TEXT: Night of the 
  Yellow Moon
  by John Dunn
  SQG1002
  Night of the 
  Yellow Moon
  by John Dunn
  
  Night of the Yellow Moon
  2
  NIGHT OF THE YELLOW MOON
  An Adventure for Characters of Levels 4–6
  CREDITS
  Design: John Dunn
  Development: Richard Baker
  Editing: David Noonan
  Cover Art: Klaus Pillon
  Interior Illustrators: Justin Mayhew, Claudio Pozas
  Cartography: David Noonan
  Graphic Design: Mackenzie Schubert, Corey Macourek
  Production: David Noonan
  Based on the Primeval Thule Campaign Setting  
  by Richard Baker, David Noonan, and Steve Schubert
  Night of the Yellow Moon is published by Sasquatch Game Studio. Sasquatch Game Studio LLC and Primeval Thule 
  are trademarks of Sasquatch Game Studio, LLC. All characters and the distinctive likenesses thereof are prop-
  erty of Sasquatch Game Studio LLC. This material is protected under the copyright laws of the United States 
  of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Sasquatch Game Studio LLC. © 2015 Sasquatch Game Studio, LLC.
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  Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game 
  License version 1.0a, and are not Open Content: All trademarks, proper names, dialogue, plot, storylines, 
  locations, characters, artwork, and trade dress.
  
  Thule is a land steeped in savagery and super-
  stition. Vile cults lie hidden in the hearts of the 
  great cities or rule over barbaric tribes in jungle 
  vales, practicing terrible rites handed down from 
  the prehuman denizens of earlier ages. Of these 
  forgotten cults, few are as fanatical—or mad—as 
  the wanderers who call themselves the Golden 
  Ones. Servants of the Great Old One Hastur, 
  the Golden Ones believe that the time is coming 
  for He Who Must Not Be Named, and that it is 
  their holy task to prepare the way by spreading his 
  worship throughout the world and punishing all 
  nonbelievers.
  For years, the Golden Ones have roamed the 
  wilds more or less at random, burning villages, 
  pillaging caravans, and attacking tribal camps un-
  der the guise of recruiting new followers. Howev-
  er, now something is different. A charismatic new 
  high priest named Monyat has become the leader 
  of the cult, and he believes that the signs and 
  portents point to Hastur’s imminent triumph. A 
  rare astrological alignment known as the Yellow 
  Moon is coming, and Monyat intends to celebrate 
  it with a ritual far larger than any the Golden 
  Ones have attempted before. The Golden Ones 
  need hundreds of new recruits, and thousands of 
  potential sacrifices. 
  Inspired by this mad vision, Monyat now 
  feverishly drives the Golden Ones on a rampage 
  through the tribal lands near Quodeth. The hour 
  of the Yellow Moon approaches, and Monyat 
  plans to stage the final act in his apocalyptic plan 
  in the heart of the city.
  Adversaries and Treasure: Statistics for 
  monsters and new items presented in Night of the 
  Yellow Moon can be found in the Adversaries and 
  Treasure appendix, at the end of the adventure. 
  References to the Primeval Thule Campaign Setting are 
  abbreviated PTCS.
  Encounter Difficulty: The adventure is in-
  tended for 5th level characters, but for much of 
  the adventure the PCs only need to deal with one 
  or two combat encounters per day. As a result, 
  most of the encounters are deliberately set a level 
  or two above the expected party level.
  ADVENTURE 
  SUMMARY
  The adventure opens when the player charac-
  ters enter Morlun, the village of the Stonespear 
  barbarian clan. They have a minor errand or old 
  ties with the Stonespears, and expect a friendly 
  welcome. Instead, they discover that the clan has 
  been wiped out by unknown marauders. A search 
  reveals that a tribal elder is the only surviving 
  member. She warns the heroes that a band of 
  nomadic cultists visited the tribe the night of the 
  attack. 
  The characters are expected to follow the cult-
  ists in the hope of recovering stolen goods, rescu-
  ing captured Stonespears, or exacting vengeance 
  for the murders. As they continue their pursuit, 
  they discover a trade caravan and another Ammur 
  clan that the cultists destroyed. Encounters hint 
  that there is dark magic at work, including a battle 
  with a gibbering mouther and the discovery of 
  one of the Golden Ones’ misplaced relics.
  In the second act of the adventure, the player 
  characters catch up to the Golden Ones at the 
  camp of the Storm Eagles, another band of Am-
  mur barbarians. The Golden Ones are seeking to 
  induct the Storm Eagles, who are still hearing out 
  the cultists when the PCs arrive. At this point, the 
  heroes can either try to confront the cult directly, 
  or make allies of the Storm Eagle clan to over-
  whelm the twisted cultists. 
  Defeating the cultists at the Storm Eagle camp 
  does not put an end to Monyat’s foul scheme, 
  unfortunately. The heroes soon discover that the 
  high priest Monyat and a group of elite followers 
  split off from the main body of the Golden Ones, 
  and headed directly to Quodeth. In the final act 
  of the adventure, the PCs must find Monyat and 
  his followers in the teeming streets of the city be-
  fore the followers of Hastur can begin the Yellow 
  Moon ritual. If the heroes fail, Hastur’s minions 
  will bring about the deaths of countless Quodethi 
  and convert thousands of broken survivors to the 
  path of their terrible god.
  NOMADIC CULTS
  Wandering bands of pilgrims are relatively com-
  mon in some parts of Thule. Some lead lives of 
  endless pilgrimage, traveling from one ancient 
  shrine or lonely wilderness altar to the next to 
  honor their grim deities; individual devotees join 
  these groups for a season or two before finding 
  a place to settle down and giving up their travels. 
  Other nomadic bands are driven by the desire to 
  proselytize their beliefs, and seek out opportu-
  nities to make new converts. Some of these are 
  content to live on the alms of those they visit, 
  while others expect a tribute of goods—food, 
  equipment, and other precious materials—to 
  Night of the Yellow Moon
  3
  
  support their wanderings. Finally, the worst of 
  Thule’s wandering pilgrims are little better than 
  bloody-handed raiders following dark and de-
  manding gods.
  While wandering cults often spell trouble for 
  those they meet, they aren’t entirely unwelcome. 
  Thule’s pilgrims are responsible for spreading 
  many of the myths that circulate across the land. 
  Certain popular legends—creation myths, sto-
  ries of tremendous heroics, and tales of tragic 
  loss—are commonly recounted by the better sort 
  of nomadic cult. In some cases, these religious 
  zealots bring healing or call on divine magic to 
  perform minor wonders for those they seek to 
  impress. As a result, many traditional tribes (and 
  even some city dwellers) maintain a sense of awe 
  and respect toward the nomadic cults. The arrival 
  of a nomadic cult is seen as a sign, and turning 
  them away risks the anger of the gods.
  THE GOLDEN ONES
  The Golden Ones are a particularly wicked no-
  madic cult. They see themselves as the chosen ser-
  vants of Hastur, the King in Yellow, and believe 
  that their devotion to him will be rewarded when 
  Hastur comes to establish his dominion over the 
  earth. As a sign of their devotion, the cultists wear 
  slaves’ collars made from beaten gold; high-rank-
  ing cultists wear heavier collars with loops of gold 
  chain draped over their shoulders. The collars are 
  poorly made and cruelly fitted, but the Golden 
  Ones bear their sores as badges of honor. 
  When the Golden Ones encounter another 
  tribe or village, they present a peaceful aspect at 
  first. While few members of the cult have any firm 
  grip on sanity, some are at least capable of con-
  cealing their madness. It is these representatives 
  who first introduce themselves to outsiders. They 
  explain away the madmen among them by saying 
  that the cult has many members whose delight 
  and rapture has “freed them from concerns of the 
  physical world,” and in their “blessed” state they 
  may be hard for nonbelievers to understand. The 
  cult representatives then allude to the tremendous 
  power of “the King of the Stars,” or “the Sleeping 
  One,” and hint at the favors that they can offer 
  to those who heed his word. Examples include 
  wealth and bounty, security from attackers, as well 
  as fertility and fecundity.
  Invariably, at least some outsiders fall prey to 
  the promises that the speakers initially make. In 
  short order, the Golden Ones draw these poten-
  tial converts to rituals conducted around isolated 
  campfires or within hastily erected tents. Most 
  who join in the rituals succumb to madness, join-
  ing the cult as new recruits. Those who do not 
  fall prey to insanity are typically slain as sacrifices 
  to Hastur—an important part of each ritual. The 
  Golden Ones then continue to prey upon their 
  hosts until all are either recruited or killed, which 
  seldom takes more than a day or two. Throughout 
  the process, the cultists take care to lure in just a 
  few individuals at a time and insure that none es-
  cape to warn others of the danger. Once everyone 
  who dwells nearby has been converted or slain, 
  the Golden Ones move on to find new prey. 
  Legend has it that other tribes and cities have 
  tracked down and wiped out the Golden Ones at 
  least three different times. However, within a few 
  short months, the tribe was once again travelling 
  across Thule and spreading the word once more. 
  It may be that there is more than one band of 
  Golden Ones travelling the continent, or that 
  survivors were able to restart the process, con-
  verting new members and growing their unholy 
  religion again.
  BEGINNING  
  THE ADVENTURE
  The opening scenes of Night of the Yellow Moon take 
  place in the eastern foothills of Ammurath, the 
  homeland of the Ammur barbarians. The Am-
  mur are advanced as far as barbarian tribes go, 
  and many of their clans engage in some amount 
  of trade with outsiders. The adventure works best 
  if the characters have reason to visit Ammurath 
  and expect a friendly welcome from at least one 
  Ammur tribe—the Stonespear clan, whose home 
  village is Morlun.
  If you have the opportunity to plan ahead a 
  little, introduce the Stonespears as friendly NPCs 
  in an adventure that takes place before you run 
  Night of the Yellow Moon. Establishing a good 
  relationship with the Stonespears before the 
  adventure begins will provide the characters with 
  plenty of motivation to avenge the tribe after the 
  events of the opening scene.
  Choose one of the following hooks to bring 
  the characters to Morlun and begin their pursuit 
  of Monyat and the Golden Ones, or create one 
  of your own. Remember that few adventurers in 
  Thule have entirely selfless motivations. Make 
  sure that the party has good reason to pursue the 
  Golden Ones after the first scene.
  The Tablet of Darieoth: Travelers passing 
  Night of the Yellow Moon
  4
  
  through Morlun have reported that the Stone-
  spear clan possesses an unusual treasure: A gold, 
  disk-shaped tablet covered in ancient writing. 
  The barbarians said their ancestors found the 
  tablet in “the flying ship of Darieoth,” which 
  crashed in nearby Lake Kydar and sank. A PC 
  with scholarly interests—for example, an Atlan-
  tean noble, occult scientist, or star-lore ad-
  ept—heard the traveler’s tale in a nearby city, and 
  resolved to go to Morlun to examine the tablet, 
  persuading the rest of the party to come along.
  The Sacred Hunt: One or more of the player 
  characters counts the Stonespear clan as friends 
  or kin. The Stonespears are about to embark on a 
  ceremonial hunt—an occasion for weeks of revelry 
  and the renewal of old bonds—and the character 
  has been invited to bring his or her comrades to 
  Morlun and join in the revels. A jungle trader PC 
  may have traded with the Stonespears before; a 
  freeblade or tribal outcast may have found shelter 
  with the Stonespears for a time; or a Dhari hunt-
  er PC may belong to an allied tribe.
  The Panjandrum’s Son: The heroes are hired 
  by Jor Thodel, a wealthy panjandrum of Quo-
  deth, to track down his missing son, a young man 
  named Khado. Khado Thodel was traveling with a 
  caravan in the Quosa Vale a couple of months ago 
  when the caravan met with a wandering band of 
  pilgrims who wore gold collars and talked about 
  the wonders of a coming “age of dreams.” The 
  impressionable Khado abandoned the caravan 
  and left with the cultists. After weeks of asking 
  about pilgrims wearing gold collars, the heroes 
  learn that the band was last seen near Pyriador, 
  on the trail to the barbarian village of Morlun. 
  Jor Thodel will pay the heroes 250 gp each for 
  bringing Khado home. 
  ACT ONE:  
  TRAIL OF RUIN
  The adventure opens when the characters ar-
  rive in the village of Morlun, home to a friendly 
  barbarian tribe. Upon their arrival, they discover 
  that the village has been savagely destroyed. The 
  ruined village has attracted dangerous jungle scav-
  engers, and the PCs must first fight off a pack of 
  dire wolves before they can investigate the scene. 
  In searching the ruins, the characters find a single 
  survivor: Leena, a village elder who successful-
  ly hid from the attackers. Delusional and near 
  death, she can tell the tale of what befell Morlun. 
  Her story sets the PCs on the trail of the Golden 
  Ones, and leads them into the Kurmanur Wilds. 
  There the characters soon stumble over more of 
  the cult’s grisly handiwork.
  When you are ready to begin, read the follow-
  ing:
  You are traveling to the village of Morlun in the forests of 
  eastern Ammurath. Morlun is home to the Stonespears, a clan of 
  Ammur barbarians who are known to trade with outsiders and 
  sometimes serve as guides to travelers from civilized regions. The 
  day is drawing to a close, but the village is only a few miles off, 
  and you should be there well before dark.
  Explain the heroes’ reason for making the jour-
  ney to Morlun, if you haven’t done so yet. The 
  players are free to take any precautions or scout 
  around if they wish—the area around the village is 
  deserted, and they meet no one else.
  MORLUN
  The Stonespears are an Ammur clan who take 
  their name from a group of natural spires near 
  their village. Because the tribe dwells relatively 
  near Quodeth, they have begun to fall prey to 
  its mercantile practices. Other Ammur clans 
  would describe them as dangerously civilized. 
  The Stonespears often traded animals skins, 
  gems from mountain streams, and occasionally 
  excess fruits gathered during the harvest season. 
  They are far from wealthy, but they have lived 
  in Morlun for generations, and their lifestyle is 
  comfortable and secure. The village headman is a 
  scarred old warrior named Gram One-Eye, and 
  the rest of the clan’s members are prototypical 
  Ammur barbarians. If the PCs have any connec-
  tion or history with the Stonespears, they would 
  regard the clan as strong, brave, and certainly 
  capable of fighting off almost any imaginable 
  trouble. However, the party discovers the village 
  in ruins:
  An ominous silence greets you when you arrive in Morlun. The 
  village is an utter shambles. Bodies of people litter the ground, 
  intermingled with the remains of livestock. Everything is dead, 
  and it is clear that many of the victims were subjected to awful 
  torture before meeting their ends. The attack appears to have 
  been violent solely for its own purpose—most of the lodges and 
  storehouses have been badly damaged, and some are burnt to the 
  ground. Perishables, useful goods, ruined tools, and household 
  furnishings are scattered across the area, as though the attackers 
  had made a half-hearted attempt to pillage Morlun.  
  While none of the Stonespears appear to have 
  survived and no attackers are lingering in the 
  area, the player characters can turn up several 
  valuable clues by examining the area.
  Night of the Yellow Moon
  5
  
