashes, Adventure 3: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Campaign Guide: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Sanitarium, Adventure 4: What Lies Beyond Reason, 2018, Pyromaniac Press; Micah Watt.
  Seeking Silver, Adventure 5: What Lies Beyond Reason, 2018, Pyromaniac Press, Micah Watt.
  Campaign Guide 2: What Lies Beyond Reason, 2019, Pyromaniac Press; Micah Watt.
  
  Illusive Answers Draw Near...
  The Campaign Guide 2 for the What Lies Beyond Reason Adventure Path 
  expands upon the first, to include material for adapting to the developing 
  storyline and managing player choices
  The Campaign Guide 2 includes;
  • Major Campaign Plot points to date
  • Advice on managing reveals and evolving play
  • A guide on using the unique campaign magic & 
  abilities revealed though the story
  • Two new NPCs to assist your heroes
  • Four new side treks to flesh out leads or loose ends.  
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Pyromaniac Press/Campaign Guide 2 v1.1.pdf