  Call or Shout: If any character thinks to call 
  loudly for survivors to answer, the party hears 
  Leena’s response—a weak, rasping moan—a mo-
  ment later. See Finding Leena, below.
  Examine the Dead: Most of the dead were slain 
  by sword-cuts, arrows, or bludgeoning injuries. 
  About sixty villagers are dead here, along with 
  twenty or so outsiders. The outsiders are humans 
  of Kalay or Nimothan descent. They are dressed 
  in scraps of leather armor and mismatched kilts, 
  robes, and capes in yellow. Four wear thin collars 
  made from beaten gold (each is worth 10 gp), 
  while the other outsiders have chafing and sores 
  around their necks, suggesting they wore similar 
  collars which were removed recently (the Golden 
  Ones stripped most of the collars from their own 
  dead, and overlooked a few).
  If any of the characters know the Stonespears 
  well, they can tell at a glance that scores of villagers 
  are missing. Otherwise, any character examining 
  the bodies may attempt a DC 10 Intelligence check. 
  On a success, the character realizes that based on 
  the number of buildings in the village, there are at 
  least 30 or 40 villagers unaccounted for.
  On a successful Heal or Survival check (DC 15), 
  a character can tell that the bodies have been here 
  about three days. So far, scavengers have stayed 
  away from the scene.
  Look for Tracks: Any character who makes a 
  careful search of the village and its surroundings 
  automatically discovers a trail leading north-
  east into the Giantstead Grove—a large party of 
  humans, including sledges drawn by oxen, left 
  Morlun. On a successful Survival check (DC 10), 
  the character can also determine that, based upon 
  the tracks and the time since the last rain, the PCs 
  are the first people to enter the village since the 
  time of the attack.
  Search the Buildings: Characters who system-
  atically search the buildings in the village discover 
  Leena in the ruins (see below). If a character 
  searching the buildings succeeds on a DC 10 
  Perception check, he also discovers that a strange 
  symbol has been carved into the woodwork in 
  several places. It resembles a crown with three 
  points.
  To identify the symbol, a character must suc-
  ceed on a DC 15 Knowledge (religion) skill check 
  or a DC 20 Knowledge (local) skill check. The 
  symbol is associated with the Golden Ones, a 
  wandering cult devoted to Hastur.  
  Search for Loot: Any one searching the village 
  for valuables realizes that the attackers were quite 
  haphazard in their looting (most of the Golden 
  Ones are not terribly lucid, so attention to detail 
  is not their strong suit). An hour of gather-
  ing scattered provisions and valuables results in 
  80 days’ worth of provisions, an assortment of 
  ordinary clothing and tools, 320 sp, and 90 gp. 
  A character who succeeds on a DC 15 Appraise 
  check also finds a pouch of uncut emeralds, con-
  taining six stones worth 40 gp each, and a jeweled 
  dagger worth 350 gp.
  Stand Guard: If any character stands watch and 
  keeps an eye on the surrounding forest, he or she 
  spots the approaching pack of wolves (see Scaven-
  ger Attack, below). The party is not surprised in 
  that encounter.
  Night of the Yellow Moon
  6
  TALES TOLD BY THE DEAD
  Characters who can magically question the dead or otherwise divine 
  something about the attack can piece together the story easily 
  enough. The Golden Ones, led by their high priest Monyat, came 
  to Morlun three days ago. Monyat is known to his followers as “the 
  Golden Prophet.” He is a human man of middle years who wears 
  ceremonial golden armor with a chained collar.
  The cultists preached for hours about the “King of the Stars” and 
  “the Night of the Yellow Moon,” a fast-approaching revelation or 
  transformation that would usher in an age of wonder and delight for 
  those who followed their god. A DC 20 Knowledge (Religion) check 
  identifies the “King of the Stars” as a name for the Great Old One 
  Hastur used by his cultists. A successful DC 25 Knowledge (Arcana) 
  check identifies the night of the Yellow Moon as an obscure astro-
  logical alignment associated with ill omens. Its next occurrence is in 
  about two weeks.
  The Golden Ones performed various blessings for the villagers 
  (most mere mummery, although neither ordinary cultists nor Stone-
  spear villagers knew that), begged for provisions, engaged in minor 
  trades, and urged likely recruits to join them in their great pilgrimage. 
  A handful of villagers were intrigued enough to attend the cultists’ 
  rituals (none of the villagers or ordinary cultists lying dead know it, 
  but those individuals were enthralled by Monyat’s magic or drugged 
  with hallucinogens in the ceremonial wine). By evening, dozens of 
  Stonespears were dancing alongside the cultists and were swept up 
  in “the rapture of true belief.” Gram One-Eye, the village headman, 
  was plied with drink and beautiful dancers until he fell asleep.
  At moonrise, Monyat gave the signal, and the cultists suddenly 
  turned on the villagers who had declined to join them. The Golden 
  Ones believed they were “purifying” the village of those who refused 
  to be saved. The recently converted Stonespears were in a stupor 
  and did not realize what was happening to their kin. The barbarians 
  fought back, but they were overwhelmed by the cultists’ numbers. 
  Gram and the other chief warriors were burned to death in the head-
  man’s lodge.
  The Golden Ones spent the next few hours looting Morlun, 
  and left by noon. They carried off their new recruits (most still in a 
  drugged stupor) and struck out eastwards along a small footpath. 
  None knew where Monyat intended to go next.
  
  FINDING LEENA
  Characters who call out for survivors or make a 
  thorough search of the village buildings discov-
  er that one Stonespear still lives. A weak moan 
  from a collapsed building attracts their attention; 
  Leena, an old woman who is one of the Stone-
  spear elders, is pinned under the wreckage of a 
  collapsed wall. 
  A weak moan reaches your ears. Following the moaning to 
  its source, you find an elderly woman pinned under partially 
  collapsed building. It seems that her current predicament may 
  have saved her from the attackers, as she is largely concealed by 
  what was once the structure’s thatched roof. She appears badly 
  dehydrated, and her eyes are clouded with cataracts. 
  Leena is pinned and unable to free herself. She 
  is incoherent at this point, and can’t answer ques-
  tions; the best she can manage is, “Help me,” or 
  “Water, please, water.” It only takes a few minutes 
  of work to free her. Any character familiar with 
  the Stonespears recognizes her as Blind Leena, 
  one of the village elders.
  Initial attempts to talk to Leena are bound to be 
  frustrating for the player characters. The woman 
  has been trapped under a building for three days, 
  and was in poor physical condition prior to that. 
  Leena is responsive, but her voice is weak and 
  faltering. The PCs can understand her requests 
  for water—and she greedily gulps any they give 
  her. Beyond that, her words are largely nonsense 
  at first. Unless the heroes have a means of magi-
  cally clearing her mind or providing her rest (any 
  magical healing will suffice), she needs at least 
  eight hours of rest before she can be questioned. 
  Roleplaying Leena: Normally, Leena would be 
  suspicious of outsiders, particularly given the re-
  cent destruction of her clan. However, the player 
  characters have most likely just rescued her from 
  a slow and agonizing death. Whether or not they 
  intend to give her further aid, she is in their debt 
  and willing to repay their kindness. She hopes 
  that the party might be willing to exact vengeance 
  against the attackers, but she knows that is a lot to 
  ask from a band of strangers.
  Even once she has recovered, Leena still speaks 
  slowly and methodically, with a wavering voice. She 
  often pauses mid-sentence, as though she is strug-
  gling to breath, and her breath often rattles as she 
  inhales. The woman is clearly elderly and in failing 
  health. It is miraculous that she managed to survive 
  three days trapped under the collapsed structure.
  When questioned, Leena provides the following 
  story:
  “I am Leena,” the old woman begins in a weak voice. “My 
  people were the Stonespears. Three days ago, a large band of 
  pilgrims came to Morlun. They called themselves the Golden 
  Ones, and told many tales of the wonders awaiting those who 
  would join them in worshiping their god. Wandering bands of 
  holy people pass through Morlun from time to time, and we 
  thought these Golden Ones were the same. 
       “My eyes are cloudy and dim these days, and I cannot tell 
  you what they looked like. I listened to their talk for a time. 
  Their leader was a priest named Monyat, and he asked Gram, 
  our chief, many questions about the tribes nearby. Then he gave 
  Gram many gifts. 
       “I thought the Golden Ones’ words were so much nonsense, 
  but I know that some of the other villagers were swept up by their 
  stories. I went to bed an hour after sundown. But in the middle 
  of the night, I was awakened by terrible screams and the roar of 
  flames. I went to the door of my hut to find out what was hap-
  pening, and I heard our warriors shouting that the Golden Ones 
  had turned on us. Then the roof of my hut fell in on me, and I 
  knew no more. When I woke up, it was day, and I was pinned. I 
  called for help, but none heard my cries.”
  Leena witnessed (or at least overheard) most 
  of the events described in the Tales Told by the 
  Dead sidebar. She does her best to answer any 
  questions the characters have for her, and urg-
  es them to avenge her people. However, she is 
  terrified about what will happen to her once the 
  party leaves Morlun—she is old, blind, and frail, 
  and her home has been utterly destroyed. She has 
  nothing of value, including the bare necessities 
  for survival. If the characters choose to leave her 
  in the ruins of the village, they are essentially 
  consigning her to a slow death. 
  The characters can significantly improve Lee-
  na’s circumstances by taking an hour or two to 
  gather supplies, clear the village of the dead, and 
  set her up in one of the surviving huts. Alterna-
  tively, they can take Leena to the village of a near-
  by clan, which requires several hours of travel and 
  delays pursuit of the Golden Ones by half a day.
  SCAVENGER 
  ATTACK (CR 6)
  So far, scavengers have shied away from Mor-
  lun—the smells of mankind (and sinister magic) 
  lie heavily over the village. As the characters discuss 
  how best to pursue the Golden Ones and what to 
  do with Leena, a small pack of dire wolves drawn to 
  the area by all the decaying bodies overcome their 
  hesitation and move in to attack. The wolves creep 
  to within 40 feet of the party by skulking through 
  the ruined buildings, then burst out of the ruins.
  Night of the Yellow Moon
  7
  
  3 dire wolves (hp 45 each)
   
  If any character is specifically standing watch 
  during the party’s first examination of the scene, 
  the character spots the wolves nosing around the 
  outskirts of the village—the wolves cannot sur-
  prise the party. Otherwise, each PC must attempt 
  a Perception check (DC 13). Any character who 
  fails the check is surprised by the wolves. 
  The dire wolves only press the attack until two 
  of the pack members are incapacitated. At that 
  point, the last member breaks off from combat, 
  grabs remains from the village, and attempts to 
  flee. 
  Leena makes no effort to participate in the 
  battle. She hears and smells the wolves, but not 
  until combat is engaged. During the fight, she 
  screams out for someone to protect her. When 
  the conflict is over, she despairs over her current 
  plight, begging the characters to see her to safety 
  before they go.
  FOLLOWING THE 
  GOLDEN ONES
  The next move for the characters is to chase down 
  the Golden Ones, but the cultists have a three-
  day head start. Normally, the cultists wander 
  more or less at random, but their leader Monyat 
  knows that the alignment of the Yellow Moon is 
  coming soon, and he means to reach Quodeth in 
  time. He drives his followers mercilessly, setting 
  their course eastward and pushing them hard. 
  The Golden Ones only stop to induct new mem-
  bers into the cult or to quickly slaughter travelers 
  unfortunate enough to cross their path. In order 
  for the characters to catch the Golden Ones, they 
  need to move swiftly.
  In this part of the adventure, the characters fol-
  low the cultists’ trail (described in The Chase, be-
  low). They encounter more evidence of the cult’s 
  violent ways in The Slaughtered Traders and Dire 
  Portents. The chase ends at the barbarian village 
  of Rethenna, home to the Storm Eagle clan. 
  THE CULTISTS’ PATH
  On the evening that the heroes arrive in Mor-
  lun, the Golden Ones are camped in the plains 
  south of Lake Kydar, about 35 miles northeast 
  of Morlun. The timeline of their movements is 
  described below; the heroes enter the story on 
  Day 3.
  Day 0: The Golden Ones come to Morlun, and 
  massacre the village.
  Day 1: Northeast through the forests of the 
  Giantstead Grove, covering 9 miles and camping 
  in a forest clearing.
  Day 2: Continued northeast through the forest, 
  covering 11 miles and camping on the edge of the 
  plains south of Lake Kydar.
  Day 3: Northeast across the Kydar plains, 
  marching 15 miles. The PCs arrive at Morlun 
  in the evening; the cultists are camped 35 miles 
  away.
  Day 4: Northeast across the Kydar plains, 
  crossing the Upper Kydar at a stony ford around 
  noon. The cultists attack a party of traders at the 
  ford (see Slaughtered Traders, below) and camp 
  about 10 miles east of the river (a total of 18 
  miles).
  Day 5: East across the Kydar plains, striking the 
  Cheir-Rethenna trail a few miles east of Majestic 
  Keep. The cultists despoil the Redrock shrine 
  (see Dire Portents, below) and camp there (17 
  miles).
  Day 6: Follow the trail to Rethenna, camping a 
  couple of miles from the village (15 miles).
  Day 7: The Golden Ones arrive at Rethenna 
  around noon, and begin to proselytize the Storm 
  Eagles (5 miles this day, 90 miles from Morlun). 
  Monyat and a group of chosen followers leave 
  Rethenna at dusk.
  Night of the Yellow Moon
  8
  WHY PURSUE?
  Since Morlun has already been destroyed, some characters may not 
  see a reason to pursue the villains. However, each of the hooks sug-
  gested at the beginning of the adventure offers compelling reasons 
  for even the most mercenary of parties to make the Golden Ones 
  their problem.
  Missing Tablet: Characters who came to Morlun to examine the 
  Tablet of Dareioth discover that it’s missing. It seems likely that the 
  Golden Ones carried it off when they plundered Morlun.
  Panjandrum’s Son: Khado Thodel is not among the dead cultists 
  left unburied at Morlun. It’s clear that the missing youth is probably 
  still traveling with the Golden Ones.
  Vengeance: Characters who had friends or kin among the Stone-
  spears shouldn’t need much of a reason to chase down the Golden 
  Ones—someone must avenge the dead. 
  Loot: Characters unmoved by the brutality of the attack at Morlun 
  might be interested in a more concrete reward. Clearly, the cultists 
  carried off a fair amount of loot from the village. Looting the looters 
  may not be heroic, but there’s no sense in allowing the Golden Ones 
  to keep their plunder.
  
  Majestic Keep
  M—QU
  OS
  A R
  IVER: 400 MI.
  MOUNT
  THUBOTAN
  Kal-
  Zinan
  Quodeth
  MOUNT
  TUTOBU
   L
  ON
  G S
  HA
  DO
  W
  E
  N
  Garadu
  H
  A
  R
  J
   
  R
  IV
  Danagra
  AMMURATH
  an Menhir
  Ruins of Lathra
  Ammur
  Hensek
  Morlun
  Ultriash
  Olodawl
  Vaniath
  N PENINSULA
  Ghanport
  G
  H
  AN
   RIV
  ER
  SUNRISE
  BAY
  Lak-Pral-Udu Ruins
  Jarithum
  Ruins of Hurhun
  Q
  UOS
  A
   
  R
  I
  V
  E
  R
  QUO
  S
  A
   
  R
  I
  V
  E
  R
  Anibhuraal
  ISLE 
  OF WOE
  Tower of
  Golden Scales
  SARVIN 
  BAY
  VHAUG
  ZINA
  N
  D
  A
  R
   
  M
  O
  U
  N
  T
  A
  I
  N
  S
  Tansere
  Citadel
  lood
  Lair of the
  Lake-Beast
  KYDAR L
  AK
  E
  Y
  D
  A
  R
   
  R
  .
  U
  PP
  E
  R K
  Y
  D
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  .
  Shrine of
  Asura’s Promise
  BAY OF
  BLOOD
  Phiakrak
  Rimkomn
  Hansiri
  Itok-Kamarnu
  oth’uram
  Cheir
  Belanour
  GIANTSTEAD GROVE
  WILDS OF ITOK
  KURMANUR WILDS
  JUNGLE OF ZAAL
  SUSSURIAN 
  JUNGLE
  JAL DROR
  ISLAND
  QU
  O
  S
  A
   V
  A
  L
  E
  JUNGLE
  OF
  BURA
  KIRI
  ISLAND
  MARSH
  OF HURTH
  JA
  K
  I
  R
   
  R
  .
  IR
  O
  N
  W
  OE
   R
  IV
  ER
  TA
  C
  I
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  RN R.
  S
  W
  I
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  E
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  L
  AD
  Y
   
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  .
  DEE
  PD
  EL
  V
  E
  CIMARRON 
  PLAINS
  Poth
  Varuviri
  Ansumo
  Ruins of Kynamus
  Earthreach
  Caverns
  Lokrano’s
  Tower
  City of the
  Risen Apes
  The Dreamer’s Ziggurat
  Ziggurat of
  the Hydra
  Ruins of Thumari
  Lastbreath Citadel
  Caverns of the Fang
  Dungeon of
  Rackgore
  Tomb of 
  Madrak the Mad
  Castle
  Imiri
  Veilshard
  Castle
  Three Towers
  Caldrea’s
  Tower
  Fort Trasigore
  Castle Arthan
  Castle Bleir
  Taarbo
  Dryeth
  Zania
  Mhul Morth
  Yik Yarga
  Rethenna
  Iyerno
  Eyo Vhal
  Madengae
  Harkuwa
  Preel
  Spanak
  FIELDS OF
  THE STARBORN
  Agarithan’s Tomb
  Tomb of the Twelve
  Valiri
  Mozhe
  Lemetaru
  Pyriador
  Banutre
  Shrine of
  the Solstice
  Guardian Menhir
  MARSHES
  OF HEVLAKU
  FLINTARROW
  PENINSULA
  Lair of the 
  Thought-Eaters
  Wyvern’s Aerie
  Anhir’s Tomb
  Ruins of
  Gathnakarn
  Ruins of Shragnaklu
  Kirusk’s Last Stand
  DRIMARJAI
  ISLAND
  Bittarn
  Koher
  Hegrakag
  Thrut-Gramn
  Gorukadir
  Thagrut
  Mleth
  Menamb
  Agriki
  Nonamatir
  A
  S
  T
  “
  TH
  RE
  E S
  H
  IE
  L
  D
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  AIDE
  N
  S” VO
  L
  CAN
  OE
  S
  R
  O
  A
  D
   
  O
  F
   
  S
  MOKING WATE
  RS
  Shrine of the 
  Golden Chalice
  Nothul
  Stoneport 
  Citadel
  Northwall Fortress
  Borudh
  Shrine of 
  the Five Breaths
  Atorakh Ruins
  Jadranir
  Lari-Naru
  T
  O 
  KA
  L-ZI
  NAN: 1,050 MI.
  IKATH: 600
   MI.
  100 mi.
  200 mi.
  300 mi.
  Day 8: The cultists remain in Rethenna. Mon-
  yat’s group heads east along footpaths through the 
  Kurmanur Wilds, covering 20 miles. The group 
  is smaller, so they travel faster and are harder to 
  track.
  Day 11: Monyat’s group arrives in the town of 
  Ansumo, at the east end of the Kurmanur Wilds.
  Day 13: Monyat’s group arrives in Quodeth.
  Day 15: The Feast of the Yellow Moon. 
  Pacing: The adventure works best if the heroes 
  catch up to the cult at Rethenna. It’s about three 
  to four days’ travel from Morlun for a party on 
  foot marching hard. If the party moves slower, 
  you can assume that the Golden Ones take an 
  extra day or two, lingering in their camps until 
  midday.
  It’s possible that a party of fast-moving charac-
  ters (or heroes who use magic) might be able to 
  manage more than 30 miles a day, and potentially 
  overtake the cultists. Mounts won’t help the party 
  move faster on the path in the Giantstead Grove—
  riders in the forest are limited to a walking pace. 
  However, the plains south of Lake Kydar are 
  more open, and a mounted party can make excel-
  lent time. If you need to slow the party down, bad 
  weather might make it difficult to follow the trail 
  on the plain, or the party can run into “random” 
  encounters with Thule’s dangerous wildlife. Fi-
  nally, it’s not unreasonable for the Golden Ones 
  to push hard to get into Rethenna on Day 6. 
  THE CULT  
  ON THE MOVE
  The Golden Ones consist of more than two 
  hundred mad cultists. Most of the cult’s members 
  travel afoot, but they also use oxen to pull sledges, 
  loaded with provisions (most looted from Mor-
  lun), tents, and the paraphernalia necessary to 
  perform their rituals. There is little logic to any 
  other goods they carry. Some carry food and water, 
  while others go hungry unless Monyat orders the 
  band to make camp and distribute supplies. Oth-
  ers carry bits of plunder or useless items such as 
  branches, looted furnishings, or worthless “to-
  tems” simply because madness compels them to. 
  Discarded goods, empty packs and crates, and 
  even the bodies of cultists who have collapsed 
  along the way provide clear markers for the trail. 
  The cultists left behind on the march die quickly 
  from exhaustion or deprivation, or are killed by 
  their fellows. Because of their numbers and inat-
  tentiveness, the Golden Ones leave a trail that is 
  easy to follow (a DC 0 Survival check in forest, or 
  DC 5 in the plains). 
  The Golden Ones begin their travel each day an 
  hour after sunrise, and they continue travelling 
  until it sets or they encounter another camp or 
  village. They travel at the pace of their ox-drawn 
  sledges (speed 20 feet), but frequent stops and 
  general disorganization mean that they rarely 
  make 20 miles in a single day.
  Night of the Yellow Moon
  9
  0 Mi.
  100 Mi.
  
  WILDERNESS 
  ENCOUNTERS
  Thule’s jungles and forests are home to many 
  deadly creatures. Small parties traveling 
  cross-country are especially likely to meet some-
  thing dangerous. If you wish to slow the heroes 
  down or highlight the peril of the wilderness, 
  select one or two of the encounters below. These 
  should take place on the first or second day of the 
  heroes’ pursuit.
  Saber-Tooth Cat (CR 6; PTCS, page 212): The 
  cat picks up the party’s scent in the Giantstead 
  Grove and stalks the party; have the rearmost 
  character make a Perception check (DC 14) to 
  spot the cat before it attacks.
  Ghoul (CR 1; Pathfinder Roleplaying Game Bestiary, 
  page 146): A gang of 1d4+2 ghouls is squabbling 
  over the remains of Golden Ones who collapsed 
  and died along the trail; the heroes can surprise 
  them if they are scouting ahead and the scout 
  succeeds on a Stealth check (DC 17).
  Giant Frilled Lizard (CR 5; Pathfinder Roleplaying 
  Game Bestiary, page 194): The party encounters 1d2 
  of the lizards on the Kydar plains.
  Winged Ape (CR 6; PTCS, page 232): The ape 
  shadows the party and attacks their camp in the 
  middle of the night when they stop to rest. It tries 
  to overpower and drag off any character standing 
  watch.
  SLAUGHTERED 
  TRADERS (CR 5)
  Two days after the Golden Ones decimated the 
  Stonespears, they encountered a small caravan of 
  traders from nearby Quodeth. Caravans travelling 
  through Ammurath are normally well protected 
  against the dangers of the wild as well as barbarian 
  attacks. Clearly, their defenses proved inadequate 
  against the Golden Ones. As long as the play-
  er characters are directly following the Golden 
  Ones’ trail, they come across the remains of the 
  caravan a day or two into their journey.
  The scene is disturbingly similar to that of the Stonespear 
  clan’s village. In a large forest clearing lie the remnants of a 
  trading party. Slashed and torn tents flap in the breeze. The 
  remains of more than twenty humans—most apparently porters 
  or animal handlers—and a half-dozen ponies fitted with 
  wicker panniers are interspersed with the ruined trade goods 
  they were carrying. A tattered yellow cloth marked with a red, 
  three-pointed crown symbol flies from a tent pole in the middle 
  of the wreckage. 
  As long as the party is not surprised, add the 
  following:
  Several big, hairy man-like creatures dressed in foul scraps 
  of hide are rummaging through the wreckage—a raiding party of 
  beastmen. They carry wicker shields and stone-headed axes. 
  The beastmen are ransacking the wreckage when 
  the heroes arrive. They were not responsible 
  for the destruction, but are perfectly willing to 
  salvage whatever equipment and sundries they can 
  from the mess that the cultists left behind. The 
  beastmen are not, however, willing to share their 
  newfound treasures with the heroes.
  Surprise: If the PCs are taking no special 
  precautions, the beastmen attempt to hide and 
  ambush the party; have each character attempt a 
  Perception check (DC 12). Characters who fail 
  the check are surprised. If the PCs are proceeding 
  cautiously (for example, arranging for a stealthy 
  character to scout ahead), they have a chance to 
  surprise the raiders. Have the party’s scout make a 
  Stealth check; the beastmen make one Perception 
  check (+4) to spot the party scout.    
  4 beastman hunters (PTCS, page 214); hp 16 
  each 
  1 beastman cursemaker (PTCS, page 215); hp 
  35
  The hunters spread out, each picking his own 
  character to attack. The cursemaker hangs back a 
  short distance from the fighting, and uses his juju 
  heads to attack enemy spellcasters. The beastmen 
  hold their ground until three of them are defeat-
  ed, at which point the survivors attempt to flee.
  Clues: If the characters defeat the beastmen 
  and search the wreckage of the camp, they have an 
  opportunity to make several discoveries. First, the 
  human bodies scattered around the camp include 
  14 traders and 7 cultists in yellow robes. Two of 
  the cultists are former members of the Stone-
  spear clan who wear yellow hoods and cloaks over 
  Ammur clothing (player characters who knew the 
  Stonespears recognize these cultists as members 
  of the tribe).
  Treasure: A close search of the wreckage re-
  quires an hour. If the characters take the time to 
  search, they find a pendant of cosmic alignment 
  (see Adversaries and Treasure) on the body of 
  a cultist wearing tattered yellow robes embroi-
  dered with the three-pointed crown symbol of the 
  Golden Ones. If the characters just make a curso-
  Night of the Yellow Moon
  10
  
  ry search, they find the pendant only if a search-
  ing character succeeds on a DC 15 Perception 
  check. If the characters find the pendant, read:
  One cultist dressed in more ornate robes than the others wears 
  a strange pendant around her neck. It is made of a fossilized yel-
  low resin, probably some kind of amber, and hangs from a worn 
  leather thong that passes through a hole drilled in the stone. A 
  symbol in the shape of a three-pointed crown is scratched into its 
  surface. When not in direct sunlight, the yellow stone has a faint 
  golden glow.
  The symbol represents the cult of the Golden 
  Ones is inscribed into the pendant’s stone. To 
  identify the symbol, a character must succeed on 
  a DC 15 Knowledge (religion) skill check or a DC 
  20 Knowledge (local) skill check. A detect magic 
  spell reveals a faint divination aura on the stone. 
  In addition to the pendant, a fair amount of 
  treasure can be gathered from the scene—sev-
  eral of the traders are wearing coinpurses that 
  were not looted, and some of the cultists likewise 
  carried minor valuables. These include 24 pp, 
  five tourmalines worth 20 gp each, a jeweled ring 
  worth 250 gp, a potion of cure moderate wounds, and a 
  potion of gaseous form.
  DIRE PORTENTS 
  (CR 6)
  About twenty-five miles past the scene of the 
  slaughtered trade party, and fifteen miles after the 
  Golden Ones’ Day 4 campsite, the heroes come 
  across the cultists’ next atrocity.
  You catch sight of smoke and circling vultures from a low rise a 
  couple of miles ahead. It soon becomes clear that a small settle-
  ment on the hilltop has been burned. When you reach it, you find 
  ruins that are by now disturbingly familiar. Like Morlun and 
  the trade caravan, this tiny clan-hold was overwhelmed by the 
  yellow-robed cultists. A handful of the attackers lie dead along-
  side the villagers they massacred, and the villagers’ belongings 
  are strewn over the hillside. All of the lodges have been put to the 
  torch, but an old shrine of roughly fitted fieldstone still stands at 
  the top of the hill.
  This time, the victims were the Redrock clan, 
  another small Ammuran tribe. Characters fa-
  miliar with Ammurath recognize the place; other 
  characters identify Redrock with a successful DC 
  20 Knowledge (geography) check. The small 
  clan-hold only had about forty inhabitants; thirty 
  are dead here, and ten were dragged off with the 
  Golden Ones. Many of the dead lie badly charred 
  among the ashes and rubble of their homes. 
  Shrine of the Redrocks: This small shrine was 
  built long ago by barbarian priests dedicated to 
  Tarhun, god of storms; the village of Redrock 
  grew up around the place. The Golden Ones des-
  ecrated the shrine, and used members of the Red 
  Rock clan as sacrifices to Hastur.
  Unlike the burned lodges outside, the old shrine remains 
  intact. It looks much older than the rest of the village. An old, 
  rusted battleaxe is affixed over the entrance, which consists of 
  stone steps leading down to a dark, open doorway. The interior 
  is a circular chamber half-buried in the earth, forty feet in di-
  ameter, and ten feet high in the center of the room. It is very dim 
  inside, but you can make out huddled shapes lying on the floor 
  and a big stone altar near the middle of the chamber. 
  Characters who bring a light source (or who see 
  well in low light) can see that the walls are painted 
  with simple religious pictographs, although many 
  seem to have been recently defaced with smears 
  of charcoal and blood. The images depict storms, 
  battle, and hunting; a character who examines 
  them and succeeds on a DC 10 Knowledge (Re-
  ligion) check identifies the place as a primitive 
  shrine dedicated to Tarhun, god of storms. If the 
  characters move in for a closer look, add:
  Night of the Yellow Moon
  11
  
  There are five dead villagers on the floor, their bodies 
  arranged carefully to form a shape like a three-pointed crown. 
  The bodies are covered with many strange, rasped-away circular 
  wounds, rather like the bites of lampreys. You hear a low whim-
  pering sound from behind the altar, which is immediately joined 
  by several more soft sobbing voices.
  Characters that enter the room to examine 
  the bodies or look for survivors behind the altar 
  discover that the Golden Ones left something else 
  behind: A gibbering mouther of unusual size, 
  which was summoned during their foul ritual to 
  devour the sacrifices. It remained within the tem-
  ple, awaiting further prey.
  Giant gibbering mouther (CR 6; see Adver-
  saries); hp 54. 
  A madness check (page 141 PTCS) is certainly 
  appropriate. The mouther might surprise charac-
  ters expecting to find survivors hiding here; allow 
  characters a Perception check (DC 8) to avoid 
  surprise before the monster surges out to attack. 
  The creature opens the battle by gibbering, to 
  try to incapacitate its foes. It then systematically 
  attempts to engulf and devour anyone that comes 
  close, and pursues (slowly) if the party flees the 
  temple.
  If the characters defeat the aberration, they 
  can investigate the chamber. A character with the 
  Astrologer or Star-Lore Adept narrative recog-
  nizes that the ritual appeared to be based on an 
  astronomical alignment of the moon and certain 
  stars. Other characters must succeed on a DC 10 
  Knowledge (Religion) check to gain this in-
  sight. A successful DC 20 Knowledge (arcana or 
  religion) check allows the character to predict the 
  night of the alignment (it will occur after moon-
  rise on Day 15 of the timeline, however far away 
  that is now).
  ACT TWO: AGAINST 
  THE GOLDEN ONES
  The player characters might not know it, but they 
  are closing in on their quarry. The Golden Ones 
  are encamped at the barbarian village of Rethenna, 
  home to the Storm Eagle clan. It lies only fifteen 
  miles away from the ruins of Redrock. In this part 
  of the adventure, the PCs catch up to the Golden 
  Ones, only to find that the Storm Eagles don’t yet 
  recognize the threat posed by the cultists—if the 
  heroes aren’t careful, they might end up fighting 
  both the Golden Ones and their unwitting hosts.
  There is one more complication the heroes 
  don’t know about: Monyat, the Golden Prophet, 
  leaves Rethenna before the party arrives. Confi-
  dent that his underlings can subdue the unsus-
  pecting barbarians, Monyat and a group of picked 
  followers press on eastward after only a few hours 
  in Rethenna. The Golden Prophet intends to be-
  gin preparations for his great ritual in Quodeth, 
  and expects the rest of the cultists (reinforced by 
  many drug-addled Storm Eagles) to follow him in 
  a day or two.
  This part of the adventure begins with End of 
  the Trail. Depending on how the players proceed, 
  continue with Rash Attack, Urgent Diplomacy, or 
  Hidden Heroes. Act Two concludes with Massacre 
  at Rethenna—although whether that is a massacre 
  of cultists or Storm Eagles remains to be seen. 
  END OF THE TRAIL
  When the characters reach Rethenna, they may be 
  surprised by what they find.
  The track leads across the plains to a good-sized barbarian 
  village surrounded by a ditch and palisade. Pastures full of goats 
  and sheep ring the village. A couple of hundred cultists in yellow 
  robes or hoods are encamped around the village. The village 
  gates stand open, and there seems to be quite a lot of mingling 
  and trade between the tribesmen and the cultists. Some cultists 
  are preaching to the villagers, others are pitching tents and 
  starting cookfires, and many are dancing languidly, turning 
  in small circles to no music you can hear. Quite a few cultists 
  simply slump on the ground and stare into nothing, or mumble to 
  themselves. No one notices you. 
  The Golden Ones include 110 converts, 70 
  fanatics, and 5 acolytes (see Adversaries). They 
  are divided into a dozen small encampments—a 
  tent or two, a sledge, a cookfire, or just stupefied 
  cultists sitting in a circle on the ground—each 
  numbering anywhere from 15 to 20 Golden 
  Ones. About 25 of the Golden Ones converts and 
  fanatics are former members of the Stonespear 
  clan; the Golden Ones took no recruits from the 
  trading party or Redrock village.
  Three of these clusters are grouped around 
  each of the two gates leading into the Storm Eagle 
  village, and the remaining six ring the settle-
  ment, each about 50 or 60 yards from the next. 
  In daylight, any pitched fighting or sudden burst 
  of activity in one encampment will certainly be 
  noticed by cultists in nearby encampments.
  Golden Ones Leader: In Monyat’s absence, 
  the leader of the group is the Golden Ones aco-
  lyte Zuria. She and several other important cult-
  Night of the Yellow Moon
  12
  
  CULTIST DREAMWINE
  The Golden Ones encampments are disorderly collections of 
  sledges, tethered oxen, baskets full of provisions, and battered 
  tents. There is very little that is valuable, but three of the encamp-
  ments have sledges full of small earthenware jugs sealed with wax. 
  These contain dreamwine—common wine of rather poor quality the 
  Golden Ones acquire in trade, then infuse with mind-altering mush-
  room powder. The cultists share their dreamwine freely with their 
  hosts, with the result that many warriors are in a drugged stupor 
  when the Golden Ones attack.
  Dreamwine is an ingested poison (Fort save DC 15) with an onset 
  time of 1 hour, a frequency of 1/hour for 8 hours, and 2 successful 
  saves to cure. On the first failed save, the imbiber takes 1d4 Wis 
  damage and is sickened (although he feels lightheaded and euphoric, 
  not ill). On the second failed save, the imbiber is nauseated (again, 
  the sensation is extreme dizziness and strange visions). If the victim 
  is threatened by danger dduring this time, he becomes confused for 
  1d8 rounds, then lapses back into nausea. On the third failed save, 
  the victim becomes unconscious. Victims reduced to 0 Wisdom by 
  repeated dreamwine become insane (as the insanity spell).
  ists are negotiating with Tariss, chieftain of the 
  Storm Eagles, in the chief’s lodge, which stands 
  in the middle of the village. They are introducing 
  themselves, requesting alms, and offering them 
  the chance to participate in the cult’s rituals that 
  evening. (The characters can’t see what’s going on 
  in Tariss’s lodge unless they enter the village.)
  The Storm Eagles: The Storm Eagle clan is 
  very traditional, generally distrusting outsiders 
  and especially city dwellers, whom they see as 
  greedy and indolent. They make their home in 
  the eastern end of the plains south of Lake Kydar, 
  growing a range of crops and keeping herds of 
  sheep and goats. The leader of the clan is Tariss, 
  a woman of fifty years who is still a formidable 
  hunter. The tribe includes more than two hun-
  dred members, many of whom have returned to 
  the sprawling village after a day of tending their 
  livestock and crops. Most are commoners, but 60 
  are Storm Eagle Clan Warriors (see Adversaries).
  Tariss and the other clan’s elders are wary of the 
  Golden Ones since something about these pil-
  grims just seems “off.” However, they recognize 
  that wandering bands of pilgrims often bring gifts 
  of news, healing, and the favor of the gods—it 
  would be disrespectful to turn them away. Tariss is 
  meeting with Zuria and some of the other cultist 
  leaders when the characters arrive.
  RASH ATTACK
  Since the Golden Ones take no notice of a small 
  group of travelers approaching, there is nothing 
  to stop the player characters from falling on the 
  nearest group of cultists in a murderous fury. 
  (The Golden Ones have certainly earned it!) The 
  cultists react slowly, but their great numbers are 
  probably more than the PCs can overcome. Worse 
  yet, the Storm Eagles feel obligated to defend 
  their guests from what appears to be a random 
  and senseless attack.
  If the PCs attack before nightfall, they can easily 
  surprise the inattentive cultists, who call for help. 
  Nearby bands notice the fighting and cries of 
  alarm and come to help, resulting in waves of re-
  inforcements that join the encounter every 1d6+2 
  rounds. (If the PCs wait until nightfall to attack, 
  they’ve waited too long—the cultists turn on the 
  Storm Eagles, beginning the Massacre at Rethen-
  na encounter.) Groups of Storm Eagle warriors 
  join in to repel the attack.
  Wave One (CR 5): 8 Golden One converts. 
  Wave Two (CR 6): 2 Golden One fanatics and 
  6 converts.
  Wave Three (CR 6): 6 Storm Eagle warriors.
  Wave Four (CR 6): Golden One acolyte and 6 
  converts.
  Wave Five (CR 8): 4 Storm Eagle warriors and 
  5 Golden One fanatics.
  Wave Six (CR 8): Golden One acolyte, 2 fanat-
  ics, and 10 converts.
  See Adversaries for descriptions of these foes.
  Breaking off the Fighting: Sooner or later, 
  even the most truculent heroes may realize they 
  can’t kill all the cultists. If the party chooses to 
  flee, the Golden Ones don’t pursue. If the party 
  simply stops fighting and calls for a truce, any 
  Golden Ones or Storm Eagles likewise stop—they 
  have no idea why the party attacked and want an 
  explanation.
  URGENT 
  DIPLOMACY
  If the characters try to get to the Storm Eagles and 
  warn them, the Golden Ones don’t hinder them. 
  Most of the cultists outside the village just aren’t 
  paying attention. However, the barbarians aren’t 
  sure what to make of another band of outsiders 
  that shows up with wild tales of whole villages 
  slaughtered. Any random warrior or villager the 
  characters accost hears out them out, then replies, 
  “Tariss should hear this. She will know what to 
  Night of the Yellow Moon
  13
  
  do.” The villager then leads the party to Chief 
  Tariss’s lodge, where they find the Golden Ones 
  speaking with the Storm Eagle chief.
  The chief’s lodge stands in the center of Rethenna. The door 
  stands open; half a dozen Storm Eagle warriors sit cross-legged 
  on the ground outside, looking inside. A couple of Golden Ones 
  cultists dance slowly nearby. Inside the lodge, you see four Gold-
  en Ones (dressed in better robes than most of the others) sitting 
  around a fire-pit, speaking with five tribal elders, including a 
  fierce-looking woman of middle years who wears a circlet of 
  leather and gold around her brow.
  If the characters wait a moment to listen, they 
  hear the following:
  “We thank you for your welcome, Chief Tariss,” one of the 
  Golden Ones says. She is a dark-haired woman who carries a 
  tall staff. “The King of the Stars smiles upon this hour. Tonight 
  at moonrise we shall join together in worship and raise our 
  song to the skies. Will you not drink with us and celebrate this 
  fortunate day? Great wonders are close at hand! Rejoice with 
  us, good friends!” 
      “There is honey in your words, Zuria, but I know not why,” 
  the chief replies. “Why share these things with the Storm Eagles? 
  We know nothing of these matters. And where is Monyat, the one 
  they call the Golden Prophet? I thought he would come to treat 
  with me.” 
       “He has gone ahead,” the woman replies. “The Night of the 
  Yellow Moon draws near, and Monyat goes to make all ready for 
  the great celebration.”
  The characters can burst in and interrupt 
  at any time; however, that will come across as 
  terribly rude. Allow the characters on the scene 
  to make Sense Motive checks (DC 15) to rec-
  ognize that bursting in may give offense. If the 
  party interrupts anyway, Tariss’s starting attitude 
  is Unfriendly. If the heroes wait for Tariss to 
  finish with Zuria and the other Golden Ones 
  and refrain from interrupting, Tariss begins the 
  discussion with an Indifferent attitude.
  No Negotiations (CR 9): If the characters just 
  attack the Golden Ones in Tariss’s lodge, both the 
  Golden Ones and the Storm Eagles fight back. 
  This is an extremely dangerous encounter—en-
  courage the players to retreat. See Adversaries and 
  Treasures for statistics.
  Chief Tariss, hp 57 
  4 Storm Eagle warriors inside the lodge, hp 
  22 each.
  Zuria, Golden One acolyte, hp 38.
  3 Golden One fanatics, hp 28 each.
   
  Night of the Yellow Moon
  14
  
  Negotiations: Initial interactions with Tariss 
  take place under the constraints of diplomacy. 
  as both Zuria and the heroes attempt to turn the 
  chief to their respective points of view. Ask the 
  players to tell you what they say to the Storm Eagle 
  chief; if the players make good arguments to you, 
  their characters automatically succeed in convinc-
  ing the chief. If the players fumble for words, ar-
  gue with each other, or are otherwise unconvinc-
  ing, have them make opposed Diplomacy checks 
  against Zuria. Zuria’s Diplomacy check is +5; the 
  first side to score three “wins” succeeds.
  Zuria lies unabashedly about the cult and 
  its deeds. She insists to Tariss that the heroes 
  are “mistaken,” and that “we harmed no one.” 
  Because the cultists and Tariss are both extreme-
  ly insistent, the discussion is unlikely to have a 
  peaceful outcome.
  Roleplaying Tariss: Tariss has little patience 
  for outsiders, either the heroes or the Golden 
  Ones. She is gruff and wants to keep her tribe 
  isolated from forbidden influences. The clan en-
  joys a relative level of prosperity, and she intends 
  to preserve that. Out of respect for those who 
  serve the gods, Tariss’s first reaction is to trust the 
  Golden Ones.
  Outcome: If the heroes can convince her of the 
  danger the cultists present, Tariss demands that 
  the Golden Ones leave. Zuria is furious, but she 
  leaves the tent and tells the rest of the cultists to 
  prepare to march. A few minutes later, she gives 
  the order for the cult to attack. This leads to the 
  Massacre at Rethenna encounter.
  If the cultists persuade Tariss that the PCs are 
  liars, then the Storm Eagle chief demands that 
  the heroes depart and accepts the presence of the 
  cult. The Golden Ones attack the barbarians at 
  moonrise, converting or killing the Storm Eagles 
  just as they did with the Stonespear clan. If the 
  characters are still nearby, they can intervene and 
  perhaps save the Storm Eagles; see Massacre at 
  Rethenna.
  If neither side is able to persuade Tariss, then 
  the Storm Eagles demand that both the Golden 
  Ones and the player characters leave. Zuria agrees 
  and gives the command to go, but then orders the 
  attack a few minutes later.
  HIDDEN HEROES
  If the player characters do not want to interrupt 
  discussions or directly interact with the leaders of 
  either faction, they might attempt to sneak in and 
  disrupt the Golden Ones’ plans. This opens up 
  several possibilities:
  The PCs can steal or destroy the Golden 
  Ones’ stores of dreamwine, preventing them 
  from drugging the Storm Eagles. This gives the 
  Storm Eagles the edge when the fighting breaks 
  out.
  The PCs can attack one faction while dis-
  guised as the other in order to provoke a fight 
  before the Golden Ones are ready.
  The PCs can try to decapitate the cult by 
  taking out Zuria, the Golden One acolyte that is 
  currently in charge. She returns to one of the en-
  campments outside the village when she finishes 
  her discussion with Chief Tariss and can be con-
  fronted with few other cultists nearby. However, 
  other acolytes and fanatics among the cultists can 
  carry on with the plan to attack at moonrise.  
  The PCs can keep out of sight and await devel-
  opments (they will certainly be able to intervene 
  in the Massacre at Rethenna).
  Disguise: This is actually not very hard. The 
  Golden Ones have no idea who their own fellows 
  are beyond “other people wearing yellow,” and 
  the Storm Eagles don’t know the cultists. No one 
  challenges one more band of “Golden Ones” 
  wandering around. The party must first rob one 
  of the cultist encampments to steal robes, impro-
  vise fake robes, or lure a group of cultists away in 
  order to defeat them and take their robes. After 
  that, no one questions them.
  Disguising themselves as Storm Eagles is harder 
  for the party. The Golden Ones don’t know the 
  villagers, but the Storm Eagles know their own 
  kin and neighbors, so strangers trying to pass as 
  Storm Eagles are definitely a cause for alarm. 
  Passing for Storm Eagles requires a successful DC 
  14 Disguise check if the party enters the village or 
  approaches the chief’s lodge.
  Stealth: If the party tries to simply not be seen, 
  it’s easy enough out in the cultist encampment. 
  The Golden Ones outside Rethenna ignore any-
  one who isn’t actually attacking them, so it doesn’t 
  matter if the PCs are seen or not. Creeping 
  around inside the village certainly looks suspi-
  cious to the Storm Eagles, though—they assume 
  that strangers who are trying to sneak in are up to 
  no good, and attack. Getting into position inside 
  the village requires a group Stealth check (DC 
  12); if at least half the characters in the party pass 
  the check, they can find an empty shed or feed 
  Night of the Yellow Moon
  15
  
  crib to hide in near the center of the village, or 
  get to the back wall of the chief’s lodge without 
  being seen.
  MASSACRE  
  AT RETHENNA
  If the characters take no action, the Golden Ones 
  suddenly turn on the Storm Eagles at moonrise, a 
  couple of hours after sunset. By that point, more 
  than half of the Storm Eagle warriors are suffer-
  ing from significant doses of dreamwine and are 
  lost in a drugged stupor or (worse yet) hallucinat-
  ing badly enough they can no longer tell friend 
  from foe. The Golden Ones claim another 30 or 
  40 converts, and wipe out the rest of the tribe.
   If the characters intervene—warning the Storm 
  Eagles, provoking an early attack, or simply 
  jumping in on the barbarians’ side when the 
  cultists go mad—the outcome is very different. 
  With no other help from the characters, the 
  Storm Eagles succeed in driving off the cult at the 
  cost of scores of deaths. If the PCs actively side 
  with the Storm Eagles, they can swing the odds 
  significantly in the tribe’s favor. You can assume 
  that barbarians are fighting cultists all around the 
  party, but the PCs can make a difference at a few 
  critical points.
  The Initial Rush (CR 5): The cultists go from 
  dreamy lassitude to murderous savagery in the 
  blink of an eye.
  A strange ululating cry echoes through the village. The Golden 
  Ones in sight stand dazed for a moment, then they take up the 
  cry, snatch up weapons, and throw themselves on the villagers! 
  The village is instantly embroiled in a furious battle between the 
  Storm Eagles and hundreds of Golden Ones.
  A band of 8 Golden Ones converts attacks the 
  player characters (or threatens a handful of Storm 
  Eagle elders near the party, at the GM’s discre-
  tion). When five are defeated, the remaining 
  three are swept away by the tide of the battle.
  The Embattled Chief (CR 6): Chief Tariss 
  does her best to organize resistance to the treach-
  erous attack. The Golden Ones seek to over-
  whelm her.
  “To me! To me, Storm Eagles!” You hear the clear voice of 
  the tribe’s chief ringing through the village. Chief Tariss stands 
  with longsword in one hand and the tribe’s standard in the other. 
  Around her, a knot of embattled Storm Eagle warriors prepare 
  to make a stand, but a band of Golden One warriors near you 
  hurry to join the others threatening Tariss. 
  This group consists of 3 Golden Ones fanatics 
  and 3 Golden Ones converts. Chief Tariss and 
  the warriors near her are busy fighting off a num-
  ber of cultists already, and if these six get past the 
  PCs to join the attack on Tariss, things could go 
  badly for the Storm Eagles.
  Counterattack (CR 7): Most of the Golden 
  Ones fight with a distinct lack of skill or disci-
  pline, but the cult leaders are much more dan-
  gerous. The player characters can take out the 
  cultists’ leadership and break the back of the 
  assault.
  The scene is absolute chaos—gangs of cultists run every 
  which way, attacking at random. Some ignore the Storm Eagle 
  warriors altogether, snatching up torches to burn huts or hacking 
  savagely at villagers who are already dead. But near the village 
  gate you spot a Golden One in ornate robes who seems to be 
  casting spells and giving orders to the cultists around her. 
  This group consists of a Golden One acolyte 
  (Zuria, if she is still alive), plus 2 fanatics and 2 
  converts who stay close by to guard her. If the PCs 
  are already badly wounded by this point, 3 Storm 
  Eagle warriors join them in their attack on the 
  cultists’ leader.
  After the characters defeat these three groups 
  of cultists, the Golden Ones attack falters, and 
  the Storm Eagles gain the upper hand. The battle 
  quickly turns into a massacre as the enraged bar-
  barians hunt down the mad cultists and slay them. 
  AFTER THE FIGHT
  If the Golden Ones prevail, the characters may 
  not know what to do next, especially if they did 
  not interact with Chief Tariss. You can assume 
  that the Golden Ones linger in the ruins of 
  Rethenna for a day or so, then set out eastward, 
  following Monyat’s trail to Quodeth. If the PCs 
  linger in the area, they can eavesdrop on cultists 
  planning their march to Quodeth, grab a cultist 
  to question, or even fall in with the cultists and 
  march along in disguise when they leave.
  If the Storm Eagles defeat the cultists, the char-
  acters enjoy significant rewards for their victory, 
  described below. 
  Friendship of the Storm Eagles: If the PCs 
  made a conspicuous contribution to the victory 
  (for example, by seeking to warn Chief Tariss or 
  by handling their three scenes in the Massacre 
  at Rethenna), the Storm Eagles are deeply in 
  their debt. Chief Tariss and her warriors become 
  lifelong allies for the party if the PCs show them a 
  little respect for their bravery or compassion for 
  their losses.
  Night of the Yellow Moon
  16
  
  If the players don’t think to ask about Monyat 
  or leaders of the cult, Tariss (or any surviving 
  Storm Eagle elder) tells the PCs that a small 
  group of Golden Ones left the village, heading 
  east on a trail that leads toward the Quosa Vale. 
  The cultists who left were overheard telling the 
  ones who stayed in Rethenna to “follow us to 
  Quodeth when you are finished here.”
  Strange Plunder: Looting the dead Golden 
  Ones and searching through their encampments 
  requires several hours, but yields 2,400 sp; 1,260 
  gp; 60 pp; 44 assorted small gemstones worth 
  10 gp each, and 8 assorted gemstones worth 50 
  gp each. In addition, the party finds a ring of 
  protection +1, three potions of lesser restoration, 
  and a jar of mushroom powder sufficient to mix 
  50 doses of the cultist’s dreamwine. (The existing 
  dreamwine in the sealed jugs rapidly denatures, 
  and loses its toxicity within a day or two.) The 
  Storm Eagles ask for half of the coins and gems, 
  but if the PCs were especially conspicuous in 
  fighting for the tribe, they offer the entire hoard 
  to thank the characters for their help. 
  In addition to the valuables, the Golden Ones 
  possess many scrolls and strange texts among their 
  goods. Most are poorly cared for, and many are 
  covered in indecipherable writings. These are 
  collectively their holy texts. These include di-
  rections for performing rituals, sacred writings, 
  and a number of star charts. A character who 
  examines the star charts and succeeds on a DC 
  15 Knowledge (arcana) check recognizes that a 
  major astrological alignment is imminent; this is 
  described as “the Night of the Yellow Moon” in 
  the accompanying texts, and supposedly offers the 
  opportunity to perform some sort of summoning 
  to call “the Children of the Yellow Moon” down 
  to the Earth.
  Interrogating Survivors: Even if the characters 
  make no special effort to capture Golden Ones, 
  a couple of dozen survive the battle—some were 
  in such a stupor they were unable to fight, and 
  others were knocked out or badly wounded in the 
  fighting. The surviving Golden Ones make no ef-
  fort to conceal their intentions—instead, they are 
  eager for the opportunity to demonstrate their 
  devotion. They repeatedly cry out praises to “the 
  Sleeping One,” and “the King of the Stars,” and 
  urge the characters to “join the Golden Prophet 
  for the great cleansing in Quodeth.”
  A little questioning by the PCs reveals that 
  Monyat, the Golden Prophet, left Rethenna a few 
  hours before they arrived. Monyat and a small 
  band of chosen followers went ahead to Quodeth. 
  There, the Golden Prophet intends to perform a 
  ritual on the Night of the Yellow Moon to bring 
  “enlightenment” to that unholy city. The cult-
  ists here don’t know exactly what that means, but 
  they believe it will be a wondrous event, and that 
  the King of the Stars will descend to bless all his 
  faithful. (Characters who understand that the 
  Golden Ones worship Hastur can readily infer 
  that this would presumably be a Very Bad Thing.)
  Among the survivors, the characters find ten 
  former members of the Stonespears clan. Howev-
  er, all of these individuals now suffer from insan-
  ity. Restoring them to normalcy requires greater 
  restoration or similar magic, although it would be 
  easier to confine the victims for a few days of rest 
  until the dreamwine’s Wisdom damage wears off.
  Unfinished Business: Depending on the 
  adventure hook you chose for the characters, they 
  soon discover that their business with the Golden 
  Ones is not finished yet. If the party is looking 
  for Khado Thodel, the panjandrum’s son, they 
  soon realize that he is not among the Golden 
  Ones in Rethenna (living or dead)—he accompa-
  nied Monyat. If the party is looking for the Tablet 
  of Darieoth, it isn’t here, since Monyat still has 
  it with him. Finally, characters looking to avenge 
  the Stonespears still have a score to settle with the 
  Golden Prophet. The final confrontation still lies 
  ahead of them.
  ACT THREE:  
  THE YELLOW MOON
  The final act of the adventure takes place in 
  Quodeth. Leaving behind his slow-moving camp, 
  Monyat makes much better time. He and his small 
  group of guards push hard along the trails of the 
  Kurmanur Wilds, and reach the large town of 
  Ansumo in three days. Given the fact that Monyat 
  has at least a twenty-mile head start on the party, 
  it is almost impossible for the PCs to catch the 
  Golden Ones...but they know where the Golden 
  Prophet is going.
  The crazed cultists arrived in Quodeth just two 
  days before the Night of the Yellow Moon, which 
  happens to take place at the same time as a harvest 
  festival. The city is full of pilgrims, travelers, and 
  people from the surrounding countryside who are 
  celebrating. Only a few astrologers and sages know 
  that an ill-omened alignment is due to take place, 
  and even they have no inkling that the alignment 
  is sacred to a despicable cult of Hastur-worship-
  Night of the Yellow Moon
  17
  
  ers. Ideally, the heroes arrive in Quodeth on the 
  very eve of the Yellow Moon, and have only a few 
  hours to locate Monyat and his cultists before the 
  ceremony begins. 
  INTO THE CITY
  Because of the festival, many farmers and mer-
  chants are bringing their goods to Quodeth. The 
  festival lasts for several days, but tonight is the 
  height of celebration. This has slowed the routine 
  checks to a crawl. When the characters reach the 
  city, there is a lengthy line of people waiting to 
  enter.
  You spy the walls and spires of Quodeth from miles off. The 
  traffic along the Quosa road is growing steadily heavier, and 
  it seems that everyone is making their way to the city: oxcarts 
  loaded with produce, wagons loaded with cages full of chickens, 
  merchants leading long lines of heavily burdened porters, priests 
  and officials riding in palanquins. As you draw near, you can 
  make out the magnificent Gate of Mammoths—two huge stone 
  mammoths that defiantly stand guard against the wilderness—
  and the mighty forty-foot walls surrounding the city. And you 
  can also see that the line of people awaiting admittance to the 
  city is at least half a mile long, and creeping along at a snail’s 
  pace. It seems the gate guards are closely questioning everyone 
  who seeks to enter.
  The city’s other gates are likewise guarded, and 
  thronged with long lines of people waiting to 
  enter.
  Wait It Out: Waiting patiently in line takes sev-
  eral hours before the characters reach the front. 
  Allow the party to make a group Perception check 
  (DC 10) every half-hour; if at least half the char-
  acters succeed, the PCs notice that every ten to 
  fifteen minutes, parties of wealthier travelers—of-
  ficials carried on palanquins, merchants leading 
  their caravans, or nobles on riding horses—bypass 
  the line and enter Quodeth with little delay.
  If the characters choose to cut the line and head 
  straight for the front, they can do so at any time. 
  Groups of laborers or cart-drivers grumble and 
  shoot dirty looks their way. Feel free to insert a 
  nonlethal brawl that can be easily averted with 
  some diplomacy or intimidation. 
  Gaining Admittance: When the party reaches 
  the gate, read:
  The gate is guarded by a company of bored soldiers wearing 
  mail cuirasses and carrying spears. A weathered-looking warrior 
  with a dark beard and a red plume on his helmet holds up his 
  hand as you approach. “Halt,” he tells you. “Who are you, and 
  what is your business in Quodeth?”
  A detachment of twenty Quodethi soldiers 
  guards the Gate of Mammoths. The command-
  er is a young noble-born officer named Dhol 
  Meyarn, who takes little interest in the business of 
  the gate unless something unusual comes up. The 
  guards question each traveler about their reasons 
  for entering the city and the intended length of 
  stay. The answers are largely irrelevant; the guards 
  simply do not care. They just want to extort a few 
  coins from the people coming into the city, and 
  they recognize that the longer the line and the 
  greater the delay, the larger the bribe they receive 
  from people who wish to bypass it. The customary 
  fee is 2 cp per traveler for those who wait through 
  the line, while a party that bypasses the line must 
  pay a 1 gp bribe on top of the entrance fee. If the 
  party is hostile or insolent, the price might reach 
  5 or 10 gp.
  Panjandrum characters can simply command 
  the gate guards to admit them, and need not 
  pay any bribe. Characters who refuse to pay are 
  refused admittance; the guards attack if the party 
  tries to force its way inside.
  20 Quodethi Guards, hp 16 each.
  Warning the Guards: The soldiers have no 
  interest in any warnings the heroes bring to them. 
  They have heard many wild stories from people 
  trying to evade the gate tax, and assume that pre-
  dictions of doom are just another ploy. Persuad-
  ing them to offer even the most basic assistance—
  particularly when the guards could be collecting 
  bribes from everyone entering the city—requires 
  a DC 20 Diplomacy check, or a compelling bit of 
  roleplaying on the part of the players.
  Characters with unusual position or influence, 
  such as Atlantean nobles native to Quodeth or 
  panjandrums, gain a +5 bonus on any check to 
  persuade the guards to help. (If the PCs are work-
  Night of the Yellow Moon
  18
  SUCCESSFUL PURSUIT?
  While Monyat’s head start should allow him to keep ahead of charac-
  ters chasing him from Rethenna, it’s possible that a fast-moving party 
  armed with the right kind of magic could overtake him. If your play-
  ers pull it off, don’t force them to fail to keep the final confrontation 
  in Quodeth. You can assume that Monyat’s auguries warn him that 
  he is about to be overtaken; he makes a stand in a ruined temple by 
  the trail in the Kurmanur Wilds, and waits for the characters to catch 
  him. Conclude the adventure with a confrontation against Monyat 
  and his followers in the wilderness.
  
  ing for the panjandrum Jor Thodel, mentioning 
  his name has the same effect.) Characters might 
  also pretend to be important, although Bluff 
  or Disguise checks would be more appropriate. 
  Finally, if the heroes just offer a generous bribe 
  (10 gp or more), it buys basic cooperation from 
  the gate guards.
  If the Guards Cooperate: Unfortunately, 
  the gate guards know nothing about the Golden 
  Ones. The most Commander Meyarn can do is 
  suggest that the heroes investigate the Temple 
  Quarter. That’s the central area of the festivities, 
  and the place where most of the religious celebra-
  tions take place. Dhol Meyarn can also be per-
  suaded to alert his superiors to look out for the 
  Golden Ones, but he warns the characters that it 
  may take several days and some lofty connections 
  to get the city’s magistrates to look into things. 
  Quodeth is a large city; finding the right people 
  could take days.
  SEARCHING 
  QUODETH
  If the characters have previously visited Quodeth, 
  they already know the city’s basic geography and 
  may have contacts within its walls. Feel free to 
  reuse NPCs the characters met during previous 
  visits for the sake of consistency. Characters new 
  to Quodeth (particularly those who have not pre-
  viously visited any major cities) are likely to find 
  the entire experience alien. 
  The Gate of the Mammoths leads to Caravan Way, one of 
  Quodeth’s busiest avenues. This is the city’s Bazaar Quarter, and 
  it is crowded with thousands of people. The press of bodies in the 
  crowded streets, the stink of fires and human waste, and the cries 
  of merchants hawking their wares seem overwhelming after weeks 
  in the wilderness. The Golden Ones are not in sight. 
  Characters familiar with the city can see at a 
  glance that Quodeth is unusually crowded—they 
  have returned to Quodeth in the middle of a 
  yearly harvest festival dedicated to Kishar, the 
  goddess of agriculture. The whole city is busy, 
  but the center of the celebration is the Temple 
  Quarter.
  If the characters head straight for the Temple 
  Quarter from the Gate of Mammoths (most likely 
  because they persuaded the guards to be helpful) 
  and they’re familiar with Quodeth, they arrive 
  during Stage 1 of the Yellow Moon ritual. Oth-
  erwise, the amount of time it takes to locate the 
  Golden Ones depends on how the characters try 
  to find them.
  Asking Around: Characters might try to locate 
  the Golden Ones by gathering information at 
  local taverns, markets, inns, or asking people 
  likely to take note of strangers (for example, 
  street urchins or guard patrols). Each character 
  attempting to gather information may make a 
  Diplomacy check; the best result in the party is 
  the one that counts. Since time is of the essence, 
  the party’s level of success determines how quickly 
  they learn what they need to know and get to the 
  Yellow Moon Ritual (see below). The more the 
  PCs learn, the earlier they arrive at the site of the 
  climactic encounter.
  Diplomacy
  Check 
  Result
  0–9  
  No one has seen any “priests in yellow,” but 
  priests belong in the Temple Quarter, so maybe 
  the Golden Ones are there. The PCs arrive at 
  Stage 3 of the ritual.
  10–21 
  A party of priests in yellow robes wandered the 
  streets for hours earlier in the day, telling every-
  one to come to the Temple Quarter later. They 
  promised great wonders and free wine. The PCs 
  arrive at Stage 2 of the ritual.
  22+  
  The Golden Ones were seen setting up their 
  banners on the steps of the old abandoned 
  Tower of the Moon. They sent criers through 
  the streets all day telling people to come to the 
  Street of Gods at moonrise to see great won-
  ders and drink free wine. The PCs arrive at Stage 
  1 of the ritual.
  Roam the Streets: If the PCs try to physically 
  locate the cultists by crisscrossing Quodeth and 
  looking for them, they soon find that the flow of 
  the crowd leads to Quodeth’s Temple Quarter. 
  The general chatter of the crowd anticipates great 
  revels on the Street of Gods later in the evening; 
  the PCs arrive at Stage 2 of the ritual. Finding the 
  Temple Quarter is not hard—many people in the 
  streets are already making their way there, and any 
  passer-by can provide directions.
  Futile Actions: If the PCs choose to do some-
  thing else—for example, waiting hours for an 
  audience with a magistrate, seeking out a library 
  to do research on the Yellow Moon conjunction, 
  getting caught up in Quodeth’s many splendors, 
  or looking after personal business first—their first 
  warning of failure is disaster striking. Distant 
  screams and flashes of golden light erupt from the 
  Temple Quarter; if the PCs hurry, they can reach 
  the Golden Ones during Stage 3 of the ritual.
  Night of the Yellow Moon
  19
  
  THE YELLOW  
  MOON RITUAL
  The Golden Prophet and his followers spend 
  most of the day wandering the streets, telling 
  people to come to the Street of Gods. In the 
  late afternoon, they assemble on the steps of the 
  Tower of the Moon, an old temple dedicated to 
  a forgotten goddess. The Tower is known to be 
  the headquarters of the thieves’ guild known as 
  the Red Furies, but the thieves pay little attention 
  to strange priests on their doorstep—the temple 
  doors are firmly locked, and it’s not unusual for 
  peddlers, merchants, beggars, or crazy priests 
  to stand on the front steps and address people 
  passing by on the Street of Gods. In fact, most of 
  the Red Furies are out burglarizing wealthy homes 
  and businesses in now-deserted parts of the city 
  or working the crowds in the Temple Quarter.
  If the characters succeed in quickly running 
  down rumors or combing the city, they can catch 
  Monyat and his followers at the beginning of the 
  Yellow Moon ritual (see Stage 1, below). Oth-
  erwise, they arrive on the scene in the middle of 
  the ritual (Stage 2) or right at the climax (Stage 
  3). Basically, this encounter is presented in three 
  different forms—use the version that reflects the 
  party’s success in finding their quarry. 
  The PCs can choose to wait and watch if they 
  arrive in an early stage, intervening when they 
  decide to act. However, it should be clear that the 
  situation is growing more and more dangerous as 
  the Golden Ones continue their vile ceremony.
  Khado Thodel: If the characters began the ad-
  venture searching for Jor Thodel’s son, they find 
  that Khado is one of the Golden One converts 
  they face in this scene. The PCs recognize him 
  when they face him. Khado is quite mad now, 
  but if the PCs can knock him out and restrain 
  him, he can be returned to his father and perhaps 
  cured later.
  STAGE 1  
  (CR 6, THEN CR 7)
  During the ritual’s early stages, not all of the 
  cultists join in. While Monyat begins the rites, 
  his followers make a half-hearted effort to engage 
  passers-by.
  A little after sunset, you find a crowd beginning to gather on 
  the Street of Gods in the heart of Quodeth’s Temple Quarter. 
  On the wide stone steps of a long-abandoned temple stand a 
  number of the Golden Ones. Some hold tattered yellow banners 
  and call out to the small crowd gathering here: “Welcome, 
  brothers and sisters! Welcome! Tonight is the Feast of the Yellow 
  Moon! Come, join us as we dance and celebrate for the King of 
  the Stars!” Others pass out tatters of yellow cloth to anyone who 
  pauses to listen, but few people seem to be taking them seriously.  
       A wooden table at the top of the steps draped with yellow 
  Night of the Yellow Moon
  20
  
  serves as the altar; here stands a thick-bodied man of middle 
  years, dressed in golden armor. He is reading continuously from 
  a large scroll unrolled in front of him, but his words sound like 
  nothing but gibberish.  
  Few of the passers-by give the Golden Ones 
  any heed. Priests at other temples distribute food 
  and other alms for Kishar’s Harvest, which draws 
  far more attention than the obviously destitute 
  cultists in their tattered rags. The Golden Ones 
  assume the PCs are more potential converts and 
  invite them to join, too. They do not attack un-
  less attacked, and in fact can be easily surprised 
  by a sudden assault by characters pretending to be 
  part of the crowd. However, they hurry to inter-
  cept anyone moving to directly confront Monyat—
  the cultists fight furiously to keep Monyat from 
  being interrupted.
   Monyat does not participate in combat as long 
  as he has at least one follower still defending him. 
  If he has to, he continues reading from the scroll 
  while moving away from attackers, concentrating 
  completely on the ritual. However, once all his 
  protectors are defeated, Monyat abandons the 
  effort and fights back. As a result, this combat 
  consists of two distinct parts: Getting through 
  Monyat’s followers, then defeating the Golden 
  Prophet himself.
  First Group (CR 6)
  2 Golden Ones fanatics, hp 28 each.
  6 Golden Ones converts, hp 10 each.
  Second Group (CR 7)
  Monyat, the Golden Prophet, hp 54.
  If any PC tries to make sense of what Monyat 
  is doing, allow the character to attempt a Spell-
  craft check (DC 24). On a success, the character 
  recognizes that Monyat is working on a massive 
  summoning ritual intended to bring extraterrene 
  beings to the earth.
  STAGE 2  
  (CR 6, THEN CR 8)
  As the ritual progresses, all of the cultists join the 
  ceremony. This leaves them incapable of fighting 
  the heroes. However, at this stage, the crowd—
  now numbering hundreds—is affected by the 
  ceremony, and breaks out into mad brawling and 
  confusion.
  Flickering torchlight illuminates a wild scene on the Street 
  of Gods. On the wide stone steps of a long-abandoned temple 
  stand a number of the Golden Ones, gathered around a wooden 
  table at the top of the steps draped with yellow. Here stands a 
  thick-bodied man of middle years, dressed in golden armor. He 
  is reading continuously from a large scroll unrolled in front of 
  him, but his words sound like nothing but gibberish. The other 
  cultists echo his words—and, disturbingly enough, so do many in 
  the crowd gathered in the street. Hundreds of Quodethi—labor-
  ers, merchants, even guards—dance drunkenly, shriek at the sky, 
  or simply sway and mumble. It looks like they’re all mad!   
  Watching the ceremony and listening to the 
  Golden Ones is not healthy; any character within 
  earshot (about 120 feet) who observes for at least 
  1 minute must succeed on a DC 16 Will save or 
  become confused (although victims only stand 
  still and chant until violence threatens).
  When the PCs attempt to intervene, the first 
  thing they must do is fight through a crowd that 
  suddenly turns wild. Once they reach the temple 
  steps and attack the cultists, Monyat and four of 
  his followers turn to deal with the intrusion—
  none of the other Golden Ones present are in 
  condition to defend themselves.
  First Group (CR 6)
  8 Golden Ones converts, hp 10 each.
  4 Quodethi guards, hp 16 each. 
  Second Group (CR 8)
  2 Golden Ones fanatics, hp 28 each.
  2 Golden Ones converts, hp 10 each.
  Monyat, the Golden Prophet, hp 53.
  STAGE 3  
  (CR 7, THEN CR 8)
  With the crowds entranced by the ritual, it reaches 
  its peak shortly after moonrise unless the heroes 
  manage to disrupt it. At this point, the Golden 
  Ones pierce a dimensional barrier, and a plague 
  of gibbering mouthers begins to descend upon 
  Quodeth. 
  Flickering torchlight illuminates a wild scene on the Street 
  of Gods. On the wide stone steps of a long-abandoned temple 
  stand a number of the Golden Ones, gathered around a wooden 
  table at the top of the steps draped with yellow. Here stands a 
  Night of the Yellow Moon
  21
  REINFORCEMENTS
  If the characters make an effort to bring city guards, guild-brothers, 
  or other allies to confront the Golden Ones, you can assume that the 
  cultists include a matching number of low-level converts. During the 
  final confrontation, the PCs’ allies battle these “extra” cultists, leaving 
  the characters free to deal with the encounters as they are presented 
  below. Let the players feel that using their connections was a good 
  idea.
  
  thick-bodied man of middle years, dressed in golden armor. He 
  is reading continuously from a large scroll unrolled in front of 
  him, but his words sound like nothing but gibberish. The other 
  cultists echo his words—and, disturbingly enough, so do many in 
  the crowd gathered in the street. Hundreds of Quodethi—labor-
  ers, merchants, even guards—dance drunkenly, shriek at the sky, 
  or simply sway and mumble. 
       There is a sudden flash of sickly yellow light, a column of 
  crackling lightning that shoots down from the sky into the middle 
  of the crowd. You catch a glimpse of some strange amorphous 
  mass taking shape in the column, then a festering mass of eyes 
  and mouths surges out of the light to attack the people nearby! 
  Another mass begins to grow slowly in the crackling column of 
  light.  
  This scene warrants a madness check (PTCS page 
  141). The cultists concentrate on keeping the di-
  mensional gateway open, allowing “the Children 
  of the Yellow Moon” to descend to Quodeth. The 
  entranced crowd watching the ritual dissolves into 
  panic and madness; most flee, while some turn 
  on each other.
  First Group (CR 7)
  Giant gibbering mouther, hp 54.
  4 Golden Ones converts, hp 10 each. 
  Second Group (CR 8)
  2 Golden Ones fanatics, hp 28 each.
  2 Golden Ones converts, hp 10 each.
  Monyat, the Golden Prophet, hp 53.
  Monyat’s group remains by the altar, holding 
  open the gate. At the end of 6 rounds, another 
  giant gibbering mouther appears in the crackling 
  column of light. The PCs can interrupt this by 
  attacking Monyat’s group at any point; if they fail 
  to stop the summoning, the Golden Ones will 
  eventually bring down hundreds of the aber-
  rations upon the city. At this stage, the biggest 
  challenge is to battle through the crowd and the 
  gibbering mouthers to reach the site of the ritual. 
  THE RITUAL’S WAKE
  Defeating Monyat ends the Ritual of the Yellow 
  Moon. Any other cultists still on their feet are 
  shocked and overwhelmed at the death of the 
  Golden Prophet, so completely overwhelmed 
  they lapse into uncontrollable sobbing or take 
  their own lives. Citizens of Quodeth caught up in 
  the madness of the ceremony lapse into a help-
  less stupor, slowly coming back to their senses 
  in hours or days (some never recover without 
  help). If the characters are interested in healing 
  any of the victims, restoration or similar mag-
  ic can bring them around faster. Any gibbering 
  mouthers that are loose must still be dealt with, 
  although the city guard cooperates in eliminating 
  them.
  If Monyat or any other cultists survive, they can 
  provide little help. They are irrevocably insane 
  without the use of powerful healing magic. All the 
  cultists know is that they were instructed by the 
  Golden Prophet to perform the ritual at this time 
  and place, and that the Golden Prophet was guid-
  ed by “visions” sent from the King of the Stars, 
  also known as He Who Must Not Be Named, the 
  King in Yellow, or the One Who Sleeps—all so-
  briquets for the Great Old One Hastur.
  Treasure: The Golden Ones did not carry 
  large quantities of gold with them into the city. 
  Their belongings consist of a handful of packs 
  or satchels heaped together under the table they 
  appropriated for use as an altar. The valuables 
  include 220 sp, 450 gp, 85 pp, a pouch of four 
  small garnets worth 100 gp each, and a wand of 
  magic missile (CL 3rd, 25 charges remaining). If the 
  party was looking for the Tablet of Darieoth, it is here 
  too. It’s a thin golden disc covered with strange 
  writing, worth 500 gp to a sage or a collector 
  of curiosities. (The Tablet’s mysterious writings 
  can easily provide a clue to the characters’ next 
  adventure.)
  CONCLUDING  
  THE ADVENTURE
  Characters who succeed in stopping the ritual 
  receive a story award of 800 XP each. If the char-
  acters were also able to disrupt the activities of 
  the Golden Ones at Rethenna and save the Storm 
  Eagles, increase the story award to 1,200 XP each. 
  Finally, if the characters succeed in their original 
  objective (recovering the Tablet of Dareioth, sav-
  ing Khado Thodel, or slaying Monyat in revenge 
  for the Stonespears), increase this reward to 
  1,600 XP each.
  Depending upon how the characters stopped 
  the Golden Ones and Monyat, different groups 
  mail feel indebted toward them. In the case of 
  surviving members of the different Ammuran 
  tribes, any compensation is unlikely to have a 
  direct financial value. Survivors of the Stonespear 
  clan need to rebuild, and they are severely crip-
  pled by their losses. However, they gladly spread 
  word of the player characters’ heroism, and 
  are indebted to them for as long as their tribes 
  Night of the Yellow Moon
  22
  
  survive. The Storm Eagles likewise have little to 
  offer beside their friendship, but that is nothing 
  to sneer at. 
  The authorities in Quodeth are not sure what 
  to make of the characters’ efforts. The city’s mag-
  istrates hear only the most garbled and confused 
  stories about some kind of riot and evil sorcery 
  in the Temple Quarter. Enough lucid witnesses 
  eventually come forward to confirm that the char-
  acters played a big part in stopping something 
  awful. Grand Vizier Ibland Posk (PTCS page 171) 
  summons the party to hear their tale, and autho-
  rizes a reward of 500 gp each for the characters. 
  If the characters made significant efforts to warn 
  the city officials ahead of time, the reward is in-
  creased to 1,000 gp each. 
  ADVERSARIES  
  AND TREASURE
  Here are monsters and treasures specific to Night of 
  the Yellow Moon.
  GIANT GIBBERING 
  MOUTHER
  XP 2,400
  N Large aberration
  Init +2; Senses all-around vision, darkvision 60 ft.; Per-
  ception +12
  Defense
  AC 10, touch 11, flat-footed 18 (–1 size, +2 Dex, +9 natural)
  hp 54 (4d8+36)
  Fort +10, Ref +3, Will +5
  Defensive Abilities amorphous; DR 5/bludgeoning; 
  Immune critical hits, precision damage
  Offense
  Speed 10 ft., swim 20 ft.
  Melee 6 bites +5 (1d6+2 plus grab)
  Special Attacks blood drain, engulf (6d6 damage plus 2 
  Con damage, AC 13, hp 4), gibbering, ground manipula-
  tion, spittle (+4 ranged touch)
  Statistics
  Str 14, Dex 15, Con 28, Int 4, Wis 13, Cha 12
  Base Atk +3; CMB +6 (+10 grapple); CMD 18 (can’t be 
  tripped)
  Feats Weapon Finesse, Weapon Focus (bite)
  Skills Perception +12, Swim +8; Racial Modifiers +4 
  Perception
  Language Mi-Go
  Special Abilities
  All-Around Vision (Ex) A gibbering mouther sees in all 
  directions at once. It cannot be flanked.
  Amorphous (Ex) A gibbering mouther’s body is malleable 
  and shapeless. It is immune to precision damage (like 
  sneak attacks) and critical hits, and can move through an 
  area as small as one-quarter its space without squeezing 
  or one-eighth its space when squeezing.
  Blood Drain (Ex) On a successful grapple check after 
  grabbing, several of the creature’s mouths attach to its 
  target. Each round it maintains its grapple, its mouths 
  automatically deal 1d6 points of bite damage and 1 point 
  of Constitution damage as it drains its victim’s blood.
  Engulf (Ex) This ability functions as swallow whole, 
  except for the following changes. An engulfed creature is 
  trapped in the gibbering mouther’s body, where several 
  of its mouths continue to feed and drain blood. A gibber-
  ing mouther can engulf only one foe of its size or smaller 
  at a time. If an engulfed creature cuts its way free (the 
  mouther’s damage reduction still applies to those inside), 
  the mouther simply flows together again and can still use 
  its engulf attack.
  Gibbering (Su) As a free action, a gibbering mouther can 
  emit a cacophony of maddening sound. All creatures 
  other than gibbering mouthers within 60 feet must suc-
  ceed on a DC 13 Will save or be confused for 1 round. This 
  is a mind-affecting compulsion insanity effect. A creature 
  that saves cannot be affected by the same mouther’s gib-
  bering for 24 hours. The save DC is Charisma-based.
  Ground Manipulation (Su) At will as a standard action, 
  a gibbering mouther can cause stone and earth under 
  its body to grow soft and muddy. The ground remains 
  muddy for 1 minute after the mouther moves off of the 
  location. A gibbering mouther can move through these 
  areas with ease, but other creatures treat them as difficult 
  terrain.
  Spittle (Ex) Each round as a free action, a gibbering 
  mouther can emit a stream of acidic spittle at one target 
  within 30 feet. On a successful attack, the target is 
  blinded for 1d4 rounds unless he succeeds on a DC 20 
  Fortitude save. The save DC is Constitution-based. 
  GOLDEN ONES 
  CONVERT
  XP 200
  Human commoner 2
  CN Medium humanoid (human)
  Init +1; Senses Perception –1
  Defense
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 10 (2d6+3)
  Fort +0, Ref +1, Will –1
  Offense
  Speed 30 ft.
  Melee club +2 (1d6+1)
  Statistics
  Str 13, Dex 12, Con 11, Int 9, Wis 8, Cha 10
  Base Atk +1; CMB +2; CMD 13
  Feats Skill Focus (Profession), Toughness
  Skills Profession (various) +6, Handle Animal +4
  Languages Kalayan, Low Atlantean
  Gear club
   
  Night of the Yellow Moon
  23
  
  GOLDEN ONES 
  FANATIC
  XP 600
  Human commoner 1/warrior 3
  CE Medium humanoid (human)
  Init +0; Senses Perception +3
  Defense
  AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
  hp 28 (1d6+3d10+8)
  Fort +4, Ref +1, Will +2
  Offense
  Speed 30 ft.
  Melee morningstar +5 (1d8+4) (includes Power Attack)
  Ranged throwing axe +5 (1d6+2)
  Statistics
  Str 14, Dex 10, Con 12, Int 8, Wis 9, Cha 10
  Base Atk +3; CMB +5; CMD 15
  Feats Iron Will, Power Attack, Weapon Focus 
  (morningstar)
  Skills Intimidate +4, Knowledge (religion) +2, Perception 
  +3, Perform (dance) +2, Profession (various) +3
  Languages Kalayan, Low Atlantean
  Gear leather cuirass, light wooden shield, morningstar, 
  throwing axes (2)
  GOLDEN ONES 
  ACOLYTE
  XP 1,200
  Human cleric 4
  CE Medium humanoid (human)
  Init –1; Senses Perception +1
  Defense
  AC 15, touch 12, flat-footed 14 (+3 armor, +1 deflection, +1 
  Dex)
  hp 38 (4d8+12 plus 8 temporary hp)
  Fort +6, Ref +2, Will +7 (+8 vs. fear)
  Offense
  Speed 30 ft.
  Melee mwk sickle +6 (1d6–1) or spell-like ability +5 touch 
  (includes aid)
  Special Attacks channel negative energy 4/day (DC 13, 
  2d6)
  Spell-like Abilities (CL 4th; concentration +11)
  6/day—uncontrolled perception
  6/day—vision of madness
  Cleric Spells Prepared (CL 4th; concentration +11)
  2nd—cure moderate wounds, enthrall, hold person (DC 15), 
  touch of idiocyD
  1st—bless, command (DC 14), cure light wounds, doom, 
  lesser confusionD 
  0 (at will)—guidance, purify food and drink, resistance, 
  stabilize
  D Domain spell; Domains Cosmic (PTCS), Madness
  Statistics
  Str 8, Dex 12, Con 14, Int 10, Wis 16, Cha 13
  Base Atk +3; CMB +2; CMD 13
  Feats Brew Potion, Combat Casting, Weapon Finesse
  Skills Heal +10, Knowledge (arcana) +5, Knowledge (reli-
  gion) +5, Sense Motive +8, Survival +5
  SQ aura, channel negative energy 2d6 (4/day) (DC 15), 
  domains (Cosmic, Madness), spontaneous casting
  Languages Kalayan, Low Atlantean
  Combat Gear potion of cure light wounds (2); Other Gear 
  masterwork leather cuirass, masterwork sickle, wooden 
  holy symbol, pendant of cosmic alignment, Golden Crown 
  robes (see New Items)
  MONYAT, THE 
  GOLDEN PROPHET
  XP 3,200
  Human cleric 7
  CE Medium humanoid (human)
  Init –1; Senses Perception +7
  Defense
  AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield)
  hp 53 (7d8+14 plus 8 temporary)
  Fort +7, Ref +3, Will +9 (+10 vs. fear effects)
  Offense
  Speed 20 ft.
  Melee +1 morningstar +8 (1d8+2) or spell-like ability +7 
  touch (includes aid)
  Ranged dagger +5 (1d4+1/19–20)
  Special Attacks channel negative energy 4/day (DC 14, 
  4d6) 
  Spell-Like Abilities (CL 10th; concentration +15)
  6/day—uncontrolled perception
  6/day—vision of madness
  Cleric Spells Prepared (CL 7th; concentration +15)
  4th—air walk, confusionD (DC 18), unholy blight (DC 18)
  3rd—cure serious wounds, dispel magic, displacementD, prayer
  2nd—cure moderate wounds, enthrall (DC 16), silence (DC 
  16), spiritual weapon, touch of idiocyD 
  1st—command (DC 15), cure light wounds, divine favor, 
  lesser confusionD, obscuring mist, shield of faith
  0 (at will)—create water, guidance, light, purify food and drink
  D domain spell; Domains Cosmic (PTCS), Madness
  Statistics
  Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13
  Base Atk +5; CMB +6; CMD 15
  Feats Brew Potion, Channel Smite, Combat Casting, Craft 
  Magic Arms and Armor, Lightning Reflexes
  Skills Bluff +6, Diplomacy +5, Heal +9, Knowledge 
  (arcana) +6, Knowledge (religion) +6, Linguistics +4, 
  Perception +7, Spellcraft +6 
  Languages Kalayan, Low Atlantean, Mi-Go
  SQ aura, channel negative energy 4d6 (4/day) (DC 14), 
  domains (Cosmic, Madness), spontaneous casting
  Combat Gear potion of invisibility; Other Gear +1 breast-
  plate, heavy wooden shield, +1 morningstar, cold iron 
  dagger, headband of inspired wisdom +2, pendant of cosmic 
  alignment, Golden Crown robes (see New Items), silver 
  unholy symbol
  Night of the Yellow Moon
  24
  
  QUODETHI GUARD
  XP 200
  Human warrior 2
  N Medium humanoid (human)
  Init +0; Senses Perception +2
  Defense
  AC 17, touch 10, flat-footed 17 (+7 armor)
  hp 16 (2d10+5)
  Fort +4, Ref +0, Will –1
  Offense
  Speed 20 ft.
  Melee glaive +3 (1d10+1/×3) or shortsword +3 
  (1d6+1/19–20)
  Ranged javelin +2 (1d6+1)
  Space 5 ft.; Reach 10 ft.
  Statistics
  Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10
  Base Atk +2; CMB +3; CMD 13
  Feats Alertness, Toughness 
  Skills Intimidate +4, Perception +2, Ride +4, Sense 
  Motive +2
  Languages Kalay, Low Atlantean
  Gear scale coat, glaive, shortsword, javelin (2)
  STORM EAGLE 
  WARRIOR
  XP 400
  Human warrior 3
  CN Medium humanoid (human)
  Init +1; Senses Perception +1
  Defense
  AC 15, touch 12, flat-footed 13 (+3 armor, +1 dodge, +1 
  Dex)
  hp 22 (3d10+6)
  Fort +5, Ref +2, Will +1
  Offense
  Speed 30 ft.
  Melee greataxe +5 (1d12+3/×3)
  Ranged composite shortbow +4 (1d6+1/×3)
  Statistics
  Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12
  Base Atk +3; CMB +5; CMD 16
  Feats Alertness, Dodge, Run
  Skills Climb +6, Handle Animal +5, Intimidate +5, Per-
  ception +1, Profession (hunter) +4, Survival +1 
  Languages Dhari, Low Atlantean
  Gear studded leather armor, greataxe, composite short-
  bow (Strength +1)
  TARISS, CHIEF OF CLAN 
  STORM EAGLE
  XP 1,600
  Human barbarian 6
  CN Medium humanoid (human)
  Init +2; Senses Perception +10
  Defense
  AC 16, touch 12, flat-footed 12 (+4 armor, +3 Dex, +1 
  dodge, –2 rage)
  hp 57 (6d12+18 raging)
  Fort +8, Ref +5, Will +5 (raging)
  Defensive Abilities improved uncanny dodge, trap sense 
  +2
  Offense
  Speed 40 ft.
  Melee mwk spear +11/+6 (1d8+6/×3) or dagger +10/+5 
  (1d4+4/19–20)
  Ranged mwk composite longbow +10/+5 (1d8+3/×3)
  Special Attacks rage (15 rounds/day), rage powers (no 
  escape, quick reflexes, scent)
  Tactics
  Base Statistics When not raging, Tariss has AC 18, touch 
  14, flat-footed 14; hp 45; Fort +6, Will +3; Melee mwk 
  spear +9/+4 (1d8+3/×3); Str 14, Con 13; CMB +8; CMD 
  21; Climb +11 
  Statistics
  Str 18 (raging), Dex 16, Con 17 (raging), Int 10, Wis 12, 
  Cha 8
  Base Atk +6; CMB +10; CMD 23
  Feats Dodge, Mobility, Spring Attack, Weapon Focus 
  (spear)
  Skills Acrobatics +12, Climb +13, Intimidate +8, Percep-
  tion +10, Survival +10
  Languages Dhari, Low Atlantean
  SQ fast movement
  Combat Gear oil of magic weapon, thunderstone; Other 
  Gear +1 studded leather armor, mwk spear, mwk compos-
  ite longbow (+3 Str) with 40 arrows 
  Night of the Yellow Moon
  25
  
  NEW MAGIC ITEMS
  The cult of the Golden Ones has endured for 
  hundreds of years. Over that time, a few of the 
  more powerful or devout prophets have learned 
  the secrets of imbuing items with a touch of 
  divine magic drawn from He Who Must Not Be 
  Named. 
  GOLDEN CROWN ROBE
  Aura faint enchantment; CL 3rd
  Slot body; Price 8,400 gp; Weight 2 lbs.
  Description
  This tattered and frayed robe is yellow, with cuffs and a 
  peaked hood of scarlet. The image of a three-pointed 
  crown is embroidered on each shoulder. It confers the 
  benefit of an aid spell upon the wearer (a +1 morale bonus 
  on attack rolls and saves vs. fear effects, plus 8 temporary 
  hit points), but only if the wearer is devoted to the wor-
  ship of the Great Old Ones. The robe regains expended 
  temporary hit points at moonrise each night.
  Construction
  Requirements Craft Wondrous Item, aid; Cost 4,200 gp
  PENDANT OF COSMIC 
  ALIGNMENT
  Aura faint divination; CL 3rd
  Slot neck; Price 1,650 gp; Weight —
  Description
  The pendant is a small, egg-shaped piece of amber 
  pierced by a leather thong. It subtly sharpens its wearer’s 
  intuition for interpreting the mystical significance of astro-
  logical events such as conjunctions, eclipses, or align-
  ments. The wearer gains a +2 insight bonus to Knowledge 
  (arcana) checks made for the purpose of casting horo-
  scopes or predicting celestial alignments. In addition, 
  the pendant glows as important alignments approach. It 
  sheds soft golden light in a 5-foot radius within 10 days 
  of an important alignment, increasing to a 10-foot radius 
  within 3 days and a 20-foot radius within 1 day. When the 
  pendant indicates an approaching alignment, the wearer 
  can use augury once per day as a spell-like ability. (In any 
  given month, there is a 10 percent chance that an align-
  ment of some sort takes place.)
  Construction
  Requirements Craft Wondrous Item, augury; Cost 850 gp
  Night of the Yellow Moon
  26
  
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
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  Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
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  Primeval Thule Campaign Setting. © 2014, Sasquatch Game Stu-
  dio; Authors Richard Baker, David Noonan, and Stephen Schubert. 
  Night of the Yellow Moon © 2015, Sasquatch Game Studio; Author 
  John Dunn.  
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Sasquatch/Night of the Yellow Moon.pdf